Proto:Sonic the Hedgehog Spinball (Genesis)/August 1993 Prototype
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The August 1993 prototype of Sonic Spinball was released sometime around October 6, 1993, by PREMIERE over BBS before the game was released. It was quickly discarded in favor of a later build, but was rediscovered on a Chinese website in 2000.
The game is mostly complete and can be played all the way through, but there are several minor (and not-so-minor) differences here and there and a large amount of bugs, particularly in the latter half of the game and in the bonus stages.
Contents
- 1 General Notes
- 2 Changed Graphics
- 3 Cutscenes
- 4 Level Differences
- 5 Bonus Stages
- 6 Unused Text
- 7 Unused and Changed Music
General Notes
- There are no gameplay demos. The game simply returns to the Sega screen after the title screen ends.
- A free movement mode can be activated by simply pausing the game and moving with the D-Pad. Objects are still processed while the game is paused. This mode is glitchy, however, as items may be stuck onscreen and the sound may get muted after exiting debug.
- The pinball physics are almost finalized, but not completely. Sonic has slightly better air control in the final game.
- Music can erroneously speed up or slow down randomly.
- Collecting all the Emeralds plays the entirety of the first-revision title screen music rather than just a small segment.
- There are some different or missing messages from the scrolling bar on the top of the screen.
- The game doesn't pause or show any message after collecting all the rings in a level.
- Once the portal to the bonus stage is touched, the game immediately jumps to the bonus stage.
- Reaching the boss room always triggers the boss music, regardless of how many Emeralds you have. The triggers that set the boss music are also set differently.
- Most notably, this means that using glitches to skip collecting Emeralds in the final game allows the normal level music to play in the boss room.
- Entering a boss room does not show the boss' name or your objective in the status bar. In fact, those strings aren't in the ROM yet.
- The level doesn't fade to black after beating a boss. Controls aren't locked either, though without Sonic there isn't much you can do. There's also no way to skip the bonus counters.
Sega Screen
Proto | Final |
---|---|
No sparkle sound effect is played. The propeller sound is also different.
Title Screen
Proto | Final (Initial US) |
---|---|
The title screen has a number of differences:
- The red lines fade in only after the animation stops.
- No "™" is present near the Sega copyright.
- The yellows are less saturated.
- A small 8×8 tile near the top of the Sonic "N" is missing.
- The fade-out is one frame shorter in the prototype than the initial US release.
- The title screen is completely silent, but does last the same amount of time as in the initial US release.
- There is no Options screen. Selecting it simply returns you to the Sega screen.
Changed Graphics
Sonic
Proto | Final |
---|---|
Sonic's sprites when collecting an Emerald were slightly touched up for the final game. The animation itself is 2 frames longer, for whatever it's worth.
Proto | Final |
---|---|
The animation of Sonic hanging on a switch is not much of an animation at this point.
Animals
Proto | Final |
---|---|
The animals that pop out of Badniks are completely different.
Bonus Stage
Proto | Final |
---|---|
- The sprite uses a different palette line, likely by mistake as it's reserved for the background layer.
- The shading was all-around improved in the final sprite, which is most noticeable on the wings.
- The rightmost wing was moved more to the left.
- The leftmost wing is missing a black outline.
Proto | Final |
---|---|
The palette used for the other trapped characters is also obviously wrong in the prototype. Black and brown were switched around in the final palette.
Cutscene Background
Proto | Final |
---|---|
The mountain background shared between cutscenes is much more red than what's in the final game. The cloud palette is also a light pink instead of purple.
Cutscenes
Intro
Proto | Final |
---|---|
- This plays before the title screen instead of after.
- The intro is arranged a bit differently: nothing is played at first except the propeller sound, and when Sonic dives into the ocean a short piece of music unique to this prototype plays.
Robotnik Getting Away
Proto | Final |
---|---|
- This cutscene mistakingly leaves the window tilemap visible, displaying a broken line on the top of the screen.
