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Blue Blood

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Blue Blood last won the day on May 5

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About Blue Blood

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    The happiest Sonic fan in the world.

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  1. Does anyone else on here find that handhelds systems and certain controllers are often just too small for their hands? Nowadays I find it really, really difficult to go back to using anything smaller than a 3DS XL, and even then the circle-pad is in such a position that I hate using it. I even have the same issue using the D-Pad on a Switch in handheld mode (although the use of arrow buttons rather than a traditional D-Pad doesn't help).  It's a shame that I can't just go back to playing games on my DS or GameBoy systems like I used to. Handheld gaming has always been one of my favourite things to do just because of how cosy it is. I've been playing the Sonic Advance series on a DS Lite this week and it's just a comfortable experience. My hands are contorted to reach the buttons properly, and my thumb gets sore from the sharp edge of the small D-Pad.

    On the flipside... I really, really love the form factors of the XB360 controller and even more so the Switch Pro controller. They're absolutely perfect for me. Big chunky controllers that I can get my whole hand around comfortably, and they're shaped in such a way that my hands are relaxed whilst holding them. And IIRC, isn't the the Dual Sense a bit larger than previous Dual Shock controllers? I want to try one of those out too. The analogue stick placement of PlayStation controllers still bugs me though.

  2. We know you'll be back eventually, just like last time. ❤️ Dunno if this is true or not, but... I kind of suspect not. It'll be easily falsifiable when the time comes though.
  3. No seriously why was the trick system from the Advance and Rush series never carried over to any 3D Sonic games? Timing the tricks and a directional input to gain extra height, correct your jump or get a burst of speed is so much fun. And you could do it after any spring, hoop or ramp, not just a select few as in the 3D games (and the trick system in those games is incredibly basic anyway).

    1. Wraith


      Theyre very strict with regards to where Sonic can go and where he can't. The games barely reward you for experimenting or going off the beaten path as is. If you allow players to leverage every spring in the game like that the level design needs to be expanded to make it meaningful and they just werent up to that task. 

    2. Blue Blood

      Blue Blood

      Lol I know I said "seriously" but the answer is always obvious. The thing about spring/ramps/hoops etc in most of the 3D games but especially the games from Unleashed onwards is that they're 100% automated. You can't control direction or speed at all during ascent and have limit control over the descent too. The tricks wouldn't work with SEGA's approach to control in 3D Sonic games, and that's because the controls in said games are crap.

      That said, the tricks don't actually give you unreasonable amounts of additional control either. A small upwards boost or a forward dash that removes further control until you land damages enemies and keeps you moving afterwards. If SEGA ever want to make a game where they trust the player to have control instead of scripted events, tricks would be delightful.

    3. AWild No.1 washed up gamer

      AWild No.1 washed up gamer

      I always thought that forward trick where sonic spins and looks like a saturn if you have a shield was pretty cool. Would be useful in destroying and bouncing off enemies in front of you in 3d besides a regular homing attack.

    4. Jango


      It could work in a 3D game if they map the trick system to the right analog stick, kinda like All-Stars Racing. If you time your tricks right, you're instantly rewarded upon landing.

    5. Iko


      Just a couple of random observation:

      In Knuckles Chaotix, Vector can "double jump" in any direction after any jump. It's similar to the Advance/Rush tricks but simpler, more rough, and the fact that you can do it everywhere and not just out of springs/ramps etc. let you exploit it way more. I'm not sure if it's better that way or the Advance way... I think the Advance way is more satisfying because it feels like you are doing some stunt action out of the springs, while the Vectro way is more like a generic directional double jump. Functionally they're similar though, it's only a matter of "sensations".

      The 3D fangame "Sonic GT" does include an upward trick similar to the one from the Advance/Rush games (but only upward), and it seems to work well in 3D as well; you can use it during any jump like the Vector jumps (so it functions similar to the uncurled double jump of Lost World HD), and now I can't remember because I didn't play it in a while, but I think it can be combined with the air dash and drop dash to gain a lot of momentum and simplify the platforming considerably.

