I've noticed this before, too. Incidentally, the sound test for SRA doesn't stop when you close the DS. Dunno if that's been noted before, but I really wish more developers would do that.
Slightly related to the Michael Jackson phenomena, but listen to this, Janet Jackson's "Together Again": http://www.youtube.com/watch?v=MROVvcmSyeI Chorus sounds an awful lot like Bridge Zone doesn't it? Maybe Janet was also a fan of Sonic the Hedgehog and decided to pay homage to him. I dunno.
Bet you didn't know: When you beat the final boss in Sonic 1, whenever you have the debug on or of, it you hold the A button when the scene transition takes place (Robotnik flies away/crashes, Sonic is teleported to GHZ), you'll have debug enabled in the pseudo-zone. Pretty cool, eh?
Wasn't this topic made specifically to quell the infinite screams of "OLD" when individual topics were made about these things? Nobody cares; if it's old, then simply don't comment on it.
I never knew it turned on debug, how odd. I did know that holding A down in the small credit clips fucks sonic up though.
I'll post an extract of Hivebrain's Sonic 1 disassembly then: Code (Text): End_LoadData: moveq #$1C,d0 bsr.w RunPLC_ROM; load ending sequence patterns jsr Hud_Base bsr.w LevelSizeLoad bsr.w DeformBgLayer bset #2,($FFFFF754).w bsr.w MainLoadBlockLoad bsr.w LoadTilesFromStart move.l #Col_GHZ,($FFFFF796).w; load collision index move #$2300,sr lea (Kos_EndFlowers).l,a0; load extra flower patterns lea ($FFFF9400).w,a1; RAM address to buffer the patterns bsr.w KosDec moveq #3,d0 bsr.w PalLoad1; load Sonic's pallet move.w #$8B,d0 bsr.w PlaySound; play ending sequence music btst #6,($FFFFF604).w; is button A pressed? beq.s End_LoadSonic; if not, branch move.b #1,($FFFFFFFA).w; enable debug mode As you can see, this is true. If button A is pressed, debug mode gets enabled.
Wow, it sure is. Why would they leave that in, though? Was it a leftover testing mechanism? A hidden easter egg for people to mess around with debug mode after beating the game? I doubt they'd overlook something like that—it's way too game-breaking.
That's not all. In one of the alcoves of Hydrocity Act 2, near the stretching black platforms IIRC, there is a double ring monitor. Presumably sloppy and rushed item editing?
Aha, really? I'll have to check that one out later. I wonder what other little objects mistakes there are like this.
I'm not sure if it's really a mistake, but there are either four triple-rings or three quadruple rings in one of the acts of Metropolis Zone in Sonic 2, though I can't remember how many rings can be seen or which act it was in.
I found this old preview of Sonic 06 out of the blue, and aside from have some screen shots of early object placement and the day/night cycle, it also seems to be describing a much better game than then they released. For example, they specifically describe the controls as being good. Kind of... weird.
Regarding the Debug mode post Final Zone in Sonic 1, in the pseudo Green Hill, does anyone know what those objects after the ring in debug mode are? They look like extremely fat flowers from EHZ on a checker background and a different pallette. Furthermore, they act and sound like a bumper from SYZ.
Aren't they the flowers that are changed when you collect all the Emeralds but just in a Checkered background?
Sonic 4 was officially released. Not speculation. Sources cited to verify: "Project Sonic" is mentioned here, on GHZ, however it was mentioned in an interview that was in an issue of the UK's Sega Saturn Magazine as a response to NiGHTS popularity over there. Also, there was this inset in Retro Gamer magazine linking Sonic World to Sonic Adventure. Anyone got said issue of Sega Saturn Magazine? If so, mind scanning it? Had I more solid sources, I'd have made a new topic for this. But hey.
Much like how Sonic Unleashed started out as Sonic Adventure 3, Sonic Adventure started out as Sonic 4, but became something else.