And then he had a bit too much fun with his Sonic Gamecube titles.
Sonic Adventure DX: Director’s Cut, Sonic Adventure 2: Battle, Sonic Heroes, and Shadow the Hedgehog are put to the test in this 20+ minute compilation of hacks and laughs! Part 2 is found after the jump!
Sonic Generations was a game that set incredibly high expectations for the fans for one reason, and one reason alone: the stages chosen to represent Sonic’s best moments in two different styles. This stretched not only to the gameplay and level design, but to the music as well.
The final release’s level selection was met with high praise, what with highlighting some of the greatest parts of Sonic’s history… but of course, not everyone is left satisfied. As a result, many people from the music community have decided to take matters into their own hands. Already numerous dubbed “Classic” and “Modern” remixes of Sonic favourites have sprouted around the web.
That is why, for this week’s Sound Test Saturday, we will acknowledge a few of these artists who have payed tribute to Sonic Generations and the history of Sonic in their own special way.
With that, let’s begin with a remix that literally raised the bar much higher than some would favour… a White World mix of Sky Troops from Shadow the Hedgehog!
Sonic Melponterations OST – Sky Troops (White World)
What started off a joke hack has become so much more.
Everybody knows that Omochao is annoying, but only one man has the balls to make an entire ROM hack out of it. Sonic the Hedgehog: Omochao Edition is an exercise in obnoxious from Sonic Retro staffer Cinossu that injects Sonic Team’s favorite floating tutorial into the classic Sonic experience. While many people will be initially turned off by Omochao’s presence, there is much more to this hack than meets the eye, as it fundamentally changes the entire Sonic the Hedgehog experience.
The hack’s premise is to avoid being annoyed. See that ring? Don’t touch it. See that badnik? Don’t touch it. If you do, Omochao will pause the game to inform you of your miniscule accomplishment and play the 1-up fanfare. With every object you touch, the fanfare becomes longer and longer, making you reach for your emulator’s fast-forward key. There have been many “don’t touch stuff” Sonic hacks in the past, requiring players to have lightning-quick Sonic skills and an intense amount of patience, but this one bests them all.
At this point, you’ll either be so annoyed that you switch off or be compelled to power through Green Hill without touching anything to collect the game’s medals and rewards. While it sounds impossible in theory, Cinossu and his testers have been thorough, finding the optimal paths that require the least amount of item contact. There is a way to beat the stages, but you have to stop, think and be smart about it, using the tight controls and level design present in the original Sonic the Hedgehog. If there is a section where item contact is necessary, the game gives you an “Omochao Protective Shield” that allows you to progress without being disturbed.
Sonic the Hedgehog: Omochao Edition is more than a novelty, as it brings more than a patronizing robot to the table. You’ll be able to select any stage from the outset (presented in a well-designed hub world) and medals and rewards for perfect play. If you can get over the initial annoyance of the hack, the additions and improvements reward players for dedicated play and elevates this hack above other “joke” hacks that lose their appeal after a few minutes. Future updates will give Omochao a voice through Cinossu’s SonMP3 plug-in, additional levels and Retro Channel support, allowing players to share their frustration online.
As noted, this hack is not for everyone, but if you want to give it a shot and avoid Omochao, here’s what triggers his prompts:
Item Monitors (doubly bad, as each individual item inside will also bring up a message)
Invincibility Running Out
Power Sneakers Running Out
Bouncing on Springs
Stepping on or Pushing Objects on Buttons
Getting Game Over (will also eject you from the level and reset your saved Emerald Count)
Getting Time Over (will also eject you from the level)
Touching Lamp Posts
Getting the Giant Ring (without a protection shield)
Finishing the Act (without a protection shield)
Finishing the Zone (without a protection shield)
Hitting the Boss (without a protection shield)
Defeating the Boss (without a protection shield)
Getting in that Last Hit (without a protection shield)
Collecting a Chaos Emerald
Touching a GOAL Sign
Good luck. Download and learn more about Sonic the Hedgehog: Omochao Editionhere.
Sonic Retro Tech Member ColinC10 has consolidated both Sonic 1 and Sonic 2 into the Sonic 2 ROM to create one epic, seventeen-zone adventure. While adding spindash to Sonic 1 has been done a bajillion times, this hack brings the entire Sonic 2 presentation over, including sprites, HUD and title cards. What caught my interest the most (and why I’m even blogging about it) is the emerald count.
The 6 emeralds from Sonic 1 and the 7 from Sonic 2 all have to be collected to complete the game and obtain Super Sonic. The way you access the different emeralds works the same way and you can collect an emerald from each set in a given act. What this setup creates is an emphasis in exploration and ring collecting to maximize the amount of emeralds that you can collect in a given zone. I enjoy this challenge. Of course, you can ignore the emeralds altogether.
It’s great to tackle all of the levels of these two games in succession while carrying over your score and lives, too. An “Arena Mode” is also available that gradually ups the difficulty of the levels, making their layouts harder and enforcing a stricter time limit.
If you feel like marathoning some Sonic this weekend, download this hack. Be sure to watch Tails get annihilated three ways to Sunday in Marble Zone.
