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	<updated>2026-04-05T16:08:48Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=Out_of_the_Vortex_(Jul_10,_1995_prototype)&amp;diff=118609</id>
		<title>Out of the Vortex (Jul 10, 1995 prototype)</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=Out_of_the_Vortex_(Jul_10,_1995_prototype)&amp;diff=118609"/>
		<updated>2024-07-08T20:25:56Z</updated>

		<summary type="html">&lt;p&gt;Weenustheelbow: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
  &lt;br /&gt;
{{Prototype&lt;br /&gt;
|Page name=Out of the Vortex (Prototype)&lt;br /&gt;
|titlescreen=Out of the Vortex (Prototype)_00003.png&lt;br /&gt;
&lt;br /&gt;
|buildname=N/A&lt;br /&gt;
|status=Released, redump needed&lt;br /&gt;
|releasedby=Hidden Palace&lt;br /&gt;
|filereleasedate=January 1, 2022&lt;br /&gt;
|origin_type=EPROM cartridge&lt;br /&gt;
|origin_labels=N/A&lt;br /&gt;
|game=Out of the Vortex&lt;br /&gt;
|system=Sega Mega Drive&lt;br /&gt;
|genre=Beat em Up&lt;br /&gt;
|final_builddate={{RegionDate|JP|Unreleased }} {{RegionDate|EU|Unreleased }} {{RegionDate|US|Unreleased }}&lt;br /&gt;
|release_date={{RegionDate|JP|Unreleased }} {{RegionDate|EU|Unreleased}} {{RegionDate|US|Unreleased }}&lt;br /&gt;
|unreleased=Yes&lt;br /&gt;
}}&lt;br /&gt;
{{Download|file=Out of the Vortex (Jul 10, 1995 prototype).zip&lt;br /&gt;
}}&lt;br /&gt;
A prototype of Out of the Vortex for the Sega Mega Drive.&lt;br /&gt;
==Notes==&lt;br /&gt;
* Unreleased beat em up game based on the 1993 comic series of the same name. The game was never announced, referenced, or hinted at in any magazine or tradeshow event and remains a mystery. This build in particular is most likely a prototype meant for pitching the game to potential publishers.&lt;br /&gt;
* When the ROM was first dumped, the exact identity of the original developers was a mystery. The ROM header claimed the company name was &amp;quot;TANG&amp;quot;, where a subsequent line suggested that the developer is &amp;quot;Pipozor&amp;quot;. However, this company or developer had no prior online record of ever existing. It was speculated that it was most likely a nickname for a developer who worked on the game instead, or an earlier name for a prexisting developer.&lt;br /&gt;
* Subsequent data analysis on the compression algorithm used in the prototype suggests a match to the same compression algorithm used in the Mega Drive game Cheese Cat-Astrophe Starring Speedy Gonzales, a game released in 1995 by Cryo Interactive Entertainment, a video game company based in Paris, France that consisted of ex Infogrames developers (Philippe Ulrich, Rémi Herbulot and Jean-Martial Lefranc). Combined with this knowledge, Hidden Palace were able to locate an identity behind &amp;quot;Pipozor&amp;quot;, who turns out to possibly be lead programmer for Cryo Interactive Entertainment David Saulnier, who used to operate a personal website named &amp;quot;pipozor.com&amp;quot; that is no longer in operation. Following the release of the dump, Pipozor would later visit the Hidden Palace Discord server to share details about the game while confirming Cryo&#039;s involvement. This would result in the publication of the game&#039;s surviving assets two years after this was dumped.&lt;br /&gt;
* No music or sound.&lt;br /&gt;
* No title screen.&lt;br /&gt;
* Level select.&lt;br /&gt;
* Game can crash at random moments.&lt;br /&gt;
&lt;br /&gt;
==Screenshots==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;gallery heights=&amp;quot;256&amp;quot; widths=&amp;quot;224&amp;quot;&amp;gt;&lt;br /&gt;
Out of the Vortex (Prototype)_00003.png&lt;br /&gt;
Out of the Vortex (Prototype)_00005.png&lt;br /&gt;
Out of the Vortex (Prototype)_00007.png&lt;br /&gt;
Out of the Vortex (Prototype)_00008.png&lt;br /&gt;
Out of the Vortex (Prototype)_00009.png&lt;br /&gt;
Out of the Vortex (Prototype)_00011.png&lt;br /&gt;
Out of the Vortex (Prototype)_00013.png&lt;br /&gt;
Out of the Vortex (Prototype)_00015.png&lt;br /&gt;
Out of the Vortex (Prototype)_00017.png&lt;br /&gt;
Out of the Vortex (Prototype)_00019.png&lt;br /&gt;
Out of the Vortex (Prototype)_00020.png&lt;br /&gt;
Out of the Vortex (Prototype)_00022.png&lt;br /&gt;
Out of the Vortex (Prototype)_00024.png&lt;br /&gt;
Out of the Vortex (Prototype)_00026.png&lt;br /&gt;
Out of the Vortex (Prototype)_00028.png&lt;br /&gt;
Out of the Vortex (Prototype)_00029.png&lt;br /&gt;
Out of the Vortex (Prototype)_00033.png&lt;br /&gt;
Out of the Vortex (Prototype)_00034.png&lt;br /&gt;
Out of the Vortex (Prototype)_00036.png&lt;br /&gt;
Out of the Vortex (Prototype)_00039.png&lt;br /&gt;
Out of the Vortex (Prototype)_00040.png&lt;br /&gt;
Out of the Vortex (Prototype)_00042.png&lt;br /&gt;
Out of the Vortex (Prototype)_00044.png&lt;br /&gt;
Out of the Vortex (Prototype)_00046.png&lt;br /&gt;
Out of the Vortex (Prototype)_00047.png&lt;br /&gt;
Out of the Vortex (Prototype)_00049.png&lt;br /&gt;
Out of the Vortex (Prototype)_00052.png&lt;br /&gt;
Out of the Vortex (Prototype)_00053.png&lt;br /&gt;
Out of the Vortex (Prototype)_00055.png&lt;br /&gt;
Out of the Vortex (Prototype)_00056.png&lt;br /&gt;
Out of the Vortex (Prototype)_00058.png&lt;br /&gt;
Out of the Vortex (Prototype)_00061.png&lt;br /&gt;
Out of the Vortex (Prototype)_00062.png&lt;br /&gt;
Out of the Vortex (Prototype)_00064.png&lt;br /&gt;
Out of the Vortex (Prototype)_00066.png&lt;br /&gt;
Out of the Vortex (Prototype)_00069.png&lt;br /&gt;
Out of the Vortex (Prototype)_00071.png&lt;br /&gt;
Out of the Vortex (Prototype)_00073.png&lt;br /&gt;
Out of the Vortex (Prototype)_00075.png&lt;br /&gt;
Out of the Vortex (Prototype)_00077.png&lt;br /&gt;
Out of the Vortex (Prototype)_00078.png&lt;br /&gt;
Out of the Vortex (Prototype)_00080.png&lt;br /&gt;
Out of the Vortex (Prototype)_00082.png&lt;br /&gt;
Out of the Vortex (Prototype)_00084.png&lt;br /&gt;
Out of the Vortex (Prototype)_00086.png&lt;br /&gt;
Out of the Vortex (Prototype)_00091.png&lt;br /&gt;
Out of the Vortex (Prototype)_00093.png&lt;br /&gt;
Out of the Vortex (Prototype)_00095.png&lt;br /&gt;
Out of the Vortex (Prototype)_00097.png&lt;br /&gt;
Out of the Vortex (Prototype)_00099.png&lt;br /&gt;
Out of the Vortex (Prototype)_00101.png&lt;br /&gt;
Out of the Vortex (Prototype)_00103.png&lt;br /&gt;
Out of the Vortex (Prototype)_00106.png&lt;br /&gt;
Out of the Vortex (Prototype)_00108.png&lt;br /&gt;
Out of the Vortex (Prototype)_00110.png&lt;br /&gt;
Out of the Vortex (Prototype)_00113.png&lt;br /&gt;
Out of the Vortex (Prototype)_00114.png&lt;br /&gt;
Out of the Vortex (Prototype)_00115.png&lt;br /&gt;
Out of the Vortex (Prototype)_00117.png&lt;br /&gt;
Out of the Vortex (Prototype)_00119.png&lt;br /&gt;
Out of the Vortex (Prototype)_00120.png&lt;br /&gt;
Out of the Vortex (Prototype)_00121.png&lt;br /&gt;
Out of the Vortex (Prototype)_00122.png&lt;br /&gt;
Out of the Vortex (Prototype)_00123.png&lt;br /&gt;
Out of the Vortex (Prototype)_00125.png&lt;br /&gt;
Out of the Vortex (Prototype)_00126.png&lt;br /&gt;
Out of the Vortex (Prototype)_00128.png&lt;br /&gt;
Out of the Vortex (Prototype)_00134.png&lt;br /&gt;
Out of the Vortex (Prototype)_00136.png&lt;br /&gt;
Out of the Vortex (Prototype)_00137.png&lt;br /&gt;
Out of the Vortex (Prototype)_00139.png&lt;br /&gt;
Out of the Vortex (Prototype)_00141.png&lt;br /&gt;
Out of the Vortex (Prototype)_00143.png&lt;br /&gt;
Out of the Vortex (Prototype)_00147.png&lt;br /&gt;
Out of the Vortex (Prototype)_00149.png&lt;br /&gt;
Out of the Vortex (Prototype)_00151.png&lt;br /&gt;
Out of the Vortex (Prototype)_00153.png&lt;br /&gt;
Out of the Vortex (Prototype)_00154.png&lt;br /&gt;
Out of the Vortex (Prototype)_00156.png&lt;br /&gt;
Out of the Vortex (Prototype)_00158.png&lt;br /&gt;
Out of the Vortex (Prototype)_00160.png&lt;br /&gt;
Out of the Vortex (Prototype)_00162.png&lt;br /&gt;
Out of the Vortex (Prototype)_00164.png&lt;br /&gt;
Out of the Vortex (Prototype)_00166.png&lt;br /&gt;
Out of the Vortex (Prototype)_00168.png&lt;br /&gt;
Out of the Vortex (Prototype)_00169.png&lt;br /&gt;
Out of the Vortex (Prototype)_00171.png&lt;br /&gt;
Out of the Vortex (Prototype)_00173.png&lt;br /&gt;
Out of the Vortex (Prototype)_00177.png&lt;br /&gt;
Out of the Vortex (Prototype)_00179.png&lt;br /&gt;
Out of the Vortex (Prototype)_00181.png&lt;br /&gt;
Out of the Vortex (Prototype)_00183.png&lt;br /&gt;
Out of the Vortex (Prototype)_00185.png&lt;br /&gt;
Out of the Vortex (Prototype)_00188.png&lt;br /&gt;
Out of the Vortex (Prototype)_00190.png&lt;br /&gt;
Out of the Vortex (Prototype)_00192.png&lt;br /&gt;
Out of the Vortex (Prototype)_00193.png&lt;br /&gt;
Out of the Vortex (Prototype)_00195.png&lt;br /&gt;
Out of the Vortex (Prototype)_00197.png&lt;br /&gt;
Out of the Vortex (Prototype)_00200.png&lt;br /&gt;
Out of the Vortex (Prototype)_00202.png&lt;br /&gt;
Out of the Vortex (Prototype)_00204.png&lt;br /&gt;
Out of the Vortex (Prototype)_00208.png&lt;br /&gt;
Out of the Vortex (Prototype)_00210.png&lt;br /&gt;
Out of the Vortex (Prototype)_00211.png&lt;br /&gt;
Out of the Vortex (Prototype)_00213.png&lt;br /&gt;
Out of the Vortex (Prototype)_00215.png&lt;br /&gt;
Out of the Vortex (Prototype)_00217.png&lt;br /&gt;
Out of the Vortex (Prototype)_00220.png&lt;br /&gt;
Out of the Vortex (Prototype)_00221.png&lt;br /&gt;
Out of the Vortex (Prototype)_00223.png&lt;br /&gt;
Out of the Vortex (Prototype)_00225.png&lt;br /&gt;
Out of the Vortex (Prototype)_00227.png&lt;br /&gt;
Out of the Vortex (Prototype)_00228.png&lt;br /&gt;
Out of the Vortex (Prototype)_00229.png&lt;br /&gt;
Out of the Vortex (Prototype)_00231.png&lt;br /&gt;
Out of the Vortex (Prototype)_00233.png&lt;br /&gt;
Out of the Vortex (Prototype)_00235.png&lt;br /&gt;
Out of the Vortex (Prototype)_00237.png&lt;br /&gt;
Out of the Vortex (Prototype)_00239.png&lt;br /&gt;
Out of the Vortex (Prototype)_00241.png&lt;br /&gt;
Out of the Vortex (Prototype)_00244.png&lt;br /&gt;
Out of the Vortex (Prototype)_00246.png&lt;br /&gt;
Out of the Vortex (Prototype)_00248.png&lt;br /&gt;
Out of the Vortex (Prototype)_00250.png&lt;br /&gt;
Out of the Vortex (Prototype)_00252.png&lt;br /&gt;
Out of the Vortex (Prototype)_00254.png&lt;br /&gt;
Out of the Vortex (Prototype)_00257.png&lt;br /&gt;
Out of the Vortex (Prototype)_00259.png&lt;br /&gt;
Out of the Vortex (Prototype)_00262.png&lt;br /&gt;
Out of the Vortex (Prototype)_00264.png&lt;br /&gt;
Out of the Vortex (Prototype)_00266.png&lt;br /&gt;
Out of the Vortex (Prototype)_00268.png&lt;br /&gt;
Out of the Vortex (Prototype)_00270.png&lt;br /&gt;
Out of the Vortex (Prototype)_00274.png&lt;br /&gt;
Out of the Vortex (Prototype)_00277.png&lt;br /&gt;
Out of the Vortex (Prototype)_00280.png&lt;br /&gt;
Out of the Vortex (Prototype)_00282.png&lt;br /&gt;
Out of the Vortex (Prototype)_00284.png&lt;br /&gt;
Out of the Vortex (Prototype)_00286.png&lt;br /&gt;
Out of the Vortex (Prototype)_00288.png&lt;br /&gt;
Out of the Vortex (Prototype)_00290.png&lt;br /&gt;
Out of the Vortex (Prototype)_00292.png&lt;br /&gt;
Out of the Vortex (Prototype)_00296.png&lt;br /&gt;
Out of the Vortex (Prototype)_00298.png&lt;br /&gt;
Out of the Vortex (Prototype)_00299.png&lt;br /&gt;
Out of the Vortex (Prototype)_00301.png&lt;br /&gt;
Out of the Vortex (Prototype)_00303.png&lt;br /&gt;
Out of the Vortex (Prototype)_00305.png&lt;br /&gt;
Out of the Vortex (Prototype)_00307.png&lt;br /&gt;
Out of the Vortex (Prototype)_00309.png&lt;br /&gt;
Out of the Vortex (Prototype)_00311.png&lt;br /&gt;
Out of the Vortex (Prototype)_00313.png&lt;br /&gt;
Out of the Vortex (Prototype)_00315.png&lt;br /&gt;
Out of the Vortex (Prototype)_00319.png&lt;br /&gt;
Out of the Vortex (Prototype)_00321.png&lt;br /&gt;
Out of the Vortex (Prototype)_00323.png&lt;br /&gt;
Out of the Vortex (Prototype)_00325.png&lt;br /&gt;
Out of the Vortex (Prototype)_00327.png&lt;br /&gt;
Out of the Vortex (Prototype)_00331.png&lt;br /&gt;
Out of the Vortex (Prototype)_00333.png&lt;br /&gt;
Out of the Vortex (Prototype)_00334.png&lt;br /&gt;
Out of the Vortex (Prototype)_00336.png&lt;br /&gt;
Out of the Vortex (Prototype)_00338.png&lt;br /&gt;
Out of the Vortex (Prototype)_00340.png&lt;br /&gt;
Out of the Vortex (Prototype)_00342.png&lt;br /&gt;
Out of the Vortex (Prototype)_00344.png&lt;br /&gt;
Out of the Vortex (Prototype)_00345.png&lt;br /&gt;
Out of the Vortex (Prototype)_00347.png&lt;br /&gt;
Out of the Vortex (Prototype)_00349.png&lt;br /&gt;
Out of the Vortex (Prototype)_00351.png&lt;br /&gt;
Out of the Vortex (Prototype)_00353.png&lt;br /&gt;
Out of the Vortex (Prototype)_00355.png&lt;br /&gt;
Out of the Vortex (Prototype)_00357.png&lt;br /&gt;
Out of the Vortex (Prototype)_00361.png&lt;br /&gt;
Out of the Vortex (Prototype)_00363.png&lt;br /&gt;
Out of the Vortex (Prototype)_00365.png&lt;br /&gt;
Out of the Vortex (Prototype)_00367.png&lt;br /&gt;
Out of the Vortex (Prototype)_00369.png&lt;br /&gt;
Out of the Vortex (Prototype)_00371.png&lt;br /&gt;
Out of the Vortex (Prototype)_00373.png&lt;br /&gt;
Out of the Vortex (Prototype)_00375.png&lt;br /&gt;
Out of the Vortex (Prototype)_00377.png&lt;br /&gt;
Out of the Vortex (Prototype)_00379.png&lt;br /&gt;
Out of the Vortex (Prototype)_00382.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Origin==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:ootv10-7cartpcb.png|PCB front.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Files==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{{filelist|&lt;br /&gt;
{{filelistentry |i=1|icon=file|indent=0|filename=Out of the Vortex (Prototype).md |type=ROM file |date=2019-06-07 21:45:32|size=2097152|crc32=3eaab03e|md5=d338a9ee729d0810aef75408d27881f9|sha1=27eca8fbf6a120d8372bed07b22cbfba951a763a|comment=ROM file. }}&lt;br /&gt;
|date=yes&lt;br /&gt;
|comment=yes&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Acknowledgments==&lt;br /&gt;
Special thanks to Frank Cifaldi at the Video Game History Foundation and the anonymous donor for this part of the lot! A huge thanks to ehw for researching this prototype! &lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[News/New Years 2022|New Years 2022 (January 1, 2022)]]&lt;br /&gt;
* [https://tcrf.net The Cutting Room Floor (TCRF)]&lt;br /&gt;
* [https://archive.org Internet Archive (IA)]&lt;br /&gt;
* [https://gamehistory.org Video Game History Foundation (VGHF)]&lt;br /&gt;
{{Prototype Footer|{{Navbox prototype|Out of the Vortex}}}}&lt;/div&gt;</summary>
		<author><name>Weenustheelbow</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=Video/Sonic_the_Hedgehog_3/Pre-final_tape&amp;diff=81031</id>
		<title>Video/Sonic the Hedgehog 3/Pre-final tape</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=Video/Sonic_the_Hedgehog_3/Pre-final_tape&amp;diff=81031"/>
		<updated>2022-11-25T11:13:13Z</updated>

