It automatically asks if you want to save after beating a level or boss, or after the credits in story mode. Notably, it doesn't ask if you want to save after clearing a town mission. So if you do some of those then die in a stage you'll have to redo them. I made sure to manually save before entering levels after that.
I mean, a lot of games don't autosave till you at least beat the level. And I won't deny that the "third act" is pretty hard. It's the first stage part I never beat(albeit, I was able to try other parts of the game thanks to my nephew beating some parts). The closest otherwise is the snowboarding area, which is similar to Mach Speed, but slow enough for me to beat it. I did nearly beat the Crisis City Mach Speed section. Meanwhile I found the rest of the gameplay wayyyyyyyyyyyyyyyyyyyyy easier(being able to do anything else, really). I never did the last story, though, so. Oh, and if not clear, snowboarding aside, I never beat a Mach Speed section.
Edited by Irene on Oct 20th 2022 at 6:07:22 AM
Shadow?Why are you comparing the snowboarding to the mach speed sections...?
You have a considerable more amount of control over the snowboard than an auto-runner.
The way jumping works is the only hurdle (for White Acropolis anyway, since you don't really need to do anything for Crisis City)
Rules of the Internet 45. Rule 45 is a lie. Check out my art if you notice.Because they're both auto-scrolling sections where you aren't allow to move in all directions as normal(left, right, and jumping). Hell, they gave me the same amount of trouble because they play actually quite similarly. The only real difference is exactly one is just a bit slower(...which didn't actually make it any easier overall. It's the same issue. You still had the same problematic controls, and same easy deaths) and none of the "wall jumping"(the only part that isn't hard anyway, but obviously wouldn't make sense when you're on a snowboard).
Hell, the first snowboarding 3D section was the same point, an auto-scrolling high speed thing(in Sonic Adventure 1). That's the whole point of them. Mach Speed is pretty much the same core gameplay type. ...Just way worse, heh.
Shadow?![]()
That's the funny thing. Even Adventure 2 had a similar idea with the water stages in the final final level. But to be fair, Snowboarding in Adventure 1 was the same, well, point. They're auto-scrolling levels at high speeds. It's just not till 06 when they were absurdly fast, even the only Snowboarding section was way faster than Adventure 1's.
But yeah, the quick step mechanic does make a huge difference, something started from Unleashed. What's neat is Project 06 does use it to fix up the main issue with Mach Speed. Ironically this would make no sense for Snowboarding(but this section is... more manageable, though not much).
Shadow?The snowboarding in 06 sucked. I wouldn't say because it an auto-scroller that goes too fast through, although I'd say the turning is too fast. The biggest issue I had is how awkward jumping is, because when snowboarding Sonic only jumps when you let go of the button and not when you press the button. It's a muscle memory thing and it makes timing ramps needlessly difficult. Like in Icecap SA1 the best way to jump off ramps is to press the button when Sonic is at the end of the ramp. But in White Acropolis in 06 to jump off ramps to have to like, press the button as Sonic is getting on the ramp and then let go when he's on the end.
And for the mach speed sections, I think the biggest difficulty with them is how Sonic turns in them. Since Sonic is always moving forward, you might assume that moving left and right will have Sonic side-step while still heading in the same direction. In fact, that exactly how he works in the "running down the building" section of Speed Highway in SA1. But instead, pressing the stick left or right will have Sonic turn similar to how he would in normal gameplay if you pressed the stick diagonally forward. Meaning he doesn't immediately move left or right, he just changes his trajectory so he's now heading diagonally towards the side of the stage. So you both have to turn him somewhat early in anticipation of the oncoming obstacles, and also correct yourself afterwords or he'll run himself off the stage. Even when you're not dodging something you have to spend the entire mach speed section constantly jiggling the stick left and right to make small corrections to Sonic's movement so he stays running forward.
I mean, fair. Fastness is just in a different role.
...I mean, I remember speed being part of the issue, though I haven't played it in many years. Regardless, yeah, autoscrolling in 06 is honestly the only part of the game(thusfar) I found near unplayable(of what I have played). That's not saying other stuff isn't really dumb(hi, wall clinging!), either, heh.
Anyway, I really liked how Amy emphasizes her Magical abilities while still having her physical prowess and keeping her "sneaking" from Adventure 1 to some degree. Even if it's a subtle sneaking back then, this kind of did a better job at making her stand out. Not that I disliked her Hammer Spin, of course.
Shadow?06 is always an odd game for me to really think about because, honestly even if development had gone smoothly and it wasn't rushed, I suspect I wouldn't have been big on the final product anyway. It still would have had what felt like a design clash with the anthro and human characters, still likely would have diffused its focus with so many different gameplay varieties, and still would have featured stage aesthetics that wouldn't seem that interesting (at least to me).
Its both why I was never really upset about what it was released as, nor do I find myself lamenting what it could have been like King K and various other people do. Its incredibly interesting in an intellectual way, especially in regards to eventual effect on the franchise/fandom after release, but its not an emotionally loaded game personally in any real sense.
Edited by BorneAgain on Oct 20th 2022 at 8:27:32 AM
What makes 06 discussions annoying is that the people who like the game are kind of operating from the assumption of "what if" because they like the game's concepts as opposed to judging the final product.
Or they downplay what many consider bad game design due to just loving the few concepts that exist fine.
As I said, 06 is the culmination of a creative direction that many people already were skeptical of by the time it came out. It was the straw that broke the camel's back so to speak. Had it succeeded, the franchise definitely wouldn't be how it is now...for better or worse.
What's really interesting is how dismissive of Frontiers some are despite carrying on many of 06's design decisions. I've seen people who dislike 06 and Frontiers for being "boring worlds" but then you have people who prefer 06 but dismiss Colors.
A lazy millennial who's good at what he does.@Red Hunter: I've heard about that. I guess the creator likes things...weird. I can sorta get behind it though, its loopy and I like my Sonic games loopy. Also the fact that Robotnik is said to have died in the prologue.
Edited by MightyKombat on Oct 20th 2022 at 1:51:54 PM
Are explosions science?Nex Gen's world design is boring because of lack of vibrancy...
Frontiers' World design is boring because it's mostly empty, decorated by nothing but ruins...
There may be other things on the other islands, but right now only difference seems to be the theme...
Edited by randomness4 on Oct 20th 2022 at 8:58:25 AM
Rules of the Internet 45. Rule 45 is a lie. Check out my art if you notice.

I also do not tolerate the opinions of others trying to convince people unaware that the game is good...
Rules of the Internet 45. Rule 45 is a lie. Check out my art if you notice.