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{{Hack
 
{{Hack
|screen=S2built006.png
+
|screen=S2rr_sage_2011-title.png
|version=[[Sonic Amateur Games Expo|SAGE]] 2010 Revision 1|date=7 August 2010
+
|version=Steam 5-6-16|date=6 May 2016
 
|system=[[sega:Sega Mega Drive|Sega Mega Drive / Genesis]]
 
|system=[[sega:Sega Mega Drive|Sega Mega Drive / Genesis]]
|credits=[[Thorn]], [[DNXDelta]]
+
|credits=[[User:Thorn|Thorn]], [[User:DNXDelta|DNXDelta]]
 
|originalgame=Sonic the Hedgehog 2 (16-bit)
 
|originalgame=Sonic the Hedgehog 2 (16-bit)
 
|visualmods=yes
 
|visualmods=yes
Line 11: Line 11:
 
}}
 
}}
  
'''''Sonic 2 Retro Remix''''' is a large-scale [[sega:ROM hacking|ROM hack]] of ''[[Sonic the Hedgehog 2]]'' for the [[sega:Sega Mega Drive|Sega Genesis / Mega Drive]], created by [[Thorn]] and [[DNXDelta]]. The goal of the project is to create a 2D [[Sonic the Hedgehog]] game that requires exploration to progress, as well as the requisite platforming and sheer speed. A mission system akin to those of the 3D ''Super Mario'' games is implemented as the means of progressing from one level to the next. Missions involve earning [[Chaos Emeralds]] in scavenger hunts, boss battles, speed runs and score attacks; most require learning each level's ins and outs, instead of just finding the easiest way to the goal.__TOC__[[File:S2RR_Intro.png|frame|The introductory screen]]
+
'''''Sonic 2 Retro Remix''''' is a large-scale [[sega:ROM hacking|ROM hack]] of ''[[Sonic the Hedgehog 2]]'' for the [[sega:Sega Mega Drive|Sega Genesis / Mega Drive]], created by [[User:Thorn|Thorn]] and [[User:DNXDelta|DNXDelta]]. The goal of the project is to create a 2D [[Sonic the Hedgehog]] game that requires exploration to progress, as well as the requisite platforming and sheer speed. A mission system akin to those of the 3D ''Super Mario'' games is implemented as the means of progressing from one level to the next. Missions involve earning [[Chaos Emeralds]] in scavenger hunts, boss battles, speed runs and score attacks; most require learning each level's ins and outs, instead of just finding the easiest way to the goal.__TOC__[[File:S2RR_Intro.png|frame|The introductory screen]]
  
==Origin==
+
==Origin and future==
The project began after a rift in the design team of ''[[Sonic 1 Pixel Perfect]]'' led to the creation of two separate hacks. Since then, ''S2RR'' has moved beyond basic art and layout modifications into actual code editing and creation. Modern Sonic moves such as the wall kick and midair actions coupled with retro Sonic physics put the game in a league of its own. The game won several accolades in the 2009 [[Sonic the Hedgehog Hacking Contest]] and has been provided assistance by many of the Sonic hacking scene's prominent hackers.
+
The project began after a rift in the design team of ''[[Sonic 1 Pixel Perfect]]'' led to the creation of two separate hacks. Since then, ''S2RR'' has moved beyond basic art and layout modifications into actual code editing and creation. Modern Sonic moves such as the wall kick and midair actions coupled with retro Sonic physics put the game in a league of its own. The game won several accolades in the 2009 [[Sonic the Hedgehog Hacking Contest]] and has been provided assistance by many of the Sonic hacking scene's prominent hackers. Since the Hacking Contest 2009 version, releases have been made as exhibits in both the 2010 and 2011 [[Sonic Amateur Games Expo]] events.
 +
 
 +
In December 2011, Thorn {{LinkRetro|post=645051|title=posted}} to the official thread on the [[Sonic Retro]] forums with some information on the future of ''Sonic 2 Retro Remix'', including the news that DNXDelta may be leaving the project, prospects for future additions to the gameplay and a storyline, the offer for other members of the community to contribute to the project, and an intention to resume active development early in 2012.
  
