![]() But it gives your friend something to do, when it’s not his turn. Anyways, multiplayer! The second player can sort of follow along as Tails, making the game slightly co-op… Okay, it’s kind of pointless. Sonic 2 also introduces two forms of multiplayer gameplay, thanks to the addition of a sidekick character named Tails (or… Miles Prower), a cute little fox with two tails. (Foxes with multiple tails is a common folklore creature in Japan–look up kitsune if you want.) This rapscallion is OP as hell, capable of not only running as fast as Sonic, but also has infinite lives, can somehow fly with his tails as a helicopter propeller, and (perhaps most incredulously) can roll into a ball (!) and have his two tails still waggling along behind him. A very smart and welcome addition to the gameplay, as it helps the player get right back to it without prolonging the sense of frustration that often comes with 2D platforming blunders. If you’ve lost your momentum just before a ramp, steep incline, or loop-de-loop, you can press down and the action button to charge up a rolling burst of speed. Running and rolling feel just as good as the first game, but the controls are further improved with the addition of the spin dash. Defeating that no-rings final boss–the huge Robotnik mecha–was definitely my most memorable video game achievement as a kid. All in all, the levels of Sonic 2 are more enjoyable to roll about in, and the game provides a bit more of a challenge thanks to the final few bosses. (Hill Top Zone, however, is ASS.) Later levels in the game certainly have more traps, enemies, and methodical jumping segments (particularly the Metropolis and Wing Fortress Zones), but there’s a sort of thematic sense to this that feels appropriate. The first four stages are awesome, and I have a soft spot for Mystic Cave Zone too. There are more levels (ten this time, generally with two acts each), most of which are a bit better-designed for running through. Overall, the game is an improvement over the original. It released on November 24th worldwide (simultaneous release across regions was rare for that time), and heavily advertised as “Sonic 2’s day” because it was a Tuesday. The game ended up being a great sequel, and one of the top-selling games of the 16-bit era. The story behind Sonic 2′s development is actually quite the wild roller-coaster, to the point where the game probably had every reason to turn out a total mess.īut as luck would have it… it didn’t? The combined efforts of a portion of Japan’s Sonic Team and America’s Sega Technical Institute somehow managed to pull through. But then they changed their mind and said get it out in time for Christmas (because that never leads to disaster, right?). Well, guess what? At first, they didn’t want a sequel made. Fess up… how many of you resold your copy of this?įollowing the success of Sonic 1, it should come as no surprise that Sega would want a sequel made for the next year.
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