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Welcome to the S2HD Dev Blog

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In anticipation of the first release of Sonic 2 HD, we decided to put up a journal of our development leading up to and throughout our releases. Before we get into our more recent development, we thought a project history should come first. S2HD has built up quite a story by now, and these are only the highlights.

The idea of creating a high definition version of Sega's classic Sonic the Hedgehog 2 first appeared on a website called "Alchemist Defined". An artist calling himself Billy had drawn detailed piece of artwork depicting Sonic about to fight the final boss of the game in the Death Egg Zone. The low-resolution sprites were brought to life in this recreation: both the background and the characters had been completely remastered. A number of video gaming websites quickly discovered the image and were soon showing it off on their homepages. The question had been posed; "What would Sonic 2 look like in high definition?"

The Sonic Retro community had always taken a keen interest in all things related to Sonic's classical era. On December 6th 2007, a member of this community called "Athelstone" found Billy's image and excitedly posted it in the General discussion forums, while asking the very same question - what would it be like? The thread was soon moved to the "Creative Works" section of the forum.

Three months later, on March 8th 2008, a member of Sonic Retro called Vangar created a discussion thread asking for a game engine he could use to start work on such a project; soon after, interest in the thread exploded. Many members of the community quickly began to post concept images of what the game ought to look like. In the beginning, fans would merely apply graphical filters to the original low-resolution graphics. A member called "Yarharhar" then posted an image of a completely remastered Sonic, along with a method describing how he had created it. It was not long until a member of the community called "Vincent" was so inspired by Yarharhar's effort, that he took it upon himself to begin remastering a whole set of Sonic's character frames. Sonic 2 HD had officially begun.

However, the most difficult tasks still lay ahead of the project. How would the project be organized to achieve this goal? What game engine would be used to make it a reality? One possibility was to use a modified Genesis emulator, which would display the graphics from the original game ROM in high definition. After some debate, it was decided that any emulator, no matter how tweaked, would be far too limiting for the project. Reasons for the decision included the bugs and slow downs from the original game, problems that would be replicated rather than fixed and improved upon. The project also required room to expand beyond the original title.

One of the more appealing possibilities was to use a custom-made engine that had already been created. A member of the community called "Taxman" had already created a popular Sonic engine called Retro Sonic. Unfortunately, the physics in his engine were not yet close enough to the original Genesis series for it to be used (despite the fact that Taxman's engine boasted an incredibly impressive level development kit for designing original Sonic levels). It was likely that Taxman would eventually perfect the physics in his engine - but rather than wait for him to accomplish this, the community was anxious for the Sonic 2 HD project to move forward.

Soon after the staff's initiation, a staff team had been formed. Since Vincent had already remastered many of Sonic's frames, he became the project leader and the lead artist. A member called "SANiK" had even created an online database, which allowed contributors to upload all of their artwork, while members Athelstone and "Blue Streak" coordinated some of the community's contributions while giving suggestions and guidance to other project staff. Eventually, the administrators of Sonic Retro granted us our own community forum for the Sonic 2 HD project - but the project still lacked an engine.

Members of the community were starting to cast doubt upon the project: without a platform to run on, would it ever become a reality? In answer to this, a long-running member of the community called "LOst" privately informed the project staff that he had already been developing his own engine for a number of years and would like to be a part of the project. The staff were astounded at the accuracy of his physics, since they were based upon Sonic 3 (the game responsible for fixing many of the bugs present in Sonic 2's physics). Sonic 2 HD finally had an engine, but it's growing pains were far from over. During the summer of 2008, both Blue Streak and Athelstone ran into a series of life events that prevented them from being as active with the project as they had been earlier on. Contributors "Woot", "Exodus", and "Flare", who had all created appropriate artwork for the project over the course of the previous weeks, were then asked to join the staff as official artists. At roughly the same time, a new member called "Canned Karma" had come across the forums, and began to suggest ways to coordinate the many contributions the project was seeing. This could not have come at a better time, as the Vincent and the core staff had been planning all summer long to have the first functional technical demo of S2HD ready by early fall. On September 15th, 2008 the first tech demo of Sonic 2 HD was released.

