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The Trick Action (トリックアクション,Torikku Akushon?) is a move that appears in the Sonic the Hedgehog series. It refers to different acrobatic maneuvers executed under special circumstances. These actions allow for different effects, like movement control, charging energy, or point gathering.
When performing a Trick Action, the users pull off a certain acrobatic maneuver. Some of these actions include the users thrusting themselves in certain directions, twisting themselves around or doing body flips. These maneuvers are normally executed while the user is thrown into mid-air, although there have been somecases where they can be pulled off while grinding or while setting off gimmicks. Each Trick Action is different in execution and is performed in accordance to the user's own unique style; while using the same Trick Action, Sonic may move his legs around while Knucklesstrikes with his fists.
In gameplay, the Trick Actions can be pulled off right after utilizing certain gimmicks. This mostly includes gimmicks that launch the characters into midair, like the Spring, Jump Panel or Trick Jump Panel. Over the course of the series, the Trick Actions have served a variety of purposes that depend on the game. Sometimes, they are little more than aerial maneuvers used for altering the player's flight path. Other times, they are mechanics used while the characters move through the air or down a set path to fill up the games' energy gauge(s) for special actions and/or gain additional points. Only on a few occasions have they included multiple mechanics. In addition, some games only allow usage of one Trick Action per opportunity to use it, while other games allow multiple actions to be executed in succession. Occasionally, Trick Actions have also been known to exhibit unique traits exclusive to themselves; some may allow greater aerial ascend than others, some can double as an attack, some are executed faster than the rest, and others may create an aftereffect when the user touches the ground.
Sonic Advance series
Sonic Advance 2
The Trick Actions first appeared in Sonic Advance 2, where they are referred to as Mid-Air Trick Actions or just Trick Actions. In this game, they are usable to all playable characters (excluding Super Sonic).
In gameplay, Trick Actions allow the playable characters to suddenly move in one of the four cardinal directions once after being launched into the air with a brief and short-ranged dash. Certain Trick Actions in this game may exhibit unique traits; some may double as an attack, while some are simply an extra jump, and others may create an aftereffect when the user touches the ground. Each Mid-Air Trick Action is also an independent move. In practice, the Mid-Air Trick Actions are very useful when the player wants to manipulate the playable characters' mid-air trajectory. Usually, these are for accessing additional routes, but from Sky Canyon onwards it becomes necessary for the player to master them in order to progress.
To use a Mid-Air Trick Action in gameplay, the player must, after a character is launched from a Spring, Launcher or other object, press along with one of four cardinal directions on to perform a Trick Action that varies depending on the direction. The different Trick Actions and the categories they fall under are as follows:
In gameplay, the Trick Actions work exactly like in Sonic Advance 2 and include all the maneuvers for the characters from back then, save for the the Quick Reverse maneuvers. To use a Trick Action in gameplay, the player must press in the direction they want to go on and at the same time after being thrown into the air by gimmicks, like the Spring or Jump Panel. Just pressing triggers the Long Wind Jump maneuver.
Sonic Rush series
[[File:Sonic Rush Axel Tornado.png|thumb|225px|[[Blaze the Cat|Blaze using a Trick Action, the Axel Tornado, from Sonic Rush.]]
In Sonic Rush, the Trick Action maneuvers are referred to as both Trick Actions and Tricks. In this game, these actions are only useable to Sonic and Blaze.
In gameplay, Trick Actions can be performed in succession and can generate increasing amounts of points for the player's score. Among the Trick Actions, the majority of them let the player charge the Tension Gauge when executing them. These include:
Basic Tricks/Advanced Trick: Tricks that can be performed in quick succession by tapping while launched into midair by gimmicks, like the Spring and Jump Panel. Pressing after the third action or above triggers a combo finisher for an awesome finish. If the same individual gimmick is used repeatedly for these Tricks, the point reward and the energy for the Tension Gauge will halved until both only increase by one. Furthermore, getting hit will break these chains.
