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Ah yes, the infamous passage when you have to jump with the rising water. But you can skip that section with a well timed jump after a spin dash.Sonic 1 was neat, Sonic 2 was decent if not incredibly frustrating once you got to Chemical Zone and Sonic 3& Knuckles was decently polished and a nice capstone.
You should try the Puyo Puyo series then.The only games I legit liked were the spin-offs, Mean Bean Machine and 3D Blast (which tbh controls much better via the Mega Collection release with an analog stick).
It's sad that, despite how good Mania Adventure and the Sonic Origins cutscenes were, we'll never see something as good as the Sonic CD intro (and the Sonic OVA to a lesser extent)...
Honestly the thing that annoys me about the Sonic fanbase is how they change their general opinion all the time. No wonders why Sega doesn't know what to do with Sonic since people will always complain.Sonic Colours out here showcasing the duality of Man.
I don't mean the structure of the level themes, I mean the literal level-by-level structure that doesn't have a hub world. The themes are completely messed up, but I think it sort of adds to the overall 'chaos' feeling that the game has. I don't even think it's objectively better, I just like it more lol.I don't see how it "makes more sense" to go from a beach to a big city, a casino then right after a canyon, a forest, a haunted castle and finally the high skies. I could find a bit of logic to go from the city to the casino if it's within the same big urban area and the canyon to a forest as a part of the geography of the region but still, there's no real infos about why they went to that haunted mansion to go to the fleet when they saw it from the end of the canyon after defeating the boss.
Although I may salute the "classic feel" of the game with the two acts level structure and the comeback of Special Stages.
Sorry but Eggman has always been his original name, Robotnik is a pure western localisation invention like Mobius.
And to be honest people didn't complain that much about Toadstool slowly turning back to Peach in Mario since 64.
Clearly you haven't 100%ed the DS version.doesn't try having the same "Sonic becomes Super Sonic at the last moment to beat the big monster that betrayed Robotnik" kind of story
I personally think that SA1's hub still made more sense than any others in the franchise. At least because it started as a RPG. Then I don't understand SA2's upgrades since there's no longer any hub to make you progress like in a metroidvania/zelda like.I don't mean the structure of the level themes, I mean the literal level-by-level structure that doesn't have a hub world. The themes are completely messed up, but I think it sort of adds to the overall 'chaos' feeling that the game has. I don't even think it's objectively better, I just like it more lol.
I really just hated the overworld stuff in SA1, which is part of the reason I prefer 2 if I have to play one.
Robotnik was also chosen because it sounded vaguely Eastern European and since the cold war was still fresh to the mind of people it would make sense as a villain name.I'm also aware that Eggman was the original name in Japan, but I still think Robotnik is a more fitting name for the character. That said, I also think that Eggman probably sounds a bit better to a Japanese audience.
Robotnik would probably sound like shit to Japanees Sonic fans, but by the same token, I think that Robotnik is a much more appealing name in English, because it sounds a bit more dynamic than Eggman which comes off as a bit bland/descriptive.
I had but this is a separate version of the game not made by the Sonic Team and I only counted home console releases.Clearly you haven't 100%ed the DS version.
I do think that keeping both would have been more fun, and as you said, in a way they sort of did. In SA sonic calls him that as an insult, and I assume in the western contiunty, tho clearly at this point he's lent into it.Robotnik was also chosen because it sounded vaguely Eastern European and since the cold war was still fresh to the mind of people it would make sense as a villain name.
But then again his full name is Ivo "Eggman" Robotnik. Eggman being a surname like Miles "Tails" Prower or Nack "Fang the Sniper" the Weasel (even if he's in fact a jerboa).
It's either a mocking name from Sonic or because he vaguely ressemble an egg with his bald head and ovoid shaped body.
I'm fine with both but they should've kept both like in SA1/2 instead of dropping it starting from Unleashed (I think).
Then again Sonic characters all have names about objects like Sonic because he's fast, Tails because of his two tails, Knuckles because he punches hard and so on (even Rouge was supposed to be named Nail). Amy Rose seemed to be an exception.
I had but this is a separate version of the game not made by the Sonic Team and I only counted home console releases.
SA1 had mostly the Japanese continuity into it but they could've made a hybrid. I mean the planet Sonic lives in could be still called Mobius while still being an alternative version of Earth, our planet (albeit with talking anthropomorphic animals living in the islands).I do think that keeping both would have been more fun, and as you said, in a way they sort of did. In SA sonic calls him that as an insult, and I assume in the western contiunty, tho clearly at this point he's lent into it.
