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Sonic the Hedgehog (16-bit) (prototype)/Comparisons/Marble Zone

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Revision as of 08:43, 3 January 2021 by Black Squirrel (talk | contribs) (Act 1)
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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.

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

A sideways spikes trap, which was left unused for the final game.

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
Notavailable.svg
Final game

These marble pillars aren't moved by pressing switches. Sonic has to keep jumping on them instead. They also animate as if moving up and down.

Notavailable.svg
Prototype
Notavailable.svg
Final game

No points are awarded for breaking blocks.

Map

100%
Prototype
100%
Final game


Act 3

Notavailable.svg
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