the cutting room mirror

Unused Graphics

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This is a sub-page of Sonic Mania.

General#

Name

Artwork

Description

Beta Assets

RAW

Restored

SonicManiaSTHTitle.png
SonicManiaDiscovery.png
SonicManiatitlescreen_background.gif

SonicManiatitlescreen_early.png

Unused sprites for the title screen, using an early name of "Sonic the Hedgehog Discovery", most likely left over from the prototype shown to Sega.
Different background graphics for the title screen from the Sonic Discovery period of development, with a slightly more geometric island and a sky background that was later reused for the Pinball Bonus Stage in Encore Mode. Most interesting are the graphics of a Model 1 Genesis with a 32X and Model 1 Sega CD emitting a beam of light from the 32X's cartridge slot.

An early title screen shot featuring some of these background graphics, as well as the early Discovery logo, can be seen in a developer diary video published on the official Sonic social medias on July 19, 2018.

Demo Assets

SonicMania-DemoMenu.gif

The initial menus of early demos. Oddly, it does not have Mirage Saloon or Chemical Plant, both of which were playable at Sep. 2016 Demo and E3 2017.

SonicManiaComingSoon.png

Ending graphics from early demos, which are still present in the final version files.

Early Sonic

Sheet

GIF

SonicManiaSMET2.png

SonicManiaSMET2Gif.gif

Unfinished graphics for Sonic on the title screen, missing several shades on the spines and gloves. Interestingly, these were located as part of a PNG file, as opposed to the GIF format used by most of the game's sprite files.

Act 3 Card

SonicManiaDisplayAct3.png

Sprites for an Act 3 are in the title card graphics. Although the boss arenas of Lava Reef Zone and Titanic Monarch are considered the "Act 3" of those respective zones, the title card still refers to them as "Act 2", rendering this graphic completely unused.

Zone Letters

SonicManiaJKQVXZ.png

Because none of the Zones' names include these letters, J, K, Q, X and Z all go unused.

Old Pause Text

Sonic-Mania-PauseEN-old.gif
Sonic-Mania-SaveSelect-old.gif
Sonic-Mania-TextEN-old.gif

Early unfinished graphics of the English text, pause menu, and save select/2-player race are in Data\Sprites\UI\.

Old Pause Menu

SonicManiaOldPauseMenu.png

An early pause menu, seen in some pre-release footage.

Piloting Sprites

SonicManiaSonicPilotLookUp.gif SonicManiaTailsPilotLookUp.gif SonicManiaSonicPilotLookAhead.gif SonicManiaTailsPilotLookAhead.gif

Unused animations for Sonic and Tails looking up and looking straight ahead while piloting the Tornado, akin to Tails piloting the Tornado in Sonic 2. They both stay in their default animation cycle in the final game, akin to Sonic 3 & Knuckles.

Chibi Fly

SonicMania-MiniTails-FlyingAlt.gif SonicMania-MiniTails-FlyStopAlt.gif

Some unused sprites that were going to be used for Mini Tails holding Mini Sonic in Metallic Madness Zone Act 2. These go unused, as Sonic cannot do this in his mini form. Also, there are no sprites for Mini Sonic hanging onto something.

Metal & Amy Signposts

SonicManiaSignpostsTKMA.png

All signposts but Sonic's are labeled with the respective character's initial in the sprite sheet. There are two placeholder copies of Sonic's signpost art seemingly labeled "M" and "A". These were originally intended to be signpost sprites for Metal Sonic and Amy, however they were scrapped and eventually replaced after being told by SEGA to replace them with Mighty and Ray for the Sonic Mania Plus DLC.

PERFECT

SonicManiaHUDPerfectBonus.png

A "PERFECT" bonus graphic, used in previous games for collecting all rings in an Act or Special Stage. This graphic is found among those for both the normal and Special Stage results.

In Sonic Mania, getting all of the rings in an Act (easiest to do in Sonic and Tails' Mirage Saloon Act 1) will not give this bonus. The devs probably figured that the Acts in the game were far too large to get everything in a reasonable amount of time (or, in some cases, impossible), so they decided to eliminate and replace it with the Cool Bonus.

In the case of Special Stages, it's impossible to get every ring in any Special Stage (the closest is in Special Stage 1, but even then there's one ring floating in the air that's impossible to reach), and the Blue Spheres bonus stages don't have a results screen (the "PERFECT" graphic that shows up when collecting all rings in a Blue Spheres stage is different from this).

