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The Boost[1] (ブースト[2],Būsuto?), also known as the Sonic Boost[3][4] (ソニックブースト[5],Sonikku Būsuto?) or Super Boost[6] (スーパーブースト[7],Sūpā Būsuto?), is a move that appears in the Sonic the Hedgehog series. It is a special technique that turns the user into a destructive high-speed projectile. It is also one of Sonic the Hedgehog's signature moves.
The concept of the "Sonic Boost" was first introduced in Sonic Heroes, where any character could repeatedly use a short momentary "Dash" of speed in the Special Stages. It was later implemented into Sonic Rush and Sonic Rush Adventure, where the technique was redeveloped for universal usage and dubbed the "Super Boost." Sonic the Hedgehog (2006) would later develop an exact picture of the mechanism, a technique which subsequently appeared in Sonic and the Secret Rings. In Sonic Unleashed, the technique was finally fleshed out for the home console games, drawing much of its content and dynamic from its Sonic Rush series counterparts.
Description[]
When performing the Boost, the user surrounds themselves in a projectile-shaped energy shield and propels themselves forward at speeds beyond the sound barrier,[3][4][8] thus turning the user into a highly destructive projectile moving at supersonic speeds.[4] The color of the energy field depends on the user: Sonic's is (usually) blue, Shadow's is orange-yellow, Classic Sonic's is light blue, and the Avatar's is white. While using this move, the user is able to barge straight through obstacles at staggering speeds without slowing down.
The execution of the Boost differs slightly between users. Sonic, for example, simply runs along the ground in an aerodynamic pose while enveloped in the Boost's energy field. Shadow, on the other hand, spears ahead while enveloped in his own energy field, hovering above the ground while using his Air Shoes to propel himself forward. Additionally, the Boost can be enhanced further to increase its power through Super States or Energy Cores. The latter empowerment enables the user to fling Meteorite fragments at their opponents with extreme accuracy.
In gameplay, the Boost is a technique that not only allows the player to run at vastly increased speeds for as long as it is active, but also to damage and/or destroy enemies and breakable obstacles by simply running into them during the Boost, all without taking damage or slowing down. In some games, using the Boost can also attract nearby Rings. Also, while the player is unable to activate the Boost in midair (the Air Boost fills out that role), the move will still stay active whenever the playable character jumps or drops down from a ledge during the Boost. Finally, the Boost enables the player to hydroplane over the surface of a body of water, which normal running cannot achieve in the games the Boost appears in; this makes the Boost a virtual move for crossing large pools of water.
While the user is nearly invulnerable while using the Boost in gameplay, they can still take damage from running into indestructible hazards, like spikes or fires, or being crushed. The Boost will similarly get canceled out if the player runs into unbreakable obstacles (like walls) or utilizes certain gimmicks. Accompanying the Boost in gameplay is the Boost Gauge. This game mechanic contains the energy needed to maintain the Boost; as long as there is energy in the Boost Gauge, the Boost can be performed. However, the Boost Gauge depletes whenever the Boost is used, and should it empty completely, the Boost becomes unusable. However, the Boost Gauge can be recharged through various means, depending on the game.
It is also worth noting that, when initiating the Boost in gameplay, it sometimes creates a distortion in space.
Game appearances[]
Sonic Rush series[]
Sonic Rush[]
The move first appeared in Sonic Rush, where it was given the name Super Boost[6] (スーパーブースト[7],Sūpā Būsuto?). In this game, it is one of Sonic the Hedgehog's actions. When performing the Boost in this game, Sonic gets surrounded by a blue and white, spear-shaped energy field that leaves a colored trail in its wake.
In gameplay, the player can both crouch and roll during the Boost. This is useful when going downhill, as it allows for even greater speeds. The super-high-speeds of the Boost are also necessary to avoid death in several places during Sonic Rush, Also, if the Tension Gauge is charged to maximum capacity, the player will have unlimited usage of the Boost for a short time. To perform the Boost in gameplay, the player must press / while Sonic is standing on the ground and there is energy in the Tension Gauge. The player can hold / to Boost continuously.
