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2024-03-28T12:54:32Z
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https://info.sonicretro.org/index.php?title=Adventures_of_Sonic_the_Hedgehog_(pilot)&diff=228623
Adventures of Sonic the Hedgehog (pilot)
2017-03-19T13:17:23Z
<p>Andy198887: </p>
<hr />
<div>{{Episode<br />
|screen=Aosth Pilot.jpg<br />
|series=Adventures of Sonic the Hedgehog<br />
|title=Pilot<br />
|number=0<br />
|airdate=December 31, 1992<br />
|country=USA<br />
}}<br />
The '''pilot''' episode of ''[[Adventures of Sonic the Hedgehog]]'' is an unaired 7-minute animation created as a proposal for the TV series. It was produced in-house in America rather than being outsourced to Asia as the series was. It was unaired and was not included on any of the DVD releases of the series, but on March 4, 2009 it was finally released by Milton Knight and posted on Youtube by Dan Variano.<br />
<br />
The scene from the pilot involving a heavy weight was used in the credits of the series and the scene where Robotnik stands on stage in front of a robot audience was used in the continue screen in ''[[Dr. Robotnik's Mean Bean Machine|Dr. Robotnik's Mean Bean Machine]]''. Some of the voice actors are different including Robotnik who is voiced by [[Jim Cummings]] (using a very Peg-Leg Pete like voice) instead of [[Long John Baldry]]. There is some dialogue missing and no music whatsoever as the pilot was made to pitch the concept of the series to networks and was not yet polished up to be aired on television. There are recognizable links to the videogames such as loops and Robotniks swinging [[Green Hill Zone boss|Ball and Chain vehicle]], which aren't used anywhere else in the series past this pilot.<br />
<br />
==Episode summary==<br />
This episode opens with Sonic running down a pathway when he comes along Emerald Hill Zone and a wanted poster featuring himself and stops to look at it. Although the wanted poster has a specific amount of the money listed as the reward for his capture, Robotnik is seen saying that whoever catches Sonic can name their own reward. Sonic interupts the meeting and takes off and the Robotik minions inside quickly give chase. Fortunately a bull which charges Sonic runs into his persuers instead and allows Sonic to run away freely. Robotnik launches a cactus at Sonic but he easily outruns it and Robotnik winds up in the trajectory of the exploding cactus. Robotnik is shown later trying to crush Sonic under a heavy weight but only manages to make Sonic change his path of travel.<br />
<br />
Robotnik comes up with a plan to steal the water supply of a town but Sonic comes to their aid by reversing the suction of the vaccuum to instead put the water back. Robotnik tries drilling a hole underneath Sonic as he is relaxing in the sun and he has Sonic in his hands but Tails flies down and hits a lever that causes the machine to move forward and it drills out the side of a cliff. Robotnik again tries to attack the town but is quickly thwarted by Sonic as he uses his spindash to destroy the arms on the machine. The scene quickly cuts to Robotnik mounting his [[Robotnik (Green Hill Zone Boss)|checker ball and chain vehicle]] and chasing Sonic. Sonic wraps the machine in tape which apparently prevents Robotnik from accessing the controls as it crashes into the side of a cliff.<br />
<br />
The last scene has Sonic signing off the show while standing in front of the shows logo. The following is an exact quote: "Adventures of Sonic the Hedgehog. It's fast and furious. I'm fast and he's furious. Gotta juice. Betcha can't catch me. At least not until the fall of 93."<br />
<br />
==Sonic Says Segment==<br />
Tails is seen chasing Sonic across the road as a vehicle is approaching. Sonic reaches out and pulls him out of the way. They both agree that it is best to look both ways before crossing the street. <br />
<br />
==Trivia==<br />
* Two Zones from Sonic The Hedgehog 2 are in here which are Emerald Hill Zone and Hill Top Zone<br />
*The wanted poster shows Sonic with blue arms.<br />
<br />
==Credits==<br />
*Kent Butterworth (producer, director, storyboard)<br />
*Milton Knight (animation, storyboard, layout, Robotnik character design)<br />
*Ed Love (animation)<br />
*Gary Paul Terry (storyboard, layout, Scratch and Grounder character design)<br />
*Eddie Fitzgerald (storyboard)<br />
*Mike Fontanelli (design)<br />
*Marc Schirmeister (design)<br />
*Jordan Reichek (design)<br />
*[[Gary Owens]] (voice: narrator)<br />
*[[Jaleel White]] (voice: Sonic)<br />
*[[Jim Cummings]] (voices: Robotnik, Badniks, additional characters)<br />
<br />
==Script==<br />
*[[Adventures of Sonic the Hedgehog (pilot) transcript]]<br />
<br />
==External Links==<br />
*[http://www.miltonknight.net/animation.html Milton Knight's website]<br />
*[http://www.youtube.com/watch?v=5EZ54vXrcVU&fmt=18 Episode on Youtube]<br />
<br />
{{AoStHSeason1P1}}<br />
<br />
[[Category:Adventures of Sonic the Hedgehog episodes]]</div>
Andy198887
https://info.sonicretro.org/index.php?title=List_of_Adventures_of_Sonic_the_Hedgehog_episodes&diff=228622
List of Adventures of Sonic the Hedgehog episodes
2017-03-19T13:15:58Z
<p>Andy198887: </p>
<hr />
<div>The following is a list of episodes produced for the syndicated series ''[[Adventures of Sonic the Hedgehog]]''. They are presented in their original production order, which is significantly different from the order they were aired on television. For instance, the first episode of the show, "The Super Special Search & Smash Squad!" was aired as the twenty-third. The production order is in itself not the correct order to view the episodes, though it is negligible due to the show's self-contained nature. The proper episode order was finally presented in the Shout! Factory DVD releases. This order can be found in the episode template boxes below.<br />
<br />
{| class="wikitable" width=100%<br />
|-<br />
!width=15% |Production Code<br />
!width=45% |Episode Title <br />
!width=40% |Original Airdate<br />
{{Episode list<br />
|episodenumber=0<br />
|title=Adventures of Sonic the Hedgehog (pilot)<br />
|description=A short animation put together to help sell the show. Being not much more then a string of events to showcase [[Sonic the Hedgehog]], [[Miles "Tails" Prower]], [[Dr. Eggman|Dr. Robotnik]] and his robot henchmen, and what the show could possibly be.<br />
Sonic Sez: Looking before you cross the street. <br />
|ReleaseDate1=12/31/1992<br />
}}<br />
{{Episode list<br />
|episodenumber=1<br />
|title=The Super Special Sonic Search and Smash Squad!<br />
|description=Dr. Robotnik has created two new [[Badniks]] under the moniker of the "Super Special Sonic Search and Smash Squad" - codenamed [[Scratch]] and [[Grounder (AoStH)|Grounder]]. Their full job is to eradicate the devilish Doc's number one enemy - Sonic the Hedgehog! But [[Coconuts (AoStH)|Coconuts]], Dr. R's Monkey robot, tries to capture Sonic before the other Badniks.<br />
Sonic Sez: Calling of 911. <br />
|ReleaseDate1=10/06/1993<br />
}}<br />
{{Episode list<br />
|episodenumber=2<br />
|title=Subterranean Sonic<br />
|description=Sonic and Tails' latest run-in with Scratch and Grounder takes them through a mine. It turns out that the mine is the underground home of a mole and his many diamonds. The two heroes learn the hard way that the mole is very protective of these diamonds and paranoid that others want to steal them. Things only get worse, though, with Scratch and Grounder still in the area and up to no good. Can Sonic and Tails convince the mole they are not his enemies and to free them?<br />
Sonic Sez: Sharing<br />
|ReleaseDate1=09/16/1993<br />
}}<br />
{{Episode list<br />
|episodenumber=3<br />
|title=Lovesick Sonic<br />
|description=It appears to be business as usual when Sonic again gets the best of Scratch and Grounder. However, this confrontation leads Sonic to meet [[Breezie]] and love is soon in the air. Unfortunately, Breezie is actually just another Robotnik creation – meaning that the earlier battle was just a set-up. Tails can tell that something is wrong with Breezie, but Sonic refuses to listen to him. Can anything save Sonic before it's too late?<br />
Sonic Sez: Sexual Harassment <br />
|ReleaseDate1=09/15/1993<br />
}}<br />
{{Episode list<br />
|episodenumber=4<br />
|title=Slowwww Going<br />
|description=Dr. Robotnik's finally done it as he's invented a ray gun that's supposed to slow Sonic down for good! Sending the Dumbbots out to do his dirty work, a family of sloths comes under attack from Scratch and Grounder, who use them to lure Sonic into the path of the Doc's new Slow Motion Ray. Sonic is then captured, but saved by Tails when he reverses the effects of the ray and turns it on the sloths, turning them into a high speed fighting force, before turning it back on Sonic!<br />
Sonic Sez: Fast People <br />
|ReleaseDate1=09/28/1993<br />
}}<br />
{{Episode list<br />
|episodenumber=5<br />
|title=High Stakes Sonic<br />
|description=Tails and other [[Mobius]] citizens are lured into Robotnik's robotic games of chance, and when they lose they're sent to slave labor camps. Sonic rescues Tails and the others by beating the house in games of chance at Robotnik's Casino, and outsmarting the robots in a climactic chase.<br />
Sonic Sez: Dares <br />
|ReleaseDate1=09/20/1993<br />
}}<br />
{{Episode list<br />
|episodenumber=6<br />
|title=Big Daddy<br />
|description=While Coconuts is on a permanent vacation, he runs into Boom-Boom, a long-lost Gorilla who thinks that Coconuts is his father. Therefore, Coconuts decides to team up with Boom-Boom to capture Sonic, although Robotnik is controlling Boom-Boom's real father to conquer half of Mobius.<br />
Sonic Sez: Telling parents where you're going <br />
|ReleaseDate1=09/23/1993<br />
}}<br />
{{Episode list<br />
|episodenumber=7<br />
|title=Momma Robotnik's Birthday<br />
|description=It's Mama Robotnik's Birthday and she's broken out of the asylum again to get her birthday present. She seems to hate just Sonic as much as her son, so Dr. Robotnik decides to catch Sonic for her for her birthday.<br />
Sonic Sez: Trees <br />
|ReleaseDate1=09/27/1993<br />
}}<br />
{{Episode list<br />
|episodenumber=8<br />
|title=Robolympics<br />
|description=Turtle Town faces complete destruction from an incoming asteroid. Time is running out and Turtle Town's best chance for survival lies with none other than Doctor Robotnik. He really just uses the situation to force Sonic into a new villainous scheme. With innocent lives on the line, Sonic is promptly thrust into the new Robolympic games. Robotnik and his Dumbbots are the only competition, and they plan on using every single game and dirty trick to take Sonic down.<br />
Sonic Sez: Being Active <br />
|ReleaseDate1=09/14/1993<br />
}}<br />
{{Episode list<br />
|episodenumber=9<br />
|title=Trail of the Missing Tails<br />
|description=Five years ago, Robotnik banished his insane cousin Warpnik to the "Zone of Confusion." Unfortunately, seeking revenge, Warpnik has escaped and in a three Ring bind of sorts he captures Tails, knowing that Sonic will follow Tails, and knowing that Robotnik will follow Sonic! His plan works to a tee, as they all end up trapped in the Zone of Confusion.<br />
Sonic Sez: Remembering your Phone Number <br />
|ReleaseDate1=10/01/1993<br />
}}<br />
{{Episode list<br />
|episodenumber=10<br />
|title=Sonic Breakout<br />
|description=A popular cartoonist Sketch Lampoon is imprisoned in Robotnik's prison. Sonic has a plan, to get captured in the prison cell and then break out and save Sketch Lampoon. But will it work?<br />
Sonic Sez: Graffiti <br />
|ReleaseDate1=11/02/1993<br />
}}<br />
{{Episode list<br />
|episodenumber=11<br />
|title=Birth of a Salesman<br />
|description=To deal with Sonic, Dr. Robotnik gets a new weapons supplier – [[Wes Weasley]]. He is all too happy to provide Robotnik with powerful weaponry – so long as he gets paid, of course. Armed with new weaponry, Scratch and Grounder are sent out after Sonic and Tails, but they screw up anyway. Wes assures Robotnik that a new weapon will make all the difference, but each new purchase just damages the Dumbbots and tries the villainous doctor's patience.<br />
Sonic Sez: False advertising <br />
|ReleaseDate1=09/08/1993<br />
}}<br />
{{Episode list<br />
|episodenumber=12<br />
|title=Sonic's Song<br />
|description=Quite a popular singer, Catty Carlisle sings a song about Sonic (showing off his heroic side).<br />
Sonic Sez: Hearing <br />
|ReleaseDate1=11/19/1993<br />
}}<br />
{{Episode list<br />
|episodenumber=13<br />
|title=Blank Headed Eagle<br />
|description=When Grounder makes a bet with Scratch that he can catch Sonic first, the robotic chicken orders a build-it-yourself Eagle Copter kit from his favorite TV Show called Edgar Eagle. Scratch fails to catch Sonic as usual while piloting the Eagle Copter, and crashes into a barn in the process. The crash scatters the chicken's brains as he now believes he's Edgar Eagle, earning a turkey fangirl in the process!<br />
Sonic Sez: Seat belt <br />
|ReleaseDate1=09/21/1993<br />
}}<br />
{{Episode list<br />
|episodenumber=14<br />
|title=Mystery Of The Missing Hi-Tops<br />
|description=There's going to be some sort of fair in Sonic's honor today on Planet Mobius, but Sonic wakes up and finds his shoes gone! He suspects Robotnik, but he can't run without the shoes due to the fact that the friction would tear his feet up, so he has to use detective work.<br />
Sonic Sez: Stealing <br />
|ReleaseDate1=11/04/1993<br />
}}<br />
{{Episode list<br />
|episodenumber=15<br />
|title=Too Tall Tails<br />
|description=Robotnik tries to get Professor Dinglehopper's growth gun to work, but it explodes and creates a cloud of growth gas! It happens to drift over Tails, who grows incredibly large! In his huge state, he can't help but destroy small (relatively) things - such as towns and people! Sonic has to go get the antidote before Robotnik does "something good for the community" by viciously shooting Tails with a freeze ray.<br />
Sonic Sez: Healthy Diets <br />
|ReleaseDate1=10/05/1993<br />
}}<br />
{{Episode list<br />
|episodenumber=16<br />
|title=Best Hedgehog<br />
|description=Sonic and Tails learn about the sad story of Lucas and Lucinda. They were once very much in love, but their lives were ruined by Doctor Robotnik. He had wanted Lucinda to be his and didn't take her rejection very well. Lucas spent years imprisoned as a result of Robotnik's sick need for revenge. Now, with help from Sonic and Tails, Lucas has another chance to be with Lucinda. Still, it won't be easy for them to find her and evade Robotnik.<br />
Sonic Sez: Reading <br />
|ReleaseDate1=09/06/1993<br />
}}<br />
{{Episode list<br />
|episodenumber=17<br />
|title=The Robotnik Express<br />
|description=Dr. Robotnik is awaiting Scratch, Grounder and a train shipment of explosive weaponry. Though Sonic and Tails will certainly intervene, Scratch and Grounder do get some unlikely help. Unbelievably, two bear bikers named Mad Mike and Big Griz have confused the two heroes and the Dumbbots with each other. Now, Sonic and Tails find their efforts complicated by Da Bears. Can they convince them of the truth before time runs out?<br />
Sonic Sez: Strangers <br />
|ReleaseDate1=09/24/1993<br />
}}<br />
{{Episode list<br />
|episodenumber=18<br />
|title=Over the Hill Hero<br />
|description=An elderly, out of shape superhero keeps trying to help Sonic battle Dr. Robotnik, and keeps getting him in more jeopardy. Sonic helps the old hero regain his self respect and they team up to battle Robotnik's latest scheme.<br />
Sonic Sez: Elders <br />
|ReleaseDate1=09/13/1993<br />
}}<br />
{{Episode list<br />
|episodenumber=19<br />
|title=Sonic Gets Thrashed<br />
|description=When Robotnik opens up a resort to make the resident Mobians his slaves, Sonic enlists the help of some robots from an area of Mobius called Scrap Valley.<br />
Sonic Sez: Rubbish <br />
|ReleaseDate1=10/19/1993<br />
}}<br />
{{Episode list<br />
|episodenumber=20<br />
|title=Tails' New Home<br />
|description=When Sonic decides to find Tails a suitable foster home, Robotnik finds out and creates a robot fox family which poses as Tails' long lost parents. Sonic leaves Tails with the fox family, but finally realizes they're robots and rescues Tails.<br />
Sonic Sez segment: Running away <br />
|ReleaseDate1=09/07/1993<br />
}}<br />
{{Episode list<br />
|episodenumber=21<br />
|title=Grounder the Genius<br />
|description=Hacker – a friend of Sonic and Tails – has gotten a hold of a new computer chip from Doctor Robotnik. This chip is capable of vastly increasing one's intelligence, which Grounder finds out firsthand following a confrontation. The once stupid robot becomes a genius and is not going to be taking anymore abuse from anyone. Robotnik and then Sonic learn the hard way that the new Grounder is a formidable foe. Can Tails and Hacker do better, or will someone else have to?<br />
Sonic Sez: Using Your Brain <br />
|ReleaseDate1=09/17/1993<br />
}}<br />
{{Episode list<br />
|episodenumber=22<br />
|title=So Long Sucker<br />
|description=When the robots rip open a door to an alternate dimension, a mysterious small purple alien blob creature from another dimension falls through into Tails hands and Sonic lets him keep it. The one problem is, the alien will only eat chili dogs! And if it doesn't get them it grows into a huge alien, goes ballistic, and sucks everything up in sight. The alien (now named Goopster) is in constant danger as the robots would find it more useful as a weapon, and are constantly try to capture it. However, Dr. Robotnik steps in, kidnaps it and Sonic and Tails must go to rescue it!<br />
Sonic Sez: Pets <br />
|ReleaseDate1=09/29/1993<br />
}}<br />
{{Episode list<br />
|episodenumber=23<br />
|title=Submerged Sonic<br />
|description=Robotnik is after the Power Gems from the city of Submerbia in the Labyrinth Zone. After kidnapping the Princess Bubbles, her Merman boyfriend goes to Sonic for help.<br />
Sonic Sez: Shallow Water <br />
|ReleaseDate1=09/09/1993<br />
}}<br />
{{Episode list<br />
|episodenumber=24<br />
|title=Tails In Charge<br />
|description=Dr. Robotnik invents a Super Stopper-Zapper that he tries to use to petrify Sonic. It works, and Tails has to keep Sonic away from Robotnik until he can cure his condition.<br />
Sonic Sez: Open Your Door to Strangers <br />
|ReleaseDate1=10/11/1993<br />
}}<br />
{{Episode list<br />
|episodenumber=25<br />
|title=Sno Problem<br />
|description=Robotnik has invented The Ultra-Freezomatic with his goal to freeze every being on Mobius and place on them little cigarette-patch looking "Servitude Chips" thus giving them complete obedience to Robotnik!<br />
Sonic Sez: Bicycle Safety Check <br />
|ReleaseDate1=11/22/1993<br />
}}<br />
{{Episode list<br />
|episodenumber=26<br />
|title=Pseudo Sonic<br />
|description=Mobius is suffering a crime spree and all the evidence points to Sonic as the culprit. But the real thief is a lab rat wearing a high-tech vehicle suit who was sent by Robotnik to discredit our hero. When Sonic becomes ill, Tails uses the suit to try to be a hero. Sonic has to leave his sickbed and save the day.<br />
Sonic Sez: Poison Ivy <br />
|ReleaseDate1=09/10/1993<br />
}}<br />
{{Episode list<br />
|episodenumber=27<br />
|title=Robotnik Junior<br />
|description=When Dr. Robotnik builds a robot "son" that looks like him. He finally has a sense of pride, but the pride is soon dashed to pieces when the robot realizes he'd rather be on Sonic's side because "Sonic's nicer."<br />
Sonic Sez: Peer Pressure <br />
|ReleaseDate1=10/22/1993<br />
}}<br />
{{Episode list<br />
|episodenumber=28<br />
|title=MacHopper<br />
|description=When Scratch and Grounder capture a Freedom Fighting Kangaroo named MacHopper, Robotnik comes to realize that Mac may be the only person capable of matching Sonic at his own game, as he brainwashes Mac into doing his dirty deeds! But in the attempt to reprogram his brain an explosion occurs in the lightning storm, causing his reprogramming to change for the worst<br />
Sonic Sez segment: Currents and Riptides <br />
|ReleaseDate1=11/11/1993<br />
}}<br />
{{Episode list<br />
|episodenumber=29<br />
|title=Boogey-Mania<br />
|description=A new invention can literally bring dreams to life, but Doctor Robotnik is more interested in nightmares. A massive nightmare of his own is soon unleashed upon Mobius and the results are devastating. Despite their best efforts, Sonic and Tails can't handle this one on their own. Instead, they'll have to fight fire with fire to win, which means getting to that invention in Robotnik's fortress.<br />
Sonic Sez: Sleep <br />
|ReleaseDate1=09/22/1993<br />
}}<br />
{{Episode list<br />
|episodenumber=30<br />
|title=Musta Been a Beautiful Baby<br />
|description=Robotnik somehow invents a ray that makes people turn into babies, and shoots Sonic and Tails. However, he also shot himself! An overly hyper baby Sonic, a baby Tails that can speak few words, and the bully-like Baby Robotnik are taken to daycare, where they must go the whole day without a time-out until the effects wear off. Scratch and Grounder use multiple disguises to try and trick the owner of the daycare into thinking they're the kid's parents, but none work.<br />
Sonic Sez: Tumble Dryers <br />
|ReleaseDate1=10/12/1993<br />
}}<br />
{{Episode list<br />
|episodenumber=31<br />
|title=Mad Mike, Da Bear Warrior<br />
|description=Mad Mike returns and receives a blow to the head which leads to Amnesia, causing him to think that he is loyal to Robotnik! Sonic, Tails and Big Griz must change his mind.<br />
Sonic Sez: Medicine <br />
|ReleaseDate1=11/24/1993<br />
}}<br />
{{Episode list<br />
|episodenumber=32<br />
|title=Full Tilt Tails<br />
|description=Tails unwittingly steps on a piece of "high-speed gum" that Dr. Robotnik invented and now he can run really super fast! There's just one drawback to his new super speed ability - because unfortunately, once he starts speeding, he can't control himself.<br />
Sonic Sez: Smoking <br />
|ReleaseDate1=11/12/1993<br />
}}<br />
{{Episode list<br />
|episodenumber=33<br />
|title=Tails Prevails<br />
|description=One of Tails' inventions catches the eye of the goofy Professor Dinglehopper, who asks the fox to leave Sonic and become his research assistant!<br />
Sonic Sez: Boredom <br />
|ReleaseDate1=10/21/1993<br />
}}<br />
{{Episode list<br />
|episodenumber=34<br />
|title=Close Encounter of the Sonic Kind<br />
|description=Sonic and Tails try to help a pair of Aliens repair their ship before The Prince's Baby Brother destroys earth.<br />
Sonic Sez: Sunburn <br />
|ReleaseDate1=10/20/1993<br />
}}<br />
{{Episode list<br />
|episodenumber=35<br />
|title=The Magic Hassle<br />
|description=Dr. Robotnik acquires a magic wand and a book of spells from Wes Weasley, and attempts to master them while trying to destroy the Mobius mint before it can release a Sonic banknote, with the ultimate aim of forcing it to produce currency in his own image.<br />
Sonic Sez: Money <br />
|ReleaseDate1=10/25/1993<br />
}}<br />
{{Episode list<br />
|episodenumber=36<br />
|title=Momma Robotnik Returns<br />
|description=Mama Robotnik once again escapes from the asylum and returns to wreak revenge on Sonic, notifying the law that a homeless minor is roaming the streets, and offering to adopt him. The minor you ask - Sonic! The courts forcibly place him under her care even without Sonic's pleas, and she imprisons him in her fortress, using Tails as a shield, locked in her torture chamber, just to keep him against His will!<br />
Sonic Sez: Obeying laws and going to court <br />
|ReleaseDate1=10/04/1993<br />
}}<br />
{{Episode list<br />
|episodenumber=37<br />
|title=Robotnik's Rival<br />
|description=A half man, half duck named Quark suddenly appears with his robot servant in tow, and attempts to oust Robotnik from the villainy stakes. The two attempt to co-operate and defeat Sonic, but rivalry and stupidity mean that they fail and the newcomer is sent back to from whence he came.<br />
Sonic Sez: Cheating <br />
|ReleaseDate1=09/29/1993<br />
}}<br />
{{Episode list<br />
|episodenumber=38<br />
|title=Spaceman Sonic<br />
|description=Sonic and Tails are blasted into space whilst trying to prevent Robotnik from launching a deadly rocket towards a space station.<br />
Sonic Sez: Colds <br />
|ReleaseDate1=11/09/1993<br />
}}<br />
{{Episode list<br />
|episodenumber=39<br />
|title=Sonic The Matchmaker<br />
|description=Dr. Robotnik tries to capture Breezy (from Lovesick Sonic.) and Robotnik Jr, tries to turn Robotnik Falls into Robotnik Cliffs to cause a drought, and build a robotic wife who can't be drenched by water, But all the while, Junior starts to fall in love with Breezy.<br />
Sonic Sez: Playground Safety <br />
|ReleaseDate1=10/13/1993<br />
}}<br />
{{Episode list<br />
|episodenumber=40<br />
|title=Mass Transit Trouble<br />
|description=Robotnik plants bombs at three of Mobius' centers of transport: an airport, a port and a railway station, threatening to cause chaos unless Sonic can effectively be in three places at once!<br />
Sonic Sez: Bicycle Safety <br />
|ReleaseDate1=11/08/1993<br />
}}<br />
{{Episode list<br />
|episodenumber=41<br />
|title=Magnificent Sonic<br />
|description=After defeating Six-Gun Pete, one of Robotnik's outlaw robots, Sonic is made into a sheriff of Tranquil Gulch and has to defend it from Dr. Robotnik who wants to turn it into Mobius' biggest casino, Gambler's Gulch.<br />
Sonic Sez: Gun Safety <br />
|ReleaseDate1=10/07/1993<br />
}}<br />
{{Episode list<br />
|episodenumber=42<br />
|title=Coachnik<br />
|description=Robotnik constructs a pushy P.T. robot in an attempt to increase Scratch, Grounder, and later, Coconuts' fitness, and all the while, Sonic tries to use Robotnik's equipment against the Robots.<br />
Sonic Sez: Warming up <br />
|ReleaseDate1=10/18/1993<br />
}}<br />
{{Episode list<br />
|episodenumber=43<br />
|title=Untouchable Sonic<br />
|description=Sonic comes to the rescue of a town as it is held to ransom by a crime syndicate under the control of Dr. Robotnik!<br />
Sonic Sez: Gangs <br />
|ReleaseDate1=11/01/1993<br />
}}<br />
{{Episode list<br />
|episodenumber=44<br />
|title=Zoobotnik<br />
|description=An intergalactic bounty-hunter comes to Mobius looking for unusual people and decides to catch Sonic. She runs into Robotnik when trying to catch him, and falls in love with him. She arranges for them to be married and hunt for Sonic together, though Robotnik is not too enthusiastic about it.<br />
Sonic Sez: Wild Animals <br />
|ReleaseDate1=10/08/1993<br />
}}<br />
{{Episode list<br />
|episodenumber=45<br />
|title=Attack on the Pinball Fortress<br />
|description=In the adaptation of ''[[Sonic the Hedgehog Spinball|Sonic Spinball]]'' for the [[sega:Sega Mega Drive|Sega Mega Drive]], Sonic, Wes Weasley and Sergeant Doberman attempt to breach the defenses of Robotnik's new fortress, and none of them can stand the sight of each other.<br />
Sonic Sez: Stupidity <br />
|ReleaseDate1=10/14/1993<br />
}}<br />
{{Episode list<br />
|episodenumber=46<br />
|title=The Last Resort<br />
|description=When Robotnik announces his intention to give up villainy, Sonic is therefore forced into retirement, and the offer of an all expenses paid adventure holiday from a town's grateful mayor seems like just a thing to relieve his and Tails' boredom.<br />
Sonic Sez: Walking alone <br />
|ReleaseDate1=10/15/1993<br />
}}<br />
{{Episode list<br />
|episodenumber=47<br />
|title=Baby Sitter Jitters<br />
|description=Sonic and Tails babysit a pair of baby beavers who are at least as much trouble as Robotnik, and get themselves kidnapped at least as often as Tails! Robotnik attacks the heroes while they're pre-occupied, but the twins are ultimately better at seeing off villains than Sonic himself.<br />
Sonic Sez: Babysitting <br />
|ReleaseDate1=11/11/1993<br />
}}<br />
{{Episode list<br />
|episodenumber=48<br />
|title=Blackbot the Pirate<br />
|description=The Chaos Emerald mini-series starts off with Robotnik waiting for a good scientist, Professor Caninestein, to finish working on a time machine. Robotnik says he's going to use it to go back in time and steal four all-powerful "Chaos Emeralds of Invisibility, Invincibility, Immortality, and (the Power of) Life." Once he has all of them, he will become The Supreme High Robotnik!<br />
Sonic Sez: Caution with Sharp Objects<br />
|ReleaseDate1=10/26/1993<br />
}}<br />
{{Episode list<br />
|episodenumber=49<br />
|title=Hedgehog of the "Hound" Table<br />
|description=Robotnik and his robots head for the time of King Arthur and the Knights of the Round Table. Robotnik meets Merlence: the Wizard , who just hands him the Emerald of Invincibility. But holding the Emerald is just half the thing – you need to be king for it to work. So Robotnik takes over the throne and makes Merlence change Sonic's boots to stone.<br />
Sonic Sez: Swimming Alone <br />
|ReleaseDate1=10/27/1993<br />
}}<br />
{{Episode list<br />
|episodenumber=50<br />
|title=Robotnik's Pyramid Scheme<br />
|description=Robotnik and his followers escape from the lions, and head for ancient Mobegypt, when they can find the Emerald of Immortality. Robotnik, of course, knows that Sonic will try to stop him. But Robotnik has apparently got a surprise plan here - he tries to make sure Sonic is never born by preventing the Blue Blur's Egyptian ancestors, Masonic and Penelope, from meeting.<br />
Sonic Sez: Skateboard Safety <br />
|ReleaseDate1=10/28/1993<br />
}}<br />
{{Episode list<br />
|episodenumber=51<br />
|title=Prehistoric Sonic<br />
|description=The Badniks go back to the Mesozoic Era and steal the Emerald of Life, but not before Robotnik kills his Dumbniks to do so by throwing them into the volcano. Sonic is too late to stop him. Robotnik and his morons (who have somehow been resurrected despite getting thrown into the lava) go back to the last three episodes to get the other Emeralds.<br />
Sonic Sez: Eletcrical Appliance Safety <br />
|ReleaseDate1=10/29/1993<br />
}}<br />
{{Episode list<br />
|episodenumber=52<br />
|title=Super Robotnik<br />
|description=Coconuts knocks a bunch of chemical mixes off a shelf into a vat. Robotnik falls into them and gains super powers as he challenges Sonic to a series of physical tests - and the one who loses the most has to leave Mobius forever!<br />
Sonic Sez: Chemicals <br />
|ReleaseDate1=11/05/1993<br />
}}<br />
{{Episode list<br />
|episodenumber=53<br />
|title=Honey, I Shrunk the Hedgehog<br />
|description=Robotnik hatches a plan to shrink the sources of all of Mobius' natural resources, and keep them all in his fortress! Hit by his shrink ray, Sonic and Tails must make their way across the doctor's lab and join forces with the residents of the shrunken cities to stop Robotnik!<br />
Sonic Sez: Recycling <br />
|ReleaseDate1=11/18/1993<br />
}}<br />
{{Episode list<br />
|episodenumber=54<br />
|title=Robotnikland<br />
|description=Robotnik traps Sonic in his death-trap amusement park called Robotnik Land. There Robotnik tortures Sonic and it's his birthday! Can you believe it? Will Sonic escape?<br />
Sonic Sez: Cooking <br />
|ReleaseDate1=11/25/1993<br />
}}<br />
{{Episode list<br />
|episodenumber=55<br />
|title=The Mobius 5000<br />
|description=When Robotnik threatens to close down an orphanage and evict all the poor little orphans, Sonic and Tails enter Caninestein's car design in a race, in an attempt to win the prize money! But the robots, Scratch and Grounder are also competing, and dog Sonic and Tails all the way, until they realize that they may be replaced if Sonic is defeated.<br />
Sonic Sez: Car Safety <br />
|ReleaseDate1=11/17/1993<br />
}}<br />
{{Episode list<br />
|episodenumber=56<br />
|title=The Little Merhog<br />
|description=While fishing, when Tails pulls out a mermaid hedgehog named Merna, its up to Sonic and Tails to save the day when they find out Dr. Robotnik is destroying her underwater city.<br />
Sonic Sez: Matches <br />
|ReleaseDate1=11/26/1993<br />
}}<br />
{{Episode list<br />
|episodenumber=57<br />
|title=Road Hog<br />
|description=Sonic gets a speeding ticket that he can't afford to pay, and has to do labor in a field to make up for it. Meanwhile, he learns of a plan that Robotnik is going to use special pollen that hypnotizes people and makes them do his bidding! Problem is - how can he hope to stop Robotnik if he's trapped doing hard time?<br />
Sonic Sez: Calling for Help <br />
|ReleaseDate1=11/16/1993<br />
}}<br />
{{Episode list<br />
|episodenumber=58<br />
|title=Lifestyles of the Sick and Twisted<br />
|description=A parody of the old Lifestyles of the Rich and Famous, except about Robotnik and his daily routine of evil - with a twist: especially when Robotnik kidnaps Robin Leech's niece! And to top that - Robin isn't so much of a good egg himself...<br />
Sonic Sez: Vandalism<br />
|ReleaseDate1=11/15/1993<br />
}}<br />
{{Episode list<br />
|episodenumber=59<br />
|title=The Robots' Robot<br />
|description=Dr. Robotnik invents a machine that literally implodes everything, he's going to use it to conquer the planet once and for all once he installs the BLAMMO component . . . Meanwhile, Scratch and Grounder create a robot out of spare parts that they use to do their bidding.<br />
Sonic Sez: Fire <br />
|ReleaseDate1=12/02/1993<br />
}}<br />
{{Episode list<br />
|episodenumber=60<br />
|title=Tails' Tale<br />
|description=When Sonic disappears from the face of the planet mysteriously, it's up to Tails to locate him with the help of Professor Dinglehopper! But a mysterious lost city and unknown doings by Dr. Robotnik may complicate problems. And just what did happen to Sonic anyway?<br />
Sonic Sez: Computers <br />
|ReleaseDate1=12/01/1993<br />
}}<br />
{{Episode list<br />
|episodenumber=61<br />
|title=Fast and Easy<br />
|description=Robotnik is after Easy Eddie, a pick pocket ferret that took his Chaos Emerald ring that he was going to use to conquer Mobius by flooding it and he wants it back.<br />
Sonic Sez: Breakfast <br />
|ReleaseDate1=11/30/1993<br />
}}<br />
{{Episode list<br />
|episodenumber=62<br />
|title=Sonic is Running<br />
|description=Robotnik is running for president, and Sonic runs against him to ensure that Robotnik won't win.<br />
Sonic Sez: Tooth Pain<br />
|ReleaseDate1=11/23/1993<br />
}}<br />
{{Episode list<br />
|episodenumber=63<br />
|title=Robo-Ninjas<br />
|description=Robotnik captures a master of martial arts (Miyagi by any other name), and steals his knowledge in order to turn Scratch and Grounder into better fighters. The master's pupil comes to Sonic and Tails for help, and the trio then battle the robots for the sensei's freedom.<br />
Sonic Sez: Road Safety <br />
|ReleaseDate1=11/29/1993<br />
}}<br />
{{Episode list<br />
|episodenumber=64<br />
|title=Sonically Ever After<br />
|description=Robotnik invents a ray gun that literally transports Sonic, Tails, and Robotnik's gang into a storybook!<br />
Sonic Sez: Library <br />
|ReleaseDate1=11/03/1993<br />
}}<br />
{{Episode list<br />
|episodenumber=65<br />
|title=Hero of the Year<br />
|description=Wes Weasly hosts a roast to Sonic, to give him a Hero of the year award, but what Sonic doesn't yet know is that is all a trap set by Robotnik.<br />
Sonic Sez: Alcohol <br />
|ReleaseDate1=12/03/1993<br />
}}<br />
{{Episode list<br />
|episodenumber=S01<br />
|title=Sonic Christmas Blast<br />
|description=While searching for a present for Princess Sally, Sonic and Tails learn that Dr. Robotnik, posing as Robotnik Claus, has stolen every gift on the planet.<br />
|ReleaseDate1=12/24/1996<br />
}}<br />
|}<br />
<br />
{{AoStHSeason1P1}}<br />
{{AoStHSeason1P2}}<br />
{{AoStHSeason1P3}}<br />
<br />
[[Category:Adventures of Sonic the Hedgehog]]</div>
Andy198887
https://info.sonicretro.org/index.php?title=Sonic_2_in_1&diff=228621
Sonic 2 in 1
2017-03-19T00:25:55Z
<p>Andy198887: </p>
<hr />
<div>{{sub-stub}}<br />
{{Bob<br />
| bobscreen=S2ggtitle.png<br />
| scale=1.2<br />
| publisher=[[Sega]]<br />
| developer=[[Sega]]<br />
| system=[[Sega Game Gear]]<br />
| releases=<br />
{{release|GG|EU|1995-10-18||2568}}<br />
| genre=Game Compilation<br />
| gamecount=2<br />
}}<br />
<br />
'''''Sonic 2 in 1''''' is a compilation of two ''Sonic'' games for the [[Sega Game Gear]] - ''[[Sonic the Hedgehog 2 (8-bit)|Sonic the Hedgehog 2]]'' and ''[[Sonic Spinball (8-bit)|Sonic Spinball]]''. It was a European-exclusive release and is hard to find today, even on the Internet on websites such as eBay. The method of switching between games is unique among Sonic compilation games, since instead of having a menu to switch games, it changes automatically when the system is power-cycled.<br />
<br />
==Manuals==<br />
*[[Sonic 2 in 1 EU Manual]]<br />
<br />
==Resources==<br />
===Physical Scans===<br />
{{Scanbox<br />
| console=Game Gear<br />
| region=EU<br />
| front=Sonic 2in1 eu box.jpg<br />
| back=<br />
| spine=<br />
| spinemissing=<br />
| cart=2in1 gg eu cart.jpg<br />
| manual=<br />
}}<br />
<br />
{{SonicGGGames}}<br />
<br />
[[Category:Game Gear and Master System games]]<br />
[[Category:Game compilations]]</div>
Andy198887
https://info.sonicretro.org/index.php?title=Sonic_Spinball_(8-bit)&diff=228620
Sonic Spinball (8-bit)
2017-03-19T00:24:03Z
<p>Andy198887: </p>
<hr />
<div>{{Bob<br />
| bobscreen=Sonic Spinball GG title.png<br />
| scale=1.2<br />
| title=Sonic Spinball<br />
| publisher=[[Sega]]<br />
| developer=[[Sega Interactive Development Division]]<br />
| system=[[Sega Game Gear]], [[Sega Master System]]<br />
| romsize=512 KB<br />
| releases=<br />
{{release|GG|EU|1994-08-12||2526}}<br />
{{release|GG|US|1994-09-14||}}<br />
{{release|GG|US (Majesco)|1994-12-01||1200}}<br />
{{release|GG|BR|1994-12-22||077.060}}<br />
{{release|SMS|EU|1995-01-25||9034}}<br />
{{release|SMS|BR|1995-01-25||028.480}}<br />
{{release|SMS|AU|1995-05-01||FSON05SEC}}<br />
{{release|SMS|PT|1996-01-01|4,990|}}<br />
| genre=Pinball<br />
| esrb=e<br />
| pegi=3<br />
| cero=free<br />
| usk=0<br />
| oflc=g8<br />
| grb=a<br />
}}<br />
'''''Sonic Spinball''''' is a 8-bit port of the [[Sega Mega Drive]] game ''[[Sonic Spinball]]'', for the [[Sega Game Gear]] and [[Sega Master System]]. The objective of this pinball game remains the same as the 16-bit game as obstacles still need to be cleared, [[Chaos Emeralds]] must be collected, and bosses must be defeated. Enemies are the same and the theme of the levels are also the same. <br />
<br />
Although the levels carry the same theme as the 16-bit game, the layout of the levels and the graphics are different. Due to the different level layout there are several more opportunities to travel on foot. The speed is also slower and can make the game feel a bit floaty. The bonus stages are also different as they have the same objective level to level, and do not change to a first person perspective. There are also hidden rooms which contain cheat code bearing monitors, which when broken, will display a cheat code. The ''[[Adventures of Sonic the Hedgehog]]'' and ''[[SatAM]]'' character cameos are also dropped from the [[Bonus Stage (Sonic Spinball 8-bit)|Bonus Stage]], although curiously, the ''AoStH'' model for Robotnik is used on the box art, while the Doctor's usual games look was used on the 16-bit packaging.<br />
<br />
It is also possible to win a free ball after getting a Game Over. This is done by stopping the on screen spinning roulette wheel that appears and matching these four numbers with the last four numbers in the current score. If the four numbers are matched up successfully a free ball will be rewarded.<br />
<br />
==Manuals==<br />
{{main|Sonic Spinball (8-bit) manuals}}<br />
<gallery><br />
SonicSpinball GG US manual.pdf|Game Gear, US<br />
Sonic Spinball SMS AU Manual.pdf|Master System, AU<br />
</gallery><br />
<br />
==Also Released On==<br />
* ''[[Sonic 2 in 1]]'' for the [[Game Gear]] (1995)<br />
* ''[[Sonic Adventure DX: Director's Cut]]'' for the [[Nintendo GameCube]] (2003)<br />
* ''[[Sonic Gems Collection]]'' for the [[Nintendo GameCube]] (2005)<br />
* ''[[Sonic the Hedgehog Chaos & Spinball]]'' for the [[Techno Source]] Plug and play console (2005)<br />
* ''[[Sonic PC Collection]]'' for the PC (2009)<br />
* ''[[FunPlay 20-in-1]]'' for the Plug and Play console (2009)<br />
<br />
==Production Credits==<br />
{{multicol|<br />
===Game Gear Version===<br />
: '''Sega Interactive'''<br />
Developed by: [[sega:Sega Interactive|Sega Interactive Development Division]]<br/><br />
Lead Programmer: [[sega:Hideki A. Ikeda|Hideki Ikeda]]<br/><br />
Lead Artist: [[sega:Michael Chung|Michael Chung]]<br/><br />
Producer: [[sega:Jason Lewis|Jason Lewis]]<br/><br />
Programmers: [[sega:Terry Kirch|Terry Kirch]], [[sega:Frank E. Lucero|Frank E. Lucero]], [[sega:Hooell Monleon|Hooell Monleon]], [[sega:Roy Pitchford|Roy Pitchford]], Alan Shapiro<br/><br />
Artists: [[sega:Sandra B. Christensen|Sandy Christensen]], [[sega:Larry Flores|Larry Flores]], [[sega:Kevin Lee|Kevin Lee]], [[sega:Michael Tamura|Michael Tamura]]<br/><br />
Technical Director: [[sega:Michael Terlecki|Michael Terlecki]]<br/><br />
Art Director: [[sega:Maureen Kringen|Maureen Kringen]]<br/><br />
Musical Composition/Sound Effects: [[sega:Paul Gadbois|Paul Gadbois]] (Music Director), [[sega:David Delia|Dave Delia]], [[Howard Drossin]], Brad Scott Gish<br/><br />
Graphics Utilities: [[sega:Claude Foucault|Claude Foucault]], [[sega:Alex Suzdaltsev|Alex Suzdaltsev]]<br/><br />
Multimedia Support: [[sega:Steven Lashower|Steve Lashower]], [[sega:Fred Weimer|Fred Weimer]]<br/><br />
Title Page: [[Sega Technical Institute]]<br/><br />
Gameplay Consultation: [[sega:Jack Loh|Jack Loh]]<br/><br />
Physics Consultation: Dr. Scott Gould<br/><br />
Special Thanks to: [[sega:Steven Apour|Steve Apour]], [[sega:John P. Dugan|John Duggan]], [[sega:James T. Tomasko|Jim Tomasko]], [[sega:Chris Warner|Chris Warner]], Everyone at [[Sega Technical Institute]], Western Arcade, Ric "Big Dog" Curtis, [[sega:Bob Morrison|Bob Morrison]], [[sega:Kevin Lee|Kevin Lee]], [[sega:John Kuwaye|John Kuwaye]], [[sega:John C. Brandstetter|John Brandstetter]], Brianna L. Lucero, Dr. Michael E. Klein, and... [[Tails]]<br/><br />
<br />
: '''Sega of America'''<br />
Product Manager: [[sega:Chrissie Huneke-Kremer|Chrissie Huneke]]<br/><br />
GameGear Marketing: [[sega:Robert W. Lindsey|Robert Lindsey]]<br/><br />
Lead Tester: [[sega:Marc Dawson|Marc Dawson]]<br/><br />
Assistant Lead Tester: [[sega:Stan Weaver|Stan Weaver]], [[sega:Gregg Vogt|Greg Vogt]]<br/><br />
Testers: [[sega:Crisi Albertson|Crisi Albertson]], [[sega:Jennifer Brozek|Jennifer Brozek]], [[sega:Joe Cain|Joe Cain]], [[sega:Ivan Foong|Ivan Foong]], [[sega:Lawrence Gibson|Lawrence Gibson]], [[sega:Rick Greer|Rick Greer]], [[sega:Randall Hauser|Randall Hauser]], [[sega:Richie Hideshima|Richie Hideshima]], [[sega:Darin Johnston|Darin Johnston]], [[sega:Jeffrey L. Loney|Jeff Loney]], [[sega:Ryan McLaughlin|Ryan McLaughlin]], [[sega:Joanna Pataki|Joanna Pataki]], [[sega:David Parkinson|Dave Perkinson]], [[sega:Loran Pudinski|Loran Pudinski]], [[sega:Sam Saliba|Sam Saliba]], [[sega:Kevin Seiter|Kevin Seiter]], [[sega:Timothy Spengler|Tim Spengler]], [[sega:Mark Subotnick|Mark Subotnik]], [[sega:Maria Tuzzo|Maria Tuzzo]], [[sega:Matt Underwood|Matt Underwood]], [[sega:Fernando Valderrama|Fernando Valderrama]], [[sega:Alex Villagran|Alex Villagran]], [[sega:Greg Watkins|Gregg Watkins]], [[sega:David Wood|David Wood]], [[sega:Bill Person|Bill Person]], [[sega:Greg Becksted|Greg Becksted]], Brian Harp, [[sega:Andrew Podesta|Andrew Podesta]]<br/><br />
<br />
<br />
===Master System Version===<br />
: '''Sega Interactive'''<br />
Developed by: [[sega:Sega Interactive|Sega Interactive Development Division]]<br/><br />
Lead Programmer: [[sega:Hideki A. Ikeda|Hideki Ikeda]]<br/><br />
Lead Artist: [[sega:Michael Chung|Michael Chung]]<br/><br />
Producer MS: [[sega:John C. Brandstetter|John Brandstetter]]<br/><br />
Producer GG: [[sega:Jason Lewis|Jason Lewis]]<br/><br />
Programmers: [[sega:Terry Kirch|Terry Kirch]], [[sega:Frank E. Lucero|Frank E. Lucero]], [[sega:Hooell Monleon|Hooell Monleon]], [[sega:Roy Pitchford|Roy Pitchford]], Alan Shapiro<br/><br />
Artists: [[sega:Sandra B. Christensen|Sandy Christensen]], [[sega:Larry Flores|Larry Flores]], [[sega:Kevin Lee|Kevin Lee]], [[sega:Michael Tamura|Michael Tamura]]<br/><br />
Technical Director: [[sega:Michael Terlecki|Michael Terlecki]]<br/><br />
Art Director: [[sega:Maureen Kringen|Maureen Kringen]]<br/><br />
Musical Composition/Sound Effects: [[sega:Paul Gadbois|Paul Gadbois]] (Music Director), [[sega:David Delia|Dave Delia]], [[Howard Drossin]], Brad Scott Gish<br/><br />
Graphics Utilities: [[sega:Claude Foucault|Claude Foucault]], [[sega:Alex Suzdaltsev|Alex Suzdaltsev]]<br/><br />
Multimedia Support: [[sega:Fred Weimer|Fred Weimer]], [[sega:Steven Lashower|Steve Lashower]]<br/><br />
Gameplay Consultation: [[sega:Jack Loh|Jack Loh]]<br/><br />
Physics Consultation: Dr. Scott Gould<br/><br />
Special Thanks to: [[sega:Steven Apour|Steve Apour]], [[sega:John P. Dugan|John Duggan]], [[sega:James T. Tomasko|Jim Tomasko]], [[sega:Chris Warner|Chris Warner]], Everyone at [[Sega Technical Institute]], Western Arcade, Ric "Big Dog" Curtis, [[sega:Bob Morrison|Bob Morrison]], [[sega:Kevin Lee|Kevin Lee]], [[sega:John Kuwaye|John Kuwaye]], [[sega:John C. Brandstetter|James Brandstetter]], Brianna L. Lucero, Dr. Michael E. Klein, and... [[Tails]]<br/><br />
<br />
: '''Sega of America'''<br />
Product Manager: [[sega:Chrissie Huneke-Kremer|Chrissie Huneke]]<br/><br />
GameGear Marketing: [[sega:Robert W. Lindsey|Robert Lindsey]]<br/><br />
Manager of Test: [[sega:Stephen Patterson|Steve Patterson]]<br/><br />
Lead Tester: [[sega:Marc Dawson|Marc Dawson]]<br/><br />
Assistant Lead Tester: [[sega:Stan Weaver|Stan Weaver]], [[sega:Gregg Vogt|Greg Vogt]]<br/><br />
Testers GG: [[sega:Crisi Albertson|Crisi Albertson]], [[sega:Jennifer Brozek|Jennifer Brozek]], [[sega:Joe Cain|Joe Cain]], [[sega:Ivan Foong|Ivan Foong]], [[sega:Lawrence Gibson|Lawrence Gibson]], [[sega:Rick Greer|Rick Greer]], [[sega:Randall Hauser|Randall Hauser]], [[sega:Richie Hideshima|Richie Hideshima]], [[sega:Darin Johnston|Darin Johnston]], [[sega:Jeffrey L. Loney|Jeff Loney]], [[sega:Ryan McLaughlin|Ryan McLaughlin]], [[sega:Joanna Pataki|Joanna Pataki]], [[sega:David Parkinson|Dave Perkinson]], [[sega:Loran Pudinski|Loran Pudinski]], [[sega:Sam Saliba|Sam Saliba]], [[sega:Kevin Seiter|Kevin Seiter]], [[sega:Timothy Spengler|Tim Spengler]], [[sega:Mark Subotnick|Mark Subotnik]], [[sega:Maria Tuzzo|Maria Tuzzo]], [[sega:Matt Underwood|Matt Underwood]], [[sega:Fernando Valderrama|Fernando Valderrama]], [[sega:Alex Villagran|Alex Villagran]], [[sega:Greg Watkins|Gregg Watkins]], [[sega:David Wood|David Wood]], [[sega:Bill Person|Bill Person]], [[sega:Greg Becksted|Greg Becksted]], Brian Harp, [[sega:Andrew Podesta|Andrew Podesta]]<br />
}}<br />
<br />
==Physical Scans==<br />
===Game Gear version===<br />
{{ratings<br />
| icon=GG<br />
| segamaguk=87<br />
| segamaguk_source={{num|9|page=88}}<br />
| segapower=82<br />
| segapower_source={{num|58|page=64}}<br />
| segapro=60<br />
| segapro_source=[[Review - Sonic Spinball (8-bit) (Sega Pro, September 1994)|#36 Pg 50/51]]<br />
| stc=80<br />
| stc_source={{num|34|page=11}}<br />
}}<br />
{{Scanbox<br />
| console=Game Gear<br />
| region=US<br />
| front=Spinballgg-box-us.jpg<br />
| back=<br />
| spine=<br />
| spinemissing=<br />
| cart=<br />
| manual=SonicSpinball GG US manual.pdf<br />
}}{{Scanbox<br />
| console=Game Gear<br />
| region=US ([[sega:Majesco|Majesco]] rerelease)<br />
| front=<br />
| back=<br />
| spine=<br />
| spinemissing=<br />
| cart=Spinball gg us majesco cart.jpg<br />
| manual=<br />
}}{{Scanbox<br />
| console=Game Gear<br />
| region=EU<br />
| front=Spinballgg-box-eu.jpg<br />
| back=SonicSpinball GG EU Box Back.jpg<br />
| spine=<br />
| spinemissing=yes<br />
| cart=Spinball gg eu cart.jpg<br />
| manual=<br />
}}<br />
<br />
===Master System version===<br />
{{ratings<br />
| icon=SMS<br />
| segapro=59<br />
| segapro_source=[[Review - Sonic Spinball (8-bit) (Sega Pro, February 1995)|#41 Pg 48]]<br />
}}<br />
{{Scanbox<br />
| console=Master System<br />
| region=EU<br />
| front=Spinballms-box-eu.jpg<br />
| cart=<br />
| manual=<br />
}}{{Scanbox<br />
| console=Master System<br />
| region=AU<br />
| front=Spinballms-box-aus.jpg<br />
| cart=Spinball ms au cart.jpg<br />
| cartback=Sonic Spinball (Silver) SMS AU Cart Back.jpg<br />
| carttop=Sonic Spinball (Silver) SMS AU Cart Top.jpg<br />
| manual=Sonic Spinball SMS AU Manual.pdf<br />
}}{{Scanbox<br />
| console=Master System<br />
| region=BR<br />
| front=Spinballms-box-br.jpg<br />
| cart=Spinball ms br cart.jpg<br />
| manual=<br />
}}{{Scanbox<br />
| console=Master System<br />
| region=PT<br />
| front=Spinballms-box-pt.jpg<br />
| cart=<br />
| manual=<br />
}}<br />
<br />
{{SonicSpinball8bitOmni}}<br />
{{SonicGGGames}}<br />
[[Category:Game Gear and Master System games]]</div>
Andy198887
https://info.sonicretro.org/index.php?title=Sonic_Drift_2&diff=228619
Sonic Drift 2
2017-03-19T00:21:16Z
<p>Andy198887: </p>
<hr />
<div>{{Bob<br />
| bobscreen=Sonic Drift 2 title.png<br />
| publisher=[[Sega]]<br />
| developer=[[Sega]]<br />
| system=[[Sega Game Gear]]<br />
| romsize=512 KB<br />
| releases=<br />
{{release|GG|JP|1995-03-17|¥3,800|G-3366}}<br />
{{release|GG|EU|1995-04-07 {{fileref|CVG UK 161.pdf|page=97}}|£24.99 {{fileref|CVG UK 161.pdf|page=97}}|2563-50}}<br />
{{release|GG|US|1995-11-15||2562}}<br />
{{release|VC3DS|JP|2012-11-14|¥300 with tax}}<br />
{{release|VC3DS|NA/EU|2013-07-04|}}<br />
| genre=[[Racing]]<br />
| seealso=Sonic Drift<br />
| esrb=e|pegi=3|cero=free|usk=0|oflc=g8|grb=a<br />
}}<br />
<br />
'''''Sonic Drift 2''''' (ソニックドリフト2), called '''''Sonic Drift Racing''''' in Europe, is a kart racing game for the [[Sega Game Gear|Game Gear]] and the sequel to ''[[Sonic Drift]]''. It features [[Sonic the Hedgehog]], [[Miles "Tails" Prower|Tails]], [[Amy Rose]], and [[Dr. Eggman]] from the original ''Sonic Drift''. Newly added characters are [[Knuckles the Echidna|Knuckles]], [[Fang the Sniper|Fang]], and [[Metal Sonic]]. As in the last game, players race around a track collecting rings and power-ups.<br />
<br />
An [[Sonic Drift 2 SMS|unofficial port]] to the Master System was made by [[Shibunoa]] on June 1st, 2009. The conversion is currently in an early state, but is fully<br />
playable.<br />
<br />
==Gameplay==<br />
<br />
The objective of the game is the same as its predecessor, to win the three different ''Chaos GPs'' (purple, white and blue emerald). Each ''Chaos GP'' has six different tracks, some based on Sonic 2 and 3 game levels' design, but mostly are new. Three [[Chaos Emerald]]s are awarded for winning races. If Sonic, Tails, Knuckles or Amy collect all six in the Blue GP, they will face Dr. Eggman in a final race around the Death Egg. If Eggman, Metal Sonic or Nack collect all six in the Blue GP, they will face Sonic in the final race.<br />
<br />
Gameplay is nearly the same as the original ''Sonic Drift'' as the directional pad steers, {{up}} uses rings for a burst of speed, and the two buttons are used for acceleration and braking. Rings are lost during collisions. The AI of the game is also much smarter and it takes effort to keep the top position. The Item boxes also are not used automatically upon being touched as in the previous game. Instead, an icon appears on the top of the screen and {{up}} on the directional pad must be pressed to use the item. Only one item can be held at a time. However, the Star and Reverse balls are triggered upon impact and cannot be saved.<br />
<br />
Everything else is exactly the same except for the number of tracks. The game features the same additional modes of play and game difficulty. There's an enhanced option however, the choice of having obstacles or not.<br />
<br />
===Characters===<br />
<br />
{| class="prettytable"<br />
!rowspan="2" colspan="2" width="11%"|Character !! width="14%" rowspan="2"|Vehicle !! rowspan="2"|Special Move !! width="24%" colspan="3"|Gameplay<br />
|-<br />
! Acceleration !! Speed !! Handling<br />
|-<br />
|align="center"|[[File:Drift 2 Sonic.png]] || Sonic || Cyclone || Speed dash (same as red monitor power-up) || High || High || Low<br />
|-<br />
|align="center"|[[File:Drift 2 Tails.png]] || Tails || MTP-02 Whirlwind S7 || Jump over (same as spring power-up) || Medium || Medium || Medium<br />
|-<br />
|align="center"|[[File:Drift 2 Amy.png]] || Amy || Breeze || Toss heart (reduces other's speed) || High || Low || Medium<br />
|-<br />
|align="center"|[[File:Drift 2 Eggman.png]] || Eggman || Egg Typhoon || Drop mine (same as collision) || Low || Decent || Very high<br />
|-<br />
|align="center"|[[File:Drift 2 MetalSonic.png]] || Metal Sonic || Blue Devil || Super speed dash (more than red monitor power-up, uses three rings)|| Very high || Very high || Very low<br />
|-<br />
|align="center"|[[File:Drift 2 Fang.png]] || Fang || Marvelous Queen || Sling oil balls (same as collision) || High || High || Low<br />
|-<br />
|align="center"|[[File:Drift 2 Knuckles.png]] || Knuckles || Tempest || Punch if within range (same as collision), otherwise jump over (same as spring power-up). || Medium || Medium || Medium<br />
|}<br />
<br />
===Power-Ups===<br />
<br />
Power-ups are scattered throughout each track, with a variety of abilities. Like it was mentioned before, the power-ups cannot be accumulated and they do not respawn in each lap either.<br />
<br />
{| class="prettytable"<br />
!Sprite !! Power-up !! Description<br />
|-<br />
|align="center"|[[File:Drift 2 Ring.png]] || Rings || Collecting two rings (or three in the case of Metal Sonic) allows the player to use their special attack.<br />
|-<br />
|align="center"|[[File:Drift 2 Spring.png]] || Spring || These all launch the player up into the air, increasing the speed.<br />
|-<br />
|align="center"|[[File:Drift 2 Star.png]] || Star || The screen whites for everyone.<br />
|-<br />
|align="center"|[[File:Drift 2 Ball.png]] || Reverse ball || Steering is reversed.<br />
|-<br />
|align="center"|[[File:Drift 2 RedMonitor.png]] || Red Monitor<br/>(speed) || Makes the player dash down the track with a momentary burst of speed.<br />
|-<br />
|align="center"|[[File:Drift 2 BlueMonitor.png]] || Blue Monitor<br/>(invincibility) || Makes the player invincible for a short period of time. The BGM during invincibility is based on ''Sonic 3''<nowiki>'</nowiki>s invincibility theme.<br />
|-<br />
|align="center"|[[File:Drift 2 YellowMonitor.png]] || Yellow Monitor<br/>(spring) || Same as Spring.<br />
|-<br />
|align="center"|[[File:Drift 2 BlackMonitor.png]] || Black Monitor<br/>(mine) || Slings a mine to the track and has the same effect as a collision.<br />
|}<br />
<br />
==Courses==<br />
* [[Purple Chaos GP]]<br />
* [[White Chaos GP]]<br />
* [[Blue Chaos GP]]<br />
* [[Final GP]]<br />
<br />
==Manuals==<br />
{{main|Sonic Drift 2 manuals}}<br />
<gallery><br />
SonicDrift2 GG US manual.pdf|Game Gear, US<br />
SonicDrift2 GG JP manual.pdf|Game Gear, JP<br />
</gallery><br />
<br />
==Also Released On==<br />
* ''[[Sonic Adventure DX: Director's Cut]]'' for the [[GameCube]] (2003)<br />
* ''[[Sonic Gems Collection]]'' for the [[Nintendo GameCube]] and [[PlayStation 2]] (2005)<br />
* ''[[Coleco Sonic]]'' for [[Coleco]] plug and play (2006)<br />
* ''[[Playpal Plug and Play]]'' for the [[Coleco]] Plug and play console (2006)<br />
* ''[[Tectoy Master System 3]]'' for the [[Tectoy]] Plug and play console (2008)<br />
* ''[[Sonic PC Collection]]'' for the PC (2009)<br />
*''[[FunPlay 20-in-1]]'' for the Plug and Play console (2009)<br />
<br />
==Production Credits==<br />
Programmer: A.Morino<br/><br />
Artist: K.Tamura, H.Takano, A.Tezuka<br/><br />
Sound: [[Masayuki Nagao|M.Nagao]], [[Saori Kobayashi|S.Kobayashi]]<br/><br />
Planner: [[Norihito Kato|N.Katoh]]<br/><br />
Director: [[sega:Katsuhiro Hasegawa|K.Hasegawa]]<br/><br />
Producer: [[sega:Motoshige Hokoyama|M.Hokoyama]]<br/><br />
Special Thanks to: T.Kosuge, [[Shinichi Higashi|S.Higashi]], R.Fujimura, [[sega:Yasuhiro Nishimoto|Y.Nishimoto]], [[sega:Tadashi Ihoroi|T.Ihoroi]]<br/><br />
Presented by: [[Sega]]<br />
<br />
==Resources==<br />
===Physical Scans===<br />
{{ratings<br />
| icon=GG<br />
| gamesworld=80<br />
| gamesworld_source={{num|11|page=85}}<br />
| segamaguk=77<br />
| segamaguk_source={{num|16|page=88/89}}<br />
| segapower=81<br />
| segapower_source={{num|66|page=57}}<br />
| stc=67<br />
| stc_source={{num|49|page=12}}<br />
}}<br />
{{Scanbox<br />
| console=Game Gear<br />
| region=US<br />
| front=Drift2_US_Boxart.jpg<br />
| back=<br />
| spine=<br />
| spinemissing=<br />
| cart=Sd2-us-gg-cart.JPG<br />
| manual=SonicDrift2 GG US manual.pdf<br />
}}{{Scanbox<br />
| console=Game Gear<br />
| region=EU<br />
| front=Drift2_EU_Boxart.jpg<br />
| back=Drift2 EU Boxart back.jpg<br />
| spine=<br />
| spinemissing=yes<br />
| cart=Sd2-eu-gg-cart.jpg<br />
| manual=<br />
}}{{Scanbox<br />
| console=Game Gear<br />
| region=JP<br />
| front=Drift2_JP_Boxart.jpg<br />
| back=Drift2 gg jp back cover.jpg<br />
| spine=<br />
| spinemissing=yes<br />
| cart=Drift2 gg jp cart.jpg<br />
| manual=SonicDrift2 GG JP manual.pdf<br />
}}<br />
<br />
===Artwork===<br />
<gallery><br />
Image:Sd2-logo.png<br />
Image:Sd2-sdracing.png<br />
Image:SSS SONICJ .png<br />
Image:Sd2-sonic.png<br />
Image:Sd2-tails.png<br />
Image:Sd2-knuckles.png<br />
Image:Sd2-fang.png<br />
Image:Sd2-eggman.png<br />
Image:Sd2-metalSonic.png<br />
Image:Sd2-amy.png<br />
</gallery><br />
<br />
*Additional artwork of the vehicles and characters can be found in the Japanese manual.<br />
<br />
==Trivia==<br />
*Knuckles and Metal Sonic had their names either misspelled or shortened due to space limitations: Knucles and M.Sonic.<br />
<br />
==References==<br />
<references/><br />
<br />
<br />
<!-- TODO: Remove extra linebreak after converting SonDrift2Levels to the new Omni template. --><br />
{{SonDrift2Levels}}<br />
{{SonicGGGames}}<br />
[[Category:Game Gear and Master System games]]</div>
Andy198887
https://info.sonicretro.org/index.php?title=Dr._Robotnik%27s_Mean_Bean_Machine_(8-bit)&diff=228618
Dr. Robotnik's Mean Bean Machine (8-bit)
2017-03-19T00:18:45Z
<p>Andy198887: </p>
<hr />
<div>{{Bob<br />
| bobscreen=Mean Bean GG title.png<br />
| scale=1.2<br />
| title=Dr. Robotnik's<br>Mean Bean Machine<br />
| publisher=[[Sega]]<br />
| developer=[[Compile]]<br />
| system=[[Sega Game Gear]], [[Sega Master System]]<br />
| romsize=256 KB<br />
| releases=<br />
{{release|GG|US|1993-12-25{{fileref|GamePro US 055.pdf|page=152}}|34.95{{fileref|GamePro US 055.pdf|page=152}}|2446}}<br />
{{release|GG|EU|1994-01-01|£29.99|2446}}<br />
{{release|SMS|EU|1994-07-26||7123}}<br />
{{release|SMS|AU|1994-08-02||FDRR00SEC}}<br />
{{release|SMS|BR|1994-07-31||025360}}<br />
| genre=Puzzle<br />
|esrb=e|pegi=3|cero=free|usk=0|oflc=g8|grb=a<br />
}}<br />
<br />
'''''Dr. Robotnik's Mean Bean Machine''''' is a puzzle game for the [[Sega Game Gear]] and [[Sega Master System]]. It is similar to its [[Dr. Robotnik's Mean Bean Machine|16-bit counterpart]] for the [[sega:Sega Mega Drive|Sega Mega Drive / Genesis]], but contains an additional Puzzle Mode that is not present in the Mega Drive version. This version was included as an unlockable game in ''[[Sonic Adventure DX: Director's Cut]]'', and later as a default game in the compilation [[Sonic Mega Collection Plus]] (which itself featured in later compilations).<br />
<br />
For information on the storyline and gameplay common to both versions of the game, see [[Dr. Robotnik's Mean Bean Machine|the article about the 16-bit version]].<br />
<br />
==Puzzle Mode==<br />
Compile took the puzzle mode from ''[[sega:Nazo Puyo|Nazo Puyo]]'', released a few months earlier, and added them to this version of ''Mean Bean Machine''. The Puzzle Mode unique to this version requires the player to solve increasingly difficult puzzle challenges.<br />
<br />
==Also released in==<br />
* ''[[Sonic Adventure DX: Director's Cut]]'' for the [[sega:Nintendo GameCube|Nintendo GameCube]] (2003)<br />
* ''[[Sonic Mega Collection Plus]]'' for the [[sega:PlayStation 2|PlayStation 2]] and [[sega:Xbox|Xbox]] (2004)<br />
* ''[[Sonic Mega Collection Plus & Super Monkey Ball Deluxe]]'' for the Xbox (2005)<br />
* ''[[Sega Fun Pack: Sonic Mega Collection Plus & Shadow the Hedgehog]]'' for the PlayStation 2 (2009)<br />
* ''[[Sonic PC Collection]]'' for [[wikipedia:Microsoft Windows|Microsoft Windows]] based [[wikipedia:personal computer|personal computer]]s (2009)<br />
* ''[[FunPlay 20-in-1]]'' for the Plug and Play console (2009)<br />
* ''[[Virtual Console]]'' for the [[Nintendo 3DS]] (2013)<br />
<br />
==Production Credits==<br />
Producers: [[sega:Maxwell Taylor|Max Taylor]], [[sega:Masamitsu Niitani|Moo Niitani]]<br><br />
Directors: [[sega:Katsuhiro Hasegawa|Hase]], [[sega:Masanobu Tsukamoto|M.Tsukamoto]]<br><br />
Planner: Kazu&Kozu<br><br />
Programmers: E.D.A., Wahaha, Nattoh<br><br />
Designers: 7LY Big King, Noburin, AAA↲, [[Choko Kawaguchi|Choko]], U·D·K, [[sega:Maxwell Taylor|Max Taylor]], Brian Ransom, [[sega:David Albert|Dave Albert]], Tokifuru Morita<br><br />
Sound Programmers: [[Masayuki Nagao|Nagao'N'Gee]], [[sega:Masanori Hikichi|Hiki]], [[sega:Haruyo Oguro|Lotty]], [[David Javelosa]]<br><br />
Speical Thanks: Tsuka-P, 16Bit Staff<br><br />
©1993 [[Sega]]™<br><br />
©1993 [[Compile]]<br><br />
<br />
==Resources==<br />
===Manuals===<br />
<gallery><br />
DRMBM GG US manual.pdf|Game Gear, US<br />
DRMBM SMS EU manual.pdf|Master System, EU<br />
DRMBM SMS BR manual.pdf|Master System, BR<br />
DRMBM_SMS_AU_manual.pdf|Master System, AU<br />
</gallery><br />
===Physical Scans===<br />
====Game Gear version====<br />
{{ratings<br />
| icon=GG<br />
| gamepro=68<br />
| gamepro_source={{num|55|page=150|pdf=GamePro US 055.pdf|pdfpage=152}}<br />
| segamaguk=92<br />
| segamaguk_source={{num|1|page=106/107}}<br />
| segapower=92<br />
| segapower_source={{num|53|page=38/39}}<br />
| segapro=89<br />
| segapro_source=[[Review - Dr. Robotnik's Mean Bean Machine (8-bit) (Sega Pro, March 1994)|#29 Pg 58]]<br />
}}<br />
{{Scanbox<br />
| console=Game Gear<br />
| region=US<br />
| front=Meanbeangg-box-us.jpg<br />
| back=Meanbeangg-box-us back.jpg<br />
| spine=<br />
| spinemissing=yes<br />
| cart=Mbm gg us cart.jpg<br />
| manual=DRMBM GG US manual.pdf<br />
}}{{Scanbox<br />
| console=Game Gear<br />
| region=EU<br />
| front=Meanbeangg-box-eu.jpg<br />
| back=DrRMBM GG EU backcover.jpg<br />
| spine=DrRMBM_GG_EU_Spine1.jpg<br />
| spine2=DrRMBM_GG_EU_Spine2.jpg<br />
| cart=Mbm gg eu cart.jpg<br />
| manual=<br />
}}<br />
<br />
====Master System version====<br />
{{ratings<br />
| icon=SMS<br />
| segapower=92<br />
| segapower_source={{num|53|page=38/39}}<br />
| segapro=90<br />
| segapro_source=[[Review - Dr. Robotnik's Mean Bean Machine (8-bit) (Sega Pro, March 1994)|#29 Pg 68]]<br />
}}<br />
{{Scanbox<br />
| console=Master System<br />
| region=EU<br />
| front=Meanbeanms-box-eu.jpg<br />
| cart=Mbm_ms_eu_cart.jpg<br />
| cartback=Dr Robotniks Mean Bean Machine SMS EU Cart Back.jpg<br />
| carttop=Dr Robotniks Mean Bean Machine SMS EU Cart Top.jpg<br />
| manual=DRMBM SMS EU manual.pdf<br />
}}{{Scanbox<br />
| console=Master System<br />
| region=AU<br />
| front=Mean Bean Machine MS (Australia).jpg<br />
| cart=Mbm_ms_AU_cart.jpg<br />
| carttop=Mbm_ms_AU_carttop.jpg<br />
| cartback=Mbm_ms_AU_cart_back.jpg<br />
| manual=DRMBM_SMS_AU_manual.pdf<br />
}}{{Scanbox<br />
| console=Master System<br />
| region=BR<br />
| front=Mean Bean Machine MS (Tectoy).jpg<br />
| cart=<br />
| manual=DRMBM SMS BR manual.pdf<br />
}}<br />
<br />
== External links ==<br />
* [[wikipedia:Dr. Robotnik's Mean Bean Machine|Dr. Robotnik's Mean Bean Machine]] article (covers both 16-bit and 8-bit versions) on Wikipedia<br />
* [http://www.gamefaqs.com/console/sms/file/570220/54041 Jungon's Puzzle Mode FAQ/Walkthrough]<br />
<br />
{{MeanBean8-bitLevels}}<br />
{{SonicGGGames}}<br />
<br />
[[Category:Game Gear and Master System games]]</div>
Andy198887
https://info.sonicretro.org/index.php?title=Sonic_the_Hedgehog_2_(8-bit)&diff=228617
Sonic the Hedgehog 2 (8-bit)
2017-03-19T00:16:19Z
<p>Andy198887: </p>
<hr />
<div>{{Bob<br />
| bobscreen=S2 sms title.png<br />
| bobscreen2=S2ggtitle.png<br />
| tab1=Master System<br />
| tab2=Game Gear<br />
| title=Sonic the Hedgehog 2<br />
| publisher=[[sega:Sega|Sega]]<br />
| developer=[[sega:Aspect Co. Ltd|Aspect Co. Ltd]]<br />
| system=[[sega:Sega Master System|Sega Master System]], [[sega:Sega Game Gear|Sega Game Gear]]<br />
| romsize=512 KB<br />
| releases=<br />
{{release|SMS|EU|1992-10-16||9015}}<br />
{{release|SMS|AU|1992-11-25||}}<br />
{{release|SMS|BR|1992-10-25||028120}}<br />
{{release|SMS|KR|1992-11-29||GB4030JG}}<br />
{{release|GG|EU|1992-10-29|£27.99 {{fileref|Go UK 14.pdf|page=12}}|2507}}<br />
{{release|GG|US|1992-11-17|$39.99 {{fileref|GamePro US 044.pdf|page=163}}|2507}}<br />
{{release|GG|JP|1992-11-21|¥3,800|G-3321}}<br />
{{release|GG|JP (Meisaku)|1993-12-10||G-3338}}<br />
{{release|GG|KR|1992-11-25||GH4013JG}}<br />
{{release|GG|BR|1992-12-15||077010}}<br />
{{release|VC|JP|2008-11-18|500 points|}}<br />
{{release|VC|US|2008-12-08|500 points|}}<br />
{{release|VC|EU|2008-12-26|500 points|}}<br />
{{release|VC3DS|JP|2012-10-31|¥300 with tax|}}<br />
{{release|VC3DS|NA/EU|2013-06-27||}}<br />
| genre=Action<br />
|esrb=e|pegi=3|cero=free|usk=0|oflc=g8|grb=a<br />
}}<br />
<br />
'''''Sonic the Hedgehog 2''''' (ソニック・ザ・ヘッジホッグ2) was made in Japan by [[sega:Aspect Co. Ltd|Aspect Co. Ltd]] for the [[Sega Master System]] and later ported to the [[sega:Sega Game Gear|Sega Game Gear]]. Even though it shares its name with [[Sonic the Hedgehog 2 (16-bit)|the 16-bit version of ''Sonic 2'']] for the [[sega:Sega Mega Drive|Sega Mega Drive/Genesis]], it is not a port, as it contains entirely different levels. It was released slightly before its 16-bit namesake, making this game host to the first appearances of both [[Miles "Tails" Prower]] and [[Mecha Sonic]].<br />
<br />
The Game Gear version contains noticeable differences from the Master System version. The changes made in the portable version give it a reputation of being one of the hardest Sonic games in existence. Some choices appear to have been intentional, by design: for example, the boss music is different and some boss areas have different layouts. However, many of the difficulties in the GG version result from its smaller screen and its scrolling: the player is left more open to being hit, in a way that some might label 'cheap', due to not being able to see obstacles and enemies around them but beyond the range of the screen. The scrolling is the same in the Master System version, but it is not as big a problem as more of the surroundings can be seen.<br />
<br />
Strangely, Tails appears in every title card and has an almost complete sprite sheet, but is only seen in the opening and ending cutscenes, as well as being depicted helping Sonic on the box art. It is possible that he was originally intended to be a playable character, but was cut for time issues.<br />
<br />
==Gameplay==<br />
This game improved upon [[Sonic the Hedgehog (8-bit)|its 8-bit predecessor]] in many ways. This includes the ability to grab back [[ring]]s scattered when hit by an enemy, as well as being able to smash through certain walls. Moreover, one of the major difference from its predecessor is its speed: ''Sonic 2'' is faster than its prequel and is closer to that of the Mega Drive games. However, the [[Spin Dash]] from the 16-bit version of ''Sonic 2'', a move specifically designed to provide speed, was not implemented; but this may be simply because the 8-bit version was released earlier.<br />
<br />
Uniquely, this game includes levels in which [[Sonic the Hedgehog|Sonic]] must ride a mine cart (unique until ''[[Sonic the Hedgehog 4 Episode I]]'', at least) and a hang glider. Other new items include large bubbles in underwater levels, which raise Sonic upwards until he hits a ceiling, enemy, or obstacle. Sonic is also able to skim across the surface of water if he picks up enough speed.<br />
<br />
There are seven [[Zone]]s in total, each comprising three Acts. In the final act, that Zone's boss is faced, without any rings to grant protection against attacks. Rather than facing Robotnik himself, Sonic most often battles robotic animals, such as a sumo pig and a circus sea-lion.<br />
<br />
===End-of-Act panel===<br />
At the end of Acts 1 and 2 of each level, a [[Signpost|panel]] is spun, which signals the end of the Act and provides a reward based upon the picture it ends on, which itself depends upon the player's items:<br />
*[[Dr. Eggman|Dr. Robotnik]]: no prize. This panel comes up most often.<br />
*[[Ring]]: Ten rings are added to the player's ring tally. This is obtained by finishing the Act, ''i.e.'' passing the panel, with a ring count that is a multiple of ten.<br />
*[[Sonic the Hedgehog|Sonic]]: [[Monitor#Recurring monitors|extra life a.k.a. 1-up]]. This is awarded if the player finishes the Act with exactly two lives less than when s/he started it..<br />
*[[Miles "Tails" Prower|Tails]]: Continue. This is awarded if the player finishes the act with 77 rings and with exactly the same number of lives as when s/he started it.<br />
<br />
===Items===<br />
Item boxes, as in all the classic 8- and 16-bit games, resemble [[monitor]]s. The items offered in ''Sonic 2'' are largely the same as those in its prequel, although the restart marker and [[shield]]s have been removed.<br />
<br />
[[Chaos Emeralds]] are scattered throughout the stages. Each is found in the second Act in each of the first five Zones. If the player collects these and then destroys [[Mecha Sonic]] (called Silver Sonic in the English manual) in the sixth zone, they will obtain the sixth Emerald and can access the true final stage ([[Crystal Egg Zone|Crystal Egg]]). This is required to obtain the 'good ending'. If all the Emeralds are not collected, the game will end after Mecha Sonic's destruction.<br />
<br />
Many levels also contain a unique method of transportation, such as the mine carts in [[Underground Zone]] (revisited many years later in ''[[Sonic the Hedgehog 4 Episode I]]''), the hang gliders in [[Sky High Zone]], and the giant air bubbles in [[Aqua Lake Zone]].<br />
<br />
===Storyline===<br />
[[Sonic the Hedgehog]]'s friend and sidekick [[Miles "Tails" Prower]] has been captured by his nemesis [[Dr. Eggman|Dr. Robotnik]] on [[South Island]], and the player must direct Sonic to retrieve Tails and the six [[Chaos Emeralds]]. In the good ending, achieved if Sonic acquires all the Chaos Emeralds, he stops Robotnik and frees Tails. In the bad ending, if Sonic has failed to obtain all the emeralds, Tails is not shown to have been rescued. Some fans have speculated that Tails might have died in the latter case.<br />
