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Sonic the Hedgehog 2 (Mega Drive)

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Ekran tytułowy

Sonic the Hedgehog 2

Developerzy: Sonic Team, Sega Technical Institute
Wydawcy: Sega (JP/US/EU), Tec Toy (BR)
Platforma: Genesis
Premiera w Japonii: 1992 Listopad 21
Premiera w USA: 1992 Listopad 24
Premiera w Europie: 1992 Listopad 24
Premiera w Korei: 1992 Listopad 21


AreasIcon.png Ta gra ma niewykorzystane lokacje.
GraphicsIcon.png Ta gra ma niewykorzystane grafiki.
MusicIcon.png Ta gra ma niewykorzystaną muzykę.
SoundIcon.png Ta gra ma niewykorzystane dźwięki.
DebugIcon.png Ta gra posiada materiał debugujący.
LevelSelectIcon.png Ta gra ma ukryty wybór poziomów.
Carts.png Ta gra ma różnice rewizji.


NotesIcon.png Ta gra posiada stronę z notatkami
ProtoIcon.png Ta gra posiada artykuł o prototypie

Hmmm...
To do:
Większość usuniętych stref można znaleźć tutaj w jakiejś formie, z wyjątkiem Blue Lake (który był obecny, ale nieużywany w kompilacji Simona Wai). Sprawdź, czy zostały jakieś resztki.

Sonic the Hedgehog 2 jest kontynuacją pierwszej gry, która wprowadza Tailsa, kultowy Spin Dash, ideę robotycznych Soniców i rzeczywistą nagrodę za zebranie wszystkich sześciu siedmiu Chaos Emeralds w postaci złotowłosego Super Sonica. Z ostatecznej wersji wycięto wiele ciekawych rzeczy, takich jak sławny Hidden Palace Zone.

Podstrony

Przeczytaj o wydanych lub porzuconych prototypowych wersjach tej gry.
Informacje o Prototypie
Różne ciekawostki, które są na tyle interesujące, że warto je tu wskazać.
Uwagi


Blank.png
Różnice Rewizyjne

Funkcje Debugowania

Wybór Poziomów

Sonic The Hedgehog 2 Genesis Level Select.png

Podobnie jak pierwsza gra, Sonic 2 ma dobrze znany wybór poziomów:

  • Przejdź do menu Opcji.
  • W teście dźwięku, odtwórz następujące dźwięki: 19, 65, 09, 17 (17 Września 1965 to urodziny Yuji Naki). Włącza to wybór poziomu.
  • Naciśnij Start, aby powrócić do ekranu tytułowego. Gdy pojawi się menu, przytrzymaj A i naciśnij Start, aby wyświetlić ekran wyboru poziomu.

Tryb Debugowania

Włączenie trybu debugowania gry wymaga włączenia wyboru poziomu.

  • W teście dźwięku na ekranie wyboru poziomu odtwórz następujące dźwięki: 01, 09, 09, 02, 01, 01, 02, 04 (24 Listopad, 1992 jest datą premiery gry w USA).
  • Wybierz dowolny poziom, a następnie przytrzymaj A i naciśnij Start. Przytrzymaj A do momentu pojawienia się karty tytułowej.

Alternatywnie można uzyskać do niego dostęp za pomocą kodu Pro Action Replay FFFFFA:0001.

Stąd masz dostęp do różnych rzeczy:

  • Niezwyciężoność
  • Nieograniczony czas
  • Współrzędne debugowania (zamiast licznika wyniku)
  • Licznik sprite (zamiast licznika czasu)
  • Tryb umieszczania: Naciśnij B, aby przejść do trybu umieszczania. Stamtąd:
    • Naciśnij A, aby przejść o jeden obiekt do przodu.
    • Przytrzymaj A i naciśnij C, aby cofnąć się o jeden obiekt.
    • Naciśnij C, aby umieścić obiekt.
  • Gdy gra jest wstrzymana, dostępne są niektóre opcje debugowania:
    • Naciśnij A, aby wrócić do ekranu tytułowego.
    • Naciśnij i przytrzymaj B, aby spowolnić grę o 50%.
    • Naciśnij C, aby przyspieszyć grę o jedną klatkę.

Ponadto, jeśli Sonic zginie, można go ożywić, wchodząc w tryb umieszczania, przenosząc się w bezpieczne miejsce i wychodząc. Jednak próba umieszczenia przedmiotu w tym stanie śmierci zamrozi grę. Musisz także grać jako Sonic, ponieważ Tails nie może wejść w tryb umieszczania obiektów.

