Sonic the Hedgehog 2

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For the Sega Master System and Game Gear version, see Sonic the Hedgehog 2 (8-bit video game).
Sonic the Hedgehog 2
Sonic2 European Box.jpg
European boxart
Developer(s) Sonic Team
Sega Technical Institute
Publisher(s) Sega
Director(s) Masaharu Yoshii
Producer(s) Shinobu Toyoda
Designer(s) Hirokazu Yasuhara
Takahiro Anto
Yutaka Sugano
Programmer(s) Yuji Naka
Bill Willis
Masanobu Yamamoto
Artist(s) Yasushi Yamaguchi
Composer(s) Masato Nakamura
Series Sonic the Hedgehog
Platform(s) Sega Genesis, PlayStation 2, Nintendo GameCube, Nintendo DS, Xbox, Mobile, Microsoft Windows, Virtual Console, Xbox Live Arcade, PlayStation Network, iOS, Android, Windows Phone
Release date(s) Sega Genesis
  • JP November 21, 1992[1]
Wii Virtual Console
  • NA June 11, 2007
  • JP June 19, 2007
  • EU July 6, 2007
Xbox Live Arcade
  • WW September 12, 2007
  • WW April 20, 2010 (v1)
    December 12, 2013 (v2)
  • WW December 12, 2013

Windows Phone
  • WW December 18, 2013
Genre(s) Platform
Mode(s) Single player, Multiplayer
Distribution 8-megabit (1-Megabyte) cartridge
Compact disc

Sonic the Hedgehog 2 (ソニック・ザ・ヘッジホッグ2 Sonikku za Hejjihoggu Tsū?) is a platform video game developed by Sonic Team and Sega Technical Institute, and published by Sega. The game is an installment in the Sonic the Hedgehog series, and focuses on the protagonist Sonic the Hedgehog and his friend, a fox named Miles "Tails" Prower,[3] who must stop the series antagonist Dr. Ivo Robotnik from stealing the Chaos Emeralds to power his Death Egg space station.

Originally released for the Sega Genesis/Mega Drive in 1992, the game was a critical and commercial success, with critics praising it for building upon the original Sonic the Hedgehog game. The game has sold over 6 million copies, making it the second-best-selling game on the console, behind only its predecessor in the Sonic series. Since its initial release, the game has been released in several compilations and download releases for various platforms, which were also generally positively received.


Main game[edit]

Aquatic Ruin Zone

Sonic the Hedgehog 2 is a platform game in which the player characters are the titular Sonic the Hedgehog and Miles "Tails" Prower. The game's premise builds upon the basic set-up of the original Sonic the Hedgehog game. Sonic's nemesis Dr. Ivo Robotnik is planning world domination with his army of animals he's placed into robots, and continues to seek the power of the seven Chaos Emeralds - this time, to construct his ultimate weapon, an armored space station known as the Death Egg. The goal of the game is to collect the seven Emeralds from Robotnik.

The game plays as a 2D sidescrolling platformer, with the player directing Sonic through levels and around obstacles within a time limit of 10 minutes.[4] Along the way, rings are collected and enemies are defeated. Star posts serve as checkpoints, where if Sonic loses a life, he would return to one.[3] A life is lost when Sonic is attacked by an enemy without rings, falls off-screen or exceeds the act's ten-minute limit. If all lives are lost, the "Game Over" screen will appear.[3] When the player has collected at least 50 rings, star posts can be run past for an optional Special Stage.[3] There are a total of eleven zones; the first seven zones have two acts each, while Metropolis, the eighth zone, has three acts, and the last three zones have one act each. At the end of the last act of most levels, the player must fight and defeat Dr. Robotnik.[3]

At the game's start, the player can select to either play as Sonic, Tails or both.[3] In the latter mode, players control Sonic while Tails runs along beside him. A second player can join in at any time and control Tails separately, but the screen always stays centered on Sonic, frequently leaving Tails off-screen.

