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Gregzilla

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  1. Thumbs Up
    Gregzilla got a reaction from Legendary Emerald in Sonic: The Wrath of Nazo - Nazo Unleashed sequel coming in 2019   
    Uh...strange.
     
    Whenever folks rip on Nazo Unleashed, I'm usually one to step in and cut it a break.  In my younger days I thought it was the coolest thing ever, and though it's pretty silly now, I still think it's impressive for what it was back then.
     
    That said, if he's worked in animation companies and has greatly improved since then, I think it's a pretty weird choice to try and continue this series.  It had its run.  I feel like an original project would be a much better use of time and potential Kickstarter money.  Not that I blame him for WANTING to do this, but trying to go through with a project like this using somebody else's property seems destined to fail.
  2. Thumbs Up
    Gregzilla got a reaction from Jar Jar Analysis 1138 in Sonic The Hedgehog CD   
    (My opinion is based on the Gems Collection port, the only version I have).

    I appreciate how it tried to make everything....funkier, and it definitely has a vibrant and likable feel to it. Both soundtracks have good things to offer (though I prefer the JP/EU one), and overall it definitely has a unique style.

    But the level design is shit. I like the idea of having bigger levels to explore, but as I'm sure many have said before, the levels are filled with a clusterfuck of obstacles and structures with little rhyme or reason to their placement. Simply getting around some areas is a chore. One thing I like best about Sonic games is that if you play well enough, you achieve a great sense of flow and grace in your movement. Sonic CD is the game that has some of the worst flow in the series, in my opinion. You constantly get stopped by walls and enemies when you are running, as there is very little room for just picking up speed. What's worse is that you HAVE to pick up and maintain speed for a while if you want to time travel.

    Speaking of time travel, it's a great idea, but its execution has some issues. If you get the signpost you want to go to, you have to keep a good speed for a few seconds. This wouldn't be so frustrating if it weren't for the level design, which rarely allows you to just run free. Also, if you get a signpost you DON'T want, then you have to be careful to make sure you DON'T go too fast. The placement of springs and bumpers can be both helpful and hurtful in both scenarios.

    Basically, CD is a game where I constantly feel like I have to be very cautious when I control Sonic. Not being careful could easily lead to me losing my time travel, or getting sent back to an inconvenient location, or getting hit by an enemy. Sonic is at his best when he combines speed and platforming to create a sense of flow. I don't get that from Sonic CD.

    Other notes: the special stages are actually my favorite in the series, the bosses are incredibly boring (except for Metal Sonic), and Wacky Workbench is my least favorite level in the entire series.
  3. Thumbs Up
    Gregzilla reacted to Marcello in New Classic Zone Revealed for Sonic Mania   
    After we were told that Green Hill was the tamest of the old levels, it's disappointing to see that, besides some trash heaps, this looks exactly like it used to.
  4. Thumbs Up
    Gregzilla got a reaction from UltraGizmo64 in Sonic Concept Art   
    These are some fairly well-known early Sonic designs, but I never saw the bottom-left one before.


    Beautiful.
  5. Thumbs Up
    Gregzilla reacted to Wraith in Sonic and "Player Conditioning"   
    Yesterday I saw a video on Bloodborne, and how brilliantly it teaches the player how to play the game the “right” way. You can check it out here, but it’s pretty long, and I’ll be summarizing the important parts in the topic anyway. 

    Basically, Bloodborne “conditions” the player to play a certain way through a variety of means. It knows it’s unorthodox, and instinctively prepares the player to play the way they need to play to find the most success. Now, Sonic games aren’t nearly as complex as Bloodborne, but I’d argue they are pretty weird as far as platformers go, even the classics. I think that’s big part of the reason why the vast majority of them don’t connect with people, or even why people began to suggest that the classics aren’t good. They picked them up and didn’t have fun with them because the way you were supposed to play them isn't apparent. A lot of this comes down to age, but going forward, what can be done to alleviate this? As much as Sonic fans like to say "fuck em" to people who don't like Sonic, that's not how you keep a franchise alive, because the Sonic fandom will dry up eventually without new people coming in.

