![]() Aquatic Ruin from Sonic 2 is a perfect example of this if you observe its map. This is usually the hardest area to "stay" in, but it also tends to be the fastest. If you play your cards right in the center lane - which usually involves blasting upward via momentum - you'll be able to access a top lane. This is traditionally a "safe" zone where you aren't as much at a risk of danger, but you will have a bit of a slower time since you're normally expected to use that time to get back into the center. Along the way, you'll usually find gaps where if you fail to cross them or see them coming, you're usually sent to a bottom lane of the level. ![]() When you replay the games you realize that most traditional stages in 2D Sonic games (barring a few exceptions that may cordon them off into micro-sections or some less threatening gimmick areas) are built on a foundational principle of lanes the middle, where you start, is a straight shot of slopes, curves, inclines, platforms and traditional obstacles. ![]() ![]() Sonic, like a lot of Sega games from old (Puyo Puyo, Space Harrier, Streets of Rage, etc.), was primarily designed with an arcade mentality, i.e it's a game you come back to multiple times to master all the intricacies of the mechanics and the lateral design choices, to the point that once you "get" it, you'll have some of the most unparalleled fluidity and expression of movement on offer. ![]()
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