Sonic The Hedgehog 2 Chemical Plant Zone Music Extended Essay

This article is about the Sega Mega Drive/Genesis game. For the Master System and Game Gear game, see Sonic the Hedgehog 2 (8-bit video game).

Sonic the Hedgehog 2

European box art

Developer(s)Sonic Team
Sega Technical Institute
Publisher(s)Sega
Director(s)Masaharu Yoshii
Producer(s)Shinobu Toyoda
Designer(s)Hirokazu Yasuhara
Takahiro Anto
Yutaka Sugano
Programmer(s)Yuji Naka
Bill Willis
Masanobu Yamamoto
Artist(s)Yasushi Yamaguchi
Jina Ishiwatari
Rieko Kodama
Tim Skelly
Composer(s)Masato Nakamura
SeriesSonic the Hedgehog
Platform(s)Sega Genesis, Nintendo 3DS, iOS, Android, Windows Phone, Apple TV
Release

November 21, 1992

  • Sega Genesis
    iOS, Android
    Windows Phone
    Nintendo 3DS
    • JP: July 22, 2015
    • WW: October 8, 2015
Genre(s)Platform
Mode(s)Single-player, multiplayer

Sonic the Hedgehog 2[a] is a platform game developed and published by Sega for the Sega Genesis console, released worldwide in November 1992. It is the second main entry in the Sonic the Hedgehog series, and introduced Sonic the Hedgehog's sidekick, Miles "Tails" Prower, controllable by a second player. In the story, Sonic and Tails must stop series antagonist Dr. Ivo Robotnik from stealing the Chaos Emeralds to power his space station, the Death Egg.

Development of the game began in November 1991. Both the American and Japanese Sonic Team staff contributed to developing the game; art director Tim Skelly designed the appearance of the game's new 3D special stages, which were based on an earlier tech demo created by Yuji Naka. The staff increased the speed of Sonic the Hedgehog 2 in comparison to its predecessor. As with the first installment, the soundtrack was composed by Masato Nakamura.

Sonic the Hedgehog 2 sold over six million copies, making it the second-best-selling Genesis game behind the original Sonic the Hedgehog. It received highly positive reviews from critics, who commended the game's level design and visuals, although its multiplayer mode was criticized. It has been re-released on various platforms; a remastered version developed using the Retro Engine released on iOS and Android in December 2013. Two direct sequels, Sonic the Hedgehog 3 and Sonic & Knuckles, were released in 1994.

Plot[edit]

The game's premise is similar to that of the original Sonic the Hedgehog. Sonic's nemesis, Dr. Ivo Robotnik, is planning world domination through the power of the Chaos Emeralds and an army of robots powered by trapped animals. Specific to this game, he is additionally constructing an armored space station known as the Death Egg (a parody of the Death Star), also for the means of world domination.[3]

The events of the game see Sonic and Tails chasing Robotnik through West Side Island, and eventually up to the Death Egg, pursuing him with Tails' biplane, the Tornado. The plane is damaged after being shot at, but Sonic still manages to infiltrate the Death Egg, alone. Once there, he battles a robotic imposter before taking on Robotnik, who is piloting a giant mech. Sonic manages to defeat the robot and it explodes, damaging the Death Egg and knocking it out of orbit. Sonic falls to the ground and is saved by Tails in the Tornado. If the player has collected all of the Chaos Emeralds, Sonic, in his Super Sonic form, flies alongside it.[4]

Gameplay[edit]

Sonic the Hedgehog 2 is a 2Dside-scrollingplatform game.[5] The game stars Sonic the Hedgehog and his sidekick, Miles "Tails" Prower, who is described as having idolized Sonic as a child and wanting to keep up with him.[6] At the game's start, the player can select to either play as Sonic, Tails, or both. The difference between the two is purely cosmetic; the two both have identical abilities.[7] In the latter mode, players control Sonic while Tails runs along beside him. A second player can join in at any time and control Tails separately.[8] The game takes place over a series of levels, each divided into one, two, or three acts with a boss fight with Robotnik at the end of the last act. Certain levels have features that are unique to them; for example, Emerald Hill has corkscrew-like loops, and Chemical Plant has boost pads that instantly put Sonic at his top speed.[6] The character can jump on enemies to defeat them; the game also introduces a new move, the "spin dash" or "Super Dash Attack", by which the player curls in a ball and spins while stationary, resulting in a speed boost.[9] When the player is attacked by an enemy without rings, is crushed, falls off-screen, or exceeds the act's ten-minute limit, they lose a life and return to the most recently passed checkpoint.[10] Dying with zero lives gives the player a game over.[11]

