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'Sonic Lost World DS discussion "3DS, 2DS, ONE DS! Thunder Wisps are go!' Title credits to Hogfather

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If you need help with some of the trickier Red Star Rings like Sky Road Zone 2 or Desert Ruins Zone 1 you can ask me because hell knows how many minutes I spent on Desert Ruins figuring out what to do

And also if you dont like the controls for Yellow Drill in Tropical Coast Zone 3 (Amazing ass zone) it tells you that you can invert the controls with the L button so that instead of the normal Down is up & up is down you can play with down being down & up being up

And for some strange reason S ranking in this game feels so amazing to achieve, they really brought up the difficulty. So far my highest S rank score would be Silent Forest Zone 3 with I have a score of around 180,923 or something like that(Cyan Laser really helps)

For some strange reason making it through a whole stage without dying actually has less of a chance of giving you an S rank at times but dying atleast once or twice always seems to get me one even if I did extremely lousy during a stage.

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They help you out in a similar way to Colours' final boss on Wii, but they're purely aesthetic (even though they make a shield around Sonic, it doesn't protect him from damage).

It looks like they steal a bit of the machine's energy and give it to Sonic, and then at the end he gives a supercharged homing attack with Earth's energy, kinda like the Final Color Blaster.

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I gotta say, the puzzley stages are more fun after the first time played, after you know what to do. I've just S Ranked Sky Road Zone 2/Asteroid's Puzzle Platforming Extravaganza. It was more fun this time, mainly because I abused Asteroid's overpowered jumps to leap over most of the platforms in the Casino area.

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If you're just planning to transfer the RC gadgets for the sake of completing your collection, then you don't have to. As proven in you can unlock them all in the Wii U version anyway. So I don't really see much benefit of the Wii U/3DS transfer at all, aside from getting to use them a bit sooner if you unlock them on 3DS first.

 

I know about that, but I'd still like to take advantage of the feature since I have both versions. Plus, I'm writing up a review for the game and I'd like to make sure it works, otherwise it will impact negatively on the score.

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Would be pretty hilarious if the much-vaunted RC sharing feature was totally broken.  I'd help research the case, but if I can't be bothered to replay the game for red rings, I sure can't be bothered to grind for materials.  The levels take too long for that.  I'd have been happy for them to split every single level in half and claim they had six acts per zone instead of three.

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RANTING TIME!

I can definitely say that Frozen Factory Act 3 is my absolute least favorite level in the 3DS version. I thought it would be fun after the first playthrough, like most of the other puzzle stages, but I was dead wrong. Fuck the switch puzzles, fuck the obnoxious Penguinators, which I've deemed the Slicers of this game, which is saying a lot for a badnik in a game that HAS SLICERS IN IT, and most of all, FUCK THE LIVING SNOWBALL THAT FOLLOWS YOU EVERYWHERE AND DESTROYS THE SNOWBALLS THAT YOU NEED TO USE TO ACTIVATE SWITCHES.

This stage is at the Sonic '06 level of bullshit, I'll never play it again, unless I decide to go on a red ring hunt...... Which will most likely be the case.

Shit.

Edited by @ut0

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 FUCK THE LIVING SNOWBALL THAT FOLLOWS YOU EVERYWHERE AND DESTROYS THE SNOWBALLS THAT YOU NEED TO USE TO ACTIVATE SWITCHES.

This stage is at the Sonic '06 level of bullshit, I'll never play it again, unless I decide to go on a red ring hunt...... Which will most likely be the case.

Shit.

 

Chill out dude! If you stop doing whatever you're doing for less than 20 seconds and pay attention to the snowball, you shouldn't have a bad time. 

 

Well, at least I didn't.

 

And I don't think this stage is even close to be as bad as Sonic 2006. I mean, it's better than Silver's billiard puzzle on Dusty Desert, or any of Silver's stages...

