Developer: Sonic Team, SEGA Technical Institute
Publisher: SEGA
Platform: SEGA Genesis/SEGA Mega Drive/SEGA Saturn
Released: November 21, 1992
Genre: Platform game
Rated: E
Controls
Sonic and Tail's abilities are based upon the manual's description.
To
Walk- Push left or right on the D-pad to initiate Sonic's/Tails' movement in either direction. As you hold the button down, Sonic gains speed.
To
Run- Begin walking and hold down the button to make Sonic/Tails gain speed. After a few seconds, he'll break into a run.
To
Screech halt- While running, quickly press and hold the opposite direction on the D-pad to make Sonic/Tails screech to a halt. He'll skid for a short distance, based on how fast he was moving.
To
Look Up- While standing still, press up on the D-pad to make Sonic/Tails gaze to the sky. Continue holding up for a few moments and the camera pans upward, giving you a view of Sonic's overhead surroundings.
To
Crouch- While standing still, press down on the D-pad to make Sonic/Tails duck down. As you hold down, the camera pans downward, giving you a view of the stage beneath where Sonic/Tails stands.
To
Spin-While moving, press down on the D-pad to make Sonic/Tails curl into a rolling attack. He'll remain in this position until you jump or slow down. The speed of Sonic's/Tails' movement while in spin mode is based on how fast you're moving when you launch it, and also on the terrain Sonic/Tails rolls along.
To
Spin Jump- Press A, B or C at any time to make Sonic/Tails leap into the air with a spin attack. The height of the jump is proportional to how long you hold the button down.
To
Push- Green springs in the Oil Ocean Zone can be pushed by running up against them. Continue holding the D-pad against the spring to have Sonic/Tails push it into the wall.
To
Super Spin Dash- While crouching, A, B, or C to have Sonic/Tails rev up with a stationary spin. Keep tapping the jump buttons to build up momentum, and let go of the D-pad to dash off with a full speed rolling attack.
Introduction:"Are you up 2 it?"
Sonic the Hedgehog is back and he's brought along a friend with him. A yellow fox named Miles Prower who goes by the name of "Tails". But Dr. Robotnik has stolen the Chaos Emeralds again and now it's up to Sonic and Tails to start their journey to bring them back and with new levels and new moves, this will help Sonic and Tails go faster. Sonic the Hedgehog 2 is the game that can bring you more fun and more excitement than the original. And it did for me and my brother as this was our favorite game for SEGA and one of the most played games of all time.
This game unlike the previous one has the player choose to either do single-player or two-player mode. If two-player mode is selected, then the second player will be playing Tails.
To start the game, you have to turn on your SEGA Genesis and then you will see the SEGA logo come up as you'll hear the SEGA Choir yell "SEGA!" And then you'll see Sonic and his new pal Tails and you press the START button.
EMERALD HILL ZONEThe first level in Sonic the Hedgehog is the Emerald Hill Zone, which is similar to the original's Green Hill Zone. Though not quite often visited by Sonic and friends it still remains a frequent location within the super-speedy hedgehog's super-speedy adventures. It is located in West Side Island. The first boss in the game is Dr. Robotnik in a drill car (Drill Eggman), in which he docks his Eggman Mobile to. This is not very challenging as it is easy to dodge his attacks and jump on him. And where the original had Sonic hit 8 times to defeat Robotnik, here it's 7 hits. Quite a way to make the level even easier. Oh and there are two acts in this one. Watch out for the enemies Buzzer and Masher and even coconuts.
CHEMICAL PLANT ZONEThe second zone in this game is the Chemical Plant Zone where Sonic and Tails (if multi-player mode is played) go through in an industrial area where there is blue toxic gloop, mechanical minions of Robotnik and pipes that are twisted. I heard some players say that this is the most difficult level but I would say it's not that difficult. It's the second zone in the game and even though it has a lot of obstacles me and my brother hardly had any issues with this level. I think the main problem with this one zone is that it requires fast reflexes and you have to jump over the toxic sludge, and there are plenty of loops for Sonic to run through. Oh and be careful for the yellow pipes with blue chemicals coming out of them because they have steep drops and Sonic and Tails might fall into the water. Blocky collections of yellow/purple squares move back and forth periodically. The player must jump onto them and then jump onto either the other square next to it or solid ground. These require a knowledge of the game physics and quick reflexes. For players who do not have these, the moving squares can be the hardest part of the Zone.
