I'm like the only one that loved Labyrinth Zone I guess.
Your low points are strengths to me with Sonic 1. I mean, every stage is pretty different from the other, is not "all levels are about speed" but each it's different, that makes the game feel more varied.
Scrap Brain act 3 was unnecesary though. It's like Metropolis act 3 in Sonic 2, fuck those tho stages.
Same as how the spin dash feels pretty much a cheat more than a QoL (i like the compromise Sonic CD introduced, either fast rev but vulnerable or slower but rolling).
Liking Sonic CD is a hipster thing.
If you put that game above the level design of 1 2 3 s&k then you are a filthy hipster.
Sonic cd has great music but the level design looks like shit flung against a wall and going with what sticks.
Liking Sonic CD is a hipster thing.
If you put that game above the level design of 1 2 3 s&k then you are a filthy hipster.
Sonic cd has great music but the level design looks like shit flung against a wall and going with what sticks.
The only thing that bugs me about Sonic CD is having to wait for the game to load whenever you time travel. I think they may have addressed that issue with the mobile version, but I usually stick with the original console versions.
There's no loading in Taxman version, just the time travel animation with Sonic spinning.
Liking Sonic CD is a hipster thing.
If you put that game above the level design of 1 2 3 s&k then you are a filthy hipster.
Sonic cd has great music but the level design looks like shit flung against a wall and going with what sticks.
Liking Sonic CD is a hipster thing.
If you put that game above the level design of 1 2 3 s&k then you are a filthy hipster.
Sonic cd has great music but the level design looks like shit flung against a wall and going with what sticks.
The only thing I remember from Triple Trouble is the train boss.
Triple Trouble was kind of unique in that it brought brief mid-air spin attack (launching from a spring especially) as well as not completely losing your rings after taking a hit (that last one is IIRC). Also introduced Fang/Nack the Weasel, Knuckles was a level boss, and Metal Sonic came back as a before Eggman boss...
Oh yeah, Sonic had a few powerups from Sonic Chaos make a return. The flying air shoes as well as the Pogo Spring come back. And Tails had a power up thst granted faster flight (for a limited time) too. And you rescue Knuckles from a cage at the end.
Sonic is very popular with kids, but for some reason they don't do anything of what attracted people to Sonic in the first place. Sonic Team's Sonic games now look like a really try hard attempt to appeal to kids when Sonic Mania is probably going to do better with kids than anything they've done since Sonic Adventure.
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Nice
Why is finding a full version of lock-on Sonic games an arcane effort?
IDK. Blame Michael Jackson.
Probably the best way to play any of the lock-on games is through Sonic Mega Collection Plus for PS2 and Xbox. (Or the original Sonic Mega Collection on GameCube.)
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Hydrossity zone
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Sonic would never be caught dead doing something as uncool as skiiing. Only the most radical of all '90s sports, SNOWBOARDING, will do.
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One of the many incredible backdrops in the game.
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As an aside, I fucking hated the lengthy cutscene before the final boss fight as a child. Go faster Sonic, before my Super Sonic powers run out!
Time has been kind to S3&K, but I'm pretty sure that Sonic 3 was widely considered to be a disappointment upon release, as for 10 months we lived in a world where that game existed but S&K did not. Having to shell out another $80 in 1994 USD for the second half of the game at a later date would have made for some really interesting forum threads if the internet had been a bigger thing at the time.
You're not the only one. What I liked the most about those games was being able to explore every corner of the maps. If anything, I would have removed the timer. The music is still fantastic.I'm like the only one that loved Labyrinth Zone I guess.
Your low points are strengths to me with Sonic 1. I mean, every stage is pretty different from the other, is not "all levels are about speed" but each it's different, that makes the game feel more varied.
Scrap Brain act 3 was unnecesary though.
IceCap zone features one of the longer unplayable cutscenes to open a 2D Sonic game, and literally gifts you 40 rings to startoff with.
I'd say you were being very fair to Rush, myself, when you disliked it. Dimps made the NGPC, GBA, and DS Sonic games, and worked on the Sonic 4 games as well. All nine of their Sonic platformers games have some core similarities that make them far worse than the original Genesis games, most notably what you reference here -- the awful level designs full of blind spike traps, random bottomless pits, and such. Some of their later Sonic games (Colors DS, Sonic 4 Ep. II, and the 3d game Lost World 3DS) are their best ones, but while those can be fun, they're still far from the level of the Genesis originals. But for their games before that, I've never understood why the GBA Sonic games, and then the Rush games after them, got good reviews at the time, those games are so flawed and aren't any good at all!Sonic Rush was the last Sonic game that I bought.
And I hated it. Hated it so much that I stopped buying Sonic games for 11 years.
