Hey, the main reason arzest got the project is because Naoto Oshima and Izuka know each other and another reason why is because I think Yuji Nakas relationship with pretty many former sonic team members is pretty sour, but now now he's in jail so Naoto saw an opportunity to try a new sonic game. With the help of sonic team.
Jun Sayotome... 😮 & Tee Loops 😂 I'm sorry, but I couldn't let it slide😅 You'll never pronounce Japanese names wrong once you learn the sounds of their 5 vowels
We definitely had different experiences with this game, but I'm glad many can call it good! I also played as Knuckles for the majority of the last half of the game, now I realize I probably shouldn't have.
I just wish devs making classic revivals like this stopped making bosses that can’t be melted through. Being able to do that is a mark of skill in Sonic, as well as part of the charm.
I honestly didn't mind the bosses not being "melt-able", as it made the bosses more memorable and challenging then they usually are in classic Sonic games; I just wish they made it clear WHEN and WHY you can't hit them. Like the Metal Robot boss in Cyber Station has moments where he's perfectly placed to be hit, but his hitbox hasn't reloaded yet, so you go to attack but just fall into the void. The only boss I will concede as having been a bit too much though is probably the fight against Fang in the Marvelous Queen and the final boss fight against Eggman (I haven't finished Trip's story yet, but I know there's some much harder ones there).
The "polished" part feels even less in multiplayer, which is kinda a big part of the marketing of this game, sure it's playable (mostly) but yeah I played with some friends and sometimes some weird stuff happened like sometimes someone started to drown in air for some reason and also someone couldn't respawn till the end of the level for whatever reason, and there were some parts we had to restart the whole act because we couldn't move or do anything to continue the level
It's selfish, but I was worried the game would be designed around multiplayer, and I am actually relieved that it plays great as a classic solo game lol plus the Genesis games always had tacked on multiplayer so it tracked for me. But the marketting focus on multiplayer was a mistake in retrospect perhaps.
Here is some side talk I have; I was ecstatic to hear that Morio Kishimoto (The Lead Director of Sonic Team) played _Spark the Electric Jester 3_ and enjoyed it enough to study its game design philosophy for future _Sonic_ titles. I sure hope the same can be said for _Freedom Planet_ and _Freedom Planet 2._ Those games are fun joyrides and severely underrated, to the point where I can barely find anyone playing them - just getting a few clips of the game in a Dumbsville video felt like finding a can of bread during a months-long blizzard! I just hope that someone from Sonic Team like Takashi Iizuka or Morio Kishimoto can sit down and play these games, learning a thing or two from them, such as how the _Freedom Planet_ series designs its bosses.
There is also Defunct, Cloudbuilt, Panic Porcupine, and Skybolt Zack. An even more obscure game than Freedom Planet and Spark the Electric Jester. Games that also took some of the Sonic design and made their own thing and did a good job at it. It is also worth noting that some Sonic fangames really did a good job at translating the classic Sonic formula into 3D like Sonic Utopia and Sonic GT. (and they did it better than Sonic Team)
I did not know they got some inspriation from Spark, and considering how much I love pretty much everything from Lake (BTS through Chrono Adventure to Spark, despite the flaws some of those games may have) thats incredibly cool to hear.
1:05 Back then people had bad taste since we were more focused on 3D. That being said I do wonder how a 2.5D Sonic game ala Klonoa would’ve been received.
Exactly, the later Mega Man Classic and Mega Man X titles got a lot of flack for sticking with the 2D, sprite based formula, and yet those games have aged better than most PS1 titles...Well...at least X4 did.
I'm going to be honest: I would give Sonic Superstars a 7.5 to an 8. It is definitely a good game, but it has some glaring flaws: one in particular would be the boss fights and how they can range from tedious to sometimes unfair. On the plus side, I love all the playable characters (especially Trip)🤩
@@natoriousthehopeful2786 Sonic is actually the hardest character to beat bosses with, because many bosses are frequently vulnerable, but out of reach if you're using him. But Amy has a double jump that keeps her in attack mode for the second jump, where Knuckles and Tails aren't in attack mode when they glide or fly. So in other words, Amy can reach the bosses and hit them more often as a result.
The shuttle loop you go around 8 times in some levels is a multiplayer incentive. Each character counts as 1 so if you have 4 players you can get through the loop 4 times as fast. The drill in Golden Capital is another one. Goes waaay faster when you have 4 players mashing the button. There's also those boxes you hang from and those elevators that take you to a different floor with better rewards based on number of players.
Why yes I am still obsessed with Sonic Superstars and must consume any and all content relating to it ALSO THANK YOU FOR BRINGING UP THE KNUCKLES JUMPING OFF THE WALL GLITCH THING
The snake in Sand Sanctuary honestly reminds me of the snake from Snake Pass.... That game was also from Sumo Digital who produced a lot of Sega/Sonic games so its interesting (even though Snake Pass was an independent game and wasn't published by Sega).
I found myself comparing Superstars to Sonic Advance alot.. Superstars is *definitely* closer physics to Sonic Mania compared to Sonic Forces 2d parts.. but somehow Sonic's movement still feels a little more janky to me than Advance did 🤔 I could get by it and it's still a good game, but I'm still amazed how Sonic Advance managed to get Sonic's physics so perfect on GBA so many years ago. Yet it's been such an up-hill battle for Sega or Dimps to re-create those physics 20+ years later. Still, I'm grateful Sonic is getting a better reputation for his modern games!
One thing I'm confused by the game is that you don't get to play as your customizable robot character in the stages themselves. We all know the online battle mode is going to DIE! What if I want to play as an orange Mecha Sonic pretending he's the one from Scrapnik Island in the regular levels?!
To me I hope they make a more polished sequel to Sonic Superstars because I REALLY love the physics and level design for this game. It feels like the most arcade like Sonic game to me because the tight jump controls that allow these characters to hop from platform to platform without too much acceleration time. Also stages that are just filled enough with enemies that the pacing for each game does not feel like there is either too much running or too much waiting. The controls make me feel like it is my fault for not navigating as cleverly the game wants me to be, unlimited lives allows me to make more mistakes and learn from the stages more, and the emerald powers are a neat extra resource that make you think when you are going to use it. It also helps that I do not have to beat the game in order to get Super Sonic in case I messed up on the special stages. It's a good Sonic game that is not as legendary as the 2's and 3&K's. But it has GODLY QOL changes that make the Classic Sonic experience much more bearable.
I look at Mario vs Sonic like two competing plane manufacturers trying to design better and better planes. They’ve both been in the industry for 30+ years. However where one company always tries to one-up their last project with new gimmicks and higher top speeds, the other company constantly has to re-prove that they can even make a flying machine that doesn’t crash and burn on take-off. One company is making successful passenger airliners, while the other is effectively still stuck in the Wright Brothers phase.
