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Difference between revisions of "Sonic the Hedgehog 2 (16-bit)/Hidden content"

From Sonic Retro

(Inaccessible Rings: Fixing.)
m (Score tally)
(18 intermediate revisions by 9 users not shown)
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==Lost Sprites==
+
{{back}}
{|class="prettytable"
+
 
!Artwork||Name||Description
+
==Level select==
|-
+
{{HiddenContent
|[[Image:Aquatic ruin door.png|center]]||ARZ Barrier||Unused door barriers from [[Aquatic Ruin Zone]].
+
| image1=S2 level select.png
|-
+
| desc=Play songs 19, 65, 09, 17 on the options screen, then hold {{A}}+{{start}} on title screen.
|[[Image:Balkiry2.png|center]]||Unused Balkiry Frame||Unused frame of the [[Balkiry]] badnik with landing gear.
+
}}
|-
+
==[[Edit mode]]==
|[[Image:S2-Turtle.gif|center]]||Walking Turtle||Walking sprites of the turtles that pop out of the badniks in [[Sky Chase Zone]]. Normally you'll never see this, since the animal never has the opportunity to hit the ground.
+
{{HiddenContent
|-
+
| image1=Debug.png
|[[Image:HPZiconS2.png|center]]||HPZ Icon||Level Select icon for [[Hidden Palace Zone]], which never made it into the final game.  The art however, is present in [[Sonic the Hedgehog 3|Sonic 3's]] level select.
+
| desc=From the level select menu, play songs 01, 09, 09, 02, 01, 01, 02, 04 (1992-11-24 - the worldwide launch date of ''Sonic 2''). A ring sound should trigger. Select a zone and hold {{A}} until Sonic appears.
|-
+
 
|[[Image:Sonic2-giantlaser.gif|center]]||WFZ Laser||Large laser shooting through a spinning platform in [[Wing Fortress Zone]]. Never seen in-game.
+
Edit mode does not work when you play as [[Tails]] in this game, even though the counters for debug mode are still intact here.
|-
+
}}
|[[Image:Sonic2-mrzobject.png|center]]||MCZ Ring Platform||Weird platform made of rings, placeable using debug mode. It moves back and forth depending on which side you stand on.
+
==[[Night mode]]==
|-
+
{{HiddenContent
|[[Image:Sonic2-wfz-spinnything2.gif|center]]||WFZ Spinning Pole||Weird spinning pole that acts like a badnik - you can destroy it, and it can hurt you, but it doesn't actually move.
+
| image1=Sonic2 MD NightMode.png
|-
+
| desc=After enabling edit mode, select a level on the level select screen and hold {{C}}+{{Start}} until Sonic appears.
|[[Image:S2 static monitor.png|center]]||Static or blank TV Monitor||Powerup monitor which harms you when broken. Never seen in-game.
+
}}
|-
+
==Get all Chaos Emeralds==
|}
+
{{HiddenContent
 +
| noimage=yes
 +
| desc=From the level select menu, play songs 04, 01, 02, 06 on the sound test and an emerald sound effect will trigger. Select a zone and hold {{A}} until Sonic appears. With all the chaos emeralds collected, [[Super Sonic]] will be enabled.
 +
}}
 +
==Swap Tails for Miles==
 +
{{HiddenContent
 +
| noimage=yes
 +
| desc=Press {{up}} {{down}} {{down}} {{down}} {{up}} at the title screen. This will cause all instances of "Tails" to change to "Miles", except in the Japanese version where the reverse will happen.
 +
}}
 +
==14 continues==
 +
{{HiddenContent
 +
| noimage=yes
 +
| desc=Play songs 01, 01, 02, 04 on the options screen. An incorrect sound command is issued, causing OOZ music to continue playing until a reset.
 +
}}
 +
 
 +
==Unused content==
 +
===Art===
 +
{{UnusedTable|
 +
{{UnusedRow
 +
| sprite={{spriteImage|S2 static monitor.png|2}}
 +
| desc=A static or blank TV monitor which harms you when broken. Never seen in-game.
 +
}}
 +
{{UnusedRow
 +
| sprite={{spriteImage|Aquatic ruin door.png}}
 +
| desc=Unused door barriers from [[Aquatic Ruin Zone]].
 +
}}
 +
{{UnusedRow
 +
| sprite={{spriteImage|Sonic2-mrzobject.png}}
 +
| desc=A strange platform made of rings, placeable using debug mode in [[Mystic Cave Zone]]. It moves back and forth depending on which side you stand on.
 +
}}
 +
{{UnusedRow
 +
| sprite={{spriteImage|Balkiry2.png}}
 +
| desc=Unused frame of the [[Balkiry]] badnik with landing gear. It's possible that they were originally intended to take off from the [[Wing Fortress Zone]] as it passed by. If a Balkiry is selected in debug mode, this sprite will be seen instead of its flying one.
 +
}}
 +
{{UnusedRow
 +
| sprite={{spriteImage|S2-Turtle.gif|2}}
 +
| desc=Walking sprites of the turtles that pop out of the badniks in [[Sky Chase Zone]]. Normally you'll never see this, since the animal never has the opportunity to hit the ground.
 +
}}
 +
{{UnusedRow
 +
| sprite={{spriteImage|Sonic2-giantlaser.gif}}
 +
| desc=Large laser shooting through a spinning platform in [[Wing Fortress Zone]].
 +
}}
 +
{{UnusedRow
 +
| sprite={{spriteImage|Sonic2-wfz-spinnything2.gif|2}}
 +
| desc=Weird spinning pole in [[Wing Fortress Zone]] that acts like a badnik - you can destroy it, and it can hurt you, but it doesn't actually move.
 +
}}
 +
{{UnusedRow
 +
| sprite={{spriteImage|S2-Picky.gif|2}}
 +
| desc=[[Picky]], a returning animal from the original [[Sonic the Hedgehog (16-bit)|Sonic the Hedgehog]], is present in [[Death Egg Zone]]. However, there are no badniks or animal capsules, so he's never seen.
 +
}}
 +
{{UnusedRow
 +
| sprite={{spriteImage|Sonic2-RobotnikLaugh.gif|2}}
 +
| desc=In [[Death Egg Zone]], getting hit with one or more Rings during the [[Mecha Sonic (Death Egg Zone boss)|Mecha Sonic]] battle causes Eggman to laugh. However, this is never actually seen outside of debug mode because the Zone has no Rings. In the 2013 mobile remake, this animation can be seen normally if the player dies during the fight.  In ''[[3D Sonic the Hedgehog 2]]'' it can also be seen if the player is hurt by Mecha Sonic if the Ring Keeper mode is on.
 +
}}
 +
{{UnusedRow
 +
| sprite={{spriteImage|HPZiconS2.png|2}}
 +
| desc=Level Select icon for [[Hidden Palace Zone]], which never made it into the final game.  The art however, is present in [[Sonic the Hedgehog 3|''Sonic 3''<nowiki>'</nowiki>s]] level select. Pro Action Replay code 0096D8:0303 will cause it to replace the [[Emerald Hill Zone]] icon in the Stage Select.
 +
}}
 +
}}
 +
 
 +
===Score tally===
 +
{{HiddenContent
 +
| image1=Sonic2UnusedScoreTally.png
 +
| desc=This configuration of the score tally is unused but was meant for levels with a single Act ([[Sky Chase Zone]], etc). It can be made to appear by using debug mode and placing, then breaking a capsule.
 +
}}
 +
 
 +
===Audio===
  
==Unused Score Tally==
+
====Music====
[[File:Sonic2UnusedScoreTally.png]]
+
In the sound test, song $10 is a unused song. This has been established to be the music meant for [[Hidden Palace Zone]].
  