When the player collects at least 50 rings and passes a checkpoint, they can warp to a "special stage".[12] In these stages, the player runs through a pseudo-3Dhalf-pipe course, collecting rings and dodging bombs. A set amount of rings must be collected to pass through each of three checkpoints and in turn to obtain the emerald itself. If Sonic collides with a bomb, he loses ten rings and is immobilized momentarily. The stages rise in difficulty, and the player cannot enter any stage without passing the previous one. After finishing, the player is transported back to the star post they used to enter the special stage, with their ring-count reset to zero.[13] When all Emeralds have been collected, if the player chose Sonic, he has the ability to turn into Super Sonic, which requires 50 rings or more.[4][12] Super Sonic is yellow and invincible to enemy attacks, and his speed, acceleration, and jump height are increased as well. However, he loses one ring per second and reverts to being regular Sonic when all of his rings are gone.[4]

The game also has a competitive mode, where two players compete against each other to the finish line, as either Sonic or Tails, in a split-screen race through three of the regular levels and a special stage. After one player finishes one of the regular levels, the other player must finish the zone within 60 seconds, or the level ends instantly. In the regular levels, players are ranked in five areas (score, time, rings held at the end of the level, total rings collected, and the number of item boxes broken). The player with wins in the most number of categories wins the level. In the Special Stage, players compete to obtain the most rings. The mode ends when all stages have been completed, or if a player loses all their lives, in which their opponent will automatically win.[14]

Knuckles the Echidna in Sonic the Hedgehog 2[edit]

See also: Sonic & Knuckles

Sonic & Knuckles was released in 1994, two years after Sonic 2. The Sonic & Knucklesgame cartridge features a special "lock-on" port into which the player can insert other Genesis cartridges. Attaching Sonic 2 unlocks Knuckles the Echidna in Sonic the Hedgehog 2, a variation of Sonic 2 whereby the player plays as Knuckles the Echidna, a character introduced in Sonic the Hedgehog 3 and not playable until Sonic & Knuckles.[15] Though the game is largely identical to Sonic the Hedgehog 2, Knuckles is able to glide and climb walls, allowing him access to areas previously inaccessible to Sonic or Tails. However, he cannot jump as high, making some parts of the game, such as certain boss fights, more difficult. In addition, fewer rings are needed to progress in special stages and the score no longer resets. The two-player mode is removed.[15]

Development[edit]

Following the release of the original Sonic the Hedgehog, creator Yuji Naka quit Sega due to disagreements over its corporate policies.[16][17]Mark Cerny, who had recently founded Sega Technical Institute (STI) in the American state of California, met with Naka in Japan and offered him a higher salary and more creative freedom if he joined STI.[16][17] Naka agreed, and Hirokazu Yasuhara, the lead level designer of Sonic the Hedgehog, also decided to move to STI.[16][17] Yasuhara had been assigned to help Cerny establish STI in 1990, but the outbreak of the Gulf War delayed his move to the United States by three months, during which he joined Sonic Team and became part of the Sonic project.[18][19]

Development of Sonic 2 began in November 1991, two months later than Cerny had intended because Sega of America initially felt it was too soon for a sequel.[16] Both American and Japanese Sonic Team staff contributed to development; art director Tim Skelly designed the appearance of the game's pseudo-3D special stages, based on a tech demo created by Naka.[20] The special stages were created out of pre-rendered3D polygons, video of which was compressed and halved, both vertically and horizontally, to fit in the game cartridge.[21]Sonic 2 also introduced Sonic's sidekick, a two-tailed fox that could fly named Tails, inspired by Japanese folklore about the kitsune and created by level artist Yasushi Yamaguchi. Sega of America objected to the character's name, Miles Prower (a pun on "miles per hour"), so he was given the nickname Tails as a compromise.[22] Masaharu Yoshii served as the game's director. The staff increased the speed of Sonic the Hedgehog 2 compared to the first game.[23]

