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Prototype Discussion (43 posts)
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01-November 04
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User is offline Oct 05 2012 05:14 PM
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My Information

Member Title:
Magikoopa
Age:
34 years old
Birthday:
January 25, 1981
Gender:
Male Male
Location:
Koopa Kingdom

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Wiki edits:
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Topics I've Started

  1. Sonic 2 Version Questions

    30 November 2004 - 09:04 PM

    I saw a thread somewhere discussing about the possibility of two different revisions of Sonic 2 out there, but I don't remember exactly where, and I couldn't find it in google, so I'll ask here.

    When I played Sonic 2 on my Genesis a long time ago, I had lots of fun with the debug mode, especially once I realized I could use it to come back to life after being killed. Unfortunately, if I tried to place any objects while in debug mode immediately after being killed, the game would freeze and I would have to reset.

    On my copy of the Sonic 2 ROM, as well as Sonic Mega Collection, this is not the case.

    I should still have that cartridge back home in Texas, but I have no ROM dumper.

    Was it really an earlier revision, or is my brain just making stuff up? IIRC, the rest of the game was identical.
  2. Robotnik's evil traps.

    10 November 2004 - 07:23 PM

    Here's something interesting I read in the Sonic 3 (not Knuckles) manual while playing Sonic Mega Collection the other day...

    Quote

    Dr. Robotnik has created many diabolical traps which take advantage of Sonic's ultra-fast speed. Watch out for traps that Sonic cannot escape. If you fall into the wrong trap, you might have to reset the game (by pressing the RESET button) and start again at the beginning of the Zone you were last in. When Sonic is flashing (after being hit) don't let him travel too quickly.


    Which trap is this manual referring to? The only thing I can think of is the trick in CNZ2 where you can break through the anti-grav platforms to Knuckles' area as Super Sonic and get yourself stuck... but "many" traps? Are there other similar tricks, or is this just their "catch-all" explanation for unusual bugs and glitches?
  3. Blue Sphere Mechanics

    02 November 2004 - 07:47 PM

    Has there been any work done on how the blue sphere game in S&K lockon is generated? The closest I can find is this document which explains how a Genesis cart's serial number contributes to the stage design, but there aren't many specifics.

    I'd do some work on this myself but I have no idea where to start.

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