Poltergust
Member
Can't wait for your thread on Sonic Advance 3. It's my favorite of the trilogy, especially in the music department. =)
Can't wait for your thread on Sonic Advance 3. It's my favorite of the trilogy, especially in the music department. =)
Cream the Rabbits mother
and she is named Vanilla
? You do get super sonic
It's a pretty badass fight. I still feel proud for wasting all my time collecting all the emeralds with every character to get everything. Never doing it again though
Fair way to look at it, nailing the timing on some of these bosses is a massive pain! Especially the one that Knuckles pilots for whatever reason
Pretty sure you only need to collect emeralds with Sonic and Cream to unlock True Area 53 and the game's real ending. The rest are needed to unlock Amy, though. Amy's emeralds... do nothing, ha ha.
Sonic Advance 2's motif seemed to be about mimicking a marathon race, much like SMB3's is a stage play:
This and the rolling bosses seem to support this.
Also I've always been enamored with the zone title graphics in Advance 2. I love it when games get fancy with text and graphics when starting a stage.
The Advance games all had a really interesting presentation and some cool ideas but I think at the time, I was still totally enamored with Genesis era sprite work despite the personality shining through with the Advance era sprites and animations.
Can't wait for your thread on Sonic Advance 3. It's my favorite of the trilogy, especially in the music department. =)
Pretty sure you only need to collect emeralds with Sonic and Cream to unlock True Area 53 and the game's real ending. The rest are needed to unlock Amy, though. Amy's emeralds... do nothing, ha ha.
Sonic Advance 2's motif seemed to be about mimicking a marathon race, much like SMB3's is a stage play:
This and the rolling bosses seem to support this.
Also I've always been enamored with the zone title graphics in Advance 2. I love it when games get fancy with text and graphics when starting a stage.
Sonic Advance 2 sucks.
Worst Advance I've played, for sure. Level design was bullshit, with lots of go to the right and get a cheap damage.
1> 3 > 2
Sonic Advance 2 sucks.
It's a game about going fast, and Sonic's physics favor running down hill as a good way to gain speed. I think it's actually really smart that the levels would be so focused on going down hill.
Complaints like these feel more like the person making them is more offended that Sonic would dare stray from the Sega Genesis formula, regardless of whether or not it was successful.
I'd also say that it's reductionist to draw a line from start to finish, right through walls/sections/etc. and say "this is a slope and slopes are bad", as if that was an actual argument against the game. It's a poor attempt at making an argument into an memetic image macro.Complaints like these feel more like the person making them is more offended that Sonic would dare stray from the Sega Genesis formula, regardless of whether or not it was successful.
It's a game about going fast, and Sonic's physics favor running down hill as a good way to gain speed. I think it's actually really smart that the levels would be so focused on going down hill.
Complaints like these feel more like the person making them is more offended that Sonic would dare stray from the Sega Genesis formula, regardless of whether or not it was successful.
I'd also say that it's reductionist to draw a line from start to finish, right through walls/sections/etc. and say "this is a slope and slopes are bad", as if that was an actual argument against the game. It's a poor attempt at making an argument into an memetic image macro.
If you're going to drop an image and a single line retort instead of actually explaining yourself, expect to get called on it.The walls don't matter. In the vast majority of cases the game's designed such that there are rails and level gimmicks in place to launch you in the right direction to get around them, or it launches you straight into them on purpose so that you'll land on some slope or booster beneath them.
If you're going to drop an image and a single line retort instead of actually explaining yourself, expect to get called on it.
For the sake of strictly arguing the facts, I gave the first level a quick run. If you consistently hold right, it requires only five other inputs to clear, four of which are just to interact with level gimmicks. There's one real jump. There are zero badniks that will hit you on the way. And that's all with dropping down to the water level.In any case, one could only make use of speed boosting features (ramps, stretches of unbroken land, fans, etc.) if they managed to find the optimal path of the stage - you wouldn't be able to run straight through if you dropped onto the lower path of the first level for instance. The presence of rails and such doesn't imply that the entire game is a downhill hold left fest, because you have to work to maintain that momentum.
And that's boring. The fundamental left to right gameplay - under all the flash and sizzle - is boring.
Sonic Advance 2 sucks.
Sonic Advance 2 sucks.
Cream the Rabbit's mother
and she is named Vanilla
that theme naming
Sonic Advance 2 sucks.
I only wish. Like, I can provide video if I really need to, but that is Leaf Forest in a nutshell. The entire first half of the game barely gives a shit about making the player actively engage it, bosses aside. I don't reach a double digit count for required inputs until Music Plant, and the game doesn't regularly punish you for not paying attention to it until Sky Canyon, and the two zones after that regress somewhat. Not coincidentally, Sky Canyon is the only zone that isn't a perpetual downhill stretch, and it still finds space for twenty seconds of dead time on occasion.The examples you're giving are being hyperbolic.
It's the same principals that are behind games like Sonic Rush, Sonic Unleashed, and Sonic Generations
I only wish. Like, I can provide video if I really need to, but that is Leaf Forest in a nutshell. The entire first half of the game barely gives a shit about making the player actively engage it, bosses aside. I don't reach a double digit count for required inputs until Music Plant, and the game doesn't regularly punish you for not paying attention to it until Sky Canyon, and the two zones after that regress somewhat. Not coincidentally, Sky Canyon is the only zone that isn't a perpetual downhill stretch, and it still finds space for twenty seconds of dead time on occasion.
The key difference between Advance 2 and these games is that those games demand regular input from the player even when you aren't speedrunning them. Advance 2 doesn't. It is designed to be a roller coaster no matter what you do, with only some token snags to make sure you're awake. The levels do branch quite a bit, but there isn't much design or aesthetic variance between the routes. Running along the bottom is generally a slightly slower coaster with more springs and less favorable grind rails.
When your only options are success and faster success, then aiming for faster success is the only way that the game is engaging. And if that's the case, then fuck it, stop beating around the bush and just make faster success the explicit goal.
BlazeHedgehog said:The examples you're giving are being hyperbolic.
I only wish. Like, I can provide video if I really need to, but that is Leaf Forest in a nutshell. The entire first half of the game barely gives a shit about making the player actively engage it, bosses aside. I don't reach a double digit count for required inputs until Music Plant, and the game doesn't regularly punish you for not paying attention to it until Sky Canyon, and the two zones after that regress somewhat. Not coincidentally, Sky Canyon is the only zone that isn't a perpetual downhill stretch, and it still finds space for twenty seconds of dead time on occasion.
BlazeHedgehog said:It's the same principals that are behind games like Sonic Rush, Sonic Unleashed, and Sonic Generations
The key difference between Advance 2 and these games is that those games demand regular input from the player even when you aren't speedrunning them. Advance 2 doesn't. It is designed to be a roller coaster no matter what you do, with only some token snags to make sure you're awake. The levels do branch quite a bit, but there isn't much design or aesthetic variance between the routes. Running along the bottom is generally a slightly slower coaster with more springs and less favorable grind rails.
When your only options are success and faster success, then aiming for faster success is the only way that the game is engaging. And if that's the case, then fuck it, stop beating around the bush and just make faster success the explicit goal.