<br />
==Differences between versions==<br />
*The Game Gear version has a lower screen resolution.<br />
*The music for [[Scrambled Egg Zone]] plays during the prelude cutscene, and the title screen has the music that was played in the prelude in the Master System version. The prelude cutscene is more detailed in the Game Gear version, showing Tails walking along and then getting kidnapped.<br />
*Different music is used for the boss battles on each game.<br />
*The [[Doodlebug Mecha|Underground Zone boss]] is more difficult due to the Game Gear's lower resolution: you cannot see the bouncing balls coming from as far away as you would on the SMS, and the speed and bounce height of the balls is randomized in the GG version.<br />
*In the Game Gear version, the water in [[Aqua Lake Zone]] Act 2 is now a dark blue instead of green. Moreover, the [[Speed Shoes]] present in the SMS version are omitted and replaced with a [[Super Ring]] item. <br />
*The rising water in Act 2 of Aqua Lake Zone is missing from the Master System version. <br />
*[[Green Hills Zone]]'s boss battle takes place on a steeper hill, and the escape chute cannot be seen while fighting Robotnik in the final zone.<br />
*The ending music is different: the Master System game uses a sad sounding song in both endings, whereas the Game Gear version uses more upbeat music for the good ending. Strangely, the Master System's version does contain the upbeat music in the [[sega:ROM|ROM]] but never uses it.<br />
<br />
==Manuals==<br />
{{main|Sonic the Hedgehog 2 (8-bit) manuals}}<br />
<gallery><br />
Sonic2 SMS EU manual.pdf|Master System, EU<br />
Sonic2 GG US manual.pdf|Game Gear, US<br />
Sonic 2 GG EU Manual.pdf|Game Gear, EU<br />
Sonic 2 GG JP Manual.pdf|Game Gear, JP<br />
</gallery><br />
<br />
==Also released on==<br />
*''[[Sonic 2 in 1]]'' for the [[Game Gear]] (1995) – GG version<br />
*''[[Sonic Adventure DX: Director's Cut]]'' for the [[sega:Nintendo GameCube|Nintendo GameCube]] (2003) – GG version<br />
*''[[Sonic Gems Collection]]'' for Nintendo GameCube and [[sega:PlayStation 2|PlayStation 2]] (2005) – GG version<br />
*[[sega:Virtual Console|Virtual Console]] on [[sega:Wii|Wii]] (2008) – SMS version<br />
*''[[Sonic PC Collection]]'' for the PC (2009) <!-- which? --><br />
*''[[Virtual Console]] for the [[Nintendo 3DS]] (2013) - GG version<br />
<br />
==Production credits==<br />
{{multicol|<br />
===Master System Version===<br />
Compose: [[sega:Tomozou Endo|Tomozou]], Simachan, Ray<br/><br />
Program: Ko.Ko, Semimaru, Tea Tea, Tosiyan<br/><br />
Art: Jly King, Noburin, Tez, U.D.K<br/><br />
Edit: Raizou, M.Shima, End, Mariyuri<br/><br />
Sound: [[sega:Masafumi Ogata|Gatao]], [[sega:Naofumi Hataya|Nao Chan]], [[sega:Tomonori Sawada|Dawasa]]<br/><br />
Thanks: [[sega:Hiroshi Aso|Asohy]], [[sega:Taku Shoji|Taku.S]], [[sega:Katsuhiro Hasegawa|The Hase]], [[sega:Takashi Thomas Yuda|Thomas Y]], Okusan, Lunarian, Hitmen, [[sega:Aspect|Aspect]], .and You<br><br />
<br />
===Game Gear version===<br />
Compose: [[sega:Tomozou Endo|Tomozou]], Simachan, Ray<br/><br />
Program: Ko.Ko, Hiro SSS, Tea Tea, Toshiyan<br/><br />
Art: Jly King, Noburin, Tez, U.D.K<br/><br />
Edit: Raizou, M.Shima, End, Mariyuri<br/><br />
Sound: [[sega:Masafumi Ogata|Gatao]], [[sega:Naofumi Hataya|Nao Chan]], [[sega:Tomonori Sawada|Dawasa]]<br/><br />
Thanks: [[sega:Hiroshi Aso|Asohy]], [[sega:Taku Shoji|Taku.S]], [[sega:Katsuhiro Hasegawa|The Hase]], [[sega:Takashi Thomas Yuda|Thomas Y]], Ryu, Okusan, Lunarian, Hitmen, [[sega:Aspect|Aspect]], .and You<br><br />
}}<br />
<br />
==Physical scans==<br />
===Master System version===<br />
{{ratings<br />
| icon=SMS<br />
| cvg=93<br />
| cvg_source={{num|132|page=24/25}}<br />
| mms=95<br />
| mms_source={{num|2|page=64/65/66|pdf=MeanMachinesSega02UK.pdf|pdfpage=64}}<br />
| smf=92<br />
| smf_source=[http://segaretro.org/index.php?title=File%3ASegaMasterForce02.pdf&page=13 {{num|2|page=13}}]<br />
| segapower=93<br />
| segapower_source={{num|37|page=38/39/40}}<br />
| segapower_1=100<br />
| segapower_source_1=[https://archive.org/stream/SegaPower46Sep1993/SegaPower%2046%20Sep%201993#page/n99/mode/2up {{num|46|page=101}}]<br />
| segapro=93<br />
| segapro_source=[[Review - Sonic the Hedgehog 2 (Sega Pro, Christmas 1992)|Christmas 1992]]<br />
| segazuk=90<br />
| segazuk_source={{num|2|page=20/21}}<br />
| sfuk=92<br />
| sfuk_source=[http://segaretro.org/index.php?title=File:SegaForce12UK.pdf&page=30 {{num|12|page=30/31}}]<br />
| smz=93<br />
| smz_source=[[Review - Sonic the Hedgehog 2 (Sega MegaZone, January 1993)|{{num|25|page=33}}]]<br />
}}<br />
{{Scanbox<br />
| console=Master System<br />
| region=EU<br />
| front=Sonic2ms-box-eu.jpg<br />
| cart=Sonic2 sms eu.jpg<br />
| cartback=Sonic 2 SMS EU Cart Back.jpg<br />
| carttop=Sonic 2 SMS EU Cart Top.jpg<br />
| manual=Sonic2 SMS EU manual.pdf<br />
}}{{Scanbox<br />
| console=Master System<br />
| region=EU (alt)<br />
| front=S2MS-box-eu-alt.jpg<br />
| cart=<br />
| manual=<br />
}}{{Scanbox<br />
| console=Master System<br />
| region=AU<br />
| front=<br />
| cart=Sonic2_sms_au.JPG<br />
| manual=<br />
}}{{Scanbox<br />
| console=Master System<br />
| region=BR<br />
| front=S2MS-box-br.jpg<br />
| cart=sonic2_sms_br.jpg<br />
| manual=<br />
}}{{Scanbox<br />
| console=Master System<br />
| region=BR (alt)<br />
| front=Sonic 2 MS Tectoy alt.jpg<br />
| cart=sonic2_ms_br_altcart.jpg<br />
| manual=<br />
}}{{Scanbox<br />
| console=Master System<br />
| region=KR<br />
| front=sonic2 gg kr cover.jpg<br />
| back=Sonic2 gg kr cover back.jpg<br />
| spinemissing=yes<br />
| cart=sonic2 gg kr cart.jpg<br />
| manual=<br />
}}<br />
{{scanbox<br />
| console=Master System<br />
| region=KR (alt)<br />
| front=Sonic2 SMS KR cover.jpg<br />
}}<br />
<br />
===Game Gear version===<br />
{{ratings<br />
| icon=GG<br />
| cvg=92<br />
| cvg_source={{num|133|page=Go!12/13}}<br />
| gamepro=93<br />
| gamepro_source={{num|44|page=174/175}}<br />
| mms=80<br />
| mms_source={{num|3|page=118|pdf=MeanMachinesSega03UK.pdf}}<br />
| segapower=97<br />
| segapower_source=[[Review - Sonic the Hedgehog 2 (Sega Power 38, January 1993)|January 1993]]<br />
| segapro=95<br />
| segapro_source=[[Review - Sonic the Hedgehog 2 (Sega Pro, Christmas 1992)|Christmas 1992]]<br />
| sfuk=93<br />
| sfuk_source={{num|12|page=32}}<br />
| sfm=93<br />
| sfm_source=''Vol 2'', {{num|7}}, ''[http://segaretro.org/index.php?title=File%3ASegaForceMega07.pdf&page=78 p78]''<br />
}}<br />
{{Scanbox<br />
| console=Game Gear<br />
| region=US<br />
| front=S2GG_US_Boxart.jpg<br />
| back=<br />
| spinemissing=<br />
| cart=sth2 gg us cart.jpg<br />
| manual=Sonic2 GG US manual.pdf<br />
}}{{Scanbox<br />
| console=Game Gear<br />
| region=EU<br />
| front=S2GG_EU_Boxart.jpg<br />
| back=S2gg-box-back-eu.jpg<br />
| spine=Sonic 2 GG EU Box Spine.jpg<br />
| spine2=Sonic 2 GG EU Box Spine2.jpg<br />
| top=Sonic 2 GG EU Box Top.png<br />
| bottom=Sonic 2 GG EU Box Bottom.jpg<br />
| cart=S2-gg-eu-cart.jpg<br />
| manual=Sonic 2 GG EU Manual.pdf<br />
}}{{Scanbox<br />
| console=Game Gear<br />
| region=JP<br />
| front=S2GG_JP_Boxart.jpg<br />
| back=S2GG JP Boxart back.jpg<br />
| spine=Sonic 2 GG JP Spine.jpg<br />
| spine2=Sonic 2 GG JP Spine2.jpg<br />
| top=Sonic_2_GG_JP_Top.jpg<br />
| cart=sth2 gg jp cart.jpg<br />
| manual=Sonic 2 GG JP Manual.pdf<br />
}}{{Scanbox<br />
| console=Game Gear<br />
| region=JP ([[sega:Meisaku Collection|Meisaku Collection]])<br />
| front=Sonic_The_Hedgehog_2_GG_Japan_Meisaku_Cover_Front.jpg<br />
| back=Sonic_The_Hedgehog_2_GG_Japan_Meisaku_Cover_Back.jpg<br />
| cart=sth2 gg jp cart.jpg<br />
| manual=Sonic 2 GG JP Manual.pdf<br />
}}{{Scanbox<br />
| console=Game Gear<br />
| region=KR<br />
| cart=Sonic2 GG KR Cart.jpg<br />
| manual=<br />
}}<br />
<br />
==Resources==<br />
===Sales Data===<br />
{| class="prettytable"<br />
|-<br />
! Number of copies sold<br />
! Platform<br />
! Reference<br />
! Notes<br />
|-<br />
| 400,000<br />
| Game Gear<br />
| [https://books.google.com/books?id=W-FfCgAAQBAJ&pg=PA149&lpg=PA149&dq=best+selling+sega+game+gear+game&source=bl&ots=jZ8vG4OIfU&sig=HpcgmeoUx8JK0sdLx6KgYoBbHL4&hl=en&sa=X&ved=0ahUKEwip95Gew4rQAhUF5yYKHdrWCU04MhDoAQgaMAA#v=onepage&q=best%20selling%20sega%20game%20gear%20game&f=false Guinness World Records 2016: Gamer's Edition]<br />
| This sales number, according to the source, makes ''Sonic 2'' the best-selling game for the Sega Game Gear handheld console.<br />
|-<br />
|}<br />
<br />
===Original Sound Version recordings===<br />
See [[Sonic the Hedgehog 2 (Game Gear Version) OSV]] for a download page.<br />
<br />
===Artwork===<br />
<gallery><br />
Image:SSS SONICH .png<br />
</gallery><br />
<br />
==External Links==<br />
* [http://vc.sega.jp/vc_sonic2ms/ Sega of Japan Virtual Console page (Japanese)]<br />
<br />
==References==<br />
<references/><br />
<br />
{{S2GGOmni}}<br />
{{SonicVirtualConsole/WiiWareGames}}<br />
{{SonicGGGames}}<br />
[[Category:Virtual Console/WiiWare games]]<br />
[[Category:Game Gear and Master System games]]</div>
Andy198887
https://info.sonicretro.org/index.php?title=Sonic_the_Hedgehog_2_(8-bit)&diff=228616
Sonic the Hedgehog 2 (8-bit)
2017-03-19T00:15:51Z
<p>Andy198887: </p>
<hr />
<div>{{Bob<br />
| bobscreen=S2 sms title.png<br />
| bobscreen2=S2ggtitle.png<br />
| tab1=Master System<br />
| tab2=Game Gear<br />
| title=Sonic the Hedgehog 2<br />
| publisher=[[sega:Sega|Sega]]<br />
| developer=[[sega:Aspect Co. Ltd|Aspect Co. Ltd]]<br />
| system=[[sega:Sega Master System|Sega Master System]], [[sega:Sega Game Gear|Sega Game Gear]]<br />
| romsize=512 KB<br />
| releases=<br />
{{release|SMS|EU|1992-10-16||9015}}<br />
{{release|SMS|AU|1992-11-25||}}<br />
{{release|SMS|BR|1992-10-25||028120}}<br />
{{release|SMS|KR|||GB4030JG}}<br />
{{release|GG|EU|1992-10-29|£27.99 {{fileref|Go UK 14.pdf|page=12}}|2507}}<br />
{{release|GG|US|1992-11-17|$39.99 {{fileref|GamePro US 044.pdf|page=163}}|2507}}<br />
{{release|GG|JP|1992-11-21|¥3,800|G-3321}}<br />
{{release|GG|JP (Meisaku)|1993-12-10||G-3338}}<br />
{{release|GG|KR|1992-11-25||GH4013JG}}<br />
{{release|GG|BR|1992-12-15||077010}}<br />
{{release|VC|JP|2008-11-18|500 points|}}<br />
{{release|VC|US|2008-12-08|500 points|}}<br />
{{release|VC|EU|2008-12-26|500 points|}}<br />
{{release|VC3DS|JP|2012-10-31|¥300 with tax|}}<br />
{{release|VC3DS|NA/EU|2013-06-27||}}<br />
| genre=Action<br />
|esrb=e|pegi=3|cero=free|usk=0|oflc=g8|grb=a<br />
}}<br />
<br />
'''''Sonic the Hedgehog 2''''' (ソニック・ザ・ヘッジホッグ2) was made in Japan by [[sega:Aspect Co. Ltd|Aspect Co. Ltd]] for the [[Sega Master System]] and later ported to the [[sega:Sega Game Gear|Sega Game Gear]]. Even though it shares its name with [[Sonic the Hedgehog 2 (16-bit)|the 16-bit version of ''Sonic 2'']] for the [[sega:Sega Mega Drive|Sega Mega Drive/Genesis]], it is not a port, as it contains entirely different levels. It was released slightly before its 16-bit namesake, making this game host to the first appearances of both [[Miles "Tails" Prower]] and [[Mecha Sonic]].<br />
<br />
The Game Gear version contains noticeable differences from the Master System version. The changes made in the portable version give it a reputation of being one of the hardest Sonic games in existence. Some choices appear to have been intentional, by design: for example, the boss music is different and some boss areas have different layouts. However, many of the difficulties in the GG version result from its smaller screen and its scrolling: the player is left more open to being hit, in a way that some might label 'cheap', due to not being able to see obstacles and enemies around them but beyond the range of the screen. The scrolling is the same in the Master System version, but it is not as big a problem as more of the surroundings can be seen.<br />
<br />
Strangely, Tails appears in every title card and has an almost complete sprite sheet, but is only seen in the opening and ending cutscenes, as well as being depicted helping Sonic on the box art. It is possible that he was originally intended to be a playable character, but was cut for time issues.<br />
<br />
==Gameplay==<br />
This game improved upon [[Sonic the Hedgehog (8-bit)|its 8-bit predecessor]] in many ways. This includes the ability to grab back [[ring]]s scattered when hit by an enemy, as well as being able to smash through certain walls. Moreover, one of the major difference from its predecessor is its speed: ''Sonic 2'' is faster than its prequel and is closer to that of the Mega Drive games. However, the [[Spin Dash]] from the 16-bit version of ''Sonic 2'', a move specifically designed to provide speed, was not implemented; but this may be simply because the 8-bit version was released earlier.<br />
<br />
Uniquely, this game includes levels in which [[Sonic the Hedgehog|Sonic]] must ride a mine cart (unique until ''[[Sonic the Hedgehog 4 Episode I]]'', at least) and a hang glider. Other new items include large bubbles in underwater levels, which raise Sonic upwards until he hits a ceiling, enemy, or obstacle. Sonic is also able to skim across the surface of water if he picks up enough speed.<br />
<br />
There are seven [[Zone]]s in total, each comprising three Acts. In the final act, that Zone's boss is faced, without any rings to grant protection against attacks. Rather than facing Robotnik himself, Sonic most often battles robotic animals, such as a sumo pig and a circus sea-lion.<br />
<br />
===End-of-Act panel===<br />
At the end of Acts 1 and 2 of each level, a [[Signpost|panel]] is spun, which signals the end of the Act and provides a reward based upon the picture it ends on, which itself depends upon the player's items:<br />
*[[Dr. Eggman|Dr. Robotnik]]: no prize. This panel comes up most often.<br />
*[[Ring]]: Ten rings are added to the player's ring tally. This is obtained by finishing the Act, ''i.e.'' passing the panel, with a ring count that is a multiple of ten.<br />
*[[Sonic the Hedgehog|Sonic]]: [[Monitor#Recurring monitors|extra life a.k.a. 1-up]]. This is awarded if the player finishes the Act with exactly two lives less than when s/he started it..<br />
*[[Miles "Tails" Prower|Tails]]: Continue. This is awarded if the player finishes the act with 77 rings and with exactly the same number of lives as when s/he started it.<br />
<br />
===Items===<br />
Item boxes, as in all the classic 8- and 16-bit games, resemble [[monitor]]s. The items offered in ''Sonic 2'' are largely the same as those in its prequel, although the restart marker and [[shield]]s have been removed.<br />
<br />
[[Chaos Emeralds]] are scattered throughout the stages. Each is found in the second Act in each of the first five Zones. If the player collects these and then destroys [[Mecha Sonic]] (called Silver Sonic in the English manual) in the sixth zone, they will obtain the sixth Emerald and can access the true final stage ([[Crystal Egg Zone|Crystal Egg]]). This is required to obtain the 'good ending'. If all the Emeralds are not collected, the game will end after Mecha Sonic's destruction.<br />
<br />
Many levels also contain a unique method of transportation, such as the mine carts in [[Underground Zone]] (revisited many years later in ''[[Sonic the Hedgehog 4 Episode I]]''), the hang gliders in [[Sky High Zone]], and the giant air bubbles in [[Aqua Lake Zone]].<br />
<br />
===Storyline===<br />
[[Sonic the Hedgehog]]'s friend and sidekick [[Miles "Tails" Prower]] has been captured by his nemesis [[Dr. Eggman|Dr. Robotnik]] on [[South Island]], and the player must direct Sonic to retrieve Tails and the six [[Chaos Emeralds]]. In the good ending, achieved if Sonic acquires all the Chaos Emeralds, he stops Robotnik and frees Tails. In the bad ending, if Sonic has failed to obtain all the emeralds, Tails is not shown to have been rescued. Some fans have speculated that Tails might have died in the latter case.<br />
<br />
==Differences between versions==<br />
*The Game Gear version has a lower screen resolution.<br />
*The music for [[Scrambled Egg Zone]] plays during the prelude cutscene, and the title screen has the music that was played in the prelude in the Master System version. The prelude cutscene is more detailed in the Game Gear version, showing Tails walking along and then getting kidnapped.<br />
*Different music is used for the boss battles on each game.<br />
*The [[Doodlebug Mecha|Underground Zone boss]] is more difficult due to the Game Gear's lower resolution: you cannot see the bouncing balls coming from as far away as you would on the SMS, and the speed and bounce height of the balls is randomized in the GG version.<br />
*In the Game Gear version, the water in [[Aqua Lake Zone]] Act 2 is now a dark blue instead of green. Moreover, the [[Speed Shoes]] present in the SMS version are omitted and replaced with a [[Super Ring]] item. <br />
*The rising water in Act 2 of Aqua Lake Zone is missing from the Master System version. <br />
*[[Green Hills Zone]]'s boss battle takes place on a steeper hill, and the escape chute cannot be seen while fighting Robotnik in the final zone.<br />
*The ending music is different: the Master System game uses a sad sounding song in both endings, whereas the Game Gear version uses more upbeat music for the good ending. Strangely, the Master System's version does contain the upbeat music in the [[sega:ROM|ROM]] but never uses it.<br />
<br />
==Manuals==<br />
{{main|Sonic the Hedgehog 2 (8-bit) manuals}}<br />
<gallery><br />
Sonic2 SMS EU manual.pdf|Master System, EU<br />
Sonic2 GG US manual.pdf|Game Gear, US<br />
Sonic 2 GG EU Manual.pdf|Game Gear, EU<br />
Sonic 2 GG JP Manual.pdf|Game Gear, JP<br />
</gallery><br />
<br />
==Also released on==<br />
*''[[Sonic 2 in 1]]'' for the [[Game Gear]] (1995) – GG version<br />
*''[[Sonic Adventure DX: Director's Cut]]'' for the [[sega:Nintendo GameCube|Nintendo GameCube]] (2003) – GG version<br />
*''[[Sonic Gems Collection]]'' for Nintendo GameCube and [[sega:PlayStation 2|PlayStation 2]] (2005) – GG version<br />
*[[sega:Virtual Console|Virtual Console]] on [[sega:Wii|Wii]] (2008) – SMS version<br />
*''[[Sonic PC Collection]]'' for the PC (2009) <!-- which? --><br />
*''[[Virtual Console]] for the [[Nintendo 3DS]] (2013) - GG version<br />
<br />
==Production credits==<br />
{{multicol|<br />
===Master System Version===<br />
Compose: [[sega:Tomozou Endo|Tomozou]], Simachan, Ray<br/><br />
Program: Ko.Ko, Semimaru, Tea Tea, Tosiyan<br/><br />
Art: Jly King, Noburin, Tez, U.D.K<br/><br />
Edit: Raizou, M.Shima, End, Mariyuri<br/><br />
Sound: [[sega:Masafumi Ogata|Gatao]], [[sega:Naofumi Hataya|Nao Chan]], [[sega:Tomonori Sawada|Dawasa]]<br/><br />
Thanks: [[sega:Hiroshi Aso|Asohy]], [[sega:Taku Shoji|Taku.S]], [[sega:Katsuhiro Hasegawa|The Hase]], [[sega:Takashi Thomas Yuda|Thomas Y]], Okusan, Lunarian, Hitmen, [[sega:Aspect|Aspect]], .and You<br><br />
<br />
===Game Gear version===<br />
Compose: [[sega:Tomozou Endo|Tomozou]], Simachan, Ray<br/><br />
Program: Ko.Ko, Hiro SSS, Tea Tea, Toshiyan<br/><br />
Art: Jly King, Noburin, Tez, U.D.K<br/><br />
Edit: Raizou, M.Shima, End, Mariyuri<br/><br />
Sound: [[sega:Masafumi Ogata|Gatao]], [[sega:Naofumi Hataya|Nao Chan]], [[sega:Tomonori Sawada|Dawasa]]<br/><br />
Thanks: [[sega:Hiroshi Aso|Asohy]], [[sega:Taku Shoji|Taku.S]], [[sega:Katsuhiro Hasegawa|The Hase]], [[sega:Takashi Thomas Yuda|Thomas Y]], Ryu, Okusan, Lunarian, Hitmen, [[sega:Aspect|Aspect]], .and You<br><br />
}}<br />
<br />
==Physical scans==<br />
===Master System version===<br />
{{ratings<br />
| icon=SMS<br />
| cvg=93<br />
| cvg_source={{num|132|page=24/25}}<br />
| mms=95<br />
| mms_source={{num|2|page=64/65/66|pdf=MeanMachinesSega02UK.pdf|pdfpage=64}}<br />
| smf=92<br />
| smf_source=[http://segaretro.org/index.php?title=File%3ASegaMasterForce02.pdf&page=13 {{num|2|page=13}}]<br />
| segapower=93<br />
| segapower_source={{num|37|page=38/39/40}}<br />
| segapower_1=100<br />
| segapower_source_1=[https://archive.org/stream/SegaPower46Sep1993/SegaPower%2046%20Sep%201993#page/n99/mode/2up {{num|46|page=101}}]<br />
| segapro=93<br />
| segapro_source=[[Review - Sonic the Hedgehog 2 (Sega Pro, Christmas 1992)|Christmas 1992]]<br />
| segazuk=90<br />
| segazuk_source={{num|2|page=20/21}}<br />
| sfuk=92<br />
| sfuk_source=[http://segaretro.org/index.php?title=File:SegaForce12UK.pdf&page=30 {{num|12|page=30/31}}]<br />
| smz=93<br />
| smz_source=[[Review - Sonic the Hedgehog 2 (Sega MegaZone, January 1993)|{{num|25|page=33}}]]<br />
}}<br />
{{Scanbox<br />
| console=Master System<br />
| region=EU<br />
| front=Sonic2ms-box-eu.jpg<br />
| cart=Sonic2 sms eu.jpg<br />
| cartback=Sonic 2 SMS EU Cart Back.jpg<br />
| carttop=Sonic 2 SMS EU Cart Top.jpg<br />
| manual=Sonic2 SMS EU manual.pdf<br />
}}{{Scanbox<br />
| console=Master System<br />
| region=EU (alt)<br />
| front=S2MS-box-eu-alt.jpg<br />
| cart=<br />
| manual=<br />
}}{{Scanbox<br />
| console=Master System<br />
| region=AU<br />
| front=<br />
| cart=Sonic2_sms_au.JPG<br />
| manual=<br />
}}{{Scanbox<br />
| console=Master System<br />
| region=BR<br />
| front=S2MS-box-br.jpg<br />
| cart=sonic2_sms_br.jpg<br />
| manual=<br />
}}{{Scanbox<br />
| console=Master System<br />
| region=BR (alt)<br />
| front=Sonic 2 MS Tectoy alt.jpg<br />
| cart=sonic2_ms_br_altcart.jpg<br />
| manual=<br />
}}{{Scanbox<br />
| console=Master System<br />
| region=KR<br />
| front=sonic2 gg kr cover.jpg<br />
| back=Sonic2 gg kr cover back.jpg<br />
| spinemissing=yes<br />
| cart=sonic2 gg kr cart.jpg<br />
| manual=<br />
}}<br />
{{scanbox<br />
| console=Master System<br />
| region=KR (alt)<br />
| front=Sonic2 SMS KR cover.jpg<br />
}}<br />
<br />
===Game Gear version===<br />
{{ratings<br />
| icon=GG<br />
| cvg=92<br />
| cvg_source={{num|133|page=Go!12/13}}<br />
| gamepro=93<br />
| gamepro_source={{num|44|page=174/175}}<br />
| mms=80<br />
| mms_source={{num|3|page=118|pdf=MeanMachinesSega03UK.pdf}}<br />
| segapower=97<br />
| segapower_source=[[Review - Sonic the Hedgehog 2 (Sega Power 38, January 1993)|January 1993]]<br />
| segapro=95<br />
| segapro_source=[[Review - Sonic the Hedgehog 2 (Sega Pro, Christmas 1992)|Christmas 1992]]<br />
| sfuk=93<br />
| sfuk_source={{num|12|page=32}}<br />
| sfm=93<br />
| sfm_source=''Vol 2'', {{num|7}}, ''[http://segaretro.org/index.php?title=File%3ASegaForceMega07.pdf&page=78 p78]''<br />
}}<br />
{{Scanbox<br />
| console=Game Gear<br />
| region=US<br />
| front=S2GG_US_Boxart.jpg<br />
| back=<br />
| spinemissing=<br />
| cart=sth2 gg us cart.jpg<br />
| manual=Sonic2 GG US manual.pdf<br />
}}{{Scanbox<br />
| console=Game Gear<br />
| region=EU<br />
| front=S2GG_EU_Boxart.jpg<br />
| back=S2gg-box-back-eu.jpg<br />
| spine=Sonic 2 GG EU Box Spine.jpg<br />
| spine2=Sonic 2 GG EU Box Spine2.jpg<br />
| top=Sonic 2 GG EU Box Top.png<br />
| bottom=Sonic 2 GG EU Box Bottom.jpg<br />
| cart=S2-gg-eu-cart.jpg<br />
| manual=Sonic 2 GG EU Manual.pdf<br />
}}{{Scanbox<br />
| console=Game Gear<br />
| region=JP<br />
| front=S2GG_JP_Boxart.jpg<br />
| back=S2GG JP Boxart back.jpg<br />
| spine=Sonic 2 GG JP Spine.jpg<br />
| spine2=Sonic 2 GG JP Spine2.jpg<br />
| top=Sonic_2_GG_JP_Top.jpg<br />
| cart=sth2 gg jp cart.jpg<br />
| manual=Sonic 2 GG JP Manual.pdf<br />
}}{{Scanbox<br />
| console=Game Gear<br />
| region=JP ([[sega:Meisaku Collection|Meisaku Collection]])<br />
| front=Sonic_The_Hedgehog_2_GG_Japan_Meisaku_Cover_Front.jpg<br />
| back=Sonic_The_Hedgehog_2_GG_Japan_Meisaku_Cover_Back.jpg<br />
| cart=sth2 gg jp cart.jpg<br />
| manual=Sonic 2 GG JP Manual.pdf<br />
}}{{Scanbox<br />
| console=Game Gear<br />
| region=KR<br />
| cart=Sonic2 GG KR Cart.jpg<br />
| manual=<br />
}}<br />
<br />
==Resources==<br />
===Sales Data===<br />
{| class="prettytable"<br />
|-<br />
! Number of copies sold<br />
! Platform<br />
! Reference<br />
! Notes<br />
|-<br />
| 400,000<br />
| Game Gear<br />
| [https://books.google.com/books?id=W-FfCgAAQBAJ&pg=PA149&lpg=PA149&dq=best+selling+sega+game+gear+game&source=bl&ots=jZ8vG4OIfU&sig=HpcgmeoUx8JK0sdLx6KgYoBbHL4&hl=en&sa=X&ved=0ahUKEwip95Gew4rQAhUF5yYKHdrWCU04MhDoAQgaMAA#v=onepage&q=best%20selling%20sega%20game%20gear%20game&f=false Guinness World Records 2016: Gamer's Edition]<br />
| This sales number, according to the source, makes ''Sonic 2'' the best-selling game for the Sega Game Gear handheld console.<br />
|-<br />
|}<br />
<br />
===Original Sound Version recordings===<br />
See [[Sonic the Hedgehog 2 (Game Gear Version) OSV]] for a download page.<br />
<br />
===Artwork===<br />
<gallery><br />
Image:SSS SONICH .png<br />
</gallery><br />
<br />
==External Links==<br />
* [http://vc.sega.jp/vc_sonic2ms/ Sega of Japan Virtual Console page (Japanese)]<br />
<br />
==References==<br />
<references/><br />
<br />
{{S2GGOmni}}<br />
{{SonicVirtualConsole/WiiWareGames}}<br />
{{SonicGGGames}}<br />
[[Category:Virtual Console/WiiWare games]]<br />
[[Category:Game Gear and Master System games]]</div>
Andy198887
https://info.sonicretro.org/index.php?title=Sonic_the_Hedgehog_(8-bit)&diff=228615
Sonic the Hedgehog (8-bit)
2017-03-19T00:12:19Z
<p>Andy198887: </p>
<hr />
<div>{{Bob<br />
| bobscreen=Sonic 1 MS title.png<br />
| title=Sonic the Hedgehog<br />
| publisher=[[Sega]]<br />
| developer=[[Sega]], [[Ancient]]<br />
| system=[[Sega Game Gear]], [[Sega Master System]]<br />
| releases=<br />
{{release|SMS|US|1991-10-25}}<br />
{{release|SMS|EU|1991-10-25|£29.99 {{fileref|CVG UK 121.pdf|page=34}}|7076}}<br />
{{release|SMS|AU|1991-11-15}}<br />
{{release|SMS|BR|1991-10-25}}<br />
{{release|SMS|KR|1991-11-01||GB-2012}}<br />
{{release|GG|JP|1991-12-28|¥3,800|G-3307}}<br />
{{release|GG|JP (Meisaku)|1993-01-01||G-3334}}<br />
{{release|GG|US|1991-12-31||2408}}<br />
{{release|GG|EU|1991-12-31|£29.99}}<br />
{{release|GG|BR|1992-01-15||013550}}<br />
{{release|VC|US|2008-08-04|500 points|}}<br />
{{release|VC|JP|2008-08-05|500 points|}}<br />
{{release|VC|EU|2008-09-19|500 points|}}<br />
| romsize=256kB<br />
| genre=2D Platform<br />
|esrb=e|pegi=3|cero=free|usk=0|oflc=g8|grb=a<br />
}}<br />
'''''Sonic the Hedgehog''''' (ソニック・ザ・ヘッジホッグ) is a [[Sega Master System]] and [[Sega Game Gear]] "8-bit" counterpart to the [[Sega Mega Drive]] [[Sonic the Hedgehog (16-bit)|game of the same name]]. It was released in October and December 1991, respectively.<br />
<br />
The 8-bit ''Sonic the Hedgehog'' is a very loose "port" the Mega Drive version, with similar, albeit simplified gameplay and a partially different set of levels (all with new layouts). Though overseen by [[Sonic Team]], most of the game was created by external development studio, [[Ancient]], in their first collaboration with Sega. This version of ''Sonic the Hedgehog'' also stands as the first handheld ''Sonic'' game.<br />
<br />
==Plot==<br />
As was the norm with the early Sonic games, the plot is simple. Dr. Eggman is menacing [[South Island]] and imprisoning animals in [[badniks]]; the heroic hedgehog sets out to defeat him, potentially collecting 6 [[Chaos Emeralds]] along the way. After Sonic fights his way to [[Scrap Brain Zone (8-bit)|Scrap Brain Zone]], Eggman's factory-city on South Island's summit, the Doctor escapes to an airship ([[Sky Base Zone]]), where Sonic finally defeats him in the last boss fight. Eggman escapes by teleporter; Sonic jumps in after him and is transported back to [[Green Hill Zone (8-bit)|Green Hill Zone]]. If the 6 Chaos Emeralds have been collected, the gems then spiral up into the air and cleanse the black smog and pollution off the island.<br />
<br />
==Gameplay==<br />
<br />
The gameplay is similar to that of the Mega Drive version. The Sonic's abilities and the items available are the same. Although the gameplay is similar, it is slower than its 16-bit counterpart. There are some differences however: [[Checkpoint]]s take the form of point arrow [[monitor]]s rather than posts. Chaos Emeralds aren't found in special stages; rather, one is hidden in each of the six regular zones. The Special Stages exist merely as a bonus stage where players can collect Continues and Extra Lives, and no additional reward is given for collecting all items.<br />
<br />
Three of the zones come from the Mega Drive version of the game. [[Bridge Zone]] and [[Jungle Zone]] are considered unusual today for ''Sonic the Hedgehog'' zones. However, this was Sonic's second game, so such norms hadn't been established yet. Each zone has three acts. The first two acts are standard levels, but the third act is merely a short run up to the boss and contains no rings. The three zones titled after their Mega Drive counterparts feature 8-bit renditions of the scenery, but have unique level layouts.<br />
<br />
===Rings===<br />
Like in the Mega Drive version, the player can collect 100 rings to earn an extra life; but in the 8-bit version, the ring counter resets to 00 rather than increasing past 99. Additionally, rings dropped after taking a hit cannot be re-collected.<br />
<br />
===End Level Panel===<br />
At the end of Acts 1 and 2 of each level, the player has to spin a panel to continue, with a reward given based on what it lands on:<br />
* '''Eggman''': No prize. This panel comes up most often in the game, provided the player's ring count is below 50.<br />
* '''Ring''': 10 rings added to final ring tally. Only awarded if you end the act with 0, 10, 20, 30 or 40 rings. You can't get this panel in Scrap Brain Zone, nor in Sky Base Zone act 1. However, it always appears in Sky Base Zone act 2.<br />
* '''Sonic''': Extra life. Comes up rarely, only if you end the act with an amount of rings that varies from act to act. Unlike in ''Sonic Chaos'', beating an act with no hits taken doesn't trigger it.<br />
* '''Exclamation Point''': Special Stage. Appears if 50 or more rings are on hand when passing the sign. You can't get this panel in Scrap Brain Zone nor in Sky Base Zone.<br />
<br />
==Differences between the Master System and Game Gear versions==<br />
The Game Gear version has a smaller screen [[resolution]], but a higher color [[palette]]. Sonic's [[sprite]] is smaller and the control feels lighter. In the first zone of the Game Gear version, <b>warning signs</b> have been placed as the high speed combined with the narrow screen can cause problems. Jungle Zone Act 2 allows for vertical descent without losing a life in the Game Gear version, which makes this stage easier.<br />
<br />
Labyrinth Zone's level design is different in the Game Gear version as well, with the Chaos Emerald now in a new location. Several bosses, including the final, were modified or even replaced, making them easier than their Master System counterparts. The bonus stages were also redesigned. The Game Gear version uses a Sega splash screen with a jumping Sonic sprite, whereas the Master System version lacks a Sega splash screen entirely.<br />
<gallery><br />
Image:S1GG sega screen.png<br />
Image:S1GG warning sign.png<br />
</gallery><br />
<br />
==Manuals==<br />
{{main|Sonic the Hedgehog (8-bit) manuals}}<br />
<gallery><br />
Sonic1 SMS EU manual.pdf|Master System, EU<br />
Sonic SMS AU Manual.pdf|Master System, AU<br />
Sonic SMS BR Manual.pdf|Master System, BR<br />
Sonic1 GG US manual.pdf|Game Gear, US<br />
Sonic1 GG EU manual.pdf|Game Gear, EU<br />
Sonic 1 GG JP Manual.pdf|Game Gear, JP<br />
</gallery><br />
<br />
==Also Released On==<br />
* ''[[Sonic Adventure DX: Director's Cut]]'' for the [[GameCube]] (Game Gear) (2003)<br />
* ''[[Sonic Mega Collection Plus]]'' for the [[PlayStation 2]], [[Xbox]], and [[PC]] (Game Gear) (2004)<br />
* ''[[Sonic Mega Collection Plus & Super Monkey Ball Deluxe]]'' for the [[Xbox]] (Game Gear) (2005)<br />
* [[Virtual Console]] on [[Wii]] (Master System) (2008)<br />
* [[Tectoy Master System 3]] for the [[Tectoy]] Plug and play console (2008)<br />
* ''[[Sega Fun Pack: Sonic Mega Collection Plus & Shadow the Hedgehog]]'' for the [[PlayStation 2]] (2009)<br />
* ''[[Sonic PC Collection]]'' for the PC (2009)<br />
* ''[[Virtual Console]]'' for the [[Nintendo 3DS]] (Game Gear) (2013)<br />
<br />
==Production Credits==<br />
{{multicol|<br />
===Master System Version===<br />
Sonic the Hedgehog Original Character Design: [[Sega|©Sega]]<br/><br />
~Staff~<br/><br />
Game Program: Shinobu Hayashi<br/><br />
Graphic Design: [[sega:Ayano Koshiro|Ayano Koshiro]], Takefuni Yunoue<br/><br />
Sound Produce: [[Masato Nakamura]]<br/><br />
Rearrange and Original Music: [[Yuzo Koshiro]]<br/><br />
Special Thanks: [[sega:Yoshio Yoshida|Yoshio Y]], Lunarian SG<br/><br />
Presented by: [[Sega]]<br />
<br />
<br />
===Game Gear Version===<br />
Game Programmer: Shinobu "Machine" Hayashi<br/><br />
Graphic Designers: [[sega:Ayano Koshiro|Ayano Koshiro]], Takefuni Yunoue<br/><br />
Sound Producer: [[Masato Nakamura]]<br/><br />
Re-Arranging and Original Music: [[Yuzo Koshiro]]<br/><br />
Special Thanks: [[sega:Yoshio Yoshida|Yoshio Y]], Lunarian SG<br/><br />
Presented by: [[Sega]]<br />
}}<br />
<br />
==Resources==<br />
===Original Sound Version Recordings===<br />
See [[Sonic the Hedgehog (Game Gear Version) OSV]] for a download page.<br />
<br />
===Physcial Scans===<br />
====Game Gear version====<br />
{{ratings<br />
| icon=GG<br />
| ace=80<br />
| ace_source={{num|54|page=87}}<br />
| cvg=93<br />
| cvg_source={{num|122|page=Go!6/7}}<br />
| gz=94<br />
| gz_source={{num|5|page=54}}<br />
| segapower=94<br />
| segapower_source=[[Review - Sonic the Hedgehog (8-bit) (Sega Power, April 1992)|#29 Pg 47]]<br />
| segapro=96<br />
| segapro_source=[[Review - Sonic the Hedgehog (8-bit) (Sega Pro, February 1992)|#4 Pg 60]]<br />
| sfuk=89<br />
| sfuk_source={{num|3|page=28}}<br />
}}<br />
{{Scanbox<br />
| console=Game Gear<br />
| region=US<br />
| front=Sonic1gg-box-us.jpg<br />
| back=Sonic1gg-box-us-back.jpg<br />
| spine=<br />
| spinemissing=yes<br />
| cart=Sth gg us cart.jpg<br />
| manual=Sonic1 GG US manual.pdf<br />
}}{{Scanbox<br />
| console=Game Gear<br />
| region=EU<br />
| front=Sonic1gg-box-eu.jpg<br />
| back=Sonic1gg-box-eu back.jpg<br />
| spine=<br />
| spinemissing=yes<br />
| cart=S1-gg-eu-cart.jpg<br />
| manual=Sonic1 GG EU manual.pdf<br />
}}{{Scanbox<br />
| console=Game Gear<br />
| region=JP<br />
| front=Sonic1gg-box-jap.jpg<br />
| back=S1gg jp back cover.jpg<br />
| spine=Sonic 1 GG JP Spine.jpg<br />
| spine2=Sonic 1 GG JP Spine2.jpg<br />
| cart=S1 gg jp cart.jpg<br />
| top=Sonic 1 GG JP Top.jpg<br />
| manual=Sonic 1 GG JP Manual.pdf<br />
}}{{Scanbox<br />
| console=Game Gear<br />
| region=JP ([[sega:Meisaku Collection|Meisaku Collection]])<br />
| front=Sonic1gg-box-jap2 front.jpg<br />
| back=Sonic1gg-box-jap2 back.jpg<br />
| spine=<br />
| spinemissing=yes<br />
| cart=S1 gg jp cart2.jpg<br />
| manual=<br />
}}{{Scanbox<br />
| console=Game Gear<br />
| region=BR<br />
| front=Sonic1_gg_br_cover.jpg<br />
| cart=<br />
| manual=<br />
}}<br />
<br />
====Master System version====<br />
{{ratings<br />
| icon=SMS<br />
| cvg=90<br />
| cvg_source={{num|121|page=34/35/36}}<br />
| gamesx=100<br />
| gamesx_source={{num|30}}<br />
| gz=90<br />
| gz_source={{num|3|page=47}}<br />
| mm=90<br />
| mm_source=[http://www.meanmachinesmag.co.uk/review/237/sonic-the-hedgehog.php {{num|15|page=136/137/138}}]<br />
| mms=90<br />
| mms_source=[http://segaretro.org/index.php?title=File%3AMeanMachinesSega01UK.pdf&page=136 {{num|1|page=136}}]<br />
| sfuk=95<br />
| sfuk_source=[http://segaretro.org/index.php?title=File%3ASegaForce01UK.pdf&page=28 {{num|1|page=28/29}}]<br />
| smf=92<br />
| smf_source=[http://segaretro.org/index.php?title=File%3ASegaMasterForce02.pdf&page=12 {{num|2|page=12}}]<br />
| segapower=96<br />
| segapower_source=[[Review - Sonic the Hedgehog (8-bit) (Sega Power, February 1992)|#27 Pg 23/24/25]]<br />
| segapower_1=100<br />
| segapower_source_1=[https://archive.org/stream/SegaPower46Sep1993/SegaPower%2046%20Sep%201993#page/n99/mode/2up {{num|46|page=101}}]<br />
| segapro=96<br />
| segapro_source={{num|2|page=56/57}}<br />
}}<br />
{{Scanbox<br />
| console=Master System<br />
| region=EU<br />
| front=Sonic1ms-box-eu.jpg<br />
| cart=Sth ms eu cart.jpg<br />
| manual=Sonic1 SMS EU manual.pdf<br />
}}{{Scanbox<br />
| console=Master System<br />
| region=AU<br />
| front=Sonic_SMS_AU_Cover.jpg<br />
| cart=Sonic SMS AU Cart Front.jpg<br />
| cartback=Sonic SMS AU Cart Back.jpg<br />
| carttop=Sonic SMS AU Cart Top.jpg<br />
| manual=Sonic SMS AU Manual.pdf<br />
}}{{Scanbox<br />
| console=Master System<br />
| region=AU<br>(Blue cartridge variant)<br />
| front=<br />
| cart=Sth ms aus cart.jpg<br />
| manual=<br />
}}{{Scanbox<br />
| console=Master System<br />
| region=BR<br />
| front=Sonic1_ms_br_cover.jpg<br />
| cart=Sonic1smsbrcart.jpg<br />
| manual=Sonic SMS BR Manual.pdf<br />
}}{{Scanbox<br />
| console=Master System<br />
| region=KR<br />
| front=<br />
| cart=<br />
| manual=<br />
}}<br />
<br />
===Artwork===<br />
<gallery><br />
Image:SSS SONICE .png<br />
Image:SSS SONICG .png<br />
</gallery><br />
<br />
==External links==<br />
* [http://vc.sega.jp/vc_ms_sonic/ Sega of Japan Virtual Console page (Japanese)]<br />
<br />
==References==<br />
<references/><br />
<br />
{{S1GGOmni}}<br />
{{SonicVirtualConsole/WiiWareGames}}<br />
{{SonicGGGames}}<br />
<br />
[[Category:Virtual Console/WiiWare games]]<br />
[[Category:Game Gear and Master System games]]</div>
Andy198887
https://info.sonicretro.org/index.php?title=Tails_Adventures&diff=228614
Tails Adventures
2017-03-19T00:08:45Z
<p>Andy198887: </p>
<hr />
<div>{{Bob<br />
| bobscreen=Ta_title.png<br />
| scale=1.2<br />
| publisher=[[Sega]]<br />
| developer=[[Aspect Co. Ltd]]<br />
| system=[[Sega Game Gear]]<br />
| releases=<br />
{{release|GG|JP|1995-09-22|¥3,800|G-3372}}<br />
{{release|GG|EU|1995-09-28}}<br />
{{release|GG|US|1995-11-22||2583}}<br />
{{release|VC3DS|JP|2013-04-03|¥300 with tax}}<br />
{{release|VC3DS|NA/EU|2013-06-20|}}<br />
| genre=Action<br />
| romsize=512kB<br />
|esrb=e|pegi=3|cero=free|usk=0|oflc=g8|grb=a<br />
}}<br />
'''''Tails Adventures''''' (テイルスアドベンチャー) (also known as ''Tails Adventure'') is an adventure game for the [[Sega Game Gear]]. The game was developed by [[Aspect Co. Ltd]] and released in 1995. It was [[Miles "Tails" Prower|Tails]]' first lone adventure game released in the West (with ''[[Tails' Skypatrol]]'' not seen outside Japan until 2003) and a departure from the usual high speed action common in many games of the [[Sonic games|''Sonic'' franchise]]. It is widely considered to be one of the best Sonic Game Gear games. This game was released three years before ''[[Sonic Adventure]]''.<br />
<br />
== Storyline ==<br />
The different language manuals give different accounts of ''Tails' Adventures<nowiki>'</nowiki>'' place in the Sonic storyline, with the [[Tails Adventures JP Manual|Japanese version]] citing it as as a prequel to Tails' first appearance in ''[[Sonic the Hedgehog 2 (8-bit)|Sonic the Hedgehog 2]]'' (explaining why he lacks his spinning attacks throughout the game). Conversely, the [[Tails Adventures US Manual|English version]] tells that [[Sonic]] and Tails are simply taking a break from dual adventuring, and Tails has come to [[Cocoa Island]] to relax.<br />
<br />
Cocoa Island is a beautiful little paradise that rests atop a coral reef and cannot be found on any map. It's said that the legendary [[Chaos Emeralds]] rest here...<br />
<br />
It's a sunny afternoon on Cocoa Island, and Miles Prower is taking a nap just outside his research lab, Tails House. His slumber is interrupted by a huge explosion, and before Tails can say "stop, drop, and roll" the whole place is ablaze. A frantic [[Flicky]] bird reports the bad news to a confused Tails: the imperial [[Battle Kukku]] army has invaded Cocoa Island. The dictator [[Grand Battle Kukku 15th]] has discovered the [[Chaos Emeralds]] on the island, and intends to use them to conquer the entire world (clever, that). Tails is the only one who can put a stop to the imperial army, but he has never faced this kind of danger before... is he up to it?<br />
<br />
== Gameplay ==<br />
Contrary to the classic speedy gameplay in the Sonic series, ''Tails Adventures'' is a puzzle-based platformer with a strong emphasis on item collecting and backtracking, like a side-scrolling adventure RPG. <br />
<br />
Tails can walk, jump (but he doesn't spin), duck, look up, fly, hang on ledges, and throw all manner of bombs. His health is measured numerically by a Ring Item Box at the top left corner of the screen. HP is replenished by collecting Rings, which can be found by blowing up some walls or defeating enemies. He starts with 10 HP, but that number maxes out at 99 when all six Chaos Emeralds have been collected. His flight time is limited by the flight gauge, which starts at about 3 seconds and maxes out at about 15, but there is a glitch in the game where one can gather as much air time as one wants simply by pressing {{2}} to make Tails fall in mid-flight, holding up and pressing {{2}} again before Tails has the chance to descend too far. It is possible to master this cheat so that the player barely loses any altitude, but due to the nature of the gameplay in that there are obstacles that prevent Tails from simply 'flying over' them, this technique is only useful for evading small challenges or just for fun.<br />
<br />
In total there are 12 stages to complete. There are also 26 items to collect over the course of the game. Each one serves a different purpose, but Tails can only bring 4 items with him into any stage. This adds a strategical mechanic to the gameplay, as sometimes the player might need all 4 items to explore one area, but might not be properly equipped to explore another. Memorization is key.<br />
<br />
Essential to complete the game in most parts however is the [[Remote Robot]] (Mecha Tails in Japan). The Remote Robot is a tiny, all-terrain robotic fox who can squeeze into a lot of places Tails himself can't. When using the Remote Robot, Tails stands in place while player control is switched to the robot. The robo fox can walk, jump, fly, and squeeze into tiny places, it is also invincible to most hazards. Pressing {{1}} will send it back to Tails. Nearly all of the game's puzzles involve maneuvering the robot to open the path for Tails himself.<br />
<br />
Under water, the Remote Robot changes into the [[Sea Fox]] (Sea Tail in Japan), a small submarine that moves in much the same way the Remote Robot does when flying.<br />
<br />
==Items==<br />
*Normal Bomb: Blows up enemies and basic stone barriers.<br />
*Big Bomb (Great Bomb in Japan): Kills all enemies on screen and is the only way to destroy strong barriers.<br />
*Remote Bomb (Remocon Bomb in Japan): Bomb that does not explode until detonated by pressing {{1}}, it will also explode automatically if it hits an enemy.<br />
*Napalm Bomb (Napalm Dan in Japan): Creates a flame wave that destroys everything in its path, including objects above. It's the only way to clear through tall grass.<br />
*Combo Bomb: An enhanced version of the Normal Bomb with a wider explosion radius.<br />
*Hammer (Pikkon Hammer in Japan): Mallet weapon to attack enemies with.<br />
*Running Shoes (Boots in Japan): Running is enabled while holding button {{1}}.<br />
*Helmet: Holding button {{1}} with this equipped will grant invulnerability as Tails ducks under a helmet. Unfortunately, movement is not possible during this time.<br />
*Radio: Change the Background Music by pressing {{1}}.<br />
*Item Radar: Gives status on unaquired items remaining in a stage.<br />
*Wrench (Spanner in Japan): Reverses the direction of the conveyor belts in Battle Kukku 2.<br />
*Super Glove (Tebukuro in Japan): Lift and place rocks with button {{1}} and throw them with button {{2}}.<br />
*Night Scope: Light up pitch dark passages by pressing button {{1}}.<br />
*Tensouki: Press {{1}} to warp back to Tails House.<br />
*Sonic: Tap button {{1}} to roll into a stationary spin and release to zip forward with a sort of Spin Dash like move. It can also be used to destroy blocks.<br />
*Knuckles: Press button {{1}} to use a close range punch attack.<br />
*Fang: Increases the chance of a destroyed enemy dropping a Ring.<br />
*Remote Robot (Mecha Tails in Japan): A tiny all-terrain robot can squeeze into tight passages. Mecha Tails can walk, jump, and fly, but has no offensive techniques and will warp back to Tails upon taking damage. Pressing {{1}} will toggle control of Tails and Mecha Tails. This item also transforms into the Sea Fox, allowing access to the submarine stages.<br />
*Chaos Emerald: There are 6 [[Chaos Emerald]]s hidden throughout the game. Each one extends Tails' life meter by 10 points and his flight gauge by a few seconds. If you've got 5 Emeralds and procure the sixth, Tails' life meter will max out at 99.<br />
<br />
==Manuals==<br />
{{main|Tails Adventures manuals}}<br />
<br />
<gallery><br />
TA JP Manual.pdf|Game Gear, JP<br />
TailsAdventures GG US SonicGems manual.pdf|Game Gear, US (''[[Sonic Gems Collection]]'' digital manual)<br />
</gallery><br />
<br />
==Also Released On==<br />
* ''[[Sonic Adventure DX: Director's Cut]]'' for the [[GameCube]] (2003)<br />
* ''[[Sonic Gems Collection]]'' for the [[Nintendo GameCube]] and [[PlayStation 2]] (2005)<br />
* ''[[Playpal Plug and Play]]'' for the [[Coleco]] Plug and play console (2006)<br />
* ''[[Sonic PC Collection]]'' for the PC (2009)<br />
* ''[[Virtual Console]]'' for the [[Nintendo 3DS]] (2013)<br />
<br />
==Production Credits==<br />
Producer: [[sega:Katsuhiro Hasegawa|K.Hasegawa]]<br><br />
Director: [[sega:Katsuhiro Hasegawa|K.Hasegawa]]<br><br />
Game Designers: M.Simamura, O.Kodera<br/><br />
Artists: [[Nobuhiko Honda|N.Honda]], [[Shinichi Higashi|S.Higashi]]<br/><br />
Programmers: [[sega:Kazuyuki Oikawa|K.Oikawa]], [[sega:Hiroyuki Saigusa|H.Saigusa]], [[sega:Yoshiaki Makishima|Y.Makishima]]<br/><br />
Sound Composer: [[Kojiro Mikusa|K.Mixa]]<br/><br />
Special Thanks to: [[sega:Tadashi Ihoroi|T.Ihoroi]], P.Tezuka, [[Hisayoshi Yoshida|H.Yoshida]], R.Fujimura, [[Ryoichi Hasegawa|R.Hasegawa]], [[sega:Osamu Nakazato|O.Nakazato]], T.Kojima<br/><br />
Presented by: [[Sega]]<br />
<br />
==Resources==<br />
===Physical Scans===<br />
{{ratings<br />
| icon=GG<br />
| segapower=74<br />
| segapower_source={{num|73|page=50}}<br />
| segapro=85<br />
| segapro_source=[[Review - Tails Adventures (Sega Pro, November 1995)|#51 Pg 67]]<br />
}}<br />
{{Scanbox<br />
| console=Game Gear<br />
| region=US<br />
| front=Tails_Adventure_Game_Gear_US_Cover.png<br />
| back=<br />
| spine=<br />
| spinemissing=<br />
| cart=Ta gg us cart.jpg<br />
| manual=<br />
}}{{Scanbox<br />
| console=Game Gear<br />
| region=EU<br />
| front=TA_EU_Boxart.jpg<br />
| cart=Ta gg eu cart.jpg<br />
| manual=<br />
}}{{Scanbox<br />
| console=Game Gear<br />
| region=JP<br />
| front=TA_JP_Boxart.jpg<br />
| back=TailsAdventures GG JP Box Back.jpg<br />
| cart=Ta gg jp cart.jpg<br />
| manual=TA_JP_Manual.pdf<br />
}}<br />
<br />
===Artwork===<br />
<gallery><br />
Image:Tails_adventures_usCover.png<br />
Image:Tails_adventures_logoEU.png<br />
Image:Tails_adventures_logoJP.png<br />
Image:Tails_adventures_logoUS.png<br />
Image:Tails_adventures_tails_hovering.png<br />
Image:Tails_adventures_tails_bomb.png<br />
Image:Tails and sea fox.png<br />
Image:Tails_adventures_tails04.png<br />
Image:Tailsskypat01.png<br />
Image:Tails_adventures_enemy01.png<br />
Image:Tails_adventures_enemy02.png<br />
Image:Tails_adventures_enemy03.png<br />
Image:Tails_adventures_enemy04.png<br />
Image:Tails_adventures_enemy05.png<br />
Image:Tails_adventures_enemy06.png<br />
Image:Tails_adventures_fururukov.png<br />
Image:Tails_adventures_speedy.png<br />
Image:GrandBattleKukkuArt.png<br />
</gallery><br />
<br />
{{TailsAdventuresOmni}}<br />
{{SonicGGGames}}<br />
<br />
[[Category:Game Gear and Master System games]]</div>
Andy198887
https://info.sonicretro.org/index.php?title=Sonic_Blast&diff=228613
Sonic Blast
2017-03-19T00:06:04Z
<p>Andy198887: </p>
<hr />
<div>{{Bob<br />
| bobscreen=G Sonic title.png<br />
| scale=1.2<br />
| publisher=[[Sega]]<br />
| developer=[[Aspect Co. Ltd]]<br />
| system=[[Sega Game Gear]], [[Sega Master System]]<br />
| romsize=1 MB<br />
| releases=<br />
{{release|GG|US|1996-11-13||2573}}<br />
{{release|GG|EU|1996-11-22||2573-50}}<br />
{{release|GG|JP|1996-12-13|¥4,800|G-3385}}<br />
{{release|SMS|BR|1997-12-25||030.030}}<br />
| genre=2D Platform<br />
|esrb=e|pegi=3|cero=free|usk=0|oflc=g8|grb=a<br />
}}<br />
:''For the comic, see [[Sonic Blast (Archie)]].''<br />
'''''Sonic Blast''''', known as '''''G Sonic''''' (Gソニック) in Japan, is a platformer for the [[Sega Game Gear]] released in late 1996. It was released in North America and Europe in November 1996. The Japanese release was on December 13, 1996, making it the last Game Gear game released in Japan. It was also released in Brazil for the [[Sega Master System]] by [[Tec Toy]], [[SEGA]]'s Brazilian distributor. The Master System version suffers from worse graphics, due to the system's limited palette. The full width of the screen was not used in that version, leaving a gap on the sides; similarly, the HUD was not shifted to reflect the change in screen resolution. Because of its large size (8 megabits), it won't run in the earliest Master System models.<br />
<br />
This game appears to have been developed and released alongside the similarly-named ''[[Sonic 3D: Flickies' Island|Sonic 3D Blast]]''; they also both use pre-rendered graphics and much of the same promotional art. However, the games themselves are worlds apart: no enemies, levels, or bosses, are shared between the games, and ''Sonic Blast'' doesn't concern the [[Flickies]] at all.<br />
<br />
==Gameplay==<br />
Both characters are armed with signature moves. [[Sonic the Hedgehog|Sonic]] has his Spin Dash ({{down}} + Jump) and a double jump (press Jump in mid-air). [[Knuckles the Echidna|Knuckles]] can also use the Spin Dash, and has the [[Power Glide|glide]] (press Jump in mid-air), and the wall climb (press Jump near a wall). When hit by a enemy only 10 rings are deducted from the counter, making this an easy game overall. Chaos Emeralds are found in the Special Stages which can be entered through the giant ring which is found in the first two acts of each level. The Chaos Emerald is only found in the Special Stage of the second act as the act 1 special stage only rewards a 1-up.<br />
<br />
==End Level Panel==<br />
At the end of Acts 1 and 2 of each level, a panel is spun, with a reward given based on what it lands on:<br />
*Eggman: No prize awarded.<br />
*Ring: Gain 10 rings.<br />
*Sonic: Sonic gets a 1up, Knuckles gets 30 Rings.<br />
*Knuckles: Knuckles gets a 1up, Sonic gets 30 Rings.<br />
*Emerald: Gain a free continue.<br />
*Super Sonic: Both characters get a 1up and 30 Rings.<br />
<br />
==Items==<br />
*10 Ring: Worth 10 Rings.<br />
*Shield: Absorbs one hit.<br />
*[[Speed Shoes]]: Temporary speed increase.<br />
*Invincibility: Temporary invincibility.<br />
*Sonic 1up: Sonic gets a 1up, Knuckles gets nothing.<br />
*Knuckles 1up: Knuckles gets a 1up, Sonic gets nothing.<br />
*Marker: You return to this point if you lose a life.<br />
*Eggman: No reward given.<br />
*Question mark boxes: Grants any of the 8 power-up.<br />
<br />
==Manuals==<br />
{{main|Sonic Blast manuals}}<br />
<gallery><br />
SonicBlast GG JP manual.pdf|Game Gear, JP<br />
SonicBlast SMS BR manual.pdf|Master System, BR<br />
</gallery><br />
<br />
==Also Released On==<br />
* ''[[Sonic Adventure DX: Director's Cut]]'' for the [[GameCube]] (2003)<br />
* ''[[Sonic Mega Collection Plus]]'' for the [[PlayStation 2]] and [[Xbox]] (2004)<br />
* ''[[Sonic Mega Collection Plus & Super Monkey Ball Deluxe]]'' for the [[Xbox]] (2005)<br />
* ''[[Sonic Blast (TV game)]]'' for the [[Techno Source]] Plug and play console (2006)<br />
* ''[[Playpal Plug and Play]]'' for the [[Coleco]] Plug and play console (2006)<br />
* ''[[Sega Fun Pack: Sonic Mega Collection Plus & Shadow the Hedgehog]]'' for the [[PlayStation 2]] (2009)<br />
* ''[[Sonic PC Collection]]'' for the PC (2009)<br />
* ''[[FunPlay 20-in-1]]'' for the Plug and Play console (2009)<br />
* ''[[Virtual Console]]'' for the [[Nintendo 3DS]] (2013)<br />
<br />
==Production Credits==<br />
Producer: [[Hiroshi Aso]]<br/><br />
Director: [[sega:Ryushin Hamada|Ryushin Hamada]]<br/><br />
Planner: [[sega:Katsunori Murakami|Katsunori Murakami]], Hiroaki Suzuki<br/><br />
Map Design: Akira Okamoto, Ken Sasaki<br/><br />
Chief Programmer: [[sega:Toshiaki Araki|Toshiaki Araki]]<br/><br />
Programmer: [[sega:Yoshiaki Makishima|Yoshiaki Makishima]]<br/><br />
Chief Designer: [[sega:Fumikazu Sugawara|Fumikazu Sugawara]]<br/><br />
Designer: [[sega:Taro Murayama|Taro Murayama]]<br/><br />
Sound Composer: [[Kojiro Mikusa]]<br/><br />
Special Thanks: [[sega:Kazuyuki Oikawa|Kazuyuki Oikawa]], [[Aspect]] All Staff<br />
<br />
==Resources==<br />
===Screen Shots===<br />
====Game Gear Version====<br />
<gallery><br />
Image:G_Sonic_title.png<br />
Image:Green_Hill_Blast.png<br />
Image:Yellow Desert.png<br />
</gallery><br />
<br />
====Master System Version====<br />
<gallery><br />
Image:MSSBlast 1.png<br />
Image:MSSBlast 2.png<br />
Image:MSSBlast 3.png<br />
</gallery><br />
===Physical Scans===<br />
====Game Gear Version====<br />
{{Scanbox<br />
| console=Game Gear<br />
| region=US<br />
| front=Sblastgg-box-us.jpg<br />
| back=<br />
| spine=<br />
| spinemissing=<br />
| cart=Blast_gg_us_cart.jpg<br />
| manual=<br />
}}{{Scanbox<br />
| console=Game Gear<br />
| region=EU<br />
| front=Sblastgg-box-eu.jpg<br />
| back=<br />
| spine=<br />
| spinemissing=<br />
| cart=Blast gg eu cart.jpg<br />
| manual=<br />
}}{{Scanbox<br />
| console=Game Gear<br />
| region=JP<br />
| front=Sblastgg-box-jap.jpg<br />
| back=Sblastgg-box-jap back.jpg<br />
| spine=<br />
| spinemissing=yes<br />
| cart=Blast_gg_jp_cart.jpg<br />
| manual=SonicBlast GG JP manual.pdf<br />
}}<br />
<br />
====Master System Version====<br />
{{Scanbox<br />
| console=Master System<br />
| region=BR<br />
| front=Sblastsms-box-brazil.jpg<br />
| cart=Blast_ms_br_cart.jpg<br />
| manual=SonicBlast SMS BR manual.pdf<br />
}}<br />
<br />
{{SonicBlastOmni}}<br />
{{SonicGGGames}}<br />
[[Category:Game Gear and Master System games]]</div>
Andy198887
https://info.sonicretro.org/index.php?title=Sonic_Adventure&diff=228612
Sonic Adventure
2017-03-18T23:53:01Z
<p>Andy198887: </p>
<hr />
<div>:''For the GameCube remake, see [[Sonic Adventure DX: Director's Cut]]. For the downloadable version, see [[Sonic Adventure (2010)]].''<br />
{{Bob<br />
| bobscreen=Sonic Adventure title.png<br />
| icon=SAdv vmu000.png<br />
| icondesc=Main Save File<br />
| icons={{icon|SAdv vmu001.gif|Chao Save File }}<br />
| publisher=[[Sega]]<br />
| developer=[[Sonic Team]]<br />
| producer=[[Yuji Naka]]<br />
| director=[[Takashi Iizuka]]<br />
| system=[[Sega Dreamcast]]<br />
| releases=<br />
{{release|DC|JP|1998-12-23|¥5,800|HDR-000}}<br />
{{release|DC|JP (International)|1999-10-14|¥5,800|HDR-0043}}<br />
{{release|DC|US|1999-09-09||51000}}<br />
{{release|DC|US (All Stars)|2000-01-01||51000}}<br />
{{release|DC|EU|1999-10-14|£39.99 {{fileref|CVG UK 215.pdf|page=60}}|MK-51000-50}}<br />
{{release|DC|Benelux|1999-10-18||}}<br />
{{release|DC|AU|1999-12-03||}}<br />
{{release|DC|BR|1999-12-27|R$ 132,34|197086}}<br />
| genre= Action<br />
| esrb=e|elspa=3|usk=0|sell=tp|djctq=12<br />
}}<br />
'''''Sonic Adventure''''' (ソニックアドベンチャー) is the first [[Sonic the Hedgehog]] platformer released on the [[sega:Sega Dreamcast|Sega Dreamcast]], in turn being the first main title in the series done entirely in the still-new form of 3D gaming. The game marked a new era in the franchise, with a completely different feel and style than what was found in the 16-bit era. Originally referred to as ''Sonic RPG'', the intent was to give a Sonic game a more "adventure" feel, with a greater emphasis on characters and story than was found in the classic [[sega:Sega Mega Drive|Mega Drive]] titles.<br />
<br />
The game is not only notable for catapulting Sonic back into the mainstream (after a poor showing on the [[sega:Sega Saturn|Sega Saturn]]) but also for adding quite a few elements into the Sonic franchise that were not present beforehand, such as the [[Chao Garden]] and its related minigame ''[[Chao Adventure]]'', playable through the unique memory stick on the Dreamcast, the [[sega:VMU|VMU]]. Completely redesigning the original cast and introducing new characters, the game tried to respect both the old and the new, at the same time proving the Sonic character to not just be an icon of the 16-bit age, but for numerous generations of gamers.<br />
<br />
==Story==<br />
<br />
[[File:SA1 PerfChaosMural.PNG|thumb|190px|A cryptic mural; an ancient tale; a foreboding prophecy.]]<br />
Over three thousand years ago, there was a wise and prosperous tribe known as the [[Knuckles Clan|The Knuckles]]. Led by a woman who was part of the tribe's moderate party, she led her people as they lived in harmony with the mountains and jungles that housed other nearby people. Trying to teach her son the way she lived, the young boy [[Pachacamac]] grew with discontent, feeling that the tribe he was one day set to rule had a far greater destiny than the simple existence they had. Once he had come of age and became the leader of the tribe, he set his sights beyond the walls of the city, wanting nothing more than establishing his dominance on the planet, with The Knuckles not only ruling themselves but the many other tribes that lived nearby. His mother, against her son's intentions, stood in his way at every opportunity.<br />
<br />
However, it was only a matter of time before age would play a factor, the kind woman finally succumbing to mother nature and passing away. With the death of his mother, Pachacamac finally saw his opportunity, gathering together the tribesmen he saw had the greatest potential. Quickly he transformed them into a fighting force, and gathering his army the tribeleader began his assault on the neighboring countries. With each fight came victory, and soon every tribe and country was under his control, The Knuckles being a force no one could counter.<br />
<br />
Before the death of his mother, Pachacamac had fathered a daughter named [[Tikal]], who immediately gravitated towards the old woman, captivated by her peaceful nature and soaking up the many stories she would tell. There was one story that would stick out in her mind, connected to a mysterious alter that lay outside the city's walls, an extremely holy place that no one dared to desecrate. This alter, with seven visible gemstones perched high atop seven equidistant pillars, guarded a secret that no one knew, as no one had ever dared to go up the steps to see inside. Treating it as holy ground, the people of the city often celebrated its power, placing it as the reason why they were prosperous, and after Tikal's grandmother died also attributed them to the reason why they were able to expand and conquer.<br />
<br />
[[File:Pachacamac Tikal.png|thumb|190px|A father and daughter at odds.]]<br />
Knowing that the seven emeralds at the alter held incredible power but not knowing much else, Pachacamac soon began to contemplate an action that was completely against the very nature of the tribe: to take hold of the [[Chaos Emeralds]] and use them not only to secure the power he had already gained, but to expand his empire further, wanting nothing more than to rule the Earth. His daughter, distressed by her father's desire to conquer other people's holy ground, immediately took a stance against him, telling him time and again that he should stop his quest. Her words, however, fell on deaf ears each time.<br />
<br />
As her father began to prepare and seize the emeralds, Tikal decided to go to the holy place herself, approaching the alter and looking upon it. It was this moment where she first met the [[Chao]], a race of water spirits that resided at the alter and the force that prevented Pachacamac from immediately storming the ground for the power he was seeking. Approaching the creatures carefully, Tikal comforted them, telling the beings they had nothing to fear from her. Only after being befriended by the Chao did Tikal look upon the face of the being that was the true guardian of the alter and the Chao that lived there - [[Chaos]], the final evolved form of the Chao. Though not yet known by that name, Chaos confronted Tikal, examining her and making sure her intentions at the alter were pure of heart. Only then did the water spirit permit the girl to walk up the steps that few had treaded upon.<br />
<br />
[[File:Emerald Alter Past Interior.png|thumb|190px|The interior of the [[Emerald Shrine]], before the siege.]]<br />
At the center of the alter was the [[Master Emerald]], the "unifier" of the Chaos Emeralds, and the key that explained to her the poem that her grandmother made her remember by heart: "The servers are the seven Chaos / Chaos is power, enriched by the heart / The Controller serves to unify the Chaos." Realizing not only that her father would be desecrating sacred ground, but also would try and harness a power he could not control, Tikal approached her father, trying desperately to dissuade him from going after the emeralds. Each time she spoke, her father returned only ignorance, the young girl instead asking Chaos if he could take the emeralds and the Chao with him and escape to a safer place, out of the hands of her father and the greed that was consuming him. With only the sound of water, Tikal realized that this was not an option, and that a stand between the two sides was inevitable.<br />
<br />
In one last, desperate bid to stop her father, Tikal stood at the foot of the alter, blocking Pachacamac and his warriors' path to the emeralds. Trying to reason with him, he ignored her one final time, telling his troops to charge ahead, attacking his own daughter in the process. Becoming unconscious, Tikal was not able to bare witness as her father ran upon stairs he was never meant to cross, seeing with his own eyes the Master Emerald and the creature that would be Chaos.<br />
<br />
Once she came to, Tikal could find no trace of her father or the warriors, the Chaos Emeralds that were once on the pillars missing. Running to the center, it was then she learned the terrible truth - that Chaos, in his attempt to stop Pachacamac and protect the Chao, used the power of the Chaos Emeralds to transform into something else entirely, a creature of vast and uncontrollable power that could destroy the world. Remembering the words of the poem, Tikal asked for the Master Emerald's help to stop Chaos before he wiped out every living thing in his rage.<br />
<br />
The emerald obeyed, sealing not only Chaos inside its shell, but the spirit of Tikal, to guard over the creature if he ever were to escape. The broken remnants of The Knuckles tribe took it upon themselves to guard over the Master Emerald as it, along with the area around it, lifted up into the heavens...<br />
<br />
[[File:SA Knuckles Chaos First Meeting.png|thumb|190px|The first meeting between Knuckles and Chaos.]]<br />
Many millennia later, the mad genius [[Dr. Eggman]], licking his wounds from yet another defeat at the hands of [[Sonic the Hedgehog]], decided that the best place for his ultimate city - [[Eggmanland]] - to be built would be the current location of [[Station Square]]. Coming up with a plan to destroy the city so that his image can reign supreme, Eggman decided to build his base on the edge of a place called the [[Mystic Ruins]], for even though it was but a train ride away from the bustling metropolis, it was still a place that held an abundance of secrets. It was only by chance that, while excavating the grounds to build his glowing headquarters, that Eggman came across a pair of stone tablets with an ancient inscription upon it. Hastily translating the words, the evil mastermind discovered the legend of Chaos, and its connection to [[Angel Island]]. With a laugh, he journeyed to the floating island in the dead of night aboard his latest creation, the [[Egg Carrier]].<br />
<br />
Upon the island sat its eternal guardian [[Knuckles the Echidna]], the last of The Knuckles tribe. Not completely knowing the reasons behind his duty to guard the Master Emerald, Knuckles nevertheless stood constant watch over it, his stance unwavering. On this night, with the sound of thunder echoing in the distance, Knuckles was startled awake when he heard the sound of something shattering. Turning around, he spotted a liquid creature he had never laid eyes on. Before being able to register who this being was, Knuckles turned his sights on the Master Emerald, shocked at seeing only partial remains littering where it once lay. Assuming that this strange creature must be the one responsible for shattering the emerald, the echidna attempted to fight the being, unable to stop it from turning into a puddle and slithering away. With his mind on the events that just happened, knowing his duty to collect the pieces of the Master Emerald and more than aware of the island now falling into the ocean, Knuckles was unaware of a strange red orb also floating around, moving off into the same direction as Chaos...<br />
<br />
[[File:Perfectchaos.jpg|thumb|190px|The true face of [[Perfect Chaos]].]]<br />
Meanwhile, Sonic the Hedgehog, once again looking for excitement and adventure, happened to jump right into the heart of Station Square, the next destination on his vacation plan. Excited to see the sights and sounds, the hedgehog stood atop a skyscraper, taking in the city's bright lights and breathtaking visuals. Suddenly, the sound of police sirens filled his ears, looking below seeing the cars the sirens belonged to. Heading off toward the direction of City Hall, Sonic jumped down to the road below, deciding to investigate, always looking to get into trouble. What he found was a police barricade, the officers trying to shoot down a mysterious water creature. Finding their weapons useless, the police retreated, giving Sonic the opportunity to engage the creature. With a smirk and the hope for fun, he jumped in fighting off [[Chaos 0]] in an instant, the creature slipping away down a sewer drain afterwards.<br />
<br />
Standing in the rain, Sonic remained unaware of Dr. Eggman watching from a rooftop overhead, laughing at the hedgehog and his being unaware of the creature's potential for power. It would only be the next day when Sonic, along with [[Miles "Tails" Prower]], found out the creature's name, his ability to use the emeralds, and Eggman's plan to turn Station Square into his own personal city. Now Sonic must not only try and gather the Chaos Emeralds once again and stop Dr. Eggman, but in the process run into old and new friends all while unknowingly uncovering the secret to the strange creature known only as Chaos.<br />
<br />
==Game Mechanics==<br />
<br />
===Gameplay===<br />
<br />
For ''[[Games featuring Sonic the Hedgehog|Sonic the Hedgehog's]]'' first major title in 3D, and in an attempt to live up to the ''Adventure'' title, ''Sonic Adventure'' is split into two main parts: the level based "Action Stage" and the slowed down, explorable "Adventure Field," with each of the six playable characters having their own unique playstyle and goals.<br />
<br />
====Action Stages====<br />
<br />
=====Sonic the Hedgehog=====<br />
<br />
[[File:SA Sonic Original.jpg|thumb|190px|The original unveiling of [[Sonic the Hedgehog]] as depicted in ''Sonic Adventure''.]]<br />
Being the title character in the game, Sonic the Hedgehog is given the largest focus, his story and number of playable levels being greater than any other cast member. Even in the third dimension, the basic goal of each of Sonic's levels remains familiar: to reach the end of a level while avoiding traps, pitfalls, and the occasional enemy [[Badnik|badnik]] built by the nefarious Dr. Eggman. While the classic titles had a ten-minute time limit, the limit has been lifted to give the player more than enough time to get used to the modified control scheme. Thanks to the new plane of movement, pressing any direction of the control stick will send Sonic in that direction. Pressing up will move Sonic forward, pressing down will cause him to quickly turn around in the opposite direction, and pressing the traditional left or right directions will let Sonic explore either side of his world. Though sometimes it may seem confusing as to where Sonic is meant to go next in each level, the camera system in the game is built to help guide Sonic along a certain path, leaving enough room to divert into the occasional alternate pathway.<br />
<br />
For the first time, more than one button on the control pad can be used to make Sonic perform alternate moves during the course of the game. The jump button is still used to make Sonic curl up into a ball in the air and perform a [[Spin Attack|spin attack]] where he can hit any enemy as long as they are not covered in spikes or some other projectile. Pressing the jump button twice allows a brand new move in Sonic's arsenal to appear, the [[Homing Attack|homing attack]]. As the third dimension does not allow for as easy precision as a two-dimensonal plane would, the homing attack allows Sonic to "lock-on" to the nearest enemy or other interactable item and zoom ahead, curled up in a ball and subsequently attack it. This attack especially comes in handy when Sonic is forced to cross a pit of lava or one without a bottom and the only items between him and certain death are a row of enemies flying about. The secondary action button now gives Sonic the ability to curl up in his trademark [[Spin Dash|spin dash]], holding the button longer making Sonic charge up the dash more. From a standstill, tapping the button will allow Sonic to burst ahead with the slightest amount of speed. However, while running, barely tapping the button will cause Sonic to curl up into his spin just as in the classic games, allowing him to smash an enemy that may be in his path without having to jump. Sonic also has the ability to pick up items that are near him, such as keys necessary to get into other levels or Chao's during the Chao Garden portions of the game. Tapping the action button allows this move, though if not close enough to the item Sonic will default to the spin dash.<br />
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[[File:Emeraldcoast.png|thumb|190px|Sonic's iconic run through Emerald Coast.]]<br />