      In Advance 2 you can use the backward trick (actived by pressing R or L while not holding any direction) by facing backward, turning it into a different version of the forward trick (if you carry enough horizontal momentum you can still move forward even after turning the character's facing). Even if it does not have any hitbox, It's still quite useful in some specific situations, because it gives you a lot of air mobility and floatiness for a limited time. The subsequent games removed the backward trick so it's only doable in Advance 2 (I can't remember if some character combos of Advance 3 bring it back).

  4. Advance 2 being written off as "hold right to win" does the game a massive disservice. Whilst you can get through almost all of Leaf Forest with that mentality and make significant progress in the other levels by doing just that, the game is constantly pushing you to do more than that. You're always being shown extra paths and item boxes that you miss if that's how it okay the game. Making the right split second decisions, slowing form to platform effectively and knowing how to use tricks and jumps to keep your speed high are all crucial to getting the most out of the game. Crying that the levels are all laid out like this "\" is missing the point terribly. The levels do include a lot of downwards slopes but that's only used to facilitate moving you forwards, and the physics work wonderfully.

    I ain't gonna defend the method of accessing special stages though. Fuck that shit. These levels are not designed are any kind of exploration.

    1. Your Vest Friend
    2. Iko


      I like Advance 2's level design, though I wish there was more old school platforming here and there for the sake of variety... though I agree with what you said.

      Regarding exploration, I also agree with that, but I want to point out something: I played the game countless times and after a while I started to recognize the sections of the levels and I became aware of where I am (approximately) in each level when playing. This never happend with Advance 3; in that game I still get lost in levels and have no clue of where I'm going most of the times... as simple as it might seem, Advance 2's level design has it's iconic sections and every part is different, while Advance 3 recycles a lot. Though finding all the special rings is still very hard even by memorizing the level layout... that method is wrong but I think it can be fixed without changing it too much... for example, since they are set in a specific route, maybe after you finish the game you unlock a "follow the chao" mode where a chao would go through the way that has all the SP rings and following him would let you find them all (I dunno, just an idea).

      Anyway, when I play the game, I usually tell myself "I'll just try out that move with that character, I want to see how it works in that context, let's see..." and end up playing no stop from Leaf Forest to the end of Sky Canyon. That game is so addicting. Techno Base and Egg Utopia are a bit less fun though, that's why I usually stop there.

      EDIT: Another interesting thing about the level design that I forgot to say. While most people seem to have problems with the bottomless pits, I have no problems with them; most of the times the game makes it obvious when a pit is bottomless or there is a route below, and you can tell that by looking at the background: bottomless pits have different tiles in the background. There are a couple of exceptions though... I remember that in Music Plant (if I remember it was Act 2) near the end of the act there is a part where you can fall into a pit that's not intuitive (there aren't many pits in Music Plants at all, this doesn't help because you don't expect it to be a pit).

    3. Ferno


      Advance 2 is like the #1 game I tend to turn to on my phone (emulation) when I want a quick sonic fix while waiting for rides/ on lunch breaks, etc. It has a really fun pick up and play aspect to it vs Advance 3 where you have to traverse the hub to get to each stage, and Advance 1 while also fun, doesn't feel as snappy and quick to play in short bursts like Advance 2 is.

    4. Jango


      I was in the same boat a few years back, @Ferno It's a really good game to pick up and play. But no way in hell I'm getting those Chaos Emeralds, even in a dedicated run

  5. The Forces reveal trailer was... fine? Like, I know some people got super antsy about the fact that we heard nothing between the teaser in August the gameplay reveal at Comic Con in March, but that was fine. Mania was the focus of all attention because it was coming first, and Forces would be the main event once Mania was out/almost out. Don't forget that Mania was supposed to come out in Spring before it was delayed until the summer, so Forces' was full revealed not long before Mania's original release date. It was fine because we had something of a roadmap of what to expect from Sonic in 2017. In hindsight, the Forces reveal trailer was problematic for harping on about "from the people who brought you Sonic Colours and Sonic Generations" because that was demonstrably false outside of a few Sonic Team mainstays. But announcing the game in that way if that information was true? Sure, no problem at all because they announced Mania at the same time and that was the focus of at attention for a while as it was out first. As soon as SEGA started showing off gameplay, particularly when we saw lots of independent footage at trade shows and SEGA put up footage on YouTube, they didn't try to hide the fact that the game looked like crap.
  6. Sonic Advance 2 has a really, really fantastic soundtrack. They really went all out on creating music to fit the fastest Sonic game ever made (at the time). All the tracks have a high tempo and a strong bass line that doesn't quit for a second. They got the most out of the GBA soundchip. There's just so much energy. It's a ridiculously huge step up from Advance 1.


