9:10 "That hint of danger" I like how you put that. I think a hidden feature of Sonic design in general is the feeling of risk and danger. Flying over bottomless pits, charging into the unknown, limited lives. It made experiences much more rewarding and impactful as you felt the rising tension of the scary late-stage design. It also played off of Sonic's character as someone who's fearless and keeps moving on. Unfortunately, this concept usually falls off as annoying, since Sonic gameplay hasn't always been reliable enough to reward the player's true skill fairly and consistently.
I think the game that did this best was Sonic Unleashed but people found it too unforgiving/annoying in some areas so they dumbed down the gameplay a lot for later Boost games, to the point of becoming stale/mediocre
@@islandboy9381 @Island Boy I think there's also something to be said of balance, too. Unleashed was all hard routes, high speed, but traditionally there was more options of lower risk, lower speed, lower rewards, I didn't get that so much with unleashed. The games that came after are dumbed down though, I will say. Though I did think that Lost World provided a decent array of difficulties, and nevertheless did step up the difficulty towards the end quite significantly at the sky stages. Generations, it was low-medium in challenge, but challenge was further invoked through red rings and the missions, so I have no qualms with its difficulty system.
@@therighttrousers343 Well with Unleashed it was a diffculty curve, the first few levels are low-medium teaching you the different routes you can take with enough skill in the mechanics then it gradually becomes higher and higher till the final level is the ultimate test. Now granted the curve maybe spiked pretty high in Unleashed that it became annoying for most but I still prefer a rising difficulty curve (something which the Adventure games had too) like that over a curve that just stays the same low line throughout the whole game. I can't remember when a final level in a Sonic game actually felt like a climactic final level for me since Eggmanland.
I don't think the risk of danger such as you described is a "hidden feature". Those are primary points of gameplay. Limited lives are not a hidden feature. Bottomless pits that will kill you (obviously) are not a hidden feature. Perhaps a debug menu or something along those lines.
@@islandboy9381 I mean it debuted the Quick Step (in the core series, at least), and from then onwards you could use your moves from the get go for the first time ever, so that's a massive step up. The only downside was the lack of Drifting (and, in the case of Colors and Generations, Kick Boosting), but I think that makes sense for the purposes of maintaining speed. Plus, even if the Quick Step is crappily mapped to the left stick (CL/LS/L3), Sonic Colors did allow you to increase Sonic's speed to catch up with the Orcan and Skullian. Sonic Forces mapped the Quick Step to the left stick too, but thankfully it was only for the game's 4 Super Speed Stages (Prison Hall, Sunset Heights, Guardian Rock, and Final Judgement).
8:50 The delivery of this line is so fantastic. The gradual yet still jarring transition from video essay voice to incredibly sincere is so unexpected and funny.
Main thing I love about p-06's Mach Speed is the change in Sonic's model. No longer with the, what I can only describe as 'running t-pose', his arms are now straight back with his fists balled. Giving his running a better look.
Hmm... I wonder if adding a timer to certain Mach Speed sections could help restore some of that thrill from the original. Like, it would actually make sense to have one for the Wave Ocean and Radical Train ones (considering how they factor into the narrative), and it incentivizes you not to let the Egg Carrier or Train get unreasonably far ahead of you. If Crisis City can beaten just via jumping a few times without even having to move around, then yeah, more degree and hazards should probably be added. Otherwise, what's the point of making us of the added control and mobility, right? Kingdom Valley seems to strike a good balance though, with the amount of precision jumps required by the level design. All in all, it's definitely a complicated system to perfect, but conceptually, the idea of having small sections of a level dedicated to high speed spectacle is just _brilliant._ And could easily help Sonic strike that balance for those who are more interested in 3d platforming (such as fans of the adventure gameplay), and those who just want to go fast (fans of the boost games). Plus, it's just more resource efficient to have sections reserved for this speed as oppose to entire levels, which could help Sonic games remain consistent even at a lower budget. Anyway, another great discussion video man! Was really glad to see your success with the last post, so here's hoping the algorithm can grace you again! :D
Precisely my thinking, I had cut out some ideas from my script that look exactly like what you’ve written here. In the original game, a time limit wouldn’t have made much sense since Sonic was generally at the same speed the whole time. But since he can be slowed and stopped in P-06, it would work. Which would also be reminiscent of getting onto the rocket in metal harbor, a quick thrill to finish the stage with. Like you said, having these in the game really lets it have the best of both worlds, appeasing adventure fans and more boost-like enjoyers. Thank you for the good wishes!
@@Blox117 Literally not true. Light dash speeds you up, and slide or bounce bracelet slow you down on P-06. Also, if you make turns (i.e. on Wave Ocean) that increases the distance required to travel to get to the goal ring which takes more time
@@Blox117 I’m starting to get the impression that you haven’t played the P-06 demo lol. The Mach Speed sections can now take way longer than before if the player wanted to. Hell, the new levels of speed and slowness are so immense that, with proper learning of the level and controls, you could feasibly get to the goal *faster* than in the original game. However, if a new player were to encounter the Mach speed sections from P-06, they wouldn’t know that. Without the timer, a novice player who would rather take their time and notices that there isn’t a punishment for stalling would heavily lean on things that slow you down like the bounce bracelet, slide, and holding back on the analog stick. However, with the timer in place, it would push those players out of that comfort zone and make them frantically rush to the end, which is exactly what these sections are intended to do. Instead of flinging senseless insults and disregarding other people’s opinions, actually think about what is suggested
Awesome, a breakdown of what is both "conceptually" my favorite part of 06, as well the improvements upon what could have worked but just didn't in the OG game, brought about by P-06. Sweet.
5:32 I don't know if anyone has mentioned this, but there is actually a goal ring in wave ocean's mach speed. Normally, you go off the boost ramps, do a couple of wall jumps, and shoot directly towards the goal. However, since the loop is jank and makes you drift to the right, then you hit the very edge of the boost ramp and jump off it in a glitchy way, missing the wall jumps entirely (the fastest strategy for the loop is to aim for the far left of the loop at the start of it, then spam jump near the end of it). Hitting the ramp in this way makes sonic jump off far to the right, so you don't see the goal ring if this happens. The game is nice enough to have the goal area be kind of like a wall in these sections that you hit to trigger the results, so you don't actually have to hit the goal ring to complete the level. The most common example of this is the radical train goal, where if you miss the ramps at the end, you still complete the level even though the goal ring is only reachable by hitting the ramps.
