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This article pertains to the beta elements from Sonic the Hedgehog CD.

Prototype 510[]

Discovered by a group of fans in the summer of 2000, this prototype dates itself to 10 May 1993, making this the earliest known beta of the game, and thus features many differences from the final release of the game.

Changes[]

Bosses[]

CDSonic Beta Boss

In Palmtree Panic, the EGG-HVC-001 was meant to have claws instead of Bumpers.

In Quartz Quadrant, the Egg Conveyer had a dull-blue palette, and the spike wall was much more simplistic in its design.

The Stardust Speedway boss has not been implemented yet.

Music[]

The title screen music and the Japanese/European Power Sneaker music was changed dramatically during development. The beta Power Sneakers music is a high energy remix of "Sonic - You Can Do Anything".

Music track Description
Beta Title Theme
Beta Speed Shoes Theme

Stages[]

Zone 3 of Palmtree Panic uses placeholder graphics for the scenery that more resemble simple recolors of the Present time period in both Futures. Note that this is not the case with Zones 1 and 2, which both use their proper graphics that would go on to be used in the final game.

Tidal Tempest uses different palettes for when underwater, though these are likely placeholder graphics since the actual palettes are used for the Time Attack menu.

The Conveyor Belts in Quartz Quadrant were meant to be activated by pressing down on buttons rather than running past switches like in the final game. Additionally, there is a monitor displaying Sonic’s face that can be found in the Good Future of Zone 1 that goes unused in the final game. Of note is that this sprite was eventually restored and used in the Good Future of Zone 3 in the 2011 remake of the game.

Many of the colors in Wacky Workbench are different from the final release, including a slightly greener background in the present, and a blue foreground palette for the past rather than a green one. The electrical conduits also feature pointed nubs instead of round ones like in the final.

Likewise, many sprites in the Past time period of Stardust Speedway are blue instead of yellow. The Good Future is also completely blue instead of purple like in the final release.

Metallic Madness features many changes that go completely unused in the final game, including but not limited to trapdoors similar to the ones in Scrap Brain Zone, a set of scales that shift according to Sonic’s weight, and bottomless pits in Zones 1 and 2 (Which only appear in Zone 3 in the final game).

Unused character sprites[]

Sega CD[]

Image Description
S1 - BWSprite
A black and white death sprite, which was ripped right out of the original Sonic the Hedgehog.
SonicCDElectrocution
This sprite shows Sonic being electrocuted, revealing his skeleton. This sprite would be reused in the 2011 remake when being damaged by electricity in Wacky Workbench.
CDSonic Blink
Sonic with his eyes closed.
CDSonic walking waving
Sonic running while swinging his arms, possibly for while underwater.
CDSonic Looking backwards
Sonic looking up behind him.
CDSonic Sneeze
Sonic sneezing. Possibly an idle animation that went unused in the final game.
CDSonic Death UpsideDown
The regular Death/Drowning sprites, only upside down. Interestingly, Tails got his own version of these in the 2011 remake, also unused.
CDSonic Grab
Sonic appearing to grab onto something.
CDSonic horizontal pole
An alternate version of Sonic’s shimmy animation.
SonicCD SpecStage Anim07
SonicCD SpecStage Anim08
An animation of Sonic tapping his foot on the ground. Likely meant to be used when the player is not controlling Sonic within the special stage.
CDSonic hanging
Sonic appearing to be dangling from something.
CDSonic float
Sonic pushing his chest out in front of him.
CD - SonicSinks
An unused set of sprites of Sonic shrugging his shoulders as he descends slowly into the ground and his quills turn upward. Likely meant to be used if the player left Sonic in quicksand during the Special Stages featuring them.
CD - SonicFall
An animation of Sonic being knocked backward.
CD - SonicJump
An animation of Sonic jumping with his arms in the air.
SonicCD SpecStage UnusedJumpFrame
An unused sprite for Sonic's jumping animation with no mappings/animation data being attached to it whatsoever. This sprite was later recolored and reused for Knuckles' jump ball animation in the Special Stages of Knuckles' Chaotix.
CD - AmyInLove
Unused sprites of Amy with hearts in her eyes. These were later used in the 2011 remake of the game, being utilized whenever Amy hugs Sonic.

