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  • :: General Info ::
    Title (Japan)
       Sonic & Tails 2
    Title (USA)
       Sonic the Hedgehog Triple Trouble
    Title (Europe)
       Sonic the Hedgehog Triple Trouble
    Developer
       Aspect
    Platform
       Sega Game Gear
    Format
       4M cartridge
    Genre
       Platformer
    Rating
       CERO: 全年齢
       ESRB: K-A

    :: Release Info ::
    Japan
       November 11, 1994
       ¥3,800
    USA
       November, 1994
    Europe
       November, 1994

    :: Game Credits ::
    Researching...

    :: Platforms ::
    Sega Game Gear
       Sonic & Tails 2
    Nintendo GameCube
       Sonic Adventure DX
       Sonic Gems Collection
    Sony PlayStation 2
       Sonic Gems Collection

    Windows PC
       Sonic Adventure DX
    Internet
       TBS GameTap


    :: Sonic & Tails 2 ::
    Last update: 10/28/06

    :: Quick Jump ::
       [ Story | Gameplay Info | Comparison | Lost in Translation | Codes | Behind the Screens | Notes | Miscellanea ]


    :: Story ::
       Dr. Eggman, having finally procured the six Chaos Emeralds, proceeds to conduct experiments to harness their power for the ultimate weapon. Unfortunately for him (and luckily for the rest of the world), one of the experiments goes awry, and the resulting explosion sends five of the six Emeralds flying across the globe. Eggman quickly initiates a recovery operation, but it so happens that all-purpose good guys Sonic and Tails have got wind of the explosion, and are already on the case collecting intelligence as to the whereabouts of the scattered Emeralds. The do-gooders, however, are one step behind Knuckles the Echidna, who has located the missing jewels and hidden them away in order to protect them from the ambitions of the nefarious Sonic. (It should be noted that the manual describes Knuckles as an "unknown person", insinuating that in the Game Gear world, the events of Sonic 3 never transpired.) Meanwhile, in the midst of all this hullabaloo, an opportunistic treasure hunter named Fang the Sniper has picked up news of the lost Emeralds. He bets that while Sonic and Eggman are busy going the rounds with each other, he'll be able to swipe the jewels from right under their collective nose.
    :: Gameplay Info ::
       Sonic & Tails 2 feels much like its predecessor: a bit slow and a tad clunky, but the sacrifices take into account the limitations of the hardware. General refinements all-round, most notably in level design, nudge this into the more playable end of the 8-bit Sonic tier, though the overall feel and mechanics are mostly identical to
    Sonic & Tails 1.

       As before, players choose to control either Sonic or Tails at the outset. This time, however, both characters start with the same number of lives and continues (4 and 1, respectively), and both can access Special Stages.


    Sonic the Hedgehog -- Sonic, as per usual, is the faster of the two adventurers, and has a slightly more difficult game. He can utilize the special Item Boxes (Rocket Shoes, Snowboard, and Screw Shoes).
    walk -- Sonic's basic movement. Push left or right on the D-pad to initiate Sonic's movement in either direction. As you hold the button down, Sonic gains speed.
    run -- Begin walking and hold down the button to make Sonic gain speed. After a few seconds, he'll break into a run.
    screech -- While running, quickly press and hold the opposite direction on the D-pad to make Sonic screech to a halt. He'll skid for a short distance, based on how fast he was moving.
    look up -- While standing still, press up on the D-pad to make Sonic gaze to the heavens. As you hold up, the camera pans upward, giving you a view of Sonic's overhead surroundings.
    crouch -- While standing still, press down on the D-pad to make Sonic duck. As you hold down, the camera pans downward, giving you a view of the stage beneath where Sonic stands.
    spin (回転) -- While moving, press down on the D-pad to make Sonic curl into a rolling attack. He'll remain in this position until you jump or slow down. The speed of Sonic's movement while in spin form is based on how fast you're moving when you launch it, and also on the terrain Sonic rolls along.
    spin jump (回転ジャンプ) -- Press 1 or 2 at any time to make Sonic leap into the air with a spin attack. The height of the jump is proportional to how long you hold the button down.
    midair spin jump (空中回転ジャンプ) -- While in midair, press button 1 or 2 to curl into a brief spin attack. This new maneuver offers some protection after running off a cliff or bouncing off a spring, stunts that would otherwise leave Sonic vulnerable to attack.
    Spin Dash (スピンダッシュ) -- While crouching, tap the 1 or 2 buttons to have Sonic rev up with a stationary spin. Keep tapping the jump buttons to build up momentum, and let go of the D-pad to dash off with a full speed rolling attack.
    Strike Dash (ストライクダッシュ) -- While standing still, press up on the D-pad and hold button 1 or 2 to rev up with a stationary dash. When Sonic gains enough momentum, release the D-pad to have him zip off at maximum speed. He'll be invulnerable for a few moments, so the dash can also be used as an attack.

