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This is a sub-page of Proto:Sonic the Hedgehog 2 (Genesis)/August 21st, 1992.

Emerald Hill#

  • The snail badnik from earlier builds has been replaced with Coconuts, though its coding is still present. Interestingly, its ID was changed from $54 to $59.
  • The boss acts near identically to the Simon Wai build, but is now capable of exploding again.
  • The boss plays the Chemical Plant theme. This is because it's still playing music $8E, which was the boss track in the Simon Wai prototype, but has since moved to $93 with Chemical Plant's theme taking its place.

Hill Top#

  • The boss arena is different, and wider than the one in the final version.
  • A small chunk of wall can be found above the boss arena at the top of the level.

Mystic Cave#

  • Object placement is now much closer to the final version.
  • The boss acts differently.
  • Crawlton badniks use the second palette line in this build making them look slightly off.
  • Flasher badniks use a simple yellow ball as their flashing animation, while the final game adds shading.
  • Act 2 still has the triple swinging platform.
  • The upper route in Act 2 is much harder than the final game.
  • The very top route from the Simon Wai prototype has been blocked off but can still be accessed via Debug Mode and actually has a few rings placed.
  • Drill Eggman II has more erratic movements than the final.

(Source: Sonic Retro)

Metropolis#

  • Somehow, the animation for entering a tube has become corrupted in this build.
  • The background and cogs still have their old design from the Simon Wai prototype.
  • Oddly, Act 3's boss seems to better fit Act 2's layout according to the source code.
  • There's an area in Act 1 that can allow the player to fall forever, and eventually the player can accelerate so fast the the game will propel the player up.
  • Lava in this stage does not function yet.
  • Nuts will continue to go up even when reaching above the screws.
  • While the boss is implemented, Act 3 instead has a signpost at the end.

(Source: Sonic Retro)

Hidden Palace#

Sonic2_Hiddenpalace_Aug21.png

Watch on YouTubeHidden Palace's layout remains the same as it was in the previous two builds, and still uses the Mystic Cave 2-player music even though the track used in the final is present. However, it did have some behind-the-scenes changes, which seem to suggest there were plans to continue working on it before being scrapped:

  • Stego was added to the debug object list.
  • Vertical wrapping has been implemented for objects (such as badniks), as opposed to the Nick Arcade and Simon Wai prototypes where badniks that fell off the bottom of the stage simply disappeared (see the video to the right).

Wood Zone#

Sonic2_Wood_Aug21.png

Exactly the same as it was in the Simon Wai build. It's still incomplete and ends pretty quickly, with Metropolis' music playing in the background.

Genocide City#

Sonic2_Geonocidecity_Aug21.png

Exactly the same as it was in the Simon Wai build... which means it's just an empty level slot with Chemical Plant's music playing.

Death Egg Zone#

Sonic2_Deathegg_Aug21.png

Exactly the same as it was in the Simon Wai build. Dying here still causes all sound to cut off, unless you activate Super Sonic in which case his theme will play continually until you reset the system.

Special Stage#

Unlike previous builds, the Special Stage can be accessed in this build - but there's a catch: It will only load on the Kega Fusion emulator (and some other low-accuracy emulators, including most Android ones), and not modern emulators such as Genesis Plus GX or BlastEm. This suggests that its accessibility is due to emulation errors, which in turn suggests that it won't load if attempted on real Genesis hardware. And even if you do access the Special Stage, there's a very high chance of it locking up.

All this aside, the Special Stage here appears to be a very corrupted version of the Sonic 1 Special Stage with the Casino Night music playing. While you can make out what's going on, the graphics are corrupted, making everything pretty hard to see. Hitting a GOAL block or getting the Chaos Emerald triggers a blue screen playing Chemical Plant's music and touching any blocks that change the rotation of the stage will result in a crash.

Ocean Wind Zone#

Sonic2_Oceanwind_Aug21.png

Exactly the same as the Simon Wai Prototype, being an empty level slot playing with Emerald Hill's palette and music. Entering the level without debug mode just results to Sonic falling to his death.

Sand Shower Zone#

Sonic2_Sandshower_Aug21.png

Exactly the same as the Simon Wai prototype, being an empty level slot with Emerald Hill's palette and Oil Ocean's music. Entering the level without debug mode results to Sonic falling to his death.

Blue Lake Zone#

Sonic2_Bluelake_Aug21.png

Exactly the same as the Simon Wai prototype, being an empty level slot with a pitch black background and what would become Emerald Hill's 2 Player mode music. Entering the stage without debug mode results to Sonic falling to his death.

Rock World Zone#

Sonic2_Rockworld_Aug21.png

Exactly the same as the Simon Wai prototype, being an empty level slot, using Emerald Hill's palette and Sky Chase's music. Entering the level without debug mode results to Sonic falling to his death.

Graphical Differences#

  • Sonic and Tails' sprites are now their final versions.
  • Stego/Stegway has its updated sprite, but uses the incorrect palette.

Unused Content#

To do:
Add graphics for the rest of the objects

Metropolis Block#

The moving blocks from the Simon Wai prototype can still be placed, though it doesn't move anymore.

Slicers#

The infamous Slicer badnik can be also placed in Debug Mode, though it's slightly buggy; it uses the wrong palette line and only attacks when the player is behind it.

Chemical Plant/Death Egg Door#

The door for Chemical Plant and (eventually) Death Egg Zone, which also go unused in the final as both levels use the Hill Top Zone version.

Aquatic Ruin Door#

The unused door for Aquatic Ruin Zone in the final also exists.

Chemical Plant Boss#

The Chemical Plant Zone boss isn't loaded in said stage yet, but is fully functional when hacked in.

Aquatic Ruin Boss#

The boss is near complete, though the totems can not be interacted with yet, and the boss also moves much slower than the final.

Metropolis Boss#

To do:
Explain why the game will crash when the boss is defeated.

A preliminary version of the Metropolis Zone boss exists.

  • Eggman doesn't move, but will still release his balloons.
  • Balloons act like regular badniks.
  • The orbs around Eggman can be destroyed.
  • There is no win condition for the fight. That means if the boss is beaten, the game will crash.

(Source: Sonic Retro (CNZ block, auto-rolling graphic and bosses))