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Difference between revisions of "Sonic the Hedgehog (8-bit)/Hidden content"

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==Lost Sprites==
+
{{back}}
 +
==Unused content==
 +
===Art===
 
Found by contributors here and The Cutting Room Floor.{{ref|http://tcrf.net/Sonic_the_Hedgehog_(Sega_Master_System,_Game_Gear)}}
 
Found by contributors here and The Cutting Room Floor.{{ref|http://tcrf.net/Sonic_the_Hedgehog_(Sega_Master_System,_Game_Gear)}}
{|class="prettytable"
+
{{UnusedTable|type=Art|
!Artwork||Zone||Name||Description
+
{{UnusedRow
|-
+
| sprite={{SpriteImage|S1ancient.png}}
|[[Image:S1 Totem.png|center]]
+
| desc=[[Ancient]] handled the 8-bit version of ''[[Sonic the Hedgehog (8-bit)|Sonic the Hedgehog]]'' and it looks like they intended to credit themselves on the title screen. Only Sega gets the credit in the final release.
|Green Hill Zone
+
}}
|Totem Pole
+
{{UnusedRow
|Not really lost in the Master System game as it is used there, but it is unused in the Game Gear version, yet the graphics still exist there.
+
| sprite={{SpriteImage|S1 Totem.png|2}}
|-
+
| desc=This graphic for the [[Green Hill Zone (8-bit)|Green Hill Zone]] totem poles is used in the Master System version of the game, but is left unused in the Game Gear version.
|[[File:Sonic1SMSGreen.png]]
+
}}
|Green Hill Zone
+
{{UnusedRow
|Green Hill tile
+
| sprite={{SpriteImage|Sonic1SMSGreen.png|2}}
|Just a corner piece from the Master System version.
+
| desc=A Green Hill Zone corner tile from the Master System version, left unused on the Game Gear.
|-
+
}}
|[[File:Sonic1GGGreen.png]]
+
{{UnusedRow
|Green Hill Zone
+
| sprite={{SpriteImage|Sonic1GGGreen.png|2}}
|Green Hill tiles
+
| desc=A checkered spike from the Game Gear version of the game.
|Checkered spike from the Game Gear version of the game.
+
}}
|-
+
{{UnusedRow
|[[Image:S1_BridgeLostObj.png|center]]
+
| sprite={{SpriteImage|S1 Enemy2.png|2}}
|Bridge Zone
+
| desc=[[Newtron]] sprites found in the Master System version of Green Hill Zone. While the enemy appears in Jungle Zone, it uses different graphics.
|Ground segment
+
}}
|This appears amongst the object tiles for Bridge Zone, in both the Game Gear and Master System versions.  It almost looks like the top is melted.
+
{{UnusedRow
|-
+
| sprite={{SpriteImage|S1Enemy3.png|2}}
|[[File:Sonic1SMSBridge.png]]
+
| desc=[[Batbrain]] art which appears in the Game Gear version of Green Hill Zone but isn't used. It was probably meant to be in the caves of Act 2. In the 16-bit version this is a normal enemy in [[Marble Zone]], a level not found in this version.
|Bridge Zone
+
}}
|Bridge Zone tiles
+
{{UnusedRow
|Spring in front of checkerboard pattern, and pole in front of sky tiles. The bridges in this zone are do not reach sky level. Found in both versions.
+
| sprite={{SpriteImage|S1_BridgeLostObj.png|2}}
|-
+
| desc=This appears amongst the object tiles for [[Bridge Zone]], in both the Game Gear and Master System versions.  It almost looks like the top is melted.
|[[File:Sonic1SMSJungle.png]]
+
}}
|Jungle Zone
+
{{UnusedRow
|Spring
+
| sprite={{SpriteImage|Sonic1SMSBridge.png|2}}
|A spring without grass present. Probably meant for Act 2. Found in both versions.
+
| desc=Spring in front of checkerboard pattern, and pole in front of sky tiles for Bridge Zone. The bridges in this zone are do not reach sky level. Found in both versions.
|-
+
}}
|[[Image:S1_LabyrinthLostObj.png|center]]
+
{{UnusedRow
|Labyrinth Zone
+
| sprite={{SpriteImage|Sonic1SMSJungle.png|2}}
|Door (?)
+
| desc=A horizontal spring without grass present, likely meant for act 2 of [[Jungle Zone]]. Found in both versions.
|This appears amongst the object tiles for Labyrinth Zone, in both the Game Gear and Master System versions.  Perhaps it was intended to be a switch-operated door, like the ones in the Genesis version.
+
}}
|-
+
{{UnusedRow
|[[File:Sonic1SMSLabyrinth.png]]
+
| sprite={{SpriteImage|S1_LabyrinthLostObj.png|2}}
|Labyrinth Zone
+
| desc=This appears amongst the object tiles for [[Labyrinth Zone (8-bit)|Labyrinth Zone]] in both the Game Gear and Master System versions.  Perhaps it was intended to be a switch-operated door, like the ones in the Mega Drive version.
|Giant Pillars
+
}}
|Small and big pillars. No pillars like these exist in the [[Labyrinth Zone|16-bit version of the level]]. Found in both versions of the game.
+
{{UnusedRow
|-
+
| sprite={{SpriteImage|Sonic1SMSLabyrinth.png}}
|[[File:Sonic1SMSFinal.png]]
+
| desc=Small and big pillars for Labyrinth Zone. No pillars like these exist in the [[Labyrinth Zone|16-bit version of the level]]. Found in both versions of the game.
|Sky Base Zone
+
}}
|Sky Base Act 3 tiles
+
{{UnusedRow
|Slopes and laser turrets. The latter tiles are not in the Game Gear version.
+
| sprite={{SpriteImage|Sonic1SMSFinal.png|2}}
|-
+
| desc=Slopes and laser turrets for [[Sky Base Zone]] act 3. The laser turrets may indicate that elements of an unused final boss concept from the [[Sonic the Hedgehog (16-bit)/Development#Animated_Sequences|16-bit version of the game]] were implemented and later cut. The latter tiles are not in the Game Gear version.
|[[File:Sonic1SMSSkyBase.png]]
+
}}
|Sky Base Zone
+
{{UnusedRow
|Sky Base tiles
+
| sprite={{SpriteImage|Sonic1SMSSkyBase.png|2}}
|Chain facing {{downright}} and unused cannon facing {{upright}}.
+
| desc=Chain and unused cannon for Sky Base Zone.
|-
+
}}
|[[Image:S1roundthingv1.png|center]]
+
{{UnusedRow
|N/A
+
| sprite={{SpriteImage|S1roundthingv1.png|2}}
|Shield
+
| desc=A prototype shield animation?
|This may be a prototype shield animation. This is similar to the shield animation used in ''[[Knuckles' Chaotix]]''.
+
}}
|}
+
}}
  
