This video showcases a run through of Radical Train, while achieving an S-Rank in the process. Enjoy! ^_^ Twitch: / darkspinessonic Twitter: / darkspinessonic
06 had way too many ideas, but after seeing those ideas fully realized in P-06, I don't doubt for a second that 06 would've been the SA3 we've all been waiting for, if it was given another few months of development, and if they team wasn't split for Secret Rings :/
The Secret Rings split had nothing to do with how 06 ended up. The team that made SR was always designated to porting the game to Wii; no part of the 06 design team was lost.
@@youmeltube bro they lost 06's director because he went to work on Secret Rings. The new director in his place was nowhere near experienced enough. So yes, it did affect 06. I'm dying on this hill
@@awesomeguy2009 While yes the director did leave for the Wii version, no people part of 06s main development left with him. Again, it was the devteam responsible for making the Wii port, no other people from 06s devteam, that were lost in the "split". Just for fun I went to look at the credits of both 06 and Heroes, the most recent mainline game before that, and counted the amount of individual people who worked on each. Mind you, the only people who worked on 06 pre-split that are credited are Yuji Naka and Yojiro Ogawa, the original director. Heroes had 29 people working on it, not including the Sound Team. Sonic 06 had *77* people working on it, again not including the sound team or even the nebulous credit given to "SEGA of China" and its staff. Are you telling me that 06s devteam was made up of 100+ individual people before the split? That the size of Sonic Teams devteam had almost QUADRUPLED since Heroes?
@@youmeltube just look up "Sonic 06 What Happened?" (There's a thumbnail of beta movie Sonic's design). That guy did tons of research, and he mentioned that people left the 06 team to work on secret rings *after* the initial split.
I've been play Silver release and this might be my favourite stage so far, which is wild if you're familiar with the pokecapn LP and how this stage took them two whole painful episodes to complete. ChaosX has properly refined the stage so it's genuinely enjoyable to play, and considering that some stages in this game are a bit too long for their own good, it's nice to play something that tightly fits under 3-4 minutes like this.
Cool run, Though I wonder what triggers action points. Sometimes you would have killed everything in the area and it gave you 2 different actions points.
You have to create combos, which means no landing after a Homing Attack unless all enemies are taken out. Use the Bound Attack when enemies are out of reach to maintain your combo and do your next Homing Attack while airborne. DSS demonstrates this technique @0:36 - 0:48.
The typical triggers for Action Ponts are as follows 1. Create combos of enemy knockouts without touching the floor like @BakuGOAT said. Bounces can help keep the combo going, but obviously you can't just bounce around the entire stage, so it's more important to focus more on kiting mobile enemies around and planning out the path of your combo so you can get everyone while moving forward in the stage like at 0:37. 2. Reaching Rainbow Rings. Pretty self explanatory. 3. Performing tricky platforming sections like at 0:26, 1:36 or 1:40. Getting through difficult platforming areas quickly will oftentimes award you points. The faster you get through it without error, the better the score you get. It's not immediately obvious where they'll pop up, but typically if the game presents you with two options to continue on and one of them is more complex and stylish looking, there's usually an Action Point associated with it.
I already enjoyed Sonic 06, so having the game be faster and 100 times more stable would just make it even better.
Same here
Nope 06 is really bad
@@schakiarligonde1736 Opinions EXIST, dang it.
This remake manages to make Sonic 06 fun to watch and presumably to play. What world are we living in?
One where the guys working on this project don't have any deadlines. Lol.
06 had way too many ideas, but after seeing those ideas fully realized in P-06, I don't doubt for a second that 06 would've been the SA3 we've all been waiting for, if it was given another few months of development, and if they team wasn't split for Secret Rings :/
The Secret Rings split had nothing to do with how 06 ended up. The team that made SR was always designated to porting the game to Wii; no part of the 06 design team was lost.
@@youmeltube bro they lost 06's director because he went to work on Secret Rings. The new director in his place was nowhere near experienced enough. So yes, it did affect 06. I'm dying on this hill
@@awesomeguy2009 While yes the director did leave for the Wii version, no people part of 06s main development left with him. Again, it was the devteam responsible for making the Wii port, no other people from 06s devteam, that were lost in the "split".
Just for fun I went to look at the credits of both 06 and Heroes, the most recent mainline game before that, and counted the amount of individual people who worked on each. Mind you, the only people who worked on 06 pre-split that are credited are Yuji Naka and Yojiro Ogawa, the original director.
Heroes had 29 people working on it, not including the Sound Team.
Sonic 06 had *77* people working on it, again not including the sound team or even the nebulous credit given to "SEGA of China" and its staff.
Are you telling me that 06s devteam was made up of 100+ individual people before the split? That the size of Sonic Teams devteam had almost QUADRUPLED since Heroes?
@@youmeltube First of all, yes he did. Secondly, Mr. Naka-San took a few Sonic Team employees when he left Sega.
@@youmeltube just look up "Sonic 06 What Happened?" (There's a thumbnail of beta movie Sonic's design). That guy did tons of research, and he mentioned that people left the 06 team to work on secret rings *after* the initial split.
"YES! YES! YES!"
- Sonic, 2006, colorized
Now this is what you call "Sonic Speed!"
I've never seen anyone beat Radical Train as fast as you, that's insane.
I wish my PC was good enough to play this beauty
Dude even you are getting me height for this project that was incredible
No pun intended
Technical ghoulishness eye jargon head spinning wonderfully timed gameplay wow nice work and skill.
I've been play Silver release and this might be my favourite stage so far, which is wild if you're familiar with the pokecapn LP and how this stage took them two whole painful episodes to complete. ChaosX has properly refined the stage so it's genuinely enjoyable to play, and considering that some stages in this game are a bit too long for their own good, it's nice to play something that tightly fits under 3-4 minutes like this.
Wow, this game was really supposed to be Sonic Adventure 3
This game was never going to be good
@@schakiarligonde1736 why are you so negative? This game had potential it’s not entirely bad
Was it really supposed to be that title of adventure 3?
this is crazy, nice job :)
True speed run skill
So this is a remake? I was wondering where all the jank was
Cool run, Though I wonder what triggers action points. Sometimes you would have killed everything in the area and it gave you 2 different actions points.
You have to create combos, which means no landing after a Homing Attack unless all enemies are taken out. Use the Bound Attack when enemies are out of reach to maintain your combo and do your next Homing Attack while airborne. DSS demonstrates this technique @0:36 - 0:48.
The typical triggers for Action Ponts are as follows
1. Create combos of enemy knockouts without touching the floor like @BakuGOAT said. Bounces can help keep the combo going, but obviously you can't just bounce around the entire stage, so it's more important to focus more on kiting mobile enemies around and planning out the path of your combo so you can get everyone while moving forward in the stage like at 0:37.
2. Reaching Rainbow Rings. Pretty self explanatory.
3. Performing tricky platforming sections like at 0:26, 1:36 or 1:40. Getting through difficult platforming areas quickly will oftentimes award you points. The faster you get through it without error, the better the score you get. It's not immediately obvious where they'll pop up, but typically if the game presents you with two options to continue on and one of them is more complex and stylish looking, there's usually an Action Point associated with it.
@@Ninetails2000 ok thanx
@@Kuzamer So I didnt know the bounce held on to the combo. Thats a cool element to gameplay.
@@Sonicfalcon16
Yup. And in case you didn't know, this same method to racking up combos against enemies applies to SA2 as well.
2 YEARS LATE SQUAD WHERE YOU AT?!?!?!?!?!?!?!?!?
Amazing.
Wow "My name is sonic and I need to repeat everything I am saying but out loud oh well not like anyone can hear me anyways"
better late than never
How did you get the demo for Sonic Adventure 3?
Please someone tell me this game is almost finished and will be on pc very soon.
... say, what happened to the sphere look when Sonic jumps and rolls into a ball? Is that toggle-able or did they remove it?
Kobalt Steel that's toggle-able
@@honkomonk4427 oh, okay. Thanks!
The better sonic 06
Gotta get there quick in time to see the train Elise is riding crash.
thanks for sharing bro
Alguien que me ayuda y me diga cómo podría descargar este juego desde mi PC 😭😭😭😭 porfavor así en ese MOD
Team Sonic racing
Do more please do shadow as well
10:32p.m. 8/2/2022