Difference between revisions of "Sonic the Hedgehog 2"

From SDA Knowledge Base

Jump to: navigation, search
(Categories)
 
(40 intermediate revisions by 7 users not shown)
Line 1: Line 1:
{{sda run|http://speeddemosarchive.com/Sonic2.html}}
+
[[Category:Games]]
 +
[[Category:Genesis]]
 +
= Categories =
 +
[[Sonic_the_Hedgehog_2/Sonic|Sonic]] - Beat the game using Sonic & Tails (1 player)<br />
 +
-- [https://www.youtube.com/watch?v=AVuQXqAAwos Video tutorial for Sonic category]<br />
 +
[[Sonic_the_Hedgehog_2/Knuckles|Knuckles]] - Beat the game using Knuckles<br />
 +
-- [https://www.youtube.com/watch?v=qny6B7G7kfg Video tutorial for Knuckles category]<br />
  
==Version differences==
+
[https://www.youtube.com/watch?v=NIpgtzarJHA This run] also exists as a reference for all emeralds, or 100%. Note that this run, unlike other Sonic 2 runs, is timed in real time.
  
As with all the 16-bit Sonic games, the PAL version runs slower than the NTSC version. However, the in-game timer is slowed down by the same amount, so identical times are possible in both versions. PAL players may have a slight advantage due to the slowdown aiding players' reactions, but in general players in all regions can compete equally.
+
= Additional Information =
 
+
[http://www.speedrun.com/Sonic_the_Hedgehog_2_Genesis_Mega_Drive Leaderboards] - All the best times to date, with videos where available. '''Please note the rules on this page, particularly those regarding emulators!''' <br />
Since the Mega Drive/Genesis version, Sonic 2 has since been re-released several times:
+
[[Sonic_the_Hedgehog/Game_Mechanics_and_Glitches|Game Mechanics and Glitches]] - Some explanations about how the game works, specific techniques, and glitches <br />
 
+
[[Sonic_the_Hedgehog_2/Casual_Speedrunning|Casual Speedrunning]] - Some adjustments to make speedrunning the game easier <br />
*Sonic Compilation (1995, Sega Mega Drive, Europe) and Sonic Classics 3-in-1 (1997, Sega Genesis, North America)
+
[[Sonic_the_Hedgehog_2/Additional_Resources|Additional Resources]] - Links to other helpful resources
*Sonic Jam (1997, Sega Saturn)
+
*Sonic Mega Collection (2002, Nintendo GameCube)
+
*Sonic Mega Collection Plus (2004, PlayStation 2 and Microsoft Xbox).
+
 
+
===Sonic Jam===
+
 
+
Sonic Jam includes three different modes of playing the game: '''Normal''', '''Easy''' and '''Original'''. The Normal and Easy settings make small changes to the levels, such as additional rings (particularly noticable in the Death Egg Zone, which originally featured no rings). It also features a Time Attack mode, which tracks times, but uses the same altered level layouts as the Normal difficulty. Players using Sonic Jam should therefore use the '''Original''' setting; identical to the original release of the game.
+
 
+
== Terminology and tactics ==
+
 
+
;Ideal spin-dash:Six revs (pressing either A, B or C while holding down) are required to obtain maximum speed from a spindash. However, in some instances it can be beneficial to use a spindash with fewer revs. To spindash effectively, many players use 3 fingers over top the A, B, and C buttons, alternating between the three buttons two or three times for maximum revs. Many times button presses are not detected, so three cycles between the three buttons is often necessary to assure full spindash speed. The fastest spindash speeds by human players, from time of ducking to time of release, are generally in the .25-.45 second range.
+
 
+
;Ramp jump:When floors are not level, the angle of the floor affects the angle of the jump. If you are moving up hill, then a ramp jump will give you much more height than usual. Similarly, if you are travelling down hill, you get an increase in speed upon jumping. These are referred to as '''uphill''' and '''downhill''' ramp jumps respectively.
+
 
