Difference between revisions of "Sonic the Hedgehog CD (Mega-CD prototype; 1993-05-10)/Comparisons/Metallic Madness"
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{{back|Sonic the Hedgehog CD (prototype; 1993-05-10)/Comparisons}} | {{back|Sonic the Hedgehog CD (prototype; 1993-05-10)/Comparisons}} | ||
− | While in a healthier state than [[Wacky Workbench]] and [[Stardust Speedway]], [[Metallic Madness]] is still devoid of | + | While in a healthier state than [[Wacky Workbench]] and [[Stardust Speedway]], [[Metallic Madness]] is still devoid of [[Ring]]s and has several palette issues. |
==Zone 1== | ==Zone 1== | ||
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| game1=510 prototype | | game1=510 prototype | ||
| game2=Final game | | game2=Final game | ||
− | | desc=Seconds into the level, there's a trap door that leads to a pit. In the final there's a floor and some | + | | desc=Seconds into the level, there's a trap door that leads to a pit. In the final there's a floor and some Rings down there. Other time zones give the player a chance to climb out thanks to a collapsing platform, but it requires very good timing. |
}} | }} | ||
{{Comparison | {{Comparison | ||
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| game1=510 prototype | | game1=510 prototype | ||
| game2=Final game | | game2=Final game | ||
− | | desc=Enemies appear but they're having some palette problems. | + | | desc=Enemies appear but they're having some palette problems, such as this [[Mecha-Bu]]. |
}} | }} | ||
{{Comparison | {{Comparison | ||
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| game1=510 prototype | | game1=510 prototype | ||
| game2=Final game | | game2=Final game | ||
− | | desc=These sideways spikes aren't present in the final game. They move backwards and forwards and make negotiating this hole more difficult than it should be. In true Sonic prototype fashion, the spikes themselves are harmless - the real danger is the wonky collision detection registering | + | | desc=These sideways [[Spikes (obstacle)|spikes]] aren't present in the final game. They move backwards and forwards and make negotiating this hole more difficult than it should be. In true ''Sonic'' prototype fashion, the spikes themselves are harmless - the real danger is the wonky collision detection registering the player being crushed. |
}} | }} | ||
{{Comparison | {{Comparison | ||
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| game1=510 prototype | | game1=510 prototype | ||
| game2=Final game | | game2=Final game | ||
− | | desc=These crushing objects have a neat little hole which can plant Sonic half-way through the ground. | + | | desc=These crushing objects have a neat little hole which can plant [[Sonic the Hedgehog|Sonic]] half-way through the ground. The player can't be flattened by these objects, but they can be pushed through the scenery and into a pit. |
}} | }} | ||
{{Comparison | {{Comparison | ||
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| game1=510 prototype | | game1=510 prototype | ||
| game2=Final game | | game2=Final game | ||
− | | desc=The rotating sawblades are more hedgehog-friendly in the 510 prototype. The game only registers a hit if | + | | desc=The rotating sawblades are more hedgehog-friendly in the 510 prototype. The game only registers a hit if the player touches the very centre of the disc. There are also four in this section as opposed to two, likely because four saws on-screen cause the sprite limit to be reached, as shown in the screenshot. |
}} | }} | ||
{{Comparison | {{Comparison | ||
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| game1=510 prototype | | game1=510 prototype | ||
| game2=Final game | | game2=Final game | ||
− | | desc=Palette problems mean the | + | | desc=Palette problems mean the [[Scarab]]s are pink. In both the 510 prototype and the final game, some can be seen carrying [[monitor]]s, however in this version, the monitors are always 1-Ups. |
}} | }} | ||
{{Comparison | {{Comparison | ||
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| desc=This door is going on a wander. | | desc=This door is going on a wander. | ||
}} | }} | ||
+ | ===Maps=== | ||
{{Comparison | {{Comparison | ||
| image1=Notavailable.svg | | image1=Notavailable.svg | ||
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| game1=510 prototype | | game1=510 prototype | ||
| game2=Final game | | game2=Final game | ||
− | | desc= | + | | desc=Zone 2 is more sparse, with no enemies in sight and several key objecs missing. It can't be completed without [[debug mode]]. |
}} | }} | ||
{{Comparison | {{Comparison | ||
Line 106: | Line 107: | ||
| game1=510 prototype | | game1=510 prototype | ||
| game2=Final game | | game2=Final game | ||
− | | desc=In the bad future version, | + | | desc=In the bad future version, the player is greeted with palette errors in the background. They also start much higher up the level than in the final. |