Sonic 2 is believed to have been planned to have time travel aspects and was originally developed alongside Sonic CD as the same game,[24] but Sonic CD eventually became its own game over time.[25] A demonstration cartridge of Sonic 2 was stolen at a New York City toy show early in 1992, which was later attributed to a lack of security. The prototype ROM was rediscovered by a fan named Simon Wai on a Chinese website,[26] and features playable sections of two cut levels from the final release of the game: Wood Zone and Hidden Palace Zone.[27][28][29] Hidden Palace Zone was in the game from the start, but removed because of a lack of time and capacity.[30]

The basic idea was about the same as it was in Sonic & Knuckles. You'd encounter the stage through normal play by collecting the emeralds. The idea behind the stage was, "Where do the Chaos Emeralds come from?" That's where Sonic was originally supposed to be granted his Super Sonic powers. We finally were able to use it in S&K, though it wound up being quite different from what we had planned in Sonic 2. But even from Sonic 1 we'd been throwing around those sorts of ideas. Still, when we were running out of time, we looked over things quickly trying to figure out what to dump ... and CHOP went the Hidden Palace. There's simply no way we could have thrown that in by the deadline at the rate we were going.

— Yuji Naka, on the intended purpose of the Hidden Palace stage[31]

Although a level sharing the same name appeared in Sonic & Knuckles, the original version of Hidden Palace was left unfinished until the remastered iOS port was released in December 2013, which features a redesigned version of the level as an optional stage.[32] Sega also provided some magazines with mockup images that showed another scrapped level, the desert-themed Dust Hill Zone,[33][34] and the stolen 1992 prototype features an unused level slot titled "Genocide City".[26] Naka has also alluded to another scrapped level in the Sonic Jam Official Strategy Guide, explaining why the Metropolis Zone had three parts to it, while every other level only had two: "Due to problems with the story, Act 3 was going to be a different Zone that would only appear once, but since it was cut, we still wanted to have something after Act 2. So that's why there are three acts in this one. We had already finished the map, and it would have been a shame to waste it, so this is what we went with."[35]

Music[edit]

Sonic the Hedgehog 2's music, like the previous game, was composed by Masato Nakamura, bassist and lead songwriter of the J-pop band Dreams Come True. The music began early on in development with only concept images for Nakamura's reference, but having a previous game meant he had experience with creating music for the Genesis and began taking a similar approach to the first game.[36] Nakamura treated Sonic the Hedgehog 2 as a film and designed the music around the atmosphere that he felt from the images of the stages.[37] Except for the graphics and some discussion with Sonic Team, Nakamura was given freedom over the music creation which he believes was the reason why he was able to create "such melodic tunes and unusual rhythm patterns".[38]

Nakamura created the music while he was recording with Dreams Come True in London, working on their fifth album The Swinging Star. As a gift to Sonic Team, Masato produced an alternate version of the ending theme with Dreams Come True, which was included in the album they were recording at the time.[39] In 2011, the stage music from Chemical Plant and Casino Night Zone were remixed by Sega for use in Sonic Generations.[40]

Later in October of the same year, a three-disc compilation of the music from Sonic the Hedgehog and Sonic the Hedgehog 2 was released in Japan.[41] Alongside music from the game, the compilation includes comments by Yuji Naka and an interview with Nakamura.[42][43] The first disc contains original tracks from both games, and the second contains Nakamura's demo recordings produced during the games' development.[44] The third disc contains "Sweet Sweet Sweet" by Dreams Come True,[41] its English-language version "Sweet Dream", and 2006 remixes of both songs by singer Akon which were used in Sonic the Hedgehog (2006).[45][45][46][47]

Release[edit]

Sega launched a $10 million advertising campaign for Sonic the Hedgehog 2's release.[1] Sega sought a global release date to make the game available in all stores on the same day, a fairly novel concept at the time. This required Sega to reconfigure its distribution system to ensure that games were available in all major stores. The release date, Tuesday, November 24, 1992 was marketed as "Sonic 2s day". While the Genesis release in North America and the Mega Drive release in Europe both released the game on this day, Sega made the game available a few days before in Japan on November 21, 1992.[48] 400,000 copies of Sonic 2 were sold in the first seven days after release[1] and over 6 million in the lifespan of the console (only 180,000 of which were in Japan[49]).[50]

