Difference between revisions of "Sonic the Hedgehog (16-bit)/Hidden content"
From Sonic Retro
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|The three machines shown were found in Star Light Zone's dataset, but not used in the final game. They appear to have been background objects rather than obstacles. | |The three machines shown were found in Star Light Zone's dataset, but not used in the final game. They appear to have been background objects rather than obstacles. | ||
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+ | ===Press Start Button=== | ||
+ | [[Image:PressStart.gif]] | ||
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+ | Many early previews of ''Sonic the Hedgehog'' showed Press Start Button text on the Title screen. In the final version it does not show up, but the graphics were found inside the ROM. It is also possible to get them to display in the japanese version, it appears after accesssing the secret credits screen via cheat code (in emulators the region of the emulator must be set to Japan). An easier way to get it to appear is to enter the [[Game Genie]] code AB3A-DADV. | ||
===Splats the Bunny=== | ===Splats the Bunny=== |
Revision as of 12:52, 4 June 2008
Contents
Unused Artwork
Special Stage Art
Artwork | Name | Description |
---|---|---|
File:Sprite03.gif | "Zone" Icons | Found in the object list for the special stages, and its graphics found in the ROM, these unused special stage icons have no known use. They're labeled for Zones 1-6, implying that they may have warped you to another Zone from within the special stage as a sort of shortcut. |
1-up Icon | Extra life icon for the special stages. It's listed in the manual for the game, but it never actually appears in any of the special stages. It is, however, fully functional, and you can place it in any special stage, provided you know how to edit them. | |
"W" Icon | Strange icon with the letter W on it. Use is unknown, and has no function when placed in-game. |
Unused Monitors
Artwork | Name | Description |
---|---|---|
File:Tv eggman.gif | Robotnik monitor | Does nothing. Is likely intended to hurt the player, as it does in Sonic the Hedgehog 2 (16-bit)'s 2-player mode. |
File:Tv goggles.gif | Goggles monitor | The goggles, they do nothing! Most likely went with the unused Goggle graphics found in the ROM. |
File:Statictv.gif | Static monitor | Does nothing. Found in various areas of Scrap Brain Zone in areas where the player can not normally access (such as inside walls, although it is possible to break one of them by "digging" into the wall in a jump and popping it, the image of the monitor being a portion of the "zappers"). |
File:Tv super.gif | "S" monitor | Does nothing. This monitor also appears in a Sonic CD prototype, where it grants the player extra speed and invincibility at the same time. Perhaps that was the intended effect here as well? In later Sonic games the monitor was shown to transform the character into Super form as they normally would when they have 50 rings and collected all the emeralds. |
Unused Sonic Sprites
Artwork | Description |
---|---|
File:Standair.gif | This sprite shows Sonic standing while gasping for air. This was presumably used in Labyrinth Zone. |
This animation shows Sonic holding his breath while running. It is speculated that this was used during the countdown to signify no air is left for Sonic. | |
This unused sliding sprite is similar to the one used in Sonic CD's Wacky Workbench Zone. | |
Though this floating sprite is used in Sonic 2, it is not used in Sonic 1 except during a split second on the "Continue" screen. Note the lack of a stripe on his shoes. | |
File:Victorypose.gif | As seen in a couple of prototype screenshots in magazines, Sonic appears to be striking a victory pose after passing the sign post. |
File:Spin.gif | These spindash-esque sprites were found in the final ROM, but their use is unknown. Two leading theories is that they were used for a move similar to the spindash or that they are animations for some sort of warp movement. |
This set of sprites showing Sonic falling or shrinking are not used in the game and their intended use is unknown, although it could have been used for the death animation, to simulate falling. |
Zone-Specific Art
Artwork | Zone | Description |
---|---|---|
Green Hill Zone | The checkered ball seen on the Green Hill Zone Boss appears to have been originally used in Green Hill Zone, as magazine pictures have shown Sonic riding down hills on it. | |
