

Blast Processing is now widely considered a marketing ploy. The sort of design that goes past your brain straight into muscle memory.ĭuring the time, at the height of the 90's console wars, Sega often proclaimed the Mega Drive to have exclusive Blast Processing powers to be able to run such a fast game. It was rapid controlled chaos and it was genius. The blue hedgehog rushed through various pipes and loops while the camera seemingly had a hard time keeping up at all.Įventually, I stopped in front of a wall, safe and sound, with the feeling of having just gotten off a roller coaster. Before I knew it, I seemed to lose control of the game as Sonic shot forward. As I navigated through the lush worlds, I started spinning and rolling onwards. No tutorial is needed – the game's rules are intuitive enough to understand within seconds. The threshold to get started in Sonic 3 is low: a short cutscene and one gets right into the action. What I encountered was an incredible feeling of flow.

When I later got the chance to give it a try, I realised it was not (only) the amazing gaming skills of those older kids that was smooth and seamless but the actual game itself. Everything looked so effortless and elegant. Somehow, they always seemed to know exactly where to go and every jump appeared to be the perfect continuation in a gymnastic sequence towards the end of the stage. Sonic's underwater levels can be anxiety-inducing

And there was me in the back row, soaking up all the impressions, wondering if I could also give it a try and eventually become as skilled as the older kids. At this point, please imagine a room of elementary school kids panicking to the sound of Sonic drowning while desperately trying to hunt for air bubbles in the Hydrocity Zone. The local church blessed us by donating a Sega Mega Drive and it came with Sonic 3.Īt all times there was a flock of kids playing, discussing strategies, and passing controllers back and forth for different levels and bonus stages.
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Despite a range of other interesting activities offered, the agreed-upon highlight of the place was an old TV set in the corner of the room. Here, kids could hang out after school, buy a glass of Sprite for 50 German pfennig and get help with their homework. I was about five years old when I started spending my afternoons at a youth centre in our little town in the East-German countryside. The very first video game I ever encountered in my life was Sonic 3. It's time to dig through the cupboards, pull out my old Sega Mega Drive and return to my beloved Sonic series. We all have our own Christmas traditions and, as we approach the holidays, it's time for me to start preparing for mine. This entry was contributed by Katharina Wunder, Programmer at Thunderful Development, who will be launching the story-driven action-adventure Wavetale this December on PC, Xbox, PlayStation and Switch.
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Why I Love is a series of guest editorials on intended to showcase the ways in which game developers appreciate each other's work.
