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

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(Act 1)
 
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[[Quartz Quadrant]] can only be accessed through the level select screen, and is in a noticeably less polished state than previous levels. There are no rings.
 
[[Quartz Quadrant]] can only be accessed through the level select screen, and is in a noticeably less polished state than previous levels. There are no rings.
  
==Act 1==
+
==Zone 1==
 
{{Comparison
 
{{Comparison
 
| image1=SonicCD510 MCD Comparison QQ Act1PresentStart.png
 
| image1=SonicCD510 MCD Comparison QQ Act1PresentStart.png
Line 14: Line 14:
 
| image1=SonicCD510 SonicMonitor.png
 
| image1=SonicCD510 SonicMonitor.png
 
| image2=SonicCD MCD Comparison QQ Act1GFSonicMonitor.png
 
| image2=SonicCD MCD Comparison QQ Act1GFSonicMonitor.png
 +
| image3=Notavailable.svg
 
| game1=510 prototype
 
| game1=510 prototype
 
| game2=Final game
 
| game2=Final game
| desc=In the good future version of the zone, Sonic appears on a monitor in the background to complement Eggman's appearance in the bad future version. It was removed from the final game for unknown reasons.
+
| game3=2011 remake
 +
| desc=In the good future version of the zone, Sonic appears on a monitor in the background to complement Eggman's appearance in the bad future version. It was removed from the final game for unknown reasons. The [[Sonic the Hedgehog CD (2011)|2011 version]] restores the Sonic monitor, albeit in Act 3 instead.
 
}}
 
}}
 
{{Comparison
 
{{Comparison
Line 23: Line 25:
 
| game1=510 prototype
 
| game1=510 prototype
 
| game2=Final game
 
| game2=Final game
| desc=Common to Quartz Quadrant are these swinging platforms with conveyor belts on them. No such object exists in the final game.
+
| desc=Common to Quartz Quadrant are these swinging platforms with conveyor belts on them. No such object exists in the final game, unless you count its appearance in the PAL Mega-CD manual{{fileref|SonicCD MCD EU manual.pdf|page=45}}.
 +
}}
 +
{{Comparison
 +
| image1=SonicCD510 MCD Comparison QQ Act1PastSpikes.png
 +
| image2=SonicCD MCD Comparison QQ Act1PastSpikes.png
 +
| game1=510 prototype
 +
| game2=Final game
 +
| desc=In a time before conveyors, there were moving spikes instead. Most have layering issues, so are drawn on top of the foreground rather than behind it. The final game removes a few of them.
 
}}
 
}}
 
{{Comparison
 
{{Comparison
Line 37: Line 46:
 
| game1=510 prototype
 
| game1=510 prototype
 
| game2=Final game
 
| game2=Final game
| desc=You can't enter these tubes in the 510 prototype.
+
| desc=You can't enter these tubes in the 510 prototype, though one in Zone 2 works fine.
 +
}}
 +
{{Comparison
 +
| image1=SonicCD510 MCD Comparison QQ Act1PresentKillerFloor.png
 +
| image2=SonicCD MCD Comparison QQ Act1PresentKillerFloor.png
 +
| game1=510 prototype
 +
| game2=Final game
 +
| desc=All time zones feature these nasty platforms which move in a sine wave motion. Similar objects exist in the future time zones in the final game, but the amplitude is bigger and the objects aren't completely solid. Althoough they can't crush you in the 510 prototype, they can push you through the floor, letting Sonic be killed by the bottom of the screen.
 +
}}
 +
{{Comparison
 +
| image1=Notavailable.svg
 +
| image2=Notavailable.svg
 +
| game1=510 prototype
 +
| game2=Final game
 +
| desc=Above the sine wave platforms, sets of blocks that move in a clockwise circle, not dissimilar to the classic enemy patterns in ''R-Type''.
 
