Sonic The Hedgehog Games

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Which game do you play the most in Sonic Mega Collection?

  • Sonic 1

    Votes: 28 4.5%
  • Sonic 2

    Votes: 112 18.1%
  • Sonic 3 and Knuckles

    Votes: 245 39.5%
  • Sonic 3D Blast

    Votes: 23 3.7%
  • Sonic Spinball

    Votes: 24 3.9%
  • Dr. Robotnik's Meanbean Machine

    Votes: 89 14.4%
  • they're all good in my opinion

    Votes: 99 16.0%

  • Total voters
    620
Speaking of which, I recall some consoomer named SomeCallMeJohnny actually liking it, and I still know that he's full of shit
You sure? Because I skimmed through his review and it doesn’t seem like he has much nice to say about this game at all:
Honestly, I’m not even sure who out there even likes Chronicles. I’ve seen plenty of other people defend trash like Heroes and 06, but I don’t think I’ve ever seen anyone say they had a good time with this game.
 
You sure? Because I skimmed through his review and it doesn’t seem like he has much nice to say about this game at all:
https://youtube.com/watch?v=_X2AvAccTLUHonestly, I’m not even sure who out there even likes Chronicles. I’ve seen plenty of other people defend trash like Heroes and 06, but I don’t think I’ve ever seen anyone say they had a good time with this game.
It's been a while since I've actually stopped watching his content three years ago, especially when he became a leftist shill and that he's trying to be more like MovieBob, and not just his look either.
 
Honestly, I’m not even sure who out there even likes Chronicles. I’ve seen plenty of other people defend trash like Heroes and 06, but I don’t think I’ve ever seen anyone say they had a good time with this game
So is it normal for Bioware to miss the mark like this or is it just specific to just this game?
 
After playing Superstars and the excellent Megamix Mania demo, I’m starting to understand what makes a Sonic game work or not work relative to other platformers. Physics, player abilities, level mechanics, and - most importantly - level design. For most platformers, you can still have a good enough game if some of those elements are lacking, but for Sonic, the whole thing falls apart if they’re not in perfect balance.

Mania has beautifully-crafted levels and physics that make the game… flow, I guess you’d say? Whenever there’s an intense section that pushes you to move at full speed, the level is designed around that speed, and you get a very clear indicator of when the game wants you to slow down and think. The extended camera (that’s when you move so fast you start to outrun the camera) is also only implemented in areas where it’s safe.

Compare that to Superstars, where the level design is a mess of objects and enemies slapped in random places, with a camera that trails behind/below you and gives no warning that something offscreen is about to hit you, made worse by enemies blending into the 3D background depending on the level. With Mania, an experienced Sonic fan can easily get through the game on a blind run because all the mechanics work in tandem, while Superstars requires you to memorize the level layout regardless of your skill or reaction time because nothing about it is intuitive. It’s the same problem that fast mascot platformers had in the 90s; they imitated what they knew about Sonic games on a surface level (cool characters, fast, edgy compared to Mario) and didn’t bother to analyze what exactly made them work. Bootleg Mario is at least tolerable, but bootleg Sonic just sucks.
 
After playing Superstars and the excellent Megamix Mania demo, I’m starting to understand what makes a Sonic game work or not work relative to other platformers. Physics, player abilities, level mechanics, and - most importantly - level design. For most platformers, you can still have a good enough game if some of those elements are lacking, but for Sonic, the whole thing falls apart if they’re not in perfect balance.

Mania has beautifully-crafted levels and physics that make the game… flow, I guess you’d say? Whenever there’s an intense section that pushes you to move at full speed, the level is designed around that speed, and you get a very clear indicator of when the game wants you to slow down and think. The extended camera (that’s when you move so fast you start to outrun the camera) is also only implemented in areas where it’s safe.

Compare that to Superstars, where the level design is a mess of objects and enemies slapped in random places, with a camera that trails behind/below you and gives no warning that something offscreen is about to hit you, made worse by enemies blending into the 3D background depending on the level. With Mania, an experienced Sonic fan can easily get through the game on a blind run because all the mechanics work in tandem, while Superstars requires you to memorize the level layout regardless of your skill or reaction time because nothing about it is intuitive. It’s the same problem that fast mascot platformers had in the 90s; they imitated what they knew about Sonic games on a surface level (cool characters, fast, edgy compared to Mario) and didn’t bother to analyze what exactly made them work. Bootleg Mario is at least tolerable, but bootleg Sonic just sucks.
Tl;Dr Fans games > Official games
 