- The entire cutscene is silent.
- There are no palette animations. This affects the water and the mountain.
Ending
An unfinished ending sequence is present. To view it, activate Pro Action Replay code FF3947:0007 in the last level to force the end-of-ball scoring to appear.
Proto | Final |
---|---|
- This cutscene also mistakenly leaves the window tilemap visible, displaying the same broken mess on the top of the screen.
- This cutscene is extremely glitchy, as the game draws the scrolling stars incorrectly and there's heavy lag during certain sequences.
- The only sound effect in this cutscene is the propeller sound.
- Sonic's eyes are colored incorrectly during his winking animation.
- The water isn't animated here as well.
- The screen fades to black after the fortress collapses. Since there is no credits sequence, the game simply freezes afterwards.
Level Differences
Toxic Caves
General Differences
- Falling into the water at the bottom of the stage means instant death, rather than a two-second wait after splashing.
- A known trick in this level is that the lower area can be skipped by holding Down after entering the first tunnel. This isn't the case in the prototype as it's impossible to pull this off.
Proto | Final |
---|---|
- The camera doesn't pan when it displays the "HOW ABOUT A RIDE?" message.
- Minecart rides are completely silent, even when falling down the Emerald shaft.
- Using the switch that moves the bridge up will play the first-revision title screen music.
Proto (forced main palette) | Final (disabled fade-out) |
---|---|
The destruction effect after beating Scorpius removes 8×8 tiles rather than 16×16 chunks. As a result, the boss appears to be mostly intact.
Changed Graphics
Proto | Final |
---|---|
The layer of sludge around the bucket was redrawn and animated.
Text Differences
- The safety lids are referred to as "hatchways".
- Hitting a Cluck badnik displays "EXCELLENT, SONIC!". This was shortened to "EXCELLENT!" in the final.
- The minecart ride is also missing status messages.
- No message is shown after destroying Scorpius' tail.
Bugs and Oddities
- The palette cycle for the water surface is broken when starting the level. Triggering a palette change fixes this.
- The collision on Scorpius' tail is somewhat glitchy: it's frustatingly easy to glitch through it after jumping inside.
- The hitbox on Scorpius' body is screwed up as well, as it's possible to bounce off the boss without damaging it. Doing so plays the generic "bounce" sound effect.
The palette can glitch up during the boss, causing green and/or red lines to improperly appear on the background.
If Scorpius' head moves as it gets damaged, the jaw just kind of separates from the rest of the head.
It's possible to finish off Scorpius with the falling rocks. Because of this, with enough precision, it's possible to hit the last trigger and enter the sewer warp at the same time.
Lava Powerhouse
General Changes
- The drain plugs are opened when the level starts.
- In the final version, once the drain plugs in the boss room are closed, they will never open again regardless of how many times you fall out of the room. This act of mercy isn't present in the prototype.
- Doors require 5 hits to open, which was reduced to 3 hits in the final game. They also don't display any explosion whenever they are hit with enough speed.
- In the section where Sonic needs to swing back and forth to escape from a lava bath, the D-Pad and countdown are disabled until the message "QUICKLY GET OFF" is about to disappear. You can still jump, though, which is a bad idea. This was changed to allow movement as soon as the falling animation stops.
Text Differences
- Ferrons are called "Forebots".
- Doors went through a number of other changes:
- Even when hitting a door with enough speed, no "BUSTING DOOR..." message appears.
- When a door is about to be opened through a cannon, the message "UNLOCKING DOOR" is shown in rainbow colors.
- Standing on a door in the boss room displays the standard "JUMP TO DROP DOWN" message. This was changed to a much more helpful "JUMP INSIDE ROBOILER!".
