Sonic the Hedgehog 2
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- This article is about the 16-bit game. For the 8-bit version see Sonic the Hedgehog 2 (8-bit).
Sonic the Hedgehog 2 {{#if:{{{image|}}}|<tr><td colspan="2" style="text-align: center;">{{{image|}}} | |
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Developer(s) | Sega Technical Institute {{#if:{{{publisher|}}}|<tr><th style="background-color: #ccccff;">Publisher(s)<td>{{{publisher|}}} |
Release date(s) | Image:Flag of Japan.svg November 21, 1992 Image:Flag of the United States.svg November 24th, 1992 Image:European flag.svg November 24th, 1992 |
Genre(s) | Platform game |
Mode(s) | Single player, multiplayer {{#if:{{{ratings|}}}|<tr><th style="background-color: #ccccff;">Rating(s)<td>{{{ratings|}}} |
Platform(s) | Mega Drive/Genesis {{#if:{{{media|}}}|<tr><th style="background-color: #ccccff;">Media<td>{{{media|}}} |
Sonic the Hedgehog 2, or simply Sonic 2, is a platform game developed and published by Sega for the Mega Drive/Genesis. It is the sequel to Sonic the Hedgehog, and was originally released in November of 1992. The game introduced Miles "Tails" Prower for the first time as a playable character. It is widely considered to be among the greatest most influential Genesis games ever released. It is available for the Sega Genesis, Sega Saturn (Sonic Jam), Gamecube (Sonic Mega Collection), Playstation 2 (Sonic Mega Collection Plus), Xbox (Sonic Mega Collection Plus), and PC (Sega Smash Pack).
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Production and release
Sonic 2 differed from the original Sonic the Hedgehog in that it is not a Sonic Team title but was it developed at the Sega Technical Institute in the United States, and experienced Japanese Sega members such as Yuji Naka and Hirokazu Yasuhara (the first game's lead programmer and game planner respectively) were brought in to work alongside the American developers. Two artists in particular stand out: Brenda Ross and Craig Stitt. Peter Morawiec and Tim Skelly also worked on some art for the Special Stages.
The game was released in Japan for the Sega Mega Drive on November 21st, 1992. The Sega Genesis release in the United States and the European Mega Drive release came three days later on November 24th, a Tuesday, and the release day was dubbed "Sonic 2s day", and Sega claims that they sold 400,000 copies of Sonic 2 in 5 days [1]. It has since been re-released several times:
- Sonic Compilation (1995, Sega Mega Drive, Europe) and Sonic Classics 3-in-1 (1997, Sega Genesis, North America)
- Sonic Jam (1997, Sega Saturn)
- Sonic Mega Collection (2002, Nintendo GameCube)
- Sonic Mega Collection Plus (2004, PlayStation 2 and Microsoft Xbox).
Storyline
American and European
Dr. Robotnik is back, and this time he's planning a global disaster. He needs workers to create a doomsday machine that can take over the world. So he's trapped all the animals, turning them into robots and forcing them to build his ultimate weapon, the Death Egg. Robotnik rules factories, refineries and cities. He's grabbed control of almost everything, except the seven Chaos Emeralds: magnificent gems believed to hold exceptional powers. The Emeralds are buried somewhere on the island, and it's up to Sonic to find them before the Doctor does...
Japanese
While cruising the planet in his biplane, the Tornado, Sonic notices smoke emanating from the plane's engine. He makes a forced landing on a nearby island that is particularly lush with greenery. He's landed on West Side Island, which, as the folklore goes, was once the home of a flourishing civilization. The people of the island utilized the power of seven mysterious stones for the advancement of their society. However, their prosperity eventually lead to avarice, which did not sit well with the gods. The displeased deities took the stones away from the people and sealed them off.
After a few days on the island, it occurs to Sonic that he's being followed. His pursuer is a young fox with two tails, who, upon being discovered, dashes into the shade of a nearby tree. Sonic ignores him and zooms off, but the fox whirls his two tails like a propeller and follows the blue stranger at full speed. Sonic is impressed both with the fox's tenacity and his ability to keep up, so he decides to let him tag along. He learns that his new companion is named Miles Prower, though the animals of the island call him "Tails" after his unique mutation. Tails also seems to have a fascination with all things mechanical, and immediately falls in love with the Tornado.
