Sonic the Hedgehog (Sega Game Gear Genesis Commercial) Full HD - Duration: 0:39. RGTV 10,844 views. The Richard Pryor Show - To Kill A Mockingbird - Duration: 12:20. By: xRavenXPThis is a longplay of a plataform game Sonic The Hedgehog 2 (Game Gear version).Tails is kidnapped by Dr. Mar 13, 2017 Go to the one player mode when sonic and tails pop up on the screen ready to play you will notice that if you run tails follows. If you add an extra control in port 2 and press a button and bingo.
Please report any issues on Discord.
This page details one or more prototype versions of Sonic the Hedgehog 2 (Sega Master System, Game Gear).
The Sonic the Hedgehog 2AutoDemo is a Game Gear EPROM cartridge demonstrating the then-upcoming release of Sonic the Hedgehog 2, sent to several magazines worldwide for preview purposes. On July 14, 2014, Orengefox from Sonic Retro obtained a copy of the AutoDemo, and the ROM was released to the public in August.
As the name may suggest, the AutoDemo is not playable. It, like its well-known sibling, plays itself, starting with a simplified introduction sequence and title screen (much like the final game), before continuing with Sonic running through an early version of Green Hills Zone (complete with loop), gliding through a largely empty Sky High Zone, and briefly riding one of Under Ground Zone's mine carts. Following this, a static 'Coming Soon' screen appears, and the demo loops from the beginning.
With a special Zone/Act editor and a modified ROM, though, there are more levels than the demo shows!
Much is different from the retail release of Sonic 2, most notably the introduction and title screens and the Green Hills Zone tileset. Tails is also completely missing.
Many early screenshots of the game shown during development are thought to originate from this demo, the primary giveaway being that as gameplay is always the same, the ring and time counts at specific points never change. Furthermore, as the HUD resets at the start of each of the three sections, Sonic is seen using a hang glider mere seconds into play – in the final game, there are no opportunities to use one this early.
The AutoDemo has a build date of December 5, 1991, well before the final's September 5, 1992 build date.
Download Sonic the Hedgehog 2 (Game Gear, AutoDemo) File:GG_Sonic_2_Auto_Demo_Prototype_(1991-12-05)_Tmr_Sega_CB06_FFFF_v0.00_(JUE)_(!)_(Orengefox).7z (54.3 KB) (info) |
- 2General Differences
- 3Zone-Specific Differences
- 7Maps
- 7.1Green Hills
- 7.2Sky High
- 7.3Under Ground
Disabling the AutoDemo
To disable the runtime of the AutoDemo, at offset 0x57E replace 0B 78 with 00 00. To play the AutoDemo, at offset 0x705 replace AF 32 3C with C3 09 19.
To select a level, at offset 0x550 replace 00 with the desired value below:
- 00 - Green Hills Zone Act 1
- 01 - Green Hills Zone Act 2
- 02 - Green Hills Zone Act 3
- 03 - Sky High Zone Act 1
- 04 - Sky High Zone Act 2
- 05 - Sky High Zone Act 3
- 06 - Unknown Zone Act 1?
- 07 - Unknown Zone Act 2?
- 08 - Unknown Zone Act 3?
- 09 - Under Ground Zone Act 1
- 0A - Under Ground Zone Act 2
- 0B - Under Ground Zone Act 3 (empty)
- 0C - Intro
- 0D and 0E - Title Screen
General Differences
- The SEGA screen is different, with no chant.
- The title screen only features Sonic, who has no animation (but rises from behind the ribbon). Similarly, the opening cutscene merely shows Sonic running.
- Badniks, bosses, end-of-Act panels, Chaos Emeralds, and monitors are all entirely absent.
- Only Green Hills, Sky High, and Under Ground have artwork at this point; all other Zones are either not present at this point, or don't have any associated tiles yet.
- The Zone order is noticeably different from the final: Green Hills and Sky High are the first two, followed by several Acts with no data (trying to load any of these results in a blank screen). Under Ground is played next. Aqua Lake, Gimmick Mountain, Scrambled Egg, and Crystal Egg are not present in this build, but would most likely have been the third, fifth, sixth, and seventh Zones respectively.
- Sonic has the idling animation from the Master System version of Sonic 1.