    A lot of “problems” with classic games can be alleviated by simply rolling to protect yourself. Enemies that seem like cheap obstacles just get steamrolled. But do the classics realy do a good job of teaching you how to do this?
    I’d argue not really.
     


    I think Sonic 1 has a decent start. Green Hill has a bunch of tunnels that force you to roll so you learn some of the value of it, but the levels after it throw that in the trash because the mass amount of blocky platforming mean you can’t actually get much value out of a roll. Most of what makes Sonic special does not exist in a decent chunk of these levels and to me, that makes the game pretty weak overall. 


    I’d like to say Sonic 2 is better about this, but I have mixed opinions. I feel like Sonic 2 kind of flings you into shit you can’t hope to see far too often, so instead of people thinking “Oh wow I should try something to stop myself from getting hit by enemies.” They think “Oh wow Sonic 2 just slapped my shit again. That’s bullshit.”  I’m not saying the classics should enable you to run blindly forward, but I feel like the game will let you pick up speed only to switch gears all of a sudden in ways you can’t react to it, which teaches you to just expect some shit while playing Sonic 2. It hurts the game's appeal in the long run.
    One thing I noticed about Sonic 3 and Sonic Mania is that when Sonic is approaching a slower section the game will put a ramp or something there to force him to slow down in a natural way instead of letting him get his shit wrecked. Speed bumps like that are key, imo.

    And overall, it doesn’t help that Sonic is just shown fucking running most of the time in most of the advertisement instead of curling into a ball. I straight up didn't like rolling when I was younger because I thought Sonic looked cooler while he was running, gonna be honest.

     

    I feel like the Boost games, specifically Unleashed, had a similar problem that they don’t really bother fixing. Unleashed feels very disjointed and uneven unless you’re willing to put the time in to learn to play it “properly” I think. This isn’t really a good approach for a Sonic game but let’s put that aside for a second. The game often lets you go as fast as you want for long stretches in game but then slaps you on the wrist for it. At least, that's what it felt like to me when I first played it. I think the game was TRYING to teach you to be careful or tighten your reaction time with this, but with how much feedback the game gives you simply for boosting down a straight path(Sonic fucking rips through everything in front of him in a satisfying fashion whenever he boosts.) along with the fact that the game is constantly feeding you boost meter for nothing so you can keep doing it makes you think you can and should use it all the time. The game starts outright killing you for this later, but some players might not get the hint and think it’s trial and error for using the thing the game gives you so readily. Not to mention Unleashed’s poor performance and sometimes busy visuals mean you can’t actually react to what’s happening. It gives the game a trial and error feel that a lot of people won’t be able to gel with. 
     


