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Sonic the Hedgehog 2 (Simon Wai prototype)/Hidden content

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Revision as of 13:55, 13 February 2021 by Black Squirrel (talk | contribs) (References)
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Level select

Ss.s2bls.png

Enabled by default. Simply press A+Start on the title screen. You can also manually enable it by pressing Up Down Down Down Down Up then A+Start

Edit mode

Sonic2SW MD Edit.png

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

2 Player vs mode

Cht 2p02.png

Highlight a zone in the stage select and press B+Start to play the level in 2-player split-screen mode. This does not work on levels with water in them - Neo Green Hill Zone, Hidden Palace Zone and the second Act of Chemical Plant Zone. Aside from giving Tails a camera, gamelplay is identical.

Night mode

Cht night01.png

Highlight a zone in the stage select and press C+Start.

Unused content

Art

Art Description
Sonic's post-wall collision animation from the Nick Arcade build.
Sonic turning or rotating sprites.
Animation for Sonic running faster than normal.
Animation for Sonic running even faster than normal.
Sonic pulling animation.
Sonic balancing animation, likely for when the player is mere pixels away from falling.
A monitor with a spring icon. A similar item can be found in Sonic the Hedgehog Triple Trouble as the "Pogo Spring"Media:SonicTripleTrouble GG US manual.pdf[1].
Bubbler's Mother
Bubbler
Crawl prototype
Flaming log
Ball
a leftover section of Hidden Palace Zone background in one of the earliest Sonic 2 builds.
Horizontal drill
Vertical drill
Leftover sprite from Chiki Chiki Boys prototype.
Leftover sprite from Chiki Chiki Boys prototype.
Water Eggman animation
Mystic Cave Zone switch
Mystic Cave Zone vine

Objects

Placeable in edit mode

Art Description
Blank monitor, similar to the one in the original Sonic the Hedgehog. Does nothing.
The prototype Star Post seen in earlier versions of the game still exists. When deactivated, it is yellow, rapidly flashing white and red once Sonic has passed by.
Doors for Chemical Plant Zone, with the correct artwork. Also unused in the final game, but used in the 2013 remake.
"Growing" pillars for Aquatic Ruin Zone.
Pillars where the bottom drops off when Sonic and Tails run underneath.
Horizontal versions of the breakable tube-like objects in Oil Ocean exist. They function in the same way as the final game, but send Sonic and Tails left or right rather than up. Once Sonic is travelling, the player can't make him stop unless he collides with an object - even in edit mode the player will continue to travel.

Others

Art Description
? monitor. When broken it gives Sonic the Super Sonic palette (see below).
BFish.
Gator.
Stego
Aquis prototype
Octus prototype

Super Sonic

Ss.supersonic.png

A palette for Super Sonic exists in the prototype. The player can see this by setting any monitor's subtype to 08, then breaking it. Super Sonic's unique sprites, speed, invincibility, jump height, and ring drain are not yet present.

Leftover Chemical Plant Zone tiles

Ss.s2cpznem.PNG

A set of Chemical Plant Zone tiles from a previous iteration of the game can be found in the ROM.

Unused level slots

Like the final game, the Simon Wai prototype has a number of unused level slots, which can be accessed with the Action Replay code FFFE10:??00 (substituting the question marks with the hexadecimal values below). They are all completely empty, with similar broken backgrounds to Genocide City Zone and Death Egg Zone in this build

References


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

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