Difference between revisions of "Sonic the Hedgehog 2 (Nick Arcade prototype)/Comparisons"
From Sonic Retro
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| desc=Aside from the logo and palette, the level select screen hasn't changed at all from ''Sonic 1'', and is a far cry from ''Sonic 2''. | | desc=Aside from the logo and palette, the level select screen hasn't changed at all from ''Sonic 1'', and is a far cry from ''Sonic 2''. | ||
}} | }} | ||
+ | |||
+ | ==Gameplay comparisons== | ||
+ | {{Comparison | ||
+ | | image1=Notavailable.svg | ||
+ | | image2=Notavailable.svg | ||
+ | | game1=Nick Arcade prototype | ||
+ | | game2=Final game | ||
+ | | desc=There are no title cards in this prototype for each of the zones. Instead, the game just fades from black. | ||
+ | }} | ||
+ | {{Comparison | ||
+ | | image1=Notavailable.svg | ||
+ | | image2=Notavailable.svg | ||
+ | | game1=Nick Arcade prototype | ||
+ | | game2=Final game | ||
+ | | desc=Likewise, there are no score tallies when completing a level, just a jingle. | ||
+ | }} | ||
+ | {{Comparison | ||
+ | | image1=Notavailable.svg | ||
+ | | image2=Notavailable.svg | ||
+ | | game1=Nick Arcade prototype | ||
+ | | game2=Final game | ||
+ | | desc=The physics are still playing by ''Sonic 1'' rules. The land speed of Sonic and Tails is capped, meaning it is impossible to out-run the screen by normal means. | ||
+ | }} | ||
+ | {{Comparison | ||
+ | | image1=Notavailable.svg | ||
+ | | image2=Notavailable.svg | ||
+ | | game1=Nick Arcade prototype | ||
+ | | game2=Final game | ||
+ | | desc=The infamous "spike bug" from ''Sonic 1'' still exists. Land on spikes twice in succession and you will die instantly. In the final game, a grace period occurs, where Sonic and Tails will flash while standing on the set of spikes. | ||
+ | }} | ||
+ | {{Comparison | ||
+ | | image1=Notavailable.svg | ||
+ | | image2=Notavailable.svg | ||
+ | | game1=Nick Arcade prototype | ||
+ | | game2=Final game | ||
+ | | desc=Tails is invulnerable to spikes in the Nick Arcade prototype. This is the only known prototype where this is the case. | ||
+ | }} | ||
+ | {{Comparison | ||
+ | | image1=Notavailable.svg | ||
+ | | image2=Notavailable.svg | ||
+ | | game1=Nick Arcade prototype | ||
+ | | game2=Final game | ||
+ | | desc=Sonic and Tails share a ring counter. This means, in addition to being able to pick up rings on Sonic's behalf, Tails can lose them. | ||
+ | }} | ||
+ | {{Comparison | ||
+ | | image1=Notavailable.svg | ||
+ | | image2=Notavailable.svg | ||
+ | | game1=Nick Arcade prototype | ||
+ | | game2=Final game | ||
+ | | desc=The AI script powering Tails is in an incomplete stage. For now, Tails behaves exactly like Sonic, just with a slight delay. It's a convincing effect for the first few seconds, but typically leads to computer-controlled Tails getting stuck or lost. Tails also cannot fly, so if he wanders too far from view, he'll be abruptly dropped in from the top of the screen. In the final game, Tails attempts to follow Sonic, and while still often unsuccessful, he's not a liability like in these early prototypes. | ||
+ | |||
+ | In the case of the rolling demos, it is thought a second player was controlling Tails to ensure the results were aesthetically pleasing. | ||
+ | }} | ||
+ | {{Comparison | ||
+ | | image1=Notavailable.svg | ||
+ | | image2=Notavailable.svg | ||
+ | | game1=Nick Arcade prototype | ||
+ | | game2=Final game | ||
+ | | desc=The spin dash cannot be "charged" in this prototype, meaning Sonic and Tails are always released at a set velocity. If spin dashing on a falling platform, the character will remain in the air rather than fall. | ||
+ | }} | ||
+ | {{Comparison | ||
+ | | image1=Comp sms2protohit.gif | ||
+ | | image2=Notavailable.svg | ||
+ | | game1=Nick Arcade prototype | ||
+ | | game2=Final game | ||
+ | | desc=Run into a wall at high speed and Sonic will be thrust backwards, landing on his backside. This mechanic was removed from subsequent prototypes and has never been seen in a ''Sonic'' game since. It also only affects Sonic - Tails just stops when he hits a wall. | ||
+ | }} | ||
+ | |||
+ | ==Graphics comparisons== | ||
+ | *[[Sonic the Hedgehog 2 (Nick Arcade prototype)/Comparisons/Graphics|General graphics]] | ||
==Level comparisons== | ==Level comparisons== |
Revision as of 07:43, 15 April 2018
Contents
General comparisons
Sonic 2 Nick Arcade prototype |
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Sonic the Hedgehog |
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Sonic 2 final |
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Start the game and you are introduced to the Sega logo from the original Sonic the Hedgehog, as opposed to the revised variant in the final game.
