the cutting room mirror

Prototype 510

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

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

This prototype is documented on Hidden Palace.

Prototype 510, sometimes known as CD Sonic the Hedgehog after the odd word ordering on the title screen, is an early prototype of Sonic CD. Its compile date is May 10th, 1993. The prototype showcases the game when it was roughly halfway complete; all the levels are functional, although only three can be accessed without level select. There's also quite a few differences from the final, ranging from early audio to additional power-ups.

The prototype was discovered by a group of fans called Sega Extreme in Summer 2000. The original disc has since been sold, and is now lost. The 510 prototype was the earliest build of Sonic CD known to still exist until 2019, when an even earlier one was discovered.

Differences#

General#

  • The game is referred to as CD Sonic the Hedgehog, which is odd as the Japanese pronunciation does place the "CD" after the "Sonic the Hedgehog" part.

Title Screen#

v0.02/Prototype 510

Final

The title screen remains the same as it was in the v0.02 prototype, except a proper title theme plays in this build.

Graphics#

  • A 3D SEGA logo, complete with the classic "SEGA" choir, is present before the title screen is displayed. It was removed from later prototypes and the final version due to the BIOS including it.
  • Title cards have "CD SONIC THE HEDGEHOG" instead of "SONIC THE HEDGEHOG CD".
  • The HUD is the same as how it was in v0.02.
    • The lives counter is slightly higher than normal, and there are no zeros in the SCORE and RINGS counters.
    • Active time warps are not indicated on the HUD.
  • Amy looks different, having larger eyes and quills.
  • Each Round has its own unique type of flower.

v0.02

510 - v0.51

v0.70 Demo

v0.70 - Final

  • The v0.02 build used a red one with the words "You Say!," which was possibly a pun on the Japanese word "Yuusei." It may have also been a pun on the "Yuusei Sega World", which celebrated Sonic 2's release, and showed a Sonic CD demo1, the 0.02 (December 1992) demo. 510 - v0.51 both have a somewhat jollier Sonic. The final version re-drew Sonic's hand to be angled more toward his face and altered his face to make his expression look a bit more serious.

Prototype 510

Final

  • The Exit selection in the Time Attack menu has a different, more basic graphic, depicting Little Planet.

Gameplay#

  • Only the first three Rounds are playable in normal gameplay. After clearing Tidal Tempest, the game sends the player to a scrolling screen with the words "COMIN' SOON" and then back to the title screen. The "COMIN' SOON" screen is still present in the final version, but is only accessible through the level select.
  • Getting a Game Over will also play the "COMIN' SOON" screen before going back to the title screen.
  • Code is in place for saving data, but only in Time Attack mode at this point.
  • Save data made by this build uses the filename "CDSONIC0000" instead of "SONICCD__xx", and is incompatible with later protos and the final.
  • Name entry is not yet possible in Time Attack mode.
  • The camera is locked for the first couple of seconds after the title card disappears.
  • You cannot control your momentum if you jump from a roll, which is normally the case in the Genesis games. This was changed in the v0.51 prototype.
  • You can't spin into monitors.
  • Coming within range of the goal does not cancel the time warp.
  • The time warp sequence cannot be skipped by pressing Start yet.
  • The Special Stage ring appears at the end of a Zone regardless of how many rings you have collected, but it doesn't work properly yet, and entering it will not take you to the Special Stage.
  • Three additional powerups are present:
    • "S" Monitor: Sonic has increased speed and invincibility and gives the player a shield afterward. It has a red "S" symbol.
    • Blue Ring Monitor: Functions identically to the "S" Monitor Has an image of a blue ring.
    • Clock Monitor: Has an image of a clock. It stops the spinning of rings and the movement of objects aside from Sonic.

Watch on YouTube

  • Badniks are not disabled in Good Future variations.
  • Destroying both of the robot transporters in the Past does not change the future in Zone 3 to a Good Future.
  • When you progress to the next Round/Zone, the next stage's title card won't show.
  • The game-ending "I'm outer here!" Easter egg does not work properly. The camera will follow Sonic as he jumps off the stage, and he'll die from a bottomless pit, losing a life and restarting the Zone instead of causing an instant Game Over.
  • The easter egg's timer counts down while the game is paused.

Two-Player Mode#

  • Returning from the 0.02 build is a rudimentary 2 player mode. Pressing start on player 2's controller will spawn a second "virtual Sonic". Watch on YouTube
  • Dying as the original Sonic will make the "virtual Sonic" act like player 1, but with player 2's controls.The 1st player can press start to control their own "virtual Sonic". Watch on YouTube

Audio#

Music#

The music is largely identical to the final International soundtrack, although fadeouts are missing.

