11:48 that's the CPU trying to execute a reserved instruction that is supposed to make the CPU jump to a specific location, which this prototype has defined to a routine that displays this error it's typically used for system calls on 68k based computers, and is generally unused in Mega Drive games
In layman's terms, it's an error handler. Sonic 1 and 2 have the same error messages, though I've only ever seen them triggered in Sonic 2 via corruption, cartridge tilting or loading an incorrect save state.
5:36 That sometimes happens when the game doesn't switch between collision layers properly, which can also break loops and overlapping platforms. As for Hilltop working in the 2P Versus mode, I kind of suspect that Emerald Hill and Hill Top use some of the same assets, just with different palettes.
I believe in early development (When the time travel aspect of the story was still intact that is) Hill Top was intended to be a past version of Emerald Hill. Hence why both zones *do* share some assets in common, palette swaps to make this less noticeable aside.
The weird spindash sound is actually a side effect of bad emulation or improper sound settings in the emulator. The ring sound however is all on the prototype. It's due to the pitch not reverting in the sound banks
Check out TetraBitGaming's Sonic The Hedgehog 2 (PROTOTYPES) LOST BITS | Cut Content & Unused Zones [TetraBitGaming]: ua-cam.com/video/eq2KHYK0yK0/v-deo.html
5:33 It might be a cause of Sonic's placement on layers of the stage, similar that you see in loops (Looks like a vertical array of rings. You would see it once you turn Debug mode on.). Super Sonic seems to bug it out. It's just my speculation, so I really dont know if its really true.
About Hill Top and 2P Mode: 2P Mode, due to using a different resolution than the rest of the game, uses a different graphic format, which is why most stages that weren't planned to appear in 2P mode look broken. Hill Top is an exception because it reuses its graphics from Emerald Hill, just colored blue, so most graphics are already in the 2P-compatible format. This is also why most things that look broken in either stage are things not meant for 2P mode (like Hill Top's exclusive assets or Eggman)
Hill Top actually has some unused code pertaining to 2-player mode, including background parallax and removal of the rising lava sections, so it seems it actually was intended for 2-player mode and not just because it reuses Emerald Hill assets.
also the background in hilltop zone gets corrupted in 2p mode due to insufficient vram for player 2's scroll and sprite planes so some background tiles get overwritten
Interestingly, the 2P for Casino Night gets buggy in the 1992-08-21 prototype in ways that don't seem present in the Wai prototype... maybe from the implementation of the rotating tile blocks? IDK, but it gets really funky sometimes with regards to the data in the high/low planes, especially on the Tails part.
I'm done it’s still better than 06! Edit: I changed my mind! '06 at least could have been good, Sonic 4 is crappy, and was always doomed to be crappy. (Ep 2 is whatever)
I'm almost 100% sure that the messed up spin attack noise around 2:05 is present if you keep revving it up in any of the emulations of Sonic 2 in the Mega and Classic collections.. I think the mobile version does it if you keep it going too..
I think the reason why the rings change sound is because the spindash gradually increases in pitch the more you press a/b, and maybe instead of only the spindash being affected, the ptich gets oocked and changes the rings' pitch too
Shall I explain why Hill Top works in 2P one year later? To put it simply, Hill Top is Emerald Hill with gimmicks slapped onto it and some unique tiles. They use the same primary tiles, blocks and chunks, meaning that if Emerald Hill was built to be compatible with 2P AND Hill Top from the very start, then of course a large majority of Hill Top would function too! Also note how the level chosen don't have animated tiles in their backgrounds, and that Hill Top doesn't load there animated tiles. They would need an extra set of animated tiles due to how animated tiles are created. Hill Top working isn't proof of it being planned, it's proof that Emerald Hill is sharing it's tiles like a good sport (Cough Cough Green Hill and Marble have the same grass and could easily share data, Cough)
5:32 for some reason the game counts this as a wall chunk instead of a bg one anf i the second shot he's inside the chunk, the checkered parts have collision.
