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

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{{Bob|bobscreen=Sonic2_title.png|publisher=Sega|developer=Sonic Team]] / [[Sega Technical Institute|system=Sega Genesis|europe=February, 1993|usa=November 24, 1992|japan=November, 1992|genre=2D Platform|seealso=Sonic the Hedgehog 2 (Game Gear)}}
 +
'''''Sonic the Hedgehog 2''''' is the second outing of Sonic on the [[Megadrive]] and the first game to feature Miles "[[Tails]]" Prower. The game has longer levels, more levels, and a faster pace than its predecessor, [[Sonic the Hedgehog (Genesis)|Sonic the Hedgehog]]. The essential plot is that [[Robotnik]] is creating a spaceship of doom, the [[Death Egg]]. Sonic and Tails must stop this superweapon.
  
[[Category:Games]]
+
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 the search done in the Chinese fable ''The Golden Warriror'' (or Saiyuki), as illustrated by the seven dragonballs in the Dragon Ball series. In it, the hero Son Gokuu (aka The Monkey King) fights hords of diabolical villains, generally in order to protect the universe by keeping their hands far away from the seven dragonballs; when they are all kept in the same place at the same time, and after a brief summonning, a giant Dragon-like creature (known as Sheng Long) grants the summoner a wish, whichever this might be. The hero and other few characters are ''saiyajin'', an alien warrior race that, in certain situations, can explode in a burst of energy, transforming into the legendary ''Super Saiyajins''. [[Super Sonic]] is also like a Super Saiyajin both in the graphical design and concept.
=== 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 stage]]s, 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. Unfortunately for some, Sonic 2 removed the bonus points available from jumping at the end level sign, which could be done in [[Sonic 1]].
  
Sonic 2 introduced the [[spindash]] move to the Sonic series. It was also the first game to feature 3D [[special stage]]s, 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.
+
Sonic 2 had a worldwide release date, which was uncommon at the time. November 24, 1992, was dubbed Sonic 2sday, and the game was released across all markets. This is referenced in the game by the order in which you need to play the sound effects to activate the debug mode. It was included as a pack-in for the Mega Drive 2.
 
 
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.
 
The [[Sonic 2 Beta]], found by [[Simon Wai]], is famous for its deleted levels.
  
===Sonic 2 Manuals===
+
==Sonic 2 Manuals==
 
* [[Sonic 2 US Manual]]
 
* [[Sonic 2 US Manual]]
 
* [[Sonic 2 EU Manual]]
 
* [[Sonic 2 EU Manual]]
 
* [[Sonic 2 JP Manual]] (Translated)
 
* [[Sonic 2 JP Manual]] (Translated)
  
=== Levels ===
+
== Levels ==
 
*[[Emerald Hill Zone]]
 
*[[Emerald Hill Zone]]
 
*[[Chemical Plant Zone]]
 
*[[Chemical Plant Zone]]
Line 29: Line 27:
 
*[[Wing Fortress Zone]]
 
*[[Wing Fortress Zone]]
 
*[[Death Egg Zone (S2)|Death Egg Zone]]
 
*[[Death Egg Zone (S2)|Death Egg Zone]]
*[[Special Stage (Sonic 2)]]
+
*[[Special Stage (Sonic 2)|Special Stage]]
 
+
*[[Hidden Palace Zone (S2)|Hidden Palace Zone]] (Inaccessible without hacking)
*[[Hidden Palace Zone (S2)|Hidden Palace Zone]] (Unaccessible without hacking)
+
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.
 
 
The infamous [[Hidden Palace Zone (S2)|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===
+
==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 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 destroyed until the next time Sonic lands on some form of ground)''
 
Hitting enemies: ''(a chain refers to all enemies destroyed until the next time Sonic lands on some form of ground)''
 
+
*First enemy in a chain = 100
-First enemy in a chain = 100
+
*Second enemy in a chain = 200
 
+
*Third enemy in a chain = 500
-Second enemy in a chain = 200
+
*Fourth through 15th enemies in a chain = 1000 each
 
+
*16th and all subsequent enemies in a chain = 10,000 each
-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
 
Destroying a [[Dr. Eggman]] boss robot: 1000 points
Line 55: Line 45:
 
