Difference between revisions of "Sonic the Hedgehog (16-bit) (prototype)/Hidden content"
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BSonirachi (talk | contribs) (Created page with "{{back}} ==Level select== {{HiddenContent | image1=Sonic1Proto MD LevelSelect.png | desc=Enabled by default. Simply press {{A}}+{{Start}} on the title screen. }} ==Edit mod...") |
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====Placeable in [[edit mode]]==== | ====Placeable in [[edit mode]]==== | ||
{{UnusedTable|type=Art| | {{UnusedTable|type=Art| | ||
+ | {{UnusedRow | ||
+ | | sprite={{spriteImage|Sonic1 MD Sprite Monitors.png|crop_width=30}} | ||
+ | | desc=Static [[monitor]] that does nothing when broken. | ||
+ | }} | ||
+ | {{UnusedRow | ||
+ | | sprite={{SpriteImage|Splats.png}} | ||
+ | | desc=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. | ||
+ | }} | ||
+ | {{UnusedRow | ||
+ | | sprite= | ||
+ | | desc=[[Roller (Sonic the Hedgehog 16-bit)|Roller]] enemies for [[Spring Yard Zone]]. They are fully functional, and use the second palette line, making them look purple and yellow. | ||
+ | }} | ||
+ | {{UnusedRow | ||
+ | | sprite= | ||
+ | | desc=Seesaws for [[Star Light Zone]]. While fully functional, they don't have the spike ball that helps propel Sonic into the air. | ||
+ | }} | ||
}} | }} | ||
====Others==== | ====Others==== | ||
{{UnusedTable|type=Art| | {{UnusedTable|type=Art| | ||
+ | {{UnusedRow | ||
+ | | sprite= | ||
+ | | desc=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 [[Sonic the Hedgehog (16-bit)/Hidden content#Warping effect|unused in the final game]]. | ||
+ | }} | ||
+ | {{UnusedRow | ||
+ | | sprite={{SpriteImage|Burrobot-spr.png}} | ||
+ | | desc=[[Burrobot (Sonic the Hedgehog 16-bit)|Burrobot]] enemies for [[Labyrinth Zone]], which exist in the object table but go unreferenced. They are fully functional. | ||
+ | }} | ||
+ | {{UnusedRow | ||
+ | | sprite={{SpriteImage|Jaws-spr.png}} | ||
+ | | desc=[[Jaws (Sonic the Hedgehog 16-bit)|Jaws]] enemies for [[Labyrinth Zone]], which exist in the object table but go unreferenced. They are fully functional. | ||
+ | }} | ||
+ | {{UnusedRow | ||
+ | | sprite= | ||
+ | | desc=[[Ball Hog (Sonic the Hedgehog 16-bit)|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. | ||
+ | }} | ||
}} | }} | ||
Revision as of 14:39, 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 |
---|
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 the Hedgehog (16-bit) (prototype), prototype version of Sonic the Hedgehog (16-bit) | |
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Main page | Comparisons | Maps | Hidden content |