One of the pieces of concept art for the final boss shows Eggman in a mech suit, though with the panels from the final design still present.began work on a port for the Nintendo DS, but the project was abandoned once Whitehead's pitch was accepted. While Whitehead was still pitching the game's digital port, Simon "Stealth" Thomley note Known for Sonic Megamix and his famous Sonic 1 GBA proof of concept.I was slightly worried the idea of running to warp might not be self evident (no warp screen, the level and boss would change in real time with some neato effects). Some parts are running, some areas the screen is locked. The idea being Sonic can reach warp speed at any opportunity (instead of getting the warp posts) and must do so to "wind back the clock" to damage the boss. Time flows freely, and Eggman's machine is essentially invincible. Whitehead: Yeah, it's colourful since it was intended to be an all Time Stones boss (good future only). Whitehead later released a hypothetical screenshot of Final Fever ◊ as well as a description of how the level and boss battle would play out: Desert Dazzle later became the basis for Mirage Saloon Zone in Sonic Mania. A glimpse of Desert Dazzle can be seen by entering "32" and "8" into the respective slots on the Sound Test menu (which, incidentally, also unlocks the level select for Tails), while half finished early attempts of the levels can actually be found in the games via hacking. However, these zone proposals were rejected by Sonic Team, who wanted the port to stay faithful to the original game, resulting in both stages being scrapped. The Updated Re-release was going to have two brand new levels: a Shifting Sand Land inspired by the scrapped Dubious Depths called "Desert Dazzle", and "Final Fever", a new True Final Boss that would've been unlocked if all the Time Stones are collected. However, due to the music data not fitting into the CD-ROM of the game and the zone not matching Sonic's speed, it was cut very early in development with the only traces of the zone left being Dummied Out leftover files discovered when going through the game’s files on a PC (under the name R2, or Round 2), early concept art ◊, leftover enemy and boss sprites ◊, its appearance in the ending sequence ◊ and its present theme, which would be recycled as the default track in the "D.A Garden" menu in the Japanese/European release (the American release uses an instrumental version of Sonic Boom instead). Originally, there was a underground/dungeon zone named "Dubious Depths" (or "Ridicule Root" earlier in development) that would have been in between Palmtree Panic and Collision Chaos that would've had machinery, spike traps and giant fans.Fully-animated cutscenes that acted as transitions between stages were planned, but due to budget reasons, only the intro and both ending cutscenes were animated.The CD version of Palmtree Panic Past eventually leaked on YouTube it's the only CD-quality track for the Past levels known to exist. The music for the Past was originally intended to be CD-quality as well, but Red Book couldn't hold all the music, so it was decided to make the Past tracks standard PCM instead.Ohshima believed that if Yuji Naka, known for his incredible coding skills, were developing CD instead of Sonic 2 at the time, it could have been possible. Naoto Ohshima originally wanted the time travelling to be done in real-time, inspired by Back to the Future however, the programming team deemed this impossible and compromised with the Time Warp loading cutscenes in the final game.An early design of Amy that was shown in the Manga before she appeared in any games.
0 Comments
Leave a Reply. |