Sonic 1 has quite a bit of unused code, most of which were meant for a much older version of the game: An unused routine to squish Sonic, which played the unused "warping" animations shown above. Slightly modified versions of these sprites would finally see the light of day in, A sliding sprite, similar to those used in, Spin Dash-like sprites. The staff credit sequence, continue screen, and the ending sequence have not been implemented and do not exist in the ROM in any form yet. 00000170 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 Likely used for the air bubbles found in Labyrinth Zone, as well as Scrap Brain Zone Act 3. The very last one when heading left was removed. The rotating light underneath Robotnik’s ship doesn’t flash in the prototype. A Challenge Mode, in which the player competes for high scores, their best being uploaded to an online leaderboard. Platforms float at the same time and at the same rate of speed. There are some audio glitches near the end of the 1UP sound cue. This code does not work in the Sonic Classics version. The sound sample used for the drum snare sounds different. It's also in the debug mode's object list in Green Hill Zone, much like the 2013 remake. Also known as: Baramdori Sonic (KR)Developer: It is actually fully coded and functional, and collecting it will grant you an extra life. They are all also unused in the prototype. The same demo recording seems to be used for each level presented. The level order consists of Green Hill Zone (Acts 1, 2, 3), Marble Zone (Acts 1, 2, 3), Sparkling Zone (Act 1), and Star Light Zone (Act 1). The SEGA scream is absent and isn’t present in the ROM. An unused routine to squish Sonic, which played the unused "warping" animations shown above. The statue that pours water that Sonic would normally slide down on is bigger in the prototype, And can be walked on. If Sonic falls down, he warps to the top of the level. The level contains a rolling ball hazard that goes unused in the final game. If you play the Japanese version and have a Japanese Mega Drive, or switch the region to Japanese, you can use the code C, C, C, C, C, C, Up, Down, Down, Down, Left, Right, which should make a ring noise, then when the demo starts, hold Down + A + B + C to turn the screen's background to white, making the text visible after the Sega splash screen. One of the most well-known codes in gaming history: press Up, Down, Left, Right on the title screen (three Downs if playing the JP version on a Japanese console), then hold A and press Start. Both foreground and background art is slightly different. The stage’s debug object list only contains a ring, an item box, and a broken version of the Crabmeat badnik. However, it does not recognize the path swap flags, so it cannot go around loop de loops. but goes unused in the final game among the title card sprites. 000001a0 00 00 00 00 00 07 ff ff 00 ff 00 00 00 ff ff ff ................ A chunk of grass which has no known purpose. A cross was added next to all of Star Light Zone and Act 3 of Clock Work Zone, despite Star Light Zone being accessible. A weird routine that logs the collision, suggesting it was meant for a much older version of the game. If the ball hits Sonic as it's rolling on the same platform as Sonic however, it will only push him (it doesn’t hurt to the touch). This was used in the prototype when running into a giant ring; Sonic disappears as he runs into it, and a warping noise plays. Address FF0000 is in charge of adding mirroring and collision to these tiles, creating 16x16 chunks. The prototype takes place under an open cave with light shafts. The addition of "Ring Keeper" mode, a feature from the. Note: Several unused chunks of Star Light Zone still retain the art style used in the prototype and that's because there are several unused chunks, it's possible this level has had many changes throughout its development. There are more changes if the game detects whether it is being played on a Japanese console. This causes bugs where the ball can clip Sonic through level collision. This occurs even if debug mode isn’t actually enabled. The title card for this stage reads “CLOCK ORK ZONE” instead of “CLOCK WORK ZONE”. Note: The Wii Virtual Console version of the game uses the REV00 ROM. However, a similar animation was made for Mighty's "Hammer Drop" ability in. This game has unused sounds. It is completely unknown what this was meant for.