Ring bonus at end of level: 100 points for each ring held
 
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.
+
Perfect bonus at end of level: The game stores a list of how many rings are present in each level. Each time you get a lone ring, the game subtracts one from this value (debug rings and Super Ring boxes do not affect this counter). If this value is 0 when you pass the endpost, you receive 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:
 
Time bonus at end of level:
 
+
*Game clock reads 0:29 or less = 50,000
-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 0:30 to 0:44 = 10,000
+
*Game clock reads 1:00 to 1:29 = 4000
 
+
*Game clock reads 1:30 to 1:59 = 3000
-Game clock reads 0:45 to 0:59 = 5000
+
*Game clock reads 2:00 to 2:59 = 2000
 
+
*Game clock reads 3:00 to 3:59 = 1000
-Game clock reads 1:00 to 1:29 = 4000
+
*Game clock reads 4:00 to 4:59 = 500
 
+
*Game clock reads 5:00 or more = 0
-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]]:
 
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.
  
-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.)
+
Special stage: 100 points for each ring held (Sonic's rings as well as Tails', if applicable, both count in this totalAn additional 10,000-point bonus is awarded by getting enough rings for the Emerald.
  
-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.
+
==Also Released On==
 +
* [[Sonic Compilation]] for the [[Sega Genesis]] (1995)
 +
* [[Sonic Jam]] for the [[Sega Saturn]] (1997)
 +
* [[Sega Smash Pack Vol. 2]] for the PC (199X)
 +
* [[Sonic Mega Collection]] for the [[Nintendo Gamecube]] (2002)
 +
* [[Sonic Mega Collection Plus]] for the [[Sony Playstation 2]] and [[Microsoft X-Box]] (2004)
 +
* [[Sega Genesis® Collection Volume 2]] for the [[Play TV® Legends]] (2004)
  
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]]<br>
 +
Producer: [[Shinobu Toyoda]]<br>
 +
Game Planner: [[Hirokazu Yasuhara]], [[Masaharu Yoshii]]<br>
 +
Chief Programmer: [[Yuji Naka]]<br>
 +
Character Design: [[Judy Totoya]]<br>
 +
Chief Artist: [[Judy Totoya]]<br>
 +
Assistant Programmer: [[Masanobu Yamamoto]], [[Bill Willis]]<br>
 +
Object Placement: [[Hirokazu Yasuhara]], [[Yutaka Sugano]], Takahiro Anto<br>
 +
Special Object Placement: [[Yutaka Sugano]]<br>
 +
Zone Artist: [[Reiko Kodama]], [[Craig Stitt]], [[Brenda Ross]], [[Jina Ishiwatari]], [[Tom Payne]], [[Judy Totoya]]<br>
 +
Special Stage Art and CG: [[Tim Skelly]], [[Peter Morawiec]]<br>
 +
Composer: [[Masato Nakamura]]<br>
 +
Sound Programmer: [[Tomoyuki Shimada]]<br>
 +
Sound Assistant: "Jimita", "Macky", [["Milpo"]], "Ippo", "S.O", "OYZ", [["N.GEE"]]<br>
 +
Project Assistant: [[Takahiro Hamano]], Syuichi Katagi, Yoshiki Ooka, [[Steve Woita]]<br>
 +
Game Manual: [[Carol Ann Hanshaw]], [[Youichi Takahashi]]<br>
 +
Executive Supporters: [[Thomas Kalinski]], [[Fujio Minegishi]], Daizaburou Sakurai, [[Hisashi Suzuki]], [[Takaharu Utsunomiya]]<br>
 +
Special Thanks To: [[Kunitake Aoki]], [[Tsuneko Aoki]], Cindy Claveran, [[Masaaki Kawamura]], [[Broderick Macaraeg]], [[Deborah McCracken]], Locky P, [[Daisuke Saito]], [[France Tantiado]], [[Tatsuo Yamada]]<br>
  
=== Production Credits ===
+
== Cheat Codes, All Versions ==
Executive Producer: [[Hayao Nakayama]]
 
Producer: Shinobu
 
Toyoda
 
Game Planner: [[Hirokazu Yasuhara]], Masaharu Yoshii
 
Chief Programmer: [[Yuji Naka]]
 
Assistant Programmer: 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.''
 