		<summary type="html">&lt;p&gt;Weenustheelbow: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Video&lt;br /&gt;
|Page name=Sonic the Hedgehog 3 · Pre-final tape&lt;br /&gt;
|titlescreen=sonic3prototapetitle.png&lt;br /&gt;
|video_status=Released&lt;br /&gt;
|transferredby=nappasan&lt;br /&gt;
|releasedby=Hidden Palace&lt;br /&gt;
|filereleasedate=November 23, 2022&lt;br /&gt;
|video_media=VHS tape&lt;br /&gt;
|origin_labels=Sonic 3 Mega Drive Confidential&lt;br /&gt;
|origin_transfermethod=NV-HS950 FS1 MXO2&lt;br /&gt;
|origin_ownership=drx (2020-Present)&lt;br /&gt;
|game=Sonic the Hedgehog 3&lt;br /&gt;
|system=Sega Mega Drive&lt;br /&gt;
|genre=Action&lt;br /&gt;
|final_builddate={{RegionDate|JP|Nov 20, 1993}} {{RegionDate|EU|Nov 20, 1993}} {{RegionDate|US|Nov 20, 1993}}&lt;br /&gt;
|release_date={{RegionDate|US|Feb 2, 1994}} {{RegionDate|EU|Feb 24, 1994}} {{RegionDate|JP|May 27, 1994}}&lt;br /&gt;
|unreleased=No&lt;br /&gt;
}}&lt;br /&gt;
A walkthrough or progress report showcasing gameplay from a very late prototype of Sonic the Hedgehog 3 for the Sega Mega Drive.&lt;br /&gt;
{{Video embed&lt;br /&gt;
|youtubelink=https://www.youtube.com/watch?v=p3jwwAW3vjs&lt;br /&gt;
}}&lt;br /&gt;
__TOC__&lt;br /&gt;
{{Download|file=Sonic_3_Walkthrough_(VHS SP)(NV-HS950_FS1_MXO2).avi|raw=Sonic_3_Walkthrough_(VHS SP)(NV-HS950_FS1_MXO2)_Raw.avi}}&lt;br /&gt;
==Notes==&lt;br /&gt;
* Video of an almost complete playthrough of a very late prototype of Sonic the Hedgehog 3, possibly dating a few days before the final build.&lt;br /&gt;
* Possibly meant as a progress report during the production of the original game. Or, as an alternative way of showcasing the game to journalists without having to send the actual game.&lt;br /&gt;
* In the beginning of the tape, there are a few distorted frames of another Sonic 3 playthrough. This build seems similar to the build currently being recorded, however.&lt;br /&gt;
* The audio often decreases and increases in volume, possibly caused by a passthrough connection from a sound amplifier or a faulty cable connection while recording.&lt;br /&gt;
* There is a splice in the tape in the middle of the Carnival Night Act 1 playthrough where the quality of both the video and audio drop significantly. This might&#039;ve been caused due to a pause in the recording and faulty resume.&lt;br /&gt;
* Differences write-up by fredbronze.&lt;br /&gt;
** Angel Island Zone&lt;br /&gt;
*** Intro Cutscenes&lt;br /&gt;
**** As seen on the back of the US box art, the Chaos Emeralds that Sonic drops during the game&#039;s opening sequence originally landed right-to-left in their Special Stage order. In the final game, the blue and purple emeralds were swapped, probably because the blue emerald blended in too much with the background waterfall.&lt;br /&gt;
**** Additionally, looking at how the background lines up with the edges of the screen, we can see the left boundary for the stage was once set at X position $1300 rather than the $1308 seen in the final&lt;br /&gt;
{{Compare&lt;br /&gt;
|File:s3tapecompare1-tape.png|Prototype&lt;br /&gt;
|File:s3tapecompare1-final.png|Final&lt;br /&gt;
|}}&lt;br /&gt;
::* Act 1 boss cutscene&lt;br /&gt;
:::* In the act transition for Angel Island Zone, as the miniboss descends into view, its flame jets are rendered using bubble graphics for a couple of frames. This is odd, considering it does not happen in either the final game or the November 3rd, 1993 prototype.&lt;br /&gt;
{{Compare&lt;br /&gt;
|File:s3tapecompare2-tape.png|Prototype&lt;br /&gt;
|File:s3tapecompare2-final.png|Final&lt;br /&gt;
|}}&lt;br /&gt;
:* Hydrocity Zone&lt;br /&gt;
::* Act 1 boss&lt;br /&gt;
::::* As Sonic goes around the final loop in the stage, we can see that the lower part of the background has become corrupt, presumably replaced with graphics for the boss fight. The final game writes the boss graphics over the faux-3D water surface instead, which is safely out of view.&lt;br /&gt;
{{Compare&lt;br /&gt;
|File:s3tapecompare3-tape.png|Prototype&lt;br /&gt;
|File:s3tapecompare3-final.png|Final&lt;br /&gt;
|}}&lt;br /&gt;
::* Act 2&lt;br /&gt;
:::* Proceeding directly into act 2 reveals that the graphics for the trailing water splash have also become corrupt. Since these display properly in the November 3rd, 1993 prototype, it&#039;s likely that the developers simply overlooked reloading these graphics during the act transition.&lt;br /&gt;
{{Compare&lt;br /&gt;
|File:s3tapecompare4-tape.png|Prototype&lt;br /&gt;
|File:s3tapecompare4-final.png|Final&lt;br /&gt;
|}}&lt;br /&gt;
:::* Right before the act 2 boss, a strange bug occurs, causing the water to become black for the remainder of the stage. This happens because after entering a Bonus Stage, the player respawns at the star post with a Thunder Barrier. Since the player is underwater, the barrier immediately shorts out, while the palette is still fading in. Then, in order to make the entire body of water flash white, the barrier first backs up the current water palette -- which has barely faded in -- to the target palette buffer used by the fade routines, effectively marking the water fade as complete. The final game fixes this by skipping the water flash when a fade is in progress&lt;br /&gt;
:::* During the act 2 boss, the explosion animation for the bombs it drops is broken and only displays a corrupted tile. This behaviour is not present in the November 3rd, 1993 prototype.&lt;br /&gt;
:* Marble Garden Zone&lt;br /&gt;
::* Act 2&lt;br /&gt;
:::* Late into act 2, two trigger-based platforms appear at their final positions before the player has activated the nearby switch. This likely has to do with the changes made to the section immediately preceding it, between the November 3rd, 1993 prototype and the final game. In the prototype, there is a single breakable column, which can be destroyed with a Spin Dash from the adjacent grassy ledge. The area to the left simply rewards the player with an invincibility power-up. In the final game, a puzzle was added to this area. A second breakable column prevents the player from jumping onto the ledge, so they must venture left. Defeating the Relief enemy at the left edge of the room causes a moving platform to emerge from the ground, creating an extra ledge to charge a Spin Dash on. It&#039;s likely that when this puzzle was first introduced, it was mistakenly set to use the same trigger ID as the twin plaforms which follow it. This would result in one puzzle automatically solving the other.&lt;br /&gt;
{{Compare&lt;br /&gt;
|File:s3tapecompare5-tape.png|Prototype&lt;br /&gt;
|File:s3tapecompare5-final.png|Final&lt;br /&gt;
|}}&lt;br /&gt;
:* Carnival Night Zone&lt;br /&gt;
::* Act 2&lt;br /&gt;
:::* At the start of the underwater &amp;quot;lights out&amp;quot; section, all of the balloons that are there in the final game are missing. This can be seen when the timer is between 3:25 and 3:38&lt;br /&gt;
:::* At the end of the &amp;quot;lights out&amp;quot; section, there&#039;s a breakable wall past the light switch, as opposed to the ceiling spikes from the final. This can be seen when the timer is at 5:03&lt;br /&gt;
:* Ice Cap Zone&lt;br /&gt;
::* Act 1&lt;br /&gt;
:::* In the final game, a stack of breakable blocks was added at the start of the level.&lt;br /&gt;
{{Compare&lt;br /&gt;
|File:s3tapecompare6-tape.png|Prototype&lt;br /&gt;
|File:s3tapecompare6-final.png|Final&lt;br /&gt;
|}}&lt;br /&gt;
:* Launch Base Zone&lt;br /&gt;
::* Act 2&lt;br /&gt;
:::* Upon defeating Ball Shooter, the timer stops, just like in Sonic 3 &amp;amp; Knuckles. However, unlike S3&amp;amp;K, the timer does not resume for the Beam Rocket boss fight, and remains stopped until the end of the game. Sonic 3 &amp;quot;fixes&amp;quot; this by just leaving the timer running all the way through the rather lengthy cutscene. Note that since Super transformations are blocked while the timer is stopped, this bug may very well have hidden the infamous &amp;quot;Big Arm can hurt Super Sonic&amp;quot; bug until it was too late! &lt;br /&gt;
:* Credits&lt;br /&gt;
::* HIROSHI NIKAIDOH replaces TAKAHIRO HAMANO as a Senior Programmer, but evidently there was no budget left to properly center the man&#039;s name.&lt;br /&gt;
{{Compare&lt;br /&gt;
|File:s3tapecompare7-tape.png|Prototype&lt;br /&gt;
|File:s3tapecompare7-final.png|Final&lt;br /&gt;
|}}&lt;br /&gt;
* Misc. differences found by drx and ehw&lt;br /&gt;
** The special stages have a bug where by getting snagged inbetween two bumpers and jumping off, Sonic is unable to go faster with the music. This can be seen at 3:40. The final game fixed this by allowing you to press Up to go back to the intended speed.&lt;br /&gt;
** Parts of the capsule can filter (noticeable in Ice Cap Act 2)&lt;br /&gt;
** A specific section of Launch Base Act 1 is slightly different in comparison to both the final and November 3rd prototype. This difference can be see when the timer is 3:18 in the recording.&lt;br /&gt;
&lt;br /&gt;
==Screenshots==&lt;br /&gt;
&amp;lt;gallery mode=packed&amp;gt;&lt;br /&gt;
sonic3prototapetitle.png&lt;br /&gt;
vlcsnap-2022-11-24-00h12m55s667.png&lt;br /&gt;
vlcsnap-2022-11-24-00h13m03s682.png&lt;br /&gt;
vlcsnap-2022-11-24-00h13m09s906.png&lt;br /&gt;
vlcsnap-2022-11-24-00h13m13s608.png&lt;br /&gt;
vlcsnap-2022-11-24-00h13m18s502.png&lt;br /&gt;
vlcsnap-2022-11-24-00h13m26s823.png&lt;br /&gt;
vlcsnap-2022-11-24-00h13m32s140.png&lt;br /&gt;
vlcsnap-2022-11-24-00h13m40s566.png&lt;br /&gt;
vlcsnap-2022-11-24-00h13m44s571.png&lt;br /&gt;
vlcsnap-2022-11-24-00h13m48s528.png&lt;br /&gt;
vlcsnap-2022-11-24-00h13m52s987.png&lt;br /&gt;
vlcsnap-2022-11-24-00h13m58s836.png&lt;br /&gt;
vlcsnap-2022-11-24-00h14m03s868.png&lt;br /&gt;
vlcsnap-2022-11-24-00h14m12s240.png&lt;br /&gt;
vlcsnap-2022-11-24-00h14m20s017.png&lt;br /&gt;
vlcsnap-2022-11-24-00h14m24s060.png&lt;br /&gt;
vlcsnap-2022-11-24-00h14m28s357.png&lt;br /&gt;
vlcsnap-2022-11-24-00h14m39s155.png&lt;br /&gt;
vlcsnap-2022-11-24-00h14m43s908.png&lt;br /&gt;
vlcsnap-2022-11-24-00h14m47s969.png&lt;br /&gt;
vlcsnap-2022-11-24-00h14m51s232.png&lt;br /&gt;
vlcsnap-2022-11-24-00h14m54s673.png&lt;br /&gt;
vlcsnap-2022-11-24-00h14m59s793.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Origin==&lt;br /&gt;
&amp;lt;gallery mode=packed&amp;gt;Sonic 3 tape 1.jpg&lt;br /&gt;
Sonic 3 tape 2.jpg&lt;br /&gt;
Sonic 3 tape 3.jpg&lt;br /&gt;
Sonic 3 tape 4.jpg&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Video metadata==&lt;br /&gt;
&amp;lt;pre&amp;gt;Input #0, avi, from &#039;Sonic 3 Walkthrough [VHS SP][NV-HS950_FS1_MXO2].avi&#039;:&lt;br /&gt;
  Metadata:&lt;br /&gt;
    software        : TMPGEnc Video Mastering Works 7 Version 7.0.25.28&lt;br /&gt;
  Duration: 01:08:54.96, start: 0.000000, bitrate: 115437 kb/s&lt;br /&gt;
  Stream #0:0: Video: magicyuv (M8Y2 / 0x3259384D), yuv422p, 704x576, 113120 kb/s, 50 fps, 50 tbr, 50 tbn&lt;br /&gt;
  Stream #0:1: Audio: pcm_s24le ([1][0][0][0] / 0x0001), 48000 Hz, stereo, s32 (24 bit), 2304 kb/s&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Acknowledgments==&lt;br /&gt;
* Special thanks to Tanks from Kineko Video and napasan for transferring the VHS tape to digital.&lt;br /&gt;
* Special thanks to fredbronze for the write up detailing the differences between this prototype and final.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[https://twitter.com/kinekovideo Kineko Video]&lt;br /&gt;
*[https://tcrf.net/The_Cutting_Room_Floor The Cutting Room Floor]&lt;br /&gt;
*[https://s3unlocked.blogspot.com/ Sonic the Hedgehog 3 Unlocked]&lt;br /&gt;
*[[News/Sonic 3 and Feel Preproduction VHS Tapes!|This release is part of Hidden Palace&#039;s pre Thanksgiving release for 2022.]]&lt;br /&gt;
&lt;br /&gt;
{{Prototype Footer|{{Navbox|Sonic the Hedgehog 3}}}}&lt;/div&gt;</summary>
		<author><name>Weenustheelbow</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=Clay_Fighter:_Extreme_(Apr_4,_1997_prototype)&amp;diff=52449</id>
		<title>Clay Fighter: Extreme (Apr 4, 1997 prototype)</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=Clay_Fighter:_Extreme_(Apr_4,_1997_prototype)&amp;diff=52449"/>
		<updated>2021-04-18T09:23:09Z</updated>

