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17 May 2013 - 09:36 PMLarger grab of the single screenshot:
I was gonna say 'it looks like Mario', but I remembered those city levels in Sonic Heroes.
22 April 2013 - 10:02 PMI agree and disagree with this guy's assessment of the spindash. Yes, it made the game more fun because the momentum was picked on more quickly. However, much of the momentum "puzzles" that were cleared weren't as fun to pull as without it. For example, if the player failed to clear the loop, he had to go all the way back and then try again in Sonic 1. With the introduction of the spindash, the annoying backtracking was no longer needed. However, there was a sense of accomplishment when you went up a loop without disrupting the flow, which is lost with by clearing it easily with the spindash. When I say a loop, I also mean the higher paths, the secrets and whatever else that became much more easier to get in Sonic 2 forwards. Sure there were still some stuff the player could get if he was skillful enough, but the amount of it per level decreased substantially.
I agree enemies in Sonic never had much appeal. They were funny to look at, I wouldn't change one thing about that. I mean about the behaviour. Sure there's one or two which have interesting skillset, but the vast majority is underwhelming. Then again, I felt the same concerning Mario or the earlier Crash games, so. Maybe this is only me? Yet I agree with this guy's general point that for a 'speed / momentum' game there isn't much incentive for spending time with the enemies. Perhaps that is the point.
I agree that much of the early zanier setting also made the games' memorable. My first recollection of a Sonic stage is how vivid green it was. I'm a visual creature and I enjoy looking at colours and patterns. Which is one of the reasons why I can't hate Sonic Heroes and why I hate Sonic 2006 with great passion. I feel like ST has gone back to betting on this. There's a significant shift from serious business setting of Shadow - 2006 to Unleashed. Of course, from Unleashed to Colours there's yet another jump back towards the zanier setting.
I don't agree with the harder the levels the harder it gets and that's bad. WTF. Why is that bad? I mean, I understand perfectly that there are certain parts that exaggerate, but I don't see what the big deal is all about. Or that the platformer parts are bad. WTF. Sonic is a platformer. I agree that the no ring bosses suck though.
The disagreements I have with this guy all revolve around the way we see the games. He sees them as racing games 24/7. I seem them as racing games one day, platformers the other day. And I enjoy both. Still, this is the type of person the 'gotta go fast' crowd really needs. He raises very good points.
13 April 2013 - 02:11 AMAndroid Gameplay (no music):
Also it releases later this month on Android at least, probably iOS as well: http://www.androidpo...april-for-2-99/
The boss was reprogrammed for wide screen and it functions pretty sweetly. Awesome.
Only Starlight Zone is gonna be problematic.
07 April 2013 - 11:10 AMhttp://gonintendo.com/?p=12921 So apparently there was a Sonic and the Secret Rings demo in Japan we don't know about...? Google Image Search just pulls up that tiny, blurry demo disc shot on this page...
More pics and some info on content:
17 October 2012 - 10:50 AM
SoA's seventh moon. I see someone on the writers' team fanwanked hard in the past.
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