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Sonic 2006 Legacy of Solaris is a Game Mod of the Xbox 360 version Sonic the Hedgehog (2006) that aims to give players an imagining of what a more "complete" version of Sonic '06 might have been by reimplementing unused concepts and content into the game, applying patches, bug fixes, and minor and major gameplay overhauls to smoothen the overall experience of the game, as well as adding additional content including new story modes for the "Amigo" characters (Tails, Knuckles, Rouge, Omega, Blaze, and Amy), among other things.

The mod began development in 2019 and was completed in 2023, with no new additional content added afterwards, with only minor patches and updates afterwards. The mod was created by Jotaro Powered and the Lost Legacy Team, a collection of Sonic '06 fans and modders whose contributions vary from level design to patches and coding.

     Full list of credits 
  • Jotaro Powered - Lead Developer, Backstage Graphics Designer and Additional Content
  • Hyper - Lead Graphics Designer, Software Engineer, Trailer Editor, Lost Legacy Helper Developer, Wind Restoration, Mephiles Model, Disabled Blaze's Mid-air spinning claw attack, Restore Contextual Hud Colors, Disable Sand Jump
  • Nonami - Graphics Designer, Tokyo Game Show Ring Shaders, Increased Chaos Blast Range, Controllable Spinkick, Beta Lighting For Kingdom Valley's 1st section, Wall Climb Fix, Controllable Teleport Dash, Tokyo Game Show Box Textures, Correct Sonic_Fast Goal Loop animation, Gave Tails the Spin Kick State, Crisis City Section D
  • Fen The Otter (Otter With A Controller) - Amy Improvement Mod, Mephiles Custom Particles, Co Level Designer, Improved Amy Animations, New Rainbow Ring Animations (Tails, Knuckles, Rouge, Omega)
  • Sable - Loading Screen Designer
  • darkhero1337 - Control Tweaking
  • Gordin (Fishly 101)- Section D Layout, Omega Mephiles Phase 2 fight, Key Randomization Algorithm, Egg Cerb Head Armor Fix, Key Radar Scripting, Hard Mode Mission Access in Hub Scripting
  • Lokester - Iblis Phase 3 Blaze Scripting
  • Chaos X - Tail Swipe Animation, Night time Crisis City Skybox, Omega Updownreel animation, Blaze Light Dash Animation, Blaze Mach Speed Hurt Animation, Silver Run Animation, New Shadow Run Animations, Key Radar Greyed out Key Asset
  • Rom - Night time Crisis City Lighting, Kingdom Valley B Skybox and Lighting, Crisis City Section D, Dusty Desert Sinking Fix
  • Dunker - Restore Sonic's Action Gauge, Restore Contextual Hud Colors, All Characters Selectable in Multiplayer
  • Volcano the Bat (Jera Cyclo Gaming) - Amigo Names for MP Selection Creator
  • Reimous (Reisan) - Restore Sonic's Action Gauge, Restore Contextual Hud Colors, All Characters Selectable in Multiplayer, Improved Amy New Moves, Silver Glowing while Running, Unique DLC Text, Amigo Names in MP Selection, Nerfed Omega's Hover, Machspeed Shadow Skate Particles, Fix Multiplayer Particles, Restore Trick Point Combos, Omega Hover Meter
  • Fate For Windows - Homing Spam, Homing Flips, Homing Recovery Control, Snowboard Air Control, Machspeed Air Control, Rotation Interpolation Restoration, Bound Attack Recovery, E3 Chainjump Flip Restoration, Y button Lightdash, Restore Sonic's Action Gauge, Restore Loading Transition
  • Xeno Esquire - Mach Speed Sonic Improvements
  • Nancy/Chara - New Kingdom Valley Mach Speed Camera Angles, Added Wind in Egg Wyern Fight, Updated Title Screen Video, Fixed Silvers Shield Particles, Improved Tag Mode Layouts, Fixed Powerup Particles, Updated Trickpoint XNCP, Correct Sonic_Fast Goal Loop animation, added Super Shadow and Super Silver to Final Boss Result Screen, Restore Contextual Hud Colors, Added Tail Swipe Attack Particles, Improved Kingdom Valley Waterfalls, Increased Heat Knuckle Range, Splines for Sonic's Extra Crisis City, Rouge Updownreel animation,Mission Completed Text, Restored Omega's Unused Hover Animation, Restore Silver Boss Throw, Gave all characters ottoto state, Egg Cerb Head Armor Fix, Shadow Slide Kick Particle Fix, Key Radar XNCP UI, Improved Shield Power-up and added SFX, Gauge Full SFX, Aquatic Base Changelight Lighting, Restore Trickpoint Combos, Blue Gem Damages Enemies, Knuckles and Rouge Glide can Damage Enemies
  • Idorocks 23 - New Camera Angles in Sonics Crisis City Boarding Area

Download links:

  • GameBanana
  • GitHub (Minor updates are uploaded here more often than on the GameBanana link.)

It should go without saying that any trope examples already present in the original game should not be listed here. See also Sonic P-06 for a similar fan recreation and improvement of the original game.


