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Difference between revisions of "Sonic the Hedgehog CD (Mega-CD prototype; 1993-07-12)"

From Sonic Retro

m (Text replace - "Sega Mega CD" to "Sega Mega-CD")
(This page is horribly out-of-date and full of incorrect information. I originally wrote most of this for TCRF, so it should be alright to have this here too.)
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{{Bob|bobscreen=Scd titlescreen.png|publisher=SEGA|developer=SEGA, Sonic Team|system=[[Mega CD]]|genre=2D Platform|}}
 
{{Bob|bobscreen=Scd titlescreen.png|publisher=SEGA|developer=SEGA, Sonic Team|system=[[Mega CD]]|genre=2D Platform|}}
'''Sonic CD Build 712''' is a prototype of ''[[Sonic the Hedgehog CD|Sonic CD]]'' for the [[Sega Mega-CD|Mega CD]]. Debug is available for use with the second controller. Game copy provided by [[Phugolz]].
+
'''Sonic CD Build 712''' is a prototype of ''[[Sonic the Hedgehog CD|Sonic CD]]'' for the [[Sega Mega-CD|Mega CD]], named because the CD dates itself to July 12, 1993. This is a later build of the game that is near completion, but is still unfinished in places and has some differences. Game copy provided by [[Phugolz]].
  
 
{{Download|file=Sonic_CD_(712_Beta).rar|filesize=16.98MB}}
 
{{Download|file=Sonic_CD_(712_Beta).rar|filesize=16.98MB}}
  
==Various Differences==
+
==General Differences==
*The RAM data screen is different.
+
===Gameplay===
*Time Attack screens are up to date but selecting to play a level in Time ATK locks up the game.
+
* Despite the Title Screen having the proper title, the game is still referred as "CD SONIC THE HEDGEHOG" internally.
*The Oil slicks are present but don't affect game play in the Special Stage.
+
* Save files created by this prototype can be used in the final game, and vice versa.
*The Special Stage demo found by waiting at the Title Screen isn't a demo at all, it is fully controllable.  
+
* Debug mode can be used in Time Attack. It was disabled in the final to prevent cheating.
*The starting point for all Special stages is on the far corner on the dirt that slows you down, instead of starting on the road.
+
* The robot transporter in the Present doesn't appear to have degraded as much as it has in the final.
*The Time Monitor when placed with the Debug causes other monitors to stop blinking.
+
* Invisible objects that catapult Sonic into ball form (usually found in tubes) will become visible with shield, invincibility or time warp graphics if Sonic has any of those items in effect.
*Blue Ring Monitor is now used like a ring shield, You can take 2-3 hits without losing rings.  
+
* The "S" and Clock monitors have been removed aside from a secret room in Palmtree Panic 3, but the Blue Ring monitor can still be found in a few sporadic locations throughout the game. They also have their effects changed somewhat:
*Getting All Time Stones doesn't change all futures to good.
+
** The "S" monitor, when placed with Debug Mode, not only grants [[Invincibility]] and [[Power Sneakers]], it also gives you a [[Shield]].
*When you gain an extra life, instead of Sonic saying "Yes", he says "Yeah".
+
** The Clock monitor, when placed with Debug Mode, causes other monitors to stop blinking.
 +
** The Blue Ring monitor now functions like an invisible shield, allowing you to take a hit without losing your rings. It can also stack with a regular shield.
 +
* Getting all the [[Time Stones]] doesn't automatically destroy all robot transporters and thus won't change all futures to Good Futures.
 +
* The game-ending "I'm outta here!" easter egg now causes an instant Game Over as intended, but the camera will still follow Sonic as he jumps off the stage, dying from reaching the bottom of the stage.
 +
* The player will always get a bad ending even if the the player has destroyed every robot transporter in the game or collected all the Time Stones. The good ending has been implemented though, and can be viewed in Visual Mode.
 +
* The ending FMVs have no music or sound effects, and don't display the "TRY AGAIN/YOU'RE TOO COOL!" messages or the "Presented by SEGA" text at the end.
 +
 
 +
===Audio===
 +
* The jump sound doesn't work properly in normal stages. It works in the Special Stage, though.
 +
* The Super Peel-Out doesn't play any sound effects, but the Spin Dash does.
 +
* Destroying a badnik plays a different sound rather than the traditional badnik explosion sound.
 +
* When you gain an extra life, instead of Sonic saying "Yes!", he says "Yeah!".
 +
* Destroying the robot transporter in the Past doesn't play a sound after the explosion.
 +
* The goal [[Signpost|signpost]] doesn't make a sound when passing it.
 +
* Pausing the game does not pause the music; it simply mutes it.
 +
* The time warp sound is different from both the 510 prototype and the final, this time playing a CD audio track that would go unused in the final. It is track #33, whereas it would be track #2 in the final.
 +
 
