Sonic Generations - Rite of Spring

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Uploaded by on Dec 12, 2011

City Escape
Classic
Challenge 5
Rite of Spring

Here's another stage that uses one single gimmick a whole lot: Springs. A staple in any classic platforming series, springs allow Sonic to reach higher ground. In the Classic Era, there were two types of springs (besides stage gimmicks like bouncing off a Clamer in Carnival Night): Yellow springs were low-powered and red springs were high-powered. (There is a third type, the blue spring, in Knuckles' Chaotix, that provided more power than red springs, but they are unimportant to this challenge.)

In Sonic Generations, the idea behind yellow springs being less powerful than red springs remains, but they now vary in power among the same color. The only way to find out how far a spring can take Sonic is to try it out. Another key difference is that Sonic used to have to jump into a spring to use it, but he can now walk into one to launch Sonic. From what I've seen, nobody minds this. And that's saying something considering this includes the normally unappeasable Sonic fandom.

Needless to say, this stage has springs all over the place. It kind of reminds me of Green Hills Act 2 from the 8-bit version of Sonic 2, only not cheap.

This stage also has multiple paths, and as convention goes, the highest path is the fastest one. A fork appears in the stage when Sonic gets to the first high wall: Jump to the right to land on a platform that takes Sonic straight to the next part; the path below is some slow platforming that winds around.

You'll see a path later on where Sonic drops down, takes out a G.U.N. Hunter and a G.U.N. Beetle, then takes red springs up and around. As of yet, I don't see any shortcuts here, even though it feels like there should be one.

The next fork requires Sonic to wait on a moving platform. Again, if he jumps right, he'll reach another shortcut, a series of springs with spikes between them. If Sonic gets good momentum he can actually skip many of them. I decided to play it safe here though.

And at the end...I made a mistake and put Sonic onto a bed of spikes. It's hard to time things if you can't see what's ahead. But that's all right, as I finished with almost 20 seconds to spare for the S-Rank time limit.

Rite of Spring seems to be set during a sunrise or sunset, just like the Thunder Shield Challenge.

The name is a pun on Igor Stravinsky's ballet "The Rite of Spring." You may have heard it in Disney's Fantasia; this was the song used in the segment about primitive life and dinosaurs.

Requested by MatheusGamer10

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Gaming

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Uploader Comments (Overhazard)

  • Wow, such a name. Isn't Rite of Spring the Fantasia Segment with the dinosaurs? I can't believe you couldn't customise the music here.

  • @CuriousUserX50 Yes it is; I mentioned it in the description.

  • @Overhazard Luckily Sega didn't get into trouble by disney for using that name after 71 years. PS, I don't this mission is even about dinosaurs.

  • @CuriousUserX50 Disney can't copyright Rite of Spring anyway, as the original composer was Igor Stravinsky. And Stravinsky's been dead for long enough for the song to be in the public domain.

  • Great video as always... How many more uploads are there until this series is finished? (I wouldn't know as I am only halfway through the game.)

  • @bigdawg89BCD There are 31 more.

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All Comments (9)

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  • @Overhazard Don't forget, classic Sonic can't roll after landing a jump. But I find the predetermined trajectory for certain springs to be a welcome feature. I hated those moments in Sonic 3 & Knuckles when a spring would send me onto the low route just because I'd hold right for a split second too long.

  • @Rexaura888 Well, besides the fact that Sonic just walks into the springs to use them in this version, of course.

    Some springs will put Sonic on autopilot for a brief moment here too, something you really didn't see until Sonic Adventure. An example would be the corridor near the beginning with diagonal springs on the floor and ceiling.

  • I find it odd how Sonic can walk into a spring to use it in the PS3/360/PC version, yet he has to jump on it in the 3DS version. I actually like both of them. On the one hand, we have the springs that we've been used to since Sonic Adventure. On the other hand, we have a game that nearly mimics the physics of the Classic Era, including the way the springs work.

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