==Unused Badniks==
+
===Marble Zone music===
{|class="prettytable"
+
An 8-bit rendition of the [[Marble Zone]] music is present at $CD0A in the Sega Master System ROM. This and the unused sprite of Batbrain suggests that Marble Zone was possibly intended to appear in the 8-bit conversions, but was cut at some point. A ROM image with [[Green Hill Zone (8-bit)|Green Hill Zone]]'s music replaced with the Marble Zone music is available [[:File:S1 MarbleZone.zip|here]].
!Artwork||Zone||Name||Description
 
|-
 
|[[Image:S1 Enemy2.png|center]]
 
|Green Hill Zone
 
|Unused Enemy
 
|KT15 found unused sprites in Green Hill Zone. These two animations are unused, however, another animation is used, but it is used in Jungle Zone, not Green Hill. This sprite is only found in the Master System version of the game.
 
|-
 
|[[Image:S1Enemy3.png|center]]
 
|Marble Zone
 
|Unused Enemy
 
|This Bat sprite appears in Green Hill Zone but isn't used. It was probably meant to be in the caves of Act 2. In the 16-bit version this is a normal enemy in Marble Zone, a level not found in this version. This sprite is only found in the Game Gear version of the game. An 8-bit remix of the Marble Zone music was discovered in the game, which means that Marble Zone was possibly a playable level at some point, and it's a possibility that this enemy could have been used in the level.
 
