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| ==Stage comparisons== | | ==Stage comparisons== |
− | '''[[Apotos]]'''
| + | {{Main|{{PAGENAME}}/Stage comparisons}} |
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− | '''Windmill Isle Day Act 1'''
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− | {{Bobscreen|SWA preview windmill isle act 1 day.png|width=360}} | |
− | *Nearly identical to the final game
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− | *Slightly buggier collision, Sonic is able to get hitched on stray collision occasionally.
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− | *The only SET data difference is that the final Quickstep section lacks spikes.
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− | '''Windmill Isle Day Act 2'''
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− | {{Bobscreen|SWA preview windmill isle act 2 day.png|width=360}}
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− | *Same as Act 1, this stage is nearly indiscernible from the final game.
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− | *There are a few minor SET differences
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− | *Camera angles are slightly different during the Rail Grinding segments.
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− | '''Windmill Isle Day Act 3'''
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− | {{Bobscreen|SWA preview windmill isle act 3 day.png|width=360}}
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− | *This level has finalized lighting and geometry.
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− | *The SET data is very incomplete.
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− | *The camera is far too zoomed in to see properly while playing.
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− | *This stage lacks any music.
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− | '''Windmill Isle Night Act 1'''
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− | {{Bobscreen|SWA preview windmill isle act 1 night.png|width=360}}
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− | *Geometry and lighting are finalized
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− | *SET data has minor differences such as ring placements and enemy varieties
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− | '''[[Spagonia]]'''
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− | '''Rooftop Run Day Act 1'''
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− | {{Bobscreen|SWA preview rooftop run 1 day.png|width=360}} | |
− | *Nearly identical to the final.
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− | *Some scripting is unfinished, leading to occasional unfortunate deaths or fails.
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− | *Some of the camera angles are a work-in-progress.
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− | '''Rooftop Run Day Act 2'''
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− | {{Bobscreen|SWA preview rooftop run 2 day.png|width=360}}
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− | *The scripting for the 2D section is completely broken, so the player has to use [[Debug Mode]] to break into 3D to explore the level.
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− | *The SET data is completely unfinished, and the level is near impossible to traverse.
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− | *The lap counter hasn't been implemented here yet so the stage isn't even beatable.
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− | *No music plays.
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− | '''Rooftop Run Day Act 3'''
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− | {{Bobscreen|SWA preview rooftop run 3 day.png|width=360}}
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− | *The [[Chao]] aren't present, so the level cannot be beaten.
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− | *The SET data is unfinished, with most platforms, enemies, and rings not put into the stage yet.
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− | *No music.
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− | '''Rooftop Run Day Act 4'''
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− | {{Bobscreen|SWA preview rooftop run 4.png|width=360}}
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− | *The lighting is unfinished.
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− | *There's no scripting to speak of, so Sonic isn't locked into a Quickstep section, and the loop-de-loop can bug out sometimes.
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− | *There are no [[Aero-Chaser]]s present, just a bunch of [[Egg Fighter]]s littered about the stage.
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− | *No music.
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− | '''Rooftop Run Day Act 5'''
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− | {{Bobscreen|SWA preview rooftop run 5 day.png|width=360}}
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− | *The concept for the level is here, but the SET data is completely different.
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− | *The level design just... stops, at one point, and Sonic gets dumped off of a grind rail into a pit.
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− | *There's no goal ring present, so the stage is unbeatable even if you use Debug Mode.
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− | *No music.
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− | '''Rooftop Run Night Act 1'''
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− | {{Bobscreen|SWA preview rooftop run act 1 night A.png|width=360}}
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− | {{Bobscreen|SWA preview rooftop run act 1 night B.png|width=360}}
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− | *The skybox parameters seem to have been set incorrectly, so there are low-poly buildings from the skybox littered throughout the level.
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− | **Thankfully, they have no collision so the player can press onward without worry.
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− | *The goal ring is present directly at the beginning of the level, however the rest of the level is explorable.
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− | *The SET data is incomplete.
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− | **There are swinging hammers littered about the level's first third, they can't hurt you but they're just.. there.
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− | **There are no enemies in the level.
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− | **The Clocktower has no gears or platforms inside of it, so the level ends there if you don't have debug mode.
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− | **There are buttons to open doors in place of what are supposed to be puzzles.
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− | '''Rooftop Run Night Act 2'''
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− | {{Bobscreen|SWA preview rooftop run 2 night.png|width=360}}
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− | *The game immediately crashes the second the player takes a step forward.
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− | **You are able to pan the camera around briefly, however.
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− | *The stage seems to just have incomplete SET data from what's able to be gleamed.
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− | *No music.
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− | '''[[Mazuri]]'''
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− | '''Savannah Citadel Day Act 1'''
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− | {{Bobscreen|SWA preview savannah 1 day.png|width=360}}
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− | *Nearly identical to the final game.
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− | *Some SET data is slightly different, stage specific gimmicks are all WIP.
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− | *Scripting is early on, can lead to deaths occasionally.
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− | '''Savannah Citadel Day Act 2'''
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− | {{Bobscreen|SWA preview savannah 2 day.png|width=360}}
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− | *Geometry and lighting are final, but level is incomplete otherwise.
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− | *Lap counter isn't implemented yet, so the goal ring is just sitting directly behind the starting point.
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− | *No music.
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− | '''Savannah Citadel Day Act 4'''
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− | {{Bobscreen|SWA preview savannah 4 day.png|width=360}}
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− | *SET data is barren.
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− | *The level ends early, and past the goal ring objects are even sparser.
