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Difference between revisions of "Sonic the Hedgehog 2 (alpha)/Hidden content"

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(Objects: Some changes.)
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| sprite={{SpriteImage|Sonic2 MD Sprite MZRhombusLift.png}}
 
| sprite={{SpriteImage|Sonic2 MD Sprite MZRhombusLift.png}}
| desc=The diagonal lifts still exist in [[Metropolis Zone]], except unlike earlier prototypes, they do not move.
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| desc=The diagonal lifts still exist in [[Metropolis Zone]], except unlike the Simon Wai prototype, they do not move.
 
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| sprite={{SpriteImage|Sonic2Alpha MD Sprite AutorollObject.png}}
 
| sprite={{SpriteImage|Sonic2Alpha MD Sprite AutorollObject.png}}
| desc=The auto-rolling object, usually found before tubes to force Sonic and Tails into a ball, can be placed in [[Casino Night Zone]]. It is represented in edit mode as four spring icons, which are not used in any version of the game.
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| desc=The auto-rolling object, usually found before tubes to force Sonic and Tails into a ball, can be placed in [[Casino Night Zone]]. It is represented in edit mode as four spring icons, which are not used in any other version of the game.
 
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| sprite={{spriteImage|Sonic2 MD Sprite CPZ CorrectDoor.png}}
 
| sprite={{spriteImage|Sonic2 MD Sprite CPZ CorrectDoor.png}}
| desc=Doors for [[Chemical Plant Zone]], with the correct artwork.
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| desc=Doors for [[Chemical Plant Zone]], with the correct artwork. Also unused in the final game, but used in the 2013 remake.
 
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| desc=An early version of the [[Crawl]] Badnik, whose object ID is '''$5A'''. This Badnik has different behaviour from the final, where it will burrow out from underground, much like in early concept art by [[Tom Payne]].{{fileref|Sonic2 MD TomPayne crawlconcept.jpg}} The mappings for this were made for the old art, but this prototype has newer art that doesn't match the mappings.{{ref|{{LinkYoutube|video=Y2eZbZG2oo4|title=Sonic 2 August 21, 1992 Prototype - Object 5A (CNZ Unused Crawl Badnik) Restored; video by Ralakimus}}}}
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| desc=An early version of the [[Crawl]] Badnik, whose object ID is '''$5A'''. This Badnik has different behaviour from the final, where it will burrow out from underground, much like in early concept art by [[Tom Payne]].{{fileref|Sonic2 MD TomPayne crawlconcept.jpg}} The mappings for this were made for the old art, but this prototype has newer art that doesn't match the mappings.{{ref|{{LinkYoutube|video=Y2eZbZG2oo4|title=Sonic 2 August 21, 1992 Prototype - Object 5A (CNZ Unused Crawl Badnik) Restored; video by Ralakimus}}}} Interestingly, the part of the badnik that is destroyed is the dirt it burrows out of, and not the badnik itself.
 
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Revision as of 04:50, 14 November 2019

Back to: Sonic the Hedgehog 2 (alpha).

Level select

Ss.s2bls.png

Enabled by default. Simply press A+Start on the title screen.

Edit mode

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Press C C Up Down Down Down Down Up then A+Start on the title screen, then highlight a Zone in the stage select and press and hold A.

2-Player VS mode

Notavailable.svg

Highlight a Zone in the stage select and press B+Start to play the level in 2-player split-screen mode. This does not work on levels with water in them.

Night mode

Notavailable.svg

Enable Edit Mode, highlight a Zone in the stage select and press C+Start.

Unused content

Art

Description
An early design for the moving blocks in Casino Night Zone, which is much smaller than in the final game.[1]

Objects

Placeable in edit mode

Description
The ? monitor, destined for 2P versus mode can be placed, and when broken, Sonic will transform into Super Sonic.
The prototype Star Post seen in earlier versions of the game still exists. When deactivated, it is yellow, rapidly flashing white and red once Sonic has passed by.
The diagonal lifts still exist in Metropolis Zone, except unlike the Simon Wai prototype, they do not move.
Slicer with a blue palette can be placed in Metropolis Zone.
Stegway with an incorrect palette can be placed in Hidden Palace Zone.
Horizontal versions of the breakable tube-like objects in Oil Ocean exist. They function in the same way as the final game, but send Sonic and Tails left or right rather than up. Once Sonic is travelling, the player can't make him stop unless he collides with an object - even in edit mode the player will continue to travel.
Fully functional horizontal and vertical fans exist in Oil Ocean Zone.
The auto-rolling object, usually found before tubes to force Sonic and Tails into a ball, can be placed in Casino Night Zone. It is represented in edit mode as four spring icons, which are not used in any other version of the game.
Bumpers can also be placed in Casino Night Zone.
Doors for Chemical Plant Zone, with the correct artwork. Also unused in the final game, but used in the 2013 remake.
Both horizontal and vertical variants of the Spiny enemy for Chemical Plant Zone.
Grabber enemy for Chemical Plant Zone. It will release an animal if destroyed, but it doesn't move yet.
Unused doors for Aquatic Ruin Zone. They're unused in the final game too, but here they are just solid objects.
Chop Chop enemies for Aquatic Ruin Zone.
Whisp enemies for Aquatic Ruin Zone.
Grounder enemies for Aquatic Ruin Zone.
Bubble object for Aquatic Ruin Zone.
"Growing" pillars.
Pillars where the bottom drops off when Sonic and Tails run beneath.
Pillars that fall down when stood on.

Unplaceable

Description
Though the Snail Badnik was replaced with Coconuts, its coding hasn't been dummied out yet. Interestingly, its object ID was changed from $54 to $59.
An early version of the Crawl Badnik, whose object ID is $5A. This Badnik has different behaviour from the final, where it will burrow out from underground, much like in early concept art by Tom Payne.[2] The mappings for this were made for the old art, but this prototype has newer art that doesn't match the mappings.[3] Interestingly, the part of the badnik that is destroyed is the dirt it burrows out of, and not the badnik itself.

References


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

Main page | Comparisons | Maps | Hidden content

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