''Note: in cheat codes, + signifies that the buttons must be held simultaneously.''
  
*[[Level Select|Zone Select]]: Play tunes 19, 65, 09, 17 on the options screen, A+Start, A+Start on title screen
+
*'''[[Level Select|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.  
+
*'''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
+
*'''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
+
*'''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
+
*'''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
+
*'''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 ===
+
== In-Level Functions, All Versions ==
  
 
''Debug''
 
''Debug''
  
Press B to toggle normal and debug mode.
+
Press B to toggle normal and debug mode.<br>
Press A to advance forward through the debug object list.
+
Press A to advance forward through the debug object list.<br>
Press A+C to advance backwards through the debug object list.
+
Press A+C to advance backwards through the debug object list.<br>
Press C to place the selected object at the current coordinates.
+
Press C to place the selected object at the current coordinates.<br>
Current coordinates are designated by the top line of hex digits in the HUD.
+
Current coordinates are designated by the top line of hex digits in the HUD.<br>
 
Viewport coordinates are designated by the bottom line of hex digits in the HUD.
 
Viewport coordinates are designated by the bottom line of hex digits in the HUD.
 +
In the Sonic 2 prototype, the bottom line represents two things: the left word is the timer in seconds and the right word is a sine that oscillates between 0000 and 0080.<br>
  
 
''Slow-motion/Restart - during pause''
 
''Slow-motion/Restart - during pause''
  
Press A to fade to black and restart from right after the SEGA screen.
+
Press A to fade to black and restart from right after the SEGA screen.<br>
Press and hold B to enable slow-motion (proceeds at half speed or 15fps as long as you keep holding B).
+
Press and hold B to enable slow-motion (proceeds at half speed or 15fps as long as you keep holding B).<br>
Press C to advance one frame.
+
Press C to advance one frame.<br>
  
=== Game Genie Codes ===
+
== [[Game Genie]] Codes ==
 
There are two versions of this game. If one code doesn't work on your game, then try the other.
 
