Not really. It's tricky, but it's no more unforgiving or difficult than some of the Robotnik bosses from the original games. It's actually the only innovative boss in Episode 1. Go figure. I enjoyed that boss. No idea why some threw fits over it.
I'm not saying it was unfair, it was just unexpected when all the acts before it were relatively easy to pass through.
Physics aside, LLZ Boss didn't actually throw me for loop in LLZ. LLZ Boss mindraped me in the EGG Station, when it pulled out like two random ass patterns that I didn't see before.
I enjoyed it too. Until hitting him flung me right back between the pillars. That was rather annoying to me because I was aiming for Untouchable at that time.
God, nobody had noticed this? Really? Wow, just wow. To add my piece: SEGA must have done that part before iOS4 (hell, probably the whole game) notice the number of apps there are and the black background? Looks way different on iOS4. I always found that funny. Oh, and to anyone with a fourth gen and jailbroke: Retinasizer. Play that game in HD.
So I finally got my hands on the console version, and I'm actually finding it worse than the iPhone version.
Well it's not, plain and simple. It animates better, plays better, looks better, doesn't have that retarded loop mechanic, and those awful partnernet stages are nowhere to be found. It IS better, and that might as well be a fact. Unless you really value portability THAT much.
True. The one thing the iPhone version has in it's defense is LLZ2. Gotta love how well the minecart works with actual motion control. Oh, and CSZ 2 music. Of course, I've played more of the iPhone version as I always have my iPod on me.
Not terribly surprising. Each version has their own charm. The console one is standard platforming fare, which in this case works in favor of the consoles instead of forced motion controls. With the iOS version, the nature of CSZ2 and LLZ2 and their incorporation of motion controls works in its favor and in this case is a better fit for the small nature of the iPhone and iPod Touch.
Hope it's not too late to post this. Also, done the day of. Props to PolygonJim for posing the model.
lol that's awesome. I want that. I can see my friends now, "Sonic doesn't do that in my version, what the hell!?"
Except I'm talking about the console versions. I know you can make it touch on the iPhone and it defaults to that.
iPhone defaults to motion controls, actually. I had to manually set it touch the first time I played because the tilting was too hard for me. I'm pretty sure you can change it to button controls in the console versions as well (at least the Wii version, unless my memory is deceiving me again).
Point is in the Partnernet build, had that came out, motion controls would be forced. But because of the bitching about it (especially the 360 version. I think Wii and PS3 may have handled it better), while they're still in for the Special Stage, button controls were added.
They were, yeah, but they worked really clumsily in that you need to keep holding the the trigger while tilting and hitting jump to make jumps. This would have felt more natural on the other two because they're at least equipped with tilt sensors.
Next hack should be a disclaimer at the beginning. WARNING: ANY CORRELATION BETWEEN SONIC 4 AND SONIC 1-3 IS UNINTENTIONAL AND ENTIRELY COINCIDENTAL