This is a sub-page of Proto:Knuckles' Chaotix/1207 Prototype.
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Intro Level#
- The intro stage has the standard intro animation that every other attraction uses.
- During the meeting with Metal Sonic in the stage Espio will be summoned from nowhere and Metal Sonic will appear. Interestingly, the sprite used in the foreground before Metal Sonic zooms out to the player's area is unused in the final ROM. There are still 2 entries in Metal Sonic's sprite/animation list in the final that are essentially nulled out - they are replaced with red numbers instead. These correspond to the big "zoomed in" sprite and the "moving eye" sprite accordingly.
- The music in the intro stage is different - "Combination" plays, whereas "Door Into Summer" does not. "Take A Nap" does not play before meeting with Metal Sonic, like it does in the final.
- The demonstration/tutorial section cannot be skipped.
- The fade-out effect in these levels is much faster than in the final; however, they do not transition into the next level nor do they correctly fade out the palette.
- There is a platform in level 2 that has an incorrect palette applied. In addition, it plays no sound when broken.
- The lift object in level 4 has an incorrect palette and doesn't seem to work properly.
- Spinning the signpost at the end of level 5 will not end the level. You have to enter a special stage ring, which will (incorrectly) bring up the end of level results screen. This does not happen in the final.
World Entrance#
- It's always daytime.
- World entrance uses Walkin', however entering it from the level select will use the Combi Select BGM.
- The layout is completely different compared to the final. The clock has no sprite which tells what time of day it is.
- There are no "EXIT" or "PLAY" signs.
- You can't walk off to the left to exit to the title screen.
- The area where you play the roulette game to select a stage has no rotating palettes and no objects programmed for it. In addition, there are more graphics for the background of this area.
- Sometimes after beating a level, the roulette game area will have corrupted graphics
Botanic Base#
- The background pillar object with the waterfalls and plants doesn't appear.
- The clouds in the far background do not move.
- Elevators do not center characters or prevent their idle animations, and they do not play any sound effects.
- You can also get on top of elevators, and get stuck.
- Levels 3 and 5 contain blue platforms, which repeatedly explode and appear a few seconds later.
- The boss of this attraction is implemented, but with a few differences:
- Eggman spins around a lot more, making it much harder to hit him.
- There's no bumper.
- Pressing left or right will pull you downwards.
- The music cuts out when you hit the boss.
Techno Tower#
- The pre-boss cutscene doesn't change depending on the time of day.
- The boss is fully implemented, but it always has 3 lasers.
- Beating the boss will send you to and endless void, only with you and your partner endlessly spinning.
Marina Madness#
Referred to as "Marina Drive" in some areas.
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December 7, 1994 |
Final |
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Seems like the 1207 palette for the morning would be reused for the final as the daytime palette; notably, the daytime palette in this prototype shows differently colored pipes and trees compared to other times of the day.
Not only that, the background has parallax scrolling in this build! Unfortunately, not only does the background start disintegrating shortly after running through the level, it also puts major strain on the hardware (which could lead to the Genesis and 32X to desync), likely explaining it becoming static in the final.
- An area with an invincibility monitor in the final has a Speed Shoes monitor here.
- The collision with boats is very unstable when bobbing up and down.
- Boats that require a switch to be pressed to move don't have switches, though level 5's boats do, and they look quite a bit different.
- The boats in levels 4 and 5 don't move at all.
- This is the last stage to have its boss implemented.
Speed Slider#
- Speed Slider appears to be based roughly off the carnival stage in Sonic Crackers. It has been edited since then; so, nothing matches exactly. However, there are noticeable similarities.
- It's also always daytime.
- Levels 3, 4 and 5 are copies of level 2.
- The palette change in Speed Slider between the lower and upper background occurs too high, with the result that some of the tents appear green instead of red until a certain height.
- There's no objects.
- There are lots of loops in this attraction, but since there's no objects, none of them work.
- The boss has a cutscene (that doesn't change depending on the time) but the boss itself is not implemented.
Amazing Arena#
- New Moon always plays, even when the lights are off.
- Animated tiles play regardless of whether or not the lights are off.
- There's no indicators for the light switch.
- There's objects, but no badniks, and only level 1 has a functional light switch.
- Objects always use their lights on palette (Which look incorrect outside of daytime).
- You can beat the level with the lights off.
- The sub-boss different:
- It only appears in level 1.
- Its arms just flail around.
- Its head doesn't come off.
- You have to wait for the timer to expire, as you cannot defeat the sub-boss.
- No numbers come up when the timer is about to expire.
- In level 5, the cutscene for the boss entrance is in and is fully functional. However, the boss itself never appears, leaving the level unbeatable.
Bonus Stage#
- Does not use the Special Stage sprites like in the final. It just shows the current character's "hurt" animation.
- The "500 pts" block only awards 5 points.
- The knockback from hitting a block is significantly reduced.
- There are no sparkles after collecting a ring.
- The blocks that hurt you have no effect; you just pass through them.
Special Stage#
Very different and preliminary at this point.
- The beginning area has a different design, and the colors are completely different.
- There is very little in the Special Stages themselves - no messages, sprites, etc. The "Pause" text does not show up while the game is paused. No sounds besides music.
- Rings do count down, but you aren't booted from the Special Stage if they run out, and there is no "3 2 1" countdown on the screen like in the final.
- The Special Stage boots you out to the Character Select screen when you lose, though the game will sometimes think you've won and will send you to the next Special Stage.
- Special Stage 1 appears to have two stationary rings with a bad palette.
- Special Stage 6 only seems to have the finish line pattern and freezes the player in place after about 2 seconds, forcing a reset.
Training#
Shows the Botanic Base title card and plays the same music ("Door Into Summer") as on the title screen.
- The stage doesn't change depending on the time of day.
- Only levels 1 through 3 exist, though level 3 is assigned to level 0 for some reason.
- There's no objects.
- The water slides are much slower.
- The vines behave differently.