A blog about my interests, mainly the history of fighting games. I also talk about animation, comic books, car culture, and art. Co-host of the Pink Monorail Podcast. Contributor to MiceChat, and Jim Hill Media. Former blogger on the old 1UP community site, and Capcom-Unity as well.
Friday, April 25, 2025
Sonic Superstars and beyond. Sega makes up for lost time, part 4...
In the previous entry I talked about how there were two versions of Sonic, and two distinct types of game play for each. The “modern” version which allowed 3D exploration, and race sequences along a track, and the “classic” version that was strictly on a 2D plane. I was a huge fan of the classic versions. Sega was able to explain this, and use turn it into a memorable game called Sonic Generations. The game Sonic Superstars focused entirely on the classic style of game play. Visually it improved on the formula in just about every way. However technical issues, especially frame rate drops made portions of the game almost unplayable to me. The other thing that threw me for a loop was the difficulty of the game. There were a number of times that I felt frustrated with the balance of the mini boss, and boss battles. I checked online, and saw that a number of people also had difficulties with certain encounters. It made me feel better knowing that I wasn’t alone in my assessment.
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