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  1. Here's a treat to ring in the new year - a group of video game preservationists have unveiled a long lost prototype for Sonic Heroes, offering a rare insight into the development process for Sonic's first adventure on Sony's PlayStation 2 console. Details of the build, dated 28 September 2003, were published on retro archival site Hidden Palace earlier this week. The discovery is significant because until now there has not been a lot of information about the PS2 version of the game. As it happens, Hidden Palace notes that the prototype in question highlights a lot of the technical differences that exist compared to the Gamecube and Xbox versions of Sonic Heroes. As it is pre-release code, it also includes a number of bugs and unfinished elements that differ from similarly-dated prototypes on other consoles - suggesting that Sonic Team were experiencing some additional development difficulties working with Sony's platform at the time: It is well-known that the development cycle for Sonic Heroes was particularly fraught, being the first ever third-party mainline Sonic game (and Sonic Team's first big project on a number of platforms that wasn't made by SEGA). Takashi Iizuka, then a director at the studio, pulled double duty as one of only two level designers and the sole US-based developer working on the game. He has been on record to express how much the development of this game stressed him out. For us, 20 years on, we can see the fruits of some of Iizuka-san's (and Sonic Team Japan's) sacrifice - a fascinating look back at a snapshot of one of Sonic's most colourful and unique adventures. Check out a video of the prototype in action below, from Hidden Palace, and check underneath for a list of notable changes found in the code. Notable Changes: Basic debug mode (L+R in-game). Runs at 50fps without any frameskip 50/60Hz switcher does not work, the game runs at 50Hz regardless of the setting. Uses the final title screen despite being older than the 10.8 build Subtitles lack background, and many of the subtitles are unescaped, functioning additive color blending like the Mario Kart: Double Dash! demo build. Two Player mode has XBOX HUD Elements, and black bar Massive slowdown on 2P splitscreen levels Team Chaotix uses Sonic level layouts most of the time, sometimes with functional goal rings Audio is a mix of English and Japanese voices Only the audio tracks from the E3 and TGS Builds are present (Seaside Hill, Rail Canyon, Bullet Station). Unique sound effect for score counter at end. Omega uses unfiltered voice clips. FMVs show corruption on the bottom of the screen. Various missing textures Some objects don't use special pixel processing render states. Sonic News Tips Credit: Shiny Gems Original Post Content: View full story
  2. Here's a treat to ring in the new year - a group of video game preservationists have unveiled a long lost prototype for Sonic Heroes, offering a rare insight into the development process for Sonic's first adventure on Sony's PlayStation 2 console. Details of the build, dated 28 September 2003, were published on retro archival site Hidden Palace earlier this week. The discovery is significant because until now there has not been a lot of information about the PS2 version of the game. As it happens, Hidden Palace notes that the prototype in question highlights a lot of the technical differences that exist compared to the Gamecube and Xbox versions of Sonic Heroes. As it is pre-release code, it also includes a number of bugs and unfinished elements that differ from similarly-dated prototypes on other consoles - suggesting that Sonic Team were experiencing some additional development difficulties working with Sony's platform at the time: It is well-known that the development cycle for Sonic Heroes was particularly fraught, being the first ever third-party mainline Sonic game (and Sonic Team's first big project on a number of platforms that wasn't made by SEGA). Takashi Iizuka, then a director at the studio, pulled double duty as one of only two level designers and the sole US-based developer working on the game. He has been on record to express how much the development of this game stressed him out. For us, 20 years on, we can see the fruits of some of Iizuka-san's (and Sonic Team Japan's) sacrifice - a fascinating look back at a snapshot of one of Sonic's most colourful and unique adventures. Check out a video of the prototype in action below, from Hidden Palace, and check underneath for a list of notable changes found in the code. Notable Changes: Basic debug mode (L+R in-game). Runs at 50fps without any frameskip 50/60Hz switcher does not work, the game runs at 50Hz regardless of the setting. Uses the final title screen despite being older than the 10.8 build Subtitles lack background, and many of the subtitles are unescaped, functioning additive color blending like the Mario Kart: Double Dash! demo build. Two Player mode has XBOX HUD Elements, and black bar Massive slowdown on 2P splitscreen levels Team Chaotix uses Sonic level layouts most of the time, sometimes with functional goal rings Audio is a mix of English and Japanese voices Only the audio tracks from the E3 and TGS Builds are present (Seaside Hill, Rail Canyon, Bullet Station). Unique sound effect for score counter at end. Omega uses unfiltered voice clips. FMVs show corruption on the bottom of the screen. Various missing textures Some objects don't use special pixel processing render states.
