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Sonic Generations for the 3DS


Solidus_Snake

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I liked this game, don't get me wrong, but I had two major complaints about the 3DS version of Sonic Generations:

 

A) That Super Sonic was not usable during all stages, only the final boss

 

B) There is more than enough handheld material (handheld Sonic games) for Sonic Generations 3DS to have been strictly stages from handheld Sonic games of the past, yet the only stages from the handheld games was the Modern Era (Sonic Rush and Sonic Colors DS).

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Totaly agreed, there should ahve been levels based off of triple trouble and advance(proably not Labrynith thoughXD but sonic drift 2 would have been good

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a94d0849b6beec236cb7bb21750f9c2e.png

 

Above is how I would've had Gens 3DS. Top half is levels, bottom is bosses. Game Gear era, Advance era and Rush era.

 

The physics are better than its HD counterpart, but there's still missed potential...

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The two game modes were far too similar. This just led to me feeling restricted when playing as classing Sonic and just making it less fun.

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Totaly agreed, there should ahve been levels based off of triple trouble and advance(proably not Labrynith thoughXD but sonic drift 2 would have been good

 

Why Sonic Drift II? That was a racing game.

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Why Sonic Drift II? That was a racing game.

mini-game woudl have been fun, and it was a fun game, and a decent place to start in the legacy of sonic racing games which deserved some rep, same with the fighting games

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The two game modes were far too similar. This just led to me feeling restricted when playing as classing Sonic and just making it less fun.

*classic

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The whole game was just a rushed out huge wasted potential. It's like Generations HD was a big tasty soda, and 3DS was the same soda, sugarfree with a ton of water added.

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a94d0849b6beec236cb7bb21750f9c2e.png

 

Above is how I would've had Gens 3DS. Top half is levels, bottom is bosses. Game Gear era, Advance era and Rush era.

 

The physics are better than its HD counterpart, but there's still missed potential...

I actually like that setup! I never really put much thought into which handheld levels should have been in 3DS Sonic Generations, but I do like your setup, at least for the levels, even though in keeping with the stage setup for Sonic Generations 3DS, you're going to have to take away a level from both the Modern and Advance Eras.

 

Here is a better idea for a boss setup:

 

Classic Era Rival Battle: Nack the Weasel-- Location: Sunset Park Zone

Classic Era Boss Battle: Egg Laser Walker-- Location: Electric Egg Zone

 

Advance Era Rival Battle: Mecha Knuckles (Sonic Advance)--Location: Angel Island Zone (Sonic Advance)

Advance Era Boss Battle: Egg Saucer (Sonic Advance 2)-- Location: Sky Canyon Zone

 

Modern Era Rival Battle: Blaze the Cat-- Location: Dead Line

Modern Era Boss Battle (Final Boss): Ghost Titan-- Location: Big Swell

 

The problem with your Egg Salamander idea is that the only time Egg Salamander was fought was in space (well, a void that Normal Sonic most likely could not survive in).

 

but I give your chart 9.5/10! :)

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I actually just got Generations 3DS and beat it a few weeks ago, so it's still pretty fresh in my memory.  My positives and negatives:

 

+ Both Sonics felt kind of slippery at first, but after getting used to them, I really do feel like their physics were just as good as the console version, if not more so.  Especially for classic Sonic; his spindash was much more balanced and couldn't be activated with a single button, thus making it less spammable.  If the game didn't focus so much on giving him a mandatory Homing Attack, he'd be near-perfect.

 

+ The level tropes in the game were more diverse than the console version's city-fest.  You had Green Hill, a casino, a forest, a beach, a city highway, a water level, and a space resort-- a good lineup.  Also, Mushroom Hill's inclusion in general.

 

+ Getting an S-rank in a level was actually challenging and not consistently easy to do like in the console version.

 

- Only seven levels, when there could easily be nine like in the console version.  Also, not nearly enough handheld representation.  This game should have had many more levels from handheld games, if not all of them (Super Spindash's idea is exactly what I would've had in mind and I think rival battles for Nack, Emerl, and Blaze would've been amazing).

