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Difference between revisions of "Sonic the Hedgehog 2 (alpha)/Comparisons/Metropolis Zone"

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Latest revision as of 16:32, 15 November 2019

Back to: Sonic the Hedgehog 2 (alpha)/Comparisons.

Act 1

100%
Alpha
Sonic2 MD Map MZ BG.png
Final game

Metropolis has the same rotating palette-heavy background from the Simon Wai prototype.

Sonic2Alpha MD MZ1 TubeFlash.png
Alpha
Sonic2 MD MZ1 TubeFlash.png
Final game

When Sonic enters a tube, the background colour does not flash white. Instead brown and green tiles are drawn - possibly waterfall graphics from another stage.

Notavailable.svg
Alpha
Notavailable.svg
Final game

One of the last drops is laid out in such a way that Sonic and Tails can keep falling without touching anything. As this stage loops around vertically and Mega Drive Sonic games do not handle gravity properly, the characters will keep accelerating, inevitably reaching a greater vertical speed than camera. The game will eventually get confused and propel Sonic upwards. Other Sonic games design their levels so this cannot happen, and the final Sonic 2 is no different.

100%
Alpha
100%
Final game


Act 2

Sonic2Alpha MD MZ2 Lava.png
Alpha
Sonic2 MD MZ2 Lava.png
Final game

Lava does not hurt Sonic or Tails.

Sonic2Alpha MD MZ2 FlyingNut.png
Alpha
Sonic2 MD MZ2 FlyingNut.png
Final game

Nuts will keep travelling upwards if Sonic or Tails keep running, past the top of screws. The final game ensures that all screws are attached to the ceiling so this can't happen.

Notavailable.svg
Alpha
Notavailable.svg
Final game

This prototype experiments with the idea of putting cog wheels in corners. However, the collision doesn't work properly, with Sonic and Tails being propelled into walls rather than crushed.

100%
Alpha
100%
Final game


Act 3

Sonic2Alpha MD MZ3 Hole.png
Alpha
Sonic2 MD MZ3 Hole.png
Final game

After the first spinning mesh, fall down and you will land on a platform, which decends to a corridor with two doors on the right, preventing Sonic and Tails from going left. This is because in this prototype, the platform covers a hole - one Sonic could get stuck down (although in this prototype he'll fall through the floor). The doors respond to both Sonic and Tails though, so if Tails stands in the way, it is possible for Sonic to move to the right, allow the platform to reset to its original position, then move left and get stuck.

The final game fixes this issue by making the hole much more shallow. However the same quirk in the engine can be exploited in the first act of Sonic the Hedgehog 3's Hydrocity Zone to also allow Sonic to gain access to part of the level he shouldn't have access to.

Sonic2Alpha MD MZ3 LastNut.png
Alpha
Sonic2 MD MZ3 LastNut.png
Final game

The very last nut can be made to fall off the screw in this prototype. It will land awkwardly, half-wedged in a slope.

Sonic2Alpha MD MZ3 Signpost.png
Alpha
Mtzboss.png
Final game

There is no boss, just another signpost.

100%
Alpha
100%
Final game


References


Sonic the Hedgehog 2 (alpha), 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