SPEED

SonicManiaHUDSpeedBonus.png

Another unused text graphic. Sonic Chaos changed the standard time bonus from operating on certain time thresholds to being expressed as a 1 to 999 km/h speed bonus. Something similar might have been planned here.

Or it could have gone on the HUD and shown the player's speed. Y'know. Plausible.

CactusEpilepsy.gif

The following content may induce seizures and has been hidden by default. Click to reveal: 

SonicManiaInstaShieldOld.gif SonicManiaBubbleShieldOld.gif

Early

Final

Early

Final

Early graphics for the elemental shields and the insta-shield can be found in Sprites/Global/ShieldsOld.gif.

Early

Final

These early shield graphics are traced from the original Sonic 3 sprites, but with colors changed and more detail added. The final shield sprites were redrawn from the ground up and feature a lot of additional frames.

Main Zones#

Green Hill Zone#

Name

Artwork

Description

Early Fireball

This fireball from Hill Top Zone's boss in Sonic 2 was the original graphic for the burning logs in Green Hill Zone. The final game replaces this with a more detailed burning animation and a palette that matches the Flame Shield itself. It can be seen in Polygon's GHZ Act 2 gameplay.

Totem

The unused totem pole graphics from Sonic 1, updated and still unused.

Chemical Plant Zone#

Name

Artwork

Description

Early Tails Intro

GIF Sheet

Animated

Both Sonic and Knuckles have special intros when entering Chemical Plant Zone, where a drop of purple water falls on their heads and they react to it (with Sonic's in particular being a callback to Sonic Spinball). This happens to Tails as well, however, he previously had no special animation in-game for it. From these sprites it's clear that he was always meant to have one, where he uses his tails to dry himself off.

A slightly different animation was eventually added to the game in the v1.04 update. The new spritesheet in 1.04 overwrites the unused one from earlier versions.

(Animated GIF: Trunks)

Remaster Assets

Leftover sprites from the 2013 Retro Engine remake of Sonic 2. Some animation files for objects depicted in this sheet are also present.

Studiopolis Zone#

Name

Artwork

Description

Blue Missile

Busted (Used)

Intact (Unused)

An intact version of those blue missiles that the player has to launch at Heavy Gunner. It's obvious that both sprites are the same thing, but the intact sprite is supposed to be used until the player hits it, at which point it would use the busted sprite.

Love Tester

RAW

Restored (In-game)

SonicManiaLoveTesterMain.png We're going into Sonic fandom territory now...
SonicManiaLoveTesterLights.gifSonicManiaLoveTesterMonitor.png
SonicManiaLoveTesterSonic.png
SonicManiaLoveTesterTails.png
SonicManiaLoveTesterKnuckles.png
SonicManiaLoveTesterAmy.png SonicManiaLoveTesterEggman.png
SonicManiaLoveTesterSmallHeart.gifSonicManiaLoveTesterBigHearts.png

Watch on YouTube

An unused object from Act 2, named "LoveTester" in the code. The player would have to jump into a cage to activate it.

Lights would line up along the sides of the machine.

Monitor would display one of the icons below, depending on what character the player is and what result they get.

Nice hand-drawn graphics for Sonic, Tails, and Knuckles. The first expression is neutral, the second is for winning, and the third is for losing.

Amy and Eggman icons, along with three hearts; two being small and large red ones and other being broken and purple.

The winning and losing icons depend on what character you're playing as (listed below). When winning, the red hearts would appear and you get 400 points. Losing makes the broken heart appear and doesn't give you points. Getting any other character simply gives you 100 points.

Player

Win

Lose

Sonic

Amy

Eggman

Tails

Sonic

Eggman

Knuckles

Eggman

Sonic

Using the love tester as Mighty or Ray crashes the game.

TV Monitor

RAW

Restored

SonicManiaSPZBigTV.png SonicManiaSPZ2BigTVBG.png SonicManiaSPZ2BigTVGradient.png

An unused TV monitor with a background graphic and gradient (found in SPZ2/Objects2.gif) larger than the one seen in the Weather Mobile boss arena (found in SPZ2/WeatherMobile.gif). This is defined in the file SPZ2/GreenScreen.bin. Technically, these sprites are used, but by the also-unused GreenScreen object.

