You can see this using PAR codes. SONIC ANNOYS SHADOW ! Yuji Naka says that Madonna never got past the concept stage due to how she would have made. It plays the Final Zone music, and doesn't have an act number on the title card (which just says "Zone"). In the initial release, the Zones were listed in a pre-release order that doesn't represent the final game. The lava has a less polished appearance, too. The points system was slightly altered: extra lives are now gained every 50,000 points (if it's played on a Japanese console), and the final boss now awards 1,000 points in defeat. sega genesis. REV00 (labeled as "International") and REV01 (labeled as "Japanese") are both selectable. Sonic Mega Collection (and Sonic Mega Collection Plus) include both the REV00 and REV01 versions, as well as a new revision, REVXB, which features the same spike behavior change as Sonic Jam. Jan 4, 2021, 6:34 AM @Luigi #1, Sonic's sprites in the prototype are the same as the final from what I've seen so far, and splats' sprites are already on the final Sonic 1 enemy sheet. They are loaded into the data of Robotnik's capsule, and concept art shows extra gadgets attached to the capsule. Findings. In the original revision, the level order is different from the order in normal gameplay: Labyrinth and Marble's positions are swapped. Easy and Normal modes, which reduce the difficulty of the game by different measures. Another well-known code. This is mentioned and shown in the game's manual but doesn't appear in-game outside of the aforementioned out-of-bounds area. 0C9, 0CA, 0CB, 0CC, 0CD, 0CE, 0D1, 0D2, 0D3, 0D8, 0EE, 11A, 11B, 130, 143, 144 All of the known pre-release photos of Labyrinth Zone show it in a very early state, seemingly a lack of objects and water. The row of springs in Act 3 originally had a second row facing downwards. Before the release of the Mega Drive/Genesis, Sega wanted to make sure that their new console would sell as well as the NES. Here’s hoping that someone actually digs that music up one day and shares it with the world. Interestingly, These tiles are very similar to the border tiles seen in the. It seems like he lacked the laughing animation at this point of development. Download here. From here, you have access to a variety of things: Here, there are separate codes for the pause options and the rest of the debug features. A large boulder was planned to have been at the beginning of Green Hill Zone, which would have chased after Sonic (more info in the Videos section). In Labyrinth Zone, this sprite's data is partially overwritten by the cork sprite in VRAM. A monitor with an "S" on it. Instead, Sonic would fist-pump the air if the player jumped after clearing the signpost. All three tracks have noticeable differences compared to the final game's BGM. Determined to start 2021 off on the right foot; infamous scene member 'drx', along with The Cutting Room Floor have uncovered what is long thought to have been lost to the ages. Make a sheet of already-recorded sprites for the sake of one palette. Zone ID 06, Act ID 00 (Act 1) and Act ID 01 (Act 2) are used for the ending sequence (good ending and bad ending respectively) in the final game, however, Zone 06 exhibits some odd behavior when played as a regular level. In the event a 68000 exception occurs (e.g. I would recommend using these mods: "Salad Plain" Past Music (clean loop) Prototype 0.0.2 Opening. A hedgehog character called "Mr. Hedgehog". Some of the other designs were reused later; the pajama-wearing character became the basis for Dr. Eggman/Robotnik's design, while the rabbit's ability to throw things would later be used in Ristar. I have a possible prototype of Sonic 1 for the Genesis. The development team thought that Robotnik's design was the best out of the bunch, so the other concepts were scrapped. As usual, they are entered on the title screen and can be combined by interpolating a D-Pad direction between them. The earliest screenshots have it entirely made out of gold blocks, with no rings whatsoever. Also known as: Baramdori Sonic (KR)Developer: She was scrapped early in development, but the reason why is split into two stories… A Challenge Mode, in which the player competes for high scores, their best being uploaded to an online leaderboard. A complete list of the game's error messages (which are shown below) can be found at hex value 000004E0. To activate Level Select and Debug Mode, simply enter the Level Select code, push any direction on the D-Pad after the ring sound, then