    Generations has the opposite problem in that it doesn’t encourage the player to learn much of anything. You can play at your own pace, and as long as you finish the level without dying(which shouldn’t be difficult) you will probably get the highest rank in the game. Sonic’s moveset is more polished but they removed some maneuvers from Unleashed outright. This is way less frustrating, but you’re removing things to make this happen instead of adding them. Once you get an S, what’s the incentive for replaying the level or even the game again? The game already says you can’t go up from here. It makes the system feel more shallow than it actually is. I appreciate not outright killing the player or punishing them so harshly when they screw up, but encouraging improvement isn’t a bad thing either. There has to be some kind of middle ground, right? 
    Of course there is. Other games do it all the time. Difficulty settings. More in depth ranking systems. Rethinking the moveset and not giving the player something as broken as the Boost for free. I think, if Sonic 2017 really wants to come out and wow both Sonic fans and non Sonic fans, it easily can, but it has to be willing to be critical of Sonic Generations's systems, and since Sonic Generations reviewed well enough I'm not sure if they're going to want to make changes in the first place. I don't think the Boost style has to be devoid of depth for as long as it exists. You can make changes to make it more rewarding to play, even if it's not the Sonic you want to play.
    So...what do you think? Am I onto something? Or am I full of it and need to stop shitting out game design topics at 1 am? Do you think Sonic succeeds in teaching the player how to play properly?
  6. Thumbs Up
    Gregzilla got a reaction from Writer's Blah in Blast From The Past - Sonic 3D: Flickies Island 20th Anniversary   
    I agree that the No Flickies hack doesn't really make the game better.  Without the Flicky hunting the levels really don't have any challenge.
    I'd like to see another go at a hack like that, but just remove the birds themselves, not the exploration entirely.  I'd rather remove the Flickies but keep it about destroying all the robots.  Finding and destroying the robots wasn't really annoying to me, it was just picking up the tiny birds that made it too finicky and awkward.
  7. Thumbs Up
    Gregzilla got a reaction from Writer's Blah in Blast From The Past - Sonic 3D: Flickies Island 20th Anniversary   
    I grew up with the Genesis version, and it's still the only version I've played barring ports.  I have a fair bit of nostalgia for it, but on the whole I wouldn't say the game is particularly great.  The biggest problem is the Flickies themselves.  I don't really mind the idea of hunting for robots, but picking up the tiny birds and losing them when you get hit is such a detriment to the fun.
    Pretty much everyone knows that though, and I do think the game has some good elements - primarily in presentation.  It just has tons of charm in its aesthetics, being a very pleasing way to bring the classic geometric art style into pseudo-3D environments.  It just has a really appealing feel to it that's hard to explain - the atmosphere is my favorite thing about the game, whichever version you choose.  Both soundtracks have some fantastic tunes, with both versions of Rusty Ruin being some of my absolute favorite tracks in the series (the fact that Rusty Ruin Saturn's music can make me feel nostalgic despite not growing up with that version just shows how magical a piece it is).
    It's unfortunate that the gameplay isn't anything special, because pretty much everything else about the game just screams "Sonic" to me.  The upbeat but beautiful music, the surreal environments, the checkerboard floors, I just love it.
  8. Thumbs Up
    Gregzilla got a reaction from WakanoBaka in Blast From The Past - Sonic 3D: Flickies Island 20th Anniversary   
    I grew up with the Genesis version, and it's still the only version I've played barring ports.  I have a fair bit of nostalgia for it, but on the whole I wouldn't say the game is particularly great.  The biggest problem is the Flickies themselves.  I don't really mind the idea of hunting for robots, but picking up the tiny birds and losing them when you get hit is such a detriment to the fun.
    Pretty much everyone knows that though, and I do think the game has some good elements - primarily in presentation.  It just has tons of charm in its aesthetics, being a very pleasing way to bring the classic geometric art style into pseudo-3D environments.  It just has a really appealing feel to it that's hard to explain - the atmosphere is my favorite thing about the game, whichever version you choose.  Both soundtracks have some fantastic tunes, with both versions of Rusty Ruin being some of my absolute favorite tracks in the series (the fact that Rusty Ruin Saturn's music can make me feel nostalgic despite not growing up with that version just shows how magical a piece it is).
    It's unfortunate that the gameplay isn't anything special, because pretty much everything else about the game just screams "Sonic" to me.  The upbeat but beautiful music, the surreal environments, the checkerboard floors, I just love it.
  9. Thumbs Up
    Gregzilla got a reaction from PC the Hedgehog in Blast From The Past - Sonic 3D: Flickies Island 20th Anniversary   
    I grew up with the Genesis version, and it's still the only version I've played barring ports.  I have a fair bit of nostalgia for it, but on the whole I wouldn't say the game is particularly great.  The biggest problem is the Flickies themselves.  I don't really mind the idea of hunting for robots, but picking up the tiny birds and losing them when you get hit is such a detriment to the fun.
    Pretty much everyone knows that though, and I do think the game has some good elements - primarily in presentation.  It just has tons of charm in its aesthetics, being a very pleasing way to bring the classic geometric art style into pseudo-3D environments.  It just has a really appealing feel to it that's hard to explain - the atmosphere is my favorite thing about the game, whichever version you choose.  Both soundtracks have some fantastic tunes, with both versions of Rusty Ruin being some of my absolute favorite tracks in the series (the fact that Rusty Ruin Saturn's music can make me feel nostalgic despite not growing up with that version just shows how magical a piece it is).
    It's unfortunate that the gameplay isn't anything special, because pretty much everything else about the game just screams "Sonic" to me.  The upbeat but beautiful music, the surreal environments, the checkerboard floors, I just love it.
  10. Thumbs Up
    Gregzilla reacted to SpongicX in Artwork: Knick, Clunk, and Treela: Cartoon Series Concept   
    I would like to introduce you to a cartoon series I've had planned for more than 15 years. It's called Knick Knack the Squirrel, which is an action adventure comedy. It stars a young adult squirrel named Knick, along with his best friend Clunk, and his girlfriend Treela, as they are gifted with special powers to defeat an army of evil beings known as the Darxins, which are lead by a deadly lord named Scorpneon. 