The noise made at 2:20 with the spin dash... I swear I remember hearing that when I spammed the spin dash attack, maybe it was another sonic game... but I swear I remember hearing a distorted sound when I mashed the button
Pretty much all versions of 2 seem to do this on the Sega collections that went HD.. I think it's something to do with how it's being emulated. Definitely does it on every version I've played on PS3/4 and Xbox 360/XBone
Some things I want to point out: The spindash sound is just your emulator, it's pretty much the same from what I see Hill Top working in 2P is just because it uses the same chunks and graphics as Emerald Hill HPZ and WZ most likely haven't been worked on since HPZ hasn't been touched since the Nick Arcade proto, and Wood Zone not being touched since the Simon Wai proto, both of which I'm assuming were scrapped pretty early on
HPZ Has been worked worked on since that prototype. in the simon wai proto, it got the mystic cave 2P music. in the august proto, im pretty sure it got like 2 changes, and in the september proto, (IIRC), the tube finally forced you to spin.
Simon Wai Level Order: Aquatic Ruins, Chemical Plant, Hill Top, and Emerald Hill August 21, 1992 Level Order: Emerald Hill, Chemical Plant, Hill Top, Mystic Cave, Metropolis, and Aquatic Ruins Final Version Level Order: Emerald Hill, Chemical Plant, Aquatic Ruins, Casino Night, Mystic Cave (Hidden Palace on Mobile), Oil Ocean, Metropolis, Sky Chase, Wing Fortress, and Death Egg
2:04 That always happens in Sonic 2 and Sonic & Knuckles for the AtGames SEGA Genesis Emulator(I think). Another thing on the AtGames Genesis is that every sound(Music, rings, jumping spindash)is a lower pitch than the original release. Kinda weirdly similar.
I might happen to know a friend that knows one of the devs freinds that knows of the layouts, enemy placements, etc. Of sonic 2s scraped levels. Also he had a very odd cartridge to show us and told us it was between Simon wai and Nick arcade. Didn't see how clear it was... Genocide city was re- palated, but no floor, wood zone was called forest top zone, and was BEATABLE at the cost of your eyes. It originaly would have you face of against *or accurately against because there wasnt one so we made up a believable boss and put it in the code.* an eggman with a buzzsaw eggmobile. And hidden palace actually had scraped entry in the files.
Hill Top Zone wouldn't be a good fit for 2 player because of the section with the rising lava. The player in second place might just get stuck. Unless they removed the lava entirely.
Well. This is embarrassing. I guess you got a sub, though it is a bit of a veteran when it comes to watching lost bits. I just realized I wasn't subbed to you on this account.
Superman Mario The internal level order matches the time travel concepts, so it seems the time travel idea was still being used when development started but was quickly scrapped afterwards.
@campbellsonic that’s true, although I think it’s possible they already scrapped it, but used the level order they already had to begin with and switched it around throughout development.
Hill top mostly works in 2 player because it shares art with emerald hill just palette swapped. 2 player stages need level art that works with 16 pixel high tiles that interlaced mode uses. hill top however also needs too much vram for layout and the background tiles get overwritten with layout data in 2 player mode so corruption is seen in the background.
You should Record a video about Sonic 2 Delta! All the zones are restored, casino Night has its own ols palette, Oil ocean uses Casino night 2 player music, and so fourth.
I feel like they should've kept the bouncing back animation when you bounce off walls when you spindash you mentioned in the other videos. They could've used it when Sonic got hit instead of just one frame.
Has anyone noticed, that there are a million sonic 2 prototypes, a couple of sonic cd prototypes and a sonic 3 prototype, but there isn't a sonic 1 prototype?
Also you forgot to mention: When you hack into the Hidden Palace Zone in the September 14 build, does it still play the Mystic Cave 2P music of the prototype or does it play the new song from the final?
I think in an AtGames genesis emulator, the spindash noise you described in the first prototype is also present in there. Not sure about the ring noise though.
