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SPOILERS: I never played the original Sonic Triple Trouble so please assure that this is a game review in my own opinions.

For some time, I thought the original Genesis trilogy ended and moved on to their own creation in 3D games but what if there was one more Genesis game that made it so acclaimed to end off with it, well that's the title right here and I'm super eager to play this game and give my thoughts about it.

Story:
Probably the interesting that about it is that it takes place after Sonic & Knuckles where Sonic and Tails landed on a strange island that Dr. Robotnik has landed and attempt to stop him only to be knocked out by him. Suddenly, a mysterious person took all 6 emeralds (except one who is stolen by Eggman), and now Sonic and Tails set out their goals to stop the mysterious weasel, a robotic egg-shaped genius, and you know the rest of their goal.

Gameplay:
Probably the best thing about this game is the gameplay in general. Two zones including Great Turquoise and Meta Junglira that have new enemies and gimmicks such as pulley things, bouncing leaves, twirling branches similar to the Mushroom Hill Zone version. Shield monitors are returning with the inclusion of Homing Shield which functions similar to the Sonic 3D Blast.

The most interesting mechanic is the inclusion to switch as Sonic or Tails similar to Sonic Heroes with the shield monitors also affects this. Like Sonic 3 & Knuckles, there are giant rings that are hidden from the areas that can access them. Upon access, they will greet you with a race against Fang the Sniper to collect the Chaos Emerald. This is simple yet challenging to compete and this is the only special stage apparently. Oh yeah, Bonus Stage appears and it seems to take inspiration to the Slot Machine bonus stage from S3&K with only the exception is that you can do it at the cost of 3 tokens.

My only complaint is the missing Insta-Shield move but that's really all to it.

Presentation:
Now, to be honest, this was only the fangame that I knew that stays faithful to the original Genesis hardware to its 4:3 aspect ratio to the select zone screen and to the UI as a whole. To be honest I thought the 4:3 aspect ratio is pretty meh to me but it feels good to play it really. The sprites are really just the same as Genesis counterpart on another whole level with some goods bits and the other bits. The music especially is faithful to the original with drums and tunes combine really well.

Conclusion:
In conclusion, this fangame feels and plays well with the Genesis (even though I didn't own one but someone did) and that this game is truly an alternative Sonic 4 that sets upon a good example of how to make a Sonic genesis title.
SPOILERS: I never played the original Sonic Chaos, so this review is gonna be how I viewed the Sonic Chaos remake as a whole.

Gameplay:
The Turquoise Hill Level looks beautiful in the presentation and has great multiple pathways to go through but it seems I cannot go through the other tunnel on top for some reason. The best gimmick I see is these spinning thing which launches you in the air with enough speed. The enemies are interesting though I am disappointed about the Hornet enemy, they just do nothing and there are only two enemies in the zone for strange reasons.

As for the bosses, I really like them as a whole. Not amazing, but certainly not hard either (though I'm survived the Eggman boss when out of rings). The physics in the game is good but not great either, because most collision boxes are extremely weird and jarring, including enemies in a small box when I passed through them :/. Also, I'm not a fan of Sonic's Spindash and Drop Dash as a whole, it just feels like a nerfed version but I still like it nonetheless. Tails' gameplay is pretty great, though landing out a flight feels less clunky I supposed?

It was jarring that there is no main menu selection even though the music for the menu select screen is there on YouTube.

Presentation:
The presentation as a whole looks like a Sonic Mania style, which could mean it's a reimagined game, taking place after Mania which was always a treat. The icons and the signpost at the end are amazing, with Sonic's new ending animation looks neat. However, I may discover that the loop animation feels slow in my opinion and the running animations look kinda meh to me.

Is it me or does most Sonic fangame has the best music and this one by fat is the best soundtrack entirely! It sounds and feels like a spiritual successor to Sonic Mania's music.

