Golden Shine
Speeding Gleam
The first one's no bug, it just means "flash effects" are turned off, so the bar turns green instead of rapidly flashing. The second's just an SRB2 rendering issue, not much can be done.Uhhh *insert bug here*
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Idk if I'm a goofball to think that these are major bug's but I just randomly found them when I was just playing the game
The default taunt has 1 funny chop-of-doom frame.so I was playing kirby's dreamland with this character and in the ending animation when sonic swiped his hand at the badnik it played the badnik hit with super sonic sfx and the badnik got destroyed. I genuinely want to know if this was an intended little feature where sonic can slap the badnik or if it was just some coincidence (I was normal sonic not super btw).
It works similarly with SA-Sonic, except with the SPIN button buffering into itself! That was an accidental bug on my end, but I left it in to make TAS speedruns more entertaining. The SRB2 version requires frame-perfect inputs near-impossible for humans anyway, and it's completely impossible in netgames.Just found out that just mashing the spindash button in sa1 isn’t optimal.
Is this the case with SA-Sonic as well? I’m aware that rolling down hill is faster than spaming down hill but this is a different thing
Here’s a the video I found so you can get a better idea of what I mean
My only regret with keeping it in is that the TAS'es further contribute to the "mashing SPIN is how to optimally play SA-Sonic" idea. Spamdashing is an inferior method for initial acceleration, and actively diminishes maxspeed on sloped surfaces. Outside of TAS, it's only best for retaining maxed-speed on straight surfaces.
TBF, optimal charge-spindashes require a frame-perfect release, so it's not like non-mashers get a freebie. To me, it's more important anyone can play SA-Sonic satisfyingly regardless of their preferred approach, so the difference isn't that big for an average player.