		<summary type="html">&lt;p&gt;Weenustheelbow: this is SUPER important&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
  &lt;br /&gt;
{{Prototype&lt;br /&gt;
|Page name=Clay Fighter: Extreme (Apr 4, 1997 prototype)&lt;br /&gt;
|titlescreen=PSX - Clay Fighter Extreme 4-10-97 Preview-0000.png&lt;br /&gt;
|builddate=Apr 4, 1997 17:12:50 &lt;br /&gt;
|buildname=Preview&lt;br /&gt;
|status=Released, redump needed&lt;br /&gt;
|releasedby=Hidden Palace&lt;br /&gt;
|filereleasedate=April 17, 2021&lt;br /&gt;
|origin_type=CD-R&lt;br /&gt;
|origin_dumpmethod=PLEXTOR DVDR PX-716UF 1.11 03/23/07 15:10 (CloneCD)&lt;br /&gt;
|origin_labels=Clay Fighter Extreme 4-10-97 Preview&lt;br /&gt;
|origin_lot=Project Deluge&lt;br /&gt;
|game=Clay Fighter: Extreme&lt;br /&gt;
|system=PlayStation&lt;br /&gt;
|genre=Fighting&lt;br /&gt;
|final_builddate={{RegionDate|JP|Unreleased }} {{RegionDate|EU|Unreleased }} {{RegionDate|US|Unreleased }}&lt;br /&gt;
|release_date={{RegionDate|JP|Unreleased }} {{RegionDate|EU|Unreleased }} {{RegionDate|US|Unreleased }}&lt;br /&gt;
|unreleased=Yes&lt;br /&gt;
}}&lt;br /&gt;
{{Download&lt;br /&gt;
|external=https://archive.org/details/ClayFighterExtremeApr41997prototype&lt;br /&gt;
|file=Clay Fighter - Extreme (Apr 4, 1997 prototype).7z&lt;br /&gt;
}}&lt;br /&gt;
A prototype of Clay Fighter: Extreme for the PlayStation.&lt;br /&gt;
==Notes==&lt;br /&gt;
* Very interesting tech demo of an unreleased game, in really early stages&lt;br /&gt;
* Starts off on a debug screen with build date, as well as character and stage select, and even some music&lt;br /&gt;
** Left/Right selects the player 1 character&lt;br /&gt;
** Square/O selects the player 2 character&lt;br /&gt;
** L1/R1 selects the stage&lt;br /&gt;
** L2/R2 selects a CDDA music track (but they do not work)&lt;br /&gt;
** Pressing start begins the game&lt;br /&gt;
* 2-player fighting game with rendered models.&lt;br /&gt;
** There is no health bar&lt;br /&gt;
* No music and scant on sound effects&lt;br /&gt;
* But there are some voice clips&lt;br /&gt;
* When a player is defeated, they are temporarily in a knocked-out state before they recover. There are no rounds and nothing happens&lt;br /&gt;
* The player can go out of bounds&lt;br /&gt;
* Infamously, &#039;&#039;HoboCop&#039;&#039; (a character who was removed from all other versions) is present in this build.&lt;br /&gt;
* Very prone to freezing&lt;br /&gt;
* Miscellaneous Notes:&lt;br /&gt;
** Game is emulatable: Yes (as of April 17, 2021).&lt;br /&gt;
** Game contains dongle protection: No.&lt;br /&gt;
** Game contains debugging symbols: N/A&lt;br /&gt;
** Dump was originally scrambled: No&lt;br /&gt;
==Screenshots==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;gallery heights=&amp;quot;256&amp;quot; widths=&amp;quot;224&amp;quot;&amp;gt;&lt;br /&gt;
PSX - Clay Fighter Extreme 4-10-97 Preview-0001.png&lt;br /&gt;
PSX - Clay Fighter Extreme 4-10-97 Preview-0002.png&lt;br /&gt;
PSX - Clay Fighter Extreme 4-10-97 Preview-0003.png&lt;br /&gt;
PSX - Clay Fighter Extreme 4-10-97 Preview-0004.png&lt;br /&gt;
PSX - Clay Fighter Extreme 4-10-97 Preview-0005.png&lt;br /&gt;
PSX - Clay Fighter Extreme 4-10-97 Preview-0006.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
==Origin==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
PSX - Clay Fighter Extreme 4-10-97 Preview.jpeg|Disc front.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
==Files==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{{filelist|&lt;br /&gt;
{{filelistentry |i=1|icon=file|indent=0|filename=PSX - Clay Fighter Extreme 4-10-97 Preview.img|type=File|date=2020-12-12 12:21:24|size=24500784|crc32=D33C4307|md5=be5f92381e0089846376c8a52dd7ca91|sha1=a7da2f17d9d95169445de41cdde2fd93dfbc4ef9|comment=}}&lt;br /&gt;
{{filelistentry |i=2|icon=file|indent=0|filename=PSX - Clay Fighter Extreme 4-10-97 Preview.cue|type=File|date=2020-12-12 12:20:49|size=106|crc32=E4383079|md5=f798f42c69daedea8448581342e7e92c|sha1=2621e92c0d9ab64e043275508f94720403de7aeb|comment=}}&lt;br /&gt;
{{filelistentry |i=3|icon=file|indent=0|filename=PSX - Clay Fighter Extreme 4-10-97 Preview.ccd|type=File|date=2020-12-12 12:20:49|size=771|crc32=8867793C|md5=109af6b18ad5072b266e05ac9ca54033|sha1=1a644bf5f622278ff9855573cf9e7d8c8ba3676f|comment=}}&lt;br /&gt;
{{filelistentry |i=4|icon=file|indent=0|filename=PSX - Clay Fighter Extreme 4-10-97 Preview.sub|type=File|date=2020-12-12 12:21:29|size=1000032|crc32=2305402F|md5=5c934fe5a0156dbd4afbb854e42345eb|sha1=d240b22c8eeeccfe1e186246fa64262ea43544e2|comment=}}&lt;br /&gt;
{{filelistentry |i=5|icon=file|indent=0|filename=PSX - Clay Fighter Extreme 4-10-97 Preview.jpeg|type=File|date=2021-03-14 12:14:00|size=929524|crc32=ECD3CA98|md5=c7e5724038b5affdbcb063c098780c30|sha1=d4f3235efac3c3145a72383fac5104031007d41b|comment=}}&lt;br /&gt;
|date=yes}}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
==Acknowledgments==&lt;br /&gt;
A huge thanks to Iniche for researching this prototype!&lt;br /&gt;
==See also==&lt;br /&gt;
* [[News/Project Deluge: PlayStation 1, Saturn, and CD-I (Part 2)|Project Deluge: PlayStation 1, Saturn, and CD-i (April 17, 2021)]]&lt;br /&gt;
* [https://tcrf.net/The_Cutting_Room_Floor Cutting Room Floor (TCRF)]&lt;br /&gt;
* [https://archive.org Internet Archive (IA)]&lt;br /&gt;
{{Prototype Footer|{{Navbox prototype|Clay Fighter: Extreme}}}}&lt;/div&gt;</summary>
		<author><name>Weenustheelbow</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=Rayman_3:_Hoodlum_Havoc_(May_17,_2002_prototype)&amp;diff=45682</id>
		<title>Rayman 3: Hoodlum Havoc (May 17, 2002 prototype)</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=Rayman_3:_Hoodlum_Havoc_(May_17,_2002_prototype)&amp;diff=45682"/>
		<updated>2021-03-21T10:17:23Z</updated>

