the cutting room mirror

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Sonic the Hedgehog 2 é a continuação direta do primeiro jogo, onde ele traz várias novidades importantes, como a estreia de Miles “Tails” Prower como personagem jogável (ao contrário de Sonic the Hedgehog 2 8-bits), o famoso Spin Dash, o conceito de versões robóticas do Sonic e, pela primeira vez, uma verdadeira recompensa por coletar todas as seis sete Esmeraldas do Caos: o icônico Super Sonic! Durante o desenvolvimento, muitas coisas interessantes acabaram sendo cortadas da versão final, como a misteriosa e famosíssima Hidden Palace Zone.

Sub-Páginas#

Funções de Debug#

Seleção de Fases#

Sonic_The_Hedgehog_2_Genesis_Level_Select.png

Assim como no primeiro jogo, Sonic 2 tem uma tela de seleção de fases bem conhecida:

  • Vá para o Options menu.
  • No Sound Test, toque os sons 19, 65, 09, 17 (17 de setembro de 1965, data de nascimento de Yuji Naka). Isso ativa o Level Select.
  • Aperte Start para retornar à tela de título. Quando o menu aparecer, segure A e aperte Start para abrir a tela de Level Select.

Debug Mode#

Sonic2-MD-DebugMode.png

Para ativar o Debug Mode do jogo, é necessário que o Level Select esteja habilitado.

  • No Sound Test do Level Select, toque os sons 01, 09, 09, 02, 01, 01, 02, 04 (24 de novembro de 1992, data de lançamento do jogo nos EUA).
  • Escolha qualquer fase, depois segure A e aperte Start. Continue segurando A até depois do Title Card aparecer.

Alternativamente, ele pode ser acessado usando o código de Pro Action Replay FFFFFA:0001.

A partir daqui, você tem acesso à uma variedade de coisas:

  • Tempo ilimitado
  • Coordenadas de debug (no lugar da pontuação)
  • Contador de sprites (no lugar do tempo)
  • Modo de posicionamento: pressione B para entrar no modo de posicionamento. A partir daí:
    • Pressione A para avançar um objeto.
    • Segure A e pressione C para voltar um objeto.
    • Pressione C para posicionar o objeto.
  • Enquanto o jogo estiver pausado, algumas opções de debug ficam disponíveis:
    • Pressione A para voltar à tela de título.
    • Pressione e segure B para reduzir a velocidade do jogo em 50%.
    • Pressione C para avançar o jogo em um frame.

Além disso, se o Sonic morrer, é possível revivê-lo entrando no modo de posicionamento, movendo-o para um local seguro e saindo do modo. No entanto, tentar posicionar um objeto nesse estado de morte fará o jogo travar. Também é necessário estar jogando com o Sonic, já que o Tails não pode entrar no modo de posicionamento de objetos.

Modo de "Visão Noturna"#

Sonic2_Black_Layers.png

Vá até a tela de Level Select, ative o Debug Mode e, ao selecionar uma fase, segure C e pressione 'Start. Isso fará com que o VDP do console ative uma função de debug: os gráficos de fundo desenhados atrás da camada de sprites ficam cobertos por uma sobreposição preta translúcida.

Debug de Fundo em Movimento#

Use o código PAR 00EBEC:4E71 (Rev. 00), 00EBC0:4E71 (Rev. 01) ou 00EBC2:4E71 (Rev. 02) para ativar uma função especial de debug: Segure para cima ou para baixo no direcional do segundo controle para mover o chão/lava ascendente em Hill Top e as nuvens em movimento no fundo de Wing Fortress.

(Source: Sonic 2 Disassembly)

Códigos#

  • Todas as 7 Esmeraldas: Para obter todas as 7 Esmeraldas do Caos, desbloqueie a tela de Level Select e toque os sons 04, 01, 02, 06 ou insira o código de Pro Action Replay FFFFB1:0007.
  • Continues Extras: Para obter 14 continues extras, toque os sons 01, 01, 02, 04 no Options menu. Esse código faz com que a música da Oil Ocean Zone toque o tempo todo devido a um comando de som incorreto.

