History ThatOneLevel / SonicTheHedgehog

19th Apr '16 9:28:00 AM TigerShadow
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*** You don't even have to fill up your Hero Gauge on Lethal Highway; the vehicle there can be destroyed with only around fifteen shots from the Shadow Rifle.



** The Dark mission is made a bit easier once you know exactly how the bombs are distributed—5 on the blue circuits and 8 each on the red, green, and yellow circuits, with the last one lying on an intersection between the green and yellow circuits.



** The Doom has you either killing soldiers or saving researchers. Regardless of which mission you pick, the soldiers are ''very'' aggressive and will rush at you at the drop of a hat. In the Dark mission, you have to take down ''every last one'', and in the Hero mission, you'll lose points if you kill them. On the mission with the researchers, there's a [[GameBreakingBug glitch]] that can make it UnwinnableByMistake [[note]]the item you need to heal them can get suspended in mid-air, making it impossible to pick up[[/note]] if you don't have the Heal Cannon. Incidentally, this is the ''only'' level where that weapon is actually useful. While the mazelike nature of the ARK is mitigated slightly by a map, it's hard to read and you'll just end up wasting time looking at it. Interestingly, The Doom is virtually unchanged for Expert Mode; perhaps the developers realized how difficult this stage was and that making it harder would have been overkill.

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** The Doom has you either killing soldiers or saving researchers. Regardless of which mission you pick, the soldiers are ''very'' aggressive and will rush at you at the drop of a hat. In the Dark mission, you have to take down ''every last one'', and in the Hero mission, you'll lose points if you kill them. On the mission with the researchers, there's a [[GameBreakingBug glitch]] that can make it UnwinnableByMistake [[note]]the item you need to heal them can get suspended in mid-air, making it impossible to pick up[[/note]] if you don't have the Heal Cannon. Incidentally, this is the ''only'' level where that weapon is actually useful. While the mazelike maze-like nature of the ARK is mitigated slightly by a map, it's hard to read and you'll just end up wasting time looking at it. Interestingly, The Doom is virtually unchanged for Expert Mode; perhaps the developers realized how difficult this stage was and that making it harder would have been overkill.
14th Mar '16 9:37:57 PM Exusia
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** Lost Impact is somehow ''even longer'' than The Doom, and has no maps at all. The Hero mission has you exterminating all of the Artificial Chaos, and you have to scour the whole stage to get every last one; there's nothing worse than spending 20+ minutes on the stage only to realize at the end that you missed one. Additionally, there's a lot of them on the paths of the GUN Rails, which can't slow down or stop while Shadow is manning the gun, and some might hide in shadows. The one upshot to all this is that the soldiers here actually don't attack Shadow and sometimes assist in taking down the Chaos. This level has been perfectly described by Lewis from WebVideo/BrainScratchCommentaries: "Imagine three dimensional except badly designed VideoGame/SuperMetroid where you can't miss a single Missile Tank and you have this level, only the [[ChestMonster Missile Tank]] shoots back."

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** Lost Impact is somehow ''even longer'' than The Doom, and has no maps at all. The Hero mission has you exterminating all of the Artificial Chaos, and you have to scour the whole stage to get every last one; there's nothing worse than spending 20+ minutes on the stage only to realize at the end that you missed one. Additionally, there's a lot of them on the paths of the GUN Rails, which can't slow down or stop while Shadow is manning the gun, and some might hide in shadows. The one upshot to all this is that the soldiers here actually don't attack Shadow and sometimes assist in taking down the Chaos. This level has been perfectly described by Lewis from WebVideo/BrainScratchCommentaries: "Imagine three dimensional except badly designed VideoGame/SuperMetroid where you can't miss a single Missile Tank and you have this level, only the [[ChestMonster Missile Tank]] shoots back."" Oh, and if you take the Normal mission to avoid all of this, your next stage is Cosmic Fall. Have fun.


