Difference between revisions of "Sonic the Hedgehog 2 (Simon Wai prototype)/Comparisons/Casino Night Zone"
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Ravenfreak (talk | contribs) (Added comparisons over from the main page.) |
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{{back|Sonic the Hedgehog 2 (Simon Wai prototype)/Comparisons}} | {{back|Sonic the Hedgehog 2 (Simon Wai prototype)/Comparisons}} | ||
Work has begun on [[Casino Night Zone]] in the Simon Wai prototype, but it's a long way from being playable. | Work has begun on [[Casino Night Zone]] in the Simon Wai prototype, but it's a long way from being playable. | ||
+ | |||
+ | ==General comparisons== | ||
+ | {{Comparison | ||
+ | | image1=Notavailable.svg | ||
+ | | image2=Notavailable.svg | ||
+ | | game1=Simon Wai prototype | ||
+ | | game2=Final game | ||
+ | | desc=There is a different sound for the bouncers that give points and disappear after three hits (that don't yet exist). | ||
+ | }} | ||
+ | {{Comparison | ||
+ | | image1=Notavailable.svg | ||
+ | | image2=Notavailable.svg | ||
+ | | game1=Simon Wai prototype | ||
+ | | game2=Final game | ||
+ | | desc=The red bumpers that give 10 points per hit do not exist. If the object, obj44, is placed in the level, it instead places a solid wall, similar to the one from GHZ. Thus proving even further that Sonic 2 Beta is a build off Sonic 1.}} | ||
+ | |||
+ | ==Graphics comparisons== | ||
+ | {{Comparison | ||
+ | | image1=Notavailable.svg | ||
+ | | image2=Notavailable.svg | ||
+ | | game1=Simon Wai prototype | ||
+ | | game2=Final game | ||
+ | | desc=Many of the flipping tiles are missing or the outlines flash and the tiles remain stationary. With hacking, it is possible to implement the rotating tile, because they exist, albeit without its flipping format. | ||
+ | }} | ||
+ | {{Comparison | ||
+ | | image1=Notavailable.svg | ||
+ | | image2=Notavailable.svg | ||
+ | | game1=Simon Wai prototype | ||
+ | | game2=Final game | ||
+ | | desc=There are no Sonic, Miles or Casino Tiles. Instead, these are part of the layout tiles themselves. | ||
+ | }} | ||
==Act 1== | ==Act 1== | ||
Line 9: | Line 40: | ||
| game2=Final game | | game2=Final game | ||
| desc=The most obvious thing to note is that the stage has a completely different look, with the foreground using a mixture of pink and blue and the background being entirely different to the final game. | | desc=The most obvious thing to note is that the stage has a completely different look, with the foreground using a mixture of pink and blue and the background being entirely different to the final game. | ||
+ | |||
+ | The holes in the chunks are 16×16 blocks that are supposed to call for animated tiles in range '''3E8-3F7''', but no animated tiles are loaded to those slots. Those blocks will either be blank (if accessed from the Level Select before any demo plays) or use whatever tiles were loaded in VRAM from the last played Zone. | ||
}} | }} | ||
{{Comparison | {{Comparison | ||
Line 15: | Line 48: | ||
| game1=Simon Wai prototype | | game1=Simon Wai prototype | ||
| game2=Final game | | game2=Final game | ||
− | | desc=The stage is impossible to navigate without debug mode. Walls and floors are full of holes, and some level tiles are misplaced. | + | | desc=The stage is impossible to navigate without debug mode. Walls and floors are full of holes, and some level tiles are misplaced, such as one of the ramps in this half-pipe using chunk '''0C''' instead of '''0D'''. |
}} | }} | ||
{{Comparison | {{Comparison | ||
Line 22: | Line 55: | ||
| game1=Simon Wai prototype | | game1=Simon Wai prototype | ||
| game2=Final game | | game2=Final game | ||
− | | desc=Such is the state of the level it's easier to point out what's similar rather than what's different. These blue structures survived into the final game, but most the scenery on display here didn't. | + | | desc=Such is the state of the level that it's easier to point out what's similar rather than what's different. These blue structures survived into the final game, but most the scenery on display here didn't. |
}} | }} | ||
{{Comparison | {{Comparison | ||
| image1=Z cn02.png | | image1=Z cn02.png | ||
− | | image2= | + | | image2=Sonic2 MD Comparison CNZ Act1Conveyors.png |
| game1=Simon Wai prototype | | game1=Simon Wai prototype | ||
| game2=Final game | | game2=Final game | ||
Line 33: | Line 66: | ||
{{Comparison | {{Comparison | ||
| image1=Z cn04.png | | image1=Z cn04.png | ||
− | | image2= | + | | image2=Sonic2 MD Comparison CNZ Act1Lift.png |
| game1=Simon Wai prototype | | game1=Simon Wai prototype | ||
| game2=Final game | | game2=Final game | ||
− | | desc=Elevators are out | + | | desc=Elevators are out of service. |
}} | }} | ||
{{Comparison | {{Comparison | ||
Line 43: | Line 76: | ||
| game1=Simon Wai prototype | | game1=Simon Wai prototype | ||
| game2=Final game | | game2=Final game | ||
− | | desc=However, what little of the layout exists | + | | desc=However, what little of the layout exists isn't too far away from the final game. There was certainly a plan here. |
}} | }} | ||
{{Comparison | {{Comparison | ||
Line 50: | Line 83: | ||
| game1=Simon Wai prototype | | game1=Simon Wai prototype | ||
| game2=Final game | | game2=Final game | ||
− | | desc=There are no objects in the level, so no spring to boost Sonic up this ramp, and no means of getting around the loop at the top. | + | | desc=There are no objects in the level, so no spring to boost [[Sonic the Hedgehog|Sonic]] and [[Miles "Tails" Prower|Tails]] up this ramp, and no means of getting around the loop at the top. |
