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Difference between revisions of "Sonic the Hedgehog 2 (16-bit)"

From Sonic Retro

(Coding, production credits, Game Genie Codes)
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[[Category:Games]]The second outing of Sonic on the [[Megadrive]] and the first game to feature Miles "[[Tails]]" Prower. Released November 24, 1992, the game has longer levels, more levels, and a faster pace. The essential plot is that Robotnik is creating a spaceship of doom, the death egg. Sonic and Tails must stop this superweapon. The Beta is famous for its deleted levels. Numerous new cultural references can be found that have become a staple of the series. The Death Egg is a nod to Star Wars' Death Star. The seventh emerald is an analog to seven balls in the Dragon Ball series. Super Sonic is also like a Super Saijin both in the graphical design and concept.
+
[[Category:Games]]
 +
=== Introduction ===
 +
The second outing of Sonic on the [[Megadrive]] and the first game to feature Miles "[[Tails]]" Prower. Released November 24, 1992, the game has longer levels, more levels, and a faster pace. The essential plot is that Robotnik is creating a spaceship of doom, the death egg. Sonic and Tails must stop this superweapon. The Beta is famous for its deleted levels. Numerous new cultural references can be found that have become a staple of the series. The Death Egg is a nod to Star Wars' Death Star. The seventh emerald is an analog to seven balls in the Dragon Ball series. Super Sonic is also like a Super Saijin both in the graphical design and concept.
  
Levels
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=== Levels ===
[[Emerald Hill Zone]]
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*[[Emerald Hill Zone]]
[[Chemical Plant Zone]]
+
*[[Chemical Plant Zone]]
[[Aquatic Ruin Zone]]
+
*[[Aquatic Ruin Zone]]
[[Casino Night Zone]]
+
*[[Casino Night Zone]]
[[Hill Top Zone]]
+
*[[Hill Top Zone]]
[[Mystic Cave Zone]]
+
*[[Mystic Cave Zone]]
[[Oil Ocean Zone]]
+
*[[Oil Ocean Zone]]
[[Metropolis Zone]]
+
*[[Metropolis Zone]]
[[Sky Chase Zone]]
+
*[[Sky Chase Zone]]
[[Wing Fortress Zone]]
+
*[[Wing Fortress Zone]]
[[Death Egg Zone (S2)|Death Egg Zone]]
+
*[[Death Egg Zone (S2)|Death Egg Zone]]
  
[[Hidden Palace Zone (S2)|Hidden Palace Zone]] (Unaccessible without hacking)
+
*[[Hidden Palace Zone (S2)|Hidden Palace Zone]] (Unaccessible without hacking)
  
 
The infamous [[Hidden Palace Zone (S2)|Hidden Palace Zone]] has been found on the Cartridge, but with graphical data removed. It can only be accessed through hex editing, cheating devices, or savestates. Related Link [[Sonic 2 Beta]]
 
The infamous [[Hidden Palace Zone (S2)|Hidden Palace Zone]] has been found on the Cartridge, but with graphical data removed. It can only be accessed through hex editing, cheating devices, or savestates. Related Link [[Sonic 2 Beta]]
  
 +
=== Production Credits ===
 +
Executive Producer: Hayao Nakayama
 +
Producer: Shinobu Toyoda
 +
Game Planner: Hirokazu Yasuhara, Masaharu Yoshii
 +
Chief Programmer: Yuji Naka
 +
Assistant Programmer: Masanobu Yamamoto, Bill Willis
 +
Character Design: Yasushii Yamaguchi
 +
Object Placement: Hirokazu Yasuhara, Yutaka Sugano, Takahiro Anto
 +
Special Object Placement: Yutaka Sugano
 +
Chief Artist: Yasushii Yamaguchi
 +
Zone Artist: Reiko Kodama, Yasushii Yamaguchi, Craig Stitt, [[Brenda Ross]], Jina Ishiwatari, Tom Payne
 +
Special Stage Art and CG: Tim Shelly, Peter Morawiec
 +
Composer: Masato Nakamura
 +
Sound Programmer: Tomoyuki Shimada
 +
Sound Assistant: "Jimita", "Macky", "Milpo", "Ippo", "S.O", "OYZ", "N.GEE"
 +
Project Assistant: Takahiro Hamano, Syuichi Katagi, Yoshiki Ooka, Steve Woita
 +
Special Thanks: Kunitake Aoki, Tsuneko Aoki
 +
 +
=== Cheat Codes, All Versions ===
 
Note: in cheat codes, + signifies that the buttons must be held simultaneously.
 
