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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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Generally speaking, the 3DS version makes the Wisps feel like they're a part of the game, rather than something tacked on as an afterthought. They're not exactly fun and are overdone, but at least it does feel like they're supposed to be there. Comparatively, the 3DS version also does a lot more to encourage the use of parkour (again see SF2) instead of tuck this apparently game-changing mechanic away until the last level. Dimps had an idea of what they were creating, while Sonic Team just threw everything in.

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Another thing that bugs me with Lost World 3DS is, despite the Wisps actually being fun in this version, I do hate how, unlike Wii U where they are the "easy way out" of platforming stuff for novice players, on 3DS you basically HAVE to use them to time attack effectively.  The fastest route through most of the interesting 3D platforming stages is to grab a Wisp as early as possible and chain usage of it with every further Wisp capsule avaliable.

 

Tropical Coast 3 has ample opportunity to do some 3D underwater platforming while listening to the gorgeous Sea Bottom Segue... but it's the slowest route and you'll get no Red Rings.

 

I don't agree with you. You don't have to use wisps at all times.

 

I got 1st to 10th place of the online world ranking in most interesting 3D levels(WH1,WH2,DR1,TC3,FF1,SF2,SR3). And now I know that the fastest route is to do platforming and to use wisps with a good balance. "Wisp chain usage" is slower and less enjoyable.

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Damn has it been a while, pretty good 2 be back =P. Anyway I replayed Sky Road Zone 3 after a while & noticed that there were 2 Red Burst wisp shortcuts that you could take. The 1st is during the 1st rocket section in the level, after a while you'll see a couple spike balls that are kinda hard to get through that lead to that Red Burst Wisp, this section is close to the 1st loop you go through where there are two penguin badniks on the top & bottom. The 2nd Red Burst Wisp is in this area in Sky Road where your using the rockets & you see flames & rockets off to the left side. When you get the rocket before the checkpoint you'll wanna turn to the left to see this big penguin badnik off to the left that you can jump off your rocket to kill easier, this really sped up my run of Sky Road Zone 3 sooo if ya get what im saying try it out.  

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So I FINALLY found this version on sale so I picked it up. And my GOD I had more fun with Sonic's levels in 06 than WINDY HILL ACTS 2 AND 3! Sonic moves WAY too fast on his running speed (hell, even Gens 3DS' boost was slower!) so in the 2D sections, I can't see what's coming up because of that AND the camera! And the Special Stages....I got nauseous on the SECOND ONE!

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I had more fun with Sonic's levels in 06 than WINDY HILL ACTS 2 AND 3

 

If that's how you feel, then I suggest you to get rid of the game, because if you enjoyed more the buggy and sometimes really bad designed Sonic's stages on '06, than the very first (and easiest) stages of LW 3DS, the rest is going to be a total pain in the ass for you. It may be because you aren't used to the game yet, but still...

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Here are my current top three favorite stages of the game;

3. Windy Hill Zone 1

A.K.A. the stage with the least "bullshit." It's speedy, fun to speedrun, and a good starting stage. Low on my list of favorites because it's straightforward and linear level design.

2. Silent Forest Zone 2

Yes, it has lots of bottomless pits (coupled with disappearing platforms), yes, there are mandatory beat-em-up-to-progress sections, but the last two thirds of the stage have what I think is some of the most open level design in the game.

"Here's a few walls you can run along. Go through this side to reach the platform, OR go go through this side to reach the enemy chain that leads to this rail grinding segment! Run along the back side of that one to go Lightning, go through the obstacles and be rewarded with a red ring!"

This is another way the other stages could've been expansive and explorer-friendly without using up too much space in the game card. Or they could've designed the game like how Sonic Team designed the oh so rewarding and expansive Tropical Coast Zone 1 of the Wii U version*cough*

3. Sky Road Zone 3

Now THIS is a final level. It's huge, challenging, platform heavy (if you count wall running to progress over bottomless pits as platforming), it tests the player's skills, and it's action-packed. The motion controlled rockets could've been forgotten for this stage. They don't have that big of an impact against the stage, but it could've been better without the rockets interrupting the platforming action.

Zavok's dragon mech is pretty cool. I like how it adds to the challenge by setting parts of the ground on fire, sometimes right before Sonic makes it there, making that part an obstacle course of some sort.

Sky Road Zone 3 also has those wall running segments with secrets on the other side of the walls like in Silent Forest Zone 2. That's what made the two stages kinda hard to choose as most favorite for me.

Oh, and here's a glitch I discovered this morning. If you interrupt the spin dash with a jump at the right time, Sonic's jumping ball form will morph into a different shape.

https://d3esbfg30x759i.cloudfront.net/ss/zlCfzRTOprgXFr25Rh

It goes back to normal after a double jump, homing attack or spin dash.

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Pretty much my list of favorite stages especially sky road zone 3, after playing that stage WH1 couldn't really keep me too entertained anymore (though a couple of other stages already threw me off of WH1 prior) I do wish the rocket section was expanded upon more though, I liked that you could get so many different things depending on what side of the invisible tube your on but I wish that there was more emphasis on using the rocket to take out enemies too.

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3. Windy Hill Zone 1

2. Silent Forest Zone 3

3. Sky Road Zone 3

I think you accidently a number.

Anyway, I recently got the 3DS version as a gift, and I'm not really enjoying it. Sonic's control seems a bit to floaty for my tastes, and I'm only on Desert Ruins 2. The floatiness of Sonic had led me to a lot of cheap deaths.I'll still go through the game and give my full thoughts, but right now I'm not exactly enjoying it.

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Am I the only one who had minimal trouble with Sky Road Zone 2 on the first try? It sure feels like it.

 

The only part in which I had some trouble is on the final segment, the one in which you have to go full dervis to reach the cloud and then the giant spring that takes you to the capsule. I aso had a bit of trouble in landing on some platforms because of the floatiness of the Asteroid wisp, but that problem disappeared almost completely when I knew you could land faster when pressing X/Y on air, but other than that, nothing.

 

Oh, and if you think that way because of that video...well, Cobi is the worst LW3DS player I've seen, so yeah.

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That was actually one of the easier zones near the end of the game really. Though I do hate how boring it is and how empty it feels and yeah as much as I like Cobi I have to admit he isn't the best at this game so I wouldn't judge it based on his playthrough of it.

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Am I the only one who had minimal trouble with Sky Road Zone 2 on the first try? It sure feels like it.

 

Of all the things to ragequit at, I figured the next act would send him into lunacy for the first time. But after hearing him say that the handheld games should only be 2D, I honestly wanted him to suffer at some point. I guess I got what I wanted... tongue.png

 

On this Act of Sky Road in particular, I only had problems trying to get outside the casino in the last portion. It took me all of 2 minutes to do. Other than that, really Cobi? You ragequit this, and yet completed Sonic 06 completely?

 

I'm sorry, but if he can beat Sonic 06, he's beating this game.

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So I'm starting to play some of the hard stages. And from what I have seen i is that some select levels have a slight level design change or addition. Desert ruins 1 is an example of a level that has an additional segment to the end of the level. While tropical coast 2 and windy hill 1 have level design change mostly noted in tropical coast 2. The others look to be just hard mode with one ring and more enemies

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