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[[Image:s2b_title.png|right|frame|Title screen, same as in ''[[Sonic 2 Beta]]'']]
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{{ProtoBob
 +
| bobscreen=s2b_title.png
 +
| final=Sonic the Hedgehog 2 (16-bit)
 +
| system=[[Sega Mega Drive]]
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| date=1992-05-XX
 +
| romsize=1 MB
 +
| source=EPROM cartridge
 +
| foundby=[[User:Drx|drx]]
 +
}}
 +
The '''''Sonic the Hedgehog 2'' "Nick Arcade" prototype''' is a [[prototype]] build of ''[[Sonic the Hedgehog 2]]'' for the [[Sega Mega Drive]]. It stands as the earliest known version of the game to be found and released onto the Internet, likely created during the first half of 1992. Tom Payne's schedule lists May 25th as the date Metropolis artwork was built. There is no Metropolis art in the ROM, suggesting the prototype was built before the 25th. 
  
The '''''Sonic The Hedgehog 2''''' '''Nick Arcade Prototype''', released to the public on Nov. 7, 2006, is a [[prototype]] of ''[[Sonic the Hedgehog 2]]'' for the [[Sega Mega Drive/Genesis]], which features extremely unfinished zones. This cart, seen in two 1992 episodes of ''Nick Arcade'', predates the more famous ''[[Sonic 2 Beta]]''. It was found and sold to [[drx]] in cartridge form for $1500 via a community effort.
+
The Nick Arcade prototype is a very early version of the game. Only an untitled [[Emerald Hill Zone]] can be played normally, with a further five [[Zone]]s accessible only through a [[level select]] code. Much of the game still looks and plays like the original ''[[Sonic the Hedgehog (16-bit)|Sonic the Hedgehog]]'' - the level select screen is identical, and remnants of the original [[Green Hill Zone (Sonic the Hedgehog 16-bit)|Green Hill Zone]] are still somewhat playable. ''Sonic 1'' music is still intact, and the full ''[[Blue Sphere]]'' game is available when locked on to ''[[Sonic & Knuckles]]''.
  
In this version, only one zone can be normally played: [[Emerald Hill Zone]]. The rest of the Zones can be played only through a [[Level Select]] code. The level select screen is completely identical to ''[[Sonic 1]]''<nowiki>'</nowiki>s, and even contains the original [[Green Hill Zone]].
+
==History==
 +
While perhaps unlikely to have been built for the show, this release is commonly referred to as the "Nick Arcade" prototype due to its appearance in two 1992 episodes of ''[[Nick Arcade]]'' (recorded in June 1992, shown in September/October); the first sightings of the prototype by the ''Sonic the Hedgehog'' community. It is also known to have been shown in issues of ''[[Sega Visions]]'' and at a behind closed doors press-only event at [[sega:Summer CES 1992|Summer CES 1992]]. It is also thought to have been featured at the [[sega:'92 Tokyo Toy Show|'92 Tokyo Toy Show]]{{fileref|Famitsu JP 0184.pdf|page=8}}.
  
{{Download|file=Sonic_The_Hedgehog_2_(Early_prototype)_(dumped_by_hidden-palace.org).bin|filesize=1MB}}
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The prototype was found and sold to [[User:Drx|drx]] in cartridge form for $1,500 USD. The funds were raised via a community effort, with a dump of the ROM going public on November 7, 2006.
  
==Various Differences==
+
==Comparisons==
===General===
+
{{mainArticle|{{PAGENAME}}/Comparisons}}
* If Sonic runs into a wall with a high velocity, he will bounce back off of the wall. This feature was ultimately canned, but it uses unused sprites that remained in the later beta.
+
 
 +
{{cleanup|This section needs moving to the comparisons page(s)}}
 
* Each Zone uses music from ''[[Sonic 1]]'', further proving that ''Sonic 2'' was built from ''Sonic 1''.
 