Nick Arcade prototype |
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Final game |
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All early versions of Sonic 2 use a different title screen. There is no introduction, Sonic and Tails are not animated, and the background is borrowed from Emerald Hill Zone, scrolling to the left in a similar manner to the original Sonic the Hedgehog. No menu system has been implemented by this point.
Sonic 2 Nick Arcade prototype |
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Sonic the Hedgehog (REV01) |
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Sonic 2 final |
---|
Aside from the logo and palette, the level select screen hasn't changed at all from Sonic 1, and is a far cry from Sonic 2.
Gameplay comparisons
Nick Arcade prototype |
---|
Final game |
---|
There are no title cards in this prototype for each of the zones. Instead, the game just fades from black.
Nick Arcade prototype |
---|
Final game |
---|
Likewise, there are no score tallies when completing a level, just a jingle.
Nick Arcade prototype |
---|
Final game |
---|
The physics are still playing by Sonic 1 rules. The land speed of Sonic and Tails is capped, meaning it is impossible to out-run the screen by normal means.
Nick Arcade prototype |
---|
Final game |
---|
The infamous "spike bug" from Sonic 1 still exists. Land on spikes twice in succession and you will die instantly. In the final game, a grace period occurs, where Sonic and Tails will flash while standing on the set of spikes.
Nick Arcade prototype |
---|
Final game |
---|
Tails is invulnerable to spikes in the Nick Arcade prototype. This is the only known prototype where this is the case.
Nick Arcade prototype |
---|
Final game |
---|
Sonic and Tails share a ring counter. This means, in addition to being able to pick up rings on Sonic's behalf, Tails can lose them.
Nick Arcade prototype |
---|
Final game |
---|
The AI script powering Tails is in an incomplete stage. For now, Tails behaves exactly like Sonic, just with a slight delay. It's a convincing effect for the first few seconds, but typically leads to computer-controlled Tails getting stuck or lost. Tails also cannot fly, so if he wanders too far from view, he'll be abruptly dropped in from the top of the screen. In the final game, Tails attempts to follow Sonic, and while still often unsuccessful, he's not a liability like in these early prototypes.
In the case of the rolling demos, it is thought a second player was controlling Tails to ensure the results were aesthetically pleasing.
Nick Arcade prototype |
---|
Final game |
---|
The spin dash cannot be "charged" in this prototype, meaning Sonic and Tails are always released at a set velocity. If spin dashing on a falling platform, the character will remain in the air rather than fall.
Nick Arcade prototype |
---|
Final game |
---|
Run into a wall at high speed and Sonic will be thrust backwards, landing on his backside. This mechanic was removed from subsequent prototypes and has never been seen in a Sonic game since. It also only affects Sonic - Tails just stops when he hits a wall.
Graphics comparisons
Level comparisons
References
Sonic the Hedgehog 2 (16-bit) | |
---|---|
Main page (KiS2|2013|3D|Ages) Manuals Development |
show;hide
Scrapped Levels: Scrapped Enemies: 2013 remake only: 2013 remake only: Knuckles in Sonic 2 Prototypes: |