Yeah the timer's not really that functional because anyone can beat this stage in less than eight minutes but combined with the music it really adds to the atmosphere. Also it's nice seeing someone appreciate all the little nooks and crannies in these stages, they have more secrets than most people realize.
the time limit in this stage is great because it's so lenient, its enough to pump up the first playthrough without being stressful. Unlike a certain other *"5 minutes should be plenty!"*
I like Sonic Forces. I have fifty hours on the game, despite it being only two hours long. I only said it because, in addition to it being true, it would also get me the top comment.
I could honestly watch you analyze every stage SA2 has to offer like this and know for sure that every single video would be a joy to watch and show everyone things they never even knew about, like the 2-Player mode paths and the other hidden areas were totally unknown to me and I played through the game multiple times over the years.
I remember as a kid me, my brother and cousins were like "we gotta get all the little animals or they will not make it" The fact that this level does set up a thrilling run for the end before it's too late
One more little detail : At the end, when the ground is falling down, if you're fast enough to reach the highest spring, you are rewarded with a bigger bonus score. The lowest spring gives no bonus, the second give 200 pts, the next 500 pts, then 1000 pts and the highest giving you an awesome 2000 pts.
Green Forest has always been one of my favorite levels in the game. Partly because of the actual level design and the atmosphere, but most of all, the music.
It‘s interesting to know that this stage was also the first one made, and that in SA1 there was a jungle level planned but scrapped, this stage was in the planning stages for a long time which shows.
I wonder if that sand sledding stage in SA1 was what they ended up on instead of this one. From what I remember it was pretty short compared to the other SA1 stages.
10:20 in all my 20 years I played this game I always wondered what those balloons were for, and now today two decades later I learn that if I held the A button Sonic does a dive 🤯
this mechanic isn't signposted anywhere, you only encounter it like one single time in the game, how are you supposed to learn it!! But things like this only strengthen my impression that the game really was "that deep" as I felt it to be when I played it the first time
Quick correction at 6:52 pointed out by DaSheepKiller, I correctly said the power-up is the "Ancient Light" but then allude to it being the Mystic Melody power-up instead of the light speed attack, my bad!
This era of games had a lot more hidden areas, secrets, and replayability. As a kid, even though open world games weren't really a thing yet, I still felt like games had unlimited possible hidden secrets because of the optional power ups and hidden ruins that made platforms.
Exactly, it’s what makes me prefer Mario Galaxy over the open world and linear 3D Mario’s, it and it’s sequel, feel like they offer me enough space and sense of scaling, but not too open to the point it feels barren and relying on generic landscaping for movement
@@whydoievenbothertryingwith6679 That's a funny thing to say, considering that Mario Galaxy's levels have always felt more barren and repetitive than those from the open world Marios to me. For instance, if you explore around you in Mario 64 can find content and secrets in every nook and cranny. Do the same in Mario Galaxy and there isn't much to see or find outside of the main path.
Exept for the Pyramide and crazy Gadget. I dont exactly what it is about the Pyramide but in crazy Gadget the last part is my cryptonite, i even manage to reguraly get softlocked there
I literally finished this level for the first time today (got the game yesterday) and it was freaking amazing. My blood was pumping so much, I love playing games blind
"Have you ever had a moment in a video game where you felt like you were gonna crap yourself?" Not only did that trigger Green Forest memories, but also my past experiences with Wario Land 4.
You're like the best person ever to breakdown SA2's game design and intentions, it's almost like if you can exactly put up in words what we feel without us even saying it before lol. Awesome job! Looking forward for more stages analysis or any SA2 content!
I never realised just how much thought went into SA2's level design, I absolutely adored this game since I was a kid so it's fascinating to see it's suprisng depth picked apart and explained. Definitely refreshing after the stupid counter culture idiots randomly deciding to pretend the game was never good as well, man am I sick of that crap. But yeah, I'd love to see the rest looked at like this.
6:00 also white jungle’s layout is still kinda there too! 6:57 light speed attack 7:35 I always found it interesting how the area here looks so similar to the platform sonic & shadow fought on, and as a kid thought oh crap sonic went the wrong way first and had to double back I just really love this stage
Well in the cutscene as the stage starts, that’s DEFINITELY where they’re placed. You can tell by the robot and the platforms in the background of the cutscene, which were not present in the fight. They most likely did that to save on memory or processing power when loading the cutscene, but I do like your explanation too lol
It is the same platform they same platform they fought on, or atleast the platform they are standing on in the cutscene before the level begins. You can see it from the flying GUN bots that have their back turned to the platform.