Edited by Dan a hed

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I think Frozen Factory Zone 3 is the one where I used parkour to skip one of the last puzzle areas.  You have to exit through this tall shaft and I was able to do it by stunning the living snowball and spin-dashing off of it onto the wall and parkouring up - the height boost from starting on the stunned snowball makes it just doable.  Because I so did not care about doing any more of those snowball puzzles.  Have to say, though, I really liked the fact that you could skip it that way.  I'm sure it wasn't intentional but it was the one part of the game where I actually felt like I had some freedom.

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You can skip almost every snowball puzzle after the robot snowball appears via parkour or correct Quake Wisp usage.  I'm pretty sure it is intentional design.

 

The only bit I HAVEN'T figured out any way to skip/speed up is the one spherical planetoid where you have to unlock and push three switches to progress.  I still haven't figured out a trick to get the robot to consistently sit on the one switch that needs to be weighed down - always causes my attempts to speedrun the stage to stumble.

Edited by JezMM

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You can skip almost every snowball puzzle after the robot snowball appears via parkour or correct Quake Wisp usage.  I'm pretty sure it is intentional design.

 

The only bit I HAVEN'T figured out any way to skip/speed up is the one spherical planetoid where you have to unlock and push three switches to progress.  I still haven't figured out a trick to get the robot to consistently sit on the one switch that needs to be weighed down - always causes my attempts to speedrun the stage to stumble.

Yeah and the worst part is, is that the game is programmed to only let you push the switch inside the capsule when the other switch is weighed down cause even if you get in it and press on the switch but get stuck in the capsule (which thankfully you can just jump out of) it won't press.

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You guys know you can repeatedly homing attack the snowman to immobilize him after you stun him, right?

 

Once it gets big enough, the snowball functions as a great platform. I love just skipping everything with the parkour.

Edited by Cola

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Yeah, but on the small planet with all the switches on it you need to stun it on a switch so you can hit another switch which can be hard since it likes to wander off into the distance sometimes.

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Here is my current reaction to the game

 

Finished Tropical Coast Zone 1 and tried Tropical Coast Zone 2. So I will continue where I left off after Desert Ruins 2

 

Desert Ruins 3:

I HATE, HATE this level. If I was alone in the room I would have been cursing more than a sailor. The beginning portion and ending portion was fun and interesting to play with. But those f***ing Sandworms. I hated them in Desert Ruins 1 but tolerated them since some I could skip. But that middle portion where I had to fight 3 of them before moving on totally killed this level for me. No matter how many times I would attack them the darn buggers would die. It wasn't until I spindash them like 10 times each before I could move on. This level is going to be a pain to S rank and collect red rings.

 

Desert Ruins Boss:

Zomomon ( I think that's how its spelled) was a very entertaining and slightly more challenging fight. I love his quip of saying " Your the worst meal ever!". I also liked the use of the asteroid wisp here. By using it I was able to S rank the stage. Overall I really enjoyed this fight like I did with Zazz.

 

Tropical Coast Zone 1:

I love the music here. A pretty entertaining level overall. The big underwater monster here wasn't as annoying as Desert Ruins Sandworm and was fun to destroy. The drill wisp has some very interesting usage here that I like. There was also a portion where there was a grind rails near two walls that reminded me of Water palace in Generations 3DS. I saw this level borrowed some of Windy Hill Zone 3's upside down level design portions and I liked it to be honest.

 

Tropical Coast Zone 2:

I played a little of this level before quitting for the night. First impressions is that I like it. The little apple puzzle thing is fun.

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Herp de dimps

 

IMG_20131110_154459_zps0625e089.jpg?t=13

 

 

Here is my current reaction to the game

 

Finished Tropical Coast Zone 1 and tried Tropical Coast Zone 2. So I will continue where I left off after Desert Ruins 2

 

Desert Ruins 3:

I HATE, HATE this level. If I was alone in the room I would have been cursing more than a sailor. The beginning portion and ending portion was fun and interesting to play with. But those f***ing Sandworms. I hated them in Desert Ruins 1 but tolerated them since some I could skip. But that middle portion where I had to fight 3 of them before moving on totally killed this level for me. No matter how many times I would attack them the darn buggers would die. It wasn't until I spindash them like 10 times each before I could move on. This level is going to be a pain to S rank and collect red rings.