Tryb "Noktowizora"

Sonic2 Black Layers.png

Przejdź do ekranu wyboru poziomu, włącz tryb debugowania, a następnie przytrzymaj C i naciśnij Start podczas wybierania poziomu. Spowoduje to, że VDP konsoli aktywuje funkcję debugowania: grafika tła narysowana za warstwą sprite zostanie pokryta przezroczystą czarną nakładką.

Debugowanie Poruszających Się Teł

Użyj kodu PAR 00EBEC:4E71 (Rewizja 00), 00EBC0:4E71 (Rewizja 01), lub 00EBC2:4E71 (Rewizja 02) aby włączyć specjalną funkcję debugowania: Przytrzymaj 2P Up lub 2P Down, aby przesunąć wznoszącą się podłogę/lawę w Hill Top i poruszające się chmury w tle Wing Fortress.

(Źródło‏‎: Demontaż Programu Sonic 2)

Kody

  • Wszystkie 7 szmaragdów: Aby zdobyć wszystkie 7 Szmaragdów Chaosu, odblokuj ekran wyboru poziomu i odtwórz dźwięki 04, 01, 02, 06 lub wprowadź kod Pro Action Replay FFFFB1:0007.
  • Dodatkowe Kontynuacje: Aby uzyskać 14 dodatkowych kontynuacji, odtwarzórz dźwięki 01, 01, 02, 04 na ekranie Opcji. Ten kod sprawia, że muzyka Oil Ocean Zone jest odtwarzana przez cały czas z powodu nieprawidłowego polecenia dźwiękowego.

Nieużywana Grafika

Sonic

Grafika ID Ramki Opis
S2-Sonic falling.gif
52-53 Animacja bardzo podobna do tej używanej w Wing Fortress Zone, gdy Sonic chwyta panele z boku statku. Ta jest jednak pionowa.
Sonic2SonicAltDeath.png 5E Alternatywna klatka śmierci, zdefiniowana w animacji 16. Powraca z (i nie jest również używany w) Sonic 1.

Robotnik

Grafika Nazwa Opis
centrum Nieużywana animacja CPZ Istnieje nieużywana animacja dla Robotnika, który upuszcza niebieską maź na kontynuowaniu pracy w walce w Strefie Zakładów Chemicznych. Ta animacja istnieje od prototypu Nick Arcade, ale nigdy nie została zaimplementowana. Poprawkę implementacji utraconej animacji można znaleźć tutaj.
64px|center Śmiech Robotnika W Death Egg Zone Robotnik jest obecny by śmiać, gdy Sonic się styka podczas bitwy Mecha Sonic. Tak więc, więc tak nie jest tak, aby usunąć, Sonic umiera dzieci po trafieniu, a więc zawsze nie jest widoczne bez trybu debugowania. W wersji na smartdony z 2013 roku ta animacja nie jest zamrożona, gdy gracz umiera. Możesz także budować animację w porcie [Sonic Jam], grając w przyszłości, a także w przyszłości 3DS, grając w zorganizowaniu Ring Keeper.

Inne

Grafika Nazwa Opis
HPZiconS2.png
Ikona HPZ Ikona wyboru poziomu dla Hidden Palace Zone. Zwykle nie jest używana w żadnej wersji gry, ale kod Pro Action Replay 0096D8:0303 spowoduje, że zastąpi ona ikonę Szmaragdowego Wzgórza w Wyborze Etapu. Pojawia się również w wyborze poziomu w Sonic the Hedgehog 3, który zawiera ikony stref Sonic 2. Wybór etapu ostatecznej gry został zaimplementowany dopiero w "Beta 7", Podczas gdy sam Hidden Palace został usunięty mniej więcej w czasie "Pre-Bety". Nikt nie wie, dlaczego tutaj jest po tym jak z poziomu zrezygnowano.
Sonic2CPZSirenLight.gif
CPZ Przedmiot Dekoracyjny Niewykorzystane przedmioty dekoracyjne Strefy Zakładów Chemicznych, przechowywane pod adresem 0x0383-0x0393 w VRAM. Można je umieścić w trybie debugowania wersji iOS/Android z 2013.
Sonic2OOZSpringHolder.png
Uchwyt na sprężynę OOZ Uchwyt na wyrzutnię kulek OOZ (patrz poniżej). Pojawił się w prototypie Simona Wai i nadal jest ładowany do pamięci VRAM w finalnej grze.
Sonic2AquisAngry.gif
Sonic2AquisSpray.png
Nieużywana grafika Aquis Niewykorzystana animacja Aquisa plującego olejem wraz z wypryskiem oleju.
Sonic2gen Balkiry2.png
Nieużywana ramka Balkiry Nieużywana ramka badnika Balkiry z Sky Chase Zone z rozłożonym podwoziem. Możliwe, że pierwotnie miały wystartować z Fortecy Skrzydła, gdy przelatywała. Jeśli Balkiry zostanie wybrany w trybie debugowania, ten sprite będzie widoczny zamiast latającego.
S2-Turtle.gif
Chodzący Tocky Animacja chodzenia dla Tockys w Sky Chase Zone. Jedynym sposobem na zobaczenie tego sprite jest użycie trybu debugowania, aby stworzyć i zniszczyć badnika, gdy przechodzi obok Wing Fortress. Pojawił się później w Sonic Mania, na krótko przed bitwą z bossem Metal Sonic w Stardust Speedway Zone.
S2-Picky.gif
Picky Picky, powracające zwierzę z Sonic 1, jest obecne w Death Egg Zone. Jednak nie ma badników ani kapsuł zwierzęcych, więc nigdy nie można go zobaczyć.
(Źródło‏‎: Sonic Retro)

