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Sonic Chaos (Game Gear prototype; 1993-05-17)/Comparisons/Gigalopolis Zone

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Act 1

SonicChaos517 GG GZ1 TubeStuck.png
05-17 prototype
SonicChaos GG GZ1 TubeStuck.png
Final game

If the player jumps while in a tube, they'll get stuck in the ceiling. The final game addresses this by disabling jumping while inside.

SonicChaos517 GG GZ1 SlantFall.png
05-17 prototype
SonicChaos GG GZ1 SlantFall.png
Final game

If the player is not running fast enough on these slanted platforms, Sonic and Tails will slowly slide off. In the final game, they fall off instantly. The same applies in Mecha Green Hill Zone.

SonicChaos517 GG GZ1 QuarterPipe.png
05-17 prototype
SonicChaos GG GZ1 QuarterPipe.png
Final game

There's a broken quarter pipe here, followed by a small hole. Attempts to use it will catapult the player diagonally upwards to the right, because it is behaving like a spring. The final game has a spring there - perhaps it was mid-way through being replaced. There's one in Act 2 as well, except it was replaced with a horizontal spring.

Curiously no stages in Sonic Chaos have quarter pipes pointing in this direction, although unused graphics for some exist for Sleeping Egg Zone, Electric Egg Zone and the Special Stages. The graphics for this Gigalopolis Zone quarter pipe also exist in the final game but remain unused.

SonicChaos517 GG GZ1 MovingPlatform.png
05-17 prototype
SonicChaos GG GZ1 MovingPlatform.png
Final game

Moving platforms are bigger in this prototype.

Map

100%
05-17 prototype
100%
Final game


Act 2

Map

100%
05-17 prototype
100%
Final game


Act 3

SonicChaos517 GG GZ3 Boss.png
05-17 prototype
SonicChaos GG GZ3 Boss.png
Final game

As the player begins the Bead Worm fight, the palette breaks. The boss has five "balls" rather than three, which makes the boss both harder and too tall for the Game Gear's screen.

Map

100%
05-17 prototype
100%
Final game


References


Sonic Chaos (Game Gear prototype; 1993-05-17), prototype version of Sonic Chaos
SonicChaos517 GG TitleScreen.png

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