Difference between revisions of "Sonic the Hedgehog 2"
From SDA Knowledge Base
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=== Sky Chase Zone === | === Sky Chase Zone === | ||
Make sure you're on the right side of the screen as the clock ticks over to 2:06. | Make sure you're on the right side of the screen as the clock ticks over to 2:06. | ||
+ | * In a 100% make sure you get 50 rings to transform into Super Sonic because he can get off the screen fast enough for a 2:05. | ||
+ | |||
=== Wing Fortress Zone === | === Wing Fortress Zone === | ||
=== Death Egg Zone === | === Death Egg Zone === |
Revision as of 15:36, 9 August 2009
Contents
- 1 Version differences
- 2 Terminology and tactics
- 3 Level Strategies
- 3.1 Emerald Hill Zone Act 1
- 3.2 Emerald Hill Zone Act 2
- 3.3 Chemical Plant Zone Act 1
- 3.4 Chemical Plant Zone Act 2
- 3.5 Aquatic Ruin Zone Act 1
- 3.6 Aquatic Ruin Zone Act 2
- 3.7 Casino Night Zone Act 1
- 3.8 Casino Night Zone Act 2
- 3.9 Hill Top Zone Act 1
- 3.10 Hill Top Zone Act 2
- 3.11 Mystic Cave Zone Act 1
- 3.12 Mystic Cave Zone Act 2
- 3.13 Oil Ocean Zone Act 1
- 3.14 Oil Ocean Zone Act 2
- 3.15 Metropolis Zone Act 1
- 3.16 Metropolis Zone Act 2
- 3.17 Metropolis Zone Act 3
- 3.18 Sky Chase Zone
- 3.19 Wing Fortress Zone
- 3.20 Death Egg Zone
- 4 External Links
Version differences
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.
Since the Mega Drive/Genesis version, Sonic 2 has since been re-released several times:
- Sonic Compilation (1995, Sega Mega Drive, Europe) and Sonic Classics 3-in-1 (1997, Sega Genesis, North America)
- 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
To start, do a one-tap spindash and quickly jump over the small ramp, then drop onto the platform below. Do a full spindash off this platform, then ramp jump over the lava pit. Land on the left side of the seesaw with another jump, then jump up to the next platform without waiting for the red ball to fall. Jump over the rock, then over the spikes and lava pit. Spindash before going down the tube.
As you emerge, begin holding left as you go off the ramp here. Your aim is to go in between the two platforms, with enough height to hit the one on the right.
- As Knuckles, jump at the bottom of the ramp to gain height, glide to the wall at the right and climb up.
From here, jump to land on the platform in the middle of the lava pit, and again to get out. Let the two seesaws take you upwards, then hit the spring and land on the blue platform. Before this platform reaches the end of it's run, you need to drop into the lava and take a hit. Then stand where the platform is about to fall.
The platform just took you with it! Now hold left a little, and due to a quirk in the game's collision handling, you'll be flung to the right. You'll end up near the red springs at the bottom of the level. Spring up to the next platform and you go into the earthquake area.
- As Knuckles, this section is entirely different. Stop and spindash after jumping out of the lava pit, and jump while rolling on the steepest part of the ground (the margin for error on this jump is very small). The jump should take you up to the second seesaw, which you should glide onto. Charge up a full spindash while waiting, then as the seesaw sends you upwards, land on the 10 ring box, release the spindash, jump immediately and glide at the peak of your jump. Land on the left edge of the loop (the thin, flat section) and spindash, then jump almost immediately after releasing. You want to jump off the very small ramp, up to the top of the wall on the right. At the right height, you will simply run through the top of the wall and fall down to the earthquake area.
Wait for the path to open up just enough for you, then bounce on the rock, up to the next platform, quickly stop and spindash. You'll hit the lava, but this isn't bad. Quickly charge another spindash and get out before the lava blocks you from escaping and, likely, kills you. Now enter the tube, and let the ramp shoot you upwards, on top of a loop. Stand next to the 10 ring box, spindash off and finish.
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
Sky Chase Zone
Make sure you're on the right side of the screen as the clock ticks over to 2:06.
- In a 100% make sure you get 50 rings to transform into Super Sonic because he can get off the screen fast enough for a 2:05.