Sonic the Hedgehog 2 (16-bit)/Hidden content
From Sonic Retro
|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.|
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.
Unused music track
In the sound test, song $10 is actually a unused song. This has been established to be the music meant for Hidden Palace Zone.
Unused sound effects
Sounds not used anywhere in the game can be heard in the sound test.
- 38 - Similar to sound 22.
- 68 - Similar to sound 69.
Sonic 1 sound effects
A few other unused sound effects are leftovers from Sonic 1 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.
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.
Scrapped Zone remnants
|Sonic the Hedgehog 2 (16-bit)|