Nieużywane Obiekty

Unosząca Się Platforma CPZ

Sonic2CPZFloatPlat.png
ID Obiektu: 0C

Ten obiekt istnieje od prototypu Nick Arcade. Co 1024 klatki będzie powoli wznosić się przez 128 klatek, unosić się w powietrzu, a potem spadać 128 klatek później. Ilość czasu, przez jaki unosi się w powietrzu, to 128×(niższe cztery bity podtypu) ramek. Górne cztery bity można wykorzystać do kompensacji, gdy zaczyna się unosić w powietrzu.

Bloker HPZ

Sonic2HPZBlocker.png
ID Obiektu: 12

Ten kryształ był używany w dwóch pierwszych prototypach do zablokowania rury w Strefie Ukrytego Pałacu. Grafika już dawno zniknęła, ale kod nadal istnieje, taki jaki jest. Jest to prosty, solidny, niezniszczalny obiekt, a jego kodowanie nie zmieniło się od czasu prototypu Nick Arcade.

Wodospad HPZ

Sonic2HPZWaterfall.gif
ID Obiektu: 13

Kolejna pozostałość ze Strefy Ukrytego Pałacu. Ponownie grafika już nie istnieje w ROMie. Jego wysokość jest równa 16×(niższe pięć bitów podtypu)+16 pikseli. Umieszczenie jednego z podtypem większym niż 17 spowoduje pojawienie się śmieciowych obiektów po prawej stronie.

Wirujące Kolce Green Hill Zone

ID Obiektu: 17

Pozostałość z Sonic 1. Niestety grafika została usunięta, ale kodowanie jest nienaruszone.

Wyrzutnia Kulek OOZ

Sonic2-SpringBall.gif Sonic2OOZCheckeredBall.gif
ID Obiektu: 46

Obiekt z kulą i sprężyną, który można umieścić w Strefie Oceanu Oleju w trybie debugowania. Jeśli przełącznik zostanie umieszczony w pobliżu i naciśnięty, kula wyskoczy i zacznie się toczyć w kierunku, w którym zwrócony był Sonic, gdy obiekt został umieszczony. Wygląda na to, że przedmiot ten zostałby użyty do przejścia przez coś, ponieważ można na nim stanąć, podobnie jak obiekt piłki, który pojawił się we wczesnych wersjach Sonic the Hedgehog. Nie koliduje z łamliwymi podłogami lub windami i wspina się po zboczach, a nawet pionowych ścianach, nie zwalniając ani nie zatrzymując się. Widać to w prototypie Simona Wai.

Mała Platforma MZ

ID Obiektu: 6C Choć bardzo podobna do małych platform używanych w Metropolis Zone, ta platforma zachowuje się dziwnie, zwykle wznosząc się pod kątem.

Platforma Pierścieniowa MCZ

Sonic2-mrzobject.png
ID Obiektu: 73

An odd platform made of rings, which can be placed in Mystic Cave Zone via debug mode. It can be stood on, and moves in a similar motion to the spinning spiked balls in the level.

WFZ Turbine Fire

Sonic2-giantlaser.gif
Object ID: B7

If the sub-ID of the rotating platforms in Wing Fortress Zone has bit 02 of their subtype set but not 04, some kind of laser will appear (with no sound effects) when the platform spins. This object can be placed with debug mode, where it oddly appears before the used platform in the object list.

WFZ Pole Badnik

Sonic2-wfz-spinnything2.gif
Object ID: BF

A strange object that seems to be a spinning pole, which can be placed in Wing Fortress Zone via debug mode. It's like a badnik: you can destroy it, and it can damage you, but it doesn't move.

Unused Subtypes

Monitors
Sonic2MonitorStatic.gif
If the subtype of a monitor is set to 00, the monitor will spawn with a static icon. Breaking the monitor will harm the player.

