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really awesome models, can't get them to work tho. Copied the text into the.dat file and added the folder to the models folder. Would rate more if easier to setup.
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yikes dawg

needlessly cryptic progression literally everywhere, legit just started running into every possible sprite and object and prayed that it would lead to something

at least everything can be easily skipped on the final stage to get the inner peace ending with anybody with enough speed or the power to jump high

either give some direction or something dawg, also maybe try to optimize the main area of the last stage too, but focus on just making this enjoyable, because it wasnt
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For Sunky in Characters
You did a really good job emulating Sunky's "feel." The v3 Sunky is pretty much useless XD but the v2 Sunky is pretty good. He's not strong persay. But he's as powerful as you're gonna get without losing the Sunky "feeling" LooneyDude had.
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This is great. Between being able to use it without the vanilla radar unlocked, the checkpoint teleportation, and the ability to switch characters in the fly, this is probably the best way to hunt down emblems solo. Worth noting also that contrary to the description, this doesn't disable emblem hints for maps that have them.
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While the character does suffer a bit in the vanilla campaign, especially in deep sea zone outside the campaign, this is my favourite modded character ever! imo the best one too. he is sooo much fun on every modded stage. 5/5
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I've been on the backburner on talking about this mod which there's definitely a lot of stuff that I'd imagine people here would call pretty contrarian but considering some people have aired out similar issues I think this laundary list of things will not be as far fetched.

In many regards there is a lot to like about MRCE in terms of its goals of modernizing Mystic Realm as a whole with the new features brought to SRB2 over the years. Earlier previews promised a fair lot of levels with some good quality to them.

However in my eyes, the quality of what was initially promised has deminished significantly a lot in terms of gameplay and stability. I understand this is an early version but I think if you're going to make a public build, there are things that I've witnessed that really should've been addressed before exposure.

Enough beating around the bush though. Levels in this game have seen somewhat of a downgrade in terms of how they're constructed both mechanically and visually. JCZ in particular gave me the biggest sense of whiplash as before it was a good opener to what new was being offered, but now both acts have been over designed with new ziplines and textures which aren't as visually cohesive to keep track of the player.

This issue with making unnecessary changes from previous versions to now persists throughout what I have played. I would have assessed more beyond MFZ, but I kept getting crashes around the second act when looking for the temple, which at that point I just threw up my hands and said "screw it" and ended up dropping the game due to those issues.

Though where this issue really comes more apparent is in how the Emerald levels have been redone in an attempt to make them more like a traditional special stage... In a way that I can only describe is missing the point of a special stage as well as missing the point of a scoring system.

SRB2, quite frankly, has a poor scoring system. It is a game where more than anything, people focus more on the movement of the game rather than things that give you a big number. Having special stages basically take over what were once regular levels and only adding things on top of SRB2's existing scoring system (multipliers and score specific items) as an added requirement for the Emeralds is pretty hap hazard design that only serves to highlight how poor the scoring system is.

It's not like having a scoring system in SRB2 is impossible, given that I believe there exists a rank mod now where I'd imagine you can tailor what quotas to reach for what ranks as well as ways to change how certain actions are scored, but more than anything it requires a heavy amount of tuning that I don't think MRCE is really equipped to tailour into its challenge with how big levels get.

I never even touched how the reworked Emerald Stages add even more mechanics on top of the special stage mechanics, making routing these stages an absolute nightmare.

Ultimately; I think it would be beneficial for the project to scrap a lot of the mechanics that have been added since earlier preview builds and go back to the more basic approach of making a group of levels that take SRB2's already existing mechanics to the limits of what the player is capable of.

If anything, that has been what made the original Mystic Realm iconic to begin with, for better and for worse. I do think that version of the game was pretty brazen in terms of how it wanted to challenge the player (OG AGZ and PAZ I think are pretty big examples of an amateur trying to make something difficult) but that was also during a time where new level mechanics were very limited in what they can be.

In terms of what's already here that can be an example, MFZ1 I think showcases a lot of what I mean by the kind of design MRCE should be gunning for with the only real additions to that level being the wind current and how the underwater mechanics work.