Improvements over the original Sonic the Hedgehog include significantly larger levels, faster gameplay, and a new stunt called the "Super Dash Attack", or "Spin Dash".[3] The move allows Sonic to curl in a ball and spin while staying stationary, eventually resulting in a speed boost.

If Sonic collects every Chaos Emerald in the game by completing all of the special stages, he is able to change into Super Sonic. Sonic changes into his Super Form when he has collected at least 50 rings and jumps into the air. At this point, he turns yellow and becomes invincible. Additionally, his speed, acceleration, and jump height are all increased as well. While in this state, one ring is lost per second. When the player has no rings remaining or reaches the end of the act, Sonic reverts to his normal state. This also unlocks a different ending that shows Super Sonic flying by the Tornado, whereas not getting the emeralds leads to an ending with Sonic in his normal state riding on the Tornado.

Special stages[edit]

Special Stages in Sonic 2

In Sonic the Hedgehog 2, there are 7 special stages, opposed to the original game, which had only 6 special stages. When Sonic collects at least 50 rings, he can use a star post to warp him to a special stage.

Special Stages track Sonic from behind while he runs through a pseudo-3D half-pipe course, collecting rings and dodging bombs. A set amount of rings must be collected to pass through each of three checkpoints and in turn to obtain the emerald itself. If Sonic collides with a bomb, he loses 10 rings and is immobilized momentarily. The order of stages is fixed in rising difficulty, and Sonic cannot enter any stage without passing the previous one. After finishing, Sonic is transported back to the star post he used to enter the special stage. He has 0 rings and the stage conditions are reset.[3] After all emeralds have been collected, Sonic has the ability to turn into Super Sonic, which requires 50 rings or more.


The game also has a competitive mode, where 2 players compete against each other to the finish line, as either Sonic or Tails, in a split-screen race through three of the regular single player levels; Emerald Hill, Casino Night, and Mystic Cave, and a special stage.[3] After one player finishes one of the regular levels, the other player must finish the zone within 60 seconds, or the level is ended instantly.[3] In the regular levels, players are ranked in five areas (score, time, rings held at the end of the level, total rings collected, and number of item boxes broken). The player with wins in the most number of categories, wins the level. In the Special Stage, players compete to obtain the most rings.[3] The mode ends when all stages have been completed, or if a player loses all their lives, in which his/her opponent will instantly win.

Connection to Sonic & Knuckles[edit]

Two years after the 1992 release of Sonic 2, Sonic & Knuckles was released in 1994. Sonic & Knuckles possessed a special, "lock-on" cartridge, in which the player would put the Sonic & Knuckles cartridge into the video console, and then plug a second game into the top of the Sonic & Knuckles cartridge. The result of this unlocks Knuckles the Echidna in Sonic the Hedgehog 2, a variation of Sonic 2 where the player instead plays as Knuckles the Echidna, a character that hadn't been introduced until 1994's Sonic the Hedgehog 3.

The game is largely identical to Sonic the Hedgehog 2, with the exception that gameplay is altered due to Knuckles having separate abilities from Sonic or Tails. Knuckles can glide and climb walls, which allows him to gain access to areas that had been otherwise hidden or unreachable. Conversely, he cannot jump as high, making some situations, such as certain boss fights, more difficult. However, in this version of the game, the two player mode has been removed. The special stages are the same, though the amount of rings needed to progress has been decreased, and the score made within the stage no longer resets.