Broniks, I have been spending the last few days all up in this new hack called the “Retro Channel.” If you read my SAGE 2010 review, you know that I think it’s the best project to come out of the community in a long time. I’ve been trying to best other Sonic Retro members for days now on the online leaderboards. Hey, I’ve even managed to get a few achievements! Sonic 1 hasn’t felt this fresh since they hacked the spindash into it. The whole concept of online interactivity is awesome. So, today’s poll is:
Have you checked out the “Retro Channel?”
Yes. (Tell us about your experience!)
I just heard about it.
More werehogs, please.
If you want to download the ROM, get it here. Enjoy the rest of your weekend, everybody. Here’s your weekly, unrelated Sunday video:
It was only a matter of time before a hack like this one came along.
On the heels of the incredible Sonic 2 XL hack comes a parody of how Dimps has been handling the gameplay in Sonic 4, according to a few members at Sonic Retro. This hack, by SOTI and MarkeyJester, “dumbs down” the physics in Sonic 2, so that nothing can be accomplished without speed boosters. You know, just like the real thing. SOTI gave a run down of the game’s features and future implementations:
Here is what has been implemented in the game so far:
– Speed boosters, freshly programmed and will be in every level (except from SCZ due to obvious reasons).
– Sonic only gameplay (The removal of Tails as a playable character was actually because of using Tails’ VRAM space for the dash pads)
– Boss theme replaced with a port of the Sonic 3D unused track which is being used as a boss theme for Sonic 4.
– A few physics tweaks to dumb down the game, after all – this is Dimps’ take on things.
– Title screen menu removed (no point for 2P mode and the options menu).
– Misplaced sound effects for a few things.
What might be implemented for the release (do note that none of these are promised for the release):
– The Sonic 4 version of the spikeless Bubbles badnik. (Currently being worked on)
– Dust trails.
– “Dimps Style” level design tweaks.
– Jump Dash
– Boost Button
The game is scheduled to see a demo release at SAGE 2010. As Ken Balough would say, “This is truly Sonic the Hedgehog 2 as you imagined it.” Check out some of the later levels and gratuitous speed-boostage in the gallery below (massive “lol” at Death Egg Zone).
UPDATE: New video of an updated build in Casino Night Zone. What’s new? Homing attack. How does this affect the level? Well, aside from the obvious observation that Casino Night wasn’t built for Sonic to be zipping around at whim, it renders the boss fuck-easy:
You don’t need to change the level layouts, the color palettes, or the characters to make a great hack. Sometimes, all you need to do is make a minortweak to completely change the gameplay and difficulty of the original game. Making it hilarious goes a long way, too. In Sonic 2 XL, that’s exactly what happens.
There have been hacks in the past where the rings are bad for you, but Sonic Retro members Ranger and Captain Bozo took that simple premise and ran with it. In Sonic 2 XL, the rings are replaced with onion rings. You need them to live, but if you eat too much of them, Sonic puts on pounds, inhibiting his running and jumping abilities. If you run around or hit a question-mark monitor, you lose weight. If you continue to eat more onion rings, you’ll have a heart attack and die. It makes the game so much harder as you try to collect as little rings as possible.
The edited sprites and animations are what makes this hack truly amazing. It would have been easy enough to simply alter speed and jumping, but having Sonic grow man-titties and get exhausted from walking short distances is incredible (and so damn funny).
Sonic Megamix, the most well known Sonic ROM hack, has returned to the public spotlight with a post by, community oldbie, Stealth at Sonic Retro. Stealth revealed that the drama that resulted in the project’s cancellation months ago was a complete misunderstanding. Therefore, it was only canceled for three days and the once Genesis, now Sega CD project has had work done on it since being resurrected. When Stealth finally revealed that Megamix was not dead a few days ago, he and other team members brought videos with them to show the amount of progress that they have made in private.
Despite publicly announcing Megamix’s return, Stealth did lay some ground rules that I certainly approve of.
With that said, you know how I feel about my projects, and this is no exception. It never has been, less of Tweaker’s over-zealous promotion. I am protective, and I will remain so. We will do what we please with this project, and on a time-table of our own choosing. Requests and questions about release dates are annoying and pointless. There will be no further demos, or even “private” beta-tests. Fact is, Megamix was supposed to end development with “version 4″ (at a later point in time), until this mess happened. There is no way we can possibly make another non-final release and keep it substantially fresh. Trust me – you’ll thank us when you have much more to play with all at once than one level at the end of the game and a couple of menu text changes
Finally, and this is important, we reserve the right to halt completely at any time. We owe a debt to no-one, and we don’t have to publicize any newer builds. All we ask for is some decency and respect. Don’t launch into actual complaints about how we choose to handle our business. Don’t rip us off solely for the sake of riding off Megamix fame. Also, don’t go asking for or looking for things that don’t belong to you. If we hear about the leaked material, or see it being spread/used, that’s it. If you want to do our jobs for us, we just won’t, and when you can’t handle it, you’ll only have yourselves to blame.
The videos below showcases Megamix’s progress since its move to the Sega CD. The game is not only “Sonic CD” smooth, but now has CD audio, composed by DM Ashura of DDR fame. Megamix’s design continues to, in my opinion, bridge the old and new styles of Sonic. In addition to the classic Genesis presentation, new moves, such as the homing attack, and a higher emphasis on speed make their mark.
Now, if only the level design wasn’t so masochistic.