More Mega Collection Mysteries

Speak your mind, or lack thereof. There may occasionally be on-topic discussions.
User avatar
big_smile
Drano Master
Posts: 1176
Joined: Sat May 22, 2004 3:27 am
Location: UK

More Mega Collection Mysteries

Post by big_smile »

Buried within the Mega Collection Plus DVD-ROM file structure is a text document, encoded in some alien format (read: not Microsoft Word). After a bit of research, I was able to convert the document into the more universal html and access its contents (You'll need to set your browser encoding to unicode to view it correctly). The document contains the text for all the menus within the game, including several that are absent from the final retail product. Unfortunately, Sega haven’t quite yet mastered the art of using paragraphs or spaces after sentences, so the mass of text is cumbersome to navigate. Thankfully, I have put together this handy guide:

Gamecube remnants
Several leftovers from the Gamecube version exist in the file, including system error messages and the introductory text for the Sonic CD, History of Sonic and Sonic Advance 2 movies. It’s unlikely that these movies were planned to return for Plus, as the text retains the Nintendo-specific references and describes Sonic’s second Gameboy outing as a forthcoming title.

Removed character and box art descriptions
Plus retained the Gamcube character profiles for Sonic, Tails and Knuckles, but it discarded the one-line character and box art descriptions that were displayed in the Artwork section. These descriptions are in the text file, which suggests that they were intended to return.

At first I thought they may have been leftovers from the Gamecube release, as there are no descriptions for the character art that is exclusive to Plus. However, a few minor modifications have been made, such as the Cream description being updated to acknowledge the release of Sonic Advance 2 and the box art text including additional descriptions for Sonic Heroes and Sonic Advance 3.

Deleted multi-region warnings
A deleted menu intended for the Game section warns that the game titles will change depending on the language settings. This furthers suggests that extra manual and (Mega Drive) ROM folders on the disc do include every regional version of each title, and that Sega had originally planned to provide access to these variations. Curiously, the menu states that the Japanese release of Sonic 3D was known as Sonic 3D Blast even though the Mega Drive version was not released in the country.

Missing game menus
The original Mega Collection contained menus for each game that presented a few lines of useless trivia and a one sentence story summary. These were removed from Plus, but exist within the text file and have three key modifications. Firstly, the button descriptions have been appropriately altered to reflect the PS2 and X-box controllers. Secondly, the menus list the title changes that were made for the European and American releases of each game and reiterate the above-mentioned multi-region warning. Finally, menus for the Game Gear games have been added, together with English-language menus for The Ooze and Comix Zone.

Extra unlocked messages
Unlocked messages are appropriately displayed each time one of the bonus games are unlocked. Bizarrely, the text file contains these messages for both the bonus and the main games, even though the latter don't need unlocking.

Scrapped pause menu
The text file contains a pause menu that is not in the final retail product:
OK?Quit Special Stage and continue
with Story mode.
These options are peculiar, as there are no special stage or story modes in Mega Collection Plus.

Lost 60Hz and progressive scan modes
Although Sega Europe invented the concept of optimised PAL conversions and 60Hz modes, the PAL release of Plus is missing these essential features, even though it came out several months after NSTC versions. The text file, however, suggests that a 60Hz and progressive scan modes were planned at one point.

Incidentally, the progressive scan mode is actually briefly referenced in the manual, but no instructions are given on how to activate it (The usual method of holding down triangle and X does not work).

Hint menus
A little spoiler warning: The text file contains all the unlocakble hint menus. So far, I’ve only unlocked the menus for Sonic 1 and Sonic & Knuckles, but I’ve noticed that file includes hints that are not in the actual game. For example, the Sonic 1 ending and staff credits codes do not appear in its hint menu.

Other langauges
The disc contains text files in Japanese, Korean, French, Italian, German, and Spanish. I’ve converted these into HTML, which, of course, works with any web-based translator. It seems the various releases were all direct translations of the Japanese version, with the only game and system names being altered. Story fans will be pleased to know that no changes were made to the story menus with the Japanese Sonic & Knuckles menu still referring to the Super Emeralds and the Sonic 3 menu mentioning that Knuckles believed Sonic was after the Chaos Emeralds.

In conclusion, it's a great shame that Sega’s apparent plans to include every regional variation and revision of Sonic’s early adventures didn’t come to pass. However, the extra ROMs and manuals do appear to be the disc, so hopefully some talented hacker will find a way to crack them open (just as the extra revisions of Sonic 1 and Sonic CD manual were decoded from the Gamecube release).