Hey! I just haved seen your video and I think I have something important to say. The "strange" early spindash and rings sounds in the Simon Vai prototype are re-used in the Atgames' Sega Genesis Ultimate Portable Game Player Sonic 2, Sonic & Knuckles and Sonic Spinball versions.
I’m not sure if someone mentioned this already, but whatever. Mystic cave zone was always going to be called mystic cave, the reason that it’s called dust hill is probably that because they mixed up the two stage names and they didn’t fix it yet by the time of the first build you talked about.
It seems like such a short amount of time to between these last versions and the release date! They had to manufacture and ship, which the latter part I assumed took weeks. Or is memory that just popped in to my head that they flew over the carts correct?
Just wanted to say that you didn't mention the different invincibility theme and the music for Hidden Palace. HPZ actually uses the Mystic Cave 2 player track, instead of track 10. (Which I, also think is in at least one of these prototypes!) This pretty much is confirmation for MCZs 2 player track to be originally planned for Hidden Palace. But still, great video. 😃😃👍👍
There is a glitch that in Hilltop bounce on one of the platforms and take out the Rexon next to it and it will crash, Reason why this happens is: That you're bouncing of the platform without actually landing on it, Due to how you hit collision, The game loads codes not meant to, Even loading invalid codes. Edit: \_(OvO)_/
So I was playing Sonic 2 (the mobile version), and in mystic cave zone, I fell to what should’ve been my death, but instead I entered the Hidden Palace Zone.
I feel as though these prototypes more or less confirm that is all the work that was done for the three missing zones (though really two because from what I've read ideas and concepts for Genocide City Zone were used in game for Metropolis Zone act 3) and I think it is very unlikely they would have done something else to these zones, and then scrub some of the content out but then take this long to officially remove them.
11:48 that's the CPU trying to execute a reserved instruction that is supposed to make the CPU jump to a specific location, which this prototype has defined to a routine that displays this error
it's typically used for system calls on 68k based computers, and is generally unused in Mega Drive games
Yeah, its big brain time
Good to know!
Interesting
And that's the same error from Labyrinth zone.
In layman's terms, it's an error handler. Sonic 1 and 2 have the same error messages, though I've only ever seen them triggered in Sonic 2 via corruption, cartridge tilting or loading an incorrect save state.
Everyone’s gonna be pestering for that sonic 3 prototype video, also this was FAST, did you turn into Sonic today?
same.
yes,he did!
L
You didn't know Tetra has a Super Form? He turned into Super Terta. ;)
Yep
Tetra: sonic video
**shows mario golf gameplay**
my favorite!
Oh my favorite!
Honestly the best out of the many sonic games
My favorite!
Lol
5:36 That sometimes happens when the game doesn't switch between collision layers properly, which can also break loops and overlapping platforms. As for Hilltop working in the 2P Versus mode, I kind of suspect that Emerald Hill and Hill Top use some of the same assets, just with different palettes.
I believe in early development (When the time travel aspect of the story was still intact that is) Hill Top was intended to be a past version of Emerald Hill. Hence why both zones *do* share some assets in common, palette swaps to make this less noticeable aside.
i have never missed a lost bits episode ever i have watched them all
*Yeth win card*
Good For You
[Act _]
The weird spindash sound is actually a side effect of bad emulation or improper sound settings in the emulator. The ring sound however is all on the prototype. It's due to the pitch not reverting in the sound banks
This came out *_2_* days after the Sonic CD video
Coincidence? Yeah, probably
🤔
I seem to see you a lot
_chara ok_
Then this means the Sonic 3 will come out 3 days after this!
I see you everywhere.
Check out TetraBitGaming's Sonic The Hedgehog 2 (PROTOTYPES) LOST BITS | Cut Content & Unused Zones [TetraBitGaming]: ua-cam.com/video/eq2KHYK0yK0/v-deo.html
5:33 It might be a cause of Sonic's placement on layers of the stage, similar that you see in loops (Looks like a vertical array of rings. You would see it once you turn Debug mode on.). Super Sonic seems to bug it out.