enter the Debug Mode code. The stage select text is positioned upwards, too, possibly because of the lack of slots like Final Zone. And yeah, we could use some footage. Tails And Sonic Pals 345,851 views Amazing to finally see this released. The stage select once used a bluish-grey palette instead of a sepia-tone one. And yeah, I like this Sonic 3 prototype design more than the Sonic 3 final design we have right now. It's a crapshoot whether one will show up to begin with; the newly dumped prototype is 30 years old. It's unknown what this would have done. But apart from that, the confirmed thing is that the game runs faster. A W block. This prototype was featured at the Yuusei Sega World (遊星セガワールド) event in 1992. Another idea that was thrown out was the Sonic the Hedgehog Band. Leaked on February 23, 2008 by drx, these prototypes were part of a huge package filled with prototypes from Sega of America from around 1994-95. Green Hill Zone Act 2 has multiple misplaced enemies, such as this Crabmeat at coordinates 10D0,0370, under the section with the moving pillars and spikes just before the checkpoint. After entering the code, press Start while holding A and continue holding A until Sonic appears in the level. QuadFactor. This prototype has a research article on TCRF. Interestingly, this was altered in the. Other early screenshots of the level reveal the aforementioned background, with a rocky design. This code does not work in the Sonic Classics version. The following differences are: The version of the game included in Sonic Jam has its fair share of differences, including: This version of the game is also based on REV01, and unlike many other re-releases, is an actual port. The code remains in the game. Possibly would have hurt Sonic, like in, An image of Sonic's unused goggles, leading some to believe it was originally a power-up. The purple creature did make it to a prototype build shown at the 1990 Tokyo Toy Show but had its colors changed from purple and yellow to blue and red. A weird routine that logs the collision, suggesting it was meant for a much older version of the game. An early screenshot of the end of Marble Act 1 shows an unused, sideways variant of the "spike chandelier". Scrap Brain Zone contains a number of these (apparently a victim of changing object allocations - the subtypes work perfectly if these are changed to solidity objects) which emit various glitched tiles when broken. The Cutting Room Floor research. 28:25. It's possible to reach this platform with a well-timed jump, and if the player rides on it, it'll take them to an alternate path which may have an extra ring. 1. Much of the development time was spent trying to figure out what the mascot would be like in order to have a wide appeal, where several ideas were considered before being scrapped entirely or put into newer games. Video game preservation groups Hidden Palace and The Cutting Room Floor showcased their newest discovery in a special New Year’s Eve livestream to … To do so, Sega held a competition throughout all of its branches to create a character that would end up replacing Alex Kidd as the mascot of the company. The swinging platforms of Green Hill Zone instead carry a wrecking ball when the highest bit of their subtype value is set. A 1-up icon. Address FF0000 is in charge of adding mirroring and collision to these tiles, creating 16x16 chunks. Genesis / 32X / SCD - Sonic the Hedgehog 3 (November 3, 1993 Prototype) - Sonic - The #1 source for video game sprites on the internet! A prototype of Sonic’s first major outing, Sonic the Hedgehog (1991), was unveiled to the public Thursday evening. Identify whether there are differences or whether they are just unused copies. Act ID 00 (Act 1) spawns Sonic where he normally is during the good ending, while Act ID 01 (Act 2) spawns Sonic where he normally is during the bad ending. SonicFan2009 wrote: Undermemes wrote: SonicFan2009 wrote: Hello, people of the internet! A stone can be found below the boundaries of the map in Green Hill Zone Act 3, near the boss fight. Nov 22, 2019, 12:13 AM. Once enabled, they behave in the same manner as they do when running on non-Japanese systems. If you play the Japanese version and have a Japanese Mega Drive, or switch the region to Japanese, you can use the code C, C, C, C, C, C, Up, Down, Down, Down, Left, Right, which should make a ring noise, then when the demo starts, hold Down + A + B + C to turn the screen's background to white, making the text visible after the Sega splash screen. Three alternate versions of Sonic tracks appeared as part of Sega Music Collection, a collection of BGMs from several Mega Drive titles which was distributed digitally in Japan via the Sega Game Toshokan dial-up service. 