Following the release of the original Sonic the Hedgehog, Sonic creator Yuji Naka quit Sega due to disagreements with several of the company's corporate policies.[5][6] Mark Cerny, who had recently founded the Sega Technical Institute (STI) at Sega of America, met with Naka in Japan and offered him a better salary and more creative freedom if he joined STI.[5][6] Naka agreed, and Hirokazu Yasuhara, the lead level designer of Sonic the Hedgehog, also decided to move to STI.[5][6] Yasuhara had in fact been previously assigned to help Cerny establish STI in 1990, but the outbreak of the Gulf War delayed his move to the United States by three months, during which time he joined Sonic Team and became engrossed in the Sonic project.[7][8] Development of Sonic 2 began in November 1991, two months later than Cerny had intended, because Sega of America initially felt that it was much too soon for a sequel.[5] Both Americans and Japanese Sonic Team staff contributed to the game; art director Tim Skelly designed the appearance of the game's pseudo-3D Special Stages, which were based on a tech demo created by Naka.[9] Sonic 2 also introduced Sonic's sidekick, a two-tailed fox named Tails, who was inspired by Japanese folklore about the kitsune and created by level artist Yasushi Yamaguchi. Sega of America objected to the character's original name, "Miles Prower" (a pun on "miles per hour"), hence the nickname "Tails".[10] Masaharu Yoshii served as the game's director. The staff increased the speed of Sonic the Hedgehog 2 in relation to its predecessor.[11]

The game was originally believed to contain time travel elements and also have a port to the Mega-CD/Sega CD, Sega's add-on for the console.[12][13][14] Neither of those reports ended up happening with the game's final release; a port to the Mega-CD/Sega CD never surfaced, and time travel was instead implemented in an original Sonic game for the system entitled Sonic the Hedgehog CD.

The game is notorious for having content and levels being removed to the game prior to its release. In New York in 1992, prior to the game's release, Yuji Naka has remarked that a prototype from a demonstration cartridge that was stolen at a toy show.[15] (Sega's Akinori Nishiyama has stated that the leak was due to the lack of security at the time.[16]) A notable part of that prototype is that it featured a playable section of a level titled "Hidden Palace Zone", a level cut out of the game shortly before release. Naka said of the level:

...the basic idea was about the same as it was in Sonic and Knuckles. You'd encounter the stage through normal play by collecting the emeralds. The idea behind the stage was, "Where do the Chaos Emeralds come from?" That's where Sonic was originally supposed to be granted his Super Sonic powers. We finally were able to use it in S&K, though it wound up being quite different from what we had planned in Sonic 2. But even from Sonic 1 we'd been throwing around those sorts of ideas. Still, when we were running out of time, we looked over things quickly trying to figure out what to dump ... and CHOP went the Hidden Palace. There's simply no way we could have thrown that in by the deadline at the rate we were going.[17]

The "Hidden Palace" level would be lost for twenty years, until it was included in the iOS remaster release in December 2013, which finally implemented the level into the game.[18] Sega provided some magazines, such as GamePro, with screenshots of early builds of the game that showed another level removed from the final game; a desert themed level, named "Dust Hill Zone".[19][20] Naka has also alluded to another, unidentified, scrapped level in the Sonic Jam Official Strategy Guide, explaining why the "Metropolis Zone" had three parts to it, while every other level only had two: "Due to problems with the story, Act 3 was going to be a different Zone that would only appear once, but since it was cut, we still wanted to have something after Act 2. So that's why there are three acts in this one. We had already finished the map, and it would have been a shame to waste it, so this is what we went with."[21]


Sonic the Hedgehog 1 & 2 Soundtrack
Soundtrack album by Masato Nakamura
Released October, 19 2011 (Japan)
Recorded DCT Records
Genre Video game soundtrack
Length Total: 02:32:32
Disc One: 01:07:51
Disc Two: 01:05:15
Disc 3: 00:19:26

Sonic the Hedgehog 2's music was, like that of Sonic the Hedgehog, composed by Masato Nakamura, a member of J-pop band Dreams Come True. The music development began early on in development with only concept images for Masato's reference but having a previous game meant he had experience in this type of music production already and taking a similar approach to the first game,[22] Masato treated Sonic the Hedgehog 2 as film and designed the music around the atmosphere that he felt from the images of the stages.[23] Other than the graphics and some discussion with Sonic Team, Masato was given freedom over the music creation which he believe was the reason why he was able to create "such melodic tunes and unusual rhythm patterns".[24]

Masato created the music while he was recording with Dreams Come True in London, working on their fourth album The Swinging Star. As a gift to Sonic Team, Masato produced an alternate version of the ending theme with Dreams Come True, which was included in the album they were recording at the time.[25]

On October 19, 2011, a three-disc compilation of music from Sonic the Hedgehog and Sonic the Hedgehog 2 was released in Japan. Alongside music from the game, the compilation includes comments by Yuji Naka and an interview with Masato Nakamura.[26]

The first disc contains original tracks from both games, and the second contains Masato Nakamura's demo recordings produced during the games' development.[27] The third disc contains "Sweet Sweet Sweet" by Dreams Come True, its English-language version "Sweet Dream", and 2006 remixes of both songs by Akon which were used in Sonic the Hedgehog.

