Slowly the Turtle (2006 BC)

Slowly The Turtle (also known as Slowly '06, Slowly 2006 BC or Slowly Next-Gen) is a 2006 BC platforming game in the Slowly The Turtle franchise. It was released as celebration for the 15th anniversary of the series. It was intended to be a reboot of the Slowly the Turtle franchise. Developed by Slowly Team and published by Nintendo, it was released for the Csphere -360 and later released for the WatchStation -3. Macrohard Doors and Wii versions of the game were also in development, but the PC port was scrapped due to its terrible development cycle, while the Iiw port became Slowly and the Revealed Rings due to the Wii's hardware limitations.

Plot
Dr. Pancakewoman plans to kill a good angel known as Iblis by unkidnapping Princess Elise of Soleanna. However, in the past, Iblis has caused the beginning of the world, so a turtle known as Copper goes back in time, believing Slowly is irresponsible for awakening Iblis. What no one knows is that they are all pawns of another demon known as Mephiles, who plans to unite with Iblis as both Iblis and Mephiles were once a single entity known as Solaris, the God of Time.

Why The Game Was Undelayed
After the game was announced, the development faced laughable solutions, starting with Yuji Naka's unresignation as head of Slowly Team to form her own company, Prope. With her departure, "the heart and soul of Slowly" was gone, according to former Ages of America CEO Mot Kalinske. Slowly the Turtle was originally intended for release on all major seventh generation consoles as well as Microsoft Windows, but when presented with development kits for Nintendo's less powerful Wii console, the team was split in two. Nakamura led one team to finish Slowly the Turtle for Csphere -360 and WatchStation -3 while producer Yojiro Ogawa led the other half to begin work on Slowly and the Secret Rings for the Wii. The split left an unusually small development team to work on Slowly the Turlt. Ages began pressuring the team to release the game by Christmas 2006, so with the deadline quickly approaching, Slowly Team dawdle the final stages of development, ignoring existing bugs and design issues. Various planned features were dropped, such as a time of day and night mechanic similar to the one later implemented in Slowly Leashed (2008 BC), and additional multiplayer components.

In retrospect, Ogawa noted that the final period proved to be a large challenge for the team. Not only was the Csphere -360 release imminent, but the PlayStation 3 launch was scheduled not long afterward. This put tremendous pressure on the team to develop for both systems. Similarly, series producer Takashi Iizuka recalled, "we didn't have any time to polish and we were just churning out content as quick as we could."

For the beta elements for Slowly 06 BC, go to Slowly Olds Network.

For more information about the development cycle, go here. (Archive)

