If you go into the ROM and change the byte at 71132 to 43 (the object ID) and the word at 71139 to 6474 (the left/right tilesets), you'll get that guy in place of an arbitrary other badnik in AD1. But unfortunately, the movement routine doesn't appear to be there, as it only acts like a back-and-forth bouncing badnik that can't hurt you, so there's nothing more than the novelty of seeing a hidden badnik bouncing around. I haven't had much reason to look into object motion before so it's possible that there's just an incorrect index in the object data somewhere and the routine actually exists in some unreferenced corner of the code, but I wouldn't count on it.
Maybe the developers were as confused by it as I am. What's it going to do, roll at you? There's not even a projectile to hurl in the VRAM. It makes the blue nose cylinder dudes and springtop rollers look ferocious in comparison. Odd that they spent so much VRAM on it, twice as much as Sonic.
edit:
Sik the hedgehog, on Mar 9 2008, 08:51 PM, said:
How did you get it, looking at it working in a savestate? If so, what's its behaviour? I'm interested in it.
Go into Emukon, load up Atomic Destroyer, turn on the tile viewer and switch it to 8x16 sprites using the second palette and it pops out clear as day.
This post has been edited by Rolken: 10 March 2008 - 12:07 PM