* Each Zone uses music from ''[[Sonic 1]]'', further proving that ''Sonic 2'' was built from ''Sonic 1''.
 
* There is a large amount of raw code contained within the ROM.
 
* There is a large amount of raw code contained within the ROM.
* Tails can lose rings for the player if he is hit by a badnik.
+
* If Tails dies, the camera will follow him as he respawns until he goes off screen.
* Similar to the other prototype if Sonic & Tails are hit at the same time lots of rings will sprawl out regardless as to how many rings they actually have (Provided the player has at least 1 Ring)
+
* If Sonic & Tails are hit at the same time, lots of rings will sprawl out regardless of how many rings they actually have (provided the player has at least one ring).
 +
* The backgrounds of Hill Top and Chemical Plant don't move.
 +
* Invincibility doesn't show stars, but plays the music. The music and invulnerability lasts until the end of the act.
 +
* Try jump without rolling in a spring pointing to dow and Sonic will use the dying animation while falling. (Tested in Emerald Hill)
  
 
===Green Hill Zone===
 
===Green Hill Zone===
* The zone from ''Sonic 1'' is included, with its level art converted to ''Sonic 2'''s format (128x128 blocks rather than Sonic 1's 256x256s) and the necessary changes have been made to make loops work.
+
* Collision detection is very glitchy, as the collision system has been changed to the system for Sonic 2, but Green Hill Zones collision pointers are still set up for Sonic 1s' collision. Oddly, the old Sonic 1 collision index still exists in the rom, and can be restored via cheat codes (doing this will fix Green Hill Zone, but cause similar collision issues in every other zone in game).
* Green Hill has collision detection, albeit it's very glitchy, detecting hills that don't exist, among other things.
+
* You can see here that the ''Sonic 1'' springs still are here in the game and fully functional; the springs in the ''Sonic 2'' levels are different and match the final game.
* A Tails Life Monitor is present just as it is in Hidden Palace Zone.
+
** If one passes into Marble Zone (Chemical Plant Zone), the rings will still use the glitchy sprites they had in Green Hill Zone.
 +
** The spikes used are the same ones from Sonic 2. They use the correct graphics (aside from the green outlines) when seen in [[Debug Mode]] but use glitchy graphics when placed or seen in normal gameplay.
  
===Marble Zone===
+
===Marble Zone ([[Chemical Plant Zone]])===
* Actually Chemical Plant Zone, the zone is heavily under development, with major differences in level design from the final or from the later prototype, is buggy and unfinished generally.
+
[[File:Z dcp01.png|right]]
 +
* Chemical Plant Acts 2 and 3 have the same layout as Act 1, but have the ring and object layouts of Green Hill Zone 1.
 +
* There are extra objects in the zone for Marble Zone in Sonic 1 accessible via debug, but they use garbled tiles.
 +
* There is a falling block for Chemical Plant also accessible via debug
 +
* There is a prototype boss for this zone found in the ROM through hacking.
 +
* The unused RAW data contained with the ROM is loaded when you down the zone. It does a illegal instruction error.
 +
** It loads if Tails falls to the area too.
  
===Spring Yard Zone===
+
===Spring Yard Zone ([[Hidden Palace Zone]])===
* Actually Hidden Palace Zone, the zone pretty much as it is in the later prototype and in the final since no work was ever done to it throughout its lifetime.
+
* Act 2 has some leftover object placement from [[Green Hill Zone (Sonic the Hedgehog 16-bit)|Green Hill Zone]] Act 2.
* Hidden Palace Act 2 has some leftover object placement from Green Hill Zone Act 2.
+
* There is a third act which has water that constantly rises and falls. This zone loads Green Hill Zone Act 1's ring locations.
* There is a third act, as well, which has water that constantly rises and falls. This zone loads GHZ Act 1's ring locations.
+
* If under water in Acts 2 and 3, or if you use the water level controls with the 2P controller on Act 1 to submerge Sonic until the countdown starts, then jump out, the [[Labyrinth Zone]] music will play.
* If you stay in the water in Acts 2 and 3 until the countdown starts and come back up, the Labyrinth Zone music will play.
+
* In Act 3 you get placed in the blocks, what makes the camera go crazy (after some button mashing you will eventually get placed into the level)
* The level of water in Acts 2 and 3 can be controlled using up and down on the 2P controller.
+
* In Act 3, shortly after you exit the tube, the water will suddenly appear.
  
