Difference between revisions of "Sonic Chaos (Master System prototype; 1993-06-30)/Comparisons/Electric Egg Zone"
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BSonirachi (talk | contribs) (Created page with "{{back}} ==Act 1== ===Map=== {{Comparison | image1=Notavailable.svg | image2=Notavailable.svg | game1=06-30 prototype | game2=Final game | desc= | vertical=true }} ==Act 2==...") |
BSonirachi (talk | contribs) |
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==Act 1== | ==Act 1== | ||
+ | {{Comparison | ||
+ | | image1=Notavailable.svg | ||
+ | | image2=Notavailable.svg | ||
+ | | game1=06-30 prototype | ||
+ | | game2=Final game | ||
+ | | desc=[[Electric Egg Zone]] now has a rotating palette for the background, but it is more basic than in the final. Some of the alternating lights are yellow instead of cyan. | ||
+ | }} | ||
+ | {{Comparison | ||
+ | | image1=SonicChaos630 SMS Comparison EEZ1 Spikes.png | ||
+ | | image2=SonicChaos SMS Comparison EEZ1 Spikes.png | ||
+ | | game1=06-30 prototype | ||
+ | | game2=Final game | ||
+ | | desc=[[Spikes (obstacle)|Spikes]] have a rather different appearance. Every second spike in a set is red and doesn't animate like the white ones do. | ||
+ | }} | ||
+ | {{Comparison | ||
+ | | image1=SonicChaos630 SMS Comparison EEZ1 CartRide.png | ||
+ | | image2=SonicChaos SMS Comparison EEZ1 CartRide.png | ||
+ | | game1=06-30 prototype | ||
+ | | game2=Final game | ||
+ | | desc=The carts will begin moving when interacted with, but [[Sonic the Hedgehog|Sonic]]/[[Miles "Tails" Prower|Tails]] can't ride in any of them. | ||
+ | }} | ||
+ | {{Comparison | ||
+ | | image1=SonicChaos630 SMS Comparison EEZ1 FadeOut.png | ||
+ | | image2=SonicChaos SMS Comparison EEZ1 FadeOut.png | ||
+ | | game1=06-30 prototype | ||
+ | | game2=Final game | ||
+ | | desc=The rotating palette isn't stopped when the screen fades out to white at the end of an Act. | ||
+ | }} | ||
===Map=== | ===Map=== | ||
{{Comparison | {{Comparison | ||
Line 24: | Line 52: | ||
==Act 3== | ==Act 3== | ||
+ | {{Comparison | ||
+ | | image1=SonicChaos630 SMS Comparison EEZ3 TubeEntry.png | ||
+ | | image2=SonicChaos SMS Comparison EEZ3 TubeEntry.png | ||
+ | | game1=06-30 prototype | ||
+ | | game2=Final game | ||
+ | | desc=The entrance to the tube is higher up in this prototype. This makes it very difficult for the player to enter it. | ||
+ | }} | ||
+ | {{Comparison | ||
+ | | image1=SonicChaos630 SMS Comparison EEZ3 TubeRoom.png | ||
+ | | image2=SonicChaos SMS Comparison EEZ3 TubeRoom.png | ||
+ | | game1=06-30 prototype | ||
+ | | game2=Final game | ||
+ | | desc=There is an extra room containing six [[Ring]]s here just before the Super Ring [[Monitor]]s. This room was later cut in the final. | ||
+ | }} | ||
+ | {{Comparison | ||
+ | | image1=SonicChaos630 SMS Comparison EEZ3 LaserWalker1.png | ||
+ | | image2=ElectricEggBoss.png | ||
+ | | game1=06-30 prototype | ||
+ | | game2=Final game | ||
+ | | desc=The [[Laser Walker]] has a green headlight instead of a yellow one in this prototype. Hits against the side of the boss will also count, whereas the final only counts hits on the cockpit. | ||
+ | }} | ||
+ | {{Comparison | ||
+ | | image1=SonicChaos630 SMS Comparison EEZ3 LaserWalker2Hit.png | ||
+ | | image2=SonicChaos SMS Comparison EEZ3 LaserWalker2Hit.png | ||
+ | | game1=06-30 prototype | ||
+ | | game2=Final game | ||
