Loved Tails Adventure and Shadow the Hedgehog, same with Sonic Battle. Shuffle I found the mini-games fun at least. Haven't played with any humans, but the single player is broken due to the cheating computers.
It's too bad we won't see more character-starring spin-offs though. I found them almost all fun.(couldn't stand Sky Patrol) I can't get Chaotix to work at the moment, but eh.
...It's weird having so many websites and no way to properly display now, lol.I would gladly shell out money for a Blaze the Cat spin-off.
Let the joy of love give you an answer! Check out my book!A Blaze the Cat platformer would be fun.
2.5 d graphics with slightly surreal backgrounds and a ska funk soundtrack.
Aside from those elements, it's a traditional classic platformer with two acts and a Negga boss and Sonic 3&K styled connecting cutscenes.
"No will to break."Knuckles Chaotix is a game bogged down by a terribly implemented team mechanic and obviously repetitive Level design.
YO. Rules of the Internet 45. Rule 45 is a lie.Imma let you finish, but Charmy Bee is da best playable character of all time.
I still think a handheld Tails game using the Classic Sonic gameplay (since they're all about giving Sonic gameplay developed in 3D) - and giving Tails the Classic gameplay in general - would be a really neat idea.
edited 13th Apr '14 8:00:01 PM by KnownUnknown
"The difference between reality and fiction is that fiction has to make sense." - Tom Clancy, paraphrasing Mark Twain.I mean, there's always playing as him in the Sonic Advance games.
Insert witty 'n clever quip here.I mean, straight-up Classic gameplay. I figure after Generations it's due for a return, in spin-offs or sub-modes at least.
"The difference between reality and fiction is that fiction has to make sense." - Tom Clancy, paraphrasing Mark Twain.I understand, but still, I feel like the Advance games do a decent job of emulating the style of the classics without necessarily being slavishly devoted to copying them and instead doing their own thing.
Insert witty 'n clever quip here.Yes. Yes they do. And the Rush games do a fine job adapting the boost gameplay into 2D.
"The difference between reality and fiction is that fiction has to make sense." - Tom Clancy, paraphrasing Mark Twain.Rush would later go on introduced the Boost game-play.
YO. Rules of the Internet 45. Rule 45 is a lie.Technically, Heroes introduce the boost game play.
Technicalities do not matter in this case.
Example: Sonic 3&K's final boss introduced boost game-play...Sonic Heroes introduced the fuel and the limited meter.
YO. Rules of the Internet 45. Rule 45 is a lie.While it'll probably come as no surprise to you guys, of the various ways the Boost was handled, I think I preferred how Rush did it. You could get theoretically infinite boost but only if you were good enough and had fast enough reflexes to trick off of the springs and rails and could continually destroy enemies while avoiding stage hazards.
Sonic Generations also seems to do the Boost really well but I haven't actually played it so I can't properly judge it.
Let the joy of love give you an answer! Check out my book!I barely ever actually used the boost in Sonic Rush because I preferred gaining speed organically. Conversely, I don't mind it as much with the 3-D games, since building up speed doesn't work quite the same way in those games, plus 3-D platforming in general is wonky anyway.
Insert witty 'n clever quip here.Gaining speed "momentum wise" was only similar to the 2D games in the Sa1 and Sa2...those were the only 3D games where momentum majorly effected speed gain.
YO. Rules of the Internet 45. Rule 45 is a lie.You could do it in Rush too, though, but it took a lot longer. Assumedly, this was to encourage use of the boost to get through. EDIT: Oh, I thought by "Sa" you meant "Sonic Advance." I still say the speed/momentum stuff in SA1 was really wonky and that you might as well just spindash to win in the flatter areas and that you'd better pray in the areas where you actually needed to platform. Haven't played 2 yet, but from footage I've seen it doesn't seem much different in that respect.
edited 14th Apr '14 2:18:38 AM by Odd1
Insert witty 'n clever quip here.Its not really wonky, but the only way anyone would really notice is by rolling or looking at Sonic's animation. The control and collision don't really work together for the momentum to actually play a larger factor than it already does.
YO. Rules of the Internet 45. Rule 45 is a lie.That's the thing, the control and collision in the game really don't work as well as they could. And dat camera.
Insert witty 'n clever quip here.It's even worse in SA2.
To pity someone is to tell them "I feel bad about being better than you."The "camera" right? The control(and collision)for Sonic's game-play anyway, was a bit more refined if it wasn't made a bit twitchy.
YO. Rules of the Internet 45. Rule 45 is a lie.Er, no not really.
The boost mechanic in Heroes is a lot more similar to Rush and the one in Unleashed to Colors.
edited 14th Apr '14 1:07:21 PM by AfroWarrior27
Once again...Technicalities...shoo away with them.
edited 14th Apr '14 6:06:30 AM by randomness4
YO. Rules of the Internet 45. Rule 45 is a lie.S3&K's "boosting" in the Doomsday is just a dash attack. When most of us talk about "boosting", I think we're more thinking along the lines of "boost power" from F-Zero, which, indeed was introduced in Rush and in 3D in Unleashed day stages.
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People don't think of those games when they think Sonic spinoff. They think Shadow the Hedgehog and Sonic Shuffle.
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