- Certain Ferrons can only be permanently destroyed after completing an action, and display messages if the conditions haven't been met. In the final game, these messages were changed to be more descriptive:
Proto | Final |
---|---|
NOT YET... | BUST DOOR FIRST... |
NOT YET... | BUST CORK FIRST... |
Bugs and Oddities
- In this stage, closing the drain plugs should display the message "CLOSING DRAIN PLUGS!" in the status bar, whereas doing the same when they are already closed should display "PLUGS ARE CLOSED" instead. In the upper two boards however, the two status messages are inexplicably switched around. The boss room on the other hand displays no status messages. Note that the two lowest boards do not have this problem.
- Falling out of the boss room (to the chain trap) accidentaly triggers the "CLUCKS ARE COMING" message once the Steam Arena is scrolled into view.
The Machine
The level with no unique score, or scores in general.
General Changes
- This level plays The Showdown theme. An unfinished and unused version of the music used in the final game exists though.
- Power chambers keep Sonic trapped longer.
- None of the special bonuses (i.e. Piston Lights) are implemented, and as such they are missing during the end-of-ball bonus. Score multipliers are equally absent.
- Most of the actions in this level are incomplete. Highlighed in bold are the differences compared to the final game:
Action | Status Message | Sound Played | Rewarded Points | Notes |
---|---|---|---|---|
Interacting with a prison cell | None | Bounce | 0 | Unlocking and opening a prison cell have different SFX and award a different amount of points in the final game. |
Opening all prison cells | None | None | 0 | |
Hitting a target | None | Target sound | 0 | Score tag shows up even though no points are awarded. |
Plugging drain | None | None | 0 | |
Destroying a drain plug | None | Bounce | 0 | The animation plays correctly. |
Entering a power chamber | None | Bounce | 0 | |
Entering a power chamber 3 times | None | None | 0 | The effect of toggling the movement of rotating cells/platforms is implemented. |
Defeating badniks | None | None | 0 | |
Going through score ramps/pipeways | None | None | 0 | Lights marking how many times the path was travelled work as intended. |
Travelling through the long vertical pipe drop | None | None | N/A | This is the pipe on the rightmost board with the message "GOING DOOO O O W N..." in the final game. |
Getting caught in a surge | None | None | N/A | |
Interacting with warps | None | Warp Sound | 0 | This includes being rejected from one. |
Triggering piston lights | None | Bounce | 0 | |
Hitting a tube in the boss room | None | None | 0 | |
Breaking a tube in the boss room | None | Explosion | 0 | In the final game an extra fanfare is also heard afterwards. |
Getting inside the Veg-O-Machine | None | Bounce | 0 | In the final game, a unique sound effect is also played at the same time. |
Bugs and Oddities
- Most of the Badniks use an incorrect palette.
The flippers are inexplicably bugged in this stage and this stage only: A actually activates both flippers, even though only the left one is shown playing the animation. The same goes in reverse: B plays the correct animation for the right flipper, but the flipper collision doesn't change. For example, Sonic will pass right through the flipper whenever the ball is trapped with B, as seen in the screenshot at the right.
Holding either A or C before holding B will obviously prevent this bug from happening, though bizarrely it will continue to work even after one of the working buttons is released. Just don't release B, that is.
Proto | Final |
---|---|
Entering a rotating cell does not award its Chaos Emerald as soon as you enter it. This can cause Sonic to exit the rotating cell through the closed off path.
The Showdown
This level has many, many subtle differences, even compared to other levels (!).
General Changes
- Unlike the other levels, collecting an Emerald doesn't show any animation. You just collect it instantly and your current momentum is preserved.
- There are absolutely zero rings in the level.
- There is no eruption timer, but hitting all the targets does award the eruption bonus.
- The eruption bonus is always worth 100,000 points, regardless of how much time you take to hit all the targets. In the final game you are awarded 25,000 × (remaining seconds) points.
- The "*X MULTIPLIER" is always called "2X BONUS", regardless of how many times you get it. The text is also displayed in yellow rather than multiple colors.
- No message shown upon lighting a multiplier bonus path.
- And for all of that, the multiplier bonus doesn't actually work.
