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game-genie-code. The Game Genie is a series of cheat systems designed by Codemasters and sold by Camerica and Galoob for the Nintendo Entertainment System, Super Nintendo Entertainment System, Game Boy, Mega Drive/Genesis, and Sega Game Gear that modifies game data, allowing the player to cheat, manipulate various aspects of games, and sometimes view unused content and functions.


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This game has unused graphics.
This game has unused music.
This game has unused sounds.
This game has debugging material.
This game has a hidden level select.
This game has revisional differences.
Sonic the Hedgehog 2 is the sequel towhich introduces Tails, the Spin Dash, and the idea of robot Sonics.
A large number of interesting things were cut from the final version, such as the ever-famous Hidden Palace Zone.
This enables the Level Select.
When the menu appears, hold A and press Start to bring up the Level Select screen.
Debug Mode Enabling the game's debug mode requires the level select to be enabled.
Keep Sonic 2 codes game genie held down until after the title card pops up.
Alternatively, it can be accessed with code FFFFFA:0001.
In addition, if Sonic dies, he can be revived by entering placement mode, moving to a safe spot, and exiting.
Trying to place an object in this death state will freeze the game, however.
You must also be playing as Sonic, as Tails cannot enter object placement mode.
This will cause the console's VDP to activate a debug function: background graphics drawn behind the sprite layer will be covered with a translucent black overlay.
Moving Background Debug Use PAR code 00EBEC:4E71 Rev.
This cheat makes Oil Ocean Zone music play all the time due to an incorrect sound command.
Unused Graphics Sonic Graphic Frame ID Description 52-53 An animation very similar to one used in Wing Fortress Zone when Sonic grabs the panels on the side of the ship.
However, this is vertical.
This returns from and is also unused in Sonic 1.
Robotnik Graphic Name Description Unused CPZ Animation There's an unused animation for Robotnik accidentally dropping the blue goop on his own head in the Chemical Plant Zone fight.
This animation has been around since the Nick Arcade prototype, but it was never implemented.
There's a fix to implement the lost animation.
Robotnik laugh In Death Egg Zone, Robotnik is programmed to laugh when Sonic takes damage during the Mecha Sonic battle.
However, as there are no Rings in this Zone, Sonic instead dies immediately when hit and all animation is frozen, so this is never normally seen without debug mode.
In the 2013 mobile remake, this animation is not frozen when the player dies.
You can also view the animation in the port by playing in Easy mode, as well as the 3DS port by playing in Ring Keeper mode.
Other Graphic Name Description HPZ Icon A Level Select icon for Hidden Palace Zone.
It is not normally used in any version of the game, but Pro Action Replay code 0096D8:0303 will cause it to replace the Emerald Hill icon in the Stage Select.
It also appears in 's level select, which contains icons for the Sonic 2 Zones.
CPZ Decorative object Unused decorative objects for Chemical Plant Zone, stored at 0x0383- 0x0393 in VRAM.
OOZ spring holder A holder for the OOZ ball launcher see below.
This appeared in the Simon Wai prototype, and is still loaded into VRAM in the final game.
Unused Aquis graphics An unused animation for Aquis spitting up oil, along with an oil spray.
Unused Balkiry frame An unused frame of the Balkiry badnik from Sky Chase Zone with its landing gear deployed.
It's possible that they were originally intended to take off from the Wing Fortress as it passed by.
If a Balkiry is selected in debug mode, this sprite will be seen instead of its flying one.
Walking turtle A walking animation for the turtles in Sky Chase Zone.
The only way to see this sprite is by using debug mode to create and destroy a badnik while the Wing Fortress passes by.
This would later on make an appearance inshortly before the Metal Sonic boss battle at Stardust Speedway Zone.
Picky Picky, a returning animal from Sonic 1, is present in Death Egg Zone.
However, there are no badniks or animal capsules, so he's never seen.
Source: Sonic Retro Unused Objects CPZ Hovering Platform Object ID: 0C 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 upper four bits can be used to offset when it starts to rise in the air.
HPZ Blocker Object ID: 12 This crystal was used in the earliest two prototype to block off a tube in Hidden Palace Zone.
The graphics are long gone, but the code is still there, such as it is.
It's a simple solid indestructible object and its coding hasn't changed since the Nick Arcade prototype.
HPZ Waterfall Object ID: 13 Another Hidden Palace Zone leftover.
Again, the graphics no longer exist in the ROM.
Placing one with a subtype greater than 17 will spawn garbage objects on the right.
Green Hill Zone Spinning Spikes Object ID: 17 A leftover from Sonic 1.
Unfortunately, the graphics have been deleted, but the coding is intact.
OOZ Ball Launcher Object ID: 46 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 ball object that appeared in early versions of.
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.
MZ Small Platform Object ID: 6C Although very similar to the small platforms used in Metropolis Zone, this platform sonic 2 codes game genie strangely, usually rising at an angle.
MCZ Ring Platform Object ID: 73 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.
WFZ Turbine Fire Object ID: B7 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 with no sound effects when the see more spins.
This object can be placed with debug mode, where it oddly appears before the used platform in the object list.
WFZ Pole Badnik Object ID: BF A strange object that seems to be a spinning pole, which can be placed in Wing Fortress Zone via debug mode.
It's like a badnik: you can destroy it, and it can damage you, but it doesn't move.
Unused Subtypes 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.
CPZ Tipping Platform The amount of time that the platforms in CPZ can stay flipped is variable -- 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 door this web page Aquatic Ruin Zone, which like similar doors in other Zones closes as soon as the player enters it.
These can be placed via 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 15leaving all other subtypes unused.
OOZ Pressure Stopper The used pressure stopper in Oil Ocean Zone launches the player upwards.
If the object subtype is set more info zero, as it is in edit mode, it will launch the player to the right.
This would have been used in the of the stage, but has no purpose in the final layout.
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.
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You can or to play the clip in your browser.
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 click at this page final build through the use sonic 2 codes game genie cheating devices or otherwise hacking the game.
