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Sonic the Hedgehog 2 (Simon Wai prototype)/Comparisons/Casino Night Zone

From Sonic Retro

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Work has begun on Casino Night Zone in the Simon Wai prototype, but it's a long way from being playable.

General comparisons

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Simon Wai prototype
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Final game

There is a different sound for the bouncers that give points and disappear after three hits (that don't yet exist).

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Simon Wai prototype
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Final game

The red bumpers that give 10 points per hit do not exist. If the object, obj44, is placed in the level, it instead places a solid wall, similar to the one from GHZ. Thus proving even further that Sonic 2 Beta is a build off Sonic 1.

Graphics comparisons

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Simon Wai prototype
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Final game

Many of the flipping tiles are missing or the outlines flash and the tiles remain stationary. With hacking, it is possible to implement the rotating tile, because they exist, albeit without its flipping format.

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Simon Wai prototype
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Final game

There are no Sonic, Miles or Casino Tiles. Instead, these are part of the layout tiles themselves.

Act 1

Sonic2SW Comparison CNZ Act1Start.png
Simon Wai prototype
Sonic2 Comparison CNZ Act1Start.png
Final game

The most obvious thing to note is that the stage has a completely different look, with the foreground using a mixture of pink and blue and the background being entirely different to the final game.

The holes in the chunks are 16×16 blocks that are supposed to call for animated tiles in range 3E8-3F7, but no animated tiles are loaded to those slots. Those blocks will either be blank (if accessed from the Level Select before any demo plays) or use whatever tiles were loaded in VRAM from the last played Zone.

Sonic2SW Comparison CNZ Act1Holes.png
Simon Wai prototype
Sonic2 Comparison CNZ Act1Holes.png
Final game

The stage is impossible to navigate without debug mode. Walls and floors are full of holes, and some level tiles are misplaced, such as one of the ramps in this half-pipe using chunk 0C instead of 0D.

Z cn01.png
Simon Wai prototype
Sonic2 Comparison CNZ Act1Pillars.png
Final game

Such is the state of the level that it's easier to point out what's similar rather than what's different. These blue structures survived into the final game, but most the scenery on display here didn't.

Z cn02.png
Simon Wai prototype
Sonic2 MD Comparison CNZ Act1Conveyors.png
Final game

Conveyor belts don't work.

Z cn04.png
Simon Wai prototype
Sonic2 MD Comparison CNZ Act1Lift.png
Final game

Elevators are out of service.

Z cn03.png
Simon Wai prototype
Sonic2 Comparison CNZ Act1PalmTrees.png
Final game

However, what little of the layout exists isn't too far away from the final game. There was certainly a plan here.

Z cn05.png
Simon Wai prototype
Sonic2 Comparison CNZ Act1Spring.png
Final game

There are no objects in the level, so no spring to boost Sonic and Tails up this ramp, and no means of getting around the loop at the top.

Z cn06.png
Simon Wai prototype
Sonic2 MD Comparison CNZ Act1Bumpers.png
Final game

Despite having pinball-inspired sections, there are no bumpers, flippers or slot machines.

Z cn07.png
Simon Wai prototype
Sonic2 MD Comparison CNZ Act1Slingshot.png
Final game

Isoceles bumpers do exist, but they have no collision.

Map

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Simon Wai prototype
100%
Final game

Act 2

Z cn08.png
Simon Wai prototype
Sonic2 Comparison CNZ Act2Start.png
Final game

The second Act's background is incorrectly defined, causing it to have foreground graphics in its background. It should be using chunks B1-B8, but it uses chunks 8B-92 instead. This unintentionally gives the stage a indoors, pinball-esque feel.

Z cn09.png
Simon Wai prototype
Sonic2 MD Comparison CNZ Act2Spring.png
Final game

Otherwise it's much the same as Act 1, with no objects to interact with and gaping holes in the floor.

Map

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Simon Wai prototype
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Final game

References


Sonic the Hedgehog 2 (Simon Wai prototype), prototype version of Sonic the Hedgehog 2 (16-bit)
S2b title.png

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Part of Sonic the Hedgehog 2 (16-bit) development