  3. This is a strange discovery, but it's interesting to see that this would've been one of the first proper crossovers of both brands. This build is dated to 2004 so it's safe to assume it could've released around 2005 or 2006? I dunno, this prototype seems early. Crash and Spyro themselves don't appear to be playable in the build though a video file was discovered as well with them viewable.
  4. A new discovery within the Sonic community has unearthed new concept art for the original Sonic the Hedgehog game on Mega Drive that features the blue blur in a band, along with a host of new characters that would have predated Miles 'Tails' Prower as the hero's sidekicks. The most interesting find was the above piece of art. The 'Sonic the Hedgehog Band' features Sonic and fellow animal characters Max, Mach, Sharps and Vector (that last one ring any bells, Chaotix fans?) rocking out, and was originally going to feature in a Sound Test screen within Sonic 1. This ultimately got canned due to space restrictions on the cartridge. Alongside this, it was also discovered that the original Sonic game was going to feature a lady character whose name translates to 'Madonna', and that Bean the Dynamite from Sonic The Fighters is actually the son of Bin from the old Master System game, Dynamite Dux. The details were found on a Japanese language Sonic secrets website which included a page on profiles for characters within the original Mega Drive games. If we come across any more details on the above, we'll be sure to let you know. What a find! Via Sonic HQ
  5. Sonic 2 Beta. The image that sparked the biggest conspiracy in the Sonic community was a picture of a level select screen that no-one had seen before, found in the Official Sonic the Hedgehog 2 Guidebook. The booklet featured whole black and white maps to all the levels to the Mega Drive classic and included every cheat possible... Of course, there was one little thing that no-one could quite figure out. In the middle of the booklet was a small colour section titled "Sonic the Hedgehog 2: The Lost Levels". The section featured screenshots of Dust Hill Zone and Hidden Palace Zone, along with many other canned Sonic 2 levels. This screenshot of the alternate title screen, with the alternate level select, was among these screenshots. And so that was that. We all left it at that - either an elaborate prank or some kind of cool nugget of information that nobody would ever uncover. But in 1998, a Sonic ROM investigator called Simon Wai vowed to search for those fabled 'Lost Levels', by inspecting every line of code within Sonic 2 ROMs, cartridges and any other form of media he could get his hands on. Thankfully, Sonic Team had kept most of the canned levels and sprites in the retail cartridge, to save time on completing the game. It was at this time that Wai had discovered leftover missing pieces hidden in the cartridge, and compiled them into a ROM for the Sonic games-playing public to try out. It is on this page that you can find out about the contents of the Sonic 2 BETA ROM, level by level. When you play the game the 'normal' way (by pressing Start), it seems that there are only four Zones to play, but by using the level select (holding A and pressing Start) we can get access to many more. Most of these stages have no sprites or backgrounds to speak of, however. Basically a big black screen with Sonic in it. But, there is one level that has been canned and has most of its sprites and backgrounds intact... Metropolis is the third Zone you encounter. Oddly, Aquatic Ruins [called Neo Green Hill Zone here] is the first level you come across, and, just like the two zones after it, there are absolutely no enemies to be found. In Aquatic Ruins there are even several places where there's no floor. One example is the beginning of the second Act, with the swinging platforms (remember that?) - well, if you fall into the water, you're as good as dead, mate. The next level after Aquatic Ruins is Casino Night, which isn't much different from the release version except for the scenery. The strangest thing is that the only boss in the entire BETA is the Emerald Hill Zone drill! And it appears... in Emerald Hill, which appears last in the BETA. Bizarre that. AND, playing the 'game' is frustrating at times as, yes you guessed it from the screenshot, Tails can LOSE you rings. Instead of cheerily bumping into enemies and just getting off lightly, his foolishness punishes you by losing all your rings. One of the mysterious levels hidden involves a level titled 'Genocide City'. When accessed however, you cannot move and the level is in no way complete at all. You just gracefully fall, as if paralysed, to your doom... until you do it again! We had an email from 'Stadium fan Elric Sullivan, to tell us what he thought about the stage... The canned level which you can freely play in Sonic 2 BETA is the Hidden Palace Zone. This level is only accessible via the level select, explained above. This level is very special to all Sonic fans, because this level has been the most talked about Sonic level ever on any game, and finally you can play this fantastic level. An interesting aspect of this level is explained in this little screenshot below. Clearly you are playing as Sonic, but it's a Tails Life icon. Could this mean that the Hidden Palace was a level only meant for Tails? Or maybe there's a much better explanation of it all. Also, you can find the Master Emerald in the Hidden Palace Zone. So, what were Sonic Team