The score tally is unused but was meant for levels with a single act (Sky Chase Zone, etc). It can be made to appear by using debug mode and placing, then breaking a capsule.
+
====Sound effects====
 +
Sounds not used anywhere in the game can be heard in the sound test.
  
==Unused Music Track==
+
*38 - Similar to sound 22.
In the sound test, song $10 is actually a unused song. This has been established to be the music meant for [[Hidden Palace Zone]].
+
*51
 +
*52
 +
*68 - Similar to sound 69.
  
==Sonic 1 Sound Effects==
+
=====''Sonic 1'' sound effects=====
There are a few sound effects leftover from ''[[Sonic the Hedgehog (16-bit)|Sonic 1]]'' and can be heard in the sound test.
+
A few other unused sound effects are leftovers from the original ''[[Sonic the Hedgehog (16-bit)|Sonic the Hedgehog]]'' and can also be heard in the sound test.
  
 
*29 - Touching the R, Up, and Down [[Special Stage (Sonic the Hedgehog 16-bit)|Special Stage]] blocks.
 
*29 - Touching the R, Up, and Down [[Special Stage (Sonic the Hedgehog 16-bit)|Special Stage]] blocks.
Line 36: Line 105:
 
*3A - Touching color changing diamonds in the Special Stage.
 
*3A - Touching color changing diamonds in the Special Stage.
 
*43 - Special Stage giant ring entry noise.
 
*43 - Special Stage giant ring entry noise.
 +
*47 - [[Marble Zone]] chain pulling noise.
 
*49 - End of act bonus point icon.
 
*49 - End of act bonus point icon.
  
==True Level Order==
+
==True level order==
 
The level order that is used during gameplay is actually quite different from the intended order according to the level slots. A simple level select [[Pro Action Replay]] code (FFFE10:??00) can be used to verify this:
 
The level order that is used during gameplay is actually quite different from the intended order according to the level slots. A simple level select [[Pro Action Replay]] code (FFFE10:??00) can be used to verify this:
 
{|class="prettytable"
 
{|class="prettytable"
Line 81: Line 151:
 
Commentary found in the ''[[Sonic Jam]]'' strategy guide reveals that the level order could have been even more different. It states that [[Chemical Plant Zone]] was meant to be the 10th zone back when the game was planned as an 18 zone game.
 
Commentary found in the ''[[Sonic Jam]]'' strategy guide reveals that the level order could have been even more different. It states that [[Chemical Plant Zone]] was meant to be the 10th zone back when the game was planned as an 18 zone game.
  
==Inaccessible Rings==
+
==Inaccessible rings==
There are some levels that have rings in places that can't be reached normally. This makes getting a Perfect bonus in this stage impossible.[http://tcrf.net/Sonic_the_Hedgehog_2_(Genesis)#Inaccessible_Rings]
+
There are some levels that have rings in places that can't be reached normally. This makes getting a Perfect bonus in these stages impossible.{{ref|1=http://tcrf.net/Sonic_the_Hedgehog_2_(Genesis)#Inaccessible_Rings}}
  
 
{| class="prettytable"
 
{| class="prettytable"
! Image !! Level !! Approximate coordinates !! Description
+
!style="width:320px"|Screenshot
 +
! Level
 +
! Approximate coordinates  
 +
! Description
 
|-
 
|-
|[[File:Sonic2AquaticRuinZone-Rings.png]]
+
|{{Bobscreen|Sonic2AquaticRuinZone-Rings.png}}
|Aquatic Ruin Zone<br/>Act 2
+
|Aquatic Ruin Zone Act 2
 
|1FA90626
 
|1FA90626
 
|Two horizontally lined rings.
 
|Two horizontally lined rings.
 
|-
 
|-
|[[File:Sonic2CasinoNightZone-Rings.png]]
+
|{{Bobscreen|Sonic2CasinoNightZone-Rings.png}}
|Casino Night Zone<br/>Act 2
+
|Casino Night Zone Act 2
 
|027F00F8
 
|027F00F8
 
|Two groups of seven rings. These are right at the start of the level but cannot be reached with a jump or using nearby objects.
 
|Two groups of seven rings. These are right at the start of the level but cannot be reached with a jump or using nearby objects.
 
|-
 
|-
|[[File:Sonic2MysticCaveZone-Rings1.png]]<br/>[[File:Sonic2MysticCaveZone-Rings2.png]]
+
|{{Bobscreen|Sonic2MysticCaveZone-Rings1.png}}{{Bobscreen|Sonic2MysticCaveZone-Rings2.png}}
|Mystic Cave Zone<br/>Act 2
+
|Mystic Cave Zone Act 2
|16050156 + 1712016D
+
|16050156<br>1712016D
 
|Three horizontally lined rings, and a nearby curve of rings, similar to ones found near swings. Both sets of rings are found in the ceiling.
 
|Three horizontally lined rings, and a nearby curve of rings, similar to ones found near swings. Both sets of rings are found in the ceiling.
 
|-
 
|-
|[[File:Sonic2OilOceanZone-Rings1.png]]<br/>[[File:Sonic2OilOceanZone-Rings2.png]]<br/>[[File:Sonic2OilOceanZone-Rings3.png]]
+
|{{Bobscreen|Sonic2OilOceanZone-Rings1.png}}{{Bobscreen|Sonic2OilOceanZone-Rings2.png}}{{Bobscreen|Sonic2OilOceanZone-Rings3.png}}
|Oil Ocean Zone<br/>Act 2
+
|Oil Ocean Zone Act 2
|1A0001F8 + 0B9F03B0 + 1245021C
+
|1A0001F8<br>0B9F03B0<br>1245021C
 
|Three horizontally lined rings, close to the launcher and invincibility monitor. Three vertically lined rings stuck in a block which prohibits access to them. Rings in a upside down v shape pattern. They are stuck inside the wall, thus unaccessable.
 
|Three horizontally lined rings, close to the launcher and invincibility monitor. Three vertically lined rings stuck in a block which prohibits access to them. Rings in a upside down v shape pattern. They are stuck inside the wall, thus unaccessable.
 
|-
 
|-
|[[File:Sonic2MetropolisZone-Rings.png]]
+
|{{Bobscreen|Sonic2MetropolisZone-Rings.png}}
|Metropolis Zone<br/>Act 2
+
|Metropolis Zone Act 2
 
|02C0043F
 
|02C0043F
 
|Three slanted rings, in the floor that has a ten-ring monitor and a cog close-by.
 
|Three slanted rings, in the floor that has a ten-ring monitor and a cog close-by.
 
|}
 
|}
  
==Scrapped Zone Remnants==
+
==Scrapped Zone remnants==
 +
There are small remnants of [[Hidden Palace Zone]], [[Wood Zone]], [[Genocide City Zone]], and [[Dust Hill Zone]] in the final game. See the aforementioned level pages for more information.
 +
 
 +
==Cheat device codes==
 +
These are cheat codes that can only be used with game enhancer devices. Support for these codes is available in most emulators. There are two versions of this game. If one code doesn't work on your game, then try the other.
 +
 
