Sonic the Hedgehog 2 (iOS, 2013)

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Title Screen

Sonic the Hedgehog 2

Developers: Christian Whitehead, Headcannon
Publisher: Sega
Platforms: iOS, Android
Released internationally: December 12, 2013


EnemyIcon.png This game has unused enemies.
GraphicsIcon.png This game has unused graphics.
DebugIcon.png This game has debugging material.
SoundtestIcon.png This game has a hidden sound test.
LevelSelectIcon.png This game has a hidden level select.


The 2013 mobile remake of Sonic the Hedgehog 2 is the third game in the Taxman/Stealth collection of remastered Sonic games. Like the 2013 Sonic 1 before it, the Sonic 2 remake replaces the rudimentary emulated version originally on the App Store and adds Knuckles, auto-match multiplayer, 60FPS, and widescreen support as well as running on the fan-made Retro Engine.

The remake is most notable for including a completed version of the famed Hidden Palace Zone, accessible in normal gameplay...although it uses the 2-player Mystic Cave tune (like the Simon Wai prototype of the Genesis original) rather than the otherwise-unused Song #10 that plays upon loading the Zone in the final, because they felt it was a better fit.


Hmmm...
To do:
Figure out how to access the dev mode shown in the Egg Gauntlet video.


Contents

Level Select

Sonic2iOS-levelselect.png

The level select can be accessed the same way as in the 2013 Sonic 1 – start a "No Save" game and choose a character. On the SEGA logo screen, tap the letters S-E-G-A in that order once the entire word appears. If done correctly, you will hear the ring chime twice. Then hold two fingers on the bottom of the screen and wait. After the title screen appears, you'll be taken to the level select.

Game Config Menu

Sonic2ios-gameconfig.png

Play sound 00 three times in the Sound Test to bring up a "Game Config" menu. It replaces the more rudimentary menu from the 2013 Sonic 1.

  • Player: Similar to the player select in the Genesis game's options menu, this allows you to play with Knuckles with Tails following, ala the default Sonic and Tails option.
  • Items: Lets you choose between Sonic 2 items, hidden Sonic 2 items (all monitors display a "?" graphic), Sonic 3 items, and hidden Sonic 3 items.
  • Flight: Toggles Tails' signature ability.
  • Air Cap: Toggles the air speed cap.

Debug Mode

Sonic2iOS-debugmode.png

Play sounds 01, 09, 09, 02, 01, 01, 02, 04 (the US/European release date of the original Genesis game) in the Sound Test. During gameplay, tap the upper-left corner of the screen to access the debug mode. To change the item you are placing, press the + or - on the top of the screen.

Tapping the lives counter in Debug Mode will take you back to the Level Select.

Eighth Special Stage

Similar to how the 2013 Sonic 1 added a hidden seventh Special Stage, this port adds an eighth Special Stage. By selecting sounds 00 through 07 in the Sound Test, you can change which Special Stage you go to. Playing sound 00 and selecting Special Stage takes you to Special Stage #1, 01 takes you to #2, and so on, with 07 taking you to #8.

The eighth Special Stage is purple, a color previously used exclusively in multiplayer Special Stages, and features a corkscrew loop.

Proto Palace Zone

As of Version 3.0.9, a code to access the original Hidden Palace Zone from the Nick Arcade and Simon Wai prototypes, complete with the "unused" Track #10, has been inserted. After entering the debug mode cheat (shown above), play the sounds 03, 03, 03, 0B, 10, 10, 10, 04, and choose "Hidden Palace" on the stage select.

As with the stage's original incarnation, it's incomplete and stops at a certain point. Rather than the "Master Emerald" acting as a breakable object, it instead warps the player back to the stage select.

Egg Gauntlet

A scrapped zone called Egg Gauntlet was a first attempt at a boss attack zone, featuring some original artwork such as mechanical palm trees. For whatever reason, SEGA did not approve of the level, and it was scrapped.

Data and artwork of Egg Gauntlet did remain and the zone was fully playable, albeit inaccessible by normal means. It features all bosses in the game except for Hidden Palace. There are no checkpoints, but there are rings between bosses.

As of Version 3.0.9, this zone was completely removed from the game, artwork and all.


Hmmm...
To do:
Figure out how to access the dev mode shown in the video.


