Sonic the Hedgehog 2

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Version differences

As with all the 16-bit Sonic games, the PAL version runs 17% 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)
  • Wii Virtual Console (2007, Nintendo Wii)

Any of these versions are direct ports of the original game, and are therefore acceptable for competition.

Sonic Jam

This is the one re-release with a special case. 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

Frame
1/60th of a second, the smallest unit of game time.
Frame window
the amount of these units you have to execute a particular action. A "frame-perfect" action has a window of just one frame, for instance.
Spindashing
Each additional button press in a spindash gets you more speed, up to a maximum of six. Sometimes having a specific amount of taps gives you the right speed to get through a certain area quickly or easily.
Universal timer
There's two different timing properties of moving objects in this game. The universal timer is where an object starts moving the instant you start the level, and will therefore be in a certain position at a certain time, every time.
Camera timer
The other kind is this one, which only starts moving once it's brought onto the screen (or near the screen - when the object is first rendered, in any case). Knowing which objects have which timing properties is important to good times when you have to deal with them.
Ramp jump
Sonic's jump speed and height are dependent on both your speed going into the jump and the slope of the ground you jump off. Running up a slope causes your jump to become much higher, while running down a slope will make you jump quite flat to the ground, gaining speed. This applies even if the slope is very small.
Loop jump
Similar concept, but inside a loop. If you're moving through the loop from left to right, a loop jump is from the top-left to the bottom-left. It's kinda finicky because if you land at different angles you get different speeds, but in the best case it is faster, and it's also a very convenient way to switch from rolling to running.
Path switcher
This is an invisible item in the game that allows the levels to work as structured. There are three different levels of background/foreground and Sonic is always in one of them at any one time, and these items seamlessly switch Sonic from background to foreground and vice versa. This is especially necessary for things like loops to work, because if you didn't have them they would just be solid all the time and you wouldn't be able to enter it. Knowing where these are and how they work is key to some tricks in this game.
Speed cap
Oddly for a game designed and marketed around speed, there are certain situations where the game will actually limit your speed. If you hold the direction you're moving while you're in the air, and you're above the speed cap, the game will knock your speed back to the speed cap. This can be circumvented just by not pressing right, but there are certain situations where the speed cap is actually beneficial, too. This is specific to Sonic/Tails play: if you play as Knuckles, the speed cap is removed.
Superglide
As Knuckles, simply jump on an object (an enemy or an item box) and glide just before you hit it. This causes you to translate your falling speed upwards, and since you're gliding you have a much lower rate of acceleration towards the ground. In layman's terms, you end up a lot higher than a standard jump.
Zip
A zip occurs when Sonic is stuck in a wall somehow and presses left or right. Since collision detection is designed to stop you from going into a wall in the first place, pushing left against a wall makes the game push you back to the right so you aren't embedded in it. As a result, when you're already inside a wall holding left or right causes you to travel in the opposite direction much faster than you can attain by normal play.
Level wrap
This is what happens when a zip causes you to bypass the left edge of the screen. The game treats your X-coordinate in memory as a number less than 0 - but position coordinates are unsigned, so instead of a negative number it's a VERY large positive one - which correlates to the end of the stage. This requires some very specific circumstances depending on the level, but it can be used to skip Metropolis 2, as well as Metropolis 3 if playing as Sonic and Tails.
Screen wrap
Similar concept, but using Y-coordinates instead. If you can move off the top of the screen, the game thinks you're all the way at the bottom. This only works in certain levels which wrap around themselves infinitely - which in Sonic 2, is the three Metropolis stages only.

More detailed information

TASvideos has a much more in-depth analysis, mostly dealing with the way the engine works. It can be found at http://tasvideos.org/GameResources/Genesis/SonicTheHedgehog.html (this covers all three games in the classic series).

In-game Time vs. Real Time

In all of the classic Sonic games, completing levels very quickly (in Sonic 2, under 30 seconds) gives a 50,000 point time bonus. Completing a level between 30 and 45 seconds gives a 10,000 time bonus instead. On the act clear screen, the bonus ticks down at a rate of 100 points per frame, and cannot be skipped. What this means is, in real time it would in fact be faster to wait for the timer to tick over to 30, as long as the time you would otherwise get is between 23 seconds, 20 frames (0:23::20) and 30 seconds even. The Sonic playing community generally agrees that this is pretty dumb, and the time spent actually playing the stages is what matters, so these games are timed by taking the sum of the in-game times for each level.

For a further explanation, this video does a good job of explaining why in-game time matters in certain games, particularly in the Sonic franchise.

Best Times

The current best known times for Sonic 2 are those presently hosted on SDA:

The best times for individual levels will be added in table form shortly.

External Links

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