HyperSonic: Difference between revisions

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  |objects    = 71,356
  |objects    = 71,356
  |copytype  = Non-copyable
  |copytype  = Non-copyable
  |downloads  = 23.58M
  |downloads  = 23.65M
  |likes      = 630K
  |likes      = 630.7K
  |rating    = Epic
  |rating    = Epic
  |artist    = [https://colbreakz.newgrounds.com ColBreakz]
  |artist    = [https://colbreakz.newgrounds.com ColBreakz]
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*'''35-42% ([[nasgubb]]):''' A mini-spider segment follows with tons of tight timings and orbs to hit. At the end of the part (right before the drop), the player briefly changes into a robot and must hit three dash orbs and a red one in sync with the music before the drop kicks in, signalling the next creator's part.
*'''35-42% ([[nasgubb]]):''' A mini-spider segment follows with tons of tight timings and orbs to hit. At the end of the part (right before the drop), the player briefly changes into a robot and must hit three dash orbs and a red one in sync with the music before the drop kicks in, signalling the next creator's part.
*'''42-51% ([[ZenthicAlpha]]):''' A triple-speed dual section starts Zenthic's part with many different game-modes after each other for a quarter of it. After that is a ship segment with several size changes and speed portals placed to mess with the player, followed by a short robot with a fast-paced mini-spider. It ends with a relatively easy mini-UFO into the next section.
*'''42-51% ([[ZenthicAlpha]]):''' A triple-speed dual section starts Zenthic's part with many different game-modes after each other for a quarter of it. After that is a ship segment with several size changes and speed portals placed to mess with the player, followed by a short robot with a fast-paced mini-spider. It ends with a relatively easy mini-UFO into the next section.
*'''51-60% (Viprin):''' Viprin's part is a large ball maze requiring the player to memorise the correct orbs to hit and platforms to land on. Random fake orbs rotate around the maze, and fake platforms are scattered throughout. The background flashes between several colours and spans a tenth of the entire level.
*'''51-60% (Viprin):''' Viprin's part is a large ball maze requiring the player to memorize the correct orbs to hit and platforms to land on. Random fake orbs rotate around the maze, and fake platforms are scattered throughout. The background flashes between several colours and spans a tenth of the entire level.
*'''60-70% (Pan):''' The first half, considered to be one of the hardest parts of the level, is a dual changing between a cube/robot and a robot/spider switching between triple- and quadruple-speed. Then, the player must navigate through a moderately tight wave segment and a quadruple-speed cube section with numerous different orbs for the player to hit precisely.
*'''60-70% (Pan):''' The first half, considered to be one of the hardest parts of the level, is a dual changing between a cube/robot and a robot/spider switching between triple- and quadruple-speed. Then, the player must navigate through a moderately tight wave segment and a quadruple-speed cube section with numerous different orbs for the player to hit precisely.
*'''70-80% (Evasium):''' Starting with a robot flying into a reverse dash orb and a short auto section, the section throws the player into a triple-speed UFO section with invisible speed portals placed throughout; the same thing with the following ship section. The sudden speed changes make controlling the UFO and ship feel very awkward. Afterwards, the player proceeds to a robot section with four tiny jumps, ending with a short but tight wave segment.
*'''70-80% (Evasium):''' Starting with a robot flying into a reverse dash orb and a short auto section, the section throws the player into a triple-speed UFO section with invisible speed portals placed throughout; the same thing with the following ship section. The sudden speed changes make controlling the UFO and ship feel very awkward. Afterwards, the player proceeds to a robot section with four tiny jumps, ending with a short but tight wave segment.
*'''80-91% ([[Etzer]]):''' This section begins with quadruple-speed spider and wave segments with unique effects. Then, the player turns into a cube and must jump onto a weight scale and then jump into a quadruple-speed mini-portal. After two more cube jumps, a ship sequence follows, utilising the rotation trigger and then a mini-UFO with a cluster of gravity portals to navigate through. The player must hold to fly down early enough to avoid immediately dying. A very short cube and ship sequence follows as the player is taken into the final part of the level.
*'''80-91% ([[Etzer]]):''' This section begins with quadruple-speed spider and wave segments with unique effects. Then, the player turns into a cube and must jump onto a weight scale and then jump into a quadruple-speed mini-portal. After two more cube jumps, a ship sequence follows, utilizing the rotation trigger and then a mini-UFO with a cluster of gravity portals to navigate through. The player must hold to fly down early enough to avoid immediately dying. A very short cube and ship sequence follows as the player is taken into the final part of the level.
*'''91-100% (Terron):''' The entirety of Terron's part is built to be tilted to the right a bit and switches colours to the beat of the song. The player starts as a mini-wave and then changes to a regular wave, navigating through tight openings. Then, they change into a UFO and a short cube. After that, there is a short ball segment with two orbs, followed by a ship that transitions into the final auto cube as the level ends. In the end, a large purple text appears in the background, saying, 'HyperSonic verified by Combined'.
*'''91-100% (Terron):''' The entirety of Terron's part is built to be tilted to the right a bit and switches colours to the beat of the song. The player starts as a mini-wave and then changes to a regular wave, navigating through tight openings. Then, they change into a UFO and a short cube. After that, there is a short ball segment with two orbs, followed by a ship that transitions into the final auto cube as the level ends. In the end, a large purple text appears in the background, saying, 'HyperSonic verified by Combined'.



