>>719963539
It's just sort of okay-ish, and only after you get used to the jank. It's difficult to defend. Even if I like the Team gimmick conceptually speaking, there's just so much else working against it.
>>719968154
I wouldn't have minded a XP system for Heroes instead of the level up orbs. That way the enemy mobs would gradually scale with your levels, so by the end you're dealing with enemies faster, rather than having a chance to tediously fight a bunch of high level enemies at level 0 attacks.
I guess there's an argument to be made for not having leveling at all, but I don't know, I kinda like the feeling of progression in a Sonic game.
>Secret Rings
Okay, maybe not THAT much progression.
>>719968445
You've been at this for years and you're not any more right than when you first started. Heroes was 100% not designed with movement based physics in mind. Anything you post is purely unintentional. Find one example of needing the Rocket Accel to reach a hidden item or power up like with SA1's spam dash and the 1UP in Speed Highway. Go ahead, I'll wait. Face it, the Rocket Accel was just an undercooked mechanic among many others in Heroes that serves no real purpose other than speedrunner tranny shit.
>git le good xDDD
It's not even hard to use, moron. It's just not implemented well at all.
>>719969068
>Seaside Hill/Ocean Palace has become the definitive Sonic stage, eclipsing Green Hill.
Ehh. It mostly just shows up in racers, though. Green Hill is still going to be Sonic's 1-1, at the end of the day. Even Frontiers still uses Green Hill asset flips, when they could easily use Seaside Hill if they really wanted to since it was in Generations too.
>>719969321
Jam was an early prototype for SA1's engine, yes. You can really tell with beta Windy Valley's art direction and level design which would feel right at home on the Saturn. Also worth noting that SA1 started life as a Sonic JRPG on the Saturn, but whether or not that was before or after Jam is unknown.