Sonic the Hedgehog 2 SMS/GG 16-Bit

Submission booths for the Chao Games Showcase 2024
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StellarStardust
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Sonic the Hedgehog 2 SMS/GG 16-Bit

Post by StellarStardust »

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This project aims to re-imagine the 8-bit Master System/Game Gear versions of Sonic the Hedgehog 2. Every zone has been re-imagined completely to fit that of the likes of Sonic 2 and CD. This demo for CGS2024 features only one zone, Under Ground Zone.

PLOT:
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SCREENSHOTS:
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TEAM SUPERNOVA CREDITS:
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Sonic the Hedgehog 2 16-Bit (CGS 2024 Demo Version 1.0.3.1).zip
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Last edited by StellarStardust on Sat Nov 09, 2024 4:12 pm, edited 4 times in total.

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BlueSpeedster
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Re: Sonic the Hedgehog 2 SMS/GG 16-Bit

Post by BlueSpeedster »

Hey there, dev of the project here, the demo is now live for everyone to enjoy and play, any feedback can be said here and via the form at the end of CGS! In the meantime, have fun!
Sonic 2 SMS/GG 16-Bit Dev.
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BlueSpeedster
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Re: Sonic the Hedgehog 2 SMS/GG 16-Bit

Post by BlueSpeedster »

Note to all Content Creators: It would be recommended to play with version 1.0.3.1 rather than previous versions, this update contains the following changes to ensure a smooth gameplay experience
Patch Notes List
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If you have recorded any gameplay with previous versions of the demo, you will need to either rerecord or let people know of a newer build available. Thanks for your continuing support on the project!
Last edited by BlueSpeedster on Sat Nov 09, 2024 4:14 pm, edited 5 times in total.
Sonic 2 SMS/GG 16-Bit Dev.
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FangameReviewGuy
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Re: Sonic the Hedgehog 2 SMS/GG 16-Bit

Post by FangameReviewGuy »

Gotta say, this fangame got some potential! Unlike other Game Gear to 16-bit remakes, this isn't simply giving the original levels "16-bit" sprites and keeping the level design the same, nor is it upscaling the original sprites to make them feel "16-bit". That always felt lazy to me. This actually feels like a lost Sonic Genesis game. With that being said, what is here is VERY short.

Levels don't even take a minute to beat, and that's with me not trying to speedrun them. I feel like levels, on average, should at least take about 2-3 minutes to complete, but these can be completed in damn near 30 seconds. That's really bad. On the plus side, the level design, as far as I can tell, doesn't seem to be the same as in the original game, which is great because I don't think the original level design would really suit a "16-bit" version. I'm sure everyone knows about Sonic Triple Trouble 16-bit by now. I'm also really happy to see that the sprites actually are custom and not upscaled and cleaned versions of the original game's sprites. The sprites look like something that would come out of Sonic 2 or 3. Too many S2GG 16-bit remakes fail at the art department.

Welp, that's all to say. Again, not much meat to tear into here, which is a real shame. If my biggest critique is that I want more of it, then I think that should say something. I'm just happy that we finally have what seems to be a proper Sonic 2 GG 16-bit remake akin to Sonic Triple Trouble 16-bit. Looking forward to this one.

Phantom1232Boi
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Re: Sonic the Hedgehog 2 SMS/GG 16-Bit

Post by Phantom1232Boi »

This is simply brilliant, I love the direction this is going in
The music is so good too, I need that OST on YouTube ASAP, especially the Speed Shoes theme
Fantastic work from the Team! Can't wait to see more

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sovic91
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Re: Sonic the Hedgehog 2 SMS/GG 16-Bit

Post by sovic91 »

Hey guys, just wanted to say great work on this demo. It's really fun, the level design is pretty solid, the pixel art is beautiful. You've got a lot of neat little touches troughout like the checkpoints being a hybrid between the classic checkpoint and the beta design from Sonic 2 (16-bit). The minecart setpiece is done really well. Kinda reminds me of those spindash sections from Sonic 3D Blast, except you can controll them. The quicksand in the boss area is an absolutelly brilliant way of solving the problem of Sonic having controll on the slope with the Megadrive physics. Wish I'd thought of that. Though, I'd suggest making the quicksand a mechanic in the level itself, so that it doesn't come out of nowhere just for a single appearance in the boss fight. You also managed to fit in the springs section in the level design (you probably know what I'm refering to) and have it work well. I also found a few bugs. Pretty inconsequential stuff, nothing major, but I thought I'd do my due diligence and make a short bug report anyway. And for clarification before you ask, I am running version 1.0.3.1

The first one isn't really even a glitch, just a slight oversight. Due to different layer priorities of different chunks, part of Sonic shows, where it's not supposed to.
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The colapsable platforms sometimes collapse when Sonic isn't standing on top of them. That happens because the Harmony framework (and from what I can tell most Game Maker Sonic frameworks in general) just checks if the player is within the collision of the platform and if they're in a grounded state. Here are a few examples where those conditions are technically satisfied, but the platform shouldn't be collapsing.
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A pretty simple and easy (though I suppose slightly unelegant) fix would be an extra condition in the if statement that checks if the player's y_position has a greater value than the platform's.

You can get regular control of Sonic while in the minecart if you jump and touch the loop's top part while holding down. I'm assuming there's a conflict between player states.
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And lastly, in act 3 you can get bellow the lava if you build enough speed.
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Anyway, can't wait for the next release. Good luck with the project guys.

P.S. Forgot to include this picture of misaligned chunks:
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