File:Totem.gif | Green Hill Zone | The two faces pictured here are not in their original palette, but these appear to be an earlier version of the faces on the totem poles of Green Hill Zone. |
File:Missingghztiles1.gif | Green Hill Zone | These unused tiles were found in Green Hill Zone's tileset, and appear similar to the areas used in the underground areas of Sonic the Hedgehog (8-bit)'s GHZ. These may have also been used for a cut underground area. |
File:Sidespike.gif | Marble Zone | These spikes are horizontal, rather than the vertical spikes used in the final Marble Zone. They are also slightly thinner. |
File:Letsgo.gif | Spring Yard Zone | This unused graphic can be found in the tileset for Spring Yard Zone. It is unused in the final game, and can be found in several prototype screenshots shown in magazine previews. |
Star Light Zone | These lights were found in Star Light Zone's data but not used. | |
File:Machinparts.gif | Star Light Zone | The three machines shown were found in Star Light Zone's dataset, but not used in the final game. They appear to have been background objects rather than obstacles. |
Press Start Button
Many early previews of Sonic the Hedgehog showed Press Start Button text on the Title screen. In the final version it does not show up, but the graphics were found inside the ROM. It is also possible to get them to display in the japanese version, it appears after accesssing the secret credits screen via cheat code (in emulators the region of the emulator must be set to Japan). An easier way to get it to appear is to enter the Game Genie code AB3A-DADV.
Splats the Bunny
Splats is a prototype badnik from Sonic the Hedgehog which was cut from the final game. Despite not appearing in the game, the badnik appeared in a set of promotional trading cards for the game and was featured in the UK Sonic the Comic. When Nemesis Format was finally cracked in 2002, the sprites were discovered in Sonic 1.Some controversy has broken out over the true coloring of Splats—though the sprites to the left have Sonic's palette applied to them and the trading card scan appears to have a bluish tint, the quality and validity of the card has been called into question. Other theories to his coloring include purple (for Spring Yard Zone's palette) and green (for Star Light Zone's second palette line.)
Goggles
The graphics were found hidden in the ROM. While the actual purpose of the goggles is unknown, it is speculated that they were meant to give Sonic the ability to breathe underwater.
Each frame of the graphic fits together with one of Sonic's poses. For example:
Unused Warping Effect
Thought to be the original method of accessing the special stage, this warp effect activates when Sonic touches the area in which the object is placed. Sonic disappears as he runs into it, and a warping noise plays. Sonic then reappears a few seconds later, likely as a method of testing the object.
Unused Eggman Graphics
These graphics were found buried in the ROM. Their purpose is unknown, but it is speculated that they may be part of an "alternate ending sequence" in which Eggman explodes in the background while Sonic runs across the ending level in victory.
Labyrinth Zone Act 4
When using the level/act select PAR code FFFE10:???? and selecting the third act of Scrap Brain Zone by changing the question marks to 0502 you are actually taken to Final Zone. To actually reach the Scrap Brain 3 used in the game you have to select the fourth act of Labyrinth Zone by changing the question marks to 0104. This means technically Scrap Brain Act 3 is another level of Labyrinth Zone.
True Level Order
The level order that is used during gameplay is actually quite different from the intended order according to the level slots. The level select in early revisions also arranges the levels in the intended order. Alternately, a simple level select Pro Action Replay code (FFFE10:??00) can be used to verify this:
Level Name | Arrangement |
---|---|
Green Hill Zone | Green Hill Zone (00) |
Marble Zone | Labyrinth Zone (01) |
Spring Yard Zone | Marble Zone (02) |
Labyrinth Zone | Star Light Zone (03) |
Star Light Zone | Spring Yard Zone (04) |
Scrap Brain Zone | Scrap Brain Zone (05) |
Final Zone | Final Zone (05) |
Level slot 06 leads to level used in the ending cutscene.
Commentary found in the Sonic Jam strategy guide also confirms that the Labyrinth Zone was originally intended to be the second zone but moved due to the difficulty of the level.