On other occasions, you’ll need to interrupt your momentum with a stomp in order to reach a ring or boost pad. Sometimes, to cross a pit, you need to hit the boost button at exactly the right moment to send yourself flying into a set of rings to your next platform. Shivery Mountainside’s level design is tailored around the idea of encouraging new and unorthodox utilization of Generations’ physics. And it’s here where the fun, and brief bouts of frustration, begin. It’s not long before Sonic reaches the town at the foot of the mountain, where he ditches the snowboard and starts running on foot.
There are two paths to take here, as well as some rings for more skilled players to jump through, to get them to grinding paths on top of some cabins. After Sonic bursts out of his cabin on a snowboard, the player must then boost through hordes of enemies while navigating the mountain’s snowy slopes. The demo starts out with a brief, exciting snowboarding section. This alone does a lot to set this level apart from Sonic’s official boosting stages.
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It’s here that you’ll notice the start of a trend: the hub is in full 3D. Shivery Mountainside starts in a cozy log cabin, which acts as a small hub area where players can buy upgrades and lives before setting off on their run down the mountain.