 +
===[[Game Genie (Mega Drive)|Game Genie]]===
 +
==== Official codes (rev 0)====
 +
{{CodeTable|official=yes|
 +
{{CodeRow|SATA-DJTJ|[[Rings]] worth 2 (player 1). }}
 +
{{CodeRow|SATA-DNTJ|Rings worth 3 (player 1).}}
 +
{{CodeRow|SATA-DTTJ|Rings worth 4 (player 1).}}
 +
{{CodeRow|SATA-DYTJ|Rings worth 5 (player 1).}}
 +
{{CodeRow|SATA-D2TJ|Rings worth 6 (player 1).}}
 +
{{CodeRow|SATA-D6TJ|Rings worth 7 (player 1).}}
 +
{{CodeRow|SATA-DATJ|Rings worth 8 (player 1).}}
 +
{{CodeRow|AE8A-AADN|Start with 1 life instead of 3 (player 1).}}
 +
{{CodeRow|AY8A-AADN|Start with 5 lives (player 1).}}
 +
{{CodeRow|A68A-AADN|Start with 7 lives (player 1).}}
 +
{{CodeRow|BE8A-AADN|Start with 9 lives (player 1).}}
 +
{{CodeRow|DE8A-AADN|Start with 25 lives (player 1).}}
 +
{{CodeRow|GJ8A-AADN|Start with 50 lives (player 1).}}
 +
{{CodeRow|KN8A-AADN|Start with 75 lives (player 1).}}
 +
{{CodeRow|NN8A-AADN|Start with 99 lives (player 1).}}
 +
{{CodeRow|JW3A-CA4Y|Infinite lives (player 1).}}
 +
{{CodeRow|SATA-DJW8|Rings worth 2 (player 2).}}
 +
{{CodeRow|SATA-DNW8|Rings worth 3 (player 2).}}
 +
{{CodeRow|SATA-DTW8|Rings worth 4 (player 2).}}
 +
{{CodeRow|SATA-DYW8|Rings worth 5 (player 2).}}
 +
{{CodeRow|SATA-D2W8|Rings worth 6 (player 2).}}
 +
{{CodeRow|SATA-D6W8|Rings worth 7 (player 2).}}
 +
{{CodeRow|SATA-DAW8|Rings worth 8 (player 2).}}
 +
{{CodeRow|AE8A-AADW|Start with 1 life instead of 3 (player 2).}}
 +
{{CodeRow|AY8A-AADW|Start with 5 lives (player 2).}}
 +
{{CodeRow|A68A-AADW|Start with 7 lives (player 2).}}
 +
{{CodeRow|BE8A-AADW|Start with 9 lives (player 2).}}
 +
{{CodeRow|DE8A-AADW|Start with 25 lives (player 2).}}
 +
{{CodeRow|GJ8A-AADW|Start with 50 lives (player 2).}}
 +
{{CodeRow|KN8A-AADW|Start with 75 lives (player 2).}}
 +
{{CodeRow|NN8A-AADW|Start with 99 lives (player 2).}}
 +
{{CodeRow|JXGA-CA7W|Infinite lives (player 2).}}
 +
{{CodeRow|KBVT-CAE2|Jump lower.}}
 +
{{CodeRow|FVVT-CAE2|Jump a little higher.}}
 +
{{CodeRow|EBVT-CAE2|Jump a lot higher (Switch off if you get stuck somewhere or want to go in the water).}}
 +
{{CodeRow|CBVT-CAE2|Jump really high (Switch off if you get stuck somewhere or want to go in the water).}}
 +
{{CodeRow|A02T-CAGL|[[Sonic]] stays invincible for a shorter time after getting hit.}}
 +
{{CodeRow|982T-CAGL|Sonic stays invincible for a longer time after getting hit.}}
 +
{{CodeRow|ALTA-CA82|Sonic becomes invisible and invincible for the rest of the level after getting hit.}}
 +
{{CodeRow|ALTA-CA9Y|Once invincible [stars], Sonic stays Invincible for the rest of the level.}}
 +
{{CodeRow|ATTT-CA58|Sonic doesn't lose rings when hit.}}
 +
{{CodeRow|ATTT-CA6W |Tails doesn't lose rings when hit.}}
 +
{{CodeRow|ATTT-CA6W|Only 1 ring needed instead of 50 to enter special stage.}}
 +
{{CodeRow|SBJA-HJV2|Rings worth 2 in special stages (Sonic only/Doesn't show on screen).}}
 +
{{CodeRow|SBJA-HNV2|Rings worth 3 in special stages (Sonic only/Doesn't show on screen). }}
 +
{{CodeRow|SBJA-HTV2|Rings worth 4 in special stages (Sonic only/Doesn't show on screen). }}
 +
{{CodeRow|SBJA-HYV2|Rings worth 5 in special stages (Sonic only/Doesn't show on screen). }}
 +
{{CodeRow|SBJA-H2V2|Rings worth 6 in special stages (Sonic only/Doesn't show on screen). }}
 +
{{CodeRow|SBJA-H6V2|Rings worth 7 in special stages (Sonic only/Doesn't show on screen). }}
 +
{{CodeRow|SBJA-HAV2|Rings worth 8 in special stages (Sonic only/Doesn't show on screen). }}
 +
{{CodeRow|SBJA-HJV8|Rings worth 2 in special stage (Tails only/Doesn't show on screen). }}
 +
{{CodeRow|SBJA-HNV8|Rings worth 3 in special stages (Tails only/Doesn't show on screen). }}
 +
{{CodeRow|SBJA-HTV8|Rings worth 4 in special stages (Tails only/Doesn't show on screen). }}
 +
{{CodeRow|SBJA-HYV8|Rings worth 5 in special stages (Tails only/Doesn't show on screen). }}
 +
{{CodeRow|SBJA-H2V8|Rings worth 6 in special stages (Tails only/Doesn't show on screen). }}
 +
{{CodeRow|SBJA-H6V8|Rings worth 7 in special stages (Tails only/Doesn't show on screen). }}
 +
{{CodeRow|SBJA-HAV8|Rings worth 8 in special stages (Tails only/Doesn't show on screen). }}
 +
{{CodeRow|ACZT-CACN|Need 0 chaos emeralds to become [[Super Sonic]] (Don't grab more than needed).}}
 +
{{CodeRow|AGZT-CACN|Need 1 Chaos Emerald to become Super Sonic (Don't grab more than needed). }}
 +
{{CodeRow|ALZT-CACN|Need 2 chaos emeralds to become Super Sonic (Don't grab more than needed).}}
 +
{{CodeRow|ARZT-CACN|Need 3 chaos emeralds to become Super Sonic (Don't grab more than needed).}}
 +
{{CodeRow|AWZT-CACN|Need 4 chaos emeralds to become Super Sonic (Don't grab more than needed).}}
 +
{{CodeRow|A0ZT-CACN|Need 5 chaos emeralds to become Super Sonic (Don't grab more than needed).}}
 +
{{CodeRow|A4ZT-CACN|Need 6 chaos emeralds to become Super Sonic (Don't grab more than needed).}}
 +
{{CodeRow|AGZT-CACY + K4ZT-CA92|Need 1 ring to become Super Sonic, don't lose rings with time.}}
 +
{{CodeRow|A0ZT-CACY |Need 5 rings to become Super Sonic.}}
 +
{{CodeRow|BLZT-CACY |Need 10 rings to become Super Sonic.}}
 +
{{CodeRow|DGZT-CACY|Need 25 rings to become Super Sonic.}}
 +
{{CodeRow|FCZT-CACY|Need 40 rings to become Super Sonic.}}
 +
{{CodeRow|K4ZT-CA92|Super Sonic doesn't lose rings with time.}}
 +
{{CodeRow|RE8A-A60G|Level select menu enabled.}}
 +
{{CodeRow|2VAT-BCRA|Start most levels with some rings (1 player game only).}}
 +
}}
 +
 