It's just my speculation, so I really dont know if its really true.
2 player existed since Nick Arcade, you just had to hold B in the level select menu while selecting a level I believe
he prob ment on the menu. like not a "secret"
I remember when I was playing the Simon wai prototype and I think that I made the combination C+start , and It started the 2 player mode
2:38 that’s a smooth transition
I am Proto. Your security is my motto.
*Sonic 2 prototypes leaked again*
That's a terrible joke.
About Hill Top and 2P Mode:
2P Mode, due to using a different resolution than the rest of the game, uses a different graphic format, which is why most stages that weren't planned to appear in 2P mode look broken. Hill Top is an exception because it reuses its graphics from Emerald Hill, just colored blue, so most graphics are already in the 2P-compatible format. This is also why most things that look broken in either stage are things not meant for 2P mode (like Hill Top's exclusive assets or Eggman)
@@pixeltheumbreon7856 I doubt it, seeing as the main game, even back when 2P Mode was added, was already a Co-Op mode with bosses
Hill Top actually has some unused code pertaining to 2-player mode, including background parallax and removal of the rising lava sections, so it seems it actually was intended for 2-player mode and not just because it reuses Emerald Hill assets.
also the background in hilltop zone gets corrupted in 2p mode due to insufficient vram for player 2's scroll and sprite planes so some background tiles get overwritten
Interestingly, the 2P for Casino Night gets buggy in the 1992-08-21 prototype in ways that don't seem present in the Wai prototype... maybe from the implementation of the rotating tile blocks? IDK, but it gets really funky sometimes with regards to the data in the high/low planes, especially on the Tails part.
7:20 Wait, Wing Fortress was originally Sky Fortress?
That explains why Sky Fortress in Sonic 4 is essentially Wing Fortress...
We don't talk about that monstrosity around these parts
Ding ding DIIIIIIIIING
I'm done it’s still better than 06!
Edit: I changed my mind! '06 at least could have been good, Sonic 4 is crappy, and was always doomed to be crappy. (Ep 2 is whatever)
@@someguylostontheinternet4504 cybershell wants to know ur location
@@imdone8243 hey, part 2 was good.
He said "unless you call this playable cause I don't!!" With such excitement
I'm almost 100% sure that the messed up spin attack noise around 2:05 is present if you keep revving it up in any of the emulations of Sonic 2 in the Mega and Classic collections.. I think the mobile version does it if you keep it going too..
I have played the mobile one, and there is no sound error like that. Intead, it just doesnt get higher pitched
I think the reason why the rings change sound is because the spindash gradually increases in pitch the more you press a/b, and maybe instead of only the spindash being affected, the ptich gets oocked and changes the rings' pitch too
August 21 1992 Pre Alpha Prototype 1:20.
Sept 14 1992 Alpha Prototype 5:48.
Sept 15-17 1992 Censor Prototype 9:42.
Shall I explain why Hill Top works in 2P one year later? To put it simply, Hill Top is Emerald Hill with gimmicks slapped onto it and some unique tiles. They use the same primary tiles, blocks and chunks, meaning that if Emerald Hill was built to be compatible with 2P AND Hill Top from the very start, then of course a large majority of Hill Top would function too! Also note how the level chosen don't have animated tiles in their backgrounds, and that Hill Top doesn't load there animated tiles. They would need an extra set of animated tiles due to how animated tiles are created. Hill Top working isn't proof of it being planned, it's proof that Emerald Hill is sharing it's tiles like a good sport (Cough Cough Green Hill and Marble have the same grass and could easily share data, Cough)
The thing that is great with Sonic 2 is the number of avilable prototypes currently discovered
The early spin dash sound at 2:05 is actually a bit cool.
I have a Sega Genesis and the pre-installed Sonic games. Sonic 2 has the same sound when I have Sonic spindash
Tetra: *discussing Sonic 2*
Music: *Emerald Hill 8bit*
Gameplay: *Mario Golf*
Identity Crisis Much?