    Miles "Tails" Prower -- Tails is slower than his spiky predecessor, but can fly over obstacles. He has exclusive access to the High Speed Helitail Item boxes, as well as the Sea Tail.
    walk -- Tails' basic movement. Push left or right on the D-pad to initiate Tails' movement in either direction. As you hold the button down, Tails gains speed.
    run -- Begin walking and hold down the button to make Tails gain speed. After a few seconds, he'll break into a run.
    screech -- While running, quickly press and hold the opposite direction on the D-pad to make Tails screech to a halt. He'll skid for a short distance, based on how fast he was moving.
    look up -- While standing still, press up on the D-pad to make Tails gaze to the heavens. As you hold up, the camera pans upward, giving you a view of Tails' overhead surroundings.
    crouch -- While standing still, press down on the D-pad to make Tails duck. As you hold down, the camera pans downward, giving you a view of the stage beneath where Tails stands.
    spin (回転) -- While moving, press down on the D-pad to make Tails curl into a rolling attack. He'll remain in this position until you jump or slow down. The speed of Tails' movement while in spin form is based on how fast you're moving when you launch it, and also on the terrain Tails rolls along.
    spin jump (回転ジャンプ) -- Press 1 or 2 at any time to make Tails leap into the air with a spin attack. The height of the jump is proportional to how long you hold the button down.
    midair spin jump (空中回転ジャンプ) -- While in midair, press button 1 or 2 to curl into a brief spin attack. This new maneuver offers some protection after running off a cliff or bouncing off a spring, stunts that would otherwise leave Tails vulnerable to attack.
    midair Helitail (空中ヘリテイル) -- Just after performing a midair spin, while Tails is still spinning, tap up on the D-pad and button 1 or 2 to have him burst upward with a short Helitail spurt. The effect is brief, and he'll begin descending immediately.
    Spin Dash (スピンダッシュ) -- While crouching, tap the 1 or 2 buttons to have Tails rev up with a stationary spin. Keep tapping the jump buttons to build up momentum, and let go of the D-pad to dash off with a full speed rolling attack.
    Helitail (ヘリテイル) -- While standing still, press up on the D-pad and button 1 or 2 to have Tails whirl his dual butt appendages together and take to the sky. While airborne, Tails can be maneuvered with the D-pad. He'll get tired and fall to the ground after a short while.

       The item list has been slightly enhanced. In particular, there are a number of new gadgets (most procured from Item boxes) to make traversing the 6 stages a bit smoother.

