The Million Dollar Question - Boost or Spindash?

Metool_Man

"I am the real Sonic!- not."
First off, look at my signature under my post. That is my stance.

Secondly, let's lay some terminology out.

The Spinattack is when Sonic curls up into a ball and rolls forward.
Spindash is when Sonic revs up and launches off.
The Boost is when Sonic blasts forward instantly, using a meter as he does.

Usually, the Spindash is both referring to the ability to charge it, and the ability to curl up. Here I want to differentiate them, for readability's sake.

Thirdly, this post is loooooong, and provides insight on a lot of my thoughts. Please leave if you have no attention spam, save yourself.

And finally, I'm very aware this post probably won't get much interaction, but I'm gonna put it out there anyways.

Alright, let's get into the discussion.

The Spinattack was Sonic's signature ability when he was first created - hence why he was a hedgehog rather than a bunny. It was his thing! It carried over into the second game, Sonic 2, where he also gained the ability to rev it up from a standstill - called the Spindash - providing an easy way to gain speed if you're stuck somewhere, supplying Sonic games with a bigger sense of speed WHILE STILL rewarding reaction, keeping momentum up, and a bit of memorization.

In Sonic 3 & Knuckles, nothing changed. Nor did it in the Chaotix. Other than CD, the Spindash always behaved the same, until the 3D games came across.

Sonic Adventure 1 mapped the Spindash to one button and changed its functionality a bit. Hold the Action Button - which we'll be referring to as B - to charge up a Spindash, so you can start charging at any speed. Holding it charges it automatically, unlike the classic games where you would mash the button. Then, once you release B, Sonic blasts off into a Spinattack. You can tap B to uncurl - a new mechanic, as in the classic games you had to jump out - or jump out of the Spindash. It was an incredible tool for traversal, speed, and just generally platforming. The ability was iconic, absolutely exclusive to Sonic. If any other game TRIED to do something similar, it would immediately be pointed out as a Spindash. In short, it was plain fun to use, was iconic, and served Sonic's gameplay tremendously. You couldn't have a Sonic game without a Spindash.

The sequel, Sonic Adventure 2, took the Adventure series in a bit of a different direction. The stages were noticeably more linear, and the Spindash was nerfed by requiring the player to hold B for a considerable amount of time before Sonic began revving, counteracting the famous Spamdash present in SA1, where you could repeatedly tap B to gain incredible speed. Instead, when quickly tapping B, Sonic used an incredibly slow somersault, used to squeeze under gaps. This was done poorly. If they were to nerf the Spamdash, the best way to do so is that quickly tapping B gained you no speed and only caused Sonic to curl in. It would have been incredibly easy to program as well, as you would only need to delay when the charging timer for the Spindash starts incrementing for maybe 5 - 6 frames.

Side note - that game needed a second Action Button, putting it all on B didn't work for the more complicated moveset Sonic had in SA2 compared to SA1. I know Sonic, back in that time, came packaged with incredibly simple controls, but in SA2, it was to its determent. That's why I mod it to remap actions, but that's beside the point.

Then we have Sonic Heroes. The first game brave enough the deviate from the tradition Spindash. May I introduce... the ROCKET ACCEL!

...meh.

You see, I have a weird issue with variations of abilities like this.

When an ability is introduced to a character's kit, sometimes it becomes a staple. And then sometimes, variations on this ability are introduced. Cool! But then I have a problem when the variation replaces the original ability's place. It just feels off. It feels like something is missing - like Bowser being able to breathe fire generically but having no fireball. I'M LOOKING AT YOU, SMASH.

This also kinda relates to why I dislike Sega's official Classic Amy moveset. It also relates back to their misunderstanding of the Dropdash.

Sega gave Amy a new ability for Superstars and Origins - the Hammer Rush. This move is pretty creative, and heeds to the Classic Sonic moveset philosophy - everybody controls the same, with the exception of a special ability by tapping A in the air. The problem is, it's a confusing, knock-off Dropdash.

Amy jumps into the air, falls down, and repeatedly slams her hammer into the ground. Why does she need to go into the air for this ability? I'd actually quite like it if this was tied to a Super-Peelout. In fact, I would kinda like the Super-Peelout to be reintroduced if they ever were to do another Classic game, for symmetry with the Spindash. Anyways, I have problems with abilities tied to being in the air that have nothing to do with the air.

"But then why do you love the Dropdash so much?"

Because it's an expansion on the Spindash, preformed in a manner that makes a lot of sense. Plus, sometimes I DON'T like the Dropdash, namely the times recently where Sonic Team has stuck it in random games that weren't designed for it, and also didn't even bother to implement the actual Spindash, harboring back to my issue with variants of abilities replacing the main one.