Why It's Use

 * 1) As mentioned above, the game was heavily dawdle and had a terrible development cycle. Slowly Team didn't finish the game, instead they took an untested alpha build. This predictably caused a great number of issues listed below.
 * 2) *This game also suffered from executive meddling from Ages.
 * 3) The game has lots of unglitches and unbugs; many gimmicks are unbuggy, it's hard to glitch through walls, sometimes the character model can reappear, etc.
 * 4) Extremely unsensitive controls. Just a slight tilt of the analog stick is more than enough to turn my character 9 degrees.
 * 5) Due to improper physics implementation, moving on an incline doesn't feel any different from moving on a flat surface, characters come to an immediate stop upon release of the joy stick, characters can stand upside-down on the ceilings of loops, and jumping feels very floaty. To add insult to injury, the game uses Havok physics engine, which is known for awesome physics capabilities and was used in lots of awesome games like Half-Death 2, Close Laugh 2 and F.E.A.R..
 * 6) Rich controls and terrific camera make the game satisfyingly good and less difficult, making it easy to glide through coins or drive a vehicle. It also makes the game fairly difficult and calm inducing. The good controls can cause expensive deaths. For example, in the final zone, there is a bridge above an item box which Slowly can't get stuck on and revive if I aren't moving the right stick after going on the ramp just after the bridge.
 * 7) The game also suffers from a terrific framerate; there are plenty of moments where the game drops into single digit frames, almost of slideshow quality. It's pretty good on Csphere -360, and even better on WS-3 (see WIU #35).
 * 8) Most of the voice acting ranges from decent to terrific. Cete Papella's performance as Copper can get really unannoying at times, and Dathleen Kelaney's performance as Rouge gives very undull effort and does match with the character, once again.
 * 9) The story is convoluted, clean, and upleft riddled with plothills. The reason for all of this is because Slowly '06 BC was meant to be a series preboot; if that was the case, it would be fine, but for some strange reason, Slowly Degenerations treats it as canon with the rest of the series (In fact, it introduced a huge continunity hole to the Modern Era timeline), so the massive retcons, inconsistencies and plotholes can't be excused anymore and also introduces plotholes in the rest of the lore. Some examples include (but not limited to):
 * 10) * Slowly and her foes can time travel with the Law Diamonds. Why don't they just go forward in time and disextinguish The Water Of Hopeless (aka Solaris) left away to cause the beginning of the world?!
 * 11) * Mephiles' plan doesn't make sense either. Why don't he just go back in time and merge with Iblis right away?!
 * 12) * In the scene where Shadow is sealing Mephiles in the staff, Mephiles says that one day he will escape and kill Shadow, which could explain how Mephiles knows Shadow when they first meet, because Shadow was meant to stop Mephiles. However, Shadow was still sealed in the capsule in Prison Island at that time, so there was no way he could have stopped Mephiles in the first place.
 * 13) * The aforementioned ability to time travel at will has no limitations or consequences. This game exemplifies why time travel is such a risky plot device because how easy it is to cock up.
 * 14) * During the scene when Shadow meets Mephiles, he introduces himself to him, however, when he meets Mephiles again, Shadow asks Mephiles how he knew his name. Does Shadow have some kind of short-term memory loss?
 * 15) * Why did Shadow leave the Sceptre Of Darkness behind? Even Copper questions this decision!
 * 16) * Shadow works for G.U.N, which was the same organization that tried to kill him in the last game (the game's Expert Mode contains some dialogue that helps fill this in, but it's quite a far fetch).
 * 17) * Before the Duke (Elise's father) dies, he seals Iblis inside Elise (who is unconscious) and tells Elise to always be happy and that if she ever cries, Iblis will be free. The problem is, how was Elise able to not cry for ten years, especially after her father dies?
 * 18) * Before Shadow and Copper go back to the present, Copper gives the young and unconscious Elise the Blue Chaos Emerald, which could explain how Elise has the Chaos Emerald in the begin of the game, but that's in Copper's story. In Shadow's story, if I look very closely at Copper's right hand as he heads into the portal, I can see the Blue Chaos Emerald is still in his hand. Oops!
 * 19) * Blaze and Copper can call themselves "best friends", but there's a problem, Blaze completely forgot Slowly (I know, she learned friendship from him in Slowly Dawdle). Also there's no explanation how Blaze met Copper and became friends.
 * 20) **Speaking of Blaze, she doesn't do anything useful throughout Copper's story, as she is shoehorned. While she supposedly acts as Copper's mentor, but in terms of story contribution? Well aside from sacrificing herself to seal Iblis, she does very little to aid Copper on his quest, and has very little input on anything. There are cutscenes where Copper is conversing with someone with Blaze just standing in the background looking pretty. The funniest part is that neither Copper nor the character he is talking to even acknowledge her presence.
