Sonic Chaos (Game Gear)
Sonic Chaos |
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Also known as: Sonic & Tails (JP) This game has unused areas. This game has a prototype article This game has a Data Crystal page |
Tails is back as a playable character. Chaotic!
This is also a port of the Master System version.
Contents
Sub-Pages
Prototype Info |
Unused Graphics
Unused Zones
Existing in both versions of the game, Zone IDs $06 and $0D have a blank name. In the Game Gear version, they show up as garbled text followed by "ZONE." In the Master System version, they just show up as "ZONE".
Layout-wise, they're a copy of Turquoise Hill with few differences, apart from the occasional graphical glitch:
- The giant Motobug boss in Act 3 is glitched: after it is attacked once, it stays in its "flashing" palette for the rest of the fight.
- The HUD doesn't clear correctly before the boss, and continuously loops around the screen until part of it becomes overwritten by the boss graphics.
- $06 oddly uses the bonus stage music. $0D uses the boss music, but is strangely silent in the Master System version.
Unused Music
Sound Code: 0x8E
Unused jingle of unknown purpose.
Sound Code: 0x9B
While not used here, this track would be recycled (albeit in a lower key) in Sonic Triple Trouble as the Sunset Park boss theme.
Sound Code: 0x83
This song is Gigalopolis Zone from the Master System version. It is in a lower pitch here.
Game Gear | Master System |
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Unused Text
Like all of Aspect's 8-bit Sonic titles, a basic build string is present at ROM 0xC0:
International | Japan |
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GG SONIC CHAOS < Ver1.00 > 1993/09/01 @SEGA /Aspect Co.,Ltd |
GG SONIC & TAILS < Ver1.01 > 1993/09/07 @SEGA /Aspect Co.,Ltd |
Debugging Features
Error Handler
Another common feature of Aspect's Sonic games, there's a generic error handler routine at ROM 0x70. If the code at that address somehow executes, the game clears the screen, tries to write the message "ERROR", waits for 3 seconds, and then resets. The game doesn't intentionally jump to this code at any point, and it would be of little use anyway because the message will only be intelligible if an ASCII font is already loaded at VRAM 0x2400 (e.g. on the level select screen).
Level Select
Press Up, Up, Down, Down, Right, Left, Right, Left, Start at the title screen.
Sound Test
Press Down, Down, Up, Up, Left, Right, Left, Right, 1, 2, Start at the title screen.
The Sonic on this screen is part of an Easter egg: Press Down, Down-Right, Right, 1, and he'll perform a Hadouken!
Regional Differences
Sega ™
The Japanese version drops the ™ symbol from the Sega logo.
Title Screen
International | Japan |
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The title fonts are different between versions. The larger title screen in the international version moves the "Press Start Button" text down 8 pixels. The international version also gets a trademark to go with its copyright.
Level Titles
International | Japan |
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The title card fonts are completely different between regions. Notably, the international version looks similar to that of Sonic the Hedgehog 2 (Game Gear) and does not have Act numbers in its font. The Japanese font is still used for the score card. "Gigalopolis Zone" was shortened to "Gigapolis Zone", even in the Zone Select.
Dr. Robotnik is called "Eggman" in the credits of the Japanese version. Also, the Japanese version uses a combination of Master System and English Game Gear versions' Act 3 layouts. It uses the Master System's layouts for Turquoise Hill Zone and Gigapolis Zone, an altered version of Master System's layout for Sleeping Egg Zone, altered versions of English Game Gear's layouts for Mecha Green Hill Zone and Aqua Planet Zone, and the English Game Gear's layout for Electric Egg Zone.
Sonic & Tails Kattobi Saisoku Technique
The December 1993 editions of Japanese magazines Shogaku Sannensei, Shogaku Yonensei, and Shogaku Rokunensei (Elementary School Grade 3, Grade 4, and Grade 6, respectively) ran a "Sonic & Tails Kattobi Saisoku Technique" (ソニック&ティルスかっとび最速テクニック or "Sonic & Tails Zooming Best Speed Technique") contest in which readers had to perform a time trial of Turquoise Hill Zone, with four categories for Acts 1 and 2 as either Sonic or Tails. Contestants had to finish either Act with a speed rating greater than 700km/h, pause the game after the rating had finished calculating, and press Up + Left + 1 + 2 to display a six-digit hexadecimal code that would be sent in.
This feature only exists in the Japanese Game Gear version, and is removed from all western releases.
References
- Games developed by Aspect
- Games published by Sega
- Game Gear games
- Games released in 1993
- Games released in November
- Games released on November 19
- Games released on November 23
- Games released on November 25
- Games with unused areas
- Games with unused code
- Games with hidden development-related text
- Games with unused graphics
- Games with unused music
- Games with debugging functions
- Games with hidden sound tests
- Games with hidden level selects
- Games with regional differences
- Pages with a Data Crystal link
- Sonic the Hedgehog series
Games > Games by content > Games with debugging functions
Games > Games by content > Games with hidden development-related text
Games > Games by content > Games with hidden level selects
Games > Games by content > Games with hidden sound tests
Games > Games by content > Games with regional differences
Games > Games by content > Games with unused areas
Games > Games by content > Games with unused code
Games > Games by content > Games with unused graphics
Games > Games by content > Games with unused music
Games > Games by content > Pages with a Data Crystal link
Games > Games by developer > Games developed by Aspect
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Games > Games by publisher > Games published by Sega
Games > Games by release date > Games released in 1993
Games > Games by release date > Games released in November
Games > Games by release date > Games released in November > Games released on November 19
Games > Games by release date > Games released in November > Games released on November 23
Games > Games by release date > Games released in November > Games released on November 25
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