In 2011, the stage music from the Chemical Plant and Casino Night zones was remixed by Wave Master, Sega's in-house audio development department for use in Sonic Generations.


Sega launched a $10 million advertising campaign for Sonic the Hedgehog 2's release.[28] The Sega Genesis release in North America and the Sega Mega Drive release in Europe came on November 24, 1992, a Tuesday, and the release day was promoted as "Sonic 2s day". 400,000 copies of Sonic 2 were sold in the first seven days after release, and over 6 million in the life span of the console.[28]

Alternate versions and ports[edit]

8-bit version[edit]

This version was released for the Sega Master System and the Game Gear. Though based on the original game of the same name, it is a distinct game, with different level designs and a different plot, and this version, unlike the 16-bit release, does not have the Spindash, which led it to being thought to be made before the Sega Genesis version.

Compilation releases[edit]

Compilations that include the game are Sonic Compilation (1995) and Genesis 6-Pak (1996) for the Sega Mega Drive/Genesis; Sonic Jam (1997) for the Sega Saturn; Sonic Mega Collection (2002) for the Nintendo GameCube; Sonic Mega Collection Plus (2004) for the PlayStation 2, Xbox and PC; Sega Genesis Collection (2006) for the PlayStation 2 and PlayStation Portable; Sonic's Ultimate Genesis Collection (2009) for the Xbox 360 and PlayStation 3; and Sonic Classic Collection (2010) for the Nintendo DS.

Most compilations feature the game largely unchanged. However, Sonic Jam in addition to featuring the original release; also had a few new "remix" options. "Medium" mode altered the layout of rings and hazards and "Easy" mode removes certain acts entirely from the game.

Download releases[edit]

The game was made available downloadably on Wii's Virtual Console on June 11, 2007,[29] PlayStation 3 via the PlayStation Network on April 19, 2011,[30] and Xbox 360 via Xbox Live Arcade,[31] the latter having enhancements such as online leaderboards, achievements, and online play.[32] Various mobile phone versions exist as well, including the iOS release.[33] A remastering of the game, made using Christian Whitehead's "Retro Engine", was released for iOS, Android and Windows Phone devices on December 12, 2013, featuring Knuckles as a playable character, a boss rush mode, online multiplayer, additional multiplayer stages, and the previously unreleased Hidden Palace Zone.[18]


Aggregate scores
Aggregator Score
GameRankings 88.44% (Genesis)[34]
82.30% (X360)[34]
60.00% (PS3)[34]
Review scores
Publication Score
Electronic Gaming Monthly 8.75 / 10 (Genesis)[34]
Eurogamer 9 / 10 (X360)[34]
Game Informer 9.5/10[35]
GameSpot 8 / 10 (X360)[36]
IGN 8.5 / 10 (Wii)[37]
Official Nintendo Magazine 94% (Wii)[38]
Official Xbox Magazine 9 / 10 (X360)[34]
Mean Machines 96% [39]
Mega 94%[40]
MegaTech 95%[41]
Mega Zone 93% (Mega Drive)[42]
Sega-16 10 / 10[34]
Sega Force 97%[43]
Sega Force Mega 95%[44]
Svenska Hemdatornytt 100%[45]
Publication Award
Electronic Gaming Monthly Best Game of the Year (Genesis)[46]
MegaTech Hyper Game

Due to the popularity of its predecessor Sonic the Hedgehog, Sonic 2 already had an established fanbase anticipating its release.[37] The game was a bestseller in the UK charts for 2 months.[47] The game has sold over 6 million copies,[48] making it the second best-selling game for the Sega Genesis (after the original Sonic the Hedgehog).

