Sonic CD (Aug 1, 1993 prototype) This Sonic CD prototype arrived in the mail today. It's a late review copy of Sonic CD, dated about a week before the final Japanese release. It's similar to the final, but it has a few small differences here and there. Merry Christmas!
Great work Drx! Back in the day, several magazines listed the level select code as Up, Down, Down, Left, Right, B. I remember trying it and being confused why it didn't work, so I guess they must have got it from this review copy! (Although, it was like over 20 years ago, so if Up, Down, Down, Left, Right, B actually does work, then it must be my memory playing tricks on me!)
Man you need a Ko-fi or something so we can throw a few bucks your way, you've always done good by this community least we could do is buy you a beer/coffee/whatever next time you're out. Thanks allot DRX as always.
Glad to see the disk made it safely to you DRX. Was worried about that scammer getting it but you done the community another huge release. ~Demon
Thanks guys! I found something in Visual Mode (VM__.MMD): http://hiddenpalace.org/Sonic_the_Hedgehog_CD_(Aug_1,_1993_prototype)#Visual_mode_.28VM_.MMD.29 In builds 712 and 801, there are 5 patterns that are loaded into the same place in Video RAM in succession (overwriting each other). The last pattern (#5) is changed between 712 and 801, fixing the OPENNING typo. Patterns #1-#4, which presumably show the development progression of the Visual Mode are removed in the final, leaving only pattern #5. I can't make tables here so I'll paste a screenshot: The typo in 712, and the same screen in 801/Final: Edit: I also found palette differences in Quartz Quadrant: The boss in both good and bad future has a different color. The screenshots are 510 / 712 / 801 / Final. The background in Bad Future starts higher than in the final.
Found more stuff: Metallic Madness Zone Act 2 (R82B__.MMD, R82C__.MMD) The prototype has two places where Mini Sonic can fall through the wall in Metallic Madness Act 2. The final adds the following two objects which act as barriers to fix this bug: Code (Text): 0910 0710 0900 2000 1A20 0110 0900 E000 The block causing the first bug was also reinforced with collision on the top and bottom so that even if you fall into it, you won't fall through the bottom any more. The column causing the second bug was also reinforced making it entirely solid. In the prototype, it has collision holes in the top corners and it's hollow inside. Palmtree Panic Zone Act 2 (R12A/B/C/D__.MMD) A critter that jumps around in good future is removed in the final: Code (Text): 054E 028E A401 E000 801 / Final A spring and a rock that stop you were added in the final. The goal post is also moved to the right in the final. Code (Text): 26C8 02D2 9600 E000 (goal post) is replaced by Code (Text): 2628 42D8 0A0A 2000 (spring - past) 2630 42D0 0A0A C000 (spring - present, future) 2730 02C4 9600 C000 (goal post - present, future) 2738 02CB 9600 2000 (goal post - past) 27A0 02E0 1B00 E000 (rock) 801 / Final 801 / Final
They added this garbage right before release? And here I thought these elements of intentional dickbag design had to have been in mind from very early on.
Or perhaps they were fighting the "Sonic games = hold right to win" argument back in 1993. (Incidentally I did try this once - I think Emerald Hill Zone act 1 is the only classic Sonic level you can win without having to press left. Possibly act 2 if you time things correctly). Also top stuff with this release