Follow TV Tropes

Following

History YMMV / KnucklesChaotix

Go To

OR

Is there an issue? Send a MessageReason:
None

Added DiffLines:

* AlternateCharacterInterpretation: Utilised in-universe, as the manuals question whether Heavy and Bomb are really minions who defected to help the heroes ([[JokeCharacter if haphazardly]]), or are actually TheMole sent by Eggman to intentionally slow them down.
Is there an issue? Send a MessageReason:
None


* SignatureScene: [[spoiler:Metal Sonic Kai, in their monstrous form, razing the city in the bad ending of the game.]]

to:

* SignatureScene: [[spoiler:Metal Sonic Kai, in their his monstrous form, razing the city in the bad ending of the game.]]
Is there an issue? Send a MessageReason:
No, jeez no. The game still has a sour opinion, being considered not fun to play. Who added this entry?


* VindicatedByHistory: Upon its release, ''Knuckles' Chaotix'' was generally viewed with a SoOkayItsAverage reception that wasn't helped by the fact it was exclusive to the critical and financial failure that was the Sega 32X. But years later, the game has been viewed in a much more favorable light, primarily due to its unique gameplay that manages to capture the feel of previous games, introducing characters who would later become [[EnsembleDarkhorse fan-favorites]], the fact it stars [[BreakoutCharacter Knuckles]], and the fact it was the last Sonic game of the "2D-era" before ''VideoGame/SonicAdventure'' was released. The game is now considered one of the better spin-offs in the series and arguably the best game that was released for the 32X. It has also been heavily requested to get a remaster (to the point many were disappointed it did not appear in ''Sonic Gems Collection'').

to:

* VindicatedByHistory: Upon its release, ''Knuckles' Chaotix'' was generally viewed with a SoOkayItsAverage reception that wasn't helped by the fact it was exclusive to the critical and financial failure that was the Sega 32X. But years later, the game has been viewed in a much more favorable light, primarily due to its unique gameplay that manages to capture the feel of previous games, introducing characters who would later become [[EnsembleDarkhorse fan-favorites]], the fact it stars [[BreakoutCharacter Knuckles]], and the fact it was the last Sonic game of the "2D-era" before ''VideoGame/SonicAdventure'' was released. The game is now considered one of the better spin-offs in the series and arguably the best game that was released for the 32X. It has also been heavily requested to get a remaster (to the point many were disappointed it did not appear in ''Sonic Gems Collection'').
Is there an issue? Send a MessageReason:
None


* SequelDifficultyDrop: The game is significantly easier than the previous Genesis Sonic titles for a variety of reasons, such as the relatively straightforward and sparse level design and lack of enemies, the very easy boss fights, the return of the save feature from ''Sonic 3'', the player being able to stack up to three hit points and even get a shot at getting all of their rings back by grabbing only one if theyre hit (provided they get the Combi Ring power-up first), the precense of the ''incredibly'' broken Charmy Bee as a default playable character, and the fact that [[DeathIsASlapOnTheWrist dying is merely a short term inconvienience]] due to the lack of extra lives or game over screen.

to:

* SequelDifficultyDrop: The game is significantly easier than the previous Genesis Sonic titles for a variety of reasons, such as the relatively straightforward and sparse level design and lack of enemies, the very easy boss fights, the return of the save feature from ''Sonic 3'', the player being able to stack up to three hit points and even get a shot at getting all of their rings back by grabbing only one if theyre they're hit (provided they get the Combi Ring power-up first), the precense presence of the ''incredibly'' broken Charmy Bee as a default playable character, and the fact that [[DeathIsASlapOnTheWrist dying is merely a short term inconvienience]] due to the lack of extra lives or game over screen.

Added: 4

Changed: 76

Is there an issue? Send a MessageReason:
None


* SugarWiki/AwesomeMusic: [[AwesomeMusic/SonicTheHedgehog It's not exactly a]] ''[[{{Spinoff}} Sonic]]'' [[AwesomeMusic/SonicTheHedgehog game, per se, but it delivers on the trend with flying colors]].

to:

* SugarWiki/AwesomeMusic: [[AwesomeMusic/SonicTheHedgehog It's not exactly a]] ''[[{{Spinoff}} ''[[SpinOff Sonic]]'' [[AwesomeMusic/SonicTheHedgehog game, per se, but it delivers on the trend with flying colors]].



