The entire change with the physics can be boiled down to one simple fact - you have to keep holding the direction. This goes for everything - jumping, bouncing off springs, rolling, running. When you let go of the direction, you'll stop either immediately or shortly after.
However if you hold the direction, the physics do feel a lot like the old games. People say you don't pick up speed when rolling, but that's not true - if you roll and hold right or left, you pick up a lot of speed, more than running in a lot of cases.
The only time that doesn't really hold true is with curved slopes. Those, for some reason, only work with running.
It's a change, but honestly it takes maybe a zone to get used to. Once you switch over, the game feels fun and fast. Funnily enough, I played through Sonic 4 on the wii, then went immediately back to Sonic 2, and found myself overshooting all my jumps because I had switched over lol
QUOTE (Azukara @ Oct 12 2010, 02:56 PM)
QUOTE (Cooljerk @ Oct 12 2010, 05:46 PM)
QUOTE (1stKirbyever @ Oct 12 2010, 02:27 PM)
Well, it looks like the guy who holds the world record for Emerald Hill 1 decided to post a speed run of Splash Hill 1.
He's pretty good, I might try to go for his record.
He's using the trick that I saw someone post earlier in this thread - if you manage your jump, and hold off on using the homing attack until you are slightly below and to the left of a homing bridge, then hold right, you'll bounce up the bridge using only one homing attack.
Doing this feels fun and adds a lot to these bridges. You can do this on any homing bridge, and you'll shoot up there faster.
That was me that mentioned this trick.
And yes, it makes me wish they made the homing attack function like this without having to go out of the way to do it. It feels much better.
worth noting, however, that the last enemy in a bridge using this method doesn't bump you up as high as a normal homing attack does, and a few stages have hidden paths which take advantage of this height bump. LLZ act 1, for example, there's a part where 3 burrowbots pop out of the ground. If you homing attack them all as they're at the apex of their jump, you'll be high enough to lock onto a hidden spring to the left which leads to a pretty substantial hidden upper path.