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S2BETA5 discussion

#16 User is offline PsychoSk8r 

Posted 24 February 2008 - 12:46 PM

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View PostHajitsu, on Feb 24 2008, 01:01 PM, said:

http://video.google.com/videoplay?docid=-7...86894&hl=en

Nice little glitch I found last night on my first play through.


Hah! that has to be one of the best glitches I've seen so far =P

#17 User is offline SpinelSun 

Posted 24 February 2008 - 12:46 PM

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View PostOverlord, on Feb 24 2008, 11:38 AM, said:

View PostHitaxas, on Feb 23 2008, 11:51 PM, said:

I just played a bit of the Sep 24 97 (beta 8) version... I didn't see too many differences besides the "Sonic and Tails In" screen.

Sonic and Tails In? It's Sonic and Miles on my one...

You're running it in Japan mode

#18 User is offline SonicAD 

Posted 24 February 2008 - 12:49 PM

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View PostHajitsu, on Feb 24 2008, 08:01 AM, said:

http://video.google.com/videoplay?docid=-7...86894&hl=en

Nice little glitch I found last night on my first play through.


I played around with it a little further... sadly, it does eventually eject Sonic once you reach Time Over, though it takes a couple more cycles.

#19 User is offline Overlord 

Posted 24 February 2008 - 01:04 PM

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Oh, blah, fair enough.

How about an actual find? Wing Fortress's start is different - this is the last build it is, in fact, as of Beta 6 it's the final layout. It's possible to get 44 Rings in the final (and from Beta 6 onwards) up to the first chicken, and at the the start you have this:

Posted Image

Whereas in Beta 4 and 5, you have this, and there's only 27 Rings up to the first chicken:

Posted Image

If you hit that object in 4 & 5, you'd better be quick on the release & reapplication of the R button, or you'll fall off into infinity. The cheapness of the death is I suspect the reason why this section was changed. =P

#20 User is offline Spanner 

Posted 24 February 2008 - 04:31 PM

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Usually when Sonic is killed the level pauses however in this beta if you get killed anything such as a badnik or a boss continues to do what they usually do.

#21 User is offline Orengefox 

Posted 24 February 2008 - 09:47 PM

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View PostGoldS, on Feb 23 2008, 07:24 PM, said:

Hidden Palace Zone is gone, even though it's on the level select screen, albeit unselectable. Savestate hacking reveals it's the same garbled mess as the final version.

Debug mode is present, but in the debug counter only. You can't turn into anything.

Although Hidden Palace Zones mappings and sprites no longer exist (now uses OOZs sprite placements), it looks like the colision is still there in this version as well; and continues to stick around all way up until Sonic 2 Beta 8 where it's officially gone (the garbage around the stage looks different, much more like the final versions garbage). I can't verify for sure but the garbage shown in Sonic beta 5, 6 & 7s HPZ looks identical to the garbage shown in Sonic 2 beta 4.

#22 User is offline Spanner 

Posted 25 February 2008 - 11:28 AM

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Small note, in this beta the spike bug is fixed.

#23 User is offline Sister Miyagi 

Posted 01 March 2008 - 11:44 AM

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I started adding this stuff to the wiki, let me know if I screwed up:

http://info.sonicret...dgehog_2_Beta_5

Someone else will have to upload the pictures, since I'm a trial member.

#24 User is offline Muzozavr 

Posted 02 August 2008 - 10:19 AM

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Two minor finds:

Find one: EDIT: Removed, as it's old news actually, but was posted in a different proto topic.

Find two: In Oil Ocean 2 you know that place where people usually do the "Mega Sonic" bug? In this beta, these spikes AREN'T THERE. A major insult to Mega-Sonic fans.

See for yourself.

Beta:
Where are the spikes? (image)

Why these spikes aren't there?!

Final:
A soon-to-be Mega-Sonic says "Hello!" to the added spikes. (image)

NOW we get a chance to do Mega-Sonic. What do you like more, Mega-Sonic or a chance to outrun the fatass Robotnik? :eng101:
This post has been edited by Muzozavr: 02 August 2008 - 01:54 PM

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