Sonic 2 game gear walkthrough




















Also rotate the directional pad. If the a codes don't work try the b codes. Now, select any stage from this menu and not only you'll be able to turn into super sonic with 50 rings. Sonic drift 2 japan 5 8 2. Press start on tails third blink when eye is closed. You'll get a free emerald. Pin On Video Games Cheats.

Pin On Video Games. Pin On Sega Games. Pin On Childhood. Pin On Gaming. The third or fourth belt up, the left wall is fake but it just leads to a Super Ring. At the top you can go left or right. Left just leads back the way you came so go right.

You'll see three enemies in your path; beat them and go right. Drop down and go left. The right wall is false but it leads to only a Super Ring. Go left, jump over the spikes but avoid the spring - just to the left is another bomb. Carefully avoid his shrapnel. Drop down to the left, go right, hop over the spring and go right to the goal.

Act 3 This act starts off innocently, with two tubes you slide down. After that comes three large conveyor belts with spikes between them. Don't jump too far or too short and you should be okay. After the third one is a moving platform. It will take you up. A spring will come into view.

Jump on it and you will be able to land on another moving platform. Land on it and it will move up, right under spikes but not too close and up again. Now, jump off land on the small piece of safe ground before the large bed of spikes to the left.

The platform will go up the right shaft, hitting the spikes at the top, then come back down and go left. Jump on it and you will see a ledge ahead that blocks you but not the moving platform. This is tricky; jump onto the ledge and you can barely see the moving platform below you.

As it comes out from below the ledge, jump back on. This takes a few tries to get the timing right. Ride left, until you see a spring. Bounce up and head right to Boss This boss looks like a cross between a pig and an armored car. He will immediately get up a head of steam and charge at you. He has spikes on his back at this point, so jump over him. He will hit the side of the area and get knocked back, and the spikes will retract. The trouble is, when he hits the side, three rocks fall from the ceiling.

They fall quite fast and in relation to where you are standing. The key is to hit him as quickly as possible to give yourself as much time as possible to dodge the rocks.

However, you cannot safely hit him until he has come to a complete stop. Time your jump so you hit him when he has stopped, but jump when he is still falling back. To dodge the rocks you can either slip in between them or try to scoot away to the side quickly. Then he will charge you again, repeat the pattern. As usual it will take a while to get the pattern down.

This boss takes six hits to beat I think, but it might be eight. Scrambled Egg Zone This is the last zone in the game for those of you who do not have all the chaos emeralds at this point. It is also the hardest zone in the game. However, this is a different kind of hard from what you've encountered before. In the past, hard meant having to react very quickly to avoid being killed as in some boss battles or having to get through a section which required a difficult technique.

The acts of Scrambled Egg Zone are very long and confusing, with a lot of hidden paths, side paths and pitfalls. This makes it easy to get lost This underground, bluish place is basically an enormous area of pipes. Pipes are so prevalent here it makes you wonder whether this is Sonic the Hedgehog or Super Mario Brothers.

Let us review the mechanics of pipes or tubes briefly: when you go through a pipe and come to a fork, you will go in the direction you are going unless you override it by holding in the other direction you can go. In other words, if you want to take a branch leading to the right, hold right. If you come to a T-junction, you will bounce back and go the way you came unless you hold in either direction of the T. Act 1 Go right until you come to a pipe in the ceiling. Further right just leads to a dead end so jump in the pipe.

The main path leads upward, but you can go right in the pipe to access a room filled with rings. You can also get the rings above by going up right before the pipes leads off into the room. That side pipe drops you off at the ceiling, where you can get the rings in the two columns, as well as three floating Super Rings by bouncing on them in succession.

You should have over rings after all this, or close to it. Once out of the first pipe, go left, up the hill, to a spring. Bounce into another pipe. Whether or not you hold right in this pipe, you'll end up on a small ledge below a wall too high for you to jump.

Over the wall and right is where you want to go, but first, drop down into a pipe. You will come to an area up and right of the spring; to the right is a 1-UP. Snatch it and drop back to the spring.

