Review of Sonic the Hedgehog 2 for Sega Game Gear
It’s a Me, a Mikey! This time, he’s in the mood to review Sonic the Hedgehog 2 for the Sega Game Gear released on November 17th 1992.
As usual, let’s look at that box art! Sonic is seen using the only thing on the box art that is relevant to actual gameplay, the hang glider from Sky High Zone. Like, we see Tails running on the ground near Sonic, despite the fact that (spoiler for game that came out in 1992) he gets the Princess Peach treatment. We also see him in what is basically a Green Hill Zone like area with some bird enemies and what look like Buzzbombers? That don’t even appear in the game; we also see Eggman in the Eggmobile. Other than the inaccuracies, I still think it’s a nice cover. I love how the colors pop, and the sky is quite pretty. I also really do like the way Tails is drawn, and the Green Hill like area, despite being quite simple, looks really nice. The only thing I don’t like about it is the weird NOT Buzzbomber things. I should also mention, the cartridge just has the same image as the box art, but adds this cute image of Tails. Time to pop in that cart and get to it.
As usual, we hear the iconic but more compressed “SEGA” intro and even see a little cutscene of Tails being chased by Eggman, where he eventually gets caught by him. Oh no, looks like we are going to save him. Talk about lame. This is Tails’ first ever appearance and we barely see him throughout the game. I would have loved to see more of him. Now we see the tile screen and it’s alright, just Sonic and Tails in the giant ring with wings, but Sonic is making a ‘two’ sign, and Tails is being cute, with an, I’ll admit, nice looking blue background.
Let’s quickly talk about the controls before we get into the main game. I think they are worse than the first Game Gear Sonic. He mostly has the same movements from the first game, but he feels much more slippery and is still in motion when jumping. Like when you land, he still moves, thus making platforming unnecessarily more frustrating and difficult. Trust me, some of the most tedious and challenging sections in this game involve this problem.
The items are also the same from the first game. Like the first game, the Emeralds are all hidden throughout the stages but they are more difficult to get this time. There are no Special Stages at all, a first for the series. The sign posts function how they do in the first game but the special stage ! is replaced by an image of Tails that gives you a free continue. The others work the same as last time. Now let’s head underground. Triplets born! The throne awaits! Wait no, not that one!
Welcome to the Underground! How was the fall? NO. Not that one either! >:T Yup, the Underground Zone is our first Zone of this game. Huh, not your typical Green Hill like area. The way this zone looks is a mountainous valley that goes deep in what is basically a mine with lava, but looks like it’s made of bricks instead of natural rock formations. This Zones main gimmick is mine carts that follow a track. They only have one wheel and somehow do not topple over from balancing issues. The enemies are the new Motora who just move slowly one direction, and are just a recolored Moto Bug (I guess lazy recolors are in the actual games too T_T) Meleon which our just Newtrons but blue, and Taraban who are just Crabmeats but red and blue (starts playing the Gen 1 battle theme) The overall gameplay of this Zone is that it feels too quick. I mean the minecarts are fun but that’s all that is really memorable about this Zone. I do think it does a OK job of the lower path and higher path concept; but now we get to the thing that I honestly think has caused most players to rage quit. The first boss. Once you get to the end of the area right before the fight, you are about to fall to your Turaga Dume, Eggman saves us!? WAT. Oh never mind, he just sends us to the first boss fight, The Pit Master, which is an ant lion like thing. The way you beat it is by avoiding cannon balls. The problem is the screen crunch, you can’t see the balls coming and they bounce so pray that you don’t get hit because you don’t have rings in boss fights again. On the last hit we see Eggman destroy The Pit Master. Ugh that was cheap. Now, let’s go from deep underground, to high above the clouds to the Sky High Zone.
