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{{Bob
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{{ProtoBob
 
| bobscreen=s2b_title.png
 
| bobscreen=s2b_title.png
| title=Sonic the Hedgehog 2
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| final=Sonic the Hedgehog 2 (16-bit)
| publisher=[[Sega]]
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| system=[[Sega Mega Drive]]
| developer=[[Sonic Team]],<br/>[[Sega Technical Institute]]
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| date=1992
| system=[[Sega Mega Drive/Genesis]]
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| romsize=1 MB
| genre=2D Platform
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| source=Pirate cartridge
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| foundby=[[Simon Wai]]
 
}}
 
}}
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The '''''Sonic the Hedgehog 2'' "Simon Wai" prototype''' is a [[prototype]] build of ''[[Sonic the Hedgehog 2]]'' for the [[Sega Mega Drive]]. It is a relatively early build of the game, thought to have been created around the middle of 1992.
  
The '''''Sonic the Hedgehog 2''''' '''"Simon Wai" prototype''' is a widely distributed [[prototype]] of ''[[Sonic the Hedgehog 2]]'' for the [[Sega Mega Drive/Genesis]], which features an array of incomplete zones. It was found by [[Simon Wai]] on a Chinese website.
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This particular prototype is named after [[Simon Wai]], who found the ROM on a Chinese website and subsequently brought it to the attention of the Western ''Sonic the Hedgehog'' fan community. It was the first prototype to be found of ''Sonic 2'', and for many years was simply referred to as "''Sonic 2 Beta''".
  
In the prototype copy, only four levels can be played in "normal" gameplay (though technically this is a prerelease to test some features and so there is no real level order). The rest have to be accessed through the [[level select]] code. Many are not playable, so the [[debug mode|debug]] code is used to explore the acts. Genocide City Zone and Death Egg Zone are blank, causing Sonic and Tails to fall to their deaths as soon as the Act begins.
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The Simon Wai prototype is more advanced than the earlier [[Sonic the Hedgehog 2 (Nick Arcade prototype)|"Nick Arcade" prototype]], though is still very much incomplete. Only four [[Zone]]s can be played during normal gameplay; [[Aquatic Ruin Zone]], [[Chemical Plant Zone]], [[Hill Top Zone]] and [[Emerald Hill Zone]] (in that order). A further nine can be accessed through a [[level select]] code, though none of these Zones can be finished, and three are entirely empty stages.
  
The Simon Wai prototype was widely distributed and may have been altered slightly by pirates to hide the SEGA logo from showing when the ROM boots up. The game was put on pirate cartridges with the help of a [[Super Magic Drive]] in Asia and Brazil and was then passed on as the final version. The prototype is frequently examined by hackers to determine how ''Sonic the Hedgehog 2'' for the Megadrive was developed. The official word on the prototype, from [[Yuji Naka]] in an IGN interview, is that it was stolen from a toy fair in New York in 1992.
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==History==
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This Simon Wai prototype was presented to the Western ''Sonic the Hedgehog'' fan community in 1999{{ref|https://web.archive.org/web/20220525010420/https://groups.google.com/g/alt.fan.sonic-hedgehog/c/CeMZWlDEo34/m/BUOTtjU_YM4J}}, though had been distributed in various forms for many years prior to this date. Its release was pivotal in cultivating research into the development of ''Sonic the Hedgehog'' games in the years that followed. Sonic Retro's origins partly date back to Simon's initial documentation of the ROM in the form of the now-defunct [[The Sonic 2 Beta Page]].
  
In November 2006, an [[Sonic the Hedgehog 2 (Nick Arcade prototype)|earlier prototype]] was bought and dumped by [[drx]]. This was the same beta that had appeared on the TV show ''[[Nick Arcade]]''. On [[February 23, 2008]], several other [[beta]]s of the game were released.
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[[Yuji Naka]] claimed in an IGN interview that this prototype was originally stolen from a toy fair in New York in 1992{{ref|1=https://web.archive.org/web/20051104100754/http://xbox.gamespy.com/articles/654/654750p4.html}}, despite this event taking place in February. Copies were then mass-produced by software pirates (via the [[Super Magic Drive]]) and distributed on unlicensed Mega Drive cartridges across Asia and South America, passed on as the final version of the game. As a result of this theft, Sega temporarily changed their stance on journalists accessing pre-release versions of their games, forcing them to travel to a location of their choosing so as to ensure no further leakages could occur{{fileref|MeanMachinesSega05UK.pdf|page=6}}.
  
{{Download|file=Sonic_The_Hedgehog_2_(Simon_Wai_Prototype)_-!-.zip|filesize=627KB}}
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The ROM is thought to have been hacked to hide the Sega logo from showing when the game boots up (though it was not removed entirely).
  