This time, when on the small ledge, jump to the ledge up and left of you, and then jump on top of the wall. Continue right and roll down the short hill.

On the next ledge is a bomb guy; you can deal with him in a variety of ways but the way I prefer is to jump when you hit the bottom of the hill, fly over him and the next gap and land on the hill to the right. If you don't time it well, though, you could get burned. Falling into either gap here will lead back to where the 1-UP was. Once you get on the hill to the right, roll down and enter the pipe.

This pipe has no forks. Once out of it, go left and enter the pipe you see. In this pipe you must take the correct path at each juncture. An incorrect path will dump you into spikes. You'll go through a winding section. Then drop out the bottom of the pipe to land on a platform. It will drop as soon as you land on it so quickly jump left and into another pipe.

Falling here leads back to where you were before. The next two pipes have no branches. After the long, horizontal pipe there is a Super Ring between the two pipes, by the way you'll come out to an area to the right of a large bed of spikes with two platforms. One moves and the other is high in the air, right below a pipe. That pipe leads to a 1-UP.

I recommend passing it up since if you miss the moving platform, it will never come back. If you really want the 1-UP land on the stationary platform on your spring from the pipe and jump in the pipe immediately. As soon as you get back, jump on the moving platform. Anyway, get on the moving platform and ride left, over the spikes. Ignore the first two pipes you see above you, but enter the third. You will now be able to access only one pipe.

The final task is to hold the correct series of buttons in this pipe to get to the goal. If you go the wrong way you just get deposited out one of the four pipes above you and can try again. Act 2 Your first task is to get over to the right over several ledges. Falling into the gaps between them leads to a spike pit. Three of the ledges have bombs on them.

Stand on the left side of the ledge to the left and they will trigger when they walk to the left side of their ledge. A faster, more dangerous way is to jump to the ledge with the bomb to trigger it and quickly jump back to the left. Keep doing either method until you can get the bomb to disappear.

Don't try to jump over the ledge entirely. At the far right is your first pipe. It has no hitches. At the other end you'll see a large hill to your left. That is the main path, but actually you can jump from the slightly higher bit of land before the hill to the ledge above and to the right of you.

This jump takes a few attempts, but it is a useful shortcut. Keep trying until you make it. On the top right ledge, you will probably land in a pipe, but this is one you don't want. Then go right to a tall hill. Hit the spring and roll down at maximum speed, and sail off the ramp at the bottom. You will fly right, hit a 1-UP as soon as you hit the ground, and land in an area with almost rings. Get enough for I don't even bother collecting them all and continue right.

You will come to a sheer drop but don't go down so fast. Head back to the left. The 1-UP will have magically reappeared. Take it again!

It only reappears once, though. There are spikes on the right side of the drop so go down the left. You will see a spring with two columns of rings above it, with a platform to the right.

Jump on the platform. You are now at one of the hardest points in the game. This platform will be your only guide through an area with nothing but spikes; fall off and you're done for. First jump on the platform and it will go right quite quickly. A wall is right ahead but jump into the pipe; it will deposit you on the other side and hopefully back onto the platform. The platform will bear you all the way to the right, where it floats up toward a pipe.

Jump inside. Hold down the down button on the directional pad. You will be deposited out of the pipe and hopefully back onto the platform, which will be drifting back toward the left. If you took the shortcut by holding left as you entered the pipe, you'd get here too soon.

The platform will scrape you against the rocks, so immediately jump back into the pipe. Hold left as soon as you enter to avoid being bounced back at the T-junction and back out again. You will be deposited out the far left port of the pipe, and back onto the platform again. It will take you up, and left. You'll have to jump over a ledge blocking you like you did in Gimmick Mountain, Act 3. It will be tricky. If you make it, ride a little farther left, and jump in the pipe there to be sent straight to the goal Act 3 This act has only one thing to watch out for!

Most of it is automated so you don't need to press any buttons. Okay, hit the spring and get in the pipe. There will be a side branch to the right but ignore it; that way, while not impossible, is much harder than the normal way.