510 - v0.70

v1.05 Onward

  • The title screen/Time Attack music is almost completely different, with no resemblance to the final's theme.

510 - v0.51

v0.70 Onward

  • The Speed Shoes music is a different remix of "Sonic - You Can Do Anything".
  • The Special Stage theme is extended, lasting four-and-a-half minutes.
  • The Past stages all play the music from the Present, as their own tracks have not been implemented yet.
  • The Invincibility and Speed Shoes monitors do not play their respective music, rendering the Speed Shoes theme unused.
  • Pausing the game does not pause the music.

Sounds#

  • Many object sound effects are missing from the prototype.
  • The jump sound plays at a lower pitch.
  • The Super Peel-Out doesn't play any sound effects, but the Spin Dash does.
  • Destroying a Badnik plays a different sound rather than the traditional Badnik explosion sound.

v0.02 - 510

v0.51 - v0.70

  • The time warp sound is the same as the one in v0.02, and is very grating on the ears.

Opening FMV#

Prototype 510

Final

The opening video background is a layered brick background, with "SONIC" inscribed on each brick. Also under the FMV are the Japanese symbols "開発画面", which translate to "development screen". The FMV is also much closer to the original animation by Studio Junio.

  • The scene showing Little Planet chained to the ground is played in reverse.
  • The video in the prototype has a speed of 50Hz.
  • The scene showing the mountain with Robotnik's face and the attached chain has not been added yet.
  • The opening song glitches throughout, with some bugs and breaks during play.

Cheat Codes#

Level Select#

v0.02

510 - 712

v1.05 onwards

On the title screen, press Start on Controller 2 and then press Start on Controller 1. A black screen with a list of numbers and letters corresponding to various levels and events appears. Make a selection and press Start to enter it. This level select would remain unchanged until the v1.05 prototype, where it was finalized.

  • The level select now accounts for every level and uses the same layout as the final game's (including the strangely placed WARP, OPENING, COMMING, and SPEDEMO options and Palmtree Panic Zone 3's entries coming after Collision Chaos), but retains the same appearance as v0.02's.
  • The filename has been changed from SSEL__.MMD to the final's STSEL_.MMD, likely to avoid confusion with the sound test file (SOSEL_.MMD).
  • "COMMING SOON" has been shortened to "COMMING".
  • The final four entries are blank, but lead to Palmtree Panic Zone 1 when selected.

Note that you will be taken back to the title screen upon completion of the selected level or upon attempting time travel.

Debug Mode#

Press Start on Controller 2 at any time during gameplay to enable/disable Debug Mode.

Rounds#

To do:

  • Proper full level maps for each zone and time periods.
  • Rip the appearing frame for each prototype flower.
  • Palette comparisons, ala the Sonic 1 proto page.
  • These should probably be their own pages.

Used#

You can access these levels in normal play.

Palmtree Panic#

SCD510_palmtreepanic.png

Palmtree Panic has been significantly updated since v0.02, featuring new graphics for different time periods, alongside some bug-fixes.

510 - Present

510 - Past

510 - Good Future

510 - Bad Future

Final

  • The flower for this stage is more or less identical to the final. However, the flower colors are unique to each time period.
  • Sonic doesn't automatically start rolling in tunnels.
  • Amy acts differently than in the final. She will still latch on to you if you run past her, but if you stand still, she also just stands there. In the final, she latches on even if you stop.
  • Amy won't latch off you at 9'50, which can cause a softlock if you get a time over.
  • The lights in the Bad Future are green and static.
  • The first monitor is a blue ring, which was removed in the final.
  • The "clock" monitor was replaced with a ring monitor in the final, though it's in an area normally impossible to access.
  • There's also a "S" monitor that was moved to Zone 3, this was also moved to the unused room.
  • There is a section of a tunnel that appears in the final game, but not in the prototype.
  • There is a section of a trunk in a waterfall, which does not appear in the final version.
  • There's also a section of a tunnel in the final game, which is in the prototype but inaccessible.
  • In the tunnel, Sonic does not roll to enter and cannot exit through the other opening. Therefore, Sonic must enter the tunnel at top speed to exit.
  • In a secret tunnel, Sonic walks horizontally while climbing.
  • Zone 2 has no breakable walls.
  • In the Bad Future of Zone 3, if Sonic is launched by a spring at the beginning of the level, the camera loses focus and gets stuck.
  • The palm trees, star-shaped bushes, and foreground pipes in both Futures of Zone 3 haven't been updated to match the Futures of the first two Zone yet and thus retain their v0.02 designs.
  • The unused room in Zone 3 which contains a ring, clock and S monitor is empty.

