Jump to content

Semi-colon e

TSS Member
  • Content Count

  • Joined

  • Last visited


About Semi-colon e

  • Rank
  • Birthday 04/19/1990

Profile Information

  • Interests
    Sonic, Metroid, Castlevania, Pokemon, Red Dwarf, Blackadder, The Young Ones, other classic comedy, rollercoasters, a bunch of other things.
  • Gender
  • Country
  • Location

Contact Methods

  • Website

Recent Profile Visitors

89,288 profile views
  1. I think the plot was a breath of fresh air in this franchise where it was simple and I actually like the characterisation where Tails does get to be snarky and things like that. Unleashed was simple as well but most of the characters bar Sonic a bit and Pickle aren't that interesting (the friendship angle didn't really bring much either) and the plot has the same "go do the thing 6 times" set up Colours has. It's more fun and was a decent change of pace despite how crap most of the jokes were. The crap jokes, however, really hurt it. Worse still, however, was that Colours became the template for plots rather than being a breather. They did the same thing with the wisps and Classic Sonic stuff mind you. "They liked it at the time in Colours, let's rehash it to death". Then again, caring significantly about the lore in a Sonic game is a fucking mistake because the creators clearly haven't cared for years, so why should we? They never build on anything, just create more random lore that only affects itself and doesn't really world build effectively just like Pokemon does.
  2. I like to try and see how much water I can avoid in these games. Not because I dislike the water levels, but because it's just a little experiment. In most versions of Chemical Plant you can avoid going underwater altogether. I haven't played Forces so fuck it. In Sonic 2, there's the now famous sneaky shortcut that bypasses the rising section, but even if you don't do this you can potentially be fast enough to never touch the water in the rising section (or a well timed jump on a slope before it, which can be done in Mania too). In Generations, the same applies for Classic, albeit it's a much easier section and the route that skips the super nerfed rising section is more easily avoided. For Modern, you just have to stay at the top and jump at the right moments, there's an achievement for this anyway. In Mania, the secret path from Sonic 2 is a troll and dumps you right at the bottom. If you stay at the top of the level though, there's a new alternate path that skips the water rising section. You can't get up the rising section quick enough most of the time, since the water rises much faster. For other situations where you can avoid water, in Sonic 2 you can avoid all water altogether (Chemical Plant I already established, while Aquatic Ruin is designed so you can do this), while Sonic Advance 2's small amount is avoidable too. Same goes for Sonic Chaos, which has Aqua Planet, probably the least watery water zone in any Sonic game to the point where Carnival Night or Launch Base are more water heavy. In Mania, you can avoid water in every single level except Hydrocity, and you can avoid most of thr non-boss sections with Knuckles (act 2 just needs a non-Sonic/Mighty character - Knuckles has a secret route at the top that avoids more water and act 2's flying shortcuts to skip chunks of the level still work). In Advance 2 you only need to go underwater in Ocean Base 3 briefly and Twinkle Snow 2, unless you're going for all the chao. This does not include running on water, only going under it. The only main act in Generations where water is required is Classic Seaside Hill. There's some missions as well, but you can just not pick them unless you're going for 100%. Fun fact, you can go underwater in 3D in Generations by standing barely on the edge of a beach in Seaside Hill or end up just under the water on a road during Perfect Chaos. I think Sonic 1 has the most required water, since you just can't get around Labyrinth Zone. There are a couple of less watery paths in this game (especially that giant shortcut in Scrap Brain Act 3) but you're still required to be submerged a lot - the boss can be done without going under if you're quick enough however. You'd think it'd be Sonic 3 where there's the most since it has water in nearly every zone, but a lot of the water in that game is skippable. Tidal Plant in Triple Trouble comes pretty close, but you can avoid almost all the water in Great Turquoise.
  3. I'd play the Advance and Rush games, but leave out the non-platformers like Riders. Advance 2 added Cream and Rush added Blaze, so the Advance and Rush series are important to the "canon" lol.
  4. These two are probably the best. I like 3&K's, but it's not quite as good. Surprisingly, I really like 06's true ending. It's a cheap retcon but at the same time the music and visuals are really good during those last two scenes, and Sonic feels like Sonic again. The last shot of the feather flying towards the moon is amazing. Come to think of it, most Sonic games have inconsequential endings. I do like Sonic's attitude in most of them being like "yeah that was cool, what's next".
  5. >take a hit against big Metal Sonic in Mania
    >fall backwards into pit and die

    Who thought this was a good idea? It's like the pit sucks you in.