Ah i have a love/hate relationship whenever i see a time limit in a game. Weather that means an explosion that will wipe out the place you're currently on or otherwise someone is about to die. Its such a highly intense moment that keeps you on edge. The mental effect time limits have on you during gameplay really does make you make mistakes that you maybe wouldnt have made otherwise since you would have the time to move on at your leisure
I never knew about the A holding on the vines! I always saw the balloon there and was like "What's the point of having this there if the vine doesn't send you far enough?"
Over the course of 1 weekend we got a ZoomZike sonic episode, a Summoning Salt Speed Run Progression, and. A John Bois Secret Base video, I don’t think that life could get any better than this😍
If we’re gonna keep on this track of analyzing SA2 levels, I’d like to see you analyze Iron Gate. I think it’s a really unique contrast to City Escape where you essentially go on an Eggman rampage to make up for the fact that you’re not that fast. It also gives the Dark story it’s own kind of kickstart that fits its side more. (being a destructive romp where you brazenly infiltrate a military compound as opposed to a free spirited escape from an unjust pursuit by that same military)
7:35 The really funny thing about this section is that it's where the cutscene at the start of the level takes place and they didn't even try to hide it by despawning the enemies during the cutscene.
zoomzike is virtually the only youtuber i've seen who gives a REALLY strong case for SA2 being good. i also love the capstone for this video done at 11:56. this is a really good series on how to make levels with soul
In all fairness, most people (even those that dislike SA2) like the speed stages. I'd have more of a difficult time trying to convince people of the other ones. I'm glad you enjoyed it!
The way the "Blows Up!?!" cutscene plays inside of the level is super clever. It means they can start the level immediately after you learn about the bombs, without needing to waste time waiting on a loading screen. By the way, the music only syncs with Sonic landing if you load it from mission mode. When you play it in story mode, it syncs with Shadow running away in the cutscene instead. Both ways feel very deliberate.
I’ve played this game 15 years ago and I have never known about “vine grinding”, time to play through this level again! Honestly I’ve never seen more than half of these secrets in this level.
I NEVER KNEW ABOUT THE DIVING PART AAAAAAAAAAAAAAAAAH i cant believe im still learning stuff about this game. ive always rly wondered what every path through the levels would look like and these videos are such a great way to experience that. thank you zoomzike for my life
Green Forest is legit my favorite stage in the game. The rush you get, and the storyline for why you are running forward and the music...everything about it is soooo good. And for a side note, I HAD NO IDEA YOU WERE SUPPOSED TO HOLD THE BUTTON! I always wondered what that balloon was doing there! XD
I love these analysis videos, I've played these stages hundreds of times, and these videos make me appreciate them even more. I'm always learning something new since some of the goodies are off the main path/best path
The coolest thing about Green Forest, is not only the timer in the corner, but the levels theme is actually ramping up slowly, it never actually explodes it has that vibe of the never ending tone, like there is ment to be a pay off but it wont happen.
6:57 You're confusing Ancient Light for Mystic Melody. Ancient Light allows Sonic to perform the Light Speed Attack, which uses a fully charged spin dash to attack multiple enemies at once. Mystic Melody is located in Final Rush.
I remember playing green forest for the first time and I legit reacted to eggman saying the island will blow up just like sonic at the same time. The entirety of the stage my mind was thinking a single thing. I was repetedly thinking "Oh shit I gotta finish this as fast as I can"
Honestly, your enthusiasm is contagious. This game was a standout from my childhood--it *was* my childhood and growing up after the fact seeing people peel it apart for being campy and whatever is one thing, but seeing you dissect what the appeal was in spite of those things warms my heart.
Well those double arrows are actually supposed to indicate the hidden animal whistle spot, it's done earlier in the level too. But clever thinking I only ever found the lower area after falling by accident one time.
It's possible, but I personally don't think this is the case. A lot of arrows can be found in the battle mode, and they each point you towards different paths, which is what I feel was being done here.
Well they do it before that area aswell with those specifically small arrows and both have an animal in the bush pointed to, but I guess it does also point to the hidden area
I'd love to see analysis videos on some shooting and hunting stages, particularly Iron Gate in how it introduces the Dark Side story, and Security Hall if only because it's my favorite hunting stage.
