When you roll and then jump in the Megadrive versions, you have no control over the direction Sonic is going. But do this in Sonic CD and you have no problem with any direction.
Yep, this is a known fact.
Of lately people seem to like the Sonic CD way of things.
Quote from Mercury, SFR programmer:
QUOTE
A second intentional change is that Sonic can control the trajectory of his jumps even if he jumps while rolling. Sonic CD is the only one of the classics to do this, and I find it vastly superior. In fact, I can't imagine why the other way was ever used – what's the logic behind it?
Let's see what the instruction manual says about this move:

It is some kind of "super stunt". That's all I can find. maybe the Japanese manual has more information (that would be in Japanese so I can't understand it).
Now, let's look at the games which use this move:
Sonic 1, Sonic 2, Sonic 3, Sonic & Knuckles, Knuckles in Sonic 2, Sonic Advance 1, Sonic Advance 2, Sonic Advance 3. (possibly more?)
That is an impressive collection of games using this move, so there must be a reason behind it. I have certainly missed it if it was uncovered before.
The only thing I could think of is that such a move could be used as a game feature to get more score points while attacking enemies (since it is more difficult to aim, it should be rewarded if succeeded). But I haven't found any traces leading to this. Also the Sonic Advance series don't abort the move when activating the quick shield (like Sonic 3 does), yet again to prove the move is not a leftover but very much an active game feature.
Now I am asking Sonic Retro to find the answer. Old interviews, new interviews, hacking, testing, anything that can uncover why the move is still such deeply tied to the original Sonic games.


