Difference between revisions of "Sonic the Hedgehog 2 (16-bit)/Hidden content"
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− | ==Score tally== | + | ===Score tally=== |
{{HiddenContent | {{HiddenContent | ||
| image1=Sonic2UnusedScoreTally.png | | image1=Sonic2UnusedScoreTally.png | ||
− | | desc=This configuration of the score tally is unused but was meant for levels with a single | + | | desc=This configuration of the score tally is unused but was meant for levels with a single Act ([[Sky Chase Zone]], etc). It can be made to appear by using debug mode and placing, then breaking a capsule. |
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Revision as of 10:04, 14 May 2019
- Back to: Sonic the Hedgehog 2 (16-bit).
Contents
Level select
Play songs 19, 65, 09, 17 on the options screen, then hold + on title screen.
Edit mode
From the level select menu, play songs 01, 09, 09, 02, 01, 01, 02, 04 (1992-11-24 - the worldwide launch date of Sonic 2). A ring sound should trigger. Select a zone and hold until Sonic appears.
Edit mode does not work when you play as Tails in this game, even though the counters for debug mode are still intact here.
Night mode
After enabling edit mode, select a level on the level select screen and hold + until Sonic appears.
Get all Chaos Emeralds
From the level select menu, play songs 04, 01, 02, 06 on the sound test and an emerald sound effect will trigger. Select a zone and hold until Sonic appears. With all the chaos emeralds collected, Super Sonic will be enabled.
Swap Tails for Miles
Press at the title screen. This will cause all instances of "Tails" to change to "Miles", except in the Japanese version where the reverse will happen.
14 continues
Play songs 01, 01, 02, 04 on the options screen. An incorrect sound command is issued, causing OOZ music to continue playing until a reset.
Unused content
Art
Description | |
---|---|
A static or blank TV monitor which harms you when broken. Never seen in-game. | |
Unused door barriers from Aquatic Ruin Zone. | |
A strange platform made of rings, placeable using debug mode in Mystic Cave Zone. It moves back and forth depending on which side you stand on. | |
Unused frame of the Balkiry badnik with landing gear. It's possible that they were originally intended to take off from the Wing Fortress Zone as it passed by. If a Balkiry is selected in debug mode, this sprite will be seen instead of its flying one. | |
Walking sprites of the turtles that pop out of the badniks in Sky Chase Zone. Normally you'll never see this, since the animal never has the opportunity to hit the ground. | |
Large laser shooting through a spinning platform in Wing Fortress Zone. | |
Weird spinning pole in Wing Fortress Zone that acts like a badnik - you can destroy it, and it can hurt you, but it doesn't actually move. | |
Picky, a returning animal from the original Sonic the Hedgehog, is present in Death Egg Zone. However, there are no badniks or animal capsules, so he's never seen. | |
In Death Egg Zone, getting hit with one or more Rings during the Mecha Sonic battle causes Eggman to laugh. However, this is never actually seen outside of debug mode because the Zone has no Rings. In the 2013 mobile remake, this animation can be seen normally if the player dies during the fight. In 3D Sonic the Hedgehog 2 it can also be seen if the player is hurt by Mecha Sonic if the Ring Keeper mode is on. | |
Level Select icon for Hidden Palace Zone, which never made it into the final game. The art however, is present in Sonic 3's level select. Pro Action Replay code 0096D8:0303 will cause it to replace the Emerald Hill Zone icon in the Stage Select. |
Score tally
This configuration of the score tally is unused but was meant for levels with a single Act (Sky Chase Zone, etc). It can be made to appear by using debug mode and placing, then breaking a capsule.
Audio
Music
In the sound test, song $10 is a unused song. This has been established to be the music meant for Hidden Palace Zone.
Sound effects
Sounds not used anywhere in the game can be heard in the sound test.
- 38 - Similar to sound 22.
- 51
- 52
- 68 - Similar to sound 69.