You know how I would implement Mach Speed sections? I think I'd place them between zones. Because it's more a spectacle, it would be a good way to do some world building using the game design. Let's say we're going from Greenhill Zone to something like... an abandoned Eggman factory. The start of the level would ease you in a bit with a lot of open space and wonder to make you feel like a badass... but more obstacles start to appear not just from natural rocks, but from artificial buildings and pipes. You start activating security measures and the chaos of the level truly begins as you go into the new location. You see the big area you're about to go into in the background as you're in narrative going there as fast as you can. It would serve a narrative purpose when you finally slow down to explore the new area proper, but also get a nice gameplay version of an establishing shot while you arrive. Of course there can still be chase scenes and such, and depending on the scope of the game it's probably not great for every single zone... but off the top of my head that's how I would like it used. Probably has been used that way in a couple games already.
I wonder if we'll see something like that idea in Frontiers. Why do "fast travel" the same way as everyone else when you can turn it into a "Mach Speed lite" minigame instead?
love this idea, and to add to it, it'd be in line with how old school games worked, i remember sonic 3 & knuckles having some transitions to explain how you went from angel island to hydro city, to name an example, would be awesome for these transitions to not only be represented in the games, but to actually be playable too
I'm glad someone else finally said it. The point of Sonic wasn't simply "go fast". Speed was only part of the equation, and it had to be gained (or earned).
Ngl dude, this is the 2nd video I watched in regards to Project 06 and there's something about you that gets me hooked to watch all the way. Maybe its the simple yet detailed explanations Maybe its the humor thrown in there Maybe its learning how all this is coming together to be the truest expression of how fans want games to be better Who knows, either way, keep up the good work. +1 like from me
When I was a little kid, I had just started getting into Sonic The Hedgehog, and this place that my sister and I would go to on a military base we lived on would let my friends and I play Sonic Heroes all the time. The soundtracks, character designs at the time were everything. My mom had seen my peak interest in the character and bought me my first Sonic The Hedgehog game, (Sonic 06) a year after this game's release. The intro cinematic was what she showed me and I loved it on sight. This game, (while having the worst amount of glitches post release ever) Has always had a special place in my heart as one of my first Sonic experiences other than Heroes. The boss fights for me were hard, character arcs and different points of view from wach character really set you in on the story to the point to where you can almost agree with each character's actions and reasons for doing what they do. So despite what anyone has ever said to me about this game, I've always enjoyed the story, character development, voice actors, designs, HD cutscenes, soundtrack (both in game and menu music). I'm glad it's getting remastered by someone to bring out the game's full potential, I honestly love Sonic 06 and to me will always be the way I view Sonic and the others
One of my favourite parts of Sonic 06 was the Mach Speed part. The music getting faster, your heart racing as you weave left and right. I remember my mum watching me do it and saying "How can you keep up with this?" and I said "It's easy" (I played 06 a lot when I was younger)
I remember making it through Crisis City's mach speed section without taking damage only 1 time back when I used to have that game. My Xbox 360 still has that save file on it with a best ring clear of over 600 rings for normal Crisis City.
With full speed in Mach Speed in P-06 collecting capsules is a lot easier because Sonic’s hit box has been increased making it a lot easier to collect capsules. It also applies to hurting enemies as well. I see this as the game rewarding you for going fast in a place where you’re meant to go fast instead of taking your time. Since going full speed makes you invincible to an extent( I.e. to crates, benches, rocks,etc) I believe this is why you didn’t get hurt with the train’s bombs in Radical Train ( I say this because if you don’t run at max speed the fire will hurt you). With Super Sonic, his hit box is even bigger making the Mach Speed sections a thousand times easier. Plus he’s completely invincible. Plus he draws in rings in case you haven’t noticed when going at full speed similar to Sonic Unleashed and Generations. Overall much better than retail. The Crisis City one caught me off guard though, I didn’t realize one hand was all I needed lol.
9:35 For eggman it’s not fun if he just gets away with it, he likes the fight and struggle so he takes a second and wait for sonic to stop fucking around and give chase. He’s a bad guy but he’s not a “bad” guy
Technically the very first Mach Speed section in the series is Going Down in Speed Highway in Sonic Adventure. They even nailed it back then. You can even use the dash move there. Even P-06 doesn't have that!
The spin dash seems pointless in mach speed because you're pretty much able to travel at top speed without the spin dash. Also, you can use the light dash in Mach speed whereas you can't use it in Speed Highway when running down the building
It'd be fair enough for Project 06 to include the ability to slow down, but then if you do that, it should add a timer on to the level. If you slow down too much then Eggman's ship should be able to get away.
@@ricardobr1493 Yeah, but that’s in a cutscene after the level, so it’s different really. It’s like those boss fights in games, where if you lose all your health then you lose a life and have to restart, but the boss is shown to have defeated you in the cutscene anyway (even if you were totally kicking his ass, beating him in record time and taking no hits whatsoever).
7:36 I really hope that the collision freaking out on cue whenever you mention it, complete with an abrupt cut, becomes a running gag in this series, because it makes me laugh *every* time.
10:11 If anything that actually intensifies the feeling of urgency, "if I crash at all I'm dead" this is a realistic way of going about situations; "steals Sonic away before the controls come back" is rather appropriate in this context
I think fun triumphs over realism in this context. You can definitely have a "if I touch anything im dead" experience without it being super annoying to deal with.
@@MsDestroyer900 For me I'm more of a game that seeks challenges and since crimson park (day) I haven't really found any Sonic game challenging outside of just being annoying.. but then again I haven't even looked at the franchise in a good while.
The Mach Speed sections are some of my favorite parts of the game. Boost gameplay is fun but these never felt artificial but rather realistic and adrenaline pumping
1:56 - 2:07 & 5:50 - 6:28 To me this defines how I feel with the boost formula in nearly every way. But unlike 06, boost had time to be handled well. Ever sense it's debut back in 2005 with Sonic Rush it felt like a true evolution. Speed was no longer in the back seat as a reward. It was now in the main center piece and the challenge of the game. A test of your senses and reflexes to maintain your speed while boosting and keeping that momentum when things slow down. I have nothing against others who prefer Classic and/or Adventure gameplay. But when I play a Boost game in my mind and soul, it's the embodiment of Sonic.
Yeah no. The classic and adventure formula is the true embodiment of Sonic. And the boost formula doesn’t work in video games. People want variety instead of having boost your win.
@@firestriker3580boost to win is only a problem with games like forces. It has it’s own challenges and the gameplay is different but still nuanced when done right like in the old genesis and adventure styles. In those games, speed was a reward for optimal gameplay and handling, with mastery of the mechanics allowing one to traverse a incredible speeds. In games like generations, colors and unleashed, boosting provides instant incredible speed, but the challenge is controlling and being able to maneuver and maintain that speed in a chaotic reactionary style with many different paths. Try your so called “boost to win” in any of these 3 games and you will not have a good time. You still require incredible amounts of skill and time to play boost games efficiently and well, just like genesis and adventure style games.
