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* DifficultySpike: Night Carnival takes the kiddy gloves off and throws you your first big platforming hurdle towards the end of Act 2. The need for precision will jar a lot of first-time players who've been used to boosting constantly up to that point. Huge Crisis is a [[BreatherLevel step down in difficulty]], but Altitude Limit turns the heat back up and it continues into Dead Line.


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* SequelDifficultySpike: Much harder than the previous Dimps games, and possibly their hardest entry of all owing to its tight reaction times, time-consuming boss fights and having enough bottomless pits to put ''Advance 2'' to shame.
* SignatureScene: Sonic vs. Blaze, especially for the extremely-difficult-but-extremely-awesome finisher where the two ''boost into one another.''
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First Installment Wins applies when there are three installments or more


* FirstInstallmentWins: Although both games are agreed to be quite solid, ''Sonic Rush'' is generally more well regarded amongst fans and critics than ''Rush Adventure''.
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* FranchiseOriginalSin: This game introduced the boost mechanic, which would later become a staple of the 3D games, starting with VideoGame/SonicUnleashed. The mechanic here did have its detractors at the time due to it allowing the player to gain maximum speed with a press of a button (whereas previous 2D Sonic games generally focused more on building momentum through skillful play), it was still regarded as a fun and novel mechanic, especially since the 2D format still allowed for varied level design without making the player feel like they were on rails. Unfortunately, this was ''not'' the case for ''Unleashed'', which, while it was still a breath of fresh air and an improvement over its [[VideoGame/SonicTheHedgehog2006 disastrous predecessor]], the boost came under particular scrutiny due to the ''significantly'' more linear level design and Sonic's movement mechanics making the game at times feel like it was basically on rails (and not just when Sonic was literally on rails, either), which made the boost feel to many like an even more mindless mechanic with little actual depth for most players outside of speedrunning. ''VideoGame/SonicColors'' having significantly less 3D gameplay that was largely very linear did not help things any. ''VideoGame/SonicGenerations'' did improve on making Modern Sonic's gameplay feel less linear, but at that point some players had felt the "boost formula" had worn out its novelty and was basically a one-trick-pony that struggled to provide actual gameplay variety, and the boost mechanic itself arguably contributed to this problem. The mechanic is still around as of ''VideoGame/SonicFrontiers'', but it's telling that it's been nerfed to be unable to damage enemies and in the same game most players will use the Spin Dash instead once they unlock it.

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* FranchiseOriginalSin: This game introduced the boost mechanic, which would later become Shares a staple of the 3D games, starting page with VideoGame/SonicUnleashed. The mechanic here did have its detractors at the time due to it allowing the player to gain maximum speed with a press of a button (whereas previous 2D Sonic games generally focused more on building momentum through skillful play), it was still regarded as a fun and novel mechanic, especially since the 2D format still allowed for varied level design without making the player feel like they were on rails. Unfortunately, this was ''not'' the case for ''Unleashed'', which, while it was still a breath of fresh air and an improvement over its [[VideoGame/SonicTheHedgehog2006 disastrous predecessor]], the boost came under particular scrutiny due to the ''significantly'' more linear level design and Sonic's movement mechanics making the game at times feel like it was basically on rails (and not just when Sonic was literally on rails, either), which made the boost feel to many like an even more mindless mechanic with little actual depth for most players outside of speedrunning. ''VideoGame/SonicColors'' having significantly less 3D gameplay that was largely very linear did not help things any. ''VideoGame/SonicGenerations'' did improve on making Modern Sonic's gameplay feel less linear, but at that point some players had felt the "boost formula" had worn out its novelty and was basically a one-trick-pony that struggled to provide actual gameplay variety, and the boost mechanic itself arguably contributed to this problem. The mechanic is still around as of ''VideoGame/SonicFrontiers'', but it's telling that it's been nerfed to be unable to damage enemies and in the same game most players will use the Spin Dash instead once they unlock it.franchise [[FranchiseOriginalSin/SonicTheHedgehog here]].
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* CultClassic: When the game first came out, it was largely overlooked by the fanbase due to it both being on a portable system instead of a home console and being [[DuelingWorks released on the same day]] as ''VideoGame/ShadowTheHedgehog'', which was the more talked about of the two out of infamy. However, by the start of TheNewTwenties, fans of ''Rush'' who played the game as kids started to become more vocal about their love for the game, citing its incredibly fun gameplay and [[BonusStage Special Stages]], the incredibly [[SugarWiki/AwesomeMusic unique soundtrack]] courtesy of Creator/HidekiNaganuma, and introducing fan-favorite Blaze to the series. The vocal praising of it led to ''Sonic'' fans who never played the game to give it a shot, and be genuinely impressed with it in the process.