The pipe will deposit you into a long series of diagonal springs that will take you up. When you hit the last spring in the sequence, which will send you up and right, hold right to avoid falling into a spike hole. It's that simple! You'll come to a bank of springs; bounce up to the ledge above you. Now, jump to the vertical spring on the right and bounce up into a series of diagonal springs.

When you hit the fifth spring, which will send you up and left, a platform will come into view. You'll sail over it unless you hold right as you fly, but not too early or you'll fall short. If you fall, you can climb up again an infinite number of times.

As soon as you land on the platform, jump so your momentum doesn't carry you off. Continue holding to the right and your jump should wrap around and get into the pipe above the platform. The platform drops when you touch it so don't try to get back on the platform. The pipe leads to the Boss Robo-Sonic isn't really that hard to beat. He will curl himself into a ball immediately. Stand in the left corner. He will do one of two things: roll at you on the ground, or in the air. If he rolls on the ground jump straight up.

He will bounce back to the right and you should be in the ideal position to hit him. If he jumps, he will then come down on the left. Walk right to get out of his way and quickly turn around and hit him. He will only uncurl for a second in the corner, and that is the only time he is vulnerable.

He will usually turn into a ball again and repeat the pattern, but sometimes he will do one of three other things: shoot out a small metal ball in front of him, make a short hop and then jet across to the other side of the screen, or spring up and then float back down.

All three give you more opportunities to hit him. I find Robo-Sonic to be much easier than the Genesis version of him, as the spikes on the back of his head are completely harmless, and he cannot kill you be rolling into you unless you are not spinning or he crushes you. If you collide in the air he will just bounce back to the other side, and you also will reflect off him. Once you have his pattern down, Robo-Sonic is a pushover as long as you stay alert and don't expose yourself to him unnecessarily.

He will take eight hits to beat, and will cough up the last chaos emerald when defeated if you have collected the other five. For those of you who did not collect all the chaos emeralds in zones , congratulations, you have just beaten the game - partially. You beat Robo-Sonic but it seems in the ending that you do not save Tails.

It's not over yet! Crystal Egg Zone This zone only exists if you have all the chaos emeralds. I've seen a lot of strange and unusual zones for various Sonic the Hedgehog games, but this one has to take the cake.

Since this is Robotnik's secret stronghold where he's keeping Tails according to the manual, you'd expect a fortress of iron and steel. Nothing could be farther from the truth, actually. This zone is colored in pastels with glowing spikes with music that sounds like it's for a carousel.

I don't know whether to hate or love this zone, but luckily, it is pretty easy. I haven't explored every nook and cranny of this zone, since at this point I'm usually so stocked up on lives it's not worth bothering, but I did try to find a few secrets.

There is no chaos emerald here. Let's get started! Act 1 Go right and drop down the hole. You will come to a spring that sends you right, and blocks that fall from the ceiling. They won't damage you if you jump or roll into them. Keep going right and after three small spiked spots, you come to a hill. Climb up and jump to the top level.

Go right and drop straight down the first hole you see. You land on an Invincibility. Run right, drop down, and go right again. You come to a large - I mean large - bed of spikes. Just run over it while you're invincible. Farther right you come to some springs and another small spike bed.

Jump over it and keep going right to the goal. That's all there is to it! Act 2 Go right, jumping over three fairly large spike beds, and ignore the springs. Eventually you come to a shaft with diagonal springs leading up. Bounce up and at the top, pull right to avoid sliding into some spikes. Jump right to get the 1-UP in plain sight can it get any easier? Go left, jump over the spikes, and roll down the hill.

Fly off the ramp at the bottom and sail to the left. If you hit the spring, stop quickly. If you fall or don't go far enough, you'll be back where you were a little while ago.

Jumping over the spring you find a strange blue sphere swaying up and down over some spikes. This is kind of tricky - jump onto the sphere to start rolling around it, like the wheels in Gimmick Mountain Zone.