Being prudish, I'd say remove the ziplines, grind rails, snowboarding and anything else that takes away from how you control your character directly.

Though to end on that note, while I think the Rebound Dash is decent, I feel my fears of it having too much in the ways of context sensitivity have only been realized in how they now attached shield abilities to it, making handling Sonic even more rough compared to the thok. I think the fact I have to say that would either mean you scale that ability back to something more easily understandable or... Use the thok.

Also quite frankly, Metals new jump ability seems very counter intuative to boost mode. I don't know if I'm the only one that views Metal like this; but I thought the point of Metal was trying to maintain boost mode for as long as you can with things like the vanilla hover aiding in that.

Anyway review done, probably give the impression now that all I do is complain about everything (lol).
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Its a great mod and makes the SRB2 experience a lot better, my only problem is tails main body (Not including his tails those are fine for some reason) gets replaced with the blue shoes version. Even with 3D Models on it still gets replaced which is kinda annoying as I prefer to play with 3D models on, and it makes it look weird when playing as Sonic & Tails when only one of them is 3D. Still great although I would greatly appreciate an update that fixes this.
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I cant get these models to work
models look really nice though. really want to try them..,.,.,.,.,.,.,.,
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Now i know this is still a work in progress but i feel like the stages are kinda bland and a little empty at some times. This was kinda easy (maybe because i was playing as modern sonic and just boosted through this). I really hope there can be some improvements for future levels because this is kinda mild for my taste of level design.
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Faithful Ring racers artstyle, overall an awesome product, it's crazy good. The addition of Miku gets an automatic 5.
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I'll be honest, this review on my end is very long overdue. I have 200 hours on this mod alone and the least I can say is I'm addicted.

The map design is spotless. There are the occasional weird skips that exist - I will post those I know of on the Discuss tab later - due to the existance of Rising Edge + large PP gains like Proto/Regenerator seemingly being forgotten while making the maps, sometimes the mod feeling a little less tested and a little blurted (take the patches up to v2.0.2, where Gungnir was unholy overpowered but apparently intended to be in the same league as Chainsawd).

I could say this for version 1 HM Brak, but frankly that was a fun challenge to attempt over and over. Sad how it's completely gone and no longer fightable in V2 (v2 HM Brak is really nerfed, like the crawla corpse swing which now doesnt take 1/2 of the sound to slap - Although honestly it's not like I dislike this change, I just wish there were ways to fight it besides getting V1 again and replaying the game).

Sometimes, drop rates are a mess. The abnormal shards being 1/300 makes them a pain to ever get and I frankly see more people just edit their saves for it rather than actually grinding for it. Some sort of system you can have at least 2-3 guaranteed abnormal shards (maybe from the Challenge Quests?) from would be nice, since it'd tone the save-editing player count down.

I'll be frank, I never played anything from Phatansy Star, but this is one ride I absolutely adore. Level Synch sadly almost always being disabled (LV80 players wanting to get levels over with to skim onto the stages where they don't one-tap or more everything can't say I'm not guilty on that notion either) due to level synch just feeling like a sluggish old replay of a stage they've done a lot before or less atleast) doesn't really help newer players remain on a playable range, and to be honest it'd be neat if they could still receive that boost on levels where they wouldn't have a chance survive (say, an LV1 who just joined a netgame (as that seems to be the main way of SRB2i being discovered from what I can tell), playing for the first time, landing on 4-X hard).

That aside, there's the occasional unexplained mechanics (what does Elementless do? What's the point in using "Element: Elementless" when I can have an element and take less damage from enemies that deal elemental damage opposing their primary weakness? Or, why not just keep it on Dark at all times when I know there's a corrupted enemy, as their bullets always deal Dark damage?) or rather weak, yet really hard to gain items. Of course the Wiki is constantly being edited by a bunch of people with a large amount of datamining at play (say, the around 20K bytes NPC page comprised of just Re and I editing in the dialogue, him doing basically all the heavy-lifting for it) and viewing the code, but it just feels wrong in a sense.