** The reason Mighty was used as a SuspiciouslySimilarSubstitute of Sonic was because Creator/SonicTeam didn't want their mascot [[DemotedToExtra playing second fiddle to Knuckles]]. [[Videogame/ShadowTheHedgehog Come 2005, where Sonic would be a secondary character]] to BreakoutCharacter Shadow the Hedgehog.

to:

** The reason Mighty was used as a SuspiciouslySimilarSubstitute of Sonic was because Creator/SonicTeam didn't want their mascot [[DemotedToExtra playing second fiddle to Knuckles]]. [[Videogame/ShadowTheHedgehog [[VideoGame/ShadowTheHedgehog Come 2005, where Sonic would be a secondary character]] to BreakoutCharacter Shadow the Hedgehog.



* SequelDifficultyDrop: The game is significantly easier than the previous Genesis Sonic titles for a variety of reasons, such as the relatively straightforward and sparse level design and lack of enemies, the very easy boss fights, the return of the save feature from Sonic 3, the player being able to stack up to three hit points and even get a shot at getting all of their rings back by grabbing only one if theyre hit (provided they get the Combi Ring power-up first), the precense of the ''incredibly'' broken Charmy the Bee as a default playable character, and the fact that [[DeathIsASlapOnTheWrist dying is merely a short term inconvienience]] due to the lack of extra lives or game over screen.

to:

* SequelDifficultyDrop: The game is significantly easier than the previous Genesis Sonic titles for a variety of reasons, such as the relatively straightforward and sparse level design and lack of enemies, the very easy boss fights, the return of the save feature from Sonic 3, ''Sonic 3'', the player being able to stack up to three hit points and even get a shot at getting all of their rings back by grabbing only one if theyre hit (provided they get the Combi Ring power-up first), the precense of the ''incredibly'' broken Charmy the Bee as a default playable character, and the fact that [[DeathIsASlapOnTheWrist dying is merely a short term inconvienience]] due to the lack of extra lives or game over screen.



* VindicatedByHistory: Upon It's release, Knuckles Chaotix was generally viewed with a SoOkayItsAverage reception that wasn't helped by the fact it was exclusive to the critical and financial failure that was the Sega 32x. But years later the game has been viewed in a much more favorable light, primarily due to it's unique gameplay that manages to capture the feel of previous games, introducing characters who would later become [[EnsembleDarkhorse fan-favorites]], the fact it stars [[BreakoutCharacter Knuckles]] and was the last Sonic game of the "2D-era" before VideoGame/SonicAdventure was released. The game is now considered one of the better spin-offs in the series and arguably the best game that was released for the 32x. It has also been heavily requested to appear in A remaster. (To the point many were disappointed it did not appear in the Sonic Gems collection.)

to:

* VindicatedByHistory: Upon It's its release, Knuckles Chaotix ''Knuckles' Chaotix'' was generally viewed with a SoOkayItsAverage reception that wasn't helped by the fact it was exclusive to the critical and financial failure that was the Sega 32x. 32X. But years later later, the game has been viewed in a much more favorable light, primarily due to it's its unique gameplay that manages to capture the feel of previous games, introducing characters who would later become [[EnsembleDarkhorse fan-favorites]], the fact it stars [[BreakoutCharacter Knuckles]] Knuckles]], and the fact it was the last Sonic game of the "2D-era" before VideoGame/SonicAdventure ''VideoGame/SonicAdventure'' was released. The game is now considered one of the better spin-offs in the series and arguably the best game that was released for the 32x. 32X. It has also been heavily requested to appear in A remaster. (To get a remaster (to the point many were disappointed it did not appear in the Sonic ''Sonic Gems collection.)Collection'').
----
Is there an issue? Send a MessageReason:
None


* VindicatedByHistory: Upon It's release, Knuckles Chaotix was generally viewed with a SoOkayItsAverage reception that wasn't helped by the fact it was exclusive to the critical and financial failure that was the Sega 32x. But years later the game has been viewed in a much more favorable light, primarily due to it's unique gameplay that manages to capture the feel of previous games, introducing characters who would later become [[EnsembleDarkhorse fan-favorites]], the fact it stars [[BreakoutCharacter Knuckles]] and was the last Sonic game of the "2D-era" before VideoGame/SonicAdventure was released. The game is now considered one of the better spin-offs in the series and the best game that was released for the 32x. It has also been heavily requested to appear in A remaster. (To the point many were disappointed it did not appear in the Sonic Gems collection.)

