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Sonic Chaos (Master System prototype; 1993-06-30)/Comparisons

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Back to: Sonic Chaos (Master System prototype; 1993-06-30).

General comparisons

SonicChaos630 SMS TitleScreen.png
06-30 prototype
SonicChaos SMS Intro.png
Final game

There is still no opening intro. The title screen immediately appears after the Master System BIOS.

SonicChaos630 SMS TitleScreen.png
06-30 prototype
Sonic Chaos title.png
Final game

While a title screen has been made for the Game Gear version by this point in development, there hasn't been one made for the Master System version yet, so this build uses a very barebones placeholder title screen that lists both the International and Japanese titles, the version number and build date.

SonicChaos630 SMS Comparison RollingDemo.png
06-30 prototype
SonicChaos SMS Comparison RollingDemo.png
Final game

Rolling demos are functional and will begin after waiting on the title screen for a few seconds, but no inputs have been recorded yet, so the demo player just stands there until the demos end.

SonicChaos630 SMS LevelSelect.png
06-30 prototype
SonicChaos SMS LevelSelect.png
Final game

The Zone Select is enabled by default, and is loaded after pressing any button at the title screen. Like in the 05-30 Game Gear prototype, Turquoise Hill Zone is mispelled as "Turquise".

What's interesting here is that the player can select any of the five Special Stages. Special Stage 5 is off-screen, but it can still be selected.

SonicChaos630 SMS Comparison PlayerSelect.png
06-30 prototype
SonicChaos SMS Comparison PlayerSelect.png
Final game

The background on the Player Select screen does not change colours yet.

SonicChaos630 SMS Comparison TitleCard.png
06-30 prototype
SonicChaos SMS Comparison THZ TitleCard.png
Final game

Title cards are in, but they have a different colour scheme than the final. The Zone title is also aligned to the right rather than centered, and the Act number is not displayed.

SonicChaos630 SMS Continue.png
06-30 prototype
SonicChaos SMS Continue.png
Final game

The Continue screen does not display Sonic/Tails. Additionally, both Sonic and Tails start with three Continues each in this build. In the final, only Tails starts with Continues; Sonic doesn't start with any.

Gameplay comparisons

SonicChaos630 SMS FreeMovement.png
06-30 prototype
Notavailable.svg
Final game

This build also has free movement enabled by holding down 1 at any time during gameplay. If the player moves Sonic/Tails through an enemy or hazard using this, they will take damage after letting go of 1.

SonicChaos630 SMS Comparison BonusPanel1.png
06-30 prototype
SonicChaos SMS Comparison BonusPanel1.png
Final game

Like in the Game Gear prototype, the Bonus Panels always show Sonic before and after they've been spun, and the player still can't earn any bonuses yet. The music stops when the Panel lands on the ground rather than the instant the player touches it.

SonicChaos630 SMS Comparison BonusPanel2.png
06-30 prototype
SonicChaos SMS Comparison BonusPanel2.png
Final game

Sonic/Tails has a trail of stars behind him after the speed has been calculated at the end of Acts 1 and 2. In the final, they only have the star trail in Act 3.

Graphical comparisons

Audio comparisons

06-30 prototype
Final game

The title card jingle has some minor differences, most notably at the end.

06-30 prototype
Final game

Sleeping Egg Zone's theme is a completely different track. Parts of the melody are similar to "I'm About You", a song by synth-pop band The System.

06-30 prototype
Final game

Mecha Green Hill Zone's theme is close to its final composition, but is noticeably unpolished.

06-30 prototype
Final game

Aqua Planet Zone's theme is also completely different, sounding more similar to the theme for Sky High Zone in 8-bit versions of Sonic the Hedgehog 2.

06-30 prototype
Final game

The theme that would be used for Electric Egg Zone Act 3 and the intro is assigned to all three Acts. Compared to the final, the theme is very unpolished and includes a section that would be cut from the final composition.

06-30 prototype
Final game

The Special Stage theme is also completely different, sounding much more happier than the final song.

06-30 prototype
Final game

The boss theme is much lower in pitch, and has a different section before the loop point.

06-30 prototype
Final game

The final boss theme has rougher instrumentation and a different pitch, and adapts the melody of the regular boss theme rather than Turquoise Hill Zone's.

06-30 prototype
Final game

The Invincibility theme is higher in pitch, and loops endlessly, while the final song has an ending (though is never heard in gameplay).

06-30 prototype
Final game

The backing chords for the Rocket Shoes theme is quieter and has a slightly different ending.

06-30 prototype
Final game (Game Over)
Final game (Death)

The Game Over theme is higher in pitch and has a noticeable "kick" at the beginning. It is also used in this prototype as the death jingle, wheras the final would use a unique jingle adapted from the 8-bit Sonic 2.

06-30 prototype
Final game

The Continue theme is higher in pitch.

06-30 prototype
Final game

The ending theme is lower in pitch, and is missing the final part at the end.

06-30 prototype
Final game

Though currently unused here, the Chaos Emerald jingle is lower in pitch compared to the final.

06-30 prototype
Final game

The unused jingle is higher in pitch and has a shorter ending.

Level comparisons

References


Sonic Chaos (Master System prototype; 1993-06-30), prototype version of Sonic Chaos
SonicChaos630 SMS TitleScreen.png

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Part of Sonic Chaos development