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Sonic the Hedgehog 2 [a] is a platform game developed and published by Sega for the Sega Genesis console, released worldwide in November It is the second main entry in the Sonic the Hedgehog seriesand introduced Sonic the Hedgehog 's sidekick, Miles "Tails" Prowercontrollable by a second player.

In the story, Sonic and Tails must stop series antagonist Dr. As with the original game, the soundtrack was composed by Dreams Come True songwriter Masato Nakamura. Sonic the Hedgehog 2 sold over six million copies, making it the second-best-selling Genesis game behind the original Sonic the Hedgehog.

It is considered one of the greatest of all time. It has been rereleased on various platforms, which were also generally positively received. The game's premise is similar to that of the original Sonic the Hedgehog. Ivo Robotnikis planning world domination through the power of the Chaos Emeralds and an army of robots powered by trapped animals. Specific to this game, he is additionally constructing an armored space station known as the Death Egg a parody of the Death Staralso for the means of world domination.

The plane is damaged after being shot at, but Sonic still manages to infiltrate the Death Egg, alone. Once there, he battles a robotic imposter before taking on Robotnik, who is piloting a giant mech.

Sonic manages to defeat the robot and it explodes, damaging the Death Egg and knocking it out of orbit. Sonic falls to the ground and is saved by Tails in the Tornado.

If the player has collected all of the Chaos Emeralds, Sonic, in his Super Sonic form, flies alongside it. Sonic the Hedgehog 2 is a 2D side-scrolling platform game.

The difference between the two is purely cosmetic; the two both have identical abilities. A second player can join in at any time and control Tails separately. Certain levels have features that are unique to them; for example, Emerald Hill has corkscrew-like loops, and Chemical Plant has boost pads that instantly put Sonic at his top speed. When the Online Slots Casino Nj Entertainment collects at least 50 rings and passes a checkpoint, they can warp to a "special stage".

A set amount of rings must be collected to pass through each of three checkpoints and in turn to obtain the emerald itself. If Sonic collides with a bomb, he loses ten rings and is immobilized momentarily.

The stages rise in difficulty, and the player cannot enter any stage without passing the previous one. After finishing, the player is transported back to the star post they used to enter the special stage, with their ring-count reset to zero.

However, he loses one ring per second and reverts to being regular Sonic when all of his rings are gone. The game also has a competitive mode, where two players compete against each other to the finish line, as either Sonic or Tails, in a split-screen race through three of the regular levels and a special stage. After one player finishes one of the regular levels, the other player must finish the zone within 60 seconds, or the level ends instantly.

In the regular levels, players are ranked in five areas score, time, rings held at the end of the level, total rings collected, and the number of Casino Night Zone 2 Player Classic Remix boxes broken. The player with wins in the most number of categories wins the level. In the Special Stage, players compete to obtain the most rings. The mode ends when all stages have been completed, or if a player loses all their lives, in which their opponent will automatically win.

However, he cannot jump as high, making some parts of the game, such as certain boss fights, more difficult. In addition, fewer rings are needed to progress in special stages and the score no longer resets. The two-player mode is removed.

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Following the release of the original Sonic the Hedgehogcreator Yuji Naka quit Sega due to disagreements over its corporate policies. Development of Sonic 2 began in Novembertwo months later than Cerny had intended because Sega of America initially felt it was too soon for a sequel. Sega of America objected to the character's name, Miles Prower a Las Vegas Usa Casino Instant Play on " miles per hour "so he was given the nickname Tails as a compromise.

The staff increased the speed of Sonic the Hedgehog 2 compared to the first game. Sonic 2 is believed to have been planned to have time travel aspects and was originally developed alongside Sonic CD as the same game, [24] but Sonic CD eventually became its own game over time. The prototype ROM was rediscovered by a fan named Simon Wai on a Chinese website, [26] and features playable sections of two cut levels from the final release of the game: Wood Zone and Hidden Palace Zone.

You'd encounter the stage through normal play by collecting the emeralds. The idea behind the stage was, "Where do the Chaos Emeralds come from? But even from Sonic 1 we'd been throwing around those sorts of ideas. Still, when we were running out of time, we looked over things quickly trying to figure out what to dump There's simply no way we could have thrown that in by the deadline at the rate we were going.

So that's why there are three acts in this one. We had already finished the map, and it would have been a Casino Night Zone 2 Player Classic Remix to waste it, so this is what we went with. Sonic the Hedgehog 2 ' s music, like the previous game, was composed by Masato Nakamurabassist and lead songwriter of the J-pop band Dreams Come True.

The music began early on in development with only concept images for Nakamura's reference, but having a previous game meant he had experience with creating music for the Genesis and began taking a similar approach to the first game. As a gift to Sonic Team, Masato produced an alternate version of the ending theme with Dreams Come True, which was included in the album they were recording at the time.

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Later in October of the same year, a three-disc compilation of the music from Sonic the Hedgehog and Sonic the Hedgehog 2 was released in Japan. This required Sega to reconfigure its distribution system to ensure that games were available in all major stores. The release date, Tuesday, November 24, was marketed as "Sonic 2s day".

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While the Genesis release in North America and the Mega Drive release in Europe both released the game on this day, Sega made the game available a few days before in Japan on November 21, Though based on the original game of the same name, it is a distinct game, with different level designs and a different plot, [51] and this version, unlike the bit release, does not have the spin dash, which led it to being thought to be made before the Sega Genesis version.

This version adds several enhancements, such as widescreen graphics, Knuckles as a playable character, time and boss attack modes, online multiplayer, additional multiplayer stages, and the previously unreleased Hidden Palace Game Of Chance Casino Junket Club Carlson. Casino Night Zone 2 Player Classic Remix, Tails is given his abilities from Sonic the Hedgehog 3[32] and the remaster features a post-credits scene which depicts the Death Egg crash-landing on Angel Island.

The game was made available for download on Wii 's Virtual Console on June 11,[63] PlayStation 3 via the PlayStation Network on April 19,[64] and Xbox via Xbox Live Arcadethe latter having enhancements such as online leaderboards, achievements, and online play. Due to the popularity of its predecessor, Sonic the Hedgehog 2 already had an established fanbase anticipating its release. Reviewers praised the large levels, [79] colorful graphics and backgrounds, [79] [92] increased characters, enemies, [5] and music.

GameSpot stated that "time may have eroded Sega's prominence, but it hasn't done much to diminish how sweet Sonic the Hedgehog 2 is," and, along with other reviewers, commented on how it is still a fun game to play.

Lucas Thomas of IGN praised the new "spin dash" ability. The main criticisms were of the two-player mode, a first for the series. However, Lucas Thomas praised the innovation, quipping that "Mario and Luigi could never run competitively through the same levels, at the same time". Sonic 2 ' s success was a major factor in Sega catching up to Nintendo in the earlys console wars. Sonic the Hedgehog 2 ' s popularity extended to various merchandise such as comic books such as Sonic the Comic[] a television series[] and a sequel, Sonic the Hedgehog 3which received similar acclaim.

For Sonic's 20th anniversary, Sega released Sonic Generationswhich remade aspects of various past games from the franchise.

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Inan unofficial, high-definition remake was announced titled Sonic the Hedgehog 2 HDwhich included development members who would later work on Sonic Mania. From Wikipedia, the free encyclopedia. Sonic the Hedgehog 2 8-bit video game. List of Sonic the Hedgehog compilations. Sonic the Hedgehog 2". Archived from the original on GI Interviews Hirokazu Yasuhara". Event occurs at 8: New York, New York: Retrieved 11 January Sega's Yuji Naka Talks! Sonic Team Interview November Page 2 ".

Retrieved 6 January Game Players Sega Guide. Retrieved 27 November Sonic the Hedgehog 2 Retrieved 31 March Sonic the Hedgehog 2 ".

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The blue hedgehog returns". Sonic the Hedgehog 2 Mega Drive ". Best Game of the Year Genesis ". Sega's famous mascot -- Sonic the Hedgehog is back for his second visit to the Genesis, and this version is hot! With 8 megabits of memory good ol' Sonic has a lot more room to do cool tricks and this is what makes this version stand head and shoulders above all the other Genesis games that came out this year.

All in all, Sonic 2 is the best Genesis cart to come along in a long time! Retrieved 22 January Retrieved 7 July Retrieved 7 February Death Egg Robot Boss". Retrieved 8 June Retrieved 9 October List of games List of features.

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Sonic Team Interview November Page 2 ". Retrieved 6 January Game Players Sega Guide. Retrieved 27 November Sonic the Hedgehog 2 Retrieved 31 March Sonic the Hedgehog 2 ". The blue hedgehog returns". Sonic the Hedgehog 2 Mega Drive ". Best Game of the Year Genesis ". Sega's famous mascot -- Sonic the Hedgehog is back for his second visit to the Genesis, and this version is hot!

With 8 megabits of memory good ol' Sonic has a lot more room to do cool tricks and this is what makes this version stand head and shoulders above all the other Genesis games that came out this year. All in all, Sonic 2 is the best Genesis cart to come along in a long time! Retrieved 22 January Retrieved 7 July Retrieved 7 February Death Egg Robot Boss".

Retrieved 8 June Retrieved 9 October List of games List of features. Episode I Colors Generations 4: Drift Drift 2 R Riders Riders: SegaSonic the Hedgehog Spinball Dr. Sonic X-treme Sonic Extreme. Brawl Super Smash Bros. After the Sequel Sonic Dreams Collection. Zero Gravity Unleashed Black Knight 4: Nights into Dreams Nights: Phantasy Star Online Online: Revolution Phantasy Star Universe.

List of games Category. Retrieved from " https: Articles containing Japanese-language text CS1 uses Japanese-language script ja CS1 Japanese-language sources ja Pages with citations lacking titles Good articles Use mdy dates from November Articles using Infobox video game using locally defined parameters Articles using Wikidata infoboxes with locally defined images Articles using Video game reviews template in single platform mode Articles with Japanese-language external links.

Views Read Edit View history. This page was last edited on 25 December , at By using this site, you agree to the Terms of Use and Privacy Policy. Sonic Team Sega Technical Institute. November 21, Sega Genesis JP: November 21, [2] NA: November 24, [1] EU: November 24, [1] AU: I suppose it was originally planned to be accessed through the wall next to that 1-up monitor, but then they decided to remove it. So, they made the wall solid but By the way, in Sonic 3 alone, you can knock down the lightning shield by flying underneath it'll fall below the fans and enter the room as Tails.

Also, in both versions you can hit the shield from below as Sonic using the nearby black wheel and with the help of a lightning jump, but it's very hard. Comment posted by Oobo on Tuesday, 22nd February , 4: Comment posted by Supurbia on Sunday, 27th February , 4: Use that balloon to get onto the platform with the red spring on the left.

Don't take that spring, instead, take the navy balloon on the right. Jump on the platform to the right, and walk inside the hidden room. Comment posted by Anonymous on Saturday, 15th September , 2: Well, when playing as Sonic and Tails, Tails jumped on it and started it moving, so it may have been there as a hint to players of how to get past the barrel in Act 2! The first big ring is situated underneath the first long red and white diagonal pole you come to on the main route. As you wind your way down, jump off underneath and follow the curved left hand wall upwards.

