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Sonic 1 badniks sprites
Sonic 1 badniks sprites










sonic 1 badniks sprites

This, combined with the object's Badnik collision, suggest that this propeller was indeed intended to be destroyed by the player. This isn't the only thing that gives it Badnik-like properties, however: the object also calls the 'MarkObjGone' function, which is used by objects which are capable of being destroyed and permanently removed from the level, typically Badniks. So why does it behave like a Badnik? That's because its collision type is set to that of an enemy in its sub-object definition. The 'pole' even has a pair of little sockets that the propeller sprites fit perfectly into: Most tellingly, it is located right next to the zone's propeller sprites. Interestingly, the sprite for this unused object is not grouped with the zone's Badniks, but rather its non-Badnik sprites. Sonic 2, like Sonic 1 before it, groups its assets together in a logical fashion: in particular, it groups each zone's Badnik sprites separately from the rest of the zone's assets.

sonic 1 badniks sprites

Based on that description alone, it's unclear what exactly this thing is meant to be, but I believe I've found a good explanation! Sonic 2 has an unused object that can be placed in Debug Mode (Edit Mode), which appears to be a spinning pole that acts like a Badnik: it hurts Sonic when he runs into it, and it explodes when he jumps into it.












Sonic 1 badniks sprites