Friday, February 10, 2017

How To Flashing cubot c9w

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Download one of the above file:


Further to the next stage
1. Copy the file to Sd Card
2.boot into recovery mode, in the file already exists in the form of .pdf open a full tutorial and follow the instructions. anyone using flashing software.
3. When've followed all of the conditions please check the phone has been normal what is not.
4.Ciri EMMC feature of flashing not damaged in the road, still can wipe data cache. but install the update form sd card can not or will not runing.
5.booting first after install rom fair amount of time of approximately 15 minutes. Do not hurry to remove the battery. wait until the system finishes booting.

important: before doing anything on the phone to do the data backup beforehand. can pass CMW, recovery, twrp please find if you have not got.

How To Flashing cubot c9w

is sonic the hedgehog 2 still good? after the massive success of 1991’s sonicthe hedgehog, sega quickly began work on a sequel. eventually, this led to the japanese developedsonic cd for the sega cd released in 1993, and the topic of today’s video, sonic thehedgehog 2, developed in america and released in 1992. creating a sequel to one of the most surprisingsuccess stories in gaming history was no small feat; however sega knocked it out of the park. most publications declared the game even betterthan the first and sonic the hedgehog 2 would

go on to sell over 6 million copies worldwide. this success allowed sega to remain at thetop of the home console market for yet another season, further frustrating the folks overat nintendo, and further cementing the legacy of the 16-bit wars. unfortunately, as i noted in my sonic 1 review,thanks to sonic’s rocky transition into the third dimension, some, uh, quality inconsistencies,and gaming trends shifting away from the once dominant platforming genre, sonic the hedgehogjust doesn’t have the same impact he once did. this has led to a shift in the way a new generationof gamers perceives the original sonic the

hedgehog trilogy. with a lack of nostalgia for the series dueto the aforementioned issues; gamers and critics, don’t view sonic’s origins with the samefondness i myself, have. this brings us to the topic of today’s video. if i take a step back from my nostalgia andreally look at sonic the hedgehog 2, will i find a game that is starting to show itsage? is there a reason sonic the hedgehog 2 isn’tviewed as fondly as say super mario bros.? or is sonic the hedgehog 2 still a revolutionarytitle that no longer receives the respect it deserves?

it’s a tough question for sure, but i’mready to tackle it, so, let’s dive in. like the first game, the story here is prettybasic. sonic has befriended a two-tailed fox namedtails, eggman is once again seeking the chaos emeralds to fuel his latest gadget to takeover the world, a floating space station called the death egg, clearly inspired by the deathstar from star wars, and it’s up to sonic to the foil the mad doctor’s plans, yetagain. there are two heroes, one villain, a weaponof mass destruction, and i couldn’t ask for anything more from a 16-bit plot. also like the first game, each area in sonicthe hedgehog 2 is called a zone, and each

zone is divided into levels called acts. for a majority of the game, there are 2 actsper zone, instead of 3 acts like the first game, but each zone still ends with a bossbattle against eggman. i guess what i’m trying to say is, the structureof the adventure hasn’t changed much. with that, let’s take a look at the newzones sonic team came up with. first up is emerald hill zone. in what would become a tradition for the series,this is a lush green world with a water filled backdrop and a low difficulty level. in addition to featuring quite a few loops,emerald hill zone introduces a corkscrew of

sorts, further developing the crisp 3d lookof the franchise and enhancing sonic’s sensation of speed, like a roller coaster. after clearing the bright island world, sonicarrives at chemical plant zone. here, the developers seemed hell bent on showinghow quickly they could move sprites on the screen, with ton of blistering sections showingoff how much speed sonic the hedgehog possesses. a new spring type is also introduced, whichallows sonic to keep running while being bounced, instead of having to break momentum whilejumping on a traditional spring. with the chemical plant behind him, sonicthen finds himself back in nature with aquatic ruin zone.

new gimmicks include some booby trapped treeswhich shoot out arrows as the player passes them, along with some collapsing ruins. you’ll also notice there is some water hereas well, but i’ll get to that in a bit. next up on sonic’s quest is casino nightzone, which seems to be inspired by las vegas. a ton of new gimmicks are introduced here,including pinball flippers, working slot machines, and springs that have to be charged up touse. these acts feel drastically different thanthe rest of the game, with massive wide open areas allowing sonic to bounce off bumpersand other obstacles, much like a pinball machine. after clearing the casino, sonic finds himselfback in nature in hill top zone.