The sad thing in this case is, they HAD been making successful passenger airliners, but then management got paranoid and decided to go back to wood-framed fabric biplanes.
@@OtakuUnitedStudio Sonic 06 was literally the perfect direction to take the series. The problem is that it didn’t get enough time in the oven, however managment wrongfully blamed it on just being a bad recipe altogether.
@@jirehjirehjirehjireh I wouldn't say "perfect." The controls and level design maybe, but the story and visuals really didn't hold up. Putting a cartoon animal with photorealistic humans just created a visually jarring experience. I know the movie did the same, but the way he was redesigned (the second time) really helped the whole thing mesh better.
@@OtakuUnitedStudio You definitely have a point with the humans and story. Overall though I think 06 was a great base formula to build upon. But we all know SEGA notoriously has a “throw the baby out with the bath water” mentality when it comes to their franchises.
This might seem to be a bit of a random thing to ask. But do you think you'd ever talk about the ghosts that have appeared in sonic media. While they don't show up all the time, they do seem to be a common occurrence. I've always been very interested in them ever since I first encountered King Boom Boo. And also the Night of the Werehoge got a sequel.
Nick, ChannelPup, and a few others did a video awhile back talking about the various ghosts in Sonic media over on the Sunset City TH-cam channel. You may have to dig a bit for it - the video was made over a year ago - but it should still be there.
10:34 I have yet to see a classic side-scrolling, main-line Sonic game where any of the other characters actually run slower than Sonic. I doubt this one is any different
Usually when people say that the homing attack doesn't belong in Classic Sonic, they mean that it was introduced so that you could attack enemies easier in 3D in general, not just Modern Sonic. Literally one of the main complaints I've seen of 3D Blast is that the homing attack is a powerup and not part of Sonic's moveset
The music really is a tragedy. It's so, SO good in the first half of the game's stages but just drops off the face of the earth once you get to Press Factory. Sure, there's a few exceptions, Toriena does really well on Cyber Station, and one of the Frozen Base themes sounds like an Actual Genesis Track instead of whatever Jun keeps using, but the fact is I can only enjoy like a fraction of this soundtrack. Sure it's like 60-40 in a ratio of good to bad tracks but it still sucks that Jun dropped the ball so hard. He's capable of way better, there's no sense in limiting him like this.
I feel like Mania's Death Egg Robot is peak Sonic boss design. It utilizes the physics, presents challenges without being overly punishing and allows you to go faster if you're experienced. I wonder if part of the problem is the "playtime" expectation of modern games. Since the stages go by quick, the bosses are a way to drag it out. I've always found Sonic games short but highly replayable, however that's a forgotten virtue these days, with people laughing at the idea of a 3-4h campaign. And fittingly, long scripted bosses are a huge blow to replayability.
Eh, I feel like it's a bit too easy to cheese the Death Egg Robot in Mania. Granted, it was the first boss in the game, but it just feels like a fairly unremarkable fight once you learn you can just attack him from behind
You bring up a good point about consistancy with animal designs talking about the Giant Snake, remember the Pheonix back in Unleashed, it actually had Eyes that made it fit in with with the Sonic characters. Yeah Sonic Team tries WAY too hard to force realism in these games like with the Forces Snake.....yet at the same time have the more cartoony looking Sandworms from Lost World in the same game
The Cyber Station boss was one of the biggest surprises on my first run. I reached it with a hefty amount of rings and breezed through the first phase as Super Sonic, expecting that to be it. Then it grows giant. I transform again and prepare, only for the thing to blast the floor out from under my feet and kill me. It took me like ten minutes to finally beat it afterwards.
I would have enjoyed Press Factory Act 2 if 2 things were changed- If the robot charges up fully, it just starts launching projectiles at you that are avoidable, but can potentially screw your flow up or kill you if you’re not careful, incentivizing you to keep it inactive for the sake of moving on safely Second, at the end of the act, you get to fight and smash the damn thing as the boss battle.
I feel like a lot of problems from the level design, especially when it comes to boss fights come from the multiplayer aspect of it. The bosses were designed so they wouldn't be possible to just wreck in 2 seconds if you play with a friend which makes them drag way more when you play solo. And sadly, I'm guessing they didn't got the time to completely rework them for the solo story (including Trip's), just make them harder without completely changing their pattern. Really, my one hope for a DLC or Update is to have the game more adapted for a one player gameplay if you play solo. Especially since that's how most are going to play this game, at least until we can play with each player on a screen a la Sonic Advance 3.
what confuses me is that i feel like they shouldve adapted trips ability to sprawl walls into a better version of knuckles climbing (but he still keeps his normal climbing animation), but instead they just gave it to a new comer instead of refineing knuckles and his kit.
Few things: - I love Jun's grey hair. - This is "Classic" Sonic's first standalone game, and there is a difference between him and Genesis Sonic. - The best thing about the Super mode in this game is that you can actually deactivate it, and if you deactivate it while you're transforming at just the right time, you become super without losing rings. It's like mastering a super sayian transformation where you don't have any drawbacks.
9:10 Is it weird if the only real physics issue I felt with the game, was those spinning ball things that semi function like the S3K bonus stages, except for the fact that they don't control the same at all. It hurt my brain trying to rotate around them until i realized you just have to point the d-pad or stick in the direction you want to go vs controlling an orbit around the object like the S3K or even Mania.
You CAN just let your momentum control where you go, but doing so is far trickier than aiming with the d-pad. The timing is way too precise and the visual indicator of the character spinning around it isn't as useful as it might seem.
Superstars is a game I appreciate the more I learn about it. I initially didn't get the Fantasy Zone shoutout, but now hearing that they went so far as to include sound effects from the original game and got the composer to make the song for that stage, I really like it. Or all the recreated animations ripped straight out of the 16 bit games. Or even the other Easter eggs that feel like they really wanted to do right by the franchise and other SEGA franchises, just today I unlocked the NiGHTS robot which is such a great addition. Like, there's so many little details that you can appreciate if you're a huge Sonic fan that loves deep cuts and it's a shame the game has been so mixed in terms of reception. It's not Mania 2, but it's mostly what I wanted, which was a new Classic Sonic game with all new stages, so I'm satisfied with it. Just... tone down the bosses next time, and don't have Jun make any of the music, or at least not as much as Tee and others on the sound team. (Though I honestly liked most of his work on the OST, truthfully)
ya know what? I'd fucking buy an entire game around building metal sonic characters to play through levels, like perhaps the premise is Eggman is trying to design a new robot to finally take down sonic, so he makes an A.I. which he places in a cyber world, the A.I. (I.E. the player) then plays through simulations of past sonic exploits (or some theoretical ones) and you earn points with a combination of coins, time bonus, et cetera and can purchase different mecha parts to customize your mecha into the 'ultimate' mecha which Eggman will use to end Sonic. Who wouldn't enjoy that? Hell have Eggman give commentary at your picks. Like you pick Blue, and he remarks "Ah, Blue. Are you telling me Blue is why he's do fast? Yes, my entire Empire will be BLUE!" Or so on, imagine what Eggman's unhinged responses can be.
the more I think of it, they should really use the Time stones more, they only used them twice, in the game they originated from, Sonic CD, and also for a little event in the official Sonic Roblox game that also did a callback to Sonic Generations
The Cat n Mouse section was such a missed opportunity for a proper Chu Chu Rocket reference. Come on SEGA, yes we love NiGHTS but we also love Chu Chu Rocket.
