https://info.sonicretro.org/api.php?action=feedcontributions&user=Game2010&feedformat=atomSonic Retro - User contributions [en]2024-03-28T09:46:43ZUser contributionsMediaWiki 1.30.2https://info.sonicretro.org/index.php?title=Biolizard&diff=180426Biolizard2011-12-02T13:40:21Z<p>Game2010: grammar correction</p>
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<div>{{CharacterSheet<br />
| image1=Biolizard.png<br />
| image2=Biolizard.jpg<br />
| charcolor = red<br />
| charname = Biolizard, The Prototype of the Ultimate Life Form<br />
| debut = [[Sonic Adventure 2]]<br />
| debutyear = 2001<br />
| age = +50<br />
| height = 85m (length), 30m (width),<br/>19,5m (height) (''Sonic X'')<br />
| weight = 87.5t (''Sonic X'')<br />
}}<br />
<br />
The '''Biolizard''' (バイオリザード), code-named [[Project Shadow]] and also known as the Prototype of the Ultimate Life Form, was created by Professor [[Gerald Robotnik]] about fifty years before the ''[[Sonic Adventure 2]]'' storyline. It appears as a giant red and black lizard with a contraption on its back and with tubes running down the neck to the sides of its mouth. It cannot move well, but is able to take damage, manipulate gravity and energy, use [[Chaos Control]]., regenerate any lost limbs and can reproduce asexually. However, to be able to sustain itself, it requires the Life Support System, fuelled by [[Chaos Drives]].<br />
<br />
It was designed to be the ultimate life form as part of the government research for immortality, which Gerald Robotnik was part of as well. The prototype of the ultimate life form was made after the image of a lizard and it was able to regenerate, restore lost limbs and reproduce asexually to sustain itself. However, it reacted violently when it had the power of the Chaos Emeralds, and it quickly became unruly and hard to control, causing many problems. Others questioned the project’s continuation and eventually, the higher ups sent [[GUN]] to dispatch everyone who knew about Project Shadow on board of the [[ARK]].<br />
<br />
Meanwhile, the Biolizard was encapsulated and it remained in suspended animation until Sonic the Hedgehog and his crew came to ARK. It was awakened as [[Sonic]] and [[Knuckles]] reach the Eclipse Cannon’s core. Shadow, previously convinced by [[Amy]] to help the Earth then appeared and fought it instead, allowing the pair to continue their way towards the artificial Master Emerald altar behind it. After being defeated the Biolizard used Chaos Control to warp away, and even though Knuckles had stopped the [[Chaos Emeralds]], the Biolizard seized control of the Colony by becoming one with it and keeps it on its' crash course to Earth, becoming [[Finalhazard]]. Using the Chaos Emeralds Sonic and Shadow became Super Sonic and Super Shadow and fight the Finalhazard. It's not done in time however, so Shadow uses Chaos Control as a last effort to transport the whole thing back to a non-falling position and it is presumed that he lost his life in the process.<br />
<br />
==Sonic Adventure 2==<br />
<br />
The Biolizard appears most significantly in this game but even so, most of the information and back story is given in supplementary material. The only clue he exists in Sonic Adventure 2 as nothing but a surprise boss are two instances in Dark Story, the first when Rouge searches for Project Shadow in the ARK's computer, where she finds something else but Shadow on the classified info, and again when she confronts Shadow about this same information later on the story.<br />
<br />
As said before, the Biolizard appears to block Sonic and Knuckles path and is stopped by Shadow, only to warp away and become Finalhazard.<br />
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<gallery><br />
File:Biolizard_file_1.png<br />
File:Biolizard_file_2.png<br />
</gallery><br />
<br />
===Boss===<br />
{{BossInfo<br />
| image=Biolizard.png<br />
| imagewidth=320<br />
| game=[[Sonic Adventure 2]]<br />
| hits=6<br />
| rings=28<br />
| playedas=Shadow<br />
| nextform=[[Finalhazard]]<br />
| music=[[Supporting Me]]<br/><flashmp3>Sonic Adventure 2 OST/Dark Side/28 - Supporting Me.mp3</flashmp3><br />
}}<br />
<br />
====Setting====<br />
<br />
The boss arena is toroid shaped, with the Biolizard sitting in the middle. There are two streams cutting it off in two, one closer to the artificial Master Emerald altar shrine and the other to the pool where Sonic’s [[Cannon's Core]] ended at. The former is harmless, but the latter will sweep Shadow off his feet and functions as a bottomless pit of some sort if he doesn’t jump out almost as soon as he touches it.<br />
The Biolizard cannot move well so it only shuffles about rotating on its axis. The surface of its skin is designed to be absorb attacks, so using the [[Homing Attack]] will have no effect (sometimes it won’t even hurt Shadow, just bounce him off).<br />
<br />
====Attack Patterns====<br />
<br />
=====Pattern 1=====<br />
<br />
The first attack consists of trying to get closer to Shadow, biting him if he’s closer to its mouth or trying to whack him with its tail, if he moves away from the head too much. Around one half turn the Biolizard tires out and stops to gather its breath. The pipes that run from his mouth to its life support system glow, probably because its draining some energy from there. Shadow can grind these up to reach the glowing top and hit it, as this is the Biolizard’s only weak point. This is all the Biolizard ever does in his first stage while he isn’t hit.<br />
<br />
=====Pattern 2=====<br />
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[[File:Biolizard_energyattack.png|right|thumb|Energy Attack|110px]]<br />
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After chasing him a bit some more, the Biolizard will use the energy attack, where it spits homing black matter spheres. It will take Shadow’s height at the moment of spit into consideration, so there are two heights possible, one lower and one higher. Either way, these can be avoided by very quick movement (albeit it doesn’t last), jumping over the lower ones or using the summersault to overcome the higher ones. It always spit eight energy balls, regardless of height and it will nicely wait for Shadow to compose himself if he’s hit before spitting. As this attack ends the Biolizard tires out again and Shadow can grind up the tubes to attack him once more. This pattern is repeated.<br />
<br />
=====Pattern 3=====<br />
<br />
[[File:Biolizard_egg.png|right|thumb|Egg]]<br />
<br />
The third attack consists in another chase and another energy attack, but eventually the Biolizard will rear up and use the egg-like attack. The Biolizard creates several pink spheres that are assumed to be the way it reproduces itself and these will float about in a cloud around him, homing on to Shadow one after the other. Shadow can use his own Homing Attack on them to bounce higher and then hit the life support system. This pattern is also repeated.<br />
<br />
=====Pattern 4=====<br />
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The Biolizard will rear up and generate pink spheres once more, but this time it's capable of controling gravity around him (at the very least), so the eggs and Shadow will all float in a disc surface in the same plane of the life support system. The objective is to navigate Shadow through the eggs (they swirl slightly anticlockwise) towards the life support system.<br />
<br />
After the six hits, the Biolizard slumps in defeat.<br />
<br />
==Shadow the Hedgehog==<br />
<br />
The Biolizard is seen in ''[[Shadow the Hedgehog]]'', where Shadow reminisces its defeat and death at the end of Sonic Adventure 2. It’s unknown whether it has Black Doom’s DNA or not, but it’s significant to notice that the black and red colour scheme and battle cry of the [[Black Arms]] and [[Devil Doom]] is similar, albeit the latter is quite similar (if not the same) to [[Perfect Chaos]].<br />
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==Sonic X==<br />
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[[Image:Biolizard.jpg|thumb|right|The Biolizard, as seen in ''[[Sonic X]]'''s adaptation of the ''Sonic Adventure 2'' storyline.]]<br />
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The Biolizard appears in [[Maria's Request, Everyone's Request|episode 38]], ''Maria's Request, Everyone's Request'' (EN: ''Showdown in Space''). He also appears as part of the Japanese DVD sleeve for volume 10. He serves the exact same purpose as in ''Sonic Adventure 2''. It’s worth noting that even the attacks and way to defeat is the same, as the Biolizard uses the same pink egg attack and Shadow uses the homing attack to defeat it.<br />
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==See Also==<br />
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*[[Project Shadow]]<br />
*[[Sonic Adventure 2 - The Truth of 50 Years Ago...]]<br />
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{{SA2Omni|5}}<br />
{{Characters}}<br />
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[[Category:Characters]]<br />
[[Category:Sonic Adventure 2 bosses]]</div>Game2010https://info.sonicretro.org/index.php?title=Sonic_the_Fighters/Hidden_content&diff=180425Sonic the Fighters/Hidden content2011-12-02T13:38:05Z<p>Game2010: /* Eggman Mech */ apostrophe insertion</p>
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<div>==Hidden Music==<br />
In the Arcade ROM's Sound Test, there is an unused music track--Track 25. Discovered by [[KojiChao]], this music track sounds like it could have been music for another stage--[[Game Secrets:Sonic the Fighters#Honey|Honey]]'s stage, perhaps?<br />
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<center><mp3>http://info.sonicretro.org/images/2/27/25-UNKNOWN-Hidden.mp3</mp3><br /><br />
<small>''The infamous Track 25.''</small></center><br />
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Below are picture of the machine settings menu, including the sound test used to discover Track 25:<br />
<gallery><br />
Image:Lostfightersmusic1.JPG|Here's the machine settings menu...<br />
Image:Lostfightersmusic2.JPG|And here's the actual sound test.<br />
</gallery><br />
<br />
==Hidden Characters==<br />
There are several characters which are not accessible through normal gameplay but can be accessed using MAME cheats, or through the use of a [[:Image:Schamp hack.zip|hack]] by [[User:Tiberious|Tiberious]] which allows them to be selected on the character select screen. Note that this hack only enables the use of five of these unused characters.<br />
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===Honey===<br />
[[Image:stf-honey-cselect.png|220px|Character Select Screen]]<br />
[[Image:stf-honey-amy.png|220px|Honey in Battle]]<br />
[[Image:stf-honey-eyeset.png|220px|Complete Eyeset]]<br />
[[Image:stf-honey-squished.png|Squashed by a Hammer]]<br />
<br />
Honey is a yellow cat-like character with black hair, based on Candy from ''Fighting Vipers'' (Candy's name in Japan was Honey). She was discovered after the release of ''[[Sonic Gems Collection]]''. In an interview with Hiroshi Kataoka, he confirmed that since ''Sonic the Fighters'' was initially designed around ''Fighting Vipers'' by simply placing Sonic characters in it, the character was modeled around her.<br />
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Her in-game data is near complete. Her model when squashed by the Piko-Piko hammer reveals she was based on Amy. She has a complete moveset. There is a bug in her eye system, causing one eye to look at the camera but the other to look in the opposite direction, making Honey look strange in some scenes. The cutscene after defeating Metal Sonic does not have this eye problem. She does not have any artwork for the pre-level scenes, so it defaults to Eggman. Unlike other characters, when both characters select Honey, there is an actual alternate costume for her instead of a grayscale version.<br />
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The design for the character was used in a short clip intro for the [[Sega Saturn]] version of ''Fighting Vipers''. Honeys model was removed completely from all versions of ''Sonic Gems Collection''.<br />
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===Metal Sonic===<br />
[[Image:stf-metal-cselect.png|220px]]<br />
<br />
Metal Sonic does not display a grey-scale version on the character select screen when two players select him.<br />
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===Eggman Mech===<br />
[[Image:stf-eggman-intro.png|220px]]<br />
[[Image:stf-eggrob-cselect.png|220px]]<br />
[[Image:stf-eggrob-ingame.png|220px]]<br />
<br />
Eggman's robot, seen during the intro cutscene, is somewhat playable. He has no grey-scale data present in the game. Even during gameplay, Eggman's Robot rotates it's head every six seconds. Eggman's Robot has the exact same moveset as the final Eggman boss. The only difference is in the triple punch move, where the speed lines are purple instead of white.<br />
<br />
==Rocket Metal==<br />
[[Image:stf-rocket-intro.png|220px]]<br />
[[Image:stf-rocket-cselect.png|220px]]<br />
[[Image:stf-rocket-ingame.png|220px]]<br />
<br />
Rocket Metal is only seen in the intro to the game for short time before transforming. His vs screen actually displays his name rather than defaulting to Eggman.<br />
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==Other Eggman Forms==<br />
===Mechless Eggman===<br />
[[Image:stf-eggman-cselect.png|220px|Character Select Screen]]<br />
[[Image:stf-eggman-gameplay.png|220px|Mechless Eggman in battle]]<br />
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Normally, Eggman only appears out of his ships and mech units during the game intro cutscene. He is playable in mechless form through hacking. His moves are similar to the Eggman form fought after defeating Metal Sonic and also shares the same title card. The only real difference is his default punch moves, which are similar to Knuckles'.<br />
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===Big Eggman===<br />
[[Image:stf-e-be.png|220px|Comparison shot of the two Eggmans]]<br />
[[Image:stf-eggman-giant.png|220px|Big Eggman in battle]]<br />
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A bigger version of Mechless Eggman is also selectable. Because the developers of ''Sonic the Fighters'' based the game so closely off of ''Fighting Vipers'', there is a good chance that Eggman and a Big Eggman were going to be the original bosses due to the two different sizes of the boss in ''Fighting Vipers''. However, Big Eggman's skeletal model when he is idle is broken, but is functional while running or performing a move.<br />
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===UFO Eggman===<br />
[[Image:stf-eggman-ufo.png|220px|UFO Eggman in battle]]<br />
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The UFO Eggman which produces the grey-scale clone whenever a character fights itself is available through hacking. He has the default character moveset. <br />
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===Unused form of Eggman===<br />
[[Image:stf-eggman-unused.png|220px|Unused form of Eggman in battle]]<br />
<br />
There is a unused boss which has no character model data. However, there are tank treads which were likely feet. The above image is a recreation of how the Eggman mech would look like with the feet.<br />
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{{SonicTheFightersLevels}}<br />
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[[Category:Game Secrets|Sonic the Fighters]]</div>Game2010https://info.sonicretro.org/index.php?title=Shadow_the_Hedgehog_(game)/Development&diff=180231Shadow the Hedgehog (game)/Development2011-11-28T13:00:16Z<p>Game2010: /* Game Development */ capitalization</p>
<hr />
<div>''[[Shadow the Hedgehog (game)|Shadow the Hedgehog]]'' went through many ideas and changes during the development process. What follows is a collection of items related to the game's development.<br />
<br />
==Game Development==<br />
[[File:SonicAndTheMayor.jpg|thumb|190px|Sonic the Hedgehog and then-mayor of San Francisco [[wikipedia:Gavin Newson|Gavin Newson]]. From the Walk of Game celebration.]]<br />
After the release of the multi-platform ''[[Sonic Heroes]]'', questions arose as to what direction the franchise would go next. Would it be a sequel to the ''Heroes'' formula? A return to the ''[[Sonic Adventure|Adventure]]'' style? Or would it be something new entirely? Rumors began to circulate when, through official Sega channels, an online poll was put up asking people to vote on which character in the Sonic franchise they'd like to see star in their own game. With choices including the obvious ([[Miles "Tails" Prower]], [[Knuckles the Echidna]]) and some from left field ([[Espio the Chameleon]]), the winner of the poll would be none other than [[Shadow the Hedgehog]], the "Ultimate Lifeform" that had been introduced in ''[[Sonic Adventure 2]]'' and was proven to still be alive (in some form) in ''Heroes''.<br />
<br />
Only a few weeks after the poll was finished, it was announced that the character of [[Sonic the Hedgehog]] would be one of the inaugural inductees into the [[sega:Walk of Game|Walk of Game]], an attraction in San Francisco that was designed to honor the icons of video gaming, both the characters on screen and the minds behind the scenes. Being on hand at the event, Sega found it the perfect time to unveil the next installment in the Sonic series. The trailer came in two parts, the first being a celebration of all things Sonic over the previous fourteen years. The second, introduced with a hail of bullet holes over footage of previous, was the world's first look at the new game, staring and titled after Shadow.<br />
<br />
Sonic Team USA, having renamed themselves Sega Studios USA between the two games, more than likely did not begin the development of the game based on the poll, using the results simply to gauge fan reaction when it would be unveiled. Knowing he wanted to do more with the character even while developing ''Sonic Adventure 2'', Takashi Iizuka was ready to tackle the character after wrapping up production of ''Sonic Heroes''. As the previous titles has been aimed at a younger audience, Iizuka wanted to appeal to an older demographic with the game, and attract those who might not otherwise play a Sonic title.[http://www.1up.com/previews/shadow-the-hedgehog_11] Also wanting to capitalize on the story elements of the game, Iizuka wanted focus on the mysterious nature of the character and his origins, providing a platform to answer the many questions fans of the character had been asking over the previous two games he was featured in.[http://www.nintendoworldreport.com/news/10414]<br />
<br />
[[File:Shadowth PromotionalImage.jpg|thumb|190px|The gun-toting Shadow.]]<br />
Because of the darker nature of the character, the team took inspiration from such films as ''[[wikipedia:Underworld (film series)|Underworld]]'', ''[[wikipedia:Constantine (film)|Constantine]]'', and the ''[[wikipedia:Terminator (franchise)|Terminator]]'' series in building the world of Shadow the Hedgehog.[http://uk.cube.ign.com/articles/645/645487p1.html] This dark tone gave way for elements to be added to the game such as being able to ride vechicles and the use of weapons, which became one of the main elements of the gameplay to make ''Shadow the Hedgehog'' distinct from the standard Sonic franchise. Though shooting elements had been in the two ''Adventure'' titles, the team wanted to come up with a new way to challenge themselves, creating a "gun action" game that focused on both speed and shooting at the same time. Seeing Shadow as the only appropriate character to go about this, production was fully underway.[http://cube.gamespy.com/articles/654/654735p1.html]<br />
<br />
Another element the team was sure to put in the game was the use of branching pathways within the story. Wanting to use it for ''Sonic Adventure 2'' but running out of time, it was made an essential component of the ''Shadow the Hedgehog'' experience. Playing with the Hero/Dark motif from Shadow's introduction, the game's tagline ("Hero or villain? You decide.") encapsulated that each playthrough of the game could be a wholly unique experience. Though only playing through six levels at any given time, a total of 22 were available, with [[List of Library sequences|326 different ways]] a player could experience the game.<br />
<br />
Due to the minor controversy surrounding the use of weapons in the game, as well as mild swearing and the use of blood in the human and alien enemies, the game initially received a "T" rating from the [[sega:ESRB|ESRB]], Sega even asking those at trade shows and events where the game was being demoed to only play if they were 13 and up. As luck would have it, as the game was being produced, the ESRB decided to update their rating system, adding an "E10+" rating between "E" and "T." Wanting to take advantage of this, the Western translation of the game removed some of the swearing that was present, leaving other moments in tact. The blood was also dealt with, removed completely from the [[Guardian Units of Nations|G.U.N.]] soldiers and changed to green for the [[Black Doom]] armada. This purposeful censorship on Sega's part allowed the game's rating to be changed to the lower ten-and-up designation, even if such a move contradicted the intention of targeting the game to an older audience.<br />
<br />
Echoing the multiple character themes in the previous 3D installments, multiple vocal tracks were composed for the game, specific ones playing depending on the path taken by Shadow. However, there were certain songs that [[Jun Senoue]], the lead music composer of the game, wanted but was unsuccessful in getting. The first of these was a track entitled "Who I Am," written by the band Magna-Fi. Also producing the track "[[All Hail Shadow]]" for the game, the former track was forced to be removed due to copyright and licensing issues. "Broken," a song previously released by the band Sins of a Divine Mother, was another track that Jun wanted in the game. Unfortunately, as he was unable to track down the band's lead singer to discuss the licensing of the song, it was forced to be dropped as well. Instead, the song "[[Chosen One]]" was used, written and performed by the band A2 (which happened to feature members from Sins of a Divine Mother).[http://info.sonicretro.org/Danny_Parker_interview_by_Dennis_Spielman]<br />
<br />
The risks that were taken for the making of the game proved ineffectual, the released product critically panned. Although it sold reasonably well, it was not enough to warrant the continuation of the Shadow line of games. Though many critics pointed to the game as a low point in the series, it would later be trumped by another game meant to celebrate Sonic's 15th anniversary...<br />
<br />
This game was also the first to feature the entire English voice cast to be changed, replaced with the voice actors used in ''[[Sonic X]]''. The actors would remain in their roles until the end of 2010.<br />
<br />
==Concept Art==<br />
<br />
===Character/Enemy Concept Art===<br />
<gallery widths="148px" heights="140px" ><br />
File:Shadow Concept Meeker3.jpg|The initial render of [[Black Doom]]. By [[Barret Meeker]].<br />
File:BA soldier wire.jpg|A wire model of the [[Black Warrior]] enemy. By [[Cemre Ozkurt]].<br />
File:BA soldier.jpg|The Black Warrior fully textured. By Cemre Ozkurt.<br />
File:BlackArmsTrooper.jpg|Another shot of the Black Warrior.<br />
File:BlackArmsGiant.jpg|Black Oak.<br />
File:BlackArmsVolt.jpg|Black Hawk.<br />
File:BlackArmsBlackHawk.jpg|A model of Black Hawk closer to that in the game.<br />
File:GUN Concept.jpg|A G.U.N. soldier.<br />
</gallery><br />
<br />
===Space Colony ARK/Black Comet Art===<br />
<gallery widths="148px" heights="140px" ><br />
File:Ozkurt Ark2.jpg|The [[Space Colony ARK]] orbiting planet Earth. By Cemre Ozkurt.<br />
File:Ozkurt Ark3.jpg|A closeup of the ARK, labeled as "Eggman's Space Station." By Cemre Ozkurt.<br />
File:Ozkurt Ark.jpg|A view looking in to the hallway in which Shadow and Maria run from the G.U.N. troops. By Cemre Ozkurt.<br />
File:Shadow Concept Meeker1.jpg|Concept art of the [[Black Comet]]. By Barret Meeker.<br />
File:Shadow Concept Meeker2.jpg|By Barret Meeker.<br />
</gallery><br />
<br />
===Model Concept Art===<br />
<gallery widths="148px" heights="140px" ><br />
File:Shadow Concept Macomber1.jpg|By Elena Macomber.<br />
File:Shadow Concept Macomber2.jpg|By Elena Macomber.<br />
File:Shadow Concept Macomber3.jpg|By Elena Macomber.<br />
File:Shadow Concept Macomber4.jpg|By Elena Macomber.<br />
File:Shadow Concept Macomber5.jpg|By Elena Macomber.<br />
File:Shadow-the-hedgehog-Air-Saucer.jpg|Air Saucer.<br />
File:Shadow-the-hedgehog-GUN-Vehicle.jpg|G.U.N. Vehicle.<br />
</gallery><br />
<br />
===Miscellanious Concept Art===<br />
<gallery widths="148px" heights="140px" ><br />
File:UFWhitehouse.jpg|The Presidential Mansion.<br />
File:Shadow Concept Macomber6.JPG|A concept of the ''Shadow'' hub, including a radar at the bottom of the screen. By Elena Macomber.<br />
File:Shadow Concept Macomber7.JPG|Mock-up of the Two Player mode. By Elena Macomber.<br />
File:Shadow Concept Macomber9.JPG|Concept of the branching story display. By Elena Macomber.<br />
</gallery><br />
<br />
==Promotional Screenshots==<br />
<br />
===Initial Unveiling===<br />
The following screenshots were released to the public immediately after the reveal of ''Shadow the Hedgehog'' at the Walk of Game event.<br />
<br />
<gallery widths="148px" heights="140px" ><br />
File:WOG shadowthehedgehog 001.jpg<br />
File:WOG shadowthehedgehog 002.jpg<br />
File:WOG shadowthehedgehog 003.jpg<br />
File:WOG shadowthehedgehog 004.jpg<br />
File:WOG shadowthehedgehog 005.jpg<br />
File:Shadowlowres1.jpg<br />
File:Shadowlowres2.jpg<br />
File:Shadowlowres3.jpg<br />
File:Shadowlowres4.jpg<br />
File:Shadowlowres5.jpg<br />
</gallery><br />
<br />
===Self-Imposed Censorship===<br />
<br />
<gallery widths="148px" heights="140px" ><br />
File:ShadowTH Censorship1.jpg|Shadow using the word "hell" in a scene that later omitted the word.<br />
File:ShadowTH Censorship2.jpg|An example of the red-blooded aliens.<br />
</gallery><br />
<br />
==External Links==<br />
<br />
* [http://www.youtube.com/watch?v=gQVgN2qC49I Walk of Game Trailer] - The trailer that unveiled Shadow the Hedgehog.<br />
* [http://www.youtube.com/watch?v=kfXlSnzoROw&feature=related Second Trailer]<br />
* [http://www.youtube.com/watch?v=cLJdkG48qcQ Third Trailer]<br />
* [http://www.youtube.com/watch?v=frhC6b_gFFU Final Trailer]<br />
<br />
{{ShadowOmni}}<br />
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[[Category:Game development|Shadow the Hedgehog]]</div>Game2010https://info.sonicretro.org/index.php?title=Refreshinator&diff=180230Refreshinator2011-11-28T12:54:20Z<p>Game2010: deleting unnecessary stuff</p>
<hr />
<div>{{Breadcrumb<br />
|Sonic Colours|:Category:Sonic Colours bosses|l2=Bosses|{{PAGENAME}}}}<br />
{{ReplaceTitle|{{PAGENAME}}}}<br />
:If you were looking for the boss in the [[Sonic Colours (DS)|DS version]], see [[Drillinator]].<br />
<br />
{{BossInfo<br />
| image=Refreshinator.png<br />
| imagewidth=320<br />
| name=Refreshinator<br />
| game=[[Sonic Colours]]<br />
| level=[[Planet Wisp]]<br />
| hits=3<br />
| music=<br />
}}<br />
'''Refreshinator''' is basically [[Rotatatron]] 2.0. The fight is mostly the same, with the difference being instead of there being platforms, there are now rotating balls which you can use the Spike [[Wisp]] to grab onto to reach the middle and hurt the boss.<br />
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[[Category:Sonic Colours bosses]]</div>Game2010https://info.sonicretro.org/index.php?title=Radical_Highway&diff=180045Radical Highway2011-11-25T16:46:42Z<p>Game2010: /* Other appearances */ info update</p>
<hr />
<div>{{LevelBob<br />
|game=Sonic Adventure 2<br />
|levelno=Fourth dark storyline<br />
|levelscreen=Radicalhighway.png<br />
|screenwidth=320px<br />
|theme1=urban<br />
|Mission1=Break through the besieging military!<br />
|ARank1=14,000 points|MaxRings1=[[Image:DCicon.png]] 313 + 3 Point Markers; <br/>[[Image:GCicon.png]] 310 + Point Markers|Mission2=Collect 100 rings!|ARank2=1:20|Mission3=Find the lost Chao!|ARank3=2:30|Mission4=Reach the goal within 3 minutes<br/> 0 seconds!|ARank4=14,000 points|Mission5=Clear Hard Mode!|ARank5=16,000 points|MaxRings5=[[Image:DCicon.png]] 261 + 3 Point Markers; <br/>[[Image:GCicon.png]] 258 + 3 Point Markers|music=Vengeance Is Mine<br/><flashmp3>Sonic Adventure 2 OST/Dark Side/01 - Vengance Is Mine.mp3</flashmp3>}}<br />
<br />
'''Radical Highway''' is the fourth stage in the Dark story of ''[[Sonic Adventure 2]]'' and the first playable as Shadow. It represents Shadow escaping the military pursuit and siege after stealing a [[Chaos Emerald]]. <br />
<br />
==Plot==<br />
<br />
After stealing a [[Chaos Emerald]] from the City's bank, [[Shadow]], who is mistaken for [[Sonic]], flees the City, in an effort to deliver the Emerald to [[Dr. Eggman]]. At some point, Shadow stands on top of a bridge and looks down at the police cars swarming in. He flashbacks to a scene where [[Maria]] bids him goodbye and collapses. After collecting himself after this, Shadow vows for revenge and the level begins.<br />
<br />
At the end of the level, Shadow and Sonic will meet for the first time, after Sonic defeats [[F-6t BIG FOOT]], and a confrontation between the two will ensue. Shadow will flee the scene by using [[Chaos Control]] and Sonic is left behind to be captured by [[GUN]].<br />
<br />
==Level layout==<br />
<br />
===Appearance===<br />
<br />
Radical Highway is a city themed level with stretches of highways and bridges, with the city’s layout in the background. It is located at the city’s highway stretch that is under-construction at the moment.<br />
<br />
The major gimmick of this level is the bridge’s main cables, which can be grinded to achieve momentum and access places unreachable otherwise.<br />
<br />
Other level specific objects are toll booths, sharp bend signs, traffic lights, purple light signs signalizing the way to go, pillars that can be somersaulted or used to get to high places, road blockers and yellow containers that can be destroyed. Other advertising billboards or signs include two direction signs: a “38 Amigo LEFT LANE”, probably referencing [[Samba de Amigo]], and “00 Freedom ? MILE”, placard contraptions saying “ROAD CLOSED AHEAD”, informative placards above the road: “SYSTEM CHECK ACTIVE”, “ROAD CONSTRUCTION AHEAD” and “DANGER Construction in progress Do not enter” signs, and advertisement billboards, like a SOAP ad, which shows their logo and advertises their website and a CHAOS SODA ad ”Primal Venom”, probably referencing [[Chaos]]. In addiction, there are several yellow blimps advertising SOAP or with the message “GOT RINGS?” and giant NiGHTS heads visible in the landscape.<br />
<br />
===Walkthrough===<br />
<br />
Shadow first starts grinding down a cable of a Golden Gate styled bridge to a platform down below, with a lot of road blockers. Some springs will lead to the level above, where a row of toll booths are and the first bombs from the airplanes flying over the place are dropped. Down a slope there’s a two way loop and after a tunnel, at the end there’s a dash panel that will lead to another platform. Here, there’s an upreel that takes to a level above and a long stretch of curved road. To the left there’s a spinning hexagonal pillar, which after a somersault and a trail of rings, leads to where Shadow’s [[Flame Ring]] upgrade is. At the end there’s a rocket that will take to a raised level. Back at the stretch of road, there’s a second upreel that will also take Shadow to this same level. A rocket is here to take Shadow to another platform, where the first Point Marker is.<br />
<br />
After this, there’s a hexagonal pillar and past it, a slope, a loop and a downwards house of springs. Take note that by doing a leap out of the right side of the building and always pressing forward will lead to a balloon with an extra life (the left side leads to a balloon with invisibility). At the end of the building there's another stretch of highway, and an above one that crosses it, which can he accessed by jumping higher on the springs. Disregarding that, there’s a long stretch of road and after another hexagonal pillar there’s a staircase section, with a trail of Mono Beetles leading to the highest section. Past this, there’s the stretch of cross road mentioned above, and a slope that will lead to a second staircase like section. In here there’s a set of a spring and upreel (or a spring inside the steel container) that will lead to a higher level with a rocket. It will launch Shadow high above in the air, to fall on a platform with a toll booth where the second Point Marker is.<br />
<br />
Beyond there’s a slop and a screw loop and from here there’s a multitude of second paths. The first is the one by taking the lower road, which goes down the slope and leads to a dead end. It’s possible to go past the void thanks to an updraft, to a platform at the end and to a staircase section after a trail of Mono Beetles. Note that this route triggers the Blue Eagle airplane to land and fire at Shadow. The second is by taking the pole at the dead end, to a platform standing on a level above, a pole that will swing Shadow to a set of hexagonal vertical pillars and after a trail of Beetles, to a platform and up it to another at the very top of the tower of the Golden Gate type tower. There’s also a third option, which is by taking the bridge cables and grind them. It becomes easier if Shadow jumps to either left or right (the right has a ring box) exactly after the dash panel at the end of the screw loop and before the slope, homing attack to the spring as it comes close to the bridge cable. Either way will launch Shadow to the bridge’s tower, where a Mystic Melody that takes to a higher platform is, and after grinding down the next cable, to the same tower platform as the second path. Grinding down the cable either way, will launch Shadow to the platform where the first path ends. From here there are two paths with a stretch of highway each, being the right one faster and with no GUN robots. At either end there will be the third Point Marker.<br />
<br />
Past this there’s a tunnel with some acrobatic obstacles, a slope, a loop and Shadow will be launched to a platform with a swing, which in turn will lead to another platform above, or will go through some vertical hexagonal pillars if Shadow let’s go of it. Either way and past the second swing pole (or a platform with a toll booth and a spring), Shadow will go down a slope and a stretch of highway with the left side with no protection, to a two way loop. Beyond there’s a stretch of highway that spirals and at the end, Shadow will be launched to a platform, which has the Goal at the end of the tunnel and past the second toll booth.<br />
<br />
===Other versions===<br />
<br />
Radical Highway shares its setting and level objects with [[Tails]]' [[Mission Street]] minus the street sections, and to a minor extent, to [[Tails]]' [[Route 101]] and [[Rouge]]'s [[Route 280]], like the roads and respective walls, the Golden Gate styled bridge, billboards and sharp bend signs.<br />
<br />
==[[Sonic Adventure 2 enemies|Enemies]]==<br />
<br />
*[[Beetle series]]: [[Mono Beetle]], [[Spark Beetle]], [[Gold Beetle]], [[Gun Beetle]] (Hard Mode)<br />
*[[Hunter series]]: [[Gun Hunter]], [[Shield Hunter]] (Hard Mode)<br />
*[[Fighter series]]: [[Blue Eagle]]<br />
<br />
==Locations==<br />
<br />
===[[Sonic Adventure 2 animals|Animals]]===<br />
<br />
{|border="1" class="prettytable"<br />
!Animal<br />
!Number<br />
!Location<br />
|-<br />
|[[Image:Cheetah.png|link=Cheetah]]<br />
|4<br />
|Beginning: By whistling behind the yellow and black sign on toll booth No.1.<br/>Beginning: Above a road block before the second upreel.<br/>First Point Marker: Close to the “ROAD CLOSED AHEAD” sign on the second staircase like section.<br/>Second Point Marker: At the dead-end if Shadow takes the downwards path after the screw loop.<br />
|-<br />
|[[Image:Raccoon.png|link=Raccoon]]<br />
|1<br />
|Second Point Marker: In a wooden container on the lower level of the staircase section.<br />
|-<br />
|[[Image:Seal.png|link=Seal]]<br />
|3<br />
|Beginning: At the back of the first platform after the cable grind, behind the last road blocker.<br/> First Point Marker: Inside a wooden container to the right on the stretch of road after the house of springs.<br/>Third Point Marker: On the platform Shadow ends up swinging after being launched from the loop.<br />
|-<br />
|[[Image:Boar.png|link=Warthog]]<br />
|5<br />
|Beginning: Above the yellow containers before the two way loop.<br/>Beginning: Behind a “ROAD CLOSED AHEAD sign on the second platform, before the upreel.<br/>First Point Marker: On the roof of the toll booth past the rocket that takes Shadow high above in the air.<br/>Second Point Marker: On the back of the staircase section, to the right.<br/>Third Point Marker: On the right of the second toll booth, on the Goal platform.<br />
|-<br />
|Random<br />
|7<br />
|Beginning: Inside one of the wooden containers on the second platform, before the upreel.<br/>First Point Marker: On a steel container before the spring house.<br/>First Point Marker: In a pipe, located at the top of the staircase section.<br/>Second Point Marker: In a pipe, located at the very top of the tower bridge platform.<br/>Third Point Marker: By whistling close to the yellow containers behind the Point Marker.<br/>Third Point Marker: In a pipe on the left of the first toll.<br/>Third Point Marker: By whistling close to the yellow containers, before the two-way loop.<br />
|-<br />
|Total<br />
|20<br />
|}<br />
<br />
*The level specific animal (third Chao box) is a [[Unicorn]].<br />
<br />
===[[Big the Cat]]===<br />
<br />
After letting go of the rocket high up in the air, while Shadow is falling and the camera gives a top-view from the the platform of the second checkpoint, Big can be seen in the wing of the yellow blimp to the right, looking at the street below.<br />
<br />
===Chao containers===<br />
<br />
*Beginning: On the left hallway on the platform with the first upreel.<br />
*First Point Marker: In the middle stair of the staircase section (changes to the south of the bottom level of the staircase in Hard Mode).<br />
Second Point Marker: In the staircase section after the cable grinding, amongst some wooden containers.<br />
<br />
===Gold Beetle===<br />
<br />
The Gold Beetle can be found of top of the tower platform, after the second Point Marker and if Shadow took the second or third path. On Hard Mode the Gold Beetle changes locations. It can be found before the vertical hexagon pillars beyond the loop, after the third Point Marker.<br />
<br />
===Lost [[Chao]]===<br />
<br />
After the second checkpoint and after the second screw loop, there's a slope downwards. Stop and go back, all the way to the ending of the loop, then jump out of the track (any side will do but the right has an item box nearby), do a homing attack as the the suspension cable is approaching to hit a spring. Shadow will be sent to the main tower's top and from here head to the Mystic Melody ruin on the middle of it, activate and follow the platforms that appear to the suspended platform.<br />
<br />
===[[Sonic Adventure 2 upgrades|Upgrade]]===<br />
<br />
Shadow's [[Flame Ring]] upgrade can be found here, though the [[Air Shoes]] will typically be a prerequisite to obtaining it. It's past the first upreel, on a platform to the left and after both the hexagonal horizontal pillar and the trail of rings.<br />
<br />
==Other appearances==<br />
* A snow-covered Radical Highway makes an appearance in ''[[Mario & Sonic at the Olympic Winter Games]]'' as the [[Snowboard Cross]] [[Dream Event]].<br />
<br />
* A remake of the level appears in the [[Sonic Generations (3DS)|3DS version of Sonic Generations]].<br />
<br />
==Trivia==<br />
*Radical Highway is modeled after the [[wikipedia:Golden Gate|Golden Gate bridge]] and its surrounding area of San Francisco, although the [[wikipedia:Empire State Building|Empire State Building]] is also visible.<br />
*In ''Mario & Sonic at the Olympic Winter Games'', the [[NiGHTS]] head that was part of a building was changed to a [[Chao]] head.<br />
<br />
{{SA2Omni|2}}<br />
[[Category:Sonic Adventure 2 Levels]]</div>Game2010https://info.sonicretro.org/index.php?title=Seaside_Hill_(Sonic_Heroes)&diff=180044Seaside Hill (Sonic Heroes)2011-11-25T16:45:33Z<p>Game2010: /* Other appearances */ info update</p>
<hr />
<div>{{LevelBob<br />
| levelscreen=seasidehill.png<br />
| screenwidth=350px<br />
| levelno=First<br />
| game=Sonic Heroes<br />
| theme1=tropical island<br />
| osv=[[Complete Trinity Sonic Heroes - Original Soundtrax]]<br />
| music=<flashmp3>Sonic Heroes - Complete Trinity OST/1-02 STAGE 01 - SEASIDE HILL.mp3</flashmp3><br />
}}<br />
'''Seaside Hill''' is the first level of ''[[Sonic Heroes]]''. Traditional [[Tropical_island_cliché|beach and chequered hill]] fare, the stage includes palm trees and sandy shores. What distinguishes it from its predecessors are the sunken alabaster ruins looping through the surf just off the coast; there is even a massive whale-shaped island off in the distance. <br />
<br />
==Story==<br />
The split-story nature of ''Sonic Heroes'' means each team has a different motive for fighting their way through this oceanic paradise. [[Team Sonic]] is out to stop [[Neo Metal Sonic|"Dr. Eggman"]] from taking over the world after receiving his message during the intro. [[Team Dark]], meanwhile, is also after Eggman, but each for a different reason even ''within'' the Team: [[Shadow the Hedgehog|Shadow]] to learn about his past, [[Rouge the Bat|Rouge]] to get ahold of his treasure, and [[E-123 Omega|Omega]] to take revenge on Eggman for sealing him in the chamber with Shadow.<br />
<br />
On a less malicious note, [[Team Rose]] blasts through simply because they're following Sonic; [[Amy Rose|Amy]] for the obvious reason, with [[Big the Cat|Big]] and [[Cream the Rabbit|Cream]] & [[Cheese the Chao|Cheese]] tagging along due to a newspaper article depicting [[Sonic the Hedgehog|Sonic]] running off with [[Froggy]] and Cheese's twin, [[Chocola]]. Finally, [[Team Chaotix]] is being tested by the [[Eggman|mysterious voice from the walkie-talkie]], tasked to collect hermit crabs to demonstrate their detective prowess.<br />
<br />
==Missions==<br />
The normal / extra missions are:<br />
*'''Team Sonic''': Head for the whale island! / Get to the Goal Ring within 5 minutes!<br />
*'''Team Dark''': Get to the whale island! / Defeat 100 enemies!<br />
*'''Team Rose''': Get to the other side of the sea! / Collect 200 rings!<br />
*'''Team Chaotix''': Find 10 hermit crabs! / Find all 20 hermit crabs!<br />
<br />
==Other appearances==<br />
*A snow-covered Seaside Hill made an appearance in ''[[Mario & Sonic at the Olympic Winter Games]]'' as the [[Alpine]] [[Dream Event]]. Elements from the next level [[Ocean Palace]], such as the circular rocks, were added to the event.<br />