This is also the first title that allows Sonic's moveset to expand as a player progresses through the game. Placed in the Adventure Field and accessible at certain points in the story, there are a total of three separate [[Sonic Adventure upgrades|upgrades]] available to Sonic, though only two of them are mandatory. The first of these are the [[Light Speed Shoes]], which look like a pair of Sonic's trademark shoes slightly altered. When acquired in the sewers of Station Square, Sonic now has the ability to dash through a string of rings if he charges up his spin dash. Once a glow is around Sonic, he can walk up to the string of rings and, letting go of the action button, will let Sonic use this [[Light Speed Dash]] to reach areas he normally couldn't. The second item necessary in the game is the [[Ancient Light]], found on Angel Island. Looking just like a ball of light, when Sonic touches it he gains an ability similar to the Light Speed Dash. Called the [[Light Speed Attack]], Sonic can now attack a string of enemies in one go after charging up his spin dash. The third upgrade item in the game is found in the Station Square hotel. Called the [[Crystal Ring]], the item is only accessible once you have the Light Speed Shoes. The ring, which goes on Sonic's wrist, allows for a far shorter charge of the spin dash to enter either the Light Speed Dash or Light Speed Attack.<br />
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In Sonic's run through the game, the character progresses through ten of the eleven levels available. In order, they are [[Emerald Coast]], [[Windy Valley]], [[Casinopolis]], [[Ice Cap]], [[Twinkle Park]], [[Speed Highway]], [[Red Mountain]], [[Sky Deck]], [[Lost World]], and [[Final Egg]]. Scattered through each level are a multitude of items, many familiar to anyone who has played a Sonic game in the past. The most common item once again is the [[Ring|ring]], which protects Sonic from losing a life as long as he has at least one in his possession. The dangerous bed of [[Spikes (obstacle)|spikes]] also return, which should be avoided at all costs. The classic [[Lamppost|lampposts]] that mark Sonic's position in the level so he can restart there in the case of losing a life also return, but are now a pair the character runs through as opposed to a single post you run by. [[Spring|Springs]] that allow the player to reach higher platforms also appear. The [[Dash Panel]], an item which was rarely seen in ''[[Sonic the Hedgehog 2 (16-bit)|Sonic the Hedgehog 2]]'' and ''[[Sonic the Hedgehog 3]]'' also make a return, though in abundance, allowing Sonic to instantly gain speed when he runs over them. The [[monitor|item boxes]] also return with a vengeance, a total of nine possible power-ups available for Sonic. The classic [[Shield|shield]] returns, as well as a variation of the [[Lightning Shield|Thunder Barrier]], called the Jiryoku Barrier, attracting rings and providing the protection a normal shield offers. Invincibility, Super Speed, and 1-ups also are available, as well as the ring boxes. However, instead of only offering the ten-ring box as in previous games, two new variants are offered: a 5-ring box, and a random ring box, which can be worth 1, 5, 10, 15, 20, or 40 rings. Also new to the arsenal is the explosion item box, which will instantly destroy any and all enemies that are on the screen at the time.<br />
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As the Action Stages are not broken up into separate acts this time around, the [[signpost]] meant to signal the end of the level is replaced with the [[Capsule|capsule]] that holds the various [[animals]] that pop out of badniks in the game. However, while the capsule is the standard greeting, there are times when other objectives are presented for Sonic to reach, such as a Chaos Emerald or Tails recovering from a plane crash. When these Action Stages are later replayed, the alternate goal is replaced with Dr. Eggman's capsule machine.<br />
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=====Miles "Tails" Prower=====<br />
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[[File:SA Tails Original.jpg|thumb|190px|The original unveiling of [[Miles "Tails" Prower]] as depicted in ''Sonic Adventure''.]]<br />
Miles "Tails" Prower takes many of the same cues from Sonic the Hedgehog when it comes to controlling in the game ''Sonic Adventure''. Using the control stick to run about in a three-dimensional game, pressing the jump button also lets Tails curl up into a ball and perform the vintage spin attack. The flight ability for Tails also returns, once again initiated by pressing the jump button twice, allowing the two-tailed fox to rise above the ground for a short period of time, able to ascend the entire duration. However, instead of being able to replicate the spin dash and the other moves connected to Sonic, the action button offers an entire new move set for Tails. Pressing it allows Tails to do the [[Tail Swipe|Tail Rotation Attack]], in which the fox uses his tails to swipe at enemies, breaking them apart, all the while twirling on the point of one of his feet. The ability to pick up objects is also present.<br />
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Just like Sonic, Tails also has his own set of upgrades scattered throughout the course of the game which can modify his abilities. The required upgrade is the [[Rhythm Badge]], found in the past version of the Mystic Ruins. The badge, which goes upon Tails' chest, gives him the ability to continuously engage in the rotation attack, now called the "Continuous Tail Rotation." The second upgrade available for the fox, the [[Jet Anklet]], is found in Station Square. Attaching to his shoes, the anklet allows Tails to fly faster than before, allowing him to cover far more distance than he would normally be allowed to.<br />
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During the course of his adventure, Tails only has access to five Action Stages: [[Windy Valley]], [[Casinopolis]], [[Ice Cap]], [[Sky Deck]] and [[Speed Highway]]. While Sonic's version of these levels are broken up into two or three distinct parts, Tails' version of the levels are decidedly shorter, often only focusing on one part of the level. The reason for this is, instead of merely emulating the goal of getting to the end of the level, Tails' levels have an added racing element, in which the player must control Tails in a race against Sonic or, in the case of Speed Highway, Dr. Eggman. Only by reaching the end of the level first will allow Tails to win the race and, subsequently, the level. Though the capsule is once again used to signal the end of the stage, there are times when other items are used to alert the player where the finish line is, such as a Chaos Emerald or a missile lodged in a building.<br />
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There are also times when Miles "Tails" Prower can be playable in Sonic the Hedgehog's story through the use of a second controller, much like he is controllable in ''Sonic the Hedgehog 2'' and ''Sonic 3''. However, because of the nature of the game, it is much harder to keep both characters on the screen at once.<br />
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=====Knuckles the Echidna=====<br />
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[[File:SA Knuckles Original.jpg|thumb|190px|The original unveiling of [[Knuckles the Echidna]] as depicted in ''Sonic Adventure''.]]<br />
Returning to the forefront, Knuckles the Echidna once again takes similar cues from Sonic the Hedgehog but deviates with his own unique abilities. Fully controllable in the three-dimensional game with the control stick, the jump button causes that familiar spin attack to be a part of Knuckles arsenal. Pressing the jump button twice will allow Knuckles to [[Power Glide|glide]] through the air, slowly descending along the way. Hitting a wall while gliding (or simply jumping into a wall and pressing jump twice) will let Knuckles climb up nearly any surface, allowing him to reach higher places that he wouldn't normally be able to. The action button gives Knuckles a new attack, hinted at in ''[[Sonic the Hedgehog 3]]'' but not usable in that game: punching. The [[Punch Attack]] can either be done on its own with one push of the action button, a quick one-two jab with two presses, or a full triple combo with the third being a powerful charge with three presses of the action button. Also, just like the rest of the characters in the game, Knuckles has the ability to pick up items at will if close enough to them.<br />
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The Guardian of Angel Island also has two upgrades available to him in the game, one of them being necessary, the other once again optional. The first of these, the [[Shovel Claw]], is found in the Mystic Ruins and allows Knuckles to dig in dirt and grass. Pressing both the jump and action button at the same time, Knuckles will disappear into the ground, sometimes coming up with nothing, other times coming up with rings, a shield, or even invincibility or speed shoes. The second upgrade, the [[Fighting Gloves]], is located in the jungle section of the Mystic Ruins. Being an optional addition to Knuckles' arsenal of moves, the yellow gloves provide the echidna with the [[Maximum Heat Knuckles Attack]], the echidna's answer to the Light Speed Attack. By holding the action button, Kunckles can charge up and unleash himself at a group of enemies, defeating them all at once instead of one at a time.<br />
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Though he shares similar moves with Sonic and Tails, Knuckles' game actually plays quite differenty from the duo. Instead of trying to reach the end of a level, Knuckles climbs, glides, and runs through each, exploring every nook and cranny seeking three shards of the shattered Master Emerald, in the hopes of collecting all the piecs and restoring it, and in turn having Angel Island once again join the heavens. In each of Knuckles five levels, the shards have numerous locations programmed in which they could be, each playthrough being different than the last. Luckily, Knuckles has two tools he can use to track down the shards. The first of these is a psudo-radar on the bottom of the screen, each shard represented. If Knuckles gets closer to one of the pieces of the Master Emerald, the icon will start to blink rapidly, a beep joining the intensity of the radar. When it begins to flash red wildly, it means that Knuckles is only inches away from his goal. The second tool at Knuckles' disposal are the various [[Hint Orb|hint orbs]] floating in the level. By touching one of them, the orb will shoot forward towards the nearest shard, leading Knuckles to his ultimate prize. The pieces can be almost anywhere: inside badniks, underground, and even just sitting out in the open. Exploring [[Speed Highway]], [[Casinopolis]], [[Red Mountain]], [[Lost World]] and the [[Sky Deck]], the Guardian must find all fifteen pieces before he can once again rest at the sacred alter of the Master Emerald.<br />
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=====Amy Rose=====<br />
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[[File:SA Amy Original.jpg|thumb|190px|The original unveiling of [[Amy Rose]] as depicted in ''Sonic Adventure''.]]<br />
Though a hedgehog just like Sonic, [[Amy Rose]]'s playstyle is similar in only the most basic of functions. Able to move about with the use of the control stick, Amy can traverse across the landscape with ease, albeit at a top speed far lower than the previous three characters. Though she can jump, she does not curl up, leaving her wide open to attack. However, Amy is not without her defenses, utilizing her [[Piko Piko Hammer]] if the need to fight arises. The basic attack with the hammer is called, simply enough, the [[Hammer Attack]]. Swinging her hammer to the ground, it also causes a small shockwave that can harm enemies if Amy is unable to make direct contact. She can also swing her hammer while in the air, initiating the [[Jump Attack]], letting her hit any airborne assailants. As Amy's jumping height is not as proficient as Sonic's, she can also use her hammer to launch herself in the air. Called the [[Hammer Jump]], the extra height allows Amy to reach areas she can not normally get to, the Jump Attack also available as she sores through the air for those brief moments in time.<br />
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Two possible upgrades are available to Amy Rose, though once again only one of these is necessary to progress through the game. Found aboard the [[Egg Carrier (Sonic Adventure)|Egg Carrier]], the [[Warrior Feather]] lets Amy use her Piko Piko Hammer to spin in a tight circle, holding it out and destroying any enemies that may be charging at her, possible only by holding down the action button and spinning the control stick in a circular motion. However, the [[Spin Hammer Attack]] is only temporary. If used too long, Amy will become dizzy, the player unable to control her correctly and leaving her open for any attack. The optional upgrade for Amy comes in the form of the [[Long Hammer]], which gives the young girl's attacks a much greater radius. Found in the same spot on the Egg Carrier, it can only be unlocked after Eggman's floating masterpiece crashes into the ocean.<br />
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Amy's story in the game starts in the middle of Sonic's, in which the young pink hedgehog strolls about the streets of Station Square on her own, shopping bags in hand and deep in thought. Recalling the time Sonic saved her from the clutches of [[Metal Sonic]] during the events of ''[[Sonic the Hedgehog CD]]'', her train of thought is broken by a large shadow covering the city. Looking up into the sky, Amy sees the image of the Egg Carrier, immediately recognizing it as the handiwork of Dr. Eggman. Before she can even contemplate the idea of Sonic rushing into her life, a small [[Flicky]] comes crashing into her, having escaped from the ship. Dubbing the bird [[Birdie]], she sets it upon herself to guard the bird once she realizes its being chased by [[ZERO]], one of Dr. Eggman's robots. Playing through only three levels - [[Twinkle Park]], [[Hot Shelter]] and [[Final Egg]] - Amy must try and reach the balloon goal all the while avoiding the attacks of ZERO and his attempts at capturing not only the bird, but her as well. Though Amy can attack ZERO with her hammer, she can not defeat him in any action stage, eventually the robot becoming immune to her defenses. As Amy plays as a much slower character, her levels also have a few more puzzle elements than the principle three, made all the more complicated by the robot pursuing her. Her ability to carry items also comes in handy when, at certain places, she can lift and hide inside a barrel when in a room with ZERO, the robot unable to find her while she hides.<br />
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=====Big the Cat=====<br />
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[[File:SA Big Original.jpg|thumb|190px|The original unveiling of [[Big the Cat]] as depicted in ''Sonic Adventure''.]]<br />
The slowest character of the bunch, [[Big the Cat]] is something of an enigma when compared to the rest of the characters in the game. Though he is still fully controllable in the three-dimensional world of ''Sonic Adventure'' through use of the control stick, his playstyle is completely different. Lumbering about, Big the Cat does have the ability to jump when the corresponding button is pressed, but like Amy Rose is unable to curl up and defend himself while he does this, leaving himself completely open to attack. His only method of defending himself is by the use of his fishing poll that he caries about with him at all times, the action button letting Big swing the pole as if he were to cast it, being able to smack any nearby enemies.<br />
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However, Big's game has little focus on any actual fighting, and instead is focused on fishing. Having lived in the Mystic Ruins for years, Big is at the wrong place at the wrong time on the night Dr. Eggman frees Chaos from the Master Emerald. Due to a small hiccup during the freeing process, Chaos' tail manages to separate from the rest of the water god, falling freely into the jungle below. [[Froggy]], Big the Cat's best friend, happens to accidentally stumble upon the tail, which possess the frog. When Big wakes up and sees his friend now has a tail, the large cat is unable to stop the frog from eating his "lucky charm," the yellow Chaos Emerald. Determined to find his friend and snap some sense back into him, Big pulls out his trusty fishing rod and journeys to [[Twinkle Park]], [[Ice Cap]], [[Emerald Coast]] and [[Hot Shelter]] to reclaim his friend.<br />
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By pressing and holding the action button, Big prepares to launch himself into fishing mode, a marker appearing showing where the line will be cast. By letting go of the button, Big casts his fishing rod, the line landing in a body of water if that is indeed where the marker was set. From here, the player can shake the lure about with the control stick in the hopes of attracting Froggy or, if that doesn't happen, one of the many other fish that are swimming about. Once caught on the line, pressing either the jump or the action button will cause Big to roll up the line, bringing the caught object closer to the purple cat.<br />
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In his quest to fish for his friend, a variety of upgrades are available for the feline, many of them optional if all the player wishes to do is complete the story and move on. The one necessary upgrade, the [[Life Belt]], is found on Angel Island near the entrance to the Ice Cap. Giving Big the ability to float in water, it allows the player to get up and close and personal with whatever they're seeking out to fish for, holding the jump button allowing Big to dive under the water. The first of the optional upgrades is the [[Power Rod]], an alternate fishing rod that allows Big to cast a longer line, found in the Mystic Ruins where Big begins his journey. In addition, there are four optional [[Lure|lure]] upgrades scattered about the game, and while they are not necessary for the completion of the story, they are needed if Big wants to catch bigger fish. With one hidden in each Adventure Field, it is also the only upgrade in the game hidden inside one of the action stages, the Ice Cap.<br />
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=====E-102 Gamma=====<br />
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[[File:SA E102 Original.jpg|thumb|190px|The original unveiling of [[E-102 Gamma]] as depicted in ''Sonic Adventure''.]]<br />
Yet another character with an alternate playstyle when compared to Sonic, Tails, and Knuckles, [[E-102 Gamma]] is also the first playable character built by Dr. Eggman. Still controlled in the same fashion as the other characters with the use of the control stick, the jump button also performs the same action as the other five characters preceding. Just like Amy and Big, however, the jump move leaves the robot open to attack. Introducing yet another new playstyle to the Sonic universe, E-102 is the first playable character to use projectiles as a means of defense. By pressing and holding the action button, a laser mounted to the robot's head will act as a tracking device, locking on to any nearby enemies. When let go, E-102 will subsequently shoot everything in his path. Shooting is not just so E-102 Gamma can engage in fighting off his objective, but is essential for the player to continue using him. Gamma is the only character in the game that is restricted by a time limit, a preset timer placed in the corner continuously counting down. If the timer reaches zero, the level ends and the player forfeits a life. Only by shooting enemies will the timer increase. locking on to more targets at one time resulting in a higher amount of time for the player. Since the targeting system will only last so long before it fades out, figuring out how many enemies to lock on at once in a given situation adds to the challenge of the game. E-102 also has two modes of operation: the standard walking animation and, if running forward long enough, a wheeled mode that allows Gamma to roll on the ground much faster than his legs will carry him. Eggman's robotic creation also can float on water, a propeller system emerging that prevents him from falling in when in this mode. However, this only works near bodies of water the cast can interact with, so Gamma will still fall into such places as the water in Windy Valley.<br />
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In almost predictable fashion, E-102 Gamma has two upgrades available to him, only one being necessary to continue in the game. The required upgrade, called the [[Jet Booster]], is found in the Egg Carrier and gives the ability for Gamma to glide. Though not as proficient as Knuckles the Echidna's gliding, it still allows Gamma to slowly descend from a higher location, giving him time to target enemies that may otherwise fly past him, as well as letting him cross pits he might not otherwise be able to. The second upgrade available is also located within the Egg Carrier, but is only accessible to E-102 when the ship is not in its Sky Deck mode. Called the [[Laser Blaster]], it provides Gamma with a larger attack radius so he can lock on to more enemies at once, allowing his time to go up higher if done successfully.<br />
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Though he goes through [[Final Egg]], [[Emerald Coast]], [[Windy Valley]], [[Red Mountain]] and [[Hot Shelter]], the objectives for the character shift in the middle of his game. Having been created by Dr. Eggman, the robots first moments of consciousness are inside the mad genius' base, seeing the face of his creator. Sent into the training ground of Final Egg, Gamma wants nothing more than to please his creator, being the second in the E-100 series. Thinking nothing of it, he immediately fights with his predecessor, [[E-101 Beta]] simply because Eggman asks him to, not thinking beyond what his orders are. It is only after the robot encounters Amy Rose that he begins to question his own programming, and for the final three levels in his adventure he turns against Dr. Eggman, resolving to free the animals trapped within the other members of the E-100 series and declaring Eggman his enemy.<br />
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====Adventure Fields====<br />
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[[File:Sega ftp sa1 ec big.jpeg|thumb|190px|[[Big the Cat]] wandering about the [[Egg Carrier (Sonic Adventure)|Egg Carrier]].]]<br />
While previous Sonic games had each level play one after the other, ''Sonic Adventure'' introduces a hub world system into the game. Dubbed "Adventure Fields," it is these areas that string together the events within the game, and serve as the doorwasys to each Action Stage. There are three main fields, each having a different theme. The first, [[Station Square]], serves as the starting point for many of the characters, being the central hub to the city Eggman desires. The second, the [[Mystic Ruins]], encompasses not only the area that contains [[Tails' Workshop|Tails' Workshop]], but a jungle area filled with ruins, accessible through a minecart. The fallen Angel Island is also part of the area, having once been part of the landmass thousands of years before the events of the game. The third field is Eggman's latest floating creation, the [[Egg Carrier (Sonic Adventure)|Egg Carrier]], his home base as he plots Station Square's destruction and the rise of Chaos. There is also a fourth Adventure Field which is only accessible at specific times for each character. In each story, there is a moment when the character is given a vision of the past, the field being the Mystic Ruins before it turned into the ruined jungle, the ancestors of Knuckles the Echidna still a proud and much alive race.<br />
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While the central purpose of the main three are to get from one level to another, they also serve as the perfect way to become accustomed to using Sonic and his friends in the third dimension. Knowing that a hub world is anything but linear, scattered throughout the three are various [[Hint Orb|hint orbs]] that, when touched, will give the player a hint as to where they are meant to go next. There are times when an action level can not be reached until some sort of objective is met in the Adventure Field, be it finding a key to a door or locating an upgrade that will overcome an obstacle blocking the stage's entrance. The fields also serve as the backdrop to many of the various cutscenes and boss encounters in the game.<br />
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Also of note is that, with the exception of the Egg Carrier, each Adventure Field is filled with a collection of Non-Playable Characters that Sonic and his friends can go up and talk to by pressing the action button. While sometimes they will also give a hint as to where the player should go next, more often than not they talk about something completely unrelated, recounting their own personal drama, such as the woman afraid to talk to the man she likes at the burger shop, the little girl waiting near the train station to see her father come home, or the boy who laments his mothers' gambling addiction. Though not vital to the story, they serve as amusing asides that make the world of Sonic the Hedgehog seem alive, alluding to the fact that it is not just a world made up of one hedgehog and one human in a constant battle.<br />
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====Boss Encounters====<br />
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[[File:SA1ZeroBoss.PNG|thumb|190px|[[Amy Rose]] in her boss fight with [[ZERO]].]]<br />
Instead of having Dr. Eggman encounter the player at the end of each level, the boss encounters in ''Sonic Adventure'' only happen at specific times, more often than not taking place somewhere on the Adventure Fields of the game. While each character has at least one boss battle, Sonic and Tails are the only two that fight with the doctor himself, both fighting his [[Egg Hornet]] early on and then the two getting their own personal final battle with him at the end of their respective adventures. The rest of the boss fights in the game are either robots built by Eggman's hand, or for the first time in a main Sonic title, a being that was not created by the doctor. Sonic, Tails, Knuckles and Big each have at least one fight with the water god Chaos, the principle three all going up against his [[Chaos 4]] form. Though the same character, each encounter with Chaos offers its own unique challenges and attack patterns, much as each encounter with Eggman over the years has done the same.<br />
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E-102 Gamma is the only character in the game to have a boss battle actually occur in the final moments of a stage, having to fight [[E-103 δ]], [[E-104 ε]] and [[E-105 ζ]] in his last three levels.<br />
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====Sub Game====<br />
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[[File:Sega ftp sa1 egg carrier.jpg|thumb|190px|Sonic and Tails aboard the Tornado.]]<br />
In addition to the regular Action Stages and the Adventure Fields, there are also a number of Sub Games that occur during ''Sonic Adventure'', most of them in one of the character's story in some form or another. Each of these Sub Games control completely different than from the normal areas of the game, offering up yet another layer of variety. The most prominent of these are [[Sky Chase Act 1]] and [[Sky Chase Act 2|Act 2]], in which Sonic and Tails ride on either the [[Tornado]] or the [[Tornado 2]] and attempt an air assault against Dr. Eggman's Egg Carrier. With the jump button turning into a gun and the action button becoming a way to lock on and shoot missiles as enemies, the two levels closely resemble a shooter in the vein of ''[[sega:Panzer Dragoon|Panzer Dragoon]]''. In Tails' Adventure mode, the young fox has an exclusive mini-game entitled [[Sand Hill]], which is similar to the snowboarding sections of [[Ice Cap]] but is instead done on various sand dunes. Amy Rose also has her own sub game, [[Hedgehog Hammer]]. Done inside the Egg Carrier, Amy must use her hammer to smash apart the blue and yellow Sonic the Hedgehogs while avoiding the Eggman targets, the game being the source of her upgrades (as long as it is done within the Adventure Field). There is also a [[Twinkle Circuit]] available to every character once their adventure is completed, even if they are unable to play through Twinkle Park normally. The race behaves much as the first segment of Sonic's version of Twinkle Park does, except instead of one long stretch of road, it is a traditional three lap race, although it is only a single player mode.<br />
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====Super Sonic====<br />
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[[File:SA1PerfChaos.PNG|thumb|190px|[[Super Sonic]] confronting the final form of Chaos.]]<br />
While the Chaos Emeralds are featured in the game, unlike previous titles they are not unlocked in a separate [[Special Stage]]. Instead, they are an essential part of the storyline, being found by Sonic and Tails at the end of action stages or by other means in an attempt to prevent Dr. Eggman from bringing Chaos to full power. However, the powered up transformation of Sonic, [[Super Sonic]], is still accessible in the game, only in a limited capacity. Once all six characters have been played through and their stories completed, a seventh character will appear on the character select screen. Marked "Super Sonic," only a question mark greets the player as to what is in store.<br />
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This extra storymode is actually the true ending to the game, answering questions that have been cropping up in the cutscenes of the six playable characters, showing the betrayal of Chaos and what truly happened 3000 years previous. Knowing time is short, Sonic and Tails (after Sonic experiences a lengthy flashback sequence detailing the final moments of Tikal and Chaos at the emerald alter) try to recover the seventh emerald before Chaos can, but are unable to. Now fully powered, [[Perfect Chaos]] attacks Station Square, in a sense accomplishing what Eggman wanted but with unwanted side effects. Discovering the hint orbs that populated each stage were really Tikal guiding the players, Sonic has no choice but to transform into Super Sonic and finally put an end to the threat that was birthed all those millennia ago.<br />
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The character controls much like Sonic, just with a higher top speed, invincibility and the ability to run over water. Just like previous encounters with Super Sonic, the player must collect rings or else forfeit the transformation. If during the battle Super Sonic returns to his blue self, the player will lose a life, unable to collect fifty rings and turn back into Super Sonic.<br />
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===Trial===<br />
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[[File:SA1E103Boss.PNG|thumb|190px|[[E-102 Gamma]] facing off against [[E-103 δ]].]]<br />
The trial option on the main option screen to ''Sonic Adventure'' is similar to the Time Attack mode of ''Sonic the Hedgehog CD'', giving players the ability to play through any previously completed stage at their leisure. Recording time, score, and number of rings, the mode provides numerous ways for a player to try and best themselves. It also keeps track of the number of challenges for each Action Stage that has been met with each character. Each level in the game has three separate tasks that must be finished with each character, the next becoming the target once the first is done. This is also true with the Sub Games for each character, although that only has one secondary challenge.<br />
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The Sub Games that are available for each character are also expanded, with the ability to play through each boss for a character straight through, and certain segments that are part of a standard Action Stage are available for standalone playthrough, such as the snowboarding segments in Ice Cap. Sonic is also given the chance to play through Sand Hill, an area he is not allowed to enter in the standard game.<br />
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===Chao===<br />
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{{main|Chao}}<br />
[[File:Sa chao 02.svg|thumb|110px|A neutral Chao.]]<br />
Brand new to the Sonic series, the [[Chao]] are an additional mini-game that can be played outside of the regular levels. An extension of the A-life used in the game ''[[sega:NiGHTS Into Dreams|NiGHTS Into Dreams]]'', the [[Chao Garden]] can almost be considered a full game on its own. Each main Adventure Field has an entrance to its own Chao Garden, with two unhatched Chao eggs. Picking them up and rocking them with the control stick will cause the egg to hatch, which then can let the player raise the Chao at their leisure. The Chao, which need to be fed, petted, and taken care of, also can use the abilities of the various animals that Sonic and company find in the regular Action Stages that pop out of the Eggman robots. Entering the garden, the collected animals will spring out of the playable character, and can subsequently be picked up. Walking over to a Chao with an animal in hand will cause the Chao to absorb the stats of the animal, also changing shape slightly.<br />
<br />
A variety of combinations can be achieved this way, and the many Chao one can raise can also be used in the Chao Racing section, located only in the Station Square Chao Garden. The Chao raised can also be used in the [[sega:VMU|VMU]]-exclusive minigame ''[[Chao Adventure]]'', which allows a player to raise their Chao on the go.<br />
<br />
===Emblems===<br />
<br />
To encourage replayability and exploration, 130 [[Emblem|Emblems]] are unlockable through the course of the game, won by accomplishing a variety of tasks. Each time an Action Stage, Sub Game or Boss is completed, an emblem is awarded to the player. Each Action Stage has three emblems connected to each character, the Sub Games only having two. Emblems are also awarded after beating the seven story modes, and for winning the five Chao Races in the Chao portions of the game. In addition, each Adventure field holds four emblems hidden somewhere on the map, sometimes in plain sight and other times cleverly placed. Though nothing more than bragging rights in the original game, the [[sega:Nintendo GameCube|Nintendo GameCube]] port of the game, ''[[Sonic Adventure DX: Director's Cut]]'', gives an award if all are collected: a playable [[Metal Sonic]] in Trial Mode.<br />
<br />
===Graphical Style===<br />
<br />
Wanting to stand out from the original games and bring Sonic into the new age of gaming in a big way, ''Sonic Adventure'' decided to take the visual style in a whole new direction. While maintaining hints of the surreal, almost CG-esque visuals of the classic series, the developers wanted to make Sonic's world far more realistic than it had ever been, basing such levels as [[Emerald Coast]] and [[Lost World]] on real locations, sometimes even using photographs the team had taken in the textures.<br />
<br />
The characters themselves were all redesigned by [[Yuji Uekawa]], given a more streamlined style meant to appeal to what was considered "hip" for the moment, especially in Japanese culture. The stark differences between the art for the original games and ''Sonic Adventure'' was one of its selling points at the time, delivering an experience unmatched on the Dreamcast.<br />
<br />
===Music and Sound===<br />
<br />
[[File:SongsWithAttitudeCover.jpg|thumb|190px|''[[Sonic Adventure Songs With Attitude ~Vocal mini-Album~|Songs With Attitude]]''.]]<br />
For the relaunching of the Sonic franchise, Sega gathered a huge team of musicians, some of which had experience making Sonic music in the past. Wanting to focus on a variety of musical styles instead of just one, live instruments were used throughout to take advantage of the space provided by the [[sega:GD-ROM|GD-ROM]] discs the Dreamcast used. One of the main musicians, [[Jun Senoue]], reused a handful of songs he had written for ''[[Sonic 3D: Flickies' Island]]'', a welcome nod to fans of the series that had purchased earlier titles.<br />
<br />
Vocal themes were also used in abundance, each playable character having their own specific song that reflected their character and style. Sonic's theme "[[It Doesn't Matter (SA1)|It Doesn't Matter]]," for instance, was meant to be pure rock and roll, while Knuckles' "[[Unknown from M.E. (SA1)|Unknown From M.E.]]" was a much mellower, R&B driven song. Most of these themes were put together by Jun Senoue's band (later to be called [[Crush 40]]), linked together by the main theme of the game, "[[Open Your Heart]]."<br />
<br />
==Production Credits==<br />
<br />
{{main|Sonic Adventure credits}}<br />
<br />
==Voice Actors==<br />
<br />
{| class="wikitable"<br />
|-<br />
! Role<br />
! English Voice Actor<br />
! Japanese Voice Actor<br />
|-<br />
|[[Sonic the Hedgehog]]<br />
|[[Ryan Drummond]]<br />
|[[Jun'ichi Kanemaru|Junichi Kanemaru]] <br />
|-<br />
||[[Miles "Tails" Prower]] <br />
|[[Corey Bringas]] <br />
|[[Kazuki Hayashi]] <br />
|-<br />
|[[Knuckles the Echidna]]<br />
|[[Michael McGaharn|Michael Mcgaharn]]<br />
|[[Nobutoshi Kanna|Nobutoshi Hayashi]] <br />
|-<br />
|[[Amy Rose]]<br />
|[[Jennifer Douillard]] <br />
|[[Taeko Kawata]]<br />
|-<br />
|[[Big the Cat]]<br />
|[[Jon St. John]]<br />
|[[Shun Yashiro|Syun Yashiro]] <br />
|-<br />
|[[E-102 Gamma]]<br />
|[[Steve Broadie]]<br />
|[[George Nakata|Jyoji Nakata]]<br />
|-<br />
|[[Doctor Eggman]]<br />
|[[Deem Bristow]]<br />
|[[Chikao Otsuka]]<br />
|-<br />
|[[Tikal]]<br />
|[[Elara Distler]] <br />
|[[Kaori Aso]]<br />
|-<br />
|[[Pachacamac]]<br />
|[[Steve Broadie]] <br />
|[[Toru Okawa]]<br />
|-<br />
|Announcer A<br />
|[[Lani Minella]]<br />
|[[Kaho Koda|Kaho Kouda]]<br />
|-<br />
|Announcer B<br />
|[[Steve Broadie]]<br />
|[[Yuji Naka]] (?)<br />
|-<br />
|Egg Carrier computer<br />
|[[Lani Minella]]<br />
|???<br />
|-<br />
|Off-screen citizen<br />
|[[Lani Minella]]<br />
|???<br />
|}<br />
<br />
Except for the initial Japanese 1998 release which was fully and only in Japanese, all regional versions of the game feature options to switch the voice language into Japanese and English and the text language into Japanese, English, German, French and Spanish.<br />
<br />
==Manuals==<br />
<gallery><br />
SonicAdventure DC US manual.pdf|Dreamcast, US<br />
SonicAdventure DC EU manual.pdf|Dreamcast, EU<br />
SonicAdventure DC PT manual.pdf|Dreamcast, PT<br />
SonicAdventure DC JP manual.pdf|Dreamcast, JP<br />
</gallery><br />
<br />
==Miscellaneous==<br />
<br />
===VMU Features===<br />
Game saves can keep track of game progress for up to three game saves per VMU. In addition there are several downloadable challenges and features that were previously obtained from the Sonic Adventure website. The website also allowed to upload scores and download character voice over themes.<br />
<br />
{|class="prettytable"<br />
|+ Sonic Adventure Save Data<br />
|-<br />
! Name<br />
! File Name<br />
! Comment<br />
! File Size<br />
!Icon<br />
|-<br />
| ソニックアドベンチャー/メイン<br />
| SONICADV_SYS<br />
| メインバックアップデータ<br />
|rowspan=2| 10 blocks<br />
|rowspan=2| [[Image:SAdv vmu000.png]]<br />
|-<br />
| SONIC ADVENTURE / Main Save File<br />
| SONICADV_INT<br />
| MAIN_SAVE_FILE<br />
|-<br />
| SONIC ADVENTURE / CHAO Save File<br />
| SONICADV_ALF<br />
| CHAO_SAVE_FILE<br />
| 28 blocks<br />
| [[Image:SAdv vmu001.gif]]<br />
|-<br />
| SONIC ADVENTURE / CHAO Adventure<br />
| SONICADV_VM<br />
| CHAO_ADVENTURE<br />
| 128 blocks<br />
| [[Image:SAdv vmu002.gif]]<br />
|-<br />
| SONIC ADVENTURE / <br />
| <br />
| <br />
| <br />
| [[Image:SAdv vmu012.png]]<br />
|}<br />
<br />
====Downloadable Additions====<br />
:''DLC content has been split into separate pages:''<br />
:* [[Sonic Adventure Menu Themes]]<br />
:* [[Sonic Adventure Downloadable Events]]<br />
<br />
===Game Revisions===<br />
<br />
''Sonic Adventure'' was originally released in Japan on December 23rd, 1998, a full nine months before the game appeared on western shores. In those nine months [[Sonic Team|Sonic Team USA]] focused on tweaking some of the bigger bugs in the programming. Numerous glitches were fixed, as well as subtle alterations in design, including the removal of a neon-glowing cowgirl inside Casinopolis and the ability for characters to stand on top of the "Burger Man" statue. Also adding a more robust Internet offering, the western release of the game was subsequently offered in Japan under the name ''[[Sonic Adventure International]]''. The game was later ported over to the GameCube under the title ''[[Sonic Adventure DX: Director's Cut]]'', with cleaned up textures and remodeled characters, as well as the addition of a Mission Mode. A "Sonic Mini Collection" is also available, the 12 [[sega:Sega Game Gear|Game Gear]] titles that featured the cast of the Sonic games becoming unlockable as more emblems and missions are found and completed. However, many of the game's bugs that were in the previous builds remained, with a handful of new ones that occurred during the porting process. Though attempts were made to have the game run at 60-frames-per-second (a hope [[Sonic Team]] was unable to go through with the original game), problems arise at certain points, causing the frame rate to drop even below how it runs on the Dreamcast original. This version of the game was also released on the PC, the frame rate issues corrected.<br />
<br />
==Rereleases==<br />
* ''[[Sonic Adventure DX: Director's Cut]]'' for the [[sega:Nintendo GameCube|Nintendo GameCube]] and PC (2003)<br />
* ''[[Sonic PC Collection]]'' for the PC (2009)<br />
* ''[[Sonic Adventure (2010)|Sonic Adventure]]'' for [[sega:Xbox Live Arcade|Xbox Live Arcade]] and [[sega:PlayStation Network|PlayStation Network]] (2010)<br />
* ''[[sega:Dreamcast Collection (game)|Dreamcast Collection]]'' for the [[sega:Xbox 360|Xbox 360]] and PC (2011)<br />
<br />
==Other Related Titles==<br />
* ''[[Sonic Adventure (LCD game)|Sonic Adventure]]'' for [[Tiger Electronics|Tiger]] LCD (2000)<br />
<br />
==Adaptations==<br />
<br />
[[File:Sonic Super Special 13 Cover.jpg|thumb|110px|The cover to [[Sonic Super Special 13]].]]<br />
Having such a large emphasis on story, as well as being Sonic's triumphant return to the gaming world, both [[Archie Comics]] and [[Fleetway]] geared up to adapt the game in their respective printed universes. Originally meant to be in the three Archie titles printed at the time, the unexpected cancellation of the ''[[Knuckles the Echidna (Archie comics)|Knuckles the Echidna]]'' solo series caused the adaptations' plans to change, the content meant for those two issues being rushed into an extra issue of the main ''[[Sonic the Hedgehog (Archie comics)|Sonic the Hedgehog]]'' series. The adaptation was published in issues [[Sonic the Hedgehog 079 (Archie)|79]] through [[Sonic the Hedgehog 084 (Archie)|84]], along with a 48-page special, the [[Sonic Super Special 13|13th issue]] of the ''Sonic Super Special'' series. The seven issue arc attempts to use the elements of the game in the [[Sonic the Hedgehog (TV series)|Saturday morning]]-based world, offering explanations not only for Amy Rose's change in character design, but also how Station Square and human beings can live in the comic's world. The Fleetway series ''[[Sonic the Comic]]'' adapted the game over the course of ten issues, starting with [[Sonic the Comic 175|175]] and culminating with issue [[Sonic the Comic 184|184]]. Instead of trying to force the game to fit in the comic's continuity, the game was liberally adapted, the Chaos creature's origins shifting from being a water god to being a rogue member of the [[Drakon Empire]] corrupted by the power of the Chaos Emeralds. Although featuring the return of writer [[Nigel Kitching]], the storyline would prove to be the comic's last, the comic going into full reprint mode afterwards.<br />
<br />
Years later, the game would be adapted in the animated series ''[[Sonic X]]'', becoming the first game adapted in the show's storyline. Beginning with episode 27, "[[The Beginning of the Disaster]]," and finishing in the 32nd episode entitled "[[The Scream of Perfect Chaos]]," the six-part epic attempted to cover the game as closely as possible, though some changes were made to coincide with the show's established plot, including the use of [[Cream the Rabbit]] and the show-exclusive character [[Chris Thorndyke]]. Also, the bird that Amy Rose protects in the game is given a name in the show, Lily.<br />
<br />
==Resources==<br />
<br />
{{ratings<br />
| icon=DC<br />
| arcade=100<br />
| arcade_source={{num|3|page=136/137}}<br />
| arcade_1=80<br />
| arcade_source_1={{num|12|page=74/75}}<br />
| cvg=100<br />
| cvg_source={{num|215|page=60/61}}<br />
| dmuk=90<br />
| dmuk_source=[[Review - Sonic Adventure (Dreamcast Magazine, September 1999)|{{num|1}}]]<br />
| dmuk_1=80<br />
| dmuk_source_1={{num|2|page=78}}<br />
| edge=80<br />
| edge_source={{num|68|page=70/71/72/73}}<br />
| famitsu=95<br />
| gamepro=100<br />
| gamezero=98<br />
| gamezero_source=''[http://www.gamezero.com/team-0/final_word/dreamcast/sonic_adventure.html 10/2000]''<br />
| odmus=90<br />
| odmus_source=[[Review - Sonic Adventure (Official Dreamcast Magazine, September 1999)|{{num|1}}]]<br />
| totalcontrol=93<br />
| totalcontrol_source={{num|4|page=148/149/150/151}}<br />
}}<br />
<br />
===Game Modification===<br />
<br />
====Disassemblies====<br />
<!-- FIXME: Link to a specific revision? --><br />
*[https://github.com/sonicretro/sad_disasm View the disassembly on GitHub.]<br />
*[https://github.com/sonicretro/sad_disasm/archive/master.zip Download the complete disassembly direct from GitHub. (latest revision)]<br />
<br />
====Hacking Guides====<br />
* [[SCHG:Sonic Adventure|Sonic Community Hacking Guide/Sonic Adventure]]<br />
<br />
==Promotional material==<br />
<gallery><br />
Sonic Adventure Amy JP Commercial.mp4|JP TV advert (Amy)<br />
Sonic_Adventure_Poster_1.jpeg<br />
Sonic Adventure Poster 2.jpeg<br />
Sonic_Adventure_Poster_3.jpeg<br />
</gallery><br />
<br />
==Physical Scans==<br />
{{Scanbox<br />
| console=Dreamcast<br />
| region=US<br />
| front=sa_us_boxart.jpg<br />
| back=sa_us_back_cover.jpg<br />
| spine=<br />
| spinemissing=<br />
| square=yes<br />
| disc=sa us cd.png<br />
| manual=SonicAdventure DC US manual.pdf<br />
| inlay=SonicAdventure DC US Inlay.jpg<br />
}}{{Scanbox<br />
| console=Dreamcast<br />
| region=US ([[sega:Sega All Stars|Sega All Stars]])<br />
| front=SA SAS US Box Front.jpg<br />
| back=SA SAS US Box Back.jpg<br />
| spine=<br />
| spinemissing=yes<br />
| square=yes<br />
| disc=sa us allstar cd.png<br />
| manual=<br />
}}<br />
{{scanbox<br />
| console=Dreamcast<br />
| region=US (Not for Resale)<br />
| disc=SA1_-_NOT_FOR_RESALE.png<br />
}}<br />
{{Scanbox<br />
| console=Dreamcast<br />
| region=EU<br />
| front=sa_eu_boxart.jpg<br />
| back=Sa dc back cover eu.jpg<br />
| square=yes<br />
| disc=sa eu cd.jpg<br />
| manual=SonicAdventure DC EU manual.pdf<br />
}}<br />
{{scanbox<br />
| console=Dreamcast<br />
| region=PT<br />
| front=<br />
| disc=<br />
| manual=SonicAdventure DC PT manual.pdf<br />
}}<br />
{{Scanbox<br />
| console=Dreamcast<br />
| region=JP<br />
| front=Sadventure-box-jap.jpg<br />
| back=Sadventure-box-jap_back.jpg<br />
| square=yes<br />
| disc=sa jp cd.jpg<br />
| manual=SonicAdventure DC JP manual.pdf<br />
| inlay=SonicAdventure DC JP Box Inlay.jpg<br />
}}<br />
{{scanbox<br />
| console=Dreamcast<br />
| region=JP (E3 Trial)<br />
| disc=SA1_E3_Trial.png<br />
}}<br />
{{Scanbox<br />
| console=Dreamcast<br />
| region=BR<br />
| front=SonicAdventure DC BR Box Front.jpg<br />
| back=SonicAdventure DC BR Box Back.jpg<br />
| spine=<br />
| spinemissing=<br />
| square=yes<br />
| disc=<br />
| manual=<br />
}}<br />
<br />
==Artwork==<br />
<br />
{{main|Artwork for Sonic Adventure}}<br />
<br />
==Technical Information==<br />
In the original Dreamcast version, the real-time cutscene playing just before Sonic's first level renders up to 50,000 polygons per scene.{{ref|[[NullDC]]}} This was significantly higher than the polygon counts of any non-Dreamcast console and PC games released from 1998 to 1999. In comparison, the highest polygon count of any PC game released in 1999 was [https://books.google.co.uk/books?id=90OvoBUqQoIC&pg=PA203 10,000 polygons] per scene.<br />
<br />
==External Links==<br />
* [http://sonic.sega.jp/sonicadv/index.html http://sonic.sega.jp/sonicadv/index.html] - The original ''Sonic Adventure'' page put together by Sonic Team. Written in Japanese.<br />
* [http://sega.jp/dc/981008/ Sega of Japan catalogue page]<br />
* [http://www.theghz.com/sonic/adventure/adventure.html http://www.theghz.com/sonic/adventure/adventure.html] - The page for ''Sonic Adventure'' on [[The Green Hill Zone]].<br />
* [http://www.sonicstadium.org/2012/12/the-vault-the-1999-european-sonic-speed-challenge/ http://www.sonicstadium.org/2012/12/the-vault-the-1999-european-sonic-speed-challenge/] documentation of the Reebok DMX DLC, includes embedded youtube video of the DLC in action<br />
<br />
==References==<br />
<references/><br />
<br />
{{SAOmni|1}}<br />
{{SonicDreamcastGames}}<br />
<br />
[[Category:Dreamcast games]]</div>
Andy198887
https://info.sonicretro.org/index.php?title=Sonic_Chaos&diff=228611
Sonic Chaos
2017-03-18T23:47:17Z
<p>Andy198887: </p>
<hr />
<div>{{Bob<br />
| bobscreen=Sonic Chaos title.png<br />
| bobscreen2=Sonic Chaos title GG.png<br />
| tab1=Master System<br />
| tab2=Game Gear<br />
| publisher=[[Sega]]<br />
| developer=[[Aspect Co. Ltd]]<br />
| system=[[Sega Game Gear]], [[Sega Master System]]<br />
| romsize=512 KB<br />
| releases=<br />
{{release|SMS|EU|1993-10-25|£29.99|9021}}<br />
{{release|SMS|AU|1993-10-31||FSON02SEC}}<br />
{{release|SMS|BR|1993-10-25||028320}}<br />
{{release|GG|US|1993-11-23||}}<br />
{{release|GG|US (Majesco)|1994-01-01||1204}}<br />
{{release|GG|EU|1993-11-15|£29.99|2515}}<br />
{{release|GG|JP|1993-11-19|¥3,800|G-3331}}<br />
{{release|GG|BR|1993-11-24||077080}}<br />
{{release|VC|US|2009-02-02|500 points|}}<br />
{{release|VC|EU|2009-02-06|500 points|}}<br />
{{release|VC|JP|2009-03-17|500 points|}}<br />
| genre=2D Platform<br />
| esrb=e|vrc=ga|pegi=3|oflc=g|cero=a|grb=a|djctq=l<br />
}}<br />
<br />
'''''Sonic Chaos''''', known as '''''Sonic & Tails''''' (ソニック&テイルス) in Japan, was released for the [[Game Gear]] and [[Master System]] in 1993. This [[Sonic]] game is notable as being the first 8-bit title to feature [[Tails]] as a playable character. Not only is it the first game on any system to allow the player to control Tails' flight, it is also the first 8-bit title to introduce the [[Spin Dash]] and the [[Super Peel-Out]]. Also of note is that the game shares the same title music and death jingle as [[Sonic the Hedgehog 2 (8-bit)|''Sonic the Hedgehog 2'' for the Game Gear]], but in a higher key.<br />
<br />
==Storyline==<br />
[[Dr. Eggman|Dr. Robotnik]] has taken the red [[Chaos Emerald]], and he's hunting for more. [[Sonic]] and [[Tails]] are entrusted with saving [[South Island]] before it is too late.<br />
<br />
==Gameplay==<br />
===Characters===<br />
The player has a choice between [[Sonic]] and [[Tails]]. Sonic comes equipped with two moves: the [[Spin Dash]], which is performed by holding {{down}} and tapping the jump button. He curls into a ball and takes off at great speed, due to being in ball form he is protected from enemy collisions. He also has the [[Super Peel-Out]], performed by holding {{up}} and tapping the jump button. This move is slightly faster, but since he is standing up he is vulnerable to enemy collisions. However, Sonic will quickly stop unless the directional pad is held the opposite way he was going. Another disadvantage of this move is that Sonic is heavier while using this move so he slows down quicker. Rolling uphill is less difficult than running uphill. This means that the faster way to go downhill is the Peel-Out, but the faster way to go uphill is the Spin Dash.<br />
<br />
Sonic also must collect five of the six [[Chaos Emerald]]s. Unlike the two previous 8-bit Sonic games, the Chaos Emeralds are located in [[Special Stage]]s. To enter these special stages 100 [[ring]]s must be collected in one Act. Robotnik himself has the sixth Chaos Emerald; the player will get it back if he is defeated.<br />
<br />
Playing as Tails is slightly different but generally easier. Tails runs slower, but he starts the game with 5 lives and 3 continues. He also is not required to collect the Chaos Emeralds. He has the Spin dash attack also and the ability to fly by pressing {{up}} and a jump button. Flying is handled differently than other games as it must be performed from a standing position and he hovers in position if the control pad is let go. He stops flying after a short amount of time or if he bumps into a ceiling.<br />
<br />
===Items===<br />
''Sonic Chaos'' features two new items: The Pogo Spring item and the Rocket Shoes item monitor. The Rocket Shoes gave Sonic the ability of even more incredible speed and limited flight. Often, this was enough to blaze through the entire stage. When playing as Tails, the Rocket Shoes monitors are replaced by 10-Ring monitors. The Pogo Spring item also made a limited appearance here, which were basically springs strapped on to Sonic's (or Tails') shoes, and also lasted a limited time. It gave them an unprecedented jump that let them pass otherwise impossible obstacles. The other items are standard Sonic fare. (Excluding Shield Monitors.)<br />
<br />
===End of level panel===<br />
At the end of Acts 1 and 2 of each level, a panel is spun, with a reward given based on what it lands on:<br />
* Flicky: No prize.<br />
* Ring: 10 rings added to final ring tally.<br />
* Sonic: Extra life as Sonic, Continue as Tails.<br />
* Tails: Extra life as Tails, Continue as Sonic.<br />
* Blank Panel: You must spin it again.<br />
<br />
==Differences between the Master System and Game Gear versions==<br />
The screen resolution difference is the most obvious change between the two versions, as expected. The title screen, menus and title cards were changed, partly to compensate for the limited colours on the Master System and partly because the higher resolution meant more space could be used on screen. The music is different for the intro and [[Gigapolis Zone]] and the Master System version lacks Power Sneaker and Chaos Emerald victory music. Gigapolis Zone is known as "Gigalopolis Zone" in the Master System version (which is also its name in the Japanese version) and there are act 3 layout differences in [[Aqua Planet Zone]], [[Mecha Green Hill Zone]] and [[Electric Egg Zone]] between the two versions, and the Game Gear version has some (in some cases, most) of the rings removed from act 3 layout of every zone. The Gigapolis Zone boss also shoots a spiked ball before he blows up in the Master System version. In the Master System version, Sonic's second good ending is different as he simply rolls up in a ball as opposed to tripping and falling when Robotnik goes off screen. In the credits of the Master System version, Miles "Tails" Prower's name is misspelled as "Miles Power", but this is corrected in the Game Gear version. Interestingly, there are differences between the English and Japanese Game Gear versions, too. The font used for title cards is different; the Japanese version uses the same font as the one used for the results screen, whereas the English version uses a different font. Dr. Robotnik is called "Eggman" in the credits of the Japanese version. Also, the Japanese version uses a combination of Master System and English Game Gear versions' act 3 layouts. It uses the Master System's layouts for [[Turquoise Hill Zone]] and Gigapolis Zone, an altered version of Master System's layout for [[Sleeping Egg Zone]], altered versions of English Game Gear's layouts for Mecha Green Hill Zone and Aqua Planet Zone, and the English Game Gear's layout for Electric Egg Zone.<br />
<br />
==Manuals==<br />
{{main|Sonic Chaos manuals}}<br />
<gallery><br />
SonicChaos GG US manual.pdf|Game Gear, US<br />
Sonic Chaos Game Gear JP Manual.pdf|Game Gear, JP<br />
SonicChaos SMS AU manual.pdf|Master System, AU (actual)<br />
SonicChaos SMS AU manual pagebypage.pdf|Master System, AU (page-by-page)<br />
</gallery><br />
<br />
==Also released on==<br />
* ''[[Sonic Adventure DX: Director's Cut]]'' for the [[GameCube]] (2003)<br />
* ''[[Sonic Mega Collection Plus]]'' for the [[PlayStation 2]], [[Xbox]], and [[PC]] (2004)<br />
* ''[[Sonic the Hedgehog Chaos & Spinball]]'' for the [[Techno Source]] Plug and play console (2005)<br />
* ''[[Sonic Mega Collection Plus & Super Monkey Ball Deluxe]]'' for the [[Xbox]] (2005)<br />
* ''[[Playpal Plug and Play]]'' for the [[Coleco]] Plug and play console (2006)<br />
* ''[[Sega Fun Pack: Sonic Mega Collection Plus & Shadow the Hedgehog]]'' for the [[PlayStation 2]] (2009)<br />
* [[Virtual Console]] on [[Wii]] (Master System) (2009)<br />
* ''[[Sonic PC Collection]]'' for the PC (2009)<br />
*''[[FunPlay 20-in-1]]'' for the Plug and Play console (2009)<br />
<br />
==Production Credits==<br />
Game Design: M.Shima, Ray, [[sega:Tadashi Ihoroi|5OOZO]]<br/><br />
Art: 7LY.BigKing, [[sega:Gen Adachi|GEN♥]], Noburin, East<br/><br />
Sound: [[Kojiro Mikusa|Mix]], [[Masayuki Nagao|Nagao N.Gee]]<br/><br />
Program: Koko, Hiro 777, Toshiyan, Tomoyan<br/><br />
Thanks to: Hitmen, [[sega:Katsuhiro Hasegawa|The Hase]], Kensan, Gadai, Mikarin, LLG, [[sega:James Spahn|J.S]], K.Dash, Hasuwo, Yokoyamasan, [[Tomozou Endo|Tomozo]], and You.<br/><br />
<br />
==Resources==<br />
===Original Sound Version Recordings===<br />
See [[Sonic Chaos (Game Gear Version) OSV]] for a download page.<br />
<br />
===Promotional Material===<br />
<gallery>Sonic_Chaos_B2_Poster.jpeg</gallery><br />
'''Sonic Chaos Japanese B2 Sized Poster'''<br />
====Game Gear version====<br />
<br />
{{ratings<br />
| icon=GG<br />
| segapower=72<br />
| segapower_source=[[Review - Sonic Chaos (Sega Power, January 1994)|#50 Pg 84/85]]<br />
| segapro=72<br />
| segapro_source=[[Review - Sonic Chaos (Sega Pro, February 1994)|#28 Pg 44]]<br />
| sfm=93<br />
| sfm_source={{num|7|page=56/57}}<br />
| segazuk=93<br />
| segazuk_source={{num|15|page=79}}<br />
| stc=85<br />
| stc_source={{num|12|page=10/11}}<br />
}}<br />
{{Scanbox<br />
| console=Game Gear<br />
| region=US<br />
| front=Schaosgg-box-us.jpg<br />
| back=<br />
| spine=<br />
| spinemissing=<br />
| cart=Chaos gg us alt cart.jpg<br />
| manual=SonicChaos GG US manual.pdf<br />
}}{{Scanbox<br />
| console=Game Gear<br />
| region=US ([[sega:Majesco|Majesco]] rerelease)<br />
| front=SonicChaos GG US Box Front Majesco.jpg<br />
| back=SonicChaos GG US Box Back Majesco.jpg<br />
| spine=<br />
| spinemissing=yes<br />
| cart=Chaos gg us majesco cart.jpg<br />
| manual=<br />
}}{{Scanbox<br />
| console=Game Gear<br />
| region=EU<br />
| front=Schaosgg-box-eu.jpg<br />
| back=SonicChaos GG EU backcover.jpg<br />
| spine=<br />
| spinemissing=yes<br />
| cart=Sonic-chaos-gg-eu-cart.jpg<br />
| manual=<br />
}}{{Scanbox<br />
| console=Game Gear<br />
| region=JP<br />
| front=Schaosgg-box-jap.jpg<br />
| back=Sandt jp back cover.jpg<br />
| cart=Snt gg jp cart.jpg<br />
| manual=Sonic Chaos Game Gear JP Manual.pdf<br />
}}<br />
<br />
====Master System version====<br />
<br />
{{ratings<br />
| icon=SMS<br />
| segamaguk=80<br />
| segamaguk_source={{num|1|page=126}}<br />
| segapower=93<br />
| segapower_source={{num|49|page=40/41/42}}<br />
| segapro=69<br />
| segapro_source=[[Review - Sonic Chaos (Sega Pro, February 1994)|#28 Pg 56/57]]<br />
| sfm=93<br />
| sfm_source={{num|7|page=56/57}}<br />
| stc=85<br />
| stc_source={{num|12|page=10/11}}<br />
}}<br />
{{Scanbox<br />
| console=Master System<br />
| region=EU<br />
| front=Schaosms-box-eu.jpg<br />
| cart=Sonic chaos cart eu.jpg<br />
| manual=<br />
}}{{Scanbox<br />
| console=Master System<br />
| region=AU<br />
| front=SonicChaos SMS AU Box.jpg<br />
| cart=Sonic Chaos SMS AU Cart Front.jpg<br />
| cartback=Sonic Chaos SMS AU Cart Back.jpg<br />
| carttop=Sonic Chaos SMS AU Cart Top.jpg<br />
| manual=SonicChaos SMS AU manual.pdf<br />
}}{{Scanbox<br />
| console=Master System<br />
| region=BR<br />
| front=Schaos-box-br.jpg<br />
| cart=chaos_sms_br.jpg<br />
| manual=<br />
}}{{Scanbox<br />
| console=Master System<br />
| region=BR (Alt)<br />
| front=SonicChaos_SMS_BR_Box_Alt.jpg<br />
| cart=chaos_sms_br.jpg<br />
| manual=<br />
}}<br />
<br />
===Artwork===<br />
<gallery><br />
Image:sonic_chaos_logo.png<br />
Image:Sonic_&_tails_logo_1.png<br />
Image:Sonic_&_tails_logo_2.png<br />
Image:SSS SONICO .png<br />
Image:SSS SONICM .png<br />
Image:Sonic_chaos_shoes_artwork.png<br />
SSS SONICA .png<br />
SSS SONICC .png<br />
Image:Sonic_&_tails_Sonic1.png<br />
Image:Sonic_&_tails_Sonic2.png<br />
Image:Sonic_&_tails_Tails1.png<br />
Image:Sonic_&_tails_Tails2.png<br />
Image:sonic_&_tails_tails3.png<br />
Image:Sonic_&_tails_Eggman.png<br />
Image:Sonic_&_tails_baneMotora.png<br />
Image:Sonic_&_tails_beeton.png<br />
Image:Sonic_&_tails_eggVulcan.png<br />
Image:Sonic_&_tails_Tsuno-tsuno.png<br />
Image:Sonic_&_tails_Dokabuton.png<br />
Image:Sonic_%26_tails_Frogger.png<br />
Image:Sonic_%26_tails_ballTower.png<br />
Image:Sonic_%26_tails_kamadoMax.png<br />
Image:Sonic_%26_tails_motoraGold.png<br />
Image:Sonic_&_tails_laser_walker.png<br />
</gallery><br />
<br />
==External links==<br />
* [http://vc.sega.jp/vc_chaos/ Sega of Japan Virtual Console page (Japanese)]<br />
<br />
{{SonicChaosOmni}}<br />
{{SonicVirtualConsole/WiiWareGames}}<br />
{{SonicGGGames}}<br />
[[Category:Virtual Console/WiiWare games]]<br />
[[Category:Game Gear and Master System games]]</div>
Andy198887
https://info.sonicretro.org/index.php?title=Sonic_the_Hedgehog_Triple_Trouble&diff=228610
Sonic the Hedgehog Triple Trouble
2017-03-18T23:43:33Z
<p>Andy198887: </p>
<hr />
<div>{{Bob<br />
| bobscreen=STT_Title.png<br />
| scale=1.2<br />
| publisher=[[Sega]]<br />
| developer=[[Aspect Co. Ltd]]<br />
| system=[[Sega Game Gear]]<br />
| releases=<br />
{{release|GG|US|1994-10-15||2530}}<br />
{{release|GG|EU|1994-11-02||2530-50}}<br />
{{release|GG|JP|1994-11-11|¥3,800|G-3356}}<br />
{{release|GG|BR|1994-11-22||}}<br />
{{release|VC3DS|JP|2012-03-14|300 points}}<br />
{{release|VC3DS|US|2012-03-15}}<br />
{{release|VC3DS|EU|2012-03-29}}<br />
| genre=2D Platform<br />
| romsize=512kB<br />
|esrb=e|pegi=3|cero=free|usk=0|oflc=g8|grb=a<br />
}}<br />
'''''Sonic the Hedgehog Triple Trouble''''', released as '''''Sonic & Tails 2''''' (ソニック&テイルス2) in Japan, was released in November 1994. Just like ''[[Sonic Chaos]]'', you can play as either Sonic or Tails. Unlike ''Sonic Chaos'', this game was exclusively released for the [[Game Gear]] and no [[Sega Master System]] version was ever made, though [[Glitch]] made an [[Sonic Triple Trouble SMS|unofficial port]] to the Master System in May 2009. This game was the debut of [[Fang the Sniper]], and [[Knuckles the Echidna]]'s first appearance in a Game Gear game. There was an [[Archie Sonic|Archie comics]] adaption of this game which not only featured Nack the Weasel but also [[Vector the Crocodile]] and Octobot, which was published in October 1995.<br />
<br />
''Triple Trouble'' was developed by [[Aspect Co. Ltd]], just like ''[[Sonic the Hedgehog 2 (8-bit)|Sonic 2]]'', ''[[Sonic Chaos]]'', ''[[Sonic Blast]]'' and ''[[Tails Adventure]]''.<br />
<br />
==Gameplay==<br />
This exclusive Game Gear game is much larger in size than its predecessors. The gameplay experience is much more in line with the Sonic games of the Genesis.<br />
<br />
This is the first Sonic game in which all of the players rings are not lost after getting hurt; rather, 50 rings will be lost via spike damage, and 30 rings for most other types of damage.<br />
<br />
Two characters are also available for play, Sonic or Tails. Sonic has the ability to do the [[Spin Dash]] ({{down}} + jump) and the [[Super Peel-Out]] ({{up}} + jump) as he does in ''Sonic Chaos''. Tails has the ability of flight, which is still done by pressing {{up}} and jump from a standing position. There are also two new power-ups introduced; these are character exclusive so they cannot be used by both characters.<br />
<br />
The game contains 6 [[Chaos Emerald]]s total, 5 of which are collected in Special Stages. To access a Special Stage, find the Warp Gate Item monitor: there's a single Gate hidden in the first two Acts of each Zone. If there at least 50 rings in the inventory when the Warp Gate Item monitor is broken a circle of stars appears which is the entry way to the Special Stage. There are three sidescrolling special stages and two 3rd person stages in which Sonic or Tails pilots the [[Tornado]] collecting rings. The last Emerald is obtained automatically after defeating Robotnik in the final level.<br />
<br />
==Items==<br />
The Pogo Spring and Rocket shoes from ''Sonic Chaos'' return. Warp Gates are new to the game and grant the player the ability to warp to the Special stage if 50 rings are collected before breaking it. There are two vehicles, the Screw Shoes in Tidal Plant, and Snowboard in Robotnik Winter which can only be used by Sonic. The Rocket Shoes are also a Sonic only item. Tails has an exclusive item called the High Speed Helitail which acts the same as Sonic's Rocket Shoes. There are also Time Item boxes which can be found in the side scrolling Bonus Stages and will revert the time back to 1:30.<br />
<br />
===End Level Panel===<br />
At the end of Acts 1 and 2 of each level, a panel is spun, with a reward given based on what it lands on:<br />
* Flicky: No prize.<br />
* Ring: 10 rings added to final ring tally. <br />
* Sonic: Sonic gets a 1-up, Tails gets 10,000 points.<br />
* Tails: Tails gets a 1-up, Sonic gets 10,000 points.<br />
* Knuckles: A continue is awarded<br />
* Chaos Emerald: Start the next act with 50 rings.<br />
* Back of Panel: The panel must be spun again.<br />
<br />
==Manuals==<br />
{{main|Sonic the Hedgehog Triple Trouble manuals}}<br />
<gallery><br />
SonicTripleTrouble GG US manual.pdf|Game Gear, US<br />
SonicTripleTrouble GG JP manual.pdf|Game Gear, JP<br />
</gallery><br />
<br />
==Also Released On==<br />
* ''[[Sonic Adventure DX: Director's Cut]]'' for the [[GameCube]] (2003)<br />
* ''[[Sonic Gems Collection]]'' for the [[Nintendo GameCube]] and [[PlayStation 2]] (2005)<br />
* ''[[Coleco Sonic]]'' for [[Coleco]] plug and play (2006)<br />
* ''[[Playpal Plug and Play]]'' for the [[Coleco]] Plug and play console (2006)<br />
* ''[[Sonic PC Collection]]'' for the PC (2009)<br />
* ''[[FunPlay 20-in-1]]'' for the Plug and Play console (2009)<br />
* ''[[Virtual Console]]'' for the [[Nintendo 3DS]] (2013)<br />
<br />
==Production Credits==<br />
Producer: [[sega:Motoshige Hokoyama|M.Hoko]]<br/><br />
Director: [[sega:Katsuhiro Hasegawa|K.Hase]]<br/><br />
Staff: M.Sima, [[Nobuhiko Honda|N.Honda]], [[Saori Kobayashi|Saori.K]], [[sega:Tadashi Ihoroi|T.Ihoroi]], [[Shinichi Higashi|S.Higasi]], O.Kodera, [[sega:Toshiaki Araki|Toshiaki]], [[sega:Kazuyuki Oikawa|K.Oikawa]], [[sega:Hiroyuki Saigusa|H.Sai]], [[Kojiro Mikusa|K.Mixa]], Sukioka, [[sega:Tatsuo Matsuda|M.Tatsu]], [[Tomoko Sasaki|Tomoko]], Fumi, [[sega:Yoshiki Ooka|Yoshiki]]<br/><br />
Composer: [[Yayoi Wachi|Yayoi.F]]<br/><br />
Thanks: H.Kojima, Y.Furuta, [[sega:Hayato Takebayashi|Hayato.T]], N.Taidai, [[sega:Kenei Unoki|K.Unoki]], Ray.F, [[sega:James Spahn|J.Spahn]], [[Norihito Kato|N.Katoh]], R.Somaki, J.Misima, Y.Okitsu, [[sega:Tsuyoshi Tanaka|T.Tanaka]], [[Manabu Matsumoto|Manabu.M]] and You<br><br />
<br />
==Promotional material==<br />
<gallery><br />
Sonic_2_&_Tails_Japanese_Promotional_Poster.jpeg|JP Promotional B2 Poster<br />
</gallery><br />
<br />
==Resources==<br />
===Physical Scans===<br />
{{ratings<br />
| icon=GG<br />
| cvg=68<br />
| cvg_source={{num|157|page=143}}<br />
| gamesworld=89<br />
| gamesworld_source={{num|5|page=22}}<br />
| segapower=73<br />
| segapower_source={{num|63|page=77}}<br />
| segapro=71<br />
| segapro_source=[[Review - Sonic Triple Trouble (Sega Pro, Christmas 1994)|#40 Pg 73]]<br />
| stc=87<br />
| stc_source={{num|43|page=11}}<br />
}}<br />
{{Scanbox<br />
| console=Game Gear<br />
| region=US<br />
| front=Stt-box-us.jpg<br />
| back=<br />
| spine=<br />
| spinemissing=<br />
| cart=Stt gg us cart.jpg<br />
| manual=SonicTripleTrouble GG US manual.pdf<br />
}}{{Scanbox<br />
| console=Game Gear<br />
| region=EU<br />
| front=Stt-box-eu.jpg<br />
| back=Stt-box-eu back.jpg<br />
| cart=Stt gg eu cart.jpg<br />
| manual=<br />
}}{{Scanbox<br />
| console=Game Gear<br />
| region=JP<br />
| front=Stt-box-jap.jpg<br />
| back=Stt-box-jap back.jpg<br />
| cart=Stt_gg_jp_cart.jpg<br />
| manual=SonicTripleTrouble GG JP manual.pdf<br />
}}<br />
<br />
===Artwork===<br />
====Western release====<br />
<gallery><br />
File:Sonictails2_Cover.png<br />
File:Sonictails2_Knuckles_01.png<br />
File:SonicTripleTrouble logo.png<br />
File:SonicTripleTrouble keyart.jpg<br />
File:SonicTripleTrouble banner.jpg<br />
</gallery><br />
<br />
====Japanese release====<br />
<gallery><br />
Image:Sonictails2_Sonic_01.png<br />
Image:Sonictails2_Tails_01.png<br />
Image:Sonictails2_Sonic_Tails 01.png<br />
Image:Sonictails2_Sonic_Tails 02.png<br />
Image:Knuckles01_32.png<br />
Image:Nack.png<br />
Image:Metal01 32.png<br />
Image:Eggman01_32.png<br />
</gallery><br />
<br />
==External links==<br />
* [http://vc.sega.jp/3ds/sandt2/ Sega of Japan Virtual Console page (Japanese)]<br />
<br />
{{SonTripleTroubleOmni}}<br />
{{SonicGGGames}}<br />
<br />
[[Category:Game Gear and Master System games]]</div>
Andy198887
https://info.sonicretro.org/index.php?title=Sonic_and_the_Secret_Scrolls&diff=228609
Sonic and the Secret Scrolls
2017-03-18T23:40:54Z
<p>Andy198887: </p>
<hr />
<div>{{episode|screen=|series=Sonic the Hedgehog|number=5|writer=Janis Diamond|director=John Grusd|airdate=October 23, 1993|productno=05|country=United States}}<br />
:''Not to be confused with the game, [[Sonic and the Secret Rings]].''<br />
'''Sonic and the Secret Scrolls''' is the fifth episode in the first season of ''[[Sonic the Hedgehog (TV series)|Sonic the Hedgehog]]''.<br />
<br />
==Plot Synopsis==<br />
<br />
==Scripts==<br />
*[[Sonic and the Secret Scrolls (transcript)]]<br />
<br />
{{StHTVEpisodes}}<br />
[[Category:Sonic the Hedgehog (TV series) episodes]]</div>
Andy198887
https://info.sonicretro.org/index.php?title=Sonic_Jam&diff=228608
Sonic Jam
2017-03-18T22:34:03Z
<p>Andy198887: </p>
<hr />
<div>:''This article is for the Sega Saturn version of "Sonic Jam". For the Game.com version of the same title, see [[Sonic Jam (Game.com)]].''<br />
{{Bob<br />
| bobscreen=Sonic Jam title.png<br />
| publisher=[[Sega]]<br />
| developer=[[Sonic Team]]<br />
| originalpublishers=[[Sega]]<br />
| originaldevelopers=<br>[[Sonic Team]], [[Sega Technical Institute]]<br />
