If you appreciate the work done within the wiki, please consider supporting The Cutting Room Floor on Patreon. Thanks for all your support!
This article has a talk page!

Sonic the Hedgehog (2013)

From The Cutting Room Floor
Jump to navigation Jump to search

Title Screen

Sonic the Hedgehog

Also known as: Sonic the Hedgehog Classic
Developers: Christian Whitehead, Headcannon
Publisher: Sega
Platforms: iOS, Android, tvOS
Released internationally: May 16, 2013 (iOS/Android), March 17, 2016 (Apple TV) [1]

CopyrightIcon.png This game has hidden developer credits.
EnemyIcon.png This game has unused enemies.
ObjectIcon.png This game has unused objects.
GraphicsIcon.png This game has unused graphics.
DebugIcon.png This game has debugging material.
SoundtestIcon.png This game has a hidden sound test.
LevelSelectIcon.png This game has a hidden level select.
Carts.png This game has revisional differences.

BugsIcon.png This game has a bugs page

Finally, for once, a version of Sonic 1 that isn't a straight-up emulation, Sonic Jam and the really lackluster Game Boy Advance version aside. Powered by the fan-made Retro Engine, this version boasts a constant 60 FPS, the spindash, smoother animations, a removed speed cap, widescreen, a saving system, three playable characters, and much more.

Incidentally, this version was released as an update to the existing iOS version, which was an emulator + ROM.

It is part of Sonic Origins, along with the iOS remakes of Sonic CD, Sonic 2, and a brand new version of Sonic 3 & Knuckles.


Read about notable bugs and errors in this game.
Soniccd 0.02 yousay.png
Changes from the Genesis Version
What they didn't tell you.

Dev Mode

To do:
Finish this section, the basics are here.

Just like the other Sonic Retro Engine games, a Developer Menu exists. To access it, you have to go in the settings file and change the devMenu variable from n/0 to y/1.

Level Select


Start a "No Save" game, choose a character, then perform the following instructions.

  • If using a touch screen: On the SEGA logo screen, tap the letters S-E-G-A in that exact order once the entire word appears.
  • If using a controller: Press Up, Down, Left, Right at the title screen.

If any of these is done correctly, you will hear the ring chime. Hold two fingers on the bottom of the screen and wait (if using the touch screen), or hold the A button and press Start (if using a controller). After the title screen appears, you'll be taken to a Sonic 2-style Level Select.

To select a Special Stage, play a sound from 00 to 05 from the Sound Test and select Special Stage. Selecting 06 will pick the seventh Special Stage with the cyan emerald, and selecting 07 will pick the otherwise unused eighth Special Stage.

(Source: Sonic Retro)

There are Game Config options aside from selecting levels and the Sound Test:

Option's Name Description
Player Choose between Sonic, Tails, Knuckles, Sonic and Tails (like Sonic 2), or Knuckles and Tails.
Spindash On or Off, like the Settings menu.
GND SPD Cap Ground speed cap on/off. "On" simulates the original game.
AIR SPD Cap Air speed cap on/off. "On" simulates the original game.
S1 Spikes On/off. Toggles the infamous no-invincibility-frame spikes from the original game's initial release.
Items S1, S2, S1+3, or S2+3. Seems to control what monitors appear. Selecting an option with "+3" gives Sonic the ability to use elemental shields and the insta-shield move from Sonic the Hedgehog 3.
Max Emeralds 6 or 7 Chaos Emeralds. Choosing 7 allows all three characters (including Tails) to transform into their Super forms once you get 50 rings and press jump twice in succession. The 7th Emerald is cyan. Some of the Emeralds also change color when toggling this option to match their modern palette.

Alternate/Hidden Level Select

The alternate level select.

An alternate level select screen can be seen by either choosing the save file of a completed game or by placing an Animal Prison/Goal Sign at the beginning of Final Zone. This also works in the Origins version of the game.

It is fairly barren, lacking Zone names, options, and the ability to select anything but the first Act of a Zone. It is also not possible to access the Special Stage from this menu, though there is space for it in the bottom-right corner.