Note: in cheat codes, + signifies that the buttons must be held simultaneously.
 
'''Cheat Codes, all versions'''
 
  
 
Zone Select: Play tunes 19, 65, 09, 17 on the options screen, A+Start, A+Start on title screen
 
Zone Select: Play tunes 19, 65, 09, 17 on the options screen, A+Start, A+Start on title screen
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Super Sonic + Debug: Play tunes 01, 09, 09, 02, 01, 01, 02, 04, 01, 02, 06 on the zone select sound test, a ring sound triggers after 04 and an emerald sound triggers after 06, select zone, hold A until Sonic appears
 
Super Sonic + Debug: Play tunes 01, 09, 09, 02, 01, 01, 02, 04, 01, 02, 06 on the zone select sound test, a ring sound triggers after 04 and an emerald sound triggers after 06, select zone, hold A until Sonic appears
  
'''In-level Functions, all versions:'''
+
Change Tails' name to Miles in game above lives: Press up, up, up, down, down, down, up at the title screen
 +
 
 +
=== In-Level Functions, All Versions ===
  
 
''Debug''
 
''Debug''
  
 
Press B to toggle normal and debug mode.
 
Press B to toggle normal and debug mode.
 
 
Press A to advance forward through the debug object list.
 
Press A to advance forward through the debug object list.
 
 
Press A+C to advance backwards through the debug object list.
 
Press A+C to advance backwards through the debug object list.
 
 
Press C to place the selected object at the current coordinates.
 
Press C to place the selected object at the current coordinates.
 
+
Current coordinates are designated by the top line of hex digits in the HUD.
Current coordinates are designated by the top line of hex digits in the HUD.  
 
 
 
 
Viewport coordinates are designated by the bottom line of hex digits in the HUD.
 
Viewport coordinates are designated by the bottom line of hex digits in the HUD.
  
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Press A to fade to black and restart from right after the SEGA screen.
 
Press A to fade to black and restart from right after the SEGA screen.
 +
Press and hold B to enable slow-motion (it is currently unknown how many frames per second this advances).
 +
Press C to advance one frame.
  
Press and hold B to enable slow-motion (it is currently unknown how many frames per second this advances).
+
=== Game Genie Codes ===
 +
There are two versions of this game. If one code doesn't work on your game, then try the o
 +
ther.
  