		<summary type="html">&lt;p&gt;Weenustheelbow: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;  &lt;br /&gt;
{{Prototype&lt;br /&gt;
|Page name=Rayman 3: Hoodlum Havoc (May 17, 2002 prototype)&lt;br /&gt;
|titlescreen=Rayman_3_63_build_preview_1_level_select.png&lt;br /&gt;
|builddate=May 17, 2002 19:30:26 &lt;br /&gt;
|buildname=Preview&lt;br /&gt;
|status=Released, redump needed&lt;br /&gt;
|releasedby=Hidden Palace&lt;br /&gt;
|filereleasedate=March 20, 2021&lt;br /&gt;
|origin_type=CD-R&lt;br /&gt;
|origin_dumpmethod=Memorex MRX-650LE v6 AM61 (CloneCD)&lt;br /&gt;
|origin_labels=Rayman 3 E3 build preview&lt;br /&gt;
|origin_lot=Project Deluge&lt;br /&gt;
|game=Rayman 3: Hoodlum Havoc&lt;br /&gt;
|system=PlayStation 2&lt;br /&gt;
|genre=Adventure&lt;br /&gt;
|final_builddate={{RegionDate|JP|Unreleased }} {{RegionDate|EU|Jan 9, 2003 }} {{RegionDate|US|Jan 14, 2003 }}&lt;br /&gt;
|release_date={{RegionDate|JP|Unreleased }} {{RegionDate|EU|Jan 9, 2003 }} {{RegionDate|US|Mar 18, 2003 }}&lt;br /&gt;
|unreleased=No&lt;br /&gt;
}}&lt;br /&gt;
{{Download&lt;br /&gt;
|external=https://archive.org/details/Rayman3HoodlumHavocMay172002prototype&lt;br /&gt;
|file=Rayman 3 - Hoodlum Havoc (May 17, 2002 prototype).7z&lt;br /&gt;
}}&lt;br /&gt;
A prototype of Rayman 3: Hoodlum Havoc for the PlayStation 2.&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
*Demo of the game with four levels and a trailer.&lt;br /&gt;
*The levels are &amp;quot;Bad Sauce&amp;quot;, &amp;quot;Highland Drifters&amp;quot;, &amp;quot;Special Invaders&amp;quot; and &amp;quot;Dangerous Game&amp;quot;.&lt;br /&gt;
*Press L2 + R2 + d-pad up to warp to the next section of the level.&lt;br /&gt;
*Miscellaneous Notes:&lt;br /&gt;
**Game is emulatable (in PCSX2): Yes (as of March 17, 2021).&lt;br /&gt;
**Game contains dongle protection: No.&lt;br /&gt;
&lt;br /&gt;
==Screenshots==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;gallery heights=&amp;quot;256&amp;quot; widths=&amp;quot;224&amp;quot;&amp;gt;&lt;br /&gt;
File:Rayman 3 63 build preview 1 level select.png|Level select menu&lt;br /&gt;
File:Rayman 3 63 build preview 2 loading screen.png|Loading screen&lt;br /&gt;
File:Rayman 3 63 build preview 3 ingame 1.png|In-game image of the &amp;quot;Bad Sauce&amp;quot; level, which is the first segment to &#039;&#039;The Bog of Murk&#039;&#039;.&lt;br /&gt;
File:Rayman 3 63 build preview 4 quit screen.png|Screen when returning to the level select&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
==Origin==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:PS2 - Rayman 3 63 build preview.jpeg|Disc front.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
==Files==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{{filelist|&lt;br /&gt;
{{filelistentry |i=1|icon=file|indent=0|filename=PS2 - Rayman 3 63 build preview.img|type=File|date=2020-05-13 15:48:41|size=515111520|crc32=33763E44|md5=81439c06366b57bc8a343ee318f33f9a|sha1=4d40c7929a53624c7f787283239a77ad63a9fea3|comment=}}&lt;br /&gt;
{{filelistentry |i=2|icon=file|indent=0|filename=PS2 - Rayman 3 63 build preview.cue|type=File|date=2020-05-13 15:32:13|size=95|crc32=73498B1C|md5=3357b3cb18a1b335e283f969deecb88e|sha1=399ccac05b84b2f191b1503b3e99b7ea0b16eb4d|comment=}}&lt;br /&gt;
{{filelistentry |i=3|icon=file|indent=0|filename=PS2 - Rayman 3 63 build preview.ccd|type=File|date=2020-05-13 15:32:12|size=773|crc32=A196ABCE|md5=5088619ad2c63b084c7037acdc6f6327|sha1=f3be4ff78ed6557f722d61260c9fa8ad4f54191f|comment=}}&lt;br /&gt;
{{filelistentry |i=4|icon=file|indent=0|filename=PS2 - Rayman 3 63 build preview.sub|type=File|date=2020-05-13 15:49:06|size=21024960|crc32=61C97A73|md5=ecd77bccc553d94f83a8395556918e76|sha1=a83ca3fe6a566a75946eaffd83286f7a8c5d88cc|comment=}}&lt;br /&gt;
{{filelistentry |i=5|icon=file|indent=0|filename=PS2 - Rayman 3 63 build preview.jpeg|type=File|date=2021-03-14 11:12:45|size=1039147|crc32=E159B522|md5=a308a3bf35ef38bf87c50d904bb821e2|sha1=97d26eaa9fd47520fb359029141fa7cdb7f80ca1|comment=}}&lt;br /&gt;
|date=yes}}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
==Acknowledgments==&lt;br /&gt;
A huge thanks to Drac for researching this prototype! And a huge thanks to the anonymous donor that allowed for this release to happen!&lt;br /&gt;
==See also==&lt;br /&gt;
&lt;br /&gt;
*[[News/Project Deluge: PlayStation 2|Project Deluge: PlayStation 2 (Initial Announcement Article) (March 20, 2021)]]&lt;br /&gt;
*[https://tcrf.net/The_Cutting_Room_Floor Cutting Room Floor (TCRF)]&lt;br /&gt;
*[https://archive.org Internet Archive (IA)]&lt;br /&gt;
{{Prototype Footer|{{Navbox prototype|Rayman 3: Hoodlum Havoc}}}}&lt;/div&gt;</summary>
		<author><name>Weenustheelbow</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=Sonic_the_Hedgehog_(Prototype)&amp;diff=37715</id>
		<title>Sonic the Hedgehog (Prototype)</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=Sonic_the_Hedgehog_(Prototype)&amp;diff=37715"/>
		<updated>2021-01-16T16:31:49Z</updated>

