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Difference between revisions of "Hill Top Zone"

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m (Boss)
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===Boss===
 
===Boss===
*Boss: Dr. Robotnik's Lava Tank
+
*Boss: [[Dr. Robotnik's Lava Tank]]
 
*Hits: 8
 
*Hits: 8
 
This boss is rather simple, you just have to know what you're doing. The first thing(s) you'll notice are three islands: one on the left, one in the middle, and one on the right of the screen. In between these islands you'll find two lava pits. These lava pits are where Robotnik will pop out in his heat-resistant submarine and shoot stuff at ya. Simply, hop on Robotnik twice when he appears, avoiding all flaming projectiles he launches at you.
 
  
 
==Differences between Beta and Final==
 
==Differences between Beta and Final==

Revision as of 20:29, 6 November 2005

Hill Top Zone, Act 1

Hill Top Zone is the fifth zone in Sonic 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).

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.

Boss

Differences between 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


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