Press C to advance one frame.
+
SAST-DJ1A / SATA-DJTJ  Rings worth 2--player 1
 +
SAST-DN1A / SATA-DNTJ  Rings worth 3--player 1
 +
SAST-DT1A / SATA-DTTJ  Rings worth 4--player 1
 +
SAST-DY1A / SATA-DYTJ  Rings worth 5--player 1
 +
SAST-D21A / SATA-D2TJ  Rings worth 6--player 1
 +
SAST-D61A / SATA-D6TJ  Rings worth 7--player 1
 +
SAST-DA1A / SATA-DATJ  Rings worth 8--player 1
 +
AE8A-AAD2 / AE8A-AADN  Start with 1 life instead of 3--player 1
 +
AY8A-AAD2 / AY8A-AADN  Start with 5 lives--player 1
 +
A68A-AAD2 / A68A-AADN  Start with 7 lives--player 1
 +
BE8A-AAD2 / BE8A-AADN  Start with 9 lives--player 1
 +
DE8A-AAD2 / DE8A-AADN  Start with 25 lives--player 1
 +
GJ8A-AAD2 / GJ8A-AADN  Start with 50 lives--player 1
 +
KN8A-AAD2 / KN8A-AADN  Start with 75 lives--player 1
 +
NN8A-AAD2 / NN8A-AADN  Start with 99 lives--player 1
 +
JW3A-CA4J / JW3A-CA4Y  Infinite lives--player 1
 +
SATA-DJVW / SATA-DJW8  Rings worth 2--player 2
 +
SATA-DNVW / SATA-DNW8  Rings worth 3--player 2
 +
SATA-DTVW / SATA-DTW8  Rings worth 4--player 2
 +
SATA-DYVW / SATA-DYW8  Rings worth 5--player 2
 +
SATA-D2VW / SATA-D2W8  Rings worth 6--player 2
 +
SATA-D6VW / SATA-D6W8  Rings worth 7--player 2
 +
SATA-DAVW / SATA-DAW8  Rings worth 8--player 2
 +
AE8A-AAD8 / AE8A-AADW  Start with 1 life instead of 3--player 2
 +
AY8A-AAD8 / AY8A-AADW  Start with 5 lives--player 2
 +
A68A-AAD8 / A68A-AADW  Start with 7 lives--player 2
 +
BE8A-AAD8 / BE8A-AADW  Start with 9 lives--player 2
 +
DE8A-AAD8 / DE8A-AADW  Start with 25 lives--player 2
 +
GJ8A-AAD8 / GJ8A-AADW  Start with 50 lives--player 2
 +
KN8A-AAD8 / KN8A-AADW  Start with 75 lives--player 2
 +
NN8A-AAD8 / NN8A-AADW  Start with 99 lives--player 2
 +
JXGA-CA7G / JXGA-CA7W  Infinite lives--player 2
 +
KBVT-CAE2 / KBVT-CAE2  Jump lower
 +
FVVT-CAE2 / FVVT-CAE2  Jump a little higher
 +
EBVT-CAE2 / EBVT-CAE2  Jump a lot higher
 +
CBVT-CAE2 / CBVT-CAE2  Jump really high
 +
A02T-CAF8 / A02T-CAGL  Sonic stays invincible for a shorter time after getting hit
 +
982T-CAF8 / 982T-CAGL  Sonic stays invincible for a longer time after getting hit
 +
ALTA-CA8N / ALTA-CA82  Sonic becomes invisible and invincible  for the rest of the level after getting hit--must have at least one ring (switch off and then on to make Sonic visible)
 +
ALTA-CA9J / ALTA-CA9Y  Once invincible (stars), Sonic stays Invincible for the rest of the 41    level
 +
ATTT-CA4W / ATTT-CA58  Sonic doesn't lose rings when hit
 +
ATTT-CA5G / ATTT-CA6W  Tails doesn't lose rings when hit
 +
AH2T-CAH6/AH2T-CAHN    Sonic needs only 1 ring instead of 50 to enter special stage after touching a star post
 +
With the following codes, the counter doesn't show the extra rings, but you get them.
 +
SBJA-HJWJ/SBJA-HJV2    Rings worth 2 in special stages--Sonic
 +
SBJA-HNWJ/SBJA-HNV2    Rings worth 3 in special stages--Sonic
 +
SBJA-HTWJ/SBJA-HTV2    Rings worth 4 in special stages--Sonic
 +
SBJA-HYWJ/SBJA-HYV2    Rings worth 5 in special stages--Sonic
 +
SBJA-H2WJ/SBJA-H2V2    Rings worth 6 in special stages--Sonic
 +
SBJA-H6WJ/SBJA-H6V2    Rings worth 7 in special stages--Sonic
 +
SBJA-HAWJ/SBJA-HAV2    Rings worth 8 in special stages--Sonic
 +
SBJA-HJWR/SBJA-HJV8    Rings worth 2 in special stages--Tails
 +
SBJA-HNWR/SBJA-HNV8    Rings worth 3 in special stages--Tails
 +
SBJA-HTWR/SBJA-HTV8    Rings worth 4 in special stages--Tails
 +
SBJA-HYWR/SBJA-HYV8    Rings worth 5 in special stages--Tails
 +
SBJA-H2WR/SBJA-H2V8    Rings worth 6 in special stages--Tails
 +
SBJA-H6WR/SBJA-H6V8    Rings worth 7 in special stages--Tails
 +
SBJA-HAWR/SBJA-HAV8    Rings worth 8 in special stages--Tails

Revision as of 01:47, 25 September 2004

Introduction

The second outing of Sonic on the Megadrive and the first game to feature Miles "Tails" Prower. Released November 24, 1992, the game has longer levels, more levels, and a faster pace. The essential plot is that Robotnik is creating a spaceship of doom, the death egg. Sonic and Tails must stop this superweapon. The Beta is famous for its deleted levels. Numerous new cultural references can be found that have become a staple of the series. The Death Egg is a nod to Star Wars' Death Star. The seventh emerald is an analog to seven balls in the Dragon Ball series. Super Sonic is also like a Super Saijin both in the graphical design and concept.