Press and hold right to go faster. Time it so you sling yourself up. High above you is another similar sphere. Try to touch it so you start rolling around it. Hold right to speed up and sling yourself up and right to a ledge. If you miss the ledge there is a platform right below it, but it drops immediately so quickly jump to the ledge. To the right is a bed of spikes you must cross by a diagonal spring.

Hit it but time it so you don't hit the floating mine nearby. To the right is a confusing around with blocks that hide you from view, and springs. Just hold right and you'll eventually make it through. When you see a spring in the clear, bounce up and left.

Another 1-UP is in plain sight. Just take it and drop back down. Don't go right. Instead, jump into the wall above the spring that bounces you up. There is a secret passage three blocks up, so aim your jump for there. Once inside, you find a 1-UP and a spring that bounces you into some breakable blocks and back to the main path.

On the far right, you will now see a spring up. Hit it and land on the inclined land mass to the left. Go down but not too fast; you need to jump off and onto another inclined piece of land above and to the left.

Go left and drop down. You will now come to two area of breakable blocks with springs below them. Go left as best as possible. When you come to a gap jump over it; there are spikes below. Farther left is a series of tilted ledges you must climb up. Just time your jumps carefully and alertly. If you drop down on the left, you can find an Invincibility but there's no real use for it. You see a spring and a large mass of breakable blocks to the right.

Roll through them and the goal is just to the right. Go right and jump in the tube and you will see Robotnik for your first time since Underground Zone. Robotnik will be standing on the right side of a chamber, in a machine. There is a tube which runs outside the chamber and has two openings leading into it.

The tube works the same as the pipes in Scrambled Egg Zone. You can hit Robotnik one time, then immediately jump in the tube. Remember to hold left or right I prefer left as you go in! Otherwise you will just be spit back out. One of the great merits about this true final battle is that you are completely safe in the tube; you can observe Robotnik's pattern for as long as you want before jumping out to hit him.

Obviously, jump out of the tube by holding up as you go along the bottom, or down on the top. Robotnik will immediately release two or even three four-sides whirling blades from his machine that whirl around like crazy around the chamber.

After a while he will either send a huge current of electricity through the chamber, or drop little yellow sparks that roll along the floor. Any of these things whirling blades, electricity, or sparks will kill you. Popping out of the tube while the whirling things are in the room is suicidal. Your only chance to hit Robotnik is after the sparks or electricity come. Wait until you are sure they are clear, as by this time the blades should have mostly cleared, or be flying around the corners of the chamber, hopefully away from you.

When you are sure it's safe, jump out of the tube, hit Robotnik immediately, then dive back in the tube. Let caution take precedence, and don't be afraid to pass up on a hitting opportunity if you want a breather or want to observe Robotnik more.

In general, go out of the tube later rather than earlier; you are less likely to get hit by an errant blade although that sometimes happens anyway or come out too early and hit the electricity or sparks.

Robotnik will release more blades into the room after a few seconds, but you can usually hit him and get back in the tube before that happens.

You will be walking on the bricks and then you will fall in a little space and there in a life there. There are two 1-ups in Act 1 of the Sky Hill Zone. To get to the first one, pass the bridge, jump over the two sets of spikes, ignore the Ring Monitor and the spring. Finally, jump over one more set of spikes to grab the 1-up. Go back and jump on the spring, then walk into the horizontal spring, which will roll you through the bricks.

You'll reach two more springs. Jump on the vertical spring, and you see another spring. Jump on this one, and hold left on the directional pad until you see a patch of ground with Christmas trees in the background. You'll then see another 1-up.

Take it, let yourself die, and then repeat this process until you max out on lives. Game Gear Cheats Wiki Guide. There is no numeral 1 in the game's name, but it gets that because there was a sonic 2 released for game gear.

The game introduces miles tails prower for the first time as a playable character. This can help with difficult boss battles. And then we top it off with one level of gimmick mountain. In this game, you must once again control the super quick sonic and battle against the evil and nefarious dr. Welcome to the sonic archive. Squid play game online al. One of the great aspects of this game was the awesome levels and themes.

The first game featured only sonic so this game was unique in that tails joined in to help sonic out. Pin On Nerdy Stuff.



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