Segapede - The Lost Game from Sega Technical Institute
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- Опубліковано 11 вер 2024
- Presenting, the original presentation demo pitch ROM for Sega Technical Institute’s (STI) Segapede (also known as Astropede) for the Sega Mega Drive! Special thanks to Craig Stitt for allowing us to present this ROM to you!
Lead Designer: Craig Stitt
Enemy Designer: Alex Niño
Programmer: Ken Rose
Music & Sound: Howard Drossin
For more information on this prototype, check out the article here:
tinyurl.com/ye...
Social Media:
Discord - / discord
Facebook - / hiddenpalaceorg
Twitter - / hiddenpalaceorg
Tumblr - / hiddenpalaceorg
Hidden Palace showcasing Hidden Palace, amazing
Hidden Palace Gaming
Truly an iconic moment.
not so hidden anymore is it?
Time is a flat circle.
ÑÑÑÑÑ
No way. It’s a fable, it’s a tall tale, it’s the game that reused Hidden Palace Zone from Sonic 2’s removed assets! I’d never thought I’d see more gameplay from this.
Watching this I suddenly realized that the walking animation for the spiders here were 'stolen' from one of the enemies in Kid Chameleon!!! I did all sorts of things to get this done as clean and as FAST as possible.
I think the flag also comes from Kid Chameleon as well, albeit palette-changed and edited a little bit.
Did you work on this?
@@mann-nova9392 Other than the programming, everything here is mine (if you are refering to Craig Stitt/gospyro)
@@gospyro do you have any plans on maybe finishing up the game, or at least getting into a state that you are proud of and releasing it? I think that would be cool if you are able to do that.
@@thatonedurpyboi While I would LOVE to, sadly I don't think I'll be doing anything.
The fact that we can actually play this now is incredible. I assumed it was just an auto demo of sorts back when the old VHS footage was uploaded a year or two ago.
This is an absolutely awesome dump.
Of course, we all know _exactly_ what's going to wind up happening now, right? Any new art that was added for this level design is going right back into Sonic 2 hacks/mods...
Oh cool, was hoping it would eventually be preserved by the original developers. glad to see they ended up reaching out to you all in order to have it properly preserved.
This is SUCH a miracle to see I cannot believe that this would ever get found and dumped, HUGE THANK YOU to the people who helped find and dump this.
Breaking news! Hidden Palace showcases Hidden Palace!
Nice find, guys. Glad this is properly preserved
Always nice to hear more music from Howard.
This music was previously in some Sega Channel menu demo dumps, if you're on the lookout for more of his work.
Seeing Hidden Palace like this is really cool, plus i like the character design of Segapede alot, looks rad
Holy crap. Remember being blown away when i first saw this and the fact it was using HPZ art, wonder if some of the unique bits and chunks were made specifically for this demo or if they were totally unused from Sonic 2. If its the latter then this is a massive find as every proto of S2 that has HPZ is the exact same HPZ (with small bugfixes like the tubes i suppose)
Never thought an actual playable proto see the light of day. Doing gods work brah, nice one
Most of the art is straight from Sonic 2 HPZ, but I did need to make a handful of new pieces, mostly new curve/track pieces since I wanted to experiment to see what kinds of curves, ramps and tracks would work.
@@gospyro Is the background art from HPZ, or custom to this game? It looks like something that would fit but I can't remember seeing it anywhere.
@@danielhall6888 custom i think
@@danielhall6888 I recognize every part of the background here as being from the BG of Sonic 2's HPZ. It's certainly assembled far differently and seems to have been given a different palette, but I don't see anything new there.
What _does_ appear new to me are the small thin green crystals, and the transparent diamond-shaped pieces at the bottom-right corner of the map (seen at 2:50).
It's quite cool to see how big and labyrinthine the level design is just for this pitch prototype! We really are getting more Hidden Palace from the level's original creator.
The primary reason the level was so big is so I could try out all sorts of different ramps, hills and wave forms to see what might work and what wouldn’t.
@@gospyro I am curious about a couple of things:
1) What exactly was the main goal you and your team were trying to achieve with this game?
2) What future did you had in mind for segapede if it wasn't cancelled? Any ideas, features or changes planned for it?
3) As for the main character why a robotic centipede? And besides the franchise's popularity at the time why was it originally going to tie in with Sonic the Hedgehog in the first place?
BTW, Great work here i can see some potential if wasn't cancelled.
@@talos2233ify1 The orginal goal was to expand the Sonic universe!
