- Back to: Sonic the Hedgehog 2 (beta 4).
General comparisons
This is the last known version of Sonic 2 to use this different title screen. All differences here are the same as in the CENSOR prototype: there is no introduction, Sonic and Tails are not animated, and the background is borrowed from Emerald Hill Zone, scrolling to the left in a similar manner to the original Sonic the Hedgehog. While the menu exists in beta 4, there is no options screen to select.
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Sonic the Hedgehog (REV01)
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The level select screen is laid out in the same way as the CENSOR prototype, and uses older names for some of the levels (which are different to the in-game title cards, all of which are using the final zone names). Hidden Palace Zone is listed, but is not selectable.
Through hacking, Hidden Palace Zone can be accessed and it is a garbled mess just like in the final, but Badniks and object art are still intact. Though it uses its original object layout, it uses Hill Top Zone Act 2's level layout for some reason.
Gameplay comparisons
Level select is activated with + , no code is required.
Debug is activated by holding when selecting a level on the level select screen. It can also be activated by holding when you die, no code is required.
Some of the zones that play after the Title Screen are still using the demos from the Nick Arcade/Simon Wai builds.
This build also features a severely limited debug mode. Item placement mode is not accessible, nor is Sonic invulnerable. The coordinate display functions are working, however. Item placement mode can be forced using patch codes, but debug remains limited as the player cannot move in item placement mode and items can be placed once.
Even with debug or level select off, you can still restart the game by pressing when the game is paused.
Holding , or during the title card causes Sonic and Tails to start in mid-air.
The camera doesn't pan up nor down when either or are held in this build.
The infamous "spike behavior" is still present in beta 4.
The camera still follows Sonic when he dies, instead of being locked.
The camera still locks itself for 20 frames after a spin dash is released, regardless of the character's speed. This means it is very easy to out-run the camera and skip obstacles.
Spin Dashing on a collapsing platform still won't cause Sonic and Tails to fall until is let go.
There is still an extra full stop after "Act" in the score card, and no concept of a "perfect bonus", so the gap for it is missing here. The "T" was also moved slightly to the left in the final version.
The camera will still lock earlier whenever a capsule appears on-screen, leading to them appearing off-centre in a number of zones.
2 Player comparisons
Player 1 cannot jump over Player 2 in the special stages. However, hitting a mine puts you in front.
The Eggman monitor doesn't work.
Tails' icon is always listed as "Miles", regardless of region.
There are no invincibility stars.
There is no one minute countdown displayed on the other player's screen if the opposite player finishes.
Graphic comparisons
Invincibility stars are different.
Level comparisons
References