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Difference between revisions of "Sonic the Hedgehog CD (Mega-CD prototype; 1993-05-10)/Comparisons/Metallic Madness"

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{{back|Sonic the Hedgehog CD (prototype 510)/Comparisons}}
+
{{back|Sonic the Hedgehog CD (Mega-CD prototype; 1993-05-10)/Comparisons}}
  
While in a healthier state than [[Wacky Workbench]] and [[Stardust Speedway]], [[Metallic Madness]] is still devoid of rings and has several palette issues.  
+
While in a healthier state than [[Wacky Workbench]] and [[Stardust Speedway]], [[Metallic Madness]] is still devoid of [[Ring]]s and has several palette issues.  
 
 
==Act 1==
 
  
 +
==Zone 1==
 +
{{Comparison
 +
| image1=SonicCD510 MCD Comparison MM Act1PresentPit.png
 +
| image2=SonicCD MCD Comparison MM Act1PresentPit.png
 +
| game1=510 prototype
 +
| game2=Final game
 +
| desc=Seconds into the level, there's a trap door that leads to a pit. In the final there's a floor and some Rings down there. Other time zones give the player a chance to climb out thanks to a collapsing platform, but it requires very good timing.
 +
}}
 +
{{Comparison
 +
| image1=SonicCD510 MCD Comparison MM Act1PresentEnemyPalette1.png
 +
| image2=SonicCD MCD Comparison MM Act1PresentEnemyPalette1.png
 +
| game1=510 prototype
 +
| game2=Final game
 +
| desc=Enemies appear but they're having some palette problems, such as this [[Mecha-Bu]].
 +
}}
 +
{{Comparison
 +
| image1=SonicCD510 MCD Comparison MM Act1PresentSideSpikes.png
 +
| image2=SonicCD MCD Comparison MM Act1PresentSideSpikes.png
 +
| game1=510 prototype
 +
| game2=Final game
 +
| desc=These sideways [[Spikes (obstacle)|spikes]] aren't present in the final game. They move backwards and forwards and make negotiating this hole more difficult than it should be. In true ''Sonic'' prototype fashion, the spikes themselves are harmless - the real danger is the wonky collision detection registering the player being crushed.
 +
}}
 +
{{Comparison
 +
| image1=SonicCD510 MCD Comparison MM Act1PresentCrushers.png
 +
| image2=SonicCD MCD Comparison MM Act1PresentCrushers.png
 +
| game1=510 prototype
 +
| game2=Final game
 +
| desc=These crushing objects have a neat little hole which can plant [[Sonic the Hedgehog|Sonic]] half-way through the ground. The player can't be flattened by these objects, but they can be pushed through the scenery and into a pit.
 +
}}
 +
{{Comparison
 +
| image1=SonicCD510 MCD Comparison MM Act1PresentSaws.png
 +
| image2=SonicCD MCD Comparison MM Act1PresentSaws.png
 +
| game1=510 prototype
 +
| game2=Final game
 +
| desc=The rotating sawblades are more hedgehog-friendly in the 510 prototype. The game only registers a hit if the player touches the very centre of the disc. There are also four in this section as opposed to two, likely because four saws on-screen cause the sprite limit to be reached, as shown in the screenshot.
 +
}}
 +
{{Comparison
 +
| image1=SonicCD510 MCD Comparison MM Act1PresentEnemyPalette2.png
 +
| image2=Notavailable.svg
 +
| game1=510 prototype
 +
| game2=Final game
 +
| desc=Palette problems mean the [[Scarab]]s are pink. In both the 510 prototype and the final game, some can be seen carrying [[monitor]]s, however in this version, the monitors are always 1-Ups.
 +
}}
 +
{{Comparison
 +
| image1=SonicCD510 MCD Comparison MM Act1PresentScales.png
 +
| image2=Notavailable.svg
 +
| game1=510 prototype
 +
| game2=Final game
 +
| desc=These giant scales don't exist in the final game. Sonic's weight adjusts the height of the other platform.
 +
}}
 +
{{Comparison
 +
| image1=SonicCD510 MCD Comparison MM Act1PastDoor.png
 +
| image2=Notavailable.svg
 +
| game1=510 prototype
 +
| game2=Final game
 +
| desc=This door is going on a wander.
 +
}}
 +
===Maps===
 
{{Comparison
 
{{Comparison
 
| image1=Notavailable.svg
 
| image1=Notavailable.svg
Line 38: Line 94:
 
}}
 
}}
  
==Act 2==
+
==Zone 2==
 
{{Comparison
 
{{Comparison
 
| image1=Notavailable.svg
 
| image1=Notavailable.svg
Line 44: Line 100:
 
| game1=510 prototype
 
| game1=510 prototype
 
| game2=Final game
 
| game2=Final game
| desc=Act 2 is more sparse, with no enemies in sight and several key objecs missing. It can't be completed without debug mode.
+
| desc=Zone 2 is more sparse, with no enemies in sight and several key objecs missing. It can't be completed without [[debug mode]].
 
}}
 
}}
 
{{Comparison
 
{{Comparison
| image1=Notavailable.svg
+
| image1=SonicCD510 MCD Comparison MM Act2BFStart.png
| image2=Notavailable.svg
+
| image2=SonicCD MCD Comparison MM Act2BFStart.png
 
| game1=510 prototype
 
| game1=510 prototype
 
| game2=Final game
 
| game2=Final game
| desc=In the bad future version, you're greeted with palette errors in the background.
+
| desc=In the bad future version, the player is greeted with palette errors in the background. They also start much higher up the level than in the final.
 
}}
 
}}
 
{{Comparison
 
{{Comparison
| image1=Notavailable.svg
+
| image1=SonicCD510 MCD Comparison MM Act2PresentCircles.png
 
| image2=Notavailable.svg
 
| image2=Notavailable.svg
 
| game1=510 prototype
 
| game1=510 prototype
 
| game2=Final game
 
| game2=Final game
| desc=Taking a cue from the original ''[[Sonic the Hedgehog (16-bit)|Sonic the Hedgehog]]'', act 2 has circlar objects that Sonic can run around, and in this prototype, smaller versions are supplied too. Sadly the small variants don't work properly.
+
| desc=Taking a cue from the original ''[[Sonic the Hedgehog (16-bit)|Sonic the Hedgehog]]'', Zone 2 has circular objects that Sonic can run around, and in this prototype, smaller versions are supplied too (coincidentally, the original game had smaller wheels in its [[Sonic the Hedgehog (16-bit) (prototype)|prototype]]). Sadly, the small variants don't work properly.
 
}}
 
}}
 
{{Comparison
 
{{Comparison
| image1=Notavailable.svg
+
| image1=SonicCD510 MCD Comparison MM Act2PresentTube.png
| image2=Notavailable.svg
+
| image2=SonicCD MCD Comparison MM Act2PresentTube.png
 
| game1=510 prototype
 
| game1=510 prototype
 
| game2=Final game
 
| game2=Final game
Line 68: Line 124:
 
}}
 
}}
 
{{Comparison
 
{{Comparison
| image1=Notavailable.svg
+
| image1=SonicCD510 MCD Comparison MM Act2BFTubeFreeze.png
 +
| image2=SonicCD MCD Comparison MM Act2BFTubeFreeze.png
 +
| game1=510 prototype
 +
| game2=Final game
 +
| desc=This one in the bad future can freeze the game.
 +
}}
 +
{{Comparison
 +
| image1=SonicCD510 MCD Comparison MM Act2PastFloatingSpring.png
 
| image2=Notavailable.svg
 
| image2=Notavailable.svg
 
| game1=510 prototype
 
| game1=510 prototype
 
| game2=Final game
 
| game2=Final game
| desc=This one in the bad future can freeze the game.
+
| desc=In the past, all sorts of objects are placed in strange locations.
 +
}}
 +
{{Comparison
 +
| image1=SonicCD510 MCD Comparison MM Act2PresentShutters.png
 +
| image2=SonicCD MCD Comparison MM Act2PresentShutters.png
 +
| game1=510 prototype
 +
| game2=Final game
 +
| desc=The objects allowing Sonic to go behind these rotating shutters have yet to be implemented. But for once, falling down the hole doesn't kill him.
 