To give an example on hard to get yet honestly weak items, I'd like to hop on the Lumiel stuff. They're really underwhelming despite being one pain to grind for, and being the only other stack of *11 that's obtainable. The only way I've found to make even one of them viable is by pairing it with Pandora Extreme and Proto/Verschmelz or just not having Verschmelz on vs an Abberation. It isn't useless for sure, but for the large grind it feels rather underwhelming to receive such a tiny regen on PP and HP, especially having to combo that with 175210 EXP necessary to be gained for it to have a good large heal use. I've barely ever gotten all of them (I've grinded enough to have about a hundred abnormals, and still only have a singular batch of Lumiels, now 2 off as I gave them to friends).

That, and, frankly, there's little to no point in using anything besides Hunter. Yes, the description says "self-sufficient", but in terms of everything... The other types are far behind from it.

Ranger depends on coordination at times so teammates let the Chain rack up and know when to break, and can hardly be useful at anything (atleast, from personal experience), meanwhile Force has *extreme* survivability since V1 (Photon Absorb + cast Resta, this was a primary thing versus HM V1 Brak imo), being more an all-rounder.

And, there's Hunter with a Photo Blast to sustain fatal damage from non-multihit attacks (with multiple uses), giving almost complete invulnerability if you save your trimates and dimates for the usage of it, practically a free Scape Doll for 1 type skill point (Free Will), irrelevantizing supportwork with Chain Adrenaline, large chainbuilding with Hunter's Gale. Of course these all have level requirements and downsides to extents, but the amount of "self-sufficiency" it's given feels a bit too much, but I'm likely just looking at it the wrong way. The possibility of 3 total free revives is just really insane to think of (TSCM/Angel (yes, i know it would have to be held, so this is theoretical i part) + Free Will + Scape Doll) when the max others can have is 2, and of course, by themselves, not from teammates.

The balancing can be iffy, but it's only if you care enough to be grinding the mod a lot or wanna get everything.

To make it clear, I REALLY love this mod. If ratings were still a visible thing I'd rather wish this was on the #1 spot of top resources. If I thought otherwise, I'd probably not have went for a 200 hour landmark.

To be a critic, the only large issues in my opinion are occasional lack of a quick playtest on some items (take, Gungnir pre-v2.0.2), or types being a little unbalanced on use, but not on paper.

I've been playing Force since V1 and will honestly love seeing whatever is coming forward in V2, and considering the plan listed on the latest log; all I can say is that this is honestly the sole thing that's made me wanna get on the MB at all, and I look forward to whatever's gonna happen.

If I may make one small suggestion, perhaps include a link to the Wiki in the mod itself so people can read on a few things if they do not wanna datamine for the info, even if the Wiki is still being edited largely. Knowing things like how elemental damage functions is something I didn't know until reading about it in the response given a few reviews down.

I adore this, and apologies if I regurgitiate a lot of points here. I wanted to try and not just go "i love this" on every scale.

With all that said, Bernie gaming.
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mod's fun and the levels are really neat but you shouldve added time emblems, with all the shortcuts that are in the level it would be neat i think
Riolucariolu
Riolucariolu
Thanks for playing :D
I will add time emblems, ring emblems and findable emblems at some point, I just haven't gotten around to adding them yet ^^
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Whoops, old review was on the wrong mod. In fairness, gave this a shot and wow. Sorry if this is a bit harsh, I usually just don't leave negative reviews out of concern for sounding harsh but I had a false review on here for like a year and this does has potential.

The good: The vibes are incredibly on point. The few bits of actual original stage design in here are pretty fun. I like the idea of a linear orb collection special stage that isn't an autorunner, too.

