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Difference between revisions of "Sonic the Hedgehog 2 (16-bit)"

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Introduction

The second outing of Sonic on the Megadrive and the first game to feature Miles "Tails" Prower. Released November 24, 1992, the game has longer levels, more levels, and a faster pace. The essential plot is that Robotnik is creating a spaceship of doom, the death egg. Sonic and Tails must stop this superweapon.

Numerous new cultural references can be found that have become a staple of the series. The Death Egg is a nod to Star Wars' Death Star. The seventh emerald is an analog to seven balls in the Dragon Ball series. Super Sonic is also like a Super Saijin both in the graphical design and concept.

Sonic 2 introduced the spindash move to the Sonic series. It was also the first game to feature 3D special stages, in the form of a half-pipe filled with rings and bombs. These stages are accessed from hitting a checkpoint with 50 or more rings.

However, unfortunately for some, Sonic 2 removed the bonus points available from jumping at the end level sign, which you could do in Sonic 1.

The Sonic 2 Beta, found by Simon Wai, is famous for its deleted levels.

Levels

The infamous Hidden Palace Zone has been found on the Cartridge, but with graphical data removed. It can only be accessed through hex editing, cheating devices, or savestates.


Scoring

Hitting bumpers: 10 points for each of the first ten hits on any given bumper; after that no more points can be gained from that bumper

Hitting enemies: (a chain refers to all enemies destroyes until the next time Sonic lands on some form of ground)

-First enemy in a chain = 100

-Second enemy in a chain = 200

-Third enemy in a chain = 500

-Fourth through 15th enemies in a chain = 1000 each

-16th and all subsequent enemies in a chain = 10,000 each

Destroying a Dr. Eggman boss robot: 1000 points

Ring bonus at end of level: 100 points for each ring held

Perfect bonus at end of level: If no copies of the "Ring" object are present anywhere in the level, this is a 50,000 point bonus. As long as you get all the actual rings in the level, you don't need to get any Super Ring boxes to receive this bonus--you can even get hit and still be eligible.

Time bonus at end of level:

-Game clock reads 0:29 or less = 50,000

-Game clock reads 0:30 to 0:44 = 10,000

-Game clock reads 0:45 to 0:59 = 5000

-Game clock reads 1:00 to 1:29 = 4000

-Game clock reads 1:30 to 1:59 = 3000

-Game clock reads 2:00 to 2:59 = 2000

-Game clock reads 3:00 to 3:59 = 1000

-Game clock reads 4:00 to 4:59 = 500

-Game clock reads 5:00 or more = 0

Special scoring in Casino Night Zone:

-There are certain slots which aren't connected to Slot Machines. If you enter one of these, you don't trigger any machine spins indeed, but instead you get 8x100 points. (At one point in act 2, there are five such slots placed directly above one another, so landing in one triggers the rest in sequence for 4000 points.)

-There are also green, yellow, and red bumpers in sets of three. Hitting one is worth 10 points and causes the bumper to change color (green -> yellow -> red -> disappear). Destroying the third red bumper in each set of 3 is worth 500 points instead of 10.

Special stage: 100 points for each ring held (Sonic's rings as well as Tails', if applicable, both count in this total. An additional 10,000-point bonus is awarded by getting enough rings for the Emerald.


Production Credits

Executive Producer: Hayao Nakayama Producer: Shinobu Toyoda Game Planner: Hirokazu Yasuhara, Masaharu Yoshii Chief Programmer: Yuji Naka Assistant Pro grammer: Masanobu Yamamoto, Bill Willis Character Design: Yasushii Yamaguchi Object Placement: Hirokazu Yasuhara, Yutaka Sugano, Takahiro Anto Special Object Placement: Yutaka Sugano Chief Artist: Yasushii Yamaguchi Zone Artist: Reiko Kodama, Yasushii Yamaguchi, Craig Stitt, Brenda Ross, Jina Ishiwatari, Tom Payne Special Stage Art and CG: Tim Shelly, Peter Morawiec Composer: Masato Nakamura Sound Programmer: Tomoyuki Shimada Sound Assistant: "Jimita", "Macky", "Milpo", "Ippo", "S.O", "OYZ", "N.GEE" Project Assistant: Takahiro Hamano, Syuichi Katagi, Yoshiki Ooka, Steve Woita Special Thanks: Kunitake Aoki, Tsuneko Aoki

Cheat Codes, All Versions

Note: in cheat codes, + signifies that the buttons must be held simultaneously.

