Sonic 1 - Warped World

Discussion in 'Showroom Archive' started by NiphFM, Oct 18, 2015.

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  1. NiphFM

    NiphFM Host of the Mega Drive Music Contest Member

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    Team MickBae Presents...
    Warped World Logo.PNG
    (Mock-up logo)
    SHC Version!
    Here it is! The hack that caused much controversy! Previously known as Sonic 1 Team MickBae Edition, Sonic 1 Warped World is a hack that has been going for about a year now. It may not be perfect but I do believe it has a certain charm.

    New Features

    All new art, layouts, palettes and music

    Story

    After the events of Sonic 3 & Knuckles, Sonic lands back on Mobius. But because of his extended use of Super Sonic, he has lost his abilities. The Tornado lands on a unknown area so Sonic goes and explores. He comes across a whole lot of badniks and thinks straight away that Eggman had crashed there. Eggman, who barely made it, set up shop in an abandoned factory and made his ROBOTIC EMPIRE. Sonic, on the other side of Chaos Island, needs to make it through the six zones to destroy the Chaos Extraction Engine (CEE) in the abandoned factory before it sucks the life out of Chaos Island!

    Zones

    PALMTREE OASIS - Welcome to the tropical island where palmtrees are everywhere! Speed through the scenery, destroying badniks but don't land on spikes! (It won't end well...)

    COSMIC STATION - Rolling around space has never been more wild as spiked balls get tossed around by seesaws and loops spin your head like a record!

    HIGH TIDE - The cave is only going down while the tide is rising as you battle for your life under the water! Enjoy the Jaws and the Burrobots that block your way to the goal post!

    CRATER CORE - Jump from platform to platform avoiding lava and risk your life venturing deeper into the volcano

    LAUNCH CASINO - The party is on you as you dash through the purple casino, defeating the bad guys and getting pinged around by the bumpers like a pinball machine!

    ROBOTIC EMPIRE - You've reached Eggman's lair. Pound his malicious machinery as you face him in the battle of your life!

    THE LAST STAND - This is it. The final battle. Destroy the Chaos Extraction Engine before it's too late!

    Screenshots

    s1built071(1).png s1built060(1).png s1built049(2).png s1built061(1).png s1built064(1).png s1built065(1).png s1built050(2).png s1built069(1).png s1built057(1).png

    Download

    http://shc.sonicresearch.org/history15/36

    Download from contest site!

    Credits

    Team MickBae - Me, nighteyes and LordXernom

    Music - Nineko, RAMPKORV, Cloud (CarrascoZX0), Pokepunch

    Art - AmateurSonicHacker

    ASM - SCHG Guides on Retro, Guides on SSRG, Sonic 1 Text Code Generator
     
    Last edited: Nov 6, 2016
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  2. nighteyes

    nighteyes Newcomer Trialist

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    You did a good job with this hack and I think it turned out quite well!
    Thank you to the others (beside A.S.H that is) who's work has contributed to it!

    we hope you'll enjoy playing!
     
  3. ArcaniaCQ

    ArcaniaCQ They/Them Member

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    I look forward to play this hack starting tomorrow. I really like the art in some of the places. After playing this I was quite happy with how this hack plays. I like the level layout alot aswell as the art is good. The music is good aswell.
     
    Last edited by a moderator: Oct 24, 2015
  4. NiphFM

    NiphFM Host of the Mega Drive Music Contest Member

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    Well, not much has been let out about Warped World for a bit so now, I feel that it's time to release this baby again!

    Changes from last version:
    • New Splash Screen
    • New Palmtree Oasis Background and Foreground art (Not finished)
    • Palmtree Oasis 3 layout extended
    • New Monitor Art
    • 13 new SMPS tracks
    • New Special Stages by Psukeo
    • Jarring pinkish colour for Palmtree Oasis' background changed back to blue
    Download: https://www.dropbox.com/s/5ux8ejpxaxpjg3c/s1built.bin?dl=0
     
