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Difference between revisions of "Sonic the Hedgehog Remix"

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(...I sure hopw no one beat me to this.)
 
(Hm, it appears I REALLY fucked up. Making this article a little shorter so that it doesn't look so amateur, just give it some time :/)
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'''Remix Mode''': An entirely new set of levels to complete with new palettes, layouts, art, and music. Many will be 16-bit remakes of the 8-bit [[Sonic the Hedgehog]] levels, but some will not.
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'''Remix Mode''': An entirely new set of levels to complete with new palettes, layouts, art, and music.
  
  
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Other major modifications include a new title screen, a new credits sequence, unlockable content, introduction of [[Metal Sonic]], implementation of the Super Peel-Out attack, and a new credits sequence.
 
Other major modifications include a new title screen, a new credits sequence, unlockable content, introduction of [[Metal Sonic]], implementation of the Super Peel-Out attack, and a new credits sequence.
==Levels (for Remix Mode and Rush Mode)==
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==Levels==
'''Paradise Shore''' - A zone set by the sea, so expect sun sea and sand. The boss will be based on the 8-bit boss for Green Hill Zone.
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Remix Mode and Rush Mode will feature the following levels. Some of the stages are 16-bit remakes of the 8-bit [[Sonic the Hedgehog]] levels.
  
  
'''Lakeside Hill''' - A Green Hill Zone edit that will follow Paradise Shore.
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* Paradise Shore
 
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* Lakeside Hill
 
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* Indigo Causeway ([[Bridge Zone]] remake)
'''Indigo Causeway''' - Being the first of the 16-bit remakes, Indigo Causeway will be based on the 8-bit [[Bridge Zone]], but with major alterations. The side scrolling of the 8-bit act 2 will not be making an appearance, and the zone will have underwater sections added. The boss will be based on the Master System boss.
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* Magma Ruins
 
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* Spring Heights
 
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* Verdant Jungle ([[Jungle Zone]] remake)
'''Magma Ruins''' - A Marble Zone edit that will follow Indigo Causeway.
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* Crystal Peak
 
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* Hydropolis (8-bit Labyrinth Zone remake)
 
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* Geo Plant
'''Spring Heights''' - A Spring Yard Zone edit that will follow Magma Ruins
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* Twilight Park
 
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* Genocide City
 
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* Sky Rail (Sky Base Zone remake)
'''Verdant Jungle''' - The second of the 16-bit remakes, Verdant Jungle is to be based on the 8-bit [[Jungle Zone]], but with major alterations. The bottomless river won't be so bottomless, some short underwater sections will be added, along with the odd platform and spring, being sporadically placed. The waterfall section will feature at the end of act 3, but it will act as the first part of the boss encounter - think the 16-bit Labyrinth boss. And to act as an insentive for getting in gear, a rotating spiked log/cylinder will rise from the watery depths and slowly rise up the waterfall. Once the player reaches a certain point, or hits [[Dr. Robotnik]] an amount of times he'll take his leave, and await the player high above the waterfall in the jungle canopy waiting to finish off the battle. The hit count will carry over to the second part of the boss battle. The boss will be based on the 8-bit Jungle Zone boss.
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* Aerobase (Sky Base Zone remake)
 
 
 
 
'''Crystal Peak''' - A zone in the mountains, so except snow and ice.
 
 
 
 
 
'''Hydropolis''' - This zone will under go some modifications from the original. The music will be replaced with a 16-bit rendition of the 8-bit Labyrinth Zone track. The boss will be removed, and be replaced with a 16-bit incarnation of the 8-bit Labyrinth Zoneboss.
 
 
 
 
 
'''Geo Plant''' - A zone set in the underground caverns up in the mountains, the main power generating epicentre of South Island. Expect lava, rocks, and metal walkways.
 
 
 
 
 
'''Twilight Park''' - A Star Light Zone edit that will follow Geo Plant.
 