*The level also inspired a set of racecourses in [[Sonic & Sega All-Stars Racing]]: see [[Seaside Hill (ASR)]].<br />
*A remake of the level appears in [[Sonic Generations]].<br />
<br />
{{SHOmni}}<br />
[[Category:Sonic Heroes Levels]]</div>Game2010https://info.sonicretro.org/index.php?title=City_Escape&diff=180043City Escape2011-11-25T16:43:24Z<p>Game2010: period insertion</p>
<hr />
<div>{{LevelBob<br />
|game=Sonic Adventure 2<br />
|levelno=First hero storyline<br />
|theme1=urban<br />
|levelscreen=cityescape.png<br />
|screenwidth=320px<br />
|Mission1=Escape from the military pursuit!|ARank1=18,000 points|MaxRings1=<br/>[[Image:DCicon.png]] 436 + 3 Point Markers<br/>[[Image:GCicon.png]] 424 + 3 Point Markers<br />
|Mission2=Collect 100 rings!|ARank2=1:20<br />
|Mission3=Find the lost Chao!|ARank3=2:30<br />
|Mission4=Reach the goal within 3 minutes!|ARank4=18,000 points<br />
|Mission5=Clear Hard Mode!|ARank5=19,000 points|MaxRings5=<br/>[[Image:DCicon.png]] 395 + 3 Point Markers<br/>[[Image:GCicon.png]] 397 + 3 Point Markers<br />
|music=[[Escape from the City]]<br/><flashmp3>Sonic Adventure 2 OST/Hero Side/03 - Escape From The City.mp3</flashmp3>|music2=The Mad Convoy Race<br/><flashmp3>Sonic Adventure 2 OST/Hero Side/04 - The Mad Convoy Race.mp3</flashmp3>}}<br />
<br />
'''City Escape''' is the first stage in the Hero storyline of ''[[Sonic Adventure 2]]'' and the first stage playable by [[Sonic]]. It corresponds to Sonic's escape and subsequent run through the city to escape the GUN military which is tracking him down. This stage reappears in ''[[Sonic Generations]]''.<br />
<br />
==Plot==<br />
<br />
:''13:27''<br />
:''Above the Capital city''<br />
A GUN helicopter flies through the blue sky and some communications about location and status are overboard. Then there’s a small commotion inside and Sonic flies out of the side door, apparently fed up and bored with the lack of food and movies. He rips part of the wing (probably a [http://en.wikipedia.org/wiki/Flap_(aircraft) flap]) and drops to the city below, luckily not breaking his legs.<br />
<br />
==Level layout==<br />
<br />
===Appearance===<br />
<br />
City Escape is a city themed level, based on parts of [http://en.wikipedia.org/wiki/San_Francisco San Francisco], where [[Sonic Team|Sonic Team USA]] is located, especially the steep hill streets.<br />
<br />
This level is an introductory / tutorial level, so there aren't any notable gimmick present besides the [[Sonic Adventure 2 objects#Ramp|Ramps]], which will make Sonic do a trick by pressing {{X}} ({{A}} on the GameCube) while on them and that vary in animation and points due to speed. There's an emphasis on street [http://en.wikipedia.org/wiki/Parkour Parkour] movement though.<br />
<br />
Other level specific objects are swing bars and handrails; green street lamps, red benches, newspaper boxes, recycle centres, purple shrubs, hedges and trees, cars of different colours and shapes (a pair of city cars (one red, one cyan), a pair of executive cars (one white, one black), a van (blue), a common yellow and black American taxi), trams, an assortment of street signs (STOP, Speed limit and Parking) and billboards scattered amongst the level.<br />
<br />
====Billboards and Ads (Dreamcast)====<br />
<br />
<gallery><br />
Image:Chaossoda.png|Chaos Soda<br />
Image:Emeraldnotwork.png|Emerald Notwork<br />
Image:Nights_letsfly.png|[[NiGHTS]]: Let's Fly<br />
Image:Habitforming.png|Playing SA2 is Habit Forming<br />
Image:Pizzaad_01.png|Pizza Sonic 2<br />
Image:Soapshoesad_02.png|SOAP Shoes<br />
Image:Sonicteam_ad.png|Sonic Team<br />
Image:Springfestival.png|Spring Festival<br />
Image:Chaoinspacece.png|Chao in Space: Collector's Edition<br />
Image:Chaoinspace2.png|Chao in Space 2<br />
Image:Gun_justice.png|[[GUN]] "JUSTICE" Flyer<br />
Image:Chaossoda_bench.png|Chaos Soda Bench Ad<br />
Image:Gotring_bench.png|Got Ring? Bench Ad<br />
</gallery><br />
<br />
====Billboards and Ads (GameCube)====<br />
<gallery><br />
Image:Chaoscola.png|Chaos Cola<br />
Image:Digitalchoke.png|Digitalchoke<br />
Image:Nights_dreamresort.png|[[NiGHTS]]: The Dream Resort<br />
Image:Habitforming_gc.png|Playing SA2 is Habit Forming<br />
Image:Subburger_ad.png|Sub Burger<br />
Image:Soapshoesad_gc.png|SOAP Shoes<br />
Image:Sonicteam_ad_gc.png|Sonic Team<br />
Image:10th_box_expo.png|10th Item Box Expo<br />
Image:Chaoinspace2_gc.png|Chao in Space 2: 2 Disk Special Edition<br />
Image:planet_chaos.png|Planet of the Chaos<br />
Image:Gun_justice.png|[[GUN]] "JUSTICE" Flyer<br />
Image:Emerald_notwork_bench.png|Emerald Notwork Bench Ad<br />
Image:Soap_bench.png|SOAP Shoes Bench Ad<br />
</gallery><br />
<br />
===Walkthrough===<br />
<br />
Sonic first starts by dropping from above still carrying the board from the cutscene and he will use it to transverse the first section of the stage, which is composed by steep hill streets. Along the way, there are several cars parked in the sidewalks and passing in the roads, which hit will fly away and slow Sonic down (though not hurting him). There are also some ramps that will allow tricks either to get points or access higher. After a parked ferry, Sonic will kick the board away and launched to a new zone.<br />
<br />
A bit further, the way forks twice: one by foot (and along the wall) to the left and by using a switch hidden by a steel container to the right, which will make a string of rings appear. Either way, they both end up at a dead end of some sorts, walled up with wooden containers. Doing a somersault will destroy them and access a staircase with a handrail and at the end there’s a passageway to another section. Here Sonic can make his way up the staircase on the left, using the vertically moving platforms over the bottomless pit, or using the Beetle and the Homing Attack to pass it directly to the First Point Marker.<br />
<br />
Past it there’s a section similar to the boarding section, but run on foot this time. The parked cars will still fly out when Sonic somersaults them and tricks can still be performed on ramps. At the end there’s a staircase section, with some robots and containers, and past a hallway, another section like the first after the Point Marker. At the bottom there’s a long strip of stairs and a handrail, which end up in a new section. Here the way forks twice: to the left and using the springs or using the tunnel to the right. Either way, both end up at the ledge with the Second Point Marker.<br />
<br />
Beyond there’s a large open grassy area, with three ways to go. The main path is clearly marked on the ground with pavement and through a bridge, and both left and right end up at the top of the bridge (and optionally a trail of rings to the path below). Both ways connect close to a large loop and a run down the side of the building. In the subsequent section, there’s a Mystic Melody ruin at the left, which activated will reveal a spring leading to an acrobatic path up the building. Going forward, there are several steel containers on the ground after the stairs, which block the way to the [[Magic Hands]] upgrade. Past it there’s a bottomless pit and some horizontal platforms that allow Sonic to pass through. Going back to where the Mystic Melody ruin was, there’s another path, by using the swinging bars to access the high ledge and with the option of using the Beetles as a way across the bottomless pit. Both ways connect on a passageway to a long stair section with handrails. At the bottom there are three ways to pass through the Third Point Marker, by going up the staircase at the left, by using the vertical moving platforms over the bottomless pit, or by swinging the bar correctly and passing over the pit.<br />
<br />
After the Point Marker, there’s a small gap that can be passed through using a somersault. A giant GUN truck will burst through and chase Sonic down a section similar to the boarding one, though no moving cars are present and the camera is switched 180 degrees. Though the truck goes a bit slower if Sonic goes slower as well, touching it will hurt and there’s no way but staying out of its grasp until it crashes on a bridge. Past it there are some dash panels, which eventually will launch Sonic to a large open area where the Goal is.<br />
<br />
====Hard Mode====<br />
<br />
The first section remains the same, with the exception of some objects switching their place.<br />
<br />
The second section changes twice: once with the passageway containers switching from wooden to steel and the area leading to the Point Marker, which has the staircase to the left completely blocked off, though it's possible to grind up the handrail. The path on the right also changes, there's only one vertically moving platform over the bottomless pit and (an optional) Beetle closer to the ledge than the item box in Normal Mode was. It's also easy to use to spindash across the gap.<br />
<br />
The third section changes like the first mostly, the objects switch their places in the boarding-like sections, and the staircase section will have the main path blocked and therefore Sonic must go around it.<br />
<br />
The fourth doesn’t change much either, but the Mystic Melody ruin won’t generate a spring nor is the path up the building present in the first place either. One of the two swinging bars will be gone, rendering the high ledge at the end impossible to reach by conventional means. Sonic is forced to go through the bottom path instead, and instead of vertical moving platforms, there’s a Beetle and a trail of rings that will help Sonic pass through this area. At the long stair with handrail section, there’s an enemy in every gap.<br />
<br />
The chase segment doesn’t change much besides the obvious less forgiving and faster truck.<br />
<br />
===Other versions===<br />
<br />
City Escape shares most of it's layout and level objects with Tails' [[Mission Street]] city sections: green street lamps, newspaper boxes, red benches, trees, cars, street signs and some billboards.<br />
<br />
==[[Sonic Adventure 2 enemies|Enemies]]==<br />
<br />
{|border="1" class="prettytable"<br />
!rowspan="2"|Type !!rowspan="2"|Series !!colspan="2"|Models<br />
|-<br />
!Normal Mode !! Hard Mode<br />
|-<br />
|rowspan="3"|[[File:Gun logo.png|40px|link=GUN military force#Sonic Adventure 2|GUN military force]]<br />
|[[Beetle series]]<br />
|[[Mono Beetle]], [[Spark Beetle]], [[Spring Beetle]], [[Gold Beetle]]<br />
|[[Mono Beetle]], [[Gun Beetle]], [[Gun Wing]], [[Gold Beetle]]<br />
|-<br />
|[[Hunter series]]<br />
|[[Gun Hunter]]<br />
|[[Gun Hunter]], [[Shield Hunter]]<br />
|}<br />
<br />
==Locations==<br />
<br />
===[[Sonic Adventure 2 objects#Animals|Animals]]===<br />
<br />
{|border="1" class="prettytable"<br />
!Animal !! Quantity !! Location<br />
|-<br />
|align="center"|[[Image:Rabbit.png|link=Rabbit]] || 4<br />
|First Point Marker: Under the first taxi at the right after the Point Marker<br/>First Point Marker: Circling the right tree, just before the staircase section.<br/>Second Point Marker: In the end of the alley, on the right of the Point Marker.<br/>Second Point Marker: Around one of the benches, in the section after the small rail section.<br />
|-<br />
|align="center"|[[Image:Raccoon.png|link=Raccoon]] || 3<br />
|Beginning: At the right behind the hedge, right after Sonic lets go of the board.<br/>Beginning: Below the right bench, in the same area as the Point Marker.<br/>First Point Marker: At the right in the section right before the long handrail.<br />
|-<br />
|align="center"|[[Image:Skunk.png|link=Skunk]] || 3<br />
|First Point Marker: Under a blue car, just before the staircase section.<br/>First Point Marker: Circling the recycle centre after the enlogated springs on the staircase section.<br/>Second Point Marker: Over the lamp post behind the Gun robot, on the green grass open area.<br />
|-<br />
|align="center"|[[Image:Sheep.png|link=Sheep]] || 1<br />
|Third point marker - behind the right ledge, where the Point Marker is.<br />
|-<br />
|Random || 9<br />
|Beginning: In a pipe hidden by wooden containers, located at the northeast corner of the area after Sonic lets go of the board.<br/>Beginning: In a pipe near an Omochao, located near the first bottomless pit.<br/>First Point Marker: Whistling close to the purple sherub in the section right before the rail.<br/>First Point Marker: Whistling close to a recycle bin, to the back west of the section after the long handrail.<br/>First Point Marker: In a pipe hidden by wooden containers, to the back east part of the section after the long handrail.<br/>Second Point Marker: Whistling close to the tree after the building side run.<br/>Second Point Marker: Whistling close to the recycle centre close to the bottomless pit.<br/>Third Point Marker: In a pipe, located at the back east part of the section after the long rail.<br/>Third Point Marker: Whistling close to the newspaper box close to the Goal.<br />
|-<br />
!align="center"|[[Image:Unicorn.png|link=Unicorn]]<br />
| || '''Level specific animal'''<br />
|}<br />
<br />
===[[Sonic Adventure 2 objects#Big the Cat|Big the Cat]]===<br />
<br />
In the chasing section before the end, Big can be seen along the right side of the last stretch of road before the bridge, panicking and then being ran over by the truck. He also makes a cameo appearence holding onto the Helicopter if you press A(Gamecube version) when Sonic escapes from the Helicopter<br />
<br />
===[[Sonic Adventure 2 objects#Chao container|Chao container]]===<br />
<br />
*First Point Marker: At the top east part of the staircase section.<br />
*First Point Marker - On top of the ledge after the long handrail.<br />
*Second Point Marker - Over the high ledge to the north, after the run down the bulting's side section.<br />
**In Hard Mode, it switches to the small room that is blocked by the steel containers on the floor, around the same area.<br />
<br />
===[[Sonic Adventure 2 objects#Gold Beetle|Gold Beetle]]===<br />
<br />
After the first Point Marker, the Gold Beetle can be found over the ledge after the first long stretch of handrails and close to the Chao container. In Hard Mode it switches locations, an exception to the rule, and can be found at the beginning of the second long stretch of handrails, after the second Point Marker.<br />
<br />
===[[Sonic Adventure 2 objects#Lost Chao|Lost Chao]]===<br />
<br />
*Recommended upgrades: [[Mystic Melody]]<br />
<br />
After the running down the bulding section, there's a Mystic Melody to the right in the area. Activating will reveal a spring, that leads to a path up the building. The Lost Chao is on top of it in a small alcove that it's also seen on the way down the building.<br />
<br />
===[[Sonic Adventure 2 upgrades|Upgrade]]===<br />
<br />
[[Image:Magicgloves sa2.png|right|100px]]<br />
<br />
*Recommended upgrades: [[Bounce Bracelet]], [[Flame Ring]]<br />
<br />
The [[Magic Hands]] can be found right after the running down the building's side section. It's in a room blocked by steel containers on the floor, after the swinging bars section.<br />
<br />
==Differences between Dreamcast and GameCube versions==<br />
<br />
*Many of the billboards and posters were changed in the [[Sonic Adventure 2: Battle|GameCube version]].<br />
*In the area after Sonic gets off the board, there is a ring item box on the wall. It was worth 20 rings in the [[Sonic Adventure 2|Dreamcast version]] but was changed to 10 rings in the GameCube version.<br />
*The word "WELCOME" was removed from the two grassy areas on both sides of the stairs after the first Point Marker and the three trick ramps in the GameCube version.<br />
*[[Omochao]] appears just before the Goal Ring in the GameCube version. He will say "That big truck scared me." if the player picks him up and jumps into the Goal Ring.<br />
<br />
==Trivia==<br />
<br />
*At the cutscene that precedes the level, the pilot of the helicopter identifies himself with an [http://en.wikipedia.org/wiki/Acrophony acrophony system] (used similarly in the widely known [http://en.wikipedia.org/wiki/NATO_phonetic_alphabet NATO Phonetic Alphabet], as Sigma-Alpha 2, which means SA2.<br />
*In the aforementioned cutscene, Sonic’s model has his old shoes while he escapes the helicopter but they have changed to the trademark Soap shoes when he lets himself drop to the city below.<br />
*In the ''[[Sonic Adventure 2: The Trial]]'' disc included with ''[[Phantasy Star Online]]'', The first cutscene of the game is seen. The pilot of the helicopter says "What the hell?" In the finished product, the quote is changed to "What in the world?"<br />
*The "Playing SA2 is habit forming" poster had a hidden message on the bottom. It reads; "ANTI XXXX XX2 ASSOCIATION". This actually means "ANTI SONY PS2 ASSOCIATION". The message was removed in the Gamecube version.<br />
<gallery><br />
File:Pizzaad_02.png|This texture was found within the disc, but it was never placed. <br />
File:Pizzaad_01.png|Instead, there's this one, which looks similar.<br />
File:Ce_budweiser.png|City Escape texture with Budweiser sign<br />
</gallery><br />
<br />
{{SA2Omni}}<br />
[[Category:Sonic Adventure 2 Levels]]</div>Game2010https://info.sonicretro.org/index.php?title=Speed_Highway&diff=180042Speed Highway2011-11-25T16:42:20Z<p>Game2010: period insertion</p>
<hr />
<div>{{LevelBob<br />
| levelscreen=Speedhighway.png<br />
| screenwidth=320<br />
| levelno=First/Sixth<br />
| game=Sonic Adventure<br />
| acts=3<br />
| boss=<br />
| subboss=<br />
|theme1=urban<br />
| osv=[[Sonic Adventure Original Sound Track]]<br />
| music1=Run Through the Speed Highway<br />
<flashmp3>Sonic Adventure OST/Disc 1/14 - Run Through the Speed Highway.mp3</flashmp3><br />
| music2=Goin' Down!<br/><br />
<flashmp3>Sonic Adventure OST/Disc 1/15 - Goin' Down!.mp3</flashmp3><br />
| music3=At Dawn<br/><br />
<flashmp3>Sonic Adventure OST/Disc 1/16 - At Dawn.mp3</flashmp3><br />
}}<br />
<br />
'''Speed Highway''' was actually the first level ever shown to the public while the game was in production. Lots of varying play styles and good music. There are three sections to Speed Highway. This level makes a reappearance in ''[[Sonic Generations]]''.<br />
<br />
==Speed Highway==<br />
This section is available to Sonic & Tails (this is Tails' only section). This is the main section of the level and is filled with twists, turns and elevators to keep you on your way. Many of the highways are suspended in the air, so try not to lose control. There is a shortcut about halfway through the stage. When your character reaches the first save point, you will be sent flying up the side of a building. Keep pushing forward and to the left to go higher up the building. There will be an alternate off ramp as well as a Power Sneaker power-up item. There are more shortcuts so keep a sharp eye open.<br />
<br />
==Goin' Down==<br />
This section is only for Sonic (of course). Sonic will reach a glass ledge, only to have to glass break from underneath him. But instead of falling, Sonic will run down the side of the building! Watch out for helicopter blades and barricades. Pick up some power up items and Sonic will eventually make it to ground level unharmed.<br />
<br />
==At Dawn==<br />
This section is available to Sonic & Knuckles (this is Knuckles' only part). It's a run through the main downtown district of Station Square. Lots of monkey driven Police Pods will be chasing after you. Also, be sure not to stand in the traffic or you'll get hit. Let the camera lead you and you'll be fine. For Knuckles, more areas are available, for instance rooftops inaccessible as Sonic, and there are a lot of items for him to destroy while looking for emerald shards.<br />
<br />
==Enemies==<br />
* [[E-06 Bladed Spina]] (Knuckles, Sonic)<br />
* [[E-08 Kart Kiki]] (Knuckles, Tails)<br />
* [[E-10 Cop Speeder]] (Sonic)<br />
* [[E-06 Bladed Spina|E-15 Spiky Spinner]] (Knuckles, Tails, Sonic)<br />
* [[E-16 Thunder Spina]] (Knuckles, Tails)<br />
{{SAdv_Level|character=Sonic the Hedgehog|bgcolor=blue|charcolor=white|levelno=6|areas=3|rings=756 + (5-200)|arank=2m 30s}}<br />
{{SAdv_Level|character=Miles "Tails" Prower|bgcolor=orange|charcolor=white|levelno=6|areas=1|rings=535 + (3-120)|arank=Race}}<br />
{{SAdv_Level|charcolor=white|bgcolor=red|character=Knuckles the Echidna|levelno=1|areas=1|rings=185 + (1-40)|arank=1m 0s}}<br />
<br />
{{SAOmni|1}}<br />
[[Category:Sonic Adventure Levels]]</div>Game2010https://info.sonicretro.org/index.php?title=Sonic_the_Hedgehog_(2006_game)/Development&diff=180037Sonic the Hedgehog (2006 game)/Development2011-11-25T04:40:22Z<p>Game2010: /* Development Process */ comma insertions</p>
<hr />
<div>''[[Sonic the Hedgehog (2006 game)|Sonic the Hedgehog (2006)]]'' went through many ideas and changes during the development process. What follows is a collection of items related to the game's development.<br />
<br />
==Development Process==<br />
[[File:Sonic-15th-anniversary-logo.jpg|thumb|right|300px|[[Sonic the Hedgehog]] posing with the logo to his 15th anniversary.]]<br />
<br />
Beginning development after ''[[Shadow the Hedgehog (game)|Shadow the Hedgehog]]'', ''Sonic the Hedgehog'' was meant to be a rebirth of the series, taking elements that people had praised in the preceding ''[[Sonic Adventure|Adventure]]'' titles and bring Sonic "back to his roots." Nothing pointed more to the idea of using this game to celebrate what made [[Sonic the Hedgehog]] the "Most Famous Hedgehog In The World" then naming the game after the [[Sonic the Hedgehog (16-bit)|first in the series]]. However, instead of keeping things simple, the staff behind the creation of the game came up with numerous ideas they wanted to flesh out, wanting the game to also be the ultimate Sonic experience. <br />
<br />
The existence of what would become Sonic's 15th anniversary celebration became known to the masses during the Electronic Entertainment Expo of 2005, where a video was shown behind closed doors of what the team hoped to accomplish with the game. Although an unplayable demonstration, the video was leaked to the Internet and speculation began to run wild. Some of those questions were answered later that year at the Tokyo Game Show, where a playable demo of the game was showcased. Although not a full level, the demo was meant to display the new technology behind the game, including the day/night cycle visual effects and the use of the Havoc engine for the physics.<br />
<br />
It wasn't long after this outing, however, when the original Executive Producer of the game (and one of the founding fathers of the Sonic franchise) [[Yuji Naka]] announced his resignation from Sega, going off to eventually create his own development studio, Prope. Without this central figurehead, pressure was put upon the director of the game, [[Shun Nakamura]], to release what Sega would hope to be a stellar title in the Sonic franchise, and to help relaunch the brand for the new generation of consoles.<br />
<br />
Fate would not be on the side of Nakamura and the rest of the team, for development of the sprawling game would prove to be too short. Pressured into having the game ready for Christmas of 2006 regardless of the consequences, the game was shipped to less than stellar reception from critics. Many of the features that had been promised were absent, control issues and prominent bugs littering the product. For many, it became the worst Sonic game released, and for a few, it was considered a contender for being the worst game of all time, promising too much and not delivering.<br />
<br />
Originally, there was also intended to be a port of ''Sonic the Hedgehog 2006'' to the [[sega:Nintendo Wii|Nintendo Wii]], but it was decided that too much time would have to be spent to recreate the game on the hardware, especially if they wanted it ready for the system's release. Instead, their resources were devoted to creating an original product for the console, ''[[Sonic and the Secret Rings]]''. The director of ''Secret Rings'', [[Yojiro Ogawa]], who was also meant to be the director of the entire ''2006'' project, was extremely sympathetic to the final product, saying "The reason why we probably ended up with what we see today, involves a lot of reasons. One is that we did want to launch the title around Christmas, and we had the PS3 launch coming up, but we had to develop for Microsoft's 360 at the same time and the team had an awful lot of pressure on them. It was very hard for the team to try and see how we were going to come out with both versions together with just the one team. It was a big challenge."<br />
<br />
Even though it was met with such criticism, ''Sonic the Hedgehog 2006'' featured the brief return of [[DREAMS COME TRUE]] to the Sonic scene. Teaming up with R&B artist [http://en.wikipedia.org/wiki/Akon Akon], the group revisited [[SWEET SWEET SWEET]], the melody of which had been used previously in the ending moments of ''[[Sonic the Hedgehog 2 (16-bit)|Sonic the Hedgehog 2]]''.<br />
<br />
Insight into the development of the game's story, as well as selected concept art, was leaked to the Internet before the game was released in the form of the "SONICNEXT_allscript" file. An internal document saved in XSL format, it was originally obtained by an anonymous UK tester who gave it to the Sonic fansite [[Sonic Cult]]. Other interesting tidbits, such as [[Princess Elise]]'s original name being Princess Oliga, are found within. It can be obtained {{file|SONICNEXT allscript.7z|here}}.<br />
<br />
==Concept Art==<br />
<br />
===Silver the Hedgehog===<br />
To celebrate [[Sonic the Hedgehog]]'s 15th anniversary and his first game on an HD console, it was decided that a new hedgehog character should be introduced in the game, playing off the type of world [[Soleanna]] was meant to be. The character, [[Silver the Hedgehog]], was originally named "Venice" after the real life city Soleanna was based on. The internal naming of the character still refers to Silver as "Venice" in the [[sega:Xbox 360|Xbox 360]] Marketplace Demo, as well as the final product. The following images are a collection of potential designs for the character.<br />
<br />
<gallery><br />
Image:SilverConcept1.jpg|A near final model of Silver. Originally his spines on his head only came out during telekineses.<br />
Image:SilverConcept2.jpg|A more futuristic design.<br />
Image:SilverConcept3.jpg|Silver with a headset.<br />
Image:SilverConcept4.jpg|Image found in 2006 script. Image was made in July 2005. Silver has a golden mane and psychedelic eyes.<br />
</gallery><br />
<br />
===Miscellaneous Characters===<br />
The following is a collection of concept artwork for the minor characters who exist in the world of [[Princess Elise]] and Soleanna from ''Sonic the Hedgehog''.<br />
<br />
<gallery><br />
File:LADYsMAID.PNG|One of the Lady Maid's to [[Princess Elise]].<br />
File:LADYsMAID etc.PNG|Another of the Lady Maids.<br />
File:Scientist.PNG|A Soleanna scientist.<br />
File:Soreanakou.PNG|The [[Duke of Soleanna]].<br />
</gallery><br />
<br />
===Cutscene Concept Art===<br />
<br />
<gallery><br />
File:S06 Meeker 1.jpg|Sonic overlooking Soleanna. By [[Barrett Meeker]].<br />
File:S06 Meeker 2.jpg|A still from the final cutscene in the game. By Barrett Meeker.<br />
File:S06 Meeker 3.jpg|By Barrett Meeker.<br />
File:S06 Meeker 4.jpg|By Barrett Meeker.<br />
File:S06 Meeker 5.jpg|By Barrett Meeker.<br />
File:Aoki 06 1.jpg|Various renderings of Soleanna. From Aoki Studios.<br />
File:Aoki 06 2.jpg|From Aoki Studios.<br />
File:Ozkurt SonicNext1.jpg|One of the iconic images in the game. By [[Cemre Ozkurt]].<br />
File:Ozkurt SonicNext2.jpg|By Cemre Ozkurt.<br />
</gallery><br />
<br />
===Concept CG Models===<br />
<br />
<gallery><br />
File:Ozkurt Sonic.jpg|The '06 model of Sonic the Hedgehog, testing out a fur texture that would not be utilized. By Cemre Ozkurt.<br />
File:Ozkurt Shadow.jpg|[[Shadow the Hedgehog]]. By Cemre Ozkurt.<br />
File:Ozkurt Silver.jpg|Silver the Hedgehog. By Cemre Ozkurt.<br />
File:Silver StH06 1stRender.png<br />
File:Eggman06.png|An early render of [[Dr. Eggman]], in his redesign for the game. <br />
File:S06 Meeker 6.jpg|[[Egg Gunner]]. By Barrett Meeker.<br />
</gallery><br />
<br />
===Eggmobile Redesign Concept Model===<br />
<br />
<gallery><br />
File:06 Eggmobile.jpg|The new look of the [[Eggmobile]].<br />
File:06 Eggmobile2.jpg<br />
File:06 Eggmobile 02.jpg<br />
File:06 Eggmobile 04.jpg<br />
File:06 Eggmobile 03.jpg|The cockpit.<br />
</gallery><br />
<br />
==E3 2005 - Closed Door Video==<br />
These screens, taken by the gaming website [http://www.ign.com IGN], were taken from the initial unveiling of what would become the 2006 ''Sonic the Hedgehog''. Shown behind closed doors at E3 2005, the demonstration dates from late May of that year.<br />
<br />
<gallery><br />
File:S2006-E32005-01.jpg<br />
File:S2006-E32005-02.jpg<br />
File:S2006-E32005-03.jpg<br />
File:S2006-E32005-04.jpg<br />
File:S2006-E32005-05.jpg<br />
File:S2006-E32005-06.jpg<br />
File:S2006-E32005-07.jpg<br />
File:S2006-E32005-08.jpg<br />
File:S2006-E32005-09.jpg<br />
File:S2006-E32005-10.jpg<br />
File:S2006-E32005-11.jpg<br />
File:S2006-E32005-12.jpg<br />
</gallery><br />
<br />
==TGS 2005 - Technical Demo==<br />
<br />
This demo was at TGS 2005, which was held from September 16 to 18. Movement of the characters was twice as fast as what would be found in the final product, the debug mode also being enabled for this showing. Being only a technical demo and not meant to be an exact representation of the final product, the debug mode allowed players to move their character anywhere and helped to avoid deaths from falling into pits.<br />
<br />
<gallery><br />
File:S2006-TGS 2005-01.jpg<br />
File:S2006-TGS 2005-02.jpg<br />
File:S2006-TGS 2005-03.jpg<br />
File:S2006-TGS 2005-04.jpg<br />
File:S2006-TGS 2005-05.jpg<br />
File:S2006-TGS 2005-06.jpg<br />
File:S2006-TGS 2005-07.jpg<br />
File:S2006-TGS 2005-08.jpg<br />
File:S2006-TGS 2005-09.jpg<br />
File:S2006-TGS 2005-10.jpg<br />
File:S2006-TGS 2005-11.jpg<br />
</gallery><br />
<br />
==Sega Europe FTP==<br />
<br />
At the beginning of February 2006, the following screens were made available at Sega Europe FTP. A great part showed the lightening changes due to day hour on a level. There are three screenshots not depicted in the following gallery, one which ties in with the last two, and two other unrelated to the time change theme.<br />
<br />
<gallery><br />
Image:S2006-Sega Europe FTP 01.jpg<br />
Image:S2006-Sega Europe FTP 02.jpg<br />
Image:S2006-Sega Europe FTP 03.jpg<br />
Image:S2006-Sega Europe FTP 04.jpg<br />
Image:S2006-Sega Europe FTP 05.jpg<br />
Image:S2006-Sega Europe FTP 06.jpg|Time change examples<br />
Image:S2006-Sega Europe FTP 07.jpg<br />
Image:S2006-Sega Europe FTP 08.jpg<br />
Image:S2006-Sega Europe FTP 09.jpg<br />
Image:S2006-Sega Europe FTP 10.jpg<br />
Image:S2006-Sega Europe FTP 11.jpg<br />
Image:S2006-Sega Europe FTP 12.jpg<br />
Image:S2006-Sega Europe FTP 13.jpg<br />
Image:S2006-Sega Europe FTP 14.jpg<br />
</gallery><br />
<br />
==Promotional Images==<br />
The following are various images released by Sega to promote the game, many of which contain noticeable differences from the final product.<br />
<br />
===Tropical Jungle (Sonic)===<br />
<gallery><br />
File:Sonic2006-Tropical Jungle-01.jpg|Sonic has different green eyes.<br />
File:Sonic2006-Tropical Jungle-02.jpg|Sonic has different green eyes.<br />
File:Sonic2006-Tropical Jungle-03.jpg|Elise is missing<br />
File:Sonic2006-Tropical Jungle-04.jpg|Elise is missing.<br />
File:Sonic2006-Tropical Jungle-05.jpg|Odd green eye model.<br />
File:Sonic2006-Tropical Jungle-06.jpg|Odd green eye model, not holding Elise, in unknown parts of level.<br />
File:Sonic2006-Tropical Jungle-07.jpg|Odd green eye model, not holding Elise.<br />
File:Sonic2006-Tropical Jungle-08.jpg|Not holding Elise. You can't face that way on that vine.<br />
</gallery><br />
<br />
===Crisis City (Sonic)===<br />
<gallery><br />
File:Sonic2006-Crisis City-01.jpg|The board is inside of the ground. This has somewhat been fixed in the final<br />
File:Sonic2006-Crisis City-02.jpg|Unknown part of level with robots instead of lava-monsters.<br />
File:Sonic2006-Crisis City-03.jpg|Robots instead of lava-monsters.<br />
File:Sonic2006-Crisis City-04.jpg|Unknown part of level with robots instead of lava-monsters.<br />
File:Sonic2006-Crisis City-05.jpg|The three side by side springs were replaced by a boost pad in the final.<br />
File:Sonic2006-Crisis City-06.jpg|Unknown part of the level.<br />
File:Sonic2006-Crisis City-07.jpg|Sonic in his ready to run pose. While this happens in the final, you cannot see him and he runs out of the tornado.<br />
File:Sonic2006-Crisis City-08.jpg|Unknown part of level<br />
File:Sonic2006-Crisis City-09.jpg|Robot instead of monsters.<br />
File:Sonic2006-Crisis City-10.jpg|Springs aren't here in final as Sonic is supposed to use his "triangle jump" move here.<br />
File:Sonic2006-Crisis City-11.jpg|Sonic grinding when he should be flying across the stage. This is present in the 'Very Hard' mode.<br />
File:Sonic2006-Crisis City-12.jpg|Sonic grinding when he should be flying across the stage. This is present in the 'Very Hard' mode.<br />
File:Sonic2006-Crisis City-13.jpg|Robots instead of monsters.<br />
</gallery><br />
<br />
===Kingdom Valley (Sonic)===<br />
<gallery><br />
File:Sonic2006-Kingdom Valley-01.jpg|Blue skies instead of over-cast.<br />
File:Sonic2006-Kingdom Valley-02.jpg|Blue skies and no rings in the path.<br />
File:Sonic2006-Kingdom Valley-03.jpg|Blue skies and oddly placed unlit torch.<br />
File:Sonic2006-Kingdom Valley-04.jpg|Usually Sonic can't get here. A bridge is missing and the rings to do a light dash to the rope is intact. The robot which is used to smash the bridge down is still there.<br />
File:Kingdomval.jpg|The mach-speed section of [[Kingdom Valley]].<br />
</gallery><br />
<br />
===Crisis City (Shadow)===<br />
<gallery><br />
File:Shadow2006-Crisis City-01.jpg|Robots instead of monsters.<br />
File:Shadow2006-Crisis City-02.jpg|Robots instead of monsters.<br />
File:06 CrisisCity.jpg|Robots instead of monsters.<br />
</gallery><br />
<br />
===Vs. Mephiles Phase 1 (Shadow)===<br />
<gallery><br />
File:Shadow2006-Vs. Mephiles Phase 1-01.jpg|Mephiles isn't seen well on the floor but looks different than final. <br />
</gallery><br />
<br />
===Crisis City (Silver)===<br />
<gallery><br />
File:Silver2006-Crisis City-01.jpg|Early tornado appears to be a normal tornado with a bit of fire in it.<br />
File:Silver2006-Crisis City-02.jpg|Robots instead of monsters.<br />
File:Silver2006-Crisis City-03.jpg|Robots and early tornado.<br />
File:Silver2006-Crisis City-04.jpg|Robots and early tornado.<br />
File:Silver2006-Crisis City-05.jpg|Robots and early tornado.<br />
File:Silver2006-Crisis City-06.jpg|Robots.<br />
</gallery><br />
<br />
===Other Promotional Screens===<br />
<br />
Miscellaneous promotional screens, many lacking a [[HUD]]:<br />
<br />
<gallery><br />
Image:06_RadTrain.PNG|[[Radical Train]]<br />
File:06 WhiteAcrop.PNG|[[White Acropolis]]<br />
File:06 SilverPK.jpg|[[Psychokinesis]] in [[Crisis City]]<br />
Image:06_Egg-Genesis.PNG|[[Egg-Genesis]]<br />
File:06 Egg-Cerberus.PNG|[[Egg-Cerberus]]<br />
File:06 SonVsSilv.PNG|[[Sonic vs. Silver]]<br />
File:06 Iblis2.PNG|[[Iblis Phase 2]]<br />
File:ChaosBoost.jpg|[[Chaos Boost]] during [[Mephiles Phase 1]]<br />
File:06 MephP1.jpg|More [[Chaos Boost]] during [[Mephiles Phase 1]]<br />
File:WaveOcean.jpg|[[Wave Ocean]]<br />
</gallery><br />
<br />
==External Links==<br />
*[http://www.youtube.com/watch?v=cvKKH4mY1aA "Closed Door" Video] - The footage that unveild the game to the masses.<br />
*[http://www.youtube.com/watch?v=PIdfwF30Lcs Tokyo Game Show Footage] - Showcases the Day/Night cycle and the Havoc physics engine.<br />
<br />
{{Sonic2006Omni}}<br />
<br />
[[Category:Game development|Sonic the Hedgehog (2006 game)]]</div>Game2010https://info.sonicretro.org/index.php?title=Sonic_the_Hedgehog_(2006_game)/Development&diff=180036Sonic the Hedgehog (2006 game)/Development2011-11-25T04:38:22Z<p>Game2010: /* Development Process */ minor corrections</p>
<hr />
<div>''[[Sonic the Hedgehog (2006 game)|Sonic the Hedgehog (2006)]]'' went through many ideas and changes during the development process. What follows is a collection of items related to the game's development.<br />
<br />
==Development Process==<br />
[[File:Sonic-15th-anniversary-logo.jpg|thumb|right|300px|[[Sonic the Hedgehog]] posing with the logo to his 15th anniversary.]]<br />
<br />
Beginning development after ''[[Shadow the Hedgehog (game)|Shadow the Hedgehog]]'', ''Sonic the Hedgehog'' was meant to be a rebirth of the series, taking elements that people had praised in the preceding ''[[Sonic Adventure|Adventure]]'' titles and bring Sonic "back to his roots." Nothing pointed more to the idea of using this game to celebrate what made [[Sonic the Hedgehog]] the "Most Famous Hedgehog In The World" then naming the game after the [[Sonic the Hedgehog (16-bit)|first in the series]]. However, instead of keeping things simple, the staff behind the creation of the game came up with numerous ideas they wanted to flesh out, wanting the game to also be the ultimate Sonic experience. <br />
<br />
The existence of what would become Sonic's 15th anniversary celebration became known to the masses during the Electronic Entertainment Expo of 2005, where a video was shown behind closed doors of what the team hoped to accomplish with the game. Although an unplayable demonstration, the video was leaked to the Internet and speculation began to run wild. Some of those questions were answered later that year at the Tokyo Game Show, where a playable demo of the game was showcased. Although not a full level, the demo was meant to display the new technology behind the game, including the day/night cycle visual effects and the use of the Havoc engine for the physics.<br />
<br />
It wasn't long after this outing, however, when the original Executive Producer of the game (and one of the founding fathers of the Sonic franchise) [[Yuji Naka]] announced his resignation from Sega, going off to eventually create his own development studio, Prope. Without this central figurehead, pressure was put upon the director of the game, [[Shun Nakamura]], to release what Sega would hope to be a stellar title in the Sonic franchise, and to help relaunch the brand for the new generation of consoles.<br />
<br />
Fate would not be on the side of Nakamura and the rest of the team, for development of the sprawling game would prove to be too short. Pressured into having the game ready for Christmas of 2006 regardless of the consequences, the game was shipped to less than stellar reception from critics. Many of the features that had been promised were absent, control issues and prominent bugs littering the product. For many it became the worst Sonic game released, and for a few it was considered a contender for being the worst game of all time, promising too much and not delivering.<br />
<br />
Originally, there was also intended to be a port of ''Sonic the Hedgehog 2006'' to the [[sega:Nintendo Wii|Nintendo Wii]], but it was decided that too much time would have to be spent to recreate the game on the hardware, especially if they wanted it ready for the system's release. Instead, their resources were devoted to creating an original product for the console, ''[[Sonic and the Secret Rings]]''. The director of ''Secret Rings'', [[Yojiro Ogawa]], who was also meant to be the director of the entire ''2006'' project, was extremely sympathetic to the final product, saying "The reason why we probably ended up with what we see today, involves a lot of reasons. One is that we did want to launch the title around Christmas, and we had the PS3 launch coming up, but we had to develop for Microsoft's 360 at the same time and the team had an awful lot of pressure on them. It was very hard for the team to try and see how we were going to come out with both versions together with just the one team. It was a big challenge."<br />
<br />
Even though it was met with such criticism, ''Sonic the Hedgehog 2006'' featured the brief return of [[DREAMS COME TRUE]] to the Sonic scene. Teaming up with R&B artist [http://en.wikipedia.org/wiki/Akon Akon], the group revisited [[SWEET SWEET SWEET]], the melody of which had been used previously in the ending moments of ''[[Sonic the Hedgehog 2 (16-bit)|Sonic the Hedgehog 2]]''.<br />
<br />
Insight into the development of the game's story, as well as selected concept art, was leaked to the Internet before the game was released in the form of the "SONICNEXT_allscript" file. An internal document saved in XSL format, it was originally obtained by an anonymous UK tester who gave it to the Sonic fansite [[Sonic Cult]]. Other interesting tidbits, such as [[Princess Elise]]'s original name being Princess Oliga, are found within. It can be obtained {{file|SONICNEXT allscript.7z|here}}.<br />
<br />
==Concept Art==<br />
<br />
===Silver the Hedgehog===<br />
To celebrate [[Sonic the Hedgehog]]'s 15th anniversary and his first game on an HD console, it was decided that a new hedgehog character should be introduced in the game, playing off the type of world [[Soleanna]] was meant to be. The character, [[Silver the Hedgehog]], was originally named "Venice" after the real life city Soleanna was based on. The internal naming of the character still refers to Silver as "Venice" in the [[sega:Xbox 360|Xbox 360]] Marketplace Demo, as well as the final product. The following images are a collection of potential designs for the character.<br />
<br />
<gallery><br />
Image:SilverConcept1.jpg|A near final model of Silver. Originally his spines on his head only came out during telekineses.<br />
Image:SilverConcept2.jpg|A more futuristic design.<br />
Image:SilverConcept3.jpg|Silver with a headset.<br />
Image:SilverConcept4.jpg|Image found in 2006 script. Image was made in July 2005. Silver has a golden mane and psychedelic eyes.<br />
</gallery><br />
<br />
===Miscellaneous Characters===<br />
The following is a collection of concept artwork for the minor characters who exist in the world of [[Princess Elise]] and Soleanna from ''Sonic the Hedgehog''.<br />
<br />
<gallery><br />
File:LADYsMAID.PNG|One of the Lady Maid's to [[Princess Elise]].<br />
File:LADYsMAID etc.PNG|Another of the Lady Maids.<br />
File:Scientist.PNG|A Soleanna scientist.<br />
File:Soreanakou.PNG|The [[Duke of Soleanna]].<br />
</gallery><br />
<br />
===Cutscene Concept Art===<br />
<br />
<gallery><br />
File:S06 Meeker 1.jpg|Sonic overlooking Soleanna. By [[Barrett Meeker]].<br />
File:S06 Meeker 2.jpg|A still from the final cutscene in the game. By Barrett Meeker.<br />
File:S06 Meeker 3.jpg|By Barrett Meeker.<br />
File:S06 Meeker 4.jpg|By Barrett Meeker.<br />
File:S06 Meeker 5.jpg|By Barrett Meeker.<br />
File:Aoki 06 1.jpg|Various renderings of Soleanna. From Aoki Studios.<br />
File:Aoki 06 2.jpg|From Aoki Studios.<br />
File:Ozkurt SonicNext1.jpg|One of the iconic images in the game. By [[Cemre Ozkurt]].<br />
File:Ozkurt SonicNext2.jpg|By Cemre Ozkurt.<br />
