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Your Day Of Gaming

Discussion in 'Games' started by Horty, 5 May 2012.

  1. Snowyshy

    Snowyshy A UKoE US Poster

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    Instead of getting annoyed at teammates who land where everyone else is going in Apex Legends, I decided to uninstall Apex, and go back to my online gaming roots by playing Counter-Strike. Specifically CS:GO. Still way more fun than both the battle royale games I've tried. Not good as I haven't played in a long time, still very fun playing traditional Counter-Strike. It amazes me that people still play a classic online game like CS, even if it is its modern version.

    I take back about liking Apex Legends a lot, bad teammates ruined the one battle royale game I like. It did introduce me to Titanfall 2 however. :)
     
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  2. Robshi

    Robshi Young Dragon

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    I've been playing through Crash Team Racing: Nitro Fuelled and managed to unlock all the nitro bonus items available for this GP. I also bought the Mad Scientist Ripper Roo outfit which is a good laugh. It is irksome that Activision are greedily sneaking microtransactions into the game post launch. I'm just glad I'm earning enough Wumpa coins through online racing at a nice pace. I just hope they don't mess with coin payouts. The game itself is a lot of fun though.

    I've also tried the Mario Tennis Aces trial for the Switch whilst it was available to Switch Online users. I'm quite impressed with the game and will likely pick it up sometime soon, even if I did get stuck in the story mode on a Piranha Plant mission.

    Finally I played a little Mario Maker 2 tonight, and I'm amazed the level I posted still has 0 clears! :eek:

    The level code is 7JB-JS1-D1H if anyone here wants to try to be the first to beat it.
     
    #5442 Robshi, 16 August 2019
    Last edited: 18 August 2019
  3. Cuttleshock

    Cuttleshock Shuffle Champion

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    Started Katamari Damacy (on Switch) and quite like it so far. I put some first impressions here.
     
  4. Snowyshy

    Snowyshy A UKoE US Poster

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    Some PC games today. Played Wing Commander Armada with my friend, thanks to GOG's DosBox tool, my friend and I were able to do some battles online. This afternoon, Counter-Strike Nexon: Zombies (that odd Valve licensed and Nexon developed Counter-Strike game that's on Steam) to check out the new mode added to game, and had some fun with that. This evening, a few casual games of CS:GO.
     
  5. Candy Yunagi

    Candy Yunagi Wishes she could be a cat

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    I had been meaning to get back to Sonic Heroes, but my PS2 has decided to be a diva and refuse to read any discs. So for now, at least, I'm reliving some PS1 games from my childhood. I tried playing The Lion King: Simba's mighty adventure, but it just didn't hold my interest for any more than about half an hour. Crash Bash is actually the only Crash game I've ever had, but I always enjoyed it. Even so, it's less fun alone, and I think I was too tired to deal with its insane difficulty last night. So tonight I've been playing Ms. Pac-Man Maze Madness. It's kind of a cross between classic Pac-Man gameplay and Soukoban, that game where you have to push crates into the right place, but you can't pull them. That, with some light action elements and timed puzzles. It's maybe not as exciting as some other games, but it's pretty relaxing right now.

    So many others I could revisit if I get time... Spyro the Dragon, Harry Potter and the Philosopher's Stone, Ape Escape, Rascal, A Bug's Life, Micro Maniacs, even Tekken 2, if that still works. Maybe they're not all generally considered classic Playstation games, but really, any game you have as a kid becomes a classic when you're an adult.
     
  6. Cuttleshock

    Cuttleshock Shuffle Champion

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    I started and finished Bomberman Quest for the GBC, getting 100% within 7-8 hours. After looking forward to trying this game for a couple of years, I'm just really glad to have gotten round to it!

    It's fine. It does some things nicely, some poorly, and I found it overall a fun experience - largely because it didn't overstay its welcome. Having absolutely no repeat enemies is a pretty neat aspect, and most of them are fairly unique.

    Having played this and Story DS, I'm all the more impressed at how good Tournament turned out. Both Quest and Story are flawed in a number of ways, and it seems that Tournament really gets the best from both to make something well above either. Or, at least, that's how I remember it...
     
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  7. Snowyshy

    Snowyshy A UKoE US Poster

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    While I was out, I checked my local Five Below (a store in the US that sells stuff for $5 or less), and surprisingly found Yo-Kai Watch for $5. So decided to buy it and gave it a go. I like it so far. I knew what to expect gameplay-wise as I had the demo downloaded, but I'm enjoying the full game so far. Also, friend and I played some more Wing Commander Armada online using GOG's DOSBox tool.
     
