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| Useless Power-ups; N' stuff | |
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| Tweet Topic Started: Apr 8 2013, 05:31 AM (441 Views) | |
| CrystalGlass | Apr 8 2013, 05:31 AM Post #1 |
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Rated E for EVERYONE!!!
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It's quite simple really. Think of a power-up, ability, skill or whatever that you thoght was worthless after using it once, or not using it at all. The Maxium Heat thingy for Knuckles In SA1 was pretty worthless. After getting those ugly yellow gloves, I tried it once...but didn't see the point. I can take care of enemies just fine without it, I thought it was silly. |
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| YamiShadow | Apr 8 2013, 05:58 AM Post #2 |
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Flying Battery Act 1
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Hm... You know, I'm pretty sure the only places we saw powerups in a traditional sense were in SA, SA2, and Sonic '06. There may have been something to this effect in Unleashed (In the PS2 version, there was a level up system for both day stage and night stage Sonic; I'm pretty sure this is present for night stage Sonic in the PS3/360 version, but I'm unaware of what was done for his day stage counterpart), and I know Sonic Generations has them as something you can buy with your score, but I'm not really sure where else we've seen them. The wisps in Sonic Colours fall more under the gimmick category, considering that they only offer a momentary benefit. Since I don't have a lot of experience with the more traditional powerups of the series (The only ones I can remember are the Light Speed Dash from Sonic Adventure, and its upgrade which allows you to use it against enemies), this is going to be based off of the Sonic Generations powerups. Out of all of them, I would say... Probably that "Last Chance" ability, which gives you an extra life when you're out of lives. Basically the only time it ever proved overly useful for me was on Planet Wisp, but even then it wasn't absolutely necessary. Most of the other abilities were fairly useful, even if the demonstratable change for some of them ("Athleticism", for example; I noticed it more with Classic Sonic, but the change isn't as much as one might expect) isn't overly visible, they did add something to it that I found useful. |
![]() Thanks again to Parabola for the awesome signature!
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HollyYoshi
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Apr 9 2013, 04:44 PM Post #3 |
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I object to your claims
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My vote without a doubt goes for the Magic Gloves in Sonic Adventure 2. You know, that item that lets Sonic capture enemies in little balls a la Pokemon? Did anyone ever actually use that thing? I never did. I saw no point, seeing as how I could kill enemies faster with a quick homing attack and all that. |
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| Elysium | Apr 10 2013, 02:51 AM Post #4 |
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Launch Base Act 1
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I'm going to go with what the OP said and opt for Maximum Heat. Never used it, and to be honest, I don't even understand what it does. |
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| BLOPS2 | Apr 10 2013, 12:47 PM Post #5 |
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Walkers, Walkers everywhere
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Quite a few, actually. 1. Magic Hands in SA2 2. Maximum Heat Knuckles attack in SA1 3. Every Big fishing pole upgrade in SA1. Seriously...I beat his story in 10 minutes without any of them. |
| Gonna dropkick it. | |
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| Zak | Apr 10 2013, 04:28 PM Post #6 |
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For The Circle
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The only really useless one I can think of was the Homing Smash upgrade in Sonic '06. Now you can homing attack with RT. Just like you already could with A. whoopdie flipin' doo. |
| "Ati Ramar, In defeat we learn." | |
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HollyYoshi
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Apr 10 2013, 05:32 PM Post #7 |
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I object to your claims
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You know, I forgot the Maximum Heat power-up even existed until this topic. Then I remembered that I never used it in the game. |
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| Josh the hedgehog | Apr 10 2013, 10:24 PM Post #8 |
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Those who do good, do...
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I'd say the magic hands in SA2 is useless, I completely forgot about it when I played on it, now the light dash is useful since it can make you run across a patch of rings. |
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Betrayal is a dangerous thing... "In my world...It's kill or be killed..." -Josh "Better run, coward..."-Sinistar | |
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| FrostTH | Apr 11 2013, 03:16 PM Post #9 |
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Character Select
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If anything, I'd have to say the Mach Speed in Sonic 06. Yeah, it was pretty fun using it in Soleanna Forest to run around pretty quick but you had barely any control over which direction you were going in without running into something. |
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| Zak | Apr 13 2013, 09:50 AM Post #10 |
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For The Circle
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Come to think of it, most of the gem power ups in Sonic '06 were really situational and not very useful. Except of course the gun drive. Oh lord, the gun drive was amazing. |
| "Ati Ramar, In defeat we learn." | |
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HollyYoshi
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Apr 14 2013, 08:46 AM Post #11 |
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I object to your claims
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The gun drive? You mean that thing that sent you everywhere in the stage like a tractor beam? |
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| Zak | Apr 14 2013, 03:12 PM Post #12 |
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For The Circle
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That's the one! I couldn't count the number of times that thing saved me from falling into a pit, especially in Aquatic Base. Plus, I always found the name funny, seeing as it has nothing to do with what the ability actually does. But I digress. |
| "Ati Ramar, In defeat we learn." | |
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| Ludichaos | Apr 14 2013, 05:14 PM Post #13 |
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[Outrealm Vagabond]
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-raises hand- I did. I thought it was hilarious. I'd just go around plucking enemies from around the stage because I could. Good times~ I can't actually think of a useless power-up at the moment. But I'll ponder it and get back to you on that. |
| 【One third of Sonic Blast's Legendary Australian Trio. The last remaining member 】 | |
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HollyYoshi
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Apr 14 2013, 05:33 PM Post #14 |
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I object to your claims
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Huh. Well, whatever floats your boat. |
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| Omega RKB | Apr 16 2013, 01:14 AM Post #15 |
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All that was.
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Light Speed attack in SA2 was pretty useless, partially because the spin-dash itself you need to do to charge it was clunky in SA2, and it takes to long to charge, but mostly, like the spin-dash, because it is clearly an after thought and there's not really any opportunity to use it where just a homing attack won't do the job quicker and better. To be fair the light speed attack was only really useful for progressing the story in SA1 and was never really that great in gameplay, so I suppose it was doomed to fail in SA2. |
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