Nice video! Also, there's something about your last video of P-06, that made me watch it again when I got bored, and I think this one's not different, they're just really entertaining to watch, so kudos to you for that! PD: Seriously, I love your videos, I might just be into Sonic content, but I had to suscribe, this is just beautifully executed.
Honestly I think it makes perfect sense to not get hurt when bouncing cleanly off the sides of trees. Sounds like it would be a pain unless you hit them dead-on.
Just gonna drop a mention to the Mod Manager patches for the original game here, the mid air movement and restored chainjump flips are both a thing the original game can do through them as well.
This is so beautiful it makes me want to cry. When I was 2, and I cracked my forehead open and needed stitches because I kept twirling in circles right next to the coffee table, my parents got me a Sonic the Hedgehog 1-game 8 bit handheld as a reward for doing so well in surgery. I was hooked ever since, grew up watching all of the Sonic cartoons that came out, started collecting the comics. I was never super vocal about my interest in the character in public, but he's always been one of my favorites (even my mother knows, because I used to walk around with a Sonic wind-up racing toy as a toddler, from a happy meal I think lol). It's just amazing, because it shows how great of a character Sonic is, that his fans care so much about seeing him in a game that lives up to his potential...that they _make it themselves._ Beautiful.
I’ve never seen one of your videos before but this is really cool. It’s interesting hearing someone just talking about some of the things that make 06 interesting in its design and not just talking about why it fails. Nice job man.
3:09 This transition and the careful pause before "a little different" sell this joke so much. I really enjoyed your last video's blend of matching a wide variety of short clips to clever, light-hearted critique rife with thoughtful suggestions, and this video delivers more of the same. Instead of just saying what you don't like and being negative, you explain what the various nerfs that were put in place are, why they're a bit too different, and how one can fix/change them. I for one would be happy to see more videos about this project from you!
The Mach Speed sections were great, the only gripes I have with them being the inability to turn in midair and the bullshit cars in Crisis City (the fact they can land right on you or even hit you from behind. If they only landed AHEAD of you it would have been so much better, since you'd have time to actually react). Definitely has that feel of 'first game syndrome' but they still work well enough for what they are and they're a lot of fun. I think they're what the Boost mechanic ultimately should have been - sections of a level where Sonic goes full-pelt and the goal is to avoid incoming obstacles, rather than the entire level being like that. The sections in Unleashed where you have robots chasing you are essentailly the spiritual successors to Mach Speed, albeit much shorter.
THIS. Thank you for explaining just why the mach speed zones are actually good, flaws or not. There’s even some flaws in P-06’s one I never considered before: I like how you can slow down & bounce off some obstacles but slowing down enough to stop does take away a bit of the tension as you say. It works in Crisis City as Iblis’s tornado form is no longer counted as part of the map and can kill you as well as burn away rings if you go too slow, so it gives incentive to avoid debris. The debris needed nerfed but it’s a little too nerfed. All in all, the 2006 Mach speed zones in both the original and the remake are frustrating for a first time player, but in a good way: frustrating as in trying to open a can of black treacle for your spotted dick (the sponge pudding), knowing that the results are going to be all the sweeter for the effort.
I appreciate the neutrality on how you talked about the Mach speed sections in 06, majority would just say they suck but you brought your points with fair criticism rather than bash the game, probs for that
You know what's the greatest thing about Project-06? It's the fact that the person making the mod has actually NEVER played Sonic 06 until some time a few months ago as of this video
I always had this idea with mach speed where you run at moderately fast speed certainly faster than in the over world, an the more rings you get the faster you run as sonic, and the only way to slow down is by charging which grants you an shield that gradually degenerates the rings you used to charge the shield and takes damage depending on how fast you hit and how dangerous was the object and the reamining rings will add to your points and lives. And since you have a time limit (or a goal like say get on the train before it reaches x or a chase like the city where sonic has to reach x before y catches up to him) you'll only use it when your out of control getting hit would deduct 75% of your rings and if yourunder a hundred it takes out all your rings, but speed runners can use the neck break speed to finish the level faster but also use the shield to create shortcuts, while beginners are towing the line between speed due to the time limits, and control since your going to fast that you could die from anything, you can't always lean in one since you'd either be too fast that your guaranteed death if your not fast reaction or too slow that you lose from the timer. In a sense These are essentially racing segments where you have to get faster and faster not relying on slowing down with shield but you can explore by using the shield and momentum to access shortcuts like say you can island hop by charging enough shield to let you run on water just enough to reach the island it could be mandatory if you want to get an item
love these kinds of videos. the editing, humor, and reviewing/criticisms are all on point here. these videos are genuinely the reason behind my re-interest in game review style vids. keep it up!
I replayed this game way more than recent sonic games, besides mania and generations. Goes to show how effort and care from FANS can do so much than a team of our-of-touch professional developers.
One of the funniest thing I find about your commentary are the brick jokes that come flying at you at mach-speed. Those pauses that lead into segues or just beat jokes really do hit me when I stop expecting them too, so good show!
11:10 You actually are in a sense, from what I saw if you go really fast you just kinda go through the hitbox before it can register and don't get hit.
I remember being stuck at the first mach speed stage when I was around 7/8 years old. It made me give up until i tried again after 2 years, beat it, and was able to go through the rest of the game. Without a doubt the most gratifying moment I've experienced in gaming
@RaiginAnimator yes it was don't let your anti sonic 06 bias cloud your judgement the game did have redeeming qualities such as the character models & music
@@loweni7460 I played p06 first it’s not bias I just don’t Like it the game, but it does have redeeming qualities. It’s just not my taste The music is great but ngl there are very few tracks that get me Vibing like sonic rush Or unleashed it’s not bad It’s just not my taste. 🫠
Someone *FINALLY* put *everything* into words. Everything, every single word, every point made: I had thought of or agreed with entirely. Thank you so much for blessing us with this vid and I’m subbing instantly
The problem with Mach speed was that the controls were too precise. The smallest twitch of the stick would have sonic careening to the side into a wall, and since you keep your momentum but lose your rings, you are likely to immediately hit another wall and lose a life. It made the sections feel frustrating instead of exhilarating because you're fighting against the game the entire time.