Curiously, If Sonic keeps on boosting for too long, he appears to dash ahead and outside of his Super Boost's energy field.
Sonic Rush Adventure[]
In Sonic Rush Adventure, the Boost is again referred to as the Super Boost.[9] In this game, it is once more an action exclusive to Sonic the Hedgehog. The move's appearance is also the same as in Sonic Rush.
In gameplay, the Boost works exactly like it did in Sonic Rush: the player can crouch and roll during a Boost and has unlimited Boost when the Tension Gauge is at maximum capacity. To perform the Boost in gameplay, the player must press while Sonic is standing on the ground and there is energy in the Tension Gauge. The player can hold to Boost continuously.
In Sea Stages, the player can also perform the Boost while riding the Wave Cyclone. To perform the Boost in these Stages' gameplay, the player must tap the stylus twice on the Touch Screen or press the L or R Button while there is energy in the Boost Gauge. Hold the stylus/button down in order to maintain the Boost.
Sonic Unleashed[]
In SonicUnleashed, the move is referred to as the Sonic Boost[3][4] (ソニックブースト[5],Sonikku Būsuto?) and is used exclusively by Sonic the Hedgehog in the daytime Stages. When performing the Boost in the versions of this game, Sonic typically gets surrounded by a comet-shaped blue energy field while he runs. However, in the Wii/PlayStation 2 version of the game, Sonic will sometimes use the Spin Dash while he performs the Boost as well, namely whenever he passes over a Dash Panel in the process. On both versions of the game, the edges of the screen also blur in order to accentuate the effect of the increased speed.
In the Xbox 360/PlayStation 3 version of the game, the player can Boost continuously by holding down the trigger button. In addition, the Boost automatically draws in nearby Rings when in use.
In the Wii/PlayStation 2 version of the game, the Boost's Boost Gauge is divided into subunits, which affect how the Boost is executed. It is only when the player has at least one full unit on the Boost Gauge that they are able to trigger the Boost. Furthermore, using one Boost costs one unit, and the player is unable to use the next Boost until the first one runs out. The player is also unable to perform a continuous Boost. Instead, the Boost runs automatically for a limited time whenever it is triggered. Because of all these differences, the player is forced to use the move more sparingly and strategically. Also, if Sonic crashes into a solid wall while Boosting on this version, he falls over and will take several seconds to get back up.
To use the Boost in gameplay, the player has to use one of the following commands while Sonic is standing on the ground and there is (enough) energy in the Tension Gauge:
In SonicColors and its remaster Sonic Colors: Ultimate, the move is referred to as the Boost.[10][11] This time, it is used by Sonic, as well as the Virtual Hedgehogs (Wii version/Sonic Colors: Ultimate) and Miis (Wii version only). Because the Boost's Boost Gauge is mainly fueled by the sparse White Wisps in these games (as well as the sweet-spot Homing Attack in Sonic Colors: Ultimate), which makes the Boost more of a power-up than a move, the player is forced to be more cautious on when and how to use the Boost, which allows the Acts to be designed more around platforming than pure speed.
When performed on the Wii version and in Ultimate, the Boost creates a shock-wave effect on the screen, although the user releases multicolored waves on both sides when using it. In addition, the user's hands will clench when they Boost. In Sonic Colors: Ultimate however, the player is able to customize the Boost's visual effects. In the Nintendo DS version, the appearance of the Boost is similar to how it appears in its predecessors, Sonic Rush and Sonic Rush Adventure, albeit it flashes in a multi-colored fashion as well. When Boosting underwater however, the color of the Boost returns to the static blue-and-white color palette from the Sonic Rush titles.
