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Sonic the Hedgehog CD (Mega-CD prototype; 1993-06-21)/Comparisons/Metallic Madness

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Zone 1

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v0.51 prototype
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Final game

The Scrap Brain Zone-style opening/closing doors are still here, and still lead to bottomless pits.

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Final game

Blue ring monitors are scattered around the stage, this one being exclusive to the good and bad futures. There aren't any in this stage in the 510 and 512 prototypes.

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Final game

The developers really struggled with this section of Metallic Madness. The sideways spikes of the 510 and 512 prototypes have gone, and now we have this object instead. It'll be changed again in the 712 prototype.

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v0.51 prototype
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Final game

In the 510 and 512 prototypes, these blocks with a hole cut out of the bottom would push Sonic into the floor rather than crush him. In this prototype they're deadly.

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v0.51 prototype
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Final game

The scale platforms from the 510 and 512 prototypes are replaced with these non-working alternatives. They still function as platforms but the movement is erratic.

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Zone 2

Zone 2 is full of dead ends and is quite tricky to navigate, with much of the first half of the stage having a different layout to the final. It's also missing rings past the initial section.

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Final game

Zone 2 offers you false choices with its tubing system - you can easily be sent around in circles. The developers seem to have been aware of this, though, as this strange platform will appear in this section to help you back up.

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Final game

Every Lamppost and Time Warp Plate is wedged too far into the ground.

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Final game

In the good and bad futures, you can get stuck in this room with the zig-zag tubes.

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Final game

The rotating platforms which take Sonic behind the shutters are temperamental. Sometimes they work, sometimes they don't, and they'll affect the Bigbom enemies too.

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Final game

These walker objects which Sonic needs to jump on opposing feet can get stuck in places they shouldn't, such as on top of platforms and inside walls.

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Final game

The shrink/growth lasers make a lot of noise and don't fire continously. They behaved similarly in the 510 and 512 prototypes, but were only accessible there through edit mode.

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Final game

Not that you need them to get around - full fat Sonic can still go where mini-Sonic can go. Although he's more likely to be crushed.

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Final game

You will almost certainly get stuck with mini Sonic in this section, being unable to finish the zone. It is possible to bypass this area, but you need to travel to the past and take the upper path.

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Zone 3

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Final game

In the bad future, you're greeted with some broken scenery.

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References


Sonic the Hedgehog CD (Mega-CD prototype; 1993-06-21), prototype version of Sonic the Hedgehog CD
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