Sonic the Hedgehog CD (2011)
|Sonic the Hedgehog CD|
Developers: Sonic Team,
|This page covers the 2011 multiplatform remake of the game, not the 1993 original.|
You can find that version's page here.
The 2011 Sonic CD is not just a modern-day recode of just your average Sonic the Hedgehog game on a CD...and that's not what you're told (probably).
This is the first-ever published Sonic the Hedgehog title running on Christian Whitehead's Retro Engine, faithfully porting pretty much everything the original Sonic CD had to offer in a widescreen 16:9 aspect ratio, plus some extras and improvements such as an unlockable Tails to play as.
- 1 Unused Menu Graphics
- 2 Unused Sprites
- 3 Unused Pictures
- 4 Desert Dazzle
- 5 Retro Engine Dev Menu
- 6 Regional Differences
- 7 Platform Differences
Unused Menu Graphics
Swipe & Tap and D-Pad
This appears to have been a cut feature from the Mobile versions, most likely being a manual toggle between the use of touch controls or an external gamepad.
While "Final Fever" is the title of the Japanese final boss theme, Christan Whitehead stated that during development this Final Fever was to be the name of a new boss stage. However, the level was cut due to Sega wishing to remain faithful to the original game.
This text can be seen in-game if the stageID is incremented on a completed save file.
"Sega CD BIOS" Sonic
A sprite of Sonic, most notably used during the Sega CD BIOS boot. As it is present next to Sonic's sprite for the character select screen, it is safe to assume this once occupied that slot before the newer sprite took its place.
Unused Tails Sprites
Interestingly, while most of the Sonic sprites that went unused in the original game aren't present in the files, new Tails sprites based on originally unused Sonic sprites made their way into Sprites/Players/Tails3.gif. The 3rd frame has no transparency whatsoever.
The default icon for level objects in the Retro Engine's Scene Editor. Obviously doesn't go used anywhere in-game.
"?" placeholder sprite.
Test this on other versions of the game.
The image that occupied the Exit selection of the Time Attack screen in the Sega CD and 1996 PC versions. Oddly, this can be seen in the Xbox 360 version by pressing B to exit Time Attack, then pressing A to select any Special Zone just before the transition to the main menu. The level the player goes to is the hidden eighth Special Stage, with the giant Eggman head in the background.
Sonic and Tails' animation files (as well as their Mini versions) have unused animations that are mostly empty, except for Sonic's Corkscrew H, which actually has 12 frames that use values from one of Whitehead's Sonic fan games, Retro Sonic. Because the animation values were made for Retro Sonic's sprite sheets and weren't updated for the CD sprite sheets, they appear as just random parts of Sonic's sprite sheet.
Sliding Gliding Drop Gliding Stop Climbing Ledge Pull Up Corkscrew H Corkscrew V Finish Pose
Unused Animation Rotation Flags
All the animation files have an unused value, dubbed "Full Engine Rotation". It lets the object using the animation file rotate to any angle, not the 45-degree angles of the normal game.
There is also a value that does the same as the default flag. The only difference is that it doesn't use rotated sprites and instead lets the engine rotate them to multiples of 45 degrees.
Unused Manual Sprites
The final game uses PNGs in .arc files, but .gif sprite sheet versions of the pictures the manual uses exist for some reason. These are, however, used in the mobile versions as they don't use .arc files.
Located in the .arc files.
Onan Games Logo
Confusingly, there doesn't appear to be any official connection between Onan Games outside of this image in the .arc files.
A simple wallpaper that was used as a loading screen on older versions, but later was removed and has been unused since then. However, if you use the "Download Latest Compatible Version of the App" feature in iOS 6-7, you will get an older version of the game that has this wallpaper when you open the game. For Android, you need to find an older APK (Android package file) of the game.
Leftover Demo Screen
A leftover for when you completed the Xbox 360 demo. There are multiple versions for multiple languages.
According to Christan Whitehead, Desert Dazzle was a new level he was working on that ended up being cut for time and authenticity reasons. The level's graphical design was heavily influenced by the well-known desert mockup image that was sent to magazines to promote Sonic the Hedgehog 2 in the early 1990s. The image on the left can be accessed by entering the Sound Test code PCM: 32, DA: 8. After viewing the image, you'll be taken to the Stage Select with Tails as your character.
In the January 2014 update, stage assets for both Desert Dazzle and Final Fever were discovered, complete with full-level maps. The video on the right is a mod of the PC version, which replaces Palmtree Panic's tiles and level layout with Desert Dazzle's. Because the stage was never finalized, no Badniks or gimmicks were ever implemented. The default background music for both soundtracks is the Time Attack theme (track 33).
Desert Dazzle would finally see the light of day in Sonic Mania, with its tiles reused/revised for Mirage Saloon Zone.
Retro Engine Dev Menu
As with future releases of the Retro Engine, There is a secret developer menu allowing you to skip to other stages and scenes throughout the entire game. Set byte 0xCCB (offset CAB in HxD) in the GameConfig.bin file to 1 to access this menu from the pause screen.
There is a mode in Sonic CD (RSDKv3) that allows the game to read the object scripts as .txt files instead of the bytecode files. This is activated when the game can't find the file "Data/Scripts/Bytecode/GlobalCode.bin" (or "Data/Scripts/Bytecode/GS000.bin" on PC).
In all Western releases, the non-highlighted palette of the menu text is a grayish hue. The Japanese version has a white hue for this text, as well as the expected translated text.
There are multiple differences between the various versions of the game:
- The mobile releases include some additional logo animations that other releases lack.
- On the main menu, the introduction movie is selectable in the mobile releases.
- All FMVs are cropped in the console and PC releases, while the mobile release is instead letterboxed.
- Arrows on the menus have the text "FLICK" in the mobile release.
- The mobile release lacks any control options, the settings screen just reuses the main menu background, and no screen filters are available.
- The in-game pause menu is more simplistic in the mobile release.