https://info.sonicretro.org/api.php?action=feedcontributions&user=LocalH&feedformat=atomSonic Retro - User contributions [en]2024-03-29T01:06:11ZUser contributionsMediaWiki 1.30.2https://info.sonicretro.org/index.php?title=Sonic_the_Hedgehog_2_(Nick_Arcade_prototype)&diff=185194Sonic the Hedgehog 2 (Nick Arcade prototype)2012-04-22T19:52:38Z<p>LocalH: adding ROM location and tile molester settings</p>
<hr />
<div>{{Bob<br />
| bobscreen=s2b_title.png<br />
| title=Sonic the Hedgehog 2<br />
| publisher=[[Sega]]<br />
| developer=[[Sonic Team]],<br/>[[Sega Technical Institute]]<br />
| system=[[Sega Mega Drive/Genesis]]<br />
}}<br />
<br />
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, determined to be near exact to the one shown in two 1992 episodes of ''[[Nick Arcade]]'', predates the more famous ''[[Sonic the Hedgehog 2 (Simon Wai prototype)|Simon Wai prototype]]''. It was found and sold to [[drx]] in cartridge form for $1500 via a community effort.<br />
<br />
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 the Japanese version of ''[[Sonic 1]]'', and even contains the original [[Green Hill Zone]], which is somewhat unplayable because of strange physics (caused by differences in how collision data is handled between ''Sonic 1'' and ''Sonic 2'').<br />
<br />
The state of the build of this prototype shows that ''Sonic 2'' is based off the original ''Sonic 1''. [[Green Hill Zone]] is still in the game, ''Sonic 1'' music is still intact, and the full [[Blue Sphere]] game is available when locked on to ''[[Sonic & Knuckles]]''.<br />
<br />
{{Download|file=Sonic_The_Hedgehog_2_(Early_prototype)_(dumped_by_hidden-palace.org).zip|filesize=520KB}}<br />
<br />
==Various Differences==<br />
===General===<br />
* The title screen is the same as the Simon Wai Prototype, Beta 3 and Beta 4.<br />
<div class="thumb tright" style="width:330px"><div><mediaplayer title="Nick Arcade Prototype Wall Bounce">File:Sonic 2 Nick Arcade prototype wall bounce.flv</mediaplayer><div class="thumbcaption">Sonic bounces back off a wall if he runs into it with a high velocity</div></div></div><br />
* If Sonic runs into a wall with a high velocity, he will bounce back off of the wall. This feature was canned sometime after this build, but the sprites it uses are still present in the Simon Wai prototype.<br />
* Each Zone uses music from ''[[Sonic 1]]'', further proving that ''Sonic 2'' was built from ''Sonic 1''.<br />
* There is a large amount of raw code contained within the ROM.<br />
* Tails can lose rings for the player if he is hurt, just like in the later beta.<br />
* If Tails dies, the camera will follow him as he respawns until he goes off screen.<br />
* 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).<br />
* The backgrounds of Hill Top and Chemical Plant don't move.<br />
* Invincibility doesn't show stars, but plays the music. The music and invulnerability lasts until the end of the act.<br />
* There is this 8bpp image whose purpose is unknown (located from $1C324-$1FFFF, must be viewed in "two-dimensional" mode in Tile Molester):<br />
[[File:S2NA-UnknownArt.png|frame|left]]<br clear="all"><br />
<br />
===Green Hill Zone===<br />
* This Zone from ''Sonic 1'' is still available, with its level art converted to ''Sonic 2''<nowiki>'</nowiki>s format (128x128 blocks rather than ''Sonic 1'''s 256x256s) and the necessary changes have been made to make loops work.<br />
* Collision detection is there, but is very glitchy and detects hills that don't exist, among other things.<br />
* A Tails Life Monitor is present just as it is in [[Hidden Palace Zone]].<br />
* 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.<br />
* Many badniks and and obstacles use glitchy sprites, including rings.<br />
** The [[Crabmeat]] badnik uses a lost sprite from Sonic 1<br />
** If one passes into Marble Zone (Chemical Plant Zone), the rings will still use the glitchy sprites they had in Green Hill Zone<br />
** 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<br />
** The boss for the zone also uses glitchy sprites<br />
* Tails can stand on the spikes without getting hurt<br />
<br />
===Marble Zone===<br />
* This is [[Chemical Plant Zone]], and it is heavily under development, with major differences in the level's design from either final or the later prototypes, and is very unfinished.<br />
* 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.<br />
* It uses a pink background instead of a green background used in the later betas and final versions.<br />
* There are extra objects in the zone for Marble Zone in Sonic 1 accessible via debug, but they use garbled tiles.<br />
* There is a falling block for Chemical Plant also accessible via debug<br />
* The transportation tubes were apparently used in a different way, but they aren't functional in this build.<br />
* There is a prototype boss for this zone found in the ROM through hacking.<br />
<br />
===Spring Yard Zone===<br />
* Actually [[Hidden Palace Zone]], the zone pretty much as it is in the later Simon Wai prototype and the final version and it seems Sonic Team did not work on the zone any more beyond this point. <br />
* Act 2 has some leftover object placement from [[Green Hill Zone]] Act 2.<br />
* There is a third act which has water that constantly rises and falls. This zone loads Green Hill Zone Act 1's ring locations.<br />
* If under water in Acts 2 and 3 until the countdown starts and you jump out the [[Labyrinth Zone]] music will play.<br />
* The level of water in Acts 2 and 3 can be controlled using {{up}} and {{down}} on the 2P controller.<br />
* 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)<br />
<br />
===Labyrinth Zone===<br />
* 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.<br />
* Labyrinth also lacks much of its collision detection and is therefore unplayable, a la [[Genocide City Zone]]. Using debug mode several people have found various strips of "land" but that data is often still just garbage.<br />
* Several people are debating if this is supposedly 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.<br />
<br />
===Star Light Zone===<br />
* Actually [[Emerald Hill Zone]] (which the later prototype confirms kept the name Green Hill Zone for a time) and is as the same as it was in the Nick Arcade video, with minor differences to the final level layout. Star Light Zone music plays in this zone.<br />
* This is the only zone where Tails is disabled, suggesting this particular version was tailored for the [[Nick Arcade]] show in order for the contestants not to have their rings lost by Tails. Tails can play in this zone via 2 player.<br />
* The layout is very different in Act 1, and slightly different in Act 2.<br />
* The boss behaves exactly the same as in the later prototype, but it does have explosion effects. These are the same as the ones from ''Sonic 1''.<br />
* The 4th buzzer's shots (and every other buzzer past it in the level) rarely hurt the player. <br />
<br />
===Scrap Brain Zone===<br />
* Actually [[Hill Top Zone]], this zone is also under heavy revision, as it finishes with a pipe leading to instant death because the screen-limit hadn't changed yet. <br />
* The playfield limits are still the same as they were in ''[[Sonic the Hedgehog (16-bit)|Sonic 1]]'', but the level does not end at these limits. As a result, Act 1 cannot be played through.<br />
* The secondary collision array for Act 2 is missing, so as a result, loops don't work.<br />
* Second act crashes at about the midpoint. This is because, as ''Sonic 2'' is built off of ''Sonic 1'', the level event handler calls a subroutine from ''Sonic 1'' that no longer exists (the transition between Acts 2 and 3 of [[Scrap Brain Zone]]). [[Final Zone]] crashes at the second tree for the same reason.<br />
* The lava doesn't hurt you in this prototype.<br />
* Green orbs are used as the weight on teeter-totters instead of a [[Sol]] without fireballs.<br />
* The lifts are not fully functional yet and partly broken<br />
<br />
===Final Zone===<br />
* [[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.<br />
<br />
===Special Stage===<br />
* Same as Sonic 1<br />
* Unplayable (crashes to lila)<br />
* Playing music in the sound test and then selecting this has a 46.8% chance of carrying an infinite note<br />
<br />
==Art Differences==<br />
* Sonic and Tails are in different symmetrical designs on the end signpost<br />
* Chemical Plant Zone uses a purple-pink accent in the background instead of olive green; buildings are also much lower<br />
* Seesaws similar to that in the final [[Hill Top Zone]] can be seen in Emerald Hill's [[object debug]] - An interesting connection because HTZ's uses Emerald Hill's art.<br />
<br />
== Levels ==<br />
* [[Green Hill Zone]] (Sonic 1) (cut) (playable)<br />
* [[Chemical Plant Zone]] (playable)<br />
* [[Labyrinth Zone]] (cut) (empty) (debate on prototype of Genocide City)<br />
* [[Hidden Palace Zone (S2)|Hidden Palace Zone]] (cut) (playable)<br />
* [[Emerald Hill Zone|Green Hill Zone]] (playable) (renamed to Emerald Hill Zone)<br />
* [[Hill Top Zone]] (playable but crashes due to the game trying to call Sonic 1's Final Zone boss)<br />
<br />
==Cheat Codes==<br />
:''Note:All button input codes mirror those of the Japanese version of Sonic 1.''<br />
*'''Level Select''': At the title screen, press {{Up}}, {{Down}}, {{Down}}, {{Down}}, {{Down}}, {{Up}}, and {{Start}}.<br />
*'''Debug Mode''': At the title screen, press {{C}}, {{C}}, {{Up}}, {{Down}}, {{Down}}, {{Down}}, {{Down}}, {{Up}}, then {{A}} + {{Start}}.<br />
*'''Level Select with Debug Mode''': Activate the level select code, but don't press {{Start}}. Instead, let the demo play, then when it returns to the title screen, press {{C}}, {{C}}, {{Up}}, {{Down}}, {{Down}}, {{Down}}, {{Down}}, {{Up}}, then {{A}} + {{Start}}. Select a level and hold {{A}} until it loads.<br />
*'''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.<br />
*'''Two-player Mode''': Highlight an Act in the level select screen and press {{B}} + {{Start}}.<br />
*'''Restore Green Hill Zone Collision''': With a [[Game Genie]], enter the following codes:<br />
:AA1A-CEAL<br />
:AA1A-CEFT<br />
:AA2A-CEB0<br />
:AA2A-CEB6<br />
:AA0T-CAG6<br />
:AA1A-CAEC<br />
:AA1T-CAA2<br />
:AA1T-CAF8<br />
:AA2A-CADJ<br />
:AA2A-CADR<br />
:AA1T-DECG<br />
:AA1T-DEHN<br />
:AA2A-DECN<br />
<br />
==Physical Cartridge==<br />
(from [[drx]]'s [[Hidden Palace]])<br />
<gallery><br />
Image:s2b_cart_case.jpg|Front of cartridge with holographic "Sonic 2" label<br />
Image:s2b_cart_front.jpg|Front of cartridge without cover<br />
Image:s2b_cart_back.jpg|Back of cartridge without cover<br />
</gallery><br />
<br />
==External Links==<br />
*[http://www.hidden-palace.org/?news/c/9 Hidden Palace News Release]<br />
{{LinkRetro|topic=8345|title=Sonic Retro release thread}}<br />
<br />
{{Sonic2NALevels}}<br />
{{S2Betas}}<br />
<br />
[[Category:Sonic 2 (16-bit) Prereleases]]</div>LocalHhttps://info.sonicretro.org/index.php?title=Super_Magic_Drive&diff=132101Super Magic Drive2009-12-22T13:46:05Z<p>LocalH: /* BIOS */</p>
<hr />
<div>[[Image:Supermagicdrive.jpg|thumb|right|260px|Super Magic Drive, sitting in a European Mega Drive.]]The '''Super Magic Drive''', manufactured by Front Far East, is a copier that dumps game [[cartridge]] info to four different types of floppy disks or to a PC directly via a parallel port. These files come in [[SMD]] format, which in turn can be used on an [[emulator]]. In addition, putting different floppy disks in the Super Magic Drive allows them to be playable on the [[Sega Genesis]]. It also has features for supporting battery-backed RAM present in some game cartridges, as well as providing functions for disk management. With an adapter, the Super Magic Drive can copy and play [[SNES]] games too. Another allows PC Engine games to be copied, but the games have to be loaded from the external disk drive every time instead of being able to play them from the memory. In addition, the Super Magic Drive serves as a Japanese/North American/European ROM converter.<br />
