Some amazing sprite animations full of personality and style one of the best on the GBA(Super Star Saga is also super high up there). If only DIMPS weren't total frick ups on late-game level design and didn't have a hard on for bottomless pits and crushing deaths.
First one is a bad copy of the genesis games, second one is "hold right to win" with the worst collectibles in the story of video games, and the third one has some of the shittiest level designs in any vydia.
Peaks with 1 and even that is hardly much to write home about. 2 is a compilation of every possible bad idea one could have. 3 tries to address this but still falls short. Pixel art is quite nice at making modern Sonic look good in 2D.
Dimps improved with Rush and Rush Adventure only to fall back with Colors DS.
Rush had some flaws going back to Advance. Some cheap traps, locking you in a room until you killed all the enemies, story is as low effort as possible, great music. Rush Adventure pretty much improved on everything, tricks flow better and do a better job at helping with platforming, bigger emphasizes on a lot of bounce pads to pull off tricks as much as possible, no longer locking you in a room to kill enemies, music no longer by the Jet Set Radio guy but still solid, level themes are great are original for the franchise.
Colors DS was like they went back to the mistakes of Advance. Level design is worse, the wisps just feel terrible to use, removed the trick system which was one of the best things in the Rush games, enemy placement in just the right place to piss you off, cheap traps, worse music, underwhelming bosses, piss poor story, less content than Rush Adventure.
It's not the worst thing in the world but Colors DS was a big step back from their Rush games. Felt more like a mandatory tie-in game than something the devs were having fun making.
>A1
Golden start. Good level design, similar to the classic style but with some modern things here and there with each character having a distinct playstyle. >A2
Trash. Level design becomes sonic's Downhill jam because of the focus on speed and everything is just extremely grindy. 7 special rings for one shot at the special stage and they're dotted around the map, have to collect the emeralds with every character for Amy, it's just tedious and boring. >A3
Fantastic, level design isn't simplified for the sake of speed but the speed hasn't been reduced, combos between characters that can change a character's moves and the combo powers are never necessary except for nonaggression zone
You need to collect chao to access the special stage but you don't lose them like the special rings. Instead you have to find special keys which are consumables.
bad like every high speed action game on the gba because the screen is too fricking small and you can't see shit. there's a reason why top 10 gba lists are dominated by rpgs and rpg adjacent games like aria of sorrow or zelda
They're alright, first one is probably the most consistent but I like 3 the most due to how much exploration it has especially with the Chao. I find 2 to be too straightforward and the closest game to "hold right to win", at least for a good chunk of it since all levels are basically just a downward slope. That being said I do think it's version of the "boost" is really cool and I wish there was another Sonic game that tried it. Also I still think of that unused song found in the Mega Collection trailer though:
A3 is mediocre in level design but I will never look down on it because the concept of every character combination having a unique (enough) moveset is really fricking cool. Even if it's in a way that doesn't really change how you play, even if it's something that actually makes the character worse, it's such a neat concept that I'm sad never came back. They should have come up with more team names, though.
1 is a gba take on genesis sonic. it kinda sucks but it's serviceable
2 is pure ass and plays itself. it has the worst level design in any 2d sonic game and created fans who think sonic is speed only
3 has a focus on exploration and character pairs, and finally gba sonic became it's own thing
fricking aids level design >just go right to win >bounce pads everywhere to get you to the finish >woops it's too easy, let's add a bunch of bottomless pits
its alright, its not as good as the genesis games but its not as bad as later dimps titles or anything 2d sonic team has attempted since
I used to enjoy transferrin my Chao from GameCube to gameboy so I can train him on the go. These games were fun
Some amazing sprite animations full of personality and style one of the best on the GBA(Super Star Saga is also super high up there). If only DIMPS weren't total frick ups on late-game level design and didn't have a hard on for bottomless pits and crushing deaths.
far better than StH4 and slightly better than or equal to Sonic CD but the other Genesis Sonics and Mania shit all over them.
1 is the only good one.
sonic battle is better
This.
Advance 3's music is god tier too. No, I won't link any, because it's all so good that you should just look up the soundtrack yourself.
both battle and SA3's osts were leagues above 1 and 2. iirc they had the PSO guy working on it
Advance 2 is the best sonic game, gameplaywise
>dem tricks
When they replaced the sfx with voice clips in SA3, they didn't feel as satisfying to pull off
its alright
Mediocre, shit and shit
Inferior to the idea of Sonic 1-3K/Mania/Superstars.
