It's intentional. Spoiler Maybe I should have just made it a 'roll jump' challenge, where you can't control your jump, but being forced to roll in order to jump seemed like an improvement.
Introducing my first released hack, Nope The Hedgehog: Instadeath Edition! The goal of this project is to be a fairly difficult, but not rage-quit-worthy, hack of Sonic 1 based mostly on physics and parameter changes, with the added bonus (or possibly penalty) of instant deaths. Yep, you'll have to be careful as you progress through the hack, as there are quite a few things one can do to trigger Sonic's (or Nope's) instant death. But don't worry, there is a logical reason for all of it! The hack right now is in what I'd call alpha stage, as there are a few minor known issues (listed below) and some plans which I have yet to implement, but it should still be completely playable, and hopefully fun. Let me know what you think, and feel free to report any issues you find. DL Link: https://drive.google.com/file/d/0B4X8Sla_k2TiVGh3dDlRa3N6X1U/view?usp=sharing Features: Where's the fun in me telling you? Find out for yourself! Oh, and the palettes have been changed. Known issues: When restarting from a lamppost, the lamppost is blue instead of red The graphics of one of the surprises are glitched, potentially making for a rather annoying death if you don't know what's coming. Some completely harmless and random glitched graphics fly past Eggman at one point during the GHZ boss. Why? You tell me. The special stage has been corrupted, and even replacing it with the backup didn't seem to fix it, so no special stage for you! (Don't worry, the ring won't appear) Certain physics changes revert after leaving the water or losing speed shoes. Let me know if you guys want screenshots, I didn't post any because I don't think there's anything remarkably different art-wise. Edit: To be clear, if you play the game pretty much normally, you should experience very few instadeaths. They aren't placed like traps, almost more like achievements.
What would happen if you took the "ground" textures from Sonic R, and filled them with the water color? http://www.youtube.com/watch?v=FLMXxq-o7Dg Download: http://mm.reimuhakurei.net/misc/sonicrgroundwater.7z Make sure to back up all the .ply files first, one in each of island, city, ruin, factory.
SSRG was invaded by North Koreans who had Yuji Naka avatars, and this was a hack that resulted from it.
Since everybody is hyped like crazy for Mania (as I am too) I decided to see if I could recreate the Drop Dash and well yeah here: Sonic 1: Drop Edition Out of boredom I made a new GHZ palette and made a Buoy Base Galaxy SMPS port. (Because the whole Drop dat Buoy Base and the Drop Dash... I'm not funny) Controls: While midair (have to be in a ball) Press and hold a jump button, when you land you will launch forward as if you did a level 1 spindash. While midair (have to be in a ball) Press and hold a jump button and down, when you land you will be put into a spindash and you can charge it up as you like.
Out of curiosity, how difficult would it be to incorporate this into Sonic CD? Looking at Sonic Mania, the design looks the most similar to CD, so putting the move into that game might help get an idea of how the new game will play. I mean, the biggest argument on the Mania thread right now is whether the Drop Dash is too broken and makes it too easy to hit top speed. However, a common complaint I've heard about CD is that the levels aren't designed well on building up and maintaining speed. The two might complement each other rather well.
Difficult. Sonic CD is effectively split into 70 individual "games", one for each stage, with each a copy of the main engine, object code, art, etc. You would have to disassemble each one, which I don't think anyone has ever really done (except for maybe Stealth/Taxman?), though if the relevant code is exactly the same between all files, it might be easy enough to apply what works in one file to all the others.
What Neo said is almost perfect; I will just add two things: (1) that Sonic CD is a terrible game to test this on anyway because its spindash and peelout are far from instantaneous; the drop dash will feel incredibly overpowered compared to those moves. Better games would be S2 or S3&K; and (2) that the code is similar enough that the drop dash could conceivably be added (see Sonic CD++). Edit: Added quote due to page break.
Just thought I'd repost a couple of the super small pointless hacks I made way back. --- Sonic 1 Invincible You can't get hurt, and you can't die. At all. Nothing can crush you, water can't drown you, and enemies can't stop you. Fall down a bottomless pit? Hold jump to fling yourself back up! You can't complete a full run-through due to Scrap Brain Act 3 being inaccessible through the conventional method, but it's fun to mess about in. Sonic 1 Walls Edition Stick perfectly to any angle, you will never slip down or fall. --- Both are kind of buggy, but recently uncovered them again and decided to re-share.
I made this a while back but I never released it for some reason. Here ya go, Sonic 1: 25th Anniversary Edition.
A little utility that converts Sega Genesis art into a Dreamcast format that is further optimized for PVR , along with an option to compress the art using vector quantization. Supports all the Sonic games:
Sonic Labyrinth 2 During Pepsi in Sonic 1's development, I created this mini hack out of boredom, so don't expect much from it. Basically, Sonic walks very slowly, and the only way to gain speed is by either A: Using slopes to your advantage or B: Using the spindash. However, Sonic can't jump while he rolls, and Sonic decelerates very slowly, so you would have to be smart with how you move around. Here the zones that (I know) are possible: Emerald Hill Chemical Plant Aquatic Ruin Casino Night Hill Top Mystic Cave Oil Ocean Metropolis Act 1 Death Egg Have fun, I guess. P.S play as Sonic and Tails, otherwise you'll have a hard time beating the bosses and breaking the end capsules.
I hope I'm not the only one who at first thought this was a Sonic Labyrinth hack. :v: By the way, I've got a mini hack of my own: Fast Sonic It's not what you'd expect.
Once upon a time I punched Tile Molester in the dick and made a sheet of Sonic's sprites from Sonic 1 on the Master System. Fast forward to 2016 and Tpot made a revised sheet that conforms to the same limitations but looks so much nicer, and shared it on me Discord server: After a convoluted chaining of tools*, I replaced the Sonic sprites in the ROM with that set. Behold, Sonic The Hedgehog Refreshed: Download! *Because there's no easy way to edit 3BPP Planar graphics, it went like this: Master Tile Converter (get tiles) -> The GIMP (convert BMP to a slightly different BMP) -> YY-CHR (import tiles, re-arrange to edit) -> The GIMP (replace old sprites with new sprites) -> YY-CHR (de-arrange) -> The GIMP (convert slightly different BMP to BMP) -> Master Tile Converter (insert tiles)
Indeed, Tpot did a superb job EDIT: I just updated the ROM with some new item monitor artwork. Looks a lot nicer now! Too bad the HUD art is compressed, and I can't be arsed to write a compressor/decompressor... Download link is the same as before. Might be making another update or two later? EDIT 2: And so I did, with new art from Tpot! Same download location as before. EDIT 3: RINGS! Tpot managed to make better rings while restricted to the original 3 colors. MADNESS! Download now from the same link to see for yourself!