<br />
==Technical Specifications==<br />
*8 Megabits RAM (1MEG) onboard (expandable to 16Mbit) From simple research online, you can find that some units are 24MBit. It has also been said that FFe at one stage even offered a service to upgrade SMDs to 32MBit.<br />
*256k Battery Backed RAM (save to disk for RPG games etc.)<br />
*3.5" High Density Disk controller (drive supplied) 720/800k/1.44/1.6Meg<br />
*PC-Link interface through parallel port for editing/uploading/download files<br />
*Auto-download cartridge to disk - or play cartridge directly<br />
*DOS can be updated by disk (ala Kickstart image files)<br />
*Utility included to allow conversion to and from Multi Game Doctor files<br />
<br />
When formatted to 1.6 Meg, one can have three games per disk (4Mbit each) or TWO games (one 8Mbit game and one 4Mbit game) or even six 2Mbit games.<br />
<br />
===BIOS===<br />
{| class="wikitable" border="1"<br />
|+ BIOS Revisions<br />
|-<br />
! width="50"| BIOS Version<br />
! Download<br />
|-<br />
|v3<br />
| {{file|SMDV3.ZIP|Super Magic Drive BIOS v3}}<br />
|-<br />
|v3.1g<br />
| {{file|SMD31G.ZIP|Super Magic Drive BIOS v3.1g}}<br />
|-<br />
|v3.3<br />
| {{file|Mdos33.zip|Super Magic Drive BIOS v3.3}}<br />
|-<br />
|v4.1a<br />
| {{file|SMD4_1A.ZIP|Super Magic Drive BIOS v4.1a}}<br />
|}<br />
<br />
==Notes on use==<br />
*If your SMD did not come with the floppy drive ([[LocalH]]'s didn't), you can make use of the COM I/O port by purchasing a standard 25-pin male-to-male parallel cable. A printer cable with a 36-pin Centronics port will not work. Also, you will have to make sure your parallel port is set to either EPP or ECP/EPP.<br />
<br />
==Utilities==<br />
*[http://www.alpha-ii.com/Download/Main.html#RBDUtil ROM Backup Device Utility], GUI, includes io.dll for direct parallel port access on NT-based Windows, can convert BINs to SMD on the fly<br />
*[http://ucon64.sourceforge.net/ uCON64], CLI, frontends available, requires external I/O port driver for NT-based Windows, available from site, requires SMD format ROM, provides conversion facility<br />
*[http://cgfm2.emuviews.com/gen.php Charles MacDonald's SMD Utility], CLI, for MS-DOS, requires external I/O port driver for NT-based Windows, requires SMD format ROM, can also load some SMS ROMs<br />
<br />
==Special Thanks==<br />
[http://cgfm2.emuviews.com Charles MacDonald]<br />
<br />
{{MegaDrive}}<br />
[[Category:Mega Drive Hardware]]</div>LocalHhttps://info.sonicretro.org/index.php?title=Sonic_the_Hedgehog_3/Hidden_content&diff=130147Sonic the Hedgehog 3/Hidden content2009-12-08T17:15:53Z<p>LocalH: I did this right before warring with Pachuka, so he discredited me</p>
<hr />
<div>==Lost Sprites==<br />
{|class="prettytable"<br />
!Artwork||Name||Description<br />
|-<br />
|[[Image:S3-Sbored.gif|center]]||"Bored" Animation||Sonic in his signature "waiting" pose, but instead of pointing towards the direction he's facing, he falls asleep from boredom instead. Never used in-game.<br />
|-<br />
|[[Image:S3-Swhistle.gif|center]]||"Whistle" Animation||Sonic whistling. Not used in-game.<br />
<br />
{{LinkRetro|topic=9730|title=Speculation}} reveals that this animation may have been paired with a "Help-Item" mentioned in a [[Game Preview - Sonic 3 (SEGA Magazin, February 1994)|German magazine article]]. Sonic would have broken the monitor, used the whistling animation, and then Tails would fly in from out-of-screen to carry Sonic around as he pleased, similar to a second player controlling Tails while holding the first player. A whistle sound which is probably related to this can be heard when breaking S-monitors and at the beginning of [[Doomsday Zone]].<br />
|-<br />
|[[Image:Sonic3-knuxmini.png|center]]||Unused 2P Knuckles Sprites||Unused Gliding/Climbing animations exist for [[Knuckles]] in two-player mode, even though he doesn't have the ability to glide or climb while in two-player.<br />
|-<br />
|[[Image:Tailsanim1.gif|center]]||Leftover Continue Animation||Leftover animation from the continue screen in ''[[Sonic 2]]''.<br />
|-<br />
|[[Image:Minideathegg.png|center]]||Mini Death Egg||Smaller rendition of the [[Death Egg]]. It seems to be part of [[Game Secrets:Sonic & Knuckles#Lost Sprites|a Death Egg hologram projector]] which was also unused in ''[[Sonic & Knuckles]]''.<br />
|-<br />
|[[Image:Sonic3pgn.png|center]]||Diagonal Penguin Sprites||Diagonal frames of the penguin badnik from [[Ice Cap Zone]]. These can be seen for a split second if you place a penguin on the large hill at the beginning of the zone using debug mode.<br />
|-<br />
|[[Image:Sonic3eggmanpanic.png|center]]||Unused Eggman Sprite||Unused running frame where [[Eggman]] has a different facial expression.<br />
|-<br />
|}<br />
<br />
==Red revolving spheres==<br />
[[Image:redthing.png]]<br />
<br />
This is a spinning mass of red balls, placeable by debug mode in the first part of [[Angel Island Zone]], Act 1. The balls look similar to those appearing in the game's [[Special_Stage_(Sonic_3_%26_Knuckles)|special stage]]. The object seems to have no apparent purpose. When it is placed, palette problems arise in the level. It can be manipulated with the second controller. Pressing {{up}} or {{right}} change the object's size, {{down}} and {{left}} move it, {{A}} and {{C}} rotate one axis, {{B}} rotates another axis, and pressing {{start}} toggles automatic rotation.<br />
<br />
==Knuckles==<br />
[[Image:S3CharSelect.png]] [[Image:S3EndSign.png]]<br />
<br />
Some data for Knuckles seems to be in the game still. Using game genie codes created by [[LocalH]] (ASCA-AAHC + ASCA-BA9Y), Knuckles character select and continue icons will appear in game. The level clearing text and the end sign will also have Knuckles graphics. The character you play will still be Sonic.<br />
<br />
==Lost Eggman Object==<br />
[[Image:sonic3-eggmanlost.png]]<br />
<br />
An unused Eggman object discovered by [[Nemesis]]. It appears to be nothing more than Eggman flying away towards the horizon. Purpose is unknown.<br />
<br />
==Leftover Sonic 2 Menus==<br />
[[Image:S3LeftoverMenu.png]]<br />
<br />
By setting the game's screen mode to $24, you can access the ''Sonic 2'' options menu in ''Sonic 3''! Either use the following patch code:<br />
<pre>FFF600:2400</pre><br />
Or follow the instructions on [[SCHG How-to:Restore Sonic 2 Menus to Sonic 3]].<br />
<br />
==Unused Surfboard Intro==<br />
[[Image:surfboard.gif]]<br />
<br />
This animation was found in the ''Sonic 3'' ROM. It's part of an unused intro sequence, in which Sonic surfs onto [[Angel Island]], rather than riding in on the [[Tornado]]. {{file|S3Surfboard.zip|This savestate}} will allow you to see the full sequence in action (thanks to [[Nemesis]]).<br />
<br />
[[Image:Surfboard1.png]]<br />
<br />
These sprites were probably used when jumping off the board.<br />
<br />
==Unused Flying Battery Zone icon==<br />
{|class="prettytable"<br />
!Sonic 3||S & K<br />
|-<br />
|[[Image:Sonic 3 Flying Battery icon.PNG]]<br />
|[[Image:SK Flying Battery Icon.png]]<br />
|}<br />
<br />
This unused icon was created for [[Flying Battery Zone]], back before it was re-ordered to be in ''[[Sonic & Knuckles]]''. The corresponding ''Sonic & Knuckles'' icon is different.<br />
<br />
This can be found in both the PC and [[Mega Drive]] versions of ''Sonic 3'', and can be viewed by hacking the SRAM for the game to access level slot $04, or by using the PAR codes 00C324:601E and 00C338:6002 to view the icon in a completed game save slot while scrolling through the levels.<br />
<br />
==True Level Order/Unused Levels==<br />
[[Image:Sonic3LevelSelect.png]]<br />
<br />
The level select menu reveals what the level order may have looked like had ''Sonic 3'' and ''Sonic & Knuckles'' not been split into two separate games. The ''Sonic 3'' levels are arranged the same as they are played in the game, but Flying battery from ''Sonic & Knuckles'' can be seen listed in between Carnival Night and IceCap. Following Launch Base two more ''Sonic & Knuckles'' levels can be found, Mushroom Hill (which goes by the name Mushroom Valley here), and Sandopolis.<br />
<br />
In a commentary found in the ''[[Sonic Jam]]'' strategy guide it was revealed that the reason IceCap was meant to follow Flying Battery is because Sonic was supposed to break down the door of it, and use that door as a snowboard. It also mentions that Flying Battery was meant as the eighth level, with IceCap being the ninth.<br />
<br />
Also, when a level is highlighted, a level icon from Sonic 2 is shown, with the icons appearing in the Sonic 2 order e.g. Angel Island has the Emerald Hill icon, Hydrocity has the Chemical Plant icon, Marble Garden has the Aquatic Ruin icon. Even the special stage has the Sonic 2 special stage icon. It can also be noted that the second '2P VS' level has an icon which resembles the cut 'Hidden Palace' level from Sonic 2.<br />
<br />
==8th Special Stage==<br />
In Sonic 3, there was an 8th [[Chaos Emerald]] accessible via a hidden cheat code. The emerald is the same color as the 7th Special Stage, grey. To access it, to go the level select, set the sound test selection to 07, and press {{A}} + {{Start}} on the "Special Stage 2" selection.<br />
<br />
This emerald has no special effect in-game, however, and does not appear on the end of special stage tally in any form other than a score increase.<br />
<br />
A map of this special stage is as follows:<br />
<br />
[[Image:sonic3-yellowem.png]]<br />
<br />
{{Sonic3&KLevels}}<br />
[[Category:Game Secrets|Sonic the Hedgehog 3]]</div>LocalHhttps://info.sonicretro.org/index.php?title=Steve_Snake&diff=125415Steve Snake2009-10-24T00:38:30Z<p>LocalH: bad markup, my bad</p>
<hr />
<div><forumuser name="Snake" /><br />
'''Steve Snake''' is a longtime member of the emulation scene who has been around for many years. He has written several [[Sega Mega Drive/Genesis]] emulators, some spanning back over ten years. His current project is called [[Kega Fusion]], an emulator that supports various [[SEGA]] consoles from the [[Sega Master System]] to the [[Sega 32X]]. <br />
<br />
Snake was also a game programmer in the 8- and 16-bit days, coding on projects ranging from ''Rodland'' on the Commodore 64 to ''NBA Jam Tournament Edition'' on the Mega Drive.<br />
<br />
He was once fairly active in the [[Sonic scene]] during the [[February 23, 2008 Proto Release]], where he released a modified version of Fusion which supported the [[Knuckles' Chaotix]] [[Prototype|prototypes]], allowing them to properly run without crashing.<br />
<br />
==Emulators==<br />
* [[KGen]] (DOS, 1997)<br />
* [[KGen-X]] (DOS, never released)<br />
* [[KGen98]] (DOS, 1998)<br />
* [[Sega PC Smash Pack]] Emulator (WIN, 1998)<br />
* [[Kega]] (WIN, 2002)<br />
* [[Kega Lazarus]] (WIN, 2003)<br />
* [[Kega Fusion]] (WIN, 2005-present)<br />
<br />
[[Category:Sceners]]</div>LocalHhttps://info.sonicretro.org/index.php?title=Steve_Snake&diff=125413Steve Snake2009-10-24T00:37:16Z<p>LocalH: fleshing out article a bit regarding non-Sonic credentials</p>
<hr />
<div><forumuser name="Snake" /><br />
'''Steve Snake''' is a longtime member of the emulation scene who has been around for many years. He has written several [[Sega Mega Drive/Genesis]] emulators, some spanning back over ten years. His current project is called [[Kega Fusion]], an emulator that supports various [[SEGA]] consoles from the [[Sega Master System]] to the [[Sega 32X]]. <br />
