Hooray, 4.0 is out! To celebrate, I'm going to pick this hack apart!
After being screwed over by 3.0, I was hoping for 4.0 to be an improvement, let's see if the below gives that impression.
So, you broke the Sega Sound, probably from porting the S3 driver using
this insane thing. I should know, since I did that back when I was a copy-and-paste hacker.
Your 'Press Start Button' does way too well a job of blending into the background.
I started the game, attacked the first enemy I saw, got an extra life. I have no idea how you've broken that.
What's with the wannabe Lightning Shield? It doesn't attract rings, it doesn't allow you to double jump. Wait,
the wiki page on this still identifies it as a regular shield! You know, the classic shield sound effect can be used in the S3 driver, it's still in there, you just gotta find its ID and use it.
Good golly, I recoiled at that signpost art. If art edits are supposed to be one of the major features of this hack, at least do it appropriately. I know that art is subjective, but come on, there are plenty of side profiles of Sonic to use or at least base an image on!
So, Midnight Aurora act 2, there are Speed Shoes monitors at the beginning... why? That does not work well with this level design, I'll either fly into an enemy, spike pit or a bottomless pit, which you have way too many of. In fact, one is placed right next a spike pit, which you have to do some precision platforming above, speaking of which...
This was a major dick move, and it's ridiculous to think anyone would see through this without trial-and-error: Midnight Aurora act 2, at coordinates 081F03AE, 078F0300, there are a series of floating platforms above a spike pit. I jump on them, they collapse, so I assume I just have to be quick and get across the platforms before they fall. I reach the third, jump,
there is a swing platform that's only visible once I've reached the point of no return, I miss the platform, fall into the spike pit. Now I thought that I couldn't hate this hack any more at that point, but
oh no, I try again, this time, trying not to jump
past the moving platform, miss, fall, and I notice that the third platform hasn't fallen despite me having landed on it. I come to the horrible conclusion and facepalm, hard...
You expect us to know that that one platform that looks identical to all of the other ones doesn't fall?! The fact that this is one of the first obstacles encountered in 3.0's version of this act leaves a
very negative impression.
Onto another mess-up, the Spin Dash has... changed. It's now the Educational Dash, remember those digits, kids! Why do I get the feeling that you used that one guide on that one less-than-reputable site that overwrites part of the Spin Dash's art in VRAM with the Centisecond timer? Oh, right, because I did that.
To the right of the leap-of-faith/trial-and-error spike pit, there are two ring monitors and a Speed Shoes monitor, one of the ring monitors is horizontally mirrored. Also, see my above point of Speed Shoes placement; I grab the Shoes, hurtle to the right, over the spikes sitting next to them, only to find myself jumping into an endless bottomless pit. If I had the words... Oh, I do: STRAIGHT INTO THE VOID
The Spin Dash sound effect also exists in the S3 driver.
Oh, by the way, I'm still stuck in act 2 of the first Zone, the level where you're
forced to backtrack if you don't make an unforeseeable jump. After that large U-curve, you're supposed to stop, drop to a lower 'hill' and perform a Spin Dash-Jump toward an adjacent two-platform hill sitting on the other side of Backtrack Canyon. Oh, and don't go for the lower platform, an invisible wall awaits you, that and an Eggman monitor. I continue on and see another drop in that path.
Oh boy, I wonder what's down there! Monitors? An alternate path? No. A bottomless pit.
Why trick us, have you ever played through the original GHZ!?
Onto act 3, you used objects to limit your playfield. What, because you couldn't put the beginning of the stage there? Oh, right, you can't program, not even the most basic thing, such as changing the few, obvious lines that check how far to the right Sonic is, so it can spawn the boss.
Oh but wait, I'm a dumbass, because, evidently, you can program! Just look at the boss, how he ascends during battle, which is great until he goes through the damn ceiling SECONDS INTO THE FIGHT and become unbeatable, oh, and a death barrier kills you when you try to pursue him. Why?
WHY?
"only Midnight Aurora's and Hydroruin's boss are altered for the ideal release" Good God, I'd hate to see the bosses that
aren't ideal! (Oh, if only I knew...)
