Like I said, I'm sure I'll enjoy Sonic Colors for everything it is and I will have a great time playing it, but I'm just not a huge fan of constant-forward-adrenaline gameplay Unleashed and Colors is giving us, which is seemingly the future of Sonic since it's becoming so well known and successful, deemed as well loved by both critics and fans alike. + - At least I now have even more inspiration for taking this dream into my own hands. Away I go!
Unleashed did the same thing with dips and curves in the track (which Colors does as well, but to a much greater degree) but I don't ever remember that happening with dash pads and ramps. For the most part, ramps (but which I mean the mechanized ones that are like angled dash pads) always sent you the same distance into the air, from what I remember.
In colours it's quite nice though, to hurtle through some fast 3D bits as a 'reward' of sorts for doing some tricky platforming.
Uhm, just a quick question to the Red Ring Hunters, where is the middle Red Ring (or the third Red Ring to be exact) in Planet Wisp Act 1? I've almost given up on finding it by now after the probably 40th time playing the Act, hehe, I have the feeling I'll facepalm myself when I know where it is.
On my first playthrough I didn't get a single S rank. Now that I've finished the story, unlocked all wisps and understood how to best use them, S ranks come rather easily. Nope, it feels like it was designed for Wiimote+Nunchuk. That's the best control option, IMO. It's not perfect, of course. You have to be careful to hold the nunchuk straight or adapt to the angle you're holding it, otherwise the direction you THINK you're pressing isn't the one that you actually do press. Furthermore, waggle for wisp activation requires some force, but it's loads more responsive than waggle was in Unleashed Wii. I like how every standard action (slide/stomp, jump, boost) has its own dedicated finger with the Wiimote+Nunchuk setup. More efficient than "right thumb does it all" on GameCube and classic controls. But I know that traditionalists might prefer the latter. Anyway, Wiimote only controls are terrible IMO. Because drift is pretty much boost. Unless you're messing it up and slow down to a crawl. Then it's really annoying that you can't use the boost to get back up to speed again. In case you haven't figured out the drift controls yet (it took me a good while): hold down B and steer by pressing left and right. Not diagonally up+left/up+right, but plain left-right! Try to not hit the borders of the lane and the drift is rather swift and enjoyable. When Dreadknux first mentioned that "uncurl issue" in Sonic Colors I got a bit worried. But when finally playing the game, I didn't find it to be a problem, once I realized this: Keep the jump button pressed for the entire duration of the jump and Sonic will NOT uncurl! There are a few 2D places with lots of enemies, like that "elevator" section in Aquarium Park Act 1. I find it really satisfying to destroy them the oldfashioned way, by spinattack jumping them. Try it sometime. Sonic bounces quite a bit higher that way than with the homing attack. Totally agreed.
If I'm not mistaken, it's on a tight place that is only reacheable using the Pink Wisp. That, or it's on the sky, using the Orange Wisp. I only remember the locations when actually playing the game, and now I'm far away enough to not play it, so...
Neither, at least not quite. After the second Red Ring, and the first "QTE", you'll be in a complex 2D section. Play all the way until just before you jump on the pulley, remaining in 2D. Head left, and you'll see a curved path at a slightly higher level, with a small ledge jutting out underneath it. Land on the ledge, and slide. I suppose you could go there with the Pink Wisp, though.
I've played the DS version so far, here's my take on things. Okay, so the first level is just your average Sonic level with a homing attack and a jump dash, then you get the boost power and it's Sonic Rush all over again! I haven't experienced much difficulties in the levels itself, in fact I don't see much bottomless pits, which is a surprise. The Wisp powers work fine and are fun to earn, although I didn't know that they were needed for a few bosses (once I did, Planet Wisp's boss was piss easy). It's good that the music was retained from the Wii version and ported to the DS, although in most cases I actually prefer the Wii chiptunes over the DS tracks. A slight disappointment is that they reused the Rush 1UP jingle instead of recreating the one used in Colours. I have finished the game, but I haven't collected any Chaos Emeralds yet. If Super Sonic was available in every level, that would be great, but they went with the usual "Super Sonic only level" approach with Mother Wisp. It would have been an added bonus if they followed suit with the Wii, but then again, the game is supposed to be different than the Wii version in a few aspects. That's my take on things. I don't give a shit if this is Sonic Rush 3, I enjoyed it.