Gráficos Não Utilizados#

Paletas#

Gráfico

Descrição

A paleta de ID $03 foi usada no Level Select até a Beta 6; ela ainda permanece no jogo final e chega a existir, sem uso, até em Sonic the Hedgehog 3. Por causa da reorganização das paletas que ocorreu durante a reformulação da tela de título, Sonic aparece completamente preto enquanto o fundo utiliza a linha de paleta 3, que era destinada ao Sonic.

O ciclo de paletas da tela de título de Sonic 1, assim como o da tela Sega de Sonic 1, pode ser encontrado em 0x1E5A, 0x26D6 e 0x26E2; o código da paleta da tela da Sega também pode ser encontrado logo acima, totalmente sem referência.

Sonic#

Gráfico

ID do Frame

Descrição

52-53

Uma animação muito parecida com a usada na Wing Fortress Zone quando o Sonic se agarra aos painéis na lateral da nave. No entanto, esta versão é vertical. Sprites mostrando o Knuckles na mesma pose também não são utilizados em Sonic & Knuckles.

5E

Um frame alternativo de morte, definido na animação 16. Ele vem de (e também não é utilizado em) Sonic 1.

CF

Este sprite, apesar de ser usado, é extremamente obscuro. Ele aparece por apenas um único frame durante a transição da animação de equilíbrio em “pânico”, o que o torna praticamente impossível de ver em circunstâncias normais. É possível vê-lo ao pausar o jogo de forma frame-perfect durante a transição. Notavelmente, ele é completamente ignorado no remake mobile e em Sonic Origins.

Dr. Eggman#

Gráfico

Nome

Descrição

Animação não usada da CPZ

Existe uma animação não utilizada do Egg Poison de Eggman em que ele acidentalmente deixa o Mega Mack cair sobre a própria cabeça. Essa animação existe desde o protótipo do Nick Arcade, mas nunca foi implementada. O chefe está programado para executar essa animação sempre que o byte 0x2D (Obj5D_status) da RAM do objeto tem o segundo bit menos significativo ativado, embora ela apareça desalinhada no jogo final. Existe uma correção que implementa essa animação perdida aqui.

Risada do Eggman

Na Death Egg Zone, Eggman está programado para rir quando Sonic sofre dano durante a batalha contra o Mecha Sonic. Porém, como não há Anéis nessa zona e a animação congela após a morte do Sonic, isso não pode ser visto normalmente sem o uso do Debug Mode. No remake mobile de 2013, a animação não congela quando o jogador morre. Também é possível ver essa animação no port de Sonic Jam jogando no Easy Mode, assim como nas versões de 3DS e Sega Ages ao jogar no Ring Keeper Mode.

Outro#

Gráfico

Nome

Descrição

Fonte de Debug

Os dados da fonte do Level Select do jogo anterior ainda permanecem no jogo. Apenas os números e as letras A–F são usados dentro do Debug Mode. A maior parte dessa fonte é utilizada nos protótipos, tanto no próprio Level Select quanto na rotina de tratamento de erros.

Ícone da HPZ

Um ícone do Level Select para a Hidden Palace Zone. Ele não é usado normalmente em nenhuma versão do jogo, mas o código de Pro Action Replay 0096D8:0303 faz com que ele substitua o ícone de Emerald Hill no Stage Select. Esse ícone também aparece no Stage Select de Sonic the Hedgehog 3, que reutiliza ícones das zonas de Sonic 2. O Stage Select final do jogo só foi implementado entre a Beta 7, enquanto a Hidden Palace foi removida por volta da Pre-Beta. É provável que a arte já tivesse sido criada e, por isso, acabou implementada mesmo permanecendo inutilizada.

Objeto decorativo da CPZ

Objetos decorativos não utilizados da Chemical Plant Zone, armazenados entre 0x0383 e 0x0393 na VRAM. Eles podem ser colocados no Debug Mode da versão iOS/Android de 2013.

Suporte de mola da OOZ

Um suporte para o lançador de bolas da Oil Ocean Zone. Esse objeto aparece no protótipo Simon Wai e ainda é carregado na VRAM no jogo final.

Sonic2AquisAngry.gif
Sonic2AquisSpray.png

Gráficos não usados do Aquis

Uma animação não utilizada do Aquis cuspindo óleo, junto com o spray de óleo correspondente.

Frame não usado do Balkiry

Um frame não utilizado do badnik Balkiry da Sky Chase Zone, com o trem de pouso abaixado. É possível que eles originalmente fossem planejados para decolar da Wing Fortress conforme ela passasse. Se um Balkiry for selecionado no Debug Mode, esse sprite aparece no lugar do sprite de voo.

