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Sonic the Hedgehog 2 (Genesis)/ru/Странности

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This is a sub-page of Sonic the Hedgehog 2 (Genesis)/ru.

Идеальный бонус на специальных этапах

Как и на обычных этапах, на специальных этапах предусмотрен идеальный бонус, который можно получить, когда вы соберете все кольца. Несмотря на то, что Perfect Bonus присутствует и полностью функционален, на самом деле «получение» Perfect Bonus можно охарактеризовать только как титаническую задачу: для этого требуется режим «Соник и Тейлз», чтобы собрать кольца, которых не может достичь один только хитбокс Соника, а также хорошая координация и запоминания этапов двумя игроками из-за необычайно сложному дизайну уровней и свободному расположению колец.

  • Идеальные бонусы для этапов 1, 3, и 6 были успешно пройдены с помощью TAS.
  • Этапы 2 и 4 считаются невозможными из-за странной коллизии: сначала возникают проблемы во второй секции (несмотря на то, что она выглядит тривиально), а позже в самом конце этой же секции имеются большие треугольники из 5 колец, который невозможно полностью собрать.
  • Этап 5 считается невозможным из-за того, что Соник и Тейлз не могут вовремя добраться до некоторых колец (только в первой секции на противоположных стенах одновременно присутствуют большие треугольники из 4 колец).
  • Этап 7 совершенно невозможен из-за случайного разброса кольцевых узоров в его третьей части.

Требованное количество колец на специальных этапах

Кстати, хотя каждый специальный этап состоит из трех сегментов, в таблице, определяющей, какими должны быть следующие требование количество колец, есть дополнительная запись для каждого из них; ниже приведены неиспользованные записи. Был ли запланирован четвертый сегмент для каждого специального этапа или они просто дополняли таблицу для целей выравнивания, неизвестно, хотя они были странным образом обновлены в Knuckles in Sonic 2.

Неиспользованное требование количества колец
Персонаж Этап 1 Этап 2 Этап 3 Этап 4 Этап 5 Этап 6 Этап 7
Соник и Тейлз 120 150 170 160 200 220 210
Соник/Тейлз в одиночку 110 140 160 150 160 210 190
Наклз 110 130 160 150 130 170 140

Недоступные кольца

На некоторых уровнях есть кольца до которых нельзя добраться, что делает невозможным получение Идеального Бонуса.

Изображение локации Уровень Приблизительные координаты Описание Изображение локации (из Прототипов)
Sprites Always on Top enabled in Gens. Aquatic Ruin Zone
Акт 2
1FA90626 Горизонтальная линия из двух колец. Самое правое кольцо можно собрать, не заходя внутрь колонны, но добраться до него невозможно. До Beta 5 колонн там не было, что позволяло собрать кольца. Sprites Always on Top enabled in Gens.
Sonic 2 CNZ2 rings.png Casino Night Zone
Акт 2
027F00F8 Two clusters with seven rings each, just above the start, but way too high to reach. These rings have mysteriously been transported from Act 1 to Act 2, this same problem also occurs with the rows of rings that should be from a launcher.

These rings would be easily reached using fippers that are centered just below the rings. When locked-on to Sonic & Knuckles, it is possible for Knuckles to collect these rings by gliding to the far left from the highest wall.
In the September 14 prototype, these flippers could be used to reach the enigmatic rings on Act 1.
These rings were removed in the the 2013 remake.

