Sonic Adventure's Level design is....

I just came back from watching that video. (Well, I watched it fron where you linked.)

I was only interested in seeing if there was something tgat would radically change my perception of the game, or that I could add to my own ideas of how Sonic should play.

However, outside of some stuff like jumling off rockets, using both triggers to stop the camera, and making low jumps to maintain speed... (immediately thought of Advance 1 on that last part. Stupid mechanic, by the way. Why can't my jump just maintain speed throughout the whole arc?)

No. Not really. That was about what I expected.

I get the creativity. Using slope jumps off terrain to reach parts of a level faster is cool...

...the first time, when your recognizing new opportunities to do for yourself.

But even he said that they aren't really that crazy hard to pull off, with only the one that's really a pain being the one to activate the button for casinopolis early.

Just no, man.

And I don't consider clips as making a game better either, because I know that stuff is not an intentional part of the design.

/r/SonicTheHedgehog Thread Parent