The rising pink chemical waters during Act 2 sees the water level rising and the only way to escape to land is by climbing up shifting blocks, as explained above. This is a very dangerous segment, as the player is not only at risk of drowning, but also at risk of being crushed by the rotating blocks. However, it is easily avoidable and completely skippable if the right path is taken.
There is also the ever-delightful blue chemical jets; these require very quick reflexes, as they are incredibly deadly. They are jets of sludge that shoot from one tube to another, or in a parabolic path. These cannot be destroyed, so just run past them and hope that the player survives.
The boss is Dr. Robotnik (Water Eggman) piloting a floating vehicle that can create sludge "bombs." He will hover over the pink water as his overhead canister fills, then and will drop them on the player once done. If that weren't hazardous enough, the battle is fought on a solid platform surrounded by considerably less solid edge segments. Many people have killed the boss only to die by falling off the bottom of the level on the dropping squares. There are two acts and the enemies besides Dr. Robotnik are Grabber and Spiny.
AQUATIC RUIN ZONEThe third zone in the game is the Aquatic Ruin Zone, and just like most of the zones in the game it consists of two standard acts and a boss fight with Robotnik at the end of Act 2. This zone is a partially-submerged ruin and has a couple of main terrain features that makes this one unique compared to the others. Water, for one, the speed underwater is much slower, so be prepared. if the player stays underwater for too long, Sonic will eventually drown. To avoid drowning, stand near a small pile of air bubbles on the ground and wait for a big bubble to rise. There are also alternate paths on the surface to avoid the water altogether. The ancient stone pillars that lie dotted around Aquatic Ruin will rise up when you approach them and you must jump on them to destroy them. Aside from the underwater sections, the other main obstacles are pillars with Dr Robotnik's face embedded on them. Their eyes will flash red when the player approaches them and after passing them, they will fire an arrow that flies horizontally and are usually dangerous in large numbers.
The boss here has totem poles that rise up from the ground. Dr. Robotnik (Tonkachi Eggman) will then float above the poles and hit them in an alternating pattern with his hammer, causing the totems to fire an arrow. Once this arrow hits the other pole, you must jump on the arrow and hit the Egg Mobile. The other enemies are Chop Chop, Grounder and Whisp.
CASINO NIGHT ZONEThe fourth zone in the game is set in a city with lots of bright neon colors. It has a pinball-themed design, and features many bouncy casino-themed gimmicks and slot machines, and my brother and I were asking the same thing, "Are Sonic and Tails in Las Vegas in this zone?" We thought it was the most coolest stage in the game. Anyway, Sonic and Tails have to run across "The Strip", and have to go through the blinding neon colors and signs. They have to go through what looks like pinball tables and if you have ever played a pinball machine before, it's the same only with Sonic and Tails. You have to pass through huge halls or spin up and down along deep U-Shaped gaps.
Many of these sections in the Zone contain numerous bouncy objects and obstacles which are similar to real-life pinball machine components. Traditional bumpers with five-pointed stars give 10 points per hit, but will not give points after being hit ten times. There are also small Drop Targets which give 10 points. Once touching it, it will change the color three times (green, then yellow and then red) until it disappears completely. Other bumper obstacles include blue hexagonal bumpers (which move either left and right or stand in one place), red triangular bumpers and bouncy plates which are placed on walls, ceilings or at the sides. There are also three small horizontal bars, which each give 100 points.
there are two types of flippers, each of which function differently. Neon green and white flippers function like real-flippers and can be used to launch the playable character higher up. Orange and white colored flippers are pointing downwards and are usually located on the bottom of U-shaped gaps which automatically send the player backwards upon being touched.