Proto | Final |
---|---|
The background palette color, as you move upwards, fades to black quicker in the final game.
Proto | Final |
---|---|
The badniks preventing you from going through the ramps display a different message.
Their behavior is also different, even compared to the other stages. In the prototype, the badniks are completely indestructible until all Emeralds are collected. After collecting them, they just disappear. In the final game, this was changed to the standard "disappear and then respawn" behaviour already seen in Lava Powerhouse, with their despawn condition being now about destroying all blocks from the board they are in.
The way the badniks are erased in the prototype is also kind of glitchy. The jets of the disappeared badniks sometimes tend to stick to the screen for the remainder of the level.
Proto | Final |
---|---|
Hitting a block only displays a status message, which is also colored differently.
Proto | Final | |
---|---|---|
The message shown after destroying a block was lengthened.
Proto | Final |
---|---|
Different messages are used when falling through bars.
Proto | Final |
---|---|
- While no "SCORE" tag appears on contact, points are still awarded for destroying them. Oh, and hitting the bars doesn't play any sound effect.
- Hanging switches and shot rocks are silent.
The Middle Board
Proto | Final |
---|---|
- An easy-to-hit badnik was added to the final version to explain that "ROBOTNIK IS GETTING AWAY".
- In the prototype, the lights work differently. Rather than marking how many times the player looped through a Chimney Ramp, it marks how many safety rocks are awarded to a side of the board. This is because, unlike the final game, it's possible to stack multiple rocks (up to 3) on both sides and the game awards two rocks on each side when starting the level, which considerably eases up the difficulty of the middle board.
Note that this isn't exactly intuitive, since the lights are lined up towards the Chimney Ramp as in the final game.
- Chimney Ramps are known as Chimney Chutes at this point.
- Hitting a set targets displays "AWARDED [LEFT/RIGHT] ROCK", unless 3 rocks are already awarded on the side - in which case "[LEFT/RIGHT] SIDE LOADED" is displayed instead-. As the system was changed in the final, the only message displayed is "[LEFT/RIGHT] ROCK WILL SHOOT".
- Falling to the side of the board without any safety rock doesn't play a danger chord.
The Leftmost Board
- The "RUMBLING ROUTE" on this board is called "SOCK CHUTE". Note that in both versions of the game, the loop on the rightmost board is called "RUMBLING LOOP".
- It's possible to fill the entire bar yellow; unlike the other loops you need to loop through it one more time to reset it. It will then display "LIGHT SET RESET" in the status bar, a message later removed in the final game since the lights are automatically reset as soon as the entire bar is filled.
- The "ROBOTNIK BONUS" is called "ROBOSSNIC BONUS".
The Rightmost Board
- No "DASH AWAY!" message when activating the platform.
- While the collision on the right side of said platform is still glitchy, at least in the final version it's impossible to fall through it by jumping right.
Proto | Final |
---|---|
A badnik was removed from the platform shaft.
The Upper Areas
- Hitting either the balloon bumpers or the Ship's flame plays the "bounce" sound and temporarily blanks the status bar. This broken behaviour was changed in the final game:
- Bumpers still play the same "bounce" sound, but also display "BALLOON MANIA" on the status bar.
- Jets neither play a sound nor blank the status bar.
- Much like in the Middle Board, "AWARDED [LEFT/RIGHT] ROCK" is displayed rather than "[LEFT/RIGHT] ROCK WILL SHOOT". Like the final version though, rocks cannot be stacked here.
- The air surfing animation and the respective status message haven't been implemented yet.
- The missiles fired by Robotnik's ship are both silent and don't display any status messages when jumped on.
The Boss
- The normal level music continues playing in the boss area.
- Hitting the trigger on the final boss describes exactly what has been added or removed. In the final game, any hit (with the exception of the infamous "SMELL MY SOCKS") was replaced with a randomized nondescript message.
- When the boss is open to attack, this animation shown on the right also plays. This was removed from the final game.
