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S2BETA7 discussion

#1 User is offline drx 

Posted 23 February 2008 - 06:51 PM

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#2 User is offline JoseTB 

Posted 23 February 2008 - 09:55 PM

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Level Select code: UDDDDU, highlight 1 player, then a+start.
Debug code: CCCCCC UDDDDU, highlight 1 player, then a+start.

- "Sonic and "Tails" in" instead of miles tails prower blabla.
- The sound isn't stopped if the game is paused.
- Only Up and Down works at the level select.
- Sound test option at level select is a bit messed up (until you highlight it):

Posted Image

- "Option" instead of "Options".
- "Sonic only" and "Tails only" instead of xx alone.
- No Hidden palace, no wood zone, similar to the final. To be checked more comprehensively.

#3 User is offline Quexinos 

Posted 23 February 2008 - 11:03 PM

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this is the first Sonic 2 prototype where Debug actually WORKS =P
Eggman's Final huge Robot thing still starts in the center
The laser sound effects that hit Tails plane are slightly different.
Boss music doesn't play during WFZ boss
when Sonic jumps onto the biplane at the end of WFZ the jump sound plays twice for some reason

#4 User is offline Sonic the Human 

Posted 24 February 2008 - 06:52 AM

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Hey, found out that music plays while you're in pause =P

#5 User is offline lightning10 

Posted 24 February 2008 - 12:02 PM

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Another thing I noticed is that there are rings all over the place you cant get.

#6 User is offline lightning10 

Posted 24 February 2008 - 12:17 PM

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I am not sure if anyone noticed this but you cant stand on these tails blocks.

Posted Image

#7 User is offline Quexinos 

Posted 24 February 2008 - 05:40 PM

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QUOTE (lightning10 @ Feb 24 2008, 11:17 AM) [post="180399"]Posted Image[/quote]
debug findings aren't findings.
This post has been edited by Quexinos: 26 February 2008 - 07:51 PM

#8 User is offline djdocsonic 

Posted 27 February 2008 - 08:03 PM

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http://www.youtube.c...h?v=GUJj3LTsBSk

Check this out! A mega glitch involving Tails and a superscore!

Sorry about the framedrops and sound fuck ups!

Edit: just noticed it does this in BETAs 4+8 too so I presume it will do it in all the others!
This post has been edited by djdocsonic: 27 February 2008 - 08:07 PM

#9 User is offline Quexinos 

Posted 27 February 2008 - 08:30 PM

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Rob was trying to show me that but he couldn't get it to work twice. That's awesome though.

#10 User is offline djdocsonic 

Posted 28 February 2008 - 07:46 AM

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I have got that glitch to work lots of times mate and racked up over 100 lives :thumbsup: its funny to see the lives counter fuck up!

#11 User is offline LocalH 

Posted 29 February 2008 - 03:06 AM

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That happens in the Wai build too, haven't personally tested it in NA so dunno. Easiest place to try it in NA/Wai is at the start of HPZ, just run to the right and then press down to roll. Sonic will die and there's a good chance Tails will do exactly what he did in that video.

#12 User is offline djdocsonic 

Posted 29 February 2008 - 01:00 PM

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LocalH I tried to do the same thing on the Wai Proto and cant do it. Tails behaves in a completely different way because he tries to mimmick Sonic's every move rather than semi intelligently following him.

#13 User is offline LocalH 

Posted 29 February 2008 - 01:04 PM

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It probably depends on Sonic's speed at the time given the difference in Tails' behavior. It's definitely there though in the Wai build, because we knew about that LONG ago. Interesting to see how late in development it lasted, though.

#14 User is offline muteKi 

Posted 29 February 2008 - 01:24 PM

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I can only do it in this build if I control Tails as 2P after Sonic dies.


I had always wondered why, in the final, Tails would always fly down after Sonic died.

#15 User is offline JoseTB 

Posted 29 February 2008 - 01:27 PM

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Yeah, it's there, it's actually easy to see it. Do the following: Select HPZ, and right when the title card dissappears, spindash to the right. When the death animation is being shown press a; since tails mimic the key presses, he will jump and hit the bandik, causing the bug.

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