CPZ Tipping Platform
The amount of time that the platforms in CPZ can stay flipped is variable -- equal to 10+(upper four bits of the subtype) frames -- but in the final game, the upper four bits are always set to 70.

ARZ Door
Sonic2gen Aquatic ruin door.png
An unused door from Aquatic Ruin Zone, which like similar doors in other Zones closes as soon as the player enters it. These can be placed via debug mode.

CPZ Bubble Snakes

Sonic2 CPZBubbleSnake.png

The blue bubble snakes in Chemical Plant Zone have many subtypes that define their movement pattern (00-0F for jumping back and forth, 10-1F for jumping between the floor and ceiling) and their length, which can be any number of segments between 1 and 16. However, only those that are 6 segments long are used (subtypes 05 and 15), leaving all other subtypes unused.

OOZ Pressure Stopper
Sonic2OilOceanPressureStopperH.png
The used pressure stopper in Oil Ocean Zone launches the player upwards. If the object subtype is set to zero, as it is in edit mode, it will launch the player to the right. This would have been used in the Simon Wai layout of the stage, but has no purpose in the final layout.

Unused Score Tally

Sonic2UnusedScoreTally.png

This configuration for the score tally, replacing "ACT #" with "ZONE", is meant to be used in levels with only one act, such as Sky Chase Zone, Wing Fortress Zone, and Death Egg Zone. However, none of those levels have a score tally, so this text never appears unless a capsule is placed via debug mode and destroyed. This was later used in Hidden Palace Zone in the 2013 remake.

Unused Audio

Music

The song at entry #10 in the Sound Test is unused in normal gameplay; however, it will play if the corrupted remains of Hidden Palace are accessed in the final build through the use of cheating devices or otherwise hacking the game. It does not exist in the Simon Wai prototype, where instead the functional version of Hidden Palace uses the music that was later used for the 2-player version of Mystic Cave.

(Source: Sonic Retro)

Disc 2, Track 37 of the Sonic the Hedgehog 1&2 Soundtrack contains Masato Nakamura's original demo version of this song, but it doesn't loop and then fade out like the Zone demo tracks; instead, towards the end of the track, the tune changes significantly and has a proper ending. This may suggest that the music was originally intended for some sort of cutscene, perhaps taking place in Hidden Palace. Interestingly, this track is referred to as "STH2 Unused Song ~ Masa's Demo version ~", without specifying its intended use, though all track titles can be taken to be indicative only of how each song was used in the final release version.

Although popular speculation is that this song was at one point intended to be used as the background theme for Hidden Palace, the 2013 remaster of Sonic the Hedgehog 2 instead uses the same music as the Simon Wai, August 21st, and September 14th prototypes, as the developers felt that it better suited the revised level. However, this track later found use in the aforementioned remaster's "Proto Palace Zone".

Sounds

A few unused leftovers from Sonic the Hedgehog and other unused sounds can be heard in the Sound Test.

Sound ID Sound Description
Sonic the Hedgehog Leftovers
$29
The sound used when hitting the R, UP, and DOWN blocks in the Special Stage.
$31
Electricity sound from Scrap Brain Zone.
$38
Sounds similar to the sound of spikes popping up. This is also unused in Sonic 1.
$3A
The sound made while hitting the colored diamonds in the Special Stage.
$43
The warp noise made by a Giant Ring at the end of an act if Sonic enters it. This sound was later reused in Sonic the Hedgehog 3.
$47
Chain pulling sound from Marble Zone.
$49
Bonus point tag appearing at the end of an act.
Other Unused Sounds
$51
Unknown. Sounds like something popping or skidding on the ground.
$52
A low siren, similar to $53 which is used in the 2-Player mode.
$68
Appears to be a slightly shorter version of Mystic Cave Zone's bridges stopping in place ($69).

Inaccessible Rings

Some levels have rings in places that cannot be reached, making a Perfect bonus impossible.

Location Image Level Approximate coordinates Description Location Image (Prototype)
Sprites Always on Top enabled in Gens. Aquatic Ruin Zone
Act 2
1FA90626 Two rings lined up horizontally. The rightmost can actually be touched without going inside the pillar, but there's no way to reach it. The pillars weren't there in CENSOR and Beta 4 prototype, allowing the rings to be collected. Sprites Always on Top enabled in Gens.
Sonic 2 CNZ2 rings.png Casino Night Zone
Act 2
027F00F8 Two clusters with seven rings each, just above the start, but way too high to reach. These rings have mysteriously been transported from Act 1 to Act 2, this same problem also occurs with the rows of rings that should be from a launcher.

