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* There are two unused cutscenes in the game: [[https://www.youtube.com/watch?v=tEwkfHkudpE one]] of Eggman berating E-102 Gamma for failing to complete Final Egg, and [[https://www.youtube.com/watch?v=11sQUywrnUw another]] of Amy below the Egg Carrier deck which was never dubbed into English.

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* There are two unused cutscenes in the game: [[https://www.youtube.com/watch?v=tEwkfHkudpE one]] of Eggman berating E-102 Gamma for failing to complete Final Egg, and [[https://www.youtube.com/watch?v=11sQUywrnUw another]] of Amy below the Egg Carrier deck before fighting ZERO which was never dubbed into English.
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* Big the Cat was supposed to have to unlock the pool area of the hotel in order to enter Emerald Coast but instead the door simply opens for him when it's time to go to that stage. To do this he would have had to complete a small puzzle where he inserts two blocks into some slots that are adjacent to the pool door. Through glitching, this can still be seen in the final game and the puzzle is fully functional (although the text for the puzzle is untranslated from Japanese).
* There are two unused cutscenes in the game: [[https://www.youtube.com/watch?v=tEwkfHkudpE one]] of Eggman berating E-102 Gamma for failing to complete Final Egg, and [[https://www.youtube.com/watch?v=11sQUywrnUw another]] of Amy below the Egg Carrier deck which was never dubbed into English.
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One of the things that ''Franchise/SonicTheHedgehog'' is known for is its wealth of DummiedOut content, to the point where entire communities are dedicated to taking the games apart and forming theories about the games' development cycles.
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* ''VideoGame/SonicAdventure'' had some details changed in localization; in the Japanese version, the title screen is brighter and static, and Sonic's feet blur at top speed like the WheelOFeet from the Mega Drive games. There's also the infamous cowgirl billboard in Casinopolis that was replaced with a generic marquee in the International version.

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* ''VideoGame/SonicAdventure'' had some details changed in localization; localization: in the Japanese version, the title screen is brighter and static, and Sonic's feet blur at top speed like the WheelOFeet from the Mega Drive games. There's also the infamous cowgirl billboard in Casinopolis that was replaced with a generic marquee in the International version.



* There are [[https://tcrf.net/Sonic_Adventure_(Dreamcast)/Unused_Audio several cut voice clips]] left over in the game data, including entire dialogue exchanges, that hint at unused mechanics.



* [[https://www.youtube.com/watch?v=q8Im0r86dKE Several lines of dialogue]] were either cut or replaced with alternate takes.

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* [[https://www.youtube.com/watch?v=q8Im0r86dKE Several lines of dialogue]] Much like in]] the first ''Adventure'', several voice clips were either cut or replaced with alternate takes.takes. Interestingly, many of those unused lines from both games were [[https://www.youtube.com/watch?v=q8Im0r86dKE reused]] for ''Anime/SonicX''.
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** [[ScrappyMechanic Sonic bounces off walls if he runs into them, and Tails loses rings for the player when hit.]]

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** [[ScrappyMechanic Sonic bounces off walls if he runs into them, and Tails loses rings for the player when hit.]]
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* There are some other unused elements and even bosses in the code, such as a scrapped and partially-functioning boss for Studiopolis.
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** Other interesting fragments of sprites from non-Sonic games in the ROM memory suggested that the development team cannibalized spare/rejected ROM chips from other games to burn their prototypes into.
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* ''VideoGame/ShadowTheHedgehog'' was found to have [[http://www.sonicretro.org/2011/03/two-test-levels-found-in-shadow-the-hedgehog/ a pair of unused maps]] buried in the code of the game, which were only found six years after the game's release using an old Renderware Graphics World Viewer. The odd design and small size of the maps suggests they were used to test the physics and were not going to be made accessible.
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** The build still has a lot of assets left over from ''Sonic 1'', including music and Green Hill's tiles plus some raw code left within.

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** The build still has a lot of assets left over from ''Sonic 1'', including music and stage music, Green Hill's tiles plus and some raw code left within.



* ''[[VideoGame/SonicTheHedgehogCD Sonic CD]]''[='=]s ending video and the D.A. Garden screen hint at a scrapped [[ShiftingSandLand desert level]]. Design and programming of this game's levels were given to individual people; this level seems to have been scrapped because [[ScheduleSlip its designer couldn't finish it on time.]]

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* ''[[VideoGame/SonicTheHedgehogCD Sonic CD]]''[='=]s ending video and the D.A. Garden screen hint at a scrapped [[ShiftingSandLand desert level]]. Design Since design and programming of this game's levels were given to individual people; people, it seems this level seems to have been was scrapped because [[ScheduleSlip its designer couldn't finish it on time.]]
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** There are three level slots for scrapped levels. Hidden Palace Zone and Wood Zone are semi-playable, but many areas can't be reached without debug mode. [[Hidden Palace https://www.youtube.com/watch?v=LZAIyzRAyug]] is about two-thirds complete, while [[http://www.youtube.com/watch?v=NWf_XmEu9cA Wood Zone]] has a garbled and very incomplete layout. The third one is a level entry for the aforementioned Dust Hill, which actually leads to Mystic Cave; because this build was sent to gaming press, Mystic Cave was often called by the former's name.

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** There are three level slots for scrapped levels. Hidden Palace Zone and Wood Zone are semi-playable, but many areas can't be reached without debug mode. [[Hidden Palace https://www.[[https://www.youtube.com/watch?v=LZAIyzRAyug]] com/watch?v=LZAIyzRAyug Hidden Palace]] is about two-thirds complete, while [[http://www.youtube.com/watch?v=NWf_XmEu9cA Wood Zone]] has a garbled and very incomplete layout. The third one is a level entry for the aforementioned Dust Hill, which actually leads to Mystic Cave; because this build was sent to gaming press, Mystic Cave was often called by the former's name.
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* Green Hill's unused wrecking ball object returns. While still unused, it can be placed in DebugMode and behave logically as an obstacle.

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* Green Hill's unused wrecking ball object returns. While still unused, has returned--while ''[[RunningGag still]]'' [[RunningGag unused]], it can be placed in DebugMode and behave logically as an obstacle.



* ''VideoGame/KnucklesChaotix'' has at least one character, dubbed [[FanNickname "Wechnia"]] by hackers, plus several items and level features cut from the final release.. ''Chaotix'' began development as ''Sonic Crackers'', an internal engine test featuring Sonic and Tails; it can be inferred that since Mighty is ultimately a spriteswap of Sonic, "Wechnia" is Tails. He was probably removed because two flying characters in ''Chaotix'' would be redundant and [[GameBreaker throw off the game balance]].

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* ''VideoGame/KnucklesChaotix'' has at least one character, dubbed [[FanNickname "Wechnia"]] by hackers, plus several items and level features cut from the final release..final. ''Chaotix'' began development as ''Sonic Crackers'', an internal engine test featuring Sonic and Tails; it can be inferred that since Mighty is ultimately a spriteswap of Sonic, "Wechnia" is Tails. He was probably removed because two flying characters in ''Chaotix'' would be redundant and [[GameBreaker throw off the game balance]].



* From test environments floating far away from normal access, to lines involving Perci, one of the [=NPCs=], still activating during one area of the game as if she was playable (even though she just stands around and gives you quests at best), ''VideoGame/SonicBoom: Rise of Lyric'' has traces of content left over from the game's TroubledProduction all over the place.

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* From test environments floating far away from normal access, to lines involving Perci, one of the [=NPCs=], still activating during one area of the game in a level as if she was playable (even though she just stands around and gives you quests at best), ''VideoGame/SonicBoom: Rise of Lyric'' has traces of content left over from bears all the game's TroubledProduction all over the place.scars of its TroubledProduction.

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[[foldercontrol]]



* Super Sonic also had text to recap the story events, like the other six characters. This ''can'' be viewed legitimately if you grab Sonic's optional upgrade in the Last Story and exit the game, but the recap [[UnwinnableByMistake freezes the game and corrupts your save file]].



* Super Sonic also had text to recap the story events, like the other six characters. This ''can'' be viewed legitimately if you grab Sonic's optional upgrade in the Last Story and exit the game, but the recap [[UnwinnableByMistake freezes the game and corrupts your save file]].