I absolutely adore Superstars. Amy and Trip are both a delight to play and as a Sonic Rush fan I honestly don't mind the bosses with a few glaring exceptions (the final Fang fight can die in a corner). Heck, even the music? I like the entire soundtrack. Sure some songs more than others but even the songs that constantly gets shit on fits the stages they appear ib and I find myself bopping my head to them.
The funny thing about the camera-distance complaint: the camera is at the exact same distance, with the exact same field of view, that Sonic Mania and the mobile/Origins versions of the Genesis titles used. I think one of the reasons people feel that it's too close is the way the 3.5D environments are presented; not "flat" like in Sonic 4, New Super Mario Bros., or Mario Wonder, but very clearly three-dimensional with the level's "edge" closer to the camera than the character is. It makes it a bit tougher to immediately process the fast-paced movement of the stage than it would in a more "pure 2D" level presentation. There's more visual noise in the graphics for your mind to parse, and that interferes even with the familiarity of a long-time Sonic player reacting to things they're used to in the 2D games. I adjusted relatively quickly and now it barely makes a difference, but everyone's a little different; most players will have to re-learn their Sonic reflexes, somewhat.
i think its incredibly charitable to think advance amy was consciously made difficult rather than them not having much care put into her moveset much like SA1. don't care if amy these days is "baby mode" at least she's not crippled or sidelined like the games have always done until origins
My problems with both Mania and Superstars are mainly how little they do to overcome the flaws of the originals on the Genesis. You still get bombarded by stuff you can't see because Sonic is too fast, too many beginners traps impossible to predict in your first run trought the game, the rings system being too brutal on simple mistakes (you lose everything in 1 hit) but too forgiving on costant f*ck ups. I don't know, I think these stuff should have been iron out ages ago.
I went out of my way to make sure I had all of the Chaos Emeralds before I even started Trip's campaign. Way more fun to just float there and let the bosses damage themselves.
I remember well how the Sonic franchise was a byword for just consistently lacklustre games, so I'm pretty stoked that we're now in an era where they're largely regarded as good again 😊
I never cared what the internet said about Sonic games. Most people are just useless when it comes to opinions. They always follow the winds of change, never be consistent. You must also just be a wind waker.
that is pretty much what happened, Iizuka and Ohshima were drinking over how much Naka sucks and Balan flopped, and Iizuka threw Ohshima a bone and let him make a sonic game lol
I think with a patch that included: - Checkpoints for every boss fight's parts and shorter bosses fights (Both Fang and final boss fights are too long). - Better (more detailed) landscapes for Lagoon City, Press Factory and Golden Capital. - Better boss theme (Robotnik ones). - Fixing glitches (there are too much). - 1080 on Switch docked mode and a bit more detailed Sonic model on Switch. - Adding shadows to the sprites on the Switch version (unnaceptable that they removed the shadow on a 2.5 D game). ... the game would be a 9 for me.
The worst thing about the coop play is that when they introduced tails for the first time they also added a great competition mode which could have easily be molded into a coop mode if they had pay the attention to their own creations. All this time and a decently good coop mode would have been already playable by now.
The evil dragon at the end looks like Trip enough that he's probably an ancient member of the sungazer tribe or whatever. Could have used SOME plot. You should check out the Trio of Trouble short and the Fang's Big Break comic cuz those both involve the dragon plot a bit and explain Trip's deal. The mural Knuckles finds in Golden Capital and the giant snake also feature prominently in Trio of Trouble. The mural seems to imply that each emerald is associated with one of the giant animals which might explain the emerald powers. Avatar is associated with Pocky the Rabbit, for example.
Unfortunately, the decision to avoid any dialogue at all prevents the game from being able to tell too deep of a story. Non-verbal storytelling is always a great idea if done well, but they landed just short in this particular title. If that mural near the end of the game could have shed a little more light on the subject, that would have probably gone a long way towards making the final boss feel like part of the world rather than a "surprise boss with no buildup" situation.
Press Factory straight up needs that "F it, it's drum and bass, watchya gonna do" song (quick search) Pendulum Blood Sugar and make the level bounce to it. Or at least something with that kind of hard energy to it.
The multi-player issue had a solution in Advance 3. I'm surprised that they didn't go that route with co-op The End Dragon can instakill you via the black holes
Technically you don't NEED to buy the base Prototype. The ones you purchase are just prototypes 2-5. You start with the first one available off the bat.
I think it would be cool if they gave the water and vision emeralds extra abilities in update to make them more universal. Something simple like vision spawning rings next to the character no matter where you are and water maybe coming with a shield or a geyser attack effect that hits enemies above you.
Isn't the "Slow" ability just a weaker Chaos Control? Did SEGA forget when they established that all of the Chaos Emeralds could stop time if the user knew how? Or does that just not apply in the "classic" side of the sonic games?
I am pretty sure the physics has been translated 1 to 1 from mania and evening star studio (the mania team) are even in the special thanks in the ending credit for the spin dash it's a bug in the refresh rate anything that more than 60 will miss up the inputs I hope that helps 😅
Knuckles’s glide and climb are wrong, even when the spindash is working as it should. The glide should increase in speed the longer it goes on and the wall climb should be faster when using your super form but it isn’t.
Yeah they do pick up the first two emerald powers manily for bullet. Bullet tears the game apart for major level skips and sequence breaks for skipping bosses entirely. If you can't skip the boss then it's also helpful for speeding up the fight. Avatar does much the same for speeding up boss fights. The rest just aren't worth the effort to get.
@@jammyman7085 That's fair, thanks for the info. :) Since some games have a category like NG+, I know Sonic Advance 3 and other games, some RPGs even, do. I'm curious if there are some routing tricks for the other emeralds if you already have them.
Christ no, Sonic Superstars is on par with Sonic 4. Bug's poor art direction, bad bosses, bad everything. Give me Sonic 2 on the SMS. Sega get right then go then they think WOW we really hit the nail on the head and go well we will do whatever we can to go in the opposite direction and make a BAD game.
What bothers me is SEGA's marketing with all these games. They keep presenting the _Classic_ style as "THE GOOD STYLE" and act like they never stopped making the 2D games and that they're all that was ever good about Sonic. _"Shadow and Silver, and Blaze and Rouge? No no, they're f*cking DEAD and we'll never acknowledge them because they were the BAD Sonic games but LOOK WE HAVE EVERYONE & KNUCKLES LOOKING LIKE IT'S SONIC CD SO GAME GOOD PLEASE BUY"_ and I'm just getting tired of that.
