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Here you will find a list of general differences between the prototypes and final version of Sonic 2. For zone layout comparisons, go to the zones section.
 
Here you will find a list of general differences between the prototypes and final version of Sonic 2. For zone layout comparisons, go to the zones section.
  
===Running Animation===
 
  
One of the very first things you may notice is Sonic's swirling legs in his running animation.
+
<table border="1" cellpadding="0" id="AutoNumber2" bordercolor="#252525" style="border-collapse: collapse" cellspacing="0" width="100%">
 +
    <tr>
 +
        <td align="center" width=30px><b>Topic</b><td align="center" width=150px><b>S2 Early Prototype</b><td align="center" width=150px><b>S2 Beta</b><td align="center" width=150px><b>S2 Final</b><td align="center"><b>Description</b>
 +
   
 +
    <tr>
 +
        <td width="78" align="center" rowspan="2"><font size="1">Running<br>Animation
 +
        <td colspan="2" align="center" valign="center">[[Image:betaspin.gif]]
 +
        <td align="center" valign="center">[[Image:finalspin.gif]]
 +
       
 +
        <!-- Description -->
 +
       
 +
        <td align="left" rowspan="2"><font size="1">
 +
        <p>In his prototype running animation, Sonic has a very distinctive swirling pattern in his legs, however upon closer inspection this is just part of a larger change. The entire running animation is different in the prototype compared to the final, and most importantly uses more frames.</p>
 +
     
 +
   
 +
    <tr>
 +
        <!-- Running continued -->
  
{|
+
        <td colspan="2" align="center" valign="center">[[Image:betarun.gif]]
|-
+
        <td align="center" valign="center">[[Image:finalrun.gif]]
|[[Image:comp_runp.gif]]
 
|Prototype
 
|-
 
|[[Image:comp_runf.gif]]
 
|Final †
 
|}
 
  
† This is actually from ''Sonic 1'' final, as Sonic's blue color is slightly lighter. ''Sonic 2'' final's running animation is similar. The point here is to note the difference in the way Sonic's legs are drawn between the prototypes and the final version.
+
    <!-- Table break -->
 +
    <tr>
 +
    <td colspan=5><font size="1">&nbsp;</font>
 +
   
  
===Jumping/Spinning Animation===
+
    <tr>
 +
        <td width="78" align="center" rowspan="1"><font size="1">Tails Jumping/Spinning Animation      
  
Tails' jumping/spinning set of sprites doesn't have the reflective white spot in the prototypes.
+
        <td colspan="2" align="center">[[Image:comp_tailspinp.gif]]
 +
        <td align="center">[[Image:comp_tailspinf.gif]]
 +
       
 +
        <!-- Description -->
 +
       
 +
        <td align="left" rowspan="1"><font size="1">
 +
        <p>Tails' jumping/spinning set of sprites doesn't have the reflective white spot in the prototypes.</p>
  
{|
+
       
|-
 
|[[Image:comp_tailspinp.gif]]
 
|Prototype
 
|-
 
|[[Image:comp_tailspinf.gif]]
 
|Final
 
|}
 
  
===Spindash Animation===
+
   
 +
   
 +
        <!-- Table break -->
 +
    <tr>
 +
    <td colspan=5><font size="1">&nbsp;</font>
 +
   
  
There is no dust when Sonic or Tails is charging up for a spindash. The prototype charge-up sound is the normal spinning sound, and there is no release sound effect. Also you cannot re-charge a spindash in the prototype -- tapping the button does nothing.
+
    <tr>
 +
        <td width="78" align="center" rowspan="1"><font size="1">Spindash
 +
       
  
{|
+
        <td colspan="2" align="center">[[Image:comp_spinp.gif]]
|-
+
        <td align="center">[[Image:comp_spinf.gif]]
|[[Image:comp_spinp.gif]]
+
       
|Prototype
+
        <!-- Description -->
|-
+
       
|[[Image:comp_spinf.gif]]
+
        <td align="left" rowspan="1"><font size="1">
|Final
+
        <p>There is no dust when Sonic or Tails is charging up for a spindash. The prototype charge-up sound is the normal spinning sound, and there is no release sound effect. Also you cannot re-charge a spindash in the prototype -- tapping the button does nothing.</p>
|}
+
        <p>In both prototypes the spindash is unfinished - multiple taps of the button do not increase the speed of the spindash afterwards. The final has a complex system to decide the speed of the spindash. You can also hold a spindash on a breakable platform and Sonic will float in the air, instead of falling as he does in the other versions.</p>
  
'''Nick Arcade Prototype'''
+
       
<br/>In the Nick Arcade prototype, spindash increases your speed much less than in the Simon Wai prototype or final version. You can also hold a spindash on a breakable platform and Sonic will float in the air, instead of falling as he does in the other versions.
 
