Alexrd wrote:Blount wrote:By timing your jumps? It's easier said than done, but that's all there is to it.
Still, the point remains. On the others Sonic games, the spiked guys were hard to kill, sometimes making you loose rings. On Sonic 4, you just make an homing attack and that's it.
I was merely answering your question; I neither agree nor disagree with your point. Though this does remind me of how much I would have preferred Sonic's extra spin attack from S3&K instead.
CM August wrote:When was the last time Sonic used minecarts, Sonic 2 for SMS? Yeah, wasn't really that good back then either. (links are dead so I can't see the new one)
You really should see the video when you can, because even though the mine carts in
Sonic 2 SMS weren't very interesting, they at least worked. You didn't need to rotate the entire level around the carts or some stupid gimmick like that to make them move, and they wouldn't get stuck on walls or go in any direction other than straight forward. Most importantly, they were entirely optional - you didn't have to step inside any carts at all, and even if you did, you could jump off at any time. Here they have an entire level dedicated to this shit and you have to endure the weird physics and nauseating rotations. Yeah, it's just one level, but it's horrible and has no real purpose other than to remind everyone that even the most basic of Sonic games needs to have gimmicks these days, for some incomprehensible reason.