to:

* VindicatedByHistory: Upon It's release, Knuckles Chaotix was generally viewed with a SoOkayItsAverage reception that wasn't helped by the fact it was exclusive to the critical and financial failure that was the Sega 32x. But years later the game has been viewed in a much more favorable light, primarily due to it's unique gameplay that manages to capture the feel of previous games, introducing characters who would later become [[EnsembleDarkhorse fan-favorites]], the fact it stars [[BreakoutCharacter Knuckles]] and was the last Sonic game of the "2D-era" before VideoGame/SonicAdventure was released. The game is now considered one of the better spin-offs in the series and arguably the best game that was released for the 32x. It has also been heavily requested to appear in A remaster. (To the point many were disappointed it did not appear in the Sonic Gems collection.)
Is there an issue? Send a MessageReason:
None


* VindicatedByHistory: Upon It's release, Knuckles Chaotix was generally viewed with a SoOkayItsAverage reception that wasn't helped by the fact it was exclusive to the critical and financial failure that was the Sega 32x. But years later the game has been viewed in a much more favorable light, primarily due to it's unique gameplay, introducing characters who would later become [[EnsembleDarkhorse fan-favorites]], the fact it stars [[BreakoutCharacter Knuckles]] and was the last Sonic game of the "2D-era" before VideoGame/SonicAdventure was released. The game is now considered one of the better spin-offs in the series and the best game that was released 32x. It has also been heavily requested to appear in A remaster. (To the point many were disappointed it did not appear in the Sonic Gems collection.)

to:

* VindicatedByHistory: Upon It's release, Knuckles Chaotix was generally viewed with a SoOkayItsAverage reception that wasn't helped by the fact it was exclusive to the critical and financial failure that was the Sega 32x. But years later the game has been viewed in a much more favorable light, primarily due to it's unique gameplay, gameplay that manages to capture the feel of previous games, introducing characters who would later become [[EnsembleDarkhorse fan-favorites]], the fact it stars [[BreakoutCharacter Knuckles]] and was the last Sonic game of the "2D-era" before VideoGame/SonicAdventure was released. The game is now considered one of the better spin-offs in the series and the best game that was released for the 32x. It has also been heavily requested to appear in A remaster. (To the point many were disappointed it did not appear in the Sonic Gems collection.)
Is there an issue? Send a MessageReason:
None


* UnderusedGameMechanic: The InUniverseGameClock does have effects on enemies and the level design, but they're all small, subtle things like doors changing position or some of the bosses moving differently.

to:

* UnderusedGameMechanic: The InUniverseGameClock does have effects on enemies and the level design, but they're all small, subtle things like doors changing position or some of the bosses moving differently.differently.
* VindicatedByHistory: Upon It's release, Knuckles Chaotix was generally viewed with a SoOkayItsAverage reception that wasn't helped by the fact it was exclusive to the critical and financial failure that was the Sega 32x. But years later the game has been viewed in a much more favorable light, primarily due to it's unique gameplay, introducing characters who would later become [[EnsembleDarkhorse fan-favorites]], the fact it stars [[BreakoutCharacter Knuckles]] and was the last Sonic game of the "2D-era" before VideoGame/SonicAdventure was released. The game is now considered one of the better spin-offs in the series and the best game that was released 32x. It has also been heavily requested to appear in A remaster. (To the point many were disappointed it did not appear in the Sonic Gems collection.)

Added: 403

Changed: 293

Is there an issue? Send a MessageReason:
None


* BrokenBase: The game's art, or more specifically, the color palette. Some believe the game's absolutely gargantuan number of colors are beautiful, while others think it is garish and ugly. The other 32X enhancements, like the better sprite quality and extra animation frames, are much less controversial.

to:

* BrokenBase: BrokenBase:
**
The game's art, or more specifically, the color palette. Some believe the game's absolutely gargantuan number of colors are beautiful, while others think it is garish and ugly. The other 32X enhancements, like the better sprite quality and extra animation frames, are much less controversial.controversial.
** The ring-tether mechanic; some people find it perfectly fine while others find it incredibly frustrating.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* SequelDifficultyDrop: The game is significantly easier than the previous Genesis Sonic titles for a variety of reasons, such as the relatively straightforward and sparse level design and lack of enemies, the very easy boss fights, the return of the save feature from Sonic 3, the player being able to stack up to three hit points and even get a shot at getting all of their rings back by grabbing only one if theyre hit (provided they get the Combi Ring power-up first), the precense of the ''incredibly'' broken Charmy the Bee as a default playable character, and the fact that [[DeathIsASlapOnTheWrist dying is merely a short term inconvienience]] due to the lack of extra lives or game over screen.
Is there an issue? Send a MessageReason:
None


* AntiClimaxBoss: The FinalBoss. He may be big and intimidating, but he is just way too easy for a final boss--the only danger in this boss is getting smacked during the second phase, which is still not much of a problem, and otherwise he just floats around and launches attacks that are ridiculously easy to dodge, while you pummel him to pieces by either spin attacking him or throwing your buddy at him.

to:

* AntiClimaxBoss: The FinalBoss.[[FinalBoss World Entrance Level 2 boss]]. He may be big and intimidating, but he is just way too easy for a final boss--the only danger in this boss is getting smacked during the second phase, which is still not much of a problem, and otherwise he just floats around and launches attacks that are ridiculously easy to dodge, while you pummel him to pieces by either spin attacking him or throwing your buddy at him.



* BrokenBase: The game's art, or more specifically, the color palette. Some believe the game's absolutely gargantuan number of colors are beautiful, while others think it's garish and ugly. The other 32X enhancements, like the better sprite quality and extra animation frames, are much less controversial.

to:

* BrokenBase: The game's art, or more specifically, the color palette. Some believe the game's absolutely gargantuan number of colors are beautiful, while others think it's it is garish and ugly. The other 32X enhancements, like the better sprite quality and extra animation frames, are much less controversial.



* NightmareFuel: The final boss is creepy as heck, with his blood-red paint job and vicious-looking fangs. Especially in the bad ending, where we get to see him hovering over a burning city.

to:

* NightmareFuel: The final boss is creepy as heck, intimidating, with his blood-red paint job and vicious-looking fangs. Especially in the bad ending, where we get to see him hovering over a burning city.



** The tether mechanic makes many platforming sections a pain in the balls. Oh, you landed on that ledge and your partner didn't? Too bad, he'll pull you down and you have to try again.

to:

** The tether mechanic makes many platforming sections a pain in the balls. Oh, Should you landed on that ledge and your partner didn't? Too bad, he'll pull you down and you have to try again.



** Amazing Arena isn't particularly hard on its own, but it has an irritating gimmick that forces you to search through the level to turn the lights on -- and if you don't activate it, the clear goal will say you didn't complete the level, and you have to play it all over again. There's also a miniboss that can be a pain if you can't accurately throw your partner up at him.

to:

** Amazing Arena isn't particularly hard on its own, but it has an irritating gimmick that forces you the player to search through the level to turn the lights on -- and if you don't activate it, the clear goal will say you didn't complete the level, and you have to play it all over again. There's also a miniboss that can be a pain if you can't accurately throw your partner up at him.
Is there an issue? Send a MessageReason:
None


* MarthDebutedInSmashBros: Mighty wasn't created for this game but western players would never know it because the game he's from, ''VideoGame/SegaSonicTheHedgehog'', was only available in Japanese arcades.
Is there an issue? Send a MessageReason:
None


* MarthDebutedInSmashBros: Mighty is the only character of the ensemble joining Knuckles who wasn't created for this game but you'd never know it because the game he's from, ''VideoGame/SegaSonicTheHedgehog'', was only available in Japanese arcades.

to:

* MarthDebutedInSmashBros: Mighty is the only character of the ensemble joining Knuckles who wasn't created for this game but you'd western players would never know it because the game he's from, ''VideoGame/SegaSonicTheHedgehog'', was only available in Japanese arcades.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* MarthDebutedInSmashBros: Mighty is the only character of the ensemble joining Knuckles who wasn't created for this game but you'd never know it because the game he's from, ''VideoGame/SegaSonicTheHedgehog'', was only available in Japanese arcades.
Is there an issue? Send a MessageReason:
None


** The reason Mighty was used as a SuspiciousSimilarSubstitute of Sonic was because Creator/SonicTeam didn't want their mascot [[DemotedToExtra playing second fiddle to Knuckles]]. [[Videogame/ShadowTheHedgehog Come 2005, where Sonic would be a secondary character]] to BreakoutCharacter Shadow the Hedgehog.

to:

** The reason Mighty was used as a SuspiciousSimilarSubstitute SuspiciouslySimilarSubstitute of Sonic was because Creator/SonicTeam didn't want their mascot [[DemotedToExtra playing second fiddle to Knuckles]]. [[Videogame/ShadowTheHedgehog Come 2005, where Sonic would be a secondary character]] to BreakoutCharacter Shadow the Hedgehog.