Sonic 2 CNZ2 AUG21Proto rings1.png
Sonic 2 CNZ2 rings2.png Casino Night Zone
Акт 2
10700611 It may seem strange, but this row of rings should be in Act 1; the level design fits perfectly where a ramp leads to a vertical launcher. This failure has been present since the September 14 prototype. Sonic 2 CNZ2 AUG21Proto rings2.png
Sonic 2 MCZ2 hidden rings 1.png Mystic Cave Zone
Акт 2
0F2B00F0 These may have been placed with the original level layout from the Simon Wai prototype in mind. In the same coordinates in that prototype is a tall pillar. The level design was copied from Simon Wai to the final version of Sonic 2 so that the objects were placed correctly.
Sonic 2 MCZ2 hidden rings 3.png Mystic Cave Zone
Акт 2
15880160 These may have been placed with the original level layout from the Simon Wai prototype in mind. The level design was copied from Simon Wai to the final version of Sonic 2 so that the objects were placed correctly.
Sonic 2 MCZ2 hidden rings 2.png Mystic Cave Zone
Акт 2
16050156 These rings may have been part of the original level layout for this Zone in the Simon Wai prototype. As there is a ledge and an empty space in the same coordinates in that prototype, a swinging platform may have been in these coordinates to accompany the rings. The level design was copied from Simon Wai to the final version of Sonic 2 so that the objects were placed correctly.
Sonic 2 OOZ hidden rings.png Oil Ocean Zone
Акт 2
0BC003A8 These are leftovers from the original level layout seen in the Simon Wai prototype. The same rings can be found in the same coordinates in that prototype. The level design was copied from Simon Wai to the final version of Sonic 2 so that the objects were placed correctly.
Sonic 2 OOZ hidden rings2.png Oil Ocean Zone
Акт 2
11BF023A These are leftovers from the original level layout seen in the Simon Wai prototype. The same rings can be found in the same coordinates in that prototype. The level design was copied from Simon Wai to the final version of Sonic 2 so that the objects were placed correctly.
Sonic 2 OOZ hidden rings3.png Oil Ocean Zone
Акт 2
12C0023A These are leftovers from the original level layout seen in the Simon Wai prototype. The same rings can be found in the same coordinates in that prototype. The level design was copied from Simon Wai to the final version of Sonic 2 so that the objects were placed correctly.
Sonic 2 OOZ hidden rings5.png Oil Ocean Zone
Акт 2
191001F8 These are leftovers from the original level layout seen in the Simon Wai prototype. The same rings can be found in the same coordinates in that prototype. The level design was copied from Simon Wai to the final version of Sonic 2 so that the objects were placed correctly.
Sonic 2 OOZ hidden rings4.png Oil Ocean Zone
Акт 2
1A0001F8 These are leftovers from the original level layout seen in the Simon Wai prototype. The same rings can be found in the same coordinates in that prototype. The level design was copied from Simon Wai to the final version of Sonic 2 so that the objects were placed correctly.
Sonic 2 OOZ hidden rings6.png Oil Ocean Zone
Акт 2
20880300 These are leftovers from the original level layout seen in the Simon Wai prototype. The same rings can be found in the same coordinates in that prototype. The level design was copied from Simon Wai to the final version of Sonic 2 so that the objects were placed correctly.
Sprites Always on Top enabled in Gens. Metropolis Zone
Акт 2
02C0043F Three horizontal slanted rings, under the floor with the ten-ring box and a cog nearby. This floor used to be a slope in the Simon Wai prototype, so these rings may have been placed with the slope in mind. Rings placed via Debug Mode to show how they would have looked in the prototype layout.
Sprites Always on Top enabled in Gens. Metropolis Zone
Акт 2
135000D0 These rings may have corresponded with the original level layout from the August 21 prototype. Judging by the layout in that build, these rings could have been reached by jumping from the nearby conveyor belt. The level design was copied from August 21st prototype to the final version of Sonic 2 so that the objects were placed correctly.
Sprites Always on Top enabled in Gens. Metropolis Zone
Акт 2
0F000169 These rings appear to correspond with the original level layout from the Simon Wai prototype. There is a ledge in the same coordinates in that prototype, so the rings may have been placed on top of it. Rings placed via Debug Mode to show how they would have looked in the prototype layout.
Sprites Always on Top enabled in Gens. Metropolis Zone
Акт 2
0F400354 These rings appear to correspond with the original level layout from the August 21 prototype. In the same coordinates, they would have been under a ceiling. Sonic2proto aug21 MZ2 rings4.png

Misplaced Objects

Various objects throughout the levels are misplaced or in odd positions, possibly indicative of earlier level designs.

