Sonic Wiki Zone

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Sonic Wiki Zone
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{{Tab
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|title1 = Main page
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|tab2 = Staff |title2 = Credits
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|tab3 = Manuals
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|tab4 = Glitches
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|tab5 = Beta elements
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|tab6 = Gallery
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|bg = browntab
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}}
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This article pertains to the beta elements of the 16-bit version of [[Sonic the Hedgehog (1991)|''Sonic the Hedgehog'' (1991)]].
   
  +
==Title screen==
This article pertains to the beta elements of [[Sonic the Hedgehog (1991)|''Sonic the Hedgehog'' (1991)]].
 
  +
In the title screen there was a "Press Start Button" text on-screen. The level select shows the original order of the zones placed, with some 'X's listed after some levels, [[Final Zone]] is not listed in it. The "Press Start Button" text is visible once again.
   
  +
{{Gallery start}}
==Title Screen==
 
  +
<gallery widths="200">
In the title screen there was a ''"Press Start Button"'' text on-screen. The level select shows the original order of the zones placed, with some Xs listed after some levels, [[Final Zone]] is not listed in it. The "Press Start Button" text is visible once again.
 
  +
Sonic1ProtoTitleScreen.png|A near final title screen with "Press Start Button" text on-screen.
<gallery columns="3" position="center">
 
Title Screen.jpg|A near final title screen with "Press Start Button" text on-screen.
 
 
Title Screen 2.png|The title screen from the Tokyo Toy Show demo.
 
Title Screen 2.png|The title screen from the Tokyo Toy Show demo.
S1StageSelect.jpg|The original order of the stages.
+
Sonic1ProtoLevelSelect.png|The original order of the stages.
 
</gallery>
 
</gallery>
  +
{{Gallery end}}
   
 
==Zones==
 
==Zones==
===[[Green Hill Zone]]===
+
===Green Hill Zone===
[[File:Early_Green_Hill_1.jpg|thumb|225px|An early version of Green Hill Zone.]]
+
[[File:Early Green Hill 1.jpg|thumb|225px|An early version of [[Green Hill Zone (Sonic the Hedgehog)|Green Hill Zone]].]]
The first glimpse of Sonic the Hedgehog in video game form was at the Tokyo Toy Show in June of 1990, which also happened to be the first time the game could be played by the general public. In a retrospective interview with Yuji Naka, it was revealed that the original Sonic Team put together a small, playable technical demo for the show featuring Sonic in an early version of the Green Hill Zone. Of note is that in the interview, Naka claims that this tech demo was planned at one stage to be included in [[Sonic Mega Collection]], but was never in any build as the ROM has since been lost internally at Sega.
+
The first glimpse of [[Sonic the Hedgehog]] in video game form was at the Tokyo Toy Show in June 1990, which also happened to be the first time the game could be played by the general public. In a retrospective interview with [[Yuji Naka]], it was revealed that the original [[Sonic Team]] put together a small, playable technical demo for the show featuring Sonic in an early version of the Green Hill Zone. Of note is that in the interview, Naka claims that this tech demo was planned at one stage to be included in ''[[Sonic Mega Collection]]'', but was never in any build as the ROM has since been lost internally at [[Sega]].
   
Green Hill was different; the sky was more dark than in the actual zone, the conical mountains were normal mountains (they appear to be close in the background unlike the actual Green Hill) with few small waterfalls and no river to be found, the clouds are also bigger. There was a signboard giving the welcome to Sonic, in which it is thought to say: ''"You Are Welcome Sega, Sonic"'', with a picture of a palm tree in the top right hand corner. The rocks were original orange, they weren't a layout obstacle, they were a foreground along with the palmtrees being independent from the clouds and other objects in the background, all separate from the scrolling of Sonic as he ran through the hilled terrain, similar to those light posts from [[Star Light Zone]].
+
[[Green Hill Zone (Sonic the Hedgehog)|Green Hill Zone]] was initially different; the sky was darker than in the actual Zone, the conical mountains were normal mountains (they appear to be close in the background unlike the final version of Green Hill Zone) with few small waterfalls and no river to be found, and the clouds are bigger. There was a signboard giving the welcome to Sonic, in which it is thought to say: "''You Are Welcome Sega, Sonic''", with a picture of a palm tree in the top right hand corner. The rocks were originally orange; they were not a layout obstacle but instead found in the foreground along with the palm trees being independent from the clouds and other objects in the background, all separate from the scrolling of Sonic as he ran through the hill-like terrain, similar to those light posts from [[Star Light Zone]].
[[File:Early_Green_Hill_5.jpg|thumb|200px|left|The second early Green Hill.]]
 
There's a second beta of Green Hill, elements such as the taller purple flowers and the strikingly close water/sky shades of blue in this build did make their way in the finished version. The layout was different, the [[Ball Hog]]s were here with the Robotnik monitor from ''Sonic 2''. There was a rolling ball, in which you could move by pushing it, which was later used for the wrecking ball Egg Mobile. The differences are less evident, though the [[Debug Mode]] is evident. This version was in the Consumer Electronics Show March of 1991.
 
   
  +
[[File:Early Green Hill 5.jpg|thumb|225px|left|The second early iteration of [[Green Hill Zone (Sonic the Hedgehog)|Green Hill Zone]].]]
===[[Labyrinth Zone]]===
 
  +
In the second beta iteration of Green Hill, elements such as the taller purple flowers and the strikingly close water/sky shades of blue in this build did make their way in the finished version. The layout was different; the [[Ball Hog]]s were present in the level, along with the [[Eggman Mark|Robotnik monitor]] that later debuted in ''[[Sonic the Hedgehog 2]]''. There was a rolling ball in which the player could move by pushing it, which was later used for the [[Egg Wrecker]] boss fight. The differences are less evident, though the [[Debug Mode]] is present. This version was in the Consumer Electronics Show March 1991.
[[File:Early_Labyrinth_Zone_1.jpg|thumb|215px|The early Labyrinth Zone.]]
 
The background was dark rocky with celing crystals (similar to this zone in the 8-bit version), the crystals were a bit smaller. Due to at that point was in development, there are some sections empty with no water, and Act 3 had completely black background.
 