  8. EquestrianEmperor

    EquestrianEmperor Rock it, Scootaloo!

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    My typical day consists of Breakfast Shower Overwatch Lunch Overwatch Dinner Overwatch Bed.

    And the cycle repeats it.
     
  9. Cuttleshock

    Cuttleshock Shuffle Champion

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    I completed Mega Man X6 today!

    Coming in, I had heard a lot of negative things about it, in particular its not-fun difficulty - and, like, given that this is Mega Man we're talking about, and a game that mostly core fans would play (being far into the series), that had to be saying something. The stats certainly reflect this for me: X5 took me longer than any game before to beat first time, around 15 hours, in spite of the effective infinite lives (so no having to trudge through entire levels every couple of attempts at a boss), and X6 was more like 20 hours.

    People also criticise the departure from the series' original story vision - it was wrapped up nicely at the end of X5 and you can see in X6 how it kind of forces a continuation, actively contradicting one or two things from the ending sequence of X5. I agree that X5 ended nicely, but honestly I'm not averse to just accepting the canon of X6. I like its story being rather different to the previous entries, and I'm a fan of the way it builds on some characters, as well as the cool villain in Gate.

    It was certainly a frustrating game in places, with some poor trial-and-error level design, and one boss in particular that I felt was just way too much, but overall? I loved it. I absolutely loved it, and I'd probably place it as my second-favourite X game, behind X2.

    The boss fights are (with a couple of exceptions) unique and super-enjoyable. They make use of your full range of movement, some requiring reactions, others timing, and the ones with cramped screens do a good job with them (see Blaze Heatnix, Infinity Mijinion, the final boss). The third endgame boss lines up among my all-time favourite fights, alongside the final bosses of X2 and X4. I also like the better implementation of 'level' progression that was introduced as a cool but mostly meaningless gimmick in the previous game.

    The stages feel like they have a strong identity. This might be giving them too much credit, but, for example, the endgame stages - those are for me one of the weakest aspects of X4, in that I forgot them entirely pretty much right after finishing the game. X5 did well there, as did X6. The regular stages... I have no good explanation as to why I like them so much. There's something I find cosy about them, as weird as that seems? At any rate they've got great visuals.

    The cosy descriptor goes for the game as a whole, too. The cast of characters feels tight compared to X4 and X5, likely because there aren't any new good guys introduced this time - we know them all already. Moreover, the feeling of the Maverick Hunters being badly decimated only contributes to that - the level select screen is more abstract than those of X4 or X5, so you lose the feeling of being part of a bit organisation in exchange for something more personal. There's more of a feeling of exploration encouraged in the stages, see linearity and split structure of X4 or time pressure of X5. It feels more like X1-3 in these ways.

    One thing that I think most can agree on is the strength of the musical score. I'd go as far as to say it might be my favourite Mega Man soundtrack, period. There's not a weak track in there, and there's so much variety!

    There's some stuff I didn't touch on here, some negative, some positive (big fan of the upgrade system!), but the above reflects my thoughts pretty well. X2 wins out for me largely by virtue of not having the sour spots that X6 does, in addition to doing everything else well, but this game has really secured a place in my heart.
     
  10. Candy Yunagi

    Candy Yunagi Wishes she could be a cat

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    Since my PS2 seems to be refusing literally any disc I give it, I had to skip over the rest of Sonic Heroes, and all of Shadow the Hedgehog, at least for the time being. Since I had an unfortunate period when I made the mistake of letting other people tell me what I should like, the next Sonic game I have after that is Generations.

    I do still love Sonic Heroes, in spite of some problems it has. It might not seem like it at first, but I'd argue it's more of a return to the original formula after Sonic Adventure 2. Seven zones with three acts each in all but name, the third act being just a boss, chaos emeralds being won in special stages instead of used as plot devices, a similar but different experience in each stage with different teams... it's starting to sound like a Sonic Advance game, in that way.

    I like the team dynamics, but there's not too much reason to use a particular character outside of the sections where they're needed. Speed characters don't get many opportunities to make use of their top speed (There should probably have been more speed shoes, not least because the music for that is awesome), fly characters don't feel as light, agile and free as they would alone, and power characters almost don't do much, even though they're probably the most different to each other than any of the other two classes. I do kinda wish there could've been more variation in the characters. I think the speed characters do that quite well, but in their other appearances, Cream could fly less proficiently than Tails but had Cheese to make up for it, Rouge was a stealthy double agent and Charmy could fly freely but that made him vulnerable, yet all of them play like Tails. Knuckles was an explorer, Omega's predecessor was more of a marksman and Vector could get around pretty well, but they all play like Big. There are some camera and control issues as well, which range from inconvenient to Sonic rocketing into oblivion.