| system=[[Sega Saturn]]<br />
| gamecount=4 (7 including lock-on)<br />
| consolescompilation=[[Sega Mega Drive]]<br />
| releases=<br />
{{release|Sat|JP|1997-06-20|¥4,800|GS-9147}}<br />
{{release|Sat|US|1997-08-22||81079}}<br />
{{release|Sat|EU|1997-08-27|£34.99 {{fileref|CVG UK 190.pdf|page=66}}|MK81079-50}}<br />
{{release|Sat|JP (Satakore)|1998-07-23|¥2,800|GS-9200}}<br />
| esrb=ka|elspa=3|cero=free<br />
}}<br />
<br />
'''''Sonic Jam''''' (ソニック ジャム) is a 1997 [[Sega Saturn]] game. Primarily it is a compilation containing the four [[Sega Mega Drive]] ''Sonic'' platform games - ''[[Sonic the Hedgehog (16-bit)|Sonic the Hedgehog]]'', ''[[Sonic the Hedgehog 2 (16-bit)|Sonic the Hedgehog 2]]'', ''[[Sonic the Hedgehog 3]]'', and ''[[Sonic & Knuckles]]'', however it also contains bonus content in the form of [[Sonic World (level)|Sonic World]] and a number of different gameplay options.<br />
<br />
Unlike later compilations, ''Sonic Jam'' does not emulate Mega Drive hardware - the games have been re-written for the Saturn, though behave almost identically to their original counterparts. It is especially benficial to PAL users, as the games have been optimised for 50Hz refresh rates (the original PAL versions perform 17.5% slower than their NTSC counterparts and contain borders, as little optimisation work was done between the two versions).<br />
<br />
Each of the games benefit from the [[Lock-On Technology|Lock-On]] technology introduced in the ''Sonic & Knuckles'' cartridge. This means ''[[Blue Sphere]]'', ''[[Knuckles in Sonic 2]]'' and ''[[Sonic 3 & Knuckles]]'' are also playable. The English and Japanese instruction manuals for each of the games are also included in a digitised form. The game also sports time attack modes, and an option to play each special stage in order for each game.<br />
<br />
Customized versions of the games, with redesigned levels and varying levels of difficulty are included. When played in "Original" mode, the games are identical to their original Mega Drive releases. "Normal" difficulty adds extra rings and alters other aspects of the design to remove some of the challenge (these versions of the levels are used when playing Sonic Jam's Time Attack feature). "Easy" difficulty removes certain stages entirely, making each level only 1 act long as well as adjusting the level design. Special stages are also easier in this mode. Sonic 1's Easy mode inspired a [[Sonic 1 Easy mode|ROM Hack]] by [[LOst]].<br />
<br />
==[[Sonic World (level)|Sonic World]]==<br />
Another addition to ''Sonic Jam'' is "Sonic World", which is accessed at the title screen menu. A 3D adventure world with many buildings containing art, history, music, movies and character profiles is contained within, plus the mission mode where you must complete certain missions in the quickest time. At the time of ''Sonic Jam''<nowiki>'</nowiki>s release this game was a selling point as gamers were eager to see Sonic in 3D for the first time.<br />
<br />
Sonic World is said to have been the basis for ''[[Sonic Adventure]]''.<br />
<br />
==Differences from Mega Drive and Sonic Jam Versions==<br />
[[Image:Sonic Jam easy.png|thumb|right|200px|''Sonic the Hedgehog'' on easy mode]]<br />
There are a number of changes between the Sonic Jam and Mega Drive versions of the included ''Sonic'' games, including enhanced sound and various bugfixes. ''Sonic the Hedgehog'' for example, adds an option to toggle the [[Spin Dash]] ability (which is absent from the Mega Drive release). The version of ''Sonic 1'' used is based on the later revision of the game (not released in the west), and so sees extra scrolling with the clouds in [[Green Hill Zone]] and extra water effects in [[Labyrinth Zone]]. Also while Sonic halts to a stop while running, he leaves behind skid marks in ''Sonic 1'', just like in later games.<br />
<br />
Some of the audio in the game is different from the original Mega Drive versions, with most music tracks having a slight delay before playing (likely due to CD loading times). The version of ''Sonic 2'' in this compilation uses the invincibility tune from the original ''Sonic the Hedgehog'', presumably by accident as the ''Sonic 2'' track in on the CD and used in the two player versus mode. ''Sonic 2''<nowiki>'</nowiki>s versus mode lags less often than in the Mega Drive version of the game.<br />
<br />
However ''Sonic 3'' and ''Sonic & Knuckles'' by far contain the most changes, though many are simply bugfixes. The sound effect for explosions (from monitors and enemies) is completely different, as are things such as collecting a blue sphere, or breaking a wall.<br />
<br />
==Manuals==<br />
<gallery><br />
Sonic Jam Sega Saturn US Manual.pdf|Saturn, US<br />
SonicJam Sat EU manual.pdf|Saturn, EU<br />
SonicJam Sat JP manual.pdf|Saturn, JP<br />
</gallery><br />
<br />
==Saving Data==<br />
The game makes use of the Saturn's internal battery back-up as well as the [[Sega Saturn Back-Up Ram Cart]] to save data for all of the games as well as progress through the challenges in Sonic World.<br />
<br />
{|class="prettytable"<br />
|+ {{PAGENAME}} Save Data<br />
|-<br />
! Name<br />
! Comment<br />
! File Size<br />
|-<br />
| SONICJAM_##<br />
| SAVE_DATA<br />
| 23<br />
|}<br />
<br />
==Production Credits==<br />
{{Multicol|<br />
Executive Producer: [[Hayao Nakayama]]<br/><br />
Project Manager: [[Youji Ishii]]<br/><br />
Producer: [[Yuji Naka]]<br/><br />
Director: [[Takashi Iizuka]]<br/><br />
Game Designer: [[Daisuke Mori]]<br/><br />
Main Programmer: [[Takahiro Hamano]]<br/><br />
Programmers: Haruhisa Udagawa, [[Tetsu Katano]], [[Yasuhiro Takahashi]], [[Atsutomo Nakagawa]], [[Kazuhiko Hattori]]<br/><br />
Artists: [[Kazuyuki Hoshino]], [[Yuji Uekawa]], [[Nobuhiko Honda]], [[Shinichi Higashi]], [[You Nishiyama]], [[Sachiko Kawamura]], [[Satoshi Okano]]<br/><br />
CG Movie Artist: Shigemitsu Nobuhara<br/><br />
Supervisor: [[Naoto Ohshima]]<br/><br />
Sound Director: [[Tatsuya Kousaki|Tatsuya Kouzaki]]<br/><br />
Compose & Arrange: [[Masaru Setsumaru]], [[Kenichi Tokoi]]<br/><br />
Visual Material Editors: [[Ikuo Ishizaka]], Hidehiro Kumagai, [[Yuji Sawairi]], Sega Digital Studio<br/><br />
Executive Management: [[Shoichiro Irimajiri]]<br><br />
Executive Coordination: [[Makoto Oshitani]], [[Jin Shimazaki]], [[Yukifumi Makino]]<br/><br />
Promotion Management: [[Hideki Okamura]], Masanobu Tsukamoto<br/><br />
Promotion: Hirokazu Kanno, Masatoshi Kawaguchi, Takafumi Ueoro, Hiroshi Masuda<br/><br />
Public Relations: Hiroto Kikuchi, [[Tadashi Takezaki]], Tomoyuki Nagumo, Kazuhiro Hanaya, Miki Morimoto<br/><br />
Manual: Hiroyuki Mitsui, Osamu Nakazato, [[Youichi Takahashi]]<br/><br />
: '''Sonic Theme Song '93'''<br />
Lyrics by: Casey Rankin<br/><br />
Music by: [[Naofumi Hataya]], [[Masafumi Ogata]]<br/><br />
Vocal: [[Keiko Utoku]]<br/><br />
Producer: Daikou Nagato (Being Co. Ltd.)<br/><br />
Director: Ryo Watabe (Being Co. Ltd.)<br/><br />
: '''Sonic the Hedgehog 2 CF'''<br />
Music Composer: [[Masato Nakamura]] (©1992 Dreams Come True)<br/><br/><br />
Special Thanks: Kazuhiro Takase, [[sega:Mitsuteru Iwaki|Mitsuteru Iwaki]], [[Ryoichi Hasegawa]], [[Tetsuya Mizuguchi]], [[sega:Mie Kumagai|Mie Kumagai]], Seijiro Sannabe, Akinori Ohno, Nobuhiko Shimizu, Shigeru Tateishi, Hitoshi Okuno, Akihiro Kubo, Hiroko Egi, Shozo Hirano, Tadashi Ihoroi, Takayuki Suzuki, [[Akinori Nishiyama]]<br/><br />
Presented by: [[Sega]]<br />
}}<br />
<br />
==Resources==<br />
===Original Sound Version Recordings===<br />
See [[Sonic Jam OSV]] for a download page.<br />
<br />
===Physical Scans===<br />
{{ratings<br />
| icon=SAT<br />
| cvg=80<br />
| cvg_source={{num|190|page=66/67/68}}<br />
| gamepro=90<br />
| gamepro_source={{num|110|page=153}}<br />
| gamesmaster=88<br />
| gamesmaster_source={{num|58|page=36/37}}<br />
| sega16=100<br />
| sega16_source=''[http://www.sega-16.com/2008/03/hands-on-sonic-jam-saturn/ March 25, 2008]''<br />
| ugameplayers=90<br />
| ugameplayers_source={{num|103}}<br />
| videogamecritic=91<br />
| videogamecritic_source=''[http://videogamecritic.com/satss.htm?e=25333#rev2929 2000/6/27]''<br />
}}<br />
{{Scanbox<br />
| console=Saturn<br />
| region=US<br />
| front=Sonic_Jam_Saturn_US_Cover_Front.jpg<br />
| back=Sonic_Jam_Saturn_US_Cover_Back.jpg<br />
| spinemissing=yes<br />
| disc=sjam us cd.jpg<br />
| manual=Sonic_Jam_Sega_Saturn_US_Manual.pdf<br />
}}{{Scanbox<br />
| console=Saturn<br />
| region=EU<br />
| front=Sjam-box-eu.jpg<br />
| disc=Sonic Jam (E) disc.png<br />
| manual=SonicJam Sat EU manual.pdf<br />
}}{{Scanbox<br />
| console=Saturn<br />
| region=JP<br />
| front=Sjam-box-jap.jpg<br />
| back=Sjam_sat_back_cover.jpg<br />
| disc=sjam jp cd.jpg<br />
| item1=SonicJam PromotionalPoster.jpg<br />
| item1name=Poster<br />
| manual=SonicJam Sat JP manual.pdf<br />
| square=yes<br />
}}{{Scanbox<br />
| console=Saturn<br />
| region=JP ([[sega:Satakore|Satakore]])<br />
| front=SonicJam Saturn JP Box Front Satakore.jpg<br />
| back=SonicJam Saturn JP Box Back Satakore.jpg<br />
| spinemissing=yes<br />
| manual=<br />
| square=yes<br />
}}<br />
<br />
==Promotional Material==<br />
<gallery>Sonic_Jam_Poster.jpeg</gallery><br />
<br />
==References==<br />
<references/><br />
<br />
{{SonicJamOmni}}<br />
{{SonicSaturnGames}}<br />
<br />
[[Category:Saturn games]]<br />
[[Category:Game compilations]]</div>
Andy198887
https://info.sonicretro.org/index.php?title=Sonic_R&diff=228607
Sonic R
2017-03-18T22:32:27Z
<p>Andy198887: </p>
<hr />
<div>{{Bob<br />
| bobscreen=Sonic r title.png<br />
| screenwidth=<br />
| icon=SonicR_Win_icon.png<br />
| publisher=[[Sega]]<br />
| developer=[[Sonic Team]], [[Traveller's Tales]]<br />
| system=[[Sega Saturn]], Windows PC<br />
| savesize=2.16 KB (PC)<br />
| releases=<br />
{{release|Sat|US|1997-11-18||81800}}<br />
{{release|Sat|EU|1997-12-11|£44.99 {{fileref|CVG UK 193.pdf|page=72}}|MK81800-50}}<br />
{{release|Sat|JP|1997-12-04|¥5,800|GS-9170}}<br />
{{release|Sat|BR|1997-12-31||191306}}<br />
{{release|Windows|US|1998-11-11||85076}}<br />
{{release|Windows|US (Expert)|1999-01-01}}<br />
{{release|Windows|EU|1998-11-22}}<br />
{{release|Windows|EU (Xplosiv)|1999-05-01}}<br />
{{release|Windows|EU (Xplosiv)|2000-01-01||XP-1263}}<br />
{{release|Windows|JP|1998-12-11|¥7,800 (''¥8,190'')|HCJ-0144}}<br />
{{release|Windows|AU (Valusoft)|2005-06-23||THQ70475}}<br />
| genre=Racing<br />
| esrb=e|pegi=3|elspa=3|grb=a|cero=free|oflc=gold|djctq=l<br />
}}<br />
<br />
'''''Sonic R''''' (ソニックR) is a racing game, featuring characters from the Sonic the Hedgehog series. It was developed by [[Traveller's Tales]] and [[Sonic Team]] for the [[Sega Saturn]] and PC. The PC version was ported to the [[GameCube]] and the [[PlayStation 2]] in ''[[Sonic Gems Collection]]''. The game is characterized by the same sense of environmental openness in the Sonic platformers. It contains colorful 3D graphics combined with a Powerpop soundtrack by [[Richard Jacques]] (including songs performed by British singer [[TJ Davis]]).<br />
<br />
==Gameplay==<br />
There are five racers in each race. The opponents selected depend on what character the player chooses. If the player chooses a secret character, the other secret characters that have been unlocked will be used. If the player chooses a starting character, he races against the other starting characters. For the purposes of selecting the racers, Dr. Robotnik is treated as a starting character.<br />
<br />
There are several collectible rings across each of the five racetracks. Each ring regenerates after a short period of time. These rings can serve two purposes.<br />
<br />
* Stepping on a speed boost will consume all of a player's rings, to a maximum of 50, and boost the player ahead along a preset path. The boost is at a speed approximately three times the normal maximum speed of a character and lasts for a duration proportional to the number of rings deducted.<br />
* Each level contains special doors which open when the player uses twenty of fifty rings on it. Twenty-ring doors frequently hide tokens, shortcuts, or both. Fifty-ring doors frequently hide Chaos Emeralds, shortcuts, or both. After being opened, the doors remain open for all players for the duration of the game. The number of rings required to open the door is displayed in the frame above it.<br />
<br />
There are also inexhaustible emblem bonuses. Touching an emblem gives the racer one of multiple possible rewards, including a random number of rings and the [[Water shield|water]] and [[lightning shield]]s that first appeared in ''[[Sonic the Hedgehog 3]]''. The bubble shield allows the racer to walk on water once, after which it disappears. The lightning shield attracts rings to itself, but is eliminated over time or immediately upon touching water.<br />
<br />
Aside from the main game, there are three special gameplay modes: reverse, in which racing occurs facing the opposite direction, break five balloons, and tag four players.<br />
<br />
==Characters==<br />
There are five racers in each race. The four "best" racers that have been activated are automatically selected as computer opponents if a secret character is chosen. If one of the default characters is chosen, then the opponents with be the other default racers.<br />
<br />
Some racers can run on water for a while, and all characters can "swim" in it indefinitely, but the speed of movement will be greatly reduced. In addition, each of the ten playable characters has a different speed and a unique set of abilities. These abilities can give certain characters, even those which are initially playable, a clear edge over others. The four characters that are initially playable are [[Amy Rose]], [[Miles "Tails" Prower|Tails]], [[Knuckles the Echidna|Knuckles]], and [[Sonic the Hedgehog|Sonic]]. Below are the characters and their abilities, listed roughly from worst to best.<br />
<br />
* [[Amy Rose]] drives her car, which is similar to her cart in ''[[Sonic Drift]]'', and can hover over water. She is slow but at the cost of 10 rings, she has the ability to boost, giving her a high top speed.<br />
* [[Eggman]], who races in a [[eggpod]], can do a short-range heat-seeking attack at a cost of 10 rings. The attack will eliminate the target's shield if it has one and slow it down if it does not. He is also particularly slow but can hover over water.<br />
* [[Tails]] can fly at a fixed level for a limited period of time thus he can take shortcuts that others can not. He has good acceleration, but is difficult to turn with at high speeds.<br />
* [[Eggrobo]] is robot whose head and body are shaped like an egg, first seen in ''[[Sonic & Knuckles]]''. Its abilities are similar to those of Robotnik, but it is slow compared to the other secret characters. <br />
* [[Knuckles]] can [[Power Glide|glide]] for an unlimited period of time, gradually losing height. He cannot latch onto or climb walls as in ''[[Sonic the Hedgehog 3]]''. He is an all-round character, not having any major features and Speed and Control is even.<br />
* [[Sonic]] is the fastest of the characters that are initially playable. He can double jump. He has quick acceleration and high top speed, but has poor handling.<br />
* [[Tails Doll]] can hover on water. Additionally, he can hover indefinitely a certain distance above the ground or water.<br />
* [[Metal Knuckles]] is a robot version of Knuckles that is faster on the ground and while gliding.<br />
* [[Metal Sonic]] has a very high single jump and does not immediately fall into water, instead floating above it while losing speed, and then falling in after he has stopped completely.<br />
* [[Super Sonic]] is the fastest racer, and also the hardest to unlock. He can double-jump and can run on water indefinitely, although at a reduced speed. By repeatedly jumping, it is possible to move across water at full speed. His only flaw is that he can be hard to control at times.<br />
<br />
==Differences between versions==<br />
<br />
===Fade-In===<br />
-The Saturn version of ''Sonic R'' handles the game's signature fade-in differently. If the game is undergoing slowdown the fade-in will disappear, shortening the draw distance, in an attempt to keep the frame rate up. Polygons that are transparent do not have lighting applied. <br />
<br />
-On the software rendered PC version, fade-in is fixed and can be changed in the options menu or in-game with the '''F1''' and '''F2''' keys. On the hardware rendered version, fade-in is displayed differently, calculated per pixel instead of per polygon. Also on the hardware rendered PC version, the lowest flat floor fades-in with the polygons. <br />
<br />
-The ''Gems'' version has no fade-in.<br />
<br />
===Track Lighting===<br />
<br />
-The Saturn and software rendered versions use addition to calculate lighting. This allows for much more dramatic lighting and changing to color of a texture. (Blue light on red shows blue.)The hardware rendered PC version and ''Gems'' version uses multiplication for calculating lighting. (Blue light on red shows black.) Since the game's lighting was designed for additive lighting, the track appears subdued on the hardware rendered and Gems versions.<br />
<br />
-In the Saturn version, the Radiant Emerald track is transparent and has a transparent overlay to simulate multi-texturing. The fade-in found throughout the game is disabled, so the end of the track pops into view. <br />
<br />
-In the PC and ''Gems'' versions, fade-in works normally, but the track is no longer transparent and there is no overlay. Instead, the coloring of the track pulsates with bright colors. <br />
<br />
-On the hardware rendered PC version and Gems versions, the track is dark and unlit in places, but coloring does change.<br />
<br />
===Backgrounds and Textures===<br />
-The Saturn version has a smaller background (mostly made from a tilemap) and is mirrored four times to wrap the screen (causing suns/moons to appear twice). <br />
<br />
-The PC and Gems versions use a 1664*128 bitmap for the entire background. <br />
<br />
-The water for the Saturn version appears different, with light shading on the wave reflection of the background (a palette effect) and a faintly visible water surface. <br />
<br />
-The software rendered PC version has ripples done that same way as the Saturn version, but is missing the visible water surface and wave shading. The ''Gems Collection'' version animates water in a similar way. <br />
<br />
-The hardware rendered PC version is missing the features that the software version misses, as well as the background reflecting by a slightly darkened, wobbling texture. <br />
<br />
- The Saturn version uses 4-bit textures whereas the PC and ''Gems'' versions have 24-bit textures. Despite some tweaks, texture resolution is roughly the same. Some polygon models have changed, too. The changes on Knuckles are particularly noticeable between the Saturn and PC/Gems versions. Also, the software rendered PC version is the only version with texture alpha blending. (Per texel transparency, all other versions only do per polygon transparency.)<br />
<br />
===Other Differences===<br />
-In some places collision detection has changed. For example, in the PC/''Gems'' version, you can stand on the ropes in Reactive Factory; in the Saturn version you cannot. <br />
<br />
-The Saturn version's controls were unresponsive at times, (but using a 3D Analog Pad slightly fixes this).<br />
<br />
-In the Saturn version, there is a slight delay between when a button is pushed and when a character responds. <br />
<br />
-The PC/''Gems'' version has time records for each character, mode, and track combination, and the Saturns' has records for each track, mode, and combination. <br />
<br />
-The Saturn and ''Gems'' versions have ambient sound effects for torches, waterfalls, and seasides; the ''Gems'' version has volume issues (too loud) and is missing some of the sounds that the Saturn version has. <br />
<br />
-Credits are different in the Saturn version in that there are no 3D characters. <br />
<br />
-The balloons in the balloon mode are blue in the Saturn version, while other versions have randomly colored balloons. <br />
<br />
-Items have different probabilities of being received in the Saturn version; shields and speed shoes are far more common for racers in top positions. <br />
<br />
-In the PC and ''Gems'' versions, races occur in random weather conditions, either normal, rainy, or snowy, unless the default settings are altered. <br />
<br />
-The Saturn version supports two players in split screen, while other versions support four players.<br />
<br />
-In the Saturn version, the instrumental tunes are longer, they're mysteriously truncated in the PC version.<br />
<br />
==Saving Data==<br />
The Sega Saturn version of the game makes use of the Saturn's internal battery back-up as well as the [[Sega Saturn Back-Up Ram Cart]] to save progress and unlockable content.<br />
<br />
{|class="prettytable"<br />
|+ {{PAGENAME}} Save Data<br />
|-<br />
! Name<br />
! Comment<br />
! File Size<br />
|-<br />
| SONICR___##<br />
| SAVE_DATA<br />
| 6<br />
|}<br />
<br />
==Miscellaneous trivia==<br />
*By loading the Saturn or PC CD of ''Sonic R'' in a standalone audio CD player or a media player on a computer, one may listen to the soundtrack of the game, which is also fully tagged if the players supports CD-Text.<br />
*(However…) Some copies of the PC version released by Expert Software (ActiVision Value) are missing the CD audio tracks, most likely due to a (very) sloppy mastering job. Hence, the game will not play music.<br />
*As there were many versions of ''Sonic R'' produced for the PC, there have been many accounts of bugs which can spoil the experience for the player. One such bug brings up an error message when the user makes an attempt to play the game. The game is still playable by forcing the computer to execute the program over and over again. Moreover, the bug can be fixed permanently with a single text edit(?).<br />
<br />
==Manuals==<br />
{{main|Sonic R manuals}}<br />
<br />
<gallery><br />
Sonic R Sega Saturn US Manual.pdf|Saturn, US<br />
SonicR Sat JP manual.pdf|Saturn, JP<br />
SonicR PC US SonicGems manual.pdf|PC, US (''[[Sonic Gems Collection]]'' digital manual)<br />
SonicR PC JP SonicGems manual.pdf|PC, JP (''[[Sonic Gems Collection]]'' digital manual)<br />
</gallery><br />
<br />
==Also Released On==<br />
*''[[Sonic R (LCD game)|Sonic R]]'' for [[Tiger Electronics|Tiger]] LCD (1998)<br />
*''[[Arcade Collection]]'' for PC (2000)<br />
*''[[Sonic Action Pack]]'' for PC (2000)<br />
*''[[Sonic Action 4 Pack]]'' for PC (2001)<br />
*''[[Twin Pack: Sonic 3D Blast & Sonic R]]'' (2002)<br />
*''[[Sega PC Mega Pack]]'' for the PC (2003)<br />
*''[[Sonic Gems Collection]]'' for the [[Nintendo GameCube]] and [[PlayStation 2]] (2005)<br />
<br />
== Production Credits ==<br />
===Saturn Version===<br />
{{multicol|<br />
Program Design & Implementation: Jon Burton (Travellers Tales)<br/><br />
Head Artist: James Cunliffe (Travellers Tales)<br/><br />
Lead Artist: Dave Burton (Travellers Tales)<br/><br />
Game Design Director: [[Takashi Iizuka]] (Sega Enterprises Ltd.)<br/><br />
Map Design Director: [[Hirokazu Yasuhara]] (Sega of America Inc.)<br/><br />
Additional Artwork: [[Kazuyuki Hoshino]] (Sega Enterprises Ltd.)<br/><br />
Additional Artwork & Visual Advisor: [[Shigeru Okada]] (Sega Europe Limited)<br/><br />
Character Designer: [[Yuji Uekawa]] (Sega Enterprises Ltd.)<br/><br />
Music & Sound Producer: [[Richard Jacques]] (Sega Europe Limited)<br/><br />
General Producer: [[Yuji Naka]] (Sega Enterprises Ltd.)<br />
<br />
: '''Travellers Tales'''<br />
Programmed by: Jon Burton<br/><br />
Polygon Model Design and Implementation: Neil Allen, Dave Burton, James Cunliffe<br/><br />
Texture Map Design and Application: Neil Allen, James Cunliffe<br/><br />
Character Animations: Dave Burton<br/><br />
Model and Animation Data Conversion: Andy Holdroyd<br/><br />
Terrain System Programming: John Hodskinson<br/><br />
Special Effects Programming: Jon Burton<br/><br />
Artificial Intelligence: Stephen Harding, Gary Vine<br/><br />
Texture Application Software: Andy Holdroyd<br/><br />
Additional Programming: Stephen Harding, Gary Vine, John Hodskinson, Andy Holdroyd<br/><br />
Development Director: Jon Burton<br/><br />
Special Thanks: Helen Burton and Helen Gavin<br/><br />
<br />
: '''Sega Enterprises Ltd.'''<br />
General Producer: [[Yuji Naka]]<br><br />
Project Manager: [[Youji Ishii]]<br><br />
Producer: [[Yuji Naka]]<br><br />
Game Design Director: [[Takashi Iizuka]]<br><br />
Game Designers: [[sega:Shiro Mukaide|Shiro Mukaide]], [[Shun Nakamura|Syun Nakamura]]<br><br />
Game Advisors: [[Takao Miyoshi]], [[sega:Katsuhiro Hasegawa|Katsuhiro Hasegawa]]<br><br />
Additional Artwork: [[Kazuyuki Hoshino]]<br><br />
Character Designer: [[Yuji Uekawa]]<br><br />
Graphic Advisors: [[Naoto Ohshima|Naoto Oshima]], [[Hiroshi Nishiyama]]<br><br />
Sound Advisor: [[Naofumi Hataya]]<br><br />
Executive Manager: [[Shoichiro Irimajiri]]<br><br />
Executive Coordinators: [[Makoto Oshitani]], [[Jin Shimazaki]]<br><br />
Overseas Coordinator: [[Ryoichi Hasegawa]]<br><br />
Public Relations: [[sega:Hiroto Kikuchi|Hiroto Kikuchi]], [[Takumi Miyake]]<br><br />
Manual: [[sega:Hiroyuki Mitsui|Hiroyuki Mitsui]], [[sega:Osamu Nakazato|Osamu Nakazato]], [[sega:Takashi Nishimura|Takashi Nishimura]]<br><br />
Special Thanks: Takahiro Hamano, [[Yukifumi Makino]], Takuya Matsumoto, [[Yoshitaka Miura|Yoshitake Miura]], Yuichiro Suzuki<br><br />
<br />
: '''Sega Europe Limited'''<br />
Sound Producer: [[Richard Jacques]]<br><br />
Additional Artwork & Visual Advisor: [[Shigeru Okada]]<br><br />
Music & Sound FX: [[Richard Jacques]]<br><br />
Sound Programming: Thomas Szirtes<br><br />
Vocals: [[T.J. Davis]] (courtesy of Freedom Management)<br><br />
Engineered & Mixed by: Matt Howe<br><br />
Digital Editing by: Neil Tucker<br><br />
Recorded and Mixed: Metropolis Studios & Sega Digital Studio<br><br />
Technical Support: Colin Carter, Ed Hollingshead, Tamer Tahsin, Thomas Szirtes, Elton Bird<br><br />
Senior Product Manager: [[sega:Kazutoshi Miyake|Kazutoshi Miyake]]<br><br />
Operations Manager: [[sega:Naoya Tsurumi|Naoya Tsurumi]]<br><br />
Product Manager & Public Relations: [[sega:Mark Maslowicz|Mark Maslowicz]]<br><br />
Lead Tester: [[sega:Jason Cumberbatch|Jason Cumberbatch]]<br><br />
Assistant Lead Testers: [[sega:Dave Thompson|Dave Thompson]], [[sega:Roberto Parraga|Roberto Parraga]]<br><br />
Special Thanks: Jo Bladen, Mark Hartley, Phiippe Deleplace, Frederique Ayer, Stephanie Petit, Jose Angel Sanchez, Begona Sanz, David Garcia, Hitoshi Okuno, Andreas von Gliszczynski, Thorsten Moe, Tina Sakowsky, Richard Leadbetter, Paul Davies, Tom Guise, Ed Lomas, Daniel Jevons, Jose Aller<br><br />
<br />
: '''Sega of America Inc.'''<br />
Map Design Director: [[Hirokazu Yasuhara]]<br><br />
Project Coordinators: [[Jason Kuo]], Dave Locke<br><br />
Product Managers: Kristin McCloskey, Terese Russell<br><br />
Lead Tester: Fernando Valderrama<br><br />
Assistant Lead Tester: Jeff Junio<br><br />
Special Thanks: Scott Allen, Sandy Castagnola, Curtis Clarkson, Geraldine Dessimoz, Marci Ditter, Sheri Hockaday, Michael Jablonn, Judy Nybo, Paul Sears, Seedy Lounge, Eric Smith, Dan Stevens, Bernie Stolar, Mark Subotnick, Shuji Utsumi, Mike Wallis<br><br><br />
Game Developed by: [[Travellers Tales]]<br><br />
[[Sega|Sega Enterprises, Ltd.]]<br><br />
}}<br />
<br />
===PC Version===<br />
{{multicol|<br />
: '''Traveller's Tales'''<br />
Program design and implementation: Jon Burton<br/><br />
Head artist: James Cunliffe<br/><br />
Lead artist: Dave Burton<br/><br />
<br />
: '''Sega'''<br />
Game design director: [[Takashi Iizuka]] (Sega Enterprises Ltd.)<br/><br />
Map design director: [[Hirokazu Yasuhara]] (Sega of America Inc.)<br/><br />
Additional artwork: [[Kazuyuki Hoshino]] (Sega Enterprises Ltd.)<br/><br />
Additional artwork and visual advisor: [[Shigeru Okada]] (Sega Europe Ltd.)<br/><br />
Character designer: [[Yuji Uekawa]] (Sega Enterprises Ltd.)<br/><br />
Music and sound producer: [[Richard Jacques]] (Sega Europe Ltd.)<br/><br />
Project director: Kats Sato (Sega Europe Ltd.)<br><br />
General producer: [[Yuji Naka]] (Sega Enterprises Ltd.)<br />
<br />
: '''Traveller's Tales'''<br />
Polygon model design and implementation: Neil Allen, Dave Burton, James Cunliffe<br/><br />
Texture map design and application: Neil Allen, James Cunliffe<br/><br />
Character animations: Dave Burton<br/><br />
Artwork: Bev Bush, Carleen Smith<br><br />
Additional artwork: Leon Warren, Sean Maden, Jon Rashid, Will Thompson<br><br />
Model and animation data conversion: Andy Holdroyd<br/><br />
Terrain system programming: John Hodskinson<br/><br />
Artificial intelligence: Stephen Harding, Gary Vine<br/><br />
Texture application software: Andy Holdroyd<br/><br />
3D Engine and Porting: Steve Monks<br><br />
Additional programming: Andy Holdroyd, John Hodskinson, Stephen Harding, Gary Vine, Neil Harding<br/><br />
<br />
:: '''Sega'''<br />
: '''Sega Enterprises Ltd.'''<br />
Producer: [[Yuji Naka]]<br><br />
Game design director: [[Takashi Iizuka]]<br><br />
Map design director: [[Hirokazu Yasuhara]]<br><br />
Game designer: [[Shun Nakamura|Syun Nakamura]]<br><br />
Game advisors: [[Takao Miyoshi]], [[sega:Katsuhiro Hasegawa|Katsuhiro Hasegawa]]<br><br />
Additional artwork: [[Kazuyuki Hoshino]]<br><br />
Additional artwork and visual advisor: [[Shigeru Okada]]<br><br />
Character designers: [[Yuji Uekawa]], [[Yoshitaka Miura|Yoshitaki Miura]]<br><br />
Graphic advisors: [[Naoto Ohshima|Naoto Oshima]], [[Hiroshi Nishiyama]]<br><br />
Sound advisor: [[Naofumi Hataya]]<br><br />
Music and sound effects: [[Richard Jacques]]<br><br />
<br />
Vocals: [[T.J. Davis]] courtesy of Freedom Management<br><br />
Engineered and mixed by: Matt Howe<br><br />
Digital editing by: Neil Tucker<br><br />
Recorded and mixed at: Metropolis Studios and Sega Digital Studio<br><br />
Product manager: [[sega:Toshinori Asai|Toshinori Asai]]<br><br />
Producer: [[Tetsuo Shinyu]]<br><br />
Director: Masamitsu Shiino<br><br />
Sega Europe Ltd. director: Richard Lloyd<br><br />
European marketing manager: Hitendra Naik<br><br />
Assistant European product manager: Steve Wombwell<br><br />
Localization: [[sega:Roberto Parraga|Roberto Parraga]], [[sega:Dave Thompson|Dave Thompson]], Michael Wiessmuller<br><br />
Packaging and software manual:<br />
* Japan: [[sega:Kaoru Ichigozaki|Kaoru Ichigozaki]], [[sega:Osamu Nakazato|Osamu Nakazato]], Hayato Takebayashi<br><br />
* Europe: [[sega:Paul Jerem|Paul Jerem]]<br><br />
* America: [[France Tantiado]]<br><br />
Supervisor: [[Yuji Naka]]<br><br />
Special Thanks to: [[Takashi Iizuka]], [[Jin Shimazaki]], [[sega:Kazutoshi Miyake|Kazutoshi Miyake]], Katsuhisa Sato, Scott Hawkins, and [[Sonic Team]]<br><br />
developed by: [[Traveller's Tales]]<br><br />
}}<br />
<br />
==Resources==<br />
===On Sonic Channel===<br />
'''''[[Sonic Channel]]''''', the official Japanese-language website of Sonic the Hedgehog, hosted profiles for each of the ''Sonic R'' playable characters. A partial translation was compiled by [[Thrippa]]:<br />
<br />
''<u>'''About Appearing Characters'''</u>''<br><br />
Each character possesses their own unique ability, and by means of this ability may be able to take differing routes where the road forks.<br />
<br />
<u>'''Basic Characters'''</u><br><br />
Characters appearing at the start. These five contend in Grand Prix mode:<br />
<br />
<u>Sonic the Hedgehog</u><br><br />
Well-known protagonist. His maximum speed is the highest among all characters. However, because his acceleration and grip performance is inferior to theirs, skill is required. When he rolls into a ball and does a spin dash, even faster speeds become possible. Additionally, with his double jump he may be able to leap over large obstacles such as rivers.<br />
<br />
Key advice:<br />
* For success at the starting point, do a spin dash.<br />
* Regarding deceleration, use the {{L}}{{R}} buttons to the best of your ability for smooth cornering.<br />
* Use the double jump to try to find new shortcuts.<br />
<br />
<u>Miles 'Tails' Prower</u><br><br />
Yearning to be like Sonic, always along wherever Sonic goes. His maximum speed may be inferior, but his other abilities are relatively good. As with Sonic, when Tails curls into a ball, a spin dash is possible. Also, by spinning his two tails, he is able to fly, making bold short cuts possible.<br />
<br />
Key advice:<br />
* For invariable success at the start, use the spin dash.<br />
* Flight time is unexpectedly short. Remember to take care when choosing a landing spot, to be able to make a good landing.<br />
* Search for routes that allow Tails to make the best use of his propeller flight.<br />
<br />
<u>Knuckles the Echidna</u><br><br />
Sonic's rival-like being. Regarding this character, all abilities are in balance. As with Sonic and Tails, the spin dash is possible when curled up. Also, gliding through the sky is possible; from a high place, he can fly further than Tails.<br />
<br />
Key advice:<br />
* For success at the starting point, do a spin dash.<br />
* Glide from high places for shortcuts. Intense up-down along the course is particularly effective.<br />
* With skillful turning, higher cornering stability is possible than with Sonic.<br />
<br />
<u>Amy Rose</u><br><br />
Only female character. Tails remodeled her all-purpose car so she could drive it and participate in the race. This character is aimed at the beginner; maximum speed is low, but it accelerates nicely. Also she has a truly all-purpose car; she can even drive it on the water. And she is able to do a Turbo Dash, traveling at great speed for a set length of time.<br />
<br />
Key advice:<br />
* At the start, the Turbo Dash is indispensable.<br />
* Her ground speed cannot outrun other vehicles, so to win, look for bold shortcuts across the water.<br />
* Turbo Dash management is often the deciding factor. Using it recklessly will result in time loss.<br />
<br />
<u>Doctor Eggman</u><br><br />
A wicked, genius scientist. He rides his familiar Eggmobile to participate. Since it floats in the air, its turning ability is very high and it can float over water too. Eggman is also able to throw bombs to attack other players.<br />
<br />
[Appearance requirements] Become overall champion in Grand Prix mode to have Eggman appear on the Character Select screen.<br />
<br />
Key advice:<br />
* Turning ability is extremely high, so be careful on curves.<br />
* Make full use of the hydroplane ability.<br />
* At any rate, Eggman has a large build. Press the {{Z}} button to view the course from a different angle.<br />
<br />
<u>'''Hidden Characters'''</u><br><br />
These characters will appear when their requirements are met. One must become a good player to handle them.<br />
<br />
<u>Metal Sonic</u><br><br />
Eggman developed his secret weapon with the aim of exceeding Sonic in power and speed. His maximum speed is precisely equal to Sonic's, and his acceleration exceeds Sonic's. However, because of that overwhelming power, his turning ability is inferior. Considerable skill is necessary to operate him.<br />
<br />
[Appearance requirements] Collect 5 tokens on Resort Island in Grand Prix mode and finish better than fourth place to begin a one-on-one match with Metal Sonic. Win this race and Metal Sonic will become a possible choice on the character select screen.<br />
<br />
Key Advice:<br />
* Low turning ability. You must decelerate to turn sharply without losing control.<br />
* Due to inertia, traveling on water is possible. Falling in the water may cause Metal Sonic to become confused.<br />
* Metal Sonic is not able to do a double jump, but his single jump is better than Sonic's.<br />
<br />
<u>Metal Knuckles</u><br><br />
As with Sonic, Eggman prepared this secret weapon for the sake of overthrowing Knuckles, considering his existence to be a hindrance. Having the same power plant as Metal Sonic, speed and acceleration power are high, but like Knuckles, this robot can glide from high places.<br />
<br />
[Appearance requirements] Collect 5 tokens in Reactive Factory in Grand Prix mode and finish better than fourth place to begin a one-on-one match with Metal Knuckles. Win this race and Metal Knuckles will become a possible choice on the character select screen.<br />
<br />
Key Advice:<br />
* Low turning ability. To turn without losing control, you must decelerate.<br />
* Due to inertia, traveling on water is possible. Falling in the water may cause Metal Knuckles to become confused.<br />
* From a high place, aim at a shortcut without pausing.<br />
<br />
<u>Eggmanrobo</u><br><br />
Eggman created this robot intending to surpass his strongest robots, including the other Metals. However, it demonstrated its true strength on its first mission: thanks to its comical body, it ignores air resistance . . . Eggman boasts of the offensive abilities he gave it, and it still matches Metal Sonic's speed.<br />
<br />
[Appearance requirements] Collect 5 tokens in Regal Ruin in Grand Prix mode and finish better than fourth place to begin a one-on-one match with Eggmanrobo. Win this race and Eggmanrobo will become a possible choice on the character select screen.<br />
<br />
Key Advice:<br />
* Low turning ability. Use {{L}}{{R}} Buttons effectively to struggle through corners.<br />
* On the water, deceleration occurs immediately. Hurry to land to recover.<br />
* Eggmanrobo has a huge body. When a course is difficult to see, press the {{Z}} button to change your viewpoint.<br />
<br />
<u>Tails Doll</u><br><br />
As a last resort, Eggman manufactured this to catch Sonic unprepared. This, except for the power plant embedded in its head, is a mere stuffed animal, whose meager form nevertheless exhibits considerable ability in races due to its lightweight design. Still, it is also able to float in the air for a long time.<br />
<br />
[Appearance requirements] Collect 5 tokens in Radical City in Grand Prix mode and finish better than fourth place to begin a one-on-one match with Tails doll. Win this race and Tails doll will become a possible choice on the character select screen.<br />
<br />
Key Advice:<br />
* Get accustomed to the feel of the light steering.<br />
* Travel over the water completely without accident or deceleration? This is the only character able to do so. <br />
* Keep pushing the jump button to keep floating.<br />
<br />
<u>Super Sonic</u><br><br />
By using the power of the Chaos Emeralds, Sonic's strongest potential abilities can be brought out. Surely the strongest and faster character, Super Sonic boasts overwhelming acceleration and maximum speed.<br />
<br />
[Appearance requirements] After finishing at least 3rd in Grand Prix mode in Radiant Emerald, and collecting 7 Chaos Emeralds, Super Sonic will become a possible choice on the character select screen. However you are not able to keep Chaos Emeralds you pick up unless you come in first in that race.<br />
<br />
Key Advice: <br />
*Generally high speed. First of all, get accustomed to this speed.<br />
* Overall, Super Sonic will outstrip everyone, but cornering can be difficult.<br />
* This character is the fastest, consequently small control errors become lethal errors. Slow down in moments of uncertainty.<br />
<br />
===Original Sound Version Recordings===<br />
See [[Sonic R OST (Windows/Saturn)|Sonic R OST]] for a download page.<br />
<br />
==Physical Scans==<br />
===Saturn version===<br />
{{ratings<br />
| icon=SAT<br />
| cvg=80<br />
| cvg_source={{num|193|page=72/73/74/75/76}}<br />
| edge=80<br />
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}}<br />
{{Scanbox<br />
| console=Saturn<br />
| region=US<br />
| front=Sonic_R_Saturn_US_Cover_Front.jpg<br />
| back=Sonic_R_Saturn_US_Cover_Back.jpg<br />
| disc=Sonicr sat us cd.jpg<br />
| manual=Sonic_R_Sega_Saturn_US_Manual.pdf<br />
}}{{Scanbox<br />
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| region=EU<br />
| front=Sonicr-box-eu.jpg<br />
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| manual=<br />
}}{{Scanbox<br />
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}}{{Scanbox<br />
| console=Saturn<br />
| region=JP<br />
| front=Sonicr-box-jp.jpg<br />
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| manual=SonicR Sat JP manual.pdf<br />
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| item1name="Not for sale" disc<br />
| square=yes<br />
}}{{Scanbox<br />
| console=Saturn<br />
| region=BR<br />
| front=Sonic R sat tectoy.jpg<br />
| back=Sonic R sat tectoy back.jpg<br />
| spinemissing=yes<br />
| disc=Sonicr sat us cd.jpg<br />
| manual=<br />
}}<br />
<br />
===PC Version===<br />
{{Scanbox<br />
| console=PC<br />
| region=US<br />
| jewelcase=yes<br />
| jewelcasefront=Sonicrpc.jpg<br />
| jewelcaseback=Sonicr pc us spinecard.jpg<br />
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| manual=<br />
| square=yes<br />
}}{{Scanbox<br />
| console=PC<br />
| region=US (Expert Software)<br />
| front=SonicR PC US Box Front Expert.jpg<br />
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| jewelcasefront=Sonic R Expert Cover.jpg<br />
| back=<br />
| disc=Sonic R Expert Disc.jpg<br />
| manual=<br />
}}{{Scanbox<br />
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| region=EU<br />
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| back=<br />
| disc=<br />
| manual=<br />
}}{{Scanbox<br />
| console=PC<br />
| region=JP<br />
| front=Sonic R JP Cover.jpg<br />
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| manual=<br />
}}{{Scanbox<br />
| console=PC<br />
| region=JP (Ultra 2000)<br />
| front<br />
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}}{{Scanbox<br />
| console=PC<br />
| region=AU (Valusoft)<br />
| front=SonicR PC AU Box Valusoft.jpg<br />
| back=<br />
| disc=SonicR PC AU Disc.jpg<br />
| manual=<br />
}}{{Scanbox<br />
| console=PC<br />
| region=UK ([[sega:Xplosiv|Xplosiv]])<br />
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| disc=Sonic R Xplosiv EU disc.jpg<br />
| manual=<br />
}}{{Scanbox<br />
| console=PC<br />
| region=UK ([[sega:Xplosiv|Xplosiv]]) (newer)<br />
| front=SonicR PC EU Box Xplosiv2.jpg<br />
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| manual=<br />
}}{{Scanbox<br />
| console=PC<br />
| region=UK (GrabIt)<br />
| front=SonicR PC UK Box GrabIt.jpg<br />
}}{{Scanbox<br />
| console=PC<br />
| region=DE (Green Pepper)<br />
| front=SonicR PC DE Box GreenPepper.jpg<br />
}}{{Scanbox<br />
| console=PC<br />
| region=ES (Xplosiv)<br />
| front=<br />
}}<br />
<br />
==Promotional Material==<br />
<gallery><br />
Sonic_R_B2_Poster.jpeg</gallery><br />
<br />
==External links==<br />
* [http://sega.jp/pc/sonicr/ Sega of Japan catalogue page (Japanese)]<br />
<br />
==References==<br />
<references/><br />
<br />
{{SonicROmni}}<br />
{{SonicSaturnGames}}<br />
{{SonicWindowsGames}}<br />
<br />
[[Category:Saturn games]]<br />
[[Category:PC games]]</div>
Andy198887
https://info.sonicretro.org/index.php?title=Sonic%27s_Schoolhouse&diff=228606
Sonic's Schoolhouse
2017-03-18T22:29:38Z
<p>Andy198887: </p>
<hr />
<div>{{Bob<br />
| bobscreen=Sonics_schoolhouse_title.png<br />
| screenwidth=320px<br />
| icon=Sonics schoolhouse icon.png<br />
| title=Sonic's Schoolhouse<br />
| publisher=[[Sega]]<br />
| developer=[[Orion Interactive]], [[Bruce Austin Productions]]<br />
| system=Windows<br />
| releases=<br />
{{release|Windows|US|1996-11-15}}<br />
| genre=Educational game<br />
| esrb=ec|grb=a<br />
}}<br />
<br />
'''''Sonic's Schoolhouse''''' is an educational computer game that teaches young learners mathematics, reading, and spelling. In addition, players can earn access to two mini-games (a collect-the-rings game and a match-the-statues game) and a "field trip" section which gives them numerous facts on the various animals in the game.<br />
<br />
The entire game plays in a similar fashion to id Software's ''Wolfenstein 3D'', in that you play in a world that has no variation in height and is largely composed of right angles. You pick up nearby answers (ranging from bouncing letters and numbers to balloons with various pictures on them) to shoot back at a blackboard so as to answer it (usually filling in the blank; in the reading section you match up pictures with their words instead), or otherwise recycle (much to Sonic's pleasure).<br />
<br />
[[Sonic the Hedgehog]] himself is not playable, but acts as the guide; instead, you choose from numerous animals as to what you want to play as. [[Doctor Eggman]] and his robots also show up to steal your answer, or in the ring mini-game, to steal all your rings.<br />
<br />
The sprites used for Sonic come from the canceled ''[[Sonic X-Treme]]''.<br />
<br />
==Cheat Codes==<br />
===Unlockables===<br />
*'''Reward certificate''': Collect all the mini-game gumballs in the playground.<br />
*'''Field Trip Bus/Schoolyard''': Complete one of the educational sections. (Reading, Math, etc.).<br />
<br />
==Manuals==<br />
<gallery><br />
SonicsSchoolhouse PC US manual.pdf|PC, US<br />
SonicsSchoolhouse PC US Expert manual.pdf|PC, US (Expert Software)<br />
</gallery><br />
<br />
==Also Released On==<br />
*''[[Sega Family Fun Pak]]'' for the PC (1996)<br />
<br />
==Production Credits==<br />
Concept: Bruce Austin<br /><br />
Producers:Brad Krevoy, Steve Stabler, Jed Weintrob, Britton Jackson, Bruce Austin<br /><br />
Associate Producer: Jonathan Harris, Madhavi Rangachar<br /><br />
Designers: Bruce Austin, Britton Jackson, Jim O'Keane, Jed Weintrob<br /><br />
Programmers: Jim O'Keane, Jack Bowman<br /><br />
Graphic Artists: Jeremy Buttell, Mike Malloy<br /><br />
Additional Programming: Eric Hayashi<br /><br />
Video Design: Kurt Tiegs<br /><br />
Sound Design: Robert Francke<br /><br />
Voices: Meg Inglima<br />
<br />
==Physical Scans==<br />
{{Scanbox<br />
| console=PC<br />
| region=US<br />
| front=SonicSchoolhouseBox.jpg<br />
| disc=Schoolhouse pc us disc.jpg<br />
| jewelcase=yes<br />
| jewelcaseback=Schoolhouse pc us spinecard.jpg<br />
| jewelcasefront=SonicsSchoolhouse PC US manual.pdf<br />
}}{{Scanbox<br />
| console=PC<br />
| region=US (Expert Software)<br />
| front=<br />
| manual=SonicsSchoolhouse PC US Expert manual.pdf<br />
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{{SonicWindowsGames}}<br />
[[Category:PC games]]</div>
Andy198887
https://info.sonicretro.org/index.php?title=Sonic_3D:_Flickies%27_Island&diff=228605
Sonic 3D: Flickies' Island
2017-03-18T22:28:06Z
<p>Andy198887: </p>
<hr />
<div>{{Bob<br />
| bobscreen=S3d_title.png<br />
| bobscreen2=S3D1.PNG<br />
| icon=Sonic3D_Win_icon.png<br />
| tab1=Mega Drive<br />
| tab2=Saturn<br />
| publisher=[[sega:Sega|Sega]]<br />
| developer=[[sega:Sonic Team|Sonic Team]], [[sega:Traveller's Tales|Traveller's Tales]]<br />
| system=[[sega:Sega Mega Drive|Sega Mega Drive]], [[sega:Sega Saturn|Sega Saturn]], Windows PC, [[sega:Virtual Console|Virtual Console]], Steam<br />
| romsize=4 MB<br />
| players=1<br />
| releases=<br />
{{release|MD|EU|1996-11-05 {{fileref|CVG UK 180.pdf|page=49}}||MK-1844-50}}<br />
{{release|MD|US|1996-11-12|$59.99|1844}}<br />
{{release|MD|BR|1996-12-15||048300}}<br />
{{release|MD|KR|1996-12-31||GM-96001JG}}<br />
{{release|Sat|US|1996-11-21|$49.99|81062}}<br />
{{release|Sat|EU|1997-02-13 {{fileref|CVG UK 184.pdf|page=53}}|£44.99 {{fileref|CVG UK 184.pdf|page=78}}|MK81062-50}}<br />
{{release|Sat|JP|1999-10-14|¥3,800|GS-9143}}<br />
{{release|Sat|AU|1999-11-05||FSON19SSC}}<br />
{{release|Windows|US|1997-09-25||85064}}<br />
{{release|Windows|EU|1997-09-30||MK 85064}}<br />
{{release|Windows|US (Expert)|1999-12-31||6822}}<br />
{{release|Windows|EU (Xplosiv)|7-13-2001||EI-1304}}<br />
{{release|Windows|EU (Xplosiv)|2001-07-10||XP-1304}}<br />
{{release|Windows|AU (Valusoft)|2005-01-01||THQ70487}}<br />
{{release|Windows|NZ|2005-05-15}}<br />
{{release|VC|JP|2007-10-16|600 points}}<br />
{{release|VC|EU|2007-11-02|800 points}}<br />
{{release|VC|US|2007-11-19|800 points}}<br />
{{release|Steam|US|2010-06-01|$4.99}}<br />
{{release|Steam|EU|2010-06-01|£3.99}}<br />
| genre=Action<br />
| esrb=e|pegi=3|elspa=3|oflc=g|cero=a|grb=a<br />
}}<br />
<br />
'''''Sonic 3D: Flickies' Island''''' (ソニック3D フリッキーアイランド), also known as '''''Sonic 3D Blast''''' in North America, is both the final ''[[Games featuring Sonic the Hedgehog|Sonic the Hedgehog]]'' title released for the [[sega:Sega Mega Drive|Sega Mega Drive]] and the first on the [[sega:Sega Saturn|Sega Saturn]]. Played on an isometric field, the mechanics of the game echo the previous core installments of the series, though the perspective and alternative objectives make it a unique experience in the ''Sonic '' catalog. While conceived and assisted by [[sega:Sonic Team|Sonic Team]], the majority of development was done by UK-based game studio [[sega:Traveller's Tales|Traveller's Tales]], who would go on to collaborate once more on the franchise with ''[[Sonic R]]''.<br />
<br />
The game would not be released in Japan until the end of the Saturn's life cycle, being the [http://sega.jp/fb/segahard/ss/soft.html third-to-last first party title] for the system, released on the same day as ''[[Sonic Adventure International]]''. The Mega Drive version of the game would remain unseen in the land of the rising sun until its inclusion in the compilation title ''[[Sonic Mega Collection]]''.<br />
<br />
==Story==<br />
Somewhere in the great oceans of the planet lies a mysterious atoll known only as [[Flickies' Island|Flicky Island]]. The home of the [[Flicky]] Bird race, the innocuous winged beings are surrounded by rumor and legend, with whispers that they have some connection to the [[Chaos Emeralds]]. It is these rumors that pique the interest of the nefarious [[Dr. Eggman]], evil genius and arch enemy of a certain blue hedgehog. Reeling from his previous failures at obtaining the gems, the doctor decides to find the island, set up shop and try to discover what lies hidden within.<br />
<br />
During routine surveillance, Eggman spies a giant golden ring hovering over the landscape, where suddenly a flock of Flickies emerge from seemingly nowhere, perching on a nearby tree. After a moment, the entire lot fly back the way they came, through the center of the Dimensional Ring and vanishing once again. Realizing what he just saw, Eggman can barely contain himself. "So they live in another dimension, do they? Ha! I've discovered the secret of the Flickies!"<br />
<br />
Without hesitation, Dr. Eggman puts yet another plan into motion. Capturing the Flickies and placing them into robots, he hopes to harness their power and finally claim the Chaos Emeralds for himself. Unbeknownst to the mad doctor, [[Sonic the Hedgehog]] and his friends decide to visit Flicky Island at the same time. Entering the fringes of the [[Green Grove Zone|Green Grove]], Sonic looks for his feathered friends but instead finds a familiar sight: mechanical creatures roaming the countryside.<br />
<br />
With a single [[spin attack]], our hero pops open the first [[Badnik]], and sees a Flicky fly out. It doesn't take long for Sonic to guess that Eggman must be behind this. It's now up to Sonic to rescue the trapped Flickies, transport them safely back to their home dimension, and gather the Chaos Emeralds before Eggman can get his hands on them first.<br />
<br />
"Time to go, Sonic!"<br />
==Game Mechanics==<br />
<br />
===Gameplay===<br />
<br />
[[File:S3dbmap.png|thumb|190px|The mysterious Flicky Island.]]<br />
''Sonic 3D: Flickies' Island'' is at its core a spiritual sequel to the 1984 Sega arcade title ''[[sega:Flicky|Flicky]]''. Just like the Flicky/Chirp relationship, Sonic's main objective is to find all the Flickies in a designated area and bring them to the goal. Only then can the player continue on to either the next portion of the level or the next Act. As opposed to the traditional two-dimensional game play of the classic ''Sonic'' titles, the playing field is presented in an isometric, 45-degree angle, similar to the visual style of the [[sega:Sega Game Gear|Game Gear]] title ''[[Sonic Labyrinth]]''. Even though everything is still sprite-based, the camera gives the allusion that Sonic is in a 3D world, able to see everything around him instead of just left and right.<br />
<br />
Each [[Zone]] in the game, with the exception of [[Final Fight]], is split up into three Acts. The first two Acts, with the exception of [[Panic Puppet Zone]], present Sonic with the same objective: to collect the Flickies so Sonic can reach the end of the level. Broken up into either two or three sections per Act, Sonic rushes about encountering Eggman's many Badniks. Destroying them is the only way Sonic can rescue the Flickies from being a living battery. Just freeing them isn't enough, the player having to touch the Flicky to make it follow Sonic's every move. No matter where in the game, there are always five Flickies that need to be brought to the goal ring. They can be deposited one at a time, all at once, or any degree in the middle, but only sending five back to their home dimension at once will insure the maximum amount of points available.<br />
<br />
There are four different Flickies that populate the game, each with their own travel behavior once free. The most common and familiar of the group is the Blue Flicky, who make a conscious effort to find Sonic. If they cannot find him, they fly around in a tight circle, making them easy to locate. The second type is the Pink Flicky, which acts largely like blue ones, but fly around in bigger circles if unable to find Sonic. In the Mega Drive's [[Volcano Valley Zone]], the pink Flickies appear bright orange, presumably due to color palette limitations. Red Flickies constantly move between two close points, not making any effort to find Sonic. Their movement range is small, but they jump very high and can thus be hard to catch. Rounding out the bunch are Green Flickies. Perhaps the most frustrating, they wander randomly with no interest in finding Sonic, even sometimes appearing to try and avoid him.<br />
<br />
[[File:Sonic3DFlickies.png|thumb|190px|The four Flickies in flight.]]<br />
Once a Flicky has made contact and follows Sonic, the player must still be aware of their surroundings. If Sonic takes damage while not wearing a shield, all the Flickies that are currently connected to him will disperse, a mad grab for rings made even crazier while trying to protect the endangered fowl. Even if Sonic doesn't take damage, stray projectiles and other hazards can separate hedgehog from bird, and if one isn't paying attention, it's possible to reach the end of a level, deposit the Flickies one has, and realize that the fifth has gone missing. Once Sonic jumps at the ring, swings through and all five birds are safe and sound, the ring disappears, allowing the player to either continue on in the game if a trap door lights up, or to finish the Act if there is an "X" on the ground.<br />
<br />
Due to the isometric nature of the game, Sonic controls slightly different than he normally does. While left and right on the D-pad still move Sonic in those directions, pressing up and down will move Sonic across the board just the same. The diagonal inputs on the Mega Drive controller finally come in handy, giving Sonic precise movement across each stage. The A and C buttons once again allow Sonic to jump into the air, curling into a ball and performing a [[Spin attack|spin attack]] that can destroy enemies, as long as Sonic doesn't land on spikes. Because Sonic can no longer crouch, the B button has instead become the de-facto method of having Sonic perform his other signature move, the [[Spin Dash]]. Standing still, holding the button down will rev up Sonic, allowing him to burst ahead in any direction, even able to destroy certain barricades. If Sonic is already in motion when B is pressed, he will curl into a ball and roll forward until his momentum is spent.<br />
<br />
Flickies are not the only object collectible within the game. Making its grand return are [[Ring|rings]], a staple of the entire series. Having at least one on you will protect Sonic from damage, though if Sonic is attacked again while his ring count is zero and the brief window of invincibility wears off, he will forfeit a life. Collecting one hundred of the spinning circles will reward the player with an extra life. New to the game are Sonic Medals, which are also hidden throughout each zone. Many times placed above springs that can only be reached if you have a certain amount of Flickies, collecting ten of these spinning Sonic heads will reward the player with a continue.<br />
<br />
[[File:S3D7.PNG|thumb|190px|Sonic the Hedgehog in action.]]<br />
[[Monitor|Item boxes]] also appear through the game, containing familiar power-ups to assist Sonic in his journey. [[Speed Shoes]] and [[Invincibility|invincibility]] are sprinkled about, allowing Sonic to gain an extra burst of speed or protect him from enemies and hazards, respectively. 1-Up boxes grant the player with their namesake, while the original [[Shield|shield]] from ''[[Sonic the Hedgehog (16-bit)|Sonic 1]]'' and ''[[Sonic the Hedgehog 2 (16-bit)|Sonic 2]]'' returns, protecting Sonic and the Flickies from a hit that would otherwise cause Sonic to lose his rings and the birds that follow. The "[[Fire Shield|Flame Barrier]]" shield from ''[[Sonic the Hedgehog 3|Sonic 3]]'' also makes a comeback, appearing in levels that have a fire hazard. Brand new to the game is the [[Gold Shield]], which gives Sonic the new ability called the "Sonic Blast Attack." A primitive version of the [[Homing Attack]] that would become a staple of the 3D games, pressing the jump button twice allows Sonic to home in on a nearby enemy, popping it open without fear. Along with [[Spring|springs]], [[Spikes|spikes]], and [[Bumper|bumpers]], the checkered landscapes of ''Flickies' Island'' fit in with the aesthetics of Sonic's world, even if the controls are vastly different.<br />
<br />
Hidden in each Act are [[Miles "Tails" Prower]] and [[Knuckles the Echidna]], standing about in idle animations. In their NPC role in this game, they are not easily discovered. Sometimes in a secret room, sometimes just off to the side in an uncertain path, they replace the [[Giant Ring]] as the entrance to the Special Stage. After collecting 50 rings and making contact, Sonic is instantly transported to the Chaos Emerald-collecting round. Echoing the goal of the Special Stage from ''Sonic 2'', the player must collect the designated amount of rings in order to continue on. The Mega Drive and Saturn versions differ greatly, [[Special Stage (Sonic 3D MD)|the former]] being an extremely simplified course of Sonic running on a metallic grate suspended over the background. The [[Special Stage (S3D Sat/PC)|Saturn version]], taking advantage of the hardware, is a fully-realized 3D obstacle course, visually similar to the ''Sonic 2'' stages but amped up considerably.<br />
<br />
[[File:TryAgain-Sonic3DMD.png|thumb|190px|Eggman once again taunting the player.]]<br />
Each Act, starting with Green Grove and continuing through Volcano Valley, has one "Tails" and one "Knuckles" hidden. In the Mega Drive version, if you find both you can collect two Chaos Emeralds per Act. In the Saturn version, however, if you have already collected the emerald in that particular Act, the player will run through the same Special Stage and collect a 1-Up instead of another gem. In both versions of the game, you can still go to Special Stages after having collected all seven emeralds, the reward for both being extra lives.<br />
<br />
Though collecting all the Chaos Emeralds does not grant the player [[Super Sonic]], they are needed to get the good ending of the game. Having all seven will transport Sonic to [[Final Fight]], featuring the final confrontation between Sonic and Eggman in this installment of his never-ending adventures.<br />
<br />
===Music and Sound===<br />
<br />
Utilizing the Mega Drive's sound chip, a group of four musicians including [[sega:Tatsuyuki Maeda|Tatsuyuki Maeda]] and [[sega:Jun Senoue|Jun Senoue]] put together the music for ''Flickies' Island''. Taking a cue from ''[[Sonic 3 & Knuckles]]'', each Zone's Act has a remix based around a shared theme. A handful of familiar tunes also reappear from ''Sonic & Knuckles'', such as the Act Clear and 1-Up jingles. For the 32-bit version, the synthesized tracks were replaced by RedBook audio composed by [[sega:Richard Jacques|Richard Jacques]], meaning the game's music could be played on any standard CD player, minus the first track which contains only data. The Saturn's ending credits theme, "[[You're My Hero]]," is the first audio theme for the ''Sonic'' series since ''[[Sonic the Hedgehog CD|Sonic CD]]''. Taking advantage of the media, the song was composed by Richard Jacques with Debbie Morris providing vocals.<br />
<br />
===Scoring===<br />
<div style="column-count:2;-moz-column-count:2;-webkit-column-count:2"><br />
Flicky Chains:<br />
<br />
* First Flicky = 100<br />
* Second Flicky = 200<br />
* Third Flicky = 400<br />
* Fourth Flicky = 800<br />
* Fifth Flicky = 1600<br />
<br />
(A chain refers to the amount of Flickies deposited to a dimensional ring at once)<br />
<br />
Enemies:<br />
<br />
* Standard Enemies = 100<br />
* [[Green Grove Zone Badnik 2|GG Badnik 2]] = 200<br />
* [[Green Grove Zone Badnik 3|GG Badnik 3]] = 500<br />
<br />
Flicky Pod: 100 points each<br />
<br />
Dr. Eggman Boss:<br />
<br />
* Standard = 1000<br />
* Panic Puppet Zone = 2000<br />
* Final Fight = 3000<br />
<br />
Tails Bonus: 100 points per ring deposited to character<br />
<br />
Knuckles Bonus: 100 points per ring deposited to character<br />
<br />
End Level Ring Bonus: 100 points per ring held<br />
<br />
End Level Flicky Bonus: 5000 points per section with all five Flickies rescued at once<br />
<br />
End Level Time Bonus:<br />
<br />
* 0:59 or less = 10,000<br />
* 1:00 to 1:59 = 5000<br />
* 2:00 to 2:59 = 2500<br />
* 3:00 to 3:59 = 1200<br />
* 4:00 to 4:59 = 600<br />
* 5:00 to 5:59 = 300<br />
* 6:00 to 6:59 = 100<br />
* 7:00 or more = 0<br />
<br />
Special Stage:<br />
<br />
* Rings = 100<br />
* Chaos Emerald = 10,000<br />
</div><br />
<br />
==Sound Test==<br />
<br />
===Mega Drive Version===<br />
[[File:S3D Sound Test.png|thumb|190px|The sound test in ''Sonic 3D: Flickies' Island.]]<br />
{{multicol|<br />
* 01: [[Green Grove Zone]] Act 1<br/>Song by J.Seno, Arrange by J.Seno<br/><br />
* 02: Green Grove Zone Act 2<br/>Song by J.Seno, Arrange by J.Seno<br/><br />
* 03: [[Rusty Ruin Zone]] Act 1<br/>Song by T.Maeda, Arrange by T.Maeda<br/><br />
* 04: Rusty Ruin Zone Act 2<br/>Song by T.Maeda, Arrange by T.Maeda<br/><br />
* 05: [[Volcano Valley Zone]] Act 2<br/>Song by T.Maeda, Arrange by T.Maeda<br/><br />
* 06: Volcano Valley Zone Act 1<br/>Song by T.Maeda, Arrange by T.Maeda<br/><br />
* 07: [[Spring Stadium Zone]] Act 1<br/>Song by J.Seno, Arrange by J.Seno<br/><br />
* 08: Spring Stadium Zone Act 2<br/>Song by J.Seno, Arrange by J.Seno<br/><br />
* 09: [[Diamond Dust Zone]] Act 1<br/>Song by T.Maeda, Arrange by T.Maeda<br/><br />
* 0A: Diamond Dust Zone Act 2<br/>Song by T.Maeda, Arrange by T.Maeda<br/><br />
* 0B: [[Gene Gadget Zone]] Act 1<br/>Song by T.Maeda, Arrange by T.Maeda<br/><br />
* 0C: Gene Gadget Zone Act 2<br/>Song by T.Maeda, Arrange by T.Maeda<br/><br />
* 0D: [[Panic Puppet Zone]] Act 2<br/>Song by T.Maeda, Arrange by T.Maeda<br/><br />
* 0E: The [[Final Fight]]<br/>Song by M.Sets, Arrange by M.Sets<br/><br />
* 0F: Ending<br/>Song by J.Seno, Arrange by M.Sets<br/><br />
* 10: [[Special Stage (Sonic 3D MD)|Special Stage]]<br/>Song by J.Seno, Arrange by J.Seno<br/><br />
* 11: Intro/Panic Puppet Zone Act 1<br/>Song by J.Seno, Arrange by J.Seno<br/><br />
* 12: Boss 2<br/>Song by J.Seno, Arrange by M.Sets<br/><br />
* 13: Boss 1<br/>Song by T.Maeda, Arrange by T.Maeda<br/><br />
* 14: Opening<br/>Song by J.Seno, Arrange by J.Seno<br/><br />
* 15: Staff Roll<br/>Song by S.Okamoto, Arrange by J.Seno<br/><br />
* 16: Game Over<br/>Song by J.Seno, Arrange by J.Seno<br/><br />
* 17: Continue<br/>Song by J.Seno, Arrange by J.Seno<br/><br />
* 18: Act Clear<br/>Song by J.Seno, Arrange by J.Seno<br/><br />
* 19: 1-Up<br/>Song by H.Drossin, Arrange by M.Sets<br/><br />
* 1A: Chaos Emerald<br/>Song by Y.Makino, Arrange by Y.Makino<br/><br />
* 1B: Invincibility<br/>Song by J.Seno, Arrange by J.Seno<br/><br />
* 1C: Menu<br/>Song by J.Seno, Arrange by J.Seno<br/><br />
* ??: Unused Song 1 (Bonus Stage)<br/>Song by J.Seno, Arrange by J.Seno<br/><br />
* ??: Unused Song 2 (Boss Theme)<br/>Song by J.Seno, Arrange by M.Sets<br />
}}<br />
<br />
While the composers and arrangers aren't listed normally, the information was discovered by Sonic Retro member [[IceKnight]] within the ROM. Additionally, while the final two songs are in the game's code along with the credits, they are not accessible through the sound test. Unused Song 2 was eventually repurposed as the boss theme for ''[[Sonic the Hedgehog 4|Sonic 4]]''.<br />
<br />
===Saturn Version===<br />
{{multicol|<br />
* 01: Title<br />
* 02: Boss<br />
* 03: Green Grove Zone Act 1<br />
* 04: Green Grove Zone Act 2<br />
* 05: Rusty Ruins Zone Act 1<br />
* 06: Rusty Ruins Zone Act 2<br />
* 07: Spring Stadium Zone Act 1<br />
* 08: Spring Stadium Zone Act 2<br />
* 09: Volcano Vally Zone Act 1<br />
* 10: Volcano Vally Zone Act 2<br />
* 11: Diamond Dust Zone Act 1<br />
* 12: Diamond Dust Zone Act 2<br />
* 13: Gene Gadget Zone Act 1<br />
* 14: Gene Gadget Zone Act 2<br />
* 15: Panic Puppet Zone Act 1<br />
* 16: Panic Puppet Zone Act 2<br />
* 17: [[Special Stage (S3D Sat/PC)|Special Stage]]<br />
* 18: The Final Fight<br />
* 19: Speed Up<br />
* 20: Invincibility<br />
* 21: Act Clear<br />
* 22: Continue<br />
* 23: [[You're My Hero]]<br />
* 24: You're My Hero<br />
* 25: You're My Hero<br />
* 26: You're My Hero<br />
}}<br />
<br />
While "You're My Hero" appears four times in the sound test, the song is only represented once in the RedBook audio.<br />
<br />
==Production Credits==<br />
<br />
===Mega Drive Version===<br />
<br />
{{multicol|<br />
'''Program Design and Implementation:''' [[sega:Jon Burton|Jon Burton]] (Travellers Tales)<br/><br />
'''Head Artist:''' James Cunliffe (Travellers Tales)<br/><br />
'''Head Designer:''' [[sega:Takao Miyoshi|Takao Miyoshi]] (Sega)<br/><br />
'''Producer:''' [[sega:Katsuhiko Sato|Kats Sato]] (Sega)<br/><br />
'''Senior Producer:''' [[sega:Yutaka Sugano|Yutaka Sugano]] (Sega)<br />
<br />
: '''Travellers Tales'''<br />
'''Programmer:''' Jon Burton<br/><br />
'''Background Artist:''' James Cunliffe<br/><br />
'''3D Models and Animation:''' James Cunliffe, Neil Allen, Dave Burton, Will Thompson, Jon Rashid<br/><br />
'''Sonic Animation:''' Dave Burton<br/><br />
'''Bonus Game Implementation:''' David Dootson<br/><br />
'''Additional Programs:''' David Dootson, Gary Vine, Neil Harding<br/><br />
'''Project Management:''' Jon Burton<br/><br />
'''Production Support:''' Karen Roberts<br/><br />
'''Moral Support:''' Helen Musk<br/><br />
<br />
: '''Sega'''<br />
[[sega:Sega|Sega Enterprises, Ltd.]]<br/><br />
[[sega:Sega of Europe|Sega Europe Limited]]<br/><br />
[[sega:Sega of America|Sega of America, Inc.]]<br/><br />
<br />
'''Game Concept Design (SOJ):''' [[sega:Katsuhiko Sato|Kats Sato]], [[sega:Takao Miyosh|Takao Miyoshi]], [[sega:Kenichi Ono|Kenji Ono]], [[sega:Takashi Iizuka|Takashi Iizuka]]<br/><br />
'''Playfield Design (SOJ):''' Takao Miyoshi, [[sega:Hirokazu Yasuhara|Hirokazu Yasuhara]]<br/><br />
'''3D Modelling (SOJ):''' Toshiyuki Mukaiyama<br/><br />
'''Music and Sound Effects (SOJ):''' [[sega:Tatsuyuki Maeda|Tatsuyuki Maeda]], [[sega:Jun Senoue|Jun Senoue]], [[sega:Masaru Setsumaru|Masaru Setsumaru]], [[sega:Seirou Okamoto|Seiroh Okamoto]]<br/><br />
'''Document Translations (SOA):''' Osamu Shibamiya<br/><br />
'''Lead Tester (SOE):''' Jason Cumberbatch<br/><br />
'''Assistant Lead Testers (SOE):''' John Murphy, Dave Thompson<br/><br />
'''Lead Tester (SOA):''' Nicole Tatem<br/><br />
'''Assistant Lead Testers (SOA):''' Ian McGuinness, Fernando Valderrama, Michale McCollum, Jason Bartholomew<br/><br />
'''Technical Support (SOE):''' Colin Carter<br/><br />
'''Marketing (SOE):''' Andy Mee, Jo Bladen, Mark Maslowicz<br/><br />
'''Marketing (SOA):''' Chrissie Kremer, Eric Dunstan, Kristin McCloskey, Mark Subotnick<br/><br />
'''Advisors (SOJ):''' [[sega:Yuji Naka|Yuji Naka]], [[sega:Naoto Ohshima|Naoto Oshima]]<br/><br />
'''Producers (SOJ):''' [[sega:Yoji Ishii|Yoji Ishii]], [[sega:Yutaka Sugano|Yutaka Sugano]]<br/><br />
'''Producers (SOE):''' Kazutoshi Miyake, [[sega:Katsuhiko Sato|Kats Sato]]<br/><br />
'''Producers (SOA):''' Manny Granillo, [[sega:Mike Wallis|Mike Wallis]]<br/><br />
'''Executive Producer:''' [[sega:Shoichiro Irimajiri|Shoichiro Irimajiri]]<br/><br />
}}<br />
<br />
===Saturn Version===<br />
<br />
{{multicol|<br />
'''Program Design and Implementation:''' Jon Burton (Travellers Tales)<br/><br />
'''Head Artist:''' James Cunliffe (Travellers Tales)<br/><br />
'''Program Conversion:''' Steve Harding, Neil Harding (Travellers Tales)<br/><br />
'''Head Designer:''' Takao Miyoshi (Sega Enterprises Ltd.)<br/><br />
'''Producer:''' Kats Sato (Sega Europe Limited.), Mike Wallis (Sega of America Inc.)<br/><br />
'''Senior Producer:''' Yutaka Sugano (Sega Enterprises Ltd.)<br />
<br />
: '''Travellers Tales'''<br />
'''Program Design and Implementation:''' Jon Burton<br/><br />
'''Head Artist:''' James Cunliffe<br/><br />
'''Code Conversion:''' Neil Harding, Steve Harding, Jon Burton<br/><br />
'''Graphic Conversion + Additional Artwork:''' Neil Allen, Dave Burton, James Cunliffe, Jeremy Pardon, Jon Rashid, Alex Szeles, Barry Thompson, Will Thompson<br/><br />
'''Utility Programming:''' Gary Ireland, Neil Harding, Gary Vine, David Dootson, Andy Holdroyd<br/><br />
'''Project Management:''' Jon Burton<br/><br />
'''Production Support:''' Karen Roberts<br/><br />
'''Moral Support:''' Helen Musk<br/><br />
<br />
: '''Sega'''<br />
Sega Enterprises, Ltd.<br/><br />
Sega Europe Limited.<br/><br />
Sega of America, Inc.<br/><br />
<br />
'''Game Concept Design (SOJ):''' Kats Sato, Takao Miyoshi, Kenichi Ono, Takashi Iizuka<br/><br />
'''Playfield Design (SOJ):''' Takao Miyoshi, Hirokazu Yasuhara<br/><br />
'''Saturn Version Enhancement Design (SOJ):''' Takashi Iizuka<br/><br />
'''3D Modelling (SOJ):''' [[sega:Toshiyuki Mukaiyama|Toshiyuki Mukaiyama]]<br/><br />
<br />
: '''Special Stage Development'''<br />
'''Game Designers (SOJ):''' Takashi Iizuka, [[sega:Daisuke Mori|Daisuke Mori]]<br/><br />
'''Programmers (SOJ):''' [[sega:Tetsu Katano|Tetsu Katano]], [[sega:Yasuhiro Takahashi|Yasuhiro Takahashi]], [[sega:Atsutomo Nakagawa|Atsutomo Nakagawa]], [[sega:Kazuhiko Hattori|Kazuhiko Hattori]]<br/><br />
'''Artists (SOJ):''' [[sega:Kazuyuki Hoshino|Kazuyuki Hoshino]], [[sega:Yuji Uekawa|Yuji Uekawa]], [[sega:Nobuhiko Honda|Nobuhiko Honda]], [[sega:Shinichi Higashi|Shinichi Higashi]], [[sega:You Nishiyama|You Nishiyama]], [[sega:Sachiko Kawamura|Sachiko Kawamura]]<br/><br />