Unused Boss

RAW

Restored (In-Game)

Sonic_Mania_Sega_Unused_Studiopolis_Boss.gif

Watch on YouTube

Apparently a boss very similar to Gapsule from Sonic & Knuckles was cut from Act 2, likely named the Egg Janken going by the name it's given in the game's internal object list. Its eyes would represent a game of rock-paper-scissors, likely a reference to Sega's Alex Kidd series (which relies heavily on rock-paper-scissors, typically for boss battles).

Flying Battery Zone#

Name

Artwork

Description

Big Squeeze Laser

Used

Full

The prongs of the Big Squeeze mini-boss are supposed to light up when it's charging - there are four frames of animation for it in the sprite sheet. Only the first frame is used in-game.

Chopper Head

Used

Full

The busted Chopper heads in the Big Squeeze trash pile have eight frames of animation, but only the first frame is used.

Wing Fortress Assets

SonicManiaFBZTurret.png

The turrets from Wing Fortress Zone were set to reappear here. The tip is a separate sprite and would rotate to track the player in-game.

SonicManiaFBZPanel.png SonicManiaFBZPanelSpin.gif

Another cut object from Wing Fortress. There are many wind tunnel sections in Act 2, but this object isn't in any of them.

SonicManiaFBZRetractPlatform.gif

The last cut WFZ object is the infamous retracting platform.

Large Bolt

SonicManiaLargeBolt.gif

This is a larger version of the Spider Mobile's electric bolt that generates those plasma orbs.

Early BG

SonicManiaFBZEarlyBG.png

In the tileset for Flying Battery are some clouds that look much closer to their Sonic & Knuckles counterparts. This image has been reconstructed to show what they may have looked like in-game.

Press Garden Zone#

To do:
Try and edit game files to show the original Juggle Saw and Woodrow sprites in game.

Name

Artwork

Description

Jugglesaw

Early

Final

SonicManiaJugglesawEarly.gif SonicManiaJugglesawSEarly.gif

SonicManiaJugglesawFinal.gif SonicManiaJugglesawSFinal.gif

Graphics for an earlier version of Juggle Saw are in Sprites/PSZ1/Enemies-Old.gif in v1.03. The early design doesn't have googly eyes and its legs don't move, suggesting it originally stood in place.

Woodrow

Early

Final

SonicManiaWoodrowIdleEarly.gif SonicManiaWoodrowHammerEarly.gif

SonicManiaWoodrowIdleFinal.gif SonicManiaWoodrowHammerFinal.gif

An early Woodrow design is in the same file. This version is a lot more hammer-like than the final one, which looks more like a woodpecker.
Such beautiful artistic genius!
Two placeholder images for Woodrow can be found in Sprites/PSZ2/Enemies-Temp.gif.

Raised Blocks

SonicManiaPGZUnusedRaisedBlocks.gif

While all of the alphabet blocks have raised animations ready, only A, O, and T are used.

Green Crates

SonicManiaPGZCrateGreen.png

Green versions of the silver and blue and copper crates seen throughout Act 1. Probably a good thing that these were never used - they don't contrast well with the background.

Jars

RAW

Final

For the world's largest printer What a mess

|INK ALERT; REPLACE CARTRIDGES

Big jars of cyan, magenta, and yellow ink, larger than the ones that the Splats enemies spawn from. When Tails or Knuckles enters the jar, they'll be tinted cyan/magenta/yellow. Because of the way Sonic's palette is set up, he's unaffected by the ink jars.

The graphic is supposed to combine with the jars something like this. The actual blending in-game looks better, obviously.

(Source: codenamegamma)

Splish splash, I was inking a bath.

Splash graphics for those three ink jars. Entering and exiting the jars should produce this effect, but they're conspicuously absent from the actual game.

(Source: codenamegamma)

SonicManiaPGZPaperRollerFG.gif

A high-speed ink wiper. These would presumably clean the ink off, but it doesn't seem to do anything as-is.

(Source: codenamegamma)

SP-500

Mk. I

Mk. II

Hey, the world's largest printer!

Hey, the world's largest printer II!

Big printers on rails. The first, worn-out-looking printer is in Sprites/PSZ1/Objects.gif, while the newer, shinier printer is in Sprites/PSZ1/Objects2.gif. The game lists these as "SP500" and "SP500MkII" in the code.