I finally have played the Wii version. I fucking hate Starlight Carnival. It's mostly fucking automated filler. Which is too bad, because graphically IT LOOKS AMAZING and had SO MUCH POTENTIAL. I imagined something like Egg Fleet but actually in space, mixed with Final Fortress. But what'd I get? An extended version of the sequence from Sonic 4 where you homing attack onto the cards three times and then do automated loops. Only replace loops with go through straightaways, and replace homing attack with shittons of quickstep. What the fuck, Sonic Team? And the boss was fucking horrible. I hadn't even realized the boost was better used for the sidescolling part and that the cyan wisp was there at all until twelve minutes into the fight. But other than that, I've REALLY enjoyed the game thus far. I think Sweet Mountain has been my fave area thus far, excluding its boss. I like how shameless a Mario reference that fight was. Replace those balls with bullet bills, slow Sonic down and remove the homing attack, and you pretty much have the fucking airship. That part was actually good though, the actual fight against the captain is annoying because the capsules in the air prevent you from homing attacking the pirate robot. Though I must admit, I haven't really figured out how to drift very well, and I don't think I'll get all the red rings until after I get all the wisps and beat the game. And after getting A-Ranks at best, I doubt I'll get good enough to get all S ranks. Also, in sweet mountain I encountered a hilarious glitch where I was falling against a wall. Until I stopped holding right, the only thing holding me up in the air was the wall. My brother made fun of it, saying that Sonic's nose was keeping him in the air, since it was planted in the wall. I still haven't beat the game. I want to savor the rest.
All these people are saying how the Starlight Carnival boss was a bitch. It seemed almost common sense to me. It's like the Egg Albatross from Sonic heroes only less of a bitch. So far I've played up to Planet Wisp (And one level of Asteroid Coaster to get the Purple Wisp) and I'm loving the game. I went back and got all rank S and the red rings in Tropical Resort, but I think I'll save perfecting Sweet Mountain for later. I want to beat the game first. Fuck ya Terminal Velocity. Oh and those Sonic 1 levels in the Simulator are awesome :D
The funny thing is that for me, the boss was piss easy. It was just fucking long winded. It took me over 12 minutes just because of not getting and using the cyan wisp, which hurts the boss quite a bit. It's the only effective way of hurting him because he -randomly- chooses when to go into sidescrolling mode to basically let you hit him shittons at the same time. I seriously got bored of the "space surf" music even though I found it so awesome at first, because of how long the fight was for me. The music is repetitive, so it's not meant to be played that long in my mind.
You can hit him shittons at the same time at any point. When you're in 3D mode and running towards him, just get close, jump, and the homing attack target will appear. Then mash the A button until he reels.
How the fuck did I not realize that? I made the fight much longer than it needed to be! I had thought you COULDN'T jump normally because the other segments like that from the previous stages taught me NOT to. Excuse me for being a dipshit.
FFFUUUUUUUUUU... No Colours for me. Just checked the status of my order, and it's on backorder. EDIT: Never mind, they shipped it now.
Got it, took a moment, why didn't I see it while playing trough the act so many times? It basicly pops up on the side of the screen during the little platforming segment. I knew I was going to facepalm myself! *facepalms* Anyway thanks guys!
Uh, Terminal Velocity is my favorite level in the entire game. Period. Is there any kind of problem with me or something? :v: Like, the music, the design, the way like the stage feels like XX from Sonic Advance 2... everything is so Advanceishy! The music sounds quitte close to True Area 65. Everytime I boot up Sonic Colors, I play Terminal Velocity at least once (and usually being the first stage I ever play).