In the Wii version of the game and Sonic Colors: Ultimate, the Boost can draw in nearby Rings. The player can also hold down the trigger button for the Boost to use this technique continuously. Also, when Sonic transforms into Super Sonic, the Boost gets replaced with the Super Sonic Boost.
On the Nintendo DS version of the game, the Boost's properties are the same as in the Sonic Rush series. Like on the Wii version, the player can also hold down the move's trigger button to Boost continuously. In addition, if the player collects all the Nintendo DS version's Special Rings, they will unlock the "Infinite Boost" feature. While this feature is activated, Sonic can Boost as much as he wants, even if the Boost Gauge is empty.
To use the Boost in gameplay, the player has to press one of the following buttons while the playable character is standing on the ground and there is energy in the Wisp/Boost Gauge:
In SonicGenerations, the move is referred to as the Boost again.[12][13] In this game, it is a maneuver exclusive to Modern Sonic. In the console/PC version of the game, the appearance of the Boost looks like it did in the Xbox 360/PlayStation 3 version of Sonic Unleashed, although its energy field has been lowered (in some views). In addition, Sonic's hands will clench when he Boosts. In the Nintendo 3DS version, the Boost's energy field is more arrow-shaped and less smooth.
In the console/PC version of the game, the player can Boost continuously by holding down the move's trigger button. Like in past games, the Boost can also draw in nearby Rings. However, its pull radius for attracting Rings is a lot weaker compared to how it was in Sonic Unleashed. Boosting across water on this version also causes the Boost Gauge to deplete more quickly. In addition, there are certain Skills that let the user manipulate the Boost, like Blast Off, which grants a free Boost under the right circumstances, or Endless Boost, which grants limitless Boosting at the cost of making Modern Sonic vulnerable. Also, when Modern Sonic turns into Super Sonic, his Boost transforms into the Super Sonic Boost.
In the Nintendo 3DS version of the game, the Boost can pull in Rings and be used continuously by holding down its trigger button, like in the console/PC version. Unlike its console/PC counterpart however, the Boost can on this version be used indefinitely for a short time whenever the Boost Gauge is overcharged.
On the console/PC version of the game, the player can use the Boost indefinitely in White Space. Also during the battle with Shadow on the console/PC version, Sonic and Shadow race against each other using their own versions of the Boost. If the two characters collide with each other whilst Boosting, they will be repelled slightly.
To use the Boost in gameplay, the player has to press // while Modern Sonic is standing on the ground and there is energy in the Boost Gauge.
Shadow Generations[]
In Shadow Generations, the boost aura returns after being absent in Sonic Frontiers, and shares its look with his last playable appearance featuring the Boost. It also has the same white air-streams accompanying the screen but has received a noticeable change to its trail, bearing a more thicker and wild look (partially similar to that of the Power Boost) as opposed to the thinner and more tamed looking trail emitted in Sonic Forces. With the exception of Sonic Frontiers, the boost retains its previous qualities such as ploughing through enemies too. When the player activates it, it first creates distortion around the user, as before, then increases the user's speed. This move can be activated by pressing and holding the /, like in Sonic Frontiers as opposed to the usual // in most boost games prior. Doing this maneuver whilst airborne will make Shadow do an air boost.
Sonic Forces[]
In Sonic Forces, the move is once again referred to as the Boost[1] (ブースト[2],Būsuto?) Its features are also said to have been reworked in comparison to those in Sonic Unleashed and Sonic Generations.[14] In this game, the Boost is used primarily by Sonic, though Shadow is able to use it as well if the Episode Shadow DLC has been downloaded.
This time around, the Boost's energy field is more wild on the surface, yet thinner and less bright, and it emits a colored trail in the user's wake, like in Sonic Unleashed. When initiated, it also creates a distortion around the user while white streams of air appear around the screen as the user accelerates.
In gameplay, the Boost functions almost the same as it did in previous games. Shadow's version of the Boost also works similarly to Sonic's. However, unlike most previous games, using it does not attract Rings.
