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Wing Fortress Zone (named Sky Fortress Zone in this prototype) is playable, but is in a preliminary state and cannot be completed normally, nor can it be accessed in normal play due to Sky Chase Zone not being completable. All cutscenes here are extremely incomplete.
Only one laser is fired to shoot down the Tornado in this prototype, and it doesn't overlap the Tornado. There are also no sound effects for the lasers or Tornado.
The speed launcher at the beginning of the Zone is placed further ahead and catapults the player backwards. Additionally, speed launchers disappear after they have launched the player in this prototype.
Part of the background does not scroll properly, and this would not be fixed until the final release.
These large fan platforms behave differently here in that they are on a timer, periodically deactivating and reactivating. In the final, they are always active.
There are no Cluckers, but the Zone has been set up for them. They are present in the Zone's object list and are fully functional.
Sonic can't hang onto the metal bars yet, but the developers have kindly provided moving platforms to get around the level instead.
This vertical conveyor belt by the Power Sneakers monitor does not carry platforms yet.
There is a half-pipe here. This was later changed to a quarter-pipe ramp from Beta 4 onwards.
The other vertical conveyor belts in the Zone work, but they erroneously use the rotating palettes from the rocket exhausts.
There is also a bug with them - if Sonic stands on a platform as it's disappearing, his vertical position will "lock", allowing him to move left or right without being affected by gravity. Jump and gravity will take effect, though collisions continue to be wonky until Sonic interacts with an object.
There are layering issues, with Sonic being drawn on top of walls instead of behind.
Not only do these conveyor belt platforms have palette issues, two of them are moving in opposite directions.
The "disappearing" platforms have yet to be added, but again moving platforms are here to take the player further. Like with the Cluckers, they are in the object list and are fully functional.
There's a harmful propeller directly above the contraption that the player must bust to reach the boss arena. This was later removed as it made it difficult to enter without getting hit.
The camera does not lock after opening the boss arena, allowing the player to go backwards and see this inside.
Barrier Eggman isn't here yet, so the player is instead treated to two spherical turrets. The rotating palettes haven't been programmed to change at this point, either, leading to the blinking lights to display the wrong colours.
There are Rings when dropping down into the docking bay. There's no need for them at this point, so they were later removed.
The 1-Up monitor isn't here yet.
Dr. Eggman can be found in his escape ship, but he won't depart from the docking bay. The player also retains full control here in this prototype.
Walk to the edge of the bay, and the Tornado will appear to pick up Sonic, albeit without its engine booster upgrade. At this point, the player is forced onto it and can still control Sonic, but they cannot make him jump off of it. He will be pushed to the left, but he can't fall off that way.
Eggman's escape ship can be seen again on the way up, but the Tornado will keep flying past it.
Eventually the Tornado will reach the Death Egg...and keep flying past it and off the top of the screen, and the Zone will not end. At this point, however, the player can jump off the Tornado and die.