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
+
{| style="font-family:Courier" width="100%"
SAST-DN1A / SATA-DNTJ   Rings worth 3--player 1
+
| width="200" | SAST-DJ1A / SATA-DJTJ
SAST-DT1A / SATA-DTTJ   Rings worth 4--player 1
+
| Rings worth 2 -- player 1
SAST-DY1A / SATA-DYTJ   Rings worth 5--player 1
+
|-
SAST-D21A / SATA-D2TJ   Rings worth 6--player 1
+
| SAST-DN1A / SATA-DNTJ
SAST-D61A / SATA-D6TJ   Rings worth 7--player 1
+
| Rings worth 3 -- player 1
SAST-DA1A / SATA-DATJ   Rings worth 8--player 1
+
|-
AE8A-AAD2 / AE8A-AADN   Start with 1 life instead of 3--player 1
+
| SAST-DT1A / SATA-DTTJ
AY8A-AAD2 / AY8A-AADN   Start with 5 lives--player 1
+
| Rings worth 4 -- player 1
A68A-AAD2 / A68A-AADN   Start with 7 lives--player 1
+
|-
BE8A-AAD2 / BE8A-AADN   Start with 9 lives--player 1
+
| SAST-DY1A / SATA-DYTJ
DE8A-AAD2 / DE8A-AADN   Start with 25 lives--player 1
+
| Rings worth 5 -- player 1
GJ8A-AAD2 / GJ8A-AADN   Start with 50 lives--player 1
+
|-
KN8A-AAD2 / KN8A-AADN   Start with 75 lives--player 1
+
| SAST-D21A / SATA-D2TJ
NN8A-AAD2 / NN8A-AADN   Start with 99 lives--player 1
+
| Rings worth 6 -- player 1
JW3A-CA4J / JW3A-CA4Y   Infinite lives--player 1
+
|-
SATA-DJVW / SATA-DJW8   Rings worth 2--player 2
+
| SAST-D61A / SATA-D6TJ
SATA-DNVW / SATA-DNW8   Rings worth 3--player 2
+
| Rings worth 7 -- player 1
SATA-DTVW / SATA-DTW8   Rings worth 4--player 2
+
|-
SATA-DYVW / SATA-DYW8   Rings worth 5--player 2
+
| SAST-DA1A / SATA-DATJ
SATA-D2VW / SATA-D2W8   Rings worth 6--player 2
+
| Rings worth 8 -- player 1
SATA-D6VW / SATA-D6W8   Rings worth 7--player 2
+
|-
SATA-DAVW / SATA-DAW8   Rings worth 8--player 2
+
| AE8A-AAD2 / AE8A-AADN
AE8A-AAD8 / AE8A-AADW   Start with 1 life instead of 3--player 2
+
| Start with 1 life instead of 3 -- player 1
AY8A-AAD8 / AY8A-AADW   Start with 5 lives--pla
+
|-
yer 2
+
| AY8A-AAD2 / AY8A-AADN
A68A-AAD8 / A68A-AADW   Start with 7 lives--player 2
+
| Start with 5 lives -- player 1
BE8A-AAD8 / BE8A-AADW   Start with 9 lives--player 2
+
|-
DE8A-AAD8 / DE8A-AADW   Start with 25 lives--player 2
+
| A68A-AAD2 / A68A-AADN
GJ8A-AAD8 / GJ8A-AADW   Start with 50 lives--player 2
+
| Start with 7 lives -- player 1
KN8A-AAD8 / KN8A-AADW   Start with 75 lives--player 2
+
|-
NN8A-AAD8 / NN8A-AADW   Start with 99 lives--player 2
+
| BE8A-AAD2 / BE8A-AADN
JXGA-CA7G / JXGA-CA7W   Infinite lives--player 2
+
| Start with 9 lives--player 1
KBVT-CAE2 / KBVT-CAE2   Jump lower
+
|-
FVVT-CAE2 / FVVT-CAE2   Jump a little higher
+
| DE8A-AAD2 / DE8A-AADN
EBVT-CAE2 / EBVT-CAE2   Jump a lot higher
+
| Start with 25 lives--player 1
CBVT-CAE2 / CBVT-CAE2   Jump really high
+
|-
A02T-CAF8 / A02T-CAGL   Sonic stays invincible for a shorter time after getting hit
+
| GJ8A-AAD2 / GJ8A-AADN
982T-CAF8 / 982T-CAGL   Sonic stays invincible for a longer time after getting hit
+
| Start with 50 lives--player 1
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
+
| KN8A-AAD2 / KN8A-AADN
ATTT-CA4W / ATTT-CA58   Sonic doesn't lose rings when hit
+
| Start with 75 lives--player 1
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
+
| NN8A-AAD2 / NN8A-AADN
With the following codes, the counter doesn't show the extra rings, but you get them.
+
| Start with 99 lives--player 1
SBJA-HJWJ/SBJA-HJV2     Rings worth 2 in special stages--Sonic
+
|-
SBJA-HNWJ/SBJA-HNV2     Rings worth 3 in special stages--Sonic
+
| JW3A-CA4J / JW3A-CA4Y
SBJA-HTWJ/SBJA-HTV2     Rings worth 4 in special stages--Sonic
+
| Infinite lives--player 1
SBJA-HYWJ/SBJA-HYV2     Rings worth 5 in special stages--Sonic
+
|-
SBJA-H2WJ/SBJA-H2V2     Rings worth 6 in special stages--Sonic
+
| SATA-DJVW / SATA-DJW8
SBJA-H6WJ/SBJA-H6V2     Rings worth 7 in special stages--Sonic
+
| Rings worth 2--player 2
SBJA-HAWJ/SBJA-HAV2     Rings worth 8 in special stages--Sonic
+
|-
SBJA-HJWR/SBJA-HJV8     Rings worth 2 in special stages--Tails
+
| SATA-DNVW / SATA-DNW8
SBJA-HNWR/SBJA-HNV8     Rings worth 3 in special stages--Tails
+
| Rings worth 3--player 2
SBJA-HTWR/SBJA-HTV8     Rings worth 4 in special stages--Tails
+
|-
SBJA-HYWR/SBJA-HYV8     Rings worth 5 in special stages--Tails
+
| SATA-DTVW / SATA-DTW8
SBJA-H2WR/SBJA-H2V8     Rings worth 6 in special stages--Tails
+
| Rings worth 4--player 2
SBJA-H6WR/SBJA-H6V8     Rings worth 7 in special stages--Tails
+
|-
SBJA-HAWR/SBJA-HAV8     Rings worth 8 in special stages--Tails
+
| SATA-DYVW / SATA-DYW8
ACLA-ATD4               Access Hidden Palace Zone (no solid floors, glitched graphics, etc.)
+
| Rings worth 5--player 2
 