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The ''Franchise/SonicTheHedgehog'' series has enough that [[WikiRule it has]] [[http://info.sonicretro.org/ its own wiki for it.]]
* ''VideoGame/SonicTheHedgehog1'':
** The original game had its fair share of removed work, most notably the enemy "Splats the Rabbit", who never appeared without hacking, yet [[WolverinePublicity whose image got into the promotional artworks, and turned up in the comics and toy lines for it]]. There's also the checkered ball obstacle, which had its graphics reused for Robotnik's wrecking ball and was sort of brought back for use in the ''Sonic 2'' prototypes.
** Going into debug mode in the special stages in the first game, and teleporting yourself outside the maze can produce some interesting results. You will eventually run into random graphics of powerups that were never used in the final game, including a 'W' powerup, '1 zone', '2 zone', and '3 zone' powerups, and an extra life powerup, the latter of which is mentioned in the manual.
** The [=iOS=] port cleans up and adds coding for most of the game's unused objects... but they still aren't used.
** It seems that the Game Gear and Master Systems versions of the game were originally supposed to have the same levels as the Genesis/Megadrive versions, as deep within the Master Systems game code there exists [[http://www.youtube.com/watch?v=fwXkhaqrt6c an unused 8-bit rendition of the Marble Zone theme]].
* ''VideoGame/SonicTheHedgehog2'':
** Quite a few different prototypes of ''Sonic 2'' have been found. Two in particular are quite interesting: The first one discovered, the so-called Simon Wai prototype (named after the person who released the ROM to the Sonic community; he in turn found it on a Chinese ROM site) is a dump of a fairly late build that was stolen from a toy fair in New York in 1992. The second, even earlier, is the "Nick Arcade prototype", which seems to match a build used on an episode of ''Series/NickArcade'' (starring [[Series/ClarissaExplainsItAll Melissa Joan Hart]]!) There were later at least six more late-development prototypes of Sonic 2 that were discovered, all of them created between the Simon Wai Proto and the final launch version of the game.
** There are many, many unused animations for Sonic hidden in the game code. Some of these were later used to create the new spritework for ''Sonic Mania'' and most of them can be found buried in the code for the Taxman and Stealth remaster.
** Hidden Palace Zone's music can be found in the SoundTest in ''Sonic the Hedgehog 2'' and the level layout is also contained in the ROM. The sprites and collision data, however, aren't, which means that hacking to access the level produces a very garbled screen where Sonic and Tails fall and die. It also contains the palette for the further-deleted Wood Zone. However, a reimagined Hidden Palace Zone, was made available in the {{Android|Games}} and {{iOS|Games}} ports [[http://www.joystiq.com/2013/12/11/remastered-sonic-the-hedgehog-2-hits-android-ios-tomorrow-with/ after over 20 years]], courtesy of [[PromotedFanboy promoted fanboys]]. [[http://www.youtube.com/watch?v=T3pWvN731-E Here is a look]]. It uses the music that was used in the beta version, which is Mystic Cave Zone's 2 player music.
** The rerelease also dummied out [[http://info.sonicretro.org/Game_Secrets:Sonic_the_Hedgehog_2_%282013%29 another level]] designed to be a one act BossRush. A BossRush still exists in the rerelease, but it's more segmented.
** Hidden Palace Zone and Wood Zone are semi-playable in the leaked ''Sonic 2'' "Simon Wai" prototype, though many areas are inaccessible without the debug mode. The former is about [[http://www.youtube.com/watch?v=LZAIyzRAyug two-thirds complete,]] and the latter [[http://www.youtube.com/watch?v=NWf_XmEu9cA consists only of random fragments.]]
** The beta also had the blank Genocide City Zone, a planned single act zone whose map became Metropolis Zone Act 3. The story goes that one of the (Japanese) designers wanted a word that sounded "dangerous" and [[SurpriseCreepy overshot]]. Once they realized what it meant they quickly changed that name to Cyber City before time constraints led to them making it into Metropolis Act 3. They didn't have enough time to give Cyber City all its own graphics, but they didn't want to waste a perfectly good level map.
** A promotional screenshot showing a desert-themed zone baffled fans for years. In the "Simon Wai" prototype, there is a level select entry for "Dust Hill Zone," which in fact led to Mystic Cave Zone. Brenda Ross, the level's designer, confirmed its name to be "Dust Hill Zone" in an interview. She had also planned a winter-themed level [[PaletteSwap that would reuse most of its graphics]] with the cacti replaced by Christmas trees.
** Death Egg Zone contains an accidental example -- when you're fighting the Silver Sonic, Robotnik is watching from a little window in the center of the screen. Now, he has an animation to giggle evilly when you take damage, and it's all programmed in and implemented and everything, but you still won't ever see it without debug mode, because Death Egg Zone is a DroughtLevelOfDoom with no rings, so the very first time you take damage, you'll die, freezing all animations.
* ''[[VideoGame/Sonic3AndKnuckles Sonic the Hedgehog 3]]'':
** ''Sonic 3'' seemed to be ''full'' of this sort of thing - unreachable areas, half-implemented bosses, enemies which appeared in the manual but not in the game proper, etc. - until the ExpansionPack ''[[VideoGame/Sonic3AndKnuckles Sonic & Knuckles]]'' was released, and gamers were allowed to buy [[OneGameForThePriceOfTwo the second half of the game]]. There are still a few mysteries that appear in the DebugMode, though, like a surfing Sonic, and a giant cluster of red spheres which can be affected by messing with the second controller and was probably used to test the Special Stage pseudo-3D graphics. Surfing Sonic was meant for the intro, but was pretty obviously scrapped because someone on the dev team decided that Sonic going {{super|Mode}} to infiltrate the island [[RuleOfCool would be more interesting.]]
*** It also [[JustifiedTrope justifies]] the [[BagOfSpilling loss of the Chaos Emeralds]] from the last game, just as [[VideoGame/SonicTheHedgehog1 Sonic 1]] did in its GoldenEnding.
** This also works ''backwards'': When playing Launch Base Zone (the final level of ''Sonic 3'') in ''Sonic 3 & Knuckles'', the original end boss and ending sequence of ''Sonic 3'' (including the original end credits music) are omitted in favor of carrying straight on to the first level of ''Sonic & Knuckles'' instead. It's still possible to fight this boss by playing ''Sonic 3'' individually as Sonic or Tails, or by playing ''Sonic 3 & Knuckles'' as Knuckles.
** There's a Gold Chaos Emerald Special Stage, which can only be accessed via Debug Mode and is extremely difficult. You could try it by using debug, but you'll lose unless you have no eyelids. Some people think it might have been intended to be the Master Emerald, although this is rather unlikely.
* ''VideoGame/Sonic3DBlast''
** Several known prototypes of this game exist, and the fourth prototype had [[http://www.youtube.com/watch?v=rpn9Wh9ghkw an unused boss theme]] that would later show up as the normal boss theme in ''VideoGame/SonicTheHedgehog4: Episode I''.
* ''VideoGame/SegaSonicTheHedgehog'' has a nearly-complete set of unused sprites of Robotnik as he looked in the cartoons and Archie comics of the time. It's possible this sprite work was intended to be used for the Western releases, but ultimately Robotnik ended up using the same sprite artwork in all versions of the game.
* ''VideoGame/SonicAdventure'' contains an unusually large amount of unused content, second perhaps only to ''Sonic 2''.
** In late 2013, an "[=AutoDemo=]" prototype of the game was released. It comes from a very early period of development and contains a vast amount of changes. A quick summary:
*** By far, the most significant discovery was of [[http://sost.emulationzone.org/sonicadventure/beta_windy/windy1.jpg the prototype Windy Valley]], which plays ''absolutely nothing'' like the final version. Its level design features wavy terrain and open spaces which suggest that the game originally relied more on physics and exploration, similar to earlier Sonic games and other 3D games like ''VideoGame/SuperMario64''. The level was broken even in the [=AutoDemo=] itself, as it referred to pointers even older than the [=AutoDemo=], and had no data left other than the models, but the fans quickly produced a [[https://www.youtube.com/watch?v=mk56zpP9-JQ playable mod]].
*** Some of the wide-open parts of this level were cut off and used as the Egg Carrier's Chao Garden early in development. The level is also seen briefly in Amy's flashback, albeit in pre-rendered and edited form.
*** Three test levels were found. While test levels aren't uncommon, these three had various sloped structures that, again, suggested a greater reliance on weight-based physics than the final game.
*** Knuckles has many more combat-oriented animations, such as the [[https://vignette1.wikia.nocookie.net/sonic/images/b/b3/UppercutSA.jpg/revision/latest?cb=20131010230320 uppercut combo]] seen in certain promotional material.
*** Speed Highway, Emerald Coast, and the Egg Carrier have different object placement.
*** Lost World has a different snake segment and the doors that opened to different areas were originally obstacles that could crush Sonic.
*** Knuckles' Speed Highway has a strange pit in the middle of the area with a clock tower inside; also seen in some promotional screenshots.
*** The Tokyo Game Show character selection works properly, and Knuckles even has an in-game tutorial that teaches him how to glide.
*** Sonic's Light Speed Attack works differently. After charging it up, Sonic goes into a unique "ready" stance where he kneels. Then he will charge at targets one-at-a-time, with the player choosing which targets to follow. It all looks rather awkward and unfinished, and was understandably changed by the final release.
** During the Sky Chase segment, there was originally supposed to be a [[https://www.youtube.com/watch?v=Yx-5O8pH3Jw two-headed robot dragon]] that chased the Tornado. The model for the enemy still remains on the disc, and modders were able to reconstruct it to the point where it actually worked. Unfortunately it doesn't do anything other than follow you, having no programmed attack moves. However, [[http://sost.emulationzone.org/sonicadventure/dragon/dragon2.jpg pre-release screenshots]] do show it breathing fire, so presumably it could attack at some point.
** Super Sonic was also originally intended to be playable outside of the Last Story, [[http://www.youtube.com/watch?v=KyXIlPBANzY as proven by this Tikal clip.]] Similar to the classic games, the player would collect 50 rings, jump, and press the action button in midair. In the final game, pressing action in mid-air does actually have a minor effect: it cancels the spin and jump.
** The game had minor revisional differences; the original Japanese version was released in 1998, but Sonic Team had a few months to further polish the game for its International release. The title screen is brighter and static in the original Japanese version, and Sonic's feet have a unique blurring effect that resembles the WheelOFeet he has in the classic games. There is also an infamous cowgirl billboard in Casinopolis that was replaced with a generic marquee in the International version.
* ''VideoGame/SonicAdventure2''
