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This is a sub-page of Proto:Sonic the Hedgehog 2 (Genesis)/August 21st, 1992/Casino Night Zone.

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

August 21st proto

September 14th proto - Final

The version of Casino Night here seems to be the same one seen in a few early screenshots. The Zone reached its final design by the September 14th build.

Simon Wai

August 21st

  • 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 are also loaded into VRAM, but haven't actually been coded yet.
  • The bumper has been implemented, albeit pink instead of red. 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

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

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

Same as with Act 1. Some chunks are now present which weren't in the Wai prototype.