    This entire soundtrack is gold. I love this game.

    1. AWild No.1 washed up gamer

      AWild No.1 washed up gamer

      Glad you like it. It's my favorite of the handhelds.

    2. Blue Blood

      Blue Blood

      It's always been one of my favourites too. My opinions haven't changed. Lol 

    3. pppp


      The remastered soundtrack that fans made is great to listen to, as it eliminates the GBA's speaker noise:

      It sounds so great.

    4. PublicEnemy1


      This game is second only to Mother 3 as my personal favorite GBA soundtrack.

    5. Soniman


      I think Adv3 is overall the best musically because some of the compositions are insane for GBA but Adv2 is solid 

    6. JezMM


      I remember at the time I always hoped they'd keep either Leaf Forest or the ending theme as a mainstay in the series to act as Cream's theme song (back at a time where I assumed like SA1/2 every single game would provide a character theme song for everyone present in every game forever lol).

      But yeah it's really fantastic, it was so great hearing such "cool" music coming out of the GBA.  I enjoy how laid back Advance 1's music was in its own way, and I think Advance 3's high points are higher, but Advance 2 definitely has the most consistency in track quality across the whole game.

    7. Blue Blood

      Blue Blood

      Advance 3 sounds great too from what I remember. It just didn't hit the same ridiculous cool, techno, pumping action notes of Advance 2. Advance 2 has a very clear genre and style to it, whilst Advance 3 is more vanilla Sonic. If not for the GBA sound chip, its music could have come from just about any other Sonic game. Certainly not a bad thing; it's just a different approach. And I guess Advance 3 always has a bit a problem with the Act variants being a bit too formulaic. Act 1 was normal, Act 2 was high pitch and fast and often sounded a bit "screechy", Act 3 was a rearrangement of Act 1 with a funky intro and the results varied. Sunset Hill Act 3 is still probably my favourite GHZ arrangement though, or at least it was until Mania gave us GHZ2.

      I'm looking forward to getting to Advance 3 in the next few days. I've beaten Advance 2 already (not collecting the Emeralds again lol noooooope), but I'm having too much fun to put it down already. I really love that your acceleration is linked to your ring count, and the trick system frankly should be a staple part of the moveset in any Sonic game. 

    8. Iko


      I'm glad you like the game and its mechanics, it has always been one of my favorites and I wish there was a level editor or a modding scene of it because I think that its gameplay has a lot of potential but the level design is just too linear to express it.

      The boost mode achieved by gaining momentum instead of by pressing a button, the trick system, rings being useful, and a ridicolously exploitable air dash.

      The musics are awesome too!

      I agree that those tricks should have been a main stay in the series, at least for Sonic (maybe other characters can get other stuff). After all they are in a way derivated from the elemental shield abilities of Sonic 3.

    9. Adamabba


      I'm glad I still loved the game as much as I did as a kid when revisiting it recently. I didnt know I was still capable of wanting to play through a game over and over again as often as I did when I revisited it lol.

      I started making a topic a while back on all the things I find really charming and cool about the game cause I feel some of those elements aren't appreciated enough. Maybe I'll finish that soon.

