Difference between revisions of "Sonic the Hedgehog CD (Mega-CD prototype; 1993-05-10)/Comparisons/Metallic Madness"
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m (Black Squirrel moved page Sonic the Hedgehog CD (prototype 510)/Comparisons/Metallic Madness to Sonic the Hedgehog CD (prototype; 1993-05-10)/Comparisons/Metallic Madness: Text replacement - "Sonic the Hedgehog CD (prototype 510)" to "Sonic the...) |
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While in a healthier state than [[Wacky Workbench]] and [[Stardust Speedway]], [[Metallic Madness]] is still devoid of rings and has several palette issues. | While in a healthier state than [[Wacky Workbench]] and [[Stardust Speedway]], [[Metallic Madness]] is still devoid of rings and has several palette issues. | ||
− | == | + | ==Zone 1== |
{{Comparison | {{Comparison | ||
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Revision as of 17:52, 28 October 2019
While in a healthier state than Wacky Workbench and Stardust Speedway, Metallic Madness is still devoid of rings and has several palette issues.
Contents
Zone 1
510 prototype |
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Final game |
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Seconds into the level, there's a trap door that leads to a pit. In the final there's a floor and some rings down there. Other time zones give you a chance to climb out thanks to a collapsing platform, but you have to be very good with your timing.
510 prototype |
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Final game |
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Enemies appear but they're having some palette problems.
510 prototype |
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Final game |
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These sideways spikes aren't present in the final game. They move backwards and forwards and make negotiating this hole more difficult than it should be. In true Sonic prototype fashion, the spikes themselves are harmless - the real danger is the wonky collision detection registering you've been crushed.
510 prototype |
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Final game |
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These crushing objects have a neat little hole which can plant Sonic half-way through the ground. You can't be flattened by these objects, but you can be pushed through the scenery and land in a pit.
510 prototype |
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Final game |
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The rotating sawblades are more hedgehog-friendly in the 510 prototype. The game only registers a hit if you touch the very centre of the disc. There are also four in this section as opposed to two, likely because four saws on-screen cause the sprite limit to be reached.
510 prototype |
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Final game |
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Palette problems mean the xxx are pink. In both the 510 prototype and the final game, some can be seen carrying monitors, however in this version, the monitors are always 1-ups.
510 prototype |
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Final game |
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These giant scales don't exist in the final game. Sonic's weight adjusts the height of the other platform.
510 prototype |
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Final game |
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This door is going on a wander.
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 |
Zone 2
510 prototype |
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Final game |
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Act 2 is more sparse, with no enemies in sight and several key objecs missing. It can't be completed without debug mode.
510 prototype |
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Final game |
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In the bad future version, you're greeted with palette errors in the background. You also start much higher up the level than in the final.
510 prototype |
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Final game |
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Taking a cue from the original Sonic the Hedgehog, act 2 has circlar objects that Sonic can run around, and in this prototype, smaller versions are supplied too. Sadly the small variants don't work properly.
510 prototype |
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Final game |
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Perhaps surprisingly given the trends in this prototype, these tubes do work, but many are missing lids. The buttons designed to open those lids appear to have corrupted graphics, and don't do anything when pressed.
510 prototype |
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Final game |
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This one in the bad future can freeze the game.
510 prototype |
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Final game |
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In the past, all sorts of objects are placed in strange locations.
510 prototype |
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Final game |
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The objects allowing Sonic to go behind these rotating shutters have yet to be implemented. But for once, falling down the hole doesn't kill you.
510 prototype |
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Final game |
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Sonic is not shrunk at any point in the level, but collision issues mean Sonic can squeeze through the gaps anyway.
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 |
Zone 3
510 prototype |
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Final game |
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Some objects missing in act 2 exist in act 3.
510 prototype |
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Final game |
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Corrupted bumpers.
510 prototype |
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Final game |
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Eggman appears in Metallic Madness, although his intro palette isn't quite there in his good future incarnation. His attack patterns make him almost impossible to hit without rings (the shield missing from the start of the corridor is missing too).
510 prototype |
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Final game |
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Amy doesn't appear once you've beaten Eggman. In all versions of Sonic CD, completing a level from the level select menu causes the game to go back to the title screen, however even if you could access Metallic Madness legitimately, the ending animation has yet to be implemented.
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. Like the other later zones, Metallic Madness' set use the wrong colour palettes.
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 |