Casino Night Zone Theme
I've had a -ton- of professional work this year, to say the least. Between jobs though, I've been keeping sharp by doing things like this. Gives me a chance to try out new things that I can put to use in professional work, ECO, etc.Kind of went for a SonicTweaker-esque sound with this one. :D Enjoy.
- Genre
- sanic
Spring Yard Zone, Sonic the Hedgehog (1991) - The earliest stage with springs and bumpers, the. Casino Night Zone Act 2 The sun is about to raise and some people start leaving, but Eggman know they are coming to him. Kimberly and Wall Twilight are headed to Eggman’s base. Now a bag of rings was on the floor, chances giving you a jackpot or a trap. There will a lots of badniks, spikes, and bankrupt! Playable Characters.
Comment by Arms The Fonocler
Oil Ocean Beta!
Comment by Lil Corty
genocide city zone
Comment by 小青芳
@leila-wilson-woofle WAIT YOU MADE THIS? Sorry about all the caps but ive been listening to this on repeat ever since i found it im THAT in love with it haha. Wow whatd you use to make this? And are you like a music major or something?
Comment by Leila Wilson [Woofle]
@zecroshac: Thanks so much!!! :D This was a blast to do.
Comment by 小青芳
ESPECIALLY THE CHORD PROGRESSION AT 0:36
Comment by 小青芳
I LOVE THIS SOOOOOOOO MUCH THIS IS SO WELL MADE
Comment by RRad The Hedgehog
so realistic
Comment by Ar_Marium
I wonder what music genre is this called? It's amazing btw, I love it!
Comment by Kyu Rain X
@user-715240396 do it!!
Comment by Shantae
I'm very tempted to make a mashup of this and the Fresh Prince of Bel Air theme.
Comment by PsYan
f u n k
Comment by yarharhar
Man, this is great
Comment by Jredd
Oh! Fantastic! :D
Comment by Circuit Bird
I'm in love with this! I love that New Jack Swing so much! <3
Comment by Jacob Svetlik
yesssss!!!!!!!!!!!!!!!!!!!!!
Comment by susmobile
this is a good
Comment by sonicbhoc
12/10
Comment by Faseeh
aw jammmm
Comment by BLVKAROT (Bl∀karot)
Teach me your musical ways senpai!!!!
Comment by marcb0t
Whoa, squeely! @v@
Comment by marcb0t
Nice remix! It's strange, but I always think of pizza take-out from Domino's or Pizza Hut whenever I hear this one particular tune. Probably because when I first got Sonic 2, there was a Domino's advertisement on TV with a jingle that had a few notes that matched.
Comment by Leila Wilson [Woofle]
@josephlithius: Eee! Thank you so much! :D I have to wonder -- what would the lyrics say? D:
Comment by Jo Li
Okay, I think this might be my new favorite remix from you. It takes that great, familiar tune from Sonic 2 and adds SO much awesomeness to it. I feel like this is what I'd listen to while struttin' down the Vegas strip. And actually, it kind of has a Streets of Rage feel to it, too! I can almost hear lyrics to it, too, strangely enough...
Comment by Leila Wilson [Woofle]
@canofnothing: That glissando? Yeah, it was all 3 bass tracks layered together.
Comment by Leila Wilson [Woofle]
@jbrock-pony-1: Yayyy! :D I tried really hard to nail that.
Comment by Leila Wilson [Woofle]
@canofnothing: Yeah, the leads are the one part that still bugs me about it. >_<;
Comment by Can of Nothing
I think you could've been a bit more powerful with these leads, both the synth and the trumpet - excellent remix though, that aside!
Comment by Can of Nothing
...Wait, was that actually a bass?
Comment by Can of Nothing
Oh wow that clav sounds so FM-esque.
Comment by Jbrock Pony
getting that sonic CD vibe.
Sonic the Hedgehog 2 (Aug 21, 1992 prototype) | ||||||||||||||||||||||||||||||||
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Download Sonic the Hedgehog 2 (Aug 21, 1992 prototype) (info, raw dump) |
A prototype of Sonic the Hedgehog 2 for the Sega Mega Drive.
Notes
- Like the Simon Wai build, the game does not boot up to the Sega logo. However, the Sega logo will display after a level demo. The Sega logo is the same as the one from Sonic 1.
- Hidden Palace Zone, Wood Zone, Genocide City Zone, Death Egg Zone, and the Special Stage are present in the same state as they were in the Simon Wai prototype.
- None of the unused zone IDs contain any data aside from an associated music ID.
- Different title screen in comparison to the final.
- Cheat Codes:
- Level Select - A + Start.
- 'Night Mode' - C + Start.
- Two-Player Mode - on the level select, press B + Start.
- Debug Mode - on the title screen, press C, C, Up, Down, Down, Down, Down, Up. Then hold A while selecting a level from the level select.
- The timer will still reset from 9:59 to 9:00 like in the earlier builds.
- The same left over data that was present in Simon Wai also exists in this build in the same area of the ROM.
- This build is similar in ways to the Simon Wai prototype. In comparison to that build, this prototype contains the following differences:
- Sonic’s final sprite has been implemented.
- Super Sonic has been implemented.
- The level order in this prototype is: Green Hill (Emerald Hill), Chemical Plant, Metropolis, Hill Top, Dust Hill (Mystic Cave), and Neo Green Hill (Aquatic Ruin). The prototype ends after completing Aquatic Ruin.
- The cut badnik in Green Hill Zone has been removed. It isn’t present in the object list for this stage, but the code and art still exists. For some reason, the object ID changed from $54 to $59.
