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Proto:SegaSonic the Hedgehog

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This page details one or more prototype versions of SegaSonic the Hedgehog.

To do:
Compare level designs to the final, they're vastly different.

Revision A of SegaSonic the Hedgehog was paraded around various arcade expos for testing and getting player feedback.

General Differences

  • The title screen has no background and Sonic is the only character shown. Ray and Mighty aren't pictured.
  • The character selection screen is not present either. Instead, each character is assigned to a specific player slot.
  • The tutorial is slightly shorter than the final version.
Proto Final
(Press the button while
turning the trackball!!)
(Press the button while turning
the trackball to spin jump!!)
  • The level order is different and some of the level names lack the alliteration present in the final game.
  • The ring bonus tally at the end of each level is not present, so the game goes back to Eggman after a level ends.
  • The furthest the player can go is Desert Dodge Zone, where upon completion a "To be continued" screen appears and the game will end.
(Source: Sonic Retro)

Sprite Differences

Chase Scene

Sonic, Ray, and Mighty's running animations in the chase scene are more cartoonishly compared to the final version's chase sprites, resembling their in-game medium speed running animations. These sprites did appear in a screenshot on an old version of Sega's official US website, Sonic Central.

SegaSonic-proto run.gif SegaSonic-proto-scared-run.gif SegaSonic-proto-ray-run.gif SegaSonic-proto-mighty-run.gif SegaSonic-proto-mighty-scared-run.gif

Unused Dialogue

Segasonic Proto-Unused-dialogue.gif

Some pieces of dialogue that aren't seen in the final game. What's notable is that Sonic has some dialogue here in a word balloon, which isn't seen in the final.

Japanese Translation

ええい、しつこいやつめ!来るなら来てみろ ソニック!

Eggman! What are you planning this time?!
Grr, you sure are persistent! Come at me, Sonic!
This almighty tower is mine!
Almighty tower?
If you've come this far, this is as far as you go.
This tower can freely control this island.
Realize its power!
How about this!
Now take this!
Don't think you've won!

(Source: Plasma Captain (translations), Ragey, Kallus)

Unused Graphics

The prototype has many unused graphics of its own.

Segasonic Proto-Unused-sonicup1.gifSegasonic Proto-Unused-sonicup2.gifSegasonic Proto-Unused-rayup.gifSegasonic Proto-Unused-mightyup.gif
Unused animations for the characters looking up. Only Sonic has two animations for looking up.

SegaSonic Proto-Unused-fish.gif SegaSonic Proto-Unused-fish2.gif
Some fish badnik that would have been seen at Wild Water Way. The palette here is a placeholder, as its palette is currently unknown.

Segasonic Proto-Unused-orb.gif
An unusual orb with an unknown purpose, possibly for explosions.

SegaSonic Proto-Unused-drillbadnik.gif

SegaSonic Proto-Unused-eyeball.gif
Two more badniks that aren't in the final game. It's unknown where these would have been placed.

Segasonic Proto-Unused-dome.gif
An unused dome, with 足 (leg) written on it. This was the base for an unused boss in Landslide Limbo.

Segasonic Proto-Unused-machinery.gif
This would've been used for the Landslide Limbo boss that's seen in Revision A.

Segasonic Proto-Unused-spikeplatform.gif Segasonic Proto-Unused-spikeplatform2.gif Segasonic Proto-Unused-spikeplatform3.gif
A sort of weird spiky platform with suction cups.

Segasonic Proto-Unused-spikeplatform4.gif
What it would have looked like in-game.

SegaSonic Proto-Unused-gameover.gif
A version of the Game Over graphic with Sonic. Both this build and the final use the standard Eggman one.

(Source: Ragey, Kallus)

Pattern Viewer

To do:
Find out what the SAVE function does.

Within this prototype, there seems to be a graphics viewer that has been completely removed from the final build. You use Player 2's trackball for moving the cursor, and Player 2's jump button for selections.

(Source: Suddenデス)
Option Effect
OBJECT Player 2's trackball Y-axis will change the ID of the current object.
CLEAR Removes existing objects and spawns a new one with default settings.
COLOR BANK Player 2's trackball Y-axis will change the palette of the current object.
BASE POINT This changes the relative location of the current sprite.
ZPOS Changes the Z position (the "layer") of the current object.
16-256 Changes the tile color depth.
H-V FLIP Sets or clears horizontal/vertical flip flags on the current object.
ZOOM Player 2's trackball Y-axis resizes the current object.
EXIT Quits the viewer.
END FLAG Sets or clears the end flag on the current object; this will fix graphics on objects that have random horizontal lines.
NEW OBJECT Spawns a new object using the current object's settings.