Sonic Triple Trouble 16-Bit is Pretty Great! - LibraScope Review

Ойындар

Sonic games can range from great to terrible. Fangames are no different. However, when a team is focused and understands 2D Sonic design, great things can happen as is the case with Sonic Triple Trouble 16-bit, a Genesis-style remake of the original Triple Trouble for Sega GameGear. Let's dive in!
World of Longplays footage used:
Triple Trouble: • Game Gear Longplay [03...
Sonic Blast: • Game Gear Longplay [03...
Sonic The Hedgehog GameGear: • Game Gear Longplay [02...

Пікірлер: 10

  • @chresamoon
    @chresamoon Жыл бұрын

    Congrats on 2k!!

  • @LibraScope

    @LibraScope

    Жыл бұрын

    Thank you!!!

  • @joshuabradford8206
    @joshuabradford8206 Жыл бұрын

    Glad I could join you for your journey. Hope your channel grows large

  • @LibraScope

    @LibraScope

    Жыл бұрын

    Thanks! I hope so too :D

  • @AnimalXing
    @AnimalXing Жыл бұрын

    I enjoyed this game so much!! this is now my sonic 4, then mania

  • @LibraScope

    @LibraScope

    Жыл бұрын

    Haha, I'm glad others are enjoying it a lot!

  • @zebulan1485
    @zebulan1485 Жыл бұрын

    I get the sense that the insta-shield was intentionally left out of the game to make it more difficult to cheese bosses. I can definitely think of several places where the bosses would be significantly easier if the insta-shield was present. Whether this was a good idea or not, I dunno. I generally prefer having a "max control" Sonic as well. And yeah, the slowdown on losing a bunch of rings is entirely intentional. I recall seeing Noah say so in an interview. He thought it would make the game feel more authentic, and give the player a bit more time to plan their recovery, if I recall correctly. I'm pretty ambivalent about it myself, though funnily enough, I actually never even noticed the slowdown when I played the game, because I was so used to seeing it in the actual 16-bit games that it just felt like an expected part of the game. I guess that was the intention, haha. There probably should have been an option to disable it, though. Really, my only complaint about the game is that the peel-out doesn't feel quite as powerful as it ought to. In Sonic Forever, Sonic 2 Absolute, CD Restored, and even fan games like Fallen Star, I use the peel-out as much as the spindash, depending on the situation. (The peel-out there seems to provide more speed in less time, plus the difference in running/rolling physics have different applications.) But in Triple Trouble 16-Bit, I hardly ever used the peel-out, because it didn't feel that different from the spin dash, and in fact, I think it was actually less powerful than a fully-charged spin dash, which seems off to me. Other than that, I think this game is fantastic, and I'm almost tempted to say it's the best 2D Sonic fan-game, though I can't say that with confidence until I actually get around to starting/finishing some of the other ones like After the Sequel and Classic 2. (Launch-crashes and Flash cutscene woes have kept me from playing the former, and the latter seems to have performance issues on my computer, which has really hampered my enjoyment of the recent levels.) And for reference, the best 3D Sonic fan-game is definitely SRB2. Check that out sometime if you haven't already. kzread.info/dash/bejne/e5Vkm5l6YNOxfrA.html

  • @LibraScope

    @LibraScope

    Жыл бұрын

    Ahh, I've played some RoboBlast 2, but never played through it. It was definitely cool. At this point, while I totally understand the mindset, I think having the option for the Insta-Shield is still important, even if the toggle tells you that it's intended to be played without the ability. And yeah, I agree when it comes to the slowdown. Definitely should just be a toggle. I've gotten so used to games like Mania and such already, that going back to the slowdown is super frustrating for me, lol. I never use the Peelout, hence why I didn't mention it here beyond acknowledging that it was here (I think I acknowledged it anyway, lol). Kind of a combination of the fact that I really dislike Sonic CD, and that despite the quickness of the Peelout, going faster while being in the vulnerable standing state just isn't a risk I'm willing to take, even with the extra control standing gives me. Personal preference and all that jazz. For me, my favorite 2D Sonic fangame is definitely Time Twisted. I haven't played a TON of them, but I've done stuff like that, Before and After the Sequel, A.I.R., 2 Absolute, etc. assuming those 'ultimate' versions of existing games count. I like to take it slow though, instead of playing a new one regularly. That way they all feel special and have the chance to stand out.