Tbh this is one of the best analysis I ever seen probably the best. I love adventures formula because just like in the old sonic you can go FAST you kinda gotta have the skill to do it in the old games but having a slower paced platforming along with the Mach speeds is what makes sonic my fav series still today
3:52 please tell me I’m not the only one who noticed that this clip of sonic dying to furniture was from P-06 instead of 06, as if to tease the P-06 discussion to come. Intentional or not it works wonderfully
The reasons you listed are the exact reasons why I love the speed sections so much, they are so intense and existed to bring sonics speed to a new generation
I'm thankful you made a video on this, it's so awesome! personally I always felt like the mach sections were a pretty underrated concept from 06, I don't even like the og game much but I like to pop it in sometimes just to play through a stage and get to these sections because it really is a fun time! and you managed to explain my complaints with each version pretty well too, I like the og versions because of the danger from not being able to stop at all but disliked the controls in midair, and I love the controls in P-06 but I'm mixed because of the new additions and how it takes away the sense of urgency the og brilliantly had. I know P-06 will become even better in the future and I'm very excited for them, tho the ogs still have their charm to it and I'm glad more people are starting to appreciate these sections thanks to you!
I have been watching your videos since 2014 and seeing your videos get better and better has been amazing you really just needed a more well known game to analyze i mean even getting so much popularity with just realm just goes to show how good and high quality your videos are wish the best and hope keep up the success.
Brilliant analysis like the last one dude, I’ve been absolutely loving these revisits and discussions around the old and new mechanics. Would LOVE to see your analysis of Unleashed and Generations gameplay and how the team implemented lessons learned from ‘06 into the modern sonic / daytime levels in those games to get a way better flow.
Man, this video was so funny but at the same time so entertaining! I couldn’t play Sonic ‘06 in my childhood and all I could hear was that it had so many bugs and was pretty much an unfinished game. :( But just recently I found out that theres a project that is improving the overall experience of that game and I’m all into it! As a fan of Sonic games I need to try this out! Your video completely gave me an idea of how it felt back then vs how it feels now, and that’s my whole point on being entertaining ‘cause I haven’t played any of those 2 yet your explaining made it so easy to understand the pros and cons of each one! Props to you and keep up the good content!! Subscribed👍🏻
3:43 2006 has my favorite animation sets for all the characters, however; since sonic likes to stick his hand out when he's running. It makes Mach Speed more frustrating since you can nick your fingers on almost anything causing sonic to lose his rings.
I like these kinda "Here's what Sonic 06 does well kinda videos." I remember playing the game on Christmas in 07 after I finally got my PS3 and I had a blast with it. It's far from a perfect game but back then it didn't matter to me because I was having a great time regardless and I actually never encountered a glitch during my time with it, something that my friends don't believe insisting that I must be lying. Anyways as flawed as the game is I think it's still enjoyable and it's nice to see the positives dissected and it's interesting to hear about them. Also gets me excited to play Project 06 as I admittedly haven't done that yet. Especially looking forward to Silver because I was like the 1 guy who thought Silver was the most interesting part of the game
This is a great analysis video on one of the most hated video gaming features ever. It doesn’t change how poorly rushed and poorly executed it was, but I always appreciate a positive look on a controversial game like Sonic 06.
Agreed. This is the best kind of style for analyzing a game like this. He’s able to critique while being fair and not giving off extraordinary biased hatred
Really good analysis. It's nice to see someone who doesn't just write off the original entirely in favor of just blindly saying the new one is just objectively better in every way. P-06 definitely would have come off better and more professional to people at the time, but I feel it took a largely reductive approach to it. P-06 just feels like they go by too fast without an ounce of tension, so they don't leave much of an impact anymore. But the mechanics they made could work really well in brand new stages I think.
“Sonic’s true nemesis… furniture”
4:00 "I was right at the end, you can see the goal ring!"
*sonics flying corpse hits the goal ring*
"Wait, I won?"
Even in death he can never truly stop running
@@bickuribox12 "I didn't say I had to stay alive, Mr. Prower. I said, quite clearly, 'gotta go fast'."
4:04 Death not found.
@@druhu4590 LMAO
Flying invisible hedgehog corpses. The 00's was a wild time.
9:10 "That hint of danger" I like how you put that. I think a hidden feature of Sonic design in general is the feeling of risk and danger. Flying over bottomless pits, charging into the unknown, limited lives. It made experiences much more rewarding and impactful as you felt the rising tension of the scary late-stage design. It also played off of Sonic's character as someone who's fearless and keeps moving on. Unfortunately, this concept usually falls off as annoying, since Sonic gameplay hasn't always been reliable enough to reward the player's true skill fairly and consistently.
I think the game that did this best was Sonic Unleashed but people found it too unforgiving/annoying in some areas so they dumbed down the gameplay a lot for later Boost games, to the point of becoming stale/mediocre
@@islandboy9381 @Island Boy I think there's also something to be said of balance, too. Unleashed was all hard routes, high speed, but traditionally there was more options of lower risk, lower speed, lower rewards, I didn't get that so much with unleashed. The games that came after are dumbed down though, I will say. Though I did think that Lost World provided a decent array of difficulties, and nevertheless did step up the difficulty towards the end quite significantly at the sky stages. Generations, it was low-medium in challenge, but challenge was further invoked through red rings and the missions, so I have no qualms with its difficulty system.
@@therighttrousers343 Well with Unleashed it was a diffculty curve, the first few levels are low-medium teaching you the different routes you can take with enough skill in the mechanics then it gradually becomes higher and higher till the final level is the ultimate test. Now granted the curve maybe spiked pretty high in Unleashed that it became annoying for most but I still prefer a rising difficulty curve (something which the Adventure games had too) like that over a curve that just stays the same low line throughout the whole game. I can't remember when a final level in a Sonic game actually felt like a climactic final level for me since Eggmanland.
I don't think the risk of danger such as you described is a "hidden feature". Those are primary points of gameplay. Limited lives are not a hidden feature. Bottomless pits that will kill you (obviously) are not a hidden feature. Perhaps a debug menu or something along those lines.
@@islandboy9381 I mean it debuted the Quick Step (in the core series, at least), and from then onwards you could use your moves from the get go for the first time ever, so that's a massive step up. The only downside was the lack of Drifting (and, in the case of Colors and Generations, Kick Boosting), but I think that makes sense for the purposes of maintaining speed. Plus, even if the Quick Step is crappily mapped to the left stick (CL/LS/L3), Sonic Colors did allow you to increase Sonic's speed to catch up with the Orcan and Skullian. Sonic Forces mapped the Quick Step to the left stick too, but thankfully it was only for the game's 4 Super Speed Stages (Prison Hall, Sunset Heights, Guardian Rock, and Final Judgement).
8:50 The delivery of this line is so fantastic. The gradual yet still jarring transition from video essay voice to incredibly sincere is so unexpected and funny.
You talk like you're making a essay
7:37 This is also an EXCELLENT moment
@@ED-gw9rg Now that you mention it, yeah that one too!
to me nothing beats "the orca. the gun truck...
... genocide."