These rings would be easily reached using fippers that are centered just below the rings. When locked-on to Sonic & Knuckles, it is possible for Knuckles to collect these rings by gliding to the far left from the highest wall.
In the August 21 prototype or final version, these flippers could be used to reach the enigmatic rings on Act 1.

Sonic 2 CNZ2 AUG21Proto rings1.png
Sonic 2 CNZ2 rings2.png Casino Night Zone
Act 2
10700611 It may seem strange, but this row of rings should be in Act 1, the level design fits perfectly where a ramp leads to a vertical launcher. This failure has always occurred since the prototype of August 21st, 1992. Sonic 2 CNZ2 AUG21Proto rings2.png
Sonic 2 MCZ2 hidden rings 1.png Mystic Cave Zone
Act 2
0F2B00F0 These may have been placed with the original level layout from the Simon Wai prototype in mind. In the same coordinates in that prototype is a tall pillar. The level design was copied from Simon Wai to the final version of Sonic 2 so that the objects were placed correctly.
Sonic 2 MCZ2 hidden rings 3.png Mystic Cave Zone
Act 2
15880160 These may have been placed with the original level layout from the Simon Wai prototype in mind. The level design was copied from Simon Wai to the final version of Sonic 2 so that the objects were placed correctly.
Sonic 2 MCZ2 hidden rings 2.png Mystic Cave Zone
Act 2
16050156 These rings may have been part of the original level layout for this Zone in the Simon Wai prototype. As there is a ledge and an empty space in the same coordinates in that prototype, a swinging platform may have been in these coordinates to accompany the rings. The level design was copied from Simon Wai to the final version of Sonic 2 so that the objects were placed correctly.
Sonic 2 OOZ hidden rings.png Oil Ocean Zone
Act 2
0BC003A8 These are leftovers from the original level layout seen in the Simon Wai prototype. The same rings can be found in the same coordinates in that prototype. The level design was copied from Simon Wai to the final version of Sonic 2 so that the objects were placed correctly.
Sonic 2 OOZ hidden rings2.png Oil Ocean Zone
Act 2
11BF023A These are leftovers from the original level layout seen in the Simon Wai prototype. The same rings can be found in the same coordinates in that prototype. The level design was copied from Simon Wai to the final version of Sonic 2 so that the objects were placed correctly.
Sonic 2 OOZ hidden rings3.png Oil Ocean Zone
Act 2
12C0023A These are leftovers from the original level layout seen in the Simon Wai prototype. The same rings can be found in the same coordinates in that prototype. The level design was copied from Simon Wai to the final version of Sonic 2 so that the objects were placed correctly.
Sonic 2 OOZ hidden rings5.png Oil Ocean Zone
Act 2
191001F8 These are leftovers from the original level layout seen in the Simon Wai prototype. The same rings can be found in the same coordinates in that prototype. The level design was copied from Simon Wai to the final version of Sonic 2 so that the objects were placed correctly.
Sonic 2 OOZ hidden rings4.png Oil Ocean Zone
Act 2
1A0001F8 These are leftovers from the original level layout seen in the Simon Wai prototype. The same rings can be found in the same coordinates in that prototype. The level design was copied from Simon Wai to the final version of Sonic 2 so that the objects were placed correctly.
Sonic 2 OOZ hidden rings6.png Oil Ocean Zone
Act 2
20880300 These are leftovers from the original level layout seen in the Simon Wai prototype. The same rings can be found in the same coordinates in that prototype. The level design was copied from Simon Wai to the final version of Sonic 2 so that the objects were placed correctly.
Sprites Always on Top enabled in Gens. Metropolis Zone
Act 2
02C0043F Three horizontal slanted rings, under the floor with the ten-ring box and a cog nearby. This floor used to be a slope in the Simon Wai prototype, so these rings may have been placed with the slope in mind. Rings placed via Debug Mode to show how they would have looked in the prototype layout.
Sprites Always on Top enabled in Gens. Metropolis Zone
Act 2
135000D0 These rings may have corresponded with the original level layout from the August 21st prototype. Judging by the layout in that prototype, these rings could have been reached by jumping from the nearby conveyor belt. The level design was copied from August 21st prototype to the final version of Sonic 2 so that the objects were placed correctly.
Sprites Always on Top enabled in Gens. Metropolis Zone
Act 2
0F000169 These rings appear to correspond with the original level layout from the Simon Wai prototype. There is a ledge in the same coordinates in that prototype, so the rings may have been placed on top of it. Rings placed via Debug Mode to show how they would have looked in the prototype layout.
Sprites Always on Top enabled in Gens. Metropolis Zone
Act 2
0F400354 These rings appear to correspond with the original level layout from the August 21, 1992 prototype. In the same coordinates, they would have been under a ceiling. Sonic2proto aug21 MZ2 rings4.png

Misplaced Objects

Various objects throughout the levels are misplaced or in odd positions, possibly indicative of earlier level designs.