    I've spent most of my life dreaming of making this concept into a reality someday, and I decided to try and get a start now, by turning it into a still image video series. It unfortunately is not getting much attention, and I would really appreciate it if you would take your time to give this series a chance. Here are links to the comic  

    “Knick Knack the Squirrel” is created by, and property of Clint Welding/SpongicX. 

    For more Knick Knack the Squirrel, look up “Knick Knack the Squirrel” on “SpongicX’s” Youtube, Tumblr, Deviantart, and DailyMotion accounts.
    Episode 1
     
     
    Episode 2 
     

    Episode 3 

    Episode 4

    Episode 5
     
    Episode 6
    Episode 7














     
  11. Thumbs Up
    Gregzilla got a reaction from MainJP in Blast From The Past - Sonic 3D: Flickies Island 20th Anniversary   
    I grew up with the Genesis version, and it's still the only version I've played barring ports.  I have a fair bit of nostalgia for it, but on the whole I wouldn't say the game is particularly great.  The biggest problem is the Flickies themselves.  I don't really mind the idea of hunting for robots, but picking up the tiny birds and losing them when you get hit is such a detriment to the fun.
    Pretty much everyone knows that though, and I do think the game has some good elements - primarily in presentation.  It just has tons of charm in its aesthetics, being a very pleasing way to bring the classic geometric art style into pseudo-3D environments.  It just has a really appealing feel to it that's hard to explain - the atmosphere is my favorite thing about the game, whichever version you choose.  Both soundtracks have some fantastic tunes, with both versions of Rusty Ruin being some of my absolute favorite tracks in the series (the fact that Rusty Ruin Saturn's music can make me feel nostalgic despite not growing up with that version just shows how magical a piece it is).
    It's unfortunate that the gameplay isn't anything special, because pretty much everything else about the game just screams "Sonic" to me.  The upbeat but beautiful music, the surreal environments, the checkerboard floors, I just love it.
  12. Thumbs Up
    Gregzilla got a reaction from MainJP in Blast From The Past - Sonic 3D: Flickies Island 20th Anniversary   
    I agree that the No Flickies hack doesn't really make the game better.  Without the Flicky hunting the levels really don't have any challenge.
    I'd like to see another go at a hack like that, but just remove the birds themselves, not the exploration entirely.  I'd rather remove the Flickies but keep it about destroying all the robots.  Finding and destroying the robots wasn't really annoying to me, it was just picking up the tiny birds that made it too finicky and awkward.
  13. Thumbs Up
    Gregzilla got a reaction from Monkey Destruction Switch in Blast From The Past - Sonic 3D: Flickies Island 20th Anniversary   
    I grew up with the Genesis version, and it's still the only version I've played barring ports.  I have a fair bit of nostalgia for it, but on the whole I wouldn't say the game is particularly great.  The biggest problem is the Flickies themselves.  I don't really mind the idea of hunting for robots, but picking up the tiny birds and losing them when you get hit is such a detriment to the fun.
    Pretty much everyone knows that though, and I do think the game has some good elements - primarily in presentation.  It just has tons of charm in its aesthetics, being a very pleasing way to bring the classic geometric art style into pseudo-3D environments.  It just has a really appealing feel to it that's hard to explain - the atmosphere is my favorite thing about the game, whichever version you choose.  Both soundtracks have some fantastic tunes, with both versions of Rusty Ruin being some of my absolute favorite tracks in the series (the fact that Rusty Ruin Saturn's music can make me feel nostalgic despite not growing up with that version just shows how magical a piece it is).
    It's unfortunate that the gameplay isn't anything special, because pretty much everything else about the game just screams "Sonic" to me.  The upbeat but beautiful music, the surreal environments, the checkerboard floors, I just love it.
  14. Thumbs Up
    Gregzilla got a reaction from Kiah in Blast From The Past - Sonic 3D: Flickies Island 20th Anniversary   
    I grew up with the Genesis version, and it's still the only version I've played barring ports.  I have a fair bit of nostalgia for it, but on the whole I wouldn't say the game is particularly great.  The biggest problem is the Flickies themselves.  I don't really mind the idea of hunting for robots, but picking up the tiny birds and losing them when you get hit is such a detriment to the fun.
