Doctor Robotnik's Plan B (REV01 UPDATE)

Discussion in 'Showroom Archive' started by Painto, Aug 7, 2016.

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  1. TheFieldWarrior

    TheFieldWarrior Warrior of the Fields Member

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    Just finished playing the latest update, so just like last time I will go through the bosses and list all of the improvements you've made, but first I wanna say that I liked the new Sega screen, title screen and E.G.G.M.A.N SMPS port, it adds a nice flavor to the hack, now time to go through the bosses:

    Green Hill Boss: An added phase I see, it did caught me off guard considering I didn't realize he was going to be higher in the air but it was still a serviceable first boss, good improvement.

    Marble Boss: Another added phase, phase 2 was a little different, it all comes down to muscle memory when luring the fire shots, another nice improvement to the boss.

    Spring Yard Boss: The added "Spike about to drop" sound was a nice touch and made the boss a whole lot easier, I also liked the idea of the amount of bumpers and spikeballs changing depending on how many hits you deal to Eggy, while I am still not fond of the "do or die" mentality of the boss I really appreciate the added sound effect which helps out with a strategy to avoid having any blocks be destroyed.

    Labyrinth Boss: Glad to see that the hole is smaller this time around, the air bubbles aren't as plentiful as the previous version, I'd imagine it was because they were very intrusive when trying to hit Eggman, I like the fact that the right wall explodes when the boss is beaten (I actually got the missile to fly into the wall right as it exploded making it look like the missile destroyed the wall).

    Star Light Boss: Another phase has been added and it would appear that the "Spike about to drop" sound effect was added, plus you get three chances to bounce the yellow spikeballs at Eggman, the improvements make the boss a lot more enjoyable.

    Scrap Brain Boss: I really like these added phases to the bosses that have them, like this one, what's even special is that you move into another part of the stage with this one, the second phase is easier than the first phase, if only there was a bit more to the second phase. Now there is one issue with this boss, once it's defeated you're stuck, Egghead flies off and the camera stays locked in position, it's not like it was a freak accident that happened only once, it happened everytime I beat the boss of this zone, luckily the game genie level code still works so that I could go into Final Zone.

    Final Boss: Glad to see you added at least one ring and to see my suggestion being used for when you can attack Eggman was awesome, while there was no arrow pointing to where he is at least he appears on the side that you are on, I believe the timing between dodging the attacks and hitting Eggman was cut down a bit which is great.


    Aside from that bug In SBZ this was a nice improvement over the last version.
     
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  2. Painto

    Painto Arthurus Paintus Erinaceus Member

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    Oh, thanks for pointing the bug out. I fixed it. It was a really dumb oversight from my side - I never didn't checked for delete of the first phase object so it was setting the right boundary to his own value all the time ignoring the new one. Updated the file.
     
  3. D.A. Garden

    D.A. Garden Sonic CD's Sound Test Member

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    I actually really enjoy this hack. The new bosses are fresh, and enjoyable. I'll list my opinions on each, while I'm at it:
    • Green Hill Zone's boss is a little annoying but nothing too strenuous. Using the sound of the wrecking ball when he is off screen to judge when he's coming/attacking is quite nice.
    • Marble Zone's boss is rather easier. Getting hit intentionally so you can whack him a few times during the invincibility frames makes very low times possible, so that's something.
    • Spring Yard Zone's boss is rather clever. I like the idea, although giving the player rings feel like a cheap way of solving the problem of rings falling off of the level when you lose them.
    • Labyrinth Zone's boss is very nicely done. You can still hide in the left/right corners by ducking though, and the hit box is a little too large on the top of him when he comes out from the bottom hole.
    • Star Light Zone's boss is easy. Even more-so after the changes made from Revision 00. Very fun, but not challenging in the slightest.
    • Scrap Brain Zone's boss is rather clever as the timing to dodge the bombs has to be rather specific. The spike on his side doesn't match the perspective of the machine though (look at the light on the front, and you'll see what I mean). I'm not a fan of the pinch mode, as it's way too easy to just stand in the middle and jump every time. Preferred revision 00.
    • Final Zone's boss is a great version of a certain 8-bit Sonic Game's final boss. The only issue is how long it takes to just wait to get a hit in. I was never a fan of that in the 8-bit version either.
    Overall, a great hack in my opinion. Would love to see more like it (or the ideas contained there-in).
     
  4. giovanni.gen

    giovanni.gen It's still Joe-vanni, not Geo-vanni. Member

    Joined:
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    It's a good hack. Though after I went through the Time Attack mode, I faced this pleasant surprise
    Cattura.PNG
     
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