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− | *No music.
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− | '''Savannah Citadel Night Act 1'''
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− | {{Bobscreen|SWA preview savannah 1 night A.png|width=360}}
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− | {{Bobscreen|SWA preview savannah 1 night B.png|width=360}}
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− | *There are less enemies throughout the stage, and the enemies that are present are of more menial varieties than the final.
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− | **This is most likely because the Werehog deals a pitiful amount of damage and attacks extremely slowly in this build.
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− | *SET data is unfinished, with most puzzles not being properly implemented yet.
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− | **As such, most doors are either impassable or opened with simple switches. You need to use Debug Mode to complete the stage.
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− | '''Savannah Citadel Night Act 2'''
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− | {{Bobscreen|SWA preview savannah 2 night.png|width=360}}
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− | *Geometry is incomplete. The balancing rails just stop halfway through the level so you can't pass any further.
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− | **Unbeatable via normal means due to this, you need to use Debug to get to the goal ring.
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− | *No music.
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− | '''Savannah Citadel Night Act 4'''
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− | {{Bobscreen|SWA preview savannah 4 night.png|width=360}}
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− | *Lighting, geometry, and SET data are all very unfinished.
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− | *0 scripting is present, and thus Sonic can't even grab onto ledges.
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− | *No goal ring is present.
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− | *No music.
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− | '''[[Holoska]]'''
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− | Something to note about this country is that all stages lack their ice physics.
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− | '''Cool Edge Day Act 1'''
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− | {{Bobscreen|SWA preview cool edge 1 day.png|width=360}}
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− | {{Bobscreen|SWA preview cool edge 1 dayB.png|width=360}}
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− | *Some sound effects for the stage gimmicks such as the whale are missing.
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− | *The sled physics aren't quite there yet, so it can be a little harder to maneuver the sled areas than the final.
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− | *Mostly complete SET data for the first half of the level.
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− | *Halfway into the stage, the goal ring appears early.
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− | **If you bypass the goal ring using Debug, the rest of the level seems to have finalized geometry, but with unfinished SET data and scripting.
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− | '''Cool Edge Day Act 4'''
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− | {{Bobscreen|SWA preview cool edge 4 day.png|width=360}}
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− | *SET data is very basic, only having rings and jump panels.
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− | *Lighting is basic.
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− | *The water looks strange.
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− | *Grind Rails work incorrectly, as Sonic seems somehow magnetized to them, unable to jump from rail to rail.
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− | *The gimmick where the player has to go through the level a second time in reverse hasn't been implemented, and thus the stage ends early.
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− | *No music.
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− | '''Cool Edge Night Act 1'''
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− | {{Bobscreen|SWA preview cool edge 1 night.png|width=360}}
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− | *For some reason, this level, and only this specific level, is capped at 30 FPS. The rest of the game is uncapped.
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− | *The SET data is very early on. There are sparingly few objects present, and no rings.
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− | **The majority of puzzles aren't implemented, as such, the majority of doors open with a simple switch.
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− | *No enemies are present, making the stage feel very lonely.
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− | *Despite being so early on, this stage is beatable via normal means.
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− | '''[[Chun-Nan]]'''
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− | '''Dragon Road Day Act 1'''
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− | {{Bobscreen|SWA preview dragon road 1 day.png|width=360}}
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− | *A very complete stage, this stage just has minor SET differences and a few models are slightly different.
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− | **Most notably of the changed models, the "pie-piece" platforms are hollowed out rather than full like the final.
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− | *The water running portions of the stage are significantly more difficult, as Sonic cannot drift on water in this build.
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− | '''Dragon Road Day Act 2'''
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− | {{Bobscreen|SWA preview dragon road 2 day.png|width=360}}
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− | *Probably the most complete sub-act, both the lighting and geometry are finalized.
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− | *However, the SET data is a lot less polished and the scripting breaks extremely easily.
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− | **It's very easy to break out of 2D and die.
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− | *Still, the looping function works properly and the level is actually properly completeable.
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− | *No music.
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− | '''Dragon Road Day Act 5'''
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− | {{Bobscreen|SWA preview dragon road 5 day.png|width=360}}
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− | *Unfinished geometry and lighting.
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− | *The water seems to be using a placeholder texture despite Act 1 using the final texture.
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− | *Level is has very few objects, and the looping function isn't implemented so you cannot complete the stage.
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− | *As with Act 1, the lack of a water Drift makes the level a lot harder.
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− | **Despite this, the stage layout makes a lot more sense due to this as in the final game you can simply drift past the majority of the layout. Not possible here.
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− | *No music.
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− | '''Dragon Road Night Act 1'''
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− | {{Bobscreen|SWA preview dragon road 1 night.png|width=360}}
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− | {{Bobscreen|SWA preview dragon road 1 night boss arena.png|width=360}}
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− | *This is probably the most incomplete out of all the main stages, with early lighting, geometry, and barren SET data.
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− | *The entireity of the sectioned-off area from the final game is explorable and has collision. There are even enemies and doors present.
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− | **This area was later repurposed for Dragon Road Act 1-2, but was supposed to be apart of the main stage.
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− | *The geometry for the [[Dark Gaia Phoenix]] battle is present, but has no collision. Could this imply that the boss was originally supposed to be apart of the level itself?
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− | '''Dragon Road Night Act 2'''
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− | {{Bobscreen|SWA preview dragon road 2 night.png|width=360}}
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− | *Incomplete lighting.
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− | *No scripting has been done yet.
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− | *No music.
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| ==References== | | ==References== |