One of the most prominent features in the Casino Night Zone are the slot machines which are placed above or in the middle of the pinball table sections. By getting into the hatch above or below the slot machine, the player can roll the slot machine and enter different combinations on the three wheel icons on it to get a certain reward. With the slot machines, the player can win a variable amount of Rings. However, the player can also risk losing Rings or earn nothing.
Blue colored shuttle loops in Casino Night Zone are heavily automated. The player usually has to spin through them from winding tunnels, where he/she has to utilize Spring Catapults to build up enough speed to being launched through the winding tunnels or shuttle loops. There are also deep and narrow elevator sections, where the blue platform will go up or down. If there are two blue platforms when the player comes to one layer, he/she has to jump once to make another elevator platform rise up. There are several purple conveyor belts to pass over huge gaps. Rarely, there are also green blocks, which move as string from up, right and down. They will then disappear and appear on the other side to repeat the pattern.
Casino Night Zone does not feature a huge amount of threats with the small exception being Crawl Badniks and a few lines of spikes. However, there are huge blue cubic blocks, which function as platforms or crushers on narrow pathways. In this Zone's boss fight, Dr. Robotnik (Catcher Eggman) attacks with a claw-wielding machine and drops red bombs from a hatch on the underside. An electric field means this boss should not be attacked from below. Do not be tempted to use the flippers just because they're there. The trick for this boss is to turbo-dash your way up the walls of the pinball arena, and hit Robotnik by jumping off the walls on your way up. It is tricky, but this method is still less dangerous than attempting a flipper-based attack.
HILL TOP ZONEThe Hill Top Zone is almost like the Green Hill/Emerald Hill Zone, only with lava pits and underground caverns, similar features of the last games' Marble Zone. However, Hill Top features no sturdy ruins of long-gone civilizations; they would have been ground to dust by the frequent earthquakes which ravage the Zone and fill the caverns with scorching magma. Outside, pine trees rise over a landscape of blue-tinted rocks, with rickety vine chairlifts connecting one peak to another. See-saws and shuttle loops are scattered throughout the Zone; while the former springs our heroes up the mountainsides, the latter invariably sends Sonic and Tails plummeting into the volcanic caves. The see-saws function identically to the ones in the Star Light Zone from Sonic the Hedgehog, except a glowing red sphere sits on one end instead of a spiked ball. In Act 2, Lava will come from the bottom of the cavern and you have to reach the top before getting touched by the lava.
In this zone's boss fight, Dr. Robotnik (Submarine Eggman) attacks with a fire-spewing submersible which sets the grassy platforms alight, a similarity to the Marble Zone. After attempting to scorch the heroes with a flame jet, Robotnik submerges beneath the lava, before resurfacing again on the other side and repeating the process. This boss can be defeated easily by continuously bouncing on the machine as soon as it appears. Using this method, Robotnik can be defeated before he sinks into the lava for the first time. Also watch out for Badniks Gola, Rexon and Spiker.
MYSTIC CAVE ZONEThe sixth zone in
Sonic the Hedgehog 2 is when the player(s) conquers Hill Top Zone and descend into deeper underground to the dark caverns beneath West Side Island's mountain range. This zone features moss-covered rocks, dangling plants, and the subterranean paths are dimly-lit. Impassable walls can be lowered to form convenient bridges (if you are sharp-eyed enough to spot the hidden switches within the slimy vines that hang from the ceiling). The second act is notorious for having a particular part in which the player must grab a vine or else drop into an inescapable pit of spikes, which would be troublesome even for Super Sonic. Dr. Robotnik has deployed a variety of fiendish Badniks within the caves to slow our heroes down. Crawlton and Flasher are the two badniks that are in Sonic and Tail's way.
In this Zone's boss fight, Dr. Robotnik (Drill Eggman II) attacks with a double-barreled drilling machine. He's been mining in the caves in search of the Chaos Emeralds. This burrowing mech tunnels into the roof of the cavern, dislodging rocks and stalactites which rain down injuriously on Sonic and Tails. After bombarding the heroes with debris, Dr. Robotnik's mecha descends and comes at them with its drilling arms. Dodge and jump on Dr. Robotnik to defeat him.
