Sonic Classic Heroes Cheat Code For Game With Sonic 2

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  1. Sonic 2 Level Select Cheat
  2. Cheat Code For Sonic 2

The best place to get cheats, codes, cheat codes, walkthrough, guide, FAQ, unlockables, tricks, and secrets for PlayStation 2 (PS2). Strategy Guide/Walkthrough/FAQ. Him is Team Blast. To use it, counter the attacks and most of all check your rings; it still decreases like the other Sonic games while in super mode. Sonic the Hedgehog 2 – Game Genie Codes The following are known Game Genie Codes for Sonic the Hedgehog 2 on SEGA Genesis. There are two versions of the game, if the codes for “Version A” below do not work, use the “Version B” codes further down the list. Master Code – Must Be On.

  • Press B during game play to change Sonic into a game object. Press A to change into a new object. Press C to place an object on the screen. Press B again to revert back to Sonic. Note: The type of object that may be selectable will vary from level to level. Invincibility Sonic is, by default, invincible in debug mode.
  • It may be done with only speed type character.Do a rocket accel only with him and press the A button as you're 'bout to hit the wall.It'll be the same effect. Note:It doesn't work on all of the.
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< Proto:Sonic the Hedgehog 2 (Genesis)

This is a sub-page of Proto:Sonic the Hedgehog 2 (Genesis).

To do:
There's a lot of leftovers left to cover, such as level maps and Sonic 1 leftovers (latter should just be a list as there's a lot of them). Start here.

This prototype is documented on Hidden Palace.

Download Sonic the Hedgehog 2 (Nick Arcade Prototype)
File:Sonic The Hedgehog 2 (Nick Arcade Prototype).bin (1 MB) (info)

The Nick Arcade prototype of Sonic the Hedgehog 2 is a very early build with many visible remnants from Sonic 1, such as level names and music. It is very incomplete, with missing enemies and levels plus graphical glitches everywhere. However, the basic layouts for a few levels have been completed, and Tails has been implemented.

The prototype was dumped by drx and released to the public on November 7, 2006. It was given its name due to its similarity to a version of Sonic 2 that was showcased on at least two episodes of the game show Nick Arcade, as this build appears to be very close to (if not exactly the same as) the build used on the show. Another similar build was used at the 1992 Summer Consumer Electronics Show (SCES), though it has been confirmed to be a slightly later build, meaning this was likely made during the first half of 1992.

As an additional note, this is the only known cartridge to use a holographic label, which was scrapped as it would make production costs for the cartridge itself very high.

  • 2General Differences
  • 3Changed Graphics
  • 4Unused Graphics
  • 5Unused Objects
Sonic Classic Heroes Cheat Code For Game With Sonic 2

Sub-Pages

Zones
Hidden Palace, Emerald Hill...Green Hill?!

General Differences

  • At this point in development, Tails is quasi-independent: Player 2 is able to control Tails, except he will also follow Sonic. Further, Tails cannot complete a level on his own, since the game only loads the goal sign when Sonic approaches it. If Tails gets hurt, he can lose rings for Sonic. The AI is also much simpler: Tails copies Sonic's moves and makes no attempt to keep up with him.
  • 2-Player mode is even less complete, due to all sorts of odd glitches and not being enabled for every Zone.
  • Invincibility doesn't show the star effect, though the music is still played. The music and invulnerability last until the end of the Act.
  • There is a mechanic where Sonic rebounds off walls if he runs into them at high speeds, using sprites that became unused by the Simon Wai prototype, though the sprite of him getting up would later be polished and reused for when Sonic leaves his 'lying on ground' idle animation.
  • The spin dash is a work-in-progress, as Sonic and Tails can only charge it once; further, the sound for when Sonic spins in Sonic 1 is heard as there is not yet a specific sound effect for the spin dash. Funnily enough, this behavior was resurrected for Sonic the Hedgehog Genesis (complete with non-specific sound effect).
  • The spike damage behavior works the same way as it does in Sonic 1.
  • The ground speed cap from Sonic 1 is still present.
  • The explosion sprites are as they are in Sonic 1.
  • Debug mode follows the logic of Sonic 1.
    • Sonic's speed and velocity don't reset when exiting debug.
    • Sonic will only be knocked back when he is hit without rings.
      • Sonic cannot enter debug while he is being knocked back.
    • Sonic cannot enter debug when he is in his death animation.
    • Entering and exiting debug while submerged will not reset Sonic's underwater timer.
    • Sonic retains his land speed if entering debug from water, and exiting to land.
    • If Sonic has passed a signpost, entering and exiting debug will not allow the player to regain the ability to control him.
  • Locking on this prototype with Sonic & Knuckles will unlock the full Blue Sphere game.
  • The timer resets to 9:00 before hitting 9:59, allowing the player to test stages for extended periods.
  • If Sonic and Tails are both hit at the same time while carrying at least one ring, an overabundance of rings will pop out regardless of how many they actually possess.
  • The screen doesn't scroll up or down when you look up or down for a certain period of time.
  • Jumping into a spring pointing down causes Sonic to use the dying animation while falling.