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* Cosmic Fall. It's timed and there's lots of falling platforms as well as tricky sections that require you to Homing Attack off chains of enemies to small platforms; to add insult to injury, this will tank your score if you're going for the Dark mission. There's also a handful of Artificial Chaos throughout the level, more so on the Hero mission. Speaking of which, the Hero mission (which is basically the same as the Dark one but longer) also has a long section that requires use of a walker bot, which hampers your movement speed. Through all of this, you have Vector and his [[MostAnnoyingSound Muppet-esque voice]] constantly telling you to hurry up.
26th Feb '16 5:12:06 PM Dylanius9000
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* The DS version brings us Asteroid Coaster. It is the last of the 6 main levels, and by far the cheapest. There is this green goo everywhere which acts like a bottomless pit even if you're nowhere near a bottomless pit. The purple wisp is good to use but if you run out of it (it hovers and sucks stuff in) you'll just fall in the goo. Often you also get chased by giant dinosaur heads, which instantly kill you if they touch you. Worst part is, sometimes these sections have the "press R to slide under the barrier", which you would never get first time, same with a point where you have to jump up or get owned. And then there's the falling rocks which hurt you and impede your progress, unless you're boosting. And sometimes you'll have to use the slide then as well repeatedly, which runs the risk of you getting hurt. Also there's a few actual bottomless pits which appear at the worst times.

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* The DS version brings us Asteroid Coaster. It is the last of the 6 main levels, and by far the cheapest. There is this green goo everywhere which acts like a bottomless pit even if you're nowhere near a bottomless pit. The purple wisp Violet Wisp is good to use but if you run out of it (it hovers and sucks stuff in) you'll just fall in the goo. Often you also get chased by giant dinosaur heads, which instantly kill you if they touch you. Worst part is, sometimes these sections have the "press R to slide under the barrier", which you would never get first time, same with a point where you have to jump up or get owned. And then there's the falling rocks which hurt you and impede your progress, unless you're boosting. And sometimes you'll have to use the slide then as well repeatedly, which runs the risk of you getting hurt. Also there's a few actual bottomless pits which appear at the worst times.
1st Feb '16 5:42:07 PM MattDruzian
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* Eggmanland, ESPECIALLY the [=360/PS3=] version, where you're forced through 45+ minutes of non-stop NintendoHard suffering. The stage seems like a normal (if incredibly difficult and requiring pitch-perfect timing) daytime Sonic level at first, but then [[UnexpectedGameplayChange you hit the first hourglass and switch to Werehog form]] -- and that's when it hits you that you're going to be switching between Sonic's two forms a lot during this level, and given that Werehog levels on average take about 15 minutes, you can tell this is going to take ''ages'' before you finally hit the goal ring. Indeed, given the number of times you switch between Sonic's forms in the final level, it's really something like five or six levels in one. Even subsequent runs, after you've learned the stage, can take upwards of 20 or 30 minutes. To add insult to injury, the very last challenge (after some insane platforming, difficult combat sections, and instant death QTEs which are ''hard'') in the gauntlet from hell is a Werehog brawl against ''[[DemonicSpiders two Dark Titans]].'' Eggman ''really'' didn't want you getting through this one.

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* Eggmanland, ESPECIALLY the [=360/PS3=] version, where you're forced through 45+ minutes of non-stop NintendoHard suffering. The stage seems like a normal (if incredibly difficult and requiring pitch-perfect timing) daytime Sonic level at first, but then [[UnexpectedGameplayChange you hit the first hourglass and switch to Werehog form]] -- and that's when it hits you that you're going to be switching between Sonic's two forms a lot during this level, and given that Werehog levels on average take about 15 minutes, you can tell this is going to take ''ages'' before you finally hit the goal ring. Indeed, given the number of times you switch between Sonic's forms in the final level, it's really something like five or six levels in one. Even subsequent runs, after you've learned the stage, can take upwards of 20 or 30 minutes. To add insult to injury, the very last challenge (after some insane platforming, difficult combat sections, and instant death QTEs [=QTEs=] which are ''hard'') in the gauntlet from hell is a Werehog brawl against ''[[DemonicSpiders two Dark Titans]].'' Eggman ''really'' didn't want you getting through this one.
1st Feb '16 4:41:36 PM MattDruzian
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* Final Fortress: Let's see: Loads of platforms that fall out from under you if you linger on them for too long, fights with hordes of tough enemies on small platforms over bottomless pits, and last but not least, the laser dodging section at the end, which forces you to rail jump (another one of this game's less-than-refined mechanics) and comes with nice dose of CameraScrew, preventing you from seeing which rail is going to be hit by the laser, if your lucky enough to land on a rail at all.

