Jump to content

Gimmick Level: Difference between revisions

m
update links
m (Mass update links)
m (update links)
Line 26:
** Possibly the most extreme version of this is [http://www.youtube.com/watch?v=pCFI6WdTiVs Wacky Workbench] from [[Sonic the Hedgehog CD|Sonic CD]]. You'll probably spend less than half the level on solid ground.
** The last level of ''[[Sonic 3 and Knuckles|Sonic & Knuckles]]'' (when playing as Sonic) breaks from the standard platforming of the previous levels by having Sonic ''start off'' as the invincible Super/Hyper Sonic. This is necessary, as the whole level is spent in [[Space Zone|outer space]]; if Sonic doesn't keep collecting rings in order to stay invincible, he'll become regular Sonic again and die instantly.
** All of the ''[[Sonic Unleashed]]'' stages in the 360 and [[Play StationPlayStation 3]] version that comes directly after a main daytime stage requires heavy use of one of Sonic's skills. For instance, Windmill Isle's stage tested the player's ability to use rails, Savannah Citadel's tested the Sonic Drift, Rooftop Run's tested the Homing Attack, and so forth. These were always [[Nintendo Hard]]. This would return, toned down in difficulty, in ''[[Sonic Generations]]'', and uses stage gimmicks rather than abilities.
* ''[[Super Mario Bros.]]'' examples:
** World 6-2 of ''[[Super Mario Bros 2]]'' is based on a bird-mounting ride, rather than the usual platforming.
Cookies help us deliver our services. By using our services, you agree to our use of cookies.