 
==Gameplay==
 
==Gameplay==
  
Sonic is currently the only playable character (though DNXDelta would like to re-implement [[Miles "Tails" Prower]]). The player now has infinite Lives; the original game's life counter is replaced by one for collected Chaos Emeralds, and 1-Up [[monitor]]s are absent.
+
Sonic is currently the only playable character (though DNXDelta would like to re-implement [[Miles "Tails" Prower]]). The player now has infinite Lives (and thus 1-Up [[monitor]]s are absent): rather, suffering damage when holding no rings now simply returns Sonic to the overworld of the current Zone. The original game's life counter is replaced by one showing the number of Chaos Emeralds that have been collected.
  
===Classic Mode===
+
===Standard gameplay (formerly Adventure Mode)===
Classic Mode needs little explanation; the aim is simply to clear each Act, as in the classic Sonic games. No [[Special Stage]]s are available in Classic Mode, and some acts from Adventure Mode aren't in the level progression.
 
  
===Adventure Mode===
+
Zones consist of an overworld area and a number of Acts, usually two or three. Barriers in the overworld prevent progression to other Zones until Sonic has collected a certain number of [[Chaos Emeralds]], which are earned by completing each Act's various missions. [[Giant ring]]s in a Zone's overworld warp Sonic into its the Acts, and present the player with descriptions of or clues to the Act's six missions, and thus how to collect its six emeralds. Three of these emeralds each require the player to find them hiding in the level or to defeat [[Dr. Eggman|Dr. Robotnik]] in a boss battle. One emerald requires the player to reach the goal within a time limit. One emerald requires the player to attain a certain score (double scoring for collected and retained [[ring]]s, and end-of-Act bonuses included). The final emerald is awarded for finding and opening all seven of the emerald [[monitor]]s in each level.
  
In Adventure Mode, Zones consist of an overworld area and acts. Barriers in the overworld prevent progression to other Zones until Sonic has collected a certain number of [[Chaos Emeralds]], which are earned by completing each Act's various missions. [[Giant ring]]s in a Zone's overworld warp Sonic into its the Acts, and present the player with descriptions of or clues to the Act's six missions, and thus how to collect its six emeralds. Three emeralds require the player to find them hiding in the level or to defeat [[Dr. Eggman|Dr. Robotnik]] in a boss battle. One emerald requires the player to reach the goal within a time limit. One emerald requires the player attain a certain score (double scoring for collected and retained [[ring]]s, and end-of-Act bonuses included). The final emerald is awarded for finding and opening all seven of the emerald [[monitor]]s in each level.
+
Sonic can exit an Act to the overworld at any time, by pausing the game and pressing A. Any emeralds collected prior to exiting are retained.
  
Sonic can exit an Act to the overworld at any time, by pausing the game and pressing A. Any emeralds collected prior to exiting are retained.
+
===Classic Mode (SAGE 2010 version only)===
 +
This mode was added in the SAGE 2010 version, largely to appease players who desired a simpler experience than that offered by the mission-based gameplay that forms the core of the hack. Classic Mode needs little explanation; the aim is simply to clear each Act, as in the classic Sonic games. No [[Special Stage]]s are available in Classic Mode, and some acts from Adventure Mode aren't in the level progression. As of 2011, the mode has been removed, and it is unclear whether it will return.
  
 
==Controls==
 
==Controls==
All moves from the original ''Sonic the Hedgehog 2'' are available, occasionally with some slight alterations. The {{A}{} button is no longer a jump button, and jumping out of a spin attack is now controllable. The "speed cap" behavior, which slowed you down to a manageable speed if you left the ground at high speed, has been removed. New moves include:
+
All moves from the original ''Sonic the Hedgehog 2'' are available, occasionally with some slight alterations. The {{A}} button is no longer a jump button, and jumping out of a spin attack is now controllable. The "speed cap" behavior, which slowed you down to a manageable speed if you left the ground at high speed, has been removed. New moves include:
 
* '''Midair Curl''': Press {{A}} while in the air to enter a [[Spin Attack]] (assuming Sonic is not already spinning).
 
