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** Several options from earlier versions of the game can be toggled in the Extras menu and Game Room settings, including usage of the E3 2006 music tracks and UI. [[spoiler:The Xbox Live Arcade demo version of Kingdom Valley and (as of version 5.0) the E3 demo version of Silver's Crisis City even show up as SecretLevels.]]

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** Several options from earlier versions of the game can be toggled in the Extras menu and Game Room settings, including usage of the E3 2006 music tracks and UI. [[spoiler:The Xbox Live Arcade demo version of Kingdom Valley and (as of version 5.0) the E3 demo version of Silver's Crisis City even show up as SecretLevels.]][[SecretLevel secret levels.]]]]
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*** Shadow can now Spin Dash just like Sonic, his Homing Attack combo is faster and more fluid and he can cancel out of his Chaos Attack stance at will, which also doesn't activate when giving a Homing Attack to enemies that only take one hit to kill. The Chaos Spear now does damage while charged, has a targeting reticule and using it in the air allows him to use a Homing Attack once again and reset it after hitting an enemy, and his Chaos Blast is also greatly improved, gaining a massive increase in range and damage compared to the [[PowerUpLetdown pathetic little burst it was]] in Vanilla ''06''.

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*** Shadow can now Spin Dash just like Sonic, his Homing Attack combo is faster and more fluid and he can cancel out of his Chaos Attack stance at will, which also doesn't activate when giving a Homing Attack to enemies that only take one hit to kill. The Chaos Spear now does damage while charged, has a targeting reticule and using it in the air allows him to use a Homing Attack once again and reset it after hitting an enemy, Chaos Snap is easier to use and the camera tracks him much better when using it and his Chaos Blast is also greatly improved, gaining a massive increase in range and damage compared to the [[PowerUpLetdown pathetic little burst it was]] in Vanilla ''06''.



** While auto-running is still on, players can directly control their speed in Sonic's Mach Speed stages by holding back or forward. Jumping now hits enemies, he can slide and bound jump, and touching a wall or object won't hurt him unless it's a deliberate level obstacle or they run towards it fast enough. The controls are also far less sensitive with turning both on ground and in mid-air being much easier.

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** While auto-running is still on, players can directly control their speed in Sonic's Mach Speed stages by holding back or forward. Jumping now hits enemies, he can slide and bound jump, can now control his horizontal movement after a jump and touching a wall or object won't hurt him unless it's a deliberate level obstacle or they run towards it fast enough. The controls are also far less sensitive with turning both on ground and in mid-air being much easier.the ground.



** The controls for all the vehicles in Shadow's stages are much more polished and their durability is improved, making them much less susceptible to flipping over and/or instantaneously exploding out of nowhere.

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** The controls for all the vehicles in Shadow's stages are much more polished and their durability is improved, making them much less susceptible to flipping over over, lose control when turning and/or instantaneously exploding out of nowhere.

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** [[spoiler: Silver's Flame of Control upgrade lets him charge his Psychic Shot attack to fire off Psychic Knives, a technique Silver uses during his rival battle in ''VideoGame/SonicGenerations'']].


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* CallForward:
** [[spoiler: Silver's Flame of Control upgrade lets him charge his Psychic Shot attack to fire off Psychic Knives, a technique Silver uses during his rival battle in ''VideoGame/SonicGenerations'']].
** In the Test Stage, the [[VideoGame/TeamSonicRacing Dark Reaper]] appears as a playable vehicle.
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Minor fix.


* GameOver: As opposed to how the original game simply fades to black and sends the player back to the Episode Select menu whenever they run out of lives, ''P-06'' adds [[https://youtu.be/kRs2Jgen9hk?t=4 a particularly chilling Game Over screen]] beforehand, using a short remix of "Mephiles' Whisper" from the original soundtrack; a [[LonelyPianoPiece very bleak minor-key piano tune]] backed by [[ScareChord sudden heavier notes]] and [[ForDoomTheBellTolls sinister funereal bells]]. It genuinely gives the [[NightmareFuel/SonicTheHedgehogCD infamous US]] ''[[NightmareFuel/SonicTheHedgehogCD Sonic CD]]'' [[NightmareFuel/SonicTheHedgehogCD Game Over screen]] some healthy competition.

