Silver Sonic The Crystal Islands Refreshed!

By Roebloz
   

Welcome back to the Crystal Islands!!! A year ago I unveiled the tale of Silver Sonic's third adventure, off to simp for save his fellow Master Robot Splashy, who is totally not Splash Woman from Mega Man 9, nuh-uh. While it was definitely an improvement over the previous two entries in the series, (Especially The Revenge, yikes) it still had a lot of problems, with the level design still being on the harder side, audiovisual bugs being plentiful, confusing versions and overall, a severe lack of polish. These all problems have now all been fixed! (mostly)

This is still the same adventure that we all know and love, (Or at least the one we know) featuring Silver Sonic going to an archipelago of strange crystalline islands, filled with even weirder crystalline creatures, going through 6 zones to free Splashy the Mermaid (The seventh Master Robot that Sonic never encountered or destroyed in Sonic the Hedgehog 2 8-bit) from Robotnik's control and stop her from conquering the world with the islands's creatures, culminating in Silver Sonic disabling her evil program, leaving her free to be good and do as she pleases.

However, multiple aspects of the game have been greatly improved since the last contest, turning a disappointing hack with potential into a fun little hack with its potential unleashed! Both old and new players alike will be able to enjoy the Refreshed experience, with it being much more on par with the original 8-bit game it is based on, if not better.

  • Cleaned-up SHC Entry! The story has now been moved to the Extras, freeing the page of much filler, making it much more readable and (slightly) less of a massive wall of text.
  • New and Fun Level Redesigns! No need to double-guess where you'll end up after a jump and to move precisely to avoid being knocked into a pit now! All 17 levels have had their level design reviewed and redesigned (Dare I say...Refreshed?), with fairer enemy placements, more rings, less bottomless pits and extra powerups to make the adventure a breeze! (Maybe a little too much of a breeze? At least now you won't Game Over in Mineral Mine Zone...At least you shouldn't.) There's also many more Arrow Monitors now, so starting from the beginning of a stage shouldn't be a problem anymore for most stages. (Unfortunately, The Edgeworld Act 2 can't have Arrow Monitors, or going through the last door kills you.)
  • Improved Graphical Assets and Colors! While the original hack was still pretty, many of the zones (Especially the earlier ones) lacked a lot of graphical polish, some of the palette choices were questionable, and Silver Sonic had a lot of inconsistent shading and misalignment issues. These have all been Refreshed! The title screen and level completion screens have received a bright new palette, (With the title screen even getting all-new beautiful clouds, which are also featured in Mineral Mine Zone) Silver Sonic's sprites have been fixed and their shading have been made more consistent with its original sprites from Sonic 2 8-bit, (Noticeably on the face and belly) and both the monitors, rings and in-game hud have received brand-new looks and shading, courtesy of Ninjacat25. (Thank you!) The zones themselves have also had their looks improved, from the all-new crystal tiles, clouds and palette for Mineral Mine Zone, (The latter two hailing from the title screen) to the unique water tiles and properly transparent blocks in Crystal Egg Zone, to various unused decorations in Seaside Gem Zone being re-added. This even applies outside of the game, with the brand-new and much-better custom box art, much more in line with the one for Rise of the Death Egg, this time being based on the JP box art for Sonic the Hedgehog 3. The Special Stage also received its own unique palette, more purple than pink. Speaking of...
  • Brand-New Special Stages! While previously, only two different layouts existed for the Special Stage, (With one just being a placeholder accidentally kept in) the only difference between each entry being which items on offer, now there are four complete layouts, with them only being repeated once with different items. The original layout re-appears, but there's now a new one featuring large amounts of bumpers and a moon, another one featuring tons of rings and springs, and a final vertical one. It is also now possible to exit the Special Stage with a signpost, allowing you to use the ring bonus and not have to wait for the end of the timer before exiting. This is definitely the most Refreshed aspect of the game by far from how different it is to the original game.
  • Single Unified Version! One of the most confusing things about the original version was the different versions, with there being Easy, Hard and "Perfect". Refreshed refreshes this situation and eliminates this problem, now only offering one unified version rather than 3 with confusing names, with it being based on the original Easy version.
  • Wacky Extras Revamped! While most of the extras have been generally of good quality, the Art and Development Assets and Manual extras have had problems, on top of useless stuff often being thrown in previously. The manual and GBA port have both been scrapped (Though the manual's info on each enemy has been turned into the Bestiary), the Art and Development assets do make a return albeit with a major clean-up, with assets being made easier to use, useless ones being removed, and everything being recategorized. A much-needed refresher! (Okay, I'll stop now)

