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Sonic Colo(u)rs Impressions, Help, and Discussion Topic


Agent York

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Anyone have any suggestions on how to beat the bastard/hard/cheap crab bit at the end of aqaurium park wii? Or successfully dodge those cheap skull things in asteroid coaster DS (after the toxic sludge). Both games were fine untill those moments, now it just feels cheap.

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You boost away from the hermit in AP so he can't punch you, and quick step from his lasers. What skulls are you talking about in AC though? The ones that chase you or the ones on the roller coasters?

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The skulls in Asteroid Coaster DS, and I assume you mean on the rollercoaster cars - try staying in the middle coaster until the skulls stop. Then move out of the way. If you're in the middle, you'll always have somewhere to go to dodge, even with 2 skulls onscreen. This is because if they go either side of you and you're in the middle, you're in the clear, but if they go in the middle and one side, you can just jump to the other side before they strike.

Edited by Semi-colon e
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Or do you mean the running bits? The running bits are cheap as fuck and it's just trial and error. But I assume you're on about the former.

The running bits aren't cheap at all. Again you just run away as fast as you can, and if there's a violet Wisp you use it before the chase. Go as quickly as possible, collecting as much as possible and you'll swallow the skull when you're big enough. And remember to slide under the barriers over head.

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The running bits aren't cheap at all. Again you just run away as fast as you can, and if there's a violet Wisp you use it before the chase. Go as quickly as possible, collecting as much as possible and you'll swallow the skull when you're big enough. And remember to slide under the barriers over head.

I was referring to the other bits where you very quickly have to press a button. Sometimes you're going so fast you barely have time to know first time, or maybe that's just me. I never liked the sliding under barriers parts anyway as I ALWAYS find myself going too fast ._____.

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Anyone have any suggestions on how to beat the bastard/hard/cheap crab bit at the end of aqaurium park wii? Or successfully dodge those cheap skull things in asteroid coaster DS (after the toxic sludge). Both games were fine untill those moments, now it just feels cheap.
If you're talking about the big hermit crab that chases you, just boost away when he gets close and quick step his lasers. There's plenty of boost energy to stay out of punching range if you don't waste it. For the skulls, if you're talking about the ones that chase you, just keep boosting and dodge any obstacles; if you're talking about the ones that attack while you're riding the coasters, just jump to any car that isn't about to get bit.
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I was referring to the other bits where you very quickly have to press a button. Sometimes you're going so fast you barely have time to know first time, or maybe that's just me. I never liked the sliding under barriers parts anyway as I ALWAYS find myself going too fast ._____.

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Err there's this one annoying part where you're being chased by a skull and then you have to quickly jump. There is a warning for it, but the warning is a little late though, so I died ._.

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You boost away from the hermit in AP so he can't punch you, and quick step from his lasers. What skulls are you talking about in AC though? The ones that chase you or the ones on the roller coasters?

Edited by blackherox
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Err there's this one annoying part where you're being chased by a skull and then you have to quickly jump. There is a warning for it, but the warning is a little late though, so I died ._.

Yeah, I hated that part of the chase. And the parts where you have to slide too. If you don't already know what's ahead, it's very difficult to react in time.

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So finally I've gotten to play it/own it. I'm only upto halfway through Starlight Carnival (What can I say, I like going in a clockwise order from Tropical Resort~)

I admit the game IS good, I mean, I had LOW expectations anyway >_> But, I dunno. Stuff bugs me. This could be because I do suck at the 3D gameplay (But he feels less floaty than Unleashed thank fucking god), or that the bosses so far seem, far, far, too easy... Or, honestly? The stages feel a tad too short, Act 1 & 2 always seem a good legnth, but then the following acts to the boss seem like filler... Perhaps this is because I've not unlocked Wisps yet and I can see the replay value. But, until then, the levels seem like useless filler that I've artificially extended attempting to explore except WHOOPS, till I get <colour> wisp, NO DEVIATION. I feel far, far, FAR too much on a rail. Specially when these are the 2D levels!

Again. Like I said, I suspect that now I have Cyan/Yellow/Orange/Blue Wisps I can go back to earlier stages and enjoy them a lot more. But, till then? Why are they there ;~;?

Though a few times I feel like I have to know what's coming... I've died a few times due to not seeing something coming (Starlight Carnival!) Or just being stood on too high a platform and thrus, the path below (That may be littered with holes) is unviewable and there's sometimes a death

These admittedly aren't ruining the game for me. I have to say, I've not gone out and brought a Sonic Game for myself since ShadowTH and the last game I was gifted was Chronicles. I'd fallen out of the franchise, and Sonic Unleashed hardly helped when a friend gave it me XD Colours though? I am enjoying this. Pity I won't get to play it much till after my exams in January :B

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^Really the first two acts are the "legitamate" acts. 3 through 6 are more the equivalent of bonus missions in the Rush games, except in different level setups.

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I may have been a bit too harsh on Sonic Colors before. I replayed it recently, and it wasn't as boring as I remembered. It may be due to having all the Wisps unlocked now.

I still miss the real 3D gameplay of the games before Unleashed, though.

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I may have been a bit too harsh on Sonic Colors before. I replayed it recently, and it wasn't as boring as I remembered. It may be due to having all the Wisps unlocked now.

I still miss the real 3D gameplay of the games before Unleashed, though.

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I'd say the only Sonic gameplay I would want back is the one in Adventure. The levels were open enough to make exploring fun.

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I'd say the only Sonic gameplay I would want back is the one in Adventure. The levels were open enough to make exploring fun, and it was fast. Sonic Advnture 2 nerfed the speed and physics, made the controls really twitchy, and had such linear level design that it felt like a weak Sonic Unleashed. The rest before Unleashed were just plain bad.