</gallery><br />
<br />
===Concept CG Models===<br />
<br />
<gallery><br />
File:Ozkurt Sonic.jpg|The '06 model of Sonic the Hedgehog, testing out a fur texture that would not be utilized. By Cemre Ozkurt.<br />
File:Ozkurt Shadow.jpg|[[Shadow the Hedgehog]]. By Cemre Ozkurt.<br />
File:Ozkurt Silver.jpg|Silver the Hedgehog. By Cemre Ozkurt.<br />
File:Silver StH06 1stRender.png<br />
File:Eggman06.png|An early render of [[Dr. Eggman]], in his redesign for the game. <br />
File:S06 Meeker 6.jpg|[[Egg Gunner]]. By Barrett Meeker.<br />
</gallery><br />
<br />
===Eggmobile Redesign Concept Model===<br />
<br />
<gallery><br />
File:06 Eggmobile.jpg|The new look of the [[Eggmobile]].<br />
File:06 Eggmobile2.jpg<br />
File:06 Eggmobile 02.jpg<br />
File:06 Eggmobile 04.jpg<br />
File:06 Eggmobile 03.jpg|The cockpit.<br />
</gallery><br />
<br />
==E3 2005 - Closed Door Video==<br />
These screens, taken by the gaming website [http://www.ign.com IGN], were taken from the initial unveiling of what would become the 2006 ''Sonic the Hedgehog''. Shown behind closed doors at E3 2005, the demonstration dates from late May of that year.<br />
<br />
<gallery><br />
File:S2006-E32005-01.jpg<br />
File:S2006-E32005-02.jpg<br />
File:S2006-E32005-03.jpg<br />
File:S2006-E32005-04.jpg<br />
File:S2006-E32005-05.jpg<br />
File:S2006-E32005-06.jpg<br />
File:S2006-E32005-07.jpg<br />
File:S2006-E32005-08.jpg<br />
File:S2006-E32005-09.jpg<br />
File:S2006-E32005-10.jpg<br />
File:S2006-E32005-11.jpg<br />
File:S2006-E32005-12.jpg<br />
</gallery><br />
<br />
==TGS 2005 - Technical Demo==<br />
<br />
This demo was at TGS 2005, which was held from September 16 to 18. Movement of the characters was twice as fast as what would be found in the final product, the debug mode also being enabled for this showing. Being only a technical demo and not meant to be an exact representation of the final product, the debug mode allowed players to move their character anywhere and helped to avoid deaths from falling into pits.<br />
<br />
<gallery><br />
File:S2006-TGS 2005-01.jpg<br />
File:S2006-TGS 2005-02.jpg<br />
File:S2006-TGS 2005-03.jpg<br />
File:S2006-TGS 2005-04.jpg<br />
File:S2006-TGS 2005-05.jpg<br />
File:S2006-TGS 2005-06.jpg<br />
File:S2006-TGS 2005-07.jpg<br />
File:S2006-TGS 2005-08.jpg<br />
File:S2006-TGS 2005-09.jpg<br />
File:S2006-TGS 2005-10.jpg<br />
File:S2006-TGS 2005-11.jpg<br />
</gallery><br />
<br />
==Sega Europe FTP==<br />
<br />
At the beginning of February 2006, the following screens were made available at Sega Europe FTP. A great part showed the lightening changes due to day hour on a level. There are three screenshots not depicted in the following gallery, one which ties in with the last two, and two other unrelated to the time change theme.<br />
<br />
<gallery><br />
Image:S2006-Sega Europe FTP 01.jpg<br />
Image:S2006-Sega Europe FTP 02.jpg<br />
Image:S2006-Sega Europe FTP 03.jpg<br />
Image:S2006-Sega Europe FTP 04.jpg<br />
Image:S2006-Sega Europe FTP 05.jpg<br />
Image:S2006-Sega Europe FTP 06.jpg|Time change examples<br />
Image:S2006-Sega Europe FTP 07.jpg<br />
Image:S2006-Sega Europe FTP 08.jpg<br />
Image:S2006-Sega Europe FTP 09.jpg<br />
Image:S2006-Sega Europe FTP 10.jpg<br />
Image:S2006-Sega Europe FTP 11.jpg<br />
Image:S2006-Sega Europe FTP 12.jpg<br />
Image:S2006-Sega Europe FTP 13.jpg<br />
Image:S2006-Sega Europe FTP 14.jpg<br />
</gallery><br />
<br />
==Promotional Images==<br />
The following are various images released by Sega to promote the game, many of which contain noticeable differences from the final product.<br />
<br />
===Tropical Jungle (Sonic)===<br />
<gallery><br />
File:Sonic2006-Tropical Jungle-01.jpg|Sonic has different green eyes.<br />
File:Sonic2006-Tropical Jungle-02.jpg|Sonic has different green eyes.<br />
File:Sonic2006-Tropical Jungle-03.jpg|Elise is missing<br />
File:Sonic2006-Tropical Jungle-04.jpg|Elise is missing.<br />
File:Sonic2006-Tropical Jungle-05.jpg|Odd green eye model.<br />
File:Sonic2006-Tropical Jungle-06.jpg|Odd green eye model, not holding Elise, in unknown parts of level.<br />
File:Sonic2006-Tropical Jungle-07.jpg|Odd green eye model, not holding Elise.<br />
File:Sonic2006-Tropical Jungle-08.jpg|Not holding Elise. You can't face that way on that vine.<br />
</gallery><br />
<br />
===Crisis City (Sonic)===<br />
<gallery><br />
File:Sonic2006-Crisis City-01.jpg|The board is inside of the ground. This has somewhat been fixed in the final<br />
File:Sonic2006-Crisis City-02.jpg|Unknown part of level with robots instead of lava-monsters.<br />
File:Sonic2006-Crisis City-03.jpg|Robots instead of lava-monsters.<br />
File:Sonic2006-Crisis City-04.jpg|Unknown part of level with robots instead of lava-monsters.<br />
File:Sonic2006-Crisis City-05.jpg|The three side by side springs were replaced by a boost pad in the final.<br />
File:Sonic2006-Crisis City-06.jpg|Unknown part of the level.<br />
File:Sonic2006-Crisis City-07.jpg|Sonic in his ready to run pose. While this happens in the final, you cannot see him and he runs out of the tornado.<br />
File:Sonic2006-Crisis City-08.jpg|Unknown part of level<br />
File:Sonic2006-Crisis City-09.jpg|Robot instead of monsters.<br />
File:Sonic2006-Crisis City-10.jpg|Springs aren't here in final as Sonic is supposed to use his "triangle jump" move here.<br />
File:Sonic2006-Crisis City-11.jpg|Sonic grinding when he should be flying across the stage. This is present in the 'Very Hard' mode.<br />
File:Sonic2006-Crisis City-12.jpg|Sonic grinding when he should be flying across the stage. This is present in the 'Very Hard' mode.<br />
File:Sonic2006-Crisis City-13.jpg|Robots instead of monsters.<br />
</gallery><br />
<br />
===Kingdom Valley (Sonic)===<br />
<gallery><br />
File:Sonic2006-Kingdom Valley-01.jpg|Blue skies instead of over-cast.<br />
File:Sonic2006-Kingdom Valley-02.jpg|Blue skies and no rings in the path.<br />
File:Sonic2006-Kingdom Valley-03.jpg|Blue skies and oddly placed unlit torch.<br />
File:Sonic2006-Kingdom Valley-04.jpg|Usually Sonic can't get here. A bridge is missing and the rings to do a light dash to the rope is intact. The robot which is used to smash the bridge down is still there.<br />
File:Kingdomval.jpg|The mach-speed section of [[Kingdom Valley]].<br />
</gallery><br />
<br />
===Crisis City (Shadow)===<br />
<gallery><br />
File:Shadow2006-Crisis City-01.jpg|Robots instead of monsters.<br />
File:Shadow2006-Crisis City-02.jpg|Robots instead of monsters.<br />
File:06 CrisisCity.jpg|Robots instead of monsters.<br />
</gallery><br />
<br />
===Vs. Mephiles Phase 1 (Shadow)===<br />
<gallery><br />
File:Shadow2006-Vs. Mephiles Phase 1-01.jpg|Mephiles isn't seen well on the floor but looks different than final. <br />
</gallery><br />
<br />
===Crisis City (Silver)===<br />
<gallery><br />
File:Silver2006-Crisis City-01.jpg|Early tornado appears to be a normal tornado with a bit of fire in it.<br />
File:Silver2006-Crisis City-02.jpg|Robots instead of monsters.<br />
File:Silver2006-Crisis City-03.jpg|Robots and early tornado.<br />
File:Silver2006-Crisis City-04.jpg|Robots and early tornado.<br />
File:Silver2006-Crisis City-05.jpg|Robots and early tornado.<br />
File:Silver2006-Crisis City-06.jpg|Robots.<br />
</gallery><br />
<br />
===Other Promotional Screens===<br />
<br />
Miscellaneous promotional screens, many lacking a [[HUD]]:<br />
<br />
<gallery><br />
Image:06_RadTrain.PNG|[[Radical Train]]<br />
File:06 WhiteAcrop.PNG|[[White Acropolis]]<br />
File:06 SilverPK.jpg|[[Psychokinesis]] in [[Crisis City]]<br />
Image:06_Egg-Genesis.PNG|[[Egg-Genesis]]<br />
File:06 Egg-Cerberus.PNG|[[Egg-Cerberus]]<br />
File:06 SonVsSilv.PNG|[[Sonic vs. Silver]]<br />
File:06 Iblis2.PNG|[[Iblis Phase 2]]<br />
File:ChaosBoost.jpg|[[Chaos Boost]] during [[Mephiles Phase 1]]<br />
File:06 MephP1.jpg|More [[Chaos Boost]] during [[Mephiles Phase 1]]<br />
File:WaveOcean.jpg|[[Wave Ocean]]<br />
</gallery><br />
<br />
==External Links==<br />
*[http://www.youtube.com/watch?v=cvKKH4mY1aA "Closed Door" Video] - The footage that unveild the game to the masses.<br />
*[http://www.youtube.com/watch?v=PIdfwF30Lcs Tokyo Game Show Footage] - Showcases the Day/Night cycle and the Havoc physics engine.<br />
<br />
{{Sonic2006Omni}}<br />
<br />
[[Category:Game development|Sonic the Hedgehog (2006 game)]]</div>Game2010https://info.sonicretro.org/index.php?title=Rooftop_Run_(Sonic_Generations)&diff=179903Rooftop Run (Sonic Generations)2011-11-21T09:07:49Z<p>Game2010: info correction</p>
<hr />
<div>{{LevelBob<br />
| name=<br />
| levelscreen=ClassicRooftopRun.jpg<br />
| screenwidth=320px<br />
| levelscreen2=ModernRooftopRun.jpg<br />
| screenwidth2=320px<br />
| levelscreentitle=Classic<br />
| levelscreen2title=Modern<br />
| levelno=Eighth<br />
| game=Sonic Generations<br />
| acts=2<br />
| theme1=urban<br />
| theme2=carnival/casino<br />
| osv=<br />
| map=<br />
| rings=<br />
| rings1=<br />
| rings2=<br />
| rings3=<br />
| Mission1 =<br />
| ARank1 = <br />
| MaxRings1 = <br />
| Mission2 =<br />
| ARank2 = <br />
| MaxRings2 = <br />
| Mission3 =<br />
| ARank3 = <br />
| MaxRings3 = <br />
| Mission4 =<br />
| ARank4 = <br />
| MaxRings4 = <br />
| Mission5 =<br />
| ARank5 = <br />
| MaxRings5 = <br />
}}<br />
{{sub-stub}}'''Rooftop Run''' is the eighth level in ''[[Sonic Generations]]'', and an adaptation of the level [[Rooftop Run]] seen in ''[[Sonic Unleashed]]''. This level gets reborn into a sort of carnival, with balloons, confetti, and various festive decorations throughout the city. While Modern runs through the city like last time (even grinding down the clock tower), Classic Sonic takes a more platforming approach, even traveling underground with elements from the [[Werehog]] stages.<br />
[[Category:Sonic Generations levels]]<br />
{{clear}}<br />
{{SonicGenerationsOmni}}</div>Game2010https://info.sonicretro.org/index.php?title=Sky_Sanctuary_(Sonic_Generations)&diff=179902Sky Sanctuary (Sonic Generations)2011-11-21T09:07:37Z<p>Game2010: info correction</p>
<hr />
<div>{{LevelBob<br />
| name=<br />
| levelscreen=SonicGenerations_SkySanctuary.jpg<br />
| screenwidth=320px<br />
| levelscreen2=SonicGenerations_SkySanctuaryAct2.jpg<br />
| screenwidth2=320px<br />
| levelscreentitle=Classic<br />
| levelscreen2title=Modern<br />
| levelno=Third<br />
| game=Sonic Generations<br />
| acts=2<br />
| theme1=ancient ruins<br />
| theme2=sky<br />
| osv=<br />
| map=<br />
| rings=<br />
| rings1=<br />
| rings2=<br />
| rings3=<br />
| Mission1 =<br />
| ARank1 = <br />
| MaxRings1 = <br />
| Mission2 =<br />
| ARank2 = <br />
| MaxRings2 = <br />
| Mission3 =<br />
| ARank3 = <br />
| MaxRings3 = <br />
| Mission4 =<br />
| ARank4 = <br />
| MaxRings4 = <br />
| Mission5 =<br />
| ARank5 = <br />
| MaxRings5 = <br />
}}<br />
{{sub-stub}}'''Sky Sanctuary''' is the third level in ''[[Sonic Generations]]'', and an adaptation of the level [[Sky Sanctuary Zone]] seen in ''[[Sonic & Knuckles]]'' (with elements of [[Marble Garden Zone]]). During the stage, the [[Death Egg]] can be seen raising into the sky in the background. This level is very platforming-heavy, even in the Modern Act.<br />
{{clear}}<br />
{{SonicGenerationsOmni}}<br />
[[Category:Sonic Generations levels]]</div>Game2010https://info.sonicretro.org/index.php?title=Speed_Highway_(Sonic_Generations)&diff=179901Speed Highway (Sonic Generations)2011-11-21T09:07:20Z<p>Game2010: info correction</p>
<hr />
<div>{{LevelBob<br />
| name=<br />
| levelscreen=SonicGenerations_SpeedHighway.jpg<br />
| screenwidth=320px<br />
| levelscreen2=SonicGenerations_SpeedHighwayAct2.jpg<br />
| screenwidth2=320px<br />
| levelscreentitle=Classic<br />
| levelscreen2title=Modern<br />
| levelno=Fourth<br />
| game=Sonic Generations<br />
| acts=2<br />
| theme1=urban<br />
| osv=<br />
| map=<br />
| rings=<br />
| rings1=<br />
| rings2=<br />
| rings3=<br />
| Mission1 =<br />
| ARank1 = <br />
| MaxRings1 = <br />
| Mission2 =<br />
| ARank2 = <br />
| MaxRings2 = <br />
| Mission3 =<br />
| ARank3 = <br />
| MaxRings3 = <br />
| Mission4 =<br />
| ARank4 = <br />
| MaxRings4 = <br />
| Mission5 =<br />
| ARank5 = <br />
| MaxRings5 = <br />
}}<br />
{{sub-stub}}'''Speed Highway''' is the fourth level in ''[[Sonic Generations]]'', and an adaptation of the level [[Speed Highway]] seen in ''[[Sonic Adventure]]''. This level is very speed oriented like the original stage. While Modern Sonic runs along buildings like the original stage, Classic Sonic runs on rooftops between the buildings.<br />
{{clear}}<br />
{{SonicGenerationsOmni}}<br />
[[Category:Sonic Generations levels]]</div>Game2010https://info.sonicretro.org/index.php?title=Time_Eater&diff=179745Time Eater2011-11-17T08:26:12Z<p>Game2010: info correction</p>
<hr />
<div>{{BossInfo<br />
| name=Time Eater<br />
| image=TimeEaterBossGenerations.jpg<br />
| game=[[Sonic Generations]]<br />
| level=<br />
| imagewidth=300<br />
| hits=4<br />
}}<br />
The '''[[Time Eater]]''' is the final boss in ''[[Sonic Generations]]''. It was found in deep space by [[Eggman]] some time after the ending of ''[[Sonic Colours]]'', who decided to use it's properties of manipulating time and space to erase his past defeats. However, he realized he would not be able to do this alone, so he asked his classic self from ''[[Sonic the Hedgehog 2]]'' to help him with modifying the Time Eater for their use.<br />
<br />
The fight takes place in a strange void, supposedly created by the Time Eater itself. You fight him as both the Classic and Modern [[Super Sonic]]s. The monster will sometimes switch perspectives, and you can switch perspectives at any time by hitting the special move button. The perspective change allows you to dodge attacks between dimensions, and each perspective comes with its own advantages and disadvantages.<br />
<br />
In '''3D''', more space allows for greater evasion of flying objects and attacks. [[Rings]] are in bunches; however, they can be harder to find and obtain.<br />
In '''2D''', the reduced perspective make ring gathering a breeze, but dodging attacks in this perspective is considerably harder.<br />
<br />
The Time Eater will throw random objects at you to try and block your path (You can throw your partner into said objects with the attack button to reduce the stuff in your way), as well as warping its hands through time and space to attack you.<br />
<br />
To attack the monster, simply make it to its core and touch it. Being Super overloads the monster, and will damage it as a result. Do this thrice.<br />
<br />
On its fourth and final hit, the Time Eater will do a combined Classic and Modern Eggman attack involving a huge energy sphere. Pushing the triggers/bumpers on your controller together will dispel this attack. The attack will backfire and the monster will explode, throwing all the characters out of the void sans the Eggmen.<br />
<br />
==Trivia==<br />
In the English dub, the classic characters refer to Classic Eggman as '''Dr. Robotnik''' when they see him, which is the name he received when the Sonic series was localized for other territories for the Genesis/Mega Drive. Classic Eggman responds, "''Nobody calls me that anymore''."<br />
{{SonicGenerationsOmni|3}}<br />
[[Category:Sonic Generations bosses]]</div>Game2010https://info.sonicretro.org/index.php?title=Egg_Dragoon_(Sonic_Generations_boss)&diff=179744Egg Dragoon (Sonic Generations boss)2011-11-17T08:23:12Z<p>Game2010: info correction</p>
<hr />
<div>{{BossInfo<br />
| name=Egg Dragoon (Sonic Generations Boss)<br />
| image=EggDragoonBossGenerations.jpg<br />
| game=[[Sonic Generations]]<br />
| level=[[Eggmanland]]<br />
| imagewidth=300<br />
| hits=8 (Normal), 10 (Hard)<br />
}}<br />
The '''[[Egg Dragoon]]''' makes it grand return as a boss battle in ''[[Sonic Generations]]''. The fight takes place in a large tunnel presumably in or near the city of [[Eggmanland]] from ''[[Sonic Unleashed]]'', where the [[Egg Dragoon|original battle]] took place.<br />
<br />
While [[Sonic]] took on this mech before in his [[Werehog]] form, this time Sonic fights [[Eggman]] with his normal blue self, and the mech's battle style has changed to compensate for it.<br />
<br />
You can hit Eggman any time you get close enough to his second control area, which is where the flashing green balls were in the original mech design. Eggman still has all the weapons he used in the previous fight, along side a few new ones:<br />
<br />
*He can fire Ice shards (the previous battle his Ice Bomb) at Sonic while he is running.<br />
*His drill can be fired at Sonic like a homing missile.<br />
*Instead of electric shock waves, he has a laser gun which fires multiple lasers across the tunnel for you to leap over.<br />
*When you are grinding, he fires actual missiles at you.<br />
<br />
Sometimes, he will trap you inside two large walls and try to smash you with ice shards falling from the top to keep you in. You need to [[Wall Jump]] up these walls, dodging the ice to the top, where you can hit him again.<br />
<br />
Eventually, he will go through what seems to be a [[Time Eater]] warp, which will make you skydive down a large shaft fighting the mech like in the original fight. Dodge his drill attacks this way, and you can hit him again if you get close enough.<br />
<br />
At the end of the battle, the Dragoon falls to pieces in the shaft, and with the fight over you earn yet another [[Chaos Emerald]].<br />
<br />
After the battle, Eggman reveals that he SHOULD have won this time. Modern Sonic wonders why he would say that. At this point, the Time Eater grabs him and pulls him into the void.<br />
{{SonicGenerationsOmni|3}}<br />
[[Category:Sonic Generations bosses]]</div>Game2010https://info.sonicretro.org/index.php?title=Metal_Sonic_(Sonic_Generations_boss)&diff=179743Metal Sonic (Sonic Generations boss)2011-11-17T08:13:55Z<p>Game2010: info correction</p>
<hr />
<div>{{BossInfo<br />
| image=MetalSonicFightGenerations.jpg<br />
| game=[[Sonic Generations]]<br />
| level=[[Stardust Speedway]]<br />
| imagewidth=300<br />
| hits=4 (Normal and Hard)<br />
}}<br />
The '''[[Metal Sonic]]''' rival battle in ''[[Sonic Generations]]'' takes place where you first fought the metal doppelganger in ''[[Sonic CD]]'', [[Stardust Speedway]]. The fight takes place in the Bad Future of the zone, the one under Eggman's control.<br />
<br />
After a short cut scene showing Classic [[Sonic]] and Metal duking it out, you are thrust into the battle. The path way behind you is always falling, so it is wise to keep up your speed. Metel has a few attacks up his sleeve for this battle:<br />
<br />
*Charging you in a corkscrew spin<br />
*Shooting down a charged shot at you<br />
*Hitting structures off the side onto the track<br />
<br />
Everytime he does an attack, he shorts out for a couple seconds, giving you a chance to attack him. When he is close to death, Metal will do a super fast corkscrew spin charge at you, which will last longer than his normal one. If you can dodge that and hit him again, you will destroy the impostor and earn a [[Chaos Emerald]].<br />
{{SonicGenerationsOmni|3}}<br />
[[Category:Sonic Generations bosses]]</div>Game2010https://info.sonicretro.org/index.php?title=Silver_the_Hedgehog_(Sonic_Generations_boss)&diff=179742Silver the Hedgehog (Sonic Generations boss)2011-11-17T08:10:20Z<p>Game2010: info correction</p>
<hr />
<div>{{BossInfo<br />
| name=Silver the Hedgehog<br>(Sonic Generations Boss)<br />
| image=SilverBossGenerations.jpg<br />
| game=[[Sonic Generations]]<br />
| level=[[Crisis City]]<br />
| imagewidth=300<br />
| hits=5 (Normal and Hard)<br />
}}<br />
'''[[Silver the Hedgehog]]''''s rival battle in ''[[Sonic Generations]]'' takes place on the destroyed highways in [[Crisis City]] as seen in ''[[Sonic the Hedgehog (2006)]]''.<br />
<br />
Unlike [[Sonic]]'s [[Sonic vs. Silver|last fight]] with Silver, this fight is on the move. Sonic has to dodge the many cars and other destroyed things Silver hurls his's way. Silver can hurt Sonic in many ways:<br />
<br />
*Throwing one object at Sonic<br />
*Psychic waves, which can go either horizontal or vertical.<br />
*Collecting numerous objects and hurling them consecutively at Sonic<br />
*Picking up three objects and slamming them down on Sonic. He does this in different combinations every time he does the move, so stay on your toes. <br />
*Collecting everything into a huge heap and lunging it at Sonic. You can jump on top of this and run on it to get close.<br />
<br />
The way to hurt Silver is by [[Homing attack]]ing him when you get close. This can be by either home attacking any objects he has levitated to reach him, or by simply getting close enough that the homing reticule appears on him.<br />
<br />
On his final hit, he will create a giant meteor of garbage and throw it behind you. Keep up your speed, and while dodging him throwing more things at you, home attack him once more to put him out of commission. You will earn a [[Chaos Emerald]] for your efforts.<br />
{{SonicGenerationsOmni|3}}<br />
[[Category:Sonic Generations bosses]]</div>Game2010https://info.sonicretro.org/index.php?title=Time_Eater&diff=179741Time Eater2011-11-17T08:03:31Z<p>Game2010: grammar and info corrections</p>
<hr />
<div>{{BossInfo<br />
| name=Time Eater<br />
| image=TimeEaterBossGenerations.jpg<br />
| game=[[Sonic Generations]]<br />
| level=<br />
| imagewidth=300<br />
| hits=3<br />
}}<br />
The '''[[Time Eater]]''' is the final boss in ''[[Sonic Generations]]''. It was found in deep space by [[Eggman]] some time after the ending of ''[[Sonic Colours]]'', who decided to use it's properties of manipulating time and space to erase his past defeats. However, he realized he would not be able to do this alone, so he asked his classic self from ''[[Sonic the Hedgehog 2]]'' to help him with modifying the Time Eater for their use.<br />
<br />
The fight takes place in a strange void, supposedly created by the Time Eater itself. You fight him as both the Classic and Modern [[Super Sonic]]s. The monster will sometimes switch perspectives, and you can switch perspectives at any time by hitting the special move button. The perspective change allows you to dodge attacks between dimensions, and each perspective comes with its own advantages and disadvantages.<br />
<br />
In '''3D''', more space allows for greater evasion of flying objects and attacks. [[Rings]] are in bunches; however, they can be harder to find and obtain.<br />
In '''2D''', the reduced perspective make ring gathering a breeze, but dodging attacks in this perspective is considerably harder.<br />
<br />
The Time Eater will throw random objects at you to try and block your path (You can throw your partner into said objects with the attack button to reduce the stuff in your way), as well as warping its hands through time and space to attack you.<br />
<br />
To attack the monster, simply make it to its core and touch it. Being Super overloads the monster, and will damage it as a result. Do this thrice.<br />
<br />
On its fourth and final hit, the Time Eater will do a combined Classic and Modern Eggman attack involving a huge energy sphere. Pushing the triggers/bumpers on your controller together will dispel this attack. The attack will backfire and the monster will explode, throwing all the characters out of the void sans the Eggmen.<br />
<br />
==Trivia==<br />
In the English dub, the classic characters refer to Classic Eggman as '''Dr. Robotnik''' when they see him, which is the name he received when the Sonic series was localized for other territories for the Genesis/Mega Drive. Classic Eggman responds, "''Nobody calls me that anymore''."<br />
{{SonicGenerationsOmni|3}}<br />
[[Category:Sonic Generations bosses]]</div>Game2010https://info.sonicretro.org/index.php?title=Bullet_Station&diff=178223Bullet Station2011-10-21T16:19:15Z<p>Game2010: uppercase into lowercase</p>
<hr />
<div>{{LevelBob<br />
| levelscreen=Sh Bullet Station.png<br />
| screenwidth=350px<br />
| levelno=Eighth<br />
| game=Sonic Heroes<br />
| theme1=desert/western<br />
| boss=Egg Albatross<br />
| osv=[[Complete Trinity Sonic Heroes - Original Soundtrax]]<br />
| music=<flashmp3>Sonic Heroes - Complete Trinity OST/1-18 STAGE 08 - BULLET STATION.mp3</flashmp3><br />
}}<br />
'''Bullet Station''' the eighth level of ''[[Sonic Heroes]]''. [[Eggman]]'s ground base within [[Rail Canyon]], Bullet Station is the central terminus for the fat man's supply trains, and apparently the loading point of the [[Egg Fleet]]. The rocky pillars and gorges ''bristle'' with defensive artillery guns, the Doctor having apparently capped every sizable peak with rotating, quadruple-barreled howitzers. When not being fired out of cannons to fly between narrow canyon walls, the Teams are busting into high-speed underground rail lines to sabotage Robotnik's infrastructure.<br />
<br />
== Story ==<br />
As usual, [[Team Sonic]] and [[Team Dark]] have the longest mission in Bullet Station: getting all the way to Eggman's mountaintop stronghold, in order to find and confront the obese scientist. [[Team Rose]], now searching for [[Froggy]] and [[Chocola]] as a first priority rather than blindly following [[Sonic]], find their [[Goal Ring]] not so far into the level. The [[Team Chaotix|Chaotix]], however, are assigned a less orthodox mission - to destroy a set number of capsules, seemingly to prevent the transport of all the [[Shadow Androids]] with the [[Eggman Fleet]]. As in [[Power Plant]], it seems that [[Eggman]] is trying to impede [[Neo Metal Sonic]]'s militaristic efforts any way he can.<br />
<br />
==Missions==<br />
The regular / extra missions are:<br />
<br />
*'''Team Sonic''': Destroy Eggman's base! / Get to the Goal Ring within 6 minutes!<br />
*'''Team Dark''': Infiltrate Eggman's base! / Defeat 100 enemies!<br />
*'''Team Rose''': Find Eggman's base! / Collect 200 rings!<br />
*'''Team Chaotix''': Destroy 30 capsules! / Destroy all 50 capsules!<br />
<br />
== Trivia ==<br />
* During the bobsled portion of the level, one of the teams' members will mention that the speed of the bobsled will decrease if the Speed character falls off and if the Fly character falls off, the bobsled won't be able to jump. However, it is impossible for the Fly character to fall off while the other members are still on board as they are always the last to fall off. What isn't mentioned is that if the Power character is thrown off, the bobsled becomes uncontrollable.<br />
<br />
{{SHOmni}}<br />
[[Category:Sonic Heroes Levels]]</div>Game2010https://info.sonicretro.org/index.php?title=Mirage_Road&diff=177730Mirage Road2011-10-07T17:16:32Z<p>Game2010: grammar correction</p>
<hr />
<div>{{Breadcrumb<br />
|Sonic Rush|:Category:Sonic Rush Levels|l2=Levels|{{PAGENAME}}}}<br />
{{ReplaceTitle|{{PAGENAME}}}}<br />
{{stub}}<br />
{{LevelBob<br />
|levelscreen=Sonic Rush MirageRoad.PNG<br />
|levelno=3rd (Sonic and Blaze)<br />
|game=Sonic Rush<br />
|acts=3<br />
|theme1=desert/western<br />
|theme2=ancient ruins<br />
|boss=Mirage Road boss<br />
|music=Ethno Circus<br>Sonic:<br><flashmp3>Sonic Rush - Original Groove Rush/Sonic Rush - Original Groove Rush - 16 - Ethno Circus.mp3</flashmp3><br />
<br>Blaze:<br><flashmp3>Sonic Rush - Original Groove Rush/Sonic Rush - Original Groove Rush - 17 - Ethno Circus (Blazy Mix).mp3</flashmp3><br />
}}<br />
'''Mirage Road Zone''' is a zone in the [[Nintendo DS]] game ''[[Sonic Rush]]''. It is the third zone for Sonic and Blaze. It takes place in a desert full of ancient pyramids, very similar to [[Sandopolis]] Zone. Most robots are [[Egg Magician]]s, which are typical in [[spooky/supernatural cliché|haunted zones]].<br />
{{SROmni}}<br />
[[Category:Sonic Rush Levels]]</div>Game2010https://info.sonicretro.org/index.php?title=Robotnik%27s_Ship_(Sonic_Spinball)&diff=172886Robotnik's Ship (Sonic Spinball)2011-06-28T07:32:25Z<p>Game2010: spelling correction</p>
<hr />
<div>{{BossInfo<br />
| image=SpinballShowdownBoss.png<br />
| imagewidth=<br />
| name=Robotnik's Ship<br />
| game=[[Sonic Spinball (16-bit)]]<br />
| level=[[The Showdown]]<br />
| hits=<br />
| playedas=[[Sonic]]<br />
| nextform=<br />
}}<br />
This is a difficult one. As with all of ''[[Sonic Spinball (16-bit)|Spinball]]'s'' bosses, the '''Robotnik's Ship''' has no means of harming [[Sonic]] directly; but it does have <u>plenty</u> of ways to throw the heroic hedgehog out of the boss area, sending him air surfing down towards the foot of [[The Showdown|the stage]] so he has to work his way back up to the top.<br />
<br />
For victory here, Sonic must flip onto the button directly underneath Robotnik's shielded control room, sequentially deactivating the various passive defences that guard the glass shield over the Doctor's pod: first the grabbing claws, and then the rubber nets which otherwise throw Sonic into (and possibly out of) the plexiglass windows at the side of the boss room. Eventually, Sonic is able to crack a hit against Ivo's personal bubble, at which time the defenses reset. <br />
<br />
==End Sequence==<br />
While normally we have just Sonic plummeting to probable doom all the way from space, this end sequence shows Robotnik falling with him. Sonic is rescued in [[Sonic the Hedgehog 2 (16-bit)|time-honoured fashion]] by [[Tails]] on the [[Tornado]]; meanwhile, [[Eggman|Robotnik]] is left to tumble back into the crumbling maw of the [[Veg-O-Fortress]], as [[Mt. Mobius]] collapses into the sea.<br />
<br />
{{SonicSpinballOmni|3}}<br />
[[Category:Sonic Spinball (16-bit) Bosses]]</div>Game2010https://info.sonicretro.org/index.php?title=Super_Tails&diff=172857Super Tails2011-06-27T13:20:51Z<p>Game2010: capitazliation</p>
<hr />
<div>{{SuperCharacterSheet<br />
| screen = SuperTails2.png<br />
| charcolor = gold<br />
| textcolor = black<br />
| charname = Super Tails<br />
| debut = [[Sonic 3 & Knuckles]]<br />
| debutyear = 1994<br />
| basechar = [[Miles "Tails" Prower]]<br />
| poweredby = Varies<br />
| usedin = [[:Category:Games|Games]], [[:Category:Comics|Comics]]<br />
}}<br />
<br />
'''Super Tails''' is [[Miles "Tails" Prower|Miles "Tails" Prower's]] Super State which is only seen in ''[[Sonic 3 & Knuckles]]''. Tails simply glows and is surrounded by Super [[Flickies]] that attack any enemy on screen. Unlike [[Sonic the Hedgehog|Sonic]] and [[Knuckles the Echidna|Knuckles]], Tails requires all seven [[Super Emeralds]] to achieve this form, making it really more analogous to their Hyper forms, though unlike those forms, Tails still requires a [[Shield#Variants|Water Shield]] to maintain breath underwater. Additionally, Super Tails has the standard Super State powers of higher speed and invincibility.<br />
<br />
Tails was given a new Super State in Sonic Heroes, thanks to Chaos Energy from [[Super Sonic]]. While the only physical change was a golden spherical aura (similar to Super Sonic's in Sonic Adventure), Tails received all of the modern abilities of a Super State. These include the ability to fly as well as the inability to brake. Additionally, Tails received the ability to use an attack similar to Sonic's "Light Attack". Fans were upset that this state didn't take on the original appearance of Super Tails and because of it, there is doubt in the minds of some that it is a Super State at all.<br />
<br />
In the [[Sonic the Hedgehog (Archie)|Archie]] comics, Super Tails was called Hyper Tails (which is itself a common misnomer for Super Tails, made common by Super Tails' similarity to [[Hyper Sonic]] and [[Hyper Knuckles]]). He also has a form called "[[Turbo Tails]]," which was analogous to [[Super Sonic]] and to [[Super Knuckles]] (who in turn was called "Hyper Knuckles"), resulting in some confusion.<br />
<br />
==Prototype==<br />
When hacking into a [[Sonic the Hedgehog 3C (prototype 0517)|prototype of the combined Sonic 3 & Knuckles]], Tails not only has a Super form, but a Hyper form as well. His Super form is much more similar to Super Sonic and Super Knuckles, in which he gets super speed and invincibility, but does not have the golden Flickies seen in the final version. His Hyper form has the golden Flickies intact, showing that he originally had both forms planned. It is unknown why this wasn't kept, but it was probably done to keep in continuity with the other Sonic titles where he can't go Super with the [[Chaos Emeralds]] alone, instead needing a stronger power source (The Super Emeralds) to achieve his form. It has also been alluded to that [[Yuji Naka]] said that the reason he can't go Super with the normal emeralds is due to "inexperience" by his young age, and thus why he has a Super form with the Super Emeralds.<br />
<br />
{{Characters}}<br />
<br />
[[Category:Characters]]</div>Game2010https://info.sonicretro.org/index.php?title=OMG_THE_RED_RINGS&diff=172834OMG THE RED RINGS2011-06-26T13:32:22Z<p>Game2010: comma insertion</p>
<hr />
<div>{{Hack<br />
|screen=Omgtheredrings.png<br />
|date=2/20/2004<br />
|originalgame=Sonic the Hedgehog (16-bit)<br />
|system=Sega Mega Drive/Genesis<br />
|credits=[[Fiz]]<br />
|visualmods=yes<br />
|audiomods=<br />
|layoutmods=<br />
|basicenginemods=yes<br />
|advenginemods=}}<br />
'''''OMG THE RED RINGS''''' is a hack of ''[[Sonic the Hedgehog (16-bit)]]'' for the [[Sega Mega Drive/Genesis]] by [[Fiz]].<br />
In this hack, all the rings and monitors are replaced by bouncing red rings. Touch one of them and you get killed.<br />
According to many people who posted in the original release thread, this hack is extremely hard, and it is probably impossible to beat several of its acts. However, it was received very well by the general audience, including several renowned members; this granted [[Tech Member]]ship to Fiz (she's now an [[oldbie]]).<br />
<br />
{{Download|file=OMGTHEREDRINGS_Fiz.ZIP|filesize=381KB}}<br />
<br />
==External Links==<br />
{{LinkRetro|topic=2228|title=Release thread on the forum}}<br />
<br />
==Notes==<br />
*It is, most probably, impossible to complete SYZ 1 and SYZ 3, which means you'll need level select to get around them.<br />
*The game "crashes" after touching the end-of-level-signpost giving an Illegal Instruction error, but you can fix this by rapidly pressing the C button until the score tally shows up.<br />
<br />
[[Category:Hacks]]</div>Game2010https://info.sonicretro.org/index.php?title=Sonic_and_Tals_in_Paynt&diff=172833Sonic and Tals in Paynt2011-06-26T13:01:24Z<p>Game2010: grammar correction and comma insertion</p>
<hr />
<div>{{DISPLAYTITLE:sonic and tals in paynt}}<!--<br />
<br />
NOTE TO EVERYONE: "TALS" IS NOT A TYPO AND SHOULD NOT BE CHANGED TO "TAILS". THANKS.<br />
<br />
-->{{Hack<br />
|screen=Sonic and Tails in Paynt.png<br />
|originalgame=Sonic the Hedgehog 2 (16-bit)<br />
|system=[[Sega Mega Drive/Genesis]]<br />
|credits=[[sebmal]]<br />
|visualmods=yes<br />
|audiomods=yes<br />
|layoutmods=<br />
|basicenginemods=<br />
|advenginemods=}}<br />
'''''sonic and tals in paynt''''' is a parody [[hack]] of ''[[Sonic the Hedgehog 2]]'' (and sequel to ''[[Sonic in Paynt]]'') for the [[Sega Mega Drive/Genesis]] by [[sebmal]] (credited as "thehulk" in the hack.) In this sequel that is most likely wanted by nobody, you can expect even worse palettes, a soundtrack consisting entirely of the [[Hidden Palace Zone]] music, and poorly edited level layouts.<br />
<br />
This hack is similar to the tongue-in-cheek hack ''[[Sonic 1337]]'' by [[Ultima]].<br />
<br />
==Story==<br />
Taken from the ReadMe:<br />
<br />
''after beting up dr robot nick sonic thot he saved the wirld but he was rong''<br />
<br />
''dr robotnick had bilt another buket of chaos paynt and put it on sonic and the hole werld agen''<br />
<br />
''now that sonic had paynt on him twise he started to myewtayt''<br />
<br />
''"arghhhhhhhhhhhhhhhhh" said sonic''<br />
<br />
''sonic grew a powerful chaos mowhock which lets him tern in to super sonic onse he gets the chaos emrilds.''<br />
<br />
''with this new powr sonic onse agen went to beat up dr robotnick''<br />
<br />
''on his way to beat up dr robotnick sonic saw a focks named tals and he was crying''<br />
<br />
''"whats rong" said sonic''<br />
<br />
''"i hav paynt on me" said tals''<br />
<br />
''"i can help you follo me" said sonic''<br />
<br />
''"ok" said tals''<br />
<br />
''and so they went to beat up dr robotnick togeter''<br />
<br />
==How to Play==<br />
Taken from the ReadMe:<br />
<br />
''run arownd and evry buttin is jump dont get hit by the bad gys its jest lik my last game but bettr''<br />
<br />
==Downloads==<br />
{{download|version=|file=Sonicinpaynt2.zip|filesize=1.02MB}}<br />
<br />
[[Category:Hacks|Paynt, Sonic and Tals in]]</div>Game2010https://info.sonicretro.org/index.php?title=Sonic_Boom_(hack)&diff=172832Sonic Boom (hack)2011-06-26T12:56:34Z<p>Game2010: comma insertion</p>
<hr />
<div>{{Hack<br />
|title=Sonic Boom<br />
|screen=SonicBoom-Title.png<br />
|version="First Public Release"<br />
|system=[[Sega Mega Drive|Sega Mega Drive/Genesis]]|credits=[[SÆGA]]<br />
|date=2009/10/29<br />
|originalgame=Sonic the Hedgehog 2 (16-bit)<br />
|visualmods=yes<br />
|audiomods=yes<br />
|layoutmods=yes<br />
|basicenginemods=yes<br />
|advenginemods=yes<br />
}}<br />
'''''Sonic Boom''''' is a total modification of [[Sonic the Hedgehog 2 (16-bit)|Sonic 2]], created by [[snkenjoi]] and [[iojnekns]], along with a wide array of talented contributors. As of the [[Sonic_the_Hedgehog_Hacking_Contest#Seventh_Contest|Seventh Annual Hacking Contest]], this collective is referred to as [[SÆGA]].<br />
<br />
==Moves==<br />
<br />
'''In the air and in a ball'''<br />
<br />
*'''Flying Kick''' {{A}} (costs 5 rings)<br />
<br />
*'''Double Jump''' {{B}}<br />
<br />
*'''Diagonal Dash''' {{C}} (costs 2 rings)<br />
<br />
*'''Downward Dive''' {{Down}} (costs 1 ring)<br />
<br />
'''In the air and not in a ball'''<br />
<br />
*'''AirRoll''' (Go into a ball) {{Down}}<br />
<br />
'''On the ground and running/standing'''<br />
<br />
*'''Walk/Limit Speed''' Hold {{A}}<br />
<br />
'''On the ground and rolling'''<br />
<br />
*'''Stand up''' {{Up}}<br />
<br />
==Accolades==<br />
<br />
<br />
===[[Sonic_the_Hedgehog_Hacking_Contest#Sixth_Contest|Sixth Annual Hacking Contest]]===<br />
<br />
===='''Trophies'''====<br />
*Genocide City Trophy (Hardest level)<br />
*Lava Reef Trophy (Longest level)<br />
*Labyrinth Trophy (Most confusing level)<br />
===='''Runner Up'''====<br />
*Spindash Trophy (Best new ability)<br />
<br />
<br />
===[[Sonic_the_Hedgehog_Hacking_Contest#Seventh_Contest|Seventh Annual Hacking Contest]]===<br />
<br />
===='''Trophies'''====<br />
*Hidden Palace Trophy (Grand prize)<br />
*1000101 Trophy (Technical achievement)<br />
*Piano Trophy (Best music)<br />
*Metropolis Trophy (Best custom boss)<br />
*Mushroom Hill Trophy (Best custom mini-boss)<br />
*The Bar Admin Trophy (Most improved hack)<br />
*Sonic Boom Trophy (Best cut-scene)<br />
===='''Runner Up'''====<br />
*The Super Duper Amazing Level Trophy (Best level layout)<br />
*Eureka! Trophy (Most innovative gameplay feature)<br />
<br />
==Downloads==<br />
{{Download|version="First Public Release"|title=Sonic Boom|file=Sboom.zip|filesize=640kB}}<br />
<br />
==External Links==<br />
{{LinkRetro|topic=17999|title=Current release thread}} at [[Sonic Retro]]<br />
<br />
[[Category:Hacks|Boom, Sonic]]</div>Game2010https://info.sonicretro.org/index.php?title=Sonic_2_Long_Version&diff=172831Sonic 2 Long Version2011-06-26T12:50:48Z<p>Game2010: /* Levels */ comma insertion</p>
<hr />
<div>{{Hack<br />
|screen=sonic2_title.png<br />
|version=1.8.1<br />
|date=22 October, 2004<br />
|system=Sega Genesis<br />
|credits=[[Sonic Hachelle-Bee]],<br/> [[Esrael]] (Tile & Level Design)<br />
|originalgame=Sonic the Hedgehog 2 (16-bit)<br />
|visualmods=yes<br />
|audiomods=<br />
|layoutmods=<br />
|basicenginemods=yes<br />
|advenginemods=<br />
}}<br />
'''''Sonic 2 Long Version''''' (which is released alongside '''''Sonic 2 & Knuckles Long Version''''') is a more complete version of Sonic 2, which makes it somewhat similar to ''[[Sonic 2 Delta]]''. This hack features [[Game_Development:Sonic_the_Hedgehog_2_(16-bit)#Deleted_Levels|four levels originally scrapped]] during Sonic 2's development. No levels have been changed, only added. This hack was written in hex, without the aid of any special hacking programs, because the creator uses a Mac, and no hacking tools had been released on that platform at the time of development.<br />
<br />
==Levels==<br />
In order according to the level select menu, Sonic 2 Long Version's levels include:<br />
*[[Emerald Hill Zone]]<br />
*[[Chemical Plant Zone]]<br />
*[[Aquatic Ruin Zone]]<br />
*[[Casino Night Zone]]<br />
*[[Hill Top Zone]]<br />
*[[Wood Zone]]: The graphics are similar to what is seen in the ''[[Sonic the Hedgehog 2 (Simon Wai prototype)|Simon Wai prototype]]''. It uses different background music (2 player Emerald Hill Zone). The boss is the same as Aquatic Ruin Zone's boss, but the stone columns are replaced with wooden totem poles and an extra pit has been added.<br />
*[[Mystic Cave Zone]]<br />
*[[Dust Hill Zone]]: Uses graphics similar to the mockup screenshot of Dust Hill Zone which was featured in many magazines. This version switches between both desert and winter settings. It's probably meant to be a fusion of Dust Hill Zone and the [[Winter level]]. The BGM used is from 2 player Mystic Cave Zone. The Emerald Hill Zone boss is reused for this level with no alterations, other than the animal ribs on the ground which act as spikes. <br />
*[[Oil Ocean Zone]]<br />
*[[Genocide City Zone]]: The graphics used are completely original to a Sonic game. The level has a night time setting with water on the bottom to replicate an underground city sewer. The BGM is different than what was on the Nick Arcade prototype (it is in fact the 2 player Casino Night Zone). This level is actually only one act repeated twice, with a boss at the end of Act 2. The Chemical Plant Zone boss is reused with no alterations made to him.<br />
*[[Hidden Palace Zone]]: The graphics and layout are the same as those found in the Nick Arcade prototype. The BGM used is the same that was used in the Final version of ''Sonic 2''. The Mystic Cave Zone boss is reused with no alterations made.<br />
*[[Metropolis Zone]]<br />
*[[Sky Chase Zone]]<br />
*[[Wing Fortress Zone]]<br />
*[[Death Egg Zone]]: Act 1 and Act 2 use the exact level layout and graphics from Chemical Plant Zone, but with a space background. Act 3 is Act 1 of the released version.<br />
<br />
==Downloads==<br />
{{Multidownload<br />
| name=Sonic 2 Long Version<br />
| file1=Sonic 2 Long Version v.1.8.1.zip<br />
| filename1=Sonic and Tails version <br />
| filesize1=930KB<br />
| file2=Sonic_2_and_Knuckles_Long_Version_v.1.8.zip<br />
| filename2=Knuckles version<br />
| filesize2=1.83MB<br />
}}<br />
==External link==<br />
*[http://www.sonicresearch.org/hacktube?30/ ''Sonic 2 Long Version'' website] — Sonic Hachelle-Bee's website on the [[SSRG]]<br />
<br />
[[Category:Hacks|Long Version, Sonic 2]]</div>Game2010https://info.sonicretro.org/index.php?title=Sonic_Attack&diff=172830Sonic Attack2011-06-26T12:43:54Z<p>Game2010: puncuation corrections</p>
<hr />
<div>{{Fangame<br />
| screen=SonicAttackAmiga.png<br />
| screenwidth=304px<br />