The Tech Demo was a milestone for the project in more than one way. Not only did it demonstrate the commitment the newly gathered staff had to the project, but it exploded across the internet, garnering massive page hits for the Sonic Retro servers as well as being prominently featured on popular gaming blogs like Kotaku. While the Tech Demo was a success for the S2HD staff, there was a vast amount of work to be done behind the scenes. Staff artist DeathofRats, had almost completely dropped off the scene, leaving behind many tile breaks that had only been cobbled into working fashion at the last minute. Similarly, the main artists responsible for the game's badnik assets up to that point, "Trunks" and "Drex" had also begun to move away from the project. Until the following year, artists came and went, gradually contributing both level assets and badnik artwork, but none had shown the dedication and passion toward the project sought after by the staff for a member to hold a position on it.

In January of 2009, another wave of changes for S2HD began. A new member called "scanline99" contributed a concept poster for S2HD before any promotional material for the project had even been considered. With his background in illustration and animation, a few months later he would accept a position as the staff visuals & animation director. In the same spirit, a new level artist was found in a member named "Sciz" who had also shown a high level of interest in the project and had begun to work exclusively on the project's level art, ranging from tilework to level sprites. When the well-debated ring was once again brought to the foreground in the spring, two new members of Sonic Retro, "TyrantWave" and "Gambit" arrived almost simultaneously and began creating the best 3D renders of the ring yet seen. After a week of fierce competition and a controversial poll, Gambit's ring was chosen for a vector-based remaster. When life events removed Sciz from the project, Gambit replaced him as the lead level artist, and with his work the level art was yet again brought to new heights. The team's final members would not arrive for nearly a year. A talented illustrator called "CornetTheory" also joined the staff as a background artist that spring, and it would be his painted landscapes that would provide the game's environmental scenery.

From late spring of 2009 to early winter of 2010, the project's went almost completely dark in the public eye. During this time, the game engine was underwent heavy change and the character art completely re-evaluated, effectively rendering the entire Tech Demo obsolete. While these changes were favorable for the project in the long run, many posters in the project's subforum wondered if the project was still active, or if the game would ever see another release beyond the original demonstration. Members of the staff who had joined just before the Tech Demo's release had drifted away from the project; the staff had been reduced to Vincent, LOst, Canned Karma, Gambit, scanline99, CornetTheory, and the staff musician, "scubasteve".

A new year brought another set of change to S2HD, and a new talent base. The team's future Sprite Artist, "Cerulean Nights" appeared in February with two rapidly produced badiks, and soon became a regular community coordinator along with Canned Karma. The perceived lack of progress came to a head on March 15th, 2010, when the staff revealed teaser images of some of the work that had been done, and announced that the project would be shifting to a "closed community project". This news was met with widely varying remarks, but ultimately ushered in a total overhaul of the project's forum organization, and clear cut guidelines and goals for those wishing to contribute from that point on. Immediately after the new goals were set down, a member called "Synergy" posted up an image of a prototype for a Special Stage design, the one core area of the project that had not been worked on yet. Over the next few months, he would continue to refine the engine he built for this purpose, and would eventually craft the best candidate the project had seen. Midsummer of 2010, a musician named Tee Lopes was invited by the staff to remaster pieces for the project after staff members had reviewed his previous remix work for various Sonic level themes. Much of his work would be featured in the audio of the alpha release.

At the present time, Sonic 2 HD is ramping up for the project's alpha release in early 2011.

Staff Attack! Act I

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After summing up the history of the project, we thought another good way to look inside S2HD would be getting to know the staff members themselves. In Act I, we'll take a look at the longest veterans of the project.


Vincent
S2HD Project Leader & Character Artist


A hardcore Sonic fan, Vincent is motivated by his dream of seeing Sonic the Hedgehog's legend brought back in its full glory from the golden era of franchise’s original games. He firmly believes that Sonic’s world has very unique and precise rules to follow in order to feel original next to the classics.

