the cutting room mirror

CENSOR Prototype

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This is a sub-page of Proto:Sonic the Hedgehog 2 (Genesis).

General Differences#

  • The ROM's header was edited to make it easier to identify in a copier, with the most notable change being that the serial code was changed to Wani Wani World's, and an additional demoscene intro was added. The download above has been modified to remove these changes, and restore the ROM to a state similar to its original one.
  • Tails is always called Miles regardless of the region.
  • The title screen and level select remain identical to previous builds, though selecting "2 PLAYER VS" sends the player to the proper 2-player level select.
  • Debug Mode is enabled by default, and can be accessed by holding A while selecting a level.
  • For some strange reason, edit mode has been disabled and only debug information appears. Use Pro Action Replay (PAR) code FFFE08:0001 to activate edit mode.
  • Path swappers are no longer visible in Debug Mode, like the final game.
  • Music now matches speed in both NTSC and PAL region releases.
  • Slope collision in this build is different compared to Beta 4, as Sonic acts like he's on flat ground when he's standing on a slope.
  • Collision is also less lenient, as Sonic is crushed in areas he can't be in the final game (e.g.: under Chemical Plant's tubes). This can present issues when going too fast through loops. Changed in Beta 5.
  • The death function is bugged somehow, as the screen no longer locks when you die. This wasn't fixed until Beta 6.
  • The infamous Sonic 1 spike behavior is still present, something that wasn't changed until Beta 5.
  • You can immediately enter a special stage when triggering the entrance from a checkpoint. Changed in Beta 5.
  • End-of-Act results have a period between "Act" and "1/2". This detail was removed in the final.

Ledge Sprite Detection#

In all zones that have ground tiles, there seems to be a problem with how it detects where Sonic is standing on the platforms. If you go near the end of a right hanging platform, Sonic will instead float and not go to his losing balance sprites. This only seems to work on right hanging ledges while the left ones are working as they do in the final build. This does not work with sprites.

CENSOR-Beta 4

Beta 5-Final

2-Player Mode#

Nearly complete, with only a few bugs left:

  • If Tails gets a shield or invincibility monitor, their respective effects won't display. The shield issue would be fixed in Beta 5, and the invincibility issue would be fixed in Beta 8.
  • Eggman monitors don't harm the players yet. This was added in Beta 6.
  • If either player gets a Time Over, the stage will reset, and then immediately go to the results screen. This sets their score, time, ring, total ring, and item box numbers to what they were the last time they hit a checkpoint - or zero, if they never hit a checkpoint. Fixed in Beta 6.
    • If Player 2 gets a Time Over in 2-Player, the game will play music track $8F, which was the Game Over track in Sonic 1 but is now the Wing Fortress theme. This is odd considering every other Game/Time Over screen properly plays track $9B. Would be fixed in Beta 6.
  • The results screen for the 2-Player Special Stages always prints Special Stage 4's text, regardless of which one you just played. This was fixed in Beta 6.
  • There's no countdown if a player passes the signpost. It would be added in Beta 6.

Super Sonic#

Super Sonic has been worked on since September 14th, but is still far from complete.

  • In previous builds the player could activate Super Sonic by placing a "?" monitor in Debug Mode, but since it has been relegated to 2-Player VS, cheats are now required. Use Pro Action Replay (PAR) code FFF65F:0001 to enable the Super Sonic palette, FFFE19:0001 to enable the Super Sonic sprites and increased jump height, and FFB02B:0006 to enable invincibility and Speed Shoes.
  • Super Sonic still lacks an underwater palette. This was partially fixed in the final game when Sonic transforms above water, but transforming underwater still causes Sonic to use the above water palette.
  • Super Sonic doesn't sparkle while going fast.
  • The increased speed and acceleration are not set during the transformation sequence, unlike later builds. This can be fixed by either getting Speed Shoes and letting them expire, or by going into water and jumping back out.
  • If Super Sonic is about to drown and then leaves the water, the invincibility music will play.

Zone Differences#

Chemical Plant Zone#

  • This is the last build to have hexagonal loops. They were changed to use fully square corners, as running on them kills Sonic.

Casino Night Zone#

  • An unreachable 10-ring monitor is present in Act 2, below the ground and near the start. It was removed in Beta 5.

Metropolis Zone#

  • Finishing Act 2 takes you directly to Sky Chase instead of Metropolis Act 3. If you use the level select to play Metropolis Act 3 and then finish it, the game will take you to Aquatic Ruin Act 1.

Special Stages#

Significantly further along than September 14th, but still incomplete.

  • Like the previous build, Special Stages take a long time to load. See the September 14th page for more info.
  • Rings were removed from the end of the stages, as they now flash rainbow due to the palette change.
  • After the first round of a Special Stage in 2-Player Mode, the "Most Rings Wins!" message changes to "Win Twice Win All!". This message was removed in Beta 5 for unknown reasons.
  • The stages have different palettes to the ones used in the final, though the palettes for Stages 1, 3, and 5 were eventually reused for Stages 2, 5, and 7 respectively. These palettes are also in Betas 4 and 5, but the stages use their final palettes from Beta 6 onwards.

CENSOR-Beta 4

Beta 6-Final

(Source: Hidden Palace, TCRF original research)

Sound Differences#

The sound driver has received major improvements from previous builds, and now music matches the speed of other regions when played on PAL consoles.

Sound C0#

Instead Sound C0 being a chiming sound like in the September 14th build, it now contains a sound intended for the slots in Casino Night Zone, although it wasn't implemented until Beta 4.

CENSOR - Beta 4

Beta 5 Onwards

Sound EF#

Sound EF ends differently. It wasn't used until Beta 5.

CENSOR - Beta 4

Beta 5 Onwards

Seems to end abrubtly

Doesn't seem to cut off at the end

Unused Objects#

The Gator badnik still has its object coding present.