Uploaded September 2014 | Updated September 2026, 1 week ago
**EDIT noticed a mild problem with some of the volume and panning automation on the other video. Corrected it, and re-uploaded now. Sorry about that!
Sorry for the delay. Been busy with quite a few projects lately, namely working on another original composition paying tribute to a different game series/genre. Keep an eye out for it, as I should have it finished and uploaded here sometime this week. And don't worry- I still plan to do more Sonic OC's and arrangements!
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This Act was quite troublesome to produce, as I had SO many different ideas I wanted to incorporate. Sadly, most of them ended up being scrapped, as they made the piece too complex for what most would consider appropriate for a Sonic game. That being said, there are still some instruments and elements in the piece that I decided to keep in, and try to distort/bitcrush/etc to try and make them fit the "genesis" feel a bit more. It's still a bit abstract in some aspects, compared to my other Sonic OC's, but I'm rather satisfied with the balance I was able to produce between synthy sounds and some standard horror-instrumentation and elements.
Just like Act 1, this act draws a lot of inspiration from all things horror, but especially the spooky themed levels in other classic platformers- especially the boo houses in Super Mario World, and the Gloomy Gulch area of Donkey Kong Country 2.
My vision for Act 2 involves a chase sequence that would play much like the Metal Sonic Race from Sonic CD, only obviously a chase instead of a race. Act 1 would end with Sonic escaping the playfully ghoulish manor, and retreating to a very large and old cemetery behind the manor, where a mini-boss fight would take place.
As Act 2 starts, the spirits have grown angry from being disturbed by all of the commotion from Act 1. A large, cartoonish-looking ghost (perhaps slightly similar in style to the ghosts in Sonic Adventure 2) appears to the left of the screen, and begins pursuing Sonic through the cemetery, and down a long, sloped path.
The background is lined with small iron gates, numerous silhouetted gravestones, and other statues and monuments found in large cemeteries. Hazards would include break-away ground that leads way to small pits you'd need to quickly jump out of, gravestones that must be jumped over, and the occasional pair of ghostly hands reaching up from the grave, which if not avoided, would grab Sonic by the ankles and snare him, allowing the large ghost to close in. Spin dashing would cause a release from the snaring hands (similar to the sticky-vines of Mushroom Hill Zone of S3&K).
The ghost catching up to and making contact with Sonic would result in a standard hit/rings lost. As the level progresses, the sky in the background would become lighter in shade, as the sun begins to rise. Reaching the end of the stage would result in the sun peaking over the horizon in the background, warding the large apparition back to its grave.
I'm not sure what the Robotnik fight here would be, so I'll update that at a later time. But one thing I've considered is actually having the Robotnik fight take place after Act 1, allowing for a potentially humorous encounter between Sonic, Robotnik, and the awakened spirits.
**EDIT noticed a mild problem with some of the volume and panning automation on the other video. Corrected it, and re-uploaded now. Sorry about that!
Sorry for the delay. Been busy with quite a few projects lately, namely working on another original composition paying tribute to a different game series/genre. Keep an eye out for it, as I should have it finished and uploaded here sometime this week. And don't worry- I still plan to do more Sonic OC's and arrangements!
-----------------------------
This Act was quite troublesome to produce, as I had SO many different ideas I wanted to incorporate. Sadly, most of them ended up being scrapped, as they made the piece too complex for what most would consider appropriate for a Sonic game. That being said, there are still some instruments and elements in the piece that I decided to keep in, and try to distort/bitcrush/etc to try and make them fit the "genesis" feel a bit more. It's still a bit abstract in some aspects, compared to my other Sonic OC's, but I'm rather satisfied with the balance I was able to produce between synthy sounds and some standard horror-instrumentation and elements.
Just like Act 1, this act draws a lot of inspiration from all things horror, but especially the spooky themed levels in other classic platformers- especially the boo houses in Super Mario World, and the Gloomy Gulch area of Donkey Kong Country 2.
My vision for Act 2 involves a chase sequence that would play much like the Metal Sonic Race from Sonic CD, only obviously a chase instead of a race. Act 1 would end with Sonic escaping the playfully ghoulish manor, and retreating to a very large and old cemetery behind the manor, where a mini-boss fight would take place.
As Act 2 starts, the spirits have grown angry from being disturbed by all of the commotion from Act 1. A large, cartoonish-looking ghost (perhaps slightly similar in style to the ghosts in Sonic Adventure 2) appears to the left of the screen, and begins pursuing Sonic through the cemetery, and down a long, sloped path.
The background is lined with small iron gates, numerous silhouetted gravestones, and other statues and monuments found in large cemeteries. Hazards would include break-away ground that leads way to small pits you'd need to quickly jump out of, gravestones that must be jumped over, and the occasional pair of ghostly hands reaching up from the grave, which if not avoided, would grab Sonic by the ankles and snare him, allowing the large ghost to close in. Spin dashing would cause a release from the snaring hands (similar to the sticky-vines of Mushroom Hill Zone of S3&K).
The ghost catching up to and making contact with Sonic would result in a standard hit/rings lost. As the level progresses, the sky in the background would become lighter in shade, as the sun begins to rise. Reaching the end of the stage would result in the sun peaking over the horizon in the background, warding the large apparition back to its grave.
I'm not sure what the Robotnik fight here would be, so I'll update that at a later time. But one thing I've considered is actually having the Robotnik fight take place after Act 1, allowing for a potentially humorous encounter between Sonic, Robotnik, and the awakened spirits.




