Difference between revisions of "Sonic the Hedgehog (16-bit) (prototype)/Hidden content"
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===Art=== | ===Art=== | ||
{{UnusedTable|type=Art| | {{UnusedTable|type=Art| | ||
+ | {{UnusedRow | ||
+ | | sprite={{SpriteImage|Sonic1Proto MD Sprite SpecialStage UBlock.png|2}} | ||
+ | | desc="U"/magnet block for the [[Special Stage (Sonic the Hedgehog 16-bit)|Special Stage]], located at '''$651FE'''.{{ref|{{LinkRetro|post=974730|title=Sonic Retro forum thread: Sonic the Hedgehog (Prototype); post #974730 by Rika Chou}}}} | ||
+ | }} | ||
+ | {{UnusedRow | ||
+ | | sprite={{SpriteImage|Sonic1Proto MD Sprite SpecialStage SkullBlock.png|2}} | ||
+ | | desc=Skull block for the [[Special Stage (Sonic the Hedgehog 16-bit)|Special Stage]], located at '''$6512E'''.{{ref|{{LinkRetro|post=974732|title=Sonic Retro forum thread: Sonic the Hedgehog (Prototype); post #974732 by Rika Chou}}}} | ||
+ | }} | ||
{{UnusedRow | {{UnusedRow | ||
| sprite={{SpriteImage|Sonic1Proto MD Sprite Smoke.png}} | | sprite={{SpriteImage|Sonic1Proto MD Sprite Smoke.png}} |
Revision as of 15:20, 1 January 2021
- Back to: Sonic the Hedgehog (16-bit) (prototype).
Contents
Level select
Enabled by default. Simply press + on the title screen.
Edit mode
Enabled by default. Highlight a Zone in the level select and press and hold .
Unused content
Art
Art | Description |
---|---|
"U"/magnet block for the Special Stage, located at $651FE.[1] | |
Skull block for the Special Stage, located at $6512E.[2] | |
Smoke effects, located at $2656E.[3] Their VRAM spot would be overwritten by the Lamp Post in the final.[4] |
Objects
Placeable in edit mode
Art | Description |
---|---|
Static monitor that does nothing when broken. | |
The infamous Splats enemy, placeable in Marble Zone. This Badnik is fully coded in this build, and when placed it continually bounces forward, only changing direction when it hits a wall. While it uses Sonic's palette line in the object list, it uses the second palette line when placed. | |
Roller enemies for Spring Yard Zone. They are fully functional, and use the second palette line, making them look purple and yellow. | |
Seesaws for Star Light Zone. While fully functional, they don't have the spike ball that helps propel Sonic into the air. |
Others
Art | Description |
---|---|
The Giant Ring that would transport Sonic to the Special Stage. Its coding is different in that once Sonic touches it, instead of disappearing instantly, he sparkles for a couple of seconds and then "warps" away. The coding is incomplete beyond this point, so Sonic reappears a couple of seconds later. This "warping" code remains unused in the final game. | |
Burrobot enemies for Labyrinth Zone, which exist in the object table but go unreferenced. They are fully functional. | |
Jaws enemies for Labyrinth Zone, which exist in the object table but go unreferenced. They are fully functional. | |
Ball Hog, based on its original front-facing design seen in prerelease material, going unreferenced in the object table. They move from side to side, periodically stopping to drop bombs directly downward. |
References
- ↑ [Sonic Retro forum thread: Sonic the Hedgehog (Prototype); post #974730 by Rika Chou Sonic Retro forum thread: Sonic the Hedgehog (Prototype); post #974730 by Rika Chou]
- ↑ [Sonic Retro forum thread: Sonic the Hedgehog (Prototype); post #974732 by Rika Chou Sonic Retro forum thread: Sonic the Hedgehog (Prototype); post #974732 by Rika Chou]
- ↑ [Sonic Retro forum thread: Sonic the Hedgehog (Prototype); post #974737 by Rika Chou Sonic Retro forum thread: Sonic the Hedgehog (Prototype); post #974737 by Rika Chou]
- ↑ [Sonic Retro forum thread: Sonic the Hedgehog (Prototype); post #974802 by vladikcomper Sonic Retro forum thread: Sonic the Hedgehog (Prototype); post #974802 by vladikcomper]
Sonic the Hedgehog (16-bit) (prototype), prototype version of Sonic the Hedgehog (16-bit) | |
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