<br />
Snake was also a game programmer in the 8- and 16-bit days, coding on projects ranging from //Rodland// on the Commodore 64 to //NBA Jam Tournament Edition// on the Mega Drive.<br />
<br />
He was once fairly active in the [[Sonic scene]] during the [[February 23, 2008 Proto Release]], where he released a modified version of Fusion which supported the [[Knuckles' Chaotix]] [[Prototype|prototypes]], allowing them to properly run without crashing.<br />
<br />
==Emulators==<br />
* [[KGen]] (DOS, 1997)<br />
* [[KGen-X]] (DOS, never released)<br />
* [[KGen98]] (DOS, 1998)<br />
* [[Sega PC Smash Pack]] Emulator (WIN, 1998)<br />
* [[Kega]] (WIN, 2002)<br />
* [[Kega Lazarus]] (WIN, 2003)<br />
* [[Kega Fusion]] (WIN, 2005-present)<br />
<br />
[[Category:Sceners]]</div>LocalHhttps://info.sonicretro.org/index.php?title=Sega_Mega_Drive&diff=60467Sega Mega Drive2008-04-26T04:57:21Z<p>LocalH: Z80 isn't only a sound CPU but is generally used as such, slightly reworded</p>
<hr />
<div>[[Image:Megadrive1.jpg|thumb|right|260px|Sega Megadrive 1, Japanese model]]The year 1987 found [[Sega]] in a curious position. The world was awash in 16-bit technology, and personal computers such as the Commodore Amiga and Atari ST were making large inroads on the 8-bit home videogame market. Sega's own 8-bit system, the [[Sega Master System]] (SMS), had not fared as well as had been hoped due to the dominance of the Nintendo Entertainment System ([[NES]]), but even that revered 8-bit console was losing out to these newer, high-end computers and their impressive array of videogames. Sega had already enjoyed considerable success with 16-bit arcade videogames such as Space Harrier and OutRun - it seemed like the ideal time had come to bring 16-bit technology to the home videogame console market, and Sega quickly decided to be the first to make the move. If 16-bit personal computers were being accepted so rapidly, they reasoned, then why not 16-bit videogame consoles? Nintendo, their chief competition, already had a 16-bit console in the design pipeline (the Super Famicom, aka the Super Nintendo), but they were in no hurry to market it. They were content to rest on the laurels of 8-bit sales, and thus left themselves wide open to the one-two marketing punch that Sega was about to pull.<br />
<br />
==Development==<br />
In the mid-to-late-1980s, Nintendo at the time had 95% of the North American market, and 92% of Japan's, and Sega's Master System was failing in North America and Japan. It is interesting to note that the opposite was true in European markets; as the Master System was released earlier than the NES due to Nintendo's horrendous licensing policies and distribution tactics (something one could argue continues to this day), the NES never enjoyed the popularity of the Master System did, particularly in Britain and France.<br />
<br />
Since the [[System 16]] arcade games that Sega were producing were popular worldwide, [[Hayao Nakayama]], Sega's CEO at the time, decided their new home system would be a 16-bit one. The final design worked well and tied in with Sega's three new arcade boards produced alongside this new console; the [[MegaTech]], [[MegaPlay]], and the [[System C]]. Any arcade game made for these systems could easily, and thus rapidly, be made to work on the new console (a process known as [[porting]]). In this sense, the Mega Drive was one of, if not the first machines to truly bring the arcade experience home - a fact played up during their advertisements prior to the system's launch.<br />
<br />
The first name Sega considered using for its 16-bit machine was '''"MK-1601"''', but later decided upon '''Sega Mega Drive'''. The name was designed to imply superiority, speed, and power. However, "Mega Drive" was trademarked in the United States, so Sega chose the name '''Genesis''' for that region, a name meant to mark the beginning of a new age in videogames.<br />
<br />
==Release==<br />
In 1987, Sega announced their North American release date and stated that their own console was the first true 16-bit console (a dig at NEC's TurboGrafx-16, which was being marketed as 16-bit, despite being an 8-bit machine with a powerful graphics processor - a fact which is contended to this day).<br />
<br />
Sega's new console was introduced to the Japanese market in November 1988 under the name Mega Drive (US$350). <br />
<br />
The Genesis was released in the United States in January 9, 1989 in New York City and Los Angeles only. It sold for around $200 at launch and was to become Sega's most popular console. It was released in the rest of North America on September 15 at a reduced price of $190.<br />
<br />
It made it to Europe and Brazil under the Japanese Mega Drive label (due to no such American copyright) in time for the 1990 Christmas period. <br />
<br />
An initial criticism of the system was that there were too many shallow arcade ports in the Genesis's library - Michael Jackson's Moonwalker and Altered Beast being prime suspects - and that there was no [[killer app]] - however, powerful third party companies such as Electronic Arts (''The Immortal''), and Capcom (''Strider'') kept the console and software selling.<br />
<br />
Even with these massively popular titles, Sega's system<br />
floundered for about two years against the popular NES in the States, until a<br />
Japanese game appeared in July 1991 about a feisty blue hedgehog created by<br />
artist [[Naoto Ohshima]] and developed by programmer [[Yuji Naka]]. Sonic was released to replace former mascot [[Alex Kidd]] (who had been 'killed off' during the system's early life - see the 'Alex' and 'Stella' gravestones in Altered Beast's first level, for example), and to provide the killer app that was desperately needed to showcase the superior capabilities of Sega's console. The rest, as<br />
they say, is history. Nintendo had no choice but to rush the Super<br />
Nintendo (SNES) to the North American market due to the sudden and massive<br />
popularity of Sega's system and the veritable flood of sales that the new<br />
game had sparked. This started what was arguably the greatest console war in North American video gaming history, at least up until that point. By 1992, Sega had a 55% market share in the North American video game market.<br />
<br />
July of 1992 saw the addition of the [[TradeMark Security System]] (TMSS) to newly-produced Mega Drive and Genesis systems. This altered the boot-up sequence in two important respects. First, it would not display the message "PRODUCED OR LICENSED BY SEGA ENTERPRISES" unless a specific string of microcode (SEGA) was found in the header of any cartridge plugged into the unit (referred to in development manuals as 'boot-up code'). This was in an attempt to prevent the production of unlicensed Genesis and MegaDrive games, and was the subject of a [[SEGA vs. Accolade|famous lawsuit]] between Sega and videogame vendor Accolade. The TMSS also checked the language and video output signals that the inserted cart required and would refuse to boot the cartridge unless they matched those that were hard-wired into the newer consoles. This was an attempt to prevent games made in one market from working in another, but enterprising users quickly discerned how to come up with various hardware hacks that bypassed this feature of the TMSS, and a similar conversion was later incorporated into newer cross-market cartridge adapters. However, it should not be assumed that, as early models of the Mega Drive and Genesis have no TMSS, that they are 'universal' - that is, region-free - the TMSS only prevented the game from running if it differed from the built-in 'English/Japanese' setting in the console. It is the software present in a cartridge that usually checks the frequency of the console's hardware video output (the 'PAL/NTSC' check), and will lock out based on this no matter what model of console it is running on. It is only at this period in the console's life that region lockouts became popular, due to importing becoming a fast-growing business - at one point after the Mega Drive's launch, one in five games sold in English gaming stores were imported.<br />
<br />
Due to a lack of third-party support, especially once Nintendo unleashed<br />
the SNES to worldwide distribution, the Sega Genesis never became as<br />
successful as Nintendo's 16-bit console. Nevertheless, about 28.5 million<br />
consoles were sold worldwide during its lifetime, compared to about 48<br />
million SNES consoles. It took a long time for Nintendo to eventually<br />
regain the number one spot on the market from Sega, and the only reason<br />
that the SNES finally overtook the Genesis in 1996 was that Sega's console<br />
was already declining in popularity. 32-bit videogame systems had been<br />
introduced in the last half of 1995 (the Sony PlayStation and the Sega<br />
Saturn), and suddenly 16-bit technology didn't look as appealing anymore.<br />
Nintendo, having decided to skip the 32-bit wave altogether, helped the<br />
underpowered SNES limp along via cartridges fitted with special enhancement<br />
chips, but Sega was not content to rest on its laurels. The Sega Genesis<br />
was allowed to slowly wither away, and was officially discontinued in<br />
all markets in 1998.<br />
<br />
In retrospect, it was definitely no mistake to invest in Sega's 16-bit<br />
videogame console. Among the 1,031 titles that were released during<br />
its lifespan, which lasted about 10 years (1988 - 1998), are some excellent<br />
games that are unique to the system itself and many other evergreens that<br />
deserve to be played even today.<br />
<br />
== Types of Mega Drive Consoles ==<br />
=== Standard Mega Drive===<br />
There were three main revisions of the standard Mega Drive console produced during the console's lifespan. Arranged in order of territorial release:<br />
<br />
====Japanese Sega Mega Drive 1====<br />
[[Image:Megadrive1.jpg|thumb|right|120px]]<br />
The model 1 console is<br />
a somewhat rectangular affair with an offset raised circle, originally released in 1988.<br />
* Set internally as Japanese, 60Hz<br />
* Digital A/V out port, mono only<br />
* RF-Out port<br />
* Headphone jack and volume control<br />
* AUX Port (located beyond cartridge slot across from power and video connection)<br />
* Supports Sega Mega-CD and Sega Super 32X<br />
* Mechanial cartridge lock activates when power is turned on<br />
* Gloss black finish<br />
* On the circular molding is the text 'High Grade Multi Purpose Intelligent Terminal'. At the bottom of the circle, surrounding the power LED, is a purple square section.<br />
* Cooling vents are located on the left-hand side.<br />
* 'Sega Mega Drive' is printed in white on the lower right-hand side of the console.<br />
* The reset button and start button on the joypad are blue.<br />
<br />
<br />
====American Genesis model 1====<br />
[[Image:Genesis1.jpg|thumb|right|120px]]<br />
<br />
* Set internally as Overseas, 60Hz<br />
* Digital A/V out port, mono only<br />
* RF-Out port<br />
* Cannot play Japanese Mega Drive games, due to shape of cartridge and console (though adaptaders were sold to bypass the cartridge slot shape).<br />
* Headphone jack and volume control<br />
* Cartridge lock removed<br />
* EXT port<br />
* Support for [[Sega CD]] and [[Sega 32X]]<br />
* Larger "16-Bit" logo and a large "Genesis" logo is printed in front of cartridge port<br />
* Reset button and Start button on Joypad are now cream-grey<br />
<br />
<br />
====European & Australian Sega Mega Drive model 1 (also released in New Zealand)====<br />
[[Image:Megadrive1e.jpg|thumb|right|120px]]<br />
* Set internally as Overseas, 50Hz<br />
* Digital A/V out port, mono only<br />
