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The Sonic Advance Series The Decline

#1 User is offline Qjimbo 

Posted 02 March 2006 - 01:30 PM

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4 years ago, I got the surprise of getting Sonic Advance for my 15th birthday. As soon as I put the cart into the gba and turned it on, I was practically cheering on the opening titles. The intro and buildup were great! It's like "Sonic's back properly woo!".
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And then to play the game. I chuckled at "Neo Green Hill Zone", a deliberate injoke for hardcore fans? It'd be very nice to think so. Although the physics weren't quite the same as the originals (namely slower to respond) I still started enjoying the game and playing through the zones.
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I was actually expecting cheap rehashes of zones, but instead I get really good quality levels, with new innovative elements, like really nice snow in Ice Mountain and the interesting turning wheels you have to run on in Angel Island Zone.

A few months later I heard about Sonic Advance 2. I think my first reaction was that it was a really short time after the first one to already be making a sequel, but after reading that it would be revisting "Classic Zones" etc. I presumed it would be at least as good as the first. Unfortunatly I was wrong.
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For a start, I hate the racetrack feel. Sure sonic moves fast traditionally, but there's no need to make the zones so linear to keep his speed up! In the early levels you can hold Right on the Dpad and press A a few times to fly through them, and the parts which require more thinking feel awkward and out of place, presumeably because Sonic's acceleration has been so dramatically increased. You can even get new items from item boxes just by running into them!
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Sonic Advance 2 was a major dissapointment. Granted, maybe it's because I never had the chance to play it on real hardware unlike Sonic Advance 1, but I don't think that can be the only reason.

Moving on to our final port of call is Sonic Advance 3. All I can say about this one is that I simply haven't played it enough to give it a fair judgement, because I really can't be bothered. The zone selector is awkward and unnessasary, and the zones suffer from simlar linear problems as Sonic Advance 2, but not so extreme. The fact you can pair up any character with any other is a nice touch as well, but at the end of the day it doesn't have the same soul that Sonic Advance 1 did.
I conclude simply that Sonic Advance 1 was the peak of the series.

As for the most recent addition to the 2D games, Sonic Rush, I haven't yet played it, but from what I've heard it's a series step up from the advances, so I look forward to playing it when I get the chance.

edit 13/07/08: fixed image links.
This post has been edited by Qjimbo: 12 July 2008 - 09:55 PM

#2 User is offline Shade 

Posted 02 March 2006 - 01:43 PM

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Eh. I like the advance games the most out of all of the recent Sonic efforts, myself (barring Rush). They are pretty damn fun to have when I'm on the go.

I agree, 2 was a step backwards, but I still enjoyed it. 3 was like two steps forward and one step back (thanks to the weird ass controls. Sonic had some weird momentum physics). But overall, I enjoy them. The music sounds Sonic-y (regardless of the questionable samples used), the zone layouts are a ton less linear than the 3D games (they contain a LOT of mutliple paths just like the Megadrive games of old), the sprites and level art are damn good, the zones are fantastical and Sonic-y (not horribly grounded in reality like Adventure 2 and Shadow), and overall the series has the overall Sonic feel.

So, I personally enjoy them. My order would be 1, then 3, then 2.
This post has been edited by Shade: 02 March 2006 - 02:06 PM

#3 User is offline Tweaker 

Posted 02 March 2006 - 01:51 PM

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Sonic Advance is truly of classic quality; Not unlike Sonic Pocket Adventure, these games on unofficial systems are always meant to be as a test of how well a Sonic game could run on foriegn hardware. Naturally, the first installment was a success, leading to some things developers had to ponder: What can we do with this hardware to make the game more interesting? Innovation is very important in products these days, as rehashing the same old shit time and time again is not good at keeping the interest of general gamers (obviously loyal fans generally buy anything that reminds them of the game they grew to love).

Generally speaking, the racecar concept was that to influence speed in the games -- Sonic is fast, dammit! Let's concentrate on that!

Obviously, that didn't turn out well.

After the semi-success/failure of Sonic Advance 2 (or at least some believe so), another shot at going back to some of Sonic's roots was tried; Links to Sonic 1, Chaotix, and other games (including the standard cliches with thier own twists). This, along with the speed elements of Sonic Advance 2 cleverly mixed in truly made the game a success. One of the best, I'd say.