Cheat Codes

  • Level Select - Up, Down, Down, Down, Down, Up, A + Start.
  • 2-Player Mode - On the Level Select, press B + Start on any level.
  • Debug Mode - C, C, Up, Down, Down, Down, Down, Up, A + Start. Debug can also be enabled with Pro Action Replay code FFFFFA:0001. As with Sonic 1, C merely needs to be pressed twice before the final input of Up.
  • Debug Mode and Level Select - Up, Down, Down, Down, Down, Up, UDLR, Up, Down, Down, Down, Down, C, C, Up, A + Start. 'UDLR' simply means to press any direction on the D-Pad to reset the cheat detection code. Unlike the final, where both Debug Mode and All Emeralds can be enabled by playing 19921124126 on the Level Select screen, the last Up of the Level Select code cannot 'overlap' with the first Up of the Debug Mode code.

Attract Mode

Nick Arcade to August 21, 1992September 14, 1992 to Beta 4Beta 5 onward

The title screen is different, with a particularly well-known design: not only does it appear in the later Simon Wai build, it also appears in the game's instruction manual, as well as the Master System and Game Gear versions. The version seen in the instruction manual is the same as the second picture above.

Demo 1Demo 2
Demo 3Demo 4

The game cycles through four demos: Chemical Plant, Emerald Hill (2P), Hidden Palace, and Hill Top. This would be the last time that new demos were recorded for the game before the final build; all other prototypes use the inputs from this build.

Changed Graphics

Sonic & Tails

Sonic 1Nick Arcade/Simon WaiAugust 21 onward

Sonic's sprite in the Nick Arcade and Simon Wai builds is much closer to his design in Sonic 1. His idle frame is identical except for shorter shoes and an added shine on the side of his head. The August 21 build changes the shape of Sonic's eyes and adds some shading to the top of the eye.

Nick Arcade/Simon Wai
August 21 onward

Sonic's blinking frame in the earlier prototypes is a bit strange. It looks less like his eyes are closed and more like his pupils are all all the way at the bottom of his eyes. The final game thankfully adds flesh-colored eyelids to the sprite.

Nick Arcade/Simon Wai
August 21 onward

Sonic's eye design wasn't updated in all frames: In his looking up and crouching down animations, they just added shading to the top of the eye without actually changing its shape.

Nick Arcade/Simon Wai
August 21 onward

Sonic's walking animation has 12 frames of animation in earlier versions compared to the 8 frames seen in the final sprite. The minimum animation speed is also double what it is in the final game, and shows much more of the American 'mohawk' design.

Nick Arcade/Simon Wai
August 21 onward

One of the easiest to see changes: In the Nick Arcade and Simon Wai builds, when Sonic runs, his shoes and legs go into a cartoony blur. This was toned back in the final version to as it was in Sonic 1, just affecting his sneakers. Oddly, these early sprites were used in a teaser for Sonic 4 - Episode I. This kind of sprite was later reused in Sonic Mania whenever he or Knuckles are going full speed.

