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Sandopolis Zone isn't that much different from later builds and Sonic & Knuckles in Act 1, but Act 2 has many significant layout differences.
Act 1
The player enters Act 1 in a rolling state, but does not get stuck in the sand. The controls also aren't locked, meaning they are permitted to move left or right before they land.
The first instance of pushing a stone block has additional spikes on the ceiling.
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This bonus room originally had a Star Post. It was later replaced with a Giant Ring, and the two Super Ring monitors would be removed.
This area was redesigned later on. The diagonal catapult was removed in favour of a ceiling ramp, and the two sandfalls were moved closer to each other.
For some reason, the hidden monitor locations are all shown before, during and after the Guardian mini-boss.
For some stranger reason, the monitors have reversed gravity when released by the Signpost, causing them to shoot off the top of the screen.
Map
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Act 2
The end of Knuckles' first exclusive path is very different. The Giant Ring is at a dead end, and Knuckles would have to open a door and drop down to Sonic's route prior to releasing the Hyudoros. Later builds changed the route to lead directly to the sand slides.
A swinging platform was later added here to help the player switch sand slides. Rings would also be removed from here.
This piece of terrain holding a Skorp and a Fire Shield was shifted down by one 128x128 chunk.
There is no Star Post after the dual sandfalls.
There is a door that has to be opened here, which runs on a seperate timer from the door above. It was later removed to improve pacing.
The door before the first sand-release hatch is a little more to the left. It also closes from the floor rather than the ceiling.
The sand rises more slowly.
There is a Star Post before the second sand hatch, along with a moving pillar beyond the door. The door here closes more quickly.
The monitors in this section are further out and consist of all three Shield types and a 1-Up. They were later changed to a Super Ring and Power Sneakers. The springs in the ceiling were also shifted up.
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This room is also very different. Later builds not only reshaped the room, but also took out the moving pillars, and added spikes and a second door holding a 1-Up.
In addition to raised ground, a second Super Ring monitor was added.
This section is larger, consisting of a diagonal catapult and a pair of sandfalls. Later builds simplified it to an indoor swinging platform.
This loop-de-loop section leading to a quicksand pit and to one of Knuckles' paths is longer in width.
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The aforementioned Knuckles path is shorter, lacking a quicksand pit.
This loop launches the player into a ceiling ramp and down a path leading to a sand slide. In later builds, it would launch the player directly onto the slide, and a Fire Shield monitor was added.
This section is completely different, consisting of a network of sand slides with the loop coming after the first slide. In later builds and the final, all of this was majorly cut to consist of a single sand slide straight to the next section.
What is interesting about the loop here is that it uses unique 128x128 chunks that do not exist in later Sonic 3C and Sonic & Knuckles prototypes or the final game.
Half of a loop was later added to this section. The spiked pillar's movement was changed from horizontal to vertical as a measure to prevent Knuckles from taking Sonic/Tails' path.
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The slopey path in Sonic/Tails' route has no wall with a spring to stop the player.
Sonic/Tails' sand puzzle room is different. In later builds, the left pillar was removed and the Skorp near the sand-release hatch was moved down to accompany the other Skorp.
The spikes and pillar were later removed here, with a hidden yellow spring and a light switch added in their place. The Rings would be moved to the left, as well.
Meanwhile in Knuckles' path, the path to reach Knuckles' sand puzzle room is longer, taking the player through multiple swinging platforms and a stone block ride.
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The exit of Knuckles' path has two extra pillars, a rock instead of a Skorp, and the breakable walls are closer together. The light switch is also further away from the door.
Map
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References