Image Level Approximate coordinates Description
Sprites highlighted enabled in Gens. Aquatic Ruin Zone
Act 2
08E606CC A misplaced air bubble object.
Sprites Always on Top enabled in Gens. Hill Top Zone
Act 1
128A020C This poor seesaw was overlooked once the layout was altered from the Simon Wai prototype.
Sprites Always on Top enabled in Gens. Metropolis Zone
Act 3
0A89026C This object, found next to an invincibility monitor, acts like spikes despite not using spike graphics. It serves the practical purpose of preventing zipping bugs.
Sprites Always on Top enabled in Gens. Metropolis Zone
Act 3
116905AC A door object with no use or any real reason to exist. This fits with the August 21st prototype's layout.
Sprites Always on Top enabled in Gens. Metropolis Zone
Act 3
1D1F054D A platform that moves if Sonic is underneath it. This fits with the Simon Wai and August 21st prototype's layouts.
Sprites Always on Top enabled in Gens. Metropolis Zone
Act 3
1F75056C Either a lava pit was intended to be here, or this is another anti-glitch trick. This fits with the August 21st prototype's layout.

Scrapped Zone Remains

Ocean Wind Zone (?) (ID 01)

Empty, with only a Tails life icon.

This is an empty level slot that exists in the game, which contained remnants of Labyrinth Zone in the Nick Arcade prototype. It can be accessed via Pro Action Replay code FFFE10:0100 or Game Genie code ACLA-ACD8 (AB6X-ACBR when locked-on to Sonic & Knuckles), and choosing "Sound Test" on the stage select menu (Special Stage with lock-on). This stage is an objectless version of Emerald Hill Act 1. Additionally, it has a Tails icon, much like the Wood Zone remains. Finishing Act 1 by hacking in an animal capsule will send you to Emerald Hill Zone Act 1. It reuses Emerald Hill Zone's animals, Ricky and Flicky.

Going by early concept art which shows roughly what the level order would have originally looked like, and lines up rather closely with the internal order, this slot was going to be used for a level called "Ocean Wind Zone".

Wood Zone (ID 02)

The original color palette is all that's left.

The level slot containing Wood Zone in the prototypes has something left in the final, albeit less than Hidden Palace: palette, palette cycle, start position, rasterized layer deformation data, background scrolling data, object data and music selection data. Accessing it via Pro Action Replay code FFFE10:0200 or Game Genie code ACLA-AECY (AB6X-AEBR with Sonic & Knuckles lock-on) and selecting Emerald Hill Act 1 (or by simply starting the game with the code active) or selecting Special Stage in Knuckles in Sonic the Hedgehog 2) in the level select leads to an objectless (since Wood Zone had no objects to begin with, even the debug object listing only has rings and teleport monitors) version of Emerald Hill Zone Act 1 with Wood Zone's palette, Metropolis Zone's music and some glitchy collision. Sonic uses Tails' life counter as the code points to it (in the Simon Wai and August 21st builds, this was Wood Zone's PLCs), and while locked on to Sonic & Knuckles the life counter's text is red. Playing this on Revision 02 and every version based on it (Mega Play Arcade, Knuckles in Sonic 2 and Sonic Classics) will have a scrolling glitch due to said versions removing its scrolling code. Some sprites from Metropolis Zone can be loaded into this zone. If you hack in an animal capsule and clear Act 2, you'll go to Metropolis Zone. It reuses Emerald Hill Zone's animals, Ricky and Flicky.

Sand Shower Zone (?) (ID 03)

Only Oil Ocean Zone music is played.

Another empty stage can be accessed with Pro Action Replay code FFFE10:0300 or Game Genie code ACLA-AGD8 (AB6X-AGBR with Sonic & Knuckles lock-on), and like with ID 01 above, it can be accessed by choosing "Sound Test" on the stage select screen (Special Stage with lock-on). This stage is nearly identical to ID 01, with the only differences being that some of the background is still intact, as well as the fact that it uses Oil Ocean Zone's theme as its default music. Badnik sprites from Metropolis Zone and Emerald Hill Zone are loaded. This level slot belonged to Emerald Hill Zone in the Nick Arcade prototype and then went unused in the Simon Wai prototype. Finishing Act 1 will send you to Emerald Hill Zone Act 1. It reuses Emerald Hill Zone's animals, Ricky and Flicky.

Going by early concept art which shows roughly what the level order would have originally looked like, and lines up rather closely with the internal order, this slot was going to be used for a level called "Sand Shower Zone".

Hidden Palace Zone (ID 08)

Various objects and items remain the same as they were in the Simon Wai prototype. This level was untouched since.

