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Sonic the Hedgehog (2006 Xbox Live demo)/Comparisons

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Back to: Sonic the Hedgehog (2006 Xbox Live demo).

General comparisons

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Xbox Live Demo
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Final game

1-UPs score 0 points instead of 200.

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Xbox Live Demo
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Final game

After obtainment, 1-UP capsules will stay empty after losing a life.

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Xbox Live Demo
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Final game

Light Dashing earns a Good! bonus and point increments increase for combo'ing them together.

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Xbox Live Demo
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Final game

Hitting a rock pile, scattering them, is worth 20 points, and hitting any of the scattered rocks are another 20 points each. In the final version, the rocks will disappear immediately when scattered but the initial pile is still worth 20.

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Xbox Live Demo
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Final game

The Egg Searcher wields three respawnable flying guns that are worth 100 points each instead of 0 like in the final. The Searcher itself is also worth 100 points and any guns that the Searcher was armed with upon its defeat will get added in to the point total. (e.g. Searcher with 1 gun = 200 pts.). Defeating a Searcher when it's armed with all three guns earns the player a demo-only Radical! bonus (e.g. Searcher with 3 guns = 400 pts. + Radical).

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Xbox Live Demo
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Final game

The curvature of the Homing Attack goes downwards and can be used to improve momentum rather than reduce speed.

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Xbox Live Demo
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Final game

This build has a different enemy and item placement for Kingdom Valley. Additionally, there are no medals in this build as well.

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Xbox Live Demo
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Final game

Rings will fly out in a wider circle when hit.

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Xbox Live Demo
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Final game

Immediate re-spawn after losing a life, the screen will not black out.

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Xbox Live Demo
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Final game

Sonic never falls back from hitting a wall and never gets temporarily paralyzed from being clipped to the sides of the walls.

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Xbox Live Demo
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Final game

Most trails of rings are Light Dashable.

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Xbox Live Demo
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Final game

Sonic will fall from ceilings instead of standing in place (e.g. the high cave full of Egg Bombers).

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Xbox Live Demo
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Final game

Camera angle shots were added in the beginning spiral path of the level.

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Xbox Live Demo
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Final game

Camera control is much slower in this build.

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Xbox Live Demo
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Final game

The Action Gauge starts out empty but is fillable by defeating enemies although it fills up much more slowly than its final version counterpart. Nothing happens when the Action Gauge is full. The first of the three bottom-right squares are colored in red showing a non-existent Custom Action to be Level 1. The bar below the Action Gauge also has a small bit of red filled in which is always empty in the final.

Audio comparisons

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Xbox Live Demo
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Final game

Title screen uses one of the last riffs from His World (Ali Taba. & Matty Lewis version) instead of using the song's introduction.

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Xbox Live Demo
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Final game

No voice sound effects except for subtitled scripts, no scripts on the results screen.

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Xbox Live Demo
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Final game

Pressing A or X on any option in the pause menu will not produce the "confirming" high-pitched sound effect heard in the final and will instead produce the same "cancel" sound used for pressing Start or B.

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Xbox Live Demo
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Final game

There is no results music, although after extracting the demo's files you will find the unused results music.

Graphical comparisons

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Xbox Live Demo
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Final game

The title screen's and pause screen's options refer to the demo with "Play Demo" and "Quit Demo" respectively.

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Xbox Live Demo
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Final game

The control scheme is shown during the level's loading.

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Xbox Live Demo
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Final game

The music and the screen will not fade out after the last life.

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Xbox Live Demo
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Final game

The visual effects of the Homing Attack are a little different.

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Xbox Live Demo
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Final game

No flashy visual effects for Spin Dashing.

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Xbox Live Demo
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Final game

The Bound Jump's "shockwave" is yellow-white instead of blue.

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Xbox Live Demo
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Final game

Surfing on the wind paths won't produce the appearance of wind debris being cropped up from the character's feet.

Various differences

Bugs

  • Control stick navigation for the title and pause screen is extremely sensitive and can only be properly navigated by using the directional pad.
  • Egg Bombers can crawl in mid-air, most often seen with the first set.
  • Homing Attacking empty 1-UP capsules will have Sonic stuck in place and then dropped down.
  • Completing the level with a timer that's 20 minutes and 1 second or over will result in an S-rank, regardless of score.
  • In most cases, if the player earns a Good!, a Great!, and a Radical! bonus in any order and in a short enough time between each, then the player will earn -2,112,941,584 points causing the score to maximise to all 9's. Completing the level with this score will cause every factor besides the time to be maxed out to 9's. (video).

Collision Detection

  • Prone to clip through walls usually from Spin Dashing next and into the wall as well as running into walls at high speeds often from being launched from a speedy Light Dash.
  • The long quarter-pipe ramp before the goal has a collision hole at the bend on the right side.
  • The ceiling collision barriers that obstruct the player's running path are missing in the high cave full of Egg Bombers making it much easier to run on the ceiling and do loop-de-loops.

References


Sonic the Hedgehog (2006 Xbox Live demo), prototype version of Sonic the Hedgehog (2006 game)
Sonic2006DemoTitle.jpg

Main page | Comparisons

Part of Sonic the Hedgehog (2006 game) development