   
  +
===Labyrinth Zone===
Labyrinth Zone was going to be the second zone, according to the unaltered Level Select menu, but due to is much harder than the early stages it was put as the fourth zone.
 
  +
[[File:Early Labyrinth Zone 1.jpg|thumb|225px|The early [[Labyrinth Zone]].]]
  +
In [[Labyrinth Zone]], the background was dark rocky with ceiling crystals (similar to this Zone in the [[Sonic the Hedgehog (8-bit)|8-bit version]]), the crystals were a bit smaller. Due to at that point was in development, there are some sections empty with no water, and Act 3 had a completely black background.
   
  +
Labyrinth Zone was going to be the second zone, according to the unaltered Level Select menu, but due to its high difficulty compared with the earlier stages, it was put as the fourth zone in the final version.
===[[Marble Zone]]===
 
   
===[[Star Light Zone]]===
+
===Marble Zone===
  +
[[File:Mz1.gif|thumb|left|The floating platforms in action along with different background details.]]
===[[Spring Yard Zone|Sparkling Zone]]===
 
  +
The background of [[Marble Zone]] originally had different ruins and floating platforms in the sky. UFOs are also in the sky, although in a different build. These can be placed via debug mode in the [[Sonic the Hedgehog (2013)|2013 remaster]]. At first, there were no torches present in the background when inside the ruins.
===[[Scrap Brain Zone|Clock '''W'''ork Zone]]===
 
   
  +
[[File:Marblezoneearly1.jpg|thumb|right|Unused horizontal spikes.]]
==Monitors==
 
  +
Horizontal counterparts of the the spiked crushers were also found in some prototypes. These can also be placed via debug mode in the [[Sonic the Hedgehog (2013)|2013 remaster]]. [[Spikes (Badnik)|Spikes]], who is in [[Spring Yard Zone]] in the final version, was intended to appear in [[Marble Zone]].
{|class="prettytable"
 
|-
 
!Artwork!!Name!!Description
 
|-
 
|[[Image:tv_eggman.png]]
 
   
  +
Marble Zone was going to be the third zone, according to the unaltered Level Select Menu, but was put as the second zone in the final version.
|Robotnik monitor
 
   
  +
===Sparkling Zone===
  +
[[File:Syzearly5.jpg|thumb|Sparkling Zone being compared to Las Vegas.]]
  +
"'''Sparkling Zone'''" is an early version of what would later be known as [[Spring Yard Zone]]. It had a starry sky background and more of a focus on neon lights and signs with text. It was originally going to be the second to last zone in the game.
  +
  +
===Clock Work Zone===
  +
[[File:Sonic 1 unused 2.jpg|thumb|left|181px]]
  +
"'''Clock Work Zone'''" is known as [[Scrap Brain Zone]] in the final version and originally had a different background and other changes. The Zone is sometimes called "Clock Ork", as the game itself does not have a "W" in its title code.
  +
  +
===Special Zone===
  +
The [[Special Stage (Sonic the Hedgehog) (16-bit)|Special Stage]] was generally the same in look and functionality. [[Bumper]]s, [[Jump Stand]]s, [[Up and Down (obstacles)|Up and Downs]] and [[Reverse]]s were not seen present.
  +
  +
==Monitors==
  +
{|class="wikitable"
  +
!Artwork !!Name !!Description
  +
|-
  +
|[[Image:tv eggman.png]]
  +
|[[Eggman Mark|Robotnik]] monitor
 
|Does nothing. This monitor was likely intended to hurt the player, as it does in ''[[Sonic the Hedgehog 2]]''. It appears to be located in the second beta from Green Hill Zone.
 
|Does nothing. This monitor was likely intended to hurt the player, as it does in ''[[Sonic the Hedgehog 2]]''. It appears to be located in the second beta from Green Hill Zone.
 
|-
 
|-
|[[Image:tv_goggles.png]]
+
|[[Image:tv goggles.png]]
 
 
|Goggles monitor
 
|Goggles monitor
  +
|This monitor was most likely accompanied by the unused goggle graphics, replacing the [[air bubble]]s. It was going to appear in [[Labyrinth Zone]]. Due to the programmers thought that the air bubbles gives Sonic some sort of weakness, the goggles were removed.
 
|This monitor was most likely accompanied by the unused goggle graphics, replacing the [[Air bubbles]]. It was going to appear in [[Labyrinth Zone]]. Due to the programers though that the air bobbles gives Sonic some sort of weakness, the goggles were removed.
 
 
|-
 
|-
 
|[[Image:statictv.png]]
 
|[[Image:statictv.png]]
 
 
|Static monitor
 
|Static monitor
  +
|Does nothing. This monitor can be found in some parts of [[Scrap Brain Zone]] and can be broken by clipping through the walls. This is shown in Debug Mode when chosen a monitor in place, just before you step a monitor while ''[[Sonic the Hedgehog 2]]'' uses the Teleport monitors
 
|Does nothing. This monitor can be found in some parts of [[Scrap Brain Zone]] and can be broken by clipping through the walls.
 
 
|-
 
|-
|[[Image:tv_super.png]]
+
|[[File:S Monitor in CD.png]]
  +
|[[S]] monitor
 
  +
|Does nothing. This monitor also appears in ''[[Sonic the Hedgehog CD]]'' prototype 510, where it grants the player extra speed and invincibility. This is most likely the intended function of the monitor here, as a ''Computer & Video Games'' issue alludes to a powerup which grants extra speed and invincibility. A similar version exists in ''[[Sonic the Hedgehog 3]] [[Sonic & Knuckles|& Knuckles]]'' which grants the user thier [[Super transformation|Super State]].
| "S" monitor
 
 
|Does nothing. This monitor also appears in ''[[Sonic the Hedgehog CD]]'' prototype 510, where it grants the player extra speed and invincibility. This is most likely the intended function of the monitor here, as a ''Computer & Video Games'' issue alludes to a powerup which grants extra speed and invincibility. A similar version exists in ''[[Sonic the Hedgehog 3]] [[Sonic & Knuckles|& Knuckles]]'' which makes [[Sonic the Hedgehog|Sonic]] turn [[Hyper Sonic|hyper]].
 