Alternate versions and ports[edit]

8-bit version[edit]

Main article: Sonic the Hedgehog 2 (8-bit video game)

A version of the game for the Sega Master System and Game Gear was developed by Aspect. Though based on the original game of the same name, it is a distinct game, with different level designs and a different plot,[51] and this version, unlike the 16-bit release, does not have the spin dash, which led it to being thought to be made before the Sega Genesis version.[52]

2013 remaster[edit]

A remastered mobile port was released for iOS, Android, and Windows Phone devices on December 12, 2013. This version was developed from scratch by Christian "Taxman" Whitehead and Simon "Stealth" Thomley using the Retro Engine previously used in the 2011 remaster of Sonic CD. This version adds several enhancements, such as widescreen graphics, Knuckles as a playable character, time and boss attack modes, online multiplayer, additional multiplayer stages, and the previously unreleased Hidden Palace Zone. Additionally, Tails is given his abilities from Sonic the Hedgehog 3,[32] and the remaster features a post-credits scene which depicts the Death Egg crash-landing on Angel Island.[53] This version was received positively, with Shaun Musgrave of TouchArcade declaring it the "definitive version" of the game.[54] The iOS version was updated in 2016, adding compatibility for Apple TV.[55]

Compilation releases[edit]

See also: List of Sonic the Hedgehog compilations

Compilations that include the game are Sonic Compilation (1995) for the Sega Mega Drive/Genesis;[56]Sonic Jam (1997) for the Sega Saturn;[57]Sonic Mega Collection (2002) for the Nintendo GameCube;[58]Sonic Mega Collection Plus (2004) for the PlayStation 2, Xbox, and PC;[59]Sega Genesis Collection (2006) for the PlayStation 2 and PlayStation Portable;[60]Sonic's Ultimate Genesis Collection (2009) for the Xbox 360 and PlayStation 3;[61] and Sonic Classic Collection (2010) for the Nintendo DS.[62]

Download releases[edit]

The game was made available for download on Wii's Virtual Console on June 11, 2007,[63]PlayStation 3 via the PlayStation Network on April 19, 2011,[64] and Xbox 360 via Xbox Live Arcade, the latter having enhancements such as online leaderboards, achievements, and online play.[65] Various mobile phone versions exist as well, including the iOS release.[66] The game was released as part of the Nintendo 3DS3D Classics line in Japan on July 22, 2015, with a release in North America and Europe initially slated for September 2015, before being pushed back to October 8.[67][68]

Reception[edit]

Due to the popularity of its predecessor, Sonic the Hedgehog 2 already had an established fanbase anticipating its release.[5] The game received critical acclaim and was a bestseller in the UK charts for 2 months.[91] As of 2006, the game had sold over 6 million copies,[50] making it the second best-selling game for the Sega Genesis (after the original Sonic the Hedgehog).

Reviewers praised the large levels,[79] colorful graphics and backgrounds,[79][92] increased characters, enemies,[5] and music. GameSpot stated that "time may have eroded Sega's prominence, but it hasn't done much to diminish how sweet Sonic the Hedgehog 2 is," and, along with other reviewers, commented on how it is still a fun game to play.[5][79]Electronic Gaming Monthly named it the best Genesis game of 1992.[87] In 2000, Game Informer ranked Sonic 2 number 61 on its "Top 100 Games of All Time" list, calling it "the most challenging and finely polished Sonic the Hedgehog title."[93]Mega placed the game at #36 in their "Top Sega Mega Drive Games of All Time" list.[94] Critics also enjoyed the faster gameplay in comparison to its predecessor, as well as its new features. Lucas Thomas of IGN praised the new "spin dash" ability.[95] Thomas also noted that the levels of Sonic 2 were designed to showcase the character's speed, and was less a "platform-jumping game" than a "platform-running" game, in slight contrast to its predecessor.[95]

The main criticisms were of the two-player mode, a first for the series.[96][92] Reviewers criticized the mode's slowdown and flickering, and the squashed play area. However, Lucas Thomas praised the innovation, quipping that "Mario and Luigi could never run competitively through the same levels, at the same time".[97] William Burrill of the Toronto Star described the racing mode as the "only part of the game that can be faulted," as its split-screen view "squeezes the graphics, plumps up the characters and slows down the action."[98]

