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'Sonic Lost World DS discussion "3DS, 2DS, ONE DS! Thunder Wisps are go!' Title credits to Hogfather


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Also, the gravity effect in Sonic Lost World's isnt really that apparent but its super cool =D. Like it influences how the zone turns out, like in Windy Hill Zone 4, gravity made the sunflowers a trap if you decided to jump, so yea just wanted to point that out XD.

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Ahem, ladies & gentleman, I would like to show you that the 3DS version has circular stages & acts!

 

(Ik this is multiplayer but most likely this goes to show that in the main game the same could apply.)

Q7qyMH8.png

I have a strong feeling that the sphere is the only thing in that level/multiplayer act. It could be a level that you have to knock out your opponent and have only the sphere to go around which is a lot less real estate to program that a cylinder level  design in a handheld. but that is my humble opinion. 

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I have a strong feeling that the sphere is the only thing in that level/multiplayer act. It could be a level that you have to knock out your opponent and have only the sphere to go around which is a lot less real estate to program that a cylinder level  design in a handheld. but that is my humble opinion. 

Thing is though, going underneath levels & running around circular zones is a game aspect & design. Iizuka said that they made the 3DS version look almost as if it was the Wii U version & he was going for, if you compared the 2 in a trailer or gameplay, you wouldnt be able to tell the difference. Why would they throw that aspect thats a huge part of the game, into just multiplayer only, since we know circular zones will be featured in the 3DS version through looking at the screenshot of the multiplayer. And I know its showing off the multiplayer but again, its an aspect of Sonic Lost Worlds. Going around stages 360% & Circular is what they were going for, for both versions.

 

The 3DS version of Sonic Lost Worlds is a great ass game, its almost as equal as the Wii U version. However, its like the Wii U Version with different quality & level design. The level aspects, gimmicks & themes are the same, just the design thats changed.

Edited by Zazz
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Thing is though, going underneath levels & running around circular zones is a game aspect & design. Iizuka said that they made the 3DS version look almost as if it was the Wii U version & he was going for, if you compared the 2 in a trailer or gameplay, you wouldnt be able to tell the difference. Why would they throw that aspect thats a huge part of the game, into just multiplayer only, since we know circular zones will be featured in the 3DS version through looking at the screenshot of the multiplayer. And I know its showing off the multiplayer but again, its an aspect of Sonic Lost Worlds. Going around stages 360% & Circular is what they were going for, for both versions.

 

The 3DS version of Sonic Lost Worlds is a great ass game, its almost as equal as the Wii U version. However, its like the Wii U Version with different quality & level design. The level aspects, gimmicks & themes are the same, just the design thats changed.

I hope you're right, but so far there's no evidence that there will be 360 movement on cylinders and spheres outside of multiplayer, though. I'm still not 100% convinced that we'll even get 6 acts per zone in this version either. It's all just a "wait and see" type of deal at the moment unless Iizuka or a SEGA rep clarify it before release.

 

EDIT: Also, there doesn't seem to be any mach speed levels in this version, either.

EDIT 2: Looks like there is 360 movement to some degree in this version, hooray!

Edited by Tomoki
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I hope you're right, but so far there's no evidence that there will be 360 movement on cylinders and spheres outside of multiplayer, though. I'm still not 100% convinced that we'll even get 6 acts per zone in this version either. It's all just a "wait and see" type of deal at the moment unless Iizuka or a SEGA rep clarify it before release.

I see 360 movement in a cylinder inside of that tropical coast stage with the burst wisp.

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I see 360 movement in a cylinder inside of that tropical coast stage with the burst wisp.

Whoops! Forgot about that, lol. Now I just need confirmation on the 3DS version having the same amount of levels as the Wii U version, and then I can finally get hyped for the game.

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Q7qyMH8.png

If you look at the bottom screen of one of 3ds(s), you can see that there some kind of ranking, so I'm gonna assume in this mode (Unless there only a battle mode) you have to get the most rings before the timer run out.

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1. For the 6 acts evidence, as far as I can see there is only 1 wisp per zone & so far sooo:

Tornados_have_eyes_really.png

Desert Ruins Zone 1: Indigo Astroid(In the demo Indigo Astroid was the only wisp available in that zone.)