The Dropdash was genius because it emphasized Sonic's speed, mastery of the Spindash, and that Sonic's built to traverse the GROUND. He is not an aerial-focused character, he's at home on the ground, unlike Tails' or Knuckles' abilities, which focus on the air. Sonic's aerial ability is meant to expand on his GROUND traversal, as it doesn't affect him in any way UNTIL he hits the ground. It allowed Sonic to rev a Spindash in the air and release it as soon as he hit the ground. It made him the fastest character, WITHOUT outright buffing his speed. It's the perfect Sonic ability, unlike the odd Insta-Shield ability they included in Sonic 3 & Knuckles.

Sonic Team misunderstands the genius and just sticks it into every Sonic game. Except Shadow Generations, weirdly enough. You can reactivate it with an HMM code. I wonder if modders can port the Spinboost and make a Spindash mod for Shadow Gens...

Anyways, I don't have much to say on the Rocket Accel. Heroes was just a really weird game.

Anyways, after that, the Spindash returned. Namely, in Shadow 2005. It used the same engine as Sonic Heroes... and I kinda see why they DIDN'T opt for the Spindash. It feels pretty bad here. Heck, the entirety of these 2 games feel kinda bad to control. They sorta lost grip on Sonic.





...and then Sonic 2006 was released. Yikes.

Sonic 2006 was a major turning point in the Sonic franchise. That's what it was always supposed to be... it was just supposed to be a positive change, not a negative one.

Sega shat the bed with this one. And it's ABSOLUTELY Sega's fault, not Sonic Team's. They needed a title for 2006, one of Sonic's anniversaries, and rushed the game out before they even had a CHANCE to put it in the oven. The gameplay was slow, clunky and unpolished, the game as a whole was riddled with bugs, and story was plain awful, at least for Sonic, the loading screens were extremely unoptimized, so on and so on. Everybody knows this game is bad, even the people who defend it with their life. They are BLINDED by nostalgia, those people.

After this, Sonic Team developed a REAAAALY bad habit. If an idea doesn't quite work the first time, trash it ENTIRELY.

And then, they trashed the Adventure style.





After a while, they released a new Sonic game. A new game, that controlled COMPLETELY differently. They released Sonic Unleashed.

The controls here are a bit different. You use the A button to jump, of course. But now you can also shorthop.

On B was the... SLIDE!? Sliding? Why is Sonic SLIDING? His thing is curling up into a ball! Why would he SLIDE?

Then on X was the fabled Boost. The button that launched Sonic to top speed as soon as he touched it. And also, the Homing Attack for some reason, but we don't talk about that.

This was the new gameplay style. Sonic blasted through stages at top speed, reacting to obstacles as they come. At first, it doesn't sound too different, but it really is. Having a go-fast button fundamentally betrays what made Sonic so fun originally. Sonic was about building and maintaining speed throughout the entirety of the stage.

"But the Spindash in the 3D games is the same! You hold B and release to blast off!"

You make a good point on the surface, but let's dig a little deeper into both mechanics.

___

The Boost allows Sonic to hold the X button to launch off instantly at insane speeds, automatically bursting through enemies and is the state you wanna be in constantly.

The Spindash allows Sonic to hold the B button to charge up a Spindash and launch forward, allowing Sonic to damage enemies, gain more speed from rolling downhill, and make big jumps to skip and cut time off.

___

One of the MAIN differences lies in where you use them. In Boost games, your main goal is to constantly be Boosting, while the Spindash assists in your platforming endeavors. For another point of why the Spindash and Boost are so dissimilar, imagine Sonic Unleashed and Sonic Adventure in your head. Now, give Adventure Sonic the Boost and Unleashed Sonic the Spindash. Pretty different, right?

I am plenty aware that many others have explained the differences between the two better than me, and I implore you to search online for other opinions, as I find it quite difficult to articulate.

Plus, there are other points to make, like how the Boost makes the Spindash pointless, or how the Boost also betrays building speed, or even discussion of future games, like Shadow Generations or Sonic Frontiers, or that the Spindash is outdated, but it really comes down to the one question.





Boost or Spindash?
 
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I've always preferred the Boost. Paraphrasing quotes by the legendary bickuribox12, the Boost builds from the Sonic 2 special stage and Sonic 06 mach speed philosophy, where, instead of earning the speed through good gameplay, you are straight up given the speed and are tasked with controlling it. But, instead of having that task relegated to one small part of the game play, it's spread across the entire game. This is what makes the Unleashed era Boost games so thrilling and fun. The Spindash actually has a lower skill ceiling, especially in the classic games, since the speed is way more controllable. In summary, it's dependant on what kindsa games you like.
 