Prototype 510

Final

  • The EGG-HVC-D01 has a different design: the robot is entirely gray, the feet are flat with sharp edges, and it has pincers rather than the shields from the final version. In the Bad Future, parts of the robot are red, while in the Good Future they are lilac.

Collision Chaos#

SCD510_collisionchaos.png CCZ_proto_510_teleport.gif

510 - Present

510 - Past

510 - Good Future

510 - Bad Future

Final

  • The flower for this stage doesn't animate.
  • The ground is slightly pinker.
  • The beginning of the first two Zones are different. Zone 2, for instance, has more tubes to go down.
  • At the beginning of Zone 1, Metal Sonic is able to electrocute Sonic.
  • The yellow cups do not function properly yet. They'll catch Sonic, but he won't get sucked inside and will simply freeze there, playing the last animation he was in prior to touching it, jumping or running, until he is freed. The cups won't score any points yet, either.
  • The glass bumpers don't have a breaking animation yet and won't award any points for breaking them.
  • A strange group of three spinning teleporter-like objects that don't appear in the final can be placed with Debug Mode. When Sonic jumps into one, he freezes in place and they light up, then he teleports to another object in the group.
  • After landing the final hit on the boss, you have to wait for Eggman to leave the machine and fly away before you can advance.

Tidal Tempest#

Present

Past

Good Future

Bad Future

510 - Present

510 - Past

510 - Good Future

510 - Bad Future

Final

  • The flower for this stage seems to go for a "bubble" aesthetic compared to the final's "wavy" one.

510 - v0.51

v0.70 - Final

  • For some reason, the unused drowning numbers in this build are exactly the same as the numbers seen in prerelease footage of Sonic the Hedgehog. These would be used in 0.51a.
  • The water is a different color in all time periods, and the graphics are somewhat different.
  • Spike balls appear in groups of four.
  • A ripple effect is added to the foreground. Normally, it's only present in the background.
  • There is no splashing effect when jumping in and out of water.
  • A number of objects exist that were taken out of later protos and the final, such as an elevator that's operated by standing on a switch.
  • Zone 2 Present's debug list is garbage data.
  • The waterfall at the beginning of Zone 2 doesn't animate. It's murky brown in the Present, however all of the other time periods have correct coloring.
  • Zone 2 doesn't lock the camera past the water, which lets you see the vast nothingness under the level.
  • Zone 3 is always in the Good Future regardless of whether you destroyed both robot transporters, albeit with the Bad Future music.
  • You cannot pause the game for some reason.

Unused#

You can only access these levels with the level select.

To do:
some videos would be nice.

Quartz Quadrant#

510 - Present

510 - Past

510 - Good Future

510 - Bad Future

Final

  • The flowers for this stage use an unsightly palette.
  • There are no rings.
  • A monitor showing Sonic's face can be found in the background at the very beginning of Zone 1 Good Future. This doesn't appear in the final. In both this build's Bad Future and the final version's Bad Future, there is an Eggman monitor in the same position. This Sonic monitor was restored in the 2011 rerelease of Sonic CD, appearing in Zone 3 instead. It can also be found in Zone 2 Good Future at coordinates 1328 0244.

Prototype 510

Final

  • The outdoor background in the Good Future uses a different palette. The sky is black, the mountains are darker, and the foliage is less refined.
  • All objects use the same sprites across all time periods, appear slightly different from the final, and have incorrect palettes.
  • There are buttons that were meant to control the conveyor belts, but they don't do anything.
  • Breakable walls cannot be destroyed in this build.
  • The collision is wonky in some places.
  • Zone 2 is devoid of objects in the Future, and some of the tubes don't work.
  • Zone 3 is also missing objects, and there is a string of different item monitors before the boss room.
  • The spikes that appear behind you during the boss fight have very basic sprites in both Futures.

Wacky Workbench#

Present

Past

Good Future

Bad Future

510 - Present

510 - Past

510 - Good Future

510 - Bad Future

Final

  • The flowers for this stage are the exact same as Quartz Quadrant's, just with different palettes.
  • There's a trapdoor at the start of Zone 1 Present, apart from that there's no objects.
  • All three Zones have no rings.
  • In the Present, the background has a green color scheme, while the final has more of a blue color.
  • The Past has a blue color scheme for the foreground. In the final, the foreground is bright green.
  • The Bad Future's background has a purple color scheme.
  • Tubes and tunnels do not work.
  • The electrical conduits sport an early design across all time periods, and they cannot hurt you.
  • Sonic does not curl into a ball when he bounces off the floor.
  • The angel statue in Zone 1 Past is a solid object and doesn't give you rings.
  • There is no boss in Zone 3. The capsule is present, however.
  • The Dayshift Bug from the final version occurs in this prototype, as the outdated palette slot doesn't match either. The past and present in the final version uses the prototype colors for this bug, suggesting there was a slight palette change in the bad future at some point before this prototype. The palette change here happens in the same spot as the past and the present in the final version, rather than the very beginning.