The funny thing is that's all pushing on Western audiences. Japan doesn't care much for 2D at all, and if you look to see what games sold well, it's always the 3D games that have somewhat of an "anime"/shonen story to them (both Adventure games are up there and Frontiers actually was popular).
Knuckles needs the Drop Dash treatment so badly. He's always had a bit of a delay before he gets back up from a glide, it felt so bad in this game, that on bosses that chase you around, if you try to glide to recover, you're already dead but feel bad becasue you try to recover anyways. As well as in normal play, it feels more severe, what he needs, what I really really want for 2D Knuckles in the future, is to give him a momentum recovery similar to the drop dash. Not the same or as Sonic's but more like if you're holding down while gliding as you hit the ground Knuckles would do a quick single roll into a sprint, he'd maintain his momentum but he wouldn't gain momentum like Sonic does from the drop dash. This would give Knuckles a real different option for navigating a level quickly, you'd want to glide to platforms you can barely reach from a glide and thread the needles between platforms to keep his momentum going, and would feel totally natural as an extension of the character.
@@desmo-ciel I need to replay Mania to test it, there are worse excuses to replay a good game. It just stood out to me so much in Superstars that it was an issue with him, I haven't thought too much until super stars I guess, where the recovery felt so long and punishing for gliding at all.
Gonna be honest, while I not always see eye to eye with Nick, this video feels like a relief over a see of teenagers (and some grown adults) complaining about things they don’t understand or they simply aren’t very good at. Of course I don’t think the game is perfect, far from it, but to not understand the simple core of sonic as a game that you have to play multiple times to get good at and to not use the mechanics that the game gives. It’s insane to me.
i think sonic superstars just kinda went into a losing battle, full price, releasing the same week as mario wonder, weirdly obtuse business practices (kroger of all places got exclusive skins??????? and the denuvo incident) if it released in september or november for like 40 bucks it would’ve been great! but thats not the world we live in unfortunately.
On the bit about the time stones, while it’d be cool and probably smarter to bring those back the chaos emeralds do have a lot of time manipulating properties across the series (chaos control and the 06 time travel) so using those to reverse time isn’t a stretch
Honestly, I think it was a missed oppurtunity to not let you play the mech's in the main game mode. I mean, they litterally established a 'skin' swapping mechanic, so why can't we play as our mechs in the main game?
Hey, so about cyber station's theme, you see how much does Jun like his Sonic 2 snares? well.. at the beggining of the theme, you can hear them-- I'm not saying he made the theme, but he maybe did
On the last fight, being invincibility is somewhat moot. Your allies don't appear with their extra ring pickups unless you can spend long enough not to get hit.
Don’t get me wrong, as someone who spent hours into this game, I found the best way to optimize medal collection and there is a nice flow to it so buying robot parts and paint jobs. Don’t bother me as much it should, but I still think it was really dumb. How they chose to approach it. I respect what they were going for, if you build an actual robot in real life, you can’t just decide to take back the paint you’ve already put onto the robot. But then again, since when has sonic been super realistic like that? This is clearly just a way to artificially prolong gameplay time. Now I’m just saying this whole situation could’ve been avoided if they added one thing to the game : debug mode. Then you could spawn in 999 medals and just give yourself a seemingly endless supply of currency and make Scrooge McDuck eat his heart out
I screwed up Jun's name so bad while recording this I am so sorry
Happy bee theory weekend Milkbro 4ever Wallace. 😊
Even after this comment I could not have predicted how you'd pronounce it 💀
Hey, the main reason arzest got the project is because Naoto Oshima and Izuka know each other and another reason why is because I think Yuji Nakas relationship with pretty many former sonic team members is pretty sour, but now now he's in jail so Naoto saw an opportunity to try a new sonic game. With the help of sonic team.
Jun Sayotome... 😮 & Tee Loops 😂
I'm sorry, but I couldn't let it slide😅
You'll never pronounce Japanese names wrong once you learn the sounds of their 5 vowels
americans stop absolutely butchering foreign names and start looking up the pronunciation challenge (IMPOSSIBLE)
Shout-out to the dev who had the thought:
"What if you buy the Metals...with MEDALS"
The only smart choice in the game,change my mind
@@Carter-k7jCo-op works like New Super Mario Bros. Wii, and also has separate ring counts for each player.
I watched the whole thing.
I'm glad the man got his robots. It seemed like he needed this.
Best part of the whole video 😂
“High 6, high 7 that becomes a 8 the more you play it”.
That is a great summary of most Sonic games lol
We definitely had different experiences with this game, but I'm glad many can call it good!
I also played as Knuckles for the majority of the last half of the game, now I realize I probably shouldn't have.
Hey aren't you that guy?
My favorite things are my favorite things from Sonic R, I have no idea why anyone values my opinion
@@GameApologist idk man it definitely has its charm
I learned that Amy is the boss killer and Tails is the exploration character.
What? Radical soda not enjoying a game? Who ever thought that could happen crazy man
I just wish devs making classic revivals like this stopped making bosses that can’t be melted through. Being able to do that is a mark of skill in Sonic, as well as part of the charm.
Blame the multi-player.
I honestly didn't mind the bosses not being "melt-able", as it made the bosses more memorable and challenging then they usually are in classic Sonic games; I just wish they made it clear WHEN and WHY you can't hit them. Like the Metal Robot boss in Cyber Station has moments where he's perfectly placed to be hit, but his hitbox hasn't reloaded yet, so you go to attack but just fall into the void.
The only boss I will concede as having been a bit too much though is probably the fight against Fang in the Marvelous Queen and the final boss fight against Eggman (I haven't finished Trip's story yet, but I know there's some much harder ones there).
"Hard mode is too easy😭😭"
*makes next game more difficult
"Waaaah, this game is too hard😭😭😭"
The "polished" part feels even less in multiplayer, which is kinda a big part of the marketing of this game, sure it's playable (mostly) but yeah I played with some friends and sometimes some weird stuff happened like sometimes someone started to drown in air for some reason and also someone couldn't respawn till the end of the level for whatever reason, and there were some parts we had to restart the whole act because we couldn't move or do anything to continue the level
can confirm, the multiplayer is buggy
It's selfish, but I was worried the game would be designed around multiplayer, and I am actually relieved that it plays great as a classic solo game lol plus the Genesis games always had tacked on multiplayer so it tracked for me. But the marketting focus on multiplayer was a mistake in retrospect perhaps.
And it isn't even online multiplayer either
“I don’t care that you’re drowning in your own lungs, you knocked into me!”
@@dprototype6431Imagine we somehow get a representation of the Babylon Rogues as DLC in this game.
