![]() Achieving a Good Future and seeing how the level will sort itself out in a pleasant outcome is always enjoyable. ![]() There are sometimes even sub-plots to give the levels more personality, such as the single large structure in Stardust Speedway that becomes a different building depending on the time zone, and thus Eggman's rule over it. While futures are mostly somewhat mechanical, pasts often have a prehistoric feel to them, or you can discover that factories and cities were once desert canyons or grand, ancient gardens. Burrow a little deeper into the multiple time zones though, a feature yet to be replicated in any other Sonic game, and you'll usually find whole new and imaginative locations, some rarely seen elsewhere in the series. ![]() At first glance, it seems apparent that Sonic CD borrowed a lot of ideas for its level locations from Sonic 1, as the Green Hill, Labyrinth, Star Light and Scrap Brain Zones all have their own counterparts in this game.
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