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Proto:Sonic the Hedgehog (Genesis)/Clock Work Zone

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This is a sub-page of Proto:Sonic the Hedgehog (Genesis).

Hmmm...
To do:
  • Document as many layout differences as possible. Considering how early in development Clock (W)ork Zone is, there should be many.
  • Add screenshots of Act 2 and its blue background.

Clock Work Zone, being an early version of Scrap Brain, still has a lot of work remaining on it. Not being accessible through normal means, requiring Level Select, like Labyrinth Zone, void of any objects, and not even having an Act 3 makes it very incomplete compared to its final version.

General

STHGenesisProto-Clock Ork Zone.png
  • Clock Work is displayed as "CLOCK  ORK" on the title card due to a W lacking in the title card sprites. The game doesn't even attempt to load a W, but does reserve spacing for one. This is due to the way the letters are loaded into VRAM: all 128 tiles are filled with the rest of the font, making it impossible to actually include a W without cutting into already used parts of VRAM.
  • Both Acts lack any objects aside from the player starting positions.
  • The debug list contains Rings, Static Monitors, and Crabmeats, along with the title screen tiles.
  • Pits usually fail to kill Sonic, either warping him to the top of the stage, or letting him stand below the level.

Act 1

Proto Sonic1ProtoSBZ1Map.png
Final Sonic1FinalSBZ1Map.png

Act 1 seems to have the layout seen in early magazine screenshots, as it uses the same background, itself using chunks normally reserved for ground tiles.

  • Diagonal conveyor belts are present that aren't seen in the final game. They aren't animated, nor do they function.
  • Has a lot of dead-ends.
  • The level cannot be beaten as it lacks a signpost.

Act 2

Proto Sonic1ProtoSBZ2Map.png
Final Sonic1FinalSBZ2Map.png

Even more unfinished than Act 1, not even having a background. You can barely go anywhere without Debug Mode, and the layout is very bugged in many places.

  • Interestingly, the level starting point is far away from Scrap Brain Act 2's level starting point, hinting at a possible layout difference from earlier in development.
  • Smaller rotating disc platforms are present that are nowhere to be seen in the final release.
  • As with Act 1, bottomless pits are bugged and often will send you flying.
  • The level cannot be beaten due to lacking a signpost.

Act 3

Remember when YT had a little indifferent face when a video went down? TCRF remembers.
This page or section has one or more broken YouTube links.
Please find an archived version of the video(s) or a suitable replacement.

It doesn't exist!

Specifically, this is a copy of Labyrinth Zone Act 3. In the final game, Scrap Brain Act 3 is actually Labyrinth Act 4; this is possible because a byte is reserved for the Act number in the game's data, allowing Act numbers from 0 to 255. Labyrinth Act 4 in this build is simply a copy of Labyrinth Act 3, therefore there is no Clock Work Act 3.

Accessing the Clock Work level with the Act number set to 3 will simply load an empty level with a blue background, albeit with a "Clock Ork Zone Act. 3" title card as seen in this video.

Changed Chunks

Proto Final
Sonic1ProtoCWZChunk2.png Sonic1FinalSBZChunk2.png

The left-hand slope was shrunk down, the right-hand tunnel narrowed, and a wheel was added.

Proto Final
Sonic1ProtoCWZChunk3.png Sonic1FinalSBZChunk3.png

A new, right-angled space in the tunnel was added for the final.

Proto Final
Sonic1ProtoCWZChunk4.png Sonic1FinalSBZChunk4.png

The only thing remaining from the prototype's chunk is the bottommost part of the slope, moved up, but even that was shortened.

Proto Final
Sonic1ProtoCWZChunk5.png Sonic1FinalSBZChunk5.png

This zig-zag tunnel chunk was opened up for the final.

Proto Final
Sonic1ProtoCWZChunk10.png Sonic1FinalSBZChunk10.png

The entrance for the pipe is taller...