    Ring (リング) -- As always, Rings protect against damage. Sustain a hit and 30 Rings will be subtracted from your total (if you've got less than 30, you lose them all). Collect 100 Rings in any Act to score a 1up. Additionally, each Ring in your pocket is worth 100 points at the end-of-Act tally.
    Item (アイテム) -- In each stage, you'll find a number of these power-up bearing monitors. Pop them open with a spin to procure one of 11 power-ups:
  • 10 Ring (10リング) - Worth 10 Rings
  • High Speed Shoes (ハイスピードシューズ) - Temporary speed increase
  • Muteki (無敵) - Temporary invincibility
  • 1up - Gives you an extra chance
  • Marker (マーカー) - You return to this point if you lose a life.
  • Warp Gate (ワープゲート) - Pop this with at least 50 Rings on-hand to access the Special Stage.
  • Hopping (ホッピング) - Attaches a spring to your furry feet: tap the jump button to leap off of the pogo shoes, or sustain damage to be cruelly knocked off.
  • Snowboard (スノーボード) - Speedy transportation through Robotnik Winter (Sonic only). Press button 1 or 2 to jump, and again while in midair to leap off the board.
  • Screw Shoes (スクリューシューズ) - Jet propulsion through Tidal Plant (Sonic only).
  • Rocket Shoes (ロケットシューズ) - Quick aerial flight (Sonic only).
  • High Speed Helitail (ハイスピードヘリテイル) - Sends Tails flying madly through the air at high speed for roughly the same effect as Rocket Shoes.
  • spring -- Leap onto the broad side to catapult Sonic/Tails into the air. The horizontal ones can be used for a boost of velocity.
    spikes -- Don't touch the pointy side, stupid. Occasionally, they will slide in and out of the ground.
    Spin Coaster (スピンコースター) -- Hop into the cart and Spin Dash to move forward. While in a Spin Coaster, you can smash straight through spikes and other obstacles. Press button 1 or 2 to jump out.
    Sea Tail (シーテイル) -- Only Tails has access to this handy submarine, which makes traversing Tidal Plant much less of a hassle. While in the Sea Tail, press button 2 to fire a cannonball for destroying enemies or breaking through barriers. Press down on the D-pad and button 1 to rev up for a dash attack. Tails has an unlimited supply of oxygen while in the sub, but he'll be ejected as soon as he sustains damage. Once it's been lost, the Sea Tail can't be reaquired for the remainder of the Act. Surface and press button 1 or 2 to leap from the sub (you can return to it later).
    Bonus Plate (ボーナスプレート) -- These signs can be found at the end of each first and second Act. Cross them to end the stage. You get a bonus based on what the sign displays when it stops spinning: Flicky (no bonus), Ring (you get 10 Rings, essentially amounting to a 100 point bonus in the score tally), Sonic (Sonic gets a 1up, Tails gets 10,000 points), Tails (Tails gets a 1up, Sonic gets 10,000 points), Knuckles (you get a Continue), or Chaos Emerald (you start the next Act with 50 Rings). If the Bonus Plate lands backwards, you must spin it again.

       Eggman has managed to produce a slightly beefier roster of mechanical cronies than the squalid Sonic & Tails 1 set, but he's getting awfully silly with his naming conventions.

    ??? -- Sea turtle bots cruelly confined to land, where they struggle against fate by trudging along the ground in short bursts. Like Bane Motora, each turtle has a spring embedded into the top of its shell. They can only be destroyed by rolling into them.
    Bombaberry (ボンバベリイ) -- These bomb-bearing bots fly overhead and drop their explosive load the moment they pass directly over Sonic/Tails.
    ??? -- These ladybug-looking bots man the Spin Coasters in Sunset Park. If you intend on using the kart, make sure you eliminate its leering occupant first.
    Kameka (カメカ) -- Kamikaze mosquito bots similar to Sonic CD's Mosqui. They fly along a straight line, but turn to jam their needle noses into the ground as soon as Sonic/Tails passes underneath. ("Ka" is Japanese for mosquito.)
    Rabibin (ラビビーン) -- Rather mutated-looking rabbit bots that spring around on the ground.
    ??? -- These wide-eyed bots man the vine elevators in Meta Junglira. They fire flashing projectiles from either end when approached. Eliminate them to ride the elevator at your leisure.
    Penguin Bombers (ペンギンボマーズ) -- These short-fused penguin bots dash with wild abandon in whichever direction they happen to be facing. They won't stop running until they've exploded or until you put them out of their misery.
    Spidal Tap (スパイダルタップ) -- Spider bots that man the floating platforms of Robotnik Winter. Their sole offense is a nasty gaze... other than that, they just lie around stupidly waiting to be destroyed.
    ??? -- Seasnake bots that swim around in wavy patterns.
    Mecha Hiyoko (メカヒヨコ) -- Tiny chick bots that hop around cutely. They're usually found in groups. ("Hiyoko" is Japanese for baby chick.)
    Bomblur (ボンブラー) -- Slippery air hockey bots that slide along the ground at high speed. They're typically found between springs.