|}
 
  
==Unused Marble Zone Music==
+
===Early credits screen===
An 8-bit rendition of the [[Marble Zone]] music is present at $CD0A in the Sega Master System ROM. This and the unused Bat Sprite provide evidence that Marble Zone was probably meant to be in the game, but was cut at some point. A ROM image with [[Green Hill Zone (8-bit)|Green Hill Zone]]'s music replaced with the Marble Zone music is available [[:File:S1 MarbleZone.zip|here]].
+
{{HiddenContent
 +
| image1=Sonic1 SMS EarlyCreditsScreen.png
 +
| desc=An early version of the credits screen can be found in the Master System version at ROM offset '''16AEE'''. The triangles in the background were replaced with yellow and blue stars in the final version.
  
==Ancient==
+
<sub>''Source: The Cutting Room Floor''</sub>
[[Image:S1ancient.png]]
+
}}
  
[[Ancient]] handled the 8-bit port of ''[[Sonic the Hedgehog (8-bit)|Sonic the Hedgehog]]'' and it looks like they intended to credit themselves on the title screen as can be seen from this VRAM window. However, they left this out totally and in the end only Sega received the credit on the Title Screen. If it were used it probably would have appeared on the bottom of the screen reading Sega/Ancient 1991.
+
==Cheat device codes==
 +
These are cheat codes that can only be used with game enhancer devices. Support for these codes is available in most emulators.
 +
=== Game Genie ===
 +
==== Official Codes, Game Gear version 1.0 ====
 +
{{CodeTable|official=yes|
 +
{{CodeRow|007-01A-3BE|Unlimited lives.}}
 +
{{CodeRow|093-7DE-E66|Start with 9 lives.}}
 +
{{CodeRow|053-7DE-E66|Start with 5 lives.}}
 +
{{CodeRow|013-7DE-E66|Start with 1 life.}}
 +
{{CodeRow|020-54A-E6E|Rings worth 2 points.}}
 +
{{CodeRow|030-54A-E6E|Rings worth 3 points.}}
 +
{{CodeRow|040-54A-E6E|Rings worth 4 points.}}
 +
{{CodeRow|050-54A-E6E|Rings worth 5 points.}}
 +
{{CodeRow|060-54A-E6E|Rings worth 6 points.}}
 +
{{CodeRow|070-54A-E6E|Rings worth 7 points.}}
 +
{{CodeRow|080-54A-E6E|Rings worth 8 points.}}
 +
{{CodeRow|3A0-21C-2A2|Never lose rings.}}
 +
{{CodeRow|003-F8C-3B7|Timer disabled.}}
 +
{{CodeRow|2A2-86A-6E2|Infinite Air.}}
 +
}}
 +
 
 +
==== Official Codes, Game Gear version 1.1 ====
 +
{{CodeTable|official=yes|
 +
{{CodeRow|2A2-86A-6E2|Infinite Air.}}
 +
{{CodeRow|003-8CE-5D4 + 013-88E-91A|Start on Green Hill Zone, part 2.}}
 +
{{CodeRow|003-8CE-5D4 + 023-88E-91A|Start on Green Hill Zone, part 3.}}
 +
{{CodeRow|003-8CE-5D4 + 033-88E-91A|Start on Bridge Zone, part 1.}}
 +
{{CodeRow|003-8CE-5D4 + 043-88E-91A|Start on Bridge Zone, part 2.}}
 +
{{CodeRow|003-8CE-5D4 + 053-88E-91A|Start on Bridge Zone, part 3.}}
 +
{{CodeRow|003-8CE-5D4 + 063-88E-91A|Start on Jungle Zone, part 1.}}
 +
{{CodeRow|003-8CE-5D4 + 073-88E-91A|Start on Jungle Zone, part 2.}}
 +
{{CodeRow|003-8CE-5D4 + 083-88E-91A|Start on Jungle Zone, part 3.}}
 +
{{CodeRow|003-8CE-5D4 + 093-88E-91A|Start on Labyrinth Zone, part 1.}}
 +
{{CodeRow|003-8CE-5D4 + 0A3-88E-91A|Start on Labyrinth Zone, part 2.}}
 +
{{CodeRow|003-8CE-5D4 + 0B3-88E-91A|Start on Labyrinth Zone, part 3.}}
 +
{{CodeRow|003-8CE-5D4 + 0C3-88E-91A|Start on Scrap Brain Zone, part 1.}}
 +
{{CodeRow|003-8CE-5D4 + 0D3-88E-91A|Start on Scrap Brain Zone, part 2.}}
 +
{{CodeRow|003-8CE-5D4 + 0E3-88E-91A|Start on Scrap Brain Zone, part 3.}}
 +
{{CodeRow|003-8CE-5D4 + 0F3-88E-91A|Start on Sky Base Zone, part 1.}}
 +
}}
 +
 