    Last edited: Dec 7, 2015
  5. D.A. Garden

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

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    I've given it a playthrough. Not bad, and some good ideas here and there. I'll break down my experience like I do:
    • Not really a fan of the splash screen. I know I can skip it, but the music isn't pleasant and the image seems to suffer from jpeg artifacting
    • I quite like the title screen music, although it cuts off rather abruptly for the demo
    • Some of the art (corners mostly) is still using Green Hill Zone art. This is quite easy to fix; just change the corresponding tiles that use it
    • Some of the object placement at the start of Palmtree Oasis Zone Act 1 needs work. The yellow spring in the floor is a little odd, the monitor appears to be placed manually, not snapped to the grid
    • The emerging area lacks object 44 to signify it's a wall and appears cut off. Object 44 12 should be used to cleanly curve off the wall into the open area. A few of them should do the trick
    • The collapsing platform into a tunnel is a bit sudden, and looks a bit hackish. You can also die if you jump onto the platform and don't jump off, as it pulls you through the floor. If you do jump off and don't make the tunnel, you have to make the platform reappear.
    • More than 1 loop-de-loop together doesn't look too good and I also find it a bit boring. What's worse is that there's a third loop-de-loop only 1 chunk after the first 2, making effectively 3 in a line
    • Why is there water on the sides? It looks wrong, and doesn't belong there. It also doesn't use the correct starting tiles for a waterfall.
    • The chunk inbetween the 3 loop-de-loops is used correctly, but is esssentially pointless, as it contains 3 individual spike sets. I think that, if you want to keep that initial speed from the previous tunnel, put a monitor or something on this platform, so that if you're going to fast, you miss it
    • The yellow spring in the floor, again, looks wrong and is a cheap way of automating the layout. I don't like it
    • The speed up between those 2 spikes is cheap, especially as if you jump too high, you land on the platform above. Remember, this is your first Zone's first Act. Don't punish the player so soon
    • There's a 'nice' bit of cut-off above this. If a chunk doesn't connect properly, don't use it
    • Please don't use a combination of red springs and platform objects like that. There's so many objects that they are flickering, and the chance of you hitting those red springs is almost none
    • The purple rock's palette is a bit broken
    • The tunnel's background has been replaced with more waterfall tiles that, again, don't fit and don't begin properly
    • The chunk used after this is for the ending, and wasn't meant for use in level. Unless you edit it, it doesn't connect properly
    • Again, please use the snap-to-grid feature for monitors
    • The next platform with spikes just looks wrong. Putting spikes like that, floating in the air on top of upside down ones, doesn't work. It's also incredibly difficult to get passed them
    • Please don't use the broken sub ID variant of a red spring as a booster. If you're going to do that, at least have it against a wall or something
    • Going left from here, I found a star post and a 10 ring monitor above it. You should move that starpost, as the graphics will be garbled upon re-enering the stage to that star post and hitting that ring monitor
    • Further left, there's a rock with 3 red springs attached to it in all directions. The one going right will send me into a set of spikes, the one left send me through a half broken S tunnel (don't use tunnels like that, unless you're going to edit them) and the top one sends me into an unseen set of spikes. Yeah, that's not fair at all
    • Why is this spiked bridge chunk used so often without any spikes on it?
    • There's a few choppers that fly out from under the water. Unfortunately, they fly off screen and don't come back
    • Straight line Zone up here. I don't even know why this path exists. It's too high up to be of use, and all it is is the same old pattern of rings and badniks
    • The cut off at the end of this bridge is pretty bad. Is that an Object 71 blocking the left wall? Oh dear. The use Object 44 02, on the right, is also incorrect
    • Waiting as I descend down multiple collapsing platforms. Why?
    • To the right, after my descent, there's 2 single spikes floating in the air, in front of a cut-off wall again. This isn't right. The Object 44 01 has been flipped (I don't know why you'd ever flip an Object 44), the spikes are floating (why 2 individual spikes, and why floating in the air?) and more constantly collapsing platforms... right into a chopper badnik
    • ...and then the end pretty much just shows up. Huh, OK. The end of Act tune is OK, but it's a little too high pitched.
    • A summary of the art changes; it's OK, but needs a bit or work. Some of it is incredibly simple looking (The background's field of yellow?, for example) and the lack of details make things look a little plain
    I only played the first Act of Zone 1, to get a taster of what's to come. Right now, I don't have much interest in playing any more, unfortunately.
     
