Sonic the Hedgehog 2 is a 2013 remastered version of the original Sonic the Hedgehog 2 for the Sega Mega Drive. It was developed by Christian Whitehead and Simon Thornley for the iOS and Android, following their remastered digital re-releases of Sonic the Hedgehog CD and Sonic the Hedgehog. It was released on December 12, 2013 for both operating systems simultaneously worldwide.
After the success of Christian Whitehead's Sonic the Hedgehog CD port in 2011, they immediately started production on reworking Sonic the Hedgehog 2 for smartphones. This would mark the first time that Sonic would ever meet the Android phone.
Differences from the original
- Knuckles was included as a playable character in the game (like in Knuckles the Echidna in Sonic the Hedgehog 2) without the need for the Sega Mega Drive cartridge's unique "lock-on" technology between Sonic the Hedgehog 2 and Sonic & Knuckles
- There is an entirely new Starting Menu as previously seen in the remastered version of Sonic 1.
- The player can now save their progress and Chaos Emeralds (infinite continues were provided as a result).
- The player can access a secret sub-menu within the debug menu that allows them to use the elemental shields from Sonic the Hedgehog 3.
- Tails can now fly and airlift Sonic
- Special Stages are now in 3D-rendered environments.
- The game is now rendered at a full 60fps.
- There is a fully remastered soundtrack.
- Hidden Palace Zone, which was included as a scrapped zone during the development of Sonic the Hedgehog 2, was brought back, complete with its own original boss. It uses the Mystic Cave Zone's two-player music.
It is possible to access the Debug menu by playing sounds "01, 09, 09, 02, 01, 01, 02, 04" (the US/European release date of the original Genesis game) in the Sound Test. During gameplay, tap the upper-left corner of the screen to access the debug mode. To change the item the player is placing, press the + or - on the top of the screen. Note that tapping the life counter in Debug Mode will take the player back to the Level Select.
To access Level Select, simply start a 'No Save' game and choose a character. On the SEGA splash screen, the player should tap the letters in regular once the entire word appears. If done correctly, the player will hear a Ring chime. the player must then hold two fingers on the bottom of the screen and wait. After the title screen appears, the player will be taken to the Level Select.
There is an unused game config menu that can be enabled to replace the more rudimentary menu from Sonic the Hedgehog (2013). To enable it, play sound "00" three times in the Sound Test to bring up the "Game Config" menu, that includes:
- Player: Similar to the player select in the Genesis games' options menu, this allows the player to play with Knuckles with Tails following him (à la the default Sonic and Tails option).
- Items: Lets the player choose between Sonic the Hedgehog 2 items, hidden Sonic the Hedgehog 2 items (all monitors display a "?" graphic), Sonic the Hedgehog 3 items, and hidden Sonic the Hedgehog 3 items.
- Flight: Toggles Tails' signature ability.
- Air Cap: Toggles the air speed cap.
Eighth special stage
Similar to how Sonic the Hedgehog (2013) added a hidden seventh Special Stage, this port adds an eighth Special Stage. By selecting sounds "00" through "07" in the Sound Test, the player can change which Special Stage the player goes to. Playing sound "00" and selecting Special Stage takes the player to the Special Stage #1, playing sound "01" and selecting Special Stage takes the player to the Special Stage #2, and so on.
The eighth Special Stage's layout is purple, a color previously used exclusively in multiplayer Special Stages, and includes a corkscrew loop.
Hidden Palace Zone prototype
The original Hidden Palace Zone is available in this port of the game under the name Proto Palace Zone, but via the Debug mode. Like the stage's original incarnation, it is incomplete and stops at a certain point, although the water slide is now fully-functional. Also, rather than the "Master Emerald" acting as a breakable object, it instead warps the player back to the Stage Select.
Egg Gauntlet Zone
The Egg Gauntlet Zone data remains in the final game, but can only be accessed by hacking. It was the first attempt at a Boss Attack level that had some original artwork, such as mechanical palm trees and flashing lights. It was to be a full Zone that acted as a testing facility for some of the boss inventions rather than just have a level with bosses back to back. The act was nearly completed and needed just a few graphical changes as polish. However, Sonic Team did not approve of the changes, so the level was scrapped and the Boss Attack level that was used in the final game was created. As of Version 3.0.9, the Zone was completely removed from the game.