 
|}
 
|}
   
==Special Stage Icons==
+
==Special Stage icons==
Note: ''All of these items can be seen in-game by using the [[Debug Mode]] to fall outside the playing area of the Special Stage. It is easier to see them when advancing frame-by-frame by pausing and pressing '''C'''.''
+
All of these items can be seen in-game by using the [[Debug Mode]] to fall outside the playing area of the Special Stage. It is easier to see them when advancing frame-by-frame by pausing and pressing {{C Button (Sega Genesis)}}.
  +
{|class="wikitable"
 
  +
!Artwork !!Name !!Description
{|class="prettytable"
 
|-
 
!Artwork!!Name!!Description
 
 
|-
 
|-
 
|[[Image:sprite03.png]]
 
|[[Image:sprite03.png]]
 
 
|"Zone" Icons
 
|"Zone" Icons
  +
|Found in the object list for the [[Special Stage (Sonic the Hedgehog) (16-bit)|Special Stages]] with their graphics in the ROM. They are labeled as Zones 1-6, and are solid, like normal blocks, and were likely intended to show which Special Stage the player was in.
 
|Found in the object list for the [[Special Stage (Sonic the Hedgehog)|Special Stage]]s with their graphics in the ROM, these unused special stage icons have no known use. They are labeled as Zones 1-6, and are solid, like normal blocks.
 
 
|-
 
|-
 
|[[Image:sprite01.gif]]
 
|[[Image:sprite01.gif]]
 
 
|"1-up" Icon
 
|"1-up" Icon
  +
|An [[1-Up|extra-life]] icon for the [[Special Stage (Sonic the Hedgehog) (16-bit)|Special Stage]]s. It is listed in the North American and European manuals for the game, but it never actually appears. It is, however, fully functional, and can be placed in any special stage. The icon disappears when touched, like a ring.
 
|An extra-life icon for the Special Stages. It is listed in the manual for the game, but it never actually appears. It is, however, fully functional, and can be placed in any special stage. The icon disappears when touched, like a ring.
 
 
|-
 
|-
 
|[[Image:sprite02.gif]]
 
|[[Image:sprite02.gif]]
 
 
|"W" Icon
 
|"W" Icon
 
 
|An icon with the letter W on it. Its use is unknown, and it has no function when placed in-game. It is solid, like a normal block.
 
|An icon with the letter W on it. Its use is unknown, and it has no function when placed in-game. It is solid, like a normal block.
 
|}
 
|}
   
==Unused Sonic Sprites==
+
==Unused objects==
  +
{|class="wikitable"
  +
!Artwork
  +
!Zone
  +
!Description
  +
|-
  +
|[[File:S1 - WreckingBall.gif|center]]
  +
|rowspan="5"|[[Green Hill Zone (Sonic the Hedgehog)|Green Hill Zone]]
  +
|A checkered ball, first seen in early screenshots, and is later made part of the Green Hill Zone boss at the end of the level. It would have originally been its own object, chasing Sonic, and could crash through walls that he could not break through. The object can still be viewed with debug mode, but it cannot be placed by any means. It was restored in the 2013 remaster, but it is pushed by Sonic there instead of it chasing him.
  +
|-
  +
|[[File:S1 - Totem.png|center]]
  +
|Two [[totem pole]] faces found in early versions of Green Hill Zone. They can be also seen in the Nick Arcade prototype of ''Sonic the Hedgehog 2'' of Green Hill Zone on the glitched Crabmeats and the Act 3 boss. They are loaded naturally into the RAM addresses of, "'''FFBAC8'''" and "'''FFBAD0'''". A layer, in front of the sprites, can also be added on Green Hill Zone with these codes, "'''FF5970:0159'''" (happy face) and "'''FF5972:015A'''" (sad face).
  +
|-
  +
|[[File:S1 - MissingTiles.gif|center]]
  +
|Unused tiles from Green Hill Zone but were used for the underground segment of Green Hill Zone's second act in the [[Sonic the Hedgehog (8-bit)|8-bit version]]. These tiles later reappeared in ''[[Sonic Mania]]''.
  +
|-
  +
|[[File:Sonic1Gen Missingghztiles2.png|center]]
  +
|An earlier version of the border landscape tiles. However, these have their true palette.
  +
|-
  +
|[[File:Sonic1Gen Unused GHZ Log.png|center]]
  +
|A log with rotating spikes, while still being intact and not damaged.
  +
|-
  +
|[[File:Sonic1Gen Unused MZ Bricks.png|center]]
  +
|rowspan="2"|[[Marble Zone]]
  +
|The bricks meant for the background, but they're separate from the level tiles.
  +
|-
  +
|[[File:Sonic1Gen Sidespike.png|center]]
  +
|A horizontally-oriented spiked chandelier object. It is fully functional but still goes unused. Can be added using patch code '''FFD004:4500''' with Debug Mode active.
  +
|-
  +
|[[File:S1 - Letsgo.png|center]]
  +
|[[Spring Yard Zone]]
  +
|An unused sign present in Spring Yard's tile set, seen only in concept artwork.
  +
|-
  +
|[[File:The unused diving burrobot.png|center]]
  +
|rowspan="2"|[[Labyrinth Zone]]
  +
|A Burrobot facing downwards. Its purpose is unknown.
  +
|-
  +
|[[File:Sonic1Proto MD Sprite UnusedFlame.png|center]]
  +
|A small fireball similar to what the Fire-Breathing Statues shoot.
  +
|-
  +
|[[File:Sonic 1 unused light.gif|center]][[File:Sonic 1 unused light 2.gif|center]]
  +
|[[Star Light Zone]]
  +
|Unused lights from Star Light Zone.
  +
|-
  +
|[[File:S1 - Capsule1.gif|center]][[File:S1 - Capsule2.png|center]]
  +
|N/A
  +
|Unused pieces of a capsule. They are loaded into the data of Robotnik's capsule, and the concept artwork shows extra gadgets attached to it.
  +
|-
  +
|[[File:S1 - EggMobileLegs.png]]
  +
|[[Final Zone]]
  +
|This sprite shows the back parts of the legs of Robotnik's vehicle, which cannot be seen in the final version of the game.
  +
|-
  +
|[[File:S1 - Bud.PNG|center]]
  +
|Ending
  +
|A rosebud with an incorrect palette that functions like a bumper. This is because both the ending and Special Stage use the same debug item list, resulting in a strange-looking bumper due to the different art being used.
  +
|-
  +
|[[File:S1 - Block.png|center]][[File:Sonic1Gen UnkBlock GHZPalette.png|center]]
  +
|N/A
  +
|Two by two blocks which could possibly go to Green Hill Zone and Marble Zone. They can be found in tile graphics '''2F66E-2F6B6''' compressed in the Nemesis format.
  +
|}
   
