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{{back|Sonic the Hedgehog CD (prototype 712)}}
+
{{back}}[[Category:Comparisons]]
  
 
==General comparisons==
 
==General comparisons==
 +
{{Comparison
 +
| image1=SonicCD712 MCD Comparison Menu.png
 +
| image2=SonicCD MCD Comparison Menu.png
 +
| game1=v0.70 prototype
 +
| game2=Final game
 +
| desc=The menu on the title screen is reversed, though the options are all the same.
 +
}}
 +
{{Comparison
 +
| image1=SonicCD712 RAMData.png
 +
| image2=SonicCD MCD Comparison RAMData.png
 +
| game1=v0.70 prototype
 +
| game2=Final game
 +
| desc=The 712 prototype has a different looking "RAM Data" screen. It is not fully functional and has some bugs that would be fixed in the final:
 +
* The player cannot copy their save file to the Mega-CD's internal RAM if a RAM cartridge is not present or there isn't already a ''Sonic CD'' save file copy in the internal RAM.
 +
* Erasing the save file doesn't appear to work.
 +
* It doesn't seem to be possible to replace the save file with one saved in storage.
 +
}}
 
{{Comparison
 
{{Comparison
 
| image1=Notavailable.svg
 
| image1=Notavailable.svg
 
| image2=Notavailable.svg
 
| image2=Notavailable.svg
| game1=712 prototype
+
| game1=v0.70 prototype
 
| game2=Final game
 
| game2=Final game
| desc=The menu on the title screen is reversed, though the options are all the same.
+
| desc=The D.A. Garden is called "Sound Test" on the title screen.
 +
}}
 +
{{Comparison
 +
| image1=Notavailable.svg
 +
| image2=Notavailable.svg
 +
| game1=v0.70 prototype
 +
| game2=Final game
 +
| desc=Exiting the D.A. Garden will lock up the game.
 
}}
 
}}
 
{{Comparison
 
{{Comparison
| image1=SonicCD712 RAMData.png
+
| image1=Notavailable.svg
 
| image2=Notavailable.svg
 
| image2=Notavailable.svg
| game1=712 prototype
+
| game1=v0.70 prototype
 
| game2=Final game
 
| game2=Final game
| desc=The 712 prototype has a different looking "RAM Data" screen.
+
| desc=The Visual Mode screen does not have background music, and "Opening" is misspelled as "Openning".
 +
 
 +
The pencil test hasn't been implemented and cannot be viewed yet. Selecting it in the Visual Mode will just play the opening FMV.
 
}}
 
}}
 
{{Comparison
 
{{Comparison
 
| image1=Scd510 level select.png
 
| image1=Scd510 level select.png
 
| image2=StageSelectSonicCDFinal.png
 
| image2=StageSelectSonicCDFinal.png
| game1=712 prototype
+
| game1=v0.70 prototype
 +
| game2=Final game
 +
| desc=The level select is identical to the [[Sonic the Hedgehog CD (prototype; 1993-05-10)|"510"]], [[Sonic the Hedgehog CD (prototype; 1993-05-12)|v0.28A]] and [[Sonic the Hedgehog CD (prototype; 1993-06-21)|v0.51]] prototypes.
 +
}}
 +
{{Comparison
 +
| image1=Notavailable.svg
 +
| image2=Notavailable.svg
 +
| game1=v0.70 prototype
 +
| game2=Final game
 +
| desc=The preview for Special Stage 6 in the Time Attack menu doesn't animate.
 +
}}
 +
 
