History ThatOneLevel / SonicTheHedgehog

4th Sep '16 1:01:46 PM Bat178
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* While the emerald hunting levels in ''Sonic Adventure 2'' are unpopular with many, Mad Space, an extremely large level with [[TheComputerIsALyingBastard uncooperative hints]] and SelectiveGravity, deserves a special mention. Trying to get an A-Rank on it is pain incarnate. There's a reason it took Nintendo to finally [[VideoGame/SuperMarioGalaxy get the formula right]], and even then it was two console generations later.

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* While the emerald hunting levels in ''Sonic Adventure 2'' are unpopular with many, Mad Space, an extremely large level with [[TheComputerIsALyingBastard uncooperative hints]] and SelectiveGravity, deserves a special mention. Trying to get an A-Rank on it is pain incarnate. There's a reason it took Nintendo to finally [[VideoGame/SuperMarioGalaxy get the formula right]], and even then it was two one console generations generation later.
3rd Sep '16 5:58:18 PM BSonirachi
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[[Franchise/SonicTheHedgehog The Blue Blur]] has gone through many [[GrownTheBeard ups]] and [[DorkAge downs]] as a LongRunner, but it's always home for [[ThatOneLevel infamous levels ready to put Sonic and friends to a screeching halt]].

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[[Franchise/SonicTheHedgehog The Blue Blur]] has gone through many [[GrownTheBeard ups]] and [[DorkAge downs]] and [[MemeticMutation all-arounds]] as a LongRunner, but it's always home for [[ThatOneLevel infamous levels ready to put Sonic and friends to a screeching halt]].
24th Jul '16 4:00:24 AM Mazzafraz
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* Wing Fortress Zone, because the whole level is in the air, meaning if you fall down, you die.

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* Wing Fortress Zone, because the whole level is in the air, meaning if you fall down, you die. The stage is also quite lengthy, there are many traps and there is tricky platforming which can get very unforgiving.



* Wacky Workbench features flicking checkered floor that allows Sonic to bounce to higher into areas where there are patterned background graphics that can kill you onto platforms near the top of the stage, those slowly snaking block platforms, air vents under most major jumps, and elevators that spin you and make you jump off oddly. Additionally, when you get thrown to the top of the stage, you have to work your way down, slowly, through the killer background, to the bottom of suspended pillars JUST NEAR the bouncy floor. At least the crushers don't actually kill you.

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* Wacky Workbench features flicking a flickering checkered floor that allows bounces Sonic to bounce to higher into areas where there upwards at very high power, and the upper parts of the stage are patterned covered in booby-trapped background graphics that can kill you onto platforms near the top of the stage, surprises first-time players and frustrates veteran players. There are also those slowly snaking block platforms, air vents under most major jumps, and elevators that spin you and make you jump off oddly. Additionally, when you get thrown to the top of the stage, you have to work your way down, slowly, through the killer background, to the bottom of suspended pillars JUST NEAR the bouncy floor. At least the crushers don't actually kill you.


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* Mission Street is a decent level that most players probably won't have much issue with... unless you're playing the 100-Ring bonus mission. The stage just ''barely'' has enough Rings to qualify at 103, meaning you have to grab every single Ring you see and not get hit once. This is difficult because the stage has a lot of enemies, hazards and booby-traps, as well as a [[DemonicSpiders Vulcan Fighter]] if you're too slow.
8th Jul '16 7:21:38 AM MillaMaxwell
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** In case you don't want to spend an hour seeing why Radical Train sucks, here's the explanation; Radical Train is the perfect representation of all the terrors of Sonic 06 (Except, mercifully enough, [[MarathonLevel Sonic 06's horrid level length problems.]]) in a single level. The camera fucks with you ''constantly'' in the platforming segments where you need to bound jump up to higher platforms. Your controls will rebel against you at the worst times when trying to jump to springs. The level is poorly designed to where, if you enter the loopty loop after the first train bomb too far to the right, you ''will'' overshoot past the loop and be launched to your demise. The level is unforgiving and unfair as well, because you cannot reasonably be expected to find the last two switches in time on your first go. If you can't be expected to succeed, even with high levels of skill, at your first try at a level, the level is poorly made. Oh, but that's all ignoring the elephant in the room. ''The Mach Speed section'' is true and utter hell. The worst in the game, in fact, because it makes ''ample'' use of the two worst mechanics regarding mach speed; turning and jumping. At least Crisis City, hell that it is, was straight; in Radical Train, you will fling yourself off the side all the goddamn time because you pressed just a little too far to the left or right, you will be sent careening into train platforms because you ever-so-slightly misjudged your jump, you will miss boosters you need to hit because you're moving too fast to account for them, and you will be cursing everything you know and love because the entire section is unforgiving. Make ''one'' mistake, and you are very likely dead. And even after the platform hell that is the first half of the Mach Speed section, you'll still want to be cautious as hell; the train's explosions are almost impossible to dodge, so you better get every fucking ring you can in between each blasts, and you better hit the boosters at the end, ''which you have barely any time to see, by the way,'' or hope you glitch out and run around the train like the LP link above shows, or you'll need to start the Mach Speed section all over again. It might not be as bad as End of the World, but if you needed a level to define Sonic 06 in a nutshell, this is it.

