This sequel improves on an already great formula to craft an even better experience
Due to the success of the first Sonic game, Sega quickly pushed out another one. Luckily, it wasn't a cheap cash-in or simply more of the same. Sonic 2 improves upon the original in many ways. It was developed and published by Sega and released for the Genesis in 1992. Like the original, its focus is on speed and attitude, and this comes across even stronger than in the first game. And thanks to some great additions, Sonic 2 outdoes the original (which is exactly how it should be with sequels).
The most noteworthy addition is Tails, who shares the title screen with Sonic himself. It seems like Sega was saying, "This is Sonic 2, and we have 2 main characters now." As you play through the game, Tails will be right by Sonic's side. However, Tails does not have the speed of the blue blur, so he often falls behind when you get going really fast. A second player can actually take control of Tails for simultaneous play throughout the game--a great addition indeed!
Sonic still handles the same (meaning he's still a little slippery). One move was added to Sonic's abilities in this game: the spin dash. By holding down and pressing the jump button, Sonic will spin in place; release the d-pad and he will shoot forward with a burst of speed. This move is very helpful in the game and some levels will even force you to use it to get past a tall ramp or to get out of a half-pipe. Sonic's ball form is also used in greater ways in Sonic 2, such as in Chemical Plant Zone when Sonic is transported through clear tubes that shoot him around and eventually make him pop out in another area (which is awesome!).
Speed is still the focus of the game, perhaps even moreso than the first game as almost every level has multiple loops. In some levels, Sonic would go so fast that he would almost outrun the screen! The amazing part is, the game never lagged during these times, showing off that "blast processing" which we heard so much about in the '90s. Level design is excellent. There are plenty of surprises, such as bad guys popping out of walls and all kinds of moving platforms.
The different zones in Sonic 2 are simply fantastic. Unlike the first game, each zone has only two acts (instead of three) and a boss. The different zones have great variety: new visuals, distinctive music, and different enemies set each zone apart. Emerald Hill Zone is a strong first zone, not too challenging and very fun; Chemical Plant Zone is a neat science-type zone that is very lab-like in its visuals; Aquatic Ruins Zone combines ancient ruins with water, feeling like you're in Greece; and there are many more.
Out of all the different zones, Casino Night Zone stands out as my favorite. It's most certainly one of the funnest parts of the game, treating Sonic like a pinball in a giant pinball machine. Bumpers and flippers are all over the place, and you can even try to line up three faces on a slot machine to get rings or a one-up. It's just pure fun. Casino Night Zone also has one of the best boss fights: you fight Eggman in a giant pinball area with several flippers, and you have to zoom around and try to come down on him. It can be challenging, especially if you work up too much momentum, but it's a very creative boss fight.
Each boss fight in Sonic 2 is against Eggman (just like the first game). The funny thing is that he's in a different vehicle each time: first a car, then a plane, then a drill dozer, then a submarine, etc. Eggman sure likes his machines. These fights are not difficult as patterns are easily recognized and take just a few hits to bring him down.
If a friend isn't playing with you, Tails will be controlled by the CPU. He's pretty much worthless, but if he grabs any rings, they'll go into your count at the top of the screen; he can also defeat bad guys if he jumps on them. And sometimes he'll give you hints through what he does, such as when you're stuck at the bottom of a half-pipe, Tails will start doing the spin dash (as if he's saying, "This is what you should do"). So atleast that's neat.
The zones are awesome, but not all of the zones make sense, such as Metropolis Zone, which is more about machinery than the city. It seems that "Machinery Zone" would have suited it better. And while Sky Chase Zone is unique (having Sonic ride on a plane Tails is flying), it can be a little frustrating because you cannot jump down onto enemies. You see, Tails keeps up with wherever Sonic jumps. So you have to jump up at enemies to defeat them, which is a slight annoyance.
Sonic 2 also has some extra multiplayer modes. Sonic and Tails can race in three different zones via splitscreen. It doesn't seem fair since Tails is not nearly as fast as Sonic, but it's a neat idea anyways. Also, Sonic and Tails can compete in a pseudo-3D racetrack to see who can collect more rings. Surely this was amazing at the time, but it looks terrible today. Honestly, these modes aren't that great, but it's nice to have multiplayer.
Final Verdict--4 Stars: Recommeded
Sonic 2 is not a simple cash-in or a lazy sequel; it's a truly creative game that improves on the original and adds new things. Tails, the spin dash move, and multiplayer were all welcome additions to the Sonic franchise. The level design and music stand out throughout the entire game. Perhaps the polish of this game can be attributed to Mario as Sega was trying to out-do Nintendo's plumber. Whatever the case, Sega didn't pull any punches with this one. It was a truly great game, and it wouldn't be the last.
Join me all month as we look at Sonic, and be sure to check back for more Sonic games.
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