  +
==Miscellaneous==
{|class="prettytable"
 
  +
{|class="wikitable"
  +
!Artwork !!Name !!Description
 
|-
 
|-
  +
|[[File:S1 - PSB.png|center]]
!Artwork!!Description
 
  +
|"PRESS START BUTTON"
  +
|Text that was meant to appear on the title screen, but was disabled due to a programming error. However, it does appear on the Mega Drive systems, after viewing the invisible credits. It can be reactivated by using the action replay code '''FFD11A:0100'''.
 
|-
 
|-
|[[Image:standair.png]]
+
|[[File:Splats.gif|center]]
  +
|[[Splats]]
  +
|An unused [[Badnik]] that was cut late from the final game late in development. Several merchandise and media based on it were released as a testament to this. It later makes a proper appearance in ''[[Sonic Mania]]'', as well as a cameo appearance.
  +
|-
  +
|[[File:S1 - Explosion.png|center]]
  +
|Unused explosion
  +
|An unused explosion, found along with Badnik artwork. This sprite matches the mappings of unused Buzz Bomber missile explosions.
  +
|-
  +
|[[File:S1 - RedGrass.png|center]]
  +
|Unused grass
  +
|A chunk of red grass. Its purpose is unknown. Early concept artwork shows a mechanic, where the grass would be differently colored, to show the location of hidden spike traps. It does not seem to match with any palette in the game.
  +
|-
  +
|[[File:S1 - Switch.png|center]]
  +
|Unused switch
  +
|An unused frame of the switch sprite. When bit 5 of a switch's subtype is set, it makes the object flash, using this sprite. In Labyrinth Zone, this sprite's data is partially overwritten by the cork sprite in VRAM. Marble Zone's switch has no equivalent sprite.
  +
|-
  +
|[[File:Sonic1gen titlecardperiod.png|center]]
  +
|Title card period
  +
|A period intended for the title cards. It was seen in the pre-release version of the game.
  +
|-
  +
|[[File:Sonic1MDLetterK.png|center]]
  +
|"K"
  +
|A letter "K" which was used for Sparkling Zone and Clock Work Zone, the early versions of Spring Yard Zone and Scrap Brain Zone. However, since the names were changed during development, this goes unused.
  +
|-
  +
|[[File:Sonic 1 Prototype Sparkle.png|center]]
  +
|Sparkles
  +
|A couple of sparkle sprites meant for [[Invincible]].
  +
|-
  +
|[[File:Proto Sonic The Hedgehog Genesis smoke puff.png|center]]
  +
|Smoke
  +
|Some sort of smoke, with the files being in the [[Star Post]] graphics.
  +
|}
   
  +
==Unused sprites==
  +
{|class="wikitable"
  +
!Artwork !!Description
  +
|-
  +
|[[File:Sonic1MD LowerHalf.png|center]]
  +
|Though it is not unused, the lower half of Sonic's title screen animation is hidden behind the main title screen.
  +
|-
  +
|[[File:Sonic1MD SeparatedContinueSonic.png|center|thumb]]
  +
|Sonic's hand on the continue screen is separated from the main sprite and for some reason is misplaced by one pixel to the right.
  +
|-
  +
|[[Image:standair.png]]
 
|This sprite shows Sonic standing while gasping for air. This was presumably intended to be used in [[Labyrinth Zone]].
 
|This sprite shows Sonic standing while gasping for air. This was presumably intended to be used in [[Labyrinth Zone]].
 
|-
 
|-
|[[Image:needair.gif]]
+
|[[Image:needair.gif|158px]][[File:Sonic1Gen Gasp.png|center|thumb]]
  +
|An animation (along with a few bubbles) showing Sonic holding his breath while running. This may have been used during the countdown to signify Sonic is running out of air.
 
|This animation shows Sonic holding his breath while running. This may have been used during the countdown to signify Sonic is running out of air.
 
 
|-
 
|-
 
|[[Image:slide.gif]]
 
|[[Image:slide.gif]]
  +
|This unused sliding sprite is similar to the one used in ''Sonic the Hedgehog CD''<nowiki/>'s [[Wacky Workbench]].
 
|This unused sliding sprite is similar to the one used in ''Sonic CD<nowiki>'</nowiki>s'' [[Wacky Workbench]].
 
 
|-
 
|-
|[[Image:victorypose.png]]
+
|[[Image:victorypose.png|center]]
  +
|As seen in a couple of prototype screenshots in magazines, Sonic appears to be striking a victory pose after passing the [[Goal Plate|signpost]]. This sprite made its way into ''[[Sonic Mania]]''.
 
|As seen in a couple of prototype screenshots in magazines, Sonic appears to be striking a victory pose after passing the [[Goal Plate|signpost]].
 
 
|-
 
|-
|[[Image:spin.png]]
+
|[[Image:spin.png|center]]
  +
|These sprites, reminiscent of the [[Spin Dash]], are present in the final ROM, but their use is unknown. Some theories are that they were used for a move similar to the Spin Dash or that they were intended for some sort of warp movement, perhaps through winding tunnels. It is also possible that a teleporter (like the one found in the 8-bit version of Scrap Brain Zone) would have played the animation.
 
