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Difference between revisions of "Chaotix (prototype 1207)/Comparisons/Special Stage"

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{{back|Chaotix (prototype 1207)/Comparisons}}
 
{{back|Chaotix (prototype 1207)/Comparisons}}
  
Special stages are in very early state in the 1207 prototype. While a set of 3D layouts can be navigated, there are no objects in each stage, making it impossible to obtain Chaos Rings. The stages are endless - while a ring counter decreases, nothing happens when it gets to zero, and the maps loop indefinitely. No messages are displayed at any point either.
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Special stages are in very early state in the 1207 prototype. While a set of 3D layouts can be navigated, there are no objects in each stage, making it impossible to obtain Chaos Rings. The stages are endless - while a ring counter decreases, nothing happens when it gets to zero, and the maps loop indefinitely. No messages are displayed at any point either, although the stage is displayed in a slightly higher resolution than in the final game, presumably for performance reasons.
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 +
It is always player one that enters the Special Stage. While you can still throw your NPC partner into the giant ring at the end of a level, the game takes no notice, and acts as if you've jumped in on your own accord. When entering from the level select screen, the prototype only gives you 50 rings, as opposed ot the final's 200.
  
==Introduction==
 
 
{{Comparison
 
{{Comparison
| image1=Notavailable.svg
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| image1=Chaotix1207 32X Comparison SpecialStage0.png
| image2=Notavailable.svg
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| image2=Chaotix 32X Comparison SpecialStage0.png
 
| game1=Prototype 1207
 
| game1=Prototype 1207
 
| game2=Final game
 
| game2=Final game
| desc=All stages use the same colour scheme, which is unlike any used in the final product. Some of the floors go for a semi-transparent look, which is achieved by rapidly flickering between solid and transparent colours.  
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| desc=All stages use the same colour scheme, which is similar (but not identical) to the second stage of the final product. Some of the floors go for a semi-transparent look, which is achieved by rapidly flickering between solid and transparent colours. There are also more rotating palettes than in the final.
 
}}
 
}}
 
{{Comparison
 
{{Comparison
| image1=Notavailable.svg
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| image1=Chaotix1207 32X Comparison SpecialStageHole.png
| image2=Notavailable.svg
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| image2=Chaotix 32X Comparison SpecialStageHole.png
 
| game1=Prototype 1207
 
| game1=Prototype 1207
 
| game2=Final game
 
| game2=Final game
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}}
 
}}
 
{{Comparison
 
{{Comparison
| image1=Notavailable.svg
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| image1=Chaotix1207 32X SpecialStage1.png
| image2=Notavailable.svg
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| image2=Chaotix 32X SpecialStage1.png
 +
| game1=Prototype 1207
 +
| game2=Final game
 +
| desc=Stage 1.
 +
}}
 +
{{Comparison
 +
| image1=Chaotix1207 32X SpecialStage2.png
 +
| image2=Chaotix 32X SpecialStage2.png
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| game1=Prototype 1207
 +
| game2=Final game
 +
| desc=Stage 2 has a slightly different layout, with players coming to the "open" section much earlier.
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}}
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{{Comparison
 +
| image1=Chaotix1207 32X SpecialStage3.png
 +
| image2=Chaotix 32X SpecialStage3.png
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| game1=Prototype 1207
 +
| game2=Final game
 +
| desc=Stage 3.
 +
}}
 +
{{Comparison
 +
| image1=Chaotix1207 32X SpecialStage4.png
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| image2=Chaotix 32X SpecialStage4.png
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| game1=Prototype 1207
 +
| game2=Final game
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| desc=Stage 4
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}}
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{{Comparison
 +
| image1=Chaotix1207 32X SpecialStage5.png
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| image2=Chaotix 32X SpecialStage5.png
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| game1=Prototype 1207
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| game2=Final game
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| desc=Stage 5.
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}}
 +
{{Comparison
 +
| image1=Chaotix1207 32X SpecialStage6.png
 +
| image2=Chaotix 32X SpecialStage6.png
 
| game1=Prototype 1207
 
| game1=Prototype 1207
 
| game2=Final game
 
| game2=Final game
| desc=The colour scheme makes it very difficult to navigate the more demanding stages. Special stage 4 is particualrly disorientating because most of the polygons are the same shades of pink and blue.
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| desc=Stage 6.
 
