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Proto:Sonic the Hedgehog 2 (Genesis)/Nick Arcade Prototype

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This is a sub-page of Proto:Sonic the Hedgehog 2 (Genesis). logo.png  This prototype is documented on Hidden Palace.
Download.png Download Sonic the Hedgehog 2 (Nick Arcade Prototype)
File: Sonic The Hedgehog 2 (Nick Arcade Prototype).bin (1 MB) (info)

The Nick Arcade Prototype of Sonic the Hedgehog 2 is a very early build with many visible remnants from Sonic 1, such as level names and music. It is very incomplete, with missing enemies, levels, and graphical glitches everywhere. However, the basic layouts for a few levels have been completed, and Tails has been implemented.

The prototype was sold to drx in cartridge form for $1,500 via a community effort, and was dumped and released to the public on November 7, 2006. It was given its name due to its similarity to a version of Sonic 2 that was showcased on at least two episodes of the game show Nick Arcade, as this build appears to be very close to (if not exactly the same as) the build used on the show.


Hidden Palace, Emerald Hill...Green Hill?!

General Differences

An example of how screwy two-player mode is.
  • At this point in development, Tails is quasi-independent: Player 2 is able to control Tails, except he will also follow Sonic. Further, Tails cannot complete a level on his own, since the game only loads the goal sign when Sonic approaches it. If Tails gets hurt, he can lose rings for Sonic. The AI is also much simpler; Tails copies Sonic's moves and makes no attempt to keep up with him.
  • 2-Player mode is even less complete, due to all sorts of odd glitches and not being enabled for every Zone.
  • Invincibility doesn't show the star effect, though the music is still played. The music and invulnerability last until the end of the Act.
  • There is a mechanic where Sonic rebounds off walls if he runs into them at high speeds, using sprites that became unused by the Simon Wai prototype:

I get knocked down, but I get up again...

  • The spin dash is a work-in-progress, as Sonic and Tails can only charge it once; further, the sound for when Sonic spins in Sonic 1 is heard as there is not yet a specific sound effect for the spin dash. Funnily enough, the same behavior was resurrected for Sonic the Hedgehog Genesis (complete with non-specific sound effect).
  • The spike damage behavior works the same way as it does in Sonic 1.
  • The ground speed cap from Sonic 1 is still present.
  • Locking on this prototype with Sonic & Knuckles will unlock the full "Blue Sphere" game.
  • The timer resets to 9:00 before hitting 9:59, allowing the player to test stages for extended periods.
  • If Sonic and Tails are both hit at the same time while carrying at least one ring, an overabundance of rings will pop out regardless of how many they actually possess.
  • The screen doesn't scroll up or down when you look up or down for a certain period of time.
  • Jumping into a spring pointing down causes Sonic to use the dying animation while falling.

Cheat Codes

  • Level Select - Up, Down, Down, Down, Down, Up, A + Start.
  • Two-Player Mode - On the Level Select, press B + Start on any level.
  • Debug Mode - C, C, Up, Down, Down, Down, Down, Up, A + Start. Debug can also be enabled using Pro Action Replay code FFFFFA:0001. As with Sonic 1, C merely needs to be pressed twice before the final input of Up.
  • Debug Mode and Level Select - Up, Down, Down, Down, Down, Up, UDLR, Up, Down, Down, Down, Down, C, C, Up, A + Start. "UDLR" simply means to press any direction on the D-Pad to reset the cheat detection code. Unlike the final, where both Debug Mode and All Emeralds can be enabled by playing 19921124126 on the Level Select screen, the last Up of the Level Select code cannot "overlap" with the first Up of the Debug Mode code.

Attract Mode

Nick Arcade to Simon Wai Beta 4 Beta 5 to Final
Get out of my way, Tails! Now with options! In case we weren't clear enough, there is now a badge next to the item you are selecting.

The title screen is different, with a particularly well-known design: not only does it appear in the later Simon Wai build, it also appears in the game's instruction manual, as well as the Master System and Game Gear versions. The version seen in the instruction manual has the 1-Player and 2-Player options, which would put it around Beta 4.

Demo 1 Demo 2
Demo 3 Demo 4

The game cycles through four demos: Chemical Plant, Emerald Hill (2P), Hidden Palace, and Hill Top. This would be the last time that new demos were recorded for the game before the final build; All other prototypes use the inputs from the Nick Arcade prototype.

Changed Graphics

Sonic & Tails

Sonic 1 Nick Arcade
Simon Wai
Beta 4 onward
Sonic2SonicIdle1.png Sonic2SonicIdleEarly.png Sonic2SonicIdleFinal.png

Sonic's sprite in the Nick Arcade and Simon Wai builds is much closer to his design in the original Sonic the Hedgehog. His idle frame is identical except for shorter shoes and an added shine on the side of his head. The final game changes the shape of Sonic's eyes and adds some shading to the top of the eye.

Nick Arcade
Simon Wai
Beta 4 onward
Sonic2SonicEyesClosedEarly.png Sonic2SonicEyesClosedFinal.png

Sonic's blinking frame in the earlier prototypes is a bit strange. It looks less like his eyes are closed and more like his pupils are all all the way at the bottom of his eyes. The final game thankfully adds flesh-colored eyelids to the sprite.

