Actions

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

From Sonic Retro

Back to: Sonic the Hedgehog 2 (Simon Wai prototype)/Comparisons.

Oil Ocean Zone is close to completion in the Simon Wai prototype, but is devoid of enemies and is missing many objects.

The Zone uses music #81 in the prototype, or equivalently #08 in the final - the music used for Casino Night Zone in 2-player mode.

General comparisons

Notavailable.svg
Simon Wai prototype
Notavailable.svg
Final game

The oil splashing animation is missing.

Notavailable.svg
Simon Wai prototype
Notavailable.svg
Final game

A pipe in the level's background is sucking oil up instead of pouring it out.

Act 1

Z oo01.png
Simon Wai prototype
Notavailable.svg
Final game

Oil Ocean Zone contains several of these contraptions, which seemingly serve no purpose. Push the button, and a small ball comes out and rolls to the left or right. The velocity is fixed, and while Sonic can stand on top while it moves, the player cannot affect the ball's movement in any way. A similar concept was used in early builds of Sonic 1 in Green Hill Zone, however the balls there were much larger.

Z oo07.png
Simon Wai prototype
Z oo08.png
Final game

The prototype sun has no animation, and scrolls along (and thus, wraps around) with the background. The sun is always above that short grey building in the prototype, whereas in the final, its horizontal position is fixed on the screen. Note also the extra pipe, which is missing in the final game.

Z oo02.png
Simon Wai prototype
Sonic2 MD OOZ GreenFlame.png
Final game

The green flames are missing from these platforms, as are the spikes surrounding them. There is also no sound effect when the plate rises.

Z oo04.png
Simon Wai prototype
Sonic2 MD OOZ OilSlide.png
Final game

The oil slides are non-functional. Sonic and Tails can walk up and down with relative ease.

Z oo03.png
Simon Wai prototype
Notavailable.svg
Final game

The slides do have some collision quirks though, allowing the player to walk in thin air. Some sections of oil are also missing, and the background waterfalls are running in reverse.

Sonic2SW MD Comparison OOZ Act1Lift.png
Simon Wai prototype
Notavailable.svg
Final game

Most of the lifts are missing, and those that do exist are smaller than in the final game.

Sonic2SW MD Comparison OOZ Act1Orb.png
Simon Wai prototype
Notavailable.svg
Final game

These objects, which fire Sonic and Tails at 90-degree angles, exist throughout the second half of the Act. While chained together like in the final game, they lack any clearly defined start points in this build, and send the player to strange places. This one fires the player upwards towards a ceiling, and will continue to do so unless they hold Left or Right.

Map

100%
Simon Wai prototype
100%
Final game


Act 2

Sonic2SW MD Comparison OOZ Act2Stop.png
Simon Wai prototype
Notavailable.svg
Final game

Act 2 is similarly incomplete, and most of it is inaccessible without debug mode. Jump off this ledge and the only option is for Sonic and Tails to die.

Sonic2SW MD Comparison OOZ Act2TwoBalls.png
Simon Wai prototype
Notavailable.svg
Final game

This switch activates two balls.

Sonic2SW MD Comparison OOZ Act2Jump.png
Simon Wai prototype
Notavailable.svg
Final game

Using the floating boost objects can lead to unwanted side effects. Now Sonic can run faster and jump higher.

Map

100%
Simon Wai prototype
100%
Final game


References


Sonic the Hedgehog 2 (Simon Wai prototype), prerelease version of Sonic the Hedgehog 2 (16-bit)
S2b title.png

Main page | Comparisons | Maps | Hidden content | Hacking guide

Part of Sonic the Hedgehog 2 (16-bit) development