Sonic 1 прототип
Misplaced Objects
In Green Hill Zone Act 1, a Motobug is suspended above an abyss near the first group of spikes. It is quickly erased from memory because there is no collision area for it to spawn on. 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.
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. They cannot be seen in gameplay, as they're always placed such that they instantly fall into the abyss and unload. The Crabmeat is particularly amusing in that it's already below the level of the screen.
A stone can be found below the boundaries of the map in Green Hill Zone Act 3, near the boss fight. It is impossible to reach it without the use of debug mode. You can also find a Buzz Bomber that is impossible to reach at coordinates 21B0,0000.
In Labyrinth Zone Act 1, there is a group of spikes buried in 12D3,0675. It is impossible to see them because they are out of bounds and the foreground tiles are in a layer above the sprites. For some reason, the spikes are located at the same coordinate in act 3.
Prototype 510, sometimes known as CD Sonic the Hedgehog after the odd word ordering on the title screen, is an early prototype of Sonic CD. Its compile date is May 10th, 1993. The prototype showcases the game when it was roughly halfway complete; all the levels are functional, although only three can be accessed without level select. There's also quite a few differences from the final, ranging from early audio to additional power-ups.
The prototype was discovered by a group of fans called Sega Extreme in Summer 2000. The original disc has since been sold, and is now lost. The 510 prototype was the earliest known build of Sonic CD until 2019, when an even earlier one was discovered.
Прототип 0606
Сборка сделана 6 июня 1994 года. Эта версия уже может работать отдельно от картриджа StH3 и гораздо ближе к финальной версии, чем предыдущий прототип.
Содержание
Unused Warping Effect
This was used in the prototype when running into a giant ring; Sonic disappears as he runs into it, and a warping noise plays. Sonic then reappears a few seconds later, likely as a method of testing the object.
Прототип 0608
Полностью соответствует финальному варианту, за исключением одного бага: босс во 2-ом акте Mushroom Hill Zone может получать удары от игрока во время проигрывания анимации уничтожения. Также все чит-коды теперь соответствуют релизным.
Debug Mode
Again, codes for the debug mode vary based on console or game region.
International Version; & Japanese Version on International Hardware
Another well-known code. While Up, C, Down, C, Left, C, Right, C is the most common version, a shorter version is C, C, Up, Down, Left, Right. The main requirement for the code is pressing C twice before the final input of Right. After entering the code, press Start while holding A and continue holding A until Sonic appears in the level. The "Pause Options" (see below) are enabled even if A hasn't been held.
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.
From here, you have access to a variety of things:
- Invincibility
- Infinite Time
- Debug Coordinates (in place of score)
- Sprite Counter (in place of time)
- Placement Mode: Press B during gameplay. From there,
- Press A to move forward one object.
- Hold A and press C to move backward one object.
- Press C to place the object.
Japanese Version on a Japanese system
Here, there are separate codes for the pause options and the rest of the debug features. As usual, they are entered on the title screen and can be combined by interpolating a D-Pad direction between them.
- C, C, C, C, Up, Down, Down, Down, Left, Right, hold A and press Start
Once enabled, they behave in the same manner as they do when running on non-Japanese systems.
Прототип 0525
Прочие отличия от финальной версии:
- Уникальный титульный экран для игры ещё не сделан, используется титульник третьей части.
- Есть серьёзные проблемы с меню сохранений: не работает счётчик Изумрудов Хаоса, сейвы игры за Наклза нельзя активировать. Также батарея не записывает Sonic the Hedgehog 3 Limited Edition
- Используется часть треков из StH3 , треки для зон во многих местах перетасованы.
- Многочисленные мелкие отличия в строении уровней, кат-сцен и боссов.
- Как и в позднем прототипе Limited Edition, Level Select находится в меню Sound Test, а режим отладки активируется посредством зажатия кнопки А во время загрузки уровня.
Cheat Codes
Level Select
On the title screen, press Start on Controller 2 and then press Start on Controller 1. A black screen with a list of numbers and letters corresponding to various levels and events appears. Make a selection and press Start to enter it.
Note that you will be taken back to the title screen upon completion of the selected level or upon attempting time travel.
Debug Mode
Press Start on Controller 2 at any time during gameplay to enable/disable Debug Mode.
Zone Leftovers
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. It plays the Final Zone music, and doesn't have an act number on the title card (which just says "Zone"). This isn't due to reading garbage data either, this level is specifically assigned these music and properties.
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. Act ID 02 (Act 3) is unused and completely empty, resulting in Sonic falling to his death.
Obscured Sprites
Sonic
Differences
General
- The game is always referred to as CD Sonic the Hedgehog, which is odd as the Japanese pronunciation does place the "CD" after the "Sonic the Hedgehog" part.
Title Screen
The title screen remains the same as it was in the v0.02 prototype, except a different song plays in this build.
Graphics
- A SEGA logo, complete with the classic "SEGA" choir, is present before the title screen is displayed. It was removed from later prototypes and the final version due to the BIOS including it.
- Title cards have "CD SONIC THE HEDGEHOG" instead of "SONIC THE HEDGEHOG CD".