       As usual, there are 6 Zones, each entailing 3 Acts. Each third Act consists of nothing but the boss battle preceded by a small stretch of level (containing a few hidden Rings). Bosses vary greaty in their durability... the number of hits required to destroy each ranges from 3-17. A 5,000 point clear bonus is awarded for each stage completed (the bonus is multiplied to 100,000 for clearing the final stage.)

    Great Turquoise -- There's a spring embedded into the fronds of every single palmtree in the stage, and there are usually goodies to be had by bouncing around the treetops.

    Tart Turtle (タータ タルトル) -- The flying turtle attacks in two phases. In round 1, he doesn't do anything other than hover maliciously around the top of the screen. Land 4 extremely easy hits and he blasts upward to a higher platform. Follow him skyward for round 2. This time, the tortoise hovers overhead just out of jumping range, but the ground is patrolled by a cluster of spring-backed seaturtle bots. Spring off their bouncy shells and use the midair spin attack to damage Tart (careful with the timing, because you can only use one brief midair spin per leap). 4 more hits and the turtle is smashed.

    Sunset Park -- This giant roller coaster seems to have been constructed without the consultation of a safety committee. Eliminate the ladybug bots for access to Spin Coasters. Keep moving along exploding platforms, and be careful when leaping around the rotating turbines, because they'll break your spin, leaving you vulnerable to attack.

    Marve Shupopolus-Gou (マーベ シュポポラス号) -- Before you get to the vulnerable engine of the train bot, you've got to run along its entirety. There isn't much to it other than avoiding gaps in the cars and the ongoing stream of Bombaberries looming overhead. Once you've reached the front of the machine, the train will fire mines from the engine: leap over them to land a hit on the contraption. A mere 4 hits to the core and Marv derails. ("Shupo-shupo" is Japanese for the sound a steam engine makes.)

    Meta Junglira -- Leap into the woven baskets to be blasted skyward, with plenty of Rings to grab on the way. Keep jumping to avoid sinking in mud. The frog egg breakaway bumpers from Sonic CD are back, though they no longer distribute points.

    Wood Buttarundorf (ウッド ブッタルンドルフ) -- This serpentine bot is composed of many spherical segments, and is apparently much larger than the slice in view. The snake's attack is simple: he dips down from the treetops and swings back and forth at a leisurely pace. Land 12 hits on his vulnerable noggin and the segments start falling apart. Even once the bot has been destroyed, you've got to dodge falling chunks of the destroyed machine, which rain down from the treetops at a rapid pace.

    Robotnik Winter -- As Sonic, pop a Snowboard Item box to speed down the slopes. While on board, you can smash right through Penguin Bombers and you won't fall through snowdrifts. Press button 1 or 2 to jump, and again while in midair to leap off the board. Spin Dash into ice clusters to bust through. Strong updrafts usually save you from falling off the bottom of the screen.