That's something to consider since utmost every stage has a parallel that mirrors the goal of that player character. This emphasizes the overall theme of SA2: duality.
honestly with how much you were talking about the setting and urgency of the island blowing up i really hope you end up doing something similar with the final hazard boss fight considering all the dialogue from everyone aboard the ark. i always enjoy going back and checking it out, it’s such an intense and satisfying setting for the game’s climax. Stakes are hard to get higher than “giant satellite in space being steered into earth which will surely cause planetwide extinction if it collides” And that’s not even talking about how it subtly sets up what ends up happening to shadow at the end of the fight, with shadow worrying that he can’t maintain his super form while sonic notices and urges him to fall back. All that to say, I really enjoyed this video. great stuff!
Noo you forgot to mention that the "hard" difficulty of this level reduces the timer to 3 minutes! (I think) Anyways, great video as always! Love a good blast to the past.
Something I feel that can definitely be added to the video is how cleverly some of the animals are placed and hidden whistle spots! I love your videos and hope to see you eventually analyze every SA2 level!!!!!
"You bet, the adrenaline is gonna be pumping on your first playthrough" 5 yo me: HOLY S**T THE ISLAND'S EXPLODING Honestly tho, this series is amazing, keep up the good work
You teach me so much about this game that I didn’t already know. This is coming from somebody who A-Ranked Green Hill zone, and beat the main stories at least 3 times throughout my life. And somebody who very much enjoyed the multiplayer modes. And from somebody who played this game several times without actually beating it.
It’s because they had to develop games that were multi platform after that, and had to scrap the Dreamcast adventure engine and constantly work on hardware for multiple consoles at once which meant less refine and polish.
@@TheDisarminghinkle Remastering a game already developed on a Dreamcast is different to making a game specifically for multiple platforms. It affects design decisions.
second video of yours i’ve seen now, love the content. the fact that your finish time on each level ends up matching the video length in both is such a neat touch. subscribed 👍🏾
I remember watching this as a kid, the music blaring, the timer going. I was so excited for more action, and once I beat it, I was ready for more!..then Pumpkin Hill.
This was so interesting!! I really love your level analysis videos, they make me realize things I would've never thought about otherwise. Thank you so much for making them, I never even played any of the sonic games but this keeps me captivated, it's just so interesting to see what the designers all thought about and all those little details!
You keep teaching me new things I haven't figured out after years and years of hundreds of playthroughs of this level. A button lets you get the balloon?
Ok...this game has some of the best level design in videogame history. Branching paths that are more rewarding to land then they are punishing to miss, little details, amazing/fitting sound tracks, the way the levels connect and help tell the story... each level really feels purposeful
Zoom Zike: “hmm radical highway’s video title didn’t indicatively portray what I immediately wanted to convey; how do fix that for green forest?” Green forest: *subtlety has left the server*
Something I don't see most people think about is, how many people actually died in that Island's explosion? In so much media you see situations like this where Cities are destroyed or such but usually our protagonists just move on trying to stop the antagonists, Sonic and Co don't take a second to worry about the Island's destruction after it happens and the game moves on ignoring the possibly thousands dead. It's a weird thing in media I don't see adressed much, helicopters and cars explode everywhere with cities leveled and next to never do the characters question the implications of that, even in Shows like Avatar where they make a big deal on not killing one singular evil person yet they wipe out Tanks filled with people left and right. Then again on second thought considering this is the same game where they just shrug off and move on from the Moon being destroyed maybe that's a bigger concern barely addressed. Obviously they weren't intending to think about those things in the game but it's weird to see such major levels of destruction ignored more often than not 99% of the time. Just something I remembered that I find interesting to overthink.
Metal Gear Solid series count how many people you killed and give you a death count at the end of the game that affects your rating. Another Kojima game Zone of the Enders explicitly punishes you for causing collateral damage and civilian deaths during battles. But yeah in most games, the attitude is just that enemies are there to die. Their mortality and implications of it being in your hands isn't considered because they function exclusively as system-oriented obstacles in the game so death is abstracted to a mechanical byproduct of the gameplay.
I'm loving these adventure level videos, the Adventure games were always my favorites and these really express why that is for me, the developers really put a lot of effort and soul into these levels with the hidden pathways and overall build.