Latest revision as of 19:17, 11 October 2026

HyperSonic
ID
30219145
Creator(s)
Viprin (host and publisher)
Contributors
Dudex, Serponge, Manix648, Vlacc, Rustam, nasgubb, ZenthicAlpha, Pan, Evasium, Etzer, and Terron
Verifier(s)
Combined
Created
Attributes
Difficulty
Length
1m 56s (Long)
Objects
71,356
Copy type
Non-copyable
Statistics
Downloads
23.65M
Likes
630.7K
Rating
Epic
Audio info
Artist(s)
Music
Music ID
684300

HyperSonic is a 2.1 Extreme Demon mega-collaboration level hosted by Viprin, verified by Combined on 22 February 2017.[1] It is the sequel to UltraSonic and the third instalment in the Sonic series. The level's reception is mostly mixed, with praise for some of its gameplay but criticism of the decoration, which is considered outdated and mediocre, and disappointment with the shift away from its predecessors.

A sequel, SubSonic, was released later in Update 2.1.

Description

[edit | edit source]
  • 0-6% (Dudex): HyperSonic begins in a mainly blue cube section with all kinds of orbs to hit. It uses a mechanical/electric theme. It transitions into the next part via a reverse dash orb.
  • 6-13% (Serponge): This part is decorated in a very similar way, but with a more 'active' background through the use of rotation triggers. It is played entirely in dual cube form with even more orb timing and some dash orbs at the end.
  • 13-22% (Manix648): This part starts with a short quadruple-speed ship sequence and then transitions into a section with frequent game-mode changing and flying enemies everywhere. A robot, ball, cube and spider follow each other in four seconds, then go into a normal-speed cube and UFO before ending with a robot featuring two green orbs and a dash orb.
  • 22-30% (Vlacc): The first half of the part is very colourful with everything switching between different colours constantly, and once again, there is plenty of game-mode changing. However, the second half features only black-and-white, with a cube, a ball, and a ship, all with tight spaces to navigate.
  • 30-35% (Rustam): Being played at only half-speed, this part's difficulty comes mainly from the UFO and ship manoeuvring at the beginning. This segment is fully coloured in purple and contains one of Rustam's detailed skulls. Then the player encounters a ball and a narrow wave segment before transitioning to the next part.
  • 35-42% (nasgubb): A mini-spider segment follows with tons of tight timings and orbs to hit. At the end of the part (right before the drop), the player briefly changes into a robot and must hit three dash orbs and a red one in sync with the music before the drop kicks in, signalling the next creator's part.
  • 42-51% (ZenthicAlpha): A triple-speed dual section starts Zenthic's part with many different game-modes after each other for a quarter of it. After that is a ship segment with several size changes and speed portals placed to mess with the player, followed by a short robot with a fast-paced mini-spider. It ends with a relatively easy mini-UFO into the next section.
  • 51-60% (Viprin): Viprin's part is a large ball maze requiring the player to memorize the correct orbs to hit and platforms to land on. Random fake orbs rotate around the maze, and fake platforms are scattered throughout. The background flashes between several colours and spans a tenth of the entire level.