		<summary type="html">&lt;p&gt;Weenustheelbow: i feel that with such a significant find a sub-intro would fit, but what is with these &amp;quot;UK Prototype&amp;quot; mentions?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Prototype&lt;br /&gt;
|Page name=Sonic the Hedgehog (UK Magazine Prototype)&lt;br /&gt;
|titlescreen=Sonic the Hedgehog (16-bit) (Prototype) (2).png&lt;br /&gt;
|status=Released&lt;br /&gt;
|dumper=Buckaroo&lt;br /&gt;
|releasedby=drx&lt;br /&gt;
|filereleasedate=January 1, 2021&lt;br /&gt;
|origin_type=EPROM cartridge&lt;br /&gt;
|origin_labels=SONIC THE HEDGEHOG SEGA&lt;br /&gt;
|origin_dumpmethod=Retrode 2&lt;br /&gt;
|origin_ownership=Buckaroo (2020-Present)&lt;br /&gt;
|game=Sonic the Hedgehog&lt;br /&gt;
|system=Sega Mega Drive&lt;br /&gt;
|genre=Action&lt;br /&gt;
|final_builddate={{RegionDate|EU|May 1, 1991}} {{RegionDate|US|May 1, 1991}}&lt;br /&gt;
|release_date={{RegionDate|EU|Jul 1991}} {{RegionDate|JP|Jul 26, 1991}} {{RegionDate|US|Jun 23, 1991}}&lt;br /&gt;
|unreleased=No&lt;br /&gt;
|builtafter=Jan 1, 1991&lt;br /&gt;
}}&lt;br /&gt;
{{Download&lt;br /&gt;
|file=Sonic the Hedgehog (Prototype).zip&lt;br /&gt;
}}&lt;br /&gt;
A prototype of Sonic the Hedgehog for the Sega Mega Drive.&lt;br /&gt;
==Notes==&lt;br /&gt;
{{Tcrf link| Proto:Sonic the Hedgehog (Genesis)}}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;General differences&#039;&#039;&#039;:&lt;br /&gt;
**The ROM header hasn’t been populated with game specific information yet.&lt;br /&gt;
**The name of the proto comes from its confirmation of it being sourced from an UK Magazine of the time.&lt;br /&gt;
**The prototype uses a standard SEGA title screen commonly used in other games. The SEGA scream is absent and isn’t present in the ROM.&lt;br /&gt;
**The “Sonic Team Presents” screen is completely absent.&lt;br /&gt;
**The title screen lacks a trademark symbol.&lt;br /&gt;
**The title screen has a “PRESS START BUTTON” prompt. This is absent in the final version, even though it’s still present in the game’s code.&lt;br /&gt;
**Sonic’s palette on the title screen is slightly brighter in comparison to the final build.&lt;br /&gt;
**Level select can be activated by pressing &#039;&#039;&#039;A+START&#039;&#039;&#039; on the title screen. For the final version, a level select code is used instead &#039;&#039;&#039;(UP, DOWN, LEFT, RIGHT, A+START)&#039;&#039;&#039;. There is no code for a level select cheat. Debug mode can still be entered by holding &#039;&#039;&#039;A&#039;&#039;&#039; button while selecting a level from the level select.&lt;br /&gt;
**The original level names for Spring Yard Zone and Scrap Brain Zone are still present in the level select, those being Sparkling Zone and Clock Work Zone respectively.&lt;br /&gt;
**A cross was added next to all of Star Light Zone and Act 3 of Clock Work Zone, despite Star Light Zone being accessible. This seems to be a left over from when Star Light Zone wasn’t accessible from the level select yet.&lt;br /&gt;
**Clock Work Zone Act 3 cannot be selected from within the level select.&lt;br /&gt;
**Final Zone is missing from the level select.&lt;br /&gt;
**Clock Work Zone Act 3, Final Zone, and the ending level have not been implemented yet.&lt;br /&gt;
**The staff credit sequence, continue screen, and the ending sequence have not been implemented and do not exist in the ROM in any form yet.&lt;br /&gt;
**Pressing &#039;&#039;&#039;B&#039;&#039;&#039; on any of the levels in the level select loads up a strange version of Green Hill Zone Act 3. This is technically an “Act 4” for Green Hill Zone, and was most likely a way to test the ending area used before the end credits in the final game.&lt;br /&gt;
**The title card used for each level has “ACT.” instead of “ACT”&lt;br /&gt;
**The demo after the title screen desyncs, causing Sonic to die instantly. It seems that the demo was recorded for a different level layout. The same demo recording seems to be used for each level presented. The game uses a different fade out routine when Sonic dies during a demo. For some odd reason, if the demo is played with debug mode enabled, Sonic will eventually go into debug mode (due to a random B button press in the demo) and will start rapidly placing the selected object until the demo eventually ends.&lt;br /&gt;
**The level order consists of Green Hill Zone (Acts 1, 2, 3), Marble Zone (Acts 1, 2, 3), Sparkling Zone (Act 1), and Star Light Zone (Act 1). This suggests that the final level order has been decided at this point. The levels presented are all the acts that have been finished to a point where they could be completed. The game resets back to the SEGA logo after completing Star Light Zone Act 1.&lt;br /&gt;
**Each level contains significant level layout differences, with Green Hill Zone and Marble Zone containing the least, and Star Light, Labyrinth, Sparkling, and Clock Work containing the most..&lt;br /&gt;
**Sonic’s tile set lacks his final sprite for picking up an air bubble and an additional fall back animation frame. All other sprites are identical.&lt;br /&gt;
*&#039;&#039;&#039;Gameplay differences&#039;&#039;&#039;:&lt;br /&gt;
**The HUD says RING instead of RINGS.&lt;br /&gt;
**The HUD does not flash red when Sonic’s RING count is at zero, or when time is running out on the clock.&lt;br /&gt;
**Continues haven’t been implemented yet.&lt;br /&gt;
**Lives can be received after receiving 50 rings. In the final, you must collect 100 rings to receive an extra life; however, unlike the final, you will not receive an extra life at 200 rings.&lt;br /&gt;
**You can go back to the title screen at any time by pressing &#039;&#039;&#039;START + A&#039;&#039;&#039;.&lt;br /&gt;
**The music doesn’t stop when the game is paused.&lt;br /&gt;
**End level bonus points have not been implemented. Instead, Sonic leaps into the air from a jump after an act is complete with a unique sprite.&lt;br /&gt;
**It isn’t possible to enter a special stage while in a level yet.&lt;br /&gt;
**None of the levels contain checkpoint lampposts, as they have not been implemented yet.&lt;br /&gt;
**Time over has not been implemented. The timer resets to 9:00 if it reaches past 9:59.&lt;br /&gt;
**Big rings that lead to special stages have not been implemented completely yet, but code and art for it exists in the ROM.&lt;br /&gt;
**The vertical movement for the camera is slower than the horizontal, causing Sonic to often out run the camera when falling down. In levels with death pits, this can cause Sonic to die mid air.&lt;br /&gt;
**Points received from enemies and certain objects do not multiply when received in succession. You will only receive 100 points from each badnik you destroy.&lt;br /&gt;
**The boss in Green Hill Zone is the only boss in the game. &lt;br /&gt;
**The game recognizes the button to jump before activating debug mode with the same button. This causes Sonic to start a jump a frame before entering debug mode, and performing said jump after exiting debug mode. This was fixed for the final version.&lt;br /&gt;
*&#039;&#039;&#039;Green Hill Zone differences&#039;&#039;&#039;:&lt;br /&gt;
**The level contains a rolling ball hazard that goes unused in the final game. The rolling ball itself is modeled after Robotnik’s wrecking ball that’s used for the boss in this level. If Sonic moves over the ball or moves against it, the ball will chase after him. If the ball rests on a cliff, it will move in Sonic’s direction even if Sonic runs underneath it. If the ball falls on top of Sonic, it will crush him to death. If the ball hits Sonic as it&#039;s rolling on the same platform as Sonic however, it will only push him (it doesn’t hurt to the touch). This causes bugs where the ball can clip Sonic through level collision. The ball itself can map to most level collisions, and even carries its own momentum when it goes down hill, allowing it to move up half pipes and hills. However, it does not recognize the path swap flags, so it cannot go around loop de loops. Despite reports to the contrary in the media when the game was in development, the ball in its current state cannot destroy badniks or break down walls. The ball cannot be controlled if Sonic is on top of it. However, the ball does seem to react to when Sonic’s on top of it. However, it seems to cause the ball to lose its ability to recognize level collision.&lt;br /&gt;
**The background art is slightly different. Each Act contains a slightly different background.&lt;br /&gt;
**Rotating flowers are pink. In the final they are green.&lt;br /&gt;
**The final game&#039;s Green Newtron badniks are pink in this build.&lt;br /&gt;
**Platforms float at the same time and at the same rate of speed.&lt;br /&gt;
**The rotating light underneath Robotnik’s ship doesn’t flash in the prototype.&lt;br /&gt;
**Robotnik does not display his laughing animation when deploying his wrecking ball.&lt;br /&gt;
**When Robotnik has been defeated, he flies away much faster.&lt;br /&gt;
**The boss music keeps playing even after Robotnik has been defeated.&lt;br /&gt;
*&#039;&#039;&#039;Labyrinth Zone differences&#039;&#039;&#039;:&lt;br /&gt;
**This stage contains a completely different static background in comparison to the final version. The prototype takes place under an open cave with light shafts. In the final, the level takes place in an area with mostly ruins and architecture.&lt;br /&gt;
**This stage completely lacks water and bubbles. It appears that water has barely been programmed in the game yet.&lt;br /&gt;
**This stage is completely devoid of objects and badniks in any act. However, art and code for the Jaws and Burrobot badniks exist in the game’s object table, but go unreferenced.&lt;br /&gt;
**The stage’s debug object list only contains a ring, an item box, and a broken version of the Crabmeat badnik.&lt;br /&gt;
**Sonic doesn’t die if he falls into a bottomless pit. Instead he just warps to the top of the stage.&lt;br /&gt;
**The statue that pours water that Sonic would normally slide down on is bigger in the prototype.&lt;br /&gt;
**The stage lacks a boss.&lt;br /&gt;
*&#039;&#039;&#039;Marble Zone differences&#039;&#039;&#039;:&lt;br /&gt;
**The level background contains UFOs that animate in the sky all throughout the level. This was removed from the final. &lt;br /&gt;
**This level contains the Spikes badnik instead of the Caterkiller badnik. Caterkiller doesn’t seem to exist in the ROM yet.&lt;br /&gt;
**Inside the debug mode’s object list is the Splats badnik, completely functional, but unfortunately was cut from the final (only the art remains in the final version).&lt;br /&gt;
**There is a gimmick that goes unused for the final where Sonic has to repeatedly jump on a crushing platform to reach the other side. This was replaced by a platform that can be lowered with a switch.&lt;br /&gt;
**If Sonic dies around lava, the debug markers that are used to indicate where the object that causes Sonic to get hurt when he touches lava appears. This occurs even if debug mode isn’t actually enabled.&lt;br /&gt;
**You don’t earn points when breaking blocks.&lt;br /&gt;
**There is no boss in Act 3. Instead there is a sign post shortly before the boss arena.&lt;br /&gt;
**There is a bug in Act 3 that causes the game to lock the camera in place when Sonic is in a specific spot underneath the area where the end level sign post was added.&lt;br /&gt;
*&#039;&#039;&#039;Star Light Zone differences&#039;&#039;&#039;:&lt;br /&gt;
**The background art is slightly different.&lt;br /&gt;
**Sonic suffers from some collision issues when going down half pipes and slopes, oftentimes slowing or stopping even though there is nothing in front of him.&lt;br /&gt;
**The loop de loops contain lights on the top.&lt;br /&gt;
**Seesaws exist in the debug object list but go unused. While the seesaws function, they lack the spike ball that helps propel Sonic into the air.&lt;br /&gt;
**The stage is more difficult overall in comparison to the final build, containing more opportunities for Sonic to fall into a bottomless pit.&lt;br /&gt;
**There are no badniks in any acts for this zone. Bomb badniks have not been implemented yet.&lt;br /&gt;
**Marble Zone’s spitting lava object is on the debug object for this zone for some reason.&lt;br /&gt;
**Act 2 and 3 are almost completely devoid of objects, but there are some objects placed in strange places.&lt;br /&gt;
**The sign post that was added to the end of Act 1 is further down into the ground in this build.&lt;br /&gt;
**The game resets back to the SEGA screen after the end of Act 1.&lt;br /&gt;
**The stage lacks a boss.&lt;br /&gt;
*&#039;&#039;&#039;Spring Yard Zone (Sparkling Zone) differences&#039;&#039;&#039;:&lt;br /&gt;
**The beginning of Act 1 has a 4 way turning spike chain. This is not present in the final.&lt;br /&gt;
**The background is completely different in comparison to the final. The background utilizes a flashing, neon colored palette for background billboards and stars set at night. In the final build, the stage is set to city outskirts during the evening/twilight.&lt;br /&gt;
**The Roller badnik is present in the object list and is completely functional, but goes unused, also supporting a purple color palette.&lt;br /&gt;
**Act 2’s object layout was in the middle of being implemented at the time of this build, as the beginning of the zone contains objects but gets progressively more barren as the act goes on.&lt;br /&gt;
**Act 3 is completely devoid of any objects.&lt;br /&gt;
**You don’t earn points from hitting bumpers.&lt;br /&gt;
**The stage lacks a boss.&lt;br /&gt;
*&#039;&#039;&#039;Scrap Brain (Clock Work Zone) differences&#039;&#039;&#039;:&lt;br /&gt;
**In the prototype, Scrap Brain Zone is referred to as Clock Work Zone.&lt;br /&gt;
**The title card for this stage reads “CLOCK ORK ZONE” instead of “CLOCK WORK ZONE”. This is because the art for the “W” does not exist.&lt;br /&gt;
**The background in Act 1 is completely different in comparison to the final version. Act 1 is actually using Act 2’s foreground as part of the background.&lt;br /&gt;
**Act 2 lacks any background.&lt;br /&gt;
**All acts are completely devoid of objects.&lt;br /&gt;
**The foreground art contains various different tiles in comparison to the final version.&lt;br /&gt;
**The object list for this zone contains just a ring, a monitor, and a broken copy of the Crabmeat badnik. However, there is unreferenced data that suggests that the Ball Hog badnik was planned for this zone already. The Ball Hog object is based on its original front facing design, and can still be restored and loaded with all of its art and code in the ROM.&lt;br /&gt;
**Act 2 starts with Sonic being placed inside a transporter much later into the level, rather than the actual start of the level located further up and left.&lt;br /&gt;
**Act 2 contains smaller rotating circles which were removed from the final build.&lt;br /&gt;
**The zone contains slanted non working conveyor belts which go unused in the final build.&lt;br /&gt;
**None of the acts can be completed.&lt;br /&gt;
**Act 3 hasn’t been started yet and is unable to be selected in the level select.&lt;br /&gt;
**The stage lacks a boss.&lt;br /&gt;
**Death pits haven’t been added yet. If Sonic falls down, he warps to the top of the level.&lt;br /&gt;
*&#039;&#039;&#039;Special Stage differences&#039;&#039;&#039;:&lt;br /&gt;
**The unique level fade in and out does not exist in the prototype. Instead, the normal level fade in and out is used.&lt;br /&gt;
**Uses just one level layout, which looks nothing like any of the layouts used in the final version. It doesn’t appear that other layouts exist in the ROM.&lt;br /&gt;
**Debug mode cannot be activated for the Special Stage.&lt;br /&gt;
**The Goal spheres do not cause Sonic to exit the Special Stage.&lt;br /&gt;
**Touching the line of red spheres ends the Special Stage. The arena rotates exponentially before suddenly coming to a stop. After a few seconds, Sonic warps back to the starting point.&lt;br /&gt;
**The rotation can be controlled by pressing A and B, each button slowly increases the speed in the opposite direction.&lt;br /&gt;
**Only rings, bumpers, and spheres that control the rotation direction exist in the stage, there are no emeralds to collect and the squares that disappear to the touch haven’t been implemented yet. Graphics for the emeralds do exist in the ROM, however.&lt;br /&gt;
**The completion screen hasn’t been implemented yet.&lt;br /&gt;
**Special Stages do not use a unique animation when entered, the &#039;&#039;&#039;A&#039;&#039;&#039; and &#039;&#039;&#039;B&#039;&#039;&#039; buttons also cannot be used to jump, and object placement mode cannot be entered. &#039;&#039;&#039;A&#039;&#039;&#039; and &#039;&#039;&#039;B&#039;&#039;&#039; speed up/slow down the stage&#039;s rotation and pressing &#039;&#039;&#039;START&#039;&#039;&#039; will reset the rotation speed to 0.&lt;br /&gt;
*&#039;&#039;&#039;Music and Sound differences&#039;&#039;&#039;:&lt;br /&gt;
**The sound sample used for the drum snare sounds different. It’s a higher quality version of the drum snare used for the final build.&lt;br /&gt;
**There are some audio glitches near the end of the 1UP sound cue. This can sometimes cause other audio problems to occur in the sound driver.&lt;br /&gt;
**Track $92 in the sound test crashes the game. This is caused by an invalid pointer. The drowning theme plays here in the final.&lt;br /&gt;
**The credits medley contains some different instrument programming.&lt;br /&gt;
**The ending BGM has a slightly different ending.&lt;br /&gt;
**The drowning BGM and emerald collect sound cues do not exist yet.&lt;br /&gt;
**The SEGA chant does not exist on the sound test, as it is not implemented in the ROM at this point.&lt;br /&gt;
&lt;br /&gt;
==Screenshots==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; heights=&amp;quot;320&amp;quot; widths=&amp;quot;224&amp;quot;&amp;gt;&lt;br /&gt;
File:Sonic the Hedgehog (16-bit) (Prototype) (1).png|Special stage (1).&lt;br /&gt;
File:Sonic the Hedgehog (16-bit) (Prototype) (2).png|Title screen.&lt;br /&gt;
File:Sonic the Hedgehog (16-bit) (Prototype) (3).png|Sega logo.&lt;br /&gt;
File:Sonic the Hedgehog (16-bit) (Prototype) (4).png|Level select.&lt;br /&gt;
File:Sonic the Hedgehog (16-bit) (Prototype) (5).png|Title card.&lt;br /&gt;
File:Sonic the Hedgehog (16-bit) (Prototype) (6).png|Green Hill Zone (1).&lt;br /&gt;
File:Sonic the Hedgehog (16-bit) (Prototype) (7).png|Green Hill Zone (2).&lt;br /&gt;
File:Sonic the Hedgehog (16-bit) (Prototype) (8).png|Green Hill Zone (3).&lt;br /&gt;
File:Sonic the Hedgehog (16-bit) (Prototype) (9).png|Green Hill Zone (4).&lt;br /&gt;
File:Sonic the Hedgehog (16-bit) (Prototype) (10).png|Green Hill Zone (5).&lt;br /&gt;
File:Sonic the Hedgehog (16-bit) (Prototype) (11).png|Green Hill Zone (6).&lt;br /&gt;
File:Sonic the Hedgehog (16-bit) (Prototype) (12).png|Green Hill Zone (7).&lt;br /&gt;
File:Sonic the Hedgehog (16-bit) (Prototype) (13).png|Green Hill Zone (8).&lt;br /&gt;
File:Sonic the Hedgehog (16-bit) (Prototype) (14).png|Green Hill Zone (9).&lt;br /&gt;
File:Sonic the Hedgehog (16-bit) (Prototype) (15).png|Green Hill Zone (10).&lt;br /&gt;
File:Sonic the Hedgehog (16-bit) (Prototype) (16).png|Green Hill Zone (11).&lt;br /&gt;
File:Sonic the Hedgehog (16-bit) (Prototype) (17).png|Green Hill Zone (12).&lt;br /&gt;
File:Sonic the Hedgehog (16-bit) (Prototype) (18).png|Labyrinth Zone (1).&lt;br /&gt;
File:Sonic the Hedgehog (16-bit) (Prototype) (19).png|Labyrinth Zone (2).&lt;br /&gt;