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* GameOver: As opposed to how the original game simply fades to black and sends the player back to the Episode Select menu whenever they run out of lives, ''P-06'' adds [[https://youtu.be/kRs2Jgen9hk?t=4 a particularly chilling Game Over screen]] beforehand, using a short remix of "Mephiles' Whisper" from the original soundtrack; a [[LonelyPianoPiece very bleak minor-key piano tune]] backed by [[ScareChord sudden heavier notes]] and [[ForDoomTheBellTolls sinister funereal bells]]. It genuinely gives the [[NightmareFuel/SonicTheHedgehogCD infamous US]] North American]] ''[[NightmareFuel/SonicTheHedgehogCD Sonic CD]]'' [[NightmareFuel/SonicTheHedgehogCD Game Over screen]] some healthy competition.
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[[caption-width-right:300:[[labelnote:Project 06 Cover Mockup 2020 (SPOILERS)]]https://static.tvtropes.org/pmwiki/pub/images/sonic_p_06_custom_box_art.png]][softreturn][[/labelnote]]

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[[caption-width-right:300:[[labelnote:Project 06 Cover Mockup 2020 (SPOILERS)]]https://static.2020]]https://static.tvtropes.org/pmwiki/pub/images/sonic_p_06_custom_box_art.png]][softreturn][[/labelnote]]

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[[quoteright:295:https://static.tvtropes.org/pmwiki/pub/images/sonic_p_06_custom_box_art.png]]

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[[quoteright:295:https://static.[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/p06_cover_2024.jpg]]
[[caption-width-right:300:Project 06 Cover Mockup 2024]]
[[caption-width-right:300:[[labelnote:Project 06 Cover Mockup 2020 (SPOILERS)]]https://static.
tvtropes.org/pmwiki/pub/images/sonic_p_06_custom_box_art.png]]
png]][softreturn][[/labelnote]]

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* BalanceBuff: E-123 Omega and Silver have gotten their respective hovering techniques rebalanced. [[DiscardAndDraw On the one hand]], their hovers can no longer be "stuttered" [[labelnote:Meaning]]Repeatedly tapping the Jump button to continually reset the momentum of the hover -- which, due to the way the physics in Vanilla ''06'' work, falls off very quickly -- and offset the gravity, allowing them to go much further than intended; such that Omega could glide nigh-indefinitely with little-to-no height loss, and Silver could go triple the distance he normally could with a full Action Gauge[[/labelnote]]. Omega's hover now runs on the Action Gauge as well, and stuttering with Silver -- while still possible -- requires him to dramatically descend with each tap. However, this is much less necessary for the characters than it was in the original game; since both hovers now build momentum if the characters started them from a standing position, and preserve momentum better when they enter the hover while moving. This means that Omega and Silver can ''easily'' cover over twice the distance using their updated hovers than they could with their previous ones, on top of being easier to control.

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* BalanceBuff: BalanceBuff:
**
E-123 Omega and Silver have gotten their respective hovering techniques rebalanced. [[DiscardAndDraw On the one hand]], their hovers can no longer be "stuttered" [[labelnote:Meaning]]Repeatedly tapping the Jump button to continually reset the momentum of the hover -- which, due to the way the physics in Vanilla ''06'' work, falls off very quickly -- and offset the gravity, allowing them to go much further than intended; such that Omega could glide nigh-indefinitely with little-to-no height loss, and Silver could go triple the distance he normally could with a full Action Gauge[[/labelnote]]. Omega's hover now runs on the Action Gauge as well, and stuttering with Silver -- while still possible -- requires him to dramatically descend with each tap. However, this is much less necessary for the characters than it was in the original game; since both hovers now build momentum if the characters started them from a standing position, and preserve momentum better when they enter the hover while moving. This means that Omega and Silver can ''easily'' cover over twice the distance using their updated hovers than they could with their previous ones, on top of being easier to control.
** Not only is Shadow given his spin dash back, his grounded handflips can now be used while moving. This further differentiates Shadow from Sonic, since Shadow has a grounded combo with an expanded [=AOE=] that can catch multiple enemies at once.


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* {{Combos}}: Though already a focus on Shadow's gameplay in the original game, Shadow's abilities have been buffed significantly to allow Shadow to really let loose intricate chains of enemy beatdowns. Among other things, Shadow's Chaos Spear has been buffed to come out faster and deal more damage, and allows Shadow to draw out his combos without touching the ground so he can reorient himself and continue his homing attack and air juggle strings.

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It should go without saying that any trope examples already present in the original game should not be listed here. See also ''Videogame/Sonic2006LegacyOfSolaris'' for a similar fan recreation and improvement of the original game.

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It should go without saying that any trope examples already present in the original game should not be listed here. here.