    1. Blue Blood

      Blue Blood

      Yeah, it's a fairly wonky, unfair set up. I understand not wanting to let you get behind him and cheese hits, but it's even worse that the Final Boss in S3 for causing you to fall into the put. The Death Egg Robo in GHZ is hard-coded to make you bounce to the right of the screen after every hit, so it's strange that Metal Sonic Kai doesn't work the same way. 

      You best way to avoid unavoid deaths there to to charge spindashes from the right hand side of the screen to hit him. If you jump, there's every chance that you'll end up behind him and getting killed.

    2. Milo


      The boss design mentality as a whole has a habit of punishing players who don't want to wait for very narrow windows of being able to safely hit your target. If you try to bumrush bosses like in the earlier games (which can allow multiple hits in one go, if not outright cheesing them like in some cases), you'll be very lucky if you avoid getting hit in the best-case scenario in 2/3rd of the cases.

      If the same designers do get to work on another Genesis game, they really need to take a different approach to the boss design or get someone else to design them. The bosses are the weakest element of the game, moreso than the ratio of original to returning content (which I excuse given the circumstances of the game's scope/development and for the amount of work went into making them fresh or reworked into a different context).

    3. Supah Berry

      Supah Berry

      I still don't get why they had to throw out the old final phase of the MS fight altogether. Yeah, it had the exact opposite problem of being a cakewalk; you could scoop back up your loose rings on the spike wall by exploiting your invinciblity frames, but if it ain't broke don't fix it. 

    4. TheOcelot


      Yeah, I can see why it can come across as unfair.

      As BB said, the best technique to beating MS (unless playing with Sonic-in which case just use the drop-dash which makes the fight pathetically easy), is to spin-dash:

      This is how I do it:


    5. Milo


      @Supah Berry I really was expecting the spike wall boss to kept for Mania Mode, and the Kai boss to be used for Encore, rather than it outright replacing it for both modes. I'm also surprised they didn't keep it as an accessible cheat code bonus either, it's just dummied out/cut entirely to my knowledge.

  6. I swear Knuckles's low jump really screws you over in Mania much more than in S3&K. Part of it is having fewer Knuckles centric paths. The rest is just bullshit like the Studiopolis Act 2 boss, Flying Battery Act 1 boss, Titanic Monarch Act 1 boss where you're just screwed over and at the mercy or RNG or waiting Sonic Rush style.

    1. Lord-Dreamerz


      Maybe Knuckles could jump higher... if he didn't skip leg day! ; )

    2. Semi-colon e

      Semi-colon e

      I got the wrong attack against the second form of the Death Egg eye thing in Titanic Monarch 4 times in a row. If the arrow goes up, you have a split second to get a single hit as Knuckles, and can't do a fucking thing otherwise. I had to wait almost a minute longer to beat him than if I had any other character.

      I also got the rain attack in Studiopolis twice in a row, and just had to wait it out. Really badly designed for Knuckles.

    3. Blue Blood

      Blue Blood

      I think the SPZ2 boss is fine; yopu just wait for the windy or sunny weather forecasts, which will show up two thirds of the time. The way that you can hit him at ay time as the other characters feels cheap and not intentional. Flying Battery is fine too. You just bounce off the Orbinauts. Nothing screws you over on these two.

      I'll agree with you on TMZ1 though, where it feels like the elevator is more like to work against you and avoiding the iron balls when trying to land a hit in the first phase is really rough. IIRC, if you cheated Knuckles in DEZ1 in S3K you couldn't actually jump high enough to hit the boss.

      Mania sadly doesn't differentiate the playthroughs very much. In S3K, you've got the Sonic playthrough and the Knuckles playthrough. Due to them having to take different routes, bosses typically being harder for Knuckles and some more subtle differences in story (different backgrounds in a number of zones for Knuckles and there's no water in his version CNZ), you get two rather distinct playthroughs depending on your character. They similar, but different enough to feel warranted. Mania is more along the lines of the Advance games. MSZ1 and the smallest number of optional different route aside, the only difference btween characters is the moveset. It's a step back from S3K.