    Giga Thomas "Pen" (ギガトーマス “ペン”) -- Proceed up a steep slope while dodging kamikaze Penguin Bombers to reach the source of the mindless bots. Giga Thomas hovers quietly overhead, occasionally opening his massive maw to cough up a Penguin Bomber. He's guarded from below by fiery jets, and can only be damaged from the side. Land 1 hit and Thomas will be coaxed into movement, making him more difficult to hit. Land 2 more hits to eliminate the leftmost of his engines, which leaves a wide gap for attacking. Land 2 more hits to eliminate the right burner, and a final 2 to freeze the contraption in place. Thomas stops in midair over a large pit, vibrating violently. Land 1 final hit (for a total of 8) to finish him off.

    Tidal Plant -- As always, you need to keep Sonic/Tails' lungs filled with oxygen in this underwater labyrinth. Said respiratory stock can be found in bubbles which float upward from the ground. Leap onto the big pink buttons to produce a giant bubble... hop inside to float upward. Press up on the D-pad to speed your ascent, and down to slow it. Press 1 or 2 (or take damage) to escape the bubble. Tails has an easier time of it if you can locate the Sea Tail in each Act.

    Boss: This boss is fought entirely underwater, and the slowed mechanics make landing a hit tricky. Knuckles attacks in a bizarre orb machine (where he got hold of such a thing we can only speculate). He hovers around at the right corner of the screen, and alternates between two methods of attack: either a pair of cannon blasts that arc overhead, or a straightforward missile that fires out from below. After a couple rounds of this, he'll fly out of sight, allowing you to grab a lone air bubble that floats upward from the ground. The machine is fairly durable, and will sustain a full 16 hits before exploding, leaving Knuckles to his watery fate.

    Atomic Destroyer -- Like the Scrambled Egg Zone from Sonic 2, this whole stage is a mess of labyrinthine chutes. Choose any of the four cardinal directions with the D-pad when you come to a juncture. Like the Electric Egg Zone from S&T 1, buttons usually launch nearby traps, such as a laser blast from the ceiling or a cluster of Mecha Hiyokos from the ground.

    Boss 1: Metal Sonic begins his assault by stupidly dashing back and forth through the air. Land 4 easy hits and the robo rogue changes his offensive strategy by charging up and repeatedly sweeping the floor. He can't be damaged while charged, so avoid his sweeps and wait for him to power down and revert to his original "glide stupidly through the air" tactic. Land 4 more hits and Metal repeats the whole process. Land a final set of 4 hits (for a total of 12) and the chromatic clone is destroyed (yet again).

    Boss 2: Fang the Sniper shows up to trouble your spirit with a demeaning laugh, but is promptly scared away by a greater threat: Eggman's absurd pogo mobile. Eggman bounces around the arena in the beefy machine, shaking the ground with each tremendous stomp. Land 10 easy hits and the bad Doc retreats to his inner sanctum.

    Boss 3: Eggman hovers around at the top of the arena, occasionally pausing to fire a jet blast of flame straight downard to the ground. Avoid the blasts and land 16 hits on the durable machine to break off its flame-throwing bottom segment. (The segment sends a blast of sweeping flame along the floor as soon as it hits the ground.) Now the exposed underside charges with electricity, forming a barrier that absorbs all damage inflicted on the machine. After charging for a few moments, Eggman unleashes a scattering shower of glowing orbs which, it goes without saying, should not be touched. Immediately preceding the blast, there's a brief moment in which the electric barrier goes down - this is the only chance to land a hit. 1 more spin (for a total of 17) is all it takes to smash the weakened contraption.

    Boss 4: The final arena is a small room with laser blasters on the ceiling. Laser shots fire continually from random blasters, and are extremely difficult to avoid. The best strategy is to ignore them and simply retrieve a lost Ring when you take damage. Eggman, meanwhile, circles the outer edge of the arena in a reinforced chute. He can only be damaged when he reaches either edge of the room, where the chute is not guarded. He dashes by too quickly to be hit at first, but gradually slows down. When he comes to a complete stop, he launches an electric attack that covers the entire arena. The only way to avoid this attack is to retreat into one of the chute openings on either end of the arena. Land 8 hits to destroy the room of doom, score a 100,000 point clear bonus, and rob Eggman of his precious yellow Chaos Emerald. Proceed to free a captured Knuckles from his cell and, if you've collected all the Emeralds, view the credit roll. If you're missing any of the 6 Emeralds, proceed to see Fang laugh at your incompetence.