== Various Differences ==
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==Comparisons==
===Neo Green Hill Zone===
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{{mainArticle|{{PAGENAME}}/Comparisons}}
*Actually Aquatic Ruin Zone, the name ''Neo Green Hill Zone'' is not to be confused with the ''[[Sonic Advance]]'' level of the same name.
 
*There are no enemies except the arrow-shooting totems.
 
*The layout is half-completed.
 
*There is a corrupted splashing animation consisting of misaligned bubbles instead of a splashing sprite. Tails has no splashing effects.
 
*If Sonic gets out of the water during the countdown, the music will be changed to the Emerald Hill theme.
 
*Water does NOT have any affect on Tails other then pallete change.
 
 
 
===Chemical Plant Zone===
 
*The loop-de-loop platforms have octagonal edges instead of being flat.
 
*The platforms which move across rails (most noticeably in Act 2) are much smaller.
 
*Demo gameplay hasn't been rerecorded to fit new level design since the Nick Arcade build.
 
 
 
===Hill Top Zone===
 
* Sonic doesn't spin when going through tunnels.
 
* There is no earthquake sound effect.
 
* The background music runs at a slightly slower tempo than in the final.
 
* Demo gameplay hasn't been rerecorded to fit new level design since the Nick Arcade build.
 
 
 
===Green Hill Zone===
 
*In this Beta, Emerald Hill Zone is referred to as Green Hill Zone.
 
*Demo gameplay for 2P Mode hasn't been rerecorded to fit new level design since the Nick Arcade build.
 
*Demo gameplay for 2P Mode illustrates a bug: both players share the ring counter (when one player gains or loses rings, so does the other).
 
*There is a snail [[badnik]] that did not make it to the final [[ROM]]. Its art offset is at $7C514 ([[Nemesis compression]], 26 blocks).
 
*At one point, there is a hidden wall which is supposed to contain an extra life; it does but it is blocked off.
 
*This is the only zone with a boss. It looks exactly the same as it does in the final, but there are slight differences in its behavior:
 
**The Eggpod drops straight down into the car rather than descending diagonally.
 
**When defeated, there are no explosion effects, and if Robotnik was facing left, he will not turn around as he escapes to the right.
 
 
 
===Metropolis Zone===
 
* Pistons don't throw you up as high as they do in the final.
 
* Metal crushers do not hurt you unless you go underneath them when they come down.
 
* Fire and lava have no effect.
 
* Sonic falls through most of the rotating nets, but one of them does work.
 
* Sonic can rotate a nut upwards past the height of the supporting screw pole.
 
* Act 3 has a special lift that was cut from the final game.
 
 
 
===Oil Ocean Zone===
 
* The sun scrolls with the background, and is non-animated.
 
* Wooden balls are embedded in the ground, and can be activated by pressing a nearby switch. They will pop up and move to the left at a fixed speed. Sonic can stand on these balls while they travel. They were dropped as a gameplay element from the final, possibly because nobody could think of a good use for them, but the chambers and switches can be placed with [[debug mode]], and both have the same behavior as in the beta. Wooden balls were seen in prototype shots of ''[[Sonic the Hedgehog (16-bit)|Sonic the Hedgehog]]'''s [[Green Hill Zone]], and can be seen in this game's debug mode, but they cannot be placed.
 
* Two seahorse enemies are found within the prototype ROM through hacking.
 
* An unused, shoot-and-flee octopus enemy is found within the prototype ROM through hacking.
 
* The oil splashing animation is missing and oil slides have no effect on Sonic.
 
* A pipe in the level's background is sucking oil up instead of pouring it out.
 
 
 
===Casino Night Zone===
 
* Drastic art changes when compared to the final.  This zone has a pink card-suit-based scheme.
 
  
 
== Levels ==
 
== Levels ==
 
*[[Aquatic Ruin Zone|Neo Green Hill Zone]] (playable) (renamed to Aquatic Ruin Zone)
 
*[[Aquatic Ruin Zone|Neo Green Hill Zone]] (playable) (renamed to Aquatic Ruin Zone)
*[[Chemical Plant Zone]] (playable)
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*[[Chemical Plant Zone]] (playable) (incomplete)
 
*[[Hill Top Zone]] (playable)
 
*[[Hill Top Zone]] (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)
*[[Wood Zone]] (cut)
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*[[Wood Zone]] (incomplete) (cut)
*[[Metropolis Zone]] (incomplete)
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*[[Metropolis Zone]] (playable) (incomplete)
 
*[[Hidden Palace Zone (S2)|Hidden Palace Zone]] (cut)
 
*[[Hidden Palace Zone (S2)|Hidden Palace Zone]] (cut)
 
*[[Oil Ocean Zone]] (incomplete)
 
*[[Oil Ocean Zone]] (incomplete)
*[[Dust Hill Zone]] (incomplete) (renamed to Mystic Cave Zone)
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*[[Mystic Cave Zone|Dust Hill Zone]] (incomplete) (renamed to Mystic Cave Zone)
 