 
 
 
 
'''Genocide City''' - A Scrap Brain Zone edit that will follow Twilight Park. This zone will also under some major modification. The level art for act 3 will be replaced with something more fitting. Final Zone will no longer act as a separate zone, instead it will act as part of act 3, and as such time, rings and shields will carry over during the transition. The boss will be the boss of Final Zone in the original, but instead of the zone ending of the original, the ending will play out like the end of Scrap Brain act 3 on the Game Gear and Master System, with the act clear splash screen be displayed as Sonic rides the elevator platform.
 
 
 
 
 
'''Sky Rail''' - The third of the 16-bit remakes, Sky Rail will be based on Sky Base act 1. Three acts of gun turrets, electrical discharges, and bottomless pits. The music track for the zone will be a 16-bit remake of the 8-bit Scrap Brain Zone.
 
 
 
 
 
'''Aerobase''' - The fourth and final 16-bit remake, it'll be based on Sky Base acts 2 and 3. The zone itself will play out like Wing Fortress in ''Sonic the Hedgehog 2''. The zone will have a transition point part way through the second act, going from the outer hull into the inner workings of Robotniks airborne base of operations (rings, time , and shields will carry over). At the end of act 3, the player will face the a mini-boss, after which another cutscene similar to Genocide City's will play out, instead of Robotnik escaping on an elevator, he escape's by teleporter. The zone will then transition to the final boss arena (rings, time , and shields will carry over). The final boss will be an amalgamation of the two 8-bit bosses, and the area itself will be set on the what appears to be the bridge of the airship. The original ending of Final Zone will play out once the final boss is defeated. There will be no act clear splash screen.
 
 
==Development Team==
 
==Development Team==
The core development team of the project is StephenUK (coding) and OrdosAlpha (art and mappings). Tweaker, Puto and Cinossu are contributing in the musical area. SGMC staff members have also contributed to the project in their own way.
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The core development team of the project is [[StephenUK]] (coding) and OrdosAlpha (art and mappings). [[Tweaker]], [[Puto]] and [[Cinossu]] are contributing in the musical area. SGMC staff members have also contributed to the project in their own way.

Revision as of 22:11, 26 August 2007

Sonic the Hedgehog Remix started in 2001 as a simple palette hack of Sonic the Hedgehog by OrdosAlpha. This project has gone through a complete reconstruction and is now a hack of Sonic the Hedgehog 2, featuring brand new stages and modes of gameplay.

Features

Original Mode: All of the original zones and bosses from Sonic the Hedgehog will be ported into the game with slightly updated artwork. So far, Green Hill Zone is 90% complete, and work has begun on Labyrinth Zone.


Remix Mode: An entirely new set of levels to complete with new palettes, layouts, art, and music.


Rush Mode: The same stages featured in Remix Mode, with a twist. The game will be more speed-based and Sonic will be able to perform a "speed burst", similar to that of Sonic Rush.


Other major modifications include a new title screen, a new credits sequence, unlockable content, introduction of Metal Sonic, implementation of the Super Peel-Out attack, and a new credits sequence.

Levels

Remix Mode and Rush Mode will feature the following levels. Some of the stages are 16-bit remakes of the 8-bit Sonic the Hedgehog levels.


  • Paradise Shore
  • Lakeside Hill
  • Indigo Causeway (Bridge Zone remake)
  • Magma Ruins
  • Spring Heights
  • Verdant Jungle (Jungle Zone remake)
  • Crystal Peak
  • Hydropolis (8-bit Labyrinth Zone remake)
  • Geo Plant
  • Twilight Park
  • Genocide City
  • Sky Rail (Sky Base Zone remake)
  • Aerobase (Sky Base Zone remake)

Development Team

The core development team of the project is StephenUK (coding) and OrdosAlpha (art and mappings). Tweaker, Puto and Cinossu are contributing in the musical area. SGMC staff members have also contributed to the project in their own way.