Sonic and Sega Retro Message Board: S2BETA4 discussion - Sonic and Sega Retro Message Board

Jump to content

Hey there, Guest!  (Log In · Register) Help
  • 14 Pages +
  • ◄ First
  • 12
  • 13
  • 14
    Locked
    Locked Forum

S2BETA4 discussion

#196 User is online DigitalDuck 

Posted 26 May 2010 - 02:15 PM

  • Arriving four years late.
  • Posts: 2905
  • Joined: 23-June 08
  • Gender:Male
  • Location:Lincs, UK
  • Project:TurBoa, S1RL
QUOTE (Overlord @ May 26 2010, 07:18 PM)
On reflection, this actually does make sense as the reason why. Better a certain death pit than one that torments you with a way out you can't use.


Of course, the correct solution is to make the bridge solid from the top only when it's horizontal.

#197 User is offline Overlord 

Posted 26 May 2010 - 02:56 PM

  • Cat-herder
  • Posts: 13858
  • Joined: 12-January 03
  • Gender:Male
  • Location:Berkshire, England
  • Project:VGDB
  • Wiki edits:3,204
QUOTE (DigitalDuck @ May 26 2010, 08:15 PM)
QUOTE (Overlord @ May 26 2010, 07:18 PM)
On reflection, this actually does make sense as the reason why. Better a certain death pit than one that torments you with a way out you can't use.


Of course, the correct solution is to make the bridge solid from the top only when it's horizontal.

Well yes, but at this point in the dev cycle when the game is being rushed towards a release, which is easier - programming an object that will therefore need testing everywhere else it's placed, or just removing 2 objects from a pit? =P

#198 User is offline ColinC10 

Posted 27 May 2010 - 03:41 PM

  • Posts: 177
  • Joined: 06-September 08
  • Gender:Male
  • Location:United Kingdom
Yeah, the change that D. A. Garden explained definitely does make sense. I never thought of that before. It's just a shame they went with the Spike Pit of Death rather than a regular bottomless pit.

#199 User is offline ICEknight 

Posted 28 May 2010 - 07:14 PM

  • Posts: 8958
  • Joined: 11-January 03
  • Gender:Male
  • Location:Spain
  • Wiki edits:18
QUOTE (ColinC10 @ May 27 2010, 03:41 PM)
Yeah, the change that D. A. Garden explained definitely does make sense. I never thought of that before. It's just a shame they went with the Spike Pit of Death rather than a regular bottomless pit.

Perhaps the "spike bug fix" was just a feature for betatesting and wasn't intended to make it into the final game. Thus making the spikes equal to a bottomless pit, just like in Sonic 1. Or Megaman.

#200 User is offline JoseTB 

Posted 04 June 2010 - 04:22 AM

  • Posts: 623
  • Joined: 01-June 04
  • Location:Spain
  • Wiki edits:4
Or perhaps the "bug fix" was actually a bug introduced accidentally v.png

#201 User is offline Dan Lioneye 

Posted 02 February 2013 - 09:54 AM

  • Posts: 311
  • Joined: 23-February 08
  • Gender:Male
  • Location:UK
Just had a playthrough of Beta 4 today and found a few differences that I didn't see documented.

CNZ boss: Robotnik's electricity is a sort of red colour, as opposed to blue in the final.

Posted Image

Posted Image

MCZ act 2, there are 3 pendulums near the start instead of the 2 in the final.

Posted Image

Posted Image

Posted Image

Robotnik's drills have flashing lights on the side, probably sharing the pallette of the swinging lanterns.

Posted Image

Posted Image

And finally, the OOZ boss' lasers/flames are a darker blue than the final.

Posted Image

  • 14 Pages +
  • ◄ First
  • 12
  • 13
  • 14
    Locked
    Locked Forum

1 User(s) are reading this topic
0 members, 1 guests, 0 anonymous users