I've always preferred the Boost. Paraphrasing quotes by the legendary bickuribox12, the Boost builds from the Sonic 2 special stage and Sonic 06 mach speed philosophy, where, instead of earning the speed through good gameplay, you are straight up given the speed and are tasked with controlling it. But, instead of having that task relegated to one small part of the game play, it's spread across the entire game. This is what makes the Unleashed era Boost games so thrilling and fun. The Spindash actually has a lower skill ceiling, especially in the classic games, since the speed is way more controllable. In summary, it's dependant on what kindsa games you like.

Amazing, civil point (you'd be surprised the number of dogfights people get in over this topic)

As I stated, I believe the Boost betrayed what made Sonic so fun (as you can see when you state that instead of Sonic earning the speed, he is given it instead and is tasked with controlling it), which is why I prefer the Spindash as an extension of Sonic's ability to gain speed, as well as the Spindash being incredibly iconic, while the Boost comes off as more of a generic ability to me.

However, if somebody is introduced into said games, I can totally see what they'd prefer the Boost, as speed is all of what Sonic is about these days.

If ether style was subjugated to a side-series instead (probably the Adventure style), I'm sure the fanbase would be on equal grounds and some portion of Sonic's split fanbase would die down.
 
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It is amazing how Sonic Frontiers: FH mixed spindash and boost tbh.
 
It is amazing how Sonic Frontiers: FH mixed spindash and boost tbh.
More or less - the Spindash, or rather, Spinboost, is simply a reskinned Boost with lesser gravity, a Spindash-esque animation, and the ability to deal damage to enemies.

It's a step forward, and I really appreciate it, and the Frontiers Spinboost has its perks, but I really want to see a... traditional Spindash make a return, in a similar form of the Spamdash. I think nobody would complain if the Spindash replaced the slide. I'd rather see a Dropdash or Bounce, but keeping the Stomp on B alongside the Spindash would be great too.

Even if the Spindash doesn't serve a great purpose, I think it really should still be there. Sorta like how some games that don't need jumping still have it? It kinda has to be there too, and that's a stance I have on the Spindash.

___

Also, anybody else think Sonic Team in the next few years (after their rumored in development sequel to Sonic Frontiers) should focus on creating a new physics engine on the side and releasing spin-offs and other media during the drought? The engine they use right now has reportedly been in use since Sonic Lost World. And while it CAN handle normal Sonic gameplay, it's not very robust or built for it, like the Classic, Adventure, or even Boost V1 engine.

I have very strong opinions, don't I?
 
As for your stance on the slide, it actually makes sense with the higher speeds sonic began being capable of reaching in-game as of 06 (yes, 06 had the slide first.) Historically, Sonic has to stop to charge a spindash, and, in a game like unleashed, that gets rid of a lot of game flow. Even if you used the roll without a spindash, historically again, Sonic's momentum mostly goes away while rolling, unless it's down a slope. So, with this in mind, along with the crawl in unleashed, a slide makes more sense than a roll, and it's just plain convenient to hold a button to keep doing it, and let go to stop. Makes the controls more intuitive. If the game didn't have the boost, it still probably would have had a high speed, making the slide still the better, or rather, more intuitive decision. Idk, though, each to their own.
 
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As for your stance on the slide, it actually makes sense with the higher speeds sonic began being capable of reaching in-game as of 06 (yes, 06 had the slide first.) Historically, Sonic has to stop to charge a spindash, and, in a game like unleashed, that gets rid of a lot of game flow. Even if you used the roll without a spindash, historically again, Sonic's momentum mostly goes away while rolling, unless it's down a slope. So, with this in mind, along with the crawl in unleashed, a slide makes more sense than a roll, and it's just plain convenient to hold a button to keep doing it, and let go to stop. Makes the controls more intuitive. If the game didn't have the boost, it still probably would have had a high speed, making the slide still the better, or rather, more intuitive decision. Idk, though, each to their own.
If this is the only thing stopping the Spindash replacing the Slide, just reducing the amount of speed lost during a Spindash on flat ground would do the trick. As for holding the button rather than tapping it twice, idk, seems fine to me.

At the end of the day, Boost Sonic is fun, and I like it, but that ain't the same Sonic as a while ago.

I didn't grow up with the Adventure games, I only have recent experience with them, and they're absolutely my favorite Sonic games, and they stay true to the Classic formula.

Personally, I think Sega has got to come to a middle ground between the Boost and the Spindash sooner or later, and they dipped their toes into the water with Frontiers. A lot of people miss that Sonic style, because it's plain gone now.

Have you played an Adventure game? You might wanna try if you haven't. I'd recommend SA1 first, and then if you wanna play SA2, to mod the game, mostly for an instant Spindash.


