Sonic the Hedgehog is a character that most will think of when they imagine the Mega Drive. But is the second game in the series really as good as the designers of 'Sonic Mania' claim?
Developed by Sega Technical Institute
Published by Sega
Released in 1992
There was a time during
the PlayStation revolution when videogames briefly became cool again. Sony’s
big push to prove that the console was culturally relevant and in touch with
the clubbing culture made it a hit with people who thought they had outgrown childish
games. It was a glorious time, but it didn’t last. Throughout my thirties
people once again started to look at me with disgust when I mention that I like
to play games. Now, hurtling towards my forties people roll their eyes when
they see me playing games on the train. There are two people who now suddenly
think my extensive video game knowledge is very cool; my daughters. When ‘Pokémon
Go’s popularity reached the playground they asked me if I knew who Pikachu was.
They were very impressed I did and we subsequently enjoyed playing ‘Let’s Go
Pikachu’ together. But while knowledge of Pokémon vulnerability enthralled, it
was my appreciation for a certain blue hedgehog that really gave me street
cred. After watching the recent ‘Sonic the Hedgehog’ my daughters fell for his
attitude and flamboyance. But it was the quick cameo of a sidekick buddy at the
end of the film that really sparked their imagination. While it seems girls
under the age of 10 now suddenly love Sonic, it’s Miles “Tails” Prower that
they truly adore. So when my girls asked
if they could play a 'Sonic' game I of course wanted to indulge. Obviously it
wasn’t going to be a 3D game I pointed them towards; Sonic’s fall from grace
when entering the third dimension has been well documented. The 2D side
scrolling ‘Sonic Mania’ is a return to form, so while that would have been a good
choice, it was the game than many consider to be the best 2D Sonic game that I
went for. ‘Sonic the Hedgehog 2’ does after all have a (admittedly very
limited) two player mode; perfect for two enthusiastic little girls try the
series for the first time.
In the past, while I’ve acknowledged that ‘Sonic the Hedgehog’ is an ambitious game, it certainly has glaring faults
that nostalgia seem to shield many from. It’s a game that features a main character
that’s defined by being quick, yet many of its levels seem to prohibit that. We
all remember speeding through the loops of Green Hill and Spring Yard Zones,
yet we choose to forget the slow trudge through Marble, Scrap Brain and
Labyrinth Zones. The first ‘Sonic’ game is filled with leaps of faith,
frustrating water sections and repetitive boss fights. But of course, the game
was a massive success. It did everything Sega intended it to do, providing an
iconic mascot, creating the first “must have” Mega Drive game and creating a
character that could rival Nintendo's Mario. According to Game Informer;
“[‘Sonic 2’] boosted sales of Genesis hardware to the point that it was nearly
Nintendo's equal in terms of market share.“
Starting in November 1991,
development of a sequel was inevitable but intriguingly it was being done by
The Sega Technical Institute in America, rather than The Sonic Team in Japan.
Sonic's original creator and designer Yuji Naka had had a well-documented
falling out with Sega of Japan, leading to his departure from the company.
Evidently, STI head Mark Cerny had charmed the director of ‘Sonic the Hedgehog’
Hirokazu Yasuhara and he agreed to come out to the United States to join
development on the sequel. When Cerny learned of Yuji Naka's departure from
Sega of Japan, he immediately persuaded him to come out to America as well.
“I'd managed to reunite two of the three key Sonic Team members [...] at my
Sega Technical Institute” recalls Cerny. After a delayed start, the team had
eleven months to finish the sequel, but with an even mix of Japanese and
American developers working on the game, it was not a harmonious experience.
Art director, Tim Skelly claimed “everyone attached to ‘Sonic 2’ ultimately
worked for Yuji Naka. I think Naka would have been much happier if he was
working with an all-Japanese team, just because of the language barrier and
some cultural differences." These frictions led to conflicting ideas of
the direction the sequel should take, and this combined with a tight one year development
time meant that a treasure trove of levels was cut from the final game. Some
never left the concept stage, others were programmed into the game yet never
completed. This bounty of ideas is why ‘Sonic 2’ has two stages per zone rather
than three as seen in the prequel. The exception to this is Metropolis Zone, as
the third act was initially planned as a stage in the cut Genocide/ Cyber City
Zone. Feeling it would be a shame to waste the finished map, Naka redesigned it
as an additional act.