I'd pay heavy money for a Jet sonic skin!
Here is some side talk I have; I was ecstatic to hear that Morio Kishimoto (The Lead Director of Sonic Team) played _Spark the Electric Jester 3_ and enjoyed it enough to study its game design philosophy for future _Sonic_ titles.
I sure hope the same can be said for _Freedom Planet_ and _Freedom Planet 2._ Those games are fun joyrides and severely underrated, to the point where I can barely find anyone playing them - just getting a few clips of the game in a Dumbsville video felt like finding a can of bread during a months-long blizzard! I just hope that someone from Sonic Team like Takashi Iizuka or Morio Kishimoto can sit down and play these games, learning a thing or two from them, such as how the _Freedom Planet_ series designs its bosses.
im kinda atonished it took a heavily inspired series from sonic for them to actually figure out what make their OWN GAMES good.
nice freedom planet pfp
There is also Defunct, Cloudbuilt, Panic Porcupine, and Skybolt Zack. An even more obscure game than Freedom Planet and Spark the Electric Jester. Games that also took some of the Sonic design and made their own thing and did a good job at it.
It is also worth noting that some Sonic fangames really did a good job at translating the classic Sonic formula into 3D like Sonic Utopia and Sonic GT. (and they did it better than Sonic Team)
I did not know they got some inspriation from Spark, and considering how much I love pretty much everything from Lake (BTS through Chrono Adventure to Spark, despite the flaws some of those games may have) thats incredibly cool to hear.
I don’t care
1:05 Back then people had bad taste since we were more focused on 3D.
That being said I do wonder how a 2.5D Sonic game ala Klonoa would’ve been received.
Exactly, the later Mega Man Classic and Mega Man X titles got a lot of flack for sticking with the 2D, sprite based formula, and yet those games have aged better than most PS1 titles...Well...at least X4 did.
I'm going to be honest: I would give Sonic Superstars a 7.5 to an 8.
It is definitely a good game, but it has some glaring flaws: one in particular would be the boss fights and how they can range from tedious to sometimes unfair.
On the plus side, I love all the playable characters (especially Trip)🤩
If a game has "glaring flaws" it's not a 8. Lol
Which characters did you use against the bosses? If you use Amy, you can take out most bosses in under a minute.
@@LeonardoRodrigues-uj1smOpinion moment
@@SBaby most of the time I was using Sonic; now I am playing through Trip's campaign
@@natoriousthehopeful2786 Sonic is actually the hardest character to beat bosses with, because many bosses are frequently vulnerable, but out of reach if you're using him. But Amy has a double jump that keeps her in attack mode for the second jump, where Knuckles and Tails aren't in attack mode when they glide or fly. So in other words, Amy can reach the bosses and hit them more often as a result.
A simple split screen race like Sonic 2 & SA2 is always good to have.
The shuttle loop you go around 8 times in some levels is a multiplayer incentive. Each character counts as 1 so if you have 4 players you can get through the loop 4 times as fast. The drill in Golden Capital is another one. Goes waaay faster when you have 4 players mashing the button. There's also those boxes you hang from and those elevators that take you to a different floor with better rewards based on number of players.
Why yes I am still obsessed with Sonic Superstars and must consume any and all content relating to it
ALSO THANK YOU FOR BRINGING UP THE KNUCKLES JUMPING OFF THE WALL GLITCH THING
The snake in Sand Sanctuary honestly reminds me of the snake from Snake Pass.... That game was also from Sumo Digital who produced a lot of Sega/Sonic games so its interesting (even though Snake Pass was an independent game and wasn't published by Sega).
I found myself comparing Superstars to Sonic Advance alot.. Superstars is *definitely* closer physics to Sonic Mania compared to Sonic Forces 2d parts.. but somehow Sonic's movement still feels a little more janky to me than Advance did 🤔 I could get by it and it's still a good game, but I'm still amazed how Sonic Advance managed to get Sonic's physics so perfect on GBA so many years ago. Yet it's been such an up-hill battle for Sega or Dimps to re-create those physics 20+ years later. Still, I'm grateful Sonic is getting a better reputation for his modern games!
One thing I'm confused by the game is that you don't get to play as your customizable robot character in the stages themselves. We all know the online battle mode is going to DIE! What if I want to play as an orange Mecha Sonic pretending he's the one from Scrapnik Island in the regular levels?!
The online battle mode is already dead, but not because the servers are down. There's just no one playing.
To me I hope they make a more polished sequel to Sonic Superstars because I REALLY love the physics and level design for this game. It feels like the most arcade like Sonic game to me because the tight jump controls that allow these characters to hop from platform to platform without too much acceleration time. Also stages that are just filled enough with enemies that the pacing for each game does not feel like there is either too much running or too much waiting.
The controls make me feel like it is my fault for not navigating as cleverly the game wants me to be, unlimited lives allows me to make more mistakes and learn from the stages more, and the emerald powers are a neat extra resource that make you think when you are going to use it.
It also helps that I do not have to beat the game in order to get Super Sonic in case I messed up on the special stages. It's a good Sonic game that is not as legendary as the 2's and 3&K's. But it has GODLY QOL changes that make the Classic Sonic experience much more bearable.
SAME! The new air physics are nice
Well Dream Team might very well be your game, at least if you're more into the 3D games.
God I would love an update that let's you play as the Metals, Id get a plus version if they were skins
I look at Mario vs Sonic like two competing plane manufacturers trying to design better and better planes. They’ve both been in the industry for 30+ years. However where one company always tries to one-up their last project with new gimmicks and higher top speeds, the other company constantly has to re-prove that they can even make a flying machine that doesn’t crash and burn on take-off. One company is making successful passenger airliners, while the other is effectively still stuck in the Wright Brothers phase.
The sad thing in this case is, they HAD been making successful passenger airliners, but then management got paranoid and decided to go back to wood-framed fabric biplanes.
@@OtakuUnitedStudio Sonic 06 was literally the perfect direction to take the series. The problem is that it didn’t get enough time in the oven, however managment wrongfully blamed it on just being a bad recipe altogether.
@@jirehjirehjirehjireh I wouldn't say "perfect." The controls and level design maybe, but the story and visuals really didn't hold up. Putting a cartoon animal with photorealistic humans just created a visually jarring experience. I know the movie did the same, but the way he was redesigned (the second time) really helped the whole thing mesh better.
@@OtakuUnitedStudio You definitely have a point with the humans and story. Overall though I think 06 was a great base formula to build upon. But we all know SEGA notoriously has a “throw the baby out with the bath water” mentality when it comes to their franchises.
This might seem to be a bit of a random thing to ask. But do you think you'd ever talk about the ghosts that have appeared in sonic media. While they don't show up all the time, they do seem to be a common occurrence. I've always been very interested in them ever since I first encountered King Boom Boo. And also the Night of the Werehoge got a sequel.