TO LEVEL SELECT!
...and onto the next zone, Non-Lethal Lava Land. For a layout and object hack, you sure are careless with your objects and layouts: Backwards Caterkillers in narrow corridors so you can't just jump over them to destroy them, lack of lava markers making lava a joke, lava markers placed on harmless ground making me despise this zone, pistons too damn high for you to just push against until you can walk over them, instead needing to jump over them and kill your momentum, which will almost certain kill you also. You know the part, that section ripped right from Sonic 1, like the rest of the levels. That place also happens to have a few swinging platforms over lava, the third one crushing you into the ceiling, do you even care?
By the way, act 2, coordinates 12EE048C, 125A042C. Deadly floor. Also, here 0AE400CC, 0A54006C, another dick-move: a gap requiring you roll or Spin Dash through, with a Caterkiller waiting on the other side. What's that? "Roll into his face"? That'd work if the Caterkiller's collision wasn't buggy. You know, if you're not going to fix it yourself, just use ReadySonic and make it easier for us poor sods that have to endure all this.
To act 3. Getting bored of repeating myself, go to boss. And if anyone reading hasn't reached this boss, don't. Just quit and use the Level Select to skip this abomination. No, I'm not toning it down, this boss is fucking awful! Don't believe me? Look at this:
If I wasn't so sure such levels of vulgarity would get me banned, I would have quoted my initial reaction to this trainwreck! Lava that doesn't hurt you, Eggman setting fire to the lava because you don't understand that the fire doesn't collide with objects, and more fireballs than stars in the sky! What the hell were you thinking when you made this!? It's bad enough that the best you can do to edit bosses is to add objects and mess with the layout, but you couldn't even do that right! I'm so glad this is getting replaced. If any good can come of this thing, it's that you can learn from it and make sure it never happens again.
That's it. I haven't gotten any further than Pinball Pike's boss, which is also terrible, see for yourself, I guarantee you'll drop a brick in your pants first time as I did. I could comment on the SYZ knock-off, but, honestly, it's left no impression other than that I hate these palettes. Over-saturated, if not ridiculously contrasting, colours... Scarlet-red Spring Yard with neon green grating, with a red city lying beyond a dark blue forest. And don't get me started on the camouflaged Caterkiller in Ember Gardens act 1. Oh, hey, I just noticed, when you go quick, you leave after-images. Just how much of this code did you lift from Selbi? I thought his restrictions were to prevent this!
You know, it's not just the hack that bothers me. You could say that this hack is a learning experience. As I said, I did some of the same stuff he did back in my early days. The difference being that I didn't tote the product around who-knows-where, bragging about how it was rated 9.4 stars on an irrelevant site, writing a goddamn wiki page on it describing it as a "complete overhaul" and containing advanced engine modifications. All while having most of page describe rubbish that everyone knows, seeming for the sake of having the page resembles Megamix's, even down to the wording! Because no one would recognise a ring without you telling us what it is. That belongs in an instruction manual, not a page on a wiki that simply focusses on documenting significant hacks, which I'm
very uncertain that this qualifies as. I doubt this will even be talked about in two years,
one of the justifications for having a page on a hack, as this hack is being killed off in the full version of 4.0.
Removing all of the clutter/junk that belongs in this thread and not on a wiki page, it boils down to "Sonic - Into the Void is a palette/object/layout hack of Sonic the Hedgehog by Blueblur93, containing an expanded moveset for Sonic built from various other sources." There's nothing more to say, nothing notable, besides the pointless story that serves only as an excuse for your changes, or lack thereof.
It's hard to criticise or praise this hack without resorting to "LEARN TO PROGRAM, DAMMIT". Heck, it's hard to write a conclusion without doing so either. What changes this hack contains fall flat for me: The palettes are unappealing, the bosses are foul and/or broken, I truly despise the layouts of most areas that aren't from Sonic 1, and even some of those have been corrupted to a state of unlikeability, the object placement is probably the best part, and even then the most mindless of mess ups are dotted around the place (see Non-Lethal Lava Land).
"ALL WILL BE REVEALED"... The extent of my sanity, perhaps.