It does not exist in the Simon Wai prototype, where instead the functional version of Hidden Palace uses the music that was later used for the 2-player version of Mystic Cave.
Sorry, your browser either has JavaScript disabled or does not have any supported player.
You can or to play the clip in your browser.
Disc 2, Track 37 of the contains Masato Nakamura's original demo version of this song, but it doesn't loop and then fade out like the Zone demo tracks; instead, towards the end of the track, the tune changes significantly and has a proper ending.
This may suggest that the music was originally intended for some sort of cutscene, perhaps taking place in Hidden Palace.
Interestingly, this track is referred to as "STH2 Unused Song ~ Masa's Demo version ~", without specifying its intended use, though all track titles can be taken to be indicative only of how each song was used in the final release version.
Although popular speculation is that this song was at one point intended to be used as the background theme for Hidden Palace, the of Sonic the Hedgehog 2 instead uses the same music as the Simon Wai prototype, as the developers felt that it better suited the revised level.
Sounds A few unused leftovers from and other unused sounds can be heard in the Sound Test.
You can or to play the clip in your browser.
The sound used when hitting the R, UP, and DOWN blocks in the Special Stage.
You can or to play the clip in your browser.
Electricity sound from Scrap Brain Zone.
You can or to play the clip in your browser.
The sound made while hitting the colored diamonds in the Special Stage.
You can or to play the clip in your browser.
The warp noise made by a Giant Ring at the end of an act click here Sonic enters spine lumbar cpt code />This sound was later reused in.
You can or to play the clip in your browser.
Chain pulling sound from Marble Zone.
You can or to play the clip in your browser.
Bonus point tag appearing at the end of an act.
You can or to play the clip in your browser.
Sounds similar to the sound of spikes popping up.
This is also unused in Sonic 1.
You can or to play the clip in your browser.
Sounds like something popping or skidding on the ground.
You can or to play the clip in your browser.
You can or to play the clip in your browser.
Inaccessible Rings Some levels have rings in places that cannot be reached, making a Perfect bonus impossible.
Location Image Level Approximate coordinates Description Location Image Prototype Aquatic Ruin Zone Act 2 1FA90626 Two rings lined up horizontally.
The rightmost can actually be touched without going inside the pillar, but there's no way to reach it.
The pillars weren't there in CENSOR and Beta 4 prototype, allowing the rings to be collected.
Casino Night Zone Act 2 027F00F8 Two clusters with seven rings each, just above the start, but way too high to reach.
When locked-on toit is possible for Knuckles to collect these rings by gliding to the far left from the highest wall.
Casino Night Zone Act 2 10700611 No known layout between the Simon Wai and CENSOR and "Beta 4" prototypes resembles this line of rings, and the level design may have changed between these two prototypes.
The set of rings could be picked up using the lift.
Mystic Cave Zone Act 2 0F2B00F0 These may have been placed with the original level layout from the Simon Wai prototype in mind.
In the same coordinates in that prototype is a tall sonic 2 codes game genie />Mystic Cave Zone Act 2 15880160 These may have been placed with the original level layout from the Simon Wai prototype in mind.
Mystic Cave Zone Act 2 16050156 These rings may have been part of the original level layout for this Zone in the Simon Wai prototype.
As there is a ledge and an empty space in the same coordinates in that prototype, a swinging platform may have been in these coordinates to accompany the rings.
click the following article Ocean Zone Act 2 0BC003A8 These are leftovers from the original level layout seen in the Simon Wai prototype.
The same rings can be found in the same coordinates in that prototype.
Oil Ocean Zone Act 2 11BF023A These are leftovers from the original level layout seen in the Simon Wai prototype.
The same rings can be found in the same coordinates in that prototype.
Oil Ocean Zone Act 2 12C0023A These are leftovers from the original level layout seen in the Simon Wai prototype.
The same rings can be found in the same coordinates in that prototype.
Oil Ocean Zone Act 2 191001F8 These are leftovers from the original level layout seen in the Simon Wai prototype.
The same rings can be found in the same coordinates in that prototype.
Oil Ocean Zone Codes free 2 1A0001F8 These are leftovers from the original level layout seen in the Simon Wai prototype.
The same rings can be found in the same coordinates in that prototype.
Oil Ocean Zone Act 2 20880300 These are leftovers from the original level layout seen in the Simon Wai click to see more />The same rings can be found in the same coordinates in that prototype.
Metropolis Zone Act 2 02C0043F Three horizontal slanted rings, under the floor with the ten-ring box and a cog nearby.
This floor used to sonic 2 codes game genie a slope in the Simon Wai prototype, so these rings may have been placed with the slope in mind.
Metropolis Zone Act 2 135000D0 These rings may have corresponded with the original level layout from the Simon Wai prototype.
Judging by the layout in that prototype, these rings could have been reached by jumping from the nearby conveyor belt.
Metropolis Zone Act 2 0F000169 These rings appear to correspond with the original level layout from the Simon Wai prototype.
There is a ledge in the same coordinates in that prototype, so the rings may have been placed on top of it.
Metropolis Zone Act 2 0F400354 These rings appear to correspond with the original level layout from the Simon Wai prototype.
In the same coordinates, they would have been under a ceiling.
Misplaced Objects Various objects throughout the levels are misplaced or in odd positions, possibly indicative of earlier level designs.
Image Level Approximate coordinates Description Aquatic Ruin Zone Act 2 08E606CC A misplaced air bubble object.
Hill Top Zone Act 1 128A020C This poor seesaw was overlooked once the layout was altered from the Simon Wai prototype.
Metropolis Zone Act 3 0A89026C This object, found next to an invincibility monitor, acts like spikes despite not using spike graphics.
It serves the practical purpose of preventing zipping bugs.
Metropolis Zone Act 3 116905AC A door object with no use or any real reason to exist.
Metropolis Zone Act 3 1D1F054D A platform that moves if Sonic is underneath it.
This seems to fit with the Simon Wai prototype's layout.
Metropolis Zone Act 3 1F75056C Either a lava pit was intended to be here, or this is another anti-glitch trick.
Chemical Plant Zone Act 2 245F058E Either a misplaced moving platform or it's meant to stop the player from dying.
This is an empty level slot that exists in the game, which contained remnants of Labyrinth Zone in the Nick Arcade prototype.
This stage is an objectless version of Emerald Hill Act 1.