OIL OCEAN ZONE
The seventh zone in
Sonic the Hedgehog 2 consists of underground passageways of the Mystic Cave Zone that apparently lead out to the ocean. For Sonic and Tails, now find themselves scaling slimy oil refineries off the coast. In a manner typical of the Doctor's environmental ethos, Robotnik isn't too concerned about keeping the maritime habitats of West Side Island in pristine condition. His drilling platforms have blanketed the ocean in viscous petroleum sludge, and the only creatures that can move are the robotic ones, Octus and Aquis floating amidst the steel gantries of the rigs. The oil does, on the other hand, afford Sonic a means of survival should he fall off the level. While the hedgehog can't swim in water, the gloopy hydrocarbons mean the player won't sink as long as they keep jumping. Often, floating fans will provide a means to get back to solid ground.
In addition, the Zone hosts strange green/yellow checkered cannons, which throw Sonic back and forth around the level. Flame-propelled gas-burn platforms also provide a means by which to gain altitude (and access secret monitors on occasion).
In this Zone's boss fight, Robotnik (Submarine Eggman II) eschews his usual Egg Mobile and attacks via submarine. This oil-faring submersible deploys a variety of weapons, including a spiked harpoon and periscopic laser cannon. It is damaged by attacking the cockpit while it resurfaces.
METROPOLIS ZONE
Unlike the previous seven zones, the Metropolis Zone contains three full acts and is considered to be the biggest zone in the game. Dr. Robotnik's metallic city is where we see Sonic and Tails make their way through a bustling industrial plant. Meter-wide screws and bolts tower up into the caves of blue steel, crushers eternally press into the ground in triumph, mid-air floating conveyor belts and vast mesh-work dynamos thrash out hundreds of revolutions a minute. Along the walls, steam-pipes coil like brassy pythons and giant cogs slowly grind out immense manufacturing processes above lakes of molten metal. The most dangerous aspect of the Metropolis Zone comes in the form of the Badniks, for the doctor's city sports probably the most brutal robots of the entire game. Viridian mantis-bots called Slicers hurl their razor-sharp scythe arms with a boomeranging action, an attack which proves surprisingly difficult for Sonic to dodge and self-destructing starfish drones called Asterons that are placed with infuriating precision, such that they invariably manage to knock the hedgehog off the giant screw-lifts used to move up the level. There are also crab-like robots called Shellcrackers that can stop Sonic in his track by punching him with their giant claw at a fast rate.
At the end of Metropolis Zone's huge third Act, the Doctor (Flying Eggman) breaks out his Egg Mobile for the final time in Sonic the Hedgehog 2. Although this boss lacks any direct offensive weaponry, it remains nonetheless quite difficult in comparison to earlier fights - due to its heavy defensive countermeasures. The Doctor surrounds his pod with a ring of seven orbiting drones, which prevent Sonic from easily landing a hit. If an opening does present itself and the player manages to strike him, one of the pods will deploy, releasing a strange, evanescent duplicate of Robotnik's machine. These copies bounce lazily along the floor and can be destroyed quite easily.
SKY CHASE ZONEThe ninth zone is the Sky Chase Zone. It's the first of three consecutive single-act zones in the game. It's also one of the last zones and it is located in the skies above West Side Island, where it follows Sonic after he managed to drive Dr. Robotnik off the island. Robotnik now has fled his massive Metropolis base and traveled to hs airbase, while Sonic and Tails give chase in the Tornado.
The Zone is constantly moving forward via auto scrolling. The player (Sonic or Tails) will be standing on top of the wings of the Tornado, giving the player very little space to stand on. The secondary character will be in the cockpit, flying the plane. The player will have to fight the airborne Badniks as they move towards the Wing Fortress. The player is able to move Tornado the same way as the playable character, while also being able to Spin Jump and Spin Dash. Pressing up or down on Controlpadds.png also move the biplane for the respective directions. As for moving and jumping, the Tornado keeps following below the playable character, but does not respond as fast as the playable character during sudden movements. Falling off the biplane causes the player lose a life as the lower part of the screen functions as bottomless pit.