This one has two possible entrances, first found by taking Tails' shortcut in Point 1. Past the line of spikes, head into a hidden corridor on the right. The ring sits in the middle of the corridor that exits out to the main route on the far right. For Sonic alone, this also serves as an entrance. It's to the left of a long descending platform and big wheel, just before the first main route checkpoint.

Take Sonic's shortcut in Point 1 and you can't miss it. It's in the right hand wall just as you spin dash up the curve to rejoin the main route. A checkpoint is just above. There's a couple of very tall spinning black cylinders along the way from the first main route checkpoint at the top of the act. They're preceded by a series of tall, thin platforms within the level structure.

A ring is hidden in the right hand wall of these, below some wall spikes. Watch out that you don't slip into the winding yellow tubes to the lower left of this area, or you'll miss your chance. From the previous big ring, drop down and carry on and now go as far to the bottom as you can go as you continue, until you'll eventually find another large room with three huge cylinders. Look for a ledge over on the right where a corridor is hidden behind a bubble shield.

This last one is just for Knuckles. It appears at the end of his exclusive route on the bottom of the act. The ring's hidden corridor is located to the right of the final checkpoint, just to the upper right of a pair of spike pits. With Tails, you can take advantage of a great shortcut soon after the start, avoiding a fairly substantial, weaving chunk of level.

Off the start, proceed right to the second set of floating balloons, hanging above a slope and a stretch of fans. Use these to get to a platform holding three ten ring item boxes below a large spinning wheel, and use the momentum you get from riding the spinning wheel to leap to a high ledge on the left.

Here, a series of moving red and white drums invite you upwards. Sonic alone can still follow up to this point, but will get stuck at the top, where a partially spiked vertical corridor requires the use of Tails' flying abilities.

Worth it if you can get up there though, as it leads into a long internal corridor that conceals a Special Stage ring, and then carries on further into a far later portion of the act, at the top of the map.

Fortunately, clever Sonic players can find a sneaky consolation route that's potentially just as fast. From the platform with item boxes, go right across all the various platforms and stay as high as you can. Go up the elevator shaft at the end, where you'll find another black spinning wheel. Perform a similar trick with it and leap off to a high right hand ledge where a quick spin dash up a slope which also hides a big ring will get you back in the game.

Comment posted by niconoe on Sunday, 9th March , 3: You can use the 1st spring to get on the highest drum and get 8 more rings but it's not over Jump on the drum in front of you and when it's as high as he can, don't try to jump on the other drum above, just jump against the wall at right and run onto this wall.

Because of the incurved part, you'll be able to reach that higher drum and so, get the magnetic shield and the 12 finals rings: This one can be quite hard, and it's certainly unusual. You're in an internal elevator room and as you drop in, you land on a slab of green and yellow blocks that extends across the width of the shaft, and it descends down it.

A long silver contraption with a green section to hold electrical antenna will appear above you. This is a unique boss, so pay close attention.

It has a pointed section at the bottom with spikes spinning around it, and this will detach from the main machine and start bouncing around the screen, deflecting off of the yellow and green blocks, and destroying them four at a time as it hits them, which leaves big gaping holes in your only stable ground.

Naturally you want to keep as much of this intact as possible, as if you fall all the way through the gaps, it'll be to your death. You can also stand on the flat top of the bouncing spike so that it carries you around, however. What you really want to do though is hit the main machine, which moves back and forth above the blocks, though watch out for the electricity it emits at regular intervals. When you hit it, the machine will stop moving and open itself up, vulnerable for attack.

However, the catch is that you don't attack it yourself, the spinning top will cause damage to it when it makes contact with the open area, while it's bouncing around the place. Once it makes a hit from its own appendage, the machine will close back up and start moving again, and you'll have to hit it again to open it. Unconventionally, this boss only takes a mere four hits to defeat, but your biggest danger is instant deaths, either by falling to the bottom of the screen, if the spinner breaks enough blocks, or by getting squished underneath the spinner as it's coming down, which is surprisingly common.

My advice is to be as quick as you possibly can. At the start, stand to the left of the machine, because the spinner is going to fall to the right. As soon as it comes loose, hit the machine to open it up, and the idea is that you try to trap the spinning top in the right hand side of the screen, with the machine in the middle, and you on the unscathed mountain of blocks on the left.

In order to do this, you need to stay close enough to the machine that you can jump and open it up again very soon after the sinning top has hit it, in order to limit its movement. If you let the top get out, then there's no telling what could happen.

With boss beaten, whatever blocks are left continue their descent to the floor at the bottom of the shaft, where they disappear behind it, although you can get crushed under them if you're standing on the floor, and below one of the blocks, as it comes down. Comment posted by Jim on Sunday, 1st August , The upside to this technique is that because you cannot see the floor, the spinning top does no damage to it, so once it's defeated, you have a pretty intact floor. Comment posted by Craig on Thursday, 26th August , Comment posted by 3ach on Saturday, 16th October , 7: Comment posted by Oobo on Wednesday, 9th February , 8: In other words, you can, but its a little difficult.

Comment posted by 3ach on Monday, 28th February , 7: I'd rather take my chances ringless against the boss, or better yet, reset the game since CNZ act 1 isn't very long at all for Knux. Comment posted by Anonymous on Sunday, 18th November , 4: I think perhaps this is due to knuckles being less maneuverable than Sonic or Tails.

Comment posted by Tim on Monday, 22nd July , 8: I was playing Sonic alone, and after beating this miniboss I heard the death noise. Then, to my astonishment, Tails appeared. He flew down and did the victory pose with Sonic. He then followed me around Act 2 until I lost him, after which he didn't reappear. I have no idea how to reproduce this. Comment posted by Anonymous on Saturday, 5th October , 1: Check it out here: Just after the third Special Stage ring and before Point 4, there's a long descending sprawl of fans with a gap at the end.

Drop down the gap and backtrack a bit underneath to find this life nestled away in the corner. There's a pair of long diagonal red and white poles that cross each other in a large open room toward the end of the act. You come down the one starting from the top left and go up and around in the level to come back down the other a bit later.

You can take advantage of this and skip this unnecessary chunk by leaping off of the underside of the first pole and then head left underneath it. A spring brings you straight up to rejoin the end of the second pole. This first big ring of Act 2 is situated in a corridor from a ledge that's just below the ledge to jump off to for the shortcut in Point 2. Leap off of the long red and white pole at the right time.

You can also get it by carrying on along the main route until you get to the first cannon. Hop in the wall on the left, and find a room with 20 rings and a bubble shield. Open them up and drop through the floor to this ring.

Progress on the main route to come to a pair of rotating drums that you need to perform the "hold down, hold up" trick on see Features and Obstacles for more to go higher in a tall room, where there's a platform with a fire shield and ten rings.

A big ring room is situated in the wall to the left of this platform. Mildly dangerous one, this. Keep going up after the last big ring, through a long elevator shaft toward the top of the act. A hidden big ring can be found through the left hand wall, however, a crushing drum is moving up and down just in front of the entrance, so you need to make your way through carefully to avoid being crushed into the floor!

The final one for Sonic and Tails doesn't come along until much later, shortly before the final checkpoint in fact. An elevator shaft will bring you to a room with balloons leading upwards to a high ceiling. Follow them up one by one and aim for a hidden corridor on the top right hand side to find this rather nicely hidden ring. This area is situated such that it's difficult to leave and come back again to make the balloons re-spawn, so if you mess it up, you may not get another chance.

This Knuckles-only big ring is a very tricky one that's not easy to work out. Just before the end, Sonic and Knuckles' routes briefly meet as they both take the same long corridor with speed boosts. While Sonic goes up a slope, Knuckles goes right under it and then drops below for more.

In order to get the ring, you have to go up Sonic's slope. This is best done by jumping as soon as you come out of that first set of speed-ups, and glide up the slope to remain on it. As you carry on along another set of speed-ups, you should go straight under a second slope, which drops into the room holding the big ring.

You might want to drop to the side to try and land on stable ground just next to the ring, because while it's still appearing, you can fall right through it. The route below is Knuckles' regular route. There is a fairly good shortcut right at the start of Act 2, for Sonic and Tails only see next paragraph for Knuckles' issue with this route but it requires split second timing for Sonic to get to.

After running through the first corridor, you'll be sent out with incredible speed into the first main room, and land on one of the long red and white diagonal poles. At the start of it, on the right is a platform and a ledge. To get to them, you need to jump as soon as you come out of the corridor, ideally before even landing on the pole. It takes practice, though Tails' flight will certainly prove useful.

On the ceiling above these platforms is an elevator shaft that'll bring you right up to a hidden room above.

Spin dash up the left curve and knock through some blocks on the floor in the bottom right corner of this room to progress. Interestingly, since Knuckles also begins this act in the same way, before taking his own designated and very quick route shortly afterwards, he can also gain fairly easy access to this area, thanks to his gliding and wall climbing abilities. However, this is something of an oversight by the level designers, it would seem, and taking this route with Knuckles will NOT allow you to complete the level.

It actually puts him on Sonic and Tails' full route, which he is not supposed to have access to. There's no water in the usual water sections, and the lights will stay on the whole way through when you get to Point 4, the button to turn them off is missing, and you can just walk right through that area. Everything is fine until you get to the end, and you arrive in his final room, with the teleporter that takes him to Icecap Zone.

However, the animal capsule, for some reason, is not there so you can't complete the level, and the teleporter doesn't work! Knuckles is trapped there forever! Try it on a rainy day when you have nothing better to do.

Comment posted by Smiley on Thursday, 8th July , This way, you can defeat Robotnik and complete the level on Sonic's route. However, in Ice Cap Act1 you'll still begin the level at Knuckles' start. Comment posted by Monty Eggman on Friday, 3rd September , I can officially say that this trick does work, and it can be much more rewarding.

Comment posted by Anonymous on Saturday, 29th December , 4: Comment posted by theblackferret on Monday, 25th November , At the end, if you can slam your brakes on just before the drop into Knux's usual finish spot, you can climb up just the one tube to the boss.

Not far along, and Sonic and Tails will find that the carnival has been slightly flooded. Progress into this heavily spiked room, and to look at it, it's hard to know where you're supposed to go. Jump on top of the moving block that's sliding back and forth above the ground, and then just make a jump upwards, in the middle of the room. There are fans on the surface of the water above that'll pick you up when you jump near, and you'll find the first checkpoint nearby.

This is where Knuckles takes his own route, because there's no block available for him to jump on. Instead, you'll find a barrier in the corridor on the right wall, which only he can break. There's a fan moving back and forth along the spikes next to you, but this tends to just drop you onto the spikes if you go too near it, so jump up nice and high and glide over it to the wall on the right, and then climb up to this barrier, which will break when you touch it.

About halfway through Act 2, Sonic and Tails encounter Knuckles again, conspicuous in his absence from the previous zone, he's determined to make up for it here. Apparently, he's not too miffed by the fact that Eggman has probably destroyed fields, forests and ruins to construct this pointless fun fare, because he's sporting his characteristic smirk, so you know he's about to do something dastardly.

He hits another of his magic switches that puts the whole zone in a blackout and turns off all the bright neon lights in an instant. It doesn't make much difference to you though, as you can still see where you're going, it's just that the scenery changes and becomes much less colourful for a while. In Point 7, you'll come to a switch that puts the lights back on again. Comment posted by Super Volcano on Saturday, 23rd October , If you don't turn out the lights, the water level will stay where it is once it's gone back down, so that entire section is dry.

