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Difference between revisions of "Sonic Crackers"

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m (Text replacement - "{{SonCrackers}}" to "{{CrackersOmni}}")
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{{Bob
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{{ProtoBob
 
| bobscreen=Crackers_title.png
 
| bobscreen=Crackers_title.png
| developer=[[Sega]]
+
| final=Chaotix
 
| system=[[Sega Mega Drive]]
 
| system=[[Sega Mega Drive]]
 +
| date=1994-04-01
 
| romsize=1 MB
 
| romsize=1 MB
| genre=Action
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| foundby=MORGOTH{{ref|https://hiddenpalace.org/Sonic_Crackers_(Apr_1,_1994_prototype)}}
 
}}
 
}}
 +
'''''{{PAGENAME}}''''' (referred to as '''''Sonic Studium''''' in the ROM header) is an early prototype build of what would become the [[Sega 32X]] video game ''[[Chaotix]]''. It sees the player controlling [[Sonic the Hedgehog]] and [[Miles "Tails" Prower]] tied together, using each other's momentum to navigate through stages.
  
'''''Sonic Crackers''''' (referred to as '''''Sonic Studium''''' in the ROM header and often <!-- where? --> identified incorrectly as '''''Sonic the Hedgehog 4''''') is an early prototype build of the game ''[[Chaotix]]'', incorporating many of the elements that would appear in the final game. Its name comes from a peculiar, and clearly quickly made, [[ASCII]]-art title screen. ''Sonic Crackers'' is thought to be an engine test, composed of various different game engines, which are swapped out using RAM coding.  
+
The full story behind ''Sonic Crackers'' is not known, however it is suspected to have been created as a pitch within the company to [[Sega]] executives, which was later picked up and turned into ''Chaotix''. While there was initial speculation that its claimed "19940401" build date signified an April Fool's joke, the ''Sonic Crackers'' name was later found in [[Chaotix (prototype 1207)|1207 prototype of ''Chaotix'']]. Graphics from a later build of ''Sonic Crackers'' were also found in a [[sega:Yuu Yuu Hakusho: Makyou Toitsusen (prototype; 1994-06)|June 1994 prototype build]] of ''[[sega:Yuu Yuu Hakusho: Makyou Toitsusen|Yuu Yuu Hakusho: Makyou Toitsusen]]''.
  
The game features [[Sonic]] and [[Tails]], who, in the main demonstration of its link to ''Chaotix'', are held together by rings that they carry and that are joined by an elastic force. Also, Sonic can pick up Tails and throw him upwards, to make it easier to reach higher platforms. The stages and music are also similar to those in ''Chaotix''. There are no sound effects at all during gameplay. There are no badniks to be found, however there are spikes, and you lose rings when hitting them (even though you have none).
+
It has been suggested that the title may have been a mis-romanisation of the katakana "ソニック クラッカーズ". [[wikipedia:Perception of English /r/ and /l/ by Japanese speakers|Translation difficulties with "r" and "l"]] could mean the title was meant to be ''Sonic Clackers'', named after [[wikipedia:Clackers|the toy]], which consists of two balls connected by string.
  
Interestingly, the date on the lower right of the title screen reads "19940401". The 0401, meaning April 1st, lead to some debate on if the title screen, or the ROM was a April Fools joke. With the discovery of later ''Chaotix'' prototypes (particularly [[Chaotix (prototype 1207)#crackersproof|prototype 1207]]), it is now clearly known not the case.
+
==Levels==
 +
There are four playable levels in ''Sonic Crackers'', which are accessible either by selecting the "1P START" or "2P START" options on the title screen, or by using the "SELECT" menu. Many levels appear to have been planned, split up into seven "Worlds", two "Premiums" and a Special Stage. Each World lists five "Attractions" and one "Field", and each Premium is paired with one Attraction and one Field.
  
{{Download|file=Sonic Crackers.7z|filesize=368KB}}
+
In total this would mean 37 Attractions, 7 Fields and 1 Special Stage are catered for, but the vast majority of level slots do not function as intended.
  