Legacy[edit]

Sonic 2's success was a major factor in Sega catching up to Nintendo in the early-1990s console wars.[99] It brought their market share up to 50% within six months of its release.[79] Tails, whom Sonic the Hedgehog 2 introduced, went on to become one of the most prominent characters in the series, appearing as Sonic's sidekick in most Sonic media, including in recent games such as Sonic Colors, Sonic Generations, and Sonic Lost World. Sonic the Hedgehog 2's popularity extended to various merchandise such as comic books such as Sonic the Comic,[100] a television series,[101] and a sequel, Sonic the Hedgehog 3, which received similar acclaim.[102]

For Sonic's 20th anniversary, Sega released Sonic Generations, which remade aspects of various past games from the franchise.[103] The PlayStation 3, Xbox 360, and PC versions contained a remade "Chemical Plant" level.[104] It also contained a remake of the final boss fight, the Death Egg Robot, as the Classic Era boss of the game.[105] Separately, the Nintendo 3DS version of the game contained a remake of the "Casino Night" level.[106] A "Casino Night" themed pinball minigame was made available for download as a pre-order bonus for the console versions at GameStop.[107] Remade versions of Chemical Plant and Oil Ocean also appear in the 2017 game Sonic Mania.[108]

In 2008, an unofficial, high-definition remake was announced titled Sonic the Hedgehog 2 HD, which included development members who would later work on Sonic Mania.[109][110] In 2012, it was reported that a potential keylogger was included with an alpha build of the game, which led to the project being discontinued due to the controversy.[111] In 2014, the project was restarted under a new development team.[112] The final version is planned to feature additional stages and the option to play levels as Knuckles the Echidna.[113]

Notes[edit]

References[edit]

