Difference between revisions of "Astropede (prototype)"

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Th June(?) 1994 '''''Segapede'' prototype''' is a prototype build of the unreleased game [[Astropede|''Segapede''/''Astropede'']] for the [[Sega Mega Drive]]. Previously showcased by [[Craig Stitt]] in August 2020, it was released on [[sonic:Hidden Palace|Hidden Palace]] on November 24th, 2022.
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The June(?) 1994 '''''Segapede'' prototype''' is a prototype build of the unreleased game [[Astropede|''Segapede''/''Astropede'']] for the [[Sega Mega Drive]]. Previously showcased by [[Craig Stitt]] in August 2020, it was released on [[sonic:Hidden Palace|Hidden Palace]] on November 24th, 2022.
  
This is a very early version of the game (though may be one of the last builds, given the project was cancelled shortly afterwards), possibly used to pitch the game to higher ups at the [[Sega Technical Institute]] It is a one-level demo with a single music track composed by [[Howard Drossin]]. Many of the art assets are recycled from the scrapped ''[[Sonic the Hedgehog 2 (16-bit)|Sonic the Hedgehog 2]]'' stage [[sonic:Hidden Palace Zone|Hidden Palace Zone]].
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This is a very early version of the game (though may be one of the last builds, given the project was cancelled shortly afterwards), possibly used to pitch the game to higher ups at the [[Sega Technical Institute]]. It is a one-level demo with a single music track composed by [[Howard Drossin]]. Many of the art assets are recycled from the scrapped ''[[Sonic the Hedgehog 2 (16-bit)|Sonic the Hedgehog 2]]'' stage [[sonic:Hidden Palace Zone|Hidden Palace Zone]].
  
{{B}} fires and {{C}} jumps. The player can collect body segments spread across the level and detach them all by pressing {{A}}+{{B}}+{{C}}. There are also a handful of enemies. {{start}} resets the game.
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==Gameplay==
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{{B}} fires and {{C}} jumps. The player can collect (up to five) body segments spread across the level (which act as an extra hit point, similarly to the rings in ''[[Sonic the Hedgehog (16-bit)|Sonic the Hedgehog]]'') and detach them all by pressing {{A}}+{{B}}+{{C}}. While several segment designs exist, they all act the same in this prototype.
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There are also a handful of enemies, some of which drop segments when destroyed, spikeswhich damage the player, and bottomless pits that will end the game. A few giant emeralds exist in the stage which will teleport the player to defined spots on the map.
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While the game seemingly attempts to emulate ''Sonic''-style slopes and quarter pipes, the collision is very primitive, with the player (and segments) frequently clipping through the scenery and being able to scale heights without issue.
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Once the player finds a flag at the end of the level (whose graphics are borrowed from ''[[Kid Chameleon]]''), the game resets. {{start}} also resets the game.
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==Maps==
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<gallery>
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SegapedeProto MD Level1 Map.png|"Level 1"
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</gallery>
  
 
==Hidden content==
 
==Hidden content==
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{{SegapedeProtoOmni}}
 
{{SegapedeProtoOmni}}
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{{AstropedeOmni}}

Latest revision as of 07:16, 9 May 2024

Segapede Title.png

Astropede (prototype)
Prerelease of: Astropede
System: Sega Mega Drive
Build date: 1994-06
Found by: Craig Stitt

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The June(?) 1994 Segapede prototype is a prototype build of the unreleased game Segapede/Astropede for the Sega Mega Drive. Previously showcased by Craig Stitt in August 2020, it was released on Hidden Palace on November 24th, 2022.

This is a very early version of the game (though may be one of the last builds, given the project was cancelled shortly afterwards), possibly used to pitch the game to higher ups at the Sega Technical Institute. It is a one-level demo with a single music track composed by Howard Drossin. Many of the art assets are recycled from the scrapped Sonic the Hedgehog 2 stage Hidden Palace Zone.

Gameplay

B fires and C jumps. The player can collect (up to five) body segments spread across the level (which act as an extra hit point, similarly to the rings in Sonic the Hedgehog) and detach them all by pressing A+B+C. While several segment designs exist, they all act the same in this prototype.

There are also a handful of enemies, some of which drop segments when destroyed, spikeswhich damage the player, and bottomless pits that will end the game. A few giant emeralds exist in the stage which will teleport the player to defined spots on the map.

While the game seemingly attempts to emulate Sonic-style slopes and quarter pipes, the collision is very primitive, with the player (and segments) frequently clipping through the scenery and being able to scale heights without issue.

Once the player finds a flag at the end of the level (whose graphics are borrowed from Kid Chameleon), the game resets.  START  also resets the game.

Maps

Hidden content

Main article: Astropede (prototype)/Hidden content.

Region coding

Main article: Astropede (prototype)/Region coding.

External links

References


Template:SegapedeProtoOmni

Astropede

Segapede Title.png

Main page


Sega Mega Drive
Prototypes: Prototype