 +
=== Pro Action Replay ===
 +
==== Unofficial codes (Master System) ====
 +
{{CodeTable|
 +
{{CodeRow|00D2D0:06|Freezes The Time.}}
 +
{{CodeRow|00D246:09|Infinite Lives.}}
 +
{{CodeRow|00D2AA:98|Infinite Rings.}}
 +
{{CodeRow|00D2CF:00|Infinite Time.}}
 +
{{CodeRow|00D284:09|Infinite Continues.}}
 +
{{CodeRow|00D206:28|Infinite Shields.}}
 +
{{CodeRow|00D208:01|Invincibility.}}
 +
{{CodeRow|00D411:05|Have [[Speed Shoes]] (Turn off the code to resume to normal).}}
 +
{{CodeRow|00D27F:06|Have All Chaos Emeralds (Enable and then disable code).}}
 +
{{CodeRow|00D2EC:08|Boss Instant Defeat.}}
 +
{{CodeRow|00D23E:??|Level Modifier (Turn off to continue to next level).
 +
*00: Green Hill Zone 1
 +
*01: Green Hill Zone 2
 +
*02: Green Hill Zone 3
 +
*03: Bridge Zone 1
 +
*04: Bridge Zone 2
 +
*05: Bridge Zone 3
 +
*06: Jungle Zone 1
 +
*07: Jungle Zone 2
 +
*08: Jungle Zone 3
 +
*09: Labyrinth Zone 1
 +
*0A: Labyrinth Zone 2
 +
*0B: Labyrinth Zone 3
 +
*0C: Scrap Brain Zone 1
 +
*0D: Scrap Brain Zone 2
 +
*0E: Scrap Brain Zone 3
 +
*0F: Sky Base Zone 1
 +
*10: Sky Base Zone 2
 +
*11: Sky Base Zone 3
 +
*12: End Game}}
 +
}}
 +
 
 +
==== Unofficial codes (Game Gear) ====
 +
{{CodeTable|
 +
{{CodeRow|00D2D1:06|Freezes The Time.}}
 +
{{CodeRow|00D240:09|Infinite Lives.}}
 +
{{CodeRow|00D2A9:63|Infinite Rings.}}
 +
{{CodeRow|00D2D0:00|Infinite Time.}}
 +
{{CodeRow|00D2D6:28|Infinite Shields.}}
 +
{{CodeRow|00D209:01|Invinciblity.}}
 +
{{CodeRow|00D412:05|Have [[Speed Shoes]] (Turn off the code to resume to normal).}}
 +
{{CodeRow|00DC0A:02|Have Turbo Sneakers (Only way to use them in Game Gear).}}
 +
{{CodeRow|00D279:06|All Emeralds (Enable and then disable code).}}
 +
{{CodeRow|00D238:??|Level Modifier (Turn off to continue to next level).
 +
*00: Green Hill Zone 1
 +
*01: Green Hill Zone 2
 +
*02: Green Hill Zone 3
 +
*03: Bridge Zone 1
 +
*04: Bridge Zone 2
 +
*05: Bridge Zone 3
 +
*06: Jungle Zone 1
 +
*07: Jungle Zone 2
 +
*08: Jungle Zone 3
 +
*09: Labyrinth Zone 1
 +
*0A: Labyrinth Zone 2
 +
*0B: Labyrinth Zone 3
 +
*0C: Scrap Brain Zone 1
 +
*0D: Scrap Brain Zone 2
 +
*0E: Scrap Brain Zone 3
 +
*0F: Sky Base Zone 1
 +
*10: Sky Base Zone 2
 +
*11: Sky Base Zone 3
 +
*12: End Game}}
 +
}}
  
 
==References==
 
==References==
Line 87: Line 186:
  
 
{{S1GGOmni}}
 
{{S1GGOmni}}
[[Category:Game secrets|Sonic the Hedgehog (8-bit)]]
 

Revision as of 21:51, 16 June 2020

Back to: Sonic the Hedgehog (8-bit).