 
===Labyrinth Zone===
 
===Labyrinth Zone===
*An empty zone, it loads Marble Zone's ring layout and Chemical Plant Zone's artwork, has Labyrinth Zone's rippling effect. Third act is as SBZ3.
+
[[File:Z dl01.png|right]]
*Labyrinth also lacks collision detection and is therefore unplayable, a la [[Genocide City Zone]].
+
* An empty zone, it loads [[Marble Zone]]'s ring layout, [[Chemical Plant Zone]]'s artwork, and has [[Labyrinth Zone]]'s rippling effect. Third act is as SBZ3.
===Star Light Zone===
+
* Labyrinth Zones layouts are very broken, and seems to load broken data from Chemical Plant alongside leftover garbage data. Using debug mode several people have found various strips of "land" but that data is often still just garbage.
*Actually Emerald Hill Zone (which the later prototype confirms kept the name Green Hill Zone for a time) which is as it was in the Nick Arcade video, with minor differences to the final level layout.
+
* Several people have debated that this could supposedly be an early version of [[Genocide City Zone]] (because of the city-like rippling lines that overlap your character) but somehow got removed from the Simon Wai Prototype. However, it's more likely just garbage data leftover from Sonic 1, as this zone doesn't have any of its own data, besides that which is leftover from Sonic 1.
===Scrap Brain Zone===
+
* If Marble Zone (CPZ) is loaded first, going back to the level select and going to Labyrinth Zone will cause it to load Chemical Plants background and some of its layout. (some layout tiles are mysteriously missing though)
*Actually Hill Top Zone, this zone is also under heavy revision, as it finishes with a pipe leading to instant death. Second act crashes after a section which ought to have an earthquake effect.
+
** Scrap Brain Zone Act 3 does the same thing, although it loads its own palettes. Oddly, you can easily land on solid ground in SBZ3 if you do this trick, and you can actually go forward by quite a bit (getting to the top of the level and beating it is impossible, though).
===Final Zone===
 
*Hill Top Zone (matching behavior in Sonic 1, where FZ is tucked into a corner of SBZ2), crashes to pink if you continue onwards, death pit backwards.
 
  
==Art Differences==
+
===Star Light Zone ([[Emerald Hill Zone]])===
*Sonic and Tails are in different symmetrical designs on the end signpost
+
* The 4th buzzer's shots (and every other buzzer past it in the level) rarely hurt the player.
*Chemical Plant Zone uses a purple-pink accent in the background instead of olive green; buildings are also much lower
+
 
*Seesaws similar to that in the final [[Hill Top Zone]] can be seen in Emerald Hill's [[object debug]]
+
===Scrap Brain Zone ([[Hill Top Zone]])===
 +
* It is possible to move Tails past the point in Act 2 where it crashes and drop down, transporting you to Act 3.
 +
 
 +
===Final Zone ([[Hill Top Zone]])===
 +
* Hill Top Zone (matching behavior in ''Sonic 1'', where [[Final Zone]] is tucked into a corner of SBZ2), crashes to pink if you continue onwards because the game is trying to access the Final Zone boss data which is not there, dead end backwards. If you use debug and continue past the second tree, when you see the pink screen, rapidly press {{C}}, at the top of the screen you might see a garbled "illegal instruction" error.
  