 

- Dimps still let their tradition of cheap bottomless pits rear its head.  I also felt like it was very easy to miss the "higher path" shortcuts because they appeared so quickly and suddenly as the Sonics were speeding through the levels.  This led to a lot of trial-and-error replays.

 

- The bosses seemed watered down compared to their originals, unlike the console version in which they were reimagined on a larger scale.  The Biolizard battle is the same, but with less movement and more automation.  Same with the Egg Emperor battle.

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I completely agree that more gamegear levels should have been utilized...

 

Was Mushroom Hill Zone at least awesome in the 3DS?

 

That is the only reason I would even get the handheld version haha.

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Having two sonics in this game was pretty redundant because the only thing making them different is that classic Sonic has the Spin Dash while modern had the boost and stomp. Why did classic have the homing attack as a mandatory upgrade? I think that if classic Sonic didn't have a homing attack and his level design supported not having the homing attack he would feel a little less redundant. I also believe that Modern should have had plenty of new design choices and gimmicks in the stages he went through to make his stages feel different from classic.For example, Classic Sonic would get a straight forward Emerald Coast stage complete with all the stuff in the original while Modern would have plenty of new things such as bouncing off the sea life and underwater sections.

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Didn't play it, but the level and boss choices could have been much better. These would have been my picks.

 

Sonic 1: Star Light Zone.

Sonic 2: Casino Night is fine.

Sonic 3 &K: Ice Cap, since an ice level wasn't represented in the console version.

Rival: Knuckles.

Boss: Keep Big Arm.

 

Advance Era:

Sonic Advance:Secret Base or Egg Rocket.

Sonic Advance 2: Cyber Track.

Sonic Advance 3: Route 99, Toy Kingdom, or Chaos Angel.

Rival: Gemerl.

Boss: I'm cheating, but Metal Sonic's final form from Sonic Heroes.

 

Modern/DS era: Haven't played any of these, but I'll do my best.

Sonic Rush: Keep Water Palace, or throw in Altitude Limit.

Sonic Rush Adventure:Sky Babylon or Plant Kingdom.

Sonic Colors DS: Starlight Carnival or Asteroid Coaster.

Rival: Blaze.

Boss: Um... Johnny I guess?

 

The story for Generations 3ds is a bit of a mixed bag. On one hand, it's nice to see Sonic and Tails offer insight on the level they just completed. On the other hand... the only main characters are Sonic, Tails, and Eggman. The handheld games usually used Sonic characters more than the console versions in recent years, so why is hardly anyone in the 3ds version?

 

The music is good overall, especially Casino Night Modern, the Emerald Coast remixes, Supporting Me, and Modern Tropical Resort, but a ton of the classic "remixes" aren't even remixes at all: the're the exact same as the original(looking at you, Classic Water Palace and Tropical Resort!) And dear god, Modern Radical Highway! SomecallmeJohnny said it best: it sounds like it's coming out of a synthesizer's asshole.

 

I'm not sure if I should end up purchasing this game when I get a 3ds. It looks way too short, but Classic Sonic's physics look similar to the Genesis games. Does anyone recommend it?

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Oh god, the game was just of missed potential. Hell, I'm sure they could have just sped up development if they copied the level design from their handheld games.

 

Now if someone can find me a good price on the game. I'm not paying $25 for it. Please go on sale.

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Oh god, the game was just of missed potential. Hell, I'm sure they could have just sped up development if they copied the level design from their handheld games.

 

Now if someone can find me a good price on the game. I'm not paying $25 for it. Please go on sale.