Nick Arcade
Simon Wai
Beta 4 onward
Sonic2SonicLookUpEarly.png Sonic2SonicCrouchEarly.png Sonic2SonicLookUpFinal.png Sonic2SonicCrouchFinal.png

Sonic's eye design wasn't updated in all frames: In his looking up and crouching down animations, they just added shading to the top of the eye without actually changing its shape.

Nick Arcade
Simon Wai
Beta 4 onward
Sonic2SonicWalkEarly.gif Sonic2SonicWalkFinal.gif

Sonic's walking animation has 12 frames of animation in earlier versions compared to the 8 frames seen in the final sprite. The minimum animation speed is also double what it is in the final game.

Nick Arcade
Simon Wai
Beta 4 onward
Sonic2SonicRunEarly.gif Sonic2SonicRunFinal.gif

One of the easiest to see changes: In the Nick Arcade and Simon Wai builds, when Sonic runs, his shoes and legs go into a cartoony blur. This was toned down in the final version to just affect his sneakers.

Nick Arcade
Simon Wai
Beta 4 onward
Sonic2SonicSkiddingEarly.gif Sonic2SonicSkiddingFinal.gif

Sonic's skidding animation is very different here. It starts out by reusing a few frames from the first game, then turns around and starts pushing in the other direction. The final two frames will loop until Sonic either stops completely or does a different action.

Sonic 1 Nick Arcade
Simon Wai
Beta 4 onward
Sonic2SonicPush1.gif Sonic2SonicPushEarly.gif Sonic2SonicPushFinal.gif

In the original game, Sonic's body moves but his hands didn't. In the early prototypes, his hands move but his body stays level. The final sprite splits the difference and moves the body and hands in different frames. Oddly, there is orange coloring on his shoes, because the sprites were based off of Sonic 1's sprites plus a minor coloring oversight. This orange shade would be the darkest shade of red if given the first game's main palette.

Sonic 1 Nick Arcade
Simon Wai
Beta 4 onward
Sonic2SonicBalance1.gif Sonic2SonicBalanceEarly.gif Sonic2SonicBalanceFinal.gif

The early Sonic 2 balancing animation is just a faster version of the Sonic 1 animation with added head shine and an orange mouth, due to sprites being based off of Sonic 1's sprites plus, just like the pushing animation, an oversight in the sprite's coloring. The final game adds four new balancing animations based on how far Sonic is from the edge and whether or not he's facing the edge.

Nick Arcade
Simon Wai
Beta 4 onward
Sonic2TailsSpinEarly.gif Sonic2TailsSpinFinal.gif

The only difference in Tails' graphics is an added shine to his spinning sprite.


Nick Arcade
Simon Wai
Beta 4 onward
Sonic2BuzzerEarly.gif Sonic2BuzzerFinal.gif

Buzzer's sprite was touched up a bit between the Simon Wai and Beta 4 builds: Its head was redesigned to be less ant-like, more detail was added to the abdomen, and the jets were straightened out.

Nick Arcade
Simon Wai
Beta 4 onward
Sonic2CrawlEarly.gif Sonic2CrawlFinal.gif

Crawl's early sprite (0xA9580 in the ROM) is very different from his final design, lacking any kind of walking animation and only able to put its shield up in one direction.

Other Sprites

Nick Arcade Simon Wai onward
Isn't Tails adorable? Now with 200% less symmetry!

All three signposts were originally symmetrical. Only Robotnik's remained that way.

Nick Arcade Simon Wai onward
Sonic2BreakableBlockN.PNG Sonic2BreakableBlockW.png

At 0xA3C16 is a sprite of what looks like the breakable blocks in Sonic 1. It's so generic that it could have been for any stage, but it's most similar to the Hill Top Zone bricks.

Nick Arcade Simon Wai onward
Sonic2FireballNick.png Sonic2FireballFinal.png

At 0xA4368 is a graphic for a fireball. The Hill Top Zone boss in the final game can shoot out fireballs, but those fireballs grow and shrink in size and have three frames of animation. The older sprite would probably be animated like the fireballs in Sonic 1's Marble Zone: Sonic2NickFireball.gif

(Source: Sonic Retro, TCRF original research)

Unused Graphics


Graphic Frame ID Description
Sonic2proto LookingAtYou.png Sonic2TurnAnim.gif 0A-0B Unused sprites of Sonic turning. The developers might have intended to have Sonic turn when changing direction instead of instantly facing the other way, or possibly a winning pose similar to the beta's goal sign for Sonic. A ROM hack, known as Sonic 2 Recreation, shows how this animation would've worked when playing as redhotsonic.
Sonic2SonicRunFaster.gif 40-43
Sprites for Sonic moving even faster than normal.
Sonic2SonicRunFastest.gif 44-47
More sprites for Sonic presumably hitting max speed. Look at him just sticking his head out there. Oddly, Tails does have a full speed animation, though, but the only change is his two tails using only two sprites.
Sonic2Beta SonicPull.gif
7B-7D An unused animation of Sonic pulling something. Puzzle elements involving pulling things may have been planned for.
8B-8C An unused animation of Sonic balancing on a ledge. This was probably meant to be used when the player was just a few pixels from falling.

It looks similar to the on-the-edge balancing animation seen in Sonic 3.


