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Sonic 2 LD Episode 02 - CPZ in progress

#1021 User is offline Sik 

Posted 18 December 2010 - 02:58 PM

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It's one of the few zones that abuse crossing paths, actually. Aquatic Ruin has a path intersecting a loop... and that's it. And none of the other zones have crossing paths.

#1022 User is offline JaxTH 

Posted 18 December 2010 - 06:31 PM

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QUOTE (tokumaru @ Dec 18 2010, 11:45 AM)
the purple water/mega-whatever? Wouldn't it be better to use those?

Mega-Muck.

#1023 User is offline ICEknight 

Posted 18 December 2010 - 06:35 PM

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QUOTE (JaxTH @ Dec 18 2010, 06:31 PM)
QUOTE (tokumaru @ Dec 18 2010, 11:45 AM)
the purple water/mega-whatever? Wouldn't it be better to use those?

Mega-Muck.

Mega Mack.

#1024 User is offline tokumaru 

Posted 18 December 2010 - 07:16 PM

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QUOTE (ICEknight @ Dec 18 2010, 08:35 PM)
QUOTE (JaxTH @ Dec 18 2010, 06:31 PM)
QUOTE (tokumaru @ Dec 18 2010, 11:45 AM)
the purple water/mega-whatever? Wouldn't it be better to use those?

Mega-Muck.

Mega Mack.

Hence the "whatever". I can't be bothered to get that right, sounds stupid anyway.

#1025 User is offline E-122-Psi 

Posted 18 December 2010 - 07:16 PM

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I think Mega Muck was the term used in SatAm and Archie (and it was actual 'muck' that held Sonic onto the ground, not the purple goo).

A screenie of near the end of Act Two with the narrow path of vertical blocks and the ascending 'mack' might work.
This post has been edited by E-122-Psi: 18 December 2010 - 07:17 PM

#1026 User is offline tokumaru 

Posted 18 December 2010 - 07:49 PM

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QUOTE (E-122-Psi @ Dec 18 2010, 09:16 PM)
I think Mega Muck was the term used in SatAm and Archie

I tend to disregard anything that isn't in the games themselves. I don't even look at the manuals, because that's all just a bunch of excuses (usually made by people who didn't even have anything to do with the designing of the games) for the fans who need a reason for everything.

QUOTE
A screenie of near the end of Act Two with the narrow path of vertical blocks and the ascending 'mack' might work.

That section is indeed very iconic, at least for me.

#1027 User is online doc eggfan 

Posted 18 December 2010 - 08:32 PM

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It's real bodgy quality, but is this better? I kind of prefer the first one myself.

Even though this is an iconic moment, I feel the theme of the level is more about running full pelt along the twisty turny interconnecting pipes.

Besides, there's no way we can replicate a rising water level with the 8-bit engine. Even with Glitch's magnificent disassembly, I still can't imagine how it would be possible.
This post has been edited by doc eggfan: 18 December 2010 - 08:36 PM

#1028 User is offline JaxTH 

Posted 18 December 2010 - 09:43 PM

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I was going to suggest a shot of Sonic while he's in one of the transport tubes.

#1029 User is offline tokumaru 

Posted 18 December 2010 - 09:46 PM

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QUOTE (doc eggfan @ Dec 18 2010, 10:32 PM)
Besides, there's no way we can replicate a rising water level with the 8-bit engine. Even with Glitch's magnificent disassembly, I still can't imagine how it would be possible.

Yeah, the water management in this game looks really poor. Since the water is drawn with background tiles instead of dynamic palette changes (which sucks, because even Sonic 1 had the latter), I agree with you that the water effects are most likely out. You'll probably have to do something like in Sonic Pocket Adventure, and have just a bit of water at the very bottom of the level.

#1030 User is offline Mercury 

Posted 18 December 2010 - 10:18 PM

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QUOTE (doc eggfan @ Dec 19 2010, 02:32 AM)


It's real bodgy quality, but is this better? I kind of prefer the first one myself.

I think the first one's better, too. After all, in the original S2GG, Green Hills' picture is just a loop, so they don't have to be gimmicks, they can be terrain.

I think the crossing paths are very indicative of Chemical Plant, and when I first saw that you chose that for the picture I thought it was spot on perfect.