* RF-Out port<br />
* Cannot play Japanese Mega Drive games, due to shape of cartridge and console (though adaptaders were sold to bypass the cartridge slot shape).<br />
* Cartridge lock removed<br />
* AUX Port<br />
* The text 'High Definition Graphics·Stereo Sound' located behind cartridge port.<br />
* The reset button and the start button are cream-grey.<br />
<br />
<br />
====Asian Sega Mega Drive model 1====<br />
This is a variant to the European Mega Drive 1, and is often mistaken for a Japanese Mega Drive 1.<br />
* Set internally as Overseas, 50Hz <br />
* Digital A/V out port, mono only <br />
* RF-Out port <br />
* No text printed around circle<br />
* Larger '16-Bit' logo used<br />
* 'Start' and 'Reset' button are blue<br />
* Identical to European Mega Drive with NTSC Output<br />
<br />
=== American Genesis model 2 ===<br />
[[Image:Genesis2.jpg|thumb|right|120px]]<br />
The Genesis 2 console is the now-familiar square low-profile affair first released in 1993, with a streamlined case design and no<br />
headphone jack. This was the first version of the console to have the TMSS system built-in from the start, breaking compatability with a tiny number of early releases (due to the lack of the 'SEGA' text in the ROM header - particularly early Codemasters releases). Due to its changed footprint, a new version of the [[Sega CD]], the Sega CD 2, was made to accommodate this. It should also be noted that this model of the console was released almost simultaneously worldwide, and remained in production until 1998. Features include:<br />
* Digital A/V port is now one custom multi-out port for picture and sound. This port had stereo sound capability built-in, unlike the model 1 digital port's support for mono sound only - stereo sound coming from the headphone jack.<br />
* RF-Out port removed<br />
* Headphone jack removed<br />
* Push-toggle power switch<br />
<br />
====Sega Mega Drive 2 in Japan====<br />
[[Image:Megadrive2.jpg|thumb|right|120px]]<br />
* RF-Out port removed in favour of digital A/V port<br />
* Headphone jack removed<br />
* Red Coloured flaps on cartridge port<br />
* The text 'High Grade Multi Purpose Intelligent Terminal' located behind cartridge port.<br />
* Packaged with 6-button controller as standard.<br />
* Power LED removed<br />
* Sliding power switch kept from model 1<br />
<br />
====Sega Mega Drive 2 in Europe====<br />
[[Image:Megadrive2e.jpg|thumb|right|120px]]<br />
* RF-Out port removed in favour of digital A/V port<br />
* Headphone jack removed<br />
* Push-toggle power switch<br />
* Auto-switching RF lead included<br />
<br />
===Other Variants===<br />
*[[Genesis 3]]<br />
*[[X'eye]] (WonderMega)<br />
*[[Sega CDX]]/ Sega Mega LD/ Multimega<br />
*[[LaserActive]]<br />
*[[MegaPlay]]<br />
*[[Sega Nomad]]<br />
*[[Sega Teradrive]]<br />
*[[Aiwa Mega CD]]<br />
*[[Play TV Legends]]<br />
<br />
== Specifications ==<br />
===CPU===<br />
* '''Main processor''': 16-bit [[Motorola]] [[68000]] (or equivalent)<br />
** runs at 7.61MHz in PAL consoles, 7.67MHz in NTSC consoles<br />
** 16-bit data bus, 24-bit address bus<br />
* '''Sub processor''': 8-bit [[Zilog]] [[Zilog Z80|Z80a]] (or equivalent)<br />
** runs at 3.55MHz in PAL consoles, 3.58MHz in NTSC consoles<br />
** generally controls PSG (Programmable Sound Generator) & FM Chips<br />
**8 KBytes of dedicated RAM, often used for FM data and DAC samples<br />
** used as main CPU in Master System compatibility mode<br />
<br />
===Memory===<br />
* '''Boot [[ROM]]''': 2 KBytes<br />
** runs when console is first switched on.........<br />
** contains 'copyright check' code for locking out unlicensed games<br />
** displays message 'Produced by or under license from Sega Enterprises Ltd.' when a licensed game is detected<br />
** Boot ROM is not present on earlier versions of the Mega Drive 1<br />
** The name Sega gave this boot ROM was the TMSS (TradeMark Security System)<br />
* '''Main [[RAM]]''': 64 KBytes<br />
** part of M68000 address space<br />
* '''[[VRAM|Video RAM]]''': 64 KBytes<br />
** cannot be accessed directly by CPU, must be read and written via VDP (Video Display Processor - see below)<br />
* '''Sound RAM''': 8 KBytes<br />
** part of Z80 address space<br />
** used as main RAM in Master System compatibility mode (the Z80 is the main processor present in the Master System)<br />
* '''Cartridge memory area''': up to 4 MBytes (32 Megabits)<br />
** part of M68000 address space<br />
** Game cartridges larger than 4 MBytes must use [[bank switching]]<br />
*ROM: 1 MBytes (8-MBIT)<br />
<br />
===Graphics===<br />
<br />
The Mega Drive has a dedicated VDP (Video Display Processor) for playfield and sprite control. This is an improved version of the [[Sega Master System]] VDP, which in turn is derived from the [[Texas Instruments]] [[TMS9918]].<br />
* '''Planes''': 4 (2 scrolling playfields, 1 sprite plane, 1 'window' plane)<br />
* '''[[Sprites]]''': up to 80 onscreen, depending on display mode<br />
* '''[[Palette]]''': 512 colours<br />
* '''Onscreen colours''': 64 x 9-bit words of colour RAM, allowing 61 onscreen colours (up to 1536 using raster effects and Shadow/Hilight mode)<br />
* '''Pixel resolution''': depends on display mode<br />
** up to 320x240 (40x30 cells) for PAL<br />
** up to 320x224 (40x28 cells) for NTSC<br />
** interlaced modes can provide double the vertical resolution (i.e. 320x448 for NTSC). Used in [[Sonic the Hedgehog 2|Sonic 2]] for 2-player split screen<br />
<br />
===Sound===<br />
* '''Main sound chip''': [[Yamaha|Yamaha]] [[YM-2612]] six-channel FM synthesiser chip<br />
* Six FM channels, four operators each<br />
* Programmable low-frequency oscillator and stereo panning<br />
* Sixth optionally used for 8-bit digital audio<br />
* '''Additional sound chip''': [[Texas Instruments]] [[SN76489]] 4-channel PSG (Programmable Sound Generator)<br />
**PC format name: .[[GYM]], .[[VGM]]<br />
**Sound RAM: 8 KBytes<br />
** 3 sound generators, 4 octaves each, 1 white noise generator<br />
<br />
===Inputs and outputs===<br />
<br />
* '''RF output''': connects to TV aerial input<br />
** exists on European and Asian Mega Drive 1 only<br />
** other models must use external RF modulator which plugs into A/V output<br />
* '''A/V output''': DIN connector with composite video, RGB, and audio outputs<br />
** Mega Drive 1 has 8-pin socket (same as Master System), supports mono audio only<br />
** Mega Drive 2, Multimega, and other models have 9-pin mini DIN socket with both mono and stereo audio<br />
* '''Power input''': requires 9-10 volts DC, 0.85-1.2 A depending on model<br />
* '''Headphone output''': 3.5 mm stereo jack on front of console (Mega Drive 1 only)<br />
* '''"EXT" port''': 9-pin D socket for [[Sega Meganet|Meganet]] modem connection<br />
** exists on all Japanese and Asian Mega Drive 1 units, and on early European Mega Drive 1 units<br />
* '''Control pad inputs''': 2 x 9-pin D connectors on front of console<br />
* '''Expansion port''': [[Edge connector]] on bottom right hand side of console for [[Sega Mega-CD]] connection<br />
<br />
===Miscellaneous===<br />
<br />
* '''Signal/Noise Ratio''': 14 db<br />
* '''Storage medium''': [[Cartridge]]<br />
*The maximum size for any Genesis [[ROM]] is 4MB. However, back in 1991-1994, it cost a lot to manufacture even a 2MB ROM. This explains why the earlier games were so small, and, since music occupies a relatively large part of the ROM, why [[Sonic 1]] and [[Sonic 2]] only had 1 music per zone.<br />
*The EXT port on the original Genesis/Mega Drive console is used with a modem peripheral that was only released in the Japanese market. The port operates identically to the two joystick ports, but has a female DB9 connector instead of a male DB9 one. The lines to this port also appear to have been used for game selection on arcade adaptations of the MegaDrive/Genesis hardware.<br />
*The Stereo Headphone port on the front of the first model was either used for stereo headphones or speakers and/or used for mixing stereo sound for the [[Sega CD]].<br />
*The Expansion port most often used with the [[Sega CD]] was also used for the Sega Genesis 7 Cart Demo Unit in stores.<br />
*Some emulation software can save game music to a format known as [[GYM]]. It works by recording the operation of the sound system to a destination file (the .gym file). The internal state of the emulator's sound chip code is sampled 60 times per second, and dumped to the file. While initially popular due to the lack of any serious competition the format does not offer a high fidelity reproduction of the original sound output, tends to produce very large files and was difficult to produce for PAL titles given the simplifications necessary for emulators at the time. The more-complete [[VGM]] format has now grown to replace it, which is capable of logging changes at up to 44100Hz, meaning that most sound may be accurately reproduced.<br />
<br />
===Input Devices===<br />
*'''Connectors''': (2 [[DB-9]] ports)<br />
**Standard 3-button gamepad<br />
**Enhanced 6-button gamepad<br />
**[[Menacer|Sega Menacer]] lightgun<br />
**[[Mega Mouse|Sega Mega Mouse]]<br />
**[[Multitap]] (two different types are available)<br />
**[[Sega Activator]]<br />
*Output Devices: <br />
**Separate R.F aerial and R.G.B outputs<br />
**(AUX connector - Genesis 1 only)<br />
**Stereo headphone jack (Original Model only)<br />
**9 pin EXT port (Early original model only)<br />
<br />
===Hardware Add-ons===<br />
*Sega Mega Modem<br />
*[[Sega CD]] (Expansion port on the bottom right hand side)<br />
*[[Sega 32X]]<br />
*[[XBAND]]<br />
*[[Sega Mega Anser]]<br />
<br />
==Emulators for the Sega Genesis==<br />
Please see [[Comparison of Sega Mega Drive/Genesis Emulators]] for more information.<br />
<br />
== Sonic Games ==<br />
===Normal Sonic games on the Sega Genesis===<br />
<gallery><br />
Image:Sonic1 title.png|''[[Sonic the Hedgehog (Genesis)|Sonic the Hedgehog]]''<br />
Image:Sonic2 title.png|''[[Sonic the Hedgehog 2]]''<br />
Image:Sonic3 title.png|''[[Sonic the Hedgehog 3]]''<br />
Image:Sonic & Knuckles title.png|''[[Sonic & Knuckles]]''<br />
</gallery><br />
<br />
The first three games can combine with ''Sonic & Knuckles'' to form ''[[Sonic 3 & Knuckles]]'', ''[[Knuckles in Sonic 2]]'', and ''[[Blue Sphere]]''.<br />
<br />
===Prerelease Sonic games found for the Sega Genesis===<br />
* ''[[Sonic the Hedgehog 2 Nick Arcade Prototype]]''<br />
* ''[[Sonic 2 Beta]]''<br />
* ''[[Sonic the Hedgehog 2 Beta 4]]''<br />
* ''[[Sonic the Hedgehog 2 Beta 5]]''<br />
* ''[[Sonic the Hedgehog 2 Beta 6]]''<br />
* ''[[Sonic the Hedgehog 2 Beta 7]]''<br />
* ''[[Sonic the Hedgehog 2 Beta 8]]''<br />
* ''[[Sonic the Hedgehog 3C Prototype 0408]]''<br />
* ''[[Sonic the Hedgehog 3C Prototype 0517]]''<br />
* ''[[Knuckles in Sonic 2 Prototype 0524]]''<br />
* ''[[Sonic & Knuckles Prototype 0525]]''<br />
* ''[[Sonic & Knuckles Prototype 0606]]''<br />
** ''[[Knuckles in Sonic 2 Prototype 0606]]''<br />
* ''[[Sonic & Knuckles Prototype 0608]]''<br />
** ''[[Knuckles in Sonic 2 Prototype 0608]]''<br />
* ''[[Sonic & Knuckles Prototype 0610]]''<br />
** ''[[Knuckles in Sonic 2 Prototype 0610]]''<br />
* ''[[Sonic & Knuckles Prototype 0612]]''<br />
** ''[[Knuckles in Sonic 2 Prototype 0612]]''<br />
* ''[[Sonic & Knuckles Prototype 0618]]''<br />
** ''[[Knuckles in Sonic 2 Prototype 0618]]''<br />
* ''[[Sonic & Knuckles Prototype 0619]]''<br />
* ''[[Sonic Spinball Beta]]''<br />
* ''[[Dr. Robotnik's Mean Bean Machine Beta]]''<br />
* ''[[Sonic Crackers]]''<br />
* ''[[Sonic 3D Beta]]''<br />
<br />
===Other games related to Sonic===<br />
*''[[Dr. Robotnik's Mean Bean Machine]]''<br />
*''[[Sonic 3D: Flickies' Island]]''<br />