When SEGA said they wanted the game, but not as part of the Sonic universe, I had to pivot and come up with a new story/background. The game play would have stayed the same.
The demo here only shows the most basic of gameplay. There were a LOT of issues that would have had to been address to make it truely playable.
I'm going ot be releasing the orginal design docs at some point in the near furture, and they should be able to answer some of your questions, and I'm guessing generate even more!
As for why the centipede, that goes back to the orginal idea that was the foundation for the game, and that, was having your power-up do a 'ring splash' when you got hit.
The very first time I played Sonic, it did NOT yet have the 'splach' and it was fun, but not addictive, then a short time later we got to play a newer version with the splash, and ti was additive!
Wanting to have it take place in the Sonic universe was because that would give the game a HUGE advantage when it came to player recognition and marketing.
@@gospyro Thanks for the answers i'll look forward to the design docs.
@@gospyro are you gonna make a remake of segapede and release it to the public when its finished
"Music & Sound: Howard Drossin"
Yeah, it sure is Sonic Spinball's boss theme but different xD
Damn the GEMS is strong in this one
There's only a matter of time until That Sonic 1 Tokyo Toy Show prototype is found
Keep dreaming pal, it's long gone by this point
FINALLY THE HIDDEN PALACE GAME!!!
*_AAAAAAAAAAAAAAAA IT'S BEEN RELEASED!!!_*
Now we have the updated Hidden Palace assets for us to use!
nice Sega Channel music
I never thought I'd see the day where this gets released. You guys rock!
im convinced at this point that sonic 2's hidden palace zone is cursed
Ouch... I think you may be right. Although maybe the curse is broken now that SEGA reinstated it in their newest Origins release!?!?
Really nice find. BTW, the weapon sfx is also used in Home Alone on the MD/Genesis, the Sonic Wave Gun.
3:18 If one slows down to 0.25x speed, it is possible to see his main body being instantly destroyed first than the explosion itself.
I never thought of slowing this down!!!
Wow hidden palace! Thanks hidden palace!
This theme rocks.
Golly gee Hidden Palace I wonder what those graphics are and where they might be from 🤔
My HPZ art was just sitting there after it was cut from Sonic 2, and it saved me weeks of work so we were able to actually get a nice looking proof of concept out in they gave us!
So that’s why we see the sonic 2 hidden palace zone background over here
Those are some smooth running animations.
I didn't even have to look at the staff credits, I just had to hear those guitar samples and I knew right away "that's a Howard Drossin song, all right"
Part of me wonders if the concept of this game (using bits of defeated enemies to extend your character's body) was recycled into part of the concept of The Ooze later on...
I also hear same sound effects
I worked on both this and The Ooze, but I wasn’t thinking of The Ooze at all while designing this. But now I am trying to remember my early thought processes was.
Could of been turned into a great sequel to the awesome snail maze :( still at least we now have this proto :)
I didn't know it was a rom. I thought it was a mockup
The sprites look amazing.
I feel like this would've been such an awesome game! Too bad it wasn't finished...
This looks really interesting!
....you're joking
We have a rom for this now
Shame this never got much further, playing through the prototype its really fun and intuitive to play.
One of my favorite animations is Zipp’s idle!
I think it would be great if the game was finished and released. I also think Jac2Mac will someday come to its senses and start bringing prototypes to the web itself.
@@АлексейФилиппов-к4и I would love to have seen this finished! There were a number of serious technical issues we needed to resolve, but in the end it would have been an awesome game!
@@gospyro Perhaps someone will pick up this game and make an independent fan game based on it, because. the above demo shows huge potential. Perhaps there are demos with all the other levels.
Hey there Mr. Stitt, just wanted to say your output at Insomniac has been injecting me life and inspiration for 20+ years, even though I'm not yet capable of making you out amongst the other artists. Guess Spyro and Ratchet really were cohesive artistically, but in any case I trust my gut feeling that you are the man. Your color theory paper (which iirc it was you who wrote it) is great and most of the other things listed there are sorely missed in most modern games, even reinterpretations of stuff you've worked on. I always wonder which side of Metropolis' "urban bronze VS lushy nature" debate you picked back in the day. Also, is it just me or Ratchet 2 onwards took on a more desaturated palette than 1's? (which is my favorite artistically speaking, being full ham on retro futurism as it is)
@@zummone Thank you very much! I've never heard of the debate between "urban bronze VS lushy nature"... but I like it! If I understand the issue correctly, I think Metropolis actually is the balance between the two.
