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

#46 User is online Dark Sonic 

Posted 26 March 2007 - 09:02 PM

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View PostSakura Courage Solo, on Mar 26 2007, 10:06 AM, said:

Well, since the SQL rollback got rid of this post before, and I feel it's somewhat a vital post to attaining my membership back, I'm posting this again.

I've been listening to the song "Dreams of an Absolution" from Sonic 2006 (The version by Lee Brotherton and Jun Senoue. Please note I've not heard the other versions yet.). I noticed something familiar about the song after I listened to it a few times.

First off, when the song begins, the melody sounds like "Living in the City" from Sonic R's Radical City track. Then, when the song comes to these lyrics,

"And I might know of our future
But then you still control the past
Only you know if you'll be together
Only you know if we shall last"

It sounds a LOT like Green Hill Zone's melody from Sonic 1. Does anyone else notice this, or is it just me?


Nope, I can definately sence the resemblence. That's pretty strange IMO

#47 User is offline Sakura Courage Solo 

Posted 27 March 2007 - 02:50 PM

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Oh good, I thought I was being paranoid again. ^^; They may've done that on purpose since "Dreams of an Absolution" was made for a Sonic game. After all, they have brought back new versions of old music for newer Sonic games before. Sonic Advance 3's Sunset Hill is a good example, as it uses revamped GHZ music.

#48 User is online Dark Sonic 

Posted 27 March 2007 - 05:12 PM

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View PostSakura Courage Solo, on Mar 27 2007, 11:50 AM, said:

Oh good, I thought I was being paranoid again. ^^; They may've done that on purpose since "Dreams of an Absolution" was made for a Sonic game. After all, they have brought back new versions of old music for newer Sonic games before. Sonic Advance 3's Sunset Hill is a good example, as it uses revamped GHZ music.


Why can't Green Hill rest in peace already? Stop remaking it Sonic Team

#49 User is offline Inverta-Sonic 

Posted 27 March 2007 - 08:03 PM

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Okay, this is my first post,but this is my theory on the missing Sonic CD level. Prepare yourself for shock,because it wasn't just ruins: IT PROBABLY WAS
FILLED WITH LAVA LEAKED FROM THE BADNICK (OR MINI BOSS) SEEN IN THE CREDITS CLIP, AND IT WA TO BE CALLED FIERY FEVER!
My supports to this are the lack of a fire or lava filled level in the game, and what would probably happen after beating the badnick\mini-boss.
First: the lack of a fire\lava zone. If you compare R2 to MZ,you will see it is a lavaless MZ,which also proves another thing: this could've been what was going
to be Sonic 1 but they saved it for more powerful hardware *cough*SEGA CD*cough*.
Second, the resold of the badnick\mini-boss. It looks like it would have you beating it, but it ruptured a vein of lava, causing it to be flooded with the stuff!
They were going to do this, but the designers in Japan decided to not have it because it strayed too far from the Sonic 1 formula, but one of the
designers told one of the future Sonic 3 designers about it, and that future S3 designer suggested it, and that time they aggreed. I hope this gets me approved,because
I have a LOT of stuff to tell everyone about, like who Nazo really could be! Oh, and one more thing: I can't upload my avatar because the board server won't let me,
even though it's a PNG! HELP ME!

#50 User is offline Sakura Courage Solo 

Posted 27 March 2007 - 08:04 PM

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I actually think it's good that they're taking hints from classic sounds like GHZ. Hmmm, perhaps I should stick this whole Dreams of an Absolution thing in a topic for discussion. What do you think? Or should I just leave it here in the topic?

#51 User is offline Aurochs 

Posted 27 March 2007 - 08:39 PM

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View PostInverta-Sonic, on Mar 27 2007, 09:03 PM, said:

unbacked theories

no.

#52 User is offline Dioxaz 

Posted 27 May 2007 - 04:42 PM

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lol, resubmitting this here, as it has definitely its place into that kind of topic. For those who are still not aware about it, it's possible to have an "unglitched" Super Tails in Sonic 3 alone. All that without hacking and with the advantage of not losing rings. All details here:
http://forums.sonicretro.org/index.php?sho...ic=4127&hl=

To perform that, you need to:

- Print an "S" monitor using debug mode in any level.
- Jump on that monitor.
- Press B once you destroyed the monitor.
- Wait for the blue S to turn into yellow before pressing B again.

And you should have Super Tails using its normal form instead of a glitched one.

