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** Also, on Sonic Origins, when you clear any of the four included games, this one included, you will unlock an all-new feature called Mirror Mode, which will take Nintendo Hard to a whole new level; it does this by reversing the level layout so that you go from right to left. The enemies, spike placements and obstacles are as they were on the regular game, but with this Mirror Mode, you'll really have to be on your toes, even in the Special Stages. Fortunately, you have unlimited tries to get it right, but even so, Mirror Mode gives any experienced player a whole new challenge to get used to.

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** Also, on Sonic Origins, when you clear any of the four included games, this one included, you will unlock an all-new feature called Mirror Mode, which will take Nintendo Hard to a whole new level; it does this by reversing the level layout so that you go from right to left.left (and left to right in areas where you would originally go from right to left). The enemies, spike placements and obstacles are as they were on the regular game, but with this Mirror Mode, you'll really have to be on your toes, even in the Special Stages. Fortunately, you have unlimited tries to get it right, but even so, Mirror Mode gives any experienced player a whole new challenge to get used to.
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* CatharsisFactor: While not rendering it entirely trivial, Tails in re-releases makes the infamous Labyrinth Zone boss a lot easier, between his flight and ability to dog-paddle.
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** Also, on Sonic Origins, when you clear any of the four included games, this one included, you will unlock an all-new feature called Mirror Mode, which will take Nintendo Hard to a whole new level; it does this by reversing the level layout so that you go from right to left. The enemies, spike placements and obstacles are as they were on the regular game, but with this Mirror Mode, you'll really have to be on your toes, even in the Special Stages. Fortunately, you have unlimited tries to get it right, but even so, Mirror Mode gives any experienced player a whole new challenge to get used to.
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* NintendoHard: Compared to most other games in the series, this game is quite difficult. It revolves around the player's ability to gain and control [[WreakingHavok Sonic's momentum]] well enough to avoid or overcome various obstacles, many of which can [[OneHitKill kill Sonic instantly regardless of rings]]. The momentum can be surprisingly hard to get because his moves are very limited compared to the various speed-boosting skills he has in later games like the Spin Dash, Super Peel-Out, and Drop Dash. Additionally, the Special Stages [[SuddenGameplayChange play very differently than the rest of the game]] and are [[AlienGeometries deliberately confusing to the eyes and difficult to navigate]].

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* GoddamnedBats:
** Burrowbots in Labyrinth Zone and Act 3 of Scrap Brain Zone are hidden in the ground except for their drill noses, so an impatient player may easily get blindsided by them as they leap into the air.

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* GoddamnedBats:
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GoddamnedBats: Burrowbots in Labyrinth Zone and Act 3 of Scrap Brain Zone are hidden in the ground except for their drill noses, so an impatient player may easily get blindsided by them as they leap into the air.
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* DancingBear: The game was sold on and became popular for two aspects. One, it was a blistering fast game for its time, allegedly thanks to the brazenly marketed "Blast Processing" abilities of the UsefulNotes/SegaGenesis. To a lesser extent, it was also for having a [[MascotWithAttitude mild streak of edge to it]] that was lacking from the more vanilla ''VideoGame/SuperMarioWorld'' and Creator/{{Sega}}'s own [[CaptainErsatz previous Mario wannabe]], Alex Kidd, while still having the lighthearted cartoon appeal lacking from Sega's other arcade ports and more mature games for their console.

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* DancingBear: The game was sold on and became popular for two aspects. One, it was a blistering fast game for its time, allegedly thanks to the brazenly marketed "Blast Processing" abilities of the UsefulNotes/SegaGenesis.Platform/SegaGenesis. To a lesser extent, it was also for having a [[MascotWithAttitude mild streak of edge to it]] that was lacking from the more vanilla ''VideoGame/SuperMarioWorld'' and Creator/{{Sega}}'s own [[CaptainErsatz previous Mario wannabe]], Alex Kidd, while still having the lighthearted cartoon appeal lacking from Sega's other arcade ports and more mature games for their console.



* GenreTurningPoint: This game helped define part of the culture of TheNineties by creating the MascotWithAttitude through the titular character's more overt and expressive personality, and showing just how dynamic gameplay in a platformer could be through the use of [[WreakingHavok momentum-based physics]], branching pathways, and even livelier level geometry. In the process, it created the UsefulNotes/ConsoleWars between Creator/{{Sega}} and Creator/{{Nintendo}}.

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* GenreTurningPoint: This game helped define part of the culture of TheNineties by creating the MascotWithAttitude through the titular character's more overt and expressive personality, and showing just how dynamic gameplay in a platformer could be through the use of [[WreakingHavok momentum-based physics]], branching pathways, and even livelier level geometry. In the process, it created the UsefulNotes/ConsoleWars MediaNotes/ConsoleWars between Creator/{{Sega}} and Creator/{{Nintendo}}.



