NOTICE: PLAYING THIS PROJECT IN TURBOWARP IS STRONGLY RECOMMENDED. You can still play this in Scratch, but TurboWarp players get extra features. GLOBAL CONTROLS: Arrows to move Z while on the ground to jump Z while in the air to use the player's ability Down while moving to roll Down and Z at a standstill to rev a Spindash X to use a Tag Action (not yet implemented) C to swap to the AI SONIC-SPECIFIC CONTROLS: Z while in the air to Air Dash Air Dash near enemies to Homing Attack Hold Up before Air Dashing to make Tails fly instead Hold Down while being carried by Tails to jump off TAILS-SPECIFIC CONTROLS: Z while in the air to Fly Hold down before flying to spin downwards Fly near Sonic to start carrying him DEBUG CONTROLS: I, J, K, and L to pan the camera Spacebar to reset the camera's position Spacebar on startup to show debug assets GLOBAL PROPERTIES: When the player character somehow goes offscreen and dies, the game automatically switches them to the AI character. You can't switch to the AI character while it's respawning. If the AI and you are both respawning, you both stop respawning and get sent back to the beginning of the level. Camera Mode 2 uses a custom script that shows both characters to the best of its ability unless the AI is respawning. AI PROPERTIES: When the AI says "!", that means it's in catchup mode, where it will move faster in order to keep up with the player. When in Movement Mode 2 (in close proximity to the player character), the AI will copy the player's left and right movements with a delay of 5 frames. SONIC PROPERTIES: The Air Dash gives additive speed unless you're going slowly, so going fast and spamming the Air Dash will make you go very fast. The Homing Attack is still pretty buggy. You will always be dropped by Tails if he gets tired or starts a Downward Spin. TAILS PROPERTIES: The Downward Spin gives multiplicative speed unless you're going slowly, but only if you're facing in the direction that you're going. Flying works more like S4E2 than it does in the Genesis games (you have 7 "flight bursts" that send you upwards, instead of being on a timer). Each flight burst can give additive speed if above a certain speed, which can get pretty overpowered if spamming fly after bouncing on a spring. TURBOWARP-SPECIFIC FEATURES Better performance Higher framerate AI can go further away from the player before despawning Other stuff that will be implemented in the future
Okay the instructions are the same if you are confused But here is the new stuff Fixed playable characters Test map Early flag sign gate or whatever