      I was always hoping that Mania would build on S3K by giving Tails more unique routes and events. It's a real shame that in actuality the game ended up going in the opposite direction. 

    4. Semi-colon e

      Semi-colon e

      Studiopolis's boss is only easy as the others because it attacks too slowly. If it attacked a bit quicker, it would be like Knuckles's version but faster paced. The Death Egg Act 1 boss should have just not been brought back to begin with, it sucked then and it sucks now.

      I like playing Mania as Sonic the most by far anyway. The elemental shields are as good as ever\, and the drop dash is fantastic for fast movement. The fact there's fewer character specific routes also works in Sonic's favour - sometimes in 3&K I found Sonic got gimped while the other two could take more shortcuts, but it's less of an issue here.

    5. Blue Blood

      Blue Blood

      I don't like bosses that force you to wait around, which is a bit of a trend in Mania and goes back to Hidden Palace in S2 mobile. Look at this video; the player takes 2 and a half minutes to reach the boss and then two full minutes fighting the bloody thing. There's nothing quite so bad in Mania (and you'll probably just choose to damage boost things like CPZ1 where possible), but it's still really unfun when you're just sat there waiting for a chance to do anything. I just dont see this as an issue in SPZ2 though because the times when he opens up for attack are so frequent. A short wait is fine, but the longer and more repetitives ones are not.

    6. Semi-colon e

      Semi-colon e

      At least it's not as bad as Rush 1.

    7. Lord-Dreamerz


      I didn't find the boss fights in Mania un-fun. And don't relate to the idea that having to wait to hit a boss sometimes is bad design. I think the opposite and feel boss fights that you can endlessly hit such as the bosses on Sonic 2 to be lame and un-epic because how easy it is to cheese them quickly after you know how they work. As a big fan of boss battles in games I don't want them to be weak & super quickly beaten.

    8. Blue Blood

      Blue Blood

      You're right about that. Take the Hill Top boss from S2 as an exampe. You just bounce on him as soon as he appears and boom it's over. No thought, no effort, no impact. When the bosses are a regular thing after every act or two, there needs to be a balance in difficulty and tedium.

    9. Wraith


      Allowing the player to cheese the boss is one way to make the pacing more dynamic in the same way you're allowed to use tricks to speedrun the levels you're playing. A lot of the cheesy tactics in Sonic 2 are easy for you to do now but you probably didn't know how to do them when you were in this game's target demographic. 

      It beats the hell out of the bosses in a classic Sonic game being 60% cutscene. A lot of Sonic Mania's bosses are lame.

    10. Blue Blood

      Blue Blood

      A lot of them, but not all of them. Like with Hill Top as I mentioned, you only have to to jump on him to starting cheesing it. Others like Aquatic Ruin, Chemical Plant and Casino Night can't be cheesed but can be dealt with very quickly with a little bit of skill. 

    11. Semi-colon e

      Semi-colon e

      My favourite boss in the game is probably the water tunnel in Hydrocity. It's a really crazy idea, it's got the good boss music, and it's not entirely a waiting game. You constantly have to react to stuff. The washer afterwards was tacked on, but I liked having a sequential boss where both battles are engaging. It's not too easy or too difficult or cheap.

      As for some of the older bosses, they often only have one pattern or attack, so being quick is better.

    12. Wraith


      I think having a few dud bosses that you can figure out how to crush in a couple of seconds is genuinely better than some of the stuff Sonic Mania pulled. Remember the oil ocean miniboss with the offscreen spike attack that might kill you once but you'll never get hit by once you know they're there?

    13. Semi-colon e

      Semi-colon e

      Also the Metallic Madness Act 2 boss is really solid. I like how you can pace it yourself. Have one mini-mech at a time to make it easier, or go balls deep and trigger as many as possible to save time.

    14. Lord-Dreamerz


      None of the boss battles in Mania are super hard. Most of them are pretty fun & creative boss fights. Folk who say they prefer bosses that can be gotten rid of within couple secs... I have my doubts they even really enjoy boss fights in Sonic often.

    15. Blue Blood

      Blue Blood

      Mania has some legit bad boss design at times.

      GHZ2: It's not obvious you can just on his arms to reach him, nor is it clear what causes him to stick his arms out instead of throwing bombs. There's a time limit on defeating him.

      CPZ1: Boring as fuck. Damage boost to win.