    I think the way the stages are designed differently for each team is one of my favourite things about the game. Having Team Rose as the easy mode, Sonic as normal, Dark as hard and Chaotix as a kind of alternative, mission mode. I also really like how their second missions reflect that; Team Sonic is all about speed, Dark is about facing hoards of robots, Rose is about teaching beginners to be fairly cautious until you know the stages (hence the ring collecting), and Chaotix have even more random second missions. And other little details, like how Amy's tornado hammer is the only variation of that move where the whirlwind moves from its starting position, and Espio turning invisible, which is possibly the most awesome thing in the game, and maybe even one of the most awesome things in the series for me. Even their team blasts play the their strengths, and fit their characters. It took me years to figure out that Sonic could light speed attack many times while the gauge emptied, that Shadow's chaos control actually stopped the timer, and that Team Chaotix can gain an absolutely ridiculous amount of rings with theirs. I actually wouldn't mind seeing a spin off game about Espio, maybe combining Sonic and Shinobi elements. Maybe even involve Rouge; that would make for a bizarre pairing :p.

    Sonic Generations took me a few days to get through everything again. That's pretty good, but there's not really enough to keep me there for absolute weeks, like both Adventure games. For Modern Sonic, I do like the boost gameplay, though for the reasons I've said before, I've only been able to experience that in Generations and Forces so far. I've never played Colours for comparison, but the 2D section feel a bit out of place to me. there's nothing wrong with it, but sometimes it makes me wish the stages could've been totally fleshed out in full 3D. There is nice variation in routes, and it's really nice to see stages from the original trilogy re-imagined like this. The Classic stages are good, but... something feels off. For a recreation of the experience of the original trilogy, CD and the Advance trilogy, there's some stuff missing. I feel like it shouldn't take him two whole seconds to get up after taking damage, spin dashing is far less nuanced (there used to be a big difference between pressing it once and revving it up eight times), and monitors apparently break from being walked into. The stage design doesn't really feel like those games either, despite borrowing a few gimmicks from the Advance games. Another thing I feel is missing is an incentive to carefully explore the stage as I go, without needing to keep hold of 50 rings for a special stage, or find a giant ring. There are the red rings, but once you find them, they're gone. Maybe if they respawned, but translucent?

    Overall, the game is a bit on the easy side, I feel. I did enjoy the thrill several times of spindash/jumping or boost/jumping at just the right time, and 20 seconds worth of stage just passing in a blur. It's possible to blast through each stage, but only if you know exactly where to jump; you can't just spindash/boost everywhere and expect to win. Incidentally, Crisis City was still the only stage to give me any real trouble in either form. Most of the challenges added some fun difficulty, but others took it a bit too far. I do love how relentlessly cheerful Rooftop Run is, and even the original Seaside Hill is among my favourite Sonic scenery. It looks even more lovely here, even though it obviously needed quite a heavy redesign. It looks especially beautiful at night in that one challenge. I did a run after everything else, using the endless boost skill, which actually made it harder, though sadly all the others seem to make it even easier than it already is. Boosting through Green Hill was great fun, but Crisis City was actually really tense, something a Sonic game hasn't made me feel in a while. Maybe I'm just a hardcore and I don't even know it :p.

    Of course, the references are a big part of the appeal, and I find the musical details especially fascinating. Aside from the main stage themes and those unlockable, I hear Balloon Park from Sonic 3, Super Sonic Racing, and even a beautiful instrumental version of You're My Hero in the challenges. I've heard people say that the S rank music is a remix of It Doesn't Matter version 1, but I really don't hear it. In fact, I think it sounds much closer to Pleasure Castle from Sonic Adventure. More specifically, the last part, before it loops back to the start. I'm not sure about the D-A rank music, but I could swear I know it, and the same is true for the other music when Classic Sonic competes with a supporting character in some way in a challenge. I don't know if anyone else knows what they are? I think my Sonic skills must have improved since last time; Egg Dragoon didn't give me anywhere near as much trouble, and I finally beat the hard mode version. Finally beat Time Eater on hard mode, as well, which took almost half an hour, and almost 12 minutes on my last attempt, when I finally discovered the strategy for keeping the ring count up. I guess that's why they call it Time Eater :p.