}}
 
}}
 
{{Comparison
 
{{Comparison
| image1=Notavailable.svg
+
| image1=Chaotix1207 32X Comparison SpecialStage6.png
| image2=Notavailable.svg
+
| image2=Chaotix 32X Comparison SpecialStage6.png
 
| game1=Prototype 1207
 
| game1=Prototype 1207
 
| game2=Final game
 
| game2=Final game
| desc=Special stage 6 is broken. The walls don't render and gameplay freezes a few seconds in.
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| desc=The extra special stage is broken. The wireframe walls don't render and gameplay freezes a few seconds in. It's the only stage to have a required number of limits though - 25, which is far more than any special stage in the final game.
 
}}
 
}}
  
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<references />
 
<references />
  
{{ChaotixOmni}}
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{{Chaotix1207Omni}}

Latest revision as of 09:00, 30 January 2021

Back to: Chaotix (prototype 1207)/Comparisons.

Special stages are in very early state in the 1207 prototype. While a set of 3D layouts can be navigated, there are no objects in each stage, making it impossible to obtain Chaos Rings. The stages are endless - while a ring counter decreases, nothing happens when it gets to zero, and the maps loop indefinitely. No messages are displayed at any point either, although the stage is displayed in a slightly higher resolution than in the final game, presumably for performance reasons.

It is always player one that enters the Special Stage. While you can still throw your NPC partner into the giant ring at the end of a level, the game takes no notice, and acts as if you've jumped in on your own accord. When entering from the level select screen, the prototype only gives you 50 rings, as opposed ot the final's 200.

Chaotix1207 32X Comparison SpecialStage0.png
Prototype 1207
Chaotix 32X Comparison SpecialStage0.png
Final game

All stages use the same colour scheme, which is similar (but not identical) to the second stage of the final product. Some of the floors go for a semi-transparent look, which is achieved by rapidly flickering between solid and transparent colours. There are also more rotating palettes than in the final.

Chaotix1207 32X Comparison SpecialStageHole.png
Prototype 1207
Chaotix 32X Comparison SpecialStageHole.png
Final game

The only way to escape a special stage is to fall off it. Luckily the level design makes this very easy, as without rings and objects showing you the way, holes are not obvious.

Chaotix1207 32X SpecialStage1.png
Prototype 1207
Chaotix 32X SpecialStage1.png
Final game

Stage 1.

Chaotix1207 32X SpecialStage2.png
Prototype 1207
Chaotix 32X SpecialStage2.png
Final game

Stage 2 has a slightly different layout, with players coming to the "open" section much earlier.

Chaotix1207 32X SpecialStage3.png
Prototype 1207
Chaotix 32X SpecialStage3.png
Final game

Stage 3.

Chaotix1207 32X SpecialStage4.png
Prototype 1207
Chaotix 32X SpecialStage4.png
Final game

Stage 4

Chaotix1207 32X SpecialStage5.png
Prototype 1207
Chaotix 32X SpecialStage5.png
Final game

Stage 5.

Chaotix1207 32X SpecialStage6.png
Prototype 1207
Chaotix 32X SpecialStage6.png
Final game

Stage 6.

Chaotix1207 32X Comparison SpecialStage6.png
Prototype 1207
Chaotix 32X Comparison SpecialStage6.png
Final game

The extra special stage is broken. The wireframe walls don't render and gameplay freezes a few seconds in. It's the only stage to have a required number of limits though - 25, which is far more than any special stage in the final game.

References


Chaotix (prototype 1207), prototype version of Chaotix
Chaotix1207 4.png

Main page | Comparisons | Maps | Hidden content

Part of Chaotix development