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Sonic the Hedgehog CD (Mega-CD prototype; 1993-05-10)/Comparisons/Palmtree Panic

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Palmtree Panic is in a relatively good state in the 510 prototype. With the exception of misplaced monitors and a few layout changes, the level is very similar to the final game.

Zone 1

SonicCD510 MCD Comparison PPBlueRingMonitor.png
510 prototype
SonicCD MCD Comparison PPBlueRingMonitor.png
Final game

The first monitor the player sees in the 510 prototype is this blue ring monitor. It grants Sonic the combined effects of Invincibility and Power Sneakers. There are also more enemies in this section than in the final game.

SonicCD510 MCD Comparison PPTimeMonitor.png
510 prototype
SonicCD MCD Comparison PPTimeMonitor.png
Final game

Further on, a "time monitor". It does nothing, other than temporarily stop Rings from spinning.

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510 prototype
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Final game

This tunnel is blocked.

SonicCD510 MCD Comparison PPSMonitor.png
510 prototype
SonicCD MCD Comparison PPSMonitor.png
Final game

These "S" monitors function identically to the blue ring monitors, granting extra speed and invincibility for a short period. A non-working version of this particular monitor appears in the original Sonic the Hedgehog, albeit hidden in the game's code (unless the player uses debug mode, in which sometimes the graphics can be seen).

SonicCD510 MCD Comparison PP Act1PresentTube.png
510 prototype
SonicCD MCD Comparison PP Act1PresentTube.png
Final game

Sonic doesn't automatically spin when entering these underground tunnels.

SonicCD510 MCD Comparison PP Act1TunnelSprite.png
510 prototype
SonicCD MCD Comparison PP Act1TunnelSprite.png
Final game

This underground area, near the second "3D" ramp, triggers the wrong graphics as the player goes up this quarter-pipe.

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Zone 2

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510 prototype
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Final game

There are no breakable walls.

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Zone 3

SonicCD510 MCD Comparison PP Act3GFTree.png
510 prototype
SonicCD MCD Comparison PP Act3GFTree.png
Final game

The future versions of Palmtree Panic Zone 3 still use the old tilesets from the v0.02 prototype, featuring simpler trees and bushes similar to that of the present. This isn't the case in the first two Zones of this Round, just the third.

SonicCD510 MCD Comparison PP Act3BFBoss.png
510 prototype (bad future)
EGG-HVC-001.png
Final game (bad future)
SonicCD510 MCD Comparison PP Act3GFBoss.png
510 prototype (good future)
EGG-HVC-goodfuture.png
Final game (good future)

Eggman's EGG-HVC-001 is missing its red (or pink) highlights, and opts for pincers instead of bumpers.

SonicCD510 MCD Comparison PP Act3GFDebugRoom.png
510 prototype
SonicCD MCD Comparison PP Act3GFDebugRoom.png
Final game

The strange room below the boss area, accessible only in both games via debug mode, has nothing in it in the 510 prototype. In the final, it contains the only live instances of the S and time monitors (as well as a 1-up).

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Final game


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Graphics

SonicCD510 MCD Sprite Flowers.png
510 prototype
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Final game

The flowers in the 510 prototype are unique to each Round. Palmtree Panic's are the most similar to the final game, albeit rendered in different colours.

References


Sonic the Hedgehog CD (Mega-CD prototype; 1993-05-10), prototype version of Sonic the Hedgehog CD
SonicCD002 MCD Title.png

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