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Sky Chase - Sonic Adventure Autodemo

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Both acts of Sky Chase in the Sonic Adventure Autodemo.
I'd say this version is about 70% of the way there, most of the stage is in place but there's a lot of small changes scattered around. To start with, there's no sound at all. To avoid a soundless video, I threw in the theme from the final.
The HUD is text-based. The (also text-based) score tally is also present, since Sky Chase doesn't use the regular stage clear function, which it was wiped from for the demo.
The Sky Chases aren't separated by stage IDs, rather they share a single stage as acts 1 and 2, like their names suggest. This was changed most likely to give both acts a separate stage manager function; They still share the same file in the final.
The Tornado moves the same but its lock-on behaves differently:
- In the final game, you hold A to lock-on and it fires a laser when releasing.
- In this version, the lock-on automatically targets any enemy it overlaps and rockets can be fired at it by pressing B.
The rockets can be seen in the announcement footage and are still part of the object list in the final game but aren't used, being replaced by the laser.
The turrets attached to the Egg Carrier have a different design that resembles the giant cannons of Sky Deck, they even fire green bullets in the same shape.
The dragon is still present in Sky Chase 1, spawned via the stage's manager function. It doesn't do much, it flies on the same path from the early footage and collides with the player at the end. Given that the cannon boss is missing in Act 2, a boss battle with the dragon was likely planned for the end of Sky Chase 1, which would then be followed by the cannon firing cutscene.
Neither of the cutscenes for Act 1 or 2 are present, despite them being shown in footage of versions earlier than this. The animation for the Egg Carrier firing exists in the file, but the one for the Tornado 2 transformation doesn't. We've speculated that they may have been full cutscenes (loaded from event files), which were removed in the Autodemo aside from the ones in the demo reel. To show the second half of Sky Chase 2, I had to use cheat engine to manually change the Tornado 2's path.
The camera is missing but the clouds and Tornado evidently expect it to be there. woofmute has a video with it added in through the camera editor if you'd like to know how it looks:
Download as a mod via X-Hax's GitHub:
_______________________
Links:
I'd say this version is about 70% of the way there, most of the stage is in place but there's a lot of small changes scattered around. To start with, there's no sound at all. To avoid a soundless video, I threw in the theme from the final.
The HUD is text-based. The (also text-based) score tally is also present, since Sky Chase doesn't use the regular stage clear function, which it was wiped from for the demo.
The Sky Chases aren't separated by stage IDs, rather they share a single stage as acts 1 and 2, like their names suggest. This was changed most likely to give both acts a separate stage manager function; They still share the same file in the final.
The Tornado moves the same but its lock-on behaves differently:
- In the final game, you hold A to lock-on and it fires a laser when releasing.
- In this version, the lock-on automatically targets any enemy it overlaps and rockets can be fired at it by pressing B.
The rockets can be seen in the announcement footage and are still part of the object list in the final game but aren't used, being replaced by the laser.
The turrets attached to the Egg Carrier have a different design that resembles the giant cannons of Sky Deck, they even fire green bullets in the same shape.
The dragon is still present in Sky Chase 1, spawned via the stage's manager function. It doesn't do much, it flies on the same path from the early footage and collides with the player at the end. Given that the cannon boss is missing in Act 2, a boss battle with the dragon was likely planned for the end of Sky Chase 1, which would then be followed by the cannon firing cutscene.
Neither of the cutscenes for Act 1 or 2 are present, despite them being shown in footage of versions earlier than this. The animation for the Egg Carrier firing exists in the file, but the one for the Tornado 2 transformation doesn't. We've speculated that they may have been full cutscenes (loaded from event files), which were removed in the Autodemo aside from the ones in the demo reel. To show the second half of Sky Chase 2, I had to use cheat engine to manually change the Tornado 2's path.
The camera is missing but the clouds and Tornado evidently expect it to be there. woofmute has a video with it added in through the camera editor if you'd like to know how it looks:
Download as a mod via X-Hax's GitHub:
_______________________
Links:
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