as expected, new gameplay mechanics are continuingto be introduced. first up are some chairlifts that take sonicon a high speed ride to new areas of the levels. next, there are a ton of earthquakes whicheither raise the lava level, or cause the land to rise. finally, there are new collapsible sectionsthe player can break through. the see-saws from sonic 1 also return here. with the hill tops behind him, sonic makeshis way underground to the mystic caves. the most notable addition here are specialvines sonic must grab onto, which then open up gates required to progress through thelevels.

thankfully, the developers resisted the urgeto add mine carts, which is commendable. next up is oil ocean, another man made area. new mechanics like fans blowing sonic upwards,balloons shooting sonic across the stage, and elevators are added. slides and fans pushing against sonic arecarried over from the first game. but as the game winds down we can see thelevel design slowly changing from press the d-pad and hang on, into something a bit moreintricate. this change is really ramped up in metropoliszone. this zone is also made up of 3 acts and isthe only zone to feature this many.

the developers really threw the kitchen sinkat this zone, dumping out their bag of tricks including horizontal bumpers, springs in theform of relief valves, spinning tumblers, threaded bolts, along with plenty of platformsactivated by buttons and warp pipes. the next two levels are one offs, featuringjust single acts. sky chase has tails flying up to eggman’sflying fortress, with sonic riding on the wings avoiding obstacles. wing fortress is then sonic’s journey througheggman’s fortress, before encountering the madman himself. items like this launcher and hooks helpingsonic move vertically are also introduced

here. the last act is death egg zone, featuringthe game’s final boss, but i’ll save further discussion for the spoiler section. as we can see, while sonic the hedgehog 2has about the same amount of acts as the first, there are many more environments to race throughand a ton of new gimmicks and wrinkles added to the gameplay. the result is an adventure which feels farbigger than the first game, despite having just an additional act, which i really dolike. the structure has also changed quite a bit.

where in sonic 1 there were two distinct zonetypes; some were speed focused with non-linear branching path level design, and others werestrictly linear with few branching paths and a drastically reduced speed, instead focusingon sonic’s platforming prowess. in sonic the hedgehog 2, that distinctionis mostly blurred. nearly every act blends together speed sectionswith platforming, and you can’t draw a clear line in the sand on which is which. there is an exception with wing fortress zone,but generally speaking, sonic the hedgehog 2 feels like a more cohesive adventure frombeginning to end, rather than offering a disjointed experience.

for many, this is a nice improvement overthe original game. it’s also worth mentioning the water levelsare handled differently. in sonic the hedgehog 1, the three acts oflabyrinth zone all take place underwater, and there is no way to avoid these sloweddown segments. in sonic the hedgehog 2, the underwater sectionscan be avoided completely. in chemical plant act 2, there is a secretalternate path allowing you to avoid the underwater segments. while this alternate route is not obvious,i did notice as a kid a hole in the ceiling near the end of the act, and found this pathwithout the use of a strategy guide or the

internet, so it’s not too obscure. aquatic ruin offers a similar solution. if you aren’t a fan of the underwater segments,you can stay on the high path of the level and avoid it altogether. this does involve some tricky jumps, and someawareness of moving platforms, but the reward for superior play is total water avoidance. i do appreciate how sonic team seemed to listento someone and offered ways to avoid the underwater gimmick for those folks who despise it. speaking of alternate paths, the biggest changein sonic the hedgehog 2 is the addition of

a spin dash. by holding the down button, and then pressingthe action button, sonic can charge up and hit full speed without having to build upmomentum. this really opens the levels up to exploits,like the secret area in chemical plant zone. it also speeds up the overall pace of thegame and helps sonic the hedgehog 2 feel like a much faster game overall. other than the addition of the spin dash,little if anything has changed with the controls. this of course is a good thing. just like the original, sonic the hedgehog2 features some truly amazing controls.

sonic has the perfect amount of momentum,allowing you to maintain a slower speed during technical platforming sections, as well asrace at mach speed during the games numerous scripted moments. there really isn’t much else to say aboutcontrolling sonic. the controls are still among the best everfound in a platformer, with precise jumping, good mid-air maneuverability, and a smoothnesswhich is tough to put into words. sonic the hedgehog 2 feels awesome, and that’sall there is to it. ** however, some of the lesser qualities havealso been carried over into sonic the hedgehog

