Paramètres | Info |
---|---|
Console: | GEN |
Jeu Original: | Sonic the Hedgehog 2 |
Type: | Improvement |
Genre: | Action > Platformer |
Modifications: | GP |
Créateur: | Alianger |
Date de création: | 11/21/2016 |
Dernière modification: | 11/23/2016 |
Paramètres | Info |
---|---|
Nom de fichier: | s2 keep da flo 09.zip |
Descargas: | 24 |
Conditions requises: | BIN Format (GEN) |
Version: | 0.9 |
Notation: |
Don’t think this is gonna be a 100% Gold Remake, it’ll have its differences. Extra battles (some’ll be optionals, tough but rewarding), Hoenn Pokemon (in every area, and hard to find) New areas, Remapped some dungeons (so your old guides wont work) , Extra recurring characters (some’ll hate you, some’ll help you)
Note that the hack is incomplete but feel free to enjoy the hack as-is.
Keep Da Flo Edition v0.9 (Sonic The Hedgehog 2 (MD/GEN) Hack) Rom info: Sonic The Hedgehog 2 (World) (Rev A) CRC32: 7B905383 Most changes: EHZ: -Tweaked ring, obstacle, hazard, monitor and enemy positions (for better flow (for example it's now easier to land a jump on the moving platform after bouncing off of the yellow spring near the checkpoint towards the end of EHZ1 since you can see it below you), fewer cheap hits and leaps of faith, some more interconnectivity between paths) -Changed the path triggers in EHZ2 so that you can always enter the wall paths (previously you'd have to take bounce up to a higher platform and then fall down again for the first one, and you had to backtrack to the beginning of cave areas for the other two if you accidentally hit the spring near the wall path) -Added solid wall behind the red spring taking you to "1-up island" in EHZ2 and tweaked the level design so that if you let go of the buttons after jumping into the red spring you don't fly into enemies and you get both the 1-up and the shield on the island -Second chance platform added in the waterfall pit after the wall path leading to a shield in EHZ2 CPZ: -See EHZ -Added hidden shortcuts to the bottom left paths in act 2 since the pipe around the middle after the 1-up jump can take you to either -Better visual clue to the northern boss fight shortcut in act 2 -Added a couple of second chance platforms in CPZ ARZ: -See EHZ (example: fixed the cheap hit from flies when bouncing out of the water at the end of ARZ2) -Changed the rounded wall at the end of the underwater path in ARZ1 so you can't end up moving backwards there CNZ: -See EHZ (example: easier to spot (and immediately move into) the bumpers to the left at the beginning of CNZ1) -Fixed a rare glitch that got you stuck between two triangular bumpers at the last table in CNZ2 -Added a star post to CNZ2 HTZ: -See EHZ -Moved the rings placed after the last checkpoint in HTZ1 -Fixed the first spiker enemy and the rexon enemy outside the cave in HTZ1 by moving them a bit -Added a couple of fire ball enemies to HTZ2 to make elevator rides more exciting MCZ: -See EHZ -Moved some rings down to after the last checkpoint -Fixed a minor hit detection issue in one of the pits in MCZ by making a wall next to a ring monitor solid (you could get semi-stuck between monitor and wall) MZ: -See EHZ -Fixed the dead ends in MZ1 -Made the floor spike traps in MZ more visible -Tweaked most asteron/star fish that didn't trigger before WFZ: -Spaced out the speed shoes and made the first pair easier to reach in WFZ -Fixed the major shortcut through the propellers in WFZ To do/Hacking goals: -Make monkeys react slightly slower so that you can be jumping towards them when they're off screen and hit them before they hit you when not at top speed -Make bees unable to shoot from off screen -Make spikes at beginning of act 2 move behind the ground tiles -Make tails not trigger falling platforms etc., only enemies and screw elevators - partially fixed in bug fixes (when he flies and keeps MZ platforms from trigger for example) -Make it possible to stop and crouch if slowly walking down mild slopes -Allow some air control after hitting a wall or obstacle and jumping while rolling - done in a hack? ready sonic/sonic cd -Make it impossible for tails to put sonic in pinball mode - done in bug fixes hack -Make rising ground in HTZ act 2 faster -Make screw elevators and piston trap pauses in MZ slightly faster, make the former move back down if you jump off or respawn quicker -Make seahorses react slightly slower or have slower projectiles -Make slicers react slightly slower -Make CNZ enemies bounce you like monitors would -Make breakable bumpers' default bumping length shorter and make holding down the jump button bounce sonic further -Make moving spikes always end up behind foreground tiles -Make it possible to turn into a ball after jumping off of a vine or hook - fixed in bug fixes (roll-jump state)? also a hack lets you turn into a ball after hitting springs (check which) -Fix curved walls that don't let you jump off of them in spindash form in MZ -Fix shellcracker (crab) claw hit detection and make slicer projectiles (MZ) disappear after you kill them -Add an sfx for speed bosters in wing fortress -Make wing fortress turrets destructible?