Golden Shine
Speeding Gleam
I didn't say that...but I WOULD've said that.
He means he's glad the character's not just all about mashing spin. Which is what would've happened if it overwhelmed SA-Sonic's entire moveset in terms of usefulness.Spamming spindash was always a thing in sa1 what fo you mean
Nice suit!
Custom. I was a little hesitant to add custom music since all of these songs inflate the character by 1.2mb, but we eventually decided it was worth it. SA-Sonic's music doesn't overwrite any of the vanilla game's tracks, so don't worry about that.Say,will Adventure Sonic have a custom super track or will he just use the normal one
I'm going to guess not, at least not in the initial release. Goal's to get this out there before overextending.Im still wondering if warios idea from the early days of the thread of him doing his winning animation from adventure 1 will still be added , it kinda would feel like some wasted potential if that wasnt included in this already massive character
In most Sonic games even the slightest ridge can interrupt your moves, which doesn't mesh well with Sonic's speed and complex level structures. SEGA and some fans' answer to this seemed to be making every level huge and flat, but for SA-Sonic....
The answer's to let you continue charging the spindash you started before you fell off the ledge.
And to let you jump even if Sonic unexpectedly detached from the slope you thought you'd be on a few miliseconds ago.
Even full-speed spinjumps from tiny spaces/fences becomes reliable manoeuvres, rather than fickle/impossible jumps.
Keep in mind actually releasing a charge in midair gets you MUCH less speed than if you wait until hitting the ground.
I should mention your charge also won't be interrupted from hitting horizontal springs or speedbooster items. This means you CAN stack your spindash on top of the speed you get from these.