While relaxing by the Tornado one day, Sonic and Tails are shaken by a huge explosion from the center of the island. The forest is ablaze and robots are scouring the area. It doesn't take Sonic three guesses to figure out who's behind the disruption: Dr. Eggman has caught wind of the Chaos Emerald legend, and is tearing the island apart in search of the legendary stones. He needs fuel for his Death Egg, a planet-sized space station with unthinkable power. Sonic and Tails take off to locate the Emeralds before Eggman, and squash his evil ambition once more.
Gameplay
Single-player
The gameplay of Sonic the Hedgehog 2 builds upon the basic set-up of the original. The player finishes each level, generally moving from left to right, within a time limit of ten minutes. Along the way, rings are collected and badniks defeated. Star posts serve as checkpoints and, when the player has collected at least 50 rings, can be hit for an optional Special Stage. At the end of Act 2, Sonic confronts Dr. Robotnik.
Although zones have significantly grown in size since Sonic the Hedgehog, they now consist of 2 acts instead of 3 (except Metropolis Zone, which still has three acts), and there is greater emphasis on variety between levels. The gameplay has also become even faster; to that end, Sonic is able to perform a new special move called the Super Spin Dash Attack. The Spin Dash attack is used by holding the D-pad down to make Sonic crouch, and then repeatedly pressing the jump-button while stationary, as if revving an engine. When the D-pad is released, Sonic will dash off with a full-speed attack.
From the options menu players can select to either play as Sonic alone, Tails alone or Sonic and Tails. By default, players control Sonic while Tails tags along unhindered. However, a second player may step in to control Tails separately. Should Tails move off-screen, he will come spinning right back from the air within seconds.
Two player
In two player versus mode, players compete against each other - either as Tails or Sonic - in a split-screen race through three regular zones and one special stage. Regular zones include Emerald Hill, Casino Night and Mystic Cave, while the Special Stage is similar to the Emerald Stage in single player. In the regular levels, the first player to hit the finishing sign wins the round, while in the Special Stage, players compete to obtain the most rings.
In case of a tie, an additional Special Stage round must be completed. Also, to heighten the stakes, there are two unique items in versus-mode: a teleport item that instantly switches positions between players in a zone, and a Robotnik item that damages the unlucky player.
Zones
Levels
Image:Sonic2 AquaticRuin.gif Below is the full list of levels in Sonic the Hedgehog 2, in order of appearance in single player mode. As in the original Sonic the Hedgehog, levels are referred to as Zones. This section describes the boss section of the Zone, in which Dr. Eggman attempts to defeat Sonic.
- Emerald Hill: A green island with expansive fields and beaches and other tropical islands in the distance. The boss of this Zone is comprised of a car equipped with a drill bit in front and driven by Eggman. After seven hits, Eggman shoots the drill bit at Sonic; one more hit destroys his machine, which he then retreats to his helicopter and zooms off.
- Chemical Plant: Dr. Robotnik's chemical factory, full of tubes and floating platforms. In the background, glowing buildings can be seen, forming a miniature city on the island. Dr. Robotnik uses the slime under the platform to try to kill Sonic by vacuuming up this substance and dropping it on him. As long as Sonic is ducking, he cannot be hurt by this. Unfortunately, the center of the arena will flip over and dump Sonic into a pit if he stays there too long. This level is also notable for a brief section in which "water" fills a chamber, forcing you to climb to the top to escape. This section is infamous for creating a rather steep learning curve for new players. (The "water" in this zone is a poisonous fluid called Mega Muck, according to the instruction manual. However, the game treats it as being exactly like the water in the next zone, except that this zone has no air bubbles.)
- Aquatic Ruin: An ancient ruin located in a forest valley partially submerged in water. The level is full of hidden traps such as arrows shooting out of pillars, Badniks breaking out of walls and brittle swinging platforms. The levels boss is Robotnik's standard pod equipped with a large mallet. Two pillars rise up on either side of the screen and shoot arrows when Robotnik hits them with his hammer. Sonic must use the pillars to jump and reach the doctor, where he can then damage the pod.
- Casino Night: A city that never sleeps, full of pinball rooms, flashing lights, and slot machines. The slot machines offer prizes of more rings with varying prizes. Three Sonics yields 50 rings, three Tails yields 25 rings, and three jackpots yields 100 rings (notably, the amount that gives an extra life); however, getting three Robotniks takes away 100 rings. If you do not have 100 rings, you do not die; your ring count merely goes to zero. Dr. Robotnik tries to kill Sonic with a bizarre, roulette-shaped contraption that shoots electrified spheres. Sonic must evade the electric bombs dropped by the machine, the electric pincers and use the flippers placed around the arena to aid him in damaging Robotnik.
