Difference between revisions of "Sonic the Hedgehog CD (Mega-CD prototype; 1993-05-10)/Comparisons/Quartz Quadrant"
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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. | ||
− | == | + | ==Zone 1== |
{{Comparison | {{Comparison | ||
| image1=SonicCD510 MCD Comparison QQ Act1PresentStart.png | | image1=SonicCD510 MCD Comparison QQ Act1PresentStart.png | ||
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| game1=510 prototype | | game1=510 prototype | ||
| game2=Final game | | game2=Final game | ||
− | | desc=You can't enter these tubes in the 510 prototype, though one in | + | | desc=You can't enter these tubes in the 510 prototype, though one in Zone 2 works fine. |
}} | }} | ||
{{Comparison | {{Comparison | ||
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| game2=Final game | | 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. | | 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 | ||
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}} | }} | ||
− | == | + | ==Zone 2== |
{{Comparison | {{Comparison | ||
| image1=SonicCD510 MCD Comparison QQ Act2PresentTunnel.png | | image1=SonicCD510 MCD Comparison QQ Act2PresentTunnel.png | ||
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}} | }} | ||
− | == | + | ==Zone 3== |
{{Comparison | {{Comparison | ||
| image1=SonicCD510 MCD Comparison QQ Act3GFBlocked.png | | image1=SonicCD510 MCD Comparison QQ Act3GFBlocked.png | ||
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| 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 | ||
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| 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
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.
Contents
Zone 1
510 prototype |
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Final game |
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Many objects in Quartz Quardrant have palette issues, including this rock and this platform, which are seen as soon as you enter act 1.
510 prototype |
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Final game |
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2011 remake |
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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.
510 prototype |
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Final game |
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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[1].
510 prototype |
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Final game |
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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.
510 prototype |
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Final game |
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Different graphics are used for bridges.
510 prototype |
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Final game |
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You can't enter these tubes in the 510 prototype, though one in Zone 2 works fine.
510 prototype |
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Final game |
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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.
510 prototype |
---|
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.
510 prototype |
---|
Final game |
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Outside in the good future, the sky is black and the trees are covered in cheese.
510 prototype |
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Final game |
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These rocky pillars don't exist in the final game, and cannot be broken.
510 prototype |
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Final game |
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The giant ring is too high to reach, and the signpost is overlaying the foreground.
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 |
Zone 2
510 prototype |
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Final game |
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Act 2 has a few more graphical issues. There are tiles missing from these tunnels.
510 prototype |
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Final game |
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...and artifacts in this top section.
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 |
Zone 3
510 prototype |
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Final game |
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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.
510 prototype |
---|
Final game |
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There's no point in trying this technique in the bad future - the conveyors are too low.
510 prototype |
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Final game |
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A selection of monitors, possibly to test the boss.
510 prototype |
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Final game |
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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.
510 prototype |
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Final game |
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The capsule has palette problems, as does every capsule seen in subsequent zones.
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. 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 | |
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Main page | Comparisons | Maps | Hidden content | Technical information |