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SEGA discusses the struglges of creating Sonic the Hedgehog 2 for 3DS

by rawmeatcowboy
06 October 2015
GN Version 5.0

A portion of a Game-Watch interview with dev Yosuke Okunari...

GW: It seems like the base porting was a hassle in itself, but what would you say was the most difficult aspect with 3D Sonic The Hedgehog 2? Was this an overall difficult port?

Yosuke Okunari (below YO): As I mentioned in the previous interviews, Streets of Rage 2, Gunstar Heroes, and Sonic 2 were all Mega Drive titles that we wanted to include for Batch 1, but we held off on them because M2 considered them to be technically challenging at the time.

Out of the three titles, Sonic 2 looked as if it would have the most technical issues during development, so we’ve decided to have it as the bookend of the series. If you just casually think about it, you might make the mistake that converting Sonic 2 would a simple task, considering Sonic The Hedgehog has already been worked on. However, there were several new hurdles we had to overcome for Sonic 2.

First off, there is a monumental increase in volume. There’s not much of a difference based on the number of stages, but there are nearly double the amount in terms of zone variety. Sonic 1 consisted of six zones, with three acts per zone, totaling to about nineteen levels plus special stages. Sonic 2 consists of eleven zones, with two acts up to Zone 7 and only Zone 8 having three acts. There are also Sky Chase, Wing Fortress, and Death Egg, which all totals up to twenty stages. On top of all of that, we needed to turn the special stage into 3D, so there were lots of hurdles to overcome.

Full interview here