Final Rush hit that brown note for me, just seeing the huge space colony, all those rails, the earth below me whilst listening to the kickass stage music and all of this on top of finally vanquishing Crazy Gadget... That level enshrined SA2 as one of my favorites.
I remember the feeling of the timer popping up as a kid and just thinking "well shit that doesn't seem like a lot of time" having just spent 20 minutes exploring every corner of Metal Harbor. I had no experience playing the 2D sonic games and this was one of the first 3D moments that FORCES you to go fast. Thanks for reminding me!
The best thing about these classic 3D Sonic stages is that they tell a compelling story. I really wish I could revisit these experiences on Switch, but there's sadly nothing.
the best thing about green forest's song is how it is fast paced like, in all the other songs in the game, you can feel the speed sonic is running at, but this song, you can feel the rush in sonic to get out of there and save amy and tails, and it adds so much to this level
The timer adds a sense of hurry and rushing, even if it has no impact it only works in making you feel you have to hurry, even replaying this i still have a sense to rush and beat the stage
Yeah the timer's not really that functional because anyone can beat this stage in less than eight minutes but combined with the music it really adds to the atmosphere. Also it's nice seeing someone appreciate all the little nooks and crannies in these stages, they have more secrets than most people realize.
the time limit in this stage is great because it's so lenient, its enough to pump up the first playthrough without being stressful. Unlike a certain other *"5 minutes should be plenty!"*
It was scary on my playthrough, but I can't play the game anymore. Dad took my brother's Xbox 360 away years ago. Brings back memories...
Hi cybershell :)))
@@FredCyber green forest and security hall should have switched timers...
You’re alive 🥺
Just give us the 4 hour breakdown on every level in this game already
^ PLEASE
Pleaseee
Please
TRUE
THIS
*"BLOWS UP?!"* - A hedgehog about to run for his life.
You werent supposed to hear that. Pretend he sayd nose up.
THERE GOES HAWAII
THE ISLAND IS GONE
This level has more tension than the entirety of Sonic Forces.
I mean
Your not wrong
A G R E E D
forces bad, upvotes to the left
(not that I'm disagreeing with that sentiment, but so help me it's been beaten into the ground)
I like Sonic Forces. I have fifty hours on the game, despite it being only two hours long. I only said it because, in addition to it being true, it would also get me the top comment.
Forces music doesn't sync up with Sonic landing.
0:05 Great Transition from green forest to metal harbor!
Yep, smooth af
That transition from Green Forest to Metal Harbor at the beginning was GODlike
If that's godlike then what level is Michael Gondry?
Other way round, bro
I could honestly watch you analyze every stage SA2 has to offer like this and know for sure that every single video would be a joy to watch and show everyone things they never even knew about, like the 2-Player mode paths and the other hidden areas were totally unknown to me and I played through the game multiple times over the years.
SAME
Sameee
Yeah the nerdgasming is real.
I'd be lying if I said I don't sympathize
I've played this game too many times to count, never knew you could hold A on the bungee vine to go lower.
I remember as a kid me, my brother and cousins were like "we gotta get all the little animals or they will not make it"
The fact that this level does set up a thrilling run for the end before it's too late
One more little detail : At the end, when the ground is falling down, if you're fast enough to reach the highest spring, you are rewarded with a bigger bonus score. The lowest spring gives no bonus, the second give 200 pts, the next 500 pts, then 1000 pts and the highest giving you an awesome 2000 pts.
I noticed that as well
Green Forest has always been one of my favorite levels in the game. Partly because of the actual level design and the atmosphere, but most of all, the music.
It‘s interesting to know that this stage was also the first one made, and that in SA1 there was a jungle level planned but scrapped, this stage was in the planning stages for a long time which shows.
You mean a level version of Mystic Ruins? Ooooh
I wonder if that sand sledding stage in SA1 was what they ended up on instead of this one. From what I remember it was pretty short compared to the other SA1 stages.
10:20 in all my 20 years I played this game I always wondered what those balloons were for, and now today two decades later I learn that if I held the A button Sonic does a dive 🤯
Same here man
I always thought that one balloon was what caused Sonic to go back up; kinda mind blowing that you're actually able to collect it after 20 years.
this mechanic isn't signposted anywhere, you only encounter it like one single time in the game, how are you supposed to learn it!! But things like this only strengthen my impression that the game really was "that deep" as I felt it to be when I played it the first time
Quick correction at 6:52 pointed out by DaSheepKiller, I correctly said the power-up is the "Ancient Light" but then allude to it being the Mystic Melody power-up instead of the light speed attack, my bad!
damn, that was fast
All is forgiven
This era of games had a lot more hidden areas, secrets, and replayability.
