Sonic 2 Time Attack

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Fast Facts on Sonic 2 Time Attack

Version: First Demo
Last Release: November 24th, 2012
Status: Active
System: Sega Mega Drive/Genesis
Original Game: Sonic the Hedgehog 2 (16-bit)
Credits: redhotsonic

Sonic 2 Time Attack is a hack of Sonic the Hedgehog 2 (16-bit) by redhotsonic. It's essentially just a Time Attack edition. In case you live under a rock, and don't understand the concept of Time Attack... the object of this hack is to play through the zones/acts of Sonic 2, but to do it as fast as you can. Once you've completed an act, the game will record your time, provided you beat your best time.


  • Checkpoint Mode If off, there are no starposts. If you die in a level, the game will go back to the level select screen. If on, there are starposts. If you die, you will restart from the last checkpoint you reached. Although, the timer will resume from when you died, and NOT from when you hit the checkpoint.
  • Super Sonic Mode If off, Sonic can never turn Super. If on, once you've collected 50 rings and jump, Sonic will turn Super. There are two separate time recordings for both modes: "Normal Sonic Times" and "Super Sonic Times". Just note that when in Super Sonic Mode, you CANNOT access Death Egg Zone.
  • Kill Me Mode If off, then if you fail to beat your best time, you will hear the fail sound, but can continue to play the act. However if on, then if you fail to beat your time, you will hear the fail sound but will die instantly.

Current Features

  • A new HUD that displays your Best Time, your current time, and number of rings.
  • A 10 second warning. When playing a level, if you're 10 seconds away from reaching your best time, a "ding-ding" will play every second until you either finish the level and beat that time, or go over the Best time (or die, or pause, whatever).
  • A fail sound, for if you failed to beat your best time. It will play as soon as the timer reaches/passes your best time.
  • A new "End of Level" results screen, comparing your current time to your best time. The appropriate sound effect will play based on whether or not you beat your record.
  • Sonic & Tails is the only character selection, due to saving SRAM space with time records. Due to this, the original "1.5 player mode" is available for play. However, taking advantage of this feature will result in a 10 second penalty, as soon as a button press occur with the second player's controller. A plus is that you can then keep control of Tails and the penalty won't be applied again. Once the CPU has control of Tails again though, the 10 second penalty can happen again, so don't press anything on controller 2 unless you want that penalty again.
  • Mode Show. When you start a level/act, in the bottom right corner, it will briefly display what modes you have enabled. It will display if you have Check-points, Super Sonic, or Kill me on or off. It will then brush away to the right hand side.
  • Extra lives have gone. There's no HUD for it, and no way of getting extra lives. The 1-up monitor has been replaced with blank monitors (as I didn't want to interrupt too much with gameplay by removing them). Extra-lives are pointless in this game. If you have Check-point mode off, you only have one life. If you have it on, you have unlimited lives.
  • Score has gone. Because this game is about getting a fast time, I took the Score HUD away. I need more HUD room for the centi-seconds (and for the World Record Time; which is not present in this build). The points art that comes out of badniks and bumpers have been removed.
  • SCZ and Special Stages removed. As you can't go faster than they already go, these were pointless (everyone's times would be the same practically).
  • WFZ and DEZ's ending slightly edited. So the "End of Level" results screen would still make an appearance.
  • DEZ is not playable with Super Sonic Mode on. Simply because, there are no rings.
  • Speed cap has NOT been removed. So the game plays more like the original Sonic 2.
  • Multiple bug fixes, which includes ways to prevent cheating.
  • Centi-seconds added, which also hit every digit.
  • Exit out of level function. When playing a level, to get out, pause the game, then press A. The game will then exit the level and back to Stage Select.
  • Options menu changed. To add the new options; Check-Point Mode, Super Sonic Mode, and Kill Me Mode. They're all set to โ€œoffโ€ at first. The changes you make here are saved to the SRAM, so when you next start the game, your options will be set to when you left them.
  • Level Select slightly edited. It will also tell you if you're in Normal Sonic Mode or Super Sonic Mode.
  • Your Times Menu. A menu to display all your best times; Normal Sonic Times, Super Sonic Times and World Record Times (not accessible in this build).
  • Strike System added. Multiple checks every frame to see if you're cheating or not. If it suspects you've cheated, the game will lock-up and the "Game Over" jingle will play.
  • Save-State Denial System added. At any point, you can make a save-state. But, if you make a save-state in the middle of the level, you will NOT be able to load it. If you do, the game will instantly lock-up and the "Game Over" jingle will play. You can however make save-states in level select, etc, and still load them. However, if you do, when entering the level, the "Best Time" art may appear glitched, and it is never beatable. If this occurs, just reset the game.
  • S3K Priority Manager added, to speed the game up a little, due to the Strike System slowing the game a little.
  • Miscellaneous other speed ups and optimizations here and there.
  • SRAM protector. At the beginning of the game (before the SEGA), it checks the SRAM to see if you've edited it in any way. If not, the game starts. But if you have, you'll be presented with a red screen and the game just sitting there. At this point, with NO warning, all your times and save data will be erased. Reset the game, and the game will start up with all times back to 9'59"99. So do not try to edit your times in the SRAM file; THIS IS YOUR ONLY WARNING!
  • Lots of ROM data and RAM addresses have been moved about and jumbled in order to make hacking/cheating the game harder to pull off.
  • Delete Saved Data and Times option. To get to this, on the Title screen, highlight options, then hold A+B+C and press Start. You'll come to a screen, and it will ask you to confirm if you want to delete everything. If not, select no and press start, and it will go back to the Title screen. Otherwise, select yes. A picture of Dr. Eggman will appear and the "Game Over" jingle will play to signal all your data has gone and the game will lock-up. You then must reset the game to continue on. For security, if you come to this screen, "No" is already highlighted.
  • Replay data. Whatever level you play, it will always record your input (except controller 2). To play the replay, highlight the level and act you just played, Hold A+B+C and press start. It will play your replay (if you try playing the replay on another level, you will hear the fail sound). To exit replays, just press start. This is a WIP. The replays never start perfectly in-sync and therefore, things can go wrong.

World Record Times (Future Addition)

In the future, the idea of this project is to share your best times to the world by sharing your records online. It is unknown as yet if the online times will be held on the "Retro Channel" or on a separate online database.

The idea is that hopefully, this database will extract all your times from the SRAM, and then submit it to an online database, to see where you stand. This program will also "hopefully" extract the best time from each zone/act and save it to your SRAM. Not as your time, but as the "World Record Time". Then in a future build, from the game, you can see the best times in the world by going to "Your Times" menu and picking "World Record Times".

Three reasons why "World Record Times" isn't in the current build:

  • It's still unknown if it'll be hosted on the Sonic Retro channel or on a separate database.
  • If "Retro Channel" is selected, then that needs to be completed first.
  • In order to get the hack ready for Sonic 2's 20th birthday, this feature was temporarily left out.