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Difference between revisions of "Sonic & Knuckles (prototype; 1994-05-25)"

From Sonic Retro

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{{Download|file=Sonic & Knuckles (Prototype 0525 - May 25, 1994, 15.28) (hidden-palace.org).zip|filesize=2.4MB}}
 
{{Download|file=Sonic & Knuckles (Prototype 0525 - May 25, 1994, 15.28) (hidden-palace.org).zip|filesize=2.4MB}}
 +
 +
==Various Differences==
 +
===General===
 +
*On the title, sound test is unlocked from the start.
 +
*"WOOP" noise when you lose is gone.
 +
*Hyper Sonic, while implemented, has a constant circle of stars around him, though not in the same style as the Invincibility powerup.
 +
*Although the 'game complete' jingle is the Sonic & Knuckles version, it's actually an earlier version of the tune. It sounds pretty much identical up to the final note, but the timing for that note is very different and there's no background jingle echoing off afterwards like in the final version.
 +
*S monitor makes Sonic Hyper, not Super. The sparkling is way different and cooler than in the final too! This applys to Knuckles too, when he hits the wall the screen shakes like Hyper Knuckles does in the final S3&K, the sound effect doesn't play though but it does destroy the on screen enemies.
 +
*You don't place a lightning shield monitor in debug, but a S monitor.
 +
*The Credits song from Sonic 3 is still there.
 +
*Some S&K Songs are already there, while others still are sonic 3.
 +
*Debug causes all sorts of graphical fun, such as at least 4 times, sonic staying as a garbled up monitor after changing back, this goes away when you complete the act, also, the hyper sonic music is MUCH more annoying, because it only plays the very first part over and over so it gets old much quicker.
 +
*Shields do not protect you from the exploding rocks or any projectiles.
 +
*Something interesting I just noticed, and not sure if it's been mentioned yet, but I used the all emeralds code (2 4 6 8 in sound test) and I turned into Hyper Sonic normally, but there were no stars, and he still had the star trail that Super Sonic had. (You would say that it's just regular Super Sonic with Hyper's colors, but that's not so. He can still do the "double jump.") However, when hitting a S monitor, I got the cool-looking orbiting stars.
 +
*Sound $DC (the credits medley) slightly differs from the final version; it's mostly the same, but there are some minute differences, such as the ending and a few of the fills from song to song.
 +
*In this proto, I managed to get Hyper Tails. Yes, you can get Super Tails with just Chaos Emeralds, but you can get Hyper Tails with the debug S box or Hyper Emeralds.
 +
*I went through the game getting chaos emeralds to get Super Tails and I found out that Super Tails lacks flickies but glows like normal.
 +
*I used debug mode to get the S box like normal to get Hyper Tails
 +
*Hyper Tails has golden homing flickies like Super Tails in the final does and he may be able to breath under water like Hyper Sonic and Hyper Knuckles.
 +
*Yep, encountered that myself. Normally it's Super Tails without the flickies. But if you use the S-monitor, you get "Hyper" Tails with the flickies.
 +
*you can NOT select Knuckles from the save data screen -- he is only available in level select.
 +
===Level Differences===
 +
====Bonus Stages====
 +
*In the machine bonus stage, the bubble shield didn't override my lighting shield
 +
*Slot machine bonus round - ridiculously different object (bumper, changing block, left/right direction changer, etc) layout. In the slot machine bonus stage, the background is also in an early stage. It's completely static - the little objects don't rotate and nothing scrolls.
 +
====Sandopolis====
 +
*Sonic does not fall under the sand and pop back out in the intro to Sandopolis; he merely falls from the sky and lands on the ground normally.
 +
====Mushroom Hill====
 +
*The intro to Mushroom Hill does not appear to have been implemented yet; Sonic and Tails begin standing in mid-air and simply fall to the ground. The Hidden Palace scene when you enter the Special Ring at the beginning of the stage plays Death Egg Act 2 music, unlike the zone itself.