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* CultClassic: When the game first came out, it was largely overlooked by the fanbase due to it both being on a portable system instead of a home console and being [[DuelingWorks released on the same day]] as ''VideoGame/ShadowTheHedgehog'', which was the more talked about of the two out of infamy. However, by the start of TheNewTwenties, fans of ''Rush'' who played the game as kids started to become more vocal about their love for the game, citing its incredibly fun gameplay and [[BonusStage Special Stages]], the incredibly [[SugarWiki/AwesomeMusic unique soundtrack]] courtesy of Creator/HidekiNaganuma, ''VideoGame/JetSetRadio'' composer Hideki Naganuma, and introducing fan-favorite Blaze to the series. The vocal praising of it led to ''Sonic'' fans who never played the game to give it a shot, and be genuinely impressed with it in the process.
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* CultClassic: When the game first came out, it was largely overlooked by the fanbase due to it both being on a portable system instead of a home console and being [[DuelingWorks released on the same day]] as ''VideoGame/ShadowTheHedgehog'', which was the more talked about of the two out of infamy. However, by the start of TheNewTwenties, fans of ''Rush'' who played the game as kids started to become more vocal about their love for the game, citing its incredibly fun gameplay and [[BonusStage Special Stages]], the incredibly [[SugarWiki/AwesomeMusic unique soundtrack]] courtesy of Creator/HidekiNaganuma, and introducing fan-favorite Blaze to the series. The vocal praising of it led to ''Sonic'' fans who never played the game to give it a shot, and be genuinely impressed with it in the process.

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Indentation. Each example must be independent from the others.


* ThatOneBoss: The Dead Line zone boss is the DuelBoss fight we've been waiting for all game: Sonic vs. Blaze. However, once you get your opponent (whoever they are) down to their last hit point, you have to try and push them off the other end of the platform to finish them. You do this by tapping the A and B buttons in alternating form at an '''insanely''' high speed to stop the [[ComputersAreFast incredibly strong A.I. from just slamming you off your end, forcing you to start over]], and you have to keep it up for however long it takes to knock them off. Depending on how much the balance swings, this can be as long as five minutes of intense button-mashing quite probably far above the abilities of the target audience.
** Of course, by that point you'll already be aware of the rapid button mashing from the Altitude Limit boss whenever it tries to blow you off the stage (although at least there you only have to do it for a few seconds), and just like before, one of your lives will fall through the sky if you don't keep pace. If it isn't doing that, it's either going to strafe and shoot at you (which is VERY hard to dodge), try to stomp you from above, or quickly fly in from the side to try and peck you. The only times it becomes vulnerable are whenever it jumps or pecks, and it doesn't give you a lot of time either.

