The ability to control him in all the other retro engine game and use him adds so much to exploration in those games, but here is is more of a hazard than a help, and that is a major problem. I have lost lives because of this glitch several times, including during some major boss fights. There are countless times when he is "flying" back to me after a death and he picks up Sonic by mistake. Tails assistant mechanics are completely broken. I doubt you'd be willing or perhaps even able (due to coding limitations) to port your assets into the the retro engine, and that's okay, but the closer you can get to refining some stuff, the better. Perhaps it's just a limitation of the engine, but it's a shame because if you sort these out, you could have a much, much stronger game. Lots of collision bugs that cause unnecessary difficulty and inconsistencies. You really need more speed-runners to test and further refine these physics if at all possible, as there are numerous inconsistencies in collision detection and other problems that I feel the speedrunning community could help sort out for you. The click engine here is showing its age, relative to all the other benefits we have in the mod scenes for the retro engine. That's also a good feat and one even the best fangames rarely get right. A few glitches aside, they are fun to play against and fair for the player. I think your boss designs are fairly clever and well thought out. The use of multiple soundtracks is a nice bonus. That's no small feat, and everyone involved should feel proud of that effort. The visuals, stage design, sprite work, and music are all very solid, I'd say on a level just slightly below a Mania type production.
The effort that's gone into this title is herculean and I recognize that, but I'm going to also be brutally honest. I'm going to be very open about my feelings/feedback here, so I ask you to keep an open mind here. Sonic can fly like Tails), but at the same time it is a little odd looking, at least here.ĮDIT: Hah! I found dirty word in the Savestate file. I like the idea of gaining character powerups (e.g.
After that, it just takes you back to the Sega logo, where you will be unable to actually start the level again (just takes you back to the Sega logo again). Then just fly or glide all the way to the end of the level where the end-of-act sequence occurs. If you keep pressing 'V' or 'B', you can keep the respective power-ups going. If you create a "BG_Music" subdirectory and put a file called "01 Crystal Cove Zone.mp3" there, that will play as the BGM for the level.Īlso found the special stage which is fully functional apart from being unable to really "lose". Pressing '2' tries to open a file I guess? Holding 'S' when entering the level makes Sonic disappear with zero lives and all powerups showing on the side (perhaps intended to be a "debug" mode of sorts?) And finally, clicking with the left mouse button will place objects which are harmful to Sonic, though he can roll into them and destroy them from the sides, or spring off the top.
'V' and 'B' gives you Tails and Knuckles powerups respectively. 'Q', 'W', and 'E' all seem to toggle between player palettes, matching a number of familiar characters. If you press 'O' or 'I' on the keyboard, some explosions occur where the mouse cursor is. I'm actually surprised the beginning of the level has remained basically the same!