  1. ^ abcdeBiddle, Frederic M. (1992-12-08). "Sega vs. Nintendo: The Rematch". The Boston Globe. p. Economy 43. 
  2. ^. Famitsu (in Japanese). Famitsu Japan. Retrieved 2014-11-17. 
  3. ^Sonic the Hedgehog 2 (Genesis) instruction manual, p. 4.
  4. ^ abcCreegan, Dermot. "Casual Monday: Sonic the Hedgehog 2". Hardcore Gamer. Disqus. Retrieved 2014-11-16. 
  5. ^ abcdeLucas M., Thomas (2007). "IGN's Sonic the Hedgehog 2 Review". IGN. Ziff Davis. Retrieved 2007-10-21. 
  6. ^ abSonic the Hedgehog 2 (Genesis) instruction manual, p. 3.
  7. ^Sonic the Hedgehog 2 (Genesis) instruction manual, p. 8.
  8. ^Sonic the Hedgehog 2 (Genesis) instruction manual, p. 7.
  9. ^Sonic the Hedgehog 2 (Genesis) instruction manual, p. 6.
  10. ^Sonic the Hedgehog 2 (Genesis) instruction manual, p. 9.
  11. ^Sonic the Hedgehog 2 (Genesis) instruction manual, p. 18.
  12. ^ abNelson, Jared. "A Guide to 'Sonic The Hedgehog' Version 2.0's Hidden Level-select, Debug Mode, and Many More Secrets". TouchArcade. Arnold Kim. Retrieved 2014-11-16. 
  13. ^Sonic the Hedgehog 2 (Genesis) instruction manual, p. 17.
  14. ^Sonic the Hedgehog 2 (Genesis) instruction manual, pp. 19–20.
  15. ^ abNewton, James. "Sonic & Knuckles "lock-on" review". NintendoLife. GamesIndustry.biz. Retrieved 2014-11-14. 
  16. ^ abcdHorowitz, Ken (2007-06-11). "Developer's Den: Sega Technical Institute". Sega-16. Retrieved 2014-07-11. 
  17. ^ abc"The Essential 50 Part 28 - Sonic the Hedgehog". 1UP.com. Ziff Davis. Archived from the original on November 17, 2014. Retrieved July 21, 2014. 
  18. ^"Sonic's Architect: GI Interviews Hirokazu Yasuhara". Game Informer. Vol. 13 no. 124. August 2003. pp. 114–116. 
  19. ^Thomason, Steve (January 2007). "Birth of a Hedgehog". Nintendo Power. Vol. 20 no. 211. Future Publishing. p. 72. 
  20. ^"G4 Icons Episode #37: Yuji Naka". YouTube. 2013-04-05. Retrieved 2014-07-11.  Event occurs at 8:50.
  21. ^3D Sonic The Hedgehog 2 Included in the SEGA 3D Classics, Sega (October 6, 2015)
  22. ^Harris, Blake J. (2014). Console Wars: Sega, Nintendo, and the Battle That Defined a Generation. New York, New York: HarperCollins. pp. 244–247. ISBN 978-0-06-227669-8. 
  23. ^Sega Video Game Illustrations. Nippon Shuppan Hanbai (Deutschland) GmbH. 1994. p. 50. ISBN 3-910052-50-9. 
  24. ^"Mega Mouth". Mega. No. 1. October 1992. p. 90. 
  25. ^DeVries, Jack (2011-12-15). "Sonic CD Review". IGN. Ziff Davis. Retrieved 2014-11-17. 
  26. ^ abKemps, Heidi. "A Quest for the Secret Origins of Lost Video-Game Levels". The Atlantic. Retrieved 11 January 2017. 
  27. ^"GameSpy: Sega's Yuji Naka Talks!". GameSpy. Retrieved 2007-02-27. 
  28. ^"Kikizo Games: Features: Sonic Team Interview November 2005 (Page 2)". Kikizo. Kikizo, Ltd. Retrieved 2007-02-27. 
  29. ^Cook, Dave. "Sonic the Hedgehog 2 Android & iOS remaster restores cut Hidden Palace Zone". VG247. Retrieved 6 January 2017. 
  30. ^Yuji Naka (2014). "Yuji Naka Game Designer". Sega Mega Drive/Genesis Collected Works (Interview). Read-Only Memory. pp. 278,279. ISBN 978-0-9575768-1-0. 
  31. ^"GameSpy: Sega's Yuji Naka Talks! - Page 4". GameSpy. Retrieved 2014-01-08. 
  32. ^ abCowan, Danny (2013-12-11). "Remastered Sonic the Hedgehog 2 hits Android, iOS tomorrow with bonus Hidden Palace Zone". Joystiq. AOL. Retrieved 2014-01-08. 
  33. ^Earth Angel (June 1993). "Sonic Mystery". GamePro. No. 47. IDG. p. 14. 
  34. ^"Backstage with Sonic the Hedgehog 2". Game Players Sega Guide. Sega: 16. December 1992. 
  35. ^Sonic Jam: Official Guide ソニックジャムオフィシャルガイド (in Japanese). 1997. ISBN 978-4-797-30337-7. 
  36. ^Nakamura, Masato (2011), Interview with Masato Nakamura (Album Booklet), DCT Records,  
  37. ^Nakamura, Masato (2011), Interview with Masato Nakamura (Album Booklet), DCT Records,  
  38. ^Nakamura, Masato (2011), Interview with Masato Nakamura (Album Booklet), DCT Records,  
  39. ^Naka, Yuji (2011), Interview with Yuju Naka (Album Booklet), DCT Records,  
  40. ^Newton, James. "Sonic Colours Soundtrack Racing to iTunes". NintendoLife. GamesIndustry.biz. Retrieved 2014-11-14. 
  41. ^ abElston, Brett. "Game music of the day: Sonic the Hedgehog 2". GamesRadar. Future US. Retrieved 2014-11-16. 
  42. ^Gantayat, Anoop. "TGS 2005: Eyes-On Sonic Next-Gen". IGN. Ziff Davis. Retrieved 2014-11-16. 
  43. ^Good, Owen. "A Look Back at 20 Years of Music History with Sonic". Kotaku. Gawker Media. Retrieved 2014-11-16. 
  44. ^"POCS-21032~4 | Sonic The Hedgehog 1&2 Soundtrack". VGMdb. Retrieved 2014-01-08.
Sonic and Tails hopping across pillars in the third stage, Aquatic Ruin Zone
The game's special stages, in which the player collects rings in hopes of obtaining a Chaos Emerald, are presented in 3D, unlike the rest of the game.

Кнопочная панель Третьего узла погасла, двери были закрыты. - Черт возьми. Я совсем забыл, что электричество вырубилось.

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