![]() However, the files for the good future versions of the stage exist in this build but go unused. Sonic can travel to the past and future, but there's no way to create a good future in this build.There are no checkpoints in any of the stages.When you pass the sign, Sonic automatically moves right and the stage ends automatically, there is no score tally screen or Level Complete BGM. This is a play on words on the name of the event that this prototype was featured in. The sign post at the end of each act says "You Say!" instead of the usual sign post.Sonic doesn't say "I'm outta here!" when he jumps. Sonic's animation after waiting three minutes is much different in comparison to what's used in later builds.Sonic's spindash is too fast if held for a long time.The camera doesn't move forward while running.It's also not as fast as it will be in later builds. This build uses his normal run animation instead. Sonic lacks the Super Peel Out animation he has in later builds.Sonic's ledge animation is the same as the one from Sonic 1.However, it's impossible to activate the debug mode in this build without hacking since the check for the debug mode flag was removed from Sonic's object code. If you press start on the second controller, you can spawn a second "ghost" Sonic just like later builds that have a debug mode.There are no title cards when starting a stage.The menu itself also uses Collision Chaos Present's BGM instead of D.A. No other graphics exist in the game for the other zones, hinting that this menu was put together rather quickly for the demo. The name of the first zone is called "Salad Plain" instead of "Palmtree Panic". At this point, the game still has eight zones rather than seven. The Time Attack menu is completely different in comparison to what would be used in later builds.Only the opening video can be seen after the title screen.The frame is also different, containing a message that says "開発画面" (which translates to "Development Screen"). "You Can Do Anything" doesn't play during the opening video. The opening video contains more artifacts than can be found in the final version.The title screen doesn't contain code for the level select cheat, so it's impossible to load the menu without hacking.The version of "You Can Do Anything" uses a different vocal take and is the same version featured in Sonic Jam and various albums (True Blue, the 10th Anniversary album, etc). The only difference between this build and later prototypes is that the chosen song is the full "You Can Do Anything" instead of a short arrangement. The title screen is different in comparison to the final version, but is similar to the one featured in later prototypes.This would be featured in later prototypes but would eventually be dropped. The game boots to a SEGA logo complete with SEGA scream.The header also lacks a proper game code and with a date of APR 1993 (which might be the original projected release date, as many magazines at the time predicted the game would be out sometime within 1st/2nd quarter 1993). The disc header specifies that the title of the game is "CD SONIC THE HEDGEHOG" rather than "SONIC THE HEDGEHOG CD".The name of the disc volume itself is named after the game "Dark Wizard" which came out around the time Sonic CD was being made.The prototype was also used as an early preview for various magazines in the months following the event.This prototype was built almost a full year before the final retail release and seems to have been built specifically for the event, as it only contains files for just the playable content (with a few exceptions).The event was available to the public and was also the first public appearance of Sonic the Hedgehog CD worldwide. This prototype was featured at the Yuusei Sega World (遊星セガワールド) event in 1992.
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