13D, 13E, 140, 141, 186, 187, 188, 198, 19B. This page was last edited on 24 February 2021, at 09:04. The "TM" symbols in both the SEGA & title screen now disappear. Alternate zone names, cut badniks, cut zone backgrounds, cut objects, etc. The two land, Sonic jumps towards the player, and the screen fades out to black. https://www.reddit.com/.../real_leaked_video_of_sonic_1_prototype_from_the However, the title screen uses its own string which specifies the same date. An unused and quite different explosion, meant for the scrapped front-facing Ballhog badnik's bomb and Buzz Bomber badnik's unused exploding projectile routine. A stage planning sheet reveals that a Motobug was once placed at the top of the hill immediately past the misplaced Motobug, in front of the spring, so perhaps this is a remnant of that early design. An icon used to represent a menu that can be toggled by interacting with this icon. Jan 4, 2021, 6:34 AM @Luigi #1, Sonic's sprites in the prototype are the same as the final from what I've seen so far, and splats' sprites are already on the final Sonic 1 enemy sheet. My best solution is to place it on an Object sheet somewhere. There's a routine which would change Sonic's sprite to one of these, but it's unused, calling it a "Warp" animation. In the Sonic 1 2013 Port, they were added in debug mode and functions flawlessly. The Sega … In Green Hill Zone Act 2, in the place where you break through a wall to get 3 Monitors, the Shield Monitor was originally going to be an Extra Life Monitor. Early in development, Spring Yard Zone had a completely different look and was called Sparkling Zone. As seen in the prototype, it would have originally been its own object that could be pushed around and break through walls that Sonic couldn't and roll through tubes that Sonic could. [TCRF]Spongebob Squarepants ... Fasguy 51,560 views. Commercial (3 CD) published by DCT records, Universal Music on Oct 19, 2011 containing original soundtrack, arrangement, prototype/unused from Sonic the Hedgehog (1991), Sonic the Hedgehog 2, Sonic the Hedgehog (2006) with compositions by Masato Nakamura performed by Miwa Yoshida, Masato Nakamura, Takahiro Nishikawa, Naoya Hamada, Morris Michael, Raul D'Oliveira, … Possibly used for when the player was close to drowning. Later on, the palette got changed to the final's sepia-tone feel. Shrinking, maybe falling, sprites for Sonic. This Sonic the Hedgehog prototype has way too many differences big and small to list … sonic the hedgehog. Possibly moving on the tile wall. These sprites could have been used in the ending, since they show Robotnik struggling to stay in the air (and then exploding), presumably only if you attacked Robotnik's craft when he tries to escape in Final Zone. But Tails can't just be slapped onto Sonic's … Download Sonic Crackers (Apr 1, 1994 prototype) An early prototype of Sonic Crackers, an early version of what would eventually become Knuckles Chaotix for 32X, for the Sega Mega Drive. For some reason, the spikes are located at the same coordinate in act 3. It features a weird click instrument in Marble Zone (which actually now I'm guessing is just a console sound chip glitch which is audible in the 6-PAK version of the game). It wrapped in both directions but didn't appear to scroll. Again, codes for the debug mode vary based on console or game region. This well-circulated screenshot depicts a version of Marble Zone not seen in any other prerelease coverage, with flipping platforms, a more segmented ground, chunkier lava, and larger ruins. What makes Hidden Palace different from other communities is that we make efforts to find what we’ve been searching for, rather than waiting for opportunities to come to us. Marble Zone's switch has no equivalent sprite. Most compilations and re-releases include this altered version. They are loaded naturally into the RAM addresses FFBAC8 and FFBAD0 and appear a layer in front of the sprites, can be added on Green Hill Zone with these codes, FF5970:0159 happy face, FF5972:015A sad face. And not like “Oh it's just a glitch” faster, no, this was intentional. so is the swing the only thing "new" here? In many prerelease screenshots, and in the background of a scene in Wayne's World, UFOs are seen spinning in the sky in Marble Zone.