- Hill Top: A zone on a mountain high above the clouds. Shades of the Green Hill Zone are to be found here with "S" shaped tunnels and crumbling cliff edges. The mountain is also an active volcano. Dr. Robotnik uses the volcano's lava to form fireballs and set the grass alight in his lava-resistant submarine. Depending on one's route through the level, Sonic may face an earth- or lava-quake in Act 2.
- Mystic Cave: An old, dark abandoned mine inhabited by badniks that attempt to shock or collide with Sonic. Many traps try to stop Sonic such as spikes emerging from the walls and rotating maces. Dr. Robotnik tries to impale Sonic with sharp debris as he uses his machines to drill into the ceiling and floor of the mine, shaking rocks and stalactites loose.
- Oil Ocean: A zone polluted by Dr. Robotnik's oil-drilling projects. The viscosity of the oil allows Sonic to run across it, although he can still die in the oil if he is totally submerged in it. As long as he keeps jumping, though, he will not sink that far down. The Badnik "Aquis," a hovering seahorse, is found in this zone. It can float around in the air, never touching the ground. Dr. Robotnik tries to kill Sonic in his submarine again, but uses spikes and lasers this time around, adding extra tension to this battle. Sonic must stay on the two platforms to avoid being sucked into the oil, while Robotnik shoots spikes and fires a laser gun which can set the platforms alight for a moment.
- Metropolis: This rather large level is Dr. Robotnik's giagantic fortress. There are many machines, including the Pipe Teleporter first seen in Scrap Brain Zone, futuristic elevators that work like screws, and Badnik stars which explode to puncture Sonic. Dr. Robotnik protects himself against Sonic with spiralling eggs each containing a fake Robotnik. Each time Sonic hits his craft, the fake robotnik baloon slowly bounces toward Sonic; once popped, Robotnik attacks again. Once all the fakes have been destroyed, Robotnik uses a large laser to try and fry Sonic. One more hit in this state destroys the machine.
Most Sonic 2 zones consist of two acts, but the Metropolis Zone has three, similar to Sonic 1. This was because Tom Payne (the artist in charge of this level) had also been assigned another level that was finally scrapped due to lack of time, leaving him to work on this third act.
- Sky Chase: In order to chase Dr. Robotnik, Tails uses the Tornado plane to fly into the sky to battle Concorde birds and turtle battleships. This is a very short level with one act and no bosses. If the player controls Sonic, Tails flies the plane, and vice versa when the player chooses Tails initially. Sonic stands on the wings of the plane whilst this level occurs and leaps at oncoming badniks.
- Wing Fortress: After Tails' plane is shot down, Sonic jumps onto Dr. Robotnik's sky ship, where he has to avoid falling to his doom and reach the bridge to Dr. Robotnik. Sonic is ambushed and has to dodge a massive laser whilst spiked platforms rotate around the room. After destroying the laser, Sonic blows the ship's circuits and Dr. Robotnik tries to escape in his spaceship. Tails comes back in the biplane and flies Sonic close to the ship using a rocket booster installed at the bottom of the plane. Sonic grabs on to Dr. Robotnik's ship and follows him into his giant space station, the Death Egg. During the editing process, Wing Fortress used to be called Sky Fortress.
- Death Egg: Sonic must battle against a silver Sonic robot (see Metal Sonic) with no rings to help him. The robot has most of Sonic's abilites, such as spin attack jumps and rolling across the ground, however he moves using rocket shoes. Other attacks include skating across the floor at Sonic and shooting small spikes at him while hovering in the air. Robotnik watches on from a small room in the background. After defeating the robot, Sonic chases Robotnik into a giant armored battle suit (Mecha-Robotnik), the true final boss of the game. His attacks include flying up and crushing Sonic and shooting his rocket-propelled arms off to try and hit Sonic. After defeating him, he runs out of the exploding Death Egg and skydives back down, and is caught by Tails' plane (unless one has managed to collect all the Chaos Emeralds; in that case Super Sonic flies alongside the plane). Another Death Egg Zone appears in Sonic & Knuckles, but as a complete, 2-act level.
Special Stages
In Sonic 2, there are 7 special stages. When Sonic has collected at least 50 rings and he hits a lamp post checkpoint, 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. The order of stages is fixed in rising difficulty, and Sonic cannot enter the next stage without passing the previous (unlike Sonic 1). 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.