Graphic Offset Compression Description
Sonic2pre hpzbg.png
0x27098 None Used in an early version of the Hidden Palace background seen in a mockup screenshot, but not in any real (known) prototype.
Sonic2NickChemAnim.gif Sonic2NickChemBelt.gif 0x27798 None Animated tiles that aren't loaded in any zone, but seem to match the Chemical Plant level palette pretty well. They could also be for a very early Metropolis Zone.
Sonic2NickPropeller.gif Sonic2NickLiquid.gif 0x27DD8 None More animated tiles using the Chemical Plant level palette. There aren't any FG tile-based propellers or water in the final game.
0x30000 None A JIS X 0201 character set (Minus katakana characters), including control characters. Not sure if this was meant for the development of this game or if it's just residual data left on the cartridge from some other game.
0xA44A0 Nemesis What looks like a burning piece of something or other. Early concept art shows a Buzzer-like Bee enemy that could destroy bridges by burning them with fireballs - this could be a remnant of that idea.
0xA4BCE Nemesis This is the Hill Top Zone one-way gate. It's identical to the one in the final game, it just hasn't been coded yet.
S2-HPZ Unused platform.png
0xA5826 Nemesis Graphics for a Hidden Palace Zone object, possibly a floating platform. It's not clear how they would be assembled. A similar object is seen in the 2013 rerelease and is used as an aquatic platform.
0xA59C0 Nemesis Dissipating smoke meant for...some purpose. It's not entirely clear.
0xA5D9E Nemesis The standard Sonic 2 switch has already been drawn and digitized by this point, it just hasn't been coded yet.
0xA8CA0 Nemesis A spinning metal ball. This was seen in some early concept art - it would act as an obstacle by continuously bouncing around the floor in a high arc. This can be found in the 2013 version via debug mode. It uses a different palette, plus it explodes once floating above the player's head.

Coding for this object never seems to have been started in the beta version.

Sonic2BubblerMother.gif Sonic2BubblerMotherProj.gif 0xA8F36 Nemesis An unfinished badnik named Bubbler's Mother. It would fly around the stage dropping particles on the floor that would turn into Bubblers. These also appear in the 2013 version via debug mode.
0xA9162 Nemesis Bubblers, by the way, would stick to the floor for a bit before exploding.
0xA9580 Nemesis In Crawl's sprites is what looks like a pile of dirt or rocks or something. Crawl might have popped out from the dirt like some sort of crab or something.
Used Intended
Sonic2BBatPalette1.png Sonic2BBatPalette0.png

The BBat badnik uses palette 01, but it looks a bit odd. If it's set to use palette 00 (Sonic & Tails' palette), the ear and flame colors look a lot better. This wasn't fixed in any build of the game before its art and coding were removed from the ROM entirely.

(Source: Sonic Retro, Yawackhary, TCRF original research)

Unused Objects


Object ID: 4A

This badnik appears in Oil Ocean Zone in the final game. Its behavior here is slightly different from the final version:

  • In this and the Simon Wai prototypes, it lifts 32 pixels off the ground, fires a single shot at Sonic, then quickly flies to the left or right until it despawns.
  • In all other versions, it will not fly away after firing the bullet, but simply land on the ground and repeat the process.


Sonic2StegoWalk.gif Sonic2StegoRun.gif
Object ID: 4D

A triceratops-type badnik. This badnik would have appeared in Hidden Palace Zone according to a mock-up screenshot. It slowly moves back and forth, and when Sonic approaches it, it activates its thrusters and charges at Sonic like the snail badnik. In a later prototype, it was redrawn to use Sonic's palette. It is placeable with debug in Hidden Palace Zone, but its graphics are garbled without using a PAR code.


Object ID: 4E

A crocodile-type badnik that would have appeared in Dust Hill Zone according to a mock-up screenshot. It slowly moves back and forth, opening its jaws if it's facing Sonic and is within 64 pixels of him. It is placeable with debug in Hidden Palace Zone, but its graphics are garbled without using a PAR code.


Object ID: 50, 51

The seahorse badnik from Oil Ocean Zone has two distinct variants, neither of which match how it behaves in the final game.

Object 50 (Seahorse):

  • Moves in a simple path, left to right and back again. The movement range is 16*(lower four bytes of subtype) pixels wide.
  • After 256*(upper four bytes of subtype) frames worth of time has passed, "shooting mode" is toggled. If Sonic approaches the badnik when it's in shooting mode and Sonic is in line of sight, it will fire a single shot, then jump down to Y coordinate 0398. This value seems to be hardcoded.
  • If its initial Y coordinate is greater than 0398, it will slowly move up to 0398. Then, when it fires a shot, it will quickly descend back to its initial Y coordinate.
  • If the upper four bytes of the subtype are 00, the timer is set to FFFF, effectively preventing it from shooting.
  • Note the word "toggled". It's possible for the badnik to go out of shooting mode if enough time has passed.

Object 51 (Skyhorse):

  • Moves like the first Aquis in a set path, but will also track Sonic's Y position up to its original spawn height.
  • A timer counts down for every frame Sonic is in this badnik's line of sight. This is initially set at 180 frames. Once the timer reaches zero, it fires a single shot at Sonic. There's an additional 36 frame delay before the shot timer starts again.
  • Unlike the final game, there's no limit to the amount of bullets this enemy can fire.
  • Sonic2AquisAltBody.gif
    This uses an alternate body graphic with a rocket instead of a fin. The graphics for this body were removed from its tileset starting in Beta 4.


