- Back to: Sonic Chaos (Game Gear prototype; 1993-05-17)/Comparisons.
Act 1
If the player jumps while in a tube, they'll get stuck in the ceiling. The final game addresses this by disabling jumping while inside.
If the player is not running fast enough on these slanted platforms, Sonic and Tails will slowly slide off. In the final game, they fall off instantly. The same applies in Mecha Green Hill Zone.
There's a broken quarter pipe here, followed by a small hole. Attempts to use it will catapult the player diagonally upwards to the right, because it is behaving like a spring. The final game has a spring there - perhaps it was mid-way through being replaced. There's one in Act 2 as well, except it was replaced with a horizontal spring.
Curiously no stages in Sonic Chaos have quarter pipes pointing in this direction, although unused graphics for some exist for Sleeping Egg Zone, Electric Egg Zone and the Special Stages. The graphics for this Gigalopolis Zone quarter pipe also exist in the final game but remain unused.
Moving platforms are bigger in this prototype.
Map
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05-17 prototype
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Final game
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Act 2
Map
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05-17 prototype
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Final game
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Act 3
As the player begins the Bead Worm fight, the palette breaks. The boss has five "balls" rather than three, which makes the boss both harder and too tall for the Game Gear's screen.
Map
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05-17 prototype
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Final game
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References