I thought Fonz's shark jump signified how rediculous and pointless the show had become, and that the show had reached it's bottom. o.o
I don't knoooow. Maybe I should re think my opinion. I can't really say I think Sonic has jumped the Shark. Maybe it's hit a low point. But it could still come back. Or maybe my painkillers are making me have false optimistic visions...
No, I'd have to say the highest point for Sonic, for me was Sonic Adventure 1, definately!
And the period of time after SA1, when Sonic seemed to be at a high point, before the great decline...
Once again, for the sake of the topic, we're going to use this definition of "Jumping the Shark:"
Jumping the Shark: When a movie, television series, game series, or any form of entertainment reaches a point where you know that it's all going to be downhill from there, regardless of if that point was a high point or a low point.
For me, the "point" was Shadow's "sacrifice" to save the world and keep his promise to Maria. I just knew that since then, they were going to have all kinds of trouble making things come as close to that one moment. It was only made worse by the fact that Shadow is still alive today.
That, for me, is where the Sonic Series "jumped the shark." But it's all a matter of opinion.
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Umm, jumping the shark is not PEAKING, it's hitting the point where everything is so stupid, out of character and bull that it's beyond saving. Happy Days didn't PEAK with Fonzy jumping the sharks, it DIED.
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That's a misleading definition. It's literally the point where the show goes downhill. One can interpret that it was at it's highest before going downhill, but that's a poor way to judge jumping the shark.
www.urbandictionary.com/d...+the+shark
If you note there the first definition states it the way you say, however uses "lowest point of the show"
How, pray tell, can something get worse than lowest?
Jumping definately means the point where all hope is lost and it's gone to the dogs.
To define it as a peak almost makes jumping the shark sound like a good thing.
Both points made by Craig on page 2.
How embarrassing.
Aha, I see...well, now that's cleared up...
Shadow the Hedgehog, definately.
the fact that Sonic 2006 is just as terrible proves this!
Sad part is, If Sonic Team would only make a game with Sonic-only levels, SA2 control scheme, no other playable characters, non-prescripted loops, polished physics, yo would have pretty good game.
I'm in agreement aside from the SA2 control scheme part - having about 10 moves mapped to one button is needless, and cycling through them can be time consuming in such a high-pace game. Also, unless this comes under 'polished physics', the homing attack needed work in SA2, all the way into Shadow, and - I'm guessing - Sonic '06.
Oh and level design could use work too. City Escape was awesome - I mean ok, it was 95% linear, and what little that wasn't barely deviated, but it was a great introduction to the game. As the game continued on, it got less and less creative, a trend also seen in Heroes, boiling down to tediously long levels with ridiculous numbers of bottomless pits and linearity. This is what most of the fanbase have been crying out against for years, but Sonic Team don't seem to care much.
Well,one of the better things about ShtH that it acually mapped different moves for different buttons( Of course, it didn't help that made Shadow more slippery than a ballerina at ice skating rink with oil.)
Well,one of the better things about ShtH that it acually mapped different moves for different buttons( Of course, it didn't help that made Shadow more slippery than a ballerina at ice skating rink with oil.)
to be honest, I liked the super linear levels of SA2, if you had enough skill, they were exciting.But I would also like non-linear levels, like the genesis games.
Please use the edit button instead of double-posting. This, fortunately, isn't GameFAQs, where there isn't any such button and as of such double-posting can be tolerated somewhat.
Just sayin'.
linear levels would be fine if the levels were fun, but it does take from replayability value. After you've played SA2 a few times over, it looks far more fun than it is. I mean, if you've never playedit and you watched a friend play, say, Radical Highway, it'd look pretty neat and interesting. It just isn't so to the player, who knows perfectly how to do what, and knows that the loops are just a minute where you have to hold the control stick up, and knows that it's impossible for the fighter-bomber (An Su-35, as it turns out. >
Sorry about the double posts.
Yeah, mutiple paths were be very good for the series. I found myself finding new paths in the genesis games that I didn't know existed for TEN+ years.
The bottomless pits do need to go, though. The good thing about SA1 was the game protected you from bottomless pits, you could pretty much tell where they were before hand. Now if you press the wrong button you're dead.
By the way, how did the Sonic 360 game do with mutiple paths? Did Sonic Team try to include that or was that another broken promise?
Ugh, I HATE bottomless pits >_<!!!
They're the worst part of all Sonic games...
The reason why sega added hover boards to riders Is because sonic is the fastest thing alive (next to eggman, shadow don't count because of his hover shoes) I mean, you could finsh sonic R with sonic with ease! some challenge that was! 😛 HOWEVER, The speed/flight/power thing was just pointless. (sonic heros 2:riders ) and sonic/hoverbords wins over sonic/karts.