Sonic the Hedgehog 2 [Sega Genesis/Mega Drive Longplay]

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Newline Void

Newline Void

11 ай бұрын

EMERALD HILL ZONE ACT 1: 00:00
EMERALD HILL ZONE ACT 2: 05:26
CHEMICAL PLANT ZONE ACT 1: 12:02
CHEMICAL PLANT ZONE ACT 2: 13:48
AQUATIC RUIN ZONE ACT 1: 17:45
AQUATIC RUIN ZONE ACT 2: 21:20
CASINO NIGHT ZONE ACT 1: 27:40
CASINO NIGHT ZONE ACT 2: 30:30
HILL TOP ZONE ACT 1: 35:58
HILL TOP ZONE ACT 2: 39:37
MYSTIC CAVE ZONE ACT 1: 43:05
MYSTIC CAVE ZONE ACT 2: 46:42
OIL OCEAN ZONE ACT 1: 51:28
OIL OCEAN ZONE ACT 2: 55:51
METROPOLIS ZONE ACT 1: 1:00:04
METROPOLIS ZONE ACT 2: 1:06:27
METROPOLIS ZONE ACT 3: 1:11:08
SKY CHASE ZONE: 1:18:36
WING FORTRESS ZONE: 1:20:47
Special Stages: 1:29:13
DEATH EGG ZONE: 1:42:25
2 PLAYER VS: 1:45:19
Extras: 1:51:04
Endings: 2:01:41
Sonic the Hedgehog 2[a] is a 1992 platform game developed by Sega Technical Institute (STI) for the Sega Genesis. Players control Sonic as he attempts to stop Doctor Robotnik from stealing the Chaos Emeralds to power his space station. Like the first Sonic the Hedgehog (1991), players traverse side-scrolling levels at high speeds while collecting rings, defeating enemies, and fighting bosses. Sonic 2 introduces Sonic's sidekick Miles "Tails" Prower and features faster gameplay, larger levels, a multiplayer mode, and special stages featuring pre-rendered 3D graphics.
After Sonic the Hedgehog greatly increased the popularity of the Genesis in North America, Sega directed STI founder Mark Cerny to start Sonic 2 in November 1991. Members of the original development team-including programmer Yuji Naka and designer Hirokazu Yasuhara-moved from Japan to California to join the project. Sonic 2 was intended to be faster and more ambitious than the first game. The development suffered setbacks, including cultural differences between the Japanese and American staff, and numerous levels were cut due to time constraints and quality concerns. As with the first game, Masato Nakamura, a member of the J-pop band Dreams Come True, composed the soundtrack.
Sonic 2 was widely anticipated, and Sega backed it with an aggressive $10 million marketing campaign. It was released in November 1992 to acclaim and received numerous year-end accolades, including two Golden Joystick Awards. Critics considered Sonic 2 an improvement over the first game and praised the visuals, level design, gameplay, and music, though the low difficulty level and similarities to its predecessor were criticized. Sonic 2 broke video game sales records and became the fastest-selling game at the time, grossing over $450 million. With six million copies sold worldwide, it is the second-bestselling Genesis game behind the original Sonic the Hedgehog.
Sonic 2 solidified Sonic as a major franchise and helped keep Sega competitive during the console wars of the 16-bit era in the early 1990s. It continues to receive acclaim and is considered one of the greatest video games of all time. Sonic the Hedgehog 3 and Sonic & Knuckles followed in 1994. Sonic 2 has been rereleased on various platforms via compilations and emulation, and a remake for iOS and Android devices, developed using the Retro Engine, was released in December 2013. A number of Sonic 2 prototypes have leaked since the release; the first, discovered in 1999, played a significant role in the development of a game datamining community.
Sonic 2 broke video game sales records and became the fastest-selling game at the time.[68][69] In the US, it sold 600,000 copies within a day in addition to 400,000 preorders.[70] In the UK, it sold 750,000 copies within a week, accounting for 48% of all UK software.[69][68][71] It was the top-seller on Gallup's Sega charts for the UK,[72] Japan, and the US for months.[73] Sonic 2 grossed $450 million in 1992 ($940 million adjusted for inflation),[74] and its release-day revenue exceeded the total revenue that the bestselling music CD of 1992, Simply Red's Stars, had earned throughout the year.[75] Sonic 2 sold six million copies worldwide by August 2006,[76] making it the second-bestselling Genesis game behind the original Sonic the Hedgehog.[77]

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@robertanderson9447
@robertanderson9447 11 ай бұрын
When I was a kid, Sonic 2 was the one I got the furthest in. I distinctly remember thinking Metropolis Zone was the final level. And why wouldn't I? (Aside from the manual saying there's more, let's ignore that) It sure looks like Dr. Robotnik's main base. There's traps everywhere, the enemies are tough as nails and there's 3 acts?? I struggled on the boss, and would either lose all my lives, or have to stop playing for whatever irl reason. It was tragedy because in my mind, this was the final boss. So close to saving the world, yet so far. Though I agree Sonic 2 is the weakest of the Genesis trilogy, there is something to be said for its pacing. I've always felt this one is very easy to just jump into and start blasting through, even more so than Sonic 3. It makes for quite a contrast to Sonic CD's design philosophy, which instead doubled down on exploration. Sonic 1 has the right balance of both elements. Sonic 3 takes the best of 2 and CD and gives them the balance of 1, resulting in a very admirable package. Game design. I'm tired now.
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