Levels

The infamous Hidden Palace Zone has been found on the Cartridge, but with graphical data removed. It can only be accessed through hex editing, cheating devices, or savestates. Related Link Sonic 2 Beta

Production Credits

Executive Producer: Hayao Nakayama Producer: Shinobu Toyoda Game Planner: Hirokazu Yasuhara, Masaharu Yoshii Chief Programmer: Yuji Naka Assistant Programmer: Masanobu Yamamoto, Bill Willis Character Design: Yasushii Yamaguchi Object Placement: Hirokazu Yasuhara, Yutaka Sugano, Takahiro Anto Special Object Placement: Yutaka Sugano Chief Artist: Yasushii Yamaguchi Zone Artist: Reiko Kodama, Yasushii Yamaguchi, Craig Stitt, Brenda Ross, Jina Ishiwatari, Tom Payne Special Stage Art and CG: Tim Shelly, Peter Morawiec Composer: Masato Nakamura Sound Programmer: Tomoyuki Shimada Sound Assistant: "Jimita", "Macky", "Milpo", "Ippo", "S.O", "OYZ", "N.GEE" Project Assistant: Takahiro Hamano, Syuichi Katagi, Yoshiki Ooka, Steve Woita Special Thanks: Kunitake Aoki, Tsuneko Aoki

Cheat Codes, All Versions

Note: in cheat codes, + signifies that the buttons must be held simultaneously.

Zone Select: Play tunes 19, 65, 09, 17 on the options screen, A+Start, A+Start on title screen

14 Continues: Play tunes 01, 01, 02, 04 on the options screen. An incorrect sound command is issued, causing OOZ music to continue playing until a reset.

Super Sonic: Play tunes 04, 01, 02, 06 on the zone select sound test, an emerald sound triggers, select zone, hold A until Sonic appears

Debug + Slow-motion/Restart: Play tunes 01, 09, 09, 02, 01, 01, 02, 04 on the zone select sound test, a ring sound triggers, select zone, hold A until Sonic appears

Super Sonic + Debug: Play tunes 01, 09, 09, 02, 01, 01, 02, 04, 01, 02, 06 on the zone select sound test, a ring sound triggers after 04 and an emerald sound triggers after 06, select zone, hold A until Sonic appears

Change Tails' name to Miles in game above lives: Press up, up, up, down, down, down, up at the title screen

In-Level Functions, All Versions

Debug

Press B to toggle normal and debug mode. Press A to advance forward through the debug object list. Press A+C to advance backwards through the debug object list. Press C to place the selected object at the current coordinates. Current coordinates are designated by the top line of hex digits in the HUD. Viewport coordinates are designated by the bottom line of hex digits in the HUD.

Slow-motion/Restart - during pause

Press A to fade to black and restart from right after the SEGA screen. Press and hold B to enable slow-motion (it is currently unknown how many frames per second this advances). Press C to advance one frame.

Game Genie Codes

There are two versions of this game. If one code doesn't work on your game, then try the o ther.