     
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  11. SRainboom

    SRainboom The Girl With The Most Cake

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    Currently playing Uncharted and Untitled Goose Game - Honk!
     
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  12. Wonderbolt

    Wonderbolt Honorary Pony

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    Some Planet coaster today, actually had a really profitable session!
     
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  13. Candy Yunagi

    Candy Yunagi Wishes she could be a cat

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    I actually bought Sonic Lost World a while ago, but since I'd decided to go through the series roughly in order, I'd never even run the game until 2-3 weeks ago. I will say it's a rather strange entry in the series, but it's quite simple fun, if I don't think about it too hard. I can see that there are comparisons to the Mario series, but I don't think it would be fair to say it copied the whole formula. It felt quite strange having a separate button to run, and I still don't think I quite understand how the game decides whether or not to target an enemy or spring for a homing attack. The parkour thing still mystifies me more than anything else. I mostly get how it works, it seems to do some strange things sometimes. I remember early on thinking that I ended up making a lot of jumps I "should've" missed. I played the whole thing in Japanese, so I didn't understand everything the game told me, but I still prefer that over having to listen to the English translation. I'm sorry, I just don't like it...

    I know that Super Mario Galaxy already did the weird gravity thing, but I never got to experience that game, so this was my first gaming experience like that. It is quite a nice way to add multiple routes to an otherwise quite linear path, and to hide some things out of sight. That's not the whole game, though, and there is some decent variety between that, 2D sections, some more traditional 3D sections and even one stage that's a lot like Monkey Ball. This seems to have either started or followed the trend of Sonic games getting easier over time, though some of the later stages are more of a challenge. I do find the storing powerups slightly irritating, but it's easy enough to ignore it. I do take issue with that powerup that lets you skip a whole section, though. Not because it's there, but because it's sometimes too easy to use it accidentally. If I can't pass this section, why would I be able to pass the next? I always quit and restart under those circumstances, it just leaves me feeling like the game tried to take my eventual achievements away from me. Maybe a little option in the corner of the screen, like with the suitcase (?) of powerups would have been less invasive.

    There's a little bit of an excuse plot, but it's mostly decent enough. My only major gripe is Sonic and Tails arguing over nothing. Those two are like brothers, they have this unbreakable bond, and they probably both know what the other's thinking after all this time, but they just end up in a petty argument over nothing, it seems. It actually felt like Tails was going through some kind of rebellious phase in this game. Of course Sonic's idea of a plan is "blow it up", and I just feel like the Tails I know would calmly, patiently ground him, with a "hold on, we need a plan". That said, Sonic came off as quite insensitive, as well. As much as he has a way of irritating other characters who have their own way of doing things, he should've recognised when Tails felt underappreciated and talked it out. I believe that Tails still has some emotional scars, though I'm not convinced that would've brought them up. Though he did kind of make up for it by hacking a computer using one of his tails and the skewer from Zomon's sandwich thing, and faking that he'd been brainwashed.

    The Rokkishu (Deadly Six, I think the translation was?) are a decent bunch of quirky characters, though there doesn't seem to be anything too deep to any of them. Zazz is clearly out of his mind, literally shrieking quite extreme threats at Sonic regularly. Nothing too graphic, but I'm not sure if I should repeat any of it here, so I won't. I'm not even really sure why Zomon is in the group. He doesn't really seem to share their malicious intent at all. Master Zik is basically a stereotypical anime old man, and that's about it. Zeena (or is it Gina? Probably Zeena) is basically Rouge, if she didn't like Sonic. I haven't checked but they sound like the same voice actress, with Zeena even complaining about Sonic being a "persistent man" (as a rough translation), just as Rogue said about Knuckles in their first encounter. Zoa basically talks like Zeref from Fairy Tail, and Zavok... despite his appearances in other games, everything about him really reminds me of Shadow. From a gameplay perspective, I'm not really sure why some hits don't seem to connect. I'm assuming it has something to do with the number of "layers" in the target, but I still don't really get it...

    I eventually got all the red star rings, and it seems that unlocks Super Sonic. That's pretty cool, but by that point, there's no need for Super Sonic anymore, especially when the ranked version of a stage disables it anyway. Speaking of which, I can rarely get anywhere near an A, much less an S, no matter which route I take through a stage. I'd expect to miss it the first few times, but not by entire minutes. I suppose the only other thing puzzling me is the first stage of the secret world. It doesn't seem to end by just knocking the blocks off the edge, and surely it can't be to turn all the squares the same colour, in 30 seconds, and with no real control over that. But I'd rather leave it alone than look up the solution online. Maybe I'll come back to that someday.