Additionally, it has a Tails icon, much like the Wood Zone remains.
Finishing Act 1 by hacking in an animal capsule will send you to Emerald Hill Zone Act 1.
Going by which shows roughly what the level order would have originally looked like, and lines up rather closely with the internal order, this slot was going to be used for a level called "Ocean Wind Zone".
The level slot containing Wood Zone in the prototypes has something left in the final, albeit less than Hidden Palace: palette, object layout, and music selection data.
With the aforementioned lock-on, the Wood Zone remains also contain a parallax background scrolling glitch that originally wasn't present with Sonic 2 alone.
Some sprites from Metropolis Zone can be loaded into this zone.
If you hack in an animal capsule and clear Act 2, you'll go to Metropolis Zone.
This stage is nearly identical to ID 01, with the only differences being that some of the background is still intact, as well as the fact that it uses Oil Ocean Zone's theme as its default music.
Badnik sprites from Metropolis Zone and Emerald Hill Zone are loaded.
This level slot belonged to Emerald Hill Zone in the Nick Arcade prototype and then went unused in the Simon Wai prototype.
Finishing Act 1 will send you to Emerald Hill Zone Act 1.
Going by early concept art which shows roughly what the level order would have originally looked like, and lines up rather closely with the internal order, this slot was going to be used for a level called "Sand Shower Zone".
The level slot containing Hidden Palace Zone in actually retains the level's object layout and palette, but the art and block mappings point to Oil Ocean's 16×16 mappings, the level layout points to Oil Ocean Zone Act 1, and the Badniks' code was removed.
By using code FFFE80:0200 or code ACLA-ATD4 ACLA-ATDR in the "Rev.
This level uses track 10 of the sound test otherwise unused and Oil Ocean's debug item list.
The second Act can be accessed with the code AGLA-ATD4, and finishing it by placing an animal capsule with debug mode will take you to Oil Ocean Act 1.
Contrary to popular belief, this zone did have minor changes after the Simon Wai prototype.
An object that forces Sonic into a ball was added inside the long tube near the start of the level.
Another object, intended for the water slide at the end of the zone was added, but does not seem to function correctly.
This was absent in both the Nick Arcade and Simon Wai prototypes.
It otherwise seems to be identical to how it was in the Nick Arcade prototype, with the only difference being a lack of badniks, garbled graphics, and almost nowhere to stand on.
Decorative objects, platforms, bridges, water, rings, shield, and Tails 1-Up monitors can be found if you use debug mode to navigate the level.
It is also worth noting that with the aforementioned lock-on, going too far into the stage will automatically reset the game.
This version of the stage uses garbled Emerald Hill Zone tiles and badnik sprites from Oil Ocean Zone are loaded, has very little collision data, and no objects present within the debug menu, making it impossible to finish by any means.
Just as it did the Simon Wai prototype, the default background music is the same as Sky Chase Zone.
When finished by hacking in an animal capsule, you'll go to Emerald Hill Act 1.
Going by early concept art which shows roughly what the level order would have originally looked like, and lines up rather closely with the internal order, this slot was going to be used for a level called "Rock World Zone".
Removed Zone ID 11 Some of the pointers in Sonic 2 that control things such as zone specific pattern load cues, list another entry after zone 10.
Whether or not this is simply an error is unknown, but it is worth noting that 18 zones were originally planned, and that this removed zone would bring the total zone number to 18.
Trying to access this zone in the final simply crashes the game on the title card.
It's likely this zone was never fully implemented before it was scrapped.
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.
OOZ'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.
Presumably, this is because the tile loading would eventually overwrite the tiles used for the sun, which never moves.
By using Debug Mode to place a door, you can see how the door's sprite is supposed to be assembled, using 8×8 tiles that go unused due to the incorrect sprite assembly.
The uses the correct sprite for the doors, and Chemical Plant in also uses the correct appearance.
Duplicate Rings A column of rings found next to a giant cog at coordinates 08F005E8 if you take the path to the right after sonic 2 codes game genie first yellow spring shaft in Metropolis Zone Act 2 is very unusual.
Each ring collected gives you four rings instead of one, for a total of 12 rings.
This is because these rings are actually four columns of rings that are all laid out on top of each other in the same coordinates.
This oddity is still there in the 2013 remake.
The address FF0000 is in charge of adding mirroring and collision to the tiles 2x2, creating a 8x8 chunk, and in all there are 256 chunks created from FF00000.
To add these chunks, add the IDs below in this format 0xxx from FF0000 and search for the chunk ID 00 on the level.
It is possible to see some unused graphics that are referenced below.
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 and one of them more known was used in Simon Wai Prototype for the object spring and ball.
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 It is still possible to see leftovers from the Level Design of the areas used by the lozenge lift from the Simon Wai prototype, it is also possible to see silver-colored pipes never used, possibly used as background.
This zone didn't have many interesting things except that there is a kind of railing and various tiles with unused graphics and clouds from the Sky Chase Zone.
Early Wing Fortress Zone A small piece of the Wing Fortress Zone appears in Sky Chase Zone, but you will not be able to see it completely.
The Wing Fortress has several differences from the final version.
It is possible to note that some windows have been removed and others added, in addition to rivets, a long metal frame in the left and a small platform near the propellers of the lower left corner.
Revisional Differences There are three revisions of Sonic the Hedgehog 2, known as Rev.
Region Switch Code: On the title screen, press Up, Down, Down, Down, Up, and a ring sound will be heard.
This switches the game between Japanese and International mode.
In Japanese mode, references to "Tails" are really. secret code game the legend of korra consider to Miles, and the trademark symbols are removed from the SEGA screen and title screen.
The following errors are only present in Rev.
This seems to be the result of both players using the other players' tilemap but applied to their own graphics.
The Crawl placement in Act 1 in the 2-player version of Casino Night Zone, Act 1 matches placement.
This is only a problem if the player gets a Time Over during the WFZ ending sequence.
Sonic Classics Though it's based on Rev.