See also ''Videogame/Sonic2006LegacyOfSolaris'' ''VideoGame/Sonic2006LegacyOfSolaris'' for a similar fan recreation and improvement of the original game.
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It should go without saying that any trope examples already present in the original game should not be listed here.

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It should go without saying that any trope examples already present in the original game should not be listed here. See also ''Videogame/Sonic2006LegacyOfSolaris'' for a similar fan recreation and improvement of the original game.
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** For a more subtle one, Amy gains a new IdleAnimation that has her [[https://youtu.be/xkXn7f4h7_Y?si=ECct3XMr2qehotdq&t=192 summon and observe pink illusions]] of three UsefulNotes/TarotCards. It's actually a reference to [[VideoGame/SonicTheHedgehogCD how she first came to meet Sonic]].

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** Looking up at the skybox in stages that take place at night or dusk (such as Shadow's Wave Ocean) reveals that the Moon [[VideoGame/SonicAdventure2 still has an enormous crater in it from being shot by the Eclipse Cannon]].

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** Looking up at the skybox in stages that take place at night or dusk (such as Shadow's dawn/dusk -- Wave Ocean) Ocean for Blaze and Shadow, Tropical Jungle for Silver, etc. -- reveals that the Moon [[VideoGame/SonicAdventure2 still has an enormous crater in it from being having been shot by the Eclipse Cannon]].Cannon]].
** All of Shadow's vehicles now have decals of the [[https://static.wikia.nocookie.net/sonic/images/a/a3/SA2_projectshadow-logo.png Project Shadow emblem]] from ''Sonic Adventure 2''.
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Added DiffLines:

** Looking up at the skybox in stages that take place at night or dusk (such as Shadow's Wave Ocean) reveals that the Moon [[VideoGame/SonicAdventure2 still has an enormous crater in it from being shot by the Eclipse Cannon]].

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* AdaptationExpansion: Stages have restored or alternate voice lines that add flavor or context to various encounters and setpieces.

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* AdaptationExpansion: AdaptationExpansion:
**
Stages have restored or alternate voice lines that add flavor or context to various encounters and setpieces.



* ArtEvolution: The game's colours have been slightly toned down, the lighting is much more dynamic (especially in locations such as the magma caves in [[LethalLavaLand Flame Core]] and with the searchlights in [[SlippySlideyIceWorld White Acropolis]]), Wave Ocean's water is more saturated, Crisis City and Flame Core have a heat wave effect, weather conditions that were supposed to be in the original game are now present, with rain in Kingdom Valley and dynamic weather that changes between sunny, cloud and rainy in Tropical Jungle, the textures have been made much clearer and higher-resolution, and several of the animations have been completely re-tweaked to look much more lifelike and less stiff. Needless to say, all of which makes [[SceneryPorn the game look gorgeous compared to the Vanilla version]]. Special mention goes to the [[https://www.youtube.com/watch?v=rJHp3EIXehU post-Wave Ocean cutscene]], which has Sonic [[DeathGlare baring his teeth and shooting a silent, angry glare at Eggman]] compared to his previous expressionless look.

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* ArtEvolution: ArtEvolution:
**
The game's colours have been slightly toned down, the lighting is much more dynamic (especially in locations such as the magma caves in [[LethalLavaLand Flame Core]] and with the searchlights in [[SlippySlideyIceWorld White Acropolis]]), Wave Ocean's water is more saturated, Crisis City and Flame Core have a heat wave effect, weather conditions that were supposed to be in the original game are now present, with rain in Kingdom Valley and dynamic weather that changes between sunny, cloud and rainy in Tropical Jungle, the textures have been made much clearer and higher-resolution, and several of the animations have been completely re-tweaked to look much more lifelike and less stiff. Needless to say, all of which makes [[SceneryPorn the game look gorgeous compared to the Vanilla version]]. Special mention goes to the [[https://www.youtube.com/watch?v=rJHp3EIXehU post-Wave Ocean cutscene]], which has Sonic [[DeathGlare baring his teeth and shooting a silent, angry glare at Eggman]] compared to his previous expressionless look.



** Wave Ocean now takes place at different times of the day depending on who you play it as, complete with updated lighting and shading to match. Sonic and Tails go through it in the daytime (as per the original), Shadow and Omega at dusk, and Blaze at dawn.