In practice, what this means is that, in the final game, the boss is more a frustrating trial-and-error experience until discovering the trick to it.
Proto | Final |
---|---|
Note that the correct amount of times to hit the trigger hasn't changed between prototype and final game.
- The final boss is invincible. Due to this, the game cannot be beaten.
- If the game is forced to jump to the boss explosion sequence, nothing happens unlike with the other bosses. It seems the sequence hasn't been programmed yet.
- If the game is forced to calculate the score and continue to the ending sequence, no Robotnik Bonuses count towards the score summary, even though a string for it does exist.
Bugs and Oddities
- When the level starts, the palette is set incorrectly since it tries to use the black background at lower points in the level. Triggering a palette change will fix this as usual.
It's possible to interact with hidden flippers before they are activated.
Bonus Stages
General Differences
All of the bonus stages are implemented, but the only one normally available is the Robo Smile level. To play the other ones, use Pro Action Replay code FF3949:00?? (where "??" is one of the below) to change the bonus stage ID:
ID | Bonus Stage |
---|---|
00 | Robo Smile |
01 | Multi Ball |
02 | Trapped Alive |
03 | The March |
- The only way to access the bonus stage is to collect all the rings from a level and jump into a portal. The final version places the different bonus stages between levels, reserving the ring portal for the Multi-Ball bonus stage.
- The score display hasn't been implemented.
- It's impossible to pause the game.
- The flipper controls were mostly unchanged, but the right flipper here is also mapped to any of the directional keys.
- Instead of being able to tilt the table by holding A, B, and C with optionally a directional button, the table can only be tilted by holding B and C and a directional button.
- With the exception of the Multi-Ball bonus stage, the palettes used are all different.
- The lower portion of the triangle bumpers is incorrectly colored yellow.
- What happens after winning a bonus stage is incomplete:
- The ball doesn't disappear and the controls don't get locked. As a result, it's possible to trigger glitchy effects by interacting with the enemies.
- No messages or bonus score increase are shown.
- The bonus stage music continues to play. In the final version, the title screen music is played.
- After a while, the game stops and the screen fades out.
Sound Effects
Most of the unique sound effects are missing.
- Triangle bumpers play the generic "bounce" sound effect.
- Whenever the ball hits either side of the board, an explosion sound effect is used.
Text Changes
- The introduction to the bonus stages is much longer in the final version. With the exception of "BALL 1", the strings for these messages do exist in the prototype ROM.
Proto | Final |
---|---|
N/A | BONUS STAGE |
N/A | Bonus stage title |
N/A | Bonus stage objective |
N/A | BALL 1 |
READY? | READY? |
GO! | GO! |
- Losing a ball displays "LOSER" instead of "YOU LOSE".
Bugs and Oddities
- The game tries to display text in the screen, but it appears as a garbled mess since the font graphics aren't loaded at all and the game uses whatever was left in VRAM at the time. Even if the graphics were loaded, the text would still appear glitched since the game draws the font incorrectly.
Fade in | Fade out |
---|---|
The fade-in and fade-out are broken for all of the bonus stages.
Before | After |
---|---|
Returning from a bonus stage doesn't preserve any level palette changes. For example, Toxic Caves stays blue even at higher points in the map. Triggering a palette change fixes this.
Robo Smile
The only stage normally available, and the first one by ID.
- It takes more hits to knock out Robotnik's teeth.
Palette Changes
Proto | Final |
---|---|
The color of the board changed from Gray to Green.
Graphical Changes
What suspiciously looks like a Chaos Emerald is shown floating over the remains of the boss after busting all four teeth.
Sound Effects
- The triggers play the normal trigger sound.
- Hitting Robotnik plays the generic "bounce" sound.
- Hitting Robotnik's teeth plays the normal bounce.
- Getting the ball inside the head plays the pressure sound from Lava Powerhouse.
- This sound effect erroneously plays indefinitely, making it possible to stack up the noise.