Both[]

Although both of these graphics can be within the game's data, the Sega CD version of the game has these graphics corrupted upon loading them into the game. However, they load fine within the PC version.

Image (Corrupted) Image (Normal) Description
SoniccdSCD fallshrink corrupted
CDSonic Shrink void
A top-down sprite of Sonic falling.
SonicCD Unused SideRolling corrupted
SonicCD Unused SideRolling
Two different angles of Sonic rolling.

Unused objects[]

General[]

Image Name Description
CD - MonitorS
"S" Monitor The S Monitor can be found in this game. It grants Sonic with the Invincibility, Power Sneakers, and Shield items all at once. The icon is later used in the 2013 remakes of Sonic the Hedgehog and Sonic the Hedgehog 2. One is actually placed in-game under the arena for the EGG-HVC-001, but it is unreachable under normal circumstances.
CD - MonitorR
Blue Ring Monitor In the v0.02 and 510 prototypes of the game, this object performs the same action as the S Monitor. In the v0.51 and 712 prototypes, it grants Sonic an invisible shield that can be used with a regular shield. The icon was later reused for the Combine Ring in Knuckles' Chaotix. This was originally intended for a Combine Ring powerup, according to concept art introduced in Sonic Origins.
CD - MonitorT
Clock Monitor This monitor is supposed to stop time but it does not work properly. However, it does stop the animations of Rings, monitors, and rotating palettes, alongside disabling the bouncing floor of Wacky Workbench. It is present in the 2011 remaster, but it does nothing when broken there.
CD - SwitchBroke
Broken Switch A sprite of an unused broken switch.

Palmtree Panic[]

An unused waterfall. There is leftover symbol data that, which can be found in Sonic Gems Collection, called "taki", which translates to "waterfall".

Image Description
SonicCD R11A UnusedSplashes
SonicCD R11A UnusedSplashes Mapped
In-game, the object that moves downwards quickly for a bit and then disappears. As it moves down, it overwrites the level blocks with a singular block. Modifying the code can correct it to its full potential and animation.

Collision Chaos[]

Image Name Description
SonicCD CCZ UnusedSlot
Circle Teleporter This object would allow Sonic to teleport to another teleporter nearby. Three of these spawn at once and move in a circular pattern.

Tidal Tempest[]

Image Name Description
SonicCD TTZ UnusedPlatform
Large platform An unused platform, found in the Past variant of the level.
SonicCD TTZ UnusedThinPlatforms
Thin platforms An unused thin platform, found in the Future variant of the level.
SonicCD TTZ UnusedElecBeam
Electric beam An unused electric beam object. Only the v0.51 prototype has working collision detection on it, where touching it makes it stop.

Quartz Quadrant[]

Image Name Description
CD - QQPlatform1
CD - QQPlatform2
Unused moving platforms These platforms were meant for Quartz Quadrant and came in pairs or groups of four. While they are used in the Future versions of the stage, the variants for the Present and Past do not make an appearance anywhere.
CD - Conveyor1
CD - Conveyor2
Unused conveyor belt platforms These platforms only exist in the Past version of Quartz Quadrant.
CD - Conveyor3
Unused swinging conveyor belt platform This object only exists in the Present and Future versions of Quartz Quadrant.

Stardust Speedway[]

Image Name Description
SonicCD SSZ UnusedLightEdge
Prototype light edges In the prototype builds of the game, instead of searchlights, it would scroll a lit up palette up and down. Both of these sets of graphics were meant to be placed on the edges of the highlighted areas.
SonicCD SSZ UnushedMeshObj
Placeable mesh objects Duplicates of the mesh tiles that would be placed as objects.