Conclusion:
Overall, Sonic Chaos - Turquoise Hill Demo looks very impressive build from the new engine, Crimson Engie, but it has some weird collision tiles problems, enemy hitbox (not including the Bosses though), and even with these issues presented I think this game would be the best thing entirely as a whole. I'm giving it 8.4 / 10
Since SAGE 2020 ended, I decided to cover this mod for a good reason and this is probably one of the great ones. The Misfit Pack is an unofficial DLC mod that remastered zones in a fun and interesting way without making the zones a bit hard. When I say a DLC I mean it, this mod is like Sonic Mania (Oil Ocean Zone and Metallic Madness Zone) that reimagines zones that add the best twist. This will be my review for the Sonic Mania mod (aka DLC if you called it :P).

Hill Top Zone:
The first act is basically the same except that the moveable platforms are replaced with moving lines. The only difference being is that the final part of the zone has moved to a second act. When playing Knuckles, you are moved to the top of the map that is likely a reference to the original map for the Knuckles in Sonic 2.

The second act is very interesting with the background having the hilltop along with other hills, as well as recurring enemies from Sonic 3 and Mania, which is ok the most part. The new gimmick I was not expected is the bouncy clouds which possibly reference to Sky Sanctuary Zone clouds though they do seem to be rotating and just for platforming.

Overall, a great zone with the second act being more positive though I was ok with what it is.

Aquatic Ruin Zone:
I always thought this zone was fine the way it is, but it is interesting in the second act, though I wanted to cover the first act. So, the first act combines two acts from the first zone with the exception of the driller enemy that apparently didn't break the wall like in the original zone but I thought it was good and falling debris from the underwater section has been replaced with spikes for some reason.

The second act gets very interesting and I thought it looks like an actual ruin filled with many waterfalls and I was shocked, really really shocked. This act combines Hydrocity Zone and Marble Garden Zone for multiple reasons: the background is a prototype version of the former zone, the moveable boats from Sonic Mania version, and many gimmicks from the latter zone (i.e. Pulleys and Giant Spinning iron balls). I'm surprised to see the vines and horizontal Springs getting recurring here. Overall, a much better and a beautiful zone with the best music in my opinion.

Labyrinth Zone:
Now I'm gonna be bias here, I'm not too keen on what they did in the first act. Essentially, it's a combination of 2 acts, and the other act from the final one is moved to the second one. The reason I'm biased is that it didn't fix any of the issues I was having but I think the platforms are fast and lots of bubble shield so I'm okay with it. Also, I noticed the chomper thing wasn't really Mania-y?

Now the second act is a very great man. Tidal Tempest tubes are occurring here and the outside of the second act is much beautiful, it's like I'm seeing a nighttime version of Labrythin Zone and the rising water platform which is very interesting. I am not too keen on the third act being here but that's just how Mania did it.

Overall, great music and great gimmicks too though I am not sure how I felt about the first act.

Wacky Workbench Zone:
Damn, who I knew that this zone has made into this mod. An overrated zone in Sonic CD, this level has been reworked similar to Metallic Madness. The first part of Wacky Workbench is the same except with bumpers from Collision Chaos and the whole reworked of the act that doesn't have too many bouncy tiles and more of a platforming. Mic Drop and Poh-Bee enemies are there, with the former being a reference to the other enemy from the original zone.

The second act is a whole new level. Now it's an actual act that doesn't make it too confusing, to say the least. Yellow platforms from the original zone now do not bounce and the use of the Lightning Shield on a bouncy platform in the air is confusing to me. Also, gotta love the Spike wheel and the Checkpoint wheel, it's funny and interesting at the same time. Now I'm shocked to see Bumpers have put on electrical conduit on it is interesting and someone deserve that credit man.

Oh yeah, the bosses are the same as the Mania version of Flying Battery Zone except the Eggman boss' theme being a remixed of the Sonic Spinball boss theme. Overall, I enjoyed the mod's rendition of the zone, even if it's not wacky enough but it's still plenty satisfactory.