Unused Sprites

Most of these are, unsurprisingly, leftovers from the original Genesis game.

Monitors

Artwork Name Description
Sonic2iOS-supermonitor.png "S" Monitor Makes the player Super when broken. Breaking this monitor is the only way to become Super Tails in this game.
Sonic2iOS-shieldsmonitor.png Three Shields Monitor Toggles the Items option when broken. Changes to the monitors will take effect when you restart the Act or advance to the next Act.
Sonic2iOS-emeraldmonitor.png Emerald Monitor Breaking it will give you all the Chaos Emeralds, allowing you to turn Super with 50 rings. Breaking it again will take away the Chaos Emeralds.
Sonic2iOS-springmonitor.png Spring Monitor The only monitor that isn't used in Debug Mode. This monitor also exists in the Nick Arcade and Simon Wai prototypes.

Zone-Specific

Artwork Zone Description
Sonic2-Snailbot.png Emerald Hill Zone The snail badnik from early prototypes of the game can be placed with Debug Mode. It retains its behavior.
Sonic2-Bee sprite.png Emerald Hill Zone A prototype version of the Buzzer, now found in Debug Mode. This Buzzer behaves as originally planned in concept art, where its shots can burn bridges. The burning bridges are harmful unless the player has a Fire Shield.
Spr 3eyefish.png Chemical Plant Zone This three-eyed fish badnik is now fully functional and can be placed with Debug Mode. It flies around very slowly, but will speed up if it sees the player, dropping Bubblers as it flies.
Sonic2iOS-bubbler.gif Chemical Plant Zone These are dropped by the Mother Bubbler badnik, and will quickly explode after touching the ground. You can also place them individually with Debug Mode.
Sonic2iOS-CPZmetalpoles.png Chemical Plant Zone Can be placed with Debug Mode. These are merely decoration and don't do anything.
Sonic2iOS-fireball.gif Chemical Plant Zone Can be placed with Debug Mode. The fireball remains stationary, but is harmful unless the player has a Fire Shield.
Sonic2iOS-CPZball.gif Chemical Plant Zone Can be placed with Debug Mode. The ball floats in the air, and will chase the player if approached. When it's above the player's head, it'll explode and drop chemicals on the player that will hurt unless the player has a Bubble Shield.
Spr cpzboss.gif Chemical Plant Zone This sprite is in the CPZ object sprite sheet, but is still unused.
Sonic2gen Aquatic ruin door.png Aquatic Ruin Zone An unused door that can be placed with Debug Mode, which closes as soon as the player enters it.
Sonic2iOS-greengrounder.png Aquatic Ruin Zone A green Grounder that you can place with Debug Mode. This was added in as an homage to Grounder from Adventures of Sonic the Hedgehog.
Sonic2iOS-ARZpillar.png Aquatic Ruin Zone A strange pillar that doesn't appear anywhere else. Found in ARZ's sprite sheets.
Sonic2-mrzobject.png Mystic Cave Zone An odd platform made of rings, which can be placed with Debug Mode. It can be stood on, and moves in a similar motion to the spiked balls in the level.
Sonic2iOS-OOZball.gif Oil Ocean Zone The checkered ball can be placed with Debug Mode. However, it behaves like the rolling ball from Green Hill Zone rather than it did in the prototypes and original game.
Sonic2gen Balkiry2.png Sky Chase Zone The Balkiry's unused standing frame can, again, be seen through Debug Mode.
S2-Turtle.gif Sky Chase Zone Like before, the turtle's walking animation cannot be seen without the use of Debug Mode.
Sonic2-wfz-spinnything2.gif Wing Fortress Zone Can be placed with Debug Mode. It behaves like a badnik, just like it did in the original game.
Sonic2-giantlaser.gif Wing Fortress Zone A platform that shoots a laser when it spins. Can be placed with Debug Mode like in the original game.

Miscellaneous

Artwork Description
Sonic1iOS-tailscontinue.gif Leftover continue screen animation for Tails from the 2013 Sonic 1 port. Tails uses a different animation for the continue screen in this game.
SonicCD11-tailslifeicons.png Leftover Tails life icons from the 2011 Sonic CD port, present among Tails' sprites.
SCD11 Placeholder.png No idea, honestly. Probably something related to the Retro SDK's level editor from which the game was built.