|These sprites, reminiscent of the [[Spin Dash]], are present in the final ROM, but their use is unknown. Some theories are that they were used for a move similar to the Spin Dash or that they were intended for some sort of warp movement, perhaps through winding tunnels. It's also possible that a teleporter (like the one found in the 8-bit version of Scrap Brain Zone) would have played the animation.
 
 
|-
 
|-
 
|[[Image:falling or shrinking.png]]
 
|[[Image:falling or shrinking.png]]
  +
|This set of sprites showing Sonic shrinking are not used in the game. While their intended use is unknown, they could have been used to simulate the death animation for falling. They may have also been used for a "speed tunnel" that would extend into the background. Interestingly enough, a slightly modified version of the first sprite ended up being used in ''[[Sonic Eraser]]''.
  +
|-
  +
|[[File:S1 - BWSprite.png|center]]
  +
|An unused black and white death sprite. This also exists, and is still unused, from ''[[Sonic the Hedgehog 2]]'' and the v0.02 prototype of ''Sonic the Hedgehog CD''.
  +
|-
  +
|[[File:GoggleSonic.gif|158px]]
  +
|These unused set of sprites shows the use of a type of goggle power-up. It is unknown what the power-up would have done but it is likely they would have allowed Sonic to breathe underwater. Sources of this were found in the ROM data of the game and was added as an extra debug monitor in the [[Sonic the Hedgehog (2013)|2013 remaster]].
  +
|-
  +
|[[File:Sonic1MD EggmanLegs.png|center|thumb]]
  +
|Robotnik's legs when either jumping or crouching are obscured by his main body sprite.
  +
|-
  +
|[[File:Sonic1MD End Shadow.png|center|thumb]]
  +
|Robotnik's shadow sprites meant for him jumping on the "END" logo. They are present below the text.
  +
|}
   
  +
==Unused Color Pallets==
|This set of sprites showing Sonic shrinking are not used in the game. While their intended use is unknown, they could have been used to simulate the death animation for falling. They may have also been used for a "speed tunnel" that would extend into the background.
 
  +
{|class="wikitable"
  +
!Image
  +
!Description
  +
|-
  +
|[[File:Sonic1 MD Marble Cycle.png|center|thumb]]
  +
|A palette cycle meant to be used for [[Marble Zone]]'s lava and torches in the background, however, it will not work very well when applied. It may have been intended for an older iteration of the Zone's artwork as prerelease screenshots show the look of the lava changing significantly during the game's development.
  +
|-
  +
|[[File:Sonic1 Unused SpecialStage Cycle.png|center|thumb]]
  +
|Alternate background palettes that were meant to be used for the special stages.
 
|}
 
|}
  +
  +
==Unused warping effect==
  +
[[File:Sonic1Gen Special Warp.gif|left|thumb]]
  +
[[File:S1 - WarpSparkles.png|thumb|225px|The unused warping effect sprites.]]
  +
This effect happens when Sonic runs into an object placed somewhere in the act, causing him to disappear in a flash. Its purpose is unknown.
  +
{{-}}
  +
  +
==Unused sounds==
  +
{|class="article-table"
  +
!Clip !!Description
  +
|-
  +
|[[File:Sonic1 sfxA5.ogg|center]]
  +
|Meant to play when the Buzz Bomber's missile explodes.
  +
|-
  +
|[[File:Sonic1 sfxA2.ogg|center]]
  +
|rowspan="3"|Three clips that sound similar to the [[Spikes (obstacle)|spikes]].
  +
|-
  +
|[[File:Sonic1 sfxB8.ogg|center]]
  +
|-
  +
|[[File:Sonic1 sfxAB.ogg|center]]
  +
|}
  +
  +
==Unused Egg Mobile explosion sprites==
  +
[[File:Robotnikexplode.PNG|thumb|112x112px]]
  +
Unused sprites that show the Egg Mobile exploding. Their purpose is unknown.
  +
  +
==Prototype==
  +
{{Main|Sonic the Hedgehog (prototype)}}
   
 
==Trivia==
 
==Trivia==
*The idea of the welcome signpost was reused later in [[Casino Paradise Zone]], from [[Sonic Advance]].
+
*The idea of the welcome signpost was reused later in [[Casino Paradise Zone]] of ''[[Sonic Advance]]''.
 
*The purple flowers make an appearance in Green Hill in the final moments of the game after the player has fought the final boss, while the similar shades of blue in the sky and water appear in the title screen.
 
*The purple flowers make an appearance in Green Hill in the final moments of the game after the player has fought the final boss, while the similar shades of blue in the sky and water appear in the title screen.
  +
*Originally, the [[1-Up]] could be obtained by collecting 50 Rings instead of 100. This can be seen during the North American commercial for the game.
  +
*In the [[Sound Test|sound test]], if Sound 92 (which is the Drowning music in the final) is played, the game will crash due to it using invalid pointers.
  +
**However, if Sound 93 (Got a Chaos Emerald Music in the final) is selected, it will do nothing. It does not even crash.
   
 
==Gallery==
 
==Gallery==
 
===Green Hill Zone===
 
===Green Hill Zone===
 
{{Gallery start}}
 
{{Gallery start}}
<gallery position="center" columns="3">
+
<gallery widths="200">
  +
Early Green Hill 1.jpg|An early version of Green Hill Zone.
<gallery>
 
  +
Sonic-1-TGS-1990-1.png|Sonic at the starting point of the demo.
  +
Early Green Hill 3.png|The "Welcome" billboard.
  +
Sonic-1-TGS-1990-2.png|Another shot of the "Welcome" billboard.
  +
Early Green Hill 4.jpg|Japanese message in the background (''"Debut approaching"'').
  +
Sonic-1-TGS-1990-3.png|An unused badnik.
 
Early Green Hill 2.jpg|An unused badnik.
 
Early Green Hill 2.jpg|An unused badnik.
Early Green Hill 3.png|The welcome signpost.
+
Early Green Hill 5.jpg
Early Green Hill 4.jpg|Japanese message in the background (''"Debut approaching"'').
 
 
Early Green Hill 6.jpg|The purple flower and a taller palmtree.
 
Early Green Hill 6.jpg|The purple flower and a taller palmtree.
 
Early Green Hill 7.jpg|The rolling ball.
 