    Pretty much everyone knows that though, and I do think the game has some good elements - primarily in presentation.  It just has tons of charm in its aesthetics, being a very pleasing way to bring the classic geometric art style into pseudo-3D environments.  It just has a really appealing feel to it that's hard to explain - the atmosphere is my favorite thing about the game, whichever version you choose.  Both soundtracks have some fantastic tunes, with both versions of Rusty Ruin being some of my absolute favorite tracks in the series (the fact that Rusty Ruin Saturn's music can make me feel nostalgic despite not growing up with that version just shows how magical a piece it is).
    It's unfortunate that the gameplay isn't anything special, because pretty much everything else about the game just screams "Sonic" to me.  The upbeat but beautiful music, the surreal environments, the checkerboard floors, I just love it.
  15. Thumbs Up
    Gregzilla got a reaction from Sonictrainer in Blast From The Past - Sonic 3D: Flickies Island 20th Anniversary   
    I grew up with the Genesis version, and it's still the only version I've played barring ports.  I have a fair bit of nostalgia for it, but on the whole I wouldn't say the game is particularly great.  The biggest problem is the Flickies themselves.  I don't really mind the idea of hunting for robots, but picking up the tiny birds and losing them when you get hit is such a detriment to the fun.
    Pretty much everyone knows that though, and I do think the game has some good elements - primarily in presentation.  It just has tons of charm in its aesthetics, being a very pleasing way to bring the classic geometric art style into pseudo-3D environments.  It just has a really appealing feel to it that's hard to explain - the atmosphere is my favorite thing about the game, whichever version you choose.  Both soundtracks have some fantastic tunes, with both versions of Rusty Ruin being some of my absolute favorite tracks in the series (the fact that Rusty Ruin Saturn's music can make me feel nostalgic despite not growing up with that version just shows how magical a piece it is).
    It's unfortunate that the gameplay isn't anything special, because pretty much everything else about the game just screams "Sonic" to me.  The upbeat but beautiful music, the surreal environments, the checkerboard floors, I just love it.
  16. Thumbs Up
    Gregzilla got a reaction from FriendBot in Blast From The Past - Sonic 3D: Flickies Island 20th Anniversary   
    I agree that the No Flickies hack doesn't really make the game better.  Without the Flicky hunting the levels really don't have any challenge.
    I'd like to see another go at a hack like that, but just remove the birds themselves, not the exploration entirely.  I'd rather remove the Flickies but keep it about destroying all the robots.  Finding and destroying the robots wasn't really annoying to me, it was just picking up the tiny birds that made it too finicky and awkward.
  17. Thumbs Up
    Gregzilla got a reaction from Indigo Rush in Blast From The Past - Sonic 3D: Flickies Island 20th Anniversary   
    I agree that the No Flickies hack doesn't really make the game better.  Without the Flicky hunting the levels really don't have any challenge.
    I'd like to see another go at a hack like that, but just remove the birds themselves, not the exploration entirely.  I'd rather remove the Flickies but keep it about destroying all the robots.  Finding and destroying the robots wasn't really annoying to me, it was just picking up the tiny birds that made it too finicky and awkward.
  18. Thumbs Up
    Gregzilla reacted to Indigo Rush in Blast From The Past - Sonic 3D: Flickies Island 20th Anniversary   
    The music and visuals in the Saturn version are absolutely wonderful and have some of the best ambiance and mood in any Sonic game ever.
  19. Thumbs Up
    Gregzilla got a reaction from Milo in Blast From The Past - Sonic 3D: Flickies Island 20th Anniversary   
    I grew up with the Genesis version, and it's still the only version I've played barring ports.  I have a fair bit of nostalgia for it, but on the whole I wouldn't say the game is particularly great.  The biggest problem is the Flickies themselves.  I don't really mind the idea of hunting for robots, but picking up the tiny birds and losing them when you get hit is such a detriment to the fun.
    Pretty much everyone knows that though, and I do think the game has some good elements - primarily in presentation.  It just has tons of charm in its aesthetics, being a very pleasing way to bring the classic geometric art style into pseudo-3D environments.  It just has a really appealing feel to it that's hard to explain - the atmosphere is my favorite thing about the game, whichever version you choose.  Both soundtracks have some fantastic tunes, with both versions of Rusty Ruin being some of my absolute favorite tracks in the series (the fact that Rusty Ruin Saturn's music can make me feel nostalgic despite not growing up with that version just shows how magical a piece it is).
