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Difference between revisions of "Sonic the Hedgehog Genesis/Comparisons/Scrap Brain Zone"

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Revision as of 14:24, 10 May 2018

Back to: Sonic the Hedgehog Genesis/Comparisons.

Of all the stages in Sonic the Hedgehog Genesis, Scrap Brain Zone exhibits the most performance problems.

Act 1

Notavailable.svg
Game Boy Advance
Notavailable.svg
Mega Drive

These sideways crushers go out of sync in Genesis, which is never a feature of the Mega Drive game.

Notavailable.svg
Game Boy Advance
Notavailable.svg
Mega Drive

Doors don't "open", they just disappear as Sonic moves through.

Notavailable.svg
Game Boy Advance
Notavailable.svg
Mega Drive

Like Labyrinth Zone, rotating palettes are missing for the conveyeor/lift sections.

SonicGenesis GBA Comparison SBZ Act1ScoreCard.png
Game Boy Advance
Sonic1 MD Comparison SBZ Act1ScoreCard.png
Mega Drive

The lack of care shows - rather than lock the camera at the end of the act, the empty space under the floor is visible for all to see.

Act 2

Notavailable.svg
Game Boy Advance
Notavailable.svg
Mega Drive

Act 2's background doesn't animate at all, and appears to have strange graphical artifacts.

SonicGenesis GBA Comparison SBZ Act2ScoreCard.png
Game Boy Advance
Sonic1 MD Comparison SBZ Act2ScoreCard.png
Mega Drive

This time we get both empty space and a non-centred signpost.

Act 3

Notavailable.svg
Game Boy Advance
Notavailable.svg
Mega Drive

The nation's favourite level, Scrap Brain Zone Act 3, shares many of the same issues as Labrinth Zone, plus brand new ones. Half of the objects use the wrong underwater palette.

References


Sonic the Hedgehog (16-bit)
Sonic1 title.png

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