Well, I've finally made the demo in my Sempron 3400+ dinosaur. Kinda laggy, but I did manage Sonic kinda like the original Emerald Hill skill. Then, I can finally say what I am thinking of your Emerald Hill, to Mercury and Pelikan13.
The best Sonic graphics ever made. You guys have kept the slim Sonic in the game, much like a surprise. The eye color, I think, should be blue like Mercury mentioned on his blog, with a good shine. About the scenery, it's damn breathtaking, with Eggman's machine flying in the background in Act 1, but there is a slight flaw: in cave passages, there are too much leaves and vines, making it hard to locate Sonic behind it sometimes. You don't need to remove the element, just reduce the vines in a manner that Sonic and the scenery elements (like Badniks) can be visible behind it.
The graphics are everything that Sonic the Hedgehog 4 ARE NOT. The true Next-Gen graphics, made by two Sonic fans.
This one got me surprised. You guys have managed to make Emerald Hill bigger. The first act does have a slight flaw next to the end: a Buzzbomber right at the spring's path (a diagonal one, I'm sure you know what I'm talking about). You could move the Buzzbomber a bit left, so Sonic can clear quickly the way while he jumps on the spring. The tree monkeys disappeared, although now there are some yellow variation of the Motobugs. I've noted also that in the demo there wasn't a single monitor, but it is just a detail. You can't expect a complete demo, am I right?
Act 2 was the big surprise, an entirely new level layout, turning Emerald Hill into a 3-Act stage. The rain makes sure shot for the scenery distinction, and I can spend some time just wandering in the rain just to explore the new level.
Act 3 is a slightly modified version of the original Act 2, with a stunning sunset on the background. I've just missed one thing there: the boss. But I know you guys are gonna put the car boss in that stage again in the final version or another demo.
At overall, except for the Badnik at the spring in Act 1 (and the giant Motobugs, but this I can deal XD), the level design is exceptional.
The physics plays damn well for a game of those proportions. Sonic is easy to control and the physics are well-applied. The inertia works pretty well, I can't make Sonic stand still on a slope, makes you think more smartly about your movements. The "ramp-jump" (getting impulse from a slope to gain jump height) is working, as well as the bouncing skill (holding Jump to regain height from smashing a Badnik or monitor) works. Ah, I've complained about not having spindash, but then I found my joystick is badly configured, and switched to the keyboard, where it has worked perfectly.
By checking on this, there are two things I can say. First: I'm dying to see how will the other ten stages become in your build. Second: Man, Sonic Team should learn a lot of things from you guys. This is proven by how two skilled programmers can tackle such a prime work like Sonic Fan Remix.
My congratulations, Mercury. You and Pelikan13 have conquered my admiration.
This post has been edited by Zero Dozer: 12 December 2010 - 08:54 PM