As a kid, even though open world games weren't really a thing yet, I still felt like games had unlimited possible hidden secrets because of the optional power ups and hidden ruins that made platforms.
Exactly, it’s what makes me prefer Mario Galaxy over the open world and linear 3D Mario’s, it and it’s sequel, feel like they offer me enough space and sense of scaling, but not too open to the point it feels barren and relying on generic landscaping for movement
@@whydoievenbothertryingwith6679 That's a funny thing to say, considering that Mario Galaxy's levels have always felt more barren and repetitive than those from the open world Marios to me. For instance, if you explore around you in Mario 64 can find content and secrets in every nook and cranny. Do the same in Mario Galaxy and there isn't much to see or find outside of the main path.
I guess there's a lot you could say about the Speed Stages in SA2, huh. They're all pretty great.
Edit: Most
Exept for the Pyramide and crazy Gadget.
I dont exactly what it is about the Pyramide but in crazy Gadget the last part is my cryptonite, i even manage to reguraly get softlocked there
@@LS9646 Pyramid Cave's actually my favourite. Don't have a particular reason for it though... I can't say it's a stand out stage.
Pyramid Cave doesn’t really stand out much, but it helps you get used to the Bounce Bracelet, has some cool paths, and has a good atmosphere.
final chase is shit imo
@@cumdungeon I think final chase is the third best action stage
Edit: I got it wrong, it's final rush
I like how you have more time to complete this stage as sonic than you do security hall as rouge.
They tell you why tho. Eggman tells her she needs to get the emeralds, with enough time to escape.
I literally finished this level for the first time today (got the game yesterday) and it was freaking amazing. My blood was pumping so much, I love playing games blind
I do kinda wish that the timer was a little less lenient, but I still love this stage anyway. The music and visuals are awesome.
5 minutes would have been good enough, honestly
You mean…
“Five minutes should be plenty!”
Start the level then go to the restroom
Maybe I like to play SA2 in my bathroom, wise guy.
@@mcmistle9892 clearly youre doing it wrong
This level gives me so much nostalgia. Watching these makes me think that a new Sonic Adventure game could actually work well if done right.
Yeah, SA2 has so many little issues that a sequel could fix
Green Forest definitely gives me the runs
H A
EWWWW
...You might want to have that checked out.
"Have you ever had a moment in a video game where you felt like you were gonna crap yourself?"
Not only did that trigger Green Forest memories, but also my past experiences with Wario Land 4.
You're like the best person ever to breakdown SA2's game design and intentions, it's almost like if you can exactly put up in words what we feel without us even saying it before lol. Awesome job! Looking forward for more stages analysis or any SA2 content!
Never realized how much fun the devs had making these levels. Loving your analyses
Recently Takashi Iizuka stated that the development of SA2 was one of the most fun.
Another ham person. Funky
I never realised just how much thought went into SA2's level design, I absolutely adored this game since I was a kid so it's fascinating to see it's suprisng depth picked apart and explained.
Definitely refreshing after the stupid counter culture idiots randomly deciding to pretend the game was never good as well, man am I sick of that crap.
But yeah, I'd love to see the rest looked at like this.
@@_-Lx-_ Between the camera and the non-sonic levels, even having never played it I can see why people didn't like it. I'll have to try it one day.
The song in green forest is called "Won't stop, just go"
6:00 also white jungle’s layout is still kinda there too!
6:57 light speed attack
7:35 I always found it interesting how the area here looks so similar to the platform sonic & shadow fought on, and as a kid thought oh crap sonic went the wrong way first and had to double back
I just really love this stage
Well in the cutscene as the stage starts, that’s DEFINITELY where they’re placed. You can tell by the robot and the platforms in the background of the cutscene, which were not present in the fight. They most likely did that to save on memory or processing power when loading the cutscene, but I do like your explanation too lol
It is the same platform they same platform they fought on, or atleast the platform they are standing on in the cutscene before the level begins. You can see it from the flying GUN bots that have their back turned to the platform.
