Sonic the Hedgehog
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Rayfist

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Re: Sonic the Hedgehog
Sonic Lost World will finally become available to us Americans tomorrow, can't wait! I still have yet to play Sonic Colors, I only played a tad bit of it, but when I fix my motherboard and CPU I'll probably get full speed emulation with it.
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sonicbrawler182

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Re: Sonic the Hedgehog
So I finally S Rank'd every single level in Lost World Wii U's Time Attack Mode, and I've had all Red Star Rings for some time now. My total play time in the game now is 30 hours and 59 minutes! 
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Also, I decided to write up about some controls and techniques people will need to know to play this game. The game doesn't explain all of it's moves and controls very well, so I decided to do so. Trust me, if you are getting this game (especially on Wii U, as that is the version I own. 3DS version probably has some differences), you should read this so you can go in with an advantage. It'll really help.
The Basics
Jog: Left Stick
Dash (Run): ZR + Left Stick
Super Peel-Out: ZR alone (move left stick when charged up to start moving at full running speed)
Spin Dash: ZL (aim take-off direction with left stick, rev up with B or A buttons. Let go of ZL to take off)
Jump: B or A Button
Crouch: Y or X Button (move around while holding Y or X to Roll)
Double Jump: A Button after jumping, but this only works when not locked on. However, the B Button will ALWAYS double-jump, regardless of whether or not you are locked on
Homing Attack: A Button (when locked on)
Multi Homing Attack: If you are faced with a group of enemies, wait a moment longer after locking onto one to lock onto more of them. Launching the Homing Attack after doing so will make Sonic cut through all of them quickly (so long as they are ALL vulnerable to Homing Attacks. Some enemies are only vulnerable to Kicks)
Kick Attack: X or Y Button (when locked on)
Bound: X or Y button (when not locked on)
Activate Wisp: R Button (alternatively, touch the Wisp's icon on the Wii U GamePad screen)
Parkour Moves
Vault: Approach a low ledge/wall/obstacle while holding ZR to vault over it/on top of it.
Wall Run: Move towards a wall at a diagonal angle while holding ZR (works from the ground OR in the air. The distance you cover is dependant on your momentum)
Wall Climb: Move straight towards a wall while holding ZR (works from the ground OR in the air. The distance you cover is dependant on your momentum)
Wall Spin Dash: While Wall Running or Wall Climbing, press and hold ZL to charge a Spin Dash that will increase the distance you cover while moving along/up a wall
Wall Run/Climb Cancel (dubbed as such by me, as the game never even mentions this technique): While Wall Running or Wall Climbing, press the B or A Button ALONE to cancel the maneuver (basically, Sonic will perform a regular jump as if he was standing on flat ground, not taking into account his momentum while running along the wall)
Wall Jump: While Wall Running or Wall Climbing, press the B or A Button AND flick the left stick away from the wall you're on to rebound off of the wall. This is essential for chaining Wall Runs or Wall Climbs together, or can be used for reaching distant platforms while on a wall (the game and it's instruction leaflet actually describe the "Wall Jump" with the input used for "Wall Run/Climb Cancel", without even mentioning the "Wall Run/Climb Cancel" maneuver, or the real controls for the "Wall Jump". So memorise this, or you will have a lot of trouble when the game is telling you the wrong controls for "Wall Jump")
Side Step: While Wall Climbing, press the B or A Button, and flick the left stick to your left or your right to side step left or right
Ceiling Run/Hang: While Wall Climbing in a 2D section, if you come towards a corner that connects the wall to a ceiling, Sonic will automatically run along the ceiling, and will quickly lose momentum. When he loses all momentum, he will hang from the ceiling if the surface allows for it (vines along the ceiling, for example). If you want to hang from the ceiling early, press X or Y
Pro Tips!
Spin Dash Indefinitely: After taking off with a Spin Dash, tap and hold ZL AGAIN to lock your speed, meaning you can Spin Dash at the highest speed so long as you avoid obstacles
Maximising Jump Distance while Spin Dashing: A cool little trick with the Spin Dash in this game is that if you Spin Dash straight off a ledge, WITHOUT jumping, you will actually retain both jumps, whereas if you just Run straight off a ledge without jumping, you only retain the double jump
Landing while Spin Dashing: A small, but vital to know quirk about the Spin Dash in this game is that if you land after performing a single jump while Spin Dashing, your Spin Dash continues. However, if you Double Jump while Spin Dashing, Sonic will uncurl from his ball form, meaning you will have to rev up the Spin Dash when you land, rather than simply continuing it
Charging a Stronger Homing Attack: When you are faced with a large, multi-hit enemy, or a boss, and they are open to being attacked, don't rush into a Homing Attack. Instead, wait a moment while facing them, and while in range. Your lock on cursor will start multiplying. The more cursors are up, the stronger your Homing Attack will be, meaning you can get rid of tough enemies more quickly (this technique is actually COMPLETELY NECESSARY for the fight with Zavok in Sky Road Zone 4. The game never explains this technique at all as far as I remember, and it's not in the instruction leaflet!)