File:Sonic the Hedgehog (16-bit) (Prototype) (20).png|Labyrinth Zone (3).&lt;br /&gt;
File:Sonic the Hedgehog (16-bit) (Prototype) (21).png|Labyrinth Zone (4).&lt;br /&gt;
File:Sonic the Hedgehog (16-bit) (Prototype) (22).png|Labyrinth Zone (5).&lt;br /&gt;
File:Sonic the Hedgehog (16-bit) (Prototype) (23).png|Labyrinth Zone (6).&lt;br /&gt;
File:Sonic the Hedgehog (16-bit) (Prototype) (24).png|Labyrinth Zone (7).&lt;br /&gt;
File:Sonic the Hedgehog (16-bit) (Prototype) (25).png|Labyrinth Zone (8).&lt;br /&gt;
File:Sonic the Hedgehog (16-bit) (Prototype) (26).png|Labyrinth Zone (9).&lt;br /&gt;
File:Sonic the Hedgehog (16-bit) (Prototype) (27).png|Marble Zone (1).&lt;br /&gt;
File:Sonic the Hedgehog (16-bit) (Prototype) (28).png|Marble Zone (2).&lt;br /&gt;
File:Sonic the Hedgehog (16-bit) (Prototype) (29).png|Marble Zone (3).&lt;br /&gt;
File:Sonic the Hedgehog (16-bit) (Prototype) (30).png|Marble Zone (4).&lt;br /&gt;
File:Sonic the Hedgehog (16-bit) (Prototype) (31).png|Marble Zone (5).&lt;br /&gt;
File:Sonic the Hedgehog (16-bit) (Prototype) (32).png|Marble Zone (6).&lt;br /&gt;
File:Sonic the Hedgehog (16-bit) (Prototype) (33).png|Marble Zone (7).&lt;br /&gt;
File:Sonic the Hedgehog (16-bit) (Prototype) (34).png|Marble Zone (8).&lt;br /&gt;
File:Sonic the Hedgehog (16-bit) (Prototype) (35).png|Star Light Zone (1).&lt;br /&gt;
File:Sonic the Hedgehog (16-bit) (Prototype) (36).png|Star Light Zone (2).&lt;br /&gt;
File:Sonic the Hedgehog (16-bit) (Prototype) (37).png|Star Light Zone (3).&lt;br /&gt;
File:Sonic the Hedgehog (16-bit) (Prototype) (38).png|Star Light Zone (4).&lt;br /&gt;
File:Sonic the Hedgehog (16-bit) (Prototype) (39).png|Star Light Zone (5).&lt;br /&gt;
File:Sonic the Hedgehog (16-bit) (Prototype) (40).png|Star Light Zone (6).&lt;br /&gt;
File:Sonic the Hedgehog (16-bit) (Prototype) (41).png|Star Light Zone (7).&lt;br /&gt;
File:Sonic the Hedgehog (16-bit) (Prototype) (42).png|Star Light Zone (8).&lt;br /&gt;
File:Sonic the Hedgehog (16-bit) (Prototype) (43).png|Star Light Zone (9).&lt;br /&gt;
File:Sonic the Hedgehog (16-bit) (Prototype) (44).png|Star Light Zone (10).&lt;br /&gt;
File:Sonic the Hedgehog (16-bit) (Prototype) (45).png|Star Light Zone (11).&lt;br /&gt;
File:Sonic the Hedgehog (16-bit) (Prototype) (46).png|Star Light Zone (12).&lt;br /&gt;
File:Sonic the Hedgehog (16-bit) (Prototype) (47).png|Star Light Zone (13).&lt;br /&gt;
File:Sonic the Hedgehog (16-bit) (Prototype) (48).png|Sparkling Zone (1).&lt;br /&gt;
File:Sonic the Hedgehog (16-bit) (Prototype) (49).png|Sparkling Zone (2).&lt;br /&gt;
File:Sonic the Hedgehog (16-bit) (Prototype) (50).png|Sparkling Zone (3).&lt;br /&gt;
File:Sonic the Hedgehog (16-bit) (Prototype) (51).png|Sparkling Zone (4).&lt;br /&gt;
File:Sonic the Hedgehog (16-bit) (Prototype) (52).png|Sparkling Zone (5).&lt;br /&gt;
File:Sonic the Hedgehog (16-bit) (Prototype) (53).png|Sparkling Zone (6).&lt;br /&gt;
File:Sonic the Hedgehog (16-bit) (Prototype) (54).png|Sparkling Zone (7).&lt;br /&gt;
File:Sonic the Hedgehog (16-bit) (Prototype) (55).png|Sparkling Zone (8).&lt;br /&gt;
File:Sonic the Hedgehog (16-bit) (Prototype) (56).png|Sparkling Zone (9).&lt;br /&gt;
File:Sonic the Hedgehog (16-bit) (Prototype) (57).png|Sparkling Zone (10).&lt;br /&gt;
File:Sonic the Hedgehog (16-bit) (Prototype) (58).png|Sparkling Zone (11).&lt;br /&gt;
File:Sonic the Hedgehog (16-bit) (Prototype) (59).png|Sparkling Zone (12).&lt;br /&gt;
File:Sonic the Hedgehog (16-bit) (Prototype) (60).png|Sparkling Zone (13).&lt;br /&gt;
File:Sonic the Hedgehog (16-bit) (Prototype) (61).png|Clock Work Zone (1).&lt;br /&gt;
File:Sonic the Hedgehog (16-bit) (Prototype) (62).png|Clock Work Zone (2).&lt;br /&gt;
File:Sonic the Hedgehog (16-bit) (Prototype) (63).png|Clock Work Zone (3).&lt;br /&gt;
File:Sonic the Hedgehog (16-bit) (Prototype) (64).png|Clock Work Zone (4).&lt;br /&gt;
File:Sonic the Hedgehog (16-bit) (Prototype) (65).png|Clock Work Zone (5).&lt;br /&gt;
File:Sonic the Hedgehog (16-bit) (Prototype) (66).png|Clock Work Zone (6).&lt;br /&gt;
File:Sonic the Hedgehog (16-bit) (Prototype) (67).png|Clock Work Zone (7).&lt;br /&gt;
File:Sonic the Hedgehog (16-bit) (Prototype) (68).png|Clock Work Zone (8).&lt;br /&gt;
File:Sonic the Hedgehog (16-bit) (Prototype) (69).png|Clock Work Zone (9).&lt;br /&gt;
File:Sonic the Hedgehog (16-bit) (Prototype) (70).png|Clock Work Zone (10).&lt;br /&gt;
File:Sonic the Hedgehog (16-bit) (Prototype) (71).png|Clock Work Zone (11).&lt;br /&gt;
File:Sonic the Hedgehog (16-bit) (Prototype) (72).png|Clock Work Zone (12).&lt;br /&gt;
File:Sonic the Hedgehog (16-bit) (Prototype) (73).png|Clock Work Zone (13).&lt;br /&gt;
File:Sonic the Hedgehog (16-bit) (Prototype) (74).png|Clock Work Zone (14).&lt;br /&gt;
File:Sonic the Hedgehog (16-bit) (Prototype) (75).png|Special stage (2).&lt;br /&gt;
File:Sonic the Hedgehog (16-bit) (Prototype) (76).png|Special stage (3).&lt;br /&gt;
File:Sonic the Hedgehog (16-bit) (Prototype) (77).png|Special stage (4).&lt;br /&gt;
File:Sonic the Hedgehog (16-bit) (Prototype) (78).png|Special stage (5).&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Videos==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;youtube heights=&amp;quot;320&amp;quot; widths=&amp;quot;224&amp;quot;&amp;gt;bc0aOIl-GsE&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Files==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{{filelist|&lt;br /&gt;
{{filelistentry |i=1|icon=file|indent=0|filename=Sonic the Hedgehog (16-bit) (Prototype).md|type=Mega Drive ROM Image|date=2020-12-09 21:58:07|size=524288|crc32=917c9ca9|md5=b06578c3412de1c5be765a59dec5ff1f|sha1=0b38a66d5e2ffa2394fccb41e4871419cd0a077d|comment=Dumped with Retrode 2.}}&lt;br /&gt;
|date=yes&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Header==&lt;br /&gt;
&amp;lt;span class=&amp;quot;hex-snippet&amp;quot;&amp;gt;00000100  &amp;lt;span class=&amp;quot;hover-link link-system-name&amp;quot; data-title=&amp;quot;System name&amp;quot; title=&amp;quot;Sega Mega Drive&amp;quot;&amp;gt;53 45 47 41 20 4d 45 47&amp;lt;/span&amp;gt;  &amp;lt;span class=&amp;quot;hover-link link-system-name&amp;quot; data-title=&amp;quot;System name&amp;quot; title=&amp;quot;Sega Mega Drive&amp;quot;&amp;gt;41 20 44 52 49 56 45 20&amp;lt;/span&amp;gt;  &amp;lt;span class=&amp;quot;hover-link link-system-name&amp;quot; data-title=&amp;quot;System name&amp;quot; title=&amp;quot;Sega Mega Drive&amp;quot;&amp;gt;SEGA MEGA DRIVE &amp;lt;/span&amp;gt;&lt;br /&gt;
00000110  &amp;lt;span class=&amp;quot;hover-link link-developer-and-date&amp;quot; data-title=&amp;quot;Developer and date&amp;quot; title=&amp;quot;Sega, January 1989&amp;quot;&amp;gt;28 43 29 53 45 47 41 20&amp;lt;/span&amp;gt;  &amp;lt;span class=&amp;quot;hover-link link-developer-and-date&amp;quot; data-title=&amp;quot;Developer and date&amp;quot; title=&amp;quot;Sega, January 1989&amp;quot;&amp;gt;31 39 38 39 2e 4a 41 4e&amp;lt;/span&amp;gt;  &amp;lt;span class=&amp;quot;hover-link link-developer-and-date&amp;quot; data-title=&amp;quot;Developer and date&amp;quot; title=&amp;quot;Sega, January 1989&amp;quot;&amp;gt;(C)SEGA 1989.JAN&amp;lt;/span&amp;gt;&lt;br /&gt;
00000120  &amp;lt;span class=&amp;quot;hover-link link-domestic-game-name&amp;quot; data-title=&amp;quot;Domestic game name&amp;quot; title=&amp;quot;&amp;amp;nbsp;&amp;quot;&amp;gt;20 20 20 20 20 20 20 20&amp;lt;/span&amp;gt;  &amp;lt;span class=&amp;quot;hover-link link-domestic-game-name&amp;quot; data-title=&amp;quot;Domestic game name&amp;quot; title=&amp;quot;&amp;amp;nbsp;&amp;quot;&amp;gt;20 20 20 20 20 20 20 20&amp;lt;/span&amp;gt;  &amp;lt;span class=&amp;quot;hover-link link-domestic-game-name&amp;quot; data-title=&amp;quot;Domestic game name&amp;quot; title=&amp;quot;&amp;amp;nbsp;&amp;quot;&amp;gt;                &amp;lt;/span&amp;gt;&lt;br /&gt;
00000130  &amp;lt;span class=&amp;quot;hover-link link-domestic-game-name&amp;quot; data-title=&amp;quot;Domestic game name&amp;quot; title=&amp;quot;&amp;amp;nbsp;&amp;quot;&amp;gt;20 20 20 20 20 20 20 20&amp;lt;/span&amp;gt;  &amp;lt;span class=&amp;quot;hover-link link-domestic-game-name&amp;quot; data-title=&amp;quot;Domestic game name&amp;quot; title=&amp;quot;&amp;amp;nbsp;&amp;quot;&amp;gt;20 20 20 20 20 20 20 20&amp;lt;/span&amp;gt;  &amp;lt;span class=&amp;quot;hover-link link-domestic-game-name&amp;quot; data-title=&amp;quot;Domestic game name&amp;quot; title=&amp;quot;&amp;amp;nbsp;&amp;quot;&amp;gt;                &amp;lt;/span&amp;gt;&lt;br /&gt;
00000140  &amp;lt;span class=&amp;quot;hover-link link-domestic-game-name&amp;quot; data-title=&amp;quot;Domestic game name&amp;quot; title=&amp;quot;&amp;amp;nbsp;&amp;quot;&amp;gt;20 20 20 20 20 20 20 20&amp;lt;/span&amp;gt;  &amp;lt;span class=&amp;quot;hover-link link-domestic-game-name&amp;quot; data-title=&amp;quot;Domestic game name&amp;quot; title=&amp;quot;&amp;amp;nbsp;&amp;quot;&amp;gt;20 20 20 20 20 20 20 20&amp;lt;/span&amp;gt;  &amp;lt;span class=&amp;quot;hover-link link-domestic-game-name&amp;quot; data-title=&amp;quot;Domestic game name&amp;quot; title=&amp;quot;&amp;amp;nbsp;&amp;quot;&amp;gt;                &amp;lt;/span&amp;gt;&lt;br /&gt;
00000150  &amp;lt;span class=&amp;quot;hover-link link-international-game-name&amp;quot; data-title=&amp;quot;International game name&amp;quot; title=&amp;quot;&amp;amp;nbsp;&amp;quot;&amp;gt;20 20 20 20 20 20 20 20&amp;lt;/span&amp;gt;  &amp;lt;span class=&amp;quot;hover-link link-international-game-name&amp;quot; data-title=&amp;quot;International game name&amp;quot; title=&amp;quot;&amp;amp;nbsp;&amp;quot;&amp;gt;20 20 20 20 20 20 20 20&amp;lt;/span&amp;gt;  &amp;lt;span class=&amp;quot;hover-link link-international-game-name&amp;quot; data-title=&amp;quot;International game name&amp;quot; title=&amp;quot;&amp;amp;nbsp;&amp;quot;&amp;gt;                &amp;lt;/span&amp;gt;&lt;br /&gt;
00000160  &amp;lt;span class=&amp;quot;hover-link link-international-game-name&amp;quot; data-title=&amp;quot;International game name&amp;quot; title=&amp;quot;&amp;amp;nbsp;&amp;quot;&amp;gt;20 20 20 20 20 20 20 20&amp;lt;/span&amp;gt;  &amp;lt;span class=&amp;quot;hover-link link-international-game-name&amp;quot; data-title=&amp;quot;International game name&amp;quot; title=&amp;quot;&amp;amp;nbsp;&amp;quot;&amp;gt;20 20 20 20 20 20 20 20&amp;lt;/span&amp;gt;  &amp;lt;span class=&amp;quot;hover-link link-international-game-name&amp;quot; data-title=&amp;quot;International game name&amp;quot; title=&amp;quot;&amp;amp;nbsp;&amp;quot;&amp;gt;                &amp;lt;/span&amp;gt;&lt;br /&gt;
00000170  &amp;lt;span class=&amp;quot;hover-link link-international-game-name&amp;quot; data-title=&amp;quot;International game name&amp;quot; title=&amp;quot;&amp;amp;nbsp;&amp;quot;&amp;gt;20 20 20 20 20 20 20 20&amp;lt;/span&amp;gt;  &amp;lt;span class=&amp;quot;hover-link link-international-game-name&amp;quot; data-title=&amp;quot;International game name&amp;quot; title=&amp;quot;&amp;amp;nbsp;&amp;quot;&amp;gt;20 20 20 20 20 20 20 20&amp;lt;/span&amp;gt;  &amp;lt;span class=&amp;quot;hover-link link-international-game-name&amp;quot; data-title=&amp;quot;International game name&amp;quot; title=&amp;quot;&amp;amp;nbsp;&amp;quot;&amp;gt;                &amp;lt;/span&amp;gt;&lt;br /&gt;
00000180  &amp;lt;span class=&amp;quot;hover-link link-serial&amp;quot; data-title=&amp;quot;Serial&amp;quot; title=&amp;quot;GM 00000000-00&amp;quot;&amp;gt;47 4d 20 30 30 30 30 30&amp;lt;/span&amp;gt;  &amp;lt;span class=&amp;quot;hover-link link-serial&amp;quot; data-title=&amp;quot;Serial&amp;quot; title=&amp;quot;GM 00000000-00&amp;quot;&amp;gt;30 30 30 2d 30 30&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;hover-link link-checksum&amp;quot; data-title=&amp;quot;Checksum&amp;quot; title=&amp;quot;0x0&amp;quot;&amp;gt;00 00&amp;lt;/span&amp;gt;  &amp;lt;span class=&amp;quot;hover-link link-serial&amp;quot; data-title=&amp;quot;Serial&amp;quot; title=&amp;quot;GM 00000000-00&amp;quot;&amp;gt;GM 00000000-00&amp;lt;/span&amp;gt;&amp;lt;span class=&amp;quot;hover-link link-checksum&amp;quot; data-title=&amp;quot;Checksum&amp;quot; title=&amp;quot;0x0&amp;quot;&amp;gt;..&amp;lt;/span&amp;gt;&lt;br /&gt;
00000190  &amp;lt;span class=&amp;quot;hover-link link-io-support&amp;quot; data-title=&amp;quot;I/O support&amp;quot; title=&amp;quot;Joypad&amp;quot;&amp;gt;4a 20 20 20 20 20 20 20&amp;lt;/span&amp;gt;  &amp;lt;span class=&amp;quot;hover-link link-io-support&amp;quot; data-title=&amp;quot;I/O support&amp;quot; title=&amp;quot;Joypad&amp;quot;&amp;gt;20 20 20 20 20 20 20 20&amp;lt;/span&amp;gt;  &amp;lt;span class=&amp;quot;hover-link link-io-support&amp;quot; data-title=&amp;quot;I/O support&amp;quot; title=&amp;quot;Joypad&amp;quot;&amp;gt;J               &amp;lt;/span&amp;gt;&lt;br /&gt;
000001a0  &amp;lt;span class=&amp;quot;hover-link link-rom-start-address&amp;quot; data-title=&amp;quot;ROM start address&amp;quot; title=&amp;quot;0x0&amp;quot;&amp;gt;00 00 00 00&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;hover-link link-rom-end-address&amp;quot; data-title=&amp;quot;ROM end address&amp;quot; title=&amp;quot;0x7FFFF&amp;quot;&amp;gt;00 07 ff ff&amp;lt;/span&amp;gt;  &amp;lt;span class=&amp;quot;hover-link link-ram-start-address&amp;quot; data-title=&amp;quot;RAM start address&amp;quot; title=&amp;quot;0xFF0000&amp;quot;&amp;gt;00 ff 00 00&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;hover-link link-ram-end-address&amp;quot; data-title=&amp;quot;RAM end address&amp;quot; title=&amp;quot;0xFFFFFF&amp;quot;&amp;gt;00 ff ff ff&amp;lt;/span&amp;gt;  &amp;lt;span class=&amp;quot;hover-link link-rom-start-address&amp;quot; data-title=&amp;quot;ROM start address&amp;quot; title=&amp;quot;0x0&amp;quot;&amp;gt;....&amp;lt;/span&amp;gt;&amp;lt;span class=&amp;quot;hover-link link-rom-end-address&amp;quot; data-title=&amp;quot;ROM end address&amp;quot; title=&amp;quot;0x7FFFF&amp;quot;&amp;gt;....&amp;lt;/span&amp;gt;&amp;lt;span class=&amp;quot;hover-link link-ram-start-address&amp;quot; data-title=&amp;quot;RAM start address&amp;quot; title=&amp;quot;0xFF0000&amp;quot;&amp;gt;....&amp;lt;/span&amp;gt;&amp;lt;span class=&amp;quot;hover-link link-ram-end-address&amp;quot; data-title=&amp;quot;RAM end address&amp;quot; title=&amp;quot;0xFFFFFF&amp;quot;&amp;gt;....&amp;lt;/span&amp;gt;&lt;br /&gt;
000001b0  &amp;lt;span class=&amp;quot;hover-link link-external-ram-data&amp;quot; data-title=&amp;quot;External RAM data&amp;quot; title=&amp;quot;No external RAM mounted&amp;quot;&amp;gt;20 20 20 20 20 20 20 20&amp;lt;/span&amp;gt;  &amp;lt;span class=&amp;quot;hover-link link-external-ram-data&amp;quot; data-title=&amp;quot;External RAM data&amp;quot; title=&amp;quot;No external RAM mounted&amp;quot;&amp;gt;20 20 20 20&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;hover-link link-modem-data&amp;quot; data-title=&amp;quot;Modem data&amp;quot; title=&amp;quot;No modem support&amp;quot;&amp;gt;20 20 20 20&amp;lt;/span&amp;gt;  &amp;lt;span class=&amp;quot;hover-link link-external-ram-data&amp;quot; data-title=&amp;quot;External RAM data&amp;quot; title=&amp;quot;No external RAM mounted&amp;quot;&amp;gt;            &amp;lt;/span&amp;gt;&amp;lt;span class=&amp;quot;hover-link link-modem-data&amp;quot; data-title=&amp;quot;Modem data&amp;quot; title=&amp;quot;No modem support&amp;quot;&amp;gt;    &amp;lt;/span&amp;gt;&lt;br /&gt;
000001c0  &amp;lt;span class=&amp;quot;hover-link link-modem-data&amp;quot; data-title=&amp;quot;Modem data&amp;quot; title=&amp;quot;No modem support&amp;quot;&amp;gt;20 20 20 20 20 20 20 20&amp;lt;/span&amp;gt;  &amp;lt;span class=&amp;quot;hover-link link-memo&amp;quot; data-title=&amp;quot;Memo&amp;quot; title=&amp;quot;&amp;amp;nbsp;&amp;quot;&amp;gt;20 20 20 20 20 20 20 20&amp;lt;/span&amp;gt;  &amp;lt;span class=&amp;quot;hover-link link-modem-data&amp;quot; data-title=&amp;quot;Modem data&amp;quot; title=&amp;quot;No modem support&amp;quot;&amp;gt;        &amp;lt;/span&amp;gt;&amp;lt;span class=&amp;quot;hover-link link-memo&amp;quot; data-title=&amp;quot;Memo&amp;quot; title=&amp;quot;&amp;amp;nbsp;&amp;quot;&amp;gt;        &amp;lt;/span&amp;gt;&lt;br /&gt;
000001d0  &amp;lt;span class=&amp;quot;hover-link link-memo&amp;quot; data-title=&amp;quot;Memo&amp;quot; title=&amp;quot;&amp;amp;nbsp;&amp;quot;&amp;gt;20 20 20 20 20 20 20 20&amp;lt;/span&amp;gt;  &amp;lt;span class=&amp;quot;hover-link link-memo&amp;quot; data-title=&amp;quot;Memo&amp;quot; title=&amp;quot;&amp;amp;nbsp;&amp;quot;&amp;gt;20 20 20 20 20 20 20 20&amp;lt;/span&amp;gt;  &amp;lt;span class=&amp;quot;hover-link link-memo&amp;quot; data-title=&amp;quot;Memo&amp;quot; title=&amp;quot;&amp;amp;nbsp;&amp;quot;&amp;gt;                &amp;lt;/span&amp;gt;&lt;br /&gt;
000001e0  &amp;lt;span class=&amp;quot;hover-link link-memo&amp;quot; data-title=&amp;quot;Memo&amp;quot; title=&amp;quot;&amp;amp;nbsp;&amp;quot;&amp;gt;20 20 20 20 20 20 20 20&amp;lt;/span&amp;gt;  &amp;lt;span class=&amp;quot;hover-link link-memo&amp;quot; data-title=&amp;quot;Memo&amp;quot; title=&amp;quot;&amp;amp;nbsp;&amp;quot;&amp;gt;20 20 20 20 20 20 20 20&amp;lt;/span&amp;gt;  &amp;lt;span class=&amp;quot;hover-link link-memo&amp;quot; data-title=&amp;quot;Memo&amp;quot; title=&amp;quot;&amp;amp;nbsp;&amp;quot;&amp;gt;                &amp;lt;/span&amp;gt;&lt;br /&gt;
000001f0  &amp;lt;span class=&amp;quot;hover-link link-regions&amp;quot; data-title=&amp;quot;Regions&amp;quot; title=&amp;quot;Japan, USA&amp;quot;&amp;gt;4a 55 20 20 20 20 20 20&amp;lt;/span&amp;gt;  &amp;lt;span class=&amp;quot;hover-link link-regions&amp;quot; data-title=&amp;quot;Regions&amp;quot; title=&amp;quot;Japan, USA&amp;quot;&amp;gt;20 20 20 20 20 20 20 20&amp;lt;/span&amp;gt;  &amp;lt;span class=&amp;quot;hover-link link-regions&amp;quot; data-title=&amp;quot;Regions&amp;quot; title=&amp;quot;Japan, USA&amp;quot;&amp;gt;JU              &amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Origin==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:Sonic 1 md proto - pcb front.jpg|PCB front.&lt;br /&gt;
File:Sonic 1 md proto - pcb back.jpg|PCB back.&lt;br /&gt;
File:Sonic 1 md proto - cart front.jpg|Cart front.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Acknowledgments==&lt;br /&gt;
As detailed in its initial announcement (see the below link), the search for this storied prototype was a massive effort with several people involved. We&#039;d like to thank Xkeeper, Rusty, and the whole TCRF crew for being bros keeping things under control. Nik from RetroGamer. Franz, ehw, and Sazpaimon (this is our wedding gift to you!) for being part of the Hidden Palace crew. All of our supporters who have helped kept the site alive for many, many years. Sega/Sonic Team for creating such an awesome game and series. And Buckaroo for being extremely generous in letting us and the rest of the world have the opportunity to play this very important artifact in gaming history.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
&lt;br /&gt;
*[[News/Dreams Come True: Sonic 1 (MD) Prototype|Original announcement article for this prototype.]]&lt;br /&gt;
*[https://tcrf.net/The_Cutting_Room_Floor The Cutting Room Floor (comparisons coming soon)]&lt;br /&gt;
&lt;br /&gt;
{{Prototype Footer|{{Navbox prototype|Sonic the Hedgehog}}}}&lt;/div&gt;</summary>
		<author><name>Weenustheelbow</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=Black_Hole_Assault_(Oct_1,_1992_prototype)&amp;diff=37714</id>
		<title>Black Hole Assault (Oct 1, 1992 prototype)</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=Black_Hole_Assault_(Oct_1,_1992_prototype)&amp;diff=37714"/>
		<updated>2021-01-16T10:06:56Z</updated>

