Difference between revisions of "Sonic the Hedgehog CD (Mega-CD prototype; 1993-05-10)/Comparisons/Palmtree Panic"
From Sonic Retro
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| desc=Eggman's [[EGG-HVC-001]] is missing its red (or pink) highlights, and opts for pincers instead of bumpers. | | desc=Eggman's [[EGG-HVC-001]] is missing its red (or pink) highlights, and opts for pincers instead of bumpers. | ||
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+ | {{Comparison | ||
+ | | image1=SonicCD510 MCD Comparison PP Act3GFDebugRoom.png | ||
+ | | image2=SonicCD MCD Comparison PP Act3GFDebugRoom.png | ||
+ | | game1=510 prototype | ||
+ | | game2=Final game | ||
+ | | desc=The strange room below the boss area, accessible only in both games via debug mode, has nothing in it in the 510 prototype. In the final, it contains the only live instances of the S and time monitors (as well as a 1-up). | ||
}} | }} | ||
{{Comparison | {{Comparison |
Revision as of 13:36, 27 April 2018
Palmtree Panic is in a relatively good state in the 510 prototype. With the exception of misplaced monitors and a few layout changes, the level is very similar to the final game.
Contents
Act 1
510 prototype |
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Final game |
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The first monitor you see in the 510 prototype is this blue ring monitor. It grants Sonic the combined effects of invincibility and Power Sneakers. There are also more enemies in this section than in the final game.
510 prototype |
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Final game |
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Further on, a "time monitor". It does nothing, other than temporarily stop rings from spinning.
510 prototype |
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Final game |
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This tunnel is blocked.
510 prototype |
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Final game |
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These "S" monitors function identically to the blue ring monitors, granting extra speed and invincibility for a short period. A non-working version of this particular monitor appears in the original Sonic the Hedgehog, albeit hidden in the game's code (unless you use debug mode, in which sometimes the graphics can be seen).
510 prototype |
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Final game |
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Sonic doesn't automatically spin when entering these underground tunnels.
510 prototype |
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Final game |
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This underground area, near the second "3D" ramp, triggers the wrong graphics as you go up this quarter-pipe.
510 prototype |
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Final game |
510 prototype |
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Final game |
510 prototype |
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Final game |
510 prototype |
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Final game |
Act 2
510 prototype |
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Final game |
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There are no breakable walls.
510 prototype |
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Final game |
510 prototype |
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Final game |
510 prototype |
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Final game |
510 prototype |
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Final game |
Act 3
510 prototype |
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Final game |
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The future versions of Palmtree Panic act 3 have simpler trees and bushes similar to that of the present. This isn't the case in the first two acts, just the third.
510 prototype (bad future) |
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Final game (bad future) |
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510 prototype (good future) |
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Final game (good future) |
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Eggman's EGG-HVC-001 is missing its red (or pink) highlights, and opts for pincers instead of bumpers.
510 prototype |
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Final game |
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The strange room below the boss area, accessible only in both games via debug mode, has nothing in it in the 510 prototype. In the final, it contains the only live instances of the S and time monitors (as well as a 1-up).
510 prototype |
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Final game |
510 prototype |
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Final game |
Graphics
510 prototype |
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Final game |
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The flowers in the 510 prototype are unique to each zone. Palmtree Panic's are the most similar to the final game, albeit rendered in different colours.
References
Sonic the Hedgehog CD (Mega-CD prototype; 1993-05-10), prototype version of Sonic the Hedgehog CD | |
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Main page | Comparisons | Maps | Hidden content | Technical information |