Rush is a whoooole different story. I'd repost my review on here but I'd rather not extend this post beyond what most would consider reasonably readable... Plus Sonic CulT is down, and that's where I posted it. All I can tell you is that it's the best game since S3K -- and that's the honest truth.

#4 User is offline Lemming 1545 

Posted 02 March 2006 - 01:52 PM

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Inversely, I love SA3, partially just because it's a nifty idea (and I like the music), but mostly because of the co-op multi player. My little bro and I have had some fun times playing on long trips. It's the first truly co-op Sonic game; unlike in S3&K, both players get separate screens, you can work together in more ways than just having Tails carry Sonic, and you can't just use the second player like a meatshield, since if one dies, you both do. I know other people complain about the level design, but you know? SA2 you complain they're too linear, and then SA3 comes along and you're complaining they're too complicated. I really see no problem.

SA2 I like even more than SA3, though. I know it pisses some people off, but I really love the fast feeling given by the levels, and despite what everyone always says, they're not so linear. There're at least three or four paths through each level. I've always been a Time Attack junkie, so I derive great pleasure through playing each level hundreds of times to find the shortest routes through and subtracting precious seconds from my time by perfecting step-for-step timing with Air Tricks and jumps at breakneck speeds, and improving my previous records by mere fractions of a second. I admit SA2 has several flaws - such as the fact that you actually have to hold a button down to see the idle animation (which makes no sense at all) the fact that there's no looking up or ledge animations, and the fact that most of the two or three part moves from SA1 have been either wadded up into one attack or removed completely, but none of these things really affect gameplay at all. Also, the Tiny Chao Garden is great fun, if you give a crap about Chao anyway. It's nifty to be able to bring your SA2:B Chao with you on trips and such.

SA1 feels very slow to me, but that's probably because I didn't get it until after SA2. I hate the special stages in this one, and find them nearly impossible to maneuver in, but maybe that's just me. It can certainly be fun to try to get through the game with "No-spin Amy," and there's some really cool levels and throwbacks to previous, older Sonic games. My biggest gripe with this one is the boss battles, which, while wholly original, feel somewhat lacking. Also, because the levels take so much longer to get through than in SA2, the Tiny Chao Garden is less than convenient, and Time Attack isn't as fun as in SA2, at least in my opinion. Nonetheless, SA1 is a great game, along with its sequels.

#5 User is offline Rika Chou 

Posted 02 March 2006 - 02:48 PM

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SA1--- I was so excited to hear of a new 2D Sonic game. I did have a lot of fun with this game. It felt like I was playing some sort of S2 + S3 mix. I got through the entire game and was satisfied.

SA2--- I was excited about this game, because the previews made it look great. I was disappointed with the control, it was way off from the originals. I had great fun with the first level, but after the second or third level, it got so boring. Cream was so unnecessary. I also hated how they did the special stages. (it was an okay idea, but the GBA screen is too small to pull it off good.) I was much disappointed with this game, but it was still kinda fun.

SA3-- This game seems to have even worse control then SA2. The partner thing was just annoying, as you had to hold down the L button for a few seconds just to grab them. (in knuckles Chaotix, you could pick them up instantly) The level design was just horrid, what were they thinking?? (Dur, I will but a badnik right in the middle of the path where Sonic will be running too fast to avoid it). I hated the art in this game, it just looked so ugly. This game just really annoyed me, I hate it.

#6 User is offline Ultima 

Posted 02 March 2006 - 03:00 PM

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SA1 - Stopped playing at the first level. Couldn't get into it.

SA2 - Right and A =P

SA3 - See SA1.

Rush - Best game since 3K, easily. If it had more variation in character (both the characters play essentially the same, with minor differences) it would have been even better. Special Stages were great =P

#7 User is offline Shadow MK2 

Posted 02 March 2006 - 03:32 PM

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SA1-Whoo! New Sonic game! (great)

SA2-So...HARD! Though the addition of the no-jump springs and items was good. I hated finding an item at top speed, and having to stop completely to get it. (okay)

SA3-I love this game! Especially co-op and the ability to partner up anyone. I've wanted to do that since S3K! (great, slightly better than SA1)

#8 User is offline FinalBeyond 

Posted 02 March 2006 - 04:20 PM

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They're the one new branch of Sonics that I just don't like. They're just rather linear, and boring, and the sprites suck.

