Sonic The Hedgehog 1: Harder Levels Version
Discarded stuff

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This section covers ideas which are being discarded during the project's development. Some of these stuff keeps being studied through a huge load of analysis we do for make sure if these stuff will stay on the hack or if they will be completely removed. These stuff could be very controvertial looking to the hack's main focus which is to be a more difficult version from the game that was released by Sega 20 years ago. But we don't see these not in fact discarded stuff as bad things for the project. We just can't go inside of the game's main purpose, so we're studying the idea of make these "unused" things of being removed from the game itself, or of being mantained. I'll explain my reasons for the possible removal of these stuff, so feel sure that I'm accepting suggestions and feedback regarding these stuff. I'm not refusing people of make speculations about it, but I'll not accept questions like "Why this was removed?", because I did the explanations below as clear as possible for everyone to understand them easily.

 

Last level act is a boss battle arena

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This was implemented since version 0.3, but it was removed because of level layout wasting. Every level had different palettes per act, and, I was already thinking on add some kind of different art between different acts. With the "boss arena" implemented, the player will not regard the visuals and the level layout design because the level is too short. I know that I could have added another act for make it working, but I had poor knowledge yet so it was removed from version 0.5 for make the levels larger. Since the purpose of the hack of being harder, it couldn't have shorter levels. You can't forget that until this version, the hack hadn't 4-acts per zone yet. So the "act-4" from every zone remained unused like in the original game, since the current aditions of making them working like the other acts, but with the boss in its end.

 

Carnival theme in Spring Yard Act 1 with background of Balloon Park from Sonic 3

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I tried to implement this one in the current compilation, but I've failed when I was trying to find free space available in the video RAM for implement the art. HPZMan also tried to implement this art into the zone but he also have failed. Later, the same level art was reused in the background of the second special stage. But like all other background from the special stage, all you see on the stage is a static art with no horizontal or vertical scrolling and such. In September 2012, Hcktrox decided to start programming some methods of making the special stage backgrounds deformed; but actually, this background remains static due to my still lack of ideas of making it scrolling.

 

Sonic 1's Sonic physics and custom sprites made by Death The Echidna

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These sprites were made between the transition of the versions 0.4 and 0.6, and it was removed from version 0.0 due to the change for the Sonic 3's Sonic which is currently being used. The reason for the change was simple. I was thinking on also implement the insta-shield, which was removed later because would make the game easier. The insta shield remains outta the game, but Death The Echidna was keeping up working on sprites for the new Sonic's look.

 

Insta-shield from Sonic 3

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When execute double jump, Sonic would use the insta-shield exactly like in Sonic 3. The shield can allow Sonic to dodge the enemy projectiles. The obvious reason for its removal is that it could make the game much easier than if hadn't this. Another reason but a bit far than the previous one is that the insta-shield wasn't completely programmed. After some tries of implement it, Tornado failed on make the port to be perfectly made. He made the art to appear and its animation to work exactly like in Sonic 3, but it worked as absolutely nothing because its action part wasn't fully ported due to some doubts about its hard-coded original stuff. Anyways, regardless of whether finished or not, the insta-shield would be removed due to the purpose of the hack; which is being harder, and not easier than the original Sonic 1 game.

 

Moto Bug enemy which releases exploding projectiles on floor in a section of time

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I made a sketch of this for Selbi to work on its programming, in the same period in which he was programming the modified Crabmeat. This function was never applied to the badnik due to lack of the necessary ASM knowledge for make it working, so I gave him the idea of make the follower Moto Bug instead. Later, ErikJS and HPZMan have fixed some small issues of Selbi in his badnik re-programming. If had implemented the projectile idea with sucess, the follower Moto Bug badnik probably wouldn't be implemented.

 

Labyrinth Zone Act 4

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In Sonic 1 Harder Levels, Labyrinth Zone was intended to have a 4th act like any other level in the game. But its third act was removed for give place to a completely new level which is in the work table for future additions. This act was removed because the level itself is too long and could turn the zone very tiring to play. I had already created its background art for it. So if implemented, this level would be based in a ruby cavern ambiance, similar to the act 4. With the removal of the 4th act of the zone, the blue cavern gave place to it by being renamed and changed in the level order for be the third one.

 

Final Zone to Scrap Brain Act 4??

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Well... Yes. Scrap Brain Act 3 and Labyrinth Act 4 aren't the same anymore, so a industry-esque SBZ act 3 is already implemented using its correct (Zone)05-(act)02 level ID, and the Final Zone was renamed to 'Scrap Brain Act 4' and it had its layout extended to give place for some special ideas that the team is having for this level.