}}
 
}}
 
{{Comparison
 
{{Comparison
Line 79: Line 149:
 
| game1=510 prototype
 
| game1=510 prototype
 
| game2=Final game
 
| game2=Final game
| desc=In the past, all sorts of objects are placed in strange locations.
+
| desc=Sonic is not shrunk at any point in the level, but collision issues mean Sonic can squeeze through the gaps anyway.  
 
}}
 
}}
 
{{Comparison
 
{{Comparison
Line 86: Line 156:
 
| game1=510 prototype
 
| game1=510 prototype
 
| game2=Final game
 
| game2=Final game
| desc=The objects allowing Sonic to go behind these rotating shutters have yet to be implemented. Instead Sonic has to negotiate holes in the floor.
+
| desc=Though not yet placed in the Zone, the shrink/growth lasers can be placed with edit mode, and have a delay before firing each laser. In the final, they are constantly firing.
 
}}
 
}}
 
{{Comparison
 
{{Comparison
Line 93: Line 163:
 
| game1=510 prototype
 
| game1=510 prototype
 
| game2=Final game
 
| game2=Final game
| desc=Sonic is not shrunk at any point in the level, but collision issues mean Sonic can squeeze through the gaps anyway.  
+
| desc=Unfortunately the Zone cuts off in the "Mini Sonic" maze, as the Goal is at the same coordinates as this area.
 
}}
 
}}
 +
===Maps===
 
{{Comparison
 
{{Comparison
 
| image1=Notavailable.svg
 
| image1=Notavailable.svg
Line 128: Line 199:
 
}}
 
}}
  
==Act 3==
+
==Zone 3==
 +
{{Comparison
 +
| image1=SonicCD510 MCD Comparison MM Act3GFObjects.png
 +
| image2=SonicCD MCD Comparison MM Act3GFObjects.png
 +
| game1=510 prototype
 +
| game2=Final game
 +
| desc=Some of the objects missing in Zone 2 exist in Zone 3.
 +
}}
 
{{Comparison
 
{{Comparison
| image1=Notavailable.svg
+
| image1=SonicCD510 MCD Comparison MM Act3GFBumpers.png
| image2=Notavailable.svg
+
| image2=SonicCD MCD Comparison MM Act3GFBumpers.png
 
| game1=510 prototype
 
| game1=510 prototype
 
| game2=Final game
 
| game2=Final game
| desc=Act 3 brings in some new issues. In the good future version of the zone, the background flashes.
+
| desc=Corrupted [[bumper]]s.
 
}}
 
}}
 
{{Comparison
 
{{Comparison
Line 141: Line 219:
 
| game1=510 prototype
 
| game1=510 prototype
 
| game2=Final game
 
| game2=Final game
| desc=Corrupted bumpers.
+
| desc=The iron shutters are covering the turntable and spiked wall when they shouldn't.
 
}}
 
}}
 
{{Comparison
 
{{Comparison
| image1=Notavailable.svg
+
| image1=SonicCD510 MCD Comparison MM Act3GFEggmanStart.png
| image2=Notavailable.svg
+
| image2=SonicCD MCD Comparison MM Act3GFEggmanStart.png
 
| game1=510 prototype
 
| game1=510 prototype
 
| game2=Final game
 
| game2=Final game
| desc=Objects missing in act 2 exist in act 3.
+
| desc=[[Dr. Eggman]] appears in Metallic Madness, although his intro palette isn't quite there in his good future incarnation. His attack patterns make him almost impossible to hit without Rings (the [[Shield]] from the start of the corridor is missing too).
 
}}
 
}}
 
{{Comparison
 
{{Comparison
Line 155: Line 233:
 
| game1=510 prototype
 
| game1=510 prototype
 
| game2=Final game
 
| game2=Final game
| desc=Eggman appears in Metallic Madness, but his attack patterns make him almost impossible to hit without rings. He also corrects the flashing background when he arrives.
+
| desc=[[Amy Rose|Amy]] doesn't appear once the player has beaten Eggman. In all versions of ''Sonic CD'', completing a level from the level select menu causes the game to go back to the title screen; however, even if the player could access Metallic Madness legitimately, the ending animation has yet to be implemented.
 