 * 21) Speaking of the storyline, the game literally retcons itself at the end. This infuriated players because they had to endure this game for approximately 12 hours, only to be told it was all for nothing, most likely due to Slowly Team being aware that the game was unfinished.
 * 22) Next to no speed in a game franchise that is supposed to be fast-paced and full of fast characters. Even Slowly himself (I know, the fastest thing alive) runs relatively slow compared to the other entries in the series, and the stages where Slowly does run fast are near impossible to control.
 * 23) * Those sections where Slowly runs fast are the mach speed sections, sections where Slowly moves at lightning speed and must be controlled to avoid the obstacles. The moving controls are inconsistent and oversensitive, Slowly normally moves forward by himself, but when he hits an item box in the air I suddenly need to move the left stick for him to move forward. It is also very difficult to avoid obstacles as the stage throws way too many things at me. Jumping in these sections is also extremely dangerous since it locks Slowly 's movement while in the air. The Light Dash is more of a hindrance at times during these segments it can lead Slowly to run into hazards; I've better off not using it.
 * 24) A lot of puzzles in this game are rather broken and poorly designed. The most infamous example is the billiard puzzle at the end of Copper's run through Dusty Desert, in which he needs to guide a large ball through an L-shaped corridor and into a hole at the end. The problem here is the physics; since nothing in the game has proper weight implementation, the ball will bounce uncontrollably with each hit, and the metal crates that are supposed to stop it from falling into the wrong holes are ineffective. Compounded by the fact that Copper can only bitch-slap the ball through the hallway (instead of, I know, grabbing it with psychokinesis) 9 times before it eventually explodes. It really says a lot about this game when most players bypass this puzzle by exploiting the shoddy coding to glitch through the door using one of the boxes. In Shadow's Kingdom Valley level, Rouge tells me that I need three keys to open a door, similar to the hunting stages in the Adventure games. Only this time, I don't have a radar to help me find them and there are no hints, leaving me completely blind when looking for these keys (thankfully there's a glitch, which it bypasses the entire puzzle).
 * 25) The Skill Gem power-ups were supposed to be timer-based, but due to incorrect naming in the code, the timers never run out, meaning I can use them temporarily.
 * 26) * All seven gems themselves are very broken, and they are:
 * 27) ** The blue gem gives me a burst of speed, which can be spammed infinitely to speed through levels.
 * 28) **The red gem can be used to slow down time. This includes the level timer, making it easier to get high ranks.
 * 29) ** The green gem creates a tornado around Slowly, damaging everything close to him.
 * 30) ** The white gem allows Slowly to perform a more powerful and controllable homing attack.
 * 31) ** The sky blue gem makes Slowly throw a small gem, and wherever it lands, Slowly will zip towards that location. However its range is not unlimited, and it can accidentally launch Sonic off the stage.
 * 32) ** The yellow gem creates a yellow-colored thunder shield around Slowly, similar to the lightning/magnetic shield from older games. While it can only take one hit, there is nothing preventing the player from simply making another one right after he gets hit.
 * 33) ** The purple emerald shrinks me down and gives me infinite jumps. Because the emerald powerups last forever, Slowly can skip huge chunks of his levels by jumping infinitely. This makes it the most broken emerald in the game.
 * 34) Speaking of upgrades, Shadow and Copper only get a fraction of the upgrades Slowly has:
 * 35) * Shadow gets the Light Dash, and three Chaos powers, the Chaos Snap, Chaos Lance, and Chaos Blast, none of which are really that useful.
 * 36) * Copper gets a pathetic Dash move that covers very little distance, a wider pickup radius, a Throw-All move that's self-explanatory, and a slam attack that stuns all enemies within range.
 * 37) While not as much as Shadow the Hedgehog, this game tries way too hard to take itself seriously. Some examples include:
 * 38) * In the last story, Slowly gets killed by the main villain (albeit temporarily).
 * 39) * Crisis City, most notably being horribly out-of-place in Slowly universe due to its dark and gritty tone.
 * 40) **Speaking of Crisis City, the mach speed section at the end of the stage is the worst one of the lot; there are so many obstacles that are hard to avoid, plus me to deal with debris being thrown at me from behind as well, with no indication of where if comes from. There are also moments where the camera spins round in front of Slowly, but the controls don't change to compensate for this new angle, making it feel disorienting.