This Zone does not have any items or obstacles except Rings and Badniks. This level scrolls to the right automatically, so it is possible for Sonic/Tails to get stuck between the left side of the screen and another Badnik if the player isn't fast enough. The player has to avoid getting hit by fast moving Balkirys, avoid both Nebulas and Turtloids' projectiles. After destroying smaller types, the player can also stand on larger Turtloids to get better place to move.
At the mid-point of the Sky Chase Zone, half of Wing Fortress Zone is seen flying right past the screen. Due the auto scrolling, it takes at least two minutes and six seconds to complete the Zone. Sonic and Tails move off the screen as progressing to the next Zone.
WING FORTRESS ZONEThe tenth zone in
Sonic the Hedgehog 2 or The Wing Fortress Zone much like The Sky Chase Zone consists of only one act. Unlike Sky Chase Zone however this zone has a boss fight at the end of the act.
After his defeat in Metropolis Zone, the evil Dr. Robotnik flees to the skies in his secret stronghold, which is a flying battleship. Sonic and Tails (Or Knuckles) pursue in the Tornado, chasing the mad scientist through the skies and catching up with the Wing Fortress. However, just as our heroes are getting close, Robotnik opens fire with a laser barrage, blasting Sonic's biplane out of the air. Whoever the player is controlling (Sonic, Tails or Knuckles) will make a leap from the little plane's wings onto the rear gantries of Robotnik's aerial stronghold. The player will have to explore Wing Fortress alone, even if playing with Sonic and Tails. Cluckers are the only badniks in this zone.
The beige aircraft contains all too many opportunities for Sonic, Tails or Knuckles to fall to their death, be it swinging hand-over-hand on the bars right next to the flaming booster engines, or jumping along retractable platforms set in the side of the ship, or being thrown over wide, open spaces by the launcher chairs which lie amidst the steel rigging. Vertical propeller blades are also on hand to chop the player up into pieces when they run into them.
In this Zone's boss fight, Dr. Robotnik (Barrier Eggman) eschews his usual Egg Mobile and attacks with the level itself. After breaking into the interior of the airship, Sonic (Tails or Knuckles if the player is using 1 of them as the playable character) finds himself trapped by a pair of forcefields, while Robotnik deploys cruelly spiked platforms and a laser beam to cut the hero down. This is quite a difficult one, the trick is to jump atop the floating platforms when the laser opens its shield casing, and wallop it before it fires. After enough hits, the machine overloads, blowing up the forcefields and sending Robotnik running.
After defeating the boss, Sonic/Tails/Knuckles chase Robotnik onto an exterior gantry as the scientist makes his escape aboard a docked one-man spaceship. This marks the timely reappearance of Tails (or Sonic, if the player is playing as Tails) in a (now rocket-powered) Tornado. Once again pursuing through the skies, Sonic/Tails/Knuckles leaps onto Eggman's spacecraft before Wing Fortress Zone falls from the sky, hitching a lift to the final stronghold.
DEATH EGG ZONE
The eleventh and final zone in
Sonic the Hedgehog 2 is the Death Egg Zone. It takes place onboard Dr. Robotnik's iconic Death Egg satellite.
After Wing Fortress Zone's destruction and hitching a ride to space aboard Robotnik's fleeing rocket, Sonic (or Tails) makes his way inside the battle station, only to be greeted by Mecha Sonic while Dr. Robotnik watches from the background. After defeating the robot, Sonic/Tails then chase down the scientist across the Death Egg, who flees to his new Death Egg Robot and the Doctor confronts Sonic/Tails.
Once the mech is taken down, the Death Egg begins to explode and Sonic/Tails manages to survive by hurling himself out of an airlock into space. Looking like the end for Sonic/Tails as he descends through the stratosphere of his world, Tails/Sonic appears and catches the other on the Tornado, thus ending the game, but if the player has all seven Chaos Emeralds, Sonic instead safely flies beside the Tornado in his Super State.
