As someone who has a lot of Atari stuff (there's a reason why my alias is "Billy2600" in most other places), I've definitely done this on many occasions. Hell, even 6-button Genesis controllers work on the 2600. (Though the XYZ buttons don't do anything, IIRC) I love playing 2600/7800 games with my Genesis arcade stick. I also heard that Sega had to license the controller port from Atari after they caught on, but that could have just been a rumor.
I only play my Atari 2600 using Master System controllers. If Im not mistaken, the Atari can even read the second button, which means that homebrew games or hacks can take advantage of that.
I used to plug the Genesis controllers into my Commodore 128 and play using them. Joysticks are a little before my time and I never could stand them. It was also nice for me because I was making a C=128 Phantasy Star game and the controller added an authentic touch. + - Of course, the PS game never got very far because I was a total newb at the time.
Controller ports on video game consoles are not serial ports! Even though the connectors are similar, the "technologies" behind RS-232 and and video game controllers are completely different and incompatible with each other.
Sorry if it's old news but while I was researching about the Mega Drive/Genesis games released in Brazil, I've found a cheat that wasn't documented in gamefaqs or in your wiki or anywhere. Game needed: Sonic the Hedgehog 1 (Japanese version) [16 bit] Functionality: See Ending or Credits Description: First do a variation of the code for "Hidden Japanese Credits Screen", at title screen: C x7,Up,Down x3,Left, Right. You will hear the ring sound. Now when the demo begins press START and wait for the title screen and then do the code for "Level Select" (Up, Down x3, Left,Right, A+START) no go to the sound test option and play 9E to see the Staff Credits or 9F to see the ending. Hope you all liked!
... I was honestly not expecting that to work. 19 years on and I've just learned a new cheat for Sonic the Hedgehog. Oh boy.
Out of curiosity, where did you find that cheat at? Also, did you even try it out? 'Cause it doesn't work. :\
I knew about that cheat, and I was going to point you to the cheats page on the wiki... but it wasn't there yet! So I added it. <a href="http://info.sonicretro.org/Cheat_Codes:Sonic the Hedgehog (16-bit)#Japanese Version" target="_blank" style="background: url(http://info.sonicretro.org/images/5/50/Reticon.png) right no-repeat; padding-right: 20px; border-bottom: 1px dotted #3366BB; color: #3366BB; cursor:pointer; text-decoration:none;" class="wiki">Cheat_Codes:Sonic the Hedgehog (16-bit)#Japanese Version</a> You must use REV01 and set the emulator's region to Japan (or use a Japanese console). EDIT: It also works on REV00 if you replace the two occurrences of 3 consecutive DOWN presses with a single DOWN press each. The console must still be in Japanese region.
Try again, it works. And don't forget that in both parts of the cheat you will rear the "ring" sound if you did it right. Another thing in the first part you press Cx7 unlike the hidden credit that you press only six times. Use the "A" Button to play the sound in the sound test. If it didn' work Digital Duck wouldn't be able to do it. I will try to find again the site where I got it (it was in japanese and I used google translate), I had tested and typed but only recently I tried to see if the cheat existed.
I'm sure other people much brighter than me have figured this out, but it just dawned on me that Sonic 2's multiplayer songs are in the ending credits medley.
And the last horse finally crosses the finish line.[/sarcasm] What got me is that, while the 2P themes were in it, not all the 1P stages were in it. I always figured it was because they would disrupt the flow of the song too much.
