It's like classic Sonic with a cool airdash but without the audiovisual artistry.
In classic handheld Sonic fashion, the small screen makes things unnecessarily frustrating.
Additionally, they found a way to make the boss fights some of the least engaging in series history (a big feat for this franchise). Seriously, who thought to make all of the boss fights auto scrollers?? This decision to take away full control of your momentum in boss fights makes them dishonestly difficult and flatout annoying.
In spite of its flaws, the movement in this game is really awesome, and they fixed the bogus springs from SA1. Moving through these levels WHEN you know exactly where you're going is pretty fun. Having a rewarding time attack mode and several characters means there's a great wealth of content here.
It's definitely worth having in any GBA collection, even if it might not make it into my top 10 Sonic games.
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I hate how DIMPS make getting the chaos emeralds such a hustle, only for you to get an extra boss for one character and that's it. Like MF YOU EXPECT ME TO HAVE THESE WHOLE FUCKING LAYOUTS MEMORIZED AND YOU WON'T EVEN LET ME BE SUPER ON THEM???
This is a game that could've been a brilliant experience if only it wasn't left on the Game Boy Advance. Sure, it probably wasn't a good idea to ignore those limitations but I will always applaud Dimp for being the only developers to date to force 2D Sonic to integrate new, game-changing mechanics rather than just new level aesthetics, characters and level design tempos. This game gets a significant amount of my praise due to it paving the road for the boost. It may be obsolete but I'll forever call it one of the most important games in the series's evolution.
this game rocks until you get to the back half, ik saying "dimps bottomless pit" is a dead horse but it really soured my experience with this game, its all good vibes until sky canyon