Grind Tricks: Tricks that can be performed up to three times in succession by tapping while grinding across various rails. By using Grind Tricks, the player can earn up to 1,700 points and get miniscule acceleration while grinding. If the same rail is used repeatedly for these Tricks, the point reward and the energy for the Tension Gauge will be lowered drastically.
Just Trick: Tricks that can be performed by pressing as the player is about to take off from springboards or the edge of a rail. This is the most efficient way to charge the Tension Gauge.
In addition to the aforementioned Tricks, Sonic and Blaze can also use their Big Air (Hop Jump and Axel Tornado) and Long Wind Jump (Humming Top and Jump Step) Trick Actions like those in the Sonic Advance series by pressing up + and left/ right + respectively after being thrown into the air by gimmicks like the Spring or Ramp. Just pressing triggers the Long Wind Jump maneuver.
In regular Stages, the Trick system is almost the same as in Sonic Rush except for a few differences: Basic Tricks/Advanced Trick are now called Air Tricks, and the combo finisher can be performed right after the first Air Trick. In addition, the maneuvers Hop Jump, Axel Tornado, Humming Top and Jump Step are also treated as combo finishers. Grind Tricks can also be executed by pressing on rails, and can be used repeatedly without lowering their point rewards.
The game also introduces the "Trick Bonus" - a bonus gained for chaining multiple Trick Actions to gain extra energy for the Tension Gauge. The Trick Bonus is represented by a yellow star counter shown in the upper right corner of the HUD when the player performs an Air Trick, and will increase each time a Trick Action is performed. The number and stars displayed show the number of Trick Actions performed in a single combo and the Trick Bonus awarded, flashing as the combo goes higher. The combo number can be incremented to higher values by using more than one gimmick within a single flight.
To gain a Trick Bonus, the player must perform a combo finisher (by pressing , or using one of the aforementioned maneuvers). Optionally, the player may continue to perform another combo of Air Tricks from a single gimmick launch; however if the combo finisher used in the first combo was a maneuver, it cannot be used to end the second. Conversely, if was used to end the first combo, the second combo can only begin if the player performs a maneuver after the first combo ends and must be used again to end the second combo.
If the player touches the ground, takes damage, does not perform a trick after a certain amount of time or performs tricks when launched from the same individual gimmick, the combo will end without any Trick Bonus awarded.
In Sea Stages, Trick Actions can be performed with the Wave Cyclone as well. When riding over a ramp with the Wave Cyclone, the player can perform a trick by tracing the Trick Marker on the Nintendo DS' Touch Screen in the direction it guides the player with the stylus. Successfully performing tricks will fill up the Boost Gauge.
Sonic Riders series
In Sonic Riders, the Trick Action maneuvers are referred to simply as Trick Actions. In this game, they are usable to all playable characters.
In gameplay, Trick Actions can be chained and are used during races to gather Air for the Air Tank. To perform a simple Trick Action, press // to jump as the playable character rides over a Trick Zone. For a longer jump that allows greater combos, hold down // to Charge as the playable character approaches a Trick Zone and release as they pass over it. Correct timing is crucial. While in the air, use the movement controls to perform spins in all directions as Trick Actions. Larger numbers of spins in a variety of directions will award a higher Rank, which replenishes a greater amount of Air. When the movement controls are neutral, the character will automatically return to the upright position facing forward ready to land. Failing to land correctly will get the player a lower Rank and less Air. Similarly, automatic Trick Actions can be achieved within Turbulences when Trick Areas appear.
There are two types of basic Trick Actions as follows:
Back Flip: Hold the movement controls down as // is released. Back Flips propel the player high into the air making it possible to reach shortcuts or bonus Items far above.
Front Flip: Hold the movement controls up as // is released. Front Flips propel the player further forward making it possible to reach distant shortcuts.
If the player does not land straight after performing a Trick Action, they will get an automatic C-Rank.
Sonic Riders: Zero Gravity
In Sonic Riders: Zero Gravity, the Trick Action techniques are collectively referred to as Trick Actions or just Tricks. In this game, they are again usable to all playable characters.
