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Sonic Generations - Seaside Hill Act 2

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Published on Nov 17, 2011

Seaside Hill
Modern
Main Stage

The stage representing Sonic Heroes is Seaside Hill. It's one of those games that was trashed when it came out, but as time goes on, people seem to be viewing it increasingly positively. (Besides those predisposed to dislike any Sonic after Sonic 3 & Knuckles anyway.)

Chronologically speaking, Sonic Heroes begins with the Chaotix Detective Agency during another uneventful day when they receive some mysterious walkie-talkies in the mail. The unknown client (using a voice modulator) promises to pay the private investigators a bunch of money. Hoping it'll be the windfall they've been anticipating, they head out to do whatever it takes to get that money. The client turns out to be Dr. Eggman, who's been kept prisoner in one of his own airships with Metal Sonic disguising himself as Eggman and going through a typical Eggman plot to gain data on how Sonic and his friends work so as to properly defeat them. (Meanwhile, Amy, Cream, and Big set out to look for Cheese the Chao's missing brother Chocola, Sonic, Tails, and Knuckles just want to beat up Eggman some more, and E-123 Omega convinces Rouge and Shadow to hunt out Eggman.) Metal Sonic copies Sonic's speed, Shadow's Ultimate Lifeform powers, and supernatural abilities Chao have, and combines these abilities together to become Metal Madness and later Metal Overlord. The various characters going through each stage give their Chaos Emeralds to Team Sonic, who all turn super (or something like that, with Tails and Knuckles) and defeat Metal Sonic.

The main game mechanic for Sonic Heroes is that you're controlling a team of three, though you only directly control one character's movements at a time, switching between them at will. Thank goodness that the others are invulnerable, if any of you have painful memories of Sonic and Tails in Sonic 2's special stages. Each team has one Speed character (runs fast, has a Homing Attack, and the other two line up behind the Speed character), one Flight character (can fly, stun enemies, and the other two hang on in midair to form a vertical formation), and one Power character (can destroy things no one else can, can attack through armor, and the others line up to the sides of the Power character).

Of course, Sonic is by himself here, so there's none of that mechanic. It feels kind of weird, really, but the wide-open spaces of Seaside Hill where it originally appeared have been repurposed for a solo beach getaway, including the go-kart, which is now fully operable with Sonic alone.

Seaside Hill is Sonic's first stage in Sonic Heroes, but it's the 6th one here, so it's way harder than it was originally. That is, unless you were playing Sonic Heroes' Super Hard Mode, in which case it'd be somewhat comparable. Also, Seaside Hill was originally a variant on Green Hill, down to the checkered soil, but as Green Hill is already in this game, the ancient ruins motif has been played up, and Sonic can now go underwater here. (As it's more Ocean Palace than Seaside Hill, you'll also hear the Ocean Palace music appended to the end of Seaside Hill's theme.)

Something else that's also been significantly changed here is the alternate paths. Sonic Heroes had some very linear stage design, definitely so for its first stage. Here, like the other Modern stages, there are usually at least two alternate paths, usually more. Seaside Hill is interesting in this aspect as you can usually see it below. The faster higher paths are ruins and cliffsides, whereas the slower lower paths are set on the beaches. And, of course, sometimes you'll see THREE paths at once, particularly when Sonic boosts up the ramp to land on some collapsing platforms.

The paths converge (sort of) where you see the race car and turtle icons. Thre are two sets of three loops here. Each leads to their own cannon. The icons before he loops will determine which of the two paths the cannon at the end will take Sonic. The race car is the faster one (as you could probably tell), which sends Sonic racing down a wide path on a car. The turtle is the slower one and is set on the backs of a series of turtles swimming in the ocean. You'll notice that the icons shift frequently; you need to time Sonic to get to the one you want. Two of the upper loops will lead to th car and one will lead to the turtles, whereas only one of the lower loops will lead to the car with the other two leading to the turtles. I say that the paths sort of converge because while it briefly splits into 6 paths, it gets narrowed down to two here, and any path can lead to either of these two.

There is not one single path until the very end, past the temple area. I like how the wheels (called Kao) that chased Sonic and his pals in Sonic Heroes have gone into overdrive here. The last indoor area, with all those Kaos, has to be boosted through, at least to my knowledge. Every time I've been by there withut boosting, Sonic gts hit by them.

Requested by RedKoopa231

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