    It's unfortunate that the gameplay isn't anything special, because pretty much everything else about the game just screams "Sonic" to me.  The upbeat but beautiful music, the surreal environments, the checkerboard floors, I just love it.
  20. Thumbs Up
    Gregzilla got a reaction from Kaze no Klonoa in Blast From The Past - Sonic 3D: Flickies Island 20th Anniversary   
    I grew up with the Genesis version, and it's still the only version I've played barring ports.  I have a fair bit of nostalgia for it, but on the whole I wouldn't say the game is particularly great.  The biggest problem is the Flickies themselves.  I don't really mind the idea of hunting for robots, but picking up the tiny birds and losing them when you get hit is such a detriment to the fun.
    Pretty much everyone knows that though, and I do think the game has some good elements - primarily in presentation.  It just has tons of charm in its aesthetics, being a very pleasing way to bring the classic geometric art style into pseudo-3D environments.  It just has a really appealing feel to it that's hard to explain - the atmosphere is my favorite thing about the game, whichever version you choose.  Both soundtracks have some fantastic tunes, with both versions of Rusty Ruin being some of my absolute favorite tracks in the series (the fact that Rusty Ruin Saturn's music can make me feel nostalgic despite not growing up with that version just shows how magical a piece it is).
    It's unfortunate that the gameplay isn't anything special, because pretty much everything else about the game just screams "Sonic" to me.  The upbeat but beautiful music, the surreal environments, the checkerboard floors, I just love it.
  21. Thumbs Up
    Gregzilla got a reaction from Potada in Blast From The Past - Sonic 3D: Flickies Island 20th Anniversary   
    I grew up with the Genesis version, and it's still the only version I've played barring ports.  I have a fair bit of nostalgia for it, but on the whole I wouldn't say the game is particularly great.  The biggest problem is the Flickies themselves.  I don't really mind the idea of hunting for robots, but picking up the tiny birds and losing them when you get hit is such a detriment to the fun.
    Pretty much everyone knows that though, and I do think the game has some good elements - primarily in presentation.  It just has tons of charm in its aesthetics, being a very pleasing way to bring the classic geometric art style into pseudo-3D environments.  It just has a really appealing feel to it that's hard to explain - the atmosphere is my favorite thing about the game, whichever version you choose.  Both soundtracks have some fantastic tunes, with both versions of Rusty Ruin being some of my absolute favorite tracks in the series (the fact that Rusty Ruin Saturn's music can make me feel nostalgic despite not growing up with that version just shows how magical a piece it is).
    It's unfortunate that the gameplay isn't anything special, because pretty much everything else about the game just screams "Sonic" to me.  The upbeat but beautiful music, the surreal environments, the checkerboard floors, I just love it.
  22. Thumbs Up
    Gregzilla got a reaction from TheOcelot in Blast From The Past - Sonic 3D: Flickies Island 20th Anniversary   
    I grew up with the Genesis version, and it's still the only version I've played barring ports.  I have a fair bit of nostalgia for it, but on the whole I wouldn't say the game is particularly great.  The biggest problem is the Flickies themselves.  I don't really mind the idea of hunting for robots, but picking up the tiny birds and losing them when you get hit is such a detriment to the fun.
    Pretty much everyone knows that though, and I do think the game has some good elements - primarily in presentation.  It just has tons of charm in its aesthetics, being a very pleasing way to bring the classic geometric art style into pseudo-3D environments.  It just has a really appealing feel to it that's hard to explain - the atmosphere is my favorite thing about the game, whichever version you choose.  Both soundtracks have some fantastic tunes, with both versions of Rusty Ruin being some of my absolute favorite tracks in the series (the fact that Rusty Ruin Saturn's music can make me feel nostalgic despite not growing up with that version just shows how magical a piece it is).
    It's unfortunate that the gameplay isn't anything special, because pretty much everything else about the game just screams "Sonic" to me.  The upbeat but beautiful music, the surreal environments, the checkerboard floors, I just love it.
  23. Thumbs Up
    Gregzilla reacted to TheOcelot in Blast From The Past - Sonic 3D: Flickies Island 20th Anniversary   
    On 5th November 1996 whilst the UK was enjoying those firework displays we like so much, in Europe another bright spark appeared in the form of a new Sonic game, which was released on the SEGA Mega-Drive/Genesis (a game console nearing the end of it's life-span). The name of this game?
    THE DEVIL: REBORN
    Sonic 3D: Flickies Island

