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Difference between revisions of "Hill Top Zone"

From Sonic Retro

m (Wai Beta: added something about the music)
m (Wai Beta)
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* 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.
* The background music runs at a slightly slower speed than in the final.
+
* The background music runs at a slightly slower tempo than in the final.
  
 
==Technical Information (Final)==
 
==Technical Information (Final)==

Revision as of 21:27, 5 March 2008

Hilltop.png
Hill Top Zone
Fifth level, Sonic the Hedgehog 2
Number of Acts: 2
Boss: Submarine Eggman

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."

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.
  • The playfield limits are still the same as they were in Sonic 1, but the level does not end at these limits. As a result, Act 1 cannot be played through.
  • The secondary collision array for Act 2 is missing.
  • Act 2 crashes at about the midpoint. This is because the level event handler calls a subroutine from Sonic 1 that no longer exists (the transition between Acts 2 and 3 of Scrap Brain Zone). Final Zone crashes at the beginning for the same reason.

Wai Beta

  • Sonic doesn't spin when going through tunnels.
  • There is no earthquake sound effect.
  • The background music runs at a slightly slower tempo than in the final.

Technical Information (Final)

Offset Description
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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