Secrets and rumors
Image:Sonic 2 SpecialStage.gif
Super Sonic
Obtaining all seven Chaos Emeralds by clearing all of the special stages will unlock a new feature; Sonic's ability to change into Super Sonic. Sonic changes into his Super alter-ego when he has collected at least 50 rings and jumps into the air. At this point, he glows yellow and is virtually invincible (although he can still drown, get crushed and fall into bottomless pits). His speed, acceleration, and jump height are all increased as well. This means that it is much more difficult to control Sonic in this form, especially when the player needs to make precise jumps. Super Sonic consumes one ring per second, and when he has no rings left, he reverts to his normal state.
As each zone has several star posts, Sonic can change into Super Sonic as early as Emerald Hill Zone.
The unused music track
From the Sonic 2 options screen, one can access a sound test feature which allows the player to listen to all the music and sound effects from the game. Among them is a music track (track 10), which is not heard anywhere in Sonic 2. It was generally assumed that this piece of music was used in a level deleted from the final game, a belief that was given further credibility using Game Genies to access the remnants of the partially deleted Hidden Palace Zone. See below for more details.
Time travel
Some fans have suggested that Sonic 2 would originally incorporate a feature of time travel similar to the one later seen in Sonic CD; proponents of the theory suggest that the two teams worked concurrently, exchanging ideas, and even go so far as to suggest that the two teams started off working on the same game and developed certain features together before forking. Evidence to support this claim is sought in several oddities found in the Sonic 2 prototype version, such as: Aquatic Ruin Zone's original name is listed in the prototype as Neo Green Hill Zone, a possible future version of Emerald Hill; the fact that some prototype zones share soundtracks (namely, Wood Zone uses the music from Metropolis Zone, and Genocide City Zone uses music from Chemical Plant Zone); and similarities in level design between Wood Zone and Metropolis Zone and between Chemical Plant Zone and Hidden Palace Zone. Additionally, an unused sprite resembling a futuristic-looking star post can be found in debug mode. Finally, a design sketch of a cut badnik "Bumper" [2] uses the words "past" and "future" in reference to Zones.
While time travel does seem to have been one of the ideas tested out during the design phase, it is unlikely that it was ever a playable element in Sonic 2. The design sketch is from very early in development, and was made for a Zone that was cut before the beta was made. Further, neither the prototype nor the final contains any code that would indicate that a time-travel feature had been worked on. The similarities between Wood Zone and Metropolis could simply indicate that some ideas from the axed levels were recycled into new Zones later on, and the connection between Emerald Hill Zone and Hill Top Zone is superficial at best. All of the prototype Zones that share a soundtrack with another Zone are in the early stages of development, and it is likely that the music for these Zones simply had not been completed yet, forcing the developers to use a different soundtrack as a placeholder. The link between Hidden Palace Zone and Chemical Plant Zone seems especially unlikely in light of the recent revelations by Yuji Naka. The futuristic star post is remeniscent of the star posts from Sonic 1, and is probably transitional art.
If time travel had been implemented, the available evidence suggests a system quite different from that in Sonic CD: it would have been a more simple past-future system. Sonic's method of transitioning between the two remains unknown, but would probably have used posts in the same way as Sonic CD. Some have attempted to recreate elements of the timetravel, with varying degrees of success.
Revision 00
Revision 00 is the very early release of Sonic 2, which contained a few minor bugs and glitches. Among the known glitches and differances are....
Casino zone Act 1, the sign post is placed too far into the ground making it visible below the platform sonic is standing on.
Sonic is able to get into a few passages in Emerald Hill Zone act 2 that he is unable to access in the later revision 01(Why these paths were cut out, nobody knows).
The last, most noticeable, and hardest to reach to differance is a misspelling of the name "Thomas" in the final credits on one of the producers of the game. It is instead spelt "Tohmas".
There are other differances between the two versions, but for the most part, they are not visible enough to notice during play without a very good eye.
One common miconception is that Revision 00 contains a carryover of the pig from Sonic 1, when in fact the people claiming this most likley saw the bear from Sonic 2 as the pig and bear look strikeingly similar.
Finding a copy of revision 00 is highly unlikley as it is fairly rare.