Right after the blackout, you'll have to complete a short water section, through winding corridors that lead downwards. Quite a few traps and annoying bouncy bits through here, but fortunately the water level drops after a short while.

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The upside to this technique is that because you cannot see the floor, the spinning top does no damage to it, so once it's defeated, you have a pretty intact floor. Comment posted by Craig on Thursday, 26th August , Comment posted by 3ach on Saturday, 16th October , 7: Comment posted by Oobo on Wednesday, 9th February , 8: In other words, you can, but its a little difficult. Comment posted by 3ach on Monday, 28th February , 7: I'd rather take my chances ringless against the boss, or better yet, reset the game since CNZ act 1 isn't very long at all for Knux.

Comment posted by Anonymous on Sunday, 18th November , 4: I think perhaps this is due to knuckles being less maneuverable than Sonic or Tails. Comment posted by Tim on Monday, 22nd July , 8: I was playing Sonic alone, and after beating this miniboss I heard the death noise. Then, to my astonishment, Tails appeared. He flew down and did the victory pose with Sonic. He then followed me around Act 2 until I lost him, after which he didn't reappear. I have no idea how to reproduce this.

Comment posted by Anonymous on Saturday, 5th October , 1: Check it out here: Just after the third Special Stage ring and before Point 4, there's a long descending sprawl of fans with a gap at the end. Drop down the gap and backtrack a bit underneath to find this life nestled away in the corner. There's a pair of long diagonal red and white poles that cross each other in a large open room toward the end of the act.

You come down the one starting from the top left and go up and around in the level to come back down the other a bit later. You can take advantage of this and skip this unnecessary chunk by leaping off of the underside of the first pole and then head left underneath it. A spring brings you straight up to rejoin the end of the second pole. This first big ring of Act 2 is situated in a corridor from a ledge that's just below the ledge to jump off to for the shortcut in Point 2.

Leap off of the long red and white pole at the right time. You can also get it by carrying on along the main route until you get to the first cannon. Hop in the wall on the left, and find a room with 20 rings and a bubble shield.

Open them up and drop through the floor to this ring. Progress on the main route to come to a pair of rotating drums that you need to perform the "hold down, hold up" trick on see Features and Obstacles for more to go higher in a tall room, where there's a platform with a fire shield and ten rings.

A big ring room is situated in the wall to the left of this platform. Mildly dangerous one, this. Keep going up after the last big ring, through a long elevator shaft toward the top of the act. A hidden big ring can be found through the left hand wall, however, a crushing drum is moving up and down just in front of the entrance, so you need to make your way through carefully to avoid being crushed into the floor!

The final one for Sonic and Tails doesn't come along until much later, shortly before the final checkpoint in fact. An elevator shaft will bring you to a room with balloons leading upwards to a high ceiling. Follow them up one by one and aim for a hidden corridor on the top right hand side to find this rather nicely hidden ring.

This area is situated such that it's difficult to leave and come back again to make the balloons re-spawn, so if you mess it up, you may not get another chance. This Knuckles-only big ring is a very tricky one that's not easy to work out.

Just before the end, Sonic and Knuckles' routes briefly meet as they both take the same long corridor with speed boosts. While Sonic goes up a slope, Knuckles goes right under it and then drops below for more.

In order to get the ring, you have to go up Sonic's slope. This is best done by jumping as soon as you come out of that first set of speed-ups, and glide up the slope to remain on it.

As you carry on along another set of speed-ups, you should go straight under a second slope, which drops into the room holding the big ring. You might want to drop to the side to try and land on stable ground just next to the ring, because while it's still appearing, you can fall right through it.

The route below is Knuckles' regular route. There is a fairly good shortcut right at the start of Act 2, for Sonic and Tails only see next paragraph for Knuckles' issue with this route but it requires split second timing for Sonic to get to. After running through the first corridor, you'll be sent out with incredible speed into the first main room, and land on one of the long red and white diagonal poles.

At the start of it, on the right is a platform and a ledge. To get to them, you need to jump as soon as you come out of the corridor, ideally before even landing on the pole. It takes practice, though Tails' flight will certainly prove useful.

On the ceiling above these platforms is an elevator shaft that'll bring you right up to a hidden room above. Spin dash up the left curve and knock through some blocks on the floor in the bottom right corner of this room to progress. Interestingly, since Knuckles also begins this act in the same way, before taking his own designated and very quick route shortly afterwards, he can also gain fairly easy access to this area, thanks to his gliding and wall climbing abilities.

However, this is something of an oversight by the level designers, it would seem, and taking this route with Knuckles will NOT allow you to complete the level. It actually puts him on Sonic and Tails' full route, which he is not supposed to have access to. There's no water in the usual water sections, and the lights will stay on the whole way through when you get to Point 4, the button to turn them off is missing, and you can just walk right through that area. Everything is fine until you get to the end, and you arrive in his final room, with the teleporter that takes him to Icecap Zone.

However, the animal capsule, for some reason, is not there so you can't complete the level, and the teleporter doesn't work! Knuckles is trapped there forever! Try it on a rainy day when you have nothing better to do. Comment posted by Smiley on Thursday, 8th July , This way, you can defeat Robotnik and complete the level on Sonic's route. However, in Ice Cap Act1 you'll still begin the level at Knuckles' start. Comment posted by Monty Eggman on Friday, 3rd September , I can officially say that this trick does work, and it can be much more rewarding.

Comment posted by Anonymous on Saturday, 29th December , 4: Comment posted by theblackferret on Monday, 25th November , At the end, if you can slam your brakes on just before the drop into Knux's usual finish spot, you can climb up just the one tube to the boss. Not far along, and Sonic and Tails will find that the carnival has been slightly flooded. Progress into this heavily spiked room, and to look at it, it's hard to know where you're supposed to go.

Jump on top of the moving block that's sliding back and forth above the ground, and then just make a jump upwards, in the middle of the room.

There are fans on the surface of the water above that'll pick you up when you jump near, and you'll find the first checkpoint nearby. This is where Knuckles takes his own route, because there's no block available for him to jump on. Instead, you'll find a barrier in the corridor on the right wall, which only he can break.

There's a fan moving back and forth along the spikes next to you, but this tends to just drop you onto the spikes if you go too near it, so jump up nice and high and glide over it to the wall on the right, and then climb up to this barrier, which will break when you touch it. About halfway through Act 2, Sonic and Tails encounter Knuckles again, conspicuous in his absence from the previous zone, he's determined to make up for it here.

Apparently, he's not too miffed by the fact that Eggman has probably destroyed fields, forests and ruins to construct this pointless fun fare, because he's sporting his characteristic smirk, so you know he's about to do something dastardly.

He hits another of his magic switches that puts the whole zone in a blackout and turns off all the bright neon lights in an instant. It doesn't make much difference to you though, as you can still see where you're going, it's just that the scenery changes and becomes much less colourful for a while. In Point 7, you'll come to a switch that puts the lights back on again. Comment posted by Super Volcano on Saturday, 23rd October , If you don't turn out the lights, the water level will stay where it is once it's gone back down, so that entire section is dry.

Right after the blackout, you'll have to complete a short water section, through winding corridors that lead downwards. Quite a few traps and annoying bouncy bits through here, but fortunately the water level drops after a short while. If you want a water bubble shield, you can find one over on a right ledge, before you break through the floor to go into the water, at the start.

Sonic can use the nearby bumper spheres to bounce his way up there. As soon as you get into the large room with a few idle balloons floating around, the water level begins to drop all the way down, although you now have to fight your way out of a relentless bouncing battle between a pair of springs and a corridor of triangular bumpers that insist on throwing you between each other.

This can be very frustrating. After that, be very careful when trying to get past a pair of rotating blocks in a narrow shaft. Land on the second one, and when it's all the way to the right, jump up high so that when you fall, it should have moved out of your way to the left, and hopefully you won't get crushed into the wall by the top one when you do it. Comment posted by Krometh on Monday, 4th June , 4: As Tails, do NOT fly or swim in this area.

If you hit a bumper while flying, you may get repeatedly bounced in the same area, unable to get out until time runs out or resetting the game. This is due to balloons and bumpers having a greater effect on Tails while he's flying. If you're swimming and the water level drops below Tails, he will begin flying, putting himself at great risk of hitting the bumpers and getting stuck. Well, at least this is what happened to me on my Tails playthrough: You don't have to flick a switch, either!!

Here's an extremely unusual sight, TWO extra lives together! Chances are you won't even notice them, as they sit at the end of a corridor heading left, after you've escaped the previous water segment. They're just on the other side of an elevator vent on the ceiling, which fans below will automatically send you up to without even hinting at their presence. So how do you actually get to them? There's no hidden corridor coming from the other side, it's simply a matter of travelling so fast over the fans that the elevator shaft just isn't quick enough to pick you up.

All you need to do is charge up a very powerful spin dash from the right hand ledge. For best effect, tap the jump button constantly over the course of about two or three seconds, and you should just about be able to do it. You need to be pretty ferocious with it though!

Comment posted by maza17 on Friday, 3rd December , Actually, I showed to LiquidShade well before he made this guide Comment posted by Anonymous on Friday, 30th November , 1: The rest of the stage is mostly all one very long route, so you'll eventually get to the top of a series of rotating black cylinders, and find a button on the ledge on the left.

Ceiling spikes next to it prevent you from getting past without pressing the button and when you do - hey presto, the lights come back on! You'll need to spin dash to get underneath the spikes, and on your way. And we come to this. Unexplained Sonic object design at its most notorious. Frankly, I never had any problems with this, as it was explained to me when I first approached it, but I know a lot of people spent countless hours of their childhood staring blankly at this small room, wondering what in the name of all that is holy they were supposed to do.

And it seems to still happen with new players these days as well, so if you're in this boat, dry your eyes and listen up. This small room is completely unavoidable for Sonic and Tails, and the doorway seals behind you as you enter.

There's a high ceiling and a rotating drum sitting stationary within a small gap on the right of the floor. As described in the objects list above, this is the kind of block that bounces a little when you throw your weight on it. The trick then, once you've got it going, is to hold the down button when it goes down, and then switch to the up button when it's on its way back up, to make the block bounce up and down more fiercely, and go higher and lower with each bounce.

Eventually it goes down so low that it'll delve into the area below, allowing you to jump off, and continue your quest. I've always had a slight scare about that, and if it is true, I'd rather not learn the hard way. Turns out, there's no danger of it! There's ample room up there at its highest point. It goes low enough to almost touch the one below it, and the maximum height is, I would guess, the same sort of distance above. Nice to finally know for sure! Worth the pain to get to the glorious Icecap though.

Comment posted by CroRomano85 on Sunday, 17th October , It weren't hours, it were weeks of my childhood I lost, until I figured out how to pass this crappy room! But apart from it, it's one of the greatest stages ever developed! I could never pass this stage untill now! Can't wait 'till the guides for sonic and knuckles, i'm stuck on sandopolis zone.

I just gave up and let my time run out. But now it's nothing to me. Comment posted by Xxaqz on Wednesday, 11th May , 2: The first time I encountered this I jumped on it, I noticed it didn't work I tried all the combinations to find it, but moving up and down was when I found it! Comment posted by Tim on Saturday, 29th December , 7: I was so convinced that jumping with the right timing would get you through. In fact, I think with the help of a second player I might have managed this once, but it could just be my fevered memory playing tricks on me.