- No "GO SONIC" message is displayed after hitting the three targets, even though the text for it exists.
Bugs and Oddities
- When the ball enters Robotnik's mouth, the sound that it plays never ends. Not only that, it also stacks when doing this multiple times.
Clucker's Defense (Multi Ball)
- The two Cluckers use the generic "bounce" sound effect.
- Because the ball doesn't disappear after winning the bonus stage, it's possible to hit the crab while it's exploding. This will cancel out the animation as if nothing happened. As this is a multi-ball stage, it's unfortunately very easy to trigger.
Trapped Alive
The most incomplete of the bunch.
Palette Changes
Proto | Final |
---|---|
The color of the board changed drastically here. The sprites are also affected to various degrees, as in the prototype some are definitely not colored right.
Bugs and Oddities
- Hitting the Eggmobile before destroying all pods corrupts memory. Usually, this corruption gives the player infinite balls and removes the win condition. However, the effects aren't completely predictable as the game sometimes crashes once Robotnik's hit animation ends.
The March
Palette Changes
Proto | Final |
---|---|
The usual change of palette. Notice how the prison's button is miscolored in the prototype.
Text Differences
- Known as "Scratch's March" at this point.
- The objective is an Engrishy-sounding "DESTROY MACHINE". This was changed to "OPEN IT".
- The status messages are very different here:
Proto | Final |
---|---|
WAY COOL MOVE | NAILED! |
HIP HOP BOUNCE | SCORE MOVE |
IN YOUR FACE | FACED!!! |
HEDGEHOG WILD | HOG POWER |
SLAMMIN' IT DOWN | ALMOST |
- "IN YOUR FACE" is also used in both versions when you lose the bonus stage.
- "SLAMMIN' IT DOWN" appears to be unused, but the place it takes is the equivalent of "ALMOST".
- The early strings are still present in the final version.
Unused Text
General
ROBOSSNIC BONUS %d
A counter meant for to show up during the end-of-ball scoring summary. Not actually implemented, though.
Bonus Stage
Text | Intended Condition |
---|---|
JACKPOT | Winning Clucker's Defense. |
GRAND SLAM | Winning Trapped Alive. |
SAD MOVE, HEDGEHOG | |
HA HA HA | |
TOO BAD HOG | |
SONIC VICTORY | |
GO SONIC | Triggering the three targets in Robo Smile. |
EXTRA BALL | Well... |
GETTING CLOSE | |
SLAMMIN' IT DOWN | |
FREEDOM! | Winning The March/Scratch's March. |
HEADACHE! | Winning Robo Smile. |
ROBOTNIK DETHRONED | |
BONUSES |
Various unused messages meant for the bonus stages. Some would be used in the final game.
Bonus Game | Objective |
---|---|
ROBO SMILE | BUST TEETH |
SCRATCH'S MARCH | DESTROY MACHINE |
TRAPPED ALIVE | FREE THEM |
CLUCKER'S DEFENSE | NAIL THE CRAB |
The name and objective of the bonus games aren't shown yet.
Unused and Changed Music
Within the prototype, there are quite a few music tracks that don't exist within the final game, and some that are different. You can listen to these tracks by using the PAR codes 09D0C4:7100 09D1DE:00??.
Toxic Caves
Proto | Final |
---|---|
A lot rougher than the final, missing instruments and notes.
The Machine
Proto | Final |
---|---|
Extremely unfinished, lacking tons of notes, being a lot slower than the final, and overall being very broken.
Unused Jingle
An unused jingle sound, purpose unknown.
Unused Intro
A (barely) used variation of the intro music in this prototype. Although this version is longer than the used one, it's still not as long as the theme used in the final game. It can be heard when Sonic slides down the outlane at the first floor of Toxic Caves while being overlapped with the main level music.
The Machine Alternate Unused Track
A (really long) unused theme, thought to be intended for The Machine - not only does it sound similar to The Machine's theme in the final game, but The Machine uses The Showdown's music in this build.