--------
Also, I decided to write up about some controls and techniques people will need to know to play this game. The game doesn't explain all of it's moves and controls very well, so I decided to do so. Trust me, if you are getting this game (especially on Wii U, as that is the version I own. 3DS version probably has some differences), you should read this so you can go in with an advantage. It'll really help.
The Basics
Jog: Left Stick
Dash (Run): ZR + Left Stick
Super Peel-Out: ZR alone (move left stick when charged up to start moving at full running speed)
Spin Dash: ZL (aim take-off direction with left stick, rev up with B or A buttons. Let go of ZL to take off)
Jump: B or A Button
Crouch: Y or X Button (move around while holding Y or X to Roll)
Double Jump: A Button after jumping, but this only works when not locked on. However, the B Button will ALWAYS double-jump, regardless of whether or not you are locked on
Homing Attack: A Button (when locked on)
Multi Homing Attack: If you are faced with a group of enemies, wait a moment longer after locking onto one to lock onto more of them. Launching the Homing Attack after doing so will make Sonic cut through all of them quickly (so long as they are ALL vulnerable to Homing Attacks. Some enemies are only vulnerable to Kicks)
Kick Attack: X or Y Button (when locked on)
Bound: X or Y button (when not locked on)
Activate Wisp: R Button (alternatively, touch the Wisp's icon on the Wii U GamePad screen)
Parkour Moves
Vault: Approach a low ledge/wall/obstacle while holding ZR to vault over it/on top of it.
Wall Run: Move towards a wall at a diagonal angle while holding ZR (works from the ground OR in the air. The distance you cover is dependant on your momentum)
Wall Climb: Move straight towards a wall while holding ZR (works from the ground OR in the air. The distance you cover is dependant on your momentum)
Wall Spin Dash: While Wall Running or Wall Climbing, press and hold ZL to charge a Spin Dash that will increase the distance you cover while moving along/up a wall
Wall Run/Climb Cancel (dubbed as such by me, as the game never even mentions this technique): While Wall Running or Wall Climbing, press the B or A Button ALONE to cancel the maneuver (basically, Sonic will perform a regular jump as if he was standing on flat ground, not taking into account his momentum while running along the wall)
Wall Jump: While Wall Running or Wall Climbing, press the B or A Button AND flick the left stick away from the wall you're on to rebound off of the wall. This is essential for chaining Wall Runs or Wall Climbs together, or can be used for reaching distant platforms while on a wall (the game and it's instruction leaflet actually describe the "Wall Jump" with the input used for "Wall Run/Climb Cancel", without even mentioning the "Wall Run/Climb Cancel" maneuver, or the real controls for the "Wall Jump". So memorise this, or you will have a lot of trouble when the game is telling you the wrong controls for "Wall Jump")
Side Step: While Wall Climbing, press the B or A Button, and flick the left stick to your left or your right to side step left or right
Ceiling Run/Hang: While Wall Climbing in a 2D section, if you come towards a corner that connects the wall to a ceiling, Sonic will automatically run along the ceiling, and will quickly lose momentum. When he loses all momentum, he will hang from the ceiling if the surface allows for it (vines along the ceiling, for example). If you want to hang from the ceiling early, press X or Y
Pro Tips!
Spin Dash Indefinitely: After taking off with a Spin Dash, tap and hold ZL AGAIN to lock your speed, meaning you can Spin Dash at the highest speed so long as you avoid obstacles
Maximising Jump Distance while Spin Dashing: A cool little trick with the Spin Dash in this game is that if you Spin Dash straight off a ledge, WITHOUT jumping, you will actually retain both jumps, whereas if you just Run straight off a ledge without jumping, you only retain the double jump
Landing while Spin Dashing: A small, but vital to know quirk about the Spin Dash in this game is that if you land after performing a single jump while Spin Dashing, your Spin Dash continues. However, if you Double Jump while Spin Dashing, Sonic will uncurl from his ball form, meaning you will have to rev up the Spin Dash when you land, rather than simply continuing it
Charging a Stronger Homing Attack: When you are faced with a large, multi-hit enemy, or a boss, and they are open to being attacked, don't rush into a Homing Attack. Instead, wait a moment while facing them, and while in range. Your lock on cursor will start multiplying. The more cursors are up, the stronger your Homing Attack will be, meaning you can get rid of tough enemies more quickly (this technique is actually COMPLETELY NECESSARY for the fight with Zavok in Sky Road Zone 4. The game never explains this technique at all as far as I remember, and it's not in the instruction leaflet!)
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SegaNintendoUbisoft

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Re: Sonic the Hedgehog
I won't be able to play Lost World till Friday (got school stuff to do), but I'm expecting it to come this week. Can't wait.
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sonicbrawler182