Added: 672

Changed: 362

Is there an issue? Send a MessageReason:
None


* HilariousInHindsight: This would not be the last time where [[VideoGame/SonicHeroes teamwork would be a major part of Sonic gameplay]], nor would it be the last game where [[spoiler:Metal Sonic (apparently) pulls a OneWingedAngel]] (not to mention [[spoiler:it is vaguely similar-looking to his Metal Overlord form]]) -- and to top it off, the Chaotix were brought back for that game!

to:

* HilariousInHindsight: This HilariousInHindsight:
**This
would not be the last time where [[VideoGame/SonicHeroes teamwork would be a major part of Sonic gameplay]], nor would it be the last game where [[spoiler:Metal Sonic (apparently) pulls a OneWingedAngel]] (not to mention [[spoiler:it is vaguely similar-looking to his Metal Overlord form]]) -- and to top it off, the Chaotix were brought back for that game!


Added DiffLines:

** The reason Mighty was used as a SuspiciousSimilarSubstitute of Sonic was because Creator/SonicTeam didn't want their mascot [[DemotedToExtra playing second fiddle to Knuckles]]. [[Videogame/ShadowTheHedgehog Come 2005, where Sonic would be a secondary character]] to BreakoutCharacter Shadow the Hedgehog.

Added: 118

Changed: 15

Is there an issue? Send a MessageReason:
None


* EnsembleDarkhorse: Metal Sonic's [[spoiler:[[OneWingedAngel Kai form]]]] is probably one of the most famous aspects of the game, to the point that the form, slightly tweaked, made a return appearance in ''VideoGame/SonicMania Plus''.

to:

* EnsembleDarkhorse: Metal Sonic's Sonic Kai's [[spoiler:[[OneWingedAngel Kai final boss form]]]] is probably one of the most famous aspects of the game, to the point that the form, slightly tweaked, made a return appearance in ''VideoGame/SonicMania Plus''.


Added DiffLines:

* SignatureScene: [[spoiler:Metal Sonic Kai, in their monstrous form, razing the city in the bad ending of the game.]]
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* EnsembleDarkhorse: Metal Sonic's [[spoiler:[[OneWingedAngel Kai form]]]] is probably one of the most famous aspects of the game, to the point that the form, slightly tweaked, made a return appearance in ''VideoGame/SonicMania Plus''.
Is there an issue? Send a MessageReason:
World Entrance Level 2 is the name of the stage, not the boss.


* AntiClimaxBoss: World Entrance Level 2. He may be big and intimidating, but he is just way too easy for a final boss--the only danger in this boss is getting smacked during the second phase, which is still not much of a problem, and otherwise he just floats around and launches attacks that are ridiculously easy to dodge, while you pummel him to pieces by either spin attacking him or throwing your buddy at him.
* AwesomeArt: The game really took advantage of sprite scaling and 3D effects of the 32X, resulting in a Genesis style ''Sonic'' game with substantially souped up art. The special stages and one of the bosses are even done using real-time 3D!
* AwesomeMusic: [[AwesomeMusic/SonicTheHedgehog It's not exactly a]] ''[[{{Spinoff}} Sonic]]'' [[AwesomeMusic/SonicTheHedgehog game, per se, but it delivers on the trend with flying colors]].

to:

* AntiClimaxBoss: World Entrance Level 2.The FinalBoss. He may be big and intimidating, but he is just way too easy for a final boss--the only danger in this boss is getting smacked during the second phase, which is still not much of a problem, and otherwise he just floats around and launches attacks that are ridiculously easy to dodge, while you pummel him to pieces by either spin attacking him or throwing your buddy at him.
* AwesomeArt: SugarWiki/AwesomeArt: The game really took advantage of sprite scaling and 3D effects of the 32X, resulting in a Genesis style ''Sonic'' game with substantially souped up art. The special stages and one of the bosses are even done using real-time 3D!
* AwesomeMusic: SugarWiki/AwesomeMusic: [[AwesomeMusic/SonicTheHedgehog It's not exactly a]] ''[[{{Spinoff}} Sonic]]'' [[AwesomeMusic/SonicTheHedgehog game, per se, but it delivers on the trend with flying colors]].
Is there an issue? Send a MessageReason:
None


