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Sonic Spinball (Game Gear prototype; 1994-03-07)/Comparisons

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Back to: Sonic Spinball (Game Gear prototype; 1994-03-07).

General comparisons

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03-07 prototype
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Final game

The Sega screen has a few differences in this build:

  • There is extra text bellow the Sega logo that contains a build date for an older prototype. *_=Beta=_* 022894.
  • Sonic is completely absent on screen in this build.
  • The logo has a wave effect and has no flashing palette. Unfortunately as soon as the logo starts the wave effect, the game crashes. You need to skip the wave effect (which is best done by holding START before the logo starts to wave) to skip the crash.
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03-07 prototype
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Final game

The title screen is missing the "Press Start" text, as well as copyright information. Although the "Options" text appears on screen, you cannot access them yet.

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03-07 prototype
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Final game

The third intro screen is missing sprites.

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03-07 prototype
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Final game

The text on the title cards don't have a rotating palette in this build.

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03-07 prototype
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Final game

The pause text and current score don't display when the game is paused. However by using a emulator with debugging tools, you can view scrolling garbage tiles in VRAM indicating that this build has the scroll effect for the display already coded in the game.

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03-07 prototype
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Final game

The Explosions that appear after destroying a badnik don't appear, instead they display as garbage tiles.

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03-07 prototype
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Final game

Intermission screens are different, consisting of yellow text on a blue background.

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03-07 prototype
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Final game

Secret monitors are not implemented in this build and their secret areas are closed.

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03-07 prototype
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Final game

There is a texture in the background near the first paddles in Toxic Pools, where there isn't one in the final.

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03-07 prototype
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Final game

When you run out of lives or beat the game you get a screen with scrolling stars. This leads to a cutscene of a volcano sinking into the ocean. This would be the final version's ending sequence, albeit with Sonic and Robotnik sprites.

Gameplay comparisons

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03-07 prototype
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Final game

Levels can be skipped by pressing Down or 1 while the game is paused. You can also press 2 to move Sonic freely, however this can occasionally cause some graphical glitches.

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03-07 prototype
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Final game

Holding Start from the screen fade out to the screen fade in will freeze the game if after the fade in there's a cutscene, a level title card, or an intermission screen.

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03-07 prototype
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Final game

The "launchers" (blocks on the top of two red arrows) in the levels don't work, and can even make Sonic stuck.

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03-07 prototype
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Final game

The filppers move slower in this build.

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03-07 prototype
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Final game

The engine of the game is broken. The collision detection is wonky and if Sonic stands idle on the ground, his sprite glitches. In the frames his sprite glitches he cannot do a Spin Dash. Sonic controls are broken too because when he moves on the left he goes fast but he can't stop, but if he moves on the right he goes very slow and can stop.

Level comparisons

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03-07 prototype
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Final game

In Lava Powerhouse, the secret way near the Start Area is missing. The bonus area with rings it should lead to is present, however.

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03-07 prototype
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Final game

Bonus Stages have a different object layout, when you get half of the rings the door is still closed but you can go through it. However this leads to a pit. Additionally, because of the wonky controls Sonic can get stuck if he jumps near the corners of the Bonus Stage.

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03-07 prototype
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Final game

The third Bonus Stage has starts near the bottom of the level, and the water drains as soon as the level starts.

References


Sonic Spinball (Game Gear prototype; 1994-03-07), prototype version of Sonic Spinball (8-bit)
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Part of Sonic Spinball (8-bit) development