LOL. The name is not Robert XD. Still, I am very glad you've all enjoyed the mod I made! I have some future plans for it, such as boost music for the Classic and SA2 levels, and new songs!
And technically be less work too, since they just have to import the assets over to a newer engine or something instead of recreating layouts with green Hill visuals
They also should have kept the level aesthetics of the inspired zones to make it more like Sonic's memories and have more visual variety in Cyber Space.
The designs come from his memories primarily but the aesthetic is data cyberspace basically absorbed from eggman and GUNs data and sky sanctuary being connected to the starfall islands, south island may also have a connection or it's simply eggmans data
Realistically speaking this more accurately represents how memories work. Memories blend together, scramble apart, and our psyche follows its own logic to fill in gaps here and there. We rarely ever 100% accurate remember things exactly the way they happened. It’s a shame the final game cut out any dialogue that actually alluded to his memory loss or cyberspace being based off his memories, at least they still left it baked in the game’s code so now modders can integrate it.
0:16 Windmill Isle - Day 1:12 Windmill Isle - Day 2:25 Green Hill : Act2 3:38 Chemical Plant : Act2 4:45 Green Hill : Act1 6:19 Escape From The City ...for City Escape 7:21 Green Hill : Act2 8:40 Dragon Road - Day 9:31 Vengeance Is Mine..for Radical Highway 10:30 Sky Sanctuary : Act2 11:48 Mr.Unsmiley ...for Sky Rail 13:52 Sky Sanctuary : Act1 15:27 Won't Stop, Just Go! ...for Green Forest 17:20 Savannah Citadel - Day 18:44 Sky Sanctuary : Act2 20:35 Rooftop Run - Day 23:15 Chemical Plant : Act2 24:53 That's The Way Like It...for Metal Harbor 26:38 Chemical Plant : Act1
Its funny cause my first play through i wasn't even recognizing these levels were remakes until I hit the SA2 levels and i was like.. wait a second i've been here before. And I haven't even played SA2 in like years. Really iconic level creation. Same with Dragon Road from Unleashed. I recognized that in two seconds.
Exactly. I think the SA2 stages were most definitely the best of the cyber space levels mainly because they actually had a great sense of flow; you really can build some speed an the City Escape reimagining at 6:19 shows it. Not even the Generations levels were that fast.
@@casual9918 Getting s-rank in sa2 is more than just going fast, it's about style and combos (think tony hawk). I understand what youre saying but I wouldn't say it sucks just not focused on straight up speed. That said, they are fun to speedrun!
It’s part of the mod they used actually. Still, cool attention to detail, although idk how to feel about the non-boost stage music just being slightly louder while boosting
@@KidAL0 The game raises the boosting track volume when boosting automatically, so tracks that aren't made for boosting will have a higher volume. I recently added the boost tracks for those stages. They're not perfect, but it's because I couldn't figure out how to make the song loop perfectly with a phaser effect.
Almost or completly synced actions: 6:34 boost (rain *bow* ) 6:36 Jump, big ring, Rail landing ( *have to keep* moving on) 6:41 homing attacks (one way to *find out* ) 6:59 air boost, ground pound, boost (set me free) 7:01 jump, big ring, rail landing, sping, homing attack, dash pad ( *trust* me *and we* will escape from the *city* , I'll make *through* )
That or more people. Remember, this game was in production for five years, a lot of which has happened in that time. But only sixty people were on the actual making of the game.
They couldn't. The reason was probably because Sonic Frontiers doesn't play like those games do, so the levels needed to be heavily altered. They also probably chose not to from a gameplay standpoint--with the main campaign being in the open-zone areas, they probably avoided making the cyber space stages last too long... and because it feels like Sonic Team is finally trying to wean itself off nostalgia. So the City Escape level is nearly unrecognizable. That being said... the game was in development for five years, probably the longest of all Sonic games. I don't think that would've been worth lengthening the producing even further.
@@onorebakasama the words you said made no sense. Why would they reuse level designs for a gameplay style that doesn’t fit them cuz those stages where specifically made for adventure and boost controls so playing them just feels worse overall. The stages where barely altered aside from shoving in reused level aesthetics from gens. They should of either made new levels for the new controls or just don’t add it to the fucking game just to increase the game length by 1-2 hours
For the record, I grew up with SA2 and I did play and beat SA1… it’s just I’m not huge on SA1’s Soundtrack. Red Mountain is no Pumpkin Hill. Now that’s not a bad thing. I enjoy a few things in SA1 more, such as the Egg Bosses and Knuckles’s baller theme… that Saxophone can indeed, beat Goku. Only maybe 3 stages from SA1 I miss… and none/or at least one of the main trio play them. Some look to me as a contrarian, some look to me as gospel. Only few have gotten me correct, I am… an individual who just sticks with what he likes… I’m a loser, and there’s no shame in that.