5:32 for some reason the game counts this as a wall chunk instead of a bg one anf i the second shot he's inside the chunk, the checkered parts have collision.
The noise made at 2:20 with the spin dash... I swear I remember hearing that when I spammed the spin dash attack, maybe it was another sonic game... but I swear I remember hearing a distorted sound when I mashed the button
Classic Gamer I feel like it was in Mega Collection Plus
2:05*
2:05 I feel like I’ve heard that sound in Sonic Mega Collection Plus
Pretty much all versions of 2 seem to do this on the Sega collections that went HD.. I think it's something to do with how it's being emulated. Definitely does it on every version I've played on PS3/4 and Xbox 360/XBone
@GSG Brazil My dog can play Minecraft with me now! Though he keeps chewing on his X Bone
Some things I want to point out:
The spindash sound is just your emulator, it's pretty much the same from what I see
Hill Top working in 2P is just because it uses the same chunks and graphics as Emerald Hill
HPZ and WZ most likely haven't been worked on since HPZ hasn't been touched since the Nick Arcade proto, and Wood Zone not being touched since the Simon Wai proto, both of which I'm assuming were scrapped pretty early on
@Mario fan and Sonic fan Actaully that's called "Sand Shower Zone".
HPZ Has been worked worked on since that prototype. in the simon wai proto, it got the mystic cave 2P music. in the august proto, im pretty sure it got like 2 changes, and in the september proto, (IIRC), the tube finally forced you to spin.
Simon Wai Level Order: Aquatic Ruins, Chemical Plant, Hill Top, and Emerald Hill
August 21, 1992 Level Order: Emerald Hill, Chemical Plant, Hill Top, Mystic Cave, Metropolis, and Aquatic Ruins
Final Version Level Order: Emerald Hill, Chemical Plant, Aquatic Ruins, Casino Night, Mystic Cave (Hidden Palace on Mobile), Oil Ocean, Metropolis, Sky Chase, Wing Fortress, and Death Egg
2:15 that happend to me in the 2013 remake
2:04 That always happens in Sonic 2 and Sonic & Knuckles for the AtGames SEGA Genesis Emulator(I think). Another thing on the AtGames Genesis is that every sound(Music, rings, jumping spindash)is a lower pitch than the original release. Kinda weirdly similar.
1:53 the court wants to find out the difference between these pictures
Me:there the same picture
I might happen to know a friend that knows one of the devs freinds that knows of the layouts, enemy placements, etc. Of sonic 2s scraped levels. Also he had a very odd cartridge to show us and told us it was between Simon wai and Nick arcade. Didn't see how clear it was... Genocide city was re- palated, but no floor, wood zone was called forest top zone, and was BEATABLE at the cost of your eyes. It originaly would have you face of against *or accurately against because there wasnt one so we made up a believable boss and put it in the code.* an eggman with a buzzsaw eggmobile.
And hidden palace actually had scraped entry in the files.
I actually like the idea of no boss music and keeping the normal map music.
The invincibility music is different is the August 21 prototype
Hill Top Zone wouldn't be a good fit for 2 player because of the section with the rising lava. The player in second place might just get stuck. Unless they removed the lava entirely.
2:04 - Okay, but that "weird sound" was badass as all hell -- as if he broke the sound barrier.
How it badass you dumbass
Fun fact: if you break a ? Mark box in hidden palace zone you will break almost all the collision in the level
1:56
nobody:
literally nobody:
tetrabitgaming: you see these images are very different and have very very significant changes
Sky Fortress: *Exists*
Wing Fortress: B-Brother?
Flying Battery: Am I a joke to you?
Error 101
Tetra, this will be lost in a sea of comments, but i wanna tell you that you are AMAZING. Please, keep going!
This video is ralsei-approved
Thanks gamer 😎
Well. This is embarrassing. I guess you got a sub, though it is a bit of a veteran when it comes to watching lost bits. I just realized I wasn't subbed to you on this account.
Thank you, fluffy boy
Wood hill zone looks so cool, I wish they brought that one back in the mobile sonic 2.