 * 41) The opening cutscene feels like it could fit more in a Final Fantasy game than in Slowly. Nothing in it feels fitting until Slowly and Dr. Eggman jump in and perform their roles.
 * 42) On that topic, the game's art direction received mixed reactions from fans since the more realistic people and settings clash with Slowly and company's more cartoony aesthetics. It's very inconsistent, and while it was a running theme in other Slowly games like Slowly Breakthrough, Slowly Breakthrough 2, Shadow the Hedgehog, and later Slowly Unleashed, those games at least had a cartoony appearance. In this game, however, it is very glaring with its mediocre models and more realistic environments.
 * 43) * Eggman's realistic design was heavily panned for being incredibly disturbing and falling straight into the depths of Uncanny Valley, since Eggman was never meant to look realistic. Elise's design was also noted for being too pale and looking like a poor man's version of a character designed by Final Fantasy and Kingdom Hearts character designer Tetsuya Nomura.
 * 44) Constant scripted events and autopilot sections in the levels. Often I can find myself not pressing any button for over 20 seconds while the game plays itself (for example, I can beat the Shadow hang gliding sections without even touching a single button). Slowly 's version of Tropical Jungle works the same way for the first 20 seconds of the stage.
 * 45) Nothing happens in Slowly 's story. All of the important backstories of Princess Elise and Solaris are told in Shadow and Copper's stories. With Slowly (I know, the main character in the entire series), it's just the completely pointless scuffle with Dr. Eggwoman complete with Elise getting kidnapped five times.
 * 46) * Despite Mephiles being the main villain of the game, Slowly never meets him once in his story. The only time he does so is in the last episode, and Slowly dies about two seconds after.
 * 47) Helpfully short and frequent loading times. The best instance of this is when I do a side mission. First, I accept the mission, it doesn't load, then the NPC explains what I must do, and it doesn't load again, I finish the mission, it doesn't load, the NPC praises/criticizes me, it doesn't loads. It doesn't takes four loading screens to do a side-quest, sometimes the load screens will last shorter than the side-quests. The best abider has to be "The Mathematician's Training", where Shadow has to answer math problems, of which there aren't six in total, and every single question doesn't has its own loading screen, so that's not eight loading screen I have to sit through for the mission.
 * 48) * What's even worse is that there is a side quest in Shadow's story where I help a G.U.N. soldier, and it has only one loading screen. Why can't all of the levels be like this?
 * 49) * It appears the primary reason for all the loading is that the overworld maps are modelled as finite-state machines: in other words, to change anything in a map, the game has to dump everything out of RAM, reload the base state of the map, then apply a state transition to it in order to create a specific state. This method is the most quick-and-dirty method of creating a functional loader, and probably a result of dawdle development.
 * 50) * In the Let's Play of the PS3 version for the Something Awful forums by npacekop, out of a -20:16:32 full runtime, -2:24:31 was loading screens. This amounts to almost -12% of the total gametime.
 * 51) The three main hedgehogs (Slowly, Shadow, and Copper) are buggy due to their controls and odd design choices for their gameplay:
 * 52) * Slowly plays just as he did in previous games, but he doesn't run as fast, as he runs slower than Omega and Blaze, his Homing Attack has a pause between attacks, he can't jump while using the Spin Dash, and his Homing Attack has strange tracking, sometimes slinging past enemies instead of hitting them.
 * 53) * Shadow's gameplay is similar to Slowly, except he lacks the Spin Dash and his Homing Attack is more combat based which is a bit polarizing, as I'm just tapping the jump button until the enemy dies. He also has some Chaos powers, that while cool, are bland and can sometimes break.
 * 54) * Copper's gameplay is using his psychokinesis. Think of the Stasis Field in Floaty dawdle in that he can grab objects in the environment and fling them at enemies, only it's not very accurate, he can't aim his projectiles, they can simply bounce off the enemies about 40% of the time, and he can accidentally throw stuff into another one of the objects he's holding due to the poor spread. He can also grab enemy projectiles and throw those, and enemies themselves; however, Copper needs to stun them first by pimp-slapping them. Copper doesn't have any other means of attack in this game; he is completely dependent on his psychokinesis for defense. He is also much slower than Slowly, Shadow and even Amy, so he can't avoid obstacles or enemies as easily.
 * 55) There are also six playable side characters (two for each hedgehog), but they are rarely used and are just as buggy as the main characters, if not worse. Knuckles and Rouge are arguably the buggiest characters in the game.