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** In case you don't want to spend an hour seeing why Radical Train sucks, here's the explanation; Radical Train is the perfect representation of all the terrors of Sonic 06 (Except, mercifully enough, [[MarathonLevel Sonic 06's horrid level length problems.]]) in a single level. The camera fucks with you ''constantly'' in the platforming segments where you need to bound jump up to higher platforms. Your controls will rebel against you at the worst times when trying to jump to springs. The level is poorly designed to where, if you enter the loopty loop after the first train bomb too far to the right, you ''will'' overshoot past the loop and be launched to your demise. The level is unforgiving and unfair as well, because you cannot reasonably be expected to find the last two switches in time on your first go. If you can't be expected to succeed, even with high levels of skill, at your first try at a level, the level is poorly made. Oh, but that's all ignoring the elephant in the room. ''The Mach Speed section'' is true and utter hell. The worst in the game, in fact, because it makes ''ample'' use of the two worst mechanics regarding mach speed; turning and jumping. At least Crisis City, hell that it is, was straight; in Radical Train, you will fling yourself off the side all the goddamn time because you pressed just a little too far to the left or right, you will be sent careening into train platforms because you ever-so-slightly misjudged your jump, you will miss boosters you need to hit because you're moving too fast to account for them, and you will be cursing everything you know and love because the entire section is unforgiving. Make ''one'' mistake, and you are very likely dead. And even after the platform hell that is the first half of the Mach Speed section, you'll still want to be cautious as hell; the train's explosions are almost impossible to dodge, so you better get every fucking ring you can in between each blasts, blast, and you better hit the boosters at the end, ''which you have barely any time to see, by the way,'' or hope you glitch out and run around the train like the LP link above shows, or you'll need to start the Mach Speed section all over again. It might not be as bad as End of the World, but if you needed a level to define Sonic 06 in a nutshell, this is it.
8th Jul '16 7:19:02 AM MillaMaxwell
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Added DiffLines:

** In case you don't want to spend an hour seeing why Radical Train sucks, here's the explanation; Radical Train is the perfect representation of all the terrors of Sonic 06 (Except, mercifully enough, [[MarathonLevel Sonic 06's horrid level length problems.]]) in a single level. The camera fucks with you ''constantly'' in the platforming segments where you need to bound jump up to higher platforms. Your controls will rebel against you at the worst times when trying to jump to springs. The level is poorly designed to where, if you enter the loopty loop after the first train bomb too far to the right, you ''will'' overshoot past the loop and be launched to your demise. The level is unforgiving and unfair as well, because you cannot reasonably be expected to find the last two switches in time on your first go. If you can't be expected to succeed, even with high levels of skill, at your first try at a level, the level is poorly made. Oh, but that's all ignoring the elephant in the room. ''The Mach Speed section'' is true and utter hell. The worst in the game, in fact, because it makes ''ample'' use of the two worst mechanics regarding mach speed; turning and jumping. At least Crisis City, hell that it is, was straight; in Radical Train, you will fling yourself off the side all the goddamn time because you pressed just a little too far to the left or right, you will be sent careening into train platforms because you ever-so-slightly misjudged your jump, you will miss boosters you need to hit because you're moving too fast to account for them, and you will be cursing everything you know and love because the entire section is unforgiving. Make ''one'' mistake, and you are very likely dead. And even after the platform hell that is the first half of the Mach Speed section, you'll still want to be cautious as hell; the train's explosions are almost impossible to dodge, so you better get every fucking ring you can in between each blasts, and you better hit the boosters at the end, ''which you have barely any time to see, by the way,'' or hope you glitch out and run around the train like the LP link above shows, or you'll need to start the Mach Speed section all over again. It might not be as bad as End of the World, but if you needed a level to define Sonic 06 in a nutshell, this is it.
26th Jun '16 5:32:34 PM igordebraga
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* Metropolis Zone, not only because the stages are massive. To make it worse, every other Zone in the game has 2 acts, but Metropolis Zone has three to make the suffering longer[[note]](in reality, this is because the game was supposed to have an extra Zone which was cut and thus the nearly completed act was included in Metropolis Zone)[[/note]]. It also features 3 dangerous Badniks that [[GoddamnedBats can attack the player very easily]] when not paying attention. The boss fight is very long and difficult, too.