Theres 2 different beats too! 1 is played when you just complete the stage (when 1-3 of the challenges have been completed). And then one plays with all the percussions when all 4 challenges have been completed! Sonic Team really made a separate track for EVERYTHING in this game
As soon as he added the proper tracks, some of these stages instantly came flooding back in my memories ... Note: I immediately recognized the generation levels... Which made it instantly easy for me to win and beat. Everything is layed out EXACTLY the same as from their respective games...
Bro where the fuck were you? That was such a huge dicourse before the game came out with how every Cyberspace stage shown had reused aethetics and level layouts from past games.
I did. They're also called 'memories' in the game. But... that doesn't make it good. The level design in this game is just pretty awful and the game trash game mechanics make them even worse to play.
These are the names I'm coming up with for all of the CyberSpace levels. Green Mill Isle Zone ( Sonic Unleashed ) Windmill Sanctuary Zone ( Sonic Unleashed ) Modern Green Hill Zone ( 3D ) ( Sonic Generations ) Modern Chemical Plant Zone ( 3D ) ( Sonic Generations ) Classic Green Hill Zone ( Sonic Generations ) CyberCity Escape Zone ( Sonic Adventure 2 ) Modern Green Hill Zone ( 2D ) ( Sonic Generations ) Dragon Sanctuary Zone ( Sonic Unleashed ) Chemical Highway Zone ( Sonic Adventure 2 ) Modern Sky Sanctuary Zone ( 2D ) ( Sonic Generations ) Green Rail Zone ( Sonic Adventure 2 ) Classic Sky Sanctuary Zone ( Sonic Generations ) Green Hill Forest Zone ( Sonic Adventure 2 ) Green Citadel Zone ( Sonic Unleashed ) Modern Sky Sanctuary Zone ( 3D ) ( Sonic Generations ) Rooftop Sanctuary Zone ( 2D Lap ) ( Sonic Unleashed ) Modern Chemical Plant Zone ( 2D ) ( Sonic Generations ) Chemical Harbor Zone ( Sonic Adventure 2 ) Classic Chemical Plant Zone ( Sonic Generations )
Loved the stage in both iterations (edge goes to SA2 tho for the rocket and not being chemical plant) but it really shows how much faster and how short the SA2 levels seem when you have modern sonic gameplay. I think they were the only ones other than City Escape to feature the whole level instead of chunks and it still felt around the same length.
How did miss the fact that the Green Hill cyberspace level is literally Windmill Isle Act 1 in Unleashed. I didn't fully notice till i heard the music.
Can I point out that this means all the City Escape levels (except for 1 or maybe 2) were not recycled layouts. And those were my favorite levels along with the Adventure stages.
Agreed The were my favorite cyberspace levels, and this is coming from someone who never played the adventure games. I just wish cyberspace controlled like generations/ unleashed did.
City Escape and Sky Rail copy-paste are impressive, amazing way to show you how iconic things can be that just for it's mere physical layout you know what are they.
In another timeline, this what the cyberspace music probably was So glad we’re in this timeline As a mod though, this is great nostalgia for those who love it!
@@ultraconmen Sky Rail was originally Sonic's stage before the game release, as seen in the promo trailers. I guess they changed it to Shadow's to reach a certain amount of stages quota, since Shadow was a new character.
The lore reason they reused these levels was the fact they were being pulled from Sonic's memories. Sonic was likely in the same areas as Radical Highway and Sky Rail, but he never did those levels. Minor issue, but still.
He was in Sky Rail, we just never play that because we instead play Shadow following Tails' plane.(According to the levelselect-map, there would have been no reason for Tails to fly over the stage if he wasn't traveling alongside someone going on-foot.) For Radical Highway, that's Gens 3DS, which didn't surprise me any, because they already made Colors DS and Lost World 3DS the counterparts that are "more canon". So why not, I guess.
