<!--quoteo(post=518982:date=Oct 18 2010, 07:09 AM:name=Hayate)--><div class='quotetop'>QUOTE (Hayate @ Oct 18 2010, 07:09 AM) <a href="index.php?act=findpost&pid=518982"></a></div><div class='quotemain'><!--quotec--><!--quoteo(post=518579:date=Oct 17 2010, 02:40 PM:name=Tweaker)--><div class='quotetop'>QUOTE (Tweaker @ Oct 17 2010, 02:40 PM) <a href="index.php?act=findpost&pid=518579"></a></div><div class='quotemain'><!--quotec-->but we've had speed boosters for over two years now and they've never been a problem.<!--QuoteEnd--></div><!--QuoteEEnd--> Two? We've had them since Sonic 2, which was eighteen years ago! <!--QuoteEnd--></div><!--QuoteEEnd--> He's talking about speed boosters in Megamix, not any other game. It seems that Team Megamix are going with the "multidirectional speed boosters in every zone" way. Although some people would prefer that Megamix has a few zones without them, it seems that speed is a focus in this hack and that the usage of boosters will help. Placing them everywhere like a Dimps game is annoying, but Megamix doesn't have bad physics, they're just going for a Sonic CD-approach. It's probably possible that you can complete the game without using them at all, unlike games such as Sonic 4 which seriously depend on them. You don't need to have to use the Homing Attack in Megamix either, because there are routes that can be character-specific. If one character can't use it because of a lack of move, another one can.