S2BETA4 discussion
#197
Posted 26 May 2010 - 02:56 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
Posted 27 May 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.
#199
Posted 28 May 2010 - 07:14 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
Posted 04 June 2010 - 04:22 AM
Or perhaps the "bug fix" was actually a bug introduced accidentally
#201
Posted 02 February 2013 - 09:54 AM
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.
MCZ act 2, there are 3 pendulums near the start instead of the 2 in the final.
Robotnik's drills have flashing lights on the side, probably sharing the pallette of the swinging lanterns.
And finally, the OOZ boss' lasers/flames are a darker blue than the final.
CNZ boss: Robotnik's electricity is a sort of red colour, as opposed to blue in the final.
MCZ act 2, there are 3 pendulums near the start instead of the 2 in the final.
Robotnik's drills have flashing lights on the side, probably sharing the pallette of the swinging lanterns.
And finally, the OOZ boss' lasers/flames are a darker blue than the final.


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