Tocky andando

Uma animação de caminhada para os Tockys da Sky Chase Zone. As únicas formas de ver esse sprite é utilizando o Debug Mode para criar e destruir um badnik enquanto a Wing Fortress passa, ou aguardando para destruir um badnik até esse momento. Essa animação reaparece mais tarde em Sonic Mania, pouco antes da batalha contra Metal Sonic na Stardust Speedway Zone.

Picky

Picky, um animal que retorna de Sonic 1, está presente na Death Egg Zone. No entanto, não há badniks nem cápsulas de animais nessa fase, então ele nunca é visto normalmente.

(Source: Sonic Retro)

Unused Objects#

Object ID

Graphic

Name

Description

0C

CPZ Hovering Platform

This object has been around since the Nick Arcade prototype. Every 1024 frames, it will slowly rise up for 128 frames, float in the air, then come back down 128 frames later. The amount of time it floats in the air is 128*(lower four bits of subtype) frames. The upper four bits can be used to offset when it starts to rise in the air.

12

Look guys, it's the Master E- oh.

HPZ Blocker

In the earliest prototypes, this crystal was used to block off a tube in Hidden Palace Zone. The graphics are long gone, but the long-unchanged code remains. It's a simple, solid, indestructible object. In the 2013 remaster, it appears in the revised Hidden Palace as a breakable object, and often conceals springs, whereas the one that appears in the Proto Palace Zone warps the player back to the stage select.

13

HPZ Waterfall

Another Hidden Palace Zone leftover. Again, the graphics were removed from the ROM. Its height is equal to 16*(lower five bits of subtype)+16 pixels. Placing one with a subtype greater than 17 will spawn garbage objects to its right.

17

N/A

Green Hill Zone Spinning Spikes

A leftover from Sonic 1. Unfortunately, the graphics have been deleted, but the coding is intact.

46

Sonic2-SpringBall.gif Sonic2OOZCheckeredBall.gif

OOZ Ball Launcher

A ball and spring object, which can be placed in Oil Ocean Zone via debug mode. If a switch is placed near it and pressed, the ball will pop out and start rolling in whichever direction Sonic was facing when the object was placed. It seems this object would have been used to cross something, as it can be stood upon, much like the boulder object that appeared in early versions of Sonic the Hedgehog. It does not collide with breakable floors or elevators, and it will go up slopes and even vertical walls without slowing or stopping. It can be seen in the Simon Wai prototype.

73

MCZ Ring Platform

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.

B7

WFZ Turbine Fire

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, lacking sound effects, when the platform spins. This object can be placed with debug mode, where it appears before the used platform in the object list.

As can be seen in this mockup screenshot, the colour, shape, and shading of the "laser" matches the thrusters on the underside of the Zone, meaning that this may have been its intended use. There isn't really any opportunity for this setup to be used anywhere in WFZ, as the thrusters are only found on the bottom of the ship, meaning there are no walls below them, and the spinning platforms are only ever found attached to walls.

BF

WFZ Destructible Pole

An odd, spinning pole, which can be placed in Wing Fortress Zone via debug mode. It acts like a Badnik: you can destroy it, and it can damage you, but it doesn't move. However, its sprites aren't grouped with the other WFZ Badnik graphics. Instead, they're placed alongside the other Wing Fortress level objects - specifically, right before the sprites for the spinning propeller blades.

Based on this, it's possible the pole was meant for a destructible spinning propellers obstacle, as seen above. There are even slots on the sprite where the blades' ends could fit.

Unused Subtypes#

Graphic

Name

Description

Monitors

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.

N/A

CPZ Tipping Platform

The amount of time that the platforms in Chemical Plant Zone remain flipped can vary -- it's 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

An unused, closing door from Aquatic Ruin Zone. This door was implemented between the Simon Wai and August 21st prototypes, but doesn't seem to fit anywhere. These can be placed in debug mode.

CPZ Bubble Snakes

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.

In addition, above the code to initialize the object is a table for varying vertical speeds, however it goes unused with the game instead using -$480; the unused values are -$500, -$600, and -$700. Attempting to use them in-game causes it to go beyond its limit, likely explaining why it went unused.

