I found this hack to be extremely underwhelming. From the plainness of the title screen to the blandness of the level art, there are just so many things that seem cheap and uninspired. I'm going to try and review this as a general gaming fan and not specifically a well-seasoned Sonic fan. First off, Sonic is just too fast for the engine to handle. I like to call this "Chemical Plant Syndrome" in that there are too many areas where Sonic will start veering off to the side of the screen at full speed because the camera can't scroll fast enough to keep up with him, and thus the player has virtually no time to react to obstacles that are rapidly approaching. Obviously, the developers themselves won't have this problem as they've spent X amount of time with the game and know all of its dirty secrets, so trying to see it from a first-time player's point of view is going to be difficult for them. But it's not challenging so much as it is unfair for the unsuspecting or unprepared player. Which brings me to the level design. Simply put, it's not spectacular. It's not great. It suffers from Sonic Advance 2 syndrome in that too much of the level is spent simply holding a single direction on the D-pad while only occasionally pressing a button to jump. Fast, yes. Fun, no. Also, there a number of spots where the level is broken up into slopes that are apparently supposed to launch the player to another (usually higher and unreachable by any other means) foreground piece that just don't reliably do their job. Even at full speed. There is even at least one part that I encountered where I launched off a ramp and had to CHANGE THE DIRECTION I WAS PRESSING IN MID-AIR to reliably make the jump. Again, when this is happening at top speed, there just isn't enough time for the player to figure this out and react to it. As for the Death Egg lightning floors, I fully understand that the game is meant for the player to roll through those sections. But there are two problems with this. 1) The level layouts are so sporadic and all over the place that you never know when one is coming up and by the time you see it you simply don't have time to react to it. 2) There are a number of instances where rolling along slopes and ceilings is actually SLOWER than running. Again, it's not so much challenging as it is just unfair. As for the unlimited lives, I just don't know how to react to that. It's like you've taken a page from the Sonic Unleashed handbook. In Unleashed, there are a number of spots where a 1up will be located in close proximity to a checkpoint, as the developers anticipated the player having trouble getting through the upcoming area. It's pretty much the same thing here. Instead of fixing what level design issues there are (and there are plenty in my opinion), you've essentially given the player an infinite amount of 1ups to keep trying and trying again from the nearest checkpoint. I like a good part of my challenge to come from knowing I could potentially get a "game over" and have to start the entire level again. It's just a part of old-school game design that I love so much. The bosses you've created are insane. Any normal player can see this. They just seem like end-game type bosses in their difficulty level, not a first-level boss. I'd called it an unusually steep difficulty curve, but when the average player is already having mounds of trouble just getting TO the boss area, it's just plain unfair to also have to survive a boss of this caliber this early in the game. I also noticed that Sonic loses only 50 rings when he gets hit. Obviously you're taking another page from the newer 3D titles here. I've not been a fan of this ever since it was first introduced. Maybe it's just my opinion, but if Sonic gets hit it needs to be all or nothing. I'm not too fond of all the new moves you've given Sonic, and the fact that they cost rings to execute is plain absurd. The double jump is pretty worthless, considering it's supposed to be a move exclusive to the lightning shield. Giving him a double jump by default is a bit redundant on this part. I honestly don't understand what good the diagonal dash is intended to do, other than suddenly running into an obstacle and losing rings. And the flying kick seemed pretty worthless until I realized that it was the best way to take out the first boss, and even then it didn't work right half the time as I would still get hit thanks to some weird collision detection on the boss. The one good thing I will say is that you at least didn't incorporate the homing attack or light speed dash into this hack, which is a road too many hacks nowadays take. Those elements simply don't work in 2D. The one part of this game that does shine for me is the music. You have not only a good ear for melody, but for conveying it in a way that the Genesis hardware can handle. I will admit that it sounds like something more fitting for a Mega Man X game than a Sonic game, but considering the level gimmick here, it works. All in all, this game is something that in my opinion is going to need a lot of tweaks here and there with all of its basic elements to really start coming together as a solid hack. As it stands right now, it's not something I can envision myself playing past this one time. You guys are obviously creative thinkers to try an all-out hack like this, but some of the ideas here just aren't meshing well for me personally. 4/10 for the effort. I didn't mean to go on this long, but I felt it necessary to convey exactly what I was feeling while playing.