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Difference between revisions of "Sonic & Knuckles (prototype; 1994-05-25)"

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'''''[[Sonic & Knuckles]]''''' '''Prototype 0525''' for the [[Sega Mega Drive/Genesis]] was released by [[drx]] during the [[February 23rd 2008 Proto Release|February 23rd, 2008 proto release]]. This prototype differs from the other Sonic & Knuckles prototypes in that it is already locked-on to [[Sonic the Hedgehog 3|Sonic 3]] (final version). By itself, this prototype will not boot. A {{file|SK0525ActSelect.7z|savestate}} has been produced that allows the game to be played alone, but it is very "broken"; the level art doesn't load correctly, any type of boss (including Knuckles at [[Hidden Palace Zone (S&K)|Hidden Palace]]) will crash the game, badniks do not appear (but still function correctly), and the list goes on.
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'''''[[Sonic & Knuckles]]''''' '''Prototype 0525''' for the [[Sega Mega Drive/Genesis]] was released by [[drx]] during the [[February 23rd 2008 Proto Release|February 23rd, 2008 proto release]]. This prototype differs from the other Sonic & Knuckles prototypes in that it is already locked-on to [[Sonic the Hedgehog 3|Sonic 3]] (final version). By itself, this prototype will not boot. A {{file|SK0525ActSelect.7z|savestate}} has been produced that allows the game to be played alone, but it is very "broken"; the level art doesn't load correctly, any type of boss (including Knuckles at [[Hidden Palace Zone (Sonic & Knuckles)|Hidden Palace]]) will crash the game, badniks do not appear (but still function correctly), and the list goes on.
  
 
{{Download|file=Sonic & Knuckles (Prototype 0525 - May 25, 1994, 15.28) (hidden-palace.org).zip|filesize=2.4MB}}
 
{{Download|file=Sonic & Knuckles (Prototype 0525 - May 25, 1994, 15.28) (hidden-palace.org).zip|filesize=2.4MB}}

Revision as of 09:53, 29 September 2017

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Sonic3 title.png
Sonic & Knuckles (prototype; 1994-05-25)
System(s): Sega Mega Drive/Genesis
Publisher: Sega
Developer:
Genre: 2D Platform

Sonic & Knuckles Prototype 0525 for the Sega Mega Drive/Genesis was released by drx during the February 23rd, 2008 proto release. This prototype differs from the other Sonic & Knuckles prototypes in that it is already locked-on to Sonic 3 (final version). By itself, this prototype will not boot. A savestate (info) (21 kB) has been produced that allows the game to be played alone, but it is very "broken"; the level art doesn't load correctly, any type of boss (including Knuckles at Hidden Palace) will crash the game, badniks do not appear (but still function correctly), and the list goes on.

Download.svg Download Sonic & Knuckles (prototype; 1994-05-25)
File: Sonic & Knuckles (Prototype 0525 - May 25, 1994, 15.28) (hidden-palace.org).zip (2.41 MB) (info)

Various Differences

General

  • The "& KNUCKLES" additions to the title screen and level title cards have not been implemented.
  • The exclusive Sonic & Knuckles themes have not been fully implemented, so some tracks still use their Sonic 3 variants:
  • Title Screen - Sonic & Knuckles
  • Invincibility - Sonic 3
  • Knuckles' Theme - Sonic 3
  • Act 1 Boss - Sonic 3
  • Extra Life- Sonic & Knuckles
  • Credits - Sonic & Knuckles (though the sting at at the end is from Sonic 3)
  • All Clear - Sonic & Knuckles
  • Title Screen theme is slightly different near the end.
  • The Data Select screen does not record Chaos Emerald data correctly.
  • Level Select is unlocked from the start.
  • Knuckles is not selectable from the save data screen: he is usually only available in level select, but can also be accessed by loading a save (e.g. from the final) which already has a Knuckles save, however it must be in the third slot or later, as this prototype only has six save slots, as per Sonic 3 alone.
  • The "WOOP" noise made when dying is gone.
  • Shields do not protect from the exploding rocks of the Lava Reef Zone.
  • Debug causes all sorts of graphical glitches, such as at Sonic staying as a garbled up monitor after changing back, which goes away when completing an act.
  • Super Tails with the Chaos Emeralds lacks Flickies but glows like normal. When using the S monitor Flickies are added indicating that originally Tails was to have two forms.
  • Hyper Sonic, while implemented, has a constant circle of stars around him, though not in the same style as the Invincibility powerup. This applies to Knuckles too, but the sound effect doesn't play when Hyper Knuckles glides into a wall.
  • Although the 'game complete' jingle is the Sonic & Knuckles version, it's actually an earlier version of the tune. It sounds pretty much identical up to the final note, but the timing for that note is very different and there's no background jingle echoing off afterwards like in the final version.

Level Differences

Bonus Stages

  • In the Gumball Machine bonus stage, the bubble shield doesn't override the lightning shield.
  • In the Slot Machine bonus stage there is a very different object (bumper, changing block, left/right direction changer, etc) layout. The background is also in an early stage. It's completely static - the little objects don't rotate and nothing scrolls.

