Sonic 2: Westside Renovation - 2024 Demonstration: A Rather Explorational Update!

By ZachmanAwesomeness
   

EXTREMELY IMPORTANT, PLEASE READ THIS FIRST: Make sure you are using the latest version of the decomp itself in order to get the best experience possible!

Welcome back, ladies and gentlemen! Sonic 2: WSR returns with quite some surprises in tow. Dr Robotnik and his henchmen have completely transformed West Side Island into a giant heap of mumbo-jumbo. It is up to our heroes as they explore the island once again to discover new areas that were previously walled off from the general public. This time, take to the coast or go skydiving to change the story up a bit!

--------------------------------CHANGES & FIXES--------------------------------

  • GLOBAL TEXT UPDATED (Partially)!
    • Zone cards, Act results, etc. now use a font from Sonic CD, albeit edited by me.
  • UNIQUE BOSS THEMES FOR EACH ZONE!
    • Because the standard boss theme may get repetitive to hear for some people.
  • EXTENDED TIME LIMIT (30 MINUTES)!
    • This is mainly for those casual players or those who haven't played a Sonic game in ages.
    • Future stages are likely to exceed the vanilla limit in play time, so this change was made so that a Time Over doesn't occur when close to finishing them.
  • ROBUST ACT TRANSITIONS!
    • While the fades will still occur, the signpost area at the end of the previous act will serve as the beginning area of the next act just like in Sonic 3 & Knuckles.
    • Some form of setup established for zone transitions can be seen at the end of the final act of every main zone. All other levels use the standard capsule scenario.
  • ZONE-SPECIFIC CHANGES:
    • Emerald Hill:
      • Renamed to "Verdant Hill" as the "Green Hill" name was already taken.
      • Act 1's layout from the first demo was bulldozed in favor of a brand new one, and it has been extended both horizontally and downwards to acommodate for a new character that will join Sonic and his pals very soon...
      • Act 2's layout was tweaked to be less boring with the addition of SeeSaws from Hill Top and more unique land masses.
      • You can branch off the main zone path by using a cannon that is hidden on a floating island in the highest route in Act 2.
      • The boss music is the same as before with the Sonic 2 Boss Theme as heard in the Simon Wai prototype.
    • Chemical Plant:
      • Chemical Plant is now "mania-fied" with clouds being added in the background.
      • The palette now resembles the Nick Arcade prototype's color scheme.
      • The zone music mashes in a Genesis-style remix of Chemical Plant Act 1 from Sonic Mania made by dischu.
      • The boss music uses the Major Boss track from the Sonic 3 Prototype.
    • Aquatic Ruin:
      • The palette has been drastically changed to be some sort of a mid-day variant of the vanilla one.
      • Act 1 has been extended in length as it initially felt a wee bit too short.
      • Act 2's layout was bulldozed in favor of a new one. The new layout requires you to use a swinging platform to cross a giant lake swarmed with Whisps.
      • Taking the lower path near the end guarantees access to a certain scrapped jungle-themed level. The top path leads to the zone boss.
      • The boss music uses the Crazy Kings track from Ristar the Shooting Star.
    • Casino Night:
      • Restored background from the August 21st prototype, including some elements from the earlier Simon Wai version to combine it into a background far greater than what we had in retail.
      • Act 1's layout is now extended in length.
      • Act 2's layout was bulldozed in favor of a new one. The slot machines do not appear in this act, so gambling is prohibited.
      • The difficulty of the boss fight has been increased as Davy Sprocket took part of the main floor away in favor of some target bumpers.
      • The boss music uses the Boss track from The Flintstones (Genesis).
    • Hill Top:
      • The palette has been drastically changed to closely resemble the color scheme found in the zone's level select icon. For some reason part of the foreground is purple whereas it is blue in-game.
      • Both acts' layouts were bulldozed in favor of new ones. As such, the earthquakes no longer happen, which means that the camera can stay stable for once.
      • Act 2's new layout requires usage of Rexons as platforms. Don't get sniped by the ceiling-placed Spikers!
      • The see-saws now make a unique sound when the ball launches Sonic upwards. It is a temporary one, that of an anvil from Minecraft. This applies to a few other levels where the see-saw also makes an appearance in.
      • Someone's dug a hole somewhere in Act 2. It does not lead anywhere just yet...
      • The boss music uses the Final Boss track from The Flintstones (Genesis).
    • Mystic Cave:
      • Restored prototype name "Dust Hill".
      • The zone palette has been drastically changed to be easier on the eyes.
      • Act 1's layout was bulldozed in favor of a new one.
      • Act 2's layout was bulldozed in favor of a new one. Obviously the entrance to Hidden Palace still exists in the exact same coordinates as you remember them; it's just that the way to enter the zone is different.
      • Makes use of the Unused Ring Platform objects.
      • The boss music uses the Chase Scene track from Kid Chameleon.
    • Hidden Palace:
      • The palette is now more saturated.
      • New background, fusing together parts from Sonic 3's Hydrocity, Sonic 3&K's Hidden Palace Zone, and the Segapede/Astropede prototype.
      • The single-act layout was bulldozed in favor of a new one.
      • Added new foreground elements from the Segapede/Astropede proof-of-concept prototype.
      • As such, Proto Palace now has these new foreground elements sprinkled around the layout.
      • A hole in the ceiling somewhere in the upper route of the layout will, in the future, lead somewhere poisonous...
      • The boss music uses one of the unused tracks from the Segapede/Astropede proof-of-concept prototype.
    • Oil Ocean:
      • Act 1's layout had been polished up a bit, and the gas platforms + ball cannons are fixed up.
      • Act 2's layout was bulldozed in favor of a new one. The new layout consists of varying levels of oil pools.
      • The cannons now make a sound when Sonic is shot out from them, just like in Sonic Mania's version of Oil Ocean.
      • The boss music uses Stages 5-8's music from Dr Robotnik's Mean Bean Machine.
    • Metropolis:
      • The palette now resembles one of the early ones found in Tom Payne's development documents for this zone.
      • Act 1 and 2's layouts have been bulldozed in favor of new ones.
      • The boss music uses the Danger track from Dr Robotnik's Mean Bean Machine.
    • Sky Chase + Wing Fortress:
      • Sky Chase renamed to "Aerial Assault".
      • Both levels have a different palette and a lilac-colored sky.
      • Sky Fortress' layout was bulldozed in favor of a new one.
      • Should Sonic jump off the airship at a veeery specific point in the lower path, this will not cost him a life but something pleasant will happen instead...
      • The boss music uses the Showdown track from Sonic Spinball.
    • Death Egg:
      • The palette has been completely changed to make things easier on the eyes.
      • The zone music uses the Concentration track from Ristar the Shooting Star rather than retaining the regular Death Egg track, which will be repurposed for something else...
      • The fight with Mecha Sonic now uses the Final Zone music from the Sonic 1 Prototype.
    • Wood Zone:
      • Now renamed to "Caron Jungrila".
      • The palette is now more saturated. As a result the stage appears more... alive.
      • A brand new background has been added, including new foreground decorations.
      • Act 1's layout was slightly altered + extended a bit to be more presentable.
      • Act 2's SHC23 layout was bulldozed in favor of a new one.
      • Still no boss (yet).
    • Mirage Saloon (Sand Shower):
      • The palette now almost reflects that of a recreation using potential colors seen in the Sandcrab's Digitizer file.
      • Act 1's layout is now tweaked and extended as it was a bit too short.
      • Act 2's SHC23 layout was bulldozed in favor of a new one. However, the proposed boss arena is retained.
      • Its completion will still send Sonic to Sky Chase, thus, stating the obvious, rendering this zone as an effective way to "skip" Metropolis.
    • Special Stages:
      • The ring quota for all stages has been adjusted. The half-pipes now possess a harder challenge.
      • Stages 5, 6 and 7 have new layouts. The last one is rumored to be the most insane half-pipe layout that you'll encounter.
      • Stages 1, 3, and 5 now restore and utilize the 2P Versus color schemes found in Sonic 2's CENSOR prototype.