 
== Levels ==
 
== Levels ==
*[[Green Hill Zone]] (playable)
+
* [[Green Hill Zone (Sonic the Hedgehog 16-bit)|Green Hill Zone]] (Sonic 1) (cut) (playable)
*[[Chemical Plant Zone]] (playable)
+
* [[Chemical Plant Zone]] (playable)
*[[Labyrinth Zone]] (cut) (empty)
+
* [[Labyrinth Zone]] (cut) (empty) (debate on prototype of Genocide City)
*[[Hidden Palace Zone (S2)|Hidden Palace Zone]] (cut) (playable)
+
* [[Hidden Palace Zone (S2)|Hidden Palace Zone]] (cut) (playable)
*[[Emerald Hill Zone|Green Hill Zone]] (playable) (renamed to Emerald Hill Zone)
+
* [[Emerald Hill Zone|Green Hill Zone]] (playable) (renamed to Emerald Hill Zone)
*[[Hill Top Zone]] (playable)
+
* [[Hill Top Zone]] (playable but crashes due to the game trying to call Sonic 1's Final Zone boss)
  
 
==Cheat Codes==
 
==Cheat Codes==
*'''Level Select''': At the title screen, hit Up, Down, Down, Down, Down, Up, Start.
+
*'''Debug Patchcode''': FFFFFA:0001. This patchcode removes the need to enter a Debug codeThe level select code can be used to debug in any level.
*'''Debug Mode''': At the title screen, hit  C,C,C,C, Up, Down, Down, Down, Down, Up, A+Start.
+
*'''Restore Green Hill Zone Collision''': With a [[Game Genie]], enter the following codes:
*'''Level Select with Debug Mode''': At the title screen, hit C,C,C,C, Up, Down, Down, Down, Down, Up, A+Start, wait for demo to start, then Up, Down, Down, Down, Down, Up, A+Start.
 
*'''Restore Green Hill Zone Collision''': With a Game Genie, enter the following codes:
 
 
:AA1A-CEAL
 
:AA1A-CEAL
 
:AA1A-CEFT
 
:AA1A-CEFT
Line 72: Line 93:
 
:AA2A-DECN
 
:AA2A-DECN
  
==Physical Cartridge==
+
It restores the original Sonic 1 collision, so Sonic 2 zones will not work.
(from [[drx]]'s [[Hidden Palace]])
+
 
 +
==Downloads==
 +
{{Download|file=Sonic_The_Hedgehog 2 (Early prototype) (dumped_by_hidden-palace.org).zip|filesize=520KB}}
 +
 
 +
==Physical scans==
 +
(from [[User:Drx|drx]]'s [[Hidden Palace]])
 
<gallery>
 
<gallery>
 
Image:s2b_cart_case.jpg|Front of cartridge with holographic "Sonic 2" label
 
Image:s2b_cart_case.jpg|Front of cartridge with holographic "Sonic 2" label
Line 80: Line 106:
 
</gallery>
 
</gallery>
  
==See Also==
+
==External links==
*[[SCHG:S2 Early Prototype|Sonic Community Hacking Guide:Sonic 2 Early Prototype]]
+
*[http://www.hidden-palace.org/?news/c/9 Hidden Palace News Release]
*[[Sonic 2 Beta]]
+
*{{LinkRetro|topic=8345|title=Sonic Retro release thread}}
 +
 
 +
==References==
 +
<references/>
 +
 
 +
{{S2NAOmni}}
 +
{{S2MDOmni|4}}
  
==External Links==
+
[[Category:Sonic the Hedgehog 2 (16-bit) prereleases]]
*[http://www.hidden-palace.org/?news/c/9 Hidden Palace News Release]
 
*[http://www.s2beta.com/forums/index.php?showtopic=8345 Sonic 2 Beta Release Thread]
 
[[Category:Genesis Games]]
 
[[Category:Prereleases]]
 

Latest revision as of 16:35, 15 March 2024

S2b title.png
Sonic the Hedgehog 2 (Nick Arcade prototype)
Prerelease of: Sonic the Hedgehog 2
System: Sega Mega Drive
Build date: 1992-05-XX
ROM size: 1 MB
Source: EPROM cartridge
Found by: drx

The Sonic the Hedgehog 2 "Nick Arcade" prototype is a prototype build of Sonic the Hedgehog 2 for the Sega Mega Drive. It stands as the earliest known version of the game to be found and released onto the Internet, likely created during the first half of 1992. Tom Payne's schedule lists May 25th as the date Metropolis artwork was built. There is no Metropolis art in the ROM, suggesting the prototype was built before the 25th.

