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Difference between revisions of "Sonic the Hedgehog CD (Mega-CD prototype; 1993-07-12)"

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* The pencil test hasn't been implemented and cannot be viewed yet. Selecting it in the Visual Mode will just play the opening FMV.
 
* The pencil test hasn't been implemented and cannot be viewed yet. Selecting it in the Visual Mode will just play the opening FMV.
  
==Zones==
 
 
===Palmtree Panic===
 
===Palmtree Panic===
 
* There is no rock at the end of Act 2 to stop you in your tracks.
 
* There is no rock at the end of Act 2 to stop you in your tracks.

Revision as of 16:35, 29 October 2019

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Sonic the Hedgehog CD v0.70
System(s): Sega Mega-CD
Publisher: Sega
Developer:
Genre: Action

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Sonic the Hedgehog CD build v0.70 is a prototype of Sonic the Hedgehog CD for the Sega Mega-CD, named because the original discs date themselves to July 12, 1993 and one of the known copies of this prototype is labelled "v0.70". This is a later build of the game that is near completion, but is still unfinished in places and has some differences.

History

Two copies of this prototype have been found. The first copy was released by Phugolz (PACHUKA) at some point in the early 2000s and dubbed the "712 prototype". While originally dumped as a BIN/CUE, the original disc has since been sold and is now lost.

A second copy of the prototype was much later discovered and acquired by drx of Hidden Palace in conjunction with The Cutting Room Floor, along with several other prototypes of Sonic CD and other Sonic games, and dumped as part of "Sonic Month 2019" from October to November 2019[1]. This prototype, along with the other Sonic CD prototypes, was released to the public on October 26, 2019. Though three files on the disc have some differences, this copy is otherwise identical to the previously released copy.

Comparisons

Sonic Retro emblem.svg Main article: Sonic the Hedgehog CD (Mega-CD prototype; 1993-07-12)/Comparisons

General Differences

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Gameplay

  • Despite the Title Screen having the proper title, the game is still referred as "CD SONIC THE HEDGEHOG" internally.
  • Save files created by this prototype can be used in the final game, and vice versa.
  • Debug mode can be used in Time Attack. It was disabled in the final to prevent cheating.
  • The robot transporter in the Present doesn't appear to have degraded as much as it has in the final.
  • Invisible objects that catapult Sonic into ball form (usually found in tubes) will become visible with shield, invincibility or time warp graphics if Sonic has any of those items in effect.
  • The "S" and Clock monitors have been removed aside from a secret room in Palmtree Panic 3, but the Blue Ring monitor can still be found in a few sporadic locations throughout the game. They also have their effects changed somewhat:
    • The "S" monitor, when placed with Debug Mode, not only grants Invincibility and Power Sneakers, it also gives you a Shield.
    • The Clock monitor, when placed with Debug Mode, causes other monitors to stop blinking.
    • The Blue Ring monitor now functions like an invisible shield, allowing you to take a hit without losing your rings. It can also stack with a regular shield.
  • Getting all the Time Stones doesn't automatically destroy all robot transporters and thus won't change all futures to Good Futures.
  • The game-ending "I'm outta here!" easter egg now causes an instant Game Over as intended, but the camera will still follow Sonic as he jumps off the stage, dying from reaching the bottom of the stage.
  • The player will always get a bad ending even if the the player has destroyed every robot transporter in the game or collected all the Time Stones. The good ending has been implemented though, and can be viewed in Visual Mode.
  • The ending FMVs have no music or sound effects, and don't display the "TRY AGAIN/YOU'RE TOO COOL!" messages or the "Presented by SEGA" text at the end.

Audio

  • The jump sound doesn't work properly in normal stages. It works in the Special Stage, though.
  • 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.
  • When you gain an extra life, instead of Sonic saying "Yes!", he says "Yeah!".
  • Destroying the robot transporter in the Past doesn't play a sound after the explosion.
  • The goal signpost doesn't make a sound when passing it.
  • Pausing the game does not pause the music; it simply mutes it.
  • The time warp sound is different from both the 510 prototype and the final, this time playing a CD audio track that would go unused in the final. It is track #33, whereas it would be track #2 in the final.