In gameplay, Trick Actions are used during races to gather Gravity Points for the GP Gauge. Unlike in Sonic Riders, however, tricks can only be performed in one direction. To perform a Trick Action during a race, press the jump button as close to the edge of a Trick Zone as possible and use the controls to rotate the playable character in any direction to perform a mid-air Trick. Depending on the player's timing, a Rank is given which determines the amount of Gravity Points that is awarded. To raise the performance a maximum of two Ranks, the player must increase their approach speed and steer just as they press the jump button. Higher ranking Tricks will award a GP boost and also allow the player to reach shortcuts. A sound effect and a unique trick animation plays if the player successfully performs an X-Rank trick.
In gameplay, like in Sonic Riders, Trick Actions are used during races to gather Air for the Air Tank, but they can only be performed one at a time. Due to the Kinect gameplay controls, the player must jump when on a Kicker and move their body in specific directions (ex. turning the body 180 degrees) to perform a Trick Action. If the player crouches down long enough while approaching a Kicker and jumps, the player will gain extra height while performing that trick to access higher routes in a similar manner to the first Sonic Riders game. Depending on the timing and the tricks performed, a Rank is given which determines the amount of Air that is awarded. The characters' performance of the Trick Action determines the racer's Rank.
In the Wii version of Sonic Colors, and the remaster Sonic Colors: Ultimate, Tricks Actions are reserved for Sonic and Super Sonic. In gameplay, they are used exclusively for gathering points. To perform a Trick Action in an Act, the player must utilize a Trick Ramp and then press the jump button repeatedly to perform tricks. Once finished, the player's score will be tallied. As the player pulls of Trick Actions, the game announcer will shout "Good", "Great", "Awesome", "Outstanding" and finally "Amazing" in this order. Upon reaching the final rank, the player earns a Trick Bonus of 10,000 points. Also, if the player pulls off a Trick Action as Super Sonic, the announcer will skip straight to "Amazing".
In gameplay on the console/PC version of the game, Trick Actions can be chained and are used to charge the Boost Gauge. To initiate a sequence of Trick Actions, the player must use a Trick Jump Panel or a Rainbow Ring. While in the air, the player must then move the movement controls in any direction to perform tricks. Each direction creates a different trick, and each trick grants Boost Energy. Pressing and / and at the end of a combo triggers a Finish Combo which grants extra Boost Energy. Also, the larger the Trick Action combo is, the more Boost Energy will its Finish Combo grant. It should also be noted that performing enough Trick Actions will overcharge the Boost Gauge for extra energy. Additionally, the SkillTrick Mastery allows the player to perform tricks at a faster rate. Becoming Super Sonic will also allow the player to perform Trick Actions faster, though not as much as the Skill will.
The Nintendo 3DS version of the game contains a single scenario with Freestyle Tricks. At the end of Emerald Coast Act 2, Sonic bounces up from a Spring and the player must perform three tricks by pressing the jump button to avoid being eaten by an orca.
In Sonic Runners, Trick Actions are useable to all playable characters in the game. In gameplay, Trick Actions can be chained in combos and are used to gain points. The more Trick Actions the player pull off, the more points they score. To perform a Trick Action, the player must utilize a Jump Panel to get high up into the air and then, while in midair, tap the screen to execute tricks.
In Sonic Advance 3, although Knuckles is still incapable of using the Trick Actions, the player can hear Knuckles making sounds as if he was capable of using them in the Sound Test. This suggests that while there is game data for him to use the Trick Actions, the idea was scrapped in the final version of the game.
In the console/PC version of Sonic Generations, the Finish Combo pose mirrors Sonic from the Sonic Adventure cover. This also appears in the picture for the "Trickstar" achievement/trophy.
In the console/PC version of Sonic Generations, when playing as Super Sonic, Trick Actions can be performed at a faster rate, though not as fast as when the "Trick Mastery" Skill is equipped.
In the demo version of Sonic Generations, holding the left analog stick in one direction provides more boost than moving it in a different direction. However, in the final build, moving the left analog stick in a different direction provides more boost than holding it towards one direction.