Vincent has long considered that the most faithful way to bring Sonic into the HD era will be in a 2D format. Hand-drawing each animation frame, while time consuming, is the only way he feels will properly express the cartoon-like nature Sonic's motions and attitude; since he started work on the project, he has been responsible for the recreation of over 200 of Sonic’s individual frames. His ultimate goal is to translate the original artwork into a playable showcase of the designers’ vision during development.

In his role as the project leader, Vincent has been guiding the game’s progress and actively drawing character and level assets since the very beginning. He believes in a hands-on approach to promote teamwork, dedication and cooperation of staff members by taking active part in the project’s needs. Critical and sincere on the art feedback, and focused on the best result, he prefers to show improvements directly using file sources or visual mockups over explaining his ideas in words.

Vincent’s programs of choice are Adobe Photoshop and Illustrator, which he uses extensively for advanced vector drawing, raster background painting and per pixel anti-alias control. Vincent is also knowledgeable with Adobe Premiere and After Effects.


Canned Karma
S2HD Project Manager, 3D Artist, Writer


A long time fan of classic platformers, ‘CK’ was drawn to Sonic 2 HD when he first heard about its existence on a gaming forum in the summer of 2008. Once he saw that the effort was more than just the typical fan game, he began offering suggestions to streamline the contribution process. Shortly after the project's tech demo release that September, he joined the staff as the Community Contributions Manager, and stepped into the Project Manager role soon afterward.

A 3D modeler by trade, CK is versed in the Autodesk 3Ds Max and Softimage content creation packages and is responsible for all the character models seen in the game's Special Stages. To better assist the sprite artists, he has also worked to create 3D concept art when basic forms could not do the project's vision justice or needed accurate perspective reference.

Beyond his digital work, CK is the staff’s chief writer, and has drafted the majority of the public announcements issued by the project. When he is not actively creating 3D assets for the S2HD, he is coordinating staff activity; in his role as the Project Manager, he acts as the public relations officer for the project, and works closely with the staff leaders to plan the game's direction.


LOst
S2HD Engine Programmer

Although he would not personally claim it, LOst is the very definition of a living encyclopedia of Sonic knowledge. Having spent countless hours analyzing all facets of the franchise, he can readily explain at length details that would be lost on all but the most astute players. This keen grasp of all things Sonic related has allowed the project a familiarity with the game's roots that would not have been possible otherwise.

LOst's passion for the franchise is equaled only by his expertise in programming. The engine used for S2HD was built from the ground up by him alone, and the credit for S2HD's remarkably accurate physics can also be attributed to his coding skill. He claims his inspiration comes from Sonic's original programmer, Yuji Naka. LOst considers Naka to be a personal trainer of his, the man who showed him how to "look beyond the pixels" to understand how all areas of the game work in unison.

Since joining the project in the summer of 2008, LOst has been a wealth of information to the team and a cornerstone of optimism

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Keep watching for the the next Staff Attack! In Act II we'll be introducing the team's core artists.

Staff Attack! Act II

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Scanline99
S2HD Visuals & Animation Director

The talents of the artist the staff came to call ‘scan’ were obvious from the first time he made himself known to the project. A remarkably gifted illustrator, he arrived on the scene with a product of his own design, an image that stunningly captured the original artstyle of the Sonic 2 in a mock promotional work he had done in the past out of his respect and passion for the franchise. The acclaim by the staff was immediate, but scan had only shown the surface of his abilities.

After his formal invitation to become a staff member, scan began to reveal the depth of his knowledge surrounding all elements of animation, illustration, and a technical mastery that combined the two with the critical content creation packages being utilized by the project. He went on to tackle the many gaps S2HD was experiencing in graphic design, constructing a new and far more appealing logo for the project, and single-handedly worked out the complexities of designing the titlecards, menus, and interfaces that would be used throughout S2HD.

Scan’s work did not stop there. With these visual foundations in place, he went on to deconstruct and expand on the entirety of Sonic's sprite animations, imparting the knowledge to the team needed to build a level of animated fluidity not possible in the original game. This process was then applied to many other project assets; the movements of the game’s many characters and sprites have scan’s animation theory and analysis applied right down to the finest details. Midway through 2010, scan prepared a standardised colouring and rendering manifesto intended to give all game assets ranging from the gameplay sprites and level art to the frontend a more consistent look as well as streamlining the artist's workflow and with the help of Cerulean Nights and Vince embarked upon a rooted implementation of its methods throughout the project.