Nick Arcade/Simon Wai
August 21 onward

Sonic's skidding animation is very different here. It starts out with a new, unique beginning before reusing a few frames from Sonic 1, then turns around and starts pushing in the other direction. The final two frames will loop until Sonic either stops completely or does a different action. The beginning of the animation was later reused in Sonic Mania.

Sonic 1Nick Arcade/Simon WaiAugust 21 onward

In the original game, Sonic's body moves but his hands didn't. In the early prototypes, his hands move but his body stays level. The final sprite splits the difference and moves the body and hands in different frames. Oddly, there is orange coloring on his shoes, because the sprites were based off of Sonic 1's sprites plus a minor coloring oversight. This orange shade would be the darkest shade of red if given the first game's main palette.

Sonic 1Nick Arcade/Simon WaiAugust 21 onward

The balancing animation is just a faster version of the Sonic 1 animation with added head shine and an orange mouth, due to sprites being based off of Sonic 1's sprites plus, just like the pushing animation, an oversight in the sprite's coloring. The final game adds four new balancing animations based on how far Sonic is from the edge and whether or not he's facing the edge.

Nick Arcade/Simon Wai
August 21 onward

The only difference in Tails' graphics is an added shine to his spinning sprite.

Badniks

Nick Arcade/Simon Wai
August 21st onward

Buzzer's sprite was touched up a bit between the Simon Wai and August 21st builds: Its head was redesigned to be less ant-like, more detail was added to the abdomen, and the jets were straightened out.

Nick Arcade/Simon Wai
CENSOR onward

Crawl's early sprite (0xA9580 in the ROM) is very different from its final design, lacking any kind of walking animation and only able to put its shield up in one direction.

Other Sprites

Nick Arcade
Simon Wai onward

All three signposts were originally symmetrical. Only Robotnik's remained that way.

Nick Arcade
Simon Wai onward

At 0xA3C16 is a sprite of what looks like the breakable blocks from Sonic 1. It's so generic that it could have been for any stage, but it's most similar to the Hill Top bricks.

Nick Arcade
Simon Wai onward

At 0xA4368 is a graphic for a fireball. The Hill Top boss in the final game can shoot out fireballs, but those fireballs grow and shrink in size and have three frames of animation. The older sprite would probably be animated like the fireballs in Sonic 1's Marble Zone:

(Source: Sonic Retro, TCRF original research)

Unused Graphics

Sonic

GraphicFrame IDDescription
0A-0BUnused sprites of Sonic turning. The developers might have intended to have Sonic turn when changing direction instead of instantly facing the other way, or possibly a winning pose similar to Sonic's goal sign in this build.
40-43
4C-4F
58-5B
64-67
Sprites for Sonic moving even faster than normal.
44-47
50-53
5C-5F
68-6B
More sprites for Sonic presumably hitting max speed. Look at him just sticking his head out there. Tails does have a full-speed animation, though the only change is his two tails using only two sprites.
7B-7DAn unused animation of Sonic pulling, or possibly carrying, something. Puzzle elements involving pulling or carrying things may have been planned for.
8B-8CAn unused animation of Sonic balancing on a ledge. This was probably meant to be used when the player was just a few pixels from falling. It looks similar to the on-the-edge balancing animation seen in Sonic the Hedgehog 3.