Main thing I love about p-06's Mach Speed is the change in Sonic's model. No longer with the, what I can only describe as 'running t-pose', his arms are now straight back with his fists balled. Giving his running a better look.
like naruto
@@milo-kz1pi No.
@@Inferno144 naruto run
@@milo-kz1piSonic did it first
@@thecubeman381 yeah but people refer to running like that as the naruto run that’s why I said that
12:06 the concern in his voice
Your reviews and analyses of things have me absolutely H Y P E D when you pop up in my sub box. Eagerly awaiting the next thing to come.
Facts
Its great to learn this valuable opportunity.
You should find value in your actions rather than in the approval of other people.
Exactly
@@THEHELLHOUND456 It's illegal to enjoy things and give feedback now?
Hmm... I wonder if adding a timer to certain Mach Speed sections could help restore some of that thrill from the original. Like, it would actually make sense to have one for the Wave Ocean and Radical Train ones (considering how they factor into the narrative), and it incentivizes you not to let the Egg Carrier or Train get unreasonably far ahead of you. If Crisis City can beaten just via jumping a few times without even having to move around, then yeah, more degree and hazards should probably be added. Otherwise, what's the point of making us of the added control and mobility, right? Kingdom Valley seems to strike a good balance though, with the amount of precision jumps required by the level design.
All in all, it's definitely a complicated system to perfect, but conceptually, the idea of having small sections of a level dedicated to high speed spectacle is just _brilliant._ And could easily help Sonic strike that balance for those who are more interested in 3d platforming (such as fans of the adventure gameplay), and those who just want to go fast (fans of the boost games). Plus, it's just more resource efficient to have sections reserved for this speed as oppose to entire levels, which could help Sonic games remain consistent even at a lower budget.
Anyway, another great discussion video man! Was really glad to see your success with the last post, so here's hoping the algorithm can grace you again! :D
Precisely my thinking, I had cut out some ideas from my script that look exactly like what you’ve written here. In the original game, a time limit wouldn’t have made much sense since Sonic was generally at the same speed the whole time. But since he can be slowed and stopped in P-06, it would work. Which would also be reminiscent of getting onto the rocket in metal harbor, a quick thrill to finish the stage with. Like you said, having these in the game really lets it have the best of both worlds, appeasing adventure fans and more boost-like enjoyers. Thank you for the good wishes!
why add a timer idiot? everyone literally travels at the same speed and distance.
@@Blox117 Literally not true. Light dash speeds you up, and slide or bounce bracelet slow you down on P-06. Also, if you make turns (i.e. on Wave Ocean) that increases the distance required to travel to get to the goal ring which takes more time
@@MysticClaws100 oh wow, an extra difference of 10 seconds. truly a challenge worth creating.
@@Blox117 I’m starting to get the impression that you haven’t played the P-06 demo lol. The Mach Speed sections can now take way longer than before if the player wanted to. Hell, the new levels of speed and slowness are so immense that, with proper learning of the level and controls, you could feasibly get to the goal *faster* than in the original game.
However, if a new player were to encounter the Mach speed sections from P-06, they wouldn’t know that.
Without the timer, a novice player who would rather take their time and notices that there isn’t a punishment for stalling would heavily lean on things that slow you down like the bounce bracelet, slide, and holding back on the analog stick. However, with the timer in place, it would push those players out of that comfort zone and make them frantically rush to the end, which is exactly what these sections are intended to do.
Instead of flinging senseless insults and disregarding other people’s opinions, actually think about what is suggested
12:45
"cuz hes a wizard"
best line ever
“Sonic at his mach speed was always reserved for brief moments of spectacle: running through loops, the snowboard, the orca, the gun truck…
…genocide”
mmm yes i love genocide
hell yeah
They were also called Mach Speed sections when being shown off at E3. So it wasn't entirely dubbed by fans.
Awesome, a breakdown of what is both "conceptually" my favorite part of 06, as well the improvements upon what could have worked but just didn't in the OG game, brought about by P-06. Sweet.
I'm glad that you are also giving P-06 constructive criticism in a respecful way, that's always important with fan projects like these
"it's more beneficial to stay in your lane which isn't the style Sonic is known for". Well, it wasn't. Then the Boost era came along.
5:32 I don't know if anyone has mentioned this, but there is actually a goal ring in wave ocean's mach speed. Normally, you go off the boost ramps, do a couple of wall jumps, and shoot directly towards the goal. However, since the loop is jank and makes you drift to the right, then you hit the very edge of the boost ramp and jump off it in a glitchy way, missing the wall jumps entirely (the fastest strategy for the loop is to aim for the far left of the loop at the start of it, then spam jump near the end of it). Hitting the ramp in this way makes sonic jump off far to the right, so you don't see the goal ring if this happens. The game is nice enough to have the goal area be kind of like a wall in these sections that you hit to trigger the results, so you don't actually have to hit the goal ring to complete the level. The most common example of this is the radical train goal, where if you miss the ramps at the end, you still complete the level even though the goal ring is only reachable by hitting the ramps.
You know how I would implement Mach Speed sections? I think I'd place them between zones. Because it's more a spectacle, it would be a good way to do some world building using the game design. Let's say we're going from Greenhill Zone to something like... an abandoned Eggman factory. The start of the level would ease you in a bit with a lot of open space and wonder to make you feel like a badass... but more obstacles start to appear not just from natural rocks, but from artificial buildings and pipes. You start activating security measures and the chaos of the level truly begins as you go into the new location. You see the big area you're about to go into in the background as you're in narrative going there as fast as you can. It would serve a narrative purpose when you finally slow down to explore the new area proper, but also get a nice gameplay version of an establishing shot while you arrive.
Of course there can still be chase scenes and such, and depending on the scope of the game it's probably not great for every single zone... but off the top of my head that's how I would like it used. Probably has been used that way in a couple games already.
Genius idea. Mach Speed used for in-universe level transitions.
chef's kiss
literal fast travel! love this idea
I wonder if we'll see something like that idea in Frontiers. Why do "fast travel" the same way as everyone else when you can turn it into a "Mach Speed lite" minigame instead?
love this idea, and to add to it, it'd be in line with how old school games worked, i remember sonic 3 & knuckles having some transitions to explain how you went from angel island to hydro city, to name an example, would be awesome for these transitions to not only be represented in the games, but to actually be playable too
I'm glad someone else finally said it. The point of Sonic wasn't simply "go fast". Speed was only part of the equation, and it had to be gained (or earned).
Ngl dude, this is the 2nd video I watched in regards to Project 06 and there's something about you that gets me hooked to watch all the way.
Maybe its the simple yet detailed explanations
Maybe its the humor thrown in there
Maybe its learning how all this is coming together to be the truest expression of how fans want games to be better
Who knows, either way, keep up the good work. +1 like from me
Ditto!