 

Desert Ruins Boss:

Zomomon ( I think that's how its spelled) was a very entertaining and slightly more challenging fight. I love his quip of saying " Your the worst meal ever!". I also liked the use of the asteroid wisp here. By using it I was able to S rank the stage. Overall I really enjoyed this fight like I did with Zazz.

 

Tropical Coast Zone 1:

I love the music here. A pretty entertaining level overall. The big underwater monster here wasn't as annoying as Desert Ruins Sandworm and was fun to destroy. The drill wisp has some very interesting usage here that I like. There was also a portion where there was a grind rails near two walls that reminded me of Water palace in Generations 3DS. I saw this level borrowed some of Windy Hill Zone 3's upside down level design portions and I liked it to be honest.

 

Tropical Coast Zone 2:

I played a little of this level before quitting for the night. First impressions is that I like it. The little apple puzzle thing is fun.

 

It just Zomom.

Edited by KaBlamJamDan

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Welp, yesterday I finished the story mode and advanced a bit on the hard mode, and today I unlocked Windy Hill's exta stage and Super Sonic, so I'll finally make my review, and sorry for not giving more impressions as I said on my past comments.

 

 

 

GRAPHICS/VISUALS: The graphics are really good. They're not like OMFG IS THIS A 3DS GAME?! I THOUGHT IT WAS A PS3 OR SOMETHING WOAH, but they're really well elaborated, It's overall a pretty nice game to look at.

 

 

CONTROLS: I already talked about the controls, but anyway. They're really good as well, and feel more natural than on the Wii U version. 

 

MOVES: The Homing Attack is really good, it can lock on 3 enemies at the same time, which is really useful... or it sounds like. Now don't get me wrong, this can be very useful when there are tons of enemies in front of you, but there are some enemies that make you take damage if you don't stun them first, so it's pretty annoying when one of them is automaticaly locked on.

 

LEVEL DESIGN.

 

3D: A blast. The 3D stages has a pretty good level design. There is a lot more going on than on the Wii U's 3D stages, and they're also more challenging. The 3D stages are extremely variated, and you can't expect one zone from being exactly the same as the previous one, I mean, some stages has the same concept, but expressed on a different way. 

 

 

2D: My biggest problem with the 2D levels is the camera, which is waaay to zoomed in for my taste. The level design is not as good as the ones on the 3D levels, it's a bit bland at times, and they're a bit less variated,  but they're overall good. For me, the 2D level design is a mixture of the Sonic Advance and Sonic Rush series' combined with parkour and wisps. 

 

WISPS: Well, so yeah I found the wisps to be better on this version than on the Wii U version, not just because it's abilities and appearence, but because of it's implementation. Yeah they were better implemented in Sonic Colours, but at least you can reach to more than just rings, unlike on the Wii U version, however I wished they were a bit more optional, especially the Indigo Asteroid, which you need to use in almost all of Sky Road 2 and a bit less than a half of Desert Ruins 1.

 

BOSSES: So yeah, the bosses are actually better on the 3DS version. They're harder and more challenging, and do not take 3 hits to beat with a fully charged homing attack like on the Wii U version.

 

EXTRA STAGES: These stages have the structure of a random level of a zone, but with some really notable changes on the design, the most notable of them being a different Wisp from the zone they took the structure, and making it obligatory in order to finish the level. They're good, they're good, but they're not exactly what I would expect from spending hours on collecting EVERY SINGLE Red Star Ring on the zone, but yeah they're still good. However, I see no point on them having Red Star Rings, which are actually pretty easy to find, but they don't do a single thing. Well, I guess something will happen if you collect all of them on every extra stage.

 

SPECIAL STAGES: Alright, from those who haven't played the game and are worried about the gyro on the special stages, don't worry anymore. The special stages, believe it or not, actually controll pretty good, and I don't see why so many people complain about it. However, they're extremely strict, and when I say they're strict, I mean they force you to collect every single orb, since the amount of orbs they ask you to collect is the exact say amount of orbs the stage has, so if you miss a single orb, you'll have to go all the way back in order to advance. However, they're still better than another half-piped special stage.

