- Back to: Sonic the Hedgehog CD (Mega-CD prototype; 1993-06-21)/Comparisons.
Zone 1
The Scrap Brain Zone-style opening/closing doors are still here, and still lead to bottomless pits.
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, or indeed anywhere other than Palmtree Panic in any other known build of the 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.
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.
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.
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v0.51 prototype
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Final game
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v0.51 prototype
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Final game
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v0.51 prototype
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Final game
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v0.51 prototype
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Final game
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Zone 2
Zone 2 is full of dead ends and is quite tricky to navigate. It's also missing rings past the initial section.
Every Lamppost and Time Warp Plate is wedged too far into the ground.
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.
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.
You will almsot certainly get stuck with mini Sonic in this section, being unable to finish the zone. It is possible to bypass this area by taking the upper path, however.
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v0.51 prototype
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Final game
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510 prototype
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Final game
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v0.51 prototype
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Final game
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v0.51 prototype
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Final game
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Zone 3
In the bad future, you're greeted with some broken scenery.
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v0.51 prototype
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Final game
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v0.51 prototype
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Final game
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References