Seeing as how the side-scrolling hammer-toting Amy Rose is just as much a part of the 2026 Special as anyone else, I might as well take some time to discuss one of the many romhacks she has appeared in. In the succinctly named Amy Rose in Sonic the Hedgehog, players take control of the pink heroine as she smashes her way through the six zones that put her one-time infatuation on the map. This is no mere sprite-swap either. Amy plays very differently, relying entirely on her hammer to bash the badniks and crush Eggman's schemes. That means no spin-jumping, no spin-dashing, no anything else that involves jumping or rolling through danger. It's nowhere near as difficult as it sounds, especially if you - like me - are older than dirt and have committed the entirety of the first Sonic game to muscle memory.
Before this review can continue, I have to share one of my juiciest secrets with you all. The first few times I played Sonic the Hedgehog; I treated it like Sonic was Mario, Mickey Mouse, or any other hop & bop platformer hero. There I was, being ultra-cautious with every enemy, ensuring above all else that I hit them from directly above. The idea of simply cutting through them like a blue buzzsaw never occurred to me. The fact that I got anywhere playing like this is a testament to Sega's restraint. They played fast and loose with the rules, allowing for a game that can be played in multiple ways, even one that's far from optimal.
This freeform attitude extends to the level-design as well. A hedgehog moving at supersonic speeds is able to jump higher and farther than the average mascot. This lends them the ability to jump over multiple gaps at a time, or cross at least one large chasm with plenty of room to spare. The de-emphasis on precise jumps and entire lack of leaps that require the protag to have their heels practically hanging off of the ledge is so engaging to me. It's like I've just been handed a wealth of options to reach the goal. After experiencing Sonic the Hedgehog for the first time, the realization of just how restrictive most other platformers had become hit me like a bundle of bricks. Even if I was taking the same path through the same act, there were still multiple subtle differences that all depended on when I pressed the jump button, whether or not I was rolling, whether I was maintaining momentum or had just stopped. It's... it's still really impressive nearly 35 years later.
Another aspect of the level-design that still holds up wonderfully is the variety of zones. The theming here is top-class. Whether it's Spring Yard or Green Hill, every zone is distinct and offers a unique array of obstacles. There's purpose to every appearance of a badnik. They help to establish the pace that lends each zone its identity. Starlight Zone is uniquely creative in that it's one of the fastest-paced zones, and all of its enemies are either explosive or nearly impossible to hit without taking damage. It's practically antithetical, but that's what makes it so clever. Also, I'll go ahead and mention that I'm one of those maniacs who loves everything about Labyrinth Zone. The way it pushes back against norms established in the first three zones, forces the hedgehog into situations of sheer terror, and concludes with a boss battle unlike most anything else. Excellent. Just excellent. Oh, and not related to anything in particular, but the fact that the game essentially takes place over the course of an entire day is awesome. Another Sega 16-bit classic called Streets of Rage 2 did the same thing. Great games, the both of them.
Going by the romhack's description, Amy Rose is modeled after her appearances in the Sonic Advance games. This is where I show my ignorance, because I've actually played very little of that trilogy. Thankfully, it doesn't really matter, since adjusting to her intricacies takes less than a minute. As I mentioned way back, Amy uses her trusty hammer to defend herself. While standing, press the attack button - yes, there's an attack button now - to smack whatever's in front of her. Just uh... don't get cute and try this move while standing on a platform, because Amy takes a step forward while swinging. That step is large enough to potentially send her falling to a tragic end. Next up is the hammer-spin. Jump and press the attack button to perform a crushing somersault. This is the go-to move for most situations. An interesting limitation is that it can only be done once per jump. If you need a follow-up to deal with a nearby enemy, then performing the spinning hammer with down + attack. This could be considered a fast-fall with how it quickly it brings Amy to the ground, spinning all the way.
Speaking of mobility, Amy also has her hammer jump (down + attack while on the ground). This gets her massive air, allowing her several more options for traversing zones that weren't available to Sonic. She also has a hop (down+jump) that um... you know... I still need more time with this particular move. It's one that I keep doing on accident because right now I'm using a logitech F310 and its mushy d-pad causes occasional problems. Still, it's a cute move and I appreciate its inclusion. Linking the hop into the hammer-spin is really fun.
I can't even begin to describe how impressed I am by this hack. Amy's move-set in Sonic 1 actually works incredibly well. Her controls are a natural fit, and the hammer-jump adds so much dimension. It was a real treat being able skip the block ride back after grabbing the 1up in Marble act 2. The option to retry that one jump at the very end of Spring Yard act 2 was cool to see, as well. Having an attack button also creates this wonderfully tactile feeling. I'm more involved in what's happening onscreen, utilizing different methods to handle badniks, and the extra button presses provide some delicious feedback. No doubt about it. This is high-quality craftmanship.
There's pretty much nothing for me to complain about. I'm already a big fan of Sonic the Hedgehog 1, so going through it with a fresh character with her own style and move-set is just fantastic. If Amy Rose is the trojan hedgehog needed to get me talking about Sonic games on this blog, then well heck... maybe I'll continue to oblige.

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