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Is Sonic SMS based off the beta version of Sonic Megadrive?

Discussion in 'General Sonic Discussion' started by Cooljerk, Apr 21, 2010.

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  1. Cooljerk

    Cooljerk

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    Now don't get me wrong, this is a pretty unfounded theory, but it's one I've always believed - I think Sonic 1 on the Sega master System/Game Gear (hereto referred to as Sonic SMS) was supposed to be a straight port of Sonic 1 Megadrive (hereto referred to as Sonic MD) for a while. What I mean is that, at one point, I think the games were supposed to have the same zones, and that all the levels in Sonic SMS were supposed to be the same as Sonic 1 Genesis. Further more, I believe that Sonic SMS is based off an older version of Sonic MD (I.e. before some things got switched around late in development).

    More specifically, I think that Bridge Zone was at one point Marble Zone, Sky Base Zone was at one point Star light Zone, and the Special Stage was at one point Spring Yard Zone.

    I base this off a few observations:

    First - Bridge Zone contains the Yadorin badnik. We know that this badnik was originally supposed to be in Marble Zone. Similarly, Sky Base Zone contains both Bomb, and the special version of Unidus from Labryinth Zone which does not shoot it's spikes - both enemies from Star Light Zone. Now, the special stage in Sonic SMS doesn't contain any badniks, but Spring Yard Zone in Sonic MD recycles most of it's badniks save for Arma.

    Second - The Special Stage in Sonic SMS is largely useless. It exists only to give continues. In Sonic MD, the special stage is there to give you chaos emeralds, but since there are emeralds in the stages in Sonic SMS, it renders the Special Stage unnecessary. Now, the Special Stage contains a lot of unique gimmicks which are similar to Spring Yard Zone - most noticeably the bumpers. These appear only in the special stages in Sonic SMS. My personal belief is that they were originally coded for spring yard zone, and reused later for unknown reasons.

    Third - the art of the zones are very similar to existing zones, as are their tropes. Bridge Zone obviously is the most different, but a simple change in the palette makes the zone look a lot like Marble Zone:

    [​IMG]
    [​IMG]

    Yes, my theory is that the water in Bridge Zone was originally lava. I think it was changed to blue for palette issues (it shares palette with the sky), but if the water is red, you can see it features a lot of the characteristics of Marble Zone. Noticably, they both have the same type of trees in the background, as well as the mountains. Even the clouds look slightly similar IMO. They even have similar gimmicks -there are several times in Sonic MD where you're forced forward (by lava in Act 2, or when you stand on the floating blocks) and the entire act 2 in Sonic SMS is forward scrolling.

    Bridge Zone and Marble Zone also share similar objects, such as this platform:

    [​IMG]
    [​IMG]

    and this weight:

    [​IMG]
    [​IMG]

    Perhaps more obvious is the similarities between the special stage and spring yard zone:

    [​IMG]
    [​IMG]

    Obviously the Special Stage features what is largely considered the defining feature of Spring Yard Zone - the bumpers. But at first glance it seems to share little else in common with the final Spring Yard Zone. The background is completely different, especially... until you compare it to sparkling zone:

    [​IMG]

    Suddenly the two zones look remarkably similar, especially the background, which features the same dark shade of blue and sparkling stars.

    Lastly, we have Sky Base Zone, which borrows a lot from Star Light Zone's industrial highway motif. First, you'll notice that SLZ's yellow-and-black caution color scheme is copied a lot:

    [​IMG]
    [​IMG]

    That yellow-on-black design is used quite a bit in both stages. The main pattern in the level - industrial squares with lots of rebarbs sticking out, is also used in both zones:

    [​IMG]
    [​IMG]

    It's a bit harder to see because of the flashing palette in act 1 of Sky Base Zone, but the structures are incredibly similar. Even random objects in the background are similar, like these glowing lights and cones:

    [​IMG]
    [​IMG]

    Even the actual floor part of the zone looks familiar, with similar ovals underneath a long, smooth, grey piece:

    [​IMG]
    [​IMG]

    Now, even though it's included, I've always felt that labyrinth Zone's background in Sonic SMS was similar to Labyrinth Zone's background in the Sonic beta, with lots of black and smoothly blended sections of background:

    [​IMG]
    [​IMG]