Debug Mode


Play sounds 01, 09, 09, 01, 00, 06, 02, 03 (the US/European release date of the original Genesis game) in the Sound Test. During gameplay, tap the upper-left corner of the screen (touch screen) or press B (controller) to access debug mode. To change the item you are placing, tap the + or - on the top of the screen or press A. Place the item with the jump button or X.

(Source: Sonic Retro)

Interestingly, the debug mode allows the placement of many, many items that are not present in the main game. It seems the developers looked into the unused content from the original game, finished coding them, and left them unused. This cut content may have been meant to be restored in this port, but ultimately re-cut at the request of Sega as was the case with the 2011 Sonic CD.

Debug Mode-Exclusive Objects


To do:
Confirm the function of the debug monitors.
Artwork Name Description
Sonic1Gen tv super.png
S Monitor Works like in Sonic 3, turning your character Super.
Sonic1gen Tv eggman.png
Eggman Monitor Hurts the player, like in Sonic the Hedgehog 2's 2-player mode and Sonic 3.
Spike Monitor Breaking it plays the "hitting spikes" sound and toggles the Sonic 1 spike behavior.
Three Shields Monitor Shows an image of the elemental shields from Sonic 3. This toggles the Items option, but only Sonic's ability to use the insta-shield will change instantly; updating level monitors to match the new setting requires a level restart.
Emerald Monitor Breaking it plays the sparkle sound from Sonic 2 for Super Sonic and toggles the maximum Emerald count. The first one broken sets your Emerald count to 6 and enables the good ending, the second one broken sets your count to 7 and enables Super transformation, and the third one broken sets your count to 0. This is the second game to have an Emerald monitor, the first being Sonic Triple Trouble.
Exclamation(?) Monitor The only monitor that isn't used in Debug Mode. It's either an exclamation mark or the Shrink powerup from Knuckles' Chaotix.
Image of 2 Eggman Faces Also present in the original. Adds collision to several platforms that don't have it normally. When placed, it acts like an invisible platform. A variant with images of Tails exists in Final Zone.
The unused rolling boulder object in Green Hill Zone.

Green Hill

Artwork Name Description
Sonic1iOS sonicwreck.gif
Rolling boulder The checkered boulder can be placed with Debug Mode, and now works! It rolls down hills, can crush enemies, and can break through walls. You can push it to give it additional momentum and make it roll up hills, but it can crush Sonic if it falls on him.
Splats the Bunny Splats the Bunny is an unused badnik featured in promotional trading cards for the original game. There are two different variants. When placed in-game, he hops around near where you placed him or in a set direction.
Several unused objects in Marble Zone.


Artwork Name Description
Sonic1Gen Sidespike.png
Sideways spikes Horizontal spikes, rather than the vertical ones used in Marble Zone. They are also slightly thinner. They fully work upon placement, though. Also seen in the original.
UFO Placing it in Debug Mode will cause UFOs to appear in the sky. The UFOs were originally seen in early screenshots and the prototype. They fade in and out of sight and are merely a cosmetic addition.


Artwork Name Description
Sonic1gen Tv goggles.png
Goggles monitor Breaking it gives Sonic goggles which only appear when you're underwater. They function like the Blue Shield when active, and will break off Sonic's head like a shield if hit. The graphics were taken from the original game, though the function of this item was presumably changed: Dean Sitton stated that the goggles were originally just a cosmetic graphic.
Sonic1MDSonicgoggles Run.gif
Goggles Sonic will wear these if a Goggles monitor is broken, with an effect comparable to the Blue Shield.

Eighth Special Stage and its Editor

The eighth Special Stage does not appear in-game by default; it is a custom level that must be created in a special editor and saved before it can be accessed in-game.

To access the editor for this Special Stage, enter the Stage Select with debug mode enabled, play Sound 07 from the Sound Test, and select Special Stage.

The default layout in the editor is nothing but the word "custom" spelled out in generic Special Stage tiles. Upon entering debug mode, you will find three tiles that are not available anywhere else in the game: Load, Save, and Clear icons. You can delete individual objects with the aforementioned prohibitory sign.

After creating your Special Stage, go to the Level Select and set Max Emeralds to 7. Now your custom stage can be accessed during gameplay, or by playing sound 07 from the Sound Test and selecting Special Stage (helpful if you want to test your Special Stage). In both cases, debug mode will not give you the Load, Save, and Clear icons.