    So it was a pretty decent Sonic experience, though very nonstandard. I can see why some disliked it, but I had quite a lot of fun with it these past few weeks. And I got it on sale for only £5, so I'm very happy with that...
     
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  14. Snowyshy

    Snowyshy A UKoE US Poster

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    Some battle royale, with the obligatory Sonic game thrown in today.

    Started out with Apex Legends on PC, played the Shadowfall event the game is having for Halloween. It kinda feels good coming back to this game, I think a break was what I needed. The next game was Sonic Heroes, for Halloween decided to play the Hang Castle and Mystic Mansion stages. The spooky style is perfect for today. Also, played some Realm Royale on Switch, despite not winning did place high.

    Personal note, I like how Apex Legends and Realm Royale address my personal beef when I tried Fortnite... you can respawn and come back for a second chance, and actually get to play and improve at the game. Apex has teammates with respawn beacons, and Realm Royale has its chickens! So I like them. :D

    Edit: looking at the top of the page, saw my last post on Apex. I think a break was what I needed. I'll probably play this casually, rather than get annoyed at those who ruin the fun.
     
    #5454 Snowyshy, 31 October 2019
    Last edited: 31 October 2019
  15. Wonderbolt

    Wonderbolt Honorary Pony

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  16. Cuttleshock

    Cuttleshock Shuffle Champion

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    Similar here, I took Friday off work to have a three-day weekend with Shield. Absolutely loving it.
     
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  17. Candy Yunagi

    Candy Yunagi Wishes she could be a cat

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    Just played around with the extras in Sonic Mania Plus, after a run of Mania mode with each character and one more run of Encore mode over the past few weeks. I've done so many times before, but I decided to use the USB controller from my realtively new Mega Drive Mini this time. I actually love this game, and it might even be my favourite in the series. But even so, I think it's a bit overrated, and I fully accept that I like it partly for its nostalgia pandering. I'm afraid I have have to disagree with the calls for a "Sonic Mania 2", I'd rather play something new and different than yet another game full of zones we've seen before. Having said that, if they were to make another game in this 2D style, with all new zones and everything, I'd be up for that. Kinda like what the Sonic Advance trilogy did.

    So obviously, the gameplay is basically lifted from Sonic 3 & Knuckles, and that's a really solid foundation. I'm aware that a "drop dash" move was added... I tried using it a few times, and I just can't seem to find any situations where it's particularly useful. I find it's just as easy to stop and charge a more powerful spindash, but I'm no speedrunner or anything. And maybe old habits from the original trilogy die hard. Sonic's double jump ability from S3K feels quite pointless without the reach it used to have as well, so I usually find myself sticking with the peel out. Though I rarely even use that. Tails and Knuckles are practically identical to their S3K versions, so there's not much to say there. The Plus update added Mighty and Ray, and they do vary the gameplay quite nicely, if fairly subtly. I like how Mighty contrasts Knuckles; Knuckles has more of an aggressive strength, being able to break certain parts of the scenery, while Mighty is more of a defensive strong, his shell is hard enough to repel spikes once and break through certain ground, destroy enemies or monitors that are almost under him, but not quite. It feel a bit strange after using him to kick up walls in Chaotix, though. Ray plays a lot like Cape Mario in Super Mario World, I'll admit, though he's much less overpowered. I was trying to figure out why for a while, when I realised that it's because he doesn't get the same massive lift off the ground. He draws a nice contrast with Tails, as well; Ray's exploration is more conditional. Sometimes he can barely get any higher than Sonic, other times, he can glide over most of an act. It also leaves him even more vulnerable to taking damage than Tails.

    I do love that the first act of the "nostalgia" zones is a pretty straightforward re-imagining, while the second adds a different twist on it, and that the music reflects that. It's quite nice that the zones which didn't get chosen still have elements in other zones; Some parts of Green Hill are designed quite a bit like Palmtree Panic and Emerald Hill, for example. Or that elements of Marble Garden and Sandopolis found their way into Stardust Speedway. I feel like the new zones actually prove that a potential 2D "Classic Sonic" side series could work, if that ever becomes a thing. Studiopolis feels like a new take on the casino/carnival theme, with countless references to other games, even Eternal Champions, of all things. Press Garden is split between a rather strange interpretation of the factory theme and a winter level, with many Shinobi vibes. After at least two older games never quite got to have a desert stage, this game also has that covered, opting for a "wild west" desert, in contrast to Sandopolis being more of a "Middle East" desert.

