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Semi-colon e

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Everything posted by Semi-colon e

  1. 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. With Me

      With Me

      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. With Me

      With Me

      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.

  2. 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.
  3. 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. Perkilator


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

  4. >canon in Sonic

    That's cute.

  5. 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.
  6. 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 

  7. 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. With Me

      With Me

      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.

  8. You know, Metallic Madness might actually be my favourite zone in Mania. Weirdly, I don't like the Sonic 1 final boss and didn't like the idea of it being in this game, yet enjoyed it a lot here.

    Press Garden Act 2 is also really good, but most levels are good in this game. I just don't have a clear favourite.

    1. Diogenes


      yeah metallic madness definitely wins the "most improved" reward in my eyes; it went from CD's usual awkward, stuttering level design to something surprisingly fluid and fast-paced, while still feeling challenging enough for an endgame level, and with some pretty great gimmicks to boot.

    2. FReaK


      Agreed. Mania is an amazing game in general. Still wondering why there isn't a sequel announcement yet.

  9. I finally played Sonic Mania. Just beat it as Sonic with a mere 4 chaos emeralds because the special stages are nearly unplayable. It's a decent game, but S3&K is so much better it isn't even funny.

    1. Radiant Hero Ike

      Radiant Hero Ike

      I think S3 and Mania are on around the same level

      I hate & Knuckles though, and the &K stages in Mania are about as un fun as they are in the original game

    2. TheOcelot


      Image result for you took your time gif

      Special stages are actually quite easy once you master the controls. 

      Image result for git gud gif

    3. Semi-colon e

      Semi-colon e

      The controls with the special stages are the biggest problem, the UFO flies really far away as well. And those special rings are hidden good, way more hidden than Sonic 3. Some of the bosses were annoying as well, the Flying Battery spider comes to mind immediately, though I didn't really enjoy any of the heavy fights. I swear the missiles in the Studiopolis one have broken hit detection. It also includes a lot of crap from the classics that has no business returning, like including Sonic 1's final boss and Death Egg's sub boss from £&K because... nostalgia?

      I think I'll like it more when I revisit it.

    4. Strickerx5


      Honestly, Mania's special stages are one of the only two instances of them that I would ever actually call "fun" in the entire series (the other being Rush's). I was all for them being left in the dust before Mania if I'm speaking candidly.

      Other than that yeah, I was never the highest backer of the game to begin with so eh. In its later levels, it definitely falls into the same trappings that have always made me question the classics more often than not and it's clear that the game's main drive is to emulate rather than innovate. Though with that being said, I can see why it is loved so much.

      Outside of the many things it does do right, there's also clearly a lot of love put into it.

    5. Zaysho


      It took a bit, but I came to like the base game's special zones. They're pretty fun to run through.


      The DLC ones are torture and I do not recommend them if you don't want to tear your hair out.

    6. Indigo Rush

      Indigo Rush

      Yeah, Mania's special stages are bar none my favorite in the entire series. Once you nail the flow and learn how to use the jump as a drift for tight corners, they're seriously addictive.

    7. PaulyBFromDa303


      They are pretty difficult. I must confess that I still only have one emerald from encore mode. That gets tough XD

    8. Kuzu


      The special stages take getting used to, but they're not bad at all. 

      In other words.


      Git. Gud. 