In retrospect, I wonder if I was fair to it, if I was hating it because of what it wasn't instead of what it was. But every last bit of it felt like a chore like not even the Game Gear games were, and I wonder how much of that was due to its own shortcomings vs. how much just didn't line-up with my expectations. I was indifferent to the boost gameplay, perplexed that classic play (rolling, etc.) felt awkward, and outright raged at the frequency of bottomless pits. Even the music was grating to me, despite me being a pretty big JSR fan, and that's a rare experience for me in a Sonic game. Even the shittiest levels in some of the classic games at least have a slick tune to hum that keeps you from pulling your hair out; in Rush, pretty much my only motivation to keep pushing forward at the tail end of the game was to trade out the current level BGM for a new one that I hoped was more tolerable.
While I've never liked the "you can run out of air and die" system, most of Labyrinth Zone is fine. I only dislike the bossfight, that long vertical corridor is frustrating! I've died there so many times...I'm like the only one that loved Labyrinth Zone I guess.
While there are some slower-paced bits here and there in the later Genesis games, it is too bad that Sonic went all-in on speed and almost entirely dropped the slower-paced elements from the first game. They're great fun and I don't like those parts of the game less than the fast ones.Your low points are strengths to me with Sonic 1. I mean, every stage is pretty different from the other, is not "all levels are about speed" but each it's different, that makes the game feel more varied.
Thanks. The original Sonic the Hedgehog is such an awesome game, and it's kind of under-rated now since so many people criticize it because it's not as fast as the later games...A Black Falcon, you are the best poster on these forums. Great post.
Edit: Sixfortyfive, you're pretty O-K, too.
Sonic the Hedgehog 3
Carnival Night Zone is pretty okay. It has some neat pinball stuff, but I don't think it's quite as good as Casino Night from the previous game. It's also another zone with an extremely long Act 2. I actually don't think I got stuck on the infamous barrel for nearly as long as most people, I seem to remember figuring it out fairly quickly.
I received Sonic Jam (JP version) in my mail today. Sadly the Sonic games don't seem to run 100% perfect. I thought those were ports rather than emulations?
Sonic CD's level design is a bit misunderstood. The focus of the game is very different than the others. I agree it's not as strong as the design in 2 and 3, but S&K had a fair amount of garbage levels that don't hold up.Liking Sonic CD is a hipster thing.
If you put that game above the level design of 1 2 3 s&k then you are a filthy hipster.
Sonic cd has great music but the level design looks like shit flung against a wall and going with what sticks.
S&K is kind of the original "standalone expansion." But like you said, it was quite full price and not really billed as such.Time has been kind to S3&K, but I'm pretty sure that Sonic 3 was widely considered to be a disappointment upon release, as for 10 months we lived in a world where that game existed but S&K did not. Having to shell out another $80 in 1994 USD for the second half of the game at a later date would have made for some really interesting forum threads if the internet had been a bigger thing at the time.
The only thing that bugs me about Sonic CD is having to wait for the game to load whenever you time travel. I think they may have addressed that issue with the mobile version, but I usually stick with the original console versions.
Anyone feel S3K is out of sequence?
Like why would we be in Mushroom Hill after Launch Base? 😌
They're ports yeah, they're not as perfect as Taxman versions though.
Anyone feel S3K is out of sequence?
Like why would we be in Mushroom Hill after Launch Base? 😌
The thematic combination of serene alpine hilltops and volcanic chambers in Hill Top Zone is unique, at the very least. Launching yourself halfway across the map with the help of the see saws is always fun. I don't think the Genesis' sound capabilities were up to the task for their musical ambition with this level though.
S&K is kind of the original "standalone expansion." But like you said, it was quite full price and not really billed as such.
It felt like outtakes of Sonic 3 that didn't get finished in time (which is pretty much what it was), but nothing in there was as strong as what was in Sonic 3.
Also the number of Zones in Sonic 3 was probably determined by cart space as much as dev time.
I'm like the only one that loved Labyrinth Zone I guess.
Your low points are strengths to me with Sonic 1. I mean, every stage is pretty different from the other, is not "all levels are about speed" but each it's different, that makes the game feel more varied.
Scrap Brain act 3 was unnecesary though. It's like Metropolis act 3 in Sonic 2, fuck those tho stages.
Same as how the spin dash feels pretty much a cheat more than a QoL (i like the compromise Sonic CD introduced, either fast rev but vulnerable or slower but rolling).
How many of you beat Sonic 2 as Knuckles?
And how long did it take you to figure out how to reliably beat the final boss with him?
The fact that his poor jump attribute carried over to the lock-on game meant that the margin for error for that boss was even that much thinner. It wasn't until I figured out that you could get the boss to land on you during a spin dash in such a way that only he took damage that I could finally beat it, and it takes a lot of patience to do that for 12 hits.