the cutting room mirror

Oil Ocean Zone

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This is a sub-page of Proto:Sonic the Hedgehog 2 (Genesis)/August 21st, 1992.

Sonic_2_August_21_Oil_Ocean-1.png

To do:
The incorrect chunk definitions perfectly matches September 14th, forming a more complete layout.

  • What are those chunks?

Oil Ocean has been worked on since the Simon Wai prototype, though there are a few leftovers.

  • The stage layout in both acts are close to being completed, but some chunk art haven't been changed from the Simon Wai prototype; thusly, some things look quite odd.
  • Object layouts haven't been changed from the Simon Wai prototype.

Prototype

Beta 5+

Like the previous prototype, the sun uses a basic static graphic; it became animated starting with Beta 5.

While the boss's graphics are present, none of the boss's object code has been added yet.

Prototype

Beta 5+

Sonic2OilOceanLaserBeta4.png Sonic2OilOceanBlueFlameBeta4.png

Sonic2OilOceanLaserFinal.png Sonic2OilOceanBlueFlameFinal.png

Submarine Eggman II's lasers and flames use Sonic's palette in this prototype up to Beta 4. This would be fine if Super Sonic wasn't programmed in. From Beta 5 onward, the game loads a unique cyan palette during the boss fight.

  • The stage still uses the Casino Night Zone 2-Player theme; the final Oil Ocean theme is used in Zone 03.
  • The stage does lock at the end of the stage, and the graphics do load, but the signpost/boss hasn't been placed yet.
  • The beginning is missing the lift, meaning it's impossible to progress without Debug Mode.
  • The background still features the pipe at the start, which was removed starting with the September 14th prototype to save VRAM.
  • The lifts have now been extended to fit the lift corridors.
  • Launching platforms now have flames and proper sound effects, which were missing in the Simon Wai prototype. The green flames also have the ability of hurting Super Sonic.
  • Alternatively, the moving spike objects also have their own sound effect.
  • Oil slides still have no effect.
  • Vertical and Horizontal fans are implemented, with an even bigger hitbox.
  • The graphics for the Octus and Aquis badniks are loaded in VRAM, but they're in the wrong location. As a side effect, badniks display the wrong graphics.

(Source: Sonic Retro, original TCRF research)

Act 1

Act 2

Simon Wai

August 21st

September 14th