Metallic Madness[]

Image Name Description
SonicCD MMZ UnusedTrapDoor
Trap Door An unused trap door object.

Special Stage[]

Image Name Description
CD - OilSlick
Unused Oil Pattern These oil slicks are graphics that would have been used in Special Stages.
CD - Hand
Unused Item This is an unused object with a hand insignia on it. Its purpose is unknown.

Monitors[]

Image Description
CD - MonitorS
The S Monitor can be found in this game. It grants Sonic with the Invincibility, Power Sneakers, and Shield items all at once. The icon is later used in the 2013 remakes of Sonic the Hedgehog and Sonic the Hedgehog 2. One is actually placed in-game under the arena for the EGG-HVC-001, but it is unreachable under normal circumstances.
CD - MonitorR
In the v0.02 and 510 prototypes of the game, this object performs the same action as the S Monitor. In the v0.51 and 712 prototypes, it grants Sonic an invisible shield that can be used with a regular shield. The icon was later reused for the Combine Ring in Knuckles' Chaotix. This was originally intended for a Combine Ring powerup, according to concept art introduced in Sonic Origins.
CD - MonitorT
This monitor is supposed to stop time but it does not work properly. However, it does stop the animations of Rings, monitors, and rotating palettes, alongside disabling the bouncing floor of Wacky Workbench. It is present in the 2011 remaster, but it does nothing when broken there.

Unused Special Stage Routine Sequence[]

An unused animation sequence of Sonic's sprite being moved downwards. It's unknown what it's purpose was meant for.

SonicCD UnusedSpecialStageRoutine

Clip shows the unused animation sequence

Unused sounds[]

Clip ID number Description
N/A A sound effect that is used on the CD audio portion of the disc. When the game disc is inserted into a CD player, it can be heard on track #2.
FM NO.21 Unknown. FM NO.22 is a duplicate of this sound.
FM NO.26 Unknown.
FM NO.48 A different version of the sound heard when pressing any button.
FM NO.49 The warning bell usually heard underwater in other Sonic games, only high-pitched. It was later used in the 2011 remake of the game, but at a lower pitch.
FM NO.50 Sounds like something being shot.
FM NO.54 An electrical sound of sorts.
FM NO.55 A loud, harsh buzzing sound.
FM NO.60 Unknown.
FM NO.61 Sounds like FM NO.55, but this one has a resonating sound underneath it.
FM NO.63 An echo-y spike-like sound.
FM NO.66 A very high-pitched "ding" sound, which was later used for the Hyper Ring power-up in Sonic Mania.
FM NO.67 Sonic losing his Rings in a higher pitch, probably intended when getting hit while shrunken.
FM NO.68 Sounds just like FM NO. 63, only without an echo.
FM NO.69 Sounds similar to the door sound at the end of the Metal Sonic race.
FM NO.75 A variant of FM NO. 68.
FM NO.76 A variant of FM NO. 68.
FM NO.77 A variant of FM NO. 68.
FM NO.78 A variant of FM NO. 68.
PCM NO.02 Sonic saying "Alright!". Originally intended as Sonic's victory chant when passing the Goal Plate.
PCM NO.05 Sonic saying "Yeah!". This was used as the extra life sound in the v0.51 and 712 prototypes. In the final game, he says "Yes!" instead.

Beta Special Stage[]

In an early prototype version of Sonic the Hedgehog CD, a different special stage design was present, similar to the Special Stages in Sonic the Hedgehog (1991).

R2[]

Main article: Dubious Depths

A mysterious scrapped stage known as R2 can be found in the game's files. It is unknown what was supposed to be of the stage though it was to be placed between Palmtree Panic and Collision Chaos.

External links[]


Main article · Staff · Manuals · Glitches · Beta elements · Gallery · Re-releases (Windows 95, 2011)
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