Comment posted by Anonymous on Tuesday, 1st January , 3: I remember calling the sega hotline back in the day for that one Comment posted by robotnikkkk on Sunday, 1st June , 3: Comment posted by Anonymous on Monday, 10th November , 5: I know a lot of players have had difficulty with the damn thing. But, if I were making the game, I would have left it in, because, I feel like the barrel is part of the game.

Comment posted by Joseph on Wednesday, 22nd July , 4: Comment posted by Anonymous on Thursday, 9th March , 4: He promptly presses it, chuckles and runs off, after which your character steps backwards and allows the pair of vents to take them all the way up to the boss arena. Ivo Robotnik , is planning world domination through the power of the Chaos Emeralds and an army of robots powered by trapped animals.

Specific to this game, he is additionally constructing an armored space station known as the Death Egg a parody of the Death Star , also for the means of world domination.

The plane is damaged after being shot at, but Sonic still manages to infiltrate the Death Egg, alone. Once there, he battles a robotic imposter before taking on Robotnik, who is piloting a giant mech. Sonic manages to defeat the robot and it explodes, damaging the Death Egg and knocking it out of orbit.

Sonic falls to the ground and is saved by Tails in the Tornado. If the player has collected all of the Chaos Emeralds, Sonic, in his Super Sonic form, flies alongside it. Sonic the Hedgehog 2 is a 2D side-scrolling platform game. The difference between the two is purely cosmetic; the two both have identical abilities.

A second player can join in at any time and control Tails separately. Certain levels have features that are unique to them; for example, Emerald Hill has corkscrew-like loops, and Chemical Plant has boost pads that instantly put Sonic at his top speed.

When the player collects at least 50 rings and passes a checkpoint, they can warp to a "special stage". A set amount of rings must be collected to pass through each of three checkpoints and in turn to obtain the emerald itself. If Sonic collides with a bomb, he loses ten rings and is immobilized momentarily. The stages rise in difficulty, and the player cannot enter any stage without passing the previous one.

After finishing, the player is transported back to the star post they used to enter the special stage, with their ring-count reset to zero. However, he loses one ring per second and reverts to being regular Sonic when all of his rings are gone.

The game also has a competitive mode, where two players compete against each other to the finish line, as either Sonic or Tails, in a split-screen race through three of the regular levels and a special stage. After one player finishes one of the regular levels, the other player must finish the zone within 60 seconds, or the level ends instantly.

In the regular levels, players are ranked in five areas score, time, rings held at the end of the level, total rings collected, and the number of item boxes broken. The player with wins in the most number of categories wins the level. In the Special Stage, players compete to obtain the most rings. The mode ends when all stages have been completed, or if a player loses all their lives, in which their opponent will automatically win. However, he cannot jump as high, making some parts of the game, such as certain boss fights, more difficult.

In addition, fewer rings are needed to progress in special stages and the score no longer resets. The two-player mode is removed. Following the release of the original Sonic the Hedgehog , creator Yuji Naka quit Sega due to disagreements over its corporate policies.

Development of Sonic 2 began in November , two months later than Cerny had intended because Sega of America initially felt it was too soon for a sequel. Sega of America objected to the character's name, Miles Prower a pun on " miles per hour " , so he was given the nickname Tails as a compromise.

The staff increased the speed of Sonic the Hedgehog 2 compared to the first game. Sonic 2 is believed to have been planned to have time travel aspects and was originally developed alongside Sonic CD as the same game, [24] but Sonic CD eventually became its own game over time. The prototype ROM was rediscovered by a fan named Simon Wai on a Chinese website, [26] and features playable sections of two cut levels from the final release of the game: Wood Zone and Hidden Palace Zone.

You'd encounter the stage through normal play by collecting the emeralds. The idea behind the stage was, "Where do the Chaos Emeralds come from? But even from Sonic 1 we'd been throwing around those sorts of ideas. Still, when we were running out of time, we looked over things quickly trying to figure out what to dump There's simply no way we could have thrown that in by the deadline at the rate we were going. So that's why there are three acts in this one. We had already finished the map, and it would have been a shame to waste it, so this is what we went with.

Sonic the Hedgehog 2 ' s music, like the previous game, was composed by Masato Nakamura , bassist and lead songwriter of the J-pop band Dreams Come True. Sukarabe Fight 3 bytes Jayster Comments. Forest Ruins bytes John Comments Stage 4: Crimson Valley bytes John Comments Stage 4: Crimson Valley 2 bytes Marcio Diego Comments.

Main bytes Matt Wauters Comments. In-Game bytes Johnnyz Comments. Title Synth Remix v1. Clash of the Superheroes.

Captain Commando bytes Insane Apu Comments. Wizard's Theme bytes Timothy Peters Comments. Maui Mallard in Cold Shadow. Micro Machines - Turbo Tournament ' Might and Magic 2: Gates to Another World. Encounter bytes David Comments. Mighty Morphin Power Rangers: Theme bytes DEF Comments. Main Theme bytes Mark Smith Comments.

Milton Remix bytes Milton Paredes Comments. Stage 1 bytes Comments. Gauluon China Stage bytes Vincent K. Aztec Temple bytes Comments Boss 1: Polly Pirate 2 bytes Comments Boss 1: Polly Pirate bytes Ashura Comments Boss 2: House bytes Freick Comments.

Act 1 - "Du-Di-Da! Map bytes Conversion Comments. The Grotto bytes Comments. Sega Logo bytes Zero Beats Comments. In Game bytes Jonty Comments. The Secret of Shinobi. Title bytes Comments. Idaten bytes Savanahue Comments Idaten 2 v1. Act 1 bytes Comments Death Egg Zone: Act 2 bytes Comments Death Egg Zone: Act 1 bytes Comments Flying Battery Zone: Act 1 12 v1. Act 1 2 bytes Comments Flying Battery Zone: Act 2 bytes Comments Flying Battery Zone: Act 1 bytes Comments Lava Reef Zone: Comments Mushroom Hill Zone: Act 1 bytes Comments Mushroom Hill Zone: Act 2 bytes Comments Mushroom Hill Zone: Act 2 2 bytes Comments Mushroom Hill Zone: Act 1 bytes Comments Sandopolis Zone:

Abner

If Sonic collides with a bomb, he loses ten rings and is immobilized momentarily. The stages rise in difficulty, and the player cannot enter any stage without passing the previous one. After finishing, the player is transported back to the star post they used to enter the special stage, with their ring-count reset to zero. However, he loses one ring per second and reverts to being regular Sonic when all of his rings are gone.

The game also has a competitive mode, where two players compete against each other to the finish line, as either Sonic or Tails, in a split-screen race through three of the regular levels and a special stage.

After one player finishes one of the regular levels, the other player must finish the zone within 60 seconds, or the level ends instantly. In the regular levels, players are ranked in five areas score, time, rings held at the end of the level, total rings collected, and the number of item boxes broken.

The player with wins in the most number of categories wins the level. In the Special Stage, players compete to obtain the most rings. The mode ends when all stages have been completed, or if a player loses all their lives, in which their opponent will automatically win.

However, he cannot jump as high, making some parts of the game, such as certain boss fights, more difficult. In addition, fewer rings are needed to progress in special stages and the score no longer resets. The two-player mode is removed. Following the release of the original Sonic the Hedgehog , creator Yuji Naka quit Sega due to disagreements over its corporate policies.

Development of Sonic 2 began in November , two months later than Cerny had intended because Sega of America initially felt it was too soon for a sequel. Sega of America objected to the character's name, Miles Prower a pun on " miles per hour " , so he was given the nickname Tails as a compromise.

The staff increased the speed of Sonic the Hedgehog 2 compared to the first game. Sonic 2 is believed to have been planned to have time travel aspects and was originally developed alongside Sonic CD as the same game, [24] but Sonic CD eventually became its own game over time. The prototype ROM was rediscovered by a fan named Simon Wai on a Chinese website, [26] and features playable sections of two cut levels from the final release of the game: Wood Zone and Hidden Palace Zone.

You'd encounter the stage through normal play by collecting the emeralds. The idea behind the stage was, "Where do the Chaos Emeralds come from? But even from Sonic 1 we'd been throwing around those sorts of ideas.

Still, when we were running out of time, we looked over things quickly trying to figure out what to dump There's simply no way we could have thrown that in by the deadline at the rate we were going. So that's why there are three acts in this one. We had already finished the map, and it would have been a shame to waste it, so this is what we went with. Sonic the Hedgehog 2 ' s music, like the previous game, was composed by Masato Nakamura , bassist and lead songwriter of the J-pop band Dreams Come True.

The music began early on in development with only concept images for Nakamura's reference, but having a previous game meant he had experience with creating music for the Genesis and began taking a similar approach to the first game.

As a gift to Sonic Team, Masato produced an alternate version of the ending theme with Dreams Come True, which was included in the album they were recording at the time.

Later in October of the same year, a three-disc compilation of the music from Sonic the Hedgehog and Sonic the Hedgehog 2 was released in Japan. This required Sega to reconfigure its distribution system to ensure that games were available in all major stores. The release date, Tuesday, November 24, was marketed as "Sonic 2s day".

While the Genesis release in North America and the Mega Drive release in Europe both released the game on this day, Sega made the game available a few days before in Japan on November 21, Though based on the original game of the same name, it is a distinct game, with different level designs and a different plot, [51] and this version, unlike the bit release, does not have the spin dash, which led it to being thought to be made before the Sega Genesis version.

This version adds several enhancements, such as widescreen graphics, Knuckles as a playable character, time and boss attack modes, online multiplayer, additional multiplayer stages, and the previously unreleased Hidden Palace Zone. Additionally, Tails is given his abilities from Sonic the Hedgehog 3 , [32] and the remaster features a post-credits scene which depicts the Death Egg crash-landing on Angel Island.

The game was made available for download on Wii 's Virtual Console on June 11, , [63] PlayStation 3 via the PlayStation Network on April 19, , [64] and Xbox via Xbox Live Arcade , the latter having enhancements such as online leaderboards, achievements, and online play. Due to the popularity of its predecessor, Sonic the Hedgehog 2 already had an established fanbase anticipating its release.

Reviewers praised the large levels, [79] colorful graphics and backgrounds, [79] [92] increased characters, enemies, [5] and music. GameSpot stated that "time may have eroded Sega's prominence, but it hasn't done much to diminish how sweet Sonic the Hedgehog 2 is," and, along with other reviewers, commented on how it is still a fun game to play.

Lucas Thomas of IGN praised the new "spin dash" ability. The main criticisms were of the two-player mode, a first for the series. However, Lucas Thomas praised the innovation, quipping that "Mario and Luigi could never run competitively through the same levels, at the same time".

Sonic 2 ' s success was a major factor in Sega catching up to Nintendo in the earlys console wars. Sonic the Hedgehog 2 ' s popularity extended to various merchandise such as comic books such as Sonic the Comic , [] a television series , [] and a sequel, Sonic the Hedgehog 3 , which received similar acclaim.

For Sonic's 20th anniversary, Sega released Sonic Generations , which remade aspects of various past games from the franchise. In , an unofficial, high-definition remake was announced titled Sonic the Hedgehog 2 HD , which included development members who would later work on Sonic Mania. From Wikipedia, the free encyclopedia. Sonic the Hedgehog 2 8-bit video game. List of Sonic the Hedgehog compilations.