Early Green Hill 7.jpg|The rolling ball.
 
Early Green Hill 8.jpg|A [[Shield]] monitor.
 
Early Green Hill 8.jpg|A [[Shield]] monitor.
  +
rollin.jpg
  +
deskghz1.jpg
  +
Pre-Release-Victory-Pose-Sonic-the-Hedgehog-1991.png
  +
ghzbetaring.png
  +
ghzbetadebug.gif
  +
ghzbeta.gif
  +
ghzbeta2.gif
  +
ghzbeta3.jpg
  +
ghzbeta4.gif
  +
S1 - Totem.png|Unused [[totem pole]] faces.
 
</gallery>
 
</gallery>
 
{{Gallery end}}
 
{{Gallery end}}
  +
  +
===Marble Zone===
  +
{{Gallery start}}
  +
<gallery widths="200">
  +
Mz1.gif|The floating platforms in action along with different background details.
  +
Mz2.jpg|The UFOs in the sky
  +
Mz3.jpg
  +
Marble_Zone_early_UFOs.jpg
  +
Marble_Zone_early_UFOs_2.jpg
  +
Marblezoneearly1.jpg|Unused horizontal spikes.
  +
Marblezoneearly2.jpg|Removed secret area.
  +
Marblezoneearly3.gif|No flames on the background.
  +
Sonic1Gen_Sidespike.png|Horizontal spike trap sprite.
  +
</gallery>
  +
{{Gallery end}}
  +
  +
===Spring Yard/Sparkling Zone===
  +
{{Gallery start}}
  +
<gallery widths="200">
  +
Syz1.jpg
  +
Syzearly1.jpg|Different object placement, the [[Roller]] is purple instead of blue.
  +
Syzearly4.gif
  +
Syzearly2.jpg|Unused "Goodbye" sign.
  +
Syzearly5.jpg
  +
Sparkling_Zone_screenshot.jpg
  +
Syzearly3.jpg|Unused "Good Luck" sign.
  +
sonic 1 unused.gif|Unused "let's go" sign
  +
</gallery>
  +
{{gallery end}}
   
 
===Labyrinth Zone===
 
===Labyrinth Zone===
 
{{Gallery start}}
 
{{Gallery start}}
<gallery columns="3" position="center">
+
<gallery widths="200">
  +
Early Labyrinth Zone 1.jpg
 
Early Labyrinth Zone 2.jpg
 
Early Labyrinth Zone 2.jpg
 
Early Labyrinth Zone 3.png
 
Early Labyrinth Zone 3.png
Line 147: Line 355:
 
{{Gallery end}}
 
{{Gallery end}}
   
  +
===Scrap Brain/Clock Work Zone===
{{Sonic 1 Info}}
 
  +
{{Gallery start}}
[[Category:Sonic the Hedgehog (1991)]]
 
  +
<gallery widths="200">
  +
Clockwork_Zone_screenshot.jpg
  +
Sonic 1 unused 2.jpg
  +
Clockwork Zone screenshot 1.jpg
  +
</gallery>
  +
{{Gallery end}}
  +
  +
==External links==
  +
*{{Plain link|https://tcrf.net/Sonic_the_Hedgehog_(Genesis)|''Sonic the Hedgehog''}} at ''{{Plain link|https://tcrf.net/|The Cutting Room Floor}}''
  +
{{Sonic 1 info}}
  +
{{DISPLAYTITLE:''Sonic the Hedgehog'' (1991)/Beta elements}}
  +
[[es:Sonic the Hedgehog (1991)/Elementos Beta]]
  +
[[pl:Sonic the Hedgehog (1991)/Elementy z wersji beta]]
 
[[Category:Beta elements]]
 
[[Category:Beta elements]]
[[Category:Scrapped information]]
+
[[Category:Sonic the Hedgehog (1991)|Beta elements]]

Latest revision as of 16:12, 11 November 2023

This article pertains to the beta elements of the 16-bit version of Sonic the Hedgehog (1991).

Title screen

In the title screen there was a "Press Start Button" text on-screen. The level select shows the original order of the zones placed, with some 'X's listed after some levels, Final Zone is not listed in it. The "Press Start Button" text is visible once again.

Gallery

Zones

Green Hill Zone

Early Green Hill 1

An early version of Green Hill Zone.

The first glimpse of Sonic the Hedgehog in video game form was at the Tokyo Toy Show in June 1990, which also happened to be the first time the game could be played by the general public. In a retrospective interview with Yuji Naka, it was revealed that the original Sonic Team put together a small, playable technical demo for the show featuring Sonic in an early version of the Green Hill Zone. Of note is that in the interview, Naka claims that this tech demo was planned at one stage to be included in Sonic Mega Collection, but was never in any build as the ROM has since been lost internally at Sega.

Green Hill Zone was initially different; the sky was darker than in the actual Zone, the conical mountains were normal mountains (they appear to be close in the background unlike the final version of Green Hill Zone) with few small waterfalls and no river to be found, and the clouds are bigger. There was a signboard giving the welcome to Sonic, in which it is thought to say: "You Are Welcome Sega, Sonic", with a picture of a palm tree in the top right hand corner. The rocks were originally orange; they were not a layout obstacle but instead found in the foreground along with the palm trees being independent from the clouds and other objects in the background, all separate from the scrolling of Sonic as he ran through the hill-like terrain, similar to those light posts from Star Light Zone.

Early Green Hill 5

The second early iteration of Green Hill Zone.

In the second beta iteration of Green Hill, elements such as the taller purple flowers and the strikingly close water/sky shades of blue in this build did make their way in the finished version. The layout was different; the Ball Hogs were present in the level, along with the Robotnik monitor that later debuted in Sonic the Hedgehog 2. There was a rolling ball in which the player could move by pushing it, which was later used for the Egg Wrecker boss fight. The differences are less evident, though the Debug Mode is present. This version was in the Consumer Electronics Show March 1991.

Labyrinth Zone

Early Labyrinth Zone 1

The early Labyrinth Zone.

In Labyrinth Zone, the background was dark rocky with ceiling crystals (similar to this Zone in the 8-bit version), the crystals were a bit smaller. Due to at that point was in development, there are some sections empty with no water, and Act 3 had a completely black background.