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* ThatOneBoss: ThatOneBoss:
** The Altitude Limit boss has an attack where it tries to blow you off the stage. If you fail to mash the A and B buttons quickly enough, you will be pushed off the stage for an instant death. The boss' other attacks are to strafe and shoot at you (which is VERY hard to dodge), try to stomp you from above, or quickly fly in from the side to try and peck you. The only times it becomes vulnerable are whenever it jumps or pecks, and it doesn't give you a lot of time either.
**
The Dead Line zone boss is the DuelBoss fight we've been waiting for all game: Sonic vs. Blaze. However, once you get your opponent (whoever they are) down to their last hit point, you have to try and push them off the other end of the platform to finish them. You do this by tapping the A and B buttons in alternating form at an '''insanely''' high speed to stop the [[ComputersAreFast incredibly strong A.I. from just slamming you off your end, forcing you to start over]], and you have to keep it up for however long it takes to knock them off. Depending on how much the balance swings, this can be as long as five minutes of intense button-mashing quite probably far above the abilities of the target audience.
** Of course, by that point you'll already be aware of the rapid button mashing from the Altitude Limit boss whenever it tries to blow you off the stage (although at least there you only have to do it for a few seconds), and just like before, one of your lives will fall through the sky if you don't keep pace. If it isn't doing that, it's either going to strafe and shoot at you (which is VERY hard to dodge), try to stomp you from above, or quickly fly in from the side to try and peck you. The only times it becomes vulnerable are whenever it jumps or pecks, and it doesn't give you a lot of time either.
audience.
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** Of course, by that point you'll already be aware of the rapid button mashing from the Altitude Limit boss whenever it tries to blow you off the stage (although at least there you only have to do it for a few seconds), and just like before, one of your lives will fall through the sky if you don't keep pace. If it isn't doing that, it's either going to strafe and shoot at you (which is VERY hard to dodge), try to stomp you from above, or quickly fly in from the side to try and peck you. The only times it becomes vulnerable are whenever it jumps or pecks, and it doesn't give you a lot of time either.
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None


* EpilepticTrees: Thanks to ''VideoGame/SonicTheHedgehog2006'' introducing a completely different backstory for Blaze, several theories attempting to reconcile the two were born. A somewhat popular theory is that Blaze's world is [[spoiler:the world she sealed herself in at the end of Silver's story]], though this [[VoodooShark raises further questions]] (such as [[spoiler:how exactly she came to be a princess and guardian of the Sol Emeralds upon arriving, or why the CosmicRetcon didn't affect her despite it logically negating her dimension jump]]). Another popular idea is that her world is actually an alternate future, in the same vein as the split timeline in ''Franchise/TheLegendOfZelda''. WordOfGod [[{{Jossed}} buzzsawed]] many of these when Takashi Iizuka clarified that Blaze was from another dimension, and not the future. [[LetUsNeverSpeakOfThisAgain He still didn't explain why she appeared to be from the future seen in the 2006 game, though.]] However, ''Sonic 06'''s writer, Creator/ShiroMaekawa, has [[https://twitter.com/mizuhano/status/1010563445068976128?s=20&t=P_ygWRq7jSk_87q7IHE1wg heavily implied]] that the former (Blaze sealing herself into the Sol Dimension) was the original intent.

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* EpilepticTrees: Thanks to ''VideoGame/SonicTheHedgehog2006'' introducing a completely different backstory for Blaze, several theories attempting to reconcile the two were born. A somewhat popular theory is that Blaze's world is [[spoiler:the world she sealed herself in at the end of Silver's story]], though this [[VoodooShark raises further questions]] (such as [[spoiler:how exactly she came to be a princess and guardian of the Sol Emeralds upon arriving, or why the CosmicRetcon didn't affect her despite it logically negating her dimension jump]]). Another popular idea is that her world is actually an alternate future, in the same vein as the split timeline in ''Franchise/TheLegendOfZelda''. WordOfGod [[{{Jossed}} buzzsawed]] many of these when Takashi Iizuka clarified that Blaze was from another dimension, and not the future. [[LetUsNeverSpeakOfThisAgain He still didn't explain why she appeared to be from the future seen in the 2006 game, though.]] However, ''Sonic 06'''s writer, Creator/ShiroMaekawa, has [[https://twitter.com/mizuhano/status/1010563445068976128?s=20&t=P_ygWRq7jSk_87q7IHE1wg heavily implied]] that the former (Blaze sealing herself into the Sol Dimension) was the original intent. By and large, though, fans generally have decided to not look that gift horse in the mouth and just throw Blaze's 06 subplot in the discontinuity bin entirely to save everyone the headache of thinking about it.

