
Breaking down Classic Sonic's physics, mechanics, bugs, and oddities (Genesis originals). Expanding the Sonic Physics Guide. Ran by @LapperDev
Joined January 2020
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How classic Sonic works. A summary thread.
Slope physics and collision will be explained as briefly as possible.
Sonic games work with 3 methods of collision. Hitboxes, Tiles, and Solid Objects. These will be explained separately.
#SonicTheHedgehog #SonicPhysicsGuide
Classic Sonic Deconstructed retweeted
You can SLIP PAST the first puzzle in Marble Zone.
You do this by jumping right next to the Spike Trap because Sonic's position has to be directly over an object when you jump on it otherwise you won't land on it #SonicTheHedgehog #SonicPhysicsGuide
Replying to @SonicPhysics
Unintentionally, Sonic's X position needs to be above an object to land on it, otherwise he will slip over the edges.
Conclusive! But which approach is better:
- A comprehensive video series covering every single aspect of the physics guide visually. Every mechanic, value, and collision.
OR
- Focused videos, on the aspects of Sonic collision/physics that would benefit most from visuals
Very rough examples:
Comprehensive would be a full visual counterpart to the physics guide, covering EVERYTHING to the finest detail. The videos would be in the best order to teach everything and lay a good foundation.
A video could = an entire SPG page!
Of course, any approach could eventually cover everything.
Or you can suggest how you'd personally prefer it to be formatted.
66%Comprehensive
34%Focused
62 votes • Final resultsImagine: Sonic Physics Guide but in video form, fully explained in detail, Pannenkoek style.
I think it'd really help people in creating a 2D Sonic (or any 360 platformer) framework from scratch, and also be interesting generally too.
Thoughts? Considering it ~
How classic Sonic works. A summary thread.
Slope physics and collision will be explained as briefly as possible.
Sonic games work with 3 methods of collision. Hitboxes, Tiles, and Solid Objects. These will be explained separately.
#SonicTheHedgehog #SonicPhysicsGuide
Classic Sonic Deconstructed retweeted
How classic Sonic works. A summary thread.
Slope physics and collision will be explained as briefly as possible.
Sonic games work with 3 methods of collision. Hitboxes, Tiles, and Solid Objects. These will be explained separately.
#SonicTheHedgehog #SonicPhysicsGuide
Funfact: This doesn't work in the prototype as the landing-on-object slipping behaviour wasn't a thing.
You can SLIP PAST the first puzzle in Marble Zone.
You do this by jumping right next to the Spike Trap because Sonic's position has to be directly over an object when you jump on it otherwise you won't land on it #SonicTheHedgehog #SonicPhysicsGuide
I do now believe the object edge slipping was a deliberate choice, likely to solve an unknown problem. It just had some unfortunate side effects and made objects less consistent with terrain
Classic Sonic Deconstructed retweeted
Oh gosh.
I was playing 3D Sonic 1 on my 3DS when I saw this…and so I tried it.
It works…XDD
You can SLIP PAST the first puzzle in Marble Zone.
You do this by jumping right next to the Spike Trap because Sonic's position has to be directly over an object when you jump on it otherwise you won't land on it #SonicTheHedgehog #SonicPhysicsGuide
You can SLIP PAST the first puzzle in Marble Zone.
You do this by jumping right next to the Spike Trap because Sonic's position has to be directly over an object when you jump on it otherwise you won't land on it #SonicTheHedgehog #SonicPhysicsGuide
Replying to @SonicPhysics
Unintentionally, Sonic's X position needs to be above an object to land on it, otherwise he will slip over the edges.
Have you done this or seen this? I'm not sure how well known this is, I imagine it's been done before
11%I knew!
89%I did not know!
132 votes • Final results Classic Sonic Deconstructed retweeted
A celebration of some of Sonic 2's most incredible hitboxes👏✨
#SonicTheHedgehog
Classic Sonic Deconstructed retweeted
There are other quirks thanks to object solidity having 2 height radius values. If you disable a Vertical Spring's action, you'll notice they have an incorrect stand_radius. Since the air_radius is correct, and you can't stand on springs, you'll never notice this in gameplay.
Classic Sonic Deconstructed retweeted
Ever notice how Sonic stands 1 pixel inside some objects, like Buttons and Rocks, but is perfectly flush on others, like Pushable Blocks? The classic Sonic games have a strange object collision issue to blame. Let’s dive into why this happens and how they *try* to fix it... 🧵
Classic Sonic Deconstructed retweeted
Just to show the extent of this weird behavior, you can't even use an Item Montor if one was to hypothetically overlap with the leaf Hitbox.
Every Hitbox is susceptible!
#SonicTheHedgehog
SONIC IS INVINCIBLE in Aquatic Ruin.
Well, when colliding with the leaves' Hitbox that is.
The game only processes 1 Hitbox per frame, so here if Sonic is within a Hitbox for producing the ARZ leaves, no further Hitboxes are processed, including Badinks.
#SonicTheHedgehog
Classic Sonic Deconstructed retweeted
SONIC IS INVINCIBLE in Aquatic Ruin.
Well, when colliding with the leaves' Hitbox that is.
The game only processes 1 Hitbox per frame, so here if Sonic is within a Hitbox for producing the ARZ leaves, no further Hitboxes are processed, including Badinks.
#SonicTheHedgehog









