Difference between revisions of "Sonic the Hedgehog CD (Mega-CD prototype; 1993-06-21)/Comparisons/Metallic Madness"
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BSonirachi (talk | contribs) m (BSonirachi moved page Sonic the Hedgehog CD (prototype; 1993-06-21)/Comparisons/Metallic Madness to Sonic the Hedgehog CD (Mega-CD prototype; 1993-06-21)/Comparisons/Metallic Madness without leaving a redirect: Text replacement - "Sonic the Hed...) |
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Line 1: | Line 1: | ||
{{back}} | {{back}} | ||
==Zone 1== | ==Zone 1== | ||
+ | {{Comparison | ||
+ | | image1=Notavailable.svg | ||
+ | | image2=Notavailable.svg | ||
+ | | game1=v0.51 prototype | ||
+ | | game2=Final game | ||
+ | | desc=The [[Scrap Brain Zone]]-style opening/closing doors are still here, and still lead to bottomless pits. | ||
+ | }} | ||
+ | {{Comparison | ||
+ | | image1=SonicCD051 MCD MM1 GF BlueRingMonitor.png | ||
+ | | image2=SonicCD MCD MM1 GF BlueRingMonitor.png | ||
+ | | game1=v0.51 prototype | ||
+ | | game2=Final game | ||
+ | | desc=Blue ring monitors are scattered around the stage, this one being exclusive to the good and bad futures. There aren't any in this stage in the 510 and 512 prototypes. | ||
+ | }} | ||
{{Comparison | {{Comparison | ||
| image1=SonicCD051 MCD MM1 Spikes.png | | image1=SonicCD051 MCD MM1 Spikes.png | ||
Line 6: | Line 20: | ||
| game1=v0.51 prototype | | game1=v0.51 prototype | ||
| game2=Final game | | game2=Final game | ||
− | | desc= | + | | desc=The developers really struggled with this section of Metallic Madness. The sideways spikes of the 510 and 512 prototypes have gone, and now we have this object instead. It'll be changed again in the 712 prototype. |
+ | }} | ||
+ | {{Comparison | ||
+ | | image1=SonicCD051 MCD MM1 Present Crushers.png | ||
+ | | image2=SonicCD MCD Comparison MM Act1PresentCrushers.png | ||
+ | | game1=v0.51 prototype | ||
+ | | game2=Final game | ||
+ | | desc=In the 510 and 512 prototypes, these blocks with a hole cut out of the bottom would push Sonic into the floor rather than crush him. In this prototype they're deadly. | ||
+ | }} | ||
+ | {{Comparison | ||
+ | | image1=Notavailable.svg | ||
+ | | image2=Notavailable.svg | ||
+ | | game1=v0.51 prototype | ||
+ | | game2=Final game | ||
+ | | desc=The scale platforms from the 510 and 512 prototypes are replaced with these non-working alternatives. They still function as platforms but the movement is erratic. | ||
}} | }} | ||
{{Comparison | {{Comparison | ||
| image1=Notavailable.svg | | image1=Notavailable.svg | ||
| image2=SCD map R81A.png | | image2=SCD map R81A.png | ||
− | | game1= | + | | game1=v0.51 prototype |
| game2=Final game | | game2=Final game | ||
| vertical=yes | | vertical=yes | ||
Line 19: | Line 47: | ||
| image1=Notavailable.svg | | image1=Notavailable.svg | ||
| image2=SCD map R81B.png | | image2=SCD map R81B.png | ||
− | | game1= | + | | game1=v0.51 prototype |
| game2=Final game | | game2=Final game | ||
| vertical=yes | | vertical=yes | ||
Line 27: | Line 55: | ||
| image1=Notavailable.svg | | image1=Notavailable.svg | ||
| image2=SCD map R81C.png | | image2=SCD map R81C.png | ||
− | | game1= | + | | game1=v0.51 prototype |
| game2=Final game | | game2=Final game | ||
| vertical=yes | | vertical=yes | ||
Line 35: | Line 63: | ||
| image1=Notavailable.svg | | image1=Notavailable.svg | ||
| image2=SCD map R81D.png | | image2=SCD map R81D.png | ||
− | | game1= | + | | game1=v0.51 prototype |
| game2=Final game | | game2=Final game | ||
| vertical=yes | | vertical=yes | ||
Line 42: | Line 70: | ||
==Zone 2== | ==Zone 2== | ||
+ | Zone 2 is full of dead ends and is quite tricky to navigate, with much of the first half of the stage having a different layout to the final. It's also missing rings past the initial section. | ||
+ | {{Comparison | ||
+ | | image1=SonicCD051 MCD MM2 Present Platform.png | ||
+ | | image2=Notavailable.svg | ||
+ | | game1=v0.51 prototype | ||
+ | | game2=Final game | ||
+ | | desc=Zone 2 offers you false choices with its tubing system - you can easily be sent around in circles. The developers seem to have been aware of this, though, as this strange platform will appear in this section to help you back up. | ||