    Fouth - Sonic sings in the ending, and the title screen is black. This is the most obvious similarity, since we know both were a staple of early versions of the game. Magazine scans have shown that early versions of Sonic MD had a title screen similar to Sonic SMS:

    [​IMG]
    [​IMG]

    and, more interesting, we know that at one point very late in development, Sonic MD had a robust sound test mode featuring a fully animated band. Concept art shows that Sonic was the singer, and we know this was removed extremely late in development to make room for the "sega" soundbyte:

    [​IMG]

    Sonic SMS's ending shows Sonic, fully animated, "singing" the end theme song. I've said many times, I believe this is the last remaining piece of that soundtest mode:

    [​IMG]

    In closing, I see it often said that the SMS and MD versions of Sonic are very different, but I'm inclined to believe otherwise. I know most of this is circumstantial evidence, and not entirely provable, but it's a theory I've held for years. We know the SMS games have had odd connections to other Sonic games in the past (You can do anything being in both Green Hills Zone in Sonic 2 SMS and the theme song for Sonic CD JPN), so maybe this is just another connection. The fact that we know that Zones underwent name changes late in development (sparkling zone->Spring yard zone, Clock(w)ork Zone->Scrap Brain Zone) might be the reason why Bridge Zone and Sky Base Zone are named such. The only real kink in my theory is Jungle Zone, which I can't place. Admittedly, it background seems similar to the final Spring Yard Zone (as does it's platform design) but I'm not willing to bet it has any connection.

    tl;dr: Sonic 1 SMS. It's p. cool bro.

    Just stating a theory I've always held. Opinions?
     
  2. Captain VG

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    Yep. That's about right. Didn't they say the teams were in contact with each other every now and again over a few of these things?
     
  3. Cooljerk

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    I'd imagine they'd have to, since Sega didn't develop Sonic SMS themselves. It was developed for Ancient. If they developed Sonic SMS without any contact from Sonic Team, then bravo for coming up with a lot of the same stuff from the Genesis game, like GHZ :v:
     
  4. Cooljerk

    Cooljerk

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    Oooh, another thing I forgot to add - In the SMS ending, Sonic is Sky Blue, like he was in early versions of Sonic MD.
     
  5. LockOnRommy11

    LockOnRommy11

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    Great theory! I've always had the same inkling with that singing Sonic, there's no way it's just some coincidence, Sonic was meant to be some cool dude who sang in a band, a concept that was lost when they left it out of the game. Personally though, I think it was the right choice, given the lack of vocals, it wouldn't have let the games age as well as they have.

    I can just see a few coincidences with the Spring Yard Zone and Jungle backing, but as I've said, it does seem that it's coincidece. However, it's really interesting to think what was going on behind closed doors when they were making the first games.
     
  6. If anything else, this was an interesting read. I like theories when they're presently clearly with evidence to support such a claim.
     
  7. ashthedragon

    ashthedragon

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    I've always thought that. It's pretty obvious that sonic SMS is based on an early build of sonic 1 ( 16 bits).

    I've also have another unfounded theory:

    Seeing that Sonic Chaos ( Sonic & Tails) came out afther Sonic 2, but before Sonic 3, and that Tails has no controlable flying in Sonic 2 ( 16 bits), but has in Sonic Chaos and in Sonic 3...I think they tried to implement it on Sonic 2, but due to developement issues ( and we know they had lot's of 'em during sonic 2 developement) they didn't. But they reused the idea they had on how could Tails fly on Sonic Chaos, and polished it to use it on Sonic 3.
    Why would they want to create a characther with a flair for flying, if they weren't planning to implement that move? It's obvious that they were going to implement Tails flying, and they did to some extent ( computer controlled Tails). We know that they had to cut out a lot of ideas and levels for the game due to developement issues, so why would not be Tails flying one of them?

    Tails's Sonic Chaos flying feels really sloppy, as if it were an uncomplete implementation of how they wanted Tails to fly. In fact, it feels more like debug mode with limited flying time. That makes me think that, maybe, the flying in Sonic Chaos is just a "beta" version of how they wanted Tails to fly. A test to see if it could work in a game or not, and seeing that it was unefficient for the huge project Sonic 3 was, they polished it from there.

    That's just my grain of salt.
     
