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Sonic the Hedgehog (16-bit) (prototype)/Comparisons/Clock Work Zone

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Scrap Brain Zone (called Clock Work Zone in this prototype) is the most incomplete of the Zones in the game, with its first two Acts being very incomplete and not appearing in normal play. Act 3 doesn't even exist at this stage.

Act 1

Sonic1Proto MD CWZ Act1Start.png
Prototype
Sonic1 MD SBZ Act1Start.png
Final game

Clock Work Zone is in a very early state, with a static background and no objects or rings. No rotating palettes have been implemented, so nothing animates.

Sonic Team never implemented a "W" character for the title card font, leading to the name "Clock Ork Zone". This could suggest they were already planning to rename the level, or it was less effort to do so than to draw the required graphics.

Sonic1Proto MD CWZ Act1BorkTunnel.png
Prototype
Sonic1 MD SBZ Act1BorkTunnel.png
Final game

There are zig-zag tunnels, complete with incorrect chunks.

Sonic1Proto MD CWZ Act1Conveyors.png
Prototype
Sonic1 MD SBZ Act1Conveyors.png
Final game

On the upper route, diagonal conveyor belts. They've not been programmed to push Sonic along, and again do not animate.

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Prototype
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Final game

There are also curious "tightrope" platforms between some gaps. They have no collision and could be using the wrong tiles.

Sonic1Proto MD CWZ ZigZag.png
Prototype
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Final game

Only one zig-zag tunnel looks "correct", and it's right before the end of the level.

Sonic1Proto MD CWZ Act1End.png
Prototype
Sonic1 MD Comparison SBZ Act1ScoreCard.png
Final game

The level can't be beaten; it just leads to an empty void.

Sonic1Proto MD CWZ Crabmeat.png
Prototype
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Final game

Like Labyrinth Zone, the player can place corrupted Crabmeat Badniks in the level.

Map

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Prototype
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Final game


Act 2

Sonic1Proto MD CWZ Act2Start.png
Prototype
Sonic1 MD SBZ Act2Start.png
Final game

Act 2 has a solid blue background, and Sonic starts higher up than he perhaps should. These vertical tubes entrances/exits don't work and can be jumped through.

Sonic1Proto MD CWZ BigCircle.png
Prototype
Sonic1 MD SBZ BigCircle.png
Final game

While their placement is different, the giant spinning circles Sonic runs around exist. They mostly work, but differences in the physics mean Sonic is more prone to falling off.

Sonic1Proto MD CWZ SmallCircle.png
Prototype
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Final game

Not found in the final game are these smaller circles, although these don't work at all. Prototypes of Sonic the Hedgehog CD suggest a second attempt was made to get these things working, but again the idea was scrapped.

Sonic1Proto MD CWZ Act2Pit.png
Prototype
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Final game

Unlike many of these unfinished levels, the bottom of the screen is solid here and can be walked on without issue.

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Prototype
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Final game

The top here is also solid. Ironically this is one of the few levels designed to wrap vertically, and later the behaviour reverts to how it is in Act 1.

Sonic1Proto MD CWZ Act2Tubes.png
Prototype
Sonic1 MD SBZ Act2Tubes.png
Final game

The tunnels aren't as refined. It looks like the graphics are in the process of being repurposed.

Sonic1Proto MD CWZ Act2Conveyors.png
Prototype
Sonic1 MD SBZ Act2Conveyors.png
Final game

Horizontal conveyor belts which again, don't work. The collision at the ends is a little strange, causing Sonic to be flown off at odd angles.

Sonic1Proto MD CWZ Act2End.png
Prototype
Sonic1 MD Comparison SBZ Act2ScoreCard.png
Final game

After this stretch of ground, the level ends, with another big void on the right. Nothing resembling the Eggman cutscene or Final Zone exists yet.

Map

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Prototype
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Final game


References


Sonic the Hedgehog (16-bit) (prototype), prototype version of Sonic the Hedgehog (16-bit)
Sonic1Proto MD Title.png

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Part of Sonic the Hedgehog (16-bit) development