thinking at this stage? Obviously they had the Master Emerald story set up ages before Sonic 3, but maybe they held the idea back for a better storyline to link it with. Enter Knuckles... Everything is in this level, backdrops, cool effects, rings, even enemies can be found in here. In fact, the only part of the level that hasn't been completed was the very last part, a slope right at what seems to be the very end of the level. This kinda makes you wonder why Sonic Team would go out all their way to make a whole Act, then at the very last part just scrap it and leave it in the cartridge. Curious... Emerald Hill is the final Zone you come across in this ROM, and it may well have been placed at the end of the game at the time - there are strange new enemies unlike those seen in the Sonic 2 release version. And whenever you're about to hit the spikes, you'll feel glad that you have rings to protect you; because a split second later, you hear Tails lose rings nearby, then YOU hit the danger and die from it. Typical. Cheats Level Select For a Level Select, simply hold A and press START. Simple, huh? Bear in mind that most of the levels that you select are not finished, or aren't even there. When that happens, just hit Reset. Debug Mode At the Title screen quickly press C, C, C, C, Up, Down, Down, Down, Down, C, Up. A chime will will confirm the entry. Hold A and press START to access the level select and hold A and START when selecting your level. You now have debug - pause the game and press A to reset, B for slow motion and C for frame advance. Unpaused, you can press B to change Sonic into an item, C to place the selected item on the game field, and A to change your item. B returns you back to Sonic. Alternate Debug Mode At the title screen press C, C, C, Up, Down, Down, Down, Down, Up, A and START. Hold A and START when selecting your level. The controls for Debug Mode are explained above. Play at Night To play Sonic 2 BETA at night (merely darker background sprites), then hold C and press START. Screenshots
  6. Sonic Crackers was announced for the Sega 32X soon after Sonic 1 and 2 was released on the Mega Drive. It's initial WIP title was actually 'Sonic Stadium', believe it or not! Crackers featured much of the same action that you can now find in Knuckles Chaotix, which was released in 1995. It was assumed that Sonic Crackers was lost to the world, but a ROM of the prototype has surfaced and we can now tell you the odds and ends of this curious little game. The first obvious thing this demo reminds you of is Knuckles Chaotix, even though this was meant to be released years beforehand. The first player controls Sonic, who is holding a ring connected - rubber-band style - to Tails. Either the computer or a friend can control Tails, but this BETA is best played with another friend, as the computer is especially dumb here. Your goal is to reach the end of the level before the time limit hits and kills you. Well, not really kills you - more like crashes your system (don't worry, resetting will put things back to normal). At least, you might have been able to reach the end within the time limit, if the game actually let you. But as soon as you reach the goal marker (by cheating or otherwise), the game crashes anyway. Lovely. This game is really only good for sightseeing, not for playing as such. This is emphasised to the point that there are only two potential levels to play through. Yes, the screenshot above and the one before it are the only two level you can really access, and you can only access the second level via the 'Select' option on the title screen. Playing the levels can be a tricky business. Unless you're playing the second level, of course, then it's an impossible business. You have to get through the level with teamwork and co-operation. Running in a straight line with your partner is simple enough, but when it comes to disagreements, the springy coil that connects the two rings together will bounce you around like... a lemon being bounced around. You can also grab your friend and throw them up onto ledges, so that they can help you up using the coil. If you think the computer is being a little bit nobbish - or if you want to look around the level, struggle for survival or cheat to get to the end - just pause the screen and you can re-position your characters anywhere on the level. Of course, it won't do much good trying to cheat to the end unless you want to crash the game. The time stops as well, so you don't have to worry about sightseeing one minute and the game crashing the next. Go to the 'Select' screen, and you'll find that levels are set in Attractions and Fields. Attractions are the main levels, whereas if you select the 'Field' option on any world, you'll be taken to a screen like the one below. There's no point in it - Sega probably added this in as a level select, moving from level to level like in an RPG. The 'Select' screen looks pretty bland, but option screens don't make up gameplay do they, so I should shut up about that for a start. There are many worlds to choose from, each with a field, and five Attractions. Only some of the Attractions are actually playable past the title cards: most of them will just crash or screw up in some way. If you do get past the title cards of death, then all you'll find are the same two levels detailed earlier, but with different colour schemes. Doesn't seem so interesting now, does it? If you fancy an unplayable, ring-bouncy (I don't know -_-) laugh, then check this out.