--------------------------------NEW CONTENT--------------------------------

  • NEW ZONES ARE NOW DISCOVERABLE!
    • OCEAN WIND: "Take a detour to the coastal piers, navigate through loads of boardwalk, and take a gander at the rock structures!"
      • Reuses graphics from Dust Hill (Mystic Cave) but moderately modified to sorta fit with the beach theme.
      • Background Music source: "Shooting Ristar" from Ristar the Shooting Star
      • No Boss (yet).
    • TROPICAL SUN: "Roll through the moist hills filled with palm trees, and admire the beautiful waterfalls within!"
      • Sonic arrives here after completing Ocean Wind Zone.
      • Utilizes modified graphics from Verdant (Emerald) Hill & Hill Top, with mountains and waterfalls in the background using Palmtree Panic Good Future graphics.
      • Background Music source: "Dancing Leaves" from Ristar the Shooting Star
      • No Boss (yet).
      • Leads directly to Aquatic Ruin upon finishing the zone.
    • BRONZE VALLEY: "Parkour for a bit to prepare yourself for Hill Top!"
      • Sonic arrives here after completing Caron Jungrila (Wood) Zone.
      • Reuses modified Dust Hill (Mystic Cave) graphics originally made for Sonic 2: The Secret Zones but with a very peculiar background...
      • No Boss (yet).
      • Leads directly to Hill Top upon finishing the zone.
    • ROCK WORLD: "Spread cheer throughout the winter wonderland and come up with a backup plan for reaching the Death Egg!"
      • Reuses graphics from Mirage Saloon (Sand Shower) Zone, but with pine trees instead of cacti. The background consists of a pine forest under the lilac sky.
      • Background Music source: "Ring Rink" from Ristar the Shooting Star
      • No Boss (yet).
      • Leads to a certain deleted mechanical level after finishing the zone...
    • CYBER CITY: "Wade your way through very challenging corridors and traps to reach the Death Egg!"
      • Sonic arrives here after completing Rock World Zone (for now, until a new zone is constructed between that and this).
      • Uses Hez's recreated art from one of Sonic Spinball's levels, "The Machine".
      • Background Music source: "The Machine" from Sonic Spinball
      • No Boss (yet).
      • Upon finishing the zone, because Tails isn't around to help Sonic directly reach the heart of the Death Egg this time, he'll have to take the long way up all by himself. Leaving the city behind, a very nasty surprise awaits him...
    • NEO DEATH EGG: "Blast through a marathon of challenges in the outskirts of Eggman's battle-station!"
      • Sonic faces a three-act gauntlet full of insane action after leaving Cyber City behind.
      • Reuses the exact same graphics and palette for Death Egg, which funnily enough also shares that of Chemical Plant.
      • Immediately leads straight to Death Egg Zone after finishing Act 3.
Credits