Special Stage

  • The Special Stage demo that plays by waiting at the Title Screen isn't a demo at all; it is fully controllable.
  • The starting points for all Special Stages are in odd places, such as on the far corner on the dirt that slows you down or partially inside a bumper, instead of starting on the road.
  • Sonic doesn't strike a pose when the Special Stage begins.
  • The oil slicks are present but don't affect game play in the Special Stage.
  • When a UFO is destroyed, the UFO counter doesn't count down until the UFO stops exploding. In the final, it counts down immediately after smashing the UFO.
  • When all UFOs are destroyed, the Time Stone doesn't wait until the camera finishes turning around Sonic and drops as the camera starts turning. It also doesn't make a sound.

Menus

The different RAM Data screen.
  • Menu navigation on the title screen is inverted.
  • The preview for Special Stage 6 in the Time Attack menu doesn't animate.
  • The RAM Data screen has very different visuals.
  • The RAM Data menu is not fully functional and has some bugs that would be fixed in the final:
    • You cannot copy your save file to the Sega CD's internal RAM if a RAM cartridge is not present or there isn't already a Sonic CD save file copy in the internal RAM.
    • Erasing your save file doesn't appear to work.
    • You can't seem to replace your save file with one saved in storage.
  • The D.A. Garden is called "Sound Test" on the title screen.
  • Exiting the D.A. Garden will lock up the game.
  • The Visual Mode screen does not have background music.
  • "Opening" is misspelled as "Openning" on the Visual Mode screen.
  • The pencil test hasn't been implemented and cannot be viewed yet. Selecting it in the Visual Mode will just play the opening FMV.

Palmtree Panic

  • There is no rock at the end of Act 2 to stop you in your tracks.

Collision Chaos

  • The background parallax in the Past glitches out at the top of the stage near the end of each Act.
  • The mini bumpers that surround the yellow point cups make the same sound as the large bumpers when collided with.
  • PCM-based sound effects such as the bumpers don't work in Act 3.

Quartz Quadrant

  • The outdoor background in the Good Future is still different. The sky is black, the mountains are darker, and the foliage is less refined.
  • The end of the upward transport tube near the robot transporter in Act 2 has a group of large platforms at the end, stopping you from flying right into the transporter. They were removed in the final.

Wacky Workbench

  • The bouncy floor doesn't make any sounds.
  • The angel statue in the Past of Act 1 is a solid object and doesn't give you rings.
  • Act 3 has an arrangement of rings before the boss that spell out "CD". This arrangement is replaced with a pyramid of rings in the final.
  • The capsule at the end of Act 3 is sunken into the floor a bit.

Stardust Speedway

  • Parts of the foreground in the Past are blue instead of yellow.
  • The sky in the Bad Future is constantly flashing red.
  • There is no spring in the way of the goal in Act 2.
  • The boss music doesn't start during the intro to the Metal Sonic race. It instead begins when the race starts and plays throughout.
  • The background parallax in the Good Future of Act 3 glitches out near the end of the race.

Metallic Madness

  • Trapdoors similar to the ones in Scrap Brain Zone from Sonic 1 can be found. These remain from the 510 prototype, and can also be seen in a screenshot on page 49 of the European manual.
  • The area where the robot transporter is in the Past of Act 1 has more springs than spikes.
  • The shrink laser has a delay before firing each laser instead of firing constantly. The growth laser, on the other hand, is constantly firing like in the final.
  • The door to the goal in Act 2 is guarded by three Bigboms in all timezones.
  • The whole stage doesn't explode when the final boss is defeated, and Amy doesn't appear.

(source: The Cutting Room Floor)

Physical scans

(first copy from Secrets of Sonic Team)

Mega-CD, first copy

Megacdsonic712.jpg
Disc
Mega-CD, second copy
SonicCD070 MCD Insert.png
Cover
SonicCD070 MCD Disc Back.pngSonicCD070 MCD Disc.png
Disc

Downloads

Download.svg Download Sonic the Hedgehog CD (Mega-CD prototype; 1993-07-12)
File: Sonic_CD_(712_Beta).rar (17.24 MB) (info)

External links

References


Sonic the Hedgehog CD (Mega-CD prototype; 1993-07-12), prototype version of Sonic the Hedgehog CD
SonicCD MCD JP Title.png

Main page | Comparisons | Maps | Hidden content

Part of Sonic the Hedgehog CD development

Sonic the Hedgehog CD
Scd titlescreen.png

Main page (2011)
Comparisons (2011)
Maps
Achievements
Credits


Manuals
Promotional material
Magazine articles
Video coverage
Reception


Development
Hidden content (2011)
Bugs
Hacking guide