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{{Infobox Challenge Act
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{{Infobox mission
 
|title = Espio: Way of the Ninja
|image = [[File:Sonic Generations 2015-1-5-22-44-21-536.png|242px]]
 
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|image = ui_ss_ssh103.png
|caption = Espio: way of the Ninja
 
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|caption = Espio: way of the Ninja
|location = Seaside Hill
 
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|location = [[Seaside Hill (Sonic Generations)|Seaside Hill]]
|rank = S: 1:30
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|rank = 1:30
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|assis charas = [[Espio the Chameleon]]
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|description = Press {{Triangle Button (PS)}}/{{Y Button (Xbox)}} to have Espio attach a rope to the hooks and reach the goal in time
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|previous = [[Doppelganger Race!]]
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|next = [[High-Speed Hijinks (Classic)|High-Speed Hijinks]]
 
}}
 
}}
'''Espio: Way of the Ninja''' is a [[Challenge Act]] that appears in the console/[[PC]] version of ''[[Sonic Generations]]''. It is playable only as [[Sonic the Hedgehog|Classic Sonic]].
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{{Quote left|I'll get us across with my blade.|[[Espio the Chameleon]], ''[[Sonic Generations]]'', (Console/PC)}}
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'''Espio: Way of the Ninja''' is the third [[Challenge Act]] of [[Seaside Hill (Sonic Generations)|Seaside Hill Act 1]] in the console/[[PC]] version of ''[[Sonic Generations]]''. It is unlocked after clearing every [[Stage]] in the [[Dreamcast]] era and is playable only as [[Classic Sonic]].
   
 
==Description==
 
==Description==
Throughout this [[Stage]], new grapple points have been affixed overhead. When within range of these points, press and hold {{Y Button (Xbox)}}/{{Triangle Button (PS)}} to call [[Espio the Chameleon|Espio]], who grabs Sonic and uses a rope to swing across. Tilt the control left and right to make them swing back and forth. Release {{Y Button (Xbox)}}/{{Triangle Button (PS)}} during a swing to make them fly to the next platform.
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This Challenge Act includes a large section of Seaside Hill Act 1, starting from the entrance into the sea palace, but with grapple points affixed overhead. When within range of the grabble points, press and hold {{Y Button (Xbox)}}/{{Triangle Button (PS)}} to call [[Espio the Chameleon|Espio]]. He will then grab Sonic and use a rope to swing them across. Tilt the control left and right to make them swing back and forth. Release {{Y Button (Xbox)}}/{{Triangle Button (PS)}} during a swing to make the pair fly to the next spot. The mission is filled with regular [[Egg Pawn]]s (some of which carry [[Egg Gun]]s), spike traps, and [[Time Bonus]]es.
   
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==Overview==
The challenge part comes at the end, when the player must swing from one grapple point to another, and then fly from the final grapple point over a tall column with spikes to reach the Goal post. If the player falls on the wrong side of the wall, grapple the last point, swing back and forth to build up momentum, and then release to fly over.<ref>''Sonic Generations Official Guide'' pg. 198</ref>
 
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The Act starts out with a pretty straightforward section, with two [[Dash Ring]]s at the end which lead to the next section (although the higher one has a [[Time Bonus]] atop it). In the second section, the player can either summon Espio to take a shortcut above, or go down through the underwater route. In the next section, the [[Chopper]]s normally seen in the Seaside Hill Act 1 have been replaced with [[Spinner]]s. This section also includes more [[Egg Pawn]]s and platforms which break upon contact. At the end of this section are [[Cannon]]s that serve as shortcuts.
   
 
As the player approaches the end of this Act, they must swing directly from one grapple point to another over a large [[Bottomless pit|gap]], and then fly from the final grapple point over a tall column with spikes to reach the [[Goal Plate]]. If the player falls on the wrong side of the column, they must grapple onto the last point and swing on it with enough momentum to fly over the column.<ref name="SG Guide">{{Cite book |author=BradyGames |title=Sonic Generations: BradyGames Official Strategy Guide |publisher=BradyGames |page=198 |chapter= |date=1 November 2011 |isbn=978-0761555100 |quote= }}</ref>
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==Trivia==
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*A safe way to gain momentum while attached to a rope is to swing back and leave the grapple point, and then hold {{Y Button (Xbox)}}/{{Triangle Button (PS)}} again while facing the direction the player wants to go to. This gives the player a quick boost in the direction they want to jump in.
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==Gallery==
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{{Gallery start}}
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<gallery>
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SonicGenerations 2016-09-04 23-02-16-113.png
 
Sonic Generations 2015-1-5-22-44-21-536.png
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SonicGenerations 2016-09-04 21-58-26-644.png
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SonicGenerations 2016-09-04 21-58-52-692.png
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SonicGenerations 2016-09-04 22-30-33-815.png
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SonicGenerations 2016-09-04 23-16-31-152.png
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</gallery>
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{{Gallery end}}
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==Video==
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[[File:Sonic Generations (360) - Seaside Hill Act 1 "Espio Way of the Ninja" Playthrough (S-Rank)|left|350px]]
 
{{-}}
 
==References==
 
==References==
 
{{Reflist}}
 
{{Reflist}}
{{-}}
 
 
{{Generations info}}
 
{{Generations info}}
 
[[Category:Challenge Acts]]
 
[[Category:Challenge Acts]]

Revision as of 22:31, 17 January 2019

I'll get us across with my blade.


Espio the Chameleon, Sonic Generations, (Console/PC)

Espio: Way of the Ninja is the third Challenge Act of Seaside Hill Act 1 in the console/PC version of Sonic Generations. It is unlocked after clearing every Stage in the Dreamcast era and is playable only as Classic Sonic.

Description

This Challenge Act includes a large section of Seaside Hill Act 1, starting from the entrance into the sea palace, but with grapple points affixed overhead. When within range of the grabble points, press and hold XboxY/PSTriangleButton to call Espio. He will then grab Sonic and use a rope to swing them across. Tilt the control left and right to make them swing back and forth. Release XboxY/PSTriangleButton during a swing to make the pair fly to the next spot. The mission is filled with regular Egg Pawns (some of which carry Egg Guns), spike traps, and Time Bonuses.

Overview

The Act starts out with a pretty straightforward section, with two Dash Rings at the end which lead to the next section (although the higher one has a Time Bonus atop it). In the second section, the player can either summon Espio to take a shortcut above, or go down through the underwater route. In the next section, the Choppers normally seen in the Seaside Hill Act 1 have been replaced with Spinners. This section also includes more Egg Pawns and platforms which break upon contact. At the end of this section are Cannons that serve as shortcuts.

As the player approaches the end of this Act, they must swing directly from one grapple point to another over a large gap, and then fly from the final grapple point over a tall column with spikes to reach the Goal Plate. If the player falls on the wrong side of the column, they must grapple onto the last point and swing on it with enough momentum to fly over the column.[1]

Trivia

  • A safe way to gain momentum while attached to a rope is to swing back and leave the grapple point, and then hold XboxY/PSTriangleButton again while facing the direction the player wants to go to. This gives the player a quick boost in the direction they want to jump in.

Gallery

Gallery

Video


References

  1. BradyGames (1 November 2011). Sonic Generations: BradyGames Official Strategy Guide. BradyGames. p. 198. ISBN 978-0761555100.

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