History VideoGame / SonicAdvanceTrilogy

15th Aug '17 6:40:29 PM nombretomado
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** It also applies across the games themselves: The boss of Cosmic Angel from the first is slightly altered and appears as Chaos Angel's boss from the 3rd. Ocean Base's boss feels like a [[XMeetsY cross]] between the bosses of Secret Base in the first game and Egg Utopia in the second game.

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** It also applies across the games themselves: The boss of Cosmic Angel from the first is slightly altered and appears as Chaos Angel's boss from the 3rd. Ocean Base's boss feels like a [[XMeetsY [[JustForFun/XMeetsY cross]] between the bosses of Secret Base in the first game and Egg Utopia in the second game.
25th May '17 6:41:32 PM jameygamer
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* CollapsingCeilingBoss: The first game's Egg Spider's sole attack is to drill into the ice ceiling and make stalactites fall on the player's head. These stalactites must be used as platforms to reach the machine and bop it.


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* StationaryBoss: The final boss of the main game in ''Sonic Advance 2'' is a giant robot that stays on the right of the room that fires it's arms and shoots lasers from it's eyes. It won't move; the player has to use rising platforms to reach and smack the bot in the head.


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** After taking enough hits, the Egg Spider will start drilling down more stalactites, with the robot dropping four when it's down to one hit.
25th May '17 6:30:51 PM jameygamer
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* FlunkyBoss: The Egg Cube in Toy Kingdom spews out a bunch of toy soldiers at random intervals and uses Gemerl as a bomb and mace. After pushing the machine back far enough it initiate the "Pinch" music, the soldiers start coming out at a much faster pace.

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* FlunkyBoss: The Egg Cube in Toy Kingdom spews out a bunch of toy soldiers at random intervals and uses Gemerl as a bomb and mace. After pushing the machine back far enough it to initiate the "Pinch" music, the soldiers start coming out at a much faster pace.
9th May '17 9:18:21 PM Prinzenick
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** Compounding this is the cheap enemy placement, such as enemies right above springs, enemies shooting at you off-screen hitting you off a platform they're edge guarding, and the enemies being small and hard to hit consciously (as opposed to just blindly running into them) due to their [[HitboxDissonance inconsistent hitbox detection.]] Like with the obstacles, the small screen and high speeds are ''not'' conductive to you fighting against them with memorization.

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** Compounding this is the cheap enemy placement, such as enemies right above springs, enemies shooting at you off-screen hitting you off a platform they're edge guarding, and the enemies being small and hard to hit consciously (as opposed to just blindly running into them) due to their [[HitboxDissonance inconsistent hitbox detection.]] Like with the obstacles, the small screen and high speeds are ''not'' conductive to you fighting against them with without memorization.
4th May '17 7:28:20 AM MissConception
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* BossRush: The first two games feature this. In the X-Zone in the first, before you fight the Egg X, you must go through [[NostalgiaLevel memory lane]] by battling the ball-and-chain mobile from ''VideoGame/SonicTheHedgehog'' and the [[WarmupBoss infamous]] drill mobile from ''VideoGame/SonicTheHedgehog2'' in that order, both made easier by taking half the number of hits to beat (both bosses are accompanied by GBA-style rearrangements of the boss themes from their respective games). In XX (yes, it's really called that) in the second, you must go through ''all'' of the bosses you fought so far in the game before you get to fight the Super Eggrobo Z (again, the BossRush bosses only take half the hits they originally required).

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* BossRush: The first two games feature this. In the X-Zone in the first, before you fight the Egg X, you must go through [[NostalgiaLevel memory lane]] by battling the ball-and-chain mobile from ''VideoGame/SonicTheHedgehog'' ''[[VideoGame/SonicTheHedgehog1 Sonic the Hedgehog]]'' and the [[WarmupBoss infamous]] drill mobile from ''VideoGame/SonicTheHedgehog2'' in that order, both made easier by taking half the number of hits to beat (both bosses are accompanied by GBA-style rearrangements of the boss themes from their respective games). In XX (yes, it's really called that) in the second, you must go through ''all'' of the bosses you fought so far in the game before you get to fight the Super Eggrobo Z (again, the BossRush bosses only take half the hits they originally required).



* LegacyBossBattle: A Pre-FinalBoss example. In ''Sonic Advance''[='=]s [[spoiler:final stage, Dr. Eggman reprises the first bosses from both ''VideoGame/SonicTheHedgehog1'' and ''VideoGame/SonicTheHedgehog2'', complete with the boss themes from both games, before the actual FinalBoss battle occurs. And there seems to be no other reason for Eggman to go to the trouble of reenacting fights that he had lost before]].

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* LegacyBossBattle: A Pre-FinalBoss example. In ''Sonic Advance''[='=]s [[spoiler:final stage, Dr. Eggman reprises the first bosses from both ''VideoGame/SonicTheHedgehog1'' ''[[VideoGame/SonicTheHedgehog1 Sonic the Hedgehog]]'' and ''VideoGame/SonicTheHedgehog2'', complete with the boss themes from both games, before the actual FinalBoss battle occurs. And there seems to be no other reason for Eggman to go to the trouble of reenacting fights that he had lost before]].



** Several from ''Sonic Advance'': Neo Green Hill Zone, Casino Paradise, Cosmic Angel/X-Zone and The Moon are all obvious homages to [[VideoGame/SonicTheHedgehog Green Hill Zone]], [[VideoGame/SonicTheHedgehog2 Casino Night]], [[VideoGame/Sonic3AndKnuckles the Death Egg and The Doomsday respectively.]]

