Difference between revisions of "Sonic the Hedgehog CD (Mega-CD prototype; 1993-05-10)/Comparisons/Tidal Tempest"
From Sonic Retro
(Created page with "{{back|Sonic the Hedgehog CD (prototype 510)/Comparisons}} Tidal Tempest is the final level that can be accessed through normal play. The level is playable, but has some...") |
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[[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. | [[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 {{start}} won't pause the game in this stage. | ||
==Act 1== | ==Act 1== | ||
{{Comparison | {{Comparison | ||
− | | image1= | + | | image1=SonicCD510 MCD Comparison TT Act1PresentWater.png |
− | | image2= | + | | image2=SonicCD MCD Comparison TT Act1PresentWater.png |
| game1=510 prototype | | game1=510 prototype | ||
| game2=Final game | | game2=Final game | ||
− | | desc=Tidal Tempest is the token water level for ''Sonic CD'', but in this prototype, the water is clearly unfinished. There are 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. | + | | desc=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. |
}} | }} | ||
{{Comparison | {{Comparison | ||
− | | image1= | + | | image1=SonicCD510 MCD Comparison TT Act1PastWater.png |
− | | image2= | + | | image2=SonicCD MCD Comparison TT Act1PastWater.png |
| game1=510 prototype | | game1=510 prototype | ||
| game2=Final game | | game2=Final game | ||
Line 19: | Line 21: | ||
}} | }} | ||
{{Comparison | {{Comparison | ||
− | | image1= | + | | image1=SonicCD510 MCD Comparison TT Act1GFWater.png |
− | | image2= | + | | image2=SonicCD MCD Comparison TT Act1GFWater.png |
| game1=510 prototype | | game1=510 prototype | ||
| game2=Final game | | game2=Final game | ||
Line 26: | Line 28: | ||
}} | }} | ||
{{Comparison | {{Comparison | ||
− | | image1= | + | | image1=SonicCD510 MCD Comparison TT Act1BFWater.png |
− | | image2= | + | | image2=SonicCD MCD Comparison TT Act1BFWater.png |
| game1=510 prototype | | game1=510 prototype | ||
| game2=Final game | | game2=Final game | ||
− | | desc=In the bad future, Eggman has filled the zone with blackcurrent juice. | + | | desc=In the bad future, Eggman has filled the zone with blackcurrent juice. It's been diluted in the final. |
}} | }} | ||
{{Comparison | {{Comparison | ||
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==Act 2== | ==Act 2== | ||
{{Comparison | {{Comparison | ||
− | | image1= | + | | image1=SonicCD510 MCD Comparison TT Act2PresentWaterfall.png |
− | | image2= | + | | image2=SonicCD MCD Comparison TT Act2PresentWaterfall.png |
| game1=510 prototype | | game1=510 prototype | ||
| game2=Final game | | game2=Final game | ||
− | | desc=The big waterfall at the beginning of act 2 doesn't animate in any time zone. | + | | desc=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. |
}} | }} | ||
{{Comparison | {{Comparison | ||
− | | image1= | + | | image1=SonicCD510 MCD Comparison TT Act2GFStart.png |
− | | image2= | + | | image2=SonicCD MCD Comparison TT Act2GFStart.png |
| game1=510 prototype | | game1=510 prototype | ||
| game2=Final game | | game2=Final game | ||
− | | desc=In the good future | + | | desc=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. |
}} | }} | ||
{{Comparison | {{Comparison | ||
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==Act 3== | ==Act 3== | ||
{{Comparison | {{Comparison | ||
− | | image1= | + | | image1=SonicCD510 MCD Comparison TT Act3GFStart.png |
− | | image2= | + | | image2=SonicCD MCD Comparison TT Act3BFStart.png |
| game1=510 prototype | | game1=510 prototype | ||
| game2=Final game | | game2=Final game | ||
− | | desc=During normal play, the good future version of act 3 is always loaded, regardless of what timezones you've previously visited. | + | | desc=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. |
}} | }} | ||
{{Comparison | {{Comparison | ||
− | | image1= | + | | image1=SonicCD510 MCD Comparison TT Act3GFDoor.png |
− | | image2= | + | | image2=SonicCD MCD Comparison TT Act3GFDoor.png |
| game1=510 prototype | | game1=510 prototype | ||
| game2=Final game | | game2=Final game | ||
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}} | }} | ||
{{Comparison | {{Comparison | ||
− | | image1= | + | | image1=SonicCD510 MCD Comparison TT Act3GFBrokenBoss.png |
− | | image2= | + | | image2=SonicCD MCD Comparison TT Act3GFBrokenBoss.png |
| game1=510 prototype | | game1=510 prototype | ||
| game2=Final game | | game2=Final game |
Revision as of 04:29, 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 |
---|
Final game |
---|
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 |
---|
Final game |
---|
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 |
---|
Final game |
---|
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 |
---|
Final game |
---|
In the bad future, Eggman has filled the zone with blackcurrent juice. It's been diluted in the final.
510 prototype |
---|
Final game |
510 prototype |
---|
Final game |
510 prototype |
---|
Final game |
510 prototype |
---|
Final game |
Act 2
510 prototype |
---|
Final game |
---|
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 |
---|
Final game |
---|
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 |
---|
Final game |
510 prototype |
---|
Final game |
510 prototype |
---|
Final game |
510 prototype |
---|
Final game |
Act 3
510 prototype |
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Final game |
---|
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 |
---|
Final game |
---|
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 |
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 |