* '''Midair Curl''': Press {{A}} while in the air to enter a [[Spin Attack]] (assuming Sonic is not already spinning).
 
* '''[[Homing Attack]]''': Press {{C}} during a midair spin attack to dash at the nearest monitor or badnik. If no targets are within range, a jump dash will be performed automatically.
 
* '''[[Homing Attack]]''': Press {{C}} during a midair spin attack to dash at the nearest monitor or badnik. If no targets are within range, a jump dash will be performed automatically.
 
* '''[[Jump Dash]]''': Press {{B}} during a midair spin attack to dash forward quickly.
 
* '''[[Jump Dash]]''': Press {{B}} during a midair spin attack to dash forward quickly.
* '''Wall Kick''': Hold {{A}} while pushing the D-pad in the direction of a wall to latch onto it. Press {{A}}, {{B}}, or {{C}} to jump from the wall. Repeatedly wall kick off of opposing walls to climb, but don't latch on for too long or you'll fall to the ground. (Wall kicking previously appeared officially in ''[[Knuckles' Chaotix]]'' by [[Mighty the Armadillo]], and in several ''Super Mario'' games.)
+
* '''Wall Kick''': Hold {{A}} while pushing the D-pad in the direction of a wall to latch onto it. Press {{A}}, {{B}}, or {{C}} to jump from the wall. Repeatedly wall kick off of opposing walls to climb, but don't latch on for too long or you'll fall to the ground.
 
* '''Midair Boost''': After being launched by a spring or seesaw, press {{A}} plus a direction to boost in that direction, incorporating a radial spinning attack if horizontal.
 
* '''Midair Boost''': After being launched by a spring or seesaw, press {{A}} plus a direction to boost in that direction, incorporating a radial spinning attack if horizontal.
 
* '''Exit Act''': Pause the game and press {{A}} to return to the overworld. Any emeralds collected prior to exiting are retained.
 
* '''Exit Act''': Pause the game and press {{A}} to return to the overworld. Any emeralds collected prior to exiting are retained.
  
 
==Zones==
 
==Zones==
As of the [[Sonic Amateur Games Expo]] 2010 release, ''Sonic 2 Retro Remix'' features the following Zones:
+
As of the [[Sonic Amateur Games Expo]] 2011 release, ''Sonic 2 Retro Remix'' features the following Zones:
 +
 
 +
===Mystic Woods Zone===
 +
[[File:S2rr_sage_2011-MysticWoodsZone.png|thumb|right|200px|Mystic Woods Zone]]
 +
This introductory level features short acts for easy hunting. Climb branches, run through tunnels, and jump down from treetops to find emeralds, and get a feel for your radar as it reacts to nearby emeralds. Conveyors serve as a way to speed up and as a hindrance when heading the opposite direction. The level is derived from [[Wood Zone]] from Sonic 2 prototypes.
 +
* Act 1: 6 emeralds
 +
* Act 2: 6 emeralds
 +
* Overworld: 1 emerald
 +
* ???: 1 emerald
 +
* ???: 1 emerald
 
===Cascade Valley Zone===
 
===Cascade Valley Zone===
 +
: Unlocked by collecting 3 emeralds
 
[[File:S2rr-sage2010-cvz.png|thumb|right|200px|Cascade Valley Zone]]
 
[[File:S2rr-sage2010-cvz.png|thumb|right|200px|Cascade Valley Zone]]
 
Based on ''Sonic 2''<nowiki>'</nowiki>s opening [[Emerald Hill Zone]], this level features plenty of paths to explore and simple [[badnik]]s to destroy. The zone changes from a coastal area to a large waterfall as you progress from act to act. Ziplines, various loop designs, and brief underwater areas make speedy movement a must, but exploration is the name of the game and you'll need to look high and low for emeralds in order to progress to the next zone.
 
