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Proto:SegaSonic the Hedgehog
This page details one or more prototype versions of SegaSonic the Hedgehog.
Revision A of SegaSonic the Hedgehog was paraded around various arcade expos for testing and getting player feedback.
Contents
General Differences
- The title screen has no background and Sonic is the only character shown. Ray and Mighty aren't pictured.
- The character selection screen is not present either. Instead, each character is assigned to a specific player slot.
- The tutorial is slightly shorter than the final version.
Proto | Final |
---|---|
トラックボールを回しながら ボタンを押す!! (Press the button while turning the trackball!!) |
トラックボールを回しながら ボタンを押すとスピンジャンプ!! (Press the button while turning the trackball to spin jump!!) |
- The level order is different and some of the level names lack the alliteration present in the final game.
- The ring bonus tally at the end of each level is not present, so the game goes back to Eggman after a level ends.
- The furthest the player can go is Desert Dodge Zone, where upon completion a "To be continued" screen appears and the game will end.
Sprite Differences
Chase Scene
Sonic, Ray, and Mighty's running animations in the chase scene are more cartoonishly compared to the final version's chase sprites, resembling their in-game medium speed running animations. These sprites did appear in a screenshot on an old version of Sega's official US website, Sonic Central.
Unused Dialogue
Some pieces of dialogue that aren't seen in the final game. What's notable is that Sonic has some dialogue here in a word balloon, which isn't seen in the final.
Japanese | Translation |
---|---|
エッグマン!今度は何をたくらんでいるんだ?! |
Eggman! What are you planning this time?! |
Unused Graphics
The prototype has many unused graphics of its own.
Unused animations for the characters looking up. Only Sonic has two animations for looking up.
Some fish badnik that would have been seen at Wild Water Way. The palette here is a placeholder, as its palette is currently unknown.
An unusual orb with an unknown purpose, possibly for explosions.
Two more badniks that aren't in the final game. It's unknown where these would have been placed.
An unused dome, with 足 (leg) written on it. This was the base for an unused boss in Landslide Limbo.
This would've been used for the Landslide Limbo boss that's seen in Revision A.
A sort of weird spiky platform with suction cups.
What it would have looked like in-game.
A version of the Game Over graphic with Sonic. Both this build and the final use the standard Eggman one.
Pattern Viewer
To do: Find out what the SAVE function does. |
Within this prototype, there seems to be a graphics viewer that has been completely removed from the final build. You use Player 2's trackball for moving the cursor, and Player 2's jump button for selections.
Option | Effect |
---|---|
OBJECT | Player 2's trackball Y-axis will change the ID of the current object. |
CLEAR | Removes existing objects and spawns a new one with default settings. |
COLOR BANK | Player 2's trackball Y-axis will change the palette of the current object. |
BASE POINT | This changes the relative location of the current sprite. |
ZPOS | Changes the Z position (the "layer") of the current object. |
16-256 | Changes the tile color depth. |
SAVE | |
H-V FLIP | Sets or clears horizontal/vertical flip flags on the current object. |
ZOOM | Player 2's trackball Y-axis resizes the current object. |
EXIT | Quits the viewer. |
END FLAG | Sets or clears the end flag on the current object; this will fix graphics on objects that have random horizontal lines. |
NEW OBJECT | Spawns a new object using the current object's settings. |
Level Differences
All levels have less rings overall. Wild Water Way and Eggman's Tower are not present in this version.
Volcanic Vault
The level is significantly shorter, only having two long corridors. The magma boulder, seesaw and falling bridge sections are nowhere to be seen.
Rev. A | Final |
---|---|
The level starts at a corridor with lava pools instead of a sloped down one. There are no breakable spots on the walls compared to its final counterpart.
Rev. A | Final |
---|---|
The treadmill section is only a turn to the right away instead of having to get launched by a seesaw.
Rev. A | Final |
---|---|
The next corridor has flamethrowers instead of the bursting lava pools.
Rev. A | Final |
---|---|
The level ends just after the second corridor. Unlike the final version, the exit is facing the same direction as the corridor. It closes just before lava floods in.
Icy Isle
It appears as the fourth level, under the name "Ice World" in the prototype. The background music is the same as Trap Tower's. The snow mounds have been rearranged and are destroyed by spin jumping instead of bumping into them.
Rev. A | Final |
---|---|
Eggman's dialogue is different.
Rev. A | Final |
---|---|
The first stretch of the level doesn't have rings floating around.
Rev. A | Final |
---|---|
There are twice as many rings between the spears. The spears make no sound when going up.
Desert Dodge
It appears as the fifth and last level, under the name "Desert Zone". The background music is an unfinished version of Eggman's Tower's music. The sand mounds are destroyed by spin jumping instead of bumping into them.
Rev. A | Final |
---|---|
The centipede badnik has a vivid blue and red color palette. Placement of some sand mounds is also different.
Rev. A | Final |
---|---|
Instead of jumping worm badniks there are slow moving, high damage-dealing rectangular centipede badniks. Bumping into them quickly depletes health, as the player characters can get hit several times consecutively.
Rev. A | Final |
---|---|
There are no tiles at this ledge in the prototype.
The game ends after this level.
Trap Tower
It Appears as the second level.
Rev. A | Final |
---|---|
There aren't any glowing breakable spots on the walls at the beginning of the level. Eggman's dialogue is different.
Rev. A | Final |
---|---|
The electric traps section is longer and has way more traps than the final version. The traps explode after being bumped into.
There are also breakable walls with Eggman's face on them that do not appear anywhere in the final.
Rev. A | Final |
---|---|
A stopper temporarily blocks the giant rolling gears. The boxes block the way and have to be pushed out of the way. Unlike the final version, they drop rings after being pushed instead of getting broken.
Rev. A | Final |
---|---|
The final section has the breakable Eggman walls.
Rev. A | Final |
---|---|
In the final, the player characters keep going right until they go offscreen . In the prototype, they are standing on the brown platform until it lifts them to the exit.
Landslide Limbo
It appears as the third level, under the name "Landslide Zone". The background music is an unfinished version of Eggman's Tower's music.
Rev. A | Final |
---|---|
An electric fence blocks the middle path to the catapults.
Rev. A | Final |
---|---|
No rings fall out upon colliding with this wall.
Rev. A | Final |
---|---|
There is a glitched graphic in the corner during the boss' explosion animation.