  
 +
   
 +
   
 +
        <!-- Table break -->
 +
    <tr>
 +
    <td colspan=5><font size="1">&nbsp;</font>
 +
   
  
===Ring-Losing Behaviour===
+
    <tr>
 +
        <td width="78" align="center" rowspan="1"><font size="1">Spikes
 +
       
  
When Tails is hurt, he looses rings on Sonic's behalf and the ring counter is reset. Furthermore, if Sonic and Tails are hit at the exact same time, loads of rings flow out regardless of the original amount of rings (as long as you have at least one ring).
+
        <td align="center">[[Image:comp_smspikesb.gif]][[Image:comp_tailsspikes.gif]]
 +
        <td align="center">[[Image:comp_smspikesb.gif]][[Image:comp_tailsrings.gif]]
 +
        <td align="center">[[Image:comp_smspikesf.gif]][[Image:comp_tailsringsf.gif]]
 +
       
 +
        <!-- Description -->
  
{|cellpadding="10"
+
        <td align="left" rowspan="1"><font size="1">
|-
+
        <p>In both prototypes, Sonic dies immediately, just like in Sonic 1. In the final he becomes invincible for a short while and stands on the spikes unharmed.</p>
|[[Image:comp_rings1.png]]
+
        <p>It's worth mentioning that while Tails is invulnerable to spikes in the Beta-E prototype, he is still capable of losing rings in both prototypes (and <b>is</b> vulnerable to spikes in the Beta). He does not lose rings in the final release.</p>
|[[Image:comp_rings2.png]]
+
       
|-
 
|Notice they have only 1 ring.
 
|When Sonic and Tails are hit simultaneously, loads of rings come out!
 
|}
 
  
===Spike Bug===
+
   
[[Image:comp_spikes0.png|center]]
+
   
 +
    <!-- Table break -->
 +
    <tr>
 +
    <td colspan=5><font size="1">&nbsp;</font>
 +
   
  
Remember: in ''Sonic 1'', Sonic dies instantly when consecutively landing twice on spikes. Let's see how this situation is handled by the game engine here.
+
    <tr>
 +
        <td width="78" align="center" rowspan="1"><font size="1">Spinposts
 +
       
  
{|cellpadding="5"
+
        <td align="center">[[Image:comp_signposta.gif]]
|-
+
        <td align="center" colspan=2>[[Image:comp_signpostf.gif]]
|[[Image:d_tailsspikes.gif]]
 
|[[Image:comp_spikesb.png]]
 
|[[Image:comp_spikesf.png]]
 
|-
 
|In the Nick Arcade prototype, Tails appears to be invulnerable to spikes.
 
|In both prototypes, Sonic dies immediately. Just like in ''Sonic 1''.
 
|In the final, he becomes invincible for a short while, and stands on the spikes.
 
|}
 
  
===Behaviour when hitting a wall (Nick Arcade Prototype)===
+
       
 +
        <!-- Description -->
 +
       
 +
        <td align="left" rowspan="1"><font size="1">
 +
        <p>The signposts in the Beta-E prototype are different to the ones in both Sonic 1 and Sonic 2. They are symmetrical and the faces are looking directly forward. The Robotnik image is the only one out of the three that hasn't been changed.</p>
 +
       
  
[[Image:comp_htired.png|left]]These sprites featuring Sonic sitting and standing up were found in the Simon Wai prototype by Scott Prower. It was originally believed that's Sonic when he's tired, but thanks to the discovery of the Nick Arcade prototype, we now know they were meant to be used when Sonic collides into a wall, like the following animation shows:
+
   
  
[[Image:comp_s2protohit.gif]]
+
    <!-- Table break -->
 +
    <tr>
 +
    <td colspan=5><font size="1">&nbsp;</font>
 +
   