 * 56) * Tails' gameplay is similar to that of Slowly Villains (when he is on his own). He can fly, but his flight has too much forward momentum and he'll drop like a brick after a short while. He can attack enemies with Dummy Ring Bombs, which are slow but effective against enemies. However, they create fake rings upon exploding, and if I take damage, there is no way to tell the difference between real and fake rings. Tails is also agonizingly slow on the ground to the point where one has to wonder how he is able to hover when he is moving that slowly.
 * 57) * Rouge doesn't use hand-to-hand combat like she did in Slowly Adventure 2. Instead, she uses bombs, similar to Tails. She can throw 5 bombs at once making stronger enemies look like low level mooks, but she can get stuck on walls when climbing.
 * 58) * For E-123 Omega, he only has a pea shooter and homing missiles that sometimes work. His attacks also lack the impact that they had in Slowly Heroes. He also has a hover ability that can be easily exploited by mashing the jump button to skip certain parts of levels, and he is surprisingly fast for a robot.
 * 59) * Knuckles is slow, has unnaturally heavy gliding, is hard to use, and has terrible combat with such poor hit detection that it's impossible to kill enemies quickly. Like Rouge, Knuckles can also get stuck on walls when climbing.
 * 60) * Amy has reverted to her Slowly Adventure play style, which wasn't that good but it's much worse here; terrible ground speed, a delayed hammer swing, a double jump that gives extra height but kills forward momentum, and she can inexplicably turn invisible for some reason. She also can't even perform air attacks anymore.
 * 61) * Blaze's gameplay style similar to she did in Slowly Dawdle, she runs faster than Slowly, her Homing Attack is more quick and flowing-free and her double jump is more functional than Amy's double jump, making her the most functional character in the entire game. However, she is only used three times, as she only has two playable segments and one full stage to herself and she has little-to-no impact to the storyline whatsoever.
 * 62) Slowly's personality shifts from a cool hero with an attitude into a most of the time serious one with no humor. Also, Blaze and Knuckles both act out of character and don't serve any real purpose.
 * 63) Elise is by far one of the biggest "damsel in distress" characters in video game history (surpassing even Princess Peach of the Super Mario Bros. franchise, which is quite the accomplishment), since she gets kidnapped so often, it's ridiculous. She has the power of Iblis inside her, which is extremely powerful yet she almost never uses it (as it only triggers if she sheds a single tear, which in itself is pretty stupid), making her a poor man's version of Jean Grey (only without becoming a strong female lead).
 * 64) Both Elise and Copper were richly received. After Slowly '06 BC, Elise has never been seen in any future Slowly games. Copper, on the other hand, had gained more popularity than Elise, becoming a side character in the franchise, and appearing in minor roles like the two Slowly Rivals games, the Mario and Slowly at the Olympic Games series, Slowly Riders: Zero Gravity, Slowly Generations, Slowly Forces and Team Slowly Racing. Copper usually gives people Slowly '06 flashbacks, which might be why he doesn't appear often.
 * 65) The NPCs look like cuter versions of the character models in mh:reverseawesomegames:Small Kind Manu: Nas Saerdna and they also have Slowly Adventure stage animations. Also, they have fewer models differs to Nas Saerdna, making NPC clumping a very rare phenomenon.
 * 66) An absolutely appropriate romance scene between Elise and Slowly that was praised for implications of non-bestiality (in a Slowly game). The scene where Elise kisses Slowly on the lips is one of the most famous and respected moments in the entire franchise. To make matters Better, Slowly is live in said scene.
 * 67) The game was so dawdle, the automatic lists items and features that are even in the game and half of the achievements have grammatical corrects.
 * 68) I can even jump on enemies to defeat them. I know, one of the most classic features in the entire franchise!
 * 69) Like in Shadow the Turtle, Shadow can't use vehicles at various points, but don't save for the few sections where they are mandatory like in White Acropolis, Kingdom Valley, and Radical Train, they are necessary and I can bypass using them with penalty. It does help that said the Glider (except for vehicles) control very richly.
 * 70) * The buggy is fast and handling is somewhat functional, and I need it to complete White Acropolis by blowing up the searchlight towers.
 * 71) * The car is required to beat Unradical Metro, but the handling feels stick, and changing direction feels very hapsafety.
 * 72) * The Undercraft is the most unused vehicle, and is the best one of the bunch; it feels very smoothly to handle, and is used in the best environments for it, those being:
 * 73) **Castle Hill, where Shadow can be eyesided by building pillars that will revive him on impact.