The first printer has an opening at the top. If the player tries to go inside normally, they're rejected and fall out the bottom. If they're covered in ink, the printer drops down and tries to put the player...somewhere. It's likely that where it would have sent the player would have depended on the color of the ink, but it doesn't look like the behavior was ever fully coded.

The second printer has a button at the top that the player has to step on to operate. The printer will pause a bit, then go from one side of the rail to the next. The printer and rail will then either go up or down, depending on the object's subtype.

The printers and their "SEGA SP-500" labeling are likely a reference to the 4 Color Plotter Printer for the SC-3000, except its product number was SP-400; the SP-500 was the Sports Pad. Oops.

(Source: codenamegamma)

SonicManiaPGZSP500Lights.png SonicManiaPGZSP500MkIILights.png

ON / OFF lights for both printers. The brighter lights are for the Mk II printer.

Acetone

SonicManiaAcetoneSprayer.png SonicManiaPGZDust.gif

This strange object is labeled as a sprayer in Sprites/PSZ1/Acetone.bin, making that thing on the right a spray of acetone. When placed, it removes any ink off the player.

Chain Plat

SonicManiaPGZChainPlat.png

An Act 1 version of the swinging platforms seen in Act 2.

Graphics for the wood chippers and wall shuriken shooters from Act 2 are also present within Act 1's assets.

Obj-Sheet

Nice cap

Within the "Objects-Temp" sheet in Act 2's folder are a bunch of placeholder graphics for what would become the level's objects and gimmickry. A lot of them are ripped straight from IceCap Zone from Sonic 3, in addition to Aquatic Ruin Zone's Eggman-face shooters from Sonic 2, which were probably adapted into the wall shuriken shooters. Interestingly, the Aquatic Ruin sprites are taken from the unused Egg Gauntlet Zone's sprite sheet from Sonic 2 2013, rather than using their original sprites.

Stardust Speedway Zone#

Name

Artwork

Description

Masks

SonicManiaSSZMasks.png

Comedy and tragedy mask constellations meant to be seen in the skies of Act 1.

Spike Crusher

SonicManiaSSZ1Crusher.png

Graphics for a Marble Garden-esque spiked crusher. Doesn't really fit in with the high-speed pace of the rest of Act 1, so it makes sense that it was never put anywhere.

Spinning Sign

SonicManiaSSZSpinningSign.png

The spinning signposts seen throughout the Sonic CD version of Stardust Speedway make no appearance here. There's a signpost object in edit mode, but it uses old graphics from the Sonic CD remaster and it isn't attached to anything.

Dirty Piles

SonicManiaSSZ1SmallDirt.png

A smaller version of the large dirt piles that the vines sprout out of.

Hotaru

SonicMania-HotaruUnused.png

A whole lot of frames for the annoying Hotaru badniks go unused, as they only ever point their bottoms directly downwards. These correspond to the original version of this enemy in Sonic CD's Stardust Speedway, which can be placed in debug mode and behaves accordingly. However, like the signpost, it still uses the old graphics from Sonic CD instead of this updated set.

Hydrocity Zone#

Name

Artwork

Description

Early Hooks

Early

Final

Early hook graphics are left in the HCZ/Objects.gif file. The early graphics have the useful hook in the foreground and the useless hook darkened in the background, while the final version changes this so they're both in the foreground but the useful hook is flipped, fatter, and green.

Mirage Saloon Zone#

Name

Artwork

Description

Pinata

Early

Final

It seems that the first design for the piñatas was of a Ball Hog, which looks similar to a design seen in early footage of Sonic 1. A more traditional star-shaped design is used in-game.

Cactinauts

SonicManiaMSZCactinautFlash.gif SonicManiaMSZCactinautSurprised.gif

The Cactinauts on the seesaws were supposed to flash like the Sols in Hill Top Zone, and have a surprised animation when they're launched in the air, but in the final game they're completely static.

Tilesets

Early

Final

The tileset used in the Mirage Saloon inter-stage cutscene for Sonic and Tails in the Switch version of Sonic Mania is an early version of the one used in the rest of the Zone. These include some major differences such as wooden quarter ramps and a barrel in place of decoration tiles, but also minor changes like the palette of the background having a darker darkest shade of blue and slightly different decorations.

