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Sonic the Hedgehog 3C (prototype 0408)/Comparisons/Mushroom Hill Zone

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Act 1

At the beginning of Act 1, as Sonic and Tails, you fall instead of flying in.
S3C0408 mhz diffpath1.png S3C0408 mhz diffpath2.png On the other hand, Knuckles gets dumped in a completely different part of the zone than he does in the final.

His starting point in 0408 is (0x0440, 0x033C), while in S3&K final it's (0x0080, 0x096D)—a point which doesn't even exist in 0408's version of the zone.

Sonic and Tails, however, are dropped at the usual spot.

It's been a long time, but I don't recognize this section of the zone...
The big ring is not a super big ring.
The spring you must hit to get to the ledge to use the pulley machine isn't very reactive.
There is no sound effect on the Pulley machine.
File:S3C0408 mhz noaxe.gif There is no chopping sound effect. Touching the mini-boss's axe will hurt you in this proto, but not in the final.

Act 2

File:S3C0408 mhz blueswitch.gif Knuckles' switch at the beginning of Act 2 is blue, not red. There is no sound effect. When Knuckles pulls the lever, it does not move down with his hand.
File:S3C0408 mhz noinvmonitor.gif There should be an invincibility monitor here. Also, the layout is slightly different.
File:S3C0408 mhz monswitch.gif In the S3C0408 prototype, there is a water shield monitor at this location. In the final, it's an electric shield monitor.
File:S3C0408 mhz nogiantring.gif There's no entry to the giant ring here.
There is a lack of weighted mushroom devices - but there is one on the bottom of the level, not right after the change.
There is no gust of air that raises Sonic during the mushroom flight, instead, there seems to be a similar air to Sky Sanctuary Zone that mucks up Sonic.
After the palette change, the level layout is different again.
150px 150px Ring placement is different.
150px 150px In the final, these breakable walls were shifted to the left. Interestingly, Knuckles cannot break them while gliding, but they break when he lands.

After that segment, the level layout is different.

File:S3C0408 mhz stuckmons1.gif The super ring is missing... instead, a pair of monitors stuck in the ceiling? Knocking them down reveals...
File:S3C0408 mhz stuckmons2.gif A little Russian roulette action? The layout in this area is different, too. Both MHZ1 and MHZ2 received a lot of changes before the final, it seems.
File:S3C0408 mhz ringpattern.gif In lieu of a giant ring, there is a pattern of regular rings here instead.
S3C0408 mhz warpring.png However, there is a giant ring seemingly randomly placed elsewhere in the level.

As Knuckles

S3C0408 mhz knuxgrab.png Continuing on the MHZ trend, Knuckles can grab a lot more than he should be able to.

I was able to grab the other side as well, but he was obscured by it so I didn't really feel like uploading it. If prodded, I may upload it.

Boss

File:S3C0408 mhz bosshit.gif When Eggman's still embedded in the ground transmitting his satellite signal, he's closer to that ledge in 0408. In the final he's farther back. There is no sound effect on the boss's radar. You can jump over the satellite dish and repeatedly hit the backside of the boss vehicle. This continues until you hit the satellite dish. He stays there a lot longer after he comes out of the ground. As for the boss itself, it always takes 7 hits to destroy, regardless of how many times you hit it before the autoscrolling sequence. Once you're in the battle, when you hit him, you'll fly back much farther than the final.
File:S3C0408 mhz nobossexplo.gif Defeating Eggman doesn't cause his ship to burn until he hits the log at the end of the level. The spikeballs also disappear and do not burn.
In the egg cage at the end of the level, blue smoke comes out instead of grey. (Oddly-colored smoke seems to be plaguing these protos.)
The MHZ->FBZ cutscene has missing sound effects with Eggman. When Sonic is about to board the ship, Tails continues to run and kills himself, rather then taking flight.