+ | | desc=The Laser Walker's second phase is much less threatening in this prototype, as it cannot instantly kill the player upon contact; even [[Spin Attack]]ing into the side of the Laser Walker will bounce the player back safely. It also takes more than one hit to defeat this phase, requiring a total of 9 hits. | ||
+ | }} | ||
+ | {{Comparison | ||
+ | | image1=SonicChaos630 SMS Comparison EEZ3 EggmanChase.png | ||
+ | | image2=SonicChaos SMS Comparison EEZ3 EggmanChase.png | ||
+ | | game1=06-30 prototype | ||
+ | | game2=Final game | ||
+ | | desc=The screen scrolls more slowly when chasing [[Dr. Eggman]] after defeating the Laser Walker, and the player can even run in front of Eggman. | ||
+ | }} | ||
+ | {{Comparison | ||
+ | | image1=SonicChaos630 SMS Comparison Ending.png | ||
+ | | image2=Notavailable.svg | ||
+ | | game1=06-30 prototype | ||
+ | | game2=Final game | ||
+ | | desc=Eggman will drop his [[Chaos Emerald]] regardless of how many Emeralds the player has, and once the player collects it, the credits music will begin playing, but the player will be stuck there with no ending sequence. The only thing the player can do here is reset. | ||
+ | }} | ||
===Map=== | ===Map=== | ||
{{Comparison | {{Comparison |
Revision as of 18:28, 3 November 2019
Act 1
06-30 prototype |
---|
Final game |
---|
Electric Egg Zone now has a rotating palette for the background, but it is more basic than in the final. Some of the alternating lights are yellow instead of cyan.
06-30 prototype |
---|
Final game |
---|
Spikes have a rather different appearance. Every second spike in a set is red and doesn't animate like the white ones do.
06-30 prototype |
---|
Final game |
---|
The carts will begin moving when interacted with, but Sonic/Tails can't ride in any of them.
06-30 prototype |
---|
Final game |
---|
The rotating palette isn't stopped when the screen fades out to white at the end of an Act.
Map
06-30 prototype |
---|
Final game |
Act 2
Map
06-30 prototype |
---|
Final game |
Act 3
06-30 prototype |
---|
Final game |
---|
The entrance to the tube is higher up in this prototype. This makes it very difficult for the player to enter it.
06-30 prototype |
---|
Final game |
---|
There is an extra room containing six Rings here just before the Super Ring Monitors. This room was later cut in the final.
06-30 prototype |
---|
Final game |
---|
The Laser Walker has a green headlight instead of a yellow one in this prototype. Hits against the side of the boss will also count, whereas the final only counts hits on the cockpit.
06-30 prototype |
---|
Final game |
---|
The Laser Walker's second phase is much less threatening in this prototype, as it cannot instantly kill the player upon contact; even Spin Attacking into the side of the Laser Walker will bounce the player back safely. It also takes more than one hit to defeat this phase, requiring a total of 9 hits.
06-30 prototype |
---|
Final game |
---|
The screen scrolls more slowly when chasing Dr. Eggman after defeating the Laser Walker, and the player can even run in front of Eggman.
06-30 prototype |
---|
Final game |
---|
Eggman will drop his Chaos Emerald regardless of how many Emeralds the player has, and once the player collects it, the credits music will begin playing, but the player will be stuck there with no ending sequence. The only thing the player can do here is reset.
Map
06-30 prototype |
---|
Final game |
References
Sonic Chaos (Master System prototype; 1993-06-30), prototype version of Sonic Chaos | |
---|---|
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