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Difference between revisions of "Sonic the Hedgehog 2 (8-bit)/Hidden content"

From Sonic Retro

m (Text replacement - "Gachou Mecha" to "Hiyoko Master")
m (Text replacement - "{{UnusedRow | sprite=" to "{{UnusedRow | content=")
Line 26: Line 26:
 
{{UnusedTable|type=Art|
 
{{UnusedTable|type=Art|
 
{{UnusedRow
 
{{UnusedRow
| sprite={{SpriteImage|S2tailseggfan.png}}
+
| content={{SpriteImage|S2tailseggfan.png}}
 
| desc=Some unused sprites of [[Miles "Tails" Prower|Tails]] crying. Probably meant to be used in the ending cutscene when he is rescued.
 
| desc=Some unused sprites of [[Miles "Tails" Prower|Tails]] crying. Probably meant to be used in the ending cutscene when he is rescued.
 
}}
 
}}
 
{{UnusedRow
 
{{UnusedRow
| sprite={{SpriteImage|S2sonic.png}}
+
| content={{SpriteImage|S2sonic.png}}
 
| desc=This animation is from ''[[Sonic the Hedgehog (8-bit)|Sonic 1]]'' for the Master System, but were found in ''Sonic 2'' for the Game Gear. While [[Sonic the Hedgehog|Sonic]] originally had this animation in the [[Sonic the Hedgehog 2 (8-bit) AutoDemo|AutoDemo]], it was changed for the final release.
 
| desc=This animation is from ''[[Sonic the Hedgehog (8-bit)|Sonic 1]]'' for the Master System, but were found in ''Sonic 2'' for the Game Gear. While [[Sonic the Hedgehog|Sonic]] originally had this animation in the [[Sonic the Hedgehog 2 (8-bit) AutoDemo|AutoDemo]], it was changed for the final release.
 
}}
 
}}
 
{{UnusedRow
 
{{UnusedRow
| sprite={{SpriteImage|Sonic2SMSEarlyDeathSprite.png}}
+
| content={{SpriteImage|Sonic2SMSEarlyDeathSprite.png}}
 
| desc=Sonic's death sprite from the Master System version of ''Sonic 1''. The final version uses an updated sprite.
 
| desc=Sonic's death sprite from the Master System version of ''Sonic 1''. The final version uses an updated sprite.
 
}}
 
}}
 
{{UnusedRow
 
{{UnusedRow
| sprite={{SpriteImage|UZ Boss.png}}
+
| content={{SpriteImage|UZ Boss.png}}
 
| desc=The entire body of [[Pit Master]] can be seen here. Normally, only its head is visible.
 
| desc=The entire body of [[Pit Master]] can be seen here. Normally, only its head is visible.
 
}}
 
}}
 
{{UnusedRow
 
{{UnusedRow
| sprite={{SpriteImage|Duckgoose.png}}
+
| content={{SpriteImage|Duckgoose.png}}
 
| desc=The entire body of [[Hiyoko Master]] was also drawn. Normally, only its head and neck can be seen.
 
| desc=The entire body of [[Hiyoko Master]] was also drawn. Normally, only its head and neck can be seen.
 
}}
 
}}
 
{{UnusedRow
 
{{UnusedRow
| sprite={{SpriteImage|S2monitors1.png|2}}
+
| content={{SpriteImage|S2monitors1.png|2}}
 
| desc=Sonic [[monitor]]. This one isn't really unused; the player can find it hidden in a wall in [[Crystal Egg Zone]], but the graphics are obscured. When collected, it grants a [[Continue]].
 
| desc=Sonic [[monitor]]. This one isn't really unused; the player can find it hidden in a wall in [[Crystal Egg Zone]], but the graphics are obscured. When collected, it grants a [[Continue]].
 
