To me, it looks like they're moving in a similar manner to Star Light Zone's bomb enemies, albeit a bit faster.
Video footage of Sonic 1 prototype from CES 1991
#32
Posted 13 September 2009 - 03:05 PM
So this is the earliest we have seen of this game in action?!
Sweet! Guess they thought the Ball Hog fit GHZ better at the time.
I'm guessing they moved this enemy to the last zone because of how hard it is to dodge the bouncing balls, and people could have complained about its difficulty at that event, and it was forever moved to SBZ.
Of course it's all up in the air...
Sweet! Guess they thought the Ball Hog fit GHZ better at the time.
I'm guessing they moved this enemy to the last zone because of how hard it is to dodge the bouncing balls, and people could have complained about its difficulty at that event, and it was forever moved to SBZ.
Of course it's all up in the air...
This post has been edited by RGamer2009: 13 September 2009 - 03:06 PM
#34
Posted 13 September 2009 - 03:25 PM
I call dibs on the roulette monitor.
Edit: I just remembered the '?' monitor, which would require less coding to use. So never mind.
Edit: I just remembered the '?' monitor, which would require less coding to use. So never mind.
This post has been edited by MainMemory: 13 September 2009 - 03:52 PM
#35
Posted 13 September 2009 - 03:34 PM
The bandiks just move left to right like the crabmeat do, I'm not sure if they could do anything besides that. I'm pretty sure since they're up top and are looking towards the screen, they were meant to throw stuff down at Sonic rather than side to side.
Come to think of it, I wonder if crabmeat was even in at this point - or Sparkling Zone for that matter, since the zone is crawling with crabmeat bandiks even since the beginning.
Come to think of it, I wonder if crabmeat was even in at this point - or Sparkling Zone for that matter, since the zone is crawling with crabmeat bandiks even since the beginning.
#36
Posted 13 September 2009 - 04:09 PM
Some more stuff, thanks to a slowed-down version of the videos that PACHUKA whipped up. New differences worth noting:
- The first ballhog inches slightly to the right in a backwards position; you can tell based on the amount of bush visible when Sonic first runs past the area and the amount visible just when it goes out of screen.
- The second ballhog appears to face the direction of the player, switching from looking left to looking right. Interestingly, the first one does not do this; perhaps there were several subtypes of the object that did different things? Or was this just a fluke?
#37
Posted 13 September 2009 - 04:19 PM
I call dibs on the roulette monitor.
Edit: I just remembered the '?' monitor, which would require less coding to use. So never mind.
Edit: I just remembered the '?' monitor, which would require less coding to use. So never mind.
*ahem* >.> Already called on that years ago when I came up with Slotter Rabbit (which is actually a frog now). Not only was it a monitor roulette, it was put in an enemy too. Though I'm glad to see Sonic Team thought it could be an interesting idea to try.
And yes, great footage drx. I wonder if there are any other possible events which have video of early builds? And hey, people who managed those events may or may not still have carts. Who knows?
#38
Posted 13 September 2009 - 04:20 PM
Then again why ARE we calling dibs on this stuff? Not like we own it.
#39
Posted 13 September 2009 - 04:23 PM
Can we not argue about who owns something for a hack in a Sonic 1 proto topic please?
#40
Posted 13 September 2009 - 04:25 PM
Can we not argue about who owns something for a hack in a Sonic 1 proto topic please?
Bah don't take me too seriously =P I don't care if someone makes it or not. Honestly it'd just be cool to see it implemented. Though if they actually did the whole idea with the enemy I'd want some credit for the idea. But we're just talking about roulette monitors.
#41
Posted 13 September 2009 - 04:26 PM
Can we not argue about who owns something for a hack in a Sonic 1 proto topic please?
Bah don't take me too seriously =P I don't care if someone makes it or not. Honestly it'd just be cool to see it implemented. Though if they actually did the whole idea with the enemy I'd want some credit for the idea. But we're just talking about roulette monitors.
(Sorry off subject still)
#43
Posted 13 September 2009 - 05:12 PM
Also the enemy *that's even in the fucking screen cap* Is not in that level at all. I'm pretty shocked no one mentioned that one.
err I said in the sixth post:
QUOTE
I can't tell but in the first one it looks like Sonic has no lives. The static on the monitor is kinda slow too. And of course the obvious, why is the Ball Hog in GHZ? (is that the right name?)
Also interesting that he watches you, this is really neat, I hope if we do land a prototype, it's this one.
This post has been edited by Quexinos: 13 September 2009 - 05:12 PM
#45
Posted 13 September 2009 - 05:26 PM
...I don't think that ballhog can turn around, seeing how he seems to be symmetrical.

This version looks more similar to the illustration in the Japanese manual, both in shape and colors.
EDIT: Also, the images those monitors are slowly cycling are:
First monitor:
-Robotnik
-Sonic
-Ring.
Second monitor:
-Static frame.
-Another static frame.
-Robotnik.
So those objects are just cycling all the possible frames they had programmed in. I doubt they ever intended to animate those static frames like that, so I'd rule out the possibility of a "roulette monitor".
EDIT 2:
Since nobody seemed to notice, there's a Pink Newtron (chameleon) badnik that behaves like the final blue one (he appears, then drops).
In the final version, it was the ball-firing chameleon who used the second palette (then changed to green).

This version looks more similar to the illustration in the Japanese manual, both in shape and colors.
EDIT: Also, the images those monitors are slowly cycling are:
First monitor:
-Robotnik
-Sonic
-Ring.
Second monitor:
-Static frame.
-Another static frame.
-Robotnik.
So those objects are just cycling all the possible frames they had programmed in. I doubt they ever intended to animate those static frames like that, so I'd rule out the possibility of a "roulette monitor".
EDIT 2:
Since nobody seemed to notice, there's a Pink Newtron (chameleon) badnik that behaves like the final blue one (he appears, then drops).
In the final version, it was the ball-firing chameleon who used the second palette (then changed to green).
This post has been edited by ICEknight: 13 September 2009 - 06:41 PM