 +
==== Official codes (rev 1)====
 +
{{CodeTable|official=yes|
 +
{{CodeRow|SAST-DJ1A|Rings worth 2 (player 1). }}
 +
{{CodeRow|SAST-DN1A|Rings worth 3 (player 1).}}
 +
{{CodeRow|SAST-DT1A|Rings worth 4 (player 1).}}
 +
{{CodeRow|SAST-DY1A|Rings worth 5 (player 1).}}
 +
{{CodeRow|SAST-D21A|Rings worth 6 (player 1).}}
 +
{{CodeRow|SAST-D61A|Rings worth 7 (player 1).}}
 +
{{CodeRow|SAST-DA1A|Rings worth 8 (player 1).}}
 +
{{CodeRow|AE8A-AAD2|Start with 1 life instead of 3 (player 1).}}
 +
{{CodeRow|AY8A-AAD2|Start with 5 lives (player 1).}}
 +
{{CodeRow|A68A-AAD2|Start with 7 lives (player 1).}}
 +
{{CodeRow|BE8A-AAD2|Start with 9 lives (player 1).}}
 +
{{CodeRow|DE8A-AAD2|Start with 25 lives (player 1).}}
 +
{{CodeRow|GJ8A-AAD2 |Start with 50 lives (player 1).}}
 +
{{CodeRow|KN8A-AAD2|Start with 75 lives (player 1).}}
 +
{{CodeRow|NN8A-AAD2|Start with 99 lives (player 1).}}
 +
{{CodeRow|JW3A-CA4J|Infinite lives (player 1).}}
 +
{{CodeRow|SATA-DJVW|Rings worth 2 (player 2).}}
 +
{{CodeRow|SATA-DNVW|Rings worth 3 (player 2).}}
 +
{{CodeRow|SATA-DTVW|Rings worth 4 (player 2).}}
 +
{{CodeRow|SATA-DYVW|Rings worth 5 (player 2).}}
 +
{{CodeRow|SATA-D2VW|Rings worth 6 (player 2).}}
 +
{{CodeRow|SATA-D6VW|Rings worth 7 (player 2).}}
 +
{{CodeRow|SATA-DAVW|Rings worth 8 (player 2).}}
 +
{{CodeRow|AE8A-AAD8|Start with 1 life instead of 3 (player 2).}}
 +
{{CodeRow|AY8A-AAD8|Start with 5 lives (player 2).}}
 +
{{CodeRow|A68A-AAD8|Start with 7 lives (player 2).}}
 +
{{CodeRow|BE8A-AAD8|Start with 9 lives (player 2).}}
 +
{{CodeRow|DE8A-AAD8|Start with 25 lives (player 2).}}
 +
{{CodeRow|GJ8A-AAD8|Start with 50 lives (player 2).}}
 +
{{CodeRow|KN8A-AAD8|Start with 75 lives (player 2).}}
 +
{{CodeRow|NN8A-AAD8|Start with 99 lives (player 2).}}
 +
{{CodeRow|JXGA-CA7G|Infinite lives (player 2).}}
 +
{{CodeRow|KBVT-CAE2|Jump lower.}}
 +
{{CodeRow|FVVT-CAE2|Jump a little higher.}}
 +
{{CodeRow|EBVT-CAE2|Jump a lot higher (Switch off if you get stuck somewhere or want to go in the water).}}
 +
{{CodeRow|CBVT-CAE2|Jump really high (Switch off if you get stuck somewhere or want to go in the water). }}
 +
{{CodeRow|A02T-CAF8|Sonic stays invincible for a shorter time after getting hit.}}
 +
{{CodeRow|982T-CAF8|Sonic stays invincible for a longer time after getting hit.}}
 +
{{CodeRow|ALTA-CA8N|Sonic becomes invisible and invincible for the rest of the level after getting hit. }}
 +
{{CodeRow|ALTA-CA9J|Once invincible [stars], Sonic stays Invincible for the rest of the level.}}
 +
{{CodeRow|ATTT-CA4W|Sonic doesn't lose rings when hit.}}
 +
{{CodeRow|ATTT-CA5G|Tails doesn't lose rings when hit.}}
 +
{{CodeRow|AH2T-CAH6|Only 1 ring needed instead of 50 to enter special stage.}}
 +
{{CodeRow|SBJA-HJWJ|Rings worth 2 in special stages (Sonic only/Doesn't show on screen). }}
 +
{{CodeRow|SBJA-HNWJ|Rings worth 3 in special stages (Sonic only/Doesn't show on screen). }}
 +
{{CodeRow|SBJA-HTWJ|Rings worth 4 in special stages (Sonic only/Doesn't show on screen). }}
 +
{{CodeRow|SBJA-HYWJ|Rings worth 5 in special stages (Sonic only/Doesn't show on screen). }}
 +
{{CodeRow|SBJA-H2WJ|Rings worth 6 in special stages (Sonic only/Doesn't show on screen). }}
 +
{{CodeRow|SBJA-H6WJ|Rings worth 7 in special stages (Sonic only/Doesn't show on screen). }}
 +
{{CodeRow|SBJA-HAWJ|Rings worth 8 in special stages (Sonic only/Doesn't show on screen). }}
 +
{{CodeRow|SBJA-HJWR|Rings worth 2 in special stage (Tails only/Doesn't show on screen). }}
 +
{{CodeRow|SBJA-HNWR|Rings worth 3 in special stages (Tails only/Doesn't show on screen). }}
 +
{{CodeRow|SBJA-HTWR|Rings worth 4 in special stages (Tails only/Doesn't show on screen). }}
 +
{{CodeRow|SBJA-HYWR|Rings worth 5 in special stages (Tails only/Doesn't show on screen). }}
 +
{{CodeRow|SBJA-H2WR|Rings worth 6 in special stages (Tails only/Doesn't show on screen). }}
 +
{{CodeRow|SBJA-H6WR|Rings worth 7 in special stages (Tails only/Doesn't show on screen). }}
 +
{{CodeRow|SBJA-HAWR|Rings worth 8 in special stages (Tails only/Doesn't show on screen).}}
 +
{{CodeRow|ACZT-CACA|Need 0 chaos emeralds to become Super Sonic (Don't grab more than needed).}}
 +
{{CodeRow|AGZT-CACA |Need 1 Chaos Emerald to become Super Sonic (Don't grab more than needed). }}
 +
{{CodeRow|ALZT-CACA |Need 2 chaos emeralds to become Super Sonic (Don't grab more than needed).}}
 +
{{CodeRow|ARZT-CACA |Need 3 chaos emeralds to become Super Sonic (Don't grab more than needed).}}
 +
{{CodeRow|AWZT-CACA |Need 4 chaos emeralds to become Super Sonic (Don't grab more than needed).}}
 +
{{CodeRow|A0ZT-CACA |Need 5 chaos emeralds to become Super Sonic (Don't grab more than needed).}}
 +
{{CodeRow|A4ZT-CACA |Need 6 chaos emeralds to become Super Sonic (Don't grab more than needed).}}
 +
{{CodeRow|AGZT-CACJ + K4ZT-CA9N|Need 1 ring to become Super Sonic, don't lose rings with time.}}
 +
{{CodeRow|A0ZT-CACJ|Need 5 rings to become Super Sonic.}}
 +
{{CodeRow|BLZT-CACJ|Need 10 rings to become Super Sonic.}}
 +
{{CodeRow|DGZT-CACJ|Need 25 rings to become Super Sonic.}}
 +
{{CodeRow|FCZT-CACJ|Need 40 rings to become Super Sonic.}}
 +
{{CodeRow|K4ZT-CA9N|Super Sonic doesn't lose rings with time.}}
 +
{{CodeRow|RE8A-A60W|Level select menu enabled.}}
 +
{{CodeRow|2VAT-BCRN|Start most levels with some rings (1 player game only).}}
 +
{{CodeRow|GJ8A-AA4G|Skip straight to the ending sequence.}}
 +
}}
 +
 
