From Sonic Retro
Sonic the Hedgehog has gone through several changes over its development process. There are several rejected ideas, levels, and other things that were left on the cutting room floor. The following details several of these things.
Development Process
Development for Sonic the Hedgehog began in April 1990, after Sega ordered its AM-8 team to develop a game featuring a mascot for the company. After choosing a hedgehog as the main character, the 5-person group changed its name to Sonic Team and started working on Sonic the Hedgehog. The main minds behind the game were character designer Naoto Ohshima, game programmer Yuji Naka and designer Hirokazu Yasuhara.[2] According to a 1991 issue of Computer & Video Games, US Gold bought the rights to create computer ports, meaning that Spectrum, C64, Amstrad, ST, and Amiga could have all received a port. No port was ever released, although media for the Amiga port has been found. US Gold did work on another Sonic game for the Master System which was ultimately canceled, called Sonic's Edusoft. A Mega CD port was also planned for a short while but was never released.
Rejected Characters
Interestingly, one of the first designs of Sonic that was selected for use was that of a rabbit which could pick up objects with his ears and throw them at enemies. It was used in early versions of the game but as the game got faster and the item throwing gameplay was removed the character design was dropped and Sonic took on his final form, a hedgehog. However, the Rabbit design was later used for "Feel," who eventually became Ristar and as an actual Sonic character in the form of Cream the Rabbit, who "throws" her pet Chao. Below are several other scrapped character designs.
Warrior Design with two outfits.
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Clown and Warrior wearing head of a animal.
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Human character with Bart Simpson like hair.
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A hedgehog with more human-like features.
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Robot character and two other characters.
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Man with strange outfit. Definitely a prototype version of Robotnik. He was considered for the hero position according to this EGM article.
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Chicken with an attitude.
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Wolf wearing an American flag t-shirt.
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Dr. Robotnik Naming Game
There were many names for Dr. Robotnik that were suggested. An early name for Robotnik was Dr. Badvibes as discovered by hxc in a short interview with a game tester for Sonic the Hedgehog named Dean Sitton. You can find the discussion thread on Sonic Retro forums
here.
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| The game Sonic game in in an early state (just a few levels and some of the characters appeared as garbage chars that flickered. The producer of the US version would be in Japan and call in for updates. Like how many rings for a free man...how many rings for a continue etc.. I got to play the game for a week or so and I submitted a document that showed the characters in the game that I could see and a few names for each of them. Dr. Badvibes and many other names were not chosen.
I named Ivo Robotnik, Ballhog, and 3-4 more from that game. I helped to flesh out the fiction for Greenhill and Sally/Sandy/Amy? whatever the girls name is now... with a guy named Jamie Wojik... usually producers of games have only to fill in the blanks..it doesn't always matter how the blanks get filled in.
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In January 2009, Dean Sitton joined the forums and was asked a variety of questions by the members. When he was asked if the Eggman name had to be changed due to legal reasons, Sitton replies with this:
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| as far as the change, its as if someone held up an object and said "what do you call this"? ... meaning I didn't create the object... I just named it. I found the list someone else asked about - other names that I suggested that were rejected. other robotnik names were, doctor X, Doctor Gloom, Dr. What.
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In a later post, Dean also revealed a few other names, Mister Badwrench, Mr. Bad Year and Fatty Lobotnik.
Madonna
This magazine clip describes a blonde female character, whom was supposed Sonic's girlfriend, named Madonna (No relation to the singer of the same name, although it's possible that this is where the name originated.). She was scrapped before development of the game even started. However, concept art of her was included in the Sonic Gems Collection photo gallery. The idea of Sonic having a human love interest was eventually realized in the 2006 game when he interacts with Princess Elise. Although, with the time travel being used near the end of the game to reset most of the events of the game Sonic technically didn't meet her.
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Sonic, Madonna, Robotnik, and a strange set of enemies. The city in the background is probably the same as seen in early Green Hill Zone images.
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Still more Madonna artwork. The right image shows hearts above her head as she is thinking of Sonic.
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Sound Test Band
The Sonic Band sans Sonic breakdancing
The game was originally intended to feature a sound test menu, with animated graphics based around Sonic break-dancing to the music of a "Sonic Band" consisting of Sharps Chicken (guitar), Max Monkey, (guitar), Mach Rabbit (drums), and Vector the Crocodile (keyboard/synth).[3] Vector was later re-designed and re-used for the games Knuckles' Chaotix and Sonic Heroes. The development schedule meant that the feature had to be scrapped, and Yuji Naka decided to replace the test with the "SEGA!" chant used in TV advertisements, which took up 1/8 of the 4-megabit cartridge. A text-only sound test option remained in the final game's level select cheat menu.
