Difference between revisions of "Sonic the Hedgehog (16-bit) (prototype)/Comparisons"
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− | {{back}} | + | {{back}}[[Category:Comparisons]] |
==General comparisons== | ==General comparisons== | ||
{{Comparison | {{Comparison | ||
Line 6: | Line 6: | ||
| game1=Prototype | | game1=Prototype | ||
| game2=Final game | | game2=Final game | ||
− | | desc=The protoype uses the generic Sega logo screen commonly used for most other Mega Drive games, with no [[sega:Sega | + | | desc=The protoype uses the generic Sega logo screen commonly used for most other Mega Drive games, with no [[sega:Sega jingle|Sega jingle]] present. |
+ | }} | ||
+ | {{Comparison | ||
+ | | image1=Sonic1Proto MD Title.png | ||
+ | | image2=Sonic1 MD Comparison SonicTeam.png | ||
+ | | game1=Prototype | ||
+ | | game2=Final game | ||
+ | | desc=The "SONIC TEAM PRESENTS" screen is not present yet. The game goes straight to the title screen from the Sega logo. | ||
}} | }} | ||
{{Comparison | {{Comparison | ||
Line 13: | Line 20: | ||
| game1=Prototype | | game1=Prototype | ||
| game2=Final game | | game2=Final game | ||
− | | desc=The "PRESS START BUTTON" prompt is enabled by default in this prototype. It would be disabled in the final. | + | | desc=The "PRESS START BUTTON" prompt is enabled by default in this prototype. It would be disabled in the final due to an oversight with the "SONIC TEAM PRESENTS" screen. There is also no ™ symbol regardless of the console's region. |
}} | }} | ||
{{Comparison | {{Comparison | ||
| image1=Sonic1Proto MD LevelSelect.png | | image1=Sonic1Proto MD LevelSelect.png | ||
| image2=Sonic1 level select.png | | image2=Sonic1 level select.png | ||
+ | | game1=Prototype | ||
+ | | game2=Final game (REV00) | ||
+ | | desc=The level select displays the early names for each of the Zones, with "X"s next to all of [[Star Light Zone]]'s Acts and [[Scrap Brain Zone|Clock Work Zone]] Act 3 - the latter cannot be selected, but all of Star Light's Acts are still playable. [[Final Zone]] is also missing. | ||
+ | }} | ||
+ | {{Comparison | ||
+ | | image1=Sonic1Proto MD Sound92.png | ||
+ | | image2=Sonic1 MD Sound92.png | ||
+ | | game1=Prototype | ||
+ | | game2=Final game (REV00) | ||
+ | | desc=Attempting to play sound 92 crashes the prototype. In the final, this ID is used for the air countdown music. | ||
+ | }} | ||
+ | {{Comparison | ||
+ | | image1=Sonic1Proto MD GHZ Act1TitleCard.png | ||
+ | | image2=Sonic1 MD Comparison GHZ Act1TitleCard.png | ||
| game1=Prototype | | game1=Prototype | ||
| game2=Final game | | game2=Final game | ||
− | | desc= | + | | desc=Title cards have a period present after the word "ACT". |
+ | }} | ||
+ | {{Comparison | ||
+ | | image1=Sonic1Proto MD GHZ DemoDeath.png | ||
+ | | image2=Sonic1 MD GHZ DemoDeath.png | ||
+ | | game1=Prototype | ||
+ | | game2=Final game | ||
+ | | desc=Rolling demos appear to be using older recordings from an earlier build, as Sonic dies almost immediately from enemies. The Special Stage demo also plays inbetween every Zone rather than being at the end of the demo order. | ||
}} | }} | ||
==Gameplay comparisons== | ==Gameplay comparisons== | ||
+ | {{Comparison | ||
+ | | image1=Sonic1Proto MD Comparison JumpHeight.gif | ||
+ | | image2=Sonic1 MD Comparison JumpHeight.gif | ||
+ | | game1=Prototype | ||
+ | | game2=Final game | ||
+ | | desc=Sonic's jump height is lower. On flat ground, the apex of his jump is 6 pixels lower than in the final. | ||
+ | }} | ||
+ | {{Comparison | ||
+ | | image1=Sonic1Proto MD Comparison SlowedByObjects.gif | ||
+ | | image2=Sonic1 MD Comparison SlowedByObjects.gif | ||
+ | | game1=Prototype | ||
+ | | game2=Final game | ||
+ | | desc=Walking/jumping onto objects such as platforms and bridges causes Sonic to lose some of his speed. | ||
+ | }} | ||
+ | {{Comparison | ||
+ | | image1=Sonic 1 MD Proto 50 Rings Extra Life.png | ||
+ | | image2=Notavailable.svg | ||
+ | | game1=Prototype | ||
+ | | game2=Final game | ||
