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Sonic Generations - Crisis City Act 1

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Uploaded by on Nov 15, 2011

Crisis City
Classic
Main Stage

If you want to know more about the convoluted mess of a story that is Sonic 2006, check out the description for Crisis City Act 2 when that video comes up. I'll just say that Time Eater is REALLY scrambling up the time stream, considering this stage is set in the future, and on top of that, is an alternate future that Sonic should actually never come across.

But hey, Sonic is all about exploring places he's never seen before. The city is in ruins, but a silly thing like that isn't going to stop him!

In Sonic 2006, Crisis City is divided into four pars: the main area, "The Skyscraper," "The Flames," and "The Tornado." Both Sonics share the main area, but Classic Sonic gets two of those segments. I'll talk about those down below.

Sonic missed the jump hoop at the beginning, which is aminor shortcut--instead, Sonic had to break the box and take the spring. In any case, you can see a path branches out over here. The bottom path takes you across some platforms across lava pits, but this top path is much safer and quicker. The paths converge at that first lava pit you see and split up again after the checkpoint.

That second grind rail, the one that Sonic had to hop to get onto, requires Sonic to be at or above a certain speed. Otherwise, he rolls back down and has to take the lower path. The rail takes Sonic to the round building. I wasn't able to do it successfuly, but you can see a row of enemies along the side of the building--if Sonic is at full speed, he can jump from one to the other to skip all of the platforming and go straight to the slope down the buildingside.

All of the paths come back together at the indoor area that comes next, which stays that way until Sonic leaves the building. After the Iblis Worm and the ramp, there is a tiny platform and a bunch of small floating platforms with two Iblis Takers there. If Sonic can make it across, this is a MAJOR shortcut. Otherwise, Sonic will have to deal with making his way up a skyscraper--this takes Sonic right to the top. (The collapsing highways are a nice touch though.)

That was "The Skyscraper" segment as represented in this game. The rest of the stage prominently features a fiery tornado in the background, which actually refers to "The Flames," not "The Tornado." ("The Tornado" is saved for Modern Sonic.) You'll see a lot of pieces of the city floating about from the tornado's winds, which essentially serve as moving platforms for Sonic. This is quite tricky due to their odd shapes and inclines. And that's right--Sonic took a shortcut by bonking the Iblis Taker and going through the hoop, which again skips a tower climb, though not as long as the previous one. Here, Sonic will occasionally get a tailwind coming from the twister. And there's the Goal Sign!

...Wait, what's going on here? The tornado's lifted it away! Sonic needs to chase after it, and he'll need to go through the tornado itself. The tornado flares up every now and then, and if Sonic gets caught in it, that's an instant kill, even as Super Sonic. After Sonic passes it, there will be a strong and constant headwind, which messes with Sonic's ability to jump. After the cannon is the final group of platforms; the buildingtop with the Goal Sign will now stay in place, anchored to the side of another building. And that ends the stage.

There are three types of enemies here, which you've probably noticed. Iblis Biters are the dog-like creatures, which breathe fire and thus shouldn't be Spin Dashed into. Iblis Takers are the wyverns in the air. The knob on the ends of their tails can expand; once it gets big enough, they can then shoot it at Sonic. These guys are not that tough to take out, since their attacks are so slow, but they can be trouble if too many arrive at once, as the barrage of fireballs become relentless. Iblis Worms are the giant, well, worms that pop out of the ground. Always be aware of the glowing yellow circle on the ground right before they appear. They may be big and monstrous, but after the attempted ambush, they're easy pickings. All three of these behave differently when Modern Sonic goes through here. I'll explain that later.

Because Sonic 2006 uses a different, more realistic art style than other Sonic games, the enemies here have a somewhat more serious feel to them--which makes it all the more comical that Sonic bonks them and they poof with the old-fashioned sound effect.

Requested by NebulaShark

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Uploader Comments (Overhazard)

  • Have to admit: would be mildly interested in seeing more 2k6 levels redone in Generations style

    A cute touch is that the sign apparently flies by in the background after/at a certain point; as well, there's a possibility this is the same city as Radical Highway...

    A shame they didn't do any wink-wink nudge-nudges over the level technically not existing. "MAN, I do not remember this at all!" or "Yeesh, what a mess that was" or what have you.

  • @snowyarticuno Well, it IS associated with Blaze, who also should not exist anymore...The one from the future, at least. The alternate dimension princess is still fine.

  • Hmmm... is it just me or do the Takers look bigger compared to how they did in '06? I'd put that down to Classic Sonic being smaller than Modern Sonic, but the Biters and Worms look about right (the Worms look a bit smaller than in '06, but I'm not as sure on that one).

  • @cypedant The sizes were likely tweaked so they you can see what's going on better. That, and everything takes one hit to destroy now. The Iblis Worms are at the very size limit of what can make sense to one-hit KO in a game.

Top Comments

  • @Rexaura888 More like the Trollnado!

  • Why does the music and the scenery of the stage reminds me of the Bowser's Lava level in Mario 64?

    Once again, nice job!

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All Comments (31)

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  • @Overhazard The execution was the worst it could've been.

    The game most definitely had potential, and Silver had all the premise there to be one of the heroes...but he came off as annoying.

    The glitches (of which I have seen many videos (faked or not, holy shit)) made the game seem like it should still be in private beta.

    The bloody story fell flat in almost every facet, due to shit voice acting and missing effects. EMOTION PEOPLE, EVER HEARD THE WORD?

    Among other things.

  • @bugworrall There was nothing wrong with the premise, which was what pkstarstorm's summary was. The execution, however, was shoddy and falls apart under scrutiny. One example is that one of the Chaos Emeralds winds up in a bootstrap paradox. Unlike stuff like the Song of Storms in Ocarina of Time, it feels unintentional.

  • @LEtheCreator @pkstarstorm1up Y'know, the story pk just spoke of does sound pretty engaging. Sadly it wasn't anything like that in the game, hence our pestering.

    If you were on Sonic Team's writing division during the creation of the game, I'm pretty sure you could've made it go somewhere. We pester the story because of the way it was told, and what it amounted to with the 'final' product.

  • @pkstarstorm1up Ehhh, to each their own.

  • I wish the game could have been longer. D= Super mario galaxy 2 is no match for this.

  • @LEtheCreator Not really.

  • @pkstarstorm1up Then THAT makes it even funnier.

  • @LEtheCreator Not in the slightest.

  • @bugworrall That sounds like a very very deep, epic, serious, intense, emotionally engaging, and great storyline to me.

  • @bugworrall and a Man wanting to see his wife once more and trying to create a better life for everyone accidentaly creates two demons. One gets sealed in a scepter while the other has to be sealed in his only daughter. 10 years later the first demon escapes and manipulates people who have been driven to desperate means by offering them a chance to make everything better, tempting Shadow to join him by showing him what could happen to him, and actually managing to kill the main character.

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