Link: https://shc.zone/entries/contest2024/986

One thing I want to praise the layouts of this hack for is the feeling of faithfulness they (for the most part) have to original S3K. The level structure and the amount of openness feel just right, and the different sections for different characters are a really welcome addition, especially for Tails.

For him specifically, one thing I noted was the creative use of his flying ability. For example, in a spot in Marble Garden, a few fake spike badniks seemed to be placed specifically to utilize the interaction bouncing on the spikes has with Tails’ flight.

Carnival Night had some really nice V-wrap usage, and Ice Cap utilized the swinging platforms in cool ways.

With that said, the layouts have some flaws as well.

CNZ has a really awkward three barrel room, MGZ frequently misuses the spinners (gives you a spinner and then forces you into a loop?). And do you see a crusher here that’s ready to instant kill you? Because I don’t!

The bosses and level events are a weaker part of this entry.

The main problem is that way too many fights feel the same as they are all bodies floating left to right with two balls orbiting around them with some other attack in place. As such, they all feel the same. Additionally, the autoscroller boss in Death Egg seemed quite janky and didn’t allow you any opportunity to screw up.

The Tails-exclusive flying ship encounter is also rather confusing. If you fly above it, it’s extremely easy to not get hit, but if you stay on the ground, the projectiles are unpredictable and nigh-impossible to avoid. In both cases, it’s also completely unclear that the thing you need to do to win is just to wait.

The new special stage gimmicks function as intended, but I’m not the biggest fan of them as I feel like they make the stages feel way too long and drawn out. I seem to be in the minority in this opinion, though.

Overall this hack has some pretty good stages! But you may want to go back to the drawing board on the bosses and events.