 +
*Go to MHZ1 as Knuckles. Knux falls from the sky normally, then when you get to the first set of breakable walls, the S&K Knuckles intro starts playing in that location. After the intro is over, you start MHZ1 over again, but when Knuckles falls, he's in his standing sprite instead of the falling sprite: This time, you can pass the breakable walls and play the act normally.
 +
====Lava Reef====
 +
*Lava Reef 2 does not have the screen locked at the start of the level as in the final when accessed from level select. The lava is not cooled off at the start, but the zone uses the same blue palette as the final at this stage in development. Lava Reef 3 (Sonic's boss) uses the Lava Reef 2 music as opposed to the Boss Theme used in the final.
 +
*No special SFX or boss music for Lava Reef 'Act 3' (The lava thing) and the sinking magma waterfall platforms have a different animation.
 +
====Hidden Palace====
 +
*Hidden Palace still has Sky Sanctuary Music - the row of monitors near the top of the level still contains an S monitor instead of Speed Shoes like the final, but the row of monitors to the right is now two Super Rings and a 1-up like in the final (as opposed to Sonic 3C 408's three 1-ups). There is still a Fire Shield next to the teleporter that takes you up to Knuckles, instead of the Super Ring that's there in the final. Knuckles' boss still plays the Sonic 3 miniboss theme. The scenes after defeating Knuckles occur pretty much exactly as they do in Sonic 3C's 517 beta, but as in the final Robotnik no longer flashes when hit by Knuckles.
 +
*Hidden Palace Zone is accessible from the level select - as are all the Sonic 3 zones, bizarrely enough, considering this is a 3B proto not 3C. Knuckles' theme tune is the version from Sonic 3. The Sonic 3 Miniboss music is also still in the Sound Test and used for all Act 1 bosses and the Knuckles Hidden Palace boss. The invincibility / Super theme is from Sonic 3, however the title screen theme and 'game complete' jingle are both the versions from the final Sonic & Knuckles.
 +
*You can not control Tails for all of Hidden Palace after Knuckles is defeated.
 +
*Tails is not beamed up by first teleporter in Hidden Palace Zone.
 +
*The hidden hidden palace area also has a S Monitor.
 +
*Also, Knuckles doesn't kick hyper sonic's ass
 +
*In hidden palace zone when knuckles is fighting Dr. Robotnik Sonic can't move at ALL there whereas Tails can. In Final, you can whack Robotnik as much as you like.
 +
*The animation order for Knuckles punching the wall before the teleporter is different. He shows his fist after hitting the wall, instead of before.
 +
*If you fight Knuckles (HPZ) as Hyper Sonic, Knuckles won't take damage when you stand next to him. You have to actually jump on him to register a hit. Sonic doesn't take damage from Knuckles' punches when Hyper though.
 +
====Doomsday Zone====
 +
*The Doomsday Zone automatically starts you as Hyper Sonic when accessed via level select, unlike the final where you are Super Sonic if accessed in this way. The zone's background also has a different, greyer pallette, and the zone scrolls a LOT more slowly to begin with - you can speed up the scrolling by holding right to gradually accelerate it, but hitting an asteroid will slow it down again. No SFX plays when breaking the asteroids. When the boss reappears after its' blue armour is destroyed the 'badnik popped' sound effect plays instead of the sound played in the final.
 +
*Also, no-one mentioned the latter half of Doomsday has no rings and asteroids and the projectiles the fleeing Robotnik fires at you aren't final graphics, especially the underneath weaponry.
 +
*Doomsday still has whistle sound effect for no reason.
 +
====Sky Sanctuary====
 +
*Metal Sonic will attack you over again if you use a star post and fall down to one of his bosses in Sky Sanctuary even if you've already defeated him.
 +
*In sky sanctuary Zone there are these ventilators that keep you from falling down
 +
====Carnival Night===
 +
*In this build, Carnival Night Zone, Ice Cap Zone, and Launch Base Zone all have their Act 1 and Act 2 music switched. They are switched in the sound test, too.
  