Even_pyramid_balls_are_high.png

Desert Ruins Zone 2(In the demo this was the only wisp available in that zone also.)

Give_me_my_switch%21.png

Desert Ruins Zone?( This level has the Grey Quake, & im pretty sure each zone is going to have 1 specific wisp for it's zone. With this evidence we're up to 3 zones, & iizuka said the Wii U & 3DS version were alike meaning we have a high chance of 6 zones on our hands here. Links of evidence of 6 acts has been shown a couple times too, look back through the pages. iizuka said the 3DS was powerful but had its limits, I think he was refering to how the design on the levels & how they could make the levels look unique with the limit they have without making it looks to much like its older bro version would be, not the # of acts in particular. Also, in this game Wisps may be unlocked differently, you may encounter them & they go on to their specific level's instead of going all around the Lost Hex, like in Sonic Colors when you collected a wisp they went to all the world's they were needed. The 3DS version has, Indigo Astroid, Yellow Drill, Cyan Laser, Red Burst, Grey Quake & Ivory Lightning. Theres 7 Stages in this game, Windy Hill, Desert Ruins, Silent Forest, Frozen Factory, Tropical Coast, Sky Road & Lava Mountain. Maybe in this game the wisps are already unlocked from the start, but their in specific levels.

 

Evidence of circular stages have been shown, the multiplayer screenshot. I dont think circular stages are specificly for multiplayer stages:
Bocky_cube.png

When you look at this screenshot, take a look at the background with the Flicky Capsule, it looks pretty circular doesnt it? This is pure evidence that multiplayer stages arent the only areas in the 3DS version to get cylinder levels. Also, I think cylinder & tubular stages in the 3DS version are gonna be spread out, not in almost every stage like the Wii U version. The Wii U version has different themes in its levels too, like Frozen Factory 2 & 3, they arent tubular stages at all. Matter a fact now that I think about it, the 3DS version's equivalent of Frozen Factory's Snowball stage is gonna be cylinder like the multiplayer stage.

 

And on to my last point, tubular zones:

Tubular_route_of_fire.png

As you can see in this screenshot of Sonic as Red Burst in a tube stage, hes inside the tube, so maybe for the 3DS version instead of being outside tubes, he travels 360% inside of tubes. Another way the 3DS version could have different level design than the Wii U version.

Edited by Zazz
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So we know that we're getting at least 3 Acts per Zone and some 360 degree movement at some points in the 3DS version. Well, if we don't get 6, that will be alright, I guess. Though, it would suck to miss out on the honey comb and casino stages.

Edited by Tomoki
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That Tropical Coast tube is nice, but it doesn't have the reason why I wished for it; Added level structures. There are only fire pits. Where are the platforms, slopes, walls and badniks?

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That Tropical Coast tube is nice, but it doesn't have the reason why I wished for it; Added level structures. There are only fire pits. Where are the platforms, slopes, walls and badniks?

Lol this only one specific zone, & this is only like a specific screenshot of the level, you never know.. It could have all the things you just mensioned, Im soo stuck on Super Sonic playable in regular 3DS stages, im gonna break the parkour so hard, & with all the rings they give you in this game ill probably never be without Super Sonic speed =P

So we know that we're getting at least 3 Acts per Zone and some 360 degree movement at some points in the 3DS version. Well, if we don't get 6, that will be alright, I guess. Though, it would suck to miss out on the honey comb and casino stages.

I can tell those stages are gonna make it into the 3DS version.

Same level themes, gimmicks & aspects

Different level design

 

I wonder what they came up for these stages in the 3DS version though =P.

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That Tropical Coast tube is nice, but it doesn't have the reason why I wished for it; Added level structures. There are only fire pits. Where are the platforms, slopes, walls and badniks?

Really...

Dude, there are just 3 or 4 screenshots of the level. The first screenshots of Windy Hill 3DS didn't look really interesting, I mean it was on 3D which was great but it didn't show something really interesting in design. But when the full gameplay came, I was like: OH MY GOD DID DIMPS MADE THIS? 

