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Sonic the Hedgehog (16-bit) (prototype)/Comparisons/Marble Zone

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Revision as of 17:05, 31 July 2023 by GerbilSoft (talk | contribs) (Act 2: Still not grey.)
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Act 1

Sonic1Proto MD MZ Act1Start.png
Prototype
Sonic1 MD MZ Act1Start.png
Final game

Animated flying saucers can be seen in the background.

Sonic1Proto MD MZ Spikes.png
Prototype
Sonic1 MD MZ Caterkiller.png
Final game

Spikes enemies are used instead of Caterkillers.

Sonic1Proto MD MZ AnimalCorruption.png
Prototype
Notavailable.svg
Final game

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.

Sonic1Proto MD MZ DieDamageArea.png
Prototype
Sonic1 MD MZ DieDamageArea.png
Final game

Die near lava and the damage objects will become visible, marked out by four Eggman icons. These are otherwise only seen when using edit mode.

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Prototype
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Final game

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.

Sonic1Proto MD MZ HorizontalCrusher.png
Prototype
Sonic1 MD MZ HorizontalCrusher.png
Final game

A sideways spikes trap, which was left unused for the final game. This is the only instance of the object throughout the entirety of Marble Zone.

Sonic1Proto MD MZ SidewaysSpikes.png
Prototype
Sonic1 MD MZ SidewaysSpikes.png
Final game

Sideways spikes hurt even when retracted.

Sonic1Proto MD MZ Splats.png
Prototype
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Final game

In edit mode, the player can place the scrapped Splats badnik.

Map

100%
Prototype
100%
Final game


Act 2

Sonic1Proto MD MZ JumpPillar.png
Prototype
Sonic1 MD MZ JumpPillar.png
Final game

These marble pillars aren't moved by pressing switches. Sonic has to keep jumping on them instead.

Sonic1Proto MD MZ Act2TileError.png
Prototype
Sonic1 MD MZ Act2TileError.png
Final game

A tiling oversight means a portion of the blue background colour can be seen near these steps (and it seeps through in other places too). This also shows differences in the rate of fire for the fireballs.

Sonic1Proto MD MZ TunnelBlocks.png
Prototype
Sonic1 MD MZ TunnelBlocks.png
Final game

Sonic has to contend with a falling blocks while running away from the flowing lava.

Sonic1Proto MD MZ FlowingLavaCollision.png
Prototype
Sonic1 MD MZ FlowingLavaCollision.png
Final game

While the flowing lava object hurts, it is not solid, meaning as long as you have enough rings, you can walk through it and break the illusion.

Sonic1Proto MD MZ UnderWalls.png
Prototype
Sonic1 MD MZ UnderWalls.png
Final game

While Sonic is meant to ride this green block and jump over the solid walls, the final game lets Sonic walk on the lava and under the walls, assuming he has enough rings. This isn't possible in the prototype; Sonic has to ride the block and has to jump to progress. A side effect is that the bug allowing Sonic to pass through these walls while ducking doesn't work in this prototype.

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Prototype
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Final game

In the final game, once the green blocks start riding the lava, Sonic has no control over them. In this prototype you can get off and push the block back, assuming you have enough rings.

Sonic1Proto MD MZ BlockPoints.png
Prototype
Sonic1 MD MZ BlockPoints.png
Final game

No points are awarded for breaking blocks.

Sonic1Proto MD MZ Act2ScreenLock.png
Prototype
Sonic1 MD MZ Act2ScreenLock.png
Final game

The screen locks a little too early for the signpost. It is possible to travel back to the left and get stuck.

Map

100%
Prototype
100%
Final game


Act 3

Sonic1Proto MD MZ Act3ScreenLock.png
Prototype
Sonic1 MD MZ Act3ScreenLock.png
Final game

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, where the boss is.

Sonic1Proto MD MZ Act3End.png
Prototype
Sonic1 MD MZ Act3End.png
Final game

No boss in Act 3, but there is a signpost, allowing you to complete the level.

Map

100%
Prototype
100%
Final game


References


Sonic the Hedgehog (16-bit) (prototype), prototype version of Sonic the Hedgehog (16-bit)
Sonic1Proto MD Title.png

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