- A debug camera can be enabled: at offset 0x0064, replace 00 with 02. Press 1, after which you'll be able to move the camera with the D-Pad.
Audio
- A single music track plays throughout the demo. There's no track like it in the final game.
- The introductory cutscene and the title screen are completely silent.
- The 'rolling down a hill' sound is slightly different, with a cartoonish pitch shift in the end.
- The sound Sonic makes when falling does not exist in the prototype.
- The sound of jumping on a spring is the same as the 'rolling down a hill' sound.
Zone-Specific Differences
Green Hills Zone
- The art is completely different, being more similar to the credits sequence of the final version.
- Layouts for all three Acts are present, though they only vaguely resemble the final versions.
Sky High Zone
- The Zone seems to be an earlier version than the one featured in various magazines, and contains no trees or flowers at this point.
- The lightning flashes are different. Both the rain and the lightning flashes have priority, placing them in front of Sonic and the HUD.
- The raining Act has a deep pool of opaque water at the bottom that is not present in the final.
Under Ground Zone
- Contains many tiles that didn't make the cut, including gray bricks and curvy stone pathways.
- Most of the Zone appears to be made of layered minecart rails. It's likely that the tile definitions were changed to accommodate the minecart rails seen in the demo, and the existing Act layouts were not updated.
- Act 3 uses alternate and shorter 16x16 block data in which neither the background nor the minecart rails are defined. The way tile definitions are laid out matches perfectly with the layout of the two other Acts (minus the lack of a background). However, since Act 3 is empty, this difference can't be normally seen.
- A large stone building and what appear to be non-functional horizontal crushers can be seen at the top right of Act 1. Neither of these elements made it into the final version.
- The minecart wheel sits above the rail, rather than inside.
Unused Graphics
Artwork | Name | Description |
---|---|---|
Laughing Sonic | Sprites that depict Sonic laughing in a rather creepy manner, purpose unknown. | |
Happy Waiting Sonic | A sprite of Sonic's waiting animation from the Master System Sonic 1, altered to make him look happy. | |
Skidding | Likely early versions of the skidding sprites, which are actually closer to the Genesis version. | |
Death Sprite | Sonic can't die in the prototype, so this isn't used. It's the same as the early death sprite in the final, taken from the Master System Sonic 1. | |
Monitor | No monitors appear in any level, but graphics for them are loaded at the SEGA/title screen. | |
Switch | These sprites are located within the Under Ground Zone tileset, but aren't used in any Acts. | |
Spikes | Under Ground Zone only has downward-facing spikes at this point, rendering these unused. | |
Explosion | There's nothing to explode in the prototype, so the explosion tiles that are located within the number/icon sprites are never seen in action. | |
Block Fragment | Blocks can't be destroyed in the prototype, leaving this fragment unused. | |
Trees | The trees seen in the final Sky High Zone and in some pre-release screenshots are present in the ROM, but not actually used at this point. | |
Level Card Font | The 16x16 font from the unused Level Card screen. Only 8 of the 41 characters get used. |
Early Level Card
Setting ROM address 0x2BA to 03 will cause an early version of a Level Card to sometimes appear on resets. It crashes to a black screen after two seconds.
