This code changes "Kill X Many" missions into ones based around an SA1 Gamma style Timer. 

Killing an enemy earns you five seconds, killing an ally costs you ten seconds.

The layout of objects in these levels have been modified to make the challenge easier for the average player:

Stg100 - Westopolis (Hero Only)
Stg201 - Glyphic Canyon
Stg301 - Prison Island
Stg302 - Circus Park
Stg401 - The Doom
Stg404 - Death Ruins
Stg501 - Air Fleet
Stg502 - Iron Jungle
Stg504 - Lost Impact
Stg601 - Black Comet


Changes include:

Partner Spawn Location - to alert players to the Time quickly, without damaging ludo-narrative design.

Enemy Numbers - increasing the number of enemies and decreasing the number of allies, in order to ensure players have an easier time rushing through the levels.

Layout Edits - intended to remove any 'maze like' expects of those stages, as to serve the more urgent mission. This includes removing or editing platforms, and/or remove switches and locking doors that might otherwise enable backtracking. It also serves level flow, and in one case allowed Shadow to mostly complete his open.

Other Mission Criteria - Westopolis (Dark) and The Doom (Hero) have had their mission numbers lowered; the intention of this is to allow them to still be somewhat pleasantly completeable despite the alterations to their levels. 



NOTE:

This is NOT intended to be hyper-challenging, but rather to help unlock the mechanical potential of Shadow The Hedgehog's mission system. 


SPECIAL THANKS:

dreamsyntax - helped me learn about Gecko Code creation, with specific aid in the creation of this code

TheHatedGravity - helped me get into the modding scene for Shadow 



DEDICATION:

My dear late dog Shadow, who was named in hype for this game all those years ago. I hope this manages to help show the potential I saw in this game back when I did so to a new audience. 



TRIVIA: 

So as not to end on a bummer, fun fact - the fact it actually reloads you after dying with the exact amount of time you had at that check-point isn't something manually added. Given that it isn't simply extrapolating from the other Level Timer when generating your time remaining, SEGA might have actually intend this game to use this concept at some point. If so, at a guess, this plan was foiled by trying to get it out for the last Christmas season of its generation and having to make this game on PS2.

Also, it would be super funny if everyone could ask BrawlFan01 to cover Black Doom. I jokingly said I'd see if I could flood their Twitter with requests. 