![]() ![]() Note that you will be taken back to the title screen upon completion of the selected level or upon attempting time travel. The final four entries are blank, but lead to Palmtree Panic Act 1 when selected."COMMING SOON" has been shortened to "COMMING".The filename has been changed from SSEL_.MMD to the final's STSEL_.MMD, likely to avoid confusion with the sound test file ( SOSEL_.MMD).The level select now accounts for every level and uses the same layout as the final game's (including the strangely placed WARP, OPENING, COMMING, and SPEDEMO options and Palmtree Panic Act 3's entries coming after Collision Chaos), but retains the same appearance as v0.02's.This level select would remain unchanged until the v1.05 prototype, where it was finalized. Make a selection and press Start to enter it. A black screen with a list of numbers and letters corresponding to various levels and events appears. On the title screen, press Start on Controller 2 and then press Start on Controller 1. The music is largely identical to the final Japanese/European soundtrack, although fadeouts are missing. Whether this is for debugging purposes or an early two-player prospect is unknown. It is possible, using the second controller, to control a second, "virtual Sonic" in gameplay.The camera will follow Sonic as he jumps off the stage, and he'll die from a bottomless pit, losing a life and restarting the Act instead of causing an instant Game Over. The game-ending "I'm outta here!" Easter egg does not work properly.When you progress to the next Zone/Act, the next stage's title card won't show.Destroying both of the robot transporters in the Past does not change the future in Act 3 to a Good Future.Badniks are not disabled in Good Future variations.It does however stop the spinning of rings and the movement of objects aside from Sonic. This does not work correctly, but its role was to freeze time for a few seconds. Clock Monitor: Has an image of a clock.Blue Ring Monitor: Functions identically to the "S" Monitor. ![]()
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