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Instructions

Double-click the green flag to start. Arrow keys to move, z to jump/ homing attack. Down to crouch/slide. Down in the air to stomp. X to boost/ air boost. Enter key to open the pause menu. ---Debug Controls--- S to toggle Debug Mode. A in Debug Mode to toggle flight. D in Debug Mode to toggle slow motion.

Notes and Credits

If you get lag, try pausing the game, going into Options from the pause menu, and setting Graphics to fast. Slow motion can also help, press S, then D, then S again. Credits are in the project, you can access them from the pause menu. 10/24/16: Tighter, more precise Homing Attack 10/17/16: Smoother run animation 10/12/16: Faster Air Dash, tweaked curl animation when starting a jump 9/29/16: New Boost sprite, changed the way Boost works, Sonic goes a little bit faster while Boosting, more powerful Air Boost, faster Dash Pads, Sonic bounces off Boost capsules, Ramps are more reliable, improved Homing Attack lockon animation, new music, better Boost shockwave animation 6/29/16: Fixed Boost gauge draining too fast 6/16/16: Changed Homing Attack lockon to allow for chained Homing Attacks, added homing target object, boost capsule can be targeted with the Homing Attack, made background layering more reliable 6/14/16: Lock-on Homing Attack!; tweaked Boost Gauge drain to make it more accurate to Generations; jump button is now polled once per frame, and can be easily changed 6/13/16: Added parallax backgrounds from @qw2's really innovative remix; merged Boost into normal frame handler, which theoretically means one less frame of input lag; L+R cancelling: If you press the left and right arrow keys at the same time, they cancel each other out; reworked solid object detection to make adding solids easier; added native Engine Crash error screen; fixed bug with the Stomp activating while in Debug Mode; tweaked animation speeds for jogging 5/25/16: Updated Springs to work using game ticks instead of seconds, updated Dash Rings to work using game ticks instead of seconds, updated Dash Pads to work using game ticks instead of seconds 5/9/16: Merged Stomp handlers into normal Air Move script 5/3/16: Added log to Debug Mode screen; added experimental Control Lock function (for things like Dash Rings and Stomping); added variable with engine version to Debug Mode screen; nerfed braking 5/2/16: Removed some redundant code for Stomping; fixed bug where you can still accelerate when sliding 4/28/16: Tweaked Air Dash animation; improved controls lock when Stomping; fixed bug where you could Air Boost and Air Dash in the same jump; I can now disable gravity for certain states; improved Object spawning to make it much easier to spawn different objects for different levels 4/11/16: Updated Air Dash to work using game ticks instead of seconds, this should improve consistency on slower devices; added Ticks-per-Second display to Debug screen; Engine now tries to detect if you're stuck in a wall and restart; Sonic now rotates instead of snapping to orientation when falling; Tweaked Air Dash and Dash Ring slightly 4/10/16: Hey, first update of 2016! I added effects for sliding and Stomping, improved the Air Dash effect, added some new sounds, made the level automatically restart if you fall off the edge, and improved the pause menu. I have some other stuff planned, as well. I know about the clipping inside walls glitch. It carried over from the original project by @MrLog, and I don't know how to fix it. Thanks. If you get lag, try pausing the game, going into Options from the pause menu, and setting Graphics to fast. Credits can be entered from the Pause Menu.

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