; xstart xend ystart yend ; Level dc.w $0, $6000, $580, $1000 ; CNZ2The reason for the lower ceiling is to keep you from going back up the shaft and reaching the innards of the act 1 boss scroll, which are replicated in the act 2 layout for some reason. This would be trivial to do by say, climbing up the shaft walls as Knuckles.
However, something was still bugging me. I was sure you could go up there somehow. So I checked my disassembly of standalone Sonic 3, and sure enough, what do you know:
; xstart xend ystart yend ; Level dc.w $0, $6000, $0, $1000 ; CNZ2The ceiling is completely unlocked in standalone Sonic 3. The addition of Knuckles as a playable character is likely the reason why this was changed. Even so, if you select Sonic and Tails, use the act 1 signpost to reveal the thunder barrier monitor hidden in the floor, then have Tails carry Sonic up as high as possible, and finally use the barrier to do a double jump, you can just barely get the camera outside the shaft. It's not enough to get Sonic up there, though.
While investigating this, I noticed the level size for Launch Base Zone 2 is also different between games. Here's what it looks like in Sonic & Knuckles:
; xstart xend ystart yend ; Level dc.w $0, $6000, $0, $B20 ; LBZ2And here's what it looks like in Sonic 3:
; xstart xend ystart yend ; Level dc.w $0, $6000, $0, $1000 ; LBZ2In Sonic 3, the level's pants are down, so if you go all the way to the bottom, you can see where the background plane ends and also get a good look at the level's sewers. This was fixed in Sonic & Knuckles due to Knuckles' route through the stage making this pretty evident.
It's not really an issue in Sonic 3 because Sonic and Tails never go low enough to actually see it. Once again, the level size was changed due to the addition of Knuckles as playable character.
You know, it's *also* weird in retrospect that they cut down the vertical wrap for AIZ2 in Sonic 3 / when playing as Sonic when they've got these other levels completely unchopped.
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