** In Sky Rail Zone, one of the platforms near the end of the level has an invisible section on its right-hand side. It would appear that another path was originally present here, and rather than remove or even dummy out this path, Sega simply made it invisible, so that gamers were unlikely to stumble upon it and wouldn't be able to follow it very far if they did.
** Meteor Herd, one of Knuckles' levels, contains an invisible rail. Rails can only be used by Sonic and Shadow.
** Several levels have distant components, such as alternate goal rings or tiny, almost invisible platforms, that the player can see in the extreme distance, but are impossible to reach without cheat devices.
** And to add more to the dummied-out bin, there were the Knuckles and Amy chao. They were both exactly like the Tails chao in terms of immortality, that both look somewhat like their namesakes and so forth, except that unlike the Tails Chao, both the Knuckles and Amy chao had no trigger to unlock either of them (even so, the Tails Chao [[OneGameForThePriceOfTwo required]] ''[[VideoGame/PhantasyStarOnline Phantasy Star Online Ep I]]'' and ''[[VideoGame/PhantasyStarOnline II]]'' [[OldSaveBonus to unlock it and]] [[GuideDangIt couldn't be done so in-game within]] ''[[GuideDangIt Adventure]]'') and because of this they had many rumors on how to unlock them among the debates on whether or not either exists. In truth they still exist and are fully functional, but both of them can only be unlocked by using Action Replay codes. Most likely, they were meant to be available through some kind of event, similar to the Franchise/{{Pokemon}} series' Mew and Celebi. If such an event was held was previously unknown, however, Wikipedia has claimed they were downloaded to player's memory cards in an event only held [[NoExportForYou in Japan.]]
** Metal Sonic is the only character [[http://www.youtube.com/watch?v=XGt__j7JOfc in this video]] whose victory screen after the fight doesn't glitch, since the game more or less treats the 2P alternate characters as as alternate skins of Sonic and Shadow with slightly altered stats in the Battle version (They literally were plain alt skins in the original game) Metal Sonic's victory scene is done correctly because as far as the game is concerned, he's Shadow. This can be observed in other stages and bosses, making this more an example of [[{{Pun}} Dummied In]].
** [[http://www.youtube.com/watch?v=q8Im0r86dKE There were also several lines of dialogue that were either replaced by alternative audio or outright cut in the final product.]]
** In the game, [[http://www.textures-resource.com/resources/sheets/1/640.png hidden in Rouge's textures,]] is a texture of her butt. Presumably, whatever cutscene the graphic artist expected this texture to show up in was cut to keep the rating down.
** The Chao Kindergarten was originally supposed to have a [[https://tcrf.net/images/thumb/b/bc/Sa2_ChaoLibraryLevel.png/320px-Sa2_ChaoLibraryLevel.png Library]] and a Chao Playground. Cut text implies the library would have been used to create new stories for the Chao Adventure VMU game, featured on the original Dreamcast version, while the playground was [[http://info.sonicretro.org/images/9/9e/Sa2kin_cophot2.png pictured]] in one of the kindergarten photographs, but later removed from all subsequent ports. Through piecing together bits of data, fans were able to give us an idea of what it would have [[https://tcrf.net/images/thumb/7/76/SA2ChaoPlaygroundRender.png/640px-SA2ChaoPlaygroundRender.png looked like.]]
* ''VideoGame/SonicMania''
** Green Hill Zone has a fully-functional Wrecking Ball object based on the one that did nothing in the original Sonic the Hedgehog's version of Green Hill Zone. In ''Mania'', as part of a MythologyGag, you can place it in Debug Mode and it will behave logically as an obstacle.
** There are a number of interesting details and features camera-locked just outside of player view and only accessible with Debug Mode. For example, Press Garden has the word "Hello" written backwords somewhere inaccessible below the main level route, Hydrocity Act 1 has a concealed texture panel at the far top-left of the level close to the player's spawn point, and Knuckle's portion of Lava Reef Act 2 actually extends well beyond the camera lock point and reveals that it was originally planned to include the Hidden Palace Mural level segment.
** Hidden in the data files are some unused sprites and assets from the Taxman & Stealth remasters of ''Sonic'', ''Sonic 2'', and ''Sonic CD'' that were used to test the engine. There are also leftovers from the preview builds, like the COMING SOON 2017 screen from the end of a demo, original level layouts used for the teasers and previews, and even data for the original SEGA level maps for the Classic zones.
* Other
** ''VideoGame/KnucklesChaotix'' has at least one dummied out character, which the hacking community has dubbed [[FanNickname Wechnia]], and a number of items and level elements that weren't implemented in the final version of the game. This is because ''Chaotix'' was meant to be "Sonic Stadium", but somewhere along the lines developers and executives decided that the gameplay was too divergent from the previous games to keep with the idea. If you compare the sprites from the unreleased ''Sonic Stadium'' (also known as Sonic Crackers) closely, it's clear that Mighty is a sprite-edited Sonic, and actually shares moves and gameplay properties (he is the fastest character in the game, and in most games made after this one Sonic can wall jump), and "Wechnia" is Tails (he had the right palette in a rather early beta of the game, and in an even earlier version, he and Sonic both have character portraits). Tails was probably removed from the game because having two flying characters would be redundant and overly {{Game Break|er}}ing. The dummied out concept of a hub world made its way back into several later games, such as ''VideoGame/SonicBattle.'' In addition more traditional Sonic level aspects such as loop de loop platforms are found in prototype versions (albeit working improperly), but are absent in the final product (likely due to programming issues). Multiple other unused graphics are also found in the final game or its betas (such as bubble areas, implying water areas were intended at some point, and graphics of what seem to be an unused cutscene, including Super Sonic and the Tornado).
** An early version of the level music "Sunset Park 3" can be found inside the SoundTest of ''Sonic Chaos''. It was not used in that game, but was brought back for ''Triple Trouble''.
** In the UsefulNotes/GameGear version of ''Sonic 2'', the SprintShoes are clearly marked inside the manual, and yet they never appear in the game. The powerup only makes a single appearance in the Master System version of the same game, and is replaced with a box of rings in the Game Gear release. Furthermore, it was probably once intended that Tails be playable in this version of ''Sonic 2'', as careful searching reveals that Tails has extraordinarily detailed sprites for a non-playable appearance, even including his IdleAnimation.
** In ''VideoGame/SonicTheHedgehog2006'', the "Super Sonic" gem is partially in the final game, and the hacking community have found an actual transformation sequence for Sonic during gameplay. However, coding to actually allow one to ''play'' as Super Sonic isn't present.
** Super Sonic's story also had text that recapped what happened in the story, like what happens with the other six characters. In a subversion, this ''is'' possible to view if you grab Sonic's optional upgrade in the Last Story and then exit the game, but after playing said recap scene, the game freezes, [[UnwinnableByMistake forcing you to create a new save file if you want to complete the game]].
** One example from ''VideoGame/SonicTheHedgehogCD'' that many people miss is the unnamed desert level. This level shows up in the ending video and on the interactive SoundTest via a "world map" option, but since level design and programming were given to individual people, and the person in charge of this level was late in finalizing the look of the level, it was dropped late in development. There was, according to some interviews, yet another level planned for the game, but it didn't even get past concept phase. Furthermore, the PC version has all the levels contained in separate folders and one is conspicuously missing, R2, so that it goes R1, R3, R4, etc. The level is glimpsed in the ending animation, however, featuring an enemy that looks a hell of a lot like the first boss from ''Sonic the Hedgehog 2'' for the Game Gear, or rather, that game has a boss that looks like an enemy from ''Sonic CD''. This legacy was actually carried on in the downloadable remake in 2011, with [[http://www.sonicstadium.org/2011/12/unused-desert-dazzle-stage-image-found-in-new-sonic-cd-port/ an early screen of the desert level imagined into programming form found inside the games' memory]]. The reimagined "Desert Dazzle", along with a new final boss stage called "Final Fever" (itself sharing its name with the boss music for the final level, Metallic Madness, in the final version of both the original and remake) were planned as extras for the remake, but were turned down due to time restraints and SEGA's preference that the game not be altered too much from the original rendition.
** "R2" has been revealed as being modeled on Marble Zone, but extremely crude concept drawings of the zone have it resembling ''Sonic 2'''s Aquatic Ruin, but with rainbow waterfalls interspersed throughout the stonework. R2 was either dropped so early in development that it didn't warrant having a graphic on the DA Garden, or was meant to segue into the "Desert Zone," again given the graphic shown on the DA Garden. Both of these ideas were likely saved for the ''Sonic 3'' zones Marble Garden and Sandopolis.
** There are also a few alternate Twinkle Circuit tracks in ''VideoGame/SonicAdventure'' that can't be normally accessed, but may have been meant as UsefulNotes/SegaDreamcast [[DownloadableContent DLC]].
** In ''[[VideoGame/SegaSuperstars Sonic & Sega All Stars Racing]]'', the Final Fortress track descriptions talk about laser gates and a cameo that don't exist.
** In the Famicom ''VideoGame/SonicTheHedgehog'' bootleg port ''VideoGame/{{Somari}}'', the Scrap Brain Zone is dummied out. The game goes straight from Star Light Zone to the Final Zone.
** ''VideoGame/SonicGenerations'' was to feature Big the Cat in some capacity, to the point of having voiced lines, as confirmed by his voice actor. It can be speculated that he was to be the host friend for the "Speed Highway" stage (as ''VideoGame/SonicAdventure'' is his debut game) but was probably cut because he likely couldn't actually ''do'' anything in the stage, being a fisherman/power lifter in a stage with no water or physical obstacles.
** There is an unused Super Sonic bio that can be found in the game's files.
** In ''VideoGame/SonicHeroes'', Team Rose have the easiest and shortest levels in the game. However, since (as in the original ''Sonic Adventure'') they play through the same physical levels as the other characters, the entire level data for each stage still exists. Normally a wall or an impassible gap separate the end of Team Rose's levels from the the rest of the stage the other teams explore, but in two stages (Casino Park and Frog Forest) you can use a Team Blast and the subsequent speed boost to just barely clear the gaps, and continue the stages as normal. It's also possible for Team Rose to go into the ghost-filled well in Mystic Mansion, by hitting a particular switch and flying very carefully. What's interesting is that as you do so, the characters will continue to comment on things that they wouldn't even encounter playing the game normally (such as the VIP pinball room and the giant mushroom), indicating that there could be dummied out dialogue for the other stages as well.
** There are also [[http://www.youtube.com/watch?v=srBLlPB7N2Q unused voice clips]] of all the characters apparently reuniting with their team, and complaining about something being heavy. Hints at removed game mechanics?
** ''Sonic Gems Collection'', a compilation title that contained ''VideoGame/SonicTheFighters'', ''VideoGame/SonicTheHedgehogCD'', and ''VideoGame/SonicR'', had a few games that were planned to be included but were removed (not counting the US version's removal of the ''VideoGame/StreetsOfRage'' games). These games included the ''VideoGame/MonsterWorld'' Genesis games and ''Sonic Eraser'', the latter being a highly obscure puzzle game released on the Mega Modem peripheral in Japan. WordOfGod states that ''VideoGame/SegaSonicTheHedgehog'' was also considered at early stages, though eventually turned down due to the trackball controls making emulation difficult.
** ''VideoGame/SonicChronicles'' has the 5 Viral Chao. Said Chao were to be released in events, although only one was ever officially available. The rest of the Chao, excluding one, were included in the Japan release.
** From test environments floating far, far off in the sky away from anywhere you'd (normally) access, to lines involving Perci, one of the [=NPCs=], still activating during one area of the game as if she was a playable character (despite the fact that she just stands around and gives you quests at best), ''VideoGame/SonicBoom'' has traces of content left over from the troubled development of the game all over the place.