Conclusion:
In conclusion, I always thought it was frustrating at first but once I replayed it, it became clear that it was so much more fun and entertaining than in the original game's zone. It was surprisingly entertaining and when the next zones were added, I'll be there to check it out. Giving it an 8.9 / 10 score.

P.S. I see where the mask quotes don't lie to me.
Sonic 3: Angle Island Revisited is a game where I am very appreciative that gets a widescreen treatment (even though I am not a Sonic fan). This game is a fan-made port of Sonic 3 & Knuckles, which no one tackles before and Eukyarot did it and everyone can finally play this version. Despite this, this isn't just a widescreen version, it has multiple options to choose how you played in the first game. And to that, I'll be reviewing this latest game at v20.07.24.0 so this is my review so don't expected to have something to praise for.

Options:
There is a lot of customization to go through when it comes to playing on both versions. The PC version has a widescreen (just like every other PC release.), having support for the consoles controls (which I never owned), and even can be allowed you to edit the keyboard for as long as you like. For the mobile version, you have the controls section, which acts like the Sonic 1 and 2 remastered version except the controls feel like the 2012 version of Sonic CD in a much better way. The mobile version can be tricky sometimes especially I haven't played Sonic on mobile since November.

Oh yeah, the Level Layout options: The only thing I liked is the moving platform on Sandopolis Zone and altered some level design to keep things not frustrating. I don't know any changes so I'll leave it up to you.

Achievements, Unlockables & Secrets:
There are 18 achievements on Sonic 3: AIR which when complete these will unlock some new modes (i.e. Debug Mode and Knuckles and Tails Mode (which also functions similar to the 2013 version of Sonic 1 and 2)). There are some secrets that you have to find out, unfortunately. And I think the Knuck & Tails mode is pretty great, especially that you can access to Sonic place that knuckles haven't explore.

Mods Support:
You heard me right, mod support is here. Never been playing the mods in this game and it was great. For people who don't know how to get to the AppData folder, press the Windows logo + R button, then type %appdata% and Enter and you should be able to download the mods.

Gameplay and Conclusion:
The gameplay I played with was great. It's everything I always wanted to find out why Sonic 3 & Knuckles were their favorite and I can see why. Some complaints I have were some enemies were too annoying, some gimmicks, and the memorization of the Blue Sphere special stages.

Overall, Sonic 3 AIR is a great unofficial port of the critically acclaimed Sonic 3 & Knuckles (that it still has issues for some reason) and it manages to be a 60 fps gameplay consisted and it was marvelous.
This will be my first review of a Sonic fangame.

I played this game after SAGE 2020 and gotta say I am in love with this game due to its art style, gameplay, and new additions of characters that honestly fit in the Sega Saturn game.

Gameplay:
The gameplay is simple yet straightforward for the beginner's level, as it utilizes some of the character's ability, unique enemies (i.e. the enemy that shatters the bridge), and multiple pathways. The new gimmick no one talks about is the vine that moves a character in a slingshot matter. The mid-boss and Eggman boss are actually challenging but not too hard, with the Eggman being one of the most interesting bosses I saw and it's simple (though I think it kinda hard for new players). My only complaint to me is the Combi Ring which didn't show the strange blue ring for some reason.

Characters:
Fang the Sniper: Fang is a pretty nice addition to the team, not having been playable since Sonic the Fighters (though I never played that game either). His ability is to use a pistol that not only double jumps when pressing the Jump twice but also damages enemies which I was intriguing with. Overall, pretty fun character with some funny end clear animation.

Tunnel the Mole: This new character from the roster is actually pretty fun to use and broken (even though I never saw how broken it was). What I mean is his ability to cling on top of any block as long as it is nearby and he can simply dash when unsling which is a very unique thing since no other character can do that. Though this character was a bit struggle for me, it was definitely fun to visit this character.