<br />
: '''Movie Development'''<br />
'''Movie Creation (SOJ):''' [[sega:Norihiro Nishiyama|Norihiro Nishiyama]]<br/><br />
'''Movie Processing (SOJ):''' [[sega:Yuji Sawairi|Yuji Sawairi]]<br/><br />
'''Music (SOE):''' [[sega:Richard Jacques|Richard Jacques]]<br/><br />
'''Sound Effects (SOE):''' Richard Jacques, Thomas Szirtes<br/><br />
<br />
: '''Closing Theme "You're My Hero"'''<br />
'''Music by:''' Richard Jacques<br/><br />
'''Voice by:''' Debbie Morris<br/><br />
<br />
All Music Recorded and Produced at [[sega:Sega Digital Studio|Sega Digital Studio]] (SOE)<br/><br />
<br />
: '''Technical Support'''<br />
'''Additional Programming (SOE):''' Ed Hollingshead, Thomas Szirtes<br/><br />
'''Additional Support (SOE):''' Tamer Tahsin, Colin Carter<br/><br/><br />
'''Document Translations (SOA):''' Osamu Shibamiya<br/><br />
'''Lead Tester (SOE):''' Jason Cumberbatch<br/><br />
'''Assistant Lead Testers (SOE):''' Dave Thompson, Roberto Parraga<br/><br />
'''Lead Tester (SOA):''' David Wood<br/><br />
'''Assistant Lead Tester (SOA):''' Mark McCunney, Ian McGuiness, Tony Borba<br/><br />
'''Marketing (SOE):''' Andy Mee, Jo Bladen, Mark Maslowicz<br/><br />
'''Marketing (SOA):''' Chrissie Kremer, Eric Dunstan, Kristin McCloskey, Mark Subotnick<br/><br />
'''Advisors (SOJ):''' [[sega:Yuji Naka|Yuji Naka]], [[sega:Naoto Ohshima|Naoto Oshima]]<br/><br />
'''Special Thanks to Mega Drive Version Music SFX Composers:''' Taksuyuki Maeda, Jun Senoue, Masaru Setsumaru, Seiroh Okamoto<br/><br />
'''Producers (SOJ):''' Yoji Ishii, Yutaka Sugano<br/><br />
'''Producers (SOE):''' Kazutoshi Miyake, Kats Sato<br/><br />
'''Producers (SOA):''' Manny Granillo, Mike Wallis<br/><br />
'''Executive Producer:''' Shoichiro Irimajiri<br/><br />
<br />
Sega Enterprises Ltd. 1996<br />
}}<br />
<br />
==Manuals==<br />
{{main|Sonic 3D: Flickies' Island manuals}}<br />
<br />
<gallery><br />
Sonic3D MD US manual.pdf|Mega Drive, US<br />
Sonic3D Sat JP manual.pdf|Saturn, JP<br />
Sonic3D Sat US manual.pdf|Saturn, US<br />
Sonic3D Sat EU manual.pdf|Saturn, EU<br />
Sonic3D PC US manual.pdf|PC, US<br />
Sonic3D PC US Expert manual.pdf|PC, US (Expert)<br />
</gallery><br />
<br />
==Miscellaneous==<br />
<br />
===Game Revisions===<br />
[[File:S3dSaturnSpecial.jpg|thumb|190px|Sega Saturn Special Stage Screenshot.]]<br />
The Mega Drive version of ''Sonic 3D: Flickies' Island'' was originally conceived as the swan song for Sonic on the system. However, in the wake of ''[[Sonic X-treme]]''<nowiki>'</nowiki>s delay and subsequent cancellation, a Saturn version of the title was hastily commissioned to be ready in time for the holiday season. Completed in only seven weeks, the core gameplay and level layouts remained the same. The biggest differences were instead visual, the game taking advantage of the 2D powerhouse the Saturn was. Redrawn graphics with increased detail and color were complimented with flourishes of new animation in the scenery. Weather effects were also implemented, such as fog and rain in Rusty Ruins. Replacing the bare-bones Special Stage of the original was a brand new, fully three-dimensional half-pipe reminiscent of ''[[Sonic the Hedgehog 2 (16-bit)|Sonic the Hedgehog 2]]'', designed and programmed by Sonic Team. Rounding off the upgraded port was a brand new soundtrack by Richard Jacques, along with slick FMVs, a new menu, a map of Flickies' Island appearing during Zone transitions, and a pause screen showing elements missing from the in-game HUB.<br />
<br />
The original PC version of the game was a scaled down port of the Saturn entry, removing the weather effects and replacing the Special Stage once more with a toned-down recreation of the half-pipe. However, this was the only version to contain a save game feature.<br />
<br />
Between regions, the original Mega Drive ROM used is exactly the same. The title differs depending on the console's region code. In North America, the title is ''Sonic 3D Blast'', while if PAL hardware is detected, the alternate ''Sonic 3D: Flickies' Island'' appears. There never was a Japanese release of the Mega Drive version, but if the game is played on Japanese hardware, it displays the North American title. The Japanese Sega Saturn version, on the other hand, officially uses the European title. The PC version, if minimized or windowed, uses the combined name ''Sonic 3D Blast: Flickies' Island'', though the proper region name will still appear in the title screen.<br />
<br />
All subsequent rereleases of the game have been the original Mega Drive version, including the downloadable edition through the PC service Steam.<br />
<br />
===GoodGen Version Index===<br />
<br />
* Sonic 3D Blast (UE) [b1] - American and European version, region detection determining what title screen will appear when booting<br />
<br />
===Adaptations===<br />
[[File:STC UK 104.jpg|thumb|140px|''Sonic the Comic'' issue 104.]]<br />
Just like the many titles that came before, ''Sonic 3D: Flickies' Island'' received graphic adaptations in the pages of [[Archie Comics]] and [[Fleetway]]. Being the first timely adaptation of the source material, ''[[Sonic Blast (Archie)|Sonic Blast]]'' tells the story of Dr. Robotnik stumbling across FLiCKiE Island, immediately robotocizing the birds and going after the Chaos Emeralds. With the Knothole Freedom Fighters intercepting the signal explaining his plan, Sonic, "Tails" and [[Rotor Walrus]] head to the island. Figuring out sea water will transform the birds back into docile creatures, Sonic and Eggman confront in the FLiCKiE Zone, visually similar to Rusty Ruin but Robotnik fighting in the machine used during Final Fight. In his defeat, Robotnik tries once more for a mad grab at the Chaos Emerald, but loses it anyway, becoming stranded on the island.<br />
<br />
''[[Sonic the Comic]]'' adapted the game in issues [[Sonic the Comic 104|104]] through [[Sonic the Comic 106|106]], tying heavily into the ongoing narrative of the strip. In the wake of Dr. Robotnik being usurped as supreme ruler of Mobius, life seems to go back to normal for the Emerald Hill folk, much to the chagrin of the adventure seeking Sonic. His boredom is disrupted when "Tails" tells Sonic of a Flicky bird that suddenly appeared, who seems in distress. Travelling to Flicky Island, the pair discover the new hiding spot of Dr. Robotnik, planning to use the Flickies to power a new breed of Badniks and reclaim the planet as his own. Before things can escalate, a member of the [[Drakon Empire]] appears, asking who activated the Dimensional Ring. Taking Robotnik, Sonic and Tails are left to wonder what this means for the future of Mobius.<br />
<br />
==Rereleases==<br />
{{multicol|<br />
*''[[Sonic 3D Blast (LCD game)|Sonic 3D Blast]]'' for [[sega:Tiger Electronics|Tiger]] LCD (1997)<br />
*''[[sega:Arcade Collection|Arcade Collection]]'' for PC (2000)<br />
*''[[Twin Pack: Sonic 3D Blast & Sonic R]]'' for PC (2002)<br />
*''[[Sonic Mega Collection]]'' for [[sega:Nintendo GameCube|Nintendo GameCube]] (2003)<br />
*''[[Sonic Mega Collection Plus]]'' for [[sega:PlayStation 2|PlayStation 2]] and [[sega:Xbox|Xbox]] (2004)<br />
*''[[Sonic Mega Collection Plus & Super Monkey Ball Deluxe]]'' for the Xbox (2005)<br />
* ''Sonic 3D Blast'' for [[sega:Virtual Console|Virtual Console]] on [[sega:Wii|Wii]] (2007)<br />
*''[[Sega Fun Pack: Sonic Mega Collection Plus & Shadow the Hedgehog]]'' for PlayStation 2 (2009)<br />
*''[[sega:Sega Mega Drive Ultimate Collection|Sega Mega Drive Ultimate Collection]]'' for [[sega:PlayStation 3|PlayStation 3]] and [[sega:Xbox 360|Xbox 360]] (2009)<br />
* ''Sonic 3D Blast'' for the Steam client on PC (2010)<br />
* ''[[sega:Sega Mega Drive Classic Collection Volume 4|Sega Mega Drive Classic Collection Volume 4]]'' for PC (2010)<br />
* ''[[sega:Sega Mega Drive Classic Collection Gold Edition|Sega Mega Drive Classic Collection Gold Edition]]'' for PC (2011)<br />
}}<br />
<br />
==Resources==<br />
<br />
{{ratings<br />
| icon=MD<br />
| cvg=80<br />
| cvg_source={{num|180|page=74/75}}<br />
| gamesmaster=91<br />
| gamesmaster_source={{num|49|page=45}}<br />
| segapower=92<br />
| segapower_source={{num|86|page=54/55}}<br />
| stc=95<br />
| stc_source={{num|93|page=16/17}}<br />
}}<br />
{{ratings<br />
| icon=Sat<br />
| cvg=60<br />
| cvg_source={{num|184|page=78/79}}<br />
| edge=60<br />
| edge_source={{num|43|page=90}}<br />
| gamesmaster=76<br />
| gamesmaster_source={{num|54|page=38/39}}<br />
| stc=85<br />
| stc_source={{num|101|page=20}}<br />
| ugameplayers=70<br />
| ugameplayers_source={{num|93}}<br />
}}<br />
<br />
===Sales Data===<br />
{| class="prettytable"<br />
|-<br />
! Number of copies sold<br />
! Platform<br />
! Reference<br />
|-<br />
| 700,000+<br />
| Sega Genesis<br />
| [https://books.google.com/books?id=W-FfCgAAQBAJ&pg=PA149&lpg=PA149&dq=best+selling+sega+game+gear+game&source=bl&ots=jZ8vG4OIfU&sig=HpcgmeoUx8JK0sdLx6KgYoBbHL4&hl=en&sa=X&ved=0ahUKEwip95Gew4rQAhUF5yYKHdrWCU04MhDoAQgaMAA#v=onepage&q=best%20selling%20sega%20game%20gear%20game&f=false Sega-16 Interview with Mike Wallis (2007-06-19)]<br />
|-<br />
|}<br />
<br />
===Sonic 3D FMV Player===<br />
[[:File:S3DPlay.zip|S3DPlay]] - Developed by sasuke, this is a proof of concept program to demonstrate how the Mega Drive version of ''Flickies' Island'' generates video during the opening sequence.<br />
<br />
===ROM Modification===<br />
<br />
<br />
===Dissasemblies===<br />
<br />
[https://github.com/sonicretro/s3ddisasm_git Sonic 3D: Flickies Island disassembly on GitHub]<br />
<br />
===Hacking Guides===<br />
<br />
[[SCHG:Sonic 3D: Flickies' Island|Sonic Community Hacking Guide/Sonic 3D: Flickies' Island]]<br />
<br />
===Image Galleries===<br />
<br />
====Physical Scans====<br />
<br />
=====Mega Drive=====<br />
{{Scanbox<br />
| console=Mega Drive<br />
| region=US<br />
| front=S3d-box-us.jpg<br />
| cart=S3d md us cart.jpg<br />
| manual=Sonic3D MD US manual.pdf<br />
}}{{Scanbox<br />
| console=Mega Drive<br />
| region=EU<br />
| front=s3d-md-eu-box.jpg<br />
| cart=S3d-md-eu-cart.jpg<br />
| manual=<br />
}}{{Scanbox<br />
| console=Mega Drive<br />
| region=BR<br />
| front=S3d_md_br_cover.jpg<br />
| cart=Sonic3D MD BR Cart.jpg<br />
| manual=<br />
}}{{Scanbox<br />
| console=Mega Drive<br />
| region=KR<br />
| front=Sonic3D MD KR Box.jpg<br />
| cart=Sonic3D MD KR Cart.jpg<br />
| manual=<br />
}}<br />
<br />
=====Saturn=====<br />
<br />
{{Scanbox<br />
| console=Saturn<br />
| region=US<br />
| front=S3dss-box-us.jpg<br />
| back=Sonic 3D Blast us back.jpg<br />
| disc=S3d sat us cd.jpg<br />
| manual=Sonic3D Sat US manual.pdf<br />
}}{{Scanbox<br />
| console=Saturn<br />
| region=EU<br />
| front=S3dss-box-eu.jpg<br />
| disc=S3dflicky-sat-eu-disc.jpg<br />
| manual=Sonic3D Sat EU manual.pdf<br />
}}<br />
{{Scanbox<br />
| console=Saturn<br />
| region=AU (Plastic Shell Alt)<br />
| front=Sonic3D Sat AU alt box.jpg<br />
<br />
}}{{Scanbox<br />
| console=Saturn<br />
| region=JP<br />
| front=S3dss-box-jap.jpg<br />
| back=s3d_sat_jp_back_cover.jpg<br />
| disc=s3d sat jp cd.jpg<br />
| manual=Sonic3D Sat JP manual.pdf<br />
| square=yes<br />
}}<br />
<br />
=====PC=====<br />
<br />
{{Scanbox<br />
| console=PC<br />
| region=US<br />
| front=S3d pc us cover.jpg<br />
| back=<br />
| disc=S3d pc us disc.jpg<br />
| manual=Sonic3D PC US manual.pdf<br />
| jewelcase=yes<br />
| jewelcasefront=Sonic3D PC US Box Front JewelCase.jpg<br />
| jewelcaseback=S3d pc us spinecard SegaPC.jpg<br />
}}{{Scanbox<br />
| console=PC<br />
| region=US (Expert Software)<br />
| front=<br />
| jewelcase=yes<br />
| jewelcasefront=Sonic3D PC US Box Front JewelCase Expert.jpg<br />
| jewelcaseback=S3d pc us spinecard.jpg<br />
| disc=S3DBdisc.png<br />
| manual=Sonic3D PC US Expert manual.pdf<br />
| square=yes<br />
}}{{Scanbox<br />
| console=PC<br />
| region=EU<br />
| front=Sonic3D PC EU Box Front.jpg<br />
| back=Sonic3D PC EU Box Back.jpg<br />
| spinemissing=yes<br />
| jewelcase=yes<br />
| jewelcasefront=S3dpc-box-eu.jpg<br />
| jewelcaseback=S3dpc-eu-box-rear.jpg<br />
| jewelcasespinemissing=yes<br />
| disc=S3d-flicky-pc-eu.jpg<br />
| manual=<br />
}}{{Scanbox<br />
| console=PC<br />
| region=EU ([[sega:Xplosiv|Xplosiv]]) (EI-1304)<br />
| front=Sonic 3D eu box xplosiv.jpg<br />
| disc=Sonic 3D PC Xplosiv EU disc.jpg<br />
| manual=<br />
}}{{Scanbox<br />
| console=PC<br />
| region=UK ([[sega:Xplosiv|Xplosiv]]) (EI-1304) + ''Sheep''<br />
| front=Sonic 3D PC Xplosiv with Sheep.jpg<br />
| disc=<br />
| manual=<br />
}}{{Scanbox<br />
| console=PC<br />
| region=UK ([[sega:Xplosiv|Xplosiv]]) (XP-1304)<br />
| front=Sonic 3D PC Xplosiv alt EU.jpg<br />
| disc=Sonic 3D PC Xplosiv alt EU disc.jpg<br />
| manual=<br />
}}{{Scanbox<br />
| console=PC<br />
| region=DE (Xplosiv)<br />
| front=Sonic3D PC DE Box Xplosiv.jpg<br />
| disc=<br />
| manual=<br />
}}{{Scanbox<br />
| console=PC<br />
| region=DE (Green Pepper)<br />
| front=Sonic3D PC DE Box GreenPepper.jpg<br />
| disc=<br />
| manual=<br />
}}{{Scanbox<br />
| console=PC<br />
| region=ES<br />
| front=<br />
| disc=<br />
| manual=<br />
}}{{Scanbox<br />
| console=PC<br />
| region=IT (Grandi Giochi per PC<br />
| front=Sonic3D PC IT Box GGpPC.jpg<br />
| disc=<br />
| manual=<br />
}}{{Scanbox<br />
| console=PC<br />
| region=PT (Top Games)<br />
| front=<br />
| disc=<br />
| manual=<br />
}}{{Scanbox<br />
| console=PC<br />
| region=AU (Valusoft)<br />
| front=Sonic3D PC AU Box Valusoft.jpg<br />
| disc=Sonic 3D PC AU Disc.jpg<br />
| manual=<br />
}}{{Scanbox<br />
| console=PC<br />
| region=AU (Five Star Games)<br />
| front=<br />
| disc=<br />
| manual=<br />
}}{{Scanbox<br />
| console=PC<br />
| region=HU (EVM)<br />
| front=<br />
| disc=<br />
| manual=<br />
}}{{Scanbox<br />
| console=PC<br />
| region=IN (E-Value)<br />
| front=Sonic3D PC IN Box EValue.jpg<br />
| disc=<br />
| manual=<br />
}}<br />
<br />
====Artwork====<br />
<br />
<gallery><br />
File:Sonic_3DFlickies.jpg<br />
File:Tails_3DFlickies.jpg<br />
File:Knuckles_3DFlickies.jpg<br />
File:Eggman_3DFlickies.jpg<br />
File:Flicky_blue.png<br />
File:Flicky_pink.png<br />
File:Flicky_red.png<br />
File:Flicky_green.png<br />
File:S3DMegaDriveSonic.png<br />
File:S3DSaturnSonic.png<br />
File:S3DEuropeSonic.png<br />
File:S3DFlickyBlue.png<br />
File:S3DFlickyPink.png<br />
</gallery><br />
<br />
==External Links==<br />
* [http://web.archive.org/web/19961219232932/http://www.sega.com/features/sonic3d/ BLUE IS BACK!] - Sega of America's product page for both versions of ''Sonic 3D Blast'', as provided by Archive.org<br />
* [http://vc.sega.jp/vc_3dblast/ Sega of Japan Virtual Console page (Japanese)]<br />
* [http://store.steampowered.com/app/34278/ ''{{PAGENAME}}''] on Steam<br />
* [http://www.theghz.com/sonic/3d/son3d.html ''Sonic 3D: Flickies' Island]'' on [[The Green Hill Zone]]<br />
<br />
==References==<br />
<references/><br />
<br />
{{S3DOmni}}<br />
{{SonicSaturnGames}}<br />
{{SonicGenesisGames}}<br />
{{SonicWindowsGames}}<br />
{{SonicVirtualConsole/WiiWareGames}}<br />
{{SonicSteamGames}}<br />
<br />
[[Category:PC games]]<br />
[[Category:Mega Drive games]]<br />
[[Category:Saturn games]]<br />
[[Category:Steam games]]<br />
[[Category:Virtual Console/WiiWare games]]</div>
Andy198887
https://info.sonicretro.org/index.php?title=Chaotix&diff=228604
Chaotix
2017-03-18T21:42:43Z
<p>Andy198887: </p>
<hr />
<div>{{Bob<br />
| bobscreen=Chaotix_title.png<br />
| publisher=[[Sega]]<br />
| developer=[[Sega]]<br />
| system=[[Sega 32X]]<br />
| romsize=3 MB<br />
| players=1-2<br />
| releases=<br />
{{release|32X|US|1995-03-12||84503}}<br />
{{release|32X|JP|1995-04-21|¥7,800|GM-5003}}<br />
{{release|32X|EU|1995-06-23 {{fileref|CVG UK 163.pdf|page=64}}||84503-50}}<br />
{{release|32X|BR|1995-07-10||152090}}<br />
| genre=Racing, 2D Platform<br />
| esrb=ka<br />
| cero=free<br />
}}<br />
'''''Chaotix''''' (カオティクス), known as '''''Knuckles' Chaotix''''' on western packaging, is a "Sonic"-related game released for the [[Sega 32X]] in early 1995. It gives the newly introduced [[Knuckles the Echidna]] the starring role, alongside a new group of characters informally known as the "Chaotix", collectively stopping [[Dr. Eggman]] and [[Metal Sonic]] from havesting the power of the [[Chaos Rings]].<br />
<br />
''Chaotix'' had a troubled development history, beginning life as the infamous ''[[Sonic Crackers]]'' for the [[Sega Mega Drive]] before being housed on the 32X, an equally troubled piece of video game hardware. Neither [[Sonic the Hedgehog]] nor [[Miles "Tails" Prower]] appear in the game (bar an ending cameo), with their places filled by [[Mighty the Armadillo]], [[Vector the Crocodile]], [[Charmy Bee]] and [[Espio the Chameleon]]. Other characters include [[Heavy and Bomb|Bomb the Mechanic]] and [[Heavy and Bomb|Heavy the Mechanic]] which act as booby prize characters. There is strong evidence to suggest that both Sonic and Tails were playable at some point, however they were removed from the game for currently unknown reasons.<br />
<br />
''Chaotix'' is the only 32X outing for the Sonic universe (although ''[[Sonic X-treme]]'' was once tipped for a 32X release) and is widely considered to be a black sheep in the Sonic family. Many of its characters and concepts have not been seen in a Sonic game since, and the game has not been officially re-released since 1995.<br />
<br />
==Story==<br />
According the game's Japanese manual, a mysterious island rose from the sea shortly after the events of ''[[Sonic & Knuckles]]''. [[Doctor Eggman]] discovered the island, and found a mysterious ring inscribed with descriptions of the Chaos Rings, ancient [[Ring]]s infused with [[Chaos Emeralds|Chaos Emerald]] energy. In order to find these Rings, Eggman built his base, the Newtrogic High Zone, on the island. Mighty the Armadillo, Espio the Chameleon, Vector the Crocodile, and Charmy Bee also arrived at the island, and ended up being captured by Eggman and [[Metal Sonic]], and placed in Eggman's Combi Catcher machine. Knuckles, curious about the strange island, goes there as well, and manages to rescue Espio. The two then go on to stop Eggman from getting the Chaos Rings.<br />
<br />
The story provided by the Western manual, however, is completely different. In it, Knuckles guards Carnival Island, a large hi-tech amusement park. Dr. Robotnik goes there to steal the power emerald that powers the whole island so he can use it to power his evil devices. Dr. Robotnik traps Vector the Crocodile, Charmy Bee, and Mighty the Armadillo, who were visiting the island, in the Combi Confiner (a machine Robotnik built that freezes them in time) and is about to do the same to Espio the Chameleon until Knuckles chases him away. [[Knuckles the Echidna|Knuckles]] then discovers that he can rescue one friend at a time using ring power, which holds the two partners together like a rubber band. All the characters (plus Heavy the Robot and Bomb the Bomb) then work together to save Carnival Island from Robotnik.<br />
<br />
==Gameplay==<br />
The primary objective of the game remains unchanged from previous Sonic titles; the player must finish each level (called "attactions" in this game") in under ten minutes and defeat Dr. Eggman's badniks along the way. Rings still constitute the player's life energy and can be collected to enter special stages. Extra lives are unobtainable in the game (due to the fact that you don't really have "Lives" to begin with) — once the player is damaged when he has no rings and his partner is absent (if you have no rings, getting hit will temporarily cause you to lose your partner, but he will return eventually) or if you use 'recall' to reduce your ring counter to negative 99 rings or lower, you will automatically be taken back to the world lobby (or back to the title screen, if you are in [[Isolated Island]]) and be given a chance to leave/save or to choose a different partner and/or try to choose another attraction to play.<br />
<br />
The main game is divided into five attractions, each one consisting of five different levels. The stages are set in different times of day (morning, day, evening, night), which is determined by how long you stay in the previous stage (if there was no change, then next time there will definitely be a change). The time of day effects enemy placements and boss difficulty. At the end of level 5, the player confronts Dr. Eggman in one of his contraptions.<br />
<br />
The most fundamental change in Knuckles' Chaotix is the special ring force bond between characters. In earlier Sonic games, two-player mode would consist either of a traditional split screen race or a joint single player effort with Tails as a secondary character. In the latter case, this meant that Tails could move off screen and get lost for a few seconds until he returned to Sonic.<br />
<br />
In Chaotix, however, both players are at all times connected on one single screen while neither player acts as the dominant force to move the game forward. Besides the staple of traditional Sonic moves and individual abilities this means some new tricks can be executed with the elastic force of the ring bond. For example, player 1 can hold his position while player 2 (or the AI, if in single-player mode) runs forward and stretches the bond to gain maximum speed. In mid-air the bond can be used to generate an upward momentum. Additionally, players can toss each other toward platforms or use the 'recall' button to reunite (at a cost of ten rings, even going into a negative count if necessary).<br />
<br />
Consequently, damage is a bit more complicated. If an AI character is hit, only one ring is lost; if a human player's character is hit, behavior depends on whether or not he has picked up a Combine Ring (blue ring monitor). If the player has a Combine Ring, the lost rings will come out as one big ring, giving him ten seconds to get that ring and reclaim all your rings before it breaks apart. If he doesn't have it, then he loses all his rings.<br />
<br />
Due to the game's length, ''Chaotix'' was given a battery-backup save feature which allows the player to save their progress either manually (by going past the exit sign) or automatically (your progress is immediately saved after you beat an act/special stage).<br />
<br />
On a side note, all of the badniks and almost all of the bosses in the game use gray, power sapped rings to function rather than animals. However, the rings cannot be collected like regular rings, as they dissolve not long after falling out of their badnik/boss machine. This concept was later used for <i>[[Tails Adventure]]</i>'s and ''[[Sonic Advance 3]]'''s robots, but the rings appear to be fine when released and can be collected like any other ring.<br />
<br />
===Items===<br />
''Chaotix'' saw one of the most expansive item repertoires in Sonic history, as well as the most one-game items in the series' history.<br />
* ''Super Ring'' - Gives 10 rings instantly.<br />
* ''Shield'' - Supplies the player with a barrier, protecting him from one hit without ring loss.<br />
* ''Invincible'' - Makes the player and partner invincible for 20 seconds.<br />
* ''Combine Ring'' - Fuses the player's rings together as they are collected until he is hit. Upon taking damage, the player will release one ring equivalent to all rings lost. If the ring is not collected in a short time, it explodes into individual rings.<br />
* ''Swap'' - Transforms the player into the partner, and the partner into the player, for 20 seconds.<br />
* ''Change'' - Transforms the partner into the player shown on the monitor for 20 seconds. The item is best used in a two-player game, and the player who does NOT want to transform must open the monitor.<br />
* ''Grow'' - Doubles the player in size, thus increasing his weight eightfold and jump height fourfold, for 20 seconds.<br />
* ''Shrink'' - Halves the player in size, thus decreasing his weight eightfold and jump height fourfold, for 20 seconds.<br />
<br />
==History==<br />
===Development===<br />
The history of ''Chaotix'' stretches back to ''[[Sonic Crackers]]'', in which it was Sonic and Tails connected together attempting to traverse through stages. Originally put forward as a proof of concept, ''Crackers'' was given the green light for a 32X release, being developed in conjunction with the system itself. It was not, however, released as a launch title, nor even mentioned in the gaming press until late 1994.<br />
<br />
Sonic and Tails were both scrapped (although fragments of their data still exist), with Sonic becoming Mighty and Tails being removed from the game entirely (or rather, becoming the infamous "[[Wechnia]]", a glitch-ridden character not accessible through normal play). [[Knuckles' Chaotix Prereleases|A number of prototypes]] have been released onto the internet, the earlier ones giving "Wechnia" a Tails-like flying move. Some (such as [[Chaotix (prototype 1227)|1227]]) refer to the game as '''''Knuckles' Ring Star'''''. Evidence from these prototypes also suggest Espio was set to be seen as the main character in western regions.<br />
<br />
[[Amy Rose]] was also discovered in the game's code by [[ICEknight]], not as a playable character, but as part of a sound test cameo (later re-implemented by [[Esrael]]). There are also strong connections with ''[[Sonic the Hedgehog CD]]'', with many of ''Chaotix<nowiki>'</nowiki>s'' staff having worked on that game.<br />
<br />
===Legacy===<br />
Due to the unpopularity of the 32X, ''Chaotix'' sold far fewer units in comparison to many of the Mega Drive Sonic games. The 32X hardware has also put it at a disadvantage when it comes to official emulation - it has yet to be brought to any newer systems and so has become one of the more obscure Sonic games.<br />
<br />
With the exception of comics and nods to this game's existence, Mighty, Heavy and Bomb have not been seen in any Sonic game since (minus a brief cameo that the former was given in ''[[Sonic Generations]]''). Espio was included in ''[[Sonic the Fighters]]'', but Vector and Charmy were not seen in a video game until 2004's ''[[Sonic Heroes]]'', where alongside Espio they formed [[Team Chaotix]] (and all three have had cameos since). The concept of a player controlling two characters was recycled for ''[[Sonic Advance 3]]'', although the physics behind the ring connection has not been repeated.<br />
<br />
==Manuals==<br />
{{main|Chaotix manuals}}<br />
<gallery><br />
Chaotix 32X US manual.pdf|32X, US<br />
Chaotix 32X EU manual.pdf|32X, EU<br />
Chaotix 32X JP manual.pdf|32X, JP<br />
</gallery><br />
<br />
==Production Credits==<br />
{{multicol|<br />
Executive Producer: [[Mamoru Shigeta]]<br/><br />
Producer: [[Hiroshi Aso]], [[Makoto Oshitani]], Mike Larsen<br/><br />
Director: Masahide Kobayashi, Atsuhiko Nakamura, Naohisa Nakazawa<br/><br />
Team Leader: Hiroshi Fukutsu (quest)<br/><br />
Assistant Producer: Bill Person<br/><br />
: '''Planning'''<br />
Game Designer: Hiroshi Fukutsu (quest), Keisuke Miura, [[Kenichi Ono]]<br/><br />
Map Design: Hiroshi Fukutsu (quest), Keisuke Miura, [[Kenichi Ono]], Hideki Anbo, [[Masato Nishimura]], Katsunori Murakami<br/><br />
Text Coordinator: [[Ryoichi Hasegawa]]<br/><br />
Product Manager: Ami Blaire<br/><br />
: '''Art'''<br />
Chief Graphic Designer: [[Takumi Miyake]]<br/><br />
Attraction Designer: [[Takumi Miyake]], [[Jina Ishiwatari]], Sei Akaiwa, Masumi Uchida, [[Masamichi Harada]], [[Tohru Watanuki]], Akira Yamaguchi, Saori Wada, [[sega:Tsutomu Nakatsugawa|Tsutomu Nakatsugawa]]<br/><br />
Original Character Concept: [[Naoto Ohshima]], [[Takashi Yuda|Takashi "Thomas" Yuda]], [[Manabu Kusunoki]], [[Kazuyuki Hoshino|Kazuyoshi Hoshino]], [[Takumi Miyake]], Yasufumi Soejima<br/><br />
Character Designer: [[Ryo Kudou]], [[Takumi Miyake]], [[Jina Ishiwatari]], [[Kazuyuki Hoshino|Kazuyoshi Hoshino]], Yasufumi Soejima<br/><br />
Enemy Designer: [[Takumi Miyake]], [[Ryo Kudou]], [[Kazuyuki Hoshino|Kazuyoshi Hoshino]]<br/><br />
Boss Designer: [[Ryo Kudou]], [[Takumi Miyake]]<br/><br />
: '''Programming'''<br />
Chief Programmer: Hiroshi Okamoto, Toshiaki Yajima<br/><br />
68K Programmer: Toshiaki Yajima<br/><br />
SH2 Programmer: Tatsuo Yamajiri<br/><br />
Scroll Programmer: Kenji Kawai<br/><br />
Object Programmer: Chikahiro Yoshida, [[sega:Syuji Takahashi|Syuji Takahashi]]<br/><br />
Boss Programmer: Hiroshi Okamoto<br/><br />
Map Tool Programmer: Arata Hanashima<br/><br />
: '''Sound'''<br />
Sound Director: [[Tatsuya Kousaki|Tatsuya Kouzaki]]<br/><br />
Sound Programmer: [[Atsumu Miyazawa]], [[Yoshiaki Kashima]]<br/><br />
Composer: [[Junko Shiratsu]], [[Mariko Nanba]]<br/><br />
Sound Effects: [[Junko Shiratsu]]<br/><br/><br />
Special Thanks: [[sega:James Spahn|James Spahn]], [[Yukifumi Makino]], [[Naofumi Hataya]], [[Jun Senoue]], Yuichiro Yokoyama, Yuichiro Konno, [[sega:Jill Alexander|Jill Alexander]], and all testers...<br/><br />
Presented by: [[Sega|Sega Enterprises, Ltd.]]<br />
}}<br />
<br />
==Resources==<br />
{{ratings<br />
| icon=32X<br />
| cvg=75<br />
| cvg_source={{num|163|page=64/65/66}}<br />
| segapower=86<br />
| segapower_source={{num|68|page=30/31/32/33}}<br />
| segapro=84<br />
| segapro_source=[[Review - Knuckles' Chaotix (Sega Pro, June 1995)|#46 Pg 60/61/62/63]]<br />
| stc=88<br />
| stc_source={{num|54|page=10/11}}<br />
}}<br />
===Original Sound Version Recordings===<br />
See [[Knuckles' Chaotix OSV]] for a download page.<br />
<br />
===Physical Scans===<br />
{{Scanbox<br />
| console=32X<br />
| region=US<br />
| front=Chaotix-box-us.jpg<br />
| cart=Chaotix_32x_us_cart.jpg<br />
| manual=Chaotix 32X US manual.pdf<br />
}}{{Scanbox<br />
| console=32X<br />
| region=EU<br />
| front=Knuckleschaotix32x.jpg<br />
| back=<br />
| spine=<br />
| spinemissing=<br />
| cart=Chaotix_32x_eu_cart.jpg<br />
| manual=Chaotix 32X EU manual.pdf<br />
}}{{Scanbox<br />
| console=32X<br />
| region=JP<br />
| front=Chaotix-box-jap.jpg<br />
| back=Chaotix 32x jp back cover.jpg<br />
| cart=Chaotix_32x_jp_cart.jpg<br />
| cartback=Chaotix 32X JP Cart Back.jpg<br />
| manual=Chaotix 32X JP manual.pdf<br />
}}{{Scanbox<br />
| console=32X<br />
| region=BR<br />
| front=Chaotix_32x_br_cover.jpg<br />
| cart=Chaotix_32x_br_cart.jpg<br />
| manual=<br />
}}<br />
<br />
===Artwork===<br />
<gallery><br />
Image:Charmy chaotix.png<br />
Image:Mighty chaotix.png<br />
Image:Espio chaotix.png<br />
Image:Vector chaotix.png<br />
</gallery><br />
<br />
==External Links==<br />
* [http://www.soniccenter.org/rankings/knuckles_chaotix/times Knuckles' Chaotix rankings at The Sonic Center]<br />
<br />
==References==<br />
<references/><br />
<br />
{{ChaotixOmni}}<br />
{{SonicGenesisGames}}<br />
<br />
<br />
[[Category:32X games]]</div>
Andy198887
https://info.sonicretro.org/index.php?title=SegaSonic_Cosmo_Fighter&diff=228603
SegaSonic Cosmo Fighter
2017-03-18T21:37:39Z
<p>Andy198887: </p>
<hr />
<div>{{Bob<br />
| bobscreen=SegaSonicCosmoFighter Screen.jpg<br />
| screenwidth=320px<br />
| publisher=[[Sega]]<br />
| developer=<br />
| system=Arcade<br />
|releases=<br />
{{release|Arcade|JP|1993-06-18}}<br />
| genre=Shoot 'em Up<br />
}}<br />
<br />
'''''SegaSonic Cosmo Fighter''''' (セガソニック・コスモ・ファイター) (or '''SegaSonic Cosmo Fighter Galaxy Patrol''') is a 1993 kiddy ride up that features [[Sonic the Hedgehog]] as he fights enemies in space which appear on the monitor inside the ride. The goal is to try to rescue Sonic's friends ([[Flicky]] and the gang) from [[Doctor Eggman]]. The game is shown from a top-down perspective.<br />
<br />
There are two buttons, one for changing weapons and one for using them. There is also a lever labeled "SPEED UP" which tilts the entire cabinet. Using the joystick will also tilt the cabinet. If Eggman is defeated in his giant spaceship at the end, the player will get a ship upgrade.<br />
<br />
==Resources==<br />
<gallery><br />
File:CosmoFighterFull.jpg|Full Cabinet<br />
Image:CosmoFighterMonitor.jpg|Monitor<br />
Image:CosmoFighterControls.jpg|Controls<br />
</gallery><br />
<br />
==External Links==<br />
*[http://www.youtube.com/watch?v=sEm0368lFeM Gameplay footage]<br />
<br />
{{SonicArcadeGames}}<br />
<br />
[[Category:Arcade games]]</div>
Andy198887
https://info.sonicretro.org/index.php?title=Sonic_the_Fighters&diff=228602
Sonic the Fighters
2017-03-18T21:36:50Z
<p>Andy198887: </p>
<hr />
<div>{{Bob<br />
| bobscreen=Sonic the Fighters title.png<br />
| publisher=[[Sega]]<br />
| developer=[[Sega AM2]] {{PSN}}{{XBLA}} [[sega:AM Ishoku Team|AM Ishoku Team]]<br />
| distributor=[[sega:Deith Leisure|Deith Leisure]] (UK) {{fileref|CVG UK 174.pdf|page=26}}<br />
| system=[[sega:Sega Model 2B CRX|Sega Model 2B CRX]] (Arcade), [[PlayStation Network]], [[Xbox Live Arcade]]<br />
|releases=<br />
{{release|Arcade|JP|1996-05-01}}<br />
{{release|Arcade|US|1996-07-26}}<br />
{{release|Arcade|EU|1996-08-02}}<br />
{{release|XBLA|WW|2012-11-28|400MSP}}<br />
{{release|PSN|JP|2012-11-28|¥800 with tax}}<br />
{{release|PSN|US|2012-11-27|}}<br />
{{release|PSN|EU|2012-12-05|}}<br />
| genre=Fighting<br />
| seealso=Sonic Gems Collection<br />
| bbfc=u|pegi=3|esrb=e|grb=a|usk=6|oflc=g|cero=a<br />
}}<br />
'''''Sonic the Fighters''''', released as '''''Sonic Championship''''' in North America and Europe until the ''[[Sonic Gems Collection]]'' release, is a 1996 fighting game developed for [[sega:Sega Model 2B CRX|the arcades]] by [[Sega AM2]]. A [[Sega Saturn]] version was announced but never released. The game was never released outside arcades until the release of ''[[Sonic Gems Collection]]''. It would later be ported to the [[PlayStation Network]] and [[Xbox Live Arcade]] as part of ''[[sega:Model 2 Collection|Model 2 Collection]]''.<br />
<br />
This was the only Sonic fighting game for years until the eventual release of ''[[Sonic Battle]]'' for [[Game Boy Advance]]. Sonic is also a selectable fighter in the [[Wii]] game ''[[Super Smash Bros. Brawl]]'', as well as the most recent entries in that series, [[Super Smash Bros. for Wii U]] and [[Super Smash Bros. for 3DS]].<br />
<br />
==Development==<br />
An employee at [[AM2]] added ''[[Sonic the Hedgehog]]'' characters into a copy of the game ''[[Fighting Vipers]]'' during his spare time. From there, [[Yu Suzuki]] delivered the ''Sonic the Fighters'' idea to Hiroshi Kataoka.<ref>http://www.1up.com/do/feature?pager.offset=1&cId=3149135</ref> At first, Kataoka was worried because the concept had the Sonic characters beating each other up, and he was afraid [[Yuji Naka]] wouldn't approve. In actuality, Naka was actually very receptive to the concept. At that point nobody had yet attempted to present Sonic in 3D, so ''Sonic the Fighters' was his official 3D debut; Naka was very happy to see that. Developers were worried about rendering Sonic in 3D at first, so Naka even gave the team a Sonic figure to work off of. The game was developed and released in the [[arcade]] in May 1996, running on the [[Sega Model 2B]] board. It was distributed in the UK by [[Deith Leisure]].<br />
<br />
==Characters==<br />
The following characters are playable:<br />
*[[Sonic the Hedgehog]] (can transform into [[Super Sonic]] during the final matches) Stage: [[Giant Wing]]<br />
*[[Miles Prower|Miles "Tails" Prower]] Stage: [[Canyon Cruise]]<br />
*[[Knuckles the Echidna]] Stage: [[South Island]]<br />
*[[Amy Rose]] Stage: [[Flying Carpet]]<br />
*[[Espio the Chameleon]] Stage: [[Mushroom Hill Zone|Mushroom Hill]]<br />
*[[Fang the Sniper]] Stage: [[Casino Night Zone|Casino Night]]<br />
*[[Bean the Dynamite]] Stage: [[Dynamite Plant]]<br />
*[[Bark the Polar Bear]] Stage: [[Aurora Icefield]]<br />
<br />
When two similar characters face each other the second player will be replaced with a grayscale version. If a character defeats all eight opponents, he will face [[Metal Sonic]] and [[Doctor Eggman]] (His North American name, Doctor Robotnik, was misspelled as 'Doctor Robotonic' in that distribution.)<br />
<br />
==Gameplay==<br />
The goal of the game is for one player to deplete the other players health to zero. If the timer reaches zero before anyone's energy is depleted the player with the most energy remaining is declared the winner. The outcome of each match is determined on a best 2 out of 3 basis. In the one player game there is a total of 10 one-on-one matches before reaching the end of the game. At the end of the first 8 matches the player is rewarded a [[Chaos Emerald]], meaning there are 8 Chaos Emeralds total in this game. As with most fighting games jumping is performed by using the {{up}} direction, rather than using a jump button as most Sonic games do. There are also three buttons, Barrier, Punch, and Kick. Using certain button combinations will also perform more complicated moves and combos.<br />
<br />
Check [[Sonic the Fighters special moves]] for a comprehensive move list.<br />
<br />
==Manuals==<br />
* [[Sonic Championship US Manual]]<br />
* [[Sonic the Fighters JP Manual]]<br />
<br />
==Production Credits==<br />
Director: [[Hiroshi Kataoka]]<br><br />
Game Coordinator: [[sega:Daichi Katagiri|Daichi Katagiri]]<br><br />
Programmers: [[sega:Daichi Katagiri|Daichi Katagiri]], [[sega:Susumu Morii|Susumu Morii]], [[sega:Eiji Ikuta|Eiji Ikuta]], [[sega:Hiroshi Masui|Hiroshi Masui]]<br><br />
Character Designer: [[sega:Masahiro Sugiyama|Masahiro Sugiyama]]<br><br />
Stage Designers: [[sega:Yasuko Suzuki|Yasuko Suzuki]], [[sega:Wataru Kawashima|Wataru Kawashima]]<br><br />
2D Graphic & Model Design: [[sega:Takako Kawaguchi|Takako Kawaguchi]]<br><br />
Graphic & Model Design: [[sega:Kazunori Oh|Kazunori Oh]]<br><br />
Motion Designers: [[sega:Daichi Katagiri|Daichi Katagiri]], [[sega:Hiroki Iwasaki|Hiroki Iwasaki]]<br><br />
Sound Designer: [[sega:Maki Morrow|Maki Morrow]]<br><br />
Special Thanks: original [[Sonic Team]], [[sega:Katsunori Itai|Katsunori Itai]], [[sega:Goho Ogura|Goho Ogura]], [[sega:Syuji Takahashi|Syuji Takahashi]], [[Takenobu Mitsuyoshi]], [[sega:Susumu Takatsuka|Susumu Takatsuka]]<br><br />
Producer: [[Yu Suzuki]]<br><br />
Presented by: [[Sega]]<br><br />
<br />
==Also Released On==<br />
* ''[[Sonic Gems Collection]]'' for the [[Nintendo GameCube]] and [[PlayStation 2]] (2005)<br />
<br />
==Resources==<br />
===Original Sound Version Recordings===<br />
See [[Sonic the Fighters OSV]] for a download page.<br />
<br />
===Artwork===<br />
<gallery><br />
Stf sonic.png<br />
Stf tails.png<br />
Stf knuckles.png<br />
Stf amy.png<br />
Stf espio.png<br />
Stf fang.png<br />
Stf bean.png<br />
Stf_sonic_02.png<br />
Stf_tails_02.png<br />
Stf_knuckles_02.png<br />
Stf_amy_02.png<br />
Stf_fang_02.png<br />
Stf_espio_02.png<br />
Stf_bean_02.png<br />
Stf_bark_02.png<br />
Stf_metal_02.png<br />
Stf_eggman_02.png<br />
</gallery><br />
<br />
==Resources==<br />
===Cabinet===<br />
<gallery><br />
Image:STF Cabinet.jpg|Cabinet<br />
Image:STF_Side.jpg|Cabinet<br />
</gallery><br />
<br />
===Promotional Material===<br />
<gallery><br />
Image:Sonic_the_Fighters_Poster.jpeg|Japanese Arcade Poster<br />
</gallery><br />
<br />
==External Links==<br />
*[http://amcvt.sega.jp/model2/stf.html Japanese ''Model 2 Collection'' page on the game]<br />
*[http://www.1up.com/do/feature?cId=3149135 The Last Arcade Crusaders: Hiroshi Kataoka] article by 1Up written by Ali Hasan Almaci and Heidi Kemps, Foreword by James Mielke. 3.31.2006<br />
<br />
==References==<br />
<references/><br />
<br />
{{SonicTheFightersOmni}}<br />
{{SonicArcadeGames}}<br />
<br />
[[Category:Arcade games]]</div>
Andy198887
https://info.sonicretro.org/index.php?title=SegaSonic_the_Hedgehog&diff=228601
SegaSonic the Hedgehog
2017-03-18T21:31:25Z
<p>Andy198887: </p>
<hr />
<div>{{Bob<br />
|bobscreen=SegaSonic_title.PNG<br />
|publisher=[[Sega]]<br />
|developer=[[Sega AM3]]<br />
|system=[[Sega System 32]] Arcade<br />
|releases=<br />
{{release|Arcade|JP|1993-06-01}}<br />
{{release|Arcade|US|1993-09-18}}<br />
{{release|Arcade|EU|1993-09-21}}<br />
|genre=Action}}<br />
'''''SegaSonic the Hedgehog''''' (セガソニック・ザ・ヘッジホッグ) (often referred to as '''''SegaSonic Arcade''''') is a game created by [[Sonic Team]] & [[Sega AM3]], published by [[Sega]] and released for [[System 32]] arcade machines in June 1993 for Japan and September 1993 for the United Kingdom, and (presumedly) the United States. It was the first Sonic arcade game to be released. There are three known revisions of this game (A, B and C, respectively), and a prototype for it as well. <br />
<br />
In the game, players can choose from three characters: [[Sonic the Hedgehog]], [[Mighty the Armadillo]], or [[Ray the Flying Squirrel]]. This game has the first appearance by Mighty, and the only appearance by Ray. The story goes that the three were captured by Eggman and placed on "Eggman Isle." On the isle, Sonic and co. must avoid traps set by Dr. Eggman by using a single button and trackball interface. This game can support up to 3 players.<br />
<br />
This game is notable for being the first to feature voices and dialog for the characters. It was also the first Sonic game to feature an ice level which would later become a recurring theme in the series starting with <i>[[Sonic 3]]</i>'s [[Ice Cap Zone]]. <br />
<br />
This title was initially planned as a title to be included in ''[[Sonic Gems Collection]]'' but was left out due to problems with emulating the games trackball control scheme[http://xbox.gamespy.com/articles/654/654750p2.html]. Recently, SegaSonic Arcade was supported with MAME version .99, with only a few minor problems.<br />
<br />
==Gameplay==<br />
The objective of the game is to reach the end of each level without dying. This objective is similar to other ''Sonic'' games, but different as the levels are designed to have less focus on platforming and instead focuses on pressing the player forward to complete the levels as fast as possible. There are few actual enemy encounters, but instead there are lots of environmental hazards including giant boulders, lava flows, rogue gears, falling stalactites, and others. When the player loses health it can be replenished by collecting rings which can be found around the arena or inside certain destructible objects. Upon completing each level, the game tallies up how many rings were grabbed, and extra points are received if over half of the level's rings were found. The game only has one boss, who appears midway through the game.<br />
<br />
The characters were controlled by one action button, allowing the player to perform a jumping spin attack, and a trackball is used to move around. Each of the trackballs and their corresponding action buttons were color-coded (blue for Sonic, red for Mighty and yellow for Ray). All characters play exactly the same and are given no unique moves of their own.<br />
<br />
==Voice actors==<br />
{| class="wikitable"<br />
|-<br />
! Role<br />
! Voice Actor<br />
|-<br />
|[[Sonic the Hedgehog]]<br />
|[[Takeshi Kusao]]<br />
|-<br />
|[[Ray the Flying Squirrel]]<br />
|[[Hinako Yoshino|Hinako Kanamaru]]<br />
|-<br />
|[[Mighty the Armadillo]]<br />
|[[Yusuke Numata]]<br />
|-<br />
|[[Dr. Eggman]]<br />
|[[Masaharu Sato]]<br />
|}<br />
<br />
==Production Credits==<br />
Director: [[sega:Tomosuke Tsuda|T.Tsuda]]<br/><br />
Program: [[sega:Hideshi Kawatake|H.Kawatake]], [[sega:Takashi Hasegawa|T.Hasegawa]], T.Kawauchi<br/><br />
Design: [[Manabu Kusunoki|M.Kusunoki]], [[sega:Kiyoshi Miyagi|K.Miyagi]], [[Masahiro Hoshino|M.Hoshino]], [[sega:Satoshi Yamagata|S.Yamagata]]<br/><br />
Sound: [[sega:Hiroshi Miyauchi|H.Miyauchi]], [[sega:Keitaro Hanada|K.Hanada]], [[sega:Naoki Tokiwa|N.Tokiwa]]<br/><br />
Voice Actor: [[Takeshi Kusao|T.Kusao]] (Sonic), [[Hinako Yoshino|H.Kanamaru]] (Ray), [[Yusuke Numata|Y.Numata]] (Mighty), [[Masaharu Sato|M.Satoh]] (Eggman)<br/><br />
Special Thanks: [[Naoto Ohshima|N.Ohshima]], [[sega:Steve Burton|S.Burton]], [[sega:James Spahn|J.Spahn]], [[sega:Motoaki Sasaki|M.Sasaki]], E.Taki, Aoni Pro., Recording Studio Tavac<br />
<br />
==Resources==<br />
===Original Sound Version Recordings===<br />
See [[SegaSonic the Hedgehog OSV]] for a download page.<br />
<br />
===Flyer scans===<br />
<gallery><br />
Image:SegaSonic_flyer.jpg|Front<br />
</gallery><br />
<br />
===Cabinet===<br />
<gallery><br />
Image:SegaSonicTHArcadeMachine.jpg|Image of Machine<br />
File:Segasonic_instructions.jpg|Cabinet Instruction Card<br />
</gallery><br />
<br />
{{SegaSonicOmni}}<br />
{{SonicArcadeGames}}<br />
[[Category:Arcade games]]<br />
<br />
===Game Play Footage===<br />
http://www.youtube.com/watch?v=z0Qr0kSXGEg</div>
Andy198887
https://info.sonicretro.org/index.php?title=Dr._Robotnik%27s_Mean_Bean_Machine&diff=228600
Dr. Robotnik's Mean Bean Machine
2017-03-18T21:29:19Z
<p>Andy198887: </p>
<hr />
<div>:''For the 8-bit version, see [[Dr. Robotnik's Mean Bean Machine (8-bit)]]''.<br />
{{Bob<br />
| bobscreen=Mean Bean title.png<br />
| publisher=[[Sega]]<br />
| developer=[[Compile]]<br />
| system=[[sega:Sega Mega Drive|Sega Mega Drive]], [[sega:Virtual Console|Virtual Console]], Steam<br />
| romsize=1 MB<br />
| players=1-2<br />
| releases=<br />
{{release|MD|EU|1994-01-01{{fileref|CVG UK 146.pdf|page=93}}|£44.99{{fileref|CVG UK 152.pdf|page=61}}|1706-50}}<br />
{{release|MD|US|1993-12-25{{fileref|GamePro US 053.pdf|page=91}}||1706}}<br />
{{release|MD|AS|1993-12-27}}<br />
{{release|MD|FR (Blue)|1993-12-31}}<br />
{{release|MD|KR|1994-02-14||GM93040JG}}<br />
{{release|VC|US|2006-12-11|800 points}}<br />
{{release|VC|EU|2006-12-15|800 points}}<br />
{{release|Steam|US|2010-09-13|$4.99}}<br />
{{release|Steam|EU|2010-09-13|£3.99}}<br />
| genre=Puzzle<br />
| esrb=e|vrc=ga|pegi=3|oflc=g|grb=a|cero=a|djctq=l<br />
}}<br />
'''''Dr. Robotnik's Mean Bean Machine''''' is a [[sega:Sega Mega Drive|Sega Mega Drive / Genesis]] puzzle game, based on the earlier Japanese puzzle game ''[[sega:Puyo Puyo|Puyo Puyo]]''.<br />
<br />
==Basis and release==<br />
The game is based on the earlier Japanese puzzler ''[[sega:Puyo Puyo|Puyo Puyo]]''. It was released to the North American and European markets in November 1993. Though not a commercial success initially, it became more popular with time. It was later also released in various compilations and other forms; see [[#Also released on]] below.<br />
<br />
It was also released by [[Samsung]] in South Korea under the name '''''Dong Gu Ri Te Chi Jak Jeon'''''. For whatever reason, some number of cartridges (between only the first run and half of the entire production) was produced by taking a ''Puyo Puyo'' cart, sticking the ''Dong Gu Ri'' label on, and placing it in the ''Dong Gu Ri'' packaging and selling it as is — meaning that South Korean copies of the game will either contain the correct Korean version of ''Mean Bean Machine'' or will actually be ''Puyo Puyo''.<br />
<br />
It was only released in Japan as part of an import collection released on PCs in 2000, ''[[sega:Sega Archives From USA Vol.2|Sega Archives From USA Vol.2]]''.<br />
<br />
An [[Dr. Robotnik's Mean Bean Machine (8-bit)|8-bit version]] was later released for the [[Sega Master System]] and [[Sega Game Gear]] in December 1993. As the Mega Drive version was based on that system's version of ''Puyo Puyo'', the 8-bit version was based on ''Puyo Puyo'' for the Game Gear. It contains an extra [[Dr. Robotnik's Mean Bean Machine (8-bit)#Puzzle Mode|Puzzle Mode]], which was based on the just-released ''[[sega:Nazo Puyo|Nazo Puyo]]''.<br />
<br />
A lot of the music in ''Dr. Robotnik's Mean Bean Machine'' was reused, albeit remixed and/or resynthed by sound engineer Masanori Hikichi, from Masanobu Tsukamoto's (and possibly, though not likely, Einosuke Nagao's) songs from the original ''Puyo Puyo'' score:<br />
*Brave -> Stage 13 intro (arrangement)<br />
*Final -> 2P VS theme ([http://www.youtube.com/watch?v=ZvJcCEKa2Io the intro was removed], some notes are missing), Warning theme (arrangement)<br />
*Memories -> Password Screen theme ([http://www.youtube.com/watch?v=kyHM6C_z14Y#t=1m27s the entire third section was removed])<br />
*Sticker -> Exercise theme (slightly modified bassline), Continue theme (arrangement of the first part)<br />
*Sunset -> Staff Roll (identical; in fact both songs shared the same purpose in their respective games)<br />
Additionally, nearly straight arrangements of [http://www.youtube.com/watch?v=W06TBgz01-M Brave] and [http://www.youtube.com/watch?v=obNbqDwR5PY Theme] are in the game, but unused, and the ending cutscene music is inspired by Theme's structure. Also though [[Naofumi Hataya]] is credited as "Masayuki Nagao," he and Einosuke Nagao are completely different persons.<br />
<br />
==Storyline==<br />
Unlike other ''[[Sonic the Hedgehog]]'' games, this one occurs in the universe of the [[Category:Television|Television]] show ''[[Adventures of Sonic the Hedgehog]]'', and features [[Dr. Eggman#Adventures of Sonic the Hedgehog|its version of Dr. Robotnik]] and many of its other characters including [[Scratch]], [[Grounder (AoStH)|Grounder]] and other [[badnik]]s). The only other reference to said series was in the bonus stages of ''[[Sonic Spinball]]''. Also rare for the series is the fact that Sonic does not appear. In his place as protagonist is a character called [[Has Bean]].<br />
<br />
Robotnik has hatched a plan to ensure that no music or fun remains on the planet [[Mobius]]. To do this, he kidnaps the citizens of [[Beanville]] and stuffs them into a giant [[Roboticizer|robotising]] machine called the [[Mean Bean-Steaming Machine]] (hence the game's title) to make them into his robot slaves. As the character Has Bean (based on Puyo Puyo's Carbuncle), the player must foil Robotnik's plans by defeat each of the robot guards, and finally Robotnik himself, to foil his evil plans. Their battles take the form of competitive puzzle gaming.<br />
<br />
==Gameplay==<br />
<br />
Two players compete, each with their own rectangular play area comprising a grid 12 beans (previously Puyos) high by 6 wide, meaning that 72 beans (including garbage) can fit. Various colours of beans fall into the play area. The player must attempt to place four identically coloured beans adjacent to each other, at which point they will disappear. A player loses when beans pile to the top of their play area (actually the third column from the left), so it is essential to clear as many beans as possible, in order to keep the screen empty.<br />
<br />
Players can send Refugee Beans (aka Garbage, and Ojyama) to their opponent's play area by creating chain reactions. These beans are both annoying and helpful: they can only be cleared when adjacent to another bean that is being removed, but they are very useful for making chain reactions. The more beans that link up, the more garbage is sent. Players may also activate step chains (aka Rensa) so that even more garbage is scored.<br />
<br />
If garbage beans fall into the player's play area, they cannot be grouped like normal beans (i.e. 4 in a row will not disapper) Garbage is erased when a neighbouring group of beans erase (e.g. if a vertical line of 4 beans in column 2 forms adjacently next to a vertical line of 4 garbage beans in either column 1 or column 3, the garbage disappears). However, this does not cause garbage to be sent to the opponent.<br />
<br />
===Scenario Mode===<br />
This is the game's story mode, in which Has Bean must "Battle Robotnik's ranks of robot flunkies in order to save Beanville!" The player competes against computer-controlled characters in 12 stages. Most of these characters are also found in the [[Adventures of Sonic the Hedgehog (pilot)|pilot]] and [[The_Super_Special_Sonic_Search_and_Smash_Squad!|1st episode]] of the show. The pilot even has a scene that looks striking similar to the continue screen in this game.<br />
====Opponent list====<br />
* '''Stage 1''': [[Arms]]<br />
* '''Stage 2''': [[Frankly]]<br />
* '''Stage 3''': [[Humpty]]<br />
* '''Stage 4''': [[Coconuts_(AoStH)|Coconuts]]<br />
* '''Stage 5''': [[Davy Sprocket]]<br />
* '''Stage 6''': [[Skweel]]<br />
* '''Stage 7''': [[Dynamight]]<br />
* '''Stage 8''': [[Grounder_(AoStH)|Grounder]]<br />
* '''Stage 9''': [[Spike]]<br />
* '''Stage 10''': [[Sir F-Fuzzy Logik]]<br />
* '''Stage 11''': [[Dragon Breath]]<br />
* '''Stage 12''': [[Scratch]]<br />
* '''Stage 13''': [[Dr. Eggman|Dr. Robotnik]]<br />
<br />
===VS Mode===<br />
Up to 2 players can play either in VS Mode or in Exercise Mode. In VS Mode, each player can choose between 5 difficulty settings, labeled 1-5 (Easiest to Hardest, where 1 is the lowest drop speed, and 5 is the fastest). In VS Mode, one player must defeat the other in the same way as in Scenario mode. If a player selects Level 1, they play with 4 colours of beans, however, the other levels include 5 colours. Furthermore, in Levels 4 or 5, the game begins with the play area already containing garbage: for Level 4, 18 beans (3 rows); for Level 5, 30 beans (5 rows).<br />
<br />
===Exercise Mode===<br />
Exercise Mode (modernly known as Endless Puyo Puyo), is a form of practice play where 1 or 2 players can battle out. This mode has three difficulty levels: easiest, normal, and hardest (Level 1, 3 or 5). On easiest, players start with only 4 colours. To level up, the player has to keep erasing beans. Helpers (Big Puyo or Has Bean) will appear when the player gets stuck on Level 1 the first time, but they can only appear once. For Level 3, at random times, Has Bean will drop from the screen to help out. When Carbuncle is placed on a colour, it travels in a random direction, following downwards, changing all beans to that colour. For Level 5, at random times, a Big Puyo will drop from the screen. When Big Puyo falls, it occupies 2 columns of the grid, and when placed, squashes all beans and removes them from the grid.<br />
<br />
===Hidden Sound Test===<br />
If the game is played on a Japanese Mega Drive, you will be able to access the game's sound test in the options screen (which is an unlockable in ''Puyo Puyo''). However, the game has region lockout, so it will not boot on a Japanese Mega Drive. Changing the region while running or using a patch code to bypass the region check will allow you to get to the sound test.<br />
<br />
*'''BGM 02''': Menu and High Score List<br />
*'''BGM 03''': Dr. Robotnik Pre-Fight Cutscene<br />
*'''BGM 04''': Danger Mode<br />
*'''BGM 05''': Stages 1-4<br />
*'''BGM 06''': Stage 13<br />
*'''BGM 07''': Stages 9-12<br />
*'''BGM 08''': Stage 13 Clear<br />
*'''BGM 09''': Game Over<br />
*'''BGM 0A''': Character Parade<br />
*'''BGM 0B''': Staff Credits<br />
*'''BGM 0E''': Password Screen<br />
*'''BGM 11''': Practice Stage<br />
*'''BGM 12''': Vs. Mode<br />
*'''BGM 13''': Stages 5-8<br />
*'''BGM 16''': Stages 9-12 Intro<br />
*'''BGM 17''': Stages 1-4 Intro<br />
*'''BGM 18''': Stages 5-8 Intro<br />
*'''BGM 19''': Stage Clear<br />
*'''BGM 1A''': Theme of Mean Bean Machine<br />
*'''BGM 01''': Stages 9-12 Alternate (Unused)<br />
*'''BGM 0C''': Puyo Puyo - Stage Clear (Unused)<br />
*'''BGM 0D''': Null<br />
*'''BGM 0F''': Puyo Puyo - Brave (Unused)<br />
*'''BGM 10''': Puyo Puyo - Theme (Unused)<br />
*'''BGM 14''': Stage 13 Critical (Unused)<br />
*'''BGM 15''': Strange Cheering and Whooshing sound<br />
<br />
==Also released on==<br />
* ''[[Sonic Compilation]]'', also for [[sega:Sega Mega Drive|Sega Mega Drive / Genesis]] (1995)<br />
* ''[[Sega PC Puzzle Pack]]'' for Windows-based PCs (1999)<br />
* ''[[sega:Sega Archives from USA Vol. 2|Sega Archives from USA Vol. 2]]'' for Windows-based PCs (2000)<br />
* ''[[Sonic Mega Collection]]'' for [[sega:Nintendo GameCube|Nintendo GameCube]] (2002) <br />
* [[sega:Legends Series|Legends Series]] consoles by [[sega:Radica Games|Radica Games]] (2004): appears in both MD/Genesis Volume 1 and Super Sonic Gold editions<br />
* ''[[Sonic Mega Collection Plus]]'' for the [[PlayStation 2]] and [[Xbox]] (2004)<br />
* ''[[Sonic Mega Collection Plus & Super Monkey Ball Deluxe]]'' for the [[Xbox]] (2005)<br />
* [[sega:Virtual Console|Virtual Console]] on [[sega:Wii|Wii]] (2006)<br />
* [[Playpal Plug and Play]] Sonic console by [[sega:Coleco|Coleco]] (2006)<br />
* [[sega:Mega Drive Twin Pads|Mega Drive Twin Pads]] by [[sega:Blaze (company)|Blaze]] (2008)<br />
* ''[[Sega Fun Pack: Sonic Mega Collection Plus & Shadow the Hedgehog]]'' for the [[PlayStation 2]] (2009)<br />
* ''[[Sonic's Ultimate Genesis Collection]]'' for the [[PlayStation 3]] and [[Xbox 360]] (2009)<br />
* ''[[Sonic PC Collection]]'' for the PC (2009)<br />
* ''[[sega:Sega Mega Drive Classic Collection Volume 4|Sega Mega Drive Classic Collection Volume 4]] (2010)<br />
* ''[[sega:Sega Mega Drive Classic Collection Gold Edition|Sega Mega Drive Classic Collection Gold Edition]] (2011)<br />
<br />
==Production Credits==<br />
: '''Staff'''<br />
Producers: [[Yoji Ishii]], [[Noriyoshi Oba|Noriyoshi Ohba]], [[sega:Masamitsu Niitani|Moo Niitani]]<br/><br />
Directors: [[Tetsuo Shinyu]], Takayuki Yanagihori, [[sega:Masanobu Tsukamoto|M. Tsukamoto]]<br/><br />
Graphic Designers: [[Takaya Segawa]], Saori Yamaguchi, [[Hideaki Moriya]], Keisuke Saka, [[Compile]]'s Designer<br/><br />
Programmers: [[sega:Manabu Ishihara|Manabu Ishihara]], [[sega:Tsukasa Aoki|Tsukasa Aoki]], [[Compile]]'s Programmer<br/><br />
Music and FX: [[sega:Masanori Hikichi|Masanori Hikichi]] -[[sega:Cube|CUBE]]-, [[Masayuki Nagao]]<br/><br />
Speical Thanks to: Shinbou Yokoyama<br/><br />
<br />
: '''[[sega:Sega of America|Sega of America]]'''<br />
Producer: [[sega:Maxwell Taylor|Max Taylor]]<br/><br />
Designers: [[sega:Maxwell Taylor|Max Taylor]], Brian Ransom, [[sega:David Albert|Dave Albert]]<br/><br />
Sound: [[David Javelosa]]<br/><br />
© 1993 [[Sega]]<br/><br />
© 1993 [[Compile]]<br/><br />
<br />
===Manuals===<br />
{{main|Dr. Robotnik's Mean Bean Machine manuals}}<br />
<gallery><br />
DRMBM MD US manual.pdf|Mega Drive, US<br />
</gallery><br />
<br />
===Physical Scans===<br />
{{ratings<br />
| icon=MD<br />
| cvg=90<br />
| cvg_source={{num|146|page=93}}<br />
| gamesmaster=92<br />
| gamesmaster_source={{num|13|page=72/73}}<br />
| mdag=84<br />
| mdag_source={{num|20|page=32/33}}<br />
| mega=90<br />
| mega_source={{num|16|page=48/49}}<br />
| megaaction=89<br />
| megaaction_source={{num|8|page=42}}<br />
| segamaguk=91<br />
| segamaguk_source={{num|1|page=106/107}}<br />
| segapower=82<br />
| segapower_source=[[Review - Dr. Robotnik's Mean Bean Machine (Sega Power, January 1994)|#50 Pg 40/41]]<br />
| segazuk=90<br />
| segazuk_source={{num|15|page=54/55}}<br />
| stc=80<br />
| stc_source={{num|17|page=12}}<br />
}}<br />
{{Scanbox<br />
| console=Mega Drive<br />
| region=US<br />
| front=Meanbean-box-us.jpg<br />
| cart=Mbm_md_us_cart.jpg<br />
| manual=DRMBM MD US manual.pdf<br />
}}{{Scanbox<br />
| console=Mega Drive<br />
| region=EU<br />
| front=Meanbean-box-eu.jpg<br />
| cart=Mbm-eu-cart.jpg<br />
| manual=<br />
}}{{Scanbox<br />
| console=Mega Drive<br />
| region=FR<br />
| front=Mbm md eu alt cover.jpg<br />
| cart=AltEUcart.jpg<br />
| manual=<br />
}}{{Scanbox<br />
| console=Mega Drive<br />
| region=Asia<br />
| front=Meanbean-box-asia front.jpg<br />
| back=Meanbean-box-asia back.jpg<br />
| spinemissing=yes<br />
| cart=Mbm_md_as_cart.jpg<br />
| manual=<br />
}}{{Scanbox<br />
| console=Mega Drive<br />
| region=KR<br />
| front=DRMBM MD KR Box.jpg<br />
| cart=DRMBM MD KR Cart.jpg<br />
| manual=<br />
}}<br />
<br />
==External links==<br />
* [http://store.steampowered.com/app/34286/ ''{{PAGENAME}}'' on Steam]<br />
* [[wikipedia:Dr. Robotnik's Mean Bean Machine|''{{PAGENAME}}'']] on Wikipedia<br />
<br />
==References==<br />
<references/><br />
<br />
{{MeanBeanLevels}}<br />
{{SonicSteamGames}}<br />
{{SonicVirtualConsole/WiiWareGames}}<br />
{{SonicGenesisGames}}<br />
<br />
<br />
[[Category:Mega Drive games]]<br />
[[Category:Steam games]]<br />
[[Category:Virtual Console/WiiWare games]]</div>
Andy198887
https://info.sonicretro.org/index.php?title=Sonic_the_Hedgehog_Spinball&diff=228599
Sonic the Hedgehog Spinball
2017-03-18T21:24:15Z
<p>Andy198887: </p>
<hr />
<div>:''"Sonic Spinball" redirects here. For the 8-bit version, see [[Sonic Spinball (8-bit)]].''<br />
{{Bob<br />
| bobscreen=Spinball_title.png<br />
| icon=SonicSpinball iOS icon.png<br />
| publisher=[[Sega]]<br />
| developer=[[Sega Technical Institute]], [[Polygames]]<br />
| system=[[Sega Mega Drive/Genesis]], [[sega:Virtual Console|Virtual Console]], iOS, Steam<br />
| players=1<br />
| releases=<br />
{{release|MD|EU|1993-11-15|£39.99{{fileref|CVG UK 145.pdf|page=77}}|1537}}<br />
{{release|MD|US|1993-11-23|$49.99{{fileref|GamePro US 054.pdf|page=52}}|1537}}<br />
{{release|MD|JP|1993-12-10|6,800|G-4112}}<br />
{{release|MD|AS|1993-12-15||1537}}<br />
{{release|MD|AU|1993-12-18||FSON05SMC}}<br />
{{release|MD|AU (Gold)|1994-01-01||FSON05SMC}}<br />
{{release|MD|BR|1993-12-25||044600}}<br />
{{release|VC|US|2007-03-12|800 points}}<br />
{{release|VC|JP|2007-03-13|600 points}}<br />
{{release|VC|EU|2007-04-05|800 points}}<br />
{{release|Steam|US|2010-09-13|$4.99}}<br />
{{release|Steam|EU|2010-09-13|£3.99}}<br />
{{release|iOS|US|2010-12-16}}<br />
{{release|iOS|EU|2010-12-16}}<br />
| genre=Action (JP box), Table ([http://sega.jp/fb/segahard/md/soft.html Sega of Japan master list])<br />
| esrb=e|vrc=ga|pegi=3|oflc=g|cero=a|grb=a}}<br />
<br />
'''''Sonic the Hedgehog Spinball''''' (ソニックスピンボール) is a pinball game (using Sonic as a ball) combined with the storyline of the ''[[Sonic the Hedgehog]]''. The games title is a pun on pinball and Sonic's famous spin move. It is the only official game to incorporate the characters and setting of ''[[Sonic the Hedgehog (TV series)|SatAM]]'', and one of only two for ''[[Adventures of Sonic the Hedgehog]]'' (the other being ''[[Dr. Robotnik's Mean Bean Machine]]'').<br />
<br />
The plot revolves around the [[Veg-O-Fortress]], [[Dr. Eggman/Robotnik|Dr. Robotnik's]] new mass-roboticization facility built in and around the Mt. Mobius volcano. Sonic must use the fortress' special "Pinball Defense System" to his advantage, working his way up from the bottom of the volcano's interior by stealing the [[Chaos Emeralds]] that keep the volcano stable, destroying the doctor's boss guardians and, eventually, taking out the massive roboticizer itself, the [[Veg-O-Machine]]. The grand finale is at a launch hangar built around the volcano's crater, as Robotnik attempts to escape Mt. Mobius in a rocketship before it erupts.<br />
<br />
The game is unique as it was coded entirely in the C programming language when the norm was assembly.[http://www.sega-16.com/feature_page.php?id=83&title=Interview:%20Peter%20Morawiec]<br />
<br />
==Storyline==<br />
[[Dr. Robotnik]] has assumed control of Mt. Mobius and turned it into a mechanical base. Utilizing energy produced by the magma flowing under the volcano, this new monstrosity (the Veg-O-Fortress) has the power to transform helpless animals into robot slaves at an astounding rate. [[Sonic the Hedgehog]] and [[Miles "Tails" Prower|Tails]] fly onto the scene to mount an aerial assault, but Sonic is knocked off the wings of Tails' airplane by a blast from the fortress. He falls into the water, but is rescued and taken to the subterranean levels of the Veg-O-Fortress. The fortress must be destroyed from the inside-out, and the only way to make that happen is to trigger an eruption in the volcano it's built on. Sonic knows this can be done by removing the [[Chaos Emeralds]] that keep the volcano stable. Robotnik, however, is also aware of the fragile relationship that exists between the Emeralds and the mountain, and he's set up an elaborate Pinball Defense System to make sure the precious jewels don't go anywhere.<br />
<br />
==Gameplay==<br />
''Sonic Spinball'' is basically a continuation of the pinball themed levels first seen in [[Spring Yard Zone]] and [[Casino Night Zone]] from the first Sonic games. As with those games you have some control of Sonic while he is being knocked around the pinball themed levels. The D-pad will move him while in ball form and the {{A}}, {{B}}, and {{C}} buttons will cause the flippers to flick. If he happens to land on a flat surface you can move in a similar fashion to the Sonic games and be able to jump and perform the Spin Dash. This does not happen often as there are few platforms to land so platforming is kept to a bare minimum.<br />
<br />
The objective of the game is to collect the [[Chaos Emerald]]s which are hidden in each level and defeating the levels boss. To do this obstacles must be cleared and levers must be switched. Rings are scattered around the level but do not grant free lives or extra protection from hits (enemies never attack and you are always in ball form when encountering them anyway). However, if all the rings in the level are collected it will open up the opportunity to visit a hidden multi-ball Bonus Stage known as Cluckers Defense.<br />
<br />
Unlike traditional Sonic games, you can actually ''fall outside of the boss arena''. The bosses take a lot more hits than normal Sonic bosses, but to compensate it's easy to hit them multiple times in a row.<br />
<br />
==Versions==<br />
There are two versions that were released in the US, each with differences in music. The European and Japanese versions are based on the final US version but with a few different music arrangements and bug fixes. See the [[Game Development:Sonic the Hedgehog Spinball (16-bit)|Game Development section]] for more info.<br />
<br />
==Manuals==<br />
{{main|Sonic the Hedgehog Spinball manuals}}<br />
<gallery><br />
SonicSpinball MD US manual.pdf|Mega Drive, US<br />
SonicSpinball MD US Majesco manual.pdf|Mega Drive, US (Majesco rerelease)<br />
SonicSpinball MD JP manual.pdf|Mega Drive, JP<br />
SonicSpinball MD AS manual.pdf|Mega Drive, Asia<br />
</gallery><br />
<br />
==Also Released On==<br />
* ''[[Sonic Spinball (8-bit)|Sonic Spinball]]'' for the [[Sega Game Gear]] and [[Master System]] (1993)<br />
* ''[[Sonic Spinball (LCD game)|Sonic Spinball]]'' for [[Tiger Electronics|Tiger]] LCD (1994)<br />
*''[[Sega Archives from USA Vol. 1]]'' for the PC (2000)<br />
* ''[[Sega PC Smash Pack]]'' for the PC (2000)<br />
* ''[[Sega Smash Pack]]'' for the [[Game Boy Advance]] (2000)<br />
* ''[[Sonic Mega Collection]]'' for the [[Nintendo GameCube]] (2002) <br />
* ''[[Sega PC Mega Pack]]'' for the PC (2003)<br />
* ''[[Sonic Mega Collection Plus]]'' for the [[PlayStation 2]] and [[Xbox]] (2004)<br />
* ''[[Sonic Gems Collection]]'' for the [[Nintendo GameCube]] and [[PlayStation 2]] (2005)<br />
* ''[[Sonic Mega Collection Plus & Super Monkey Ball Deluxe]]'' for the [[Xbox]] (2005)<br />
* [[Virtual Console]] on [[Wii]] (2007)<br />
* ''[[Mega Drive Twin Pads]]'' for the [[Blaze (company)|Blaze]] Plug and play console (2008)<br />
* ''[[Sega Fun Pack: Sonic Mega Collection Plus & Shadow the Hedgehog]]'' for the [[PlayStation 2]] (2009)<br />
* ''[[Sonic's Ultimate Genesis Collection]]'' for the [[PlayStation 3]] and [[Xbox 360]] (2009)<br />
* ''[[Sonic PC Collection]]'' for the PC (2009)<br />
* ''[[Sonic the Hedgehog Spinball (EA Mobile)]]'' for Mobile Phones (2009)<br />
* Steam (2010)<br />
* ''[[sega:Sega Mega Drive Classic Collection Volume 3|Sega Mega Drive Classic Collection Volume 3]] (2010)<br />
* ''[[sega:Sega Mega Drive Classic Collection Gold Edition|Sega Mega Drive Classic Collection Gold Edition]] (2011)<br />
<br />
==Production Credits (US Manual)==<br />
Programming: Polygames, Scott Chandler (SEGA Technical Institute), Jason Plumb (SEGA Technical Institute), Ken Rose (SEGA Technical Institute), Dave Sanner (SEGA Technical Institute), Earl Stratton (SEGA Technical Institute), [[Steve Woita]] (SEGA Technical Institute)<br/><br />
Game Design: [[Peter Morawiec]], Hoyt Ng<br/><br />
Art: [[Tom Payne]], Kurt Peterson, [[Brenda Ross]], Katsuhiko Sato, [[Craig Stitt]]<br/><br />
Sound and Music Effects: Barry Blum (Sega Multi-Media Studio), Brian Coburn (Sega Multi-Media Studio), [[Howard Drossin]] (Sega Technical Institute), OUI Multimedia<br/><br />
Director of SEGA Technical Institute: [[Roger Hector]]<br/><br />
Producer: [[Yutaka Sugano]]<br/><br />
Art Director: John Duggan<br/><br />
Marketing Product Manager: [[France Tantiado]]<br/><br />
Lead Testers: Joe Cain, Wesley Gittens<br/><br />
Testers: Michael Bench, Steve Bourdet, Daniel Dunn, David Forster, Rick Greer, Casey Grimm, [[Jason Kuo]], Simon Lu, Dumot Lyons, Bill Person, Kimberly Rogers, Kirk Rogers<br/><br />
Manual: Neil Hanshaw, [[Carol Ann Hanshaw]]<br/><br />
Special Thanks: Thomas J. Abramson, Alan Ackerman, Dominique Adevereaux, Justin R. Chin, [[Diane A. Fornasier]], [[David Javelosa]], [[Deborah McCracken]], Patrick Meehan, Bert Mauricio, Stephen Patterson, Noel Pulido<br/><br />
A Special Bow To: [[Hirokazu Yasuhara]] and [[Yuji Naka]], creators of Sonic The Hedgehog<br />
<br />
==Production Credits (In-Game)==<br />
===Development Staff===<br />
Game Concept: Peter Morawiec<br><br />
Programming: [[Lee Actor]], Dennis Koble, Ken Rose, Steve Woita, Jason Plumb, Earl Stratton, Dave Sanner, Scott Chandler<br><br />
Game Design: Peter Morawiec, Hoyt Ng<br><br />
Art: Katsuhiko Sato, Tom Payne, Craig Stitt, Brenda Ross, Kurt Peterson<br><br />
Music and Sound Effects: [[sega:Brian Coburn|Brian Coburn]], [[sega:Barry Blum|Barry Blum]], [[Howard Drossin]], OUI Multimedia<br><br />
Testers: Joe Cain, Wesley Gittens, Rick Greer, Kirk Rogers, Kimberly Rogers, Daniel Dunn, David Forster, Simon Lu, Steve Bourdet, Casey Grimm, [[Jason Kuo]], Mike Bench, Bill Person, Dermot Lyons<br><br />
===Management Staff===<br />
Producer: [[Yutaka Sugano]]<br><br />
Art Director: John Duggan<br><br />
Director of Sega Technical Institute: [[Roger Hector]]<br><br />
Marketing: [[Diane A. Fornasier|Diane Fornasier]], France Tantiado, Tom Abramson<br><br />
<br />
==Resources==<br />
{{ratings<br />
| icon=MD<br />
| cvg=73<br />
| cvg_source={{num|145|page=77}}<br />
| eg=93<br />
| eg_source={{num|16|page=90}}<br />
| gamefan=71<br />
| gamefan_source=[https://www.flickr.com/photos/45478630@N07/4257791207 {{num|12|page=21/48/49}}]<br />
| gamesmaster=81<br />
| gamesmaster_source={{num|12|page=86/87/88}}<br />
| mega=83<br />
| mega_source={{num|15|page=34/35}}<br />
| megaaction=91<br />
| megaaction_source={{num|15|page=10/11/12}}<br />
| megamachines=90<br />
| megamachines_source={{num|2|page=78/79}}<br />
| megatech=86<br />
| megatech_source={{num|24|page=36/37/38/39/40/41}}<br />
| segamaguk=82<br />
| segamaguk_source={{num|1|page=125}}<br />
| segapower=90<br />
| segapower_source={{num|49|page=95/96}}<br />
| segapro=79<br />
| segapro_source=[[Review - Sonic the Hedgehog Spinball (Sega Pro, December 1993)|#26 Pg 28/29]]<br />
| stc=80<br />
| stc_source={{num|13|page=10}}<br />
}}<br />
===Physical Scans===<br />
{{Scanbox<br />
| console=Mega Drive<br />
| region=US<br />
| front=Spinball-box-us.jpg<br />
| cart=Sonic Spinball US Cart.JPG<br />
| manual=SonicSpinball MD US manual.pdf<br />
}}{{Scanbox<br />
| console=Mega Drive<br />
| region=US<br/>([[sega:Majesco|Majesco]] rerelease)<br />
| front=Sonic_Spinball_Genesis_US_ESRB_Cardboard_Cover.jpg<br />
| cart=Sonic_Spinball_Genesis_US_ESRB_Cardboard_Cart.jpg<br />
| manual=SonicSpinball MD US Majesco manual.pdf<br />
