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Classic sonic homing attack
Classic sonic homing attack









classic sonic homing attack classic sonic homing attack

Not to much though, as it wasn’t at all difficult to jump on enemies, but quite a few times players would overshoot their jumps anyway. In 3D, with bad depth perception, players spent more time looking at shadows to line Mario up with his prey. In 2D, all you had to do was line up Mario over an enemy to basically “aim” your feet. Mario was given kung fu moves to offset the need to jump on enemies, for one. None was hit harder than the “platformer” genre. Now, as I’ve said before, when games are put into a 3D context, many of it’s previous elements have to be altered in order to work in 3D without too much frustration. And a large part of this is attributed to the homing attack. Sonic just turned into a full scripted process. Mega Man became an adventure game with shitty controls and generic Evangelion robot designs where you’re running around a city trying to activate the next cutscene, Mario did community service as a janitor, Link turned into a killer wolf sumo wrestler, Mai Shiranui got a haircut (actually doesn’t look bad), Pac Man has a spindash, and Godzilla has a proper game for once. The games played differently, had different goals and an overall completely different feel from the olden days. When franchises that stared in 2D started entering the realm of 3D, a lot of differences started taking place. One thing that puzzles me, however, is the presence of the homing attack. Going back to playing S4E2 as it still amazes me how Sega’s lack of care and focus managed to make a competent throwback to the times when Sonic wasn’t shit.











Classic sonic homing attack