Unused content

Art

Found by contributors here and The Cutting Room Floor.[1]

Art Description
Ancient handled the 8-bit version of Sonic the Hedgehog and it looks like they intended to credit themselves on the title screen. Only Sega gets the credit in the final release.
This graphic for the Green Hill Zone totem poles is used in the Master System version of the game, but is left unused in the Game Gear version.
A Green Hill Zone corner tile from the Master System version, left unused on the Game Gear.
A checkered spike from the Game Gear version of the game.
Newtron sprites found in the Master System version of Green Hill Zone. While the enemy appears in Jungle Zone, it uses different graphics.
Batbrain art which appears in the Game Gear version of Green Hill Zone but isn't used. It was probably meant to be in the caves of Act 2. In the 16-bit version this is a normal enemy in Marble Zone, a level not found in this version.
This appears amongst the object tiles for Bridge Zone, in both the Game Gear and Master System versions. It almost looks like the top is melted.
Spring in front of checkerboard pattern, and pole in front of sky tiles for Bridge Zone. The bridges in this zone are do not reach sky level. Found in both versions.
A horizontal spring without grass present, likely meant for act 2 of Jungle Zone. Found in both versions.
This appears amongst the object tiles for Labyrinth Zone in both the Game Gear and Master System versions. Perhaps it was intended to be a switch-operated door, like the ones in the Mega Drive version.
Small and big pillars for Labyrinth Zone. No pillars like these exist in the 16-bit version of the level. Found in both versions of the game.
Slopes and laser turrets for Sky Base Zone act 3. The laser turrets may indicate that elements of an unused final boss concept from the 16-bit version of the game were implemented and later cut. The latter tiles are not in the Game Gear version.
Chain and unused cannon for Sky Base Zone.
A prototype shield animation?

Marble Zone music

An 8-bit rendition of the Marble Zone music is present at $CD0A in the Sega Master System ROM. This and the unused sprite of Batbrain suggests that Marble Zone was possibly intended to appear in the 8-bit conversions, but was cut at some point. A ROM image with Green Hill Zone's music replaced with the Marble Zone music is available here.

Early credits screen

Sonic1 SMS EarlyCreditsScreen.png

An early version of the credits screen can be found in the Master System version at ROM offset 16AEE. The triangles in the background were replaced with yellow and blue stars in the final version.

Source: The Cutting Room Floor

Cheat device codes

These are cheat codes that can only be used with game enhancer devices. Support for these codes is available in most emulators.

Game Genie

Official Codes, Game Gear version 1.0

Code Effect Reference
007-01A-3BE Unlimited lives.
093-7DE-E66 Start with 9 lives.
053-7DE-E66 Start with 5 lives.
013-7DE-E66 Start with 1 life.
020-54A-E6E Rings worth 2 points.
030-54A-E6E Rings worth 3 points.
040-54A-E6E Rings worth 4 points.
050-54A-E6E Rings worth 5 points.
060-54A-E6E Rings worth 6 points.
070-54A-E6E Rings worth 7 points.
080-54A-E6E Rings worth 8 points.
3A0-21C-2A2 Never lose rings.
003-F8C-3B7 Timer disabled.
2A2-86A-6E2 Infinite Air.