		<summary type="html">&lt;p&gt;Weenustheelbow: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Prototype&lt;br /&gt;
|builddate=Oct 1, 1992 18:37:04&lt;br /&gt;
|titlescreen=blackholeassault.png&lt;br /&gt;
|status=Released, redump needed&lt;br /&gt;
|origin_type=CD-R&lt;br /&gt;
|game=Black Hole Assault&lt;br /&gt;
|system=Sega CD&lt;br /&gt;
|genre=Action&lt;br /&gt;
|final_builddate={{RegionDate|JP|Sep 18, 1992}} {{RegionDate|EU|Oct 5, 1992}} {{RegionDate|US|Feb 5, 1993}}&lt;br /&gt;
|release_date={{RegionDate|JP|Oct 23, 1992}} {{RegionDate|US|Oct 15, 1992}} {{RegionDate|EU|1993}}&lt;br /&gt;
|unreleased=No&lt;br /&gt;
}}&lt;br /&gt;
{{Download&lt;br /&gt;
|file=Black Hole Assault (Oct 1, 1992 prototype).rar&lt;br /&gt;
}}&lt;br /&gt;
A late prototype of Black Hole Assault for the Sega CD.&lt;br /&gt;
==Notes==&lt;br /&gt;
* MP3/ISO only.&lt;br /&gt;
&lt;br /&gt;
{{Prototype Footer|{{Navbox prototype|Black Hole Assault}}}}&lt;/div&gt;</summary>
		<author><name>Weenustheelbow</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=File:Blackholeassault.png&amp;diff=37713</id>
		<title>File:Blackholeassault.png</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=File:Blackholeassault.png&amp;diff=37713"/>
		<updated>2021-01-16T10:06:49Z</updated>

