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9.4 years
since unearthing of prototype ROM
15.5 years
since release of Sonic 2 on MegaDrive
1.7 years
since renaming to S2B
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S2B/Sonic 2 Prototype Summary
Facts regarding this prototype has been compiled into this document.
Significant bits are in bold. This is not meant to be a complete list of differences between
prototype and final version. Insignificant details or way-too-obvious
discrepancies are not included.
General
- Sonic 2 was built based on Sonic 1. Therefore
many Sonic 1 elements were carried over to this prototype.
- This is a very early version of prototype.
It's more of an "alpha" than "beta".
- The prototype ROM has been tempered with by
pirates, who have removed the Sega and Sonic Team credit at startup.
- Sonic 1's "Sega" logo and voice is played after a demo or game is over.
- Holding up or down keys for a while will not temporarily make Sonic
look up or down.
- Getting 100 rings plays Death Egg music.
- Canceling out-of-breath countdown plays Emerald Hill music.
- Invincibility plays Super Sonic music.
- Super Sneakers, while still does the job, only speeds up the zone music
a little bit.
- Tails can destroy monitors, with the effects applied to Sonic.
- Tails loses rings on Sonic's behalf.
- Tails does not actively seek for Sonic but merely copies Sonic's moves
with a constant delay.
- When Sonic and Tails are attacked at the exact same time,
massive loads of rings come out.
- Tails cannot fly.
- Tails uses Sonic's icon in 2P mode.
- Tails does not walk up to Sonic when a level begins.
- Spindash charge-up sound effect is the same as normal spinning.
- Spindash release has no sound effect.
- Objects placed are vertically flipped if Sonic is upside-down before
entering debug mode.
- Restart points can be placed using debug in certain zones.
- Some zones' music are playable in level select screen, even though
their names don't show up in the level list.
- There is a prototype screenshot right in the Sonic
2 manual.
- Corners of loops are shaped differently.
- An earlier prototype has different layout.
- A background building is different in
an alpha prototype.
- An unused animation of Robotnik getting
splattered by blue chemical is found within the prototype ROM through
hacking.
- When fighting the boss, Sonic's graphics are messed up if he has
invincibility or shield.
- Boss flies straight down, instead of coming from the right as in final
version.
- Boss has no helicopter sound effect.
- You can place a lost sprite, the high-tech star post, in this zone
through debug.
- An earlier prototype has different layout.
<Unnamed Desert> Zone
- No credible evidence to support this level is called Dust Hill
Zone.
- The only screenshot released from Sega featuring a desert level turned
out to be a mock-up.
- The crocobot enemy is found within the prototype ROM through hacking.
It may, or may not, be intended for this level.
- Little of this level was ever made.
Presumably scraped before a playable version was created.
- Sonic doesn't spin when going through tunnels.
- There is no earthquake sound effect.
- Water level is shallow.
- Sonic's water-splashing animation is messed up.
- Tails triggers no water-splashing animation.
- Pistons don't throw you very high up.
- Metal crushers and fire cannot hurt Sonic.
- Sonic falls through most of the rotating nets, but one of them does
work.
- Sonic can rotate a nut upwards pass the height of the supporting screw
pole.
- Act 3 has a special lift that was cut from the final game.
Wing Fortress Zone
- Known as Sky Fortress Zone at one point during development.
- Music is present in our prototype.
- Level is empty. Presumably canned at the very early stage of
development.
- Apparently, no screenshot of this zone, mock-up or otherwise, was ever
published.
- There's a slight graphical glitch
involving a purple object in 2P.
- Yes, we know the upper part of the level features conveyor belts, a
series of small platforms, and flowery railings.
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