Oil Ocean Zone#

Name

Artwork

Description

Booster

SonicManiaOOZBoosterH.png

A horizontal version of the booster objects that propel the player into those ball launcher things. Unused in Sonic 2, and also unused here.

Gold Switch

SonicManiaOOZHandleGold.png

An unused gold variant of the silver switches seen in Act 2.

Lava Reef Zone#

Name

Artwork

Description

Embers

SonicManiaLRZember.png

A separate foreground layer of embers, meant to fall in Lava Reef Zone. Could have given the Zone a hotter, more volcanic feeling.

Fireball

Early

Final

SonicManiaLRZ1FireballHEarly.gif SonicManiaLRZ1FireballVEarly.gif

SonicManiaLRZ1FireballHFinal.gif SonicManiaLRZ1FireballVFinal.gif

Earlier, more primitive versions of the fireballs in Act 1 were left in LRZ1/Objects.gif.

Conveyor

SonicManiaLRZ2ConveyorVert.gif SonicManiaLRZ2ConveyorPlat.png

Spiked platforms on conveyor belts, seen in Act 2 of the original Lava Reef but not in Sonic Mania. It was seemingly intended to be used; corrupted remnants of the platform conveyor can still be found in the low layer in Act 2.

Crystal

SonicManiaLRZ2BigCrystal.png

An updated version of the crystalline boulder that Knuckles chucks at Sonic and Tails in Act 2 of the original Zone. Not sure what it would have done here.

Chain Link

SonicManiaLRZChainLink.png

This giant chain link is in Heavy Rider's sprite sheet. As the Little Planet is in the background of the stage, and the following Zone is Metallic Madness, perhaps this was part of a cut exit sequence for Sonic and Tails based on the animated intro to Sonic CD? It can even be found in a BG layer, which lines up perfectly with Little Planet's location.

Super Emerald

SonicManiaSuperEmerald.gif

Active version of the Super Emeralds in Knuckles' boss area (Hidden Palace's Emerald shrine) - the final game seems to use stone relics instead. This is not taken directly from Sonic 3 & Knuckles - the graphics have been touched up a bit here, which could be seen as further proof Hyper forms were planned to return.

Editor Icons

SonicManiaLRZ2EditorIcons.png

Two icons for a stage editor can be found in LRZ2/Objects.gif. The "CVYR" graphic shows up in edit mode, but for some reason the white text isn't displayed, so it's just a black circle. The "DROP" graphic doesn't appear at all.

Metallic Madness Zone#

Name

Artwork

Description

Animated Cylynder

OH GOD, IT'S BACK!

A spinning version of the cylinders in Metallic Madness, labeled as "Barrel" in MMZ/Platform.bin. Probably for the best that the devs didn't bring back Carnival Night Zone's most infamous aspect.

Egg Reverie Zone#

This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: Try and edit game files to add Egg Reverie Zone to Stage Select.

Name

Artwork

Description

Tiles

SonicManiaERZCrystallizedGirders.png

A big chunk of tiles in the Egg Reverie tileset go unused, suggesting that the original plans for the zone might have been quite different. For instance, these support structures that hold up the platforms in the boss area are too far below the camera for the player to see.

SonicManiaERZSlopes.png

Slopes that don't show up anywhere in the stage proper, but can be seen outside the boss area.

SonicManiaERZQuarterPipes.png

There are even quarter-pipes, both normal and crystallized. Note that the normal versions of the slopes and quarter-pipes are actually just palette swaps of tiles seen in Titanic Monarch Zone.

Save Icon

SonicMania-eggreveriesaveselect.png

In Data/Sprites/UI/SaveSelectEN.gif, there's an unused Save Select icon for Egg Reverie Zone. Maybe you were originally able to start at Egg Reverie Zone instead of having to play through all of Titanic Monarch Zone, just like Doomsday Zone from Sonic 3 & Knuckles.

Sonic 1 & 2 Zones#

Scrap Brain Zone#

Artwork

Description

SonicMania-ScrapBrainUnused.png

Leftover sprites were found in the game's sprite folder, showing sprites for Scrap Brain Zone. These sprites are leftovers from Sonic 1 on iOS and Android, as the layout of the sheet is identical. It's worth noting Metallic Madness Act 1's boss is a rematch against Sonic 1's final boss, so this sheet may have been used as a reference. Working animation files for the Bomb, Ball Hog, Caterkiller, Conveyor Wheel, Eletric Orb, Flamethrower, Junction Wheel, Orbinaut, and trapdoor objects are also all present and pull sprites from this sheet.

