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Difference between revisions of "Sonic the Hedgehog (16-bit) (prototype)/Comparisons/Marble Zone"

From Sonic Retro

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| desc=Die too quickly (after hitting the first [[Buzz Bomber]]) and animal sprites become corrupted with title card graphics during the fade out. This is not unique behaviour to this prototype, but most Sonic levels keep Badniks further away from level starts (and checkpoints) to prevent this from happening. In the final game, you have to move further to the right before you start encountering threats.
 
| desc=Die too quickly (after hitting the first [[Buzz Bomber]]) and animal sprites become corrupted with title card graphics during the fade out. This is not unique behaviour to this prototype, but most Sonic levels keep Badniks further away from level starts (and checkpoints) to prevent this from happening. In the final game, you have to move further to the right before you start encountering threats.
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{{Comparison
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| image1=Notavailable.svg
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| image2=Notavailable.svg
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| game1=Prototype
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| game2=Final game
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| desc=Blocks that land in lava bob up and down in the prototype. They are static in the final game, but this feature was restored in REV01.
 
}}
 
}}
 
{{Comparison
 
{{Comparison

Revision as of 12:50, 4 January 2021

Back to: Sonic the Hedgehog (16-bit) (prototype)/Comparisons.

Act 1

Sonic1Proto MD MZ Act1Start.png
Prototype
Sonic1 MD MZ Act1Start.png
Final game

Animated flying saucers can be seen in the background.

Sonic1Proto MD MZ Spikes.png
Prototype
Sonic1 MD MZ Caterkiller.png
Final game

Spikes enemies are used instead of Caterkillers.

Sonic1Proto MD MZ AnimalCorruption.png
Prototype
Notavailable.svg
Final game

Die too quickly (after hitting the first Buzz Bomber) and animal sprites become corrupted with title card graphics during the fade out. This is not unique behaviour to this prototype, but most Sonic levels keep Badniks further away from level starts (and checkpoints) to prevent this from happening. In the final game, you have to move further to the right before you start encountering threats.

Notavailable.svg
Prototype
Notavailable.svg
Final game

Blocks that land in lava bob up and down in the prototype. They are static in the final game, but this feature was restored in REV01.

Sonic1Proto MD MZ HorizontalCrusher.png
Prototype
Sonic1 MD MZ HorizontalCrusher.png
Final game

A sideways spikes trap, which was left unused for the final game. This is the only instance of the object throughout the entirity of Marble Zone.

Notavailable.svg
Prototype
Notavailable.svg
Final game

The sideways spikes hurt even when retracted.

Sonic1Proto MD MZ Splats.png
Prototype
Notavailable.svg
Final game

In edit mode, the player can place the scrapped Splats badnik.

Map

100%
Prototype
100%
Final game


Act 2

Sonic1Proto MD MZ JumpPillar.png
Prototype
Sonic1 MD MZ JumpPillar.png
Final game

These marble pillars aren't moved by pressing switches. Sonic has to keep jumping on them instead.

Notavailable.svg
Prototype
Notavailable.svg
Final game

No points are awarded for breaking blocks.

Map

100%
Prototype
100%
Final game


Act 3

Sonic1Proto MD MZ Act3ScreenLock.png
Prototype
Notavailable.svg
Final game

An oversight in the level design means that if Sonic takes the right path, he will get stuck. This is because his horizontal position will have drifted past the point in which the screen locks for the level end. The final game removes some of this this route and simplifies the layout, though the screen lock coordinate is also pushed further to the right.

Sonic1Proto MD MZ Act3End.png
Prototype
Notavailable.svg
Final game

No boss in Act 3, but there is a signpost, allowing you to complete the level.

Map

100%
Prototype
100%
Final game


References


Sonic the Hedgehog (16-bit) (prototype), prototype version of Sonic the Hedgehog (16-bit)
Sonic1Proto MD Title.png

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Part of Sonic the Hedgehog (16-bit) development