OOZ Pressure Stopper

The used pressure stopper in Oil Ocean Zone launches the player upwards. If the object subtype is set to 00, like it is in debug 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.

Unreferenced Objects#

The code for Giant Rings from Sonic 1, and their accompanying code and flash, are still present in the ROM.

Similarly, the code that allowed the player to interact with sloped platforms in Marble Zone still exists, and was even rewritten so its compatible with two players. However, there's an error that makes it non-functional. It seems to have been abandoned before the Nick Arcade prototype.

Unused Score Tally#

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. It does not exist in the Simon Wai prototype; instead that 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, but unlike other tracks, the music speeds up and reaches a finale, without looping. This suggests the music was intended for an event, like a cutscene, perhaps one in Hidden Palace. It's only named "STH2 Unused Song ~ Masa's Demo version ~", obscuring its use, though the track titles only indicate where or how each song is used in the final game.

Popular speculation says this song was set to be Hidden Palace's music, but the 2013 remaster of Sonic the Hedgehog 2 uses the Mystic Cave 2 Player song, like prototypes past. The developers felt it better suited the level. However, Song #10 is used in 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 humming from Scrap Brain Zone.

$38

Sounds similar to the spikes popping up sound effect. 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 when entering a Giant Ring at the end of an Act. 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

Sounds like a shorter version of Mystic Cave Zone's bridges stopping in place ($69).

Scrapped Zone Remains#

Zone ID 01#

What contained the remains of Labyrinth Zone in the Nick Arcade prototype, and is now an empty level slot. It's accessed via the Pro Action Replay code FFFE10:0100 or Game Genie code ACLA-ACD8, if locked onto a Sonic & Knuckles cartridge (AB6X-ACBR and either selecting Sound Test with Sonic 2 only, or Special Stage if the cartridge is locked on.)

Here, it's an objectless copy of Emerald Hill Zone Act 1, but one which uses Tails' icon, like several other earlier, scrapped stages. Adding and breaking an Animal Capsule will produce animals from Emerald Hill, and finishing Act 1 will send you to Emerald Hill Zone Act 1. Early concept art, that lines up with the internal order, shows what the original level order could have looked like. Judging by this art, this slot was intended for Ocean Wind Zone.

Wood Zone (ID 02)#

The original color palette is all that's left.

This level slot, that once contained Wood Zone, has a few remnants in the final build: Palette, palette cycling data, its start position, rasterized layer deformation data, background scrolling data, object data, and its music ID.

In the Nick Arcade prototype, this slot originally belonged to Chemical Plant (Marble) before it was rearranged in the Simon Wai prototype.

It can be accessed via the Pro Action Replay code FFFE10:0200 or Game Genie code ACLA-AECY, if locked onto a Sonic & Knuckles cartridge (AB6X-AEBR and either starting the game with the codes active, or selecting Emerald Hill Act 1 in the level select. If locked on, instead choose Special Stage.)

Again, the stage references where it's data once was, but in the final, this means glitched graphics, no objects, and Metropolis Zone's music. It's also able to load some of Metropolis Zone's objects. But because of the age of the stage, like other early Zones, it also uses Tails' life counter and glitchy collision, as its expecting Sonic 2's smaller collision tiles. Revision 02, and all versions based on Revision 02, will also have a scrolling glitch due to those versions removing its scrolling code.

If you add an Animal Capsule, which uses Emerald Hill Zone's animals, the stage will take you to Metropolis Zone.

Zone ID 03#

Another empty stage. It can be accessed with Pro Action Replay code FFFE10:0300 or Game Genie code ACLA-AGD8, or (AB6X-AGBR if locked onto Sonic & Knuckles, then selecting Sound Test in the level select, or Special Stage when locked on.

It's almost identical to ID 01, Ocean Wind Zone, save some intact background data, and that it references Oil Ocean's music. Badnik sprites from both Metropolis and Emerald Hill Zone are loaded.

In the Nick Arcade prototype, this level slot belonged to Emerald Hill Zone, before being cleared out by the time of the Simon Wai prototype. Finishing Act 1 will send you to Emerald Hill Zone Act 1, and uses that stage's animals.

Again, going by the early concept art's level order, this was going to be Sand Shower Zone.