Sonic 1 sound effects
A few other unused sound effects are leftovers from the original Sonic the Hedgehog and can also be heard in the sound test.
- 29 - Touching the R, Up, and Down Special Stage blocks.
- 31 - Scrap Brain Zone electricity.
- 3A - Touching color changing diamonds in the Special Stage.
- 43 - Special Stage giant ring entry noise.
- 47 - Marble Zone chain pulling noise.
- 49 - End of act bonus point icon.
True level order
The level order that is used during gameplay is actually quite different from the intended order according to the level slots. A simple level select Pro Action Replay code (FFFE10:??00) can be used to verify this:
Order in gameplay | Actual |
---|---|
Emerald Hill Zone | Emerald Hill Zone (00) |
Chemical Plant Zone | Metropolis Zone (04/05) |
Aquatic Ruin Zone | Wing Fortress Zone (06) |
Casino Night Zone | Hill Top Zone (07) |
Hill Top Zone | Oil Ocean Zone (0A) |
Mystic Cave Zone | Mystic Cave Zone (0B) |
Oil Ocean Zone | Casino Night Zone (0C) |
Metropolis Zone | Chemical Plant Zone (0D) |
Sky Chase Zone | Death Egg Zone (0E) |
Wing Fortress Zone | Aquatic Ruin Zone (0F) |
Death Egg Zone | Sky Chase Zone (10) |
Level slots 01,02,03,05,09 all lead to Emerald Hill Zone and 08 is actually Hidden Palace. In the Simon Wai prototype some of these were used for scrapped levels. 02 was used for Wood Zone and 0E was used for Genocide City Zone.
Commentary found in the Sonic Jam strategy guide reveals that the level order could have been even more different. It states that Chemical Plant Zone was meant to be the 10th zone back when the game was planned as an 18 zone game.
Inaccessible rings
There are some levels that have rings in places that can't be reached normally. This makes getting a Perfect bonus in these stages impossible.[1]
Screenshot | Level | Approximate coordinates | Description |
---|---|---|---|
Aquatic Ruin Zone Act 2 | 1FA90626 | Two horizontally lined rings. | |
Casino Night Zone Act 2 | 027F00F8 | Two groups of seven rings. These are right at the start of the level but cannot be reached with a jump or using nearby objects. | |
Mystic Cave Zone Act 2 | 16050156 1712016D |
Three horizontally lined rings, and a nearby curve of rings, similar to ones found near swings. Both sets of rings are found in the ceiling. | |
Oil Ocean Zone Act 2 | 1A0001F8 0B9F03B0 1245021C |
Three horizontally lined rings, close to the launcher and invincibility monitor. Three vertically lined rings stuck in a block which prohibits access to them. Rings in a upside down v shape pattern. They are stuck inside the wall, thus unaccessable. | |
Metropolis Zone Act 2 | 02C0043F | Three slanted rings, in the floor that has a ten-ring monitor and a cog close-by. |
Scrapped Zone remnants
There are small remnants of Hidden Palace Zone, Wood Zone, Genocide City Zone, and Dust Hill Zone in the final game. See the aforementioned level pages for more information.
Cheat device codes
These are cheat codes that can only be used with game enhancer devices. Support for these codes is available in most emulators. There are two versions of this game. If one code doesn't work on your game, then try the other.
