Before the release of the Mega Drive/Genesis, Sega wanted to make sure that their new console would sell as well as the NES. This prototype was originally released by CENSOR on November 9th, 1992 just a few weeks before the final game was released. In addition, both tracks with PCM drums ("BGM1" and "BGM3") have the original kick and snare tuning as heard in the TTS '90 demo, the Tera Drive store demo, and the Sega Shinsaku Soft Video build. As he takes off, however, Sonic jumps onto the plane and destroys it. The overall arrangement is a bit barren compared to the final BGM. Every prerelease screenshot of the Special Stages shows a layout that does not appear in the final game. 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. In Labyrinth Zone, this sprite's data is partially overwritten by the cork sprite in VRAM. Sonic '06: Glitchfest - Episode 1 - Duration: 9:51. A complete list of the game's error messages (which are shown below) can be found at hex value 000004E0. Act 2 had a very different (and less empty) starting area. Minor programming changes of certain properties such as Caterkiller's nuances, lamppost/game over and drowning music exist. Download here. Note: Several unused chunks of Star Light Zone still retain the art style used in the prototype and that's because there are several unused chunks, it's possible this level has had many changes throughout its development. 1. While Up, C, Down, C, Left, C, Right, C is the most common version, a shorter version is C, C, Up, Down, Left, Right. This is also present, still unused, in, A Robotnik monitor. chant heard at the beginning of the game. Here’s hoping that someone actually digs that music up one day and shares it with the world. This game has a hidden level select. The earliest screenshots have it entirely made out of gold blocks, with no rings whatsoever. A horizontally-oriented spiked chandelier thingy. 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. However, the Sega logo will display after a level demo. The foreground was the same and was left relatively unchanged, but the background showed a large city with flashing lights and signs. In Labyrinth Zone Act 1, there is a group of spikes buried in 12D3,0675. Sega of America project manager Madeline Schroeder says that she was responsible for removing Madonna in order to make the game easier to sell in Western markets. She was scrapped early in development, with two individuals claiming responsibility (and whose rationale are not necessarily mutually exclusive): Despite the loss of the Madonna character, the concept of a love interest who followed Sonic around would later be implemented into Sonic CD. Changes include: A version of Sonic 1 was released for the Nintendo Switch under the Sega Ages banner in 2018. Interestingly, these smaller versions of the crystals are very similar to the ones that appear in the 8-bit versions of Sonic 1. The object is fully functional and can hurt Sonic. 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. Two faces, possibly from an earlier point in development. Whelp, literally yesterday or Dec 31 the Sonic 1… Bonus Stuff . Close • Posted by just now. This unused sequence sounds almost exactly like the track from Masato's demos titled Theme of SONIC THE HEDGEHOG Demo which has many major differences from the final version, one of which there being that an extra note is being played. The area containing four monitors at the beginning of Act 1 had two pits and a breaking platform at some point in development. This build contains a much more simplistic title screen that specifies both international/localized titles as well as a … In Green Hill Zone Act 1, a Motobug is suspended above an abyss near the first group of spikes. No code for Splats exists in the final game, but it does exist in, Leftover from the prototype is an unused sign present in Spring Yard's tileset. There's a third music queue that's never called for. sega genesis. Παρατηρητής . But Tails can't just be slapped onto Sonic's … The stage select text is positioned upwards, too, possibly because of the lack of slots like Final Zone. Note: The Wii Virtual Console version of the game uses the REV00 ROM. 13D, 13E, 140, 141, 186, 187, 188, 198, 19B. There is one extra ring in Labyrinth Zone Act 1 of Revision 01. The object itself wasn't removed, however, and will properly work if placed back into the Zone using a level editor. They are loaded into the data of Robotnik's capsule, and concept art shows extra gadgets attached to the capsule. Maybe it's just a normal one? The unused bass instrument is similar to the Masa Demo version. They cannot be seen in gameplay, as they're always placed such that they instantly fall into the abyss and unload. Never knew a simple glitch can reveal a beta version of Sonic 1. One area in Labyrinth Act 3 was made slightly easier by removing a dangerous obstacle. prototype… The tunnels with the large beams that move back and forth were originally zig-zagged. It was decided that the hedgehog character was the best of the lot, and was redesigned into Sonic the Hedgehog (Seen right). Released on Jun 15, 1996 by MORGOTH with the release name "MOR-SONIC". As the sign is also unused in the prototype, it was seen only in. It can also be placed like this in Sonic Mania's Green Hill Zone. The face of this sprite would later be used in, Seen in earlier development pictures. @Dolphman Whatever sprites that went unused in the final, like stuff on the TCRF page. A small animation that would play whenever Sonic got a "special" item, i.e. This meant, if he landed on a bed of spikes, they would repeatedly damage him until he dies, never giving the player any chance to get away. Dec 14, 2019, 11:22 AM. Released in 2014, the book Sega Mega Drive/Genesis: Collected Works contained some never-before-seen concept art of Sonic the Hedgehog. A 1-up icon. Hello! Presumably, the boss would have to be defeated by tricking the turrets to shoot at Robotnik's shield. This prototype has a research article on TCRF. It is impossible to see them because they are out of bounds and the foreground tiles are in a layer above the sprites. As a result, the clouds in Green Hill Zone and on the title screen now scroll from right to left (common in most depictions of Green Hill in the series), backgrounds that previously did not have multiple layers of scrolling now do, and the water in Labyrinth Zone/Scrap Brain Zone Act 3 has been given a ripple effect, similar to that of. An icon used to represent a menu that can be toggled by interacting with this icon. This code does not work in the Sonic Classics version. It is impossible to reach it without the use of debug mode.