  • @zebulan1485

    @zebulan1485

    Жыл бұрын

    ​@@LibraScope Ironically, Triple Trouble (both the original and this remake) actually make Sonic invincible during the first few seconds after launching from a peel-out (and it can even break walls during these frames just like rolling), so this should have been the best game to use it in, which makes its nerfed speed all the more annoying to me, haha. I also find it pretty interesting how Triple Trouble has the ability to recurl in the air. Fallen Star had that, too, though in both games I kept forgetting it was a thing I could do. I got the sense from the classic games that being vulnerable after bouncing off a spring was an intentional design decision. One would think that recurling takes away some of the challenge by allowing Sonic to spend even more time in ball form. But then in Triple Trouble, the very first badnik boss already takes this new move into account, and uses it as part of the challenge. Whenever you bounce on the springs of the boss, you have to react quickly and recurl to avoid taking damage when colliding with the boss hitbox again. It made me realize that you could make sections with springs a lot more interesting by having enemies placed in the path the springs launch you towards, forcing the player to react quickly using the recurl. So if accounted for in the level design, it can actually be used to add more challenge to the gameplay (in places that would normally just be empty air in other games). I'm not sure how I feel about Time Twisted yet, other than generally enjoying it so far. I've been playing it on and off over the past several months, but I'm currently stuck at the Metal Sonic boss with the moving side-spike platforms you have to jump on. After playing so many other games in between and being stuck at that one boss for so long, I've actually forgotten how most of the rest of the game plays, so I'm probably gonna have to go back and play the whole thing again. I do recall enjoying it overall, though, and I'm very glad its spend-lives-to-retry-special-stages feature is making its way into other fan games now. Weirdly enough, I think CD might be my favorite of the classic games so far (I'm sure 3&K and Mania would rate higher, but I've never played them). I know some people despise the weird level design, and I can definitely see why... but I actually really enjoy it, somehow... even Wacky Workbench! I think it might be because I'm perfectly fine with spending 20 minutes goofing around with the physics in a level while trying to remember where the robot generator is. Of course, I'm also playing with all the modded content like the insta-shield, drop dash, elemental shields, removed time limit, and faster time-travel transitions, so I'm sure my opinion of the game is a lot higher thanks to all those niceties. The CD special stages, though? Yikes, those are frustrating. I'll take Tails running into bombs any day over UFOs that troll you by changing direction right when you're about to hit them. Even with the knowledge of the time-limit-extension UFO that spawns in the middle when 20 seconds remain, plus the knowledge that you can press down to slow Sonic... I still haven't managed to get more than 4 time stones on any of my save files.

  • @LibraScope

    @LibraScope

    Жыл бұрын

    Ahh, I guess I should've read the manual that came with Triple Trouble 16-Bit then. I bet that probably mentions the early i-frames in the Peelout. Yeah, I was iffy on the recurling thing too, but I realized that it could be used particularly well on a 'hard mode' remix, for people who know Sonic's controls well, and don't just try to run upright through stages and react to everything on a whim, lol. It can provide more depth, and more opportunities for challenge at the same time. Yeah, that boss is a bit rough in Time Twisted. I think I actually mentioned it in my video on the game. And if not, I know I showed footage of it while saying that some of the bosses can be rough. There's also a boss that sucks pretty hard as Knuckles, due to his lower jump. You can either fight the boss in an area with a half-pipe design, or flat ground. And if you go into the arena with flat ground, you have almost no opportunities to attack with Knuckles. I haven't played any reworkings of CD very much. And I know that some of them fix the time travel signs and things. And like, I don't even dislike the exploratory, vertical level design. Time Twisted does it too. But CD makes a mess of it for some... complicated reasons. Though I won't talk your ear off about it. If you wanna know more, I'll just drop a link to my review of it ( kzread.info/dash/bejne/kauapcifaJinm9I.html ). I've gotten all of the Time Stones, but it was indeed torture. I think the only two official games out of the Genesis style ones (as opposed to things like Sonic Advance) that have genuinely good Special Stages are 3&K, and Mania. I think 1, 2, and CD all have good ideas for Special Stages. But messy as heck execution. Too ambitious for the difficulty they push them to.

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