User avatar
Crazy Penguin
Drano Master
Posts: 1903
Joined: Sat May 22, 2004 10:06 pm
Location: England
Contact:

Post by Crazy Penguin »

Great detective work!

I can't wrap my head around why some of these things were excluded, like the 60hz mode or having all region versions of each game, they did it on Sonic Adventure DX fine enough. The American Ristar had heavy graphics edits. =( And it'd be nice to play the original revision of Sonic 2.

It's also a shame that the Special Stage mode never made it, it was a very fun feature in Sonic Jam.

User avatar
Brazillian Cara
Posts: 1729
Joined: Sat Aug 07, 2004 5:30 pm
Now Playing: the waiting game.
Location: On a never-ending quest to change my avatar.

Post by Brazillian Cara »

Oa, BS...those stupid hats are indeed magic!

User avatar
The Scarlet Scorpion
Posts: 312
Joined: Thu Jun 03, 2004 8:42 pm
Location: Southern Connecticut, U.S.A.
Contact:

Post by The Scarlet Scorpion »

I'm sorry to be out of the loop here, but... just what is "Mega Collection Plus"?

And yes, all praise be to the Stupid Hats!

User avatar
Esrever
Drano Master
Posts: 2981
Joined: Mon May 24, 2004 2:26 am
Contact:

Post by Esrever »

Also, would anyone like to spell out the differences between the original Sonic 2, the first revision and the second revision?

User avatar
big_smile
Drano Master
Posts: 1176
Joined: Sat May 22, 2004 3:27 am
Location: UK

Post by big_smile »

Crazy Penguin wrote:I can't wrap my head around why some of these things were excluded, like the 60hz mode or having all region versions of each game, they did it on Sonic Adventure DX fine enough. The American Ristar had heavy graphics edits. =( And it'd be nice to play the original revision of Sonic 2.
Being able to play every variation of each game (and view its manual) would have also made Plus feel like less of a quick cash-in. The lack of a 60Hz mode is particularly problematic as it means that even if there are codes to access the different versions, they wont be available to European gamers (as the region select codes for Sonic 1 in the original Gamecube Mega Collection didn't work in 50Hz mode).
It's also a shame that the Special Stage mode never made it, it was a very fun feature in Sonic Jam.
It would also have been particularly handy for the Game Gear games (which usually lack a level select code to directly access the special stages). I wonder if the planned Special Stage and Story modes are a sign that Sega hasn’t lost the source code for the original games.
I'm sorry to be out of the loop here, but... just what is "Mega Collection Plus"?
It’s the PS2 and X-Box release of Mega Collection. You can find more details of what they added (and removed) here.
Also, would anyone like to spell out the differences between the original Sonic 2, the first revision and the second revision?
The first revision featured a bug that would cause Sonic to run in the air if he tried to turn Super after passing the bonus plate at the end of a zone. This would prevent the next stage from loading as the scoring information would not display.

Revision 1 also allowed Sonic to turn Super in the 2P mode and contained Picky in Casino Night Zone.

However, it is worth noting that although most of the information on the first revision comes from reliable members of the Sonic community, it is based on memories of a 13 year old game and so may not be completely accurate. ^_^

--
Does anyone know how to view graphics that are in BIN format? Maybe we could at least access the Japanese manuals for G-Sonic and Flicky.

User avatar
Pepperidge
Drano Master
Posts: 544
Joined: Fri May 21, 2004 5:01 pm
Location: British Columbia
Contact:

Post by Pepperidge »

Wait, is the final Japanese version of Sonic 1 included in Mega Collection +? And is the emulation really as shoddy as I hear it is?

User avatar
Psxphile
Posts: 317
Joined: Tue May 25, 2004 11:35 pm
Location: California

Post by Psxphile »

big_smile wrote:The first revision featured a bug that would cause Sonic to run in the air if he tried to turn Super after passing the bonus plate at the end of a zone. This would prevent the next stage from loading as the scoring information would not display.
Eh? My Sonic 2 did that. I thought it was inherent in all copies.

It came with the Sonic 2/Streets of Rage 2 Genny bundle, btw.

User avatar
Kishi
Posts: 1033
Joined: Fri Jun 18, 2004 11:07 am

Post by Kishi »

Every version of Sonic 2 I've ever played has had Sonic running in place in the air if he went super after passing the Bonus Plate. It never stopped the game from moving on to the next stage, though.

ICEknight
Posts: 26
Joined: Sat Jan 22, 2005 2:25 pm

Post by ICEknight »

big_smile wrote:
Also, would anyone like to spell out the differences between the original Sonic 2, the first revision and the second revision?
Revision 1 also allowed Sonic to turn Super in the 2P mode and contained Picky in Casino Night Zone.

