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Sonic the Hedgehog 2 (8-bit) AutoDemo/Comparisons/Green Hills Zone

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Green Hills Zone was originally slated to be the first Zone of the game. Compared to the other two Zones in the AutoDemo, it is more complete and closely resembles a completed Zone.

Only Act 1 is featured in the AutoDemo's runtime. The other Acts have to be accessed by enabling control and changing the starting level.

Act 1

Sonic2AutoDemo GG Comparison GHZ1 Start.png
AutoDemo
Sonic2 GG Comparison GHZ1 Start.png
Final game
Sonic2 GG BadEnding.png
Final game (credits)

Moments into gameplay, and the player can notice that the art of Green Hills Zone is completely different, being more similar to the credits sequence of the final version.

Sonic2AutoDemo GG FreeMovement.png
AutoDemo
Sonic2 GG Comparison GHZ1 Trees.png
Final game

Palm trees are not only visually different, but are also much larger and more numerous. The larger, taller trees often require the player to enable free movement in order to see them fully.

Sonic2AutoDemo GG Comparison GHZ1 Background.gif
AutoDemo
Sonic2 GG Comparison GHZ1 Background.png
Final game

The background mountains are more crudely drawn than in the final, and the water is animated, whereas in the final it is static. The flowers are also different, being red flowers rather than the pink heart and diamond-shaped flowers in the final.

Sonic2AutoDemo GG Comparison GHZ1 Hill.png
AutoDemo
Sonic2 GG Comparison GHZ1 Hill.png
Final game

As seen here, there are no Badniks or monitors to be found here, or anywhere else in the AutoDemo.

Sonic2AutoDemo GG Comparison GHZ1 Ramp1.png
AutoDemo
Sonic2 GG Comparison Momentum.png
Final game

Ramps are functional, albeit Sonic can simply run into them to be launched (whereas the final requires him to roll), and even then he doesn't fly very far.

Sonic2AutoDemo GG Comparison GHZ1 Loop1FullSpeed.png
AutoDemo
Sonic2 GG Comparison GHZ1 Loop1FullSpeed.png
Final game

This scripted loop functions, and Sonic will run through it like he does in the final game. However, he must run into it at full speed, or else...

Sonic2AutoDemo GG Comparison GHZ1 Loop1LowSpeed.png
AutoDemo
Sonic2 GG Comparison GHZ1 Loop1LowSpeed.png
Final game

...he will ignore the loop script entirely and walk through the loop. In the final, Sonic runs up the loop only to fall off.

Sonic2AutoDemo GG Comparison GHZ1 Loop1Backwards.png
AutoDemo
Sonic2 GG Comparison GHZ1 Loop1Backwards.png
Final game

It is possible to run backwards through the loop, resulting in a very awkward sequence. This is likely why it's impossible to go backwards through loops in the final.

Sonic2AutoDemo GG Comparison GHZ1 BreakableWall.png
AutoDemo
Sonic2 GG Comparison GHZ1 BreakableWall.png
Final game

The player can see that breakable walls have been placed in Green Hills Zone. However, they cannot be destroyed; they are simply intangible.

Sonic2AutoDemo GG Comparison GHZ1 SidewaysSpring.png
AutoDemo
Sonic2 GG Comparison GHZ1 SidewaysSpring.png
Final game

A couple of sideways springs can be encountered in the Act, both attached to palm trees; however they have no function. In this spring's relative position in the final is a spring that launches the player upwards.

Sonic2AutoDemo GG Comparison GHZ1 Loop2.png
AutoDemo
Sonic2 GG Comparison GHZ1 Loop2.png
Final game

The second loop doesn't work, likely because the player wasn't intended to go this far into the Act (the AutoDemo transitions to Sky High Zone after the first loop has been passed).

Sonic2AutoDemo GG Comparison GHZ1 Ramp2.png
AutoDemo
Sonic2 GG Comparison GHZ1 Ramp2.png
Final game

There is another ramp the player can launch off of near the end of the Act. In the ramp's relative position in the final are a breakable wall and a spring chain.

Sonic2AutoDemo GG Comparison GHZ1 End.png
AutoDemo
Sonic2 GG Comparison GHZ1 End.png
Final game

The end of Act 1. There is no Bonus Panel at the end here or in any of the levels in the AutoDemo, meaning the player cannot move on to the next level.

Map

100%
AutoDemo
100%
Final game


Act 2

Sonic2AutoDemo GG Comparison GHZ2 Start.png
AutoDemo
Sonic2 GG Comparison GHZ2 Start.png
Final game

Act 2 opens with a very tall tree behind Sonic.

Sonic2AutoDemo GG Comparison GHZ2 StartHill.png
AutoDemo
Sonic2 GG Comparison GHZ2 StartHill.png
Final game

A small spike pit was added here later in the final. Also, if the player jumps here, they will grab some offscreen Rings.

Sonic2AutoDemo GG Comparison GHZ2 SpikeBed.png
AutoDemo
Sonic2 GG Comparison GHZ2 SpikeBed.png
Final game

There are no moving platforms to carry the player across spikes in this Act or in Act 1.