to:

The ''Franchise/SonicTheHedgehog'' series has enough that [[WikiRule it has]] [[folder:''Sonic the Hedgehog'' (1991)]]
* While not nearly as much as later games, ''[[VideoGame/SonicTheHedgehog1 Sonic the Hedgehog]]'' had its fair share of removed content; the
[[http://info.sonicretro.org/ its own wiki for it.]]
* ''VideoGame/SonicTheHedgehog1'':
** The original game had its fair share of removed work, most notably the
org/Splats Splats]] enemy "Splats the Rabbit", who never appeared without hacking, yet [[WolverinePublicity whose image got into the prominently appeared in promotional artworks, art and turned up in the comics and toy lines for it]]. merchandise]]. There's also the an unused checkered ball obstacle, which had its whose graphics were reused for Robotnik's wrecking ball the first boss and was sort of brought back showed up in some capacity for use in the ''Sonic 2'' prototypes.
** * Going into debug mode in the special stages in the first game, and teleporting yourself outside the maze can produce some interesting results. You will eventually run into soon enough reveal random graphics of for powerups that were never used in the final game, including a 'W' powerup, '1 zone', '2 zone', and '3 zone' powerups, and an extra life powerup, the latter of a 1-up, which is mentioned in the manual.
** * The [=iOS=] port cleans up and adds coding for most of the game's unused objects... objects, but they still aren't used.
** It seems that the Game Gear and Master Systems versions of the game were originally supposed to have the same levels as the Genesis/Megadrive versions, as deep within the Master Systems game code there exists * There's an [[http://www.youtube.com/watch?v=fwXkhaqrt6c an unused 8-bit rendition of the Marble Zone theme]].
* ''VideoGame/SonicTheHedgehog2'':
** Quite a few different
Zone's stage theme]] buried in the UsefulNotes/SegaMasterSystem [[ReformulatedGame version]]'s code, suggesting it shared levels with the Mega Drive version early in development.
[[/folder]]

[[folder:''Sonic the Hedgehog 2'']]
Overall, ''[[VideoGame/SonicTheHedgehog2 Sonic 2]]'' is '''legendary''' for its removed content, largely thanks to the
prototypes of ''Sonic 2'' have been found. Two in particular are quite interesting: The first one discovered, dumped on the so-called Simon Wai prototype (named after internet over the person who released the ROM to the Sonic community; he in turn found it on a Chinese ROM site) is a dump of a fairly late build that was stolen from a toy fair in New York in 1992. The second, even earlier, is the "Nick Arcade prototype", which seems to match a build used on an episode of ''Series/NickArcade'' (starring [[Series/ClarissaExplainsItAll Melissa Joan Hart]]!) There were later at least six more late-development prototypes of Sonic 2 that were discovered, all of them created between the Simon Wai Proto and the final launch version of the game.
**
years.

*
There are many, many ''many'' unused sprites and animations for Sonic hidden in the game code. Sonic. Some of these them were later used to create referenced in the new spritework for ''Sonic Mania'' ''VideoGame/SonicMania'', and most of them can be found are buried in the code for the Taxman and Stealth 2013 mobile remaster.
** Hidden Palace Zone's music can be found in the SoundTest in ''Sonic the Hedgehog 2'' * The game code has level slots intended for scrapped zones. One intended for [[TheLostWoods Wood Zone]] leads to an objectless, miscolored version of Emerald Hill Act 1, and the level other, intended for the [[UrbanLegendOfZelda infamous]] Hidden Palace, retains that level's layout is also contained in and palette, but not the ROM. The sprites and collision data, however, aren't, which means that hacking to access the level produces a very garbled screen where collision--thus Sonic and Tails just fall to their deaths.
** The latter stage plays the unused [[https://tcrf.net/images/7/74/Sonic_2_HPZ.ogg track #10]] from the SoundTest. [[https://tcrf.net/images/5/5f/StH2_Unused_Song_Masa%27s_Demo_Version.ogg Masato Nakamura's demo]], unlike all the other stage music demos, ends properly
and die. It also contains doesn't loop, suggesting it may have been intended for a cutscene of some sort.
* During
the palette for fight against the further-deleted Wood Zone. However, a reimagined Hidden Palace Silver Sonic in Death Egg Zone, was made available Dr. Eggman lurks from a little window in the {{Android|Games}} back. He has a fully implemented laughing animation for when Sonic gets hit, but since Death Egg [[DroughtLevelOfDoom has no rings to collect]], you die in one hit and {{iOS|Games}} ports [[http://www.joystiq.com/2013/12/11/remastered-sonic-the-hedgehog-2-hits-android-ios-tomorrow-with/ after over 20 years]], courtesy of [[PromotedFanboy promoted fanboys]]. [[http://www.youtube.com/watch?v=T3pWvN731-E Here all animation is a look]]. It uses the music that was used in the beta version, which is Mystic Cave Zone's 2 player music.
** The rerelease also dummied out
frozen.
*
[[http://info.sonicretro.org/Game_Secrets:Sonic_the_Hedgehog_2_%282013%29 another level]] designed to be org/images/3/3e/DesertlevelCorrectColor.JPG This promo screenshot]] showing a one act BossRush. A BossRush still exists desert zone baffled fans for years. Level designer Brenda Ross confirmed its name as [[http://info.sonicretro.org/Brenda_Ross_interview_by_Deviance_(February_2001) Dust Hill Zone]] in an interview; she'd also planned a snow level that would've [[PaletteSwap reused most of its graphics]] with the cacti replaced by Christmas trees.
* The manual for the [[ReformulatedGame 8-bit version]] clearly mentions a SprintShoes power-up, but it only appears once
in the rerelease, but it's more segmented.
UsefulNotes/SegaMasterSystem version, and is replaced with a ring box in the UsefulNotes/GameGear version.
** Tails may have been intended to be playable in this version; despite his highly-detailed spritesheet, he's non-playable.

!!Prototypes

* The '''Simon Wai prototype''' is so named after the man who released its ROM to the internet, after finding it on a Chinese ROM site. The cartridge containing it was stolen from a New York toy fair in 1992, then dumped into the internet and endlessly bootlegged by Chinese and South American pirates.
** There are three level slots for scrapped levels.
Hidden Palace Zone and Wood Zone are semi-playable in the leaked ''Sonic 2'' "Simon Wai" prototype, though semi-playable, but many areas are inaccessible can't be reached without the debug mode. The former is about [[http://www.[[Hidden Palace https://www.youtube.com/watch?v=LZAIyzRAyug com/watch?v=LZAIyzRAyug]] is about two-thirds complete,]] and the latter complete, while [[http://www.youtube.com/watch?v=NWf_XmEu9cA consists only Wood Zone]] has a garbled and very incomplete layout. The third one is a level entry for the aforementioned Dust Hill, which actually leads to Mystic Cave; because this build was sent to gaming press, Mystic Cave was often called by the former's name.
** The third one is for the [[NamesToRunAwayFromReallyFast woefully-named]] Genocide City Zone. Despite the name, though, Yuji Naka stated in the ''VideoGame/SonicJam'' strategy guide that it was meant to be a single-act industrial level to follow up Metropolis Zone. Level artist Tom Payne, [[http://info.sonicretro.org/Tom_Payne_interview_by_SageXPO_(July_30,_2009) when interviewed]], said that its layout was recycled into Metropolis Act 3, and the level itself didn't last very long in development. As for the name, [[DidNotDoTheBloodyResearch Sonic Team just didn't know English that well]], and as soon as they figured out the implications changed its name to Cyber City before it was finally scrapped.
* The '''''Series/NickArcade''''' '''prototype''' appeared in an episode
of random fragments.that show and dates even earlier than the Simon Wai build, but was found later.
** The build still has a lot of assets left over from ''Sonic 1'', including music and Green Hill's tiles plus some raw code left within.
** [[ScrappyMechanic Sonic bounces off walls if he runs into them, and Tails loses rings for the player when hit.
]]
** The beta also had the blank Genocide City Zone, a planned single act zone whose map became Metropolis Zone Act 3. The story goes that one of the (Japanese) designers wanted a word that sounded "dangerous" and [[SurpriseCreepy overshot]]. Once they realized what it meant they quickly changed that name to Cyber City before time constraints led to them making it into Metropolis Act 3. They didn't have enough time to give Cyber City all its own graphics, but they didn't want to waste a perfectly good level map.
** A promotional screenshot showing a desert-themed zone baffled fans for years. In the "Simon Wai" prototype, there is a level select entry for "Dust Hill Zone," which in fact led to Mystic Cave Zone. Brenda Ross, the level's designer, confirmed its name to be "Dust Hill Zone" in an interview. She had also planned a winter-themed level [[PaletteSwap that would reuse most of its graphics]] with the cacti replaced by Christmas trees.
** Death Egg Zone contains an accidental example -- when you're fighting the Silver Sonic, Robotnik is watching from a little window in the center of the screen. Now, he has an animation to giggle evilly when you take damage, and it's all programmed in and implemented and everything, but you still won't ever see it without debug mode, because Death Egg Zone is a DroughtLevelOfDoom with no rings, so the very first time you take damage, you'll die, freezing all animations.
[[/folder]]

[[folder:''Sonic CD'']]
* ''[[VideoGame/Sonic3AndKnuckles ''[[VideoGame/SonicTheHedgehogCD Sonic CD]]''[='=]s ending video and the Hedgehog 3]]'':
** ''Sonic 3'' seemed to be ''full''
D.A. Garden screen hint at a scrapped [[ShiftingSandLand desert level]]. Design and programming of this sort of thing - unreachable areas, half-implemented bosses, enemies which appeared in the manual but not in the game proper, etc. - until the ExpansionPack ''[[VideoGame/Sonic3AndKnuckles Sonic & Knuckles]]'' was released, and gamers game's levels were allowed given to buy [[OneGameForThePriceOfTwo the second half of the game]]. There are still a few mysteries that appear in the DebugMode, though, like a surfing Sonic, and a giant cluster of red spheres which can be affected by messing with the second controller and was probably used individual people; this level seems to test the Special Stage pseudo-3D graphics. Surfing Sonic was meant for the intro, but was pretty obviously have been scrapped because someone [[ScheduleSlip its designer couldn't finish it on the dev team decided that Sonic going {{super|Mode}} to infiltrate the island [[RuleOfCool would be more interesting.time.]]
*** It also [[JustifiedTrope justifies]] the [[BagOfSpilling loss ** [[UpdatedRerelease The 2011 remaster]] contains an EasterEgg with a [[https://www.sonicstadium.org/wp-content/uploads/2011/12/Sonic-CD-Desert-Dazzle.png mockup of the Chaos Emeralds]] desert level]]; developer Christian Whitehead said on the Sonic Retro forums that Sonic Team didn't want the rerelease to deviate too much from the last game, just as [[VideoGame/SonicTheHedgehog1 Sonic 1]] did in its GoldenEnding.
** This also works ''backwards'': When playing Launch Base Zone (the final
original version, so the level stayed in the cutting room floor. The desert level concept would eventually be revived in ''VideoGame/SonicMania''[='=]s Mirage Saloon.
* The 1996 PC version's level files skip from [=R1=] (level 1) to [=R3=]; there is no [=R2=]. [[http://info.sonicretro.org/File:SCDconcept-R2RainbowWaterfalls.jpg This extremely crude concept art]] intended for [=R2=] shows a structure much like that
of ''Sonic 3'') in ''Sonic 3 & Knuckles'', 2''[='=]s Aquatic Ruin Zone, plus rainbow waterfalls and some mountains to the original end boss and back. The ending video's second sequence of shows a ruins area, with moss and marble tiles, featuring an antlion enemy trying to catch Sonic in its pincers.
** Whitehead also shared [[http://www.christianwhitehead.com/Stuff/R2Sprites.png some enemy sprites]] left over from [=R2=], including the antlion enemy from the ending video and an incomplete boss sprite for Eggman in an unicycle.
[[/folder]]

