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Sonic Chaos (Master System prototype; 1993-06-30)/Comparisons/Electric Egg Zone

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Act 1

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06-30 prototype
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Final game

Electric Egg Zone now has a rotating palette for the background, but it is more basic than in the final. Some of the alternating lights are yellow instead of cyan.

SonicChaos630 SMS Comparison EEZ1 Spikes.png
06-30 prototype
SonicChaos SMS Comparison EEZ1 Spikes.png
Final game

Spikes have a rather different appearance. Every second spike in a set is red and doesn't animate like the white ones do. The ceiling was also raised here in the final to give the player more headroom in avoiding the spikes.

SonicChaos630 SMS Comparison EEZ1 CartRide.png
06-30 prototype
SonicChaos SMS Comparison EEZ1 CartRide.png
Final game

The carts will begin moving when interacted with, but Sonic/Tails can't ride in any of them.

SonicChaos630 SMS Comparison EEZ1 FadeOut.png
06-30 prototype
SonicChaos SMS Comparison EEZ1 FadeOut.png
Final game

The rotating palette isn't stopped when the screen fades out to white at the end of an Act.

Map

100%
06-30 prototype
100%
Final game


Act 2

Map

100%
06-30 prototype
100%
Final game


Act 3

SonicChaos630 SMS Comparison EEZ3 TubeEntry.png
06-30 prototype
SonicChaos SMS Comparison EEZ3 TubeEntry.png
Final game

The entrance to the tube is higher up in this prototype. This makes it very difficult for the player to enter it.

SonicChaos630 SMS Comparison EEZ3 TubeRoom.png
06-30 prototype
SonicChaos SMS Comparison EEZ3 TubeRoom.png
Final game

There is an extra room containing six Rings here just before the Super Ring Monitors. This room was later cut in the final.

SonicChaos630 SMS Comparison EEZ3 LaserWalker1.png
06-30 prototype
ElectricEggBoss.png
Final game

The Laser Walker has a green headlight instead of a yellow one in this prototype. Hits against the side of the boss will also count, whereas the final only counts hits on the cockpit.

SonicChaos630 SMS Comparison EEZ3 LaserWalker2Hit.png
06-30 prototype
SonicChaos SMS Comparison EEZ3 LaserWalker2Hit.png
Final game

The Laser Walker's second phase is much less threatening in this prototype, as it cannot instantly kill the player upon contact; even Spin Attacking into the side of the Laser Walker will bounce the player back safely. It also takes more than one hit to defeat this phase, requiring a total of 9 hits.

SonicChaos630 SMS Comparison EEZ3 EggmanChase.png
06-30 prototype
SonicChaos SMS Comparison EEZ3 EggmanChase.png
Final game

The screen scrolls more slowly when chasing Dr. Eggman after defeating the Laser Walker, and the player can even run in front of Eggman.

SonicChaos630 SMS Comparison Ending.png
06-30 prototype
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Final game

Eggman will drop his Chaos Emerald regardless of the player's character or how many Emeralds they have, and once the player collects it, the music will change, but the player will be stuck there with no ending sequence. When playing as Sonic, the credits music will play, but when playing as Tails, an eerie three-note tune is played for a few seconds before slowly fading out.

Either way, there's nothing more to do here, so the only thing the player can do at this point is to reset.

Map

100%
06-30 prototype
100%
Final game


References


Sonic Chaos (Master System prototype; 1993-06-30), prerelease version of Sonic Chaos
SonicChaos630 SMS TitleScreen.png

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