+ | }} | ||
+ | {{Comparison | ||
+ | | image1=SonicCD051 MCD MM2 Present PostWedge.png | ||
+ | | image2=Notavailable.svg | ||
+ | | game1=v0.51 prototype | ||
+ | | game2=Final game | ||
+ | | desc=Every [[Lamppost]] and [[Time Warp Plate]] is wedged too far into the ground. | ||
+ | }} | ||
+ | {{Comparison | ||
+ | | image1=Notavailable.svg | ||
+ | | image2=Notavailable.svg | ||
+ | | game1=v0.51 prototype | ||
+ | | game2=Final game | ||
+ | | desc=In the good and bad futures, you can get stuck in this room with the zig-zag tubes. | ||
+ | }} | ||
+ | {{Comparison | ||
+ | | image1=Notavailable.svg | ||
+ | | image2=Notavailable.svg | ||
+ | | game1=v0.51 prototype | ||
+ | | game2=Final game | ||
+ | | desc=The rotating platforms which take Sonic behind the shutters are temperamental. Sometimes they work, sometimes they don't, and they'll affect the [[Bigbom]] enemies too. | ||
+ | }} | ||
+ | {{Comparison | ||
+ | | image1=SonicCD051 MCD MM2 Present Walkers.png | ||
+ | | image2=Notavailable.svg | ||
+ | | game1=v0.51 prototype | ||
+ | | game2=Final game | ||
+ | | desc=These walker objects which Sonic needs to jump on opposing feet can get stuck in places they shouldn't, such as on top of platforms and inside walls. | ||
+ | }} | ||
+ | {{Comparison | ||
+ | | image1=SonicCD051 MCD MM2 Present ShrinkLaser.png | ||
+ | | image2=Notavailable.svg | ||
+ | | game1=v0.51 prototype | ||
+ | | game2=Final game | ||
+ | | desc=The shrink/growth lasers make a lot of noise and don't fire continously. They behaved similarly in the 510 and 512 prototypes, but were only accessible there through [[edit mode]]. | ||
+ | }} | ||
+ | {{Comparison | ||
+ | | image1=Notavailable.svg | ||
+ | | image2=Notavailable.svg | ||
+ | | game1=v0.51 prototype | ||
+ | | game2=Final game | ||
+ | | desc=Not that you need them to get around - full fat Sonic can still go where mini-Sonic can go. Although he's more likely to be crushed. | ||
+ | }} | ||
+ | {{Comparison | ||
+ | | image1=SonicCD051 MCD MM2 Present Stuck.png | ||
+ | | image2=Notavailable.svg | ||
+ | | game1=v0.51 prototype | ||
+ | | game2=Final game | ||
+ | | desc=You will almost certainly get stuck with mini Sonic in this section, being unable to finish the zone. It is possible to bypass this area, but you need to travel to the past and take the upper path. | ||
+ | }} | ||
{{Comparison | {{Comparison | ||
| image1=Notavailable.svg | | image1=Notavailable.svg | ||
| image2=SCD map R82A.png | | image2=SCD map R82A.png | ||
− | | game1= | + | | game1=v0.51 prototype |
| game2=Final game | | game2=Final game | ||
| vertical=yes | | vertical=yes | ||
Line 61: | Line 146: | ||
| image1=Notavailable.svg | | image1=Notavailable.svg | ||
| image2=SCD map R82C.png | | image2=SCD map R82C.png | ||
− | | game1= | + | | game1=v0.51 prototype |
| game2=Final game | | game2=Final game | ||
| vertical=yes | | vertical=yes | ||
Line 69: | Line 154: | ||
| image1=Notavailable.svg | | image1=Notavailable.svg | ||
| image2=SCD map R82D.png | | image2=SCD map R82D.png | ||
− | | game1= | + | | game1=v0.51 prototype |
| game2=Final game | | game2=Final game | ||
| vertical=yes | | vertical=yes | ||
Line 76: | Line 161: | ||
==Zone 3== | ==Zone 3== | ||
+ | {{Comparison | ||
+ | | image1=SonicCD051 MCD MM3 BF BrokenScenery.png | ||
+ | | image2=SonicCD MCD MM3 BF BrokenScenery.png | ||
+ | | game1=v0.51 prototype | ||
+ | | game2=Final game | ||
+ | | desc=In the bad future, you're greeted with some broken scenery. | ||
+ | }} | ||
{{Comparison | {{Comparison | ||
| image1=Notavailable.svg | | image1=Notavailable.svg | ||
| image2=SCD map R83C.png | | image2=SCD map R83C.png | ||
− | | game1= | + | | game1=v0.51 prototype |
| game2=Final game | | game2=Final game | ||
| desc= | | desc= | ||
Line 87: | Line 179: | ||
| image1=Notavailable.svg | | image1=Notavailable.svg | ||
| image2=SCD map R83D.png | | image2=SCD map R83D.png | ||
− | | game1= | + | | game1=v0.51 prototype |
| game2=Final game | | game2=Final game | ||
| desc= | | desc= |
Latest revision as of 14:43, 25 February 2023
Contents
Zone 1
v0.51 prototype |
---|
Final game |
---|
The Scrap Brain Zone-style opening/closing doors are still here, and still lead to bottomless pits.