We now arrive in Sky High Zone. The visuals for this Zone look like another mountainous region, but closer to the peaks of the mountains with a grassy hillside and checkerboard rock is a nice cloudy sky with trees. Act 2 sets up a stormy sky that makes the visuals look pretty nice for the game gear. The enemies here have one returning, Meleon, and a new turtle like badnick Game-Game, who walks and then flies to attack. As for the actual gameplay, Act 1 is a basic climb up the mountain, but introduces us to the hang glider that is awkward to control. It’s just hard to figure it out in general. Just press left from time to time tho, and you’re golden! Act 2 has bouncy clouds to jump off of, but it’s hard to tell them apart from solid and non-solid clouds but a way to tell is if the clouds have extra puffs in the center. Overall the zone has potential to be really good but it feels too limited and boring. Now, for this Zones boss. After going through some platforming we see baby bird badnicks? They are called Mecha Hiyoko. They just bounce around. After you smash them up, eggs are continuously dispensed. Suddenly…oh that is one angry mama bird! She is called The Hiyoko Master. She just launches fire balls at Sonic. Overall this was a way easier fight then The Pit Master. Alright, let’s take a dive into The Aqua Lake Zone
So, there sure is a lake that has a lot of aqua (I’m Aquaman, call me handsome guy) Aaaaaanyway. The way this Zone looks is that it’s a lake in a mountainous region. What's with this game and mountains? It also has fountains with large pipes that squirt out waterfalls that come from mountains in the background (smacks lips. OKAY.) We can also see a blue sky and bricks with holes all over them. Act 2 goes towards more of a Labyrinth Zone vibe, being yellowish green with stone pillars everywhere. For enemies, we have the returning Taraban, and the new Zaririn; lobster like badnicks that swim towards you to pinch you. As far as gameplay goes this Zone is very tedious and boring. It has water that slows you down and really makes it hard to control Sonic because everything is delayed. This Zones main gimmick is giant ridable bubbles that you can control the speed of when going up and down. If it touches the ceiling it pops; make sure to get the top of the area without touching anything. Then there is this one section in Act 2. You have to dodge arrows and Zairins. This section can get quite frustrating even if you know what you are doing. The boss, after we get through some platforming, is a seal with wicked cool shades B) called The Balance Master. To beat this rad dude, wait till it makes its nose a bouncy ball, and right before it launches it, hit the nose to damage it. After that it plays with you like a ball, talk about un-tubular! Overall it’s actually a fun fight for how simple it is. I think it’s one of the better things to come out of this game. Now! Time for (drum roll please) Green hill zone! Buuuuut, it’s actually not?? It’s called Green Hills Zone!? That is super lazy.
Time to enter the most creatively named Zone in the game, Green Hills Zone. This Zone looks what you’d expect a place called Green Hills to look like; a side coast with grass atop checkered blocks. Mountains rise high in the background, makes me think this game is in a mountainous region or something, but this time it has different trees and garren and chalice symbols, er… I mean diamond and heart. There are also flowers and clouds that look like computer points. What? The enemies here are all returning. New Motora, Meleon, and Taraban. For the gameplay, it’s mostly your typical Green Hill, Act 1 being fast paced between the upper and lower parts; Act 2 adds more (BOING) springs that can be fun but is hard to use with the screen crunch which is why Act 3 is awful. You don’t have any rings and you can’t see where to go, like, you could land on another spring or die, like how Mega Man dies on spikes. I guess it’s worth it though because we do get one of the better things to come out of this game. Let’s toss some salt for the Dohyo Master, the boss of this Zone! This Sumo Wrestling Pig is actually quite fun. It will turn into a ball and roll on the ground directly to the other side mid-air, or do a jump roll that will shake the screen when hitting the wall. TBH I think this actually a fun little fight, though, too bad you have to go through such frustration to get to it. The next Zone is Gimmick Mountain Zone… Another Mountain??? It's even in this Zone's name. Is this a Dev team secretly a group of mountain climbers or something?
Let’s talk about one of my favorite Zones from Game Gear Sonic. This Zone's appearance is great. It's a mechanical base but inside of a mountain. It's likely the doing of Eggman. The colors are really nice and sets a nice tone for the Zone and the enemies here are all new. Bomb functions how it did in Sonic 1 when you get close to it, Kaboom! projectiles fly into the air! Next is Buton, a badnick that looks similar to the Ball Hog, but functions differently by bouncing towards Sonic. Lastly there is Drillin, these are basically Burrowbots but with shades. As the name implies, this Zone is very gimmicky, having wheels that make Sonic faster or launch him, conveyor belt platforms that act like a ride, towers with spiral platforms, and even minecarts. All are quite fun. This Zone is pretty straight forward, but the fact you need to be invincible to beat Act 2 is kinda dumb. Besides that, this Zone is easily the game's highlight. Then we get to the boss, The Charge Master, a boar robot that rams into the wall, making its spikes go away, but causes rocks to fall down, and you could get hit by said rocks when bouncing off the boss. Again, this is a fight that would be more fair if you had rings. Besides that, this is a good Zone overall. Next up is Scrambled Egg Zone. So are we going to the kitchen or something?