  7. A new discovery within the Sonic community has unearthed new concept art for the original Sonic the Hedgehog game on Mega Drive that features the blue blur in a band, along with a host of new characters that would have predated Miles 'Tails' Prower as the hero's sidekicks. The most interesting find was the above piece of art. The 'Sonic the Hedgehog Band' features Sonic and fellow animal characters Max, Mach, Sharps and Vector (that last one ring any bells, Chaotix fans?) rocking out, and was originally going to feature in a Sound Test screen within Sonic 1. This ultimately got canned due to space restrictions on the cartridge. Alongside this, it was also discovered that the original Sonic game was going to feature a lady character whose name translates to 'Madonna', and that Bean the Dynamite from Sonic The Fighters is actually the son of Bin from the old Master System game, Dynamite Dux. The details were found on a Japanese language Sonic secrets website which included a page on profiles for characters within the original Mega Drive games. If we come across any more details on the above, we'll be sure to let you know. What a find! Via Sonic HQ View full story
  8. Sonic 2 Beta. The image that sparked the biggest conspiracy in the Sonic community was a picture of a level select screen that no-one had seen before, found in the Official Sonic the Hedgehog 2 Guidebook. The booklet featured whole black and white maps to all the levels to the Mega Drive classic and included every cheat possible... Of course, there was one little thing that no-one could quite figure out. In the middle of the booklet was a small colour section titled "Sonic the Hedgehog 2: The Lost Levels". The section featured screenshots of Dust Hill Zone and Hidden Palace Zone, along with many other canned Sonic 2 levels. This screenshot of the alternate title screen, with the alternate level select, was among these screenshots. And so that was that. We all left it at that - either an elaborate prank or some kind of cool nugget of information that nobody would ever uncover. But in 1998, a Sonic ROM investigator called Simon Wai vowed to search for those fabled 'Lost Levels', by inspecting every line of code within Sonic 2 ROMs, cartridges and any other form of media he could get his hands on. Thankfully, Sonic Team had kept most of the canned levels and sprites in the retail cartridge, to save time on completing the game. It was at this time that Wai had discovered leftover missing pieces hidden in the cartridge, and compiled them into a ROM for the Sonic games-playing public to try out. It is on this page that you can find out about the contents of the Sonic 2 BETA ROM, level by level. When you play the game the 'normal' way (by pressing Start), it seems that there are only four Zones to play, but by using the level select (holding A and pressing Start) we can get access to many more. Most of these stages have no sprites or backgrounds to speak of, however. Basically a big black screen with Sonic in it. But, there is one level that has been canned and has most of its sprites and backgrounds intact... Metropolis is the third Zone you encounter. Oddly, Aquatic Ruins [called Neo Green Hill Zone here] is the first level you come across, and, just like the two zones after it, there are absolutely no enemies to be found. In Aquatic Ruins there are even several places where there's no floor. One example is the beginning of the second Act, with the swinging platforms (remember that?) - well, if you fall into the water, you're as good as dead, mate. The next level after Aquatic Ruins is Casino Night, which isn't much different from the release version except for the scenery. The strangest thing is that the only boss in the entire BETA is the Emerald Hill Zone drill! And it appears... in Emerald Hill, which appears last in the BETA. Bizarre that. AND, playing the 'game' is frustrating at times as, yes you guessed it from the screenshot, Tails can LOSE you rings. Instead of cheerily bumping into enemies and just getting off lightly, his foolishness punishes you by losing all your rings. One of the mysterious levels hidden involves a level titled 'Genocide City'. When accessed however, you cannot move and the level is in no way complete at all. You just gracefully fall, as if paralysed, to your doom... until you do it again! We had an email from 'Stadium fan Elric Sullivan, to tell us what he thought about the stage... The canned level which you can freely play in Sonic 2 BETA is the Hidden Palace Zone. This level is only accessible via the level select, explained above. This level is very special to all Sonic fans, because this level has been the most talked about Sonic level ever on any game, and finally you can play this fantastic level. An interesting aspect of this level is explained in this little screenshot below. Clearly you are playing as Sonic, but it's a Tails Life icon. Could this mean that the Hidden Palace was a level only meant for Tails? Or maybe there's a much better explanation of it all. Also, you can find the Master Emerald in the Hidden Palace Zone. So, what were Sonic Team thinking at this stage? Obviously they had the Master Emerald story set up ages before Sonic 3, but maybe they held the idea back for a better storyline to link it with. Enter Knuckles... Everything is in this level, backdrops, cool