Download Sonic the Hedgehog 2 (Early Level Card) File:Sonic_2_Prototype_(Early_Level Card).zip (62.4 KB) (info) |
Build Date
Present at 0x000C0:
Maps
Green Hills
Act 1
Prototype |
Final |
Act 2
Prototype |
Final |
Act 3
Prototype |
Final |
Sky High
Act 1
Prototype |
Final |
Act 2
Act 3
Under Ground
Act 1
Act 2
The Sonic the Hedgehog series | |
---|---|
Sega Genesis | Sonic the Hedgehog • Sonic the Hedgehog 2 (Prototypes) • Sonic the Hedgehog 3 (Prototype) • Sonic & Knuckles (Prototypes) • Sonic 3 & Knuckles • Sonic 3D Blast (Prototypes) • Sonic Spinball (Prototype) Dr. Robotnik's Mean Bean Machine (Prototype) • Sonic Classics |
Sega Master System | Sonic the Hedgehog • Sonic the Hedgehog 2 • Sonic Chaos (Prototypes) • Sonic Blast • Sonic Spinball Dr. Robotnik's Mean Bean Machine • Sonic's Edusoft |
Game Gear | Sonic the Hedgehog (Prototype) • Sonic the Hedgehog 2 (Prototype) • Sonic Chaos (Prototypes) • Sonic Triple Trouble (Prototypes) Sonic Spinball (Prototype) • Sonic Drift 2 • Sonic Labyrinth • Sonic Blast (Prototypes) Dr. Robotnik's Mean Bean Machine • Tails' Skypatrol • Tails Adventures |
Arcade | SegaSonic Cosmo Fighter • SegaSonic the Hedgehog (Prototype) • Sonic Championship • SegaSonic Bros. |
Sega CD | Sonic the Hedgehog CD (Prototypes) |
32X | Knuckles' Chaotix (Prototypes) |
Sega Pico | Sonic the Hedgehog's Gameworld • Tails and the Music Maker (Prototypes) |
Windows | Sonic the Hedgehog CD (1996, 2011) • Sonic's Schoolhouse • Sonic & Knuckles Collection • Sonic 3D Blast • Sonic R Sonic Heroes • Sonic Riders • Sonic Adventure DX: Director's Cut (2004, Demo, 2011) • Sonic Adventure 2 Sonic the Hedgehog 4 - Episode I (Prototypes) • Sonic the Hedgehog 4 - Episode II (Prototype) • Sonic Generations (Demos) • Sonic Lost World • Sonic Mania • Sonic Forces • Sonic & Sega All-Stars Racing • Sonic & All-Stars Racing Transformed • Team Sonic Racing |
Sega Saturn | Sonic X-treme • Sonic 3D Blast (Prototype) • Sonic Jam (Prototype) • Sonic R (Preview) |
Game.com | Sonic Jam |
Dreamcast | Sonic Adventure (Prototypes) • Sonic Adventure 2 (Prototypes) • Sonic Shuffle (Debug Version) |
Neo Geo Pocket Color | Sonic the Hedgehog Pocket Adventure (Prototypes) |
Game Boy Advance | Sonic Advance (Prototype) • Sonic Advance 2 • Sonic Advance 3 (Prototype) • Sonic Battle • Sonic the Hedgehog Genesis |
GameCube | Sonic Adventure 2: Battle (Demo) • Sonic Adventure DX: Director's Cut (Prototypes) • Sonic Heroes (Prototypes) Shadow the Hedgehog • Sonic Mega Collection (Prototype) • Sonic Gems Collection • Sonic Riders |
PlayStation 2 | Sonic Heroes • Shadow the Hedgehog • Sonic Riders • Sonic Riders: Zero Gravity • Sonic Unleashed • Sonic Gems Collection |
Xbox | Sonic Heroes • Shadow the Hedgehog • Sonic Riders |
Nintendo DS | Sonic Rush (Demo) • Mario & Sonic at the Olympic Games (Beijing 2008) • Sonic Chronicles: The Dark Brotherhood Sonic & SEGA All-Stars Racing • Sonic Classic Collection |
PlayStation Portable | Sonic Rivals |
Xbox 360 | Sonic the Hedgehog (Demo) • Sonic Unleashed (Preview) • Sonic & Sega All-Stars Racing • Sonic the Hedgehog 4 - Episode I (Prototypes) • Sonic Generations (Demos) • Sonic Adventure 2 • Sonic & All-Stars Racing Transformed |
Wii | Sonic Unleashed • Sonic Colors • Beijing 2008 • London 2012 • Sonic the Hedgehog 4 - Episode I (Prototypes) • Sonic & Sega All-Stars Racing • Sonic and the Black Knight • Sonic Riders: Zero Gravity |
PlayStation 3 | Sonic the Hedgehog • Sonic the Hedgehog 4 - Episode I (Prototypes) • Sonic Adventure 2 • Sonic Generations (Demos) • Sonic & All-Stars Racing Transformed |
Nintendo 3DS | Sonic Generations • Sonic & All-Stars Racing Transformed |
Wii U | Sonic Lost World • Sonic Boom: Rise of Lyric • Sonic & All-Stars Racing Transformed |
Nintendo Switch, PlayStation 4, Xbox One | Sonic Mania |
J2ME | Sonic the Hedgehog Mobile • Sonic Jump |
LeapFrog Systems | Sonic X • Sonic the Hedgehog |
N-Gage | Sonic N |
iOS, Android | Sonic the Hedgehog 4 - Episode I (Prototypes) • Sonic the Hedgehog • Sonic the Hedgehog 2 • Sonic the Hedgehog CD Sonic Jump • Sonic Dash • Sonic Runners |
Plug & Play | Super Sonic Gold |
Input the following cheat codes into your Game Genie cartridge to initiate the corresponding effect. These codes also work on emulators with a cheat code/Game Genie functionality built in.