2. enemy placement is still less than ideal attimes. even as soon as the first enemy presented,this is apparent. this monkey for example drops a coconut asyou get near. your instinct it to jump into the enemy andtake it out, as jumping into enemies is a staple of the series. sonic turns into an indestructible ball afterall. but you get hit by a coconut before you reachhim, which feels extremely cheap. again, this is the very first enemy encounter,presented seconds after the adventure begins.

of course you do learn to treat the monkeyswith caution thanks to this experience, and the ring loss is minimal. but sonic the hedgehog is about speed andslowing down can occasionally feel unnatural. whether this cautious approach is a good thingor a bad thing is certainly open to personal preference and is arguably subjective. what isn’t subjective is how springs willguide you straight into an enemy. on plenty of occasions a spring will launchyou straight into danger which is both unfair, and incredibly annoying. while the levels themselves do an awesomejob flowing, allowing a player to maintain

maximum speed once an ideal path through alevel has been learned, this flow is occasionally completely ruined thanks to poor enemy placement. even more baffling is how other things arethoughtfully designed in a great way, with perfectly placed objects preventing sonicfrom speeding into unforeseen obstacles. in the beginning of act 2 of metropolis zonefor example, a button stops you from speeding straight into the lava pit. this is great, as the character usually movesfaster than one can react, and the well placed button stops the player from losing ringswhen following the obvious path of the level. hill top zone is also well designed; withnumerous instances of boulders stopping your

momentum when it’s time to stop being fast,and to start platforming. even as early as chemical plant zone, a platformstops you from running into a spider’s grip, letting you know, “hey, we are presentingnew enemy behavior, take notice.” i just wish there was a more consistent considerationlike this, as i feel it would have really elevated sonic the hedgehog 2. another thing the original sonic the hedgehogdid was give you a visual clue as to what part of an enemy could be hit. as long as you avoided the spiked end of abadnik, you were in good shape, with the exception of the bomb enemy, which had to be avoidedaltogether.

this care in badnik design is less consistentin sonic the hedgehog 2. both the monkeys and the seahorses launchprojectiles in an obnoxious way. your instinct is to jump at the enemy, becausesonic. however, the safest way to take out thesetwo enemies is from underneath, safely away from their attacks. this means memorizing enemy placement as sonicmoves so damn fast, or stopping underneath them, breaking the flow of the game. of course one could argue there is nothinginherently wrong with this, having different badniks with different weaknesses offers abit of depth to the otherwise simple gameplay.

however, both the octopus and the crab enemieshave some hit detection inconsistencies. at times, jumping on the octopus from thetop will result in damage if he is about to start firing. this can create some surprise moments whereyou think you’re doing fine, only to lose all of your rings. the crab’s body appears vulnerable whenhis claw is extended. however, you have to jump over him when hisclaw is extended. if you happen to hit his body, which has nospikes or anything to suggest this maneuver is ill-advised, you lose your rings.

these guys are almost always on ledges aswell, where sonic has minimal momentum and cannot clear the enemy. it’s annoying and seems to serve no otherpurpose than to frustrate the player. but worst of all are the star fish. these enemies lie dormant, and then springto life if you get too close. after a few moments of flashing, they launchprojectiles in five different directions. not only are the activation points inconsistent,sometimes coming to life, and sometimes not, they are placed in locations where it’snearly impossible, if not impossible, to avoid their attack.

you are going to take a hit and there is nothingyou can do about it. this absolutely ruins metropolis zone andyou really have to wonder if these were placed with any care at all, or were simply scatteredabout without regard to their interaction with the level or the player. as a whole, i’d argue the enemy placementfeels more rushed and sloppy than the original game. not a deal breaker in my opinion, but certainlynot on the same level as a certain other series. on the flip side, some things are considerablyimproved. the spike behavior is much better.

the questionable spike glitch is no more,and landing on a spike during the invincibility period does not result in death. while sonic the hedgehog 2 does have a fewrandom spikes popping out of the ground to surprise the player, these instances are farfewer and i welcome the restraint. now, don’t get me wrong, it’s not thati don’t enjoy a good platforming challenge, trust me. but sonic the hedgehog is not your typicalplatformer. the main gimmick of speed means the gameplaystructure cannot be typical; it needs to take into account sonic’s unique abilities andtraits.

when the level structure doesn’t match sonic’scapabilities, i find myself feeling less than satisfied. the enemy placement and level design is evenmore important in sonic the hedgehog 2 because rings are more important than ever. like always, collecting 100 rings will earnyou an extra life. this is incentive enough to play with somecaution, and will certainly reward players who have memorized the levels, but this isalso how you earn continues. like its predecessor, sonic the hedgehog 2does not offer unlimited continues. however, the way you earn continues has beendrastically improved.