      CPZ2: I genuinely love this as a throwback, and the AI is so simple that he'll always kill himself eventually. But I've seen people legit confused by the boss and die repeatedly, so I'm not sure about it.

      SPZ1: So much waiting... if you're super, set the controller down and go get yourself a cup of tea whilst the game plays itself. You can't make it go by any faster.

      FBZ2: The boss is totally fine in concept, but not knowing when you're going to hit the bumper and when you're going to phase through it is a crapshoot unless you memorised its behaviour. It also sucks when you get crushed by spikes at the sides of the screen. They should have been parts of the wall instead of sticking out from it.

      SSZ2: The Silver Sonic part of the fight is really obtuse, especially pre-update. The Metal Sonic Kai section is likely to throw you into a pit because you get get automatically bounced back when you attack him for some reason (which is unlike GHZ2).

      MSZ1 (Sonic version): What is depth perception? You're likely to spend ages waiting for him to attack from the side so you don't have to guess.

      MSZ2: So many i-frames where she can hit you but you can't hit her.

      OOZ1: Never played the boss before? You'll get unfairly 1-hit KO'd. Played it at least once before? No effort required.

      OOZ2: Instant death if you're just a pixel underneath of the platforms he pulls down into the oil, especially likely if you're Knuckles with his reduced jump height. Also had to be patched because of his original i-frames and strange collision at launch.

      MMZ1: Pre-patch you could get crushed by the scenery as the battle started. Not technically anythign wrong with the boss itself, it was just naff level design at the boss.

      TMZ1: Almost impossible not to get hit as Knuckles. Boring wait-fest regardless of character. 

    16. Lord-Dreamerz


      Am not saying i don't see lot o room in improvement for the bosses. But i just can't see most of them as bad or waiting for short moments as bad. Boss Fights are the main parts I look forward to in games like Sonic, to me they are the reward for finishing the obstacle courses that would be boring if alone. The boss fights are the only meaningful character interaction you get out of simple style Sonic games. So I tend to not be super nitpicky about them even when I often notice their flaws, I enjoy they exist at all normally.

  7. People complain about this sometimes, but I am perfectly fine with how the stories are set up in SA2. I like switching back and forth, it's like a TV show or movie where it switches focus from character to character. My issue is that the gameplay styles for Tails and Knuckles are way inferior to Sonic, so when there's a long stretch without a Sonic level (hello Pumpkin Hill - Hidden Base) it's really tedious. The Shadow stages in SA2 besides Radical Highway are inferior to Sonic's. Sonic's tend to have better level design. White Jungle is basically the same as Green Forest but no worse I guess, could have been a bit more different. Radical Highway is great, while Sky Rail has some really weird design and is super short, like it was thrown together at the last minute. Final Chase is Final Rush without most of the good stuff, like the alternate pathways, while the gravity tubes outstay their welcome quickly. Sonic 1 is the best 8 bit game. It captures the lonely feel of the Mega Drive version, and while it is stripped down, it does enough things differently and keeps a fast pace throughout. Also the Scrap Brain theme in the 8 bit version is excellent and it's criminal it was never used again. Sonic 2 is nearly good but is cheap as all hell, Chaos feels like development had barely started on it, and Blast sucks. Triple Trouble is okay, but it suffers from trying to do too much and just doesn't really benefit from it. It's clunky. I prefer the faster control of the first two 8 bit games too.
  8. Both versions of Sonic 1 have a unique mood compared to the rest of the series. They feel lonelier, if that makes any sense. This is mostly in the 16 bit version, but even the 8 bit version has it in the second half of the game.

    1. JezMM


      I've never thought about this so particularly to describe it in such a way but now that it's presented in front of me I 100% get you, agreed entirely.

    2. JosepHenry


      it does feel lonely, specially Starlight Zone which Sonic is just running alone in this silent night. But without the calming music it would feel downright eerie. 

    3. Jingilator


      I feel the same about KH1. It feels the most Disney in the series because it’s the first of its kind.

  9. >canon in Sonic

    That's cute.

  10. I absolutely hate the Mirage Saloon Act 2 boss. First off it's pandering at it's very worst, since it's not even the actual characters. This makes their inclusion just a manufactured hype moment without any of the depth of say including a full level where it actually significantly influences gameplay. The second issue is that the attack patterns make no sense and it seems like you should be able to hit the heavy more than you actually can.
  11. My least favourite levels in Mania are the 2 S&K ones. Huh. Flying Battery in particular annoys the shit out of me, act 1 is almost identical to the original while act 2 goes on forever unless you take the awkward bottom route. Also the spider boss is horrendous.