The Nick Arcade prototype is a very early version of the game. Only an untitled Emerald Hill Zone can be played normally, with a further five Zones accessible only through a level select code. Much of the game still looks and plays like the original Sonic the Hedgehog - the level select screen is identical, and remnants of the original Green Hill Zone are still somewhat playable. Sonic 1 music is still intact, and the full Blue Sphere game is available when locked on to Sonic & Knuckles.

History

While perhaps unlikely to have been built for the show, this release is commonly referred to as the "Nick Arcade" prototype due to its appearance in two 1992 episodes of Nick Arcade (recorded in June 1992, shown in September/October); the first sightings of the prototype by the Sonic the Hedgehog community. It is also known to have been shown in issues of Sega Visions and at a behind closed doors press-only event at Summer CES 1992. It is also thought to have been featured at the '92 Tokyo Toy Show[1].

The prototype was found and sold to drx in cartridge form for $1,500 USD. The funds were raised via a community effort, with a dump of the ROM going public on November 7, 2006.

Comparisons

Sonic Retro emblem.svg Main article: Sonic the Hedgehog 2 (Nick Arcade prototype)/Comparisons


Sonicretro-round.svg This article needs cleanup.
This article needs to be edited to conform to a higher standard of article quality. Specifically, issues with this article are:
This section needs moving to the comparisons page(s)

After the article has been cleaned up, you may remove this message. See How to Edit a Page for help.

  • Each Zone uses music from Sonic 1, further proving that Sonic 2 was built from Sonic 1.
  • There is a large amount of raw code contained within the ROM.
  • If Tails dies, the camera will follow him as he respawns until he goes off screen.
  • If Sonic & Tails are hit at the same time, lots of rings will sprawl out regardless of how many rings they actually have (provided the player has at least one ring).
  • The backgrounds of Hill Top and Chemical Plant don't move.
  • Invincibility doesn't show stars, but plays the music. The music and invulnerability lasts until the end of the act.
  • Try jump without rolling in a spring pointing to dow and Sonic will use the dying animation while falling. (Tested in Emerald Hill)

Green Hill Zone

  • Collision detection is very glitchy, as the collision system has been changed to the system for Sonic 2, but Green Hill Zones collision pointers are still set up for Sonic 1s' collision. Oddly, the old Sonic 1 collision index still exists in the rom, and can be restored via cheat codes (doing this will fix Green Hill Zone, but cause similar collision issues in every other zone in game).
  • You can see here that the Sonic 1 springs still are here in the game and fully functional; the springs in the Sonic 2 levels are different and match the final game.
    • If one passes into Marble Zone (Chemical Plant Zone), the rings will still use the glitchy sprites they had in Green Hill Zone.
    • The spikes used are the same ones from Sonic 2. They use the correct graphics (aside from the green outlines) when seen in Debug Mode but use glitchy graphics when placed or seen in normal gameplay.

Marble Zone (Chemical Plant Zone)

Z dcp01.png
  • Chemical Plant Acts 2 and 3 have the same layout as Act 1, but have the ring and object layouts of Green Hill Zone 1.
  • There are extra objects in the zone for Marble Zone in Sonic 1 accessible via debug, but they use garbled tiles.
  • There is a falling block for Chemical Plant also accessible via debug
  • There is a prototype boss for this zone found in the ROM through hacking.
  • The unused RAW data contained with the ROM is loaded when you down the zone. It does a illegal instruction error.
    • It loads if Tails falls to the area too.

