Difference between revisions of "Sonic Chaos (Master System prototype; 1993-06-30)/Comparisons/Electric Egg Zone"
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| game1=06-30 prototype | | game1=06-30 prototype | ||
| game2=Final game | | game2=Final game | ||
− | | desc=[[Spikes (obstacle)|Spikes]] have a rather different appearance. Every second spike in a set is red and doesn't animate like the white ones do. | + | | desc=[[Spikes (obstacle)|Spikes]] have a rather different appearance. Every second spike in a set is red and doesn't animate like the white ones do. The ceiling was also raised here in the final to give the player more headroom in avoiding the spikes. |
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{{Comparison | {{Comparison | ||
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| game1=06-30 prototype | | game1=06-30 prototype | ||
| game2=Final game | | game2=Final game | ||
− | | desc=Eggman will drop his [[Chaos Emerald]] regardless of how many Emeralds | + | | desc=Eggman will drop his [[Chaos Emerald]] regardless of the player's character or how many Emeralds they have, and once the player collects it, the music will change, but the player will be stuck there with no ending sequence. When playing as [[Sonic the Hedgehog|Sonic]], the credits music will play, but when playing as [[Miles "Tails" Prower|Tails]], an eerie three-note tune is played for a few seconds before slowly fading out. |
+ | |||
+ | Either way, there's nothing more to do here, so the only thing the player can do at this point is to reset. | ||
}} | }} | ||
===Map=== | ===Map=== |
Latest revision as of 14:25, 4 November 2019
Act 1
06-30 prototype |
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Final game |
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Electric Egg Zone now has a rotating palette for the background, but it is more basic than in the final. Some of the alternating lights are yellow instead of cyan.
06-30 prototype |
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Final game |
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Spikes have a rather different appearance. Every second spike in a set is red and doesn't animate like the white ones do. The ceiling was also raised here in the final to give the player more headroom in avoiding the spikes.
06-30 prototype |
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Final game |
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The carts will begin moving when interacted with, but Sonic/Tails can't ride in any of them.
06-30 prototype |
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Final game |
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The rotating palette isn't stopped when the screen fades out to white at the end of an Act.
Map
06-30 prototype |
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Final game |
Act 2
Map
06-30 prototype |
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Final game |
Act 3
06-30 prototype |
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Final game |
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The entrance to the tube is higher up in this prototype. This makes it very difficult for the player to enter it.
06-30 prototype |
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Final game |
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There is an extra room containing six Rings here just before the Super Ring Monitors. This room was later cut in the final.
06-30 prototype |
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Final game |
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The Laser Walker has a green headlight instead of a yellow one in this prototype. Hits against the side of the boss will also count, whereas the final only counts hits on the cockpit.
06-30 prototype |
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Final game |
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The Laser Walker's second phase is much less threatening in this prototype, as it cannot instantly kill the player upon contact; even Spin Attacking into the side of the Laser Walker will bounce the player back safely. It also takes more than one hit to defeat this phase, requiring a total of 9 hits.
06-30 prototype |
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Final game |
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The screen scrolls more slowly when chasing Dr. Eggman after defeating the Laser Walker, and the player can even run in front of Eggman.
06-30 prototype |
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Final game |
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Eggman will drop his Chaos Emerald regardless of the player's character or how many Emeralds they have, and once the player collects it, the music will change, but the player will be stuck there with no ending sequence. When playing as Sonic, the credits music will play, but when playing as Tails, an eerie three-note tune is played for a few seconds before slowly fading out.
Either way, there's nothing more to do here, so the only thing the player can do at this point is to reset.
Map
06-30 prototype |
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Final game |
References
Sonic Chaos (Master System prototype; 1993-06-30), prototype version of Sonic Chaos | |
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