the cutting room mirror

Sonic the Hedgehog 2 (Sega Master System, Game Gear)

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Level Select#

Master System#

While powering on the game, hold Left + 1 + 2 on Controller 2. When the intro sequence starts, release the buttons, then start the game as usual.

Game Gear#

When the intro starts, hold Down + Left + 1 + 2 + Start. When the title screen appears, wait for a ring sound to play twice (Tails will wink three times). Release all the buttons and press Start.

Unused Graphics#

Character Sprites#

Artwork

Name

Description

"Crying Tails" Animation

Tails crying. Probably meant to be used in the ending cutscene when he is rescued.

"Bored Sonic" Animation

While the majority of the game's Sonic graphics were copied from the Master System version of Sonic 1, the waiting animation was changed, rendering these three frames unused. They were used in the AutoDemo prototype, though.

Sonic 1 Death Sprite

Sonic's death sprite from the Master System Sonic 1. The final version uses an updated sprite.

Under Ground Zone Boss body

The entire body of the boss. Normally, only its head is visible. However, by extending the screen in the Game Gear release with an emulator, you can see it.

Sky High Zone Boss body

The entire body of the boss. Normally, only its head and neck can be seen.

Monitors#

Artwork

Name

Description

Sonic Monitor

While you can find this in a wall in Crystal Egg Zone, the graphics are obscured by foreground scenery making them difficult (but not impossible) to see. When collected, it grants a continue.

Question Mark Monitor

May have given a random amount of rings or items, like in the 2-player mode of the Genesis version.

Grey Sneaker Monitor

May have slowed you down, like the Speed-Down sneaker in the 2-player mode of Sonic 3.

Arrow Monitor

Most likely intended to be a checkpoint marker, like the 8-bit versions of Sonic 1.

Level Art#

To do:
Aqua Lake Zone, Green Hills Zone, Gimmick Mountain Zone, Scrambled Egg Zone all have many unused tiles, as do Sky High Zone Act 2 and Crystal Egg Zone Acts 1 and 2.

Artwork

Name

Description

Under Ground Zone Bricks

Several unused bricks. Tiles similar to the gray bricks were used in the AutoDemo prototype.

Under Ground Zone Tunnel

Leftovers from the curved tunnels found in the AutoDemo prototype.

Under Ground Zone rock

A 32×32 rock that was used in the AutoDemo prototype.

Under Ground Zone Tiles

Miscellaneous unused pieces.

Under Ground Zone Floating Platform

An unused floating platform.

Sky High Zone boulder

This boulder was probably supposed to roll down a hill in Act 1.

Sky High Zone platform

Another unused floating platform.

Sky High Zone object

Unknown purpose - another platform?

Sky High Zone water

Water tiles that were supposed to appear in Act 2. They look similar to the tiles found in the AutoDemo prototype.

Sky High Zone trees

The trees from Act 1 were apparently supposed to appear in Act 2, but they don't.

Sky High Zone background

A 32×32 background tile that was supposed to appear in Act 2.

Aqua Lake Zone block

A small additional piece of land. If placed in Act 2, these are fully functional and cause Sonic to slide down much like Labyrinth Zone in Sonic 1.

Aqua Lake Zone waterfall

This waterfall tile was probably going to be used with the block above.

Aqua Lake Zone spikes

Unused spikes that were supposed to appear in Act 1 and 3. The only spikes found in this Zone are underwater.

Green Hills Zone grass

While the miscolored grass tile on the left is used in-game, an unused, properly-colored grass tile exists.

Green Hills Zone tiles

Unused graphics for background scenery that look like a flower stem.

Green Hills Zone spring

A diagonal spring in front of the scenery that isn't used anywhere.

Gimmick Mountain Zone breakable block

A breakable 32×32 tile that isn't used anywhere in the level.

Scrambled Egg Zone breakable block

A breakable 32×32 tile that looks very similar to the Gimmick Mountain one, still unused.

Crystal Egg Zone background tiles

Mountain background tiles that aren't used anywhere. These mountains use the palette cycles that the spikes, rings and larger orbs use, and flash.

Crystal Egg Zone tiles

Scenery tiles that aren't used anywhere. As with the mountains, the bottom of the tall orbs flash.

Crystal Egg Zone flower

An unused flower. The flower center also flashes.

(Source: Sonic Retro, The Spriters Resource)

Screen Art#

Artwork

Name

Description

Early Title Screen

Leftover Title Screen used in the AutoDemo prototype found at addresses 0x206A0 to 0x213AF.

Title Card Numbers

Numbers in the same style as the title card letters, which go unused as the game instead uses Sonic 1-style numbers.

Gimmick Mountain Title Card#

Sonic2GGMountain.png

Originally, the level card for Gimmick Mountain Zone used its full name. Due to lack of space on the screen, however, "Mountain" was shortened to "Mt."

(Source: Hivebrain)

Unused Palettes#

Both versions of the game contain several unused palettes, and interestingly, some of them appear to be leftovers from the AutoDemo prototype!

Test Palette#

A test palette composed of white, black, and various shades of gray.

It can be found at address 0x26E45 to 0x26E64 in the Game Gear version, and 0x2411F to 0x2412E in the Master System version.