Maybe hidden in a secret like with hidden palace
Ah, so Tails in the first prototype acts like he does in special stages? Lovely!
2:04 ngl I kinda like it better than the old sounds
If in the prototype Simon wai You collect 100 rings your music will change to a death egg music
My expectations for the next prototype drop: " The Hidden Palace zone is playable, but first we need to talk about parallel zones."
I'm hoping for the pre-Sonic CD version with Wood Zone still being the future of Casino Night
@Gabe Puratekuta There is no build of the game with time travel, that idea was scrapped before they started production.
@@zetaman8924 Ah, okay. Some of the levels were worked on, though
Superman Mario The internal level order matches the time travel concepts, so it seems the time travel idea was still being used when development started but was quickly scrapped afterwards.
@campbellsonic that’s true, although I think it’s possible they already scrapped it, but used the level order they already had to begin with and switched it around throughout development.
I'm not first
I'm not last
But when I see this on my recommended
I click fast
You’re a sonic fan AND like spaghetti? I think I can relate.
Gotta click fast
I am in first
@@rosannamendez5284 yes
8:41 tails name is sonic in the 2 player mode
0:40 wait The Cutting Room Floor has BitBob as their icon?
**Intense Flashbacks to SMB2 USA**
I really love this guy he sounds interested and like he cares about the topic in the video :)
Hill top mostly works in 2 player because it shares art with emerald hill just palette swapped. 2 player stages need level art that works with 16 pixel high tiles that interlaced mode uses. hill top however also needs too much vram for layout and the background tiles get overwritten with layout data in 2 player mode so corruption is seen in the background.
10:13 it's just a crack intro isn't it? Nothing complicated.
It's mainly like when CENSOR prototype when it was Leaked
Simalr I did play the CENSOR prototype
I only got to Metropolis Zone act 2
You should Record a video about Sonic 2 Delta! All the zones are restored, casino Night has its own ols palette, Oil ocean uses Casino night 2 player music, and so fourth.
Thanks for another Lost Bits! I've always loved and laughed at this! Please make more!
I feel like they should've kept the bouncing back animation when you bounce off walls when you spindash you mentioned in the other videos. They could've used it when Sonic got hit instead of just one frame.
For Sonic's Sprites for the first prototype they look identical
Looks sonic 1 ish
Tetra: Not Only Does The Spindash Sound weird
Me: That’s Because the quality of the sound you put
2019: the Sonic prototype year
You know the video’s good when it starts with Long Wario
Long w a r i o
Has anyone noticed, that there are a million sonic 2 prototypes, a couple of sonic cd prototypes and a sonic 3 prototype, but there isn't a sonic 1 prototype?
Also you forgot to mention: When you hack into the Hidden Palace Zone in the September 14 build, does it still play the Mystic Cave 2P music of the prototype or does it play the new song from the final?
Tetra! Don't forget to stay hydrated!
2:09 Probally because the sound of Sonic rolling (spidash) was played in a high pitch the longer you press, making the ring sound also change
My favorite level is hidden palace (not the one seen in the final release) mainly cuz music is a bop 🤘😎🤘
This spindash sound Glitch appears also in robotnik's revenge
Romhack
Thank you for covering these releases of Sonic 2 Proto types. I did a video on these a little while ago on my channel.
I personally think your channel would look better and be more marketable as just 'TetraBit". Much easier to search up!
I think in an AtGames genesis emulator, the spindash noise you described in the first prototype is also present in there. Not sure about the ring noise though.
Sonic 2 prototypes are like jevil. THERE IS INFINITE CHAOS
2:38 sonic teleported!
Hey!
I just haved seen your video and I think I have something important to say.
The "strange" early spindash and rings sounds in the Simon Vai prototype are re-used in the Atgames' Sega Genesis Ultimate Portable Game Player Sonic 2, Sonic & Knuckles and Sonic Spinball versions.
We got the new Sonic 3 prototype, the Sonic CD prototype with R2 not playable, now if we can just find that Tokyo Toy Show 1990 Sonic 1 prototype
Nice video! Hey your awesome!