+
|-
===Resources===
+
| 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 with 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 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.'''
 +
{| style="font-family:Courier" width="100%"
 +
| width="200" | 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
 +
|-
 +
| ACLA-ATDR / ACLA-ATD4
 +
| Access Hidden Palace Zone (no solid floors, glitched graphics, etc.)
 +
|}
  
[http://hacking-cult.org/download/collsedit.rar Collsedit]
+
==Miscellaneous==
[[Collsedit]] ver. 0.46 by [[Ultima]]. A [[collision]] editor for Sonic 2.
+
===GoodGen Versions===
 +
*Sonic the Hedgehog 2 (Beta) - Beta version of Sonic 2.
 +
*Sonic the Hedgehog 2 (W) [!] - Revision 01 of Sonic 2.
 +
*Sonic The Hedgehog 2 (W) (REV SC02) - Probable revision 02 of Sonic 2, extracted from Sonic Compilation.
 +
'''Note''': A fourth version, Sonic 2 Rev. 00, was recently dumped by [[Rika chou]], though it has not been recognized in the GoodGen library yet.
 +
==Resources==
 +
===Sonic 2-Specific Hacking Utilities===
  
 +
(For more standard tools such as [[ESE II]] and [[SonED]], see ''[[Sonic Hacking Utilities]]''.)
  
[http://hacking-cult.org/download/sndedit.rar Sonic 2 Special Stage Viewer]
+
===[[Disassembly|Disassemblies]]===
[[Sonic 2 Special Stage Viewer]] by [[Saxman]]. Views special stages for Sonic 2 in a savestate.
+
The binary image of a ROM image can be changed into assembly source code with a disassembler. These are the disassemblies of the ''Sonic the Hedgehog 2'' ROM. You can edit and reassemble them with [[SNASM68K]]. The ROM will be shifted somewhat, so it will be more difficult to edit through a hex editor. The IDA format disassemblies are useful for research, and can only be opened with [[IDA Pro]]. The split format disassemblies have the code and data split up, which makes both easier to edit.
  
 +
*[http://hacking-cult.org/download/s2ida.rar Sonic 2 Disassembly, IDA Format] by [[Nemesis]]
 +
*[http://www.shacnetwork.com/s2split.rar Sonic 2 Disassembly, Split Format] by [[Nemesis]]
  
 +
===Hacking Guides===
 +
* [[Sonic Community Hacking Guide/Sonic 2]]
 +
* [[Sonic Community Hacking Guide/Nem s2|Nemesis' Sonic 2 Hacking Guide]]
  
===American Boxart===
+
===Original Sound Version Recordings===
 +
See [[Sonic the Hedgehog 2 OSV]] for a download page.
  
http://web.archive.org/web/20031225151950/boxscans.sonic-cult.org/sonic2-box-us.jpg
+
===Box Art===
 +
(Via [[Sonicology]])
 +
<gallery>
 +
Image:Sonic2_box_us.jpg|US cover
 +
Image:Sonic2_box_eu.jpg|EU cover
 +
Image:Sonic2_box_jap.jpg|JP cover
 +
</gallery>
  
 +
[[Category:Genesis Games]]
 
