the cutting room mirror

22nd June, 2011

This article has a talk page!This article has a talk page!
view on tcrf.net

To do:

  • Code unchanged from the Touch Arcade demo. Look here for more differences, as the Touch Arcade demo predated two years.
  • More differences.
  • Unused "L" and "T" icons.

This is a sub-page of Proto:Sonic the Hedgehog CD (2011).

A prototype based on the Touch Arcade demo. Found within one of the three MAC computers' drives in the Obscure Gamers lot. This build is nearly complete, as a result of 2 years' work. It even includes a playable Tails not seen in the Touch Arcade demo.

Differences#

  • The version lists as 0.0.7 according to the Retro Engine Developer Menu within the prototype.
  • The game description listed in GameConfig.bin is listed as "Sonic CD Alpha Build". However, this build is developed further than the Touch Arcade demo, making this a old leftover.
  • Almost every stage is here, though a lot of the Presentation levels are missing.
    • This renders the D.A. Garden theme unused, as D.A. Garden does not exist.
  • The entire US Soundtrack is missing, only leaving the JP Soundtrack in-tact. Code from the prototype matches this snippet from the Touch Arcade demo, only difference is that the music is now in OGG format, rather than MP3 in the earlier demo.
  • The SEGA logo is pixelated, unchanged from the Touch Arcade demo.

SonicCD-PrototypeControlScheme.pngSonicCD-MobileDPad-Proto.png

  • The unused "control" sprites are used here, while still being unused in the final game. These sprites are used in the proof-of-concept video from Touch Arcade, suggesting that either was a very old leftover, or it was unchanged from that version. When playing as Tails, the jump button's graphic does not change. An unused version of this jump button graphic can be found in ScoreScreen_t.gif, in the Special Stage sprites.
  • Desert Dazzle and Final Fever are present in the Retro Engine Developer Menu, accessible and "playable". Unfortunately, only act 1 of Desert Dazzle Present exists, while Final Fever is a barren area with nothing but a platform.
    • Interestingly, Desert Dazzle is stored as "R21A". It's the same folder that's seen in the Origins version. Past, Future and Good Future versions of the stage do not exist in the game files, so touching one of the signposts that time travel you will lead you to a black, empty void.
    • Final Fever's layout is used in the mockup for Final Fever, the only difference is that there are three rings and a checkpoint, for what would the boss area should be. The time is in Future, according to the stage file.
  • There's no save select menu, as starting the game lead you to Palmtree Panic. This is more than likely a leftover from the Touch Arcade demo.
  • In the pause screen, this graphic will show up. Tapping on it will bring you to the Retro Engine Developer Menu. This graphic is unique to this prototype.
  • Tails is implemented, but very buggy, as he's lacking some core features (swimming art, tiredness, etc.).
  • Special stages are implemented.
  • Debug Mode doesn't exist, as if you attempt to use it, it just deletes the player object.

Unused Graphics#

Unused in the final

A script icon, still unused.

A jump button for Tails. Never used as it's only Sonic's jump button. Found within ScoreScreen_t.gif.

Various SEGA logos.

A Trademark sprite.

Unique to this prototype

Another alternate, pixelated SEGA logo.