If you're playing on pc, i suggest to you the tracker's physic mod (i don't know if i write it right) that upgrade the physic and remove the homing attack delay
Fun fact: you can make tight turns in cyberspace. With the slide? Definitely, but that's not necessarily the only solution... You just need the analog stick, since turning it past 90 degrees actually makes the turning much tighter. Very strange, but it works like a charm 👌
You don't really need to turn anyway; pointing the analog stick in any direction and boosting or spin dashing makes Sonic immediately dart directly in that exact direction without any loss in speed regardless of the direction in which he was moving prior.
@@SpeedstersUnited cyberspace music is all of the problems of some of the colors ultimate remixes ,that awful planet wisp remix comes to mind , all of cyberspace just blends in they have the same buzzsaw dubstep , but I do like a couple of them like 3-1, and the arrow of time I think that’s it called
fr, the cyberspace ost is so peak, electronic music in sonic just fits and I'm tired of pretending it doesn't. I also think the forces ost is quite underappreciated.
I've always found it fun to speedrun the cyberspace stages with all the tech you can do. Seriously, the jump stomp is actually so cool, it's tech that I would love to see in the next sonic game (well, after shadow generations lol).
The Cyberspace stages definitely became more fun as Frontiers was updated. Especially once the spindash and keeping momentum after jumping were implemented in update 2. And some of the Cyberspace tracks are bops. 4-3 Rumble Rave is a standout for me.
The Cyberspace levels are a pretty fun gimmick to say the least, but I have to say the music for them fucking slap hard, Tomoya Ohtani fucking cooked this time around. But do you know cooked the most? You did. cooking this delicious video.
5:38 On Extreme difficulty, S ranks are much harder to obtain on all levels, including the new levels added in update 3. The only exception is 1-2, which remains at 55 seconds for the S rank. (The developers knew very well that this S rank was hard enough as it was)
i agree, cyberspace did start out trash, but all the improvements made for an actually really enjoyable experience. sidenote - (i love how u say ciao at the end of every video, it reminds me of chao)
2:13 I think the city level is an original zone, cyber space is based on Sonic's memories so the highway level is probably just memories of all the highway levels Sonic has been to. I guess he doesn't remember them well?? It also has its own name "Eternal Highway".
They took the two best cyber stages and made them better. (Rumble rave and wishes in the wind) and both of those stages have my favorite cyberspace tracks. (Remix wise)
4:12 Have to disagree here, games like Gens, Unleashed and even Colors did NOT have awful controls. They controlled the way they did because that’s what worked with the level design they were going with, which was comprised of multiple linear hallway boost sections with exceptions for other paths and drifting. They were purposefully designed like that and the controls did exactly what they were supposed to do. If they were controls for an open world landscape then sure it would be bad but those games were never intended for that so they control well. They encapsulate the speed, momentum, boost and homing attack as intended. The same cannot be said for Cyber Space, which takes the level design from these games, while shortening and losing what made them well designed in the first place, with Sonic not being able to boost through enemies in sections designed for this, having a slow heavy homing attack that defeats the point of it in its original levels since it is supposed to be used to help lose time not gain; and Sonic can’t turn well at all in a linear OR open space in these levels when boosting, as opposed to how he could drift well in those games for large curves and could move to the left or right easily like a car while maintaining the speed of moving forward. He also controls much worse in the air in Cyber Space than in those boost games which is surprising considering aside from the air boost they didn’t control too well in it either so the bar for that wasn’t high for that to begin with. So the boost games with the exception of Forces do not control bad, it’s the opposite as they control near perfectly for what they need to do. This is unlike Cyberspace, which attempts to recreate this but instead we ended up with a nerfed, clunky version of the same controls from the open world, which actually controlled well, again unlike Cyberspace. Cyberspace despite this fails on a lot of what it tries to do and would ironically have worked better if it just controlled the same as the open world. The only downside is that maybe that homing attack boost trick that flings Sonic forward might not be efficient that way, and even that is a maybe. Ironically Sonic Forced actually controlled well, if not the best (for a boost game) when it came to air boosting and physics, so it’s strange that they didn’t take from that but I guess since it’s pretty obvious that Cyberspace is a failed attempt to recreate the controls from Sonic Gens/Unleashed that explains a lot To clarify I’m not disagreeing with the video and I think some of this is addressed with the updates and spin dash, as well as the homing dash (which wasn’t intentional but still worth mentioning) but I am disagreeing with the idea that the boost games all control badly and also that Cyberspace doesn’t but I don’t think people really disagree with the latter
Now that I’m finished with the video, I just want to say that speedrunning these new levels is the most fun I’ve ever had with this game, the Homing Dash makes me feel like I activated a Super Sonic cheat Oh also you can unlock the Power Boost for Cyberspace, I don’t think you mentioned that
Finally someone who actually agrees that cyberspace is good. Yes the controls suck, but they aren't that bad. Yes it is mostly reused content and level design, but at least that means the level design is good by default since the levels they nicked were all bangers originally. We also got to see what an adventure style level would play like as a boost stage (which worked surprisingly well) as ofc the generations ones were specifically made from scratch to accommodate the boost mechanic and so didn't really show that. Cyberspace is over hated. Though this is the sonic fan base so I'm not surprised. It's kinda what they're known for.