In the files of this port for Sonic the Hedgehog 2, there are a number of leftovers used in the original Genesis game, but did not make it into the digital port gameplay. These include:
|"S" Monitor||Makes the player go Super when broken. Breaking this monitor is the only way for Tails to become Super Tails in this game.|
|Three Shields Monitor||Toggles the Items option when broken. Changes to the monitors will take effect when the player restarts the Act or advance to the next Act.|
|Emerald Monitor||Breaking it will give the player all the Chaos Emeralds. Breaking it again will take them away.|
|Spring Monitor||The only monitor that is not used in Debug Mode.|
|Emerald Hill Zone||The snail badnik from early prototypes of the game can be placed with Debug Mode. It retains its behavior.|
|Emerald Hill Zone||A prototype version of the Buzzer, now found in Debug Mode. This Buzzer behaves as originally planned in concept art, where its shots can burn bridges. The burning bridges are harmful unless the player has a Flame Shield.|
|Chemical Plant Zone||This three-eyed fish badnik is now fully functional and can be placed with Debug Mode. It flies around very slowly, but will speed up if it sees the player, dropping Bubblers as it flies.|
|Chemical Plant Zone||These are dropped by the Mother Bubbler badnik, and will quickly explode after touching the ground. The player can also place them individually with Debug Mode.|
|Chemical Plant Zone||Can be placed with Debug Mode. These are merely decoration and do no do anything.|
|Chemical Plant Zone||Can be placed with Debug Mode. The fireball remains stationary, but is harmful unless the player has a Flame Shield.|
|Chemical Plant Zone||Can be placed with Debug Mode. The ball floats in the air, and will chase the player if approached. When it is above the player's head, it will explode and drop chemicals on the player that will inflict damage unless the player has an Aqua Shield.|
|Chemical Plant Zone||This sprite is in the CPZ object sprite sheet, but is unused.|
|Aquatic Ruin Zone||An unused door that can be placed with Debug Mode. It closes as soon as the player enters it.|
|Aquatic Ruin Zone||A green Grounder that the player can place with Debug Mode.|
|Aquatic Ruin Zone||A strange pillar that does not appear anywhere else.|
|Mystic Cave Zone||An odd platform made of Rings, which can be placed with Debug Mode. It can be stood on, and moves in a motion similar to the spiked balls in the level.|
|Oil Ocean Zone||The checkered ball can be placed with Debug Mode. It behaves like the rolling ball from Green Hill Zone rather than it did in the prototypes and original game.|
|Sky Chase Zone||The Balkiry's unused standing frame. It be seen through Debug Mode.|
|Sky Chase Zone||Like before, the turtle's walking animation cannot be seen without the use of Debug Mode.|
|Wing Fortress Zone||Can be placed with Debug Mode. It behaves like a badnik in the original game.|
|Wing Fortress Zone||A platform that shoots a laser when it spins. Can be placed with Debug Mode.|
|Leftover continue screen animation for Tails from the 2013 Sonic the Hedgehog port. Tails uses a different animation for the continue screen in this game.|
|Leftover life icons for Tails from the 2011 Sonic the Hedgehog CD port. Present among Tails' sprites.|
|Leftover timer marks from the 2011 Sonic the Hedgehog CD port. Present among the HUD sprites.|
- ↑ Scrapped level from Sonic 2 Mobile found. tssznews. Retrieved on 3 July 2016. “Regarding Egg Gauntlet: "Basically during development, we tried something different for the Boss Attack mode. Instead of the original bosses back to back, they were all in the one zone with connecting platforming sections – the idea being that it was a testing facility, with mechanical palm trees, flashing lights etc etc. It was fairly close to completion (it just needed a few graphical effects, replacing placeholder graphics, and general polish), however Sonic Team didn’t agree with changing the location, colors or graphic style for the Bosses. So in the end we respected the wishes of the team and put together the Boss Attack you see today."”