    10. Jango


      How. Just how I've lived my life all these years without knowing how good this OST is? Hot damn! The remastered soundtrack is delicious

  7. They weren't really teams in Runners. Functionally they were like heroes sure, but they were just groups of characters who shared the same stat bonuses. Team Wild was the Werehog, Tikal and Sticks. They steamy involved in any story content or even in an event story, and there was no "leader" in any team.
  8. Everyone else has had their piece and I don't want to dog pile you. I'm not going to keep this going round in circles. I don't expect you to reveal your sources. That would jeopardise yourself and them, and maybe more people too. However, your blog is filled with non-specific information and you keep saying "I'll add more information later". It's difficult to swallow. What you put on your own blog is entirely your own business. But you're claiming to have had some knowledge of Colours Ultimate for a while before its existence was leaked elsewhere. And you've mentioned the Taxman versions S1 and S2 are finally coming to other platforms. Why not just tell us that in the first place? And why keep making tiny little non-updates saying that you'll give us more details at a later date? You don't need to come here and say tell us all to trust you. Keep that all to your blog. Whatever information you have, it's supposed to be a secret. Either keep it a secret, or just be up front about it. You ask "what else is there to say", and the answer is simple; say what you know, without guesswork, being as specific as you can be. And if you don't want to or aren't going to share anything, then that's fine too. You're not obligated to share. But just say you're done and kindly stop engaging in the matter. I just want you stop lauding your intel over the rest of the community. You don't owe us anything, but similarly we don't have any particularly good reason to trust you if you can't/won't back up your vague claims. I'm not demanding that you give out information to satisfy inpatient fans. I don't really care when news comes, and I'm more interested in it coming from official sources anyway. It's frankly hilarious that you're calling me "impatient" when all I'm saying is to stop drip feeding us information that you shouldn't be giving us at all, and to either give us the bottle or go home. Get off this pedestal you've put yourself on. Stop trying to score points by reaffirming that your vague leaks are accurate without backing them up in any way at all. I'm not as frustrated as I probably sound. I'm tired too. SEGA have wasted my time for 20-something years, so I just cba
  9. What's stopping you from just being upfront with the information you claim you have? Seriously dude, either put up or shut up, please. There's no need for you to be leaving a breadcrumb trail like this. If you're not going to spill all the beans, just don't spill anything.
  10. Holy shit how and why do I have a 100% save file for Advance 2?

    Where did younger me find the time and, quite frankly, the will to beat this game with all the Emeralds for all 5 characters? Bloody hell.

    1. azoo


      there's been a notable problem for people with old copies of sadv2 for in their age to have something in there rot and make it have a 100% save file. i remember it being a thing a couple of people have experienced. i think it happened with mine too, but i can't remember if it got that way because of that or if bc i used action replay lol

    2. Adamabba


      The opposite happened to me... I remember getting a Chaos Emerald as a kid but it was gone when I revisited my save

    3. Nast


      that happened to me a couple times when i was a kid. it was a real blessing cause i never could (or wanted to) 100% it legit

    4. Blue Blood

      Blue Blood

      Nah, it wasn't that bug. I know I actually did it in Advance 2. If when I get to Advance 3 its also 100% I'll know it's an error because I never could find all the Chao. But I actually do remember it with Advance 2.

    5. Cosmos Rogue

      Cosmos Rogue

      I've only been to the special stage in Sonic Advance 2 exactly one time, and even that I was only able to do because an issue of Nintendo Power I had had a map of the game's first (two?) levels in it. So I am impressed with your younger self's determination to to 100% the game.

    6. Blue Blood

      Blue Blood

      My "younger self" was in this case at least 17 years old. I managed it with a guide on GameFAQs, and had memorised the levels well enough to get all the SP Rings repeatedly. Ngl, the Special Stages are really good. Some of my favourites in the series. 

    7. Nast


      the special stages are really uninteresting imo, and i remember the controls giving me hand cramps when i was little. my favorite part is you can get zero to run circles around you while you wait out the time

    8. Adamabba


      the ring multiplier system was kind of cool but yea it really hurts my hands lol

    9. Blue Blood

      Blue Blood

      To each their own. I just always really liked them. They're quite unique, and going for the multipliers is really satisfying. 

  11. Sonic Advance 1 is incredibly unremarkable. I've played up to AIZ2 so far and... Wow this game has got nothing. It's not bad. It's fine. It's playable. But aside from some nice sprites for the main characters there's just nothing to talk about.

    I don't think I'm gonna play through with a second character before moving on to Advance 2. 