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* BrokenBase: This game was responsible for introducing the boost style of gameplay to the franchise. Even disregarding how contentious the style would become later on, there are those who love it in these games for its fast-paced and frantic nature and those who hated it since they claim it made the levels feel like all flair and no substance when it comes to actual level design.

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* BrokenBase: [[FranchiseOriginalSin This game was responsible for introducing the boost style of gameplay to the franchise. franchise.]] Even disregarding how contentious the style would become later on, there are those who love it in these games for its fast-paced and frantic nature and those who hated it since they claim it made the levels feel like all flair and no substance when it comes to actual level design.


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* FranchiseOriginalSin: This game introduced the boost mechanic, which would later become a staple of the 3D games, starting with VideoGame/SonicUnleashed. The mechanic here did have its detractors at the time due to it allowing the player to gain maximum speed with a press of a button (whereas previous 2D Sonic games generally focused more on building momentum through skillful play), it was still regarded as a fun and novel mechanic, especially since the 2D format still allowed for varied level design without making the player feel like they were on rails. Unfortunately, this was ''not'' the case for ''Unleashed'', which, while it was still a breath of fresh air and an improvement over its [[VideoGame/SonicTheHedgehog2006 disastrous predecessor]], the boost came under particular scrutiny due to the ''significantly'' more linear level design and Sonic's movement mechanics making the game at times feel like it was basically on rails (and not just when Sonic was literally on rails, either), which made the boost feel to many like an even more mindless mechanic with little actual depth for most players outside of speedrunning. ''VideoGame/SonicColors'' having significantly less 3D gameplay that was largely very linear did not help things any. ''VideoGame/SonicGenerations'' did improve on making Modern Sonic's gameplay feel less linear, but at that point some players had felt the "boost formula" had worn out its novelty and was basically a one-trick-pony that struggled to provide actual gameplay variety, and the boost mechanic itself arguably contributed to this problem. The mechanic is still around as of ''VideoGame/SonicFrontiers'', but it's telling that it's been nerfed to be unable to damage enemies and in the same game most players will use the Spin Dash instead once they unlock it.
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** [[UnderTheSea Water Palace]] is the game's most widely-beloved level, and for good reason. Much like [[VideoGame/Sonic3&Knuckles Hydrocity Zone]], Water Palace prioritizes making Sonic move forward as fast as possible even underwater, without sacrificing some of the challenge of his SuperDrowningSkills.

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** [[UnderTheSea Water Palace]] is the game's most widely-beloved level, and for good reason. Much like [[VideoGame/Sonic3&Knuckles [[VideoGame/Sonic3AndKnuckles Hydrocity Zone]], Water Palace prioritizes making Sonic move forward as fast as possible even underwater, without sacrificing some of the challenge of his SuperDrowningSkills.
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* AwesomeBosses: [[spoiler:The [[TrueFinalBoss Egg Salamander]] stands out among the otherwise mediocre lineup of bosses in the game. Not only is it another spectacle-fueled Super Sonic fight with a badass music track, but you also get tag team with Burning Blaze against two Eggmen all throughout!]]

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* AwesomeBosses: [[AwesomeBosses/SonicTheHedgehog Awesome Bosses]]: [[spoiler:The [[TrueFinalBoss Egg Salamander]] stands out among the otherwise mediocre lineup of bosses in the game. Not only is it another spectacle-fueled Super Sonic fight with a badass music track, but you also get tag team with Burning Blaze against two Eggmen all throughout!]]
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None

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* AwesomeBosses: [[spoiler:The [[TrueFinalBoss Egg Salamander]] stands out among the otherwise mediocre lineup of bosses in the game. Not only is it another spectacle-fueled Super Sonic fight with a badass music track, but you also get tag team with Burning Blaze against two Eggmen all throughout!]]
* [[Awesome/VideoGameLevels Awesome Levels]]:
** [[JungleJapes Leaf Storm]] is a simple, yet highly effective introduction to the Boost gameplay, with plenty of alternate paths and safe spaces to experiment with Sonic's new abilities.
** [[UnderTheSea Water Palace]] is the game's most widely-beloved level, and for good reason. Much like [[VideoGame/Sonic3&Knuckles Hydrocity Zone]], Water Palace prioritizes making Sonic move forward as fast as possible even underwater, without sacrificing some of the challenge of his SuperDrowningSkills.
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None