Remember that Japanese devs like simple yet effective names:I also never considered the rest of the names being so literal. When you compare Eggman with Sonic/Knuckles/Tails/Shadow is does start to make way more sense.
Sonic the Fighters is in PeakWhere's that arcade fighting game that's in the Gems Collection?
this part actually makes complete sense. Casinos and cities are often near the beach for maximum profit. It was the case for New Jersey’s Atlantic City in the 1930s.I don't see how it "makes more sense" to go from a beach to a big city, a casino
Which is an ACTUAL director’s cut! As in, it’s a rom hack made by the game’s original director. It adds faster movement, super sonic, and multiple other quality of life features that won’t totally change the game (nor the monotony of its gameplay loop) but attempt to lift up what is already there.As for 3D Blast I agree, on the original hardware it's not easy because even if the d-pad having diagonals it's much more bearable with a proper joystick. You should take a look at the Director's Cut by the way.
I think this is a natural consequence of Sega being unable to successfully diversify Sonic's appeal early on the way Nintendo did with Mario.Honestly the thing that annoys me about the Sonic fanbase is how they change their general opinion all the time. No wonders why Sega doesn't know what to do with Sonic since people will always complain.
Honestly I just think that Sonic is simply not meant to be polyvalent like Mario.I think this is a natural consequence of Sega being unable to successfully diversify Sonic's appeal early on the way Nintendo did with Mario.
If you compare the early history of the two IPs, you'll notice that Sonic's development was hindered by several factors: corporate and developer drama, cancelled games, reworked games due to unavailable tech, and poorly received spin-offs. You'll probably notice that a few of these same factors contributed to the failure of the Sega Saturn.
Mario, on the other hand, had a solid run from the get-go and successfully branched out into puzzle games, crossover games, RPGs, edutainment games, racing games, etc etc. When people look at Mario, they don't think "Hey, look! The plumber that jumps really good!" Mario does everything and he does them pretty well.
Unfortunately, Sonic is stuck being the guy that just runs fast.
Remember that SA2 also padded the game with the mandatory Treasure Hunting and Mech Shooting alternative gameplay styles to be able to finish the game and that you'll have to do both stories.In Sonic Adventure 2 and Heroes you could run through all the levels one after the other if you wanted to. The padding was optional stuff that you could tackle at your leisure after the credits rolled. Extra missions, A ranks, etc. They stopped using this structure after that era of Sonic. Now they pad the games by forcing you to do a bunch of busywork in between the actual fun content. The optional postgame stuff was turned into a roadblock. It ruins the pacing and drags the overall experience down.
Sorry but Colours' small acts are still less of a problem than Mech Shooting and Treasure Hunting in SA2.Colors stretched its content over too many acts and many of those were just throwaways. Unleashed did the same thing by forcing you to complete bland mini levels and also requiring medals. Generations made you gather keys by doing dumb minigames before you could actually have fun. Don't even get me started on Forces. Here's a hundred uninspired missions ripped from every genre in the book, no rhyme or reason needed.
I don't get the low tier for them when the games in them are higher tier.Any Tier lists specifically for the contents of the Mega and Gems collections?
Sorry, disregard what I said about Forces, I meant Frontiers. I think Frontiers was the most blatant about wasting the player's time. Mandatory pinball? Shmups? Escort missions? Cut all that crap and let me play the game. XD I don't mind not going fast in a Sonic game but you've got to actually put some effort into diversifying the content if you're going to make it mandatory to progress.Forces on the other hand barely has any padding yet the levels were too short for their own good so that's the polar opposite problem.
The Sonic Team think that games have to be longer to be good when I'm sure that replay value could be Sonic's biggest strength.
I mean the Kirby games often can be done in an afternoon yet their respective extra content are what made them still memorable and enjoyable despite finishing them once.
Sorry but Colours' small acts are still less of a problem than Mech Shooting and Treasure Hunting in SA2.
I don't know if you got nostalgia for SA2 but acting as if Gens and Colours don't have good levels with only Sonic playable balance out the side content compared to SA2's tedious levels that took 2/3rd of the game is just disingenuous at best.
