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

Joined October 2022
Replying to @SCDDeconstruct
Can also get to them utilizing the moving peelout glitch Obviously still not intended, but still interesting
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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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Under the Surface of Classic Sonic retweeted
The Metallic Madness act 2 demo was, indeed, rerecorded as well. The USA demo struggles while the Japanese demo gets quite a bit further ahead. Left: Japan/Europe, Right: USA
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Under the Surface of Classic Sonic retweeted
The Tidal Tempest act 3 demo was also rerecorded. What I find peculiar is how whoever recorded the USA demo slowly walked to the boss while the Japanese demo caught up. Were they trying to eyeball the Japanese demo? I dunno... Left: Japan/Europe, Right: USA
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Under the Surface of Classic Sonic retweeted
Special Stage 6 Left: NTSC, Right: PAL
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Under the Surface of Classic Sonic retweeted
'Sonic CD' has some animal friends that do not appear in other 2D games, and are rare to see. This Sheep appears only in Metallic Madness Zone, and only in the Good Future.
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Under the Surface of Classic Sonic retweeted
Learning video editing. Made this quick video that shows off the bugged ducking hitbox.
Sonic CD still retains the code from Sonic 1 that shrinks Sonic's object collision hitbox if he's ducking... except that they forgot to update the sprite frame ID. As a result, it doesn't work as intended, and the hitbox will shrink when an angled walking sprite is displayed.
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Under the Surface of Classic Sonic retweeted
Example of a Special Stage frame render on the Sega CD (After Effects Test)
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Under the Surface of Classic Sonic retweeted
Ever wanted to know why Green Hill Zone in the Nick Arcade prototype is so broken? Well, when we take a peek at the collision map... oh dear. [Technical explanation in replies]
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Under the Surface of Classic Sonic retweeted
A brief breakdown of how the peelout and spindash are charged up in the original Sega CD version of Sonic CD.
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Under the Surface of Classic Sonic retweeted
A breakdown of the differences in the peelout and spindash between the original and 2011 remake.
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Under the Surface of Classic Sonic retweeted
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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Under the Surface of Classic Sonic retweeted
To trigger Knuckles' obscure "shooing" animation in Sky Sanctuary, Sonic's center position must be within the highlighted area, he must be facing left towards Knuckles, and he must be ducking.
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Under the Surface of Classic Sonic retweeted
Sonic CD special stage maps with UFO paths and Sonic's starting position (2/2)
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Under the Surface of Classic Sonic retweeted
Replying to @SCDDeconstruct
This is understandable considering she is standing on flat terrains in those levels. Another thing about Amy in this game is that she uses a smoother walking animation during the ending scene of the game and the YAGP screen consisting of 4 frames instead of 2 seen in PPZ and CCZ
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Under the Surface of Classic Sonic retweeted
Replying to @SCDDeconstruct
Additional funfact: If you use your peelout towards her, she'll grab onto Sonic midrun and hug him, making the two slide! This doesn't happen with her Palmtree Panic Act 1 NPC.
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Under the Surface of Classic Sonic retweeted
This is not implemented in the 2011 remake, however.
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Under the Surface of Classic Sonic retweeted
Replying to @SCDDeconstruct
When you look at the All-Stars source code, the equivalent subroutine to BrickShatter (BBKINT) says "Player shock jump up", so you're right that this behavior was intended. I'm glad that they accidentally screwed it up because the All-Stars behavior feels worse.
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Under the Surface of Classic Sonic retweeted
Another sample.
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Under the Surface of Classic Sonic retweeted
Couple of other instances of the air speed cap messing things up without the lock preventing it from being applied [1/2]
Starting from Sonic 1, when you jump after rolling, you cannot move left or right? Turns out, it might be because of the fact that when you press left or right when in the air, a speed cap kicks in, which destroys your momentum if you were rolling down a hill and then jumping.
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