Actions

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

From Sonic Retro

(Placeable in edit mode)
(I knew that would happen eventually)
Line 38: Line 38:
 
{{UnusedTable|
 
{{UnusedTable|
 
{{UnusedRow
 
{{UnusedRow
| sprite={{spriteImage|Sonic2 MD Sprite Monitors.png|crop_width=30}}
+
| sprite={{spriteImage|Sonic2 MD Sprite Monitors.png|crop_width=30|crop_x=150}}
| desc=Blank [[monitor]], similar to the one in the original ''[[Sonic the Hedgehog (16-bit)|Sonic the Hedgehog]]''. Does nothing.
+
| desc=The ? [[monitor]], destined for 2P versus mode can be placed, and when broken, Sonic will transform into [[Super Sonic]].
 
}}
 
}}
 
{{UnusedRow
 
{{UnusedRow
 
| sprite={{SpriteImage|Sonic2 MD Sprite OldStarPost.png}}
 
| sprite={{SpriteImage|Sonic2 MD Sprite OldStarPost.png}}
 
| desc=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.
 
| desc=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.
 +
}}
 +
{{UnusedRow
 +
| sprite={{SpriteImage|Sonic2 MD Sprite MZRhombusLift.png}}
 +
| desc=The diagonal lifts still exist in [[Metropolis Zone]], except unlike the Simon Wai prototype, they do not move.
 +
}}
 +
{{UnusedRow
 +
| sprite={{SpriteImage|Sonic2Alpha MD Sprite SlicerMiscoloured.png}}
 +
| desc=[[Slicer]] with a blue palette can be placed in Metropolis Zone.
 +
}}
 +
{{UnusedRow
 +
| sprite={{SpriteImage|Sonic2Alpha MD Sprite StegwayMiscoloured.png}}
 +
| desc=[[Stegway]] with an incorrect palette can be placed in [[Hidden Palace Zone]].
 +
}}
 +
{{UnusedRow
 +
| sprite={{SpriteImage|Sonic2Alpha MD Sprite OOZTube.png}}
 +
| desc=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.
 
}}
 
}}
 
{{UnusedRow
 
{{UnusedRow
 
| sprite=
 
| sprite=
| desc=The seesaw from [[Hill Top Zone]] (Scrap Brain Zone) can be placed in [[Emerald Hill Zone]] (Star Light Zone), complete with different colour scheme.
+
| desc=Fully functional horizontal and vertical fans exist in Oil Ocean Zone.
 +
}}
 +
{{UnusedRow
 +
| sprite={{SpriteImage|Sonic2Alpha MD Sprite AutorollObject.png}}
 +
| desc=The auto-rolling object, usually found before tubes to force Sonic and Tails into a ball, can be placed in [[Casino Night Zone]]. It is represented in edit mode as four spring icons, which are not used in any other version of the game.
 
}}
 
}}
 
{{UnusedRow
 
{{UnusedRow
 
| sprite=
 
| sprite=
| desc=Flipping platforms for [[Chemical Plant Zone]] (Marble Zone). They don't have the correct art, but seem to work fine.
+
| desc=[[Bumper]]s can also be placed in Casino Night Zone.
 +
}}
 +
{{UnusedRow
 +
| sprite={{spriteImage|Sonic2 MD Sprite CPZ CorrectDoor.png}}
 +
| desc=Doors for [[Chemical Plant Zone]], with the correct artwork. Also unused in the final game, but used in the 2013 remake.
 
}}
 
}}
 
{{UnusedRow
 
{{UnusedRow
 
| sprite=
 
| sprite=
| desc=The ''Sonic 1'' swinging platform still exists in Marble Zone, albeit with broken graphics.
+
| desc=Both horizontal and vertical variants of the [[Spiny]] enemy for Chemical Plant Zone.
 
}}
 
}}
 
{{UnusedRow
 
{{UnusedRow
 
| sprite=
 
| sprite=
| desc=Unknown enemy in [[Hidden Palace Zone]] (Spring Yard Zone).
+
| desc=[[Grabber]] enemy for Chemical Plant Zone. It will release an animal if destroyed, but it doesn't move yet.
 +
}}
 +
{{UnusedRow
 +
| sprite={{spriteImage|Aquatic ruin door.png}}
 +
| desc=Unused doors for [[Aquatic Ruin Zone]]. They're unused in the final game too, but here they are just solid objects.
 +
}}
 +
{{UnusedRow
 +
| sprite={{SpriteImage|Chopchop_sprite.png}}
 +
| desc=[[Chop Chop]] enemies for Aquatic Ruin Zone.
 +
}}
 +
{{UnusedRow
 +
| sprite={{SpriteImage|Whisp_sprite.png}}
 +
| desc=[[Whisp]] enemies for Aquatic Ruin Zone.
 +
}}
 +
{{UnusedRow
 +
| sprite={{SpriteImage|Grounder_sprite.png}}
 +
| desc=[[Grounder]] enemies for Aquatic Ruin Zone.
 
}}
 
}}
 
{{UnusedRow
 
{{UnusedRow
 
| sprite=
 
| sprite=
| desc=Another one in Hidden Palace Zone. This one fires a projectile.
+
| desc=Bubble object for Aquatic Ruin Zone.
 
}}
 
}}
 
{{UnusedRow
 
{{UnusedRow
 
| sprite=
 
| sprite=
| desc=[[Stego]] with broken graphics in Hidden Palace Zone.
+
| desc="Growing" pillars.
 
}}
 
}}
 
{{UnusedRow
 
{{UnusedRow
 
| sprite=
 
| sprite=
| desc=[[Gator]] with broken graphics in Hidden Palace Zone.
+
| desc=Pillars where the bottom drops off when Sonic and Tails run beneath.
 
}}
 
}}
 
{{UnusedRow
 
{{UnusedRow
 
| sprite=
 
| sprite=
| desc=This seems to be the prototype [[Octus]] from [[Oil Ocean Zone]], hovering, firing a projectile then moving off-screen to the left or right. Again, found in Hidden Palace Zone.
+
| desc=Pillars that fall down when stood on.
 
}}
 
}}
 
}}
 
}}

Revision as of 13:51, 16 November 2019

Back to: Sonic the Hedgehog 2 (alpha).

Level select

Ss.s2bls.png

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

Edit mode

Notavailable.svg

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

2-Player VS mode

Sonic2Alpha MD 2P EHZ1 Start.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 (Hidden Palace Zone, Neo Green Hill Zone and the second Act of Chemical Plant Zone). Other than having a second screen to watch Tails, gameplay remains unchanged from 1-player mode.

Night mode

Notavailable.svg

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

Unused content

Art

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

Objects

Placeable in edit mode

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

Unplaceable

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

References


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

Main page | Comparisons | Maps | Hidden content

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