The one thing that I didn’t like about Cyberspace is that some of them you can beat in like 50 seconds. The last thing I didn’t like about it was that when you hit an enemy it makes you lose a little bit of time.
This just show that the issue with forces level design was bad not just because it was short but because it was soulless and had nothing and was too simple and was just boost too win meanwhile some cyber space levels atleast tried to add elements from some games too make it less shit despite how short they were also fuck the fact air boost is limited in forces your practically punished for doing it for no reason 💀💀
Even after the updates, I still saw many people really disliking the Cyber Space stages, but this video completely reflects how I feel about the levels! I really do think Sonic Team managed to turn them around with the changes they made and I enjoy them so much now! Thank you so much for this great video 👍
If you play it with cyber space ish and not play it like if you where playing gens and unleashed its more fun, just learn the physics to speedrunning to be fun
I didn't notice Sonic was slower at all in cyberspace, nor did I care since playing though the levels was fun. What I was upset over is we were seeing a glorious return to older sonic boost games with classic visuals. I understand the monumental task it would've been to give each stage it's own set of unique visuals but I genuinely would've preferred if they made some unique stuff and reused it for the cyberspace levels instead of reusing green hill, chemical plant, and sky sanctuary again.
The cyberspace levels all of the problems with recent sega mindset on sonic , this was super unneeded you can tell they only added becuase they weren’t confident in their open zones you know the main appeal of the game 💀 to try new things and move forward , nostalgia bait up the ass a well , bruh if you’re gonna reuse levels use everything from sonic past but nope only generations assets 😂 , also it’s sonic memories but there’s just a random new city level , it’s funny that kishimoto did not take any level design from any of the games he worked on
Just goes to show how mechanics and exploits can greatly enhance an experience. Cyberspace and Final Horizon just feels like it was the right direction for stage design. We need more mechanics and deph to beating levels beyond boosting and jumping. I feel shadow gens from what's been seen is going the wrong direction for level design so far. Also the chemical plant Symphogear sounding song is one of my favorite edm tracks in frontiers.
Tbh. I really like 3d levels. But sonic's physics just don't feel like there ment for the 2d levels. The music is fire tho. I just wish they made levels ment for the cyberspace physics.
@@MrNeedleM0use depression has been inserted into my skull due too your refusal of this amazing critical advice that I have informed you the receiver with
Cyberspace is the best part of the game imo. It's the only part of the game that actually is a Sonic game where you do the thing that Sonic is literally based on, going from A to B in the fastest way possible making up shortcuts along the way. Sure, the controls are a little stiff, but once you learn all the tech to go through these stages faster, and unlock the right things, most of the problems go away, and you get used to it. Cyberspace makes a kinda basic Open World game where you do a bunch of objectives until a story mission is available, into one of my favourite 3D Sonic games where you are constantly trying to figure out how to get faster times. I know some people don't care for those numbers, but I love trying to figure out all the skips, it makes me fell smaster smh.
great video! while im not a fan of the reused environments, you might be surprised to know i actually quite like the reused level design, well for this game only anyway there are some levels such as 1-7 and 2-4 where the layout can be noticed by any hardcore fan, but they make it so it almost feels original as well? there's additional new elements to the design here and there such as the section in 1-7 before sonic goes down that big loop that's meant to mimic the building he runs down in city escape, i think they did a decent job of making the design familiar and unfamiliar at the same time and so for that reason i dont believe they REUSED, moreso remade with alterations to fit this sonic specifically about the spindash and homing dash, i dont typically use them that much, maybe in final horizon stages but in the base game you wont catch me using them that much, i just prefer to not skip over things, that is unless im going for a new record in cyberspace challenge/arcade mode but in base game unless im on new game+ yeahhh i dont use spindash usually
I find the final horizon's cyberapace level design really pointless, it has a tons of path and you need to fly in the air and shit while you have the open zone for it. I really prefer the original cyberspace stages and they are really fun to speedrun
They're pretty fun, but not perfect by any means. The idea of Cyber Space is genius, though; traditional Sonic levels along with the Open Zone? Sign me up, brother! However, the physics should have been better, and I know us as fans have beaten this into ground, but they need to stop reusing locations from previous games. Also, reusing level design from past games is not something they should be doing, but I'll let it slide because I'm nice...