Sonic 2006 Legacy of Solaris has the following tropes:

  • Adaptation Expansion:
    • Many stages originally in the game (as well as the Very Hard DLC and Boss Attack DLC have had alterations to them, including new or unused voice lines being added in, level design changes, and fixes to make the overall experience smoother.
      • Additionally, Crisis City had an unused section restored (called "Section D" internally), with a custom map based on prerelease screenshots on an unused area of Crisis City that matches parts of the leftover object layout from the original game. It's in many characters' Extra stages, as well as in Sonic's normal Crisis City, extending it to five acts instead of four.
    • Sonic, Shadow, and Silver now all have Extra stages for every one of their main levels, featuring new level designs for every stage, allowing them to explore the stages in new ways, explore areas they never went to previously, or reimplement cut content that would not fit in the story mode stages.
    • The "Amigo" characters, Tails, Knuckles, Rouge, Omega, Blaze, and Amy, now all have their own personal story modes and levels, with unique level designs for each character made to suit their individual movesets.
    • The "Amigos" also have their own Extra stages as well, allowing them to visit stages they would never be able to go to in their story modes. (IE : Amy has an Extra stage featuring Crisis City, even though she never travels to the future in the story.)
      • Knuckles and Rouge's Extra stages are treasure hunting missions, in the same vein of of their missions in Sonic Adventure and Sonic Adventure 2, including having multiple spawns, hints, and a radar.
      • Mephiles, originally a boss-only character, is now playable in two of Silver's Extra stages as an Amigo character, using Shadow's moveset.
  • Another Side, Another Story: The Amgio episodes allows the player to experience the game's story, in a limited fashion, from the Amigo characters. While no new cutscenes are added in the game, and most characters go through levels at the same pace as their main character, they do all have new levels to go with them, and occasionally expands a minor scene or adds context to a level to tie things together (IE Omega goes through Crisis City and Flame Core to get to Shadow, or Amy goes through White Acropolis to escape with Elise before informing Sonic of Eggman's plot in Tropical Jungle).
  • Art Evolution: Not quite to the extent of Sonic P-06 but several changes to the graphics have been made.
    • Silver and Blaze (as well as Omega in his Extra stage) go through Crisis City at night, instead of during the day, to better match the timing of their stories.
    • Shadow and Silver's Aquatic Base now have the red light flashing at regular intervals during the level to better indicate that the base is in an emergency state.
    • Several new animations were added in:
      • Shadow, Silver, and Amy have new animations for running at top speed (the former two both ported over from Sonic P-06, the latter being custom).
      • Every character now does a trick animation when using a rainbow ring (except for Sonic and Elise), whereas in the original, only Sonic would do one. Other characters would reuse their jump animations or T-pose. Shadow, Silver, and Blaze's were all unused animations (though not for the rainbow ring), while Tails, Knuckles, Rouge, Omega, and Amy's animations are custom.
  • Anti-Frustration Features: Many patches and fixes have been applied to the game to make the overall experience smoother and more enjoyable. It's not perfect, however, and many core issues still remain due to the overall unfinished nature of the original game, but the patches nonetheless fix many complaints with the gameplay.
    • Every character has received a buff in overall speed and handling, allowing for the originally sluggish pace of the game to be much quicker and smoother.
      • All characters now have the state and animations for balancing along an edge (in the original game, only Sonic, Sonic and Elise, Shadow, Blaze, and Amy had the state, and Amy didn't have an animation for it). Most of them are custom animations, however Omega's is an unused animation for balancing and Amy's is repurposed from when she came out of invisibility. This helps the characters not fall off the edge most of the time due to the increased speed.
      • Sonic's Light Dash is now mapped to the Y button, as opposed to the X button, ensuring the player will no longer be able to accidently die from doing a Bound Attack, instead on a Light Dash.
      • Many of Sonic's Custom Actions were also changed, as well as the gauge now draining properly. The Blue Gem can now damage enemies upon impact and the Green Gem's Tornado has a larger hitbox.
      • Sonic and Elise's homing attack now does twice as much damage as originally, and the hitbox on the shield was buffed to compensate for their lack of moves.
      • Tails now has access to his Tail Swipe attack from Sonic Adventure (with animations from Sonic P-06), giving him a faster and more effective close range attack while giving up his grounded bomb attack (however the first-person attack still remains).
      • Knuckles has had the hitbox of the final punch in his combo given an extended hitbox, allowing it to attack enemies in a wider area and making combat with him less tedious. He can also damage enemies and loses less height while gliding.
      • Shadow's Chaos Blast's hitbox was TREMENDOUSLY buffed. What was a puny, weak little blast in the original game is now a screen clearing nuke.
      • Rouge can now damage enemies while gliding and loses less height while gliding, similar to Knuckles. She can now also use pullies and eagles, a state she (bizarrely, considering it's a common state) didn't have in the original game.
      • Omega's hitboxes and range on his attacks has been massively buffed, allowing him to hit more enemies from further away. Additionally, his unused Hovering animation was reimplemented, and while Hovering received an overall nerf, making it timed instead of infinite, it's now tied to the Action Gauge so players will know when they're about to end Hovering. Omega now also has an animation for using pullies as well.