@@TARDISES Ruby of Blue actually discovered it a few years ago iirc. They got a few details wrong about the lore, but the video about SA2's story still helps a lot about understanding what is going on. I also don't think the SA2Battle-intro is canon, even tho it's been referenced. I'd personally prefer to keep the meta-aspect minimal when looking for connections, because otherwise we could easily say "Sonic knows he's in a game and he remembers the stage from having played SA2."
at some point when you play the Green Forest stage....you have the free-dive and everything in there. it's just typical green hill, but the layout is Green Forest-esq...I know its present in this video, just think its mind blowing. I didnt know it at first, but slowly I started to realize it! just like one of the levels has details like spinning discs, that Chu Nan had
so if I remember correctly, the story reason for the reused levels is because of Sonics memories, it be cool it sonic tried to remember the music, but it be remixed with different tracks from Sonics other memories
While doing stage 3-1 I asked myself why have I feel like I've done this before then I hit the crumbling part near the end and realized it's a strange from sa2
I think the EDM is really good and have no problem with it, but will say that the tracks do blur and tend to be forgettable when every time you do a cyber space stage since they aren’t really “Sonic stage” music that sticks out and have a melody you attach to. In the end they’re good songs that don’t really fit too well for the game IMO
@@ryanhuot4926 I mean they do fit perfectly for the game itself imo since these are short, bite sized levels based on digitized versions of Sonic’s memories, and so longer tracks wouldn’t really work for them.
not a fan of most of them, very forgettable and underwhelming. Forces did the electronic style music leagues better so not really sure what happened there in the music department
Personally I feel like the Cyberspace tracks slap and are great in their own right. Much like the game itself, this game’s OST isn’t trying to be like the standard OST of previous Sonic games, be instead its own thing. And the catchy and upbeat EDM of the Cyberspace levels contrasts perfectly with the more melodic and ambient open zones. The EDM itself is also way more balanced than in Forces and Colors Ultimate, where my main problem is that it drowned out the instruments in Forces’s case or even entirely replaced them with Colors Ultimate.
@@immasword I’m sorry but I have to disagree, this game’s OST *clears* Forces’s by a country mile. As I said in a prior comment, that game’s EDM drowns out the instruments way too hard, whereas with this one it’s a lot more balanced. And I say this as someone who likes Forces’s OST.
I'm pretty sure those are not the only levels, though. There was one exclusively on rails that reminded me of Unleashed, not to mention others that draw explicitly from Colors...
weird things I noticed: 1. all levels are locked to a specific perspective. so all levels are 3D only, or 2D only. I guess it's to dodge those haters saying "TOO MUCH 2D!!!" or "the 3D SECTIONS RUIN IT!!!" this is why the classic eras Green hill, Chemical plant and Sky sanctuary have 3 levels each. all based on their generations design. (1-3 is based on windmill isle btw, the 2D section only) 2. It seems sonic is repressing all memories of water hazards. Green hill's chopper fish jump out of non-existent water. and chemical plant dosent have any rising pink liquids to drown sonic.
@@simunkekbeck8381 green hill looking a lot more like... green hill. and then there's that entire landmass of green hill in forces... and they wonder why people complain.
@@mohabalserafe3795 They ain't even have to make the final boss fight better, that ain't the issue. It's the character itself that you're fighting. The fight is Sage literally pissing on the moon.