 

Try to keep an eye out on Target. I grabbed my copy from them  in feb /march when they had a temp price cut to $16.99

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Generations 3DS was a trainwreck that, quite apart from probably being rushed, underutilised the 3DS's capabilities and misunderstood its audience.  If Rush and Rush Adventure on the DS managed to have full 3D cutscenes, there's absolutely no reason why Generations on the 3DS shouldn't have, and yet, instead it was just casually posed models swiping across a generic background.  To someone who hasn't played the game, I genuinely cannot describe how bad the cutscene was in which Classic Sonic learns the Homing Attack.  Atrocious.  Really, being rushed is the only defence for that.

 

There's no excuse for the level choices, though, since making a level from one game would have taken exactly as much work as making one from another game.  Generations 3DS was the culmination of a long, strong, and popular tradition of Sonic games on Nintendo handhelds and, one arbitrary and unmemorable level aside, they flat-out ignored it in favour of totally irrelevant choices that the target audience would in all likelihood have been far less familiar with.  Putting a celebration of Sonic's history on a handheld system and using a different level selection to the main console equivalent but then not actually using Sonic's handheld history... I can't imagine what they were thinking.  I'm not going to criticise them for only having seven levels, as Dimps's handheld Sonic games have had only seven levels since the GBA era; if it's not part of the tradition, it's what they have time and funding for.  But whoever decided on the level and boss selections flat-out misunderstood their audience.  The handheld history of the franchise even conformed to the three-era division the games were using!  Honestly.

 

Probably the level selection should have been something like as follows: Green Hill Zone, GameGear, GameGear; Advance 1/2, Advance 2/3; Rush / Rush Adventure, Colours.  Rivals: Nack, Emerl/Gemerl, Blaze.  Bosses: Literally anything but what actually got in, and a revamped Egg Nega Wisp as the third and penultimate boss would have been perfect as the Time Eater mech was clearly based on it.

 

And if you do buy it, do yourself a favour, and don't bother with the missions.  Neither they nor their rewards are remotely worth it.  Most of the missions simply amount to replaying a standard level under certain conditions, but for others they created unique obstacle courses... and then occasionally forgot to change the time limit, so there are some missions you can complete in literally ten or fifteen seconds but which have five minute time limits.

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Generations 3DS was a trainwreck that, quite apart from probably being rushed, underutilised the 3DS's capabilities and misunderstood its audience.  If Rush and Rush Adventure on the DS managed to have full 3D cutscenes, there's absolutely no reason why Generations on the 3DS shouldn't have, and yet, instead it was just casually posed models swiping across a generic background.  To someone who hasn't played the game, I genuinely cannot describe how bad the cutscene was in which Classic Sonic learns the Homing Attack.  Atrocious.  Really, being rushed is the only defence for that.

 

There's no excuse for the level choices, though, since making a level from one game would have taken exactly as much work as making one from another game.  Generations 3DS was the culmination of a long, strong, and popular tradition of Sonic games on Nintendo handhelds and, one arbitrary and unmemorable level aside, they flat-out ignored it in favour of totally irrelevant choices that the target audience would in all likelihood have been far less familiar with.  Putting a celebration of Sonic's history on a handheld system and using a different level selection to the main console equivalent but then not actually using Sonic's handheld history... I can't imagine what they were thinking.  I'm not going to criticise them for only having seven levels, as Dimps's handheld Sonic games have had only seven levels since the GBA era; if it's not part of the tradition, it's what they have time and funding for.  But whoever decided on the level and boss selections flat-out misunderstood their audience.  The handheld history of the franchise even conformed to the three-era division the games were using!  Honestly.

 

Probably the level selection should have been something like as follows: Green Hill Zone, GameGear, GameGear; Advance 1/2, Advance 2/3; Rush / Rush Adventure, Colours.  Rivals: Nack, Emerl/Gemerl, Blaze.  Bosses: Literally anything but what actually got in, and a revamped Egg Nega Wisp as the third and penultimate boss would have been perfect as the Time Eater mech was clearly based on it.

 

And if you do buy it, do yourself a favour, and don't bother with the missions.  Neither they nor their rewards are remotely worth it.  Most of the missions simply amount to replaying a standard level under certain conditions, but for others they created unique obstacle courses... and then occasionally forgot to change the time limit, so there are some missions you can complete in literally ten or fifteen seconds but which have five minute time limits.