By the time the project has reached its completion, scan will have also been responsible for the game’s opening introduction, the animated ending sequence, and a host of subtle changes that S2HD would not be the same without.


Cerulean NiGHTS
S2HD Sprite Artist


Despite the efforts put in to refining Sonic’s sprite on a regular basis, the Badniks of S2HD had seen only-halfhearted attempts at completion. All this changed when Cerulean NiGHTs, or ‘CN’, decided to contribute his work to the project.

CN embodied the ideal contributor the project staff had kept an eye open for. A relentless work ethic coupled with an eagerness to receive feedback, whether critical or lauding, his initial submissions of two Badnik sprites were the first real steps the project had taken toward bringing the game’s many enemies to life. At the same time, the process he laid out with his work and the explanations he provided along the way would become the official production method the staff has now documented as the only acceptable way to create the game’s sprites.

With the workflow for the sprites in place, CN expanded his view beyond the Badniks to the core characters as well. After consulting with Vincent on the methods he had been using to create Sonic, frame-by-frame, CN began to assist him in creating the additional animation frames that scan had laid the base for. Although two of them working on Sonic was producing faster, better results, CN felt that the process could be further streamlined. In a joint effort with scan, the two came up with the production method responsible for the final artstyle of S2HD. Taking full advantage of the content creation software’s capabilities, this completely overhauled all the sprites seen in the game and cemented his position as the staff’s primary Sprite Arist.

Just as the motions of the sprites can be attributed to scan’s animation expertise, so too can their faithful artistic designs be credited directly to CN. When not polishing the latest in the long line of assets needed for the final game, CN works as a staff leader to bring the project to its full potential, and is constantly reminding the team to never settle for less that its worth.


Gambit
S2HD Level Artist

Gambit’s introduction to the project had very little to do with the role he would eventually shoulder. One of the project’s major hurdles was the creation of the franchise’s iconic ring, and before it’s eventual, and final, recreation, his proposed design was what brought him to the attention of the staff.

Skilled in both Adobe Photoshop and Illustrator, Gambit wasted no time to produce more assets for S2HD after he was invited onto the staff. Having taken up the massive, and tedious, task of working with the game’s level artwork, he brought the game’s environment to life in a way those who had tried before could not. This attention to detail soon earned him the dedicated Level Artist position on the team.

Gambit describes himself as nearly OCD in everything he puts his mind to, and his work with S2HD is certainly proof of that. Where many artists would be content with the first or second revision to a given piece, Gambit has overhauled his work on the entire level art set multiple times without complaint when new art directions were decided upon, and in each instance the zones’ appearances proudly reflect the many hours spent on his part crafting them.


The final Act of the Staff Attack! is coming up, where we'll be looking at the project's background artist, it's musical talents, and more.

S2HD World Premiere

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Tonight marks the World Premiere of Sonic 2 HD! For the first time since the project’s technical demonstration in 2008, the curtain has been pulled away to let the world see what Team S2HD has been building up. We hope this answers many of the questions long-time fans of the project have had, and that everyone is just as excited as we are for what’s to come.


For those who haven’t seen S2HD since the Tech Demo, you’ll notice that just about everything has been rebuilt from the ground up. What isn’t as obvious is that everything behind the scenes was scrapped as well: shortly after the Tech Demo’s release, the engine used was thrown away in favor of an even more accurate engine in the works--one capable of far more expansion than was originally imagined. In the year that followed the art direction also saw massive changes, and, from late spring of 2010, the finalized art style brought about the last wave of changes to everything that had been created previously. All of Sonic’s movement frames were redone. All the Badniks were scrapped and redesigned. Many of the level art assets underwent the same treatment. The result of these changes is reflected in what you now see.

By the fans, for the fans, spread the word: the alpha release of Sonic 2 HD will arrive Q1 2011!