       There are 6 Chaos Emeralds to collect, one of which is obtained after defeating the final boss. The other 5 must be procured from Special Stages. To access a Special Stage, look for the Warp Gate Item boxes: there's a single Gate hidden in the first two Acts of each Zone. If you've got at least 50 Rings, pop the Warp Gate box and leap into the circle of sparkles to be whisked away to the Special Stage. (If you try opening the box without enough Rings, nothing happens.)

       There are a total of 5 Special Stages in two different flavors: 3 2D stages and 2 3D stages. The goal in the 2D stages is simply to reach the exit within the time limit (the clock starts at 1'30"). This task is easier said than done, as it involves navigating invisible platforms, dead end loops, and pinball-style ricocheting through mazes specifically designed to piss you off. Keep your eyes open for Time item boxes, and be sure to pop every one you see: they revert the timer back to a full 1'30". The less obnoxious 3D stages involve flying with the Tornado into Ring clusters. The series of Ring formations repeats itself twice, so you basically have 2 rounds to collect 80 Rings. Avoid the mines, which momentarily stall your plane.

       At the end of each of the 5 stages, you'll face off against newcomer Fang the Sniper, whose air bike has as broad an array of damage-inflicting attachments as Eggman's Mobile (though Fang seems less adept at handling them). Trash the machine du jour and Fang makes his shameful retreat, leaving the Chaos Emerald up for grabs. Here's what the buck-toothed treasure hunter has up his sleeve:

    • Stage 1: Fang bounces with his springy tail onto a button and inadvertently blows himself up. He follows up the embarrassing performance with a hasty retreat, leaving you with absolutely nothing to fight.
    • Stage 2: A pogo attachment causes Fang's air bike to hop around like a bucking bronco. Defeated in 16 hits.
    • Stage 3: No fancy attachments - Fang simply dashes across the screen at high speed. Defeated in 3 hits.
    • Stage 4: Fang launches a giant homing missile then hovers around in the middle of the arena while the missile does his dirty work. Eventually, the irate projectile will return to its owner... with force.
    • Stage 5: In Fang's final assault, he endeavors to drill Sonic/Tails into the ground with a corkscrew attachment. He hovers around at the top of the screen and drops to the ground as soon as Sonic passes underneath. Smack him immediately to jam him into the floor and continue bopping his hatted head to drive him into the ground.

       The only other features are a Sound Test and a Time Attack through a variation of Great Turquoise, both accessible from the title screen. Unfortunately, there's no battery backup to record your Time Attack scores, so you'd better have some scratch paper handy and friends who will take your word. Choose the 3D Stage option from the title menu for a test run through the second Special Stage. Complete the stage to return to the title screen.


    :: Lost in Translation ::
       Sonic & Tails 2 hit retail in the US and Europe almost immediately following the Japanese release. For the Western markets, the game's title was changed to "Sonic the Hedgehog: Triple Trouble". Fang the Sniper's name was changed to the somewhat less violent (but significantly more suggestive) sounding "Nack the Weasel". The game proper is unaltered except for the title screen. Curiously, the "3D Stage" option is removed from the title menu (though it is depicted in the instruction manual).


    :: Codes ::
    Level Select: Hold on the D-pad while powering on the Game Gear unit. Continue to hold until Knuckles grabs the third Chaos Emerald in the intro, then press START. You should hear a Ring chime.
    :: Miscellanea ::
    • The music for the boss of Sunset Park is a revamped version of an unused tune from the original Sonic & Tails.
    • In August 1995, Archie Comic Publications released a 48-page comic titled and loosely based on Sonic the Hedgehog: Triple Trouble. The special was released as a supplement to their ongoing Sonic the Hedgehog comic book series.

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