High Speed Style (my initial momentum-based mod) has been revamped into New Genesis. The physics engine has gone through many changes, growing into a gameplay overhaul. New physics, new animations, new combat, (slightly) new hud, new boss and enemy design. Blast through the somber world of Frontiers with the improved Genesis inspired movement system!
MOVEMENT & PHYSICS:
Spindash: Charging spindash functions just like Vanilla. For rolling, press LT/L2 to roll and LT/L2 again to uncurl. Jumping while rolling has a different animation than jumping normally.
Dash: Dash is an early game, unlockable ability that grants Sonic a burst of speed inspired by Spark The Electric Jester. While grinding, however, dash grants immense speed. This move takes place of boost.
Brake: Hold B/Circle for Sonic to slow down. Letting go of this lets Sonic run again, allowing you to quickly lose speed without coming to a complete stop or dealing with the awkward deceleration rate settings.
Jump now has fluid deceleration if the setting is on. It will also stop at Sonic’s max base speed similar to classics. (Note: Deceleration is not recommended to leave on during cyberspace if you intend to go for an S rank.)
SKILL TREE & COMBAT:
The skill tree has been revamped. Skills now have different orders, inputs, names, and descriptions. Some skills have been removed while others have undergone massive changes. Recommend a new game playthrough to fully experience the differences
Sonic’s combo pacing has sped up significantly. Moves are snappier and simpler. Sonic only has one finisher instead of the four in Vanilla, so you can focus on chaining other moves together and ending it with a swift ax kick
Many of Sonic’s combat moves require the cyloop gauge to work. As such, the cyloop gauge is several times larger than in vanilla.
Parry is timed and no longer grants witch time. Dodging has far less lag time at the end, so it’s just as important to utilize as parry.
EXTRA CHARACTERS:
Amy, Knuckles, and Tails now have similar controls and physics to Sonic. Everyone can now spindash and roll thanks to Angryzor’s character normalizer, so their boost abilities have been replaced with dash. This also means none of them have their power boost skills. Tails can no longer use the cyclone cannon, so now his charged wrench throw can break cyber-protected crates.
There are additional tweaks done to character movement to make them more balanced. Amy’s propeller jump no longer glides, but she gains more height and speed from high jump. Knuckles no longer has access to infinite glide(glide is broken enough as is). In fact there are no max ring abilities whatsoever, so feel free to upgrade ring count with no regrets.
Finally, each character has varying max speeds. From slowest to fastest: Knuckles, Amy, Tails, Sonic.
ENEMY/GUARDIAN:
Enemies and bosses have undergone major changes. Soldiers no longer shield themselves but are more aggressive. Bosses like Tank, Spider, and Caterpillar are no longer gimmick based, and Sumo can’t be cheesed to death. General difficulty and pacing for fights have been raised, so make sure you’re collecting every skill point and seed you come across.
TEXT CHANGES:
More loading screen tips now correlate to the game overhaul. Skills have altered descriptions and new names, along with new zone names and more (Might have went overboard...)
CONFIG OPTIONS:
There are a few custom options you can select before starting the game next to the mod in Hedgemodmanager (Gear logo). Options such as allowing characters to immediately enter spindash charge instead of sliding, preventing characters from awkwardly sliding down terrain, and customizing effects that appear when reaching high speeds
Be sure to check them out before playing the mod.
MUSIC:
There’s an optional music mod that changes the open-zone themes. It’s not pulled from Sonic games (most tracks are not even video game music as far as I know), but they have a general direction I personally wished open-zone themes took. So it’s there if you want to try it out, but not necessary for the experience. Simply load the mod up with New Genesis (also in high priority if you can). You can also use my cyberspace/lighting pack from gb for an almost full soundtrack overhaul: https://gamebanana.com/mods/494989
NOTES & KNOWN ISSUES:
New Genesis changes a lot of aspects of the game, so make sure the mod is in high priority to ensure most stuff works.
Spindash/rolling, while having much better physics, still have the same bugs it’s known for in Vanilla. Rolling on curves while in 2D will still kill all your speed, as well as rolling on most scripted loops.
On rare sections in 2D, jumping will decrease Sonic’s speed even if you have deceleration turned off. Holding the analog diagonally upwards, in the direction you’re moving in, fixes this.
Jumping as Tails, while his charged wrench throw is currently dealing damage, will result in Tails continuously bouncing in the air.
CAUTION: PLEASE BACK UP YOUR SAVE FILES BEFORE USING THIS MOD
Some of the codes this mod uses involves save editing. If you don’t want your main save getting…. Weird, make sure to copy your savedata folder and put it somewhere else.
SEVERAL CODES USED IN THIS MOD ARE MODIFIED FROM HMM
This means certain codes from HMM can cause crashes or other glitches if left on. Please refer to the READ ME in the mod folder to know what you should have turned off. Also please make sure your hedgemodmanager is up to date!
CHARACTER NORMALIZER IS REQUIRED FOR THE OTHER CHARACTERS TO NOT CRASH THE GAME
The mod will make you download it if you don't already have it anyway, but this is to make sure
Hyper: All the hmm codes I used/modified for this project
Weezley: Legacy Spindash, Homing Attack trail (modified by me) and Shield Chase bypass codes
Proto Arts: Speed Effects code (modified by me)
Pikachu : Bouncy Double Jump and Double Jump Effect
Zesty Blu: Jump Gravity & Drop Dash changes
DatSquishyFello: Classic Badnik Bounce Code
Angryzor: Character normalizer
SuperSwiftPics: Peak Trailer
LexStorm: Everything else
I've been using your High Speed Style mod on and off for a while now since it was always pretty close to how I want Frontiers to play like and this feels like an even more realized and polished version of it! Great job on it! My only gripe with the mod is that it removes the ability to do tricks, which I feel is one of the most fun mechanics in Frontiers. Add tricks back in and this mod would be perfect!
Comment deleted by VergilGaia @ 2024-10-02 15:42:24
There are these terribly loud spin sound effects that I can't even delete without the game crashing. It's a good mod, but why adding this in the first place?
I love the focus on momentum with rolling down hills and jumps carrying speed compared to other mods. One suggestion: make the ground dash in open world just slightly faster. I like how it's a short boost to get to a nice running speed, based from the spark games, especially 3, but it feels a bit underpowered here compared to those games. The dash in cyberlevels feels a lot more how I thought it would, though that could be placebo. Otherwise, it feels great, and I’m excited to see how this mod progresses.