}}
 
}}
 
{{UnusedRow
 
{{UnusedRow
| sprite={{SpriteImage|S2monitors3.png|2}}
+
| content={{SpriteImage|S2monitors3.png|2}}
 
| desc=Question mark monitor, possibly set to give the player a random amount of [[Ring]]s or items, like in the 2-player mode of ''[[Sonic the Hedgehog 2 (16-bit)|Sonic 2]]'' for the [[Mega Drive]].
 
| desc=Question mark monitor, possibly set to give the player a random amount of [[Ring]]s or items, like in the 2-player mode of ''[[Sonic the Hedgehog 2 (16-bit)|Sonic 2]]'' for the [[Mega Drive]].
 
}}
 
}}
 
{{UnusedRow
 
{{UnusedRow
| sprite={{SpriteImage|S2monitors2.png|2}}
+
| content={{SpriteImage|S2monitors2.png|2}}
 
| desc=Grey Sneaker monitor which might have slowed down the player, similar to the Slow sneaker in ''[[Sonic the Hedgehog 3|Sonic 3]]''<nowiki>'</nowiki>s Competition mode.
 
| desc=Grey Sneaker monitor which might have slowed down the player, similar to the Slow sneaker in ''[[Sonic the Hedgehog 3|Sonic 3]]''<nowiki>'</nowiki>s Competition mode.
 
}}
 
}}
 
{{UnusedRow
 
{{UnusedRow
| sprite={{SpriteImage|S2monitors4.png|2}}
+
| content={{SpriteImage|S2monitors4.png|2}}
 
| desc=This could have been a [[checkpoint]] marker, like in the 8-bit version of ''Sonic 1''.
 
| desc=This could have been a [[checkpoint]] marker, like in the 8-bit version of ''Sonic 1''.
 
}}
 
}}
 
{{UnusedRow
 
{{UnusedRow
| sprite={{SpriteImage|UZ bricks.png}}
+
| content={{SpriteImage|UZ bricks.png}}
 
| desc=[[Under Ground Zone]] Bricks. These were originally used for the Zone in the AutoDemo prototype.
 
| desc=[[Under Ground Zone]] Bricks. These were originally used for the Zone in the AutoDemo prototype.
 
}}
 
}}
 
{{UnusedRow
 
{{UnusedRow
| sprite={{SpriteImage|UZ loop.png}}
+
| content={{SpriteImage|UZ loop.png}}
 
| desc=The remains of [[Green Hill Zone (Sonic the Hedgehog 16-bit)|Green Hill Zone]]-style tubes for Under Ground Zone from the AutoDemo prototype.
 
| desc=The remains of [[Green Hill Zone (Sonic the Hedgehog 16-bit)|Green Hill Zone]]-style tubes for Under Ground Zone from the AutoDemo prototype.
 
}}
 
}}
 
{{UnusedRow
 
{{UnusedRow
| sprite={{SpriteImage|Sonic2GGUnderOther.png}}
+
| content={{SpriteImage|Sonic2GGUnderOther.png}}
 
| desc=Miscellaneous Under Ground Zone tiles.
 
| desc=Miscellaneous Under Ground Zone tiles.
 
}}
 
}}
 
{{UnusedRow
 
{{UnusedRow
| sprite={{SpriteImage|UZ platform.PNG|2}}
+
| content={{SpriteImage|UZ platform.PNG|2}}
 
| desc=Under Ground Zone floating platform.
 
| desc=Under Ground Zone floating platform.
 
}}
 
}}
 
{{UnusedRow
 
{{UnusedRow
| sprite={{SpriteImage|Boulder.png}}
+
| content={{SpriteImage|Boulder.png}}
 
| desc=[[Sky High Zone]] boulder, probably meant to roll down a hill in Act 1.
 
| desc=[[Sky High Zone]] boulder, probably meant to roll down a hill in Act 1.
 
}}
 
}}
 
{{UnusedRow
 
{{UnusedRow
| sprite={{SpriteImage|S2 8bit skyhigh platform.png|2}}
+
| content={{SpriteImage|S2 8bit skyhigh platform.png|2}}
 
| desc=Sky High Zone platform.
 
| desc=Sky High Zone platform.
 
}}
 
}}
 
{{UnusedRow
 
{{UnusedRow
| sprite={{SpriteImage|S2 8bit skyhigh block.png|2}}
+
| content={{SpriteImage|S2 8bit skyhigh block.png|2}}
 
| desc=Sky High Zone object - probably another platform.
 
| desc=Sky High Zone object - probably another platform.
 