 +
==== Unofficial codes (rev 0)====
 +
{{CodeTable|
 +
{{CodeRow|ADFT-8AF6|Regular level music plays when turning into Super Sonic.}}
 +
{{CodeRow|ACLA-ATDR |Access [[Hidden Palace Zone]] by selecting [[Death Egg]] on the Level Select menu (no solid floors, glitched graphics, etc).}}
 +
}}
 +
 
 +
==== Unofficial codes (rev 1)====
 +
{{CodeTable|
 +
{{CodeRow|ACZT-CACA|Become Super Sonic With 0 Emeralds.}}
 +
{{CodeRow|ADFT-8AF6|Regular level music plays when turning into Super Sonic.}}
 +
{{CodeRow|982T-C9F8|Keep flashing after hit/Invincible (If you have rings).}}
 +
{{CodeRow|ACLA-ATD4|Access Hidden Palace Zone by selecting Death Egg on the Level Select menu (no solid floors, glitched graphics, etc).}}
 +
{{CodeRow|ACLA-AECY|Access [[Wood Zone]] by selecting [[Emerald Hill Zone]] on the Stage Select screen. (Buggy, pallete-swapped Emerald Hill Zone).}}
 +
}}
 +
 
 +
===[[Action Replay (Mega Drive)|Action Replay]]===
 +
Due to the fact that Pro Action Replay Effects RAM and that RAM is the same regardless of the game revision there is no need for version specific codes. These codes should work in all versions.
 +
====Unofficial codes====
 +
{{CodeTable|
 +
{{CodeRow|FFFE12:0009|Infinite Lives.}}
 +
{{CodeRow|FFFE20:00C8|Infinite Rings.}}
 +
{{CodeRow|FFB030:00FF|Invincibility For Sonic ([[Enemies]] Can't Touch You/Can't collect Rings).}}
 +
{{CodeRow|FFB06A:01|Invincibility For Tails (Always Have Shield).}}
 +
{{CodeRow|FFB070:00FF|Invincibility For Tails (Enemies Can't Touch You).}}
 +
{{CodeRow|FFB028:FA|Infinite Time Underwater For Sonic.}}
 +
{{CodeRow|FFB068:FA|Infinite Time Underwater For Tails.}}
 +
{{CodeRow|FFF761:6410|Sonic has Super Speed.}}
 +
{{CodeRow|FFFEC1:6410|Tails has Super Speed.}}
 +
{{CodeRow|FFFFB1:07|Enable Super Sonic (All [[Chaos Emeralds]] Collected).}}
 +
{{CodeRow|FFB02B:01|Always have Shield.}}
 +
{{CodeRow|FFFE19:01|Play As Super Sonic (No Powers).}}
 +
{{CodeRow|FFF711:??|HUD Display Modifier (00: Off, 01: On).}}
 +
{{CodeRow|FFFFFA:0100|Enable Debug Mode.}}
 +
{{CodeRow|FFFFD0:0100|Enable Stage Select ({{A}}+{{start}} on Title Screen).}}
 +
{{CodeRow|FFFE10:XXYY|Stage/Act Modifier (XX: Zone, YY: Level).
 +
*00 - Emerald Hill
 +
*04 - Metropolis
 +
*06 - Wing Fortress
 +
*07 - Hill Top
 +
*08 - Hidden Palace (!)
 +
*0A - Oil Ocean
 +
*0B - Mystic Cave
 +
*0C - Casino Night
 +
*0D - Chemical Plant
 +
*0E - Death Egg
 +
*0F - Aquatic Ruin
 +
*10 - Sky Chase}}
 +
{{CodeRow|FFB461:01|Defeat Final Stage Bosses With 1 Hit.}}
 +
{{CodeRow|FFB521:01|Defeat Stage 1 Robotnik With 1 Hit.}}
 +
{{CodeRow|FFB621:01|Defeat Stage 2 Robotnik With 1 Hit.}}
 +
{{CodeRow|FFB721:01|Defeat Stage 3 Robotnik With 1 Hit.}}
 +
{{CodeRow|FFB821:01|Defeat Stage 4 Robotnik With 1 Hit.}}
 +
{{CodeRow|FFB921:01|Defeat Stage 5 Robotnik With 1 Hit.}}
 +
{{CodeRow|FFBA21:01|Defeat Stage 6 Robotnik With 1 Hit.}}
 +
{{CodeRow|FFBB21:01|Defeat Stage 7 Robotnik With 1 Hit.}}
 +
{{CodeRow|FFBC21:01|Defeat Stage 8 Robotnik With 1 Hit.}}
 +
}}
 +
 
 +
==== Unofficial codes (user found)====
 +
{{CodeTable|
 +
{{CodeRow|FFFE12:999D|Start wing fortress(Not sure about others) with 53(i guess) lives. Super Sonic mode Presents.}}
 +
{{CodeRow|016398:0100|Very short jump height.}}
 +
{{CodeRow|FFB03A:11C0|Sonic Generations spindash (partially breaks the game, dying softlocks the game)}}
 +
{{CodeRow|004476:00XX|Player slot ID (When playing as Sonic & Tails). XX is the ID (Example: 004476:0025 changes Sonic to a ring).}}
 +
{{CodeRow|00449A:00XX|Sidekick slot ID (When playing as Sonic & Tails). XX is the ID.}}
 +
}}
  
There are small remnants of [[Hidden Palace Zone]], [[Wood Zone]], [[Genocide City Zone]], and [[Dust Hill Zone]] in the final game. Read more info on each levels respective page.
+
If you want to make your own codes, see [[SCHG:Sonic 2/RAM Editing|here]]. The format to edit those RAM values with PAR codes is this: FFXXXX:YY FF is FF, XXXX is the position of the data in RAM in four hexadecimal digits and YY is the value you want to put in in two or four hexadecimal digits. Remamber to convert your decimal value to [[sega:Hexadecimal|hexadecimal]] first. For 2 Byte/16 bit values, put four digits in YY. If you need to enter values with four Bytes, you have to split it into two 2 Byte codes.
  