    1. Blue Blood

      Blue Blood

      Many of the revisited Act 1's are similar to the original and only the Act 2s feel fully remixed (although the case is oddly reversed for Hydrocity). It's a problem in some levels, like Flying Battery and Chemical Plant, but in others they did enough remixing in Act 1 that is feels familiar but also unique, like Lava Reef, Stardust Speedway and Oil Ocean.

      I honestly really love Oil Ocean in Mania. From one of the worst stages in the Megadrive games to one of the best in Mania; they really did a great job with it. The gimmick in Act 2 is a far less intrusive version of SK's Sandopolis Act 2. The level design is far less labyrinthine and the punishment for not pulling the switches is less severe, plus the Switches are more readily available. 

    2. Semi-colon e

      Semi-colon e

      Oil Ocean combined with Sandopolis sounds like the worst thing ever, but works out pretty well. I'd put it somewhere in the middle in Mania, but it's solid. I'm fond of Metallic Madness act 2 as well, it's so varied in level design and pathways.

      I still like Hydrocity a lot in this game, for both acts.

    3. Blue Blood

      Blue Blood

      Hydrocity Act 2 in Mania is like, 99% the original Act 2 from S3 with a few small chunks of level design swapped around. It's a bit of a testament to just how solid the level design is when it's one of the best levels in Mania despite the strengths of the Mania's original level designs. It's a really strange case. Like... sure I'd rather it was brand new but it's still HCZ2 as I've always known it and it's still really awesome. Unlike say, CPZ1 an FBZ1 where the level design of the original acts wasn't especially special. 

    4. Semi-colon e

      Semi-colon e

      Hydrocity is so good it's my favourite level in both 3&K and in Mania. The new stuff in Mania is mostly really good though. Mirage Saloon (besides the bosses and the Sky Chase bit) is one of the only desert levels in a Sonic game to not be by far the worst part of the game.

    5. Blue Blood

      Blue Blood

      Desert levels are not unlike water levels; no matter the genre or series, they're typically slow and cumbersome and often come with drab visuals. They end up being the worst part of many games. Mirage Saloon and Hydrocity really avert that.

  12. My favourite version of Stardust Speedway is the Good Future visual, with the American soundtrack. Neither ever gets referenced.

    1. Osmium


      Stardust Speedway good future is one of the few US tracks that's better than the JP/PAL 

  13. It's amazing how Oil Ocean plus Sandopolis Act 2's gimmick sounds like the worst idea ever, yet works pretty damn well.

    1. PC the Hedgehog

      PC the Hedgehog

      That's 'cuz Oil Ocean doesn't have friggin' scary ghosts.

  14. I don't really understand how you're supposed to avoid big boy Metal Sonic's laser attack in Mania Plus. It just sweeps across the whole screen and I get hit by it every time.

    1. StaticMania


      It's like Death Egg Robot's laser from Sonic 3...(maybe not)

      Just stay at the edge of the screen and jump the moment he fires...

    2. Indigo Rush

      Indigo Rush

      The Great Eggman Robo in Sonic & Knuckles fires the lazer horizontally without any movement for a split second, and the Phantom Metal Sonic Kai arcs downward, making it a bit more difficult to avoid. 

      I haven't quite worked out the timing, but it's possible to avoid taking damage if you jump at the far right of the screen. I think there's a way to bait it to shoot the bombs instead, but I haven't worked it out. 

    3. Wraith


      Sonic needs to stop making boss battles that are faster to complete if you just take the hits compared to dodging.

    4. Semi-colon e

      Semi-colon e

      The jump strat works. It's the same as in 3&K's Death Egg boss. Just it starts off higher so it's tigher.

    5. TheOcelot


      Just time your jump. Once you work out the timing it's actually easy to avoid. If you're really finding it difficult don't forgot you can fly with Tails, use Tails to air-lift Sonic to get out of danger or slow your descent by gliding with Ray & Knuckles to avoid getting hit.

  • Create New...

Important Information

You must read and accept our Terms of Use and Privacy Policy to continue using this website. We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.