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Sonic the Hedgehog 2 (Simon Wai prototype)/Comparisons

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General comparisons

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Sonic 2 Simon Wai prototype
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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.

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Nick Arcade prototype
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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.

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Sonic 2 Simon Wai prototype
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Sonic the Hedgehog (REV01)
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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)).

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Simon Wai prototype
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Final game

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

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Simon Wai prototype
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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.

Level comparisons

References


Sonic the Hedgehog 2 (Simon Wai prototype), prototype version of Sonic the Hedgehog 2 (16-bit)
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Part of Sonic the Hedgehog 2 (16-bit) development