  10. So there we have it. All the starters aren't that good. It's not even like the past 3 gens where I mostly like them except for one or I have one very definite favourite. They're all kind of mediocre or shit. I'd probably pick Grookey, Grass hasn't really had many good mons yet but Fire has some good ones that aren't the starter, which is really rare. And Water is stupidly common and Intelleon is fucking horrible, lol. Also Rolycoly's evos are growing on me despite the initial disappointment, which is weird.
  11. >market the stupid shitty meme designs >hide the things that actually look fucking awesome Gamefreak makes no sense. Rolycoly's evolutions aren't terrible, but they and the starters disappointed me the most. Frosmoth and all the other Bugs are awesome, and I really like the barracudas, fox line, and both dynamax Garbodor and Galarian Stunfisk. It's amazing how besides gen 1 which gets sucked off all the time, gen 5 is getting the most love. It's really weird.
  12. They can't delay Sword and Shield now, but hopefully the backlash will influence future games. But I doubt it. I very much doubt it. I think the only reason I bought Ultra Moon (besides not getting it for full price) was so I'd have another game to nuzlocke with harder bosses and a bigger dex. Which sucks because gen 7 was flawed but I thought it had good ideas and charm, but Sword and Shield were completely killed by the stupid decisions finally catching up to them. They might not even be that bad as games (I thought they seemed like they were gonna be awesome until the dynamax and dex shit), but the direction the series has taken with the corner cutting and constant Kanto pandering has put me off more and more over the years. To top it all off I don't even care for any of the new Pokemon so far.
  13. All I see are lame excuses. Maybe if the models and animations were actually significantly different rather than almost identical, or if the game's visuals were higher quality I could almost get the idea. But no. It's pure time crunch.
  14. Like they give a fuck about balance. It's just laziness and pandering. Especially that line of evaluating what would "appeal to the widest audience". So Kanto pandering basically, and then about half the rest of them. This was looking pretty alright until they dropped that bomb. If your bro misses this game, pray it's in the next one. If past regional dexes are any indication, we're getting Eeveelutions, Lucario, Gardevoir, Charizard, Pelipper, and Kanto mons like Psyduck and fucking Goldeen (seriously why is this in every region besides Unova, this is one of the worst ones from gen 1 and barely anyone even uses it) over and over again, while things like Cacturne or Purugly will likely sit in Home for a decade. Such a terrible decision.
  15. The stage imaginatively called "The Ark" in Shadow is basically Final Rush but with most of the area destroyed. Some of the few platforms remaining are exactly from the SA2 level and the music is a slight remix of it as well. During Shadow's Expert Mode, the cast all say stuff to you at the start of each level. This includes the President twice, where he barely gets to say anything before he has to go to a dance party and something else I can't remember now. The GUN Commander also apologises to Shadow and says he's going to be a grandfather. Cosmic Fall also has Cheese go "CHAOCHAOCHAOCHAOO" for about 20 seconds, because that level on Expert mode isn't already horrendous enough as it is. Speed Highway Modern in Generations is already known for some of the ridiculous shit you can do like grab the helicopter at the start, but you can also do this:
  16. Pretty much all the main games and some of the handheld ones. However I can't say I enjoy all parts of all the games - like I can replay Shadow and enjoy some levels, but not things like Lost Impact or Central City. I've actually been revisiting a bunch of the early 3D games lately and enjoying them more than I expected to. Even bothered to unlock the Super Hard mode in Heroes again and play that twice. I don't own anything past Generations - I did play a bit of Lost World and found it mediocre, while I haven't got the consoles and need a new PC anyway for anything past that. I do really want to play Mania. Forces looks pretty bland too. However, I haven't revisited the 2D games or Generations for a while since I played the ever living hell out of them so don't feel the need to, whereas I've spent a bit less time with some of the others. I'd consider a lot of these games mediocre but not as bad as people say. Maybe I've just gotten used to their weird quirks.
  17. That homing attack chain towards the end of Super Hard mode Hang Castle (by the Metal Sonic statue) makes me tense every fucking time. Anyone who's ever played Super Hard mode knows the bit.

    1. PaulyBFromDa303


      Super Hard had a lot of those moments. Even in the first stage

    2. Tarnish


      I haven't hated myself that much to put myself through Super Hard Mode in ages.

    3. Semi-colon e

      Semi-colon e

      Most of Super Hard isn't that bad, it's just harder versions of Team Dark's levels with some tricky bits. Mystic Mansion is one of the only ones to have elements from all of the teams including Chaotix, and is probably my favourite Super Hard level as it's still mostly based on Team Sonic's original version of the stage. Rail Canyon is interesting too since the speed boosters make you go fast as shit, and Grand Metropolis takes you through a route that isn't ever taken normally since Team Dark goes the other way.

  18. I'm doing all the extra missions in Sonic Heroes since I had a memory card wipe ages ago. One thing I've noticed is that I miss Vector's Heroes voice. The Chaotix are great in Heroes as well in terms of their interactions.