}}
 
}}
 
{{UnusedRow
 
{{UnusedRow
| sprite={{SpriteImage|S2Aqua2.gif}}
+
| content={{SpriteImage|S2Aqua2.gif}}
 
| desc=Unused [[Aqua Lake Zone]] water slide. These are fully functional if placed in Act 2, causing Sonic to slide down them like in [[Labyrinth Zone]].
 
| desc=Unused [[Aqua Lake Zone]] water slide. These are fully functional if placed in Act 2, causing Sonic to slide down them like in [[Labyrinth Zone]].
 
}}
 
}}
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{{UnusedTable|type=Audio|
 
{{UnusedTable|type=Audio|
 
{{UnusedRow
 
{{UnusedRow
| sprite=[[File:Sonic2 SMS UnusedTrack.ogg]]
+
| content=[[File:Sonic2 SMS UnusedTrack.ogg]]
 
| desc=In the Master System version, song ID {{hex|$92}} is occupied by a peaceful, ethereal-sounding tune of unknown purpose that is unused. In the Game Gear version, this song was replaced with the sound effect that plays when Sonic (and Tails) looks up at the stars at the end of the credits.
 
| desc=In the Master System version, song ID {{hex|$92}} is occupied by a peaceful, ethereal-sounding tune of unknown purpose that is unused. In the Game Gear version, this song was replaced with the sound effect that plays when Sonic (and Tails) looks up at the stars at the end of the credits.
 
}}
 
}}

Revision as of 18:25, 3 December 2022

Back to: Sonic the Hedgehog 2 (8-bit).

Zone select

Sonic2SMSLevelSelect.png
Sonic2GGLevelSelect.png

In the Master System version, hold Left + 1 + 2 on Controller 2 when powering on the game, and keep them held down during the opening sequence. When the title screen appears, release the buttons, then press 1 or 2 on Controller 1.

In the Game Gear version, hold DownLeft + 1 + 2 during the SEGA screen and keep them held down. Then, you can press Start to skip the intro. Finally, on the title screen, press Start again when Tails blinks exactly for the third time (while still maintaining the other buttons).

Extra acceleration

Pressing Left and Right at the same time on the D-Pad will result in incredible acceleration and speed to the left. This is mainly useful in emulation (and has been extensively used in a Tool-Assisted Speedrun[1]), while it's unfeasible on a real unmodified console.

Hidden birds in Sky High Zone

Sonic2 SMS HiddenBirds.png

If the player locates the 1UP Monitor at the top left of Sky High Zone Act 1 and walks into the left side of the Monitor without breaking it, yellow birds will come out of the trees. The player can make more birds come out after the birds have gone off-screen by walking into the Monitor again. This can happen in both Master System and Game Gear versions.

Unused content

Art

Art Description
S2tailseggfan.png
Some unused sprites of Tails crying. Probably meant to be used in the ending cutscene when he is rescued.
S2sonic.png
This animation is from Sonic 1 for the Master System, but were found in Sonic 2 for the Game Gear. While Sonic originally had this animation in the AutoDemo, it was changed for the final release.
Sonic2SMSEarlyDeathSprite.png
Sonic's death sprite from the Master System version of Sonic 1. The final version uses an updated sprite.
UZ Boss.png
The entire body of Pit Master can be seen here. Normally, only its head is visible.
Duckgoose.png
The entire body of Hiyoko Master was also drawn. Normally, only its head and neck can be seen.
S2monitors1.png
Sonic monitor. This one isn't really unused; the player can find it hidden in a wall in Crystal Egg Zone, but the graphics are obscured. When collected, it grants a Continue.
S2monitors3.png
Question mark monitor, possibly set to give the player a random amount of Rings or items, like in the 2-player mode of Sonic 2 for the Mega Drive.
S2monitors2.png
Grey Sneaker monitor which might have slowed down the player, similar to the Slow sneaker in Sonic 3's Competition mode.
S2monitors4.png
This could have been a checkpoint marker, like in the 8-bit version of Sonic 1.
UZ bricks.png
Under Ground Zone Bricks. These were originally used for the Zone in the AutoDemo prototype.
UZ loop.png
The remains of Green Hill Zone-style tubes for Under Ground Zone from the AutoDemo prototype.
Sonic2GGUnderOther.png
Miscellaneous Under Ground Zone tiles.
UZ platform.PNG
Under Ground Zone floating platform.
Boulder.png
Sky High Zone boulder, probably meant to roll down a hill in Act 1.
S2 8bit skyhigh platform.png
Sky High Zone platform.
S2 8bit skyhigh block.png
Sky High Zone object - probably another platform.
S2Aqua2.gif
Unused Aqua Lake Zone water slide. These are fully functional if placed in Act 2, causing Sonic to slide down them like in Labyrinth Zone.

