

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. From the year 1992 to present, third-party Genesis continued being traded at AtGames in North America and Europe.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.

There is an entirety of 30.75 Million units of Genesis marketed worldwide before it was terminated in 1997. In 1991, Nintendo's Super Family Computer became a tough opponent for Sega Genesis in the United States and Europe console market, this results in Sega creating video games that involve brutalities such as Night Trap and Mortal Kombat.
SONIC THE HEDGEHOG 2 WORLD REV B GAMECUBE EDITION SERIES
The game that caused Genesis' popularity is their Sonic the Hedgehog series that's been franchise by most youth market and sports distributorships, noting the game as a youth-friendly console. However, it did great in North America, Europe, and Brazil. This design of Sega Genesis was directed by Hideki Sato and Masami Ishikawa from the R&D Team.īack in 1988, The Sega Genesis launched in Japan was dominated by Nintendo's Super Family Computer. Sega Genesis is equipped with a Yamaha YM2612 or OPN2, a sound chip manufactured by Yamaha and a Texas Instruments SN76489 that is responsible for the Genesis sound generator. Sega Genesis' Display interface has 256x224 NTSC, 256x240 PAL pixels, 512 color palettes with 61 colors on-screen. The console also utilizes a ROM Cartridge as its media that functions as the device's memory card that stores data such as the game's development and the player's scores. The Sega Genesis uses a Motorola 68000 operating in 7.6MHz and Zilog 800 running in 3.58MHz as the console's central processing unit. Sega Genesis has distinct terms per country such as Mega Drive in Japan, and Super Aladdin Boy in South Korea. It was the third console issued by Sega that operates in a 16-bit game board. In 1988, SEGA Games Co., Ltd., a multinational videogame developer, originated from Japan that has foreign branches in America, and Europe created The Sega Genesis that was initially released in Japan.
