- For the Sonic Drift 2 level, see Emerald Hill (Sonic Drift 2).
Emerald Hill Zone is the first zone in Sonic the Hedgehog 2, and is the analogue of Green Hill Zone. It fills the Tropical Island cliché for the game.
The zone contains bridges, waterfalls, loops, and flowers like the standard Green Hill Zone. However, it doesn't have totem poles. It introduced a new corkscrew path feature, which became a token symbol for the game, and was later reused in Sonic Advance 2's Leaf Forest. There are enough checkpoints in the two acts of this zone that it is possible to visit all 7 Special Stages.
A slightly modified version of Emerald Hill Zone's art is also used in Hill Top Zone, with different coloration. No one knows why for sure, but Hill Top Zone and Emerald Hill Zone were developed during the same time which can be proven by playing Sonic 2 Beta where they are both completed.
||Speed through this tropical bayside resort with palm trees, loop-de-loops and corkscrew speedways. Watch out for monkey-business!
— Sonic 2 US Manual, p. 12
||Visually speaking, through all three games, we always start with an island. At the time, we were developing in San Francisco, and south of there was a town(?) called Emerald Hill. We were doing a location test at a shopping center there when we saw it, and since it was a Green Hill-like name we thought well, let's use it in the game!
— Yuji Naka, Sonic Jam Strategy Guide
- Coconuts - Monkey enemy, throws coconuts at you from up a tree.
- Buzzer - Wasp enemy, flies along and stops to fire a missile at you, then continues flying.
- Masher - Piranha enemy, jumps vertically from inside waterfalls.
||EHZ Palette (04, 05, 07, 0D)
||EHZ layer deformation info
||EHZ animated pattern load cue
||EHZ, HTZ misc sprite mappings
||EHZ/01/02/03/DEZ object debug list
||EHZ and HTZ primary 16x16 collision index
||EHZ and HTZ secondary 16x16 collision index
||EHZ act 1 level layout
||EHZ act 2 level layout
||EHZ 16x16 block mappings
||EHZ/HTZ main level patterns
||HTZ pattern suppliment to EHZ level patterns
||EHZ/HTZ 128x128 block mappings
||EHZ act 1 ring locations
||EHZ act 2 ring locations
||EHZ act 1 sprite locations
||EHZ act 2 sprite locations