There are two bosses to conquer in this zone, starting with Mecha Sonic. Mecha Sonic is perhaps the Sonic robot which bears the most resemblance to Sonic apart from being a little taller and has a silver-colored scheme. Mecha Sonic has many different attacks that are mostly similar to Sonic's, such as the turbo-dash and spin-jump. However, the most challenging move of Mecha Sonic's is his jump-and-spike-launch-attack. The best way of avoiding this is to kill the robot before he gets a chance to use it; spin dashing Mecha Sonic the moment his jet-boots touch the decking. Sonic can hit him 4 times in one bout if one times it right. Then accrue another 4 hits (for a total of 8) to the robot's head to defeat him.
The final boss in the zone as well as the entire game is The Death Egg. It begins to walk towards the player while moving its spiked hands back and forth. Afterwards, it flies off-screen into the air in an attempt to stomp on the player. After landing, it will then launch its arms like rockets. In addition, it can launch a pair of grenades which almost guarantee death should the player get behind the Death Egg Robot. The boss is defeated after twelve hits.
Once Mecha Sonic is vanquished, Sonic enters a quick chase scene with Dr. Robotnik before he jumps into the final boss robot.
*In
Sonic the Hedgehog 2, there are 7 Special Stages. When Sonic has collected at least 50 rings and he hits a Star Post, a red halo of stars will briefly float above it, which Sonic can then jump through to get to a special stage. Special Stages track Sonic from behind while he runs through a three-dimensional half-pipe course filled with rings and bombs. A set amount of rings must be collected to pass through three checkpoints and eventually obtain the emerald itself. Playing co-operatively with Tails (as seen in the screenshot) raised some of the ring targets in the early stages, for example at the beginning of the first stage 40 rings were required to pass rather than 30. The order of stages is fixed in rising difficulty, and Sonic cannot enter the next stage without passing the previous (unlike Sonic the Hedgehog). Whether the player is able to obtain the emerald or not, Sonic is transported back to the last lamp post he hit in the zone when the special stage is over and has zero rings.
YOU DID IT! YOU COMPLETED THE GAME!So for the final sum up. After the release of the first
Sonic The Hedgehog, it was clear as say that SEGA was onto something pretty special. However, while the game is fondly remembered by millions upon millions, it was clear that they haven't quite nailed the fast-paced game design that is needed for a
Sonic game. Everything still worked decently, but they could do better. And better they did, because this is far and away one of the biggest step forwards any video game franchise has ever seen in the span of just a year. It almost makes the original look bad thanks to the countless amount of improvements it brings to the table. Instead of only being fast in the first zone, EVERY zone is like that here. The level design is superb, as it perfectly mixes speed and fun paths that never feel half baked, and that goes for every level. The music is amazing from start to finish, as well, with some of the most iconic music in gaming history. Same goes for the visuals. Everything pops with color and is full of detail all the time. The gameplay has been carried over from the first game as well as the introduction of the spin dash, which has become an absolute must for every game moving forward. The new character "Tails" is awesome and distinct enough to really work, which makes it all make more sense as to why he's been in mostly every game after. Overall, this game is simply better in almost every way. The only thing I would consider worse, here, are the special stages. They're not terrible, but thanks to Tails being part of the adventure, going through these stages are just unfair at times. When you jump, Tails doesn't jump until around a whole second after you do, which makes it unreasonably hard to get through them. They're just not that fun after a while and are more annoying than anything else. At least you get Super Sonic, which is essentially a god mode for the game, which is a pretty great reward. Thankfully, that'll always be my definitive way of playing this game. Even with that, though, this game is so fantastic in many other ways, that playing this on anything that can run it is very recommended, as it is a monumental step forward in just about every way.
Sonic The Hedgehog 2 was the first game I ever played for the series. It was the first game I ever had played on the SEGA Genesis which is still one of my favorite video game systems since I am a fan of retro video games.
Sonic 2 is my favorite game of the retro Sonic series, and it is a pretty fun game for 1992, the graphics though might be dated, but this is still one of the best fast-paced games out there, and will be remembered for many more years, if not decades to come.
10/10
https://www.deviantart.com/mlpfan3991/art/Sonic-the-Hedgehog-2-1992-Review-868818852