==Levels==
+
''Sonic Crackers'' begins at what is listed as World 2, Attraction 4, and loops through a never-ending pattern:
There are four playable levels in ''Sonic Crackers'', which are accessible either by selecting the "1P START" option on the title screen, or by using the "SELECT" menu. Many levels appear to have been planned, split up into seven "worlds", two "premiums" and a special stage. Each world lists five "attractions" and one "field", and each premium is paired with one attraction and one field.
 
  
In total this would mean 37 attractions, 7 fields and 1 special stage are catered for, but the vast majority of level slots do not function as intended.
+
... -> World 2 Attraction -> Field 1 -> World 1 Attraction -> Field 2 -> ...
  
''Sonic Crackers'' begins at what is listed as world 2, attraction 4, and loops through a never-ending pattern:
+
==="Attractions"===
 +
Much like ''Chaotix'', ''Crackers'' calls its levels "Attractions" (as opposed to prior ''Sonic'' outings which opt to call them "Acts" and "Zones"). At this stage of development there are only two meaningful Attractions on offer, neither of which are explicitly named and are not seen in ''Chaotix''.
  
... -> world 2 attraction -> field 1 -> world 1 attraction -> field 2 -> ...
+
Attractions are side-scrolling levels similar to those seen in previous ''Sonic'' games, and see the player, controlling Sonic, attempt to navigate the map with partner Tails, who is only partially controllable in single player. {{A}}, {{B}}, {{C}}, {{X}}, {{Y}} and {{Z}} all share the same functionality, causing Sonic to jump, Tails to stop moving and, if close enough, Sonic to pick up Tails (and throw him). [[Spin Dash]]es can also be peformed by pressing any button while crouching with {{Down}}. These controls are similar to that of ''Chaotix'', only that ''Chaotix'' separates jumping from holding (and adds a recall button should the partner get stuck). When playing with two players, the second player can fully control Tails and make him pick up Sonic, however Tails has no [[Propeller Flight|flying]] ability and thus plays exactly like Sonic.
  
==="Attractions"===
+
Pressing {{start}} allows the user to move Sonic and Tails' X and Y positions with the D-Pad, giving them access to any part of the level (much like the debug modes of ''Sonic 1'', ''2'' and ''3''). Sonic and Tails' arms and Tails' tails are treated as separate objects by the engine so they become detached from their bodies, remaining at at their original location until the game is resumed.
Much like ''Chaotix'', ''Crackers'' calls its levels "attractions" (as opposed to prior ''Sonic'' outings which opt to call them "acts" and "zones"). At this stage of development there are only two meaningful attractions on offer, neither of which are explicitly named and are not seen in ''Chaotix''.
 
  
Attractions are standard side-scrolling levels similar to those seen in previous ''Sonic'' games. Pressing {{start}} allows the user to move Sonic and Tails's X and Y positions with the D-Pad, giving them access to any part of the level (much like the debug modes of ''Sonic 1'', ''2'' and ''3''). Sonic and Tails' arms and Tails' tails are treated as separate objects by the engine so become detached from their bodies, remaining at at their original location until the game is resumed.
+
Sonic and Tails are not fully affected by gravity, thus can walk on walls and ceilings, and it is fully possible for characters to either get stuck in scenery or simply stop moving. There are no hazards, save for [[Spikes (obstacle)|spikes]] which cause the player to drop [[ring]]s (despite being no rings to pick up) and make characters dizzy if they take repeated damage too rapidly. Nothing can kill the player, including going out of bounds, however once the in-game timer reaches a certain point (or, in the case of the first level, the player reaches the top of the screen), the level will end.
  
Once the in-game timer reaches a certain point (or, in the case of the first level, the player reaches the top of the screen), you enter a field stage. While the collision can fail for a number of reasons (particularly with Tails), Sonic and Tails cannot die. They are also not affected by the laws of gravity while running up quarter-pipes, but can be manipulated by springs.
+
The only other objects which can affect the pair are red and yellow [[spring]]s, which come in horizontal, vertical and diagonal varieties.
  