}} | }} | ||
{{Comparison | {{Comparison | ||
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| game1=510 prototype | | game1=510 prototype | ||
| game2=Final game | | game2=Final game | ||
− | | desc=Taking a cue from the original ''[[Sonic the Hedgehog (16-bit)|Sonic the Hedgehog]]'', | + | | desc=Taking a cue from the original ''[[Sonic the Hedgehog (16-bit)|Sonic the Hedgehog]]'', Zone 2 has circular objects that Sonic can run around, and in this prototype, smaller versions are supplied too (coincidentally, the original game had smaller wheels in its [[Sonic the Hedgehog (16-bit) (prototype)|prototype]]). Sadly, the small variants don't work properly. |
}} | }} | ||
{{Comparison | {{Comparison | ||
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| game1=510 prototype | | game1=510 prototype | ||
| game2=Final game | | game2=Final game | ||
− | | desc=The objects allowing Sonic to go behind these rotating shutters have yet to be implemented. But for once, falling down the hole doesn't kill | + | | desc=The objects allowing Sonic to go behind these rotating shutters have yet to be implemented. But for once, falling down the hole doesn't kill him. |
}} | }} | ||
{{Comparison | {{Comparison | ||
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| desc=Sonic is not shrunk at any point in the level, but collision issues mean Sonic can squeeze through the gaps anyway. | | desc=Sonic is not shrunk at any point in the level, but collision issues mean Sonic can squeeze through the gaps anyway. | ||
}} | }} | ||
+ | {{Comparison | ||
+ | | image1=Notavailable.svg | ||
+ | | image2=Notavailable.svg | ||
+ | | game1=510 prototype | ||
+ | | game2=Final game | ||
+ | | desc=Though not yet placed in the Zone, the shrink/growth lasers can be placed with edit mode, and have a delay before firing each laser. In the final, they are constantly firing. | ||
+ | }} | ||
+ | {{Comparison | ||
+ | | image1=Notavailable.svg | ||
+ | | image2=Notavailable.svg | ||
+ | | game1=510 prototype | ||
+ | | game2=Final game | ||
+ | | desc=Unfortunately the Zone cuts off in the "Mini Sonic" maze, as the Goal is at the same coordinates as this area. | ||
+ | }} | ||
+ | ===Maps=== | ||
{{Comparison | {{Comparison | ||
| image1=Notavailable.svg | | image1=Notavailable.svg | ||
Line 189: | Line 205: | ||
| game1=510 prototype | | game1=510 prototype | ||
| game2=Final game | | game2=Final game | ||
− | | desc=Some objects missing in | + | | desc=Some of the objects missing in Zone 2 exist in Zone 3. |
}} | }} | ||
{{Comparison | {{Comparison | ||
Line 196: | Line 212: | ||
| game1=510 prototype | | game1=510 prototype | ||
| game2=Final game | | game2=Final game | ||
− | | desc=Corrupted | + | | desc=Corrupted [[bumper]]s. |
+ | }} | ||
+ | {{Comparison | ||
+ | | image1=Notavailable.svg | ||
+ | | image2=Notavailable.svg | ||
+ | | game1=510 prototype | ||
+ | | game2=Final game | ||
+ | | desc=The iron shutters are covering the turntable and spiked wall when they shouldn't. | ||
}} | }} | ||
{{Comparison | {{Comparison | ||
Line 203: | Line 226: | ||
| game1=510 prototype | | game1=510 prototype | ||
| game2=Final game | | game2=Final game | ||
− | | desc=Eggman appears in Metallic Madness, although his intro palette isn't quite there in his good future incarnation. His attack patterns make him almost impossible to hit without | + | | desc=[[Dr. Eggman]] appears in Metallic Madness, although his intro palette isn't quite there in his good future incarnation. His attack patterns make him almost impossible to hit without Rings (the [[Shield]] from the start of the corridor is missing too). |
}} | }} | ||
{{Comparison | {{Comparison | ||
Line 210: | Line 233: | ||
| game1=510 prototype | | game1=510 prototype | ||
| game2=Final game | | game2=Final game | ||
− | | desc=Amy doesn't appear once | + | | desc=[[Amy Rose|Amy]] doesn't appear once the player has beaten Eggman. In all versions of ''Sonic CD'', completing a level from the level select menu causes the game to go back to the title screen; however, even if the player could access Metallic Madness legitimately, the ending animation has yet to be implemented. |
}} | }} | ||
+ | ===Maps=== | ||
{{Comparison | {{Comparison | ||
| image1=Notavailable.svg | | image1=Notavailable.svg | ||
Line 238: | Line 262: | ||
| game1=510 prototype | | game1=510 prototype | ||
| game2=Final game | | game2=Final game | ||
− | | desc=The flowers in the 510 prototype are unique to each | + | | desc=The flowers in the 510 prototype are unique to each Round. Like the other later Rounds, Metallic Madness' set use the wrong colour palettes. |
}} | }} | ||
==References== | ==References== | ||
− | <references /> | + | <references/> |
{{SCD510Omni}} | {{SCD510Omni}} |
Revision as of 20:41, 30 June 2021
While in a healthier state than Wacky Workbench and Stardust Speedway, Metallic Madness is still devoid of Rings and has several palette issues.