+
;Loop jump:A variation on the ramp jump, which takes place inside a loop. When you make a jump from the bottom-right or top-left of a loop (assuming entry from the left), you can catch the next corner of the loop and be propelled off at much faster speeds. Loop jumping at the top left is the most efficient and worthwhile jump to do.
+
 
+
;Screen wrapping:On levels that wrap vertically, if you duck so the screen scrolls to it's lowest point, then jump off the top of the screen, the game thinks you are below the screen and scrolls ''downwards'' in an attempt to catch up. In the time that your character is off screen, sprites do not appear, and so you can pass through all manner of enemies and walls. When these items do reappear, you can use the collision detection to jump and push your character down through the floor, useful for a large shortcut at the end of Metropolis Zone 3. This ability present in levels which wrap vertically, which consists of all three acts of Metropolis.
+
 
+
;Gliding:When gliding as Knuckles, some surfaces allow you to continue running after a glide instead of coming to a dead stop.
+
 
+
;Superglide:As Knuckles, if you jump and glide just before coming into contact with an enemy or item box, you will gain a large boost of height. Since the speed of the glide increases with distance travelled, it can be used to travel over the top of a level at high speeds, such as Aquatic Ruin Zone Act 2.
+
 
+
;Speed Capping:As Sonic or Tails, holding right and jumping while running at a speed greater than the intended maximum will bring you back down to the maximum speed. This should generally be avoided, but is not always a bad thing, as it allows you to gain some reaction time and extra height on some of your jumps. A good example of where this is useful is the shortcut at the end of Chemical Plant Zone 1. Knuckles does not retain this ability, hence many jumps are much harder with Knuckles than Sonic or Tails, but Knuckles can gain and keep a higher speed due not having to let go of right to keep maximum speed.
+
 
+
=== Level Strategies ===
+
 
+
;Emerald Hill Zone Act 1
+
;Emerald Hill Zone Act 2
+
;Chemical Plant Zone Act 1
+
;Chemical Plant Zone Act 2
+
;Aquatic Ruin Zone Act 1
+
;Aquatic Ruin Zone Act 2
+
;Casino Night Zone Act 1
+
;Casino Night Zone Act 2
+
;Hill Top Zone Act 1
+
;Hill Top Zone Act 2
+
;Mystic Cave Zone Act 1
+
;Mystic Cave Zone Act 2
+
;Oil Ocean Zone Act 1
+
;Oil Ocean Zone Act 2
+
;Metropolis Zone Act 1
+
;Metropolis Zone Act 2
+
;Metropolis Zone Act 3
+
;Wing Fortress Zone
+
;Death Egg Zone
+
 
+
The Sky Chase Zone is a fixed-length auto-scrolling level, and is always completed in the same time. Hence no strategy guide is required.
+
 
+
=== Various challenges ===
+
 
+
== External Links ==
+
 
+
* [http://www.soniccenter.org The Sonic Center]
+
**[http://www.soniccenter.org/rankings/sonic_2 Sonic the Hedgehog 2 rankings]
+
**[http://www.soniccenter.org/rankings/sonic_2/times Sonic the Hedgehog 2 record times]
+
**[http://www.soniccenter.org/guides/sonic_2 Sonic the Hedgehog 2 guides]
+
**[http://www.soniccenter.org/videos/sonic_2 Sonic the Hedgehog 2 videos]
+
**[http://www.soniccenter.org/maps/sonic_2 Sonic the Hedgehog 2 level maps]
+

Latest revision as of 19:39, 19 January 2016

Categories

Sonic - Beat the game using Sonic & Tails (1 player)
-- Video tutorial for Sonic category
Knuckles - Beat the game using Knuckles
-- Video tutorial for Knuckles category

This run also exists as a reference for all emeralds, or 100%. Note that this run, unlike other Sonic 2 runs, is timed in real time.

Additional Information

Leaderboards - All the best times to date, with videos where available. Please note the rules on this page, particularly those regarding emulators!
Game Mechanics and Glitches - Some explanations about how the game works, specific techniques, and glitches
Casual Speedrunning - Some adjustments to make speedrunning the game easier
Additional Resources - Links to other helpful resources

Personal tools