Other

GraphicOffsetCompressionDescription
0x27098NoneUsed in an early version of the Hidden Palace background seen in a mockup screenshot, but not in any real (known) prototype.
0x27798NoneAnimated tiles that aren't loaded in any zone, but seem to match the Chemical Plant level palette pretty well. Source code leftover from an earlier build of Sonic 2 suggests that these were meant to be loaded in VRAM in Chemical Plant Act 3 for the boss. The Chemical Plant boss was referred to as 'vacume' in the leftover source code and was removed for some reason, with all its unique code being deleted from this build.
0x27DD8NoneMore animated tiles using the Chemical Plant palette. There aren't any foreground tile-based propellers or water in the final game.
0x30000NoneA JIS X 0201 character set (minus katakana characters), including control characters. Not sure if this was meant for the development of this game or if it's just residual data left on the cartridge from some other game.
0xA44A0NemesisWhat looks like a burning piece of something or other. Early concept art shows a Buzzer-like Bee enemy that could destroy bridges by burning them with fireballs - this could be a remnant of that idea.
0xA4BCENemesisThis is the Hill Top one-way gate. It's identical to the one in the final game, it just hasn't been coded yet.
0xA5826NemesisGraphics for a Hidden Palace object, possibly a floating platform. It's not clear how they would be assembled. A similar object is seen in the 2013 rerelease as an aquatic platform.
0xA59C0NemesisDissipating smoke meant for...some purpose. It's not entirely clear.
0xA5D9ENemesisThe standard Sonic 2 switch has already been drawn and digitized by this point, it just hasn't been coded yet.
0xA8CA0NemesisA spinning metal ball. This was seen in some early concept art - it would act as an obstacle by continuously bouncing around the floor in a high arc. Interestingly code is implemented for this object in the Alpha build. It would bounce in a random direction harming the player if touched, it would change its direction after touching a wall. This can be found in the 2013 rerelease via Debug Mode, though it uses a different palette and explodes once floating above the player's head.
0xA8F36NemesisAn unfinished badnik named Bubbler's Mother. It would fly around the stage dropping particles on the floor that would turn into Bubblers. These also appear in the 2013 version via Debug Mode. Interestingly code is implemented for this object in the Alpha build however, it is unfinished. In the Alpha, the projectiles do not spawn Bubblers and do not harm the player.
0xA9162NemesisThe Bubbler dropped by Bubbler's Mother. It would stick to the floor for a bit before exploding. Interestingly code is implemented for this object in the Alpha build, and once it exploded three masses of blue bubbles would form.
0xA9580NemesisIn Crawl's sprites is what looks like a pile of dirt or rocks or something. Crawl might have popped out from the dirt like some sort of crab or something. This sprite would be used in the Alpha build for the leftover code of Crawl when spawned if the art was restored. The debris would start small and grow when Crawl emerged, it was also seen in the design sketch for Crawl.
Used
Intended

The BBat badnik uses palette 01, but it looks a bit odd. If it's set to use palette 00 (Sonic and Tails' palette), the ear and flame colors look a lot better. This wasn't fixed in any build of the game before its art and coding were removed from the ROM entirely.

(Source: Sonic Retro, Yawackhary, TCRF original research)

Unused Objects

Octus


Object ID: 4A

This badnik appears in Oil Ocean Zone in the final game, though its behavior is slightly different here:

  • In this and the Simon Wai build, it lifts 32 pixels off the ground, fires a single shot at Sonic, then quickly flies to the left or right until it despawns.
  • In all other versions, it will not fly away after firing the bullet, but simply land on the ground and repeat the process.

Stego


Object ID: 4D

A triceratops-type badnik that appeared in a mockup screenshot of Hidden Palace Zone. It slowly moves back and forth, and when Sonic approaches it, it activates its thrusters and charges at Sonic like the snail badnik. It is placeable in Hidden Palace through Debug Mode, but its graphics are garbled without using a PAR code.

Gator


Object ID: 4E

A crocodile-type badnik, first seen in a mockup screenshot of a scrapped desert Zone, though it's unclear whether this enemy was intended to appear there. It slowly moves back and forth, opening its jaws if it's facing Sonic and is within 64 pixels of him. It is placeable with debug in Hidden Palace Zone, but its graphics are garbled without using a PAR code.

Aquis


Object ID: 50, 51

The seahorse badnik from Oil Ocean Zone has two distinct variants, neither of which match how it behaves in the final game.

