- Back to: Sonic the Hedgehog (16-bit) (prototype)/Comparisons.
Act 1
Animated flying saucers can be seen in the background.
Spikes enemies are used instead of Caterkillers.
Die too quickly (after hitting the first Buzz Bomber) and animal sprites become corrupted with title card graphics during the fade out. This is not unique behaviour to this prototype, but most Sonic levels keep Badniks further away from level starts (and checkpoints) to prevent this from happening. In the final game, you have to move further to the right before you start encountering threats.
Blocks that land in lava bob up and down in the prototype. They are static in the final game, but this feature was restored in REV01.
A sideways spikes trap, which was left unused for the final game. This is the only instance of the object throughout the entirity of Marble Zone.
The sideways spikes hurt even when retracted.
In edit mode, the player can place the scrapped Splats badnik.
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Prototype
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Final game
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Act 2
These marble pillars aren't moved by pressing switches. Sonic has to keep jumping on them instead.
No points are awarded for breaking blocks.
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Prototype
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Final game
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Act 3
An oversight in the level design means that if Sonic takes the right path, he will get stuck. This is because his horizontal position will have drifted past the point in which the screen locks for the level end. The final game removes some of this this route and simplifies the layout, though the screen lock coordinate is also pushed further to the right.
No boss in Act 3, but there is a signpost, allowing you to complete the level.
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Prototype
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Final game
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References