  • 60-70% (Pan): The first half, considered to be one of the hardest parts of the level, is a dual changing between a cube/robot and a robot/spider switching between triple- and quadruple-speed. Then, the player must navigate through a moderately tight wave segment and a quadruple-speed cube section with numerous different orbs for the player to hit precisely.
  • 70-80% (Evasium): Starting with a robot flying into a reverse dash orb and a short auto section, the section throws the player into a triple-speed UFO section with invisible speed portals placed throughout; the same thing with the following ship section. The sudden speed changes make controlling the UFO and ship feel very awkward. Afterwards, the player proceeds to a robot section with four tiny jumps, ending with a short but tight wave segment.
  • 80-91% (Etzer): This section begins with quadruple-speed spider and wave segments with unique effects. Then, the player turns into a cube and must jump onto a weight scale and then jump into a quadruple-speed mini-portal. After two more cube jumps, a ship sequence follows, utilizing the rotation trigger and then a mini-UFO with a cluster of gravity portals to navigate through. The player must hold to fly down early enough to avoid immediately dying. A very short cube and ship sequence follows as the player is taken into the final part of the level.
  • 91-100% (Terron): The entirety of Terron's part is built to be tilted to the right a bit and switches colours to the beat of the song. The player starts as a mini-wave and then changes to a regular wave, navigating through tight openings. Then, they change into a UFO and a short cube. After that, there is a short ball segment with two orbs, followed by a ship that transitions into the final auto cube as the level ends. In the end, a large purple text appears in the background, saying, 'HyperSonic verified by Combined'.

Gameplay

[edit | edit source]






Trivia

[edit | edit source]
  • HyperSonic was placed at #27 on the Demonlist on 23 February 2017, above Uprise and below Cataclysm.
    • This addition pushed Catastrophic into the Legacy List.
  • HyperSonic and its sequel, SubSonic, unlike the other two levels in the Sonic series (Supersonic and UltraSonic), were uploaded to Viprin's account, unlike the other two, which were uploaded to ZenthicAlpha's account. This decision upset some players, who did not feel it was a true successor to the other two.
    • According to Sea's video on SubSonic, all four levels were uploaded to the account with the most creator points at the time of verification.
  • Due to the many arguments that HyperSonic was generic and not a 'Sonic' level, the team that built HyperSonic found a poor 1.9-styled level with an F-777 song like its predecessors, Supersonic and UltraSonic, and added the names of the creators in the real HyperSonic in that level to recreate a 'Sonic' level.
  • HyperSonic began as an Extreme Demon, in the Top 50, but it was later downgraded to Insane Demon for some time. After a bit, it was re-rated as an Extreme Demon and has stayed that way ever since.
  • HyperSonic is significantly longer than its two predecessors, Supersonic and UltraSonic. While those two levels are 1m 33s and 1m 34s, respectively, HyperSonic is 1m 56s, four seconds off from being an XL level. SubSonic, a true XL level, is even longer at 2m 5s.
  • HyperSonic is the only level in the Sonic series that Jeyzor and Xcy-7 did not participate in.
  • HyperSonic was the first Epic-rated Extreme Demon in the game.
  • The placement of Grill Kill on 6 September 2019 pushed HyperSonic into the Legacy List of the Demonlist.

References

[edit | edit source]