in sonic 1 you could only earn continues bycollecting 50 rings in a bonus stage. with the random nature of those bonus stages,and not all of them having enough rings in the first place, earning even 1 or 2 continueswould be pretty tough for the newcomers that would need them in the first place. in sonic the hedgehog 2, you can earn a continueby scoring 10,000 points in a given act. if you happen to have at least 100 rings whenyou finish the act, you are guaranteed to earn the 10,000 points necessary. this means newcomers to the game could reasonablyearn a few continues with a cautious play style while learning the ropes.

while some would argue this still isn’tthe best approach to the problem, especially considering unlimited continues was the normat the time, and there is some trial and error to the game’s design. i do commend the developers for improvingthe system. also improved is how you earn chances at achaos emerald. in sonic 1 you needed to have 50 rings atthe conclusion of the level, in addition to jumping into a large bonus ring. this gave you limited chances to actuallyattempt the special stages, which awarded the chaos emeralds.

in sonic the hedgehog 2, you still need 50rings. however, instead of waiting to reach the endof the level, you now need 50 rings when touching a checkpoint. if you have enough, some stars will appearabove the checkpoint. just jump into the stars to be whisked away. this means you have dozens of chances at nabbingthe 7 chaos emeralds, instead of 10 chances to grab 6, like in the original. again, a nice improvement. the special stages themselves are a mixedbag.

these feel more like tech demos than anything,with a simulated 3d half pipe. the goal is to nab the set number of ringsrequired to progress, while avoiding bombs. the concept isn’t awful, though not terriblyinteresting either, but the execution is at times poor. it can be very difficult to see what is ahead,specifically with elevation changes and blind turns. it really is a game of trial and error, alongwith a heavy dose of memorization. there simply isn’t enough time to react,and memorization is mandatory for the final few.

while i do appreciate having a ton of chancesto repeat these over and over to obtain emeralds, it’s far from what i would consider fun. after nabbing an emerald, or failing, youare brought back to the level, but your ring counter is reset to 0. this means you really don’t have a shotat gaining 100 rings for an extra life, nor do you have enough rings to get the 10,000points necessary for a continue. in short, going for chaos emeralds shouldbe treated as an optional goal, and a newcomer should avoid them altogether and instead focuson extra lives and continues. by sacrificing extra lives and continues,the goal of collecting all seven chaos emeralds

is a tough challenge best reserved for playerswho have mastered the game. and in this regard, the whole side quest ishandled reasonably well. it is optional after all. and just to get a few nitpicks out of theway, which sort of cement the fact this may have been rushed to meet a holiday deadline:the ring placement in this section is a little sloppy, the instruction manual incorrectlystates you get a continue for every 100,000 points, and tail’s tails don’t flash whenhe gets hit, only his body. in this context, i do not feel talking aboutenemy placement is being nitpicky. now, i have been somewhat negative up to thispoint.

for as much as i enjoy sonic the hedgehog2, even an old jaded gamer like myself can see the game is far from perfect. however, once you get past some of sonic’slesser points, there is an awesome game lurking beneath the surface. after some trial and error, you will startto learn the nuances of the game and find success. monkeys are always in trees for example, soact accordingly when you see a tree. same goes for these annoying mantis enemies. they will launch an attack once you get close,so you must jump the moment you spot one,

or stop progressing towards it, if possible. the adventure can be smooth sailing once youlearn the ins and outs the game, whether you find the challenge is fair or not, and reachingthe end of the game shouldn’t be too big of a deal. and the journey to the end offers significantlymore high points than low points. i love the fact sonic the hedgehog 2 offersa ton of new gadgets and gimmicks over the original game, and i really appreciate howthese are introduced in every single zone. this prevents sonic the hedgehog 2 from everfeeling stale, as new challenges are constantly presented to keep you engaged in the adventure.

the difficulty curve feels excellent as well,with the early zones being a relatively pain free experience, and the final zones reallytesting your mettle. in addition to the overall game having a bettercohesion in terms of platforming and speed, i also find the boss fights to be far moreinteresting. basically, each follows a similar patternwhere you take a shot at eggman, and then dodge his response. the attacks can vary from avoiding chemicals,dodging spikes, or simply jumping over him. repeat the process 8 times and you win. but they can each be defeated quicker onceyou get the patterns down.