====World 2 attractions====
+
====World 2 Attractions====
For the most part, ''Sonic Crackers'' involves Sonic and Tails making their way up this industrial structure at differing times of day. This is the most complete level in the prototype and can almost be completed through normal play, though awkward tile positioning at the top of the map make it extremely difficult. Having a goal at the top of the stage, and a vaguely similar aesthetic suggest it may have a relationship with ''Chaotix'''s [[Techno Tower]], though the layout and graphics are entirely different.
+
For the most part, ''Sonic Crackers'' involves Sonic and Tails making their way up this industrial structure at differing times of day. This is the most complete level in the prototype and can almost be completed through normal play, though awkward tile positioning at the top of the map makes it extremely difficult to do so. Having a goal at the top of the stage, and a vaguely similar aesthetic suggest it may have a relationship with ''Chaotix'''s [[Techno Tower]], though the layout and graphics are entirely different.
  
There are four music themes for this level, all of which are prototype versions of ''Chaotix'' songs (Walkin', Hyper-Hyper, Evening Star and New Moon, respectively). Upon "completing" the stage, caused by either getting to the top of the level or waiting three minutes, the game over jingle from the original ''[[Sonic the Hedgehog (16-bit)|Sonic the Hedgehog]]'' is played before being taken to field 1.
+
There are four music themes for this level, all of which are prototype versions of ''Chaotix'' songs (Walkin', Hyper-Hyper, Evening Star and Moonrise, respectively). Upon "completing" the stage, caused by either getting to the top of the level or waiting three minutes, the Game Over jingle from the original ''[[Sonic the Hedgehog (16-bit)|Sonic the Hedgehog]]'' is played before being taken to Field 1.
  
Every time the player revisits the level during "normal" play, its colour palette will change. This crude day/night cycle (and the music) was implemented in [[Newtrogic High Zone]] in ''Chaotix'', but there, this area acts solely as a means of selecting players and levels.
+
Every time the player revisits the level during "normal" play, its colour palette will change. This day/night cycle was also implemented in ''Chaotix'', though the music only changes in the [[World Entrance]].
 
   
 
   
 
<gallery widths="320" heights="240">
 
<gallery widths="320" heights="240">
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</gallery>
 
</gallery>
  
====World 1 attractions====
+
====World 1 Attractions====
While five level slots are filled in world 1, all point to the same stage - a brightly coloured and somewhat nonsensical circus/carnival-themed level which can't be beaten (unless the user waits one minute). Again this is thought to be a very early prototype form of [[Speed Slider]], though is radically different to anything found in the final game.  
+
While five level slots are filled in World 1, all point to the same stage - a brightly coloured and somewhat nonsensical circus/carnival-themed level which can't be beaten (unless the user waits one minute). Again, this is thought to be a very early prototype form of [[Speed Slider]], though is radically different to anything found in the final game.  
  
This level loops indefinitely to the right, and has severe collision issues, initially mitigated by entering via the level select rather than through "normal" play. Unique to this level is the inclusion of "outside loops", causing Sonic and Tails to run in a figure of eight motion. Unfortunately, changes between collision planes are not treated equally for both characters, leaving to the likely situation where Sonic or Tails will fall through the ground, only to be dragged around for the rest of the session.
+
This level loops indefinitely to the right, even looping beyond the camera boundary after the first loopback, and garbage data interpreted as level chunks can be found on the bottom of the level in the first loop, including chunks that are [[Sonic Crackers/Hidden content#Level chunks|normally unused]] in the layout. The level also has severe collision issues, initially mitigated by entering via the level select rather than through "normal" play. Unique to this level is the inclusion of "outside loops", causing Sonic and Tails to run in a figure-eight motion. Unfortunately, changes between collision planes are not treated equally for both characters, leaving to the likely situation where Sonic or Tails will fall through the ground, only to be dragged around for the rest of the session.
  
These attractions use a (surprisingly more complex) version of the theme "Electoria" from ''Chaotix'', used in the final game for Techno Tower. The field levels share this theme, also.
+
These Attractions use a (surprisingly more complex) version of the theme "Electoria" from ''Chaotix'', used in the final game for Techno Tower. The field levels share this theme, also.
  