*''[[Sonic Spinball]]''<br />
<br />
===Sonic Cameos on the Sega Genesis===<br />
*''[[Art Alive]]''<br />
*''Ayrton Senna's Super Monaco GP 2''<br />
*''Crusader of Centry'' (a.k.a. ''Soleil'')<br />
*''Shining Force 2''<br />
*''[[Wacky Worlds]]''<br />
<br />
==Miscellaneous==<br />
<br />
* Any game designed for either the Genesis or MegaDrive will work with its foreign counterparts (to a varying degree), but the unit will have to be set for the specific region the game was produced for (American 60Hz, European 50Hz or Japanese 60Hz). This involves a well-documented hardware modification to the unit in question. The Nomad will work with region-free releases, but suffers from the same incompatabilities as the Genesis model 2, as they share the same internal architecture.<br />
* Contrary to popular belief, the model 2 console '''is not missing the Z80 chip''' - a belief born of the fact that the first official Master System converter released for the system (which was specifically shaped to fit the model 1) did not fit the different shape of the model 2 console's deck. Depending on the board revision, the model 2 system has either a Zilog Z84C00 or a Custom Sega 315-5676 or similar. Since the Z80 is used for sound production by many games it is a necessary component. As also shown in the case of the official Master System Converter 2 and the third-party Datel Pro-MegaMaster (released only in Europe and Australia), the model 2 can in fact play Master System games perfectly well. <br />
* Looking at the different regions of the world, the Mega Drive was most successful in the United States in its total sales. It was stronger in Europe for the sales-to-population ratio, however; the Mega Drive attained greater market penetration than the SNES in European markets - in particular Great Britain, which is famous for being the European Sega stronghold. By contrast, it never achieved popularity in Japan, which was 'Nintendo country'. Ironically, titles released in Japan are now the hardest to find for the system.<br />
* One of the most interesting accessories to find nowadays is the once-popular Super Key from Action. This allowed you to play games on your own console regardless of intended market or console version. It also worked with the Sega CD and the CD-X, as well as the JVC X-Eye. Its popularity waned, however, after users learned how to modify their own consoles to be universal.<br />
* Three announced Sega peripherals that were never released were the MegaPad (a graphics tablet along the lines of the venerable KoalaPad), the MegaKeyboard, and an external 3.5" floppy disk drive along the lines of the Nintendo unit for the NES. They were never released due to the poor market performance of the Mega Modem, also the reason why the Mega Modem (i.e. Telegames Modem as it was advertised in the States) was never released in any market other than Japan, the home of quirky peripherals. As for the MegaPad, it eventually evolved into the graphics pad used for the [[Sega Pico]] educational computer system.<br />
* [[AM2]]'s Arcade Racer analog steering wheel for the [[Sega Saturn]] was originally produced for use on the Mega Drive and 32X versions of Virtua Racing. It was advertised for the Genesis in the States but was never released due to high production costs.<br />
* MSX was an attempt by several Japanese computer companies at setting a unified standard for personal computers, much in the same fashion that the IBM PC set the standard in American markets (which eventually supplanted MSX). At least two of the MSX-2 AX series computers (the AX-330 and the AX-990) included Mega Drive hardware and had a Mega Drive cartridge port near the top edge of the case. These were released in the Middle East by Universal (the Japanese vending company, not the movie studio). There is rumor that the AX-990 came with an unofficial 50-game multicart in Arabic of already available titles, but this has not been confirmed.<br />
<br />
== Special Thanks ==<br />
*Sam Pettus (aka The Scribe's) [http://db.gamefaqs.com/console/genesis/file/genesis_game_list.txt Genesis Game List]<br />
*Hivebrain's [http://sonicology.fateback.com Sonicology]<br />
<br />
{{Sega_Consoles}}<br />
<br />
[[Category:Hardware]]</div>LocalHhttps://info.sonicretro.org/index.php?title=February_23,_2008_Proto_Release&diff=60187February 23, 2008 Proto Release2008-04-24T09:56:50Z<p>LocalH: Q&A? lol moar like QA amirite</p>
<hr />
<div>On February 23rd, 2008 at 6PM EST [[drx]] released over 1,000 various [[Sega]] and third party [[Prototype|prototypes]] for several consoles. To build suspension to the event an announcement was posted across various websites and forums and a special IRC channel was opened on [[Sonic Cult]]'s website called #sonicprotos (this was later renamed #protos). A hour before the release a special Skypecast was broadcast live over shoutcast. It was supposed to be stopped shortly after the release but it continued hours afterward and was only stopped as the number of listeners dwindled.<br />
<br />
Most of the protos came from one place, they were obtained from Sega of America's QA archives from 1994-1995. The cartridge protos needed to be built from EEPROM parts. The price of these prototypes weren't disclosed but it was stated the cost is in the five digit number range. The disc protos ([[Gamecube]], [[Saturn]]) were obtained at a earlier date.<br />
<br />
Of the 1,024 prototypes that were released there was 1 [[Sega Master System|Master System]] prototype, 300 [[Sega Game Gear|Game Gear]] prototypes, 464 [[Sega Mega Drive|Mega Drive]] prototypes, 94 [[Pico]] prototypes, 1 [[Sega CD]] prototype, 155 [[Sega 32X]] prototypes, 2 Saturn prototypes, and 6 Nintendo Gamecube prototypes.<br />
<br />
==Prototype List==<br />
===Master System===<br />
*''Aladdin'' (2 prototypes)<br />
===Game Gear===<br />
*''Adventures of Batman & Robin'' (8 prototypes)<br />
*''Aladdin'' (6 prototypes)<br />
*''Asterix'' (6 prototypes)<br />
*''Berenstain Bears'' (18 prototypes)<br />
*''Bonkers Wax Up!'' (14 prototypes)<br />
*''Chicago Syndicate'' (25 prototypes)<br />
*''Dynamite Headdy'' (4 prototypes)<br />
*''GP Rider'' (1 prototype)<br />
*''Legend of Illusion Starring Mickey Mouse'' (6 prototypes)<br />
*''Lion King'' (11 prototypes)<br />
*''Mighty Morphin Power Rangers - The Movie'' (1 prototype)<br />
*''Mighty Morphin Power Rangers'' (2 prototypes)<br />
*''NBA Action Starring David Robinson'' (31 prototypes)<br />
*''NFL' 95'' (14 prototypes)<br />
*''NHL All-Star Hockey'' (18 prototypes)<br />
*''Ristar'' (5 prototypes)<br />
*''Shining Force II'' (5 prototypes)<br />
*''[[Sonic Blast]]'' ([[Sonic Blast (Game Gear prototype 74)|74]], [[Sonic Blast (Game Gear prototype 94)|94]], [[Sonic Blast (Game Gear prototype 611)|611]], [[Sonic Blast (Game Gear prototype 806)|806]], [[Sonic Blast (Game Gear prototype 821)|821]], [[Sonic Blast (Game Gear prototype 827)|827]], [[Sonic Blast (Game Gear prototype 910)|910]])<br />
*''[[Sonic Spinball (8-bit)|Sonic Spinball]]'' ([[Sonic Spinball (Game Gear prototype 0307)|0307]], [[Sonic Spinball (Game Gear prototype 0328)|0328]], [[Sonic Spinball (Game Gear prototype 0329)|0329]], [[Sonic Spinball (Game Gear prototype 0330)|0330]], [[Sonic Spinball (Game Gear prototype 0405)|0405]], [[Sonic Spinball (Game Gear prototype 0412)|0412]], [[Sonic Spinball (Game Gear prototype 0413)|0413]], [[Sonic Spinball (Game Gear prototype 0415)|0415]], [[Sonic Spinball (Game Gear prototype 0421)|0421]], [[Sonic Spinball (Game Gear prototype 0427)|0427]], [[Sonic Spinball (Game Gear prototype 0429)|0429]], [[Sonic Spinball (Game Gear prototype 0430)|0430]], [[Sonic Spinball (Game Gear prototype 503B)|503B]], [[Sonic Spinball (Game Gear prototype 0505)|0505]], [[Sonic Spinball (Game Gear prototype 0506)|0506]], [[Sonic Spinball (Game Gear prototype 0525)|0525]], [[Sonic Spinball (Game Gear prototype 0530)|0530]], [[Sonic Spinball (Game Gear prototype 0531)|0531]], [[Sonic Spinball (Game Gear prototype 031094)|031094]], [[Sonic Spinball (Game Gear prototype 031194)|031194]], [[Sonic Spinball (Game Gear prototype 032194)|032194]])<br />
*''[[Sonic Triple Trouble|Sonic The Hedgehog - Triple Trouble]]'' ([[Sonic Triple Trouble (Prototype 0808)|0808]], [[Sonic Triple Trouble (Prototype Aug16)|Aug16]])<br />
*''Speedy Gonzales Cheese Catastrophe'' (2 prototypes)<br />
*''Sports Trivia'' (37 prototypes)<br />
*''Super Columns'' (8 prototypes)<br />
*''Taz in Escape from Mars'' (17 prototypes)<br />
*''Tempo Jr.'' (9 prototypes)<br />
*''World Series Baseball '95'' (8 prototypes)<br />
*''X-men - Gamemaster's Legacy'' (6 prototypes)<br />
*''X-men - Mojo World'' (8 prototypes)<br />
<br />
===Mega Drive===<br />
*''Adventures of Batman and Robin'' (13 prototypes)<br />
*''Art of Fighting'' (2 prototypes)<br />
*''ATP Tour Championship Tennis'' (9 prototypes)<br />
*''Baby Boom'' (3 prototypes)<br />
*''Berenstain Bears - Camping Adventure'' (20 prototypes)<br />
*''Beyond Oasis'' (2 prototypes)<br />
*''Body Count'' (7 prototypes)<br />
*''Bonkers'' (5 prototypes)<br />
*''College Football's National Championship'' (19 prototypes)<br />
*''Comix Zone'' (16 prototypes)<br />
*''Crystal's Pony Tale'' (16 prototypes)<br />
*''Desert Demolition'' (9 prototypes)<br />
*''Dinosaurs for Hire'' (3 prototypes)<br />
*''Dynamite Headdy'' (6 prototypes)<br />
*''Escape From Mars Starring Taz'' (13 prototypes)<br />
*''Eternal Champions'' (2 prototypes)<br />
*''Jurassic Park - Rampage Edition'' (11 prototypes)<br />
*''[[Knuckles in Sonic 2]]'' ([[Knuckles in Sonic 2 (prototype 0524)|0524]], [[Knuckles in Sonic 2 (prototype 0606)|0606]], [[Knuckles in Sonic 2 (prototype 0608)|0608]], [[Knuckles in Sonic 2 (prototype 0610)|0610]], [[Knuckles in Sonic 2 (prototype 0612)|0612]], [[Knuckles in Sonic 2 (prototype 0618)|0618]])<br />
*''Light Crusader'' (2 prototypes)<br />
*''Magic School Bus'' (12 prototypes)<br />
*''Mighty Morphin Power Rangers - The Movie'' (5 prototypes)<br />
*''Mighty Morphin Power Rangers'' (8 prototypes)<br />
*''NBA Action '95'' (25 prototypes)<br />
*''NBA Action'' (3 prototypes)<br />
*''NFL '95'' (21 prototypes)<br />
*''NHL All-Star Hockey '95'' (16 prototypes)<br />
*''Ooze, The'' (9 prototypes)<br />
*''Phantasy Star IV'' (5 prototypes)<br />
*''Richard Scarry's Busytown'' (7 prototypes)<br />
*''Ristar'' (4 prototypes)<br />
*''Shadowrun'' (4 prototypes)<br />
*''Shining Force II'' (3 prototypes)<br />
*''[[Sonic the Hedgehog 3 Limited Edition|Sonic 3C]]'' ([[Sonic the Hedgehog 3C (prototype 0408)|0408]], [[Sonic the Hedgehog 3C (prototype 0517)|0517]])<br />
*''[[Sonic 3D: Flickies' Island|Sonic 3D Blast]]'' ([[Sonic 3D (beta 73)|73]], [[Sonic 3D (beta 814)|814]], [[Sonic 3D (beta 819)|819]], [[Sonic 3D (beta 825)|825]], [[Sonic 3D (beta 830)|830]], [[Sonic 3D (beta 831)|831]], [[Sonic 3D (beta 94)|94]])<br />
*''[[Sonic & Knuckles]]'' ([[Sonic & Knuckles Prototype 0525|0525]], [[Sonic & Knuckles Prototype 0606|0606]], [[Sonic & Knuckles Prototype 0608|0608]], [[Sonic & Knuckles Prototype 0610|0610]], [[Sonic & Knuckles Prototype 0612|0612]], [[Sonic & Knuckles Prototype 0618|0618]], [[Sonic & Knuckles Prototype 0619|0619]])<br />
*''[[Knuckles in Sonic 2|Sonic & Knuckles (S2k chip)]]'' ([[Knuckles in Sonic 2 (prototype 0524)|0524]], [[Knuckles in Sonic 2 (prototype 0606)|0606]], [[Knuckles in Sonic 2 (prototype 0608)|0608]], [[Knuckles in Sonic 2 (prototype 0610)|0610]], [[Knuckles in Sonic 2 (prototype 0612)|0612]], [[Knuckles in Sonic 2 (prototype 0618)|0618]])<br />
*''[[Sonic the Hedgehog 2]]'' ([[Sonic the Hedgehog 2 Beta 4|Beta 4]], [[Sonic the Hedgehog 2 Beta 5|Beta 5]], [[Sonic the Hedgehog 2 Beta 6|Beta 6]], [[Sonic the Hedgehog 2 Beta 7|Beta 7]], [[Sonic the Hedgehog 2 Beta 8|Beta 8]], Final, Final 2)<br />