Other than those improvements, it's the same adventure and locales you can expect. Silver Sonic will have to go through Seaside Gem Zone with its waterlogged temples, with Tsumuris, Gemcrabs, the flying Valkidrones and the stealthy Crystaljaws roaming around, Mineral Mine Zone, with its fragile (Though slightly reinforced) bridges built over the speeding river and the crystalline caves, where Terrasalmus (Plural, Terrasalmi) leap out and the alien Sherumis crawl around, Crystal Egg Zone, the evil doctor's abandoned and flooded fortress, its Flying Choppers still floating around dangerously despite now being the home of Crystalkillers and Crystaljaws, Chromed Jewel Zone, bearing many jewels in its walls with properties similar to those of the Chaos Emeralds and doubling as a water filtration system, now being guarded by the firece Minerarumoru, purple bipedal mole-like creatures with their powerful emerald drill-beak, a few leftover robotic Unidus Orbinauts, on top of the shy exploding Tirufaias, finally Aqua Mermaid Zone, Splashy's homebase where both the green robotic Tropishes and the equally robotic Mecha-Kumanomis patrol the water, looking to bite any intruder not controlled by their mermaid goddess. And last but not least, after a climatic fight with Splashy, Silver Sonic will enter the portal to The Edgeworld, home of the Sherumis who invited plenty of Seaside Gem Zone natives as honored guests, who the robotic hedgehog will have to brave on top of the many cannons Robotnik's Reconaissance Airship possesses if he wants to get in and disable Splashy's evil program.

Will he succeed, or will he end up as metal scrap? You will only find out if you play Silver Sonic & The Crystal Islands Refreshed!, today! Have fun.

(By the way, if you're looking to listen to the soundtrack, it's available in both the Extras as a VGM and MP3 download, but also on this YouTube playlist right here!

Credits

Hi, I'm the credits. Again.

Developer Credits

  • Roebloz: Level Design, Level Refreshment, Lead Designer, Project Lead, Prrromotion Manager, Artist, Playtesting, Staff Executive, etc...
  • Irenepunmaster: Lead Artist, helped a lot with polishing (And naming!) the monsters, designed the Silver Sonic credits graphic and the Edgeworld's Xen-inspired pillars, thank you :D Also helped in choosing the final font design for the new box art
  • Amilgi: Lead Song Programmer, imported all the custom music into the game and remixed the S2 8-bit unused track for Crystal Egg Zone. Thank you as well!
  • Ninjacat25: Improved ring & monitor art, font shading and new version playtester
  • "Drycreature, saan1ty, "Ze Best MÄDDÄÄÄÄHK In TF2", Hammerpaperbro & Wavy: Original Version Playtesters

Box Art

  • Silver Sonic: Phonsie draws stuff! (Stardust Boys) - https://phons0.tumblr.com/post/167033300797/stardust-boys (Reshaded by me)
  • Splashy (Splash Woman): lenoxmst - https://www.newgrounds.com/art/view/lenoxmst/splash-woman
  • Overall Design Inspiration: Sonic the Hedgehog 3's JP box art, though the lettering on the Japanese title and the "The Crystal Islands" text is still based off Pocket Monsters Midori Version's box art and Pocket Monsters Crystal's title screen.

Music

  • Title Screen: Pokemon Gold/Silver Intro Part 2
  • Act Start Jingle: Sonic the Hedgehog 2 8-bit ver. Act Start Jingle
  • Seaside Gem Zone: Plok! SNES Beach Theme
  • VS Splashy: Mega Man 9 Boss Theme
  • Mineral Mine Zone: Mega Man 3 Gemini Man Stage
  • Crystal Egg Zone: Sonic the Hedgehog 2 8-bit ver. Unused Song (Remixed by Amilgi)
  • Chromed Jewel Zone: Sonic CD Wacky Workbench Past
  • Aqua Mermaid Zone: Mega Man 9 Splash Woman Stage
  • The Edgeworld: Half-Life 1&2 Nuclear Mission Jam/Something Secret Steers Us
  • Death Theme: Sonic the Hedgehog 2 8-bit ver. Life Lost Jingle
  • Program Disk Got!: Sonic the Hedgehog 2 8-bit ver. Chaos Emerald Jingle
  • This fantastic OST can be all listened to either through the download in the Extras as VGM and MP3 files, or through the playlist here (Do note that these uploads are older, and as such the screenshots in the videos are from the old version, not Refreshed)