 
<gallery widths="320" heights="240">
 
<gallery widths="320" heights="240">
Line 57: Line 59:
 
</gallery>
 
</gallery>
  
====Worlds 3-7 and premium 1-2====
+
====Worlds 3-7 and Premium 1-2====
While level slots exist for the rest of the game, selecting these stages (via the level select) will cause the title card to appear and world 2 music to play for a few seconds, before playing the game over theme and being sent to a field level. Nothing within the ROM suggests these levels exist in any form. Likewise the special stage will also fail to load.
+
While level slots exist for the rest of the game, selecting these stages (via the level select) will cause the title card to appear and World 2 music to play for a few seconds, before playing the Game Over theme and being sent to a Field level. Nothing within the ROM suggests these levels exist in any form. Likewise, the Special Stage will also fail to load.
  
 
==="Fields"===
 
==="Fields"===
Unique again to ''Crackers'' is the concept of top-down "field" levels - empty areas in which overhead versions of Sonic and Tails can walk around indefinitely, and lack anything to interact with. While the graphics seem to suggest pathways were planned, there is no collision, and indeed the only way to exit these levels is to press a button while paused, which will take the player to another attraction.
+
Unique again to ''Crackers'' is the concept of top-down "Field" levels - empty areas in which overhead versions of Sonic and Tails can walk around indefinitely, and lack anything to interact with. While the graphics seem to suggest pathways were planned, there is no collision, and indeed the only way to exit these levels is to press a button while paused, which will take the player to another attraction.
  
Holding a button will cause Tails to remain in place, as in the attraction levels; but this time there is no rubber band physics holding the two together, Sonic can move any distance away from Tails without consequence. There have been a suggestions that the two field levels correspond with the two attractions (world 1's field actually sharing background graphics with its paired attraction), but development on these areas is simply too early to know.
+
Holding a button will cause Tails to remain in place, as in the Attraction levels; but this time there are no rubber band physics holding the two together, thus Sonic can move any distance away from Tails without consequence. There have been suggestions that the two Field levels correspond with the two Attractions (World 1's Field actually sharing background graphics with its paired Attraction), but development on these areas is simply too early to know.
  
 
<gallery widths="320" heights="240">
 
<gallery widths="320" heights="240">
Line 70: Line 72:
 
</gallery>
 
</gallery>
  
===Hardware issues===
+
==Hardware issues==
The prototype ROM will crash the system on a real Mega Drive console, but only if the player does not skip the SEGA screen quick enough or delays at the title screen for too long. The cause of this crash is due to the sound driver (which is held on and controlled by the Z80 sub-processor) - if it isn't given a music track ID to process quick enough after being set up, the game will fail. A detailed explanation of the crash and how to fix it, can be found [http://forums.sonicretro.org/index.php?showtopic=32734&view=findpost&p=786878 here]
+
The prototype ROM will crash the system on a real [[Mega Drive]] console, but only if the player does not skip the SEGA screen quick enough or delays at the title screen for too long. The cause of this crash is due to the sound driver (which is held on and controlled by the Z80 sub-processor) - if it isn't given a music track ID to process quick enough after being set up, the game will fail. A detailed explanation of the crash and how to fix it, can be found [http://forums.sonicretro.org/index.php?showtopic=32734&view=findpost&p=786878 here].
  
When bypassing the crash stated above and obtaining access to the other selections in the menu, the game can crash in the level select option Named "SELECT". When selecting the "PREMIUM1 - ATTRACTION" selection, the game crashes with a plain blue screen, the same happens when selecting "PREMIUM1 - FIELD", which will lead to the world 2 field stage first, and will happen upon pausing and pressing A.
+
When bypassing the crash stated above and obtaining access to the other selections in the menu, the game can crash in the level select option named "SELECT". When selecting the "PREMIUM1 - ATTRACTION" selection, the game crashes with a plain blue screen. The same happens when selecting "PREMIUM1 - FIELD", which will lead to the World 2 Field stage first, and will happen upon pausing and pressing {{A}}.
  