  • Zone Select: Play tunes 19, 65, 09, 17 on the options screen, A+Start, A+Start on title screen
  • 14 Continues: Play tunes 01, 01, 02, 04 on the options screen. An incorrect sound command is issued, causing OOZ music to continue playing until a reset.
  • Super Sonic: Play tunes 04, 01, 02, 06 on the zone select sound test, an emerald sound triggers, select zone, hold A until Sonic appears
  • Debug + Slow-motion/Restart: Play tunes 01, 09, 09, 02, 01, 01, 02, 04 on the zone select sound test, a ring sound triggers, select zone, hold A until Sonic appears
  • Super Sonic + Debug: Play tunes 01, 09, 09, 02, 01, 01, 02, 04, 01, 02, 06 on the zone select sound test, a ring sound triggers after 04 and an emerald sound triggers after 06, select zone, hold A until Sonic appears
  • Change Tails' name to Miles in game above lives: Press up, up, up, down, down, down, up at the title screen

In-Level Functions, All Versions

Debug

Press B to toggle normal and debug mode. Press A to advance forward through the debug object list. Press A+C to advance backwards through the debug object list. Press C to place the selected object at the current coordinates. Current coordinates are designated by the top line of hex digits in the HUD. Viewport coordinates are designated by the bottom line of hex digits in the HUD.

Slow-motion/Restart - during pause

Press A to fade to black and restart from right after the SEGA screen. Press and hold B to enable slow-motion (proceeds at half speed or 15fps as long as you keep holding B). Press C to advance one frame.

Game Genie Codes

There are two versions of this game. If one code doesn't work on your game, then try the other.

