Difference between revisions of "Sonic the Hedgehog CD (Mega-CD prototype; 1993-05-10)/Comparisons/Tidal Tempest"
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Revision as of 14:15, 22 April 2018
Tidal Tempest is the final level that can be accessed through normal play. The level is playable, but has some severe graphical issues, particuarly in act 3.
For reasons unknown, pressing won't pause the game in this stage.
Contents
Act 1
510 prototype |
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Final game |
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Tidal Tempest is the token water level for Sonic CD, but in this prototype, the water is clearly unfinished. There are no waves on the surface, and every time period has its own set of palette problems. In the present, the background is a mix of light turquoise and red. Sonic also lacks a dedicated underwater palette in this time period.
510 prototype |
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Final game |
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In the past, the water is lime green. All non-present time zones have to noticeable problems with Sonic's palette line, where the yellow used in the HUD and several objects becomes dark blue.
510 prototype |
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Final game |
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Good future uses a mixture of blue foregrounds and orange backgrounds. Interestingly the prototype has ripples in the foreground, much like the Japanese version of Sonic the Hedgehog. This effect was scrapped in the final game, and indeed all other 2D Sonic games on the Mega Drive.
510 prototype |
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Final game |
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In the bad future, Eggman has filled the zone with blackcurrent juice. It's been diluted in the final.
510 prototype |
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Final game |
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This waterfall is higher up in the 510 prototype, meaning you can walk underneath it and be fired up again.
510 prototype |
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Final game |
510 prototype |
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Final game |
510 prototype |
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Final game |
510 prototype |
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Final game |
Act 2
510 prototype |
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Final game |
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The big waterfall at the beginning of act 2 doesn't animate in any time zone. In the present the water is also brown, though this colour scheme can be briefly seen in the final game as the level loads in.
510 prototype |
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Final game |
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In the good and bad future versions of the zone, you start off wedged in a monitor. They've been spaced out in the final.
510 prototype |
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Final game |
510 prototype |
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Final game |
510 prototype |
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Final game |
510 prototype |
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Final game |
Act 3
510 prototype |
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Final game |
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During normal play, the good future version of act 3 is always loaded, regardless of what timezones you've previously visited. The developers never stopped the rings overlapping the title card though.
510 prototype |
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Final game |
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You're meant to chase Eggman around a bit before the boss proper, but given that the door is already open, there's no reason to.
510 prototype |
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Final game |
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Of course, not playing the game in the intended way can lead to some unintended results.
510 prototype |
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Final game |
510 prototype |
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Final game |
Graphics
510 prototype |
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Final game |
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The flowers in the 510 prototype are unique to each zone.
References
Sonic the Hedgehog CD (Mega-CD prototype; 1993-05-10), prototype version of Sonic the Hedgehog CD | |
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Main page | Comparisons | Maps | Hidden content | Technical information |