Difference between revisions of "Aquatic Ruin Zone"
From Sonic Retro
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==Sonic Team Commentary (from ''[[Sonic Jam]]'' Strategy Guide)== | ==Sonic Team Commentary (from ''[[Sonic Jam]]'' Strategy Guide)== | ||
− | 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. | + | {{quote|1=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.|2=[[Yuji Naka]]}} |
==Enemies== | ==Enemies== |
Revision as of 01:35, 23 May 2008
Aquatic Ruin Zone |
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Third level, Sonic the Hedgehog 2 |
Number of Acts: 2 |
Boss: Tonkachi Eggman |
Underwater areas: Yes |
Aquatic Ruin Zone is the third zone in Sonic 2.
Contents
Instruction Manual Description
Roaming Romans infest a beautiful forest and sunken lake. Explore an intricate maze. If you're underwater, breathe the air bubbles to keep from drowning. A countdown begins when your oxygen's running out.
Sonic Team Commentary (from Sonic Jam Strategy Guide)
“ | 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. | „ |
Enemies
- Grounder - Drill enemy, hides behind walls and appears when Sonic approaches.
- Whisp - Fly enemy, attacks in swarms.
- Chop Chop - Piranha enemy, moves around slowly underwater.
Differences between beta and final
- In the Beta, this zone is referred to as Neo Green Hill Zone (not to be confused with the Sonic Advance level of the same name.)
- There are no enemies except the arrow-shooting totems.
- The layout is half-completed.
- There is a weird splashing animation consisting of misaligned bubbles instead of a splashing sprite. Tails has no splashing effects.
- If Sonic gets out of the water during the countdown, the music will be changed to the Emerald Hill theme.
- Water does NOT have any affect on Tails other then pallete change.
Technical Information
Offset | Description |
---|---|
0F | Aquatic Ruin Zone |
$2F42 | ARZ Palette |
$2FA2 | ARZ Underwater Palette |
$D4AE | ARZ layer deformation info |
$3FF24 | Dynamic pattern reloading for ARZ |
$4077A | ARZ misc sprite mappings |
$42438 | ARZ object debug list |
$45610 | ARZ primary 16x16 collision index |
$45760 | ARZ secondary 16x16 collision index |
$48E94 | ARZ act 1 level layout |
$49264 | ARZ act 2 level layout |
$BB944 | ARZ 16x16 block mappings |
$BCC24 | ARZ main level patterns |
$C1434 | ARZ 128x128 block mappings |
$E6294 | ARZ act 1 ring locations |
$E642E | ARZ act 2 ring locations |