  6. Misinko

    Misinko Oh SHIT it's the Biolizard! Member

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    If I could describe this hack in one word, it would be "random".

    And not in a good way. I mean it feels like things were just tossed at this hack in some vain hope that they would work. Everything from the nonsensical enemy placement, to the way the new art is hap-haphazardly matched to the existing Green Hill Art (seriously, I can still see the checkerboard pattern peeking through your tiles) reeks of an extreme lack of effort.

    Bear in mind, my criticisms are for Zone 1 alone, seeing as I couldn't get past the opening of Zone 2 (nor do I want to).

    Take for example, the top path of Zone 1 act 1. There are enemies just thrown at you left and right with no real semblance of structure or thought put behind their placements. This point also translates to the numerous times two or three Newtrons appear in the same location and start following you. While I'm grateful for the easy 500 points, I don't need them on a frequent basis.

    Then we have the palettes. I've already addressed the foreground, so let's talk about that background. The simplicity, I can understand, and somewhat excuse seeing as I know art can be a challenging thing. What I can't excuse, however, is your terrible use of perspective and lazy re-use of GHZ's existing artwork. Not only does it clash, but it creates a very weird illusion. I can't tell if the water is supposed to look like a waterfall or a lake. If it's a waterfall, then why is there an island sitting directly atop a giant waterfall? If it's a lake, well then it's formatted like a waterfall. The palette as a whole is still quite obnoxious with that bright pink color, and the yellow only serves as an ugly counterpart.

    The music is "meh" at best. Most of it is poorly rendered remixes, with either obnoxious instruments, or a pitch that strays too far from the original song and gets too high. For the record, the Splash Hill Zone remix is easily the worst, not just because it's a terrible remix, but because of how overused in hacks it is. The only song I can say I legitimately enjoyed was the title screen music.

    Design in the levels as a whole is atrocious. Chunks that just end without the proper ending chunk, oddly placed springs and monitors, and segments that I like to call "platforming walls" where all you do is jump from one vertical platform to the next. Please, for the love of all things that are holy, I am begging you to remove these. They're not fun, they're not challenging, and they're a insta-tell that someone is a newbie at hacking. Also, please re-design your boss. It's quite easy if you like waiting for the ball and the floating platform to properly sync up.

    Overall, a hack that not only needs a lot of work, but probably one that needs to be re-built from the ground up. There's a myriad of poor design choices and poor collision that plague this hack, and make it very un-enjoyable to play for any length of time. There's not even really any interesting ideas or new things presented, and it has virtually no merit to it's existence. I really hope you can turn this thing around, and make it more enjoyable to play.
     
    Last edited: Dec 19, 2015
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  7. Ravenfreak

    Ravenfreak Still hacking the 8-bit titles Member

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    I went ahead and gave this hack a go, and I really do think it has potential but there are so many things that need to be fixed. Like Misinko said above, lots of the music needs work, some instruments are too loud and some tracks are too high pitched. There are too many bottomless pits in the first Act of Palmtree Oasis, and then in Act 2 the S Tube that is blocked by a wall should definitely be fixed. The player should be able to zip through the S tube, rather than having to jump to the platform above just to go down a broken S tube. I wouldn't say you need to start all over or anything, but there is room for improvement. I don't mind the Special Stages too much, but I did find the first two to be very easy. (I got a game over in the second level so I haven't had the chance to play the rest of the Special Stages. :V) This hack looks promising, but there's tons of work that needs to be done. And like D.A. Garden said, it's odd that there's a spring in the first act of POZ, when you can simply just jump on the platform without having to use the spring.
     
  8. NiphFM

    NiphFM Host of the Mega Drive Music Contest Member

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    Thanks for the feedback. I have noted everything about Palmtree Oasis. Christmas holidays are next week so I will have plenty of time to fix POZ then.
     