The level slot containing Hidden Palace Zone in the prototypes actually retains the level's object layout, palette, underwater palette, palette cycle, ring layout, but the art and block mappings point to Oil Ocean's 16×16 mappings, the level layout points to Oil Ocean Zone Act 1, the collision is from Oil Ocean's 16x16 Collision index, and the Badniks' code was removed. By using Pro Action Replay code FFFE10:0800 or Game Genie code ACLA-ATD4 (ACLA-ATDR in the "Rev. 00" version of the final, and AB6X-ATBR with Sonic & Knuckles lock-on) and selecting Death Egg in the level select (Special Stage in Knuckles in Sonic 2), you can see this for yourself. This level uses track 10 of the sound test (otherwise unused) and Oil Ocean's debug item list. The second Act can be accessed with the code AGLA-ATD4, and finishing it by placing an animal capsule with debug mode will take you to Oil Ocean Act 1. While locked onto Sonic & Knuckles, the game will automatically reset upon reaching the end of the stage.

Contrary to popular belief, this zone did have minor changes after the Simon Wai and August 21st prototypes. An object that forces Sonic into a ball was added inside the long tube near the start of the level and new background scrolling data. This was absent in all known prototypes. It otherwise seems to be identical to how it was in the Nick Arcade prototype, with the only difference being a lack of badniks, garbled graphics, and almost nowhere to stand on. Decorative objects, platforms, bridges, water, rings, shield, and Tails 1-Up monitors can be found if you use debug mode to navigate the level. Unlike the prototypes, striking this monitor does not grant an extra life, but it does while locked onto Sonic & Knuckles. It is also worth noting that with the aforementioned lock-on, going too far into the stage will automatically reset the game. It uses its own unique set of animals, Micky and Rocky.

Rock World Zone (?) (ID 09)

Empty and strange.

Another empty level slot, which can be accessed by using Pro Action Replay code FFFE10:0900 or Game Genie code ACLA-AWD8 (AB6X-AWBR with Sonic & Knuckles lock-on) and choosing "Sound Test" (Special Stage with lock-on) in the level select. This version of the stage uses garbled Emerald Hill Zone tiles and badnik sprites from Oil Ocean Zone are loaded, has very little collision data, and no objects present within the debug menu, making it impossible to finish by any means. Just as it is originally the Simon Wai prototype, the default background music is the same as Sky Chase Zone. When finished by hacking in an animal capsule, you'll go to Emerald Hill Act 1. It reuses Hidden Palace Zone's set of animals, Micky and Rocky. This zone has water height listed however, this is likely just a leftover from HPZ.

Going by early concept art which shows roughly what the level order would have originally looked like, and lines up rather closely with the internal order, this slot was going to be used for a level called "Rock World Zone".

Removed Zone (ID 11)

In Sonic 2's code, the pointers that controls the animals PLCs, list another entry after zone 0x10. This extra stage would've brought the total stage count up to 18, which was the amount that were originally planned. Attempting to load this stage will cause the game to crash on the title card as no other code references it, meaning necessary stuff like level art won't load and instead read garbage data. It reuses Sky Chase Zone's animals, Tocky and Cucky.

Despite early concept art closely matching the internal level order. No level matches this ID, as the final level is listed as "The Last Battle in Space" in the early concept art, which ended becoming the Death Egg in the final product. Possible candidates for this level include Winter, Olympus, Emerald Isle, Secret Jungle, Madness Mountain, Tropical Sun and Blue Ocean, as all of those stages don't have known IDs; it could've also been for a scrapped ending (like how Sonic 1's ending was stage ID 0x06).

Unused Oil Ocean Zone Background Section

Oil Ocean Zone's background

Oil Ocean Zone's background layout is 768 pixels wide internally, but the game only uses the first 512 pixels. Sonic 2 has 64×32 tiles (512×256 pixels) loaded at a time, and loads new tiles on the edges as you move around the level. Oil Ocean's scrolling code doesn't reload any tiles as you move horizontally, leaving you with the same horizontal area of the background that you started with. Presumably, this is because the tile loading would eventually overwrite the tiles used for the sun, which never moves.

Oddities

CPZ/DEZ Door

In-game sprite Correct sprite
Sonic2 IncorrectDoor.png Sonic2 CorrectDoor.png

The door sprite in Chemical Plant Zone and Death Egg Zone is actually assembled incorrectly. By using Debug Mode to place a door, you can see how the door's sprite is supposed to be assembled, using 8×8 tiles that go unused due to the incorrect sprite assembly. The reason for this is because the doors use the object subtype $00, the subtype meant to be used by the doors in Hill Top Zone, rather than subtype $02 which is meant to be used in Chemical Plant and Death Egg.