- The Spiny badnik is blue instead of red in this build.
- Green Hill Zone’s boss plays Chemical Plant Zone’s theme instead.
- The cut elevator platform used in the Simon Wai prototype in Metropolis has been removed but is still present in the object list for this stage.
- The Hill Top Zone boss has been implemented. The boss arena is slightly different, the boss lacks any sound effects, and doesn’t start the boss music when encountered. The horizontal screen lock isn’t used to lock the player to the arena, so the player can walk away from the boss at any time.
- Dust Hill Zone now has additional objects to make the zone playable.
- The boss for Dust Hill Zone has been implemented. The screen lock hasn’t been set for the boss arena completely yet. The boss spawns above the intended area, so it often moves in midair. The falling stalagmites are missing, only the rocks seem to appear.
- Casino Night Zone is more complete in this prototype. The level layout itself isn’t broken, but is still devoid of objects except for one in Act 2. The only level specific object that appears in the object list for the stage is a single bumper. However, the art queue for the stage loads art for additional objects not included in the object list. The boss has been implemented and appears at the end of Act 2 but appears to be a work in progress. One major difference is that the spiked ball that Robotnik drops bounces around whereas it’s stationary in the final. Robotnik also seems to have a fixed movement pattern.
- The level layout in Oil Ocean Zone doesn’t seem to match the object layout, as there are switches and other objects suspended in midair all throughout the level.
- For the most part, the music tracks have all been finalized in this build. The game seems to be using a similar sound driver in comparison to the Simon Wai build.
- The unused BGM track from the final version has been implemented.
- The invincibility theme contains a different ending.
- The title screen theme is slightly different.
- The staff credits theme hasn’t been implemented. Instead, the unused BGM track is repeated in its place.
- Additional, unused sound effects have been added since the Simon Wai build.
- The art for the Sky Chase/Wing Fortress badniks exists in this build but aren't referenced by any art queue list. There doesn't seem to be zone art for these zones yet, however.
- No art for Death Egg Zone (Silver Sonic, etc) seems to exist yet.
- Entries to load the art for various cut badniks are located within Hidden Palace Zone's art queue list for some reason. Most of the art loads at $8000 in VRAM, overwriting the region each time a new archive is uncompressed.
- The code and art for the unused bosses actually exist in this build. This build even includes references to load the boss art for each zone with an art queue list, but goes unused.
- The routines responsible for loading the Metropolis boss in Act 3 exists in the game. However, the object itself is set to move around at coordinates that fit the end of Act 2 instead.
- There is an unused badnik/object that is unique to this build at object ID $5a. The object has a unique spawn animation and changes its sprite depending on where Sonic is around the object. Defeating the badnik leaves some art behind that remains stationary. This is an early version of the 'Crawler' badnik that comes out of the ground. The mappings for the object seem to manipulate $7880 in VRAM.
Screenshots
Title screen.
Level select.
Green Hill Zone.
Green Hill Zone Boss.
Wood Zone.
Metropolis Zone Act 1.
Metropolis Zone Act 2.
Metropolis Zone Act 3.
Hill Top Zone Act 1.
Hill Top Zone Boss.
Hidden Palace Zone.
Oil Ocean Zone Act 1.
Oil Ocean Zone Act 2.
Dust Hill Zone Act 1.
Dust Hill Zone Boss.
Casino Night Zone Act 1.
Casino Night Zone Boss.
Chemical Plant Zone Act 1.
Chemical Plant Zone Act 2.
Neo Green Hill Zone Act 1.
Neo Green Hill Zone Act 2.
Genocide City Zone.
Death Egg Zone.
Videos
Files
File Archive Contents
File | Type | Date | Size | SHA-1 |
---|---|---|---|---|
Sonic the Hedgehog 2 (Aug 21, 1992 prototype).md | File | 2019-09-07 05:26:15 | 1 MB | c337d2f11a0630d61fc3c4f95d6e7970bb1f7910 |
Header
00000100 53 45 47 41 20 4d 45 4741 20 44 52 49 56 45 20SEGA MEGA DRIVE 00000110 28 43 29 53 45 47 41 2031 39 39 31 2e 41 50 52(C)SEGA 1991.APR00000120 53 4f 4e 49 43 20 54 4845 20 20 20 20 20 20 20SONIC THE 00000130 20 20 20 20 20 20 48 4544 47 45 48 4f 47 20 32 HEDGEHOG 200000140 20 20 20 20 20 20 20 2020 20 20 20 20 20 20 2000000150 53 4f 4e 49 43 20 54 4845 20 20 20 20 20 20 20SONIC THE 00000160 20 20 20 20 20 20 48 4544 47 45 48 4f 47 20 32 HEDGEHOG 200000170 20 20 20 20 20 20 20 2020 20 20 20 20 20 20 2000000180 47 4d 20 30 30 30 30 3430 34 39 2d 30 31af c7GM 00004049-01..00000190 4a 20 20 20 20 20 20 2020 20 20 20 20 20 20 20J 000001a0 00 00 00 0000 07 ff ff00 ff 00 0000 ff ff ff................000001b0 20 20 20 20 20 20 20 2020 20 20 2020 20 20 20000001c0 20 20 20 20 20 20 20 2020 20 20 20 20 20 20 20000001d0 20 20 20 20 20 20 20 2020 20 20 20 20 20 20 20000001e0 20 20 20 20 20 20 20 2020 20 20 20 20 20 20 20000001f0 4a 55 45 20 20 20 20 2020 20 20 20 20 20 20 20JUE
Origin
EPROMs.
See also
Game Gear |
Sega Mega Drive |