The game launched on
November 24th 1992; a day christened as the pun-tastic “Sonic 2’sday”. Sega
pushed the release with a $10 million advertising campaign believing a global
release date would maximise sales; a fairly novel concept at the time. Although
distribution head-aches meant the game was available a few days early in Japan,
400,000 copies of ‘Sonic 2’ were sold in the first seven days after release and
over 6 million cartridges were sold in the lifespan of the console. Tellingly
the American based development had made the brand more appealing to Western
audiences, as only 180,000 copies were sold in Japan.
The game’s introduction is
a good reflection of the experience most players will have; it’s familiar yet
just better in every conceivable way. You are presented with the same iconic
Sega Chorus at the start, but now the company logo that accompanies it is more ostentatious.
The following game title page has the same fantastic theme tune, the same
winged metal logo but now there more colours, and crucially more characters on
screen. Sonic’s first buddy was trumpeted as a big deal at the time, but in
reality he behaves very much like the second following character in ‘Donkey Kong Country’. He flies around with his two tails alongside you in the game,
but doesn't add a whole lot else. Admittedly he can kill some enemies or collect
some rings but more importantly his main inclusion does makes the overall
journey feel more exciting, like you're
doing it all with a friend. It’s a little known fact that you can actually play
with a second player taking control of Tails in the one player game. However,
he has less functionality than Sonic and while infinite lives is good he isn’t
able to explore beyond the screen walls that Sonic’s position defines.
While the inclusion of a
second character may seem to be the biggest change, it’s actually the most
insignificant for a solo player. A whole host of minor alterations have been
implemented that really improve the experience as a whole. ‘Sonic 2’ still
plays almost identically to the first game. The game has the same power ups,
screen layout and basic controls. You’re collecting rings which still act as
your health bar, mainly defeat enemies by hitting them in your ball form and
race through levels as fast as possible. ‘Sonic the Hedgehog’ was undeniably faster than your average
platformer, but ‘Sonic 2’ makes it look comparatively slow and it seems the
player’s screen can't even keep up with him.
"What stayed the same was Sonic's pursuit of speed," Naka
says. "In ‘Sonic the Hedgehog 2’, we lifted up the limit of speed from the
previous title. I think this proved our passion for speed”. This speed boost is
largely due to a new move you can perform; the Spin Dash. While crouched,
hammering a button grants an instant burst of speed. It’s a technique that’s so
familiar to ‘Sonic’ players, it seems bizarre it was never in the first game.
So useful is it in fact, that Sega have even retrospectively added it to many
ports of the original game, since its changes the dynamics of the series so
much. It definitely helps with Sonic's level design, as many of the slopes you
have to traverse require you to be at a relatively high speed. The first game
would demand you double back and build up speed, fracturing the pace of the
game. Now instead, you just crouch, build up speed and continue through the
level. “The inclusion of Sonic's mainstay spin dash move added substantially to
players' gameplay options” notes Al Nilsen, former director of marketing at Sega
of America. Its little adjustments like this that just make levels more fun to
play and ‘Sonic 2’ really does focus on getting the player through the game as
fast as possible.
For example, in ‘Sonic the Hedgehog’, if you had fifty or more rings by the end of an act you had a chance to hop into a big ring for a shot at the (infuriating migraine inducing) special stage to earn one of six Chaos Emeralds. In the sequel if you have 50 rings by the time you cross a mid-way checkpoint you get to partake in a much more fun 3D tunnel Special Stage. People seemed to be mesmerised by these bonus levels at the time, where anything that embraced the third dimension seemed technically astonishing. Looking back, they’re simply an exercise in memorisation, but fun none the less. It’s now fairly easy to collect the Chaos Emeralds and there’s a much better reward for putting in the effort. Becoming Super Sonic and enjoying his almost pure invincibility is thrilling, and far better than a marginally different end of game screen.