* ThatOneBoss: The Dead Line zone boss is the DuelBoss fight we've been waiting for all game: Sonic vs. Blaze. However, once you get your opponent (whoever they are) down to their last hit point, you have to try and push them off the other end of the platform to finish them. You do this by tapping the X and Y buttons together (not a comfortable setup, for those without a DS) at an '''insanely''' high speed to stop the [[ComputersAreFast incredibly strong A.I. from just slamming you off your end, forcing you to start over]], and you have to keep it up for however long it takes to knock them off. Depending on how much the balance swings, this can be as long as five minutes of intense button-mashing quite probably far above the abilities of the target audience.

to:

* ThatOneBoss: The Dead Line zone boss is the DuelBoss fight we've been waiting for all game: Sonic vs. Blaze. However, once you get your opponent (whoever they are) down to their last hit point, you have to try and push them off the other end of the platform to finish them. You do this by tapping the X A and Y B buttons together (not a comfortable setup, for those without a DS) in alternating form at an '''insanely''' high speed to stop the [[ComputersAreFast incredibly strong A.I. from just slamming you off your end, forcing you to start over]], and you have to keep it up for however long it takes to knock them off. Depending on how much the balance swings, this can be as long as five minutes of intense button-mashing quite probably far above the abilities of the target audience.
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Crosswicking from the main page.


* ThatOneBoss: Sonic vs. Blaze, while being more of a challenge than [[ZeroEffortBoss Sonic vs. Knuckles]] from ''VideoGame/Sonic3AndKnuckles'' or any of the Shadow fights in ''VideoGame/SonicAdventure2'', isn't a particularly hard boss, mostly relying on timing your hits on the opponent. That is, until Phase 2 of the fight, where the boss [[UnexpectedGameplayChange shifts]] from platform fighting to [[PressXToNotDie rapid button mashing]], with the timing being so strict that, if you mess up the pattern no less than 3 times, you'll end up failing and [[ContinuingIsPainful have to refight the boss from the start all over again]].

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* ThatOneBoss: The Dead Line zone boss is the DuelBoss fight we've been waiting for all game: Sonic vs. Blaze, while being more of a challenge than [[ZeroEffortBoss Sonic vs. Knuckles]] from ''VideoGame/Sonic3AndKnuckles'' or any Blaze. However, once you get your opponent (whoever they are) down to their last hit point, you have to try and push them off the other end of the Shadow fights in ''VideoGame/SonicAdventure2'', isn't a particularly hard boss, mostly relying on timing your hits on the opponent. That is, until Phase 2 of the fight, where the boss [[UnexpectedGameplayChange shifts]] from platform fighting to [[PressXToNotDie rapid button mashing]], with finish them. You do this by tapping the timing being so strict that, if X and Y buttons together (not a comfortable setup, for those without a DS) at an '''insanely''' high speed to stop the [[ComputersAreFast incredibly strong A.I. from just slamming you mess up the pattern no less than 3 times, you'll end up failing off your end, forcing you to start over]], and [[ContinuingIsPainful you have to refight keep it up for however long it takes to knock them off. Depending on how much the boss from balance swings, this can be as long as five minutes of intense button-mashing quite probably far above the start all over again]].abilities of the target audience.