 +
    <tr>
 +
    <td width="78" align="center" rowspan="1"><font size="1">Wall<br>Collision
 +
       
  
This effect increases if Sonic is under water due to lower gravity.
+
        <td align="center">[[Image:comp_sms2protohit.gif]]
 +
        <td align="center"><i>No effect, though<br>sprites are in ROM:</i><br>[[Image:comp_htired.gif]]
 +
        <td align="center"><i>No effect</i>
 +
       
 +
        <!-- Description -->
 +
       
 +
        <td align="left" rowspan="1"><font size="1">
 +
        <p>The sprites featuring Sonic sitting and standing up in the Sonic 2 Beta-M ROM caused many theories at the time they were discovered ("Would Sonic get tired?" for example), but thanks to the Beta-E prototype, we now know they were used when Sonic collides into a wall in this rather unique gameplay element.</p>
 +
        <p>With this and the unused <a href=/?p=s2-lostdata>Chemical Plant Zone failed boss</a> in mind, you could think the game was perhaps originally intended to be more cartoon-humour based.</p>
 +
       
 +
   
 +
   
 +
        <!-- Table break -->
 +
    <tr>
 +
    <td colspan=5><font size="1">&nbsp;</font>
 +
   
 +
    <tr>
 +
    <td width="78" align="center" rowspan="2"><font size="1">Braking<br>Animation
 +
       
  
As this is just a beta-programmed feature, some bugs results from it. Let's see an example.
+
        <td align="center" colspan="2">[[Image:comp_smsonbrakep.gif]]
 +
        <td align="center">[[Image:comp_sonbrakef.gif]][[Image:comp_sonbrakef2.gif]]
  
{|cellpadding="5"
+
        <!-- Description -->
|-
 
|[[Image:comp_hitdama2.png]]
 
|[[Image:comp_hitdama3.png]]
 
|[[Image:comp_hitdama1.png]]
 
|-
 
|After bouncing on a wall, Sonic may fall over a badnik.
 
|However, he won't get hurt...
 
|...until he stands up again.
 
|}
 
  
===Braking Animation===
+
        <td align="left" rowspan="2"><font size="1">
 +
        <p>Two of Sonic's braking frames are based on Sonic 1. There's a bunch of weird ones that didn't make it into Sonic 2 final.</p>
 +
        <p>Tails' braking animation hasn't been implemented. He simply slides across the floor, with his tails disappeared.</p>
 +
       
 +
   
 +
    <tr>
 +
        <!-- Braking continued -->
  
Two of Sonic's braking frames are based on ''Sonic 1''. There's a bunch of weird ones that didn't make it into ''Sonic 2'' final.
+
        <td colspan="2" align="center">[[Image:comp_tailsslide.gif]]
 +
        <td>[[Image:comp_tailsbrakef.gif]]
 +
   
  
{|
+
            <!-- Table break -->
|-
+
    <tr>
|[[Image:comp_sonbrakep.gif]]
+
    <td colspan=5><font size="1">&nbsp;</font>
|Prototype
+
   
|-
+
    <tr>
|[[Image:comp_sonbrakef.gif]][[Image:comp_sonbrakef2.gif]]
+
    <td width="78" align="center" rowspan="2"><font size="1">Ledge<br>Animations
|Final (more similar frames not shown here; the last "unusual" turning sprite can be viewed in action by editing the RAM)
+
       
|}
 
  
Tails' braking animation hasn't been implemented. He simply slides across the floor, with his tails disappeared.
+
        <td align="center" colspan="2">[[Image:comp_sonledgep.gif]]
 +
        <td align="center">[[Image:comp_smsonledgef.gif]]
 +
        <!-- Description -->
 +
       
 +
        <td align="left" rowspan="2"><font size="1">
 +
        <p>Sonic's ledge animation is also based on Sonic 1.</p>
 +
        <p>Fear the tailless Tails!</p>
 +
       
 +
   
 +
    <tr>
 +
        <!-- Ledges continued -->
  
{|
+
        <td colspan="2" align="center">[[Image:comp_tailsslide.gif]]
|-
+
        <td align="center">[[Image:comp_tailsledgef.gif]]
|[[Image:comp_tailsslide.gif]]
+
   
|Prototype
+
                <!-- Table break -->
|-
+
    <tr>
|[[Image:comp_tailsbrakef.gif]]
+
    <td colspan=5><font size="1">&nbsp;</font>
|Final (more similar frames not shown here)
+
   
|}
+
    <tr>
 +
    <td width="78" align="center"><font size="1">Tails<br>Pushing<br>Animation
 +
       