Inside the Art: Sonic

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[Click the image for larger size]

Inside the Art: Animation

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[Click on the image to see animations]

Note: Uses APNGs, use Firefox or Opera to see them properly.

Inside the Art: Level Art I & II

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[Click the images for larger sizes]

Inside the Art: Tails

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[Click the image for larger size]


Inside the Art: Badniks

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[Click the image to see animations, Firefox or Opera recommended]

Art Evolution: Emerald Hill Palms

Art Evolution: Level Objects

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[Click the image to see animations, Firefox or Opera recommended]

Sonic 2 HD Alpha Release

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We'd like to thank everyone who has encouraged S2HD throughout its development. Your wait is over.

www.s2hd.com

The Sonic 2 HD Alpha Release is a fan game entirely developed by TeamS2HD, and we believe our efforts and teamwork to represent the classic Sonic franchise as we, the hardcore fans, have always envisioned it to be.

We look forward to your feedback -- enjoy!

Alpha Release - Secret #1

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To celebrate Alpha Release, we'll start sharing all game's secrets, alongside some special gifts covering the planned features which unfortunately didn't make the cut!
This week we'll start with Character Art:
http://www.s2hd.com/cl/CHARS.html

SECRET #1
Tails Mode:
To play as Tails, complete Act2 with Sonic and at the title screen press B+START


Alpha Release - Secret #2-3!

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As promised, today we'll share the game's last 2 secrets alongside some of the most relevant work-in-progress HTZ graphics:

http://www.s2hd.com/cl/HTZ-clog.html

**SECRET #2**
DEBUG MODE:
To enable debug mode, collect every ring on both acts to get the Perfect Bonus

**SECRET #3**
Hilltop Zone (Incomplete)
Once debug mode is unlocked, press C+Start at title screen to enter Hilltop Zone







Sonic 2 HD officially discontinued.

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Last month we proudly showed off a demo of what we've accomplished with S2HD.
Needless to say, more work has been done on the game; unfortunately, the odds of this work every seeing the light of day is slim to none. We gave the project's Lead Programmer, LOst, a week to provide us with a DRM free build of S2HD.
We've heard as much from him as you have, so it's safe to assume that's not going to happen. Given his complete lack of communication and cooperation, it falls upon to LOst to assume full responsibility for his actions as, up until the demo was released, the project's leadership was unaware of both the DRM and the now infamous DirectInput bug. This was the last straw for us. He had ignored direct requests for the past two years, effectively holding the project ransom by refusing additional help or review on his private engine. If he didn't think a piece of artwork matched his vision for the game, it was not included, or worse, was replaced by assets of his own creation. The same thing happened with the excellent multi-format sound engine our Tools Programmer Saxman created. Ultimately, LOst is no longer a part of the project.

That's the good news. The bad news for the project far outweighs it unfortunately. We cannot replace our lead programmer as LOst kept the source code for himself, making it impossible to the coded source material to be updated or used as a base for newer builds.
Additionally, two key staff members, scanline99 and Cerulean Nights (both of whom were chiefly responsible for the many animations, spritework, and overall polish seen in the demo) have resigned from the project to concentrate on independent works and careers. While we wish them the best in their endeavours, what this means to the project is that they will no longer be producing any artwork for it. Without them we are not able to guarantee the same level of quality seen in the alpha. At the moment, with ongoing careers and kids to look after, both myself and Canned Karma don't anticipate that we'll have a great deal of time to devote to S2HD either, which means we're forced to announce that

Sonic 2 HD is officially discontinued.

Certainly the DirectInput bug and the blogosphere fallout over it didn't help matters, but by the time that had taken place we had already made the decision to discontinue the project almost two months ago, well ahead of the demo's release. Internal conflicts between the project leadership and its main programmer which reached critical mass, and the only thing holding it together was the collective determination to put our frustrations aside and get a playable build into the hands of everyone who waited years for it.

Hopefully, another group in the Sonic community will pick up the torch and go forward with the vision we had over a year ago -- not just creating a Sonic 2 remake, but creating entirely original content.

