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Awoo.

Sonic '06 has online multiplayer in Japan?


Detective Shadzter

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Sonic Heroes had close to no glitches. You just fell all over the place.

I think the neuralizer must have just done its job on you. The import version I played was riddled with clipping issues and rail-related bugs. Also, the neuralizer seems to have made people forget what the topic is about, too.

...

I was going to say something on topic to try to remedy it, but it seems to be all topic'd out, since it looks like it was just an error. Oh well. Exit stage left.

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There were some bits of 06 that had pretty good level design, but they also had those ill conceived mach speed sections and an overabundance of of scripted bits, boost pads, rails, and pits. The controls currently in the game are about on par with an early engine test, they're lacking any sort of smoothness and certain attributes about them don't hold together while playing it. The worst example is how Sonic speeds up smoothly but responds instantaneously to changes in direction. There have been games in the past that work well that use one or the other*, but this mix makes the game a chore to play until you get the hang of it, and even then is still far from being natural.

*In 2D, Mario and Sonic have smooth acceleration, Megaman has instant acceleration. In 3D, Crash Bandicoot has instant acceleration and turning, and Ratchet & clank seems to have so little smoothing that it might as well have none. Megaman Legends retained the instant acceleration and has instant directional changes as well. Mario kept his smooth acceleration and has smooth directional changes. Sonic had smooth directional changes in Adventure 1, but they were gone by the very next game.

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