Thanks!
@@TetraBitGaming and I've been watching you for a long time and all your videos have been amazing!
For the next sonic anniversary, sega should add the unused zones
I have to say, that end music id kinda slapping.
Those "weird sounds" are due to your emulator playing audio at 22100Hz.
I'm referring to the loud sound after the spin out, it appears to only be present in that build
@@TetraBitGaming Ah, not the revving of Sonic's engine?
Noooo haha yeah I noticed that was off in each build so I assumed it was an emulation thing
Sonic 3 Proto types are here
The Genesis couldn’t handle the awesome potential of Hidden Palace
Good stuff Tetra
i know this may be a joke, but the genesis could handle hidden palace lmfao
I’m not sure if someone mentioned this already, but whatever. Mystic cave zone was always going to be called mystic cave, the reason that it’s called dust hill is probably that because they mixed up the two stage names and they didn’t fix it yet by the time of the first build you talked about.
HEY TETRABIT THEY FOUND SOME INTERNAL DEVELOPMENT DOCS ABOUT CYBER CITY, INCLUDING LAYOUT
0:06 me tryna get in my position for golf
I Think The Reason That Super Sonic Cannot Get Past that Certain Wall Is Because Maybe The Q Box Puts You In The Background Layer
Love your videos! ❤️❤️❤️
Thanks!
11:24 You know what they say, the more, the merrier!
You gotta link for the Aquatic Ruin music, sounds really good.
Otherwise, great video!
Well, I've played the Fan made extended version of Sonic 2; why are you not talking about this?
I think the Simon Wai prototype should have been a thing, The sprites are like in Sonic Mania.
It seems like such a short amount of time to between these last versions and the release date! They had to manufacture and ship, which the latter part I assumed took weeks. Or is memory that just popped in to my head that they flew over the carts correct?
This is why I subbed to you- keep making these please
Both of the new Sonic 2 prototypes pretty much confirm that Hidden Palace Zone’s theme was always meant to be MCZ2P theme and not Track 10.
Imagine If You Had No Rings In The Simon Wia Version, Tail Gets Hit And You Die.
I guess that this is Sonic 2 Lost Bits round 3... can't wait for the eventual fourth vid.
They look the same lol
What's the difference?
1:52
Look around the eye region
@@footballanimation792 took 7 months for an answer
Thanks:D
@@t3ils17 your'e welcome
Just wanted to say that you didn't mention the different invincibility theme and the music for Hidden Palace. HPZ actually uses the Mystic Cave 2 player track, instead of track 10. (Which I, also think is in at least one of these prototypes!)
This pretty much is confirmation for MCZs 2 player track to be originally planned for Hidden Palace.
But still, great video. 😃😃👍👍
There is a glitch that in Hilltop bounce on one of the platforms and take out the Rexon next to it and it will crash, Reason why this happens is: That you're bouncing of the platform without actually landing on it, Due to how you hit collision, The game loads codes not meant to, Even loading invalid codes.
Edit: \_(OvO)_/
Beta name of wing fortress in September 14 build is sky fortress
So I was playing Sonic 2 (the mobile version), and in mystic cave zone, I fell to what should’ve been my death, but instead I entered the Hidden Palace Zone.
It’s a secret. Not a glitch. I:/
that was because that was a mobile-exclusive zone lol
Something I saw that might be important is the different spindash and ring sounds sound identical to this portable genius I have
we need to find earlier sonic 2 prototypes and maybe earlier sonic 3 builds, but we definitely have to get our hands on the tokyo toy show sonic 1 one
I feel as though these prototypes more or less confirm that is all the work that was done for the three missing zones (though really two because from what I've read ideas and concepts for Genocide City Zone were used in game for Metropolis Zone act 3) and I think it is very unlikely they would have done something else to these zones, and then scrub some of the content out but then take this long to officially remove them.
2:15 wow that actually sounds nice.
I really miss the protype