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

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{{back|Sonic the Hedgehog 2 (Simon Wai prototype)/Comparisons}}
 
{{back|Sonic the Hedgehog 2 (Simon Wai prototype)/Comparisons}}
[[Metropolis]] is noticeably unfinished in the Simon Wai prototype. While the layout is mostly there, the zone has no rings and is filled with navigational glitches, making turning on debug a must.  
+
[[Metropolis Zone]] is noticeably unfinished in the Simon Wai prototype. While the layout is mostly there, the [[Zone]] has no [[Ring]]s and is filled with navigational glitches, making turning on debug a must.  
  
The zone has a busier background than the final game, making some sections tough to see.
+
The Zone has a busier background than the final game, making some sections tough to see.
 +
 
 +
==General comparisons==
 +
{{Comparison
 +
| image1=Notavailable.svg
 +
| image2=Notavailable.svg
 +
| game1=Simon Wai prototype
 +
| game2=Final game
 +
| desc=There is a Fourth Act which is exactly the same as Act 3 except Sonic starts in a different spot. This can be accessed by hacking.
 +
}}
  
 
==Act 1==
 
==Act 1==
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| game1=Simon Wai prototype
 
| game1=Simon Wai prototype
 
| game2=Final game
 
| game2=Final game
| desc=While the stage looks promising, it doesn't take long to find a problem. These metal crushers (which exist here instead of a rotating net) cannot crush Sonic and Tails by pushing them into the ceiling - they only kill you if you go underneath.
+
| desc=While the stage looks promising, it doesn't take long to find a problem. These metal crushers (which exist here instead of a rotating net) cannot crush [[Sonic the Hedgehog|Sonic]] and [[Miles "Tails" Prower|Tails]] by pushing them into the ceiling - they only kill them if they go underneath.
 
}}
 
}}
 
{{Comparison
 
{{Comparison
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| game1=Simon Wai prototype
 
| game1=Simon Wai prototype
 
| game2=Final game
 
| game2=Final game
| desc=These pistons don't throw you very high, which means you'll get stuck at this spot without debug.
+
| desc=These pistons are slower, and don't throw the player very high, which means they'll get stuck at this spot without debug.
 
}}
 
}}
 
{{Comparison
 
{{Comparison
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| game1=Simon Wai prototype
 
| game1=Simon Wai prototype
 
| game2=Final game
 
| game2=Final game
| desc=Some 3D rotating nets don't work. You'll fall right through this one.  
+
| desc=Some 3D rotating nets don't work. The player will fall right through this one.
 
}}
 
}}
 
{{Comparison
 
{{Comparison
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| game1=Simon Wai prototype
 
| game1=Simon Wai prototype
 
| game2=Final game
 
| game2=Final game
| desc=But this one further down the level works fine.
+
| desc=But this one further down the Act works fine.
 
}}
 
}}
 
{{Comparison
 
{{Comparison
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| game1=Simon Wai prototype
 
| game1=Simon Wai prototype
 
| game2=Final game
 
| game2=Final game
| desc=Make the wrong move at one point and you'll fall down this pit. This highlights one of the zone's biggest omissions - it doesn't loop indefinitely on the vertical axis. In the final game, pits cannot exist.
+
| desc=Make the wrong move at one point and the player will fall down this pit. This highlights one of the Zone's biggest omissions - it doesn't loop indefinitely on the vertical axis. In the final game, pits cannot exist.
 
}}
 
}}
 
{{Comparison
 
{{Comparison
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| game1=Simon Wai prototype
 
| game1=Simon Wai prototype
 
| game2=Final game
 
| game2=Final game
| desc=Some time later, the act abruptly ends. The length of the level doesn't fall far short of the final, but there's a huge empty void suggesting more was planned.
+
| desc=Some time later, the Act abruptly ends. The length of the level doesn't fall far short of the final, but there's a huge empty void suggesting the boundary wasn't set yet.
 
}}
 
}}
 
{{Comparison
 
{{Comparison
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| game1=Simon Wai prototype
 
| game1=Simon Wai prototype
 
| game2=Final game
 
| game2=Final game
| desc=At the very edge of the level, a platform exists. There's nothing to see here, though.
+
| desc=At the very edge of the Act is a loopback to the beginning. There's nothing to see here, though.
 
}}
 
}}
 +
===Map===
 
{{Comparison
 
{{Comparison
 
| image1=MTZ1Wai.png
 
| image1=MTZ1Wai.png
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| game1=Simon Wai prototype
 
| game1=Simon Wai prototype
 
| game2=Final game
 
| game2=Final game
| desc=Stand on a platform and you can be completely submerged without taking damage.
+
| desc=Stand on a platform and the player can be completely submerged without taking damage.
 