SAST-DJ1A / SATA-DJTJ Rings worth 2--player 1 SAST-DN1A / SATA-DNTJ Rings worth 3--player 1 SAST-DT1A / SATA-DTTJ Rings worth 4--player 1 SAST-DY1A / SATA-DYTJ Rings worth 5--player 1 SAST-D21A / SATA-D2TJ Rings worth 6--player 1 SAST-D61A / SATA-D6TJ Rings worth 7--player 1 SAST-DA1A / SATA-DATJ Rings worth 8--player 1 AE8A-AAD2 / AE8A-AADN Start with 1 life instead of 3--player 1 AY8A-AAD2 / AY8A-AADN Start with 5 lives--player 1 A68A-AAD2 / A68A-AADN Start with 7 lives--player 1 BE8A-AAD2 / BE8A-AADN Start with 9 lives--player 1 DE8A-AAD2 / DE8A-AADN Start with 25 lives--player 1 GJ8A-AAD2 / GJ8A-AADN Start with 50 lives--player 1 KN8A-AAD2 / KN8A-AADN Start with 75 lives--player 1 NN8A-AAD2 / NN8A-AADN Start with 99 lives--player 1 JW3A-CA4J / JW3A-CA4Y Infinite lives--player 1 SATA-DJVW / SATA-DJW8 Rings worth 2--player 2 SATA-DNVW / SATA-DNW8 Rings worth 3--player 2 SATA-DTVW / SATA-DTW8 Rings worth 4--player 2 SATA-DYVW / SATA-DYW8 Rings worth 5--player 2 SATA-D2VW / SATA-D2W8 Rings worth 6--player 2 SATA-D6VW / SATA-D6W8 Rings worth 7--player 2 SATA-DAVW / SATA-DAW8 Rings worth 8--player 2 AE8A-AAD8 / AE8A-AADW Start with 1 life instead of 3--player 2 AY8A-AAD8 / AY8A-AADW Start with 5 lives--player 2 A68A-AAD8 / A68A-AADW Start with 7 lives--player 2 BE8A-AAD8 / BE8A-AADW Start with 9 lives--player 2 DE8A-AAD8 / DE8A-AADW Start w ith 25 lives--player 2 GJ8A-AAD8 / GJ8A-AADW Start with 50 lives--player 2 KN8A-AAD8 / KN8A-AADW Start with 75 lives--player 2 NN8A-AAD8 / NN8A-AADW Start with 99 lives--player 2 JXGA-CA7G / JXGA-CA7W Infinite lives--player 2 KBVT-CAE2 / KBVT-CAE2 Jump lower FVVT-CAE2 / FVVT-CAE2 Jump a little higher EBVT-CAE2 / EBVT-CAE2 Jump a lot higher CBVT-CAE2 / CBVT-CAE2 Jump really high A02T-CAF8 / A02T-CAGL Sonic stays invincible for a shorter time after getting hit 982T-CAF8 / 982T-CAGL Sonic stays invincible for a longer time after getting hit ALTA-CA8N / ALTA-CA82 Sonic becomes invisible and invincible for the rest of the level after getting hit--must have at least one ring (switch off and then on to make Sonic visible) ALTA-CA9J / ALTA-CA9Y Once invincible (stars), Sonic stays Invincible for the rest of the 41 level ATTT-CA4W / ATTT-CA58 Sonic doesn't lose rings when hit ATTT-CA5G / ATTT-CA6W Tails doesn't lose rings when hit AH2T-CAH6/AH2T-CAHN Sonic needs only 1 ring instead of 50 to enter special stage after touching a star post With the following codes, the counter doesn't show the extra rings, but you get them. SBJA-HJWJ/SBJA-HJV2 Rings worth 2 in special stages--Sonic SBJA-HNWJ/SBJA-HNV2 Rings worth 3 in special stages--Sonic SBJA-HTWJ/SBJA-HTV2 Rings worth 4 in special stages--Sonic SBJA-HYWJ/SBJA-HYV2 Rings worth 5 in special stages--Sonic SBJA-H2WJ/SBJA-H2V2 Rings worth 6 in special stages--Sonic SBJA-H6WJ/SBJA-H6V2 Rings worth 7 in special stages--Sonic SBJA-HAWJ/SBJA-HAV2 Rings worth 8 in special stages--Sonic SBJA-HJWR/SBJA-HJV8 Rings worth 2 in special stages--Tails SBJA-HNWR/SBJA-HNV8 Rings worth 3 in special stages--Tails SBJA-HTWR/SBJA-HTV8 Rings worth 4 in special stages--Tails SBJA-HYWR/SBJA-HYV8 Rings worth 5 in special stages--Tails SBJA-H2WR/SBJA-H2V8 Rings worth 6 in special stages--Tails SBJA-H6WR/SBJA-H6V8 Rings worth 7 in special stages--Tails SBJA-HAWR/SBJA-HAV8 Rings worth 8 in special stages--Tails


American Boxart

http://web.archive.org/web/20031225151950/boxscans.sonic-cult.org/sonic2-box-us.jpg


Sonic the Hedgehog games for the following systems
Sega Mega Drive

Sega Mega-CD
Sega 32X
 1991  Sonic the Hedgehog | Sonic Eraser     1992  Sonic the Hedgehog 2     1993  Sonic the Hedgehog CD | Dr. Robotnik's Mean Bean Machine | Sonic Spinball     1994  Sonic the Hedgehog 3 | Sonic & Knuckles     1995  Chaotix | Sonic Classics     1996  Sonic 3D: Flickies' Island