It received critical acclaim by most gaming reviewers. It was praised for its large levels,[36] colourful graphics and backgrounds,[36][49] increased cast of characters and enemies alike,[37] and music. GameSpot stated that "Time may have eroded Sega's prominence, but it hasn't done much to diminish how sweet Sonic the Hedgehog 2 is," and, along with other reviewers, commented on how it is still a fun game to play.[36][37] Electronic Gaming Monthly awarded it as the best Sega Genesis game of 1992.[46] In 2000, Game Informer ranked Sonic 2 number 61 on its "Top 100 Games of All Time" list, calling it "the most challenging and finely polished Sonic the Hedgehog title."[50] Mega placed the game at #36 in their Top Sega Mega Drive Games of All Time.[51]

The game's main criticisms were of the two player mode, a new introduction to the series. Reviewers criticized the game's noticeable slowdown and prominent flickering, not to mention the squashed play area for each player. Finally, the game only allowed two-player mode in three different zones (Emerald Hill, Casino Night and Mystic Cave).[49] William Burrill of the Toronto Star described the two player racing mode as the "only part of the game that can be faulted," citing that the mode and its split screen view "squeezes the graphics, plumps up the characters and slows down the action."[52]


The release of Sonic 2 was one of the main reasons that Sega caught up to Nintendo in the "console wars". It brought their market share up to 50% within six months of its release.[36]

The game introduced the new character Miles "Tails" Prower, who would go on to be a major character in the series, acting as Sonic's sidekick in most Sonic series media. He would later even have 2 games of his own; both for the Sega Game Gear, in Tails Sky Patrol and Tails Adventure.

The game's ending theme song, "Sweet Dream" by Dreams Come True, was later remixed by popular R&B recording artist Akon, for the PlayStation 3 and Xbox 360 title Sonic the Hedgehog (2006).

For Sonic's 20th Anniversary, Sega released Sonic Generations, a game that remade aspects of various past games from the franchise. The PlayStation 3, Xbox 360, and PC version contained a remade "Chemical Plant" level. It also contained a remake of the final boss fight, the Death Egg Robot, as the Classic Era boss of the game. Separately, the Nintendo 3DS version of the game contained a remake of the "Casino Night" level. A "Casino Night" themed pinball minigame was made available for download as a preorder bonus for the console versions at GameStop.


