Metal Sonic Hyperdrive (MD, 2014)(Romhack)
Graphics-8 Sound-7.5 Control-8 Challenge-7/7.5* Story-5
Level Design-7.5 Frustration-7/8* Fun-7.5 Originality-5
Overall Score-7.5
*Getting all 10 emeralds
+
Play as Metal Sonic from Sonic CD (instantly released spindash (still have to be near still on the ground to use it), super peelout, super form after getting six emeralds, don't run out of air underwater)
Ring magnet shield w/ long range (yellow shield)
Some new power ups (red shield - no knockback when hit, blue ring monitor - 20 rings monitor)
Good use of slopes for shortcuts and slope jumps for climbing higher
Can play as Kirby, Sonic, Somari or Lone Devil
Difficulty options (normal-extreme/very hard)
Nice art direction overall (mostly based Chaotix and Sonic CD?)
Original and master quest mode (?)
Good flow overall
Some decent platforming puzzles (zone 2 - shifting floor into spikes, zone 3 - using added bounce height from falling further to reach an emerald)
Rounded platform with a wall on top of it that you can spindash all the way around - could've been used for a puzzle/finding an emerald or 1-up though
2-3 new enemies
+/-
All the music is ripped from other MD games? (although it generally fits well, it hurts immersion a bit when you've played those games and feels kinda lazy)
Bosses are just tweaked versions of the ones from Sonic 1
Only one or two new level gimmicks
-
Some control issues (can't roll into a ball in mid-air after hitting a spring that bounces you into mid-air, stupid knockback while underwater and in orbital base/the low grav zone, overly slow underwater movement, overly sensitive movement as Super Metal Sonic (and you can't turn it off at will after activation))
Some points of no return (near boss in zone 1 act 3 for example, zone 3) and some partial points of no return in the level design - leads to slower backtracking
Some hack-ish feeling level design (small blocks placed in mid-air in the first zone)
No special stages and no bonus stages (get the emeralds by finding them in acts 1-2 of each zone - this in itself is fine but at least optional stages would've been better)
Mostly slow moving platforms
Some trial & error (when moving through some fast and loopy/slope heavy parts, getting to the eggtropolis emeralds (second one requires going through a false wall then super peelouting into a small slope to get up to it; can get "all six" before that though - oddly you can still keep finding emeralds up until you have 10 after the sixth (getting six unlocks Super Metal Sonic), some late game traps)
Putting a low gravity zone after a mostly underwater one wasn't a good choice
Zone 3 act 3 doesn't flow that well
Zone 2's background is a bit too saturated
No new story in-game
Bugs:
-Sometimes glitchy hit detection on the second to last boss' spike (sometimes it doesn't hurt you)
Notes:
-Ver. 4.2
Level Design-7.5 Frustration-7/8* Fun-7.5 Originality-5
Overall Score-7.5
*Getting all 10 emeralds
+
Play as Metal Sonic from Sonic CD (instantly released spindash (still have to be near still on the ground to use it), super peelout, super form after getting six emeralds, don't run out of air underwater)
Ring magnet shield w/ long range (yellow shield)
Some new power ups (red shield - no knockback when hit, blue ring monitor - 20 rings monitor)
Good use of slopes for shortcuts and slope jumps for climbing higher
Can play as Kirby, Sonic, Somari or Lone Devil
Difficulty options (normal-extreme/very hard)
Nice art direction overall (mostly based Chaotix and Sonic CD?)
Original and master quest mode (?)
Good flow overall
Some decent platforming puzzles (zone 2 - shifting floor into spikes, zone 3 - using added bounce height from falling further to reach an emerald)
Rounded platform with a wall on top of it that you can spindash all the way around - could've been used for a puzzle/finding an emerald or 1-up though
2-3 new enemies
+/-
All the music is ripped from other MD games? (although it generally fits well, it hurts immersion a bit when you've played those games and feels kinda lazy)
Bosses are just tweaked versions of the ones from Sonic 1
Only one or two new level gimmicks
-
Some control issues (can't roll into a ball in mid-air after hitting a spring that bounces you into mid-air, stupid knockback while underwater and in orbital base/the low grav zone, overly slow underwater movement, overly sensitive movement as Super Metal Sonic (and you can't turn it off at will after activation))
Some points of no return (near boss in zone 1 act 3 for example, zone 3) and some partial points of no return in the level design - leads to slower backtracking
Some hack-ish feeling level design (small blocks placed in mid-air in the first zone)
No special stages and no bonus stages (get the emeralds by finding them in acts 1-2 of each zone - this in itself is fine but at least optional stages would've been better)
Mostly slow moving platforms
Some trial & error (when moving through some fast and loopy/slope heavy parts, getting to the eggtropolis emeralds (second one requires going through a false wall then super peelouting into a small slope to get up to it; can get "all six" before that though - oddly you can still keep finding emeralds up until you have 10 after the sixth (getting six unlocks Super Metal Sonic), some late game traps)
Putting a low gravity zone after a mostly underwater one wasn't a good choice
Zone 3 act 3 doesn't flow that well
Zone 2's background is a bit too saturated
No new story in-game
Bugs:
-Sometimes glitchy hit detection on the second to last boss' spike (sometimes it doesn't hurt you)
Notes:
-Ver. 4.2