Something I don't get is why there aren't sprites for the shield jump attacks. The shields themselves definitely have unique sprites for when you perform the attack.
...from the front. The back is as protected as the top. It's risky unless you have any type of shield, which of course swats away its' projectiles.Shell Star (シェルスター) -- Stationary clam bots that fire spiked balls straight forward. The only way to destroy them is to roll into them
Angel Island Zone's description is a little bare outside of the story events and an uneccessary reference to the "run from the nukes" sequence when that's already covered at the boss. I would think the swinging vines and logs floating down the platforms would be worth even a minor mention.
Er, these attacks are out of sequence. First he tries to pull you in with the spout, then comes the depth charge barrage. There's a change for this boss when playing as Knuckles: Eggrobo doesn't need to drop down to pull the spout up.Eggman rides around at the top of the arena in his unfortunately named boss contraption, hovering just out of reach. As he travels, he chucks bombs into the water. Don't touch the bombs, but jump into the big splash that the explosions create: if you time your jump right, you should be sent high enough into the air to land a hit on the Doc. If that's too much trouble, you can wait for his second attack. Every once in a bit, he lowers himself down to the water's surface and stirs up a whirlpool that draws Sonic/Tails toward the apex. As Eggman rises back into the air, a waterspout is pulled up with him. The sides of the spount inflict damage, but the top acts as a platform which can be used to reach Eggman. Be fast, though, it subsides quickly.
It's small, but maybe worth mentioning that Marble Garden is the only stage in Sonic 3 with no water.
Actually it is. Hitting that switch flooded the stage.In the middle of Act 2, Knuckles will show up to knock the lights out, which is less of a handicap than you'd think.
After 6 hits, and last two hits.After 7 hits, the platform breaks off and Eggman lowers himself down to finish the job - during this phase, the frosty puffs of doom are constantly being spouted at the bottom and back of the Eggmobile, leaving the front as the only vulnerable point to land that last hit.
It shoots in a basic top-bottom-top-ect. pattern. The way the cannonballs are fired also isn't random (like the way Mecha Sonic's attacks are predetermined in Sonic 2), and simply takes some memorization.The ball will fire randomly from above or below the platform, so you need to react quickly if you're in the line of fire.
There's some pretty substantial differences between the 5 vs. mode courses, so I have to wonder why they aren't laid out...
As someone else here pointed out before, it's not to the beat of the drums but to each frame of animation in the intro.When the Sega logo comes up, just after the "Sega" theme is chanted and the screen begins to turn black, quickly press: Up, Up, Down, Down, Up, Up, Up, Up to the beat of the drums.
And the S&K page:
Oops. S&K has no underwater areas and Tails is party hardying elsewhere.Flame Barrier (フレイムバリア) - Protects against 1 hit, deflects projectiles, negates fire damage, and allows Sonic to perform the Hi no Tama Dash. Dissipates upon submerging.
Aqua Barrier (アクアバリア) - Protects against 1 hit, deflects projectiles, allows Sonic/Tails to breathe underwater, and allows Sonic to perform the Renzoku Bound
Thunder Barrier (サンダーバリア) - Protects against 1 hit, deflects projectiles, negates electrical damage, magnetically attracts nearby Rings, and allows Sonic to perform the 2 Dan Jump. Dissipates upon submerging.
Easiest way to crack them with a frontal assault is to rush in quickly and break into a roll when they yank their stingers back.Scorp (スコープ) -- Scorpion bots that roll back and forth, occasionally pausing to whip out their probing stingers at nearby hedgehogs. It's a very difficult attack to avoid.
No credit to the obstacle course inbetween that forces you to be fast or be flat?All you can do here is avoid the laser and wait for the overpowered blaster to destroy the whole stinking ship, then chase Eggman to an exterior platform.
Lava Reef Act 2 has an almost entirely different set of obstacles than Act 1, certainly more than the sweeping flames.
The backwards dash is random. The other three aren't.He dashes from one side of the screen to the other, either in upright pose or in a spiky spin attack. He'll mix up his maneuvers randomly, so there's no telling whether he's going to dash straight along the ground, spin through the air, spin and bounce off the ground, or even dash backwards.
That massive paragraph with details on Sky Sanctuary's Mecha Sonic fight is a bit intimidating to read at that text size. Don't you think Knuckles' exclusive second round should be in a second paragraph?
For the Death Ball, another way to send a rolling bomb flying is to roll into it yourself when it's tipped over opposite the current gravity setting.
Another factor than can ruin you is that there aren't any rings during that portion of the fight. You're running on whatever time limit you built up in the meteor shower.After a short while, the meteor shower ends and you'll catch up with Eggman's space vessel. The machine fires flashing projectiles and homing lasers - either one will stun Sonic, and since they tend to hit in rapid succession, even a single hit can blow the fight.
In the Sonic 2 w/ Knuckles description, you forgot to mention that the Special Stages are half as difficult due to the ring requirements being slashed.
For Hyper Sonic's jump dash, you can also hold Up or Down while doing it to dash in those directions.
One last thing: It might be useful to compile a list of which combinations result in what for any level with slot machines. What do you think?
Phew. I'll dump the other pages on you guys. BTW, what's the status on the Encyclopedia? It still thinks the GHZ is sitting on EmuZone...