v0.51 prototype |
---|
Final game |
---|
Blue ring monitors are scattered around the stage, this one being exclusive to the good and bad futures. There aren't any in this stage in the 510 and 512 prototypes.
v0.51 prototype |
---|
Final game |
---|
The developers really struggled with this section of Metallic Madness. The sideways spikes of the 510 and 512 prototypes have gone, and now we have this object instead. It'll be changed again in the 712 prototype.
v0.51 prototype |
---|
Final game |
---|
In the 510 and 512 prototypes, these blocks with a hole cut out of the bottom would push Sonic into the floor rather than crush him. In this prototype they're deadly.
v0.51 prototype |
---|
Final game |
---|
The scale platforms from the 510 and 512 prototypes are replaced with these non-working alternatives. They still function as platforms but the movement is erratic.
v0.51 prototype |
---|
Final game |
v0.51 prototype |
---|
Final game |
v0.51 prototype |
---|
Final game |
v0.51 prototype |
---|
Final game |
Zone 2
Zone 2 is full of dead ends and is quite tricky to navigate, with much of the first half of the stage having a different layout to the final. It's also missing rings past the initial section.
v0.51 prototype |
---|
Final game |
---|
Zone 2 offers you false choices with its tubing system - you can easily be sent around in circles. The developers seem to have been aware of this, though, as this strange platform will appear in this section to help you back up.
v0.51 prototype |
---|
Final game |
---|
Every Lamppost and Time Warp Plate is wedged too far into the ground.
v0.51 prototype |
---|
Final game |
---|
In the good and bad futures, you can get stuck in this room with the zig-zag tubes.
v0.51 prototype |
---|
Final game |
---|
The rotating platforms which take Sonic behind the shutters are temperamental. Sometimes they work, sometimes they don't, and they'll affect the Bigbom enemies too.
v0.51 prototype |
---|
Final game |
---|
These walker objects which Sonic needs to jump on opposing feet can get stuck in places they shouldn't, such as on top of platforms and inside walls.
v0.51 prototype |
---|
Final game |
---|
The shrink/growth lasers make a lot of noise and don't fire continously. They behaved similarly in the 510 and 512 prototypes, but were only accessible there through edit mode.
v0.51 prototype |
---|
Final game |
---|
Not that you need them to get around - full fat Sonic can still go where mini-Sonic can go. Although he's more likely to be crushed.
v0.51 prototype |
---|
Final game |
---|
You will almost certainly get stuck with mini Sonic in this section, being unable to finish the zone. It is possible to bypass this area, but you need to travel to the past and take the upper path.
v0.51 prototype |
---|
Final game |
510 prototype |
---|
Final game |
v0.51 prototype |
---|
Final game |
v0.51 prototype |
---|
Final game |
Zone 3
v0.51 prototype |
---|
Final game |
---|
In the bad future, you're greeted with some broken scenery.
v0.51 prototype |
---|
Final game |
v0.51 prototype |
---|
Final game |
References
Sonic the Hedgehog CD (Mega-CD prototype; 1993-06-21), prototype version of Sonic the Hedgehog CD | |
---|---|
Main page | Comparisons | Hidden content |