Sonic 1: The Super Challenges

By DeltaW
   

Sonic 1: The Super Challenges, as said by the name, is a hack focused entirely around Super and Hyper forms of the Sonic characters (specifically Sonic, Tails, Knuckles, and Amy). You lose rings faster as you proceed through with this hack, so make sure to be aware of your ring counter. There are leaderboards, alternative soundtracks, lots of super music options, game modes, and so much more.

Want the full details? Check out the complete information on the Sonic Retro wiki page: https://info.sonicretro.org/Sonic_1:_The_Super_Challenges

This is a new update of Super Challenges, which introduces a lot of changes compared to the first demo released at the start of the year. The section below will discuss what's been changed compared to the first demo.

Introducing two brand new gamemodes!

  • Clock Dash - The Time Trials mode of this hack; you can compete against yourself (or anyone in the same room or Parsec session as you) for the best times on certain levels.
  • Randomised Dash - You start with 500 rings, and all monitor items and levels are randomised. You also have alternative palettes for your viewing pleasure. It also has a zone completion counter

New difficulty option:

For those looking for a real super challenge, you can now select between two difficulty options throughout each game mode:

  • Normal Mode - What you’re used to, more generous with time and rings.
  • Hard Mode - Less generous about your time, you start with fewer rings, and it increases how fast your rings drain over time.

Introducing Amy Rose!

And now for one of the biggest features of the project and one people have been waiting for, I know I certainly have, Amy Rose is a playable character in Sonic 1: Super Challenges. Her Super and Hyper forms feature modern abilities straight from Sonic Origins and Superstars, including the Hammer Dash for quick bursts of speed, Double Jump for enhanced platforming, and a smaller hitbox with reduced jump height that creates a unique gameplay experience compared to the other characters.

SEGA CD Mode 1 Support!

If the music tracks here don't fancy you and you wish you had the opportunity to pick and choose which tracks to listen to throughout your playthrough? Transform your playthrough with custom Redbook audio! The hack now supports playing your own Super music tracks directly from a CD throughout your entire run. Want to use your favourite Super Sonic themes from other games? Simply burn them to a disc and experience them in full CD quality! Check out the link in the comment below for complete instructions on setting up Mode 1 on certain emulators (or on the Everdrive Pro) and play your custom soundtracks!

New Leaderboard System!

Track the top 4 records across every game mode, showcasing the best time with the number of rings collected, character picked, and difficulty selected.

And that's not all, as there are some additional changes worth mentioning:

  • New menu interface - featuring new artwork throughout the menus, giving the project its own identity
  • Super music playlist - you can now pick your favourite Super tracks, and it will be organised into a randomised playlist
  • New penalty system - originally, if you died once, the game would be over. But now, you can die.
  • Alternative soundtrack - if you didn't pick any Super music and fancy listening to a new soundtrack instead of the stock Sonic 1 tracks, then this is the option for you
  • A lot of bug fixes and optimisations - one of the goals of this project was to make the game as lagless as possible. One of these optimisations is a new system for object art compression (Moduled Kosinski Plus instead of Nemesis), which allows object art to be loaded much faster and with significantly less lag. Though one thing to mention is that not all lag will be eliminated, and there will still be traces of that here and there.
  • Super Sonic sprites are complete - normal Sonic won't be making a cameo, no matter what sprites you pick, as he now has a fully completed sprite sheet.

A lot of things to highlight:

  • Sound test only supports FM audio
  • The UI isn't fully finalised and still has a couple of things that will eventually be replaced in a future build.
  • Eggman will look pink after defeating the final boss.
  • On a few playthroughs, the Super playlist for CD mode won't always randomise properly. Your mileage will vary, but at times, you could end up hearing the same track twice or thrice in a row.
  • The credits screen does have a lot of misalignments here and there, but given it was a last-minute addition, I don't think it's something I'll lose sleep over. Just as long as people are being credited, then it's better than nothing lol
  • If you get stuck on the right of SYZ1, you will be stuck there unless you spindash towards the left.
  • If you die in the boss with CD music on, the boss music will still play after you respawn
  • With CD mode on, after defeating a boss, the normal playlist will play, but the Super playlist will resume after
  • Randomised Dash will start randomising its ring drain after beating two levels
  • You will need to supply the Sega CD tracks yourself. Again, it is highly recommended to check out the instructions below!
  • BlastEM users - Please make sure you load the Sega CD BIOS before booting up the ROM; otherwise, the emulator will warn you as such and close