    Also whoever gave a 6 minute time limit to Team Sonic's extra mission in Bingo Highway is an asshole. I made it in 5:55 because I got trolled by a pinball board and it's shitty controls.

    1. Tarnish


      People love crapping all over Heroes, but if there's one thing it got right was the character voices (for the most part) and character interactions. I never felt they were cringy, whereas in something like Forces, I wish everyone would just shut up.

    2. Diogenes


      @Tarnish really? tails and charmy were the worst acted that they've ever been (and i wouldn't say anyone was particularly good), the characters never shut up, and they get into fights for no reason. heroes was probably the biggest contributor to the whole "shitty friends" idea.

    3. Tarnish


      @Diogenes For each their own, but I'd taher have the Heroes Tails back any day of the week instead of what we have nowadays.

      I never felt they were badly written. Tails' voice actor wasn't the best I agree, some of his lines were definitely delievered poorly, but the character and his dialogue was fine.

      The fact we had 3 characters onscreen at once, all three of them present and partaking in the events made their interactions feel a lot more natural and make more sense than Sonic monologing to himself or supposedly talking to other characters through a radio. The way they commented on things going on onscreen, starting a short dialogue was a neat addition, bringing out their separate characters without the need of a cutscene.

      It definitely felt a more fluid and natural thing than: cutscene with Sonic + other characters talking, Sonic fucks off to a stage alone, next cutscene with Sonic + other character talking, Sonic fucks off to next stage alone, rinse and repeat.

  19. It's almost unfair to have this thread since Sonic is full of missed opportunities. Then again, it's kind of unfair to bash something because of what it isn't rather than what it is. Anyone can imagine something awesome in their head (that is usually subjective anyway) so nothing would ever live up to your own internal hype. But there are some things that I feel were missed opportunities. The whole point of the series is that it's Sonic vs Eggman. The fact Sonic never has a boss fight against Eggman in Adventure 2 is really jarring. From Eggman's side, it would have been a more interesting boss than any of his existing ones, especially his version of the Egg Golem fight. Mephiles was also completely wasted. He was nearly cool but his plan made no sense. Also Sonic never engages with Mephiles directly, and since Mephiles is the main villain of the story while Sonic is supposed to be the main character, it's extremely stupid. Sonic already does extremely little in 06 as it is. Mephiles was also created a game too late - an evil Shadow type character trying to tempt Shadow back to darkness would have been a way better plot point for Shadow's actual game than Black Doom ever was. 2D in 3D games should have stopped after Generations, or even Colours. Colours had mostly 2D due to the wisps and Generations was mostly paying homage to the Unleashed formula (though having 2D while Classic Sonic is in the game is kind of pushing it but eh), but there's no reason why Lost World had to have 2D sections. None whatsoever. It really is time we had fully 3D games. Games like Adventure 1 and even a fair amount of Generations show that it's clearly possible to have intricate 3D level design. The real issue however is that Sonic Team never sticks with anything for more than a couple of games so they don't develop anything. Right down to plot and settings unless they're rehashing old stuff since they don't seem to do anything original anymore.
  20. Unskippable cutscenes. I otherwise really like the Alola Pokemon games for their variety and challenge when nuzlocking but god damn those dialogue boxes go on for fucking ever. Metroid: Other M also had this problem, but was also a worse game. At least Other M let you skip the cutscenes on replays though, no such luck in Pokemon. I didn't really mind it during Gen 5 because you can mash the fuck out of the button to skip dialogue but since they added all those padding animations, it's become really tedious.
  21. I got all 5 Emeralds in Sonic Chaos and beat the game. Not worth it. For a game with an easy reputation, there's a lot of fucking awful bottomless pit placement, plus getting the final hit on the final boss is a crapshoot because it instakills you, even with rings.

    Even then, there isn't really an ending. It just goes straight to the credits with Sonic running around trapped inside an emerald. Lame. Sonic 1 is probably the only MS/GG game I really actually like.

    1. JezMM


      Sonic Chaos' ending is absolute garbage in no small part to the hype that was built up for it in a review I read in an official Sonic annual I had as a kid.  It mentioned how getting all emeralds treats you to "a real gem of an ending" but I could only imagine because I didn't actually have the game.  I finally played it as an adult and discovered that they were just making a pun in that review.

