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

From Sonic Retro

(Also Released On: Added Xbox Live Arcade release; "Xbox Live Arcade" should not be italicized)
(Worldwide release means worldwide release, not "Europe gets it three months later".)
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| developer=[[Sonic Team]],<br/>[[Sega Technical Institute]]
 
| developer=[[Sonic Team]],<br/>[[Sega Technical Institute]]
 
| system=[[Sega Mega Drive/Genesis]]
 
| system=[[Sega Mega Drive/Genesis]]
| europe=February, 1993
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| europe=November 24, 1992
 
| usa=November 24, 1992
 
| usa=November 24, 1992
 
| japan=November, 1992
 
| japan=November, 1992

Revision as of 12:41, 29 February 2008

"Sonic the Hedgehog 2" and "Sonic 2" redirect here. For the 8-bit version, see Sonic the Hedgehog 2 (8-bit).

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Sonic2 title.png
Sonic the Hedgehog 2
System(s): Sega Mega Drive/Genesis
Publisher: Sega
Developer:
Genre: 2D Platform

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. 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 hordes 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