{{SonicGenesisGames}}
 
{{SonicGenesisGames}}

Revision as of 11:00, 21 May 2006

{{Bob|bobscreen=Sonic2_title.png|publisher=Sega|developer=Sonic Team]] / [[Sega Technical Institute|system=Sega Genesis|europe=February, 1993|usa=November 24, 1992|japan=November, 1992|genre=2D Platform|seealso=Sonic the Hedgehog 2 (Game Gear)}} Sonic the Hedgehog 2 is the second outing of Sonic on the Megadrive and the first game to feature Miles "Tails" Prower. The game has longer levels, more levels, and a faster pace than its predecessor, Sonic the Hedgehog. 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 the search done in the Chinese fable The Golden Warriror (or Saiyuki), as illustrated by the seven dragonballs in the Dragon Ball series. In it, the hero Son Gokuu (aka The Monkey King) fights hords of diabolical villains, generally in order to protect the universe by keeping their hands far away from the seven dragonballs; when they are all kept in the same place at the same time, and after a brief summonning, a giant Dragon-like creature (known as Sheng Long) grants the summoner a wish, whichever this might be. The hero and other few characters are saiyajin, an alien warrior race that, in certain situations, can explode in a burst of energy, transforming into the legendary Super Saiyajins. Super Sonic is also like a Super Saiyajin 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. Unfortunately for some, Sonic 2 removed the bonus points available from jumping at the end level sign, which could be done in Sonic 1.

Sonic 2 had a worldwide release date, which was uncommon at the time. November 24, 1992, was dubbed Sonic 2sday, and the game was released across all markets. This is referenced in the game by the order in which you need to play the sound effects to activate the debug mode. It was included as a pack-in for the Mega Drive 2.

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

Sonic 2 Manuals

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 destroyed 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: The game stores a list of how many rings are present in each level. Each time you get a lone ring, the game subtracts one from this value (debug rings and Super Ring boxes do not affect this counter). If this value is 0 when you pass the endpost, you receive 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.

Also Released On

Production Credits

Executive Producer: Hayao Nakayama
Producer: Shinobu Toyoda
Game Planner: Hirokazu Yasuhara, Masaharu Yoshii
Chief Programmer: Yuji Naka
Character Design: Judy Totoya
Chief Artist: Judy Totoya
Assistant Programmer: Masanobu Yamamoto, Bill Willis
Object Placement: Hirokazu Yasuhara, Yutaka Sugano, Takahiro Anto
Special Object Placement: Yutaka Sugano
Zone Artist: Reiko Kodama, Craig Stitt, Brenda Ross, Jina Ishiwatari, Tom Payne, Judy Totoya
Special Stage Art and CG: Tim Skelly, 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
Game Manual: Carol Ann Hanshaw, Youichi Takahashi
Executive Supporters: Thomas Kalinski, Fujio Minegishi, Daizaburou Sakurai, Hisashi Suzuki, Takaharu Utsunomiya
Special Thanks To: Kunitake Aoki, Tsuneko Aoki, Cindy Claveran, Masaaki Kawamura, Broderick Macaraeg, Deborah McCracken, Locky P, Daisuke Saito, France Tantiado, Tatsuo Yamada

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. In the Sonic 2 prototype, the bottom line represents two things: the left word is the timer in seconds and the right word is a sine that oscillates between 0000 and 0080.

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 with 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 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
ACLA-ATDR / ACLA-ATD4 Access Hidden Palace Zone (no solid floors, glitched graphics, etc.)

Miscellaneous

GoodGen Versions

  • Sonic the Hedgehog 2 (Beta) - Beta version of Sonic 2.
  • Sonic the Hedgehog 2 (W) [!] - Revision 01 of Sonic 2.
  • Sonic The Hedgehog 2 (W) (REV SC02) - Probable revision 02 of Sonic 2, extracted from Sonic Compilation.

Note: A fourth version, Sonic 2 Rev. 00, was recently dumped by Rika chou, though it has not been recognized in the GoodGen library yet.

Resources

Sonic 2-Specific Hacking Utilities

(For more standard tools such as ESE II and SonED, see Sonic Hacking Utilities.)

Disassemblies

The binary image of a ROM image can be changed into assembly source code with a disassembler. These are the disassemblies of the Sonic the Hedgehog 2 ROM. You can edit and reassemble them with SNASM68K. The ROM will be shifted somewhat, so it will be more difficult to edit through a hex editor. The IDA format disassemblies are useful for research, and can only be opened with IDA Pro. The split format disassemblies have the code and data split up, which makes both easier to edit.

Hacking Guides

Original Sound Version Recordings

See Sonic the Hedgehog 2 OSV for a download page.

Box Art

(Via Sonicology)

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