Sonic Riders 2 - Super Sonic





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Published on Aug 27, 2009

Aquatic Capital
Super Sonic
Chaos Emerald (Board...sort of)

If you've been following my Sonic Riders videos, you'll know that the final reward in the game, upon completing every mission with the highest rank, is Super Sonic. He's a nearly invincible being possessing the awesome power of the Chaos Emeralds and is a staple since the 16-bit version of Sonic 2. However, he has a pretty crippling limitation placed on him: He consumes Rings to maintain himself. If he runs out of Rings, he turns back into regular Sonic. And we know what happens if regular Sonic takes damage without any Rings or Shields, right?

Well, his shackles have become simultaneously less painful and more extreme in Sonic Riders: Zero Gravity. He normally uses up 1 Ring per second, but here, he starts a race using 1 every 3 seconds. In exchange, no longer possesses Speed, Flight, and Power traits all at once anymore, instead having no special traits. That all changes, however, the moment his Ring count hits 60, he uses up 1 Ring for every 1/5 of a second. He goes through them like an SUV eats up fuel. He also gets the Power attribute and gets a major stat increase, up to the maximum in all categories: Dash (acceleration), Limit (top speed), Power (weight and momentum), and Corner (handling). Super Sonic can't go back to the first phase once he hits the second. In both phases, he's immune to all attacks; they don't stop him or cause him to lose Rings.

Super Sonic is not good for every stage though. Gravity moves, like the Gravity Dive and Gravity Control, consumes 20 Rings for each second you do it, so you either use it minimally or, if possible, not use it at all and just let Super Sonic bump into walls. In places like Crimson Crater, he'll use up all his Rings with gravity moves because of its wall-less hairpin turns. In places like Gigan Rocks, he'll run out of Rings in long Gravity Dive straightaways with no Rings. I chose Aquatic Capital because it's full of Rings and allows you to see Super Sonic at his fullest.

Super Sonic's Gear Changes are as follows:
30 Rings: Ring Cap UP (to 125)
40 Rings: Ring Cap UP (to 150)
50 Rings: Magnetic Barrier
The two Ring Cap UP Gear Changes are helpful to Super Sonic at first glance, but bear in mind that you're spending Rings. They're really only needed if Super Sonic is up against the 100-Ring limit. If the track is scarce on Rings, like Nightside Rush, you might never even need them. It's the Magnetic Barrier that allows Super Sonic to stand out from his previous incarnation and arguably make him superior.

The Magnetic Barrier pulls in all Rings that get close enough to him, making this version of Super Sonic far easier to use than in the original Sonic Riders in that you don't need pinpoint accuracy to scoop up all the Rings you pass by. It allows Super Sonic's Ring count to remain a lot more stable and also allows Super Sonic to take slightly more inside turns. Against human players, the Magnetic Barrier also means a Super Sonic player in the lead is effectively depriving the other racers behind him of Rings, preventing them from using Gear Changes. A Super Sonic in 1st place is pretty much stoppable only by slip-ups from the player. Against computer players, though, you don't really feel as much of an effect as they start with all of their Gear Changes already activated and they slingshot to right behind you no matter how well you do.


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