The original Metropolis is one of my all time favorite levels to have worked on. John Fiorito (the other art director) designed most of the architecture, but almost all of the modeling and textures in Metropolis are mine. (there was a second artist, but a number of complications meant I ened up doing most of the level).
Love it!
Very neat. Thank you for showing.
Wow it's a beautiful discovery!
This character looks like a cereal mascot. Segapedes, part of this complete breakfast.
Very nice!
Still waiting on that copy of the sonic CD prototype with R2 on it if obscure prototypes like this can randomly pop up I'm 100% sure it'll be discovered one of these days
someone remind me but dubious depths never got to the level phase before it was removed
R2 never actually made it past the concept phase. Pretty sure it was only listed in the stage select but that's as far as it got.
Edit: Never mind, just looked it up again after a year and apparently a lot of stuff surfaced about it just this year, and it really looks like it might have been in the game at some point. I really hope there's a build with it present.
@@pikachu896 Yeah this is a miscommunication among the sonic fanbase they think R2 was just a footnote but a prototype definitely exists that's how toei studios made the unused animatic that Christian Whitehead added to the 2011 release the studio must've been handed a very early prototype containing the level to use as reference material because some of the gimmicks seen in the cutscene aren't in the leaked sprite sheet another thing is I recall one of the Devs saying the level didn't match Sonic's speed due to its design this indicates the existence of said prototype containing a playable R2 how else would they know it doesn't match Sonic's speed without actually playing the level? it also wouldn't make much sense for them to skip prototyping the 2nd level of the game in some playable form for testing purposes
@@floofmcfloof Nah a lot of new discoveries have been made recently a prototype definitely exists with this much content around the level being discovered it wouldn't make sense for one not to exist
Makes me wonder, if this game had actually been released and made part of Sonic lore, maybe Zipp would've taken Gamma's place in SA1.
The game was meant to be a spin-off of sonic, but the idea was changed and it became a standalone game.
So basically it's Sonic the hedgehog but as a centipede..and it's in the hidden place zone? That's pretty interesting!
IT’S REAL WOOOO
Hidden Palace zone on Hidden Palace channel?
There's a strong "Hotel California" vibe in that song
Amazing work
Howard Drossin's music can be spotted in a crowd.
...unless that crowd is Sonic 3 & Knuckles.
Oh, and it's the goal flag from Kid Chameleon!
One of the enemies in this game also uses the exact same animation as one from Kid Chameleon too.
Can't wait to see the community build a full-fledged, 14-level game from this fragment.
There is no way they try to use hidden palaces Zone That is absolutely crazy.
1:39 was this a prototype of Sonic 4 episode 1 the whole time?
sick
I want to see this man make a reference in a sonic game
If this is legit, then I must say the animations and mechanics are amazing for the time! I'd love to work these into my own game and keep the foundation of what could've been an awesome title.
Woah, Hidden Palace with a Hidden Palace level.
this is an incredible find
So it's basically Sonic 2 with a bug? I kind of wish this game had gotten finished! It looks rad.
The core gameplay idea that started me down the path of pitching this to SEGA was Sonic's 'ring splash' and how that would work if it was your power-ups that went rolling and bouncing away.
Awesome!
Astropede sounded like a name I like the most.
What about the level that was shown in the gameplay on VHS? is not in this prototype?
The VHS video that has been out for a couple years now has this level (with the HPZ art) and two other 'art tests'. One of those, the purple and yellow sand dunes, used the game engine, while the green and blue bulbous one was just a single static screen shot from a SEGA 'Digitizer'. Sadly, I don't believe anything still exists but the HPZ playable level.
So That's Where The Lost Sonic Level Hidden Palace Moved
I really like the idea behind this game, but I can't help but feel like there are some things that don't really work.
This was a simple proof of concept. There were a good number of technical and gameplay issues that would have needed to have been resolved, but given the time and the proper support would have been more than possible.
Looks like a flash game.
I wonder if the later prototype will be released as well.
Sadly I don't think so. The only other work that was 'completed' was some test level art (purple and yellow sand dunes). The code for that might still exsist somewhere!?!? We can always hope! There's also a short video of a green and blue bulbous level, but that was in fact just a single screen mock up using what would have been a new level if the game had made it any further into developement.
@@gospyro It's a real shame this game didn't happen. I know had my mom seen it back in the day, she would have picked it up pretty fast, and probably would have been in the batch of Genesis games she handed down to me in '96.
