Difference between revisions of "Chaotix (prototype 1227)/Comparisons/Speed Slider"
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| desc=A set of jumping spikes (with the wrong palette) can be found at around (2323, 332). They wait underground, jump up, and try and land on the player. They're harmless in this build. | | desc=A set of jumping spikes (with the wrong palette) can be found at around (2323, 332). They wait underground, jump up, and try and land on the player. They're harmless in this build. | ||
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+ | {{Comparison | ||
+ | | image1=Chaotix1227 32X SS 3ScreenLock.png | ||
+ | | image2=Notavailable.svg | ||
+ | | game1=Prototype 1227 | ||
+ | | game2=Final game | ||
+ | | desc=The singpost isn't aligned with the screen lock, meaning it is possible to fly over the signpost and get stuck. | ||
}} | }} | ||
Revision as of 07:31, 4 February 2021
- Back to: Chaotix (prototype 1227)/Comparisons.
In the 1207 prototype only two levels of Speed Slider were accessible (the others being copies of level 2) and neither had rings or objects in them. In the 1227 build, all five levels exist and all have things in them.
Prototype 1227 |
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Final game |
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Loops work in this build... when you're travelling from left to right. Go the other way and your partner might get stuck, and in both cases, characters are always drawn on top of the loop.
Prototype 1227 |
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Final game |
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The blue spinning spikes do not hurt the player yet.
Prototype 1227 |
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Final game |
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In addition to loops, levels 4 and 5 tease some Sonic-style tunnels on the right hand side of the map. Bad collision means characters are more likely to get stuck travelling through.
While (some of) the vertical tubing remains in the final game, corners are replaced with standard quarter pipes.
Contents
Level 3
Prototype 1227 |
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Final game |
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A set of jumping spikes (with the wrong palette) can be found at around (2323, 332). They wait underground, jump up, and try and land on the player. They're harmless in this build.
Prototype 1227 |
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Final game |
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The singpost isn't aligned with the screen lock, meaning it is possible to fly over the signpost and get stuck.
Level 4
Prototype 1227 |
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Final game |
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While there is a signpost in its final location, the screen does not lock in place when the player is near. Instead, the screen locks if the player goes to the top right of the level, forcing them to reset the game to continue.
Level 5
Prototype 1227 |
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Final game |
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The boss is in, though Eggman's palette is wrong. Whereas in the final game the screen locks in place, there's more room to manoeuvre in this build, and you're not dragged along by the floor. Beat Eggman and there's an explosion, but he never leaves the control room.
References
Chaotix (prototype 1227), prototype version of Chaotix | |
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Main page | Comparisons | Maps | Hidden content |