Difference between revisions of "Hill Top Zone"
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− | {{LevelBob|levelscreen=hilltop.png|levelno=Fifth|game=Sonic the Hedgehog 2|acts=2|boss= | + | {{LevelBob|levelscreen=hilltop.png|levelno=Fifth|game=Sonic the Hedgehog 2|acts=2|boss=Hill Top Zone Boss|osv=Sonic the Hedgehog 2 OSV||map=Sonic the Hedgehog 2 Level Maps}} |
'''Hill Top Zone''' is the fifth zone in ''[[Sonic the Hedgehog 2]]''. It uses the same graphics from [[Emerald Hill Zone]]. No one knows for sure why they had this zone clone. | '''Hill Top Zone''' is the fifth zone in ''[[Sonic the Hedgehog 2]]''. It uses the same graphics from [[Emerald Hill Zone]]. No one knows for sure why they had this zone clone. | ||
− | Hill Top Zone has extended level blocks such as [[Star Light Zone]] start loops, and [[Green Hill Zone]] spin tubes. | + | Hill Top Zone has extended level blocks, such as [[Star Light Zone]] start loops, and [[Green Hill Zone]] spin tubes. |
− | The zone also contains lava, and has caverns where you can be trapped during earthquakes (due to a layer of ground moving up and down). | + | The zone also contains lava, and has caverns where you can be trapped during earthquakes (due to a layer of ground moving up and down). Before the boss in Act 2, there is a room full of rising lava and platforms to the exit at the top. This is commonly known as the "volcano". |
==Instruction Manual Description== | ==Instruction Manual Description== | ||
Line 16: | Line 16: | ||
− | ==Differences between Beta and Final== | + | ==Differences between Wai Beta and Final== |
* Sonic doesn't spin when going through tunnels. | * Sonic doesn't spin when going through tunnels. | ||
− | * There is no earthquake sound effect. | + | * There is no earthquake sound effect. |
==Technical Information== | ==Technical Information== | ||
Line 25: | Line 25: | ||
|Level Value | |Level Value | ||
|- | |- | ||
− | |2BA2 | + | |$2BA2 |
|HTZ [[Palette]] (0B) | |HTZ [[Palette]] (0B) | ||
|- | |- | ||
− | |C7F2, C964 | + | |$C7F2, C964 |
|HTZ layer deformation info | |HTZ layer deformation info | ||
|- | |- | ||
− | |3FD26 | + | |$3FD26 |
|Dynamic pattern reloading for HTZ | |Dynamic pattern reloading for HTZ | ||
|- | |- | ||
− | |40038 | + | |$40038 |
|HTZ animated pattern load cue | |HTZ animated pattern load cue | ||
|- | |- | ||
− | |40372 | + | |$40372 |
|[[Emerald Hill Zone|EHZ]], HTZ misc [[sprite mappings]] | |[[Emerald Hill Zone|EHZ]], HTZ misc [[sprite mappings]] | ||
|- | |- | ||
− | |41FFE | + | |$41FFE |
|HTZ object [[debug list]] | |HTZ object [[debug list]] | ||
|- | |- | ||
− | |44E50 | + | |$44E50 |
|[[Emerald Hill Zone|EHZ]] and HTZ primary 16x16 [[collision index]] | |[[Emerald Hill Zone|EHZ]] and HTZ primary 16x16 [[collision index]] | ||
|- | |- | ||
− | |44F40 | + | |$44F40 |
|[[Emerald Hill Zone|EHZ]] and HTZ secondary 16x16 collision index | |[[Emerald Hill Zone|EHZ]] and HTZ secondary 16x16 collision index | ||
|- | |- | ||
− | |46DD4 | + | |$46DD4 |
|HTZ act 1 level layout | |HTZ act 1 level layout | ||
|- | |- | ||
− | |47044 | + | |$47044 |
|HTZ act 2 level layout | |HTZ act 2 level layout | ||
|- | |- | ||
− | |95C24 | + | |$95C24 |