I love arbitrary completion checklists of collectibles, but Platinum style performance ranking systems are something I want to see less of in games. Give me a generous time trial I only have to successfully finish once for an emblem instead of expecting me to spend hours incrementally improving my every move to get the highest rank mark for a level. Adventure's overworld's biggest downside is its emptiness and lack of meaningful exploration, unless you count director's cut's mission mode. Mastering random minigames just to advance the story does sound awful. At least fishing was a character's entire play style and not just glorified side content inserted into the main quest. Unleashed having collectible gating doesn't sound that bad to me.I respectfully disagree about Mech Shooting and Treasure Hunting in SA2. Those stages were generally inoffensive, even enjoyable in parts, and at the very least fit into the game's story. It wasn't just a lazy copy-paste of assets. What I'm trying to say is that those stages felt like Sega actually put some thought into them. And outside of Mad Space they really weren't that bad. Contrast that to "Tile Puzzles" or "Ping Pong with Vector". All of that feels tacked on to meet some arbitrary minimum playtime.
I agree with you about performance ranking systems. Luckily Sonic games never really tune their difficulty that high if you want to obtain the best rank. At least none that I've played. Certainly not SA1 or SA2. I got all A Ranks as a stupid kid lol. There were some rough patches but nothing that felt impossible. It's best that way I think.I love arbitrary completion checklists of collectibles, but Platinum style performance ranking systems are something I want to see less of in games. Give me a generous time trial I only have to successfully finish once for an emblem instead of expecting me to spend hours incrementally improving my every move to get the highest rank mark for a level. Adventure's overworld's biggest downside is its emptiness and lack of meaningful exploration, unless you count director's cut's mission mode. Mastering random minigames just to advance the story does sound awful. At least fishing was a character's entire play style and not just glorified side content inserted into the main quest. Unleashed having collectible gating doesn't sound that bad to me.
This is my list of characters I managed to find for Dr. Robotnik's Ring Racers based on the Sonic cartoons from the 90s. I couldn't find Sonia or Manic. They probably don't exist yet. I know they're in SRB2 Kart though! But yeah. I made a folder just for these so i have quick access to them. :D
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Bunnie Rabbot mentioned
:I love my best girl. Why can't Sega treat her right?
:heartprojared talked about this in his review of sonic adventure 2. he hated most of the game, made fun of the story and asked at the end of the video, "why did we all say that we loved and liked this game?"You guys are going to hate for this, but I did not enjoy "Sonic Adventure 2." The ONLY fun levels in that whole game are the Sonic/Shadow stages. They did a great job bringing the fast-paced action of the Genesis games into a 3D world and almost every stage introduced a new concept; like the Lightspeed Dash returning from "SA1" or grinding on rails.
The mech shooting and emerald hunting levels, which WERE fun in the first game, have been significantly butchered in "SA2". Tails/Eggman aren't nearly as fast as Gamma, the high pitched "BEEEEEEEEEEEP" sound when locking onto enemies is annoying, precision platforming (even with the hover powerup) can be irritating at times, and mowing down enemies isn't nearly as satisfying as it was in "SA1". It was fun to zoom through a level as Gamma, shoot like 7 enemies and get a 30 second time bonus. I don't feel ANYTHING when playing "SA2's" mech stages other a desire to shut the game off and play something else.
As for the emerald hunting stages, my grievanes with these in "SA2" are broken down into 3 categories: unnecessary spacious level designs that don't seem to be built around Knuckles/Rouge's abilities, gimped radar and hint systems. The ONLY stage I liked was "Pumpkin Hill" (No, not the music. Not a huge fan of rap music.) because it's built around Knuckles' ability to glide as well as digging; kinda like Red Mountain in "SA1". But every level after that is just a disjointed mess that makes me question if the designers even played "SA1" before designing these. Plus, I think Knuckles moves a bit TOO fast for my liking and it doesn't feel conducive to his level design. The hint system in "SA2" is WAY more cryptic (especially in "Mad Space" where they REVERSE THE HINT MESSAGES!! Like... Do they just WANT me to hate this game?). In the first game, they were much easier to figure out and sometimes Tikal would literally point you in the direction at which an emerald shard was located. Because of this, the "SA1" stages never really took an absurdly long time to beat. But in the 2nd game, be prepared to spend a good twenty minutes looking for a shard because the hint system is fucking terrible now. To make matters worse, instead of the radar detecting all 3 shards like in the first game, it only detects ONE shard at a time. And the game wants you to find them in a specific order (for some ungodly reason). Because of this, there WILL be times where you find a shard but it's not the one game wants you to grab just yet (Brilliant design, Sonic Team!).
The boss fights are a mixed bag. Some of them are fun to fight—like the pyramid golem and the final Sonic/Shadow boss on Space Colony ARK. But everything else ranges from tedious to just plain aggravating (looking at YOU, Tails/Eggman!).
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