 

CUTSCENES: The cutscene are horribly compressed, they look pixelated on 3D, and there are some of them missing, but I'm pretty sure this was because of the amount of space a Nintendo 3DS cartridge can handle, but I'm glad they decided to put actual cutscenes instead of another extremely shitty Sonic Rush-ish cutscenes.

 

STORY: Though it's a notable improvement over Colors' and Generations' storylines, it's still meh. There are many answers that weren't responded, the most notable of them being the Lost Hex, which wasn't explaint at all, it was just mentioned by Tails, and then nothing more, it's not explained where the hell did it come from, what it is, why is it there, etc. The Deadly Six aren't explained as well, they don't explain anything from their species, the Zeti, nor what did they do to be sealed, nothing, and they don't even have a proper screen time. Amy and Knuckles are pointless, they're...just there. 

 

 

So yeah, most of the game was pretty enjoyable for me and, IMO, this is the best Sonic game DIMPS has ever made, and if it's not, it's still WAAY better than Sonic 4 and Gens.3DS

 

So, my final score is; 8.9/10, I enjoyed it way more than the Wii U version, a really good buy C=.

Edited by Dan a hed

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^ That is awesome tbh lol.

 

EXTRA STAGES: However, I see no point on them having Red Star Rings, which are actually pretty easy to find, but they don't do a single thing. Well, I guess something will happen if you collect all of them on every extra stage.

 

Correct (though don't expect anything amazing).

Edited by JezMM

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^ That is awesome tbh lol.

 

 

Correct (though don't expect anything amazing).

 

I'll guess it's something relationed with Lava Mountain, and if it's not, then I'll have a motivation to collect them all rather than just finishing the game at 100%.

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JESUS H. CHRIST, THE SPECIAL STAGES ARE GOD AWFUL!! I've never played such an uncontrollable, not thought out special stage in a Sonic game until this game, where one asshole in the development team said, "HEY, LET'S HAVE SUPER SONIC UNLOCKABLE BY MAKING THE PLAYER FLY THROUGH SPACE WITH COLLECTABLE ORBS, A GROWING SHIELD THAT ATTRACTS SAID ORBS AND ONLY APPEARS WHEN IT WANTS TO, AND PLACE ITEMS THAT TAKE AWAY TIME FROM THE COUNTDOWN TIMER," AND ANOTHER ASSHOLE SAID, "Hmm, that's not hemorrhoid-inducing enough. It's close, but no cigar..... I KNOW," and both of the fucking smegheads said "MOTION CONTROLS!!!!!"

First of all, the controls are terrible and LITERALLY painful. I almost broke my fucking spine tilting the 3DS to the point that I had to tilt back my whole goddamn body. I've gone left, right, up and down and all around. Sonic often rotates to the sides, disorienting the view, and I always have to re-adjust the 3DS using the X button to stop Sonic's movement. Speaking of Sonic's movement, the little blue heap of low-polygonal shit keeps moving forward if you're not holding the X button, so I'm always running into time reducers and electric walls when I don't want to, because I'm too distracted by the orb(s) that I'm trying to reach to use the Y button to reposition Sonic. They should've just had Sonic stand still like a good little hedgehog when he's not boosting, that way there would at least be SOME precision.

The placement of key items are fucking awful as well. They're okay on the first couple of special stages, but starting at the fifth, it's as if they said "Fuck it" and had the computer randomize the placement of everything while the designers put only a fraction of design. You got electric walls that stun you, time reducers that are too fucking close to the orbs for comfort, and turns that ask for too much.

Again, these special stages are terrible, they're the worst stages of the game. I owe FFZ3 an apology and an expensive box of chocolate. I'd much rather play Heroes' special stages, yes, HEROES' SPECIAL STAGES, these are that bad. I don't even think Super Sonic is worth the back pains and migraines these have given me. To whoever designed them, burn in hell, you sadistic motherfucker.

Edited by @ut0

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