Labyrinth Zone was going to be the second zone, according to the unaltered Level Select menu, but due to its high difficulty compared with the earlier stages, it was put as the fourth zone in the final version.

Marble Zone

Mz1

The floating platforms in action along with different background details.

The background of Marble Zone originally had different ruins and floating platforms in the sky. UFOs are also in the sky, although in a different build. These can be placed via debug mode in the 2013 remaster. At first, there were no torches present in the background when inside the ruins.

Marblezoneearly1

Unused horizontal spikes.

Horizontal counterparts of the the spiked crushers were also found in some prototypes. These can also be placed via debug mode in the 2013 remaster. Spikes, who is in Spring Yard Zone in the final version, was intended to appear in Marble Zone.

Marble Zone was going to be the third zone, according to the unaltered Level Select Menu, but was put as the second zone in the final version.

Sparkling Zone

Syzearly5

Sparkling Zone being compared to Las Vegas.

"Sparkling Zone" is an early version of what would later be known as Spring Yard Zone. It had a starry sky background and more of a focus on neon lights and signs with text. It was originally going to be the second to last zone in the game.

Clock Work Zone

Sonic 1 unused 2

"Clock Work Zone" is known as Scrap Brain Zone in the final version and originally had a different background and other changes. The Zone is sometimes called "Clock Ork", as the game itself does not have a "W" in its title code.

Special Zone

The Special Stage was generally the same in look and functionality. Bumpers, Jump Stands, Up and Downs and Reverses were not seen present.

Monitors

Artwork Name Description
Tv eggman Robotnik monitor Does nothing. This monitor was likely intended to hurt the player, as it does in Sonic the Hedgehog 2. It appears to be located in the second beta from Green Hill Zone.
Tv goggles Goggles monitor This monitor was most likely accompanied by the unused goggle graphics, replacing the air bubbles. It was going to appear in Labyrinth Zone. Due to the programmers thought that the air bubbles gives Sonic some sort of weakness, the goggles were removed.
Statictv Static monitor Does nothing. This monitor can be found in some parts of Scrap Brain Zone and can be broken by clipping through the walls. This is shown in Debug Mode when chosen a monitor in place, just before you step a monitor while Sonic the Hedgehog 2 uses the Teleport monitors
S Monitor in CD S monitor Does nothing. This monitor also appears in Sonic the Hedgehog CD prototype 510, where it grants the player extra speed and invincibility. This is most likely the intended function of the monitor here, as a Computer & Video Games issue alludes to a powerup which grants extra speed and invincibility. A similar version exists in Sonic the Hedgehog 3 & Knuckles which grants the user thier Super State.

Special Stage icons

All of these items can be seen in-game by using the Debug Mode to fall outside the playing area of the Special Stage. It is easier to see them when advancing frame-by-frame by pausing and pressing Sega Genesis C Button.

Artwork Name Description
Sprite03 "Zone" Icons Found in the object list for the Special Stages with their graphics in the ROM. They are labeled as Zones 1-6, and are solid, like normal blocks, and were likely intended to show which Special Stage the player was in.
Sprite01 "1-up" Icon An extra-life icon for the Special Stages. It is listed in the North American and European manuals for the game, but it never actually appears. It is, however, fully functional, and can be placed in any special stage. The icon disappears when touched, like a ring.
Sprite02 "W" Icon An icon with the letter W on it. Its use is unknown, and it has no function when placed in-game. It is solid, like a normal block.

Unused objects

Artwork Zone Description
S1 - WreckingBall
Green Hill Zone A checkered ball, first seen in early screenshots, and is later made part of the Green Hill Zone boss at the end of the level. It would have originally been its own object, chasing Sonic, and could crash through walls that he could not break through. The object can still be viewed with debug mode, but it cannot be placed by any means. It was restored in the 2013 remaster, but it is pushed by Sonic there instead of it chasing him.
S1 - Totem
Two totem pole faces found in early versions of Green Hill Zone. They can be also seen in the Nick Arcade prototype of Sonic the Hedgehog 2 of Green Hill Zone on the glitched Crabmeats and the Act 3 boss. They are loaded naturally into the RAM addresses of, "FFBAC8" and "FFBAD0". A layer, in front of the sprites, can also be added on Green Hill Zone with these codes, "FF5970:0159" (happy face) and "FF5972:015A" (sad face).
S1 - MissingTiles
Unused tiles from Green Hill Zone but were used for the underground segment of Green Hill Zone's second act in the 8-bit version. These tiles later reappeared in Sonic Mania.
Sonic1Gen Missingghztiles2
An earlier version of the border landscape tiles. However, these have their true palette.
Sonic1Gen Unused GHZ Log
A log with rotating spikes, while still being intact and not damaged.
Sonic1Gen Unused MZ Bricks
Marble Zone The bricks meant for the background, but they're separate from the level tiles.
Sonic1Gen Sidespike
A horizontally-oriented spiked chandelier object. It is fully functional but still goes unused. Can be added using patch code FFD004:4500 with Debug Mode active.
S1 - Letsgo
Spring Yard Zone An unused sign present in Spring Yard's tile set, seen only in concept artwork.
The unused diving burrobot
Labyrinth Zone A Burrobot facing downwards. Its purpose is unknown.
Sonic1Proto MD Sprite UnusedFlame
A small fireball similar to what the Fire-Breathing Statues shoot.
Sonic 1 unused light
Sonic 1 unused light 2
Star Light Zone Unused lights from Star Light Zone.
S1 - Capsule1
S1 - Capsule2
N/A Unused pieces of a capsule. They are loaded into the data of Robotnik's capsule, and the concept artwork shows extra gadgets attached to it.
S1 - EggMobileLegs Final Zone This sprite shows the back parts of the legs of Robotnik's vehicle, which cannot be seen in the final version of the game.
S1 - Bud
Ending A rosebud with an incorrect palette that functions like a bumper. This is because both the ending and Special Stage use the same debug item list, resulting in a strange-looking bumper due to the different art being used.
S1 - Block
Sonic1Gen UnkBlock GHZPalette
N/A Two by two blocks which could possibly go to Green Hill Zone and Marble Zone. They can be found in tile graphics 2F66E-2F6B6 compressed in the Nemesis format.

