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Proto:Sonic the Hedgehog (Genesis)/Labyrinth Zone

From The Cutting Room Floor
< Proto:Sonic the Hedgehog (Genesis)
Revision as of 20:59, 2 January 2021 by Xkeeper (talk | contribs) (| mode = vertical2)
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This is a sub-page of Proto:Sonic the Hedgehog (Genesis).

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Labyrinth Zone is less complete than the previous three stages, lacking lots of things and not even being playable normally (skips from Spring Yard to Star Light). As a result, this stage can only be played via the level select.

General

Prototype Final
Sonic1ProtoLZ-5.png Sonic1FinalLZ-5.png

The stage uses a completely different background at this point, and strangely changes Y position with each act (Act 3 has no background at all!).

  • All three acts completely lack any water or object layouts, let alone signposts. This makes them impossible to complete; even exploration is difficult without debug mode.
  • Rings, if placed via debug mode, use a glitched palette that makes them appear entirely black. The debug list also contains a Monitor and Crabmeat, a common sight for unfinished stages.
  • Due to there being no objects, water current tunnels are non-functional in this build.
  • Crystals have a different, smaller design. Interestingly, the 8-bit version uses these instead of the larger crystals seen in the final.
Prototype Final
Sonic1ProtoLZ-3.png Sonic1FinalLZ-3.png

Brick wall tiles which aren't seen in the final, cover certain areas of the stage. In the final game, these would mostly become areas with water bubbles that are opened with a button.

Prototype Final
Sonic1ProtoLZ-2.png Sonic1FinalLZ-2.png

Pillar decorations are absent from this build too.

Act 1

Prototype Sonic1ProtoLZ1Map.png
Final Sonic1FinalLZ1Map.png

The act seems to end prematurely in the prototype, with the camera scroll stopping at X coordinate 17BF, while in the final, it stops at 19BF. Not that it matters too much, since no signpost makes the act impossible to complete.

Prototype Final
Sonic1ProtoLZ-1.png Sonic1FinalLZ-1.png

When the stage is first loaded, a graphical error can be seen when walking down the initial path. And as seen in the embedded video, the very start of the level contains a pretty weird vertical zipping bug that allows you to stand on thin air and even outrun the camera for a few moments. This would later be fixed by adding a block object on top of the platform and disabling vertical looping in this act.

Act 2

Prototype Sonic1ProtoLZ2Map.png
Final Sonic1FinalLZ2Map.png

Act 3

Prototype Sonic1ProtoLZ3Map.png
Final Sonic1FinalLZ3Map.png