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Sonic the Hedgehog 3 & Knuckles Game Genie Codes: 1. AWXT-CA4C – Don’t lose rings when hit . 2.. RENT-C6V6 – Sonic can always use Fireball Spin Dash(can’t double jump, bounce, or become Super Sonic) 8.


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Game cheat codes hedgehog 2 Sonic genie - Tophackdownloads
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Game Genie • GG: Game Boy. Sonic the Hedgehog 2.. lives--player 2 33 KBVT-CAE2 / KBVT-CAE2 Jump lower 34 FVVT-CAE2 / FVVT-CAE2 Jump a little higher FOR CODES.


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Sonic & Knuckles - Sonic 3 Game Genie Codes - Genesis - By x977 - GameFAQs
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Sonic & Knuckles - Sonic 3 Game Genie Codes - Genesis - By x977 - GameFAQs
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43. AH2T-CAH6/AH2T-CAHN - Sonic needs only 1 ring instead of 50 to enter special stage after touching a star post With codes 44 through 57, the counter doesn't show the extra rings, but you do get them 44. SBJA-HJWJ/SBJA-HJV2 - Rings worth 2 in special stages, Sonic 45. SBJA-HNWJ/SBJA-HNV2 - Rings worth 3 in special stages, Sonic 46.


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Sega Genesis Game Genie Codes
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Sega Genesis Game Genie Codes Sonic the Hedgehog 2 Game Genie Codes https://festes.ru/codes/color-coded-memory-slots.html />If the "A" codes don't work on your game, try the "B" codes 1A.
SAST-DJ1A - Rings worth 2, player 1 1B.
SAST-DN1A - Rings worth 3, player 1 2B.
SAST-DT1A - Rings worth 4, player 1 3B.
SAST-DY1A - Rings worth 5, player 1 4B.
SAST-D21A - Rings worth 6, player 1 5B.
SAST-D61A - Rings worth 7, player 1 6B.
SAST-DA1A - Rings worth 8, player 1 7B.
AE8A-AAD2 - Start with 1 life instead of 3, player 1 8B.
AY8A-AAD2 - Start with 5 lives, player 1 9B.
A68A-AAD2 - Start with 7 lives, player 1 10B.
BE8A-AAD2 - Start with 9 lives, player 1 11B.
DE8A-AAD2 - Start with 25 lives, player 1 12B.
GJ8A-AAD2 - Start with 50 with free codes for, player 1 13B.
KN8A-AAD2 - Start with 75 lives, player 1 14B.
NN8A-AAD2 - Start with 99 lives, player 1 15B.
JW3A-CA4J - Infinite lives, player 1 16B.
SATA-DJVW - Rings worth 2, player click here 17B.
SATA-DNVW - Rings worth 3, player 2 18B.
SATA-DTVW - Rings worth 4, player 2 sonic 2 codes game genie />SATA-DYVW - Rings worth 5, player 2 20B.
SATA-D2VW - Rings worth 6, player 2 21B.
SATA-D6VW - Rings worth 7, player 2 22B.
SATA-DAVW - Rings worth 8, player 2 23B.
AE8A-AAD8 - Start with 1 life instead of 3, player 2 24B.
AY8A-AAD8 - Start with 5 lives, player 2 25B.
A68A-AAD8 - Start with 7 lives, player 2 26B.
BE8A-AAD8 - Start with 9 lives, player 2 27B.
DE8A-AAD8 - Start with 25 lives, player 2 28B.
GJ8A-AAD8 - Start with 50 lives, player 2 29B.
KN8A-AAD8 - Start with 75 lives, player 2 30B.
NN8A-AAD8 - Start with 99 lives, player 2 31B.
JXGA-CA7G - Infinite lives, player 2 32B.
KBVT-CAE2 - Jump lower 33B.
FVVT-CAE2 - Jump a little higher 34B.
FVVT-CAE2 For codes 35 and 36, switch off if you get stuck somewhere or want to sink in water 35A.
EBVT-CAE2 - Jump a lot higher 35B.
CBVT-CAE2 - Jump really high 36B.
A02T-CAF8 - Sonic stays invincible for a shorter time after getting hit 37B.
ALTA-CA8N - Sonic becomes invisible and invincible for the rest of the level after getting hit, must have at least one ring switch off and then on to make Sonic visible 39B.
ALTA-CA9J - Sonic 2 codes game genie invincible starsSonic stays Invincible for the rest of the level 40B.
ATTT-CA4W - Sonic doesn't lose rings when hit 41B.
ATTT-CA5G - Tails doesn't lose rings when hit 42B.
AH2T-CAH6 - Sonic needs only 1 ring instead of 50 to enter special stage after touching a star post 43B.
AH2T-CAHN With codes 44 through 57, the counter doesn't show the extra rings, but you do get them 44A.
SBJA-HJWJ - Rings worth 2 in special stages, Sonic 44B.
SBJA-HNWJ - Rings worth 3 in special stages, Sonic 45B.
SBJA-HTWJ - Rings worth 4 in special stages, Sonic 46B.
SBJA-HYWJ sonic 2 codes game genie Rings worth 5 in special stages, Sonic 47B.
SBJA-H2WJ - Rings worth 6 in special stages, Sonic 48B.
SBJA-H6WJ - Rings worth 7 in special stages, Sonic 49B.
SBJA-HAWJ - Rings worth 8 in special stages, Sonic 50B.
SBJA-HJWR - Rings worth 2 in special stages, Tails 51B.
SBJA-HNWR - Rings worth 3 in special stages, Tails 52B.
SBJA-HTWR - Rings worth 4 in special stages, Tails 53B.
SBJA-HYWR - Rings worth 5 in special stages, Tails 54B.
SBJA-H2WR - Rings worth 6 in special stages, Tails 55B.
SBJA-H6WR - Rings worth 7 in special stages, Tails 56B.
SBJA-HAWR - Rings worth 8 in special stages, Tails 57B.
SBJA-HAV8 For sonic 2 codes game genie 58 through 64, don't grab more chaos emeralds than the amount you need 58A.
ACZT-CACA - Need 0 chaos emeralds to become Super Sonic in addition to rings 58B.
AGZT-CACA - Need 1 Chaos Emerald to become Super Sonic in addition to rings 59B.
ALZT-CACA - Need 2 chaos emeralds to become Super Sonic in addition to rings 60B.
ARZT-CACA - Need 3 chaos emeralds to become Super Sonic in addition to rings 61B.
AWZT-CACA - Need 4 chaos emeralds to become Super Sonic in addition to rings 62B.
A0ZT-CACA - Need 5 chaos emeralds to become Super Sonic in addition to rings 63B.
A4ZT-CACA - Need 6 chaos emeralds to become Super Sonic in addition to rings 64B.
AGZT-CACJ + K4ZT-CA9N - Need 1 ring to become Super Sonic in addition to chaos emeraldsdon't lose rings with time 65B.
A0ZT-CACJ - Need 5 rings to become Super Sonic in addition to chaos emeralds 66B.
BLZT-CACJ - Need 10 rings to become Super Sonic in addition to chaos emeralds 67B.
DGZT-CACJ - Need 25 rings to become Super Sonic in addition to chaos emeralds 68B.
FCZT-CACJ - Need 40 rings to become Super Sonic in addition to chaos emeralds 69B.
K4ZT-CA9N - Super Sonic doesn't lose rings with time 70B.
RE8A-A60W - Level select menu, at title screen, hold down A while pressing start 71B.

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Sonic the Hedgehog 2 is the sequel to the first game, which introduces Tails, the Spin Dash, and the idea of robot Sonics.A large number of interesting things were cut from the final version, such as the ever-famous Hidden Palace Zone.


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Sega Genesis Game Genie Codes
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Sonic the Hedgehog 2 (Simon Wai prototype) | Sonic News Network | FANDOM powered by Wikia
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If Video Game Characters had access to Cheat Codes

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Take your gaming to the next level with the original Game Genie for NES. Attach to the NES game cartridge for game hacks like unlimited lifes, more power or speed, or evne hidden game features. Codes can be found online.