		<summary type="html">&lt;p&gt;Weenustheelbow: User created page with UploadWizard&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=={{int:filedesc}}==&lt;br /&gt;
{{Information&lt;br /&gt;
|description={{en|1=ttttttttttttttttttt how do i write}}&lt;br /&gt;
|date=2021-01-16&lt;br /&gt;
|source={{own}}&lt;br /&gt;
|author=[[User:Weenustheelbow|Weenustheelbow]]&lt;br /&gt;
|permission=&lt;br /&gt;
|other versions=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=={{int:license-header}}==&lt;br /&gt;
{{licensing|generic}}&lt;/div&gt;</summary>
		<author><name>Weenustheelbow</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=Battletech:_Gray_Death_Legion_(Jan_5,_1995_prototype)&amp;diff=37712</id>
		<title>Battletech: Gray Death Legion (Jan 5, 1995 prototype)</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=Battletech:_Gray_Death_Legion_(Jan_5,_1995_prototype)&amp;diff=37712"/>
		<updated>2021-01-16T10:03:08Z</updated>

		<summary type="html">&lt;p&gt;Weenustheelbow: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Prototype&lt;br /&gt;
|builddate=Jan 5, 1995 14:06:36&lt;br /&gt;
|titlescreen=battletech.png&lt;br /&gt;
|status=Released&lt;br /&gt;
|dumper=C.K. Chapman&lt;br /&gt;
|releasedby=Omegaknuckles&lt;br /&gt;
|origin_type=CD-R&lt;br /&gt;
|game=Battletech: Gray Death Legion&lt;br /&gt;
|system=Sega CD&lt;br /&gt;
|genre=Shooter&lt;br /&gt;
|unreleased=Yes&lt;br /&gt;
}}&lt;br /&gt;
{{Download&lt;br /&gt;
|file=Battletech - Gray Death Legion (Jan 5, 1995 prototype).rar&lt;br /&gt;
}}&lt;br /&gt;
An early prototype of the unreleased Battletech - Gray Death Legion for the Sega CD.&lt;br /&gt;
==Notes==&lt;br /&gt;
Contained in this archive is a .bin ISO of Battletech: Gray Death Legion,&lt;br /&gt;
Documentation on the game&#039;s controls and different features (In High and&lt;br /&gt;
Medium-Resolution), and an MD5 and SFV hash of the ISO.&lt;br /&gt;
&lt;br /&gt;
My personal apologies on the guerilla-style scans of the provided&lt;br /&gt;
documentation. By the time I had archived the data I hadn&#039;t realized&lt;br /&gt;
that the text on the pages were &amp;quot;bleeding through&amp;quot; each other in the images.&lt;br /&gt;
&lt;br /&gt;
Technical info:&lt;br /&gt;
&lt;br /&gt;
The Disc format is an ISO 9660 File System (.bin), with 113.9 MB of Data:&lt;br /&gt;
33 .war files&lt;br /&gt;
78 .bin files&lt;br /&gt;
3 .txt files&lt;br /&gt;
53 .rwf files&lt;br /&gt;
&lt;br /&gt;
~Information provided by C.K. Chapman (LynxVGL)&lt;br /&gt;
--&amp;gt; http://www.youtube.com/user/LynxVGL&lt;br /&gt;
&lt;br /&gt;
There are no Redbook Audio Tracks on this disc. &lt;br /&gt;
&lt;br /&gt;
This build has no audio at all for that matter with the exception of one &lt;br /&gt;
specific cutscene in the Bridge menu where the last &amp;quot;death cinematic&amp;quot; has&lt;br /&gt;
some form of laggy audio (not CD-related as tests on the ISO in Gens&lt;br /&gt;
yield the same results), but nothing else.&lt;br /&gt;
&lt;br /&gt;
The disc was tested on two Model 2 Sega CDs (NTSC-U) and with &lt;br /&gt;
Gens Re-Recording v.11a using Sega CD Model 2 Bios v2.11x (NTSC-U).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Misc Information about Gray Death Legion (By C.K. Chapman - Former &lt;br /&gt;
QA Lead, FASA Interactive): &lt;br /&gt;
&lt;br /&gt;
&amp;quot;The disc supplied by Good Deal is not a commercial CD.  &lt;br /&gt;
It is clearly a burned copy on CDR with a inkjet label printed on the disc.&lt;br /&gt;
There is no Redbook Audio on the disc at all.&lt;br /&gt;
&lt;br /&gt;
.....It&#039;s a Beta copy at best, and with the lack of implemented audio, &lt;br /&gt;
control issues with jumpjets and other partially implemented game features,&lt;br /&gt;
I might lean more toward Alpha build level of completion.&lt;br /&gt;
&lt;br /&gt;
.....I was the QA Lead at FASA Interactive back in the 90&#039;s and we had &lt;br /&gt;
(lost now) a more complete version of the game. &lt;br /&gt;
We used it as a training tool with new testers.&lt;br /&gt;
It had audio and an almost playable mission.&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
Other Notes: Two things to note that are not included in the provided&lt;br /&gt;
documentation (in full detail) are how to perform certain controls &lt;br /&gt;
ike an ingame reset which I&#039;ve listed below.&lt;br /&gt;
&lt;br /&gt;
Soft Reset:&lt;br /&gt;
&lt;br /&gt;
A + B + C + START&lt;br /&gt;
&lt;br /&gt;
Change Throttle:&lt;br /&gt;
&lt;br /&gt;
Start + UP OR DOWN (Up for increased Throttle, Down for Decreased. &lt;br /&gt;
Increasing throttle to Max will engage a Jump which is listed as being&lt;br /&gt;
charged by holding B, though it seemed to do this automatically during &lt;br /&gt;
testing on my Model 2 and in Gens-RR)&lt;br /&gt;
&lt;br /&gt;
~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=&lt;br /&gt;
Credits:&lt;br /&gt;
&lt;br /&gt;
Uploaded by Omegaknuckles.&lt;br /&gt;
&lt;br /&gt;
Special Thanks: C.K. Chapman (For providing me with not only &lt;br /&gt;
TWO copies of Battletech: Gray Death Legion but also including the&lt;br /&gt;
(unofficial?) documentation of the games contents/controls)&lt;br /&gt;
&lt;br /&gt;
Honorable Mention: GoodDealGames (For Discovering the initial leaked discs&lt;br /&gt;
and driving me to seek out a copy to dump the data on &lt;br /&gt;
Theisozone and Underground-Gamer)&lt;br /&gt;
~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=&lt;br /&gt;
&lt;br /&gt;
{{Prototype Footer|{{Navbox prototype|Battletech: Gray Death Legion}}}}&lt;/div&gt;</summary>
		<author><name>Weenustheelbow</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=File:Battletech.png&amp;diff=37711</id>
		<title>File:Battletech.png</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=File:Battletech.png&amp;diff=37711"/>
		<updated>2021-01-16T10:02:12Z</updated>

		<summary type="html">&lt;p&gt;Weenustheelbow: User created page with UploadWizard&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=={{int:filedesc}}==&lt;br /&gt;
{{Information&lt;br /&gt;
|description={{en|1=rrrrrrrrrrrrrrrrrrrrrrrrrrrrr}}&lt;br /&gt;
|date=2021-01-16&lt;br /&gt;
|source={{own}}&lt;br /&gt;
|author=[[User:Weenustheelbow|Weenustheelbow]]&lt;br /&gt;
|permission=&lt;br /&gt;
|other versions=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=={{int:license-header}}==&lt;br /&gt;
{{licensing|generic}}&lt;/div&gt;</summary>
		<author><name>Weenustheelbow</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=Batman_Returns_(Apr_23,_1993_prototype)&amp;diff=37710</id>
		<title>Batman Returns (Apr 23, 1993 prototype)</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=Batman_Returns_(Apr_23,_1993_prototype)&amp;diff=37710"/>
		<updated>2021-01-16T09:54:50Z</updated>

		<summary type="html">&lt;p&gt;Weenustheelbow: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Prototype&lt;br /&gt;
|builddate=Apr 23, 1993 16:34:29&lt;br /&gt;
|titlescreen=Batmang.png&lt;br /&gt;
|status=Released&lt;br /&gt;
|dumper=PACHUKA&lt;br /&gt;
|releasedby=PACHUKA&lt;br /&gt;
|origin_type=CD-R&lt;br /&gt;
|origin_labels=Batman #7&lt;br /&gt;
|game=Batman Returns&lt;br /&gt;
|system=Sega CD&lt;br /&gt;
|genre=Action&lt;br /&gt;
|final_builddate={{RegionDate|US|Apr 26, 1993}} {{RegionDate|EU|May 22, 1993}}&lt;br /&gt;
|release_date={{RegionDate|US|Mar 1993}} {{RegionDate|EU|Aug 1993}}&lt;br /&gt;
|unreleased=No&lt;br /&gt;
}}&lt;br /&gt;
{{Download&lt;br /&gt;
|file=Batman Returns (Apr 23, 1993 prototype).rar&lt;br /&gt;
}}&lt;br /&gt;
A late prototype of Batman Returns for the Sega CD.&lt;br /&gt;
==Origin==&lt;br /&gt;
&amp;lt;gallery mode=packed&amp;gt;&lt;br /&gt;
batman.jpg|CD front&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Prototype Footer|{{Navbox prototype|Batman Returns}}}}&lt;/div&gt;</summary>
		<author><name>Weenustheelbow</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=File:Batmang.png&amp;diff=37709</id>
		<title>File:Batmang.png</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=File:Batmang.png&amp;diff=37709"/>
		<updated>2021-01-16T09:53:54Z</updated>

		<summary type="html">&lt;p&gt;Weenustheelbow: User created page with UploadWizard&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=={{int:filedesc}}==&lt;br /&gt;
{{Information&lt;br /&gt;
|description={{en|1=eeeeeeeeeeeeeeeeeeeeeeee}}&lt;br /&gt;
|date=2021-01-16&lt;br /&gt;
|source={{own}}&lt;br /&gt;
|author=[[User:Weenustheelbow|Weenustheelbow]]&lt;br /&gt;
|permission=&lt;br /&gt;
|other versions=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=={{int:license-header}}==&lt;br /&gt;
{{licensing|generic}}&lt;/div&gt;</summary>
		<author><name>Weenustheelbow</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=Urusei_Yatsura:_Dear_My_Friends_Sample_(Feb_4,_1994_prototype)&amp;diff=37708</id>
		<title>Urusei Yatsura: Dear My Friends Sample (Feb 4, 1994 prototype)</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=Urusei_Yatsura:_Dear_My_Friends_Sample_(Feb_4,_1994_prototype)&amp;diff=37708"/>
		<updated>2021-01-16T08:18:43Z</updated>

		<summary type="html">&lt;p&gt;Weenustheelbow: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Prototype&lt;br /&gt;
|builddate=Feb 4, 1994 12:26:09&lt;br /&gt;
|titlescreen=DARLINGNOBAKAAAAAA.png&lt;br /&gt;
|status=Released&lt;br /&gt;
|dumper=Orengefox&lt;br /&gt;
|releasedby=Orengefox&lt;br /&gt;
|origin_type=CD-R&lt;br /&gt;
|origin_ownership=Orengefox&lt;br /&gt;
|game=Urusei Yatsura: Dear My Friends&lt;br /&gt;
|system=Sega CD&lt;br /&gt;
|genre=Adventure&lt;br /&gt;
|final_builddate={{RegionDate|JP|Mar 14, 1994}}&lt;br /&gt;
|release_date={{RegionDate|JP|Apr 15, 1994}}&lt;br /&gt;
|unreleased=No&lt;br /&gt;
}}&lt;br /&gt;
{{Download&lt;br /&gt;
|file=Urusei Yatsura - My Dear Friends Sample (Feb 4, 1994 prototype).7z&lt;br /&gt;
}}&lt;br /&gt;
A late prototype of Urusei Yatsura - My Dear Friends for the Sega Mega CD.&lt;br /&gt;
==Notes==&lt;br /&gt;
* Was dumped before by various other people, but this includes a proper BIN/CUE rip as well.&lt;br /&gt;
&lt;br /&gt;
==Videos==&lt;br /&gt;
&amp;lt;youtube width=&amp;quot;320&amp;quot; height=&amp;quot;240&amp;quot;&amp;gt;5BetiIJH3TU&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Origin==&lt;br /&gt;
&amp;lt;gallery mode=packed heights=240&amp;gt;&lt;br /&gt;
Urusei Yatsura Dear My Friends Sample Disc.jpg|Original disc&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Prototype Footer|{{Navbox prototype|Urusei Yatsura: Dear My Friends}}}}&lt;/div&gt;</summary>
		<author><name>Weenustheelbow</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=File:DARLINGNOBAKAAAAAA.png&amp;diff=37707</id>
		<title>File:DARLINGNOBAKAAAAAA.png</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=File:DARLINGNOBAKAAAAAA.png&amp;diff=37707"/>
		<updated>2021-01-16T08:17:15Z</updated>

		<summary type="html">&lt;p&gt;Weenustheelbow: User created page with UploadWizard&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=={{int:filedesc}}==&lt;br /&gt;
{{Information&lt;br /&gt;
|description={{en|1=has no traditional title screen, from the intro in this autodemo}}&lt;br /&gt;
|date=2021-01-16&lt;br /&gt;
|source={{own}}&lt;br /&gt;
|author=[[User:Weenustheelbow|Weenustheelbow]]&lt;br /&gt;
|permission=&lt;br /&gt;
|other versions=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=={{int:license-header}}==&lt;br /&gt;
{{licensing|generic}}&lt;/div&gt;</summary>
		<author><name>Weenustheelbow</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=Amazing_Spider-Man_vs_The_Kingpin_(Jun_2,_1993_prototype)&amp;diff=37705</id>
		<title>Amazing Spider-Man vs The Kingpin (Jun 2, 1993 prototype)</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=Amazing_Spider-Man_vs_The_Kingpin_(Jun_2,_1993_prototype)&amp;diff=37705"/>
		<updated>2021-01-16T05:55:13Z</updated>

		<summary type="html">&lt;p&gt;Weenustheelbow: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Prototype&lt;br /&gt;
|builddate=Jun 2, 1993 21:03:58&lt;br /&gt;
|titlescreen=spiderderman.png&lt;br /&gt;
|status=Released&lt;br /&gt;
|dumper=PACHUKA&lt;br /&gt;
|releasedby=PACHUKA&lt;br /&gt;
|origin_type=CD-R&lt;br /&gt;
|origin_labels=SPIDY 2 G193&lt;br /&gt;
|game=Amazing Spider-Man vs The Kingpin&lt;br /&gt;
|system=Sega CD&lt;br /&gt;
|genre=Action&lt;br /&gt;
|final_builddate={{RegionDate|EU|Nov 16, 1993}} {{RegionDate|US|Nov 9, 1993}}&lt;br /&gt;
|release_date={{RegionDate|US|Jun 1993}} {{RegionDate|EU|1993}}&lt;br /&gt;
|unreleased=No&lt;br /&gt;
}}&lt;br /&gt;
{{Download&lt;br /&gt;
|file=Amazing Spider-Man vs The Kingpin (Jun 2, 1993 prototype).rar&lt;br /&gt;
}}&lt;br /&gt;
An early prototype of Amazing Spider-Man vs the Kingpin for the Sega CD.&lt;br /&gt;
==Notes==&lt;br /&gt;
* Debug is enabled.&lt;br /&gt;
* Some source code can be found in certain sectors of the CD.&lt;br /&gt;
&lt;br /&gt;
==Videos==&lt;br /&gt;
&amp;lt;youtube width=&amp;quot;320&amp;quot; height=&amp;quot;240&amp;quot;&amp;gt;Qg2Leb3uCY0&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Origin==&lt;br /&gt;
&amp;lt;gallery mode=packed&amp;gt;&lt;br /&gt;
spiderman.jpg|CD front&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Prototype Footer|{{Navbox prototype|Amazing Spider-Man vs The Kingpin}}}}&lt;/div&gt;</summary>
		<author><name>Weenustheelbow</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=File:Spiderderman.png&amp;diff=37704</id>
		<title>File:Spiderderman.png</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=File:Spiderderman.png&amp;diff=37704"/>
		<updated>2021-01-16T05:53:46Z</updated>

		<summary type="html">&lt;p&gt;Weenustheelbow: User created page with UploadWizard&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=={{int:filedesc}}==&lt;br /&gt;
{{Information&lt;br /&gt;
|description={{en|1=scene from cutscene, goes straight to intro in prototype}}&lt;br /&gt;
|date=2021-01-15&lt;br /&gt;
|source={{own}}&lt;br /&gt;
|author=[[User:Weenustheelbow|Weenustheelbow]]&lt;br /&gt;
|permission=&lt;br /&gt;
|other versions=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=={{int:license-header}}==&lt;br /&gt;
{{licensing|generic}}&lt;/div&gt;</summary>
		<author><name>Weenustheelbow</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=User_talk:Weenustheelbow&amp;diff=37682</id>
		<title>User talk:Weenustheelbow</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=User_talk:Weenustheelbow&amp;diff=37682"/>
		<updated>2021-01-14T16:59:14Z</updated>

		<summary type="html">&lt;p&gt;Weenustheelbow: Created page with &amp;quot;yes hello&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;yes hello&lt;/div&gt;</summary>
		<author><name>Weenustheelbow</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=User:Weenustheelbow&amp;diff=37681</id>
		<title>User:Weenustheelbow</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=User:Weenustheelbow&amp;diff=37681"/>
		<updated>2021-01-14T16:58:36Z</updated>

		<summary type="html">&lt;p&gt;Weenustheelbow: Created page with &amp;quot;hi i like protos  not sure if i&amp;#039;ll do much outside of adding to stubs i guess&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;hi i like protos&lt;br /&gt;
&lt;br /&gt;
not sure if i&#039;ll do much outside of adding to stubs i guess&lt;/div&gt;</summary>
		<author><name>Weenustheelbow</name></author>
	</entry>
</feed>