}}
 
}}
 
{{Comparison
 
{{Comparison
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| game1=Simon Wai prototype
 
| game1=Simon Wai prototype
 
| game2=Final game
 
| game2=Final game
| desc=Once again the level doesn't loop vertically, and a 3D mesh is replaced with a metal tube. This one has no entrance from the left-hand side, so it doesn't work properly. In fact, act 2 has no 3D mesh objects at all - the level is designed more around platforming on cogs.
+
| desc=Once again the level doesn't loop vertically, and a 3D mesh is replaced with a metal tube. This one has no entrance from the left-hand side, so it doesn't work properly. In fact, Act 2 has no 3D mesh objects at all - the level is designed more around platforming on cogs.
 
}}
 
}}
 
{{Comparison
 
{{Comparison
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| game1=Simon Wai prototype
 
| game1=Simon Wai prototype
 
| game2=Final game
 
| game2=Final game
| desc=Like act 1, the stage stops after a while and presents us with a void.
+
| desc=Like Act 1, the stage stops after a while and presents us with a void.
 
}}
 
}}
 
{{Comparison
 
{{Comparison
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| game1=Simon Wai prototype
 
| game1=Simon Wai prototype
 
| game2=Final game
 
| game2=Final game
| desc=But again, a platform exists on the far right of the stage. Metropolis is already a long zone - was it really meant to be longer?
+
| desc=But again, the loopback can be reached on the far right of the stage.
 
}}
 
}}
 +
===Map===
 
{{Comparison
 
{{Comparison
 
| image1=MTZ2Wai.png
 
| image1=MTZ2Wai.png
Line 133: Line 144:
 
| game1=Simon Wai prototype
 
| game1=Simon Wai prototype
 
| game2=Final game
 
| game2=Final game
| desc=Act 3 has the strangest objects in Metropolis Zone - these diagonal lifts. They go up, down, left and right, and follow a specified pattern. The collision surrounding these sections is wonky however, so it's very easy for Sonic and Tails to jump through walls and be crushed.
+
| desc=Act 3 has the strangest objects in Metropolis Zone - these diagonal rhombus-shaped lifts. They go up, down, left and right, and follow a specified pattern. The collision surrounding these sections is wonky however, so it's very easy for Sonic and Tails to jump through walls and be crushed.
 
}}
 
}}
 
{{Comparison
 
{{Comparison
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| game1=Simon Wai prototype
 
| game1=Simon Wai prototype
 
| game2=Final game
 
| game2=Final game
| desc=Only two of these squashing machines exist in the final game, and they're tucked away in the bottom left of the third act. In the Simon Wai prototype, there are a few more dotted around.  
+
| desc=Only two of these squashing machines exist in the final game, and they're tucked away in the bottom left of the third Act. In the Simon Wai prototype, there are a few more dotted around.  
 
}}
 
}}
 
{{Comparison
 
{{Comparison
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| game1=Simon Wai prototype
 
| game1=Simon Wai prototype
 
| game2=Final game
 
| game2=Final game
| desc=While all three acts have their fair share of layout differences, act 3 saw the most radical changes from this point foward. Never in the final game will you see cogs arranged like this.  
+
| desc=While all three Acts have their fair share of layout differences, Act 3 saw the most radical changes from this point foward. Never in the final game will the player see cogs arranged like this.  
 
}}
 
}}
 
{{Comparison
 
{{Comparison
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| game1=Simon Wai prototype
 
| game1=Simon Wai prototype
 
| game2=Final game
 
| game2=Final game
| desc=Act 3 also has a large gap to cross, but this time it gives us a platform. In the final this would take us to the boss, but here it just keeps going until you die.
+
| desc=Act 3 also has a large gap to cross, but this time it gives the player a platform. In the final this would take them to the boss, but here it just keeps going until the player dies.
 
}}
 
}}
 
{{Comparison
 
{{Comparison
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| game1=Simon Wai prototype
 
| game1=Simon Wai prototype
 
| game2=Final game
 
| game2=Final game
| desc=Though if you debug your way up, you'll find yet another end-of-act platform.
+
| desc=Though if the player debugs their way up, they'll find yet another end-of-Act loopback.
 
}}
 
}}
 +
===Map===
 
{{Comparison
 
{{Comparison
 
| image1=MTZ3Wai.png
 
| image1=MTZ3Wai.png
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<references />
 
<references />
  
{{S2MDOmni}}
+
{{S2SWOmni}}

Latest revision as of 22:02, 14 December 2019

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

Metropolis Zone is noticeably unfinished in the Simon Wai prototype. While the layout is mostly there, the Zone has no Rings and is filled with navigational glitches, making turning on debug a must.