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festes.ru: Sega Genesis (Game Genie) Codes - Sonic the Hedgehog 2
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Sonic & Knuckles - Sonic 3 Game Genie Codes - Genesis - By x977 - GameFAQs
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AWXT-CA4C - Don't lose rings when hit 2.
HXRT-AA6A - Infinite time 3.
AKVT-AA76+AMNA-EA24 - Keep rings between levels 5.
ATGT-CA3Y - Super shoes don't run out with time 6.
RENT-C6YA - Sonic can always double jump can't use water shield or become Super Sonic 7.
RENT-C6V6 - Sonic can always use Fireball Spin Dash can't double jump, bounce, or become Super Sonic 8.
RGSA-A6YY - Only 1 blue sphere needed to get a chaos emerald 9.
AANA-CNA0 - Sonic jumps as high as Knuckles slightly lower than link 10.
AANA-C4A0 - Mega jump for Sonic 13.
AANA-DYA0 - Orbital jump for Sonic 14.
TB5T-CNCR - Knuckles jumps as high as Sonic slightly higher than usual 15.
PV5T-CRCR - High jump for Knuckles 16.
AB5T-CWCR - Super jump for Knuckles 17.
AB5T-C2CR - Mega jump for Knuckles 18.
AB5T-DTCR - Orbital jump for Knuckles 19.
ALNA-AACR - Rings worth 2 in special stage 20.
ARNA-AACR - Rings worth 3 in special stage 21.
AWNA-AACR - Rings worth 4 in special stage 22.
A0NA-AACR - Rings worth 5 in special stage 23.
BLNA-AACR - Rings worth 10 in special stage 24.
A2NT-CAG6 - Only 6 chaos emeralds needed to become Super Sonic 25.
AYNT-CAG6 - Only 5 chaos emeralds needed to become Super Sonic 26.
ATNT-CAG6 - Only 4 chaos emeralds needed to become Super Sonic 27.
ANNT-CAG6 - Only 3 chaos emeralds needed to become Super Sonic 28.
AJNT-CAG6 - Only 2 chaos emeralds needed to become Super Sonic 29.
AENT-CAG6 - Only 1 chaos emerald needed to become Super Sonic 30.
AANT-CAG6 - Become Super Sonic without any chaos emeralds 31.
NTNT-CAHL - 100 rings needed to become Super Sonic instead of 50 32.
FANT-CAHL - 40 rings needed to become Super Sonic 33.
DENT-CAHL - 25 rings needed to become Super Sonic 34.
BJNT-CAHL - 10 rings needed to become Super Sonic 35.
AENT-CAHL - 1 ring needed to become Super Sonic 36.
AANT-CAGY+AAPA-CAB8 - Become Super-Duper Sonic without any emeralds you still need 50 rings unless using one of the above codes 37.
RHJA-E60L - Bonus sonic 2 codes game genie always activated after every checkpoint 39.
BXLA-EA5G - Bonus round is always Slot More info 40.
A5LA-EA5G - Bonus round is always Glowing Spheres 41.
A36A-CACW - Only 6 chaos emeralds needed to become Super Knuckles 42.
AZ6A-CACW - Only 5 chaos emeralds needed to become Super Knuckles 43.
AV6A-CACW - Only 4 chaos emeralds needed to become Super Knuckles 44.
AP6A-CACW - Only 3 chaos emeralds needed to become Super Knuckles 45.
AK6A-CACW - Only 2 chaos emeralds needed to become Super Knuckles 46.
AF6A-CACW - Only 1 chaos emerald needed to become Super Sonic 2 codes game genie 47.
AB6A-CACW sonic 2 codes game genie Become Super Knuckles without any chaos emeralds 48.
NV6A-CADA - 100 rings needed to become Super Knuckles instead of 50 49.
FB6A-CADA - 40 rings needed to become Super Knuckles 50.
DF6A-CADA - 25 rings needed to become Super Knuckles 51.
BK6A-CADA - 10 rings needed to become Super Knuckles 52.
AF6A-CADA - 1 ring needed to become Super Knuckles sonic 2 codes game genie />AB6A-CACL+AB6A-CAHR - Become Super-Duper Knuckles without any emeralds you still need 50 rings unless using one of the above codes 54.
ACCT-CA2R - Can't drown.

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I've been searching every Sonic forum and website for the last few days trying to dig up some obscure Sonic 3 & Knuckles game genie codes. I'm sorry if there's already a topic for this around here, but I just can't seem to find it.


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Sonic 2 Beta (Simon Wai) - Game Genie fun - YouTube
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Sonic2G
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©1996-2019 Ziff Davis, LLC.
IGN® is among the federally registered trademarks of IGN Entertainment, Inc.
If you've discovered a cheat you'd like to add to the page, or have a correction, please.
HEad toward the end of the level, but don't pass the goalpost sign.
Change into the icon depicting Sonic's shoe, then revert to Sonic's form and step on the shoes.
While their effects linger, quickly pass the sign.
The music that plays while your score is tallied will play at a faster rate.
If you add an extra control in port 2 and press a button and bingo you can play the whole game in two player mode.
Unfortunately there are no scores for tails and no life limit.
Then highlight Player Select and press start.
You will hear Oil Ocean at the beginning of the first level.
Reset the game, and you will hear Emerald Hill!
Next push start then push and hold B.
You should be playing in slow motion.
When the boss enters the screen get a hit on the boss then let go of B and the screen should be paused.
Then press start and there should be no boss music.
For the best bonus, enter the Debug Mode code.
The clock will freeze and you'll always score a 50,000 bonus!
Press Start and hold A.
To start debugging, press B, then you can select any sprite in sonic 2 codes game genie level and put it on the screen.
Note that sprite selection is different from Sonic 2 codes game genie to Zone.
Also, instead of displaying the time elapsed, it displays the number of sprites currently on the screen.
Then you must choose one¿of the emerald hill zone levels because the code only works in emerald hill zone 1 or 2.
¿When you start the level press B, you will be a ring,then press a four times,you will be four rings in a row going up or down,you then hold c and right for about 5 seconds,then you go back to the begining, keep pressing a until your the top of a waterfall.
You may not see yourself but you're there.
Now do the same thing as before, hold c and right for about five seconds.
Then press b and you'll be green.
Play until Chemical Plant Act 1.
When you get to the wall with the Spiny badnik and the warp tube on the floor.
Break open the tube and go through it.
When you come out you will see a Ring Box next to a click at this page />Climb up the tower and on the top you will find one 1-up.
Glide left and you will find another 1-up.
Glide to the left one more time and you will find yet one more 1-up.
Since you won't want to go through the level again just glide to the right until you get to the tower you started from.
Get on that first tower and glide to the right.
The Act will be over and you will have 3 lives more that how much you sonic 2 codes game genie the act with.
Then, at the options screen, play these sounds in this order: 1, 1, 2, 4.
Now move the highlight to the "Player Select" field click the options screen and press Start.
While playing, you can pause the game and use A to restart, B for slow motion, and C for frame advance.
When you hit it and you are Super Sonic, you lose all your powers but stay yellow.
Tails looks the same but has invincibility little stars flashing around him.
To regain Super Sonic, let yourself get hit, then turn into a ring press B and place at least 50 rings on Tails.
Exit sonic 2 codes game genie mode press B and jump to become Super Sonic with Super Tails as a follower.
Using debug mode, create a transfer box and break it open.
When you hear Sonic die press B to enter debug mode again.
Move the cursor up until you see Tails and exit debug mode.
To finish, jump and you'll have two Tails.
Make sure you have some rings.
When you see blades blocking your way, go ahead and hit them.
As soon as you are invincible, walk through them.
Jump on the platforms to the right and half the level will be finished.
¿Then place a teleport box down and hit that.
¿Now tails has a permanent shield.
At the level select menu, go to the sound test item, and play sounds in this order: 4, 1, 2, 6.
You should hear the music you get when you win a chaos emerald.
Now select any level, get 50 rings, and jump.
Select Sound Select and play sounds 19, 65, 9, 17, then push C.
Press Start to return to the main screen, and when Sonic and Tails appear, hold A and press Start.
A chime will sound and Tails will be called Miles or vice versa.
Go to the OPTIONS screen and enter sounds 1, 9, 9, 2, 1, 1, 2, 4.
You should hear the Oil Ocean code coupon perfect game />Next, hold A + Start and you should return to the SEGA screen with the Oil Ocean music still playing.
Get a Chaos Emerald, reset the game, and start the game from the options menu.
You will keep the emeralds you have gained so far each time you start from the options menu.
Climb as high as you can and glide to the right.
You'll reach the end of the level in seconds!

