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Official Sonic 2006 topic

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On the topic of Blaze: I've posted this in the Headcanon thread. There's some unused dialogue that seem to imply that Blaze recognizes Sonic (plus her dialogue when she meets Mephiles and she and Silver are sent to the past). I think that Blaze might've played a larger part in an earlier draft of the script that ultimately ended up being scrapped, but it was too late I'm the dev cycle to cut or replace her entirely. 

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On 6/8/2017 at 12:54 PM, Mefiresu said:

Well.. I already post it to Retro but I think duplicating here will be good too.

I enjoyed the recent demo. It felt a lot more fun to play than the original.

Sonic actually had some weight to his control and degrees of momentum based physics. Being able to jump into enemies is a godsend and I also like how the Spin Dash Jump actually works now (Now if only we could get the Spin Dash itself working off physics. Lol).

The only things I really had a problem with are having all of Sonic's abilities on one button. I think they should be put across the face buttons like Unleashed did. And Sonic not being able to Homing Attack through enemy fire anymore makes things a bit difficult when they fire at a much faster rate now.

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1. Change the timeline from 10 years ago to more like 60 years ago
2.  The storyline of Solaris remains the same but remove the ‘don’t cry’  bit. On the Duke Father’s deathbed, he performs the ritual to seal Iblis in his son, who does the same to Elise on his deathbed.
3. When Elise tells Sonic of the accursed flames, Sonic offers to have Iblis sealed inside him, freeing Elise of him. So when Elise dies, he feels even guilty as he kept it to himself. However, as he is not a Royal Family Member, the seal is weaker and on bis way to save Elise, he feels more pain.
4. Eggman is more eager to kill Sonic when he realises Iblis is inside him.
5. Mephiles in unaware of this until the final story where he senses Iblis within Sonic and kills the hedgehog.

It’s not perfect I know, but hey, anything’s better than ‘Don’t Cry’.
 

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Eeeh, I feel a better way to fix that would be to clarify the "Don't Cry" part.

It would have been a lot better had they said something such as "Tears of Despair" or something like that. At least it would inform you that not just any old crying would cause an apocalyptic disaster.

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...Imagine if Mephiles couldn't travel through time, though.  I'm going to be honest, I don't remember the game well enough to say when he actually did travel through time on-screen, but what if it just wasn't a power that he had?  And hey, why is he just moping around in the future and not merging with Iblis when they're practically right next to each other?  It might be possible to argue that Mephiles cannot actually travel through time at all, which is why he has to rely on Silver to alter the past; and that it's necessary for the past to be altered because, perhaps, if Elise dies, some part of Iblis dies with her even while a terrible monster is released, so it's a bad end for Mephiles too if Elise happens to die.

To be clear, I don't imagine that this is what Sonic Team intended.  But it's interesting to try and bend the story into a shape that makes more sense.

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I agree that having a single tear causing doomsday is a bit over-the-top for my taste. Even by fantasy standards, it's hard to take it seriously for a story, even if meant for symbolism.

Her situation reminds me of one reason I don't like the Haruhi Suzumiya series. One person feels down and innocents suffer for it. Even worse with Haruhi being a cruel brat that has to have her way.

Anyway, I found a very simple, but likely unintentional explanation as to why Mephiles/Solaris makes awkward decisions. It could be possible that being split from Iblis messed up his reasoning. It's like when you suddenly pull out a power supply in the middle of saving a game and find your file has been corrupted. As such, Mephilaris might not have even realized he caused parts of the time loop and not fully realized half of what he was doing.

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An obvious problem with 06's plot is that Soinc and Eggman (the title character and his archenemey) aren't actually relevant once you put aside Eggman getting Sonic involved with Elise then accidentally helping unleash Mephiles and Sonic getting shot in the back. Sonic's Story can be nutshelled as:

-Eggman tries to kidnap Elise

-Sonic rescue Elise

-Run

-Eggman tries again

-Sonic stops him again

-Run

-Awkward soulmate scenes

>Rinse and Repeat until the Egg Carrier crashes and Sonic travels back to save Elise.