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* Final Fortress: Let's see: Loads of platforms that fall out from under you if you linger on them for too long, fights with hordes of tough enemies on small platforms over bottomless pits, and last but not least, the laser dodging section at the end, which forces you to rail jump (another one of this game's less-than-refined mechanics) and comes with nice dose of CameraScrew, preventing you from seeing which rail is going to be hit by the laser, if your you're lucky enough to land on a rail at all.
1st Feb '16 4:38:02 PM MattDruzian
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* Power Plant is normally easy unless you are playing as either Team Sonic or Team Dark. There is a section involving [[RisetotheChallenge rising "energy"]] that you have to escape. Because this section involves extensive use of the Homing Attack, which is particularly wonky in this game, plenty of players had ''alot'' of trouble with that.

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* Power Plant is normally easy unless you are playing as either Team Sonic or Team Dark. There is a section involving [[RisetotheChallenge rising "energy"]] that you have to escape. Because this section involves extensive use of the Homing Attack, which is particularly wonky in this game, plenty of players had ''alot'' a ''lot'' of trouble with that.
1st Feb '16 4:35:36 PM MattDruzian
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1st Feb '16 4:35:30 PM MattDruzian
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* At least part of the frustration lies in Tails' mech having a ''health meter'', in a series with a gameplay staple of collecting at least one ring to avoid being a OneHitPointWonder. And unlike Eggman's mech, you don't even get an armor upgrade for it.

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* ** At least part of the frustration lies in Tails' mech having a ''health meter'', in a series with a gameplay staple of collecting at least one ring to avoid being a OneHitPointWonder. And unlike Eggman's mech, you don't even get an armor upgrade for it.



** You play Final Rush as Sonic, and you start out having to grind and jump between floating surfaces. The kicker: it's almost always over a bottomless pit, there is always CameraScrew at the worst possible moment, some of the surfaces will let you got RIGHT THROUGH THEM, and gravity can change its mind several times a second!

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** You play Final Rush as Sonic, and you start out having to grind and jump between floating surfaces. The kicker: it's almost always over a bottomless pit, there is always CameraScrew at the worst possible moment, some of the surfaces will let you got go RIGHT THROUGH THEM, and gravity can change its mind several times a second!
20th Jan '16 9:10:49 AM dmeagher13
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* Final Fortress: Let's see. Loads of platforms that fall out from under you if you linger on them for too long, fighting tough enemies on small platforms over bottom less pits, and last but not least, the laser dodging section at the end, which forces you to rail jump (another one of this games less-than-refined mechanics) and comes with nice dose of CameraScrew, preventing you from seeing which rail is going to be hit by the laser, if your lucky enough to land on a rail at all.

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* Final Fortress: Let's see. see: Loads of platforms that fall out from under you if you linger on them for too long, fighting fights with hordes of tough enemies on small platforms over bottom less bottomless pits, and last but not least, the laser dodging section at the end, which forces you to rail jump (another one of this games game's less-than-refined mechanics) and comes with nice dose of CameraScrew, preventing you from seeing which rail is going to be hit by the laser, if your lucky enough to land on a rail at all.
19th Jan '16 9:04:24 AM dmeagher13
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Added DiffLines:

* Final Fortress: Let's see. Loads of platforms that fall out from under you if you linger on them for too long, fighting tough enemies on small platforms over bottom less pits, and last but not least, the laser dodging section at the end, which forces you to rail jump (another one of this games less-than-refined mechanics) and comes with nice dose of CameraScrew, preventing you from seeing which rail is going to be hit by the laser, if your lucky enough to land on a rail at all.
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