1>3>2
2 has such stupid design decisions.
Once the decompilation for Advance 2 is over and we get a widescreen version people will finally realize it's one of the best Sonic games ever
Doesn't fix how moronic the method is to unloack Amy.
It'll have modding, it literally does
I mean by just making the game widescreen.
First one is a bad copy of the genesis games, second one is "hold right to win" with the worst collectibles in the story of video games, and the third one has some of the shittiest level designs in any vydia.
Peaks with 1 and even that is hardly much to write home about. 2 is a compilation of every possible bad idea one could have. 3 tries to address this but still falls short. Pixel art is quite nice at making modern Sonic look good in 2D.
Dimps improved with Rush and Rush Adventure only to fall back with Colors DS.
How does colors suffer?
Rush had some flaws going back to Advance. Some cheap traps, locking you in a room until you killed all the enemies, story is as low effort as possible, great music. Rush Adventure pretty much improved on everything, tricks flow better and do a better job at helping with platforming, bigger emphasizes on a lot of bounce pads to pull off tricks as much as possible, no longer locking you in a room to kill enemies, music no longer by the Jet Set Radio guy but still solid, level themes are great are original for the franchise.
Colors DS was like they went back to the mistakes of Advance. Level design is worse, the wisps just feel terrible to use, removed the trick system which was one of the best things in the Rush games, enemy placement in just the right place to piss you off, cheap traps, worse music, underwhelming bosses, piss poor story, less content than Rush Adventure.
It's not the worst thing in the world but Colors DS was a big step back from their Rush games. Felt more like a mandatory tie-in game than something the devs were having fun making.
>A1
Golden start. Good level design, similar to the classic style but with some modern things here and there with each character having a distinct playstyle.
>A2
Trash. Level design becomes sonic's Downhill jam because of the focus on speed and everything is just extremely grindy. 7 special rings for one shot at the special stage and they're dotted around the map, have to collect the emeralds with every character for Amy, it's just tedious and boring.
>A3
Fantastic, level design isn't simplified for the sake of speed but the speed hasn't been reduced, combos between characters that can change a character's moves and the combo powers are never necessary except for nonaggression zone
You need to collect chao to access the special stage but you don't lose them like the special rings. Instead you have to find special keys which are consumables.
A1 => A3 > A2
these homies need to get remastered along with the rush games
Honestly a Rush/Adventure remake would lose the charm much like TWEWY did when it was ported. You just need those two screens.
wrong
Zoomer trash
Are there still no Advanced fangames? I thought there was one that added Blaze.
bad like every high speed action game on the gba because the screen is too fricking small and you can't see shit. there's a reason why top 10 gba lists are dominated by rpgs and rpg adjacent games like aria of sorrow or zelda
They're alright, first one is probably the most consistent but I like 3 the most due to how much exploration it has especially with the Chao. I find 2 to be too straightforward and the closest game to "hold right to win", at least for a good chunk of it since all levels are basically just a downward slope. That being said I do think it's version of the "boost" is really cool and I wish there was another Sonic game that tried it. Also I still think of that unused song found in the Mega Collection trailer though:
They play like shit and the level design is trash.
A3 is mediocre in level design but I will never look down on it because the concept of every character combination having a unique (enough) moveset is really fricking cool. Even if it's in a way that doesn't really change how you play, even if it's something that actually makes the character worse, it's such a neat concept that I'm sad never came back. They should have come up with more team names, though.
The true Sonic 4, 5, and 6. Also why do morons always add a d at the end?
I don't know why anon. It's the bearstein effect of sonic.
Runs like shit, sounds like shit, screen is too small for a Sonic game.
All of the issues come from it being on GBA.
1 is a gba take on genesis sonic. it kinda sucks but it's serviceable
2 is pure ass and plays itself. it has the worst level design in any 2d sonic game and created fans who think sonic is speed only
3 has a focus on exploration and character pairs, and finally gba sonic became it's own thing
sa1 is pretty allright
sa2 stops being "fun" after 4th stage
sa3 is good in general plus i have a soft spot for gemerl
fricking aids level design
>just go right to win
>bounce pads everywhere to get you to the finish
>woops it's too easy, let's add a bunch of bottomless pits
>he only played 2