0:05 that transition from green forest to metal harbor was incredible!
Haha, right!? Clean AF.
Ah i have a love/hate relationship whenever i see a time limit in a game. Weather that means an explosion that will wipe out the place you're currently on or otherwise someone is about to die. Its such a highly intense moment that keeps you on edge.
The mental effect time limits have on you during gameplay really does make you make mistakes that you maybe wouldnt have made otherwise since you would have the time to move on at your leisure
I wish I wouldn't get major anxiety over it cause for the life of me I can never finish Majora's Mask
I never knew about the A holding on the vines! I always saw the balloon there and was like "What's the point of having this there if the vine doesn't send you far enough?"
One of my favorite stages for the adrenaline factor alone, god I miss these types of on your feet scenarios
Over the course of 1 weekend we got a ZoomZike sonic episode, a Summoning Salt Speed Run Progression, and. A John Bois Secret Base video, I don’t think that life could get any better than this😍
If we’re gonna keep on this track of analyzing SA2 levels, I’d like to see you analyze Iron Gate. I think it’s a really unique contrast to City Escape where you essentially go on an Eggman rampage to make up for the fact that you’re not that fast. It also gives the Dark story it’s own kind of kickstart that fits its side more. (being a destructive romp where you brazenly infiltrate a military compound as opposed to a free spirited escape from an unjust pursuit by that same military)
7:35 The really funny thing about this section is that it's where the cutscene at the start of the level takes place and they didn't even try to hide it by despawning the enemies during the cutscene.
If you analysed every level in this game I wouldn’t even be mad, these videos are an absolute blast to watch
Nothing in this game was scarier than the fucking beetle in egg quarters, not even the sudden timer.....
zoomzike is virtually the only youtuber i've seen who gives a REALLY strong case for SA2 being good. i also love the capstone for this video done at 11:56. this is a really good series on how to make levels with soul
In all fairness, most people (even those that dislike SA2) like the speed stages. I'd have more of a difficult time trying to convince people of the other ones. I'm glad you enjoyed it!
I like how he sounds happy each time. Encouraged me to watch more of his videos, and made me smile
The way the "Blows Up!?!" cutscene plays inside of the level is super clever. It means they can start the level immediately after you learn about the bombs, without needing to waste time waiting on a loading screen.
By the way, the music only syncs with Sonic landing if you load it from mission mode. When you play it in story mode, it syncs with Shadow running away in the cutscene instead. Both ways feel very deliberate.
Fantastic point!
Welcome one and all Max0r here with the involuntary Speed Run of um, uh, The FOREST
i love hearing zike geek out about sonic levels, or mario party, or ace attorney, or literally anything.
I’ve played this game 15 years ago and I have never known about “vine grinding”, time to play through this level again! Honestly I’ve never seen more than half of these secrets in this level.
you're making me appreciate one of my childhood favorite games more and more, i really hope you continue with these sorts of videos!
I NEVER KNEW ABOUT THE DIVING PART AAAAAAAAAAAAAAAAAH i cant believe im still learning stuff about this game. ive always rly wondered what every path through the levels would look like and these videos are such a great way to experience that. thank you zoomzike for my life
Green Forest is legit my favorite stage in the game. The rush you get, and the storyline for why you are running forward and the music...everything about it is soooo good.
And for a side note, I HAD NO IDEA YOU WERE SUPPOSED TO HOLD THE BUTTON! I always wondered what that balloon was doing there! XD
I love that level's background music.
I love these analysis videos, I've played these stages hundreds of times, and these videos make me appreciate them even more. I'm always learning something new since some of the goodies are off the main path/best path
PLEASE make the titles of these videos get more and more unhinged with each new release
The coolest thing about Green Forest, is not only the timer in the corner, but the levels theme is actually ramping up slowly, it never actually explodes it has that vibe of the never ending tone, like there is ment to be a pay off but it wont happen.
0:06 WHY WAS THAT TRANSION SO SMOOTH 😭😭😭
6:57 You're confusing Ancient Light for Mystic Melody. Ancient Light allows Sonic to perform the Light Speed Attack, which uses a fully charged spin dash to attack multiple enemies at once. Mystic Melody is located in Final Rush.