  
===Ledge Animation===
+
        <td align="center" colspan="2">[[Image:comp_tailspushp.gif]]
 +
        <td align="center">[[Image:comp_tailspushf.gif]]
  
Sonic's ledge animation is also based on ''Sonic 1''.
+
        <!-- Description -->
 +
       
 +
        <td align="left"><font size="1">
 +
        <p>Tails has no pushing sprites in either prototype. He simply keeps "walking" towards the wall or whatever obstacle is in his path.</p>
 +
       
 +
   
 +
   
 +
        <!-- Table break -->
 +
    <tr>
 +
    <td colspan=5><font size="1">&nbsp;</font>
 +
   
 +
    <tr>
 +
    <td width="78" align="center"><font size="1">[[Image:comp_invincible.gif]]
 +
       
  
{|
+
        <td colspan="2"><font size="1"><center><b>S2 Early Prototype</b></center>
|-
+
        <li>Makes Sonic invincible
|[[Image:comp_sonledgep.gif]]
+
        <li>Plays Sonic 1 invincibility music
|Prototype
+
        <li>Shows no stars
|-
+
       
|[[Image:comp_sonledgef.gif]]
 
|Final
 
|}
 
  
Fear the tailless Tails!
+
        <td colspan="2"><font size="1"><center><b>S2 Beta</b></center>
 +
        <li>Makes Sonic invincible
 +
        <li>Plays music which is used as the SuperSonic music in the Final
 +
        <li>Shows smaller stars than in final
 +
       
  
{|
+
   
|-
+
   
|[[Image:comp_tailsslide.gif]]
+
    <tr>
|Prototype
+
    <td width="78" align="center"><font size="1">[[Image:comp_sneakers.gif]]
|-
+
       
|[[Image:comp_tailsledgef.gif]]
 
|Final
 
|}
 
  
===Tails Pushing Animation===
+
        <td colspan="2"><font size="1">&nbsp;
 +
        <li>Makes Sonic faster
 +
        <li>Background music speeds up
 +
        <li>Sound effects are not sped up
 +
       
  
Tails has no pushing sprites in either prototype. He simply keeps "walking" towards the wall or whatever obstacle is in his path.
+
        <td colspan="2"><font size="1">&nbsp;<br>
 +
        <li>Makes Sonic faster
 +
        <li>Background music speeds up in some cases. As MesterKeel pointed out, using <b>FB</b> in the sound test allows you to apply the speed shoes effect. <b>FC</b> slows the music down again.
 +
        <li>Sound effects are sped up
  
{|
 
|-
 
|[[Image:comp_tailspushp.gif]]
 
|Prototype
 
|-
 
|[[Image:comp_tailspushf.gif]]
 
|Final
 
|}
 
 
===Tails Flying Animation===
 
 
There is none. Tails cannot fly in either prototype. This explains why he keeps falling his death in the empty zones, even after Sonic is already gone.
 
 
===Monitors===
 
 
[[Image:comp_sneakers.gif|left]]Although the Power Sneakers still make Sonic faster, the background music does not speed up. But if you get a 1-up when the Power Sneakers is in effect, the sound effect will speed up instead!
 
 
[[Image:comp_invincible.gif|left]]Makes Sonic invincible as usual, but plays Super Sonic music!
 
 
===Act Ending Signposts (Nick Arcade Prototype)===
 
 
The signposts in the Nick Arcade prototype are different to the ones in both ''Sonic 1'' and ''Sonic 2''. They are symmetrical and the faces are looking directly forward. The Robotnik image is the only one out of the three that hasn't been changed.
 
 
{|cellpadding="5"
 
|-
 
|[[Image:comp_signposta.png]]
 
|[[Image:comp_signpostf.png]]
 
|-
 
|The signposts from the prototype.
 
|These are the ones in the final ''Sonic 2''.
 
|}
 
  
 
[[Category:The Sonic 2 Beta Wiki]]
 
[[Category:The Sonic 2 Beta Wiki]]

Revision as of 12:25, 3 February 2008

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Sonic 2 Beta vs. Final Comparisons

Here you will find a list of general differences between the prototypes and final version of Sonic 2. For zone layout comparisons, go to the zones section.