** Some of the physics glitches in the infamous UsefulNotes/GameBoyAdvance port, ''Sonic the Hedgehog Genesis'', can be exploited. In particular, if Sonic gets on top of one of the "R" bumpers in the Special Stages then the stage will rock back and forth endlessly, which can be useful for getting your bearings.

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** Some of the physics glitches in the infamous UsefulNotes/GameBoyAdvance Platform/GameBoyAdvance port, ''Sonic the Hedgehog Genesis'', can be exploited. In particular, if Sonic gets on top of one of the "R" bumpers in the Special Stages then the stage will rock back and forth endlessly, which can be useful for getting your bearings.



** The emulation of the game on the UsefulNotes/SegaDreamcast's ''Sega Smash Pack: Volume 1'' compilation is marred by butchered audio. The emulation used in ''Sonic Mega Collection'' also suffers from sound inaccuracies, but to a ''much'' lesser degree.

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** The emulation of the game on the UsefulNotes/SegaDreamcast's Platform/SegaDreamcast's ''Sega Smash Pack: Volume 1'' compilation is marred by butchered audio. The emulation used in ''Sonic Mega Collection'' also suffers from sound inaccuracies, but to a ''much'' lesser degree.
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** Scrap Brain Zone is where the game's lighter, softer side vanishes and is overtaken by an industrial nightmare of NoOSHACompliance with fire, electricity, and giant buzz saws being common elements.

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** Scrap Brain Zone is where the game's lighter, softer side vanishes and is overtaken by into an industrial nightmare of NoOSHACompliance with fire, electricity, and giant buzz saws being common elements.elements. The music matches the mood with its energetic, but panicking tone.

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* NightmareFuel: The infamous drowning music, which would become a recurring jingle in most games in the franchise with bodies of water that don't act as automatic BottomlessPits. And since Labyrinth Zone is considered the [[NintendoHard hardest]] of the water levels in the series, you can expect to hear this a lot.

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* NightmareFuel: NightmareFuel:
**
The infamous drowning music, which would become a recurring jingle in most games in the franchise with bodies of water that don't act as automatic BottomlessPits. And since Labyrinth Zone is considered the [[NintendoHard hardest]] of the water levels in the series, you can expect to hear this a lot.lot.
** Scrap Brain Zone is where the game's lighter, softer side vanishes and is overtaken by an industrial nightmare of NoOSHACompliance with fire, electricity, and giant buzz saws being common elements.
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** Marble Zone is disliked for being a slower stage that follows up the fast and speedy Green Hill Zone. Plus, the number of booby traps, lava, and crushers can make navigating it difficult, especially for the impatient.

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** Marble Zone is disliked for being a slower stage that follows up the fast and speedy Green Hill Zone. Plus, the number of booby traps, lava, and crushers can make navigating it difficult, especially for the impatient. Even when you become well versed in the stage, it can still be a tedious experience with the slow-paced gimmicks that are antithetical to ''Sonic's'' main draw of high-speed.



** Scrap Brain Zone Act 1 - 2 suffers similar problems to Marble Zone with its focus on traditional platforming and diversion from ''Sonic's'' fast-paced gameplay. There are many OneHitKill mechanics, obnoxious enemy placement, and is just generally nerve-wracking with how hostile the environment is.

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** Scrap Brain Zone Act 1 - 2 suffers similar problems to Marble Zone with its focus on traditional platforming and diversion from ''Sonic's'' fast-paced gameplay. There are many OneHitKill mechanics, obnoxious enemy placement, and is they are just generally nerve-wracking with how hostile the environment is.
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** Scrap Brain Zone Act 1 - 2 suffers similar problems to Marble Zone with its focus on traditional platforming and diversion from ''Sonic's'' fast-paced gameplay. Unlike Marble Zone, it does have some fast-paced sections, but the zone's focuses on precision jumping in hazardous situations and the need to slow down frequently makes this zone feel clunky for a ''Sonic'' stage.

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** Scrap Brain Zone Act 1 - 2 suffers similar problems to Marble Zone with its focus on traditional platforming and diversion from ''Sonic's'' fast-paced gameplay. Unlike Marble Zone, it does have some fast-paced sections, but There are many OneHitKill mechanics, obnoxious enemy placement, and is just generally nerve-wracking with how hostile the zone's focuses on precision jumping in hazardous situations and the need to slow down frequently makes this zone feel clunky for a ''Sonic'' stage.environment is.

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