If you play on a level for a bit, then press START + A to quit the level and load another one, the starting positions get bugged and that causes the players to start either at a halfway point in the level or outside the level boundaries, causing them to die over and over.
Sonic 2: Battle Race An alternative to 2P VS mode
#17
Posted 27 July 2012 - 08:17 AM
Just had a full run through with neowl.
I must thank you for putting a new awesome, fun way to play through one of my all time favourites.
I must thank you for putting a new awesome, fun way to play through one of my all time favourites.
Spoiler
#18
Posted 27 July 2012 - 12:59 PM
KingofHarts, on 25 July 2012 - 08:03 PM, said:
Hey Colin, I use Gens GS r7 (the emulator that came with Sonic Sage2010) Everything locks up when I start the level. The music plays and the graphics are active, but controls are frozen. Works on Fusion just fine though. Just thought I'd throw that out there.
That's the same version of Gens that I use and it works fine, so not sure what's going on there. You might need to fiddle with your settings.
BSonirachi, on 26 July 2012 - 09:43 AM, said:
If you play on a level for a bit, then press START + A to quit the level and load another one, the starting positions get bugged and that causes the players to start either at a halfway point in the level or outside the level boundaries, causing them to die over and over.
Okay, fixed. Thanks for pointing it out.
PsychoSk8r, on 27 July 2012 - 08:17 AM, said:
Just had a full run through with neowl.
I must thank you for putting a new awesome, fun way to play through one of my all time favourites.
I must thank you for putting a new awesome, fun way to play through one of my all time favourites.
Spoiler
Glad you enjoyed it. Like I said before, it won't be for everyone, but at least a few people can get some fun out of it, instead of it just lying forgotten on my old laptop.
#19
Posted 27 July 2012 - 11:11 PM
Breaking silence just to say that I loved this hack! Thanks for posting it.
There's just one problem I'd like to see fixed; it seems like you left in the spindash camera delay, which only applies to Sonic, making it a bit unfair since Tails can spindash in situations where it would otherwise kill Sonic.
There's just one problem I'd like to see fixed; it seems like you left in the spindash camera delay, which only applies to Sonic, making it a bit unfair since Tails can spindash in situations where it would otherwise kill Sonic.
#20
Posted 28 July 2012 - 05:25 PM
Hi there - I don't post much here anymore but I do enjoy popping by every now and again to see what's new in the retro community. I just had to login to thank you for this hack. It's been a childhood fetish of mine to have some form of multiplayer in the classic sonic games - this hack is the closest that's ever come to it, so thank you very much 
I have a couple of suggestions: perhaps there could be some sound effect to indicate when a player has scored a point? (Along with a nifty but not-too-invasive graphical effect of some sort. Perhaps the score number becoming extra-large for a moment and then returning to its normal size again).
I'd also like to ask - would it be possible to combine this with your Sonic 1 and 2 hack, so that the Sonic 1 levels would be accessible?
Other (more lofty) possibilities:
Characters
- Character selection screen with more classic characters (such as Knuckles, Amy, Fang, Chaotix crew, Metal Sonic. Only standard spindash enabled for balance).
Game modes
- Same player race. If players want to glide, they choose a Knuckles vs Knuckles race. If players want to fly, they choose a Tails vs Tails race. Colour scheme example:

- 4-player Multitap team-race. 2 teams, with 2 players each, racing against one another. Both players on one team have to get left behind for the other team to score a point.
- 4-player Multitap Link-ring team-race (from Chaotix / Sonic Crackers). 2 teams, 2 players each, using their link ring to stay ahead.
- 4 player Multitap Relay team-race. One of your team-mates is waiting 50% of the way through the level. When 50% of the level is completed he takes over.
- 4 player Multitap Boss battle. Players have to beat bosses from Sonic 1 and 2, which have been made vastly more difficult in some way (sped up crazily and given lots of hit points perhaps). The player that scores the most hits whilst taking the least amount of damage wins. All players are automatically shifted to the next boss zone after one boss is defeated (like when a player is automatically shifted to the beginning of the level if he dies).
Issues:
- Metropolis zone cork screws. If players fall off there's no way to get back up again because the cork screw is no longer there.

One possible fix is a permanent cork screw at the bottom, which can allow more to appear when players run on it. Players would be able to jump through any corkscrews above. Don't know how difficult it would be to code though.

An easier fix would be to eliminate the corkscrews and put springs down.
-Wing Fortress Zone. There's a shortcut that can be taken through the level by running through one of the propellers.

Possible fixes: make the propeller kill instantly upon touching it, regardless of ring count. Easier fix would be to replace propellers with a high wall.
- Switches. This would only be issue for some levels where players have to open doors. One player is forced to press the switch, allowing the others to run ahead of him:

Possible fix: force players to open doors for themselves. Doors open only when players moves directly in front of it, and then snaps immediately closed again as soon as the player passes through.

