This is a sub-page of Proto:Sonic the Hedgehog 2 (Genesis). Bbat is the dive-bombing bat that appears in Hidden Palace Zone. The game cycles through four demos: Chemical Plant, Emerald Hill (2P), Hidden Palace, and Hill Top. Sonic Powered. The game loads Green Hill Zone's layout and chunks with a different routine than the rest of the stages; it also tries to apply this to "Labyrinth Zone", but doesn't work due to using Chemical Plant data. This would help explain Super Sonic's powers: He's invincible (matching the powerup from the Invincibility monitor) and has increased speed (like the Speed Shoes monitor), but there's no monitor equivalent to his increased jump height. Also does nothing in the proto and damages the player in the final, but this one is used in the final's 2-Player mode. Does nothing when broken. Buzzer's sprite was touched up a bit between the Simon Wai and August 21st builds: Its head was redesigned to be less ant-like, more detail was added to the abdomen, and the jets were straightened out. It slowly moves back and forth, and when Sonic approaches it, it activates its thrusters and charges at Sonic like the snail badnik. Redz is the red T-rex badnik that appears in Hidden Palace. This page was last edited on 6 February 2021, at 16:03. 09: Spring monitor. Something interesting to notice is this group of code: These lines of code are in the block that makes up Hidden Palace Zone's debug list from an earlier build. 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 Sonic's goal sign in this build. 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. Used in an early version of the Hidden Palace background seen in a mockup screenshot, but not in any real (known) prototype. It's not entirely clear. These unused set of sprites shows the use of a type of goggle power-up. Two guesses on how this would have worked: Chemical Plant Zone Platforms This was probably meant to be used when the player was just a few pixels from falling. There aren't any foreground tile-based propellers or water in the final game. Ooo...maybe splats too. Dissipating smoke meant for...some purpose. The Bubbler dropped by Bubbler's Mother. A spinning metal ball. Quick question: How do you access Clock (W)Ork Zone? This was toned back in the final version to as it was in Sonic 1, just affecting his sneakers. Tagging is in the works and will be here soon! A similar object is seen in. It slowly moves back and forth, opening its jaws if it's facing Sonic and is within 64 pixels of him. In the early prototypes, his hands move but his body stays level. Sonic's speed and velocity don't reset when exiting debug. SMW Graphics: Displaying 1 - 50 of 3789. It's sega for god's sake, they love people! Sonic cannot enter debug when he is in his death animation. An unused animation of Sonic balancing on a ledge. Pantufa the cat : Extended Edition ... Sonic 2 Alternate Sprites. Skyhorse is most likely the second Aquis object in Hidden Palace's debug list (the version that shoots a harmless projectile). Sonic Revert. 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, though the sprite of him getting up would later be polished and reused for when Sonic leaves his "lying on ground" idle animation. This badnik appears in Oil Ocean Zone in the final game, though its behavior is slightly different here: A triceratops-type badnik that appeared in a mockup screenshot of Hidden Palace Zone. It would fly around the stage dropping particles on the floor that would turn into Bubblers. More animated tiles using the Chemical Plant palette. Interestingly code is implemented for this object in the Alpha build however, it is unfinished. This kind of sprite was later reused in Sonic Mania whenever he or Knuckles are going full speed. 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. This can be found in the 2013 rerelease via Debug Mode, though it uses a different palette and explodes once floating above the player's head. More sprites for Sonic presumably hitting max speed. Only Robotnik's remained that way. 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, The spike damage behavior works the same way as it does in. Sonic retains his land speed if entering debug from water, and exiting to land. On that note, for that reason I think this page should have it's own badnik sheet instead of being merged with final's sheet. If it's set to use palette 00 (Sonic and Tails' palette), the ear and flame colors look a lot better. In Crawl's sprites is what looks like a pile of dirt or rocks or something. @DogToon64 Use [A and Start] to open the level select from the title screen. It is placeable with debug in Hidden Palace Zone, but its graphics are garbled without using a PAR code. 2-Player mode is even less complete, due to all sorts