Your first mistake was using the spindash in Sonic CD.
obviously anyone worth their salt uses the peel-out to slam into the spikes instead
Your first mistake was using the spindash in Sonic CD.
Official raocow subscriber # 30,000Sebby19 wrote:If your life depends on throwing up, switch to the keyboard
Official raocow subscriber # 30,000Sebby19 wrote:If your life depends on throwing up, switch to the keyboard
http://info.sonicretro.org/Path_swapperSebby19 wrote: ↑4 years ago Something I've been wondering about for a very long time...
how do they program the layer shenanigan's across the sonic games. Loops are the obvious example, but Sonic 2 had a double helix thing where you could only go on one of the paths, depending on which on you jump on. Among numeruos other examples.
For a visual example of those objects at work, here's a video of Chemical Plant Zone in the extremely early alpha Nick Arcade Prototype. The path swapper objects have their debug visuals (straight lines of rings without animation) perpetually enabled, and play a checkpoint noise when either Sonic or Tails crosses one.Cyril wrote: ↑4 years agohttp://info.sonicretro.org/Path_swapperSebby19 wrote: ↑4 years ago Something I've been wondering about for a very long time...
how do they program the layer shenanigan's across the sonic games. Loops are the obvious example, but Sonic 2 had a double helix thing where you could only go on one of the paths, depending on which on you jump on. Among numeruos other examples.
Official raocow subscriber # 30,000Sebby19 wrote:If your life depends on throwing up, switch to the keyboard
use the fans, and stay on the paths as much as you can. That means no fancy moves at all. Better safe and dry than wet and sorry!