Game Genie
Official codes (rev 0)
Code | Effect | Reference |
---|---|---|
SATA-DJTJ | Rings worth 2 (player 1). | |
SATA-DNTJ | Rings worth 3 (player 1). | |
SATA-DTTJ | Rings worth 4 (player 1). | |
SATA-DYTJ | Rings worth 5 (player 1). | |
SATA-D2TJ | Rings worth 6 (player 1). | |
SATA-D6TJ | Rings worth 7 (player 1). | |
SATA-DATJ | Rings worth 8 (player 1). | |
AE8A-AADN | Start with 1 life instead of 3 (player 1). | |
AY8A-AADN | Start with 5 lives (player 1). | |
A68A-AADN | Start with 7 lives (player 1). | |
BE8A-AADN | Start with 9 lives (player 1). | |
DE8A-AADN | Start with 25 lives (player 1). | |
GJ8A-AADN | Start with 50 lives (player 1). | |
KN8A-AADN | Start with 75 lives (player 1). | |
NN8A-AADN | Start with 99 lives (player 1). | |
JW3A-CA4Y | Infinite lives (player 1). | |
SATA-DJW8 | Rings worth 2 (player 2). | |
SATA-DNW8 | Rings worth 3 (player 2). | |
SATA-DTW8 | Rings worth 4 (player 2). | |
SATA-DYW8 | Rings worth 5 (player 2). | |
SATA-D2W8 | Rings worth 6 (player 2). | |
SATA-D6W8 | Rings worth 7 (player 2). | |
SATA-DAW8 | Rings worth 8 (player 2). | |
AE8A-AADW | Start with 1 life instead of 3 (player 2). | |
AY8A-AADW | Start with 5 lives (player 2). | |
A68A-AADW | Start with 7 lives (player 2). | |
BE8A-AADW | Start with 9 lives (player 2). | |
DE8A-AADW | Start with 25 lives (player 2). | |
GJ8A-AADW | Start with 50 lives (player 2). | |
KN8A-AADW | Start with 75 lives (player 2). | |
NN8A-AADW | Start with 99 lives (player 2). | |
JXGA-CA7W | Infinite lives (player 2). | |
KBVT-CAE2 | Jump lower. | |
FVVT-CAE2 | Jump a little higher. | |
EBVT-CAE2 | Jump a lot higher (Switch off if you get stuck somewhere or want to go in the water). | |
CBVT-CAE2 | Jump really high (Switch off if you get stuck somewhere or want to go in the water). | |
A02T-CAGL | Sonic stays invincible for a shorter time after getting hit. | |
982T-CAGL | Sonic stays invincible for a longer time after getting hit. | |
ALTA-CA82 | Sonic becomes invisible and invincible for the rest of the level after getting hit. | |
ALTA-CA9Y | Once invincible [stars], Sonic stays Invincible for the rest of the level. | |
ATTT-CA58 | Sonic doesn't lose rings when hit. | |
ATTT-CA6W | Tails doesn't lose rings when hit. | |
ATTT-CA6W | Only 1 ring needed instead of 50 to enter special stage. | |
SBJA-HJV2 | Rings worth 2 in special stages (Sonic only/Doesn't show on screen). | |
SBJA-HNV2 | Rings worth 3 in special stages (Sonic only/Doesn't show on screen). | |
SBJA-HTV2 | Rings worth 4 in special stages (Sonic only/Doesn't show on screen). | |
SBJA-HYV2 | Rings worth 5 in special stages (Sonic only/Doesn't show on screen). | |
SBJA-H2V2 | Rings worth 6 in special stages (Sonic only/Doesn't show on screen). | |
SBJA-H6V2 | Rings worth 7 in special stages (Sonic only/Doesn't show on screen). | |
SBJA-HAV2 | Rings worth 8 in special stages (Sonic only/Doesn't show on screen). | |
SBJA-HJV8 | Rings worth 2 in special stage (Tails only/Doesn't show on screen). | |
SBJA-HNV8 | Rings worth 3 in special stages (Tails only/Doesn't show on screen). | |
SBJA-HTV8 | Rings worth 4 in special stages (Tails only/Doesn't show on screen). | |
SBJA-HYV8 | Rings worth 5 in special stages (Tails only/Doesn't show on screen). | |
SBJA-H2V8 | Rings worth 6 in special stages (Tails only/Doesn't show on screen). | |
SBJA-H6V8 | Rings worth 7 in special stages (Tails only/Doesn't show on screen). | |
