The new Clear Wimax commercial uses sound effects from Sonic games. See the first video here and listen while the guy is on the bus.
Remember the moving van from the first Toy Story? There's something I never noticed until now... Hmm.... what could it be?
From IMDB: That was kinda a big shot in the dark, don't you think? Especially since Toy Story came out in 1995, long before America had any idea that Eggman=Robotnik.
When Sonic is hurt he goes into routine 4 (he's normally in routine 2). IIRC, only routine 2 calls LevelBound, so the hurt routine needs its own check. The bcs should certainly be replaced with a blt, though.
No, that can't be it (that was the first thing I thought, though). Sonic_LevelBound is called right after Sonic_HurtStop in Routine 4: Code (ASM): Sonic_Hurt: ; Routine 4 jsr SpeedToPos addi.w #$30,obVelY(a0) btst #6,obStatus(a0) beq.s loc_1380C subi.w #$20,obVelY(a0) loc_1380C: bsr.w Sonic_HurtStop bsr.w Sonic_LevelBound bsr.w Sonic_RecordPosition bsr.w Sonic_Animate bsr.w Sonic_LoadGfx jmp DisplaySprite Plus, like I said, I tried getting hit and going flying into the bottom of the screen, and it still killed Sonic properly. The mystery remains...
Is that the Sonic 3 data select song bug? I actually got that on real hardware when I left the level select on while I went for lunch. The volume for one of the instruments screws up, basically =/ EDIT: somebody should actually edit that one so it does it on purpose (faster, of course =P) and call it a remix.
It looks like I made a VGM of it but never got around to optimising it or uploading it. I've done that now - enjoy! (Or otherwise.)
Hey, thanks. It really sounds odd. So this was fixed for S3&K? I wonder what caused it in the first place... and if it was done on purpose like some kind of cheaper Totaka-like easter egg.
Something I just noted as odd in CNZ2: Knuckles has no control after leaving the point slots when entering from the top top, other than changing direction. From the bottom, though, he has total control, and can glide back to the wall. This can result in continuous reentry and higher score. http://www.youtube.com/watch?v=lQYnNkE7X8A
I noticed that on Mega Collection about 6 years ago, but I didn't think anything of it, nor did I know it only occurred when you enter from the bottom. Hmm... all this S2K stuff I've been seeing lately has made me want to start playing that game again, and perhaps hunt for glitches.
As far as I recall, yes - I've never tested it scientifically, but I'm pretty confident that I left both versions on the data select screen for hours at a time in my youth, and S3&K never did this. Up until then I'd assumed that it was indeed a deliberate easter egg, but I guess not since it got changed.
Not sure if this is known, but I didn't see it on the wiki and Google brought up nothing on the subject: If you hold down on the D-pad after beating Carnival Night Zone's Act 1 boss, the signpost lands underground. http://img707.imageshack.us/img707/2900/so...knuckles000.jpg http://img705.imageshack.us/img705/434/sonic3knuckles001.jpg Not really significant, but I thought it was kinda neat when I first noticed it. Now I just can't stop myself from doing it every time.
I searched the thread, but it seems like no one noticed it before. The rings in SA1/DX don't spin if you have the Magnetic Shield. I thought it was a side affect of me fucking with the game, but then I checked the Dreamcast version, and it does it there too. I somehow never noticed that in the last 10 years.
I noticed that before. I assumed it was because of some difficulty with the rings both rotating and moving due to some weird coding.
Protip: save your screenshots as 320x224 PNGs (in Gens, turn off fullscreen and set render mode to "Normal" before screenshotting). Relevant to the topic though, I've seen that one before, but I'm assuming it's just the object checking the wrong variable (e.g. camera position instead of character position).
Well, checking the character position wouldn't help either - if the player jumped (away from the signpost), the signpost would stop in mid-air wherever the player happened to be at that moment. The signpost does check the camera X-position - it bounces off the camera walls , as especially noted in DEZ1 (when every other miniboss locks the screen when it's defeated). It doesn't check the Y-position, though, as it will land off screen in the right place in CNZ1 if you do happen to jump, and turning off the screen lock still makes it land in the right place. The only thing I can think of is the fact that when you duck all the way, the solid ground is at the very top of the screen - perhaps the signpost doesn't check for collision until it's fully on-screen, by which time it's past the part of the floor which is solid, and therefore doesn't stop falling until the next solid part. Of course, this is easily solved by re-locking the camera, as done in every other miniboss (except DEZ1 as above).