 +
===Special Stage===
 +
* The Special Stage demo that plays by waiting at the Title Screen isn't a demo at all; it is fully controllable.
 +
* The starting points for all Special Stages are in odd places, such as on the far corner on the dirt that slows you down or partially inside a bumper, instead of starting on the road.
 +
* Sonic doesn't strike a pose when the Special Stage begins.
 +
* The oil slicks are present but don't affect game play in the Special Stage.
 +
* When a UFO is destroyed, the UFO counter doesn't count down until the UFO stops exploding. In the final, it counts down immediately after smashing the UFO.
 +
* When all UFOs are destroyed, the Time Stone doesn't wait until the camera finishes turning around Sonic and drops as the camera starts turning. It also doesn't make a sound.
 +
 
 +
===Menus===
 +
* Menu navigation on the title screen is inverted.
 +
* The preview for Special Stage 6 in the Time Attack menu doesn't animate.
 +
* The RAM Data screen has very different visuals.
 +
* The RAM Data menu is not fully functional and has some bugs that would be fixed in the final:
 +
** You cannot copy your save file to the Sega CD's internal RAM if a RAM cartridge is not present or there isn't already a ''Sonic CD'' save file copy in the internal RAM.
 +
** Erasing your save file doesn't appear to work.
 +
** You can't seem to replace your save file with one saved in storage.
 +
* The D.A. Garden is called "Sound Test" on the title screen.
 +
* Exiting the D.A. Garden will lock up the game.
 +
* The Visual Mode screen does not have background music.
 +
* "Opening" is misspelled as "Openning" on the Visual Mode screen.
 +
* The pencil test hasn't been implemented and cannot be viewed yet. Selecting it in the Visual Mode will just play the opening FMV.
 +
 
 +
''(source: [https://tcrf.net/Proto:Sonic_CD_(Sega_CD)/Prototype_712 The Cutting Room Floor])''
  
 
==Cheat Codes==
 
==Cheat Codes==
*Level Select: On the title screen, press Start on the first controller and when NEW GAME or CONTINUE appears press {{B}} on the second controller.
+
[[Image:Scd510_level_select.png|right|thumb|320px|The Level Select screen is the same as the one in the 510 prototype.]]
*Sound Effects Test: On the title screen, press Start on the first controller and when NEW GAME or CONTINUE appears press {{A}} on the second controller.
+
===Level Select===
*Debug Mode: In the middle game, press START on the second controller.
+
On the title screen, press {{start}} on the first controller, then press {{B}} on the second controller when NEW GAME or CONTINUE appears. A black screen with a list of numbers and letters corresponding to various levels and events appears just as it looked in the 510 prototype. Make a selection and press {{start}} to enter it. Completing any level or attempting time travel will take you back to the title screen.
  
''Debug Controls'':
+
===Sound Effects Test===
 +
On the title screen, press {{start}} on the first controller, then press {{A}} on the second controller when NEW GAME or CONTINUE appears. Press {{c}} to play the currently selected sound, and {{start}} to exit.
  
{{b}}: Toggle normal and debug mode
+
===Debug Mode===
 +
Press {{start}} on the second controller at any time during gameplay.
  
{{a}}: Advance forward through the debug object list
+
''Debug Controls'':
 
 
{{a}} + {{c}}: Advance backwards through the debug object list
 
  
{{c}}: Place the selected object at the current coordinates
+
*{{b}}: Toggle normal and debug mode.
 +
*{{a}}: Advance forward through the debug object list.
 +
*{{a}} + {{c}}: Advance backwards through the debug object list.
 +
*{{c}}: Place the selected object at the current coordinates.
  
 
==Physical Disc==
 
==Physical Disc==

Revision as of 06:44, 16 September 2017

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Scd titlescreen.png
Sonic the Hedgehog CD (Mega-CD prototype; 1993-07-12)
System(s): Mega CD
Publisher: SEGA
Developer:
Genre: 2D Platform

Sonic CD Build 712 is a prototype of Sonic CD for the Mega CD, named because the CD dates itself to July 12, 1993. This is a later build of the game that is near completion, but is still unfinished in places and has some differences. Game copy provided by Phugolz.