* GoddamnedBoss: The Egg-robo miniboss at Amazing Arena is the only boss in the whole game that requires you to shoot your partner at a target, which here is moving erratically along the top of the screen. How much HP it has depends on the current time of day in the zone and you're rewarded on how quickly you defeat it. Some players have enough trouble fighting this thing that they tend to [[SkippableBoss avoid the paths that lead to it]].

to:

* GoddamnedBoss: The Egg-robo robotic Robotnik miniboss at Amazing Arena is the only boss in the whole game that requires you to shoot your partner at a target, which here is moving erratically along the top of the screen. How much HP it has depends on the current time of day in the zone and you're rewarded on how quickly you defeat it. Some players have enough trouble fighting this thing that they tend to [[SkippableBoss avoid the paths that lead to it]].
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* BrokenBase: The game's art, or more specifically, the color palette. Some believe the game's absolutely gargantuan number of colors are beautiful, while others think it's garish and ugly. The other 32X enhancements, like the better sprite quality and extra animation frames, are much less controversial.

Added: 575

Removed: 575

Is there an issue? Send a MessageReason:
Alphabetising


* ItsEasySoItSucks: A big complaint about the game is its lack of any real challenge (bits of FakeDifficulty notwithstanding). [[DeathIsASlapOnTheWrist Dying just sends you back to the level select, because there's no extra lives]]. And even that's unlikely, since you have a partner that basically acts as a hit point to go along with the ring and shield power-ups, and the level designs are so devoid of enemies and obstacles that you can just breeze through them with reckless abandon. The boss fights, [[AnticlimaxBoss including the final one]], are a complete joke, too.


Added DiffLines:

* ItsEasySoItSucks: A big complaint about the game is its lack of any real challenge (bits of FakeDifficulty notwithstanding). [[DeathIsASlapOnTheWrist Dying just sends you back to the level select, because there's no extra lives]]. And even that's unlikely, since you have a partner that basically acts as a hit point to go along with the ring and shield power-ups, and the level designs are so devoid of enemies and obstacles that you can just breeze through them with reckless abandon. The boss fights, [[AnticlimaxBoss including the final one]], are a complete joke, too.
Is there an issue? Send a MessageReason:
Not a YMMV trope.


* UnderusedGameMechanic: The InUniverseGameClock does have effects on enemies and the level design, but they're all small, subtle things like doors changing position or some of the bosses moving differently.
* UnfortunateName: One of the people who took part of this project is [[spoiler:Bill Person]].

to:

* UnderusedGameMechanic: The InUniverseGameClock does have effects on enemies and the level design, but they're all small, subtle things like doors changing position or some of the bosses moving differently.
* UnfortunateName: One of the people who took part of this project is [[spoiler:Bill Person]].
differently.
Is there an issue? Send a MessageReason:
None


* ItsEasySoItSucks: A big complaint about the game is its lack of any real challenge (bits of FakeDifficulty notwithstanding). [[DeathIsASlapOnTheWrist Dying just sends you back to the level select, because theres no extra lives]]. And even thats unlikely, since you have a partner that basically acts as a hit point to go along with the ring and shield power ups, and the level designs are so devoid of enemies and obstacles that you can just breeze through them with reckless abandon. The boss fights, [[AnticlimaxBoss including the final one]], are a complete joke, too.

to:

* ItsEasySoItSucks: A big complaint about the game is its lack of any real challenge (bits of FakeDifficulty notwithstanding). [[DeathIsASlapOnTheWrist Dying just sends you back to the level select, because theres there's no extra lives]]. And even thats that's unlikely, since you have a partner that basically acts as a hit point to go along with the ring and shield power ups, power-ups, and the level designs are so devoid of enemies and obstacles that you can just breeze through them with reckless abandon. The boss fights, [[AnticlimaxBoss including the final one]], are a complete joke, too.