      The most insulting part is that Chaos' soundtrack is MOSTLY on par with the quality of Sonic 2 8-bit's, then that ending theme is just utter garbage to match the utter garbage visuals, lol.  Curious to see what the fan-remake does with that song.


      But yeah, the 100-ring thing is pretty sloppy and intrusive.  The levels are a bit too easy if you don't go for the emeralds, but going for them has way too much trial-and-error death in the latter half of the game and turns Sonic into a slow methodical platformer because a single mistake means starting the level over if it happens after you've collected most of the rings on the stage.

  22. Hydrocity is generally my favourite. Massive props go to Ice Mountain and Twinkle Snow too, they're gorgeous levels, and Aquatic Ruin is really fun too. That whole early-mid point of Sonic 2 from Chemical Plant through to Casino Night is just the best part of the game. I've always been really fond of Launch Base Act 2 for some reason. Pirates' Island is also one of the best water zones since the classics, with lots of really unique gimmicks plus underwater sections. Then there's Aquarium Park, which is imo the best zone in both versions of Colours. Fantastic stage.
  23. >play mean bean machine on hardest

    >get to Sir Ffuzzy-Logik

    >nearly lose, have the danger music going for about a minute

    >still win


    C L U T C H

  24. I like Sonic Advance 3 way more than the average person, and find levels like Roure 99, Chaos Angel, and especially Twinkle Snow really fun, and have even got used to Sunset Hill which I despised for years, but Toy Kingdom is fucking terrible, as is it's boss. The only good thing about Toy Kingdom is that the best level in the game is after it.

    1. Blue Blood

      Blue Blood

      I don't dislike Advance 3, but it's the weakest of the three in the series. The first was a competent, if basic, true-to-form Sonic game before any of this Modern-Classic division bollocks came about. The second was totally fresh and exciting. Cheap and easy at times, but thoroughly original and it knew exactly what it wanted to be. It's still a blast to play that game because you aren't virtually invincible at top speed and have to work to maintain it with a well designed physics system. The third attempted  to strike a middle ground whilst also being grander in scale with huge levels, three acts per zone, a hub world and a partner mechanic. None of it really came together, and the result was a messy game  that felt bloated, underdeveloped and unpolished. I can still enjoy it, but it was just too much.

    2. Tracker_TD


      I prefer it to Advance 2, at least. It's not great, and goddamn if Chaos Angel ain't some shit, but Advance 2 is painful to play towards the end. 

    3. TCB


      You aren't the only one who likes Adv 3 more than the average person around here. It is arguably the weakest of the three far as what it strived to do and the gameplay and level design not being as consistent as the first two games. I'll admit that. With that said though, and I harp on what BB said in the sense of it's presentation compared to the first two I enjoyed far more. It's Zones felt more whimsical compared to Adv1's grounded, I'd say 'realistic' approach to it's tropes. Route 99, Cyber Track and Sunset Hill are among my favorite levels in the whole trilogy. I also like how Adv3 going out of it's way to explain it's plot pretty early on, and it's quasi tie in to Battle which I also liked. I guess I'm saying that I appreciate the bigger scope of the what Adv 3 attempted to do which the hubworlds, act system and whatnot to be invested in it more.

      plus it's music is by far my favorite out of the Advance series bar none. So many good themes that resonates with me more. From the bombastic beginning to Route 99 to Twinkle Snow's more laid-back tracks. Sunset Hill is my absolute favorite and is my favorite rendition of Green Hill Zone to this day. This technically isn't fair since 3 has three acts compared to the former two' 2 act system, but the former makes each variation stand out a lot more and makes each act's level more distinct to me. Adv 1 and 2's music are good don't get me wrong, but a lot of the tracks don't hook me with their melodies nearly as often or well.

      td;lr I appreciate Sonic Advance 3 for what it tried to accomplish and overall I felt more engaged in the overall product despite in making it so grand it lost a coherent focus the first two games had. So I enjoyed it more than Adv 1 and far more than Adv 2.

  25. I died as I lived. Dead.

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