Spring Yard Zone (Hidden Palace Zone)

  • Act 2 has some leftover object placement from Green Hill Zone Act 2.
  • There is a third act which has water that constantly rises and falls. This zone loads Green Hill Zone Act 1's ring locations.
  • If under water in Acts 2 and 3, or if you use the water level controls with the 2P controller on Act 1 to submerge Sonic until the countdown starts, then jump out, the Labyrinth Zone music will play.
  • In Act 3 you get placed in the blocks, what makes the camera go crazy (after some button mashing you will eventually get placed into the level)
  • In Act 3, shortly after you exit the tube, the water will suddenly appear.

Labyrinth Zone

Z dl01.png
  • An empty zone, it loads Marble Zone's ring layout, Chemical Plant Zone's artwork, and has Labyrinth Zone's rippling effect. Third act is as SBZ3.
  • Labyrinth Zones layouts are very broken, and seems to load broken data from Chemical Plant alongside leftover garbage data. Using debug mode several people have found various strips of "land" but that data is often still just garbage.
  • Several people have debated that this could supposedly be an early version of Genocide City Zone (because of the city-like rippling lines that overlap your character) but somehow got removed from the Simon Wai Prototype. However, it's more likely just garbage data leftover from Sonic 1, as this zone doesn't have any of its own data, besides that which is leftover from Sonic 1.
  • If Marble Zone (CPZ) is loaded first, going back to the level select and going to Labyrinth Zone will cause it to load Chemical Plants background and some of its layout. (some layout tiles are mysteriously missing though)
    • Scrap Brain Zone Act 3 does the same thing, although it loads its own palettes. Oddly, you can easily land on solid ground in SBZ3 if you do this trick, and you can actually go forward by quite a bit (getting to the top of the level and beating it is impossible, though).

Star Light Zone (Emerald Hill Zone)

  • The 4th buzzer's shots (and every other buzzer past it in the level) rarely hurt the player.

Scrap Brain Zone (Hill Top Zone)

  • It is possible to move Tails past the point in Act 2 where it crashes and drop down, transporting you to Act 3.

Final Zone (Hill Top Zone)

  • Hill Top Zone (matching behavior in Sonic 1, where Final Zone is tucked into a corner of SBZ2), crashes to pink if you continue onwards because the game is trying to access the Final Zone boss data which is not there, dead end backwards. If you use debug and continue past the second tree, when you see the pink screen, rapidly press C, at the top of the screen you might see a garbled "illegal instruction" error.

Levels

Cheat Codes

  • Debug Patchcode: FFFFFA:0001. This patchcode removes the need to enter a Debug code. The level select code can be used to debug in any level.
  • Restore Green Hill Zone Collision: With a Game Genie, enter the following codes:
AA1A-CEAL
AA1A-CEFT
AA2A-CEB0
AA2A-CEB6
AA0T-CAG6
AA1A-CAEC
AA1T-CAA2
AA1T-CAF8
AA2A-CADJ
AA2A-CADR
AA1T-DECG
AA1T-DEHN
AA2A-DECN

It restores the original Sonic 1 collision, so Sonic 2 zones will not work.

Downloads

Download.svg Download Sonic the Hedgehog 2 (Nick Arcade prototype)
File: Sonic_The_Hedgehog 2 (Early prototype) (dumped_by_hidden-palace.org).zip (519 kB) (info)

Physical scans

(from drx's Hidden Palace)

External links

References


Sonic the Hedgehog 2 (Nick Arcade prototype), prototype version of Sonic the Hedgehog 2 (16-bit)
S2b title.png

Main page | Comparisons | Maps | Hidden content | Technical information

Part of Sonic the Hedgehog 2 (16-bit) development

Sonic the Hedgehog 2 (16-bit)
Sonic2 title.png

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