Sonic and Sega Retro Message Board: GeneHF - Viewing Profile - Sonic and Sega Retro Message Board

Jump to content

Hey there, Guest!  (Log In · Register) Help

Group:
Site Staff: Site Staff
Active Posts:
7870 (1.93 per day)
Most Active In:
General Sonic Discussion (2847 posts)
Joined:
16-May 04
Profile Views:
16812
Last Active:
User is offline Today, 07:04 PM
Currently:
Offline

My Information

Member Title:
Classier than you'll ever be.
Age:
27 years old
Birthday:
March 16, 1988
Gender:
Male Male
Location:
The Windy and Ripply City

Contact Information

E-mail:
Private
Website:
Website  http://

Previous Fields

Other Contact Info:
#retro
Project:
オノマトペ大臣
National Flag:
ni
Wiki edits:
381
SA2 Emblems:
12

Latest Visitors

Posts I've Made

  1. In Topic: Sonic Runners announced (Sonic Team/Mobile)

    Today, 06:15 PM

    >have 525 red rings

    ...Could do it. I like the special stages because of how easy it is to get red rings without triggering boss stages.
  2. In Topic: 3D Sonic the Hedgehog 2

    Yesterday, 03:59 PM

    Can you still soft lock the game by jumping as Super Sonic after the goal post?
  3. In Topic: Sonic Runners announced (Sonic Team/Mobile)

    Yesterday, 03:10 AM

    Rouge is the better unlock of her and Cream. The newcomers are Team Rose, and Amy isn't particularly good for the effort required to unlock her since she only boosts animals collected.

    200 Red Star Rings, though.
  4. In Topic: Sonic Runners announced (Sonic Team/Mobile)

    22 July 2015 - 07:07 PM

    Blah blah desert event ends tonight.
    Blah blah don't blow your red rings just yet.
    Blah blah Big and Cream coming in the next three weeks, replacing Omega and Rouge

    Blaaaaah blah irate Shadow fanboys don't get their recolored Super Sonic yet.

    And the game still runs like dookie.
  5. In Topic: Sonic Runners announced (Sonic Team/Mobile)

    16 July 2015 - 07:46 PM

    View Post.Luke, on 16 July 2015 - 05:44 PM, said:

    Although that can't excuse the game running just fine before video ads were crammed in. It had to be a last minute decision without much consideration for the performance cost.

    DSS mentioned this, as said before. I'm certain it has to do with how many calls the game makes to the ad server.

    Any enterprising folks care to take a stab at it? I doubt we'll produce a fix on our own, but it'd be interesting to see the game taken apart.