Special Stage Objects
Artwork Name Description
Cursor The cursor is designed to move around the Special Stage.
Prohibitory sign Deletes items it's placed on.
Zone icons Present in the original game, these icons would have indicated which Special Stage you were in. Interestingly, a blue "Zone 7" icon was added to this port.
Sonic1MDSpecStage1up.gifSonic1iOS-SpecialStageTails1up.pngSonic1iOS-SpecialStageKnuckles1up.png Extra life icon Extra life icon for the Special Stages, listed in the original game's instruction manual but never actually appearing in any of them in any iteration of the game without ROM hacking. It is still fully functional and can be placed in any Special Stage. The icon disappears like a ring when touched. The Tails and Knuckles icons were added to this port.
"W" block A solid block. Doesn't do anything.
7th Chaos Emerald A cyan emerald. Collecting this with the rest of the emeralds allows your character to become Super.
Load icon Loads your last saved layout for your custom Special Stage when placed. Used in conjunction with the Save icon.
Save icon Saves the current layout of your custom Special Stage when placed.
Clear icon Clears your custom Special Stage when placed.

Marathon Base Zone

Buried deep in the scripts for the game are references to a cut Zone abbreviated as "MBZ". Every Badnik script performs a check for "Zone07", and loads "MBZ/Objects.gif". This file doesn't exist in the RSDK.

Interestingly, the files for Sonic 2's unused Egg Gauntlet Zone are all abbreviated "MBZ", and it also makes a reference to an unused sound file called "MarathonBase.ogg". Marathon Base was likely an early attempt at a boss attack level, even earlier than Egg Gauntlet, but the exact development timeline is unknown.

sub ObjectStartup
    if CheckResult==1
    if CheckResult==1

Sonic CD Leftovers

The file StringList.txt has text left over from the Sonic CD remaster that isn't used in this game. There are multiple versions of this text.

Name Video Filter Facebook Login Type Control
end string

end string

end string

end string
end string
	Swipe & Tap
end string

end string

end string

Hidden Credits/Swap Tails for Miles


The hidden credits are still present. To see them, start a "No Save" game and choose a character. If using the touch screen, tap the letters A-G-E-S in that order once the entire word appears on the SEGA screen. If using a connected controller, press Up, Down, Down, Down, Down, Up at the title screen. If done correctly, you will hear the ring chime and the credits will appear. Additionally, Tails' name will change to "Miles" during gameplay.

(Source: Sonic Retro)


Each character's animation files have several unused entries, mostly consisting of empty frames. The only unused animations that have frames are Super Peel Out and Corkscrew H. For Sonic, the Super Peel Out animation is, well, his Super Peel Out, for Tails, it's his fast-run animation, and for Knuckles, it's just blank. For the Corkscrew H animation, Sonic and Knuckles' versions use random parts of their sprite sheets. However, the animation values are actually from one of Whitehead's previous fan game projects, Retro Sonic, and weren't updated to the new sprite sheets used in this game. Tails' version of the animation is just blank. It's worth noting that all of these animations also appear in the 2013 remake of Sonic 2, although the latter two animations have Corkscrew in their name replaced with Twirl, and Sonic's animation file replaces Sliding with Flailing 3, which does get used.

   Super Peel Out
   Corkscrew H
   Corkscrew V

An animation file for Green Hill Zone's unused wrecking ball is also present. However, it's incomplete and only has one frame of one animation: Stopped. Instead, a completed, script-based animation system is used by the object. Interestingly, an animation file for the unused wrecking ball in Sonic 2 2013 also has an unused animation file, but while that object at least loads the animation file, it still draws itself using a script, instead.

Different Tails Title Screen Animation

  • The sprites for Tails's Title Screen are taken from Sonic 2, but slightly different.
Sonic 1 Sonic 2
Sonic1-IOS-TailsTitleSprites.png Sonic2-IOS-TailsTitleSprites.png

Intro Copyright Error

In the remasters of Sonic 1 and Sonic 2, the intro uses footage from the title screen and zones. However, the screen cap of the Title Screen in Sonic 1 uses the copyright text from the Genesis original, instead of the remaster like Sonic 2.