The bad: I do not understand how this is in releases and not WIP. There is no stage that's more than like a minute long, said minute long stages are selectable from a hub world alongside reskinned vanilla stages, or in one case a vanilla stage that wasn't even reskinned and just had the music changed, there's "not done" and then there's "a bunch of barely started scraps to pick through with a hub"

Overall, I'm still keeping watch on this because what's here has potential, but my guy, gal or nonbinary pal, please finish and release even one complete stage. And please switch back from the hub to the linear format of the previous demo I realized was on my hard drive and loaded up just now. Honestly? The previous demo felt way more complete just from not having to pick through stuff that was barely started. (Also the stage with the lighting effects and acid waterfall in the previous demo seemed better, couldn't find it in the current one.)
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For Equinox in Maps
Bizarre and incredible, I love it. Good stage design, extremely weird vibes all over the place, plus I made Silver travel to the distant future: 2024
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models looked cool but the addons dont work, i copy pasted the lines and added the fzn folder but this isnt working
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I've loved this mod since it came out. I've always loved the different purposes the characters serve and how it never feels like someone is "useless" in any regard. Susie is great for a quick burst of height even when her power isn't needed, Ralsei is there to carry you through sections you find hard, and Kris lets you blitz through sections you know like the back of your hand. It all flows so perfectly together.

In all honesty I made an account both just to rate this mod (it deserves the world as do you as the creator), but also to share an idea I had. Maybe not for this mod, as I imagine it's a lot of work, but perhaps for someone else to stumble across and make a reality.

A lot of people have been clambering for Noelle since the mod released, and I had a brain blast as to a pretty cool idea to add her. The ability to choose your party. I don't have any ideas for Noelle as a character, but just, picking 3 of the 4 to have in your party. Don't need Ralsei? Sub him in for Noelle. Don't need Susie's power? Swap her out instead. Wanna shove Kris to the side and leave them sleeping in a dumpster alongside a certain salesman? Do that too! I figure even if it doesn't inspire an update to this mod in any capacity, someone else could find it useful, so I'm tacking it onto probably my only contribution to this site lmao.

Regardless of all of that, absolutely incredible work, and thank you for giving me an outlet for my recently induced Deltarune obsession thanks to the new chapters releasing.
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HOW TO INSTALL?? I have downloaded the mod/file, but no matter what I try, I do not know how to use the mod on the Robotnik ring racer game, and I would give a higher rating after I get to play the mod. Can someone please tell me how to install the mod properly?
-NEW:
I figured it out, you leave the mod file on addons folder, than launch the game and on extra they have on addons turn on option, than it works!! Looks amazing!!!
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I absolutely love the models, looks like as if the sprites were just inflated. Oh and i think metal sonic is missing (might be me idk)
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The levels themselves are great. The only issue imo is the difficulty spike at map 18 - Even small mistakes drop you to the point where victory can be just out of grasp because of a crusher. Although likely just me being bad at that regard.

Map 20... is just a kaizo troll map, to be honest. I can't put it any other way.
I tried doing map 20's hard route as fast I could cover it, but Tails' 8 second long flight was never enough (ascending and then instantly descending was a must or the ceiling or bottom poison would be leading to a death). I'll admit I looked at the map in SLADE, and... That's about 23 seconds of flight in the same narrow hall (way beyond what Tails can last, even with maximum speed, cannot reach about 2/4th).
Considering the large "LMAO" spelled at the end via floor tiles, I'm guessing that is meant to be intentionally undoable without cheesing it...

Besides those 4 hours of utter pain I'm never getting back, I'd argue this is a great pack. The pacing is just a little off at times.
Riolucariolu
Riolucariolu
Thanks :D
The hard path is completable :3
Flying up as tails slows him down, so you have to sparingly use it, it adds a layer of precision. Also, you have to fully charge a spindash in the beginning. The gravity obstacle afterwards, that's the hard part. Always lose between 10 and 30 lives there.
What would you change about map 18? Is the timer too tight? I remember when I first released the map, not even I could beat it because it was another 30 seconds or so shorter, and I thought that was crazy. It's definitely still hard, I wouldn't mind to just add 20 more seconds to the timer if you think that would help. Would be cool if you sent me a short DM about your thoughts :)
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my problems are fixed it's a decent mod . i wish it had customcharacter patch. some sonic stages need some rework.
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