Early Sega Screen#

Used on the AutoDemo's Sega screen.

It can be found at address 0x26E65 to 0x26E84 in the Game Gear version, and 0x2412F to 0x2413E in the Master System version.

Early Title Card#

This would be the palette that was originally used in the Title Card of the AutoDemo. However, it also ended up being used in the Level Select of the Master System version.

It can be found in the Game Gear version, at address 0x26E85 to 0x26EA4.

There is a palette for the Sega Logo to disappear.

It can be found just in the Game Gear version, at address 0x27005 to 0x27024.

Coming Soon Screen#

Used on the AutoDemo's "Coming Soon" screen.

It can be found at address 0x271C5 to 0x271E3 in the Game Gear version, and 0x242DF to 0x242EE in the Master System version.

Overwritten Colors#

Both versions contain palettes with different colors that get overwritten by palette cycles.

Intro#

The checkerboard colors are brown instead of gray, making them resemble the ones from Green Hill Zone in Sonic 1.

Sky High Zone Act 2#

The rain is dark blue instead of purple, and the lightning is white instead of light blue.

Gimmick Mt. Zone#

The cycling lights use a pink and a light yellow. Interestingly, an early screenshot appears to show the pink being used for scrapped rock graphics.

Scrambled Egg Zone#

The cycling lights use a couple red colors.

Crystal Egg Zone Acts 1 and 2#

The cycling orbs, rings, and spikes use a couple reddish-pink colors. Strangely, these levels use a duplicate pointer to Scrambled Egg Zone's palette cycle.

Crystal Egg Zone Act 3#

The cycling lights use a dark red color.

Unused Text#

A build date string can be found in the ROM at 0x000C0.

Master System (REV00)

MS SONIC THE HEDGEHOG.2 Ver1.00 1992/09/05 SEGA /Aspect Co.,Ltd 

Game Gear

GG SONIC THE HEDGEHOG.2 Ver1.10 1992/09/12 SEGA /Aspect Co.,Ltd 

Master System (REV01)

MS SONIC THE HEDGEHOG.2 Ver2.20 1992/12/09 SEGA /Aspect Co.,Ltd 

Unused Audio#

Music#

A peaceful, ethereal-sounding tune. What this song could have been used for is unknown, but it might have been an early theme for either Crystal Egg or Aqua Lake due to the similar style. The song also has some resemblance to the Present theme of Tidal Tempest in the Japanese/European soundtrack of Sonic CD. This song was removed from the Game Gear version, and was replaced by the sound effect that plays when Sonic (and Tails) look up at the stars at the end of the credits. Both of them use $92 as the song value.

Raw Music Pitches#

All tracks within both versions of the game are set to play at a semitone lower than they are actually programmed, though there are a few outliers by not just a semitones, but also an octave… or four. Please be aware that some of the internal keys set the pitch too high and may cause discomfort.

Song with internal pitch set

Restored version (if applicable)

Song name

Description

N/A

Title Screen (Game Gear)/Opening Scene (Master System)

N/A

Act Start

This one is interesting, in that all channels have their own key assigned. This is strange because this is something Mega Drive tracks tend to do, but not Master System/Game Gear tracks.

N/A

Underground Zone

Boss Theme (Master System)

Another track that has keys set for each channel. Reduced two octaves in restored version.

N/A

Act Clear

Set one semitone lower in-game.

Sky High Zone

Internally pitched too high. Reduced one octave in restored version.

N/A

Invincible

N/A

Aqua Lake Zone

Power Sneakers (Master System)

Internally pitched way too high. Reduced four octaves in restored version.

N/A

Green Hills Zone

Bears a resemblance to Sleeping Egg Zone from the Master System version of Sonic Chaos.

Chaos Emerald

Internally pitched way too high. Reduced four octaves in restored version.

N/A

Gimmick Mountain Zone

N/A

Death

Scrambled Egg Zone

Internally pitched too high. Reduced one octave in restored version.

N/A

Boss (Game Gear)

Bad Ending

Internally pitched way too high. Reduced four octaves in restored version.

N/A

Crystal Egg Zone

Good Ending

Internally pitched way too high. Reduced four octaves in restored version.

N/A

The End (Game Gear)

N/A

Unused Song (Master System)

N/A

Game Over

N/A

Continue

(Source: Original TCRF research)

Sound Effects#

These were removed from the Game Gear version.

Sound Effect

ID

Description

A7

Similar to the spring/ramp sound in the Autodemo.

AC

Likely a fire sound.

AD

An alternate splash sound.

B2

Similar to Sound A2 from the Autodemo.

(Source: Original TCRF research)

Hidden Signatures#

Present in both Sky High 1 and Green Hills 1 are the names TOM and END, either in the dirt or ring patterns. They refer to designer Tomozou Endo and anonymous level designer End respectively.

References#


  1. Aspect - GDRI :: Game Developer Research Institute↩︎
  2. ソフトウェア一覧(セガ発売) | ゲームギア |セガ SEGA↩︎
  3. Sega ad - Computer Trade Weekly, Issue 414, November 23, 1992↩︎
  4. Sonic 2 desembarca nas lojas brasileiras "Sonic 2 arrives in Brazilian stores" - O Estado de S. Paulo, December 14, 1992↩︎