Sound Of A Shadow | Macabre Manor Zone Act 1 (Original Composition) @SoundOfAShadow | Uploaded 10 years ago | Updated 12 hours ago
This one borrows quite a bit from many different elements. Lot's of bits and pieces of your typical "haunted house" style levels from various games are incorporated here, with a generous dose of Chopin's Funeral March. Hang Castle/Mystic Mansion from Sonic Heroes are probably the biggest, and most obvious, inspiration. I think "ghost" levels are a really fun idea, and I wish we saw more of them in actual Sonic games.
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The imagined setting for this stage would start Sonic off outside at night, a large and radiant full moon lighting the landscape. Sonic would make his way up a short path to the entrance of a large, abandoned mansion.
The inside of the manor would reflect years of abandonment and neglect. cracked walls, cobwebs, and thick layers of caked dust that flutter behind Sonic as he walks and runs. The interior is dimly lit via candelabras and chandeliers, with the occasional view of the full moon outside through windows in the background.
And as expected, of course the place is haunted. This act would have a large emphasis on platforming and minor puzzle based elements, with less focus on speed. Obstacles would include break-away floors, rotating bookshelves, falling chandeliers, and floating furniture/objects that Sonic would have to use (or avoid) as platforms- among various other mischievous tricks and traps.
And though it is apparent that the manor is possessed, no ghosts would be physically visable (unlike Sandopolis Act 2 of S3&K).
After making his way through the tricky manor, Sonic would finally find the exit to the back of the manor. The setting would now be a large, old cemetery, and a boss fight of some nature would occur here.
More details to come at a later time.
This one borrows quite a bit from many different elements. Lot's of bits and pieces of your typical "haunted house" style levels from various games are incorporated here, with a generous dose of Chopin's Funeral March. Hang Castle/Mystic Mansion from Sonic Heroes are probably the biggest, and most obvious, inspiration. I think "ghost" levels are a really fun idea, and I wish we saw more of them in actual Sonic games.
------------------------------------
The imagined setting for this stage would start Sonic off outside at night, a large and radiant full moon lighting the landscape. Sonic would make his way up a short path to the entrance of a large, abandoned mansion.
The inside of the manor would reflect years of abandonment and neglect. cracked walls, cobwebs, and thick layers of caked dust that flutter behind Sonic as he walks and runs. The interior is dimly lit via candelabras and chandeliers, with the occasional view of the full moon outside through windows in the background.
And as expected, of course the place is haunted. This act would have a large emphasis on platforming and minor puzzle based elements, with less focus on speed. Obstacles would include break-away floors, rotating bookshelves, falling chandeliers, and floating furniture/objects that Sonic would have to use (or avoid) as platforms- among various other mischievous tricks and traps.
And though it is apparent that the manor is possessed, no ghosts would be physically visable (unlike Sandopolis Act 2 of S3&K).
After making his way through the tricky manor, Sonic would finally find the exit to the back of the manor. The setting would now be a large, old cemetery, and a boss fight of some nature would occur here.
More details to come at a later time.