SBJA-HAV8 | Rings worth 8 in special stages (Tails only/Doesn't show on screen). | |
ACZT-CACN | Need 0 chaos emeralds to become Super Sonic (Don't grab more than needed). | |
AGZT-CACN | Need 1 Chaos Emerald to become Super Sonic (Don't grab more than needed). | |
ALZT-CACN | Need 2 chaos emeralds to become Super Sonic (Don't grab more than needed). | |
ARZT-CACN | Need 3 chaos emeralds to become Super Sonic (Don't grab more than needed). | |
AWZT-CACN | Need 4 chaos emeralds to become Super Sonic (Don't grab more than needed). | |
A0ZT-CACN | Need 5 chaos emeralds to become Super Sonic (Don't grab more than needed). | |
A4ZT-CACN | Need 6 chaos emeralds to become Super Sonic (Don't grab more than needed). | |
AGZT-CACY + K4ZT-CA92 | Need 1 ring to become Super Sonic, don't lose rings with time. | |
A0ZT-CACY | Need 5 rings to become Super Sonic. | |
BLZT-CACY | Need 10 rings to become Super Sonic. | |
DGZT-CACY | Need 25 rings to become Super Sonic. | |
FCZT-CACY | Need 40 rings to become Super Sonic. | |
K4ZT-CA92 | Super Sonic doesn't lose rings with time. | |
RE8A-A60G | Level select menu enabled. | |
2VAT-BCRA | Start most levels with some rings (1 player game only). |
Official codes (rev 1)
Code | Effect | Reference |
---|---|---|
SAST-DJ1A | Rings worth 2 (player 1). | |
SAST-DN1A | Rings worth 3 (player 1). | |
SAST-DT1A | Rings worth 4 (player 1). | |
SAST-DY1A | Rings worth 5 (player 1). | |
SAST-D21A | Rings worth 6 (player 1). | |
SAST-D61A | Rings worth 7 (player 1). | |
SAST-DA1A | Rings worth 8 (player 1). | |
AE8A-AAD2 | Start with 1 life instead of 3 (player 1). | |
AY8A-AAD2 | Start with 5 lives (player 1). | |
A68A-AAD2 | Start with 7 lives (player 1). | |
BE8A-AAD2 | Start with 9 lives (player 1). | |
DE8A-AAD2 | Start with 25 lives (player 1). | |
GJ8A-AAD2 | Start with 50 lives (player 1). | |
KN8A-AAD2 | Start with 75 lives (player 1). | |
NN8A-AAD2 | Start with 99 lives (player 1). | |
JW3A-CA4J | Infinite lives (player 1). | |
SATA-DJVW | Rings worth 2 (player 2). | |
SATA-DNVW | Rings worth 3 (player 2). | |
SATA-DTVW | Rings worth 4 (player 2). | |
SATA-DYVW | Rings worth 5 (player 2). | |
SATA-D2VW | Rings worth 6 (player 2). | |
SATA-D6VW | Rings worth 7 (player 2). | |
SATA-DAVW | Rings worth 8 (player 2). | |
AE8A-AAD8 | Start with 1 life instead of 3 (player 2). | |
AY8A-AAD8 | Start with 5 lives (player 2). | |
A68A-AAD8 | Start with 7 lives (player 2). | |
BE8A-AAD8 | Start with 9 lives (player 2). | |
DE8A-AAD8 | Start with 25 lives (player 2). | |
GJ8A-AAD8 | Start with 50 lives (player 2). | |
KN8A-AAD8 | Start with 75 lives (player 2). | |
NN8A-AAD8 | Start with 99 lives (player 2). | |
JXGA-CA7G | Infinite lives (player 2). | |
KBVT-CAE2 | Jump lower. | |
FVVT-CAE2 | Jump a little higher. | |
EBVT-CAE2 | Jump a lot higher (Switch off if you get stuck somewhere or want to go in the water). | |
CBVT-CAE2 | Jump really high (Switch off if you get stuck somewhere or want to go in the water). | |
A02T-CAF8 | Sonic stays invincible for a shorter time after getting hit. | |
982T-CAF8 | Sonic stays invincible for a longer time after getting hit. | |
ALTA-CA8N | Sonic becomes invisible and invincible for the rest of the level after getting hit. | |
ALTA-CA9J | Once invincible [stars], Sonic stays Invincible for the rest of the level. | |
ATTT-CA4W | Sonic doesn't lose rings when hit. | |
ATTT-CA5G | Tails doesn't lose rings when hit. | |