    And Titanic Monarch is a rather strange finale, incorporating elements from S3K Bonus Stages in surprisingly clever ways. Likewise, Egg Reverie is a nice variation on the Doomsday Zone format, with Egg Emperor being especially dangerous.

    The new special stages are pretty fun, something of a hybrid of all the old ones, while feeling really fresh at the same time. Their difficulty is quite similar to Sonic CD, being harder than S3K, but nowhere near as brutal as Sonic 2. It's nice to see the blue sphere stages return, and again, there's a mix of old and new stages. I never seem to get those in Mania mode anymore, but maybe that's because I already have all the gold medals. I'm not a massive fan of the pinball/Combi Catcher bonus stage introduced in the Plus update, though.

    Encore Mode is a nice inclusion, I like the "tag" system being like a cross between Choatix, Sonic Heroes and Sonic Advance 3. The lack of a life system means you can't be quite as reckless, but I barely notice the difference after a while. I find it interesting that while some zones, like Stardust Speedway look more threatening, others, like Chemical Plant, actually look safer/happier. The palette changes are refreshing, and while the layout changes are subtle, they make enough of a difference for it to feel new. I have to say that the Encore special stages are absolutely brutal, maybe even worse than Sonic 2, at times. Even now, the second one took me five attempts, and I didn't get the last emerald until Lava Reef. In other words, once you know Mania Mode inside out, this feels as challenging as that did, the first time. It's kind of a shame that they couldn't cater more to Mighty and Ray, but I can understand why not.

    I actually have a crazy theory about that Phantom Ruby, but since that ties into Sonic Forces, I'll probably hold onto that until I replay that game. I've also tried to make sense of the order of zones, probably overthinking everything way too much in the process :p. Every time the Ruby warps our protagonists somewhere, it's always somewhere Sonic remembers, never a new location. They get to Studiopolois from a pipe in Chemical Plant (meaning Studiopolis must be on Westside Island), and hang glide from the Flying Battery down to Press Garden. I'm guessing that after they leave Hydrocity, the went to find the Tornado, which Tails must've landed in the intro cutscene. Because Hydrocity is located on Angel Island, of course. Anyway, that would explain why Tails is suddently flying them over Mirage Saloon. Speaking of which, since Oil Ocean can be seen in the background of Mirage Saloon, the latter must also be somewhere on Westside Island. And I think it's pretty obvious that Titanic Monarch is on Little Planet. Press Garden could be anywhere, since we don't know how far the Flying Battery flew. But Westside Island seems most likely. The only real discrepancies are how the submarine got all the way from Oil Ocean on Westside Island to Lava Reef on Angel Island, and why Little Planet appears above Angel Island. I don't think Sonic CD specifies where, but South Island seems most likely. And the continuity was going so well :p. Although the Phantom Ruby is basically a get out of jail free card for plot holes.

    I played around with the level select and debug, which, while it reminded me of being a kid and doing the same with Sonic 2 and S3K, wasn't as much fun here. I kinda hoped to maybe find some unused objects, but every zone just felt the same. the monitor to randomly change character, even in Mania Mode is pretty cool, though. I also found that it is possible to enter Egg Reverie with any character, but only like this. I tried to see if maybe the pinball bonus stage could be "beaten", like the glowing orb stage in Sonic & Knuckles, but sadly not.


    The only extras I could really play around with were the Puyo Puyo minigame, and the Blue Sphere minigame. Puyo matches are a bit clunky, to match the physics of the original, and its Sonic themed localisation. Strangely enough, it's possible to double rotate in this version, though. The AI seemed totally clueless on levels 1-3, and while 4 and 5 forced me to get a bit more serious, it's still nothing like the online competition I've had before. I should really get back into that. But anyway, Blue Sphere is quite fun, but gets repetitive fairly quickly. It either randomly combines a limited amount of sections together, or there's a pool of predetermined levels. In the case of the latter, it's possible that it's just rubberbanding, and that I'm seeing the same ones because I'm not very good; these are much harder than those in the main game. The new purple and green Spheres are an interesting addition, but they still don't change much, ultimately. But those are just minigames, and I enjoyed them as such.

    I had a lot of fun with this game, actually. But I'll be moving on to Sonic Forces soon.
     
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