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S2BETA4 discussion

#16 User is offline SGR 

Posted 23 February 2008 - 09:09 PM

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While Mr. Heran Bago and I were netplayin' this 2P mode, we noticed some things.
-I hit a ? monitor and it gave me Robotnik. I didn't get hit, or lose any rings.
-In the 2P special stage, different text. Examples include: "Win twice win all" and "Miles wins" instead of "Tails wins."
-2P special stage, towards the end rings glow and side-stripes glow. This is the result of the end goal being loaded.
-2P special stage. Cannot jump over other player. However, hitting a mine puts you in front.

#17 User is offline Oerg866 

Posted 23 February 2008 - 09:11 PM

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View PostAJ 187, on Feb 23 2008, 03:52 PM, said:

I got to Level select just by holding down A and hitting start. Take that as you will.

Holding A while selecting a level gives debug coordinates but no actual debug mode. (?)

This version has level title cards. "Green Hill Zone" in the Level Select is Emerald Hill in the Title cards.

HPZ 0 and 1 are unselectable.


HPZ is, according to Tweaker, still in there but collision and art and stuff has already been removed.

#18 User is offline Quexinos 

Posted 23 February 2008 - 09:12 PM

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so... anyone wanna try and take a crack at getting debug to work?

#19 User is offline Oerg866 

Posted 23 February 2008 - 09:15 PM

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Tweaker said IIRC that through hacking you can...

...Turn into items and place them ONCE.

...Not move.

Also if you are taking a normal speedrun on EHZ1 and you don't jump above the last diagonal spring there, you might walk through it.

#20 User is offline Quexinos 

Posted 23 February 2008 - 09:21 PM

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well I don't like Tweaker's answer tell him to change it >:thumbsup:
kidding

wow those things that you stand on to hit the boss in Wing Fortress Zone.. the platforms with the spikes on the bottom, they explode. That makes this a lot harder.

#21 User is offline Xilla 

Posted 23 February 2008 - 09:30 PM

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The disappearing platforms across the big pit in WFZ seem to have an erratic pattern.

#22 User is offline Mr. Ksoft 

Posted 23 February 2008 - 09:44 PM

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I noticed that they attempted to get the invincibility stars to kind of trail behind you properly when you go around slopes, but when you fly around in the air (off ramps or springs) they end up pointing at bizarre angles.

#23 User is offline Bibin 

Posted 23 February 2008 - 09:46 PM

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When standing, the invincibility stars are slightly behind you.

#24 User is offline JoseTB 

Posted 23 February 2008 - 10:15 PM

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On a somehow off topic note, notice how the build date for this one is just around one week away from the final; that basically means they implemented the new title screen and the level select/options screen in less than a week. Quite impressive if you ask me.

Edit: Typos.
This post has been edited by JoseTB: 23 February 2008 - 10:16 PM

#25 User is offline King 

Posted 23 February 2008 - 10:27 PM

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View PostQuexinos, on Feb 23 2008, 08:12 PM, said:

so... anyone wanna try and take a crack at getting debug to work?

As far as I can tell, it works.

Try this PAR code: FFFFD2:0001

Look at the score, debug mode is on... but it doesn't appear to be usable. Debug mode doesn't actually "work" until Beta 7.
This post has been edited by King: 23 February 2008 - 10:30 PM

#26 User is offline lightning10 

Posted 24 February 2008 - 12:47 AM

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I noticed that in sky chase zone the blades kill you durning the little cut sceen.

#27 User is offline Metal Man88 

Posted 24 February 2008 - 12:51 AM

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WFZ zone: Weird object stuff everywhere; everything moved around, platforms, etc. Looks fairly early.

Also, it transports you to a black screen when you beat it, instead of Death Egg Zone (although it claims the black screen in that zone)

Also also as mentioned elsewhere the laser boss blows up the platforms as you fight it. And the weird thrower-thingies get stuck/make copies of themselves when used. Also, the turret crossing area is freaky, with laser turrets randomly opening and closing. Much harder.

Not to mention many low-lying jets you actually JUMP through without damage and I think propellers have better sound stuff than in the original—they actually drown out the music and dynamically fade away when you run away (Could be in the final, never looked this close before)

And of course, the demos are messed up.
This post has been edited by Metal_Man88: 24 February 2008 - 12:51 AM

#28 User is offline JoseTB 

Posted 24 February 2008 - 01:05 AM

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Super sonic stuff is completed and implemented in this build, but the code ($1082A) is not referenced at all (I believe), so it can only be triggered with hacking. Other than that, it seems to be rather close to the final super sonic.
This post has been edited by JoseTB: 24 February 2008 - 01:05 AM

#29 User is offline Rika Chou 

Posted 24 February 2008 - 01:06 AM

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When you die, the camera follows sonic to the bottom of the zone. I died for no reason going around a loop in EHZ.

I checked all the level slots by editing the level select menu, and they are all the same as the final.

#30 User is offline Quexinos 

Posted 24 February 2008 - 01:25 AM

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View PostJoseTB, on Feb 24 2008, 12:05 AM, said:

Super sonic stuff is completed and implemented in this build, but the code ($1082A) is not referenced at all (I believe), so it can only be triggered with hacking. Other than that, it seems to be rather close to the final super sonic.

how do you hack a Super Sonic again?... oh god your avatar made me laugh XD

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