Yeah that'll actually make a good topic cause theirs many different kinds of ghost across the Sonic series
Nick, ChannelPup, and a few others did a video awhile back talking about the various ghosts in Sonic media over on the Sunset City TH-cam channel.
You may have to dig a bit for it - the video was made over a year ago - but it should still be there.
10:34 I have yet to see a classic side-scrolling, main-line Sonic game where any of the other characters actually run slower than Sonic.
I doubt this one is any different
I dont even know what a good sonic game is anymore because this series is so varied in quality and design
true
17:01 A lot of people tend to forget that the homing attack originated in the classic era with 3D Blast. It isn't a modern-only thing.
Facts!!!
Usually when people say that the homing attack doesn't belong in Classic Sonic, they mean that it was introduced so that you could attack enemies easier in 3D in general, not just Modern Sonic. Literally one of the main complaints I've seen of 3D Blast is that the homing attack is a powerup and not part of Sonic's moveset
The music really is a tragedy. It's so, SO good in the first half of the game's stages but just drops off the face of the earth once you get to Press Factory. Sure, there's a few exceptions, Toriena does really well on Cyber Station, and one of the Frozen Base themes sounds like an Actual Genesis Track instead of whatever Jun keeps using, but the fact is I can only enjoy like a fraction of this soundtrack. Sure it's like 60-40 in a ratio of good to bad tracks but it still sucks that Jun dropped the ball so hard. He's capable of way better, there's no sense in limiting him like this.
I feel like Mania's Death Egg Robot is peak Sonic boss design. It utilizes the physics, presents challenges without being overly punishing and allows you to go faster if you're experienced.
I wonder if part of the problem is the "playtime" expectation of modern games. Since the stages go by quick, the bosses are a way to drag it out. I've always found Sonic games short but highly replayable, however that's a forgotten virtue these days, with people laughing at the idea of a 3-4h campaign. And fittingly, long scripted bosses are a huge blow to replayability.
Mania death egg robot peak boss design ,no.
Eh, I feel like it's a bit too easy to cheese the Death Egg Robot in Mania. Granted, it was the first boss in the game, but it just feels like a fairly unremarkable fight once you learn you can just attack him from behind
You bring up a good point about consistancy with animal designs talking about the Giant Snake, remember the Pheonix back in Unleashed, it actually had Eyes that made it fit in with with the Sonic characters.
Yeah Sonic Team tries WAY too hard to force realism in these games like with the Forces Snake.....yet at the same time have the more cartoony looking Sandworms from Lost World in the same game
The Cyber Station boss was one of the biggest surprises on my first run. I reached it with a hefty amount of rings and breezed through the first phase as Super Sonic, expecting that to be it. Then it grows giant. I transform again and prepare, only for the thing to blast the floor out from under my feet and kill me. It took me like ten minutes to finally beat it afterwards.
I would have enjoyed Press Factory Act 2 if 2 things were changed-
If the robot charges up fully, it just starts launching projectiles at you that are avoidable, but can potentially screw your flow up or kill you if you’re not careful, incentivizing you to keep it inactive for the sake of moving on safely
Second, at the end of the act, you get to fight and smash the damn thing as the boss battle.
I feel like a lot of problems from the level design, especially when it comes to boss fights come from the multiplayer aspect of it.
The bosses were designed so they wouldn't be possible to just wreck in 2 seconds if you play with a friend which makes them drag way more when you play solo.
And sadly, I'm guessing they didn't got the time to completely rework them for the solo story (including Trip's), just make them harder without completely changing their pattern.
Really, my one hope for a DLC or Update is to have the game more adapted for a one player gameplay if you play solo. Especially since that's how most are going to play this game, at least until we can play with each player on a screen a la Sonic Advance 3.
what confuses me is that i feel like they shouldve adapted trips ability to sprawl walls into a better version of knuckles climbing (but he still keeps his normal climbing animation), but instead they just gave it to a new comer instead of refineing knuckles and his kit.
Few things:
- I love Jun's grey hair.
- This is "Classic" Sonic's first standalone game, and there is a difference between him and Genesis Sonic.
- The best thing about the Super mode in this game is that you can actually deactivate it, and if you deactivate it while you're transforming at just the right time, you become super without losing rings. It's like mastering a super sayian transformation where you don't have any drawbacks.
Didn't know about the free super form exploit. I wonder if I can use that to cheat through Trip's final boss.
about that 2nd thing: Classic Sonic IS in mania, it has been confirmed in the look and in the "story" of Forces
Metal Knuckles being playable is something I never thought was possible until now
Me after what SEGA did to Knuckles after Frontiers DLC and Superstars:
"Look how they massacred my boy"
Frontiers fixed Knuckles so that game is off the hook but I still stand by what I said about Superstars. Shit game
9:10 Is it weird if the only real physics issue I felt with the game, was those spinning ball things that semi function like the S3K bonus stages, except for the fact that they don't control the same at all. It hurt my brain trying to rotate around them until i realized you just have to point the d-pad or stick in the direction you want to go vs controlling an orbit around the object like the S3K or even Mania.
I think that specific change was because so many people were confused by the Sonic 3 and Mania versions
Superstars version of the Sonic 1 barrel 👀
You CAN just let your momentum control where you go, but doing so is far trickier than aiming with the d-pad. The timing is way too precise and the visual indicator of the character spinning around it isn't as useful as it might seem.
Superstars is a game I appreciate the more I learn about it. I initially didn't get the Fantasy Zone shoutout, but now hearing that they went so far as to include sound effects from the original game and got the composer to make the song for that stage, I really like it. Or all the recreated animations ripped straight out of the 16 bit games. Or even the other Easter eggs that feel like they really wanted to do right by the franchise and other SEGA franchises, just today I unlocked the NiGHTS robot which is such a great addition. Like, there's so many little details that you can appreciate if you're a huge Sonic fan that loves deep cuts and it's a shame the game has been so mixed in terms of reception. It's not Mania 2, but it's mostly what I wanted, which was a new Classic Sonic game with all new stages, so I'm satisfied with it. Just... tone down the bosses next time, and don't have Jun make any of the music, or at least not as much as Tee and others on the sound team. (Though I honestly liked most of his work on the OST, truthfully)
1:00:01 So it turns out, that the rabbit Skin name is max, and Feels is the name for a prototype Ristar name.
