Forum Categories All Topics New Topics Watched Topics Search Dance Pad-Only Wii Dance Games? Sonic's new adventure unfolds from a storybook of the classic tale, Arabian Nights, the last several pages from the book have gone missing, and it's up to Sonic to re-create the story. The Neo Geo video game console has long been considered a "holy grail" for collectors, but the price of its cartridges can run into hundreds (or even thousands) of dollars on Ebay! If you like this game, try: Samurai Shodown (Neo Geo), Samurai Shodown 2 (Neo Geo Pocket), SNK Vs. This bargain bin title is based on the classic Christmas television special by the same name.
It seems like a lot of the people designing games today have absolutely no clue what they are doing.
Shaun White is a no-nonsense snowboarding title for gamers who just want to get down to business. Silent Hill is one of my all-time favorite horror franchises, but playing Shattered Memories was truly a nightmare.
Sin and Punishment is the 3D equivalent of frantic 2D shooters like Thunder Force 3 and Rayden. You'd expect the Wii balance board to be the perfect controller for a skateboarding game, yet Skate It feels so counter-intuitive, you might as well be using a light gun. With so many failed attempts at 3D adventures, it's amazing that Sonic is still a viable franchise at all.
I suspect the idea of a sword-wielding Sonic was conceived when the Wii was still new, and before game designers realized just how limited motion controls really are.
Judged against recent Sonic outings on the Xbox 360 and PS3, Secret Rings seems downright inspired by comparison. Soul Calibur has been a popular one-on-one fighting series since the days of the Dreamcast, but Legends marks a major departure from that formula.
I was a big fan of the Speed Racer cartoon series as a kid, and while this game is based on the new movie, it's still fun to see the Mach-5 and Racer X. Apparently the publisher couldn't afford the rights to "Summer Olympics", so we're stuck with the cheesy title "Summer Athletics".
Summer Sports features bright tropical scenery, pleasant steel drum music, and familiar outdoor games.
It's hard to grade this "limited edition" which is just a straight port of Super Mario All-Stars released for the SNES in 1993. There used to be a time when each new Sonic The Hedgehog release was met with intense anticipation. While Sonic has seemingly worsened in 3D, the series has flourished in recent 2D offerings.
Where Sonic and the Secret Rings really sets itself apart from and improves upon previous iterations is its gameplay. Adding to the mix is the Nintendo Wii’s motion-sensing controller, which allows for steering, attacking, and other special in-game actions.
Of course, you will want to finish as many missions as possible to collect experience points.
This hack changes the controls to a style similar to Sonic and the Secret Rings, where Sonic moves forward automatically.

The vibrant environments provide for a refreshingly new look to the franchise filled with brightly colored mosaic tiles, glistening oases, swaying palm trees, and crumbling stone columns. In 1991, the world was introduced to the blazingly fast gameplay, smart level design, and vibrant graphics the series would become known for. In 1999, Sonic Adventure for the Dreamcast was released to a large amount of critical praise, yet it hasn’t exactly aged well.
To move left or right you simply tilt the controller (held in its NES position) in that direction. Sega has finally achieved translating Sonic‘s classic gameplay to a next generation console, but while the game is good fun, it is most certainly flawed. It supports saving and loading anywhere, controller support, adjustable controls and screenshot taking.
Sonic activates specific areas in the prismatic environment to pull off new tricks and stunts, in addition to interacting head-on with various obstacles by jumping, dodging, and dashing."Sonic Wild Fire and the innovative Wii controller changes the way gamers play interactive entertainment," said Scott A. And while I’ll always love my time with the original game, each subsequent release upped the ante. The game and its successors Sonic Adventure 2, Sonic Heroes, and to an extent Shadow the Hedgehog have had a number of fundamental issues that Sega hasn’t seem interested in solving.
This raises an important question: is it possible to create a 3D Sonic The Hedgehog game that stays true to its 16-bit roots? Sonic constantly runs forward, on a set path, and within this set path is a limited amount of space to move from left to right. Everything in the game looks very polished; textures are detailed, water is stunning, draw distance is far, and slow down is minimal. There are still a few outstanding camera issues that need to be resolved, and the controls could use some polish. Sonic 2 added more challenge and a second player, Sonic 3 added more variety, and Sonic & Knuckles allowed me to play three Sonic games in an entirely new way. Some of these afflictions included terrible camera systems, sloppy controls, and graphical glitches.
When I first learned of this approach I worried that the gameplay would be limited and overly simplistic. These points can be traded in for upgrades such as faster speed, quick starts, and tighter turning. Yep… Sonic The Hedgehog stood atop the world of gaming and helped the Genesis compete, and even lead the 16-bit market. Worst of all, almost every issue imaginable, save the visuals, seemed to culminate in the release of Sonic The Hedgehog for the Xbox 360 and PS3, a game that was supposed to put the franchise back on track. But while tweaking Sonic later in the game can be great fun, much of the early upgrades are absolutely ridiculous.
Hold the controller horizontally with two hands and tilt left and right to steer Sonic on different paths and maneuver deftly from obstacles and enemies.
Not only does the on-rails gameplay closely mimic the speed and feel of the 2D games, but it also comes close to completely solving Sonic’s infamous camera issues. It feels natural, fun, and proves that motion control can actually be BETTER than standard control. Having to play through a mission where you run in a tight circle over and over until you collect ninety-nine rings just doesn’t fit well.

Continue to tilt and fling forward to dash-attack ground and air enemies and to break down barriers.
Because there is a limited amount of area that players can explore the game’s camera rarely has any problem viewing the action.
It feels like a good amount of the missions were created to artificially lengthen the game. This results in things feeling much more sloppy in the beginning stages, and it becomes almost impossible to defeat certain challenges until later on.
Each level (not to mention the menu screen) has a different cheesy metal track playing in the background.
Every 10,000 points, you gain a level, and every level, your top speed increases by 40, your acceleration increases by 1, and your braking increases by 4. In addition to the main game is an array of unique controller-focused mini-games which make Sonic Wild Fire fun to play alone or as a multiplayer game with friends. As with most SNK fighters, Shodown's fine-tuned gameplay requires quick reflexes, good technique, and knowledge of special moves. I don’t appreciate having to level-up my character just so he plays as he normally should. You would think that walking backwards would automatically readjust the camera to pan-out, but it doesn’t. To do this, the player needs to enter the catapult, pull backwards on the controller, and then lunge forward.
More times than not the camera will just stick to Sonic’s back, not allowing players to see enemies behind them. Sonic and the Secret Rings takes the odd pairing of Sonic and Arabian Nights and introduces gamers to a unique setting for the series. I actually didn’t mind Sonic much, but every other character in the game sounds amateurish and overly dramatic. The game centers around Sonic and Shahra the Ring Genie and their quest to rid the world of the evil Erazor Djinn. While the setting and plot might be a little foreign at first, it ends up feeling fresh and welcomed. The game offers plenty of positive reinforcement for technique ("good shaking!"), but more guidance in terms of lure selection would have been nice.
There's little sense of geography, so as you flee from room to room you'll often find yourself running in circles! The arcade mode offers short games with unlimited continues that lets you unlock new areas, lures, and difficulty levels.
Although you hold the Wii-mote sideways for mini-games, the inconsistent user interface assumes you're holding it vertically when navigating menus! The controls are awful, thanks to an uncooperative camera that makes navigating each angular passage a disorienting experience.

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