![]() Is it safe for our children? To answer this question, we look to the 1919 bombing attacks of Little Rock Arkansas. Forensic Scientists call this "griddy" a reaction that happens when the immune system is invaded by the Battlepass waves. ![]() ![]() Is the Fortnite battle pass really beneficial for our developing youth? With the rise of Generation Alpha, the skibbidi toilet scientists have discovered that kids ages 7-10 when in contact with the Fortnite Battlepass start violently hitting the giddy like quirked up white boys. Maybe if Sonic got rid of that yee yee a$$ haircut he has, he'd get some slogblwag on his chilli dog. Sonic Mania™ is so good, I could actually get off my a$$ and go to the gym, and stop living a diet consisting of only blue Gatorade powder and hot sticky syrup sandwiches. I don't really care tho, bc I'm already built like a steam roller. This game is so good, I would actually pay my taxes and start investing in startups, but sadly I cannot play sonic mania on my smart fridge, so really it's a 9. Not much in this world is as good as Sonic Mania, but being deep in a concrete wall with sponges on the inside is pretty nice too. Metallic Madness 1's background sections are tinier than I thought, huh.This game not only one of the greatest 2D platformers ever made, but it is the greatest 2D platformer ever made. I swear I haven't seen that section when I've played it. Oil Ocean 2 has a GIANT pit of oil above the fourth submarine and I have no idea why. They really nailed a sort of CD-esque level design to these, where the level is a completely chaotic mess (even more so than usual), yet without CD's often extremely frustrating design. Both Stardust Speedway maps are, as I expected, completely incoherent messes that somehow work :v. Press Garden 1 did not feel that massive and multi-layered when I played it, but I always feel that "indoor" levels (where there's many ceilings cramping your ability to fly into the air) are tight and constrictive. Flying Battery 2 doesn't seem too long given that it took me SEVEN MINUTES on my last run, but I think that's just because the outdoor and indoor sections are placed on top of each other. Studiopolis 1 has some random tiles placed below the middle for some reason-given that it was the first ever level made for the game (before it even became Mania), they must have just been testing object placement. Chemical Plant 2 might be the most extremely vertical level in the series (discounting Chaotix) except for Titanic Monarch 1. Ah well, not a big deal-and at least the Knuckles version of Act 1 is tremendous!Ĭlick to expand.Given the odd non-linear nature of the level, perhaps it's stored in a different way or the map ripper had to spend more time making it look presentable. Even with the simplistic design due to size constraints simply making it longer would have helped tremendously. (Having the train cars be fairly realistic in terms of width/height dimensions definitely a big constraint on what they could do in terms of layout/design.) Possibly a combination of the two, but I'd imagine mostly due to just not having time. Guessing it was reduced in size/scope either due to lack of time or difficulty making it interesting due to size constraints of the train itself. ![]() ![]() I thought the train conceptually was really cool, though, and based on how much effort went into the animation/cutscene for it before you're actually on it, I'm guessing they planned on having the train sequence be longer/more detailed in terms of layout. You're on it for like all of five seconds before jumping in a blaster and going straight to the boss (who also happens to be one of, if not the, weakest in the game). I would have enjoyed that Act/been a lot more on board with it if the train section had been a lot longer/more complex than it is. Looking at those does further emphasize how lean the Sonic & Tails version of Mirage Saloon Zone Act 1 is compared to every other Act in the game, though. Click to expand.These are a beauty to behold/wonderful to see-thanks for linking. ![]()
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