Based on ''Sonic 2''<nowiki>'</nowiki>s opening [[Emerald Hill Zone]], this level features plenty of paths to explore and simple [[badnik]]s to destroy. The zone changes from a coastal area to a large waterfall as you progress from act to act. Ziplines, various loop designs, and brief underwater areas make speedy movement a must, but exploration is the name of the game and you'll need to look high and low for emeralds in order to progress to the next zone.
Line 46: Line 58:
 
* Act 2: 6 emeralds
 
* Act 2: 6 emeralds
 
* Act 3: 6 emeralds
 
* Act 3: 6 emeralds
* Overworld: 2 emeralds
+
* Overworld: 1 emerald
* ???: 1 emerald
 
 
===[[Chemical Plant Zone]]===
 
===[[Chemical Plant Zone]]===
 
[[File:S2rr-sage2010-cpz.png|thumb|right|200px|Chemical Plant Zone]]
 
[[File:S2rr-sage2010-cpz.png|thumb|right|200px|Chemical Plant Zone]]
 
: Unlocked by collecting 2 emeralds
 
: Unlocked by collecting 2 emeralds
While the sheer amount of steep downhill slopes and [[speed booster]]s makes getting from start to finish a cinch, learning which of the tangled paths gets you there fastest takes some time. Switches control the water level in the second act, and the floating platforms that move with it are key to collecting emeralds or navigating the trickier passages.
+
While the sheer amount of steep downhill slopes and [[speed booster]]s makes getting from start to finish a cinch, learning which of the tangled paths gets you there fastest takes some time. Act 2 contains a red chemical that can kill Sonic upon touch. Switches control the water level in the third act, and the floating platforms that move with it are key to collecting emeralds or navigating the trickier passages.
 
* Act 1: 6 emeralds
 
* Act 1: 6 emeralds
 
* Act 2: 6 emeralds
 
* Act 2: 6 emeralds
 +
* Act 3: 6 emeralds
 
* Overworld: 1 emerald
 
* Overworld: 1 emerald
* ???: 1 emerald
 
 
===Frosty Peak Zone===
 
===Frosty Peak Zone===
 
[[File:S2rr-sage2010-fpz.png|thumb|right|200px|Frosty Peak Zone]]
 
[[File:S2rr-sage2010-fpz.png|thumb|right|200px|Frosty Peak Zone]]
Line 62: Line 73:
 
* Act 1: 6 emeralds
 
* Act 1: 6 emeralds
 
* Act 2: 6 emeralds
 
* Act 2: 6 emeralds
 +
* Act 3: 6 emeralds
 
* Overworld: 1 emerald
 
* Overworld: 1 emerald
 
* ???: 1 emerald
 
* ???: 1 emerald
 
 
===[[Casino Night Zone]]===
 
===[[Casino Night Zone]]===
 
[[File:S2rr-sage2010-cnz.png|thumb|right|200px|Casino Night Zone]]
 
[[File:S2rr-sage2010-cnz.png|thumb|right|200px|Casino Night Zone]]
Line 72: Line 83:
 
* Act 2: 6 emeralds
 
* Act 2: 6 emeralds
 
* Overworld: 2 emeralds
 
* Overworld: 2 emeralds
 +
* ???: 1 emerald
 
===[[Metropolis Zone]]===
 
===[[Metropolis Zone]]===
 
[[File:S2rr-sage2010-mz.png|thumb|right|200px|Metropolis Zone]]
 
[[File:S2rr-sage2010-mz.png|thumb|right|200px|Metropolis Zone]]
Line 80: Line 92:
  
 
==Downloads==
 
==Downloads==
{{Download|version=[[Sonic Amateur Games Expo|SAGE]] 2010 Revision 1|file=Sonic 2 retro remix -- sage 2010.zip|filesize=955 kB}}
+
{{Download|version=Steam 2016|file=S2RR 5-6-16.zip|filesize=1.24 MB}}
===Old Versions===
+
===Old versions===
* {{file|S2RR_Hacking_Contest_2009.zip|2009 version}}
+
* {{file|S2rr sage 2011.zip|SAGE 2011 version}}
 +
* {{file|Sonic 2 retro remix -- sage 2010.zip|SAGE 2010 version}}
 +
* {{file|S2RR_Hacking_Contest_2009.zip|Sonic Hacking Contest 2009 version}}
  