 +
==Gameplay comparisons==
 +
{{Comparison
 +
| image1=Notavailable.svg
 +
| image2=Notavailable.svg
 +
| game1=v0.70 prototype
 +
| game2=Final game
 +
| desc=Despite the Title Screen having the proper title, the game is still referred as "CD SONIC THE HEDGEHOG" internally.
 +
}}
 +
{{Comparison
 +
| image1=Notavailable.svg
 +
| image2=Notavailable.svg
 +
| game1=v0.70 prototype
 +
| game2=Final game
 +
| desc=Save files created by this prototype can be used in the final game, and vice versa.
 +
}}
 +
{{Comparison
 +
| image1=Notavailable.svg
 +
| image2=Notavailable.svg
 +
| game1=v0.70 prototype
 +
| game2=Final game
 +
| desc=Debug mode can be used in Time Attack. It was disabled in the final to prevent cheating.
 +
}}
 +
{{Comparison
 +
| image1=Notavailable.svg
 +
| image2=Notavailable.svg
 +
| game1=v0.70 prototype
 +
| game2=Final game
 +
| desc=The robot transporter in the Present doesn't appear to have degraded as much as it has in the final.
 +
}}
 +
{{Comparison
 +
| image1=Notavailable.svg
 +
| image2=Notavailable.svg
 +
| game1=v0.70 prototype
 +
| game2=Final game
 +
| desc=Invisible objects that catapult Sonic into ball form (usually found in tubes) will become visible with shield, invincibility or time warp graphics if Sonic has any of those items in effect.
 +
}}
 +
{{Comparison
 +
| image1=Notavailable.svg
 +
| image2=Notavailable.svg
 +
| game1=v0.70 prototype
 +
| game2=Final game
 +
| desc=The "S" and Clock monitors have been removed aside from a secret room in Palmtree Panic 3, but the Blue Ring monitor can still be found in a few sporadic locations throughout the game. They also have their effects changed somewhat:
 +
*The "S" monitor, when placed with Debug Mode, not only grants Invincibility and Power Sneakers, it also gives you a Shield.
 +
*The Clock monitor, when placed with Debug Mode, causes other monitors to stop blinking.
 +
*The Blue Ring monitor now functions like an invisible shield, allowing you to take a hit without losing your rings. It can also stack with a regular shield.
 +
}}
 +
{{Comparison
 +
| image1=Notavailable.svg
 +
| image2=Notavailable.svg
 +
| game1=v0.70 prototype
 +
| game2=Final game
 +
| desc=Getting all the Time Stones doesn't automatically destroy all robot transporters and thus won't change all futures to Good Futures.
 +
}}
 +
{{Comparison
 +
| image1=Notavailable.svg
 +
| image2=Notavailable.svg
 +
| game1=v0.70 prototype
 +
| game2=Final game
 +
| desc=The game-ending "I'm outta here!" Easter egg now causes an instant [[Game Over]] as intended, but the camera will still follow Sonic as he jumps off the stage, dying from reaching the bottom of the stage.
 +
}}
 +
{{Comparison
 +
| image1=Notavailable.svg
 +
| image2=Notavailable.svg
 +
| game1=v0.70 prototype
 +
| game2=Final game
 +
| desc=The player will always get a bad ending even if the the player has destroyed every robot transporter in the game or collected all the Time Stones. The good ending has been implemented though, and can be viewed in Visual Mode.
 +
}}
 +
{{Comparison
 +
| image1=Notavailable.svg
 +
| image2=Notavailable.svg
 +
| game1=v0.70 prototype
 +
| game2=Final game
 +
| desc=The ending FMVs have no music or sound effects, and don't display the "TRY AGAIN/YOU'RE TOO COOL!" messages or the "Presented by SEGA" text at the end.
 +
}}
 +
 
 +
==Audio comparisons==
 +
{{Comparison
 +
| image1=Notavailable.svg
 +
| image2=Notavailable.svg
 +
| game1=v0.70 prototype
 +
| game2=Final game
 +
| desc=The jump sound doesn't work properly in normal stages. It works in the Special Stage, though.
 +
}}
 +
{{Comparison
 +
| image1=Notavailable.svg
 +
| image2=Notavailable.svg
 +
| game1=v0.70 prototype
 +
| game2=Final game
 +
| desc=The Super Peel-Out doesn't play any sound effects, but the Spin Dash does.
 +
}}
 +
{{Comparison
 +
| image1=Notavailable.svg
 +
| image2=Notavailable.svg
 +
| game1=v0.70 prototype
 +
| game2=Final game
 +
| desc=Destroying a badnik plays a different sound rather than the traditional badnik explosion sound.
 +
}}
 +
{{Comparison
 +
| image1=Notavailable.svg
 +
| image2=Notavailable.svg
 +
| game1=v0.70 prototype
 +
| game2=Final game
 +
| desc=When you gain an extra life, instead of Sonic saying "Yes!", he says "Yeah!".
 +
}}
 +
{{Comparison
 +
| image1=Notavailable.svg
 +
| image2=Notavailable.svg
 +
| game1=v0.70 prototype
 +
| game2=Final game
 +
| desc=Destroying the robot transporter in the Past doesn't play a sound after the explosion.
 +
}}
 +
{{Comparison
 +
| image1=Notavailable.svg
 +
| image2=Notavailable.svg
 +
| game1=v0.70 prototype
 +
| game2=Final game
 +
| desc=The goal signpost doesn't make a sound when passing it.
 +
}}
 +
{{Comparison
 +
| image1=Notavailable.svg
 +
| image2=Notavailable.svg
 +
| game1=v0.70 prototype
 +
| game2=Final game
 +
| desc=Pausing the game does not pause the music; it simply mutes it.
 +
}}
 +
{{Comparison
 +
| image1=Notavailable.svg
 +
| image2=Notavailable.svg
 +
| game1=v0.70 prototype  
 