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* ThatOneLevel:

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* ThatOneLevel: ThatOneBoss: Sonic vs. Blaze, while being more of a challenge than [[ZeroEffortBoss Sonic vs. Knuckles]] from ''VideoGame/Sonic3AndKnuckles'' or any of the Shadow fights in ''VideoGame/SonicAdventure2'', isn't a particularly hard boss, mostly relying on timing your hits on the opponent. That is, until Phase 2 of the fight, where the boss [[UnexpectedGameplayChange shifts]] from platform fighting to [[PressXToNotDie rapid button mashing]], with the timing being so strict that, if you mess up the pattern no less than 3 times, you'll end up failing and [[ContinuingIsPainful have to refight the boss from the start all over again]].
* ThatOneLevel:
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* BrokenBase: [[RunningGag It]] ''[[RunningGag is]]'' [[RunningGag a Sonic game after all]]. This game was responsible for introducing the boost style of gameplay to the franchise. Even disregarding how contentious the style would become later on, there are those who love it in these games for its fast-paced and frantic nature and those who hated it since they claim it made the levels feel like all flair and no substance when it comes to actual level design.

to:

* BrokenBase: [[RunningGag It]] ''[[RunningGag is]]'' [[RunningGag a Sonic game after all]]. This game was responsible for introducing the boost style of gameplay to the franchise. Even disregarding how contentious the style would become later on, there are those who love it in these games for its fast-paced and frantic nature and those who hated it since they claim it made the levels feel like all flair and no substance when it comes to actual level design.
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* NightmareFuel: The reason why Sonic and Blaze are even in this mess is due to how the dimensions of Sonic's Dimension and Blaze's Sol Dimension are on a collision course for each other from a tear in the fabric of the space-time continuum, and it is rapidly expanding, [[ApocalypseHow/ClassX4 which would threaten to destroy both universes if it is allowed to expand further.]] Alongside this, the heatwaves from the gradual expansion taking hold can visibly be seen on the world map as the story progresses, with each zone completed adding to the intensity of the situation, feeding the idea that the two heroes are in a race against time to fix this before it is too late.
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* SugarWiki/FunnyMoments: Seeing Amy chasing Sonic during his end credits.