Another trick I noticed in both Sonic 2 and 3 (and Knuckles), if this hasn't been discovered before. You can have infinite super shoes without hacking (but you'll need debug). To achieve that, do the following:

- Jump on a "super shoes" minotor
- Make Sonic (or other, if S3K) commit a suicide. One of the easiest ways is to print a heavy object (a 64x64 platform, spikes, etc.) at a certain height from the floor (let's say 3/4 of Sonic's size) and put Sonic between the object and the floor. This will make Sonic being squished by the object and die.
- Resuscitate him (or bring him back to life, if you prefer) by pressing B before he reaches the bottom of the screen.
- Move it up approximatively to the original location he was at (or anywhere else that is not an endless pit or a trap)
- Press B again and you'll be able to finish the level with infinite super shoes this way.

Note: this doesn't work with invincibility (you'll only have the music keeping playing till the end).

I can provide screenshots if necessary or if something wasn't clear enough.

#53 User is offline ICEknight 

Posted 05 June 2007 - 03:14 PM

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View PostTaco, on Feb 27 2007, 08:56 PM, said:

Heh, the sonic advance games are known for having screwy memory. I've also heard stories about people turning on sonic advance 2 only to find that they have all emeralds, characters, levels, etc, but then goes away after turning it off and on again

Hmm, that's what used to happen in GBA emulators when the savefile wasn't properly emulated, or something like that.

#54 User is offline Sir Euan 

Posted 05 June 2007 - 03:22 PM

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Wasn't the case that in the event of the battery memory stuff on the sadv2 cartidges failing it would automatically unlock everything, so not to make it totally unaccessible?
This post has been edited by Sir Euan: 05 June 2007 - 03:25 PM

#55 User is offline Travelsonic 

Posted 07 June 2007 - 06:42 AM

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Dunno if this was mentioned before, and I am too time crunched to properly check right now, but in the "Nick Arcade beta" of Sonic 2, when the clock reaches the usual time limit, you don't die from a time over, the clock just goes from 9:59 to 9:00. :blink:

I found this out for myself when trying to frameskip myself to the time limit and die after falling into an un-escapable pit in Hill Top (Scrap Brain slot)
This post has been edited by Travelsonic: 07 June 2007 - 06:44 AM

#56 User is online Dark Sonic 

Posted 07 June 2007 - 01:06 PM

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View PostTravelsonic, on Jun 7 2007, 03:42 AM, said:

Dunno if this was mentioned before, and I am too time crunched to properly check right now, but in the "Nick Arcade beta" of Sonic 2, when the clock reaches the usual time limit, you don't die from a time over, the clock just goes from 9:59 to 9:00. :blink:

I found this out for myself when trying to frameskip myself to the time limit and die after falling into an un-escapable pit in Hill Top (Scrap Brain slot)


That's strange, especially considering how close that beta is to Sonic 1, which did have a time over function.

#57 User is offline Bibin 

Posted 07 June 2007 - 04:15 PM

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This may sound silly, but the might not have been joking when they said they lost the original source. They might have based Sonic 2 on a slightly older source backup they had...?

Nah, that's stupid. Although it does raise question as to why they didn't keep the time death in the beta...

#58 User is offline Sparks 

Posted 07 June 2007 - 04:21 PM

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View PostSir Euan, on Jun 5 2007, 12:22 PM, said:

Wasn't the case that in the event of the battery memory stuff on the sadv2 cartidges failing it would automatically unlock everything, so not to make it totally unaccessible?
I always wondered why that happened. But its temporary right? Cause that's what happened to me. >.>

#59 User is offline Tweaker 

Posted 07 June 2007 - 04:42 PM

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View PostDark Sonic, on Jun 7 2007, 02:06 PM, said:

View PostTravelsonic, on Jun 7 2007, 03:42 AM, said:

Dunno if this was mentioned before, and I am too time crunched to properly check right now, but in the "Nick Arcade beta" of Sonic 2, when the clock reaches the usual time limit, you don't die from a time over, the clock just goes from 9:59 to 9:00. :blink:

I found this out for myself when trying to frameskip myself to the time limit and die after falling into an un-escapable pit in Hill Top (Scrap Brain slot)


That's strange, especially considering how close that beta is to Sonic 1, which did have a time over function.

It's a hack they made to prevent time overs when they were testing things. Beta testers would have to stay in the levels for long periods of time, making sure the levels are bug-free - time overs would only hinder their progress.

#60 User is offline Ashura96 

Posted 07 June 2007 - 06:29 PM

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View PostTweaker, on Jun 7 2007, 04:42 PM, said:

It's a hack they made to prevent time overs when they were testing things. Beta testers would have to stay in the levels for long periods of time, making sure the levels are bug-free - time overs would only hinder their progress.



I can see it now: "Sonic 2 delayed due to insufficient beta testing...."


I think they should have just disabled the timer in debug mode just like how it is in Sonic 1

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