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** A few stages now look different depending on who you play them as, complete with updated lighting and shading to match.
***
Wave Ocean now takes place at different times of the day depending on who you play it as, complete with updated lighting and shading to match. day. Sonic and Tails go through it in the daytime (as per the original), Shadow and Omega at dusk, and Blaze at dawn.dawn.
*** Sonic and Shadow go through Crisis City during the day, but Silver and Blaze's version of the level takes place at night with black clouds, matching with Silver's intro cutscene for his campaign.
*** Tropical Jungle is set during the day for Sonic and Rouge, but Silver goes through the level during the evening.
*** When Shadow and Silver go through Aquatic Base, there is a grey screen filter throughout to indicate that they are in the past, which matches the main game's preceding cutscene for the level. Sonic's version, due to being in the present time, does not feature this filter.

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I think these are worth mentioning for Rouge as well.


*** Tails' flight ability is linked to the Action Gauge, and he has access to the Tail Swipe attack for better close combat on the ground and in the air (the latter of which he can use to extend his jumps and conserve flight time if he clips an enemy with it).

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*** Tails' flight ability is linked to the Action Gauge, and he has access to the Tail Swipe attack for better close combat on the ground and in the air (the air; the latter of which he can use to extend his jumps and conserve flight time if he clips an enemy with it).it.



*** Rouge now has her kick attacks and Drill Drive from ''Adventure 2'', making combat far less tedious.

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*** Rouge now has her kick attacks and Drill Drive from ''Adventure 2'', 2'' -- the latter also coming with a new ShockwaveStomp for incapacitating nearby enemies -- and can aim and throw her Bat Cracker grenades more easily instead of haphazardly spreading them around, making combat far much less tedious.

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Refined this entry a bit with some fixed grammar and streamlining.


* BalanceBuff: Omega and Silver have gotten their hovers rebalanced. On one hand, their hovers can no longer be 'stuttered' such that Omega can hover nigh-indefinitely and Silver can go triple the distance he normally could with a full energy bar - Omega's hover now runs on the bar, too, and stuttering with Silver, while still possible, requires him to dramatically descend a bit with each stutter. However, this is much less necessary for the characters than it was in the original game, because the hovers now build momentum if the characters started them from a still position and preserve momentum better when the characters enter the hover while speeding along, meaning Omega and Silver can ''easily'' move over double the distance they could with their old hovers using their updated hovers.

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* BalanceBuff: E-123 Omega and Silver have gotten their hovers respective hovering techniques rebalanced. [[DiscardAndDraw On the one hand, hand]], their hovers can no longer be 'stuttered' "stuttered" [[labelnote:Meaning]]Repeatedly tapping the Jump button to continually reset the momentum of the hover -- which, due to the way the physics in Vanilla ''06'' work, falls off very quickly -- and offset the gravity, allowing them to go much further than intended; such that Omega can hover could glide nigh-indefinitely with little-to-no height loss, and Silver can could go triple the distance he normally could with a full energy bar - Action Gauge[[/labelnote]]. Omega's hover now runs on the bar, too, Action Gauge as well, and stuttering with Silver, Silver -- while still possible, possible -- requires him to dramatically descend a bit with each stutter. tap. However, this is much less necessary for the characters than it was in the original game, because the game; since both hovers now build momentum if the characters started them from a still position standing position, and preserve momentum better when the characters they enter the hover while speeding along, meaning moving. This means that Omega and Silver can ''easily'' move cover over double twice the distance using their updated hovers than they could with their old hovers using their updated hovers.previous ones, on top of being easier to control.
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None


* BalanceBuff: Omega and Silver have gotten their hovers rebalanced. On one hand, their hovers can no longer be 'stuttered' such that Omega can hover nigh-indefinitely and Silver can go triple the distance he normally could with a full energy bar - Omega's hover now runs on the bar, too, and stuttering with Silver, while still possible, requires him to dramatically descend a bit with each stutter. However, this is much less necessary for the characters than it was in the original game, because the hovers now build momentum if the characters started them from a still position and preserve momentum better when the characters enter the hover while speeding along, meaning Omega and Silver can ''easily'' move the double the distance with their hovers here they could move in the base game without stuttering.