      • Silver has had almost all of his moves see an increase in radius, allowing combat for him to feel more comfortable from afar, instead of having to get up in an enemy's face to do almost anything. Silver's Levitation moves much faster, and his Teleport Dash also travels MUCH further, making up for Silver's overall lack of speed on foot.
      • Blaze can no longer activate her Spinning Claw while in the air, making it so the player won't accidently activate it while trying to use her Fire Claw.
      • Amy has received the biggest overhaul of all the characters. Instead of her extremely limited moveset from the original game, she now has a moveset inspired by her one in Sonic Adventure. The hitbox for her grounded hammer attack was increased, and in place of invisibility, she now has access to her Spin Hammer Attack, which she can use indefinitely without getting dizzy and while moving. She also has access to a hammer attack in the air, as well as her Spin Hammer Attack. Additionally, her Double Jump no longer locks her momentum to a crawl, allowing it to be used for gaining distance as well as height, as well as having access a Triple Jump.
  • Balance Buff:
    • Silver Levitate and Omega's Hovering were both buffed and nerfed. Silver's Levitate moves much faster and can get much more distance, but the gauge will not restore as quickly upon stopping. Omega's Hover is no long indefinite, however it stills lasts for quite some time, and is now tied to the visible Action Gauge. However, both can still be stuttered like the original game, but to a lesser extent.
  • "Blind Idiot" Translation: The Spanish translation for the new lines was added in due to popular request, however, it's admitted that much of it was machine translated.
  • Breaking the Fourth Wall:
    • In Shadow and Blaze's Extra Radical Train, they'll seemingly chastise the player directly upon reaching a stationary train with a jump panel in front of it.
    Blaze: (angrily) Hey! Are you trying to crash on purpose?!
    Shadow: Looks like we're gonna crash!
  • Call-Back
    • Several voice clips and levels added in include references to previous games, such as:
      • In Sonic's Extra Kingdom Valley, Sonic has a line stating that "riding the wind brings back fond memories," a reference to Windy Valley from Sonic Adventure.
      • Amy's Extra Aquatic Base is a wholesale reference to her Final Egg in Sonic Adventure. Things like dodging a hallway full of lasers, an elevator mid-way through the level that takes you to the latter half of it, and five routes (doors in Adventure, warp holes here) that are random in which one lets you progress.
    • Additionally, several things are reimplemented from cut content shown in trailers or hidden within the game files.
  • Crate Expectations: No new crates were added, however the Reinforced Wooden Crates were giving a different design from the regular wooden crates based on an unused design for a wooden crate from pre-release material.
  • Deadpan Snarker: Elise, of all characters, manages to be like this in Sonic's Extra Kingdom Valley. When the gameplay switches from the two of them to Sonic on his own, Elise will tell him to "please, take your time."
  • Discard and Draw:
    • Team Attack Amigo is removed from the game in favor of Amigo-exclusive stories. However, the stages from Team Attack Amigo are still playable individually in their respective character's story mode or as an Extra stage.
    • Tails loses the ability to throw his Dummy Ring Bombs while on the ground in third person for his Tail Swipe attack, which can be used while moving.
    • Omega trades out an infinite hover for one tied to the Action Gauge, as well as overall buffed attacks and handling.
    • Amy loses her ability to go invisible, but instead has a moveset inspired by hers in Sonic Adventure. Needless to say, it wasn't a well-mourned loss.
  • Endgame+: After beating the game, it'll return you to Soleanna, however all the Hard Mode versions of the levels are now able to be accessed by the Mirrors placed around the city (including Crisis City and Flame Core, utilizing their unused graphics).
  • Game Mod
  • Gameplay and Story Integration:
    • Many levels in the amigo stories attempt to give a more accurate portrayal of what's going in the story by using different paths and levels or making the levels end at the same point for characters traveling together. Such examples include Tails' Dusty Desert starting at the same point as Sonic's, but quickly diverging from it to show that he's going a different way to draw away enemy attention from Sonic and Elise or Tails' and Knuckle's White Acropolis levels ending at the same point as Sonic's. However...
  • Gameplay and Story Segregation:
    • Occasionally, the gameplay and story do not always match up. Examples include Amy's Dusty Desert starting where Silver's ends and ending where his begins, or Tails and Knuckles going through and ending in completely different areas from Sonic in Aquatic Base.
  • Moveset Clone: Mephiles in his playable appearances in Silver's Extra Crisis City and Aquatic Base (fittingly) use Shadow's moveset with custom particle effects. His boss fight at the end of Silver's Extra Aquatic Base also is based off Shadow's character boss fight.
  • Quicksand Sucks: The quicksand in the outdoor portions of Dusty Desert no longer immediately kills the player, instead an unused collision tag was reimplemented that makes the character slowly fall into the quicksand. The quicksand in the interior portion still acts as it did originally, however. Controllable Helplessness applies, however, as escaping the quicksand is not easy or even impossible for some characters, as it puts the character into a falling state.
  • Scoring Points: The point and combo system that was originally planned for the game has been semi-reimplemented.

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