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ok here is the answer... it is an alternate timeline

ill start with the blue chaos emerald the eight emeralds theory is the one that makes sense youll see later

now for the white chaos emerald this one was removed from the past by silver when he took it to the future (present) and then again when he took it to the future (future)

as for how mephiles got the purple chaos emerald the explanation I can come up with is that he stole it from eggman

the reason mephiles didn't just summon all the chaos emeralds to him in the beginning is because he need sonic shadow and silver to time travel in order to both keep the timeline intact and to eventually release iblis and create solaris

now the reason for there being to futures one where iblis ravages the planet and one where solaris is reformed is because when solaris reforms the timeline is split in two and thus the mephilis from when iblis is released ceases to exist in that timeline because he merged with iblis in the other timeline, mephiles is a singularity only one of him exists in all of time and space meaning that although he can exist in multiple times at the exact same time through time travel he cannot exist in multiple timelines at the same time

now for blaze when blaze sealed iblis inside herself she transported herself to an alternate universe that universe being the dimension from sonic rush and thus when solaris was destroyed permanently she was rewritten into that dimensions history as their princess while silver was rewritten back into his future never meeting blaze and becoming an enemy of eggman nega

also when solaris was destroyed permanently at the end of the game from that point onward all of time was rewritten to exclude the events of the game and to include the seventh chaos emerald

and finally the original sonic the hedgehog game must be in the same timeline as sonic the hedgehog (2006) because in the original game there are only six chaos emeralds (although their colors are mismatched) because silver took one to the future

 

MOD EDIT: Since this is a necropost to a rather old topic and we limit all discussion of Sonic 2006 to this thread, this post has been split and merged.

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I really enjoy 06, and my favorite story in the whole game is probably Shadow's. For me at least, it's the longest Sonic game I've ever played. (Though SA1 comes close) I've beaten the game in about 13 hours with all of the stories and medals.

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5 hours ago, Jar Jar Analysis 1138 said:

I think the gems aspects was interesting and better implemented than the abilities you'd get in SA1 and SA2. Wouldn't mind seeing power ups in similar fashion like that again?

Yeah. I actually liked using all of the fun abilities in the first two Adventure games, and I feel like the gems were a natural extension of that concept.

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12 hours ago, Jar Jar Analysis 1138 said:

I think the gems aspects was interesting and better implemented than the abilities you'd get in SA1 and SA2. Wouldn't mind seeing power ups in similar fashion like that again?

I'm not really convinced as such. Say what you will about the Adventures, but at least those were made with the level design in mind. The gems for the most part feel like powerups simply for powerup's sake, like they were implemented into the game without communicating with any of the other departments or without any consideration as to how it would actually work to the game's benefit. Hell, even based on their own merits, out of the seven of them four of them have really dubious usefulness (the tornado, slomo, charged homing attack and magnet shield), one might be useful were it not for the fact that walls of any kind stop you dead (mach dash), and two just straight up break the game, end of story (sky and purple gems).

That's before you get to the fact that they're not even really implemented into Sonic's moveset so much as having to clumsily scroll through a list to find it, which is really not the kind of thing you want the player to do in a pinch (kind of the same problem Magic Hands had when you think about it). The whole thing reads like something they pretty much just slapped on at the last minute.

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10 hours ago, Blacklightning said:

I'm not really convinced as such. Say what you will about the Adventures, but at least those were made with the level design in mind. The gems for the most part feel like powerups simply for powerup's sake, like they were implemented into the game without communicating with any of the other departments or without any consideration as to how it would actually work to the game's benefit. Hell, even based on their own merits, out of the seven of them four of them have really dubious usefulness (the tornado, slomo, charged homing attack and magnet shield), one might be useful were it not for the fact that walls of any kind stop you dead (mach dash), and two just straight up break the game, end of story (sky and purple gems).

That's before you get to the fact that they're not even really implemented into Sonic's moveset so much as having to clumsily scroll through a list to find it, which is really not the kind of thing you want the player to do in a pinch (kind of the same problem Magic Hands had when you think about it). The whole thing reads like something they pretty much just slapped on at the last minute.

I’m not saying it’s...Ideal nor the way I want it. It’s a bastardized version of what I want it to be if I’m being honest. 

When I say “better” implemented I mean “simpler”. S06 still has its issues of having abilities on one button but I appreciate the attempt in homogenizing the new skills. Ah well..

I wouldn’t mind seeing them returning in a better fashion. 