Thanks to everyone who supported the project, especially to the passionate classic Sonic fanbase.
The appreciation thousands of fans expressed to S2HD as a game made "by fans for fans", represents a landmark where SEGA has to look at for a profitable use of the -highly demanded and beloved Classic franchise.

-Vincent

Team S2HD
Project Leader

Sonic 2 HD is back!

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Hello everyone!
The only thing more surprising than seeing an official post from us here is our announcing that S2HD is no longer dead.

You read that correctly: work has once again begun on Sonic 2 HD! That said, we'd like to give you all a brief tie-in for recent events leading to the project's reboot.

As many of you know, the leading reason behind the project's cancellation was due to the programming element being removed with no possibility of return in its existing form. As of last year, this changed. Before anyone raises the question, no, the former programmer and the S2HD team members have not had a reunion; instead, a fan of the project independently created and submitted his own engine to Vincent, the project leader, for evaluation. After integrating the art assets from the alpha release and successfully testing it, Vincent began to let the rest of the prior team members know, and we've picked up where we left off sans those who are unavailable due to real life obligations. Two other talented programmers have since offered their skills to recreate the game's physics to match the original, and to port the game to the Mac OS platform (the latter of which is still in the earliest possible stage, and we have no estimate on when it will be playable, so stay tuned!).

In response to some of the questions we have seen, the Alpha Release build is officially discontinued and will not get any form of support as we do not have the source code. The next release will be entirely new programming from the ground up.

We'll provide more details in how you can help us out in the next few days. It's good to be back!

Looking for a way to contribute?

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Here's where you, the fans at large, come in.

If you're interested in becoming a contributing member of the S2HD team, we're looking for you! Our team is in need of a talented graphics artist and an animator. Given this may or may not come in the form of a single person, you can choose a specific role to fill by submitting the corresponding example to S2HDStaff@gmail.com. Once this has been done our team leaders will review the submissions and reach out to you for direct contact.

Graphics artist: are you an experienced Photoshop user who knows vector art and blending modes?
You can submit an example work based on Chemical Plant Zone done in art style of S2HD as seen in the alpha release. This could either be one of the badniks, one of the more recognizable level art pieces from the zone itself, or an entire screen, it's all up to you! We are looking for a degree of artistic license in the example so long as the design is distinct to CPZ. Concepts are welcome, but concept progression to a more polished piece is preferred.

Animator: do you like bringing art to life?
Please show us either an animation draft or a set of animations that best represents your skills.

We'd like to also note that we'll be posting up regular progress updates either in text or screenshot form. One of the criticisms leveled against S2HD in the past was the secrecy it was surrounded by and it won't happen anymore. Before too much longer you can look forward to seeing what we're doing with Hill Top Zone and the Special Stages. As for the inevitable questions on future release dates: when a new zone is graphically complete and the main engine is ready, more of Sonic 2 HD will make its way into the hands of fans worldwide -- but with your help, S2HD will speed up development!

We look forward to seeing what you come up with!

The results are in!

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We'd like to extend a big thanks to all the artists who submitted pieces for us to review. You didn't make it easy on us! Plenty of great talent was shown, and we believe we have brought on some very skilled people to move the project forward.

Sprite Artist:
Lewis Cross

Level Artists:
Jessica Jeansoulin
Matt Allan

Animators:
Mike Harvey
Ricky Lee Earl

Illustrator:
Jesús Campos

Here's a sneak peek at some of the submissions pieces our new team members sent us for review:





And these aren't even the final pieces! Since then the artists who created these have moved on to creating additional animations and assets that will be seen in S2HD.

It's also worth announcing that our team of musicians/composers has expanded from the one during the alpha release days to three now, and each zone will be given a brand new treatment with distinct music for each Act.

Once again, thanks to all the fans who continue to be the driving motivation for S2HD. Look forward to a brand new changelog update focused on the Hill Top Zone pieces we've been working on!


Visual Changelog: Flora edition!

Inside the Artwork: New Sonic Animations

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S2HD isn't just about redrawing the original artwork to a higher standard -- our lead animator went back to the drawing board to create brand new animation sets. Here's a look at what's been done with Sonic so far!


http://sonic2hd.com/changelogs/sonic2/

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