The game is also very lightly controlled from buttons and strongly focuses on how you move the Wii-Mote, and I’ve noticed holding it sideways does not really respond for this game as well. At least... as sharply. Here’s the huge flaw with this aspect. While you can press the D-Pad to change direction, you change direction, automatically, when you even faintly shift the Wii-Mote. So, basically, using the D-Pad cannot replace or remedy that. Sonic’s motions are ALWAYS controlled by the rotation of the controller. This does not work effectively in combination with mediocre (at best) response, constant forward movement, and a terrible jump system.
Then you have to open into the ’RPG’ element adopted into this one. I’ll admit, this was innovative, refreshing, and pleasant, but it was definitely nothing more than you should hope for. Each time you complete a stage (even re-runs), you gain experience which goes to a bar. Once the bar is full, you level up once, and gain extra points that go towards your learned skills. To gain a skill, you have to complete a specific task (usually a certain stage, which is only unlocked by completing a certain number of other stages). Each Skill requires a certain amount of unused points to equipped it.
For example. Say Skill A requires 4 points, and say you have 40pts. total, but 37 of those are already used up. The only way to equipped Skill A is by removing a skill already equipped to Sonic. When you remove them, you still keep them, so don’t worry, but this is a nice system to prevent you from becoming a God within the completion of the first world. I guess the best way to explain the Skill system is referring you to Kingdom Hearts, which has a nearly identical concept.
The skills range from Magnetizing coins to you from a reasonable distance, to giving you super-attacks, to allowing you to do a flaming back-flip, and some of them are essential for completing the game.