Prototype version
Image:Sonic2 HiddenPalace.png A prototype of the game, dating from before Sonic 2 itself, was discovered on a Chinese Freewebs site and widely distributed on the Internet as Sonic the Hedgehog 2 beta. Only four levels can be played in "normal" gameplay; the rest (including several incomplete stages) have to be accessed through the level select code (which is accessed simply via A-Start; the code required in the final version is not present or disabled). Many are not entirely playable, so the debug code is used to explore the acts. Some of the acts are completely empty, causing Sonic and Tails to fall to their doom immediately after beginning the level. The prototype is frequently examined by hackers to determine how Sonic the Hedgehog 2 was developed. It was recently stated in an interview with Yuji Naka that this beta was from a demonstration cartridge that was stolen at a toy show in New York in 1992. [3] Akinori Nishiyama has also stated that the leak was due to the lack of security at the time. [4]
In Asia and Brazil, the prototype version was put on cartridges and passed off as the final version by pirates who have altered it slightly to stop the Sega logo from showing when the game boots up, as was common practice. For the sake of posterity it has been agreed not to replace the Sega logo, despite it being an easy single-byte fix.
A mock-up picture exists which suggests that at one stage in development, a desert-like zone was planned for Sonic 2, but there is nothing to suggest that the level has ever existed in a playable format. Until recently the stage was believed to be named Dust Hill Zone, but this is false; Dust Hill Zone was the development name for Mystic Cave Zone. Design artwork confirms the name of the desert zone to have been simply "Sabaku [Desert] Zone". Its "past" incarnation was Rock Zone.
In addition to the renamed zones, such as Green Hill Zone which became Emerald Hill Zone, Dust Hill Zone which became Mystic Cave Zone, Neo Green Hill Zone which became Aquatic Ruin Zone, and Sky Fortress Zone which became Wing Fortress Zone (not present in the extant prototype, the development name is known from magazine images [5]), the following levels exist in the beta version of the game.
Zones
- Wood Zone: Wood Zone is a dense forest; only the very beginning of Act 1 is filled in with tiles. The music is the same as that in the Metropolis Zone. There are no enemies present in the Wood Zone. Without the debug mode activated, this level is cut very short due to the fact that it is impossible get past the first ramp, the characters hit the floor above instead. However, using debug, it can be further explored. The stage suddenly ends halfway through an animated (though not active) conveyor belt. Act 2 has no data. It is believed by some Sonic fans that this level was originally intended to be a past version of Metropolis Zone. It also believed that a forest zone was an idea later reused in Sonic & Knuckles' Mushroom Hill Zone.
- Genocide City Zone: This level's data is not present in this build, and the player falls and dies immediately upon entering the level. The music used is that of Chemical Plant Zone. The Genocide City concept art [6] indicates that the stage is a technologically themed one, similar to Scrap Brain Zone from Sonic 1. It is also known that this design was later reused for the level 'The Machine' in Sonic Spinball.
- Hidden Palace Zone: Hidden Palace Zone appears to be an underwater cavern with large crystals in it. The music used is that of the 2-player mode of Mystic Cave Zone. If you collect 100 rings, the music changes into a premix of the Death Egg track due to an incorrect pointer - the original Sonic 1 1-Up music was at the hex address now occupied by this music; the same phenomenon occurs in Chemical Plant Zone and Aquatic Ruin Zone where the drowning music has been replaced with the level select music. It contains badniks never seen in the released version (although the object code itself is intact, the art itself has been removed) such as a red dinosaur badnik. The large emerald found in this stage has at times been suggested to be the Master Emerald, however those who worked on the zone have said it was just another block to break through (although analysis confirms it to be a minimally modified "pink rock" object from Sonic 1's Green Hill Zone, which some find contradictory given the existence of other breakable objects in the prototype). At one point in the zone is a long shaft which appears as if it was intended to loop from the top to the bottom of the map possibly via some kind of elevator platform, but even if one navigates to the other end, there is not much left to the stage besides an animated (but as in the Wood Zone conveyor belts, not working) water slide. Act 2 is identical to Act 1, except the player is stuck inside a wall at the start, and all objects and enemies are gone. While the art was removed from the final game, sprite and ring data remains, and the level itself can be accessed by entering the Game Genie code ACLA-ATD4 and using the Level Select to go to Death Egg Zone. This has led some researchers to believe that Hidden Palace Zone was intended to be in the final game as a "hidden" level that could be accessed only through a cheat code.
