The surprise hack that took last year's contest by storm and almost won the Big Trophy because everyone thought it was the trophy for having Big on a hack, Big's Fishing Derby is finally here. And with some hefty changes from the contest.
Grab revision $D8 here.

(amazing box cover art by themisterfalcon; see below for links for high res versions)
Changes from hacking contest version:
- Amazing new title screen art by E-122-Psi (Big's new sprite still not done);
- Results screens for 1p mode (completion times, for time attack) and 2p mode (who won which stage, who won overall, how many wins each player has);
- Reworked introduction cutscene;
- Brand new ending cutscene in 1p mode;
- Destroying badniks now free imprisoned animals;
- Improved sound driver capable of 6 FM tracks in addition of 5 FM + 1 DAC track;
- Ported over SADX's Sega PCM with Big (with compliments to MainMemory);
- Correctly aligned credits, and fixed MainMemory's;
- Added an entropy pool that collects entropy from several sources and uses it to seed the RNG;
- Gameplay demos if you leave the game on long enough;
- "Press start button" flashes a few times then becomes invisible in 1p mode; p2 can still join at any moment, and will trigger boss music;
- Fixed several bugs in relations to powerups, including the infamous mine crash;
- Mines used for offense now cause the other player to lose rings, work even if he has nothing hooked (being a setback) and fails if the attacked opponent has active invincibility;
- Fixed TM symbol on Japanese MDs;
- Fixed several graphical oddities.
You can grab the box and cartridge art here:
(US versions being done)
Proud winner of the following 2014 Sonic Hacking Contest trophies:
Polygon Jim Trophy: Most unique hack submitted
Robotnik's Revenge Trophy: Best fresh concept using existing concepts as the backbone in a hack submitted
Froggy Trophy: Best implementation of Big the Cat in a hack submitted
Polygon Jim Community Trophy: Voted most unique hack submittedAre you having fun with Big's Fishing Derby? Do you wish there were more levels?
Well, you can help! Here is what a level needs:
- Background art for the above-water portion; this uses two palette lines at most, and needs a deformation routine, palette cycles, and maybe even dynamic art reloading;
- art for the platforms; these must use the third palette line (the first of the level's palette lines) and are limited to 16 tiles by 5 tiles;
- either background water for the underwater portion or a mention that the "default" underwater background should be used (needs at least one underwater palette line for the platforms, if they extend far down enough, and maybe one more underwater palette line if it has an unique underwater background);
- underwater ripple data or a specification of a default one (LZ, CPZ, ARZ);
- a preferably unique badnik design, possibly including a "charging" animation, with its own palette line (make sure the badnik fits the level in some sense);
- two music tracks for the level, a "primary" and an "alternate" track;
- water surface graphics and wave pattern, or specify a default one (LZ, CPZ, ARZ, TTZ);
- an emerald design (S1, S2, S3, SCD, or a brand new one) and base colors (the flashing I can generate automatically).
I prefer to add an even number of levels each time, so that the total number of levels is an odd number; this guarantees that competition mode can never end in a draw. So if you have suggested a cool new level I haven't added after some time, it is because I am still looking for another level to make a pair. Also, make note of how I edited several backgrounds (ICZ and QQZ are good examples) to change the parallax so a more complete background would be in view; don't just rip a background and discard most of it trying to fit the waterline, be creative.
For added fun, set up a TeamPlayer and try monkeying around with the 3rd controller you set up. Make it a 6-button controller and try pressing mode. By the way, the first part worked on the hacking contest version too, but the second part is only on the new version.


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