Tropical Coast for the 3DS really lacks of screenshots, with the few being just one of what could probably be 6 levels, and if DIMPS made such cool level design for Windy Hill (I know there aren't many paths to take but I still think it's pretty cool) but only showed not really interesting parts of the level (I'm not saying Tropical Coast's screenshots look boring, they're actually pretty cool IMO) I highly doubt Tropical Coast wouldn't have many structures and gimmicks, oh and this screenshot helps too...

sonic_lost_world_3ds-20-1.jpg

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Really...

Dude, there are just 3 or 4 screenshots of the level. The first screenshots of Windy Hill 3DS didn't look really interesting, I mean it was on 3D which was great but it didn't show something really interesting in design. But when the full gameplay came, I was like: OH MY GOD DID DIMPS MADE THIS? 

Tropical Coast for the 3DS really lacks of screenshots, with the few being just one of what could probably be 6 levels, and if DIMPS made such cool level design for Windy Hill (I know there aren't many paths to take but I still think it's pretty cool) but only showed not really interesting parts of the level (I'm not saying Tropical Coast's screenshots look boring, they're actually pretty cool IMO) I highly doubt Tropical Coast wouldn't have many structures and gimmicks, oh and this screenshot helps too...

sonic_lost_world_3ds-20-1.jpg

Shit, all I want for Tropical Coast 3DS is for it to be as epic as the Wii U version's Tropical Coast. Im hoping its as wide & exploration filled as the Wii U Version at the Tropical Beach part, & then I want the Underwater Grind Rail Act & 3D Swimming. I saw what looked like Ivory Lightning in an early zone somewhere in Tropical Coast( I can tell its early because of the time, timer starts out at 20:00:00 for the 3DS version) I hope that you can use Ivory Lightning underwater =D & like Short Circuit enemies causing them to explode underwater, that would be SOOO EPIC. Still wanting to use the Drill Underwater like in the Wii U version though since so far it's only showed up in Desert Ruins for the 3DS version.

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There's a part in Frozen Factory where there's two far apart paths to choose, the part a snowball and a line of Motobugs to crush with, and another path shown in the TGS trailer where Sonic first has to dodge giant gears. Yippee dippie doo! I hope there are lots of branching paths like this in the game. Space would NOT prevent this, look at the size of Kid Icarus Uprising's stages!

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250px-SuperSonic_Unleashed1.png

Yeaa Buddy, Once again its time for Super Sonic.. & this time playable in Regular Stages for the 3DS version!!!

So lets look at Sonic's skills for the 3DS Version:

Somersault (Aka Wind Blade Kick): Stuns Enemies

Seriel Homing Attack: For the Wii U, you can pretty much home forever, for the 3DS version you can home in too up to 3 enemies at a time.

Spindash: Breaks obstacles, enemies, shoots you off at a fast speed

Stomp: I just their's like a stomp in this game, bounces you back up to a higher height too

Parkour: Lets you run on walls like a boss

Speed Up: Hold L & or R to speed Sonic up

 

What I think Super Sonic will do to Sonic's skills:

Somersault: Maybe stun bigger enemies?

Seriel Homing Attack: Probably adds another 3 targets making 6 targets & probably speeds the homing attacks up

Spindash: Longer & Faster

Stomp: Probably bounces you higher

Parkour: This skill as Super Sonic might break the game, you can pretty much stay on walls as long as you want without getting tired

Speed Up: With Super Sonic's extra speed, you wont even need to hold the L & or R button if it annoyed you!

Invincibility: Take no damage from enemies, traps, obstacles

 

Sooo, whatcha guys think =P?


There's a part in Frozen Factory where there's two far apart paths to choose, the part a snowball and a line of Motobugs to crush with, and another path shown in the TGS trailer where Sonic first has to dodge giant gears. Yippee dippie doo! I hope there are lots of branching paths like this in the game. Space would NOT prevent this, look at the size of Kid Icarus Uprising's stages!