  9. Burst

    Burst You call this a connection? Oh, give me a break. Member

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    Can you do a other mirror? Cant download it on my mobile
     
  10. NiphFM

    NiphFM Host of the Mega Drive Music Contest Member

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    New release!
    Changes made:
    • Many object art changes
    • 29 new and updated tracks
    • Expanded drumkit (thanks to MegaPCM)
    • Minor changes to the new POZ1 and POZ2
    • Major changes to CSZ1
    Can you please focus on the changes made when giving feedback on Warped World? Thanks.

    Song list:
    81 - POZ1 - Sonic 3D - Green Grove 1
    82 - HTZ1 - Sonic 2 8-bit - Sky High Zone
    83 - CCZ1 - Sonic 2 8-bit - Underground Zone
    84 - CSZ1 - Sonic CD - Wacky Workbench Past
    85 - LCZ1 - Sonic 2 - Casino Night Zone
    86 - REZ1 - A-S-H Custom - Station In The Cosmos
    87 - Invincibility - Chou Kyuukai Miracle Nine - 2nd and 3rd Base
    88 - Extra Life - Sonic Advance - Extra Life
    89 - Special Stage - Sonic 1 8-bit - Special Stage
    8A - Title Screen - Chou Kyuukai Miracle Nine - Title Screen
    8B - Ending Seq. - Sonic 3 - Title Screen
    8C - POZ Boss - Sonic 2 SMS - Boss Theme
    8D - Final Boss - DRMBM - 1P vs. 2P Mode
    8E - Act Clear - Sonic Advance 3 - Act 3 Clear
    8F - Game Over - Chaotix - Mechanical Dance
    90 - Continue - DRMBM - Continue
    91 - Credits - Sonic 3D - Credits
    92 - Drowning - DRMBM - Danger!
    93 - Emerald - DRMBM - Stage Clear
    94 - POZ2 - Sonic & Knuckles Collection (Sonic 3 Complete Variant) - Unused Theme
    95 - POZ3 - Sonic 2 8-bit - Green Hills Zone
    96 - HTZ2 - Sonic 2 8-bit - Aqua Lake Zone
    97 - HTZ3 - Sonic 1 8-bit - Labyrinth Zone
    98 - CCZ2 - Sonic 3D - Rusty Ruin 1
    99 - CCZ3 - Sonic 3 - Marble Garden 1
    9A - CSZ2 - Sonic 3D - Gene Gadget 1
    9B - CSZ3 - Chaotix - Electoria
    9C - LCZ2 - Sonic 4 - Casino Street 1
    9D - LCZ3 - Sonic 4 - Casino Street 2
    9E - REZ2 - A-S-H Custom - Sonic 2 Boss Remix
    9F - REZ3 - Sonic 1 8-bit - Sky Base Zone
    00 - HTZ Boss - Sonic 3D - Boss Theme
    01 - CCZ Boss - Sonic 2 Beta - Boss Theme
    02 - CSZ Boss - Sonic 3 - Boss Theme
    03 - LCZ Boss - Sonic 4 - Boss Theme
    04 - Super Sneakers - Sonic CD (US) - Super Sneakers
    05 - REZ2 Ending Cutscene - Sonic Chaos - Boss Theme
    06 - Level Select - LordXernom Custom - Menu Theme
    07 - EMPTY
    08 - Team MickBae Splash - Wonder Boy 3 The Dragon's Trap - Continue Screen
    09 - Duplicate of above

    EDIT: Whoops, uploaded the wrong version... Fixed
     

    Attached Files:

    Last edited: May 4, 2016
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  11. AbyssalLeopard

    AbyssalLeopard Well-Known Member Member

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    Splendid. I'll give this a go and I'll post my thoughts here once I'm done.

    EDIT: Alright, here we go.

    First off, level design. It was decent, I dare say pretty good in fact. Though, I saw a few cut offs and some little flaws here and there - nothing that you can't fix. I saw much less flaws than in the other version you had posted a lot of time ago.

    As for music, I wouldn't recommend minding much my opinion since I'm no expert at this kind of stuff. I'd say though, they were okay. Perhaps some music could use of some voice changes, but I liked most ports. Besides, you could try replacing those overused Sonic 3D, Chaotix, and other games' BGM which we have heard from another games with something else. You can port music, dude, it shouldn't be big deal!