==Level maps==
+
==Downloads==
<gallery>
+
{{Download|file=Sonic Crackers.7z|filesize=368KB}}
Notavailable.svg|World 1, attractions 1-5
+
 
Notavailable.svg|World 2, attraction 1/5
+
==External links==
Notavailable.svg|World 2, attraction 2
+
*[https://hiddenpalace.org/Sonic_Crackers_(Apr_1,_1994_prototype) Hidden Palace release page]
Notavailable.svg|World 2, attraction 3
+
 
Notavailable.svg|World 2, attraction 4
+
==References==
SonicCrackers Map Field1.png|World 1 field
+
<references/>
SonicCrackers Map Field2.png|World 2 field
 
</gallery>
 
  
 
{{CrackersOmni}}
 
{{CrackersOmni}}
 
{{ChaotixOmni|4}}
 
{{ChaotixOmni|4}}
 +
{{ScrappedGames}}
  
 
[[Category:Chaotix prereleases]]
 
[[Category:Chaotix prereleases]]

Latest revision as of 11:47, 3 September 2022

Crackers title.png
Sonic Crackers
Prerelease of: Chaotix
System: Sega Mega Drive
Build date: 1994-04-01
ROM size: 1 MB
Found by: MORGOTH[1]

Sonic Crackers (referred to as Sonic Studium in the ROM header) is an early prototype build of what would become the Sega 32X video game Chaotix. It sees the player controlling Sonic the Hedgehog and Miles "Tails" Prower tied together, using each other's momentum to navigate through stages.

The full story behind Sonic Crackers is not known, however it is suspected to have been created as a pitch within the company to Sega executives, which was later picked up and turned into Chaotix. While there was initial speculation that its claimed "19940401" build date signified an April Fool's joke, the Sonic Crackers name was later found in 1207 prototype of Chaotix. Graphics from a later build of Sonic Crackers were also found in a June 1994 prototype build of Yuu Yuu Hakusho: Makyou Toitsusen.

It has been suggested that the title may have been a mis-romanisation of the katakana "ソニック クラッカーズ". Translation difficulties with "r" and "l" could mean the title was meant to be Sonic Clackers, named after the toy, which consists of two balls connected by string.

Levels

There are four playable levels in Sonic Crackers, which are accessible either by selecting the "1P START" or "2P START" options on the title screen, or by using the "SELECT" menu. Many levels appear to have been planned, split up into seven "Worlds", two "Premiums" and a Special Stage. Each World lists five "Attractions" and one "Field", and each Premium is paired with one Attraction and one Field.

In total this would mean 37 Attractions, 7 Fields and 1 Special Stage are catered for, but the vast majority of level slots do not function as intended.

Sonic Crackers begins at what is listed as World 2, Attraction 4, and loops through a never-ending pattern:

... -> World 2 Attraction -> Field 1 -> World 1 Attraction -> Field 2 -> ...

"Attractions"

Much like Chaotix, Crackers calls its levels "Attractions" (as opposed to prior Sonic outings which opt to call them "Acts" and "Zones"). At this stage of development there are only two meaningful Attractions on offer, neither of which are explicitly named and are not seen in Chaotix.

Attractions are side-scrolling levels similar to those seen in previous Sonic games, and see the player, controlling Sonic, attempt to navigate the map with partner Tails, who is only partially controllable in single player. A, B, C, X, Y and Z all share the same functionality, causing Sonic to jump, Tails to stop moving and, if close enough, Sonic to pick up Tails (and throw him). Spin Dashes can also be peformed by pressing any button while crouching with Down. These controls are similar to that of Chaotix, only that Chaotix separates jumping from holding (and adds a recall button should the partner get stuck). When playing with two players, the second player can fully control Tails and make him pick up Sonic, however Tails has no flying ability and thus plays exactly like Sonic.

Pressing Start allows the user to move Sonic and Tails' X and Y positions with the D-Pad, giving them access to any part of the level (much like the debug modes of Sonic 1, 2 and 3). Sonic and Tails' arms and Tails' tails are treated as separate objects by the engine so they become detached from their bodies, remaining at at their original location until the game is resumed.

Sonic and Tails are not fully affected by gravity, thus can walk on walls and ceilings, and it is fully possible for characters to either get stuck in scenery or simply stop moving. There are no hazards, save for spikes which cause the player to drop rings (despite being no rings to pick up) and make characters dizzy if they take repeated damage too rapidly. Nothing can kill the player, including going out of bounds, however once the in-game timer reaches a certain point (or, in the case of the first level, the player reaches the top of the screen), the level will end.