of odd glitches and not being enabled for every Zone. This is the Hill Top one-way gate. In the Simon Wai prototype, it activates Super Sonic's palette, with the rest of the attributes later being activated in the August 21st and Pre-Beta prototypes, before being replaced with the Teleport monitor in later builds. Show random Pages: 1 2 3 4 … After 256×(upper four bytes of subtype) frames worth of time has passed, "shooting mode" is toggled. It is very incomplete, with missing enemies and levels plus graphical glitches everywhere. The prototype was dumped by drx and released to the public on November 7, 2006. In the original game, Sonic's body moves but his hands didn't. Once the timer reaches zero, it fires a single shot at Sonic. The seahorse badnik from Oil Ocean Zone has two distinct variants, neither of which match how it behaves in the final game. It starts out with a new, unique beginning before reusing a few frames from Sonic 1, then turns around and starts pushing in the other direction. 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. @Dolphman There's still a lot! In the first download option I have included the .exe so you can play the game in it's final state. Interestingly code is implemented for this object in the Alpha build, and once it exploded three masses of blue bubbles would form. Please rotate your device. Other unused stuff, I'm keeping half an eye on TCRF for. Invincibility doesn't show the star effect, though the music is still played. This was seen in some early concept art - it would act as an obstacle by continuously bouncing around the floor in a high arc. Now if only we can find the 1990 Tokyo Toy Show build... Dreams do come true after all, just after a couple years that is. Jumping into a spring pointing down causes Sonic to use the dying animation while falling. @Luigi #1, Sonic's sprites in the prototype are the same as the final from what I've seen so far, and splats' sprites are already on the final Sonic 1 enemy sheet. Sonic's sprite in the Nick Arcade and Simon Wai builds is much closer to his design in Sonic 1. If Sonic has passed a signpost, entering and exiting debug will not allow the player to regain the ability to control him. Interestingly code is implemented for this object in the Alpha build. Look at him just sticking his head out there. @Luigi #1, Sonic's sprites in the prototype are the same as the final from what I've seen so far, and splats' sprites are already on the final Sonic 1 enemy sheet. 08: Mystery monitor. 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 and levels plus graphical glitches everywhere. The debris would start small and grow when Crawl emerged, it was also seen in the design sketch for Crawl. It will move 32×(lower four bytes of subtype) pixels to the right before leaping, then jump in a high arc. Only present in this prototype and the Simon Wai build, but it does nothing when broken. Notably, the edit2tbl and edit6tbl lists have entries prefixed by asterisks, which don't seem to appear in the final game. This is the Sonic 1 lamppost with a very different design than the one seen in the final version of Sonic 2. Gator is the alligator/crocodile badnik that is unused by the Simon Wai prototype. But yeah, fantastic job ripping these. A crocodile-type badnik, first seen in a mockup screenshot of a scrapped desert Zone, though it's unclear whether this enemy was intended to appear there. Wasp is Buzzer, the bee badnik that's in Emerald Hill Zone in all known versions of. I'd do it myself, but I don't know how to. Sonic's skidding animation is very different here. The title card is slightly different in the prototype, using a darker red color for the ribbon. The final sprite splits the difference and moves the body and hands in different frames. (I could try tho). There's enough content on it's own. Oct is Octus, the octopus badnik that was in the final game in Oil Ocean Zone. It is unknown what the power-up would have done but it is likely they would have allowed Sonic to breathe underwater. The 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. About the different releases: This game was made with Game Maker Pro version 8.1. In this and the Simon Wai build, it lifts 32 pixels off the ground, fires a single shot at Sonic, then quickly flies to the left or right until it despawns. A humongous object list can be found inside the ROM, along with some raw source code. The final game thankfully adds flesh-colored eyelids to the sprite. Further, Tails cannot complete a level on his own, since the game only loads the goal sign when Sonic approaches it. I'd say the prototype stuff can be on the main page if it's small enough (i.e the special stage items which are only 2 32x32 sprites) but the larger things could be