}}
 
}}
 
+
===Maps===
 
{{Comparison
 
{{Comparison
 
| image1=Notavailable.svg
 
| image1=Notavailable.svg
Line 184: Line 262:
 
| game1=510 prototype
 
| game1=510 prototype
 
| game2=Final game
 
| game2=Final game
| desc=The flowers in the 510 prototype are unique to each zone. Like the other later zones, the Metallic Madness' set use the wrong colour palettes.
+
| desc=The flowers in the 510 prototype are unique to each Round. Like the other later Rounds, Metallic Madness' set use the wrong colour palettes.
 
}}
 
}}
  
 
==References==
 
==References==
<references />
+
<references/>
  
 
{{SCD510Omni}}
 
{{SCD510Omni}}

Latest revision as of 14:47, 25 February 2023

Back to: Sonic the Hedgehog CD (Mega-CD prototype; 1993-05-10)/Comparisons.

While in a healthier state than Wacky Workbench and Stardust Speedway, Metallic Madness is still devoid of Rings and has several palette issues.

Zone 1

SonicCD510 MCD Comparison MM Act1PresentPit.png
510 prototype
SonicCD MCD Comparison MM Act1PresentPit.png
Final game

Seconds into the level, there's a trap door that leads to a pit. In the final there's a floor and some Rings down there. Other time zones give the player a chance to climb out thanks to a collapsing platform, but it requires very good timing.

SonicCD510 MCD Comparison MM Act1PresentEnemyPalette1.png
510 prototype
SonicCD MCD Comparison MM Act1PresentEnemyPalette1.png
Final game

Enemies appear but they're having some palette problems, such as this Mecha-Bu.

SonicCD510 MCD Comparison MM Act1PresentSideSpikes.png
510 prototype
SonicCD MCD Comparison MM Act1PresentSideSpikes.png
Final game

These sideways spikes aren't present in the final game. They move backwards and forwards and make negotiating this hole more difficult than it should be. In true Sonic prototype fashion, the spikes themselves are harmless - the real danger is the wonky collision detection registering the player being crushed.

SonicCD510 MCD Comparison MM Act1PresentCrushers.png
510 prototype
SonicCD MCD Comparison MM Act1PresentCrushers.png
Final game

These crushing objects have a neat little hole which can plant Sonic half-way through the ground. The player can't be flattened by these objects, but they can be pushed through the scenery and into a pit.

SonicCD510 MCD Comparison MM Act1PresentSaws.png
510 prototype
SonicCD MCD Comparison MM Act1PresentSaws.png
Final game

The rotating sawblades are more hedgehog-friendly in the 510 prototype. The game only registers a hit if the player touches the very centre of the disc. There are also four in this section as opposed to two, likely because four saws on-screen cause the sprite limit to be reached, as shown in the screenshot.

SonicCD510 MCD Comparison MM Act1PresentEnemyPalette2.png
510 prototype
Notavailable.svg
Final game

Palette problems mean the Scarabs are pink. In both the 510 prototype and the final game, some can be seen carrying monitors, however in this version, the monitors are always 1-Ups.

SonicCD510 MCD Comparison MM Act1PresentScales.png
510 prototype
Notavailable.svg
Final game

These giant scales don't exist in the final game. Sonic's weight adjusts the height of the other platform.

SonicCD510 MCD Comparison MM Act1PastDoor.png
510 prototype
Notavailable.svg
Final game

This door is going on a wander.

Maps

100%
510 prototype
100%
Final game


100%
510 prototype
100%
Final game


100%
510 prototype
100%
Final game


100%
510 prototype
100%
Final game


Zone 2

Notavailable.svg
510 prototype
Notavailable.svg
Final game

Zone 2 is more sparse, with no enemies in sight and several key objecs missing. It can't be completed without debug mode.

