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Sonic the Hedgehog CD (Mega-CD prototype; 1992-12-04)/Hidden content

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2nd Sonic

SonicCD002 MCD 2ndSonic.png

By pressing Start on the second Control Pad, a second Sonic (rapidly flickering to simulate semi-transparency) will spawn behind the first one, which can be controlled by the second player. This second Sonic controls identically to the first and can interact with the environment in exactly the same way, however the camera does not follow him. Stray too far from the viewport and the second Sonic will warp back to the position of the first.

Any items collected by the second Sonic will be applied to the first.

Unused content

Art

Art Description
Tons of animations for Sonic exist on the disc, but are left unused as only two Zones are playable. Many would be used in the final game, however some are left unused there too.
Sonic1 MD Sprite GreyDeath.png
A black-and-white death sprite for Sonic. It was unused in Sonic 1, so it's likely a leftover.
SonicCD002 MCD Sprite BridgePost.png
Sprites for a log bridge. The code for the bridge object is unreferenced, but its graphics still get loaded into VRAM, and its mappings are also referenced in the debug mode object list.

Objects

Art Description
Object ID 04. This object moves downwards and then disappears after a bit. As it moves down, it continuously places a row of blocks. This object survives all the way into the final game. According to the leftover symbol data found in the Sonic Gems Collection version, this object is called "taki", which translates to "waterfall".
YouTube
Video showcasing the object.
Object ID 05 & 08. Interacting with object 05 spawns an object of ID 08 that causes the level layout above it to shift down by 8 blocks, as if it is collapsing. According to the leftover symbol data found in the Sonic Gems Collection version, the object that performs the collapsing is called "jisin", which translates to "earthquake", and the object that spawns that is called "jisin_set". These objects were dummied out by the time the 510 prototype was compiled.
YouTube
Video showcasing the object.
Object ID 1E. Pinball flipper from Collision Chaos. The object code itself doesn't exist, with the ID just pointing to a blank object. However, the code for handling Sonic's physics on a flipper and launching him off of one exist, and specifically reference this object ID.
Object ID 25. In the object list, this ID just points to a blank object. However, there is leftover code for a bridge object that was assigned to this ID (R11A__.MMD has it at location 0xBCA4). By re-adding the pointer back to the object list, it can seen that bridges were actually already placed in the stage. If debug mode is also re-enabled via hacking, bridges can be placed with it. Spawning a bridge with its subtype to a non-zero value will make it appear to break.
YouTube
Video showcasing the object.
Object ID 27. An unfinished tilting platform whose graphics are loaded at certain points, particularly the log bridges. It was removed by the 510 prototype.
YouTube
Video showcasing the object.
Object ID 29. Likely a preliminary swinging platform intended for Tidal Tempest. Spawning this object with a subtype of 00 will cause it to underflow and spawn a 255-chain platform, leading to immense load times and lag.
YouTube
Video showcasing the object.

Stage select

SonicCD002 MCD LevelSelect.png

A stage select exists in the 0.02 prototype, but it cannot be acccessed by normal means. By changing byte 0xA1A in track 1 to "01 1A", it can be accessed in an emulator, although all options but 1-1-A lead to the Time Attack screen.

Salad Plain Good Future

SonicCD002 MCD SaladPlain1GoodFuture.png
SonicCD002 MCD SaladPlain2GoodFuture.png

By changing byte 0xA1A in track 1 to "00 70" or "00 58" it is possible to access the Good Future versions of Salad Plain Zone 1 and 2, respectively. Despite the Good Future theme existing on the disc (and being used for the "Comin' Soon" screen), the Past version of the music is played.

There is no legitimate way to create a Good Future during normal gameplay, as neither Special Stages nor Robot transporters have been implemented yet.

Slightly different Sonic animations

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Some frames of animation are also very slightly different, though in most cases just a handful of pixels separate them from the final game (and are far from obvious).

References


Sonic the Hedgehog CD (Mega-CD prototype; 1992-12-04), prototype version of Sonic the Hedgehog CD
SonicCD002 MCD Title.png

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Part of Sonic the Hedgehog CD development