Sonic Chaos (Game Gear)
This game has unused areas.
This game has a prototype article
Tails is back as a playable character. Chaotic!
This is also a port of the Master System version.
Sonic & Tails Demonstration Sample proto as found here.
Existing in both versions of the game, these zones $06 & $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.
Upload the version of Gigapolis Zone used in this version and a comparison audio to Master System version.
Sound Code: 0x8E
Unused jingle of unknown purpose, though it was likely an early level completion jingle, as it was recycled in Sonic Blast
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 is Gigalopolis Zone from the Master System version with a few differences.
Like all of Aspect's 8-bit Sonic titles, a basic build string is present at ROM 0xC0:
GG SONIC CHAOS < Ver1.00 > 1993/09/01 @SEGA /Aspect Co.,Ltd
GG SONIC & TAILS < Ver1.01 > 1993/09/07 @SEGA /Aspect Co.,Ltd
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).
Press Up, Up, Down, Down, Right, Left, Right, Left, Start at the title screen.
Press Down, Down/Right, Right, 1 at the Sound Test, and Sonic will perform a Hadouken!
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.
The title card fonts are completely different between regions. Notably, the international version does not have Act numbers in its font. "Gigalopolis Zone" was shortened to "Gigapolis Zone".
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 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) 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 of the game, and is removed from all Western releases.