effects, rings, even enemies can be found in here. In fact, the only part of the level that hasn't been completed was the very last part, a slope right at what seems to be the very end of the level. This kinda makes you wonder why Sonic Team would go out all their way to make a whole Act, then at the very last part just scrap it and leave it in the cartridge. Curious... Emerald Hill is the final Zone you come across in this ROM, and it may well have been placed at the end of the game at the time - there are strange new enemies unlike those seen in the Sonic 2 release version. And whenever you're about to hit the spikes, you'll feel glad that you have rings to protect you; because a split second later, you hear Tails lose rings nearby, then YOU hit the danger and die from it. Typical. Cheats Level Select For a Level Select, simply hold A and press START. Simple, huh? Bear in mind that most of the levels that you select are not finished, or aren't even there. When that happens, just hit Reset. Debug Mode At the Title screen quickly press C, C, C, C, Up, Down, Down, Down, Down, C, Up. A chime will will confirm the entry. Hold A and press START to access the level select and hold A and START when selecting your level. You now have debug - pause the game and press A to reset, B for slow motion and C for frame advance. Unpaused, you can press B to change Sonic into an item, C to place the selected item on the game field, and A to change your item. B returns you back to Sonic. Alternate Debug Mode At the title screen press C, C, C, Up, Down, Down, Down, Down, Up, A and START. Hold A and START when selecting your level. The controls for Debug Mode are explained above. Play at Night To play Sonic 2 BETA at night (merely darker background sprites), then hold C and press START. Screenshots View full story
  9. Sonic Crackers was announced for the Sega 32X soon after Sonic 1 and 2 was released on the Mega Drive. It's initial WIP title was actually 'Sonic Stadium', believe it or not! Crackers featured much of the same action that you can now find in Knuckles Chaotix, which was released in 1995. It was assumed that Sonic Crackers was lost to the world, but a ROM of the prototype has surfaced and we can now tell you the odds and ends of this curious little game. The first obvious thing this demo reminds you of is Knuckles Chaotix, even though this was meant to be released years beforehand. The first player controls Sonic, who is holding a ring connected - rubber-band style - to Tails. Either the computer or a friend can control Tails, but this BETA is best played with another friend, as the computer is especially dumb here. Your goal is to reach the end of the level before the time limit hits and kills you. Well, not really kills you - more like crashes your system (don't worry, resetting will put things back to normal). At least, you might have been able to reach the end within the time limit, if the game actually let you. But as soon as you reach the goal marker (by cheating or otherwise), the game crashes anyway. Lovely. This game is really only good for sightseeing, not for playing as such. This is emphasised to the point that there are only two potential levels to play through. Yes, the screenshot above and the one before it are the only two level you can really access, and you can only access the second level via the 'Select' option on the title screen. Playing the levels can be a tricky business. Unless you're playing the second level, of course, then it's an impossible business. You have to get through the level with teamwork and co-operation. Running in a straight line with your partner is simple enough, but when it comes to disagreements, the springy coil that connects the two rings together will bounce you around like... a lemon being bounced around. You can also grab your friend and throw them up onto ledges, so that they can help you up using the coil. If you think the computer is being a little bit nobbish - or if you want to look around the level, struggle for survival or cheat to get to the end - just pause the screen and you can re-position your characters anywhere on the level. Of course, it won't do much good trying to cheat to the end unless you want to crash the game. The time stops as well, so you don't have to worry about sightseeing one minute and the game crashing the next. Go to the 'Select' screen, and you'll find that levels are set in Attractions and Fields. Attractions are the main levels, whereas if you select the 'Field' option on any world, you'll be taken to a screen like the one below. There's no point in it - Sega probably added this in as a level select, moving from level to level like in an RPG. The 'Select' screen looks pretty bland, but option screens don't make up gameplay do they, so I should shut up about that for a start. There are many worlds to choose from, each with a field, and five Attractions. Only some of the Attractions are actually playable past the title cards: most of them will just crash or screw up in some way. If you do get past the title cards of death, then all you'll find are the same two levels detailed earlier, but with different colour schemes. Doesn't seem so interesting now, does it? If you fancy an unplayable, ring-bouncy (I don't know -_-) laugh, then check this out. View full story
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