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* BalanceBuff: Omega and Silver have gotten their hovers rebalanced. On one hand, their hovers can no longer be 'stuttered' such that Omega can hover nigh-indefinitely and Silver can go triple the distance he normally could with a full energy bar - Omega's hover now runs on the bar, too, and stuttering with Silver, while still possible, requires him to dramatically descend a bit with each stutter. However, this is much less necessary for the characters than it was in the original game, because the hovers now build momentum if the characters started them from a still position and preserve momentum better when the characters enter the hover while speeding along, meaning Omega and Silver can ''easily'' move the over double the distance they could with their old hovers here they could move in the base game without stuttering.using their updated hovers.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* BalanceBuff: Omega and Silver have gotten their hovers rebalanced. On one hand, their hovers can no longer be 'stuttered' such that Omega can hover nigh-indefinitely and Silver can go triple the distance he normally could with a full energy bar - Omega's hover now runs on the bar, too, and stuttering with Silver, while still possible, requires him to dramatically descend a bit with each stutter. However, this is much less necessary for the characters than it was in the original game, because the hovers now build momentum if the characters started them from a still position and preserve momentum better when the characters enter the hover while speeding along, meaning Omega and Silver can ''easily'' move the double the distance with their hovers here they could move in the base game without stuttering.
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None


*** Rouge now has her kick attacks and Drill Drive from ''Adventure 2'', making combat far less tedious. Her key-finding sections also prominently feature the 'emerald radar' from ''Adventure 1,'' hearkening back to Rouge's collectathon sections in ''Adventure 2'' while still allowing Rouge to notice when multiple keys are nearby.

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*** Rouge now has her kick attacks and Drill Drive from ''Adventure 2'', making combat far less tedious. Her key-finding sections also prominently feature the 'emerald radar' from ''Adventure 1,'' hearkening back to Rouge's collectathon sections in ''Adventure 2'' while still allowing Rouge to notice when multiple keys are nearby.
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Don't get me wrong - the characters are much improved. However, first-person view and attaching bombs to walls was also present in vanilla 06.


*** Tails' flight ability is linked to the Action Gauge, he has access to the Tail Swipe attack for better close combat on the ground and in the air (the latter of which he can use to extend his jumps and conserve flight time if he clips an enemy with it), and when holding down the button used for Dummy Ring Bombs, he can access a first-person view to properly aim and throw them further.

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*** Tails' flight ability is linked to the Action Gauge, and he has access to the Tail Swipe attack for better close combat on the ground and in the air (the latter of which he can use to extend his jumps and conserve flight time if he clips an enemy with it), and when holding down the button used for Dummy Ring Bombs, he can access a first-person view to properly aim and throw them further.it).



*** Rouge now has her kick attacks and Drill Drive from ''Adventure 2'' and can aim her Heart Bombs in first-person just like Tails. She can also stick said bombs to walls while climbing to destroy breakable surfaces.

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*** Rouge now has her kick attacks and Drill Drive from ''Adventure 2'', making combat far less tedious. Her key-finding sections also prominently feature the 'emerald radar' from ''Adventure 1,'' hearkening back to Rouge's collectathon sections in ''Adventure 2'' and can aim her Heart Bombs in first-person just like Tails. She can also stick said bombs to walls while climbing still allowing Rouge to destroy breakable surfaces. notice when multiple keys are nearby.
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*** Omega can switch from a behind-the-back view to a sentry-like mode where he can directly aim and shoot his gatling cannons like in a first-person shooter. His hover glide is now no longer infinite but represented by the Action Gauge now, just like Tails, and his missiles hit noticeably harder. As per the Silver Release, Omega also regains his ThreeStrikeCombo attack -- two wide claw slashes and rotating on the spot with a double-armed burst of cannonfire -- from ''VideoGame/SonicHeroes'', allowing him to more easily smash through obstacles and take out enemies too close for him to shoot.

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*** E-123 Omega can switch from a behind-the-back view to a sentry-like mode where he can directly aim and shoot his gatling cannons like in a first-person shooter. His hover glide is now no longer infinite but represented by the Action Gauge now, just like Tails, and his missiles hit noticeably harder. As per the Silver Release, Omega also regains his ThreeStrikeCombo attack -- two wide claw slashes and rotating on the spot with a double-armed burst of cannonfire -- from ''VideoGame/SonicHeroes'', allowing him to more easily smash through obstacles and take out enemies too close for him to shoot.



** The game has a full autosave feature for whenever a level is completed or a Gem in one of Sonic's stages is collected, avoiding the classic reviewers' pitfall of having to redo entire sections again upon a GameOver.

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** The game has a full autosave feature for whenever a level is completed or a Gem in permanent upgrade -- such as one of the Gems in Sonic's stages stages, or the Memory Shards in Shadow's -- is collected, avoiding the classic reviewers' pitfall of having to redo entire sections again upon a GameOver.

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