*''Star Trek - The Next Generation'' (8 prototypes)<br />
*''Story of Thor'' (4 prototypes)<br />
*''Streets of Rage 3'' (18 prototypes)<br />
*''Sub-Terrania'' (3 prototypes)<br />
*''Vectorman'' (2 prototypes)<br />
*''Vectorman 2'' (6 prototypes)<br />
*''Virtua Fighter 2'' (5 prototypes)<br />
*''Wacky Worlds'' (3 prototypes)<br />
*''World Championship Soccer II'' (21 prototypes)<br />
*''World Heroes'' (20 prototypes)<br />
*''World Series Baseball '95'' (34 prototypes)<br />
*''X-Men 2 - Clone Wars'' (20 prototypes)<br />
*''Young Indiana Jones - Instrument of Chaos'' (9 prototypes)<br />
<br />
===Pico===<br />
*''101 Dalmations'' (10 prototypes)<br />
*''Berenstain Bears' A School Day'' (8 prototypes)<br />
*''Crayola Crayons Create a World'' (7 prototypes)<br />
*''Huckle and Lowly's Busiest Day Ever'' (22 prototypes)<br />
*''Lion King Adventure at Pride Rock'' (8 prototypes)<br />
*''Mickey's Blast into the Past'' (6 prototypes)<br />
*''Musical Zoo'' (7 prototypes)<br />
*''Pepe's Puzzles'' (4 prototypes)<br />
*''Pico Sampler'' (3 prototypes)<br />
*''[[Sonic the Hedgehog's Gameworld]]'' ([[Sonic the Hedgehog's Gameworld (4 prototypes)|4 prototypes]])<br />
*''[[Tails and the Music Maker]]'' ([[Tails and the Music Maker (8 prototypes)|8 prototypes]])<br />
*''Year at Pooh Corner'' (7 prototypes)<br />
<br />
===Sega CD===<br />
*''The Adventures of Batman and Robin CD'' (1 prototype)<br />
===32X===<br />
*''36 Great Holes starring Fred Couples'' (34 prototypes)<br />
*''Cosmic Carnage'' (9 prototypes)<br />
*''Doom'' (16 prototypes)<br />
*''[[Knuckles' Chaotix]]'' ([[Knuckles' Chaotix Prototype 1207|1207]], [[Knuckles' Chaotix Prototype 1227|1227]], [[Knuckles' Chaotix Prototype 1229|1229]], [[Knuckles' Chaotix Prototype 0111|0111]], [[Knuckles' Chaotix Prototype 0119|0119]], [[Knuckles' Chaotix Prototype 0202|0202]], [[Knuckles' Chaotix Prototype 0208|0208]], [[Knuckles' Chaotix Prototype 0209|0209]], [[Knuckles' Chaotix Prototype 0210|0210]], [[Knuckles' Chaotix Prototype 0213|0213]], [[Knuckles' Chaotix Prototype 0214|0214]], [[Knuckles' Chaotix Prototype 0216|0216]])<br />
*''Metal Head'' (10 prototypes)<br />
*''Motocross Championship'' (15 prototypes)<br />
*''Shadow Squadron'' (8 prototypes)<br />
*''Space Harrier'' (1 prototype)<br />
*''Star Wars Arcade'' (21 prototypes)<br />
*''Tempo'' (8 prototypes)<br />
*''Virtua Fighter'' (4 prototypes)<br />
*''Zaxon's Motherbase 2,000'' (8 prototypes)<br />
===Saturn===<br />
*''[[Sonic 3D: Flickies' Island]]'' ([[Sonic 3D (Saturn tech demo)|Tech Demo]])<br />
*''[[Sonic R]]'' ([[Sonic R (prototype)|Prototype]])<br />
===Gamecube===<br />
*''[[Sonic Adventure 2 Battle]]'' (review)<br />
*''[[Sonic Adventure DX]]'' ([[Sonic Adventure DX: Director's Cut (prototype)|preview]] and ([[Sonic Adventure DX: Director's Cut (review)|review]])<br />
*''[[Sonic Heroes]]'' ([[Sonic Heroes (prototype 10.8)|10.8]] and [[Sonic Heroes (prototype 11.18)|11.18]])<br />
*''[[Sonic Mega Collection]]'' ([[Sonic Mega Collection (prototype)|prototype]])<br />
<br />
==External Links==<br />
*[http://forums.sonicretro.org/index.php?showtopic=9912 Release announcement on the Sonic Retro forums]<br />
*[http://forums.sonicretro.org/index.php?showtopic=9941f Proto FAQ on Sonic Retro forums]<br />
*[http://forums.sonicretro.org/index.php?showtopic=9969 Release thread on Sonic Retro forums]<br />
<br />
[[Category:Sonic Scene]]</div>LocalHhttps://info.sonicretro.org/index.php?title=Sonic_the_Hedgehog_(16-bit)&diff=58320Sonic the Hedgehog (16-bit)2008-04-14T08:43:17Z<p>LocalH: TWO C'S PEOPLE, TWO C'S</p>
<hr />
<div>:''"Sonic 1" redirects here. For the Master System/Game Gear version, see [[Sonic the Hedgehog (8-bit)]]. For other games with the same title, see [[Sonic the Hedgehog (disambiguation)]].''<br />
{{Bob<br />
| bobscreen=Sonic1_title.png<br />
| title=Sonic the Hedgehog<br />
| publisher=[[Sega]]<br />
| developer=[[Sonic Team]]<br />
| system=[[Sega Mega Drive/Genesis]]<br />
| europe=June 23, 1991<br />
| usa=June 23, 1991<br />
| japan=July 26, 1991<br />
| genre=2D Platform<br />
}}<br />
==Introduction==<br />
'''''Sonic the Hedgehog''''' was the video game that started off the career of [[Sonic the Hedgehog]] and [[Sonic Team]].<br />
<br />
This game was the first game to really propel the Genesis into mass popularity in North America. After it was released, it eventually supplanted ''Altered Beast'' as the bundled game with the console.<br />
<br />
''Sonic the Hedgehog'' added the element of speed to the standard platform formula, and introduced other unique elements as well, such as the loops and springboards now permanently associated with the game series.<br />
<br />
In the game, Sonic has to prevent [[Doctor Ivo Robotnik|Dr. Robotnik]] (Doctor Eggman in [[Japan]] and in later games) from collecting the [[Chaos Emerald]]s in an attempt to rule the world - canonically this is Earth, but for a lengthy period of time was commonly believed to be [[Mobius]], due to outside sources using the name.<br />
<br />
There was also a version of ''[[Sonic the Hedgehog (Game Gear)|Sonic the Hedgehog]]'' released for the [[Sega Master System]] and the [[Game Gear]], which loosely followed the design of the Genesis version, although with some different zones and a level map.<br />
<br />
The main villain, Doctor Eggman, has always been called that in the Japanese titles. However, in the European and American versions, his name is localized to Doctor Ivo Robotnik, and has stayed that way until ''[[Sonic Adventure]]'', where he's been known as Eggman as well. Also, the name Robotnik was later used in the Japanese version of ''[[Sonic Adventure 2]]''.<br />
<br />
Although its Genesis counterpart was extremely popular in the United States, ''Sonic the Hedgehog'' only received lukewarm responses in Japan. Sonic wouldn't catch on in that locale until ''[[Sonic Jam]]''. Because of its popularity, it later replaced Altered Beast as the pack-in for the Mega Drive.<br />
<br />
==Features==<br />
<br />
The game that started it all, it featured many novel elements, utilising the parallel processing capabilities of the Genesis, which contributed to its popularity and helped to promote the uptake of 16-bit consoles.<br />
<br />
===Gameplay===<br />
<br />
The gameplay centers around elements that exploit the increased performance of the [[Sega Genesis|Genesis]] console. It is notable for being both simplistic and engaging for players.<br />
<br />
The game was arguably the one of the fastest platformers that had yet been released. Sonic could run, jump and roll at significantly higher speeds than most platformers of the time. Unlike other platformers, the game's levels were designed to encourage the player to progress quickly. Springs, slopes, high falls and loop de loops were all available to both boost and challenge the player to reach high speeds. This was all accomplished without any slowdown in frame rates, adding to the experience.<br />
<br />
Sonic's method of attack was also novel. As a [[hedgehog]], he could curl up into a ball, by either jumping or by rolling along the ground, a state in which he could damage enemies by simply colliding with them. This was a change from most other platform games, where a the player could only damage enemies by shooting, attacking or jumping on top of them. While rolling along the ground Sonic could roll down slopes, gaining speed as he did so. Most slopes were irregular, as opposed to the fixed angles seen in older titles, and the game had physics to match. Sonic's acceleration down a slope depended on its steepness; he could run around 360-degree loops, if travelling fast enough; and he suffered from drag under water. <br />
<br />
Sonic could collect rings to protect himself. As long as Sonic had at least one ring he would not die when injured. Instead he wou<br />
ld lose all of his rings, which sprayed out and could be collected again. There were also [[shield]]s available which allowed Sonic to be hit once without losing rings. However, neither shields nor rings could protect against instant death, brought on by crushing, drowning or falling off the map.<br />
<br />
Progress through the game was made easier by special [[checkpoint]]s called lamp posts. When Sonic passed a lamp post, changing its colour, he could restart from that point - rather than the beginning of the level - when he next lost a life.<br />
<br />
The games featured no passwords or game saves. The player had to start from the beginning every time he ran out of continues or reset the console.<br />
<br />
===Graphics===<br />
<br />
The game's 16-bit graphics were impressive for its time. Colours were lush and varied, taking advantage of the [[Genesis]]' enhanced colour [[palette]], and the [[sprite]]s were richly animated. Flowers moved, rings spun, lights blinked, and water shimmered in the background. Destroying an enemy robot produced a puff of smoke as a small animal flew or hopped away from its prison.<br />
<br />
Leaving the game idle for more than a few seconds made Sonic tap his foot impatiently.<br />
<br />
===Sound and music===<br />
<br />
The game took full advantage of the onboard [[Zilog]] [[Z80]] and [[Yamaha]] synthesizer sound chip. The game was filled with sound effects, with chimes, bops and beats following the player through the levels. Many sounds played on top of one another and most of the games sounds were unique and of higher quality than earlier 8-bit sounds.<br />
<br />
The music of the game affords special attention, with many fans proclaiming it to be the most memorable feature. The music used 8-bit stereo sound, and was very rich and detailed. The music for [[Green Hill Zone]] in particular is a very well recognised tune, by many fans of the series and by other gamers. Many MIDIs and remixes of this track, and of other tracks in the game, can be found online.<br />
<br />
The music was composed by [[Masato Nakamura]], a member of then-popular J-Pop band [[DREAMS COME TRUE]].<br />
<br />
Each Zone featured three "acts" or levels each following the same theme as the last.<br />
<br />
==Manuals==<br />
*[[Sonic the Hedgehog (16-bit) US Manual]]<br />
*[[Sonic the Hedgehog (16-bit) JP Manual]] (translated)<br />
<br />
== Levels ==<br />
*[[Green Hill Zone (S1)|Green Hill Zone]]<br />
*[[Marble Zone]]<br />
*[[Spring Yard Zone]]<br />
*[[Labyrinth Zone]]<br />
*[[Star Light Zone]]<br />
*[[Scrap Brain Zone]]<br />
*[[Final Zone]]<br />
<br />
==Differences between beta and final==<br />
<br />
For general information on unused Sonic 1 items, see [[unused objects]]. For level-specific differences, check the individual level page.<br />
<br />
==Versions==<br />
<br />
The first version of the game lacked parallax scrolling, moving clouds, rippling water, and other minor details. The newer Japanese version included the details, and the "JP2" version in ''[[Sonic Mega Collection]]'' was an officially hacked ROM that fixed the "[[Spike Bug]]".<br />
<br />
==Also Released On==<br />
* ''[[6 Pak]]'' for the [[Sega Genesis]]<br />
* ''[[Sonic Compilation]]'' for the [[Sega Genesis]] (1995)<br />
* ''[[Sonic Jam]]'' for the [[Sega Saturn]] (1997)<br />
* ''[[Sega Smash Pack Vol. 1]]'' for the [[Sega Dreamcast]] (2000)<br />
* ''[[Sonic Mega Collection]]'' for the [[Nintendo Gamecube]] (2002) <br />
**NOTE: ''Sonic Mega Collection'' has the World release, Japanese revision and "JP2" (spike bugfix hack) available to play.<br />
* ''[[Sonic Mega Collection Plus]]'' for the [[Sony Playstation 2]] and [[Microsoft X-Box]] (2004)<br />
* ''[[Sega Genesis Collection Volume 1]]'' for the [[Play TV Legends]] (2004)<br />
* ''[[Sonic the Hedgehog Part 1]]'' for iMode phones (2006)<br />
* ''[[Sonic the Hedgehog Genesis]]'' for the [[Game Boy Advance]] (2006)<br />
