Post by Sunflora Azumarill on Sept 24, 2013 8:43:56 GMT -5
Speed-Type Stages: These stages are the equivalent of Sonic and Shadow's stages from Sonic Adventure 2 Battle, consisting of high-speed sections and mainly trying to get from Point A to Point B. In this game, several paths tend to twist in various directions, such as sideways or even upside-down, and some of them can go along walls and ceilings. Loops, including some large ones and really huge ones are also common. At some points of a stage, the camera may switch to a 2D view. Here, you can still strafe in order to take other paths and in some such areas, something such as a wall may be behind your viewpoint. In such cases, there may be openings that you can strafe through to go to the other side and take a different path. Let's just say that in these stages, there are a number of paths to go on to make it to the end.
The abilities of Speed-type characters are that they can perform short one-second boosts that can plow through many kinds of enemies, can homing attack when near a flying enemy, and also grind rails. When underwater, the character can perform a spinning attack with B and an underwater dash with X.
Shooter-Type Stages: These stages are the equivalent of Tails and Eggman's stages from Sonic Adventure 2 Battle. Here, the character pilots a walking mech created by Prof. Oak called the Zero-One Two and focuses on shooting down enemies and obstacles in their way. Unlike the other two gameplay types, this one has a permanent third-person view. Instead of a punch, the B button allows your character to fire the Zero-One Two's energy gun located on the left. Shots from this gun have the same power as a standard punch, but can also lock onto various targets and fire homing shots at each of them. The character can't get out of the Zero-One Two at any point and that both their and its HP are linked.
One feature of the Zero-One Two is its Weapons Conversion System. On the right side of the mech is an area where a weapon can go. Upon defeating an enemy, they will drop a weapon, which the Zero-One Two's tractor beam (used with Y) can pick up. The weapon will become linked to the Zero-One Two and can be fired using X. If another weapon is picked up, the previous one will be sent into the Zero-One Two's memory data, and you'll be able to cycle through whatever weapons you have. One other thing you can do with weapons you pick up is lock onto various enemies and fire homing shots of that weapon at each target. Note that this cannot be done with melee weapons (but the Zero-One Two can still use them, though).
When in water, the Zero-One Two adapts itself into an submarine-like vehicle, allowing you to navigate underwater. Note that you still have an air meter (unless you purchase a special item in the shop), so be careful.
Search-Type Stages: These stages are the equivalent of Knuckles and Rouge's stages from Sonic Adventure 2 Battle, primarily consisting of looking for various objects and solving puzzles. Unlike the other two gameplay types, you don't have to necessarily defeat every human enemy in the stage, so you can focus on what you need to look for. The number of objects you need to look for can vary and a stage may also be broken into multiple parts, each one having you look for another set of objects. One all objects in one part are collected, you'll be able to move on to the next. Sometimes, a path to or in between parts may exist in the stage. Since many of the objects (but not necessarily all) tend to change locations each time you play the stage, it can be difficult to find them easily. Placed throughout the stage happen to be Floating TV's like those in Sonic Adventure 2 Battle. When you go up to one and press the X button, it'll point you in the direction of the nearest object you need to find, even going as far as to make a path of arrows leading straight to the object. You also have your Aura Radar, which is used to detect objects you're nearing.
The abilities that Search-type characters have is the ability to glide through the air. (How these characters glide is usually either a Pokémon they have or a special glider they're equipped with.) They can also cling to and climb any walls as if it were a grate. Later on, these characters also gain the ability to do a drill dive by pressing X while in midair.
The abilities of Speed-type characters are that they can perform short one-second boosts that can plow through many kinds of enemies, can homing attack when near a flying enemy, and also grind rails. When underwater, the character can perform a spinning attack with B and an underwater dash with X.
Shooter-Type Stages: These stages are the equivalent of Tails and Eggman's stages from Sonic Adventure 2 Battle. Here, the character pilots a walking mech created by Prof. Oak called the Zero-One Two and focuses on shooting down enemies and obstacles in their way. Unlike the other two gameplay types, this one has a permanent third-person view. Instead of a punch, the B button allows your character to fire the Zero-One Two's energy gun located on the left. Shots from this gun have the same power as a standard punch, but can also lock onto various targets and fire homing shots at each of them. The character can't get out of the Zero-One Two at any point and that both their and its HP are linked.
One feature of the Zero-One Two is its Weapons Conversion System. On the right side of the mech is an area where a weapon can go. Upon defeating an enemy, they will drop a weapon, which the Zero-One Two's tractor beam (used with Y) can pick up. The weapon will become linked to the Zero-One Two and can be fired using X. If another weapon is picked up, the previous one will be sent into the Zero-One Two's memory data, and you'll be able to cycle through whatever weapons you have. One other thing you can do with weapons you pick up is lock onto various enemies and fire homing shots of that weapon at each target. Note that this cannot be done with melee weapons (but the Zero-One Two can still use them, though).
When in water, the Zero-One Two adapts itself into an submarine-like vehicle, allowing you to navigate underwater. Note that you still have an air meter (unless you purchase a special item in the shop), so be careful.
Search-Type Stages: These stages are the equivalent of Knuckles and Rouge's stages from Sonic Adventure 2 Battle, primarily consisting of looking for various objects and solving puzzles. Unlike the other two gameplay types, you don't have to necessarily defeat every human enemy in the stage, so you can focus on what you need to look for. The number of objects you need to look for can vary and a stage may also be broken into multiple parts, each one having you look for another set of objects. One all objects in one part are collected, you'll be able to move on to the next. Sometimes, a path to or in between parts may exist in the stage. Since many of the objects (but not necessarily all) tend to change locations each time you play the stage, it can be difficult to find them easily. Placed throughout the stage happen to be Floating TV's like those in Sonic Adventure 2 Battle. When you go up to one and press the X button, it'll point you in the direction of the nearest object you need to find, even going as far as to make a path of arrows leading straight to the object. You also have your Aura Radar, which is used to detect objects you're nearing.
The abilities that Search-type characters have is the ability to glide through the air. (How these characters glide is usually either a Pokémon they have or a special glider they're equipped with.) They can also cling to and climb any walls as if it were a grate. Later on, these characters also gain the ability to do a drill dive by pressing X while in midair.