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Proto:Sonic the Hedgehog (Genesis)/Marble Zone
This is a sub-page of Proto:Sonic the Hedgehog (Genesis).
| To do: Document as many object and layout differences as possible. |
As the only other Zone in this prototype (along with Green Hill) with three complete Acts, Marble Zone is in a mostly functional state... key word "mostly", as this version of Marble is considerably more difficult than what it ended up becoming.
Contents
Palette
| Proto | Final |
|---|---|
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The palette in the prototype has different colors for the pink shading.
Act 1
| Proto | |
|---|---|
| Final |
The three rings at the beginning are absent, with a Buzz Bomber appearing instead. Like the Motobug placed at the start of Green Hill Act 1, it will kill you if you don't move away in time.
| Proto | Final |
|---|---|
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Hovering in the sky during all three Acts are gyrating UFO's, as seen in a great deal of Marble Zone's prerelease coverage. The UFOs do not tile very well with the rest of the sky, which possibly explains why they ended up getting canned.
In Sonic Mania, similar graphics were used for the lampposts in Studiopolis Zone.
| Prototype | Final |
|---|---|
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Yadorins are placed near where Caterkillers are in the final game.
| Proto | Final |
|---|---|
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The glass crusher columns are glitchy: Sonic can be killed by entering one too quickly while it's moving up. The rings are also missing from this section.
| Prototype | Final |
|---|---|
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There's only one Batbrain near the first "push the block onto the switch" part...
| Proto | Final |
|---|---|
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...and the block itself is placed much further left.
| Proto | Final |
|---|---|
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Just after that, a unique horizontal spike crusher was replaced by a regular vertical one. The horizontal version remains in the final game's data and works just fine if placed with Debug Mode.
| Proto | Final |
|---|---|
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Because checkpoints are missing from this build, all you get here is a set of spikes. Lovely.
The section with blocks falling into the lava seems to lag the controls. Jumping doesn't always work while a block is in midair.
| Proto | Final |
|---|---|
A minor detail but pretty interesting. The block on top of the spike crusher sticks to the crusher when it falls, however, in the final version this block is a tiny bit above the spike crusher when falling
Act 2
You aren't awarded points for breaking blocks yet.
| Proto | |
|---|---|
| Final |
| Proto | Final |
|---|---|
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Two Yadorins were replaced with Caterkillers, and a 10 Ring Monitor was removed from the top of a background column.
| Proto | Final |
|---|---|
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Instead of hitting a switch, the player must repeatedly jump on the glass crusher in order to force it downward.
| Proto | Final |
|---|---|
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This tunnel, which ends in a red spring trap, contains three Yadorins in the prototype and two Caterkillers in the final game.
Act 3
| Proto | |
|---|---|
| Final |
| Proto | Final |
|---|---|
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Three rings were removed from these pillars at the start.
| Proto | Final |
|---|---|
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This secret room under the incline initially contained three 10 Ring Monitors. Apparently the developers thought that was too generous, as a Caterkiller is placed here instead in the final game.
| Proto | Final |
|---|---|
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This 1-Up Monitor was replaced with a Shield Monitor.
| Proto | Final |
|---|---|
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One fireball launcher was removed, and the topmost one had its position tweaked a bit.
| Proto | Final |
|---|---|
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The end of Act 3 doesn't have a boss yet, but it does have a signpost, making Marble one of a whopping two complete Zones in this build.
Unused Chunks
The chunks 04, 13, and 32 are unused in the prototype and in the final version. There is no difference.
































