All about programming, unused content, and more in the Classic Sonic games!

Joined October 2022
477 Photos and videos
There exists a collision bug where the check used to prevent Sonic from clipping on top of a surface he's too far below from isn't done if he's moving horizontally in the air. This can easily be seen if you put a solid object on a top solid surface and hit it from the bottom.
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...and Sonic CD...
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...and Sonic 3 & Knuckles.
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Here's a silly difference between the 510 and 0.28A (512) prototypes of Sonic CD. Special stage rings always appear in 510, but never in 0.28A. 0.28A added a ring count check, but only checked the top byte. As a result, they can only appear if the player has at least 12800 rings.
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12800 = 50 * 0x100
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Loops were planned on being implemented in Chaotix, even being present in prototypes... yeah, I can see why they were removed (footage provided by @MDTravisYT)
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There's a ROM hack of Chaotix called Knuckles' Clackers by GenesisDoes that reimplements loops, and even uses the masking sprite... but it still illustrates the problematic nature of loops with the tethering mechanic.
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I looked into this and saw from the decompilation that the stage ID check is messed up. The original Sega CD version checks if the stage is Palmtree Panic act 1 (zone ID 0, act ID 0), but the 90s PC port checks if the zone ID is 255 and if the act ID is 1...
Replying to @SCDDeconstruct
For some reason the PC96 version doesn't disable the Signs in both Past and Future versions for the beginning portion
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Here's the highlighted line from the decompilation: git.sr.ht/~benoitren/soniccdโ€ฆ

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Under the Surface of Classic Sonic retweeted
Replying to @SCDDeconstruct
Can also get to them utilizing the moving peelout glitch Obviously still not intended, but still interesting
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Under the Surface of Classic Sonic retweeted
Replying to @SCDDeconstruct
you can deff get there without debug mode You're able to kind of squeeze your way through the first layer of hidden blocks If you get it just right
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There's a hidden tunnel that can be found right towards the end of the 3D loop section at the beginning of Palmtree Panic act 1 that I'm not sure is even accessible via normal means. Anyone have any ideas?
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No, you can't time travel in this area. In the present, the camera will refuse to go back once you've gone past it, and if you are in the past or future, time travel gets disabled.
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Curiously, there's a couple of hidden springs around here as well, but they cannot be touched, because they are completely obscured by the ramp.
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If your Backup RAM (used for storing save data) data is corrupted, in English, it will display this error message, implying that "Robotonic" messed with it.
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(The same messages in Japanese, plus a bonus alternate message in the European version)
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Note for those just seeing this now: this is from Sonic CD. This account used to specifically document Sonic CD stuff before branching out to the other Genesis titles, which is why that context is missing in the original post.
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