Sonic The Hedgehog 2 (Sega, 1992)

Developed/Published by: Sega Technical Institute / Sega
Released: November 24th, 1992
Completed: 26th January, 2014
Completion: Completed once (on Xbox 360) and then I went back and finished it with all seven Chaos Emeralds on the copy that’s included on the Sega Mega Drive Collection for PSP. Yeah, really.
Trophies / Achievements: n/a (didn’t play it on my own Xbox 360.)

Who would I be to critique Sonic The Hedgehog 2, eh? It’s a generally beloved entry in a franchise that’s, uh, generally beloved, as long as you’re only remembering the Mega Drive entries because you’ve been under a rock/have any sense. Well I’ll tell you who I am: ME.

Let’s have a think about the Sonic games, being totally honest with ourselves. We’ve got a hedgehog guy (whose sprite I love perhaps irrationally; he just looks amazing) whose entire thing is “running fast.” In fact, if you’re not running fast, Sonic’s bagfuls of inertia mean that you’re slippy-sliding all over the place—or worse, desperately trying to get up enough speed to move a little bit, but not too far. And if you’ve found yourself stuck at the bottom of a ramp, be prepared to… be annoyed as you try to get him up it.

Of course, you seasoned Sonic-a-manaics are like “but what about his spin dash, introduced in Sonic the Hedgehog 2… you twat?” to which I’ll say: it’s a hack. An inelegant hack to make up for the fact that the level design really doesn’t know what to do if you slow down at a point where it doesn’t want you to slow down.

If you played through Sonic the Hedgehog (and I have, all the Chaos Emeralds and everything) you probably remember that after Green Hill Zone the development team seemed to have forgotten what they were trying to do with Sonic, with slow underwater zones, slow platforming levels with tiny platforms; basically they did everything they could to slow the game down. Thankfully Sonic The Hedgehog 2 isn’t quite as bad… except when it is. There are a lot more bits to run fast and free in, sure, as long as you’re willing to slam into an enemy you couldn’t see/fall into a bottomless pit/hit some spikes/whatever.

Frankly, everything Sonic the Hedgehog 2 wants you to do is at cross purposes to that whole “Sonic go fast” core idea. You always want to collect 50 rings to get to the bonus stage, right? So what happens is that you creep through the level at a snail’s pace, collecting every ring you see, because if you run for even a second, you’ll probably hit something and lose them all. This wouldn’t be so bad if the bonus stages were something that you could wing it through, but no. I remember how the tunnels blew my mind when I was ten, but as an adult what I remember is how they are an exercise in memorisation (until, possibly, you blow up your mind.) Unlocking Super Sonic is so hard that I abused quick-saves to extremes just to do it, and it’s bloody unrewarding anyway—all you get for it is an invincible Sonic who has a suicidal level of inertia; in fact in several of the levels with difficult platforming I wanted to avoid rings!

(And much like in Sonic the Hedgehog, collecting all the Emeralds merely gives you a very slightly different ending. Very, very, very… very slightly.)

If you, as a kid (or whatever) managed to get Super Sonic on a Mega Drive, bloody hell, I salute you. Now get outside for some of that fresh air that your mum kept telling you to breathe across the months if not years it took.

Will I ever play it again? No, but I’ll go onto Sonic the Hedgehog 3 soon(ish.)

Final Thought: You can, if you like, think I’ve gone at this whole Sonic the Hedgehog thing wrongly! The levels are large and have enough different routes that they welcome replay to an extreme degree, meaning that for a kid determined to get all the Chaos Emeralds, repeated play against the extreme difficulty is close to a Spelunky-like experience. I’m exaggerating, obviously, but for a while there’s always something new to see. Unfortunately that’s mere happenstance; the game rewards memorisation and dedication rather than skill. And if you want to complain that you could just play it without trying to 100% it—and yeah, the game is pretty fun, fiddly platforming/awkward level design aside, to play casually—they shouldn’t have put all that extra stuff in then if it makes it less fun, should they?