One very important note that I think some people will recognise playing this project: I know speeding around as Super or Hyper in Sonic 1 levels wouldn't play well, but the challenge is trying to focus on getting the best record. That issue would be remedied should I ever get around to making Sonic 2: Super Challenges, which will be worked on in the foreseeable future (and once I take a long break from working on anything Super Challenges-related)

Other than that, I hope you enjoy the new update! Throughout my time in this community over the past six years, I've attempted to create a project that can be enjoyed by everyone and showcase my skills to the fullest. I believe this project marks the beginning of a journey.

Credits

Project Lead: DeltaW

Programming: DeltaW, RetroKoH, RobiWanKenobi, Malachi, JDPense, lavagaming1, Selbi, DaxKatter

Music: DeltaW, LackOfTrack, GenesisDoes, RobiWanKenobi, 29yami, Speems, DaxKatter

Artwork: TomatoWave_0, RobiWanKenobi, Speems, Flame, rohan_furries, DaxKatter

Playtesters: Speems, JDPense, DaxKatter, RobiWanKenobi, GenesisDoes, Sonic the Dutch hedgehog, Malachi, ChiliHog, Nia/ArcaniaCQ, RetroKoH, Infermol, Chaotic SoFa, lavagaming1, DarkShamilKhan, ajcox_, rohan_furries, thebeard9392, Chaotic SoFa, Flame, 29yami, Selbi, Azure Sunrise, rocketsailor

Former Playtesters: KC, djohe, HipSnake, D.A. Garden

Additional artwork:

  • Zeta_Null - reworked a lot of sprites to not use palette line 0 (player's palette line)
  • RetroKoH - Sonic 1 drop dash sprites
  • Techokami - expanded monitor artwork
  • Sonic3Expanded - additional Sonic 3 sprites
  • ILS91 - Super Sonic (Sonic 1 sprites) sprites
  • MDTravis - additional ASCII punctuation
  • E-122-Psi - custom Amy Super transformation palette cycle
  • Gardow, Nebula - Knuckles' drill dive sprites
  • neo2k - S3 title screen font used for the DeltaW splash screen
  • Various sources of artwork from other games, such as Sonic 2, 3K, Chaotix, 3D Blast, and Origins

Additional sound:

  • KC - Chaotix SFX ports
  • Cinossu - dropdash SFX

Additional code:

  • SonicRetro/SSRG - optimisations and bugfixes taken from various tutorials
  • PlutieDev - their documentation on Mega Drive development (especially with things like S/H and Mode 1 stuff) was instrumental in helping me experiment and get various features working.
  • Varion - helped with getting SCD Mode 1 CDDA fully working using his driver
  • Filter and OrionNavattan - helping out with the extra optimisations that attempt to cut out any lag from the engine
  • devon - bugfixes, Regen detection and helped with setting up sound test screen
  • Hitaxas - after-images object port and splash screen code
  • rocketsailor - based their moveset code for Amy on their Amy in Sonic 1 ROM hack
  • ProjectFM - S3K object and rings manager port and splash screen code
  • RetroKoH - additional engine optimisations taken from S1Fixed
  • TheBlad768 - bits of objects code taken from S1 to S3K SCE
  • Mercury - Sonic CD-styled timer and extra tweaks taken from ReadySonic
  • Kilo - dynamic water palette loading routine (DynaWater)
  • heyjoeway - dropdash code taken from Sonic 2 Community's Cut
  • giovanni.gen - improvements to the dropdash code, level randomiser and parts of menu structuring taken from Sonic 2: Score Rush
  • warr1or2 - ASCII rendering
  • vladikcomper - Advanced Error Handler and Debugger, MegaPCM 2 and fixed a bug in the player select screen
  • Clownacy - Sonic 2 Clone Driver v2
  • flamewing - optimised decompression codes, Kosinski+ and UltraDMAQueue
  • Everyone who contributed to documenting the Sonic 1, 2 and 3K's disassemblies, which made backporting code a lot easier to understand

Special thanks:

  • All playtesters listed above, who each served a major part of the development and motivated me to finish this project
  • Puto (The Shining Stiffies) - made a ROM hack with a Super Sonic challenge-like ROM hack that was the main inspiration for the project
  • Clownacy - his Super/Hyper Sonic port to Sonic 1 ROM hack was also a major inspiration to the project's creation
Gallery
Download

File Type: rom/mega-drive

File Size: 1.9 MB

Extra Public Downloads
Enable Sega CD support
579 bytes

DeltaW @ 2025-09-08 02:13:24

Here's how to enable Sega CD support and import custom tracks (the latter will be required if you want it to work).

