Proto:Sonic the Hedgehog CD (Sega CD)/v0.02
This is a sub-page of Proto:Sonic the Hedgehog CD (Sega CD).
Layout differences in Palmtree Panic/Salad Plain, plus any potential unused sprites in the proto.
v0.02 is the earliest known prototype of Sonic CD for the Sega CD. The build is dated December 4th, 1992 (less than nine months before the final build), predating the previously discovered 510 prototype, and was created so the game could be shown at the Japanese Yuusei Sega World event that year.
Many things haven't been implemented, or are in a buggy state. Only Palmtree Panic Acts 1 and 2 are present on the disc, and this is the only known prototype that acknowledges the infamous "R2", which is present (but not selectable or functional) in the Time Attack screen. It was dumped by drx on October 26th, 2019 as part of Sonic Month.
The game is always referred to as CD Sonic the Hedgehog, which is odd as the Japanese spelling does place the CD after the Sonic the Hedgehog part. An extra SEGA screen is present at the start, complete with the classic "Sey-Gah!" chant. It was removed in later builds.
The title screen was overhauled in the final:
- The game's title is CD Sonic the Hedgehog, rather than Sonic the Hedgehog CD.
- A gold emblem with the Sega logo and the copyright date (1993) is present, but was removed from the final version.
- The prototype's title screen is 320×224 but was later changed to 256×224.
- The clouds are scrolling from right to left, instead of using the sprite scaling layer.
- All of the perspective effects in Sonic CD are calculated by a co-processor on the Sega CD, which produces tiles that have to be transferred to Genesis VRAM to be displayed. Given that this process has some bandwidth limitations, and that the Special Stage runs at the same resolution, it is likely that this accounts for the resolution drop in the final title screen.
- Little Planet is more washed out with some dithering.
- A text string is present at the corner right, crediting Japanese singer Keiko Utoku of the then-major J-Pop idol group Mi-Ke for "Sonic - You Can Do Anything", for press purposes. The song itself also plays in the background instead of the remix heard in Prototype 510.
Salad Plain (Palmtree Panic)
Palmtree Panic was originally called Salad Plain, according the Time Attack screen (see next section below).
- It's not possible to get a Good Future in this build. However, the level files for Good Future are present on the disc.
- To access the Good Future variants of the levels, change bytes at 0xA1A in the Track 1 binary to 0070 for Zone 1, and 0058 for Zone 2.
- The Good Future variants use the music for the Past variants, despite the track for Palmtree Panic's good future being present on the disc.
- Amy is nowhere to be found in the present version of Palmtree Panic Zone 1.
- The big loop at the beginning of the present version of Palmtree Panic Zone 1 is missing. In its place is a small ramp and a spring.
- Breakable parts of the walls have not been added to the levels yet.
- The yellow spring that bounces Sonic away from the goal is missing.
- The graphics are extremely basic.
- Only Palmtree Panic 1/2 are selectable, and is referred to as "Salad Plain."
- This is the only prototype that explicitly references the scrapped "R2" as a level entry in the Time Attack menu, without having to hack the game to enter the level select. All other known versions of the game skip from R1 (Palmtree Panic) directly to R3 (Collision Chaos). It is unknown why R2 was cut, although Jim Trethewey (who helped develop the Windows port) said in an interview that Junetsu Kakuta (who worked on the game) implied that the level was removed due to quality and design concerns.
- Collision Chaos' present theme is used here instead of the actual Time-Attack music.
- Some of Sonic's frames are bugged. His "Peel-Out" animation isn't implemented.
- The sprites for the "I'm outta here!" easter egg are extremely different.
- Sonic still uses his spring frame from the original Sonic the Hedgehog, but it's not exactly the same - his shoes have been updated to add the white stripe.
- The lives counter is placed slightly higher than normal, and there are no zeros in the SCORE and RINGS counters. Oddly enough, the RINGS counter does not flash red when you have 0 rings.
- Active time warps are not indicated on the HUD.
- The goal-post reads "You Say!", which might be a pun on the word "Yuusei" (the name of the event where this build was featured) . This also appears in the earliest screenshots available of the game.
- The graphics for Palmtree Panic are more uniform, with less distinctions among the timezones.