Image Level Approximate Coordinates Description
Sprites Highlighted enabled in Gens. Aquatic Ruin Zone
Act 2
08E606CC A misplaced air bubble object.
Sprites Always on Top enabled in Gens. Hill Top Zone
Act 1
128A020C This poor seesaw was overlooked once the layout was altered from the Simon Wai prototype.
Sprites Always on Top enabled in Gens. Metropolis Zone
Act 3
0A89026C This object, found next to an invincibility monitor, is a set of horizontal spikes, for which the graphics are never loaded in this Zone. It serves the practical purpose of preventing zipping bugs.
Sprites Always on Top enabled in Gens. Metropolis Zone
Act 3
116905AC A door object with no use or any real reason to exist. This fits with the August 21st prototype's layout.
Sprites Always on Top enabled in Gens. Metropolis Zone
Act 3
1D1F054D A platform that moves if Sonic is underneath it. This fits with the Simon Wai and August 21st prototype's layouts.
Sprites Always on Top enabled in Gens. Metropolis Zone
Act 3
1F75056C Either a lava pit was intended to be here, or this is another anti-glitch trick. This fits with the August 21 prototype's layout.

Двери на CPZ/DEZ

В игре Исправленный
Sonic2 IncorrectDoor.png Sonic2 CorrectDoor.png

Спрайт двери в Chemical Plant Zone и Death Egg Zone на самом деле собраны неправильно. Используя режим отладки для размещения двери, вы можете увидеть, как должен быть собран спрайт двери, используя тайлы 8×8, которые остаются неиспользованными из-за неправильной сборки спрайта. Причина этого в том, что двери используют подтип объекта $00, подтип, предназначенный для использования дверями в Hill Top Zone, а не подтип $02, который предназначен для использования в Chemical Plant и Death Egg.

Переиздание 2013 использует правильный спрайт для дверей, и Chemical Plant в Sonic Mania также использует правильный внешний вид дверей.

Дублирование колец

Колонна колец, найденная рядом с гигантской шестерней на координатах 08F005E8, если вы пойдете по пути направо после первой желтой пружинной шахты во втором акте Metropolis Zone, она очень необычна: каждое собранное кольцо даст вам четыре кольца вместо одного, и всего получите 12 колец. Это потому, что эти кольца на самом деле представляют собой четыре столбца колец, которые расположены друг над другом в одних и тех же координатах. Эта странность все еще присутствует в ремейке 2013 года.

Ранняя версия Wing Fortress Zone

Sonic2 Early Sky Fortress.png

Небольшая часть Wing Fortress Zone появляется в Sky Chase Zone, но не вся она видна из-за того, как движется этап.

Эта версия Wing Fortress имеет несколько отличий от настоящей версии этапа: некоторые окна были убраны, а другие добавлены, заклепки расположены по-другому, слева есть длинная металлическая рама, а справа внизу возле винтов есть небольшая платформа.

Wing Fortress Weirdness

Wing Fortress Zone, being added very late in development, has the most strangeness of any stages in the game:

  • Near the end, there is a conveyor belt that should move Sonic accordingly; however, due to an incorrect subtype value for the conveyor object, it does nothing. Even if it was correct, it would still stop halfway.
  • Shortly before the conveyor belt is a random suspended cable with no obvious purpose. Presumably, the intent was to have a moving platform holding onto it (similar to Hill Top Zone), but it got scrapped and instead the player gets across using speed boosters.
  • The boss completely lacks sound effects, barring the explosion sequence.

Programming Oddities

  • Each variation of the generic menus (1P/2P level select and Options menus) use a separate jump command when loaded in the "game mode index" (set using value $FFF600), despite the fact that they all jump to the same location.
  • Similarly, the game has two instances of the code used to display a 512×512 plane mapping - one for the Special Stage, the other for the Sega screen - but both are identical.
  • The graphics data for Mecha Sonic is loaded on the Sega screen right before it gets overwritten with the upscaled Sonic graphics. The reason for this is unknown, although it's possible the graphics were used as a placeholder before the upscaling logic was added.
  • The Sega screen is programmed to play the "SE-GA!" sound twice, once by the Sonic running through object, and once by the Sega screen itself, although the second instance (in the Sega screen logic itself) never gets played due to engine limitations. This is a leftover from Sonic 1, which did the same thing as it didn't have any objects on the screen.