 
==Credits==
 
==Credits==
 
===Main===
 
===Main===
* [[Thorn]]: layouts, music, coding, miscellaneous sprites
+
* [[User:Thorn|Thorn]]: layouts, music, coding, miscellaneous sprites
* [[DNXDelta]]: zone art, [[sega:sprite|sprite]]s
+
* [[User:DNXDelta|DNXDelta]]: zone art, [[sega:sprite|sprite]]s
 
===Contributions===
 
===Contributions===
* [[Tweaker]]: music, coding
+
* [[User:Tweaker|Tweaker]]: music, coding
* [[nineko]]: music
+
* [[User:Nineko|nineko]]: music
* [[Puto]]: music
+
* [[User:Puto|Puto]]: music
* [[qiuu]]: coding
+
* [[User:Qiuu|qiuu]]: coding
* [[StephenUK]]: coding
+
* [[User:StephenUK|StephenUK]]: coding
 
* BlackHole: wall-cling sprite
 
* BlackHole: wall-cling sprite
 
* Blast Processing: wall-cling sprite
 
* Blast Processing: wall-cling sprite
 
* Blue Emerald: text screen background concept art
 
* Blue Emerald: text screen background concept art
 
* Neo: emerald monitor sprite
 
* Neo: emerald monitor sprite
* All of [[Sonic Retro]] for its bevy of Sonic hacking information, and to [[The Sonic Center]] for teaching Thorn to play on a high level, allowing for more complex level designs
+
* All of [[Sonic Retro]] for its bevy of Sonic hacking information, and [[The Sonic Center]] for teaching Thorn to play on a high level, allowing for more complex level designs
 
===Tools===
 
===Tools===
 
The following tools were used in the making of this game (generic text/[[sega:Hex editor|hex]]/image editors, Genesis [[sega:emulator|emulator]]s, and [[sega:Assembly language|assemblers]] notwithstanding):
 
The following tools were used in the making of this game (generic text/[[sega:Hex editor|hex]]/image editors, Genesis [[sega:emulator|emulator]]s, and [[sega:Assembly language|assemblers]] notwithstanding):
Line 116: Line 130:
 
* {{LinkRetro|topic=10884|title=Main thread}} at [[Sonic Retro]]
 
* {{LinkRetro|topic=10884|title=Main thread}} at [[Sonic Retro]]
 
* [http://www.youtube.com/watch?v=su34RgJXSn4 Video speedrun] by Thorn of (slightly earlier) SAGE 2010 release
 
* [http://www.youtube.com/watch?v=su34RgJXSn4 Video speedrun] by Thorn of (slightly earlier) SAGE 2010 release
* [http://www.youtube.com/watch?v=su34RgJXSn4 Video walkthrough] by Thorn of previous release
+
 
 +
[[Category:Hacks|Retro Remix, Sonic 2]]

Revision as of 15:24, 15 April 2018

S2rr sage 2011-title.png
Sonic 2 Retro Remix
Version: Steam 5-6-16
Last release: 6 May 2016
System: Sega Mega Drive / Genesis
Original game: Sonic the Hedgehog 2 (16-bit)
Credits: Thorn, DNXDelta
Sonic 2 Retro Remix is a large-scale ROM hack of Sonic the Hedgehog 2 for the Sega Genesis / Mega Drive, created by Thorn and DNXDelta. The goal of the project is to create a 2D Sonic the Hedgehog game that requires exploration to progress, as well as the requisite platforming and sheer speed. A mission system akin to those of the 3D Super Mario games is implemented as the means of progressing from one level to the next. Missions involve earning Chaos Emeralds in scavenger hunts, boss battles, speed runs and score attacks; most require learning each level's ins and outs, instead of just finding the easiest way to the goal.
The introductory screen

Origin and future

The project began after a rift in the design team of Sonic 1 Pixel Perfect led to the creation of two separate hacks. Since then, S2RR has moved beyond basic art and layout modifications into actual code editing and creation. Modern Sonic moves such as the wall kick and midair actions coupled with retro Sonic physics put the game in a league of its own. The game won several accolades in the 2009 Sonic the Hedgehog Hacking Contest and has been provided assistance by many of the Sonic hacking scene's prominent hackers. Since the Hacking Contest 2009 version, releases have been made as exhibits in both the 2010 and 2011 Sonic Amateur Games Expo events.

