The Cutting Room Floor now has a Patreon page. Thanks for all your support!

If you've blocked our ad, please consider unblocking it.
We promise it isn't annoying. No flash, no sound, ever.

Ads by Project Wonderful! Your ad here, right now: $0

Sonic the Hedgehog 2 (Sega Master System, Game Gear)

From The Cutting Room Floor
Jump to: navigation, search

Title Screen

Sonic the Hedgehog 2

Developer: Aspect
Publishers: Sega (JP/US/EU/AU), Tec Toy (BR)
Platforms: Sega Master System, Game Gear
Released in JP: November 21, 1992
Released in US: November 17, 1992
Released in EU: October 29, 1992 (Game Gear), October 16, 1992 (Master System)
Released in AU: 1992 (Master System)
Released in BR: 1992 (Game Gear), 1993 (Master System)


DevTextIcon.png This game has hidden development-related text.
GraphicsIcon.png This game has unused graphics.
ItemsIcon.png This game has unused items.
MusicIcon.png This game has unused music.
LevelSelectIcon.png This game has a hidden level select.


ProtoIcon.png This game has a prototype article

Sonic the Hedgehog 2: featuring Tails as Princess Peach!

Unused Graphics

Character Sprites

Artwork Name Description
Sonic2GGTailsCry.gif "Crying Tails" Animation Tails crying. Probably meant to be used in the ending cutscene when he is rescued.
Sonic2GGOldIdle.png "Bored Sonic" Animation While the majority of the game's Sonic graphics were copied from the Master System version of the first game, the waiting animation was changed, rendering these three frames unused. These were used, however, in the Autodemo prototype.
Sonic2SMSEarlyDeathSprite.png Sonic 1 Death Sprite Sonic's death sprite from the Master System version of the first game. The final version uses an updated sprite.
Sonic2GGUnderBossFull.png Under Ground Zone Boss body The entire body of the boss. Normally, only its head is visible.
Sonic2GGDuckFull.gif Sky High Zone Boss body The entire body of the boss. Normally, only its head and neck can be seen.

Monitors

Artwork Name Description
Sonic2GGMonitor1.png Sonic Monitor While you can find this in a wall in Crystal Egg Zone, the graphics are obscured. When collected, it grants a continue.
Sonic2GGMonitor3.png Question Mark Monitor May have given a random amount of rings or items, like in the 2-player mode of the Genesis version.
Sonic2GGMonitor2.png Grey Sneaker Monitor May have slowed you down, like the Speed-Down sneaker in the 2-player mode of Sonic 3.
Sonic2GGMonitor4.png Arrow Monitor Most likely intended to be a checkpoint marker, like the 8-bit versions of Sonic 1.

Level Art

Hmmm...
To do:
There are many more.
Artwork Name Description
Sonic2GGUnderBricks.png Under Ground Zone Bricks Several unused bricks. Tiles similar to the gray bricks were used in the Autodemo prototype, but they were removed by the final version.
Sonic2GGUnderLoop.png Under Ground Zone Loop A leftover from the Autodemo prototype.
Sonic2GGUnderOther.png Under Ground Zone Tiles Miscellaneous unused pieces.
Sonic2GGUnderPlat.png Under Ground Zone Floating Platform An unused floating platform.
Sonic2GGBoulder.gif Sky High Zone boulder This boulder was probably supposed to roll down a hill in Act 1.
Sonic2GGSkyPlat.png Sky High Zone platform Another unused floating platform.
Sonic2GGSkyBlock.png Sky High Zone object Unknown purpose - another platform?
Sonic2GGWaterSlope.gif Aqua Lake Zone block A small additional piece of land.
(Source: Sonic Retro)

Gimmick Mountain Title Card

Sonic2GGMountain.png

Originally, the level card for Gimmick Mountain Zone used its full name. Due to lack of space on the screen, however, "Mountain" was shortened to "Mt."

(Source: Hivebrain)

Unused Text

A build date string can be found in the ROM at 0x000C0.