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Re: Sonic the Hedgehog
So the official Nintendo Facebook page has Sonic Lost World artwork as it's cover photo.
Similar case on the Nintendo of America Twitter.
I'm so confused.
Similar case on the Nintendo of America Twitter.
I'm so confused.
Re: Sonic the Hedgehog
They seem to like the game
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sonicbrawler182

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Re: Sonic the Hedgehog
nintendo u do kno mario is ur mascot right???
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Rayfist

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Re: Sonic the Hedgehog
Getting the game today in an hour or so! Thanks for the tips Sonicbrawler, I can't wait!
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sonicbrawler182

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Re: Sonic the Hedgehog
I'm listening to a 30 minute loop of the Final Boss theme and I will sit through all of it damn it, it's that amazing.


Re: Sonic the Hedgehog
Oh, you are lucky. Have fun playing it and be sure to tell us our experience.Rayfist wrote:Getting the game today in an hour or so! Thanks for the tips Sonicbrawler, I can't wait!
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SegaNintendoUbisoft

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Re: Sonic the Hedgehog
Just got it in the mail! 
Re: Sonic the Hedgehog
Damn. More and more people are getting it. I need it too.
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Master

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Re: Sonic the Hedgehog
I feel the exact way for Pokemon X/Y, joined we are in our mourning, OCG.
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SegaNintendoUbisoft

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Re: Sonic the Hedgehog
Liking Lost World so far, I've only played the first world, I'm playing it short burst due to school stuff. It's great fun.
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sonicbrawler182

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Re: Sonic the Hedgehog
If any of you guys want to add me on Nintendo Network, my username is the same as on here. If ye are ever stuck for Red Star Rings, or just in general are having trouble with the game, feel free to let me know somehow, as I pretty much know the game inside out at this stage.
I'm doing all of the Omachao Missions to have even more of an excuse to play the game. I could be a while, there seems to be tons of them.
I'm doing all of the Omachao Missions to have even more of an excuse to play the game. I could be a while, there seems to be tons of them.
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SegaNintendoUbisoft

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Re: Sonic the Hedgehog
You were right sonicbrawler, the asteroid Wisp IS a pain in the ass. Trying to get that Red Ring in Windy Hill act 4 is downright frustrating.
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sonicbrawler182

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Re: Sonic the Hedgehog
OOOOOOHHH, I know the one you're talking about. The fourth Red Star Ring in that stage is a prick.
Even after figuring out how to use Asteroid (now, I find it tolerable, though I still don't understand why it's not like the Void Wisp from Colours DS), I had a lot of trouble with that one, because the platforms are so thin and it's easy to get confused over your landing position because of all of the debris.
Take my advice, and don't worry too much about Red Star RIngs. I mean, get the ones you find, but if they are too awkward, come back later. More replay value for you that way. Not to mention that some of them are legitimately hidden in crafty areas.
Even after figuring out how to use Asteroid (now, I find it tolerable, though I still don't understand why it's not like the Void Wisp from Colours DS), I had a lot of trouble with that one, because the platforms are so thin and it's easy to get confused over your landing position because of all of the debris.
Take my advice, and don't worry too much about Red Star RIngs. I mean, get the ones you find, but if they are too awkward, come back later. More replay value for you that way. Not to mention that some of them are legitimately hidden in crafty areas.
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Rayfist

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Re: Sonic the Hedgehog
2 emeralds are now in my possession, I'm taking a break for now, as I want to take my time with this game, so far though very fun! That fourth red star ring was an ass to get as well with the asteroid wisp on Windy Hill Zone 4, I really struggled to get it, I think the more you clunk up in the asteroid the more you can jump higher, I think? I love how you need to traditionally unlock Super Sonic in this as well, not just beat the story, it gives a good challenge, which I'm glad to see. I will be honest, the game has a tight learning curve, but I've already gotten pretty attached to it, and I can say I really enjoy it, I'll give my full thoughts on the game once I finish it, little review probably.
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Master

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Re: Sonic the Hedgehog
Emeralds, eh? How does one go about obtaining them? Is it similar to Colour's method?
Re: Sonic the Hedgehog
I could never get all Red Rings in any Sonic game.
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sonicbrawler182

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Re: Sonic the Hedgehog
It's more streamlined than in Colours. When you get all of the Red Star Rings in a world, you immediately get that world's Chaos Emerald.Master wrote:Emeralds, eh? How does one go about obtaining them? Is it similar to Colour's method?
And seeing as it's no secret at this point, I will just say that Super Sonic is the best he's ever been in a 3D game, by far. It's right up there with playing as Hyper Sonic in S3&K. Well worth getting all of the Red Star Rings, even those really tricky ones (you will hate the 3rd Red Star Ring of Frozen Factory Zone 3 with a passion!