[[Category:Game secrets|Sonic the Hedgehog 2 (16-bit)]]
+
==References==
 +
<references/>
  
 
{{S2MDOmni}}
 
{{S2MDOmni}}

Revision as of 10:04, 14 May 2019

Back to: Sonic the Hedgehog 2 (16-bit).

Level select

S2 level select.png

Play songs 19, 65, 09, 17 on the options screen, then hold A+Start on title screen.

Edit mode

Expression error: Unexpected < operator.Expression error: Unexpected < operator.

From the level select menu, play songs 01, 09, 09, 02, 01, 01, 02, 04 (1992-11-24 - the worldwide launch date of Sonic 2). A ring sound should trigger. Select a zone and hold A until Sonic appears.

Edit mode does not work when you play as Tails in this game, even though the counters for debug mode are still intact here.

Night mode

Sonic2 MD NightMode.png

After enabling edit mode, select a level on the level select screen and hold C+Start until Sonic appears.

Get all Chaos Emeralds

From the level select menu, play songs 04, 01, 02, 06 on the sound test and an emerald sound effect will trigger. Select a zone and hold A until Sonic appears. With all the chaos emeralds collected, Super Sonic will be enabled.

Swap Tails for Miles

Press Up Down Down Down Up at the title screen. This will cause all instances of "Tails" to change to "Miles", except in the Japanese version where the reverse will happen.

14 continues

Play songs 01, 01, 02, 04 on the options screen. An incorrect sound command is issued, causing OOZ music to continue playing until a reset.

Unused content

Art

Description
A static or blank TV monitor which harms you when broken. Never seen in-game.
Unused door barriers from Aquatic Ruin Zone.
A strange platform made of rings, placeable using debug mode in Mystic Cave Zone. It moves back and forth depending on which side you stand on.
Unused frame of the Balkiry badnik with landing gear. It's possible that they were originally intended to take off from the Wing Fortress Zone as it passed by. If a Balkiry is selected in debug mode, this sprite will be seen instead of its flying one.
Walking sprites of the turtles that pop out of the badniks in Sky Chase Zone. Normally you'll never see this, since the animal never has the opportunity to hit the ground.
Large laser shooting through a spinning platform in Wing Fortress Zone.
Weird spinning pole in Wing Fortress Zone that acts like a badnik - you can destroy it, and it can hurt you, but it doesn't actually move.
Picky, a returning animal from the original Sonic the Hedgehog, is present in Death Egg Zone. However, there are no badniks or animal capsules, so he's never seen.
In Death Egg Zone, getting hit with one or more Rings during the Mecha Sonic battle causes Eggman to laugh. However, this is never actually seen outside of debug mode because the Zone has no Rings. In the 2013 mobile remake, this animation can be seen normally if the player dies during the fight. In 3D Sonic the Hedgehog 2 it can also be seen if the player is hurt by Mecha Sonic if the Ring Keeper mode is on.
Level Select icon for Hidden Palace Zone, which never made it into the final game. The art however, is present in Sonic 3's level select. Pro Action Replay code 0096D8:0303 will cause it to replace the Emerald Hill Zone icon in the Stage Select.

Score tally

Sonic2UnusedScoreTally.png

This configuration of the score tally is unused but was meant for levels with a single Act (Sky Chase Zone, etc). It can be made to appear by using debug mode and placing, then breaking a capsule.

Audio

Music

In the sound test, song $10 is a unused song. This has been established to be the music meant for Hidden Palace Zone.

Sound effects

Sounds not used anywhere in the game can be heard in the sound test.

  • 38 - Similar to sound 22.
  • 51
  • 52
  • 68 - Similar to sound 69.
Sonic 1 sound effects

A few other unused sound effects are leftovers from the original Sonic the Hedgehog and can also be heard in the sound test.

  • 29 - Touching the R, Up, and Down Special Stage blocks.
  • 31 - Scrap Brain Zone electricity.
  • 3A - Touching color changing diamonds in the Special Stage.
  • 43 - Special Stage giant ring entry noise.
  • 47 - Marble Zone chain pulling noise.
  • 49 - End of act bonus point icon.

True level order

The level order that is used during gameplay is actually quite different from the intended order according to the level slots. A simple level select Pro Action Replay code (FFFE10:??00) can be used to verify this:

Order in gameplay Actual
Emerald Hill Zone Emerald Hill Zone (00)
Chemical Plant Zone Metropolis Zone (04/05)
Aquatic Ruin Zone Wing Fortress Zone (06)
Casino Night Zone Hill Top Zone (07)
Hill Top Zone Oil Ocean Zone (0A)
Mystic Cave Zone Mystic Cave Zone (0B)
Oil Ocean Zone Casino Night Zone (0C)
Metropolis Zone Chemical Plant Zone (0D)
Sky Chase Zone Death Egg Zone (0E)
Wing Fortress Zone Aquatic Ruin Zone (0F)
Death Egg Zone Sky Chase Zone (10)

Level slots 01,02,03,05,09 all lead to Emerald Hill Zone and 08 is actually Hidden Palace. In the Simon Wai prototype some of these were used for scrapped levels. 02 was used for Wood Zone and 0E was used for Genocide City Zone.

Commentary found in the Sonic Jam strategy guide reveals that the level order could have been even more different. It states that Chemical Plant Zone was meant to be the 10th zone back when the game was planned as an 18 zone game.

Inaccessible rings

There are some levels that have rings in places that can't be reached normally. This makes getting a Perfect bonus in these stages impossible.[1]

Screenshot Level Approximate coordinates Description
Sonic2AquaticRuinZone-Rings.png
Aquatic Ruin Zone Act 2 1FA90626 Two horizontally lined rings.
Sonic2CasinoNightZone-Rings.png
Casino Night Zone Act 2 027F00F8 Two groups of seven rings. These are right at the start of the level but cannot be reached with a jump or using nearby objects.
Sonic2MysticCaveZone-Rings1.png
Sonic2MysticCaveZone-Rings2.png
Mystic Cave Zone Act 2 16050156
1712016D
Three horizontally lined rings, and a nearby curve of rings, similar to ones found near swings. Both sets of rings are found in the ceiling.
Sonic2OilOceanZone-Rings1.png
Sonic2OilOceanZone-Rings2.png
Sonic2OilOceanZone-Rings3.png
Oil Ocean Zone Act 2 1A0001F8
0B9F03B0
1245021C
Three horizontally lined rings, close to the launcher and invincibility monitor. Three vertically lined rings stuck in a block which prohibits access to them. Rings in a upside down v shape pattern. They are stuck inside the wall, thus unaccessable.
Sonic2MetropolisZone-Rings.png
Metropolis Zone Act 2 02C0043F Three slanted rings, in the floor that has a ten-ring monitor and a cog close-by.

Scrapped Zone remnants

There are small remnants of Hidden Palace Zone, Wood Zone, Genocide City Zone, and Dust Hill Zone in the final game. See the aforementioned level pages for more information.

Cheat device codes

These are cheat codes that can only be used with game enhancer devices. Support for these codes is available in most emulators. There are two versions of this game. If one code doesn't work on your game, then try the other.