QUOTE (ICEknight @ Dec 18 2010, 08:35 PM)
QUOTE (JaxTH @ Dec 18 2010, 06:31 PM)
QUOTE (tokumaru @ Dec 18 2010, 11:45 AM)
the purple water/mega-whatever? Wouldn't it be better to use those?

Mega-Muck.

Mega Mack.

Mega "Mack" is a mistranslation. Go to a Japanese MP3 site and Google translate it. Everywhere there's the word "Track" it'll say "Track/Truck" because the Japanese short "a" can mean both. Hence why Pacman (named after the Japanese "pakupaku" for flapping mouth) was originally going to be "Puckman".

I'll leave you alone forever now.[/scott pilgrim]

#1031 User is offline Sparks 

Posted 19 December 2010 - 01:37 AM

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There was rising water in Aqua Lake Act 2; http://www.youtube.com/watch?v=pstvqSGG9BA#t=2m3s

This is with the Game Gear version though, not sure if it'd work on the Master System.

http://www.youtube.com/watch?v=11RlFHpK1x8#t=1m15s
Not sure what's going on in the MS version; it's either rising water that can't be seen or normal water tiles that can't be seen.

edit: fixed time
This post has been edited by Sparks: 19 December 2010 - 01:38 AM

#1032 User is online doc eggfan 

Posted 19 December 2010 - 01:51 AM

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QUOTE (Sparks @ Dec 19 2010, 05:37 PM)
There was rising water in Aqua Lake Act 2; http://www.youtube.com/watch?v=pstvqSGG9BA#t=2m3s

This is with the Game Gear version though, not sure if it'd work on the Master System.

http://www.youtube.com/watch?v=11RlFHpK1x8#t=1m15s
Not sure what's going on in the MS version; it's either rising water that can't be seen or normal water tiles that can't be seen.

edit: fixed time

Well, I'll be. After all these years, I didn't know that.

#1033 User is offline emrabt 

Posted 19 December 2010 - 03:47 AM

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QUOTE
There was rising water in Aqua Lake Act 2; http://www.youtube.com/watch?v=pstvqSGG9BA#t=2m3s

This is with the Game Gear version though, not sure if it'd work on the Master System.


I honestly didn't know this either, and I've completed both versions more than once.
Anyone want to explain how this was done with only two layers, are the top parts (the waves) sprites with everything under it "scan line" palette switched? Or is it all animated background tiles that look like they rise?
This post has been edited by emrabt: 19 December 2010 - 09:52 AM

#1034 User is offline tokumaru 

Posted 19 December 2010 - 04:17 AM

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QUOTE (emrabt @ Dec 19 2010, 05:47 AM)
Anyone want to explain how this was done with only two layers are all the tiles animated?

Looks like the usual change-the-palette-in-the-middle-of-the-frame technique that is used in the other games (Genesis/MD and SMS/GG) to me. There's even a glitch when Sonic goes through the floor and the water is supposed to be all the way up but the screen shows everything green again for an instant.

I never knew the GG version had this. I wonder why they used the crappy effect with high priority dithered tiles if they could use what the Genesis/MD games use. On the other hand, Sonic 1 SMS also combined both types of water... GHZ has the dithered tiles and LZ had the palette change. They probably wanted to have water pools at different heights. But it's still a mystery why Sonic 2 on the GG has the rising water while the SMS version doesn't.

#1035 User is offline Neo 

Posted 19 December 2010 - 06:26 AM

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QUOTE (Mercury @ Dec 19 2010, 03:18 AM)
Mega "Mack" is a mistranslation. Go to a Japanese MP3 site and Google translate it. Everywhere there's the word "Track" it'll say "Track/Truck" because the Japanese short "a" can mean both. Hence why Pacman (named after the Japanese "pakupaku" for flapping mouth) was originally going to be "Puckman".

I'll leave you alone forever now.[/scott pilgrim]

Not to deviate even further, but may I ask, a mistranslation of what? Tell me where we have seen any mention of Mega Whateverâ„¢ other than the western manuals? What does the purple water in this level have that's different from the purple water in Scrap Brain Zone? Until I get real evidence that "Mega Mack" wasn't just something the manual writer decided to throw in for whatever reason, then to me the whole thing is just Mega Bullshit. am I clever yet

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