Stop Eggman's ambition on South Island...once again!
This is my first (currently WIP) ROM hack to be made in a disassembly, and is meant to be a full on reimagining of Sonic 1 - The Rise Of Eggman, an old Sonic 1 ROM hack i made in 2022 and was made...entirely within ESEII, with it getting rejected from the SHC as a result due to it being poor quality, this is my attempt to try and fulfill my very wish of finally making a ROM hack with actual decent quality.
The Plot:
After the events of the 16-bit and 8-bit versions of Sonic 1, Sonic was chilling on South Island with his animal friends after finally defeating Eggman twice...until...Eggman returned for a 2nd rematch!!!
Sonic was ignoring the Egg Mobile sounds, and without him noticing, Eggman snatches Sonic's animal friends once again and turned them into badniks!
A few minutes later, Sonic got up, and noticed his animal friends went missing once again!
"If Eggman is up to this once again, then that's no good. Let's go!"
Sonic said as he blasted off once again to save his animal friends, gather the Chaos Emeralds and defeat Eggman once more!
This demo contains the following:
Known Problems:
File Type: rom/mega-drive
File Size: 599.47 KB
I didn't like the level design too much here. It's way too linear and hold right to win for my taste. I kinda liked the Bridge Zone remix, though.
Layouts are decent-ish, although the botomless pits on acts 2 and 3 might be too much for some. And for the love of $DEITY, the palettes (and art) on act 3 need a LOT of work, because most of the times you can't tell apart the foreground from the background, leading to weird/disorienting/glitchy look!
Also, the special stages.. well, I guess the whole "non rotating walls-are-lava" style is uncommon, but I'm not a fan of them. But I'm sure others will love the challenge.
Thanks for sharing your hack!
The level layouts have their speedy, dopamine-hit moments, but are overall quite rough, as there are so many bottomless pits, long straight line sections lined with badniks, and awkward use of the "solid wall object" that stick out way too much.
The music was neat, and I always appreciate a new take on special stages! I don't love Sonic's sprite changes, although I like the effort in giving them more personality.
Also, something isn't quite right with the spindash, as Sonic doesn't move much unless I charge it a lot. I assume this is intentional?
I respect the perseverance and effort to re-enter again this year, but I think this just needs a bit more direction and refinement.
much like the other comments here, the level design leaves much to be desired, and the special stages are just way too hard for their own good, especially with sonic 1's special stage physics jank
but overall, good effort on whats here so far!
also the fm channels bug out when you spindash for some reason :V
The STAGE FAILED for the Special Stages made me laugh way harder than it should have
Oh wait, i forgot to bring up the existence of one more issue in this demo:
When you are almost about to touch the signpost at the end of Sunny Beach Act 1, if you slow down immediately and jump straight to the big ring at a slow enough speed to the point that the signpost spinning doesn't activate, well, great job, you just softlocked yourself.
I'll probably fix this for the next demo as well.