The guide in question: https://docs.google.com/document/d/1LUdUzQJsNGFsif9nqmQuch_4PNIpkYNnu2-iRK14qec/edit?usp=sharing

As of writing this (04/10/2025), I only have a guide for those using an emulator. I will get around to making one for a couple of flashcarts at some point.

Last modified by DeltaW @ 2025-10-03 18:09:01

DeltaW @ 2025-10-02 14:27:02

Any additional bugs not mentioned above will go here:

- There is no bug in SYZ1. I'm referring to one where, in the boss arena in SYZ, if you are on the right side of the screen, you are stuck there and cannot move unless you perform a spindash.

- There is a major bug where, upon hard resetting the game, all your records are cleared. It doesn't matter what character, super form or game mode you selected.

Last modified by DeltaW @ 2025-10-02 14:27:47

redhotsonic @ 2025-10-03 00:30:36

If no tracks are actually supplied, I assume I can just skip burning the cue file and just play the ROM on a flash cart?

DeltaW @ 2025-10-03 18:06:23

You should be fine if you don't include the .cue file. The game will detect if a CD BIOS is loaded and, if so, will load the test screen upon boot. However, you can skip this and continue playing the game as normal.

I had a soundtrack ready, but I had issues uploading it here. If you would like to use that, feel free to drop me a message.

Mildanner @ 2025-10-04 09:33:44

But does it work on real hardware?

Gab7 @ 2025-10-04 02:24:22

Ok, Sonic, Tails and Knuckles.. Wait, OMG AMY IN SONIC 1 WITH FULL COLORS?!

DeltaW @ 2025-10-04 07:37:43

Amy is using her palette from Sonic CD. It would be near impossible to get her complete Origins palette implemented.

RobiWanKenobi @ 2025-10-04 05:51:10

If anyone wants to know what tracks I wrote, they are Clean Slate & Marble Zone Alt.

Mildanner @ 2025-10-04 06:44:51

IMPRESSIVE WORK!!!! Hey DeltaW, it's been a long story...

Malachi @ 2025-10-04 07:23:57

0/10 im a professional classic amy hater

Mildanner @ 2025-10-04 09:26:27

Comment deleted by Mildanner @ 2025-10-04 12:37:06

29yami @ 2025-10-04 13:43:31

If anybody's interested in the tracks I wrote for this hack, they were Digital Dimension, DA Garden, and Chouzetsu Dynamic.

Mostafa @ 2025-10-04 13:44:52

I am happy and honored to try this, my wise man. I was waiting for this. ⁦^⁠_⁠^⁩⁦^⁠_⁠^⁩⁦^⁠_⁠^⁩⁦:⁠-⁠)⁩⁦:⁠-⁠)⁩⁦:⁠-⁠)⁩

dilworks @ 2025-10-05 13:20:18

GAAAH! I ran out of rings at Final Zone! I've always been quite slow there :D

Excellent hack idea, I'm sure speedrunners will LOVE this. It also adds a new layer of difficulty to one of my least favorite original bosses: SYZ3.

Oh, and one bug I got here: if you catch an air bubble while the countdown timer is running out, the game will switch to... the Invinciblity tune for the rest of the zone. Huh?

DeltaW @ 2025-10-05 14:33:35

The bug you mentioned was noted after submitting the project and will be fixed in a future update.

Big Mike @ 2025-10-05 15:14:57

Very addictive. I had a hard time putting it down to move on to the next game... It's a rush... managed to make it all the way to the final boss and my rings ran out.... I wont give spoilers but I will give a tip: Don't be like Mike and rush through the start of the final zone, pay attention!