Genesis does what Nintendon’t? Apparently not.
Let’s kick off the New Year of Freak-Out Fridays with an oldie but a goodie!
One day, UltramasterBDJ discovered the unholy magic of Action Replay.
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!
I spy with my little eye… the Egg Nega-Wisp from Sonic Colours…in Team Fortress 2!? This is delicious!
It truly is an amazing thing what some people can engineer in their computer machines in this day and age. Would you not say the same, gentlemen?
Ported by lilrobot959! Special thanks to Sweecrue for the find!
Wasn’t originally going to post a FOF this week… but I literally saw this 30 seconds ago. It’s 11:59pm – it must be a sign.
Warning: very loud.
I didn’t even know Colours hacking existed…
(Thanks to Professor Jackstraw PhD on the SSMB for linking this video-type thing.)
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.
I’m on an 8-bit Sonic binge as of late, aren’t I? Wait, who am I kidding? I always am.
A SEGA Master System hack, Sonic 2 LD, a title playing on Retro’s HD Sonic 2 remake, by doc eggfan at Sonic Retro is probably my favorite project at that forum. The project’s goal is to take the Sonic 2 levels for the Genesis and put them in the Sonic 2 Master System ROM. A novel concept, considering that I’ve always wondered why SEGA made different levels for the Master System version (aside from making Aqua Lake Zone, aka “the best zone ever” – ride that shuffle beat).
Doc Eggfan recently released a new screenshot of his work-in-progress, 8-bit Emerald Hill. Hit the break for the screenshot. Warning: Contents May Be Awesome. Continue reading Fanatics: Sonic 2 LD
Sik, over at Sonic Retro, has completed his hack of Sonic 3D Blast that removes the Flickies from the game, leaving you to run around and play the game as if it were a true, isometric version of a Sonic game (where the goal is to simply make it to the end without dying). I must say that I enjoy 3D Blast one-hundred times more than I did (I didn’t really like it, so that’s a huge improvement). Who knew that taking out the entire crux of a game could make it more entertaining?
In this hack, Flickies will still appear, but you will no longer be able to collect them. The big rings will always let you proceed to the next area and any areas (like the tube in Panic Puppet) that prohibit your advance due to your Flicky count will allow you to go anyway.
With all this fun to be had, however, it must be said that now that the lost, core mechanic of the gameplay makes the game much easier. It was designed around Flicky collection and now you can just blow through every stage without a need to explore every corner of the isometric worlds. Still, I hate Flicky collection, so it does not bother me that much. I have never been arsed to play this game all the way through, so here’s to Sik for making a mediocre game interesting.
Welcome to the Fan Spotlight, a segment that shines on creative works in the Sonic community that you should check out.
Over at Sonic Retro, member ColinC10 has made a brand new ROM hack that tests not only your time attacking skills, but your boss killing skills as well. “Robotnik’s Revenge” is a Genesis ROM hack that pits you against every single boss from both Sonic 1 & 2. Back to back, you are presented with these familiar challenges inside the Death Egg, a design reminiscent of the version of the Death Egg found in the “Sonic 2 Long Version” hack. The hack is incredibly addicting, as your previous experience with these bosses leaves you coming back for more if just so happen to die. I died a few times near the end and kept telling myself, “I know that I can beat this game! I’ve done it a thousand times!” Then, I kept playing.
The hack offers a time attack mode (unlimited lives) and a survival mode (with lives). You can play with Sonic or Tails in both modes. Please, give it a play, because it is really cool to see the Sonic 1 bosses implemented into the Sonic 2 engine.
Sonic 1 Megamix has been at the forefront at the hacking community, considered by most to be somewhat of a gold standard when it came to adding content to Sonic ROMs. However, Wednesday marked the end of the Sonic 1 hack after controversy, unnecessary drama, and just plain bullshit permeated the project’s thread for the entire month of August. I’m too lazy to recall the whole story behind the leak earlier this month and all the stupid crap that ensued (and if you’re involved in the community, you already know about it), so let’s just get the project’s director, Tweaker, to comment on the end of an era:
We have chosen to release the work we have. The game has had many changes, including a port to the Sega CD by Stealth. There is one ISO for each region, and the game should work perfectly on hardware, with a few exceptions; a few Knuckles sections will crash the system, and the pitch adjustment in the sound test doesn’t work on hardware either. However, BRAM is fully functional, among other things. This is nowhere near what an ideal final release would be like, but there’s really nothing more to be said. The game is in a playable state, although it is stressed that this is by no means in an ideal state for a full release. There were many things we had planned but could not achieve, and these things will never be achieved.
To read his entire post, check the link below. Oh, and take some time off, Tweak. You’ve earned it.