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** Several from ''Sonic Advance'': Neo Green Hill Zone, Casino Paradise, Cosmic Angel/X-Zone and The Moon are all obvious homages to [[VideoGame/SonicTheHedgehog [[VideoGame/SonicTheHedgehog1 Green Hill Zone]], [[VideoGame/SonicTheHedgehog2 Casino Night]], [[VideoGame/Sonic3AndKnuckles the Death Egg and The Doomsday respectively.]]
3rd May '17 6:40:55 AM Prinzenick
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** There are numerous bits of cheap obstacle placement, like crushing blocks that come off screen to kill you after you were boosted into a wall, boxes that randomly pop up with spikes instead of that spring you need, BottomlessPits that you can't see coming until it's too late, etc. Making matters worse is that the small screen size combined with the high speeds means you'll take a lot of cheap hits unless you know what you're doing. Making matters worse is that [[CheckpointStarvation checkpoints are much more scarce]] than in other Sonic installments.

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** There are numerous bits of cheap obstacle placement, like crushing blocks that come off screen to kill you after you were boosted into a wall, boxes that randomly pop up with spikes instead of that spring you need, BottomlessPits that you either can't see coming until it's too late, late or constantly have to be on the watch for because the entire level is loaded with them and chances to unfairly fall or get knocked into them (Cyber Track and Chaos Angel's third act are especially bad about this), etc. Making matters worse is that the small screen size combined with the high speeds means you'll take a lot of cheap hits unless you know what you're doing. Making matters worse is that [[CheckpointStarvation checkpoints are much more scarce]] than in other Sonic installments.
2nd May '17 7:52:33 PM Prinzenick
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** Making matters worse is the cheap enemy placement, such as enemies right above springs, enemies shooting at you off-screen hitting you off a platform they're edge guarding, and the enemies being small and hard to hit consciously (as opposed to just blindly running into them) due to their [[HitboxDissonance inconsistent hitbox detection.]] Like with the obstacles, the small screen and high speeds are ''not'' conductive to you fighting against them with memorization.

to:

** Making matters worse Compounding this is the cheap enemy placement, such as enemies right above springs, enemies shooting at you off-screen hitting you off a platform they're edge guarding, and the enemies being small and hard to hit consciously (as opposed to just blindly running into them) due to their [[HitboxDissonance inconsistent hitbox detection.]] Like with the obstacles, the small screen and high speeds are ''not'' conductive to you fighting against them with memorization.
2nd May '17 7:51:07 PM Prinzenick
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** Making matters worse is the cheap enemy placement, such as enemies right above springs, enemies shooting at you off-screen hitting you off a platform they're edge guarding, and the enemies being small and hard to hit due to their [[HitboxDissonance inconsistent hitbox detection.]] Like with the obstacles, the small screen and high speeds are ''not'' conductive to you fighting against them with memorization.
** The bizarre physics don't help, either--the characters get more acceleration from ''jumping'' than from ''running'', which makes it very, very easy to overshoot a jump or slide off a platform while trying to halt your momentum.

to:

** Making matters worse is the cheap enemy placement, such as enemies right above springs, enemies shooting at you off-screen hitting you off a platform they're edge guarding, and the enemies being small and hard to hit consciously (as opposed to just blindly running into them) due to their [[HitboxDissonance inconsistent hitbox detection.]] Like with the obstacles, the small screen and high speeds are ''not'' conductive to you fighting against them with memorization.
** The bizarre physics don't help, either--the characters get more acceleration from ''jumping'' than from ''running'', which makes it very, very easy to overshoot a jump or slide off a platform while trying to halt your momentum.momentum, and makes it easy to accidentally crash into the aforementioned obstacles and enemies.
2nd May '17 12:38:40 PM Prinzenick
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Added DiffLines:

* AntiFrustrationFeatures: To keep a player from getting too confused, ''Sonic Advance 3'' tells you which acts have Chao that you're missing.


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* FakeDifficulty: ''Sonic Advance 3'' is loaded with level design tricks and trial-and-error habits designed to frustrate the player:
** There are numerous bits of cheap obstacle placement, like crushing blocks that come off screen to kill you after you were boosted into a wall, boxes that randomly pop up with spikes instead of that spring you need, BottomlessPits that you can't see coming until it's too late, etc. Making matters worse is that the small screen size combined with the high speeds means you'll take a lot of cheap hits unless you know what you're doing. Making matters worse is that [[CheckpointStarvation checkpoints are much more scarce]] than in other Sonic installments.
** Making matters worse is the cheap enemy placement, such as enemies right above springs, enemies shooting at you off-screen hitting you off a platform they're edge guarding, and the enemies being small and hard to hit due to their [[HitboxDissonance inconsistent hitbox detection.]] Like with the obstacles, the small screen and high speeds are ''not'' conductive to you fighting against them with memorization.
** The bizarre physics don't help, either--the characters get more acceleration from ''jumping'' than from ''running'', which makes it very, very easy to overshoot a jump or slide off a platform while trying to halt your momentum.
1st May '17 9:15:57 PM MissConception
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* LethalJokeCharacter: Amy Rose in the first game is slow and can't roll. However, she has a high jump and can attack from standing without needing to build up speed (this includes an absurdly fast dash attack.) She also has a better attack range due to her Piko Piko Hammer. She completely trivializes one of the bosses (who rely on an OxygenMeter) by high jumping to the top of the screen (and catching a breath) and smacking Robotnik on the way down.

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* LethalJokeCharacter: Amy Rose in the first game is slow and can't roll. However, she has a high jump and can attack from standing without needing to build up speed (this includes an absurdly fast dash attack.) She also has a better attack range due to her Piko Piko Hammer. She completely trivializes one of the bosses (who rely on an OxygenMeter) by high jumping to the top of the screen (and catching a breath) and smacking Robotnik Eggman on the way down.
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http://tvtropes.org/pmwiki/article_history.php?article=VideoGame.SonicAdvanceTrilogy