About the "Naka leaving SoJ in disgust" bit, I thought it was because he was "frustrated over Sega's seniority-based salary policy", as stated
here.
RemyC wrote:The skills required to be successful within the bonus stages are much like the ones necessary to avoid obstacles within the action stages.
The special stages are severely dumbed down challenges when compared to the complexity of the game proper, actually. The sole challenge you can expect from the special stages is to not meet the ring quota, which is the only point to them. To an extent, the complexity found in the special stages of both the first and the third games is considerably greater.
RemyC wrote:If anything the bonus stages ARE what is commonly referred to as sonic at his best: Sonic in constant motion.
Absolutely not, ask people about their experience with the DS
Rush titles and the
Unleashed game, and they'll most probably tell you they definitely don't play like Sonic games (what's more, during special stages
Sonic doesn't run, he's essentially stuck in a single point in the screen and can only be moved left or right, you only have to place him where the rings'll show up while avoiding mines, and that's all there is to it).
Sonic 2's platforming is the weakest in the entire original Mega Drive library. You can expect to run freely without much hassle in Green Hill Zone, but the running is downright excised in Marble Zone and mostly replaced by an elaborate, intricate obstacle course in Spring Yard Zone. Minor variations in the original game's mechanics confer each stage with a distinct feel, something that's mostly absent from its sequel and expanded upon in the (complete) third title.