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Sonic the Hedgehog 2 (Simon Wai prototype)/Comparisons/Metropolis Zone

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Metropolis Zone is noticeably unfinished in the Simon Wai prototype. While the layout is mostly there, the Zone has no Rings and is filled with navigational glitches, making turning on debug a must.

The Zone has a busier background than the final game, making some sections tough to see.

General comparisons

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Simon Wai prototype
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Final game

There is a Fourth Act which is exactly the same as Act 3 except Sonic starts in a different spot. This can be accessed by hacking.

Act 1

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Final game

While the stage looks promising, it doesn't take long to find a problem. These metal crushers (which exist here instead of a rotating net) cannot crush Sonic and Tails by pushing them into the ceiling - they only kill them if they go underneath.

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Final game

These pistons are slower, and don't throw the player very high, which means they'll get stuck at this spot without debug.

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Final game

Some 3D rotating nets don't work. The player will fall right through this one.

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Final game

But this one further down the Act works fine.

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Final game

Sonic just can't seem to die.

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Final game

The nut keeps going up.

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Final game

Make the wrong move at one point and the player will fall down this pit. This highlights one of the Zone's biggest omissions - it doesn't loop indefinitely on the vertical axis. In the final game, pits cannot exist.

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Final game

Some time later, the Act abruptly ends. The length of the level doesn't fall far short of the final, but there's a huge empty void suggesting the boundary wasn't set yet.

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Final game

At the very edge of the Act is a loopback to the beginning. There's nothing to see here, though.

Map

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Final game

Act 2

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Final game

Act 2 introduces lava. It doesn't work.

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Final game

Stand on a platform and the player can be completely submerged without taking damage.

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Final game

Once again the level doesn't loop vertically, and a 3D mesh is replaced with a metal tube. This one has no entrance from the left-hand side, so it doesn't work properly. In fact, Act 2 has no 3D mesh objects at all - the level is designed more around platforming on cogs.

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Final game

Conveyor belts work in Metropolis, unlike Wood Zone and Casino Night Zone.

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Final game

Like Act 1, the stage stops after a while and presents us with a void.

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Final game

But again, the loopback can be reached on the far right of the stage.

Map

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Final game

Act 3

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Final game

Act 3 has the strangest objects in Metropolis Zone - these diagonal rhombus-shaped lifts. They go up, down, left and right, and follow a specified pattern. The collision surrounding these sections is wonky however, so it's very easy for Sonic and Tails to jump through walls and be crushed.

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Final game

Only two of these squashing machines exist in the final game, and they're tucked away in the bottom left of the third Act. In the Simon Wai prototype, there are a few more dotted around.

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Final game

While all three Acts have their fair share of layout differences, Act 3 saw the most radical changes from this point foward. Never in the final game will the player see cogs arranged like this.

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Final game

Act 3 also has a large gap to cross, but this time it gives the player a platform. In the final this would take them to the boss, but here it just keeps going until the player dies.

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Final game

Though if the player debugs their way up, they'll find yet another end-of-Act loopback.

Map

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Final game


References


Sonic the Hedgehog 2 (Simon Wai prototype), prerelease version of Sonic the Hedgehog 2 (16-bit)
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Part of Sonic the Hedgehog 2 (16-bit) development