SAST-DJ1A / SATA-DJTJ Rings worth 2--player 1 SAST-DN1A / SATA-DNTJ Rings worth 3--player 1 SAST-DT1A / SATA-DTTJ Rings worth 4--player 1 SAST-DY1A / SATA-DYTJ Rings worth 5--player 1 SAST-D21A / SATA-D2TJ Rings worth 6--player 1 SAST-D61A / SATA-D6TJ Rings worth 7--player 1 SAST-DA1A / SATA-DATJ Rings worth 8--player 1 AE8A-AAD2 / AE8A-AADN Start with 1 life instead of 3--player 1 AY8A-AAD2 / AY8A-AADN Start with 5 lives--player 1 A68A-AAD2 / A68A-AADN Start with 7 lives--player 1 BE8A-AAD2 / BE8A-AADN Start with 9 lives--player 1 DE8A-AAD2 / DE8A-AADN Start with 25 lives--player 1 GJ8A-AAD2 / GJ8A-AADN Start with 50 lives--player 1 KN8A-AAD2 / KN8A-AADN Start with 75 lives--player 1 NN8A-AAD2 / NN8A-AADN Start with 99 lives--player 1 JW3A-CA4J / JW3A-CA4Y Infinite lives--player 1 SATA-DJVW / SATA-DJW8 Rings worth 2--player 2 SATA-DNVW / SATA-DNW8 Rings worth 3--player 2 SATA-DTVW / SATA-DTW8 Rings worth 4--player 2 SATA-DYVW / SATA-DYW8 Rings worth 5--player 2 SATA-D2VW / SATA-D2W8 Rings worth 6--player 2 SATA-D6VW / SATA-D6W8 Rings worth 7--player 2 SATA-DAVW / SATA-DAW8 Rings worth 8--player 2 AE8A-AAD8 / AE8A-AADW Start with 1 life instead of 3--player 2 AY8A-AAD8 / AY8A-AADW Start with 5 lives--player 2 A68A-AAD8 / A68A-AADW Start with 7 lives--player 2 BE8A-AAD8 / BE8A-AADW Start with 9 lives--player 2 DE8A-AAD8 / DE8A-AADW Start with 25 lives--player 2 GJ8A-AAD8 / GJ8A-AADW Start with 50 lives--player 2 KN8A-AAD8 / KN8A-AADW Start with 75 lives--player 2 NN8A-AAD8 / NN8A-AADW Start with 99 lives--player 2 JXGA-CA7G / JXGA-CA7W Infinite lives--player 2 KBVT-CAE2 / KBVT-CAE2 Jump lower FVVT-CAE2 / FVVT-CAE2 Jump a little higher EBVT-CAE2 / EBVT-CAE2 Jump a lot higher CBVT-CAE2 / CBVT-CAE2 Jump really high A02T-CAF8 / A02T-CAGL Sonic stays invincible for a shorter time after getting hit 982T-CAF8 / 982T-CAGL Sonic stays invincible for a longer time after getting hit ALTA-CA8N / ALTA-CA82 Sonic becomes invisible and invincible for the rest of the level after getting hit--must have at least one ring (switch off and then on to make Sonic visible) ALTA-CA9J / ALTA-CA9Y Once invincible (stars), Sonic stays Invincible for the rest of the 41 level ATTT-CA4W / ATTT-CA58 Sonic doesn't lose rings when hit ATTT-CA5G / ATTT-CA6W Tails doesn't lose rings when hit AH2T-CAH6/AH2T-CAHN Sonic needs only 1 ring instead of 50 to enter special stage after touching a star post With the following codes, the counter doesn't show the extra rings, but you get them. SBJA-HJWJ/SBJA-HJV2 Rings worth 2 in special stages--Sonic SBJA-HNWJ/SBJA-HNV2 Rings worth 3 in special stages--Sonic SBJA-HTWJ/SBJA-HTV2 Rings worth 4 in special stages--Sonic SBJA-HYWJ/SBJA-HYV2 Rings worth 5 in special stages--Sonic SBJA-H2WJ/SBJA-H2V2 Rings worth 6 in special stages--Sonic SBJA-H6WJ/SBJA-H6V2 Rings worth 7 in special stages--Sonic SBJA-HAWJ/SBJA-HAV2 Rings worth 8 in special stages--Sonic SBJA-HJWR/SBJA-HJV8 Rings worth 2 in special stages--Tails SBJA-HNWR/SBJA-HNV8 Rings worth 3 in special stages--Tails SBJA-HTWR/SBJA-HTV8 Rings worth 4 in special stages--Tails SBJA-HYWR/SBJA-HYV8 Rings worth 5 in special stages--Tails SBJA-H2WR/SBJA-H2V8 Rings worth 6 in special stages--Tails SBJA-H6WR/SBJA-H6V8 Rings worth 7 in special stages--Tails SBJA-HAWR/SBJA-HAV8 Rings worth 8 in special stages--Tails