}}{{Scanbox<br />
| console=Mega Drive<br />
| region=EU<br />
| front=Spinball-box-eu.jpg<br />
| cart=Sspinball-md-eu-cart.jpg<br />
| manual=<br />
}}{{Scanbox<br />
| console=Mega Drive<br />
| region=JP<br />
| front=Spinball-box-jap.jpg<br />
| cart=Spinball_md_jp_cart.jpg<br />
| manual=SonicSpinball MD JP manual.pdf<br />
}}{{Scanbox<br />
| console=Mega Drive<br />
| region=AU<br />
| front=SonicSpinball MD AU Box.jpg<br />
| cart=SonicSpinball MD AU Cart.jpg<br />
| manual=<br />
}}{{Scanbox<br />
| console=Mega Drive<br />
| region=AU ([[sega:Sega Gold Collection|Gold Collection]])<br />
| front=Spinball-box-aus front.jpg<br />
| cart=Spinball md au cart.jpg<br />
| manual=<br />
}}{{Scanbox<br />
| console=Mega Drive<br />
| region=BR<br />
| front=Spinball-box-bra.jpg<br />
| cart=Spinball_md_br_cart.jpg<br />
| manual=<br />
}}{{Scanbox<br />
| console=Mega Drive<br />
| region=Asia<br />
| front=Spinball-box-asia.jpg<br />
| cart=Spinball-asia-cart.jpg<br />
| manual=SonicSpinball MD AS manual.pdf<br />
}}{{Scanbox<br />
| console=Mega Drive<br />
| region=SE (rental)<br />
| front=<br />
| cart=<br />
| manual=<br />
}}<br />
<br />
===Artwork===<br />
<gallery><br />
Image:SSS SONICI .png<br />
Image:SSS SONIC31.png<br />
Image:SonicSpinballAppStore.png<br />
</gallery><br />
<br />
==External links==<br />
* [http://vc.sega.jp/vc_spinball/ Sega of Japan Virtual Console page (Japanese)]<br />
* ''{{PAGENAME}}'' on Apple.com: [http://itunes.apple.com/gb/app/sonic-spinball/id386379635?mt=8 GB], [http://itunes.apple.com/us/app/sonic-spinball/id386379635?mt=8 US], [http://itunes.apple.com/jp/app/sonic-spinball/id386379635?mt=8 JP]<br />
* [http://store.steampowered.com/app/34313/ ''{{PAGENAME}}'' on Steam]<br />
<br />
{{SonicSpinballOmni}}<br />
{{SoniciDeviceGames}}<br />
{{SonicSteamGames}}<br />
{{SonicVirtualConsole/WiiWareGames}}<br />
{{SonicGenesisGames}}<br />
<br />
[[Category:Mega Drive games]]<br />
[[Category:Steam games]]<br />
[[Category:Virtual Console/WiiWare games]]<br />
[[Category:iDevice games]]</div>
Andy198887
https://info.sonicretro.org/index.php?title=Sonic_Eraser&diff=228598
Sonic Eraser
2017-03-18T21:22:32Z
<p>Andy198887: </p>
<hr />
<div>:''Not to be confused with the [[sega:ROM hacking|hack]] ''[[Sonic ERaZor]]''.''<br />
<br />
{{Bob<br />
| bobscreen=Eraser_title.png<br />
| publisher=[[sega:Sega|Sega]]<br />
| developer=[[sega:Sonic Team|Sonic Team]]<br />
| system=[[sega:Sega Mega Drive|Sega Mega Drive/Genesis]]<br />
| romsize=256 KB<br />
| players=1-2<br />
| releases=<br />
{{release|MD|JP|1991-07-31}}<br />
| genre=Puzzle<br />
| seealso=[[sega:Sega Meganet|Sega Meganet]]<br />
}}<br />
<br />
'''''Sonic Eraser''''' (ソニックイレイザー) is a 1991 puzzle game that was downloadable for players that had [[sega:Sega Game Toshokan|Sega Game Toshokan]], an online game downloading service for the [[sega:Sega Mega Drive|Sega Mega Drive]] in Japan. Because the service is now long defunct, the game was unknown to much of the [[Sonic scene|Sonic community]] for a time. The game was later released in 2004 on [[sega:Sega|Sega]] of Japan's website, and it received more widespread attention as it was noticed by English-speaking Sonic fans this time around.<br />
<br />
The game was made available on Sega's B-Club download service in Japan. It nearly received a re-release, as evidence by the fact that [[:File:Sgc eraser.png|data referring to it]] was found in ''[[Sonic Gems Collection]]''.<br />
<br />
==Discovery of the game==<br />
''Sonic Eraser'' was unknown to the Sonic community until 2004, when Sega launched an online system on their Japanese website, which for a small fee per game, allowed users to download and play some original Mega Drive games. Included in the selection were a number of games only released on the Sega Game Toshokan system in Japan. In February 2004, [[Phugolz]], owner of the major Sonic scene website [[Sonic CulT]], discovered the online service and purchased several games, including ''Sonic Eraser'' and various other previously unreleased [[sega:Sega Meganet|Sega Meganet]] games. The [[sega:ROM image|ROM]]s provided by the online service were packaged with a licensed version of the emulator [[sega:Gens|Gens]] and came in the form of self-contained CD images that were encrypted and therefore could only be loaded by the software provided by Sega. [[Nemesis]] wrote a tool capable of descrambling the encrypted images and converting them to normal [[wikipedia:ISO image|ISO image]]s. Once in the form of an ISO, the ROMs were simply copied out and were released on Sonic CulT.<br />
<br />
Almost immediately after the ROM of ''Sega Eraser'' was released, a fan translator named D [http://www.romhacking.net/trans/799/ translated the game's text to English].<br />
<br />
==Gameplay==<br />
''Sonic Eraser'' is a fairly simple puzzle game. Sets of colorful geometric shapes in sets of 4 descend from the top of the screen. The pieces must be matched up in order to clear the players area of the screen. If the pieces should pile all the way to the top of the screen where incoming pieces fall the game will end for that player. There are 2 multiplayer options, 1P and 2P is a competition to see who can amass the most points. 1P vs 2P is different, when a player gets a combination of three consecutive matches of pieces, that player's Sonic attacks the other player's Sonic. As a result, the other player will momentarily lose control of their pieces. The time limit in this mode is 10 minutes.<br />
<br />
===Gameplay modes===<br />
[[File:EraserGameplay.png|frame|right]]The game offers 4 unique modes of gameplay.<br />
*Normal Mode: In this mode, the player simply matches pieces to gain a high score. The better the performance of the player, the higher the difficulty level will rise and the speed at which clusters fall increases.<br />
*Round Mode: This is sort of a puzzle mode consisting of 10 stages. The object is to clear the whirlybob pieces from the playfield by eliminating the shapes between them. The time limit is 3 minutes for each round, and pausing the game doesn't stop the clock.<br />
*Doubt Mode: The gameplay is the same as Normal mode except that white squares don't drop down. Instead, a single shape from almost every cluster will turn into a white square when it hits the ground.<br />
*Block Mode: This mode allows clusters to stand on-end rather than having parts of the cluster break off the cluster if nothing is underneath it.<br><br />
<br />
==Production credits==<br />
Producer: [[sega:Takao Miyoshi|Taka Oh]]<br><br />
Program: Op #1<br><br />
Design: Rouly<br><br />
Song: [[sega:Masaru Setsumaru|Bosanova Oyz]]<br><br />
Special Thanks: [[sega:Naoto Ohshima|BigIsland]], [[sega:Osamu Hori|Osamu]], Noisy Pad, [[sega:Chie Yoshida|Chiesama]], Iiyo<br clear="all">{{SonEraser}}<br />
<br />
{{SonicGenesisGames}}<br />
<br />
[[Category:Mega Drive games]]</div>
Andy198887
https://info.sonicretro.org/index.php?title=Sonic_%26_Knuckles&diff=228597
Sonic & Knuckles
2017-03-18T21:20:23Z
<p>Andy198887: </p>
<hr />
<div>{{Bob<br />
| bobscreen=Sonic_&_Knuckles_title.png<br />
| publisher=[[Sega]]<br />
| developer=[[Sonic Team]]<br />
| system=[[Sega Mega Drive]]/Genesis, [[Virtual Console]]<br />
| romsize=2 MB<br />
| players=1<br />
| releases=<br />
{{release|MD|EU|1994-10-18||1563-50}}<br />
{{release|MD|US|1994-10-18||1563}}<br />
{{release|MD|JP|1994-10-28|¥7,800|G-4124}}<br />
{{release|MD|AS|1994-11-15}}<br />
{{release|MD|AU (Platinum)|1994-12-24||FSON09SMC}}<br />
{{release|MD|BR|1994-12-01||047090}}<br />
{{release|MD|KR|1994-12-15||GM94021JG}}<br />
{{release|MD|KR (Hi-Com)|1994-12-31}}<br />
{{release|VC|JP|2009-10-27|600 pts}}<br />
{{release|VC|EU|2010-02-12|800 pts}}<br />
{{release|VC|US|2010-02-15|800 pts}}<br />
| genre=2D Platform<br />
|grb=a|esrb=e|vrc=ga|cero=a|oflc=g|djctq=l|pegi=3<br />
}}<br />
<br />
'''''Sonic & Knuckles''''' (ソニック&ナックルズ) is the direct sequel to ''[[Sonic the Hedgehog 3]]'' on the [[sega:Sega Mega Drive|Sega Mega Drive]]. Released in the same year as its predecessor, the game was the first to boast the ability of "[[Lock-On Technology]]," which allowed the game to interact with past ''Sonic the Hedgehog'' titles. It is the second half of what some consider the greatest Sonic game of all (''[[Sonic 3 & Knuckles]]'') and the final part in the "[[Death Egg Saga]]".<br />
<br />
It was also the last Sonic game led by Director [[Hirokazu Yasuhara]]. Being the swan song not just for Yasuhara but ultimately being the final Sonic game released through the [[Sega Technical Institute]], many people consider the game to be the end of the "classic" series begun with the first ''[[Sonic the Hedgehog (16-bit)|Sonic the Hedgehog]]''.<br />
<br />
==Story==<br />
[[File:S&K MD JP SonicJam manual.pdf|page=7|thumb|190px|The story to ''Sonic & Knuckles''.]]<br />
In the immediate aftermath of the ending of ''[[Sonic the Hedgehog 3]]'', the combined might of [[Sonic the Hedgehog]] and [[Miles "Tails" Prower]] were able to stop the premature relaunching of the [[Death Egg]] in the heart of the [[Launch Base Zone]], an area [[Dr. Eggman]] had built around his fallen masterpiece. Although he did not have the [[Chaos Emeralds]] in his possession, the mad genius had tried to launch the space station as the heroes attempted to infiltrate his operations, even though the tricked guardian of Angel Island, [[Knuckles the Echidna]], had tried to stop them. Crashing back into the once-floating island, the Death Egg decided to rest on the top of a volcano, the metallic image of Eggman that was built on its front now looking straight into the heart of the isle...<br />
<br />
Being airlifted back to Earth by "Tails," Sonic and his two-tailed friend landed in the [[Mushroom Hill Zone]], a lush forest full of oversized versions of its namesake. Quickly getting his bearings, Sonic looked about, seeing the still-existing form of the Death Egg sitting upon the mountain. Immediately annoyed by the fact it survived yet another crash landing, Sonic realized that Dr. Eggman would not give up on the flying fortress until it was completely destroyed. Knowing his time was not yet over on the island, Sonic spotted a familiar red figure out of the corner of his eye. Being sure to stay out of the Echidna's view, Sonic watched as Knuckles peaked his head around a doorway hidden in a thicket before running off, the door closing behind him. Once he was sure the guardian was gone, Sonic walked over to the doorway, pressing a nearby button and letting himself inside.<br />
<br />
Once in, he stood in awe at the large, glowing ring spinning inside the room, more brilliant than any he had seen on his many adventures. Thinking the ring wonderful, he could not help but reach out, his curiosity getting the better of him. Touching the [[Giant Ring]], a shrill noise filled his ears as a bright flash blocked all vision for the hedgehog. Shutting his eyes, Sonic was flung across the dimensions...<br />
<br />
[[File:S3K Emerald Shrine First Encounter.png|thumb|190px|Sonic the Hedgehog entering the [[Emerald Shrine]] for the first time.]]<br />
When his eyes opened again, Sonic found himself [[Emerald Shrine|in a place]] he had never been in before, a solemn, ornate alter inside a giant room. Looking upon it, he could see seven empty spots built around a centerpiece, which contained a gigantic emerald. In shock, Sonic did not yet realize that this was the [[Master Emerald]], a source of immense power connected to the Chaos Emeralds, and the reason the island floated before Eggman's intervention.<br />
<br />
Even more strange to the hedgehog was when the seven [[Chaos Emeralds]] he had collected so far during his time on Angel Island floated away from him, strangely attracted to the giant emerald in the center. In another flash, each emerald disappeared, replaced by a much larger stone that filled the seven empty spots. Though impressive in size, Sonic could tell that something to the stones was amiss, and touching one of them sent him into the world of the [[Special Stage (Sonic 3 & Knuckles)|Special Stage]] once more...<br />
<br />
With this, Sonic knew there was much more to the story than he originally thought. What was that giant emerald? How did Knuckles fit into all of this? And what of Eggman's true intentions? Only by restoring these seven "[[Super Emeralds]]," confronting Knuckles and entering the center of the Death Egg would Sonic be able to find the answers to his questions...<br />
<br />
"The "Sonic the Hedgehog" adventure on the "floating island" is underway and there is still more to come!"<br />
<br />
==Game Mechanics==<br />
<br />
===Gameplay===<br />
<br />
[[File:Flyingbattery.png|thumb|190px|Sonic the Hedgehog in Dr. Eggman's other flying fortress, [[Flying Battery Zone]].]]<br />
Essentially being ''[[Sonic the Hedgehog 3]] Part 2'', ''Sonic & Knuckles'' plays exactly like its predecessor. When controlling Sonic the Hedgehog, all of the same moves available to him in ''Sonic 3'' are retained: the [[spin attack]], the [[spin dash]] and the [[Insta-Shield|W spin attack]] make up the bulk of his repertoire. With these three standard moves, Sonic must run through each "Act" of the seven "Zones" under the ten minute mark, all while avoiding [[Badnik|badniks]], [[Spikes (obstacle)|spikes]], and an assortment of other dangerous pratfalls that come along his way. <br />
<br />
[[Ring|Rings]], [[Spring|springs]], loop-de-loops, and all the standard elements of the Sonic games thus far are also retained, as well as the various [[Monitor|item boxes]] that are scattered throughout each level. The entire collection of power-ups available in ''Sonic 3'' return: Speed, Invincibility, 1-ups, the Eggman box and the three new shields. The "[[Lightning Shield|Thunder Barrier]], "[[Fire Shield|Flame Barrier]]," and "[[Water Shield|Aqua Barrier]]" all retain the same abilities as the last game, although with a lack of water in any of the ''Sonic & Knuckles'' stages the Aqua Barrier's ability to allow Sonic to breathe underwater is unutilized. <br />
<br />
[[File:KnuxGlide.PNG|thumb|190px|Knuckles the Echidna gliding through the [[Mushroom Hill Zone]].]]<br />
Though "Tails" is absent as a playable character in the standalone version of ''Sonic & Knuckles'', the other title character, Knuckles the Echidna, is presented as an option on the title screen. When chosen, a short cutscene occurs, placing the game after the events of Sonic's game, Knuckles being terrorized by an [[Eggrobo]] that survived Sonic's run through the island. Possessing the same spin attack and spin dash moves as Sonic, Knuckles is also given a variety of his own unique skills that make him stand out. When a player presses the jump button twice on the control pad, Knuckles has the ability to glide, slowly descending back to the ground as he does so. If he so happens to run into a wall during this decent, he immediately grabs hold, able to climb up a variety of surfaces to let him reach higher ground. The knuckled fists that let him do the climb also come in handy when he comes across various blockades in his path. Though Sonic is forced to spin dash through certain blocks (and is completely unable to break through others), Knuckles needs to only run ahead, his fists forward, giving him access to pathways in the level that Sonic can not get to.<br />
<br />
Regardless of who you're playing as, running past the many [[Checkpoint|Star Posts]] that litter each Zone with a certain amount of rings will cause a familiar circle of stars to surround the top of the checkpoint. As opposed to ''Sonic 3's'' single Bonus Stage, ''Sonic & Knuckles'' comes packed in with two. [[Bonus Stage (Sonic 3 & Knuckles)#Sonic & Knuckles bonus stages#Rotating Maze/Slot Machine|The first]], accessible if you have between 20 and 34 rings, is a stage reminiscent of the [[Special Stage (Sonic the Hedgehog 16-bit)|Special Stage]] from the first ''[[Sonic the Hedgehog (16-bit)|Sonic the Hedgehog]]''. Rotating at the same 360 degree angle, the center of the psudo-maze features a slot machine similar to those from the [[Casino Night Zone]] of ''[[Sonic the Hedgehog 2 (16-bit)|Sonic the Hedgehog 2]]''. [[Bonus Stage (Sonic 3 & Knuckles)#Sonic & Knuckles bonus stages#Glowing Spheres|The second]], playable if you pass a checkpoint with 35 rings or more, features a room full of bumpers and flippers, along with numerous glowing spheres that Sonic is attracted to. Spinning around them, the player must push the jump button to pull away from its gravity, the direction Sonic or Knuckles if facing determining which way they will go.<br />
<br />
[[File:Hiddenpalacesk.png|thumb|190px|Sonic and Knuckles confrontation in the [[Hidden Palace Zone (S&K)|Hidden Palace Zone]].]]<br />
[[Special Stage (Sonic 3 & Knuckles)|Special Stages]] and the [[Chaos Emeralds]] within also return, accessible by finding one of the mysterious [[Giant Ring|giant rings]] hidden in the levels. The stage plays exactly like the ones in ''Sonic 3'', where Sonic or Knuckles must collect all of the blue spheres and avoid the red ones. Only available through the [[Lava Reef Zone]], collecting all seven of the emeralds with either Sonic or Knuckles allows them to transform into their respective super states, [[Super Sonic]] and [[Super Knuckles]]. Needing fifty rings to make the transformation, pressing the jump button twice will allow the characters to zoom through the levels at blazing speeds, neigh invulnerable to boot.<br />
<br />
Collecting the Chaos Emeralds also serves a greater purpose in the game. While using either character and collecting them will unlock the good ending, collecting all seven using Sonic will unlock an extra 8th level, the [[Doomsday Zone]]. Playing significantly different than the previous levels, it provides the perfect backdrop to wrapping up the "Death Egg Saga" started in the previous two games. This extra level is not available in Knuckles' game, which wraps up in the [[Sky Sanctuary Zone]], meaning he is also not normally playable in the [[Death Egg Zone]]. This shortened amount of levels is made up by the fact that Knuckles' game is considerably harder than Sonic's, with the final boss of the game being completely different.<br />
<br />
===Lock-On Technology===<br />
<br />
''Sonic the Hedgehog 3'' and ''Sonic & Knuckles'' were not only developed at the same time but originally intended to be two halves of a single game, the "complete" version of ''Sonic 3''. Due to a variety of reasons, the game was split in half, the first part coming out in February of 1994 and ''Sonic & Knuckles'' being released in October. Presented with a unique opportunity, the cartridge of ''Sonic & Knuckles'' was developed specially for the game, adding a slot on top that allowed other Mega Drive games to be connected. Depending on the game, a different result is shown:<br />
<br />
* ''[[Sonic 3 & Knuckles]]'' - Playable when connecting ''Sonic the Hedgehog 3''. Allows the full game to be accessed, with Sonic, "Tails" and Knuckles playable in both halves.<br />
* ''[[Knuckles in Sonic 2|Knuckles in Sonic the Hedgehog 2]]'' - Playable when connecting ''Sonic the Hedgehog 2''. Allows Knuckles to play through the game, with subtle design differences to take advantage of his unique moveset.<br />
* ''[[Blue Sphere]]'' - Playable when connecting ''Sonic the Hedgehog''. Allows numerous interpretations of the ''Sonic 3'' and ''Sonic & Knuckles'' Special Stages to be played, providing a sixteen-number password to pick up where the player left off.<br />
<br />
Though advertised as being "backward compatible," there is evidence in the original ''Sonic 3'' that the [[Lock-On Technology]] of ''Sonic & Knuckles'' was planned from the start, with pointers in the game code detailing where various changes in ''Sonic 3's'' level design would be when the two are connected.<br />
<br />
===Scoring===<br />
<br />
The following is an explanation on how the scoring process works within the game:<br />
<br />
'''Hitting bumpers:''' 10 points for each of the first ten hits on any given bumper; after that no more points can be gained from that bumper.<br />
<br />
'''Hitting enemies:''' ''(a chain refers to all enemies destroyed until the next time Sonic lands on some form of ground)''<br />
*First enemy in a chain = 100<br />
*Second enemy in a chain = 200<br />
*Third enemy in a chain = 500<br />
*Fourth through 15th enemies in a chain = 1,000 each<br />
*16th and all subsequent enemies in a chain = 10,000 each<br />
<br />
Destroying a [[Dr. Eggman]] '''boss robot or mini-boss''': 1,000 points<br />
<br />
'''Ring bonus''' at end of level: 100 points for each ring held<br />
<br />
'''Signpost:''' At the end of each Act 1, a signpost falls from the air; jump at it before it hits the ground to keep it in the air and score 100 points. You can get as many 100-point bonuses as you're able to keep the sign in the air for.<br />
<br />
'''Time bonus''' at end of level:<br />
*Game clock reads 0:59 or less = 50,000<br />
*Game clock reads 1:00 to 1:29 = 10,000<br />
*Game clock reads 1:30 to 1:59 = 5,000<br />
*Game clock reads 2:00 to 2:29 = 4,000<br />
*Game clock reads 2:30 to 2:59 = 3,000<br />
*Game clock reads 3:00 to 3:29 = 1,000<br />
*Game clock reads 3:30 to 9:58 = 100<br />
*Game clock reads 9:59 exactly = 100,000<br />
<br />
'''Special stage:''' 100 points for each ring held. If you collect all rings, you also get a 50,000-point [[Perfect Bonus]] (even if you don't get the Emerald).<br />
<br />
==Sound Test==<br />
<br />
[[File:SK level select.png|thumb|190px|The level select to ''Sonic & Knuckles'', which contains the sound test.]]<br />
Below is a listing of the songs available to be played through the sound test within the game, accessible through the level select code. For the songs themselves, visit the [[Sonic & Knuckles OSV]].<br />
{{multicol|<br />
*09: [[Flying Battery Zone]] Act 1<br />
*0A: [[Flying Battery Zone]] Act 2<br />
*0F: [[Mushroom Hill Zone]] Act 1<br />
*10: [[Mushroom Hill Zone]] Act 2<br />
*11: [[Sandopolis Zone]] Act 1<br />
*12: [[Sandopolis Zone]] Act 2<br />
*13: [[Lava Reef Zone]] Act 1<br />
*14: [[Lava Reef Zone]] Act 2/[[Hidden Palace Zone (S&K)|Hidden Palace Zone]]<br />
*15: [[Sky Sanctuary Zone]]<br />
*16: [[Death Egg Zone (S&K)|Death Egg Zone]] Act 1<br />
*17: [[Death Egg Zone (S&K)|Death Egg Zone]] Act 2<br />
*18: Act 1 Boss<br />
*19: Act 2 Boss<br />
*1A: [[The Doomsday Zone]]<br />
*1B: Bonus Stage: Magnetic Orbs<br />
*1C: [[Special Stage]]<br />
*1D: Bonus Stage: Slot Machine<br />
*1F: Knuckles' Theme (''[[Sonic & Knuckles]]'')<br />
*25: Title (''[[Sonic & Knuckles]]'')<br />
*27: Game Over<br />
*28: Continue/Competition Results<br />
*29: Act Clear<br />
*2A: 1-Up (''[[Sonic & Knuckles]]'')<br />
*2B: Chaos Emerald<br />
*2C: Invincibility/Super Theme (''[[Sonic & Knuckles]]'')<br />
*2E: Act 1 Boss (''[[Sonic & Knuckles]]'')<br />
*30: Final Boss<br />
*32: All Clear (''[[Sonic & Knuckles]]'')<br />
*DC: Staff Roll (''[[Sonic & Knuckles]]'')<br />
*FF: Sega (From Title Screen) In Poor Quality Sound<br />
}}<br />
The sound test for ''Sonic & Knuckles'' is the same as the sound test for ''[[Sonic 3 & Knuckles#Sound Test|Sonic 3 & Knuckles]]'', with a few exceptions:<br />
*Tracks 01 - 08 and Tracks 0B - 0E are not playable because the acts associated with the zones are located in ''[[Sonic the Hedgehog 3]]''.<br />
*Track 1E is not playable because the bonus stage is not in ''Sonic & Knuckles''.<br />
*Tracks 20 - 24 are not playable because the acts associated with the tracks are in the Competition Mode, which is located in ''Sonic the Hedgehog 3''.<br />
*Track 26 is not playable because it is the track played during the credits for ''Sonic the Hedgehog 3''.<br />
*Track 2D is not playable because it is played during the setup of Competition Mode, which is located in ''Sonic the Hedgehog 3''.<br />
*Track 31 is not playable because it is the "Drowning" theme. All of the zones in ''Sonic & Knuckles'' have no water.<br />
<br />
NOTE: In ''[[Sonic Classic Collection]]'', the mid-boss music for ''Sonic & Knuckles'' is reverted to its original ''Sonic 3'' track. However, the same was not done for ''Sonic 3 & Knuckles''.<br />
<br />
==Production Credits==<br />
Executive Producer: [[Hayao Nakayama]]<br><br />
Project Managers: [[Hisashi Suzuki]], [[Shinobu Toyoda]], [[Masaharu Yoshii]]<br><br />
Producer: [[Yuji Naka]]<br><br />
Director: [[Hirokazu Yasuhara]]<br><br />
Lead Game Designer: [[Hirokazu Yasuhara]]<br><br />
Senior Game Designers: [[Hisayoshi Yoshida]], [[Takashi Iizuka]]<br><br />
Lead Programmer: [[Yuji Naka]]<br><br />
Senior Programmers: [[Takahiro Hamano]], [[Masanobu Yamamoto]]<br><br />
Character Designer: [[Takashi Thomas Yuda]]<br><br />
C.G. Artist: [[Kunitake Aoki]]<br><br />
Animator: [[Takashi Thomas Yuda]]<br><br />
Enemy Artist: [[Satoshi Yokokawa]]<br><br />
Scene Artists: [[Kunitake Aoki]], [[Chie Yoshida]], [[Tsuneko Aoki]], [[Shigeru Okada]], [[Takashi Thomas Yuda]], [[Satoshi Yokokawa]]<br><br />
Art Assistant: [[Osamu Ohashi]]<br><br />
Music Composers: [[Howard Drossin]]<br><br />
SEGA Sound Team: [[Tokuhiko Uwabo|Bo]], [[Sachio Ogawa]], [[Yoshiaki Kashima|Milpo]], [[Masaru Setsumaru]], [[Tatsuyuki Maeda]], [[Tomonori Sawada]], [[Masayuki Nagao]], [[Jun Senoue]]<br><br />
Executive Management: [[Shoichiro Irimajiri|Shouichirou Irimajiri]], [[Tom Kalinske]], [[Paul Rioux]]<br><br />
Product Manager: Pamela Kelly<br><br />
Executive Coordinator: [[Mamoru Shigeta]], Tomio Takami, [[Diane A. Fornasier]], [[Roger Hector]], [[Takaharu Utsunomiya]]<br><br />
Testers: [[Jason Kuo]], Rick Greer, Mike Williams<br><br />
Sound Special Thanks: [[sega:Cube|Cube Corp.]], Opus Corp., Masanori Nakayama (Studio Who)<br><br />
Special Thanks: [[Jina Ishiwatari]], Emi Kawamura, [[Deborah McCracken]], Taku Makino<br><br />
Presented by: [[Sega]]<br><br />
<br />
==Manuals==<br />
{{main|Sonic & Knuckles manuals}}<br />
<gallery><br />
S&K MD UK manual.pdf|Mega Drive, UK<br />
S&K MD JP SonicJam manual.pdf|''[[Sonic Jam]]'' digital manual, JP<br />
S&K MD US SonicJam manual.pdf|''[[Sonic Jam]]'' digital manual, US<br />
</gallery><br />
<br />
==Miscellaneous==<br />
<br />
===GoodGen Version Index===<br />
<br />
*Sonic and Knuckles (W) [!]<br />
*Sonic and Knuckles & Sonic 1 (W) [!] - S&K with Sonic 1 lock-on.<br />
*Sonic and Knuckles & Sonic 2 (W) [!] - S&K with Sonic 2 lock-on.<br />
*Sonic and Knuckles & Sonic 3 (W) [!] - S&K with Sonic 3 lock-on.<br />
<br />
==Rereleases==<br />
<br />
*''[[Sonic & Knuckles Collection]]'' for PC (1997)<br />
*''[[Sonic Jam]]'' for [[Sega Saturn]] (1997)<br />
*''[[Sonic & Garfield Pack]]'' for PC (1999)<br />
*''[[Sonic Action Pack]]'' for PC (2000)<br />
*''[[Sonic Action 4 Pack]]'' for PC (2001)<br />
*''[[Twin Pack: Sonic CD and Sonic & Knuckles Collection]]'' (2002)<br />
*''[[Sonic Mega Collection]]'' for [[Nintendo GameCube]] (2002)<br />
*''[[Sega PC Mega Pack]]'' for the PC (2003)<br />
*''[[Sonic Mega Collection Plus]]'' for [[PlayStation 2]] and [[Xbox]] (2004)<br />
*''[[Sonic Mega Collection Plus & Super Monkey Ball Deluxe]]'' for the [[Xbox]] (2005)<br />
*''[[Blaze Dual Game Controller Player]]'' for the [[Blaze (company)|Blaze]] Plug and play console (2008)<br />
*''[[Sega Fun Pack: Sonic Mega Collection Plus & Shadow the Hedgehog]]'' for the [[PlayStation 2]] (2009)<br />
*''[[Sonic's Ultimate Genesis Collection]]'' for the [[PlayStation 3]] and [[Xbox 360]] (2009)<br />
*''[[Blaze Sega Mega Drive]]'' for the [[Blaze (company)|Blaze]] Plug and play console (2009)<br />
*''[[Sonic & Knuckles (Xbox Live Arcade)]]'' for the [[Xbox Live Arcade]] (2009)<br />
*''[[Sonic PC Collection]]'' for the PC (2009)<br />
*''[[Sonic Classic Collection]]'' for the [[Nintendo DS]] (2010)<br />
*''[[Virtual Console]] on [[Wii]]'' (2010)<br />
<br />
==Adaptations==<br />
<br />
Being the direct continuation of ''Sonic the Hedgehog 3'', it only made sense that both [[Archie Comics]] and [[Fleetway]] would create comic book adaptations in their respective comics based on Sonic the Hedgehog. For Archie, the comic was published not in the [[Sonic the Hedgehog (Archie comics)|main series]] but in the 48-page special ''[[Sonic & Knuckles (Archie)|Sonic & Knuckles]]''. Though taking place on the "Floating Island" and using selected set pieces from the game, the plot was largely unrelated to the game, neglecting the Death Egg entirely. Instead, the Death Egg would be utilized in the "[[Sonic Quest 1|Sonic Quest]]" mini-series. For ''[[Sonic the Comic]]'', the "Death Egg Saga" would begin in [[Sonic the Comic 043|issue 43]] and continue on through [[Sonic the Comic 053|issue 53]]. The game was also loosely adapted in the American junior novel ''[[Sonic & Knuckles (Troll Associates book)|Sonic & Knuckles]]'' by [[Michael Teitelbaum]].<br />
<br />
==Resources==<br />
<br />
{{ratings<br />
|icon=MD<br />
| cvg=91<br />
| cvg_source={{num|156}}<br />
| egm=100<br />
| egm_1=90<br />
| egm_2=90<br />
| egm_3=90<br />
| egm_source={{num|65|page=34}}<br />
| gamefan=91<br />
| gamepro=100<br />
| gamepro_source={{Num|[[Review - Sonic & Knuckles (GamePro, November 1994)|64]]}}<br />
| gameplayers=95<br />
| gamesmaster=90<br />
| gamesmaster_source={{num|22|page=36/37/38}}<br />
| gamesworld=83<br />
| gamesworld_source={{num|7|page=14}}<br />
| mega=92<br />
| mega_source={{num|26|page=12/13/14/15/16/17}}<br />
|smz=85<br />
|smz_source={{Num|[[Review - Sonic & Knuckles (MegaZone, October 1994)|44]]}}<br />
|segamaguk=92<br />
|segamaguk_source=[[Review - Sonic & Knuckles (Sega Magazine, October 1994)|80/81]]<br />
|segapower=90<br />
|segapower_source=[[Review - Sonic & Knuckles (Sega Power, November 1994)|Nov. 1994]]<br />
|segapro=90<br />
|segapro_source=[[Review - Sonic & Knuckles (Sega Pro, November 1994)|#38 Pg 46/47]]<br />
| stc=91<br />
| stc_source={{num|43|page=10}}<br />
| stc_1=87<br />
| stc_source_1={{num|83|page=11}}<br />
|vgce=90<br />
}}<br />
<br />
===ROM Modification===<br />
<br />
====Disassemblies====<br />
* [[Disassemblies#Sonic & Knuckles|A complete list of ''Sonic & Knuckles'' disassemblies]].<br />
<!-- FIXME: Link to a specific revision? --><br />
* [https://github.com/sonicretro/skdisasm View the disassembly on GitHub.]<br />
* [https://github.com/sonicretro/skdisasm/archive/master.zip Download the complete disassembly direct from GitHub. (latest revision)]<br />
<br />
====Hacking Guides====<br />
*[[SCHG:Sonic 3 & Knuckles|Sonic Community Hacking Guide/Sonic 3 & Knuckles]] - Also applies to ''Sonic & Knuckles'' alone.<br />
<br />
==Promotional Material==<br />
<gallery><br />
SonicandKnuckles MD UK TVAdvert.mp4|UK TV advert<br />
</gallery><br />
<br />
==Physical Scans==<br />
{{Scanbox<br />
| console=Mega Drive<br />
| region=JP<br />
| front=sk-box-jap.jpg<br />
| back=Sk-box-jap-back.jpg<br />
| cart=sk_md_jp_cart.jpg<br />
| manual=<br />
}}{{Scanbox<br />
| console=Mega Drive<br />
| region=US<br />
| front=sk-box-us.jpg<br />
| cart=SonicnKnucklesCart.jpg<br />
| manual=<br />
| item1=S&K MD US merch sheet.pdf<br />
| item1name=Merch sheet<br />
}}{{Scanbox<br />
| console=Mega Drive<br />
| region=EU<br />
| front=Sk md eu cover alt.jpg<br />
| cart=S&k-md-eu-cart.jpg<br />
| manual=<br />
}}<br />
{{scanbox<br />
| console=Mega Drive<br />
| region=UK<br />
| front=<br />
| manual=S&K MD UK manual.pdf<br />
}}<br />
{{Scanbox<br />
| console=Mega Drive<br />
| region=AU ([[sega:Sega Platinum Collection|Platinum Collection]])<br />
| front=Sk md au plat cover.jpg<br />
| cart=<br />
| manual=<br />
}}{{Scanbox<br />
| console=Mega Drive<br />
| region=BR<br />
| front=SonicandKnuckles MD BR Box.jpg<br />
| cart=<br />
| manual=<br />
}}{{Scanbox<br />
| console=Mega Drive<br />
| region=Asia<br />
| front=Sk md asian cover.jpg<br />
| back=Sk md asian back cover.jpg<br />
| spine=<br />
| spinemissing=yes<br />
| cart=Sk md asian cart.jpg<br />
| manual=<br />
}}{{Scanbox<br />
| console=Mega Drive<br />
| region=KR<br />
| front=Sk md korean cover.jpg<br />
| back=<br />
| spine=<br />
| spinemissing=<br />
| cart=S&K MD KR cart.jpg<br />
| cartback=S&K MD KR cartback.jpg<br />
| manual=<br />
}}<br />
<br />
==Artwork==<br />
<gallery><br />
File:SSS SONIC27.png<br />
File:SSS SONIC37.png<br />
File:SSS SONIC32.png<br />
File:SSS SONICD .png<br />
Image:CE SK 01.png<br />
Image:CE SK 02.png<br />
Image:CE SK 03.png<br />
Image:CE SK 04.png<br />
Image:CE SK 05.png<br />
Image:CE SK 06.png<br />
Image:SSS SONIC42.png<br />
</gallery><br />
<br />
==External Links==<br />
* [http://vc.sega.jp/vc_sandk/ Sega of Japan Virtual Console page (Japanese)]<br />
* [http://www.theghz.com/sonic/s&k/s&k.html ''Sonic & Knuckles''] on [[The Green Hill Zone]]<br />
* [http://soniczone0.com/games/sonicandknuckles/backgroundinfo/ ''Sonic & Knuckles''] on [[Zone: 0]]<br />
<br />
{{S&KOmni}}<br />
{{SonicGenesisGames}}<br />
{{SonicVirtualConsole/WiiWareGames}}<br />
[[Category:Virtual Console/WiiWare games]]<br />
[[Category:Mega Drive games]]</div>
Andy198887
https://info.sonicretro.org/index.php?title=Sonic_%26_Knuckles&diff=228596
Sonic & Knuckles
2017-03-18T21:19:30Z
<p>Andy198887: </p>
<hr />
<div>{{Bob<br />
| bobscreen=Sonic_&_Knuckles_title.png<br />
| publisher=[[Sega]]<br />
| developer=[[Sonic Team]]<br />
| system=[[Sega Mega Drive]]/Genesis, [[Virtual Console]]<br />
| romsize=2 MB<br />
| players=1<br />
| releases=<br />
{{release|MD|EU|1994-10-18||1563-50}}<br />
{{release|MD|US|1994-10-18||1563}}<br />
{{release|MD|JP|1994-10-28|¥7,800|G-4124}}<br />
{{release|MD|AS|1994-11-15}}<br />
{{release|MD|AU (Platinum)|1994-12-24||FSON09SMC}}<br />
{{release|MD|BR|1994-12-01||047090}}<br />
{{release|MD|KR|1994-12-15||GM94021JG}}<br />
{{release|MD|KR (Hi-Com)}}<br />
{{release|VC|JP|2009-10-27|600 pts}}<br />
{{release|VC|EU|2010-02-12|800 pts}}<br />
{{release|VC|US|2010-02-15|800 pts}}<br />
| genre=2D Platform<br />
|grb=a|esrb=e|vrc=ga|cero=a|oflc=g|djctq=l|pegi=3<br />
}}<br />
<br />
'''''Sonic & Knuckles''''' (ソニック&ナックルズ) is the direct sequel to ''[[Sonic the Hedgehog 3]]'' on the [[sega:Sega Mega Drive|Sega Mega Drive]]. Released in the same year as its predecessor, the game was the first to boast the ability of "[[Lock-On Technology]]," which allowed the game to interact with past ''Sonic the Hedgehog'' titles. It is the second half of what some consider the greatest Sonic game of all (''[[Sonic 3 & Knuckles]]'') and the final part in the "[[Death Egg Saga]]".<br />
<br />
It was also the last Sonic game led by Director [[Hirokazu Yasuhara]]. Being the swan song not just for Yasuhara but ultimately being the final Sonic game released through the [[Sega Technical Institute]], many people consider the game to be the end of the "classic" series begun with the first ''[[Sonic the Hedgehog (16-bit)|Sonic the Hedgehog]]''.<br />
<br />
==Story==<br />
[[File:S&K MD JP SonicJam manual.pdf|page=7|thumb|190px|The story to ''Sonic & Knuckles''.]]<br />
In the immediate aftermath of the ending of ''[[Sonic the Hedgehog 3]]'', the combined might of [[Sonic the Hedgehog]] and [[Miles "Tails" Prower]] were able to stop the premature relaunching of the [[Death Egg]] in the heart of the [[Launch Base Zone]], an area [[Dr. Eggman]] had built around his fallen masterpiece. Although he did not have the [[Chaos Emeralds]] in his possession, the mad genius had tried to launch the space station as the heroes attempted to infiltrate his operations, even though the tricked guardian of Angel Island, [[Knuckles the Echidna]], had tried to stop them. Crashing back into the once-floating island, the Death Egg decided to rest on the top of a volcano, the metallic image of Eggman that was built on its front now looking straight into the heart of the isle...<br />
<br />
Being airlifted back to Earth by "Tails," Sonic and his two-tailed friend landed in the [[Mushroom Hill Zone]], a lush forest full of oversized versions of its namesake. Quickly getting his bearings, Sonic looked about, seeing the still-existing form of the Death Egg sitting upon the mountain. Immediately annoyed by the fact it survived yet another crash landing, Sonic realized that Dr. Eggman would not give up on the flying fortress until it was completely destroyed. Knowing his time was not yet over on the island, Sonic spotted a familiar red figure out of the corner of his eye. Being sure to stay out of the Echidna's view, Sonic watched as Knuckles peaked his head around a doorway hidden in a thicket before running off, the door closing behind him. Once he was sure the guardian was gone, Sonic walked over to the doorway, pressing a nearby button and letting himself inside.<br />
<br />
Once in, he stood in awe at the large, glowing ring spinning inside the room, more brilliant than any he had seen on his many adventures. Thinking the ring wonderful, he could not help but reach out, his curiosity getting the better of him. Touching the [[Giant Ring]], a shrill noise filled his ears as a bright flash blocked all vision for the hedgehog. Shutting his eyes, Sonic was flung across the dimensions...<br />
<br />
[[File:S3K Emerald Shrine First Encounter.png|thumb|190px|Sonic the Hedgehog entering the [[Emerald Shrine]] for the first time.]]<br />
When his eyes opened again, Sonic found himself [[Emerald Shrine|in a place]] he had never been in before, a solemn, ornate alter inside a giant room. Looking upon it, he could see seven empty spots built around a centerpiece, which contained a gigantic emerald. In shock, Sonic did not yet realize that this was the [[Master Emerald]], a source of immense power connected to the Chaos Emeralds, and the reason the island floated before Eggman's intervention.<br />
<br />
Even more strange to the hedgehog was when the seven [[Chaos Emeralds]] he had collected so far during his time on Angel Island floated away from him, strangely attracted to the giant emerald in the center. In another flash, each emerald disappeared, replaced by a much larger stone that filled the seven empty spots. Though impressive in size, Sonic could tell that something to the stones was amiss, and touching one of them sent him into the world of the [[Special Stage (Sonic 3 & Knuckles)|Special Stage]] once more...<br />
<br />
With this, Sonic knew there was much more to the story than he originally thought. What was that giant emerald? How did Knuckles fit into all of this? And what of Eggman's true intentions? Only by restoring these seven "[[Super Emeralds]]," confronting Knuckles and entering the center of the Death Egg would Sonic be able to find the answers to his questions...<br />
<br />
"The "Sonic the Hedgehog" adventure on the "floating island" is underway and there is still more to come!"<br />
<br />
==Game Mechanics==<br />
<br />
===Gameplay===<br />
<br />
[[File:Flyingbattery.png|thumb|190px|Sonic the Hedgehog in Dr. Eggman's other flying fortress, [[Flying Battery Zone]].]]<br />
Essentially being ''[[Sonic the Hedgehog 3]] Part 2'', ''Sonic & Knuckles'' plays exactly like its predecessor. When controlling Sonic the Hedgehog, all of the same moves available to him in ''Sonic 3'' are retained: the [[spin attack]], the [[spin dash]] and the [[Insta-Shield|W spin attack]] make up the bulk of his repertoire. With these three standard moves, Sonic must run through each "Act" of the seven "Zones" under the ten minute mark, all while avoiding [[Badnik|badniks]], [[Spikes (obstacle)|spikes]], and an assortment of other dangerous pratfalls that come along his way. <br />
<br />
[[Ring|Rings]], [[Spring|springs]], loop-de-loops, and all the standard elements of the Sonic games thus far are also retained, as well as the various [[Monitor|item boxes]] that are scattered throughout each level. The entire collection of power-ups available in ''Sonic 3'' return: Speed, Invincibility, 1-ups, the Eggman box and the three new shields. The "[[Lightning Shield|Thunder Barrier]], "[[Fire Shield|Flame Barrier]]," and "[[Water Shield|Aqua Barrier]]" all retain the same abilities as the last game, although with a lack of water in any of the ''Sonic & Knuckles'' stages the Aqua Barrier's ability to allow Sonic to breathe underwater is unutilized. <br />
<br />
[[File:KnuxGlide.PNG|thumb|190px|Knuckles the Echidna gliding through the [[Mushroom Hill Zone]].]]<br />
Though "Tails" is absent as a playable character in the standalone version of ''Sonic & Knuckles'', the other title character, Knuckles the Echidna, is presented as an option on the title screen. When chosen, a short cutscene occurs, placing the game after the events of Sonic's game, Knuckles being terrorized by an [[Eggrobo]] that survived Sonic's run through the island. Possessing the same spin attack and spin dash moves as Sonic, Knuckles is also given a variety of his own unique skills that make him stand out. When a player presses the jump button twice on the control pad, Knuckles has the ability to glide, slowly descending back to the ground as he does so. If he so happens to run into a wall during this decent, he immediately grabs hold, able to climb up a variety of surfaces to let him reach higher ground. The knuckled fists that let him do the climb also come in handy when he comes across various blockades in his path. Though Sonic is forced to spin dash through certain blocks (and is completely unable to break through others), Knuckles needs to only run ahead, his fists forward, giving him access to pathways in the level that Sonic can not get to.<br />
<br />
Regardless of who you're playing as, running past the many [[Checkpoint|Star Posts]] that litter each Zone with a certain amount of rings will cause a familiar circle of stars to surround the top of the checkpoint. As opposed to ''Sonic 3's'' single Bonus Stage, ''Sonic & Knuckles'' comes packed in with two. [[Bonus Stage (Sonic 3 & Knuckles)#Sonic & Knuckles bonus stages#Rotating Maze/Slot Machine|The first]], accessible if you have between 20 and 34 rings, is a stage reminiscent of the [[Special Stage (Sonic the Hedgehog 16-bit)|Special Stage]] from the first ''[[Sonic the Hedgehog (16-bit)|Sonic the Hedgehog]]''. Rotating at the same 360 degree angle, the center of the psudo-maze features a slot machine similar to those from the [[Casino Night Zone]] of ''[[Sonic the Hedgehog 2 (16-bit)|Sonic the Hedgehog 2]]''. [[Bonus Stage (Sonic 3 & Knuckles)#Sonic & Knuckles bonus stages#Glowing Spheres|The second]], playable if you pass a checkpoint with 35 rings or more, features a room full of bumpers and flippers, along with numerous glowing spheres that Sonic is attracted to. Spinning around them, the player must push the jump button to pull away from its gravity, the direction Sonic or Knuckles if facing determining which way they will go.<br />
<br />
[[File:Hiddenpalacesk.png|thumb|190px|Sonic and Knuckles confrontation in the [[Hidden Palace Zone (S&K)|Hidden Palace Zone]].]]<br />
[[Special Stage (Sonic 3 & Knuckles)|Special Stages]] and the [[Chaos Emeralds]] within also return, accessible by finding one of the mysterious [[Giant Ring|giant rings]] hidden in the levels. The stage plays exactly like the ones in ''Sonic 3'', where Sonic or Knuckles must collect all of the blue spheres and avoid the red ones. Only available through the [[Lava Reef Zone]], collecting all seven of the emeralds with either Sonic or Knuckles allows them to transform into their respective super states, [[Super Sonic]] and [[Super Knuckles]]. Needing fifty rings to make the transformation, pressing the jump button twice will allow the characters to zoom through the levels at blazing speeds, neigh invulnerable to boot.<br />
<br />
Collecting the Chaos Emeralds also serves a greater purpose in the game. While using either character and collecting them will unlock the good ending, collecting all seven using Sonic will unlock an extra 8th level, the [[Doomsday Zone]]. Playing significantly different than the previous levels, it provides the perfect backdrop to wrapping up the "Death Egg Saga" started in the previous two games. This extra level is not available in Knuckles' game, which wraps up in the [[Sky Sanctuary Zone]], meaning he is also not normally playable in the [[Death Egg Zone]]. This shortened amount of levels is made up by the fact that Knuckles' game is considerably harder than Sonic's, with the final boss of the game being completely different.<br />
<br />
===Lock-On Technology===<br />
<br />
''Sonic the Hedgehog 3'' and ''Sonic & Knuckles'' were not only developed at the same time but originally intended to be two halves of a single game, the "complete" version of ''Sonic 3''. Due to a variety of reasons, the game was split in half, the first part coming out in February of 1994 and ''Sonic & Knuckles'' being released in October. Presented with a unique opportunity, the cartridge of ''Sonic & Knuckles'' was developed specially for the game, adding a slot on top that allowed other Mega Drive games to be connected. Depending on the game, a different result is shown:<br />
<br />
* ''[[Sonic 3 & Knuckles]]'' - Playable when connecting ''Sonic the Hedgehog 3''. Allows the full game to be accessed, with Sonic, "Tails" and Knuckles playable in both halves.<br />
* ''[[Knuckles in Sonic 2|Knuckles in Sonic the Hedgehog 2]]'' - Playable when connecting ''Sonic the Hedgehog 2''. Allows Knuckles to play through the game, with subtle design differences to take advantage of his unique moveset.<br />
* ''[[Blue Sphere]]'' - Playable when connecting ''Sonic the Hedgehog''. Allows numerous interpretations of the ''Sonic 3'' and ''Sonic & Knuckles'' Special Stages to be played, providing a sixteen-number password to pick up where the player left off.<br />
<br />
Though advertised as being "backward compatible," there is evidence in the original ''Sonic 3'' that the [[Lock-On Technology]] of ''Sonic & Knuckles'' was planned from the start, with pointers in the game code detailing where various changes in ''Sonic 3's'' level design would be when the two are connected.<br />
<br />
===Scoring===<br />
<br />
The following is an explanation on how the scoring process works within the game:<br />
<br />
'''Hitting bumpers:''' 10 points for each of the first ten hits on any given bumper; after that no more points can be gained from that bumper.<br />
<br />
'''Hitting enemies:''' ''(a chain refers to all enemies destroyed until the next time Sonic lands on some form of ground)''<br />
*First enemy in a chain = 100<br />
*Second enemy in a chain = 200<br />
*Third enemy in a chain = 500<br />
*Fourth through 15th enemies in a chain = 1,000 each<br />
*16th and all subsequent enemies in a chain = 10,000 each<br />
<br />
Destroying a [[Dr. Eggman]] '''boss robot or mini-boss''': 1,000 points<br />
<br />
'''Ring bonus''' at end of level: 100 points for each ring held<br />
<br />
'''Signpost:''' At the end of each Act 1, a signpost falls from the air; jump at it before it hits the ground to keep it in the air and score 100 points. You can get as many 100-point bonuses as you're able to keep the sign in the air for.<br />
<br />
'''Time bonus''' at end of level:<br />
*Game clock reads 0:59 or less = 50,000<br />
*Game clock reads 1:00 to 1:29 = 10,000<br />
*Game clock reads 1:30 to 1:59 = 5,000<br />
*Game clock reads 2:00 to 2:29 = 4,000<br />
*Game clock reads 2:30 to 2:59 = 3,000<br />
*Game clock reads 3:00 to 3:29 = 1,000<br />
*Game clock reads 3:30 to 9:58 = 100<br />
*Game clock reads 9:59 exactly = 100,000<br />
<br />
'''Special stage:''' 100 points for each ring held. If you collect all rings, you also get a 50,000-point [[Perfect Bonus]] (even if you don't get the Emerald).<br />
<br />
==Sound Test==<br />
<br />
[[File:SK level select.png|thumb|190px|The level select to ''Sonic & Knuckles'', which contains the sound test.]]<br />
Below is a listing of the songs available to be played through the sound test within the game, accessible through the level select code. For the songs themselves, visit the [[Sonic & Knuckles OSV]].<br />
{{multicol|<br />
*09: [[Flying Battery Zone]] Act 1<br />
*0A: [[Flying Battery Zone]] Act 2<br />
*0F: [[Mushroom Hill Zone]] Act 1<br />
*10: [[Mushroom Hill Zone]] Act 2<br />
*11: [[Sandopolis Zone]] Act 1<br />
*12: [[Sandopolis Zone]] Act 2<br />
*13: [[Lava Reef Zone]] Act 1<br />
*14: [[Lava Reef Zone]] Act 2/[[Hidden Palace Zone (S&K)|Hidden Palace Zone]]<br />
*15: [[Sky Sanctuary Zone]]<br />
*16: [[Death Egg Zone (S&K)|Death Egg Zone]] Act 1<br />
*17: [[Death Egg Zone (S&K)|Death Egg Zone]] Act 2<br />
*18: Act 1 Boss<br />
*19: Act 2 Boss<br />
*1A: [[The Doomsday Zone]]<br />
*1B: Bonus Stage: Magnetic Orbs<br />
*1C: [[Special Stage]]<br />
*1D: Bonus Stage: Slot Machine<br />
*1F: Knuckles' Theme (''[[Sonic & Knuckles]]'')<br />
*25: Title (''[[Sonic & Knuckles]]'')<br />
*27: Game Over<br />
*28: Continue/Competition Results<br />
*29: Act Clear<br />
*2A: 1-Up (''[[Sonic & Knuckles]]'')<br />
*2B: Chaos Emerald<br />
*2C: Invincibility/Super Theme (''[[Sonic & Knuckles]]'')<br />
*2E: Act 1 Boss (''[[Sonic & Knuckles]]'')<br />
*30: Final Boss<br />
*32: All Clear (''[[Sonic & Knuckles]]'')<br />
*DC: Staff Roll (''[[Sonic & Knuckles]]'')<br />
*FF: Sega (From Title Screen) In Poor Quality Sound<br />
}}<br />
The sound test for ''Sonic & Knuckles'' is the same as the sound test for ''[[Sonic 3 & Knuckles#Sound Test|Sonic 3 & Knuckles]]'', with a few exceptions:<br />
*Tracks 01 - 08 and Tracks 0B - 0E are not playable because the acts associated with the zones are located in ''[[Sonic the Hedgehog 3]]''.<br />
*Track 1E is not playable because the bonus stage is not in ''Sonic & Knuckles''.<br />
*Tracks 20 - 24 are not playable because the acts associated with the tracks are in the Competition Mode, which is located in ''Sonic the Hedgehog 3''.<br />
*Track 26 is not playable because it is the track played during the credits for ''Sonic the Hedgehog 3''.<br />
*Track 2D is not playable because it is played during the setup of Competition Mode, which is located in ''Sonic the Hedgehog 3''.<br />
*Track 31 is not playable because it is the "Drowning" theme. All of the zones in ''Sonic & Knuckles'' have no water.<br />
<br />
NOTE: In ''[[Sonic Classic Collection]]'', the mid-boss music for ''Sonic & Knuckles'' is reverted to its original ''Sonic 3'' track. However, the same was not done for ''Sonic 3 & Knuckles''.<br />
<br />
==Production Credits==<br />
Executive Producer: [[Hayao Nakayama]]<br><br />
Project Managers: [[Hisashi Suzuki]], [[Shinobu Toyoda]], [[Masaharu Yoshii]]<br><br />
Producer: [[Yuji Naka]]<br><br />
Director: [[Hirokazu Yasuhara]]<br><br />
Lead Game Designer: [[Hirokazu Yasuhara]]<br><br />
Senior Game Designers: [[Hisayoshi Yoshida]], [[Takashi Iizuka]]<br><br />
Lead Programmer: [[Yuji Naka]]<br><br />
Senior Programmers: [[Takahiro Hamano]], [[Masanobu Yamamoto]]<br><br />
Character Designer: [[Takashi Thomas Yuda]]<br><br />
C.G. Artist: [[Kunitake Aoki]]<br><br />
Animator: [[Takashi Thomas Yuda]]<br><br />
Enemy Artist: [[Satoshi Yokokawa]]<br><br />
Scene Artists: [[Kunitake Aoki]], [[Chie Yoshida]], [[Tsuneko Aoki]], [[Shigeru Okada]], [[Takashi Thomas Yuda]], [[Satoshi Yokokawa]]<br><br />
Art Assistant: [[Osamu Ohashi]]<br><br />
Music Composers: [[Howard Drossin]]<br><br />
SEGA Sound Team: [[Tokuhiko Uwabo|Bo]], [[Sachio Ogawa]], [[Yoshiaki Kashima|Milpo]], [[Masaru Setsumaru]], [[Tatsuyuki Maeda]], [[Tomonori Sawada]], [[Masayuki Nagao]], [[Jun Senoue]]<br><br />
Executive Management: [[Shoichiro Irimajiri|Shouichirou Irimajiri]], [[Tom Kalinske]], [[Paul Rioux]]<br><br />
Product Manager: Pamela Kelly<br><br />
Executive Coordinator: [[Mamoru Shigeta]], Tomio Takami, [[Diane A. Fornasier]], [[Roger Hector]], [[Takaharu Utsunomiya]]<br><br />
Testers: [[Jason Kuo]], Rick Greer, Mike Williams<br><br />
Sound Special Thanks: [[sega:Cube|Cube Corp.]], Opus Corp., Masanori Nakayama (Studio Who)<br><br />
Special Thanks: [[Jina Ishiwatari]], Emi Kawamura, [[Deborah McCracken]], Taku Makino<br><br />
Presented by: [[Sega]]<br><br />
<br />
==Manuals==<br />
{{main|Sonic & Knuckles manuals}}<br />
<gallery><br />
S&K MD UK manual.pdf|Mega Drive, UK<br />
S&K MD JP SonicJam manual.pdf|''[[Sonic Jam]]'' digital manual, JP<br />
S&K MD US SonicJam manual.pdf|''[[Sonic Jam]]'' digital manual, US<br />
</gallery><br />
<br />
==Miscellaneous==<br />
<br />
===GoodGen Version Index===<br />
<br />
*Sonic and Knuckles (W) [!]<br />
*Sonic and Knuckles & Sonic 1 (W) [!] - S&K with Sonic 1 lock-on.<br />
*Sonic and Knuckles & Sonic 2 (W) [!] - S&K with Sonic 2 lock-on.<br />
*Sonic and Knuckles & Sonic 3 (W) [!] - S&K with Sonic 3 lock-on.<br />
<br />
==Rereleases==<br />
<br />
*''[[Sonic & Knuckles Collection]]'' for PC (1997)<br />
*''[[Sonic Jam]]'' for [[Sega Saturn]] (1997)<br />
*''[[Sonic & Garfield Pack]]'' for PC (1999)<br />
*''[[Sonic Action Pack]]'' for PC (2000)<br />
*''[[Sonic Action 4 Pack]]'' for PC (2001)<br />
*''[[Twin Pack: Sonic CD and Sonic & Knuckles Collection]]'' (2002)<br />
*''[[Sonic Mega Collection]]'' for [[Nintendo GameCube]] (2002)<br />
*''[[Sega PC Mega Pack]]'' for the PC (2003)<br />
*''[[Sonic Mega Collection Plus]]'' for [[PlayStation 2]] and [[Xbox]] (2004)<br />
*''[[Sonic Mega Collection Plus & Super Monkey Ball Deluxe]]'' for the [[Xbox]] (2005)<br />
*''[[Blaze Dual Game Controller Player]]'' for the [[Blaze (company)|Blaze]] Plug and play console (2008)<br />
*''[[Sega Fun Pack: Sonic Mega Collection Plus & Shadow the Hedgehog]]'' for the [[PlayStation 2]] (2009)<br />
*''[[Sonic's Ultimate Genesis Collection]]'' for the [[PlayStation 3]] and [[Xbox 360]] (2009)<br />
*''[[Blaze Sega Mega Drive]]'' for the [[Blaze (company)|Blaze]] Plug and play console (2009)<br />
*''[[Sonic & Knuckles (Xbox Live Arcade)]]'' for the [[Xbox Live Arcade]] (2009)<br />
*''[[Sonic PC Collection]]'' for the PC (2009)<br />
*''[[Sonic Classic Collection]]'' for the [[Nintendo DS]] (2010)<br />
*''[[Virtual Console]] on [[Wii]]'' (2010)<br />
<br />
==Adaptations==<br />
<br />
Being the direct continuation of ''Sonic the Hedgehog 3'', it only made sense that both [[Archie Comics]] and [[Fleetway]] would create comic book adaptations in their respective comics based on Sonic the Hedgehog. For Archie, the comic was published not in the [[Sonic the Hedgehog (Archie comics)|main series]] but in the 48-page special ''[[Sonic & Knuckles (Archie)|Sonic & Knuckles]]''. Though taking place on the "Floating Island" and using selected set pieces from the game, the plot was largely unrelated to the game, neglecting the Death Egg entirely. Instead, the Death Egg would be utilized in the "[[Sonic Quest 1|Sonic Quest]]" mini-series. For ''[[Sonic the Comic]]'', the "Death Egg Saga" would begin in [[Sonic the Comic 043|issue 43]] and continue on through [[Sonic the Comic 053|issue 53]]. The game was also loosely adapted in the American junior novel ''[[Sonic & Knuckles (Troll Associates book)|Sonic & Knuckles]]'' by [[Michael Teitelbaum]].<br />
<br />
==Resources==<br />
<br />
{{ratings<br />
|icon=MD<br />
| cvg=91<br />
| cvg_source={{num|156}}<br />
| egm=100<br />
| egm_1=90<br />
| egm_2=90<br />
| egm_3=90<br />
| egm_source={{num|65|page=34}}<br />
| gamefan=91<br />
| gamepro=100<br />
| gamepro_source={{Num|[[Review - Sonic & Knuckles (GamePro, November 1994)|64]]}}<br />
| gameplayers=95<br />
| gamesmaster=90<br />
| gamesmaster_source={{num|22|page=36/37/38}}<br />
| gamesworld=83<br />
| gamesworld_source={{num|7|page=14}}<br />
| mega=92<br />
| mega_source={{num|26|page=12/13/14/15/16/17}}<br />
|smz=85<br />
|smz_source={{Num|[[Review - Sonic & Knuckles (MegaZone, October 1994)|44]]}}<br />
|segamaguk=92<br />
|segamaguk_source=[[Review - Sonic & Knuckles (Sega Magazine, October 1994)|80/81]]<br />
|segapower=90<br />
|segapower_source=[[Review - Sonic & Knuckles (Sega Power, November 1994)|Nov. 1994]]<br />
|segapro=90<br />
|segapro_source=[[Review - Sonic & Knuckles (Sega Pro, November 1994)|#38 Pg 46/47]]<br />
| stc=91<br />
| stc_source={{num|43|page=10}}<br />
| stc_1=87<br />
| stc_source_1={{num|83|page=11}}<br />
|vgce=90<br />
}}<br />
<br />
===ROM Modification===<br />
<br />
====Disassemblies====<br />
* [[Disassemblies#Sonic & Knuckles|A complete list of ''Sonic & Knuckles'' disassemblies]].<br />
<!-- FIXME: Link to a specific revision? --><br />
* [https://github.com/sonicretro/skdisasm View the disassembly on GitHub.]<br />
* [https://github.com/sonicretro/skdisasm/archive/master.zip Download the complete disassembly direct from GitHub. (latest revision)]<br />
<br />
====Hacking Guides====<br />
*[[SCHG:Sonic 3 & Knuckles|Sonic Community Hacking Guide/Sonic 3 & Knuckles]] - Also applies to ''Sonic & Knuckles'' alone.<br />
<br />
==Promotional Material==<br />
<gallery><br />
SonicandKnuckles MD UK TVAdvert.mp4|UK TV advert<br />
</gallery><br />
<br />
==Physical Scans==<br />
{{Scanbox<br />
| console=Mega Drive<br />
| region=JP<br />
| front=sk-box-jap.jpg<br />
| back=Sk-box-jap-back.jpg<br />
| cart=sk_md_jp_cart.jpg<br />
| manual=<br />
}}{{Scanbox<br />
| console=Mega Drive<br />
| region=US<br />
| front=sk-box-us.jpg<br />
| cart=SonicnKnucklesCart.jpg<br />
| manual=<br />
| item1=S&K MD US merch sheet.pdf<br />
| item1name=Merch sheet<br />
}}{{Scanbox<br />
| console=Mega Drive<br />
| region=EU<br />
| front=Sk md eu cover alt.jpg<br />
| cart=S&k-md-eu-cart.jpg<br />
| manual=<br />
}}<br />
{{scanbox<br />
| console=Mega Drive<br />
| region=UK<br />
| front=<br />
| manual=S&K MD UK manual.pdf<br />
}}<br />
{{Scanbox<br />
| console=Mega Drive<br />
| region=AU ([[sega:Sega Platinum Collection|Platinum Collection]])<br />
| front=Sk md au plat cover.jpg<br />
| cart=<br />
| manual=<br />
}}{{Scanbox<br />
| console=Mega Drive<br />
| region=BR<br />
| front=SonicandKnuckles MD BR Box.jpg<br />
| cart=<br />
| manual=<br />
}}{{Scanbox<br />
| console=Mega Drive<br />
| region=Asia<br />
| front=Sk md asian cover.jpg<br />
| back=Sk md asian back cover.jpg<br />
| spine=<br />
| spinemissing=yes<br />
| cart=Sk md asian cart.jpg<br />
| manual=<br />
}}{{Scanbox<br />
| console=Mega Drive<br />
| region=KR<br />
| front=Sk md korean cover.jpg<br />
| back=<br />
| spine=<br />
| spinemissing=<br />
| cart=S&K MD KR cart.jpg<br />
| cartback=S&K MD KR cartback.jpg<br />
| manual=<br />
}}<br />
<br />
==Artwork==<br />
<gallery><br />
File:SSS SONIC27.png<br />
File:SSS SONIC37.png<br />
File:SSS SONIC32.png<br />
File:SSS SONICD .png<br />
Image:CE SK 01.png<br />
Image:CE SK 02.png<br />
Image:CE SK 03.png<br />
Image:CE SK 04.png<br />
Image:CE SK 05.png<br />
Image:CE SK 06.png<br />
Image:SSS SONIC42.png<br />
</gallery><br />
<br />
==External Links==<br />
* [http://vc.sega.jp/vc_sandk/ Sega of Japan Virtual Console page (Japanese)]<br />
* [http://www.theghz.com/sonic/s&k/s&k.html ''Sonic & Knuckles''] on [[The Green Hill Zone]]<br />
* [http://soniczone0.com/games/sonicandknuckles/backgroundinfo/ ''Sonic & Knuckles''] on [[Zone: 0]]<br />
<br />
{{S&KOmni}}<br />
{{SonicGenesisGames}}<br />
{{SonicVirtualConsole/WiiWareGames}}<br />
[[Category:Virtual Console/WiiWare games]]<br />
[[Category:Mega Drive games]]</div>
Andy198887
https://info.sonicretro.org/index.php?title=Waku_Waku_Sonic_Patrol_Car&diff=228595
Waku Waku Sonic Patrol Car
2017-03-18T21:15:06Z
<p>Andy198887: </p>
<hr />
<div>{{Bob<br />
| bobscreen=WakuSonicOpening.png<br />
| screenwidth=320<br />
| publisher=[[Sega]]<br />
| developer=<br />
| system=<br />
|releases=<br />
{{release|Arcade|JP|1991-12-15}}<br />
| genre=Racing<br />
}}<br />
<br />
'''''Waku Waku Sonic Patrol Car''''' (わくわくソニックパトカー) is a kiddy ride that features Sonic playing the role of a police officer, patrolling the streets of a city and keeping it safe from [[Doctor Eggman]]. The game was released on December 1991, in both Japanese and English. The English version was not exported to other countries and likely was used in areas where a large number of english speaking tourists frequent.<br />
<br />
The game uses the background music from [[Green Hill Zone]] in the original ''[[Sonic the Hedgehog (16-bit)|Sonic the Hedgehog]]'', although the sprites onscreen are refined and looks quite different from those used in the original Sonic the Hedgehog for the Sega Genesis/MegaDrive. Also, there are speech samples in the game. Sonic speaks in Japanese throughout the game/ride.<br />
<br />
On September 17th, 2015 it was announced that the game had been dumped and will be emulatable in the next version of MAME.[http://www.mameworld.info/ubbthreads/showflat.php?Number=345231]<br />
<br />
==Story==<br />
The game begins with Sonic providing an introductory speech, then pulling out of a police station and hops into his patrol car. At this point the ride begins to move and the player can control Sonic's car as they please. Along the way, the action pauses to let a group of flickies cross the road. As the ride resumes, things remain peaceful for another short period of time, then Eggman shows up and starts shoving cars aside. The player is expected to then activate the siren and pursue him, occasionally jumping out of the car briefly to injure Eggman. When he is damaged enough, Eggman gives up and leaves. If no action is taken long enough, however, Eggman will get away. Either way, Sonic will pull up in front of the police station and the ride/game ends after Sonic gives an ending speech.<br />
<br />
==Gameplay==<br />
The game combines a simple video game in a family-sized cabinet (the ride's interior is spacious enough to accommodate two adults) that is in the style of a police car. The game has Sonic playing the role of a police officer, jumping into a patrol car for a daily patrol routine. Along the way, Dr. Eggman appears and begins making one traffic offense after another. Sonic must then pursue Eggman and destroy his vehicle by jumping on it before he escapes.<br />
<br />
The ride itself rocks in a left-to-right manner in sync with Sonic's patrol car, and the police car onscreen is controlled by a steering wheel. There is a button that causes Sonic to jump out of his vehicle and hit Eggman once Eggman shows up in the game. Other buttons on the dashboard allow the user to turn on the siren and start the game.<br />
<br />
==Flyer Scan==<br />
<gallery><br />
Image:WakuWakuGuide.jpg|Japanese Guide<br />
</gallery><br />
<br />
==Cabinet==<br />
<gallery><br />
Image:WakuWakuSonic.png|Arcade cabinet<br />
Image:WakuSonicInside.jpg|Inside view of cabinet<br />
<br />
</gallery><br />
<br />
{{SonicArcadeGames}}<br />
<br />
[[Category:Arcade games]]</div>
Andy198887
https://info.sonicretro.org/index.php?title=Sonic_the_Hedgehog_3&diff=228594
Sonic the Hedgehog 3
2017-03-18T21:13:24Z
<p>Andy198887: </p>
<hr />
<div>{{Bob<br />
| bobscreen=Sonic3_title.png<br />
| publisher=[[sega:Sega|Sega]]<br />
| developer=[[sega:Sonic Team|Sonic Team]]<br />
| producer=[[sega:Yuji Naka|Yuji Naka]]<br />
| director=[[sega:Hirokazu Yasuhara|Hirokazu Yasuhara]]<br />
| system=[[sega:Sega Mega Drive|Sega Mega Drive]], [[sega:Virtual Console|Virtual Console]]<br />
| romsize=2 MB<br />
| players=1-2<br />
| releases=<br />
{{release|MD|US|1994-02-02|$69.99{{fileref|GamePro US 056.pdf|page=44}}|1079}}<br />
{{release|MD|EU|1994-02-24|£49.99 {{fileref|CVG UK 163.pdf|page=66}}|1079}}<br />
{{release|MD|JP|1994-05-27|¥5,800|G-5531}}<br />
{{release|MD|AU (Plat)|1994-06-15||FSON07SMC}}<br />
{{release|MD|AS|1994-06-23||1079}}<br />
{{release|MD|BR|1994-07-10||046190}}<br />
{{release|MD|KR|1994-09-14||GM93050JG}}<br />
{{release|VC|JP|2007-08-21|600 pts}}<br />
{{release|VC|EU|2007-09-07|800 pts}}<br />
{{release|VC|US|2007-09-10|800 pts}}<br />
| genre=2D Platform, Racing<br />
| esrb=e|vrc=ga|pegi=3|oflc=g|cero=a|grb=a<br />
}}<br />
'''''Sonic the Hedgehog 3''''' (ソニック・ザ・ヘッジホッグ3) is the third game in the classic series released on the [[sega:Sega Mega Drive|Sega Mega Drive]] and the second in the original "[[Death Egg Saga]]" that started in ''[[Sonic the Hedgehog 2 (16-bit)|Sonic the Hedgehog 2]]'' and concluded in ''[[Sonic & Knuckles]]''. Introducing [[Knuckles the Echidna]] and further expanding the world of [[Sonic the Hedgehog]], the game (when connected to its direct sequel through the use of "[[Lock-On Technology]]") is considered to be one of the best in the entire franchise, and has become the standard that every two-dimensional Sonic title has been compared to.<br />
<br />
The game was met with a huge publicity campaign, connected to the date it was released in the United States. February 2nd, traditionally known as [[Wikipedia:Groundhog Day|Groundhog Day]], was renamed "Hedgehog Day" by Sega's P.R. machine. In the U.K., Sega of Europe approached the pop group Right Said Fred to create a song suitable for radio play, which resulted in the Sonic-inspired single "[[Wonderman]]".<br />
<br />
==Story==<br />
[[File:Sonic3 MD JP SonicJam manual.pdf|thumb|page=3|190px|The story to ''Sonic the Hedgehog 3''.]]<br />
During the final moments of ''[[Sonic the Hedgehog 2 (16-bit)|Sonic 2]]'', [[Sonic the Hedgehog]] had succeeded in defeating [[Dr. Eggman]]'s latest scheme, knocking the [[Death Egg]] out of the sky and collecting all seven [[Chaos Emeralds]], keeping them out of the mad genius' hands. As Sonic and [[Miles "Tails" Prower]] flew off in their bi-plane the [[Tornado]], they paid little attention to the broken space station plummeting towards the earth. Fretting about, Dr. Eggman could not control the direction of the falling sphere as it broke into the atmosphere, but as fate can be a strange mistress, it just so happened that in the pathway of the rapidly descending fortress was a landmass thought only to exist in legend. Hiding under the shadow of clouds and the occasional Flicky laid Angel Island, a floating atoll that moved across the oceans but never touching them. Perhaps the island would have stayed out of the keen sight of the doctor had it not been for this moment, when the Death Egg collided into the surface of the isle, shaking it to its very core. For the first time in eons, the island began to fall, pushed by the force of Eggman's creation. Colliding into the ocean, a massive tidal wave erupted on all sides. Though many were to notice the towering waves from miles away, none knew of the island that now sat idle in the ocean, untouched by the disaster except for the once-proud invention silently waiting to rise up once more...<br />
<br />
A few days after this event, the young fox "Tails" was busy finishing up an invention of his own, the Jewel Radar. Fine tuning it, the machine came to life, immediately picking up the signal of Chaos Energy located somewhere beyond the shore. Thinking that it may have something to do with the strange tidal wave only days before, "Tails" flew out the door, heading towards the beach where he knew Sonic the Hedgehog was.<br />
<br />
Sonic, who had been taking a much-deserved nap, awoke the exact same moment "Tails" hopped out the door. Looking about at the beach, the blue hedgehog spotted a strange ring washed up on shore. Running over to it, Sonic picked up the ring, noticing the characters of an ancient language carved onto its surface. Immediately, Sonic was reminded of a legend that he had heard long ago, about an ancient civilization that lived upon an island. Creating a society of peace and harmony, the people who lived within attributed their great prosperity to the "Stone of Power," a sacred gem whose energy guided them. One day, as these stories often go, a sect of wise men decided that they wanted to take the power of the stone for their own selfish gain, and tried to seize the energy. Unable to control it, their foolishness caused the great civilization to disappear in the blink of an eye, their way of life forgotten with time. In its wake, the gods took the land, rebuilt it, and sent it, along with the "Stone of Power" into the sky...<br />
<br />
[[File:S3&K Opening.PNG|thumb|190px|Sonic and "Tails" upon the Tornado.]]<br />
Although he knew not of the legend's basis in fact, Sonic decided right then and there that he would set off on yet another adventure, he and "Tails" preparing the Tornado once more.<br />
<br />
Unbeknownst to the pair, the legend that Sonic recalled was that of Angel Island, upon where the Death Egg had crashed. Only moments before the impact, the lone guardian of the isle, [[Knuckles the Echidna]], was going about his duties, protecting the island and making sure that the Chaos Emerald altars scattered about were safe and secure. Though he was friends with many of the various animals that lived upon the island, he was the last of his kind, and knew of his sacred duty. At this particular moment, Knuckles looked over one of the altars, making sure that the emerald was in place and that nothing wrong had befallen it. Suddenly, the emerald began behaving in a way the echidna had never seen, the gem glowing and vibrating wildly. Knuckles stood wide-eyed, unsure of what was going on. Before he could make his next move, a bright flash filled the room, a sound piercing through the guardian's ears as he felt as though he were floating in midair. <br />
<br />
The next thing Knuckles knew, he was sprawled out at the entrance to the altar, having been knocked out by whatever had happened. Regaining consciousness, the lone echidna's first thought was of the Chaos Emerald inside, running back to the altar. Looking about at the half-broken area, he could not find a single trace of the emerald, with not a clue as to where it could have gone. Emerging out of the sacred chamber in a daze, Knuckles was unsure of his next course of action, glancing out at the horizon. It was then that he saw it, a strange, almost egg-shaped object embedded into the landscape. Snapping back to reality, Knuckles wondered if this object was connected to an ancient legend that rushed to the forefront of his mind, the egg of the legendary dragon...<br />
<br />
Over the next few days, Knuckles explored the rest of the isle assessing any damage as he went to the other six Chaos Emerald altars, finding each in the same state as the first. Refusing to give up, the guardian continued to investigate, knowing that the answer to what had just happened must be somewhere on his island. It was during this process that he came across a strange, egg-shaped man wandering about the atoll. Confronting him, the man merely smiled, and calmly explained that he was a scientist who had come across the island to study the strange egg that had appeared. Making sure to fully trick the guardian, Eggman continued, telling the echidna that he also knew of the emeralds that were on the island, and that a blue hedgehog by the name of Sonic was the one looking for them. Shocked, Knuckles ran off, the mad genius smiling at his own skillful lie.<br />
<br />
[[File:KnucklesStealsSuperSonic'sEmeralds.png|thumb|190px|A destined meeting.]]<br />
