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Jan 8 2009, 02:50 PM
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#1
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DsS from TSC has found a glitch that allows you to walk through any sufficiently thin wall and fall though any floor (nothing new there lolol), and another glitch that allows you to use the uppercut as a superjump to grab poles and such things. His summary from YouTube:
QUOTE In order to be able to grab a ledge after performing an uppercut, all you have to do is one of these 2 combos in the air: For 360, XXY or YYX followed by the jump button For ps3, square-square-triangle or triangle-triangle-square followed by the jump button In order to go through walls or the floor, you must perform the follwing combo, followed by guarding... For 360, XYY followed by guarding For ps3, square-triangle-triangle followed by guarding The timing of your guard depends on what will happen. You want to guard when werehog finishes the spinning part of his breakdance like attack. If you time it correctly, you can go through most any wall. If you time it too late, you'll go through the floor (which can be useful in some places, but usually you just fall to your doom). Enjoy!^_^ Shamar night in 79 seconds. There's all kinds of ordinarily inaccessible areas that can be romped around, but the most notable is in Adabat: you can reach the area past the goal ring that's normally barred off by a solid gate, and within lies an unused device that changes the water level and a tree that can be knocked down to walk across. If you can manage the wallwalking glitch, you can get to it by going through the barred door on the right side of the Adabat ghost mission, after which the ordinary goal ring area isn't barred. He's putting up a video, but apparently having some problems with his DVD recorder <_< edit: not directly related to the above glitches, but another hidden area in Shamar, from Paraxade of TSC 8) edit2: DsS has put the video up for the Adabat hidden area. It's primarily a round chamber with platforms that rise with the water level as you reach each new platform and turn the switch, similar to Lost Temple or various Zelda puzzles, with the level's actual original goal ring chamber at the end - since he's actually in the ghost mission, activating the ring results in a failure message. The reason they cut it is pretty obvious once you watch it: while the platforms and the kill plane rise, the actual water graphics don't. My guess would be that it got left on the cutting room floor when time was short. It's a shame, as the concept is much more interesting than the rest of the level and the ring chamber is quite a bit more impressive than how they ended up leaving it in front of a barred door. Given that the engine capabilities for handling the area don't appear to have been implemented, I'd say that's fairly solid evidence against these hidden areas simply being reserved for DLC. This post has been edited by Rolken: Jan 8 2009, 04:58 PM |
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Jan 8 2009, 03:11 PM
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#2
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That's pretty cool. I actually feel like going back to some of the night stages to see how fast I can beat them using these glitches.
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Jan 8 2009, 03:12 PM
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#3
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Oh wow, that is weird. I wonder what other crazy things sega has left in store for people to find.
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Jan 8 2009, 04:36 PM
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#4
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Pheer the baby EggRobo!
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Is it possible to do this on the Wii version? Or is it only on 360/PS3?
I would have thought that the 360/PS3 versions were basically the Wii version with improved graphics and HD, but from watching a few Youtube vids it seems that the Wii levels are completely different. |
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Jan 8 2009, 04:40 PM
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#5
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Totally different levels, engines and some mechanics probably differ.
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Jan 8 2009, 04:59 PM
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#6
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Bumping to point out new stuff edited into the OP
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Jan 8 2009, 05:00 PM
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#7
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Hay guis check out my nebula
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Totally different levels, engines and some mechanics probably differ. Nearly all the mechanics differ. For example, in the wiis2 version, you have a button for right punch and left punch separetly. And you don't really have combos. It's just "press left punch three times" or "right punch three times" by contrast, the PS360 version has 2 punching buttons - strong and weak. And lots of combos, like "weak, weak, strong, weak, weak, strong, strong, strong." The two games are 100% different. The best way to describe them is Genesis Sonic 1 vs SMS/GG Sonic 1. |
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Jan 8 2009, 05:00 PM
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#8
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Now with more sombrero.
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That area in Shamar, is in the first video of it. Weird that they would take it out, in the videos it looks complete.
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Jan 8 2009, 05:54 PM
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#9
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GIVE ME THE MONEY
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Interesting trivia: you CAN get to the unused Adabat area in the normal version of the level, but it's hard as hell, and there are no objects whatsoever.
So the version in the ghost mission is most likely as far as it got. I'll wiki this when I finish looking at a suspicious area in Apotos. After the Goal Ring, a pathway is visible... EDIT: Wall's too thick. This post has been edited by Insanity: Jan 8 2009, 05:59 PM |
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Jan 8 2009, 06:12 PM
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#10
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Classier than you will ever be
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Bit of a shame all this stuff is seemingly more and more cut out than ever. Good to see even this game was rushed out before being fully finished.
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Jan 8 2009, 06:15 PM
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#11
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Caustically Caustic
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It should have been obvious at the mention of a Christmas release.
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Jan 8 2009, 06:25 PM
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#12
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It should have been obvious at the mention of a Sonic release.
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Jan 8 2009, 06:28 PM
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#13
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The always vigilant GSWAS.
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I don't think it's so much rushed so much as DLC already implemented, such as with the case of Megaman 9 and other Capcom games. Either way, I'm going to go have fun with this mission soon - should be fun to go around and search for places to go.
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Jan 8 2009, 09:08 PM
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#14
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A "Community Enigma"?
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Bit of a shame all this stuff is seemingly more and more cut out than ever. Good to see even this game was rushed out before being fully finished. Most games are, though. Even games that are given as long as they need end up with tons of cut content - think of all the delays Half-Life 2 suffered, for instance, and you can dip in to the game's data files and find references to cut weapons, cut enemies, cut textures... You could write a book on the stuff cut from HL2. (Oh wait, they already did) Deadlines are, unfortunately, deadlines. If it wasn't Christmas, it would've been some other date, and there are very few games that ship with everything the developers originally planned or even originally implemented. Another good example: tucked away in Donkey Kong Country 1 are a couple of music tracks from DKC2, and I even heard years ago that there are even lost sprites in there from a secret bonus room Rare was planning (a remake of the original Donkey Kong Arcade game, redone in pre-rendered DKC sprites). Don't think of it as "rushed", think of it as "having too many ideas for the time alloted by the publisher". Compared to most 3D Sonic games, Sonic Unleashed doesn't actually feel that rushed to me. |
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Jan 8 2009, 09:16 PM
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#15
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iDevice developer
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Shamar is the most annoying level for me, I will abuse this glitch to no end to beat that level again XD
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Lo-Fi Version | Time is now: 3rd September 2010 - 02:55 AM |