- Sonic combines his Hyper Flash ability from S3&K with his Drop Dash maneuver to form the Hyper Drop Flash. Press jump mid-air to take off in the direction held, destroying every badnik on screen while instantly charging up a Drop Dash, you can also do a normal Drop Dash by holding jump mid-air without any directional input.
- Tails reuinites with his Super Flickies, still as deadly as ever, rabidly attacking any badnik or boss Tails could without requiring his attendence.
- Knuckles Gliding Shock Wave Attack comes back with with a vengeance! Now not only retaining his speed from a jump but increasing it, as well as breaking every badnik AND item box nearby when colliding with a wall, can be bypassed by gliding without directional input.
- Mighty gets the brand-new Jackhammer Earthquake Attack which lets him reach never before seen speeds and altitudes using his Hammer Drop ability in conjunction with the environment, cleaning up badniks in the process.
- Ray's aerobatics are enhanced with his Jet Glide which, on pulling up while flying, releases a super-powered implosion that sucks in rings and blows badniks away while making him as light as a feather for a small period of time (or until you let go).
-
hyperFlashDropDash
- Boolean that instantly activates Drop Dash when using Sonic's Hyper Flash (Default: true). -
hyperFlashForwarding
- Boolean that activates forward-facing Hyper Flash instead of a Drop Dash while pressing jump mid-air with no directional input (Default: false). -
GSWburst
-- Boolean that gives Hyper Knuckles' glide the ability to retain momentum while thrusting the player forward (Default: true). -
GSWitemBoxes
-- Boolean that makes the Gliding Shock Wave Attack destroy item boxes along with badniks (Default: true). -
JEAJank
-- Boolean that enables old, janky Jackhammer Earthquake Attack physics as seen in alpha builds (fun for speedrunners!) (Default: false). -
superTailsOnly
-- Makes Tails follow S3&K logic for his transformations (Default: false).
- cannot turn Super with Chaos Emeralds
- Hyper Tails renamed to Super Tails
hyperStyle
- Enum that controls how hyper forms look (Default: 0)
- 0 - non-Sonic characters use super palette that pulsates white
- 1 - non-Sonic characters reuse super palette cycling and don't have hyper sparkles
- 2 - non-Sonic characters use Hyper Sonic's 6-color pulsating palette
screenFlashFactor
- Floating-point range that controls intensity of screen flashing (Default: 1.0).
- 0.0 - no flashing
- 0.5 - half-intensity flashing
- 1.0 - full-intensity flashing
twoHeavensMode
- Boolean that activates "Two Heavens mode", a gameplay style similar to Characters Go Super Then Hyper (Default: false).
- Go into Super form by default even with all Super Emeralds
- Press transform + up while Super to go Hyper
- Hyper forms consume rings 1.5x as fast (does not apply in Egg Reverie)
-
enableHyperMusic
- Boolean that enables "new" music which only plays in Hyper Form (Default: true). -
hyperMusicLoopPoint
- Integer that controls where the Hyper form music loops from, (use this if you replace the file with something else) measured in samples. (Default: 423801)
By default, HyperMania uses GameConfig.bin
to load global sounds and objects, this works when it's the
only mod of it's kind enabled BUT when loaded with other mods that have their own GameConfig.bin
one
might cancel out the other. In case of this scenario you might want to try replacing this mod's GameConfig.bin
with the included Game.xml
, please be warned though that this method can cause platform-specific bugs related
to level ordering (i.e. going to Encore Angel Island when starting a new Mania Mode game).