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* SugarWiki/MomentOfAwesome: One of the stages is in the upper atmosphere. It turns out that Blaze acrophobic, but still does it anyway.
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* {{Anvilicious}}: The game really shoves the "friendship" moral down your throat in the cutscene in the Last Story preceding the fight with the Eggmen.
* BrokenBase: [[RunningGag It]] ''[[RunningGag is]]'' [[RunningGag a Sonic game after all]]. This game was responsible for introducing the boost style of gameplay to the franchise. Even disregarding how contentious the style would become later on, there are those who love it in these games for its fast-paced and frantic nature and those who hated it since they claim it made the levels feel like all flair and no substance when it comes to actual level design.
* EpilepticTrees: Thanks to ''VideoGame/SonicTheHedgehog2006'' introducing a completely different backstory for Blaze, several theories attempting to reconcile the two were born. A somewhat popular theory is that Blaze's world is [[spoiler:the world she sealed herself in at the end of Silver's story]], though this [[VoodooShark raises further questions]] (such as [[spoiler:how exactly she came to be a princess and guardian of the Sol Emeralds upon arriving, or why the CosmicRetcon didn't affect her despite it logically negating her dimension jump]]). Another popular idea is that her world is actually an alternate future, in the same vein as the split timeline in ''Franchise/TheLegendOfZelda''. WordOfGod [[{{Jossed}} buzzsawed]] many of these when Takashi Iizuka clarified that Blaze was from another dimension, and not the future. [[LetUsNeverSpeakOfThisAgain He still didn't explain why she appeared to be from the future seen in the 2006 game, though.]] However, ''Sonic 06'''s writer, Creator/ShiroMaekawa, has [[https://twitter.com/mizuhano/status/1010563445068976128?s=20&t=P_ygWRq7jSk_87q7IHE1wg heavily implied]] that the former (Blaze sealing herself into the Sol Dimension) was the original intent.
* FirstInstallmentWins: Although both games are agreed to be quite solid, ''Sonic Rush'' is generally more well regarded amongst fans and critics than ''Rush Adventure''.
* GoddamnedBoss: Almost every boss is only being vulnerable for small windows of time separated by drawn-out attacks where you can't counterattack, especially the boss of Huge Crisis and how it loves to spam its missile attack.
* HilariousInHindsight:
** As seen [[https://www.derpibooru.org/298674 here,]] the plot of ''Sonic Rush'' is nearly identical to that of the two-part pilot of ''WesternAnimation/MyLittlePonyFriendshipIsMagic''; a purple-furred loner learns to accept help from others, which powers her magical gemstones.
** The stage theme for Altitude Limit is called [[https://www.youtube.com/watch?v=7RwIC5-nAdM "Get Edgy"]]. ''Sonic Rush'' was released on the same day as ''VideoGame/ShadowTheHedgehog'', and years down the line, mocking the latter for its "edginess" had become [[MemeticMutation a meme]].
* JustHereForGodzilla: A fair number of fans are drawn to these games solely because of the ability to play as Blaze the Cat, who has become a fan favorite.
* MemeticMutation:
** Vela-Nova (Part 2) [[labelnote:Explanation]]Many nostalgic fans of ''Sonic Rush'' took to making edits based off of the second phase of Sonic vs. Blaze, which was infamous for its [[SmashingSurvival strict button mashing]]. A particularly popular edit is that of [[Manga/JoJosBizarreAdventureStardustCrusaders Jotaro vs. DIO]].[[/labelnote]]
** "Have a nice fall, [[ThisIsForEmphasisBitch you stupid bitch!]]" [[labelnote:Explanation]]An GagDub of the DuelBoss between Sonic and Blaze, that adds Sonic uttering [[CrossesTheLineTwice the aforementioned phrase]] after knocking Blaze off the platform. It's become quite popular as a reaction video.[[/labelnote]]
* OlderThanTheyThink:
** These aren't the first ''Sonic'' games to make use of sampling in the soundtrack -- that was ''VideoGame/SonicTheHedgehogCD''. In addition, the repeated "Too strong" phrase said by UsefulNotes/MalcolmX, used in "Wrapped in Black," was earlier sampled for the [[TheProblemWithLicensedGames notoriously terrible]] ''WesternAnimation/BebesKids'' SNES game.
** ''Rush'' is the first game to introduce the Boost mechanic, which would later become a staple of the series as of ''VideoGame/SonicUnleashed''.
* ScrappyMechanic: The rockets in Dead Line move really fast, but handle really lousily and get destroyed upon touching a wall. Merely tapping the control pad can send it at a very wide angle. And there's one section where you actually have to use it ''to get over a bottomless pit''.
* SpiritualSuccessor: These games are pretty similar to the ''VideoGame/{{Sonic Advance|Trilogy}}'' series. They in turn inspired the handheld versions of ''VideoGame/SonicColors'' and ''[[VideoGame/SonicGenerations Generations]]'', and the Boost mechanic would be adopted by the mainline 3D Sonic games starting with ''VideoGame/SonicUnleashed''.
* StoicWoobie: It's pretty hard not to feel bad for Blaze given how hard her life has been and how she doesn't have any friends for fear of accidentally burning them. That said, [[DontYouDarePityMe she tends to lash out when ever anyone offers her sympathy or help]]. [[spoiler:She gets better about this by the end of the first game.]]
* SuspiciouslySimilarSong:
** The main motif heard in "Back 2 Back" is notably similar to The Kingsmen's "Louie Louie."
** Some of the music in ''Rush'' sounds very similar to some ''VideoGame/JetSetRadio'' and ''Jet Set Radio Future'' tracks, but that's because Hideki Naganuma did work on all of them. Of note is "Get Edgy", which many fans have noted sounds like "Let Mom Sleep".
** "Wrapped in Black" sounds very reminiscent of the Music/FatboySlim song "Right Here, Right Now".
* TearJerker: The ending; watching the video of [[spoiler:Blaze returning to her home dimension]] was something indeed.
* ThatOneLevel:
** Altitude Limit, with its insta-kill lasers and tricky gimmicks, and quite a long run before reaching the first checkpoint.
** Night Carnival is the fourth level in Sonic's campaign, but the ''first'' level in Blaze's story. Its difficulty will catch any players who attempt her story first [[SurpriseDifficulty by surprise]].
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