- The HUD is the same as how it was in v0.02.
- The lives counter is slightly higher than normal, and there are no zeros in the SCORE and RINGS counters.
- Active time warps are not indicated on the HUD.
Gameplay
- Only the first three Zones are playable in normal gameplay. After clearing Tidal Tempest, the game sends the player to a scrolling screen with the words "COMIN' SOON" and then back to the title screen. The "COMIN' SOON" screen is still present in the final version, but is only accessible through the level select.
- Getting a Game Over will also play the "COMIN' SOON" screen before going back to the title screen.
- Code is in place for saving data, but only in Time Attack mode at this point.
- Save data made by this build uses the filename "CDSONIC0000" instead of "SONICCD__xx", and is incompatible with later protos and the final.
- Name entry is not yet possible in Time Attack mode.
- The camera is locked for the first couple of seconds after the title card disappears.
- You cannot control your momentum if you jump from a roll, which is normally the case in the Genesis games. This was changed in later protos and the final.
- Coming within range of the goal does not cancel the time warp.
- The time warp sequence cannot be skipped by pressing Start yet.
- The Special Stage ring appears at the end of an Act regardless of how many rings you have collected, but it doesn't work properly yet, and entering it will not take you to the Special Stage.
- Three additional powerups are present:
- "S" Monitor: Sonic has increased speed and an invincibility shield. It has a red "S" symbol.
- Blue Ring Monitor: Functions identically to the "S" Monitor. Has an image of a blue ring.
- Clock Monitor: Has an image of a clock. This does not work correctly, but its role was to freeze time for a few seconds. It does however stop the spinning of rings and the movement of objects aside from Sonic.
Audio
Music
The music is largely identical to the final Japanese/European soundtrack, although fadeouts are missing.
- The Special Stage theme is extended, lasting four-and-a-half minutes.
- The Past stages all play the music from the Present, as their own tracks have not been implemented yet.
- The Invincibility and Speed Shoes monitors do not play their respective music.
- Pausing the game does not pause the music.
Sounds
- Several object sound effects are missing from the prototype.
- The jump sound plays at a lower pitch.
- The Super Peel-Out doesn't play any sound effects, but the Spin Dash does.
- Destroying a Badnik plays a different sound rather than the traditional Badnik explosion sound.
- The time warp sound is the same as the one in v0.02, which is very grating on the ears.
Opening FMV
The opening video background is a layered brick background, with "SONIC" inscribed on each brick. Also under the FMV are the Japanese symbols "開発画面", which translate to "development screen". The FMV is also much closer to the original animation by Studio Junio.
- The scene showing Little Planet chained to the ground is played in reverse.
- The video in the prototype has a speed of 50Hz.
- The scene showing the mountain with Robotnik's face and the attached chain has not been added yet.
- The opening song glitches throughout, with some bugs and breaks during play.
Special Stage
The Special Stage is not yet playable, though a demo of it can be viewed by waiting on the title screen.
- During the demo, the text "The programmer has a nap. Holdout! Programmer!" will flash on-screen repeatedly.
- There are no UFOs to destroy yet.
- There are oil slicks present that were taken out in the final, becoming unused graphics. Through hacking, it turns out they are non-functional.
Sub-Pages
Unused Sprites
Sonic
Monitors
These are visible if you fly over the goal in debug mode or using the level wrapping glitch, as the end-of-level art loading routine isn't executed and the goal art is written over the top of the art for the monitors. They are all also unused in the prototype.
Zone-Specific
Green Hill Zone
It was restored in the 2013 remake, and is also featured in Sonic Mania's debug mode, though only in Green Hill's acts. May also go with the "Wrecking Ball" object below.
Marble Zone
A functional Splats can be placed via debug mode in the game's 2013 remake, but it wouldn't be until 26 years later in 2017's Sonic Mania when Splats finally got its chance to be fully utilized, sporting a slightly tweaked design as one of the enemies in Press Garden Zone. It can also be seen broken in the scrap piles in Flying Battery Zone. A slightly different variation is also in the debug mode's object list for Green Hill Zone, much like the 2013 remake.
Spring Yard Zone
Labyrinth Zone
Star Light Zone
Capsule
Final Zone
At the end of Final Zone after Sonic destroys Robotnik's pistons, Robotnik quickly attempts to fly away with his Egg Mobile. Before he takes off, the Egg Mobile has a pair of bird legs that retract. The legs are actually taller in their raw graphics (revealing a mechanical knee), as the legs are cut off in-game.
Raw Graphics In-Game Special Stage
These can be seen in normal gameplay by falling out of a Special Stage using debug mode.
(How it looks assembled.)
Содержание
Прототип 0610
Никаких явных изменений по сравнению с финальной версией нет или незаметны.
Zones
You can access these levels normally.
Palmtree Panic
Palmtree Panic has been significantly updated since v0.02, featuring new graphics for different time-periods, alongside some bug-fixes.
Invisible Credits
Credits that are hidden on the Sonic Team Presents screen, and completely unseen in every region outside of Japan. The credits were added by Yuji Naka in defiance of Sega, which at the time prohibited developer credits. 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. This code does not work in the Sonic Classics version.