+ | | desc=Extra lives are awarded at 50 and 100 [[Ring]]s, rather than 100 and 200 Rings in the final. These bonuses can be awarded again by collecting another 50 & 100 Rings after losing them. | ||
+ | }} | ||
+ | {{Comparison | ||
+ | | image1=Sonic1Proto MD ComboBonus.png | ||
+ | | image2=Sonic1 MD ComboBonus.png | ||
+ | | game1=Prototype | ||
+ | | game2=Final game | ||
+ | | desc=There is no combo bonus for destroying multiple [[Badnik]]s in a row yet. | ||
+ | }} | ||
+ | {{Comparison | ||
+ | | image1=Sonic1Proto MD InvincibilitySpikes.png | ||
+ | | image2=Sonic1 MD InvincibilitySpikes.png | ||
+ | | game1=Prototype | ||
+ | | game2=Final game | ||
+ | | desc=[[Invincibility]] cannot protect Sonic from [[Spikes (obstacle)|spikes]]. | ||
+ | }} | ||
+ | {{Comparison | ||
+ | | image1=Sonic1Proto MD Lampposts.png | ||
+ | | image2=Sonic1 MD Lampposts.png | ||
+ | | game1=Prototype | ||
+ | | game2=Final game | ||
+ | | desc=There are no [[lamppost]]s in the game, so whenever Sonic dies, the player always restarts from the beginning of the Act. | ||
+ | }} | ||
+ | {{Comparison | ||
+ | | image1=Notavailable.svg | ||
+ | | image2=Notavailable.svg | ||
+ | | game1=Prototype | ||
+ | | game2=Final game | ||
+ | | desc=The vertical camera is extremely buggy. In most cases, the camera is too slow to track Sonic when he falls or travels vertically at fast speeds, such as the ramp at the start of [[Spring Yard Zone|Sparkling Zone]] Act 1. | ||
+ | }} | ||
+ | {{Comparison | ||
+ | | image1=Notavailable.svg | ||
+ | | image2=Notavailable.svg | ||
+ | | game1=Prototype | ||
+ | | game2=Final game | ||
+ | | desc=If Sonic falls down a pit, he wraps around to the top of the map, even in levels which normally don't utilise vertical wrapping. | ||
+ | }} | ||
+ | {{Comparison | ||
+ | | image1=Notavailable.svg | ||
+ | | image2=Notavailable.svg | ||
+ | | game1=Prototype | ||
+ | | game2=Final game | ||
+ | | desc=In levels with lethal pits, the pit oddity described above will cause Sonic to die if he goes past the top level boundary (since Sonic wraps to the bottom of the level, the game thinks he's fallen into a pit). | ||
+ | }} | ||
+ | {{Comparison | ||
+ | | image1=Sonic1Proto MD GoalBonusPoints.png | ||
+ | | image2=Sonic1 MD GoalBonusPoints.png | ||
+ | | game1=Prototype | ||
+ | | game2=Final game | ||
+ | | desc=There are no hidden bonus points at the end of an Act. The [[Giant Ring]] doesn't appear either, regardless of how many Rings the player has. | ||
+ | }} | ||
+ | {{Comparison | ||
+ | | image1=Sonic1Proto MD GHZ Act1ScoreCard.png | ||
+ | | image2=Sonic1 MD Comparison GHZ Act1ScoreCard.png | ||
+ | | game1=Prototype | ||
+ | | game2=Final game | ||
+ | | desc=Sonic does not automatically run to the right when finishing an Act. Instead, the player can run around during the score tally. Jumping makes Sonic punch the air in celebration. | ||
+ | }} | ||
+ | {{Comparison | ||
+ | | image1=Sonic1Proto MD TimeOver.png | ||
+ | | image2=Sonic1 MD TimeOver.png | ||
+ | | game1=Prototype | ||
+ | | game2=Final game | ||
+ | | desc=There is no Time Over. When the timer reaches 9:59, it resets back to 9:00. | ||
+ | }} | ||
+ | {{Comparison | ||
+ | | image1=Sonic1Proto MD ZoneTransition.png | ||
+ | | image2=Sonic1 MD ZoneTransition REV00.png | ||
+ | | game1=Prototype | ||
+ | | game2=Final game (REV00) | ||
+ | | desc=When transitioning between two Zones, the game starts decompressing the next Zone's art during the fade-out rather than after the fade-out. | ||
+ | }} | ||
==Graphical comparisons== | ==Graphical comparisons== | ||
+ | {{Comparison | ||
+ | | image1=Notavailable.svg | ||
+ | | image2=Notavailable.svg | ||
+ | | game1=Prototype | ||
+ | | game2=Final game | ||
+ | | desc=As seen in several prerelease screenshots, the Ring counter in the HUD displays as "RING", with the number positioned slightly to the left. Additionally, the HUD doesn't flash red when Sonic has no Rings or time is nearly up. | ||
+ | }} | ||
==Audio comparisons== | ==Audio comparisons== |
Latest revision as of 01:07, 23 December 2023
- Back to: Sonic the Hedgehog (16-bit) (prototype).
