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And there's an easy way to avoid using the spin dash instead of the somersault - tap the button instead of holding it down. Not sure why you would though seeing as the spin dash is vastly superior in every way and actually allows for some cool shortcuts if done properly.
I do agree that the slide in the boost games was better seeing as they keep your forward momentum going and don't slow you down like the somersault does. I'm just saying that's it's barely an issue, at least not enough to harm my enjoyment of these games.
I agree with you NBOX.
Speaking of the slide being better, that's why Shadow the Hedgehog uses both the Spin Dash and slide instead of the somersault. The former is great for putting out fires & getting through low gaps from a standstill (since you gain momentum from using it) and the latter is just as useful as it is in later games since you can get through those same gaps while running without any speed loss.
It's also very useful for speedrunning past those two fans on Air Fleet with the right timing, plus you can get some good air from a well timed slide up a slope when running fast enough. You can even slide tackle groups of enemies to get past them without taking damage like in a game of football while keeping your speed. That comes in handy more than a little bit, especially in the trench areas of Final Haunt.
Sonic 2006 did the same thing, but it only really works in the fixed fan remake. (Sonic P-06) The original spin dash and slides were downgraded from Shadow in the original 2006 due to its unfinished state so you were better off abusing the blue gem.
You can only slide in Shadow by pressing the B button/Circle button when running fast enough unlike the somersault. (Action & Fire are swapped around on Gamecube so the latter uses X) If you're too slow or end up stopping, it's sometimes easier to spin dash instead of getting a run up for a slide.
I'm glad that they replaced it by gliding in the boost game, it had a better flow and wasn't too annoying to use.
Maybe for the mech shooting stages or even the treasure hunting one but the speed stages should not have artificial way to make sonic/shadow slow down...
Many other platformers use crates as level gimmicks to save on memory and resources, and it's not just Sonic games, but Ratchet & Clank games do this as well.
For the same reasons crates in those games make for clever obstacles to overcome in a 3D space, they work for Sonic games as well.
Not to mention Doom 1's Containment Area: that level's main gimmick is a crate maze which allowed id to have large open spaces without taxing the engine. Half Life took it further by hiding goodies inside crates like ammo or health, encouraging you to break them with the crowbar as early as the training level. They also had the benefit of putting crate mazes in areas where it made sense compared to Doom (as far as Goldsrc allowed anyway).
Let's not forget the cardboard box in Metal Gear Solid. Not a crate, but the same idea and easier to render on the PS1 than a bush or haystack.
I'm very glad they tonned down the boxes after Sonic 2006.
Because most of the time you're in a base with a lot of metal, not a forest nor a jungle like MGS 3...