Sonic the Hedgehog 2: Difference between revisions

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Released for the [[Sega Genesis|Sega Mega Drive/Genesis]] worldwide Tuesday, November 24, 1992, a date nicknamed "Sonic [[Pun|2sday]]" during its marketing campaign.
 
On a trip to West Side Island, Sonic meets a shy young fox named Miles Prower, nicknamed "Tails" by the other inhabitants of the island based on the fact that he has two tails. Sonic allows Tails to tag along with him when he notices that the fox can keep up with him by rotating his two tails like a jet propeller. Tails is also a surprisingly gifted mechanic for his age, as evident when he curiously examines the Tornado, a biplane Sonic used to travel to West Side Island.
 
The island looks like it will be a nice vacation spot, when one day, the duo witness a forest fire. Unsurprisingly to Sonic, Dr. Ivo "Eggman" Robotnik is behind this attack. Dr. Eggman and his Badniks have invaded West Side Island in search of the (now) seven Chaos Emeralds, leaving a trail of wanton destruction. The mad doctor apparently now has his sights set on [[Take Over the World|world domination]] and needs the Emeralds to bring his planet-sized space station--the Death Egg--to full power. Joined by Tails, Sonic sets off once again to take down Dr. Eggman.
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* [[Invincible Minor Minion]]: Crawl in the Casino Night Zone can only be destroyed by spinning or rolling into him from behind: attacks from above or the front bounce harmlessly off his pinball bumper shield. On the other hand, he's fairly passive and if you don't bother him, he won't bother you. An appropriate enemy for the [[Casino Park]] level.
** The Flashers in the Mystic Cave Zone are invincible when lit up (even when Sonic himself has the invincibility power-up, he'll just pass straight through them without destroying them).
* [[Kaizo Trap]]: Sort of. During the Chemical Plant Zone Boss, the ground on either side of the arena flips periodically, sending whatever's on them into the water and the pit just beneath the surface. Since there's probably no hope for you if you fall in, you still have to be careful after the boss is beaten, because the platforms still flip. It doesn't help that said boss is [["Wake -Up Call" Boss|suddenly harder than what little you've already gone through]].
** In Mystic Cave Zone, there's a pit of spikes that you can fall into that's too deep for you to jump out of. Normally, all it takes is a few seconds for you to die and then return to the last checkpoint (you land, lose your rings, and then die when you lose your [[Mercy Invincibility]]).) However, if you're Super Sonic, you're invincible, so you're trapped down there until you run out of rings and then die. Depending on how many rings you have at the time, this can [[And I Must Scream|take a while]].
** A ''literal'' Kaizo Trap can happen at the end of [[That One Level|Metropolis Zone]] Act 3. If you beat the boss as Super Sonic without destroying any of the clone bubbles the boss spawns and then run out of rings before reaching the animal pod at the end of the level, it's actually possible for the clone bubbles to follow you over to the pod and kill you while your end-of-level score is being tallied. Of course, you'd pretty much have to be actively trying for this to happen, so it overlaps heavily with [[Epic Fail]].
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* [[Logo Joke]]: Sonic rushes to the right, and then to the left, his afterimage revealing the Sega logo, the "SAYYYYYYY-GUH!" from the first game then playing.
* [[The Missingno]]: Messing around in debug mode could turn Sonic's sprite black and green; fans have nicknamed this new "character" Ashura.
* [[Not So Harmless]]: The crab-themed badniks in every other Sonic game, and most relevantly the Crabmeats in ''Sonic 1'', are usually [[The Goomba]], among the weakest enemies. Then the Metropolis Zone throws the Shellcraker [sic] at you, which looks similar but is ''insanely hard to avoid or kill'' with an incredibly small hitbox.
* [[Oxygenated Underwater Bubbles]]: Present throughout Aquatic Ruin.
* [[Palette Swap]]: Tails is basically this for Sonic. Despite being able to fly while AI-controlled, you can't do so while playing as him. The only major gameplay difference is that Tails can't go super. Thank goodness for [[Divergent Character Evolution]].
** Also, Hill Top Zone uses almost the same graphics as Emerald Hill Zone - the only differences being that the ground has blue blocks under the grass instead of brown, it has lava, and it has pine trees instead of palm trees. Loading the game in a tile editor reveals EHZ even has the vines that those blue platforms slide down, and a very early prototype of the game (which appears to be the same one shown on an episode of Nick Arcade) allows you to place the seesaws from Hill Top in Emerald Hill by using debug mode.
* [[Pinball Zone]]: Casino Night Zone.
* [[Pop Star Composer]]: Dreams Come True bassist Masato Nakamura once again, who provided music for its predecessor. Due to financial disagreements between him and Sega, this would be Nakamura's last contribution to the series until ''Sonic2006'' (where DCT teamed up with Akon to do a remix of "SWEET SWEET SWEET" and "SWEET DREAMS"). Nakamura's departure resulted in the intro music for ''Sonic Spinball'', originally a metal-esque remix of his Sonic theme, getting replaced by a different tune, and Sega relying on composers from its Wave Master music studio to write the music for most subsequent Sonic games.
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** Also, that's no moon. It's a [[Star Wars|Death Egg]].
* [[Smashing Hallway Traps of Doom]]: Mystic Cave Zone and Metropolis Zone have most of them in this game.
* [[Spiritual Successor]]: Several levels follow the same themes as those in ''Sonic 1''.