The only other objects which can affect the pair are red and yellow springs, which come in horizontal, vertical and diagonal varieties.

World 2 Attractions

For the most part, Sonic Crackers involves Sonic and Tails making their way up this industrial structure at differing times of day. This is the most complete level in the prototype and can almost be completed through normal play, though awkward tile positioning at the top of the map makes it extremely difficult to do so. Having a goal at the top of the stage, and a vaguely similar aesthetic suggest it may have a relationship with Chaotix's Techno Tower, though the layout and graphics are entirely different.

There are four music themes for this level, all of which are prototype versions of Chaotix songs (Walkin', Hyper-Hyper, Evening Star and Moonrise, respectively). Upon "completing" the stage, caused by either getting to the top of the level or waiting three minutes, the Game Over jingle from the original Sonic the Hedgehog is played before being taken to Field 1.

Every time the player revisits the level during "normal" play, its colour palette will change. This day/night cycle was also implemented in Chaotix, though the music only changes in the World Entrance.

World 1 Attractions

While five level slots are filled in World 1, all point to the same stage - a brightly coloured and somewhat nonsensical circus/carnival-themed level which can't be beaten (unless the user waits one minute). Again, this is thought to be a very early prototype form of Speed Slider, though is radically different to anything found in the final game.

This level loops indefinitely to the right, even looping beyond the camera boundary after the first loopback, and garbage data interpreted as level chunks can be found on the bottom of the level in the first loop, including chunks that are normally unused in the layout. The level also has severe collision issues, initially mitigated by entering via the level select rather than through "normal" play. Unique to this level is the inclusion of "outside loops", causing Sonic and Tails to run in a figure-eight motion. Unfortunately, changes between collision planes are not treated equally for both characters, leaving to the likely situation where Sonic or Tails will fall through the ground, only to be dragged around for the rest of the session.

These Attractions use a (surprisingly more complex) version of the theme "Electoria" from Chaotix, used in the final game for Techno Tower. The field levels share this theme, also.

Worlds 3-7 and Premium 1-2

While level slots exist for the rest of the game, selecting these stages (via the level select) will cause the title card to appear and World 2 music to play for a few seconds, before playing the Game Over theme and being sent to a Field level. Nothing within the ROM suggests these levels exist in any form. Likewise, the Special Stage will also fail to load.

"Fields"

Unique again to Crackers is the concept of top-down "Field" levels - empty areas in which overhead versions of Sonic and Tails can walk around indefinitely, and lack anything to interact with. While the graphics seem to suggest pathways were planned, there is no collision, and indeed the only way to exit these levels is to press a button while paused, which will take the player to another attraction.

Holding a button will cause Tails to remain in place, as in the Attraction levels; but this time there are no rubber band physics holding the two together, thus Sonic can move any distance away from Tails without consequence. There have been suggestions that the two Field levels correspond with the two Attractions (World 1's Field actually sharing background graphics with its paired Attraction), but development on these areas is simply too early to know.

Hardware issues

The prototype ROM will crash the system on a real Mega Drive console, but only if the player does not skip the SEGA screen quick enough or delays at the title screen for too long. The cause of this crash is due to the sound driver (which is held on and controlled by the Z80 sub-processor) - if it isn't given a music track ID to process quick enough after being set up, the game will fail. A detailed explanation of the crash and how to fix it, can be found here.

When bypassing the crash stated above and obtaining access to the other selections in the menu, the game can crash in the level select option named "SELECT". When selecting the "PREMIUM1 - ATTRACTION" selection, the game crashes with a plain blue screen. The same happens when selecting "PREMIUM1 - FIELD", which will lead to the World 2 Field stage first, and will happen upon pausing and pressing A.

Downloads

Download.svg Download Sonic Crackers
File: Sonic Crackers.7z (368 kB) (info)

External links

References


Sonic Crackers, prototype version of Chaotix
Crackers title.png

Main page | Maps | Hidden content | Magazine articles | Technical information

Part of Chaotix development

Chaotix
Chaotix title.png

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