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The Supreme Topic of 'Other' Knowledge.

Discussion in 'General Sonic Discussion' started by McGuirk, Jan 10, 2007.

  1. GT Koopa

    GT Koopa

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    Flicky Turncoat DX, T.L.W.S. Vs M.G.W.
  2. Tiddles

    Tiddles

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    Interesting stuff. There is quite a large water level rise when that button is pressed, although as Sik says it's off-screen - you can just see the top of where it's risen to when the screen unlocks.

    I like the idea that the water level rise might have been intended to be visible and to smash one of those bulbs at one point, although there's still no real evidence to suggest it - nothing like a smashing animation, not one that's used in the object code in at least. But the bulbs do turn to smashed state if the water rises into them, and they don't magically become whole again if the water lowers, so there must be some logic handling that.
     
  3. Sik

    Sik

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    Well, the electric shield blinks white when it wears off when going underwater, so I guess they could just make the screen flash when the bulbs explode.
     
  4. Alpha Wolver

    Alpha Wolver

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    That's interesting. I never noticed the bulbs before, let alone their water-related oddities.

    Carnival Night Zone is full of strange things. I especially hate those balloons that flash yellow when you're in a super form.
     
  5. Liliam

    Liliam

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    ^ Not to mention that there are OTHER blue balloons, which use the level palette and avoid this issue. Honestly, it seems like they intended to fix it but it eventually fell through the cracks.
     
  6. JaxTH

    JaxTH

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    Jack shit.
  7. Alpha Wolver

    Alpha Wolver

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    Well, there's no way that's a coincidence. Replace that black dude with Sonic and that white guy with an Indian guy and you get that other commercial, but for the Sega CD instead of the Megadrive.

    That's pretty neat.
     
  8. Provisional

    Provisional

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    I was making a list of Sonic/Sega-related music samples & shared melodies, it's in my userpage if you're interested (lol wiki advertising), and here's one example of what I've found:

    Go to 2:15



    It may seem like just coincidence that they sound similar, but after you compare it, you can conclude that it's definitely the same one used for Sonic Unleashed's Apotos, Day level song.

    The song from the video samples... samples, from at least 3 other songs (well, the space shuttle "t-minus" sample is like a 10-second track from this one album) and one of the synth-instrunments are used in Sonic Rush's Vela-Nova track.

    The composer from the video is the same composer for Sonic Rush and Jet Set Radio.
     
  9. Okay, something else I've noticed from the original Mega Drive/Genesis Sonic games. This only works in S1, S2, S3 and S&K (and probably also SCD).

    There's a weird trick you can do with the physics of the game, where, if you are high up on a ledge and there is a Monitor or Badnik below you, you can bounce back much higher than you really ought to.

    Normally when you jump on to something, you just bounce off at a reasonable height, right? Normally. But if you keep the JUMP button held down MUCH longer than you're meant to - like say, for the entire time Sonic jumps, falls and bounces off something - he will bounce back up to the same height he fell from. (or lower, if you release the button sooner)

    A diagram to explain how this works:
    [​IMG]
    Just remember, hold the button down instead of just quickly pressing it. Releasing the button restores Sonic's normal "gravity". It works similar to Knuckles' gliding ability.

    Sorry if this was found ages ago, I tried searching for it on the forum but I'm not sure if this "bug" has a formal name, so...
     
  10. MainMemory

    MainMemory

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    "On the other hand, if Sonic's Y position is less than that of the badnik and his Y speed is positive, he will rebound. If the player is holding down the Jump button at the time (or Sonic is falling from having rolled off a ledge, and not from having jumped), his Y speed will simply be multiplied by -1. Otherwise, his Y speed will be set to whichever is greater: -1, or Y speed times -1. (Remember, -3 is "greater" than -4, because we're talking about negative numbers.)

    Once Sonic has rebounded - if and only if he has jumped, and not fallen from rolling off a ledge - he behaves like any normal jump: releasing the Jump button while Y speed is less than -4 will set Y speed to -4, air drag is calculated, and so on."
     
  11. Diablohead

    Diablohead

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    Personally I thought that was something everyone worked out long ago, I like how you can hold down the jump button and return to the height you were at before you landed on the badnik or breakable object. I always seen it as something the developers put in as intended.

    If sonic 4 doesn't do this it's another flaw in the game, I have no idea if anyone tried it or not with the silly homing attack and air dash being priority in that fucking game.

    One place where I always do this is in hill top zone 2 where there is 4 platforms on vines, there is a life down the bottom left of the lava, jump from the top and hit the life to bounce all the way back up again to take the platform ride down for the rings :P I've done that since I was young because it feels awesome to bounce that high.
     
  12. DigitalDuck

    DigitalDuck

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    Yeah, it's definitely intended, and not a bug. It's basic momentum physics mixed with being able to control your jump.
     
  13. nineko

    nineko

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    Yeah, I thought everyone knew about this by now, and it's not a bug, it was coded like that.

    This is particularly fun in places such as the end of SYZ3 where you can get the invincibility monitor and go back to the higher platform, or in the upper route of SBZ1, at the beginning of the vanishing platform section, you can jump down, get the shield monitor, and bounce back to the upper path again.

    etc.
     
  14. MarkoMan

    MarkoMan

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    You can also cancel the rebound by releasing the jump button on your way up.
     
  15. Namo

    Namo

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    Yeah, I've known about that. I'm actually surprised no one's made a hack with a secret area or something that relies on this maneuver hint hint.
     
  16. SA1 (or SADX at least) has a similar feature with holding down Jump after performing a homing attack will cause you to spring higher. It's necessary to continue in some parts of SARDX.
     
  17. Blue Blood

    Blue Blood

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    It's supposed to be there, and is used in a lot of speed-runs. It's even in Advance 1, but not 2/3 because of all the behaviour changes.
     
  18. Dandaman

    Dandaman

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    Don't know if this is known, but if you get hit into a CPZ tube by an enemy, The camera freaks the hell out. Dragging Sonic to normally inaccessible places and eventually dying.
     
  19. Dandaman

    Dandaman

    Also known as Dandaman955 Tech Member
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    Nah.

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