| game2=Final game
 
| game2=Final game
| desc=The level select is identical to the [[Sonic the Hedgehog CD (prototype 510)|510 prototype]].
+
| desc=The time warp sound is different from both the 510 prototype and the final, this time playing a CD audio track that would go unused in the final. It is track #33, whereas it would be track #2 in the final.
 
}}
 
}}
  
 
==Level comparisons==
 
==Level comparisons==
*[[Sonic the Hedgehog CD (prototype 712)/Comparisons/Palmtree Panic|Palmtree Panic]]
+
*[[{{PAGENAME}}/Palmtree Panic|Palmtree Panic]]
*[[Sonic the Hedgehog CD (prototype 712)/Comparisons/Collision Chaos|Collision Chaos]]
+
*[[{{PAGENAME}}/Collision Chaos|Collision Chaos]]
*[[Sonic the Hedgehog CD (prototype 712)/Comparisons/Tidal Tempest|Tidal Tempest]]
+
*[[{{PAGENAME}}/Tidal Tempest|Tidal Tempest]]
*[[Sonic the Hedgehog CD (prototype 712)/Comparisons/Quartz Quadrant|Quartz Quadrant]]
+
*[[{{PAGENAME}}/Quartz Quadrant|Quartz Quadrant]]
*[[Sonic the Hedgehog CD (prototype 712)/Comparisons/Wacky Workbench|Wacky Workbench]]
+
*[[{{PAGENAME}}/Wacky Workbench|Wacky Workbench]]
*[[Sonic the Hedgehog CD (prototype 712)/Comparisons/Stardust Speedway|Stardust Speedway]]
+
*[[{{PAGENAME}}/Stardust Speedway|Stardust Speedway]]
*[[Sonic the Hedgehog CD (prototype 712)/Comparisons/Metallic Madness|Metallic Madness]]
+
*[[{{PAGENAME}}/Metallic Madness|Metallic Madness]]
*[[Sonic the Hedgehog CD (prototype 712)/Comparisons/Special Stage|Special Stage]]
+
*[[{{PAGENAME}}/Special Stage|Special Stage]]
  
 
==References==
 
==References==

Latest revision as of 16:58, 14 August 2023

Back to: Sonic the Hedgehog CD (Mega-CD prototype; 1993-07-12).

General comparisons

SonicCD712 MCD Comparison Menu.png
v0.70 prototype
SonicCD MCD Comparison Menu.png
Final game

The menu on the title screen is reversed, though the options are all the same.

SonicCD712 RAMData.png
v0.70 prototype
SonicCD MCD Comparison RAMData.png
Final game

The 712 prototype has a different looking "RAM Data" screen. It is not fully functional and has some bugs that would be fixed in the final:

  • The player cannot copy their save file to the Mega-CD's internal RAM if a RAM cartridge is not present or there isn't already a Sonic CD save file copy in the internal RAM.
  • Erasing the save file doesn't appear to work.
  • It doesn't seem to be possible to replace the save file with one saved in storage.
Notavailable.svg
v0.70 prototype
Notavailable.svg
Final game

The D.A. Garden is called "Sound Test" on the title screen.

Notavailable.svg
v0.70 prototype
Notavailable.svg
Final game

Exiting the D.A. Garden will lock up the game.

Notavailable.svg
v0.70 prototype
Notavailable.svg
Final game

The Visual Mode screen does not have background music, and "Opening" is misspelled as "Openning".

The pencil test hasn't been implemented and cannot be viewed yet. Selecting it in the Visual Mode will just play the opening FMV.