    1. Adamabba


      make use of those air tricks

    2. Blue Blood

      Blue Blood

      The random Mecha Knuckles fight is kinda neat, I guess? Feels so incredibly left field though and it's nothing amazing.

    3. Lord-Dreamerz


      I like to play the game as Amy whenever i replay it. While she plays a bit like a character from a different game altogether, which might not appeal to some folks, but I enjoy the hard mode challenge she provides. And she isn't playable often, so I enjoy playing as her for that reason too.

    4. Milo


      The biggest thing it has going for it in novelty is that it made Amy playable for the first time. But other than that...yeah, not much else to talk about. (And even there, Amy’s gameplay feels way too alien from the rest of the game design for me to really consider that a net positive.)

      As a basic recreation of Genesis gameplay with the Sonic 2 structure, it’s...fine (barring the first signs of Dimps’ typical level design trappings showing up in the last third of the game)...and that’s about it.

    5. Blue Blood

      Blue Blood

      @Adamabba Air tricks? I'm playing Advance 1, not 2.

      @Lord-DreamerzAmy is... Yeah no. She's not fun to play as in this game. I fully understand that the point of her moveset is to make her play very differently, but the lack of a roll and her inability to spin jump feel like artificial difficulty. Not being able to roll in a game like this is a huge detriment, and she offers no.clever alternative. She's crap. The idea is workable, but it's not done well here.

      @Milo God damn the level design in ER/CAZ is abysmal. 

    6. Scar


      When everything else is worse than mediocre, it suddenly becomes amazing.

      That having been said, its a pretty fun game to have around on your GBA.

    7. Lord-Dreamerz


      @Blue Blood I mean the very fact I said I enjoy playing as her should state she was fun to play to certain people. I am not the only one who has said this before either.

    8. Adamabba


      i meant for when you get to Advance 2

    9. Blue Blood

      Blue Blood

      @Lord-Dreamerz That goes without saying though.

      @Adamabba Will do. I actually like Advance 2.

      Anyway... Beat it. Done. Fuck... I remember enjoying this game all those years ago and the last time I played it. But nah. This went from boring for the first few zones to awful for the final two. Yikes. On to Advance 2. I used Knuckles in Advance 1, but in Advance 2 it's kind of pointless to pick anyone other than Sonic or Cream. Sonic for the most useful moveset, Cream for easy mode. Tails and Knuckles' abilities are pointless in this game and Amy's moveset is identical to Sonic's, and you have to go through hell and back to unlock her.

    10. Ferno


      People often attack Advance 2 as being style over substance, but imo I'll take excess style instead of the... nothingness that Advance 1 was.

    11. Blue Blood

      Blue Blood

      Advance 2 does let you cruise through by just holding right to win. But you'll do so much better and have way more fun of you actually engage and do more. I kinda love this game.

  12. So companies set release dates/periods for projects long before they're announced to the public. SEGA had to push back half of its new games for the 2020/21 fiscal year because of the pandemic, and it goes without saying that that would have a knock-on effect to the 2021/22 year as well at least. If any Sonic game was due for release this year or even last year, it's very likely that is been pushed back. The subject matter of this thread confirms that even.
  13. Just fished out my DS Lite, so I'm looking forward to revisiting the Advance and Rush games soon. I have other ways of playing all of these games, be that on other systems or via emulation, but I really wanted to play them on some form of the actual hardware and all on the same system. Gonna play through the games in release order, aiming to complete at least one characters campaigns in games where it's divided up like that. Should be fun to see how these games all compare from Advance 1 through to Colours DS, and including Battle.

  14. Urgh I really hate in newer Sonic games where Sonic has a long "getting up" animation after his "hurt" animation. It makes it take way too long before you regain control of him. It's even worse in Generations, where you can buy an upgrade to speed up the process. Like no you broke the system and put the better original system in as an upgrade.

    1. Thigolf


      I never thought about it, but now that you mention it, it would also be a cool way to show of Sonic's athleticism if he would just catch his fall or just get up really fast in a nice, swift animation, adding more character and flair to him.

