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

User:Biggestsonicfan/Sandbox/Sonic Championship (Rework)

From The Cutting Room Floor
Jump to navigation Jump to search

This is a sub-page of User:Biggestsonicfan/Sandbox.

Title Screen

Sonic Championship

Also known as: Sonic the Fighters (JP)
Developer: Sega AM2
Publisher: Sega
Platform: Arcade (Sega Model 2B CRX)
Released in JP: May 1996
Released in US: July 1996
Released in EU: August 1996


AnimationsIcon.png This game has unused animations.
CharacterIcon.png This game has unused playable characters.
CodeIcon.png This game has unused code.
DevTextIcon.png This game has hidden development-related text.
ObjectIcon.png This game has unused objects.
MinigameIcon.png This game has unused modes / minigames.
GraphicsIcon.png This game has unused graphics.
ModelsIcon.png This game has unused models.
Sgf2-unusedicon1.png This game has unused abilities.
MusicIcon.png This game has unused music.
SoundIcon.png This game has unused sounds.
DebugIcon.png This game has debugging material.
RegionIcon.png This game has regional differences.


Sub Pages

Cactus.png
Unplayable Characters
Robots and Eggs and Cats! Oh my!
Sonicthefighters-penguin.png
Unused Objects
The 3D Pengo game that never came to be
Cactus.png
Debug Mode
Explore the very lifeblood of the game's engine
Cactus.png
Service Menu Leftovers
Lots of code remnants from alternate versions of the service menu

Unused Game Modes

As seen in Fighting Vipers, Sonic Championship has coding and assets for both Random Mode and Ranking Mode that go unused.

Random Mode

Ranking Mode

Unused Textures

Fonts

Texture# 12 Texture# 16 Texture# 31
320px 320px 320px

1996 AOU Show Leftovers

Fighting Vipers Leftovers

Alternate Staff Credits

The game stores the staff credits in textures. Instead of editing existing texture data each time a change was made new textures were created. This left a lot of unused data for the staff credits.

  • DIRECTOR
Texture# 392 - Used Texture# 426 - Unused Centered
320px 320px
  • GAME COORDINATOR
Texture# 397 - Used Texture# 427 - Unused Centered
320px 320px
  • PROGRAMMERS
Texture# 398 - Used Texture# 428 - Unused Centered
320px 320px
  • D.S.P. PROGRAMMER
Texture# 399 - Unused Texture# 429 - Unused Centered
320px 320px

Katsunori Itai was credited as a D.S.P. Programmer in Fighting Vipers, but was moved to Special Thanks in this game.

  • ASSISTANT
Texture# 424 - Unused Texture# 425 - Unused Centered
320px 320px

Norimasa Yoshizawa was credited as an Assistant Programmer in Fighting Vipers, but was removed from the credits here.

  • CHARACRTER DESIGNER
Texture# 400 - Used Texture# 430 - Unused Centered
320px 320px
  • STAGE DESIGNERS
Texture# 401 - Used Texture# 431 - Unused Centered
320px 320px
  • 2D GRAPHIC AND MODEL DESIGN
Texture# 402 - Used Texture# 432 - Unused Centered
320px 320px
  • GRAPHIC & MODEL DESIGN
Texture# 403 - Used Texture# 433 - Unused Centered
320px 320px
  • MOTION DESINGERS
Texture# 404 - Used Texture# 434 - Unused Centered
320px 320px
  • SOUND DESIGNERS
Texture# 526 - Used Texture# 393 - Unused Texture# 421 - Unused Centered
320px 320px 320px

At some point Takenobu Mitsuyoshi was removed as a Sound Designer and was moved to Special Thanks.

  • SPECIAL THANKS
Texture# 527 - Used Texture# 394 - Unused Texture# 422 - Unused Centered
320px 320px 320px

Takenobu Mitsuyoshi and Katsunori Itai were moved to Special Thanks along with some additional people.

  • PRODUCER
Texture# 395 - Used Texture# 423 - Unused Centered
320px 320px

Hidden Credit

Present at 0xBDE1B in the ROM is a hidden credit. RYPOC. THGI. AGES.RETNE.ESIRP.MIL S. DETI. 5991.     . 7211.     .AH MA.RAWDR.D&R E.TPED .    ..COPYR.IGHT .SEGA .ENTER.PRISE.S LIM.ITED .1995 .     .1127 .     .AM HA.RDWAR.E R&D. DEPT..    .

If read as null-terminated strings, the output ends up being a series of 5 character arrays. First backwards, then forwards.

COPYRIGHT SEGA ENTERPRISES LIMITED 1995      1127      AM HARDWARE R&D DEPT.    

This credit is most likely for the game's engine as it is also seen in Fighting Vipers (Arcade) at 0x3006CEF and Dead or Alive (Arcade) at 0xF437.

Oddities

Name Entry Screen Oddities

Certain combinations of 3 letters can be seen as offensive or obscene, so many arcade games filter these words to other words and this game is no exception. Below is a table of specific name entries and what they are filtered to:

Original Text Filtered Result
SEX HEX
XXX TX 
XX  WX 
X X WX 
    S.F
YOS CTG
HAC 894
OSI OSI

What is odd here is that the routine to replace/filter words will execute if OSI is entered, even though the end result will also be OSI.

Super Sonic Oddity

Within the game's data, each character has thier own assigned model numbers for their parts. Sonic has Sonic's parts, Amy has Amy's parts, etc.. Super Sonic is no exception here. However, in ther data of the game for Super Sonic's parts, instead of pointing to the models which correspond to a parts list in designated space for where Super Sonic's parts belong, the hand animation data for Super Sonic (located at 0xC9A8C) points to non-super Sonic's hand animation data (located at 0xC69FC). The data array for Super Sonic's and non-super Sonic's hand animations are identical, but because the pointer for Super Sonic's data points to non-super Sonic's data instead, this chunk of data goes unused.