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Recent Updates

  • Hacks
    * Edited title screen of the game posted
  • Hacks
    Change ppf to xdelta in desccription, and change all images to 640x480.
  • Hacks
    Fix typo in title.
  • Hacks
    Added the following features: - All the shine sprite models have been tinted green, including the ones on the episode select menus and the monument one in Delfino Plaza. - The Shadow Mario wanted poster in Delfino Airstrip has been changed to a wanted poster of Shadow Luigi. - Various shine sprite images have been tinted green. Updated the list of things it still needs by adding these previously unmentioned problems: - The FLUDD nozzles don't always render correctly. - The Luigi model lacks many of the texture-altering features of the original Mario model, such as visibly getting dirty from the goop or closing his eyes when he goes to sleep. - The level entry portals are still "M"s instead of "L"s. - The goop originally at Delfino Airstrip is still in the shape of a Mario head with an "M" above it instead of a Luigi head with an "L" above it. I also added in the description that people should explain how they created the new assets they make for this mod to me so I can more easily alter them if necessary. And I changed two of the pictures to show off the newly green tinted shine sprite models and textures.

Luv Da Flo Edition

Hack of Sonic the Hedgehog

Description:

The main goal of this hack is to improve the flow of the first Sonic for MD/GEN while keeping the original level design mostly intact, keeping the player on the move or occupied with something interesting as often as possible. Initially meant to just do something about the slower segments in marble zone, and the elevators in spring yard zone, it later grew into something more, with changes to every act.

The hack works with the below rom in Kega Fusion, using the auto fix checksum option. It also works with the github disassembly rom. It is compatible with Esrael’s spindash hack, but not the spike bug & spindash one, and not with the recent bug fixes hack. However, it wasn’t designed with either in mind. You can send the author a PM (send it to PresidentLeever at RHDN) if you know how to fix this, or if you have any other comments that can help improve the hack.

See the readme for more info.

Changes:

  • Tweaked ring, item, obstacle/gimmick, hazard and enemy placement (for better flow, less trial & error and more consistent difficulty)
  • Tweaked moving platform positions and speeds (same)
  • Tweaked speeds for some hazards (same)
  • Alternate ways of traversing the slower segments in marble zone and spring yard zone
  • Removed some points of no return and improved path connectivity either by removing doors or fans, or adding platforms (example: added platform path to beginning of starlight 3 so players who screwed up the one shot slope movement and/or following jump could get another chance to take the top path
  • Easier jump at the beginning of spring yard act 3 (also moved a few rings to the beginning to avoid death from missing the jump)
  • Better visual clues for some hidden paths and detours (for example the vanishing platforms in scrap brain 2 leading to the 1-up will spawn more frequently)
  • Added enemy or hazard to a few uneventful segments (”boat” segments in marble zone, labyrinth zone 1 shortcut, moving platform path in spring yard zone, scrab brain 3 shortcut, etc),
  • Added some second chance platforms in pits (green hill zone 2, marble zone 3, spring yard zone 3, starlight zone, scrap brain zone)
  • Two new hidden paths near the top of the screen
  • Two new somewhat hidden speed shoes monitors, and a shield in a hidden dead end path in spring yard zone which only had a few rings

ROM / ISO Information:

  • Sonic the Hedgehog (JUE) [!]
  • CRC32: F9394E97
  • Size: 524 288 bytes

Links:

Screenshots:


Credits:

Credits
ContributorType of contributionListed credit
AliangerHacking

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