Proto Final
Sonic1ProtoCWZChunk11.png Sonic1FinalSBZChunk11.png

...as is the exit for the pipe.

Proto Final
Sonic1ProtoCWZChunk13.png Sonic1FinalSBZChunk13.png

This noodly chunk was flattened out for the final...

Proto Final
Sonic1ProtoCWZChunk14.png Sonic1FinalSBZChunk14.png

...and so was this one.

Proto Final
Sonic1ProtoCWZChunk18.png Sonic1FinalSBZChunk18.png

The ground was raised up, and more detail added.

Proto Final
Sonic1ProtoCWZChunk19.png Sonic1FinalSBZChunk19.png

A ledge was removed, and the middle ledge is the new default height, for this chunk in the final game.

Proto Final
Sonic1ProtoCWZChunk20.png Sonic1FinalSBZChunk20.png

Largely unchanged, with this chunk elevated for the final game.

Proto Final
Sonic1ProtoCWZChunk22.png Sonic1FinalSBZChunk22.png

Similarly, this chunk was raised by the final game.

Proto Final
Sonic1ProtoCWZChunk23.png Sonic1FinalSBZChunk23.png

Both a wall and floor were added to this lonely slope chunk for the final game.

Proto Final
Sonic1ProtoCWZChunk27.png Sonic1FinalSBZChunk27.png

Borders were added to the top of this chunk for the final game.

Proto Final
Sonic1ProtoCWZChunk28.png Sonic1FinalSBZChunk28.png

The corridor is both shorter, and the wall extended to the left edge, in the final game.

Proto Final
Sonic1ProtoCWZChunk33.png Sonic1FinalSBZChunk33.png

As opposed to this hallway, which is taller in the final game.

Proto Final
Sonic1ProtoCWZChunk34.png Sonic1FinalSBZChunk34.png

A small technology decoration was replaced with an X shape in the final game.

Proto Final
Sonic1ProtoCWZChunk36.png Sonic1FinalSBZChunk36.png

Several technology decorations, below the pipe, were replaced with X shapes for the final game.

Proto Final
Sonic1ProtoCWZChunk40.png Sonic1FinalSBZChunk40.png

This chunk was lowered, with a second platform instead of a smaller wheel, for the final game.

Proto Final
Sonic1ProtoCWZChunk41.png Sonic1FinalSBZChunk41.png

The two small wheels were replaced with platforms in the final game.

Proto Final
Sonic1ProtoCWZChunk42.png Sonic1FinalSBZChunk42.png

The topmost ledge was extended, and the bottom ledge was both thinned and straightened out, for the final game.

Proto Final
Sonic1ProtoCWZChunk43.png Sonic1FinalSBZChunk43.png

The bottom ledge was removed, and top ledge thickened out, for the final game.

Proto Final
Sonic1ProtoCWZChunk44.png Sonic1FinalSBZChunk44.png

The tunnel is narrower, with borders added, in the final game. Also, a lot of technology greebles were moved around or replaced.

Proto Final
Sonic1ProtoCWZChunk45.png Sonic1FinalSBZChunk45.png

This diagonal conveyor belt was replaced with a similar spinning platform belt in the final game.

Proto Final
Sonic1ProtoCWZChunk46.png Sonic1FinalSBZChunk46.png

Same as above, but lower.

Proto Final
Sonic1ProtoCWZChunk48.png Sonic1FinalSBZChunk48.png

Three mini-conveyors were reduced down to two for the final game.

Proto Final
Sonic1ProtoCWZChunk49.png Sonic1FinalSBZChunk49.png

Identical to Chunk 48.

Proto Final
Sonic1ProtoCWZChunk50.png Sonic1FinalSBZChunk50.png

A single decorative greeble had another-shaped one added on top for the final game.

Proto Final
Sonic1ProtoCWZChunk51.png Sonic1FinalSBZChunk51.png

Same as Chunk 50 above.