** The Emerald Hill Zone for the Green Hill Zone.
** The Casino Night Zone is a (far more fun) development on the Spring Yard Zone 'pinball machine' theme, to the extent that it's one of the most influential levels on future Sonic games while all vestiges of Spring Yard were dropped.
** The Metropolis Zone for the Scrap Brain Zone. Both are an [[Eternal Engine]], green in colour, etc...to the point where people playing Sonic 2 for the first time in 1992 were subject to [[Your Princess Is in Another Castle]] when they found out it wasn't in fact the final level.
* [[Super Mode]]: Introduced in this game. Become Super Sonic by collecting all [[Chaos Emeralds]]. After that, collect 50 rings and jump. Normally touching enemies hurts Sonic, but as Super Sonic, it ''defeats enemies'' instead. Touching [[Spikes of Doom|spikes]] in Super Mode won't hurt Sonic either, but he can still die by falling in a [[Bottomless Pit]], being crushed, or drowning. As Super Sonic, Sonic's rings decrease steadily and he turns back into regular Sonic if he runs out. It's only for Sonic though. Tails will have to wait for the next game(s).
* [[Tagalong Kid]]: Sonic's new sidekick Tails.
* [[Theme Music Power-Up]]: Super Sonic.
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** The Grounder Badnik in Aquatic Ruin Zone has two drills for hands and a third for a nose. The Spiker Badnik in Hill Top Zone comes equipped with a detachable spiked drill on its head.
* [[Tube Travel]]: In the Chemical Plant Zone and the Metropolis Zone.
* [[Under the Sea]]: Aquatic Ruin Zone is a fairly halfhearted attempt, given that it's quite easy to pass both acts without going underwater once. It may represent fan backlash over Labyrinth Zone, but annoyed players who didn't automatically view water levels as [[Down the Drain]].
** Ironically, you could easily spend more time under-'water' in the Chemical Plant Zone.
* [[Unwinnable By Mistake]]: When you finish the stage as Super Sonic--i.e. run past the spinning sign at the end--you immediately power down. If you jump again, you'll transform into Super Sonic, immediately power down, and be stuck running in place in midair. Sonic runs to the right and offscreen when the sign finishes spinning; but if he's stuck in midair, the stage doesn't register as finished and you have to reset.
* [[Video Game Cruelty Potential]]: Tails may be immortal, but the level design offers ample opportunity to "kill" him by squashing him with obstacles. This potential became a [[Running Gag]] in Cybershell's ~Let's Play~ of this game and ''[[Sonic 3 and Knuckles]]'' in retaliation for Tails's [[Artificial Stupidity]].
** This is also the entire point of the Tails abuse Machinima series by Whoisthisgit on Youtube (the ones that use actual gameplay at least).
* [["Wake -Up Call" Boss]]: Dr. Eggman's chemical-dumper contraption from Chemical Plant Zone, the ''second'' zone. It's not too hard, but the two platforms on both sides of the field periodically collapse into [[Bottomless Pit|bottomless pits]], making it very possible for a chemical projectile to knock you into the purple water below. Playing as "Sonic and Tails" also presents its share of problems, as when you jump, so does Tails, and if he hits Eggman first, you'll go through Eggman (due to his [[Mercy Invincibility]]) and down the pit.
** However, if you actually have a second player to wield the other controller, it becomes laughably easy, since a crouching Sonic is ''immune'' to the boss' attack, and Tails will always respawn if you manage to get him killed.
* [[Warmup Boss]]: Dr. Eggman's drill-tank contraption from Emerald Hill Zone, which goes from one side of the screen to the other. It's even ''easier'' than the wrecking ball contraption from ''Sonic 1'' (which was also the first boss of its respective game)!
* [[Wasted Song]]: The Death Egg Zone theme is whimsically creepy, catchy, and awesome...and since it's only played in the corridor before the Mecha Sonic fight, you likely won't even hear 10 seconds of it. This is justified by the fact that it was originally supposed to be played for a full-length Act in the Death Egg Zone, but that was [[Dummied Out]].
* [[Would Be Rude to Say Genocide]]: There was an originally planned but deleted zone called Genocide City. The Japanese developers chose the name because they thought it sounded cool, but [[Unfortunate Implications|then they bothered to look up what the word meant]].
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Bored after defeating Dr. Eggman a little while back, Sonic leaves South Island in search of adventure. When he returns, he finds most of his animal friends, including his best bud Tails, gone. He finds a letter from Tails, which states that Dr. Eggman is behind the kidnappings, and he's holding Tails ransom for the six Chaos Emeralds inside his lair, the Crystal Egg Zone. Justifiably riled up, Sonic sets off once again to take down Eggman.
 
This version of ''Sonic 2'' builds on its predecessor with somewhat faster gameplay, even including loops in one zone. It also includes some differences from its 16-Bit counterpart, such as zone gimmicks including mine carts and hang gliders, the lack of a spindash (perhaps due to being this being the first version released), and the omission of Tails as a playable character (for obvious reasons, of course).
 
Once again, however, the Emeralds are collected in the second act of each zone, except for the sixth, where it's the reward for beating the penultimate zone's boss after collecting the first five. Getting all of them grants access to the ''true'' final zone, the areforementioned Crystal Egg, where Sonic confronts Dr. Eggman in a final battle to save Tails.
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=== Tropes appearing in this version: ===
* [[Bubbly Clouds]]: Sky High Zone is a mix of this and [[Death Mountain]], as the lower parts of its Acts appear to be a mountain peak and the upper parts are clouds, some of which can be stood on.
* [[Easter Egg]]: There is a 1-up hidden at the left side of Sky High act 1. When Sonic jumps over the monitor, a group of birds will come out of the trees and jump around.
* [[Hostage for Macguffin]]: Tails.
* [[Kill the Cutie]]: {{spoiler|Heavily implied in the [[Bad Ending]]}}.
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