#9 User is offline Shade 

Posted 02 March 2006 - 05:05 PM

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Rika Chou, on Mar 2 2006, 11:48 AM, said:

Dur, I will but a badnik right in the middle of the path where Sonic will be running too fast to avoid it.

Same thing happened in Rush :P

Anyway, that brings me to another point. The Advance games have actual badniks. No eggpawns ever other level, no stupid unvaried mechs. Each and every level had different sets of animal themed badniks that all acted differently. The only 3D sonic to do this was Adventure. Sonic Team: Badniks in next gen Sonic games plz (those mechs in Sonic the Hedgehog look not Sonic-y to say the least).

However, I will agree with Rika on one thing: What the fuck happened to the controls/physics/handling in SA2 and 3? The way they had sonic move was just...agh.

#10 User is offline Phoebius 

Posted 02 March 2006 - 05:14 PM

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SA1 : Yay! A good game, it still looks like the old genesis ones.
Reasonable speed... old school levels... bonus stages easy to access...

SA2 : Oh my god! what's the matter about this shitty game? just hold D-pad and watch


SA3 : Better than SA2, but not very pleasant at all...
I like some levels, I hate some others... it's hard to tell.

#11 User is offline Rika Chou 

Posted 02 March 2006 - 06:18 PM

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Shade, on Mar 2 2006, 03:05 PM, said:

Rika Chou, on Mar 2 2006, 11:48 AM, said:

Dur, I will but a badnik right in the middle of the path where Sonic will be running too fast to avoid it.

Same thing happened in Rush :P

Rush actually fixes this proboblem with the "Super boost". :P

#12 User is offline Shade 

Posted 02 March 2006 - 06:19 PM

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Rika Chou, on Mar 2 2006, 03:18 PM, said:

Shade, on Mar 2 2006, 03:05 PM, said:

Rika Chou, on Mar 2 2006, 11:48 AM, said:

Dur, I will but a badnik right in the middle of the path where Sonic will be running too fast to avoid it.

Same thing happened in Rush :P

Rush actually fixes this proboblem with the "Super boost". :P

Its still a cheap, annoying, and overall dumb design choice, if you ask me (Not that Rush's zones themselves weren't great in design.) :P

#13 User is offline Rika Chou 

Posted 02 March 2006 - 06:21 PM

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Shade, on Mar 2 2006, 04:19 PM, said:

Rika Chou, on Mar 2 2006, 03:18 PM, said:

Shade, on Mar 2 2006, 03:05 PM, said:

Rika Chou, on Mar 2 2006, 11:48 AM, said:

Dur, I will but a badnik right in the middle of the path where Sonic will be running too fast to avoid it.

Same thing happened in Rush :P

Rush actually fixes this proboblem with the "Super boost". :P

Its still a cheap, annoying, and overall dumb design choice, if you ask me (Not that Rush's zones themselves weren't great in design.) :P

Yeah, I agree with you.

#14 User is offline Jeffery Mewtamer 

Posted 02 March 2006 - 08:41 PM

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Personally I thought Sonic Advance 2 was the best of the Advance series. It is the best Sonic Game for Time Attack, and the only game to truely capture the feeling of supersonic speed. Getting the best times is a true test of reflexes.

Sonic Advance 1 felt slow, plain and simple.

Sonic Advance 3 was the best Platformer of the 3, but still it doesn't have the raw adrenaline surge of 2.

#15 User is offline Heran Bago 

Posted 02 March 2006 - 08:48 PM

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Sonic Advance 2 was fn to its own accord. You just need to get used to the style that it's not trying to get past obstacles that are obstacles or enemies. The obstacles are the levels. It's also a race to the finish! HWAH!

I think Sonic Advance 3's level design was a poor combination of the first two. Great idea, but faulty execution.

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