Sand Shower Zone artwork originally made for Sonic 2: Pink Edition, made by E-122 PSI, Converted to RSDK by MainMemory

Wood Zone artwork from the Simon Wai prototype of Sonic 2, converted to RSDK by Twanvanb1

Cyber City Recreation artwork made by Hez

Ocean Wind's background from High Seas Havoc

Tropical Sun's background uses Palmtree Panic's graphics from Sonic CD

Bronze Valley temporary graphics from the Rock Zone that appeared in the hack "Sonic 2: The Secret Zones" by CamManS5. Part of the background from the Sonic 1 TTS Demo spritesheets by Sonic1TTSFan1990

Sonic 1 TTS Demo Recreation by Sonic1TTSFan1990

Sonic CD Title Card font recreated by Soufon

Casino Night background uses graphics from both Sonic 2 Simon Wai and August 21st prototypes

New Hidden Palace background and part of foreground uses graphics from Sonic 3's Hydrocity + Hidden Palace alongside the Segapede/Astropede prototype respectively.

All opponents in place of Eggman for different boss battles are from Dr. Robotnik's Mean Bean Machine

All music is taken straight from the Sonic 2 Simon Wai prototype with some exceptions...

The extra life music is from Sonic 3 & Knuckles

The invincibility music is from a Genesis remix of the music used in Sonic Mania done by dischu.

The Game Over + Continue music is from the Sonic 3 prototype

The title screen + act clear music is from the Sonic 1 prototype

The ending theme uses part of Sonic CD's "SONIC AMBIENT MIX" track. The second half uses the "Theme of SONC THE HEDGEHOG Demo" song from Masato Nakumara's "Sonic the Hedgehog 1&2" Album.

The credits theme is based on the Sept. 14th prototype but due to how similar it sounds to retail I changed it up a bit.

The mobile menu intro song remains unchanged but I've simply added the ever so iconic funny Robotnik line from the Adventures of Sonic the Hedgehog at the end.

Mystic Cave's BGM is its own thing but I found a version without the "vocals" and added a Sonic 1 beta drum track over it.

The unused track (only heard in Proto Palace) has the PSG heard clearly.

Casino Night 2P's BGM is identical to retail, so I added the Sonic 1 beta drums to it.

All SFX mainly came from the Simon Wai prototype with some from other Sonic 2 prototypes, SegaSonic Bros, Sonic 1 8-bit, Sonic CD beta, and Sonic Mania into the mix, alongside some from other unrelated games.

Sonic 3 Mania Style HUD: Life Icons by DogeMayo via The Spriters Resource

Sonic 3 Improved Sign-Post Graphic for Knuckles by Devy via The Spriters Resource

Sonic 2 Expanded Monitors by Techokami via The Spriters Resource

Sonic 1 Expanded Sprites by Rosabelle via The Spriters Resource

Chaotix stuff ripped and remastered by Doc Melonhead & Dolphman via The Spriters Resource

Misc Items & Objects by Dolphman via The Spriters Resource

SonLVL-RSDK by MainMemory

Special Thanks to Twanvanb1 and Lave slime for scripting assistance on adding the new zones, transitions to them, etc.

Gallery
Download

File Type: rom/zip

File Size: 85.38 MB

P4ncakez @ 2024-09-30 12:45:06

Mod complains about:

"Script Parsing Failed

Operand Not Found

Color7

Line Number 378

Error in

Title/Sega.txt"

How do i fix this?

ZachmanAwesomeness @ 2024-10-02 18:22:27

You need the regular Sonic 2 decomp; it does not work with Sonic 2 Absolute at all.

campbellsonic @ 2024-10-01 20:05:16

It's been an entire year, why are the Sand Shower platforms still pink

Malachi @ 2024-10-03 04:21:45

Don't usually write reviews, but I was in a VC with someone playing the mod. We were initially hyped but it faded after Emerald Hill. Chemical Plant had an issue where the music played twice; we chalked it up to coconuts diabolical mind games, Aquatic Ruin had a pit death due to collision issues that was only prevented by them accidentally enabling debug mode, then after we basically spiralled into insanity due to all the weird shit. Fun VC, bad mod.

"level design shite, spring into spikes, dick move"