It was recently stated in an interview with Yuji Naka that the Hidden Palace would have been a secret level that could be entered by collecting all 7 Chaos Emeralds, implying that Hidden Palace is the place where the Chaos Emeralds originated. After this level was cleared, a cutscene would play showing Sonic gaining 50 rings and turning into Super Sonic. - Death Egg Zone: According to the level select, this zone originally had two acts (unlike in the final version). However, like Genocide City, neither act has any data and the player merely falls and dies immediately. No music is played in this zone.
Sonic 2 with Sonic & Knuckles
Image:S2K Title Screen.gif Knuckles the Echidna in Sonic the Hedgehog 2 is a game activated by locking Sonic the Hedgehog 2 to the passthrough cartridge of Sonic & Knuckles that was released later by Sega. The resulting game is almost identical to Sonic the Hedgehog 2, except that one plays as Knuckles the Echidna. As Knuckles has abilities and weaknesses that Sonic and Tails do not, the game is an overall different experience. Knuckles can glide and climb walls, which allows him to access areas otherwise unreachable by Sonic and Tails, while his weaker jumping abilities makes some situations, such as certain boss fights, more difficult. The two-player mode and options screen have also been removed. Players who are most familiar with the level layouts in Sonic 2 will notice a few minor differences. Unlike in the default game, when you activate a starpost and enter the special stage or respawn, your ring count remains. It is debated as to whether this was a new feature or a bug.
Although some fans believe that Sonic 2 was created with foreknowledge that such an add-on device would be made later, this is incorrect. The majority of the changes to Sonic 2 are actually contained in the Sonic & Knuckles cartridge and loaded at boot if a Sonic 2 cartridge is found in the pass-through slot; the actual Sonic 2 data is accessed very rarely.
Trivia
- The game's level select code, activated by playing music 19, 65, 09, 17 in the options screen is in fact Sonic programmer Yuji Naka's birthday, September 17, 1965. Likewise, Sonic 2's debug code is 1, 9, 9, 2, 1, 1, 2, 4 which was Sonic 2's U.S. release date, November 24th, 1992.
- The launch of Sonic 2 was intended to be huge, so the developers wanted to pay tribute to two of the biggest franchises in pop culture. For the West, they paid tribute to Star Wars's Death Star with The Death Egg. For the East, they payed tribute to Dragonball Z's Super Saiyan characters with Super Sonic.
- The concept of a two-tailed fox stems from Japanese folklore. According to the mythology, foxes ("kitsune") are magical beings with the ability to shapeshift. The older a fox gets, the more powerful it becomes, and the more tails it gains. Kitsune grow a new tail every hundred years until they've reached their maximum strength of nine tails. They are notoriously mischievous. Other examples of kitsune characters are Pokemon's Ninetales or Uzumaki Naruto from Naruto.
- The name Hidden Palace Zone was ultimately used as the name of a differently styled level in Sonic 3 & Knuckles and served as a major plot point in that game.
- Tails' real name, "Miles Prower", is a play on the term "miles per hour".
- Sonic 2 is one of the very few Sonic games that does not have a "bad ending"; it has a neutral ending. This is so because there is a good ending achieved by getting all seven Chaos Emeralds.
- Sonic 2 was the best-selling Sega Genesis/Mega Drive game of all time.
- The Game Over song used in this game comes from Sonic the Hedgehog, but later in 1994 with the release of Sonic the Hedgehog 3, the song and the tempo changed altogether.
See also
- Hedgehog Heaven, a collection of remixes from the game's soundtrack.
External links
- Template:Moby game
- {{{2|{{{title|Sonic the Hedgehog 2}}}}}} at The Internet Movie Database
- The Sonic 2 page of The GHZ, a general Sonic Team fansite
- Hacking CulT - Resource for hacking Sonic 2
- Simon Wai's website on the Sonic 2 Beta, a very detailed site dedicated to Sonic 2 beta research.
- The Sonic Cult page on Sonic 2
- Sonic The Hedgehog Database Includes interviews with some of the Sonic 2 staff.
- Sonic 2: Long Version A modified version of the game
- Esrael Home Page Site The Sonic the Hedgehog 2 Beta hack - Sonic 2 Delta
- Concept sketches drawn during the design phase (from ICEknight's Sonic Database)
- Secrets of Sonic Team's Sonic 2 page
- Sonic the Hedgehog 2 time attack records at The Sonic Center
- Sonic the Hedgehog Game Mistakes! Includes information to get the "green Sonic" bug
- The Sonic 2 Headquarters, a fansite
- Zombie Posessor's covers of every stage theme from Sonic the Hedgehog 2
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