[[folder:''Sonic the Hedgehog 3'']]
*
''Sonic 3'' (including the original end credits music) are omitted in favor seemed ''full'' of carrying straight on to the first level of ''Sonic this, with unreachable areas, half-implemented bosses, etc. The ExpansionPack ''[[VideoGame/Sonic3AndKnuckles Sonic & Knuckles'' instead. It's Knuckles]]'', released later, contained [[OneGameForThePriceOfTwo the rest of the game]]. There are still possible a few mysteries in the DebugMode, like a revolving cluster of red spheres that can be manipulated with the second controller, likely used to fight this boss by playing ''Sonic 3'' individually as test the Special Stages' graphics, and sprites for Sonic or Tails, or by playing ''Sonic 3 & Knuckles'' as Knuckles.
**
on a surfboard.
*
There's a Gold Special Stage with a gold Chaos Emerald Special Stage, which that can only be accessed via Debug Mode and is extremely difficult. You could try it by using debug, but Mode; you'll lose unless you have no eyelids. Some people think it might have been intended to be the Master Emerald, although this is rather unlikely.
* ''VideoGame/Sonic3DBlast''
** Several known prototypes
This stage's layout was recycled for ''VideoGame/SonicMania'', with rings in place of this some blue spheres.
* The full
game exist, also inverts this: when playing Launch Base Zone, ''Sonic 3''[='=]s Big Arms boss and ending sequence are omitted, and finishing the fourth prototype level goes straight to Mushroom Hill Zone instead.[[note]]Unless you're playing as Knuckles.[[/note]]
[[/folder]]

[[folder:''Sonic Adventure'']]
* ''VideoGame/SonicAdventure''
had [[http://www.some details changed in localization; in the Japanese version, the title screen is brighter and static, and Sonic's feet blur at top speed like the WheelOFeet from the Mega Drive games. There's also the infamous cowgirl billboard in Casinopolis that was replaced with a generic marquee in the International version.
* Pre-release screenshots showed a [[http://sost.emulationzone.org/sonicadventure/dragon/dragon2.jpg two-headed dragon boss]] in Sky Chase, pursuing the Tornado. Its model is still on the disc, and modders rebuilt to to a working condition; but it has no attacks programmed, so [[https://www.
youtube.com/watch?v=rpn9Wh9ghkw an com/watch?v=Yx-5O8pH3Jw all it does is follow you.]]
* [[https://www.youtube.com/watch?v=KyXIlPBANzY This
unused boss theme]] voice clip from Tikal]] suggests that would later show up as Super Sonic would've been playable outside the normal boss theme in ''VideoGame/SonicTheHedgehog4: Episode I''.
* ''VideoGame/SegaSonicTheHedgehog'' has a nearly-complete set of unused sprites of Robotnik as he looked in
Last Story, by pressing the cartoons and Archie comics of action button in mid-air with 50 rings like the time. It's possible this sprite work Mega Drive games. In the final game, pressing action in mid-air just cancels the spin jump.
* [[http://forums.sonicretro.org/index.php?showtopic=31432 A fully-scripted prototype]]
was intended to be used for the Western releases, but ultimately Robotnik ended up using the same sprite artwork discovered in all versions of the game.
* ''VideoGame/SonicAdventure'' contains an unusually large amount of unused content, second perhaps only to ''Sonic 2''.
** In late 2013, an "[=AutoDemo=]" prototype of the game was released. It comes
2013. The build dates from a very early period of development and contains a vast amount of changes. A quick summary:
*** By far,
two months before the most significant discovery was of game's Japanese release, but has content from ''much'' earlier in development.
**
[[http://sost.emulationzone.org/sonicadventure/beta_windy/windy1.jpg the prototype The early version of Windy Valley]], which plays ''absolutely nothing'' like the final version. Its level design features wavy terrain and open spaces which suggest that the game originally relied more on physics and exploration, similar to earlier Sonic games and other 3D games like ''VideoGame/SuperMario64''. The level was broken even Valley shown in the [=AutoDemo=] itself, as it referred game's Japanese unveiling]] retains most of its geometry and level design, but is missing proper textures and refers to pointers even older than the [=AutoDemo=], and had no data left other than the models, but the fans quickly produced a this build. [[https://www.youtube.com/watch?v=mk56zpP9-JQ playable mod]].
*** Some of
com/watch?v=rAEgLe6PfaU This mod]] for the wide-open parts PC version of this ''Sonic Adventure DX'' restores the level were cut off and used as using resources from the Egg Carrier's Chao Garden early in development. The level is also seen briefly in Amy's flashback, albeit in pre-rendered and edited form.
*** Three test levels were found. While test levels aren't uncommon, these three had various sloped structures that, again, suggested a greater reliance on weight-based physics than the final game.
***
[=AutoDemo=].
**
Knuckles has many more combat-oriented animations, such as unused animations for fighting combos; none were used in the [[https://vignette1.wikia.nocookie.net/sonic/images/b/b3/UppercutSA.jpg/revision/latest?cb=20131010230320 uppercut combo]] seen in certain promotional material.
*** Speed Highway, Emerald Coast, and
final or the Egg Carrier have different object placement.
***
[=AutoDemo=].
** The snake room in
Lost World has a completely different snake segment layout, and the doors that opened to different areas were originally would have been obstacles that could crush Sonic.
*** Knuckles' Speed Highway has a strange pit in [[/folder]]