- The time-attack mode looks nothing like the final, and features the early name for Palmtree Panic.
- The time-travel graphic is extremely basic, featuring only blue lines on a white background.
- "Sonic - You Can Do Anything" had Utoku's vocals re-recorded for the final. Interestingly, this version is featured in the 1998 Japanese CD album SONICTEAM "PowerPlay" ~Best Songs from SonicTeam~. It is also the version that plays in the bonus opening cinematic included in Sonic Jam.
- Palmtree Panic's past theme is stored as CD audio, while in the final it was remade into sequenced audio. It also uses a different mix.
- The time warp sound is different, and very grating on the ears. This was also used in the 510 prototype.
"I'm outta here!"
The famous "I'm outta here!" Easter egg doesn't work properly. The camera doesn't lock and Sonic dies when he hits the bottom of the level, instead of getting a Game Over. For some reason, you will be able to keep the rings you collected before triggering this once you re-spawn.
Time traveling doesn't seem to work correctly, as attempting to travel using the spinners will instead cause the current level to restart rather than letting you warp through time (the time warp appears short here because the black screens were trimmed out of the GIF).
Sonic 1's programming was used as the basis for Sonic CD, but at this point in time the physics have yet been fully optimized for this game, resulting in many oddities listed below:
- In the Bad Future, colliding with solid collision tiles whilst standing on the collapsing diamond platforms could cause several oddities, like the infamous slope glitch.
- Charging a Peel-Out for about 21 seconds warps Sonic near the end of the act. Charging it several seconds longer will crash the game.
- Running fast or charging a Spindash or Peel-Out does not cause the camera to move.
- Sonic takes a lot longer to charge a Super Peel-Out. The maximum speed it gives is also limited by the Sonic 1 speed cap.
- You cannot pause the game.
- Two additional monitors are present in this build.
- Blue Ring: When broken Sonic will run faster and be granted temporary invincibility. In later builds it acts like a triple-layered shield (as-in, it gives you three additional hits), but was later removed from levels.
- Clock: Meant to freeze time for a few seconds, but is incomplete as it only freezes the animation of objects other than Sonic.
- Pressing START on the second controller spawns a second Sonic. You are able to control this Sonic with the second controller.
- Collecting 50 rings does not spawn a Special Stage ring at the end of a level.
- You can not change the direction while roll-jumping, just like Sonic 1, 2 and 3K.
- If you lose all your lives or beat Salad Plain Zone 2, a "COMIN' SOON" screen will appear, after which the game resets. This screen actually made it into the final game, and can be viewed using the level select.
- The Good Future Theme plays on this screen in this build, instead of the Invincibility theme used by later builds. This is in part due to the fact that this music track is not present in this build.
- The level-select is present in the files, and can be accessed through modding. Change bytes at 0xA1A in the Track 1 binary to 011A.
- Oddly, selecting anything other than "1-1-A" will send the player to the Time-Attack menu.
Investigate this, which seems to suggest at least some data from Collision Chaos (and potentially other Rounds) is still present.
This appears to be an unfinished tilting platform object. Its graphics get loaded at certain points in the stage, usually around the small logs. It was scrapped by the 510 prototype.
This is likely a preliminary swinging platform object for Tidal Tempest. Interestingly, if spawned with the subtype "00" in the game, it underflows and tries to spawn 255 sections of the "chain," causing immense load times and lag.
This object does exist in later prototypes and in the final game. It seems it was meant to be an object that would overwrite tiles, likely trying to create a "flowing waterfall" effect. It seems it didn't get very far in development.
This is by far the most interesting unused object in the prototype. It appears to change level layout when Sonic touches it. Nothing like this exists in later prototypes or in the final game.
Sonic has a ton of animations that aren't used here but are in the final, as well as some straight-up unused ones. Document them, and see if there are any other unused sprites.
|A black-and-white death sprite, whose purpose is unknown. This is also present (and unused) in the original Sonic the Hedgehog, so it's probably just a leftover from that game.|
|This is an object that exists in the debug list - however, placing it does nothing. The graphics for it do exist in the data, and it seems to be a bridge post of sorts, similar to those found in other Sonic games.|