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Thank you, good sir!
You are welcome.
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Yeah, I know there's been lots of speculation into the development of Sonic 06. One rumor I've heard is that there were two code branches - stable and unstable, as with pretty much every software project - and that the demo was based on a more optimized/updated unstable build; however, there was no time to finalize the unstable build before the game went gold (thanks, management!) and they had to ship an older, "stable" build instead.
Well, the "stable" build you mention of had the downward-curving homing attack, no voice sfx through the stages, somewhat better physics (of course, they're still practically nonexistant though), the camera angles are practically better and there are overall less glitches. Plus, the way you die on the demo is much more bearable than the version on the final (where you must wait for them to reload the stage all over again before respawning at the last checkpoint

).
I also hate the fact that some really cool ideas were sort of just thrown away. I really looked forward to having the day-night transition in Nextgen, and many speedy action scenes like the production video had shown.
You know, if Nextgen would've just stuck with what we were seeing in 2005 (Sonic only, new semi-photorealistic twist on Sonic's world, back-to-basics concepts, day to night transitions, and new Eggman and his awesome mechas), then built and improved upon those things, not making the story full of useless characters and narm, actually making the gameplay more back to the basics like they said with actual slope and gravity mechanics, and kept the same level design all the stages have now (minus the occasional super-loops and the overabundant dash panels)..... we could have had an absolutely awesome game. Too bad Sega wasted what I believe was great heaping amounts of potential.
This post has been edited by Azukara: 18 April 2010 - 02:50 AM