Proto:Sonic the Hedgehog (Genesis)/Clock Work Zone
This is a sub-page of Proto:Sonic the Hedgehog (Genesis).
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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.
Contents
General
- 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
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Final |
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
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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
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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
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The left-hand slope was shrunk down, the right-hand tunnel narrowed, and a wheel was added.
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A new, right-angled space in the tunnel was added for the final.
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The only thing remaining from the prototype's chunk is the bottommost part of the slope, moved up, but even that was shortened.
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This zig-zag tunnel chunk was opened up for the final.
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The entrance for the pipe is taller...
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...as is the exit for the pipe.
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This noodly chunk was flattened out for the final...
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...and so was this one.
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The ground was raised up, and more detail added.
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A ledge was removed, and the middle ledge is the new default height, for this chunk in the final game.
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Largely unchanged, with this chunk elevated for the final game.
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Similarly, this chunk was raised by the final game.
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Both a wall and floor were added to this lonely slope chunk for the final game.
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Borders were added to the top of this chunk for the final game.
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The corridor is both shorter, and the wall extended to the left edge, in the final game.
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As opposed to this hallway, which is taller in the final game.
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A small technology decoration was replaced with an X shape in the final game.
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Several technology decorations, below the pipe, were replaced with X shapes for the final game.
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This chunk was lowered, with a second platform instead of a smaller wheel, for the final game.
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The two small wheels were replaced with platforms in the final game.
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The topmost ledge was extended, and the bottom ledge was both thinned and straightened out, for the final game.
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The bottom ledge was removed, and top ledge thickened out, for the final game.
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The tunnel is narrower, with borders added, in the final game. Also, a lot of technology greebles were moved around or replaced.
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This diagonal conveyor belt was replaced with a similar spinning platform belt in the final game.
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Same as above, but lower.
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Three mini-conveyors were reduced down to two for the final game.
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Identical to Chunk 48.
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A single decorative greeble had another-shaped one added on top for the final game.
Proto | Final |
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Same as Chunk 50 above.