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Proto:Sonic the Hedgehog 4: Episode I/PartnerNET Prototype

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This is a sub-page of Proto:Sonic the Hedgehog 4: Episode I.

This cactus is UNDER CONSTRUCTION
This article is a work in progress.
...Well, all the articles here are, in a way. But this one moreso, and the article may contain incomplete information and editor's notes.

Hiddenpalace.org logo.png  This prototype is documented on Hidden Palace.

The February 9, 2010 prototype of Sonic the Hedgehog 4 - Episode I for the Xbox 360 was leaked when the game was originally set to release in July 2010. It is often called the PartnerNET prototype because the leak was traced to Xbox Live Arcade's PartnerNET, a Microsoft service in which developers were given access to upcoming downloadable titles for testing purposes. After tons of screenshots and, eventually, a video playthrough of the entire game were leaked online, Microsoft shut down PartnerNET overnight on April 3, 2010.

The leak was pretty embarrassing for Microsoft, as it became part of a larger fiasco in which developers with access to PartnerNET breached NDAs to leak in-development software. However, it was an even bigger black eye for Sega, as the mostly-complete build was marred by poor physics, bad animations, and gimmick-based levels considered inconsistent with the original Sonic games for the Genesis. Due to the backlash, Sega delayed the game's release to October to address the aspects fans took issue with. Nowadays, the prototype is a curiosity to poke around in, as an important piece of the game's development.

A Wii equivalent to this prototype, also dated February 9, also exists. It's also worth noting that the iOS/Android versions of the game bear a strong resemblance to the PartnerNET build, particularly in its physics and inclusion of the two controversial gimmick-based levels.

(Source: Sonic Stadium)

General Differences

  • This prototype still uses button prompts and some text files intended for use on the Wii, such as the 1 and 2 button prompts and the text "Please do not touch the Power button or RESET."
  • Proper stage transitions haven't been implemented yet, so the only way to progress to the next Act is to use the menu.
  • Some graphical effects haven't been implemented yet:
    • Sonic's "wheel-of-feet" animation only appears when he's running at top speed.
    • Sonic isn't shiny, unlike the final version.
    • Motion blur effects are missing.
  • The title screen's song resembles that of the WiiWare release.

World Map/Level Select

Sonic-4-Episode-I Early LevelSelect-PartnerNET.png

  • Since there was no World Map at the time, level select used the menu music.
  • Instead of a landscape, the PartnerNET prototype of Sonic 4 uses a more simple level select with pictures of the levels, similar to the WiiWare prototype.
  • It is also the only way to access the next act, as the "Play Next Act" option wasn't implemented yet.

Zone Differences

Splash Hill

Hmmm...
To do:

Casino Street

  • Act 2 contains the first of the two controversial "gimmick" levels, requiring the player to get 10,000 points before the timer runs out; the final console release went with Sonic riding on cards.
    • As a result, the entire song was also redone due to being unfitting.

Lost Labyrinth

  • Act 2 contains the second and last controversial "gimmick" level; this one has the player ride a minecart through the entire level, while the final console release is like all other acts.

Mad Gear

Hmmm...
To do:

E.G.G. Station

Hmmm...
To do: