Actions

Sonic Chaos (Game Gear prototype; 1993-05-17)/Comparisons

From Sonic Retro

Back to: Sonic Chaos (Game Gear prototype; 1993-05-17).

General comparisons

SonicChaos517 GG Comparison SegaScreen.png
05-17 prototype
SonicChaos GG Comparison SegaScreen.png
Final game

The Sega screen is different, using the standard Sega screen for many Game Gear titles.

SonicChaos517 GG TitleScreen.png
05-17 prototype
SonicChaos GG Intro.png
Final game

The opening sequence currently doesn't exist for this prototype or any of the Master System prototypes, and game instead goes straight to the title screen.

SonicandTails GG Title.png
Japanese final
SonicChaos517 GG TitleScreen.png
05-17 prototype
Sonic Chaos title GG.png
International final

The title screen has numerous differences in this build:

  • The fade-in is slower, and there are no animations; the title and trademark are already on the screen, and the "PRESS START BUTTON" text doesn't flash.
  • The International title uses the same style as the Japanese title.
  • Tails' sprite is also different, showing his tails instead of his hand.
  • No demos will play if the player waits on the title screen.
SonicChaos517 GG Comparison PlayerSelect.png
05-17 prototype
SonicChaos GG Comparison PlayerSelect.png
Final game

The player select screen is a barebones placeholder in this prototype. Interestingly, both of Tails' names are printed on-screen.

SonicChaos517 GG ZoneSelect.png
05-17 prototype
SonicChaos GG LevelSelect.png
Final game

The Zone Select screen is enabled by default, and is loaded after selecting a character. There is also a spelling mistake on the Zone Select screen: Turquoise Hill Zone is spelt "Turquise".

SonicChaos517 GG THZ1 Start.png
05-17 prototype
SonicChaos GG Comparison THZ TitleCard.png
Final game

There are no title cards at the start of each Act in this prototype.

SonicChaos517 GG ScoreCard.png
05-17 prototype
SonicChaos GG Comparison ScoreCard.png
Final game (Game Gear)
SonicChaos SMS Comparison ScoreCard.png
Final game (Master System)

Ending cards exist, but they're the Master System versions, so the player can't see their contents. They also always claim Sonic has passed, even when playing as Tails. There is no card for Act 3s.

SonicChaos517 GG Comparison GameOver.png
05-17 prototype
SonicChaos GG Comparison GameOver.png
Final game

The Game Over screen is also very barebones, with each letter printed one after the other when fade-in starts.

Gameplay comparisons

SonicChaos517 GG FreeMovement.png
05-17 prototype
Notavailable.svg
Final game

Holding 1 while using the D-Pad allows Sonic and Tails to be freely moved around the map. If the player passes through an object while moving around, then object interactions will occur once the player lets go of 1.

SonicChaos517 GG Comparison PeelOut.png
05-17 prototype
SonicChaos GG Comparison PeelOut.png
Final game

It is not currently possible for Sonic to perform the Strike Dash yet.

SonicChaos517 GG Comparison RingLoss.png
05-17 prototype
SonicChaos GG Comparison RingLoss.png
Final game

The Ring counter doesn't decrease when Sonic and Tails get hit. Rings will still scatter though, allowing the player to amass infinite Rings. If the Ring counter reads 00, Sonic and Tails will die if hit, and as there are only two digits, this means collecting exactly 100 Rings leaves them vulnerable.

SonicChaos517 GG MonitorCollision.png
05-17 prototype
SonicChaos GG MonitorCollision.png
Final game

The collision box for the monitors isn't aligned properly to the sprite, meaning when standing on one, Sonic and Tails will appear to be floating. The player also cannot roll or Spin Dash into monitors.

Notavailable.svg
05-17 prototype
Notavailable.svg
Final game

Collecting 100 Rings does not send Sonic to the Special Stage, however it does stop Super Ring monitors from working.

SonicChaos517 GG Comparison RocketShoes.png
05-17 prototype
SonicChaos GG Comparison RocketShoes.png
Final game

Rocket Shoes are partially functional in this build. Sonic can fly with them, but he cannot move up or down, and the shoes won't expire over time. The only way to cancel them would be to fly towards solid ground or collide with an interactable object.

Additionally, the Rocket Shoes icon will briefly bounce after breaking open its monitor, which it doesn't do in the final.

SonicChaos517 GG Comparison RocketShoesTails.png
05-17 prototype
SonicChaos GG Comparison RocketShoesTails.png
Final game

Rocket Shoes monitors still appear for Tails, but breaking one won't do anything for him.

SonicChaos517 GG PitDeath.png
05-17 prototype
SonicChaos GG PitDeath.png
Final game

Sonic and Tails won't die if they fall off the bottom of the screen in many levels.

SonicChaos517 GG Comparison BonusPanel.png
05-17 prototype
SonicChaos GG Comparison BonusPanel.png
Final game

Bonus Panels always start and end as Sonic, so the player can't receive bonuses.

SonicChaos517 GG BossEnd.png
05-17 prototype
SonicChaos GG BossEnd.png
Final game

After beating a boss, Sonic/Tails will start running to the right regardless of his current vertical position, meaning it's possible to get him to run in mid-air.

Graphical comparisons

Notavailable.svg
05-17 prototype
Notavailable.svg
Final game

Sonic has an almost entirely different set of sprites, more closely resembling his look in the Sega Mega Drive version of Sonic the Hedgehog 2.

Notavailable.svg
05-17 prototype
Notavailable.svg
Final game

Tails also has a similar look to his Sonic 2 counterpart, although the differences between the final game are more subtle.

Of particular note is his jumping animation, which has a stray pixel in one of the frames.

Notavailable.svg
05-17 prototype
Notavailable.svg
Final game

Tails also has no pushing animations. A frame for this exists in the ROM, but it's not used during gameplay.

Level comparisons

References


Sonic Chaos (Game Gear prototype; 1993-05-17), prerelease version of Sonic Chaos
SonicChaos517 GG TitleScreen.png

Main page | Comparisons | Level maps | Hidden content

Part of Sonic Chaos development