I appreciate it
"Cause he's a wizard"
Same! this is the 2nd video i see from this channel (both about sonic 06) and i already subscribed
Your editing and sense of humor is just awesome. Absolutely stellar video man. Keep it up!
the funniest things are heard right before he cuts to a different scene.
@@robert-asdf
G E N O C I D E .
F U R N I T U R E .
Wait, I WON?
When I was a little kid, I had just started getting into Sonic The Hedgehog, and this place that my sister and I would go to on a military base we lived on would let my friends and I play Sonic Heroes all the time. The soundtracks, character designs at the time were everything. My mom had seen my peak interest in the character and bought me my first Sonic The Hedgehog game, (Sonic 06) a year after this game's release. The intro cinematic was what she showed me and I loved it on sight. This game, (while having the worst amount of glitches post release ever) Has always had a special place in my heart as one of my first Sonic experiences other than Heroes. The boss fights for me were hard, character arcs and different points of view from wach character really set you in on the story to the point to where you can almost agree with each character's actions and reasons for doing what they do. So despite what anyone has ever said to me about this game, I've always enjoyed the story, character development, voice actors, designs, HD cutscenes, soundtrack (both in game and menu music). I'm glad it's getting remastered by someone to bring out the game's full potential, I honestly love Sonic 06 and to me will always be the way I view Sonic and the others
G E N O C I D E
One of my favourite parts of Sonic 06 was the Mach Speed part. The music getting faster, your heart racing as you weave left and right. I remember my mum watching me do it and saying "How can you keep up with this?" and I said "It's easy" (I played 06 a lot when I was younger)
I remember making it through Crisis City's mach speed section without taking damage only 1 time back when I used to have that game. My Xbox 360 still has that save file on it with a best ring clear of over 600 rings for normal Crisis City.
That is incredible
With full speed in Mach Speed in P-06 collecting capsules is a lot easier because Sonic’s hit box has been increased making it a lot easier to collect capsules. It also applies to hurting enemies as well. I see this as the game rewarding you for going fast in a place where you’re meant to go fast instead of taking your time. Since going full speed makes you invincible to an extent( I.e. to crates, benches, rocks,etc) I believe this is why you didn’t get hurt with the train’s bombs in Radical Train ( I say this because if you don’t run at max speed the fire will hurt you). With Super Sonic, his hit box is even bigger making the Mach Speed sections a thousand times easier. Plus he’s completely invincible. Plus he draws in rings in case you haven’t noticed when going at full speed similar to Sonic Unleashed and Generations. Overall much better than retail. The Crisis City one caught me off guard though, I didn’t realize one hand was all I needed lol.
That makes so much more sense, thank you
Np 😉
@@bickuribox12 So your comment about running so fast the fire couldn't harm you ended up being completely on point huh.
9:35 For eggman it’s not fun if he just gets away with it, he likes the fight and struggle so he takes a second and wait for sonic to stop fucking around and give chase. He’s a bad guy but he’s not a “bad” guy
Even robotnic has some respect on his foes.
Technically the very first Mach Speed section in the series is Going Down in Speed Highway in Sonic Adventure. They even nailed it back then. You can even use the dash move there. Even P-06 doesn't have that!
The spin dash seems pointless in mach speed because you're pretty much able to travel at top speed without the spin dash. Also, you can use the light dash in Mach speed whereas you can't use it in Speed Highway when running down the building
When you said
"Sonic at his max speed was reserved for loops snowboarding the Orca Gun trucks *GENOCIDE*"
I felt that
It'd be fair enough for Project 06 to include the ability to slow down, but then if you do that, it should add a timer on to the level. If you slow down too much then Eggman's ship should be able to get away.
Dosen't the eggman ship get away anyways?
@@ricardobr1493 Yeah, but that’s in a cutscene after the level, so it’s different really. It’s like those boss fights in games, where if you lose all your health then you lose a life and have to restart, but the boss is shown to have defeated you in the cutscene anyway (even if you were totally kicking his ass, beating him in record time and taking no hits whatsoever).
@@SEB1991SEB vergil dmc3
@@yapflipthegrunt4687 fr
It's kinda cool that the fire tornado in Crisis City will swallow Sonic if he slows down, Stagger once, that's it.
7:36 I really hope that the collision freaking out on cue whenever you mention it, complete with an abrupt cut, becomes a running gag in this series, because it makes me laugh *every* time.
Next video's script is nearly done and I can confirm that this will happen, maybe even twice
10:11
If anything that actually intensifies the feeling of urgency, "if I crash at all I'm dead" this is a realistic way of going about situations;
"steals Sonic away before the controls come back" is rather appropriate in this context
I think fun triumphs over realism in this context. You can definitely have a "if I touch anything im dead" experience without it being super annoying to deal with.
@@MsDestroyer900
For me I'm more of a game that seeks challenges and since crimson park (day) I haven't really found any Sonic game challenging outside of just being annoying.. but then again I haven't even looked at the franchise in a good while.
Not realistically
@@MsDestroyer900 No
it isn’t appropriate
11:05 Idk about those hitboxes, but it looks so cool when you run through the explosion
4:45 I like how that rock wall is obviously made out of cylinders. That's some interesting geology they got there.
When he said "genocide" I died laughing.
i just love how this video was precise with sonic 2006
every time he talks about something appearing a lot the first thing you see is a loading screen
The Mach Speed sections are some of my favorite parts of the game. Boost gameplay is fun but these never felt artificial but rather realistic and adrenaline pumping
1:56 - 2:07 & 5:50 - 6:28 To me this defines how I feel with the boost formula in nearly every way. But unlike 06, boost had time to be handled well. Ever sense it's debut back in 2005 with Sonic Rush it felt like a true evolution. Speed was no longer in the back seat as a reward. It was now in the main center piece and the challenge of the game. A test of your senses and reflexes to maintain your speed while boosting and keeping that momentum when things slow down. I have nothing against others who prefer Classic and/or Adventure gameplay. But when I play a Boost game in my mind and soul, it's the embodiment of Sonic.
Yeah no. The classic and adventure formula is the true embodiment of Sonic. And the boost formula doesn’t work in video games. People want variety instead of having boost your win.
@@firestriker3580boost to win is only a problem with games like forces. It has it’s own challenges and the gameplay is different but still nuanced when done right like in the old genesis and adventure styles. In those games, speed was a reward for optimal gameplay and handling, with mastery of the mechanics allowing one to traverse a incredible speeds. In games like generations, colors and unleashed, boosting provides instant incredible speed, but the challenge is controlling and being able to maneuver and maintain that speed in a chaotic reactionary style with many different paths. Try your so called “boost to win” in any of these 3 games and you will not have a good time. You still require incredible amounts of skill and time to play boost games efficiently and well, just like genesis and adventure style games.