| version=<br />
| engine=<br />
| credits=Dual Crew Shining<br />
}}{{stub}}<br />
'''''Sonic Attack''''' is an Amiga music collection produced by demo group Dual Crew Shining. It spans four disks, and [[Sonic]] is prominently featured in the collection's artwork. Disks 1-3 are filled primarily with demo content, showing off various features of the Amiga hardware; however, disk 4 has a limited recreation of [[Green Hill Zone]], with completely custom graphics and music, which is somewhat playable.<br />
<br />
The level is endless, and Sonic can only run to the right and jump (though there are no jumping animations). There are also several "enemies" which can be killed by jumping on them. Likewise Sonic can also be "killed" if he runs into one.<br />
[[Category:Fan Games]]</div>Game2010https://info.sonicretro.org/index.php?title=Big_Icedus&diff=172765Big Icedus2011-06-24T13:05:17Z<p>Game2010: grammar correction and changing snowball to ice ball</p>
<hr />
<div>{{Breadcrumb<br />
|Sonic the Hedgehog 3|:Category:Sonic 3 Bosses and Sub-bosses|l4=Mini-Bosses|{{PAGENAME}}}}<br />
{{BossInfo<br />
| image=Iczsubboss.png<br />
| name=Big Icedus<br />
| game=Sonic the Hedgehog 3<br />
| hits=6<br />
| miniboss=[[IceCap]]<br />
| music=<br>Sonic 3:<br><flashmp3>Sonic%20the%20Hedgehog%203%20OSV/16%20-%20Mid-Boss.mp3</flashmp3><br />
<br>Sonic 3 & Knuckles<br><flashmp3>Sonic%20and%20Knuckles%20OSV/08%20-%20Mid-Boss.mp3</flashmp3><br />
}}<br />
'''Big Icedus''' (ビッグアイスダス), the boss at the end of [[Icecap Zone]] Act 1, is a small machine that looks a little like a gray snowman who summons eight ice balls to swirl around him. At the beginning he is, alas, out of hitting range (even when using [[W Kaiten Attack]]) unless you have a [[lightning shield|lightning]] or [[water shield]].<br />
<br />
After he surrounds himself with ice balls, he swoops across the screen twice; stay in either corner and you'll be safe. Then stand below him and wait for him to release his ice balls. Then jump and hit him, preferably twice, before he moves up out of hitting range. Then comes the tricky part; five of his ice balls fall from the sky once, and you must slip in between them to avoid getting hit. They fall quickly and without warning so you must react quickly. After this he repeats the pattern, sometimes swooping across the screen once instead of twice. Keep hitting him after he releases his ice balls. Six hits does him in.<br />
<br />
Aside from the variations to the attack pattern, this boss is very reminiscent of the Metropolis Zone boss from Sonic 2 in that it protects itself with a barrier made of several "spheres" (in this case: its ice balls) while trying to ram into the player.<br />
<br clear="all"><br />
===Trivia===<br />
Sonic and/or Tails can get into Knuckles' boss arena by using the glitch with the vertical scrolling to go beyond one of those walls which can be destroyed only by Knuckles. Once the miniboss is defeated, the beginning of Act 2 will be using a weird palette (which will get eventually fixed by itself at a later point in the level).<gallery widths="320" heights="224">File:SonicWrongBossArenaICZ1.png|Why hello there<br />
File:SonicWrongBossArenaICZ1b.png|Wow, there is a lot of light in this cave</gallery>It should be noted that the miniboss appears only in Sonic 3 & Knuckles, as its object hadn't been placed yet in plain [[Sonic the Hedgehog 3]]; because of this, and since the boss arena is actually part of the Act 2 layout, Sonic and/or Tails can effectively use Knuckles' path to skip the miniboss fight altogether.{{Sonic3&KOmni|4}}[[Category:Sonic 3 Bosses and Sub-bosses]]</div>Game2010https://info.sonicretro.org/index.php?title=Hot_Mobile&diff=172764Hot Mobile2011-06-24T12:58:21Z<p>Game2010: /* Trivia */ lowercase letter</p>
<hr />
<div>{{Breadcrumb<br />
|Sonic and Knuckles|:Category:Sonic & Knuckles Bosses and Sub-bosses|l2=Bosses|{{PAGENAME}}}}<br />
{{BossInfo<br />
| image=Lrzmobile.png<br />
| game=Sonic & Knuckles<br />
| level=[[Lava Reef]]<br />
| playedas=Sonic and/or Tails<br />
| hits=14 (self-defeating)<br />
| music=<flashmp3>Sonic%20and%20Knuckles%20OSV/14%20-%20Dr%20Robotnik.mp3</flashmp3><br />
}}<br />
'''Hot Mobile''' is the [[Lava Reef Zone]] boss for [[Sonic]] and [[Tails]]. [[Knuckles]] skips this boss and moves straight on to [[Hidden_Palace_Zone_(SK)|Hidden Palace Zone]], but can play this level from the Level Select using Debug Mode. When reaching the end of the Zone, Knuckles will knock a large boulder at our heroes, sending them down to a lava crater and knocking them out of their [[Super transformation|Super or Hyper States]]. They land on a few platforms over the volcano, where [[Dr Eggman]] is waiting for them. He will fire four sets of paired rockets while the screen auto scrolls to the left. It's advised if you can use your Super or Hyper transformation, that you don't do it now because you will need delicate movements to transverse your way through the autoscrolling madness of a set of regular platforms targeted by the missiles and a set of collapsing platforms thereafter. Eventually you will reach a checkpoint followed by a lavafall. Four descending platforms await your (forced by the autoscroll) leaps across. On the fourth platform the autoscroll stops, allowing you to jump down to get a Lightning Shield. Use it to jump left to find a Fire Shield. Ride another one of the small platforms down to the boss.<br />
<br />
Dr. Eggman will emerge from the lava in his Hot Mobile and cause the lava to tilt, making the platforms you're standing on ride into his mobile shattering them. This machine can't be hurt by Sonic or Tails directly, but the doctor will fire mines in the lava in the gaps between the platforms, three times a round. Your job is to jump from platform to platform while avoiding the mines while they hit Eggman instead. After this the machine will descend back into the lava and he will change sides and repeat his attacks again. This boss battle is made much easier if you can walk on the lava with your Super State or [[Fire Shield]]. After 14 self-inflicted hits, Eggman is defeated.<br />
<br />
== Trivia ==<br />
*This boss takes place on its own level, which is listed in the Level Select as "Lava Reef Zone Act 3". However, the player keeps the time, rings and shield from Act 2, to make people understand that is part of said act.<br />
**Due to keeping the rings from the previous act, if the player has 100 or more rings held, grabbing one of the three rings at the start of the boss level automatically grants him/her an extra life. If the player has instead 200 or more, grabbing two of the rings gives him/her two extra lifes. This is a clear evidence of the Boss level being a completely different level rather than Lava Reef's Act 2, as it is impossible to get two extra lifes in a level if the player has already reached the 100-ring and 200-ring marks.<br />
{{Sonic3&KOmni|5}}<br />
[[Category:Sonic & Knuckles Bosses and Sub-bosses]]<br />
[[Category:Sonic and Knuckles Bosses and Sub-bosses]]</div>Game2010https://info.sonicretro.org/index.php?title=Sonic_the_Hedgehog_3/Development&diff=172763Sonic the Hedgehog 3/Development2011-06-24T12:48:46Z<p>Game2010: /* Game Development */ grammar corrections</p>
<hr />
<div>''[[Sonic the Hedgehog 3]]'' and its sequel ''[[Sonic & Knuckles]]'' went through many ideas and changes during the development process. What follows is a collection of items related to the game's development.<br />
<br />
==Game Development==<br />
<br />
[[File:MTV Yasuhara.png|thumb|190px|Hirokazu Yasuhara working inside Sega.]]<br />
In the wake of ''[[Sonic the Hedgehog 2 (16-bit)|Sonic the Hedgehog 2]]'' and its tremendous success in the west, there was no doubt in anyone's mind that another sequel would be created in the franchise. Wanting to keep the ball rolling, Sega once again looked towards the [[Sega Technical Institute]] and the now-veteran game creators [[Yuji Naka]] and [[Hirokazu Yasuhara]] to create a third entry in the main numbered series. Fresh from the intense creation of the second game, Yuji Naka at first hit the same hesitation that he had when approached with ''Sonic 2'', not wanting to simply work on the same game over and over again. He finally agreed to be a part of the project if he was allowed to work primarily with the Japanese-half of STI, hoping to avoid much of the drama that resulted during the last game because of the differences between the Japanese and American work culture. Also fishing for a promotion, Sega decided to give in to Naka's demands, knowing how important the game was and its almost assured success. Giving him the title of Producer, Naka was granted the freedom he had been looking for, once again embraced into the staff of Sega of Japan. Not wanting to leave the American side of STI in the dust, Sega gave them a separate Sonic the Hedgehog-related project to work on that would fill in a gap in scheduling between ''Sonic 2'' and ''Sonic 3'', ''[[Sonic the Hedgehog Spinball]]''.<br />
<br />
At first, work on ''Sonic the Hedgehog 3'' was intended to be developed using a new technology Sega was working on with microprocessor producer Hitachi. Looking for an answer to Nintendo's Super-FX Chip, Sega licensed the SH-1 chip (meant to be dubbed the "Sega Virtual Processor") that would be placed in specific [[sega:Sega Mega Drive|Sega Mega Drive]] cartridges, allowing rudimentary 3D graphics. With Naka's interest in taking the franchise in new directions, the original plan was to use the chip to create an isometric world for Sonic to run in (the perspective similar to what was used in ''[[Sonic Labyrinth]]'' and ''[[Sonic 3D: Flickies' Island]]'') which would have resulted in a vastly different game. However, Sega refused [[Sonic Team]]'s demands, stating that the chip would not be ready to use before they wanted ''Sonic the Hedgehog 3'' to hit store shelves. Instead, the development team decided to create another traditional two-dimensional platformer. In the end, the only title released by Sega to use the chip was the Mega Drive port of ''[[sega:Virtua Racing|Virtua Racing]]''.<br />
<br />
[[File:Possible S3 Concept Art.png|thumb|190px|A collection of art possibly related to ''Sonic the Hedgehog 3''. From the MTV Special "Inside ''Sonic & Knuckles''."]]<br />
As the plans for the game were laid out, Yasuhara and Naka wanted to create a large, sprawling game, grander in scope than any Sonic title to date, essentially accomplishing what they had hoped to do in ''Sonic the Hedgehog 2'' but couldn't due to time constraints. [[sega:Roger Hector|Roger Hector]], a director at STI and Executive Coordinator for ''Sonic 3'' and ''Sonic & Knuckles'', knew almost from the start that such an ambitious project might be impossible in the form they wanted to take it.<br />
<br />
{{quote|1=There were so many creative ideas that it would take too much time to develop such a massive project. The team brainstormed up two games' worth of material initially and it was decided, before the Alpha stage I think, that it would make more sense to split it into two games.|2=Roger Hector, Executive Coordinator, ''Sonic 3 & Knuckles''[http://info.sonicretro.org/Sonic_3_%26_Knuckles_-_Behind_the_Scenes_(GamesTM_issue_60)]}}<br />
<br />
Though it was decided early on that the game may be needed to be split in half, what form this would take was still unknown, material for both games developed concurrently.<br />
<br />
Just as had happened in the last game, it was decided that a new character should be added to the world of Sonic the Hedgehog, yet another internal competition held to decide what form they would take. [[sega:Takashi Thomas Yuda|Takashi Yuda]] would end up winning with his design, [[Knuckles the Echidna]]. Originally conceived as yet another friend for Sonic, it was decided later on that he would instead become Sonic's rival, becoming yet another obstacle for the hedgehog to overcome. When the design was presented to a focus group composed of children, the design was taken favorably except for one element: the character's color. Meant to originally be green, the research from the group led to his hue being changed to the now-classic red echidna. While the design of the character was being molded, Sega was in the process of working out a merchandising deal with Nike. In a show of good will, a white swoosh was added to Knuckles, resembling that of the Nike logo. While the deal fell through, the markings on Knuckles remained, giving him the look that would make him stand out from the rest of the cast.<br />
<br />
As development on ''Sonic 3'' got underway, the team decided to take inspiration from the world around them, designing entire Zones from names of places and trips the group took together to get away from production for a couple days. [[Angel Island]], for example, was named after an island off the coast of San Francisco where the team made the game, which was once a hub for immigrants coming to America. [[Carnival Night Zone]] was inspired by the many roving local carnivals that the group would see around the area, and [[Ice Cap Zone]] was derived from an often-visited relaxation spot for the team.<br />
<br />
{{quote|1=While developing, we went snowboarding a lot at a nearby resort. People kept getting injured though… (laugh) Originally, this stage was planned to begin after zone 8 (Flying Battery Zone). Sonic was going to break down the door from the airship and make a snowboard out of it on the way down. The other characters can fly, so they wouldn't appear in that event.|2=Yuji Naka, Producer, ''Sonic 3 & Knuckles''}}<br />
<br />
[[File:Sonic3TitleFullBody.png|thumb|190px|Sonic the Hedgehog as depicted on the ''Sonic 3 & Knuckles'' title screen.]]<br />
As hinted at in the above quote, the fourteen Zones of ''Sonic the Hedgehog 3'' were already laid out, the earlier levels given higher priority due to the game being split in half. As the release date for America drew closer, it was decided that Flying Battery, once the fifth Zone, would be moved over to the sequel, the game ending at [[Launch Base Zone]]. Polishing up the six levels, the idea came as to how the two halves of the game would be presented. The first half, simply titled ''Sonic the Hedgehog 3'', would be a game that could be standalone. However, inside the code for the game were numerous pointers and leftover data from the second half, placed there for a specific reason. Wanting people to be able to play the game as they intended, Sonic Team came up with the idea of "[[Lock-On Technology]]," which would make the next game released (titled ''Sonic & Knuckles'') "lock on" to the previous title through a specially designed port in the cartridge. It was only with the two cartridges together that the true version of ''Sonic 3'' could be played, with all three characters, bonus rounds, and the fourteen Special Stages.<br />
<br />
Knowing that people would be essentially paying for the one game twice over, Sonic Team decided to try and extend the "backward compatibility" of the cartridge to their previous Sonic outings. Developing a special patch that allowed the game to connect to ''Sonic the Hedgehog 2'', the public was given the option to run through the classic game with Knuckles the Echidna. The ability to play with Knuckles in the first ''Sonic the Hedgehog'' was also considered, but halted as time did not allow for the amount of work needed to make the character work properly in the game, the team focusing on the remainder of ''Sonic & Knuckles''. Instead, the "[[Blue Sphere]]" mode was created, that allowed an almost limitless amount of ''Sonic 3''-styled [[Special Stage (Sonic 3 & Knuckles)|Special Stages]] to be played through when the first game was connected.<br />
<br />
While in the west ''Sonic 3'' was released in February, the game would not see release in Japan until May of that year. Though no official word was given on the delay, rumor was that Sega was planning on releasing a "24-bit" version of the cartridge in Japan, but instead, released the standard version that had been in Europe and the United States, unable to hold off any longer because of import shops selling the western copy of the game.[http://info.sonicretro.org/Game_Preview_-_Sonic_3_(Famitsu,_June_1994)] Years later, it was discovered that Sega, not content with only releasing ''Sonic 3'' and ''Sonic & Knuckles'' separately, had planned on releasing a ''[[Sonic the Hedgehog 3 Limited Edition]]'' that would take the two halves and release them as a single cart, as was originally intended. While work on this version of the game continued for a while, it was ultimately shelved, the only public release of the game being in two parts. It is quite possible that Japan was originally meant to only have this "limited edition" released, but was changed at the last minute. ''Sonic & Knuckles'' and its Lock-On powers would be released in October in all regions, including Japan.<br />
<br />
With the two parts finally out, much of the Japanese staff at STI decided to return to their native land, including Yuji Naka. Yasuhara, however, elected to remain in the United States. Though the reasons as to why are unknown, some rumors suggest that the legendary partnership between the two minds of Sonic had become strained, with Yasuhara not wanting to continue dealing with Naka. Whether or not this is true does not change the fact that ''Sonic & Knuckles'' truly marked the end of an era. Though he would have some imput in ''Sonic 3D: Flickies Island'', ''[[Sonic R]]'', and the ill-fated ''[[Sonic X-treme]]'', it was the swan song for the man who had directed the four main Mega Drive entries in the series. The Sonic Team name would live on, however, as Yuji Naka would reunite with Sonic creator [[Naoto Ohshima]] back in Japan, where the pair would spearhead such [[sega:Sega Saturn|Sega Saturn]] titles as ''[[sega:NiGHTS into Dreams|NiGHTS into Dreams]]'' and ''[[sega:Burning Rangers|Burning Rangers]]'', and eventually return to the Sonic franchise with the [[sega:Sega Dreamcast|Dreamcast]] title ''[[Sonic Adventure]]''.<br />
<br />
==Music==<br />
<br />
[[File:Michael jackson.jpg|thumb|190px|Michael Jackson inside the Sega Technical Institute, posing with Sonic the Hedgehog.]]<br />
While [[DREAMS COME TRUE]] leader [[Masato Nakamura]] was responsible for the soundtracks to the first two games, the success of his band during that time caused Nakamura to not only ask for more money for the next game, but also ask for a higher fee if they wanted to reuse his compositions for any future Sonic titles. Not wanting to pay what he was requesting, Sega decided to turn elsewhere for the composition power needed in ''Sonic the Hedgehog 3''. Getting wind of the vacancy, 80's popstar (and inspiration for Sonic's buckled shoes) [[Michael Jackson Involvement with Sonic 3|Michael Jackson]], still very much in his prime, contacted the Sega Technical Institute. Being a fan of the franchise himself, Michael Jackson offered up his services in the creation of the soundtrack. Immediately Sega accepted, and Jackson, along with a group of other musicians that he had worked with on previous projects, went to work in creating the sound for the game. However, in the final product, no mention of Michael Jackson is found within the credits.<br />
<br />
{{quote|1=The music fitted perfectly for the game, and they had a distinctive 'Michael Jackson' sound. We had it all ready and integrated into the game when the first news stories came out accusing him child molestation, and Sega had to back away from the collaboration...It was too bad nobody outside ever heard the Michael Jackson music.|2=Roger Hector, Executive Coordinator, ''Sonic 3 & Knuckles''}}<br />
<br />
Hector went on to recollect that [[Howard Drossin]], who is credited as the sole composer for ''Sonic & Knuckles'', was the one who came in at the last minute and redid the soundtrack. However, the team that Michael Jackson had gathered together were credited in ''Sonic the Hedgehog 3''. One of those credited, Brad Buxer, was interviewed by the French magazine ''Black & White'' shortly after Michael Jackson's death, recalling a very different sequence of events with the King of Pop's involvement in the soundtrack.<br />
<br />
{{quote|1=if he is not credited for composing the music, because he was not happy with the result sound coming out of the console. At the time, game consoles did not allow an optimal sound reproduction, and Michael found it frustrating. He did not want to be associated with a product that devalued and his music...Michael and I had made the following arrangements for the game, and it has served as the basis for Stranger In Moscow. More than any other song that I worked with Michael, Stranger In Moscow is where I made my most artistic leg.|2=Brad Buxer, Music Composer for ''Sonic the Hedgehog 3''[http://info.sonicretro.org/Brad_Buxer_Interview_(Black_%26_White,_November/December_2009)]}}<br />
<br />
[[File:MTV Howard Drossin.png|thumb|190px|Howard Drossin and his guitar. From the MTV Special "Inside ''Sonic & Knuckles''."]]<br />
Howard Drossin, when recollecting his involvement in the soundtrack, was adamant that Michael Jackson had nothing to do with the final product, but went on to say that he was not responsible for the bulk of the soundtrack as Roger Hector claimed, but only a handful of his tracks made it into the final product, most exclusive to ''Sonic & Knuckles''.[http://info.sonicretro.org/Howard_Drossin_interview_by_SageXPO_(August_2008)] Even with this confusion as to who wrote which track for the game, the man responsible for creating the differences between the "Act 1" and "Act 2" songs was [[sega:Masaru Setsumaru|Masaru Setsumaru]], who would also go on to create music for such other Sonic titles as ''Sonic 3D: Flickies Island'' and ''Sonic Adventure''.<br />
<br />
When the game was eventually ported to the PC in the ''[[Sonic & Knuckles Collection]]'', six of the tracks (Carnival Night, Ice Cap, Launch Base, the Credits to ''Sonic the Hedgehog 3'', Knuckles' theme in ''Sonic 3'' and the Competition menu) were replaced with entirely different compositions. Though for a time it was thought it might have something to do with the Michael Jackson connection, the songs have remained in subsequent rereleases over a number of platforms, making it just another oddity in a subject that has never been clearly explained.<br />
<br />
==Promotion==<br />
<br />
[[File:Wonderman cover.png|thumb|190px|The cover to the publicity single "[[Wonderman]]."]]<br />
For the release of ''Sonic the Hedgehog 3'', an active publicity campaign was put behind the game. Released on February 2nd in the United States, the release date was dubbed "Hedgehog Day" by marketing, to cash in on the fact that it also happened to be "Groundhog Day." From McDonald's toys to tie-ins with Lifesavers and Spaghetti-O's, Sonic was everywhere, all amping up for the title's premiere in the states. The festivities went into full swing when the game "officially" premiered in the town of Punxsutawney, Pennsylvania, the home of Groundhog Day. Bringing out the Macy's Thanksgiving Day Parade Sonic balloon, the game was ushered out in style, complete with miniature Sonic balloons for the kids, and kiosks set up in the local Junior High so everyone from the youngest kid obsessed with Sonic to the top hat-wearing guardians of the groundhog could experience ''Sonic 3'' firsthand.[http://video-game-ephemera.com/026.htm] In the United Kingdom, Sega reached out to pop group Right Said Fred to compose a song connected to the game. Entitled "[[Wonderman]]", the single was released with a music video utilizing Sonic the Hedgehog imagery as well as using [[Steve O'Donnell]], one of the faces of Sega's advertising in Europe.[http://info.sonicretro.org/Sonic_The_Wonderman_I'm_Too_Sexy_-_Sonic_3_(SEGA_Magazine,_1994)] The track peaked on the U.K. Singles Chart at #55.<br />
<br />
''Sonic & Knuckles'' also met with its own push, a television special airing on the MTV Network. The special, called ''Inside "Sonic & Knuckles"'' but also referred to as ''Sonic & Knuckles Rock the Rock'', was the finale of a videogame competition that had been occurring across the country. Sponsored by Sega, the program was hosted by Daisy Fuentes and Bill Bellamy. The collected finalists in the competition had to play through the first level of ''Sonic & Knuckles'', the [[Mushroom Hill Zone]], and collect as many rings as possible before reaching the end. Taking place on Alcatraz Island in the San Francisco Bay, the special also featured interviews with many of the people who worked at STI, including [[Roger Hector]], [[Hirokazu Yasuhara]], [[Victor Mercieca]], [[Adrian Stephens]], [[Howard Drossin]], [[Kunitake Aoki]], [[Chris Senn]], and [[Dean Lester]].<br />
<br />
The game ''Sonic the Hedgehog 3'' was also the first Sonic game in the west to offer an incentive to people who preordered the game, receiving a free copy of the music CD ''[[Sonic the Hedgehog Boom]]''. Although paired with ''Sonic 3'', the disc actually contained music from the American soundtrack of ''[[Sonic the Hedgehog CD]]'' and ''Sonic Spinball''. In Japan, a "[[Commercials:Sonic 3 & Knuckles#Sonic the Hedgehog 3#Japan Commercials#Sonic History Video|History of Sonic]]" VHS was given to those who preordered the game, just as a [[Commercials:Sonic the Hedgehog 2 (16-bit)#Japanese Advertisements#Sonic Panic!|similar video]] was available to Japanese residents who had preordered ''Sonic the Hedgehog 2''. <br />
<br />
==Concept Art==<br />
<br />
<gallery widths="148px" heights="140px" perrow="4"><br />
Image:S3 IceSlip.jpg|Sonic in Ice Level.<br />
Image:S3 Stagmites.jpg|Ice Cap Zone concept art.<br />
Image:S3 Surfing.jpg|Sonic snowboarding.<br />
Image:S3 concept-.png|Character concept art, including a "How To Draw Sonic" tutorial.<br />
</gallery><br />
<br />
==Promotional Screenshots==<br />
<br />
===Angel Island Zone===<br />
<gallery widths="148px" heights="140px" perrow="4"><br />
Image:S3 AngelIsland3.jpg|Green HUD due to Knuckles sock palette. His socks are green in ''Sonic & Knuckles''.<br />
Image:S3 AngelIsland4.jpg|''Sonic 2'' sprites.<br />
Image:S3 AngelIsland1.jpg|''Sonic 2'' sprites again.<br />
Image:S3 AngelIsland2.jpg|''Sonic 2'' sprites again.<br />
</gallery><br />
<br />
===Hydrocity Zone===<br />
<gallery widths="148px" heights="140px" perrow="4"><br />
Image:S3 Hydrocity.png|A strange bubble appearance.<br />
Image:S3 Hydrocity2.jpg|Sonic spinning out of wall.<br />
Image:S3 Hydrocity3.jpg|''Sonic 2'' sprites.<br />
</gallery><br />
<br />
===Marble Garden Zone===<br />
<gallery widths="148px" heights="140px" perrow="4"><br />
Image:S3 MarbleGarden1.png|''Sonic 2'' sprites.<br />
Image:S3 MarbleGarden2.jpg|''Sonic 2'' sprites.<br />
</gallery><br />
<br />
===Carnival Night Zone===<br />
<gallery widths="148px" heights="140px" perrow="4"><br />
Image:S3 CarnivalNight1.jpg|A purple-hued version of the level.<br />
Image:S3 CarnivalNight2.jpg|''Sonic 2'' sprites.<br />
</gallery><br />
<br />
===Ice Cap Zone===<br />
<gallery widths="148px" heights="140px" perrow="4"><br />
Image:S3 Icecap1.jpg|Sonic running down hill instead of snowboarding. ("Rings" missing due to text flashing when rings are zero.)<br />
Image:S3 Icecap2.jpg|Running again a little further down the hill.<br />
Image:S3 Icecap3.jpg|''Sonic 2'' sprites.<br />
</gallery><br />
<br />
===Launch Base Zone===<br />
<gallery widths="148px" heights="140px" perrow="4"><br />
Image:S3 LaunchBase.jpg|''Sonic 2'' sprites.<br />
</gallery><br />
<br />
===2 Player Mode===<br />
<gallery widths="148px" heights="140px" perrow="4"><br />
Image:S3 Balloonpark.jpg|Blue countdown number instead of red.<br />
</gallery><br />
<br />
==See Also==<br />
*[[:Category:The Sonic 3 Beta Wiki|The ''Sonic 3'' Beta Wiki]] - A collection of pages giving an in-depth look at the known prototypes of ''Sonic the Hedgehog 3''.<br />
<br />
==External Links==<br />
*[http://www.youtube.com/watch?v=oACljLSn4SY ''Sonic the Hedgehog 3'' World Premier] - Footage from the release of the game in Punxsutawney Pennsylvania, including interviews.<br />
*[http://www.youtube.com/watch?v=4IFkdq3hn3U MTV's Inside ''Sonic & Knuckles'' (Rock the Rock)] - The MTV special hosted by Bill Bellamay and Daisy Fuentes showing the final round of the Sega-sponsered video game championship, as well as premiering ''Sonic & Knuckles''.<br />
<br />
{{Sonic3&KOmni}}<br />
<br />
[[Category:Game Development|Sonic the Hedgehog 3]]</div>Game2010https://info.sonicretro.org/index.php?title=Sonic_Generations_(demo)&diff=172757Sonic Generations (demo)2011-06-24T07:46:41Z<p>Game2010: /* Code?/Misc */ capitalization</p>
<hr />
<div>{{Bob<br />
|bobscreen= coffee.gif<br />
|screenwidth= <br />
| icon=<br />
|system=<br />
|publisher=[[sega:Sega|Sega]]<br />
|developer=[[sega:Sonic Team|Sonic Team]]<br />
|usa=<br />
|japan=<br />
|europe=<br />
|esrb=}}<br />
<br />
==Sonic Generations Demo==<br />
<br />
It's a game. It's also a demo. Does it make jullian fries? Probably not. But we're certain of these facts:<br />
<br />
==Music/SFX==<br />
<br />
*Title Screen (Used)<br />
*A new mix of the menu from Sonic Heroes (probably the actual real game’s menu theme)<br />
*Green Hill Classic (Used)<br />
*Invincible Classic (Used)<br />
*Green Hill Modern<br />
*Green Hill Modern/Boosting<br />
*Invincible Modern<br />
*Level Clear<br />
*Drowning<br />
*1-Up (Unused from Sonic Adventure, but not in DX?)<br />
<br />
==Models==<br />
<br />
???<br />
<br />
==Abilities/Powerups==<br />
===Elemental Shields and Character Names===<br />
[[image: E1009913d7ce.png|left|thumb|320px]]<br />
Character names (In Order): <br />
*Tails <br />
*Knuckles <br />
*Amy <br />
*Cream <br />
*Rouge <br />
*Espio <br />
*Charmy <br />
*Vector<br />
*Blaze<br />
<br />
{{clear}}<br />
===Sonic Blur.exe===<br />
SonicBlueBlur.exe<br />
<br />
Root<br />
<br />
PtmSpike<br />
PtmRocket<br />
EndlessBoost<br />
SpeedTrick<br />
MaxGaugeRestart<br />
AutoGaugeUp<br />
HomingCancel<br />
BoostGaugeUp<br />
RingEnergyBonus<br />
BrakeEnergyBonus<br />
StartAccel<br />
QuickSlide<br />
PowerStomping<br />
DirectJump<br />
SpeedUp<br />
RocketStart<br />
PreciousTime<br />
SkateBoard<br />
LongDiver<br />
HyperPress<br />
TreasureSearch<br />
LongSpinDash<br />
HighSpeed<br />
Barrier<br />
UnbeatenStart<br />
DoubleSpinAttack<br />
ThunderBarrier<br />
AquaBarrier<br />
FlameBarrier<br />
SuperSonic<br />
AllRounder<br />
LongLifeRing<br />
HighGrip<br />
LastChance<br />
SafeRestart<br />
DownCancel<br />
PowerBrake<br />
LightSpeedDash<br />
AirBoost<br />
WallJump<br />
wt<br />
<br />
<br />
BigChaser<br />
EggBeetle<br />
EggLancer<br />
EggRaybird<br />
<br />
==Stages/Events/Bosses==<br />
===Title Cards===<br />
[[image: Fa70ecfe64db.png|left|thumb|320px]]<br />
{{clear}}<br />
<pre><br />
--<br />
-- PlayableMenuSequenceTable.lua<br />
-- Yamashita_Yohei<br />
-- 2011/01/31<br />
--<br />
-- PAMにおける、ステージ開始時の再生するべき要素を設定する<br />
--<br />
-- 内容を修正した場合は、コメントも修正してくださいね<br />
-- (本当はコメントのように書ければ一番いいのですが。<br />
-------------------------------------------<br />
<br />
<br />
-- 定数として扱いたい値たち<br />
<br />
local EVENT = 0 -- イベントを再生<br />
local RESTORE_STAGE = 1 -- ステージを復元<br />
local CLEAR_BOSSGATE = 2 -- ボスゲートを撃破<br />
local GENERAL_MESSAGE = 3 -- 汎用メッセージボックス<br />
local SHOP_WINDOW = 4 -- ショップ新商品リスト<br />
local TAKE_KEY = 5 -- ボスゲートキー出現イベント<br />
local TAKE_CHAOSEMERALD = 6 -- カオスエメラルドの取得<br />
local SLEEP = 7 -- この指定秒数、一時停止する<br />
local OPEN_STAGE = 8 -- ステージが開く<br />
local RELEASE_NPC = 9 -- NPC解放<br />
<br />
<br />
-------------------------------------------<br />
-- 通常ステージ<br />
-------------------------------------------<br />
--------------------<br />
-- グリーンヒルvv<br />
--------------------<br />
<br />
function GreenHill_Classic()<br />
Create(EVENT, 17) -- Event : 白い世界<br />
end<br />
<br />
function GreenHill_Generic()<br />
Create(RESTORE_STAGE, 101) -- グリーンヒル全体復元<br />
end<br />
<br />
function GreenHill_Both()<br />
Create(RELEASE_NPC, 210) -- NPCRelease : テイルス<br />
Create(EVENT, 21) -- Event : ケミカルプラントへ<br />
Create(OPEN_STAGE, 2) -- OpenStage : ケミカルプラント<br />
Create(GENERAL_MESSAGE, 0) -- キャラスイッチ説明<br />
end<br />
<br />
function GreenHill_Classic_Mission()<br />
Create(TAKE_KEY, 101) -- ボスキー出現<br />
end<br />
<br />
function GreenHill_Generic_Mission()<br />
Create(TAKE_KEY, 102) -- ボスキー出現<br />
end<br />
<br />
function GreenHill_Classic_Mission_All()<br />
Create(RESTORE_STAGE, 103) -- グリーンヒル上部復元<br />
end<br />
<br />
function GreenHill_Generic_Mission_All()<br />
Create(RESTORE_STAGE, 104) -- グリーンヒル上部復元<br />
end<br />
<br />
---------------------<br />
-- ケミカルプラント<br />
---------------------<br />
<br />
function ChemicalPlant_Classic()<br />
Create(RESTORE_STAGE, 201) -- ケミカルプラント半分復元<br />
end<br />
<br />
function ChemicalPlant_Generic()<br />
Create(RESTORE_STAGE, 202) -- ケミカルプラント半分復元<br />
end<br />
<br />
function ChemicalPlant_Both()<br />
Create(EVENT, 31) -- Event : かこのせかい?(ここは過去の?)<br />
Create(OPEN_STAGE, 3) -- OpenStage : スカイサンクチュアリ<br />
Create(RELEASE_NPC, 220) -- NPCRelease : エミー<br />
end<br />
<br />
function ChemicalPlant_Classic_Mission()<br />
Create(TAKE_KEY, 201) -- ボスキー出現<br />
end<br />
<br />
function ChemicalPlant_Generic_Mission()<br />
Create(TAKE_KEY, 202) -- ボスキー出現<br />
end<br />
<br />
function ChemicalPlant_Classic_Mission_All()<br />
Create(RESTORE_STAGE, 203) -- ケミカルプラント上部復元<br />
end<br />
<br />
function ChemicalPlant_Generic_Mission_All()<br />
Create(RESTORE_STAGE, 204) -- ケミカルプラント上部復元<br />
end<br />
<br />
---------------------<br />
-- スカイサンクチュアリ<br />
---------------------<br />
<br />
function SkySanctuary_Classic()<br />
Create(RESTORE_STAGE, 301) -- スカイサンクチュアリ半分復元<br />
end<br />
<br />
function SkySanctuary_Generic()<br />
Create(RESTORE_STAGE, 302) -- スカイサンクチュアリ半分復元<br />
end<br />
<br />
function SkySanctuary_Both()<br />
Create(RELEASE_NPC, 230) -- NPCRelease : ナックルズ<br />
Create(SHOP_WINDOW, 0) -- ShopWindow : その1<br />
end<br />
<br />
function SkySanctuary_Classic_Mission()<br />
Create(TAKE_KEY, 301) -- ボスキー出現<br />
end<br />
<br />
function SkySanctuary_Generic_Mission()<br />
Create(TAKE_KEY, 302) -- ボスキー出現 <br />
end<br />
<br />
function SkySanctuary_Classic_Mission_All()<br />
Create(RESTORE_STAGE, 303) -- スカイサンクチュアリ上部復元<br />
end<br />
<br />
function SkySanctuary_Generic_Mission_All()<br />
Create(RESTORE_STAGE, 304) -- スカイサンクチュアリ上部復元<br />
end<br />
<br />
--------------------<br />
-- スピードハイウェイ<br />
--------------------<br />
<br />
function SpeedHighway_Classic()<br />
Create(RESTORE_STAGE, 401) -- スピードハイウェイ半分復元<br />
end<br />
<br />
function SpeedHighway_Generic()<br />
Create(RESTORE_STAGE, 402) -- スピードハイウェイ半分復元<br />
end<br />
<br />
function SpeedHighway_Both()<br />
<br />
end<br />
<br />
function SpeedHighway_Classic_Mission()<br />
Create(TAKE_KEY, 401) -- ボスキー出現<br />
end<br />
<br />
function SpeedHighway_Generic_Mission()<br />
Create(TAKE_KEY, 402) -- ボスキー出現<br />
end<br />
<br />
function SpeedHighway_Classic_Mission_All()<br />
Create(RESTORE_STAGE, 403) -- スピードハイウェイ上部復元<br />
end<br />
<br />
function SpeedHighway_Generic_Mission_All()<br />
Create(RESTORE_STAGE, 404) -- スピードハイウェイ上部復元<br />
end<br />
<br />
--------------------<br />
-- シティエスケープ<br />
--------------------<br />
<br />
function CityEscape_Classic()<br />
Create(RESTORE_STAGE, 501) -- シティエスケープ半分復元<br />
end<br />
<br />
function CityEscape_Generic()<br />
Create(RESTORE_STAGE, 502) -- シティエスケープ半分復元<br />
end<br />
<br />
function CityEscape_Both()<br />
<br />
end<br />
<br />
function CityEscape_Classic_Mission()<br />
Create(TAKE_KEY, 501) -- ボスキー出現<br />
end<br />
<br />
function CityEscape_Generic_Mission()<br />
Create(TAKE_KEY, 502) -- ボスキー出現<br />
end<br />
<br />
function CityEscape_Classic_Mission_All()<br />
Create(RESTORE_STAGE, 503) -- シティエスケープ上部復元<br />
end<br />
<br />
function CityEscape_Generic_Mission_All()<br />
Create(RESTORE_STAGE, 504) -- シティエスケープ上部復元<br />
end<br />
<br />
--------------------<br />
-- シーサイドヒル<br />
--------------------<br />
<br />
function SeaSideHill_Classic()<br />
Create(RESTORE_STAGE, 601) -- シーサイドヒル半分復元<br />
end<br />
<br />
function SeaSideHill_Generic()<br />
Create(RESTORE_STAGE, 602) -- シーサイドヒル半分復元<br />
end<br />
<br />
function SeaSideHill_Both()<br />
<br />
end<br />
<br />
function SeaSideHill_Classic_Mission()<br />
Create(TAKE_KEY, 601) -- ボスキー出現<br />
end<br />
<br />
function SeaSideHill_Generic_Mission()<br />
Create(TAKE_KEY, 602) -- ボスキー出現<br />
end<br />
<br />
function SeaSideHill_Classic_Mission_All()<br />
Create(RESTORE_STAGE, 603) -- シーサイドヒル上部復元<br />
end<br />
<br />
function SeaSideHill_Generic_Mission_All()<br />
Create(RESTORE_STAGE, 604) -- シーサイドヒル上部復元<br />
end<br />
<br />
--------------------<br />
-- クライシスシティ<br />
--------------------<br />
<br />
function CrisisCity_Classic()<br />
Create(RESTORE_STAGE, 701) -- クライシスシティ半分復元<br />
end<br />
<br />
function CrisisCity_Generic()<br />
Create(RESTORE_STAGE, 702) -- クライシスシティ半分復元<br />
end<br />
<br />
function CrisisCity_Both()<br />
<br />
end<br />
<br />
function CrisisCity_Classic_Mission()<br />
Create(TAKE_KEY, 701) -- ボスキー出現<br />
end<br />
<br />
function CrisisCity_Generic_Mission()<br />
Create(TAKE_KEY, 702) -- ボスキー出現<br />
end<br />
<br />
function CrisisCity_Classic_Mission_All()<br />
Create(RESTORE_STAGE, 703) -- クライシスシティ上部復元<br />
end<br />
<br />
function CrisisCity_Generic_Mission_All()<br />
Create(RESTORE_STAGE, 704) -- クライシスシティ上部復元<br />
end<br />
<br />
--------------------<br />
-- ルーフトップラン<br />
--------------------<br />
<br />
function RoofTopRun_Classic()<br />
Create(RESTORE_STAGE, 801) -- ルーフトップラン半分復元<br />
end<br />
<br />
function RoofTopRun_Generic()<br />
Create(RESTORE_STAGE, 802) -- ルーフトップラン半分復元<br />
end<br />
<br />
function RoofTopRun_Both()<br />
<br />
end<br />
<br />
function RoofTopRun_Classic_Mission()<br />
Create(TAKE_KEY, 801) -- ボスキー出現<br />
end<br />
<br />
function RoofTopRun_Generic_Mission()<br />
Create(TAKE_KEY, 802) -- ボスキー出現<br />
end<br />
<br />
function RoofTopRun_Classic_Mission_All()<br />
Create(RESTORE_STAGE, 803) -- ルーフトップラン上部復元<br />
end<br />
<br />
function RoofTopRun_Generic_Mission_All()<br />
Create(RESTORE_STAGE, 804) -- ルーフトップラン上部復元<br />
end<br />
<br />
--------------------<br />
-- プラネットウィスプ<br />
--------------------<br />
<br />
function PlanetWisp_Classic()<br />
Create(RESTORE_STAGE, 901) -- プラネットウィスプ半分復元<br />
end<br />
<br />
function PlanetWisp_Generic()<br />
Create(RESTORE_STAGE, 902) -- プラネットウィスプ半分復元<br />
end<br />
<br />
function PlanetWisp_Both()<br />
<br />
end<br />
<br />
function PlanetWisp_Classic_Mission()<br />
Create(TAKE_KEY, 901) -- ボスキー出現<br />
end<br />
<br />
function PlanetWisp_Generic_Mission()<br />
Create(TAKE_KEY, 902) -- ボスキー出現<br />
end<br />
<br />
function PlanetWisp_Classic_Mission_All()<br />
Create(RESTORE_STAGE, 903) -- プラネットウィスプ上部復元<br />
end<br />
<br />
function PlanetWisp_Generic_Mission_All()<br />
Create(RESTORE_STAGE, 904) -- プラネットウィスプ上部復元<br />
end<br />
<br />
-------------------------------------------<br />
-- ボス/ライバル<br />
-------------------------------------------<br />
<br />
--------------------<br />
-- デスエッグ<br />
--------------------<br />
<br />
function BossDeathEgg_Clear()<br />
Create(EVENT, 53) -- Event : アイツをおえ!(お互いの確認)<br />
Create(CLEAR_BOSSGATE, 1) -- デスエッグ撃破<br />
end<br />
<br />
--------------------<br />
-- パーフェクトカオス<br />
--------------------<br />
<br />
function BossPerfectChaos_Clear()<br />
Create(CLEAR_BOSSGATE, 2) -- パーフェクトカオス撃破<br />
end<br />
<br />
--------------------<br />
-- エッグドラグーン<br />
--------------------<br />
<br />
function BossNewEggmanRobo_Clear()<br />
Create(CLEAR_BOSSGATE, 3) -- エッグドラグーン撃破<br />
end<br />
<br />
--------------------<br />
-- メタルソニック<br />
--------------------<br />
<br />
function VsMetalSonic_Clear()<br />
<br />
end<br />
<br />
--------------------<br />
-- シャドウ<br />
--------------------<br />
<br />
function VsShadow_Clear()<br />
<br />
<br />
end<br />
<br />
--------------------<br />
-- シルバー<br />
--------------------<br />
<br />
function VsSilver_Clear()<br />
<br />
end<br />
</pre><br />
<br />
==Characters/Badniks==<br />
<br />
==Unleashed Leftovers==<br />
<br />
==Code?/Misc==<br />
*In the internal code, modern Sonic is refered to as GenericSonic and classic is ClassicSonic.<br />
*The “Genesis” in the title card list refers to an emulator that will have the classic games bundled in.</div>Game2010https://info.sonicretro.org/index.php?title=Ocean_Palace&diff=172744Ocean Palace2011-06-24T04:15:08Z<p>Game2010: comma insertion</p>
<hr />
<div>{{LevelBob<br />
| levelscreen=sh Ocean Palace.png<br />
| screenwidth=350px<br />
| levelno=Second<br />
| game=Sonic Heroes<br />
| boss=Egg Hawk<br />
| theme1=ancient ruins<br />
| osv=[[Complete Trinity Sonic Heroes - Original Soundtrax]]<br />
| music=<flashmp3>Sonic Heroes - Complete Trinity OST/1-03 STAGE 02 - OCEAN PALACE.mp3</flashmp3><br />
}}<br />
'''Ocean Palace''' is the second level of ''[[Sonic Heroes]]''. Off the coast of [[Seaside Hill]], these spiralling alabaster ruins stretch across the waves. Massive stone doors bar your path, and must be taken out with a punch. Watch out for the ancient collapsing pillars, and have fun on the large loop-de-loops. Don't forget to run when the boulders chase you down! And keep an eye out for the pod of giant, stone carrying turtles! The hero teams push further into the old city to eventually confront [[Neo Metal Sonic|"Dr. Eggman"]] in the [[Egg Hawk]].<br />
<br />
==Story==<br />
A direct continuation from Seaside Hill, the teams now fight through [[Eggman's robots]] in Ocean Palace. [[Team Sonic]] is determined to smash the mechs and in turn their creator. [[E-123 Omega]] of [[Team Dark]] shares a similar sentiment, determined to eliminate his former master's creations. These teams' levels end with a chase sequence where they must escape from some demonic-looking wheel-boulders that have fallen off the statues. A road in the ruins is then the battlefield for the [[Egg Hawk]] boss battle.<br />
<br />
In [[Team Rose]]'s story, [[Amy]] senses Sonic in her heart, and keeps hot on his trail. The [[Team Chaotix|Chaotix Detective Agency]], meanwhile has been tasked by their [[Eggman|inscrutible client]] to rescue a [[Chao]] from the palace. This odd mission (combined with the presence of Chao in [[Cryptic Castle]] much later) has led to speculation that [[Robotnik]] may actually have a soft spot for the little creatures - or, failing that, at least a detached scientific interest.<br />
<br />
== Missions ==<br />
[[File:Heroes-sh e3 art stg01.png|thumb|right|Ocean Palace concept art.]]<br />
<br />
The normal / extra missions are:<br />
<br />
*'''Team Sonic''': Escape from the ancient ruins! / Get to the [[Goal Ring]] within 5 minutes!<br />
*'''Team Dark''': Flee from the ancient ruins! / Defeat 100 enemies!<br />
*'''Team Rose''': Find the ruins floating on the sea! / Collect 200 rings!<br />
*'''Team Chaotix''': Rescue the [[Chao]] in the palace! / Rescue the Chao without being detected by the enemies!<br />
<br />
<br />
{{SHOmni}}<br />
<br />