    I have mixed feelings when it comes to palettes. Some are really pleasant to the eyes (Say, Marble Zone, Green Hill Zone, Labyrinth Zone and Scrap Brain 2's for example were great, nice color schemes and perfect tones) but there are others which are another story (I'm afraid that Star Light and Scrap Brain 1's colours are over-saturated) I can see an effort put into them though - you got at least the shading right, unlike other hacks I've seen.

    Some new sprites were really nice. I like the Basaran edit, and the Orbinaut, for example.

    Level art is generally reasonable, but I'm sure it could be done much better. For example, Green Hill's background could use of more detail, while the foreground looks too busy as some people have stated before. I've seen much worse, though. I can't say I didn't like the ideas, because I'd be lying if I said so, though!

    Oh, and before I forget, it's nice to see a hack without the Spin-Dash for a change.

    In conclusion, dude, you're doing an amazing job so far. Just try to improve those little details I've mentioned and I guess it should get even better. The game is good, mind you, I've enjoyed it, a lot in fact. Though I guess it would be nice for you to consider those points that I and other people have given to you!
     
    Last edited: Jan 23, 2016
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  12. EMK-20218

    EMK-20218 The Fuss Maker Exiled

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    Offering... *cough!*... myself... to music. *cough*.

    Awesome. This hack was improved since the last ROMs I played. But my big complaint was against the palettes. Some of the palettes lacks brightness and could receive a treatment in order to be smooth. Most were in SLZ and in GHZ. Object placement also needs a bit of work, but the hack was improved a lot. I'm curious to see more of it soon.
     
  13. NiphFM

    NiphFM Host of the Mega Drive Music Contest Member

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    Sonic 1 - Warped World is back with a alpha version update

    Changes made:
    • Changes to some of the music
    • "Sonic Team Presents" screen removed
    • High Tide Act 1 completely rehauled (level layout, art)
    • Lots of new art (GHZ rock, SLZ seesaw and spikeball, etc)
    • Act 3 Clear music different to Acts 1 and 2. (My first ASM edit that went right!! :D)
    • New palette for Cosmic Station by popular demand (Thanks Misinko for the ideas!)
    • Small changes to Palmtree Oasis 1's layout
    • End-game credits updated
    • Change to Cosmic Station's boss arena
    • And other things I may have missed...

    Current things to be done:
    • Complete layouts for Launch Casino 1 and Robotic Empire 1. Due to be overhauled!
    • Not much else really...
    And now for the download!
    (You can find it at the bottom of the post)

    Enjoy! C&C is welcome.
     

    Attached Files:

  14. JoenickROS

    JoenickROS ROS (bug fixing in progress) Member

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    Checksum appears for both Regen and Kega, even with autofix checksum on.
     
  15. NiphFM

    NiphFM Host of the Mega Drive Music Contest Member

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    Strange, never happened on my end. Hopefully this one works.
     

    Attached Files:

    • s1ww.bin
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  16. ArcaniaCQ

    ArcaniaCQ They/Them Member

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    I managed to get through Palmtree Oasis and then I stopped because of reasons. (I have stuff to do right now)
    I think that at the end of act 1 there is an unnecesary placement of Badniks who makes Sonic lose his rings during SONIC GOT THROUGH screen. However the stage was good overall but could do with some tweaks and stuff. Also act 3 boss area could also need a change. Depending on when you enter you can get so the ball Eggman uses will cover it. (All I am saying is that it's no good design choice).

    Anyway I hope you take this in mind.
     
  17. JoenickROS

    JoenickROS ROS (bug fixing in progress) Member

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    Woah you need to turn the volumes for The s3k collection credits, and Green Hills down, they overpower the sound effects. Other than that the ports sound okay, but could still use some work, need to understand how to balance the lead, rhythm, bass, and background volumes a little better, the invincibility music is a perfect example of how loud the background music should be. (also as a cheat, make sure the DAC can be heard but not overpowering it can help you understand if a song is too loud) As for the layout, it was okay except I was confused where to go in act 1 at that one loop, should add some rings by that platform there to signify where you need to go. All an all the layouts seem a little short, and there is not enough alternate paths. I realized there are more zones, but there isn't much to say about them, Id just be repeating myself. Anyway you work on some of those things and you could have a solid project in the future.
     