AH2T-CAH6 | Only 1 ring needed instead of 50 to enter special stage. | |
SBJA-HJWJ | Rings worth 2 in special stages (Sonic only/Doesn't show on screen). | |
SBJA-HNWJ | Rings worth 3 in special stages (Sonic only/Doesn't show on screen). | |
SBJA-HTWJ | Rings worth 4 in special stages (Sonic only/Doesn't show on screen). | |
SBJA-HYWJ | Rings worth 5 in special stages (Sonic only/Doesn't show on screen). | |
SBJA-H2WJ | Rings worth 6 in special stages (Sonic only/Doesn't show on screen). | |
SBJA-H6WJ | Rings worth 7 in special stages (Sonic only/Doesn't show on screen). | |
SBJA-HAWJ | Rings worth 8 in special stages (Sonic only/Doesn't show on screen). | |
SBJA-HJWR | Rings worth 2 in special stage (Tails only/Doesn't show on screen). | |
SBJA-HNWR | Rings worth 3 in special stages (Tails only/Doesn't show on screen). | |
SBJA-HTWR | Rings worth 4 in special stages (Tails only/Doesn't show on screen). | |
SBJA-HYWR | Rings worth 5 in special stages (Tails only/Doesn't show on screen). | |
SBJA-H2WR | Rings worth 6 in special stages (Tails only/Doesn't show on screen). | |
SBJA-H6WR | Rings worth 7 in special stages (Tails only/Doesn't show on screen). | |
SBJA-HAWR | Rings worth 8 in special stages (Tails only/Doesn't show on screen). | |
ACZT-CACA | Need 0 chaos emeralds to become Super Sonic (Don't grab more than needed). | |
AGZT-CACA | Need 1 Chaos Emerald to become Super Sonic (Don't grab more than needed). | |
ALZT-CACA | Need 2 chaos emeralds to become Super Sonic (Don't grab more than needed). | |
ARZT-CACA | Need 3 chaos emeralds to become Super Sonic (Don't grab more than needed). | |
AWZT-CACA | Need 4 chaos emeralds to become Super Sonic (Don't grab more than needed). | |
A0ZT-CACA | Need 5 chaos emeralds to become Super Sonic (Don't grab more than needed). | |
A4ZT-CACA | Need 6 chaos emeralds to become Super Sonic (Don't grab more than needed). | |
AGZT-CACJ + K4ZT-CA9N | Need 1 ring to become Super Sonic, don't lose rings with time. | |
A0ZT-CACJ | Need 5 rings to become Super Sonic. | |
BLZT-CACJ | Need 10 rings to become Super Sonic. | |
DGZT-CACJ | Need 25 rings to become Super Sonic. | |
FCZT-CACJ | Need 40 rings to become Super Sonic. | |
K4ZT-CA9N | Super Sonic doesn't lose rings with time. | |
RE8A-A60W | Level select menu enabled. | |
2VAT-BCRN | Start most levels with some rings (1 player game only). | |
GJ8A-AA4G | Skip straight to the ending sequence. |
Unofficial codes (rev 0)
Code | Effect |
---|---|
ADFT-8AF6 | Regular level music plays when turning into Super Sonic. |
ACLA-ATDR | Access Hidden Palace Zone by selecting Death Egg on the Level Select menu (no solid floors, glitched graphics, etc). |
Unofficial codes (rev 1)
Code | Effect |
---|---|
ACZT-CACA | Become Super Sonic With 0 Emeralds. |
ADFT-8AF6 | Regular level music plays when turning into Super Sonic. |
982T-C9F8 | Keep flashing after hit/Invincible (If you have rings). |
ACLA-ATD4 | Access Hidden Palace Zone by selecting Death Egg on the Level Select menu (no solid floors, glitched graphics, etc). |
ACLA-AECY | Access Wood Zone by selecting Emerald Hill Zone on the Stage Select screen. (Buggy, pallete-swapped Emerald Hill Zone). |
Action Replay
Due to the fact that Pro Action Replay Effects RAM and that RAM is the same regardless of the game revision there is no need for version specific codes. These codes should work in all versions.
