I bet if I upload the full recording of this, you'd think differently. Yes, I know some were my fault. Hell, half of the cut footage was me fucking up. I just cut down to the point where it wouldn't be boring (because the original recording was 6 minutes), and down to the point where I know that...
The very first time I've saw information on Sonic Robo Blast II was back in 2003, but never played it until 2005. Quit for 2 years until I got my then-new computer and played the hell out of it till 2010. Now the update brought me back.... even though it has major flaws.
How do you think a boss that has an unpredictable pattern and a near-impossible avoidance measure is good game design? I mean, the bookshelf jumping thing in Act 2 was god awful for how easy it is to fudge up, but to make a boss that's near impossible is going to far. At least make some sort of...
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