  1. ^ a b "Sonic The Hedgehog 2 Neoseeker Profile". Retrieved 2007-10-21. 
  2. ^ "Sonic The Hedgehog 2 Neoseeker Release Dates". Archived from the original on 2007-08-31. Retrieved 2007-10-21. 
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  4. ^ "Sonic the Hedgehog 2 Review". Retrieved 2009-07-04. 
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  6. ^ a b c "The Essential 50 Part 28 - Sonic the Hedgehog". Retrieved 2014-07-21. 
  7. ^ "Sonic's Architect: GI Interviews Hirokazu Yasuhara". Game Informer 13 (124): 114–116. August 2003. 
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  10. ^ Harris, Blake J. (2014). Console Wars: Sega, Nintendo, and the Battle That Defined a Generation. New York, New York: HarperCollins. pp. 244–247. ISBN 978-0-06-227669-8. 
  11. ^ Sega Video Game Illustrations. Nippon Shuppan Hanbai (Deutschland) GmbH. 1994. p. 50. ISBN 3-910052-50-9. 
  12. ^ Electronic Gaming Monthly, July 1992, pg 36
  13. ^ Mega" (UK Magazine), Issue 1, pg 29
  14. ^ MegaZone, September 1992, "Mega ten Feature"
  15. ^ "GameSpy: Sega's Yuji Naka Talks!". Gamespy. Retrieved 2007-02-27. 
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  18. ^ a b Cowan, Danny (2013-12-11). "Remastered Sonic the Hedgehog 2 hits Android, iOS tomorrow with bonus Hidden Palace Zone". Joystiq. Retrieved 2014-01-08. 
  19. ^ GamePro, Issue 47, pg. 14
  20. ^ Sega Guide, Letters Section
  21. ^ Sonic Jam - Official Strategy Guide
  22. ^ Nakamura, Masato (2011), Interview with Masato Nakamura (Album Booklet), DCT Records, "When I started writing the music, "Sonic the Hedgehog 1" was just still images..."Sonic the Hedgehog 2" started off the kind of the same. Just graphics." 
  23. ^ Nakamura, Masato (2011), Interview with Masato Nakamura (Album Booklet), DCT Records, "I wanted to treat 'Sonic the Hedgehog' as a film, my inspiration came from each screenshot, or each stage." 
  24. ^ Nakamura, Masato (2011), Interview with Masato Nakamura (Album Booklet), DCT Records, "There were some briefs and meetings...otherwise, they let me do as I pleased, and gave me the freedom to create music." 
  25. ^ Naka, Yuji (2011), Interview with Yuju Naka (Album Booklet), DCT Records, "Nakamura reoworked the ending a song entitled "SWEET SWEET SWEET" for inclusion on the DREAMS COME TRUE ALBUM" 
  26. ^ "[Update] Japanese Sonic 1&2 Soundtrack's Tracklist Revealed". Retrieved 2014-01-08. 
  27. ^ "POCS-21032~4 | SONIC THE HEDGEHOG 1&2 SOUNDTRACK". VGMdb. Retrieved 2014-01-08. 
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  30. ^ "New PlayStation Plus Content For March & April 2011 – PlayStation.Blog.Europe". 2011-03-02. Retrieved 2014-01-08. 
  31. ^ Mitchell, Richard (2007-06-07). "Sonic 2 speeding to XBLA says ESRB". Retrieved 2010-06-07. 
  32. ^ "Sonic The Hedgehog 2 - Game Detail Page". Retrieved 18 February 2012. 
  33. ^ Buchanan, Levi (2010-04-20). "Sonic the Hedgehog 2 iPhone Review". IGN. Retrieved 2010-04-28. 
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  35. ^ Classic GI, "Classic Reviews," Game Informer, May 2002, p. 104.
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  38. ^ East, Tom (11 January 2008). "Sonic The Hedgehog 2: The blue hedgehog returns". Official Nintendo Magazine. Retrieved 3 February 2012. 
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  41. ^ MegaTech rating, EMAP, issue 22, page 100, October 1993
  42. ^ "Sonic the Hedgehog 2". Mega Zone (25): 31–3. January 1993. Retrieved 3 February 2012. 
  43. ^ "Reviewed: Sonic the Hedgehog 2 (Mega Drive)". Sega Force (12): 14–6. December 1992. Retrieved 3 February 2012. 
  44. ^ "Sonic 2". Sega Force Mega 2 (1): 91. August 1993. 
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  46. ^ a b "Electronic Gaming Monthly's Buyer's Guide". 1993. 
  47. ^ Official Gallup UK Mega Drive sales chart, March 1993, published in Mega (magazine) issue 6
  48. ^ Boutros, Daniel (2006-08-04). "Sonic the Hedgehog 2". A Detailed Cross-Examination of Yesterday and Today's Best-Selling Platform Games. Gamasutra. p. 5. Retrieved 2006-12-08. 
  49. ^ a b Game Zero's Sonic the Hedgehog 2 Review. Game Zero. 1993. 
  50. ^ "Top 100 Games of All Time". Game Informer 11 (100): 28. August 2001. 
  51. ^ Mega magazine issue 26, page 74, Maverick Magazines, November 1994
  52. ^ Burrill, William (1991-12-12). "This Sonic is super, too". Toronto Star. p. F4. 

External links[edit]

Preceded by
European Club Soccer
UK number-one Mega Drive game
February–March 1993
Succeeded by
Ecco The Dolphin