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User:Biggestsonicfan/Sandbox/Sonic Championship (Rework)/Unplayable Characters

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This is a sub-page of User:Biggestsonicfan/Sandbox/Sonic Championship (Rework).

There are some characters who are inaccessible without modifying game data or accessing them through debug functions. Some of these were finished up and made available in the HD rerelease.

Prototype Bark

Prototype Bark in a normal match A close up of Prototype Bark using debugging camera functions
320px 320px

Early in game's development, Bark looked quite different. Some of the model objects still exist for this version of Bark and can be mapped onto the final Bark's model data.

Honey

Honey in the character select screen

A yellow cat-like character with black hair, based on Candy from Fighting Vipers (Candy's name in Japan was Honey). She was initally discovered after the release of Sonic Gems Collection. In an interview with Hiroshi Kataoka, he confirmed that since Sonic the Fighters was initially designed around Fighting Vipers by simply placing Sonic characters in it, the character was modeled around her.

A screenshot of Honey from the arcade version A screenshot of Honey from the HD port with fixed eye
Stf-honey-amy.png 320px

Honey's in-game data is nearly complete, with a unique moveset, but she is incomplete:

  • Model data for Honey being squished exists in the game, however when the character is squished by Amy's Piko-Piko or Bark's fist, much of her body data uses squished Amy's assets. This is a likely indication that Honey's model data was based around Amy.
    • Honey's alternate color model, however, does not have this issue and displays her squished body parts correctly.
  • There is a bug in her eye system, causing one eye to look at the camera but the other to look in the opposite direction, making Honey look strange in some scenes (the cutscene after defeating Metal Sonic doesn't have this issue).
  • While artwork exists in the data exists for Honey as a title card in the versus screen, the game shows Eggman's portriat instead.

These issues, however, were resolved for the HD release of the game on XBLA and PSN as she was added as a secret playable character (move the cursor over Amy and press Start, which also unlocks an achievement/trophy).

Honey's squished body Honey's squished body with correct data
Stf-honey-squished.png 320px

All the characters in the game have a variety of expressions, however Honey has some uniquely designed expressions.

Notably, unlike other characters, when both players select Honey there is an actual alternate costume for her instead of a grayscale version. This version of Honey's design was used in a short clip intro for the Sega Saturn version of Fighting Vipers.

Honey in a mirror match Honey as seen as on Sanman's collectables shelf
Stf-honey-squished.png 320px


Metal Sonic

Metal Sonic character select

He was made playable in the HD rerelease by pressing Start over Sonic on the character select screen (offline versus and online versus only).

Metal Sonic character select fixed

If the game is modified to allow two Metal Sonics to be played at the same time, Metal Sonic will not be greyscale. However objects for a greyscale Metal Sonic are located within the game's data and the screenshot above uses these assets.

RoboEgg

Stf-eggman-intro.png Stf-eggrob-cselect.png Stf-eggrob-ingame.png

The robot that accompanies Eggman in the intro cutscene, which is the only time character is used or seen and is not normally playable. The head of RoboEgg is programmed to animate after so many seconds has passed. It has no between-level artwork (it uses Eggman's). He has a uniquely programmed moveset, but is extremely similar to that the final Eggman boss. A difference, for example, is that the triple punch uses has purple speed lines instead of white.

Sounds like another egg-related Sonic character...

While RoboEgg does have a player name and title card burried in the game's data, however by default it displays Eggman's.

Rocket Metal

Stf-rocket-intro.png Stf-rocket-cselect.png Stf-rocket-ingame.png

Rocket Metal only appears as a player character briefly in the intro before being replaced by a series of objects that create the transofrmation animation into an actual rocket. Strangely, he actually has his own name graphic instead of defaulting to Eggman's.

Eggman

Stf-eggman-cselect.png Knuckles: Put up a fight, Dr.Eggman! Dr.Eggman: We'll see about that!

Everyone's favorite fat doctor, but without his mech from his Final Boss form. He has the same title card and name as his Final Boss form. He has his own unique moveset which borrows traits from his mech form but also gives him his own unique grab.

Big Eggman

Both Eggman and Big Eggman at the character select screen in their idle stances An examle of Big Eggman with his proper skeleton functioning
Stf-e-be.png Stf-eggman-giant.png

A larger version of Eggman, à la the Fighting Vipers end boss. His model's skeleton is broken when standing idle, but looks fine when moving or performing a move. He shares the same moveset as his smaller counterpart.

320px

Much like how Honey has incorrect body object data when she is squished, Big Eggman uses a squished Sonic head instead of a squished Eggman head.

Middle Eggman

Eggman on the left, unused Eggman on the right Big Eggman on the left, unused Eggman on the right
TWW-HyruleWallsJ1.png TWW-HyruleWallsU1.png

Among the object arrays within the code of the game that make up a player model exists unrefrenced data which when assigned to either Eggman or Big Eggman produces an Eggman with model sizes inbetween the two. This Eggman, just like every other character in the game, also has an array of parts for their "mirror match" counterparts, and that also goes unreferenced.


UFO Eggman

Stf-eggman-ufo.png

The little UFO Eggman uses to create greyscale clones for Mirror Matches. While not unused, he is a non playable character which can be playable via debug mode. He uses Knuckles moveset.

Unused Eggman Form

Stf-eggman-unused.png

There's one last unused Eggman form that seems to have been cut late in development. It shares skeleton model data of the Final Boss Eggman but looks more like a tank, complete with tank guns for arms and animated treads for feet. Placing all the unrefrenced model data from this Eggman over the Final Boss Eggman gives us some idea of what it might have looked like.

DUM9-DUM15

320px Not much to say here. They look like Sonic, have Knuckles moveset, use Eggman's title portrat, and their mirror counterparts only have a greyscale head while the rest of their body is in color.

Normal DUM victory pose is identical to Sonic's. DUM12's victory pose is Sonic's idle stance animation.
TWW-HyruleWallsJ1.png TWW-HyruleWallsU1.png

The only difference between then is that DUM12 and their mirror as they use a different victory pose.

DUM16 & DUM17

These two characters share quite the oddity. While identical to the above DUM characters above, they can easily crash the game. This is because the data array containing which characters should use which movesets is 24 items long and DUM16 and DUM17 are characters 25 and 26 respectively. Using moves with these characters causes arbitrary code execution because the data the game is intepreting to be a move is not a valid pointer to a move subroutine.