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So, I played Sonic Adventure, almost every stage besides Casinopolis and I can´t resist the conclusion that problems Sonic 06 had are just more notable (or maybe even at par) problems of Sonic Adventure, Adventure 2 and Heroes. What do you think guys ?

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Nothing new, but the description has a small update:

Quote

I apologize for the very late upload. The reason for this video is because I realized that many people here still don't know about this demo or the current state of the project.

Basically I passed the project onto @Mefiresu  who has already assembled a team to work on the game, a new demo (besides the Kingdom Valley one) was released back in 2017 at SAGE Expo.

The project follows strong, unfortunately I do not have as much time as before to work on it. This re-release has some visual tweaks, like better ambient occlusion, up to 8x SMAA and Lightmaps.

Good luck Mefiresu, and thank you for all you've done for the project Gistix.

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On 3/10/2018 at 5:33 AM, superman43 said:

So, I played Sonic Adventure, almost every stage besides Casinopolis and I can´t resist the conclusion that problems Sonic 06 had are just more notable (or maybe even at par) problems of Sonic Adventure, Adventure 2 and Heroes. What do you think guys ?

There is no dought that Sonic Adventure and Adventure 2 had their issues. Though, the DX version of Adventure did patch up some of the issues. However, comparing the glitches to the glitch fest that was Sonic 06, is honestly making an unfair comparison. I'd argue that Adventure and Adventure 2 especially are still in a playable enough condition to where a good amount of the time you'd have to seriously fuck about to actually find any game breaking glitches. Sonic 06 was gamebreaking glitch central, namely due to how unfinished 06 was. You didn't need to try to break the game to have it happen.

I cannot say for sure I'd even count Heroes in the mix, since I never had any notable issues with glitches in that game.

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1 hour ago, Ashwalking Bat said:

There is no dought that Sonic Adventure and Adventure 2 had their issues. Though, the DX version of Adventure did patch up some of the issues. However, comparing the glitches to the glitch fest that was Sonic 06, is honestly making an unfair comparison. I'd argue that Adventure and Adventure 2 especially are still in a playable enough condition to where a good amount of the time you'd have to seriously fuck about to actually find any game breaking glitches. Sonic 06 was gamebreaking glitch central, namely due to how unfinished 06 was. You didn't need to try to break the game to have it happen.

I cannot say for sure I'd even count Heroes in the mix, since I never had any notable issues with glitches in that game.

Coincidentally, I installed Heroes on my laptop again and :D well, I found a new glitch (at least to me) in Ocean Palace. 

Plus, I would say that problems with (mainly) Adventure is that most glitches occur during camera shifts.

06 I don´t know it´s mixed stuff. Many people experienced glitches, but there are some that experienced hardly any glitches. 

I see the main problems in not enough time to program other collisions to the loops (that´s the main problem with Wave Ocean), then the skateboard controls (White Acropolis, Crisis City), small stuff causing rings loss during mach speed sections and problems with moves (such as the Light Speed Dash to actually get to Wave Ocean, or transition to the parkour sections mainly in Kingdom Valley). 

Just to say, I know there are plenty more, but I find those crucial on the first sight.

But still it´s a common trait of all Dreamcast era games to mess you up during a gameplay when game decides you didn´t do it right. And yeah, 06 is far too notable for that... being an unfinished game, though, not for entirety of the customers that bought the game.

Anyway, I have yet to play 06, soooo... I may change my opinion when it happens.

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21 minutes ago, superman43 said:

Coincidentally, I installed Heroes on my laptop again and :D well, I found a new glitch (at least to me) in Ocean Palace. 

Yeah. Though I will not deny there are still glitchy issue with Heroes, but you'd be lucky to run into any if you play the game like you should. I cannot say for certain on that since it's been ages since I played heroes. I honestly would play the game again if I could. The only issue was I played that game disk till I wore it out. It's barely playable now. And this is the Gamecube version I am talking about.

21 minutes ago, superman43 said:

Plus, I would say that problems with (mainly) Adventure is that most glitches occur during camera shifts.

Yeah Adventure always had camera issues. The DX version didn't entirely fix them, though it's not as bad with the camera fixes that were applied and the addition of the free camera.

21 minutes ago, superman43 said:

06 I don´t know it´s mixed stuff. Many people experienced glitches, but there are some that experienced hardly any glitches. 