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Sonic the Hedgehog 3 & Knuckles Game Genie Codes: 1. AWXT-CA4C – Don’t lose rings when hit . 2.. RENT-C6V6 – Sonic can always use Fireball Spin Dash(can’t double jump, bounce, or become Super Sonic) 8.


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Game Genie | Sega Wiki | FANDOM powered by Wikia
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festes.ru: Sega Genesis (Game Genie) Codes - Sonic the Hedgehog
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©1996-2019 Ziff Davis, LLC.
IGN® is among the federally registered trademarks of IGN Entertainment, Inc.
If you've discovered a cheat you'd like to add to the page, or have a correction, please.
HEad toward the end of the level, read more don't pass the goalpost sign.
Change into the icon depicting Sonic's shoe, then revert to Sonic's form and step on the shoes.
While their effects linger, quickly pass the sign.
The music that plays while your score visit web page tallied will play at a faster rate.
If you add an extra control in port 2 and press a button and bingo you can play the whole game in two player mode.
Unfortunately there are no scores for tails and no life limit.
Then highlight Player Select and press start.
You will hear Oil Ocean at the beginning of the first level.
Reset the game, and you will hear Emerald Hill!
Next push start then push and hold B.
You should be playing in slow motion.
When the boss enters the screen get a hit on the boss then let go of B and the screen should be paused.
Then press start and there should be no boss music.
For the best bonus, enter the Debug Mode code.
The clock will freeze and you'll always score a 50,000 bonus!
Press Start and hold A.
To start debugging, press B, then you can select any sprite in that level and put it on the screen.
To select a different sprite, press A, and to place it on the screen, press C.
Note that sprite selection is different from Zone to Zone.
Also, instead of displaying the time elapsed, it displays the number of sprites currently on the screen.
Then you must choose one¿of the emerald hill zone levels because the code only works in emerald hill zone 1 or 2.
¿When you start the level press B, you will be a ring,then press a four times,you will be four rings in a row going up or down,you then hold c and right for about 5 seconds,then you go back to the begining, keep pressing a until your the top of a waterfall.
You may not see yourself but you're there.
Now do the same thing as before, hold c and right for about five seconds.
Then press b and you'll be green.
Play until Chemical Plant Act 1.
When you get to sonic 2 codes game genie wall with the Spiny badnik and the warp tube on the floor.
Break open the tube and go through it.
When you come out you will see a Ring Box next to a tower.
Climb up the tower and on the top you will find one 1-up.
Glide left and you will find another 1-up.
Glide to the left one more time and you will find yet one more 1-up.
Since you won't want to go through the level again just glide to the right until you get to the tower sonic 2 codes game genie started from.
Get on that first magnificent nes game genie code good and glide to the right.
The Act will be over and you will have 3 sonic 2 codes game genie more that how much you started the act with.
Then, at the options screen, play these sounds in this order: 1, 1, 2, https://festes.ru/codes/instant-game-codes-legit.html />Now move the highlight to the "Player Select" field of the options screen and press Start.
While playing, you can pause the game and use A to restart, B for slow motion, and C for frame advance.
When you hit it and you are Super Sonic, you lose all your powers but stay yellow.
Tails looks the same but has invincibility little stars flashing around him.
To regain Super Sonic, let yourself get hit, then turn into a ring press B and place at least 50 rings on Tails.
Exit debug mode press B sonic 2 codes game genie jump to become Super Sonic with Super Tails as a follower.
Using debug mode, create a transfer box and break it open.
When you hear Sonic die press B to enter debug mode again.
Move the cursor up until you see Tails and exit debug mode.
To finish, jump and you'll have two Tails.
Make sure you have some rings.
When you see blades blocking your way, go ahead and hit them.
As soon as you are invincible, walk through them.
Jump on the platforms to the right and half the level will be finished.
¿Then place a teleport box down and hit that.
¿Now tails has a permanent shield.
At the level select menu, go to the sound test item, and play sounds in this order: 4, 1, 2, 6.
You should hear the music you get when you win a chaos emerald.
Now select any level, get 50 rings, and jump.
Select Sound Select and play sounds 19, 65, 9, 17, then push C.
Press Start to return to the main screen, and when Sonic and Tails appear, hold A and press Start.
A chime will sound and Tails will be called Miles or vice versa.
Go to the OPTIONS screen and enter sounds 1, 9, 9, 2, 1, 1, 2, 4.
You should hear the Oil Ocean music.
Next, hold A + Start and you should return to the SEGA screen with the Oil Ocean music still playing.
Get a Chaos Emerald, reset the game, and start the game from the options menu.
You will keep the emeralds you have gained so far each time you start from the options menu.
Climb as high as you can and glide to the right.
https://festes.ru/codes/icc-2019-codes-online-free.html reach the end of the level in seconds!

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Game Genie • GG: Game Boy. Sonic the Hedgehog.. ATBT-AA32 MASTER CODE--MUST BE ENTERED SOME CODES DON'T WORK WHEN YOU START ON SPECIAL STAGES USING CODE 13 2.


