32 Gedanken zu „Can You Beat Sonic Generations As SUPER MARIO?! |Modern Stages!“
  1. insane how well mario did considering the challenges of sonic-based stages. im so impressed by your patience in each of these challenges, i think i would have gone insane a long time ago haha.

    im also greatly looking forward to shadow the hedgehog and sonic heroes! the games might be cringe, but its my cringe, yknow?

  2. Honestly I’d love to see a 64ds version of this mod, I mean the possibilities are endless a run button that works similar to the sonic cd super peel out, a return of the yoshi in sonic 2 mod, how broken luigis backflip could be in generations or his ability to walk on water, even how wario could work in this game.

  3. The collapsing road at the end of Sky Sanctuary Act 2 is actually possible. You have to do some weird backtracking to get the angle just right, but the road is activated by traveling through an invisible trigger, and there's a way to get around the trigger and prevent the road from collapsing via the backtracking. There's a video on YouTube that explains it better than I can via text.

    Also, do you think you'd want to try various modded levels to see if Mario can complete them? I've managed Tropical Resort and Aquarium Park without too much issue. Sonic '06 Project gave me issues, though. I used the demo that starts with the traffic prologue level, and had to turn on an invincibility cheat to survive the cars. Wave Ocean is totally possible if you're careful to only enter the water slowly and gently, the death plane is rather close to the surface, but you can swim at the surface. I got all the way to the Mach Speed section, but camera issues similar to the Rooftop Run ones kept me from finishing. Manually forcing the camera into position can help, but if you miss a camera-automation point you can get forced slightly out of bounds. It's theoretically possible, but I wasn't patient enough to do it.

    I also wasn't able to finish the Kingdom Valley demo, either. Everything works well enough until you hit the water-running quickstep section. I couldn't manage to get into the water gently enough and the automation forced Mario into the death plane beneath. I'm fairly certain if you can get around that, the level's beatable. Sonic '06 levels seem to play pretty well with Mario.

    Camelot Castle is totally beatable, if you're careful. Some of the 2D triggers move the camera but don't activate the boundaries quite right, so you can easily run right off the level collision when the camera moves. Once you find the spots where that happens and slowly move Mario past the transition point so you don't accidentally run out of bounds, it works well enough.

    Grand Metropolis fails on the automated intro, but to be fair it's unreliable for Sonic as well. It was scaled-up badly. Crashed Cove is theoretically possible, I've read that somebody managed to pull it off, but I wasn't able to. I haven't tried Unleashed Project yet.

    I haven't seen many people try modded levels, and a handful of these I'm certain are possible for somebody more skilled than I am.

  4. The rocket wisp is a bit finicky in Gens. Basically you're supposed to hold the button for about a quarter a second for full speed. Holding around half a second just cancels it. It's similar to how it works in Colors but it Colors there was no cancel, instead holding too long would waste the wisp's time limit.

  5. Anyone encounter a glitch in the original version (with Sonic) in chemical plant Act 2 where at the last hand glider that takes you to the ramp leading to the final section after the last checkpoint, with skills equipped the camera glitches and Sonic dies!? Every time I play this stage I’m forced to simply take the grind rail instead! I think it only happens with acceleration equipped but I could be wrong?

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