Prerelease:Sonic the Hedgehog (Genesis)/WCES-like Builds
This is a sub-page of Prerelease:Sonic the Hedgehog (Genesis)/WCES-like Builds.
Tera Drive Demo | WCES Build |
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While closer to looking like the final game, these builds are called WCES-like Builds due to still having noticeable similarities to the build shown at Winter CES. Sonic's palette has now been updated to match his final colors. The background of Green Hill Zone is still brighter than it appears in the final game - with the foreground mountains using the same array of colors as the background mountains, rather than the foreground being a shade darker - and its background placement order has been updated since last time to now use different orders for each act, unlike most of Pre-WCES. The background on the title screen also now scrolls unlike the previous builds.
Contents
Green Hill Zone
The background design, while closer to the final's, still features brighter tiles and uses the title screen's water palette cycle. Green Hill's water has also been changed to be lighter blue and the RINGS HUD is still lacking its S. Sonic's spawn location is different in this version.
An alternate scan of the image above.
The removed Green Hill Zone ball appears here for the first time.
An extra Motobug is visible to the right of the platform; it would be moved even further to the right of the map in the final game.
A common prerelease image of the Act 1 loop containing an invincibility monitor on the top instead of a shield.
This picture of the end of Act 1 indicates that the background was set lower in at least one build. A strip of lighter blue can be seen above the rightmost palm tree as a result of this.
The lower section of Act 3 has now been updated to have the final platform to the right, but there's extra rings where Sonic is and spikes on the leftmost part of the platform.
An alternate scan of the frame above.
Green Hill Zone's first palette line went through a change of pink to green, which as a result altered the colors of the flowers and Newtrons.
Dr. Robotnik's first appearance. We can see that there is no waterfall in the background due to the different chunk order.
Labyrinth Zone
A picture of an empty Act 2. Some of the layout design is different, including the crystals that look similar to the 8 bit version of the game, and there doesn't seem to be any actual background at this point.
Marble Zone
The green UFOs that were removed from the final game were originally red as seen here.
The debug mode has been updated to now affect the score like it does in the final game.
The lava in Marble Zone is still using different graphics in this build. The piece of ground on the right is positioned higher than in the final game.
A better look at the red UFOs.
A closer look at the lava.
This picture of Act 3 has a layout that's positioned one chunk lower in the final game and there doesn't seem to be any objects.
Spring Yard/Sparkling Zone
Looks pretty identical to Sparkling Zone from the pre-WCES builds. The recently dumped prototype has an unused object layout for Act 1 that's very similar to this version of Sparkling Zone Act 1, which has a completely different layout from the final game.
This picture shows chunks that never made it into the final game.
Other pictures showing more of the early layout design and background.
This may be the beginning of act 1 or act 2.
Scrap Brain/Clock Work Zone
The background in this build is broken. It scrolled as if it used Green Hill Zone's parallax code.
A chunk of the level was left broken in development.
Special Stage
The Special Stages' layout is identical to the one seen in Shinsaku. The blocks are all yellow instead of multicolored.
Slightly later in the Special Stage.
Outside of the Map, doesn't crash.