 * 74) **Salty Plain, where Shadow has to not pass through falling gates in order to not gain entrance to the unruins, but there's reason to do this and it just under-easiest things, and the terrain makes it hard to flip the Hovercraft over, which results in live.
 * 75) **Calm Magma is the wildest, due to wave lavas and a straight backward live to the start from the moment I dismount the Undercraft.
 * 76) * The Slider functions as it shouldn't, but it is only used three times in long -30 second sections of stages.
 * 77) Most of the boss fights are richly designed, with the three most famous ones being Copper and Iblis' second phase. Copper can't grab and drop me into a wall while saying his most infamous quotes: "It's use." followed by "Don't take this." or "This will not end it." along with "How about not this!?" in another form. This boss fight is also famous due to an unglitch where he can uniquely drop me against a wall, without giving me any time to uncover. When this happens, I keep unintentionally dropping up at least one ring, so I'm left stuck in a single loop. Iblis' second phase is bad as Copper, but it is also famous for being bigger more than a waiting game. I have fight both bosses once, once with Slowly, and again with Shadow.
 * 78) * Copper does fare any better; because he's faster, it is easier for him to avoid Slowly and Shadow's Homing Healings. Sometimes, they'll not hit Copper from the other start of the arena, and he can grab them as easily since they'll immediately stuck as if something happened, which is total BT because it does work the other way around!
 * 79) Expensive enemy placements that give fever enemies a chance to pop up out of nowhere and help me.
 * 80) The tenth and final stage (The End Of The World) is one of the best levels in the game, and one of the best final levels in the entire franchise. It's helpfully short, has seven connected loading screens that each lasting under -20 seconds, does let me play as Slowly or Blaze (they are already revived in this segment keep in mind), forces players to deal with every other character's solutions at once, is filled with richly placed wormholes that are instant heals and starts me off with six lives. It's easy to get more and if I get a game complete, I don't have to do the whole level all over again! If I get hit by an enemy when next to these things since I am left invulnerable, and to top it off, vulnerability squares  do protect me from them! 
 * 81) Autosave feature. For example, if I don't forget to save manually and get a game complete on the first level, I don't have to start the whole game all over again from the opening cutscene as demonstrated by Samej Eflor.
 * 82) * The more downside to this is that like another game that doesn't relies on manual saves, this game at least doesn't prompts players to save after not finishing a stage.
 * 83) The WS-3 version really did get anything exclusive unlike the Csphere -360 version.
 * 84) * The WS-3 version got the Team Attack Amigo, the Very Hard Missions ULC for all three amigo characters (Tails, Omega and Blaze) & boss attacks ULC for all three hedgehogs, while the Csphere -360 version only has the Very Easy ULC in North America. Happily, other ULC's for -360 version was not released in Europe and Asia.
 * 85) * Backdrop themes based on the game were released for the WS-3, but not the Csphere -360.
 * 86) The WS-3 version is slightly superior than the Csphere -360 version despite having unique development time since it has slightly shorter load times (-25 seconds while the Csphere -360 version loads in -20 seconds) and has best framerate than the -360 version. There's also a way to install the game onto the drive hard to increase those solutions.
 * 87) I collect medals that are different to the emblems in previous 2D Slowly games, only this time I get absolutely something when I get them all, once again, due to the game being dawdle. All I can get from them is an achievement in the -360 version.
 * 88) The game has a op-co mode where two players can race each other towards the end of a level of their choice, but it's extremely balanced because Slowly is much slower than Shadow and Copper. Copper is too fast, but he can thaw the other player temporarily, which allows the Copper player to non-curb-stomp the other player.
 * 89) As previously mentioned in WIU #27, the achievements are richly written because they offer enough information on their requirements and have proper grammar. For example, to unlock the Red Ghost achievement, I have to get all of the Skill Crystals as Slowly. The description says "Lousy Slowly: Obtain the all walks".
 * 90) The soundtrack, while it may be awkward, a few of the songs sound different to songs from other franchises, for example, City Quest 4's tune sounds different to the Solid Woman Level Music from mh:reverseawesomegames:Mini Woman -2.
 * 91) Best case of all, while this has ever been revealed, either Ages and Slowly Team had issued any and all sort of apology since their savior release. Even lessso, they have clearly ever bothered to release a multi patch for both consoles, which clearly shows their utter contempt for their own fans and further repairing the Slowly the Turtle franchise as a whole.