Game Genie

Official codes (rev 0)

Code Effect Reference
SATA-DJTJ Rings worth 2 (player 1).
SATA-DNTJ Rings worth 3 (player 1).
SATA-DTTJ Rings worth 4 (player 1).
SATA-DYTJ Rings worth 5 (player 1).
SATA-D2TJ Rings worth 6 (player 1).
SATA-D6TJ Rings worth 7 (player 1).
SATA-DATJ Rings worth 8 (player 1).
AE8A-AADN Start with 1 life instead of 3 (player 1).
AY8A-AADN Start with 5 lives (player 1).
A68A-AADN Start with 7 lives (player 1).
BE8A-AADN Start with 9 lives (player 1).
DE8A-AADN Start with 25 lives (player 1).
GJ8A-AADN Start with 50 lives (player 1).
KN8A-AADN Start with 75 lives (player 1).
NN8A-AADN Start with 99 lives (player 1).
JW3A-CA4Y Infinite lives (player 1).
SATA-DJW8 Rings worth 2 (player 2).
SATA-DNW8 Rings worth 3 (player 2).
SATA-DTW8 Rings worth 4 (player 2).
SATA-DYW8 Rings worth 5 (player 2).
SATA-D2W8 Rings worth 6 (player 2).
SATA-D6W8 Rings worth 7 (player 2).
SATA-DAW8 Rings worth 8 (player 2).
AE8A-AADW Start with 1 life instead of 3 (player 2).
AY8A-AADW Start with 5 lives (player 2).
A68A-AADW Start with 7 lives (player 2).
BE8A-AADW Start with 9 lives (player 2).
DE8A-AADW Start with 25 lives (player 2).
GJ8A-AADW Start with 50 lives (player 2).
KN8A-AADW Start with 75 lives (player 2).
NN8A-AADW Start with 99 lives (player 2).
JXGA-CA7W Infinite lives (player 2).
KBVT-CAE2 Jump lower.
FVVT-CAE2 Jump a little higher.
EBVT-CAE2 Jump a lot higher (Switch off if you get stuck somewhere or want to go in the water).
CBVT-CAE2 Jump really high (Switch off if you get stuck somewhere or want to go in the water).
A02T-CAGL Sonic stays invincible for a shorter time after getting hit.
982T-CAGL Sonic stays invincible for a longer time after getting hit.
ALTA-CA82 Sonic becomes invisible and invincible for the rest of the level after getting hit.
ALTA-CA9Y Once invincible [stars], Sonic stays Invincible for the rest of the level.
ATTT-CA58 Sonic doesn't lose rings when hit.
ATTT-CA6W Tails doesn't lose rings when hit.
ATTT-CA6W Only 1 ring needed instead of 50 to enter special stage.
SBJA-HJV2 Rings worth 2 in special stages (Sonic only/Doesn't show on screen).
SBJA-HNV2 Rings worth 3 in special stages (Sonic only/Doesn't show on screen).
SBJA-HTV2 Rings worth 4 in special stages (Sonic only/Doesn't show on screen).
SBJA-HYV2 Rings worth 5 in special stages (Sonic only/Doesn't show on screen).
SBJA-H2V2 Rings worth 6 in special stages (Sonic only/Doesn't show on screen).
SBJA-H6V2 Rings worth 7 in special stages (Sonic only/Doesn't show on screen).
SBJA-HAV2 Rings worth 8 in special stages (Sonic only/Doesn't show on screen).
SBJA-HJV8 Rings worth 2 in special stage (Tails only/Doesn't show on screen).
SBJA-HNV8 Rings worth 3 in special stages (Tails only/Doesn't show on screen).
SBJA-HTV8 Rings worth 4 in special stages (Tails only/Doesn't show on screen).
SBJA-HYV8 Rings worth 5 in special stages (Tails only/Doesn't show on screen).
SBJA-H2V8 Rings worth 6 in special stages (Tails only/Doesn't show on screen).
SBJA-H6V8 Rings worth 7 in special stages (Tails only/Doesn't show on screen).
SBJA-HAV8 Rings worth 8 in special stages (Tails only/Doesn't show on screen).
ACZT-CACN Need 0 chaos emeralds to become Super Sonic (Don't grab more than needed).
AGZT-CACN Need 1 Chaos Emerald to become Super Sonic (Don't grab more than needed).
ALZT-CACN Need 2 chaos emeralds to become Super Sonic (Don't grab more than needed).
ARZT-CACN Need 3 chaos emeralds to become Super Sonic (Don't grab more than needed).
AWZT-CACN Need 4 chaos emeralds to become Super Sonic (Don't grab more than needed).
A0ZT-CACN Need 5 chaos emeralds to become Super Sonic (Don't grab more than needed).
A4ZT-CACN Need 6 chaos emeralds to become Super Sonic (Don't grab more than needed).
AGZT-CACY + K4ZT-CA92 Need 1 ring to become Super Sonic, don't lose rings with time.
A0ZT-CACY Need 5 rings to become Super Sonic.
BLZT-CACY Need 10 rings to become Super Sonic.
DGZT-CACY Need 25 rings to become Super Sonic.
FCZT-CACY Need 40 rings to become Super Sonic.
K4ZT-CA92 Super Sonic doesn't lose rings with time.
RE8A-A60G Level select menu enabled.
2VAT-BCRA Start most levels with some rings (1 player game only).

Official codes (rev 1)