I personally liked this game, but as I said in my OP, there was more than enough hand-held material for Generations 3DS to be strictly hand-held stages.

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I regard to level choice that is Sega's fault. Whole-heartedly their fault. and I agree with the cutscene portions. Had I not watched all the cutscenes from the HD version I wouldn't really understand the context of the scene. But I like the game none the less. And I still pop it in at least once or twice a month to play the levels again and missions.

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Honestly, I don't blame them for not using all handheld levels.  I think their goal was to make an anniversary game for the 3DS, not necessarily reflecting the handheld history but reflecting the history generally, just like the HD version.  Handheld or not, Sonic Adventure is a much more memorable game than Sonic Advance.

 

It's easy for us hardcore fans to remember every single handheld level, especially when it comes to the Game Gear, but I imagine FAR more people would prefer Casino Night to anything Sonic 2 8-bit has to offer, and I say that as an admitted total Sonic 2 8-bit fanboy.

 

 

But yeah, regarding everything else it seems they just had a stupidly limited budget.  It is ironic that despite attempting to cover as much memorable history as the HD version did, it still ended up only recommendable as a companion game rather than anything that even comes close to matching the HD version's quality.

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Honestly, I don't blame them for not using all handheld levels.  I think their goal was to make an anniversary game for the 3DS, not necessarily reflecting the handheld history but reflecting the history generally, just like the HD version.  Handheld or not, Sonic Adventure is a much more memorable game than Sonic Advance.

 

It's easy for us hardcore fans to remember every single handheld level, especially when it comes to the Game Gear, but I imagine FAR more people would prefer Casino Night to anything Sonic 2 8-bit has to offer, and I say that as an admitted total Sonic 2 8-bit fanboy.

 

 

But yeah, regarding everything else it seems they just had a stupidly limited budget.  It is ironic that despite attempting to cover as much memorable history as the HD version did, it still ended up only recommendable as a companion game rather than anything that even comes close to matching the HD version's quality.

Oh trust me. I preferred having Casino Night, Mushroom Hill, and Big Arms in the game but I would have sacrificed at least Biolizard for some handheld boss. Yeah I get that Emerald Coast is there to represent the first 3D Sonic game and Radical Highway is there because SA2 was an anniversary milestone game as well.

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I much prefer Sonic Colours to Sonic Generatins 3DS. The game play feels alot more immersive and it does not feel like im constantly switching game. Sonic Generations i think will be a bench mark game for Sega. Any other Soni game should be as good or better than it as i feel the 3DS hardware was barely touched on with that game. 

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Which brings me to this question: Why did Sega not use Super Sonic during regular levels instead of just the Final Boss? I am sure that the hardware of the 3DS could handle Super Sonic during regular levels, both Classic and Modern.

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Which brings me to this question: Why did Sega not use Super Sonic during regular levels instead of just the Final Boss? I am sure that the hardware of the 3DS could handle Super Sonic during regular levels, both Classic and Modern.

Oh no that there is Dimps. All of Dimps handheld have had Sonic in the final level only. Plus it was until Colors that S. Sonic was playable outside of boss battles. Lost World 3DS might go that route as well 

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Oh no that there is Dimps. All of Dimps handheld have had Sonic in the final level only. Plus it was until Colors that S. Sonic was playable outside of boss battles. Lost World 3DS might go that route as well 

The thing is, there was no indication that Super Sonic was going to be in the game AT ALL (either version)... I would like a hand-held Sonic game that you can use Super Sonic for all stages/bosses, not just the final boss.

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The thing is, there was no indication that Super Sonic was going to be in the game AT ALL (either version)... I would like a hand-held Sonic game that you can use Super Sonic for all stages/bosses, not just the final boss.

 Colors still has you collecting the emeralds so Super Sonic was in there in some shape.

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