Object 50 (Seahorse):

  • Moves in a simple path, left to right and back again. The movement range is 16×(lower four bytes of subtype) pixels wide.
  • After 256×(upper four bytes of subtype) frames worth of time has passed, 'shooting mode' is toggled. If Sonic approaches the badnik when it's in shooting mode and Sonic is in line of sight, it will fire a single shot, then jump down to Y coordinate 0398. This value seems to be hardcoded.
  • If its initial Y coordinate is greater than 0398, it will slowly move up to 0398. Then, when it fires a shot, it will quickly descend back to its initial Y coordinate.
  • If the upper four bytes of the subtype are 00, the timer is set to FFFF, effectively preventing it from shooting.
  • Note the word 'toggled'. It's possible for the badnik to go out of shooting mode if enough time has passed.

Object 51 (Skyhorse):

  • Moves like the first Aquis in a set path, but will also track Sonic's Y position up to its original spawn height.
  • A timer counts down for every frame Sonic is in this badnik's line of sight. This is initially set at 180 frames. Once the timer reaches zero, it fires a single shot at Sonic. There's an additional 36 frame delay before the shot timer starts again.
  • Unlike the final game, there's no limit to the amount of bullets this enemy can fire.
  • This uses an alternate body graphic with a rocket instead of a fin. The graphics for this body were removed from its tileset starting in Beta 4.

BFish


Object ID: 52

A piranha-type badnik. It will move 32×(lower four bytes of subtype) pixels to the right before leaping, then jump in a high arc. Exactly how it works depends on its initial and current Y positions:

  • If its initial Y position is less than or equal to 0380 (like Aquis, this seems to be hardcoded), it will jump up, then continue falling until it reaches Y coordinate 0380. It will then make jumps from that Y position until it despawns.
  • If its initial Y position is greater than 0380, it will animate more slowly and jump up in a lower arc than usual. Once it reaches its initial Y coordinate, it jumps again.

It is placeable with debug in Hidden Palace Zone, but its graphics are garbled without using a PAR code.

Lamppost


Object ID: 79

This is the Sonic 1 lamppost with a very different design than the one seen in the final version of Sonic 2. It is placeable with Debug Mode in Emerald Hill Zone and Hill Top Zone. They appear in Green Hill Zone, but the graphics are garbled.

Unused Subtypes

Monitors
00: Static monitor. Does nothing when broken. In the final game (where it's also unused), this damages the player.


03: Robotnik monitor. Also does nothing in the proto and damages the player in the final, but this one is used in the final's 2-Player mode.


08: Mystery monitor. Does nothing when broken...in this build. In the Simon Wai prototype only, it activates Super Sonic's palette.


09: Spring monitor. Only present in this prototype and the Simon Wai build, but it does nothing when broken. Two guesses on how this would have worked:

  • Like the Pogo Spring monitor in the much later Sonic the Hedgehog Triple Trouble, where it places Sonic/Tails on a pogo spring that bounces up and down until they take damage.
  • Boosted the player's jump height. This would help explain Super Sonic's powers: He's invincible (matching the powerup from the Invincibility monitor) and has increased speed (like the Speed Shoes monitor), but there's no monitor equivalent to his increased jump height.

Chemical Plant Zone Platforms
The code in this version seems to be reused from object 52 in Sonic 1, which was used for the moving blocks in Marble, Labyrinth, and Scrap Brain Zones. Subtypes 02-03 (Marble Zone block that moves right when stepped on, then drops when it hits a solid tile), 04-07 (hidden block in Labyrinth Zone Act 1 activated by switch that leads to the quicker route), and 09-0A (sliding platforms in Scrap Brain Zone) are all unused in this build.

Code Oddities

  • The game loads Green Hill Zone's layout and chunks with a different routine than the rest of the stages; it also tries to apply this to 'Labyrinth Zone', but doesn't work due to using Chemical Plant data.
  • The routine to load animated stage tiles lists stages past all the way up to $0F, even though there are only $06 stages (including Sonic 1's ending); this seems the suggest the developers were already shifting the stage IDs around, which is further supported by the fact that Hidden Palace is listed as $08, which is its slot starting with the Simon Wai build onwards.
  • Somehow, a compression from Kid Chameleon made it into the code, and is even used for Green Hill's chunks!

Object List/Source Code

A humongous object list can be found inside the ROM, along with some raw source code.

