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"sega" and "sonic" MUST fix ALL final bosses AND bosses in general (above all the ones from half of each story). They also MUST fix all stuff such as permanently registering all killed golden enemies WITHOUT THE NEED TO COMPLETE THE ACTS DEATHLESS, allowing the online cooperation gaming, redesigning all the online battle modes AND reducing the price in medals for all the store stuff BY HALF (even allowing to unlock the remaining pieces of Trip's armour, battle cuirass, pauldrons and greaves, for the prototypes).
The difference is not having to wait 40 seconds inbetween attacks. At most, you have to wait about 10 seconds for Eggman to land back down and Silver Sonic can be killed before his second jump. Not the same in the slightest.
Sonic CD is a good example of what happens when you make a final boss too forgiving to the point where it feels anti-climatic. That game felt like trying to "patch" Sonic 2's difficulty curve that some may find to be more of a spike but overdoing it by a significant margin that it results in the complete opposite problem.
Case in point, final bosses in Sonic games are meant to be difficult, even more so now that this game removed the lives system allowing infinite retries. They're one last test of your skills before the end credits, and the Mega Drive trilogy of games handled this brilliantly.
Eh, it's more like avoiding the boss' attacks for a moment (maybe 10 seconds?) before going back on the offensive... which isn't really too out of the norm for platformers tbh.
Granted, the Mecha Sonic + the Death Egg Robot is a shorter final boss (being only about 2 minutes when played really well) then Superstars' Main Story final boss (being 4 minutes)--but being realistic, that's probably more of a result of a Game Over potentially restarting the entire game from the beginning. Plus, every single attack was an OHKO during Sonic 2's Final Boss. Including noob traps like "Mecha Sonic's spines will always damage you even when he's just standing still" and "the Death Egg Robot's arm can poke out from behind his sprite by a pixel and kill you."
Keeping in mind that Superstars gives you infinite chances to learn the fight as well as more tools to combat the boss with--the increased length of the final boss isn't that major of an ask tbh.
Who isn't sick of that walking mental insanity...
Sure the boss is hard in this game but nowhere near the frustration of dying to the final boss losing your last life and having to restart from zone 1 and collect all 7 chaos emeralds again.
It's sonic game where you beat bosses by waiting. Doesn't require any skills in the first place, aside from patience. It's not any hard, it's just frustratingly boring - you simply wait. Also most of the bosses in SSS are like that - they don't require any skill, you just wait for 10 years until they allow you to hit them. You don't look for opening in attacks, naaah, it feels like you allowed to hit them.