Difference between revisions of "Sonic the Hedgehog (16-bit) (prototype)/Comparisons/Star Light Zone"
From Sonic Retro
(I've played more Sonic 1 in the last two days than I have in the last 20 years) |
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Revision as of 18:11, 3 January 2021
While it looks the part, each Act of Star Light Zone has an almost entirely different layout to that of the final game, with many more opportunities to fall into pits.
Act 1
Prototype |
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Final game |
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Some loops have extra flashing lights on them. These graphics are unused in the final game.
Prototype |
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Final game |
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There are no Badniks during normal play, but the player can place Buzz Bombers and Crabmeats in edit mode, neither of which appear in the stage in the final game.
Prototype |
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Final game |
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Also placeable are spike-less seasaws and vertical fireballs (the latter behaving exactly the same as the final game).
Prototype |
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Final game |
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There is a signpost allowing for the Act to be cleared, but it's half-buried in the ground.
Prototype |
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Final game |
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Finishing Act 1 resets the game.
Map
Prototype |
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Final game |
Act 2
Act 2 is less complete. There are a few objects, but no rings.
Prototype |
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Final game |
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An oddly-placed eight-block platform will most likely crush Sonic.
Prototype |
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Final game |
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There are a few corrupted platforms with broken collision. If Sonic touches one, it moves downwards.
Prototype |
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Final game |
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There are some spiked swinging platforms. In the final game, these only appear in Act 3.
Prototype |
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Final game |
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Cruicially there is no signpost, so while the camera locks, the level can't be beaten.
Map
Prototype |
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Final game |
Act 3
Prototype |
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Final game |
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There are even fewer objects in Act 3, just a couple of these platforms.
Map
Prototype |
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Final game |
References
Sonic the Hedgehog (16-bit) (prototype), prototype version of Sonic the Hedgehog (16-bit) | |
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Main page | Comparisons | Maps | Hidden content |