In December 2011, Thorn
Sonic Retro
posted
to the official thread on the Sonic Retro forums with some information on the future of Sonic 2 Retro Remix, including the news that DNXDelta may be leaving the project, prospects for future additions to the gameplay and a storyline, the offer for other members of the community to contribute to the project, and an intention to resume active development early in 2012.

Gameplay

Sonic is currently the only playable character (though DNXDelta would like to re-implement Miles "Tails" Prower). The player now has infinite Lives (and thus 1-Up monitors are absent): rather, suffering damage when holding no rings now simply returns Sonic to the overworld of the current Zone. The original game's life counter is replaced by one showing the number of Chaos Emeralds that have been collected.

Standard gameplay (formerly Adventure Mode)

Zones consist of an overworld area and a number of Acts, usually two or three. Barriers in the overworld prevent progression to other Zones until Sonic has collected a certain number of Chaos Emeralds, which are earned by completing each Act's various missions. Giant rings in a Zone's overworld warp Sonic into its the Acts, and present the player with descriptions of or clues to the Act's six missions, and thus how to collect its six emeralds. Three of these emeralds each require the player to find them hiding in the level or to defeat Dr. Robotnik in a boss battle. One emerald requires the player to reach the goal within a time limit. One emerald requires the player to attain a certain score (double scoring for collected and retained rings, and end-of-Act bonuses included). The final emerald is awarded for finding and opening all seven of the emerald monitors in each level.

Sonic can exit an Act to the overworld at any time, by pausing the game and pressing A. Any emeralds collected prior to exiting are retained.

Classic Mode (SAGE 2010 version only)

This mode was added in the SAGE 2010 version, largely to appease players who desired a simpler experience than that offered by the mission-based gameplay that forms the core of the hack. Classic Mode needs little explanation; the aim is simply to clear each Act, as in the classic Sonic games. No Special Stages are available in Classic Mode, and some acts from Adventure Mode aren't in the level progression. As of 2011, the mode has been removed, and it is unclear whether it will return.

Controls

All moves from the original Sonic the Hedgehog 2 are available, occasionally with some slight alterations. The A button is no longer a jump button, and jumping out of a spin attack is now controllable. The "speed cap" behavior, which slowed you down to a manageable speed if you left the ground at high speed, has been removed. New moves include:

  • Midair Curl: Press A while in the air to enter a Spin Attack (assuming Sonic is not already spinning).
  • Homing Attack: Press C during a midair spin attack to dash at the nearest monitor or badnik. If no targets are within range, a jump dash will be performed automatically.
  • Jump Dash: Press B during a midair spin attack to dash forward quickly.
  • Wall Kick: Hold A while pushing the D-pad in the direction of a wall to latch onto it. Press A, B, or C to jump from the wall. Repeatedly wall kick off of opposing walls to climb, but don't latch on for too long or you'll fall to the ground.
  • Midair Boost: After being launched by a spring or seesaw, press A plus a direction to boost in that direction, incorporating a radial spinning attack if horizontal.
  • Exit Act: Pause the game and press A to return to the overworld. Any emeralds collected prior to exiting are retained.

Zones

As of the Sonic Amateur Games Expo 2011 release, Sonic 2 Retro Remix features the following Zones:

Mystic Woods Zone

Mystic Woods Zone

This introductory level features short acts for easy hunting. Climb branches, run through tunnels, and jump down from treetops to find emeralds, and get a feel for your radar as it reacts to nearby emeralds. Conveyors serve as a way to speed up and as a hindrance when heading the opposite direction. The level is derived from Wood Zone from Sonic 2 prototypes.