[[folder:''Sonic Adventure 2'']]
* Several levels have distant, unused development leftovers, like alternate goal rings and invisible level components (like
the middle of platform in Sky Rail and the area with a clock tower inside; also seen grindrail in some promotional screenshots.
***
Meteor Herd).
*
The Tokyo Game Show character selection works properly, and Knuckles even has an and Amy chao had stats much like the Tails chao, but the former two had no unlocking triggers.[[note]]Even then, the Tails chao [[OldSaveBonus could only be unlocked through]] ''VideoGame/PhantasyStarOnline Episode I & II'', [[GuideDangIt and not in-game tutorial that teaches him how to glide.
*** Sonic's Light Speed Attack works differently. After charging it up, Sonic goes into a unique "ready" stance where he kneels. Then he will charge at targets one-at-a-time, with
through]] ''[=SA2=]''.[[/note]] [[UrbanLegendOfZelda Urban legends]] aside, those three chao were available in the player choosing which targets to follow. It all looks rather awkward and unfinished, and was understandably changed by the final release.
** During the Sky Chase segment, there was originally supposed
[[http://chao.hippotank.com/sa2b/character-chao 2001 World Hobby Fair]], to be transferred to a UsefulNotes/NintendoGameCube memory card.
*
[[https://www.youtube.com/watch?v=Yx-5O8pH3Jw two-headed robot dragon]] that chased the Tornado. The model for the enemy still remains on the disc, and modders were able to reconstruct it to the point where it actually worked. Unfortunately it doesn't do anything other than follow you, having no programmed attack moves. However, [[http://sost.emulationzone.org/sonicadventure/dragon/dragon2.jpg pre-release screenshots]] do show it breathing fire, so presumably it could attack at some point.
** Super Sonic was also originally intended to be playable outside of the Last Story, [[http://www.youtube.com/watch?v=KyXIlPBANzY as proven by this Tikal clip.]] Similar to the classic games, the player would collect 50 rings, jump, and press the action button in midair. In the final game, pressing action in mid-air does actually have a minor effect: it cancels the spin and jump.
** The game had minor revisional differences; the original Japanese version was released in 1998, but Sonic Team had a few months to further polish the game for its International release. The title screen is brighter and static in the original Japanese version, and Sonic's feet have a unique blurring effect that resembles the WheelOFeet he has in the classic games. There is also an infamous cowgirl billboard in Casinopolis that was replaced with a generic marquee in the International version.
* ''VideoGame/SonicAdventure2''
** In Sky Rail Zone, one of the platforms near the end of the level has an invisible section on its right-hand side. It would appear that another path was originally present here, and rather than remove or even dummy out this path, Sega simply made it invisible, so that gamers were unlikely to stumble upon it and wouldn't be able to follow it very far if they did.
** Meteor Herd, one of Knuckles' levels, contains an invisible rail. Rails can only be used by Sonic and Shadow.
** Several levels have distant components, such as alternate goal rings or tiny, almost invisible platforms, that the player can see in the extreme distance, but are impossible to reach without cheat devices.
** And to add more to the dummied-out bin, there were the Knuckles and Amy chao. They were both exactly like the Tails chao in terms of immortality, that both look somewhat like their namesakes and so forth, except that unlike the Tails Chao, both the Knuckles and Amy chao had no trigger to unlock either of them (even so, the Tails Chao [[OneGameForThePriceOfTwo required]] ''[[VideoGame/PhantasyStarOnline Phantasy Star Online Ep I]]'' and ''[[VideoGame/PhantasyStarOnline II]]'' [[OldSaveBonus to unlock it and]] [[GuideDangIt couldn't be done so in-game within]] ''[[GuideDangIt Adventure]]'') and because of this they had many rumors on how to unlock them among the debates on whether or not either exists. In truth they still exist and are fully functional, but both of them can only be unlocked by using Action Replay codes. Most likely, they were meant to be available through some kind of event, similar to the Franchise/{{Pokemon}} series' Mew and Celebi. If such an event was held was previously unknown, however, Wikipedia has claimed they were downloaded to player's memory cards in an event only held [[NoExportForYou in Japan.]]
** Metal Sonic is the only character [[http://www.youtube.com/watch?v=XGt__j7JOfc in this video]] whose victory screen after the fight doesn't glitch, since the game more or less treats the 2P alternate characters as as alternate skins of Sonic and Shadow with slightly altered stats in the Battle version (They literally were plain alt skins in the original game) Metal Sonic's victory scene is done correctly because as far as the game is concerned, he's Shadow. This can be observed in other stages and bosses, making this more an example of [[{{Pun}} Dummied In]].
** [[http://www.youtube.
com/watch?v=q8Im0r86dKE There were also several Several lines of dialogue that dialogue]] were either cut or replaced by alternative audio or outright cut in the final product.]]
** In the game, [[http://www.
with alternate takes.
* [[https://www.
textures-resource.com/resources/sheets/1/640.png hidden in Among Rouge's textures,]] textures is a texture one of her butt. Presumably, whatever cutscene the graphic artist expected this texture to show up in was cut butt,]] clearly unused to keep the rating down.
**
down.
*
The Chao Kindergarten was originally supposed to have would've had a [[https://tcrf.net/images/thumb/b/bc/Sa2_ChaoLibraryLevel.png/320px-Sa2_ChaoLibraryLevel.png Library]] library]] and a Chao Playground. playground. Cut text implies the library would have been used to create would've created new stories for the Dreamcast's Chao Adventure VMU game, featured on the original Dreamcast version, while the playground was is in a [[http://info.sonicretro.org/images/9/9e/Sa2kin_cophot2.png pictured]] in one of the kindergarten photographs, but later photo]] removed from all subsequent ports. Through piecing together bits of data, fans were able to give us an idea of what it would have [[https://tcrf.net/images/thumb/7/76/SA2ChaoPlaygroundRender.png/640px-SA2ChaoPlaygroundRender.png Here's what it would have looked like.]]
* ''VideoGame/SonicMania''
** Green Hill Zone has a fully-functional Wrecking Ball object based on the one that did nothing in the original
[[https://www.youtube.com/watch?v=XGt__j7JOfc In this video]], Metal Sonic the Hedgehog's version of Green Hill Zone. In ''Mania'', as part of a MythologyGag, you can place it in Debug Mode and it will behave logically as an obstacle.
** There are a number of interesting details and features camera-locked just outside of player view and only accessible with Debug Mode. For example, Press Garden has the word "Hello" written backwords somewhere inaccessible below the main level route, Hydrocity Act 1 has a concealed texture panel at the far top-left of the level close to the player's spawn point, and Knuckle's portion of Lava Reef Act 2 actually extends well beyond the camera lock point and reveals that it was originally planned to include the Hidden Palace Mural level segment.
** Hidden in the data files are some unused sprites and assets from the Taxman & Stealth remasters of ''Sonic'', ''Sonic 2'', and ''Sonic CD'' that were used to test the engine. There are also leftovers from the preview builds, like the COMING SOON 2017 screen from the end of a demo, original level layouts used for the teasers and previews, and even data for the original SEGA level maps for the Classic zones.
* Other
** ''VideoGame/KnucklesChaotix'' has at least one dummied out character, which the hacking community has dubbed [[FanNickname Wechnia]], and a number of items and level elements that weren't implemented in the final version of the game. This is because ''Chaotix'' was meant to be "Sonic Stadium", but somewhere along the lines developers and executives decided that the gameplay was too divergent from the previous games to keep with the idea. If you compare the sprites from the unreleased ''Sonic Stadium'' (also known as Sonic Crackers) closely, it's clear that Mighty is a sprite-edited Sonic, and actually shares moves and gameplay properties (he
is the fastest only character in whose victory pose doesn't glitch. The ''Battle'' [[UpdatedRerelease release]] treats the game, and in most games made after this one Sonic can wall jump), and "Wechnia" is Tails (he had the right palette in a rather early beta of the game, and in an even earlier version, he and Sonic both have character portraits). Tails was probably removed from the game because having two flying [=2P=] mode's characters would be redundant and overly {{Game Break|er}}ing. The dummied out concept of a hub world made its way back into several later games, such as ''VideoGame/SonicBattle.'' In addition more traditional Sonic level aspects such as loop de loop platforms are found in prototype versions (albeit working improperly), but are absent in the final product (likely due to programming issues). Multiple other unused graphics are also found in the final game or its betas (such as bubble areas, implying water areas were intended at some point, and graphics of what seem to be an unused cutscene, including Super Sonic and the Tornado).
** An early version of the level music "Sunset Park 3" can be found inside the SoundTest of ''Sonic Chaos''. It was not used in that game, but was brought back for ''Triple Trouble''.
** In the UsefulNotes/GameGear version of ''Sonic 2'', the SprintShoes are clearly marked inside the manual, and yet they never appear in the game. The powerup only makes a single appearance in the Master System version of the same game, and is replaced
Shadow with a box of rings in the Game Gear release. Furthermore, it was probably once intended that Tails be playable in this version of ''Sonic 2'', as careful searching reveals that Tails has extraordinarily detailed sprites for a non-playable appearance, even including his IdleAnimation.
** In ''VideoGame/SonicTheHedgehog2006'', the "Super Sonic" gem is partially in the final game, and the hacking community have found an actual transformation sequence for Sonic during gameplay. However, coding to actually allow one to ''play'' as Super Sonic isn't present.
** Super
altered stats; Metal Sonic's story also had text that recapped what happened in the story, like what happens with the other six characters. In a subversion, this ''is'' possible stats, however, are identical to view if you grab Sonic's optional upgrade in the Last Story Shadow's, and then exit the game, but after playing said recap scene, the game freezes, [[UnwinnableByMistake forcing you to create a new save file if you want to complete the game]].
** One example from ''VideoGame/SonicTheHedgehogCD'' that many people miss is the unnamed desert level. This level shows up in the ending video and on the interactive SoundTest via a "world map" option, but since level design and programming were given to individual people, and the person in charge of this level was late in finalizing the look of the level, it was dropped late in development. There was, according to some interviews, yet another level planned for the game, but it didn't even get past concept phase. Furthermore, the PC version has all the levels contained in separate folders and one is conspicuously missing, R2, so that it goes R1, R3, R4, etc. The level is glimpsed in the ending animation, however, featuring an enemy that looks a hell of a lot like the first boss from ''Sonic the Hedgehog 2'' for the Game Gear, or rather, that game has a boss that looks like an enemy from ''Sonic CD''. This legacy was actually carried on in the downloadable remake in 2011, with [[http://www.sonicstadium.org/2011/12/unused-desert-dazzle-stage-image-found-in-new-sonic-cd-port/ an early screen of the desert level imagined into programming form found inside the games' memory]]. The reimagined "Desert Dazzle", along with a new final boss stage called "Final Fever" (itself sharing its name with the boss music for the final level, Metallic Madness, in the final version of both the original and remake) were planned as extras for the remake, but were turned down due to time restraints and SEGA's preference that the game not be altered too much from the original rendition.
** "R2" has been revealed as being modeled on Marble Zone, but extremely crude concept drawings of the zone have it resembling ''Sonic 2'''s Aquatic Ruin, but with rainbow waterfalls interspersed throughout the stonework. R2 was either dropped so early in development that it didn't warrant having a graphic on the DA Garden, or was meant to segue into the "Desert Zone," again given the graphic shown on the DA Garden. Both of these ideas were likely saved for the ''Sonic 3'' zones Marble Garden and Sandopolis.
** There are also a few alternate Twinkle Circuit tracks in ''VideoGame/SonicAdventure'' that can't be normally accessed, but may have been meant as UsefulNotes/SegaDreamcast [[DownloadableContent DLC]].
** In ''[[VideoGame/SegaSuperstars Sonic & Sega All Stars Racing]]'', the Final Fortress track descriptions talk about laser gates and a cameo that don't exist.
** In the Famicom ''VideoGame/SonicTheHedgehog'' bootleg port ''VideoGame/{{Somari}}'', the Scrap Brain Zone is dummied out. The game goes straight from Star Light Zone to the Final Zone.
** ''VideoGame/SonicGenerations'' was to feature Big the Cat in some capacity, to the point of having voiced lines, as confirmed by his voice actor. It can be speculated that he was to be the host friend for the "Speed Highway" stage (as ''VideoGame/SonicAdventure'' is his debut game) but was probably cut because he likely couldn't actually ''do'' anything in the stage, being a fisherman/power lifter in a stage with no water or physical obstacles.
** There is an unused Super Sonic bio that can be found in the game's files.
** In ''VideoGame/SonicHeroes'',
code doesn't differentiate between them.
[[/folder]]

[[folder:''Sonic Heroes'']]
*
Team Rose have the easiest and shortest levels in the game. However, game, but since (as in the original ''Sonic Adventure'') they play through the same physical levels as the other characters, the entire level data for each stage still exists. Normally a wall or an impassible gap separate the end of Team Rose's levels from the the rest of the stage the other teams explore, teams' paths, but in two stages (Casino Casino Park and Frog Forest) Forest, you can use a Team Blast and the subsequent speed boost to just barely clear the gaps, and continue the stages as normal. It's also possible for Team Rose to can also go into the ghost-filled well in Mystic Mansion, by hitting a particular switch and flying very carefully. What's interesting is that as you do so, Interestingly, the characters will continue to comment on things that have dialogue for level elements they wouldn't even don't normally encounter playing the game normally (such as (like the VIP pinball room and the giant mushroom), indicating that there could be dummied out dialogue for the other stages as well.
mushroom).
** There are also [[http://www.youtube.com/watch?v=srBLlPB7N2Q several unused voice clips]] of all hinting at removed gameplay mechanics.
[[/folder]]

[[folder:''Sonic
the Hedgehog'' (2006)]]
* There's a half-implemented "Rainbow Gem" in the game's code, and hackers have found a fully-animated transformation for Super Sonic. There's no coding to actually ''play'' as him, though.
* Super Sonic also had text to recap the story events, like the other six characters. This ''can'' be viewed legitimately if you grab Sonic's optional upgrade in the Last Story and exit the game, but the recap [[UnwinnableByMistake freezes the game and corrupts your save file]].
[[/folder]]