An easier fix would be to eliminate switches and open all doors by default.
I have a couple of suggestions: perhaps there could be some sound effect to indicate when a player has scored a point? (Along with a nifty but not-too-invasive graphical effect of some sort. Perhaps the score number becoming extra-large for a moment and then returning to its normal size again).
I'd also like to ask - would it be possible to combine this with your Sonic 1 and 2 hack, so that the Sonic 1 levels would be accessible?
Other (more lofty) possibilities:
Characters
- Character selection screen with more classic characters (such as Knuckles, Amy, Fang, Chaotix crew, Metal Sonic. Only standard spindash enabled for balance).
Game modes
- Same player race. If players want to glide, they choose a Knuckles vs Knuckles race. If players want to fly, they choose a Tails vs Tails race. Colour scheme example:

- 4-player Multitap team-race. 2 teams, with 2 players each, racing against one another. Both players on one team have to get left behind for the other team to score a point.
- 4-player Multitap Link-ring team-race (from Chaotix / Sonic Crackers). 2 teams, 2 players each, using their link ring to stay ahead.
- 4 player Multitap Relay team-race. One of your team-mates is waiting 50% of the way through the level. When 50% of the level is completed he takes over.
- 4 player Multitap Boss battle. Players have to beat bosses from Sonic 1 and 2, which have been made vastly more difficult in some way (sped up crazily and given lots of hit points perhaps). The player that scores the most hits whilst taking the least amount of damage wins. All players are automatically shifted to the next boss zone after one boss is defeated (like when a player is automatically shifted to the beginning of the level if he dies).
Issues:
- Metropolis zone cork screws. If players fall off there's no way to get back up again because the cork screw is no longer there.

One possible fix is a permanent cork screw at the bottom, which can allow more to appear when players run on it. Players would be able to jump through any corkscrews above. Don't know how difficult it would be to code though.

An easier fix would be to eliminate the corkscrews and put springs down.
-Wing Fortress Zone. There's a shortcut that can be taken through the level by running through one of the propellers.

Possible fixes: make the propeller kill instantly upon touching it, regardless of ring count. Easier fix would be to replace propellers with a high wall.
- Switches. This would only be issue for some levels where players have to open doors. One player is forced to press the switch, allowing the others to run ahead of him:

Possible fix: force players to open doors for themselves. Doors open only when players moves directly in front of it, and then snaps immediately closed again as soon as the player passes through.

An easier fix would be to eliminate switches and open all doors by default.
This post has been edited by Athelstone: 28 July 2012 - 06:10 PM
#21
Posted 29 July 2012 - 05:19 PM
Just to let you know that I've added a video to the first page showing the hack being played, for anyone who wants to see how it looks in action with two players.
Hmm, good spot. I hadn't even considered that.
Yes, and if I'd started making the hack now I would have used Sonic 1 and 2 as the base instead of vanilla Sonic 2. I don't intend to do anything else with this particular hack, but I might incorporate it as a 2P mode in future hacks if enough people like it.
Yep, the rather half-assed Start+B function to reset the players was my only idea on this front.
This is in the original game and is still allowed in Battle Race, but only if both players do it. If one player cheats and the other player takes the normal route then the non-cheater wins the point.
Thanks for your comments!
Neo, on 27 July 2012 - 11:11 PM, said:
Breaking silence just to say that I loved this hack! Thanks for posting it.
There's just one problem I'd like to see fixed; it seems like you left in the spindash camera delay, which only applies to Sonic, making it a bit unfair since Tails can spindash in situations where it would otherwise kill Sonic.
There's just one problem I'd like to see fixed; it seems like you left in the spindash camera delay, which only applies to Sonic, making it a bit unfair since Tails can spindash in situations where it would otherwise kill Sonic.
Hmm, good spot. I hadn't even considered that.
Athelstone, on 28 July 2012 - 05:25 PM, said:
would it be possible to combine this with your Sonic 1 and 2 hack, so that the Sonic 1 levels would be accessible?
Yes, and if I'd started making the hack now I would have used Sonic 1 and 2 as the base instead of vanilla Sonic 2. I don't intend to do anything else with this particular hack, but I might incorporate it as a 2P mode in future hacks if enough people like it.
Athelstone, on 28 July 2012 - 05:25 PM, said:
Metropolis zone cork screws. If players fall off there's no way to get back up again because the cork screw is no longer there.
Yep, the rather half-assed Start+B function to reset the players was my only idea on this front.
Athelstone, on 28 July 2012 - 05:25 PM, said:
Wing Fortress Zone. There's a shortcut that can be taken through the level by running through one of the propellers.
This is in the original game and is still allowed in Battle Race, but only if both players do it. If one player cheats and the other player takes the normal route then the non-cheater wins the point.
Thanks for your comments!
#22
Posted 28 June 2014 - 04:30 PM
Just letting you know Colin, I added this hack to the wiki Sonic 2: Battle Race. Combining Sonic and Micro Machines? Awesome idea for a hack.
#23
Posted 28 June 2014 - 08:52 PM
I have not played this hack yet, but from the video and the concept alone... I love it. This is exactly how the two player mode should have been like to start with.
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Edit: Also didn't realize how old this was. Not sure how I missed this back then. >.>
Edit: Also didn't realize how old this was. Not sure how I missed this back then. >.>
This post has been edited by Hitaxas: 28 June 2014 - 09:01 PM
#24
Posted 28 June 2014 - 08:53 PM
Oh... a post, and here I thought that there was some kind of update.

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