* ''[[Sonic the Hedgehog Arcade]]'' on [[Microsoft X-Box|X-Box]] Live Arcade (2006)<br />
<br />
The game also is one of the confirmed [[Sega Mega Drive/Genesis]] titles that will be on the [[Nintendo Wii]]'s Virtual Console.<br />
<br />
==Production Credits==<br />
Executive Producer: [[Hayao Nakayama]]<br/><br />
Director(Game Planner): [[Hirokazu Yasuhara]]<br/><br />
Sound Producer/Composer: [[Masato Nakamura]]<br/><br />
Programmer: [[Yuji Naka]]<br/><br />
Sound Programmer: "Jimita", "Macky"<br/><br />
Design: [[Jinya Ito|"Jinya"]], [[Reiko Kodama]]<br/><br />
Character Design: [[Naoto Oshima]]<br/><br />
Special Thanks: Papa, [[Fujio Minegishi]]<br />
<br />
==Scoring==<br />
Hitting bumpers: 10 points for each of the first ten hits on any given bumper; after that no more points can be gained from that bumper<br />
Hitting enemies: ''(a chain refers to all enemies destroyed until the next time Sonic lands on some form of ground)''<br />
*First enemy in a chain = 100<br />
*Second enemy in a chain = 200<br />
*Third enemy in a chain = 500<br />
*Fourth through 15th enemies in a chain = 1000 each<br />
*16th and all subsequent enemies in a chain = 10000 each<br />
*Destroying a [[Dr. Eggman]] boss robot: 1000 points<br />
*Ring bonus at end of level: 100 points for each ring held<br />
<br />
Time bonus at end of level:<br />
*Game clock reads 0:29 or less = 50000<br />
*Game clock reads 0:30 to 0:44 = 10000<br />
*Game clock reads 0:45 to 0:59 = 5000<br />
*Game clock reads 1:00 to 1:29 = 4000<br />
*Game clock reads 1:30 to 1:59 = 3000<br />
*Game clock reads 2:00 to 2:59 = 2000<br />
*Game clock reads 3:00 to 3:59 = 1000<br />
*Game clock reads 4:00 to 4:59 = 500<br />
*Game clock reads 5:00 or more = 0<br />
<br />
End-of-level flags: On the screen where the goal post stands, there are sometimes flags you can trigger. These flags are hidden, but if you hit them they will appear and show either 100, 1000, or 10000. The flags that say "100" are really only worth 10 points each, but the 1000 and 10000 flags report their values accurately.<br />
<br />
Special stage: 100 points for each ring held<br />
<br />
<br />
'''''Note: in cheat codes, a + signifies that the buttons should be pressed simultaneously.'''''<br />
<br />
== Cheat Codes ==<br />
=== World Version ===<br />
<br />
''From title screen''<br />
<br />
*Zone Select: U D L R A+Start, select zone<br />
<br />
*In-level Functions: C C U D L R A+Start, hold A until Sonic appears<br />
<br />
*Zone Select + In-level Functions: U D L R U C C C U D L R A+Start, select zone, hold A until Sonic appears (the extra U is to force the cheat detection code to reset itself)<br />
<br />
On all codes containing C's, the C's can be input anywhere during the sequence.<br />
<br />
=== Cheat Codes, Japanese Version ===<br />
<br />
''From title screen''<br />
<br />
*Zone Select: U D D D L R A+Start, select zone<br />
<br />
*In-level Functions: C C U D D D L R A+Start, select zone, hold A until Sonic appears<br />
<br />
*Zone Select + In-level Functions: U D D D L R U C C C U D L R A+Start, select zone, hold A until Sonic appears (the extra U is to force the cheat detection code to reset itself)<br />
<br />
*Hidden Japanese Credits Screen: C C C C C C U D D D L R, hold Down+A+B+C while demo starts<br />
<br />
On all codes containing C's, the C's can be input anywhere during the sequence.<br />
<br />
'''In-level Functions, all versions:'''<br />
<br />
''Debug''<br />
<br />
Press B to toggle normal and debug mode.<br />
<br />
Press A to advance forward through the debug object list.<br />
<br />
Press A+C to advance backwards through the debug object list.<br />
<br />
Press C to place the selected object at the current coordinates.<br />
<br />
Current coordinates are designated by the top line of hex digits in the HUD. <br />
<br />
Viewport coordinates are designated by the bottom line of hex digits in the HUD.<br />
<br />
''Slow-motion/Restart''<br />
<br />
During pause press A to fade to black and restart from the "SONIC TEAM PRESENTS" screen.<br />
<br />
During pause press and hold B to enable slow-motion (this proceeds at half-speed, or 15fps, for as long as you hold the B button).<br />
<br />
During pause press C to advance one frame.<br />
<br />
=== Game Genie Codes ===<br />
{|width="100%"<br />
! Code||Description<br />
|-<br />
|AE3T-AACL<br />
|You start with 1 life.<br />
|-<br />
|AY3T-AACL<br />
|You start with 5 lives.<br />
|-<br />
|AE0T-CABE<br />
|Once you gain Invincibility, you stay invincible until the stage ends, or when you die.<br />
|-<br />
|SCRA-BJX0<br />
|Each ring is worth 2.<br />
|-<br />
|SCRA-BNX0<br />
|Each ring is worth 3.<br />
|-<br />
|SCRA-BTX0<br />
|Each ring is worth 4.<br />
|-<br />
|SCRA-BYX0<br />
|Each ring is worth 5.<br />
|-<br />
|SCRA-B2X0<br />
|Each ring is worth 6.<br />
|-<br />
|SCRA-B6X0<br />
|Each ring is worth 7.<br />
|-<br />
|SCRA-BAX0<br />
|Each ring is worth 8.<br />
|-<br />
|GJ6A-CA7A<br />
|Infinite lives.<br />
|-<br />
|AJ3A-AA4G<br />
|Access to the Level Select menu. <br />
|-<br />
|AY3T-BA4R<br />
|Start with 5 Chaos Emeralds in possession. <br />
|-<br />
|DDLT-AAGL<br />
|Jump higher than your regular jump.<br />
|-<br />
|KDLT-AAGL<br />
|Jump lower than your regular jump.<br />
|-<br />
|BDLT-AAGL<br />
|Jump VERY high and "float" in the air.<br />
|-<br />
|AEOT-CABY<br />
|Once you gain Speed Shoes, you keep them until the stage ends, or when you die.<br />
|}<br />
<br />
==Miscellaneous==<br />
===The Ribbon, Ring, and Stars===<br />
The distinctive "ribbon, ring, and star"-styled title screen used in the very first ''Sonic the Hedgehog'' game (and many installments in the series afterward) was actually based on the title screen from the 1988 Sega arcade game ''[[Wonder-Boy III: Monster Lair]]''.<br />
<br />
<center>[[Image:Wb3_title.png]] [[Image:Sonic1_title.png]]</center><br />
<br />
===GoodGen Versions===<br />
*Sonic the Hedgehog (W) (REV 00) [!] - The standard first release of Sonic 1.<br />
*Sonic the Hedgehog (W) (REV 01) [!] - Japanese-only version of Sonic 1, with bugfixes and enhancements.<br />
*Sonic the Hedgehog (W) [p1][!] - Pirate version of Sonic 1, with copyrights, logos and serial number removed.<br />
*Sonic the Hedgehog (W) [p2][!] - Pirate version of Sonic 1, with copyrights and logos removed.<br />
<br />
==Resources==<br />
===Sonic 1-Specific Hacking Utilities===<br />
<br />
(For more standard tools such as [[ESE II]] and [[SonED]], see ''[[Sonic Hacking Utilities]]''.)<br />
<br />
===Disassemblies===<br />
<br />
Disassemblies are like source codes. You can modify them how you want, reassemble them, and play it. Even though the rom will be shifted, it will work because of labels. There are two types of disassemblies.<br />
IDA are the ones for research. You can export an asm file from that as well.<br />
Split ones have all data split in categories and separate files, easier to modify. (courtesy of [[Hacking CulT]])<br />
<br />
* [[Media:Sonic 1 (Text Format by drx).zip|Sonic 1 Disassembly, Text Format]] by [[drx]]<br />
* [[Media:Sonic 1 (Split and Text by Hivebrain).zip|Sonic 1 Disassembly, Split and Text Format]] by [[Hivebrain]]<br />
<br />
===Hacking Guides===<br />
* [[SCHG:Sonic the Hedgehog|Sonic Community Hacking Guide/Sonic the Hedgehog]]<br />
* [[SCHG:Nem s1|Nemesis' Sonic 1 ROM Hacking Guide]]<br />
* [[SCHG:Nem s1ss|Nemesis' Sonic 1 Savestate Hacking Guide]]<br />
<br />
===Original Sound Version Recordings===<br />
See [[Sonic the Hedgehog OSV]] for a download page.<br />
<br />
===Box Art===<br />
(Via [[Sonicology]])<br />
<gallery><br />
Image:Sonic1_box_us_nfr1.jpg|US Not for Resale Cover<br />
Image:Sonic1_box_eu.jpg|EU Cover<br />
Image:Sonic1_box_jap.jpg|JP Cover<br />
</gallery><br />
<br />
{{Sonic1Levels}}<br />
{{SonicGenesisGames}}<br />
[[Category:Mega Drive Games]]</div>LocalHhttps://info.sonicretro.org/index.php?title=Sonic_the_Hedgehog_2_(Nick_Arcade_prototype)&diff=58319Sonic the Hedgehog 2 (Nick Arcade prototype)2008-04-14T08:42:38Z<p>LocalH: TWO C'S PEOPLE, TWO C'S</p>
<hr />
<div>{{Bob<br />
| bobscreen=s2b_title.png<br />
| title=Sonic the Hedgehog 2<br />
| publisher=[[Sega]]<br />
| developer=[[Sonic Team]],<br/>[[Sega Technical Institute]]<br />
| system=[[Sega Mega Drive/Genesis]]<br />
}}<br />
<br />
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, determined to have been 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.<br />
<br />
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]].<br />
<br />
{{Download|file=Sonic_The_Hedgehog_2_(Early_prototype)_(dumped_by_hidden-palace.org).zip|filesize=520KB}}<br />
<br />
==Various Differences==<br />
===General===<br />
* The title screen is the same as the Simon Wai Beta.<br />
* 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.<br />
* Each Zone uses music from ''[[Sonic 1]]'', further proving that ''Sonic 2'' was built from ''Sonic 1''.<br />
* There is a large amount of raw code contained within the ROM.<br />
* Tails can lose rings for the player if he is hit by a badnik.<br />
* 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)<br />
<br />
===Green Hill Zone===<br />
* 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.<br />
* Green Hill has collision detection, albeit it's very glitchy, detecting hills that don't exist, among other things.<br />
* A Tails Life Monitor is present just as it is in Hidden Palace Zone.<br />
* 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.<br />
<br />
===Marble Zone===<br />
* This is Chemical Plant Zone, and it is heavily under development, with major differences in the level's design from either final or the later prototypes, and is very unfinished.<br />
* The transportation tubes were apparently used in a different way, but they aren't functional in this build.<br />
<br />
===Spring Yard Zone===<br />
* 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.<br />
* Hidden Palace Act 2 has some leftover object placement from Green Hill Zone Act 2.<br />
* There is a third act, as well, which has water that constantly rises and falls. This zone loads GHZ Act 1's ring locations.<br />
* 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.<br />
* The level of water in Acts 2 and 3 can be controlled using up and down on the 2P controller.<br />
<br />
===Labyrinth Zone===<br />
* 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.<br />
* Labyrinth also lacks much of its collision detection and is therefore unplayable, a la [[Genocide City Zone]]. Using debug mode several people have found various strips of "land" but that data is often still just garbage.<br />
<br />
===Star Light Zone===<br />
* 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.<br />
* Tails is disabled in this zone, suggesting this particular version was tailored for the [[Nick Arcade]] show in order for the contestants not to have their rings lost by Tails.<br />
<br />
===Scrap Brain Zone===<br />
* Actually Hill Top Zone, this zone is also under heavy revision, as it finishes with a pipe leading to instant death because the screen-limit hadn't changed yet. <br />
* Second act crashes after a section which ought to have an earthquake effect because at this point, Robotnik would send you to act 3 in Sonic 1. As Sonic 2 is built off Sonic 1, it wants to load data that simply isn't there anymore.<br />
* The lava doesn't hurt you in this prototype.<br />
* The lifts are not fully functional yet and partly broken<br />
<br />
===Final Zone===<br />
* Hill Top Zone (matching behavior in Sonic 1, where FZ is tucked into a corner of SBZ2), crashes to pink if you continue onwards because the game is trying to access the FZ boss data wich is not there, death pit backwards.<br />