Download.svg Download Sonic the Hedgehog CD (Mega-CD prototype; 1993-07-12)
File: Sonic_CD_(712_Beta).rar (17.24 MB) (info)

General Differences

Gameplay

  • Despite the Title Screen having the proper title, the game is still referred as "CD SONIC THE HEDGEHOG" internally.
  • Save files created by this prototype can be used in the final game, and vice versa.
  • Debug mode can be used in Time Attack. It was disabled in the final to prevent cheating.
  • The robot transporter in the Present doesn't appear to have degraded as much as it has in the final.
  • Invisible objects that catapult Sonic into ball form (usually found in tubes) will become visible with shield, invincibility or time warp graphics if Sonic has any of those items in effect.
  • The "S" and Clock monitors have been removed aside from a secret room in Palmtree Panic 3, but the Blue Ring monitor can still be found in a few sporadic locations throughout the game. They also have their effects changed somewhat:
    • The "S" monitor, when placed with Debug Mode, not only grants Invincibility and Power Sneakers, it also gives you a Shield.
    • The Clock monitor, when placed with Debug Mode, causes other monitors to stop blinking.
    • The Blue Ring monitor now functions like an invisible shield, allowing you to take a hit without losing your rings. It can also stack with a regular shield.
  • Getting all the Time Stones doesn't automatically destroy all robot transporters and thus won't change all futures to Good Futures.
  • The game-ending "I'm outta here!" easter egg now causes an instant Game Over as intended, but the camera will still follow Sonic as he jumps off the stage, dying from reaching the bottom of the stage.
  • The player will always get a bad ending even if the the player has destroyed every robot transporter in the game or collected all the Time Stones. The good ending has been implemented though, and can be viewed in Visual Mode.
  • The ending FMVs have no music or sound effects, and don't display the "TRY AGAIN/YOU'RE TOO COOL!" messages or the "Presented by SEGA" text at the end.

Audio

  • The jump sound doesn't work properly in normal stages. It works in the Special Stage, though.
  • The Super Peel-Out doesn't play any sound effects, but the Spin Dash does.
  • Destroying a badnik plays a different sound rather than the traditional badnik explosion sound.
  • When you gain an extra life, instead of Sonic saying "Yes!", he says "Yeah!".
  • Destroying the robot transporter in the Past doesn't play a sound after the explosion.
  • The goal signpost doesn't make a sound when passing it.
  • Pausing the game does not pause the music; it simply mutes it.
  • The time warp sound is different from both the 510 prototype and the final, this time playing a CD audio track that would go unused in the final. It is track #33, whereas it would be track #2 in the final.

Special Stage

  • The Special Stage demo that plays by waiting at the Title Screen isn't a demo at all; it is fully controllable.
  • The starting points for all Special Stages are in odd places, such as on the far corner on the dirt that slows you down or partially inside a bumper, instead of starting on the road.
  • Sonic doesn't strike a pose when the Special Stage begins.
  • The oil slicks are present but don't affect game play in the Special Stage.
  • When a UFO is destroyed, the UFO counter doesn't count down until the UFO stops exploding. In the final, it counts down immediately after smashing the UFO.
  • When all UFOs are destroyed, the Time Stone doesn't wait until the camera finishes turning around Sonic and drops as the camera starts turning. It also doesn't make a sound.

Menus

  • Menu navigation on the title screen is inverted.
  • The preview for Special Stage 6 in the Time Attack menu doesn't animate.
  • The RAM Data screen has very different visuals.
  • The RAM Data menu is not fully functional and has some bugs that would be fixed in the final:
    • You cannot copy your save file to the Sega CD's internal RAM if a RAM cartridge is not present or there isn't already a Sonic CD save file copy in the internal RAM.
    • Erasing your save file doesn't appear to work.
    • You can't seem to replace your save file with one saved in storage.
  • The D.A. Garden is called "Sound Test" on the title screen.
  • Exiting the D.A. Garden will lock up the game.
  • The Visual Mode screen does not have background music.
  • "Opening" is misspelled as "Openning" on the Visual Mode screen.
  • The pencil test hasn't been implemented and cannot be viewed yet. Selecting it in the Visual Mode will just play the opening FMV.

(source: The Cutting Room Floor)

Cheat Codes

The Level Select screen is the same as the one in the 510 prototype.

Level Select

On the title screen, press Start on the first controller, then press B on the second controller when NEW GAME or CONTINUE appears. A black screen with a list of numbers and letters corresponding to various levels and events appears just as it looked in the 510 prototype. Make a selection and press Start to enter it. Completing any level or attempting time travel will take you back to the title screen.

Sound Effects Test

On the title screen, press Start on the first controller, then press A on the second controller when NEW GAME or CONTINUE appears. Press C to play the currently selected sound, and Start to exit.

Debug Mode

Press Start on the second controller at any time during gameplay.

Debug Controls:

  • B: Toggle normal and debug mode.
  • A: Advance forward through the debug object list.
  • A + C: Advance backwards through the debug object list.
  • C: Place the selected object at the current coordinates.

Physical Disc

(from Secrets of Sonic Team)

Template:Sonic the Hedgehog CD Betas