Something interesting to notice is this group of code:

These lines of code are in the block that makes up Hidden Palace Zone's debug list from an earlier build. The content in the list appears to be identical to the actual compiled version in the ROM; however, it does give us information on the objects in the Zone that may have been previously unknown:

  • Redz is the red T-rex badnik that appears in Hidden Palace.
  • Bfish is the jumping fish badnik that was unused by the Simon Wai prototype.
  • Seahorse is Aquis, the seahorse badnik that was in the final game in Oil Ocean Zone.
  • Skyhorse is most likely the second Aquis object in Hidden Palace's debug list (the version that shoots a harmless projectile).
  • Stego is the triceratops badnik that was unused by the Simon Wai prototype.
  • Wasp is Buzzer, the bee badnik that's in Emerald Hill Zone in all known versions of Sonic 2. In this prototype, it also has a home in Hidden Palace's debug list.
  • Gator is the alligator/crocodile badnik that is unused by the Simon Wai prototype.
  • Bbat is the dive-bombing bat that appears in Hidden Palace Zone.
  • Oct is Octus, the octopus badnik that was in the final game in Oil Ocean Zone.

These same lines are duplicated in the debug list for Emerald Hill, but unused because the game is told that Emerald Hill's debug list will have 18 entries, and the Hidden Palace enemies are all after entry number 18.

This chunk of uncompiled code also indicates that the Zone order present in this build was going to be changed even at this early stage. Emerald Hill's debug list is labeled as Zone 00, which is Green Hill in this build but Emerald Hill in later builds. Similarly, Hidden Palace is labeled as Zone 08, which is where it resides in later builds and the final.

Retrieved from 'https://tcrf.net/index.php?title=Proto:Sonic_the_Hedgehog_2_(Genesis)/Nick_Arcade_Prototype&oldid=849168'

Sonic The Hedgehog 2

Level select:

Use the sound test selection on the options menu. Choose sounds 19, 65, 9, and 17 (in that order) and press C after each selection. A chime will confirm correct code entry. Press Start. Hold A and press Start when Sonic and Tails appear at the title screen.


Level skip:

This trick requires the 'Level select' and 'Debug mode' codes. Go to any stage and change into an object. Press A until you get to the object before the single ring. It is a strange looking object with a little Robotnik head (a machine where all the creatures appear from if you defeated a Boss). Place about ten in a row. Step on the first one until you see the score counting as if you completed the level. When you see that, step on the other buttons. You will go to the level after the level you were supposed to go to. For example: if you were in the Emerald Hill Act 1 you will now be in Chemical Plant Act 1. You can do this trick in any stage, but not in Dead Zone.


Enable the 'Debug mode' code and choose any level except the Death Egg. Press C to cycle through the sprites until you see a glitched-looking prison egg. Return to Sonic again and get him to step on it. The 'Sonic got through Act 1/2' message should appear. This will take you to the next level, and even works on Bosses.


In-game reset:

Enable the 'Level select' code. Then, pause game play and press A. You should see the 'Sonic and Miles 'Tails' Prower in...' message before you go to the main menu.


Toggle Tails or Miles:

Press Up(3), Down(3), Up at the title screen. A sound will confirm correct code entry. Alternately, press Up(2), Down(2), Up(4).


Extra continues:

Enable the 'Level select' code. Use the sound test selection on the options screen. Choose sounds 1, 1, 2, and 4 (In that order) and press C after each selection. Highlight the 'Player Select' option and press Start.

Sonic 2 Level Select Cheat


Super Sonic and Tails:

Enable the 'Level select' code. Use the sound test selection on the options screen. Choose sounds 4, 1, 2 and 6 (in that order) and press C after each selection. Music will confirm correct code entry. Select any starting level and collect 50 rings. Sonic or Tails will turn yellow and can run at super speed, jump twice as far, and become invincible to enemies and spikes. The total number of rings will decrease during super mode. Your character will revert to normal when the ring total reaches zero. Note: Super Sonic or Tails can still drown, be crushed, and fall into bottomless pits.

Sonic classic heroes cheat code for game with sonic 2.8

Cheat Code For Sonic 2