You can also activate this code for the International version if running on Japanese hardware, then it's C, C, C, C, C, C, Up, Down, Left, Right.
If you can't do the above codes, use the Pro Action Replay codes FFFFE3:0001 and FFF604:0072.
The credits translate to:
Position Person Program Naka Yuuji Plan Yasuhara Hirokazu Design Ooshima Naoto
Ishiwatari Jina
Kataoka RiekoSound Produce Nakamura Masato Sound Program Kubota Hiroshi
Makino YukifumiБесплатная онлайн игра Sonic the Hedgehog CD (Dec 4, 1992 prototype) / Соник СД / Sega / Сега
Этот прототип был представлен на мероприятии Yuusei Sega World (遊 星 セ ガ ワ ー ル ド) в 1992 году. Мероприятие было доступно широкой публике, а также стало первым публичным появлением компакт-диска Sonic the Hedgehog во всем мире.
Этот прототип был построен почти за год до финального розничного выпуска и, похоже, был построен специально для этого события, поскольку он содержит файлы только для воспроизводимого контента (за некоторыми исключениями).
Прототип также использовался в качестве предварительного просмотра для различных журналов в течение нескольких месяцев после мероприятия.
Общие различия
Различия в геймплее
В начале этапа нет титульных карточек.
Если вы нажмете Start на втором контроллере, вы можете создать второго «призрачного» Соника, как и в более поздних сборках, в которых есть режим отладки. Однако активировать режим отладки в этой сборке без взлома невозможно, так как проверка флага режима отладки была удалена из объектного кода Соника.
Анимация выступа у Соника такая же, как у Соника 1.
У Соника отсутствует анимация Super Peel Out, которая есть в более поздних сборках. Вместо этого в этой сборке используется его обычная анимация бега. Это также не так быстро, как в более поздних версиях.
Камера не движется вперед во время бега.
Рывок Соника слишком быстрый, если держать его в течение долгого времени.
Анимация Соника после трехминутного ожидания сильно отличается от того, что используется в более поздних сборках. Соник не говорит: «Я ухожу отсюда!» когда он прыгает.
Игра не может быть приостановлена.
Знак в конце каждого действия гласит: «Ты говоришь!» вместо обычного вывесочного столба. Это игра слов в названии события, в котором был показан этот прототип. Когда вы проходите знак, Соник автоматически перемещается вправо, и этап автоматически завершается, нет экрана подсчета очков или фоновой музыки завершения уровня.
Ни на одном из этапов нет точек сохранений.
Соник может путешествовать в прошлое и будущее, но в этой сборке нет возможности создать хорошее будущее. Однако файлы для будущих хороших версий сцены существуют в этой сборке, но не используются.
Экран путешествия во времени отличается и использует звезды непобедимости из Sonic 1.
Когда Соник появится в новом периоде времени, вы потеряете все собранные кольца. Иногда это может привести к сценарию, когда вы можете приземлиться на бадник и сразу умереть при входе.
Если вы закончите второй акт или потеряете все свои жизни, игра завершится и перейдет к экрану «СКОРО ПРИБЫТИЕ». В отличие от более поздних сборок, эта сборка использует фоновую музыку Good Future для Palmtree Panic вместо темы Invincibilty.
The Past использует уникальную звуковую дорожку Redbook вместо дорожки PCM. Эта версия никогда раньше не звучала ни в одной саундтреке
Все звуковые дорожки Redbook не имеют затухания, за исключением дорожки, используемой для Salad Plains Past.
This game has unused code.
This game has unused enemies.
This game has unused graphics.
This game has unused items.
This game has unused sounds.
This game has debugging material.
This game has a hidden sound test.
This game has a hidden level select.
This game has regional differences.
This game has revisional differences.Sonic the Hedgehog is more or less the definitive game of the Genesis in the early 1990s and introduced the world to Sega's new blue mascot.
Level Select
One of the most well-known codes in gaming history: press Up, Down, Left, Right on the title screen (three Downs if playing the JP version on a Japanese console), then hold A and press Start. In the original revision, the level order is different from the order in normal gameplay: Labyrinth and Marble's positions are swapped. In the Sonic Jam Official Guide, programmer Yuji Naka explained that this is because Labyrinth was supposed to be the second level, but was considered too much of a difficulty spike. This original level order actually showcases the levels getting more and more mechanical in theme, as Sonic gets closer and closer to Robotnik's Factory.
REV00 REV01-REV02 Green Hill Zone Green Hill Zone Labyrinth Zone Marble Zone Marble Zone Spring Yard Zone Star Light Zone Labyrinth Zone Spring Yard Zone Star Light Zone Scrap Brain Zone Scrap Brain Zone Final Zone Final Zone Содержание
Прототип 0612
Баг с экраном Blue Sphere
Если зайти на специальный этап через Level Select, то отобразится экран Blue Sphere -«No way? No way!», однако без анимации персонажей и с неправильной палитрой. Сбросить этот экран можно только перезагрузкой игры. В следующей версии этот баг был исправлен.
1141Управление доступно в нижней части игрового экрана. Его можно настроить на свое усмотрение.
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