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Difference between revisions of "Sonic the Hedgehog 2 (Simon Wai prototype)/Comparisons"

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(General comparisons)
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==General comparisons==
 
==General comparisons==
 +
{{Comparison
 +
| image1=Sonic2NA MD Comparison SegaLogo.png
 +
| image2=S1MD sega screen.png
 +
| image3=Sonic2 MD Comparison SegaLogo.png
 +
| game1=''Sonic 2'' Simon Wai prototype
 +
| game2=''Sonic the Hedgehog''
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| game3=''Sonic 2'' final
 +
| desc=The Sega screen doesn't load when you first start the game, but will appear if you leave the demo rolling or beat [[Emerald Hill Zone]] (Green Hill Zone in this prototype). It is the same screen as in the original ''Sonic the Hedgehog''.
 +
}}
 
{{ComparisonRecall|Sonic the Hedgehog 2 (Nick Arcade prototype)/Comparisons|S2NATitleScreen|game1=Simon Wai prototype}}
 
{{ComparisonRecall|Sonic the Hedgehog 2 (Nick Arcade prototype)/Comparisons|S2NATitleScreen|game1=Simon Wai prototype}}
 
{{Comparison
 
{{Comparison
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| game3=''Sonic 2'' final
 
| game3=''Sonic 2'' final
 
| desc=The level select screen is a great deal bigger than it was in the Nick Arcade build, and uses ''Sonic 2'' names. It's still a far cry from the final game though, and lists a number of strange levels in the wrong order. Still missing are [[Sky Chase Zone]] and [[Wing Fortress Zone]]. This screen also comes with its own theme now, rather than the silence heard in the Nick Arcade build and ''Sonic 1''.
 
| desc=The level select screen is a great deal bigger than it was in the Nick Arcade build, and uses ''Sonic 2'' names. It's still a far cry from the final game though, and lists a number of strange levels in the wrong order. Still missing are [[Sky Chase Zone]] and [[Wing Fortress Zone]]. This screen also comes with its own theme now, rather than the silence heard in the Nick Arcade build and ''Sonic 1''.
 +
}}
 +
 +
==Gameplay comparisons==
 +
{{Comparison
 +
| image1=Notavailable.svg
 +
| image2=Notavailable.svg
 +
| game1=Simon Wai prototype
 +
| game2=Final game
 +
| desc=There are no title cards in this prototype for each of the zones. Instead, the game just fades from black, in a similar manner to the original ''Sonic the Hedgehog'' (which incidentally means fade in the red, then the green, then the blue, and don't touch Sonic (and Tails)).
 +
}}
 +
{{Comparison
 +
| image1=Notavailable.svg
 +
| image2=Sonic2 MD Comparison ActEnd.png
 +
| game1=Simon Wai prototype
 +
| game2=Final game
 +
| desc=Likewise, there are no score tallies when completing a level, just a jingle.
 +
}}
 +
{{Comparison
 +
| image1=Notavailable.svg
 +
| image2=Sonic2 MD Comparison SpikeBug.png
 +
| game1=Simon Wai prototype
 +
| game2=Final game
 +
| desc=The infamous "spike bug" from ''Sonic 1'' still exists. Land on spikes twice in succession and you will die instantly. In the final game, a grace period occurs, where Sonic and Tails will flash while standing on the set of spikes.
 +
}}
 +
{{Comparison
 +
| image1=Notavailable.svg
 +
| image2=Notavailable.svg
 +
| game1=Simon Wai prototype
 +
| game2=Final game
 +
| desc=Sonic and Tails share a ring counter. This means, in addition to being able to pick up rings on Sonic's behalf, Tails can lose them.
 +
}}
 +
{{Comparison
 +
| image1=Notavailable.svg
 +
| image2=Notavailable.svg
 +
| game1=Simon Wai prototype
 +
| game2=Final game
 +
| desc=The AI script powering Tails is in an incomplete stage. For now, Tails behaves exactly like Sonic, just with a slight delay. It's a convincing effect for the first few seconds, but typically leads to computer-controlled Tails getting stuck or lost. Tails also cannot fly, so if he wanders too far from view, he'll be abruptly dropped in from the top of the screen. In the final game, Tails attempts to follow Sonic, and while still often unsuccessful, he's not a liability like in these early prototypes.
 +
 +
In the case of the rolling demos, it is thought a second player was controlling Tails to ensure the results were aesthetically pleasing.
 +
}}
 +
{{Comparison
 +
| image1=Notavailable.svg
 +
| image2=Notavailable.svg
 +
| game1=Simon Wai prototype
 +
| game2=Final game
 +
| desc=The spin dash cannot be "charged" in this prototype, meaning Sonic and Tails are always released at a set velocity. If spin dashing on a falling platform, the character will remain in the air rather than fall.
 