I dont think mania counts as a fan game mate, sure it was made by fans, but it was a studio hired by sega to make a game, just like this one, and both had some help from the sonic team in different ways.
Megamix Mania is a mod for Mania that's recreates Sonic Megamix levels in Mania
So it's still counts as a fan project
 
Compare that to Superstars, where the level design is a mess of objects and enemies slapped in random places, with a camera that trails behind/below you and gives no warning that something offscreen is about to hit you
Wasn't Superstars made by the same designers as 1/CD since all three have the same idea of making levels needlessly big and slow, swear you can just replace superstars in your post with either and it fits
Superstars would be a little better if the camera wasn't so zoomed in like it's an early 2000s FPS game
 
Wasn't Superstars made by the same designers as 1/CD since all three have the same idea of making levels needlessly big and slow, swear you can just replace superstars in your post with either and it fits
1/CD have significantly better level design, it’s not even a comparison. Yes, that includes Labyrinth Zone or whatever your least favorite is.
Superstars would be a little better if the camera wasn't so zoomed in like it's an early 2000s FPS game
I thought so too, but I compared it to Mania, and Sonic is the exact same size in both games. It just feels worse because of the camera position.
 
Sonic 1 GBA was lazy, but Chronicles said "hold my beer"
You know, I just realized that Nocturne track was an extremely bad rip of that final battle in Sonic 3. It always felt to me that it was so poorly done that it had to be an copy of something good. Especially considering that Blue Ridge Zone's music was an stale copy of the ice level from that isometric Sonic game.
 
It's a shame Chronicles wasn't well received. A portable Sonic RPG sounds really cool, especially if it's done by Bioware.
idk about Bioware, but someone should defenitely tackle another RPG for Sonic & co. The potential is there, especially since Sonic's rival has shown in the past how well it can be done.
Mobile Sonic Games are just cursed sometimes.
Sonic Runners was quite possibly their best Mobile game to date. It's just a shame Sega had to be Sega and ruin it with buggy code, spikeballs everywhere, and really bad microtransactions. A revival app of it exists but it added LGBTQ+ chaos, which is a complete turn-off for me.

Sonic Forces Running Battle is O.K.-ish, but you can't play it for more than like 5 minutes because everytime you win, you get a chest, and you only have 4 chest slots and they take between hours to a day to open and any other new chests you get are discarded. So you spend most of your time waiting for chest timers than actually playing the game, which i don't have to tell you how NOT fun that is.
 
but you can't play it for more than like 5 minutes because everytime you win, you get a chest, and you only have 4 chest slots and they take between hours to a day to open and any other new chests you get are discarded. So you spend most of your time waiting for chest timers than actually playing the game, which i don't have to tell you how NOT fun that is.
You must be new to the concept of mobile gaming. Shall I lecture you on the ethics of supporting microtransactions so indie game devs can maintain an sustainable standard of life?
 
It's a shame Chronicles wasn't well received. A portable Sonic RPG sounds really cool, especially if it's done by Bioware. This and Sonic Advance goes to show that Mobile Sonic Games are just cursed sometimes.
A Sonic RPG could be awesome but a western developer was never the right call. They should have given the game to literally any Japanese development studio, even fucking Kemco, and it would've turned out at least okay.

As for Sonic Advance, that game is amazing, flawed but really good. The first 4 zones are among the best in the series, but then there's a retarded difficulty spike with Angel Island and its many pits (it actually feels like just one big pit with platforms dotting it).
 
As for Sonic Advance, that game is amazing, flawed but really good. The first 4 zones are among the best in the series, but then there's a retarded difficulty spike with Angel Island and its many pits (it actually feels like just one big pit with platforms dotting it).
I had so much great memories with the Advance trilogy and the Rush duology. Yes, they are flawed, even pissed me off at times, but they were great 2D platformers.
 
I had so much great memories with the Advance trilogy and the Rush duology. Yes, they are flawed, even pissed me off at times, but they were great 2D platformers.
I wish Sega did more with Blaze The fire immunity and the ability to gain more height and distance from springs can open up a decent amount of side paths that Sonic normally can't or would just have a harder time traversing like Sky Babylon which has a decent amount of fire hazards that Blaze completely ignores
 
There was one Sonic TTRPG that was being DIY'd by one of the posters on /sthg/, but he seemed to have dropped off the face of the earth last year. There's another Sonic-based TTRPG made by a separate group with a small online presence.
 
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