Sonic2AutoDemo GG Comparison GHZ2 Springs.png
AutoDemo
Sonic2 GG Comparison GHZ2 Springs.png
Final game

There are two springs here to take the player up in order to advance. The final condenses it to one spring.

Sonic2AutoDemo GG Comparison GHZ2 BonusRoom.png
AutoDemo
Sonic2 GG Comparison GHZ2 BonusRoom.png
Final game

This room is consistent with the final, but there is no extra life here yet.

Sonic2AutoDemo GG Comparison GHZ2 Ramp.png
AutoDemo
Sonic2 GG Comparison GHZ2 Ramp.png
Final game

This ramp doesn't launch Sonic yet.

Sonic2AutoDemo GG Comparison GHZ2 SpikeField1.png
AutoDemo
Sonic2 GG Comparison GHZ2 Loop1.png
Final game

There is a very long stretch of spikes here, with a long trail of Rings stretching across it. In the final, there is a loop.

Sonic2AutoDemo GG Comparison GHZ2 SpikeField2.png
AutoDemo
Sonic2 GG Comparison GHZ2 Loop2.png
Final game

For some reason, there is a scripted loop object in the middle of this stretch. This is likely due to having to use hacks to load other levels in place of Act 1.

Sonic2AutoDemo GG Comparison GHZ2 TreeSprings.png
AutoDemo
Sonic2 GG Comparison GHZ2 TreeSprings.png
Final game

There is a rather interesting feature here that would be removed from the final Act 2: springs that are planted on top of tree trunks. However, these will bounce the player too high off the screen...

Sonic2AutoDemo GG Comparison GHZ2 TopBoundary.png
AutoDemo
Sonic2 GG Comparison GHZ2 TopBoundary.png
Final game

...causing a crash to happen, followed by the game resetting to the Sega screen.

Sonic2AutoDemo GG Comparison GHZ2 Loop.png
AutoDemo
Sonic2 GG Comparison GHZ2 Tunnel.png
Final game

The loop appears later into the Act than it does in the final, and it doesn't function yet.

Sonic2AutoDemo GG Comparison GHZ2 BreakableWall.png
AutoDemo
Sonic2 GG Comparison GHZ2 BreakableWall.png
Final game

There is a breakable wall here. In its relative position in the final would be springs that bounce the player up to one of the Chaos Emeralds.

Map

100%
AutoDemo
100%
Final game


Act 3

Sonic2AutoDemo GG Comparison GHZ3 Start.png
AutoDemo
Sonic2 GG Comparison GHZ3 Start.png
Final game

The start of Act 3 features these trees that aren't seen in the previous two Acts.

Sonic2AutoDemo GG Comparison GHZ3 Spring.png
AutoDemo
Sonic2 GG Comparison GHZ3 Spring.png
Final game

The base structure of Act 3 is already there as far back as this AutoDemo: leaps of faith over spike beds using springs.

Sonic2AutoDemo GG Comparison GHZ3 SpringSpikes.png
AutoDemo
Sonic2 GG Comparison GHZ3 SpringSpikes.png
Final game

This area was generally made longer later in development, with extra springs added in the spike pits for further assistance.

Sonic2AutoDemo GG Comparison GHZ3 TooHighSpring.png
AutoDemo
Sonic2 GG Comparison GHZ3 TooHighSpring.png
Final game

One of the springs here can't bounce Sonic high enough to reach another spring. In the final, every spring gives Sonic more than enough height to advance.

Sonic2AutoDemo GG Comparison GHZ3 HillDropff.png
AutoDemo
Sonic2 GG Comparison GHZ3 HillDropoff.png
Final game

This drop-off from the steep hill is consistent with the final.

Sonic2AutoDemo GG Comparison GHZ3 LongSpikes.png
AutoDemo
Sonic2 GG Comparison GHZ3 LongSpikes.png
Final game

These spike pits were made much longer in the final, making this section more dangerous.

Sonic2AutoDemo GG Comparison GHZ3 STube1.png
AutoDemo
Sonic2 GG Comparison GHZ3 STube1.png
Final game

After all the leaps of faith, there is a tunnel leading into...

Sonic2AutoDemo GG Comparison GHZ3 STube2.png
AutoDemo
Sonic2 GG Comparison GHZ3 STube2.png
Final game

...an S-tube similar to the ones found in Green Hill Zone from the 16-bit Sonic the Hedgehog! collisions are all wrong inside, causing Sonic to run down it in strange ways.

Sonic2AutoDemo GG Comparison GHZ3 End.png
AutoDemo
GHsZbossGG.png
Final game

The S-tube exits to the end of the Act, where the ground is obscured beneath the lower level boundary. As the player can see, there is no boss to be fought here.

Map

100%
AutoDemo
100%
Final game


References


Sonic the Hedgehog 2 (8-bit) AutoDemo, prototype version of Sonic the Hedgehog 2 (8-bit)
Sonic2AutoDemo GG title.png

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Part of Sonic the Hedgehog 2 (8-bit) development