Other Concept Art
The following is concept art for the game which doesn't fit in any of the preceding sections.
Text Translation: Metallic kind of stage... The background is styled like south-east Asia, golden country, (...) (are) gold colored plating.
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Alternate scan. Loop art in a level not used in final.
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Text Translation: CG styled stage... Blue skies and green(ery) are the basis, nothing till now, CG styled background
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Text Translation: Rocky mountain and underwater stage... Japanese styled rocky mountain stage, with underwater scene. In the map, spin (jump) and you can cross the water, but various techniques make it possible to (...) the course.
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Alternate Scan. Water art in another mountainous level.
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Text Translation: Stage where the land shakes... The underground has an amoeba shape and the ground shakes. The amoeba shaped terrain (...) with canals. Can also dive into the ground.
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Alternate Scan. A prototype Marble Zone?
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Alternate Scan of two previous images. Possibly a scientist's lab stage, and rotating fireballs in a mountainous level.
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Published in "SPEC", it appears to be based on the early Green Hill zone found in this image as there are trees in the foreground and the blocky area underneath the mountains seems to be similar also. Sonic also has a similar pose.
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Sonic art, the text translates to "Mr. Hedgehog".
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More Sonic art, this time in color.
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Early Videos
Portuguese Mega Drive Commercial
A Portuguese Mega Drive commercial which can be found on Sega.16.com shows a wrecking ball for the Green Hill Zone boss that has a sparkle which circles around it. Footage from this add is recycled into the add below.
Translation of commercial
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| Mega Drive by Sega.
Infernal Machine.
Stereo sound.
Incredible colors!
16-bit micro-processor.
Mega Drive by Sega.
Now also with two controllers and 4 spectacular games, including Sonic!
Sega, it's stronger than you.
Mega Drive, the 16-bit console with most worldwide sales.
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French Sonic Commercial
This French commercial has a few interesting bits about it. The spring in Marble Zone seems to be extra long and when bumped into the two blocks behind it disappear. The red wrecking ball on the Green Hill Zone boss is shown again.
Translation of commercial
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| Well... are you angry?
It's me, master Sega. So you're choosing Sonic. Let's go.
Humbabbabbaba humbabababa.
Arrrrrrrhhh.
Boing.
And you're gonna laugh, because you're not even at the half of the game.
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Early Game Design
Various
Titlescreen with a black background similar to the 8-bit game.
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A near final title screen with "Press Start Button" text on-screen.
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A special stage level with a layout not seen in the final game.
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More of the different layout.
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An earlier level select. Final zone is not listed and Xs are listed after some levels. The "Press Start Button" text is visible once again.
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Green Hill Zone
Early Green Hill Zone screenshots appear to show a city in the background. Trees and a brown rock (which is purple in the final game) can be seen in the foreground. Notice how the HUD and life Icons are missing, which likely means these are mock-ups.
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A Welcome Sign with Kanji underneath it. Again the city is visible. These two screenshots are probably mockup images.
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This screenshot is from one of the earliest builds of Sonic 1, seen at CES 1991. There are debug values in the bottom right of the screen and no life counter. The Heads-Up-Display says "RING" instead of "RINGS" and the flowers are purple instead of green (though in the final game they're purple in the cutscene after Final Zone).
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More of the old debug mode. The water in the background is the same color as the sky, similar to the final game's title screen. Sonic's position is represented differently by the debug mode in the final game.
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This screenshot is from a later version, as Moto Bug badniks are present. The HUD still reads "RING" and the flowers are still purple.
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A rolling ball. This can still be found in debug mode but is not placeable. The sprite was used for the level's boss instead.
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Apparently this rolling ball needed a push start.
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The ball again. A magazine says the ball moves when pushed but can also kill the player.
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The ball again, but this time it is in the air.
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Sonic punching the air after completing the act as an early end level celebration. The sprites, though unused in the final game, still exist within the ROM. He uses a similar pose in Sonic Rivals.
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This sheild monitor is not here in final.
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After being hit, Sonic gets knocked back more than in final.
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Robotnik monitor which seems to rotate the image on the monitor like roulette. Ballhog also present. The ballhog throws projectiles on both sides simultaneously like Crabmeats do. This kind of ballhog can be seen in concept art found in Page 42/43 of the Japanese manual. Debug on bottom right.[1]
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These four vertical rings are not in the final game. Debug on bottom right.
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A prototype map, a rolling ball can be seen.
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Another prototype map with a rolling ball visible. They are almost identical to the final game.
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Marble Zone
Strange level graphics and falling tiles which can be balanced on. This is most likely another mock-up.