SonicCDwwzDayShiftBadFutureProto-1.png SonicCDwwzDayShiftBadFutureProto-2.png

Stardust Speedway#

Present

Past

Good Future

Bad Future

510 - Present

510 - Past

510 - Good Future

510 - Bad Future

Final

  • The flower for this stage also doesn't look great. It uses rotating colors in its variations, making it look unusual.
  • All three Zones have no objects or rings.
  • Zone 1 uses the Sonic 1 title screen palette for testing the light scrolling effects.
  • In the Present of Zone 1, the giant statue of Dr. Eggman that appears up-close in Zone 2 can be seen in the far background. It was eventually removed.
  • Parts of the foreground in the Past are blue instead of yellow.
  • The Good Future has a blue color scheme, and the background is blue and black.
  • The sky in the Bad Future constantly flashes red.
  • Zones 2 and 3 has a slightly higher starting position.
  • In Zone 3, Metal Sonic doesn't appear and the race can't start, as no objects are loaded.
  • Amy does not appear at the end of Zone 3. Instead, a capsule with a glitched palette can be found above where Amy would be.

Metallic Madness#

510 - Present

510 - Past

510 - Good Future

510 - Bad Future

Final

  • Another flower that doesn't really seem great with the palettes it's given.
  • There are no rings.
  • Badniks have incorrect palettes.
  • The Good Future's palette cycling is backwards.
  • The background in Zone 1 Past has a purple tint.
  • The first two Zones have several bottomless pits that were taken out in the final version.
  • There are several objects in this Round that were taken out of the final:
    • A trapdoor similar to the ones in Scrap Brain Zone from Sonic 1.
    • Two shifting platforms with spikes by their sides found in tight corridors.
    • A set of platforms that behave like scales. They shift according to Sonic's weight.
    • A type of crusher that has a hole underneath that comes in a row of four. They push Sonic into the ground instead of crushing him, similarly to the crushers in Wacky Workbench.
  • Collapsing platforms have different graphics.
  • Zone 2's layout has an expanded beginning, with the final layout starting at X coordinate 0840. It would be removed by the v0.70 prototype.
  • Zone 2 only has a few objects for the past and/or future, and objects past X coordinate 1000 aren't set to present only even if they don't fit with the other layouts.
  • The starting positions in Zones 2 and 3 are much higher up.
  • The conveyor belts and spinning wheels in Zone 2 don't work. There are also small variants of the spinning wheels.
  • The turntables that transfer you between background and foreground in Zone 2 are missing.
  • The shrink/growth lasers, placeable with Debug Mode, have a delay before firing each laser. In the final, they are constantly firing.
  • You can skip the "Mini Sonic" maze in the past.
  • Zone 2 is cut off in said maze, as the Goal is set for the same coordinates as this area.
  • Zone 3 features a different layout and glitched bumpers.
  • The turntable and spiked wall in Zone 3 are covered by the iron curtain.
  • The background in the final boss arena is different for both Futures.
  • Amy does not appear after defeating the final boss, and no ending sequence has been implemented yet.

Special Stages#

To do:
Layout differences

In-game

Map

The Special Stage is not yet playable, though a demo of it can be viewed by waiting on the title screen, or selecting "SPEDEMO" on the Level Select.

  • During the demo, the text "The programmer has a nap. Holdout! Programmer!" will flash on-screen repeatedly.
  • There are no UFOs to destroy yet.
  • The layout is an earlier version of Special Stage 2.
  • There are oil slicks present that were removed from the final. If they are hacked in, they don't function.

Unused Object#

There is an unused object that appears to move around in 3D space. It has no proper graphics implemented. Perhaps it's a prototype of the UFO or just a test object? There's also a set of unused sprites that would have been used for different distances away from the object. SonicCD_510_UnusedSSObjectMap.png

Watch on YouTube

Unused Maps#

In addition to that, there are also two unused Special Stage maps. There is a reference to a third one, but the data was scrapped, leaving it to use Special Stage 1's stamps and palette, and Special Stage 3's map.

Special Stage 2 Leftovers

Special Stage 3

Special Stage 4

Watch on YouTube

Watch on YouTube

Watch on YouTube

Special Stage 3 Map

Special Stage 4 Map

Special Stage 3 Stamps

Special Stage 4 Stamps

Special Stage 3 Palette

Special Stage 4 Palette

References#


  1. https://segaretro.org/Yuusei_Sega_World#Mega-CD↩︎