Sonic 2 (2013 - iOS/Android) Post-Release Bugs/Fixes/Suggestions Android Version Fixed!
#17
Posted 12 December 2013 - 05:07 PM
Oddly, I just completed Hill Top Zone Act 2 and it ended with a signpost just after the final checkpoint instead of including the boss battle. (Then went on to Mystic Cave as usual)
This post has been edited by Graxer: 12 December 2013 - 05:12 PM
#18
Posted 12 December 2013 - 05:45 PM
It's an iOS version thing. The boss is getting patched back in soon. Android has the boss.
#19
Posted 12 December 2013 - 06:03 PM
Specifically, that Sign Post is only meant to appear in 2PVS mode, but the flag wasn't set. That's the only reason why you couldn't play the boss haha.
#21
Posted 12 December 2013 - 06:48 PM
Quick bug I encountered in Hill Top 2, playing the Android version on Bluestacks. Stayed on a falling lift above a 90-degree ramp... and fell straight through the floor, ending up stuck in the wall beneath the ramp. Thought it was worth mentioning. Aside from that, have had no major issues so far. = ) Only played up to MCZ2 so far, though - I'll be sure to report anything else I find.
EDIT: Small suggestion, though. I haven't actually reached Hidden Palace yet, but from the videos I've seen the Stego badniks look like they're using the art found in the earlier S2 prototypes, which people are more familiar with. However, although the level itself was not accessible, back in the day I discovered that some updated art for the enemy actually exists hidden in "Beta 4" from drx's big prototype haul. It's clearly had a touch-up pass between prototypes to it to bring it more in line with the art for the other two enemies in the level, as the shading is more refined and it's been adjusted to use Sonic's palette rather than its' own unique one. Since this artwork has been brought more in line with the other enemies in the level, is it possible that they could be updated to use the later, more polished artwork? Handily, the information was added to the wiki, so a quick double-check confirms that the artwork in question can be found in Nemesis format at offset $84BE4 in S2 "Beta 4" from drx's haul. I did have a decompressed version on an old computer, along with a list of all of the other Nemesis-compressed artwork from that ROM, but it's all long-since gone now...
EDIT: Small suggestion, though. I haven't actually reached Hidden Palace yet, but from the videos I've seen the Stego badniks look like they're using the art found in the earlier S2 prototypes, which people are more familiar with. However, although the level itself was not accessible, back in the day I discovered that some updated art for the enemy actually exists hidden in "Beta 4" from drx's big prototype haul. It's clearly had a touch-up pass between prototypes to it to bring it more in line with the art for the other two enemies in the level, as the shading is more refined and it's been adjusted to use Sonic's palette rather than its' own unique one. Since this artwork has been brought more in line with the other enemies in the level, is it possible that they could be updated to use the later, more polished artwork? Handily, the information was added to the wiki, so a quick double-check confirms that the artwork in question can be found in Nemesis format at offset $84BE4 in S2 "Beta 4" from drx's haul. I did have a decompressed version on an old computer, along with a list of all of the other Nemesis-compressed artwork from that ROM, but it's all long-since gone now...
This post has been edited by McAleeCh: 12 December 2013 - 06:58 PM
#22
Posted 12 December 2013 - 07:00 PM
There's a block in Casino Night Zone that appears to have no collision above it.

I also was caught between the two blue blocks in CNZ2 so I started spindashing and I was pushed inside the right block and then let out safe and sound.

