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Lonely Mountains Downhill: feeling stylish

Posted on 19/11/2025 Written by Xexyz

One of the things I really appreciate in a game is if it makes me look good, full of style, skilled in a way that I’m not in real life. Elaborate swordplay leading to combination hits; parkour across a cityscape; flying through buildings and structures with no effort and no fear. Many games make me feel stylish – or maybe the correct word is cool? – but there’s something about Lonely Mountains Downhill which excels in this aspect.

It seems an unlikely match. Mountain biking is hardly the most graceful of sports, with constant bumps and rattles; the game isn’t effortless either, with me constantly feeling just a tiny bit out of control. Nothing illustrates this better than the Free Rider mode of each mountain, which loses all checkpoints and tasks you with getting to the end without crashing; I’m managed to do this on just two courses. By the end of the course I was almost shaking with nerves, so much so that on one attempt, with just a couple of corners to go, I just cycled into a tree.

Not stylish at all, right? But the feeling when you get through a checkpoint, when you successfully land a jump off a cliff onto a sloped stone below, when you barrel down a steep hill and turn sharply at the bottom to meet the longer path – it’s exhilarating, and makes you feel that you can do anything.

Oddly enough I don’t get the same feeling from Lonely Mountains Snow Riders. Maybe it’s because that is a bit easier to control (skis are less unwieldy than a bike) so I don’t feel like I’ve beaten the odds every time I complete a section.

I’ve finished all the beginner challenges from the first two mountains now, and a few of the expert ones. The game is really lovely to look at, with a stylised art design which feels solid and complete. Sometimes scenery gets in the way of the path you’re following, which is an intentional decision but maybe removes you from the game a little. It’s pretty much never getting in the way though.

Which is more than you can say for the trees.

Filed Under: Gaming Diary Tagged With: Xbox One

Sonic CD: comparing time periods

Posted on 05/11/2025 Written by Xexyz

When playing through Sonic CD, there are frequently ledges that seem inaccessible, or slopes that seem to stop abruptly. I noted when writing about my completion of the game that the level design felt a little bit off in places, preventing you from getting up too high a speed; on reflection this may well be another deliberate puzzle, to work out how to time travel, but I thought it might also be where the levels had been adjusted for multiple realities. So I did a little investigating.

The maps I’ve used here have come straight from Sonic Retro, which is an amazing site that I used when I couldn’t find the generator on Stardust Speedway Act 2 when replaying on the Xbox 360.

First, this comparison shows the same locations in the past and in the present; the slope in the present is actually a useful place to get up speed to time travel. The level flows a lot better in the past, with fewer springs and a new exit from the slope. Note how the trees have grown from the past to the future as well.

Past and Present

There are greater differences when moving from the present to the (good) future. You can see the way that the future is built over the top of the present, and there’s a lower slope that is inaccessible as a result. Another key difference is the lack of enemies in the good future.

Present and Good Future

There are fewer differences between the good and bad futures. The below pictures show part of the map in the present, and in the good and bad versions of the future. The pipe on the right changes from the present to the future, but the two future levels have the same layout. The rings in the centre show how the slope has moved between time periods, making some rings accessible.

The past version of this is shown at the top of this post.

The more I look at the game, the more impressed I am.

Filed Under: Gaming Diary Tagged With: Mega CD

Sonic CD: completed!

Posted on 30/10/2025 Written by Xexyz

Stardust Speedway remains a low point for the game, I think, which is a shame because the ornamentation (of the brass instruments in the present, and overgrown pipework in the past) is evocative of the Starlight Zone, probably my favourite levels of the original Sonic game. The route to find the generator, and get to it in the past, is overly convoluted and seems to require luck as well as skill. I did explore a lot to find the route that worked for me, but maybe I was missing something.

It’s taken a while, but I’ve now completed this, getting the good future in every zone, and even destroying the Metal Sonic holograms hidden throughout. The game is very different to Sonics 1 and 2, rewarding exploration as well as speed, finding the best places and routes to run along, rather than just always moving to the right. Maybe this is why I found it oppressive; it was just too different, while looking the same. Having explored everything, though, and now with a better knowledge of routes, its become much more like classic Sonic, and I feel like it has the same sort of replay value.

In fact, I know it does, because having completed the game on the PS3, I immediately restarted it on the Xbox 360 (well, the 360 version running on the Xbox One), to unlock some long-standing achievements. I played through it all the way to Stardust Speedway Act 2, where I found I couldn’t remember how to find the generator and I had to look it up. Having done that, I proceeded through and completed it again.

The game is full of surprises, like Mini Sonic, endless loops, and Amy Rose being kept in a dungeon.

It’s not perfect by any stretch. The final boss battle is a bit of an anticlimax, especially when you compare it to the iconic Sonic 2 last stage. Metal Sonic’s race is a bit too much of a difficulty spike. Some of the level design, especially in the present, is a bit confusing, where they have tried to vary the routes in the past, but leaving rings in the same places. The special stages, even though I now know what to do, are rubbish and uncontrollable; I managed to get four time stones at most. And yet, despite all this, it’s a really good solid game, well up with the best platformers I’ve played.