Yea thats pretty true, the 3DS has the paths, the upper & harder paths to get to add a higher sense of exploration & rewards you though. Kid Icarus Uprising was the shit, the stages have the same basic gimmicks though, Avoid Obstacles, Jump, Use Vehicles, Grind Rails, Etc. Anyway Frozen Factory Zone 1 has this high path that Cobanermani takes in his video that just looks so rewarding for some reason Lol. There was stuff on the screenshots for the 3DS version that werent in the demo though, so maybe taking alternate paths leads you to a different path of exploration. So as an example

What if taking the high path:

Floating_things_of_electricity.png

Lead you to this completely new path:

Not_Flying_Battery.png

That then lead you to this:

LIGHTNING%21.jpeg

(Notice the gears & that little blue thing the Ivory Lightning is hovering over, with the Ivory Lightning Symbol?)

 

Then the low path is something like in this video

http://www.youtube.com/watch?v=Ofx4rYoW-Rk

That then leads you to the normal level path in general? Notice the similarity with the flicky capsule thing after you take that spring at around 4:36 in the video to the next piece of the level?

 

Then theres paths that Im to lazy to describe that you can point out in the video. Also another thing I wanted to mension to strengthen this theory is, most of this stuff wasnt in the demo if you look at this video, you notice at the beggining of this level there were no Icy Dice like in this screenshot:

Electrocuted_feeling.png

(Totally calling that Casino 3DS level right now)

So this goes to show you that some things in the demo, werent the full level like in some of these screenshots.

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Oh, I forgot about those top paths. Dimps hasn't impressed me in the regard of level design this much since Colors DS. Too bad it's only a fraction of the level. Hopefully levels get more expansive as the game progresses.

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I feel like this game would be kind of disorienting to play on a small screen, but I might be wrong.

Nahh, its totally fine, I played the demo at Pax on a regular 3DS. If your worried about the small screen though, upgrade to a 3DS XL is you already havent XD.

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Nahh, its totally fine, I played the demo at Pax on a regular 3DS. If your worried about the small screen though, upgrade to a 3DS XL is you already havent XD.

Oh, you've played this game? Tell us, how does Sonic control on ground on the 3DS version?

Edited by Auto
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2drw.gif

 

hut.gif

 

I can actually see this work perfectly fine on the 3DS, all they need to do is just tone down some stuff and we are good to go.

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Oh, you've played this game? Tell us, how does Sonic control on ground on the 3DS version?

Sonic controls just fine, idk why people we're freaking out D=. The only issue is, you have to get used to holding the L or the R at certain times, like when your platforming or your on a small platform, cause Sonic will fly right off if your not paying attention. What I did was stop holding the L & R button when I was on platforms alot like Desert Ruins Zone 1 Pillar's.

Frozen Factory is great too, you just have to time your L & R Speed Up's when your on that slippery ice, cause you will slide off if your not paying attention. Then there's Desert Ruins, avoid the quicksand or use Indigo Astroid to cross it & your good.

 

My suggestion for Parkour is, start out with a Spindash towards the surface unless they give you a dash pad, then keep progressing up the wall until Sonic starts sweating, then press Y again & Sonic speeds up the wall for awhile.

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Sonic controls just fine, idk why people we're freaking out D=. The only issue is, you have to get used to holding the L or the R at certain times, like when your platforming or your on a small platform, cause Sonic will fly right off if your not paying attention. What I did was stop holding the L & R button when I was on platforms alot like Desert Ruins Zone 1 Pillar's. Frozen Factory is great too, you just have to time your L & R Speed Up's when your on that slippery ice, cause you will slide off if your not paying attention. Then there's Desert Ruins, avoid the quicksand or use Indigo Astroid to cross it & your good.   My suggestion for Parkour is, start out with a Spindash towards the surface unless they give you a dash pad, then keep progressing up the wall until Sonic starts sweating, then press Y again & Sonic speeds up the wall for awhile.
Oh god, you reminded me, this game has ice physics. They seem tame here, so I'll probably be fine, I guess. It's a given to slow down for precise platforming sections. It's holding the run button during the Cheap Cheep bridge in SMB, it's common sense to do so.
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2drw.gif

 

hut.gif

 

I can actually see this work perfectly fine on the 3DS, all they need to do is just tone down some stuff and we are good to go.

Yea buddy, different level design though.

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