- Back to: Sonic the Hedgehog CD (prototype 510)/Comparisons.
While in a healthier state than Wacky Workbench and Stardust Speedway, Metallic Madness is still devoid of rings and has several palette issues.
Act 1
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 you a chance to climb out thanks to a collapsing platform, but you have to be very good with your timing.
Enemies appear but they're having some palette problems.
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 you've been crushed.
These crushing objects have a neat little hole which can plant Sonic half-way through the ground. You can't be flattened by these objects, but you can be pushed through the scenery and land in a pit.
The rotating sawblades are more hedgehog-friendly in the 510 prototype. The game only registers a hit if you touch the very centre of the disc. There are also four in this section as opposed to three, likely because four saws on-screen cause the sprite limit to be reached.
Palette problems mean the xxx 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.
These giant scales don't exist in the final game. Sonic's weight adjusts the height of the other platform.
This door is going on a wander.
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510 prototype
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Final game
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510 prototype
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Final game
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510 prototype
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Final game
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510 prototype
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Final game
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Act 2
Act 2 is more sparse, with no enemies in sight and several key objecs missing. It can't be completed without debug mode.
In the bad future version, you're greeted with palette errors in the background. You also start much higher up the level than in the final.
Taking a cue from the original Sonic the Hedgehog, act 2 has circlar objects that Sonic can run around, and in this prototype, smaller versions are supplied too. Sadly the small variants don't work properly.
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.
This one in the bad future can freeze the game.
In the past, all sorts of objects are placed in strange locations.
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 you.
Sonic is not shrunk at any point in the level, but collision issues mean Sonic can squeeze through the gaps anyway.
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510 prototype
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Final game
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510 prototype
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Final game
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510 prototype
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Final game
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510 prototype
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Final game
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Act 3
Some objects missing in act 2 exist in act 3.
Corrupted bumpers.
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 missing from the start of the corridor is missing too).
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510 prototype
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Final game
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510 prototype
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Final game
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Graphics
The flowers in the 510 prototype are unique to each zone. Like the other later zones, Metallic Madness' set use the wrong colour palettes.
References