Intro In-game
Sonic the Hedgehog (iOS)-title.png
Intro (Sonic 2) In-game (Sonic 2)
Sonic the Hedgehog 2 (iOS, 2013)-title.png

Unused Level Chunks

All unused level chunks from the original game are present here, too. Because the Retro Engine uses 128x128 chunks rather than the 256x256 chunk format used by the original game, each chunk from the original game was split into four chunks when translated to the Retro Engine.

Unused Graphics

Most of these are, unsurprisingly, leftovers from the original Genesis game.


Artwork Zone Description
Sonic1Gen GHZTotem.png
Green Hill Zone The two unused faces from the Genesis version appear in Green Hill Zone's tiles. They were likely unintentionally included, as every stage's tile graphics are just dumped from a Genesis' VRAM, unused and garbage tiles included.
Sonic1Gen Missingghztiles1.gif
Green Hill Zone The border-like tiles are also from the Genesis version. As with the above tiles, these were likely unintentionally included, too.
Sonic1Gen Light.gif
Sonic1Gen Light2.gif
Star Light Zone Flashing lights that would appear in Star Light Zone. The palette cycle for these is also present. As with Green Hill Zone's unused tiles, these were likely unintentionally included.
Sonic1Gen Robotniklegs1.png
Final Zone The left image shows the back of the Eggmobile's legs, which can't be seen normally. The right image is what is normally seen.


Artwork Description
Sonic's Super Peel Out sprites from Sonic CD. These sprites are in the same position as they are in the Sonic CD 2011 remake so they are likely carryovers from this remake being built off of the previous one. An animation entry for these sprites is also present, and so is an ANI_PEELOUT defined for the game's scripts. In said scripts, the peel-out animation is set to play if the player's speed is above 0x9FFFF, but the player's initialization function replaces the Peel Out animation with the normal running animation, rendering these sprites unused. They can be restored by removing said line in the player object's script.
Leftover Tails life icons from the 2011 Sonic CD port, present among Tails' sprites.
SCD lifeicon leftover.png
Leftover Sonic life icon from the 2011 Sonic CD port, present among the HUD sprites.
SCD11 Placeholder.png
The default icon for sprites in the Retro Engine's Scene Editor, usually used for objects that aren't seen/spawned.
Sonic12013 demoScreen.png
A file with an unknown name that reads This version of Sonic 1 has been created specifically for demonstration purposes, a phrase typically used for public demo versions of apps pre-loaded onto in-store demo models of iPhones and iPads. This graphic exists in several languages, and is also present in the 2013 remake of Sonic 2, updated to replace the Sonic 1 text with Sonic 2.

SEGA Forever Re-Release

On June 21, 2017, SEGA Forever, a service from SEGA, re-released the game on Android and iOS. This version is also known as Sonic 1 Classic. The last mobile version (2.1.1) was used as the basis for the re-release, but with some differences.

General Differences

  • The SEGA logo screen was changed from a static background to an animated video clip.
Before SEGA Forever SEGA Forever
  • The game now asks the age of the player upon first starting the game, unlike all other versions.
  • The game was made "free-to-play", but ad-supported.
    • Notably, getting a Game Over will sometimes trigger a pop-up offering the chance to continue playing after watching an ad. Also, if the in-app purchase to remove the ads hasn't been activated, the player will start the game with only 1 life instead of the usual 3.
(Source: I-like-Sonic-91, Original TCRF Research)
  • Support was added for UltraWide-screen formats (though this causes some bugs with elements originally meant to be offscreen becoming visible) and new controllers (the old Android version of the game only supported MOGA Game Controller and MOGA Game PRO Controller for Android 2.3+).
  • New achievements and leaderboards were added.
  • The Save Slot screen was made larger.
  • A "Magazine" tab was added to the menu.
  • The About and Settings tabs were updated.
Original SEGA Forever
Original SEGA Forever
  • The localization was updated to include certain inscriptions that were left untranslated in older versions.


  • The main menu now displays an incomplete version of the background on some devices, due to the background itself being sized at 1024 by 512 pixels.
  • When the player activates Debug Mode at a level, the game will pause, which was not the case in older versions of the game.