So hey, this bug was a fun one to work out all the requirements for. It's an offshoot of the "Sonic the time traveller" glitch as shown in ORKAL's series, but somewhat more devastating: http://www.youtube.com/watch?v=hMPrVmtI4dg 1. Collect the third Chaos Emerald before MHZ (others can be collected too, but only the third is required). 2. In MHZ, turn your Chaos Emeralds into Super Emeralds. 3. Do NOT activate the third Super Emerald (third from right). *4. Hit the checkpoint in the LRZ boss area. 5. Collect the lightning shield in HPZ. *6. Do NOT hit the checkpoint in HPZ. 7. Hold up to scroll the screen just before you reach Knuckles. 8. Make Tails pick up and carry you over to Knuckles, defeat Knuckles without activating the screen lock by flying into him and performing a double jump with Sonic when Tails gets tired. 9. After Knuckles runs off, set Sonic on the ground to the right (the cutscene will activate early). 10. Jump up to the ledge on the right, but just barely. Don't go far enough that you lose control of Sonic. 11. At the right time, head right. Robotnik should take the third (unactivated Super Emerald). 12. Jump on the Super Emerald. After exiting the special stage, you'll be taken back to the last big ring you entered, wherever that happened to be. *13. Without hitting a checkpoint or clearing an act, die. Most of these steps are required anyway for the "Sonic the time traveller" glitch; 4, 6, and 13 are new - the checkpoint system confuses the game when you're not in the level you're expected to be in. Hitting a checkpoint or clearing an act before dying will make you respawn correctly on death. Hitting the checkpoint in HPZ will return you to that checkpoint on death. Not hitting the checkpoint in the LRZ boss area will send you to a different place when you die (depending on your last checkpoint hit), but in almost all situations you'll live. The LRZ boss area has the biggest impact.
I photographed quite a few of my Korean Sonic releases way way back when I lived over there. You can find them on the last few pages of my TinyPic account if they're any use to anyone http://tinypic.com/twimfy
So I upgraded my Nexus 7 (2013) to Android 6.0 earlier, and decided to test some features once all my apps had been restored - in particular "Now On Tap". I tried this in my app drawer, and this was the result: Stay classy, Google.
Thought this might be worth sharing. These are photos I have of 3 statues (as well as myself and my sister) at SEGA World Sydney before it closed in 2000. I wonder if these statues are still around somewhere? It would be great to own one and to have it on display. I know they auctioned off a lot of stuff after it closed down but that was 15 odd years ago.
Yeah, that's the one. I thought it was weird choosing that pose over the more classic one, but they also gave him blue arms in most SEGA World artwork and followed the Archie characters over the games so I guess they did things differently.
Nice, sounds like he has the Taxman/Stealth ports. I sure like Sonic, I do I do I do! :specialed: Anyway, I found a little something in Sonic 06. It's explained that tapping X (A for Xbox 360) twice will give you a speed boost on the motorcycle. This carries over to other vehicles too, but it's never explained. Pressing X twice on the buggy will also result in a speed boost while pressing X twice on the hoverbike thing actually functions as a sort of jump hover. If you're in the air and hold X you can float for a while. I mean it's still buggy as all hell but it's kinda neat I guess.
Since I added a function to mimic Casino Night Zone's slot machine in my IRC bot, I decided to run through every possible seed value and print the probability of each possible result: Code (Text): -100: 41/256 16% 0: 55/256 21% 2: 34/256 13% 4: 8/256 3% 10: 30/256 12% 20: 32/256 13% 25: 18/256 7% 30: 18/256 7% 40: 3/256 1% 50: 1/256 0% 60: 2/256 1% 80: 1/256 0% 100: 2/256 1% 120: 3/256 1% 150: 8/256 3% I don't think I can do the same for S3K's, because it calls the random number function, rather than being purely time-based as Sonic 2's is.
Once again, I'm not particularly sure if this is the correct place to post this, but in the Simon Wai beta of Sonic 2, pressing B to load a level from level select will load that level in 2P mode. The two levels that don't work that I'm aware of are Hidden Palace and Aquatic Ruin.
This is already listed on the wiki: Sonic the Hedgehog 2 (Simon Wai prototype)#Cheat_Codes On that note: Has anyone tried adding 2P support to water levels? In theory it's possible; you'd just have to add more HINT handlers. I don't know if there's enough time to update the color palettes four times per frame, though.
Hey, I think I may have found something new here: Strange color combination, no "TOTAL" indicator... It was shown along with the earliest mockups on issue #6 of the Australian "SEGA Action" newsletter, so it may have been the very first Sonic 2 Special Stage picture ever unveiled (maybe other magazines were just told to keep it a secret?).
The lack of a Total indicator could be just the 2P version, in the very first round before either character has won a point. Colour scheme's a thing, though - I don't think that's used in 2P?
The other screenshots on that page are widely circulated and I think even confirmed by one or two publishers as having come straight from Sega. This special stage shot is totally new to me, and I've just spent quite a few weeks collating old magazines on Retro CDN, so my guess it's from a newer build. In fact, I pretty much know it is - no magazine is going to keep quiet about that thing even if Sega told them to. The other big giveaway is that the shots from Sega are pretty. Time was put into getting the perfect composition, whereas here you have Sonic and Tails bunched up on the left in a not-particularly-flattering way. The colours look mostly normal, if a little washed out because of the scan - is it not just the first stage you find in 1P mode? The missing total indicator is a thing though.
2P mode always felt a little "incomplete" to me so it would be nice to see this happen. Or indeed applied to Sonic 1 levels* or something. I assume there must be a reason non-water levels like Oil Ocean Zone weren't converted. Too much work? *Probably not Marble Zone