Audio

Audio Description
In the Master System version, song ID $92 is occupied by a peaceful, ethereal-sounding tune of unknown purpose that is unused. In the Game Gear version, this song was replaced with the sound effect that plays when Sonic (and Tails) looks up at the stars at the end of the credits.

Gimmick Mountain name

S2mountain.png

Originally, the level card for Gimmick Mt. Zone wasn't going to have a shortened name. Hivebrain discovered the word "Mountain" within the ROM. Due to lack of space on the screen, "Mountain" was shortened to "Mt."

Build date

Similar to other games developed by Aspect, the game's build date can be located at ROM address $C0:

Sega Master System
v1.0
MS SONIC¥THE¥HEDGEHOG.2 Ver1.00 1992/09/05 SEGA /Aspect Co.,Ltd
Sega Master System
v2.2
MS SONIC¥THE¥HEDGEHOG.2 Ver2.20 1992/12/09 SEGA /Aspect Co.,Ltd
Sega Game Gear
GG SONIC¥THE¥HEDGEHOG.2 Ver1.10 1992/09/12 SEGA /Aspect Co.,Ltd

Cheat device codes

These are cheat codes that can only be accessed with game enhancer devices. Support for these codes is available in most emulators.

Game Genie

Official codes, Game Gear version

Code Effect Reference
009-04F-3BE Infinite lives.
012-B8D-E66 Start with 1 life.
052-B8D-E66 Start with 5 lives.
092-B8D-E66 Start with 9 lives.
A78-92C-19E Invincible after 1 ring (Except on act 3).
026-5ED-E6E Each ring worth 2.
036-5ED-E6E Each ring worth 3.
046-5ED-E6E Each ring worth 4.
056-5ED-E6E Each ring worth 5.
066-5ED-E6E Each ring worth 6.
076-5ED-E6E Each ring worth 7.
086-5ED-E6E Each ring worth 8.
3A7-E4C-2A2 Don't lose rings when hit.
001-12D-3B7 Stop timer.
3E2-E4D-3B4 + 012-E5D-E69 Start on Act 2.
3E2-E4D-3B4 + 022-E5D-E69 Start on Act 3.

Pro Action Replay

Unofficial codes, Game Gear and Master System version 1.0 and 2.2

Code Effect
00D3A9:15 Become Invincible After Being Hit.
00D298:09 Infinite Lives.
00D299:63 Infinite Rings (Press button 1 at end of level during score totaling).
00D2BA:00 Keeps Time At Zero (Minutes).
00D2B9:00 Keeps Time At Zero (Seconds).
00D295:0? Zone Select (Enable switch after the first 2 screens but before the level starts, after the level starts disable).
  • 0: Underground
  • 1: Sky High
  • 2: Aqua Lake
  • 3: Green Hills
  • 4: Gimmick Mountain
  • 5: Scrambled Egg
  • 6: Crystal Egg
00D296:0? Act Select (Enable switch after the first 2 screens but before the level starts, after the level starts disable).
  • 0: Act 1
  • 1: Act 2
  • 2: Act 3
00D502:13 Start with Glider.

References


Sonic the Hedgehog 2 (8-bit)
S2 sms title.png

Main page
Comparisons
Maps


Manuals
Promotional material
Magazine articles
Video coverage
Reception


Development
Hidden content
Bugs
Hacking guide