Which version are you referring to? I've played three zones in the Wii one and I didn't like it.
This is the main problem here....
Those who have played the alternate version (Wii/Ps2) only take witness to those individual levels and come to the conclusion of all console stages being leaner. Though he still proves a point about SU being similar to a "Hold-Right" based game. Some stages require halting of a one direction movement leading to a pit, but afterwards you go straight back to the same method which takes up to more time than a simple drift or button press gimmick.
Violo said:
Well then, have you played Eggman Land (it isn't called Crimson Carnival in the PS3 version :<). And really, have you even played it. Both versions you can't just hold own boost and wait there. You would have gotten hurt pretty damn easily in about five seconds flat. (Yes you can get hurt while boosting, the enemies just need awesome timing) That or in the case of Adabat, fall off a cliff at the start of the level.
Might I correct you? In one way your right, certain gimmicks in SU require a different method of movement or action in order to continue throughout the stage in which the gameplay slows down and boost cannot be used (examples would be stages like Chun-nan, Adabat, and Empire City) Though if that applied to all of the stages more in which to increase the uniqueness of the level then I wouldn't be shooting my mouth off.
Put it this way....You spend more time running, lets say for about two minutes and 60 seconds in a straight line (hypothetically) until your halted at a gimmick which will take you a few seconds (no difficulty added) then back to running until you end up at the same exact sequence from before but with two robots to occupy you. Now the bots in this game really don't prove much of a threat if your sonic, so I see no possible challenge from enemies to waste time on a simple "Stompz-on-the-large-button " gimmick. Afterwards (as I stated twice) you repeat the same "run straight-like" method with nothing else getting in your way. The percentage of that method happening is, by my estimate, 75% more than the 25% applied of distractions.
As for getting hurt by the bots while boosting....Well pish-posh my friend, thats a matter of luck, kinda like them getting a 1 on an 6 sided dice in which all five numbers are
6. Not fair eh? The only possible chance of that happening is if your speed is slightly halted by sudden movement (not the side step, but rather a drift-like movement) in which the boost wave has an opening for a possible attack or letting go of the boost button at the wrong moment. This can go both ways really, though the bots are completely suckish against a freaken rocket zipping through them.
I wouldn't use Eggman Land in this argument since it's clearly obvious that it was intended to focus on the two gameplay elements, and it's the only stage which it truly acts like
A sonic stage....in its own way that is.