    2. Blue Blood

      Blue Blood

      If you're not touching the controller, sure. An animation like that would be really nice to see if it was optional. I just hate that when you get hit in a lot of the 3D games, you lose all control whilst flying backwards  AND Sonic is paralysed on the ground for a moment before he gets up. It's sluggish and makes getting hit feel extra annoying. Losing all control whilst you recoil from getting hit is enough. Getting stunned afterwards isn't fun.

    3. Wraith


      Sonic doesn't have to fall down after he gets hit at all imo

    4. Blue Blood

      Blue Blood

      @WraithIf Sonic didn't recoil at all, there'd be almost no reason you couldn't just brute force your way through everything. The ring loss system is already incredibly forgiving. He needs to be knocked back, but maybe a system where he falls back for 1 second (/whatever other time interval) OR until he hits the ground could work. 

    5. Wraith


      He can be knocked back without falling over. That's literally how it works in the old games.

    6. Blue Blood

      Blue Blood

      That's literally what I was saying in the first place. I thought you were saying that you didn't want him to recoil from damage, ala Mario in many of the 2D games.

    7. Diogenes


      let sonic ukemi like in wonderful 101

    8. Lord-Dreamerz


      It was easier for Sonic to not fall down on his butt in the classics because his legs were shorter, they allowed him to more easily catch himself quickly. =p

    9. StaticMania


      Remember when Sonic could jump out of his damage recoil?

      SA just us.

    10. Iko


      I probably never mentioned this but I hate it as well. It goes against one of the original concepts Sonic is built over, the one about giving the players the ability to keep playing without stopping even if they get hit.

    11. Wraith



      That's literally what I was saying in the first place. I thought you were saying that you didn't want him to recoil from damage, ala Mario in many of the 2D games.

      Nah we were on the same page, I just misread. My b

    12. Blue Blood

      Blue Blood

      It's not your bad it my bad.

      It's just another Sonic's bad.

    13. Speedi


      Kid Icarus Uprising implemented teching from smash where if you press the attack button right before Pit hits the ground he gets up immediately. Something like that would fit well for Sonic, I think.

    14. Soniman


      Never noticed or cared tb though I miss when you could correct yourself midair with the jump button in SA1-Shadow 

  15. "Set the timer for 15 minutes."

    "5 minutes should be plenty!"


    1. The Master

      The Master

      Always annoyed me in game but when I think about it she has to leave some time to escape too.

    2. Cuz


      Yeah, you realize that all that remaining time goes into Shadows section in White Jungle.

    3. Ferno


      and then she dies and you look at the screen like


    4. DanJ86


      5 minutes was her self imposed target.

    5. Blue Blood

      Blue Blood

      @The Master"Oh but she needed time to escape!"

      She set timer to five minutes, meaning she had only that long to collect the Emeralds AND escape. That's what the point of the fifteen minutes were!

      @Cuz"All that remaining time goes into Shadow's White Jungle!"

      Do you understand the concept of time?

    6. JezMM


      The only thing that bothered me about any of this is that Eggman originally suggested 15 minutes and then gets furious at you for taking so long by like the 3rd minute.

    7. DanJ86


      @Blue Blood Shadow set the timer to 15 minutes just as Eggman said. 5 minutes for Rouge, 10 for Shadow. Am I not getting something here? Rouge wanted to show off by finding the emeralds in 5. That was always how it came across to me.

      Even though Eggman will blame you for failing the mission after 5 minutes had passed...theirs no risk. They still have 10 on the clock. 

    8. Cuz



      Wibbly-Wobbly, Timey-Wimey.. Stuff!" Postcard by thesoundofdrums | Redbubble


    9. Plumbers_Helper


      I think your misremembering, @Blue Blood

      First of all, Rouge didn't set the timer - Shadow did. When discussing his plan Eggman said "Shadow will enter the armory, where he will set the timer on these dynamite packs." Then right at the start of Security Hall Shadow says "I'm in position, doctor. Tell me when." right before Eggman tells him to set the timer for 15 minutes.

      Second Shadow did set the timer for 15 minutes, after the Flying Dog boss the cutcene clearly shows the timer counting down from 9:57. So Rouge was able to find all the emeralds and beat the Flying Dog in about 5 minutes.

      So @The Master, @Cuz, and @DanJ86 are correct.

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