Nice video!
Also, there's something about your last video of P-06, that made me watch it again when I got bored, and I think this one's not different, they're just really entertaining to watch, so kudos to you for that!
PD: Seriously, I love your videos, I might just be into Sonic content, but I had to suscribe, this is just beautifully executed.
Honestly I think it makes perfect sense to not get hurt when bouncing cleanly off the sides of trees. Sounds like it would be a pain unless you hit them dead-on.
Just gonna drop a mention to the Mod Manager patches for the original game here, the mid air movement and restored chainjump flips are both a thing the original game can do through them as well.
do you have a link for these?
Search up "Sonic '06 Mod Manager", I'd link it and a few of my videos on it directly, but I'm fairly sure an auto filter would catch and vaporise it.
@@Knuxfan24 hi knux love your vids
I love how subtle yet hilarious the comedy in this video is.
Like the way you pause the punch line is gold.
This is so beautiful it makes me want to cry. When I was 2, and I cracked my forehead open and needed stitches because I kept twirling in circles right next to the coffee table, my parents got me a Sonic the Hedgehog 1-game 8 bit handheld as a reward for doing so well in surgery. I was hooked ever since, grew up watching all of the Sonic cartoons that came out, started collecting the comics. I was never super vocal about my interest in the character in public, but he's always been one of my favorites (even my mother knows, because I used to walk around with a Sonic wind-up racing toy as a toddler, from a happy meal I think lol).
It's just amazing, because it shows how great of a character Sonic is, that his fans care so much about seeing him in a game that lives up to his potential...that they _make it themselves._ Beautiful.
I’ve never seen one of your videos before but this is really cool. It’s interesting hearing someone just talking about some of the things that make 06 interesting in its design and not just talking about why it fails. Nice job man.
Despite the chaoticness of crisis city, the kingdom valley Mach speed section was the hardest one for me making me retry so many damn times
3:09 This transition and the careful pause before "a little different" sell this joke so much. I really enjoyed your last video's blend of matching a wide variety of short clips to clever, light-hearted critique rife with thoughtful suggestions, and this video delivers more of the same. Instead of just saying what you don't like and being negative, you explain what the various nerfs that were put in place are, why they're a bit too different, and how one can fix/change them. I for one would be happy to see more videos about this project from you!
0:15 "it's about drive, it's about power"
just found this dude randomly and i gotta give it to you youtube, you've got good taste.
The Mach Speed sections were great, the only gripes I have with them being the inability to turn in midair and the bullshit cars in Crisis City (the fact they can land right on you or even hit you from behind. If they only landed AHEAD of you it would have been so much better, since you'd have time to actually react). Definitely has that feel of 'first game syndrome' but they still work well enough for what they are and they're a lot of fun. I think they're what the Boost mechanic ultimately should have been - sections of a level where Sonic goes full-pelt and the goal is to avoid incoming obstacles, rather than the entire level being like that. The sections in Unleashed where you have robots chasing you are essentailly the spiritual successors to Mach Speed, albeit much shorter.
I feel like TH-cam has been recomending me a lot of great channels lately. Another sub!
:D
THIS. Thank you for explaining just why the mach speed zones are actually good, flaws or not. There’s even some flaws in P-06’s one I never considered before: I like how you can slow down & bounce off some obstacles but slowing down enough to stop does take away a bit of the tension as you say. It works in Crisis City as Iblis’s tornado form is no longer counted as part of the map and can kill you as well as burn away rings if you go too slow, so it gives incentive to avoid debris. The debris needed nerfed but it’s a little too nerfed.
All in all, the 2006 Mach speed zones in both the original and the remake are frustrating for a first time player, but in a good way: frustrating as in trying to open a can of black treacle for your spotted dick (the sponge pudding), knowing that the results are going to be all the sweeter for the effort.
I like your humor, I dont usually watch gameplay review videos but I like this
1:54 I felt this on a personal level.
I appreciate the neutrality on how you talked about the Mach speed sections in 06, majority would just say they suck but you brought your points with fair criticism rather than bash the game, probs for that
You know what's the greatest thing about Project-06?
It's the fact that the person making the mod has actually NEVER played Sonic 06 until some time a few months ago as of this video
It's a game not a mod.
Won’t lie… That is a bit worrying.
@@ArylBarrel how is that a bit worrying?
@@Ishmon16 It's like a chef making you some pasta when he never even heard of what a pasta is
@@ZenoDLC well, he is doing it better. Also, he obviusly had to play and hard test the game in order to replicate the physics and movement
The pauses in your sentences are absolutely genius.
I always had this idea with mach speed where you run at moderately fast speed certainly faster than in the over world, an the more rings you get the faster you run as sonic, and the only way to slow down is by charging which grants you an shield that gradually degenerates the rings you used to charge the shield and takes damage depending on how fast you hit and how dangerous was the object and the reamining rings will add to your points and lives. And since you have a time limit (or a goal like say get on the train before it reaches x or a chase like the city where sonic has to reach x before y catches up to him) you'll only use it when your out of control getting hit would deduct 75% of your rings and if yourunder a hundred it takes out all your rings, but speed runners can use the neck break speed to finish the level faster but also use the shield to create shortcuts, while beginners are towing the line between speed due to the time limits, and control since your going to fast that you could die from anything, you can't always lean in one since you'd either be too fast that your guaranteed death if your not fast reaction or too slow that you lose from the timer. In a sense These are essentially racing segments where you have to get faster and faster not relying on slowing down with shield but you can explore by using the shield and momentum to access shortcuts like say you can island hop by charging enough shield to let you run on water just enough to reach the island it could be mandatory if you want to get an item
love these kinds of videos. the editing, humor, and reviewing/criticisms are all on point here. these videos are genuinely the reason behind my re-interest in game review style vids. keep it up!
Always giving amazing content, keep up the good work
I replayed this game way more than recent sonic games, besides mania and generations. Goes to show how effort and care from FANS can do so much than a team of our-of-touch professional developers.
Honestly, i'd love it if you covered not just fan remasters, but other remasters in general. I'd love to see how a product improves over time.
One of the funniest thing I find about your commentary are the brick jokes that come flying at you at mach-speed. Those pauses that lead into segues or just beat jokes really do hit me when I stop expecting them too, so good show!
11:10 You actually are in a sense, from what I saw if you go really fast you just kinda go through the hitbox before it can register and don't get hit.
I remember being stuck at the first mach speed stage when I was around 7/8 years old. It made me give up until i tried again after 2 years, beat it, and was able to go through the rest of the game. Without a doubt the most gratifying moment I've experienced in gaming
The 06 model was the best looking version of sonic. Unfortunately the game wasn’t
No…. Just no
@@RaiginAnimator yes… just yes
@@heroofthyme4237 that model looks so ass.