    Seriously, that's like the worst Sonic EU box-art I've ever seen  Sonic, stop staring into my soul! 
    Thankfully the NA box-art was more cheerful:

    Flickies Island was released in NA a week later on 12th November under the different name of "Sonic 3D: Blast", although the game was never released on the Mega-Drive in Japan. 

    Sonic 3D was the last Sonic game (after Sonic 1, 2, Spinball and 3&K) to be released on the Mega-Drive. It wasn't a direct sequel to the numerical games, although it does carry across elements of their gameplay. It was unique in that it was developed by a third-party developer called Traveller's Tales under guidance of Sonic Team. Traveller's Tales also went on to develop Sonic R.
    The story:
    Sonic is the only playable character this time round. Tails & Knuckles are restricted to being just cameos; the entrance to the special stages. There are seven zones (three acts in each); Green Grove, Rusty Ruin, Spring Stadium, Diamond Dust, Volcano Valley, Gene Gadget and Puppet Panic. After an epic encounter with Eggman consisting of three boss-fights in act 3 of Puppet Panic, you then take on Eggman's final weapon in the last act called "Final Fight zone".
     1

    The gameplay? Well, it's a little bit different to the other classics. You can still spindash, collect rings of course, defeat badniks and kick Eggman's ass, but you also play the game from a unique isometric point-of-view. It was the first stepping stone to a full 3d experience. Acts 1&2 of each zone are split-up into small areas where the goal is to free five Flickies from their badnik captivity, then guide them to a special dimensional ring, which they jump through to safety, opening up the next section for Sonic to go and rescue another five Flickies. Acts 1 & 2 either consist of two or three sections to rescue Flickies (so that's 10 or 15 to rescue in each act).
    Fun fact: Sonic Team once considered making Sonic 3 as an isometric game! Thank goodness they didn't 
    Act 3 or each zone being unique in that instead of the Eggman boss appearing at the end of a normal stage, this time the act is just a small arena with a boss fight, nothing more.
    Acts 1&2 have the usual 10 ring & extra life item-boxes. The elemental shields also make a return. You have the "lightning shield" which protects Sonic from electricity and attracts rings, the "flame barrier" which protects from fire and lava, and the new gold-shield which produced a homing-attack when pressing the jump button twice. You could say that Sonic 3D was the first game to introduce the concept of Sonic instantly homing in-on an enemy.
    This game also features special stages. Whilst collecting all seven chaos emeralds does not grant a Super form, you do need to collect all emeralds to be able to take on the final boss. Disappointingly, Tails & Knuckles are not playable, however, they both appear (as prevously stated) in acts 1&2 as the entrance to the special stage. Just touch them with 50 rings and they warp/transport Sonic to the special stage. 
    You can have two attempts at the special stage in acts 1&2 of the first five zones of the game. So that's 20 possible attempts to collect seven chaos emeralds. You won't need 20 attempts because Sonic 3D's special stages are ridiculously easy. For anyone new to the special stages, you might fail on the 7th stage, but trust me they're so straight-forward, really lacking in challenge.
    Sonic 3D was also released on the SEGA Saturn in EU, NA & Japan:

