Difference between revisions of "Hill Top Zone"
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==Instruction Manual Description== | ==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. | Lava boils from volcanoes and earthquakes shake the ground. Spring for the rings on teeter-totters and blast through underground tunnels and caverns. | ||
+ | |||
+ | ==Sonic Team Commentary (from ''[[Sonic Jam]]'' Strategy Guide)== | ||
+ | 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]]. ([[Yuji Naka|Naka]]) | ||
==Enemies== | ==Enemies== |
Revision as of 18:50, 13 August 2007
Hill Top Zone |
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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.
Sonic Team Commentary (from Sonic Jam Strategy Guide)
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)
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 - Spherical enemy, surrounded by 4 fireballs which it throws at you. Referred to as "Sol" in the instruction manual, and "Ghora" in Sonic Jam.
Prototype Differences
Early Prototype/Nick Arcade Beta
- Lava doesn't cause harm
- Green orbs are used as the weight on teeter-totters instead of a Sol without fireballs
- Cable lifts do not work properly
- Due to screen limits not being fixed from Sonic 1, Act 1 cannot be completed normally.
- The collision array in Act 2 is missing
- When the earthquake is triggered in Act 2, the game crashes. This is because the leftover code from Sonic 1 calls for the event between Acts 2 and 3 of Scrap Brain Zone, but the data is not there.
Wai Beta
- Sonic doesn't spin when going through tunnels.
- There is no earthquake sound effect.
Technical Information (Final)
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 |