*[[Casino Night Zone]] (incomplete)
 
*[[Casino Night Zone]] (incomplete)
 
*[[Genocide City Zone]] (empty) (cut)
 
*[[Genocide City Zone]] (empty) (cut)
 
*[[Death Egg Zone]] (empty)
 
*[[Death Egg Zone]] (empty)
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*[[Special Stage]] (void)
  
== Cheat Codes ==
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==Hidden content==
Cheat codes are different in the Simon Wai prototype from the final Sonic 2.  These codes can be accessed by inputting button sequences or by various other methods.
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{{mainArticle|{{PAGENAME}}/Hidden content}}
 
 
*'''[[Level Select|Zone Select]]''': Simply press {{A}} + {{Start}} on the title screen.
 
*'''Debug Mode''': Press {{C}}, {{C}}, {{C}}, {{C}}, {{up}}, {{down}}, {{down}}, {{down}}, {{down}}, {{up}}, then {{A}} + {{Start}} on the title screen.
 
*'''2 Player vs mode''': Highlight a zone in the stage select and press: {{B}} + {{Start}} for playing 2-player splitscreen mode.
 
*'''[[Night mode]]''': Highlight a zone in the stage select and press: {{C}} + {{Start}}.
 
  
==Resources==
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==Downloads==
===Original Sound Version Recordings===
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{{Download|file=Sonic The Hedgehog 2 (Simon Wai Prototype) -!-.zip|filesize=627KB}}
See [[Sonic the Hedgehog 2 "Beta" OSV]] for a download page.
 
  
{{Sonic2SWLevels}}
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==References==
{{S2Betas}}
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<references/>
  
[[Category:Sonic 2 (16-bit) Prereleases]]
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{{S2SWOmni}}
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{{S2MDOmni|4}}
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[[Category:Sonic the Hedgehog 2 (16-bit) prereleases]]

Latest revision as of 12:05, 15 January 2024

S2b title.png
Sonic the Hedgehog 2 (Simon Wai prototype)
Prerelease of: Sonic the Hedgehog 2
System: Sega Mega Drive
Build date: 1992
ROM size: 1 MB
Source: Pirate cartridge
Found by: Simon Wai

The Sonic the Hedgehog 2 "Simon Wai" prototype is a prototype build of Sonic the Hedgehog 2 for the Sega Mega Drive. It is a relatively early build of the game, thought to have been created around the middle of 1992.

This particular prototype is named after Simon Wai, who found the ROM on a Chinese website and subsequently brought it to the attention of the Western Sonic the Hedgehog fan community. It was the first prototype to be found of Sonic 2, and for many years was simply referred to as "Sonic 2 Beta".

The Simon Wai prototype is more advanced than the earlier "Nick Arcade" prototype, though is still very much incomplete. Only four Zones can be played during normal gameplay; Aquatic Ruin Zone, Chemical Plant Zone, Hill Top Zone and Emerald Hill Zone (in that order). A further nine can be accessed through a level select code, though none of these Zones can be finished, and three are entirely empty stages.

History

This Simon Wai prototype was presented to the Western Sonic the Hedgehog fan community in 1999[1], though had been distributed in various forms for many years prior to this date. Its release was pivotal in cultivating research into the development of Sonic the Hedgehog games in the years that followed. Sonic Retro's origins partly date back to Simon's initial documentation of the ROM in the form of the now-defunct The Sonic 2 Beta Page.

Yuji Naka claimed in an IGN interview that this prototype was originally stolen from a toy fair in New York in 1992[2], despite this event taking place in February. Copies were then mass-produced by software pirates (via the Super Magic Drive) and distributed on unlicensed Mega Drive cartridges across Asia and South America, passed on as the final version of the game. As a result of this theft, Sega temporarily changed their stance on journalists accessing pre-release versions of their games, forcing them to travel to a location of their choosing so as to ensure no further leakages could occur[3].

The ROM is thought to have been hacked to hide the Sega logo from showing when the game boots up (though it was not removed entirely).

Comparisons

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

Levels

Hidden content

Sonic Retro emblem.svg Main article: Sonic the Hedgehog 2 (Simon Wai prototype)/Hidden content

Downloads

Download.svg Download Sonic the Hedgehog 2 (Simon Wai prototype)
File: Sonic The Hedgehog 2 (Simon Wai Prototype) -!-.zip (625 kB) (info)

References


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

Main page | Comparisons | Maps | Hidden content | Hacking guide

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

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

Main page (KiS2|2013|3D|Ages)
Comparisons (KiS2) (2013)
Maps (KiS2) (2013)
Achievements
Credits


Manuals
Promotional material
Magazine articles
Video coverage
Reception
Merchandise


Development
Hidden content (KiS2) (2013)
Bugs (KiS2) (2013)
Region coding
Hacking guide
Bootlegs