Sonic the Hedgehog 2". Archived from the original on GI Interviews Hirokazu Yasuhara". Event occurs at 8: New York, New York: Retrieved 11 January Sega's Yuji Naka Talks! Sonic Team Interview November Page 2 ". Retrieved 6 January Game Players Sega Guide. Retrieved 27 November Taking the upper route toward the end of the act, past the two huge rotating cylinders, if you drop down through the first gap in the fans that you soon come across, you can find an extra life on a left hand ledge.

This is about the only remaining mystery of this level that I haven't worked out. Just on the other side of that extra life, there's a hidden room in the middle featuring a lightning shield and rings.

Problem is, how do you get them? The only possible entrance seems to be from beneath, but Tails can't get through, as the bottom of the item boxes are in the way! Comment posted by afolita on Sunday, 11th July , 2: I suppose it was originally planned to be accessed through the wall next to that 1-up monitor, but then they decided to remove it.

So, they made the wall solid but By the way, in Sonic 3 alone, you can knock down the lightning shield by flying underneath it'll fall below the fans and enter the room as Tails. Also, in both versions you can hit the shield from below as Sonic using the nearby black wheel and with the help of a lightning jump, but it's very hard. Comment posted by Oobo on Tuesday, 22nd February , 4: Comment posted by Supurbia on Sunday, 27th February , 4: Use that balloon to get onto the platform with the red spring on the left.

Don't take that spring, instead, take the navy balloon on the right. Jump on the platform to the right, and walk inside the hidden room.

Comment posted by Anonymous on Saturday, 15th September , 2: Well, when playing as Sonic and Tails, Tails jumped on it and started it moving, so it may have been there as a hint to players of how to get past the barrel in Act 2! The first big ring is situated underneath the first long red and white diagonal pole you come to on the main route. As you wind your way down, jump off underneath and follow the curved left hand wall upwards.

This one has two possible entrances, first found by taking Tails' shortcut in Point 1. Past the line of spikes, head into a hidden corridor on the right. The ring sits in the middle of the corridor that exits out to the main route on the far right. For Sonic alone, this also serves as an entrance. It's to the left of a long descending platform and big wheel, just before the first main route checkpoint.

Take Sonic's shortcut in Point 1 and you can't miss it. It's in the right hand wall just as you spin dash up the curve to rejoin the main route. A checkpoint is just above. There's a couple of very tall spinning black cylinders along the way from the first main route checkpoint at the top of the act. They're preceded by a series of tall, thin platforms within the level structure.

A ring is hidden in the right hand wall of these, below some wall spikes. Watch out that you don't slip into the winding yellow tubes to the lower left of this area, or you'll miss your chance.

From the previous big ring, drop down and carry on and now go as far to the bottom as you can go as you continue, until you'll eventually find another large room with three huge cylinders. Look for a ledge over on the right where a corridor is hidden behind a bubble shield.

This last one is just for Knuckles. It appears at the end of his exclusive route on the bottom of the act. The ring's hidden corridor is located to the right of the final checkpoint, just to the upper right of a pair of spike pits.

With Tails, you can take advantage of a great shortcut soon after the start, avoiding a fairly substantial, weaving chunk of level. Off the start, proceed right to the second set of floating balloons, hanging above a slope and a stretch of fans. Use these to get to a platform holding three ten ring item boxes below a large spinning wheel, and use the momentum you get from riding the spinning wheel to leap to a high ledge on the left.

Here, a series of moving red and white drums invite you upwards. Sonic alone can still follow up to this point, but will get stuck at the top, where a partially spiked vertical corridor requires the use of Tails' flying abilities. Worth it if you can get up there though, as it leads into a long internal corridor that conceals a Special Stage ring, and then carries on further into a far later portion of the act, at the top of the map.

Fortunately, clever Sonic players can find a sneaky consolation route that's potentially just as fast. From the platform with item boxes, go right across all the various platforms and stay as high as you can. Go up the elevator shaft at the end, where you'll find another black spinning wheel.

Perform a similar trick with it and leap off to a high right hand ledge where a quick spin dash up a slope which also hides a big ring will get you back in the game. Comment posted by niconoe on Sunday, 9th March , 3: You can use the 1st spring to get on the highest drum and get 8 more rings but it's not over Jump on the drum in front of you and when it's as high as he can, don't try to jump on the other drum above, just jump against the wall at right and run onto this wall.

Because of the incurved part, you'll be able to reach that higher drum and so, get the magnetic shield and the 12 finals rings: This one can be quite hard, and it's certainly unusual. You're in an internal elevator room and as you drop in, you land on a slab of green and yellow blocks that extends across the width of the shaft, and it descends down it. A long silver contraption with a green section to hold electrical antenna will appear above you. This is a unique boss, so pay close attention.

It has a pointed section at the bottom with spikes spinning around it, and this will detach from the main machine and start bouncing around the screen, deflecting off of the yellow and green blocks, and destroying them four at a time as it hits them, which leaves big gaping holes in your only stable ground. Naturally you want to keep as much of this intact as possible, as if you fall all the way through the gaps, it'll be to your death. You can also stand on the flat top of the bouncing spike so that it carries you around, however.

What you really want to do though is hit the main machine, which moves back and forth above the blocks, though watch out for the electricity it emits at regular intervals. When you hit it, the machine will stop moving and open itself up, vulnerable for attack. However, the catch is that you don't attack it yourself, the spinning top will cause damage to it when it makes contact with the open area, while it's bouncing around the place.

Once it makes a hit from its own appendage, the machine will close back up and start moving again, and you'll have to hit it again to open it. Unconventionally, this boss only takes a mere four hits to defeat, but your biggest danger is instant deaths, either by falling to the bottom of the screen, if the spinner breaks enough blocks, or by getting squished underneath the spinner as it's coming down, which is surprisingly common.

My advice is to be as quick as you possibly can. At the start, stand to the left of the machine, because the spinner is going to fall to the right. As soon as it comes loose, hit the machine to open it up, and the idea is that you try to trap the spinning top in the right hand side of the screen, with the machine in the middle, and you on the unscathed mountain of blocks on the left.

In order to do this, you need to stay close enough to the machine that you can jump and open it up again very soon after the sinning top has hit it, in order to limit its movement. If you let the top get out, then there's no telling what could happen. With boss beaten, whatever blocks are left continue their descent to the floor at the bottom of the shaft, where they disappear behind it, although you can get crushed under them if you're standing on the floor, and below one of the blocks, as it comes down.

Comment posted by Jim on Sunday, 1st August , The upside to this technique is that because you cannot see the floor, the spinning top does no damage to it, so once it's defeated, you have a pretty intact floor. Comment posted by Craig on Thursday, 26th August , Comment posted by 3ach on Saturday, 16th October , 7: Comment posted by Oobo on Wednesday, 9th February , 8: In other words, you can, but its a little difficult.

Comment posted by 3ach on Monday, 28th February , 7: I'd rather take my chances ringless against the boss, or better yet, reset the game since CNZ act 1 isn't very long at all for Knux.

Comment posted by Anonymous on Sunday, 18th November , 4: I think perhaps this is due to knuckles being less maneuverable than Sonic or Tails. Comment posted by Tim on Monday, 22nd July , 8: I was playing Sonic alone, and after beating this miniboss I heard the death noise. Then, to my astonishment, Tails appeared. He flew down and did the victory pose with Sonic. He then followed me around Act 2 until I lost him, after which he didn't reappear. I have no idea how to reproduce this.

Comment posted by Anonymous on Saturday, 5th October , 1: Check it out here: Just after the third Special Stage ring and before Point 4, there's a long descending sprawl of fans with a gap at the end. Drop down the gap and backtrack a bit underneath to find this life nestled away in the corner. There's a pair of long diagonal red and white poles that cross each other in a large open room toward the end of the act. You come down the one starting from the top left and go up and around in the level to come back down the other a bit later.

You can take advantage of this and skip this unnecessary chunk by leaping off of the underside of the first pole and then head left underneath it. A spring brings you straight up to rejoin the end of the second pole. This first big ring of Act 2 is situated in a corridor from a ledge that's just below the ledge to jump off to for the shortcut in Point 2.

Leap off of the long red and white pole at the right time. You can also get it by carrying on along the main route until you get to the first cannon. Hop in the wall on the left, and find a room with 20 rings and a bubble shield. Open them up and drop through the floor to this ring.

Progress on the main route to come to a pair of rotating drums that you need to perform the "hold down, hold up" trick on see Features and Obstacles for more to go higher in a tall room, where there's a platform with a fire shield and ten rings. A big ring room is situated in the wall to the left of this platform. Mildly dangerous one, this. Keep going up after the last big ring, through a long elevator shaft toward the top of the act.

A hidden big ring can be found through the left hand wall, however, a crushing drum is moving up and down just in front of the entrance, so you need to make your way through carefully to avoid being crushed into the floor! The final one for Sonic and Tails doesn't come along until much later, shortly before the final checkpoint in fact.

An elevator shaft will bring you to a room with balloons leading upwards to a high ceiling. Follow them up one by one and aim for a hidden corridor on the top right hand side to find this rather nicely hidden ring. This area is situated such that it's difficult to leave and come back again to make the balloons re-spawn, so if you mess it up, you may not get another chance. This Knuckles-only big ring is a very tricky one that's not easy to work out. Just before the end, Sonic and Knuckles' routes briefly meet as they both take the same long corridor with speed boosts.

While Sonic goes up a slope, Knuckles goes right under it and then drops below for more. In order to get the ring, you have to go up Sonic's slope. This is best done by jumping as soon as you come out of that first set of speed-ups, and glide up the slope to remain on it. As you carry on along another set of speed-ups, you should go straight under a second slope, which drops into the room holding the big ring.

You might want to drop to the side to try and land on stable ground just next to the ring, because while it's still appearing, you can fall right through it.

The route below is Knuckles' regular route. There is a fairly good shortcut right at the start of Act 2, for Sonic and Tails only see next paragraph for Knuckles' issue with this route but it requires split second timing for Sonic to get to. After running through the first corridor, you'll be sent out with incredible speed into the first main room, and land on one of the long red and white diagonal poles.

At the start of it, on the right is a platform and a ledge. To get to them, you need to jump as soon as you come out of the corridor, ideally before even landing on the pole. It takes practice, though Tails' flight will certainly prove useful. On the ceiling above these platforms is an elevator shaft that'll bring you right up to a hidden room above. Spin dash up the left curve and knock through some blocks on the floor in the bottom right corner of this room to progress.

Interestingly, since Knuckles also begins this act in the same way, before taking his own designated and very quick route shortly afterwards, he can also gain fairly easy access to this area, thanks to his gliding and wall climbing abilities.

However, this is something of an oversight by the level designers, it would seem, and taking this route with Knuckles will NOT allow you to complete the level. It actually puts him on Sonic and Tails' full route, which he is not supposed to have access to. There's no water in the usual water sections, and the lights will stay on the whole way through when you get to Point 4, the button to turn them off is missing, and you can just walk right through that area.

Everything is fine until you get to the end, and you arrive in his final room, with the teleporter that takes him to Icecap Zone. However, the animal capsule, for some reason, is not there so you can't complete the level, and the teleporter doesn't work!

Knuckles is trapped there forever! Try it on a rainy day when you have nothing better to do. Comment posted by Smiley on Thursday, 8th July , This way, you can defeat Robotnik and complete the level on Sonic's route.