As if on cue, the Tornado, flown by "Tails" with Sonic standing atop it, appeared on the horizon. Sonic, noticing the island neither of them had seen before, couldn't help but be overcome by the urge to show off, having brought with him the seven Chaos Emeralds he had gathered on [[West Side Island]]. Transforming into [[Super Sonic]], the now yellow hedgehog ran across the remainder of the ocean between the plane and the isle, darting about the shoreline. Caught off guard, a lone knuckled fist swung at Sonic, knocking him off balance, the Chaos Emeralds falling about him. Turning back into his true blue self, Sonic spotted who the fist was connected to, a red echidna who could only laugh at Sonic's misfortune. Grabbing the emeralds, Knuckles ran off into the jungle beyond. Not knowing what he had gotten himself into, but more than expecting Eggman to be behind it, Sonic and "Tails" ran off to follow the tricked guardian. Learning of Sonic's arrival, Eggman laughed to himself, having already prepared for his arch-rival's appearance. Creating yet another mechanical army to once again seek out the Chaos Emeralds in the hopes of using them to relaunch the Death Egg, Dr. Eggman was sure of himself and his quest to finally achieve world domination. <br />
<br />
"The stage is set once again. From here, Sonic the Hedgehog begins his new adventure."<br />
<br />
==Game Mechanics==<br />
<br />
===Gameplay===<br />
<br />
[[File:Hydrocity.png|thumb|190px|Sonic in the second Zone of the game, [[Hydrocity Zone|Hydrocity Zone]].]]<br />
Just as the previous games in the classic series, the object of ''Sonic the Hedgehog 3'' is to get from the beginning to the end of a given level under the span of ten minutes, all the while navigating various traps, pitfalls, and avoiding enemies. Once again, the classic elements that make up a Sonic level are present: the loop-de-loops you run through with enough speed, [[Spring|springs]] to help you get up to higher places, [[Ring|rings]] lined up to protect you from damage, and [[Spikes (obstacle)|spikes]] poised to make you scatter those rings you've collected. Though only six "Zones" long with two "Acts" per Zone, each Act is once again bigger than its predecessor, full of multiple routes and hidden areas just waiting to be explored.<br />
<br />
Sonic's speed proves to once again be one of your greatest assets in the sprawling platformer, allowing Sonic to build up momentum to pass even the steepest of slopes. For the uninitiated, the [[Spin Dash|spin dash]] from ''Sonic the Hedgehog 2'' makes its reappearance, allowing Sonic to build up speed from a stationary point before blasting off against the terrain or a string of enemies in his wake. Another classic move that returns is the [[Spin Attack|spin attack]], the jump that makes Sonic curl into a ball and face off against whatever badnik may be in his way from any angle, as long as spikes or dangerous projectiles don't get in the hedgehog's way. A new move to ''Sonic 3'' is an addition to the traditional spin attack. After having Sonic jump in the air, if a player presses the jump button once more, a shield will surround Sonic briefly, extending his attack radius and protecting him from enemies in that second. Called the "[[Insta-Shield|W Spin Attack]]," the move proves extremely useful in tight situations, especially when various [[Orbinaut|uni-related]] badniks start eying up the hedgehog. Sonic can also use his spin attack on the ground if the player presses down on the control pad while running. The W Spin Attack is only achievable in the air.<br />
<br />
Though Sonic is once again the main star of the game, Miles "Tails" Prower, the constant companion of ''Sonic 2'', also makes his return appearance. While in the previous game "Tails" controlled exactly the same as the title character, ''Sonic 3'' now gives players the ability to make "Tails" fly on command. By simply pressing jump twice on the control pad, "Tails" will be able to fly, giving him access to routes and platforms that Sonic can not normally get to. Continuously pressing jump will allow "Tails" to fly even higher, but there is a time limit to the fox's air-bound antics. Eventually, he will tire out, falling back to the ground no matter what may be underneath him, though the player still has control of him on the horizontal axis. Similar to ''Sonic 2'', the choice of having "Tails" follow Sonic around in a 1 player game is available. Using the second control pad allows the two-tailed fox to be a separately controllable character, complete with an infinite amount of lives, respawning as long as Sonic is going strong. Even though both characters can be moved independently, the camera will solely be focused on the first player. However, one added benefit of having "Tails" follow behind in this co-op "1.5 player" mode to the ability for "Tails" to carry Sonic. If the first player jumps into the second player as they achieve flight, "Tails" is put in charge, and can bring his hero to previously unseen heights.<br />
<br />
[[File:Iczsubboss.png|thumb|190px|One of the many sub-bosses in the game.]]<br />
The [[Item Box|item boxes]] of ''Sonic 1'' and ''Sonic 2'' continue to be a staple of the series, hiding out in the many zones of the game, sometimes in secret rooms and sometimes just sitting out in plain sight. Speed shoes, invincibility, the ten-ring box, and 1-up boxes return, joined by a collection of new power ups that become part of the repertoire. Replacing the traditional [[shield]] of the earlier games are a trio of elemental-based barriers, each with their own special abilities. Popping open a box with a water, fire, or spark icon will cause the new shield to surround the character on screen, in the process exchanging Sonic's W spin attack with a move unique to each shield. These extra abilities are exclusive to Sonic, as "Tails" retains his ability to fly. The "[[Water Shield|Aqua Barrier]]" proves most useful in underwater levels, allowing Sonic to stay under the surface for as long as possible without the need to seek out air bubbles. Pressing jump twice causes Sonic to slam on the ground, destroying any non-spiked badniks that might be in the way, then bounces him back upwards exceeding the height a normal jump would allow. The second of these new shields is the "[[Fire Shield|Flame Barrier]]," which protect Sonic from flame-based attacks without having to forfeit the protection. The added ability the flame provides is the most proactive of the three in terms of offense, causing Sonic to burst forward in attack. The third, the "[[Lightning Shield|Thunder Barrier]]," not only protects Sonic from electrical hazards, but will also attract any nearby rings. Tapping the jump input twice will give Sonic a proper double-jump. While all three shields will protect Sonic or "Tails" from certain projectiles, they are all still vulnerable from a single direct hit by an oncoming badnik. The latter two shields unfortunately suffer from another weakness, any contact with water immediately snuffing them out. There is also a final item box marked with the face of Dr. Eggman, which will cause the same effect as if Sonic were hit by an enemy. Though uncommon, they can creep up when you least expect it.<br />
<br />
The [[Checkpoint|point markers]] of ''Sonic the Hedgehog 2'' return, which not only save your spot in the level if you lose a life, but also bring back with it the familiar circle of stars if you pass by with fifty rings. However, instead of being transported to a [[Special Stage]], jumping into the stars sends you to a [[Bonus Stage (Sonic 3 & Knuckles)#Sonic 3 bonus stage|Bonus Stage]]. Styled after a gumball machine, Sonic is bounced around, flipping the crank at the top to let out a "gumball" that contains within it one of the various power-ups that are also found inside item boxes.<br />
<br />
[[File:LB Boss 2.PNG|thumb|190px|Sonic and "Tails" working together against Dr. Eggman.]]<br />
Instead, the [[Special Stage (Sonic 3 & Knuckles)|Special Stages]] of ''Sonic 3'' are accessed through the re-introduction of the [[Giant Ring]], as seen in the original ''[[Sonic the Hedgehog (16-bit)|Sonic the Hedgehog]]'' and ''[[Sonic the Hedgehog CD|Sonic CD]]'', This time around, the rings are found hidden within the levels themselves, oftentimes in corners and secret rooms that the player must hunt through the playfield for. When one of these illustrious rings are found, Sonic and/or "Tails" are warped to a miniature world in pseudo-3D. The goal of these courses is to collect all of the blue spheres while avoiding the red ones, touching them all resulting in the reward of a [[Chaos Emerald]]. If all seven are collected, not only does one get to watch the "good ending," but Sonic gains the ability to once again transform into [[Super Sonic]], the super-fast, invulnerable version of classic Sonic. If fifty rings are in tow, the player must press the jump button twice to activate this form, though Sonic is still susceptible to drowning, being crushed, and falling down the occasional bottomless pit. It should be noted that, even if Sonic has all seven emeralds and fifty rings, he will be unable to transform if he is wearing a shield. Once Super Sonic is activated, though, Sonic can jump upon a shield item box and gain the extra abilities the shield provides, such as attracting rings and breathing underwater, though no visual cue will surround the character.<br />
<br />
Also important is that, unlike the first two numbered games, ''Sonic the Hedgehog 3'' has the ability to save one's progress in the game. Given six unique slots (along with a no-save option) you can save your game as either Sonic, "Tails," or the pair. Saving only by Zone and not by Act, the file also keeps track of the number of Chaos Emeralds you have. When clearing a file, the option to go back and start at any given level is unlocked, which gives the unprecedented ability to go back to a previous level and a Giant Ring location you had discovered before and collect the seven emeralds after the fact. The save itself uses an [[FRAM]] chip (similar to an [[SRAM]] chip but not needing an internal battery to save).<br />
<br />
===Competition Mode===<br />
<br />
[[Image:s3_2player.png|thumb|190px|The race results screen.]]<br />
In addition to the regular one-player experience, a two-player "versus" mode is available on the cart, albeit in a far different format than the previous game. While ''Sonic the Hedgehog 2'' used three existing Zones and made them work in a split-screen setting, ''Sonic 3'' has five new Zones created specifically for the Competition Mode. Because of this, the stretched-out effect found in ''Sonic 2'' is gone, the sprites for Sonic and company also completely redrawn for the two-player experience.<br />
<br />
Three options are available immediately upon entering the Competition choice on the title screen: "Grand Prix," "Match Race," and "Time Attack." The first of these modes is a straight run through of the five multiplayer levels available, done in alphabetical order. The second, "Match Race," brings up another selection screen where the players can choose any of the five in any order they want, being able to play the same Zone over and over if they so choose. The third is similar to the second with the exception that it is a single player trial, intended more for practice or just playing about when a second player isn't available, the fastest times being saved on the internal memory.<br />
<br />
Regardless of which mode you choose, the same three playable characters are available - Sonic, "Tails," and Knuckles. There is not much difference between the three, all able to use the spin attack and the spin dash. "Tails" is the only one with an added ability, that of flight. Because of this, all three characters are on nearly equal footing when it comes to the competition. The levels themselves are set up far differently than those in the regular game, the two-player mode being a race between whoever is selected. Each level begins at a start pole, with a countdown signaling the round. If one of the players passes the starting line before the countdown begins, the message "FAULT" appears on screen, the pair restarting in their initial places. Once the word "GO" appears, the race begins, Sonic, "Tails" or Knuckles running through the miniature Zone. Much smaller than the single Acts in the standard mode of play, the small courses loop on the x-axis, resembling a racing game in function. The race does not officially end until one of the players completes five laps successfully, the first to do so winning the round. In the "Grand Prix" option, the person who wins the most out of the five is the overall winner, while in "Match Race" the number of races that are competed in are solely up to the players.<br />
<br />
[[Image:Endlessmine.png|thumb|190px|Sonic and Knuckles racing in [[Endless Mine]].]]<br />
While spikes and the occasional switch (to block the other player briefly from the main course) are part of the landscape, other such staples as rings and badniks are not present. Instead, before the races begin, the option is available to either turn on or off power-ups in the game. The items are not found in the traditional item boxes but are instead found floating in a circle somewhere in each Zone. It is only at this point that a ring can be obtained or a generic enemy can impede your process. There are also a variety of other power-ups found here that are not available in the rest of the game, such as making a spring appear, placing a banana to make your opponent unexpectedly slide, and slow-down shoes that will prevent you from reaching your top speed. The speed shoes from the standard game are also available.<br />
<br />
The possibility of losing a life is still intact in this mode, though an infinite number of lives are present for each player. If the unthinkable happens, the character will restart at the end of his last lap, the timer still going strong. Also of note is that if, during the race, a player is overtaken by the desire to run backwards through the level, the number of laps completed will start to decrease with each pass of the starting line.<br />
<br />
===Scoring===<br />
<br />
<div style="column-count:2;-moz-column-count:2;-webkit-column-count:2"><br />
<br />
Hitting bumpers: 10 points for each of the first ten hits on any given bumper; after that no more points can be gained from that bumper<br />
<br />
Enemy Chains:<br />
<br />
*First Enemy = 100<br />
*Second Enemy = 200<br />
*Third Enemy = 500<br />
*Fourth through Fifteenth Enemies = 1,000 each<br />
*Sixteenth and all Subsequent Enemies = 10,000 each<br />
<br />
(a chain refers to all enemies destroyed until the next time Sonic lands on some form of ground or jumps)<br />
<br />
Sub-Boss: 1,000 points<br><br />
Dr. Eggman Boss: 1,000 points<br />
<br />
End Level Ring Bonus: 100 points for each ring held<br />
<br />
Signpost: At the end of each Act 1, a signpost falls from the air; jump at it before it hits the ground to keep it in the air and score 100 points. You can get as many 100-point bonuses as you're able to keep the sign in the air for. If the signpost lands on a predefined spot it will spawn an item box. Each level has a different arrangement and different selections of power-ups available.<br />
<br />
End Level Time Bonus:<br />
<br />
*0:59 or less = 50,000<br />
*1:00 to 1:29 = 10,000<br />
*1:30 to 1:59 = 5,000<br />
*2:00 to 2:29 = 4,000<br />
*2:30 to 2:59 = 3,000<br />
*3:00 to 3:29 = 1,000<br />
*3:30 to 9:58 = 100<br />
*9:59 exactly = 100,000<br />
<br />
Special Stage: <br />
<br />
*Rings: 100 points for each ring held.<br />
*[[Perfect Bonus]]: 50,000 points If you collect all rings, even if you don't get the emerald<br />
</div><br />
<br />
==Sound Test==<br />
<br />
[[File:Sonic3LevelSelect.png|thumb|190px|The level select to ''Sonic the Hedgehog 3'', which contains the sound test.]]<br />
Below is a listing of the songs available to played through the sound test within the game, accessible through the level select code. For the songs themselves, visit the [[Sonic the Hedgehog 3 OSV]].<br />
{{multicol|<br />
*01: [[Angel Island Zone]] Act 1<br />
*02: Angel Island Zone Act 2<br />
*03: [[Hydrocity Zone]] Act 1<br />
*04: Hydrocity Zone Act 2<br />
*05: [[Marble Garden Zone]] Act 1<br />
*06: Marble Garden Zone Act 2<br />
*07: [[Carnival Night Zone]] Act 1<br />
*08: Carnival Night Zone Act 2<br />
*09: [[Flying Battery Zone]] Act 1 (Unused)<br />
*0A: Flying Battery Zone Act 2 (Unused)<br />
*0B: [[Icecap Zone]] Act 1<br />
*0C: Icecap Zone Act 2<br />
*0D: [[Launch Base Zone]] Act 1<br />
*0E: Launch Base Zone Act 2<br />
*0F: [[Mushroom Hill Zone]] Act 1 (Unused)<br />
*10: Mushroom Hill Zone Act 2 (Unused)<br />
*11: [[Sandopolis Zone]] Act 1 (Unused)<br />
*12: Sandopolis Zone Act 2 (Unused)<br />
*13: [[Lava Reef Zone]] Act 1 (Unused)<br />
*14: Lava Reef Zone Act 2/[[Hidden Palace Zone (S&K)|Hidden Palace Zone]] (Unused)<br />
*15: [[Sky Sanctuary Zone]] (Unused)<br />
*16: [[Death Egg Zone (S&K)|Death Egg Zone]] Act 1 (Unused)<br />
*17: Death Egg Zone Act 2 (Unused)<br />
*18: Act 1 Boss (''[[Sonic & Knuckles]]'') (Unused)<br />
*19: Act 2 Boss<br />
*1A: [[The Doomsday Zone]] (Unused)<br />
*1B: Bonus Stage: Magnetic Orbs (Unused)<br />
*1C: [[Special Stage]]<br />
*1D: Bonus Stage: Slot Machine (Unused)<br />
*1E: Bonus Stage: Gumball Machine<br />
*1F: Knuckles' Theme (''Sonic 3'')<br />
*20: [[Azure Lake Zone]]<br />
*21: [[Balloon Park Zone]]<br />
*22: [[Desert Palace Zone]]<br />
*23: [[Chrome Gadget Zone]]<br />
*24: [[Endless Mine Zone]]<br />
*25: Title (Sonic 3)<br />
*26: Staff Roll (''Sonic 3'')<br />
*27: Game Over<br />
*28: Continue/Competition Results<br />
*29: Act Clear<br />
*2A: 1-Up (''Sonic 3'')<br />
*2B: Chaos Emerald<br />
*2C: Invincibility/Super Theme (''Sonic 3'')<br />
*2D: Competition<br />
*2E: Act 1 Boss (''Sonic 3'')<br />
*2F: Data Select Screen<br />
*30: Final Boss<br />
*31: Drowning<br />
*32: All Clear (''Sonic 3'')<br />
*FF: Sega (From Title Screen) In Poor Quality Sound<br />
}}<br />
<br />
==Production Credits==<br />
{{multicol|<br />
Executive Producer: [[Hayao Nakayama]]<br><br />
Project Manager: [[Hisashi Suzuki]], [[Shinobu Toyoda]], [[Masaharu Yoshii]]<br><br />
Producer: [[Yuji Naka]]<br><br />
Director: [[Hirokazu Yasuhara]]<br><br />
Lead Game Designer: Hirokazu Yasuhara<br><br />
Senior Game Designers: [[Hisayoshi Yoshida]], [[Takashi Iizuka]]<br><br />
Lead Programmer: Yuji Naka<br><br />
Senior Programmers: Hiroshi Nikaidoh, [[Masanobu Yamamoto]]<br><br />
Character Designer: [[Takashi Thomas Yuda]]<br><br />
CG Artist: [[Kunitake Aoki]]<br><br />
Animator: [[Takashi Thomas Yuda]]<br><br />
Enemy Artist: [[Satoshi Yokokawa]]<br><br />
Scene Artists: [[Kunitake Aoki]], [[Chie Yoshida]], [[Tsuneko Aoki]], [[Shigeru Okada]], Takashi Thomas Yuda, [[Satoshi Yokokawa]]<br><br />
Art Assistant: [[Osamu Ohashi]]<br><br />
Music Composers: Brad Buxer, Bobby Brooks, Darryl Ross, Geoff Grace, Doug Grigsby III, Scirocco, [[Michael Jackson]] (uncredited)<br><br />
SEGA Sound Team: [[Tokuhiko Uwabo|Bo]], [[Sachio Ogawa]], [[Yoshiaki Kashima|Milpo]], [[Masaru Setsumaru]], [[Tatsuyuki Maeda]], [[Tomonori Sawada]], [[Masayuki Nagao]], [[Jun Senoue]]<br><br />
Sound Project Coordinator: [[sega:Hisaki Nimiya|Hisaki Nimiya]]<br><br />
Marketing: Pamela Kelly<br><br />
Executive Management: [[Shoichiro Irimajiri|Shouichirou Irimajiri]], [[Tom Kalinske]]<br><br />
Executive Coordinator: [[Mamoru Shigeta]], Tomio Takami, [[Diane A. Fornasier|Diane A Fornasier]], [[Roger Hector]], [[Takaharu Utsunomiya]]<br><br />
Sound Special Thanks: Mayumi Nina Sakazaki(Mrm), [[sega:Cube|Cube Corp.]] ([[sega:Masanori Hikichi|Masanori Hikichi]], Miyoko Takaoka), Opus Corp., Masanori Nakayama (Studio Who), [[Howard Drossin]]<br><br />
Special Thanks: [[Deborah McCracken]], Emi Kawamura, [[Jina Ishiwatari]]<br><br />
Presented by: [[Sega]]<br><br />
}}<br />
<br />
==Manuals==<br />
{{main|Sonic the Hedgehog 3 manuals}}<br />
<gallery><br />
Sonic3 MD EU manual.pdf|Mega Drive, EU<br />
Sonic3 MD KR manual.pdf|Mega Drive, KR<br />
Sonic3 MD JP SonicJam manual.pdf|''[[Sonic Jam]]'' digital manual, JP<br />
Sonic3 MD US SonicJam manual.pdf|''[[Sonic Jam]]'' digital manual, US<br />
</gallery><br />
<br />
==Miscellaneous==<br />
<br />
===GoodGen Version Index===<br />
<br />
*Sonic the Hedgehog 3 (E) - European ''Sonic 3''.<br />
*Sonic the Hedgehog 3 (J) [!] - Japanese ''Sonic 3''.<br />
*Sonic the Hedgehog 3 (U) [!] - American ''Sonic 3''.<br />
<br />
==Rereleases==<br />
<br />
*''[[Sonic the Hedgehog 3 (LCD game)|Sonic the Hedgehog 3]]'' for [[Tiger Electronics|Tiger]] LCD (1994)<br />
*''[[sega:Double Pack: Sonic 3 and Mega Games 1|Double Pack: Sonic 3 and Mega Games 1]] (199x)<br />
*''[[Sonic & Knuckles Collection]]'' for PC (1997)<br />
*''[[Sonic Jam]]'' for [[Sega Saturn]] (1997)<br />
*''[[Sonic & Garfield Pack]]'' for PC (1999)<br />
*''[[Sonic Action Pack]]'' for PC (2000)<br />
*''[[Sonic Action 4 Pack]]'' for PC (2001)<br />
*''[[Twin Pack: Sonic CD and Sonic & Knuckles Collection]]'' (2002)<br />
*''[[Sonic Mega Collection]]'' for [[Nintendo GameCube]] (2002)<br />
*''[[Sega PC Mega Pack]]'' for the PC (2003)<br />
*''[[Sonic Mega Collection Plus]]'' for [[PlayStation 2]] and [[Xbox]] (2004)<br />
*''[[Sonic Mega Collection Plus & Super Monkey Ball Deluxe]]'' for the [[Xbox]] (2005)<br />
* [[Virtual Console]] on [[Wii]] (2007)<br />
* [[Tectoy Mega Drive 3]] for the [[Tectoy]] Plug and play console (2008)<br />
*''[[Sega Fun Pack: Sonic Mega Collection Plus & Shadow the Hedgehog]]'' for the [[PlayStation 2]] (2009)<br />
*''[[Sonic's Ultimate Genesis Collection]]'' for the [[PlayStation 3]] and [[Xbox 360]] (2009)<br />
*''[[Sonic the Hedgehog 3 (Xbox Live Arcade)]]'' on Xbox Live Arcade (2009)<br />
*''[[Sonic PC Collection]]'' for the PC (2009)<br />
*''[[Sonic Classic Collection]]'' for the [[Nintendo DS]] (2010)<br />
<br />
==Adaptations==<br />
<br />
To help advertise the numbered sequel both [[Archie Comics]] and [[Fleetway]] published adaptations to ''Sonic the Hedgehog 3'', though both took very different approaches to the material. The U.S. ''[[Sonic the Hedgehog (Archie comic)|Sonic the Hedgehog]]'' adapted the game in its [[Sonic the Hedgehog 013 (Archie)|13th issue]], using the 12 page story to introduce the character of Knuckles the Echidna, establishing him as the guardian of the Floating Island and the single Chaos Emerald that keeps it afloat. The U.K.-based ''[[Sonic the Comic]]'' covered its adaptation of the game in multiple issues, starting with the [[Sonic Summer Special 1994]] and continuing into [[Sonic the Comic 033|issue 33]]. The adaptation lasted multiple issues, culminating in [[Sonic the Comic 038|issue 38]]. The game was also loosely adapted in the American junior novel ''[[Sonic & Knuckles (Troll Associates book)|Sonic & Knuckles]]'' by [[Michael Teitelbaum]].<br />
<br />
==Resources==<br />
<br />
{{ratings<br />
|icon=MD<br />
| cvg=94<br />
| cvg_source={{num|148|page=34/35/36|pdf=CVG UK 148.pdf|pdfpage=34}}<br />
| egm=95<br />
| gamepro=95<br />
| gamepro_source={{num|56|page=42-44|pdf=GamePro US 056.pdf|pdfpage=44}}<br />
| gamesmaster=87 <br />
| gamesmaster_source={{num|15|page=32/33/34}}<br />
| highscore=100<br />
| mdag=92<br />
| mdag_source={{num|20|page=50-53}}<br />
| mega=90<br />
| mega_source={{num|18|page=28/29}}<br />
| megaaction=93<br />
| megaaction_source={{num|11|page=14/15/16/17}}<br />
| megatech=93<br />
| megatech_source={{num|27|page=76/77/78/79}}<br />
|mms=94<br />
|mms_source={{Num|[[Mega Drive Review - Sonic 3 (Mean Machines Sega, March 1994)|17]]}}<br />
|segamaguk=95<br />
|segamaguk_source=[[Review - Sonic 3 (SEGA Magazine, February 1994)|Feb. 1994]]<br />
|segapower=90<br />
|segapower_source=[[Review - Sonic 3 (Sega Power, March 1994)|March 1994]]<br />
|hyper=90<br />
|hyper_source=[[Review - Sonic 3 (Hyper, March 1994)|March 1994]]<br />
|pu=93<br />
|pp=81<br />
|gameplayers=92<br />
|segapro=87<br />
|segapro_source=[[Review - Sonic the Hedgehog 3 (Sega Pro, April 1994)|#30 Pg 40/41/42/43]]<br />
| stc=<br />
| stc_source={{num|19|page=10/11}}<br />
|vgce=90<br />
}}<br />
<br />
===ROM Modification===<br />
<br />
====Hacking Guides====<br />
<br />
* [[SCHG:Sonic 3|Sonic Community Hacking Guide/Sonic 3]]<br />
* [[SCHG:Nem s3|Nemesis' Sonic 3 Hacking Guide]]<br />
* [[SCHG:Nem s3ss|Nemesis' Sonic 3 Savestate Hacking Guide]]<br />
<br />
===Image Galleries===<br />
<br />
====Physical Scans====<br />
{{Scanbox<br />
| console=Mega Drive<br />
| region=JP<br />
| front=Sonic3-box-jap.jpg<br />
| cart=s3_md_jp_cart.jpg<br />
| manual=<br />
}}{{Scanbox<br />
| console=Mega Drive<br />
| region=US<br />
| front=Sonic3 md us cover.jpg<br />
| cart=SonicHedgehog3cart.jpg<br />
| manual=<br />
}}{{Scanbox<br />
| console=Mega Drive<br />
| region=US ([[sega:Mega Hit Series|Mega Hit Series]])<br />
| front=Sonic3 md us megahit cover.jpg<br />
| cart=Sonic3 md us megahit cart.jpg<br />
| carttop=Sonic3 md us megahit cart top.jpg<br />
| manual=<br />
}}{{Scanbox<br />
| console=Mega Drive<br />
| region=EU<br />
| front=S3-eu-box.jpg<br />
| cart=S3-md-eu-cart.jpg<br />
| manual=Sonic3 MD EU manual.pdf<br />
}}{{Scanbox<br />
| console=Mega Drive<br />
| region=AU ([[sega:Sega Platinum Collection|Platinum Collection]])<br />
| front=Sonic3 md au plat cover.jpg<br />
| cart=<br />
| manual=<br />
}}{{Scanbox<br />
| console=Mega Drive<br />
| region=BR<br />
| front=Sonic3 MD BR Box.jpg<br />
| cart=Sonic3 MD BR Cart.jpg<br />
| manual=<br />
}}{{Scanbox<br />
| console=Mega Drive<br />
| region=Asia<br />
| front=Sonic3_md_as_cover.jpg<br />
| cart=Sonic3_md_as_cart.jpg<br />
| manual=<br />
}}{{Scanbox<br />
| console=Mega Drive<br />
| region=KR<br />
| front=Sonic3-box-korea.jpg<br />
| cart=<br />
| manual=Sonic3 MD KR manual.pdf<br />
}}<br />
<br />
====Artwork====<br />
<br />
<gallery><br />
Image:SSS SONIC27.png<br />
Image:SSS SONIC29.png<br />
File:SSS SONIC32.png<br />
File:SSS SONIC37.png<br />
File:SSS SONICD .png<br />
File:CE S3 01.png<br />
File:CE S3 02.png<br />
File:CE S3 03.png<br />
File:CE S3 04.png<br />
File:CE S3 05.png<br />
File:Sonictails2 Knuckles 01.png<br />
Image:SSS SONICN .png<br />
Image:SSS SONICL .png<br />
</gallery><br />
<br />
==External Links==<br />
* [http://vc.sega.jp/vc_sonic3/ Sega of Japan Virtual Console page (Japanese)]<br />
* [http://www.theghz.com/sonic/son3/son3.html ''Sonic the Hedgehog 3''] on [[The Green Hill Zone]]<br />
* [http://soniczone0.com/games/sonic3/backgroundinfo/ ''Sonic the Hedgehog 3''] on [[Zone: 0]]<br />
<br />
==References==<br />
<references/><br />
<br />
{{S3Omni}}<br />
{{SonicGenesisGames}}<br />
{{SonicVirtualConsole/WiiWareGames}}<br />
<br />
[[Category:Mega Drive games]]<br />
[[Category:Virtual Console/WiiWare games]]</div>
Andy198887
https://info.sonicretro.org/index.php?title=Sonic_the_Hedgehog_CD&diff=228593
Sonic the Hedgehog CD
2017-03-18T21:05:31Z
<p>Andy198887: </p>
<hr />
<div>:''For the 2011 remake, see ''[[Sonic the Hedgehog CD (2011)]]''.''<br />
{{Bob<br />
| bobscreen=Scd titlescreen.png<br />
| scale=1.25<br />
| icon=SonicCD Win icon.png<br />
| publisher=[[sega:Sega|Sega]]<br />
| developer=[[sega:Sonic Team|Sonic Team]], [[sega:H.I.C.|H.I.C.]]<br />
| producer=[[sega:Minoru Kanari|Minoru Kanari]], [[sega:Makoto Oshitani|Makoto Oshitani]]<br />
| director=[[sega:Naoto Oshima|Naoto Oshima]]<br />
| system=[[sega:Sega Mega-CD|Sega Mega-CD]], Windows PC<br />
| players=1<br />
| releases=<br />
{{release|MCD|JP|1993-09-23|¥8,800|G-6021}}<br />
{{release|MCD|EU|1993-10-18{{fileref|CVG UK 144.pdf|page=87}}|£44.99|4407}}<br />
{{release|MCD|US|1993-11-19|$59.99{{fileref|GamePro US 054.pdf|page=68}}|4407}}<br />
{{release|MCD|BR|1993-12-31||063220}}<br />
{{release|Windows|JP|1996-08-09|¥7,800 (''¥8,190'')|HCJ-0104}}<br />
{{release|Windows|US|1996-09-26||85015}}<br />
{{release|Windows|US (Expert)|1997-01-01||6805 01}}<br />
{{release|Windows|US (Expert)|1998-05-15||6805 02}}<br />
{{release|Windows|EU|1996-10-03||MK 85015}}<br />
| genre=Action<br />
|bbfc=u|pegi=3|esrb=e|grb=a|usk=6|oflc=g|cero=free|elspa=3|vrc=ga<br />
}}<br />
<br />
'''''Sonic the Hedgehog CD''''' (ソニック・ザ・ヘッジホッグCD) is the first and only ''[[Games featuring Sonic the Hedgehog|Sonic the Hedgehog]]'' title released for the [[sega:Sega Mega-CD|Mega-CD]] add-on used with the [[sega:Sega Mega Drive|Sega Mega Drive]] console. Developed separately from the sequels done by the [[sega:Sega Technical Institute|Sega Technical Institute]], the game was directed by the creator of [[Sonic the Hedgehog|Sonic]], [[sega:Naoto Ohshima|Naoto Ohshima]].<br />
<br />
Introducing such fan favorites as [[Amy Rose]] and [[Metal Sonic]], it has become something of a cult classic, partly because of its release on the expensive add-on that most Mega Drive owners did not have access to, and partly because of its visual style and gameplay that makes it stand out from the other classic games in the series.<br />
<br />
==Story==<br />
[[File:Sonic CD Mountain Art.jpg|thumb|190px|The main setting of ''Sonic the Hedgehog CD''.]]<br />
For one month out of the year, an enigmatic miniature celestial body called the [[Little Planet]] appears over the enormous [[Never Lake]]. Both a place of beauty and wonder, it is said that time moves freely on the planet, and that entire sceneries can change in a blink of an eye, all because of the mysterious secret they hold, the seven mystical Time Stones. It is said that whoever possesses these gems will be able to freely move through time, just as the surface of Little Planet does.<br />
<br />
Almost expectantly, the news of such a place grabs the attention of [[Dr. Eggman]], the mad genius who desires nothing more than world domination. Journeying to the Little Planet, Eggman immediately begins turning it into his personal fortress, littering the landscape with his mechanical genius. Powered not by [[animals]] but by the essence of flowers, he sets his army to tear the planet apart so he can claim the Time Stones for himself.<br />
<br />
As fate would have it, [[Sonic the Hedgehog]], the speedy blue blur who has stopped Eggman time and again, was also intending on seeing the small, miracle planet, oblivious to the fact Eggman had already beaten him to the locale. Learning of the news that Sonic was fast approaching, Eggman only smiled, excited to put his latest and greatest invention up against the hedgehog, confident that he would finally be able to defeat his arch enemy once and for all...<br />
<br />
Arriving at Never Lake, Sonic immediately could tell that something was amiss. The Little Planet, which should have been a shining example of natural beauty, was instead covered in a mechanical wasteland, visible even from the distance he was at. Seeing that the small planet was tethered to the Earth's surface, Sonic examined the mountainside the chain was connected to, recognizing the visage etched into its surface. With the image of Eggman's face smiling at him, Sonic confirmed what he was already expecting. Jumping onto the chain, Sonic quickly darted up, speeding towards the surface of the Little Planet and preparing to face Eggman once more.<br />
<br />
What might have otherwise been another simple fight against the genius scientist was immediately complicated by another layer that Sonic only discovered once he set foot in [[Palmtree Panic]]. [[Amy Rose]], Sonic's biggest fan and self-proclaimed girlfriend, had been doing what she often did, playing around with her tarot cards in an attempt to look into the future. The cards telling her that she had a "destined encounter" with Sonic at Never Lake, she journeyed herself to the Little Planet, immediately becoming excited once she spotted her blue idol.<br />
<br />
None too pleased with Amy's appearance, she may have been nothing more than a slight bother if not for Eggman's intervention. At the outskirts of [[Collision Chaos]], Sonic received his first glimpse of [[Metal Sonic]], a robotic duplicate that Eggman created specifically to counter Sonic's every move. In the blink of an eye, the robot snatched up Amy, disappearing into the horizon. Now Sonic must not only stop Dr. Eggman and grab the Time Stones before he does, but save Amy Rose from the clutches of his metallic doppelgänger.<br />
<br />
"No problem! With a little courage, you can do anything!"<br />
<br />
==Game Mechanics==<br />
===Gameplay===<br />
<br />
[[File:Peelout.png|thumb|190px|[[Sonic the Hedgehog]] preparing himself in [[Palmtree Panic]].]]<br />
Though some of the terminology is switched around, the basic premise of the classic ''Sonic the Hedgehog'' titles remain: to traverse a series of obstacles and enemies within a given level under ten minutes, generally from left to right. While loop-de-loops, [[Spikes (obstacle)|spikes]], [[Spring|springs]], and an assortment of other standard Sonic elements return, there are enough unique elements to this installment of the platformer series which makes it stand out from the quartet released on the Sega Mega Drive. Dropping the "Act" title entirely, each level is broken up into three separate "Zones", the third zone being significantly shorter than the other two, but containing an encounter with Dr. Eggman at the end. While ''[[Sonic the Hedgehog (16-bit)|Sonic the Hedgehog]]'' and its Mega Drive sequels had very straight forward battles with the doctor, the fights with him in ''CD'' are varied, taking fewer hits but being significantly more complicated and difficult.<br />
<br />
The control scheme for Sonic remains largely unchanged, the same momentum-based gameplay preserved under the hood. Pressing one of the buttons on the control pad once again allows Sonic to curl up into his [[spin attack]], attacking an enemy from any angle as long as spikes or some other dangerous projectile is not in the way. Pressing down on the control pad while running also allows Sonic to curl up in his spin attack, the roll lasting as long as momentum will allow. In addition, Sonic possesses his [[spin dash]] move from ''[[Sonic the Hedgehog 2 (16-bit)|Sonic the Hedgehog 2]]'', albeit in an altered state.<br />
<br />
In ''Sonic 2'' and nearly every game that features the spin dash, all the player must do is press down and tap either A, B, or C once to gain a slight burst of speed, additional button presses equaling a greater initial speed once Sonic zooms off. However, in ''Sonic CD'', the action button can be pushed only once, the control pad being held down for a certain amount of time before Sonic can dash ahead. If let go too soon, Sonic will remain stationary. To balance this out, a new move was added to the game, called the [[Super Peel-Out]]. Holding up as opposed to down, Sonic charges up his speed, and when let go will zoom forward faster than he can normally achieve, his legs resembling a figure-eight as opposed to the standard circular loop. Though waiting will rev up his speed, immediately letting go on the up of the control pad will still cause Sonic to run ahead, just not at his maximum.<br />
<br />
In addition, if you get stuck and can't make a good future in a particular level, you can commit suicide by pressing Start and then A, B, or C.<br />
<br />
Returning from the original game are the plethora of [[Monitor|item boxes]] scattered throughout each level. Just as in the first ''Sonic the Hedgehog'', a grand total of five can be discovered, each with its own benefits. If a player either jumps or rolls into one, the reward is given instantaneously. Finding one with an image of a ring gives a total of ten to Sonic's overall ring count, offering him protection if he happens to be struck by an enemy or obstacle. The hazy [[Shield|shield]] icon grants a barrier of protection to the player, protecting them from getting hit once without the fear of losing any rings.<br />
<br />
A collection of stars holds the invincibility power-up, where Sonic can rush forward for a limited amount of time without fear, while the shoe icon signifies a temporary speed boost. Finally, finding a monitor adorned with Sonic's head grants the player an extra life. Also making a comeback from the previous titles in the series are [[Spring|springs]] which will launch Sonic to higher areas, and the familiar-yet-redesigned [[Checkpoint|Lamp Posts]], which will return the player to that spot in the event of losing a life.<br />
<br />
[[File:EGG-HVC-goodfuture.png|thumb|190px|The [[EGG-HVC-001]], as pictured in the good future.]]<br />
One of the essential elements that make the ''Sonic CD'' experience unique is the use of the time travel mechanic. For the first two zones in each level, four different time periods can be visited: the present, the past, and two different futures - good and bad. Always starting in the present time zone, the player can make Sonic jump between the past and the future by running across [[Time Warp Plate|"Time Warp" plates]], adorned with the word "past" or "future". Each of the four potential time periods one can jump to feature completely new art reflecting where you are, with subtle changes in the layout. What may work as a quick way to blast through a zone in the present may be entirely impossible to get through in the past, and vice versa.<br />
<br />
These permutations in level design reflect on the way the levels are built in ''Sonic CD'', for while you can storm through a level for the fastest time possible, the multi-layer design can force the player to explore every nook and cranny within, not just for secret rooms and item boxes, but for items that can change the way a level works.<br />
<br />
Located somewhere in each version of the past for the first two zones of any given level is something known only as [[robotization|Eggman's machine]], the tool for which he harvests the magical flower seeds of Little Planet and uses them to fuel his [[badnik]] army. Though they can be found in the present and bad future, they are nothing more than broken husks that have already done their job, Sonic unable to interact with them. In the past, however, the machine is still fully functioning, and if Sonic is able to locate and destroy it, the robot enemies within the zone will cease to be, immediately breaking apart and letting the seed go free, planting flowers that adorn Sonic's path through the level. It is only by destroying this machine that a "good future" can be obtained in the zone, a cheery, pastel version as opposed to the dark and bleak mechanical form that composes the "bad future", which appears if you ignore the robot-making machine.<br />
<br />
[[File:QQboss.PNG|thumb|190px|The [[Robotnik (Quartz Quadrant Boss)|Quartz Quadrant boss]], where only running on a treadmill will defeat Dr. Eggman.]]<br />
For the third zone in each level, Sonic automatically begins in the future, with no "Time Warp" plates on the field. Which version of the future Sonic begins in depends on the actions of the player during the preceding two Zones. If both of Eggman's machines were located and destroyed, the boss encounter will happen in the "good future", while if neither or only one was found, then the fight will happen in the "bad future". Though Eggman's boss robots may look different depending on which future the player gets, the actual fight remains the same.<br />
<br />
The badnik army that fills each zone is also affected by any given time frame Sonic is within. In the present, the robots that Eggman has created have already been in operation for some time, and while most will function just like new, occasionally a broken down one will be found, with its look and attack pattern slightly modified, generally being an easier enemy to overcome. In the "bad future", the rundown versions are the only ones populating the area. In the past, each robot is shiny and new, as they are still being created. However, if Eggman's robot-making machine is destroyed and Sonic ventures into the "good future", not a single badnik will be seen, only the naturally occurring traps such as spikes being in his way to winning the level.<br />
<br />
Within the game, there are not just one but two different ways to achieve the "good ending". The first is by going through and destroying each of Eggman's machines (fourteen in total) and making a "good future" for each level. The second is by collecting all seven Time Stones, which are accessible in yet another version of the classic [[Special Stage (Sonic CD)|Special Stage]]. Just as in the first ''Sonic the Hedgehog'', access to the stage is granted by finishing a zone with fifty [[Ring|rings]] and jumping into the [[Giant Ring]] to the right of the [[signpost]].<br />
<br />
Using a psuedo-Mode 7 effect and showcasing the power of the Mega-CD, the goal is to destroy all of the UFOs flying about in the level before time runs out. When the counter goes down to 20 seconds, an extra blue UFO will appear, which will give Sonic extra time to finish the level if he can destroy it. If all seven Time Stones are collected, the good ending and its related animated winning sequence will appear, regardless of how many Eggman's machines were destroyed during the game.<br />
<br />
Another destroyable item hidden in each of the past variants of the first two Zones (except in [[Metallic Madness|the final level]]) are projectors featuring the image of Metal Sonic tormenting the animals found in the classic games. Putting an end to his holographic reign of terror will cause the animals to be free, populating the rest of the Zone. Though not necessary for either ending, if one goes through and finds all twelve, a message touting the status of a super player will be shown after the end credits.<br />
<br />
===Time Attack===<br />
A new mode introduced in ''Sonic the Hedgehog CD'', Time Attack is as the name implies, giving the player the option to run through any particular zone as fast as possible, the best times being recorded in the Mega-CD's RAM for posterity. Once a level has been completed in the main game, it becomes available in the Time Attack screen, though only the "present" version of Zone's 1 and 2 are accessible, with each field stripped of its Time Warp posts. Though basic enough, the mode serves an important purpose, offering up a collection of bonus features to be unlocked if the total time for all zones is under a certain point:<br />
<br />
* Under 37'27"57: "D.A. Garden" is unlocked on the title screen, allowing a sound test with a Little Planet background, accompanied by animations of [[Miles "Tails" Prower|Tails]], Dr. Eggman, and Metal Sonic.<br />
* Under 30'21"05: Time Attack for the Special Stages is added.<br />
* Under 25'46"12: "Visual Mode" is unlocked on the title screen, allowing the intro, both endings, and a pencil test to be viewed at the player's leisure.<br />
<br />
In the 2011 remake, the minimum time for unlocking each of these extra modes has been altered.<br />
<br />
===Music and Sound===<br />
[[File:Sonic Remix.jpg|thumb|190px|''[[Sonic the Hedgehog - Remix]]'', the first Japanese Sonic-centric music release.]]<br />
Because of the game's presentation on then-cutting age digital media, ''Sonic CD'' was the first in the series to take full advantage of high quality, Redbook audio. [[sega:Naofumi Hataya|Naofumi Hataya]] and [[sega:Masafumi Ogata|Masafumi Ogata]] were the ones responsible for the soundtrack, creating a basic theme for the "present" levels and then remixing them for the "past," "good future" and "bad future" variants, altering the mood to reflect on where Sonic was now running but maintaining the basic elements of the core theme. Though most of the songs are done in Redbook format, each "past" track is done in PCM format, similar to the style in the Mega Drive games. The vocal themes were sung by J-pop artist [[Keiko Utoku]], who also provided the voice of Sonic the Hedgehog in the game, while the tracks for the levels used numerous samples to give them a richer sound. The best example of this technique is with the music that plays during each standard boss encounter, which samples [[wikipedia:Bob Marley|Bob Marley's]] "[http://www.youtube.com/watch?v=tO2YPqfSBJw&fmt=18 Sun is Shining (Funkstar Remix)]", [[wikipedia:Hall_&_Oates|Hall & Oates']] "[http://www.youtube.com/watch?v=ccenFp_3kq8 I Can't Go for That(No Can Do)]" and "[http://www.youtube.com/watch?v=JoHOZ9Ud1gM Work That Sucker To Death]" by Xavier.<br />
<br />
Though the original soundtrack was maintained in the European release, Sega of America decided to redo the majority of the soundtrack, having in-house musicians [[sega:Spencer Nilsen|Spencer Nilsen]] and [[sega:David Young|David Young]] compose the new themes. Instead of having two separate tracks for the intro and ending, only one was composed, [[Sonic Boom]], an up-tempo version greeting those playing the American version and a slower rock remix accompanying the credits. The only tracks in the original version that were left untouched were the "past" mixes, as they had been programmed into the game and would require a greater amount of effort to change than simply replacing one set of Redbook audio files with another.<br />
<br />
The music for the Spencer Nilsen tracks was the first to be given the soundtrack release treatment, a majority of the songs appearing on the full-length album ''[[Sonic the Hedgehog Boom]]'', which was only available for those who had preordered ''[[Sonic the Hedgehog 3]]'' in the west. The same year, Hataya and Ogata revisited the music they had done for the game, remixing the songs once again for the appropriately named ''[[Sonic the Hedgehog - Remix]]'', only available in Japan. It would not be until 2011 when the original compositions [[Sonic the Hedgehog CD Original Soundtrack 20th Anniversary Edition|would be released]] on both CD and digital venues.<br />
<br />
===Scoring===<br />
<div style="column-count:2;-moz-column-count:2;-webkit-column-count:2"><br />
Note: Scoring 50,000 points will grant the player an extra life<br />
<br />
Hitting Bumpers: 100 points each for the first five hits on any given bumper; after that no more points can be gained from that bumper<br />
<br />
Glass Bumpers: 100<br />
<br />
Enemy Chains:<br />
<br />
* First Enemy = 100<br />
* Second Enemy = 200<br />
* Third Enemy = 300<br />
* Fourth and all Subsequent Enemies = 1000 each<br />
<br />
Eggman's Machine: 1500<br />
<br />
Dr. Eggman Boss: 1000<br />
<br />
End Level Ring Bonus: 100 points for each ring held<br />
<br />
End Level Time Bonus:<br />
<br />
* 0'29"99 or less = 50,000<br />
* 0'30"99 to 0:44"99 = 10,000<br />
* 0'45"99 to 0'59"99 = 5000<br />
* 1'00"99 to 1'29"99 = 4000<br />
* 1'30"99 to 1'59"99 = 3000<br />
* 2'00"99 to 2'59"99 = 2000<br />
* 3'00"99 to 3'59"99 = 1000<br />
* 4'00"99 to 4'59"99 = 500<br />
* 5'00"99 or more = 0<br />
<br />
Special Stage:<br />
<br />
* Rings = Total Collected multiplied by 200<br />
* Time Bonus = Seconds Remaining multiplied by 200<br />
</div><br />
<br />
==Sound Test==<br />
<br />
[[File:Sonic CD Sound Test.png|thumb|190px|The no-frills version of the sound test.]]<br />
[[File:Sonic CD DAGarden.png|thumb|190px|The "D.A. Garden" sound test.]]<br />
Below is a listing of the songs available to be played through the sound test within the game. The names attributed to each file are those presented in the unlockable "D.A. Garden" mode ("Sound Test" in the U.S. edition), while the associated letter/number listings are how they are presented in the secret sound test. For the songs themselves, visit either the [[Sonic CD (Japan & PAL Regions) OST]] for the original music made for the game, or the [[Sonic CD for Windows 95 OST]] for the American-exclusive soundtrack.<br />
<br />
{{multicol|<br />
*DA No. 00: [[Palmtree Panic]]<br />
*DA No. 01: Palmtree Panic "G" mix<br />
*DA No. 02: Palmtree Panic "B" mix<br />
*DA No. 03: [[Collision Chaos]]<br />
*DA No. 04: Collision Chaos "G" mix<br />
*DA No. 05: Collision Chaos "B" mix<br />
*DA No. 06: [[Tidal Tempest]]<br />
*DA No. 07: Tidal Tempest "G" mix<br />
*DA No. 08: Tidal Tempest "B" mix<br />
*DA No. 09: [[Quartz Quadrant]]<br />
*DA No. 10: Quartz Quadrant "G" mix<br />
*DA No. 11: Quartz Quadrant "B" mix<br />
*DA No. 12: [[Wacky Workbench]]<br />
*DA No. 13: Wacky Workbench "G" mix<br />
*DA No. 14: Wacky Workbench "B" mix<br />
*DA No. 15: [[Stardust Speedway]]<br />
*DA No. 16: Stardust Speedway "G" mix<br />
*DA No. 17: Stardust Speedway "B" mix<br />
*DA No. 18: [[Metallic Madness]]<br />
*DA No. 19: Metallic Madness "G" mix<br />
*DA No. 20: Metallic Madness "B" mix<br />
*DA No. 21: Boss!!<br />
*DA No. 22: Final Fever<br />
*DA No. 23: Title<br />
*DA No. 24: Time Attack Menu<br />
*DA No. 25: Zone Clear<br />
*DA No. 26: Speed Up!!<br />
*DA No. 27: Invincible!!<br />
*DA No. 28: Game Over<br />
*DA No. 29: [[Special Stage (Sonic CD)|Special Stage]]<br />
*DA No. 30: Little Planet<br />
*DA No. 31: Unused Warp Sound<br />
*DA No. 32: [[Sonic - You Can Do Anything]]/[[Sonic Boom]] (Intro)<br />
*DA No. 33: [[Cosmic Eternity - Believe in Yourself]]/Sonic Boom (Ending)<br />
*PCM No. 10: Palmtree Panic "P" mix<br />
*PCM No. 11: Collision Chaos "P" mix<br />
*PCM No. 12: Tidal Tempest "P" mix<br />
*PCM No. 13: Quartz Quadrant "P" mix<br />
*PCM No. 14: Wacky Workbench "P" mix<br />
*PCM No. 15: Stardust Speedway "P" mix<br />
*PCM No. 16: Metallic Madness "P" mix<br />
}}<br />
<br />
==Production Credits==<br />
<br />
===Mega CD Version===<br />
{{multicol|<br />
Executive Producer: [[sega:Hayao Nakayama|Hayao Nakayama]]<br><br />
Produced by: [[sega:Minoru Kanari|Minoru Kanari]], [[sega:Makoto Oshitani|Makoto Oshitani]]<br><br />
Director: [[sega:Naoto Oshima|Naoto Oshima]] (BIGISLAND)<br><br />
Program Director: [[sega:Keiichi Yamamoto|Keiichi Yamamoto]]<br><br />
Art Director: [[sega:Hiroyuki Kawaguchi|Hiroyuki Kawaguchi]] (Hiro.K)<br><br />
Sound Director: [[sega:Yukifumi Makino|Yukifumi Makino]]<br><br />
Game Designers: [[sega:Hiroaki Chino|Hiroaki Chino]] (TINON), [[sega:Kenichi Ono|Kenichi Ono]] (Ax), [[sega:Yuichiro Yokoyama|Yuichiro Yokoyama]], [[sega:Takao Miyoshi|Takao Miyoshi]], [[sega:Akira Nishino|Akira Nishino]]<br><br />
Character Designer: [[sega:Kazuyuki Hoshino|Kazuyuki Hoshino]]<br><br />
Landscape Designers: Hiroyuki Kawaguchi (Hiro.K), [[sega:Takumi Miyake|Takumi Miyake]], [[sega:Masahiro Sanpei|Masahiro Sanpei]], [[sega:Masato Nishimura|Masato Nishimura]], [[sega:Hideaki Kurata|Hideaki Kurata]]<br><br />
Special Stage Designers: Kazuyuki Hoshino, [[sega:Yasushi Yamaguchi|Yasushi Yamaguchi]] (Judy Totoya)<br><br />
Special Stage Programmer: [[sega:Keiichi Yamamoto|Keiichi Yamamoto]]<br><br />
Animation Programmers: [[sega:Yuichiro Mine|Yuichiro Mine]] (Proto.2), [[sega:Eiji Horita|Eiji Horita]]<br><br />
Animation Visual Directors: Hiroyuki Kawaguchi (Hiro.K), Masahiro Sanpei<br><br />
Visual Design: Kazuyuki Hoshino, [[sega:Takumi Miyake|Takumi Miyake]]<br><br />
Chief Programmer: [[sega:Matsuhide Mizoguchi|Matsuhide Mizoguchi]]<br><br />
Programmers: Yuichi Matsuoka, Hiroshi Takei, Tatsuya Satoh ([[HIC]]), Noritaka Yakita ([[HIC]])<br><br />
<br />
:-Animation Staff-<br />
<br />
Producers: Yasuo Yamaguchi, Mutsumi Kido<br><br />
Chief Key Animator: Hisashi Eguchi (Studio Junio)<br><br />
Key Animators: Tetsuya Kumagai, Toshiyuki Komaru, Yasuyuki Shimizu, Ichiro Furuichi, Kenji Kajiwara<br><br />
Art Director: Shinzou Yuki<br><br />
Camera Director: Masaru Banzai<br><br />
Assistant Production Manager: Kouichi Hirose<br><br />
Production Manager: Kohji Sekiguchi<br><br />
Director: Yukio Kaizawa<br><br />
In Cooperation with: Studio Junio<br><br />
Produced by: Toei Animation Co., Ltd<br><br />
<br />
:-Opening Theme-<br />
<br />
([[Sonic - You Can Do Anything|Sonic You Can Do Anything]])<br/><br />
Lyrics by Casey Rankin<br/><br />
Music by [[sega:Naofumi Hataya|Naofumi Hataya]]<br/><br />
Vocals: [[Keiko Utoku]]<br />
<br />
:-Ending Theme-<br />
<br />
([[Cosmic Eternity - Believe in Yourself]])<br/><br />
Lyrics by Casey Rankin<br/><br />
Music by [[Masafumi Ogata]]<br/><br />
Vocals: Keiko Utoku<br/><br />
<br />
Producer: Daikou Nagato (Being Co. LTD)<br />
Director: Ryo Watabe (Being Co., LTD)<br><br />
Recorded at: Studio Birdman, Mod Studio<br><br />
<br />
BGM Composed and Arranged: Naofumi Hataya, Masafumi Ogata<br><br />
Sound Effects: Yukifumi Makino<br><br />
Sound Programmer: Yukifumi Makino<br><br />
Promoter: Hiroyuki Tanaka<br><br />
Package Designers: Youichi Takahashi, Heyato Takebayashi<br />
Illustrations: Kazuyuki Hoshino<br />
Special Thanks: <br />
[[sega:Hiroshi Kubota|Hiroshi Kubota]], [[sega:Rieko Kodama|Phenix Rie]], [[sega:Yoshiaki Kashima|Yoshiaki Kashima]], [[sega:Takenobu Mitsuyoshi|Takenobu Mitsuyoshi]], [[sega:Masaru Setsumaru|Masaru Setsumaru]], Hijiri Aoki, [[sega:Steve Ray Burton|Steve Ray Burton]], [[sega:James Michael Spahn|James Michael Spahn]], Kounosuke Yoshio, [[sega:Tomoko Sasaki|Tomoko Sasaki]], Aki Kamata, [[sega:Masato Nishimura|Masato Nishimura]], Akira Funada, Fujio Minegishi, Jina Ishiwatari, Katsufumi Yoshimori, Tetsuo Akagi, Kaeko Itoh, Hiroshi Nakatani, Hiromi Fukuda, Etsuko Yamada, Ryuichiro Kutuzawa, Takashi Iwade, [[sega:Michikazu Tamamura|Michikazu Tamamura]], Masumi Uchida, [[sega:Tohru Watanuki|Tohru Watanuki]], [[sega:Makiko Suzuki|Makiko Suzuki]]<br />
}}<br />
<br />
===Sega CD Version===<br />
<br />
{{multicol|<br />
Executive Producer: Hayao Nakayama<br><br />
Produced by: Minoru Kanari, Makoto Oshitani<br><br />
Director: Naoto Oshima (BIGISLAND)<br><br />
Program Director: Keiichi Yamamoto<br><br />
Art Director: Hiroyuki Kawaguchi (Hiro.K)<br><br />
Sound Director: Yukifumi Makino<br><br />
Game Designers: Hiroaki Chino (TINON), Kenichi Ono (Ax), Yuichiro Yokoyama, Takao Miyoshi, Akira Nishino<br><br />
Character Designer: Kazuyuki Hoshino<br><br />
Landscape Designers: Hiroyuki Kawaguchi (Hiro.K), Takumi Miyake, Masahiro Sanpei, Masato Nishimura, Hideaki Kurata<br><br />
Special Stage Designers: Kazuyuki Hoshino, Yasushi Yamaguchi (Judy Totoya)<br><br />
Special Stage Programmer: Keiichi Yamamoto<br><br />
Animation Programmers: Yuichiro Mine, Eiji Horita<br><br />
Animation Visual Directors: Hiroyuki Kawaguchi (Hiro.K), Masahiro Sanpei<br><br />
Visual Design: Kazuyuki Hoshino, Takumi Miyake<br><br />
Chief Programmer: Matsuhide Mizoguchi<br><br />
Programmers: Yuichi Matsuoka, Hiroshi Takei, Tatsuya Satoh (HIC), Noritaka Yakita (HIC)<br><br />
<br />
:-Animation Staff-<br />
Producers: Yasuo Yamaguchi, Mutsumi Kido<br><br />
Chief Key Animator: Hisashi Eguchi (Studio Junio)<br><br />
Key Animators: Tetsuya Kumagai, Toshiyuki Komaru, Yasuyuki Shimizu, Ichiro Furuichi, Kenji Kajiwara<br><br />
Art Director: Shinzou Yuki<br><br />
Camera Director: Masaru Banzai<br><br />
Assistant Production Manager: Kouichi Hirose<br><br />
Production Manager: Kohji Sekiguchi<br><br />
Director: Yukio Kaizawa<br><br />
In Cooperation with: Studio Junio<br><br />
Produced by: Toei Animation Co., Ltd<br><br />
<br />
Director: Ryo Watabe (Being Co., Ltd)<br><br />
Recorded at: Studio Birdman, Mod Studio<br><br />
Sound Effects: Yukifumi Makino<br><br />
Sound Programmer: Yukifumi Makino<br><br />
Promoter: Hiroyuki Tanaka<br />
<br />
:-Special Edition for North America-<br />
Music Composed and Produced by: [[sega:Spencer Nilsen|Spencer Nilsen]], David Young<br><br />
Vocals by: -[[Pastiche]]- Sandy Cressman, Jenny Meltzer, Becky West<br><br />
Drums and Percussion by: Brad Kaiser<br> <br />
Guitars by: Erik Frykman<br><br />
Recorded and Mixed at: [[sega:Sega Multimedia Studio|Sega Multimedia Studio]],[[sega:Sega of America|S.O.A]]<br><br />
Additional Music Composed and Produced by: [[sega:Sterling Crew|Sterling]]<br><br />
Bass: Bobby Vega<br><br />
Percussion: Armando Peraza<br><br />
Engineer: Charles Albert<br><br />
Assistants: Roosevelt Hoover, Maurice Jackson<br><br />
Recorded and Mixed at: Intermix<br />
<br />
Special Thanks: Naofumi Hataya, Masafumi Ogata, Daikou Nagato (Being Co., Ltd), Hiroshi Kubota, Phenix Rie, Yoshiaki Kashima, Takenobu Mitsuyoshi, Masaru Setsumaru, Hifiri Aoki, Steve Ray Burton, James Michael Spahn, Kounosuke Yoshio, Tomoko Sasaki, Aki Kamata, Masato Nishimura, Akira Funada, Fujio Minegishi, Jina Ishiwatari, Katsufumi Yoshimori, Tetsuo Akagi, Kaeko Itoh, Hiromi Nakatani, Hiroshi Fukuda, Etsuko Yamada, Ryuichiro Kutsuzawa, Takashi Lwade, Michikazu Tamamura, Masumi Uchida, Tohru Watanuki, Makoto Suzuki, Audix, Digital Support Group, Fairlight E.S.P, Opcode, Otari, Zoom<br />
}}<br />
<br />
===PC Version===<br />
{{multicol|<br />
Executive Producer: Hayao Nakayama<br><br />
Produced by: Minoru Kanari, Makoto Oshitani<br><br />
Director: Naoto Oshima<br><br />
Program Director: Keiichi Yamamoto<br><br />
Art Director: Hiroyuki Kawaguchi<br><br />
Sound Director: Yukifumi Makino<br><br />
Game Designers: Hiroaki Chino, Kenichi Ono, Yuichiro Yokoyama, Takao Miyoshi, Akira Nishino<br><br />
Character Designer: Kazuyuki Hoshino<br><br />
Landscape Designers: Hiroyuki Kawaguchi, Takumi Miyake, Masahiro Sanpei, Masato Nishimura, Hideaki Kurata<br><br />
Special Stage Designers: Kazuyuki Hoshino, Yasushi Yamaguchi<br><br />
Special Stage Programmer: Keiichi Yamamoto<br><br />
Animation Programmers: Yuichiro Mine, Eiji Horita<br><br />
Animation Visual Directors: Hiroyuki Kawaguchi, Masahiro Sanpei<br><br />
Visual Design: Kazuyuki Hoshino, Takumi Miyake<br><br />
Chief Programmer: Matsuhide Mizoguchi<br><br />
Programmers: Yuichi Matsuoka, Hiroshi Takei, Tatsuya Satoh (HIC), Noritaka Yakita (HIC)<br><br />
BGM Composer and Arranged: Naofumi Hataya, Masafumi Ogata<br><br />
Sound Effects: Yukifumi Makino<br><br />
Sound Programmer: Yukifumi Makino<br><br />
Development Support: [[sega:Al Nilsen|Al Nilsen]]<br><br />
Promoter: Hiroyuki Tanaka<br><br />
<br />
:-Animation Staff-<br />
Producers: Yasuo Yamaguchi, Mutsumi Kido<br><br />
Chief Key Animator: Hisashi Eguchi (Studio Junio)<br><br />
Key Animators: Tetsuya Kumagai, Toshiyuki Komaru, Yasuyuki Shimizu, Ichiro Furuichi, Kenji Kajiwara<br><br />
Art Director: Shinzou Yuki<br><br />
Camera Director: Masaru Banzai<br><br />
Assistant Production Manager: Kouichi Hirose<br><br />
Production Manager: Kohji Sekiguchi<br><br />
Director: Yukio Kaizawa<br><br />
In Cooperation with: Studio Junio<br><br />
Produced by: Toel Animation Co., Ltd<br><br />
Director: Ryo Watabe (Being Co., Ltd)<br><br />
Recorded at: Studio Birdman, Mod Studio<br><br />
<br />
:-Secret Special Stage-<br />
Plan: Hiroaki Chino<br><br />
Sprite Design: Kazuyuki Hoshino<br><br />
Scroll Design: Yasushi Yamaguchi<br><br />
Sound: Masafumi Ogata<br><br />
Program: Keiichi Yamamoto<br><br />
Special Thanks: 3Pei, Majin, 100Shiki, [[sega:Syuji Takahashi|Syuji Takahashi]]<br><br />
<br />
:-Special Edition for North America-<br />
Music Composed and Produced by: Spencer Nilsen, David Young<br><br />
Vocals by: -Pastiche- Sandy Cressman, Jenny Meltzer, Becky West<br><br />
Drums and Percussion by: Brad Kaiser<br> <br />
Guitars by: Erik Frykman<br><br />
Recorded and Mixed at: Sega Multimedia Studio,S.O.A<br><br />
Additional Music Composed and Produced by: Sterling<br><br />
Bass: Bobby Vega<br><br />
Percusion: Armando Peraza<br><br />
Engineer: Charles Albert<br><br />
Assistant Engineers: Roosevelt Hoover, Maurice Jackson<br><br />
Recorded and Mixed at: Intermix<br><br />
<br />
Special Thanks: Naofumi Hataya, Masafumi Ogata, Daikou Nagato (Being Co., Ltd), Hiroshi Kubota, Phenix Rie, Yoshiaki Kashima, Takenobu Mitsuyoshi, Masaru Setsumaru, Hifiri Aoki, Steve Ray Burton, James Michael Spahn, Kounosuke Yoshio, Tomoko Sasaki, Aki Kamata, Masato Nishimura, Akira Funada, Fujio Minegishi, Jina Ishiwatari, Katsufumi Yoshimori, Tetsuo Akagi, Kaeko Itoh, Hiromi Nakatani, Hiroshi Fukuda, Etsuko Yamada, Ryuichiro Kutsuzawa, Takashi Lwade, Michikazu Tamamura, Masumi Uchida, Tohru Watanuki, Makoto Suzuki, Audix, Digital Support Group, Fairlight E.S.P, Opcode, Otari, Zoom<br />
}}<br />
<br />
===2011 Versions===<br />
{{main|Sonic the Hedgehog CD (2011) credits}}<br />
<br />
==Voice Actors==<br />
<br />
{| class="wikitable"<br />
|-<br />
! Role<br />
! Voice Actor<br />
|-<br />
|[[Sonic the Hedgehog]]<br />
|[[Keiko Utoku]]{{fileref|Scd Unknown magazine.png}}<br />
|-<br />
|[[Amy Rose]]<br />
|[[Lynn Harris]]<br />
|}<br />
<br />
==Manuals==<br />
{{main|Sonic the Hedgehog CD manuals}}<br />
<gallery><br />
SonicCD MCD US manual.pdf|Mega-CD, US<br />
SonicCD MCD US bundle manual.pdf|Mega-CD, US (bundle)<br />
SonicCD MCD JP manual.pdf|Mega-CD, JP<br />
SonicCD MCD EU manual.pdf|Mega-CD, EU<br />
SonicCD PC EU manual.pdf|PC, EU<br />
SonicCD PC JP SonicGems manual.pdf|PC, JP (''[[Sonic Gems Collection]]'' digital manual)<br />
SonicCD PC US SonicGems manual.pdf|PC, US (''[[Sonic Gems Collection]]'' digital manual)<br />
</gallery><br />
<br />
==Miscellaneous==<br />
<br />
===Game Revisions===<br />
<br />
In addition to the alternate music found in the American version of ''Sonic CD'', the song that plays during the famous race between Sonic and Metal Sonic is always the "bad future" mix, even if a good future was achieved. When the game was ported to the PC on the Windows 95 platform in 1996, the Spencer Nilsen soundtrack was used in every region, including Japan, and featured the "past" mixes of each song converted into Redbook audio format as well. The save feature was also redone, allowing multiple files to exist at once. As for the opening and closing FMV sequences, the expanded power of the home computer allowed the full versions of these animations to be seen for the first time, with detail the limited color palette of the Mega-CD was unable to handle. <br />
<br />
The PC port of the game was used as the basis for the version of ''Sonic CD'' used in the compilation title ''[[Sonic Gems Collection]]'', and because of this met with its own changes and flaws. While the original soundtrack was maintained in the Japanese release of the game, the American soundtrack was used in the European release, which had not been done in the original Mega-CD version. The water effects in Tidal Tempest were nerfed, the water being clear as opposed to the green shade in the regular version. The entire credits sequence was omitted, the ending FMV filling the entire screen instead. Finally, in the [[sega:Nintendo GameCube|Nintendo GameCube]] version of the port, the [[Debug Mode]] game cheat was only half-enabled, the ability to place objects impossible due to one of the keys not being mapped to the GameCube's controller.<br />
<br />
Most recently, the [[Sonic the Hedgehog CD (2011)|2011 multi-platform release]] of ''Sonic CD'' has alterations both small and large, thanks in part to being a remake as opposed to being emulated. Among the features of the game is the ability to choose between the Japanese and American soundtracks, the music fully looping as it no longer is confined by the CD format, having the choice between the ''Sonic CD'' spin dash and the more common variant found in ''Sonic 2'', and having [[Miles "Tails" Prower]] as an unlockable character.<br />
<br />
==Rereleases==<br />
*''Sonic the Hedgehog CD'' for PC (1996)<br />
*''[[sega:Sega Family Fun Pak|Sega Family Fun Pak]]'' for PC (1996)<br />
*''[[sega:Sonic & Garfield Pack|Sonic & Garfield Pack]]'' for PC (1999)<br />
*''[[Sonic Action Pack]]'' for PC (2000)<br />
*''[[Sonic Action 4 Pack]]'' for PC (2001)<br />
*''[[Twin Pack: Sonic CD and Sonic & Knuckles Collection]]'' for PC (2002)<br />
*''[[sega:Sega PC Mega Pack|Sega PC Mega Pack]]'' for PC (2003)<br />
*''[[Sonic Gems Collection]]'' for [[sega:Nintendo GameCube|Nintendo GameCube]] and [[sega:PlayStation 2|PlayStation 2]] (2005)<br />
*''[[Sonic the Hedgehog CD (2011)|Sonic the Hedgehog CD]]'' for [[sega:Xbox 360|Xbox 360]], [[sega:PlayStation 3|PlayStation 3]], [[sega:iOS|iOS]], and [[sega:Android|Android]] (2011); later [[sega:Steam|Steam]] (2012)<br />
<br />
==Adaptations==<br />
<br />
In an attempt to advertise ''Sonic the Hedgehog CD'' and its later PC port, various comic book adaptations were commissioned within the pages of the two Sonic the Hedgehog comic book titles running at the time. In the United States, the [[Archie Comics]] series ''[[Sonic the Hedgehog (Archie comics)|Sonic the Hedgehog]]'' used its [[Sonic the Hedgehog 025 (Archie)|25th issue]] to adapt the game, merging elements of the game's plot (such as the kidnapping of Amy Rose and the race with Metal Sonic) into its [[Sonic the Hedgehog (TV series)|Saturday morning]]-inspired universe. In the United Kingdom series ''[[Sonic the Comic]]'' published by [[Fleetway]], the adaptation to the game spanned multiple issues, starting in number [[Sonic the Comic 024|24]] and continuing through [[Sonic the Comic 028|28]]. While the first two parts of the tale were based in ''Sonic the Comic''-specific characters, the later parts of "Sonic the Terminator" featured Metal Sonic (called "Metallix" in the series) kidnapping Amy Rose and taking her to the Little Planet, where Sonic was forced to battle his double through time.<br />
<br />
==Resources==<br />
{{ratings<br />
| icon=MCD<br />
| eg=92<br />
| eg_source={{num|15|page=140|pdf=ElectronicGames2_US_15.pdf}}<br />
| egm=85<br />
| egm_source={{num|52|page=48|pdf=EGM_US_052.pdf}}<br />
| gamefan=100<br />
| gamefan_source=[https://www.flickr.com/photos/45478630@N07/4258550550/in/photostream/ {{num|12|page=22/38/39/40}}]<br />
| gamepro=100<br />
| gamepro_source={{num|52|page=68-70|pdf=GamePro_US_054.pdf|pdfpage=68}}<br />
| gamesmaster=83<br />
| gamesmaster_source={{num|11|page=74/75}}<br />
| maniac=78<br />
| maniac_source={{num|2|page=38/39|pdf=MAN!AC DE 1993-12.pdf|pdfpage=38}}<br />
| mdag=87<br />
| mdag_source={{num|16|page=}}<br />
| mega=89<br />
| mega_source=[[Review - Sonic the Hedgehog CD (Mega, October 1993)|October 1993]]<br />
| megaaction=92<br />
| megaaction_source={{num|7|page=52/53/54}}<br />
| megatech=83<br />
| megatech_source={{num|23|page=46-49}}<br />
| mms=83<br />
| mms_source={{num|13|page=76-78|pdf=MeanMachinesSega13UK.pdf|pdfpage=76}}<br />
| sega16=90<br />
| sega16_source=[http://www.sega-16.com/2004/06/sonic-cd/ June 27, 2004]<br />
| sega16_1=100<br />
| segamaguk=87<br />
| segamaguk_source={{num|1|page=119|pdf=SegaMagazine_UK_01.pdf}}<br />
| segapower=88<br />
| segapower_source={{num|48|page=90/91/92}}<br />
| segapro=90<br />
| segapro_source=[[Review - Sonic the Hedgehog CD (Sega Pro, November 1993)|{{num|25|page=38/39/40}}]]<br />
| segazuk=91<br />
| segazuk_source={{num|13|page=30/31/32/33}}<br />
| sfm=85<br />
| sfm_source={{num|6|page=64/65/66|pdf=SegaForceMega_UK_06.pdf|pdfpage=64}}<br />
| smz=91<br />
| smz_source=[[Review - Sonic the Hedgehog CD (MegaZone, January 1994)|January 1994]]<br />
| stc=90<br />
| stc_source={{num|15|page=10}}<br />
| viciojuegos=97<br />
}}<br />
<br />
===Sales Data===<br />
{| class="prettytable"<br />
|-<br />
! Number of copies sold<br />
! Platform<br />
! Reference<br />
! Notes<br />
|-<br />
| 1,500,000<br />
| Sega CD<br />
| [https://books.google.com/books?id=W-FfCgAAQBAJ&pg=PA149&lpg=PA149&dq=best+selling+sega+game+gear+game&source=bl&ots=jZ8vG4OIfU&sig=HpcgmeoUx8JK0sdLx6KgYoBbHL4&hl=en&sa=X&ved=0ahUKEwip95Gew4rQAhUF5yYKHdrWCU04MhDoAQgaMAA#v=onepage&q=best%20selling%20sega%20game%20gear%20game&f=false Guinness World Records 2016: Gamer's Edition]<br />
| This sales number, according to the source, makes ''Sonic CD'' the best-selling game for the Sega CD add-on.<br />
|-<br />
|}<br />
<br />
===Sonic CD PC Patch===<br />
* {{file|SonicCDfix.7z|Sonic CD patch}} for Windows XP and later - A patch created by community member Korama to allow the 1996 PC version of ''Sonic CD'' to work on modern computer machines.<ref>http://forumsx.sonic-cult.org/index.php?showtopic=6039</ref> It is important to note this patch is not compatible with the DINO release.<br />
<br />
===ISO Modification===<br />
<br />
====Hacking Guides====<br />
* [[SCHG:Sonic CD|Sonic Community Hacking Guide/Sonic CD]]<br />
* [[SCHG:Sonic CD (PC)|Sonic Community Hacking Guide/Sonic CD PC]]<br />
<br />
==Physical Scans==<br />
<br />
===Mega-CD===<br />
{{Scanbox<br />
| console=Mega-CD<br />
| region=JP<br />
| front=Scd-box-jap.jpg<br />
| back=Scd segacd jp back cover.jpg<br />
| spine=<br />
| square=yes<br />
| disc=Sonic-cd-mcd-jp-disc.jpg<br />
| manual=SonicCD MCD JP manual.pdf<br />
| inlay=SonicCD MCD JP insideback.jpg<br />
| spinecard=SonicCD MCD JP Spinecard.jpg<br />
}}<br />
{{Scanbox<br />
| console=Mega-CD<br />
| region=US<br />
| front=Scd-box-us.jpg<br />
| back=SonicCD MCD US back.jpg<br />
| disc=Soniccd mcd us cd.jpg<br />
| manual=SonicCD MCD US manual.pdf<br />
| item1=-CLEAN- Registration Card (En) - Front.png<br />
| item1name=Reg Card<br />
}}{{Scanbox<br />
| console=Mega-CD<br />
| region=US (bundle)<br />
| front=SonicCDUSNotForRetailCover.jpg<br />
| back=SonicCD MCD US nfr back.jpg<br />
| square=yes<br />
| disc=Scd mcd us nfr disc.jpg<br />
| manual=SonicCD MCD US bundle manual.pdf<br />
}}{{Scanbox<br />
| console=Mega-CD<br />
| region=EU<br />
| front=Scd-box-eu.jpg<br />
| back=Scd mcd eu back cover.jpg<br />
| square=yes<br />
| disc=Soniccd mcd eu cd.jpg<br />
| manual=SonicCD MCD EU manual.pdf<br />
| spinecard=SonicCD MCD EU spinecard.jpg<br />
}}{{Scanbox<br />
| console=Mega-CD<br />
| region=BR<br />
| front=SonicCD MCD BR Box Front.jpg<br />
| back=SonicCD MCD BR Box Back.jpg<br />
| spine=<br />
| spinemissing=yes<br />
| disc=<br />
}}<br />
<br />
===PC===<br />
{{Scanbox<br />
| console=PC<br />
| region=JP<br />
| front=Scd-pc-jp-cover.jpg<br />
| back=<br />
| spine=<br />
| spinemissing=<br />
| square=<br />
| disc=SCD PC JP-disc.jpg<br />
| manual=<br />
}}{{Scanbox<br />
| console=PC<br />
| region=US<br />
| front=SonicCD(U)PCfront.jpg<br />
| back=SonicCD(U)PCback.jpg<br />
| spine=SonicCD(U)PCside.jpg<br />
| bottom=SonicCD(U)PCbottom.jpg<br />
| top=SonicCD(U)PCtop.jpg<br />
| manual=<br />
| jewelcase=yes<br />
| jewelcasefront=Scd pc us front cover.jpg<br />
| jewelcaseback=Scd pc us back cover.jpg<br />
| jewelcasespinemissing=yes<br />
| disc=Soniccd pc us cd.jpg<br />
}}{{Scanbox<br />
| console=PC<br />
| region=US<br/>(Expert Software)<br />
| front=SonicCD PC US Box Front Expert.jpg<br />
| back=<br />
| spine=<br />
| spinemissing=<br />
| square=<br />
| disc=Soniccd pc us expert cd.jpg<br />
| manual=<br />
| item1=Soniccd pc us expert alt cd.jpg<br />
| item1name=Alt Disc<br />
}}{{Scanbox<br />
| console=PC<br />
| region=US (OEM Dino)<br />
| front=<br />
| back=<br />
| spine=<br />
| spinemissing=<br />
| square=yes<br />
| disc=OriginalDinoCD (U).png<br />
| manual=<br />
| item1=Sonic CD PC Dino OEM.jpg<br />
| item1name=Alt Disc<br />
}}{{Scanbox<br />
| console=PC<br />
| region=BR (OEM Dino)<br />
| front=<br />
| back=<br />
| spine=<br />
| spinemissing=<br />
| square=yes<br />
| disc=SonicCD PC OEM BR Disc.jpg<br />
| manual=<br />
| jewelcase=yes<br />
| jewelcasefront=SonicCD PC OEM BR InstructionBookletFront.jpg<br />
| jewelcaseback=SonicCD PC OEM BR JewelCaseBack.jpg<br />
| jewelcasespinemissing=yes<br />
}}{{Scanbox<br />
| console=PC<br />
| region=EU<br />
| front=Sonic CD PC BigBox Cover.jpg<br />
| disc=Scd-pc-eu-disc.png<br />
| manual=SonicCD PC EU manual.pdf<br />
| jewelcase=yes<br />
| jewelcasefront=SonicCD PC EU manual.pdf<br />
| jewelcaseback=Scd-pc-eu-back.png<br />
| inlay=Scd-pc-eu-inside.png<br />
}}{{Scanbox<br />
| console=PC<br />
| region=DE<br />
| front=scd_german_cover.JPG<br />
| back=<br />
| spine=<br />
| spinemissing=<br />
| square=yes<br />
| disc=<br />
| manual=<br />
}}<br />
<br />
==Artwork==<br />
