Ah, the beautiful graphics of 2003.... Okay, yeah, it's dated, but it reminds me of why I enjoyed playing Heroes so much as an obsessive nine year old. Amazing stage with the (annoyingly) iconic chase scene at the end. Has anyone ever even gotten that extra life there? I haven't.
The Lock-On Blue Tornado:
Naturally to make the gameplay more manageable, performing a Blue Tornado near an enemy warps Sonic to the enemy as an auto-target system activates. The Blue Tornado has absurdly far-reaching auto-lock targeting, especially in department of right above you. In this level more than any other, I use the Lock-On Blue Tornado on Flappers to gain height. While a Flapper is caught in the tornado after-effect, it is invincible, which leaves for a chance to right yourself and lose inertia through continuous homing attacks. Even the Spiked Flappers become decapacitated once they start spinning. You can use this to your advantage in every stage, including Seaside Hill.
I do pretty good in that level besides the ending.
supersonic024 1 month ago
@supersonic024 You mean the giant alligator section? Yeah, that's always given me trouble too. Working around awkward timing and poor mechanics doesn't make it any easier, either.
The only way trick I ever found to that is to time the jumps with the vine's sound effect, but even that's not 100% guarenteed to work.
AustinOnSugar 1 month ago