Presentation:
Overall, the art style is what you expected from a fangame, and it's pretty neat how it represents the Sega Saturn graphics (such as Sonic appearance in Sonic 3D Blast). I also like the new character designs (particularly Tails' idle animations), it fits pretty well with the aesthetics and the zone itself.
The title screen is so clean like Sonic Mania and the main menu is such beautiful though I wish that the Options menu is open (but it's a fangame so).
The music is just better in this game and it's like a combination of Sonic Mania and CD at its best, and my favorite soundtrack from this game is Midnight (Trailer theme) and Tropicano (Verdant Isle Zone Act 2).

Conclusion:
Overall, this is the game that I was not hyped for when I became a Sonic fangame but this game is beautiful, it plays well, and I was surprised that it was developed over 3 years ago. So naturally, this game has great additional characters and soundtrack that I was very happy to come back after SAGE. I give this one 9.6 / 10 for me.
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Pros: it's everything anyone could ever need for sonic game creation!!
Cons: not much, it's just that why would you take down the old link to core+ because of working on a new update instead of leaving it then releasing the new update???
just amazing. three words: get, this, now.
This game is so cool!
the original creator of sonic robo blast 2 and sonic robo blast will be REALLY happy with that!
:D
10055
I CAN'T SAY HOW COOL THIS GAME IS!!
IT'S PERFECT!!!

10054
Its amazing, the graphics are smooth, thee quality is awesome, and its really easy to control, you just have to remember the controls.
This game is amazing the graphics are good, the gameplay is flawless. Its just that the audio in angel island act 1 is really light even when I crank the volume to 100 and the framerate is off and the pause screen buttons don't work right. But like the disclaimer says this is a fan game so I get it if its has a few bugs but please fix it creator.
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lordgimpet
thanks I'm planning to streamline and overhaul the menu system as well as address as much as i can before the next release.
TheGoldenPersona
TheGoldenPersona
Thanks, just know I mean no offence in this comment
lordgimpet
lordgimpet
none taken, feedback has been surprisingly sparse so ill take whatever i can get good or ill
This is a really good demo. Great music, art design, interesting story premise, and really good game feel. I'm hooked.

P.S: just take my money RRthiel, take it!
This game is amazing, the visuals, the gameplay, everything! (and knuckles has his hat and that's neat and I like it)
This game is absolutely phenomenal. Near flawless controls, thoughtful inclusion of both modern and classic style elements, great physics and momentum. It even lets you turn Super Sonic on or off as you please. Eagerly awaiting more of this game.
This amazing fan project is essentially the sonic mania of mega man games. RRthiel and his band of merry men have truly been able to capture the spirit of all the great mega man games into a project seeping with passion.

Firstly, the visual design, god this is a pretty game, the 16/8 bit look of mega man looks superb, harkening back to Mega Man 7's visual design(which I really like). Everything is so vibrate, expression and detailed, clearly a lot of work went into this games visual design. And that animation...god it's so smooth, like butter smooth you know?

Secondly, the level design and gameplay feel, at first I was skeptical as to how the visual design would affect the gameplay, as I thought the screen crutch would make the game feel cramped and more stiff like in Mega Man 7, and I was also worried that it would make some of the same design mistakes as well. Like for example, remember in turbo man's stage how there were these moving tires that moved you when you bumped into them, well the screen crutch wouldn't allow you to accurately predict when they were going to come, and as a result you would get some pretty unfair deaths from your inability to properly time the jumps. Luckily this demo never made such a mistake, and it's visual design works in perfect harmony with the gameplay, with each obstacle and enemy made with mega man's new size in mind.
Mega Man and Roll feel so good to control, with the tight but flexible movement Mega Man has always been known for. The level design is... alright, a little basic, and even underwhelming at times, but for a tutorial level it works just fine, I just hope the later levels will pick up the slack and introduce us to some new and exciting gimmicks that give us the tight platforming Mega Man has always been loved for. Also, Roll is a little broken, but her character inclusion was an amazing choice, as it incentivizes replayability, a key stable of the Mega Man series. However unlike Mega Man 10 with its sloppy inclusion of Protoman and Bass as playable characters Perfect Blue changes the entire level design to be suited for Roll's abilities, something Capcom should've learned to do a decade ago. Also Roll attacks with a broom, so you know it worth to play as her. Finally the bosses, they have some great attack patterns that make it super satisfying for the player to maneuver around, and with some generally pretty cool designs. All in all fairly solid design and control.