}} | }} | ||
{{Comparison | {{Comparison | ||
| image1=Z cn06.png | | image1=Z cn06.png | ||
− | | image2= | + | | image2=Sonic2 MD Comparison CNZ Act1Bumpers.png |
| game1=Simon Wai prototype | | game1=Simon Wai prototype | ||
| game2=Final game | | game2=Final game | ||
Line 61: | Line 94: | ||
{{Comparison | {{Comparison | ||
| image1=Z cn07.png | | image1=Z cn07.png | ||
− | | image2= | + | | image2=Sonic2 MD Comparison CNZ Act1Slingshot.png |
| game1=Simon Wai prototype | | game1=Simon Wai prototype | ||
| game2=Final game | | game2=Final game | ||
− | | desc= | + | | desc=Isoceles bumpers do exist, but they have no collision. |
}} | }} | ||
+ | ===Map=== | ||
{{Comparison | {{Comparison | ||
| image1=CNZ1Wai.png | | image1=CNZ1Wai.png | ||
Line 80: | Line 114: | ||
| game1=Simon Wai prototype | | game1=Simon Wai prototype | ||
| game2=Final game | | game2=Final game | ||
− | | desc=The second | + | | desc=The second Act's background is incorrectly defined, causing it to have foreground graphics in its background. It should be using chunks '''B1-B8''', but it uses chunks '''8B-92''' instead. This unintentionally gives the stage a indoors, pinball-esque feel. |
}} | }} | ||
{{Comparison | {{Comparison | ||
| image1=Z cn09.png | | image1=Z cn09.png | ||
− | | image2= | + | | image2=Sonic2 MD Comparison CNZ Act2Spring.png |
| game1=Simon Wai prototype | | game1=Simon Wai prototype | ||
| game2=Final game | | game2=Final game | ||
− | | desc=Otherwise it's much the same as | + | | desc=Otherwise it's much the same as Act 1, with no objects to interact with and gaping holes in the floor. |
}} | }} | ||
+ | ===Map=== | ||
{{Comparison | {{Comparison | ||
| image1=CNZ2Wai.png | | image1=CNZ2Wai.png | ||
Line 100: | Line 135: | ||
<references /> | <references /> | ||
− | {{ | + | {{S2SWOmni}} |
Latest revision as of 22:09, 14 December 2019
Work has begun on Casino Night Zone in the Simon Wai prototype, but it's a long way from being playable.
General comparisons
Simon Wai prototype |
---|
Final game |
---|
There is a different sound for the bouncers that give points and disappear after three hits (that don't yet exist).
Simon Wai prototype |
---|
Final game |
---|
The red bumpers that give 10 points per hit do not exist. If the object, obj44, is placed in the level, it instead places a solid wall, similar to the one from GHZ. Thus proving even further that Sonic 2 Beta is a build off Sonic 1.
Graphics comparisons
Simon Wai prototype |
---|
Final game |
---|
Many of the flipping tiles are missing or the outlines flash and the tiles remain stationary. With hacking, it is possible to implement the rotating tile, because they exist, albeit without its flipping format.
Simon Wai prototype |
---|
Final game |
---|
There are no Sonic, Miles or Casino Tiles. Instead, these are part of the layout tiles themselves.
Act 1
Simon Wai prototype |
---|
Final game |
---|
The most obvious thing to note is that the stage has a completely different look, with the foreground using a mixture of pink and blue and the background being entirely different to the final game.
The holes in the chunks are 16×16 blocks that are supposed to call for animated tiles in range 3E8-3F7, but no animated tiles are loaded to those slots. Those blocks will either be blank (if accessed from the Level Select before any demo plays) or use whatever tiles were loaded in VRAM from the last played Zone.
Simon Wai prototype |
---|
Final game |
---|
The stage is impossible to navigate without debug mode. Walls and floors are full of holes, and some level tiles are misplaced, such as one of the ramps in this half-pipe using chunk 0C instead of 0D.
Simon Wai prototype |
---|
Final game |
---|
Such is the state of the level that it's easier to point out what's similar rather than what's different. These blue structures survived into the final game, but most the scenery on display here didn't.
Simon Wai prototype |
---|
Final game |
---|
Conveyor belts don't work.
Simon Wai prototype |
---|
Final game |
---|
Elevators are out of service.
Simon Wai prototype |
---|
Final game |
---|
However, what little of the layout exists isn't too far away from the final game. There was certainly a plan here.
Simon Wai prototype |
---|
Final game |
---|
There are no objects in the level, so no spring to boost Sonic and Tails up this ramp, and no means of getting around the loop at the top.
Simon Wai prototype |
---|
Final game |
---|
Despite having pinball-inspired sections, there are no bumpers, flippers or slot machines.
Simon Wai prototype |
---|
Final game |
---|
Isoceles bumpers do exist, but they have no collision.
Map
Simon Wai prototype |
---|
Final game |
Act 2
Simon Wai prototype |
---|
Final game |
---|
The second Act's background is incorrectly defined, causing it to have foreground graphics in its background. It should be using chunks B1-B8, but it uses chunks 8B-92 instead. This unintentionally gives the stage a indoors, pinball-esque feel.
Simon Wai prototype |
---|
Final game |
---|
Otherwise it's much the same as Act 1, with no objects to interact with and gaping holes in the floor.
Map
Simon Wai prototype |
---|
Final game |
References
Sonic the Hedgehog 2 (Simon Wai prototype), prototype version of Sonic the Hedgehog 2 (16-bit) | |
---|---|
Main page | Comparisons | Maps | Hidden content | Hacking guide |