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Member Title:
FML and FU2
28 years old
June 13, 1989
Male Male
Not where I want to be.

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AIM  aerosolspraytube
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Sonic (?): Coming summer of 2055...?
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  1. In Topic: Sonic Mania (Switch, PS4, Xbox One, PC)

    26 June 2017 - 03:16 PM

    No matter how much money you could make on a game with a physical release, you stand to make that much more with a digital release because you don't have to buy cases and physical media, have it printed, etc etc. They're not afraid of physical releases, they just don't like them.

    DRM-free releases though? Yes, they're terrified of that. Because pirates.

    Who will find a way anyway but *shrug*.
  2. In Topic: Confessions and admissions of a Sonic fan

    19 June 2017 - 11:41 PM

    View PostXCubed, on 13 June 2017 - 08:01 AM, said:

    I use the ring sound for text messages and the Sonic Generations Act clear as my voicemail jingle. I'm totally going to use Sonic Mania's Chemical Plant Act 2 as my alarm when the OST is released!

    Mobil gas stations use the ring sound for the till too.

    They think I don't fucking notice that I'm onto them
  3. In Topic: Sonic Forces

    19 June 2017 - 11:33 PM

    I dunno about no penalty. Maybe you burn more of your boost meter the slower you're going? Or rather, you burn it at the same speed, but since you're not getting anywhere if you're moving slowly, it'd be a waste anyway. While Sonic is rolling, with his forward vector predictable and the movement stick freed up, you could then tilt him and turn him almost like a motorcycle. It'd be pretty rad, actually.

    I personally don't like the air boost much, so I guess it'd be gone and the level design would have to change to compensate it. For that matter, I don't like grind boosting either.

    It's just, they both seem a bit out there really. Sonic can run really fast, sure, but how does that translate to impelling himself through the air or along a rail at the same speed he can run? It makes his speed seem like an otherworldly super power. Like a....Sonicforce.
  4. In Topic: Sonic Forces

    19 June 2017 - 09:18 PM

    View PostLimitCrown, on 19 June 2017 - 08:47 PM, said:

    View Postsynchronizer, on 19 June 2017 - 08:32 PM, said:

    There was momentum in SA1 and the spindash, despite its "spammability" did actually work.

    If you're able to repeatedly mash the button to repeatedly spindash and maintain a high speed, then it's similar to the boost. However, in SA1 and SA2, you can make multiple sharp turns while Sonic is curled into a ball.

    Why did Sonic careen into different directions if you tried to roll him down a hill without holding forward? This happens much more in Adventure 2 then 1, but it was very aggravating.

    I wonder how we'd perceive boosting if it was only able to maintain your current speed and changed how Sonic interacted with the terrain (more like a marble)?
  5. In Topic: Sonic Forces

    17 June 2017 - 04:00 AM

    View PostLimitCrown, on 16 June 2017 - 10:43 PM, said:

    This is only here to indicate who I'm talking to, and quote boxes are ATTENTION GRABBING.

    If you don't think the complaints about physics make sense, then you missed what Blue Blood said about every player's run through a level looking virtually the same. That's as much a failing of the physics rules in Boost gameplay as it is in Sonic Team's inability to build varied levels that don't railroad the player so much.

    Whatever the reason for that inability doesn't matter. That's the end result we see, and we can ask for more than that without being armchair devs. "You guys don't understand what making a game is about" isn't a valid defense for largely automated, spectacle focused gameplay, and I say that as someone that likes Boost.

    A rollercoaster is an engineering feat, but a skatepark is more fun when you git gud. A rollercoaster cart is also several times more complex than a skateboard. You get me?