put here. Exactly how it works depends on its initial and current Y positions: It is placeable with debug in Hidden Palace Zone, but its graphics are garbled without using a PAR code. SM3DW+BF +2 ↺1 Super Mario 3D World + Bowser's Fury; TASM2 +3 The Amazing Spider-Man; SADX +2 ↺1 Sonic Adventure DX; LLB +3 Lethal League Blaze; S2 2013 +1 ↺1 Sonic the Hedgehog 2 (2013) P4G ↺2 Persona 4 Golden (PC) SCD +1 ↺1 Sonic CD (2011) StH (2013) +1 Sonic the Hedgehog (2013) His idle frame is identical except for shorter shoes and an added shine on the side of his head. Oddly, there is orange coloring on his shoes, because the sprites were based off of Sonic 1's sprites plus a minor coloring oversight. The second set of editXtbl labels seems to correspond with the debug lists of Sonic 1, but doesn't exactly match any extant build. I've got a copy of the Special Stage blocks thanks to Techokami; I just need to overhaul the Special Stage sheet on the main game's page. It comes at the end of the palette pointer list, and is 4 palette lines long instead of 3 like regular zones, like final. The minimum animation speed is also double what it is in the final game, and shows much more of the American "mohawk" design. The AI is also much simpler: Tails copies Sonic's moves and makes no attempt to keep up with him. SM3DW+BF +2 ↺2 Super Mario 3D World + Bowser's Fury; LLB +3 Lethal League Blaze; SB +2 ↺1 Sonic Boll; Baldi +3 Baldi's Basics; WG +1 ↺1 Wargus; TF:ROTDS +2 Transformers: Rise Of The Dark Spark; Sonic 4: 2 +2 Sonic the Hedgehog 4: Episode II; MKWii +2 Mario Kart Wii 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. An unused black and white death sprite. The beginning of the animation was later reused in Sonic Mania. Now where is ball. This sprite would be used in the Alpha build for the leftover code of Crawl when spawned if the art was restored. Though most people *Cough* have tried debunking me on this with "Oh well the ending isn't programmed in so that doesn't mean anything" even though the ending sequence music is also present, along with the credits medley. It's identical to the one in the final game, it just hasn't been coded yet. Sonic's walking animation has 12 frames of animation in earlier versions compared to the 8 frames seen in the final sprite. Considering that some of the prototype graphics are being uploaded there, it's rather tedious to jump back and fourth to find stuff that should be on this page, but aren't. The music and invulnerability last until the end of the Act. There's an additional 36 frame delay before the shot timer starts again. The routine to load animated stage tiles lists stages past all the way up to. This page does not work well in portrait mode on mobile. As an additional note, this is the only known cartridge to use a holographic label, which was scrapped as it would make production costs for the cartridge itself very high. Moves like the first Aquis in a set path, but will also track Sonic's Y position up to its original spawn height. Sonic's blinking frame in the earlier prototypes is a bit strange. There's the Ball Hog enemy. Animated tiles that aren't loaded in any zone, but seem to match the Chemical Plant level palette pretty well. It was discovered on a Chinese GeoCities site before being widely distributed on the Internet. At 0xA4368 is a graphic for a fireball. At 0xA3C16 is a sprite of what looks like the breakable blocks from Sonic 1. It is placeable in Hidden Palace through Debug Mode, but its graphics are garbled without using a PAR code. It's not clear how they would be assembled. The Hill Top boss in the final game can shoot out fireballs, but those fireballs grow and shrink in size and have three frames of animation. I was using the original Sonic 1 pages to put together the NYE Flash animation but never considered that this would gets its own page. The August 21 build changes the shape of Sonic's eyes and adds some shading to the top of the eye. Register today to join in with discussions on the forum, post comments on the site, and upload your own sheets! The version seen in the instruction manual is the same as the second picture above. It is placeable with Debug Mode in Emerald Hill Zone and Hill Top Zone. Bfish is the jumping fish badnik that was unused by the Simon Wai prototype. Sonic 1 Delta. It would stick to the floor for a bit before exploding. Sonic & Ashuro 4. 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: 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. The asterisked entries in edit7tbl exist in Sonic 1 REV00 only. An unused animation of Sonic pulling, or possibly carrying, something. If Tails gets hurt, he can lose rings for Sonic. This is initially set at 180 frames.

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