Difference between revisions of "Sonic the Hedgehog CD (Mega-CD prototype; 1993-05-10)/Comparisons/Quartz Quadrant"
From Sonic Retro
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==Act 3== | ==Act 3== | ||
{{Comparison | {{Comparison | ||
− | | image1= | + | | image1=SonicCD510 MCD Comparison QQ Act3GFBlocked.png |
| image2=Notavailable.svg | | image2=Notavailable.svg | ||
| 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 | + | | 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. |
}} | }} | ||
{{Comparison | {{Comparison | ||
− | | image1= | + | | image1=SonicCD510 MCD Comparison QQ Act3BFConveyors.png |
| image2=Notavailable.svg | | image2=Notavailable.svg | ||
| 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 | + | | desc=There's no point in trying in the bad future - the conveyors are too low. |
}} | }} | ||
{{Comparison | {{Comparison | ||
− | | image1= | + | | image1=SonicCD510 MCD Comparison QQ Act3GFMonitors.png |
| image2=Notavailable.svg | | image2=Notavailable.svg | ||
| game1=510 prototype | | game1=510 prototype | ||
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{{Comparison | {{Comparison | ||
− | | image1= | + | | image1=SonicCD510 MCD Comparison QQ Act3GFBoss.png |
| image2=Notavailable.svg | | image2=Notavailable.svg | ||
| game1=510 prototype | | game1=510 prototype | ||
| game2=Final game | | game2=Final game | ||
− | | desc=The boss itself is functional, but unpolished. The spikes on the left have a simpler design and the conveyor belt animates in reverse. The boss is also only triggered after the first hit, otherwise Eggman will just aimlessly stand there. | + | | desc=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. The boss is also only triggered after the first hit, otherwise Eggman will just aimlessly stand there. |
}} | }} | ||
{{Comparison | {{Comparison | ||
− | | image1= | + | | image1=SonicCD510 MCD Comparison QQ Act3GFCapsule.png |
| image2=Notavailable.svg | | image2=Notavailable.svg | ||
| game1=510 prototype | | game1=510 prototype | ||
| game2=Final game | | game2=Final game | ||
− | | desc=The capsule has palette problems | + | | desc=The capsule has palette problems, as does every capsule seen in subsequent zones. |
}} | }} | ||
{{Comparison | {{Comparison |
Revision as of 13:12, 23 April 2018
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
Act 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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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.
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.
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.
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 |
Act 2
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 |
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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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.
510 prototype |
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Final game |
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There's no point in trying 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. The boss is also only triggered after the first hit, otherwise Eggman will just aimlessly stand there.
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 |