}}
 
}}
 
{{Comparison
 
{{Comparison
Line 45: Line 68:
 
| game2=Final game
 
| game2=Final game
 
| desc=Outside in the good future, the sky is black and the trees are covered in cheese.
 
| desc=Outside in the good future, the sky is black and the trees are covered in cheese.
 +
}}
 +
{{Comparison
 +
| image1=SonicCD510 MCD Comparison QQ Act1PresentPillars.png
 +
| image2=SonicCD MCD Comparison QQ Act1PresentPillars.png
 +
| game1=510 prototype
 +
| game2=Final game
 +
| desc=These rocky pillars don't exist in the final game, and cannot be broken.
 
}}
 
}}
 
{{Comparison
 
{{Comparison
Line 86: Line 116:
 
}}
 
}}
  
==Act 2==
+
==Zone 2==
 
{{Comparison
 
{{Comparison
| image1=Notavailable.svg
+
| image1=SonicCD510 MCD Comparison QQ Act2PresentTunnel.png
| image2=Notavailable.svg
+
| image2=SonicCD MCD Comparison QQ Act2PresentTunnel.png
 +
| game1=510 prototype
 +
| game2=Final game
 +
| desc=Act 2 has a few more graphical issues. There are tiles missing from these tunnels.
 +
}}
 +
{{Comparison
 +
| image1=SonicCD510 MCD Comparison QQ Act2PresentGraphics.png
 +
| image2=SonicCD MCD Comparison QQ Act2PresentGraphics.png
 
| game1=510 prototype
 
| game1=510 prototype
 
| game2=Final game
 
| game2=Final game
| desc=These rocky pillars don't exist in the final game, and cannot be broken.
+
| desc=...and artifacts in this top section.
 
}}
 
}}
 
{{Comparison
 
{{Comparison
Line 127: Line 164:
 
}}
 
}}
  
==Act 3==
+
==Zone 3==
 
{{Comparison
 
{{Comparison
 
| image1=SonicCD510 MCD Comparison QQ Act3GFBlocked.png
 
| image1=SonicCD510 MCD Comparison QQ Act3GFBlocked.png
Line 133: Line 170:
 
| game1=510 prototype
 
| game1=510 prototype
 
| game2=Final game
 
| game2=Final game
| desc=Act 3 takes some negotiating because there aren't enough objects in the level. The only way to get up here is to use a cleverly timed peel while standing on the conveyor belt to the left.
+
| desc=Act 3 takes some negotiating because there aren't enough objects in the level. The only way to get up here is to use a cleverly timed peel-out while standing on the conveyor belt to the left.
 
}}
 
}}
 
{{Comparison
 
{{Comparison
Line 140: Line 177:
 
| game1=510 prototype
 
| game1=510 prototype
 
| game2=Final game
 
| game2=Final game
| desc=There's no point in trying in the bad future - the conveyors are too low.
+
| desc=There's no point in trying this technique in the bad future - the conveyors are too low.
 
}}
 
}}
 
{{Comparison
 
{{Comparison

Latest revision as of 14:47, 25 February 2023

Back to: Sonic the Hedgehog CD (prototype 510)/Comparisons.

Quartz Quadrant can only be accessed through the level select screen, and is in a noticeably less polished state than previous levels. There are no rings.

Zone 1

SonicCD510 MCD Comparison QQ Act1PresentStart.png
510 prototype
SonicCD MCD Comparison QQ Act1PresentStart.png
Final game

Many objects in Quartz Quardrant have palette issues, including this rock and this platform, which are seen as soon as you enter act 1.

SonicCD510 SonicMonitor.png
510 prototype
SonicCD MCD Comparison QQ Act1GFSonicMonitor.png
Final game
Notavailable.svg
2011 remake

In the good future version of the zone, Sonic appears on a monitor in the background to complement Eggman's appearance in the bad future version. It was removed from the final game for unknown reasons. The 2011 version restores the Sonic monitor, albeit in Act 3 instead.

