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KHCast last won the day on October 16 2020

KHCast had the most liked content!

About KHCast

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  1. Which do you prefer? Modern springs:



    image.png.e6eb722d74c753f3a9367b85f4679c72.pngor classic ones:

    or the hybrid one:


    1. Chili Dawg
    2. Misty Milo

      Misty Milo

      Concerning platforming gameplay, I prefer Genesis/hybrid, since they aren’t designed to be instant-contact like the Millennium springs. (Although the Millennium springs work fine for the Boost games and games like Forces have sadly has the smoke-and-mirrors “invisible” Genesis springs...)

    3. Blue Blood

      Blue Blood

      I don't care too much about how they look. It's their function that matters, and that function in all of the 3D games (plus 4 and all handhelds from then on) has been disappointing.

      Also the '06 sound effects that they use these days are crap. Bring back the Classic or Adventure sound effects.

    4. KHCast


      @Blue Blood what are your problems with how they’re implement in the modern games?

    5. AWild No.1 washed up gamer

      AWild No.1 washed up gamer

      I prefer the advance springs:



      They got pretty creative in their uses like, for one of them, it can take you to certain heights depending on how much you jump on it. Others had switches to them you had to press to activate and one type was even used for special stages. Also, hit one of the normal ones with Amy's hammer for instant speed cap or height.


      The 3d games could use some of this creativity.

    6. KHCast


      Directional charging springs is something I always thought could be a interesting concept to play around with in one of the 3D games 

    7. Wraith


      Modern spring but it needs the classic sound

    8. AWild No.1 washed up gamer

      AWild No.1 washed up gamer

      I also forgot sonic 2 and sonic rush had that one spring you can charge up in casino night and night carnival.

      The one in night carnival made a cool sound effect too. 😯

    9. Blue Blood

      Blue Blood

      @KHCast The classic games have  2 springs; yellow (weak) and red (strong). You know exactly where they're going to launch you. Even more important than that is that they also take Sonic's momentum into account. You have complete control over Sonic's horizontal movement when he hits a spring. 

      In the 3D games (including 4 and Classic Sonic's gameplay in Generations and Forces), the springs bring Sonic to a dead stop and remove all player control until he reaches the peak of his ascent. They're scripted/automated in a way that they never used to be. There's something of an argument to be made for why springs only come in one colour now with unique launch heights for each individual spring, but the fact that they're entirely scripted and automatic is crappy. When they're used in long scripted events it's fine (in as much as long scripted events are "fine"), but must of the time they're just a regular part of the level design and they kill all flow. And it's strange that they kill all flow when you no longer have to jump on springs and can just walk into them instead. Advance 2/3 and Rush had classic-functioning springs that could be walked on to but still preserved momentum. You really notice how botched the scripting is in Generations, Forces and 4.

    10. Teoskaven


      The ones that make you yell "BOUNCE PAD!" if you jump on them,

    11. Blue Blood
    12. Faseeh


      @Blue Blood I mostly agree with you but, SRB2 kinda tries to apply exactly what the Classic Sonic games did in 3D and sometimes it's a gamble between knowing if you should start tilting your stick (and just hoping you choose the right direction) or if you should completely let go of control. It's usually the latter in the first half of the game (I assume to make it easy) but it really feels unnatural to just stop controlling Sonic. 

    13. Blue Blood

      Blue Blood

      @Faseeh So yes there's a reason why springs became more automated in 3D with SA. But as with a lot of SA1's more nuanced design choices, the reasons have been forgotten to time as the design of the games has shifted more and more towards automation and the games have cast away the importance of physics.

      SRB2 is wonky, but let's not forget the fact its around 2 decades old and a DOOM mod.

    14. KHCast


      I feel this could honestly be a topic the implementation of springs in the games 

    15. PC the Hedgehog

      PC the Hedgehog

      Modern. They look AND sound better (except for the dumb zooming sound they added after 06).

      *Pang!* *Pang!*

    16. Faseeh


      I realise, maybe something that could be done, to help the player control Sonic, if the games started giving us the ability to control once he's in the air, would be a trajectory indicator? Something that shows exactly where you're going to land, so you can decide how much you want to move and you can accurately predict where you will land. 

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