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- 02-August 10
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Posts I've Made
04 December 2010 - 06:23 AMYou know, I never noticed the lack of Lamp Posts in the last two acts of Sonic 1... maybe that's because I hardly had need for them at the time? I'd guess that it's to make those levels even harder to get through, though those levels really need them the most!
...Anyway, I just remembered something I'd noticed a while ago. You remember those "Magic Eye" pictures that were popular way back in the nineties? Well, take a look at the background of the jackpot machine bonus stage of Sonic & Knuckles, or click this to have a look at a mockup of it.
The objects in the background work much the same way as a stereogram, and it even works while the objects are moving! (except maybe for the sparklies, but everything else works well) Not only do the items look 3d-ish, each row appears to be on a different depth.
If you want to, you can try and view it through the original game - just set up Debug mode, and use it to position Sonic outside of the game board. If you're really clever you can use the emulator to switch off the top graphics layers. Have fun!
24 October 2010 - 05:08 AMWell okay then, here's the rest! Apologies for all the picture spam, hope they don't take forever to load. I've gone back up and annotated the other pictures too.
The next Act is mostly water-filled, obviously, so the Water Shields here are handy.
Knuckles seems to be the only one who gets the 1-up bonuses in this game... I wonder why?
In fact, in most cases you should leave the Monitors for Act 2. If you pop the Invincibility one open too soon, you'll have no time to use it before you get into the next level.
Both of these come in handy in the next Act, what with all the flame-jets and loose Rings.
The 1-up bonus is difficult to get because of how the screen locks as soon as the boss is defeated (the secret spot is too far off to the right normally). If you manage to deal the final blow to the boss, and then quickly dash to the right, you might be able to get the screen to lock far enough over to get it.
You should be able to tell where the monitors line up with the rocks on the ground. Apparently there's a third bonus monitor on the very right edge of the screen, but it's impossible to get it so don't bother.
Feel free to correct me if I'm wrong here, but it doesn't look like any bonuses are hidden here. Oh, and Sky Sanctuary only has one Act and no Zone Sign, so therefore you don't get any pop-up bonuses.
...oh, and thanks for the mention of Zone: 0, I don't remember going to that site before but it looks awesome... especially the annotated maps. I've been wanting to do maps like those for ages, but didn't have the resources... looks like they beat me to it!
23 October 2010 - 02:07 PMThere's something I've been trying to work out for years. You know those transport tubes in Chemical Plant Zone? They sometimes have two different exit points, and I've been unable to work out how you can control which way you come out of them (if it is indeed possible).
It's done using the seconds value on the timer. It takes the first route on an even number and the second route on an odd number.
Thank you so much ColinC10! I figured it had to do with something non-random like that, but I used to think it had to do with Rings. Well, I guess I have to watch the clock carefully from now on in CPZ.
...by the way, do you know if there's any trick behind the slot machines in Casino Night Zone? Or are they really random?
...I'm running out of trial posts here, so I'm gonna post a few pictures before I use up my trial membership (brace yourselves):End of Act 1 Bonuses
Let the falling Zone Sign land in the indicated spaces to make a Monitor pop up out of the ground.
...because if you use any other Shield (like, say, the Fire one that also comes up) you're likely to lose it as soon as you hit the water in the next level.
Save those sparklies for Act 2! And this is one of the few occasions you can get a 1-up as a pop-up bonus.
...because once Act 2 starts, you're immediately transported out of this chamber before you get a chance to grab the Rings. You might as well add them to your Ring Tally and get th extra points.
The special abilities that these Shields give to Sonic allow him to easily jump or dash up the very steep slopes in this Zone.
Use the Water Shield if you're planning on taking the lower route through Act 2, or grab the Lightning Shield if you want to try and stay out of the water.
Now, now, Tails, be grateful for what you can get. (Save these for the start of Act 2 to nab 30 rings right off the bat.)
I have no idea why you'd need two Lightning Shields, but if you want them, they're there.
...I'll post the rest of the images if they turn out to be something new. (I haven't seen anyone else put these up anywhere else, so I may be the first? )
Oh, and apologies for the weird comic-style presentation; it was designed to fit in with my old, never-completed fansite, but I guess it just looks kinda goofy now.
17 October 2010 - 11:42 AMAdvance 1: This was a great game, but I somehow expected more from it. They levels were missing all those secret passages and things that I liked in the earlier games
Also, they could have made the way of getting to the Special Stages a bit easier; hunting through the levels for a damned easy-to-miss spring that you can only use ONCE...
Advance 2: I had to buy this one second-hand, because I came to the party late and could find this title absolutely nowhere brand-new. The previous owner of the game managed to get all of the other characters (except Amy), but didn't get ANY of the Chaos Emeralds. I had the same problem, and had to get one of those Prima guidebooks to finish off the job <shame>. I feel bad for the last person who owned it, though, because the Tiny Chao Garden turned out to have a five-figure ring tally when I unlocked it!
Advance 3: I liked the teaming-up - it seemed like a logical progression of the Chaotix-style of play, except the second character actually added something useful to the setup instead of just being ballast. I also liked hunting out the Chao and the Special Stage keys in each Zone - until I got down to the last Chao that I just couldn't find...
Otherwise, it was a weird chapter in the series, what with the hub-levels and unusual gameplay. And let's not forget you get to team up with Eggman in the final stage.
Battle: I've never really got into the battle-style of gaming, and though this was interesting enough for me to finish the whole game, having to grind through battle after battle just to try and get a rare attack-card is just a bridge too far for me. I think I only have about a fifth of the total list of attack moves.
Pinball Party: I really liked this one! It has three games in it, one based on Sonic Advance, one for Nights, and one for Samba De Amigo (which is a bit trickier than the other two). This game had enough replay value and sub-games to keep me occupied for much longer than the other titles did, but maybe I just like pinball sims that much.
By the way... did anyone else here use the GBA games to raise any Chao, and port them over to the GameCube for use in Sonic Adventure? It was an interesting idea, and gave the GBA games a bit of extra life (Rings you collect can be spent on food and toys for your very own pet Chao).
17 October 2010 - 10:33 AMThere's something I've been trying to work out for years. You know those transport tubes in Chemical Plant Zone? They sometimes have two different exit points, and I've been unable to work out how you can control which way you come out of them (if it is indeed possible).
Sometimes there are tricks to the landscape in the Zones that lets you reach hidden areas (like the one near the end of Mushroom Hill Act 2 above the winch-elevator), and I wondered if there was something I was missing about CPZ.
Count the arms...
Player One hasn't added any friends yet.