** Playing as Charmy turns the game into a complete joke--he can fly anywhere and has no cooldown period for his dash, which makes exploration and rushing through the levels very easy.

to:

** Playing as Charmy turns the game into a complete joke--he joke -- he can fly anywhere and has no cooldown period for his dash, which makes exploration and rushing through the levels very easy.



* HilariousInHindsight: This would not be the last time where [[VideoGame/SonicHeroes teamwork would be a major part of Sonic gameplay]], nor would it be the last game where [[spoiler:Metal Sonic (apparently) pulls a OneWingedAngel]] (not to mention [[spoiler:it is vaguely similar looking to his Metal Overlord form]])--and to top it off, the Chaotix were brought back for that game!

to:

* HilariousInHindsight: This would not be the last time where [[VideoGame/SonicHeroes teamwork would be a major part of Sonic gameplay]], nor would it be the last game where [[spoiler:Metal Sonic (apparently) pulls a OneWingedAngel]] (not to mention [[spoiler:it is vaguely similar looking similar-looking to his Metal Overlord form]])--and form]]) -- and to top it off, the Chaotix were brought back for that game!



* NightmareFuel: The final boss is creepy as heck, with his blood-red paint job and vicious looking fangs. Especially in the bad ending, where we get to see him hovering over a burning city.
* {{Padding}}: The game has many levels that rely on CopyAndPasteEnvironments that were clearly thrown in to stretch out the games length to five acts per level (Techno Tower in particular is really bad about this). The level gimmick in Amazing Arena where you have to replay an act all over again if you didn't turn on the lights before reaching the goal is especially egregious.

to:

* NightmareFuel: The final boss is creepy as heck, with his blood-red paint job and vicious looking vicious-looking fangs. Especially in the bad ending, where we get to see him hovering over a burning city.
* {{Padding}}: The game has many levels that rely on CopyAndPasteEnvironments that were clearly thrown in to stretch out the games game's length to five acts per level (Techno Tower in particular is really bad about this). The level gimmick in Amazing Arena where you have to replay an act all over again if you didn't turn on the lights before reaching the goal is especially egregious.



** The game uses a slingshot mechanic as a substitute for the Spin Dash, which is [[{{Nerf}} very underpowered here]]. You hold the B button to keep your partner in place, run to the opposite side you want to go to stretch the cord, release the d-pad and then release B. It is a needlessly complex mechanic to introduce when we've already had a simple Down+Jump boost move for several games, to the point the target audience, children, can have [[SomeDexterityRequired trouble performing the motions]].
* SoOkayItsAverage: The general consensus of the game is that, while cosmetically lush and having potential in it's array of characters and gimmicks, it is let down by bland level design and clunky physics.

to:

** The game uses a slingshot mechanic as a substitute for the Spin Dash, which is [[{{Nerf}} very underpowered here]]. You hold the B button to keep your partner in place, run to the opposite side you want to go to stretch the cord, release the d-pad d-pad, and then release B. It is a needlessly complex mechanic to introduce when we've already had a simple Down+Jump boost move for several games, to the point the target audience, children, can have [[SomeDexterityRequired trouble performing the motions]].
* SoOkayItsAverage: The general consensus of the game is that, while cosmetically lush and having potential in it's its array of characters and gimmicks, it is let down by bland level design and clunky physics.



** Amazing Arena isn't particularly hard on its own, but it has an irritating gimmick that forces you to search through the level to turn the lights on--and if you don't activate it, the clear goal will say you didn't complete the level, and you have to play it all over again. There's also a miniboss that can be a pain if you can't accurately throw your partner up at him.

to:

** Amazing Arena isn't particularly hard on its own, but it has an irritating gimmick that forces you to search through the level to turn the lights on--and on -- and if you don't activate it, the clear goal will say you didn't complete the level, and you have to play it all over again. There's also a miniboss that can be a pain if you can't accurately throw your partner up at him.

Added: 651

Changed: 55

Is there an issue? Send a MessageReason:
None


* GoddamnedBoss: The Egg-robo miniboss at Amazing Arena is the only boss in the whole game that requires you to shoot your partner at a target, which here is moving erratically along the top of the screen. How much HP it has depends on the current time of day in the zone and you're rewarded on how quickly you defeat it. Some players have enough trouble fighting this thing that they tend to [[SkippableBoss avoid the paths that lead to it]].