@@jimmysmomschannel that's why I said they needed to make the final boss better because it was so rushed they mad the final boss a mini game instead of an actual final boss and sage's sacrifice makes sense if you think about it
Timestamps and games of origin. You’re welcome. Not every Cyberspace level is a reference so I added the actual level numbers shown here too. 0:00 - 1-1 Windmill Isle Day - Sonic Unleashed HD 2:23 - 1-4 Modern Green Hill 3D - Sonic Generations 3:37 - 1-5 Modern Chemical Plant - Sonic Generations 4:44 - 1-6 Classic Green Hill - Sonic Generations 6:18 - 1-7 City Escape - Sonic Adventure 2 7:21 - 2-1 Modern Green Hill 2D - Sonic Generations 8:38 - 2-2 Dragon Road Day- Sonic Unleashed HD 9:30 - 2-4 Radical Highway - Sonic Adventure 2 10:31 - 2-5 Sky Sanctuary Modern 2D - Sonic Generations 11:47 - 2-6 Sky Rail - Sonic Adventure 2 13:52 - 2-7 Sky Sanctuary Classic- Sonic Generations 15:26 - 3-1 Green Forest - Sonic Adventure 2 17:19 - 3-2 Savanna Citadel Day - Sonic Unleashed HD 18:43 - 3-3 Sky Sanctuary Modern 3D 20:35 - 3-6 Rooftop Run Day - (idk which iteration) 23:14 - 3-7 Chemical Plant Modern 2D - Sonic Generations 24:52 - 4-1 Metal Harbor - Sonic Adventure 2 26:37 - 4-6 Chemical Plant Classic - Sonic Generations I’m just now realizing at the very end of the video that RU-vid now has a dedicated button to add time stamps to a comment, and I’m upset I wasted a number of extra minutes to actually manually check and add each one…
I find out that some of levels are similar to something and out of nowhere like a skating part, and I thought this and from Sonic 3&K stage (and green hill ofc) is like a memory, but I didn't know that there is actually every level is a recreation. Even when I started watching this video I didn't get it why map look like green hill and music playing from Sonic unleashed, but after a half video I just get it... Once I started to understand that I've seen this pattern in unleashed before. I never felt more stupid and yet shocked
There's a stage, don't remember which cyberspace level it is off the top of my head, that is definitely based off Savannah Citadel act 2, the one where you do laps around I think the egg beetle's boss stage? It even has drifting in it. Speaking of Savannah Citadel, I missed out on the S Rank on 3-2 by only .05 seconds first try... guess I was feeling too nostalgic
Crazy I knew like all of these playing through them. Some stages were even easier to s rank than normal cause I knew the level design form another game
everyone: 1-7 is City escape me: you mean Golden Bay? if you watched the sonic 1 movie, you know why. City escape's level is based on San Fran. Sonic Dash and Speed battle merges both the movie location and City Escape as "Golden Bay Zone"
I kept seeing this video in my feed when the game came out I commented on it but never watched it and it came into my recommended again so I decided to finally watch it luhmayo of course 7:54p.m. 8/7/2024
Strange though why these three titles specifically? Unleashed, Adventure 2, and Generations. Nothing from Adventure 1, '06, or even Colors! Heck, it might've been neat to have seen some of Shadow the Hedgehog's stage layouts retrofitted for this boost gameplay. Also would've been neat to have seen some of the actual Genesis, Advance, Rush, or even Mania layouts for the 2D levels!
@@mohabalserafe3795 I understand what your saying but 30 seconds is too short, it literally takes about 30 seconds or more to go toilet or get a drink 😂
@@blackeyesninja5375 ok so what most people wouldn't even care about playing cyberspace and enjoys playing the open world more even with some of the issues in it only those who play cyberspace are the ones who use mods like in this video but yeah I get what you're trying to say hopefully they could fix these issues in the upcoming dlc until then we will have to wait and see what comes next
Ok Sega, I know everyone is nostalgic of Green Hill Zone and the classic sonic games (even though I'm born 2002). But put Green Hill on the next mainstream Sonic game again and be sure most of us will start being disappointed. Like really, Sonic Adventure 2? Nice Easter egg for 10th anniversary. Generations? Well as 20th anniversary it revisited the previous levels, so it's totally fine and this game was awesome. Now Forces? Even for 25th anniversary, Mania was there ! (Mania is awesome even if it's not properly the Sonic Team who made it, but there with Forces it started to be a bit too much). And now with Frontiers for the 30th anniversary we get even more confusing Green Hills and call back to other iconic stages? It's cool but it stops here. Please Sega, stop recycling your levels for the sake of nostalgia. It was good in the old days of Sonic Adventure 2 and Generations, but past that, we can only see that you just want to make fans "happy" but that you're not aware what makes fans happy. Do a game as good as Sonic Mania with original stages. Else, Frontiers is a cool game, the lore and the callbacks are awesome. By the way, I know guys, I'm not talking to Sega, just a way of saying (not even an edit and oof this comment is soooo long).
its wild to me that before the game dropped, people were complaining about the fact that its reusing old stages ala generations again... now people are saying ST should have used the same music and aesthetics from the original stages the layouts came from? bruh
Music is one thing, but the cyberspace levels were in desperate need of more level aesthetics. Copying them wholesale would have at least kept some variety there. I wouldn't pass up the original music though. Those tracks slap.
I've just realised something... The rock music is vital to the sonic adventure gameplay feel almost. It's weird, the level actually looks better with the rock music instead of the EDM.
20:35 ROOTOP RUN WTF the iconic parts of rooftop run was the Aqueduct chase, and the alley sidestep. instead they recreated the dash ring and canon jumping!!! WHYYY