Unofficial codes
Code | Effect |
---|---|
FFFE12:0009 | Infinite Lives. |
FFFE20:00C8 | Infinite Rings. |
FFB030:00FF | Invincibility For Sonic (Enemies Can't Touch You/Can't collect Rings). |
FFB06A:01 | Invincibility For Tails (Always Have Shield). |
FFB070:00FF | Invincibility For Tails (Enemies Can't Touch You). |
FFB028:FA | Infinite Time Underwater For Sonic. |
FFB068:FA | Infinite Time Underwater For Tails. |
FFF761:6410 | Sonic has Super Speed. |
FFFEC1:6410 | Tails has Super Speed. |
FFFFB1:07 | Enable Super Sonic (All Chaos Emeralds Collected). |
FFB02B:01 | Always have Shield. |
FFFE19:01 | Play As Super Sonic (No Powers). |
FFF711:?? | HUD Display Modifier (00: Off, 01: On). |
FFFFFA:0100 | Enable Debug Mode. |
FFFFD0:0100 | Enable Stage Select (+ on Title Screen). |
FFFE10:XXYY | Stage/Act Modifier (XX: Zone, YY: Level).
|
FFB461:01 | Defeat Final Stage Bosses With 1 Hit. |
FFB521:01 | Defeat Stage 1 Robotnik With 1 Hit. |
FFB621:01 | Defeat Stage 2 Robotnik With 1 Hit. |
FFB721:01 | Defeat Stage 3 Robotnik With 1 Hit. |
FFB821:01 | Defeat Stage 4 Robotnik With 1 Hit. |
FFB921:01 | Defeat Stage 5 Robotnik With 1 Hit. |
FFBA21:01 | Defeat Stage 6 Robotnik With 1 Hit. |
FFBB21:01 | Defeat Stage 7 Robotnik With 1 Hit. |
FFBC21:01 | Defeat Stage 8 Robotnik With 1 Hit. |
Unofficial codes (user found)
Code | Effect |
---|---|
FFFE12:999D | Start wing fortress(Not sure about others) with 53(i guess) lives. Super Sonic mode Presents. |
016398:0100 | Very short jump height. |
FFB03A:11C0 | Sonic Generations spindash (partially breaks the game, dying softlocks the game) |
004476:00XX | Player slot ID (When playing as Sonic & Tails). XX is the ID (Example: 004476:0025 changes Sonic to a ring). |
00449A:00XX | Sidekick slot ID (When playing as Sonic & Tails). XX is the ID. |
If you want to make your own codes, see here. The format to edit those RAM values with PAR codes is this: FFXXXX:YY FF is FF, XXXX is the position of the data in RAM in four hexadecimal digits and YY is the value you want to put in in two or four hexadecimal digits. Remamber to convert your decimal value to hexadecimal first. For 2 Byte/16 bit values, put four digits in YY. If you need to enter values with four Bytes, you have to split it into two 2 Byte codes.
References
Sonic the Hedgehog 2 (16-bit) | |
---|---|
Main page (KiS2|2013|3D|Ages) Manuals Development |
show;hide
Scrapped Levels: Scrapped Enemies: 2013 remake only: 2013 remake only: Knuckles in Sonic 2 Prototypes: |