I remember playing green forest for the first time and I legit reacted to eggman saying the island will blow up just like sonic at the same time. The entirety of the stage my mind was thinking a single thing. I was repetedly thinking "Oh shit I gotta finish this as fast as I can"
I’ve played this stage so much and those ring boxes that are hidden by that arrow you mentioned I never knew about till watching this. Great video!!
Honestly, your enthusiasm is contagious. This game was a standout from my childhood--it *was* my childhood and growing up after the fact seeing people peel it apart for being campy and whatever is one thing, but seeing you dissect what the appeal was in spite of those things warms my heart.
Another amazing video green forest is definitely one of my favorites! The music is incredible aswell
Well those double arrows are actually supposed to indicate the hidden animal whistle spot, it's done earlier in the level too. But clever thinking I only ever found the lower area after falling by accident one time.
It's possible, but I personally don't think this is the case. A lot of arrows can be found in the battle mode, and they each point you towards different paths, which is what I feel was being done here.
Well they do it before that area aswell with those specifically small arrows and both have an animal in the bush pointed to, but I guess it does also point to the hidden area
I'd love to see analysis videos on some shooting and hunting stages, particularly Iron Gate in how it introduces the Dark Side story, and Security Hall if only because it's my favorite hunting stage.
That's something to consider since utmost every stage has a parallel that mirrors the goal of that player character. This emphasizes the overall theme of SA2: duality.
honestly with how much you were talking about the setting and urgency of the island blowing up i really hope you end up doing something similar with the final hazard boss fight considering all the dialogue from everyone aboard the ark. i always enjoy going back and checking it out, it’s such an intense and satisfying setting for the game’s climax. Stakes are hard to get higher than “giant satellite in space being steered into earth which will surely cause planetwide extinction if it collides” And that’s not even talking about how it subtly sets up what ends up happening to shadow at the end of the fight, with shadow worrying that he can’t maintain his super form while sonic notices and urges him to fall back. All that to say, I really enjoyed this video. great stuff!
Thanks for all the kind words!
That transition in the beginning from Green Forest to Metal Harbor tho
Noo you forgot to mention that the "hard" difficulty of this level reduces the timer to 3 minutes! (I think)
Anyways, great video as always! Love a good blast to the past.
Something I feel that can definitely be added to the video is how cleverly some of the animals are placed and hidden whistle spots! I love your videos and hope to see you eventually analyze every SA2 level!!!!!
this guy does not rest
This level won’t let you either
I need to check out your other videos. Your palpable joy when you talk about this game you love is intoxicating😃
"You bet, the adrenaline is gonna be pumping on your first playthrough"
5 yo me: HOLY S**T THE ISLAND'S EXPLODING
Honestly tho, this series is amazing, keep up the good work
2:53 That’s a HUUUUUGE stretch.
You teach me so much about this game that I didn’t already know. This is coming from somebody who A-Ranked Green Hill zone, and beat the main stories at least 3 times throughout my life. And somebody who very much enjoyed the multiplayer modes. And from somebody who played this game several times without actually beating it.
I just can't figure out why they were never able to make another Sonic game as good as SA2.
It’s because they had to develop games that were multi platform after that, and had to scrap the Dreamcast adventure engine and constantly work on hardware for multiple consoles at once which meant less refine and polish.
@@calistusjay60 I wonder how the fact that I played the Gamecube version factors into that.
@@TheDisarminghinkle Remastering a game already developed on a Dreamcast is different to making a game specifically for multiple platforms. It affects design decisions.
@@calistusjay60 So, what's the excuse for the Sonic Boom games?
@@TheDisarminghinkle Nintendo exclusivity deal forced the team to start the game from scratch 5 months away from deadline
second video of yours i’ve seen now, love the content. the fact that your finish time on each level ends up matching the video length in both is such a neat touch. subscribed 👍🏾
I've played this game 50 million times, and I didn't find half of this stuff.
The track for Green Forrest is even called "Don't stop, just go!"
0:04 That transition was so clean my brain had to do a double-take for a second.
I remember watching this as a kid, the music blaring, the timer going. I was so excited for more action, and once I beat it, I was ready for more!..then Pumpkin Hill.
I've been playing this game since it launched on dreamcast and with every video you put out you teach me something new! Thank you! Great work!
I really appreciate you having the level timer at the end match the length of the video.
Honestly you made this game even better , these little details just make the game even more awesome.
