Sonic the Hedgehog (16-bit) (prototype)/Hidden content
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Revision as of 14:39, 1 January 2021 by BSonirachi (talk | contribs)
Revision as of 14:39, 1 January 2021 by BSonirachi (talk | contribs)
- 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 |
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Objects
Placeable in edit mode
Art | Description |
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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 |
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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 the Hedgehog (16-bit) (prototype), prototype version of Sonic the Hedgehog (16-bit) | |
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