Sonic2NickBFish.gif Sonic2NickBFishJump.gif
Object ID: 52

A piranha-type badnik. It will move 32*(lower four bytes of subtype) pixels to the right before leaping, then jump in a high arc. Exactly how it works depends on its initial and current Y positions:

  • If its initial Y position is less than or equal to 0380 (Like Aquis, this seems to be hardcoded), it will jump up, then continue falling until it reaches Y coordinate 0380. It will then make jumps from that Y position until it despawns.
  • If its initial Y position is greater than 0380, it will animate more slowly and jump up in a lower arc than usual. Once it reaches its initial Y coordinate, it jumps again.

It is placeable with debug in Hidden Palace Zone, but its graphics are garbled without using a PAR code.


Sonic2LamppostEarly.png Spr lamppost.gif
Object ID: 79

This is the Sonic 1 lamppost with a design that doesn't match the one seen in final version of Sonic 2. It is placeable with debug mode in Emerald Hill Zone and Hill Top Zone. They appear in Green Hill Zone, but the graphics are garbled.

Unused Subtypes

00: Static monitor. Does nothing when broken. In the final game (Where it's also unused), this damages the player.

03: Eggman monitor. Just reread the static monitor description and you've got it.

08: Mystery monitor. Does nothing when this build. In the Simon Wai prototype only, it activates Super Sonic's palette.

09: Spring monitor. Only present in this prototype and the Simon Wai build, but it does nothing when broken. Two guesses on how this would have worked:

  • Like the Pogo Spring monitor in the much later Sonic Triple Trouble, where it places Sonic / Tails on a pogo spring that bounces up and down until they take damage.
  • Boosted the player's jump height. This would help explain Super Sonic's powers: He's invincible (Matching the power-up from the Invincibility monitor) and has increased speed (Like the Speed Shoes monitor), but there's no monitor equivalent to his increased jump height.

Chemical Plant Zone Platforms
The code in this version seems to be reused from object 52 in Sonic 1, which was used for the moving blocks in Marble, Labyrinth, and Scrap Brain zones. Subtypes 02-03 (Marble Zone block that moves right when stepped on, then drops when it hits a solid tile), 04-07 (Hidden block in Labyrinth Zone Act 1 activated by switch that leads to the quicker route), and 09-0A (Sliding platforms in Scrap Brain Zone) are all unused in this build.

Object List/Source Code

A humongous object list can be found inside the ROM, along with some raw source code.

	include	"equ.lib"
	include	"macro.lib"

	xref	colichgpat
	xref	ringpat,itempat,butapat,kanipat,hachipat,togepat
	xref	fishpat,fish2pat,mogurapat,shimapat2,jyamapat
	xref	musipat,sjumppat,kamerepat,arumapat,kagebpat,ballpat
	xref	firepat,fblockpat,signalpat,bobinpat,yoganpat,yogan2pat
	xref	usapat,yadopat,boxpat,bryukapat,daipat,break2pat,yogancpat
	xref	batpat,z5daipat,dai2pat,switch2pat,z4daipat
	xref	elevpat,pedalpat,steppat,funpat,sisoopat,hassyapat
	xref	brobopat,unipat,yaripat,udaipat,dai3pat,kazaripat,kassyapat
	xref	awapat,mizupat,boupat,benpat,fetamapat,mawarupat,hagurumapat
	xref	patapat,yukafpat,nokopat,dai4pat,doorpat,yukaepat,fire6pat
	xref	elepat,yukaipat,scolipat,imopat,savepat,bigringpat,btenpat
	xref	actionsub,actwkchk,frameout,playpat,dualmodesub
	xref	flicpat,usagipat,pengpat,azarpat,fbutapat,niwapat,risupat

	xref	kaitenpat,prodaipat,buranko0dpat
	xref	frntlitpat,gempat,wfallpat,pltfrmpat
	xref	takipat,banepat,dai00pat

	xref	redzpat,bfishpat,seahorsepat,horsepat
	xref	stegopat,wasppat,gatorpat,bbatpat,octpat,wfish2pat,snailpat