However, in Ice Cap Act1 you'll still begin the level at Knuckles' start. Comment posted by Monty Eggman on Friday, 3rd September , I can officially say that this trick does work, and it can be much more rewarding.

Comment posted by Anonymous on Saturday, 29th December , 4: Comment posted by theblackferret on Monday, 25th November , At the end, if you can slam your brakes on just before the drop into Knux's usual finish spot, you can climb up just the one tube to the boss. Not far along, and Sonic and Tails will find that the carnival has been slightly flooded.

Progress into this heavily spiked room, and to look at it, it's hard to know where you're supposed to go. Jump on top of the moving block that's sliding back and forth above the ground, and then just make a jump upwards, in the middle of the room. There are fans on the surface of the water above that'll pick you up when you jump near, and you'll find the first checkpoint nearby. This is where Knuckles takes his own route, because there's no block available for him to jump on.

Instead, you'll find a barrier in the corridor on the right wall, which only he can break. There's a fan moving back and forth along the spikes next to you, but this tends to just drop you onto the spikes if you go too near it, so jump up nice and high and glide over it to the wall on the right, and then climb up to this barrier, which will break when you touch it. About halfway through Act 2, Sonic and Tails encounter Knuckles again, conspicuous in his absence from the previous zone, he's determined to make up for it here.

Apparently, he's not too miffed by the fact that Eggman has probably destroyed fields, forests and ruins to construct this pointless fun fare, because he's sporting his characteristic smirk, so you know he's about to do something dastardly. He hits another of his magic switches that puts the whole zone in a blackout and turns off all the bright neon lights in an instant.

It doesn't make much difference to you though, as you can still see where you're going, it's just that the scenery changes and becomes much less colourful for a while. In Point 7, you'll come to a switch that puts the lights back on again. Comment posted by Super Volcano on Saturday, 23rd October , If you don't turn out the lights, the water level will stay where it is once it's gone back down, so that entire section is dry.

Right after the blackout, you'll have to complete a short water section, through winding corridors that lead downwards. Quite a few traps and annoying bouncy bits through here, but fortunately the water level drops after a short while. If you want a water bubble shield, you can find one over on a right ledge, before you break through the floor to go into the water, at the start.

Sonic can use the nearby bumper spheres to bounce his way up there. As soon as you get into the large room with a few idle balloons floating around, the water level begins to drop all the way down, although you now have to fight your way out of a relentless bouncing battle between a pair of springs and a corridor of triangular bumpers that insist on throwing you between each other.

This can be very frustrating. After that, be very careful when trying to get past a pair of rotating blocks in a narrow shaft. Land on the second one, and when it's all the way to the right, jump up high so that when you fall, it should have moved out of your way to the left, and hopefully you won't get crushed into the wall by the top one when you do it.

Comment posted by Krometh on Monday, 4th June , 4: As Tails, do NOT fly or swim in this area. If you hit a bumper while flying, you may get repeatedly bounced in the same area, unable to get out until time runs out or resetting the game.

This is due to balloons and bumpers having a greater effect on Tails while he's flying. If you're swimming and the water level drops below Tails, he will begin flying, putting himself at great risk of hitting the bumpers and getting stuck.

Well, at least this is what happened to me on my Tails playthrough: You don't have to flick a switch, either!! Here's an extremely unusual sight, TWO extra lives together! Chances are you won't even notice them, as they sit at the end of a corridor heading left, after you've escaped the previous water segment. They're just on the other side of an elevator vent on the ceiling, which fans below will automatically send you up to without even hinting at their presence.

So how do you actually get to them? There's no hidden corridor coming from the other side, it's simply a matter of travelling so fast over the fans that the elevator shaft just isn't quick enough to pick you up. All you need to do is charge up a very powerful spin dash from the right hand ledge. For best effect, tap the jump button constantly over the course of about two or three seconds, and you should just about be able to do it.

You need to be pretty ferocious with it though! Comment posted by maza17 on Friday, 3rd December , Actually, I showed to LiquidShade well before he made this guide Comment posted by Anonymous on Friday, 30th November , 1: The rest of the stage is mostly all one very long route, so you'll eventually get to the top of a series of rotating black cylinders, and find a button on the ledge on the left. Ceiling spikes next to it prevent you from getting past without pressing the button and when you do - hey presto, the lights come back on!

You'll need to spin dash to get underneath the spikes, and on your way. And we come to this. Unexplained Sonic object design at its most notorious. Frankly, I never had any problems with this, as it was explained to me when I first approached it, but I know a lot of people spent countless hours of their childhood staring blankly at this small room, wondering what in the name of all that is holy they were supposed to do.

And it seems to still happen with new players these days as well, so if you're in this boat, dry your eyes and listen up. This small room is completely unavoidable for Sonic and Tails, and the doorway seals behind you as you enter. There's a high ceiling and a rotating drum sitting stationary within a small gap on the right of the floor. As described in the objects list above, this is the kind of block that bounces a little when you throw your weight on it.

The trick then, once you've got it going, is to hold the down button when it goes down, and then switch to the up button when it's on its way back up, to make the block bounce up and down more fiercely, and go higher and lower with each bounce. Eventually it goes down so low that it'll delve into the area below, allowing you to jump off, and continue your quest. I've always had a slight scare about that, and if it is true, I'd rather not learn the hard way.

Turns out, there's no danger of it! There's ample room up there at its highest point. It goes low enough to almost touch the one below it, and the maximum height is, I would guess, the same sort of distance above. Nice to finally know for sure! Worth the pain to get to the glorious Icecap though.

Comment posted by CroRomano85 on Sunday, 17th October , It weren't hours, it were weeks of my childhood I lost, until I figured out how to pass this crappy room!

But apart from it, it's one of the greatest stages ever developed! I could never pass this stage untill now! Can't wait 'till the guides for sonic and knuckles, i'm stuck on sandopolis zone. I just gave up and let my time run out. But now it's nothing to me. Comment posted by Xxaqz on Wednesday, 11th May , 2: The first time I encountered this I jumped on it, I noticed it didn't work I tried all the combinations to find it, but moving up and down was when I found it!

Comment posted by Tim on Saturday, 29th December , 7: I was so convinced that jumping with the right timing would get you through. In fact, I think with the help of a second player I might have managed this once, but it could just be my fevered memory playing tricks on me. Comment posted by Anonymous on Tuesday, 1st January , 3: I remember calling the sega hotline back in the day for that one Comment posted by robotnikkkk on Sunday, 1st June , 3: Comment posted by Anonymous on Monday, 10th November , 5: I know a lot of players have had difficulty with the damn thing.

But, if I were making the game, I would have left it in, because, I feel like the barrel is part of the game. Comment posted by Joseph on Wednesday, 22nd July , 4: Comment posted by Anonymous on Thursday, 9th March , 4: He promptly presses it, chuckles and runs off, after which your character steps backwards and allows the pair of vents to take them all the way up to the boss arena. The briefness of Knuckles' Act 2 in comparison to Sonic and Tails' may well astound you, as will the fact that he has no boss.

At the end of a separate string of speed-up doorways, Knuckles gets brought up to this same room, on the other side of the button. It has an animal capsule in it, all ready for him to open, and that's it. You'll then find a small teleporter device that'll conveniently warp you to the next level unless you accidentally found yourself on Sonic and Tails' route, in which case, due to a design oversight, it won't work - see Point 2.

Quite why this whole stage is such a cakewalk for Knuckles, compared to the rest of his game, is anyone's guess.

Fellowes SB-125ci replaced the

There are also big, futuristic pod-like buildings and what appears to be a haze of blue evening mist just below. Looming over that are the dark silhouettes of tall, slightly angular mountains, which seem to be adorned with yellow flashing lights, and the top of the screen has a blue glow over the horizon, which rapidly fades into a black starry night sky.

This background is, for once in Sonic 3, exactly the same for both acts. It's the foreground where the carnival theme of the zone really comes into play, full of colour and wacky shapes and styles. The roads are patterned red and white, and so is the majority of the ground, with a lot of temporary structural framework around it, indicating the mobile and dynamic nature of any carnival.

To dazzle the eye, there are also zig-zag, triangular, diamond, and wavy patterns, all with alluring flashing lights and bright, cheerful colours. There's plenty to see just by looking at the walls, but as any good "bouncy" zone should have, there's also an abundance of similar stuff behind your character, on the ground and hanging in the air too.

You'll see all sorts of abstract shapes of varying patterns and neon colours, most notably, the regular red squares and waving yellow lines that follow the roads. Paths that bob up and down or slope are often lined with rows of yellow speedway flags on either side.

It's also worth noting that for a while in Act 2, the lights are switched off, and the zone, naturally, becomes much darker, but you can still see where you're going perfectly well, and the design remains. No notes have yet been posted in response to this section.

While this is a "bouncy zone" at heart, the level structure isn't quite like the Spring Yard or Casino Night Zones of the past games. While its still based on a very enclosed structural pattern, the large pinball rooms where you would bounce between objects, desperately looking for a way out are no longer present in quite the same way. Narrow corridors and smaller rooms are always a common staple too, and they actually occupy most of this level, based within the confines of the vast carnival construction.

This is one of the largest 2D levels in Sonic history, and not only does it occupy a huge space, but the narrow paths wind back and forth and up and down all over it, backtracking over each other, particularly in Act 2, and generally trying to occupy as much area as possible.

The corridors tend to meander their way up and down as they lead towards the right, across the map, so this level tends to be one of the longest to complete. These characteristics are typical of both acts, but Act 2 seems to be quite a bit bigger, and longer. That's not to say the whole stage plods along slowly. Compared to its glitzy cousins, Carnival Night Zone can be quite speedy in occasional large rooms, where diagonal red and white cylindrical slopes are used for rolling right down and blasting along the paths.

Your character spins around them as he traverses their length, so you can jump off underneath them for occasional goodies, or perhaps even a shortcut. You'll notice that straight roads and ledges are regularly interrupted by a lot of sudden bumps and curves along the way, though paths tend to be fairly connected horizontally. The platform jumping element usually comes into play when you want to get to a higher ledge above, usually via objects such as balloons, giant wheels and cannons, located in rooms at the end of the corridors.

The ground is stable and like most places in Sonic 3, there are no death-drops, but there is a bit of water in Act 2. It doesn't occupy a great deal of your time, and is eventually drained out when you reach a certain point, but the underwater sections can be a bit of a nuisance for some. There are no bubble clusters on the floor, but instead, large air bubbles can be released when you burst the underwater balloons.

Like Marble Garden Zone, there are quite a few little shortcuts and alternate paths to find along the way, at least in Act 1 and the first part of Act 2. Of course the upside of this is that, for about the only time, Knuckles has a much easier and quicker ride of this level than Sonic does - he doesn't have any water to deal with, or even an Act 2 boss either!

Interestingly though, it is still completely possible to take the full route in Act 2 as Knuckles, however doing so actually prevents you from completing the level, due to a problem explained in Point 2. Sonic and Tails, who've drawn the short straw this time, have no choice but to navigate their way through this labyrinth of carnival chaos, and while the routes aren't quite as complex as in Marble Garden, you can still find one or two significant shortcuts throughout Act 1, which cut through the winding nature of the paths.

