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Translations:Proto:Sonic the Hedgehog (Genesis)/36/en
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Sprite | Location | Notes |
---|---|---|
$018000 | An 8×8 font with 3 copies in different colors. The palette used in this image is a mockup. | |
$02656E | Some dust or puffs of smoke. These are also unused in the final game, but are noteworthy in this prototype for being loaded in VRAM where the checkpoint graphics are in the final version. | |
$026672 | The Labyrinth Zone water splash, not used in this prototype as there is no water. It has simpler shading and seems to be intended to use Sonic's palette, unlike the final game which uses Labyrinth's cycling palette. It should be noted that these sprites do appear to be re-used in Sonic CD. | |
$0267D4 | Some sparkles. | |
$026BF6 | Some fireballs, possibly for use in Marble Zone. | |
$02A386 | Ball Hog is completely programmed in the prototype, but its movement, sprites, and attack are different from the final version: It walks from side to side and drops bombs down vertically. This seems to match the version seen in early prerelease footage, rather than the version seen in leaked Digitizer artwork from the game's development. | |
$060864 | A spring included in the boss attachments art file. Parts of this sprite are used on Marble Zone's boss. Given that the boss attachments tend to follow the gimmicks of their Zone, this was probably intended for the Sparkling/Spring Yard Zone boss. | |
$06505E | An R Block meant for the Special Stage. Doesn't load in the Special Stage. Use is probably the same as final, although no code for it appears anywhere. | |
$06512E | A skull meant for the Special Stage. Use unknown, though it probably had something to do with either death or losing. | |
$0651FE | What appears to be a magnet item meant for the Special Stage. Use unknown. | |
$065B76 | The graphics for the blue Chaos Emerald are present in the prototype, despite being absent from the special stages proper. The presence of only the blue Chaos Emerald without all the others may imply that the emeralds were planned to all be blue at this point in development, akin to how they are in the 8-bit version. | |
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$06C8A0 | A 6th frame for the animated UFOs in Marble Zone. To properly restore it in the animation script, use the PAR code 011430:0006 |