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Sonic2G
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Game Genie Codes: Sonic the Hedgehog 2 – The Sonic Stadium
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The Simon Wai prototype of named after the person who discovered it is a well-known in-development version of the game dating from before the official release of Sonic the Hedgehog 2 itself.
It was discovered on a Chinese GeoCities site before being widely distributed on the Internet.
The prototype is frequently examined by hackers to determine how the final game was developed.
Since its leak, other prototypes were revealed in varying states of completion.
It was stated in an interview with that this beta was from a demonstration cartridge that was stolen at a toy show in New York in 1992.
Akinori Nishiyama has also stated that the leak was due to the lack of security at the time.
That is, the second player is able to control Tails, except Tails will also follow.
Also, Tails cannot complete a level on his own, since the game only loads the goal sign when Sonic approaches it.
The AI is much simpler; it only follows Sonic and does not try to keep up.
Tails loses the player's rings when he is hit.
If he dies, he drops back in from the top of the screen and immediately goes into a roll when he sonic 2 codes game genie the ground because he cannot yet.
When Sonic gets out of the water, the Emerald Hill music this web page />Upon collecting 100the game will play Death Egg Zone's BGM instead of the usual 1-Up sound.
This is because sound bank 88 which was the 1-Up sound in the Nick Arcade prototype has since been overwritten and not edited to play the correct sound.
Game Genie code XCOT-AAC4 will cause the correct tune to play.
On the other hand, the monitors were programmed with the correct 1-Up sound.
However, if the player gets athe game does show the Sega logo and then shows the title screen.
This also happens if the player waits for the resulting demo to run its course.
This is because the two prototypes have the same serial code as the originalwhich determines the result of the lock-on.
Zones The Level Select screen.
The prototype is of interest even to non-technical fans as it includes tantalizing hints of a number of extra Zones and features which may have been planned for inclusion in the final game but were eventually cut for one reason or another.
Only four of these zones Neo Green Hill, Chemical Plant, Hill Top and Green Hill are fully playable and are the zones played through in normal gameplay.
The rest are incomplete and can only be accessed via.
The list of the Zones here is as follows from the Level Select menu.
Green Hill Zone Green Hill Zone was basically in the final version of Sonic the Hedgehog 2.
This is so far the most playable Zone and the only Zone with a.
This Zone was made notable of the Badnik who was scrapped from the final version of Sonic the Hedgehog 2.
Ironically, Green Hill Zone is the last Zone of regular gameplay in this prototype version and after the player defeats the boss, the player is whisked back to the title screen.
Wood Zone Wood Zone is one of the Zones only to appear in this prototype version of Sonic 2 and then was removed in later beta versions and sonic 2 codes game genie final version of Sonic 2.
Wood Zone is set inside a giant deciduous forest, which sees Sonic walking along large tree branches and wooden which don't function.
However, the level is barely designed and does not contain any Rings or Badnks.
Without a signpost or a boss to defeat, it cannot be finished via normal means.
Act 2 is empty, causing Sonic and Tails to fall to their deaths.
Metropolis Zone Much like most of the other zones, 's level design was absent of Rings and Badniks though its gimmicks and obstacles the conveyor belts,etc.
However, the lava pits do not damage the player, meaning the player can walk on top of them.
Again, there is no signpost or boss to finish the zone via normal means.
Hill Top Zone Hill Top Zone, in contrast, was only absent of Badniks and both of its acts are fully playable.
Object wise, the and function properly but the do not curl Sonic into his.
Act 2 also appears to end at an earlier point.
Hidden Palace Zone Hidden Palace Zone The formerly unfinished in Sonic the Hedgehog 2 was planned to be a cavern filled with jewels.
It has been compared to 's due to graphical similarities.
Hidden Palace took its name from the underground cavern near Mt.
Arakai in central Japan.
It is filled with precious stones, as well as ancient rock formations.
In earlier versions of the unfinished Sonic the Hedgehog 2 the first of which was stolen from a game show in 1992 according to Yuji NakaHidden Palace is an incomplete level.
Act 2 as well as Act 3 in the prototype discovered by drx starts with Sonic stuck inside a wall, and using Debug Mode to move Sonic outside the wall reveals that the act is identical to Here 1, but without any objects.
Neither act of Hidden Palace Zone can be completed, as there are no signposts or capsule.
Using Debug Mode allows the player to get into a second part of the level, due to a steep slope that cannot be climbed up.
Hidden Palace Zone was one of the sonic 2 codes game genie Zones shown to the public during the production of the game.
It appeared alongside the famous Dust Hill Zone in two mock-up images that were some of the earliest images shown for the game.
The area in the mock-up is found in the beta, and via ROM hacking, the triceratops Badnik was also found to still be present in the game data.
The game was continually used in promotion for some time.
Time issues and overall fun factor have been stated as reasons for cutting the level.
There are three areas that cannot be reached without Debug: a small underwater area that leads to an item box shortly after you leave the tube, it is under a patch sonic 2 codes game genie green floor which looks similar to the breakable floors in the ofa tube that leads to death below the large emerald, and an area past the slope that cannot be accessed on foot.
The latter is assumed to be the top of that slope.
It has water slides on it like some areas of thebut Sonic does not slide down the water.
At one end is the top of the slope, and at the other just water and an empty space that leads to the edge of the map.
The level features a large emerald above a tube, which has caused much confusion and speculation, as many have confused it with thethe equally large emerald guarded by that keeps afloat.
The level designer however revealed that it was simply just a breakable object, similar to the rocks in the oronly with a specific purpose.
There is a 1-Up Monitor in the level displaying a Tails icon box, leading some to speculate that the level was a Tails-only level though Sonic still receives an extra life as it were a regular 1-Up.
However, suggestions have been made that the level was also connected to ; one by a member of the Sonic the Hedgehog 2 team.
Oil Ocean Zone more or less retains the same appearance in the final version of Sonic the Hedgehog 2.
Act 1 is almost fully playable apart from the absence of a signpost.
This Zone features a unique mechanic where relatively small checkered balls similar to the one used by the of the original Sonic the Hedgehog spring up and roll along the floor when a nearby is pressed.
The player can stand on top of these.
Curiously, they seem to ignore any elevation and move onto upper platforms as it were on the same ground level but they can throw the player into the ocean.
These objects were cut in the final version of Sonic the Hedgehog 2 but can be placed in Debug Mode.
Dust Please click for source Zone Dust Hill Zone as seen in a magazine screenshot.
In this prototype, Dust Hill Zone was basically in the final version of Sonic the Hedgehog 2.
The level layouts of both acts pretty much replicate that of the final version of Sonic the Hedgehog 2 but is devoid of any Rings, Badniks and regular means of completing the Zone.
Notably in Act 1, there appears to be objects placed somewhat randomly, most likely for testing purposes but they appear only in the first half of the act as the second half is absent of such objects.
It is however known that was in fact a Zone taking place in a desert as evidenced by the magazine screenshot to the right.
Casino Night Zone Casino Night Zone looked completely different in this prototype compared to the final version of Sonic the Hedgehog 2 as landmass features received pinkish coloring and sky blue floors with French card symbols on them and the background is drastically different.
Again, the Zone is absent of Rings and Badniks and there are notorious gaps leading to which the player could fall through and lose a life.
There are no elevators in the Zone as well and the that give 10 points are also missing.
In Act 2, the background is overwritten by the pinball table graphics.
Chemical Plant Zone is fully playable apart from the absence of Badniks.
The tubes still function as intended in the final version of Sonic the Hedgehog 2.
It is worth noting that the blue sludge that travel from one pipe to another makes a different sound effect and the have slanted corners instead of perpendicular corners.
Also, the small platforms that move the player across rails are much smaller in width.
Genocide City Zone A Zone that was intended to be a graphical change of.
According to a Tom Payne interview, the meaning behind the name is due to the Japanese team members wanting to make the zone sound dangerous in English, resulting in the alternate name "Cyber City" in concept.
The graphics were also confirmed to being reused in.
In this prototype, the level is completely empty which will cause Sonic and Tails to fall to their immediate deaths.
Neo Green Hill Zone Neo Green Hill Zone was basically in the final version of Sonic the Hedgehog 2.
While its two acts are completely playable, there are no enemies present and the only obstacles present are sonic 2 codes game genie arrow-shooting totems.
Whenever the player enters the underwater areas, the splashing animation is corrupted and shows misaligned instead of a splash.
It appears that the underwater segments of the Zone were not fully implemented yet, most notably at the beginning of Act 2 where legend secret korra game of the code the player falls off the swinging platforms, they will die.
Death Egg Zone The presence of in the Level Select list with two levels in this prototype shows that the Death Egg Zone could have been a full-length zone with two acts.
However, the prototype version of the level has nothing in it like Genocide Sonic 2 codes game genie Zone, causing the player to fall to their immediate deaths.
Other features Sprites not included in the full version Among liberty slots match bonus others, these are sprites exclusive to the prototype and not found in the final version.
Then activate the Level Select code then while highlighting a level, hold while pressing Start to start a level with Debug Mode enabled.
Another was Death Egg Zone, appearing in Sonic the Hedgehog 2 and.
After that wasin various forms present in and like andthe difference seems to be that of the interior and exterior.
The next Zone wasin Sonic the Hedgehog 2,and Sonic Adventure as a two-act mini game.
Finally, there wasappearing also in different forms in Sonic the Hedgehog 3 and.
It seems that Hidden Palace went a long time without development, as it was decided that finishing the other zones took priority.
By touching the signpost and then dropping down to the lower ground before the controls lock themselves, Sonic is forced to continue moving to the right and cannot jump back to the upper ground.
Archived from on 4 November 2005.
Retrieved on 2 September 2018.
Kikizo Ltd 30 November 2005.
Archived from on 3 December 2005.
Retrieved on 2 September 2018.
Archived from on 4 Novemer 2005.
Retrieved on 2 September 2018.
It wound up being stolen, and although we searched and searched all over, it was never found.
Archived from on 22 March 2005.
Retrieved on 2 September 2018.
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Game Genie • GG: Game Boy. Sonic the Hedgehog 2.. lives--player 2 33 KBVT-CAE2 / KBVT-CAE2 Jump lower 34 FVVT-CAE2 / FVVT-CAE2 Jump a little higher FOR CODES.