 
==External Links==
 
==External Links==

Revision as of 16:23, 20 April 2008

n/a

Sonic3 title.png
Sonic & Knuckles (prototype; 1994-05-25)
System(s): Sega Mega Drive/Genesis
Publisher: Sega
Developer:
Genre: 2D Platform

Sonic & Knuckles Prototype 0525 for the Sega Mega Drive/Genesis was released by drx during the February 23rd, 2008 proto release. This prototype differs from the other Sonic & Knuckles prototypes in that it is already locked-on to Sonic 3 (final version). By itself, this prototype will not boot.

Download.svg Download Sonic & Knuckles (prototype; 1994-05-25)
File: Sonic & Knuckles (Prototype 0525 - May 25, 1994, 15.28) (hidden-palace.org).zip (2.41 MB) (info)

Various Differences

General

  • On the title, sound test is unlocked from the start.
  • "WOOP" noise when you lose is gone.
  • Hyper Sonic, while implemented, has a constant circle of stars around him, though not in the same style as the Invincibility powerup.
  • Although the 'game complete' jingle is the Sonic & Knuckles version, it's actually an earlier version of the tune. It sounds pretty much identical up to the final note, but the timing for that note is very different and there's no background jingle echoing off afterwards like in the final version.
  • S monitor makes Sonic Hyper, not Super. The sparkling is way different and cooler than in the final too! This applys to Knuckles too, when he hits the wall the screen shakes like Hyper Knuckles does in the final S3&K, the sound effect doesn't play though but it does destroy the on screen enemies.
  • You don't place a lightning shield monitor in debug, but a S monitor.
  • The Credits song from Sonic 3 is still there.
  • Some S&K Songs are already there, while others still are sonic 3.
  • Debug causes all sorts of graphical fun, such as at least 4 times, sonic staying as a garbled up monitor after changing back, this goes away when you complete the act, also, the hyper sonic music is MUCH more annoying, because it only plays the very first part over and over so it gets old much quicker.
  • Shields do not protect you from the exploding rocks or any projectiles.
  • Something interesting I just noticed, and not sure if it's been mentioned yet, but I used the all emeralds code (2 4 6 8 in sound test) and I turned into Hyper Sonic normally, but there were no stars, and he still had the star trail that Super Sonic had. (You would say that it's just regular Super Sonic with Hyper's colors, but that's not so. He can still do the "double jump.") However, when hitting a S monitor, I got the cool-looking orbiting stars.
  • Sound $DC (the credits medley) slightly differs from the final version; it's mostly the same, but there are some minute differences, such as the ending and a few of the fills from song to song.
  • In this proto, I managed to get Hyper Tails. Yes, you can get Super Tails with just Chaos Emeralds, but you can get Hyper Tails with the debug S box or Hyper Emeralds.
  • I went through the game getting chaos emeralds to get Super Tails and I found out that Super Tails lacks flickies but glows like normal.
  • I used debug mode to get the S box like normal to get Hyper Tails
  • Hyper Tails has golden homing flickies like Super Tails in the final does and he may be able to breath under water like Hyper Sonic and Hyper Knuckles.
  • Yep, encountered that myself. Normally it's Super Tails without the flickies. But if you use the S-monitor, you get "Hyper" Tails with the flickies.
  • you can NOT select Knuckles from the save data screen -- he is only available in level select.

Level Differences

Bonus Stages

  • In the machine bonus stage, the bubble shield didn't override my lighting shield
  • Slot machine bonus round - ridiculously different object (bumper, changing block, left/right direction changer, etc) layout. In the slot machine bonus stage, the background is also in an early stage. It's completely static - the little objects don't rotate and nothing scrolls.

Sandopolis

  • Sonic does not fall under the sand and pop back out in the intro to Sandopolis; he merely falls from the sky and lands on the ground normally.

