I've always had a hard time believing Iizuka walked around the Dimps office with a ruler, smacking the wrists of Dimps developers and shouting "NO! MORE BOOSTERS, LESS OPTIONAL PATHS!" Definitely an amusing thought, but.
The Advance games are brilliant. I don't remember that many pits in Sonic Advance 1. In fact, Neo-Green Hill lacks them, Secret Base none, Casino stages none, Ice stages have some of them underwater, Angel Island finally abuses the pits if you're on the bottom layer, the Rocket zone only has one section of pits at the beginning. In short Sonic the Hedgehog 1 has more pits than Sonic Advance 1. Advance 2 does have some hold-right situations, but the volcano and Ice paradise zones beg to differ. You want a REAL hold-right game? That would be Sonic Rivals. Even when the camera has you running the other way, you're still pressing right for the goal.
The rocket zone has open areas in a few places, hit a spring wrong and whoops you fell. Sonic Advance 1 was the best for lack of pits and I agree with that. Thing about the Sonic 1 pits is where they are located, well thought out areas instead of mainly blind spots for instant deaths.
Pits have been present since the very first Sonic. Pits in Spring Yard, pits in Star Light, pits in Scrap Brain, pits in Hill Top, pits in Mystic Cave, pits in Metropolis, HUGE pit in Wing Fortress, pits in Angel Island, pits in Flying Battery, pits in Lava Reef, HUGE pit in Sky Sanctuary, pits in Death Egg Zone. There are other forms of pits, like the ones lined with lava in Marble Zone, or the huge watery pits in Chemical Plant. In fact, Sonic Advance has a few pits in Angel Island, a watery pit or two in Ice Cap, and on the last rocket/cosmic zone. That's pretty in line with what the previous instalments offered. Also, Sonic Advance 2 was a bit more than hold right. From a biased and inexperienced perspective perhaps, but not when you realise that there's a wealth of things to do and find within the zones, and also, collecting the Chaos Emeralds is a key part of the game, whether you hate the idea of collecting emblems or not. Cramped design? How so? Sonic Advance 3 was pretty much a mixture of the earlier games, with two characters interacting a bit more. Certainly not like the design of Knuckles Chaotix, which isn't amazing. Sonic DS games, I'll give you that one. I actually event stated that in my post. They're still decent games though, and given that 'boost' is and was the core selling point of the first one when it came out, it's expected. Sonic Unleashed was fast, and a bit racey, but good nonetheless. Like playing Sonic's stages from the adventure games if you were a pro at zipping through them. Not as good though, but still decent. And yes, the Wii version. Colours is better by miles though. The levels have much more depth to them.
Nah, you have the Boss music and the final boss music. That alone is enough for a hearty clap. It's also not like Steveweed got much response from it (and, actually, he doesn't have it uploaded anymore, only I do) so there's no way for you to have known. Your work is a fine addition.
I don't take the links down once everyone is done with it. It's just that Filedropper has a time limit. Thanks for uploading to somewhere more permanent Jaseman.
I was sure it had at least one more. Perhaps I'm mistaken. The rest still stands though, that's for sure.
For those of you looking for the proto, search for this release name instead: Sonic.The.Hedgehog.4.Episode.I.WiiWare.JPN.Wii-PLAY-SKiLL
Okay, so I got it and finally played it for myself. They really did change the bare minimum, and then some very pointless things on the side. And if they can get Sonic to spin at a speed relative to how fast he's moving when he's rolling, why don't they do the same with jumping? He always does it when rolling in S4, but not when jumping. But in the original CSZ2 he only ever uses his jumping animation, even when rolling, so he does spin at the varying speeds. It looks so much better than the slow spin he has otherwise.
I hope RubyEclipse gets on soon to maybe announce when they'll be announcing the announcement for Episode 2's release date. I'm not being sarcastic, either, I'm kind of chomping at the bit to see if they've fixed the physics or any of the other problems.
Wow. I actually appreciate some of the changes they made, because some of the enemy placement, particularly the end of CSZ Act 3, is just plain evil. Funny they seemed to have changed the layouts to match those of the console version on the Iphone but didn't copy any of the other changes made. Also Sonic's mouth doesn't open when he looks up (Or is it always that way in the Wii version). Why did they change this, as it looks fucking stupid on the PS3 version.
He doesn't have a mouth in the Wii version. It's a bad Photoshop of the derp grin texture from Sonic Unleashed Wii.
Looks like the iPod version, just on the Wii instead. Speaking of him looking up, I wish they'd just leave it like it was in the Genesis games, where he simply tilts his head up. I liked that, and I always used to make it look like he was staring at the bosses as they hovered above him. Now he always just looks straight up with his hand over his eyes. It's just not the same...