It really seems like y'all at STI were really short staffed most of the time, and that SEGA wasn't too willing to hire more people when needed, along with the shifts in management. Prolly good you got out before the Sonic Xtreme incident too.
Speaking of which, in an interview, you said you couldn't say much about Astropede "just in case this ever gets made in some form," have you thought about making it as a 2D indie platform game for something like Switch or Steam?
@@bluestreakedladyshe-her8507 ooo would love to see this finished as an indie project
THANK YOU GUYS SO FUCKING MUCH
no way yesssss
They should have made Kid Chameleon 2...
This is so interesting
So this is what happened to hidden palace huh...
Hidden palace act 2 is real.
I. AM. LOSING. MY. MIND.
love this, reminds me of B.O.B.
So they only got as far as animating a sprite and having it run around a unused Sonic stage? I've never understood why so many American composers chose to use the awful GEMS sound driver rather than write their own.
well at least we get some new sonic 2 beta level sprites that were used here
cause it was freaking hard to write your own sound driver, which was the whole reason GEMS was created, so that people wouldn't HAVE to write their own sound driver. your answer is in your question.
the GEMS sound driver itself isn't awful, it was actually a pretty cool tool for composers. but it's the default instrument patches weren't the best. and given that it was aimed at non-technical composers, that meant it was most often used by people that would never change the default patches. GEMS only sounds as bad as you make it sound. it's reputation comes from it's default patches, but you could make GEMS sound like Sonic 2 or Streets of Rage if you wanted, because the sound driver isn't doing anything special to the YM2612 that would prevent it from sounding good.
This was just a proof of concept. I reused the ‘unused’ HPZ art because by doing so I saved weeks of work. I don’t remember for sure but this whole thing only took a couple months, and the programming was done from scratch.
WHAT
i dont know why This music its on Sega Channel. (the one theme Hawaii)
Hidden palace from sonic 2
60fps video wen
ALL of us before Sonic and knuckels
Hidden Palace Zone???
what happened looks publishable?
No one knows about this game before this video
Nah, Craig Stitt showed its existence years ago, it’s only now we have a playable build of the game.
Nah
Wait they used Sonic 2 assets?!
I was one of the artists on Sonic 2. I did Hidden Palace and Oil Ocean. Since HPZ was cut from Sonic 2, I decided to use the art, which would save me weeks of work on this since we had a VERY short amount of time to bang it out!
To think this was originally going to be part of the Sonic the Hedgehog universe. lol
is it just me or does all the SFX comes from Vectorman?
glad they didn't make this game: Segapede literally means "sega gay" in french...
Pretty funny, but luckily Segapede was just a working title.
Explosion animation seems a little bit familiar...
I know I ‘borrowed’ some of the enemies from Kid Chameleon, but I’m trying to remember if the explosion was new or it was from Kid Chameleon as well??
No hidden assets?
Speedrun category when?
lol its the same flag of kid chameleon 😅
Yes it is!! The 'spider' walk is also 'borrowed' from Kid Chameleon!!
This is super cursed
Get Cybershell into this now
Basically the story of this gane was that it played after sonic 2 and segapede himself wad made by doctor robotnik to kill Sonic and so the goal of the game us to kill sonic but probably segapede at the end of the game gets destroyed by sonic
The actual og story for the game was that Zipp was created by Robotnik to help save his life because he was getting poisoned by Chaos Dust inside of him, so Zipp had to collect it.
I need this rom hack plsss
=COULD VE BE A REAL THING,HEHEHEHE
=BUT YUJI NAKA'S TEAM CHOSE TO DO RISTAR,AND ABOUT THERE WAS A VECTORMAN RELEASED
Why segapede is in hidden palace
Why can't he be in hidden palace
my uncle made this game
Your uncle is Craig Stitt?!!!-!!-! 😶
@@Turbulation1 Yes sir :) you can believe me :)
Hi! This is Craig! I’d love to know which niece/nephew you are!?!
@@gospyro Oohhhh yknow, I'm on the far side :) hey uncie
@@CottonBollBat The funny thing is I had a nephew and his baby sitter arguing over Kid Chameleon. My nephew told his baby sitter that his uncle made the game, and the baby sitter said he was wrong because her "uncle's wife's brother" had made the game. We all had to laugh when it turned out I was both.
Wow. This game is so buggy. But great discovery anyways! 👍
Well it is a pretty early prototype for the game.
Yes, you're right. But I was totally amazed and impressed when it was released, however.
How to pay here for?
This looks pretty creepy