    Following the cancellation of Sonic X-Treme, Sonic Team (in the space of about seven weeks) remade Sonic 3D for the SEGA Saturn, which had the exact same level-layout but had a graphical upgrade (some really nice graphical effects like mist in Rusty Ruin) and a brand-new special stage & soundtrack.
    I finally got to play the Saturn version via emulation about a week ago and it does feel slightly better then the Mega-Drive version. The special stages? They are inspired by Sonic 2's half-pipe stages. Let me just say they are more interesting, fun and a lot more challenging. The music for the special stage is superb:
    They also made a PC version, which was based on the Saturn version minus the extra graphical effects like the mist in Rusty Ruin, and also made another brand-new special stage:
    Sonic 3D (Mega-Drive) was also released in the Mega-Collection, Ultimate Genesis Collection & on Steam. So it's had it's fair share of releases!
    My thoughts:
    You know, whilst Sonic 3D is unorthodox, it's still a decent game. The thing is, I find it kind of boring these days, because it's very easy. The stage design often has alternative routes and lots of secret areas, but is still heavily restricted because of the isometric perspective and the gameplay is no-where near as fun as the other classics. The boss-fights to their credit offer a decent challenge, but it's not enough to keep me interested. By the time I get to the long-winded final-boss (which requires 10-hits and takes about five minutes minimum to beat) I'm normally feeling drained. To be honest, with Tails & Knuckles not being playable there is little to no relay-value.
    There are fans who no doubt prefer this game over Knuckles Chaotix, which I can understand because once you get used to the slightly slippery controls, the game is relatively easy to play through.
    To end on a positive note:
    The soundtracks for both the Mega-Drive & Saturn versions are fucking fantastic. Personally I prefer the Genesis soundtrack, but both have some amazing music:
     
     
    It's really cool that they remade the Mega-Drive ending credits music for Sonic Mania's announcement trailer, symbolizing the end of the Genesis-era and beginning of the Saturn MANIA-era! 
     
    So, what do you guys think of Sonic 3D? What do you like about it? What don't you like? Which versions have you played? 
  24. Thumbs Up
    Gregzilla got a reaction from Lord-Dreamerz in Sonic Utopia   
    Don't wanna jump to conclusions before I try it, but dang it's lookin' good.  Sonic's movement looks a bit more restrained and in line with the classics, whereas GHP2 could feel a bit too twitchy.  Based on the video alone there seems to be very little awkwardness when it comes to lining Sonic up with slopes and enemies and whatnot.
    The visuals look great too, I love that Sonic seems sorta based on his CD design.  The colors are super vibrant and clean, which reminds me a bit of Lost World, but the wider open spaces with more scope make it look a lot more appealing.  Along with the great remix in the video, it kinda invoked nostalgia of what I would have imagined a more "true" 3D Sonic game would look like back before Adventure came out.  Can't wait to give it a go.
  25. Thumbs Up
    Gregzilla got a reaction from Nightly in Sonic Utopia   
    Don't wanna jump to conclusions before I try it, but dang it's lookin' good.  Sonic's movement looks a bit more restrained and in line with the classics, whereas GHP2 could feel a bit too twitchy.  Based on the video alone there seems to be very little awkwardness when it comes to lining Sonic up with slopes and enemies and whatnot.
    The visuals look great too, I love that Sonic seems sorta based on his CD design.  The colors are super vibrant and clean, which reminds me a bit of Lost World, but the wider open spaces with more scope make it look a lot more appealing.  Along with the great remix in the video, it kinda invoked nostalgia of what I would have imagined a more "true" 3D Sonic game would look like back before Adventure came out.  Can't wait to give it a go.
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