Difference between revisions of "Sonic the Hedgehog (16-bit) (prototype)/Comparisons/Clock Work Zone"
From Sonic Retro
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− | | desc= | + | | desc=Clock Work Zone is in a very early state, with a static background and no objects or rings. No rotating palettes have been implemented, so nothing animates. |
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+ | Sonic Team never implemented a "W" character for the title card font, leading to the name "Clock Ork Zone". This could suggest they were already planning to rename the level, or it was less effort to do so than to draw the required graphics. | ||
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Latest revision as of 13:04, 5 January 2021
Scrap Brain Zone (called Clock Work Zone in this prototype) is the most incomplete of the Zones in the game, with its first two Acts being very incomplete and not appearing in normal play. Act 3 doesn't even exist at this stage.
Contents
Act 1
Prototype |
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Final game |
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Clock Work Zone is in a very early state, with a static background and no objects or rings. No rotating palettes have been implemented, so nothing animates.
Sonic Team never implemented a "W" character for the title card font, leading to the name "Clock Ork Zone". This could suggest they were already planning to rename the level, or it was less effort to do so than to draw the required graphics.
Prototype |
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Final game |
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There are zig-zag tunnels, complete with incorrect chunks.
Prototype |
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Final game |
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On the upper route, diagonal conveyor belts. They've not been programmed to push Sonic along, and again do not animate.
Prototype |
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Final game |
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There are also curious "tightrope" platforms between some gaps. They have no collision and could be using the wrong tiles.
Prototype |
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Final game |
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Only one zig-zag tunnel looks "correct", and it's right before the end of the level.
Prototype |
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Final game |
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The level can't be beaten; it just leads to an empty void.
Prototype |
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Final game |
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Like Labyrinth Zone, the player can place corrupted Crabmeat Badniks in the level.
Map
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Prototype |
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Final game |
Act 2
Prototype |
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Final game |
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Act 2 has a solid blue background, and Sonic starts higher up than he perhaps should. These vertical tubes entrances/exits don't work and can be jumped through.
Prototype |
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Final game |
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While their placement is different, the giant spinning circles Sonic runs around exist. They mostly work, but differences in the physics mean Sonic is more prone to falling off.
Prototype |
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Final game |
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Not found in the final game are these smaller circles, although these don't work at all. Prototypes of Sonic the Hedgehog CD suggest a second attempt was made to get these things working, but again the idea was scrapped.
Prototype |
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Final game |
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Unlike many of these unfinished levels, the bottom of the screen is solid here and can be walked on without issue.
Prototype |
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Final game |
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The top here is also solid. Ironically this is one of the few levels designed to wrap vertically, and later the behaviour reverts to how it is in Act 1.
Prototype |
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Final game |
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The tunnels aren't as refined. It looks like the graphics are in the process of being repurposed.
Prototype |
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Final game |
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Horizontal conveyor belts which again, don't work. The collision at the ends is a little strange, causing Sonic to be flown off at odd angles.
Prototype |
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Final game |
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After this stretch of ground, the level ends, with another big void on the right. Nothing resembling the Eggman cutscene or Final Zone exists yet.
Map
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Prototype |
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Final game |
References
Sonic the Hedgehog (16-bit) (prototype), prototype version of Sonic the Hedgehog (16-bit) | |
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