The quils look more like tendrils His legs and arms are too long
@RaiginAnimator yes it was don't let your anti sonic 06 bias cloud your judgement the game did have redeeming qualities such as the character models & music
@@loweni7460 I played p06 first it’s not bias
I just don’t Like it the game, but it does have redeeming qualities. It’s just not my taste
The music is great but ngl there are very few tracks that get me Vibing like sonic rush
Or unleashed it’s not bad It’s just not my taste.
🫠
Your voice, your jokes, your analysis, this channel is a gem that I only just found. Subbed.
1:18 cough me off guard LOL
Me to lol
Lmao me too
*G E N O C I D E* _probably shadow_
Genocide city zone.
Honestly I really like these two sonic videos, diverse your channel a bit and I will stick around great stuff!
Still can't get over the fact that Sonic's shoes aren't shoes, they're boots that are rolled back, not shoes and socks.
Someone *FINALLY* put *everything* into words. Everything, every single word, every point made: I had thought of or agreed with entirely. Thank you so much for blessing us with this vid and I’m subbing instantly
The problem with Mach speed was that the controls were too precise. The smallest twitch of the stick would have sonic careening to the side into a wall, and since you keep your momentum but lose your rings, you are likely to immediately hit another wall and lose a life. It made the sections feel frustrating instead of exhilarating because you're fighting against the game the entire time.
A common video game problem, especially in arcade racers
Tbh this is one of the best analysis I ever seen probably the best. I love adventures formula because just like in the old sonic you can go FAST you kinda gotta have the skill to do it in the old games but having a slower paced platforming along with the Mach speeds is what makes sonic my fav series still today
3:52 please tell me I’m not the only one who noticed that this clip of sonic dying to furniture was from P-06 instead of 06, as if to tease the P-06 discussion to come. Intentional or not it works wonderfully
Man I loved this video. You're a very charming and funny fella and it made it a super enjoyable and informative watch. Subbed
Your delivery of jokes flows so clean
This is a really insightful video! I hope ChaosX sees this and takes your points into consideration.
You could see Mach Speed as the precursor to Sonic Unleashed's day levels which have been the success of so many later 3D Sonic games.
Nope that’s false
@@firestriker3580 Would you like to clarify?
The reasons you listed are the exact reasons why I love the speed sections so much, they are so intense and existed to bring sonics speed to a new generation
I'm thankful you made a video on this, it's so awesome! personally I always felt like the mach sections were a pretty underrated concept from 06, I don't even like the og game much but I like to pop it in sometimes just to play through a stage and get to these sections because it really is a fun time! and you managed to explain my complaints with each version pretty well too, I like the og versions because of the danger from not being able to stop at all but disliked the controls in midair, and I love the controls in P-06 but I'm mixed because of the new additions and how it takes away the sense of urgency the og brilliantly had. I know P-06 will become even better in the future and I'm very excited for them, tho the ogs still have their charm to it and I'm glad more people are starting to appreciate these sections thanks to you!
I have been watching your videos since 2014 and seeing your videos get better and better has been amazing you really just needed a more well known game to analyze i mean even getting so much popularity with just realm just goes to show how good and high quality your videos are wish the best and hope keep up the success.
I feel like this must have been a prototype for the boost gameplay
This man speaks like he's finna make a poem out of every poem or put it on a t shirt 😂 I love it
Brilliant analysis like the last one dude, I’ve been absolutely loving these revisits and discussions around the old and new mechanics. Would LOVE to see your analysis of Unleashed and Generations gameplay and how the team implemented lessons learned from ‘06 into the modern sonic / daytime levels in those games to get a way better flow.
Man, this video was so funny but at the same time so entertaining! I couldn’t play Sonic ‘06 in my childhood and all I could hear was that it had so many bugs and was pretty much an unfinished game. :( But just recently I found out that theres a project that is improving the overall experience of that game and I’m all into it! As a fan of Sonic games I need to try this out!
Your video completely gave me an idea of how it felt back then vs how it feels now, and that’s my whole point on being entertaining ‘cause I haven’t played any of those 2 yet your explaining made it so easy to understand the pros and cons of each one!
Props to you and keep up the good content!! Subscribed👍🏻
😂”Genocide.”
real
hm.
hell yeah
1:18
A really fun thing
Your humor through your delivery, editing and timing is perfection man👌
ChaosX should appear any moment soon...
the way you review and analyse stuff combined with comedy makes this extremely fun to watch, earned a sub
3:43
2006 has my favorite animation sets for all the characters, however; since sonic likes to stick his hand out when he's running. It makes Mach Speed more frustrating since you can nick your fingers on almost anything causing sonic to lose his rings.
I really like how you point out that some things could be harder.
13:12 man, he just no-clipped into the backrooms
I like these kinda "Here's what Sonic 06 does well kinda videos." I remember playing the game on Christmas in 07 after I finally got my PS3 and I had a blast with it. It's far from a perfect game but back then it didn't matter to me because I was having a great time regardless and I actually never encountered a glitch during my time with it, something that my friends don't believe insisting that I must be lying. Anyways as flawed as the game is I think it's still enjoyable and it's nice to see the positives dissected and it's interesting to hear about them. Also gets me excited to play Project 06 as I admittedly haven't done that yet. Especially looking forward to Silver because I was like the 1 guy who thought Silver was the most interesting part of the game
I would like to see more content like this, keep it up!
I really like the humor and editing style of this video. I believe that's worthy of a sub. Hope there's a lot more like this!
This is a great analysis video on one of the most hated video gaming features ever. It doesn’t change how poorly rushed and poorly executed it was, but I always appreciate a positive look on a controversial game like Sonic 06.
Agreed. This is the best kind of style for analyzing a game like this. He’s able to critique while being fair and not giving off extraordinary biased hatred
3:37 This line is so good XD Nah, Sonic had full control here and decided no, it must be full speed or death. And my gosh he chose death.
I can’t wait for more project 06
Glad to see you get this many views. You have always deserved it production quality is always on point.
Now if only there was a P-FR(Free Riders) that you could use an actual controller for
Really good analysis. It's nice to see someone who doesn't just write off the original entirely in favor of just blindly saying the new one is just objectively better in every way. P-06 definitely would have come off better and more professional to people at the time, but I feel it took a largely reductive approach to it. P-06 just feels like they go by too fast without an ounce of tension, so they don't leave much of an impact anymore. But the mechanics they made could work really well in brand new stages I think.
4:05 one of the few helpful glitches
i cant put into words how much i love this mans commentary it’s consistently just so good