Difference between revisions of "Sonic the Hedgehog (16-bit) (prototype)/Comparisons/Marble Zone"
From Sonic Retro
(→Act 1) |
GerbilSoft (talk | contribs) m (→Act 2: Still not grey.) |
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{{Comparison | {{Comparison | ||
| image1=Sonic1Proto MD MZ Act1Start.png | | image1=Sonic1Proto MD MZ Act1Start.png | ||
− | | image2= | + | | image2=Sonic1 MD MZ Act1Start.png |
| game1=Prototype | | game1=Prototype | ||
| game2=Final game | | game2=Final game | ||
Line 9: | Line 9: | ||
}} | }} | ||
{{Comparison | {{Comparison | ||
− | | image1= | + | | image1=Sonic1Proto MD MZ Spikes.png |
+ | | image2=Sonic1 MD MZ Caterkiller.png | ||
+ | | game1=Prototype | ||
+ | | game2=Final game | ||
+ | | desc=[[Spikes]] enemies are used instead of [[Caterkiller]]s. | ||
+ | }} | ||
+ | {{Comparison | ||
+ | | image1=Sonic1Proto MD MZ AnimalCorruption.png | ||
| image2=Notavailable.svg | | image2=Notavailable.svg | ||
| game1=Prototype | | game1=Prototype | ||
| game2=Final game | | game2=Final game | ||
− | | desc=[[ | + | | desc=Die too quickly (after hitting the first [[Buzz Bomber]]) and animal sprites become corrupted with title card graphics during the fade out. This is not unique behaviour to this prototype, but most Sonic levels keep Badniks further away from level starts (and checkpoints) to prevent this from happening. In the final game, you have to move further to the right before you start encountering threats. |
+ | }} | ||
+ | {{Comparison | ||
+ | | image1=Sonic1Proto MD MZ DieDamageArea.png | ||
+ | | image2=Sonic1 MD MZ DieDamageArea.png | ||
+ | | game1=Prototype | ||
+ | | game2=Final game | ||
+ | | desc=Die near lava and the damage objects will become visible, marked out by four Eggman icons. These are otherwise only seen when using [[edit mode]]. | ||
}} | }} | ||
{{Comparison | {{Comparison | ||
Line 20: | Line 34: | ||
| game1=Prototype | | game1=Prototype | ||
| game2=Final game | | game2=Final game | ||
− | | desc= | + | | desc=Blocks that land in lava bob up and down in the prototype. They are static in the final game, but this feature was restored in REV01. |
}} | }} | ||
{{Comparison | {{Comparison | ||
− | | image1= | + | | image1=Sonic1Proto MD MZ HorizontalCrusher.png |
+ | | image2=Sonic1 MD MZ HorizontalCrusher.png | ||
+ | | game1=Prototype | ||
+ | | game2=Final game | ||
+ | | desc=A sideways spikes trap, which was left unused for the final game. This is the only instance of the object throughout the entirety of Marble Zone. | ||
+ | }} | ||
+ | {{Comparison | ||
+ | | image1=Sonic1Proto MD MZ SidewaysSpikes.png | ||
+ | | image2=Sonic1 MD MZ SidewaysSpikes.png | ||
+ | | game1=Prototype | ||
+ | | game2=Final game | ||
+ | | desc=Sideways spikes hurt even when retracted. | ||
+ | }} | ||
+ | {{Comparison | ||
+ | | image1=Sonic1Proto MD MZ Splats.png | ||
| image2=Notavailable.svg | | image2=Notavailable.svg | ||
| game1=Prototype | | game1=Prototype | ||
Line 32: | Line 60: | ||
===Map=== | ===Map=== | ||
{{Comparison | {{Comparison | ||
− | | image1= | + | | image1=Sonic1Protoype MD Map MZ1.png |
| image2=Sonic1 MD Map Mz1.png | | image2=Sonic1 MD Map Mz1.png | ||
| game1=Prototype | | game1=Prototype | ||
Line 41: | Line 69: | ||
==Act 2== | ==Act 2== | ||
+ | {{Comparison | ||
+ | | image1=Sonic1Proto MD MZ JumpPillar.png | ||
+ | | image2=Sonic1 MD MZ JumpPillar.png | ||
+ | | game1=Prototype | ||
+ | | game2=Final game | ||
+ | | desc=These marble pillars aren't moved by pressing switches. Sonic has to keep jumping on them instead. | ||
+ | }} | ||
+ | {{Comparison | ||
+ | | image1=Sonic1Proto MD MZ Act2TileError.png | ||
+ | | image2=Sonic1 MD MZ Act2TileError.png | ||
+ | | game1=Prototype | ||
+ | | game2=Final game | ||