TopicS2 Early PrototypeS2 BetaS2 FinalDescription
Running
Animation
Betaspin.gif Finalspin.gif


In his prototype running animation, Sonic has a very distinctive swirling pattern in his legs, however upon closer inspection this is just part of a larger change. The entire running animation is different in the prototype compared to the final, and most importantly uses more frames.


Betarun.gif Finalrun.gif
 


Tails Jumping/Spinning Animation File:Comp tailspinp.gif File:Comp tailspinf.gif


Tails' jumping/spinning set of sprites doesn't have the reflective white spot in the prototypes.



 


Spindash


File:Comp spinp.gif File:Comp spinf.gif


There is no dust when Sonic or Tails is charging up for a spindash. The prototype charge-up sound is the normal spinning sound, and there is no release sound effect. Also you cannot re-charge a spindash in the prototype -- tapping the button does nothing.

In both prototypes the spindash is unfinished - multiple taps of the button do not increase the speed of the spindash afterwards. The final has a complex system to decide the speed of the spindash. You can also hold a spindash on a breakable platform and Sonic will float in the air, instead of falling as he does in the other versions.



 


Spikes


File:Comp smspikesb.gifFile:Comp tailsspikes.gif File:Comp smspikesb.gifFile:Comp tailsrings.gif Comp smspikesf.gifFile:Comp tailsringsf.gif


In both prototypes, Sonic dies immediately, just like in Sonic 1. In the final he becomes invincible for a short while and stands on the spikes unharmed.

It's worth mentioning that while Tails is invulnerable to spikes in the Beta-E prototype, he is still capable of losing rings in both prototypes (and is vulnerable to spikes in the Beta). He does not lose rings in the final release.



 


Spinposts


File:Comp signposta.gif File:Comp signpostf.gif


The signposts in the Beta-E prototype are different to the ones in both Sonic 1 and Sonic 2. They are symmetrical and the faces are looking directly forward. The Robotnik image is the only one out of the three that hasn't been changed.



 
Wall
Collision


Comp sms2protohit.gif No effect, though
sprites are in ROM:

File:Comp htired.gif
No effect


The sprites featuring Sonic sitting and standing up in the Sonic 2 Beta-M ROM caused many theories at the time they were discovered ("Would Sonic get tired?" for example), but thanks to the Beta-E prototype, we now know they were used when Sonic collides into a wall in this rather unique gameplay element.

With this and the unused <a href=/?p=s2-lostdata>Chemical Plant Zone failed boss</a> in mind, you could think the game was perhaps originally intended to be more cartoon-humour based.


 
Braking
Animation


File:Comp smsonbrakep.gif File:Comp sonbrakef.gifFile:Comp sonbrakef2.gif


Two of Sonic's braking frames are based on Sonic 1. There's a bunch of weird ones that didn't make it into Sonic 2 final.

Tails' braking animation hasn't been implemented. He simply slides across the floor, with his tails disappeared.


File:Comp tailsslide.gif File:Comp tailsbrakef.gif


 
Ledge
Animations


File:Comp sonledgep.gif File:Comp smsonledgef.gif

Sonic's ledge animation is also based on Sonic 1.

Fear the tailless Tails!


File:Comp tailsslide.gif File:Comp tailsledgef.gif
 
Tails
Pushing
Animation


File:Comp tailspushp.gif File:Comp tailspushf.gif


Tails has no pushing sprites in either prototype. He simply keeps "walking" towards the wall or whatever obstacle is in his path.


 
File:Comp invincible.gif


S2 Early Prototype
  • Makes Sonic invincible
  • Plays Sonic 1 invincibility music
  • Shows no stars
  • S2 Beta
  • Makes Sonic invincible
  • Plays music which is used as the SuperSonic music in the Final
  • Shows smaller stars than in final
  • File:Comp sneakers.gif


     
  • Makes Sonic faster
  • Background music speeds up
  • Sound effects are not sped up
  •  
  • Makes Sonic faster
  • Background music speeds up in some cases. As MesterKeel pointed out, using FB in the sound test allows you to apply the speed shoes effect. FC slows the music down again.
  • Sound effects are sped up