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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)}}
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#REDIRECT [[Sonic the Hedgehog 2]]
'''''Sonic the Hedgehog 2''''' is the second outing of Sonic on the [[Sega Mega Drive/Genesis]] 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.
 
 
 
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 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 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==
 
* [[Sonic the Hedgehog 2 (16-bit) US/EU Manual]]
 
* [[Sonic the Hedgehog 2 (16-bit) JP Manual]] (Translated}
 
 
 
== Levels ==
 
*[[Emerald Hill Zone]]
 
*[[Chemical Plant Zone]]
 
*[[Aquatic Ruin Zone]]
 
*[[Casino Night Zone]]
 
*[[Hill Top Zone]]
 
*[[Mystic Cave Zone]]
 
*[[Oil Ocean Zone]]
 
*[[Metropolis Zone]]
 
*[[Sky Chase Zone]]
 
*[[Wing Fortress Zone]]
 
*[[Death Egg Zone (S2)|Death Egg Zone]]
 
*[[Special Stage (Sonic 2)|Special Stage]]
 
*[[Hidden Palace Zone (S2)|Hidden Palace Zone]] (Inaccessible 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.
 
 
 
==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==
 
* ''[[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)
 
 
 
== 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>
 
 
 
== Cheat Codes, All Versions ==
 
''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
 
 
 
*'''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.<br>
 
Press A to advance forward through the debug object list.<br>
 
Press A+C to advance backwards through the debug object list.<br>
 
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.<br>
 
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''
 
 
 
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).<br>
 
Press C to advance one frame.<br>
 
 
 
== [[Game Genie]] Codes ==
 
There are two versions of this game. If one code doesn't work on your game, then try the other.
 
 
 
{| style="font-family:Courier" width="100%"
 
| width="200" | 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.'''
 
{| 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.)
 
|}
 
 
 
==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]]''.)
 
 
 
===[[Disassembly|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.
 
 
 
*[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===
 
* [[SCHG:Sonic 2|Sonic Community Hacking Guide/Sonic 2]]
 
* [[SCHG:Nem s2|Nemesis' Sonic 2 Hacking Guide]]
 
* [[SCHG:Nem s2ss|Nemesis' Sonic 2 Savestate Hacking Guide]]
 
 
 
===Original Sound Version Recordings===
 
See [[Sonic the Hedgehog 2 OSV]] for a download page.
 
 
 
===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}}
 

Revision as of 19:01, 9 September 2006