[[folder:''Sonic Generations'']]
* Big the Cat was slated to appear in the game, with voice actors listed in the end credits. He was likely the host friend for Speed Highway, cut because he had nothing to do in the stage--being a fisherman and power lifter in a stage with no water or physical obstacles.
* The game files contain an unused bio for Super Sonic.
[[/folder]]

[[folder:''Sonic Mania'']]
* Green Hill's unused wrecking ball object returns. While still unused, it can be placed in DebugMode and behave logically as an obstacle.
* Several levels have details and features obscured by the camera, only accessible with DebugMode: Press Garden has the word "Hello" backwards somewhere below the main path, Hydrocity Act 1 has a texture panel hidden at the far top-left, close to the player's spawn, and Knuckles's portion of Lava Reef Act 2 goes well beyond the camera's locking point, well into the Hidden Palace mural.
* Hidden in the data files are some unused sprites and assets from the mobile remasters of ''Sonic 1'', ''2'', and ''CD'' used to test the engine. There are also leftovers from the preview builds, like the "coming soon" screen from the end of a public demo, original level layouts used for the teasers and previews, and even SEGA's original level map data for the legacy zones.
[[/folder]]

[[folder:Other games]]
* An early version of Sunset Park Act 3's music is in ''VideoGame/SonicChaos''[='=]s SoundTest. While not used in-game, it returned for ''VideoGame/SonicTripleTrouble''.
* ''VideoGame/KnucklesChaotix'' has at least one character, dubbed [[FanNickname "Wechnia"]] by hackers, plus several items and level features cut from the final release.. ''Chaotix'' began development as ''Sonic Crackers'', an internal engine test featuring Sonic and Tails; it can be inferred that since Mighty is ultimately a spriteswap of Sonic, "Wechnia" is Tails. He was probably removed because two flying
characters apparently reuniting with their team, and complaining about something being heavy. Hints at in ''Chaotix'' would be redundant and [[GameBreaker throw off the game balance]].
** More traditional ''Sonic'' level elements like loop-de-loops can be found in prototypes, but aren't in the final, likely due to programming issues. The final also has many unused graphics, including sprites for a possible
removed game mechanics?
**
cutscene with Super Sonic and the Tornado.
* In ''[[VideoGame/SegaSuperstars Sonic & Sega All Stars Racing]]'', Final Fortress's track descriptions talk about laser gates and a cameo that don't exist.
* The
''Sonic Gems Collection'', a Collection'' compilation title that contained ''VideoGame/SonicTheFighters'', ''VideoGame/SonicTheHedgehogCD'', and ''VideoGame/SonicR'', had a few games that were planned to be included for inclusion, but were removed (not counting the US version's removal of the ''VideoGame/StreetsOfRage'' games). These games included games) - like the ''VideoGame/MonsterWorld'' Genesis Mega Drive games and ''Sonic Eraser'', the latter being a highly obscure puzzle game released on the Japan-only Mega Modem peripheral in Japan. peripheral.
**
WordOfGod states that ''VideoGame/SegaSonicTheHedgehog'' was also considered at early stages, though eventually turned down due to trouble emulating the trackball controls making emulation difficult.
**
controls.
*
''VideoGame/SonicChronicles'' has the 5 Viral Chao. Said Chao were to be released in events, although only one was ever officially available.released. The rest of the Chao, excluding one, were included in the Japan release.
** * From test environments floating far, far off in the sky away from anywhere you'd (normally) normal access, to lines involving Perci, one of the [=NPCs=], still activating during one area of the game as if she was a playable character (despite the fact that (even though she just stands around and gives you quests at best), ''VideoGame/SonicBoom'' ''VideoGame/SonicBoom: Rise of Lyric'' has traces of content left over from the troubled development of the game game's TroubledProduction all over the place.place.
[[/folder]]

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** There are many, many unused animations for Sonic hidden in the game code. Some of these were later used to create the new spritework for ''Sonic Mania'' and most of them can be found buried in the code for the Taxman and Stealth remaster.



** There are a number of interesting details and features camera-locked just outside of player view and only accessible with Debug Mode. For example, Hydrocity Act 1 has a concealed texture panel at the far top-left of the level close to the player's spawn point, and Knuckle's portion of Lava Reef Act 2 actually extends well beyond the camera lock point and reveals that it was originally planned to include the Hidden Palace Mural level segment.

to:

** There are a number of interesting details and features camera-locked just outside of player view and only accessible with Debug Mode. For example, Press Garden has the word "Hello" written backwords somewhere inaccessible below the main level route, Hydrocity Act 1 has a concealed texture panel at the far top-left of the level close to the player's spawn point, and Knuckle's portion of Lava Reef Act 2 actually extends well beyond the camera lock point and reveals that it was originally planned to include the Hidden Palace Mural level segment.segment.
** Hidden in the data files are some unused sprites and assets from the Taxman & Stealth remasters of ''Sonic'', ''Sonic 2'', and ''Sonic CD'' that were used to test the engine. There are also leftovers from the preview builds, like the COMING SOON 2017 screen from the end of a demo, original level layouts used for the teasers and previews, and even data for the original SEGA level maps for the Classic zones.
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* ''VideoGame/SonicMania''
** Green Hill Zone has a fully-functional Wrecking Ball object based on the one that did nothing in the original Sonic the Hedgehog's version of Green Hill Zone. In ''Mania'', as part of a MythologyGag, you can place it in Debug Mode and it will behave logically as an obstacle.
** There are a number of interesting details and features camera-locked just outside of player view and only accessible with Debug Mode. For example, Hydrocity Act 1 has a concealed texture panel at the far top-left of the level close to the player's spawn point, and Knuckle's portion of Lava Reef Act 2 actually extends well beyond the camera lock point and reveals that it was originally planned to include the Hidden Palace Mural level segment.
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*** The TGS character selection works properly, and Knuckles even has an in-game tutorial that teaches him how to glide.

to:

*** The TGS Tokyo Game Show character selection works properly, and Knuckles even has an in-game tutorial that teaches him how to glide.



** During the Sky Chase segment, there was originally supposed to be a [[https://www.youtube.com/watch?v=Yx-5O8pH3Jw three-headed robot dragon]] that chased the Tornado. The model for the enemy still remains on the disc, and modders were able to reconstruct it to the point where it actually worked. Unfortunately it doesn't do anything other than follow you, having no programmed attack moves. However, [[http://sost.emulationzone.org/sonicadventure/dragon/dragon2.jpg pre-release screenshots]] do show it breathing fire, so presumably it could attack at some point.

to:

** During the Sky Chase segment, there was originally supposed to be a [[https://www.youtube.com/watch?v=Yx-5O8pH3Jw three-headed two-headed robot dragon]] that chased the Tornado. The model for the enemy still remains on the disc, and modders were able to reconstruct it to the point where it actually worked. Unfortunately it doesn't do anything other than follow you, having no programmed attack moves. However, [[http://sost.emulationzone.org/sonicadventure/dragon/dragon2.jpg pre-release screenshots]] do show it breathing fire, so presumably it could attack at some point.



** The game had minor revisional differences; the original Japanese version was released in 1998, but Sonic Team had a few months to further polish the game for its International release. The title screen is brighter and static in the original Japanese version, and Sonic's feet have a unique blurring effect that resembles the "wheel feet" he has in the classic games. There is also an infamous cowgirl decoration in Casinopolis that was removed in the International version.

to:

** The game had minor revisional differences; the original Japanese version was released in 1998, but Sonic Team had a few months to further polish the game for its International release. The title screen is brighter and static in the original Japanese version, and Sonic's feet have a unique blurring effect that resembles the "wheel feet" WheelOFeet he has in the classic games. There is also an infamous cowgirl decoration billboard in Casinopolis that was removed replaced with a generic marquee in the International version.
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* ''[[VideoGame/Sonic3AndKnuckles Sonic The Hedgehog 3]]'':
** ''Sonic 3'' seemed to be ''full'' of this sort of thing - unreachable areas, half-implemented bosses, enemies which appeared in the manual but not in the game proper, etc. - until the ExpansionPack ''[[VideoGame/Sonic3AndKnuckles Sonic And Knuckles]]'' was released, and gamers were allowed to buy [[OneGameForThePriceOfTwo the second half of the game]]. There are still a few mysteries that appear in the DebugMode, though, like a surfing Sonic, and a giant cluster of red spheres which can be affected by messing with the second controller and was probably used to test the Special Stage pseudo-3D graphics. Surfing Sonic was meant for the intro, but was pretty obviously scrapped because someone on the dev team decided that Sonic going {{super|Mode}} to infiltrate the island [[RuleOfCool would be more interesting.]]

to:

* ''[[VideoGame/Sonic3AndKnuckles Sonic The the Hedgehog 3]]'':
** ''Sonic 3'' seemed to be ''full'' of this sort of thing - unreachable areas, half-implemented bosses, enemies which appeared in the manual but not in the game proper, etc. - until the ExpansionPack ''[[VideoGame/Sonic3AndKnuckles Sonic And & Knuckles]]'' was released, and gamers were allowed to buy [[OneGameForThePriceOfTwo the second half of the game]]. There are still a few mysteries that appear in the DebugMode, though, like a surfing Sonic, and a giant cluster of red spheres which can be affected by messing with the second controller and was probably used to test the Special Stage pseudo-3D graphics. Surfing Sonic was meant for the intro, but was pretty obviously scrapped because someone on the dev team decided that Sonic going {{super|Mode}} to infiltrate the island [[RuleOfCool would be more interesting.]]



*** 3 test levels were found. While test levels aren't uncommon, these 3 had various sloped structures that, again, suggested a greater reliance on weight-based physics than the final game.
*** Knuckles has many more combat-oriented animations, such as the uppercut combo seen in certain promotional material.

to:

*** 3 Three test levels were found. While test levels aren't uncommon, these 3 three had various sloped structures that, again, suggested a greater reliance on weight-based physics than the final game.
*** Knuckles has many more combat-oriented animations, such as the [[https://vignette1.wikia.nocookie.net/sonic/images/b/b3/UppercutSA.jpg/revision/latest?cb=20131010230320 uppercut combo combo]] seen in certain promotional material.
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I want to cut the Main redirect.