Special Stages

  • Super Emeralds are implemented in this build, but they can only obtained by selecting "Special Stage 2" on the Sound Test menu.
  • You also must not have collected any Chaos Emeralds (using the "all emeralds" cheat doesn't count).
  • Super Emerald stage #1 in this build is the same as Super Emerald stage #2 in Sonic & Knuckles final.
  • Super Emerald stage #2 in this build is not present at all in the final.
  • Super Emerald stages #3-#6 are the same as the final, but all of the special stages have the same backgrounds as the Chaos Emerald stages in Sonic 3 final.
  • Super Emerald stage #7 follows a similar concept as the final, but is not exactly the same.
  • The Super Emeralds give you the "prototype Hyper" forms of the characters; same as the Chaos Emeralds.
  • When you get a Super Emerald, a gray emerald simply appears on a pedestal in the Hidden Palace Zone. In the final version of Sonic & Knuckles, the emerald will already be in the Hidden Palace (provided you collected the original Chaos Emerald, of course) and will glow the color of the collected emerald.

Carnival Night

  • In this build, the Act 1 and Act 2 music is switched. They are switched in the sound test, too.

IceCap

  • In this build, the Act 1 and Act 2 music is switched. They are switched in the sound test, too.

Launch Base

  • In this build, the Act 1 and Act 2 music is switched. They are switched in the sound test, too.

Mushroom Hill

  • The intro to Mushroom Hill does not appear to have been implemented yet; Sonic and Tails begin standing in mid-air and simply fall to the ground.
  • Knuckles intro isn't implemented at the right time either. He falls from the sky normally, then when reaching the first set of breakable walls, the S&K Knuckles intro starts playing in that location. After the intro is over you start the level over again, but when Knuckles falls, he's in his standing sprite instead of the falling sprite and you can then go through the level normally.

Sandopolis

  • Sonic does not fall under the sand and pop back out during the introduction to Sandopolis; he merely falls from the sky and lands on the ground normally. Likewise, his controls are not locked, so he can move left and right before hitting the ground.

Lava Reef

  • Lava Reef 2 doesn't have the screen locked at the start of the level when accessed from level select as it does in the final. The lava is not cooled off at the start, but the zone uses the same blue palette as the final at this stage in development.
  • Lava Reef 3 (Sonic's boss) uses the Lava Reef 2 music until you reach the actual boss area, where the boss theme starts playing, as opposed to the final, where the boss theme plays right from the moment you fall in.
  • No special SFX or boss music for Lava Reef 'Act 3' (The lava) and the sinking magma waterfall platforms have a different animation.

Hidden Palace

  • Hidden Palace still has Sky Sanctuary Music.
  • The row of monitors near the top of the level contains an S monitor instead of Speed Shoes like the final. There is a Fire Shield next to the teleporter that takes you up to Knuckles, instead of the Super Ring that's there in the final.
  • Knuckles' boss still plays the Sonic 3 miniboss theme.
  • If fighting Knuckles as Hyper Sonic, Knuckles won't take damage when standing next to him. You have to actually jump on him to register a hit. Sonic doesn't take damage from Knuckles' punches when Hyper though.
  • When Knuckles is fighting Dr. Robotnik Sonic can't move at ALL there whereas Tails can. In Final, you can whack Robotnik as much as you like.
  • The animation order for Knuckles punching the wall before the teleporter is different. He shows his fist after hitting the wall, instead of before.
  • You can not control Tails for all of Hidden Palace after Knuckles is defeated.
  • Tails is not beamed up by the first teleporter in Hidden Palace Zone.

Sky Sanctuary

  • Mecha Sonic will appear again if you use a star post and fall down to one of the areas where he appeared before even if he was already defeated before.
  • When act 1 is cleared, there is no transition to the Death Egg; it just takes you there.
  • Knuckles' ending is partially implemented; after defeating Mecha Sonic, Sonic catches Knuckles in the Tornado with the Sky Sanctuary theme playing, but there will be no subsequent credits roll or change in music. The island will simply either rise or fall (depending on if the player got the good ending), and the Sonic the Hedgehog 3 logo will appear at the end of the sequence.
    • If the player has seven Super Emeralds, then a version of the "best ending" bonus sequence will play at the end, with Knuckles, Sonic, and Tails standing in front of a larger Sonic the Hedgehog 3 logo.

Death Egg

  • After clearing the final Death Egg Zone boss, the game attempts to enter Sonic 3's credits sequence, as was the case with the 0517 prototype of Sonic 3C. However, the screen mode for this sequence no longer exists, so the game softlocks.

Doomsday

  • Automatically starts as Hyper Sonic when accessed via level select, unlike the final where you are Super Sonic if accessed in this way. The zone's background also has a different, greyer palette, and the zone scrolls a LOT more slowly to begin with - you can speed up the scrolling by holding right to gradually accelerate it, but hitting an asteroid will slow it down again.
  • No SFX plays when breaking the asteroids.
  • When the boss reappears after its blue armour is destroyed the 'badnik popped' sound effect plays instead of the sound played in the final.
  • The latter half of Doomsday has no rings and asteroids and the projectiles the fleeing Robotnik fires have different graphics, especially the underneath weaponry.

External Links

Sonic Retro
Sonic Retro discussion thread

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