When Sonic transforms into Super Sonic in gameplay, his Boost gets replaced with the Super Sonic Boost. The game also introduces two variations of the Boost: the Double Boost and the Triple Boost, both of which are made up of multiple Boost users combining their respective moves. During the final boss battle, it is also shown that Classic Sonic and the Avatar can perform the Boost as well.
To perform the Boost in gameplay, the player must press ///[SHIFT] while the Boost Gauge has some energy remaining and the playable character is standing on the ground. The player can hold the buttons to Boost continuously. If the player attempts to Boost while their Boost Gauge is empty, a small wave of distortion will appear in front of Sonic instead of a white fog like in the previous games. If the player tries to jump while Boosting, they will not use their Spin Jump but rather do a small hop. In addition to that, one cannot Slide while Boosting. Additionally, the player can keep Boosting while being crouched on Grind Rails.
Sonic Frontiers[]
In Sonic Frontiers, the Boost has received some changes. It no longer leaves a colored trail in the user's wake, it does not surround the user with a colored aura, nor it can damage enemies. It still depends on the energy of the Boost Gauge, however, and cannot be used if the gauge is fully depleted. When the player activates it, it first creates distortion around the user, as before, then increases the user's speed. While boosting, the screen becomes blurry, although the player can disable the blur effect from the game settings. This move can be activated by pressing and holding the / while moving Sonic with the .[15] When the gauge becomes empty, the player has to let go of the button and wait until the gauge refills all of its energy.
In gameplay, the Boost can be chained with other moves such as the Cyloop in order to perform them faster. Performing the Cyloop to make an infinite symbol also helps increase the boost gauge's energy to infinite, allowing the player to use the Boost as move much as they want for a certain period of time. When the player collects the maximum amount of Rings indicated on the HUD, Sonic can perform the Power Boost, an enhanced variant of the regular Boost.[16] A special animation plays showing Sonic gathering his energy in the form of a blue electrical aura around him and his eyes glowing blue, then Sonic gains a blue-colored electrical trail in his wake and his running speed increases considerably while boosting. If the player gets hit and rings are lost, Sonic will revert back to using a normal Boost (if Sonic's Ring stat is maxed out, Sonic will still use the Power Boost instead of the normal Boost, regardless of how many Rings he has).[16] If Sonic is underwater, the Boost can allow Sonic to reach his top non-boosting speed instantly to help him get out of the pool of water, though this drains the Boost Gauge a lot faster than it normally would if he was on land, regardless if Sonic can perform the Power Boost, in which any effect related to the Power Boost is disabled until he gets out of the water.
In The Final Horizon, the Boost appears as one of Amy, Knuckles, and Tails' basic moves with the same mechanics as Sonic's and are the first characters (asides Sonic and Shadow) to utilize this mechanic. The execution of characters' boost mechanic varies differently from Sonic's. Knuckles' Climb mechanic allows him to perform the Wall Boost variant, allowing Knuckles to climb faster while boosting. Tails' Boost mechanic causes Tails to float over the ground and can perform the doggy paddle while underwater. When the player collects the maximum amount of Rings, characters can perform a variation of Power Boost if the player unlocks Card Spin Boost, Drill Spin Boost, and Cyclone Boost, respectively. Like Sonic's Power Boost, if characters take damage and lose rings, they will revert back to normal Boost (regardless of if their Ring stat is maxed out).
Sonic Dream Team[]
In Sonic Dream Team, the Boost returns as one of Sonic the Hedgehog, Miles "Tails" Prower, Knuckles the Echidna, and Amy Rose's basic moves (including Shadow the Hedgehog DLC). Cream the Rabbit and Rouge the Bat can now perform the Boost mechanic, and are the second characters to utilize the move. While the Boost maintains the same mechanics as other titles, the Boost functions differently from other games. The Boost can destroy enemies on contact and gives characters cyan and pink aura instead of characters' corresponding color. The initial Boost Gauge uses around 33% of the full gauge and gets depleted much faster, giving characters shorter boost gauge. The Boost Gauge regenerates slower, although collecting Boost Energy, equipping Ring Boost and collecting Rings, or defeating enemies will replenish the gauge quickly, even while Boosting.