SonicCD510 MCD Comparison QQ Act1PresentSwing.png
510 prototype
SonicCD MCD Comparison QQ Act1PresentSwing.png
Final game

Common to Quartz Quadrant are these swinging platforms with conveyor belts on them. No such object exists in the final game, unless you count its appearance in the PAL Mega-CD manualMedia:SonicCD MCD EU manual.pdf[1].

SonicCD510 MCD Comparison QQ Act1PastSpikes.png
510 prototype
SonicCD MCD Comparison QQ Act1PastSpikes.png
Final game

In a time before conveyors, there were moving spikes instead. Most have layering issues, so are drawn on top of the foreground rather than behind it. The final game removes a few of them.

SonicCD510 MCD Comparison QQ Act1PresentBridge.png
510 prototype
SonicCD MCD Comparison QQ Act1PresentBridge.png
Final game

Different graphics are used for bridges.

SonicCD510 MCD Comparison QQ Act1PresentTube.png
510 prototype
SonicCD MCD Comparison QQ Act1PresentTube.png
Final game

You can't enter these tubes in the 510 prototype, though one in Zone 2 works fine.

SonicCD510 MCD Comparison QQ Act1PresentKillerFloor.png
510 prototype
SonicCD MCD Comparison QQ Act1PresentKillerFloor.png
Final game

All time zones feature these nasty platforms which move in a sine wave motion. Similar objects exist in the future time zones in the final game, but the amplitude is bigger and the objects aren't completely solid. Althoough they can't crush you in the 510 prototype, they can push you through the floor, letting Sonic be killed by the bottom of the screen.

Notavailable.svg
510 prototype
Notavailable.svg
Final game

Above the sine wave platforms, sets of blocks that move in a clockwise circle, not dissimilar to the classic enemy patterns in R-Type.

SonicCD510 MCD Comparison QQ Act1GFBG.png
510 prototype
SonicCD MCD Comparison QQ Act1GFBG.png
Final game

Outside in the good future, the sky is black and the trees are covered in cheese.

SonicCD510 MCD Comparison QQ Act1PresentPillars.png
510 prototype
SonicCD MCD Comparison QQ Act1PresentPillars.png
Final game

These rocky pillars don't exist in the final game, and cannot be broken.

Notavailable.svg
510 prototype
Notavailable.svg
Final game

The giant ring is too high to reach, and the signpost is overlaying the foreground.

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

SonicCD510 MCD Comparison QQ Act2PresentTunnel.png
510 prototype
SonicCD MCD Comparison QQ Act2PresentTunnel.png
Final game

Act 2 has a few more graphical issues. There are tiles missing from these tunnels.

SonicCD510 MCD Comparison QQ Act2PresentGraphics.png
510 prototype
SonicCD MCD Comparison QQ Act2PresentGraphics.png
Final game

...and artifacts in this top section.

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 QQ Act3GFBlocked.png
510 prototype
SonicCD MCD Comparison QQ Act3GFBlocked.png
Final game

Act 3 takes some negotiating because there aren't enough objects in the level. The only way to get up here is to use a cleverly timed peel-out while standing on the conveyor belt to the left.

SonicCD510 MCD Comparison QQ Act3BFConveyors.png
510 prototype
SonicCD MCD Comparison QQ Act3BFConveyors.png
Final game

There's no point in trying this technique in the bad future - the conveyors are too low.

SonicCD510 MCD Comparison QQ Act3GFMonitors.png
510 prototype
SonicCD MCD Comparison QQ Act3GFMonitors.png
Final game

A selection of monitors, possibly to test the boss.

SonicCD510 MCD Comparison QQ Act3GFBoss.png
510 prototype
SonicCD MCD Comparison QQ Act3GFBoss.png
Final game

The boss itself is functional, but unpolished. The spikes on the left have a simpler design and in the good future, the conveyor belt animates in reverse.

SonicCD510 MCD Comparison QQ Act3GFCapsule.png
510 prototype
SonicCD MCD Comparison QQ Act3GFCapsule.png
Final game

The capsule has palette problems, as does every capsule seen in subsequent zones.

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 zone. However, starting from Quartz Quadrant, the flowers use the wrong 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