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==General comparisons==
 
==General comparisons==
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| 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)).
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| 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)).
 
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{{Comparison
 
{{Comparison
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{{Comparison
 
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| game1=Simon Wai Prototype
 
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| game2=Final game
 
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| desc=Loading any zone other then Green Hill (Emerald Hill in the final), Dust Hill (Mystic Cave), and Casino Night will result in a very strange looking mess of glitchy art tiles, as well as Tails' camera using very broken scroll data. This is due to 2 player mode's levels requiring more data than the normal 1 player levels, which means that zones not set up for 2 player mode will use garbage data instead of the necessary 2 player data. This behavior is also in the final game. However, in the final release, these zones can only be played in 2 player through cheating or hacking.
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| desc=Loading any Zone other then Green Hill (Emerald Hill in the final), Dust Hill (Mystic Cave), and Casino Night will result in a very strange looking mess of glitchy art tiles, as well as Tails' camera using very broken scroll data. This is due to 2 player mode's levels requiring more data than the normal 1 player levels, which means that Zones not set up for 2 player mode will use garbage data instead of the necessary 2 player data. This behavior is also in the final game. However, in the final release, these Zones can only be played in 2 player through cheating or hacking.
 
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==Graphical comparisons==
 
==Graphical comparisons==
 
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| game1=Simon Wai Prototype
 
| game1=Simon Wai Prototype

Latest revision as of 10:10, 27 December 2021

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

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Simon Wai prototype
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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)).

Sonic 2 simon way no score tallies.png
Simon Wai prototype
Sonic2 MD Comparison ActEnd.png
Final game

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

Sonic2SW MD Comparison SpikeBug.png
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.

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Simon Wai prototype
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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.

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Simon Wai prototype
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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.

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Simon Wai prototype
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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.

Bluesphere.png
Simon Wai Prototype
Sonic and knuckles and sonic2 title.png
Final game

The full Blue Sphere game is unlocked when Sonic & Knuckles is locked on because both this and the Nick Arcade prototype use Sonic 1's serial number.

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Simon Wai Prototype
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Final game

Sonic may only pass the signpost in 2 player mode.

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Simon Wai Prototype
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Final game

Sonic and Tails both share the same life and ring counters in 2 player mode.

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Simon Wai Prototype
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Final game

Sonic and Tails still have to defeat the boss in Emerald Hill in 2 player mode.

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Simon Wai Prototype
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Final game

There is no countdown for Tails after Sonic passes the signpost.

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Simon Wai Prototype
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Final game

If the 2P controller isn't used, Tails' AI will still follow and copy Sonic.

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Simon Wai Prototype
Notavailable.svg
Final game

Even though the 2 player level music exists, 2 player mode's playlist is not yet implemented and thus the levels play their single player music.

Notavailable.svg
Simon Wai Prototype
Notavailable.svg
Final game

Loading any Zone other then Green Hill (Emerald Hill in the final), Dust Hill (Mystic Cave), and Casino Night will result in a very strange looking mess of glitchy art tiles, as well as Tails' camera using very broken scroll data. This is due to 2 player mode's levels requiring more data than the normal 1 player levels, which means that Zones not set up for 2 player mode will use garbage data instead of the necessary 2 player data. This behavior is also in the final game. However, in the final release, these Zones can only be played in 2 player through cheating or hacking.

Graphical comparisons

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Simon Wai Prototype
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Final game

Tails has no balancing sprites, instead he uses a tail-less slowly animated version of his waiting sprites.

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Simon Wai Prototype
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Final game

If Tails dies, he will come back on-screen still in his death sprite, and will spin in whatever direction Sonic is facing in as soon as he hits the ground. This is because Tails can't fly yet.

Sonic 2 simon way death egg zone.png
Simon Wai Prototype
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Final game

Genocide City and Death Egg, although empty, use the Emerald Hill palette.

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Simon Wai Prototype
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Final game

Tails uses slightly different jumping and rolling sprites.

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Simon Wai Prototype
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Final game

Sonic's sprites use the same palette as the final, but are Sonic 1 style.

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Simon Wai Prototype
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Final game

There is a bug where Sonic's pushing animations are used instead of his running animation.

Audio comparisons

Sonic Retro emblem.svg Main article: Sonic the Hedgehog 2 (Simon Wai prototype)/Comparisons/Audio

Level comparisons

References


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

Main page | Comparisons | Maps | Hidden content | Hacking guide

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