[[Category:Sonic Heroes Levels]]</div>Game2010https://info.sonicretro.org/index.php?title=Sonic_the_Hedgehog_(16-bit)/Development&diff=172732Sonic the Hedgehog (16-bit)/Development2011-06-23T10:11:15Z<p>Game2010: /* Westernization */ capitzliation</p>
<hr />
<div>''[[Sonic the Hedgehog (16-bit)|Sonic the Hedgehog]]'' went through many ideas and changes during the development process. What follows is a collection of items related to the game's development.<br />
<br />
==Development Process==<br />
<br />
[[Image:Sonicguide4.jpg|thumb|190px|A collection of images of [[Sonic the Hedgehog]] drawn during the creation of the first game. From the [[Sonic the Hedgehog Material Collection]].]]<br />
Though [[sega:Sega|Sega]] had received marginal success with their first mainstream videogame console, the [[sega:Sega Master System|Sega Master System]], it was unable to compete with the Nintendo Entertainment System, the console that not only saved the videogame market in the United States but defined an entire generation of gamers. Wanting to become more than just a name known for arcade hits and become a major player in the gaming world, Sega released their entry into the 16-bit wars, the [[sega:Sega Mega Drive|Sega Mega Drive]] in October 1988 in Japan. Premiering in the United States the following January, the executives knew there was still an essential element missing from the equation that would push them beyond both the NES and its upcoming successor, the Super Nintendo.<br />
<br />
Although Sega had a mascot in the form of [[sega:Alex Kidd|Alex Kidd]] during the Master System days, the franchise had never gained the momentum they had hoped for. Realizing the importance of having a strong, central franchise, Sega began an internal competition across all of its branches to create the company's answer to the Super Mario Bros. For months, numerous character designs were drawn up by an untold number of people, ranging from American wolves to overall-wearing chickens. In the end, it came down to the handful of drawings from a man named [[Naoto Ohshima]]. Having previously been involved in the design of the ''[[sega:Phantasy Star|Phantasy Star]]'' series, it was his entries that stood out the most. In various interviews that have described the story, there were four main designs that stood out: a gray rabbit, an armadillo, a round man with a large mustache, and a hedgehog character. It was the latter of these that would ultimately win the competition, and the world of [[Sonic the Hedgehog]] was soon to follow.<br />
<br />
The character, originally called [[Mr. Needlemouse]], was from the get-go meant to be a reflection not only of Sega, but of the United States. At the time, it was believed that if a franchise was to become popular in the U.S., it would automatically succeed in Japan as well. Using cues from such well-known American cartoons as Felix the Cat and Mickey Mouse, "Mr. Needlemouse" gradually morphed into "The Most Famous Hedgehog in the World." While the blue hue of the character was a reflection of the company's logo, it also drew inspiration from another famous American creation - Santa Claus. The red and white suit of Father Christmas was used as the basis for the red and white color scheme of Sonic's iconic footware, while the physical design (buckle included) was inspired by Michael Jackson, the biggest pop star of the 1980's. <br />
<br />
Though Ohshima was responsible for the creation of the hedgehog, he was only one member of the 15-strong team of Sega's AM8 division. Reuniting with the programmer of ''Phantasy Star'', [[Yuji Naka]] became responsible for creating the game engine Sonic the Hedgehog would run through. Before the character of Sonic had won in the internal competition, the idea for the gameplay was of a character that would pick up items and throw them at enemies. This gameplay, partly inspired by the rabbit character, would have had him use his ears to pick up the items. However, using his own inspiration for his love of fast vehicles, Naka pushed the engine more and more, wanting the character to become faster. Realizing the entire mechanic of having to pick up items and throwing them slowed the entire experience, the idea came to have the character be the weapon, curling up and using his own momentum to destroy whatever enemies would come near. It was this change in plans that helped Sonic win the internal competition, and have himself poised to be Sega's first true superstar.<br />
<br />
With a character and engine in place, it was the work of [[Hirokazu Yasuhara]] that would help bring the elements together. Director and Game Planner, he was the one ultimately responsible for making the various [[Zone|zones]] of ''Sonic the Hedgehog'' turn out the way they do in the final product. Careful in the construction of each (the [[Green Hill Zone]] alone taking almost six months to reach its released state), Yasuhara wanted to create levels that appealed not just to one particular market, but a game that both American and Japanese players would enjoy. Along with a team of artists and sound engineers, AM8 decided to dub themselves "[[Sonic Team]]," a moniker that is still around to this very day.<br />
<br />
[[Image:Sonicdebut.jpg|thumb|190px|The tour poster for [[DREAMS COME TRUE]] in 1990, officially unveiling Sonic the Hedgehog to the world.]]<br />
Work on the game went underway in April of 1990, the mythology of Sonic and the locale of the game, [[South Island]], being worked on actively. The public at large would soon get a first glimpse at Sega's latest creation that same year, his image stamped on the 1990 tour of the highly-successful Japanese music group [[DREAMS COME TRUE]]. Wanting a unique soundtrack to the game, Sega hired [[Masato Nakamura]] to compose the legendary tracks that pepper the game. Being one of the driving forces behind DREAMS COME TRUE, it only made sense for Sega to sponsor the tour, using it as the first advertising push to a game that would not be seen in Japan until July of 1991.<br />
<br />
Having over a year of development, ''Sonic the Hedgehog'' was hyped beyond belief, the development cycle being unusually long for a game of that era. All three branches of Sega realized the importance of the game, knowing it could make or break the system. Ohshima, knowing that a protagonist is only as good as the villain they fight, went back to one of the designs that had been discarded for the main character of the game, the mustached man, and worked on simplifying the design. Wanting to create an antagonist that was simple to draw for young kids, the character of [[Dr. Eggman]] was born.<br />
<br />
While every element of the game was important, at first Yuji Naka focused so heavily on the speed aspect of the game that, when testing it out, he found himself nearly getting motion sickness from the pace Sonic moved at. Not wanting the same fate to befall anyone playing the game, Naka worked diligently until he found the right balance of motion for the character, that would emphasize the speedy nature of the character but at the same time being slow enough so anyone could pick up and play without being overwhelmed. This, along with darkening the shade of blue Sonic was, the game gradually formed into the final product.<br />
<br />
Though developed entirely in Japan, the game would actually see release first in the west, premiering on U.S. shores on June 23, 1991. A few random bugs and effects would be polished for the Japan release, but it was with that game the 16-bit wars truly began. Drawing critical and commercial success in the west, ''Sonic the Hedgehog'' brought the character - and the company behind it - into the mind of the general public.<br />
<br />
While there were originally intended to be ports to the [[Sonic the Hedgehog (Amiga)|Amiga]] and the [[Sonic the Hedgehog 1 CD|Mega CD]], it was decided that the game would remain on the Mega Drive for the time being, letting the cart become one of the main selling points for the system.<br />
<br />
==Westernization==<br />
<br />
[[Image:STHPromoSTHPromoCover.jpg|thumb|190px|The westernized look of Sonic the Hedgehog, Dr. Eggman, and the Green Hill Zone. From the [[Sonic the Hedgehog (promotional comic)|American promotional comic]].]]<br />
Although the game was a huge success, originally Sega of America was weary of the concept of Sonic as a character. Though hedgehogs were well known in Japan, at the time hardly anyone had even heard the word in the United States. As more information of the game was given to the offices in the U.S., it was decided that the marketing for the character would be modified from what the Japanese team was working on. Discarding the simplistic world of [[South Island]], a storyline was developed in which Sonic the Hedgehog was once a brown hedgehog that, through a chance meeting involving a kindly scientist, turned into the blue hedgehog featured in the game. That same scientist, [[Dr. Ovi Kintobor]], would be transformed into the villain of the piece due to an accident involving the [[Chaos Emeralds]] and his invention, the [[R.O.C.C.]] The physical designs of the characters Sonic and Eggman were also tweaked, making them look more like the style of 1980's cartoon phenomenons, and in the process trying to make Dr. Eggman look far more sinister than Ohshima's art suggested. This change in tone for the character was reflected further when it was decided that the given name of the character should be changed for western audiences.<br />
<br />
Game tester and Sega help line employee [[Dean Sitton]] was the one responsible for coming up with many of the western names of the characters in the games, including such [[badniks]] as [[Buzzbomber]] and [[Ball Hog]]. However, his greatest contribution to the westernization of the franchise was coming up with the name Dr. Ivo Robotnik.[http://forums.sonicretro.org/index.php?showtopic=6657]<br />
<br />
{{quote|The game Sonic game in in an early state (just a few levels and some of the characters appeared as garbage chars that flickered. The producer of the US version would be in Japan and call in for updates. Like how many rings for a free man...how many rings for a continue etc.. I got to play the game for a week or so and I submitted a document that showed the characters in the game that I could see and a few names for each of them. Dr. Badvibes and many other names were not chosen.<br />
<br />
I named Ivo Robotnik, [[Ball Hog|Ballhog]], and 3-4 more from that game. I helped to flesh out the fiction for Greenhill and Sally/Sandy/Amy? whatever the girls name is now... with a guy named Jamie Wojik... usually producers of games have only to fill in the blanks..it doesn't always matter how the blanks get filled in.}}<br />
<br />
While Robotnik was the final name for the character, Sitton had thrown a handful of other names that could have been used for the antagonist.<br />
<br />
{{quote|as far as the change, its as if someone held up an object and said "what do you call this"? ... meaning I didn't create the object... I just named it. I found the list someone else asked about - other names that I suggested that were rejected. other Robotnik names were, Doctor X, Doctor Gloom, Dr. What.}}<br />
<br />
[[Image:Toon eggman2.png|thumb|190px|A westernized version of Dr. Eggman, renamed Dr. Ivo Robotnik.]]<br />
Also thrown about were the names "Dr. Badvibes," "Mister Badwrench," "Mr. Bad Year" and "Fatty Lobotnik." Even the first name, "Ivo," was suggested by Mr. Sitton, pronouncing the name with a soft "I," having it sound closer to the word "evil."<br />
<br />
Although the changes weren't as dramatic as other Japanese properties have had over the years, the original Sonic Team was unhappy when they saw what Sega of America was doing to their work. Years later, Ohshima would go on record saying he was baffled as to why they felt the need to redraw his artwork and come up with concepts that had nothing to do with the game, especially as it had all been originally design with a western audience in mind. [[Madeline Schroeder]], Product Manager for ''Sonic the Hedgehog'' in the United States and the one responsible for the shift in the character art for the west, went to Sega of Japan to try and explain to the Sonic Team the reasoning behind the changes they were applying to the brand, wanting to prevent any further animosity between the two sides of the company. Even though the team still felt uneasy over how their work was being meddled with, there was nothing they could do to alter the course SOA was on.<br />
<br />
The marketing of the game in the west was focused on the speed aspects of the game, at the same time making clear comparisons between the Mega Drive (called the Genesis in the United States) and the competition. Then-president of Sega of Japan, [[Hayao Nakayama]], was just as baffled by what SOA was planning on, being especially against the idea of making ''Sonic'' the bundled title with the system so early on in the software's life cycle. In the end, however, he allowed [[Tom Kalinske]] to have free reign, confident in the decision-making powers of the man he hired.[http://www.1up.com/features/essential-50-sonic] In the end, the gamble worked, and the aggressive marketing campaign helped showcase the game Sonic Team had crafted together. For the first time, Sega would be a contender, for a significant period even beating out Nintendo in terms of number of consoles sold in the west.<br />
<br />
==Concept Art==<br />
<br />
===Rejected Character Designs===<br />
The following is a collection of images drawn by a variety of people within Sega during the internal competition to come up with a new mascot for the company. Among the selection is the rabbit image, for which served as the original inspiration for the gameplay. While the throwing dynamic was removed from the final product, it was fleshed out for the 1995 Sega game ''[[sega:Ristar|Ristar]]'' which contained a handful of members that worked on some of the Sonic titles. The mechanic would eventually be put into ''[[Sonic Adventure]]'' and ''[[Sonic Adventure 2]]'', although it was only an afterthought that was not necessarily for any of the game. The concept was also echoed in the much-later character [[Cream the Rabbit]], who would "throw" her [[Chao]] at enemies in ''[[Sonic Advance 2]]''. Interestingly, the below gallery does not contain any images of the armadillo character, so it is unknown if those sketches served as the inspiration behind [[Mighty the Armadillo]].<br />
<br />
<gallery widths="148px" heights="140px" perrow="4"><br />
Image:Sonic1-Rabbit2.png|The Sonic-esque rabbit.<br />
Image:sonic1-rabbit.png|Another shot of the rabbit.<br />
Image:s1concept-WARRIOR.png|Warrior design with two outfits.<br />
Image:s1concept-WARRIOR2.png|A third design for the elder warrior.<br />
Image:s1concept-CLOWNNWOLFBOY.png|Clown and a young warrior wearing head of a animal.<br />
Image:s1concept-Human.png|Human character with Bart Simpson-like hair.<br />
Image:s1concept-WINDUPROBOTROOK.png|Robot character and two other characters.<br />
Image:S1concept-LargeNosedCharacter.png|An animal of some sort in clothing.<br />
Image:S1concept-RandomCharacters.png|A collection of doodles.<br />
Image:s1concept-WEIRDCREATURE.png|A small porcupine.<br />
Image:s1concept-Chick.png|Chicken with an attitude.<br />
Image:s1concept-WOLF.png|Wolf wearing an American flag t-shirt.<br />
Image:s1concept-BULLDOG.png|Bulldog character.<br />
</gallery><br />
<br />
===Sonic the Hedgehog/Dr. Eggman===<br />
<br />
<gallery widths="148px" heights="140px" perrow="4"><br />
Image:s1concept-MRHEDGEHOG.png|An extremely early hedgehog design with more human-like features.<br />
Image:s1concept-MRHEDGEHOG2.png|Another shot of the human-like hedgehog.<br />
Image:S1concept-Needlemouse.jpg|Sonic art, the text translates to "Mr. Hedgehog" or "[[Mr. Needlemouse]]."<br />
Image:S1concept-HEDGEHOG.png|A color sketch of Sonic, moving closer to the finished product.<br />
Image:S1concept-FinalSonic.png|A colored image of the final form of Sonic the Hedgehog.<br />
Image:s1concept-eggman.jpg|The initial drawing of what would become Dr. Eggman. [[:Image:S2 ElectronicGamingMonthly Issue45 April1993 Page46.jpg|This EGM article]] goes on about how he was one of the finalists as to who would be the protagonist in the game.<br />
Image:EggmanConceptArt.png|Later concept art of Dr. Eggman.<br />
Image:S1concept-FinalEggman.png|Dr. Eggman in his final form.<br />
Image:S1concept-SCENE.png|Art of Dr. Eggman in an early form of the [[Eggmobile]] where it seems to be powered with wings, all the while being chased by Sonic.<br />
Image:SonicTheHedgehogLogoCollection.jpg|A collection of various logos associated with Sonic the Hedgehog.<br />
</gallery><br />
<br />
===Madonna===<br />
A concept that was toyed around with but ultimately dropped from the final product was the character Madonna. Intended to be a love interest for Sonic, it is unknown just how the dynamic between the two characters would have been in game. According to Naoto Ohshima, Madonna was meant to be a "male fantasy" by chasing Sonic about,[http://www.youtube.com/watch?v=UkhjBAYL2Hs&feature=player_detailpage#t=98s] though it is unknown if she was meant to follow Sonic in the game or simply be a subtle plot point relegated to promotional material. The concept art for the character was featured in the compilation title ''[[Sonic Gems Collection]]'', although artwork for the character had been on the Internet prior to the game's release. The project manager of ''Sonic the Hedgehog'' for Sega of America, Madeline Schroeder, later made the claim that she was responsible for the removal of the character in an an attempt to make the game an easier sell in western markets.[http://www.youtube.com/watch?v=UkhjBAYL2Hs&feature=player_detailpage#t=130s] The idea of a hedgehog/human romance was eventually pursued in the game ''[[Sonic the Hedgehog (2006)]]'' with the character of [[Princess Elise]], with less than stellar results.<br />
<br />
<gallery widths="148px" heights="140px" perrow="4"><br />
Image:S1concept-Madonna.jpg|Sonic and Madonna.<br />
Image:Sonic_Gems_300.jpg|Sonic, Madonna, and Eggman dressed in a bee-like outfit. Also pictured are various enemy concepts that were ultimately not used.<br />
Image:SonicGems299.jpg|Madonna.<br />
</gallery><br />
<br />
===Sound Test Band===<br />
[[Image:Sonicband.jpg|right|thumb|220px|The Sonic the Hedgehog Band.]]<br />
<br />
Another concept that was forced to be dropped was the idea of Sonic being the lead in a band. Though not meant to be a part of the gameplay, there was originally intended to be a full-fledged sound test within the game, complete with animated graphics of Sonic break-dancing to the music of the "Sonic the Hedgehog Band." [[Vector the Crocodile]], who would make his official introduction in the [[sega:Sega 32X|Sega 32X]] title ''[[Knuckles Chaotix|Chaotix]]'', was originally meant to be the keyboardist for this graphic. [[Sharps the Chicken]], [[Max the Monkey]], and [[Mach the Rabbit]] were to round out the cast playing the guitar, bass, and drums respectively. Due to time constraints, the concept had to be scrapped, a no-frills sound test becoming part of the hidden level select screen. The extra space designated for the graphics was given to the "SEGA" choir chime heard in the beginning of the game, which took up nearly an eighth of the cartridge space.[http://xbox.gamespy.com/articles/654/654750p5.html] With the exception of Vector, none of these characters have been used in a Sonic the Hedgehog game, although Sharps, Max, and Mach have recently surfaced in the pages of the [[Archie Comics|Archie]] comic ''[[Sonic the Hedgehog (Archie comics)|Sonic the Hedgehog]]''.<br />
<br />
<br />
===Level Concept Art===<br />
<br />
<gallery widths="148px" heights="140px" perrow="4"><br />
File:S1concept1.JPG|Text Translation: Metallic kind of stage... The background is styled like south-east Asia, golden country, (...) (are) gold colored plating.<br />
Image:S1concept-Loops.jpg|Alternate scan of the stylized loop art not used in final.<br />
File:S1concept2.JPG|Concept art of a [[Green Hill Zone]]-esque area. Text Translation: CG styled stage... Blue skies and green(ery) are the basis, nothing till now, CG styled background<br />
File:S1concept3.JPG|Text Translation: Rocky mountain and underwater stage... Japanese styled rocky mountain stage, with underwater scene. In the map, spin (jump) and you can cross the water, but various techniques make it possible to (...) the course.<br />
Image:S1concept-WaterArt.jpg|Alternate scan.<br />
File:S1concept4.JPG|Concept art of a [[Marble Zone]]-esque area. Text Translation: Stage where the land shakes... The underground has an amoeba shape and the ground shakes. The amoeba shaped terrain (...) with canals. Can also dive into the ground.<br />
Image:S1concept-MarbleZone.jpg|Alternate scan.<br />
File:S1concept5.JPG|<br />
File:S1concept6.JPG|<br />
File:S1concept7.JPG|<br />
Image:S1concept-TubeArt.jpg|Alternate scan of previous two images.<br />
File:S1concept8.JPG|Concept art of a [[Scrap Brain Zone]]-esque area.<br />
File:Sega Players Enjoy Club Sonic Concept art.jpg|Published in "SPEC," this concept art shares similar features to the early Green Hill Zone mock-up screenshot found in this [[:File:GHZ-DarkBG.jpg|image]], including the trees in the foreground, the blocky area underneath the mountains, and even Sonic's pose.<br />
</gallery><br />
<br />
==Early Videos==<br />
===Portuguese Mega Drive Commercial===<br />
[[Image:GHZ bossball.JPG|right|noframe|140px]]<br />
A Portuguese Mega Drive commercial available at [http://www.sega-16.com/Video%20Commercial%20Archive.php Sega-16] shows a wrecking ball for the Green Hill Zone boss that has a sparkle which circles around it.<br />
<br />
====Translation of commercial====<br />
{{quote|Mega Drive by Sega.<br><br />
''Infernal Machine''.<br><br />
Stereo sound.<br><br />
Incredible colors!<br><br />
16-bit micro-processor.<br><br />
Mega Drive by Sega.<br><br />
Now also with two controllers and 4 spectacular games, including Sonic!<br><br />
Sega, it's stronger than you.<br><br />
Mega Drive, the 16-bit console with most worldwide sales.}}<br />
<br />
===French Sonic Commercial===<br />
[[Image:LZ Spring.JPG|right|noframe|140px]]<br />
[http://www.dailymotion.com/objectifsega/video/x3x23p_sonic-the-hedgehog-pub-fr_videogames This French commercial] showcases an unseen behavior of the spring in Marble Zone, seemingly extra long when used, and when bumped into the two blocks behind it disappear.<br />
<br />
====Translation of commercial====<br />
{{quote|Well... are you angry?<br><br />
It's me, master Sega. So you're choosing Sonic. Let's go.<br><br />
Humbabbabbaba humbabababa.<br><br />
Arrrrrrrhhh.<br><br />
Boing.<br><br />
And you're gonna laugh, because you're not even at the half of the game.}}<br />
<br />
===Consumer Electronics Show===<br />
[[File:GHZ-CES91-1.jpg|right|noframe|140px]]<br />
[[File:GHZ-CES91-2.jpg|right|noframe|140px]]<br />
[http://www.youtube.com/watch?v=L9H3edAcnZ4 These] [http://www.youtube.com/watch?v=2l4IPW6fkJw two] short clips uncovered by community member [[drx]] feature footage taken at the Consumer Electronics Show in March of 1991. Though compiled only three months before the game hit U.S. shores, the footage recorded features numerous differences even in the first level of the game. Among that which is noticeable are the flowers in the level being purple instead of green, the word "RING" instead of "RINGS" in the HUD, and the brief notice of an image of Eggman in a [[monitor]] flashing in an almost roulette-styled fashion, though it is unknown what the result of hitting the box would be. As the player doesn't jump onto it, whether there were meant to be item boxes that gave you random power-ups or if the programming for the monitors had yet to be finalized is unknown. There are also examples of an earlier Ball Hog enemy that attacks in a similar fashion to the [[Crabmeat|Crabmeats]] found in the final version of the Green Hill Zone, throwing a projectile on either side as opposed to the single shot they fire in the final version of the Scrap Brain Zone. Concept art for this variation of the Ball Hog can [[:File:Sonic1 jp manual 42 43.gif|be seen within]] the Japanese ''Sonic the Hedgehog'' manual. Also of note is that a form of the debug mode is active in the clips, the numbers in the lower right hand corner corresponding to debug values. The full video from which these clips are from can be viewed [http://www.archive.org/details/ces_2 here].<br />
<br />
==Promotional Screenshots==<br />
The following is a collection of images published in a variety of sources used to advertise ''Sonic the Hedgehog'' and to comment on its progress. Because of this, many of the images feature differences from the final product.<br />
===Title Screen===<br />
<gallery widths="140px" heights="140px" perrow="4"><br />
Image:S1TitleBlack.png|Titlescreen with a black background similar to the [[Sonic the Hedgehog (8-bit)|8-bit game]].<br />
Image:S1Title2.jpg|A near final title screen with "Press Start Button" text on-screen.<br />
Image:S1StageSelect.jpg|An earlier level select. Final zone is not listed and Xs are listed after some levels. The "Press Start Button" text is visible once again.<br />
</gallery><br />
<br />
===Green Hill Zone===<br />
<gallery widths="140px" heights="140px" perrow="4"><br />
Image:GHZ-DarkBG.jpg|An early Green Hill Zone screenshot featuring a city in the background. Trees and a brown rock (which is purple in the final game) can be seen in the foreground. Also of note are the missing HUD and life icons. Most likely a mock-up.<br />
Image:GHZ-WelcomeSign.png|A Welcome Sign with Kanji underneath it. Again the city is visible. Possibly another mock-up image.<br />
Image:GHZ-loop.jpg|This screenshot is from the build of ''Sonic 1'' playable at CES 1991. There are debug values in the bottom right of the screen and no life counter, and features the singular "RING" instead of "RINGS." The flowers are alsopurple instead of green (though in the final game they're purple in the cutscene after Final Zone). <br />
Image:GHZ-Debug.jpg|More of the old debug mode. The water in the background is the same color as the sky, similar to the final game's title screen. Sonic's position is represented differently by the debug mode in the final game.<br />
Image:GHZ-PinkFlowers.jpg|This screenshot is from a later version, as [[Moto Bug]] badniks are present. The HUD still reads "RING" and the flowers are still purple.<br />
Image:GHZ-Ball.jpg|A rolling ball. This can still be found in debug mode but is not placeable. The sprite was reused for the zone's boss.<br />
Image:GHZ-Ball4.jpg|Sonic giving the rolling ball a push.<br />
Image:GHZ-Ball2.jpg|The ball again. The [[Sonic the Hedgehog: A New Superstar (Game Players Encyclopedia, 1991)|following article]] explains the ball, saying it can be pushed but can also kill the player.<br />
Image:GHZ-Ball3.JPG|The ball again, but this time it is in the air.<br />
Image:GHZ-JumpPunch.jpg|Sonic punching the air after completing the act as an early end level celebration. The sprites, though unused in the final game, still exist within the ROM.<br />
Image:GHZ-Monitor.jpg|This shield monitor is not here in final.<br />
Image:GHZ-Hurted.jpg|After being hit, Sonic gets knocked back more than in final.<br />
Image:GHZ-map.JPG|A prototype map, a rolling ball can be seen.<br />
File:GHZ map.png|Another prototype map.<br />
File:GHZ map2.png|Another prototype map with a rolling ball visible. They are almost identical to the final game.<br />
</gallery><br />
<br />
===Marble Zone===<br />
<gallery widths="140px" heights="140px" perrow="4"><br />
Image:MZ-Tiles.jpg|Strange level graphics and falling tiles which can be balanced on. Most likely another mock-up.<br />
Image:MZ-UFO2.png|One of the main features of the prototype Marble Zone was the existence of rotating UFOs in the background. All traces of these graphics are removed in the final game (though a single frame appeared in the [[Game Secrets:Sonic the Hedgehog Mobile|mobile phone port of Sonic 1]]).<br />
Image:MZ-UFO.jpg|These [[Yadrin]] badniks don't appear in this level normally, but can be placed via debug mode.<br />
Image:MZ-UFOx.png|Same pic but in higher quality.<br />
Image:MZ-UFODebug.jpg|Footage of the UFOs rotating can be seen in the film [http://www.youtube.com/watch?v=1z9mzA-Q828 Wayne's World] during a promotion for "Noah's Arcade." Also the lava in the bottom right is similar to that of the mock-up screenshot earlier.<br />
Image:MZ-UFO4.JPG|More UFOs.<br />
File:MZ ufo again.png|More UFOs and Yadrin badnik.<br />
Image:MZ-Lava.jpg|The green pillars haven't been installed yet. In the background there is usually a torch with fire, however the fire is missing here. Prototype lava is also present.<br />
Image:MZ-Spikes.jpg|These sideway spikes were removed from the final game and replaced with moving blocks. The code and graphics for them still exist within the ROM. Again, there is no flame in the background.<br />
Image:MZ-NewRoom.jpg|This room isn't in the final version.<br />
Image:MZ-Mashers.jpg|Though the pillars have arrived this time, the torch flame is still missing.<br />
File:MZ Map.png|A small prototype map with lots of UFOs present.<br />
</gallery><br />
<br />
===Spring Yard Zone===<br />
<gallery widths="140px" heights="140px" perrow="4"><br />
Image:SYZ-Sparkling.png|Originally called "Sparkling Zone," this shot shows off the original background to the level. The sign behind the HUD says "good luck".<br />
Image:SYZ-Sparkling6.jpg|Same again. The sign on the right says "GOGO".<br />
Image:SYZ-Sparkling9.JPG|At one point there was a giant set of rotating spikes in this area, most likely removed due to the difficulty of avoiding them.<br />
Image:SYZ-Sparkling2a.jpg|Sparkles are present. You can see the buildings are merely made up of colorful horizontal lines.<br />
Image:SYZ-Sparkling7.jpg|Sparkles are present. There appears to be a "Good Bye" sign too.<br />
Image:SYZ-Sparkling10.jpg|Sparkles are present.<br />
Image:SYZ-Sparkling2.png|Sparkles are present.<br />
Image:SYZ-Sparkling8.JPG|Strange sign with Kanji written on it.<br />
Image:SYZ-Sparkling9a.JPG|A "Good Luck" sign.<br />
Image:SYZ-Sparkling3.jpg|More of the background.<br />
Image:SYZ-Fall.jpg|An unknown area, though judging from the time counter, it might be near the start of Act 2 or 3. A sparkle can be seen over the "good luck sign" indicating the sparkles moved around and weren't part of the background.<br />
Image:SYZ-Sparkling4.jpg|A [[Moto Bug]] (found only in Green Hill Zone in the final game) and a purple [[Roller]] are present.<br />
Image:SYZ-Sparkling5.jpg|Sparkles are present.<br />
File:SYZ A.png|A heavily edited screenshot containing the signs found in this early build.<br />
File:SYZ B.png|Some odd ring placement.<br />
File:SYZ C.png<br />
File:Syz yadrin tunnel.jpg|Later prototype with near-final layout<br />
</gallery><br />
<br />
===Labyrinth Zone===<br />
<gallery widths="140px" heights="140px" perrow="4"><br />
Image:LZ-BlackBG.png|Labyrinth Zone once had a completely black background and was littered with different, smaller crystals.<br />
Image:LZ-BlueBG.jpg|This may be the underwater version of the black background. Sonic's palette is the same as above water.<br />
Image:LZ-NewBG3.jpg|The intro to Act 1, sporting a later "rocky" background. There is no water to be seen and the crystals are different.<br />
Image:LZ-NewBG.png|Water has yet to be placed on this slide.<br />
Image:LZ-NewBG2.jpg|More of the rocky background. In the final game this area has water and a spike on a chain, but it's largely empty here.<br />
Image:LZ-NewBG4.jpg|Even more of the rock background. The ceiling crystals were removed in the final game.<br />
File:LZ NewBG 5.png<br />
</gallery><br />
<br />
===Star Light Zone===<br />
<gallery widths="140px" heights="140px" perrow="4"><br />
Image:SLZ-Pic2.jpg|Star Light Act 1 has 3 rings missing from the start of the level.<br />
Image:SLZ-pic.JPG|This layout is different to the final game.<br />
Image:SLZ-Pic3.png|The top row of springs here are missing in final.<br />
File:SLZ Pic 4.png|Debug mode appears to be active.<br />
File:SLZ Pic 6.png|All is fairly normal here, apart from the "RING" in the HUD.<br />
File:SLZ Pic 7.png|A small map, showing one of the loops.<br />
</gallery><br />
<br />
===Scrap Brain Zone===<br />
<gallery widths="140px" heights="140px" perrow="4"><br />
Image:ClockOrkTitle.jpg|Originally known as the "Clockwork Zone," the title card at the beginning of the zone displays erroneously as "Clock ork Zone" due to the lack of a "W" character in the font used. <br />
Image:SBZ-Pic5.jpg|At this stage in development the level appears to be very short and unfinished. There are no rings, the background is identical to the foreground, and there are many similar screenshots of scrapped areas.<br />
Image:SBZ-Pic3.jpg|...such as this. This area isn't in the final game and may just be here for demonstration purposes. In the top right you can see...<br />
Image:SBZ-Pic1.png|...diagonal conveyor belts. Though horizontal ones made it to the final game, the diagonal ones are absent.<br />
File:SBZPic7.png|Diagonal belts again. The closest to these in the final game are conveyors with spinning platforms.<br />
Image:SBZ-Pic4.png|More of the different layout. Most prominent is the similar image for the background and foreground, making them blend into each other.<br />
Image:SBZ-Pic2.jpg|A zig-zag tunnel with debug mode enabled.<br />
Image:SBZ-Pic6.JPG|Different layout again. Sonic emerges from a speed tunnel.<br />
File:SBZ Pic 8.png|2 minutes and 6 seconds down the line and Sonic has yet to receive any points or rings. Also the background does not appear to be scrolling that much (if at all).<br />
</gallery><br />
<br />
===Special Stage===<br />
<gallery widths="140px" heights="140px" perrow="4"><br />
Image:S1SpecialStage.png|A special stage level with a layout not seen in the final game.<br />
Image:S1SpecialStage2.JPG|More of the different layout.<br />
Image:S1SpecialStage3.JPG|...and again...<br />
File:S1SpecialStage4.png|...and again...<br />
File:S1SpecialStage5.png|...and again.<br />
</gallery><br />
<br />
==External Links==<br />
*[http://www.youtube.com/watch?v=6D9h-4vQUHM Sonic the Hedgehog Retrospective] - The first of a four-part documentary covering the history of Sonic the Hedgehog, featuring interviews from the many key players behind the creation of the character and subsequent game.<br />
<br />
{{S1MDOmni}}<br />
<br />
[[Category:Game Development|Sonic the Hedgehog (16-bit)]]</div>Game2010https://info.sonicretro.org/index.php?title=Sonic_the_Hedgehog_(16-bit)/Development&diff=172731Sonic the Hedgehog (16-bit)/Development2011-06-23T10:03:08Z<p>Game2010: /* Development Process */ taking out a word</p>
<hr />
<div>''[[Sonic the Hedgehog (16-bit)|Sonic the Hedgehog]]'' went through many ideas and changes during the development process. What follows is a collection of items related to the game's development.<br />
<br />
==Development Process==<br />
<br />
[[Image:Sonicguide4.jpg|thumb|190px|A collection of images of [[Sonic the Hedgehog]] drawn during the creation of the first game. From the [[Sonic the Hedgehog Material Collection]].]]<br />
Though [[sega:Sega|Sega]] had received marginal success with their first mainstream videogame console, the [[sega:Sega Master System|Sega Master System]], it was unable to compete with the Nintendo Entertainment System, the console that not only saved the videogame market in the United States but defined an entire generation of gamers. Wanting to become more than just a name known for arcade hits and become a major player in the gaming world, Sega released their entry into the 16-bit wars, the [[sega:Sega Mega Drive|Sega Mega Drive]] in October 1988 in Japan. Premiering in the United States the following January, the executives knew there was still an essential element missing from the equation that would push them beyond both the NES and its upcoming successor, the Super Nintendo.<br />
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Although Sega had a mascot in the form of [[sega:Alex Kidd|Alex Kidd]] during the Master System days, the franchise had never gained the momentum they had hoped for. Realizing the importance of having a strong, central franchise, Sega began an internal competition across all of its branches to create the company's answer to the Super Mario Bros. For months, numerous character designs were drawn up by an untold number of people, ranging from American wolves to overall-wearing chickens. In the end, it came down to the handful of drawings from a man named [[Naoto Ohshima]]. Having previously been involved in the design of the ''[[sega:Phantasy Star|Phantasy Star]]'' series, it was his entries that stood out the most. In various interviews that have described the story, there were four main designs that stood out: a gray rabbit, an armadillo, a round man with a large mustache, and a hedgehog character. It was the latter of these that would ultimately win the competition, and the world of [[Sonic the Hedgehog]] was soon to follow.<br />
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The character, originally called [[Mr. Needlemouse]], was from the get-go meant to be a reflection not only of Sega, but of the United States. At the time, it was believed that if a franchise was to become popular in the U.S., it would automatically succeed in Japan as well. Using cues from such well-known American cartoons as Felix the Cat and Mickey Mouse, "Mr. Needlemouse" gradually morphed into "The Most Famous Hedgehog in the World." While the blue hue of the character was a reflection of the company's logo, it also drew inspiration from another famous American creation - Santa Claus. The red and white suit of Father Christmas was used as the basis for the red and white color scheme of Sonic's iconic footware, while the physical design (buckle included) was inspired by Michael Jackson, the biggest pop star of the 1980's. <br />
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Though Ohshima was responsible for the creation of the hedgehog, he was only one member of the 15-strong team of Sega's AM8 division. Reuniting with the programmer of ''Phantasy Star'', [[Yuji Naka]] became responsible for creating the game engine Sonic the Hedgehog would run through. Before the character of Sonic had won in the internal competition, the idea for the gameplay was of a character that would pick up items and throw them at enemies. This gameplay, partly inspired by the rabbit character, would have had him use his ears to pick up the items. However, using his own inspiration for his love of fast vehicles, Naka pushed the engine more and more, wanting the character to become faster. Realizing the entire mechanic of having to pick up items and throwing them slowed the entire experience, the idea came to have the character be the weapon, curling up and using his own momentum to destroy whatever enemies would come near. It was this change in plans that helped Sonic win the internal competition, and have himself poised to be Sega's first true superstar.<br />
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With a character and engine in place, it was the work of [[Hirokazu Yasuhara]] that would help bring the elements together. Director and Game Planner, he was the one ultimately responsible for making the various [[Zone|zones]] of ''Sonic the Hedgehog'' turn out the way they do in the final product. Careful in the construction of each (the [[Green Hill Zone]] alone taking almost six months to reach its released state), Yasuhara wanted to create levels that appealed not just to one particular market, but a game that both American and Japanese players would enjoy. Along with a team of artists and sound engineers, AM8 decided to dub themselves "[[Sonic Team]]," a moniker that is still around to this very day.<br />
<br />
[[Image:Sonicdebut.jpg|thumb|190px|The tour poster for [[DREAMS COME TRUE]] in 1990, officially unveiling Sonic the Hedgehog to the world.]]<br />
Work on the game went underway in April of 1990, the mythology of Sonic and the locale of the game, [[South Island]], being worked on actively. The public at large would soon get a first glimpse at Sega's latest creation that same year, his image stamped on the 1990 tour of the highly-successful Japanese music group [[DREAMS COME TRUE]]. Wanting a unique soundtrack to the game, Sega hired [[Masato Nakamura]] to compose the legendary tracks that pepper the game. Being one of the driving forces behind DREAMS COME TRUE, it only made sense for Sega to sponsor the tour, using it as the first advertising push to a game that would not be seen in Japan until July of 1991.<br />
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Having over a year of development, ''Sonic the Hedgehog'' was hyped beyond belief, the development cycle being unusually long for a game of that era. All three branches of Sega realized the importance of the game, knowing it could make or break the system. Ohshima, knowing that a protagonist is only as good as the villain they fight, went back to one of the designs that had been discarded for the main character of the game, the mustached man, and worked on simplifying the design. Wanting to create an antagonist that was simple to draw for young kids, the character of [[Dr. Eggman]] was born.<br />
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While every element of the game was important, at first Yuji Naka focused so heavily on the speed aspect of the game that, when testing it out, he found himself nearly getting motion sickness from the pace Sonic moved at. Not wanting the same fate to befall anyone playing the game, Naka worked diligently until he found the right balance of motion for the character, that would emphasize the speedy nature of the character but at the same time being slow enough so anyone could pick up and play without being overwhelmed. This, along with darkening the shade of blue Sonic was, the game gradually formed into the final product.<br />
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Though developed entirely in Japan, the game would actually see release first in the west, premiering on U.S. shores on June 23, 1991. A few random bugs and effects would be polished for the Japan release, but it was with that game the 16-bit wars truly began. Drawing critical and commercial success in the west, ''Sonic the Hedgehog'' brought the character - and the company behind it - into the mind of the general public.<br />
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While there were originally intended to be ports to the [[Sonic the Hedgehog (Amiga)|Amiga]] and the [[Sonic the Hedgehog 1 CD|Mega CD]], it was decided that the game would remain on the Mega Drive for the time being, letting the cart become one of the main selling points for the system.<br />
<br />
==Westernization==<br />
<br />
[[Image:STHPromoSTHPromoCover.jpg|thumb|190px|The westernized look of Sonic the Hedgehog, Dr. Eggman, and the Green Hill Zone. From the [[Sonic the Hedgehog (promotional comic)|American promotional comic]].]]<br />
