Proto:Sonic the Hedgehog 2 (Genesis)/August 21st, 1992/Casino Night Zone
This is a sub-page of Proto:Sonic the Hedgehog 2 (Genesis)/August 21st, 1992.
Casino Night Zone has the same general design as in the Simon Wai proto, but is much more complete. Almost all of the incorrect chunks are fixed, collision is strengthened, and Sonic no longer spawns in the air. Both Acts are still completely devoid of objects, though.
General
Simon Wai proto | Pre-release photo |
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August 21st proto | September 14th proto - Final |
The version of Casino Night here seems to be the same one seen in a few early magazine screenshots. The zone reached its final design by the September 14th build.
Simon Wai | August 21st |
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- The background was given a major overhaul: the buildings are smaller, making them appear further away, and there's an extra layer at the bottom. Given the way they're set up, paralax scrolling would've been used a lot here.
- The triangle bumpers, conveyor belts, elevator tops, and neon tree lights still have their designs from the Simon Wai build.
- While not implemented yet, the moving blocks have their art in the ROM. Various other common objects such as the flippers, elevators, and the green neon platforms are also loaded into VRAM, but haven't actually been coded yet.
- The bumper has been implemented, albeit pink, with the inner ring around the star in a palette cycle instead of red and without the inner ring palette-cycling at all. It can be placed in Debug Mode.
- The auto-roll object (used in Hill Top and Casino Night to force Sonic/Tails into a ball) has also been implemented and is placeable in Debug Mode. The final game represents it as a column of red rings in Debug Mode.
- The boss spawns at the end of Act 2, but it's incomplete:
- The electricity palette never loads, instead being black. Additionally, going further right will overwrite its art with that of the signpost.
- Robotnik only drops bombs and moves upward.
- The bombs, instead of sitting still and explode, move around for about 20 seconds.
Simon Wai | August 21st |
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Simon Wai | August 21st |
The pink and blue cards are now updated to be animated and be in a uncompressed format. In the Wai prototype, they were highly reduced, compressed in Nemesis, and weren't animated besides the palette cycling.
Maps
Act 1
Simon Wai | August 21st |
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Act 1 is a lot more polished up than in the Wai build. There's not as many broken tiles, and some of the other errors have been fixed.
Act 2
Simon Wai | August 21st |
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Same as with Act 1. Some chunks are now present which weren't in the Wai prototype.