}}
 
}}
  
 
==Level comparisons==
 
==Level comparisons==
 +
{{multicol|
 
*[[Sonic the Hedgehog 2 (Simon Wai prototype)/Comparisons/Green Hill Zone|Green Hill Zone]]
 
*[[Sonic the Hedgehog 2 (Simon Wai prototype)/Comparisons/Green Hill Zone|Green Hill Zone]]
 
*[[Sonic the Hedgehog 2 (Simon Wai prototype)/Comparisons/Wood Zone|Wood Zone]]
 
*[[Sonic the Hedgehog 2 (Simon Wai prototype)/Comparisons/Wood Zone|Wood Zone]]
Line 26: Line 82:
 
*[[Sonic the Hedgehog 2 (Simon Wai prototype)/Comparisons/Neo Green Hill Zone|Neo Green Hill Zone]]
 
*[[Sonic the Hedgehog 2 (Simon Wai prototype)/Comparisons/Neo Green Hill Zone|Neo Green Hill Zone]]
 
*[[Sonic the Hedgehog 2 (Simon Wai prototype)/Comparisons/Death Egg Zone|Death Egg Zone]]
 
*[[Sonic the Hedgehog 2 (Simon Wai prototype)/Comparisons/Death Egg Zone|Death Egg Zone]]
 +
}}
  
 
==References==
 
==References==

Revision as of 17:15, 16 November 2019

Back to: Sonic the Hedgehog 2 (Simon Wai prototype).

General comparisons

Sonic2NA MD Comparison SegaLogo.png
Sonic 2 Simon Wai prototype
S1MD sega screen.png
Sonic the Hedgehog
Sonic2 MD Comparison SegaLogo.png
Sonic 2 final

The Sega screen doesn't load when you first start the game, but will appear if you leave the demo rolling or beat Emerald Hill Zone (Green Hill Zone in this prototype). It is the same screen as in the original Sonic the Hedgehog.

S2b title.png
Nick Arcade prototype
Sonic2 title.png
Final game

All early versions of Sonic 2 use a different title screen. Sonic and Tails are not animated, and the background is borrowed from Emerald Hill Zone, scrolling to the left in a similar manner to the original Sonic the Hedgehog. No menu system has been implemented by this point.

Ss.s2bls.png
Sonic 2 Simon Wai prototype
Sonic1 MD LevelSelect REV01.png
Sonic the Hedgehog (REV01)
S2 level select.png
Sonic 2 final

The level select screen is a great deal bigger than it was in the Nick Arcade build, and uses Sonic 2 names. It's still a far cry from the final game though, and lists a number of strange levels in the wrong order. Still missing are Sky Chase Zone and Wing Fortress Zone. This screen also comes with its own theme now, rather than the silence heard in the Nick Arcade build and Sonic 1.

Gameplay comparisons

Notavailable.svg
Simon Wai prototype
Notavailable.svg
Final game

There are no title cards in this prototype for each of the zones. Instead, the game just fades from black, in a similar manner to the original Sonic the Hedgehog (which incidentally means fade in the red, then the green, then the blue, and don't touch Sonic (and Tails)).

Notavailable.svg
Simon Wai prototype
Sonic2 MD Comparison ActEnd.png
Final game

Likewise, there are no score tallies when completing a level, just a jingle.

Notavailable.svg
Simon Wai prototype
Sonic2 MD Comparison SpikeBug.png
Final game

The infamous "spike bug" from Sonic 1 still exists. Land on spikes twice in succession and you will die instantly. In the final game, a grace period occurs, where Sonic and Tails will flash while standing on the set of spikes.

Notavailable.svg
Simon Wai prototype
Notavailable.svg
Final game

Sonic and Tails share a ring counter. This means, in addition to being able to pick up rings on Sonic's behalf, Tails can lose them.

Notavailable.svg
Simon Wai prototype
Notavailable.svg
Final game

The AI script powering Tails is in an incomplete stage. For now, Tails behaves exactly like Sonic, just with a slight delay. It's a convincing effect for the first few seconds, but typically leads to computer-controlled Tails getting stuck or lost. Tails also cannot fly, so if he wanders too far from view, he'll be abruptly dropped in from the top of the screen. In the final game, Tails attempts to follow Sonic, and while still often unsuccessful, he's not a liability like in these early prototypes.

In the case of the rolling demos, it is thought a second player was controlling Tails to ensure the results were aesthetically pleasing.

Notavailable.svg
Simon Wai prototype
Notavailable.svg
Final game

The spin dash cannot be "charged" in this prototype, meaning Sonic and Tails are always released at a set velocity. If spin dashing on a falling platform, the character will remain in the air rather than fall.

Level comparisons

References


Sonic the Hedgehog 2 (Simon Wai prototype), prototype version of Sonic the Hedgehog 2 (16-bit)
S2b title.png

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Part of Sonic the Hedgehog 2 (16-bit) development