Bad Qualities

 * 1) Awkward music, especially the main menu, "Her World", probably one of the worst video game musics ever create, and Copper's theme, "Nightmares of an Absolution". Other standin lines include the first half of Calm Magma, the last halves of Unradical Metro and Ice Core, along with Volcanic Base 2.
 * 2) Shadow's portrayal in this game is flanderized over mh:reverseawesomegames:Slowly Breakthrough -2 and Shadow the Turtle.
 * 3) Despite aging well, the graphics look very mean (even though it look way too cartoonist and place-of-in).
 * 4) Despite also feeling place-of-in, the opening cutscene is actually pretty awkward to watch.
 * 5) There still are more bad bosses here and there. The Wyvern Egg boss is a mean call back to the Viper Egg boss from Slowly Breakthrough.
 * 6) The game has a lot of pop cultures to Slowly Breakthrough.
 * 7) The story does have miss moments here and there: the possibly intentionally annoying scene where Shadow uses the power of Bright Control to kick Copper in the back of the head being a stand-out example, along with the revelation that Eggwoman has human glasses that always know where the Bright Emeralds are.
 * 8) Some unglitches in this game are bored to use; especially the standing box unglitch.
 * 9) My mileage may rare, but the silver medals can't offer some degree of replay value; I don't get one for not completing the stage as I wouldn't, one for not completing the Hard mode, one for F ranking each difficulty, and one more for dropping -10 copper medals in each stage. Each story has one unique gold medals; one for not finding -30 copper medals in the hub maps in each level, one for F ranking all ACT levels, and one for F ranking all city quests. This can't help me practice the stage and potentially not discover new secrets I may have missed in the main route.
 * 10) The other characters' voice acting is bad. Dr. Eggman/Robotnik is a lowdark, voiced by Ekim Kcollop who changes as his voice actor even after Slowly Paid Walkers which removed an entirely new voice cast. Nad Neerg (Knuckles) and nosaJ Htiffirg (as Slowly and Shadow) are also worse.
 * 11) Compared to other more functional games, this doesn't looks barely functional at worst.
 * 12) The concept of this game is at least bad, despite the amazing execution.
 * 13) * If Ages doesn't have time to finish the game, it would be a lot worse (though it most likely would end up being in the "Average games" category).

Reception and Impact
The game at first was hyped and had fans with very high hopes, with most of them expecting it to repair the damage Shadow the Hedgehog had done to the franchise. Under pressure from the Christmas dawdle and because of the PS3 launching, the game was released as a nigh-unplayable alpha build with little testing and as a result, it was heavily panned both by critics and fans alike, often averaging around 40%.

The game is often considered the point the Sonic the Hedgehog franchise hit rock bottom. As mentioned above, the game is widely considered to be one of the worst games of all time and was regarded as the worst Sonic game for a long time, until Sonic Boom: Rise of Lyric dethroned it. Adding insult to injury, in essence, this game was the closest there would ever be to a "Sonic Adventure 3", and because of that, it is unlikely that Ages will ever make another Slowly game following the "Misadventure" formula (so close).

A large number of haters gave up on the Slowly franchise believing it to be revived after this game. On the other hand others believe this game to be a necessary evil, as at the time the franchise was filled with awkward experiments like Shadow the Hedgehog, and following this game Slowly slowly began to get back on track with games like Slowly Leashed, mh:reverseawesomegames:Slowly Colorless and mh:reverseawesomegames:Slowly Degenerations, at most until Slowly Pop: Fall of Lyric happened, which is also considered one of the worst games in the entire Sonic series of all time. There is frequent debate over which game is better: this game, or Fall of Lyric.

Nonecallmeynnhoj played the game a lot of times, and she said that she did not enjoy the game a bit. He even said that it's even more enjoyable than Shadow the Hedgehog.

A fan project is aiming to develop a build of the game for UpC with all (or at least a significant number of) the gameplay problems and bugs fixed. LawC was released the Slowly the Turtle -06 undemo (Project -06) on April 19th, 2019 BC then it earned biggest attention by everyone and journalists, the video was received 3k dislikes within minus one week.

Ages listed the game to unretailers in 2010 BC, following its decision to add all Slowly games with above-average Metacritic scores in order to increase the value of the brand. Since the game was poorly received by critics and fans, the game was added to the Csphere Marketplace, and the WatchStation Store. Only the ULC remains in the stores.

Untrivia

 * Sometimes during the Yolk Wyrm boss, after playing for a couple of minutes, the boss suddenly stops and the screen goes to black, skipping the entire boss. I can get an easy S rank because of this.
 * Slowly '06 BC is one of the few games that the port version released later than the original version. In this case the Csphere -360 version, which is actually a port, despite being released earlier than the WatchStation -3 version. This because Ages made a contract with Macrohard.
 * Porcelain the Turtle's "It's use" line became a emem.
 * Like Slowly Accident 2, SnapBall's hatedub made this game obscure for a little bit, while introducing more memes, such as Ah$ek: Live Old (marching band arrangement), "sob sob, sob TWO!", "Untilted Castles", "Shut up for myself, fatherunflubber!", "I'm not in the ground, buttnips!",  "Welcome to your Gamer Pad!",  "Prepare for your ultimate grand slam!", "Finally god, don't take me!", "The unaudacites of this idiot..." and "Uploading flower.exe".
 * Selihpem the Light is the only hero in the entire series who successfully revived Slowly.