These sprites were removed in a subsequent update.

Hidden Palace Zone#

Artwork

Description

We've come full circle.

Unaltered sprites of the remade Hidden Palace Zone from the mobile remake of Sonic 2. These may or may not have been a simple leftover; although a Hidden Palace Zone was planned to be included in Mania, it would've been an original take and not this Hidden Palace Zone. Of all of these assets, only the Jellygnite Badnik was updated, as it appears in Hydrocity Zone. Animation files for the Batbot, Jellygnite, Redz, and Segways also exist in the folder. These all exist in the HPZ folder, separate from that of the Sonic 3 Hidden Palace, which is in the LRZ3 folder.

Blue Spheres#

Name

Artwork

Description

Emerald & Super Emerald

GIF Sheet

Animated


GIF Sheet

Animated

Included in the Blue Sphere bonus stage files are sprites of the Chaos Emeralds and Super Emeralds redone for Mania with two extra frames and a different color palette. According to the sprite sheet, these emerald sprites were polished up versions of the unused classic sprites. This could've meant the Blue Spheres Minigame was meant to be reused as the Special Stage format, rather than the new Special Stage format we see in the final game. If you use an editor to place them into a stage, they function like red spheres by taking you back to the last checkpoint.

Debug Graphics

SonicManiaBSDebugNumbers.png
SonicManiaBSDebugStart.png
SonicManiaBSDebugTinySpheres.png
SonicManiaBSDebugBigSpheres.png
SonicManiaBSDebugPaintPalette.png
SonicManiaBSDebugCursor.png

Sprites meant for a stage editor. As such, they are not used in-game.

Classic Sprites

The original Blue Sphere sprites used in Sonic 3 & Knuckles are present in Objects-Classic.gif. As with other Classic object sprites, these were originally made for the Retro Engine remasters - in this case, the prior proof-of-concept remaster of Sonic 3 which would eventually be completed for Sonic Origins.

Special Stage#

Name

Artwork

Description

Escape Message

A somewhat ominous message. As revealed by Christian Whitehead, the Special Stages were supposed to end with the UFO getting angry and chasing the player down, which would presumably display this message.

HYPER

A "HYPER" graphic is present in the result graphics. Considering this and the aforementioned Super Emerald graphics, it seems the return of the Hyper form might have been planned. Strangely, a Sonic 2 variant goes unused in its remastered version.

D.A. Garden#

Name

Artwork

Description

Early UI

SonicMania-DA_Garden.gif

Graphics with buttons and screens, suggesting an interface resembling the Sega CD's actual UI (specifically the US Sega CD 1 one). The final game uses a more generic interface.

Competition Menu#

Name

Artwork

Description

Screen Modes

Graphics for stretched 3 player screen modes, and a blank 4 player screen mode are present in the game's files. These are not able to be selected, and do not appear in the decompilation here. The blank 4 player mode graphics may have been a base for other screen mode graphics.

Miscellaneous#

Name

Artwork

Description

Test Objects

Various leftover sprites from the mobile ports of Sonic 1, 2, and the failed mobile Sonic 3 pitch located in Blueprints of the game's sprites folder. The sprite sheet is based on the objects sheet for the unused Egg Gauntlet Zone boss rush level. Additionally, there is also a scaled-up springboard sprite added, possibly as a test for Studiopolis' clapperboard object.

Straight from The Taxman's keyboard-mouth:

The Blueprints thing isn't special at all really. "Blueprint Zone" was something that existed very early on while I was developing RSDKv5. We just ported a bunch of stuff from the remasters to test the tools out, and simply forgot to delete the sprite sheet when it wasn't needed anymore.

As of v1.03.0831, the folder and image file no longer exist in the data.

Dev Editor Icons

SonicManiaEditorIcons.png

A few icons for a stage editor can be found in Editor/Icons.gif. The "B" and icons similar to "BG" and the arrows can be found in Debug Mode of the Sonic Origins version of Sonic 3 & Knuckles, particularly when activated on the Special Stage results screen where it shouldn't be.