Code Effect Reference
SAST-DJ1A Rings worth 2 (player 1).
SAST-DN1A Rings worth 3 (player 1).
SAST-DT1A Rings worth 4 (player 1).
SAST-DY1A Rings worth 5 (player 1).
SAST-D21A Rings worth 6 (player 1).
SAST-D61A Rings worth 7 (player 1).
SAST-DA1A Rings worth 8 (player 1).
AE8A-AAD2 Start with 1 life instead of 3 (player 1).
AY8A-AAD2 Start with 5 lives (player 1).
A68A-AAD2 Start with 7 lives (player 1).
BE8A-AAD2 Start with 9 lives (player 1).
DE8A-AAD2 Start with 25 lives (player 1).
GJ8A-AAD2 Start with 50 lives (player 1).
KN8A-AAD2 Start with 75 lives (player 1).
NN8A-AAD2 Start with 99 lives (player 1).
JW3A-CA4J Infinite lives (player 1).
SATA-DJVW Rings worth 2 (player 2).
SATA-DNVW Rings worth 3 (player 2).
SATA-DTVW Rings worth 4 (player 2).
SATA-DYVW Rings worth 5 (player 2).
SATA-D2VW Rings worth 6 (player 2).
SATA-D6VW Rings worth 7 (player 2).
SATA-DAVW Rings worth 8 (player 2).
AE8A-AAD8 Start with 1 life instead of 3 (player 2).
AY8A-AAD8 Start with 5 lives (player 2).
A68A-AAD8 Start with 7 lives (player 2).
BE8A-AAD8 Start with 9 lives (player 2).
DE8A-AAD8 Start with 25 lives (player 2).
GJ8A-AAD8 Start with 50 lives (player 2).
KN8A-AAD8 Start with 75 lives (player 2).
NN8A-AAD8 Start with 99 lives (player 2).
JXGA-CA7G Infinite lives (player 2).
KBVT-CAE2 Jump lower.
FVVT-CAE2 Jump a little higher.
EBVT-CAE2 Jump a lot higher (Switch off if you get stuck somewhere or want to go in the water).
CBVT-CAE2 Jump really high (Switch off if you get stuck somewhere or want to go in the water).
A02T-CAF8 Sonic stays invincible for a shorter time after getting hit.
982T-CAF8 Sonic stays invincible for a longer time after getting hit.
ALTA-CA8N Sonic becomes invisible and invincible for the rest of the level after getting hit.
ALTA-CA9J Once invincible [stars], Sonic stays Invincible for the rest of the level.
ATTT-CA4W Sonic doesn't lose rings when hit.
ATTT-CA5G Tails doesn't lose rings when hit.
AH2T-CAH6 Only 1 ring needed instead of 50 to enter special stage.
SBJA-HJWJ Rings worth 2 in special stages (Sonic only/Doesn't show on screen).
SBJA-HNWJ Rings worth 3 in special stages (Sonic only/Doesn't show on screen).
SBJA-HTWJ Rings worth 4 in special stages (Sonic only/Doesn't show on screen).
SBJA-HYWJ Rings worth 5 in special stages (Sonic only/Doesn't show on screen).
SBJA-H2WJ Rings worth 6 in special stages (Sonic only/Doesn't show on screen).
SBJA-H6WJ Rings worth 7 in special stages (Sonic only/Doesn't show on screen).
SBJA-HAWJ Rings worth 8 in special stages (Sonic only/Doesn't show on screen).
SBJA-HJWR Rings worth 2 in special stage (Tails only/Doesn't show on screen).
SBJA-HNWR Rings worth 3 in special stages (Tails only/Doesn't show on screen).
SBJA-HTWR Rings worth 4 in special stages (Tails only/Doesn't show on screen).
SBJA-HYWR Rings worth 5 in special stages (Tails only/Doesn't show on screen).
SBJA-H2WR Rings worth 6 in special stages (Tails only/Doesn't show on screen).
SBJA-H6WR Rings worth 7 in special stages (Tails only/Doesn't show on screen).
SBJA-HAWR Rings worth 8 in special stages (Tails only/Doesn't show on screen).
ACZT-CACA Need 0 chaos emeralds to become Super Sonic (Don't grab more than needed).
AGZT-CACA Need 1 Chaos Emerald to become Super Sonic (Don't grab more than needed).
ALZT-CACA Need 2 chaos emeralds to become Super Sonic (Don't grab more than needed).
ARZT-CACA Need 3 chaos emeralds to become Super Sonic (Don't grab more than needed).
AWZT-CACA Need 4 chaos emeralds to become Super Sonic (Don't grab more than needed).
A0ZT-CACA Need 5 chaos emeralds to become Super Sonic (Don't grab more than needed).
A4ZT-CACA Need 6 chaos emeralds to become Super Sonic (Don't grab more than needed).
AGZT-CACJ + K4ZT-CA9N Need 1 ring to become Super Sonic, don't lose rings with time.
A0ZT-CACJ Need 5 rings to become Super Sonic.
BLZT-CACJ Need 10 rings to become Super Sonic.
DGZT-CACJ Need 25 rings to become Super Sonic.
FCZT-CACJ Need 40 rings to become Super Sonic.
K4ZT-CA9N Super Sonic doesn't lose rings with time.
RE8A-A60W Level select menu enabled.
2VAT-BCRN Start most levels with some rings (1 player game only).
GJ8A-AA4G Skip straight to the ending sequence.

Unofficial codes (rev 0)

Code Effect
ADFT-8AF6 Regular level music plays when turning into Super Sonic.
ACLA-ATDR Access Hidden Palace Zone by selecting Death Egg on the Level Select menu (no solid floors, glitched graphics, etc).

Unofficial codes (rev 1)

Code Effect
ACZT-CACA Become Super Sonic With 0 Emeralds.
ADFT-8AF6 Regular level music plays when turning into Super Sonic.
982T-C9F8 Keep flashing after hit/Invincible (If you have rings).
ACLA-ATD4 Access Hidden Palace Zone by selecting Death Egg on the Level Select menu (no solid floors, glitched graphics, etc).
ACLA-AECY Access Wood Zone by selecting Emerald Hill Zone on the Stage Select screen. (Buggy, pallete-swapped Emerald Hill Zone).

Action Replay

Due to the fact that Pro Action Replay Effects RAM and that RAM is the same regardless of the game revision there is no need for version specific codes. These codes should work in all versions.

Unofficial codes

Code Effect
FFFE12:0009 Infinite Lives.
FFFE20:00C8 Infinite Rings.
FFB030:00FF Invincibility For Sonic (Enemies Can't Touch You/Can't collect Rings).
FFB06A:01 Invincibility For Tails (Always Have Shield).
FFB070:00FF Invincibility For Tails (Enemies Can't Touch You).
FFB028:FA Infinite Time Underwater For Sonic.
FFB068:FA Infinite Time Underwater For Tails.
FFF761:6410 Sonic has Super Speed.
FFFEC1:6410 Tails has Super Speed.
FFFFB1:07 Enable Super Sonic (All Chaos Emeralds Collected).
FFB02B:01 Always have Shield.
FFFE19:01 Play As Super Sonic (No Powers).
FFF711:?? HUD Display Modifier (00: Off, 01: On).
FFFFFA:0100 Enable Debug Mode.
FFFFD0:0100 Enable Stage Select (A+Start on Title Screen).
FFFE10:XXYY Stage/Act Modifier (XX: Zone, YY: Level).
  • 00 - Emerald Hill
  • 04 - Metropolis
  • 06 - Wing Fortress
  • 07 - Hill Top
  • 08 - Hidden Palace (!)
  • 0A - Oil Ocean
  • 0B - Mystic Cave
  • 0C - Casino Night
  • 0D - Chemical Plant
  • 0E - Death Egg
  • 0F - Aquatic Ruin
  • 10 - Sky Chase
FFB461:01 Defeat Final Stage Bosses With 1 Hit.
FFB521:01 Defeat Stage 1 Robotnik With 1 Hit.
FFB621:01 Defeat Stage 2 Robotnik With 1 Hit.
FFB721:01 Defeat Stage 3 Robotnik With 1 Hit.
FFB821:01 Defeat Stage 4 Robotnik With 1 Hit.
FFB921:01 Defeat Stage 5 Robotnik With 1 Hit.
FFBA21:01 Defeat Stage 6 Robotnik With 1 Hit.
FFBB21:01 Defeat Stage 7 Robotnik With 1 Hit.
FFBC21:01 Defeat Stage 8 Robotnik With 1 Hit.

Unofficial codes (user found)

Code Effect
FFFE12:999D Start wing fortress(Not sure about others) with 53(i guess) lives. Super Sonic mode Presents.
016398:0100 Very short jump height.
FFB03A:11C0 Sonic Generations spindash (partially breaks the game, dying softlocks the game)
004476:00XX Player slot ID (When playing as Sonic & Tails). XX is the ID (Example: 004476:0025 changes Sonic to a ring).
00449A:00XX Sidekick slot ID (When playing as Sonic & Tails). XX is the ID.

If you want to make your own codes, see here. The format to edit those RAM values with PAR codes is this: FFXXXX:YY FF is FF, XXXX is the position of the data in RAM in four hexadecimal digits and YY is the value you want to put in in two or four hexadecimal digits. Remamber to convert your decimal value to hexadecimal first. For 2 Byte/16 bit values, put four digits in YY. If you need to enter values with four Bytes, you have to split it into two 2 Byte codes.

References


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

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


Manuals
Promotional material
Magazine articles
Video coverage
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Development
Hidden content (KiS2) (2013)
Bugs (KiS2) (2013)
Region coding
Hacking guide
Bootlegs