Although the game was a huge success, originally Sega of America was weary of the concept of Sonic as a character. Though hedgehogs were well known in Japan, at the time hardly anyone had even heard the word in the United States. As more information of the game was given to the offices in the U.S., it was decided that the marketing for the character would be modified from what the Japanese team was working on. Discarding the simplistic world of [[South Island]], a storyline was developed in which Sonic the Hedgehog was once a brown hedgehog that, through a chance meeting involving a kindly scientist, turned into the blue hedgehog featured in the game. That same scientist, [[Dr. Ovi Kintobor]], would be transformed into the villain of the piece due to an accident involving the [[Chaos Emeralds]] and his invention, the [[R.O.C.C.]] The physical designs of the characters Sonic and Eggman were also tweaked, making them look more like the style of 1980's cartoon phenomenons, and in the process trying to make Dr. Eggman look far more sinister than Ohshima's art suggested. This change in tone for the character was reflected further when it was decided that the given name of the character should be changed for western audiences.<br />
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Game tester and Sega help line employee [[Dean Sitton]] was the one responsible for coming up with many of the western names of the characters in the games, including such [[badniks]] as [[Buzzbomber]] and [[Ball Hog]]. However, his greatest contribution to the westernization of the franchise was coming up with the name Dr. Ivo Robotnik.[http://forums.sonicretro.org/index.php?showtopic=6657]<br />
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{{quote|The game Sonic game in in an early state (just a few levels and some of the characters appeared as garbage chars that flickered. The producer of the US version would be in Japan and call in for updates. Like how many rings for a free man...how many rings for a continue etc.. I got to play the game for a week or so and I submitted a document that showed the characters in the game that I could see and a few names for each of them. Dr. Badvibes and many other names were not chosen.<br />
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I named Ivo Robotnik, [[Ball Hog|Ballhog]], and 3-4 more from that game. I helped to flesh out the fiction for Greenhill and Sally/Sandy/Amy? whatever the girls name is now... with a guy named Jamie Wojik... usually producers of games have only to fill in the blanks..it doesn't always matter how the blanks get filled in.}}<br />
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While Robotnik was the final name for the character, Sitton had thrown a handful of other names that could have been used for the antagonist.<br />
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{{quote|as far as the change, its as if someone held up an object and said "what do you call this"? ... meaning I didn't create the object... I just named it. I found the list someone else asked about - other names that I suggested that were rejected. other robotnik names were, doctor X, Doctor Gloom, Dr. What.}}<br />
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[[Image:Toon eggman2.png|thumb|190px|A westernized version of Dr. Eggman, renamed Dr. Ivo Robotnik.]]<br />
Also thrown about were the names "Dr. Badvibes," "Mister Badwrench," "Mr. Bad Year" and "Fatty Lobotnik." Even the first name, "Ivo," was suggested by Mr. Sitton, pronouncing the name with a soft "I," having it sound closer to the word "evil."<br />
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Although the changes weren't as dramatic as other Japanese properties have had over the years, the original Sonic Team was unhappy when they saw what Sega of America was doing to their work. Years later, Ohshima would go on record saying he was baffled as to why they felt the need to redraw his artwork and come up with concepts that had nothing to do with the game, especially as it had all been originally design with a western audience in mind. [[Madeline Schroeder]], Product Manager for ''Sonic the Hedgehog'' in the United States and the one responsible for the shift in the character art for the west, went to Sega of Japan to try and explain to the Sonic Team the reasoning behind the changes they were applying to the brand, wanting to prevent any further animosity between the two sides of the company. Even though the team still felt uneasy over how their work was being meddled with, there was nothing they could do to alter the course SOA was on.<br />
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The marketing of the game in the west was focused on the speed aspects of the game, at the same time making clear comparisons between the Mega Drive (called the Genesis in the United States) and the competition. Then-president of Sega of Japan, [[Hayao Nakayama]], was just as baffled by what SOA was planning on, being especially against the idea of making ''Sonic'' the bundled title with the system so early on in the software's life cycle. In the end, however, he allowed [[Tom Kalinske]] to have free reign, confident in the decision-making powers of the man he hired.[http://www.1up.com/features/essential-50-sonic] In the end, the gamble worked, and the aggressive marketing campaign helped showcase the game Sonic Team had crafted together. For the first time, Sega would be a contender, for a significant period even beating out Nintendo in terms of number of consoles sold in the west.<br />
<br />
==Concept Art==<br />
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===Rejected Character Designs===<br />
The following is a collection of images drawn by a variety of people within Sega during the internal competition to come up with a new mascot for the company. Among the selection is the rabbit image, for which served as the original inspiration for the gameplay. While the throwing dynamic was removed from the final product, it was fleshed out for the 1995 Sega game ''[[sega:Ristar|Ristar]]'' which contained a handful of members that worked on some of the Sonic titles. The mechanic would eventually be put into ''[[Sonic Adventure]]'' and ''[[Sonic Adventure 2]]'', although it was only an afterthought that was not necessarily for any of the game. The concept was also echoed in the much-later character [[Cream the Rabbit]], who would "throw" her [[Chao]] at enemies in ''[[Sonic Advance 2]]''. Interestingly, the below gallery does not contain any images of the armadillo character, so it is unknown if those sketches served as the inspiration behind [[Mighty the Armadillo]].<br />
<br />
<gallery widths="148px" heights="140px" perrow="4"><br />
Image:Sonic1-Rabbit2.png|The Sonic-esque rabbit.<br />
Image:sonic1-rabbit.png|Another shot of the rabbit.<br />
Image:s1concept-WARRIOR.png|Warrior design with two outfits.<br />
Image:s1concept-WARRIOR2.png|A third design for the elder warrior.<br />
Image:s1concept-CLOWNNWOLFBOY.png|Clown and a young warrior wearing head of a animal.<br />
Image:s1concept-Human.png|Human character with Bart Simpson-like hair.<br />
Image:s1concept-WINDUPROBOTROOK.png|Robot character and two other characters.<br />
Image:S1concept-LargeNosedCharacter.png|An animal of some sort in clothing.<br />
Image:S1concept-RandomCharacters.png|A collection of doodles.<br />
Image:s1concept-WEIRDCREATURE.png|A small porcupine.<br />
Image:s1concept-Chick.png|Chicken with an attitude.<br />
Image:s1concept-WOLF.png|Wolf wearing an American flag t-shirt.<br />
Image:s1concept-BULLDOG.png|Bulldog character.<br />
</gallery><br />
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===Sonic the Hedgehog/Dr. Eggman===<br />
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<gallery widths="148px" heights="140px" perrow="4"><br />
Image:s1concept-MRHEDGEHOG.png|An extremely early hedgehog design with more human-like features.<br />
Image:s1concept-MRHEDGEHOG2.png|Another shot of the human-like hedgehog.<br />
Image:S1concept-Needlemouse.jpg|Sonic art, the text translates to "Mr. Hedgehog" or "[[Mr. Needlemouse]]."<br />
Image:S1concept-HEDGEHOG.png|A color sketch of Sonic, moving closer to the finished product.<br />
Image:S1concept-FinalSonic.png|A colored image of the final form of Sonic the Hedgehog.<br />
Image:s1concept-eggman.jpg|The initial drawing of what would become Dr. Eggman. [[:Image:S2 ElectronicGamingMonthly Issue45 April1993 Page46.jpg|This EGM article]] goes on about how he was one of the finalists as to who would be the protagonist in the game.<br />
Image:EggmanConceptArt.png|Later concept art of Dr. Eggman.<br />
Image:S1concept-FinalEggman.png|Dr. Eggman in his final form.<br />
Image:S1concept-SCENE.png|Art of Dr. Eggman in an early form of the [[Eggmobile]] where it seems to be powered with wings, all the while being chased by Sonic.<br />
Image:SonicTheHedgehogLogoCollection.jpg|A collection of various logos associated with Sonic the Hedgehog.<br />
</gallery><br />
<br />
===Madonna===<br />
A concept that was toyed around with but ultimately dropped from the final product was the character Madonna. Intended to be a love interest for Sonic, it is unknown just how the dynamic between the two characters would have been in game. According to Naoto Ohshima, Madonna was meant to be a "male fantasy" by chasing Sonic about,[http://www.youtube.com/watch?v=UkhjBAYL2Hs&feature=player_detailpage#t=98s] though it is unknown if she was meant to follow Sonic in the game or simply be a subtle plot point relegated to promotional material. The concept art for the character was featured in the compilation title ''[[Sonic Gems Collection]]'', although artwork for the character had been on the Internet prior to the game's release. The project manager of ''Sonic the Hedgehog'' for Sega of America, Madeline Schroeder, later made the claim that she was responsible for the removal of the character in an an attempt to make the game an easier sell in western markets.[http://www.youtube.com/watch?v=UkhjBAYL2Hs&feature=player_detailpage#t=130s] The idea of a hedgehog/human romance was eventually pursued in the game ''[[Sonic the Hedgehog (2006)]]'' with the character of [[Princess Elise]], with less than stellar results.<br />
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<gallery widths="148px" heights="140px" perrow="4"><br />
Image:S1concept-Madonna.jpg|Sonic and Madonna.<br />
Image:Sonic_Gems_300.jpg|Sonic, Madonna, and Eggman dressed in a bee-like outfit. Also pictured are various enemy concepts that were ultimately not used.<br />
Image:SonicGems299.jpg|Madonna.<br />
</gallery><br />
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===Sound Test Band===<br />
[[Image:Sonicband.jpg|right|thumb|220px|The Sonic the Hedgehog Band.]]<br />
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Another concept that was forced to be dropped was the idea of Sonic being the lead in a band. Though not meant to be a part of the gameplay, there was originally intended to be a full-fledged sound test within the game, complete with animated graphics of Sonic break-dancing to the music of the "Sonic the Hedgehog Band." [[Vector the Crocodile]], who would make his official introduction in the [[sega:Sega 32X|Sega 32X]] title ''[[Knuckles Chaotix|Chaotix]]'', was originally meant to be the keyboardist for this graphic. [[Sharps the Chicken]], [[Max the Monkey]], and [[Mach the Rabbit]] were to round out the cast playing the guitar, bass, and drums respectively. Due to time constraints, the concept had to be scrapped, a no-frills sound test becoming part of the hidden level select screen. The extra space designated for the graphics was given to the "SEGA" choir chime heard in the beginning of the game, which took up nearly an eighth of the cartridge space.[http://xbox.gamespy.com/articles/654/654750p5.html] With the exception of Vector, none of these characters have been used in a Sonic the Hedgehog game, although Sharps, Max, and Mach have recently surfaced in the pages of the [[Archie Comics|Archie]] comic ''[[Sonic the Hedgehog (Archie comics)|Sonic the Hedgehog]]''.<br />
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===Level Concept Art===<br />
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<gallery widths="148px" heights="140px" perrow="4"><br />
File:S1concept1.JPG|Text Translation: Metallic kind of stage... The background is styled like south-east Asia, golden country, (...) (are) gold colored plating.<br />
Image:S1concept-Loops.jpg|Alternate scan of the stylized loop art not used in final.<br />
File:S1concept2.JPG|Concept art of a [[Green Hill Zone]]-esque area. Text Translation: CG styled stage... Blue skies and green(ery) are the basis, nothing till now, CG styled background<br />
File:S1concept3.JPG|Text Translation: Rocky mountain and underwater stage... Japanese styled rocky mountain stage, with underwater scene. In the map, spin (jump) and you can cross the water, but various techniques make it possible to (...) the course.<br />
Image:S1concept-WaterArt.jpg|Alternate scan.<br />
File:S1concept4.JPG|Concept art of a [[Marble Zone]]-esque area. Text Translation: Stage where the land shakes... The underground has an amoeba shape and the ground shakes. The amoeba shaped terrain (...) with canals. Can also dive into the ground.<br />
Image:S1concept-MarbleZone.jpg|Alternate scan.<br />
File:S1concept5.JPG|<br />
File:S1concept6.JPG|<br />
File:S1concept7.JPG|<br />
Image:S1concept-TubeArt.jpg|Alternate scan of previous two images.<br />
File:S1concept8.JPG|Concept art of a [[Scrap Brain Zone]]-esque area.<br />
File:Sega Players Enjoy Club Sonic Concept art.jpg|Published in "SPEC," this concept art shares similar features to the early Green Hill Zone mock-up screenshot found in this [[:File:GHZ-DarkBG.jpg|image]], including the trees in the foreground, the blocky area underneath the mountains, and even Sonic's pose.<br />
</gallery><br />
<br />
==Early Videos==<br />
===Portuguese Mega Drive Commercial===<br />
[[Image:GHZ bossball.JPG|right|noframe|140px]]<br />
A Portuguese Mega Drive commercial available at [http://www.sega-16.com/Video%20Commercial%20Archive.php Sega-16] shows a wrecking ball for the Green Hill Zone boss that has a sparkle which circles around it.<br />
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====Translation of commercial====<br />
{{quote|Mega Drive by Sega.<br><br />
''Infernal Machine''.<br><br />
Stereo sound.<br><br />
Incredible colors!<br><br />
16-bit micro-processor.<br><br />
Mega Drive by Sega.<br><br />
Now also with two controllers and 4 spectacular games, including Sonic!<br><br />
Sega, it's stronger than you.<br><br />
Mega Drive, the 16-bit console with most worldwide sales.}}<br />
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===French Sonic Commercial===<br />
[[Image:LZ Spring.JPG|right|noframe|140px]]<br />
[http://www.dailymotion.com/objectifsega/video/x3x23p_sonic-the-hedgehog-pub-fr_videogames This French commercial] showcases an unseen behavior of the spring in Marble Zone, seemingly extra long when used, and when bumped into the two blocks behind it disappear.<br />
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====Translation of commercial====<br />
{{quote|Well... are you angry?<br><br />
It's me, master Sega. So you're choosing Sonic. Let's go.<br><br />
Humbabbabbaba humbabababa.<br><br />
Arrrrrrrhhh.<br><br />
Boing.<br><br />
And you're gonna laugh, because you're not even at the half of the game.}}<br />
<br />
===Consumer Electronics Show===<br />
[[File:GHZ-CES91-1.jpg|right|noframe|140px]]<br />
[[File:GHZ-CES91-2.jpg|right|noframe|140px]]<br />
[http://www.youtube.com/watch?v=L9H3edAcnZ4 These] [http://www.youtube.com/watch?v=2l4IPW6fkJw two] short clips uncovered by community member [[drx]] feature footage taken at the Consumer Electronics Show in March of 1991. Though compiled only three months before the game hit U.S. shores, the footage recorded features numerous differences even in the first level of the game. Among that which is noticeable are the flowers in the level being purple instead of green, the word "RING" instead of "RINGS" in the HUD, and the brief notice of an image of Eggman in a [[monitor]] flashing in an almost roulette-styled fashion, though it is unknown what the result of hitting the box would be. As the player doesn't jump onto it, whether there were meant to be item boxes that gave you random power-ups or if the programming for the monitors had yet to be finalized is unknown. There are also examples of an earlier Ball Hog enemy that attacks in a similar fashion to the [[Crabmeat|Crabmeats]] found in the final version of the Green Hill Zone, throwing a projectile on either side as opposed to the single shot they fire in the final version of the Scrap Brain Zone. Concept art for this variation of the Ball Hog can [[:File:Sonic1 jp manual 42 43.gif|be seen within]] the Japanese ''Sonic the Hedgehog'' manual. Also of note is that a form of the debug mode is active in the clips, the numbers in the lower right hand corner corresponding to debug values. The full video from which these clips are from can be viewed [http://www.archive.org/details/ces_2 here].<br />
<br />
==Promotional Screenshots==<br />
The following is a collection of images published in a variety of sources used to advertise ''Sonic the Hedgehog'' and to comment on its progress. Because of this, many of the images feature differences from the final product.<br />
===Title Screen===<br />
<gallery widths="140px" heights="140px" perrow="4"><br />
Image:S1TitleBlack.png|Titlescreen with a black background similar to the [[Sonic the Hedgehog (8-bit)|8-bit game]].<br />
Image:S1Title2.jpg|A near final title screen with "Press Start Button" text on-screen.<br />
Image:S1StageSelect.jpg|An earlier level select. Final zone is not listed and Xs are listed after some levels. The "Press Start Button" text is visible once again.<br />
</gallery><br />
<br />
===Green Hill Zone===<br />
<gallery widths="140px" heights="140px" perrow="4"><br />
Image:GHZ-DarkBG.jpg|An early Green Hill Zone screenshot featuring a city in the background. Trees and a brown rock (which is purple in the final game) can be seen in the foreground. Also of note are the missing HUD and life icons. Most likely a mock-up.<br />
Image:GHZ-WelcomeSign.png|A Welcome Sign with Kanji underneath it. Again the city is visible. Possibly another mock-up image.<br />
Image:GHZ-loop.jpg|This screenshot is from the build of ''Sonic 1'' playable at CES 1991. There are debug values in the bottom right of the screen and no life counter, and features the singular "RING" instead of "RINGS." The flowers are alsopurple instead of green (though in the final game they're purple in the cutscene after Final Zone). <br />
Image:GHZ-Debug.jpg|More of the old debug mode. The water in the background is the same color as the sky, similar to the final game's title screen. Sonic's position is represented differently by the debug mode in the final game.<br />
Image:GHZ-PinkFlowers.jpg|This screenshot is from a later version, as [[Moto Bug]] badniks are present. The HUD still reads "RING" and the flowers are still purple.<br />
Image:GHZ-Ball.jpg|A rolling ball. This can still be found in debug mode but is not placeable. The sprite was reused for the zone's boss.<br />
Image:GHZ-Ball4.jpg|Sonic giving the rolling ball a push.<br />
Image:GHZ-Ball2.jpg|The ball again. The [[Sonic the Hedgehog: A New Superstar (Game Players Encyclopedia, 1991)|following article]] explains the ball, saying it can be pushed but can also kill the player.<br />
Image:GHZ-Ball3.JPG|The ball again, but this time it is in the air.<br />
Image:GHZ-JumpPunch.jpg|Sonic punching the air after completing the act as an early end level celebration. The sprites, though unused in the final game, still exist within the ROM.<br />
Image:GHZ-Monitor.jpg|This shield monitor is not here in final.<br />
Image:GHZ-Hurted.jpg|After being hit, Sonic gets knocked back more than in final.<br />
Image:GHZ-map.JPG|A prototype map, a rolling ball can be seen.<br />
File:GHZ map.png|Another prototype map.<br />
File:GHZ map2.png|Another prototype map with a rolling ball visible. They are almost identical to the final game.<br />
</gallery><br />
<br />
===Marble Zone===<br />
<gallery widths="140px" heights="140px" perrow="4"><br />
Image:MZ-Tiles.jpg|Strange level graphics and falling tiles which can be balanced on. Most likely another mock-up.<br />
Image:MZ-UFO2.png|One of the main features of the prototype Marble Zone was the existence of rotating UFOs in the background. All traces of these graphics are removed in the final game (though a single frame appeared in the [[Game Secrets:Sonic the Hedgehog Mobile|mobile phone port of Sonic 1]]).<br />
Image:MZ-UFO.jpg|These [[Yadrin]] badniks don't appear in this level normally, but can be placed via debug mode.<br />
Image:MZ-UFOx.png|Same pic but in higher quality.<br />
Image:MZ-UFODebug.jpg|Footage of the UFOs rotating can be seen in the film [http://www.youtube.com/watch?v=1z9mzA-Q828 Wayne's World] during a promotion for "Noah's Arcade." Also the lava in the bottom right is similar to that of the mock-up screenshot earlier.<br />
Image:MZ-UFO4.JPG|More UFOs.<br />
File:MZ ufo again.png|More UFOs and Yadrin badnik.<br />
Image:MZ-Lava.jpg|The green pillars haven't been installed yet. In the background there is usually a torch with fire, however the fire is missing here. Prototype lava is also present.<br />
Image:MZ-Spikes.jpg|These sideway spikes were removed from the final game and replaced with moving blocks. The code and graphics for them still exist within the ROM. Again, there is no flame in the background.<br />
Image:MZ-NewRoom.jpg|This room isn't in the final version.<br />
Image:MZ-Mashers.jpg|Though the pillars have arrived this time, the torch flame is still missing.<br />
File:MZ Map.png|A small prototype map with lots of UFOs present.<br />
</gallery><br />
<br />
===Spring Yard Zone===<br />
<gallery widths="140px" heights="140px" perrow="4"><br />
Image:SYZ-Sparkling.png|Originally called "Sparkling Zone," this shot shows off the original background to the level. The sign behind the HUD says "good luck".<br />
Image:SYZ-Sparkling6.jpg|Same again. The sign on the right says "GOGO".<br />
Image:SYZ-Sparkling9.JPG|At one point there was a giant set of rotating spikes in this area, most likely removed due to the difficulty of avoiding them.<br />
Image:SYZ-Sparkling2a.jpg|Sparkles are present. You can see the buildings are merely made up of colorful horizontal lines.<br />
Image:SYZ-Sparkling7.jpg|Sparkles are present. There appears to be a "Good Bye" sign too.<br />
Image:SYZ-Sparkling10.jpg|Sparkles are present.<br />
Image:SYZ-Sparkling2.png|Sparkles are present.<br />
Image:SYZ-Sparkling8.JPG|Strange sign with Kanji written on it.<br />
Image:SYZ-Sparkling9a.JPG|A "Good Luck" sign.<br />
Image:SYZ-Sparkling3.jpg|More of the background.<br />
Image:SYZ-Fall.jpg|An unknown area, though judging from the time counter, it might be near the start of Act 2 or 3. A sparkle can be seen over the "good luck sign" indicating the sparkles moved around and weren't part of the background.<br />
Image:SYZ-Sparkling4.jpg|A [[Moto Bug]] (found only in Green Hill Zone in the final game) and a purple [[Roller]] are present.<br />
Image:SYZ-Sparkling5.jpg|Sparkles are present.<br />
File:SYZ A.png|A heavily edited screenshot containing the signs found in this early build.<br />
File:SYZ B.png|Some odd ring placement.<br />
File:SYZ C.png<br />
File:Syz yadrin tunnel.jpg|Later prototype with near-final layout<br />
</gallery><br />
<br />
===Labyrinth Zone===<br />
<gallery widths="140px" heights="140px" perrow="4"><br />
Image:LZ-BlackBG.png|Labyrinth Zone once had a completely black background and was littered with different, smaller crystals.<br />
Image:LZ-BlueBG.jpg|This may be the underwater version of the black background. Sonic's palette is the same as above water.<br />
Image:LZ-NewBG3.jpg|The intro to Act 1, sporting a later "rocky" background. There is no water to be seen and the crystals are different.<br />
Image:LZ-NewBG.png|Water has yet to be placed on this slide.<br />
Image:LZ-NewBG2.jpg|More of the rocky background. In the final game this area has water and a spike on a chain, but it's largely empty here.<br />
Image:LZ-NewBG4.jpg|Even more of the rock background. The ceiling crystals were removed in the final game.<br />
File:LZ NewBG 5.png<br />
</gallery><br />
<br />
===Star Light Zone===<br />
<gallery widths="140px" heights="140px" perrow="4"><br />
Image:SLZ-Pic2.jpg|Star Light Act 1 has 3 rings missing from the start of the level.<br />
Image:SLZ-pic.JPG|This layout is different to the final game.<br />
Image:SLZ-Pic3.png|The top row of springs here are missing in final.<br />
File:SLZ Pic 4.png|Debug mode appears to be active.<br />
File:SLZ Pic 6.png|All is fairly normal here, apart from the "RING" in the HUD.<br />
File:SLZ Pic 7.png|A small map, showing one of the loops.<br />
</gallery><br />
<br />
===Scrap Brain Zone===<br />
<gallery widths="140px" heights="140px" perrow="4"><br />
Image:ClockOrkTitle.jpg|Originally known as the "Clockwork Zone," the title card at the beginning of the zone displays erroneously as "Clock ork Zone" due to the lack of a "W" character in the font used. <br />
Image:SBZ-Pic5.jpg|At this stage in development the level appears to be very short and unfinished. There are no rings, the background is identical to the foreground, and there are many similar screenshots of scrapped areas.<br />
Image:SBZ-Pic3.jpg|...such as this. This area isn't in the final game and may just be here for demonstration purposes. In the top right you can see...<br />
Image:SBZ-Pic1.png|...diagonal conveyor belts. Though horizontal ones made it to the final game, the diagonal ones are absent.<br />
File:SBZPic7.png|Diagonal belts again. The closest to these in the final game are conveyors with spinning platforms.<br />
Image:SBZ-Pic4.png|More of the different layout. Most prominent is the similar image for the background and foreground, making them blend into each other.<br />
Image:SBZ-Pic2.jpg|A zig-zag tunnel with debug mode enabled.<br />
Image:SBZ-Pic6.JPG|Different layout again. Sonic emerges from a speed tunnel.<br />
File:SBZ Pic 8.png|2 minutes and 6 seconds down the line and Sonic has yet to receive any points or rings. Also the background does not appear to be scrolling that much (if at all).<br />
</gallery><br />
<br />
===Special Stage===<br />
<gallery widths="140px" heights="140px" perrow="4"><br />
Image:S1SpecialStage.png|A special stage level with a layout not seen in the final game.<br />
Image:S1SpecialStage2.JPG|More of the different layout.<br />
Image:S1SpecialStage3.JPG|...and again...<br />
File:S1SpecialStage4.png|...and again...<br />
File:S1SpecialStage5.png|...and again.<br />
</gallery><br />
<br />
==External Links==<br />
*[http://www.youtube.com/watch?v=6D9h-4vQUHM Sonic the Hedgehog Retrospective] - The first of a four-part documentary covering the history of Sonic the Hedgehog, featuring interviews from the many key players behind the creation of the character and subsequent game.<br />
<br />
{{S1MDOmni}}<br />
<br />
[[Category:Game Development|Sonic the Hedgehog (16-bit)]]</div>Game2010https://info.sonicretro.org/index.php?title=Gems_(Sonic_2006)&diff=172679Gems (Sonic 2006)2011-06-22T16:41:13Z<p>Game2010: comma insertion</p>
<hr />
<div>'''Gems''' are items you can buy at the store in the [[Soleanna Castle Town|Castle Town]] Adventure Field in [[Sonic 06]]. They give [[Sonic]] abilities he can use by pressing a button to activate it.<br />
<br />
*<span style="color:green">'''Green'''</span>: Gives Sonic the '''Tornado''' ability, which is very similar to his [[Blue Tornado|Heroes move]] of the same name.<br />
*<span style="color:red">'''Red'''</span>: Gives Sonic the '''Slow''' ability. It lets Sonic move slower for better control.<br />
*<span style="color:blue">'''Blue'''</span>: Gives Sonic the '''Mach Speed''' ability. It lets Sonic move even faster than normal.<br />
*<span style="color:gray">'''White'''</span>: Gives Sonic the '''Homing Smash''' ability, allowing him to stop in mid-air by holding, and then attack by releasing.<br />
*<span style="color:lightblue">'''Sky'''</span>: Gives Sonic the '''Gun Drive''' ability. Hold the button to aim, and release to throw the gem. Sonic will warp to wherever it lands.<br />
*<span style="color:yellow">'''Yellow'''</span>: Gives Sonic the '''Thunder Guard''' ability. It gives you a variation of the [[Lightning Shield]], which can attract rings and defend against attacks.<br />
*<span style="color:purple">'''Purple'''</span>: Gives Sonic the '''Scale''' ability. Sonic is miniaturized, and can jump higher and infinitely.<br />
*<span style="color:red">'''R'''<span style="color:orange">'''a'''<span style="color:yellow">'''i'''<span style="color:green">'''n'''<span style="color:blue">'''b'''<span style="color:purple">'''o'''<span style="color:violet">'''w'''</span></span></span></span></span></span></span>: This gem was never finished for the final game, but it has been found via hacking. It supposedly would allow the user to become [[Super Sonic]] in any level with Sonic playable.<br />
<br />
{{Sonic2006Omni}}<br />
[[Category: Moves]]</div>Game2010https://info.sonicretro.org/index.php?title=Sonic_the_Hedgehog_(2006_game)&diff=172678Sonic the Hedgehog (2006 game)2011-06-22T16:39:57Z<p>Game2010: /* Trivia */ comma insertions</p>
<hr />
<div>{{Bob|bobscreen=Sonic 2006 title screen.png|screenwidth=320px|system=[[Xbox 360]], [[PlayStation 3]]|publisher=[[Sega]]|developer=[[Sonic Team]]|usa=<br>November 14, 2006 (Xbox 360)<br>January 30, 2007 (PS3)|europe=<br>November 24, 2006 (Xbox 360)<br>March 23, 2007 (PS3)|japan=<br>December 21, 2006 (Xbox 360, PS3)|australia=<br>November 30, 2006 (Xbox 360)<br>March 23, 2007 (PS3)|genre=3D Platformer|esrb=e10|pegi=12|oflc=pg|usk=6|cero=a|grb=a}}<br />
'''''Sonic the Hedgehog''''' is a video game for the [[Xbox 360]] and [[PlayStation 3]] that was made to celebrate the 15th anniversary of the ''Sonic the Hedgehog'' franchise. It was developed by the [[Sonic Team]] and directed by [[Shun Nakamura]].<br />
<br />
The game shares its name with two earlier video games, a manga, a television series, a comic book series and, of course, Sonic the Hedgehog himself. To disambiguate, the game has been called by a number of different aliases, including ''Sonic the Hedgehog 2006'', ''Sonic 2006'', ''Sonic '06'', ''Sonic 360'' (even though it was not exclusive to the Xbox 360) and ''Sonic Next-Gen''. Xbox Live and the PlayStation 3 XMB refer to it in all-caps as ''SONIC THE HEDGEHOG''.<br />
<br />
This is the second Sonic the Hedgehog game to get an E10+ rating by the [[ESRB]], the first being ''[[Shadow the Hedgehog (game)|Shadow the Hedgehog]]''. Other content rating organizations agreed with similar ratings. The [[PEGI]] rating is 12+, while the [[CERO]] rating is A.<br />
<br />
This game marks the first appearance of [[Silver the Hedgehog]] in the series. [[Sonic the Hedgehog]] and [[Shadow the Hedgehog]] are also playable characters. [[Miles "Tails" Prower|Tails]], [[Knuckles the Echidna|Knuckles]], [[Amy Rose]], [[Rouge the Bat|Rouge]], [[E-123 Omega]], and [[Blaze the Cat]] make return appearances and are playable during short segments of the game. For this game [[Dr. Robotnik]] was given a drastic redesign, giving him a more "realistic" appearance. This redesign was not reused in any later games.<br />
<br />
When released, the game received criticism for its numerous bugs and unfinished features which were hinted at during development. It was also criticized for its flawed controls and excessive load times.<br />
<br />
==Gameplay==<br />
The objective of the game is to complete all of the levels and ultimately fight a boss in one of the final levels, which is unique to each character. Ultimately, all characters face off with [[Solaris]], the Sun God of Soleanna, in the Last Story segment.<br />
<br />
Each character has moves or attributes which make them unique to one another, such as Sonic's ability to perform the [[Bounce Attack|bounce attack]].<br />
<br />
===Single player=== <br />
[[File:SonicEliseKiss.png|thumb|right|Infamous Sonic/Elise kiss.]]<br />
Although each character plays the same levels, each character's unique abilities allow him or her to get to different areas of each stage, and deny them from accessing certain items. <br />
<br />
Gameplay is broken up into two gameplay fields, similar to ''Sonic Adventure''. '''Action Stages''' are where the bulk of the gameplay takes place, whereas '''Town Stages''' are free-roaming locations where the player can talk to non-playable characters and explore, as in ''[[Sonic Adventure]]''<nowiki>'</nowiki>s [[Sonic Adventure#Adventure Fields|Adventure Fields]]. For each of the action stages in the respective stories, gold medals are obtainable by achieving high ranks in these stages.<br />
<br />
There are a total of eleven stages. A ranking system exists for each of the levels and town missions, providing ranks calculated from score, rings and time remaining. The highest rank is S Rank, followed by A Rank, down to the lowest, D. Gold medals are obtainable by achieving high ranks in these stages.<br />
<br />
===Multiplayer===<br />
''Sonic the Hedgehog'' features two styles of multiplayer game play that offer two player action.<br />
<br />
The first mode, '''Tag Mode''', is a co-op type of play between Sonic, Silver and Shadow. Two players, each one controlling a different character, must work together to clear levels and collect [[Chaos Emeralds]]. In this mode, lives are shared. The second multi-player game mode available is '''Battle Mode'''. Battle mode pits two players against each other and has them race to a goal in the selected level.<br />
<br />
The mini-games that were rumored before release were to allow up to four players to play simultaneously/alternately (Quiz, Race and a few others) seem to be missing in the final release of the game.[http://www.sega.com/gamesite/sonicnext/sonicnext_full/index.php] There are no online multiplayer capabilities even though the back of the game case describes the game as online capable. The only use for the mentioned online capability is the game's downloadable content.<br />
<br />
===Characters===<br />
There are three fully playable characters, which are progressively unlocked by playing each character's story in the game. Only Sonic is available initially, Shadow and Silver must be unlocked. In addition, the player may control partners for some sections of a level, aiding him with their unique abilities.<br />
<br />
* Sonic the Hedgehog: Sonic's mission is to go to Soleanna to rescue [[Princess Elise]] and prevent Doctor Eggman from unleashing the power of the Flames of Disaster. Sonic's story has high-speed, ''Sonic Adventure''-style gameplay. Sonic's allies are [[Tails]], who can use his two tails to fly to higher areas, and [[Knuckles]], to climb to areas and [[Power Glide|glide]] through the air. A story arc allows Sonic to turn Super, and to share the powers with others.<br />
<br />
* Shadow the Hedgehog: Shadow is a G.U.N. agent and is assigned to rescue another G.U.N. agent, [[Rouge the Bat]] and retrieve the mysterious Scepter of Darkness. Shadow uses vehicles, chaos powers, and variations of the homing attack to progress through the game. Shadow's allies are Rouge the Bat, a jewel thief and government spy who, like Knuckles, can glide through the air and climb; and E-123 Omega, who can hover and shoot rapid-fire.<br />
<br />
* Silver the Hedgehog: Silver is a time traveler from the future that traveled to the present. He comes to save his home world and stop the mysterious [[Iblis Trigger]]. Silver's gameplay involves the use of telekinetic powers to pick up objects and throw them at enemies as well as levitate in the air for differing amounts of time, depending on the energy bar. Silver's allies are [[Blaze the Cat]], a princess from another world, with the power to control fire; and [[Amy Rose]], who can double-jump, use her Piko Piko Hammer, and turn invisible.<br />
<br />
==Downloadable Content==<br />
Several downloadable extensions have been released that add features to single-player gameplay in the Xbox 360 version. These include Very Hard mode, a much more difficult version of the game; Boss Attack modes, which allow a playable character to engage in continuous battles with all of the game's bosses; and Team Attack Amigo mode, which allows players to play through the entirety of the game as Sonics friends (Amigos), [[Tails]], [[Blaze the Cat]], and [[E-123 Omega]].[http://sonic.sega.jp/sonic/downloadcontents] There is also a picture pack for Dr. Eggman, Soleanna, and Sonic.<br />
<br />
The only add-on for the Playstation 3 version is the Very Hard mode for all 3 characters.<br />
<br />
==Emerald Accounting==<br />
<br />
Following where the [[Chaos Emeralds]] go during the game's story can be an exercise in frustration; particularly when they lead to plotholes, paradoxes, and ontological loops while being taken backwards and forwards in time by various characters. The route each Emerald takes through the story is as follows (see also diagram):<br />
<br />
<span style="color:red">'''RED'''</span>:<br />
:Doesn't appear in the game at all until the [[Last Story]], where Mephiles uses all 7 gems to fuse with Iblis during a cutscene.<br />
<br />
<span style="color:yellow">'''YELLOW'''</span>:<br />
:Spends most of the game buried under [[Dusty Desert]]. Mephiles hunts it down near the end of [[Shadow]]'s story, acquiring it just before the boss fight of [[Mephiles Phase 2]].<br />
<br />
<span style="color:purple">'''PURPLE'''</span>:<br />
:The first time we see this gem is in Mephiles' possession when he recruits [[Silver]] and [[Blaze]] in [[Crisis City]]. He presumably acquires it after sending himself, Shadow, and [[Rouge]] to the future from [[Kingdom Valley]]. Mephiles apparently carries it around with him throughout the rest of the game, although we only see it again at the start of the [[Last Story]] when he uses it as a distraction to allow him to skewer [[Sonic]]. <br />
<br />
<span style="color:mediumspringgreen">'''TURQUOISE'''</span>:<br />
:This gem enters the story when Sonic, Tails, Knuckles, Shadow, and Rouge find it in [[Iblis Phase 2]]'s cave after [[Flame Core]] in the future. It travels back to [[Soleanna]] with Sonic and stays with him for a while. After Sonic's Kingdom Valley, he uses the turquoise gem to open the portal to a few hours in the past with Silver so he can save [[Elise]] from the [[Egg Carrier]]. Sonic leaves the Emerald with Silver and Blaze, who then take it 200 years into the future to fight [[Iblis Phase 3]].<br />
<br />
<span style="color:gainsboro">'''GREY'''</span>:<br />
:Silver sees the [[Duke of Soleanna]] seal Iblis inside Elise using this gem at the [[Solaris Project]] 10 years ago. Silver then takes it with him to the present (thereby removing it from time for 10 years and precluding any [[super transformation]]s in the decade before the adventure), and later uses it to open the portal to a few hours in the past with Sonic. The grey gem then goes with Silver and Blaze 200 years into the future to fight Iblis Phase 3.<br />
<br />
<span style="color:limegreen">'''GREEN'''</span>:<br />
:This Emerald stays with [[Team Dark]] for most of the game. Shadow and Rouge find it as their Crisis City mission objective 200 years in the future. Rouge takes it back through the portal to [[Soleanna]] as Shadow fights [[Mephiles Phase 1]]. The bat gives it to [[Omega]] after [[Tropical Jungle]], who goes into stasis for 200 years in order to deliver it back to Shadow during the fight. Omega, Shadow, and the green emerald return to the present, and Shadow goes on to use it for [[Chaos Control]] to [[Shadow vs. Silver|kick Silver in the head]]. Shadow then takes the Emerald with him to the Solaris Project 10 years ago, where he uses it to seal Mephiles inside the [[Scepter of Darkness]], then returns again to the present. However, in Shadow's final [[Dusty Desert]] cutscene, crystalline Mephiles suddenly has the green gem in his possession along with the yellow one, apparently having snatched it from Shadow offscreen (perhaps during the confusion of the Scepter's explosion?).<br />
<br />
<span style="color:blue">'''BLUE'''</span>:<br />
:This is the Emerald which finds itself locked in an [[wikipedia:Ontological paradox|ontological loop]] over the course of the game. The blue gem is implied to have been Princess Elise's lucky charm for many years, and [[Dr. Robotnik]] attacks the Festival of the Sun to steal it from her. Elise throws the jewel to Sonic as she is being kidnapped, and Sonic takes it to [[White Acropolis]] as a ransom, where it goes in Robotnik's time machine. Silver later takes the blue Emerald from White Acropolis after beating the [[Egg Genesis]], and uses it (with Shadow's assistance) to open a portal to the past and the Solaris Project. Silver then gives it to a 7-year-old-Elise, who presumably keeps it with her for the intervening 10 years until the Festival of the Sun is attacked. The problem here is that the blue Emerald never enters or leaves the loop; it didn't exist chronologically before Silver brings it to the Solaris Project, and it doesn't exist after Silver and Shadow warp out of the [[Radical Train]] fight arena. ''And'', since it's been with Elise for the 10 years before the game, how did Sonic and Shadow use it to turn super and defeat [[Perfect Chaos]], [[Finalhazard]], [[Metal Overlord]], and [[Devil Doom]]?<br />
<br />
[[File:06EmeraldTracking.PNG|center|frame|center|Lighter colors represent traveling forward in time (faster than usual) and darker colors represent traveling back in time. The background's vertical line represents Solaris acquiring its form again in the Last Story.]]<br />
<br />
<br clear="all"><br />
<br />
==Manual==<br />
* [[Sonic the Hedgehog (2006 game) Xbox 360 US Manual]]<br />
* [[Sonic the Hedgehog (2006 game) Xbox 360 US Manual (Short)]]<br />
* [[Sonic the Hedgehog (2006 game) Xbox 360 EU Manual]]<br />
* [[Sonic the Hedgehog (2006 game) Xbox 360 JP Manual]]<br />
* [[Sonic the Hedgehog (2006 game) PS3 US Manual]]<br />
* [[Sonic the Hedgehog (2006 game) PS3 EU Manual]]<br />
<br />
==Voice actors==<br />
{| class="wikitable"<br />
! Role !! English Voice Actor !! Japanese Voice Actor<br />
|-<br />
| [[Sonic the Hedgehog]] || [[Jason Griffith]] || [[Junichi Kanemaru]]<br />
|-<br />
| [[Shadow the Hedgehog]] || [[Jason Griffith]] || [[Kōji Yusa]]<br />
|-<br />
| [[Silver the Hedgehog]] || [[Pete Capella]] || [[Daisuke Ono]]<br />
|-<br />
| [[Princess Elise]] || [[Lacey Chabert]] || [[Maaya Sakamoto]]<br />
|-<br />
| [[Doctor Eggman]] || [[Mike Pollock]] || [[Chikao Ōtsuka]]<br />
|-<br />
| Narrator || Mike Pollock<br />
|-<br />
| [[Miles "Tails" Prower]] || [[Amy Palant]] || [[Ryo Hirohashi]]<br />
|-<br />
| Maids || Amy Palant, [[Lisa Ortiz]]<br />
|-<br />
| [[Blaze the Cat]] || [[Bella Hudson]] || [[Nao Takamori]]<br />
|-<br />
| [[Knuckles the Echidna]] || [[Dan Green]] || [[Nobutoshi Canna]]<br />
|-<br />
| [[Mephiles the Dark]] || Dan Green || [[Takayuki Sakazume]]<br />
