Difference between revisions of "Chaotix (prototype 1227)/Comparisons/Speed Slider"
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(Created page with "{{back}} In the 1207 prototype only two levels of Speed Slider were accessible (the others being copies of level 2) and neither had rings or objects in them. In the 1227 b...") |
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In the 1207 prototype only two levels of [[Speed Slider]] were accessible (the others being copies of level 2) and neither had rings or objects in them. In the 1227 build, all five levels exist and all have things in them. | In the 1207 prototype only two levels of [[Speed Slider]] were accessible (the others being copies of level 2) and neither had rings or objects in them. In the 1227 build, all five levels exist and all have things in them. | ||
+ | {{Comparison | ||
+ | | image1=Chaotix1227 32X SS 1SunsetStart.png | ||
+ | | image2=Chaotix 32X SS 1SunsetStart.png | ||
+ | | game1=Prototype 1227 (sunset) | ||
+ | | game2=Final game (sunset) | ||
+ | | desc= | ||
+ | }} | ||
+ | {{Comparison | ||
+ | | image1=Chaotix1227 32X SS 1NightStart.png | ||
+ | | image2=Chaotix 32X SS 1NightStart.png | ||
+ | | game1=Prototype 1227 (night) | ||
+ | | game2=Final game (night) | ||
+ | | desc=While all four times of day have their own palettes (across all five levels), the sunset and night ones are almost certainly wrong. | ||
+ | }} | ||
{{Comparison | {{Comparison | ||
| image1=Chaotix1227 32X SS 1Loop.png | | image1=Chaotix1227 32X SS 1Loop.png | ||
Line 8: | Line 22: | ||
| game2=Final game | | game2=Final game | ||
| desc=Loops work in this build... when you're travelling from left to right. Go the other way and your partner might get stuck, and in both cases, characters are always drawn on top of the loop. | | desc=Loops work in this build... when you're travelling from left to right. Go the other way and your partner might get stuck, and in both cases, characters are always drawn on top of the loop. | ||
+ | }} | ||
+ | {{Comparison | ||
+ | | image1=Chaotix1227 32X SS BlueSpikes.png | ||
+ | | image2=Chaotix 32X SS BlueSpikes.png | ||
+ | | game1=Prototype 1227 | ||
+ | | game2=Final game | ||
+ | | desc=The blue spinning spikes do not hurt the player yet. | ||
+ | }} | ||
+ | {{Comparison | ||
+ | | image1=Chaotix1227 32X SS Tubes.png | ||
+ | | image2=Chaotix 32X SS Tubes.png | ||
+ | | game1=Prototype 1227 | ||
+ | | game2=Final game | ||
+ | | desc=In addition to loops, levels 4 and 5 tease some ''Sonic''-style tunnels on the right hand side of the map. Bad collision means characters are more likely to get stuck travelling through. | ||
+ | |||
+ | While (some of) the vertical tubing remains in the final game, corners are replaced with standard quarter pipes. | ||
+ | }} | ||
+ | |||
+ | ==Level 3== | ||
+ | {{Comparison | ||
+ | | image1=Chaotix1227 32X SS 3JumpingSpikes.png | ||
+ | | image2=Chaotix 32X SS 3JumpingSpikes.png | ||
+ | | game1=Prototype 1227 | ||
+ | | game2=Final game | ||
+ | | desc=A set of jumping spikes (with the wrong palette) can be found at around (2323, 332). They wait underground, jump up, and try and land on the player. They're harmless in this build. | ||
+ | }} | ||
+ | {{Comparison | ||
+ | | image1=Chaotix1227 32X SS 3ScreenLock.png | ||
+ | | image2=Chaotix 32X SS 3End.png | ||
+ | | game1=Prototype 1227 | ||
+ | | game2=Final game | ||
+ | | desc=The signpost isn't aligned with the screen lock, meaning it is possible to fly over the right and get stuck. | ||
+ | }} | ||
+ | |||
+ | ==Level 4== | ||
+ | {{Comparison | ||
+ | | image1=Chaotix1227 32X SS 4ScreenLock.png | ||
+ | | image2=Notavailable.svg | ||
+ | | game1=Prototype 1227 | ||
+ | | game2=Final game | ||
+ | | desc=While there is a signpost in its final location, the screen does not lock in place when the player is near. Instead, the screen locks if the player goes to the top right of the level, forcing them to reset the game to continue. | ||
+ | }} | ||
+ | |||
+ | ==Level 5== | ||
+ | {{Comparison | ||
+ | | image1=Chaotix1227 32X SS Boss.png | ||
+ | | image2=Chaotix 32X SS Boss.png | ||
+ | | game1=Prototype 1227 | ||
+ | | game2=Final game | ||
+ | | desc=The boss is in, though Eggman's palette is wrong. Whereas in the final game the screen locks in place, there's more room to manoeuvre in this build, and you're not dragged along by the floor. The big ring compartment (which in this build does not contain a ring) rotates faster an in the opposite direction to the final, and starts off in the centre of the screen. In the final the starting position is moved to the right, so that players aren't instantly hit when the machine starts. The background is also completely static, while in the final it scrolls downwards. | ||
+ | |||
+ | Beat Eggman and there's an explosion, but he never leaves the control room. | ||
}} | }} | ||
Latest revision as of 15:33, 14 February 2021
- Back to: Chaotix (prototype 1227)/Comparisons.
In the 1207 prototype only two levels of Speed Slider were accessible (the others being copies of level 2) and neither had rings or objects in them. In the 1227 build, all five levels exist and all have things in them.
Prototype 1227 (sunset) |
---|
Final game (sunset) |
---|
Prototype 1227 (night) |
---|
Final game (night) |
---|
While all four times of day have their own palettes (across all five levels), the sunset and night ones are almost certainly wrong.
Prototype 1227 |
---|
Final game |
---|
Loops work in this build... when you're travelling from left to right. Go the other way and your partner might get stuck, and in both cases, characters are always drawn on top of the loop.
Prototype 1227 |
---|
Final game |
---|
The blue spinning spikes do not hurt the player yet.
Prototype 1227 |
---|
Final game |
---|
In addition to loops, levels 4 and 5 tease some Sonic-style tunnels on the right hand side of the map. Bad collision means characters are more likely to get stuck travelling through.
While (some of) the vertical tubing remains in the final game, corners are replaced with standard quarter pipes.
Contents
Level 3
Prototype 1227 |
---|
Final game |
---|
A set of jumping spikes (with the wrong palette) can be found at around (2323, 332). They wait underground, jump up, and try and land on the player. They're harmless in this build.
Prototype 1227 |
---|
Final game |
---|
The signpost isn't aligned with the screen lock, meaning it is possible to fly over the right and get stuck.
Level 4
Prototype 1227 |
---|
Final game |
---|
While there is a signpost in its final location, the screen does not lock in place when the player is near. Instead, the screen locks if the player goes to the top right of the level, forcing them to reset the game to continue.
Level 5
Prototype 1227 |
---|
Final game |
---|
The boss is in, though Eggman's palette is wrong. Whereas in the final game the screen locks in place, there's more room to manoeuvre in this build, and you're not dragged along by the floor. The big ring compartment (which in this build does not contain a ring) rotates faster an in the opposite direction to the final, and starts off in the centre of the screen. In the final the starting position is moved to the right, so that players aren't instantly hit when the machine starts. The background is also completely static, while in the final it scrolls downwards.
Beat Eggman and there's an explosion, but he never leaves the control room.
References
Chaotix (prototype 1227), prototype version of Chaotix | |
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