I really don't get why people say Adventure was any more open than SA2 at least as far as the Sonic levels go. There might be some more variety, even if some is forced like Casinopolis, but I really can't be bothered to explore outside of the hubs. And even then the hubs were pretty barren, even the goddamn forest labyrinth. In fact, part of the reason I loved SA2 is the secrets hidden around. There were hidden passages, little Mystic Melody detours and extra nooks and crannies hiding Chao boxes and stuff. Adventure may have included more alternative routes in a traditional way, but Adventure 2 made exploring more worthwhile.

Edited by SuperStingray
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I really don't get why people say Adventure was any more open than SA2 at least as far as the Sonic levels go. There might be some more variety, even if some is forced like Casinopolis, but I really can't be bothered to explore outside of the hubs. And even then the hubs were pretty barren, even the goddamn forest labyrinth. In fact, part of the reason I loved SA2 is the secrets hidden around. There were hidden passages, little Mystic Melody detours and extra nooks and crannies hiding Chao boxes and stuff. Adventure may have included more alternative routes in a traditional way, but Adventure 2 made exploring more worthwhile.

Levels in SA1 focused a lot less on pathways than SA2. Outside of Speed Highway you were very rarely actually on a path. There wasn't any more variety route-wise, but levels weren't built so much like roads.

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I got the Wii version for Christmas, and I have to admit, I wasn't too sure about it at first. Maybe I was expecting another Sonic Unleashed, but I didn't really like how the game's primarily a platformer. I'd rather be running, not trying to make precision jumps. And Sonic's dialogue... ugh! Maybe I'm just not used to Roger Craig Smith yet, but he sounds like a surfer dude now!

Then I unlocked Planet Wisp. Soothing piano music starts, and the screen fades in to Sonic, standing in a field of flowers on a creatively-designed alien world. The huge chain piercing the atmosphere gives off a very Sonic CD-esque feeling. As Sonic ran through the colorful level, a little tear came to my eye. This is what Sonic should be. I'm still not a big fan of the platformer levels, but the creativity shown in the game is perfect and really gives off a Sonicy feeling. Now, if we could have the creativity of Colors with the level designs of daytime Sonic Unleashed, we just might have the perfect game. Also, we need explorable Adventure Fields.

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Now while I have played parts of the game over the last month, I've finally played through all of it, and to some up everything.

Played it. beat it. Loved it.

The platforming's pretty easy and fast once you get used to the controls, and I'm not gonna be like Retro and dedeuct points because of that. Music's fucking awesome as usual, my favorite track(Aside from the Final Boss music) is Asteroid Coaster Act 3, those guitars are just awesome. I already listed my opinions on the voices and scripts in the other topics. Yeah the game is short(I just got it Yesterday), but its the good type of short, the one where you feel satisfied.

I can't express the joy I had with this game, its like the part of me that thought Sonic would never recover has been beaten into submission. Naturally I want more next time, maybe give Tails and Knuckles a piece of the action. But I am satisfied with this game, and Sonic Team get an A+ for an awesome game.

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I'd say the only Sonic gameplay I would want back is the one in Adventure. The levels were open enough to make exploring fun, and it was fast. Sonic Advnture 2 nerfed the speed and physics, made the controls really twitchy, and had such linear level design that it felt like a weak Sonic Unleashed. The rest before Unleashed were just plain bad.

Agreed. I give the Adventure games a lot of flack due to all of lame trends they attached to the franchise, but Sonic Team was really on to something with the Sonic stages in SA1. They levels hit the perfect note between expansiveness and linearity, so that exploration could be done while keeping the "Get to the Goal" thing going. Each level felt different too. Speed Highway was straight forward speed (then turned wide open at dawn), Casinopolis was about exploring to find ways to gather rings, Ice Cap was an artic climb to the top followed by a cool snowboarding segment, etc.

It's pretty much the closest thing there is to a 3D Sonic 3 & Knuckles. A pity that SA2/Sonic '06 didn't follow up on that potential very well.

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Agreed. I give the Adventure games a lot of flack due to all of lame trends they attached to the franchise, but Sonic Team was really on to something with the Sonic stages in SA1. They levels hit the perfect note between expansiveness and linearity, so that exploration could be done while keeping the "Get to the Goal" thing going. Each level felt different too. Speed Highway was straight forward speed (then turned wide open at dawn), Casinopolis was about exploring to find ways to gather rings, Ice Cap was an artic climb to the top followed by a cool snowboarding segment, etc.

It's pretty much the closest thing there is to a 3D Sonic 3 & Knuckles. A pity that SA2/Sonic '06 didn't follow up on that potential very well.

I concur with this. Everyone has their opinion on the other modes, but Sonic's stages in Sonic Adventure 1 really were filled with untapped potential. Take this

for instance in ice cap. That's a really nice example of quiet platforming that helps to break up the pace without feeling overdone. Sure, its not much platforming, but that little gimmick involving jumping from icicle to icicle was a nice touch that really felt like classic Sonic in 3D. Also, notice the slight shift in camera from 3D to 2D,which is very much like Sonic Unleashed, but much more subtle without feeling like a 2D plane shifting back and forth.

I would like to see more sections like this in future 3D Sonic games, and there are many more examples just like the one I illustrated above that provide subtle use of the perspectives while still feeling fresh and part of an open level. If they can somehow incorporate this level design with their Unleashed formula, while still feeling subtle and seamless, I think Sonic Team can be onto a winner here.

Edited by the blu blur
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