Hidden Palace Zone (ID 08)#

The level slot containing Hidden Palace Zone in older builds. It retains a fair amount of the level's data, including its object layout, palettes and palette cycling, and ring layout, but nearly everything else points to Oil Ocean's data, including its art, 16x16 level mapping, and collision. The exception is the music, with points to Sound Test Track 10. The code for Badniks was also excised.

It can be accessed with Pro Action Replay code FFFE10:0800, or (30702E:0800 when locked onto Sonic 2. It can also be accessed, in Revision 00, with the Game Genie code ACLA-ATD4 (ACLA-ATDR, and AB6X-ATBR when locked on. Either choose Death Egg, or Special Stage for when its locked onto Sonic & Knuckles.

The game will reboot when placing an Animal Capsule and finishing the stage, though uses its own set of Tiny Animals, Micky and Rocky.

This Zone has been updated since the Wai and August 21st prototypes, adding an object that rolls Sonic up into a ball to the long tube near the start of the level, and new background scrolling data. Otherwise, it seems untouched, right down to the Tails Life Icon in the HUD. The 1-Up Monitor no longer gives an extra life, but will if its locked onto Sonic & Knuckles.

Zone ID 09#

Guess what? An empty level slot. It can be access using Pro Action Replay code FFFE10:0900 or Game Genie code ACLA-AWD8, (AB6X-AWBR when locked onto Sonic & Knuckles. Choose Sound Test in the Level Select, or Special Stage if you're locked on.

It uses garbled Emerald Hill Zone tiles, and Badnik sprites from Oil Ocean. Same as the Wai prototype, it references Sky Chase's music. It also has little Collision data, references a water height that's likely leftovers from Hidden Palace Zone, and no objects are available in the debug menu.

If you finish it by adding in an Animal Capsule, you'll go straight to Emerald Hill Act 1, and shares Hidden Palace's animals. Judging by the early level order, this was intended to be Rock World Zone.

Zone ID 11#

In Sonic 2's code, the pointers that controls the animal's PLCs, list another entry after zone 0x10. This extra stage would've brought the total stage count up to the originally planned 18 Zones. 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.

Unused Demo#

Watch on YouTubeThe game contains data for an unused demo identical to the one found in Sonic 1. Although the demo handling code still includes leftover calls intended for Sonic 1's ending demos, the associated pointers were removed, instead reading this data as pointers. It is located at 0x4980 in REV00 and 0x498C in REV01. It is also present in all prototypes.

(Source: Sonic Retro)

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. This is because the standard tile-reloading mechanism would eventually overwrite the tiles used for the sun, which never moves. However, Chemical Plant Zone and Sonic 1's Scrap Brain Zone employ a more advanced method of reloading tiles that avoids this issue and would have been ideal for Oil Ocean, and yet Oil Ocean does not use it.

Unused Level Chunks#

Emerald Hill Zone only:

Emerald Hill Zone or Hill Top Zone:

Hill Top Zone only:

Chemical Plant Zone:

Casino Night Zone:

Mystic Cave Zone:

Oil Ocean Zone:

Note that none of the unused chunks are in the table that's checked to determine whether or not Sonic & Tails should slide.

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

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

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

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.

Unused Scrolling Code#

Aquatic Ruin Zone#

The routine that controls Aquatic Ruin Zone's scrolling sets up three layers of parallax for the rows of leaves found floating high above the level. The code sets up these layers to scroll at different speeds, but the speeds of the top and bottom layers are immediately overwritten with the speed of the middle layer afterward, effectively disabling the parallax. This behavior goes all the way back to the Simon Wai prototype version of the level. If re-enabled, the parallax effect will split some of the leaves in half due to how the layers are separated, suggesting that the effect was designed for an earlier version of the level art, or that it was simply cut for looking rough.

(Source: Clownacy)

Hill Top Zone#

Basic scrolling code exists for a two-player version of Hill Top Zone. This code appears to be unfinished, as it lacks the parallax movement of the cloud layer present in the one-player version of the level. This alone should not be taken as evidence of a two-player version of the level being planned, however, as Hill Top's moving objects lack the flag that stops them from despawning whenever the player moves out of their range. This flag is used by moving objects found in all other two-player levels and is required for compatibility with the two-player mode's special object management system. In addition, the level's earthquake gimmick and the faraway scrolling mountains in the background, as well as various enemy graphics, are completely unoptimized for two-player mode.

(Source: Clownacy)