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* Metropolis Zone, not only because [[MarathonLevel the stages are massive.massive]]. To make it worse, every other Zone in the game has 2 acts, but Metropolis Zone has three to make the suffering longer[[note]](in reality, this is because the game was supposed to have an extra Zone which was cut and thus the nearly completed act was included in Metropolis Zone)[[/note]]. It also features 3 dangerous Badniks that [[GoddamnedBats can attack the player very easily]] when not paying attention. The boss fight is very long and difficult, too.



* Carnival Night Zone Act 2 when playing as Sonic, this Act is great fun up until you get stuck between two red and white barrels... and you will. (On the {{GameFAQs}} message board, [[FanNickname it's known as]] the [[DoomyDoomsOfDoom Barrel of Doom]].) It's actually quite easy to get past them if you know how, but the game gives you absolutely no indication on how to, causing many players to get completely stuck. One of the few GuideDangIt moments in the Sonic series. This led to the rise of a video game urban legend -- back around the time of the game's release, when you called Sega's help line (Remember those?), the line's automated greeting was supposedly along the lines of "Welcome to the Sega help line! To get past the red and white swirly things in Carnival Night Act 2...."

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* Carnival Night Zone Act 2 when playing as Sonic, this Act is great fun [[GuideDangIt/{{PlatformGames}} up until you get stuck between two red and white barrels... and you will. ]] (On the {{GameFAQs}} message board, [[FanNickname it's known as]] the [[DoomyDoomsOfDoom Barrel of Doom]].) It's actually quite easy to get past them if you know how, but the game gives you absolutely no indication on how to, causing many players to get completely stuck. One of the few GuideDangIt moments in the Sonic series. This led to the rise of a video game urban legend -- back around the time of the game's release, when you called Sega's help line (Remember those?), the line's automated greeting was supposedly along the lines of "Welcome to the Sega help line! To get past the red and white swirly things in Carnival Night Act 2...."
3rd Jun '16 9:34:37 PM CalzoneManiac365
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Added DiffLines:

* Wing Fortress Zone, because the whole level is in the air, meaning if you fall down, you die.
29th May '16 6:42:50 PM modgethanc
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* Oil Ocean Zone was no joke either, since the whole level is over, well, an ocean. If you fall off the platforms, you have to try to swim to safety, and you're kind of screwed. There are also tons of enemies that shoot projectiles at you, crumbling ledges, slides covered in oil, and fans that blow you this direction of that. On top of that, the boss fight is pretty hard.

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* Oil Ocean Zone was no joke either, since the whole level is over, well, an ocean. If you fall off the platforms, you have to try to swim to safety, and you're kind of screwed. There are also tons of enemies that shoot projectiles at you, crumbling ledges, slides covered in oil, and fans that blow you this direction of or that. On top of that, the boss fight is pretty hard.
29th May '16 6:41:48 PM modgethanc
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* Metropolis Zone, not only because the stages are massive. To make it worse, every other Zone in the game has 2 acts, but Metropolis Zone has three to make the suffering longer[[note]](in reality, this is because the game was supposed to have an extra Zone which was cut and thus the nearly completed act was included in Metropolis Zone)[[/note]]. It also features 3 dangerous Badniks that [[GoddamnedBats can attack the player very easily]] when not paying attention.

to:

* Metropolis Zone, not only because the stages are massive. To make it worse, every other Zone in the game has 2 acts, but Metropolis Zone has three to make the suffering longer[[note]](in reality, this is because the game was supposed to have an extra Zone which was cut and thus the nearly completed act was included in Metropolis Zone)[[/note]]. It also features 3 dangerous Badniks that [[GoddamnedBats can attack the player very easily]] when not paying attention. The boss fight is very long and difficult, too.


Added DiffLines:

* Oil Ocean Zone was no joke either, since the whole level is over, well, an ocean. If you fall off the platforms, you have to try to swim to safety, and you're kind of screwed. There are also tons of enemies that shoot projectiles at you, crumbling ledges, slides covered in oil, and fans that blow you this direction of that. On top of that, the boss fight is pretty hard.
* Death Egg Zone is also infamous for being the shortest level, but consisting of two boss fights where you're a OneHitPointWonder.
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.
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