However, it is worth noting that although most of the information on the first revision comes from reliable members of the Sonic community, it is based on memories of a 13 year old game and so may not be completely accurate. ^_^
In other words, nobody has that revision for many different wacky reasons (from getting lost to cartridges that change with time).

User avatar
big_smile
Drano Master
Posts: 1176
Joined: Sat May 22, 2004 3:27 am
Location: UK

Post by big_smile »

The only concrete information we have about revision 1 is that it exists (as demonstrated by the alternative Sonic 2 ROM on the Sonic Mega Collection Plus disc). Until some one finds a way of accessing that ROM, all other information about the game will always have a limited accuracy.
Wait, is the final Japanese version of Sonic 1 included in Mega Collection +?
Sonic doesn't die while touching spikes when flashing, so I'm guessing it is the final revision with the spike bug fix .
And is the emulation really as shoddy as I hear it is?
I’ve only really had a quick go of the Mega Drive games, but while the emulation isn’t perfect, it doesn’t seem bad enough to greatly impinge on the experience.

The display has horizontal borders, but these can be removed by pressing R3 to stretch the picture. While doing this doesn’t cause any noticeable distortions, the picture still doesn’t fill the screen perfectly.

A lot of the sound effects are slighty off, but the quality of sound is marginally better than the Gamecube original.

I haven’t played the split-screen mode in Sonic 2, but the in-game demo is fairly blurry, especially when both players are at full speed. ^_^

ICEknight
Posts: 26
Joined: Sat Jan 22, 2005 2:25 pm

Post by ICEknight »

big_smile wrote:
Wait, is the final Japanese version of Sonic 1 included in Mega Collection +?
Sonic doesn't die while touching spikes when flashing, so I'm guessing it is the final revision with the spike bug fix .
That was just a hack of the regular Japanese revision 01, not a new ROM build as you can see when comparing it with a hex editor.
Last edited by ICEknight on Fri Jul 01, 2005 2:19 pm, edited 1 time in total.

ICEknight
Posts: 26
Joined: Sat Jan 22, 2005 2:25 pm

Post by ICEknight »

EDIT: The edit and quote buttons arent compatible with amazing drunkness, for great justice.

User avatar
Brazillian Cara
Posts: 1729
Joined: Sat Aug 07, 2004 5:30 pm
Now Playing: the waiting game.
Location: On a never-ending quest to change my avatar.

Post by Brazillian Cara »

How many fingers do you see here?
/// :)

User avatar
G.Silver
Drano Master
Posts: 2750
Joined: Sat May 22, 2004 12:58 am
Now Playing: Radiant Silvergun, Wario World
Location: warshington
Contact:

Post by G.Silver »

However, it is worth noting that although most of the information on the first revision comes from reliable members of the Sonic community, it is based on memories of a 13 year old game and so may not be completely accurate. ^_^
I also have the first version, apparently. It ought to be the first version, I bought it on launch day. It's exactly as you describe with the super sonic glitch (very irritating!) and Picky is definitly in Casino Night. I had no idea there was a "revised" version--why isn't that info in the Museum? (GG!'s listing shows the bear in Casino Night)
Sonic doesn't die while touching spikes when flashing, so I'm guessing it is the final revision with the spike bug fix .
My version's spikes behave just like yours, Sonic 3-style. Not like Sonic 1.

Besides the super sonic glitches, there was also a bug that would lock up the game caused occasionally by killing the Saura enemies in Hilltop Zone. I seem to remember there were other places that would freeze the game but I might be making that up.

User avatar
Green Gibbon!
BUTT CHEESE
Posts: 4648
Joined: Fri May 21, 2004 11:39 am
Now Playing: Bit Trip Complete
Location: A far eastern land across the sea
Contact:

Post by Green Gibbon! »

I had no idea there was a "revised" version--why isn't that info in the Museum?
'Cuz it's news to me, too. Now that it's been brought up, I do seem to distinctly recall Picky being in Casino Night. When I do museum research I generally just use roms, and I guess the rom I have is of the second revision. I wonder why they'd have pulled the pig?