|-<br />
| Solaris Project Scientist || Dan Green<br />
|-<br />
| [[Rouge the Bat]] || [[Caren Manuel]] || [[Rumi Ochiai]]<br />
|-<br />
| [[Amy Rose]] || [[Lisa Ortiz]] || [[Taeko Kawata]]<br />
|-<br />
| [[E-123 Omega]] || [[Maddie Blaustein]] || [[Taiten Kusunoki]]<br />
|-<br />
| Duke of Soleanna || [[David Willis]] || [[Kenji Utsumi]]<br />
|-<br />
| G.U.N Communicator || David Willis<br />
|-<br />
| Unknown Voices || || Hikari Yono, Keiji Okuda, Yoshikazu Kazuma<br />
|}<br />
<br />
Although both voice language tracks are included in the game disc, there is not a proper option to switch them in any platform and/or regional version, and the game sets both the text and voice language by default according to the console settings language, with the Japanese voices defaulted to Japanese console language and the English voices to the rest of languages. Therefore, the only way to have the Japanese voices on both the Xbox 360 and PlayStation 3 versions is by changing the console language (Xbox Dashboard in the Xbox 360 and console language option in the PlayStation 3) to Japanese in order to set the game entirely in Japanese.<br />
<br />
==Achievements==<br />
{| class="prettytable" cellpadding="3"<br />
! Achievement<br />
! How to get<br />
|-<br />
|Sonic Episode - Cleared (30 points)<br />
|Clear Sonic Episode. <br />
|-<br />
|Shadow Episode - Cleared (30 points)<br />
|Clear Shadow Episode. <br />
|-<br />
|Silver Episode - Cleared (30 points)<br />
|Clear Silver Episode. <br />
|-<br />
|One To Reach The End (20 points)<br />
|End the last hidden story. <br />
|-<br />
|Sonic Episode - Completed (40 points)<br />
|Clear unlocked Sonic difficult level mission. <br />
|-<br />
|Shadow Episode - Completed (40 points)<br />
|Clear unlocked Shadow difficult level mission. <br />
|-<br />
|Silver Episode - Completed (40 points)<br />
|Clear unlocked Silver difficult level mission. <br />
|-<br />
|Shadow Episode - Mastered (60 points)<br />
|Clear all unlocked Shadow ACT Missions with Rank S. <br />
|-<br />
|Sonic Episode - Mastered (60 points)<br />
|Clear all unlocked Sonic ACT Missions with Rank S. <br />
|-<br />
|Silver Episode - Mastered (60 points)<br />
|Clear all unlocked Silver ACT Missions with Rank S. <br />
|-<br />
|Nights of Kronos (60 points)<br />
|Unlock the complete ending to the last hidden story. <br />
|-<br />
|Legend of Soleanna (100 points)<br />
|Overcome all trials and accomplish a great feat. <br />
|-<br />
|Silver Medalist (50 points)<br />
|Collect all the Silver Medals scattered around Soleanna... <br />
|-<br />
|Gold Medalist: (50 points)<br />
|Collect all the Soleanna legendary Gold Medals... <br />
|-<br />
|Blue Phantom (20 points)<br />
|Super Sonic Obtain the all moves. <br />
|-<br />
|Ultimate Life Form (20 points)<br />
|Resurrect the ultimate power from the lost memory. <br />
|-<br />
|Psychic Soldier (20 points)<br />
|Obtain all the power to save the future world. <br />
|-<br />
|Soleanna's Hero (40 points)<br />
|Solve all Soleannans' problems. <br />
|-<br />
|Elite Agent (40 points)<br />
|Complete all the tasks given as agent. <br />
|-<br />
|Silver The Liberator (40 points)<br />
|Solve all the mystery in Soleanna. <br />
|-<br />
|Soleanna's blue wind (50 points)<br />
|Solve all the problems swiftly. <br />
|-<br />
|Dark Hero (50 points)<br />
|Meet all the requests with magnificent skill. <br />
|-<br />
|Silver The Savior (50 points)<br />
|Reveal all the secrets with your ultimate power.<br />
|}<br />
<br />
==Production Credits==<br />
{{multicol|<br />
===Staff===<br />
Director/Game Story/Game Title: [[Shun Nakamura]]<br/><br />
Original Executive Producer: [[Yuji Naka]]<br/><br />
Producer: [[Masahiro Kumono]]<br/><br />
Chief Game Designers: [[Shun Nakamura]], [[Atsushi Kanno]]<br/><br />
Game Designers: [[Hiroshi Miyamoto]], [[Takao Hirabayashi]], Masayuki Inoue, Takako Nagase, Makoto Hirata, Daisuke Shimizu<br/><br />
Chief Programmers: [[Yoshitaka Kawabata]], [[Makoto Suzuki]]<br/><br />
Programmers: Ryuichi Ishiguro, Takuma Komatsu, Tsutomu Matsuo, Yoshihiko Toyoshima, [[Kouji Ogino]], Yuichi Matsuoka, Kentarou Tomii, Naoko Shimura, Tomoatsu Imai, Yosuke Yamazaki, Hiromasa Kaneko, Takateru Ohyama, Ryouhei Yamada, Maki Nishimori, Yusuke Ichiyama, Daigo Matsuura, [[Hiroshi Iwasaki]]<br/><br />
Chief Artist (Art Director): [[Akira Mikame]]<br/><br />
Character Artists: [[Yoshinari Amaike]], [[Shinkichi Tanahashi]], Akio Sakai, Takashi Iida, Masao Tsunoda, Sho Kunieda, Yuka Matsumoto<br/><br />
Enemy Artists: [[Wataru Watanabe]], [[Masatoshi Yasumura]]<br/><br />
Motion Artists: Kentaro Niina, [[Motomu Hayashi]], Tomoaki Yuyama, Hiroaki Take<br/><br />
Event Scene Artists: Tamotsu Kushibe, Yusuke Kashiwagi, Mamoru Ohta, Hiromasa Yoshida, Fumihiko Kagawa, Yukihiro Ishida, Tatsuya Yabuta<br/><br />
Effects Artists: Tadakazu Aramaki, Takafumi Yoshioka, Seiichi Tsuruoka<br/><br />
Menu Screen Artist: Eriko Mikawa<br/><br />
Field Artists: Yuki Takahashi, [[Kazuko Ito]], Takeshi Matsuura, Yuji Yamaga, Kenji Odaka, [[Michio Abe]], Hitomi Nagao, Hisae Jibiki, Mayo Sudo, Akiko Muto, Ryouhei Yanase, Naoko Irube, Masashi Kuma, Takashi Saito, Akane Hayashi, Ken Suganuma, Hideaki Fujisawa, Keihan Fujii, Shuhei Sakamoto, Ryuichi Yamanaka, Akiko Ikehara, Yuichi Komagata<br/><br />
SEGA OF CHINA Staff: Makoto Uchida, Katusnori Kosuge, Cheng Li, Shao Mingzhu, Li MuZhang, Fang Jie, Sheng FeiFei, Bao JanGang, Mei Ling, Liu ChengLing, Yu YongQing, Li Shuo, Jing Huan, Digital Media Labo Inc., Polygon Magic Inc.<br/><br />
Storyboard: Tatsuya Yabuta (EnumaElisch.LLP), Masaya Suzuki (EnumaElisch.LLP)<br/><br />
Lighting Imageboard: Yukihiro Ishida (EnumaElisch.LLP)<br/><br />
Artist Special Thanks: AM2 AuthMotion Team, Masaharu Nakayama, Yoshiyuki Tomatsu, Seiju Taniguchi, [[Makoto Yonezu]], [[Taro Hino]]<br/><br />
Sound Director: [[Tomoya Ohtani]]<br/><br />
Music Composers: [[Mariko Nanba]], [[Tomoya Ohtani]], [[Hideaki Kobayashi]], [[Taihei Sato]], [[Jun Senoue]], [[Takahito Eguchi]]<br/><br />
Senior Music Composer: [[Masato Nakamura]]<br/><br />
Recording & Mixing Engineer: [[Yoshitada Miya]], Masahiro Fukuhara, Yutaka Yamamoto (Attic Arcade), Yoshikazu Sasahara, Hideyuki Arima (Power House Studio), [[Stan Katayama]]<br/><br />
Recorded at: Sound Crew Studio, Power House Studio, Onkio Haus Studio, Sound Inn Studio, Olympic Studio, Del Rey Studio<br/><br />
Mixed at: Sega Digital Studio, Attic Arcade Studio, Onkio Haus Studio, Sound Inn Studio, Mit Studio<br/><br />
Original Director, Original Wii Planer: [[Yojiro Ogawa]]<br/><br />
<br />
===Musicians===<br />
Drums: Toru Kawamura, Nobuo Eguchi<br/><br />
Electric Bass: Takeshi Taneda<br/><br />
Electric Guitar: Chewtaro Moritake, [[Yasutaka Kume]], [[Jun Senoue]]<br/><br />
Acoustic Guitar: Chewtaro Moritake, Naganori Sakakibara<br/><br />
Electric Sitar: Chewtaro Moritake<br/><br />
Piano: Nobuo Kurata, Masaki Matsumoto<br/><br />
Chorus: Miho Fujiwara, Kazuko Hamano, [[Takenobu Mitsuyoshi]]<br/><br />
Flute: Bob Zung<br/><br />
Oboe: Hiroshi Shibayama<br/><br />
Accordion: Yoshiaki Sato<br/><br />
Strings: Kuwano Strings, Shinozaki Strings<br/><br />
1stVl: Hiroyuki Koike<br/><br />
2ndVl: Rei Koike<br/><br />
Vla: Tomoko Fukuhara<br/><br />
Vc: Tomio Yajima<br/><br />
Cb: Shinji Tanaka<br/><br />
Arranger: [[Takahito Eguchi]], [[Yasutaka Kume]]<br/><br />
Additional Recording Director: Tadashi Otsubo<br/><br />
Recording Coordinator: Kiyoshi Yoshida (Attic Arcade), Hidetaka "Carl" Shibata (Power House Studio), Yoji Sugiyama (Witch Craft), Kazuyuki Doki (RE-BIRTH), [[Jun Senoue]], [[Tomoya Ohtani]]<br />
<br />
===Game Sound Department===<br />
Supervisor Sound Editor: [[Tatsuya Kousaki]]<br/><br />
Sound Editor: Hiroaki Funane<br />
<br />
===Movie Sound Department===<br />
Supervisor Sound Editor: Eiji "AJ" Nakamura (RedAJ Sound)<br/><br />
Sound Editor: Chiharu "Micchi" Minekawa (RedAJ Sound), Kenichi "KEN" Saito (RedAJ Sound), Yoshihiro "PIRO" Maeda (RedAJ Sound)<br/><br />
Post-Production Manager: Masayasu Yamashita, Kazuya Taniguchi<br/><br />
Mixing Engineer: Kazutaka Someya<br/><br />
Assistant Engineer: Tomohiro Fuchikami<br/><br />
Foley Artist & Editor: Yuka Kitazawa<br/><br />
Visual Technician: Natsuko Yamashita<br/><br />
Mixing Studio: DIGITAL EGG STUDIO MA-1 <THXpm3><br/><br />
Sound Section Special Thanks (Sound Effects): Todd Singerman, Lynn Grossman, Melody Santos, Ken Sakata (A&K CORPORATION), Koji Matsumoto, [[Teruhiko Nakagawa]], [[Ai Muroi]], [[Naofumi Hataya]], [[Masaru Setsumaru]], [[Seirou Okamoto]]<br/><br />
VP Product Development: [[Jin Shimazaki]]<br/><br />
Voice Coordinator/Dialog Director (Voice Recording Director): [[Eriko Kimura]]<br/><br />
Dubibing Production Manager (Voice Recording Producer): [[Hiroyuki Inage]], Yae Tateyama (TOHOKUSHINSHA FILM CORPORATION)<br/><br />
Voice Recording Studio: Studio Uni, OMNIBUS JAPAN<br/><br />
CG Movie Director: [[Minoru Kusakabe]], [[Tomokazu Takahashi]], [[Tomohiro Yonemichi]]<br/><br />
CG Movie Modeling: Hideyuki Higashi, Yoshihiko Suzuki, Hiroaki Ohta, Toshiya Sugiura, Satoshi Takahashi, Hideaki Makinouchi, Takayuki Hayama, Yoshihiro Hanada, Takeshi Hoshino, Yutaka Yamaki, Satoshi Kounosu, Kazushige Hayakawa, Emiri Minagawa, Tomohiro Mitsui, Naoto Kawaguchi, Jun Masuda<br/><br />
CG Movie Setup & Animation: Jiro Yamagishi, Yusuke Sakai, Kiminori Kusano, Kenou Hakamaya, Mio Tagiri, Tsuyoshi Tanaka, Takaaki Kise, Tatsunori Tomiyama, Tatsuya Akagi, Kengou Nukizono, Yoshimasa Kimura, Hideyuki Kinoshita, Kei Miyamoto<br/><br />
CG Movie VFX & Sequence: Yoshihisa Inoue, Keisuke Takahashi, Shuntaro Furukawa, Kouhei Kajisa, Satoshi Tomatsu, Tsubasa Nakai, Takeyuki Suzuki, Masayuki Tanaka, Takuya Hada<br/><br />
CG Movie Engineer: Taku Wakisaka, Toru Iwata, Jun Saito<br/><br />
CG Movie Management: [[Takeshi Itou]], Masahito Imamura, Yoshifumi Sueda, Chikako Tanaka<br/><br />
CG Movie: Aoki Prod., Blur Studio, Inc., Shirogumi Inc., Foro Grafico Co. Ltd., Gemba Inc.<br/><br />
Motion Capture: SEGA Motion Capture Team, Takeo Iwata, Hiroshi Tanaka, Shunkichi Yukitake, Kimiko Nakaizumi, Hitoshi Noda, Yukie Hagiwara<br/><br />
Motion Capture Actor: Wonderman, Tony Hosokawa, Iori Sakakibara, Ami Sakai, Tomomi Ohta, Naoyasu Achi, Wataru Koga, Action Actor Group "Katsugekiza"<br/><br />
Dancer: Kaori Nishimura, Sachiko Takagi, Mariko Tagami<br/><br />
Choreographer: EASY<br/><br />
Motion Capture Data Editing: Double-O-Buck Inc., Orbital Link Inc., Dynamo Pictures Inc.<br/><br />
Publicity Artwork: [[Yuji Uekawa]]<br/><br />
Game Script: Kiyoko Yoshimura, [[Shiro Maekawa]]<br/><br />
Web Team: Mayumi Moro, Yuichi Kikuchi, Takeshi Ichimura<br/><br />
Special Thanks: [[Takashi Iizuka]], [[Hirono Sato]], [[Keith Palmer]], Keisuke Nakamura, [[Yojiro Ogawa]], [[Sachiko Kawamura]], [[Masanobu Yamamoto]], [[Tetsu Katano]], [[Fumitaka Shibata]] (wave master), Tetsuya Hotozuka, [[Takeshi Sakakibara]], Keiichi Noda, [[Eitaro Toyoda]], [[Yoshihisa Hashimoto]], Takashi Atsu, Yoshiaki Hattori, Hitoshi Ohta<br />
<br />
===Cast===<br />
English Character Voices: [[Lacey Chabert]] as [[Princess Elise]], [[Lisa Ortiz]], [[Bella Hudson]], [[Mike Pollock]], [[David Wills]], [[Dan Green]], [[Madeleine Blaustein|Maddie Blaustein]], [[Kathleen Delaney]], [[Jason Griffith]], [[Pete Capella]], [[Amy Palant]]<br/><br />
Japanese Character Voices: [[Jun'ichi Kanemaru]], [[Koji Yusa]], Daisuke Ono, Maaya Sakamoto, Takayuki Sakazume, [[Ryo Hirohashi]], [[Nobutoshi Kanna]], [[Rumi Ochiai]], Taitem Kusunoki, Nawo Takamori, [[Taeko Kawata]], Hikari Yono, Keiji Okuda, Yoshikazu Kazuma, Kenji Utsumi, [[Chikao Otsuka]]<br />
<br />
===Sega Corporation (Japan)===<br />
Product Marketing Manager: Yasushi Yamashita, Naoko Ooka, Satoshi Imai, Takeshi Shimizu<br/><br />
Retail Sales Manager: Akihide Ichimura<br/><br />
Sales Promotion: [[Osamu Sato]]<br/><br />
Public Relations Leader: Hiromi Seida<br/><br />
Technical Support: Takashi Shoji, Akihiro Etori, [[Osamu Ogata]], Toyoji Kurose<br/><br />
Localization Support: Representatives at IBPD, Aya Takeuchi, [[Shinobu Shindo]]<br/><br />
Product Management: Junichi Shimizu<br/><br />
Product Support: Akira Nishikawa, Hiroyuki Miyano, Yuki Takahashi, Daisuke Suzuki<br/><br />
Quality Control: Sunao Murayama, Yuji Nakamura, Kenji Oohashi<br/><br />
Support Team: Masayuki Takahashi, Kiyotaka Kondo, Yukihiro Taguchi<br/><br />
Software Manuals & Packaging: Yoshihiro Sakuta, Hisakazu Nakagawa, Hiroki Osawa, Takashi Nishimura, Tetsuya Honda, Colin Restall<br />
<br />
===Sega of America, Inc.===<br />
CEO: Naoya Tsurumi<br/><br />
President/COO: [[Simon Jeffery]]<br/><br />
VP of Product Development: David Cobb<br/><br />
Technical Director: Jez Sherlock<br/><br />
VP, Marketing: Scott Steinberg<br/><br />
Director, Marketing: Don Mesa<br/><br />
Producer: Justin Lambros<br/><br />
Producer Assistant: Marta Khosraw<br/><br />
PR: Anne-Marie Stein, One PR, Jeane Wong, One PR, Dana Whitney, One PR<br/><br />
Creative Services: Jen Groeling, Heather Luchetti, Bridget Oates<br/><br />
Head of Operations: Tom Dudley<br/><br />
Online: Chris Olson, Leri Greer, Mike Dobbins<br/><br />
Mastering Lab: Rey Buzon, Andrew Byrne, Rhianna Kellom<br/><br />
QA Manager: Deni Skeens<br/><br />
QA Supervisor: Josh Morton<br/><br />
Senior Test Lead: Shawn Dobbins<br/><br />
Project Lead: Lee Frohman<br/><br />
Assistant Lead: Chad Ginsburg<br/><br />
Testers: Chris Pierce, Jesse LaGrange, Andrew Thanyawatpokin, Peter Koenig<br/><br />
Compliancy Test Lead: Stephen Akana<br/><br />
Compliancy Assistant Lead: Lawrence Mann<br/><br />
Compliancy Testers: Andrew Weaver, Joe Floyd, John Belcher, Eduardo Camacho<br/><br />
Special Thanks: Beejey Enriquez, Kevin Frane, [[Takashi Iizuka]], [[Jason Kuo]], [[Keith Palmer]], Yosuke Moriya, Ben Harrison<br />
<br />
===4Kids Production, Inc.===<br />
Voice Directors: Christopher Collet, Julie Rath<br/><br />
Production Coordinator: Salvatore Oppedisano<br/><br />
Pro Tools Engineers: Suzy Goldish, Paul Grassini, Mike Knoblauch, Alon Namdar, Questar Welsh<br />
<br />
===Blindlight===<br />
Casting Director: Dawn Hershey, C.S.A.<br/><br />
Voice Director: Lisa Schaffer<br/><br />
VO Producer: Alexandra Dorris<br/><br />
Casting Assistant: Dave Lieber<br/><br />
Production Assistant: Wes Gleason<br/><br />
Recording Engineer: J. David Atherton<br />
<br />
===SEGA Europe, Ltd.===<br />
CEO: Naoya Tsurumi<br/><br />
President/COO: Mike Hayes<br/><br />
Development Director: Gary Dunn<br/><br />
Creative Director: Matthew Woodley<br/><br />
Director of European Marketing: Gary Knight<br/><br />
Head of Studio, Localisation: Kuniyo Matsumoto<br/><br />
Senior Producer, Localisation: Akiko Uchida<br/><br />
European PR: Lynn Daniel, Kerry Martyn<br/><br />
Senior Brand Manager - Japanese Studios: David Allen<br/><br />
International Brand Manager: Ben Chalmers-Stevens<br/><br />
Creative Services: Alison Warfield, Tom Bingle, Morgan Gibbons, Akane Hiraoka, Arnoud Tempelaere<br/><br />
Head of Operations: Mark Simmons<br/><br />
Operations: Caroline Searle, Natalie Cooke<br/><br />
Online Services: Justin Moodie, Nina Ahmad, Bennie Booysen, Mike Evans, Romily Broad<br/><br />
Head of Development Services: Mark Le Breton<br/><br />
Master Tech. Group: John Hegarty, Jigar Patel<br/><br />
QA Supervisors: Marlon Grant, Stuart Arrowsmith<br/><br />
Senior Team Leads: Dominic Berzins, Julie Metior<br/><br />
Assistant Team Leads: Gabriel Ralls, Alex Humphries, Renée Teloka, Marlon Andall<br/><br />
Standards Coordinators: Mohammed Ajaib, Michael Hanley, Ali Hassan, Language Team Leads, Jean Baptiste Bagot, Sven Wittmaack<br />
<br />
Game Engine: Havok<br><br />
Sound Designed By: Dolby Digital 5.1<br><br />
<br />
:SWEET SWEET SWEET - 06 AKON MIX -<br />
:Lyrics : MIWA YOSHIDA<br />
:Music : [[Masato Nakamura|MASATO NAKAMURA]]<br />
:Arrangement : AKON0<br />
:MIWA YOSHIDA & Vocal, Backing Vocal, Vocal Arrangement <br />
:[[Masato Nakamura|MASATO NAKAMURA]] & Backing Vocals <br />
:AKON &. All Instruments Performance & Backing Vocals<br />
<br />
<br />
:SWEET DREAM - 06 AKON MIX -<br />
:Lyrics : MIWA YOSHIDA<br />
:Music : [[Masato Nakamura|MASATO NAKAMURA]]<br />
:Arrangement : AKON00<br />
:MIWA YOSHIDA & Vocal, Backing Vocal, Vocal Arrangement <br />
:[[Masato Nakamura|MASATO NAKAMURA]] & Backing Vocals <br />
:AKON &. All Instruments Performance & Backing Vocals<br />
<br />
<br />
:[[His World|HIS WORLD]].... [[Ali Tabatabaee]] & [[Matty Lewis]] from [[Zebrahead|ZEBRAHEAD]]<br />
:Music : [[Tomoya Ohtani]]<br />
:Words : [[Johnny Gioeli]] & [[Ali Tabatabaee]]<br />
:Strings Arrangement : Takahito Eguchi<br />
:Vocal Tracks Producer : [[Jun Senoue]]<br />
<br />
<br />
:[[All Hail Shadow|ALL HAIL SHADOW]].... [[Crush 40]]<br />
:Music : [[Jun Senoue]] & Mike Szuter<br />
:Words : Mike Szuter<br />
<br />
:[[Dreams of an Absolution|DREAMS OF AN ABSOLUTION]].... [[Lee Brotherton]]<br />
:Music : [[Mariko Nanba]]<br />
:Arrangement : [[Tomoya Ohtani]]<br />
:Vocals & Words : [[Lee Brotherton]]<br />
:Vocal Tracks Producer : [[Remix Factory]], UK<br />
<br />
<br />
:MY DESTINY.... Donna De Lory<br />
:Music : Mariko Nanba<br />
:Words : Candie Y<br />
:Arrangement : Takahito Eguchi<br />
:Vocal Tracks Producer : [[Jun Senoue]]<br />
<br />
Executive Management: [[Hiroyuki Miyazaki]], [[Masanao Maeda]], [[Hideki Okamura]]<br/><br />
Chief Producer: [[Takayuki Kawagoe]], [[Akinori Nishiyama]]<br/><br />
Executive Producer: [[Hisao Oguchi]]<br/><br />
Special Thanks to: All staff members and their families<br/><br />
Middleware Support: [[CRI Middleware Co. Ltd.]]<br/><br />
Technicalogy By: [[ADX]], [[Sofdec]]<br/><br />
Created By: [[Sonic Team]]<br><br />
Presented by: [[Sega]]<br/><br />
}}<br />
==Resources==<br />
===Original Sound Version Recordings===<br />
See [[Sonic the Hedgehog 2006 OSV]] for a download page.<br />
<br />
===Physical Scans===<br />
====Xbox 360 Version====<br />
{{Scanbox<br />
| console=Xbox 360<br />
| region=US<br />
| front=X360_sonicthehedgehog.jpg<br />
| disc=Sth06_360_us_disc.jpg<br />
| manual=<br />
}}{{Scanbox<br />
| console=Xbox 360<br />
| region=US (Platinum Family Hits)<br />
| front=STH_360_PFH_Cover.jpg<br />
| disc=STH_360_PFH_Disc.jpg<br />
| manual=<br />
}}{{Scanbox<br />
| console=Xbox 360<br />
| region=JP<br />
| front=Sth06 360 jp front.jpg<br />
| disc=<br />
| manual=<br />
}}{{Scanbox<br />
| console=Xbox 360<br />
| region=KR<br />
| front=Sonic06 360 kr cover.jpg<br />
| disc=<br />
| manual=<br />
}}{{Scanbox<br />
| console=Xbox 360<br />
| region=UK<br />
| front=Sth360-cover-eu.jpg<br />
| disc=sth06 360 eu cd.jpg<br />
| manual=<br />
}}{{Scanbox<br />
| console=Xbox 360<br />
| region=FR<br />
| front=X360_sonicthehedgehog_fr.jpg<br />
| disc=sth06 360 eu cd.jpg<br />
| manual=<br />
}}<br />
<br />
====PlayStation 3 Version====<br />
{{Scanbox<br />
| console=PlayStation 3<br />
| region=US<br />
| front=STH_PS3_FOB.jpg<br />
| disc=sth06 ps3 us cd.jpg<br />
| manual=<br />
}}{{Scanbox<br />
| console=PlayStation 3<br />
| region=EU<br />
| front=Sth06 ps3 eu cover.jpg<br />
| disc=Sth06 ps3 eu disc.jpg<br />
| manual=<br />
}}{{Scanbox<br />
| console=PlayStation 3<br />
| region=JP<br />
| front=Sonic06_ps3_jp.jpg<br />
| disc=Sth06 ps3 jp disc.jpg<br />
| manual=<br />
}}{{Scanbox<br />
| console=PlayStation 3<br />
| region=AU<br />
| front=Sth06 ps3 au cover.jpg<br />
| disc=<br />
| manual=<br />
}}{{Scanbox<br />
| console=PlayStation 3<br />
| region=IT<br />
| front=Sonic06 ps3 it cover.jpg<br />
| disc=<br />
| manual=<br />
}}{{Scanbox<br />
| console=PlayStation 3<br />
| region=KR<br />
| front=Sonic06 ps3 kr cover.jpg<br />
| disc=<br />
| manual=<br />
}}<br />
<br />
==Artwork==<br />
<gallery perrow="5"><br />
Image:Sonic06 art1.png<br />
Image:Sonic06 art2.png<br />
Image:Sonic06 cover art.png<br />
Image:Sonic06 1.png<br />
Image:Sonic06 2.png<br />
Image:Sonic06 3.png<br />
Image:Sonicrun 2006.png<br />
File:Sonic side up3b0000.jpg<br />
Image:Tails next.png<br />
Image:Knuckles06.png<br />
Image:Amy06.png<br />
Image:Eggman 06 Final.png<br />
Image:Next shadow.png<br />
Image:Next rouge.png<br />
Image:Blaze sonicth.png<br />
Image:Omega06.png<br />
Image:Next silver 00.png<br />
Image:Elise.png<br />
</gallery><br />
<br />
==Trivia==<br />
*Originally, the store was going to feature a purchasable [[Gems (Sonic 2006)|gem]] that would allow the player to use [[Super Sonic]] in stages besides just the final one (similar to obtaining all seven [[Chaos Emeralds]] in ''[[Sonic 2]]'', ''[[Sonic 3]]'', and ''[[Sonic & Knuckles]]''), but this feature was removed from the final game, most likely because of its rushed development. The gem can still be accessed through hacking, but isn't fully functional.<br />
*During [[Shadow the Hedgehog]]’s story, the [[Scepter of Darkness]] is mistakenly referred to as the “'''Book''' of Darkness” at one point.<br />
*Another audio blooper was left in near the end of Shadow the Hedgehog's story, when the [[G.U.N.]] Commander tells Shadow: “[[E-123 Ω|E-123]] has engaged [[Mephiles the Dark|Mephiles]]. Head to the [[Wave Ocean]].” He then mumbles to himself about the line and re-speaks it a second time, this time correctly: “E-123 has engaged Mephiles. Head to Wave Ocean immediately.”<br />
*Storywise, this is the only game to feature a villain who succeeded in killing [[Sonic the Hedgehog|Sonic]], albeit soon followed by his induced revival.<br />
*The instruction manual states that there are [[shield]]s in the game, but there aren’t any.<br />
*The manual also states that [[Miles "Tails" Prower|Tails]] and [[E-123 Ω|Omega]] can only fly until their Flight Meter depletes to zero. Neither character has a visible flight meter (and Omega can't even fly, only hover).<br />
*Finally, the manual also states that by collecting [[Chaos Drives]] and [[Light Cores]], Sonic can level up his equipped abilities. There are no level up mechanics in the game.<br />
*The E3 2006 version of the game’s main song “[[His World]]” is a remix of a track that was originally intended to be in the final game, but was scrapped for unkown reasons. Thus, this track was dubbed [http://www.youtube.com/watch?v=TbkRjjQwdLg&feature=related/ “His World—The Lost Instrumental”] by Sonic fans and people across the internet. An unreleased instrumental of “[[Dreams of an Absolution]]” also exists.<br />
<br />
==External Links==<br />
* [http://www2.sega.com/gamesite/sonicnext/sonicnext_full/index.php Official Site]<br />
* [http://sonic.sega.jp/sonic/ Official Site] (Japanese)<br />
<br />
{{Sonic2006Omni}}<br />
{{Sonic360games}}<br />
{{SonicPS3games}}<br />
<br />
[[Category:PlayStation 3 Games]]<br />
[[Category:Xbox 360 Games]]</div>Game2010https://info.sonicretro.org/index.php?title=Egg_Golem&diff=172675Egg Golem2011-06-22T08:26:28Z<p>Game2010: /* Eggman's Fight */ grammar corrections and using the correct term</p>
<hr />
<div>{{BossInfo<br />
| image=Sa2 egg golem sonic.jpg<br />
| imagewidth=320<br />
| title=Egg Golem (Hero)<br />
| game=[[Sonic Adventure 2]]<br />
| hits=<br />
| rings=<br />
| playedas=[[Sonic]], [[Eggman]]<br />
| music=Masters of the Desert<br/><flashmp3>Sonic Adventure 2 OST/Hero Side/25 - Masters Of The Desert.mp3</flashmp3><br />
}}<br />
The '''Egg Golem''' is a boss that both the Hero and Dark sides have to fight against in ''[[Sonic Adventure 2]]'' inside Eggman's pyramid base.<br />
<br />
==Sonic's Fight==<br />
The Heroes side of the story has [[Sonic]] dueling the Golem which is under [[Eggman]]'s control.<br />
<br />
Sonic fights the Golem in a circular arena that is somehow floating above quicksand. The Golem is not an impossible boss, but he does have certain attacks that should be tried to be avoided.<br />
<br />
The way to defeat the Golem is by hitting the control module located on his head. There is two ways to get reach his head.<br />
<br />
*'''The Best(Safest) Way:''' Run around the arena until you reach his back. Jump on the retracting platforms attached to his back. <br />
*'''The Quickest way''': [[Spin Dash]] then bounce to the top when he is standing, or wait till he head-butts the platform. (See Attack Patterns)<br />
<br />
==Eggman's Fight==<br />
[[File:Egggolemeggman.png|right|320px]]<br />
The Dark side of the story has [[Eggman]] fighting the mighty Golem.<br />
<br />
The bad doctor get a taste of his own medicine. Right after Sonic defeats the Golem, it is learned that he didn't destroy it, but damaged Eggman's control module. The Golem once again regains control over himself and attacks Eggman. Once again, Eggman is in the same arena Sonic was in, but the quicksand at the bottom has platforms for Eggman to land on, as Eggman sinks in sand. Eggman must shoot the the power generator of the Golem to defeat it. <br />
<br />
===Known Bugs===<br />
*The quicksand found in [[Sand Ocean]] gave the player a slightly amount of time before acting as death pit, thus introducing a bug where the player is able to log onto the final part of the golem before killing it and then jumping down into the pit. Right after releasing the shot, if timed correctly, the player will die and lose a life, and immediatley after respawning, the Golem will beaten, thus giving the player a result of 0 seconds and save the player a lot of time when trying to beat the time trial.<br />
<br clear="all"><br />
<br />
== Attack Patterns ==<br />
* '''1st Attack:''' The Golem will try to squish you with his mighty hands. Just move out of the way to avoid it.<br />
* '''2nd Attack:''' The Golem will try to sweep you off the arena. He will place his hands on the platform and move 360 to hit you. The best way to avoid this is to jump off until he he is done.<br />
* '''3rd Attack''' The Golem will bash the arena platform itself then head bash/butt it to lower it or destroy it. Try to avoid this at all cost. Jump off or run to the other side.<br />
<br />
==Trivia==<br />
This boss is very similar to the [[Guardian]] mini-boss in [[Sonic & Knuckles]]. He guards a pyramid, his weak spot is also his head, and when defeated, he falls into a sand pit. <br />
<br clear="all"><br />
{{SA2Omni|5}}<br />
[[Category:Sonic Adventure 2 Bosses]]</div>Game2010https://info.sonicretro.org/index.php?title=Tails_VS_Dr._Eggman&diff=172674Tails VS Dr. Eggman2011-06-22T08:22:55Z<p>Game2010: /* ARK */ grammar corrections</p>
<hr />
<div>[[Tails]] and [[Dr. Eggman]] fight twice atop their walkers during the story ''[[Sonic Adventure 2]]''. Both battles are fought in each story and are required wins, even though storywise the first is seemingly won by Eggman (or is just a draw) while the second is won by Tails. They can be accessed through the 1P Story Select or 1P Play Boss modes after they're beaten.<br />
<br />
==Prison Island==<br />
<br />
{{BossInfo<br />
| image=Tailsvseggman.png<br />
| imagewidth=320<br />
| title=Tails VS Dr. Eggman (Prison Island)<br />
| game=[[Sonic Adventure 2]]<br />
| hits=<br />
| rings=24<br />
| playedas=Tails, Eggman<br />
| music=Suitable Opponent<br/><flashmp3>Sonic Adventure 2 OST/Dark Side/10 - Suitable Opponent.mp3</flashmp3><br />
}}<br />
<br />
After distracting [[GUN]]’s troops so [[Rouge]] and [[Shadow]] can successfully infiltrate the facility, [[Amy]] appears out of nowhere to glomp Shadow, mistaking him for [[Sonic]]. Eggman isn’t very fond of someone interfering with his plans, so he chases her away, while the other two head inside. On his way to the island, Tails sees Amy being harassed by Eggman, so he steps in to challenge the doctor and protect her.<br />
<br />
The setting is the same as [[Weapons Bed]], atop a vessel. The boss arena consists in a wide and square landing strip on top of a vessel. There are some dash panels that provide some quickness in movement.<br />
<br />
Both Eggman and Tails have three similar attacks, the same as their normal playthroughs, and the order they use them is random.<br />
*[[Volkan Cannon]], which fires single shots. Only the player can have his upgraded as the opponent will have his Volkan Cannon set to not upgraded even if he already did.<br />
*[[Homing Missile]], which fires an energy blast. This energy ball is yellow before upgrading with the [[Laser Blaster]] and then green for Eggman and blue for Tails after that. Only the player can have his upgraded as the opponent will have his Volkan Cannon set to not upgraded even if he already did.<br />
*Close-ranged attack, the Punch for Eggman and the Propeller Punch for Tails.<br />
<br />
<gallery><br />
File:SA2_volkancannon.png|Volkan Cannon<br />
File:SA2_volkancannon upgraded.png|Volkan Cannon upgraded<br />
File:SA2_homingmissile_(neutral).png|Homing Missile (neutral)<br />
File:SA2_homingmissile_(tails).png|Homing Missile (Tails)<br />
File:SA2_homingmissile_(eggman).png|Homing Missile (eggman)<br />
File:SA2_propellerpunch.png|Propeller Punch<br />
File:SA2_boxingglove.png|Punch (Boxing Glove)<br />
</gallery><br />
<br clear="all"><br />
<br />
==ARK==<br />
<br />
{{BossInfo<br />
| image=Tailsvseggmanii.png<br />
| imagewidth=320<br />
| title=Tails VS Dr. Eggman (ARK)<br />
| game=[[Sonic Adventure 2]]<br />
| rings=0<br />
| playedas=Tails, Eggman<br />
| music=Suitable Opponent<br/><flashmp3>Sonic Adventure 2 OST/Dark Side/10 - Suitable Opponent.mp3</flashmp3><br />
}}<br />
<br />
After Sonic is sent off the ARK to his death, Tails is left with the mission he gave him. He must protect the last Chaos Emerald from Eggman.<br />
<br />
The boss arena is a circular room with an explosive capsule in the center which can harm either character if they’re too close to it when it explodes, a feat possible by using the Lock-on attack on it.<br />
<br />
Both Eggman and Tails retain the same attacks from their first clash and this time they retain the upgrades as well. However, the opponent will also have additional attacks.<br />
*Rocket Launcher, a group of homing missiles)<br />
*Power Laser attack, a wide light attack that shaves half the health off in the worst case scenario.<br />
<br />
<gallery><br />
File:SA2_shooting_rocketlauncher.png|Rocket Launcher<br />
File:SA2_shooting_powerlaser.png|Power Laser<br />
</gallery><br />
<br />
<br clear="all"><br />
<br />
{{SA2Omni|5}}<br />
[[Category:Sonic Adventure 2 Bosses]]</div>Game2010https://info.sonicretro.org/index.php?title=Egg_Golem&diff=172673Egg Golem2011-06-22T08:20:42Z<p>Game2010: /* Trivia */ comma insertion</p>
<hr />
<div>{{BossInfo<br />
| image=Sa2 egg golem sonic.jpg<br />
| imagewidth=320<br />
| title=Egg Golem (Hero)<br />
| game=[[Sonic Adventure 2]]<br />
| hits=<br />
| rings=<br />
| playedas=[[Sonic]], [[Eggman]]<br />
| music=Masters of the Desert<br/><flashmp3>Sonic Adventure 2 OST/Hero Side/25 - Masters Of The Desert.mp3</flashmp3><br />
}}<br />
The '''Egg Golem''' is a boss that both the Hero and Dark sides have to fight against in ''[[Sonic Adventure 2]]'' inside Eggman's pyramid base.<br />
<br />
==Sonic's Fight==<br />
The Heroes side of the story has [[Sonic]] dueling the Golem which is under [[Eggman]]'s control.<br />
<br />
Sonic fights the Golem in a circular arena that is somehow floating above quicksand. The Golem is not an impossible boss, but he does have certain attacks that should be tried to be avoided.<br />
<br />
The way to defeat the Golem is by hitting the control module located on his head. There is two ways to get reach his head.<br />
<br />
*'''The Best(Safest) Way:''' Run around the arena until you reach his back. Jump on the retracting platforms attached to his back. <br />
*'''The Quickest way''': [[Spin Dash]] then bounce to the top when he is standing, or wait till he head-butts the platform. (See Attack Patterns)<br />
<br />
==Eggman's Fight==<br />
[[File:Egggolemeggman.png|right|320px]]<br />
The Dark side of the story has [[Eggman]] fighting the mighty Golem.<br />
<br />
The good Doctor get a taste of his own medicine. Right after Sonic defeats the Golem it is learned he didn't destroy it, but damaged Eggman's control module. The Golem once again regains control over himself and attacks Eggman. Once again Eggman is in the same arena Sonic was in, but the quicksand at the bottom has platforms for Eggman to land on, as Eggman sinks in sand. Eggman must shoot the the power generator of the Goliath to defeat it. <br />
<br />
===Known Bugs===<br />
*The quicksand found in [[Sand Ocean]] gave the player a slightly amount of time before acting as death pit, thus introducing a bug where the player is able to log onto the final part of the golem before killing it and then jumping down into the pit. Right after releasing the shot, if timed correctly, the player will die and lose a life, and immediatley after respawning, the golem will beaten, thus giving the player a result of 0 seconds and save the player a lot of time when trying to beat the time trial.<br />
<br clear="all"><br />
<br />
== Attack Patterns ==<br />
* '''1st Attack:''' The Golem will try to squish you with his mighty hands. Just move out of the way to avoid it.<br />
* '''2nd Attack:''' The Golem will try to sweep you off the arena. He will place his hands on the platform and move 360 to hit you. The best way to avoid this is to jump off until he he is done.<br />
* '''3rd Attack''' The Golem will bash the arena platform itself then head bash/butt it to lower it or destroy it. Try to avoid this at all cost. Jump off or run to the other side.<br />
<br />
==Trivia==<br />
This boss is very similar to the [[Guardian]] mini-boss in [[Sonic & Knuckles]]. He guards a pyramid, his weak spot is also his head, and when defeated, he falls into a sand pit. <br />
<br clear="all"><br />
{{SA2Omni|5}}<br />
[[Category:Sonic Adventure 2 Bosses]]</div>Game2010https://info.sonicretro.org/index.php?title=Egg_Golem&diff=172672Egg Golem2011-06-22T08:20:09Z<p>Game2010: /* Eggman's Fight */ grammar correction</p>
<hr />
<div>{{BossInfo<br />
| image=Sa2 egg golem sonic.jpg<br />
| imagewidth=320<br />
| title=Egg Golem (Hero)<br />
| game=[[Sonic Adventure 2]]<br />
| hits=<br />
| rings=<br />
| playedas=[[Sonic]], [[Eggman]]<br />
| music=Masters of the Desert<br/><flashmp3>Sonic Adventure 2 OST/Hero Side/25 - Masters Of The Desert.mp3</flashmp3><br />
}}<br />
The '''Egg Golem''' is a boss that both the Hero and Dark sides have to fight against in ''[[Sonic Adventure 2]]'' inside Eggman's pyramid base.<br />
<br />
==Sonic's Fight==<br />
The Heroes side of the story has [[Sonic]] dueling the Golem which is under [[Eggman]]'s control.<br />
<br />
Sonic fights the Golem in a circular arena that is somehow floating above quicksand. The Golem is not an impossible boss, but he does have certain attacks that should be tried to be avoided.<br />
<br />
The way to defeat the Golem is by hitting the control module located on his head. There is two ways to get reach his head.<br />
<br />
*'''The Best(Safest) Way:''' Run around the arena until you reach his back. Jump on the retracting platforms attached to his back. <br />
*'''The Quickest way''': [[Spin Dash]] then bounce to the top when he is standing, or wait till he head-butts the platform. (See Attack Patterns)<br />
<br />
==Eggman's Fight==<br />
[[File:Egggolemeggman.png|right|320px]]<br />
The Dark side of the story has [[Eggman]] fighting the mighty Golem.<br />
<br />
The good Doctor get a taste of his own medicine. Right after Sonic defeats the Golem it is learned he didn't destroy it, but damaged Eggman's control module. The Golem once again regains control over himself and attacks Eggman. Once again Eggman is in the same arena Sonic was in, but the quicksand at the bottom has platforms for Eggman to land on, as Eggman sinks in sand. Eggman must shoot the the power generator of the Goliath to defeat it. <br />
<br />
===Known Bugs===<br />
*The quicksand found in [[Sand Ocean]] gave the player a slightly amount of time before acting as death pit, thus introducing a bug where the player is able to log onto the final part of the golem before killing it and then jumping down into the pit. Right after releasing the shot, if timed correctly, the player will die and lose a life, and immediatley after respawning, the golem will beaten, thus giving the player a result of 0 seconds and save the player a lot of time when trying to beat the time trial.<br />
<br clear="all"><br />
<br />
== Attack Patterns ==<br />
* '''1st Attack:''' The Golem will try to squish you with his mighty hands. Just move out of the way to avoid it.<br />
* '''2nd Attack:''' The Golem will try to sweep you off the arena. He will place his hands on the platform and move 360 to hit you. The best way to avoid this is to jump off until he he is done.<br />
* '''3rd Attack''' The Golem will bash the arena platform itself then head bash/butt it to lower it or destroy it. Try to avoid this at all cost. Jump off or run to the other side.<br />
<br />
==Trivia==<br />
This boss is very similar to the [[Guardian]] mini-boss in [[Sonic & Knuckles]]. He guards a pyramid, his weak spot is also his head, and when defeated he falls into a sand pit. <br />
<br clear="all"><br />
{{SA2Omni|5}}<br />
[[Category:Sonic Adventure 2 Bosses]]</div>Game2010https://info.sonicretro.org/index.php?title=Egg_Golem&diff=172671Egg Golem2011-06-22T08:19:07Z<p>Game2010: /* Known Bugs */ grammar corrections</p>
<hr />
<div>{{BossInfo<br />
| image=Sa2 egg golem sonic.jpg<br />
| imagewidth=320<br />
| title=Egg Golem (Hero)<br />
| game=[[Sonic Adventure 2]]<br />
| hits=<br />
| rings=<br />
| playedas=[[Sonic]], [[Eggman]]<br />
| music=Masters of the Desert<br/><flashmp3>Sonic Adventure 2 OST/Hero Side/25 - Masters Of The Desert.mp3</flashmp3><br />
}}<br />
The '''Egg Golem''' is a boss that both the Hero and Dark sides have to fight against in ''[[Sonic Adventure 2]]'' inside Eggman's pyramid base.<br />
<br />
==Sonic's Fight==<br />
The Heroes side of the story has [[Sonic]] dueling the Golem which is under [[Eggman]]'s control.<br />
<br />
Sonic fights the Golem in a circular arena that is somehow floating above quicksand. The Golem is not an impossible boss, but he does have certain attacks that should be tried to be avoided.<br />
<br />
The way to defeat the Golem is by hitting the control module located on his head. There is two ways to get reach his head.<br />
<br />
*'''The Best(Safest) Way:''' Run around the arena until you reach his back. Jump on the retracting platforms attached to his back. <br />
*'''The Quickest way''': [[Spin Dash]] then bounce to the top when he is standing, or wait till he head-butts the platform. (See Attack Patterns)<br />
<br />
==Eggman's Fight==<br />
[[File:Egggolemeggman.png|right|320px]]<br />
The Dark side of the story has [[Eggman]] fighting the mighty Golem.<br />
<br />
The good Doctor get a taste of his own medicine. Right after Sonic defeats the Golem it is learned he didn't destroy it, but damaged Eggman's control module. The Golem once again regains control over himself and attacks Eggman. Once again Eggman is in the same arena Sonic was in, but the quicksand at the bottom has platforms for Eggman to land on, as Eggman sinks in sand. Eggman must shoot the the power generator of the Goliath to defeat it. <br />
<br />
===Known Bugs===<br />
*The quicksand found in [[Sand Ocean]] gave the player a slightly amount of time before acting as death pit, thus introducing a bug where the player is able to log onto the final part of the golem before killing it and then jumping down into the pit. Right after releasing the shot, if timed correctly, the player will die and lose a life, and immediatley after respawning, the golem will beaten, thus giving the player a result of 0 seconds and save the player a lot of time when beating the Time Trial.<br />
<br clear="all"><br />
<br />
== Attack Patterns ==<br />
* '''1st Attack:''' The Golem will try to squish you with his mighty hands. Just move out of the way to avoid it.<br />
* '''2nd Attack:''' The Golem will try to sweep you off the arena. He will place his hands on the platform and move 360 to hit you. The best way to avoid this is to jump off until he he is done.<br />
* '''3rd Attack''' The Golem will bash the arena platform itself then head bash/butt it to lower it or destroy it. Try to avoid this at all cost. Jump off or run to the other side.<br />
<br />
==Trivia==<br />
This boss is very similar to the [[Guardian]] mini-boss in [[Sonic & Knuckles]]. He guards a pyramid, his weak spot is also his head, and when defeated he falls into a sand pit. <br />
<br clear="all"><br />
{{SA2Omni|5}}<br />
[[Category:Sonic Adventure 2 Bosses]]</div>Game2010https://info.sonicretro.org/index.php?title=King_Boom_Boo&diff=172670King Boom Boo2011-06-22T08:14:32Z<p>Game2010: spelling correction</p>
<hr />
<div>{{CharacterSheet<br />
| image1=KingBoomBoo.png<br />
| image2=KingBoomBoo (Sonic X).jpg<br />
| charcolor = lightblue<br />
| charname = King Boom Boo, the King of Ghosts<br />
| debut = [[Sonic Adventure 2]]<br />
| debutyear = 2001<br />
}}<br />
<br />
'''King Boom Boo''' (キングブーブ) is the leader of the ghosts that haunt the pyramid where [[Eggman]]’s secret base in ''[[Sonic Adventure 2]]'' is located. He’s distinguishable from [[Boo|Boos]] and [[Boom Boo|Boom Boos]] by his much larger size and ability to grunt, blue mouth with teeth and multicoloured tongue and eyes. He’s the fourth boss encountered in the Hero side story of ''[[Sonic Adventure 2]]'' and fought by [[Knuckles]] after he finds the three Gate Keys that open the door towards the centre of the base.<br />
<br />
This ghost also appears in ''[[Sonic X]]'', with a different purpose of that in the games, and completely independent from the game adaptation. It's sealed in a old castle instead, where [[Lindsay Fair|Lindsay]]'s is shooting a film with her as lead role. The ghost is the leader of the ghosts as well and is able to mimic human speech, not limited to grunts. Although it's defeat is also related to an hourglass, the purpose and way of handling it are completely unrelated. The ghost doesn't have any attacks like the game's counterpart, and also seems to be more interested in mishief than into harming the heroes. However, when angered, it seems to take them on seriously.<br />
<br />
<br clear="all"><br />
<br />
==Sonic Adventure 2==<br />
<br />
===Boss===<br />
<br />
{{BossInfo<br />
| image=KingBoomBoo.png<br />
| imagewidth=300<br />
| game=[[Sonic Adventure 2]]<br />
| hits=4<br />
| rings=[[Image:DCicon.png]] 8, [[Image:GCicon.png]] 16(?)<br />
| playedas=Knuckles<br />
| music=Masters Of The Desert<br/><flashmp3>Sonic Adventure 2 OST/Hero Side/25 - Masters Of The Desert.mp3</flashmp3><br />
}}<br />
<br />
The boss arena is toroid shaped and mainly, it’s a slightly modified upper route of the central core of [[Death Chamber]]. The central mechanical section, which was labelled E-01, is replaced by a solid wall with the same prints as the interior pyramid levels along with new ones depicting large ghosts.<br />
<br />