Tilesets (and other tile graphics)

  • Title Screen: The water is from the original game's Jungle Zone, the Crystal Islands are edited versions of the Crystal/Sylx Tower of Final Fantasy III (NES), the new clouds are from the background of Snake Man Stage in Mega Man 3 (NES), the darkened Splashy sprite is based off her main one (Splash Woman from Mega Man 9), the font for "The Crystal Islands" is based off the font used for the "Crystal Version" label used in Pokémon Crystal, and the "Refreshed" label is based off the small font used in Gen 1 Pokémon games' title screen.
  • Map Screen & Ending Screen: The font for the zone titles are from Super Metroid (SNES) and the circle is the one from Sonic the Hedgehog (GEN). This also applies to the ending screens.
  • Act Complete: The main letters are from Sonic the Hedgehog 2 8-bit ver., though without any fancy scrolling.
  • Credits: The main Silver Sonic jumping off graphic is based off the graphic for Sonic jumping off the plane at the end of Sonic the Hedgehog 2 (GEN), while the other tiles are based off Scrambled Egg Zone from Sonic the Hedgehog 2 8-bit ver.
  • Seaside Gem Zone: Mega Man 5's Crystal Man Stage and Mega Man 2's Flash Man Stage
  • Mineral Mine Zone: Mega Man 4 Skull Man and Mega Man 3 Gemini Man Stage, with some Bridge Zone elements kept like the bridges and balance poles
  • Crystal Egg Zone: Almost direct port of the original Crystal Egg Zone tileset
  • Chromed Jewel Zone: Downscaled and adapted Sonic CD Wacky Workbench Present and Quartz Quadrant Present tiles
  • Aqua Mermaid Zone: Mega Man 9 Splash Woman Stage
  • The Edgeworld: Half-Life's Xen levels, Super Metroid Green Brinstar, Purple and Teal Maridia Tiles (The indoors section unchanged aside from added original art done by me)

Enemies

  • Most enemies are either modified versions of Metroid 2 or Sonic 1 8-bit enemies mixed with elements from MM5's Crystal Man enemies. (Especially Crystal Joe) There is the Flying Chopper from Sonic 2 8-bit, the untouched Unidus and two slightly downscaled robotic fish enemies from Mega Man 9.
Gallery
Download

File Type: rom/zip

File Size: 133.6 KB

Extra Public Downloads
Extras - Art and Development Assets
45.68 MB
Extras - Full Level Maps
3.25 MB
Extras - Soundtrack (MP3)
24.32 MB
Extras - Soundtrack (VGM)
85.89 KB
Extras - Bestiary
1.67 MB
Extras - Story
1.99 KB

Roebloz @ 2024-09-08 17:28:36

Welcome back to the Crystal Islands! I hope this will be a much more refreshing experience than last time~

Last modified by Roebloz @ 2024-09-08 17:29:21

TargetToad @ 2024-09-28 14:57:18

Kinda silly you can't get the good ending because it''s using the easy mode layout which (SPOILERS) removed a spring that would normally launch you to an emerald in CE2. Still really impresive for an 8bit hack

Roebloz @ 2024-09-28 19:36:39

You can get to the Program Disk though? Check the walls closely, you'll see you can go through one of them.

HackTsopis @ 2024-10-02 13:20:48

Quite high quality, but it needs to be improved a bit. For example, the score at the end of the game

Roebloz @ 2024-10-06 00:36:01

Yeah, there's still some things to improve, though not sure I'm that interested in improving it that much further.

Roebloz @ 2024-10-06 09:57:52

If anyone is interested in seeing a full playthrough of the game with my own developer commentary, fun facts and anecdotes, here is my full official Developer Commentary playthrough! https://youtu.be/1CynBdXuoZs