I always figured it was due to playlist alterations. WARNING: Immense amount of speculation follows, proceed at own risk Off the top of my head, the Sonic 2 credits medley has the following tracks in the following order: Metropolis Zone Emerald Hill Zone Chemical Plant Zone Mystic Cave Zone 2P VS Aquatic Ruin Zone Mystic Cave Zone Casino Night Zone 2P VS Emerald Hill Zone 2P VS Hill Top Zone Casino Night Zone We know, from Naka's commentary in the Sonic Jam strategy guide (...I think?), that the game was originally supposed to have around 18 zones, and through the community's own research we know the identity of some of the seven or so missing levels. Hidden Palace Zone, Wood Zone, Dust Hill Zone, Winter Zone, Cyber City Zone, Rock Zone and an elusive seventh zone which might have never even existed. Naka also commented that for Sonic 3, they were able to have lots of artists produce songs and then they could just pick out the best and most fitting ones from the bunch, unlike Sonics 1 and 2, where they ordered a specific number of tracks from Nakamura, based on a general theme. Now, I've asked myself countless times, and would it really make sense for them to request specific, alternate tracks for use in two player mode? My guess is 'probably not'. What set my gears into motion was a simple tidbit in the Wai prototype. Oil Ocean Zone is present and mostly finished, but it randomly (or so it would seem) uses the music for Casino Night Zone 2P VS. One might shrug it off as an unintentional flaw caused by changing stuff in the master playlist, but if you go and play all the other stages which are present in the final (except for Death Egg, for obvious reasons) they're all using the correct music. So what gives? If you look back at the list of tracks used in the credits medley, you'll notice that, apart from the endgame trio of Sky Chase, Wing Fortress and Death Egg, the only missing song is Oil Ocean Zone. Or is it? Look closely at the order of the tracks. With the obvious exceptions of Metropolis Zone and Casino Night Zone, which could be very well chalked up to stylistic reasons (to start off the medley with an upbeat groove, and once again end it with the "casino" song, like in Sonic 1), the track order actually follows the final level order quite closely. The only exception is Hill Top, which was probably going to be a much later stage anyway (remember the quote which stated that it and Emerald Hill would be so far apart, the player wouldn't notice the reuse of art). Furthermore, if you replace Casino Night 2P VS with Oil Ocean, the level order continues to be correct, even more so! So was Casino Night 2P VS originally meant for Oil Ocean? It is my firm belief that yes, it was. It also justifies why the 2P mode had its exclusive array of tracks, they were simply left over from when the game had almost half of it chopped off. They had already paid for them, so they might as well actually put them to use, right? Following this logic, we run across a few questions: what were the final Oil Ocean Zone and the remaining 2P VS tracks originally meant for? Just listening to Oil Ocean, it immediately strikes my that it was meant for Dust Hill, and I'm sure I'm not the only one. Its absence from the credits medley also adds up with the fact that it was canned very early in development, probably never existing in playable form in any build of the game. "But what about Hidden Palace? It was there since the drx prototype, so why isn't it in the credits!?" Hidden Palace was going to be a special level which Sonic would access after collecting all the Chaos Emeralds. It was going to be the "big secret" in the game, so do you really think they would stick it in the credits tune? Other good comebacks: The special stage theme isn't in the medley, so why should Hidden Palace be/It's too slow and sad to fit the upbeat style/Tails ate the Master Emerald. The only other axed level which held on for an inexplicable amount of time was Wood Zone. Emerald Hill 2P or Mystic Cave 2P may have been meant for it. That still leaves one track without a matching level, but we have no actual record of the remaining two levels except for textual mentions, we have no tangible proof that Rock Zone or Winter Zone ever even existed. I choose to ignore Cyber City simply because I believe Death Egg's track was originally meant for it. That track is simply too long and complex for just a "boss" level. Like in Sonic 1, it would probably use the same track throughout the whole level, maybe changing only when reaching the final boss. Or, y'know, I could be wrong. :specialed:
I'm willing to bet the main reason Death Egg and Hidden Palace aren't in the final credits medley is the simple matter of time signatures. Every song in the credits medley has a time signature of 4 4 (or equivalent), but Death Egg and Hidden Palace are 3 4. It's not easy to change time signature without being jarring.
I would've assumed that Hidden Palace wasn't in due to it being removed from the game. Maybe you're right about Death Egg Zone, but you only hear it for about 5 seconds in the game anyway unless you hang back.
This is probably old news... but notice Sonic's color code in his Classic style (C=100, M=40) http://info.sonicretro.org/File:Classic_so...rthographic.svg That translates in RGB values as 0:153:255 Now take a look at Classic Tails' code (M=100, Y=40) http://info.sonicretro.org/File:Classic_ta...rthographic.svg That translates to 255:153:0 Those two colors are exactly opposite of each other on the standard color wheel. In color theory, they're called complimentary colors, and they are the most vivid type of color combination. It was no small accident that little Miles was originally orange; he was destined to be at Sonic's side with that fur!