** Amazing Arena isn't particularly hard on its own, but it has an irritating gimmick that forces you to search through the level to turn the lights on--and if you don't activate it, the clear goal will say you didn't complete the level, and you have to play it all over again. There's also a miniboss that can be a pain [[GuideDangIt if you don't know the trick to beating him]] (throw your partner up at him).

to:

** Amazing Arena isn't particularly hard on its own, but it has an irritating gimmick that forces you to search through the level to turn the lights on--and if you don't activate it, the clear goal will say you didn't complete the level, and you have to play it all over again. There's also a miniboss that can be a pain [[GuideDangIt if you don't know the trick to beating him]] (throw can't accurately throw your partner up at him).him.


Added DiffLines:

* UnderusedGameMechanic: The InUniverseGameClock does have effects on enemies and the level design, but they're all small, subtle things like doors changing position or some of the bosses moving differently.

Added: 687

Changed: 183

Is there an issue? Send a MessageReason:
None


* ScrappyMechanic: The tether mechanic makes many platforming sections a pain in the balls. Oh, you landed on that ledge and your partner didn't? Too bad, he'll pull you down and you have to try again.

to:

* ScrappyMechanic: ScrappyMechanic:
**
The tether mechanic makes many platforming sections a pain in the balls. Oh, you landed on that ledge and your partner didn't? Too bad, he'll pull you down and you have to try again.again.
** The game uses a slingshot mechanic as a substitute for the Spin Dash, which is [[{{Nerf}} very underpowered here]]. You hold the B button to keep your partner in place, run to the opposite side you want to go to stretch the cord, release the d-pad and then release B. It is a needlessly complex mechanic to introduce when we've already had a simple Down+Jump boost move for several games, to the point the target audience, children, can have [[SomeDexterityRequired trouble performing the motions]].

Added: 421

Changed: 182

Is there an issue? Send a MessageReason:
None


* GameBreaker: Playing as Charmy turns the game into a complete joke--he can fly anywhere and has no cooldown period for his dash, which makes exploration and rushing through the levels very easy.

to:

* GameBreaker: GameBreaker:
** You can forgo jumping or even rolling into enemies and just run on them while holding your partner as a sort-of human shield. It's kind of a predecessor to [[VideoGame/SonicRush boost]] [[VideoGame/SonicUnleashed gameplay]], actually.
**
Playing as Charmy turns the game into a complete joke--he can fly anywhere and has no cooldown period for his dash, which makes exploration and rushing through the levels very easy.
Is there an issue? Send a MessageReason:
None


** Amazing Arena isn't particularly hard on its own, but it has an irritating gimmick that forces you to search through the level to turn the lights on--and if you don't activate it, the clear goal will say you didn't complete the level, and you have to play it all over again. There's also a miniboss that can be a pain if you don't know the trick to beating him (throw your partner up at him).

to:

** Amazing Arena isn't particularly hard on its own, but it has an irritating gimmick that forces you to search through the level to turn the lights on--and if you don't activate it, the clear goal will say you didn't complete the level, and you have to play it all over again. There's also a miniboss that can be a pain [[GuideDangIt if you don't know the trick to beating him him]] (throw your partner up at him).
Is there an issue? Send a MessageReason:
None


** Amazing Arena has an irritating gimmick that forces you to search through the level to turn the lights on--and if you don't activate it, the clear goal will say you didn't complete the level, and you have to play it all over again.

to:

** Amazing Arena isn't particularly hard on its own, but it has an irritating gimmick that forces you to search through the level to turn the lights on--and if you don't activate it, the clear goal will say you didn't complete the level, and you have to play it all over again. There's also a miniboss that can be a pain if you don't know the trick to beating him (throw your partner up at him).
Is there an issue? Send a MessageReason:
None


* {{Padding}}: The game has many levels that rely on CopyAndPasteEnvironments that were clearly thrown in to stretch out the games length to five acts per level. The level gimmick in Amazing Arena where you have to replay an act all over again if you didn't turn on the lights before reaching the goal is especially egregious.

to:

* {{Padding}}: The game has many levels that rely on CopyAndPasteEnvironments that were clearly thrown in to stretch out the games length to five acts per level.level (Techno Tower in particular is really bad about this). The level gimmick in Amazing Arena where you have to replay an act all over again if you didn't turn on the lights before reaching the goal is especially egregious.

Top