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Sonic 2 early prototype, dumped

#16 User is offline ICEknight 

Posted 07 November 2006 - 03:58 PM

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View PostCrysta, on Nov 7 2006, 03:46 PM, said:

first off.. if we have the level select then what's the debug code? :P

second, if you spindash into a vertical wall you bounce off with the previously unused falling back animation.. its an interesting idea but doesn't look right in use :P

Ah! You beat me to it.

By the way, that also happens when you're running too fast.

#17 User is offline Ambil 

Posted 07 November 2006 - 03:58 PM

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QUOTE (Crysta @ Nov 7 2006, 09:46 PM) [post="149034"]Posted ImagePosted Image

I have to believe this is the discoverie of this decade. Only the only unearthing of a Sonic 1 prototype would may be greater than this dump.
This post has been edited by José Mourinho: 07 November 2006 - 03:59 PM

#18 User is offline Yoshi 15 

Posted 07 November 2006 - 04:04 PM

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OMG I love you drx for dumping this.
This post has been edited by Yoshi: 07 November 2006 - 04:05 PM

#19 User is offline Crysta 

Posted 07 November 2006 - 04:06 PM

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there are some interesting enemies in the HPZ debug... they all don't use their proper sprites.. but from how they look and act I think they might be the behaviors for the older removed enemies... are a few that are different in the act 2 debug as well...

I definitely see ones that could be used for the frog or ball, as well as one for the old CNZ crab enemy version
This post has been edited by Crysta: 07 November 2006 - 04:08 PM

#20 User is offline Varion Icaria 

Posted 07 November 2006 - 04:10 PM

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This is the best thing to have ever happend! Great job Drx and to those that Donated Thank you!

#21 User is offline Qjimbo 

Posted 07 November 2006 - 04:13 PM

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Posted Image
I made this ani-gif to demonstrate the "hit" effect more clearly.

Also here's some proof it's the nickarcade build:
Posted Image

I posted these on drx's forum too.

#22 User is offline Sik 

Posted 07 November 2006 - 04:14 PM

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View PostICEknight, on Nov 7 2006, 05:58 PM, said:

View PostCrysta, on Nov 7 2006, 03:46 PM, said:

first off.. if we have the level select then what's the debug code? :P

second, if you spindash into a vertical wall you bounce off with the previously unused falling back animation.. its an interesting idea but doesn't look right in use :P

Ah! You beat me to it.

By the way, that also happens when you're running too fast.


Who here thinks it was a good idea to left it in the final version?
(BTW, I noticed that there isn't any free byte in the 1MB of the final version - surprising)

#23 User is offline Travelsonic 

Posted 07 November 2006 - 04:15 PM

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So far:
(Glitchy) Green Hill Zone (leftover from Sonic 1)
Emerald Hill Zone
Hill Top
Chemical Plant
Hidden Palace
...and a really glitchy zone in Labyrinth's slot are avaliable in the level select. Special Stage crashes.... now that leaves me pondering about Casino Night, Wood, "Dust Hill," Neo Green Hill, Death Egg, Metropolis, and "Genocide City" slots... that's one sh*tload of levels missing from the level select compared to our beta.
This post has been edited by Travelsonic: 07 November 2006 - 04:18 PM

#24 User is offline SMTP 

Posted 07 November 2006 - 04:17 PM

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I found that if you hack a savestate's level layout on GHZ you will see that it uses 128x128 tiles. Not much but its something. =P

#25 User is offline Crysta 

Posted 07 November 2006 - 04:17 PM

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yep.. looks to be the nick arcade version, most definitely
This post has been edited by Crysta: 07 November 2006 - 04:19 PM

#26 User is offline Ambil 

Posted 07 November 2006 - 04:25 PM

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You lame ass fuckers, you could at least post here the debug code, huh?

DEBUG MODE: C,C,C,C, Up, 4*Down, Up, A+START

Of course, keeping A pushed till the lever begins. I think Cinossu discovered it, I don't remember now :P

Posted Image

Early seesaws.
This post has been edited by José Mourinho: 07 November 2006 - 04:30 PM

#27 User is offline drx 

Posted 07 November 2006 - 04:25 PM

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Some neat pictures of the cart itself:

http://www.hidden-pa...b_cart_case.jpg
http://www.hidden-pa..._cart_front.jpg
http://www.hidden-pa...b_cart_back.jpg

#28 User is offline CheeseBacon 

Posted 07 November 2006 - 04:25 PM

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This is awesome. I am happy. This completely justifies the United State's involvement in World War II.

#29 User is offline Infinite Tails 

Posted 07 November 2006 - 04:28 PM

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Spindash seems to increase your speed much less in this beta.

#30 User is offline Crysta 

Posted 07 November 2006 - 04:30 PM

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looking at the tiles in TLP there seems to be some interesting stuff.. id rather nto psot any as im not generally noted for being good at piecing them together (though I've had a lot of practice).. so.. someone else want to look?

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