Sonic go brrrrrr
@@MiguelFernandez-ke4jg agreed
i like that you loved golden capital as much as i did! the use of the old concept art by making it into an official level was awesome!🎉
ya know what? I'd fucking buy an entire game around building metal sonic characters to play through levels, like perhaps the premise is Eggman is trying to design a new robot to finally take down sonic, so he makes an A.I. which he places in a cyber world, the A.I. (I.E. the player) then plays through simulations of past sonic exploits (or some theoretical ones) and you earn points with a combination of coins, time bonus, et cetera and can purchase different mecha parts to customize your mecha into the 'ultimate' mecha which Eggman will use to end Sonic. Who wouldn't enjoy that? Hell have Eggman give commentary at your picks. Like you pick Blue, and he remarks "Ah, Blue. Are you telling me Blue is why he's do fast? Yes, my entire Empire will be BLUE!" Or so on, imagine what Eggman's unhinged responses can be.
the more I think of it, they should really use the Time stones more, they only used them twice, in the game they originated from, Sonic CD, and also for a little event in the official Sonic Roblox game that also did a callback to Sonic Generations
The Cat n Mouse section was such a missed opportunity for a proper Chu Chu Rocket reference. Come on SEGA, yes we love NiGHTS but we also love Chu Chu Rocket.
I absolutely adore Superstars. Amy and Trip are both a delight to play and as a Sonic Rush fan I honestly don't mind the bosses with a few glaring exceptions (the final Fang fight can die in a corner).
Heck, even the music? I like the entire soundtrack. Sure some songs more than others but even the songs that constantly gets shit on fits the stages they appear ib and I find myself bopping my head to them.
I feel tails being able to fall fast makes him so much better
The funny thing about the camera-distance complaint: the camera is at the exact same distance, with the exact same field of view, that Sonic Mania and the mobile/Origins versions of the Genesis titles used. I think one of the reasons people feel that it's too close is the way the 3.5D environments are presented; not "flat" like in Sonic 4, New Super Mario Bros., or Mario Wonder, but very clearly three-dimensional with the level's "edge" closer to the camera than the character is. It makes it a bit tougher to immediately process the fast-paced movement of the stage than it would in a more "pure 2D" level presentation. There's more visual noise in the graphics for your mind to parse, and that interferes even with the familiarity of a long-time Sonic player reacting to things they're used to in the 2D games.
I adjusted relatively quickly and now it barely makes a difference, but everyone's a little different; most players will have to re-learn their Sonic reflexes, somewhat.
i think its incredibly charitable to think advance amy was consciously made difficult rather than them not having much care put into her moveset much like SA1. don't care if amy these days is "baby mode" at least she's not crippled or sidelined like the games have always done until origins
My problems with both Mania and Superstars are mainly how little they do to overcome the flaws of the originals on the Genesis.
You still get bombarded by stuff you can't see because Sonic is too fast, too many beginners traps impossible to predict in your first run trought the game, the rings system being too brutal on simple mistakes (you lose everything in 1 hit) but too forgiving on costant f*ck ups.
I don't know, I think these stuff should have been iron out ages ago.
I went out of my way to make sure I had all of the Chaos Emeralds before I even started Trip's campaign.
Way more fun to just float there and let the bosses damage themselves.
I remember well how the Sonic franchise was a byword for just consistently lacklustre games, so I'm pretty stoked that we're now in an era where they're largely regarded as good again 😊
I never cared what the internet said about Sonic games. Most people are just useless when it comes to opinions. They always follow the winds of change, never be consistent. You must also just be a wind waker.
that is pretty much what happened, Iizuka and Ohshima were drinking over how much Naka sucks and Balan flopped, and Iizuka threw Ohshima a bone and let him make a sonic game lol
I think with a patch that included:
- Checkpoints for every boss fight's parts and shorter bosses fights (Both Fang and final boss fights are too long).
- Better (more detailed) landscapes for Lagoon City, Press Factory and Golden Capital.
- Better boss theme (Robotnik ones).
- Fixing glitches (there are too much).
- 1080 on Switch docked mode and a bit more detailed Sonic model on Switch.
- Adding shadows to the sprites on the Switch version (unnaceptable that they removed the shadow on a 2.5 D game).
... the game would be a 9 for me.
Jun Seotome and Tee Loops are definitely my favorite sonic composers
The worst thing about the coop play is that when they introduced tails for the first time they also added a great competition mode which could have easily be molded into a coop mode if they had pay the attention to their own creations. All this time and a decently good coop mode would have been already playable by now.
Holy shit, two videos out on the same day. We're eating good today!
Plus its 1 30 minute video and another 1 hr and 25 minute long video
yeah fangs mech at the end of trip mode is the one she destroyed with her dragon form early in the main story game in the background.
The evil dragon at the end looks like Trip enough that he's probably an ancient member of the sungazer tribe or whatever. Could have used SOME plot. You should check out the Trio of Trouble short and the Fang's Big Break comic cuz those both involve the dragon plot a bit and explain Trip's deal. The mural Knuckles finds in Golden Capital and the giant snake also feature prominently in Trio of Trouble. The mural seems to imply that each emerald is associated with one of the giant animals which might explain the emerald powers. Avatar is associated with Pocky the Rabbit, for example.
Unfortunately, the decision to avoid any dialogue at all prevents the game from being able to tell too deep of a story. Non-verbal storytelling is always a great idea if done well, but they landed just short in this particular title. If that mural near the end of the game could have shed a little more light on the subject, that would have probably gone a long way towards making the final boss feel like part of the world rather than a "surprise boss with no buildup" situation.
There is Metal Trip which shows up for Trip in Cyber Station Zone's boss fight. Which @GameApologist didn't show off when talking about that stage.
the only modern character that would make sense to be in a classic game would be silver since he's a time traveller
Man, Sky Sanctuary is lookin a lot more like Sand Sanctuary right about now.
I feel like the more you ask for a new Nights game the more it’ll be made by Forever Entertainment lol. Great video dude 💙
Press Factory straight up needs that "F it, it's drum and bass, watchya gonna do" song (quick search) Pendulum Blood Sugar and make the level bounce to it. Or at least something with that kind of hard energy to it.
The multi-player issue had a solution in Advance 3. I'm surprised that they didn't go that route with co-op
The End Dragon can instakill you via the black holes
Can I do something completely irrational and probably not funny?
Yeah? OK.
14:29 "I love me a good hub" 💀🤨📷
We have seen an entire army of Metal Shadow, they're just called Androids
Technically you don't NEED to buy the base Prototype. The ones you purchase are just prototypes 2-5. You start with the first one available off the bat.
2 videos in 9 hours?
What's scary about that?
That's great!
I think it would be cool if they gave the water and vision emeralds extra abilities in update to make them more universal. Something simple like vision spawning rings next to the character no matter where you are and water maybe coming with a shield or a geyser attack effect that hits enemies above you.
17:01 That's less of a Homing Attack and more so a Sonic Boom Ener-beam tether challenge.
39:02 I feel this in my soul
Isn't the "Slow" ability just a weaker Chaos Control? Did SEGA forget when they established that all of the Chaos Emeralds could stop time if the user knew how?
Or does that just not apply in the "classic" side of the sonic games?
They just didn’t care. Got to admit it created a very compelling gameplay reason to get the chaos emeralds tho
At this point, I think Chaos Control is more of a time stop than a time slow, because nothing moves under Chaos Control after SA2.
