Difference between revisions of "Sonic the Hedgehog 2 (Simon Wai prototype)/Comparisons/Oil Ocean Zone"
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− | | desc=These objects, which fire Sonic and Tails at 90-degree angles, exist the second half of the | + | | desc=These objects, which fire Sonic and Tails at 90-degree angles, exist throughout the second half of the Act. While chained together like in the final game, they lack any clearly defined start points in this build, and send the player to strange places. This one fires the player upwards towards a ceiling, and will continue to do so unless they hold {{left}} or {{right}}. |
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+ | ===Map=== | ||
{{Comparison | {{Comparison | ||
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| desc=Using the floating boost objects can lead to unwanted side effects. Now Sonic can run faster and jump higher. | | desc=Using the floating boost objects can lead to unwanted side effects. Now Sonic can run faster and jump higher. | ||
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+ | ===Map=== | ||
{{Comparison | {{Comparison | ||
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Revision as of 20:46, 13 November 2019
Oil Ocean Zone is close to completion in the Simon Wai prototype, but is devoid of enemies and is missing many objects.
The Zone uses music #81 in the prototype, or equivalently #08 in the final - the music used for Casino Night Zone in 2-player mode.
Contents
Act 1
Simon Wai prototype |
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Final game |
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Oil Ocean Zone contains several of these contraptions, which seemingly serve no purpose. Push the button, and a small ball comes out and rolls to the left or right. The velocity is fixed, and while Sonic can stand on top while it moves, the player cannot affect the ball's movement in any way. A similar concept was used in early builds of Sonic 1 in Green Hill Zone, however the balls there were much larger.
Simon Wai prototype |
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Final game |
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The prototype sun has no animation, and scrolls along (and thus, wraps around) with the background. The sun is always above that short grey building in the prototype, whereas in the final, its horizontal position is fixed on the screen. Note also the extra pipe, which is missing in the final game.
Simon Wai prototype |
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Final game |
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The green flames are missing from these platforms, as are the spikes surrounding them. There is also no sound effect when the plate rises.
Simon Wai prototype |
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Final game |
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The oil slides are non-functional. Sonic and Tails can walk up and down with relative ease.
Simon Wai prototype |
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Final game |
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The slides do have some collision quirks though, allowing the player to walk in thin air. Some sections of oil are also missing, and the background waterfalls are running in reverse.
Simon Wai prototype |
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Final game |
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Most of the lifts are missing, and those that do exist are smaller than in the final game.
Simon Wai prototype |
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Final game |
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These objects, which fire Sonic and Tails at 90-degree angles, exist throughout the second half of the Act. While chained together like in the final game, they lack any clearly defined start points in this build, and send the player to strange places. This one fires the player upwards towards a ceiling, and will continue to do so unless they hold or
.
Map
![]() |
Simon Wai prototype |
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![]() |
Final game |
Act 2
Simon Wai prototype |
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Final game |
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Act 2 is similarly incomplete, and most of it is inaccessible without debug mode. Jump off this ledge and the only option is for Sonic and Tails to die.
Simon Wai prototype |
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Final game |
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This switch activates two balls.
Simon Wai prototype |
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Final game |
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Using the floating boost objects can lead to unwanted side effects. Now Sonic can run faster and jump higher.
Map
![]() |
Simon Wai prototype |
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![]() |
Final game |
References
Sonic the Hedgehog 2 (Simon Wai prototype), prototype version of Sonic the Hedgehog 2 (16-bit) | |
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