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Sonic spinball boss run
Sonic spinball boss run








sonic spinball boss run

Again, like most simple games of the era (and Sonic was typically considered a simple game, no matter how difficult), the story means less than the actual gameplay. Robotnik needs them, and that is why you must stop him. Without the Emeralds, a massive eruption would blow the Fortress to pieces! This is why Dr. Mobius volcano on which the Veg-O-Fortress stands. In other games, you can still win without them, but you ultimately don’t achieve the “true” ending. Pretty standard Sonic story, except this time we HAVE to get the Chaos Emeralds.

sonic spinball boss run

Like I have a friggin’ choice… I’m a damn pinball. In no time at all, Sonic starts swiping Emeralds, freeing the animals of Mobius and dishing out hedgehog justice! Yo, Robotnik! You’re in for a mountain of trouble now. From there, he infiltrates Robotnik’s vast and deadly defenses. But he has friends in wet places – and is saved at the last moment! Sonic sneaks into the Toxic Caves below the Fortress.

sonic spinball boss run

Sonic is knocked into deep waters near the volcano. Sonic and his pal Tails mount an air assault on the Fortress, only to be blasted in mid-flight by Robotnik’s cannons. Fiery lava fuels the lethal Pinball Defense System that protects the Fortress. Mobius, is already transforming happy creatures into mindless slaves! Robotnik’s fiendish machine draws its power from the mountain’s volcano. His monstrous contraption, the Veg-O-Fortress, built on Mt. Robotnik has unleashed his most diabolical plot yet to turn the animals of Planet Mobius into robots. Just like any other Sonic game (at the time, there were only 2 others), Dr. The game actually begins with Sonic running through a toxic sewer and jumping into a pinball spring (it’s actually some sort of plant that sucks him in and spits him out) to launch into the actual pinball arena. Sonic Spinball takes the idea of a pinball game and plasters Sonic themes throughout the entire game. Sonic Spinball isn’t exactly what you think it is. Exactly 1 year after the release of the brilliant Sonic 2 ( Sonic 2 was released on November 24, 1992), Sega unleashed a pinball video game to the unsuspecting public.

SONIC SPINBALL BOSS RUN CODE

From the rough disassembly output you can look at that code and make changes to the ROM directly in a hex editor.After the wild success of Sonic’s debut and the exceptional sequel, the world was clamoring for anything and everything Sonic! The year was 1993 and word on the street was that Sonic the Hedgehog 3 was on the verge of being released, but Sega Technical Institute had a different plan for its fans. You probably won't get anything that re-compiles well though, not without some hand-tweaking. This is really nice for working out hacks or optimizations. It has a feature that disassembles 68K CPU code as it runs. This is the product of a lot of time and effort by the community.Ī tool I used a lot was the Exodus emulator by Nemesis. I know that the main sonic games have disassembled source code that can be compiled 1:1 with the original ROM, and also include labels and comments. There are some really nice Genesis disassembles out there. You don't just put a game ROM in a decompiler program and get out nice readable C code, even if it was programmed in C originally. I've done some disassembly when working on Genesis game hacks. I want to make something that can run on real (and preferably un-modded) hardware.I don't mean to dissuade you, but totally de-compiling a game from scratch is a hell of a task. The game was built almost entirely in C, so it can be decompiled and recompiled.Īs for the whole Emulator / MiSTer thing. A 32x or MCD port would be really cool, but quite a challenge. You'll also have to spend some time re-doing sprites for this mode. You'll get more screen real estate, but with uglier graphics. I don't think hacking the game for interlaced mode would be worth it. I can't remember all the tricks, but you can do things like replace certain MUL/DIV instructions with LSL/LSR. It would be interesting to have a faster spinball. I know I spent some time with Barone on the subject at one point. I think there are some old threads on this forum about optimizing games. Third Question: Would you want to play a 32X and/or Mega CD version, if it were to be developed?I'll vote for: Second Question: Would you prefer 224/240 lines, or interlaced for 448/480 lines? But I have some questions that I need people's opinions on!įirst Question: Would you prefer 50 Hz at 240p, or 60 Hz at 224p? (By default, it runs more like 30 Hz at 224p, regardless of region) Hello all! I'll get straight to the point: I want to take part in developing a hack to optimize Sonic Spinball so that it actually runs at a decent framerate on stock hardware, and preferably does so with a better sound engine to boot.










Sonic spinball boss run