Having completed the main game, I then looked at the time trials, which are more traditional Sonic material with the time travel removed, and the sole aim is to get through the present version of the level as quickly as possible. I hadn’t explored looking for the most efficient route; maybe that’s something to do in the future.

Filed Under: Gaming Diary Tagged With: completed, Mega CD, Playstation 3, Xbox 360, Xbox One

Super Mario Odyssey: completed!

Posted on 16/10/2025 Written by Xexyz

It seems a little contrived to say it’s completed, really, since I can see that there are over half the moons I am yet to discover, and the game is still throwing new ideas at me each time I play. However, Peach has been rescued, Bowser is defeated, and the world is a better place. I stopped the wedding, which I hasten to add wouldn’t have been legally binding in any case as Peach was not entering it of her own free will. I’ve seen the credits. I have explored the Moon, and I have travelled back to the Mushroom Kingdom.

The inside of Peach’s castle is a clever nod to Super Mario 64, although many of the doors are missing (and my daughter was disappointed we couldn’t go upstairs to see where she sleeps). I have found a number of other rooms around the kingdom, which again look similar to the rooms from SM64, which enable me to fight the bosses again, but I haven’t because I’m more interested in finding new stuff.

I had travelled between previous worlds a fair bit, exploring and finding hidden moons, before deciding to go to Bowser’s kingdom to finish the game – only to find I was diverted to a ruined kingdom, and it turns out that Bowser’s palace wasn’t the end point in any case. I played through the last few areas over the course of contiguous days, not wanting to stop until the story was complete; and then I had to keep playing, to find out what Peach was up to, to talk to Toadette, and to see what those silvery cubes were all about. It turns out that they’ve roughly doubled the size of the game after the credits roll – and I’ve not even been to the dark side of the Moon yet.

I very rarely engage in character dress-up in games, but Mario’s outfits are fun to experiment with – and you need to get changed to access some moons, as well as seeing the 2D representations

With that rush to finish, I’ve taken a bit of a step back in terms of playing the game, because I want it to last a bit longer. A fantastic game, which looks even more amazing on the Switch 2.

Filed Under: Gaming Diary Tagged With: completed, switch, Switch 2

Sonic CD: chasing the generators

Posted on 07/10/2025 Written by Xexyz

I had some questions before, and I have now answered them.

  • Do I need to travel to the future after destroying the machine in the past, or is it sufficient to just explode the generator? No, you don’t need to travel to the future; you can finish the act in the past, and you’re still told you created a good future. However, if you can travel to the future (through two future lampposts in sequence) there are no enemies in the way of you getting to the end.
  • Do I need to create good futures for both acts, and if so do I then have to fight the boss? Yes, you have to create good futures for both acts, and if you do then the third act takes place in the good future – but you still have to fight the boss.

I know this, because I have spent quite some time exploring levels and working out where to time travel, where the robot generators are, and planning routes to get there; I’ve now managed it on the first five Zones, and have at least located the generator in the present on Stardust Speedway Act 1 (though I have no idea how to get to it, and this is a rare example of a 16-bit Sonic level being pretty poorly designed). Luckily I’ve built up a stock of about 25 lives, and it’s fairly easy to collect 100 rings to gain another, since I keep running out of time when exploring.

I have often thought of Sonic CD as intimidating, because I thought you needed to get everything perfect. Back in 2011 I threw caution to the wind, and played through the game on the Xbox 360, not trying for the good ending but just hoping to get to the end. It was relatively easy to do that, though levels were sometimes a bit disorderly and prevented a fluid run throughout. The race with Metal Sonic was particularly difficult.

Having plugged in my PS3 (because I wanted to test a copy of Crashed that I found), I saw Sonic CD on the list of installed games, and immediately got the sense of being overwhelmed again, because having completed the bad ending I felt I would need to try for the good one. Back in the 1990s I had time to devote to a game, and to this day I have a complete picture of all levels from Sonic 1 and 2 in my mind, crowding out information which might actually be useful. That came from playing the games over and over; by the time I got my Mega CD from Pink Planet in Bristol, I had many other things to be doing.

But in recent months I find myself wanting to spend time dedicated to specific games again, hence returning to Mario Odyssey, playing through GTA3 and Vice City, and progressing through Wreckfest. Taking time to appreciate a game in its entirety – exactly what has been holding me back from Sonic CD.

So I’ve been taking my time, exploring levels, working out routes to take, where to find time travel posts and then build up speed, trying to find the machines in the past. It’s been a very different experience, very unlike other Sonic games, but it’s been very enjoyable. I fear I may need to resort to looking at some level maps, though, if I don’t work out how to destroy the generator on Stardust Speedway soon.

Oh, and the special stages are still pretty rubbish.

Filed Under: Gaming Diary Tagged With: Emulation, Mega CD, Playstation 3

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