Certain characters have unique executions when performing the Boost mechanic. While Sonic and Tails retain the same dynamic posture from Sonic Frontiers (including Shadow's from Shadow Generations), albeit with slightly altered animations, Amy and Knuckles have different dynamic Boosting postures and Cream and Rouge acquiring new animations. Amy drags her Piko Piko Hammer on the ground while Boosting. Knuckles does the football head-down tackle while Boosting. Cream and Rouge float over the ground while Boosting.
To perform Boost, the player has to press and hold / or tap and hold Boost button while the character is moving from the ground with minimum of around 50% of the max Boost Gauge. Pressing / or tapping Boost button while the character (except Shadow) is fully standing creates a shockwave, which destroys any surrounding obstacles without moving the character and causing each character to play unique grunts.
Other game appearances[]
Sonic Speed Simulator[]
In Sonic Speed Simulator, the Boost returns as a maneuver used by all playable characters. The move was not initially present in the game, but was added with the 2.0 "Reborn" update. In gameplay, the boost relies on an energy gauge to function, which can be refilled by collecting Rings. Visually, the boost will always appear as the primary color of the selected character. To activate the Boost, the player has to either hold "E" (on PC), hold (for Xbox One), or hold the "boost" button (on mobile).
The Air Boost is an airborne variation of the Boost. Basically, it is the Boost performed while in midair. When used, it turns the user into a destructive aerial projectile that allows them to cross over far distances in the air. This move first appeared in Sonic Unleashed.
The Dash Boost is a technique used by multiple characters. When performing this move, the user turns into a high-speed projectile, not unlike the Boost, that can barge through all kinds of obstacles, indestructible and otherwise. This move first appeared in Sonic Dash.
The Double Boost is a collaboration technique between Sonic the Hedgehog and the Avatar. When performing this technique, Sonic and the Avatar use two simultaneous Boosts that they combine into one, resulting in a larger Boost that is significantly more powerful and faster than a regular Boost. This move first appeared in Sonic Forces.
In the Nintendo DSversion of Sonic Colors, the Final Color Blaster appears as an amplified version of the Boost. When performing this technique, Sonic combines with multiple Wisps and blasts forward with a Hyper-go-on empowered Boost, which packs enough power to destroy the Nega-Wisp Armor.
The Fire Boost is Blaze the Cat's equivalent of the Boost. When performing this move, Blaze envelopes herself in a fireball and begins charging forward like a burning meteor. This move first appeared in Sonic Rush.
The Mach Speed is the Blue Gem's Custom Action, which is used exclusively by Sonic the Hedgehog. When performing this move, Sonic executes a brief "Boost-like" Dash that increases his speed to its maximum. This move exclusively appears in Sonic the Hedgehog (2006).
The Rocket Boost is a unique gimmick that appears in Cyber Space4-A and 4-C of The Final Horizon in Sonic Frontiers, usable by Sonic the Hedgehog. Unlike the standard Boost, a Rocket Boost can only be activated by touching a glowing green cylinder located in the stages. Upon acquisition, Sonic will enter the Rocket Boost state, marked by the Boost Gauge becoming green and reading "ROCKET BOOST" instead of the regular "BOOST." While performing the Rocket Boost, Sonic is accompanied by a persistent visual distortion in front of him, the light trail behind him transforms into an orange flaming trail, and Sonic constantly emits a high-pitched whistling sound.