Thirdly, sound design, ok do I really need to talk about the music? I mean... it's pretty obvious that it's amazing. Ok well to be fair the music isn't exactly representative of the Mega Man series and its music, and I wouldn't call it Mega Man music because of it, but it fits perfectly into the levels so its not bothering me at all. The sound effects sound good with the charged buster sounding perfect as always, with the jump and slide following suit. The enemy deaths sound okay, but the boss death sound effects I thought to be underwhelming, like you are about to deal the final blow to the final boss on the tutorial level and when you kill it instead of a hearing an expected large sounding KABOOM, you get a series of little farts for explosions and a lack luster victory tune. But I'm the development team can fix that.

Conclusion, this game has such huge potential to be a smash hit, and I am excited to see what RRthiel and his friends will be serving us in the full version of the game. I am glad to see that this development team is so passionate for the project as they truly put all of their heart and soul into the game I can just feel it. It has one or two flaws, but those are only nitpicks, I am sure that the development team will fix exactly what I complained about by the time the full version comes out. I can only hope the best of success for these talented and creative people, as based off of what I played from this demo, I sure this game will be amazing. Good luck you guys! :)

By Luca S
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Lucagivesgoodreviews
TLDR I'm an idiot for saying the music isn't representative of the Mega Man series all because it's different. It's like how WarCR said it, "it's like saying Sonic Adventure's music isn't very sonic cause it's rock." My description of the music was not very good and I would like to address that I made a mistake saying what I said in my review. It is very good, for crying out loud I have RRThiel's Mega Man Perfect Blue soundtrack in my own personal playlist. THE MUSIC SLAPS make no mistake.
I liked the idea, the gameplay was nice, until I got to a special stage, a Sonic 2 special stage, I terrible at those! I know some people like them, but the controls were harder than the OG S2 special stages.
Sotaknuck
Sotaknuck
Is the impact with the first time you play the special stage enough to warrant a barely average score to the entire game?

Play it a little more and please don't consider a problem being unable to get the all of the emeralds on the first try. Take it slow. Expect to die and maybe suffer a game over or two. It's something that should be expected in a game you're unfamiliar with, even if it looks like other games you played before.
Once you clear it you can replay Green Grove over and over and get the missing emeralds.
In the mean time learn the stages, get good against the bosses. Discover the alternate paths Knuckles and Tails open up.
With a bit of practice you may find out that the special stages are not as hard as they seem once you play them a few times.

Sonic 3D in 2D is a rather short game that can be cleared in less than 2 hours.
If you could clear it immediately and get everything unlocked right away you would lose interest in the game rather quickly and forget about it.
this game is AMAZING. I had so much fun playing so far. The level design is new and fresh and the animations are so cool. One thing I really loved about srb2 was the music and I can say that you have hit the nail on the head with that. I cannot wait to see what the future holds for this game.
This seams like a downgrade from Sonic 2, unless you mean Gamegear Sonic 2 then meh.
(If there was a half star system then this would be 2.5 stars [get it? 2.5?])
This game is amazing! but i have a few problems on the first and second levels i have a bit of slowdown but other than that its amazing!
Kodak21savage_1_roblox
P
proxar
hello
Hey man, this is a really great and interesting project, I've been wanting to make a sequel like this one for a while. I was wondering if you knew what tools or programs that would be needed in order to make something such as this. Thanks!
Amazing game!
-------------------------------------
The things I like.
1. I like the remixed ost.
2. I like how to physics are close to the genesis version.
---------------------------------------------------------------
The things I don't like and/or bug reports
Bug reports:
1. I can drop throw that bridge after the speed shoes for some reason
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Overall Rating: 4 stars
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Thank you :)