Official Codes, Game Gear version 1.1

Code Effect Reference
2A2-86A-6E2 Infinite Air.
003-8CE-5D4 + 013-88E-91A Start on Green Hill Zone, part 2.
003-8CE-5D4 + 023-88E-91A Start on Green Hill Zone, part 3.
003-8CE-5D4 + 033-88E-91A Start on Bridge Zone, part 1.
003-8CE-5D4 + 043-88E-91A Start on Bridge Zone, part 2.
003-8CE-5D4 + 053-88E-91A Start on Bridge Zone, part 3.
003-8CE-5D4 + 063-88E-91A Start on Jungle Zone, part 1.
003-8CE-5D4 + 073-88E-91A Start on Jungle Zone, part 2.
003-8CE-5D4 + 083-88E-91A Start on Jungle Zone, part 3.
003-8CE-5D4 + 093-88E-91A Start on Labyrinth Zone, part 1.
003-8CE-5D4 + 0A3-88E-91A Start on Labyrinth Zone, part 2.
003-8CE-5D4 + 0B3-88E-91A Start on Labyrinth Zone, part 3.
003-8CE-5D4 + 0C3-88E-91A Start on Scrap Brain Zone, part 1.
003-8CE-5D4 + 0D3-88E-91A Start on Scrap Brain Zone, part 2.
003-8CE-5D4 + 0E3-88E-91A Start on Scrap Brain Zone, part 3.
003-8CE-5D4 + 0F3-88E-91A Start on Sky Base Zone, part 1.

Pro Action Replay

Unofficial codes (Master System)

Code Effect
00D2D0:06 Freezes The Time.
00D246:09 Infinite Lives.
00D2AA:98 Infinite Rings.
00D2CF:00 Infinite Time.
00D284:09 Infinite Continues.
00D206:28 Infinite Shields.
00D208:01 Invincibility.
00D411:05 Have Speed Shoes (Turn off the code to resume to normal).
00D27F:06 Have All Chaos Emeralds (Enable and then disable code).
00D2EC:08 Boss Instant Defeat.
00D23E:?? Level Modifier (Turn off to continue to next level).
  • 00: Green Hill Zone 1
  • 01: Green Hill Zone 2
  • 02: Green Hill Zone 3
  • 03: Bridge Zone 1
  • 04: Bridge Zone 2
  • 05: Bridge Zone 3
  • 06: Jungle Zone 1
  • 07: Jungle Zone 2
  • 08: Jungle Zone 3
  • 09: Labyrinth Zone 1
  • 0A: Labyrinth Zone 2
  • 0B: Labyrinth Zone 3
  • 0C: Scrap Brain Zone 1
  • 0D: Scrap Brain Zone 2
  • 0E: Scrap Brain Zone 3
  • 0F: Sky Base Zone 1
  • 10: Sky Base Zone 2
  • 11: Sky Base Zone 3
  • 12: End Game

Unofficial codes (Game Gear)

Code Effect
00D2D1:06 Freezes The Time.
00D240:09 Infinite Lives.
00D2A9:63 Infinite Rings.
00D2D0:00 Infinite Time.
00D2D6:28 Infinite Shields.
00D209:01 Invinciblity.
00D412:05 Have Speed Shoes (Turn off the code to resume to normal).
00DC0A:02 Have Turbo Sneakers (Only way to use them in Game Gear).
00D279:06 All Emeralds (Enable and then disable code).
00D238:?? Level Modifier (Turn off to continue to next level).
  • 00: Green Hill Zone 1
  • 01: Green Hill Zone 2
  • 02: Green Hill Zone 3
  • 03: Bridge Zone 1
  • 04: Bridge Zone 2
  • 05: Bridge Zone 3
  • 06: Jungle Zone 1
  • 07: Jungle Zone 2
  • 08: Jungle Zone 3
  • 09: Labyrinth Zone 1
  • 0A: Labyrinth Zone 2
  • 0B: Labyrinth Zone 3
  • 0C: Scrap Brain Zone 1
  • 0D: Scrap Brain Zone 2
  • 0E: Scrap Brain Zone 3
  • 0F: Sky Base Zone 1
  • 10: Sky Base Zone 2
  • 11: Sky Base Zone 3
  • 12: End Game

References


Sonic the Hedgehog (8-bit)
Sonic 1 MS title.png

Main page
Comparisons
Maps


Manuals
Promotional material
Magazine articles
Reception


Development
Hidden content
Bugs
Hacking guide