    Last edited: May 16, 2016
  18. redhotsonic

    redhotsonic Also known as RHS Member

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    So I decided to give this a go, seeming as I missed it during the SHC2015. It's not bad, but it can do with some touch ups in a lot of places. Anyway, hope you enjoy :)



    LINK
     
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  19. NiphFM

    NiphFM Host of the Mega Drive Music Contest Member

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    Crosspost direct from SHC page:

    Team Overload presents, Sonic 1 - Warped World! This hack has undergone a quite a lot of changes since last year, including brand new level layouts, a lot of new music, and some other really cool features that you'll see in game! This year's entry only has 3 playable levels so far, but after completing the demo, you will gain access to the level select, where you can see what is in store for future releases!

    Story:
    After the events of Sonic 3 and Knuckles, Sonic lands back on Mobius. But because of his extended use of Super Sonic, he has lost his abilities. The Tornado lands on an unknown area so Sonic goes and explores. He comes across a whole lot of badniks and thinks straight away that Eggman had crashed there. Eggman, who barely made it, set up shop in an abandoned factory and built "Robotic Empire". Sonic, on the other side of Chaos Island, needs to make it through the six zones to destroy the Chaos Extraction Engine in Robotic Empire, and regain some of his lost abilities!

    Zones:
    PALMTREE OASIS
    Welcome to the tropical island where palmtrees are everywhere! Speed through the scenery, destroying badniks but don't land on spikes! (It won't end well...)
    COSMIC STATION
    Rolling around space has never been more wild as spiked balls get tossed around by seesaws and loops spin your head like a record!
    HIGH TIDE
    The cave is only going down while the tide is rising as you battle for your life under the water! Enjoy the Jaws and the Burrobots that block your way to the goal post!

    (Some)New Features since last SHC revision:
    Brand new POZ1, POZ3, CSZ1, HTZ1 and HTZ2 layouts!
    A lot of brand new music ports!
    New Special Stage layouts by Psukeo
    Brand new Sound Test menu! (A/B/C+Start on the Title Screen)
    Spin Dash? Play and you'll find out!
    and the Super Peel-Out?!
    New Level, Badnik and Misc. Art!

    Level Select Hint:
    Haha, I've changed it since last year! You'll have to finish the demo to see what's in store! Once you've completed it, press A+Start to go to the Level Select screen!

    Credits:
    A-S-H - Project leader, main music, main art, level layouts for POZ1, CSZ1, HTZ1
    FireRat - Sound Test
    KOOL-ZPOT - Super Peel-Out
    CaveQuest - POZ3 level layout
    MopeDude - HTZ2 level layout
    LordXernom - Original Level Select music
    Eduardo Knux - Labyrinth (8-Bit) music port
    Team Overload - Beta-testing, help, suggestions and support
    SSRG and Sonic Retro - Various guides and general help

    Screenshots:
    S1WW-SHC2016-1-TeamOverload.png
    Team Overload presents...

    S1WW-SHC2016-0-TitleScreen.png

    Sonic 1 - Warped World!

    S1WW-SHC2016-2-PalmtreeOasis.png
    Palmtree Oasis Zone

    S1WW-SHC2016-3-CosmicStation.png
    Cosmic Station Zone

    S1WW-SHC2016-4-HighTide.png
    High Tide Zone

    S1WW-SHC2016-5-SpecialStage.png
    Special Stage 1 (maybe this time, the Manic Emeralds actually do something!)

    S1WW-SHC2016-6-SoundTest.png
    Sound Test playing the Game Over theme

    S1WW-SHC2016-7-SpinDash.png
    What's this? Spindashing in Warped World?

    S1WW-SHC2016-8-PeelOut.png
    AND Super Peel-Out? Play to find out!

    Download:
    http://shc.sonicresearch.org/sonic/entry/20
     
  20. Spanner

    Spanner The Tool Member

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    You do realise Hacking Contest pages will only go live from this Monday right?
     
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