Originally, Phantasy Star IV was to have been designed for the Sega CD system, and would have been vastly different from its final incarnation. Features like 3-D dungeons (such as those featured in the first Phantasy Star), full motion video cutscenes, voice acting, and much more were planned. Unfortunately, poor sales and lack of support for the Sega CD platform caused a change of plans midway through development. Most of these features were scrapped from the final design, and the end result was a cartridge game that bore little resemblance to the original plans. [info from Wikipedia]
Some unused items and techniques can still be found in the game’s code: we can read more info about these at PS Algo!
Feeve was used during the debugging or the making of Phantasy Star IV, as a test to see if techniques worked properly. There is really no evidence to support this, save that the technique cannot be gained by playing the game normally.
The Blood Axe, the Spiral Slasher are strange items that were made inaccessible as part of normal game play, but never actually removed.
Two planet maps, one for Motavia and one for Dezoris, are coded into the game, and can be viewed using an edited saved game. Sega simply chose to not allow players to have access to the maps.
Thanks to Klinger Bea Arthur and Robert Seddon for the contributions!
In the beta screenshots of Sonic there are some differences: title screen, the mispelled word “RING” instead of “RINGS”, Sonic that loses rings in a strange way, Sonic punching the air at the end of the level, strange things in Starlight Zone in the background and UFOs in Marble Zone. Sonic Team originally planned 5 acts a stage..with 15 stages.
Development for Sonic the Hedgehog began in April 1990, after Sega ordered its AM-8 team to develop a game featuring a mascot for the company. After choosing a hedgehog as the main character, the 15-man group changed its name to Sonic Team and started working on Sonic the Hedgehog. The main minds behind the game were character designer Naoto Ohshima, game programmer Yuji Naka and designer Hirokazu Yasuhara.
The game was originally intended to feature a sound test menu, with animated graphics based around Sonic break-dancing to the music of a “Sonic Band” consisting of Sharps Chicken (guitar), Max Monkey, (guitar), Mach Rabbit (drums), and Vector the Crocodile (keyboard/synth); Vector was later re-designed and re-used for the games Knuckles’ Chaotix and Sonic Heroes.[citation needed] The development schedule meant that the feature had to be scrapped, and Yuji Naka decided to replace the test with the “SEGA!” chant used in TV advertisements, which took up 1/8 of the 4-megabit cartridge. A text-only sound test option remained in the final game’s level select cheat menu.
[Some info from Wikipedia]
Also, Kondensaattori100 noticed some beta differences in the video below:
1.Green Hill Zone boss weapon 2.Spring.
Thanks to Zero 7, FullMetalMC, Assjerk, Parker Verboom, Youlute and Rod_Wod for the contributions!
Sonic Crackers, also known by the name in the ROM header, Sonic Studium, is an early Sonic the Hedgehog prototype game for the Sega Mega Drive/Genesis. It is believed to have been an engine test, containing essentially multiple different game engines, swapped out in realtime using code written into RAM. The game has Sonic and Tails joined together by a band of rings. This would later become the idea for Knuckles’ Chaotix for the Sega 32X.
The ROM has two “adventure” levels, one of which appears multiple times with a different palette each time, and two “field” levels. One is highly reminiscent of the Techno Tower Zone level in Knuckles’ Chaotix, the objective being to make it to the top of the screen; if this is done or three full minutes elapses on the clock, the Sonic 1 “game over” music plays and the player is brought to the first field level, featuring a clouded background and a waterfall.
The “field” levels are only half-complete; there is no collision set, and Sonic can walk anywhere on the field with impunity. If the player pauses and hits a button, the game goes to a carnival-like level reminiscent of Chaotix’ Speed Slider Zone that goes around in an infinite loop. After one minute has elapsed, the circus level ends and another “field” level begins. After the player pauses and hits another button, he or she is brought back to the Techno Tower Zone level with a different palette, four in all. – [info from Wikipedia]
ENG: This entry in the archive doesn’t have a description yet. If you want to add some info about the beta / cancelled stuff that you see in these images, just write a comment or send us an email! We’ll add your info in this page and your name in the contributors list. Thanks a lot for your help! :)
ITA: Questa pagina dell’archivio non ha ancora una descrizione. Se vuoi aggiungere delle informazioni riguardo le differenze della beta o la descrizione di un gioco cancellato, lasciaci un commento o mandaci una email! Inseriremo le tue informazioni nella pagina ed il tuo nome nella lista dei collaboratori. Grazie per il tuo aiuto! :)
The first “discovery” of this prototype was in December 1998, after a discussion in a newsgroup, Simon Wai released, with great surprise of fans, a beta version of Sonic 2, which had easily been found on a chinese website. We say “rediscovered” because in reality the cartridge already existed for some time, and the same Wai had already played it in 1992.
Yuji Naka, questioned on the issue, said that possibly the beta was stolen in 1992 in New York, ending then in clandestine Asian markets. However, the community had finally got a prototype of Sonic 2, which would make things possible to show different versions, which appeared in magazines, TV programs, commercials publications, and events of various kinds.
The early prototypes of Sonic 2 were vastly different. The Simon Wai prototype in particular featured 2 Cut Zones, Hidden Palace and Wood Zone. Wood Zone is incomplete, and ends very shortly into the level, due to a platform that you can’t pass by. It also has only 1 act that’s actually playable, while Hidden Palace Zone is pretty complete, though you still can’t complete this stage. Hidden Palace is a underground Ruby cave type stage, featuring bright gemstones and jewels. Hidden Palace is the most complete of all the cut levels. Early on, it was suggested that sonic would warp here after collected all 7 chaos emeralds, but that idea was shot down. it was also thought that Hidden Palace was going to be Exclusive to Tails, as his 1-UP Monitor Sprite was used, but this was later revealed to be just a Tile Mix-up. Other Scraped Zones included Dust Hill Zone, a Desert Zone, Genocide/Cyber City, removed possibly due to the mis-translation of Cyber. Cyber City’s stage layout was re-used as Metropolis’s Act 3. We also have Rock Zone, which was a past version of Dust Hill Zone, created during Sonic 2’s period of development where a Time Traveling Feature was in place. The Time Traveling Feature would ultimately end up as Sonic CD, which was released a year later.
[spoiler /Clicca qui per la versione in Italiano/ /Nascondi la versione in Italiano/]La prima “riscoperta” del prototipo avvenne nel dicembre 1998, quando in seguito ad una discussione in un newsgroup Simon Wai rilasciò, con grande sorpresa degli appassionati, una versione beta di sonic 2, che aveva appena trovato facilmente in un sito cinese. Diciamo “riscoperta” perchè in realtà la cartuccia esisteva già da parecchio tempo, e lo stesso Wai ci aveva già giocato nel 1992.
Yuji Naka, interrogato sulla questione, ha affermato che probabilmente la beta è stata rubata nel 92 a New York, finendo poi nei mercati clandestini asiatici. Ad ogni modo, finalmente la comunità aveva a disposizione un prototipo di Sonic 2 che avrebbe permesso di fare un po’ di ordine nelle diverse versioni dimostrative, apparse in riviste, programmi tv, spot pubblicatori, eventi di vario genere.[/spoiler]
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