Scd510 level select.png
v0.70 prototype
StageSelectSonicCDFinal.png
Final game

The level select is identical to the "510", v0.28A and v0.51 prototypes.

Notavailable.svg
v0.70 prototype
Notavailable.svg
Final game

The preview for Special Stage 6 in the Time Attack menu doesn't animate.

Gameplay comparisons

Notavailable.svg
v0.70 prototype
Notavailable.svg
Final game

Despite the Title Screen having the proper title, the game is still referred as "CD SONIC THE HEDGEHOG" internally.

Notavailable.svg
v0.70 prototype
Notavailable.svg
Final game

Save files created by this prototype can be used in the final game, and vice versa.

Notavailable.svg
v0.70 prototype
Notavailable.svg
Final game

Debug mode can be used in Time Attack. It was disabled in the final to prevent cheating.

Notavailable.svg
v0.70 prototype
Notavailable.svg
Final game

The robot transporter in the Present doesn't appear to have degraded as much as it has in the final.

Notavailable.svg
v0.70 prototype
Notavailable.svg
Final game

Invisible objects that catapult Sonic into ball form (usually found in tubes) will become visible with shield, invincibility or time warp graphics if Sonic has any of those items in effect.

Notavailable.svg
v0.70 prototype
Notavailable.svg
Final game

The "S" and Clock monitors have been removed aside from a secret room in Palmtree Panic 3, but the Blue Ring monitor can still be found in a few sporadic locations throughout the game. They also have their effects changed somewhat:

  • The "S" monitor, when placed with Debug Mode, not only grants Invincibility and Power Sneakers, it also gives you a Shield.
  • The Clock monitor, when placed with Debug Mode, causes other monitors to stop blinking.
  • The Blue Ring monitor now functions like an invisible shield, allowing you to take a hit without losing your rings. It can also stack with a regular shield.
Notavailable.svg
v0.70 prototype
Notavailable.svg
Final game

Getting all the Time Stones doesn't automatically destroy all robot transporters and thus won't change all futures to Good Futures.

Notavailable.svg
v0.70 prototype
Notavailable.svg
Final game

The game-ending "I'm outta here!" Easter egg now causes an instant Game Over as intended, but the camera will still follow Sonic as he jumps off the stage, dying from reaching the bottom of the stage.

Notavailable.svg
v0.70 prototype
Notavailable.svg
Final game

The player will always get a bad ending even if the the player has destroyed every robot transporter in the game or collected all the Time Stones. The good ending has been implemented though, and can be viewed in Visual Mode.

Notavailable.svg
v0.70 prototype
Notavailable.svg
Final game

The ending FMVs have no music or sound effects, and don't display the "TRY AGAIN/YOU'RE TOO COOL!" messages or the "Presented by SEGA" text at the end.

Audio comparisons

Notavailable.svg
v0.70 prototype
Notavailable.svg
Final game

The jump sound doesn't work properly in normal stages. It works in the Special Stage, though.

Notavailable.svg
v0.70 prototype
Notavailable.svg
Final game

The Super Peel-Out doesn't play any sound effects, but the Spin Dash does.

Notavailable.svg
v0.70 prototype
Notavailable.svg
Final game

Destroying a badnik plays a different sound rather than the traditional badnik explosion sound.

Notavailable.svg
v0.70 prototype
Notavailable.svg
Final game

When you gain an extra life, instead of Sonic saying "Yes!", he says "Yeah!".

Notavailable.svg
v0.70 prototype
Notavailable.svg
Final game

Destroying the robot transporter in the Past doesn't play a sound after the explosion.

Notavailable.svg
v0.70 prototype
Notavailable.svg
Final game

The goal signpost doesn't make a sound when passing it.

Notavailable.svg
v0.70 prototype
Notavailable.svg
Final game

Pausing the game does not pause the music; it simply mutes it.

Notavailable.svg
v0.70 prototype
Notavailable.svg
Final game

The time warp sound is different from both the 510 prototype and the final, this time playing a CD audio track that would go unused in the final. It is track #33, whereas it would be track #2 in the final.

Level comparisons

References


Sonic the Hedgehog CD (Mega-CD prototype; 1993-07-12), prototype version of Sonic the Hedgehog CD
SonicCD MCD JP Title.png

Main page | Comparisons | Maps | Hidden content

Part of Sonic the Hedgehog CD development