King Boom Boo will always occupy the whole track therefore the only option is to run away in the opposite direction. However, if Knuckles’ runs too fast, King Boom Boo will notice and turn to chase Knuckles in the opposite direction. King Boom Boo has three attacks, two while chasing: trying to bite Knuckles (which will always happens if he's close) and throwing homing blue flame projectiles, and one where he stops to breathe successive walls of impenetrable blue fire, which will sweep the whole track and stop 3/4 of where the ghost is. In this attack, its' possible to reach the ghosts' backs, that will only repel Knuckles if he attacks or touches the ghost. It will stay and place for a little to catch its breath, but it will start chasing Knuckles again, whether in the same direction or the opposite, whether Knuckles is on its front or backs, restarting the pattern.<br />
<br />
*'''Pattern 1 (0 and 1 hits):''' Blue flame projectiles (four), blue flame walls.<br />
*'''Pattern 2 (2 hits):''' Biting sprint, flame projectiles (six), flame walls<br />
*'''Pattern 3 (3 hits):''' Biting sprint, flame projectiles (eight), flame walls.<br />
<br />
The blue flame walls is the only instance where the back of the ghost is reachable, where a jumping Boo ghost is, guarding an hourglass. When Knuckles flips the hourglass, the hatches on the ceiling will open and let the sunlight in. King Boom Boo doesn’t like the sunlight, so it’ll shrink into a shadow to hide in the floor or walls and quickly scuttle away. While the skylights are open, Knuckles should catch up to the shadow (that will climb up the walls past the first hit) and dig into it to force the ghost out in the open. King Boom Boo will then emerge in a smaller size than his non sunlight form and run away. It’s in this small window of time that Knuckles can successfully hit him to drain its health. It will continue running but at a higher velocity. It is possible to hit the ghost more than once, though hard. The trick is to run as close as you can to the wall so that you can catch up with it to land another hit. When the skylights close, King Boom Boo regains its size and invulnerability and the pattern starts all over again. With each hit, the ghost seems faster and the amount of time the skylight is open also seems smaller.<br />
<br />
<gallery><br />
File:KingBoomBoo_FlameProjectileAttack.png|Flame projectile attack<br />
File:KingBoomBoo_FlameWallAttack.png|Flame wall attack<br />
File:SkylightClosed.png|Closed skylight<br />
File:SkylightOpen.png|Open skylight<br />
File:KngBoomBoo_Hourglass.png|Hourglass<br />
File:KngBoomBoo_HourglassFlipped.png|Hourglass flipped<br />
File:KingBoomBoo_Shadow.png|Shadow<br />
File:Kingboomboo sunlight.png|King Boom Boo sunlight form<br />
</gallery><br />
<br />
==Sonic X==<br />
<br />
King Boom Boo isn’t part of ''[[Sonic X]]'' adaptation of ''[[Sonic Adventure 2]]''. However, it’s the central plot of the stand-alone [[The Ghost of King Boom Boo in the Old Castle|episode 19]], ''The Ghost of King Boom Boo in the Old Castle'' (EN: ''Sonic's Scream Test''). It tricks [[Amy]] into releasing them by faking [[Sonic]]’s voice.. After Amy realizes she has been tricked, she tries to hit it with her hammer spitefully, but the ghost is able to disappear quickly. However, Sonic is able to hit it with the aid of a [[Power Ring]] spindash. After this, the ghost is enraged and chases the group of heroes up a staircase, chewing and destroying them. As they reach the surface, Amy and Chris successfully seal King Boom Boo and the rest of the ghosts with the aid of an hourglass.<br />
<br />
<gallery><br />
File:KingBoomBoo (Sonic X).jpg<br />
File:Sonicx-ep19-eye2.jpg|Sonic X info card<br />
</gallery><br />
<br />
{{SA2Omni|5}}<br />
<br />
[[Category:Characters]]<br />
[[Category:Sonic Adventure 2 Bosses]]</div>Game2010https://info.sonicretro.org/index.php?title=King_Boom_Boo&diff=172669King Boom Boo2011-06-22T08:13:27Z<p>Game2010: /* Sonic Adventure 2 */ battle strategy</p>
<hr />
<div>{{CharacterSheet<br />
| image1=KingBoomBoo.png<br />
| image2=KingBoomBoo (Sonic X).jpg<br />
| charcolor = lightblue<br />
| charname = King Boom Boo, the King of Ghosts<br />
| debut = [[Sonic Adventure 2]]<br />
| debutyear = 2001<br />
}}<br />
<br />
'''King Boom Boo''' (キングブーブ) is the leader of the ghosts that haunt the pyramid where [[Eggman]]’s secret base in ''[[Sonic Adventure 2]]'' is located. He’s distinguishable from [[Boo|Boos]] and [[Boom Boo|Boom Boos]] by his much larger size and ability to grunt, blue mouth with teeth and multicoloured tongue and eyes. He’s the fourth boss encountered in the Hero side story of ''[[Sonic Adventure 2]]'' and fought by [[Knuckles]] after he finds the three Gate Keys that open the door towards the centre of the base.<br />
<br />
This ghost also appears in ''[[Sonic X]]'', with a different purpose of that in the games, and completely independent from the game adaptation. It's sealed in a old castle instead, where [[Lindsay Fair|Lindsay]]'s is shooting a film with her as lead role. The ghost is the leader of the ghosts as well and is able to mimic human speech, not limited to grunts. Although it's defeat is also related to an hourglass, the purpose and way of handling it are completely unrelated. The ghost doesn't have any attacks like the game's ocunterpart, and also seems to be more interested in mishief than into harming the heroes. However, when angered, it seems to take them on seriously.<br />
<br />
<br clear="all"><br />
<br />
==Sonic Adventure 2==<br />
<br />
===Boss===<br />
<br />
{{BossInfo<br />
| image=KingBoomBoo.png<br />
| imagewidth=300<br />
| game=[[Sonic Adventure 2]]<br />
| hits=4<br />
| rings=[[Image:DCicon.png]] 8, [[Image:GCicon.png]] 16(?)<br />
| playedas=Knuckles<br />
| music=Masters Of The Desert<br/><flashmp3>Sonic Adventure 2 OST/Hero Side/25 - Masters Of The Desert.mp3</flashmp3><br />
}}<br />
<br />
The boss arena is toroid shaped and mainly, it’s a slightly modified upper route of the central core of [[Death Chamber]]. The central mechanical section, which was labelled E-01, is replaced by a solid wall with the same prints as the interior pyramid levels along with new ones depicting large ghosts.<br />
<br />
King Boom Boo will always occupy the whole track therefore the only option is to run away in the opposite direction. However, if Knuckles’ runs too fast, King Boom Boo will notice and turn to chase Knuckles in the opposite direction. King Boom Boo has three attacks, two while chasing: trying to bite Knuckles (which will always happens if he's close) and throwing homing blue flame projectiles, and one where he stops to breathe successive walls of impenetrable blue fire, which will sweep the whole track and stop 3/4 of where the ghost is. In this attack, its' possible to reach the ghosts' backs, that will only repel Knuckles if he attacks or touches the ghost. It will stay and place for a little to catch its breath, but it will start chasing Knuckles again, whether in the same direction or the opposite, whether Knuckles is on its front or backs, restarting the pattern.<br />
<br />
*'''Pattern 1 (0 and 1 hits):''' Blue flame projectiles (four), blue flame walls.<br />
*'''Pattern 2 (2 hits):''' Biting sprint, flame projectiles (six), flame walls<br />
*'''Pattern 3 (3 hits):''' Biting sprint, flame projectiles (eight), flame walls.<br />
<br />
The blue flame walls is the only instance where the back of the ghost is reachable, where a jumping Boo ghost is, guarding an hourglass. When Knuckles flips the hourglass, the hatches on the ceiling will open and let the sunlight in. King Boom Boo doesn’t like the sunlight, so it’ll shrink into a shadow to hide in the floor or walls and quickly scuttle away. While the skylights are open, Knuckles should catch up to the shadow (that will climb up the walls past the first hit) and dig into it to force the ghost out in the open. King Boom Boo will then emerge in a smaller size than his non sunlight form and run away. It’s in this small window of time that Knuckles can successfully hit him to drain its health. It will continue running but at a higher velocity. It is possible to hit the ghost more than once, though hard. The trick is to run as close as you can to the wall so that you can catch up with it to land another hit. When the skylights close, King Boom Boo regains its size and invulnerability and the pattern starts all over again. With each hit, the ghost seems faster and the amount of time the skylight is open also seems smaller.<br />
<br />
<gallery><br />
File:KingBoomBoo_FlameProjectileAttack.png|Flame projectile attack<br />
File:KingBoomBoo_FlameWallAttack.png|Flame wall attack<br />
File:SkylightClosed.png|Closed skylight<br />
File:SkylightOpen.png|Open skylight<br />
File:KngBoomBoo_Hourglass.png|Hourglass<br />
File:KngBoomBoo_HourglassFlipped.png|Hourglass flipped<br />
File:KingBoomBoo_Shadow.png|Shadow<br />
File:Kingboomboo sunlight.png|King Boom Boo sunlight form<br />
</gallery><br />
<br />
==Sonic X==<br />
<br />
King Boom Boo isn’t part of ''[[Sonic X]]'' adaptation of ''[[Sonic Adventure 2]]''. However, it’s the central plot of the stand-alone [[The Ghost of King Boom Boo in the Old Castle|episode 19]], ''The Ghost of King Boom Boo in the Old Castle'' (EN: ''Sonic's Scream Test''). It tricks [[Amy]] into releasing them by faking [[Sonic]]’s voice.. After Amy realizes she has been tricked, she tries to hit it with her hammer spitefully, but the ghost is able to disappear quickly. However, Sonic is able to hit it with the aid of a [[Power Ring]] spindash. After this, the ghost is enraged and chases the group of heroes up a staircase, chewing and destroying them. As they reach the surface, Amy and Chris successfully seal King Boom Boo and the rest of the ghosts with the aid of an hourglass.<br />
<br />
<gallery><br />
File:KingBoomBoo (Sonic X).jpg<br />
File:Sonicx-ep19-eye2.jpg|Sonic X info card<br />
</gallery><br />
<br />
{{SA2Omni|5}}<br />
<br />
[[Category:Characters]]<br />
[[Category:Sonic Adventure 2 Bosses]]</div>Game2010https://info.sonicretro.org/index.php?title=Neon_Palace_Zone&diff=172621Neon Palace Zone2011-06-21T04:21:38Z<p>Game2010: fixing link and deleting unnecessary dash</p>
<hr />
<div>{{LevelBob<br />
| name=Neon Palace Zone<br />
| levelscreen=Neon Palace Zone.png<br />
| screenwidth=270px<br />
| levelno=Third|game=Sonic Rivals 2<br />
| acts=3 + Boss<br />
| boss=Neon Palace Zone Boss<br />
| theme1=carnival/casino<br />
| rings=<br />
}}<br />
<br />
'''Neon Palace Zone''' is the third level of ''[[Sonic Rivals 2]]'' for the [[PSP]]. The latest in a long line of [[Robotnik]]'s brightly colored [[:Category:Levels with a carnival/casino theme|casino bases]], the Zone contains three Acts plus a boss fight at the end. As with most of ''Rivals 2'', the Zone is located somewhere upon an unnamed island in Sonic's world.<br />
<br />
Incorporating both the pinball-flipper slot machines of ''[[Sonic 2]]'s'' [[Casino Night Zone]] and the bingo-squares of ''[[Sonic Heroes]]<nowiki>'</nowiki>s'' [[BINGO Highway]] (activated by running over numbered blocks to form the appropriate ring-earning lines), Neon Palace plays the gambling cliché straight up. The background features playing card motifs, and the floor is often decorated with red/white dice-patterned tiles.<br />
<br />
==Story==<br />
<br />
With their new emerald detector ([[Egg Crawler|recently acquired]] from [[Eggman Nega|"Eggman"]]), [[Knuckles]] and [[Rouge]] arrive in Neon Palace Zone only to see the machine go crazy over a pair of [[chao]] - unbeknownst to them because the chao were hiding [[Chaos Emeralds]]. Knuckles gladly surrenders his chao to a pursuing [[Silver]], more concerned with finding [[rings]] to recharge the detector than anything else. [[Espio]], unaware that the echidna has acquiesced to Silver without a fight, steals Rouge's chao and Emerald in order to buy the hedgehog some time.<br />
<br />
[[Shadow]] and [[Metal Sonic]], once out of [[Sunset Forest]]'s canopy, finally manage to get a signal from the [[Eggman|Doctor]], but an understandably suspicious [[Sonic]] and [[Tails]] show up in pursuit before the fat scientist can divulge any useful information. Eggman orders Metal Sonic to run interference for Shadow, while revealing to the black hedgehog that [[Nega]] has taken control of Neon Palace's [[badnik]]s, requiring Shadow to destroy them.<br />
<br />
==Level Composition==<br />
{|border="1" class="prettytable"<br />
!ACT <br />
!Sonic<br />
!Tails<br />
!Knuckles<br />
!Rouge<br />
!Shadow<br />
!Metal Sonic<br />
!Espio<br />
!Silver<br />
|-<br />
|'''Act 1'''<br />
|Time Attack (2:40)<br />
|Time Attack (2:40)<br />
|Collect 100 rings<br />
|Race: Espio<br />
|Destroy 5 Badniks<br />
|Race: Tails<br />
|Race: Rouge<br />
|Rescue 5 chao<br />
|-<br />
|'''Act 2'''<br />
|Knock-Out (3): Shadow<br />
|Knock-Out (3): Metal Sonic<br />
|Knock-Out (3): Silver<br />
|Tag (1:30): Espio<br />
|Knock-Out (3): Sonic<br />
|Knock-Out (3): Tails<br />
|Tag (1:30): Rouge<br />
|Knock-Out (3): Knuckles<br />
|-<br />
|'''Act 3'''<br />
|Race: Tails vs. Metal Sonic<br />
|Race: Sonic vs. Shadow<br />
|Race: Rouge vs. Espio<br />
|Knuckles - Collect 250 rings<br />
|Race: Metal Sonic vs. Tails<br />
|Shadow - Defeat 5 Badniks<br />
|Silver - Rescue 5 Chao<br />
|Race: Espio vs. Rouge<br />
|-<br />
|'''Boss'''<br />
|Vs. Shadow<br />
|Vs. Metal Sonic<br />
|Vs. Silver<br />
|Vs. Espio<br />
|Vs. Sonic<br />
|Vs. Tails<br />
|Vs. Rouge<br />
|Vs. Knuckles<br />
|}<br />
<br />
==Trivia==<br />
*Robotnik actually uses the word "Badniks" in the preamble to Shadow's Act 1; the first time the word has appeared in official game media since before ''[[Sonic Adventure]]''.<br />
<br />
<br />
{{SonicRivals2Omni}}<br />
[[Category:Sonic Rivals 2 Levels]]</div>Game2010https://info.sonicretro.org/index.php?title=Casino_Night_Zone&diff=172618Casino Night Zone2011-06-21T04:02:57Z<p>Game2010: link fixing</p>
<hr />
<div>{{Breadcrumb<br />
|Sonic the Hedgehog 2 (16-bit)|:Category:Sonic the Hedgehog 2 (16-bit) Levels|l2=Levels|{{PAGENAME}}}}<br />
{{ReplaceTitle|{{PAGENAME}}}}<br />
{{LevelBob<br />
|levelscreen=casinonight.png<br />
|levelno=Fourth<br />
|game=Sonic the Hedgehog 2<br />
|acts=2<br />
|theme1=carnival/casino<br />
|boss=Catcher Eggman<br />
|music=<br><flashmp3>Sonic the Hedgehog 2 OSV/21 - Casino Night Zone.mp3</flashmp3><br />
|music2p=<flashmp3>Sonic the Hedgehog 2 OSV/05 - Casino Night Zone (2-Player).mp3</flashmp3><br />
|rings1=232 + 70<br />
|rings2=234 + 90<br />
|icon=CNZiconS2.png<br />
}}<br />
:''For the [[Sonic Drift 2]] level, see [[Casino Night (Sonic Drift 2)]].''<br />
<br />
The fourth zone in [[Sonic 2]], '''Casino Night Zone''' fills the [[:Category:Levels with a carnival/casino theme|Casino cliché]] requirement for the second Sonic game. A city that never sleeps, Casino Night Zone is full of pinball rooms, flashing lights, and slot machines. The player must beware of the slot machines, because getting three Dr. Robotniks releases 100 of the player's rings. On the other hand, if the player is lucky enough, he can get up to 999 rings (see picture on the right).<br />
<br />
Casino Night Zone had one of the most drastic art changes between the [[Sonic 2 Beta]] and the final, changing from a pink card-suit-based scheme to a golden area.<br />
<br />
The Casino Night Zone makes appearances in two episodes of ''[[Adventures of Sonic the Hedgehog]]'': "High Stakes Sonic" and "Mobius 5000". It also makes an appearance in [[Sonic the Hedgehog 1 (Archie)|issue #1]] of the [[Sonic the Hedgehog (Archie comics)|Sonic the Hedgehog comic]].<br />
<br />
==Instruction Manual Description==<br />
{{quote|1=Sparkling neon lights and glittering gold fill the Casino with razzmatazz! Play the machines with '''Button A''', '''B''' or '''C'''. Flip the levers and push down the springs to send Sonic reeling like a bouncing blue pinball!|2=[[Sonic the Hedgehog 2 (16-bit) US Manual|Sonic 2 US Manual]], [[:Image:Sonic2 us manual 12 13.gif|p. 13]]}}<br />
<br />
==Sonic Team Commentary (from ''[[Sonic Jam]]'' Strategy Guide)==<br />
{{quote|1=The slot machines are based on our experience going to casinos while working in America. Riding in a car, it would take about four hours to get to Las Vegas. We would call those trips Entertainment Research (laughs). But the game does contain a lot of references to the things we experienced in America.|2=[[Yuji Naka]]}}<br />
<br />
==Enemies==<br />
*[[Crawl]] - Crab enemy, protects itself with a shield, so it can only be destroyed from behind.<br />
<br />
==Technical Information==<br />
{|class="prettytable"<br />
!Offset||Description<br />
|-<br />
| width="60" | $2DA2<br />
| CNZ [[Palette]]<br />
|-<br />
| $D06C<br />
| CNZ layer deformation info<br />
|-<br />
| $D194<br />
| CNZ two-player splitscreen<br />
|-<br />
| $3FF08<br />
| Dynamic pattern reloading for CNZ<br />
|-<br />
| $3FF10<br />
| Dynamic pattern reloading for CNZ (not linked in offset index, but loads CNZ stuff)<br />
|-<br />
| $4010E<br />
| CNZ animate pattern load cue (1)<br />
|-<br />
| $4061A<br />
| CNZ misc. sprite mappings<br />
|-<br />
| $422B4<br />
| CNZ object debug list<br />
|-<br />
| $452A0<br />
| CNZ primary 16x16 collision index<br />
|-<br />
| $45330<br />
| CNZ secondary 16x16 collision index<br />
|-<br />
| $47FF4<br />
| CNZ act 1 level layout<br />
|-<br />
| $483C4<br />
| CNZ act 2 level layout<br />
|-<br />
| $AFFC4<br />
| CNZ 16x16 block mappings<br />
|-<br />
| $B0894<br />
| CNZ main level patterns<br />
|-<br />
| $B2CF4<br />
| CNZ 128x128 block mappings<br />
|-<br />
| $E5944<br />
| CNZ act 1 ring locations<br />
|-<br />
| $E5B7E<br />
| CNZ act two ring locations<br />
|}<br />
<br />
{{S2MDOmni}}<br />
[[Category:Sonic the Hedgehog 2 (16-bit) Levels]]</div>Game2010https://info.sonicretro.org/index.php?title=Sonic_the_Hedgehog_2_HD&diff=172506Sonic the Hedgehog 2 HD2011-06-18T06:32:04Z<p>Game2010: comma insertion and correcting a sentence</p>
<hr />
<div>{{Template:Cleanup-reason|<br />
*This article is now a work-in-progress history of the project being edited by Canned Karma<br />
}}<br />
<br />
{{Fangame<br />
| screen=S2HDTitleJan2011.png<br />
| screenwidth=320px<br />
| version=S2HD Alpha<br />
| date=03/10/08<br />
| engine=Custom<br />
| credits=<br />
}}<br />
[[File:Sonic2hdnew.jpg|thumb|right|320px|The newest logo for S2HD]]<br />
'''''Sonic the Hedgehog 2 HD''''' ('''S2HD''') is a fangame created by community members of [[Sonic Retro]] which remasters [[Sega]]'s classic ''[[Sonic the Hedgehog 2]]'' with high definition (HD) graphics and music, whilst at the same time precisely preserving the original gameplay (that continues to set quality standards to this day). S2HD will not be limited only to presenting a beautiful graphical and musical version of the original. New features that were not present in the original may also be made available, such as online multiplayer modes, extra levels, and Knuckles as a playable character.<br />
<br />
==History==<br />
<br />
The idea of creating a high definition version of Sega's classic Sonic the Hedgehog 2 first appeared on a website called "Alchemist Defined". An artist calling himself Billy had drawn detailed piece of artwork depicting Sonic about to fight the final boss of the game in the "[[Death Egg Zone]]". The low-resolution sprites were brought to life in this recreation: both the background and the characters had been completely remastered. A number of video gaming websites quickly discovered the image and were soon showing it off on their homepages. The question had been posed; "What would Sonic 2 look like in high definition?"<br />
<br />
The Sonic Retro community had always taken a keen interest in all things related to Sonic's classical era. On December 6th 2007, a member of this community called "[[Athelstone]]" found Billy's image and excitedly posted it in the General discussion forums, while asking the very same question - what would it be like? The thread was soon moved to the "Creative Works" section of the forum.<br />
<br />
Three months later, on March 8th 2008, a member of Sonic Retro called "[[Vangar]]" created a discussion thread asking for a game engine he could use to start work on such a project; soon after, interest in the thread exploded. Many members of the community quickly began to post concept images of what the game ought to look like. In the beginning, fans would merely apply graphical filters to the original low-resolution graphics. A member called "[[Yarharhar]]" then posted an image of a completely remastered Sonic, along with a method describing how he had created it. It was not long until a member of the community called "[[Vincent]]" was so inspired by Yarharhar's effort, that he took it upon himself to begin remastering a whole set of Sonic's character frames. Sonic 2 HD had officially begun.<br />
<br />
However, the most difficult tasks still lay ahead of the project. How would the project be organized to achieve this goal? What game engine would be used to make it a reality? One possibility was to use a modified Genesis emulator, which would display the graphics from the original game ROM in high definition. After some debate, it was decided that any emulator, no matter how tweaked, would be far too limiting for the project. Reasons for the decision included the bugs and slow downs from the original game, problems that would be replicated rather than fixed and improved upon. The project also required room to expand beyond the original title.<br />
<br />
One of the more appealing possibilities was to use a custom-made engine that had already been created. A member of the community called "[[Taxman]]" had already created a popular Sonic engine called "[[Retro Sonic]]". Unfortunately, the physics in his engine were not yet close enough to the original Genesis series for it to be used (despite the fact that Taxman's engine boasted an incredibly impressive level development kit for designing original Sonic levels). It was likely that Taxman would eventually perfect the physics in his engine - but rather than wait for him to accomplish this, the community was anxious for the Sonic 2 HD project to move forward.<br />
<br />
Soon after the staff's initiation, a staff team had been formed. Since Vincent had already remastered many of Sonic's frames, he became the project leader and the lead artist. A member called "[[SANiK]]" had even created an online database, which allowed contributors to upload all of their artwork, while members "Athelstone" and "[[Blue Streak]]" coordinated some of the community's contributions while giving suggestions and guidance to other project staff. Eventually, the administrators of Sonic Retro granted us our own community forum for the Sonic 2 HD project - but the project still lacked an engine.<br />
<br />
Members of the community were starting to cast doubt upon the project: without a platform to run on, would it ever become a reality? In answer to this, a long-running member of the community called "[[LOst]]" privately informed the project staff that he had already been developing his own engine for a number of years and would like to be a part of the project. The staff were astounded at the accuracy of his physics, since they were based upon Sonic 3 (the game responsible for fixing many of the bugs present in Sonic 2's physics). Sonic 2 HD finally had an engine, but it's growing pains were far from over. During the summer of 2008, both Blue Streak and Athelstone ran into a series of life events that prevented them from being as active with the project as they had been earlier on. At roughly the same time, a new member called "[[Canned Karma]]" had come across the forums, and began to suggest ways to coordinate the many contributions the project was seeing. Shortly thereafter, he was invited by the staff to hold a position as the official community contributions manager. Contributors "[[Woot]]", "[[Exodus]]", and "[[Flare]]" had all created appropriate artwork for the project over the course of the previous weeks, and were also asked to join the staff as official artists. This could not have come at a better time, as the staff had been planning all summer long to have the first functional technical demo of S2HD ready by early fall. On September 15th, 2008 the first tech demo of Sonic 2 HD was released. <br />
<br />
The Tech Demo was a milestone for the project in more than one way. Not only did it demonstrate the commitment the newly gathered staff had to the project, but it exploded across the internet, garnering massive page hits for the Sonic Retro servers as well as being prominently featured on popular gaming blogs like Kotaku. While the Tech Demo was a success for the S2HD staff, there was a vast amount of work to be done behind the scenes. Staff artist DeathofRats, had almost completely dropped off the scene, leaving behind many tile breaks that had only been cobbled into working fashion at the last minute. Similarly, the main artists responsible for the game's badnik assets up to that point, "[[Trunks]]" and "[[Drox]]" had also begun to move away from the project. Until the following year, artists came and went, gradually contributing both level assets and badnik artwork, but none had shown the dedication and passion toward the project sought after by the staff for a member to hold a position on it. <br />
<br />
In January of 2009, another wave of changes for S2HD began. A new member called "[[scanline99]]" contributed a concept poster for S2HD before any promotional material for the project had even been considered. With his background in illustration and animation, a few months later he would accept a position as the staff visuals & animation director. In the same spirit, a new level artist was found in a member named "[[Sciz]]" who had also shown a high level of interest in the project and had begun to work exclusively on the project's level art, ranging from tilework to level sprites. When the well-debated ring was once again brought to the foreground in the spring, two new members of Sonic Retro, "[[TyrantWave]]" and "[[Gambit]]" arrived almost simultaneously and began creating the best 3D renders of the ring yet seen. After a week of fierce competition and a controversial poll, Gambit's ring was chosen for a vector-based remaster. When life events removed Sciz from the project, Gambit replaced him as the lead level artist, and with his work the level art was yet again brought to new heights. A talented illustrator called "[[CornetTheory]]" also joined the staff as a background artist that spring, and it would be his painted landscapes that would provide the game's environmental scenery. The team's final members would not arrive for the better part of a year.<br />
<br />
From late spring of 2009 to early winter of 2010, the project's went almost completely dark in the public eye. During this time, the game engine was underwent heavy change and the character art completely re-evaluated, effectively rendering the entire Tech Demo obsolete. While these changes were favorable for the project in the long run, many posters in the project's subforum wondered if the project was still active, or if the game would ever see another release beyond the original demonstration. Members of the staff who had joined just before the Tech Demo's release had drifted away from the project; the staff had been reduced to Vincent, LOst, Canned Karma, Gambit, scanline99, CornetTheory, and the staff musician, "[[scubasteve]]".<br />
<br />
A new year brought another set of change to S2HD, and a new talent base. The team's future Sprite Artist, "[[Cerulean Nights]]" appeared in February with two rapidly produced badiks, and soon became a regular community coordinator along with Canned Karma. The perceived lack of progress came to a head on March 15th, 2010, when the staff revealed teaser images of some of the work that had been done, and announced that the project would be shifting to a "closed community project". This news was met with widely varying remarks, but ultimately ushered in a total overhaul of the project's forum organization, and clear cut guidelines and goals for those wishing to contribute from that point on. Immediately after the new goals were set down, a member called "[[Synergy]]" posted up an image of a prototype for a Special Stage design, the one core area of the project that had not been worked on yet. Over the next few months, he would continue to refine the engine he built for this purpose, and would eventually craft the best candidate the project had seen. Midsummer of 2010, a musician named Tee Lopes was invited by the staff to remaster pieces for the project after staff members had reviewed his previous remix work for various Sonic level themes. Much of his work would be featured in the audio of the alpha release.<br />
<br />
Sometime before the games January 16, 2011 reveal it was decided to scrap artwork submitted by the community and redraw them entirely.<br />
<br />
At the present time, Sonic 2 HD is ramping up for the project's alpha release in early 2011.<br />
<br />
<gallery><br />
File:Sonic2hd title.png|First (Tech Demo) Title Screen<br />
File:S2HDTitleJan2011.png|Alpha Title Screen<br />
File:Sonic2HDRetro.png|Retro's 1st Community Logo<br />
File:Sonic2HDRetro2.png|Retro's 2nd Community Logo<br />
File:Sonic2hdnew.jpg|The Latest logo<br />
</gallery><br />
<br />
==Controversy==<br />
<br />
In December 2010, a countdown was added to the site's homepage, http://s2hd.sonicretro.org . The countdown expired on January 16, 2011, and many S2HD fans expected the release of an S2HD demo. Unfortunately, the announcement did not have a demo; it only had a trailer, screenshots, and wallpaper. This led to many likening it to the pre-release hype for [[Sonic the Hedgehog 4]], which included an announcement of a delay. Additionally, in a blog post by the S2HD project manager [http://www.sonicretro.org/2011/01/the-countdown-has-ended/], it was stated that all of the community-created assets were thrown out in favor of privately-created work, leading some to wonder if S2HD should remain a "Community Project" on the forums.<br />
<br />
==S2HD Staff==<br />
===Project Leaders===<br />
* [[Vincent]] - Project Leader<br />
* [[Canned Karma]] - Project Manager<br />
<br />
===Programmers===<br />
* [[LOst]] - Engine Programmer<br />
* [[saxman]] - Programmer<br />
<br />
===Artists===<br />
* [[Canned Karma]] - 3D Artist<br />
* [[CornetTheory]] - Background Artist<br />
* [[Cerulean NiGHTS]] - Sprite Artist<br />
* [[Gambit]] - Level Artist<br />
* [[Scanline99]] - Visuals Director<br />
* [[Vincent]] - Character Artist<br />
<br />
===Music===<br />
* [[scubaSteve]] - Musician<br />
* [[Tee Lopes]] - Musician<br />
<br />
==Prior Versions==<br />
* {{file|Sonic 2 HD (First Tech Demo Release).zip|Sonic 2 HD (First Tech Demo Release)}} (12.48MB, 13/09/08)<br />
<br />
==External Links==<br />
{{LinkRetro|topic=10478|title=Project Summary}}<br />
<br />
{{LinkRetro|forum=42|title=Project Forum}}<br />
* [http://sanik.hacking-cult.org/inker/ Sonic 2 HD Inker Database]<br />
* [http://www.s2hd.sonicretro.org/ Official Webpage]<br />
<br />
[[Category:Fan Games]]<br />
[[Category:Sonic Retro Projects]]<br />
[[Category:Unofficial Ports]]</div>Game2010https://info.sonicretro.org/index.php?title=Robot_Storm&diff=172372Robot Storm2011-06-15T13:01:07Z<p>Game2010: /* Trivia */ capitalization</p>
<hr />
<div>{{BossInfo<br />
| image=Heroes RobotSt2.PNG<br />
| imagewidth=300<br />
| name=Robot Carnival<br />
| game=[[Sonic Heroes]]<br />
| level=[[Mystic Mansion]]<br />
| music=<br><flashmp3>Sonic%20Heroes%20-%20Complete%20Trinity%20OST/1-16%20BOSS%20-%20ROBOT%20CARNIVAL%20-%20ROBOT%20STORM.mp3</flashmp3><br />
}}<br />
'''Robot Storm''' is the sixth boss of ''[[Sonic Heroes]]'', occuring after the twelfth level, [[Mystic Mansion]].<br />
<br />
It's basically the same boss as [[Robot Carnival]]. However, there are some differences since it's set in a different stage theme. After defeating a group of robots, a cannon or a gravity flipping device will be unlocked so the player can move to a new arena to destroy yet another group of robots.<br />
<br />
Like Robot Carnival, Robot Storm is a breeze for [[Team Chaotix]]. However, a portion was added only for them to make the level a little more challenging. During the fourth leg of the Storm, Team Chaotix must use a cannon to destroy a group flying enemies and three [[Falco]]s that are off the stage. The cannon usage can be easily avoided, however, if the player changes to Fly formation, grinds on the outer rail, and uses [[Thunder Shoot]].<br />
<br />
==Trivia==<br />
*During the opening scene for Team Chaotix's battle, after Vector calls [[Neo Metal Sonic|"Eggman"]] a "Mustached Moron", [[Eggman|the mysterious speaker]] will say "Mustached moron?! I am the worlds greatest... Err umm take him out quickly!". This shows the player who he really is if they haven't figured it out yet.<br />
<br />
{{SHOmni|3}}<br />
[[Category:Sonic Heroes Bosses]]</div>Game2010https://info.sonicretro.org/index.php?title=Egg_Breaker&diff=172132Egg Breaker2011-06-04T07:07:19Z<p>Game2010: /* Cryptic Castle */ grammar correction</p>
<hr />
<div>{{Breadcrumb<br />
|Shadow the Hedgehog (game)|:Category:Shadow the Hedgehog Bosses|l2=Bosses|{{PAGENAME}}}}<br />
{{ReplaceTitle|{{PAGENAME}}}}<br />
{{BossInfo<br />
| image=Shadow eggbreaker.png<br />
| imagewidth=320<br />
| name=Egg Breaker<br />
| game=[[Shadow the Hedgehog (game)|Shadow the Hedgehog]]<br />
| level=[[Cryptic Castle]] / [[Mad Matrix]] / [[Iron Jungle]]<br />
| playedas=[[Shadow]] (with [[Amy]], [[Espio]] or [[Omega]])<br />
}}<br />
<br />
{{quote|<big>''You know what they say, the more the merrier!''</big>|[[Dr. Eggman]]}}<br />
<br />
The '''Egg Breaker''' is a boss that can be encountered at three different locations in ''[[Shadow the Hedgehog (game)|Shadow the Hedgehog]]''. It is considered by some fans to be the most irritating boss in the game because of its constant and speedy attacks.<br />
<br />
Egg Breaker is a robot that [[Dr. Eggman]] created and pilots. It looks similar to the [[Egg Emperor]] from ''[[Sonic Heroes]]''. The mecha is equipped with a spike ball hammer that can be fired from long distances. It can be defeated by attacking the cockpit. Having a weapon proves most useful.<br />
<br />
==Cryptic Castle==<br />
Egg Breaker appears as a boss after the [[Cryptic Castle]] stage after any mission is completed. [[Amy Rose]] is the player's partner. The battle takes place on a circular platform. There is a trail of rings around the platform and ghosts sit at the very edge. During this battle, Eggman will attempt to smash the player shouting "Lights out!" as his main attack. If the player gets too far away from him, he will fire his hammer at them. The Egg Breaker's third attack is the deadliest. It will spin around and around as it swings its hammer, making it invulnerable to all attacks.<br />
<br />
==Mad Matrix==<br />
Egg Breaker also appears as a boss after the [[Mad Matrix]] stage after any mission is completed. [[Espio the Chameleon]] is the player's partner. The battle takes place inside a cylinder shaped room with a trail of Rings going around it. There are floating cubes above that have [[Egg Pawn]]s and jars of [[Rings]] on them. The only way to get up there is by using an ascending bar of light. Eggman attacks similar to the way he did at Cryptic Castle. But this time he'll spin and send out bombs while shouting "You know what they say, the more the merrier!". It is considered to be the most difficult of the Egg Breaker's boss battles because the most useful weapons are kept up on top of the blocks, as well as the most annoying as Eggman seems to like using the bomb attack multiple times in a row (constantly shouting the attack phrase each time).<br />
<br />
==Iron Jungle==<br />
Egg Breaker makes its final appearance as a boss after the [[Iron Jungle]] stage after any mission is completed. [[E-123 Omega]] is the player's partner. The battle takes place inside Eggman's base; another circular room. There is a platform in the center. Near the outside of the circle, there are two turrets and two rockets. This Egg Breaker battle is vastly different from the previous two. Eggman doesn't engage in hand-to-hand combat with the player as he did before. Instead, he sits on the center platform and fires lasers from the Egg Breaker's eyes. The easiest way to defeat it is by using the turrets. However, the Egg Breaker's lasers will eventually destroy the turret. Another method of attack is using the rockets to get to the Egg Breaker's level. After it gets down to half HP, the Egg Breaker will jump off the platform. It will still fire lasers rather than attacking directly, unless the player gets too close. Despite all of this, it is considered to be the easiest of the Egg Breaker battles because of the absences of the close range attacks.<br />
<br />
<gallery><br />
File:Shadow eggbreaker.png|Cryptic Castle fight<br />
File:Shadow eggbreaker-madmatrix.png|Mad Matrix fight<br />
File:Shadow eggbreaker-ironjungle.png|Iron Jungle fight<br />
</gallery><br />
<br />
{{ShadowOmni|3}}<br />
[[Category:Shadow the Hedgehog Bosses]]</div>Game2010https://info.sonicretro.org/index.php?title=Look-a-like&diff=172118Look-a-like2011-06-03T13:44:29Z<p>Game2010: comma insertions</p>
<hr />
<div>{{track<br />
| cover=Truecolors_cover.jpg<br />
| title=Look-a-like<br />
| description= Ending Theme for [[Sonic the Hedgehog (anime)|Sonic the Hedgehog OVA]]<br />
| album= [[True Colors: The Best of Sonic the Hedgehog Part 2]]<br />
| arrange=[[Mitsuhiro Tada]]<br />
| vocals=[[Riu Konaka]]<br />
|download=<flashmp3>True%20Colors%20Bonus%20Tracks/13%20Look-a-like%20(Short%20Edited%20Ver.).mp3</flashmp3>}}<br />
<br />
'''Look-a-like''' is the credits theme for the [[Sonic the Hedgehog (anime)|Sonic the Hedgehog OVA]] released in the '90s. The song plays off the doppelganger theme [[Metal Sonic]] posed in the film by pointing out items that resemble other things. The movie version of the song was released in the [[True Colors: The Best of Sonic the Hedgehog Part 2]] Album. The full version, along with the rest of the movie's soundtrack, was never released due to the movie not being popular enough.<br />
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=Lyrics=<br />
==Short Mix==<br />
<br />
On a Sunday, riding my bike<br/><br />
I notice, I notice, different things that look alike<br/><br />
On a Sunday, riding my bike<br/><br />
I notice, I notice, many many things that look alike<br/><br />
<br/><br />
Ice and water, steak and cow<br/><br />
Autumn this year and last year<br/><br />
Spark and burn, rain and cloud<br/><br />
A, B, C, D...<br/><br />
<br/><br />
Tuesday, Wednesday, so is Friday<br/><br />
How 'bout moons and headlights?<br/><br />
What I say and what I think<br/><br />
A-B-C-D-E-F...<br/><br />
<br/><br />
A short while ago (A short while ago)<br/><br />
I was born (I was born)<br/><br />
In the memory (in the memory)<br/><br />
By a lot of names.<br/><br />
<br/><br />
On this planet, drinking my coffee,<br/><br />
I notice I notice, different things that are alike.<br/><br />
On this planet, drinking my coffee,<br/><br />
I notice, I notice, many many things that are alike.<br/><br />
<br />
==Extended Mix==<br />
{{track<br />
| cover=Sonic OVA title.jpg<br />
| title=Look-a-like<br />
| description= Ending Theme for [[Sonic the Hedgehog (anime)|Sonic the Hedgehog OVA]]<br />
| album= Unknown Origin<br />
| arrange=[[Mitsuhiro Tada]]<br />
| vocals=[[Riu Konaka]]<br />
|download=<flashmp3>Sonic%20OVA/Look-a-like.mp3</flashmp3>}}<br />
<br />
On a Sunday, riding my bike<br/><br />
I notice, I notice, different things that look alike<br/><br />
On a Sunday, riding my bike<br/><br />
I notice, I notice, many many things that look alike<br/><br />
<br/><br />
Ice and water, steak and cow<br/><br />
Autumn this year and last year<br/><br />
Spark and burn, rain and cloud<br/><br />
A, B, C, D...<br/><br />
<br/><br />
Tuesday, Wednesday, so is Friday<br/><br />
How 'bout moons and headlights?<br/><br />
What I say and what I think<br/><br />
A-B-C-D-E-F...<br/><br />
<br/><br />
A short while ago (A short while ago)<br/><br />
I was born (I was born)<br/><br />
In the memory (in the memory)<br/><br />
By a lot of names<br/><br />
<br/><br />
On this planet, drinking my coffee<br/><br />
I notice I notice, different things that are alike<br/><br />
On this planet, drinking my coffee<br/><br />
I notice, I notice, many many things that are alike<br/><br />
<br/><br />
Ice and water, steak and cow<br/><br />
Autumn this year and last year<br/><br />
Spark and burn, rain and cloud<br/><br />
A, B, C, D...<br/><br />
<br/><br />
Tuesday, Wednesday, so is Friday<br/><br />
How 'bout moons and headlights?<br/><br />
What I say and what I think<br/><br />
A-B-C-D-E-F...<br/><br />
<br/><br />
A short while ago (A short while ago)<br/><br />
I was born (I was born)<br/><br />
Had a busy life (Had a busy life)<br/><br />
Making tons of names<br/><br />
<br/><br />
On a Sunday, riding my bike<br/><br />
I notice, I notice, different things that look alike<br/><br />
On a Sunday, riding my bike<br/><br />
I notice, I notice, many many look-a-likes<br/><br />
<br/><br />
On this planet, drinking my coffee<br/><br />
I notice I notice, different things that are alike<br/><br />
On this planet, drinking my coffee<br/><br />
I notice, I notice, many many things that are alike<br/><br />
<br/><br />
Everything is born from this planet<br/><br />
A number, a TV, even thoughts that entertain<br/><br />
Everything is out of this planet<br/><br />
A boyfriend, a pencil, even your new videos<br/><br />
And everything is...<br/><br />
<br/><br />
On this planet, riding my bike<br/><br />
I notice, I notice, different things that are alike<br/><br />
On this planet, riding my bike<br/><br />
I notice, I notice, many many look-a-likes<br/><br />
<br/><br />
On this planet, riding my bike<br/><br />
I notice, I notice, different things that are alike<br/><br />
On this planet, riding my bike<br/><br />
I notice, I notice, new and universal look-a-likes<br/><br />
<br><br />
[[Category:Tracks]]</div>Game2010https://info.sonicretro.org/index.php?title=Eggrobo_Kart_Racing&diff=172117Eggrobo Kart Racing2011-06-03T05:17:42Z<p>Game2010: taking out the phrase that says Eggman is still in his kart because Eggrobo and Eggman are not the same person</p>
<hr />
<div>[[Image:Eggrobokart.png|320px|right]]<br />
<br />
'''Eggrobo Kart Racing''' is an official [[VMU]] download that was offered on the US website for ''[[Sonic Adventure 2]]''. The download replaces Sonic's kart in the kart racing minigame with a model of [[Eggrobo]]. The course Eggrobo's download comes with is E-shaped, and the race track plays "[[E.G.G.M.A.N.]]" instead of its regular background music. The VMS file takes up 55 blocks.<br />
<br />
The included ZIP file includes both the VMI and VMS files necessary for loading on to a [[Sega Dreamcast]].<br />
<br />
{{Download|file=Eggrobo Kart Racing.zip|filesize=26KB}}<br />
<br />
In the [[Sonic Adventure 2: Battle|GameCube version]], the Eggrobo can be unlocked in Kart Racing after completing all of Rouge's missions. While the character is unlocked, the special track isn't. Eggrobo can be selected under Rouge's character.<br />
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{{SA2Omni|6}} <br />
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[[Category:Sonic Adventure 2 Downloadable Content]]</div>Game2010