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Sonic the Hedgehog CD (Mega-CD prototype; 1993-05-10)/Comparisons/Metallic Madness

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Revision as of 14:43, 23 April 2018 by Black Squirrel (talk | contribs) (Act 2)
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While in a healthier state than Wacky Workbench and Stardust Speedway, Metallic Madness is still devoid of rings and has several palette issues.

Act 1

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510 prototype
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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 you a chance to climb out thanks to a collapsing platform, but you have to be very good with your timing.

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510 prototype
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Final game

Enemies appear but they're having some palette problems.

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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 you've been crushed.

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Final game

These crushing objects have a neat little hole which can plant Sonic half-way through the ground. You can't be flattened by these objects, but you can be pushed through the scenery and land in a pit.

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Final game

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

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Final game

Palette problems mean the xxx 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.

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Final game

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

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Final game

This door is going on a wander.

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Act 2

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Final game

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

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510 prototype
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Final game

In the bad future version, you're greeted with palette errors in the background. You also start much higher up the level than in the final.

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Final game

Taking a cue from the original 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.

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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.

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Final game

This one in the bad future can freeze the game.

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Final game

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

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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 you.

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Final game

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

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Act 3

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Final game

Act 3 brings in some new issues. In the good future version of the zone, the background flashes.

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Final game

Corrupted bumpers.

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Final game

Objects missing in act 2 exist in act 3.

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Final game

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.


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Final game


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Graphics

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Final game

The flowers in the 510 prototype are unique to each zone. Like the other later zones, 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
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