For example, in ‘Sonic the Hedgehog’, if you had fifty or more rings by the end of an act you had a chance to hop into a big ring for a shot at the (infuriating migraine inducing) special stage to earn one of six Chaos Emeralds. In the sequel if you have 50 rings by the time you cross a mid-way checkpoint you get to partake in a much more fun 3D tunnel Special Stage. People seemed to be mesmerised by these bonus levels at the time, where anything that embraced the third dimension seemed technically astonishing. Looking back, they’re simply an exercise in memorisation, but fun none the less. It’s now fairly easy to collect the Chaos Emeralds and there’s a much better reward for putting in the effort. Becoming Super Sonic and enjoying his almost pure invincibility is thrilling, and far better than a marginally different end of game screen.
It’s hard to think of anything
the first game does better than the second game, which is why ‘Sonic 2’ is
often cited when naming the best video game sequels. Its first world Emerald
Hill Zone, is essentially Green Hill Zone again but more colourful with more alternative
routes, and an even greater focus on speed. Unlike the awful Marble Zone in
‘Sonic the Hedgehog’ the sequels second stage, Chemical Plant Zone, only
enhances the experience introduced in the first level. While ‘Sonic the Hedgehog’s
Marble Zone restricted the fast running hedgehog, the springs and pipes of
‘Sonic 2’s more enjoyable second zone really do turn him into the blue blur. As
the game progresses, even more fun dynamics are introduced including pinball
sections, slot machines, gear lifts, switch back ramps, far more creative boss
fights and a jaunt on the wings of Tails’ biplane. The game still has a lot of
random deaths though. Falling into a waterfall pit in one level will reward you
with bonuses, yet an identically looking section in another area will instantly
kill you. Sonic still doesn’t get on with water to well, there are far too many
hidden spikes and unannounced crush deaths should never be tolerated. But these
occurrences are far rarer in the sequel and that makes it less frustrating as a
whole. That is until the last stage.
Death Egg Zone Act 3 is a
brutally hard conclusion to the game and it makes you realise that you’re only
good at ‘Sonic 2’ when you have copious amounts of rings to fall back on. Dealing
with Mecha Sonic and then the final Death Egg robot is brutally hard and a huge
difficulty spike, since when you have no rings you have no margin for error. It
feels like a duo of almost random battles that aren’t a fitting conclusion to
an otherwise thoroughly enjoyable and fair game.
Since an emerald is a
shinier more sparkly version of green, you’d be correct in thinking ‘Sonic the
Hedgehog 2’ is a shinier more sparkly version of ‘Sonic the Hedgehog’. As Zone
artist Tom Payne recalls, the instruction was to retain the look of the
original but to enhance it in any way possible. “This was my first job so I
only had ‘Sonic 1’ to go by and tried to make it match that style. I'd say
[that] it was Yamaguchi who laid out the look. He would stay all night &
fix everything that we did wrong.” Continuing the mantra of “familiar yet
enhanced”, Masato Nakamura, returned to create the soundtrack for ‘Sonic 2’.
The positive response to his music in the prequel, served as a drive and a
challenge to Nakamura. According to the Japanese soundtracks inlay, “Nakamura
felt the pressure of writing music that would satisfy fans of the first”. While
there isn’t an individual track that is as iconic and memorable as Green Hills
zone, the music on offer is possibly collectively better. However it would takethe involvement of the shamed former King of Pop to make the music of ‘Sonic
the Hedgehog’ games truly incredible.
The modern ‘Sonic Mania’
game is frequently called “the ultimate fan made game”, a love-letter to the
early 2D ‘Sonic’ games. However, it wouldn’t be wrong to consider the first
official sequel to be doing a similar thing. It was consciously made to
replicate and build on the successes of the first, focusing on the things fans
enjoyed most. “When developing 'Sonic
the Hedgehog 2' we were able to recognize the great [power] of our title in the
US and hear opinions from children," Naka says. "I think it was good
influence for the development team."
It's
hard to imagine any Mega Drive owner not having a copy of 'Sonic 2'. It's appeared on practically every Sega endorsed compilations so it's even
likely that some Sega fans will have multiple copies. Like the majority of my
Mega Drive games I got my copy of 'Sonic the Hedgehog 2' in a bundle bought on
a local Facebook page.
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