Some effects have 2 different codes. One works, depending on which version of the game you have. Try the first one first (the most common version), and if it doesn't work use the second one.
SAST-DA1A / SATA-DATJ
Each Ring counts as 8 – Player 1
SATA-DAVW / SATA-DAW8
Each Ring counts as 8 – Player 2
JW3A-CA4J / JW3A-CA4Y
Infinite Lives – Player 1
JXGA-CA7G / JXGA-CA7W
Infinite Lives – Player 2
FVVT-CAE2
High Jump
EBVT-CAE2
Super Jump and float in water (turn off Cheat Cart to sink)
CBVT-CAE2
Mega Jump and float in water (turn off Cheat Cart to sink)
ABVT-CAE2
Nosebleed Jump
982T-CAF8 / 982T-CAGL
Stay invincible a bit longer after getting hit
ALTA-CA8N / ALTA-CA82
Stay invincible and invisible after getting hit. MUST have at least 1 ring (turn off Cheat Cart to reappear)
ALTA-CA9J / ALTA-CA9Y
Once invincible, stay invincible for the rest of the level
ATTT-CA4W / ATTT-CA58
Sonic doesn't lose rings when hit
ATTT-CA5G / ATTT-CA6W
Tails doesn't lose rings when hit
AH2T-CAH6 / AH2T-CAHN
Need only 1 ring to activate special stage at a starpost
SBJA-HAWJ / SBJA-HAV2
Sonic's rings count as 8 in special stage only (doesn't appear on counter but you do get them)
Sonic The Hedgehog 2 Movie
JXGA-CA7G / JXGA-CA7W
Infinite Lives – Player 2
FVVT-CAE2
High Jump
EBVT-CAE2
Super Jump and float in water (turn off Cheat Cart to sink)
CBVT-CAE2
Mega Jump and float in water (turn off Cheat Cart to sink)
ABVT-CAE2
Nosebleed Jump
982T-CAF8 / 982T-CAGL
Stay invincible a bit longer after getting hit
ALTA-CA8N / ALTA-CA82
Stay invincible and invisible after getting hit. MUST have at least 1 ring (turn off Cheat Cart to reappear)
ALTA-CA9J / ALTA-CA9Y
Once invincible, stay invincible for the rest of the level
ATTT-CA4W / ATTT-CA58
Sonic doesn't lose rings when hit
ATTT-CA5G / ATTT-CA6W
Tails doesn't lose rings when hit
AH2T-CAH6 / AH2T-CAHN
Need only 1 ring to activate special stage at a starpost
SBJA-HAWJ / SBJA-HAV2
Sonic's rings count as 8 in special stage only (doesn't appear on counter but you do get them)
Sonic The Hedgehog 2 Movie
SBJA-HAWR / SBJA-HAV8
Tails' rings count as 8 in special stage only (doesn't appear on counter but you do get them)
ACZT-CACA / ACZT-CACN
Don't need any Chaos Emeralds to become Super Sonic (does not work if you get an emerald)
AGZT-CACJ + K4ZT-CA9N / AGZT-CACY + K4ZT-CA92
Need only 1 ring to become Super Sonic. Must have all 7 Emeralds. Do not lose rings with time
2VAT-BCRN / 2VAT-BCRA
Start most levels with some rings
AY8A-AADN
Player 1 starts with 5 lives
2VAT-BCRT
Start levels with time already on your time counter
2VAT-BCRY
Zone title remains on-screen
SEST-D11A
Cannot receive rings, except from ring power-ups
Sonic 2 Game Gear Online
ALTA-D53G
Jump directly to end of level