The Zone has a busier background than the final game, making some sections tough to see.

General comparisons

Notavailable.svg
Simon Wai prototype
Notavailable.svg
Final game

There is a Fourth Act which is exactly the same as Act 3 except Sonic starts in a different spot. This can be accessed by hacking.

Act 1

Z m02.png
Simon Wai prototype
Notavailable.svg
Final game

While the stage looks promising, it doesn't take long to find a problem. These metal crushers (which exist here instead of a rotating net) cannot crush Sonic and Tails by pushing them into the ceiling - they only kill them if they go underneath.

Z m01.png
Simon Wai prototype
Notavailable.svg
Final game

These pistons are slower, and don't throw the player very high, which means they'll get stuck at this spot without debug.

Z m03.png
Simon Wai prototype
Notavailable.svg
Final game

Some 3D rotating nets don't work. The player will fall right through this one.

Z m12.png
Simon Wai prototype
Notavailable.svg
Final game

But this one further down the Act works fine.

Z m04.png
Simon Wai prototype
Notavailable.svg
Final game

Sonic just can't seem to die.

Z m11.png
Simon Wai prototype
Notavailable.svg
Final game

The nut keeps going up.

Sonic2SW MD Comparison MZ Act1Pit.png
Simon Wai prototype
Notavailable.svg
Final game

Make the wrong move at one point and the player will fall down this pit. This highlights one of the Zone's biggest omissions - it doesn't loop indefinitely on the vertical axis. In the final game, pits cannot exist.

Sonic2SW MD Comparison MZ Act1End.png
Simon Wai prototype
Notavailable.svg
Final game

Some time later, the Act abruptly ends. The length of the level doesn't fall far short of the final, but there's a huge empty void suggesting the boundary wasn't set yet.

Sonic2SW MD Comparison MZ Act1End2.png
Simon Wai prototype
Notavailable.svg
Final game

At the very edge of the Act is a loopback to the beginning. There's nothing to see here, though.

Map

100%
Simon Wai prototype
100%
Final game

Act 2

Z m05.png
Simon Wai prototype
Notavailable.svg
Final game

Act 2 introduces lava. It doesn't work.

Z m06.png
Simon Wai prototype
Notavailable.svg
Final game

Stand on a platform and the player can be completely submerged without taking damage.

Sonic2SW MD Comparison MZ Act2Tube.png
Simon Wai prototype
Notavailable.svg
Final game

Once again the level doesn't loop vertically, and a 3D mesh is replaced with a metal tube. This one has no entrance from the left-hand side, so it doesn't work properly. In fact, Act 2 has no 3D mesh objects at all - the level is designed more around platforming on cogs.

Notavailable.svg
Simon Wai prototype
Notavailable.svg
Final game

Conveyor belts work in Metropolis, unlike Wood Zone and Casino Night Zone.

Sonic2SW MD Comparison MZ Act2End.png
Simon Wai prototype
Notavailable.svg
Final game

Like Act 1, the stage stops after a while and presents us with a void.

Sonic2SW MD Comparison MZ Act2End2.png
Simon Wai prototype
Notavailable.svg
Final game

But again, the loopback can be reached on the far right of the stage.

Map

100%
Simon Wai prototype
100%
Final game

Act 3

Z m07.png
Simon Wai prototype
Notavailable.svg
Final game

Act 3 has the strangest objects in Metropolis Zone - these diagonal rhombus-shaped lifts. They go up, down, left and right, and follow a specified pattern. The collision surrounding these sections is wonky however, so it's very easy for Sonic and Tails to jump through walls and be crushed.

Sonic2SW MD Comparison MZ Act3Squashers.png
Simon Wai prototype
Notavailable.svg
Final game

Only two of these squashing machines exist in the final game, and they're tucked away in the bottom left of the third Act. In the Simon Wai prototype, there are a few more dotted around.

Sonic2SW MD Comparison MZ Act3Cogs.png
Simon Wai prototype
Notavailable.svg
Final game

While all three Acts have their fair share of layout differences, Act 3 saw the most radical changes from this point foward. Never in the final game will the player see cogs arranged like this.

Z m10.png
Simon Wai prototype
Notavailable.svg
Final game

Act 3 also has a large gap to cross, but this time it gives the player a platform. In the final this would take them to the boss, but here it just keeps going until the player dies.

Sonic2SW MD Comparison MZ Act3End.png
Simon Wai prototype
Notavailable.svg
Final game

Though if the player debugs their way up, they'll find yet another end-of-Act loopback.

Map

100%
Simon Wai prototype
100%
Final game


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