While active, the Rocket Boost will propel Sonic forward automatically, only allowing him limited horizontal movement, Quick Step, and jumping. Sonic can barrel through enemies in this state, unlike the Boost in Sonic Frontiers. The Rocket Boost will end when the Boost Gauge empties or Sonic launches off the ground. Sonic can enter Rocket Boost in the air if a cylinder is contantacted in mid-air, but he will only briefly gain maximum speed before immediately returning to normal.
The Sonic Boom is the Signature Move of Sonic the Hedgehog. When performing this move, Sonic gathered the wind around him and executes a more wild and slightly uncontrollable version of the Boost. This move first appeared in Sonic Rivals.
The Soul Surge is a Skill that multiple characters can use. When activated on the ground in an open terrain with no enemies, the user gains a surge of speed, but will automatically go into an attack when within proximity of an enemy target. The user is invincible to almost all obstacles during the Soul Surge. This move first appeared in Sonic and the Black Knight.
The Speed Break is a super-powered action used exclusively by Sonic the Hedgehog. When performing this move, Sonic gains a boost of speed that knocks enemies out of his way. In addition, he generates flames that are released in his slipstream. This move first appeared in Sonic and the Secret Rings.
The Super Sonic Boost is the variation of the Boost that super transformed characters use and is much more powerful than the Boost. Its name comes from the fact that it is Super Sonic's main form of attack against his foes and it is mostly used by him. This move first appeared in Sonic Adventure 2.
The Triple Boost is a collaboration attack practiced by Sonic the Hedgehog, the Avatar, and Classic Sonic. It is technique where three Boost-users come together to form one unified Boost. It is utilized as the coup de grace against the Death Egg Robot. This move first appeared in Sonic Forces.
The Cyclone Boost is a technique used by Miles "Tails" Prower. When activated, Tails rides the Cyclone while flying very fast. It allows the player to reach high areas easily. After a short time, it is deactivated and the player falls down. It can be used again after touching the ground. It first appears in Sonic Frontiers: The Final Horizon.
The boost is seen when Sonic goes incredibly fast. The boost appears as a blue trail that consumes Sonic's body and releases white shockwaves. It is used to travel between shatterverses.
In earlier builds of Sonic Unleashed, the boost energy field was originally colored white as it was initially intended to be wind resistance.
If the physics of Sonic Generations are hacked to stop the Boost function, the player has to go to a file named "Chaos Energy" and modify "BoostEnableChaosEnergy" file. This implies that the power supply of the Boost may be Chaos Emerald energy.[17]
When using Boost in Sonic Unleashed and Sonic Generations, the player will notice a distortion effect, or fisheye effect. This "distortion" is probably used to indicate a sonic boom.
It should be noted that when Sonic destroys the robots in the first cutscene of the Sonic Episode of Sonic the Hedgehog (2006) there is a blue aura surrounding him which is identical to the Boost.
This might infer that the idea of Boost was present in that time, but was not developed yet for gameplay. The Official Game Guide states that using the Mach SpeedCustom Action would ruin enemies in Sonic's path except for monsters, suggesting that the ability may have been planned to damage enemies at one point, but was left unimplemented.
In the Special Stages of Sonic the Hedgehog 4: Episode II, both Sonic and Tails can perform a boost similar to the Boost that has similar accelerating and ring magnet properties. However, it does not give them limited invincibility.
In Sonic Generations, when boosting in Green Hill and Sky Sanctuary, the music adds fast paced drums and extra guitar.
↑BradyGames (1 November 2011). Sonic Generations Official Strategy Guide. BradyGames. ISBN 978-0744013429. "Sonic starts each act with a full Boost Gauge. Press and hold the Boost button to break the sound barrier and move incredibly fast."
↑ 16.016.1Sonic Team (8 November 2022). Sonic Frontiers. Xbox Series X/S. Sega. Area/level: Kronos Island. "Power Boost: If Sonic boosts with the maximum number of Rings, he can run at even higher speeds while emitting blue lightning around him. When the Ring count is reduced, it will revert back to a normal boost."