<gallery><br />
Image:SSS SONIC30.png<br />
Image:SSS SONIC35.png<br />
Image:SSS SONICD .png<br />
Image:SSS SONIC39.png<br />
Image:SSS SONIC36.png<br />
Image:SCD Metal Sonic Alternate.png<br />
Image:Metal cd02.png<br />
Image:SSS SONIC43.png<br />
Image:Soniccd with timestone.jpg<br />
Image:Sonic CD PC Clean.png<br />
Image:Sonic the Hedgehog CD Logo.png<br />
</gallery><br />
<br />
<br />
==Download==<br />
{{ Download| file=Sonic_CD_demo.zip| filesize=4.87 MB}}<br />
<br />
==External Links==<br />
* [http://sega.jp/pc/soniccd/ Sega of Japan catalogue page for the PC version]<br />
* [http://www.theghz.com/sonic/cd/sonic_cd.html ''Sonic the Hedgehog CD''] on [[The Green Hill Zone]]<br />
* [http://soniczone0.com/games/soniccd/backgroundinfo/ ''Sonic the Hedgehog CD''] on [[Zone: 0]]<br />
<br />
==References==<br />
<references/><br />
<br />
{{SonicCDOmni}}<br />
{{SonicGenesisGames}}<br />
{{SonicWindowsGames}}<br />
<br />
[[Category:Mega-CD games]]<br />
[[Category:PC games]]</div>
Andy198887
https://info.sonicretro.org/index.php?title=Sonic_the_Hedgehog_2_(16-bit)&diff=228592
Sonic the Hedgehog 2 (16-bit)
2017-03-18T20:55:02Z
<p>Andy198887: </p>
<hr />
<div>:''"Sonic the Hedgehog 2" and "Sonic 2" redirect here. For the 8-bit version, see [[Sonic the Hedgehog 2 (8-bit)]]. For the remake, see [[Sonic the Hedgehog 2 (2013)]]. For similarly-titled media, see [[Sonic the Hedgehog 2 (disambiguation)]].''<br />
<br />
{{Bob<br />
| bobscreen=Sonic2_title.png<br />
| title=Sonic the Hedgehog 2<br />
| publisher=[[sega:Sega|Sega]]<br />
| developer=[[sega:Sonic Team|Sonic Team]], [[sega:Sega Technical Institute|Sega Technical Institute]]<br />
| system=[[sega:Sega Mega Drive|Sega Mega Drive]], [[sega:Virtual Console|Virtual Console]], Steam<br />
| romsize=1 MB<br />
| players=1-2<br />
| releases=<br />
{{release|MD|JP|1992-11-21|¥6,800|G-4088}}<br />
{{release|MD|US|1992-11-24||1051}}<br />
{{release|MD|EU|1992-11-24||1051}}<br />
{{release|MD|AS|1992-11-29||1051-40}}<br />
{{release|MD|AU (Gold)|1992-12-01||FSON01SMC}}<br />
{{release|MD|BR|1992-12-25}}<br />
{{release|MD|BR (red)|1993-01-01||044130}}<br />
{{release|MD|KR|1992-11-21|₩6,800|GM8073JG}}<br />
{{release|VC|US|2007-06-11|800 pts}}<br />
{{release|VC|JP|2007-06-19|600 pts}}<br />
{{release|VC|EU|2007-07-06|800 pts}}<br />
{{release|Steam|US|2011-01-26|$4.99}}<br />
{{release|Steam|EU|2011-01-26|£3.99}}<br />
| genre=2D Platform, Racing<br />
| esrb=e|pegi=3|oflc=g|cero=a|grb=a|djctq=l<br />
}}<br />
<br />
'''''Sonic the Hedgehog 2''''' (ソニック・ザ・ヘッジホッグ2) is the highly successful sequel of the original ''[[Sonic the Hedgehog (16-bit)|Sonic the Hedgehog]]'' for the [[sega:Sega Mega Drive|Sega Mega Drive]]. Put into development not long after the completion of the first game, the title would go on to become one of the most successful video games of all time, selling millions of units and cementing the franchise as a cultural phenomenon in the west.<br />
<br />
Introducing [[Miles "Tails" Prower]] in the role he was created for, the game was released worldwide on November 24th, 1992. Dubbed "Sonic 2sday," the simultaneous release was an unusual move for the time. The game eventually replaced the original ''Sonic the Hedgehog'' as the default pack-in title for the Mega Drive, being bundled with the redesigned Mega Drive II model.<br />
<br />
The game is also the first in the "[[Death Egg Saga]]", a storyline that would continue in the sequels ''[[Sonic the Hedgehog 3]]'', ''[[Sonic & Knuckles]]'', and ''[[Sonic the Hedgehog 4]]''.<br />
<br />
==Story==<br />
{{doublethumb<br />
| file1=Sonic2 MD JP manual.pdf<br />
| page1=4<br />
| float=right<br />
}}<br />
Some time after stopping [[Dr. Eggman]] once again, [[Sonic the Hedgehog]] grows restless, deciding to do what he does best - travel the world, looking for adventure. Climbing into his trusty biplane, the red-and-white [[Tornado]], the blue hedgehog begins flying the skies, looking for places unknown. On nothing more than an impulse, Sonic decides to land on an unassuming island, called [[West Side Island]]. Deciding to kick back and explore the isle, Sonic is completely oblivious to the legend connected to the island, and the similarities it has in relation to his adventures on [[South Island]]. According to legend, there was once a great and prosperous people who lived on its shores, who achieved their greatness through the use of mysterious, powerful stones. Their peace could have been everlasting if not for a select few who desired to use the stones for their own selfish gains, causing the gods to take away the stones and hide them away on the island...<br />
<br />
A few days after landing, Sonic realized that he was being followed by someone. Looking behind him, Sonic spotted a young fox, who immediately hid from the blue hedgehog when he looked his way. Not thinking much of it, Sonic ran off, the fox once again following. The young fox's given name, [[Miles "Tails" Prower|Miles Prower]], was overshadowed by his nickname, "Tails," derived from the fact that he possessed not one but two tails behind him. Often being ridiculed by his peers, "Tails" outlook on life changed immediately once he spotted Sonic running around his home, deciding that he had to follow and emulate his new hero, wanting to be just as cool and confident. No matter where Sonic would go, Miles would try and follow, Sonic eventually accepting the near-constant trailing of the young fox.<br />
<br />
Not long after, during a brief moment when "Tails" was exploring the beaches of West Side on his own, he came across the Tornado, glittering in the sun. Spotting it in the distance, he became extremely excited, running as fast as he could towards it. Engrossed in its design, he wondered who the plane belonged to. He didn't have to wait too long when, out of the corner of his eye, the fox spotted the distinct image of Sonic, taking a nap under one of the wings. This newfound knowledge was not given much time to process in "Tails" mind when suddenly a loud explosion echoed through the air, shocking Sonic awake.<br />
<br />
Looking beyond the [[Emerald Hill Zone]], a large pillar of fire could be seen, accompanied by a new, yet familiar, army of mechanical [[badniks|robots]]. It only took a second for Sonic to guess who had caused the explosion, cursing Eggman's name and running into the thick of it. Without hesitation, Miles Prower followed behind, knowing that he had to be right at Sonic's side.<br />
<br />
His laugh echoing in the wind, Eggman couldn't help but gloat over his newest plan, being grateful for having the foresight to follow Sonic to West Side Island. Learning of the legend of the island, Eggman came to the realization that the legendary stones talked of could only be the [[Chaos Emeralds]], this island being the true resting place of not only the six from before, but of a seventh as well. Once again wanting the emeralds for himself, Eggman plans on using them to power his latest creation, the [[Death Egg]], a flying fortress orbiting the planet with the potential to be his greatest weapon. With the desire to rule the world fueling the mad doctor, he prepares to once again engage with his greatest enemy, the one force that could possibly spoil his plans.<br />
<br />
"The stage is set. Now it's time for you to bring the curtain to a close on this adventure once and for all!"<br />
<br />
==Gameplay==<br />
<br />
[[File:S2ehzboss.png|thumb|190px|Sonic and "Tails" facing off against Dr. Eggman in his redesigned [[Eggmobile]].]]<br />
Building upon the engine from the first game, ''Sonic the Hedgehog 2'' kept to the same basic formula as the first game: to overcome a series of obstacles and enemies and reach the end of each "Act," all under the span of ten minutes. Many of the elements that made the first ''Sonic the Hedgehog'' unique return, such as the loop-de-loops and curved slopes, while introducing new hazards and level elements like the corkscrews in [[Emerald Hill Zone]] and the slot machines in [[Casino Night Zone]], placed inside areas taking full advantage of the pinball side of the physics. With the exception of [[Metropolis Zone]] (which has three Acts) and the final three zones of the game (which are one act each), each zone only possesses two acts, although each act in this game is larger than the acts found in ''Sonic the Hedgehog''.<br />
<br />
The main form of attack for Sonic is the same as the first game, the ever trusty [[spin attack]] that Sonic curls into each time he jumps. Able to hit enemies from any angle as long as spikes or some other projectile is not in the way, he can also curl into this spin on the ground in the same way, by the player pressing down on the control pad as he runs along the terrain. However, the game also introduces a new way to gather up speed in this form without having to build it up. The [[spin dash]], which has since become a staple of the series, allows Sonic to rev up in a static location before he fires off, either destroying enemies in his wake or giving him the momentum to slide up steep slopes and reach higher areas of each level. By pressing and holding down while tapping the jump button, letting go of the control pad allows Sonic to zoom ahead, Dr. Eggman's forces being no match for the blue hedgehog.<br />
<br />
[[File:S2 Sonic Tails Pinball.png|thumb|190px|Sonic and "Tails" caught up in the Casino Night Zone.]]<br />
As both the title screen and the story suggest, a new character is introduced in the game. Miles "Tails" Prower, by default, follows Sonic around automatically, emulating each move you do. Sometimes helpful and sometimes baffling, he is also given an infinite number of lives, so if you're able to just miss a hazard with Sonic but "Tails" is less than fortunate, he will return to the screen, using his namesake to fly from the top of the screen down to where Sonic is standing. He also uses this method to catch up to Sonic if the player is fast enough to lose the two-tailed fox. If a second controller is plugged in, another player can control "Tails," making ''Sonic the Hedgehog 2'' the first game with "1.5 player" play. Although given the flying animation, the other player can not activate "Tails" flying ability, nor can they jump on the various [[monitors]] that litter each zone. The infinite lives count, however, remains. In the options menu to the game, having "Tails" follow you can be turned on or off, the game also giving you the option to play as "Tails" by himself. Though he can now break monitors when alone, he still can not fly, and must follow the same rules of extra lives as Sonic does in the main game.<br />
<br />
[[Special Stage (Sonic the Hedgehog 2 16-bit)|Special Stages]] and [[Chaos Emeralds]] return in this game, although both how you access them and how you play through them are completely different from the first ''Sonic the Hedgehog''. The only way to activate them is by hitting the [[Checkpoint|checkpoints]] in this game, which are Star Posts instead of Lamp Posts. If the player possesses fifty rings while touching the post, a ring of stars will appear for a short time, jumping into them transporting Sonic and "Tails" into the Special Stage. A three-dimensional-esque half pipe that can feel like a roller coaster, the object is to collect the number of rings the stage announces at the beginning. Each stage is broken up into three parts, and if the player successfully collects rings for all three tries, they will be awarded with one of the Chaos Emeralds. While the last game only had six, ''Sonic 2'' raises the total by one. And while the Chaos Emeralds are not completely necessary to beat the game in a simple run through, they are still needed to view the true ending of the game. As an added incentive, the team behind the game decided to give the players a bonus for collecting all seven Chaos Emeralds. After finding the seventh, and then collecting yet another fifty rings in a zone and jumping up, Sonic will transform into [[Super Sonic]], a golden-hued, buffed out version of the original who is both invincible and super fast. The only downside, though, is the transformation is temporary, and drains Sonic's ring count, returning to his original true blue self once all the rings are gone.<br />
<br />
===Two player mode===<br />
<br />
[[File:S2 Two Player Mode.png|thumb|190px|The classic two-player mode.]]<br />
Being the second in the series, the team behind the game decided they would try their hand at a competitive, two player mode. Taking the [[Emerald Hill Zone]], [[Casino Night Zone]], [[Mystic Cave Zone]] from the main game, throwing in the Special Stages, and giving the main levels a unique soundtrack for the mode, each player controls one of the main characters to the game as they traverse a split-screen form of these classic levels. With Sonic on top and "Tails" on the bottom, they are graded on five criteria for each act: Score, Time, [[Ring]] count at the end of the act, Total Ring count (including those lost by being hit), and number of [[Monitor|Item Box]]es popped open. The player that wins the most out of those five takes the round. Though the standard item boxes from the game are present, there are two that are unique to this mode. The first is a teleportation box, which will switch Sonic and "Tails"' position on the map. The second is an Eggman monitor, that will cause whoever pops it open to take a hit. As every monitor on-screen is only static, it is always random as to what will be found inside each monitor. Also of note is that the extra lives in the item boxes are not determined by which character opens it, but by which character's face shows up, so it is entirely possible for the player being Sonic to give "Tails" an extra life, and vice-versa.<br />
<br />
As each zone only contains two acts, if a tie occurs it will be decided by the competitors in a Special Stage. As these play different from the rest of the game, the only criteria that is graded is the ring count at the end of each segment, the stage still split up into three "rounds." The best two out of three takes the special stage, and subsequently the zone. Even if there are no ties during a run through the two player mode, the Special Stage is still one of the four levels to be chosen during the mode, the same rules applying to it as the other Special Stages. The player who wins the most out of everything is, naturally, the winner.<br />
<br />
For those who want their two-player encounters to be even crazier, an option is available to change every monitor in the game to a teleportation monitor.<br />
<br />
===Scoring===<br />
<br />
Hitting [[bumper|Bumpers]]: 10 points each for the first ten hits on any given bumper; after that no more points can be gained from that bumper.<br />
<br />
Enemy Chains:<br />
* First Enemy = 100<br />
* Second Enemy = 200<br />
* Third Enemy = 500<br />
* Fourth through Fifteenth Enemies = 1000 each<br />
* 16th and all Subsequent Enemies = 10,000 each<br />
<br />
(A chain refers to all enemies destroyed until the next time Sonic lands on some form of ground, or releases from a Spin Dash)<br />
<br />
Dr. Eggman Boss: 1000 points each<br />
<br />
End Level Ring Bonus: 100 points for each ring held<br />
<br />
End Level [[Perfect Bonus]]: The game stores a list of how many rings are present in each level. Each time you get a lone ring, the game subtracts one from this value. If this value is 0 when you pass the end signpost, you receive a 50,000 point bonus. Super Ring boxes and those placed by debug mode do not affect this counter. Getting hit by an enemy and losing your current rings does not reset the counter.<br />
<br />
End Level Time Bonus:<br />
* 0:29 or less = 50,000<br />
* 0:30 to 0:44 = 10,000<br />
* 0:45 to 0:59 = 5000<br />
* 1:00 to 1:29 = 4000<br />
* 1:30 to 1:59 = 3000<br />
* 2:00 to 2:59 = 2000<br />
* 3:00 to 3:59 = 1000<br />
* 4:00 to 4:59 = 500<br />
* 5:00 or more = 0<br />
<br />
Special Stage: <br />
* Rings = 100 <br />
* Chaos Emerald = 10,000<br />
<br />
Special Scoring in [[Casino Night Zone]]:<br />
*There are certain slots which aren't connected to Slot Machine Reels. Upon entering the slot from above, you receive 8 sequential 100 point additions to your score. (At one point in act 2, there are five such slots placed directly above one another, so landing in one triggers the rest in sequence for 4000 points.)<br />
*There are also green, yellow, and red bumpers in sets of three. Hitting one is worth 10 points and causes the bumper to change color (green -> yellow -> red -> disappear). Destroying the third red bumper in each set of 3 is worth 500 points instead of 10.<br />
<br />
==Music and sound==<br />
===Sound test===<br />
[[File:S2 Menu Screen.png|thumb|190px|The sound test in ''Sonic the Hedgehog 2''.]]<br />
Below is a listing of the songs available to play through the game's sound test, accessible through the level select code.<br />
{{multicol|<br />
*01: VS Game Results<br />
*02: [[Emerald Hill Zone]]<br />
*03: [[Mystic Cave Zone]] (2P) <nowiki>[</nowiki>[[Hidden Palace Zone]] in 2013 version]<br />
*04: [[Oil Ocean Zone]]<br />
*05: [[Metropolis Zone]]<br />
*06: [[Hill Top Zone]]<br />
*07: [[Aquatic Ruin Zone]]<br />
*08: [[Casino Night Zone]] (2P)<br />
*09: [[Casino Night Zone]]<br />
*0A: [[Death Egg Zone]] (Part 1)<br />
*0B: [[Mystic Cave Zone]]<br />
*0C: [[Emerald Hill Zone]] (2P)<br />
*0D: [[Sky Chase Zone]]<br />
*0E: [[Chemical Plant Zone]]<br />
*0F: [[Wing Fortress Zone]]<br />
*10: Unused Song [Traditionally associated with Hidden Palace]<br />
*11: Option<br />
*12: [[Special Stage (Sonic the Hedgehog 2 16-bit)|Special Stage]]<br />
*13: Boss<br />
*14: Death Egg Zone (Part 2)<br />
*15: All Clear<br />
*16: Super Sonic<br />
*17: Power Up<br />
*18: 1up<br />
*19: Title<br />
*1A: Stage Clear<br />
*1B: Game Over<br />
*1C: Continue<br />
*1D: Chaos Emerald<br />
*1E: Staff Roll<br />
*1F: Drowning<br />
}}<br />
<br />
==Release==<br />
The game sold 6 million cartridges worldwide, making it the second best-selling Mega Drive game, second only to the original ''Sonic the Hedgehog''. Out of those 6 million worldwide sales, only 400,000 units were sold in Japan.{{fileref|SegaForce_UK_16.pdf|page=12}}<br />
<br />
Upon release, Ed Simrad of ''Electronic Gaming Monthly'' stated that the "twice as long" play time offers "more enjoyment for the buck" and that as "a 2 player game, there is twice the fun." He praised the "larger and harder" levels and "quite innovative" new moves, concluding that it is "the best all-around game on the market." ''GamePro'' stated that it is "tough to follow up a classic, but ''Sonic The Hedgehog 2'' earns top honors." They stated that "the best thing about ''Sonic 2'' is that it's just plain fun" and concluded that it gives "plenty of fabulous gaming to pass the time." Andy of ''Game Informer'' stated that it is "not as easy as the first and has more variation. The addition of the two-player split screen is great." Jaz of ''Mean Machines'' described it as "faster, slicker, more colourful, louder, bigger and much, much tougher than the original," concluding that it is "packed with features, has loads of secrets, and rounds it all up with a superlative two-player mode that'll have your friends queuing round the block to play. Brilliant!"{{ref|http://www.defunctgames.com/reviewcrew/28/sonic-the-hedgehog-2-what-did-the-critics-say-in-1993}}<br />
<br />
The game's main criticisms concern the competitive, split-screen, two-player mode, a new introduction to the series.{{ref|http://www.148apps.com/news/sonic-hedgehog-2-remastering-treatment-longlost-hidden-palace-level-restored/}} The game allowed two-player mode in three different zones (Emerald Hill, Casino Night and Mystic Cave).{{ref|http://www.gamezero.com/team-0/final_word/genesis/sonic_hedgehog_2.html}} While the mode was generally well received upon release,{{ref|http://www.defunctgames.com/reviewcrew/28/sonic-the-hedgehog-2-what-did-the-critics-say-in-1993}} several reviewers have criticized the mode's noticeable slowdown, prominent flickering, and squashed play area for each player. However, IGN praised the innovation of the new two player mode, quipping that "Mario and Luigi could never run competitively through the same levels, at the same time".{{ref|http://ign.com/articles/2007/06/11/sonic-the-hedgehog-2-review}}<br />
<br />
===Awards===<br />
''Electronic Gaming Monthly'' gave it the Best Game of the Year (Genesis) award for 1992, describing it as "the best Genesis cart to come along in a long time!" {{ref|Buyer's Guide, 1993}} ''Game Informer'' gave ''Sonic the Hedgehog 2'' the Best Action/Adventure Game award, praising it for keeping "the same look and feel of the original ''Sonic'', while adding a two-player mode, longer levels, new moves, and better animation. Wow!"{{ref|http://www.defunctgames.com/reviewcrew/28/sonic-the-hedgehog-2-what-did-the-critics-say-in-1993}} ''Electronic Games'' chose ''Sonic the Hedgehog 2'' as one of the three nominees for their Video Game of the Year award, along with ''Street Fighter II'' and ''NHLPA Hockey '93''.{{ref|http://archives.tg-16.com/00_happy_new_year_1993.htm|}}<br />
<br />
===Legacy===<br />
''Sonic the Hedgehog 2'' has been listed among the best games of all time. In 2000, ''Game Informer'' ranked ''Sonic 2'' number 61 on its "Top 100 Games of All Time" list, calling it "the most challenging and finely polished ''Sonic the Hedgehog'' title."{{ref|''Game Informer'', issue 100, p. 28}} They later ranked it the 97th best game of all time in 2009.{{ref|http://nintendoeverything.com/game-informers-top-200-games-of-all-time/}} ''Mega'' placed the game at #36 in their "Top Sega Mega Drive Games of All Time" list in 1994.{{ref|''Mega'', issue 26, November 1994, p. 74}} It has also been listed among the best games of all time by ''Electronic Gaming Monthly'' (in 1997{{ref|http://kisrael.com/vgames/powerlist/egm100.html}} and 2001{{ref|http://web.archive.org/web/20011220003000/http://www.gamers.com/feature/egmtop100/index.jsp}}), GameFAQs (in 2004,{{ref|http://www.gamefaqs.com/features/contest/c04spr}} 2005,{{ref|http://www.gamefaqs.com/features/contest/top10}} 2009 [http://www.gamefaqs.com/poll/index.html?poll=3509] and 2014{{ref|http://www.ddjgames.com/category/gamefaqs-top-100/}}), GamingBolt,{{ref|http://gamingbolt.com/top-100-greatest-video-games-ever-made}} ''Guinness World Records'',{{ref|http://web.archive.org/web/20100107164406/gamers.guinnessworldrecords.com/news/270209_top50.aspx}} NowGamer,{{ref|http://www.nowgamer.com/100-greatest-retro-games-part-4/}} ''Retro Gamer'' {{ref|Issue 1, January 2004, p. 30}} and Yahoo!{{ref|https://web.archive.org/web/20050801002743/http://uk.videogames.games.yahoo.com/specials/100games/}}<br />
<br />
==Versions==<br />
===Rereleases and ports===<br />
{{multicol|<br />
* ''[[Sonic the Hedgehog 2 (arcade game)]]'' for [[sega:Mega-Tech|Mega-Tech]] and [[sega:Mega Play|Mega Play]]<br />
* ''[[Sonic the Hedgehog 2 (LCD game)|Sonic the Hedgehog 2]]'' for [[sega:Tiger Electronics|Tiger]] LCD (1992)<br />
* ''[[Sonic Classics]]'' for Sega Mega Drive (1995)<br />
* ''[[Sonic Jam]]'' for the [[sega:Sega Saturn|Sega Saturn]] (1997)<br />
* ''[[sega:Sega Smash Pack Vol. 2|Sega Smash Pack Vol. 2]]'' for PC (2000)<br />
* ''[[sega:Sega Archives from USA Vol. 3|Sega Archives from USA Vol. 3]]'' for PC (2000)<br />
* ''[[Sonic Action 4 Pack]]'' for PC (2001)<br />
* ''[[Sonic Mega Collection]]'' for [[sega:Nintendo GameCube|Nintendo GameCube]] (2002)<br />
* ''[[sega:Sega PC Mega Pack|Sega PC Mega Pack]]'' for PC (2003)<br />
* ''[[Sonic Mega Collection Plus]]'' for [[sega:PlayStation 2|PlayStation 2]] and [[sega:Xbox|Xbox]] (2004)<br />
* ''[[sega:Legends series#Play TV Legends Sega Mega Drive/Genesis Volume 2|Sega Genesis Collection Volume 2]]'' for Play TV Legends (2004)<br />
* ''[[Super Sonic Gold]]'' for Play TV Legends (2004)<br />
* ''[[Sonic the Hedgehog 2 (Sonic Cafe)|Sonic the Hedgehog 2]]'' for iMode 900 series phones on the [[Sonic Cafe]] service<br />
* ''[[Sonic Mega Collection Plus & Super Monkey Ball Deluxe]]'' for Xbox (2005)<br />
* ''[[sega:Sega Mega Drive Collection|Sega Mega Drive Collection]]'' for PlayStation 2 and [[sega:PlayStation Portable|PlayStation Portable]] (2006)<br />
* [[sega:Virtual Console|Virtual Console]] for [[sega:Wii|Wii]] (2007)<br />
* ''[[Sonic the Hedgehog 2 (Xbox Live Arcade)|Sonic the Hedgehog 2]]'' for [[sega:Xbox Live Arcade|Xbox Live Arcade]] (2007)<br />
* ''[[Sega Fun Pack: Sonic Mega Collection Plus & Shadow the Hedgehog]]'' for PlayStation 2 (2009)<br />
* ''[[sega:Sega Mega Drive Ultimate Collection|Sega Mega Drive Ultimate Collection]]'' for [[sega:PlayStation 3|PlayStation 3]] and Xbox 360 (2009)<br />
* ''[[Sonic the Hedgehog 2 (iPhone)|Sonic the Hedgehog 2]]'' Version 1/2 for [[sega:iOS|iOS]] (2009)<br />
* ''[[Sonic PC Collection]]'' for PC (2009)<br />
* ''[[Sonic Classic Collection]]'' for [[sega:Nintendo DS|Nintendo DS]] (2010)<br />
* ''[[sega:Sega Mega Drive Classic Collection Volume 2|Sega Mega Drive Classic Collection Volume 2]] for PC (2010)<br />
* ''[[sega:Sega Mega Drive Classic Collection Gold Edition|Sega Mega Drive Classic Collection Gold Edition]] for PC (2011)<br />
* ''[[Sonic the Hedgehog 2 (Playstation Network)|Sonic the Hedgehog 2]]'' for [[sega:PlayStation Network|PlayStation Network]] (2011)<br />
* ''[[Sonic the Hedgehog 2 (2013)|Sonic the Hedgehog 2]]'' Version 3 for iOS (2013)<br />
}}<br />
<br />
==Production credits==<br />
{{multicol|<br />
: Sonic 2 Cast of Characters<br />
Executive Producer: [[sega:Hayao Nakayama|Hayao Nakayama]]<br/><br />
Producer: [[sega:Shinobu Toyoda|Shinobu Toyoda]]<br/><br />
Director: [[sega:Masaharu Yoshii|Masaharu Yoshii]]<br/><br />
Chief Programmer: [[sega:Yuji Naka|Yuji Naka]] (YU2)<br/><br />
Game Planner: [[sega:Hirokazu Yasuhara|Hirokazu Yasuhara]] (Carol Yas)<br/><br />
Programmer: [[sega:Mark Cerny|Mark Cerny]]<br/><br />
Character Design and Chief Artist: [[sega:Yasushi Yamaguchi|Yasushi Yamaguchi]] (Judy Totoya)<br/><br />
Assistant Programmers: [[sega:Bill Willis|Bill Willis]], [[sega:Masanobu Yamamoto|Masanobu Yamamoto]]<br/><br />
Object Placement: Hirokazu Yasuhara, Takahiro Anto, [[sega:Yutaka Sugano|Yutaka Sugano]]<br/><br />
Special Stage Object Placement: Yutaka Sugano<br/><br />
Zone Artists: Yasushi Yamaguchi, [[sega:Craig Stitt|Craig Stitt]], [[sega:Brenda Ross|Brenda Ross]], [[sega:Jina Ishiwatari|Jina Ishiwatari]], [[Tom Payne]], [[sega:Rieko Kodama|Phenix Rie]]<br/><br />
Special Stage Art and CG: [[sega:Tim Skelly|Tim Skelly]], [[sega:Peter Morawiec|Peter Morawiec]]<br/><br />
Music Composer: [[Masato Nakamura]]<br/><br />
Sound Programmer: [[sega:Tomoyuki Shimada|Tomoyuki Shimada]]<br/><br />
Sound Assistants: [[sega:Yukifumi Makino|Macky]], [[sega:Hiroshi Kubota|Jimita]], [[sega:Yoshiaki Kashima|Milpo]], [[sega:Izuho Numata|Ippo]], [[sega:Sachio Ogawa|S.O]], [[sega:Masaru Setsumaru|Oyz]], [[sega:Masayuki Nagao|N.Gee]]<br/><br />
Project Assistants: [[sega:Shuichi Katagi|Syuichi Katagi]], [[sega:Takahiro Hamano|Takahiro Hamano]], [[sega:Yoshiki Ooka|Yoshiki Ooka]], [[sega:Steve Woita|Steve Woita]]<br><br />
Game Manual: [[sega:Youichi Takahashi|Youichi Takahashi]], [[sega:Carol Ann Hanshaw|Carol Ann Hanshaw]]<br/><br />
Executive Supporters: [[sega:Daizaburou Sakurai|Daizaburou Sakurai]], [[sega:Hisashi Suzuki|Hisashi Suzuki]], [[sega:Tom Kalinske|Thomas Kalinske]], [[sega:Fujio Minegishi|Fujio Minegishi]], [[sega:Takaharu Utsunomiya|Takaharu Utsunomiya]]<br><br />
Special Thanks to:<br/> Cindy Claveran, [[sega:France Tantiado|France Tantiado]], [[sega:Daisuke Saito|Daisuke Saito]], [[sega:Kunitake Aoki|Kunitake Aoki]], [[sega:Tsuneko Aoki|Tsuneko Aoki]], [[sega:Deborah McCracken|Deborah McCracken]], [[sega:Tatsuo Yamada|Tatsuo Yamada]], [[sega:Broderick Macaraeg|Rick Macaraeg]], [[sega:Locky P|Locky P]], [[sega:Masaaki Kawamura|Masaaki Kawamura]]<br/><br />
Presented by: Sega<br />
}}<br />
<br />
==Manuals==<br />
{{main|Sonic the Hedgehog 2 (16-bit) manuals}}<br />
<gallery><br />
Sonic2 MD JP manual.pdf|Mega Drive, JP<br />
Sonic2 MD EU manual.pdf|Mega Drive, EU<br />
Sonic2 MD AS manual.pdf|Mega Drive, Asia<br />
Sonic2 MD US SonicJam manual.pdf|''[[Sonic Jam]]'' digital manual, US<br />
</gallery><br />
<br />
==Promotional material==<br />
<gallery><br />
Sonic2 MD US TVAdvert.mp4|US TV advert<br />
</gallery><br />
<br />
==Artwork==<br />
<gallery><br />
File:SSS SONIC28.png<br />
File:SSS SONIC34.png<br />
File:SSS SONIC33.png<br />
File:SSS SONIC32.png<br />
File:CS E 00.png<br />
File:CS E 03.png<br />
File:CS F 00.png<br />
File:CS F 01.png<br />
File:CS F 02.png<br />
File:CE S2 01.png<br />
File:CE S2 02.png<br />
File:CE S2 03.png<br />
File:CE S2 04.png<br />
File:CE S2 05.png<br />
File:CE S2 06.png<br />
File:CE S2 07.png<br />
File:CE S2 08.png<br />
File:SSS SONIC07.png<br />
File:SSS SONICB .png<br />
File:EHZ drill eggman art.jpg<br />
File:OOZ sonic tails art.jpg<br />
File:S2 tails special stage art.jpg<br />
File:S2 sonic tails underwater art.jpg<br />
File:S2 sonic tails tornado art.jpg<br />
File:S2 jungle art.jpg<br />
File:SSS SONICF .png<br />
Sonic2 MD US Art Bundle.jpg<br />
Sonic2 Tails art cleaned.png<br />
</gallery><br />
<br />
==Physical Scans==<br />
{{ratings<br />
| icon=MD<br />
| badinfluence=100<br />
| badinfluence_source={{num|2|page=46/47}}<br />
| cvg=94<br />
| cvg_source={{num|132|page=22/23}}<br />
| eg=91<br />
| eg_source={{num|3|page=72/74}}<br />
| egm=88<br />
| egm_source=''[[Review - Sonic the Hedgehog 2 (Electronic Gaming Monthly, December 1992)|December 1992]]''<br />
| famitsu=78<br />
| gamefan=99<br />
| gamefan_source={{num|2|page=9/14/15/16/17}}<br />
| gamefan_1=98<br />
| gamefan_source_1={{num|2|page=9/14/15/16/17}}<br />
| gamepro=98<br />
| gamepro_source={{num|42|page=46/47}}<br />
| gamesmaster=65<br />
| gamesmaster_source={{num|1|page=56/57/58}}<br />
| gi = 91<br />
| gi_source={{num|8|page=56/57}}<br />
| gi_1 = 95<br />
| gi_source_1={{num|109|page=104}}<br />
| mdag=93<br />
| mdag_source={{num|4|page=44/45/46/47}}<br />
| mega=94<br />
| mega_source=''[[Review - Sonic the Hedgehog 2 (Mega, November 1992)|November 1992]]''<br />
| megaaction=94<br />
| megaaction_source={{num|1|page=65}}<br />
| megaaction_1=89<br />
| megaaction_source_1={{num|11|page=80}}<br />
| mt=95<br />
| mt_source={{num|11|page=Supplement 1-16}}<br />
| megatech_1=92<br />
| megatech_source_1={{num|20|page=50}}<br />
| mms=96<br />
| mms_source={{num|2|page=60|pdf=MeanMachinesSega02UK.pdf}}<br />
| smz=96<br />
| smz_source=''[[Review - Sonic the Hedgehog 2 (Megazone, January 1993)|January 1993]]''<br />
| sega16=100<br />
| sega16_source=''[http://www.sega-16.com/2004/07/sonic-the-hedgehog-2/ Sega-16]''<br />
| segapower=89<br />
| segapower_source={{num|37|page=28/29/30}}<br />
| segapro=94<br />
| segapro_source=''[[Review - Sonic the Hedgehog 2 (Sega Pro, Christmas 1992)|Christmas 1992]]''<br />
| segapro_1=94<br />
| segapro_source_1={{num|18|page=67}}<br />
| segazuk=92<br />
| segazuk_source={{num|1|page=18/19/20/21}}<br />
| sfuk=97<br />
| sfuk_source={{num|12|page=14/15/16}}<br />
| sfm=95<br />
| sfm_source=''Vol 2'', {{num|1}}, ''[http://segaretro.org/index.php?title=File%3ASegaForceMega01.pdf&page=91 p91]''<br />
| sfm_1=95<br />
| sfm_source_1={{num|5}}, ''[http://segaretro.org/index.php?title=File%3ASegaForceMega05.pdf&page=93 p93]''<br />
| stc=91<br />
| stc_source={{num|83|page=10}}<br />
| svenska=100<br />
| svenska_source=''Vol 1993'', {{num|1}}, ''[http://amr.abime.net/review_50932 p37]''<br />
| videogamecritic=100<br />
| videogamecritic_source=''[http://videogamecritic.com/gensnz.htm?e=35948#rev1360 2014/2/23]''<br />
}}<br />
{{Scanbox<br />
| console=Mega Drive<br />
| region=JP<br />
| front=Sonic2_box_jap.jpg<br />
| cart=S2 md jp cart.jpg<br />
| manual=Sonic2 MD JP manual.pdf<br />
}}{{Scanbox<br />
| console=Mega Drive<br />
| region=US<br />
| front=Sonic2_box_us.jpg<br />
| cart=S2 md us cart.jpg<br />
| manual=<br />
}}{{Scanbox<br />
| console=Mega Drive<br />
| region=US (Cardboard)<br />
| front=Sonic_2_Sega_Genesis_US_Cardboard_Cover.jpg<br />
| cart=<br />
| manual=<br />
}}{{Scanbox<br />
| console=Mega Drive<br />
| region=US (Not for resale)<br />
| front=Sonic2_md_nfr.jpg<br />
| cart=SonicHedgehog2cart.jpg<br />
| manual=<br />
}}{{Scanbox<br />
| console=Mega Drive<br />
| region=EU<br />
| front=Sonic2_box_eu.jpg<br />
| cart=S2-md-eu-cart.jpg<br />
| manual=Sonic2 MD EU manual.pdf<br />
}}{{Scanbox<br />
| console=Mega Drive<br />
| region=AU ([[sega:Sega Gold Collection|Gold Collection]])<br />
| front=Sonic2 md au gold cover.jpg<br />
| cart=<br />
| manual=<br />
}}{{Scanbox<br />
| console=Mega Drive<br />
| region=BR<br />
| front=Sonic2_md_br_cover.jpg<br />
| cart=sonic2_md_br_cart.jpg<br />
| manual=<br />
}}{{Scanbox<br />
| console=Mega Drive<br />
| region=BR (alt)<br />
| front=Sonic2_md_br_cover_alt.jpg<br />
| cart=<br />
| manual=<br />
}}{{Scanbox<br />
| console=Mega Drive<br />
| region=KR<br />
| front=Sonic2_MD_KR_cover.jpg<br />
| cart=Sonic2_MD_KR_cart.jpg<br />
| manual=<br />
}}{{Scanbox<br />
| console=Mega Drive<br />
| region=Asia<br />
| front=Sonic2 md asia cover.jpg<br />
| cart=<br />
| manual=Sonic2 MD AS manual.pdf<br />
}}{{Scanbox<br />
| console=Mega Drive<br />
| region=CA<br />
| front=<br />
| cart=<br />
| manual=<br />
}}<br />
<br />
==Technical information==<br />
===ROM dump status===<br />
As of GoodGen 3.21:<br />
* Sonic The Hedgehog 2 (Prototype (Earlier)) - [[Sonic the Hedgehog 2 (Nick Arcade prototype)|Nick Arcade prototype version]] of Sonic 2, dumped by [[drx]].<br />
* Sonic The Hedgehog 2 (Prototype) - [[Sonic the Hedgehog 2 (Simon Wai prototype)|Simon Wai prototype version]] of Sonic 2.<br />
* Sonic The Hedgehog 2 (Beta 4 - Sep 18, 1992, 16.26) - [[Sonic the Hedgehog 2 (beta 4)|Beta 4]], dumped by [[drx]].<br />
* Sonic The Hedgehog 2 (Beta 5 - Sep 21, 1992, 12.06) - [[Sonic the Hedgehog 2 (beta 5)|Beta 5]], dumped by [[drx]].<br />
* Sonic The Hedgehog 2 (Beta 6 - Sep 22, 1992, 18.47) - [[Sonic the Hedgehog 2 (beta 6)|Beta 6 (first build)]], dumped by [[drx]].<br />
* Sonic The Hedgehog 2 (Beta 6 - Sep 22, 1992, 19.42) - [[Sonic the Hedgehog 2 (beta 6)|Beta 6 (second build)]], dumped by [[drx]].<br />
* Sonic The Hedgehog 2 (Beta 7 - Sep 24, 1992, 09.26) - [[Sonic the Hedgehog 2 (beta 7)|Beta 7]], dumped by [[drx]].<br />
* Sonic The Hedgehog 2 (Beta 8 - Sep 24, 1992, 19.27) - [[Sonic the Hedgehog 2 (beta 4)|Beta 8]], dumped by [[drx]].<br />
* Sonic The Hedgehog 2 (W) (REV00) [!] - Revision 00, dumped by [[Rika Chou]].<br />
* Sonic The Hedgehog 2 (W) (REV01) [!] - Revision 01.<br />
* Sonic The Hedgehog 2 (W) (REVSC02) - Probable revision 02 of Sonic 2, extracted from [[Sonic Classics]].<br />
<br />
===ROM hacking===<br />
* [[Disassemblies#Sonic_2|Complete list of Sonic 2 disassemblies]]<br />
* [https://github.com/sonicretro/s2disasm_git View the disassembly on GitHub]<br />
<br />
====Hacking Guides====<br />
* [[SCHG:Sonic 2|Sonic Community Hacking Guide/Sonic 2]]<br />
* [[SCHG:Nem s2|Nemesis' Sonic 2 Hacking Guide]]<br />
* [[SCHG:Nem s2ss|Nemesis' Sonic 2 Savestate Hacking Guide]]<br />
<br />
===Emulation===<br />
<br />
==See also==<br />
* [[Sonic 2 JP Strategy Guide]] - Contains a short comic based on the story to ''Sonic the Hedgehog 2'', drawn by one of the artists for the ''[[Sonic the Hedgehog (manga)|Sonic the Hedgehog]]'' manga.<br />
<br />
==External links==<br />
* [http://vc.sega.jp/vc_sonic2/ Sega of Japan Virtual Console page (Japanese)]<br />
* [http://store.steampowered.com/app/71163/ ''Sonic the Hedgehog 2''] on Steam<br />
* [http://www.theghz.com/sonic/son2/son2.html ''Sonic the Hedgehog 2''] on [[The Green Hill Zone]]<br />
* [http://soniczone0.com/games/sonic2/backgroundinfo/ ''Sonic the Hedgehog 2''] on [[Zone: 0]]<br />
<br />
==References==<br />
<references/><br />
<br />
{{S2MDOmni}}<br />
{{SonicGenesisGames}}<br />
{{SonicVirtualConsole/WiiWareGames}}<br />
{{SonicSteamGames}}<br />
{{SoniciDeviceGames}}<br />
{{SonicAndroidGames}}<br />
<br />
[[Category:Mega Drive games]]<br />
[[Category:Steam games]]<br />
[[Category:Virtual Console/WiiWare games]]</div>
Andy198887
https://info.sonicretro.org/index.php?title=Sonic_the_Hedgehog_(16-bit)&diff=228591
Sonic the Hedgehog (16-bit)
2017-03-18T20:46:21Z
<p>Andy198887: </p>
<hr />
<div>:''"Sonic 1" redirects here. For the 8-bit version, see [[Sonic the Hedgehog (8-bit)]]. For the remake, see [[Sonic the Hedgehog (2013 game)]]. For similarly titled media, see [[Sonic the Hedgehog (disambiguation)]].''<br />
{{Bob<br />
| bobscreen=Sonic1_title.png<br />
| icon=<br />
| title=Sonic the Hedgehog<br />
| publisher=[[sega:Sega|Sega]]<br />
| developer=[[sega:Sonic Team|Sonic Team]]<br />
| system=[[sega:Sega Mega Drive|Sega Mega Drive]], [[sega:Virtual Console|Virtual Console]], Steam<br />
| romsize=512 KB<br />
| peripherals=<br />
| players=1<br />
| releases=<br />
{{release|MD|US|1991-06-23||1009}}<br />
{{release|MD|EU|1991-07-10 {{fileref|MeanMachines UK 10.pdf|page=44}}|£34.99|1009}}<br />
{{release|MD|JP|1991-07-26|¥6,000|G-4049}}<br />
{{release|MD|US (Classic)|1995-01-10||1009}}<br />
{{release|MD|AU|1991-08-02||}}<br />
{{release|MD|BR|1991-09-14||}}<br />
{{release|MD|CA|1991-11-22||}}<br />
{{release|MD|KR|1991-12-15||GM-4015JG}}<br />
{{release|VC|US|2006-11-09|800 pts}}<br />
{{release|VC|JP|2006-12-02|600 pts}}<br />
{{release|VC|AU|2006-12-07|800 pts}}<br />
{{release|VC|EU|2006-12-08|800 pts}}<br />
{{release|Steam|US|2010-10-26|$4.99}}<br />
{{release|Steam|EU|2010-10-26|£3.99}}<br />
| genre=Action<br />
| esrb=e|vrc=ga|pegi=3|oflc=g|cero=a|<br />
}}<br />
<br />
'''''Sonic the Hedgehog''''' (ソニック・ザ・ヘッジホッグ) is the first game in the long-running series by video game publisher and former console maker [[sega:Sega|Sega]]. First released in the United States and Europe on June 23rd, 1991, it was the premier outing for the character of [[Sonic the Hedgehog]] and the group behind his creation, [[sega:Sonic Team|Sonic Team]]. Though the game only received marginal success in its home country, almost overnight ''Sonic'' became a sensation in the West, solidifying Sega's place in Europe and turning the company into a household name in the United States.<br />
<br />
For the first time, a company was able to directly compete with console and gamemaker Nintendo, which had dominated the second half of the 1980s. Though Nintendo still reigned supreme in Japan, the highly-contested 16-bit war in the West was a marvel to behold, the big two being neck and neck through almost the entirety of the third generation of console gaming.<br />
<br />
The game propelled the creators into the realm of video game superstardom, programmer [[sega:Yuji Naka|Yuji Naka]] for a time becoming the face of Sega much as Shigeru Miyamoto became the face of Nintendo after the success of ''Super Mario Bros''. The franchise took off, with a version of the game being released on the [[sega:Sega Master System|Sega Master System]] and a series of sequels across Sega's various consoles over the years. It not only became the definitive title for the system and replaced ''[[sega:Altered Beast|Altered Beast]]'' as the pack-in title for the West, but would go on to be ported to no less than twenty platforms after its initial release.<br />
<br />
==Story==<br />
{{doublethumb<br />
| file1=Sonic1 MD JP manual.pdf<br />
| page1=8<br />
| float=right<br />
}}<br />
Somewhere in the ocean lies a mysterious island not found on any map, known by its inhabitants as [[South Island]]. The reason for it being absent is a simple, yet mysterious one: it does not have a fixed position, instead traveling through the seas on its own course. While the reason for this behavior is unknown, it is rumored that it may have something to do with the legendary gemstones known as the [[Chaos Emeralds]]. Though legend says they exist on the island, no one knows exactly where they are or how to get a hold of them. All they do know is of the incredible power they are said to contain, and how they can give energy to all living beings.<br />
<br />
Learning of the existence of the Chaos Emeralds, the mad genius [[Dr. Eggman]] sets himself on a quest to locate the emeralds for his own use, wanting to harness their power for his many mechanical creations. With the plan in motion, Eggman creates his base in a corner of the island, which he dubs the [[Scrap Brain Zone]]. However, he is aware that his evil plans will more than likely be interfered by [[Sonic the Hedgehog]].<br />
<br />
Though not a native of the island, Sonic the Hedgehog would often find himself on its mystical shores, and more than once had he run into the evil doctor, foiling an untold number of schemes. Just as Eggman predicted, in no time at all does the blue hedgehog learn of the doctor's intentions, running at sonic speed to confront him.<br />
<br />
It doesn't take long for Sonic to realize that something is amiss, and is shocked to learn that Eggman has gone a step further with his evil intentions. Kidnapping the many [[animals]] living on the island, he has methodically been placing them in [[Badnik|robot shells]] and using them to scour the island in search of the emeralds. Realizing that Eggman has turned Sonic's friends into his own personal mechanical army, Sonic wastes no time. Running across the island, he must not only stop Eggman's latest scheme and gather the Chaos Emeralds, but free his friends in the process.<br />
<br />
"Hurry! Sonic the Hedgehog - everyone is waiting for your help!"<br />
<br />
==Gameplay==<br />
[[File:Ghzboss.png|thumb|190px|Sonic the Hedgehog facing off against his arch-rival, Dr. Eggman.]]<br />
At its heart, ''Sonic the Hedgehog'' is a platformer. Taken from the same mold as platformers previous, Sonic Team was able to make the experience unique enough to rise it above the numerous ''Mario'' clones that had flooded the market. Becoming the standard for the Mega Drive, the game was also developed to showcase the potential of the system, creating a smooth-running and fast-moving game that is simple to pick up but complex and engaging underneath.<br />
<br />
Broken up into six "[[Zone|Zones]]" with three "Acts" each (plus a "Final Zone" at the end, a single Act consisting of a final boss confrontation), the game operates under a very basic platforming premise: to traverse across each of these Acts under a certain amount of time (in this case ten minutes) and overcome whatever enemies and obstacles may be in your way. The flow of each of these Zones presents an interesting duality in terms of playthrough. While it is possible to go through each act slow and methodically, it is just as simple to run through the Zone as fast as possible, playing for the shortest time as opposed to the highest score. Featuring multiple pathways and plenty of secret areas, the eighteen main courses were created specifically with replayability in mind, with game director [[sega:Hirokazu Yasuhara|Hirokazu Yasuhara]] wanting a game that could stand the test of time, something more than a basic arcade experience.<br />
<br />
Thanks to the efforts of Yuji Naka, the engine by which ''Sonic the Hedgehog'' is powered focuses not only on the potential speed for the character, but establishes the physics for the world as well. Being one part "pinball" and one part "momentum", the movement of Sonic depends just as much on the unique terrain of each level as it does on the input of the player. When it comes to the now-iconic set pieces of loop-de-loops and curved slopes, Sonic can only run through them if he has built up enough momentum to traverse through it. Running on curved slopes, a player can press downward on the control pad, allowing Sonic to curl up into a ball and gain tremendous speed - the steeper the slope, the higher the max speed at the end. Even the angles for which Sonic bounces off [[Bumper|bumpers]] and springs are determined by the values within, making the Sonic experience unique from what other games were presenting at the time.<br />
<br />
[[File:SonicRollingInSpringYard.png|thumb|190px|Sonic the Hedgehog rolling downward in Spring Yard Zone.]]<br />
In terms of the moveset, the original ''Sonic the Hedgehog'' chooses to keep it simple. A secondary button is not needed to increase Sonic's speed, only time. Each of the three buttons on the Mega Drive controller were mapped to the same action, giving the player the power to make Sonic jump up, curling into a ball in the process. With this [[spin attack]], Sonic can break an enemy from any angle, provided a spiked surface or a fire projectile is not in the way. He can also curl into this ball from on the ground, but can only remain as long as there is some momentum behind it. Once Sonic slows down, he is forced to return to his standing (or crouching) pose.<br />
<br />
Scattered throughout each level are also a variety of items, the most famous of these being the spinning golden [[rings]]. While collecting 100 of these will award Sonic with an extra life, they serve a much more important function: as long as Sonic has at least one in his possession, he can not be killed by an enemy or [[Spikes (obstacle)|spikes]], though he can still succumb to crushing or drowning. Being hit while having rings causes them to scatter, making Sonic temporarily invincible to give the player time to recover and try to collect the scattered rings before they disappear.<br />
<br />
Another prominent item featured in each Zone are the variety of [[Monitor|item boxes]]. Resembling computer monitors, each give Sonic a different reward depending on the image inside. If a ring is pictured, for instance, the player gets an extra 10 rings added to their ring count. If the icon is a group of stars, Sonic is awarded with temporary invincibility. A shoe icon allows the character to temporarily run even faster than what can normally be achieved, and a [[shield]] icon gives Sonic a barrier that will protect him from a hit, either maintaining his ring count or not killing the player if no rings are available. Another common item found on the playfield are [[Checkpoint|Lamp Posts]], allowing Sonic to start at that point in the level in the case of the player losing a life, as opposed to starting the act from the beginning again. These, along with other level features such as [[Spring|springs]], [[spikes]], and bumpers, create a landscape that would be featured again and again within the ''Sonic the Hedgehog'' series.<br />
<br />
[[File:TryAgain-Sonic1MD.png|thumb|190px|Dr. Eggman taunting the player when you complete the game without all six Chaos Emeralds.]]<br />
At the end of the first two Acts in each Zone, a [[Signpost]] with Eggman's face is there to greet you, as you run by it and turn it to Sonic's profile signaling your victory. However, at the end of each third Act, the player is greeted with an appearance from the main antagonist in his [[Eggpod|Eggmobile]] hovercraft, modified to present the player with a new challenge, with each Zone. Needing eight hits to be defeated, the doctor scurries away, allowing Sonic to open the animal [[capsule]] and free his friends, signaling the end of that particular Zone.<br />
<br />
Though entirely optional in a standard runthrough of the game, there is another element to the ''Sonic the Hedgehog'' gameplay experience. With the exception of the Scrap Brain Zone, at the end of the first two Acts of each Zone, a [[Giant Ring]] will appear to the right of the ending Signpost if a player is able to complete the Act with at least 50 rings. Floating silently just as the standard rings do, if Sonic jumps into the ring in time, he will be transported to the [[Special Stage]], a maze rotating 360 degrees. If traversed correctly, the player will be rewarded with a Chaos Emerald. Collecting all six emeralds is the only way to witness the true ending to the game. Failing to do so, Eggman will taunt the player at the end, juggling the missing emeralds, asking you to "try again".<br />
<br />
===Scoring===<br />
Hitting [[Bumper|Bumpers]]: 10 points for each of the first ten hits on any given bumper; after that no more points can be gained from that bumper<br />
<br />
Hitting enemies :<br />
*First Enemy = 100<br />
*Second Enemy = 200<br />
*Third Enemy = 500<br />
*Fourth through Fifteenth Enemies = 1000 each<br />
*Sixteenth and all Subsequent Enemies = 10000 each<br />
<br />
(A "chain" refers to all enemies destroyed until the next time Sonic lands on some form of ground, or stops spinning.)<br />
<br />
Dr. Eggman Boss: 1000 points each<br />
<br />
End Level Ring Bonus: 100 points for each ring held<br />
<br />
End Level Time Bonus:<br />
* 0:29 or less = 50000<br />
* 0:30 to 0:44 = 10000<br />
* 0:45 to 0:59 = 5000<br />
* 1:00 to 1:29 = 4000<br />
* 1:30 to 1:59 = 3000<br />
* 2:00 to 2:59 = 2000<br />
* 3:00 to 3:59 = 1000<br />
* 4:00 to 4:59 = 500<br />
* 5:00 or more = 0<br />
<br />
End-of-level flags: Where the Signpost stands, there are sometimes flags you can trigger. These flags are hidden, but if you hit them they will appear and show either 100, 1000, or 10000. The flags that say "100" are really only worth 10 points each, but the 1000 and 10000 flags report their values accurately.<br />
<br />
Special Stage: 100 points for each ring held<br />
<br />
==Music and sound==<br />
Utilizing the onboard [[Zilog]] [[Z80]] microprocessor, [[Yamaha]] [[YM2612]] synthesizer and [[Texas Instruments]] [[SN76489]] PSG sound chips, ''Sonic the Hedgehog'' was able to create a sound that was also unique, with the jumps, springs, and ring collecting sounds being an intergral part of the Sonic experience. These audio effects created by the sound team would be reused in subsequent entries, the classic ring sound still being heard with each new Sonic game. The music to the game, composed by [[DREAMS COME TRUE]] artist [[Masato Nakamura]], also became a highly praised game soundtrack. Instead of treating it as a video game, Nakamura went into the project with the same mindset he would have if he were to compose the music to a feature length film. The first two songs written, the Green Hill Zone theme and the title screen jingle, would be alluded to in subsequent games, becoming the quintessential score of ''Sonic the Hedgehog''. The popularity of the soundtrack has also made it a standard in live videogame music performance tours such as [http://www.videogameslive.com Video Games Live] and [[Play! A Video Game Symphony Live!|Play! A Video Game Symphony]].<br />
<br />
===Sound test===<br />
[[File:Sonic1 level select.png|thumb|190px|The level select to ''Sonic the Hedgehog'', also containing the sound test.]]<br />
Below is a listing of the songs available to played through the sound test within the game, accessible through the level select code. For the songs themselves, visit the [[Sonic the Hedgehog OSV]].<br />
{{multicol|<br />
*81: [[Green Hill Zone]]<br />
*82: [[Labyrinth Zone]]<br />
*83: [[Marble Zone]]<br />
*84: [[Star Light Zone]]<br />
*85: [[Spring Yard Zone]]<br />
*86: [[Scrap Brain Zone]]<br />
*87: Invincibility<br />
*88: 1-Up<br />
*89: [[Special Stage]]<br />
*8A: Title<br />
*8B: All Clear<br />
*8C: Boss<br />
*8D: [[Final Zone]]<br />
*8E: Stage Clear<br />
*8F: Game Over<br />
*90: Continue<br />
*91: Staff Roll<br />
*92: Drowning<br />
*93: Chaos Emerald<br />
}}<br />
<br />
==Graphical style==<br />
The graphical style of ''Sonic the Hedgehog'' was extremely impressive for its time, especially for the Mega Drive hardware (the Super Nintendo being technically superior in terms of graphic capabilities). With a color pallette expanded beyond what 8-bit systems could do, each zone was given a unique and rich look. The graphical style was inspired by the then-new world of "computer generated" graphics, the visuals of the [[Green Hill Zone]] being the most prime example. Even the sprites of Sonic, Eggman, the enemies, and the rings reflected on this, each richly animated object jumping out of the screen. While other games of the era can look dated, ''Sonic the Hedgehog'' has been able to maintain a timeless feel, emphasized by the visual work of [[sega:Naoto Ohshima|Naoto Ohshima]] and the fact that the original game still sells, albeit on modern hardware.<br />
===Logo design===<br />
The distinctive "ribbon, ring, and stars"-styled title screen used in the first ''Sonic the Hedgehog'' and subsequent installments was something of a theme in early Sega games. The Sonic version is based on the title screen from the 1988 Sega arcade game ''[[sega:Wonder Boy III: Monster Lair|Wonder Boy III: Monster Lair]]'', which bears similarities to that of the 1986 Sega arcade game ''[[sega:Alex Kidd: The Lost Stars|Alex Kidd: The Lost Stars]]''.<br />
<br />
<center>[[Image:AlexKiddLostStars title.png]] [[Image:WB3ML Title.png]] [[Image:Sonic1_title.png]]</center><br />
<br />
==Versions==<br />
Shortly after the original release of the game (known as REV00), Sega reissued the game (REV01) with various enhancements, bug-fixes and general tweaks. REV01 added extra layers of scrolling to most parallax backgrounds where many had been flat before, added moving clouds ([[Green Hill Zone]]), rippling water ([[Labyrinth Zone]]), corrected the level select screen's arrangement, among other minor changes. REV01 is most commonly found on Japanese cartridges, where the game was released slightly later than in Europe and North America, and was also made available in later production runs internationally.<br />
<br />
A complete list of changes between REV00 and REV01 was compiled by [[User:Hivebrain|Hivebrain]], by disassembling both versions and comparing the resultant code.<br />
{{multicol|<br />
# "clr.l" used instead of "move.l #0" in ClearScreen.<br />
# Garbage removed from CalcSine.{{ref|https://github.com/sonicretro/s1disasm/blob/master/_incObj/sub%20CalcSine.asm}}<br />
# "TM" on Sega screen is hidden if the console is Japanese.<br />
# "TM" on title screen isn't loaded if the console is Japanese.<br />
# AddPoints gives you an extra life for every 50000 points.<br />
# Level select stage order is correct.<br />
# Level select code is UDDDLR (instead of UDLR) if the console is Japanese.<br />
# Moved restart level flag check in Level_MainLoop.<br />
# Added background scroll check to LZWaterFeatures.{{ref|https://github.com/sonicretro/s1disasm/blob/master/_inc/LZWaterFeatures.asm}}<br />
# d2 is cleared in a slightly different way in MoveSonicInDemo.<br />
# Added gamemode check in SS_MainLoop.<br />
# Tidied EndSTH (obj89).{{ref|https://github.com/sonicretro/s1disasm/blob/master/_incObj/89%20Ending%20Sequence%20STH.asm}}<br />
# Layer scrolling changed.<br />
# Tile drawing changed.<br />
# Stuff added to DLE_MZ1.<br />
# Blank frame added to rings mappings.{{ref|https://github.com/sonicretro/s1disasm/blob/master/_maps/Rings%20(JP1).asm}}<br />
# Added check in monitor contents item to prevent interruption of drowning music.{{ref|https://github.com/sonicretro/s1disasm/blob/master/_incObj/2E%20Monitor%20Content%20Power-Up.asm}}<br />
# [[Lamppost]] time is cleared after game over (obj39).{{ref|https://github.com/sonicretro/s1disasm/blob/master/_incObj/39%20Game%20Over.asm}}<br />
# Tidied MarbleBrick (obj46).{{ref|https://github.com/sonicretro/s1disasm/blob/master/_incObj/46%20MZ%20Bricks.asm}}<br />
# Tidied FloatingBlock (obj56).{{ref|https://github.com/sonicretro/s1disasm/blob/master/_incObj/56%20Floating%20Blocks%20and%20Doors.asm}}<br />
# Minor change to DrownCount (obj0A).{{ref|https://github.com/sonicretro/s1disasm/blob/master/_incObj/0A%20Drowning%20Countdown.asm}}<br />
# Changes to [[Caterkiller]] (obj78).{{ref|https://github.com/sonicretro/s1disasm/blob/master/_incObj/78%20Caterkiller.asm}}<br />
# Minor change to [[Labyrinth Zone Boss|Labyrinth boss]] (obj77).{{ref|https://github.com/sonicretro/s1disasm/blob/master/_incObj/77%20Boss%20-%20Labyrinth.asm}}<br />
# Minor changes to [[Final Zone|Final boss]] (obj85), including 1000 point bonus for killing it.{{ref|https://github.com/sonicretro/s1disasm/blob/master/_incObj/85%20Boss%20-%20Final.asm}}<br />
# Ending sequence debug list changed.<br />
# Some unneeded things removed from Pattern Load Cues.<br />
# Sega logo graphics and mappings slightly different.<br />
# Unused graphics data removed.<br />
# [[Marble Zone|MZ]] & [[Scrap Brain Zone|SBZ]] 256x256 tiles modified.<br />
# SS5 & SS6 layouts modified.<br />
# [[Spring Yard Zone|SYZ]] background modified.<br />
# Minor change to SolidObject subroutine.{{ref|https://github.com/sonicretro/s1disasm/blob/master/_incObj/sub%20SolidObject.asm}}<br />
}}<br />
<br />
A final modification was made to the original game by Sega for the 2002 compilation ''[[Sonic Mega Collection]]'', which revised the [[spike damage behavior|spike damage behavior]] to be like that of later titles. This version is referred to as "JP2" in the game's menu, and is actually REV01 with extra code patched directly onto the ROM file.<br />
<br />
===Rereleases and ports===<br />
The success of ''Sonic the Hedgehog'' has led to the game being released for numerous systems, and included in most compilations of Mega Drive games. The 2000s also saw the game sold through a number of download services.<br />
{{multicol|<br />
'''Direct ports from source code, sold individually:'''<br />
* ''[[Sonic the Hedgehog (arcade game)|Sonic the Hedgehog]]'' for [[sega:Mega-Tech|Mega-Tech]] and [[sega:Mega Play|Mega Play]] (1993)<br />
* ''[[Sonic the Hedgehog (2005 Sonic Cafe)|Sonic the Hedgehog]]'' for iMode phones on the [[Sonic Cafe]] service (2005)<br />
* ''[[Sonic the Hedgehog Mobile]]'' for iMode phones (2006)<br />
* ''[[Sonic the Hedgehog (iPod)|Sonic the Hedgehog]]'' for iPod (2007)<br />
<br />
'''Direct ports from source code, sold in compilations:'''<br />
* ''[[sega:Mega 6 Volume 3|Mega 6 Volume 3]]'' for Sega Mega Drive (1995)<br />
* ''[[Sonic Classics]]'' for [[sega:Sega Mega Drive|Sega Mega Drive]] (1995)<br />
* ''[[sega:6-Pak|6-Pak]]'' for Sega Mega Drive (1996)<br />
* ''[[Sonic Jam]]'' for [[sega:Sega Saturn|Sega Saturn]] (1997)<br />
<br />
'''Emulated, sold individually:'''<br />
* ''Sonic the Hedgehog'' for [[sega:Virtual Console|Virtual Console]] on [[sega:Wii|Wii]] (2006)<br />
* ''[[Sonic the Hedgehog (Xbox Live Arcade)|Sonic the Hedgehog]]'' for Xbox Live Arcade (2006)<br />
* ''[[Sonic the Hedgehog (iPhone)|Sonic the Hedgehog]]'' for [[sega:iOS|iOS]] (2009)<br />
* ''Sonic the Hedgehog'' for Steam on Windows PC (2010)<br />
* ''[[Sonic the Hedgehog (Android)|Sonic the Hedgehog]]'' for Android (2011)<br />
* ''[[Sonic the Hedgehog (Playstation Network)|Sonic the Hedgehog]]'' for [[sega:PlayStation Network|PlayStation Network]] on [[sega:PlayStation 3|PlayStation 3]] (2011)<br />
* ''[[3D Sonic the Hedgehog]]'' on [[sega:Nintendo 3DS|Nintendo 3DS]] (2013)<br />
<br />
'''Emulated, sold in compilations:'''<br />
* ''[[Sega Smash Pack Vol. 1]]'' for [[sega:Sega Dreamcast|Sega Dreamcast]] (2000)<br />
* ''[[Sonic Mega Collection]]'' for [[sega:Nintendo GameCube|Nintendo GameCube]] (2002) [NOTE: contains REV00, REV01, and "JP2"]<br />
* ''[[Sonic Mega Collection Plus]]'' for [[sega:PlayStation 2|PlayStation 2]], [[sega:Xbox|Xbox]] and PC (2004)<br />
* ''[[sega:Legends series#Play TV Legends Sega Mega Drive/Genesis Volume 1|Sega Genesis Collection Volume 1]]'' for Play TV Legends (2004)<br />
* ''[[Super Sonic Gold]]'' for Play TV Legends (2004)<br />
* ''[[Sonic Mega Collection Plus & Super Monkey Ball Deluxe]]'' for Xbox (2005)<br />
* ''[[sega:Sega Mega Drive Collection|Sega Mega Drive Collection]]'' for PlayStation 2 and [[sega:PlayStation Portable|PlayStation Portable]] (2006)<br />
* ''[[Sega Fun Pack: Sonic Mega Collection Plus & Shadow the Hedgehog]]'' for PlayStation 2 (2009)<br />
* ''[[sega:Sega Mega Drive Ultimate Collection|Sega Mega Drive Ultimate Collection]]'' for PlayStation 3 and [[sega:Xbox 360|Xbox 360]] (2009)<br />
* ''[[Sonic PC Collection]]'' for PC (2009)<br />
* ''[[Sonic Classic Collection]]'' for [[sega:Nintendo DS|Nintendo DS]] (2010)<br />
* ''[[sega:Sega Mega Drive Classic Collection Volume 1|Sega Mega Drive Classic Collection Volume 1]]'' (2010)<br />
* ''[[sega:Sega Mega Drive Classic Collection Gold Edition|Sega Mega Drive Classic Collection Gold Edition]]'' (2011)<br />
* ''[[sega:Sega 3D Classics Collection|Sega 3D Classics Collection]]'' for Nintendo 3DS (2015)<br />
* ''[[sega:Sega Mega Drive Classics Hub|Sega Mega Drive and Genesis Classics]]'' for Steam (2016)<br />
<br />
'''Recreated from scratch:'''<br />
* ''[[Sonic the Hedgehog Genesis]]'' for [[sega:Game Boy Advance|Game Boy Advance]] (2006)<br />
* ''[[Sonic the Hedgehog (2013 game)|Sonic the Hedgehog]]'' for Android and iOS (2013)<br />
<br />
'''Superficially similar:'''<br />
* ''[[Sonic the Hedgehog (8-bit)|Sonic the Hedgehog]]'' for [[sega:Sega Master System|Sega Master System]] and [[sega:Game Gear|Game Gear]] (1991)<br />
* ''[[Sonic the Hedgehog (LCD game)|Sonic the Hedgehog]]'' for [[sega:Tiger Electronics|Tiger]] LCD (1991)<br />
* ''[[Sonic the Hedgehog (2001 Sonic Cafe)|Sonic the Hedgehog]]'' on the [[Sonic Cafe]] service (2001)<br />
}}<br />
<br />
==Production credits==<br />
{{creditstable|<br />
* '''Game Plan:''' [[sega:Hirokazu Yasuhara|Hirokazu Yasuhara]] (as "Carol Yas")<br />
* '''Program:''' [[sega:Yuji Naka|Yuji Naka]] (as "YU2")<br />
* '''Character Design:''' [[sega:Naoto Ohshima|Naoto Ohshima]] (as "BigIsland")<br />
* '''Design:''' [[Jina Ishiwatari]] (as "Jinya"), [[sega:Rieko Kodama|Rieko Kodama]] (as "Phenix Rie")<br />
* '''Sound Produce:''' [[Masato Nakamura]]<br />
* '''Sound Program:''' [[sega:Hiroshi Kubota|Hiroshi Kubota]] (as "Jimita"), [[sega:Yukifumi Makino|Yukifumi Makino]] (as "Macky")<br />
* '''Special Thanks:''' [[Fujio Minegishi]], Papa<br />
* '''Presented by:''' [[sega:Sega|Sega]]<br />
|source=In-game credits{{fileref|Sonic1 credits.pdf}}{{fileref|SonicTeamCredits.PNG}}<br />
}}<br />
<br />
==Manuals==<br />
{{main|Sonic the Hedgehog (16-bit) manuals}}<br />
<gallery><br />
Sonic1 MD JP manual.pdf|Mega Drive, JP<br />
Sonic1 MD EU manual.pdf|Mega Drive, EU<br />
Sonic1 MD JP SonicJam manual.pdf|''[[Sonic Jam]]'' digital manual, JP<br />
Sonic1 MD US SonicJam manual.pdf|''[[Sonic Jam]]'' digital manual, US<br />
Sonic1 Steam digital manual.pdf|Steam digital manual<br />
</gallery><br />
<br />
==Promotional material==<br />
{{main|Sonic the Hedgehog (16-bit) print advertisements}}<br />
{{main|Sonic the Hedgehog (16-bit) television advertisements}}<br />
<br />
==Artwork==<br />
<gallery><br />
SSS SONIC26.png<br />
CE S1 01.png<br />
CE S1 02.png<br />
CE S1 03.png<br />
CE S1 04.png<br />
CE S1 05.png<br />
CE S1 06.png<br />
CE S1 07.png<br />
SSS SONICE .png<br />
Sonic MD US Art1.png<br />
Sonic MD US Art2.png<br />
</gallery><br />
<br />
==Physical scans==<br />
{{ratings<br />
| icon=MD<br />
| acaogames=100<br />
| acaogames_source={{num|4|page=22-23|pdf=AcaoGames BR 004.pdf|pdfpage=22}}<br />
| ace=93<br />
| ace_source={{num|47|page=54-56|pdf=ACE UK 47.pdf|pdfpage=54}}<br />
| ace_1=100<br />
| ace_source_1={{num|50|page=128|pdf=ACE UK 50.pdf}}<br />
| consolemania=95<br />
| consolemania_source={{num|1|page=34-36|pdf=ConsoleMania IT 001.pdf|pdfpage=34}}<br />
| cvg=94<br />
| cvg_source={{num|117|page=16-19|pdf=CVG UK 117.pdf|pdfpage=16}}<br />
| cvgit=96<br />
| cvgit_source={{num|8|page=48-49|pdf=CVG IT 08.pdf|pdfpage=48}}<br />
| egm=90<br />
| egm_source={{num|24|page=24|pdf=EGM US 024.pdf}}<br />
| excalibur=75<br />
| excalibur_source={{num|16|page=31|pdf=Excalibur CZ 16.pdf}}<br />
| famitsu=83<br />
| gamepro=96<br />
| gamepro_source={{num|23|page=42/43|pdf=GamePro US 023.pdf|pdfpage=42}}<br />
| tgmit=98<br />
| tgmit_source={{num|34|page=85-86|pdf=TheGamesMachine IT 034.pdf|pdfpage=85}}<br />
| gamesx=100<br />
| gamesx_source={{num|10}}<br />
| hobbyconsolas=95<br />
| hobbyconsolas_source={{num|1|page=18-21|pdf=HobbyConsolas ES 001.pdf|pdfpage=18}}<br />
| megaaction=92<br />
| megaaction_source={{num|1|page=65}}<br />
| megaaction_1=87<br />
| megaaction_source_1={{num|11|page=80}}<br />
| megablast=83<br />
| megablast_source={{num|1992-01|page=44|pdf=Megablast DE 1992-01.pdf}}<br />
| megatech=92<br />
| megatech_source={{num|1|page=48|pdf=MegaTech UK 01.pdf}}<br />
| megatech_1=83<br />
| megatech_source_1={{num|1|page=80}}<br />
| megatech_2=89<br />
| megatech_source_2={{num|6|page=27}}<br />
| mm=92<br />
| mm_source={{num|10|page=42-44|pdf=MeanMachines UK 10.pdf|pdfpage=42}}<br />
| mms=77<br />
| mms_source={{num|10|page=108|pdf=MeanMachinesSega10UK.pdf}}<br />
| playerone=96<br />
| playerone_source={{num|11|page=26-29|pdf=PlayerOne FR 011.pdf|pdfpage=26}}<br />
| raze=95<br />
| raze_source={{num|11|page=50-52|pdf=Raze UK 11.pdf|pdfpage=50}}<br />
| mdag=85<br />
| mdag_source={{num|2|page=79}}<br />
| segapower=97<br />
| segapower_source={{num|22|page=9/10/11}}<br />
| segapower_1=100<br />
| segapower_source_1={{num|23|page=54}}<br />
| segapro=96<br />
| segapro_source={{num|6|page=28}}<br />
| segapro_1=90<br />
| segapro_source_1={{num|18|page=67}}<br />
| videogame=100<br />
| videogame_source={{num|5|page=51-53|pdf=VideoGame BR 05.pdf|pdfpage=51}}<br />
| vgce=88<br />
| vgce_source={{num|29|page=32|pdf=VG&CE US 29.pdf}}<br />
| zero=95<br />
| zero_source={{num|22|page=64/65}}<br />
}}<br />
{{Scanbox<br />
| console=Mega Drive<br />
| region=JP<br />
| front=Sonic1_box_jap.jpg<br />
| cart=SonicHedgehog1JapCart.jpg<br />
| manual=Sonic1 MD JP manual.pdf<br />
}}{{Scanbox<br />
| console=Mega Drive<br />
| region=US<br />
| front=Sth_md_us_cover.jpg<br />
| cart=Sonic1USCart2.JPG<br />
| manual=<br />
}}{{Scanbox<br />
| console=Mega Drive<br />
| region=US (Not for resale)<br />
| front=Sonic1_box_us_nfr1.jpg<br />
| cart=Sonic1USCart.jpg<br />
| manual=<br />
}}{{Scanbox<br />
| console=Mega Drive<br />
| region=US ([[sega:Sega Classic|Classic]])<br />
| front=Sonic1 md us classic cover.jpg<br />
| cart=<br />
| manual=<br />
}}{{Scanbox<br />
| console=Mega Drive<br />
| region=EU<br />
| front=Sonic1_box_eu.jpg<br />
| cart=S1-md-eu-cart.jpg<br />
| manual=Sonic1 MD EU manual.pdf<br />
}}{{Scanbox<br />
| console=Mega Drive<br />
| region=BR<br />
| front=Sonic1-box-bra.jpg<br />
| cart=Sonic1 MD BR Cart.jpg<br />
| manual=<br />
}}{{Scanbox<br />
| console=Mega Drive<br />
| region=CA<br />
| front=Sonic1 MD CA Box.jpg<br />
| cart=Sonic1cacart.jpg<br />
| manual=<br />
}}{{Scanbox<br />
| console=Mega Drive<br />
| region=KR<br />
| front=<br />
| cart=<br />
| manual=<br />
}}{{Scanbox<br />
| console=Mega Drive<br />
| region=KR (newer)<br />
| front=Sonic1 MD KR Box 2.jpg<br />
| cart=Sonic1 MD KR cart.jpg<br />
| manual=<br />
}}{{Scanbox<br />
| console=Mega Drive<br />
| region=SE (rental)<br />
| front=<br />
| cart=<br />
| manual=<br />
}}<br />
<br />
==Technical information==<br />
===ROM dump status===<br />
{{romtable|<br />
{{rom|MD|sha1=6ddb7de1e17e7f6cdb88927bd906352030daa194|md5=1bc674be034e43c96b86487ac69d9293|crc32=f9394e97|size=512kB|date=1991-04|source=Cartridge (US/EU)|comments=REV00|quality=good|prototype=}}<br />
{{rom|MD|sha1=69e102855d4389c3fd1a8f3dc7d193f8eee5fe5b|md5=09dadb5071eb35050067a32462e39c5f|crc32=afe05eee|size=512kB|date=1991-04|source=Cartridge (JP)|comments=REV01|quality=good|prototype=}}<br />
{{rom|MD|sha1=95b6aac7e11bb2d908aafa06973ffeb45817a992|md5=c6c15aea60bda10ae11c6bc375296153|crc32=6382b2c5|size=512kB|date=1991-04|source=''[[Sonic Mega Collection]]'' disc|comments=JP2|quality=good|prototype=}}<br />
<br />
{{rom|MD|sha1=ad7502fa15b1819eeb4089783b4a850d898bc71e|md5=e5e4eea000240b7bc675cf148b5b897b|crc32=7a093f0b|size=512kB|date=1991-04|source=Cartridge (pirate)|comments=Sonic The Hedgehog (W) (REV00) [p5][!].bin|quality=|pirate=yes}}<br />
{{rom|MD|sha1=a56c2f98d891eb6aa69c8169d806acf996325810|md5=0b5cc06bcce7f2b7907b7357266bbfa7|crc32=2ad86af1|size=512kB|date=1991-04|source=Cartridge (pirate)|comments=Sonic The Hedgehog (W) (REV00) [p4][!].bin|quality=|pirate=yes}}<br />
{{rom|MD|sha1=6a90e740a96d413d8bc01e9b6fbe990316a93380|md5=fced4cdb489c59300ae1b1330ff265cb|crc32=964e15de|size=512kB|date=1991-04|source=Cartridge (pirate)|comments=Sonic The Hedgehog (W) (REV00) [p3][!].bin|quality=|pirate=yes}}<br />
{{rom|MD|sha1=d1f80dbf4083273b7de427ca50b69399d5b7e6d8|md5=0ec2d91d212bb486f6d7e80cf7767fa5|crc32=5ce8f5cf|size=512kB|date=1991-04|source=Cartridge (pirate)|comments=Sonic The Hedgehog (W) (REV00) [p2][!].bin|quality=|pirate=yes}}<br />
{{rom|MD|sha1=4c3b606bec697b0b934ba2f650a8b83c0e3b77c7|md5=4dc697b98100a9ba6b8d99d9b471ea74|crc32=0d770284|size=512kB|date=1991-04|source=Cartridge (pirate)|comments=Sonic The Hedgehog (W) (REV00) [p1][!].bin|quality=|pirate=yes}}<br />
}}<br />
<br />
===ROM hacking===<br />
{{main|SCHG:Sonic the Hedgehog (16-bit)}}<br />
During the 1990s and early 2000s, modifying ''Sonic the Hedgehog'' involved directly editing the ROM file with tools such as hex editors and [[Tile Layer Pro]]. Such efforts were somewhat crude by today's standards, and generally only produced straightforward changes to the game's data (graphics, levels etc.). In 2004 the first [[Disassemblies#Sonic_1|disassembly]] was produced, which allowed code and data to be restructured in any conceivable way, and then recompiled into a fully working ROM file. Subsequent years of refinement has produced a completely labelled and commented disassembly, which is [https://github.com/sonicretro/s1disasm_git hosted on GitHub].<br />
<br />
===Emulation===<br />
At present, ''Sonic the Hedgehog'' is emulated perfectly by all major Sega Mega Drive emulators. Older emulators such as [[sega:Genecyst|Genecyst]] suffered a visual bug on the game's title screen. The Mega Drive could only display a limited number of sprites per scanline, and the game's programmers had placed dummy sprites on the title screen to exploit this weakness. The dummy sprites were intended to make Sonic appear to be behind the logo by rendering him partially invisible. Genecyst doesn't emulate this limitation, and so Sonic appears in front of the logo.{{fileref|Sonic1 title Genecyst bug.png}}<br />
<br />
==See also==<br />
*[[Sonic the Hedgehog Story Comic]] - A three volume comic released in Japan used to advertise the game. Contained in the narrative are elements there were eventually changed or removed from the final product.<br />
*[[Sonic the Hedgehog (promotional comic)]] - A standalone story commissioned by Sega of America using the westernized story no longer considered canon.<br />
<br />
==External links==<br />
* [http://vc.sega.jp/vc_sonic/ Sega of Japan Virtual Console page (Japanese)]<br />
* [http://store.steampowered.com/app/71113/ ''Sonic the Hedgehog''] on Steam<br />
* [https://github.com/sonicretro/s1disasm_git ''Sonic the Hedgehog'' disassembly on GitHub]<br />
* [http://www.theghz.com/sonic/son1/son1.html ''Sonic the Hedgehog''] on [[The Green Hill Zone]]<br />
<br />
==References==<br />
{{multicol|<br />
<references/><br />
}}<br />
<br />
{{S1MDOmni}}<br />
{{SonicGenesisGames}}<br />
{{SonicSteamGames}}<br />
{{SonicVirtualConsole/WiiWareGames}}<br />
<br />
[[Category:Steam games]]<br />
[[Category:Virtual Console/WiiWare games]]<br />
[[Category:Mega Drive games]]</div>
Andy198887