Master System

MS SONIC THE HEDGEHOG.2 Ver1.00 1992/09/05 SEGA /Aspect Co.,Ltd

Game Gear

GG SONIC THE HEDGEHOG.2 Ver1.10 1992/09/12 SEGA /Aspect Co.,Ltd

Unused Music

A peaceful, ethereal-sounding tune. What this song could have been used for is unknown, but it might have been an early theme for Crystal Egg due to the similar style.

Level Select

Master System

Sonic2SMSLevelSelect.png

While powering on the game, hold Left + 1 + 2 on Controller 2. When the intro sequence starts, release the buttons, then start the game as usual.

Game Gear

Sonic2GGLevelSelect.png

When the intro starts, hold Down + Left + 1 + 2 + Start. When the title screen appears, wait for a ring sound to play twice (Tails will wink three times). Release all the buttons and press Start.

Version Differences

Hmmm...
To do:
This section is WIP: add more detail, elaboration, rip the alternate boss/Power Sneakers/good ending themes and confirm if any of the exclusive music exists as unused leftovers, etc.

The 8-bit versions of Sonic the Hedgehog 2 are mostly identical, but besides the resolution, there are some differences detailing the transition from Master System to Game Gear:

  • The intro originally started with Tails already kidnapped. On handheld, it starts off with Tails running away as Robotnik's claw catches him. The sky in the intro also changed from a bright cyan to a very dark shade.
  • The music during the Master System intro is the title screen music of the Game Gear version; the Master System title screen plays no music, and the Game Gear intro plays the Scrambled Egg track.
  • Sonic's ledge animation is slower on Game Gear.
  • The boss music is different between versions, with the Game Gear version noticeably being mixed into the JP Metallic Madness from Sonic the Hedgehog CD.
  • Several small changes are present to level geometry and ring layouts across the game. A notable example is a set of rings in Green Hills spelling the word "END" (one of the level designers listed in the credits) was added. These changes are minor and don't appear to be done to make the stages easier to navigate with the restricted view as per the stage changes in the Game Gear version of Sonic the Hedgehog.
  • The geometry of several boss fight areas were made smaller to accommodate the smaller fixed screen. For example, the Green Hills arena is much narrower, and the Crystal Egg's boss omits the horizontal pipe exit on the left.
  • Several boss fights are more difficult. Under Ground's boss now has the rocks bounce at unpredictable heights, Aqua Lake's boss continually moves towards Sonic, forcing him to jump and be bounced away before the orange sphere attack, and Green Hills' boss will now sometimes combine a high leap with a low roll attack rather than just doing one or the other. Crystal Egg's boss is not necessarily harder, but it does not follow exactly the same attack pattern as the Master System version, i.e. if one attacks it during the optimal openings on each play, it will result in the battle playing out exactly the same every time, but those openings and thus exactly the same scenario differs for each version.
  • In the Master System version of Aqua Lake Zone Act 2, the entire level is a murky green palette, and the waterline is invisible and at a fixed position near the top; on Game Gear, clean blue water visibly rises and floods the entire stage at the start.
  • When Sonic drowns in the Master System version, he sinks with his mouth opening and closing, like the Master System version of the previous game; on Game Gear, he sinks with his mouth open, as in the console games.
  • Power Sneakers exist as a one-off powerup in the Master System version, only appearing in Aqua Lake Zone Act 2. When this monitor is broken, a unique track is temporarily played, but it otherwise does not provide its usual speed up effect. Likely because of this odd oversight, it is replaced by a Super Ring monitor in the Game Gear version.
  • The sound effect when Sonic spins on the wheels and orb in Gimmick Mountain and Crystal Egg is different.
  • On Game Gear, "HIRO SSS" is credited in place of "SEMIMARU" and "TOSIYAN" is corrected to "TOSHIYAN" for the Program, and there is an extra credit for "RYU" under Thanks.
  • The bad ending music is extended on Game Gear, while it cuts short on Master System.
  • The good ending has its own, happy-sounding tune on Game Gear.
  • When Sonic (and Tails) look upon the stars at the end of the credits, a sound effect is now played.