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Aquatic Ruin Zone

From Sonic Retro

Revision as of 09:11, 25 May 2008 by Shobiz (talk | contribs) (Added ringcount)
Aquaticruin.png
Aquatic Ruin Zone
Third level, Sonic the Hedgehog 2
Number of Acts: 2
Boss: Hammer Eggman
Maximum rings, Act 1: 176 + 70
Maximum rings, Act 2: 217 + 120
Underwater areas: Yes

Aquatic Ruin Zone is the third zone in Sonic 2.

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.

Yuji Naka

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


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