<br />
==Art Differences==<br />
* Sonic and Tails are in different symmetrical designs on the end signpost<br />
* Chemical Plant Zone uses a purple-pink accent in the background instead of olive green; buildings are also much lower<br />
* Seesaws similar to that in the final [[Hill Top Zone]] can be seen in Emerald Hill's [[object debug]] - An interesting connection because HTZ's uses Emerald Hill's art.<br />
<br />
== Levels ==<br />
* [[Green Hill Zone]] (playable)<br />
* [[Chemical Plant Zone]] (playable)<br />
* [[Labyrinth Zone]] (cut) (empty)<br />
* [[Hidden Palace Zone (S2)|Hidden Palace Zone]] (cut) (playable)<br />
* [[Emerald Hill Zone|Green Hill Zone]] (playable) (renamed to Emerald Hill Zone)<br />
* [[Hill Top Zone]] (playable)<br />
<br />
==Cheat Codes==<br />
*'''Level Select''': At the title screen, hit Up, Down, Down, Down, Down, Up, Start.<br />
*'''Debug Mode''': At the title screen, hit C,C, Up, Down, Down, Down, Down, Up, A+Start.<br />
*'''Level Select with Debug Mode''': Activate the level select code, but don't press Start. Instead, let the demo play, then when it retursn to the title screen, press C,C,U,D,D,D,D,U, then A+Start. Select a level and hold A until it loads.<br />
*'''Debug Patchcode''': FFFFFA:0001. This patchcode removes the need to enter a Debug code - you can just use the level select code to debug in any level.<br />
*'''Two-player Mode''': Highlight an Act in the level select screen and press B+Start.<br />
*'''Restore Green Hill Zone Collision''': With a Game Genie, enter the following codes:<br />
:AA1A-CEAL<br />
:AA1A-CEFT<br />
:AA2A-CEB0<br />
:AA2A-CEB6<br />
:AA0T-CAG6<br />
:AA1A-CAEC<br />
:AA1T-CAA2<br />
:AA1T-CAF8<br />
:AA2A-CADJ<br />
:AA2A-CADR<br />
:AA1T-DECG<br />
:AA1T-DEHN<br />
:AA2A-DECN<br />
<br />
==Physical Cartridge==<br />
(from [[drx]]'s [[Hidden Palace]])<br />
<gallery><br />
Image:s2b_cart_case.jpg|Front of cartridge with holographic "Sonic 2" label<br />
Image:s2b_cart_front.jpg|Front of cartridge without cover<br />
Image:s2b_cart_back.jpg|Back of cartridge without cover<br />
</gallery><br />
<br />
==See Also==<br />
*[[SCHG:S2 Early Prototype|Sonic Community Hacking Guide:Sonic 2 Early Prototype]]<br />
*[[Sonic 2 Beta]]<br />
<br />
==External Links==<br />
*[http://www.hidden-palace.org/?news/c/9 Hidden Palace News Release]<br />
{{LinkRetro|topic=8345|title=Sonic Retro release thread}}<br />
<br />
{{S2Betas}}<br />
<br />
[[Category:Prereleases]]</div>LocalHhttps://info.sonicretro.org/index.php?title=Sonic_the_Hedgehog_2_(beta_8)&diff=58318Sonic the Hedgehog 2 (beta 8)2008-04-14T08:42:01Z<p>LocalH: TWO C'S PEOPLE, TWO C'S</p>
<hr />
<div>{{Bob<br />
| bobscreen=Sonic2_title.png<br />
| title=Sonic the Hedgehog 2<br />
| publisher=[[Sega]]<br />
| developer=[[Sonic Team]],<br/>[[Sega Technical Institute]]<br />
| system=[[Sega Mega Drive/Genesis]]<br />
| genre=2D Platform<br />
}}<br />
<br />
'''''[[Sonic the Hedgehog 2]]''''' '''Beta 8''' for the [[Sega Mega Drive/Genesis]] was released by [[drx]] during the [[February 23rd 2008 Proto Release|February 23rd, 2008 proto release]]. It is also known as S2BETA8.<br />
<br />
{{Download|file=Sonic_The_Hedgehog_2_(Beta_8_-_Sep_24,_1992,_19.27)_(hidden-palace.org).zip|filesize=732KB}}<br />
<br />
==Various Differences==<br />
===Cheat codes===<br />
*Level select code is the same as in the final, and the new level select screen is done. The debug code from the final doesn't work. The old codes also work.<br />
*Level Select code: UDDDDU, highlight 1 player, then a+start.<br />
*Debug code: CC UDDDDU, highlight 1 player, then a+start. Using 19, 65, 9, 17 in the sound test works in this one too.<br />
<br />
===General Differences===<br />
*"Sonic and "Tails" in:" (or Sonic and Miles, depending on your region).<br />
*In [[Chemical Plant Zone]] Act 2, the huge shortcut with the three boxes that leads straight to the boss has two super rings and a life, while in the final it's two super rings and an invincibility.<br />
*In [[Aquatic Ruin Zone]] Act 1, there is an invincibility monitor and a ring monitor on top of the first loop that are not present in the final.<br />
*[[Hidden Palace Zone]] is finally gone.<br />
*The final boss in death egg is closer to the entrance in this beta (no more running past Eggman).<br />
*Ending sequence and credits are implemented.<br />
<br />
{{S2Betas}}<br />
<br />
{{stub}}<br />
<br />
[[Category: Prereleases]]</div>LocalHhttps://info.sonicretro.org/index.php?title=Sonic_the_Hedgehog_2_(beta_7)&diff=58317Sonic the Hedgehog 2 (beta 7)2008-04-14T08:41:38Z<p>LocalH: TWO C'S PEOPLE, TWO C'S</p>
<hr />
<div>{{Bob<br />
| bobscreen=Sonic2_title.png<br />
| title=Sonic the Hedgehog 2<br />
| publisher=[[Sega]]<br />
| developer=[[Sonic Team]],<br/>[[Sega Technical Institute]]<br />
| system=[[Sega Mega Drive/Genesis]]<br />
| genre=2D Platform<br />
}}<br />
<br />
'''''[[Sonic the Hedgehog 2]]''''' '''Beta 7''' for the [[Sega Mega Drive/Genesis]] was released by [[drx]] during the [[February 23rd 2008 Proto Release|February 23rd, 2008 proto release]]. It is also known as S2BETA7.<br />
<br />
{{Download|file=Sonic_The_Hedgehog_2_(Beta_7_-_Sep_24,_1992,_09.26)_(hidden-palace.org).zip|filesize=730KB}}<br />
<br />
==Differences==<br />
===Cheat codes===<br />
*Level Select code: UDDDDU, highlight 1 player, then a+start.<br />
*Debug code: CC UDDDDU, highlight 1 player, then a+start.<br />
<br />
===General===<br />
*"Sonic and "Tails" in" appears instead of "Miles 'Tails' Prower."<br />
*The sound isn't stopped if the game is paused.<br />
*Only Up and Down works at the level select.<br />
*Sound test option at level select is a bit messed up (until you highlight it)<br />
*"Option" instead of "Options".<br />
*"Sonic only" and "Tails only" instead of xx alone.<br />
*No Hidden palace, no wood zone, similar to the final.<br />
*This is the first Sonic 2 prototype since Beta4 where Debug actually WORKS.<br />
*Eggman's final huge robot thing still starts in the center.<br />
*The laser sound effects that hit Tails' plane are slightly different.<br />
*Boss music doesn't play during WFZ boss.<br />
*When Sonic jumps onto the biplane at the end of WFZ the jump sound plays twice for some reason.<br />
*Still contains the [[Tails megascore glitch]].[http://www.youtube.com/watch?v=GUJj3LTsBSk]<br />
<br />
{{S2Betas}}<br />
<br />
{{stub}}<br />
<br />
[[Category: Prereleases]]</div>LocalHhttps://info.sonicretro.org/index.php?title=S2Beta:Magazine_Previews/25&diff=54129S2Beta:Magazine Previews/252008-02-24T09:48:09Z<p>LocalH: S2F and S2B screens were labeled backwards</p>
<hr />
<div>{{S2Beta Nav}}<br />
{{Subpage|Parent=S2Beta:Magazine Previews}}<br />
<br />
==Magazine Preview #25 - Sonic 2 Manual Prototype Emerald Hill Zone 2P Scan==<br />
<br />
[[Image:mag compare25a.gif]]<br />
<br />
<br />
[[Image:mag compare25b.jpg]]<br />
<br />
Source: [[Sonic the Hedgehog 2 (16-bit) US Manual|Sonic 2 US Manual]]<br />
<br />
{|cellpadding="10"<br />
|-<br />
|[[Image:mag compare25c.png]]<br />
|[[Image:mag compare25d.png]]<br />
|-<br />
|Source: Sonic 2 Final<br />
|Source: Sonic 2 Beta<br />
|}<br />
<br />
Yet another picture of a prototype in the ''Sonic 2'' US manual. The rings counters are linked together, and the extra score counters make an appearance, unlike in the final. Assuming this screenshot was taken from the same source as the others (e.g. [[S2Beta:Magazine Previews/08|M08]]) in the manual, this is a later prototype than our ROM.<br />
<br />
[[Category:The Sonic 2 Beta Wiki - Magazine Previews]]</div>LocalHhttps://info.sonicretro.org/index.php?title=The_Sonic_2_Beta_Page&diff=42212The Sonic 2 Beta Page2006-09-06T19:19:21Z<p>LocalH: /* Forums */</p>
<hr />
<div>'''Simon Wai's Sonic 2 Beta''', often abbreviated as '''SWS2B''', is a website dedicated to the ''[[Sonic 2 Beta]]'' [[ROM]] found by [[Simon Wai]]. Originally hosted on [[Emulation Zone]] and left for two years to the care of [[Pelord]], SWS2B eventually moved to private hosting while the [[Sonic 2 Beta (Web Site)|Sonic 2 Beta]] message board became [[Sonic Classic]]. Today, it stands as the most in-depth site covering ''Sonic 2 Beta'', and its forums are considered among the best within the Sonic hacking scene.<br />
<br />
As of September 6, 2006, Simon has finally left the scene for good. He has handed full control of the site over to [[LocalH]], who will continue to run the site and forums for the foreseeable future. The site has renamed to '''The Sonic 2 Beta Page'''.<br />
<br />
==Forums==<br />
The [http://www.s2beta.com/forums S2B forums] are considered by many to be the main area for modern Sonic hacking. Protected by a required entrance exam and the [[Pending Approval]] system, the amount of "misfits" is kept to a minimum. In addition to the hacking and research held in the main forums, there is an active social side to S2B, with notable memes such as the [[Gallery of Dumbasses]] and the [[SWS2B IRC channel]] (run indepentenly of the site.)<br />
<br />
As of September 6, 2006, the IRC channel is now official, on a trial-run basis.<br />
<br />
==External links==<br />
* [http://www.s2beta.com The Sonic 2 Beta Page]<br />
* [http://web.archive.org/web/20020605234331/http://ssrg.emulationzone.org/s2beta/ Web Archive mirror of the original site hosted on the SSRG]<br />
<br />
[[Category:SWS2B Stuff]]<br />
[[Category:Sites]]</div>LocalHhttps://info.sonicretro.org/index.php?title=The_Sonic_2_Beta_Page&diff=42211The Sonic 2 Beta Page2006-09-06T19:17:48Z<p>LocalH: updating info about Simon's departure and handing site off to me</p>
<hr />
<div>'''Simon Wai's Sonic 2 Beta''', often abbreviated as '''SWS2B''', is a website dedicated to the ''[[Sonic 2 Beta]]'' [[ROM]] found by [[Simon Wai]]. Originally hosted on [[Emulation Zone]] and left for two years to the care of [[Pelord]], SWS2B eventually moved to private hosting while the [[Sonic 2 Beta (Web Site)|Sonic 2 Beta]] message board became [[Sonic Classic]]. Today, it stands as the most in-depth site covering ''Sonic 2 Beta'', and its forums are considered among the best within the Sonic hacking scene.<br />
<br />
As of September 6, 2006, Simon has finally left the scene for good. He has handed full control of the site over to [[LocalH]], who will continue to run the site and forums for the foreseeable future. The site has renamed to '''The Sonic 2 Beta Page'''.<br />
<br />
==Forums==<br />
The [http://www.sws2b.com/forums SWS2B forums] are considered by many to be the main area for modern Sonic hacking. Protected by a required entrance exam and the [[Pending Approval]] system, the amount of "misfits" is kept to a minimum. In addition to the hacking and research held in the main forums, there is an active social side to SWS2B, with notable memes such as the [[Gallery of Dumbasses]] and the [[SWS2B IRC channel]] (run indepentenly of the site.)<br />
<br />
==External links==<br />
* [http://www.s2beta.com The Sonic 2 Beta Page]<br />
* [http://web.archive.org/web/20020605234331/http://ssrg.emulationzone.org/s2beta/ Web Archive mirror of the original site hosted on the SSRG]<br />
<br />
[[Category:SWS2B Stuff]]<br />
[[Category:Sites]]</div>LocalHhttps://info.sonicretro.org/index.php?title=Stealth&diff=41240Stealth2006-07-29T01:05:04Z<p>LocalH: </p>
<hr />
<div>Noted for creating multiple utilities, such as [[SonED]], '''Stealth''' also made one of the first Sonic games made in C++, [[Sonic Mettrix]]. He owns the site [[Organized Chaos]] and was one of the first people whose sites were on the [[SSRG]].<br />
<br />
In his later years in the scene, Stealth became famous for being the first coder to ever fully implement Knuckles in Sonic 1.<br />
[[Category:Former Sceners]]</div>LocalH