In Betas 7-8, the collision changer objects are The "red ring" objects (The pinball mode toggles in Casino Night and palette changers in Wing Fortress) are visible in Betas 7 and 8 as long as debug mode is active. In all Beta builds, the demos play in this order: Chemical Plant, 2P Emerald Hill, Casino Night, Hill Top. Just FYI, the game doesn’t offer anything new other than the graphics and audio, so if you’re expecting hidden easter eggs or other surprises, you’ll be disappointed.
In other versions, they're able to get to the end without dying. Fixed in Beta 7. Fans of the game have already probably heard of this game, but others may not be aware. Both Beta 6 and Beta 7 use Sonic's continue icon for Tails. The stage select screen in Beta 4 is about the same as it was in the Simon Wai prototype.
After about three seconds, the cut-scene ends and the game resets to the SEGA logo.
It changes appropriately from Beta 6 on. In Beta 4, the background doesn't flash different colors when obtaining the 7th emerald. The sub-effect of the invincibility effect, in earlier versions, is a collection of small invincibility sparkles that trail the player and change direction depending on what direction the player is heading... in theory. Have a submission? If you want to help in the development of Sonic SMS Remake games series, answer this questionnaire below: 1- Why do you want to help us?
Beta 4 has no ending at all. From Beta 8 on, the player loses their shield at the end of the act. The large Tornado and large Sonic sprite both spawn in the bottom-right corner. These five betas, labeled Beta 4 to Beta 8 in the Sega QA Archives, are internal testing builds spanning eight days that were created as the Sonic the Hedgehog 2 project was nearing completion. Wing Fortress is still called Betas 5 and 6 try to use the same setup, but the new title screen logo blocks out a lot of the text. Beta 6 fixes this by jumping to the results screen after a Time Over. The final version fixed this by transforming Sonic back to normal at the end of the act, but ended up introducing a The Act Clear screen has an additional period after the word "Act" but before the act number. The final version fixes this by completing changing the sub-effect.
We’re quite a diverse group all for a strong passion for classic Sonic.Questions about the game, its development, troubleshooting, and more are answered here.DISCLAIMER: Team S2HD and “Sonic 2 HD” are in no way affiliated with SEGA® or Sonic Team®. Sonic 2.
They were the last builds found, until the release of the CENSOR build. If the player holds any of the jump buttons as the act starts, they'll start in the air after the title card scrolls off.
Beta 6 attempts to add the red triangles seen from the normal results screen to the Special Stage results, but something went wrong and the graphics are badly corrupted. There's an oversight in Beta 4 and Beta 5: If either player gets a Time Over, the stage will reset and then immediately go to the results screen.
This seems to have been fixed in Beta 6. If the player is jumping, the trail will move southwest, and if they're falling, the trail will move northeast, regardless of the direction the player is facing. This is a big point they stress on their page.Now that we got that out of the way, let’s talk about the remake itself.
The yellow parts of the stage flash different colors occasionally in this version including Green, Red and White.
The period was removed by Beta 5, but the spacing (and the existence of the Perfect Bonus) wasn't changed until the final game. In Beta 4 and Beta 5, the results screen uses the name "Tails" regardless of the console region, and the emeralds are positioned higher in Betas 4 and 5. Beta 6 fixes this by jumping to the results screen after a Time Over. Fixed in Beta 8. #platformer 3- Will I send my test feedback via the same email, as soon as I receive the email with the games build?
The sub-effect of the invincibility effect, in earlier versions, is a collection of small invincibility sparkles that trail the player and change direction depending on what direction the player is heading... in theory.
Sonic falls briefly before Tails catches him. From the very beginning of the project, Sonic 2 HD has focused on maintaining the feel that has made Sonic the Hedgehog 2 a classic while using new tools to reimagine the original as it could have been were it made today. Sonic the Hedgehog 2 Beta by Stydex Keizers @ThatRealStydex.
This was working fine in the Simon Wai prototype, but after that something in the code glitched. There is no special ending for Super Sonic. Beta 6 is the first version to implement a sixty second timer after one player gets to the end of the act. I’m a team of crazy indie gamers. In Betas 4 and 5, rings sometimes disappear when the half-pipe is doing the transition animation from straight to curved. Beta 4 has no ending at all. By Beta 6, the letter E in Emerald was also kerned to the letter M. No intent to infringe said copyrights or registered trademarks is made by contributors of “Sonic 2 HD”. Beta 6 attempts to add the red triangles seen from the normal results screen to the Special Stage results, but something went wrong and the graphics are badly corrupted.
In all Beta builds, the demos play in this order: Chemical Plant, 2P Emerald Hill, Casino Night, Hill Top. The final version fixes this by completing changing the sub-effect.
The player is now unable to outrun the camera after a Spin Dash. This is a beta of Sonic the Hedgehog 2, the beta is similar of Simon Wai Prototype, but trying completing the zones to 100%. Stego's sprite is the same as the Alpha, "Pre-Beta", and CENSOR's, it was later deleted in Beta 5. It is made for fans, by fans, with no financial gain whatsoever.
They're used specifically under the fair use doctrine in US law, strictly for commentary and/or news-reporting purposes.
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