Pico Sonic (v6.1 Demo) (SAGE '21) :: Walkthrough (1080p/60fps)
Pico Sonic is a partial demake of Sonic the Hedgehog 3 made with PICO-8, created by Leyn (aka. Komehara), and featured as an entry to this years Sonic Amateur Games Expo.
It features a simplified version of Angel Island Act 1 Part 1, with no enemies. Instead of the usual run to the goal, the objective is to collect all 8 pico emeralds by platforming around the level (you still have to pass the goal plate at the end).
= + Notable differences with Sonic 3 + =
- Scale is close to 1:1, but Sonic is slightly smaller, relatively to the environment, than in the original game.
- There are no enemies, hazards, rings nor item boxes. Rocks are not destructible.
- Level gimmicks have been removed or replaced with static platforms. Some enemies and hazards have also been replaced with static obstacles.
- Emeralds have been placed around the level. Changing level geometry a bit at places to make them harder to reach.
- The creator had implemented physics differently where he found it easier or more fitting.
= = = = = = = = = =
Now what is convenient, is that there was a patch that released just yesterday, being V6.1.
Things to look at in 6.1:
- Start cinematic: when pressing Start in title menu, before loading stage intro, play a full cinematic showing emeralds scattering on the island and Sonic jumping there to hunt them. Can be skipped by pressing either O or X. Ends with fade out either way.
- Stage visual: added tiles for leaves oriented left and right for transition between first wooden wall and forest background (background leaves), and in various places for a horizontal transition between full leaves tiles and void (foreground leaves).
The SAGE Build (V6.0):
- Character physics: spin dash (includes crouching).
- Character physics: allow late jump up to 6 frames after leaving ground, to mimic modern platformer physics (can be disabled in pause menu).
- Animation: crouch and spin dash animations, using new dynamic sprite reloading system to allow even more sprites on a single spritesheet (unfortunately smoke PFX was cut from Release as it took too many characters, although still present in code).
- Camera: spin dash lag.
- Stage visual: added animated waterfalls at the beginning of the level (they actually use color palette swapping as in the original game).
- Attract mode: added Attract mode when player waits for end of intro BGM on the title screen.
- This is played inside a new cartridge that is mostly a stripped version of the ingame cartridge + a puppet sequence to make Sonic move by himself.
✪ Sonic Amateur Games Expo 2021 Playlist ✪
https://youtube.com/playlist?list=PLTbxUzzstrYdE-8G5sJ29E1UG55PX39aF
#SonicFanGames #Sonic2DFanGames #SAGE2021
Link is here!
By Leyn (aka. Komehara):
https://sonicfangameshq.com/forums/showcase/pico-sonic.985/
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