Zone 1
510 prototype |
---|
Final game |
---|
Seconds into the level, there's a trap door that leads to a pit. In the final there's a floor and some Rings down there. Other time zones give the player a chance to climb out thanks to a collapsing platform, but it requires very good timing.
510 prototype |
---|
Final game |
---|
Enemies appear but they're having some palette problems, such as this Mecha-Bu.
510 prototype |
---|
Final game |
---|
These sideways spikes aren't present in the final game. They move backwards and forwards and make negotiating this hole more difficult than it should be. In true Sonic prototype fashion, the spikes themselves are harmless - the real danger is the wonky collision detection registering the player being crushed.
510 prototype |
---|
Final game |
---|
These crushing objects have a neat little hole which can plant Sonic half-way through the ground. The player can't be flattened by these objects, but they can be pushed through the scenery and into a pit.
510 prototype |
---|
Final game |
---|
The rotating sawblades are more hedgehog-friendly in the 510 prototype. The game only registers a hit if the player touches the very centre of the disc. There are also four in this section as opposed to two, likely because four saws on-screen cause the sprite limit to be reached, as shown in the screenshot.
510 prototype |
---|
Final game |
---|
Palette problems mean the Scarabs are pink. In both the 510 prototype and the final game, some can be seen carrying monitors, however in this version, the monitors are always 1-Ups.
510 prototype |
---|
Final game |
---|
These giant scales don't exist in the final game. Sonic's weight adjusts the height of the other platform.
510 prototype |
---|
Final game |
---|
This door is going on a wander.
Maps
510 prototype |
---|
Final game |
510 prototype |
---|
Final game |
510 prototype |
---|
Final game |
510 prototype |
---|
Final game |
Zone 2
510 prototype |
---|
Final game |
---|
Zone 2 is more sparse, with no enemies in sight and several key objecs missing. It can't be completed without debug mode.
510 prototype |
---|
Final game |
---|
In the bad future version, the player is greeted with palette errors in the background. They also start much higher up the level than in the final.
510 prototype |
---|
Final game |
---|
Taking a cue from the original Sonic the Hedgehog, Zone 2 has circular objects that Sonic can run around, and in this prototype, smaller versions are supplied too (coincidentally, the original game had smaller wheels in its prototype). Sadly, the small variants don't work properly.
510 prototype |
---|
Final game |
---|
Perhaps surprisingly given the trends in this prototype, these tubes do work, but many are missing lids. The buttons designed to open those lids appear to have corrupted graphics, and don't do anything when pressed.
510 prototype |
---|
Final game |
---|
This one in the bad future can freeze the game.
510 prototype |
---|
Final game |
---|
In the past, all sorts of objects are placed in strange locations.
510 prototype |
---|
Final game |
---|
The objects allowing Sonic to go behind these rotating shutters have yet to be implemented. But for once, falling down the hole doesn't kill him.
510 prototype |
---|
Final game |
---|
Sonic is not shrunk at any point in the level, but collision issues mean Sonic can squeeze through the gaps anyway.
510 prototype |
---|
Final game |
---|
Though not yet placed in the Zone, the shrink/growth lasers can be placed with edit mode, and have a delay before firing each laser. In the final, they are constantly firing.
510 prototype |
---|
Final game |
---|
Unfortunately the Zone cuts off in the "Mini Sonic" maze, as the Goal is at the same coordinates as this area.
Maps
510 prototype |
---|
Final game |
510 prototype |
---|
Final game |
510 prototype |
---|
Final game |
510 prototype |
---|
Final game |
Zone 3
510 prototype |
---|
Final game |
---|
Some of the objects missing in Zone 2 exist in Zone 3.
510 prototype |
---|
Final game |
---|
Corrupted bumpers.
510 prototype |
---|
Final game |
---|
The iron shutters are covering the turntable and spiked wall when they shouldn't.
510 prototype |
---|
Final game |
---|
Dr. Eggman appears in Metallic Madness, although his intro palette isn't quite there in his good future incarnation. His attack patterns make him almost impossible to hit without Rings (the Shield from the start of the corridor is missing too).
510 prototype |
---|
Final game |
---|
Amy doesn't appear once the player has beaten Eggman. In all versions of Sonic CD, completing a level from the level select menu causes the game to go back to the title screen; however, even if the player could access Metallic Madness legitimately, the ending animation has yet to be implemented.
Maps
510 prototype |
---|
Final game |
510 prototype |
---|
Final game |
Graphics
510 prototype |
---|
Final game |
---|
The flowers in the 510 prototype are unique to each Round. Like the other later Rounds, Metallic Madness' set use the wrong colour palettes.
References
Sonic the Hedgehog CD (Mega-CD prototype; 1993-05-10), prototype version of Sonic the Hedgehog CD | |
---|---|
Main page | Comparisons | Maps | Hidden content | Technical information |