![]() This object can be placed with debug mode, where it oddly appears before the used platform in the object list.Ī strange object that seems to be a spinning pole, which can be placed in Wing Fortress Zone via debug mode. If the sub-ID of the rotating platforms in Wing Fortress Zone has bit 02 of their subtype set but not 04, some kind of laser will appear (with no sound effects) when the platform spins. It can be stood on, and moves in a similar motion to the spinning spiked balls in the level. It can be seen in the Simon Wai prototype.Īlthough very similar to the small platforms used in Metropolis Zone, this platform behaves strangely, usually rising at an angle.Īn odd platform made of rings, which can be placed in Mystic Cave Zone via debug mode. It does not collide with breakable floors or elevators, and it will go up slopes and even vertical walls without slowing or stopping. It seems this object would have been used to cross something, as it can be stood upon, much like the boulder object that appeared in early versions of Sonic the Hedgehog. If a switch is placed near it and pressed, the ball will pop out and start rolling in whichever direction Sonic was facing when the object was placed. Unfortunately, the graphics have been deleted, but the coding is intact.Ī ball and spring object, which can be placed in Oil Ocean Zone via debug mode. Placing one with a subtype greater than 17 will spawn garbage objects on the right.Ī leftover from Sonic 1. Its height is equal to 16*(lower five bits of subtype)+16 pixels. Again, the graphics no longer exist in the ROM. In the 2013 remaster, it appears in the revised Hidden Palace as a breakable object, which often concealed springs, whereas the one that appears in the Proto Palace Zone warps the player back to the stage select.Īnother Hidden Palace Zone leftover. It's a simple solid indestructible object and its coding hasn't changed since the Nick Arcade prototype. The graphics are long gone, but the code is still there, such as it is. This crystal was used in the earliest two prototype to block off a tube in Hidden Palace Zone. The upper four bits can be used to offset when it starts to rise in the air. ![]() The amount of time it floats in the air is 128*(lower four bits of subtype) frames. Every 1024 frames, it will slowly rise up for 128 frames, float in the air, then come back down 128 frames later. This object has been around since the Nick Arcade prototype. (Source: Sonic Retro) Unused Objects CPZ Hovering Platform You must also be playing as Sonic, as Tails cannot enter object placement mode. ![]() Trying to place an object in this death state will freeze the game, however. In addition, if Sonic dies, he can be revived by entering placement mode, moving to a safe spot, and exiting. Press C to advance the game by one frame.Press and hold B to slow down the game by 50%.Press A to go back to the title screen.While the game is paused, some debugging options are available:.Hold A and press C to move backward one object.Placement mode: Press B to enter placement mode.Keep A held down until after the title card pops up.Īlternatively, it can be accessed with Pro Action Replay code FFFFFA:0001.įrom here, you have access to a variety of things: Choose any level, then hold A and press Start.In the level select's sound test, play sounds 01, 09, 09, 02, 01, 01, 02, 04 (Novembeing the date of the game's US release).When the menu appears, hold A and press Start to bring up the Level Select screen.Įnabling the game's debug mode requires the level select to be enabled. Press Start to return to the title screen.In the sound test, play sounds 19, 65, 09, 17 (Septembeing Yuji Naka's birthday).Like the first game, Sonic 2 has a well-known level select:
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