** In the Famicom ''VideoGame/SonicTheHedgehog'' bootleg port ''Main/{{Somari}}'', the Scrap Brain Zone is dummied out. The game goes straight from Star Light Zone to the Final Zone.

to:

** In the Famicom ''VideoGame/SonicTheHedgehog'' bootleg port ''Main/{{Somari}}'', ''VideoGame/{{Somari}}'', the Scrap Brain Zone is dummied out. The game goes straight from Star Light Zone to the Final Zone.

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** Hidden Palace Zone's music can be found in the SoundTest in ''Sonic the Hedgehog 2'' and the level layout is also contained in the ROM. The sprites and collision data, however, aren't, which means that hacking to access the level produces a very garbled screen where Sonic and Tails fall and die. It also contains the palette for the further-deleted Wood Zone. However, Hidden Palace Zone, after over ''20 years'', was made available in the {{Android|Games}} and {{iOS|Games}} ports [[http://www.joystiq.com/2013/12/11/remastered-sonic-the-hedgehog-2-hits-android-ios-tomorrow-with/ in December 2013]]. [[http://www.youtube.com/watch?v=T3pWvN731-E Here is a look]]. It uses the music that was used in the beta version, which is Mystic Cave Zone's 2 player music.

to:

** Hidden Palace Zone's music can be found in the SoundTest in ''Sonic the Hedgehog 2'' and the level layout is also contained in the ROM. The sprites and collision data, however, aren't, which means that hacking to access the level produces a very garbled screen where Sonic and Tails fall and die. It also contains the palette for the further-deleted Wood Zone. However, a reimagined Hidden Palace Zone, after over ''20 years'', was made available in the {{Android|Games}} and {{iOS|Games}} ports [[http://www.joystiq.com/2013/12/11/remastered-sonic-the-hedgehog-2-hits-android-ios-tomorrow-with/ in December 2013]].after over 20 years]], courtesy of [[PromotedFanboy promoted fanboys]]. [[http://www.youtube.com/watch?v=T3pWvN731-E Here is a look]]. It uses the music that was used in the beta version, which is Mystic Cave Zone's 2 player music.
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The ''Franchise/SonicTheHedgehog'' series has enough that [[WikiRule it has]] [[http://info.sonicretro.org/ its own wiki.]]

to:

The ''Franchise/SonicTheHedgehog'' series has enough that [[WikiRule it has]] [[http://info.sonicretro.org/ its own wiki.wiki for it.]]
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** ''VideoGame/SonicChronicles'' has the 5 Viral Chao. Said Chao were to be released in events, although only one was ever officially available. The rest of the Chao, excluding [[GameBreakingBug one]] were included in the Japan release.

to:

** ''VideoGame/SonicChronicles'' has the 5 Viral Chao. Said Chao were to be released in events, although only one was ever officially available. The rest of the Chao, excluding [[GameBreakingBug one]] one, were included in the Japan release.
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* ''VideoGame/SegaSonicTheHedgehog'' has two unused sprites of Robotnik as he looked in the cartoons and Archie comics of the time. It's possible this sprite work was intended to be expanded on for the Western releases, but ultimately Robotnik ended up using the same sprite artwork in all versions of the game.

to:

* ''VideoGame/SegaSonicTheHedgehog'' has two a nearly-complete set of unused sprites of Robotnik as he looked in the cartoons and Archie comics of the time. It's possible this sprite work was intended to be expanded on used for the Western releases, but ultimately Robotnik ended up using the same sprite artwork in all versions of the game.
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** In the GameGear version of ''Sonic 2'', the SprintShoes are clearly marked inside the manual, and yet they never appear in the game. The powerup only makes a single appearance in the Master System version of the same game, and is replaced with a box of rings in the Game Gear release. Furthermore, it was probably once intended that Tails be playable in this version of ''Sonic 2'', as careful searching reveals that Tails has extraordinarily detailed sprites for a non-playable appearance, even including his IdleAnimation.

to:

** In the GameGear UsefulNotes/GameGear version of ''Sonic 2'', the SprintShoes are clearly marked inside the manual, and yet they never appear in the game. The powerup only makes a single appearance in the Master System version of the same game, and is replaced with a box of rings in the Game Gear release. Furthermore, it was probably once intended that Tails be playable in this version of ''Sonic 2'', as careful searching reveals that Tails has extraordinarily detailed sprites for a non-playable appearance, even including his IdleAnimation.
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** The Chao Kindergarten was originally supposed to have a [[https://tcrf.net/images/thumb/b/bc/Sa2_ChaoLibraryLevel.png/320px-Sa2_ChaoLibraryLevel.png Library]] and a Chao Playground. Cut text implies the library would have been used to create new stories for the Chao Adventure VMU game, featured on the original Dreamcast version, while the playground was [[http://info.sonicretro.org/images/9/9e/Sa2kin_cophot2.png pictured]] in one of the kindergarten photographs, but later removed from all subsequent ports. Through piecing together bits of data, fans were able to give us an idea of what it would have [[https://tcrf.net/images/thumb/7/76/SA2ChaoPlaygroundRender.png/640px-SA2ChaoPlaygroundRender.png looked like.]]
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** There are also a few alternate Twinkle Circuit tracks in ''VideoGame/SonicAdventure'' that can't be normally accessed, but may have been meant as SegaDreamcast [[DownloadableContent DLC]].

to:

** There are also a few alternate Twinkle Circuit tracks in ''VideoGame/SonicAdventure'' that can't be normally accessed, but may have been meant as SegaDreamcast UsefulNotes/SegaDreamcast [[DownloadableContent DLC]].
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** One example from ''VideoGame/SonicTheHedgehogCD'' that many people miss is the unnamed desert level. This level shows up in the ending video and on the interactive SoundTest via a "world map" option, but since level design and programming were given to individual people, and the person in charge of this level was late in finalizing the look of the level, it was dropped late in development. There was, according to some interviews, yet another level planned for the game, but it didn't even get past concept phase. Furthermore, the PC version has all the levels contained in separate folders and one is conspicuously missing, R2, so that it goes R1, R3, R4, etc. The level is glimpsed in the ending animation, however, featuring an enemy that looks a hell of a lot like the first boss from ''Sonic 2'' for the Game Gear, or should we say a boss that looks like an enemy from ''Sonic CD''. This legacy was actually carried on in the downloadable remake in 2011, with [[http://www.sonicstadium.org/2011/12/unused-desert-dazzle-stage-image-found-in-new-sonic-cd-port/ an early screen of the desert level imagined into programming form found inside the games' memory]]. The reimagined "Desert Dazzle", along with a new final boss stage called "Final Fever" (itself sharing its name with the boss music for the final level, Metallic Madness, in the final version of both the original and remake) were planned as extras for the remake, but were turned down due to time restraints and SEGA's preference that the game not be altered too much from the original rendition.

to:

** One example from ''VideoGame/SonicTheHedgehogCD'' that many people miss is the unnamed desert level. This level shows up in the ending video and on the interactive SoundTest via a "world map" option, but since level design and programming were given to individual people, and the person in charge of this level was late in finalizing the look of the level, it was dropped late in development. There was, according to some interviews, yet another level planned for the game, but it didn't even get past concept phase. Furthermore, the PC version has all the levels contained in separate folders and one is conspicuously missing, R2, so that it goes R1, R3, R4, etc. The level is glimpsed in the ending animation, however, featuring an enemy that looks a hell of a lot like the first boss from ''Sonic the Hedgehog 2'' for the Game Gear, or should we say rather, that game has a boss that looks like an enemy from ''Sonic CD''. This legacy was actually carried on in the downloadable remake in 2011, with [[http://www.sonicstadium.org/2011/12/unused-desert-dazzle-stage-image-found-in-new-sonic-cd-port/ an early screen of the desert level imagined into programming form found inside the games' memory]]. The reimagined "Desert Dazzle", along with a new final boss stage called "Final Fever" (itself sharing its name with the boss music for the final level, Metallic Madness, in the final version of both the original and remake) were planned as extras for the remake, but were turned down due to time restraints and SEGA's preference that the game not be altered too much from the original rendition.
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It was released internationally actually.


* ''VideoGame/SegaSonicTheHedgehog'' was a Japanese exclusive until the advent of emulation, but two unused sprites exist of the game code of Robotnik as he looked in the cartoons and Archie comics of the time. It's possible this sprite work was intended to be expanded on for a potential Western release.

to:

* ''VideoGame/SegaSonicTheHedgehog'' was a Japanese exclusive until the advent of emulation, but has two unused sprites exist of the game code of Robotnik as he looked in the cartoons and Archie comics of the time. It's possible this sprite work was intended to be expanded on for a potential the Western release.releases, but ultimately Robotnik ended up using the same sprite artwork in all versions of the game.
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* ''VideoGame/SegaSonicTheHedgehog'' was a Japanese exclusive until the advent of emulation, but two unused sprites exist of the game code of Robotnik as he looked in the cartoons and Archie comics of the time. It's possible this sprite work was intended to be expanded on for a potential Western release.
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** In the game, [[http://www.textures-resource.com/resources/sheets/1/640.png hidden in Rouge's textures,]] is a texture of her butt, [[WildMassGuessing either because they did it for some unknown reason or that a panty shot was planned but cut due to the fact that it would probably bump up the game's rating, and the fact that unless she changed her outfit, it would be very hard to make it work.]]

to:

** In the game, [[http://www.textures-resource.com/resources/sheets/1/640.png hidden in Rouge's textures,]] is a texture of her butt, [[WildMassGuessing either because they did it for some unknown reason or that a panty shot butt. Presumably, whatever cutscene the graphic artist expected this texture to show up in was planned but cut due to keep the fact that it would probably bump up the game's rating, and the fact that unless she changed her outfit, it would be very hard to make it work.]]rating down.
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** Death Egg Zone contains an accidental example -- when you're fighting the Silver Sonic, Robotnik is watching from a little window in the center of the screen. Now, he has an animation to giggle evilly when you take damage, and it's all programmed in and implemented and everything, but you still won't ever see it without debug mode, because Death Egg Zone is a DroughtLevelOfDoom with no rings, so the very first time you take damage, you'll die, freezing all animations.

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