A toast please…

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Locit
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Post by Locit »

Woah, me too!
...I'm a little weirded out right now...

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Frieza2000
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Post by Frieza2000 »

...ok, how about this one then? If Tails was also playing, after crossing the sign in act 1 we'd have him run back on screen and do the same spin dash thing.

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jenkins
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Post by jenkins »

Do you mean automatically, or do you need a second person playing to control him for the desired result? If the former...yeah.

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Frieza2000
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Post by Frieza2000 »

How would Tails automatically run back on screen and spin dash?

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jenkins
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Post by jenkins »

Well, he tries to imitate Sonic...I guess it only works at the end of Act 2...sorry, I wasn't thinking.

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G.Silver
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Post by G.Silver »

Or you could jump back on before the sign stops spinning.

What I liked to do (when Tails isn't controlled by a second player) is run up to the edge of the screen and rev up a really good spin dash, which Tails will begin to immitate. Then I let go, and am immediately stopped by the border, while Tails goes screaming off the left side of the screen. I run back off the screen to the right, and then sooner or later Tails is seen running back after me as the levels fades out. Good times right there.

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Green Gibbon!
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Post by Green Gibbon! »

Still waiting on Sonic 2, Happy Stearns.

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G.Silver
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Post by G.Silver »

I got hung up on some crazy word on Metropolis Zone or something and forgot about it. Ugh, Aquatic Ruin's blurb still makes no sense.

Sonic the Hedgehog 2
--------------------------------

Emerald Hill
Visually speaking, through all three games, we always start with an island. At the time, we were developing in San Fransisco, and south of there was a town(?) called Emerald Hill. We were doing a location test at a shopping center there when we saw it, and since it was a Green Hill-like name we thought well, let's use it in the game! (Naka)

Chemical Plant
At first this stage was set to appear about after Zone 10. Although there would be fewer Acts this time, we thought having about 18 zones would be good, but having each zone stand out and fit in the story in a way that was easy to follow, in the end it dropped down to 11 zones, and Chemical Plant was placed as the second stage. In the end it was a success (laughs). (Naka)

Aquatic Ruin
The top and bottom of this stage are built completely differently. The loops along the top are a bit different from normal. The water, also, had to have the transparency set exactly right.* And then, there are so many places where the routes intersect! From Sonic 2 on, we took a patent in America. (Naka)

*Note: I do not follow this one well! I don't get what the water transparency has to do with the rest of what he's talking about, and the patent statement is totally vague.

Casino Night
The slot machines are based on our experience going to casinos while working in America. Riding in a car, it would take about four hours to get to Las Vegas. We would call those trips Entertainment Research (laughs). But the game does contain a lot of references to the things we experienced in America. (Naka)

Hill Top
The thing that stands out most in this zone is probably the way the whole screen shakes in the areas where the lava is moving. And then the mountain in the background has a slightly polygon-like look to it. We were aiming for a look similar to the kind of thing we had in mind with Sonic 1's Green Hill Zone. (Naka)

Mystic Cave
The feel here is a haunted-house (obakeyashiki), isn't it. But we ended up making a cave stage instead. When making this map, first we had drawn the island, there was a cave, there was a lake, a mountain, a construction site, we were thinking of all these areas. Like Sonic would be here at first, and then he'd go someplace else. That was part of the cave. (Naka)

*note: I believe he is talking about having a wide variety of stages, and the cave is an example of how diverse they were

Oil Ocean
This stage was made by Tom on the SOA staff, it was amazing what could be made with the MegaDrive at the time. But if the Sonicness of it wasn't coming through, sometimes the artist had a taste for darker color schemes, we would fix up certain pieces of it. (Naka)

*note: it's hard to tell if he's seriously knocking on the SOA staff or how much had to be "fixed" in order to get things to look right. I tried to keep the tone neutral, but...

Metropolis
Due to problems with the story, Act 3 was going to be a different Zone that would only appear once, but since it was cut, we still wanted to have something after Act 2. So that's why there are three acts in this one. We had already finished the map, and it would have been a shame to waste it, so this is what we went with. (Naka)

Wing Fortress
This stage is the same as what appears in Sky Chase, so you can see that the entire thing is in the shape of an aircraft. Making the stage into the shape of an aircraft was particularly difficult. When playing as Super Sonic, making delicate movements becomes a bit difficult, but it still seems too bad that you can't fight the last boss with him. (Ohshima)

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Omni Hunter
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Post by Omni Hunter »

On the Metropolis Zone bit, the bit about making act 3 a different zone that appears once, could that be the Hidden Palace stage, or maybe something similar to the third act of Scrap Brain?

And maybe the transparency note has something to do with going between the two sections suddenly, so it looks like water but you don't have to strain to see what's going on.

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Kishi
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Post by Kishi »

Considering how parallel Scrap Brain and Metropolis are, I'd say they were going for a completely unique tile set like they wanted for Scrap Brain Act 3.

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Madamluna
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Post by Madamluna »

Whoa, this is a really interesting thread. Thanks so much for translating all this, Michael! The slightly disparaging tone about Oil Ocean is a bit funny to me, since that's one of my favorite Sonic 2 zones. I guess the music and the tone of the level is a bit un-Sonicy, but I think it's really appealing. But I really like Arabian-type styles, so that probably has something to do with it.

Although a lot of the images in this thread seem to be broken...I could see all the artwork scans on the second page, but all of the links in the first post don't work.

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Neo
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Post by Neo »

Omni Hunter wrote:On the Metropolis Zone bit, the bit about making act 3 a different zone that appears once, could that be the Hidden Palace stage, or maybe something similar to the third act of Scrap Brain?
Actually, it was not Hidden Palace. According to Tom Payne, which was contacted by ICEknight, webmaster of Sonic Database, it was infact Genocide City:
"there was a plan for me to do 2 levels, but early on we realized there wouldn't be time (I think Genocide City was going to be the one?). So I'm pretty sure that's why there are three levels to Metropolis Zone-- since I wasn't going to do another Zone, I had time to do another level." -Tom Payne
Quote taken from this page of ICEknight's website.

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Omni Hunter
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Post by Omni Hunter »

That would explain why it was dropped then, as the levels are too similar to class as different levels, especially when one is right after the other.
Also, because the levels are similar, it's easy to modify the map for Genocide into one for Metropolis. In theory, if someone had a sheet of the designs for Genocide, then one could make the actual level or an accurate itteration of it.

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Post by Looshi »

jenkins wrote:Weird...same here. Must be some subliminal messaging in the games.
My friend had this crazy theory that every stage in the game was located in the capsule of the one before. He would charge up his spin-dash pointing towards it and let the dash go when the score finished.

I always just laughed at him and told him he was an idiot.

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