This was so interesting!! I really love your level analysis videos, they make me realize things I would've never thought about otherwise. Thank you so much for making them, I never even played any of the sonic games but this keeps me captivated, it's just so interesting to see what the designers all thought about and all those little details!
The forest levels are BY FAR my favourites as I just love the details and just the fact it’s in a forest, especially the shadow one
And they said videogames can't give someone PTSD
Forest? More like giant explosive jungle with polkadots
Oh wow, new Zike video! Let's see what it's abou-
...Nice title my dude lmao
You keep teaching me new things I haven't figured out after years and years of hundreds of playthroughs of this level. A button lets you get the balloon?
How was anyone supposed to know that ?
Ok...this game has some of the best level design in videogame history. Branching paths that are more rewarding to land then they are punishing to miss, little details, amazing/fitting sound tracks, the way the levels connect and help tell the story... each level really feels purposeful
Zoom Zike: “hmm radical highway’s video title didn’t indicatively portray what I immediately wanted to convey; how do fix that for green forest?”
Green forest: *subtlety has left the server*
You can feel the sheer passion of the guy for this one level.
I've always appreciated how this stage contrasts with White Jungle
Honestly, I didn't even notice the timer because I was too busy speeding to that absolute banger of a song this stage has
Something I don't see most people think about is, how many people actually died in that Island's explosion?
In so much media you see situations like this where Cities are destroyed or such but usually our protagonists just move on trying to stop the antagonists, Sonic and Co don't take a second to worry about the Island's destruction after it happens and the game moves on ignoring the possibly thousands dead.
It's a weird thing in media I don't see adressed much, helicopters and cars explode everywhere with cities leveled and next to never do the characters question the implications of that, even in Shows like Avatar where they make a big deal on not killing one singular evil person yet they wipe out Tanks filled with people left and right.
Then again on second thought considering this is the same game where they just shrug off and move on from the Moon being destroyed maybe that's a bigger concern barely addressed.
Obviously they weren't intending to think about those things in the game but it's weird to see such major levels of destruction ignored more often than not 99% of the time.
Just something I remembered that I find interesting to overthink.
Metal Gear Solid series count how many people you killed and give you a death count at the end of the game that affects your rating. Another Kojima game Zone of the Enders explicitly punishes you for causing collateral damage and civilian deaths during battles. But yeah in most games, the attitude is just that enemies are there to die. Their mortality and implications of it being in your hands isn't considered because they function exclusively as system-oriented obstacles in the game so death is abstracted to a mechanical byproduct of the gameplay.
I'm loving these adventure level videos, the Adventure games were always my favorites and these really express why that is for me, the developers really put a lot of effort and soul into these levels with the hidden pathways and overall build.
I'm glad you mentioned that vine segment. I think the new radar for the hunting stages was also a multiplayer concession
"Don't stop! Just go!"
"If you die I'll take care of your chao."
Holy shit that transition right from the get go. Easy sub. Loved this game.
Replayed the first 5 seconds 3 times because that transition at 0:05 was smooth af. Well done!
Final Rush hit that brown note for me, just seeing the huge space colony, all those rails, the earth below me whilst listening to the kickass stage music and all of this on top of finally vanquishing Crazy Gadget... That level enshrined SA2 as one of my favorites.
I gotta say in the evolution of "ZoomZike talking 3d level design" video titles I can't say this is one I expected.
I remember the feeling of the timer popping up as a kid and just thinking "well shit that doesn't seem like a lot of time" having just spent 20 minutes exploring every corner of Metal Harbor. I had no experience playing the 2D sonic games and this was one of the first 3D moments that FORCES you to go fast. Thanks for reminding me!
Please make more of such videos. I absolutely love these
0:55 _former future goth kids quietly raise their hands_
The best thing about these classic 3D Sonic stages is that they tell a compelling story. I really wish I could revisit these experiences on Switch, but there's sadly nothing.
Yeah hopefully one day the remaster the adventure games for switch!!
Really have been enjoying these short analysis videos of Sonic stages so far!
Not only is your content interesting, your voice is so nice to listen to. Keep up the good work bro
the best thing about green forest's song is how it is fast paced
like, in all the other songs in the game, you can feel the speed sonic is running at, but this song, you can feel the rush in sonic to get out of there and save amy and tails, and it adds so much to this level
The timer adds a sense of hurry and rushing, even if it has no impact it only works in making you feel you have to hurry, even replaying this i still have a sense to rush and beat the stage