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Emerald Coast | |
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Emerald Coast is the first level in Sonic Adventure for the Sega Dreamcast, Gamecube, and PC, reappearing as a representative of the Dreamcast Era in the 3DS version of Sonic Generations. It's located in the coast of Station Square, and its only entrance is in the city's hotel; Sonic first comes to this level after seeing Tails crash-land on the beach, and goes to his rescue. The level is widely know for the orca that inhabits the coast, chasing Sonic in a segment of the level, destroying wooden platforms and hurting the player on touch.
In M.U.G.E.N, Emerald Coast has been made by Luneth.
Luneth's version[]
Luneth's Emerald Coast stage uses assets of the titular level from Sonic Adventure DX: Director's Cut taken from The Textures Resource[1], with the fight taking place on a wooden pier resembling the one that Sonic was running on when he was being chased by an Orca. Numerous rocky pillars of varying sizes rise up from under the water behind the wooden pier, the largest of which blocks the view of a loop-de-loop rock formation that resides in the background, requiring the stage's camera to be moved over to the far left side to make its presence known; a small lighthouse can also be found by shifting the stage's camera over to the far left side, and a smaller section of pier can be viewed by moving the camera over to the opposite end of the stage. While the stage's height is nothing to write home about, the horizontal distance between each wall makes the stage substantially wide, which gives combatants plenty of room to take in all of the background scenery. The stage comes with two definitions files within separate downloads, though the only difference between the two is that the one intended for M.U.G.E.N 1.1 incorporates the zoom feature and adjusts a few camera bounds to compensate for this; however, the creator never adjusted the background graphic to work with the new bounds, so M.U.G.E.N's application background appears below the pier and above the background graphic when the stage is at maximum zoom level, though the latter requires a character with modest jumping prowess or to be sent high enough by an opponent's attack to see it.