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One of the main features of the prototype Marble Zone was the existance of rotating UFOs in the background. All traces of these graphics are removed in the final game (though a single frame appeared in the mobile phone port of Sonic 1).
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These Yadrin badniks don't appear in this level normally, but can be placed via the debug mode.
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Same pic but in higher quality.
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The UFOs were seen rotating in a short clip on Wayne's world during a promotion for Noahs Arcade. Also the lava in the bottom right is similar to that of the mock-up screenshot earlier.
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More UFOs and Yadrin badnik.
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The green pillars haven't been installed yet. In the background there is usually a torch with fire, however the fire is missing here. Prototype lava is also present.
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These sideway spikes were removed from the final game and replaced with moving blocks. The code and graphics for them still exist within the ROM. Again, there is no flame in the background.
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This room isn't in the final version.
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Though the pillars have arrived this time, the torch flame is still missing.
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A small prototype map with lots of UFOs present.
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Spring Yard Zone
Spring Yard was called Sparkling Zone in the prototype and had a different background. The sign behind the HUD says "good luck".
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Same again. The sign on the right says "GOGO".
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At one point there was a giant set of rotating spikes in this area, most likely removed due to the difficulty of avoiding them.
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Sparkles are present. You can see the buildings are merely made up of colorful horizontal lines.
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Sparkles are present. There appears to be a "Good Bye" sign too.
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Strange sign with Kanji written on it.
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More of the background. Perhaps Sonic Team thought the level deserved more of a background than lines and stars.
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An unknown area, though judging from the time counter, it might be near the start of Act 2 or 3. A sparkle can be seen over the "good luck sign" indicating the sparkles moved around and weren't part of the background.
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All sorts of objects here. A Moto Bug that never leaves Green Hill Zone in the final game, and a purple Roller is present.
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A heavily edited screenshot but the strange signs are still present.
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Labyrinth Zone
Labyrinth Zone once had a completely black background and was littered with different, smaller crystals.
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This may be the underwater version of the black background. Sonic's palette is the same as above water.
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The intro to act 1, sporting a later "rocky" background. There is no water to be seen and the crystals are different. This may have been altered to make the level more interesting.
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There is no water on the slide, which is unusual.
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More of the rocky background. In the final game this area has water and a spike on a chain, but it's largely empty here.
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Even more of the rock background. The ceiling crystals were removed in the final game.
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Yet more of this rock background.
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Star Light Zone
Star Light Act 1 has 3 rings missing from the start of the level.
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This layout is different to the final game.
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The top row of springs here are missing in final.
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Debug mode appears to be active.
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All is fairly normal here, apart from the "RING" in the HUD.
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A small map, showing one of the loops.
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Scrap Brain Zone
At an earlier stage of development, Scrap Brain was called Clockwork Zone. But, due to the lack of "W" character in the font used, it is called "Clock ork Zone" instead.
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At this stage in development the level appears to be very short and unfinished. There are no rings, the background is identical to the foreground, and there are many similar screenshots of scrapped areas.
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...such as this. This area isn't in the final game and may just be here for demonstration purposes. In the top right you can see...
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...diagonal conveyor belts. Though horizontal ones made it to the final game, the diagonal ones didn't, nor did they appear in any later games.
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Diagonal belts again. The closest to these in the final game are conveyors with spinning platforms.
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More of the different layout. The background blends in with the foreground here, so it's fairly obvious as to why it must have been changed.
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A zig-zag tunnel with debug mode enabled. This may have been replaced in the final game with those tube sections with horizontal crushers.
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Different layout again. Sonic emerges from a speed tunnel.
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2 minutes and 6 seconds down the line and Sonic has yet to receive any points or rings. Also the background does not appear to be scrolling that much (if at all).
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| Sonic the Hedgehog (16-bit)
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Sonic 1
Main Article (Genesis)
Levels
Advertisements
Enemies
Bosses
Bug List (Genesis)
Cheat Codes (Genesis)
Game Development
Game Secrets
Magazine Articles
Music
Level Maps
SCHG
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Advertisements:
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Enemies and Obstacles:
Scrapped Enemies and Obstacles:
Cheat Codes:
From title screen
- Zone Select:
+ , select zone.
- Debug mode:
+ , hold until Sonic appears.
- Zone Select + Debug Mode:
+ , select zone, hold until Sonic appears (the extra is to force the cheat detection code to reset itself).
- Messed up Demo: While a demo is playing, hold
+ + . Sonic will be unable to jump, making him seem confused, lose his place, and possibly die.
On all codes containing Cs, the Cs can be input anywhere during the sequence.
For a list of all codes, see Cheat Codes:Sonic the Hedgehog (16-bit).
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