if you time things correctly, you can almostalways get in two hits instead of one, before eggman retaliates, allowing you to defeateach boss in half the time, once you learn the mechanics. better still, on the bosses who come out ofthe lava, oil, or what have you; you can get in 4 or more attacks before eggman startshis assault. though if you time it wrong you may be sacrificingrings, eschewing your chances at earning a continue. still, the option is there for those who don’tneed one. while perhaps not the greatest examples ofgood boss design, i do appreciate how there

are patterns to be learned, and then exploitedonce you’ve developed the appropriate skill. this is greatly preferred over the trial anderror segments found elsewhere in the game. alright, so i think i’ve explained the highsand lows of actually playing sonic the hedgehog 2, so let’s now dive into beating sonicthe hedgehog 2. the conclusion of sonic the hedgehog 2 ismade up of three boss fights. the first occurs at the end of wing fortress,with sonic having to take down a laser contraption devised by eggman. after this, eggman abandon’s his flyingfortress and heads for his death egg. tails assists sonic in reaching eggman’sescape vehicle, and then sonic arrives in

space to again take down the doctor. but first, you have to defeat mecha sonic. this is straightforward enough, and just likebefore, once you learn the pattern you can get in double hits quickening the process. after this, is the third and final boss encounter,against dr. robotnik himself. eggman is in a giant mech suit which looksbadass, and the only weakness is the top portion. but if you try to jump into it, you’ll likelyhit his pointy fingers and die. this would probably be a good time to mentionthere are no rings in death egg zone, you have to defeat both mecha sonic as well anddr. robotnik, flawlessly.

needless to say, unless you built up a stockpileof lives and continues, it’s pretty easy to get a game over here. dr. robotnik is easy enough to take down onceyou learn his weakness. but his weakness is not particularly obviousin my opinion. the best time to get in a hit is during thebrief moment when he lands a jump, where his knees buckle and the top half is easily inreach and away from those dangerous fingers. complete this process 12 times, flawlesslyof course, and the game comes to a conclusion. from here you’ll receive one of two differentendings. in the bad ending, the pilot of the tornadowill rescue whichever character you are playing,

as they fall from space. in the good ending, achieved by tirelesslycollecting all 7 chaos emeralds, will have super sonic fly down from space, but not needingto be rescued by the tornado as super sonic can fly. this ending makes tails kind of useless, andmany feel the good ending is the worse of the two. in either case, after defeating eggman, andwatching the cutscenes, the game is over and the credits roll. as you’ve no doubt noticed, sonic the hedgehogcan be played with sonic, tails, or knuckles.

as best as i can tell, there is little orno difference between sonic or tails, both feature the same acceleration, speed, andjumping capabilities. tails cannot fly either, a feature not yetimplemented for the character. so basically, the change is cosmetic. it’s still a cool addition to play as someoneelse besides sonic, but i feel there is a real missed opportunity here. especially since tails cannot transform aftercollecting the 7 chaos emeralds. locking the sonic the hedgehog 2 cartridgeonto a sonic & knuckles cartridge however, allows knuckles to be playable, and this isa different experience.

first, knuckles has reduced acceleration anda noticeably lower jump height. this means certain rings are not accessibleto the echidna. however, knuckles has the ability glide aswell as climb walls. this makes certain areas of sonic the hedgehog2 easier for knuckles, such as the underwater section in chemical plant zone. there are a couple of extra lives hidden inthe game as well, which is a thoughtful touch. the gliding can be extra handy during bossbattles, as knuckles can hit eggman, and then glide past while eggman is taking damage,rather than ricocheting off. on the other hand, the somewhat iffy bossof metropolis zone is made more challenging

with knuckles’ reduced jump height. even better are gameplay tweaks making theoverall adventure more balanced, especially for newcomers. first, knuckles retains his rings when returningfrom a special stage. this means a player less familiar with sonicthe hedgehog 2 can go for the chaos emeralds, without jeopardizing their ability to rackup extra lives and continues. this also allows you to have more chancesat nabbing emeralds, as you’re more likely to have the 50 rings needed to enter themin the first place. whether these changes enhance the experience,or make the game too easy is subjective for

sure, but i do appreciate how the developerswent above and beyond, and actually tweaked things like this. with the gameplay out of the way, let’stake a look at sonic the hedgehog 2’s overall presentation. like before, the graphics are quite beautiful. while the speed of the title is impressivefor sure, the art direction is absolutely stunning. each and every zone has a completely differentcolor palette, helping them all stand out from one another.