Miscellaneous

Artwork Name Description
S1 - PSB
"PRESS START BUTTON" Text that was meant to appear on the title screen, but was disabled due to a programming error. However, it does appear on the Mega Drive systems, after viewing the invisible credits. It can be reactivated by using the action replay code FFD11A:0100.
Splats
Splats An unused Badnik that was cut late from the final game late in development. Several merchandise and media based on it were released as a testament to this. It later makes a proper appearance in Sonic Mania, as well as a cameo appearance.
S1 - Explosion
Unused explosion An unused explosion, found along with Badnik artwork. This sprite matches the mappings of unused Buzz Bomber missile explosions.
S1 - RedGrass
Unused grass A chunk of red grass. Its purpose is unknown. Early concept artwork shows a mechanic, where the grass would be differently colored, to show the location of hidden spike traps. It does not seem to match with any palette in the game.
S1 - Switch
Unused switch An unused frame of the switch sprite. When bit 5 of a switch's subtype is set, it makes the object flash, using this sprite. In Labyrinth Zone, this sprite's data is partially overwritten by the cork sprite in VRAM. Marble Zone's switch has no equivalent sprite.
Sonic1gen titlecardperiod
Title card period A period intended for the title cards. It was seen in the pre-release version of the game.
Sonic1MDLetterK
"K" A letter "K" which was used for Sparkling Zone and Clock Work Zone, the early versions of Spring Yard Zone and Scrap Brain Zone. However, since the names were changed during development, this goes unused.
Sonic 1 Prototype Sparkle
Sparkles A couple of sparkle sprites meant for Invincible.
Proto Sonic The Hedgehog Genesis smoke puff
Smoke Some sort of smoke, with the files being in the Star Post graphics.

Unused sprites

Artwork Description
Sonic1MD LowerHalf
Though it is not unused, the lower half of Sonic's title screen animation is hidden behind the main title screen.
Sonic1MD SeparatedContinueSonic
Sonic's hand on the continue screen is separated from the main sprite and for some reason is misplaced by one pixel to the right.
Standair This sprite shows Sonic standing while gasping for air. This was presumably intended to be used in Labyrinth Zone.
Needair
Sonic1Gen Gasp
An animation (along with a few bubbles) showing Sonic holding his breath while running. This may have been used during the countdown to signify Sonic is running out of air.
Slide This unused sliding sprite is similar to the one used in Sonic the Hedgehog CD's Wacky Workbench.
Victorypose
As seen in a couple of prototype screenshots in magazines, Sonic appears to be striking a victory pose after passing the signpost. This sprite made its way into Sonic Mania.
Spin
These sprites, reminiscent of the Spin Dash, are present in the final ROM, but their use is unknown. Some theories are that they were used for a move similar to the Spin Dash or that they were intended for some sort of warp movement, perhaps through winding tunnels. It is also possible that a teleporter (like the one found in the 8-bit version of Scrap Brain Zone) would have played the animation.
Falling or shrinking This set of sprites showing Sonic shrinking are not used in the game. While their intended use is unknown, they could have been used to simulate the death animation for falling. They may have also been used for a "speed tunnel" that would extend into the background. Interestingly enough, a slightly modified version of the first sprite ended up being used in Sonic Eraser.
S1 - BWSprite
An unused black and white death sprite. This also exists, and is still unused, from Sonic the Hedgehog 2 and the v0.02 prototype of Sonic the Hedgehog CD.
GoggleSonic These unused set of sprites shows the use of a type of goggle power-up. It is unknown what the power-up would have done but it is likely they would have allowed Sonic to breathe underwater. Sources of this were found in the ROM data of the game and was added as an extra debug monitor in the 2013 remaster.
Sonic1MD EggmanLegs
Robotnik's legs when either jumping or crouching are obscured by his main body sprite.
Sonic1MD End Shadow
Robotnik's shadow sprites meant for him jumping on the "END" logo. They are present below the text.

Unused Color Pallets

Image Description
Sonic1 MD Marble Cycle
A palette cycle meant to be used for Marble Zone's lava and torches in the background, however, it will not work very well when applied. It may have been intended for an older iteration of the Zone's artwork as prerelease screenshots show the look of the lava changing significantly during the game's development.
Sonic1 Unused SpecialStage Cycle
Alternate background palettes that were meant to be used for the special stages.

Unused warping effect

Sonic1Gen Special Warp
S1 - WarpSparkles

The unused warping effect sprites.

This effect happens when Sonic runs into an object placed somewhere in the act, causing him to disappear in a flash. Its purpose is unknown.

Unused sounds

Clip Description
Meant to play when the Buzz Bomber's missile explodes.
Three clips that sound similar to the spikes.

Unused Egg Mobile explosion sprites

Robotnikexplode

Unused sprites that show the Egg Mobile exploding. Their purpose is unknown.

Prototype

Trivia

  • The idea of the welcome signpost was reused later in Casino Paradise Zone of Sonic Advance.
  • The purple flowers make an appearance in Green Hill in the final moments of the game after the player has fought the final boss, while the similar shades of blue in the sky and water appear in the title screen.
  • Originally, the 1-Up could be obtained by collecting 50 Rings instead of 100. This can be seen during the North American commercial for the game.
  • In the sound test, if Sound 92 (which is the Drowning music in the final) is played, the game will crash due to it using invalid pointers.
    • However, if Sound 93 (Got a Chaos Emerald Music in the final) is selected, it will do nothing. It does not even crash.

Gallery

Green Hill Zone

Gallery

Marble Zone

Gallery

Spring Yard/Sparkling Zone

Gallery

Labyrinth Zone

Gallery

Scrap Brain/Clock Work Zone

Gallery

External links


Main article (Blue Sphere) · Staff · Manuals · Glitches · Beta elements · Gallery · Pre-releases (prototype) · Re-releases (2001, 2005, mobile, GBA, iPod, 2013, 3D, Sega Ages)