To be fair, they're not even supposed to know what Chaos Control is yet. Sonic learned it in SA2 by watching Shadow use it!
I am pretty sure the physics has been translated 1 to 1 from mania and evening star studio (the mania team) are even in the special thanks in the ending credit for the spin dash it's a bug in the refresh rate anything that more than 60 will miss up the inputs I hope that helps 😅
I am pretty sure the Switch doesn't output more than 60 and the spindash is still underpowered.
except knuckles glide doesn't build momentum
Knuckles’s glide and climb are wrong, even when the spindash is working as it should. The glide should increase in speed the longer it goes on and the wall climb should be faster when using your super form but it isn’t.
I would love to see more TMNT comic videos
I hope arzest and the others can come back to make the sequel but with a bigger budget
Cant wait to see how they work Trip into IDW Sonic
32:26 omfg Nick started gooning in the middle of the video
I can definitely see the Emerald Abilities being used in speedrun routing.
Yeah they do pick up the first two emerald powers manily for bullet.
Bullet tears the game apart for major level skips and sequence breaks for skipping bosses entirely. If you can't skip the boss then it's also helpful for speeding up the fight.
Avatar does much the same for speeding up boss fights. The rest just aren't worth the effort to get.
@@jammyman7085 That's fair, thanks for the info. :) Since some games have a category like NG+, I know Sonic Advance 3 and other games, some RPGs even, do. I'm curious if there are some routing tricks for the other emeralds if you already have them.
You talk about Sonic really well.
Christ no, Sonic Superstars is on par with Sonic 4. Bug's poor art direction, bad bosses, bad everything. Give me Sonic 2 on the SMS.
Sega get right then go then they think WOW we really hit the nail on the head and go well we will do whatever we can to go in the opposite direction and make a BAD game.
Two videos in one day, it's a Halloween Treat.
What bothers me is SEGA's marketing with all these games. They keep presenting the _Classic_ style as "THE GOOD STYLE" and act like they never stopped making the 2D games and that they're all that was ever good about Sonic. _"Shadow and Silver, and Blaze and Rouge? No no, they're f*cking DEAD and we'll never acknowledge them because they were the BAD Sonic games but LOOK WE HAVE EVERYONE & KNUCKLES LOOKING LIKE IT'S SONIC CD SO GAME GOOD PLEASE BUY"_ and I'm just getting tired of that.
The funny thing is that's all pushing on Western audiences. Japan doesn't care much for 2D at all, and if you look to see what games sold well, it's always the 3D games that have somewhat of an "anime"/shonen story to them (both Adventure games are up there and Frontiers actually was popular).
Knuckles needs the Drop Dash treatment so badly. He's always had a bit of a delay before he gets back up from a glide, it felt so bad in this game, that on bosses that chase you around, if you try to glide to recover, you're already dead but feel bad becasue you try to recover anyways. As well as in normal play, it feels more severe, what he needs, what I really really want for 2D Knuckles in the future, is to give him a momentum recovery similar to the drop dash. Not the same or as Sonic's but more like if you're holding down while gliding as you hit the ground Knuckles would do a quick single roll into a sprint, he'd maintain his momentum but he wouldn't gain momentum like Sonic does from the drop dash. This would give Knuckles a real different option for navigating a level quickly, you'd want to glide to platforms you can barely reach from a glide and thread the needles between platforms to keep his momentum going, and would feel totally natural as an extension of the character.
in 3&K and/or Mania iirc you could spindash after landing from a glide to offset that endlag, but they forgot to add it here
@@desmo-cielThis is true
@@desmo-ciel I need to replay Mania to test it, there are worse excuses to replay a good game. It just stood out to me so much in Superstars that it was an issue with him, I haven't thought too much until super stars I guess, where the recovery felt so long and punishing for gliding at all.
32:22
alright who taught grandpa what gooning is
*YOU SAID BEES* ?!
Right about now, it's time to rock with the biggity Buck Bumble!
Gonna be honest, while I not always see eye to eye with Nick, this video feels like a relief over a see of teenagers (and some grown adults) complaining about things they don’t understand or they simply aren’t very good at.
Of course I don’t think the game is perfect, far from it, but to not understand the simple core of sonic as a game that you have to play multiple times to get good at and to not use the mechanics that the game gives. It’s insane to me.
i think sonic superstars just kinda went into a losing battle, full price, releasing the same week as mario wonder, weirdly obtuse business practices (kroger of all places got exclusive skins??????? and the denuvo incident) if it released in september or november for like 40 bucks it would’ve been great! but thats not the world we live in unfortunately.
On the bit about the time stones, while it’d be cool and probably smarter to bring those back the chaos emeralds do have a lot of time manipulating properties across the series (chaos control and the 06 time travel) so using those to reverse time isn’t a stretch
Shadow clone jutsu is something BEFORE certain shounen anime exist,part of the ninja folklore....the rest of the video,great by th way! =D
Btw the Cyber level have a reference to Pulseman, a Sega Genesis game only released in japan
Honestly, I think it was a missed oppurtunity to not let you play the mech's in the main game mode. I mean, they litterally established a 'skin' swapping mechanic, so why can't we play as our mechs in the main game?
As much as I hate the original Splash Hill, that remix is a crime against humanity
Me 1h25 mins ago: Oh, God! One and a half hour video, I'll watch this later, maybe in chunks.
Me now: Well...
Hey, so about cyber station's theme, you see how much does Jun like his Sonic 2 snares? well.. at the beggining of the theme, you can hear them--
I'm not saying he made the theme, but he maybe did
On the last fight, being invincibility is somewhat moot. Your allies don't appear with their extra ring pickups unless you can spend long enough not to get hit.
Why do I feel if there was a movie to be made about making sonic games, it would essentially be a Japanese version of the Producers?
Don’t get me wrong, as someone who spent hours into this game, I found the best way to optimize medal collection and there is a nice flow to it so buying robot parts and paint jobs. Don’t bother me as much it should, but I still think it was really dumb. How they chose to approach it.
I respect what they were going for, if you build an actual robot in real life, you can’t just decide to take back the paint you’ve already put onto the robot. But then again, since when has sonic been super realistic like that? This is clearly just a way to artificially prolong gameplay time.
Now I’m just saying this whole situation could’ve been avoided if they added one thing to the game : debug mode.
Then you could spawn in 999 medals and just give yourself a seemingly endless supply of currency and make Scrooge McDuck eat his heart out
maybe sonic superstars is the friends we made along the way
“Kage Bushin no Jutsu” for sonic this game
“Red Hawk” for Knuckles next game especially if he has his hat
cant believe this got recommended to me so early
Banger video
52:01 you lose rings into the foregrounds, that’s cool looking
56:55 I think it’s meant to be the snake from the short that preceded the game.