- Back to: Sonic Chaos (Master System prototype; 1993-06-30)/Comparisons.
Act 1
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.
Spikes have a rather different appearance. Every second spike in a set is red and doesn't animate like the white ones do.
The carts will begin moving when interacted with, but Sonic/Tails can't ride in any of them.
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
The entrance to the tube is higher up in this prototype. This makes it very difficult for the player to enter it.
There is an extra room containing six Rings here just before the Super Ring Monitors. This room was later cut in the final.
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.
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.
The screen scrolls more slowly when chasing Dr. Eggman after defeating the Laser Walker, and the player can even run in front of Eggman.
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