	xdef	edit

	moveq	#0,d0
	move.b	editmode,d0
	move.w	edit_move_tbl(pc,d0.w),d1
	jmp	edit_move_tbl(pc,d1.w)
	dc.w	editinit-edit_move_tbl
	dc.w	editmove-edit_move_tbl
	addq.b	#word,editmode
	move.w	scralim_up,editstack
	move.w	scralim_n_down,editstack2
	move.w	#$0000,scralim_up
	move.w	#$0720,scralim_n_down
	andi.w	#$07ff,playerwk+yposi
	andi.w	#$07ff,scra_v_posit
	andi.w	#$03ff,scrb_v_posit
	move.b	#0,patno(a0)
	move.b	#0,mstno(a0)
	cmpi.b	#spgamemd,gmmode
	bne.b	.jump0
*	move.b	#7-1,stageno
*	move.w	#$000,rotspd
*	move.w	#$000,rotdir
	moveq	#7-1,d0
	bra.b	.jump1
	moveq	#0,d0
	move.b	stageno,d0
	lea	edittbl,a2
	add.w	d0,d0
	adda.w	(a2,d0.w),a2
	move.w	(a2)+,d6
	cmp.b	editno,d6
	bhi.b	.jump
	move.b	#0,editno
	bsr.w	editpatchg
	move.b	#12,edittimer
	move.b	#1,edittimer+1
	moveq	#7-1,d0
	cmpi.b	#spgamemd,gmmode
	beq.b	.jump
	moveq	#0,d0
	move.b	stageno,d0
	lea	edittbl,a2
	add.w	d0,d0
	adda.w	(a2,d0.w),a2
	move.w	(a2)+,d6
	bsr.w	editwalk
*	bsr.w	dirsprset
	jmp	actionsub
	moveq	#0,d4
	move.w	#1,d1
	move.b	swdata1+1,d4
	andi.w	#$0f,d4
	bne.b	.jump0
	move.b	swdata1,d0
	andi.w	#$0f,d0
	bne.b	.jump
	move.b	#12,edittimer
	move.b	#$0f,edittimer+1
	bra.w	.lend
	subq.b	#1,edittimer
	bne.b	.jump1
	move.b	#1,edittimer
	addq.b	#1,edittimer+1
*	cmpi.b	#255,edittimer+1
	bne.b	.jump0
	move.b	#255,edittimer+1
	move.b	swdata1,d4
	moveq	#0,d1
	move.b	edittimer+1,d1
	addq.w	#1,d1
	swap	d1
	asr.l	#4,d1
	move.l	yposi(a0),d2
	move.l	xposi(a0),d3
	btst.l	#0,d4			*swdata+0
	beq.b	.jump2
	sub.l	d1,d2			*yposi
	bcc.b	.jump2
	moveq	#0,d2
	btst.l	#1,d4			*swdata+0
	beq.b	.jump3
	add.l	d1,d2			*yposi
	cmpi.l	#$7ff0000,d2
	bcs.b	.jump3
	move.l	#$7ff0000,d2
	btst.l	#2,d4			*swdata+0
	beq.b	.jump4
	sub.l	d1,d3			*xposi
	bcc.b	.jump4
	moveq	#0,d3
	btst.l	#3,d4			*swdata+0
	beq.b	.jump5
	add.l	d1,d3			*xposi
	move.l	d2,yposi(a0)
	move.l	d3,xposi(a0)
	btst.b	#6,swdata1+0
	beq.b	.jump7
	btst.b	#5,swdata1+1		* c button check
	beq.b	.jump77
	subq.b	#1,editno
	bcc.b	.jump6
	add.b	d6,editno
	bra.b	.jump6
	btst.b	#6,swdata1+1
	beq.b	.jump7
	addq.b	#1,editno
	cmp.b	editno,d6
	bhi.b	.jump6
	move.b	#0,editno
	bra.w	editpatchg
	btst.b	#5,swdata1+1		* c button check
	beq.b	.jump8
	jsr	actwkchk
	bne.b	.worknai		;z=0:ok	z=1:no
	move.w	xposi(a0),xposi(a1)
	move.w	yposi(a0),yposi(a1)
	move.b	patbase(a0),actno(a1)
	move.b	actflg(a0),actflg(a1)
	move.b	actflg(a0),cddat(a1)
	andi.b	#$7f,cddat(a1)
	moveq	#0,d0
	move.b	editno,d0
	lsl.w	#3,d0
	move.b	4(a2,d0.w),userflag(a1)
	btst.b	#4,swdata1+1		* b button check
	beq.b	.jump9
	moveq	#0,d0
	move.w	d0,editmode
	move.l	#playpat,playerwk+patbase
	move.w	#$0780,playerwk+sproffset
	tst.w	dualmode		; dual mode check
	beq.b	.end
	move.w	#$0780/2,playerwk+sproffset
	move.b	d0,playerwk+mstno
	move.w	d0,xposi+2(a0)
	move.w	d0,yposi+2(a0)
	move.w	editstack,scralim_up
	move.w	editstack2,scralim_n_down
	cmpi.b	#spgamemd,gmmode
	bne.b	.jump9
*	clr.w	rotdir
*	move.w	#$040,rotspd
*	move.l	#playpat,playerwk+patbase
*	move.w	#$0780,playerwk+sproffset
	move.b	#02,playerwk+mstno
	bset.b	#cd_ball,playerwk+cddat
	bset.b	#cd_jump,playerwk+cddat
	moveq	#0,d0
	move.b	editno,d0
	lsl.w	#3,d0
	move.l	0(a2,d0.w),patbase(a0)
	move.w	6(a2,d0.w),sproffset(a0)
	move.b	5(a2,d0.w),patno(a0)
*	move.b	4(a2,d0.w),userflag(a0)
	bsr.w	dualmodesub

dcblw	macro	\1,\2,\3,\4,\5
	dc.l	(\1)*$1000000+(\2)
	dc.w	(\4)+(\5)*$100
	dc.w	(\3)

	dc.w	edit1tbl-edittbl
	dc.w	edit2tbl-edittbl
	dc.w	edit3tbl-edittbl
	dc.w	edit4tbl-edittbl
	dc.w	edit5tbl-edittbl
	dc.w	edit6tbl-edittbl
	dc.w	edit7tbl-edittbl
	dc.w	14
	dcblw	ring_act,ringpat,$26bc,0,$00		;1:
	dcblw	item_act,itempat,$0680,0,$00		;2:
	dcblw	kani_act,kanipat,$0400,0,$00		;3:
	dcblw	hachi_act,hachipat,$0444,0,$00		;4:
	dcblw	fish_act,fishpat,$0470,0,$00		;5:
	dcblw	toge_act,togepat,$04a0,0,$00		;6:
	dcblw	shima_act,shimapat2,$4000,0,$00		;7:
	dcblw	jyama_act,jyamapat,$66c0,0,$00		;8:
	dcblw	musi_act,musipat,$04e0,0,$00		;9:
	dcblw	sjump_act,sjumppat,$04a8,0,$00		;10:
	dcblw	kamere_act,kamerepat,$249b,0,$00	;11:
	dcblw	kageb_act,kagebpat,$434c,0,$00		;12:
	dcblw	save_act,savepat,$26bc,0,$01		;13:
	dcblw	colichg_act,colichgpat,$26bc,0,$00	;14:

	dc.w	07
	dcblw	ring_act,ringpat,$26bc,0,$00		;01:
	dcblw	item_act,itempat,$0680,0,$00		;02:
	dcblw	sjump_act,sjumppat,$04a8,0,$00		;03:
	dcblw	colichg_act,colichgpat,$07bc,0,$00	;04:
	dcblw	kaiten_act,kaitenpat,$e000,0,$00	;05:
	dcblw	prodai_act,prodaipat,$e418,0,$00	;06:
	dcblw	buranko_act,buranko0dpat,$2418,0,$08	;07:

	dc.w	18
	dcblw	ring_act,ringpat,$26bc,0,$00		;1:
	dcblw	item_act,itempat,$0680,0,$00		;2:
	dcblw	save_act,savepat,$047c,0,$01		;3:

	dcblw	colichg_act,colichgpat,$26bc,0,$00	;6:
	dcblw	taki_act,takipat,$23ae,0,$00		;7:
	dcblw	taki_act,takipat,$23ae,3,$02		;7:
	dcblw	shima_act,dai00pat,$4000,0,$01		;8:
	dcblw	shima_act,dai00pat,$4000,1,$0a		;8:
	dcblw	toge_act,togepat,$2434,0,$00		;10:
	dcblw	sisoo_act,sisoopat,$03ce,0,$00		;9:

	dcblw	sjump_act,banepat,$045c,0,$80		;3: banev
	dcblw	sjump_act,banepat,$0470,3,$90		;3: baneh
	dcblw	sjump_act,banepat,$045c,6,$a0		;3: banevr
	dcblw	sjump_act,banepat,$043c,7,$30		;3: bane45
	dcblw	sjump_act,banepat,$043c,10,$40		;3: bane45r

	dcblw	wasp_act,wasppat,$03e6,0,$00		;25   ""    ""
	dcblw	snail_act,snailpat,$0402,0,$00		;25   ""    ""
	dcblw	wfish2_act,wfish2pat,$041c,0,$00	;21   ""    ""

	dcblw	redz_act,redzpat,$0500,0,$00		;20: will change
	dcblw	bfish_act,bfishpat,$2530,0,$00		;21   ""    ""
	dcblw	seahorse_act,horsepat,$2570,0,$00	;22   ""    ""
	dcblw	skyhorse_act,horsepat,$2570,0,$00	;23   ""    ""
	dcblw	stego_act,stegopat,$23c4,0,$00		;24   ""    ""
	dcblw	wasp_act,wasppat,$032c,0,$00		;25   ""    ""
	dcblw	gator_act,gatorpat,$2300,0,$00		;26   ""    ""
	dcblw	bbat_act,bbatpat,$2350,0,$00		;27   ""    ""
	dcblw	oct_act,octpat,$238a,0,$00		;28   ""    ""

	dc.w	15
	dcblw	ring_act,ringpat,$26bc,0,$00		;1:
	dcblw	item_act,itempat,$0680,0,$00		;2:

	dcblw	bgspr_act,frntlitpat,$e485,3,$21	;3:
	dcblw	wfall_act,wfallpat,$e415,4,$04		;4:
	dcblw	break_act,pltfrmpat,$4475,0,$00		;5:
	dcblw	colichg_act,colichgpat,$26bc,0,$00	;6:

	dcblw	redz_act,redzpat,$0500,0,$00		;20: will change
	dcblw	bfish_act,bfishpat,$2530,0,$00		;21   ""    ""
	dcblw	seahorse_act,horsepat,$2570,0,$00	;22   ""    ""
	dcblw	skyhorse_act,horsepat,$2570,0,$00	;23   ""    ""
	dcblw	stego_act,stegopat,$23c4,0,$00		;24   ""    ""
	dcblw	wasp_act,wasppat,$032c,0,$00		;25   ""    ""
	dcblw	gator_act,gatorpat,$2300,0,$00		;26   ""    ""
	dcblw	bbat_act,bbatpat,$2350,0,$00		;27   ""    ""
	dcblw	oct_act,octpat,$238a,0,$00		;28   ""    ""