+ | | desc=A tiling oversight means a portion of the blue background colour can be seen near these steps (and it seeps through in other places too). This also shows differences in the rate of fire for the fireballs. | ||
+ | }} | ||
+ | {{Comparison | ||
+ | | image1=Sonic1Proto MD MZ TunnelBlocks.png | ||
+ | | image2=Sonic1 MD MZ TunnelBlocks.png | ||
+ | | game1=Prototype | ||
+ | | game2=Final game | ||
+ | | desc=Sonic has to contend with a falling blocks while running away from the flowing lava. | ||
+ | }} | ||
+ | {{Comparison | ||
+ | | image1=Sonic1Proto MD MZ FlowingLavaCollision.png | ||
+ | | image2=Sonic1 MD MZ FlowingLavaCollision.png | ||
+ | | game1=Prototype | ||
+ | | game2=Final game | ||
+ | | desc=While the flowing lava object hurts, it is not solid, meaning as long as you have enough rings, you can walk through it and break the illusion. | ||
+ | }} | ||
+ | {{Comparison | ||
+ | | image1=Sonic1Proto MD MZ UnderWalls.png | ||
+ | | image2=Sonic1 MD MZ UnderWalls.png | ||
+ | | game1=Prototype | ||
+ | | game2=Final game | ||
+ | | desc=While Sonic is meant to ride this green block and jump over the solid walls, the final game lets Sonic walk on the lava and under the walls, assuming he has enough rings. This isn't possible in the prototype; Sonic has to ride the block and has to jump to progress. A side effect is that the bug allowing Sonic to pass through these walls while ducking doesn't work in this prototype. | ||
+ | }} | ||
{{Comparison | {{Comparison | ||
| image1=Notavailable.svg | | image1=Notavailable.svg | ||
Line 46: | Line 109: | ||
| game1=Prototype | | game1=Prototype | ||
| game2=Final game | | game2=Final game | ||
− | | desc= | + | | desc=In the final game, once the green blocks start riding the lava, Sonic has no control over them. In this prototype you can get off and push the block back, assuming you have enough rings. |
+ | }} | ||
+ | {{Comparison | ||
+ | | image1=Sonic1Proto MD MZ BlockPoints.png | ||
+ | | image2=Sonic1 MD MZ BlockPoints.png | ||
+ | | game1=Prototype | ||
+ | | game2=Final game | ||
+ | | desc=No points are awarded for breaking blocks. | ||
+ | }} | ||
+ | {{Comparison | ||
+ | | image1=Sonic1Proto MD MZ Act2ScreenLock.png | ||
+ | | image2=Sonic1 MD MZ Act2ScreenLock.png | ||
+ | | game1=Prototype | ||
+ | | game2=Final game | ||
+ | | desc=The screen locks a little too early for the signpost. It is possible to travel back to the left and get stuck. | ||
}} | }} | ||
===Map=== | ===Map=== | ||
{{Comparison | {{Comparison | ||
− | | image1= | + | | image1=Sonic1Protoype MD Map MZ2.png |
| image2=Sonic1 MD Map Mz2.png | | image2=Sonic1 MD Map Mz2.png | ||
| game1=Prototype | | game1=Prototype | ||
Line 61: | Line 138: | ||
==Act 3== | ==Act 3== | ||
{{Comparison | {{Comparison | ||
− | | image1= | + | | image1=Sonic1Proto MD MZ Act3ScreenLock.png |
− | | image2= | + | | image2=Sonic1 MD MZ Act3ScreenLock.png |
+ | | game1=Prototype | ||
+ | | game2=Final game | ||
+ | | desc=An oversight in the level design means that if Sonic takes the right path, he will get stuck. This is because his horizontal position will have drifted past the point in which the screen locks for the level end. The final game removes some of this this route and simplifies the layout, though the screen lock coordinate is also pushed further to the right, where the boss is. | ||
+ | }} | ||
+ | {{Comparison | ||
+ | | image1=Sonic1Proto MD MZ Act3End.png | ||
+ | | image2=Sonic1 MD MZ Act3End.png | ||
| game1=Prototype | | game1=Prototype | ||
| game2=Final game | | game2=Final game | ||
Line 69: | Line 153: | ||
===Map=== | ===Map=== | ||
{{Comparison | {{Comparison | ||
− | | image1= | + | | image1=Sonic1Protoype MD Map MZ3.png |
| image2=Sonic1 MD Map Mz3.png | | image2=Sonic1 MD Map Mz3.png | ||
| game1=Prototype | | game1=Prototype |
Latest revision as of 18:05, 31 July 2023
Act 1
Prototype |
---|
Final game |
---|
Animated flying saucers can be seen in the background.