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festes.ru: Sega Genesis (Game Genie) Codes - Sonic the Hedgehog 2
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festes.ru: Sega Genesis (Game Genie) Codes - Sonic the Hedgehog 2
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trucos y game genie de sonic 3 & knuckles 0001

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The Simon Wai prototype of Sonic the Hedgehog 2 (named after the person who discovered it) is a well-known in-development version of the game dating from before the official release of Sonic the Hedgehog 2 itself.


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Sonic 2 Beta (Simon Wai) - Game Genie fun - YouTube
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Sonic & Knuckles - Sonic 3 Game Genie Codes - Genesis - By x977 - GameFAQs
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sonic 2 codes game genie

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For Sonic the Hedgehog 2 on the Genesis, GameFAQs has 17 cheat codes and secrets.. Then hold down B button and try to do anything with Sonic. The game will play in.


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Game Genie | Sega Wiki | FANDOM powered by Wikia
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Sonic the Hedgehog 2 Game Genie Codes (Mainly Music Codes) - Forums - festes.ru
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[OLD] Sonic 3 & Knuckles - Ten good codes! (Only for Sega Mega Drive / Sega Genesis)

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GAME GENIE CODES: Sonic the Hedgehog 2. No. "A" Code "B" Code: Effect: There are 2 Versions of this game. If the "A" Codes don't work try the "B" Codes.


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Game Genie Codes: Sonic the Hedgehog 2 – The Sonic Stadium
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Sega Genesis Game Genie Codes
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You may have sonic 2 codes game genie before you can post: click the register link above to proceed.
To start viewing messages, select the forum that you want to visit from the selection below.
Also, before requesting codes, note that there is awhich may contain what you are looking for already.
Also, if you know what you want, feel free to directly.
OK, so recently I came across a video that has some codes in it for Sonic 2 that change the music id's that play where.
So I thought I'd post them here and possibly make more using those as a base for Game Genie codes that do the same thing.
Using a hex editor, I was able to get into the Sonic 2 ROM for the unedited values.
Now at first I didn't know what they were, but luckily I came across this:which gave me everything I needed.
Mainly what I intend to do with this knowledge is link certain location music, like gamevillage bonus 2P music for the 1P music and vice versa, etc.
While I myself don't have much in the way of codes made, what I do have already is from the video and from comments on the video, and I hope with help to be able to make more from this.
Oh, and one thing: While these are game genie codes, they do modify data inside the game and thus requires you to do a HARD reset of the sonic 2 codes game genie once activated because of the IDs in the sound driver being modified.
As such, I recommend using these with the Rev01 aka Sonic 2 codes game genie Rev A rom as there is already a master code here, just in case you get the red screen of death.
Also, I have tested these in both Fusion AND Gens, both giving me the same result every time.
But without further ado, here are the codes I have: TDHT-6BB8 - This plays the link Casino Night theme in the 1P zone.
WSHT-7HCR - This plays the Super Sonic theme as the invincibility track.
VXHT-71CE - This plays Sound Test 10 Hidden Palace in Sky Chase and Sky Chase's theme in Wing Fortress.
T9HT-67CE - This plays Death Egg Part 1 in Chemical Plant.
TDHT-6BB4 - This plays the 2P Casino Night theme in Oil Ocean.
T1HT-67CG - This plays the 2P Mystic Cave theme in Hidden Palace.
WHHT-6BB0 - This plays the 2P Emerald Hill theme in the 1P zone.
So there are the code I have found.
From what I notice, the first 4-character set in all of these are in XXHT form, and the second 4-character set in all of these are in either 6XXX or 7XXX form.
Knowing this, what Sonic 2 codes game genie have read in the SCHG faq and with the other codes as a base, what would I need to do to be able sonic 2 codes game genie make Game Genie codes from scratch to choose what music plays where?
I waited a few days to avoid a double post for this.
Anyways, after further investigation of the codes and how they work, I came to the conclusion that they overwrite the song originally in that slot AND learn more here instances of that song, thus making my original idea impossible.
However, I WAS able to figure out an alternate way with some help from SSRG members, and here are the new codes I came up with.
Just a note that I'm taking these straight from the IRC and not using their Game Genie converted variants, which I have posted on the database already: 003EA0:8C82 - This plays the 2P theme for Emerald Hill in the 1P zone.
I might sonic 2 codes game genie later on one that switches the invincibility theme for the Super Sonic theme and vice versa, but I don't know at this point, given all the work I had to go through to try understanding the first method I had codes for.
OK, so this is a small bump.
I'm wondering if it'd be possible to do the accelerate much faster codes that Tony Hedstrom did for Sonic 3 sonic 2 codes game genie Knuckles on Sonic 2.