  8. Seems pretty reasonable to believe all of those things could be pretty darn true.
     
  9. GoGoThursday

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    I, too, had this theory. However, I think that Bridge Zone's mountains bear more resemblance to the "alpha" Green Hill Zone than to Marble Zone. The mountains in Green Hill SMS's background also look very similar to the alpha Green Hill, and are of a similar colour. Interestingly, Bridge Zone features Green Hill-style rocks that weren't in the SMS incarnation of the level.

    In Labyrinth Zone, the SMS version features the "ceiling crystals" present in Sonic Beta that were absent in the final build. We can see this in the screenshots that were posted previously.

    Most crucially though is this, found in the Sonic SMS rom:
    [​IMG]
    ...which looks strikingly similar to this. + - Not really, I made it years ago!  

    So yes, I do think that Sonic SMS was based on an early build of Sonic MD. Ancient were perhaps sent material early on to base the port on, so the game could be released on time.
     
  10. Diablohead

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    *edit* I am a derp about the sign, didn't read spoiler tag first :P

    I love sonic 1 sms and stuff like the singing sonic at the end always stuck out to me, quite cool to think about the concept of sonic 1 sms being based on a beta design.
     
  11. LockOnRommy11

    LockOnRommy11

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    Edit: I missed the Spoiler alert. My mistake! :rolleyes:
     
  12. Cooljerk

    Cooljerk

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    Is no one else reading his spoiler? He said he made that sprite.
     
  13. Another thing to add would be that the following <a href="http://info.sonicretro.org/Game_Secrets:Sonic_the_Hedgehog_(16-bit)#Zone-Specific_Art" target="_blank">unused graphics</a> were found in the MD ROM:

    [​IMG]
     
  14. synchronizer

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    What is that supposed to be?
     
  15. Blue Blood

    Blue Blood

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    The edges of the ground in the underground areas. They were used in the 8-bit game, but left used in the 16-bit one.
     
  16. ICEknight

    ICEknight

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    Wasn't that a quote from a Sonic 2 documentary?

    In other words, [citation needed].
     
  17. Blanche Hodapp

    Blanche Hodapp

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    Sorry, what's the point of bringing it up if you're just going to turn around and go "hurhur not really!"?

    Anyway, it's an interesting theory, but there's an astonishing (and upsetting) lack of Jungle Zone in your post! =P
     
  18. Cooljerk

    Cooljerk

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  19. Black Squirrel

    Black Squirrel

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    Development for a Game Gear/Master System title is probably shorter than for a Mega Drive one. If they were both started at around the same time simultaneously, it makes sense for the 8-bit version to be finished first, and as the concepts were developed simulatenously too, it also makes sense for the 8-bit game to be based on earlier works. With a big game like Sonic that was designed to help the Mega Drive sell, it makes no sense to release the 8-bit version first, otherwise sales of the Mega Drive game may have been affected. Furthermore it makes no sense to start developing an 8-bit sequel straight away, because the experiment may have not been a success. So you get a situation where an 8-bit version of the game is sitting about waiting to be released, a 16-bit game still being finalised, and Ancient going on to develop another game (hence maybe why they didn't do Sonic 2?)

    With Sonic 2, the 8-bit release wasn't put on hold because the formula proved to be a success. And it's fairly obvious that was based on an earlier version of Sonic 2 (the title screen's a big giveaway, and the fact Tails was mostly omitted and spindashes were non-existent). Sonic Chaos' development cycle probably started straight after hence why it's not related to Sonic 3, and by the time Triple Trouble started Sonic 3 had already been released, so things like Nack were added to keep things fresh (rather than re-releasing an older game).

    just a thought

    Bridge and Jungle zone were always fairly poor levels as far as I'm concerned. Perhaps concepts were pulled from unreleased games. Not a lot of thought was put into names so they may have been rushed. There's also no loops in Sonic 1 8-bit, and that would ruin large parts of Star Light. It's a perfectly plausable theory that Sonic 1 8-bit is really the first Sonic game, but the delayed release meant it wasn't marketed as such.
     
  20. ICEknight

    ICEknight

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    You must also keep in mind that the concept art for Sonic 1 MD looks nothing like any SMS exclusive level so, at most, some levels might have been based on not-so-early concepts.
     
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