	dc.w	25
	dcblw	ring_act,ringpat,$26bc,0,$00		;1:
	dcblw	item_act,itempat,$0680,0,$00		;2:
	dcblw	sjump_act,sjumppat,$0523,0,$00		;3:
	dcblw	fish2_act,fish2pat,$2486,0,$08		;4:
	dcblw	mogura_act,mogurapat,$84a6,2,$00	;5:
	dcblw	yari_act,yaripat,$03cc,0,$00		;6:
	dcblw	yari_act,yaripat,$03cc,3,$02		;7:
	dcblw	box_act,boxpat,$43de,0,$00		;8:
	dcblw	switch2_act,switch2pat,$0513,0,$00	;9:
	dcblw	toge_act,togepat,$051b,0,$00		;10:
	dcblw	dai_act,udaipat,$43bc,0,$04		;11:
	dcblw	dai3_act,dai3pat,$43e6,0,$01		;12:
	dcblw	dai3_act,dai3pat,$43e6,1,$13		;13:
	dcblw	dai3_act,dai3pat,$43e6,0,$05		;14:
	dcblw	kazari_act,kazaripat,$443e,0,$00	;15:
	dcblw	dai3_act,dai3pat,$43e6,2,$27		;16:
	dcblw	dai3_act,dai3pat,$43e6,3,$30		;17:
	dcblw	kassya_act,kassyapat,$03f6,0,$7f	;18:
	dcblw	uni_act,unipat,$0467,0,$00		;19:
	dcblw	awa_act,awapat,$8348,19,$84		;20:
	dcblw	mizu_act,mizupat,$c259,2,$02		;21:
	dcblw	mizu_act,mizupat,$c259,9,$09		;22:
	dcblw	bou_act,boupat,$43de,0,$00		;23:
	dcblw	ben_act,benpat,$4328,0,$02		;24:
	dcblw	save_act,savepat,$26bc,0,$01		;25:

*	dcblw	dai4_act,dai4pat,$41f0,4,$80		;25:
	dc.w	18
	dcblw	ring_act,ringpat,$26bc,0,$00		;1:
	dcblw	item_act,itempat,$0680,0,$00		;2:
	dcblw	hachi_act,hachipat,$0444,0,$00		;3:
	dcblw	toge_act,togepat,$051b,0,$00		;4:
	dcblw	sjump_act,sjumppat,$0523,0,$00		;5:
	dcblw	mfire_act,firepat,$0345,0,$00		;6:
	dcblw	fblock_act,fblockpat,$4000,0,$00	;7:
	dcblw	myogan_act,yoganpat,$63a8,0,$00		;8:
	dcblw	yogan2_act,yogan2pat,$63a8,0,$00	;9:
	dcblw	box_act,boxpat,$42b8,0,$00		;10:
	dcblw	yado_act,yadopat,$247b,0,$00		;11:
	dcblw	bryuka_act,bryukapat,$42b8,0,$00	;12:
	dcblw	dai_act,daipat,$02b8,0,$00		;13:
	dcblw	break2_act,break2pat,$62b8,0,$00	;14:
	dcblw	yoganc_act,yogancpat,$8680,0,$00	;15:
	dcblw	bat_act,batpat,$04b8,0,$00		;16:
	dcblw	imo_act,imopat,$24ff,0,$00		;17:
	dcblw	save_act,savepat,$26bc,0,$01		;18:
	dc.w	15
	dcblw	ring_act,ringpat,$26bc,0,$00		;1:
	dcblw	item_act,itempat,$0680,0,$00		;2:
	dcblw	elev_act,elevpat,$4000,0,$00		;3:
	dcblw	break2_act,break2pat,$44e0,2,$00	;4:
	dcblw	shima_act,z4daipat,$4000,0,$00		;5:
	dcblw	pedal_act,pedalpat,$4000,0,$00		;6:
	dcblw	step_act,steppat,$4000,0,$00		;7:
	dcblw	fun_act,funpat,$43a0,0,$00		;8:
	dcblw	sisoo_act,sisoopat,$0374,0,$00		;9:
	dcblw	sjump_act,sjumppat,$0523,0,$00		;10:
	dcblw	mfire_act,firepat,$0480,0,$00		;11:
	dcblw	bgspr_act,hassyapat,$44d8,0,$00		;12:
	dcblw	brobo_act,brobopat,$0400,0,$00		;13:
	dcblw	uni_act,unipat,$2429,0,$00		;14:
	dcblw	save_act,savepat,$26bc,0,$01		;15:
	dc.w	15
	dcblw	ring_act,ringpat,$26bc,0,$00		;1:
	dcblw	item_act,itempat,$0680,0,$00		;2:
	dcblw	toge_act,togepat,$051b,0,$00		;3:
	dcblw	sjump_act,sjumppat,$0523,0,$00		;4:
	dcblw	aruma_act,arumapat,$04b8,0,$00		;5:
	dcblw	signal_act,signalpat,$0000,0,$00	;6:
	dcblw	bobin_act,bobinpat,$0380,0,$00		;7:
	dcblw	kani_act,kanipat,$0400,0,$00		;8:
	dcblw	hachi_act,hachipat,$0444,0,$00		;9:
	dcblw	yado_act,yadopat,$247b,0,$00		;10:
	dcblw	shima_act,z5daipat,$4000,0,$00		;11:
	dcblw	dai2_act,dai2pat,$4000,0,$00		;12:
	dcblw	switch2_act,switch2pat,$0513,0,$00	;13:
	dcblw	imo_act,imopat,$24ff,0,$00		;14:
	dcblw	save_act,savepat,$26bc,0,$01		;15:
	dc.w	29
	dcblw	ring_act,ringpat,$26bc,0,$00		;1:
	dcblw	item_act,itempat,$0680,0,$00		;2:
	dcblw	brobo_act,brobopat,$0400,0,$00		;3:
	dcblw	uni_act,unipat,$0429,0,$00		;4:
	dcblw	imo_act,imopat,$22b0,0,$00		;5:
	dcblw	buranko_act,fetamapat,$4391,2,$07	;6:
	dcblw	haguruma_act,hagurumapat,$c344,00,$e0	;7:
	dcblw	dai_act,daipat,$22c0,2,$28		;8:
	dcblw	switch2_act,switch2pat,$0513,0,$00	;9:
	dcblw	pata_act,patapat,$4492,0,$03		;10:
	dcblw	pata_act,yukafpat,$04df,0,$83		;11:
	dcblw	noko_act,nokopat,$43b5,0,$02		;12:
	dcblw	break2_act,break2pat,$43f5,0,$00	;13:
	dcblw	dai_act,daipat,$4460,3,$39		;14:
	dcblw	dai4_act,dai4pat,$22c0,0,$00		;15:
	dcblw	door_act,doorpat,$42e8,0,$00		;16:
	dcblw	dai4_act,dai4pat,$22c0,1,$13		;17:
	dcblw	noko_act,nokopat,$43b5,0,$01		;18:
	dcblw	dai4_act,dai4pat,$22c0,1,$24		;19:
	dcblw	noko_act,nokopat,$43b5,2,$04		;20:
	dcblw	dai4_act,dai4pat,$22c0,1,$34		;21:
	dcblw	yukae_act,yukaepat,$44c3,0,$00		;22:
	dcblw	fire6_act,fire6pat,$83d9,0,$64		;23:
	dcblw	fire6_act,fire6pat,$83d9,11,$64		;24:
	dcblw	ele_act,elepat,$047e,0,$04		;25:
	dcblw	yukai_act,yukaipat,$42f0,0,$00		;26:
	dcblw	scoli_act,scolipat,$8680,0,$11		;27:
	dcblw	buta_act,butapat,$2302,0,$04		;28:
	dcblw	save_act,savepat,$26bc,0,$01		;29:

*	dcblw	ring_act,playpat,$0780,50,$00		;28:
*	dcblw	usa_act,usapat,$0448,0,$00		;5:
*	dcblw	mawaru_act,mawarupat,$4348,16,$00	;7:

	dc.w	02	*13
	dcblw	ring_act,ringpat,$26bc,0,$00		;1:
	dcblw	ring_act,ringpat,$26bc,8,$00		;2:
*	dcblw	bobin_act,bobinpat,$0380,0,$00		;2:
*	dcblw	usagi_act,flicpat,$05a0,0,$0a		;3
*	dcblw	usagi_act,flicpat,$05a0,0,$0b		;4
*	dcblw	usagi_act,flicpat,$05a0,0,$0c		;5
*	dcblw	usagi_act,usagipat,$0553,0,$0d		;6
*	dcblw	usagi_act,usagipat,$0553,0,$0e		;7
*	dcblw	usagi_act,pengpat,$0573,0,$0f		;8
*	dcblw	usagi_act,pengpat,$0573,0,$10		;9
*	dcblw	usagi_act,azarpat,$0585,0,$11		;10
*	dcblw	usagi_act,fbutapat,$0593,0,$12		;11
*	dcblw	usagi_act,niwapat,$0565,0,$13		;12
*	dcblw	usagi_act,risupat,$05b3,0,$14		;13

Something interesting to notice is this group of code:

	dcblw	redz_act,redzpat,$0500,0,$00		;20: will change
	dcblw	bfish_act,bfishpat,$2530,0,$00		;21   ""    ""
	dcblw	seahorse_act,horsepat,$2570,0,$00	;22   ""    ""
	dcblw	skyhorse_act,horsepat,$2570,0,$00	;23   ""    ""
	dcblw	stego_act,stegopat,$23c4,0,$00		;24   ""    ""
	dcblw	wasp_act,wasppat,$032c,0,$00		;25   ""    ""
	dcblw	gator_act,gatorpat,$2300,0,$00		;26   ""    ""
	dcblw	bbat_act,bbatpat,$2350,0,$00		;27   ""    ""
	dcblw	oct_act,octpat,$238a,0,$00		;28   ""    ""

These lines of code are in the block that makes up Hidden Palace Zone's debug list from an earlier build. The content in the list appears to be identical to the actual compiled version in the ROM; however, it does give us information on the objects in the zone that may have been previously unknown:

  • Redz is the red T-rex badnik that appears in Hidden Palace Zone.
  • Bfish is the jumping fish badnik that was unused by the Simon Wai prototype.
  • Seahorse is Aquis, the seahorse badnik that was in the final game in Oil Ocean Zone.
  • Skyhorse is most likely the second Aquis object in Hidden Palace Zone's debug list (the version that shoots a harmless projectile).
  • Stego is the triceratops badnik that was unused by the Simon Wai prototype.
  • Wasp is Buzzer, the bee badnik that's in Emerald Hill Zone in all known versions of Sonic 2. In this prototype, it also has a home in Hidden Palace's debug list.
  • Gator is the alligator/crocodile badnik that is unused by the Simon Wai prototype.
  • Bbat is the dive-bombing bat that appears in Hidden Palace Zone.
  • Oct is Octus, the octopus badnik that was in the final game in Oil Ocean Zone.

These same lines are duplicated in the debug list for Emerald Hill, but unused because the game is told that Emerald Hill's debug list will have 18 entries, and the Hidden Palace enemies are all after entry number 18.

This chunk of uncompiled code also indicates that the Zone order present in this build was going to be changed even at this early stage. Emerald Hill's debug list is labeled as Zone 00, which is Green Hill in this build but Emerald Hill in later builds. Similarly, Hidden Palace is indicated as Zone 08, which is where it resides in later builds and the final.