I see the main problems in not enough time to program other collisions to the loops (that´s the main problem with Wave Ocean), then the skateboard controls (White Acropolis, Crisis City), small stuff causing rings loss during mach speed sections and problems with moves (such as the Light Speed Dash to actually get to Wave Ocean, or transition to the parkour sections mainly in Kingdom Valley).

With 06, even if you played it where there were few glitches, you'll end up running into one or two game breaking glitches at some point. God knows Knuckles will garentee that you run into the wall climbing glitches more than once.

Ah alright, I now see where you are coming from with your thought process earlier. But yeah, the high speed sections will generally always garentee to make you rage quit because of how fast the game is forcing you to go, and it's honestly hard to keep up with what you are passing by. Some obsticals will come into your face faster than you can react. And Kingdom Valley, from what I have seen, is a nightmare to get through no matter what you are doing.

21 minutes ago, superman43 said:

But still it´s a common trait of all Dreamcast era games to mess you up during a gameplay when game decides you didn´t do it right. And yeah, 06 is far too notable for that being an unfinished game, though, not for entirety of the customers that bought the game.

Anyway, I have yet to play 06, soooo... I may change my opinion when it happens.

Yeah, the Dreamcast games were ambitious and they did succeed on some level. Though the Gamecube re-releases just did them better justice.

But yeah. If you wanna see how bad 06 truly is. You'd need to play it and experience the horror.

Edited by Ashwalking Bat

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1 minute ago, Ashwalking Bat said:

Yeah. Though I will not deny there are still glitchy issue with Heroes, but you'd be lucky to run into any if you play the game like you should. I cannot say for certain on that since it's been ages since I played heroes. I honestly would play the game again if I could. The only issue was I play that game till I wore it out. It's barely playable now. And this is the Gamecube version I am talking about.

Yeah, that glitch I found is on PC.

 

2 minutes ago, Ashwalking Bat said:

Yeah Adventure always had camera issues. The DX version didn't entirely fix them, though it's not as bad with the camera fixes that were applied and the addition of the free camera.

Not really that. I meant that it switched the directions quite often, which leads, most of the time, to cheap death.

3 minutes ago, Ashwalking Bat said:

With 06, even if you played it where there were few glitches, you'll end up running into one or two game breaking glitches at some point. God knows Knuckles will garentee hat you run into the wall climbing glitches more than once.

Yeah, I forgot Niggles´ and Rouge´s sticky hands :D

4 minutes ago, Ashwalking Bat said:

Ah alright, I now see where you are coming from with your thought process earlier. But yeah, the high speed sections will generally always garentee to make you rage quit because of how fast the game is forcing you to go, and it's honestly hard to keep up with what you are passing by. Some obsticals will come into your face faster than you can react. And Kingdom Valley, from what I have seen, is a nightmare to get through no matter what you are doing.

Yeah, the Dreamcast games were ambitious and they did succeed on some level. Though the Gamecube re-releases just did them better justice.

But yeah. If you wanna see how bad 06 truly is. You'd need to play it and experience the horror.

Ad 2) Sure, they were ambitious (as the Dreamcast hardware was specifically crafted to be able to handle the game properly) and yeah, Gamecube did justice, but on the very first sight, in first levels battle Seaside Hill from Heroes wins.

Ad 1) and 3) You don´t even know how much I would like to try it. But I won´t get a X360 version (seriously, overpriced for 10 years games), don´t have X360 either. And rather would play it on Xenia which seems to be much more viable thing.

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14 minutes ago, superman43 said:

Not really that. I meant that it switched the directions quite often, which leads, most of the time, to cheap death.

Yeah. I have had a few times where that has happened. Adventure is one game I actually try to be careful with when playing. Since one mistake can tend to fuck you over in one way or another.

19 minutes ago, superman43 said:

Yeah, I forgot Niggles´ and Rouge´s sticky hands :D

Yeah, you seriously cannot climb any surface without them getting stuck in some regard. This annoyed so many people who played 06.

20 minutes ago, superman43 said:

Ad 1) and 3) You don´t even know how much I would like to try it. But I won´t get a X360 version (seriously, overpriced for 10 years games), don´t have X360 either. And rather would play it on Xenia which seems to be much more viable thing.

Well, if you do end up playing it. Good Luck to you. And yeah. I am not all that sure why it's still so expensive since there is the Xbox One/Xbox One X now.

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