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Sonic the hedgehog 2 snes rom11/25/2023 If the ball hits Sonic as it's rolling on the same platform as Sonic however, it will only push him (it doesn’t hurt to the touch). If the ball falls on top of Sonic, it will crush him to death. If the ball rests on a cliff, it will move in Sonic’s direction even if Sonic runs underneath it. If Sonic moves over the ball or moves against it, the ball will chase after him. The rolling ball itself is modeled after Robotnik’s wrecking ball that’s used for the boss in this level. The level contains a rolling ball hazard that goes unused in the final game. ![]() This causes Sonic to jump after exiting debug mode. The game recognizes the button to jump before activating debug mode with the same button.The boss in Green Hill Zone is the only boss in the game.You will only receive 100 points from each badnik you destroy. Points received from enemies and certain objects do not multiply when received in succession.In levels with death pits, this can cause Sonic to die mid air. The vertical movement for the camera is slower than the horizontal, causing Sonic to often out run the camera when falling down.Big rings that lead to special stages have not been implemented completely yet, but code and art for it exists in the ROM.The timer resets to 9:00 if it reaches past 9:59. It isn’t possible to enter a special stage while in a level yet.Instead, Sonic leaps into the air after an act is complete. End level bonus points have not been implemented.The music doesn’t stop when the game is paused.You can go back to the title screen at any time by pressing START + A.In the final, you must collect 100 rings to receive an extra life. Lives can be received after receiving 50 rings.Continues haven’t been implemented yet.The HUD does not flash red when Sonic’s RING count is at zero, or when time is running out on the clock.Sonic’s tile set lacks his final sprite for picking up an air bubble and an additional fall back animation frame.Each level contains significant level layout differences, with Green Hill Zone and Marble Zone containing the least and Star Light, Labyrinth, Sparkling, and Clock Work containing the most.The game resets back to the SEGA logo after completing Star Light Zone Act 1. The levels presented are all the acts that have been finished to a point where they could be completed. This suggests that the final level order has been decided at this point. The level order consists of Green Hill Zone (Acts 1, 2, 3), Marble Zone (Acts 1, 2, 3), Sparkling Zone (Act 1), and Star Light Zone (Act 1).The game uses a different fade out routine when Sonic dies during a demo. The same demo recording seems to be used for each level presented. It seems that the demo was recorded for a different level layout. The demo after the title screen desyncs, causing Sonic to die instantly.The title card used for each level has “ACT.This is technically an “Act 4” for Green Hill Zone, and was most likely a way to test the ending area used before the end credits in the final game. Pressing B on any of the levels in the level select loads up a strange version of Green Hill Zone Act 3.The staff credit sequence, continue screen, and the ending sequence have not been implemented and do not exist in the ROM in any form yet.Clock Work Zone Act 3, Final Zone, and the ending level have not been implemented yet.Final Zone is missing from the level select.This seems to be a left over from when Star Light Zone wasn’t accessible from the level select yet. A cross was added next to all of Star Light Zone and Act 3 of Clock Work Zone, despite Star Light Zone being accessible.The original level names for Spring Yard Zone and Scrap Brain Zone are still present in the level select.Debug mode can still be entered by holding A button while selecting a level from the level select. There is no code for a level select cheat. ![]() ![]() For the final version, a level select code is used instead (UP, DOWN, LEFT, RIGHT, A+START). Level select can be activated by pressing A+START on the title screen.Sonic’s palette on the title screen is slightly brighter in comparison to the final build.This is absent in the final version, even though it’s still present in the game’s code. The title screen has a “PRESS START BUTTON” prompt.The title screen lacks a trademark symbol. ![]()
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