The 2013 rerelease uses the correct sprite for the doors, and Chemical Plant in Sonic Mania also uses the correct appearance.

Duplicate Rings

A column of rings found next to a giant cog at coordinates 08F005E8 if you take the path to the right after the first yellow spring shaft in Metropolis Zone Act 2 is very unusual. Each ring collected gives you four rings instead of one, for a total of 12 rings. This is because these rings are actually four columns of rings that are all laid out on top of each other in the same coordinates. This oddity is still there in the 2013 remake.

Nieużywane Fragmenty Poziomu

Tylko Emerald Hill Zone:

Emerald Hill Zone lub Hill Top Zone:

Tylko Hill Top Zone:

Chemical Plant Zone:

Casino Night Zone:

Mystic Cave Zone:

Oil Ocean Zone:

Zwróć uwagę, że żaden z niewykorzystanych fragmentów nie znajduje się w tabeli, którą gra sprawdza, aby określić, czy Sonic & Tails powinni się przesuwać.

Metropolis Zone:

Wing Fortress Zone:

Unused 2x2 Tiles

Tiles loaded in the VRAM are organized by tileset at RAM address FF9000. IDs are created at this point for each line, representing 2x2 chunks of VRAM graphics. Address FF0000 is in charge of adding mirroring and collision to the 2x2 tiles, creating 8x8 chunks. In all, there are 256 chunks created from FF00000. To add these chunks, add the IDs below in the format 0xxx at FF0000, and search for chunk ID 00 in the stage data. Some unused graphics can be found in this way:

Zone Plane A Low Plane B High IDs
Oil Ocean Zone Sonic2-Unused-2x2 chunk Plan A Low-OOZ.png Sonic2-Unused-2x2 chunk Plan A High-OOZ.png

017, 01B, 081, 08D, 093, 0B2, 0B3, 0C8
0C9, 0D0, 0D1, 0DB, 0DC, 0F3, 0F4, 114
11C, 11D, 11E, 123, 124, 125, 126, 127
128, 129, 12A, 12B, 12C, 12D, 12E, 12F
130, 131, 134, 139, 13A, 13F, 141, 144
146, 147, 157, 15B, 182, 183, 184, 187
189, 18A, 18E, 1AB, 20F, 210, 216, 217
218, 250, 25E, 262, 263, 270, 272, 27E
28A, 28B, 293
This mapping includes several unused graphics, one of the better-known ones being used in the Simon Wai prototype for the spring-and-ball object.

Metropolis Zone Sonic2-Unused-2x2 chunk Plan A Low-MZ.png Sonic2-Unused-2x2 chunk Plan A High-MZ.png

023, 024, 025, 026, 028, 029, 048, 049
04A, 04B, 04C, 04D, 04E, 04F, 050, 051
052, 053, 054, 055, 056, 057, 058, 059
05A, 05B, 05C, 05D, 05E, 05F, 060, 061
062, 064, 065, 066, 067, 068, 09F, 0C2
134, 135, 136, 137, 138, 139, 13A, 13B
13C, 13D, 13E, 13F, 140, 141, 142, 143
144, 145, 147, 174, 17B, 196, 197, 198
199, 19A, 19B, 19C, 19D, 19E, 1A1, 1A2
1AF, 1B0, 1B1, 1B2, 1B3, 1B4, 1B5, 1B6
1B7, 1B8, 1B9, 1BA, 1BB, 1BC, 1BD, 1BE
1BF, 1C0, 1C1, 1C2, 1C3, 1C4, 1C5, 1E4
1E6, 1E7, 1E8
Some leftovers from the level design of the trapezoid lift area from the Simon Wai prototype, as well as some unused silver pipes that were possibly intended for background decoration.

Sky Chase / Wing Fortress Zone Sonic2-Unused-2x2 chunk Plan A Low-WFZ.png Sonic2-Unused-2x2 chunk Plan A High-WFZ.png

147, 14D, 151, 157, 162, 16C, 1BB, 1F8
1FE, 1FF, 201, 210, 211, 215, 219, 21A
227, 228, 259, 262, 268, 27C, 2A0, 2A2
2B7, 2E3.
Not too much interesting, except for some kind of railing and various tiles with unused graphics and clouds for use in Sky Chase.

Early Wing Fortress Zone

Sonic2 Early Sky Fortress.png

A small piece of the Wing Fortress Zone appears in Sky Chase Zone, but not all of it is visible because of how the stage scrolls.

This Wing Fortress has several differences from the actual stage version: some windows were removed and others added, the rivets are placed differently, there is a long metal frame on the left, and a small platform exists near the propellers on the lower right.