The main route also splits up into alternate sub-routes towards the end of Act 1. Act 2 follows a similar pattern at the start, but after a while becomes one long, winding path to the end, with few deviations. Along the way, there are loads of hidden rooms in the walls, containing Special Stage rings and other secrets, and because much of the ground is partly transparent, being made of structural girders, you can often spot rings on the hidden paths within, indicating secret corridors.

In Act One, there's a long red and white pole, shortly after the start. Leap down it and land on a ledge with a Clamer.

Spindash him then get thirty rings behind a wall. Or, glide from the top of the pole to land in an alcove with a lightning shield and twenty rings. Finally, leap off the pole at the bottom two get twenty rings, an extra life, and find another forty rings above! So yeah, Knuckles has a much shorter level, and tons of rings. CNZ has loads of rings. Comment posted by Anonymous on Thursday, 2nd October , All sorts of small, annoying things to bounce you back and forth, as you would expect, plus larger features that propel you across wide or tall distances.

Firstly, you'll notice balloons of varying colours floating in the air. Jump on them and they'll burst, but also send you upwards with a satisfying bit of height, and you can use rows of them to get to a high ledge. If you mess up, you won't have to go too far to make them re-spawn, and if you burst one while underwater, it'll produce a large air bubble for you, which is the only way you can get them during the water sections of Act 2.

The bouncy spherical bumpers are back, but with a new design of a red four-point star on a white sphere. They usually come in groups, moving just above the ground or in an open space, and making their living out of trying to get in your way and very successful at it they are too. There's a variety of precise formations, but most of them involve two or three orbiting around a point in a small area.

You can also get groups of them moving around in a circle, stuck together. Like all good bumpers, they award 10 points for each hit, up to ten times per bumper. Circus cannons are another standard feature of Carnival Night, found in open rooms. Hop in at the top and the cannon will begin turning left and right in a semi-circle, at which point, you can press a jump button at any time to blast out of it in the direction its facing, usually directly to a high ledge, or some balloons first.

Like the thinner ones in Hydrocity, you rotate around on them while standing on top, and they move right and left and up and down over a particular distance, or in a square pattern.

Sometimes they're together, sometimes they're on their own, and they may offer themselves as a useful platform, or they may try to crush you into the floor, ceiling or wall. There are also ones that just sit there, only bobbing up and down when you land on them, as they react to your weight.

If you're completely new to this level, this next explanation will probably be more useful than any other I can ever give! What most people don't realise until they're told about it, is that you can actually manipulate their movement by pressing the up and down buttons as they move. Land on it so that it bobs down, and at the same time, hold the down button once on.

When it springs back up, hold the up button, and switch back to down when it bobs down again. Keep doing this, and you'll be able to gradually force the barrel to move further up and down each time, and this is mandatory in one, inescapable place in Act 2 see Point 8. The insistence of these early games to provide absolutely no in-game descriptive assistance with particular traps whatsoever has never been more of a hair-pullingly frustrating issue - where's Omochao when you actually need him, eh?

The big black wheels act like larger versions of those found in Scrap Brain Act 2, so you can jump on one and it will take you around until you jump off.

Press the down button while onboard to hit a spin and go at super speed, and then jump off at the right point for a massive leap. You usually have to use it to reach a high ledge to the side of it. Some thin paths are made of yellow fans that keep your character floating above. These may be broken up, with a single fan moving back and forth between the gap, so if you want to cross, you may have to try and move along with it, while hovering above. Huge black vertical cylinders normally found in a row are forever turning.

Grab on, and you'll swing around with it, going either up or down, depending on the cylinder. You can jump from one to the other to get where you're going. Large magnetic elevator vents in ceilings suck you in when you get close, and propel you quickly and easily up the shaft to a higher area, but it's impossible to go back down it.

Speed gateways of a similar technology, found in large numbers within long corridors, can provide a boost one way but deny access, the other. Long white floating platforms with a yellow and red zigzag pattern on the bottom drop downwards when you stand on them, but if you keep jumping instead, the bottom will inflate and take you upwards, bit by bit to the next ledge. Try not to let Tails get on them if he's following you around, as he has an unfortunate tendency to screw the whole thing up by jumping at inappropriate times, or, for some bizarre reason, spin dashing on it.

If it drops all the way to the floor, you won't be able to get it back up without leaving the area and letting it reappear above the ground. Winding yellow pipeways compressed together send you out either left or right through tubes leading to hatches at the end, and though you can enter either side of the top of these pipes, this doesn't seem to have a correlation with which side you'll come out on. From what I've found, it would appear to be related to your ring count: If you have an odd number of rings, you'll come out of the left side, and an even count will bring you out along the right side.

Each leads to a different route, although not massively separated. In typical pinball zone style, the ceilings and floors in some straight horizontal passages can hold rows of small triangular bumpers that bounce you between them. Once you hit one, you'll be sent only one way along the corridor, fairly quickly. Make sure you're aware that slotting spikes positioned in the ceiling of narrow corridors can kill Sonic or Knuckles instantly, though it may not seem like it.

Tails is short enough to survive with only a slight scrape of his fur. Spin dash through breakable walls in corridors, jump on large yellow blocks in the floor to get through them, and doorways can close behind you when inside corridors. Badniks consist of Clamer, Batbot and Blaster.

Clamer is a clam bot that hides in its blue shell, with only a pair of eyes visible, but produces a small cannon that fires a fairly slow moving spikeball horizontally when you step near it. Try jumping on him, and you'll just bounce right off, so hit a spin dash or use Sonic's insta-shield.

Not to be confused with relative Batbrain from back in the Marble Zone, Batbots hang motionless in the air, until you pass by. They start to flap around in circular formations, stalking Sonic and co like adoring fans. Blasters are pretty strange, and dangerous, and groups of them can be found latching onto floors and ceilings in a tall corridor.

They switch from floor to ceiling, producing a stream of electricity from point to point, which is always straight and vertical. What you need to be careful of is the couple of sparks that shoot out diagonally from them either side, when they first arrive on the floor or ceiling. Comment posted by Super Volcano on Friday, 22nd October , These ones turn golden and start flashing when your Super Sonic.

Also, there's one balloon not sure which that as long as the lights are off and it's not underwater, appears black and hard to see. Comment posted by Oobo on Wednesday, 9th February , 7: Comment posted by Andrew on Sunday, 15th May , To fall through a set, lure a damaging object, such as a bat, to the fans and get hit.

This allows you to explore Knuckles' path as Sonic in either act. Comment posted by angelthehedgehog on Thursday, 22nd August , 2: Comment posted by Anonymous on Thursday, 22nd August , 2: Comment posted by Anonymous on Monday, 17th August , 9: Going into edit mode while "riding" something is probably the most common culprit.

Possibly because of some missing data that is normally had by Sonic not had by the sprite editor. Comment posted by Anonymous on Wednesday, 28th September , 3: If you enter from the left of the large rivet I call that strange silver thing protruding from the top a rivet, for lack of a better name , you get shot out the right exit.

If you enter from the right side of the rivet, you go out the left. Typically, springs and bumpers and all manner of other bouncy things throw you back and forth frequently in this level. Try not to fall into traps like these that interrupt your play.

The top of the act features a series of very tall, thin strips of foreground. Hop across the top of them, avoiding obstacles, and it'll help you remain on the upper route toward the end.

A lower one can be taken by slipping through the gaps and finding the yellow pipeways at the bottom. Both routes are about equal in length. Taking the upper route toward the end of the act, past the two huge rotating cylinders, if you drop down through the first gap in the fans that you soon come across, you can find an extra life on a left hand ledge.

This is about the only remaining mystery of this level that I haven't worked out. Just on the other side of that extra life, there's a hidden room in the middle featuring a lightning shield and rings.

Problem is, how do you get them? The only possible entrance seems to be from beneath, but Tails can't get through, as the bottom of the item boxes are in the way! Comment posted by afolita on Sunday, 11th July , 2: I suppose it was originally planned to be accessed through the wall next to that 1-up monitor, but then they decided to remove it.

So, they made the wall solid but By the way, in Sonic 3 alone, you can knock down the lightning shield by flying underneath it'll fall below the fans and enter the room as Tails. Also, in both versions you can hit the shield from below as Sonic using the nearby black wheel and with the help of a lightning jump, but it's very hard. Comment posted by Oobo on Tuesday, 22nd February , 4: Comment posted by Supurbia on Sunday, 27th February , 4: Use that balloon to get onto the platform with the red spring on the left.

Don't take that spring, instead, take the navy balloon on the right. Jump on the platform to the right, and walk inside the hidden room. Comment posted by Anonymous on Saturday, 15th September , 2: Well, when playing as Sonic and Tails, Tails jumped on it and started it moving, so it may have been there as a hint to players of how to get past the barrel in Act 2!

The first big ring is situated underneath the first long red and white diagonal pole you come to on the main route. As you wind your way down, jump off underneath and follow the curved left hand wall upwards.

This one has two possible entrances, first found by taking Tails' shortcut in Point 1. Past the line of spikes, head into a hidden corridor on the right. The ring sits in the middle of the corridor that exits out to the main route on the far right.

For Sonic alone, this also serves as an entrance. It's to the left of a long descending platform and big wheel, just before the first main route checkpoint. Take Sonic's shortcut in Point 1 and you can't miss it. It's in the right hand wall just as you spin dash up the curve to rejoin the main route. A checkpoint is just above.

There's a couple of very tall spinning black cylinders along the way from the first main route checkpoint at the top of the act. They're preceded by a series of tall, thin platforms within the level structure. A ring is hidden in the right hand wall of these, below some wall spikes. Watch out that you don't slip into the winding yellow tubes to the lower left of this area, or you'll miss your chance. From the previous big ring, drop down and carry on and now go as far to the bottom as you can go as you continue, until you'll eventually find another large room with three huge cylinders.

Look for a ledge over on the right where a corridor is hidden behind a bubble shield. This last one is just for Knuckles.

It appears at the end of his exclusive route on the bottom of the act. The ring's hidden corridor is located to the right of the final checkpoint, just to the upper right of a pair of spike pits. With Tails, you can take advantage of a great shortcut soon after the start, avoiding a fairly substantial, weaving chunk of level. Off the start, proceed right to the second set of floating balloons, hanging above a slope and a stretch of fans.

Use these to get to a platform holding three ten ring item boxes below a large spinning wheel, and use the momentum you get from riding the spinning wheel to leap to a high ledge on the left. Here, a series of moving red and white drums invite you upwards. Sonic alone can still follow up to this point, but will get stuck at the top, where a partially spiked vertical corridor requires the use of Tails' flying abilities.

Worth it if you can get up there though, as it leads into a long internal corridor that conceals a Special Stage ring, and then carries on further into a far later portion of the act, at the top of the map. Fortunately, clever Sonic players can find a sneaky consolation route that's potentially just as fast. From the platform with item boxes, go right across all the various platforms and stay as high as you can.

Go up the elevator shaft at the end, where you'll find another black spinning wheel. Perform a similar trick with it and leap off to a high right hand ledge where a quick spin dash up a slope which also hides a big ring will get you back in the game.

Comment posted by niconoe on Sunday, 9th March , 3: You can use the 1st spring to get on the highest drum and get 8 more rings but it's not over Jump on the drum in front of you and when it's as high as he can, don't try to jump on the other drum above, just jump against the wall at right and run onto this wall.