Prototype |
---|
Final game |
---|
Spikes enemies are used instead of Caterkillers.
Prototype |
---|
Final game |
---|
Die too quickly (after hitting the first Buzz Bomber) and animal sprites become corrupted with title card graphics during the fade out. This is not unique behaviour to this prototype, but most Sonic levels keep Badniks further away from level starts (and checkpoints) to prevent this from happening. In the final game, you have to move further to the right before you start encountering threats.
Prototype |
---|
Final game |
---|
Die near lava and the damage objects will become visible, marked out by four Eggman icons. These are otherwise only seen when using edit mode.
Prototype |
---|
Final game |
---|
Blocks that land in lava bob up and down in the prototype. They are static in the final game, but this feature was restored in REV01.
Prototype |
---|
Final game |
---|
A sideways spikes trap, which was left unused for the final game. This is the only instance of the object throughout the entirety of Marble Zone.
Prototype |
---|
Final game |
---|
Sideways spikes hurt even when retracted.
Prototype |
---|
Final game |
---|
In edit mode, the player can place the scrapped Splats badnik.
Map
Prototype |
---|
Final game |
Act 2
Prototype |
---|
Final game |
---|
These marble pillars aren't moved by pressing switches. Sonic has to keep jumping on them instead.
Prototype |
---|
Final game |
---|
A tiling oversight means a portion of the blue background colour can be seen near these steps (and it seeps through in other places too). This also shows differences in the rate of fire for the fireballs.
Prototype |
---|
Final game |
---|
Sonic has to contend with a falling blocks while running away from the flowing lava.
Prototype |
---|
Final game |
---|
While the flowing lava object hurts, it is not solid, meaning as long as you have enough rings, you can walk through it and break the illusion.
Prototype |
---|
Final game |
---|
While Sonic is meant to ride this green block and jump over the solid walls, the final game lets Sonic walk on the lava and under the walls, assuming he has enough rings. This isn't possible in the prototype; Sonic has to ride the block and has to jump to progress. A side effect is that the bug allowing Sonic to pass through these walls while ducking doesn't work in this prototype.
Prototype |
---|
Final game |
---|
In the final game, once the green blocks start riding the lava, Sonic has no control over them. In this prototype you can get off and push the block back, assuming you have enough rings.
Prototype |
---|
Final game |
---|
No points are awarded for breaking blocks.
Prototype |
---|
Final game |
---|
The screen locks a little too early for the signpost. It is possible to travel back to the left and get stuck.
Map
Prototype |
---|
Final game |
Act 3
Prototype |
---|
Final game |
---|
An oversight in the level design means that if Sonic takes the right path, he will get stuck. This is because his horizontal position will have drifted past the point in which the screen locks for the level end. The final game removes some of this this route and simplifies the layout, though the screen lock coordinate is also pushed further to the right, where the boss is.
Prototype |
---|
Final game |
---|
No boss in Act 3, but there is a signpost, allowing you to complete the level.
Map
Prototype |
---|
Final game |
References
Sonic the Hedgehog (16-bit) (prototype), prototype version of Sonic the Hedgehog (16-bit) | |
---|---|
Main page | Comparisons | Maps | Hidden content |