Also, I am a Sonic nerd, I was aware of the slide in Sonic 2006. I shouldn't be-
 
I haven't played an adventure game, actually. The only experience I have with the formula is P-06 and the adventure sonic in SRB2
 
P-06 is alright as first exposure, and Adventure Sonic is pretty darn accurate. You might wanna play him in his home stages to get the best feel for him though.

As for Boost games I haven't played, I haven't played actual Unleashed, but I did play Project Unleashed. I have played Forces, but that was so long ago, and I no longer have access to a copy.

Other than that I've player Sonic Generations, Colors (Ultimate), and Shadow Generations, which is pretty much all of 'em.

You ARE gonna want to get them on Steam so you can mod them. It adds up to maybe 30$ in total. Totally worth. You really should mod them, even just for widescreen.
 
I've played both original and remaster generations, and well as shadow generations, on xbox. I've also got mania, frontiers, colours ultimate, (yes, I'm Australian), superstars, and forces on my switch. I haven't actually played unleashed, but I've been able to gather a lot of info from the sonic wiki and YouTube. And I'll have to spend about $32AU, which I don't have, to get SA1 and 2, since I feel like I need to grab the DX and Battle upgrades. But, yeah, I'll check 'em out.
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Idk what I actually ment to say
 
SA1 comes as DX, that's what the port is called, Sonic Adventure DX. For some reason they felt the need to separate all the new content in the Battle version into a DLC for SA2 Steam. SA2 on Steam is SA2 Battle stripped of 2P mode, for some reason. Pretty stupid, really.

Also, did you just change your quote under your PFP? I coulda swore it said something about being a casual something.

I'd like to mention that the Adventure games are NOT peak Sonic. They are peak 3D Sonic. Peak 3D Sonic would lean more into the physics engine and unique terrain, and much more. I might create a topic on what the ultimate 3D Sonic game may look like.
 
Yeah, I did change the quote, actually. It was originally Professionally Autistic. And I though the DX stuff was dlc, but apparent not. I've always thought that peak sonic would lean more into the ability to control a lore accurate sonic, rather than slowing down for platforms. Lore accurate being equivalent to, say, the Mach speed in 06
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Then again, that's just me playing Generations original as my first sonic game
 
Peak Sonic would be pure Sonic, not the zippy Sonic depicted in media such as movies or series (which is probably how he should be depicted there)

Building speed and zipping through levels with different pathways based on skill level, rewarding reaction time, understanding the world around you, and a bit of memorization, featuring the Spindash as a tool to help you blast through the stages.

A Boost game being your first would obviously make you lean in its favor, but I was growing up for a stupid baby with an Ipad, featuring games like Sonic 1 and 2, and Sonic 4 (I was not aware of the very large differences of quality, I was just looking for Sonic 3, where WAS IT?) and then I also had Sonic Dash, so I was exposed to Spindashing first.

It's just Sonic's iconic thing, man.
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Ofc, I'd also love for fast cinematic sections to take place, such as, let's say, jumping between stalactites in a cave, then transitioning back to gameplay.
 
Well, Frontiers, and by extension, Hedgehog Engine 2, seems to be going a route where it focuses on showpieces and platforming, with speed being almost completely optional. Add in an Adventure style spindash, and the slightly nerfed boost we see in Shadow Generations, and SA2 may have finally met it's match.
 
Honestly, yeah, right on point for a realistic stance between Boost and Adventure.

Did we just meet the aforementioned equal standing ground? Lol.

They do need to polish the engine up to have full support for 360 degrees of movement, because it seems currently it needs to be automated to make it happen properly. He needs to unstick if not at high enough speeds, gain/loose speed properly, etc...

BTW, Hedgehog Engine is specifically an advanced lighting engine! Not a lot of people know, which is why I refer to the games of the Boost era as Boost V1 (Unleashed - Sonic Gens) and Boost V2 (Forces - Shadow Gens).
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Might need to nerf the Boost in gauge consumption and damaging enemies as well. It'd actually be pretty cool if it were specifically built for long stretches, to its initial consumption is large but it depletes a little less afterwards.

There's a lot of tweaking to be done in an actual environment, but you get it.
 
Yeah, the movement does feel kinda stiff, especially in pre-patch Frontiers. But Sonic Team is getting close to full 360 movement, cause Shadow moves like a dream in Shadow Generations. (At least, while not boosting.) (And I'm looking at you, Doom Surf!)
 
Getting close! Though, in Shadow Generations, attempting to go through the loops in White Space without hitting the dash panels just results in Shadow dropping down, so it seems it's some sort of terrain tag. Just applying that tag to everything might kinda fix it, lol.

As much as I'd like a new physics engine, I can live with Sonic Team just polishing this one up for a few more years.
 

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