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Sonic the Hedgehog CD (prototype; 1993-05-10)/Comparisons/Quartz Quadrant

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Quartz Quadrant can only be accessed through the level select screen, and is in a noticeably less polished state than previous levels. There are no rings.

Zone 1

SonicCD510 MCD Comparison QQ Act1PresentStart.png
510 prototype
SonicCD MCD Comparison QQ Act1PresentStart.png
Final game

Many objects in Quartz Quardrant have palette issues, including this rock and this platform, which are seen as soon as you enter act 1.

SonicCD510 SonicMonitor.png
510 prototype
SonicCD MCD Comparison QQ Act1GFSonicMonitor.png
Final game
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2011 remake

In the good future version of the zone, Sonic appears on a monitor in the background to complement Eggman's appearance in the bad future version. It was removed from the final game for unknown reasons. The 2011 version restores the Sonic monitor, albeit in Act 3 instead.

SonicCD510 MCD Comparison QQ Act1PresentSwing.png
510 prototype
SonicCD MCD Comparison QQ Act1PresentSwing.png
Final game

Common to Quartz Quadrant are these swinging platforms with conveyor belts on them. No such object exists in the final game, unless you count its appearance in the PAL Mega-CD manualMedia:SonicCD MCD EU manual.pdf[1].

SonicCD510 MCD Comparison QQ Act1PastSpikes.png
510 prototype
SonicCD MCD Comparison QQ Act1PastSpikes.png
Final game

In a time before conveyors, there were moving spikes instead. Most have layering issues, so are drawn on top of the foreground rather than behind it. The final game removes a few of them.

SonicCD510 MCD Comparison QQ Act1PresentBridge.png
510 prototype
SonicCD MCD Comparison QQ Act1PresentBridge.png
Final game

Different graphics are used for bridges.

SonicCD510 MCD Comparison QQ Act1PresentTube.png
510 prototype
SonicCD MCD Comparison QQ Act1PresentTube.png
Final game

You can't enter these tubes in the 510 prototype, though one in Zone 2 works fine.

SonicCD510 MCD Comparison QQ Act1PresentKillerFloor.png
510 prototype
SonicCD MCD Comparison QQ Act1PresentKillerFloor.png
Final game

All time zones feature these nasty platforms which move in a sine wave motion. Similar objects exist in the future time zones in the final game, but the amplitude is bigger and the objects aren't completely solid. Althoough they can't crush you in the 510 prototype, they can push you through the floor, letting Sonic be killed by the bottom of the screen.

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510 prototype
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Final game

Above the sine wave platforms, sets of blocks that move in a clockwise circle, not dissimilar to the classic enemy patterns in R-Type.

SonicCD510 MCD Comparison QQ Act1GFBG.png
510 prototype
SonicCD MCD Comparison QQ Act1GFBG.png
Final game

Outside in the good future, the sky is black and the trees are covered in cheese.

SonicCD510 MCD Comparison QQ Act1PresentPillars.png
510 prototype
SonicCD MCD Comparison QQ Act1PresentPillars.png
Final game

These rocky pillars don't exist in the final game, and cannot be broken.

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510 prototype
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Final game

The giant ring is too high to reach, and the signpost is overlaying the foreground.

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Zone 2

SonicCD510 MCD Comparison QQ Act2PresentTunnel.png
510 prototype
SonicCD MCD Comparison QQ Act2PresentTunnel.png
Final game

Act 2 has a few more graphical issues. There are tiles missing from these tunnels.

SonicCD510 MCD Comparison QQ Act2PresentGraphics.png
510 prototype
SonicCD MCD Comparison QQ Act2PresentGraphics.png
Final game

...and artifacts in this top section.

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Zone 3

SonicCD510 MCD Comparison QQ Act3GFBlocked.png
510 prototype
SonicCD MCD Comparison QQ Act3GFBlocked.png
Final game

Act 3 takes some negotiating because there aren't enough objects in the level. The only way to get up here is to use a cleverly timed peel-out while standing on the conveyor belt to the left.

SonicCD510 MCD Comparison QQ Act3BFConveyors.png
510 prototype
SonicCD MCD Comparison QQ Act3BFConveyors.png
Final game

There's no point in trying this technique in the bad future - the conveyors are too low.

SonicCD510 MCD Comparison QQ Act3GFMonitors.png
510 prototype
SonicCD MCD Comparison QQ Act3GFMonitors.png
Final game

A selection of monitors, possibly to test the boss.

SonicCD510 MCD Comparison QQ Act3GFBoss.png
510 prototype
SonicCD MCD Comparison QQ Act3GFBoss.png
Final game

The boss itself is functional, but unpolished. The spikes on the left have a simpler design and in the good future, the conveyor belt animates in reverse.

SonicCD510 MCD Comparison QQ Act3GFCapsule.png
510 prototype
SonicCD MCD Comparison QQ Act3GFCapsule.png
Final game

The capsule has palette problems, as does every capsule seen in subsequent zones.

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Graphics

SonicCD510 MCD Sprite Flowers.png
510 prototype
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Final game

The flowers in the 510 prototype are unique to each zone. However, starting from Quartz Quadrant, the flowers use the wrong palettes.

References


Sonic the Hedgehog CD (prototype; 1993-05-10), prerelease version of Sonic the Hedgehog CD
SonicCD002 MCD Title.png

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