This game has unused areas.
Vectorman 2 is the rare and somewhat-rushed US-only sequel to Sega's answer to Donkey Kong Country.
See if either of these appear in the prototype and/or are used in there.
There are two songs that remain unused in this game. In fact, one of these most likely isn't used due to time constraints.
An alternate version of the intro song.
The song that was supposed to play in the options menu. It sounds very similar to a lot of other songs in the game. In fact, it sounds eerily similar to the song that plays in the Invader bonus stage in particular.
There are at least four different coordinate displays in the game, all accessible with button codes. Pause the game and enter any of the following codes to activate the corresponding display:
B, A, Left, Down (BALD)
The two coordinates on the left are Vectorman's X and Y positions, and the two on the right are the screen's X and Y positions.
B, A, Left, Left (BALL)
Also displays Vectorman's X and Y positions, with 4 digits.
Left, Up, A, Up (LUAU)
Also displays Vectorman's X and Y positions, with 3 digits.
A, Left, A, B, A, Mode, A (ALABAMA; this one requires a six-button controller)
This one increases when the game slows down and constantly decreases back to zero.
Free Movement Mode
Pause and press Up, Left, A, Z, Y, B, Up, Mode (U LAZY BUM; this one also requires a six-button controller) to activate a free movement mode. Vectorman will turn into a cursor and can be moved around with the D-Pad. In this mode, he is immune to damage and can defeat most enemies simply by touching them. Pause and enter the code again to disable.
While paused, press Up, Right, A, B, A, Down, Left, A, Down (U R A BAD LAD). There is also a sound test, but it is the same one that is already available in the Options menu.
Ron's Test Level
Ron's Test Level is a short test level accessible from the level select. It uses an otherwise unused debug tileset and tests the game's various types of platforms, as well as destructible walls. Oddly, Vectorman starts the level as a tank. The bottom of the level is inescapable, but the level can be exited by using the level select code or by taking a moving platform up to the "2" platforms at the start of the level.
Unused Intro Screens
The level select contains two unused entries, "AND" and "PRESENT", both of which display the respective words in simple blue text on a black background. The former leads to the Blue Sky Software logo, whereas the latter leads to the title screen. In prototype versions of the game, these screens appeared after the Sega and Blue Sky Software logos, respectively.
Scattered throughout the ROM are some development related error messages.
Playfield A map type ID out of range Playfield B map type ID out of range Window map type ID out of range Background x mask is not a power of 2 Background y mask is not a power of 2 Background type ID out of range in draw routine Map Tile Decompression Buffer Overflow Internal Error get_hscroll_table Internal Error get_vscroll_table Character hscroll mode not implemented yet Invalid scroll mode for standard_hscroll_set Invalid scroll mode for standard_vscroll_set width must be power of 2 if wrap is enabled height must be power of 2 if wrap is enabled bgvv 64 tall error 0 stile driver not implemented for window world height in stiles cannot be greater than BG_MAX_MAP_HEIGHT Too many supertiles allocate VRAM - unused stack underflow VRAM pools exausted no mem for typewriter get_tile_ptr called outside a tile vtile vvtile map illegal difficulty unknown message invalid controller set undefined environment tile invalid hit type Unknown complex collision type unknown score event stack underflow or highram overflow bad comment ID bomb tile not found invalid special object no RAM for time bonus text no RAM for TV bonus text no RAM for photon bonus text no RAM for tally no VRAM for watch watch VRAM not initialized no VRAM for hero projectiles projectile VRAM not initialized cannot create photon list OCB no photon VRAM could not allocate OCB for colmask too many piece characters special non-flipped piece special tween no h-flip piece special h-flip piece special tween h-flipped piece special v-flip piece special tween v-flipped piece special h-v-flip piece special tween h-v-flipped piece no mem for status invalid coord mode unknown chr in status message too many powerups bad powerup ID arrangement unimplemented powerup call to add_bg_animation without an active bg anim OCB cannot add bg animation invalid bg type for bganim too many bg changes to save bad input to setup_vscale no mem for realloc obj unknown realloc mode waypoint no hero invalid waypoint index invalid waypoint handler no mem for region cant find region OCB no room for explosion buffers no RAM purgeable OCB wo O_REACT stext no RAM invalid ASCII internal invisfx error no VRAM for rivet rivet VRAM not initialized no VRAM for dummy dummy VRAM not initialized
Some object names can be found at 0x3E968 in the ROM.
create_girder CrawlerCreate SlugCreate FleaCreate SnakeFlyCreate SpiderCreate PaintballCreate
Unused Level Names
The six scenes of the opening cutscene have level names which are never displayed.
NIGHT IN THE INTRO1 NIGHT IN THE INTRO2 NIGHT IN THE INTRO3 NIGHT IN THE INTRO4 NIGHT IN THE INTRO5 NIGHT IN THE INTRO6
The Vectorman series
|Sega Genesis||Vectorman • Vectorman 2|