Contents
General comparisons
Prototype |
---|
Final game |
---|
The protoype uses the generic Sega logo screen commonly used for most other Mega Drive games, with no Sega jingle present.
Prototype |
---|
Final game |
---|
The "SONIC TEAM PRESENTS" screen is not present yet. The game goes straight to the title screen from the Sega logo.
Prototype |
---|
Final game |
---|
The "PRESS START BUTTON" prompt is enabled by default in this prototype. It would be disabled in the final due to an oversight with the "SONIC TEAM PRESENTS" screen. There is also no ™ symbol regardless of the console's region.
Prototype |
---|
Final game (REV00) |
---|
The level select displays the early names for each of the Zones, with "X"s next to all of Star Light Zone's Acts and Clock Work Zone Act 3 - the latter cannot be selected, but all of Star Light's Acts are still playable. Final Zone is also missing.
Prototype |
---|
Final game (REV00) |
---|
Attempting to play sound 92 crashes the prototype. In the final, this ID is used for the air countdown music.
Prototype |
---|
Final game |
---|
Title cards have a period present after the word "ACT".
Prototype |
---|
Final game |
---|
Rolling demos appear to be using older recordings from an earlier build, as Sonic dies almost immediately from enemies. The Special Stage demo also plays inbetween every Zone rather than being at the end of the demo order.
Gameplay comparisons
Prototype |
---|
Final game |
---|
Sonic's jump height is lower. On flat ground, the apex of his jump is 6 pixels lower than in the final.
Prototype |
---|
Final game |
---|
Walking/jumping onto objects such as platforms and bridges causes Sonic to lose some of his speed.
Prototype |
---|
Final game |
---|
Extra lives are awarded at 50 and 100 Rings, rather than 100 and 200 Rings in the final. These bonuses can be awarded again by collecting another 50 & 100 Rings after losing them.
Prototype |
---|
Final game |
---|
There is no combo bonus for destroying multiple Badniks in a row yet.
Prototype |
---|
Final game |
---|
Invincibility cannot protect Sonic from spikes.
Prototype |
---|
Final game |
---|
There are no lampposts in the game, so whenever Sonic dies, the player always restarts from the beginning of the Act.
Prototype |
---|
Final game |
---|
The vertical camera is extremely buggy. In most cases, the camera is too slow to track Sonic when he falls or travels vertically at fast speeds, such as the ramp at the start of Sparkling Zone Act 1.
Prototype |
---|
Final game |
---|
If Sonic falls down a pit, he wraps around to the top of the map, even in levels which normally don't utilise vertical wrapping.
Prototype |
---|
Final game |
---|
In levels with lethal pits, the pit oddity described above will cause Sonic to die if he goes past the top level boundary (since Sonic wraps to the bottom of the level, the game thinks he's fallen into a pit).
Prototype |
---|
Final game |
---|
There are no hidden bonus points at the end of an Act. The Giant Ring doesn't appear either, regardless of how many Rings the player has.
Prototype |
---|
Final game |
---|
Sonic does not automatically run to the right when finishing an Act. Instead, the player can run around during the score tally. Jumping makes Sonic punch the air in celebration.
Prototype |
---|
Final game |
---|
There is no Time Over. When the timer reaches 9:59, it resets back to 9:00.
Prototype |
---|
Final game (REV00) |
---|
When transitioning between two Zones, the game starts decompressing the next Zone's art during the fade-out rather than after the fade-out.
Graphical comparisons
Prototype |
---|
Final game |
---|
As seen in several prerelease screenshots, the Ring counter in the HUD displays as "RING", with the number positioned slightly to the left. Additionally, the HUD doesn't flash red when Sonic has no Rings or time is nearly up.
Audio comparisons
Main article: Sonic the Hedgehog (16-bit) (prototype)/Comparisons/Audio |
Level comparisons
- Green Hill Zone
- Marble Zone
- Sparkling Zone
- Labyrinth Zone
- Star Light Zone
- Clock Work Zone
- Special Stage
References
Sonic the Hedgehog (16-bit) (prototype), prototype version of Sonic the Hedgehog (16-bit) | |
---|---|
Main page | Comparisons | Maps | Hidden content |