Mushroom Hill

  • The intro to Mushroom Hill does not appear to have been implemented yet; Sonic and Tails begin standing in mid-air and simply fall to the ground. The Hidden Palace scene when you enter the Special Ring at the beginning of the stage plays Death Egg Act 2 music, unlike the zone itself.
  • Go to MHZ1 as Knuckles. Knux falls from the sky normally, then when you get to the first set of breakable walls, the S&K Knuckles intro starts playing in that location. After the intro is over, you start MHZ1 over again, but when Knuckles falls, he's in his standing sprite instead of the falling sprite: This time, you can pass the breakable walls and play the act normally.

Lava Reef

  • Lava Reef 2 does not have the screen locked at the start of the level as in the final when accessed from level select. The lava is not cooled off at the start, but the zone uses the same blue palette as the final at this stage in development. Lava Reef 3 (Sonic's boss) uses the Lava Reef 2 music as opposed to the Boss Theme used in the final.
  • No special SFX or boss music for Lava Reef 'Act 3' (The lava thing) and the sinking magma waterfall platforms have a different animation.

Hidden Palace

  • Hidden Palace still has Sky Sanctuary Music - the row of monitors near the top of the level still contains an S monitor instead of Speed Shoes like the final, but the row of monitors to the right is now two Super Rings and a 1-up like in the final (as opposed to Sonic 3C 408's three 1-ups). There is still a Fire Shield next to the teleporter that takes you up to Knuckles, instead of the Super Ring that's there in the final. Knuckles' boss still plays the Sonic 3 miniboss theme. The scenes after defeating Knuckles occur pretty much exactly as they do in Sonic 3C's 517 beta, but as in the final Robotnik no longer flashes when hit by Knuckles.
  • Hidden Palace Zone is accessible from the level select - as are all the Sonic 3 zones, bizarrely enough, considering this is a 3B proto not 3C. Knuckles' theme tune is the version from Sonic 3. The Sonic 3 Miniboss music is also still in the Sound Test and used for all Act 1 bosses and the Knuckles Hidden Palace boss. The invincibility / Super theme is from Sonic 3, however the title screen theme and 'game complete' jingle are both the versions from the final Sonic & Knuckles.
  • You can not control Tails for all of Hidden Palace after Knuckles is defeated.
  • Tails is not beamed up by first teleporter in Hidden Palace Zone.
  • The hidden hidden palace area also has a S Monitor.
  • Also, Knuckles doesn't kick hyper sonic's ass
  • In hidden palace zone when knuckles is fighting Dr. Robotnik Sonic can't move at ALL there whereas Tails can. In Final, you can whack Robotnik as much as you like.
  • The animation order for Knuckles punching the wall before the teleporter is different. He shows his fist after hitting the wall, instead of before.
  • If you fight Knuckles (HPZ) as Hyper Sonic, Knuckles won't take damage when you stand next to him. You have to actually jump on him to register a hit. Sonic doesn't take damage from Knuckles' punches when Hyper though.

Doomsday Zone

  • The Doomsday Zone automatically starts you as Hyper Sonic when accessed via level select, unlike the final where you are Super Sonic if accessed in this way. The zone's background also has a different, greyer pallette, and the zone scrolls a LOT more slowly to begin with - you can speed up the scrolling by holding right to gradually accelerate it, but hitting an asteroid will slow it down again. No SFX plays when breaking the asteroids. When the boss reappears after its' blue armour is destroyed the 'badnik popped' sound effect plays instead of the sound played in the final.
  • Also, no-one mentioned the latter half of Doomsday has no rings and asteroids and the projectiles the fleeing Robotnik fires at you aren't final graphics, especially the underneath weaponry.
  • Doomsday still has whistle sound effect for no reason.

Sky Sanctuary

  • Metal Sonic will attack you over again if you use a star post and fall down to one of his bosses in Sky Sanctuary even if you've already defeated him.
  • In sky sanctuary Zone there are these ventilators that keep you from falling down

=Carnival Night

  • In this build, Carnival Night Zone, Ice Cap Zone, and Launch Base Zone all have their Act 1 and Act 2 music switched. They are switched in the sound test, too.

External Links

Sonic Retro
Sonic Retro discussion thread

Template:Sonic & Knuckles Betas