|[[Emerald Hill Zone|EHZ]]/HTZ main level patterns | |[[Emerald Hill Zone|EHZ]]/HTZ main level patterns | ||
|- | |- | ||
− | |985A4 | + | |$985A4 |
|HTZ 16x16 [[block mappings]] | |HTZ 16x16 [[block mappings]] | ||
|- | |- | ||
− | |98AB4 | + | |$98AB4 |
|HTZ pattern suppliment to [[Emerald Hill Zone|EHZ]] level patterns | |HTZ pattern suppliment to [[Emerald Hill Zone|EHZ]] level patterns | ||
|- | |- | ||
− | |99D34 | + | |$99D34 |
|[[Emerald Hill Zone|EHZ]]/HTZ 128x128 block mappings | |[[Emerald Hill Zone|EHZ]]/HTZ 128x128 block mappings | ||
|- | |- | ||
− | |E4D74 | + | |$E4D74 |
|HTZ act 1 ring locations | |HTZ act 1 ring locations | ||
|- | |- | ||
− | |E4EAA | + | |$E4EAA |
|HTZ act 2 ring locations | |HTZ act 2 ring locations | ||
|- | |- | ||
− | |E8302 | + | |$E8302 |
|HTZ act 1 sprite locations | |HTZ act 1 sprite locations | ||
|- | |- | ||
− | |E8668 | + | |$E8668 |
|HTZ act 2 sprite locations | |HTZ act 2 sprite locations | ||
|} | |} | ||
− | |||
− | |||
− | |||
{{Sonic2Levels}} | {{Sonic2Levels}} | ||
[[Category: Sonic the Hedgehog 2 (16-bit) Levels]] | [[Category: Sonic the Hedgehog 2 (16-bit) Levels]] |
Revision as of 16:46, 24 November 2006
Hill Top Zone |
---|
Fifth level, Sonic the Hedgehog 2 |
Number of Acts: 2 |
Boss: Hill Top Zone Boss |
Hill Top Zone is the fifth zone in Sonic the Hedgehog 2. It uses the same graphics from Emerald Hill Zone. No one knows for sure why they had this zone clone.
Hill Top Zone has extended level blocks, such as Star Light Zone start loops, and Green Hill Zone spin tubes.
The zone also contains lava, and has caverns where you can be trapped during earthquakes (due to a layer of ground moving up and down). Before the boss in Act 2, there is a room full of rising lava and platforms to the exit at the top. This is commonly known as the "volcano".
Contents
Instruction Manual Description
Lava boils from volcanoes and earthquakes shake the ground. Spring for the rings on teeter-totters and blast through underground tunnels and caverns.
Villains
Enemies
- Rexon - Plesiosaur enemy, sits in lava and throws fireballs at you. Once destroyed, its body can be used as a platform to stand on.
- Spiker - Cone enemy, launches its cone at you when you jump over it.
- Sol / Ghora - Spherical enemy, surrounded by 4 fireballs which it throws at you. Referred to as "Sol" in the instruction manual, and "Ghora" in Sonic Jam.
Differences between Wai Beta and Final
- Sonic doesn't spin when going through tunnels.
- There is no earthquake sound effect.
Technical Information
07 | Level Value |
$2BA2 | HTZ Palette (0B) |
$C7F2, C964 | HTZ layer deformation info |
$3FD26 | Dynamic pattern reloading for HTZ |
$40038 | HTZ animated pattern load cue |
$40372 | EHZ, HTZ misc sprite mappings |
$41FFE | HTZ object debug list |
$44E50 | EHZ and HTZ primary 16x16 collision index |
$44F40 | EHZ and HTZ secondary 16x16 collision index |
$46DD4 | HTZ act 1 level layout |
$47044 | HTZ act 2 level layout |
$95C24 | EHZ/HTZ main level patterns |
$985A4 | HTZ 16x16 block mappings |
$98AB4 | HTZ pattern suppliment to EHZ level patterns |
$99D34 | EHZ/HTZ 128x128 block mappings |
$E4D74 | HTZ act 1 ring locations |
$E4EAA | HTZ act 2 ring locations |
$E8302 | HTZ act 1 sprite locations |
$E8668 | HTZ act 2 sprite locations |