Similar to the Green Hill Zone, this is another standard tropical introduction stage, this time set a little further away from the sea than normal, surrounded by fields and hills. Lots of loop-de-loops, sloping hills and twisting pathways, but also some narrow, spiked tunnels below and plenty of badniks around. Notable as one of the shortest, simplest Sonic levels in existence. You should have very few problems here.
Game: Sonic the Hedgehog 2 (Sega Megadrive, 1992)
Stage Number: 1
Zone: 0 Stage Classification: TBC
Level Division: 2 Acts
Boss: End of Act 2
Playable Characters: Sonic & Tails, Sonic, Tails. (Knuckles is playable when connecting Sonic 2 to Sonic & Knuckles).
Difficulty Rating: 




Music: Same music for both acts. Light and cheerful - Just what you want for a first level.. I really can't think of anything else to say.
Typical Length:
Act 1: Around 40 seconds
Act 2: 1 minute - 1 minute, 30 seconds
Available Items:
| Act 1 | 217 | 3 | 6 | 2 | 2 | 1 | 1 |
| Act 2 | 222 | 5 | 6 | 2 | 1 | 1 | 2 |
Files:
| Level Maps: |
Act 1 (.PNG, 1.24Mb) Act 2 (.PNG, 1.51Mb) |
| Music: | Emerald Hill Zone BGM (.MP3, 1.55Mb) |
| Art: |
Official badnik art (.JPG, 100Kb) Emerald Hill boss promo art (.JPG, 100Kb) |
- If you're after checkpoints for the Special Stages, you can find a total of eight in Emerald Hill, making it possible to gain all seven emeralds by the end of this first level of the game. Look for them on small, high up isolated platforms above and around the upper route of the stage, using springs to get up to them. A few can just be found along a regular path, while you can spot others on the tops of loop-de-loops. Plenty of rings for them can be earned on the speedy paths throughout, and after you've come out of a Special Stage, all the rings you tried to collect here will re-spawn, so you can go back and grab them again.
The surfaces are mostly grass (a series of thin vertical strips of dark and light green), and like Green Hill Zone, all the ground below it is orange, but with more complex patterns this time around. It's made up of a number of 3D blocks arranged tightly together, most of which are plain orange, but some sport the classic orange and brown checkered pattern, such as the long narrow pieces on the edges, though much smaller this time. There are also internal tunnels, featuring a darker checkered pattern on the background wall, with glowing circles scattered across it too. Purple and red flowers, small transparent hedges and thin palmtrees with coconuts aplenty decorate the hilly paths, and there are loads of long waterfalls of varying sizes and features, plus wooden rope-bridges to cross them. A rather charming place.
The lower route, amongst the tall ground and wide waterfalls from above, tends to be a bit flatter, but also holds some narrow, enclosed caves, containing numerous spike traps. Thinner waterfalls commonly flow down into these caves from above, where there are narrow chunks of ground between them at the top. If you slip through the waterfalls, you'll fall down into the caves. Also be on the lookout for many hidden passageways cut into the walls throughout the zone. You can't always see their entrances, but they do have little windows along them, and to get inside, you usually have to jump in from the nearby paths, rather than using the spring that's often in front of the wall. There are two small death drops in Act 2, where small waterfalls will drop you rather suddenly to your doom, but they're quite well hidden and you're unlikely to even come across them at all in regular play, let alone fall into them. In general, this is probably the quickest, simplest level of any primary or secondary Sonic game, and is just designed to get you used to the system. There's very little to worry about for even the least skilled of players here.
Boss:
Like the level, this boss is one of the easiest aswell. Eggman, with helicopter blades on his egg-mobile this time, will come down from the top right, with a red, drilling vehicle on wheels driving along automatically below him. He'll land in it, and then proceed to simply drive back and forth along the area, feebly attempting to mow you down. Give him 8 hits to the head, and obviously avoid the big drill at the front. When he reaches the edge, he'll go off it and then come back in the opposite direction. When he does this after he's received 7 hits, the drill bit will fire off in a last shot in the dark at success.
20th April 2008
Files last uploaded for this page:
21st April 2008
Posted by Anonymous on 22nd July 2008, 8:55PM BST
Point #5
Posted by Reckoner on 14th July 2008, 7:23PM BST








