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The Supreme Topic of 'Other' Knowledge. The stuff that simply has no other home.

#4951 User is offline Pengi 

Posted 20 June 2017 - 10:18 PM

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I've somehow only just noticed that Sonic 2's Grounder has the "EG" emblem on its shoulder in the manual illustration.

The emblem can also be found on the Wing Fortress, the seat of the Egg Typhoon in Eggman's Sonic Drift 1 art work, on Eggman's trap in Sonic Jam's "Sonic Ride" video and on the popcorn machine in Sonic Mania's Studiopolis Zone.

Has anyone spotted any other appearances?

It's weird how it showed up so infrequently and in such unlikely places. It was probably part of the series style guide in Sega of Japan headquarters back in the 1990s.

#4952 User is offline SoNick 

Posted 20 June 2017 - 11:20 PM

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View PostBlack Squirrel, on 20 June 2017 - 01:15 PM, said:

Incidentally Knuckles doesn't turn up much at all in S&K. If you were oblivious to Sonic 3 it could be a bit jarring when the game suddenly decides you have to fight him for some reason. Just one of the unintended consequences of splitting the game in two I guess.


I don't know, man. His actions in Mushroom Hill and Lava Reef are pretty clear indications that he's an enemy of some sort, even without the Sonic 3 cutscenes.

#4953 User is offline Tiddles 

Posted 21 June 2017 - 02:41 AM

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All of Knuckles' appearances in Sonic 3 run from a single set of art and mappings, which include the giggles. This art isn't included in S&K at all, and each of Knuckles' appearances uses either a separate set of art specifically for that appearance, or player Knuckles' sprites and mappings - none of which include the laugh.

That doesn't explain why they didn't include it, of course.

#4954 User is offline ICEknight 

Posted 21 June 2017 - 03:42 AM

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View PostTiddles, on 21 June 2017 - 02:41 AM, said:

All of Knuckles' appearances in Sonic 3 run from a single set of art and mappings, which include the giggles.

Are these triggered by the same object? In that case, it would be a good place where to look for early S&K cutscene leftovers.

#4955 User is offline Felik 

Posted 21 June 2017 - 06:01 AM

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Can someone explain please, why Super Nintendo could process transparency, additive blending and sprite rotation but Genesis was apparently not powerful enough for all these effects?
I mean what the inherent difference between these two systems that made it impossible for the latter?

#4956 User is offline MainMemory 

Posted 21 June 2017 - 09:52 AM

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Because the Mega Drive's VDP wasn't designed to produce those effects, and the SNES' graphics processor was.

#4957 User is offline Clownacy 

Posted 22 June 2017 - 05:27 AM

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There was an interview with the guy that designed the Mega Drive, and he said that the console was planned to have sprite rotation hardware and the like, but they had to cut it to reduce production costs. Apparently they couldn't fit all the circuitry required into one chip, so they'd have had to divide it into two.

Quote

We wanted to include enlarging and minimizing capabilities as well as sprite-spinning functionality, but the circuit design was becoming too large to fit on one chip, which would have lowered the production yield rate and hiked up costs, so we had to remove it from the spec. The number of available colors was also limited by the size of the circuit structure.


https://www.polygon....masami-ishikawa
This post has been edited by Clownacy: 22 June 2017 - 05:31 AM

#4958 User is offline Felik 

Posted 22 June 2017 - 06:09 AM

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Thanks Clownacy, I was suspecting that'd be due to cost.

#4959 User is offline ICEknight 

Posted 22 June 2017 - 09:19 AM

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Those features would have given them the edge later on against the SNES, so maybe it wasn't such a good idea.

Would be really cool to see the original specs restored in emulation somehow. Maybe they could even be retrofit into real systems if they give no compatibility issues (doubtful, but hey).
This post has been edited by ICEknight: 22 June 2017 - 09:22 AM

#4960 User is offline muteKi 

Posted 22 June 2017 - 11:27 AM

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That's about what you'd figure for a console whose launch titles were Super Thunder Blade and Space Harrier II.

#4961 User is offline Herm the Germ 

Posted Today, 07:11 AM

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View PostICEknight, on 22 June 2017 - 09:19 AM, said:

Those features would have given them the edge later on against the SNES, so maybe it wasn't such a good idea.

Would be really cool to see the original specs restored in emulation somehow. Maybe they could even be retrofit into real systems if they give no compatibility issues (doubtful, but hey).

Wouldn't that be pretty useless until someone wrote actual code to implement the newly-available functionality? @.@

#4962 User is offline ICEknight 

Posted Today, 07:21 AM

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View PostHerm the Germ, on Today, 07:11 AM, said:

View PostICEknight, on 22 June 2017 - 09:19 AM, said:

Those features would have given them the edge later on against the SNES, so maybe it wasn't such a good idea.

Would be really cool to see the original specs restored in emulation somehow. Maybe they could even be retrofit into real systems if they give no compatibility issues (doubtful, but hey).

Wouldn't that be pretty useless until someone wrote actual code to implement the newly-available functionality? @.@

How long did it take for somebody to make a game for the SNES CD? A month?

#4963 User is offline DigitalDuck 

Posted Today, 07:33 AM

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View PostICEknight, on 22 June 2017 - 09:19 AM, said:

Those features would have given them the edge later on against the SNES, so maybe it wasn't such a good idea.

Would be really cool to see the original specs restored in emulation somehow. Maybe they could even be retrofit into real systems if they give no compatibility issues (doubtful, but hey).


Isn't that what the Sega Virtua Processor is?

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