User avatar
big_smile
Drano Master
Posts: 1176
Joined: Sat May 22, 2004 3:27 am
Location: UK

Post by big_smile »

G.Silver wrote: and Picky is definitly in Casino Night.
Is Becky with him too?
Besides the super sonic glitches, there was also a bug that would lock up the game caused occasionally by killing the Saura enemies in Hilltop Zone. I seem to remember there were other places that would freeze the game but I might be making that up.
My friend had a copy of what I believe is a revision 1 release, but he moved away in the late 90s, so I haven’t played it since then. I do, however, remember it being very buggy and having great difficulty in completing stages like Hill Top Zone (and possibly Casino Night Zone) because it kept on freezing, so you may be right (but it was a long time ago, and my memories of the game have become very foggy).
When I do museum research I generally just use roms, and I guess the rom I have is of the second revision.
I don’t think revision 1 has been dumped yet. ^_^

User avatar
Pepperidge
Drano Master
Posts: 544
Joined: Fri May 21, 2004 5:01 pm
Location: British Columbia
Contact:

Post by Pepperidge »

So wait, that means that in Plus, the default version of Sonic 1 is the "final" version?

User avatar
(No Imagination)
Posts: 232
Joined: Fri May 27, 2005 5:19 am

Post by (No Imagination) »

The first revision featured a bug that would cause Sonic to run in the air if he tried to turn Super after passing the bonus plate at the end of a zone. This would prevent the next stage from loading as the scoring information would not display.

Revision 1 also allowed Sonic to turn Super in the 2P mode and contained Picky in Casino Night Zone.

However, it is worth noting that although most of the information on the first revision comes from reliable members of the Sonic community, it is based on memories of a 13 year old game and so may not be completely accurate. ^_^
What, that's it?

I still have a copy of that. I never realized it was special. O_o

User avatar
big_smile
Drano Master
Posts: 1176
Joined: Sat May 22, 2004 3:27 am
Location: UK

Post by big_smile »

Pepperidge wrote:So wait, that means that in Plus, the default version of Sonic 1 is the "final" version?
If by 'final' you mean the Japanese release that has the spike bug fix, then, yes, that is the one Plus loads up by default. ^_^
I still have a copy of that. I never realized it was special. O_o
Revision 1 was mass produced, so there should be quite a number of people who have it (which makes it even more surprising that it hasn’t been dumped yet).

Would any of you revision 1 owners be willing to lend your copy to a ROM dumper (or be able to build your own dumper)? ^_^

User avatar
G.Silver
Drano Master
Posts: 2750
Joined: Sat May 22, 2004 12:58 am
Now Playing: Radiant Silvergun, Wario World
Location: warshington
Contact:

Post by G.Silver »

Is Becky with him too?
Nope, it's Flicky or some other Sonic 1 animal. There are no bears in my copy of Sonic 2. I guess that means there are no Pickies in revision 2 at all? (looking at the museum..) and yet they reused the monkey and eagle like three times each!

ICEknight
Posts: 26
Joined: Sat Jan 22, 2005 2:25 pm

Post by ICEknight »

So... Will anybody ever dump that version or what? =|

User avatar
LocalH
Posts: 17
Joined: Fri Jul 15, 2005 9:36 pm

Post by LocalH »

Since when is revision 1 the one that needs dumping? I thought that we needed revision 2, which is believed to have fixed the SS-after-endpost bug, at least.

Or am I crazy and we need both of them dumped?

Also, don't forget that there's also a "revision 3" of sorts, being the code found in KiS2. I don't know what, if any changes there are, but Knuckles can not turn super after the endpost.

User avatar
typhoon
Posts: 7
Joined: Mon Jul 05, 2004 10:35 am
Contact:

Post by typhoon »

GoodGen has two Sonic 2 ROMs (aside from the bad dumps, hacks, betas, etc.), so, for whatever it's worth, here they are. Anyone want to do some testing and see if either fits the description? (Edit: Bears in Casino Night on both of them.)

(Edit: Removed image.)
Last edited by typhoon on Wed Nov 09, 2005 12:20 am, edited 1 time in total.

ICEknight
Posts: 26
Joined: Sat Jan 22, 2005 2:25 pm

Post by ICEknight »

LocalH wrote:Since when is revision 1 the one that needs dumping? I thought that we needed revision 2, which is believed to have fixed the SS-after-endpost bug, at least.

Or am I crazy and we need both of them dumped?
We need both v00 and v02 dumped. So if anybody remembers seeing pigs in Sonic 2 and has access to that cartridge, dump pls.


Also, don't forget that there's also a "revision 3" of sorts, being the code found in KiS2. I don't know what, if any changes there are, but Knuckles can not turn super after the endpost.
Doesn't that depend on the main character's programming? Also, I'm not sure I'd call that a "revision" of the same game, since it lacks many stuff from the original.

Post Reply