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Sonic the Hedgehog Remix


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#37 Metal Knuckles

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Posted 10 September 2007 - 11:36 PM

No rings = 1-hit KO's.

One of the main driving factors in a succesful game is the correct balance of challenge. It shouldn't have to feel like a chore to beat a level, and trial and error shouldn't be included on purpose. In no way do I speak for Ordos, but sticking you in a level full of baddies and not ensuring you any fallbacks (aka rings)would be a bad move.
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#38 sonicblast007

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Posted 11 September 2007 - 11:09 AM

(not to mention the Super Sonic only level....that will be great)

There is no Super Sonic only level. I don't know what caused that rumour to arise, but I'm gonna shoot it down. Yes, Super Sonic will appear in the final product, but only as an unlockable feature, and he will be available in all the zones, except the final boss. The only other method of activating Super Sonic is by messing with System RAM.



Ah, sorry for the misunderstanding.
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#39 OrdosAlpha

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Posted 11 September 2007 - 01:59 PM

No rings = 1-hit KO's.

One of the main driving factors in a succesful game is the correct balance of challenge. It shouldn't have to feel like a chore to beat a level, and trial and error shouldn't be included on purpose. In no way do I speak for Ordos, but sticking you in a level full of baddies and not ensuring you any fallbacks (aka rings)would be a bad move.

There's a possibility of there being a hard mode. That means zero rings and 1 life, but there will be monitors. So, things won't be all that bad.
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#40 muteKi

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Posted 11 September 2007 - 04:53 PM

Will ring monitors be replaced with shields in that mode? And where were the underwater cycling palettes in S1 anyway? I don't recall ever seeing any.
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#41 OrdosAlpha

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Posted 11 September 2007 - 08:20 PM

And where were the underwater cycling palettes in S1 anyway? I don't recall ever seeing any.

The rotating lift platforms from Labyrinth used a different palette cycle above and below the water. PLus the water used a palette cycle, but the same cycle was used for above and below the water. Same goes for Scrap Brain act 3.
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#42 GasparXR

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Posted 17 September 2007 - 12:03 AM

I just tried the WIP ROM and I have to say the art looks pretty good. The music are also very good renditions. But I have to ask one thing: remember before SGMC closed down, on here you made a music list? The songs that aren't from the Genesis...how do you insert them? I've also been wondering.... Is it possible to port midis into a Genesis ROM?
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#43 Chaos Hedgie

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Posted 17 September 2007 - 12:21 AM

Yes it is, it's called "Sonic QX"
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#44 OrdosAlpha

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Posted 17 September 2007 - 11:24 AM

I just tried the WIP ROM and I have to say the art looks pretty good. The music are also very good renditions. But I have to ask one thing: remember before SGMC closed down, on here you made a music list? The songs that aren't from the Genesis...how do you insert them? I've also been wondering.... Is it possible to port midis into a Genesis ROM?

Unless you're having the uber talents of Tweaker, Puto or Cinossu contributing to your project, then you've got to go the trial and error route with Sonic QX, which THell already suggested.

The revised Unofficial Soundtrack in case you're interested.
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#45 GasparXR

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Posted 17 September 2007 - 12:28 PM

I just tried the WIP ROM and I have to say the art looks pretty good. The music are also very good renditions. But I have to ask one thing: remember before SGMC closed down, on here you made a music list? The songs that aren't from the Genesis...how do you insert them? I've also been wondering.... Is it possible to port midis into a Genesis ROM?

Unless you're having the uber talents of Tweaker, Puto or Cinossu contributing to your project, then you've got to go the trial and error route with Sonic QX, which THell already suggested.

The revised Unofficial Soundtrack in case you're interested.


Well, I already knew that uber talents could be a way, because it's possible X_X
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#46 Sephiroth

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Posted 17 September 2007 - 06:30 PM

I can't get my head around QX, butdon't understand musc editing either.
Anyways, great to see that this hack is implementing some pretty swish music in it.
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#47 muteKi

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Posted 18 September 2007 - 10:17 PM

There's an XM to SMPS converter, which apparently is the format used for the Sonic 1 audio.
If you can find an MIDI to XM converter, you'll be in business.


This game is cool, so far, though I do have to wonder: Tails or no Tails?

Music = Freaking SWEET. There were a lot of awesome GG Tunes, I daresay the only thing the GG Sonic 2 indisputably got right (outside of being kinda fast).
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#48 Chaos Hedgie

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Posted 18 September 2007 - 10:34 PM

Not sure if I already asked this, but are cutscenes going to be implemented to explain the transitions between zones? Because I always hated that Sonic 1 and 2 couldn't exactly explain why Sonic ended up in ancient ruins/a chemical plant after going through a lush green paradise.
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#49 GasparXR

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Posted 18 September 2007 - 10:55 PM

Not sure if I already asked this, but are cutscenes going to be implemented to explain the transitions between zones? Because I always hated that Sonic 1 and 2 couldn't exactly explain why Sonic ended up in ancient ruins/a chemical plant after going through a lush green paradise.


Well, I don't know how Sonic got from EHz to CPz, but Mz had grass just like GHz, so Sonic just ran forward basically :P
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#50 StephenUK

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Posted 18 September 2007 - 10:57 PM

This game is cool, so far, though I do have to wonder: Tails or no Tails?


No Tails, or at least at the moment. If Ordos wants any other optional characters in that's up to him, but right now I've removed Tails completely. He was actually the first edit of the entire project in split form.


Not sure if I already asked this, but are cutscenes going to be implemented to explain the transitions between zones? Because I always hated that Sonic 1 and 2 couldn't exactly explain why Sonic ended up in ancient ruins/a chemical plant after going through a lush green paradise.


It might be kinda hard to pull off and get it looking right, but it's certainly something to consider. Ordos has planned the zones out so they do have some kind of following to them, rather than just being a mix of industrial and natural zones. We'll just have to see how the project pans out in the long run.
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#51 Chaos Hedgie

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Posted 18 September 2007 - 11:01 PM

It might be kinda hard to pull off and get it looking right, but it's certainly something to consider. Ordos has planned the zones out so they do have some kind of following to them, rather than just being a mix of industrial and natural zones. We'll just have to see how the project pans out in the long run.


Ah, I understand that...but didn't you implement cutscenes in Project Chaos at one point in time?
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#52 GasparXR

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Posted 18 September 2007 - 11:08 PM

Ah, I understand that...but didn't you implement cutscenes in Project Chaos at one point in time?


I think he did... I never got a chance to play Project Chaos X_X

But transitions would be nice... like from Labyrinth to Starlight would be a giant water jet(like Hydrocity > Marble Garden)
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#53 OrdosAlpha

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Posted 03 April 2008 - 02:16 AM

Those of you may remember, and still possess, the previous releases of the proposed soundtrack for Sonic the Hedgehog Remix. Well, I've since revised the track list one more, and hopefully final, time.

Sonic the Hedgehog Remix: Official Soundtrack [3rd April 2008] (79 KB)

And for archival purposes, the two volumes of the unofficial soundtrack -

Sonic the Hedgehog Remix: Unofficial Soundtrack *Volume I & II* (112 KB)
Sonic the Hedgehog Remix: Unofficial Soundtrack *Volume I* [31st August 2007] (104 KB)
Sonic the Hedgehog Remix: Unofficial Soundtrack *Volume II* [16th October 2007] (87 KB)
Note: WinRAR or 7-Zip is required to extract the archives.

Feedback is more than welcome.

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#54 shobiz

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Posted 03 April 2008 - 06:06 AM

Awesome soundtrack IMO. I'm glad you brought Bridge Zone back :D
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