Nope, we are going deeper underground. Now in an area that actually looks likes it’s underground, we are met with rocks scattered everywhere on mossy ground under what I think is a night sky in an underground cave. There are also pipes everywhere which I will talk about in a second. The enemies are all returning in the Zone as well, Bomb, Game-Game, and Taraban. Let’s now talk about one thing that makes this zone infamous, it’s main gimmick, a pipe maze. Basically, you are in fast moving pipes and you control where Sonic is going. The problem is that it goes very fast and you might go into a pit of spikes because you don’t know what pipes you need to go through. It's a lot of trial and error and can definitely be annoying if you keep messing up. I had to use an image of the map just to figure out where to go. Act 2 has this section where you are riding on a platform and have to use a pipe mid-ride otherwise you will land in spikes, it was a hard jump for me and can also be quite frustrating. As for the boss, we get our first ever Sonic robotic doppelganger Mecha Sonic. First off, yeah this guy looks super silly and the illustration makes it look like the arm is comic out of the chest, but this is actually a fun fight!. Mecha Sonic will try to spin dash at you but using your own bounces him back. He also has his grabby claw and can dash across the screen, but they are easy to dodge. It's a fun little fight, I just think this Zone can be annoying and frustrating especially without a guide. So after that, we’re off to the next Zone! Huh? The credits? Yeah, so if you don’t have all the emeralds you get the bad ending and the game stops here, possibly implying that Tails dies or something? Let’s come back here with the emeralds and go crystal crazy!
Crystal Egg Zone is the last Zone of the game. Believe it or not, this is Eggman’s base in this game, not your typical mechanical fortress. It's a crystal palace with pretty blue crystals and blocks that have Eggman’s face also below a blue sky. There are also rods and cacti? Odd. As for enemies, we have only one and it’s new the Flying Chomper that swims back and forth mid air. For gameplay, this Zone’s main gimmick is that the Eggman blocks are breakable, revealing hidden areas. The spinning gears are back, but they are now orbs. Act 1 does a good job with the upper path lower path concept; the upper path being more fun and Act 2 being a slightly tedious climb up the fortress, but I think it’s just unmemorable like most Game Gear Zones. There is one thing that is memorable and not for a good reason; the final boss. It’s an unnamed mech. How this fight works is that Eggman launches projectiles that circle around the mech and move at different speeds, and it launches thunderbolts. You need to go into the pipes because every 15 seconds Eggman uses a move that causes death lighting to shoot all over. It's a boring and frustrating fight because you need to be in the pipes the whole time just to be safe. The music is also ear piercing. After the fight, we see Eggman run off and get away, but after more seizure-inducing flashes, Tails comes out and makes a cute little face while Sonic looks confused. Then the buds runoff and their silhouettes are in the sky. I think this ending is pretty basic but it does feel nice to see Tails after trying to save him.
Here are the good things from this game. At the start of every Act, we got a cute scene of Sonic and Tails doing little things in the Act. My personal favorite is the Gimmick Mountain Zone one because it’s fun seeing Sonic and Talis balancing on the gears. Speaking of Gimmick Mountain Zone, it is the only Zone I look forward to when playing in this game, as well as fighting some of the bosses. As usual, the sound track is fine. Mikey’s personal favorite tracks are Green Hills, Crystal Egg, and Gimmick Mountain, while Astro’s are Sky High Zone, and Scrambled Egg Zone.
Now for the bad. Where do we even start? Like I said, Sonics controls feel more slippery and can be frustrating to use when platforming. One of the games biggest issues is screen crunch. It just makes it hard to see what is coming at you resulting in cheap hits. The level design typically ranges from boring or frustrating, to forgettable. Then there are the boss fights having no rings making the fights unnecessarily harder than they should be. The lack of a save system makes everything more challenging, especially if you get a gameover.
Overall, I think Sonic the Hedgehog 2 for Sega Game Gear might be one of my least favorite Sonic games; it’s just boring, forgettable, and frustratingly cheap at times. I am surprised this is not one the Sonic games the Internet bashes on. I’ll give this game 2/10 chilidogs just because it had at least one good Zone. Astro gives it 1/10 chilidogs. They say it was hard to watch be played because it seemed so lackluster and frustrating.
Next review is the game that you are more likely to think of when someone says Sonic the Hedgehog 2; the one for the Sega genesis. See you folks there, gotta juice!
Credit for FCPlaythroughs on Youtube for Gameplay Screenshots.













