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Sonic the Hedgehog CD (2011)

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Title Screen

Sonic the Hedgehog CD

Developers: Sonic Team, Christian Whitehead
Publisher: Sega
Platforms: Android, Xbox 360, iOS, PlayStation 3, Windows
Released in JP: December 16, 2011 (Android), November 14, 2012 (Windows)
Released in US: December 14, 2011 (Android/360), December 15, 2011 (iOS), December 20, 2011 (PS3), January 19, 2012 (Steam/Windows)
Released in EU: December 14, 2011 (Android/360), December 15, 2011 (iOS), January 19, 2012 (Steam/Windows)
Released in KR: December 21, 2011 (PS3)

AreasIcon.png This game has unused areas.
GraphicsIcon.png This game has unused graphics.
DebugIcon.png This game has debugging material.
RegionIcon.png This game has regional differences.
Carts.png This game has revisional differences.

Cactus feels all lost and stuff.
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 a widescreen remake by Christian Whitehead of Retro Sonic fame. Almost everything was faithfully ported over, with the exception of the Japanese opening and ending themes which were changed to instrumentals due to Casey Rankin's death in 2009 and problems with his estate.

Unused Menu Features

Swipe & Tap

SCD11 Menu 1.png

Left next to another unused menu selection (below), this appears to have been a cut feature from the Android and iOS versions, most likely putting touch controls to use.


SCD11 Menu 4.png

Unused because, technically, D-Pad's your only option.

Final Fever

SCD11 Menu 2.png

While "Final Fever" is the title of the Japanese final boss theme, Taxman (the lead developer) stated that during development this Final Fever was to be the name of a new boss stage, although it was cut due to Sega wishing to remain faithful to the original game.

As this text was found among what seems to be an early Stage Select, it is safe to assume it used to represent this cut boss stage.

"Sega CD BIOS" Sonic

SCD11 Menu 3.png

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 Sprites

Upside-Down Tails


Interestingly, while all of Sonic's unused sprites were removed from this port, Tails got his own unused animation based on one of Sonic's!


SCD11 Placeholder.png

The default icon for sprites in the Retro Engine's Scene Editor, usually used for Objects that aren't seen/spawned

Time Attack

Remember when YT had a little indifferent face when a video went down? TCRF remembers.
This page or section has one or more broken YouTube links.
Please find an archived version of the video(s) or a suitable replacement.

SCD11 TA 1.png Just your usual "?" placeholder. Not much else to see here...

To do:
Test this on other versions of the game.

SCD11 TA 2.png

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 of seemingly random parts of his spritesheet, and were clearly made for an earlier version of the sheet.

   Gliding Drop
   Gliding Stop
   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 to 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 there exists .gif versions of the pictures the manual uses. These are, however, used in the mobile version as that version doesn't use .arc files. There are also .png files for the Metal Sonic sprites that are used in the manual.

Unused Used
SonicCDMetalManual.gif SonicCDMetalEggUsed.png
SonicCDAmy.gif SonicCDAmyUsedManual.png

Unused Pictures

Located in the .arc files.


There doesn't appear to be any connection between Onan Games and this game, though given that Onan usually ports games it's likely that they ported Sonic CD to PC and weren't credited.



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.

Desert Dazzle

Sand Shower can't catch a break, can it?

According to Taxman, 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 released, 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 repurposed for Mirage Saloon Zone.

Retro Engine Developer Features

Set byte 0xCCB (offset CAB in HxD) in GameConfig.bin 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).

Regional Differences

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.

Platform Differences

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.