I also was caught between the two blue blocks in CNZ2 so I started spindashing and I was pushed inside the right block and then let out safe and sound.
This post has been edited by Sonicandtails: 12 December 2013 - 07:10 PM
#23
Posted 12 December 2013 - 07:22 PM
Some things:
Characters
-As noted before, they indeed seem to get squashed against ceilings/floors more often than in the original
-While rolling, Sonic can't face towards the direction he's going, if he was initially facing the other way (carried from S1 remake)
-Sonic's (and Knuckle's) legs don't spin as fast as they should with Super Sneakers (or when Super Knuckles). Likewise, it seems to take more speed to trigger Tails' "super fast tails" animation (carried from S1 remake)
-Didn't Super Sonic's spikes use to twitch twice as fast as the walking animation?
-Tails' balancing animation is simplified (carried from CD and S1 remake)
-Tails is not grabbing Sonic's shoe in the Continue screen
Aquatic Ruin
-Fly badniks can enter the water
-Also, the flies' wings are solid, rather than translucent.
-Piranha badniks can exit the water and fly away
-Piranhas move their mouth slower than usual
Oil Ocean
-Music: Flutes sound wrong, specially in the intro, where it feels like an instrument is missing
-Vacuums take longer to turn due to the smoother animation
-Sonic can't stop walking on the oily floors
Hidden Palace
-Super Sonic's underwater palette in Hidden Palace is glitched
-Jellyfish self-explodes with no animal inside (may be intentional)
-The new "masher" obstacle seems to handle the zooming parts with a wrong perspective, so it looks like the object is actually stretching in an odd way.
-Boss: Making the ship's own exhaust flames harmful without coming from a specific add-on/weapon is inconsistent with other bosses, and even with this one's escape sequence (where it won't harm you anymore even if it's still there).
-Boss: The perspective on the ship's add-ons looks a bit off
Death Egg
-You can see Mecha Sonic floating in place if you jump before entering the arena
-For some reason I can't hit the Death Egg Robot with Knuckles as often as I could in the Mega Drive version. There's something funky going on with the collision detection.
Special Stage
-Background sometimes glitches up after restarting a number of times
-"Depth shadow" vibrates constantly (with each passing polygon, I guess)
-The characters' collision might be a bit too narrow. It seems to be more difficult trying to get two parallel lines of rings at once.
-Also, the characters look stretched vertically, since those sprites were supposed to be displayed in a different aspect ratio than the rest of the game (they were actually fixed in Sonic CD because of this)
Other
-There's some inconsistency regarding the vertical lines that used to convey pseudo-transparency in the original system. Some were turned into true transparency (Hidden Palace waterfalls), while others were left untouched (noticeably Aquatic Ruin's waterfalls and Chemical Plant's tubes)
-First booster in Chemical Plant appears behind Sonic rather than in front of him
-I once got a Rexon in Hill Top to have his head stuck in the previous neck-ball
-Can't walk onto Metropolis' switches without jumping
-Turtloids don't stay in their "already fired" position
-Some red pixels in Wing Fortress' "W" (title card)
-Knuckles can get inside the vertical big bumpers in Casino Night, by gliding into them
Characters
-As noted before, they indeed seem to get squashed against ceilings/floors more often than in the original
-While rolling, Sonic can't face towards the direction he's going, if he was initially facing the other way (carried from S1 remake)
-Sonic's (and Knuckle's) legs don't spin as fast as they should with Super Sneakers (or when Super Knuckles). Likewise, it seems to take more speed to trigger Tails' "super fast tails" animation (carried from S1 remake)
-Didn't Super Sonic's spikes use to twitch twice as fast as the walking animation?
-Tails' balancing animation is simplified (carried from CD and S1 remake)
-Tails is not grabbing Sonic's shoe in the Continue screen
Aquatic Ruin
-Fly badniks can enter the water
-Also, the flies' wings are solid, rather than translucent.
-Piranha badniks can exit the water and fly away
-Piranhas move their mouth slower than usual
Oil Ocean
-Music: Flutes sound wrong, specially in the intro, where it feels like an instrument is missing
-Vacuums take longer to turn due to the smoother animation
-Sonic can't stop walking on the oily floors
Hidden Palace
-Super Sonic's underwater palette in Hidden Palace is glitched
-Jellyfish self-explodes with no animal inside (may be intentional)
-The new "masher" obstacle seems to handle the zooming parts with a wrong perspective, so it looks like the object is actually stretching in an odd way.
-Boss: Making the ship's own exhaust flames harmful without coming from a specific add-on/weapon is inconsistent with other bosses, and even with this one's escape sequence (where it won't harm you anymore even if it's still there).
-Boss: The perspective on the ship's add-ons looks a bit off
Death Egg
-You can see Mecha Sonic floating in place if you jump before entering the arena
-For some reason I can't hit the Death Egg Robot with Knuckles as often as I could in the Mega Drive version. There's something funky going on with the collision detection.
Special Stage
-Background sometimes glitches up after restarting a number of times
-"Depth shadow" vibrates constantly (with each passing polygon, I guess)
-The characters' collision might be a bit too narrow. It seems to be more difficult trying to get two parallel lines of rings at once.
-Also, the characters look stretched vertically, since those sprites were supposed to be displayed in a different aspect ratio than the rest of the game (they were actually fixed in Sonic CD because of this)
Other
-There's some inconsistency regarding the vertical lines that used to convey pseudo-transparency in the original system. Some were turned into true transparency (Hidden Palace waterfalls), while others were left untouched (noticeably Aquatic Ruin's waterfalls and Chemical Plant's tubes)
-First booster in Chemical Plant appears behind Sonic rather than in front of him
-I once got a Rexon in Hill Top to have his head stuck in the previous neck-ball
-Can't walk onto Metropolis' switches without jumping
-Turtloids don't stay in their "already fired" position
-Some red pixels in Wing Fortress' "W" (title card)
-Knuckles can get inside the vertical big bumpers in Casino Night, by gliding into them
This post has been edited by ICEknight: 12 December 2013 - 08:23 PM
#25
Posted 12 December 2013 - 07:40 PM
This might be a silly cosmetic request, but it's something I like in Sonic Classic Heroes.

Please think of the turtles.

Please think of the turtles.
#27
Posted 12 December 2013 - 07:44 PM
This post has been edited by Dark Sonic: 12 December 2013 - 07:56 PM
#28
Posted 12 December 2013 - 07:51 PM
Dark Sonic, on 12 December 2013 - 07:44 PM, said:
Oil Ocean's boss attack pattern is wrong. In the original it shot 2 over head and one on the floor. This game seems to do 3 over head in the first phase then 2 on the floor in the second.
#29
Posted 12 December 2013 - 07:56 PM
ICEknight, on 12 December 2013 - 07:51 PM, said:
Dark Sonic, on 12 December 2013 - 07:44 PM, said:
Oil Ocean's boss attack pattern is wrong. In the original it shot 2 over head and one on the floor. This game seems to do 3 over head in the first phase then 2 on the floor in the second.
Huh, never mind I checked it does seem to be random. I'm not sure how that thought got caught in my head. The hit box is still strange though.

04