and not only this, the attention to detailis outstanding. from the foliage in the outdoor levels, tothe animated bits in the industrial levels, sonic the hedgehog 2 features a ton of littletouches i really appreciate. be it lights that change colors, leaves droppingfrom bushes when the player runs past, tails doing a somersault on springs or even thepatterns found in the chain link of metropolis zone, the game is simply jaw dropping frombeginning to end. i also appreciate the increased use of parallaxscrolling. while this was occasionally used in sonic1, it’s used much more vigorously in sonic 2, and nearly every zone features multiplescrolling layers.

this not only looks cool, but combined withthe expert use of color, really helps the foreground feel distinct from the background,making it much easier to understand each level’s structure. and then there is the soundtrack. somehow, dreams come true managed to createmelodies and compositions topping their original efforts in terms of depth and complexity. and the sound engineers at sega did an awesomejob turning these creations into amazing chiptunes using the sega genesis sound hardware. the result is simply sensational, with clearsounding synthesized instruments and virtually

no genesis twang. some of my favorite pieces of sonic musicever are found in this cartridge, including the upbeat emerald hill zone, the infinitelycatchy chemical plant zone, the funky oil ocean, and the moody tones of mystic cave. each and every track is as colorful and diverseas the graphics and set-pieces, and all of them are truly memorable. so, with all of that out of the way, we arriveat the question asked at the beginning of the video, is sonic the hedgehog 2, stillgood? first and foremost, sonic the hedgehog 2 isnot a perfect game, and i’m not afraid to

admit it. the enemy placement, their behavior in relationto the flow of the level, and the inconsistent nature of their hit boxes are at times unfair. sonic 2’s inconsistencies work their wayinto the gameplay as well, such as these bumpers in metropolis zone, which usually send youupwards and on your way. but other times, they will just sort of dropyou downwards onto an enemy, due to no fault of your own. or these pillars in aquatic ruin, which willcrush you without warning, or push you forward, depending on something.

these moments definitely wipe away some ofsonic 2’s luster. enemy placement isn’t the only blemish either,with some unavoidable springs simply sending sonic backwards for no reason, again ruiningthe flow. and one cannot forget the final checkpointin mystic cave act 2, which contains no collectable rings when you respawn at it. instead, you’re forced to face the bossfight without rings, something i found frustrating as a kid. this section in casino night act 2 would alsofrustrate me as a kid, with the bumpers placed in such a way making progressing forward areal nightmare for my 10 year old self.

however, once you get past the learning curve,as well as the trial-and-error, sonic the hedgehog 2 offers an immensely rewarding experience. first, once you start to learn the ideal paththrough an act, you can really fly through some of these and start to appreciate howgood some of the levels really are. at times, the structure really does fit perfectlywith the speed and jumping, and these moments are where sonic 2 truly shines. and when sonic 2 shines, it offers an excitingexperience unlike almost anything else out there. next, sonic the hedgehog 2 is filled withsecrets.

even after nearly 25 years, i still founda couple extra life monitors while recording footage that i had never before seen in mylife. stuff like this is really awesome, and combinedwith the challenge presented, sonic the hedgehog 2 offers some seriously high replayability,both in terms of searching for secrets, as well as speed running. when combined with the super tight controls,the end result is a game that is still exceptionally fun to play. from racing around as quickly as possible,to exploring the limits of the physics engine, to locating a wealth of hidden extra lives,and power-ups strategically placed to speed

up the gameplay, sonic the hedgehog 2 improvesupon the first game in nearly every objective way. featuring better graphics, a better soundtrack,more diversity, superior continue system, more chances at chaos emeralds, better egg-mobiles,and a smoothed out gameplay philosophy. a second player can even control tails, offeringco-operative play, sort of. there is a competitive 2-player mode as well,but it doesn’t work with the framemeister. to put it simply, sonic the hedgehog 2 reallyis a fun experience, perfectly blending tight platforming and with an exhilarating paceoffering an amusement park level of enjoyment and spectacle.

while the initial few playthroughs might offersome occasional hiccups, after getting past the game’s learning curve, it’s easy tosee why many consider this their favorite sonic game. the game succeeds where it matters most, atrunning and jumping at breakneck speeds. so yeah, sonic the hedgehog 2 is still a goodgame, and i have no qualms declaring it a great game, and in my opinion, a classic.

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