  • Act 1: 6 emeralds
  • Act 2: 6 emeralds
  • Overworld: 1 emerald
  •  ???: 1 emerald
  •  ???: 1 emerald

Cascade Valley Zone

Unlocked by collecting 3 emeralds
Cascade Valley Zone

Based on Sonic 2's opening Emerald Hill Zone, this level features plenty of paths to explore and simple badniks to destroy. The zone changes from a coastal area to a large waterfall as you progress from act to act. Ziplines, various loop designs, and brief underwater areas make speedy movement a must, but exploration is the name of the game and you'll need to look high and low for emeralds in order to progress to the next zone.

  • Act 1: 6 emeralds
  • Act 2: 6 emeralds
  • Act 3: 6 emeralds
  • Overworld: 1 emerald

Chemical Plant Zone

Chemical Plant Zone
Unlocked by collecting 2 emeralds

While the sheer amount of steep downhill slopes and speed boosters makes getting from start to finish a cinch, learning which of the tangled paths gets you there fastest takes some time. Act 2 contains a red chemical that can kill Sonic upon touch. Switches control the water level in the third act, and the floating platforms that move with it are key to collecting emeralds or navigating the trickier passages.

  • Act 1: 6 emeralds
  • Act 2: 6 emeralds
  • Act 3: 6 emeralds
  • Overworld: 1 emerald

Frosty Peak Zone

Frosty Peak Zone
Unlocked by collecting 8 emeralds

This cold modification of Hill Top Zone inexplicably houses lava sure to punish misjudged jumps. Passages on the mountain's surface tend to be straightforward, but the caves underneath are labyrinthine and susceptible to magma flows. Badniks here are well-protected, so think twice before planting a homing attack onto a shield of fire.

  • Act 1: 6 emeralds
  • Act 2: 6 emeralds
  • Act 3: 6 emeralds
  • Overworld: 1 emerald
  •  ???: 1 emerald

Casino Night Zone

Casino Night Zone
Unlocked by collecting 13 emeralds

With architecture straight from prototype versions of the original Casino Night Zone, this zone is less a platforming challenge and more a pinball machine. Bumpers, flippers, and giant springs are activated using the A, B, and C buttons. Badniks are scarce here, so score attacks are largely based on how quickly you can grab large collections of rings and bring them to the finish.

  • Act 1: 6 emeralds
  • Act 2: 6 emeralds
  • Overworld: 2 emeralds
  •  ???: 1 emerald

Metropolis Zone

Metropolis Zone
Unlocked by collecting 18 emeralds

It's all upstairs from here, as the one act in this zone is twice as tall as the others so far. All of the familiar traps from the original Metropolis Zone return here, with some areas forcing you to use moves you didn't have back in 1992 just to progress. With no more locked doors between you and the finish, this zone's missions are entirely optional.

  • Act 1: 6 emeralds
  •  ???: 1 emerald

Downloads

Download.svg Download Sonic 2 Retro Remix
File: S2RR 5-6-16.zip (1.24 MB) (info)
Current version: Steam 2016

Old versions

Credits

Main

Contributions

  • Tweaker: music, coding
  • nineko: music
  • Puto: music
  • qiuu: coding
  • StephenUK: coding
  • BlackHole: wall-cling sprite
  • Blast Processing: wall-cling sprite
  • Blue Emerald: text screen background concept art
  • Neo: emerald monitor sprite
  • All of Sonic Retro for its bevy of Sonic hacking information, and The Sonic Center for teaching Thorn to play on a high level, allowing for more complex level designs

Tools

The following tools were used in the making of this game (generic text/hex/image editors, Genesis emulators, and assemblers notwithstanding):

MIDIs

Some of the game's music tracks were based on freely available MIDIs created by the following people from VGMusic:

  • Jarel Jones
  • Rune Walsh
  • Monster Iestyn
  • Vincent

External links