Because of the incurved part, you'll be able to reach that higher drum and so, get the magnetic shield and the 12 finals rings: This one can be quite hard, and it's certainly unusual. You're in an internal elevator room and as you drop in, you land on a slab of green and yellow blocks that extends across the width of the shaft, and it descends down it. A long silver contraption with a green section to hold electrical antenna will appear above you.

This is a unique boss, so pay close attention. It has a pointed section at the bottom with spikes spinning around it, and this will detach from the main machine and start bouncing around the screen, deflecting off of the yellow and green blocks, and destroying them four at a time as it hits them, which leaves big gaping holes in your only stable ground. Naturally you want to keep as much of this intact as possible, as if you fall all the way through the gaps, it'll be to your death.

You can also stand on the flat top of the bouncing spike so that it carries you around, however. What you really want to do though is hit the main machine, which moves back and forth above the blocks, though watch out for the electricity it emits at regular intervals.

When you hit it, the machine will stop moving and open itself up, vulnerable for attack. However, the catch is that you don't attack it yourself, the spinning top will cause damage to it when it makes contact with the open area, while it's bouncing around the place. Once it makes a hit from its own appendage, the machine will close back up and start moving again, and you'll have to hit it again to open it.

Unconventionally, this boss only takes a mere four hits to defeat, but your biggest danger is instant deaths, either by falling to the bottom of the screen, if the spinner breaks enough blocks, or by getting squished underneath the spinner as it's coming down, which is surprisingly common.

My advice is to be as quick as you possibly can. At the start, stand to the left of the machine, because the spinner is going to fall to the right. As soon as it comes loose, hit the machine to open it up, and the idea is that you try to trap the spinning top in the right hand side of the screen, with the machine in the middle, and you on the unscathed mountain of blocks on the left.

In order to do this, you need to stay close enough to the machine that you can jump and open it up again very soon after the sinning top has hit it, in order to limit its movement. If you let the top get out, then there's no telling what could happen. With boss beaten, whatever blocks are left continue their descent to the floor at the bottom of the shaft, where they disappear behind it, although you can get crushed under them if you're standing on the floor, and below one of the blocks, as it comes down.

Comment posted by Jim on Sunday, 1st August , The upside to this technique is that because you cannot see the floor, the spinning top does no damage to it, so once it's defeated, you have a pretty intact floor. Comment posted by Craig on Thursday, 26th August , Comment posted by 3ach on Saturday, 16th October , 7: Comment posted by Oobo on Wednesday, 9th February , 8: In other words, you can, but its a little difficult.

Comment posted by 3ach on Monday, 28th February , 7: I'd rather take my chances ringless against the boss, or better yet, reset the game since CNZ act 1 isn't very long at all for Knux.

Comment posted by Anonymous on Sunday, 18th November , 4: I think perhaps this is due to knuckles being less maneuverable than Sonic or Tails. Comment posted by Tim on Monday, 22nd July , 8: I was playing Sonic alone, and after beating this miniboss I heard the death noise.

Then, to my astonishment, Tails appeared. He flew down and did the victory pose with Sonic. He then followed me around Act 2 until I lost him, after which he didn't reappear. I have no idea how to reproduce this.

Comment posted by Anonymous on Saturday, 5th October , 1: Check it out here: Just after the third Special Stage ring and before Point 4, there's a long descending sprawl of fans with a gap at the end. Drop down the gap and backtrack a bit underneath to find this life nestled away in the corner.

There's a pair of long diagonal red and white poles that cross each other in a large open room toward the end of the act. You come down the one starting from the top left and go up and around in the level to come back down the other a bit later.

You can take advantage of this and skip this unnecessary chunk by leaping off of the underside of the first pole and then head left underneath it. A spring brings you straight up to rejoin the end of the second pole. This first big ring of Act 2 is situated in a corridor from a ledge that's just below the ledge to jump off to for the shortcut in Point 2. Leap off of the long red and white pole at the right time.

You can also get it by carrying on along the main route until you get to the first cannon. Hop in the wall on the left, and find a room with 20 rings and a bubble shield. Open them up and drop through the floor to this ring. Progress on the main route to come to a pair of rotating drums that you need to perform the "hold down, hold up" trick on see Features and Obstacles for more to go higher in a tall room, where there's a platform with a fire shield and ten rings.

A big ring room is situated in the wall to the left of this platform. Mildly dangerous one, this. Keep going up after the last big ring, through a long elevator shaft toward the top of the act. A hidden big ring can be found through the left hand wall, however, a crushing drum is moving up and down just in front of the entrance, so you need to make your way through carefully to avoid being crushed into the floor!

The final one for Sonic and Tails doesn't come along until much later, shortly before the final checkpoint in fact. An elevator shaft will bring you to a room with balloons leading upwards to a high ceiling. Follow them up one by one and aim for a hidden corridor on the top right hand side to find this rather nicely hidden ring.

This area is situated such that it's difficult to leave and come back again to make the balloons re-spawn, so if you mess it up, you may not get another chance. This Knuckles-only big ring is a very tricky one that's not easy to work out. Just before the end, Sonic and Knuckles' routes briefly meet as they both take the same long corridor with speed boosts.

While Sonic goes up a slope, Knuckles goes right under it and then drops below for more. In order to get the ring, you have to go up Sonic's slope. Specific to this game, he is additionally constructing an armored space station known as the Death Egg a parody of the Death Star , also for the means of world domination.

The plane is damaged after being shot at, but Sonic still manages to infiltrate the Death Egg, alone. Once there, he battles a robotic imposter before taking on Robotnik, who is piloting a giant mech. Sonic manages to defeat the robot and it explodes, damaging the Death Egg and knocking it out of orbit.

Sonic falls to the ground and is saved by Tails in the Tornado. If the player has collected all of the Chaos Emeralds, Sonic, in his Super Sonic form, flies alongside it. Sonic the Hedgehog 2 is a 2D side-scrolling platform game.

The difference between the two is purely cosmetic; the two both have identical abilities. A second player can join in at any time and control Tails separately. Certain levels have features that are unique to them; for example, Emerald Hill has corkscrew-like loops, and Chemical Plant has boost pads that instantly put Sonic at his top speed. When the player collects at least 50 rings and passes a checkpoint, they can warp to a "special stage".

A set amount of rings must be collected to pass through each of three checkpoints and in turn to obtain the emerald itself. If Sonic collides with a bomb, he loses ten rings and is immobilized momentarily. The stages rise in difficulty, and the player cannot enter any stage without passing the previous one.

After finishing, the player is transported back to the star post they used to enter the special stage, with their ring-count reset to zero.

However, he loses one ring per second and reverts to being regular Sonic when all of his rings are gone. The game also has a competitive mode, where two players compete against each other to the finish line, as either Sonic or Tails, in a split-screen race through three of the regular levels and a special stage.

After one player finishes one of the regular levels, the other player must finish the zone within 60 seconds, or the level ends instantly. In the regular levels, players are ranked in five areas score, time, rings held at the end of the level, total rings collected, and the number of item boxes broken. The player with wins in the most number of categories wins the level. In the Special Stage, players compete to obtain the most rings. The mode ends when all stages have been completed, or if a player loses all their lives, in which their opponent will automatically win.

However, he cannot jump as high, making some parts of the game, such as certain boss fights, more difficult. In addition, fewer rings are needed to progress in special stages and the score no longer resets. The two-player mode is removed. Following the release of the original Sonic the Hedgehog , creator Yuji Naka quit Sega due to disagreements over its corporate policies.

Development of Sonic 2 began in November , two months later than Cerny had intended because Sega of America initially felt it was too soon for a sequel. Sega of America objected to the character's name, Miles Prower a pun on " miles per hour " , so he was given the nickname Tails as a compromise. The staff increased the speed of Sonic the Hedgehog 2 compared to the first game.

Sonic 2 is believed to have been planned to have time travel aspects and was originally developed alongside Sonic CD as the same game, [24] but Sonic CD eventually became its own game over time. The prototype ROM was rediscovered by a fan named Simon Wai on a Chinese website, [26] and features playable sections of two cut levels from the final release of the game: Wood Zone and Hidden Palace Zone.

You'd encounter the stage through normal play by collecting the emeralds. The idea behind the stage was, "Where do the Chaos Emeralds come from?

But even from Sonic 1 we'd been throwing around those sorts of ideas. Still, when we were running out of time, we looked over things quickly trying to figure out what to dump There's simply no way we could have thrown that in by the deadline at the rate we were going.

So that's why there are three acts in this one. We had already finished the map, and it would have been a shame to waste it, so this is what we went with. Sonic the Hedgehog 2 ' s music, like the previous game, was composed by Masato Nakamura , bassist and lead songwriter of the J-pop band Dreams Come True. The music began early on in development with only concept images for Nakamura's reference, but having a previous game meant he had experience with creating music for the Genesis and began taking a similar approach to the first game.

As a gift to Sonic Team, Masato produced an alternate version of the ending theme with Dreams Come True, which was included in the album they were recording at the time. Later in October of the same year, a three-disc compilation of the music from Sonic the Hedgehog and Sonic the Hedgehog 2 was released in Japan.

This required Sega to reconfigure its distribution system to ensure that games were available in all major stores. The release date, Tuesday, November 24, was marketed as "Sonic 2s day". While the Genesis release in North America and the Mega Drive release in Europe both released the game on this day, Sega made the game available a few days before in Japan on November 21, Though based on the original game of the same name, it is a distinct game, with different level designs and a different plot, [51] and this version, unlike the bit release, does not have the spin dash, which led it to being thought to be made before the Sega Genesis version.

This version adds several enhancements, such as widescreen graphics, Knuckles as a playable character, time and boss attack modes, online multiplayer, additional multiplayer stages, and the previously unreleased Hidden Palace Zone. Additionally, Tails is given his abilities from Sonic the Hedgehog 3 , [32] and the remaster features a post-credits scene which depicts the Death Egg crash-landing on Angel Island.

The game was made available for download on Wii 's Virtual Console on June 11, , [63] PlayStation 3 via the PlayStation Network on April 19, , [64] and Xbox via Xbox Live Arcade , the latter having enhancements such as online leaderboards, achievements, and online play.

Due to the popularity of its predecessor, Sonic the Hedgehog 2 already had an established fanbase anticipating its release. Reviewers praised the large levels, [79] colorful graphics and backgrounds, [79] [92] increased characters, enemies, [5] and music. GameSpot stated that "time may have eroded Sega's prominence, but it hasn't done much to diminish how sweet Sonic the Hedgehog 2 is," and, along with other reviewers, commented on how it is still a fun game to play.

Lucas Thomas of IGN praised the new "spin dash" ability. The main criticisms were of the two-player mode, a first for the series. However, Lucas Thomas praised the innovation, quipping that "Mario and Luigi could never run competitively through the same levels, at the same time". Sonic 2 ' s success was a major factor in Sega catching up to Nintendo in the earlys console wars. Sonic the Hedgehog 2 ' s popularity extended to various merchandise such as comic books such as Sonic the Comic , [] a television series , [] and a sequel, Sonic the Hedgehog 3 , which received similar acclaim.

For Sonic's 20th anniversary, Sega released Sonic Generations , which remade aspects of various past games from the franchise. In , an unofficial, high-definition remake was announced titled Sonic the Hedgehog 2 HD , which included development members who would later work on Sonic Mania.

From Wikipedia, the free encyclopedia. Sonic the Hedgehog 2 8-bit video game.

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