SonicCD510 MCD Comparison MM Act2BFStart.png
510 prototype
SonicCD MCD Comparison MM Act2BFStart.png
Final game

In the bad future version, the player is greeted with palette errors in the background. They also start much higher up the level than in the final.

SonicCD510 MCD Comparison MM Act2PresentCircles.png
510 prototype
Notavailable.svg
Final game

Taking a cue from the original Sonic the Hedgehog, Zone 2 has circular objects that Sonic can run around, and in this prototype, smaller versions are supplied too (coincidentally, the original game had smaller wheels in its prototype). Sadly, the small variants don't work properly.

SonicCD510 MCD Comparison MM Act2PresentTube.png
510 prototype
SonicCD MCD Comparison MM Act2PresentTube.png
Final game

Perhaps surprisingly given the trends in this prototype, these tubes do work, but many are missing lids. The buttons designed to open those lids appear to have corrupted graphics, and don't do anything when pressed.

SonicCD510 MCD Comparison MM Act2BFTubeFreeze.png
510 prototype
SonicCD MCD Comparison MM Act2BFTubeFreeze.png
Final game

This one in the bad future can freeze the game.

SonicCD510 MCD Comparison MM Act2PastFloatingSpring.png
510 prototype
Notavailable.svg
Final game

In the past, all sorts of objects are placed in strange locations.

SonicCD510 MCD Comparison MM Act2PresentShutters.png
510 prototype
SonicCD MCD Comparison MM Act2PresentShutters.png
Final game

The objects allowing Sonic to go behind these rotating shutters have yet to be implemented. But for once, falling down the hole doesn't kill him.

Notavailable.svg
510 prototype
Notavailable.svg
Final game

Sonic is not shrunk at any point in the level, but collision issues mean Sonic can squeeze through the gaps anyway.

Notavailable.svg
510 prototype
Notavailable.svg
Final game

Though not yet placed in the Zone, the shrink/growth lasers can be placed with edit mode, and have a delay before firing each laser. In the final, they are constantly firing.

Notavailable.svg
510 prototype
Notavailable.svg
Final game

Unfortunately the Zone cuts off in the "Mini Sonic" maze, as the Goal is at the same coordinates as this area.

Maps

100%
510 prototype
100%
Final game


100%
510 prototype
100%
Final game


100%
510 prototype
100%
Final game


100%
510 prototype
100%
Final game


Zone 3

SonicCD510 MCD Comparison MM Act3GFObjects.png
510 prototype
SonicCD MCD Comparison MM Act3GFObjects.png
Final game

Some of the objects missing in Zone 2 exist in Zone 3.

SonicCD510 MCD Comparison MM Act3GFBumpers.png
510 prototype
SonicCD MCD Comparison MM Act3GFBumpers.png
Final game

Corrupted bumpers.

Notavailable.svg
510 prototype
Notavailable.svg
Final game

The iron shutters are covering the turntable and spiked wall when they shouldn't.

SonicCD510 MCD Comparison MM Act3GFEggmanStart.png
510 prototype
SonicCD MCD Comparison MM Act3GFEggmanStart.png
Final game

Dr. Eggman appears in Metallic Madness, although his intro palette isn't quite there in his good future incarnation. His attack patterns make him almost impossible to hit without Rings (the Shield from the start of the corridor is missing too).

Notavailable.svg
510 prototype
Notavailable.svg
Final game

Amy doesn't appear once the player has beaten Eggman. In all versions of Sonic CD, completing a level from the level select menu causes the game to go back to the title screen; however, even if the player could access Metallic Madness legitimately, the ending animation has yet to be implemented.

Maps

100%
510 prototype
100%
Final game


100%
510 prototype
100%
Final game


Graphics

SonicCD510 MCD Sprite Flowers.png
510 prototype
Notavailable.svg
Final game

The flowers in the 510 prototype are unique to each Round. Like the other later Rounds, Metallic Madness' set use the wrong colour palettes.

References


Sonic the Hedgehog CD (Mega-CD prototype; 1993-05-10), prototype version of Sonic the Hedgehog CD
SonicCD002 MCD Title.png

Main page | Comparisons | Maps | Hidden content | Technical information

Part of Sonic the Hedgehog CD development