https://info.sonicretro.org/api.php?action=feedcontributions&user=TonicBH&feedformat=atomSonic Retro - User contributions [en]2024-03-28T20:51:19ZUser contributionsMediaWiki 1.30.2https://info.sonicretro.org/index.php?title=User:TonicBH&diff=188864User:TonicBH2012-06-12T04:58:36Z<p>TonicBH: Hey let's update my own page to shill my other website! :specialed:</p>
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<div><forumuser name="TonicBH" /><br />
'''TonicBH''', also known as '''Tonic B. Hedgehog''' or simply '''Tonic''' (real name B.J. Brown) is a lurker from the early days of the Sonic Scene. Tonic used to be a primary member of the now-defunct [[The Moogle Cavern]] and [[Area 51]], and is currently an Oldbie at [[Sonic Retro]].<br />
<br />
===Stupid facts===<br />
* Made one ROM hack, way back in the day when [[ROM hacking#hex editing|hex editing]] was the only way. He added water to [[Casino Night Zone]] and even tried to make the game harder by adding Robotnik [[monitor]]s everywhere. He remembers getting assistance from [[saxman]] himself at the time.<br />
* Hasn't played a major Sonic game since [[Sonic Adventure 2]]. Although, he owns [[Sonic Rush]] and has played [[Sonic the Hedgehog 2006|the 2006 abomination]] and [[Sonic Unleashed]] in demo form.<br />
* Currently posts at Sonic Retro. [[Tweaker]] suggested that he come to Retro, back when [[Simon Wai]] was still a factor in the site.<br />
* Is a former member of [[The Moogle Cavern]] and [[Sonic Eats Rings]].<br />
<br />
==Links==<br />
*[http://www.youtube.com/user/TonicBH YouTube Channel]<br />
*[http://www.giantbomb.com/profile/tonicbh/ Giant Bomb page]<br />
*[http://shacklingbrawn.wordpress.com/ Personal blog]<br />
*[http://youfoundasecret.wordpress.com/ Games-focused blog]<br />
<br />
[[Category:User pages|{{PAGENAME}}]]</div>TonicBHhttps://info.sonicretro.org/index.php?title=Sonic_the_Hedgehog_(16-bit)&diff=184711Sonic the Hedgehog (16-bit)2012-04-14T12:49:19Z<p>TonicBH: /* Logo Design */</p>
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<div>:''"Sonic 1" redirects here. For the Master System/Game Gear version, see [[Sonic the Hedgehog (8-bit)]]. For other games with the same title, see [[Sonic the Hedgehog (disambiguation)#Games|Sonic the Hedgehog (disambiguation)]].''<br />
{{Bob<br />
| bobscreen=Sonic1_title.png<br />
| icon=<br />
| title=Sonic the Hedgehog<br />
| publisher=[[sega:Sega|Sega]]<br />
| developer=[[sega:Sonic Team|Sonic Team]]<br />
| system=[[sega:Sega Mega Drive|Sega Mega Drive]]<br />
| romsize=512 Kilobytes<br />
| peripherals=<br />
| releases=<br />
{{release|MD|US|23 June 1991}}<br />
{{release|MD|EU|23 June 1991|£34.99}}<br />
{{release|MD|JP|26 July 1991|¥6,000|G-4049}}<br />
{{release|MD|US (Classic)|1995||1009}}<br />
{{release|MD|BR}}<br />
{{release|MD|CA}}<br />
{{release|MD|KR|||GM-4015JG}}<br />
| genre=2D Platformer<br />
| esrb=e|vrc=ga|pegi=3|oflc=g|cero=a|<br />
}}<br />
<br />
'''''Sonic the Hedgehog''''' (ソニック・ザ・ヘッジホッグ) is the first game in the long-running series by video game publisher and former console maker [[sega:Sega|Sega]]. First released in the United States and Europe on June 23rd, 1991, it was the premier outing for the character of [[Sonic the Hedgehog]] and the group behind his creation, [[sega:Sonic Team|Sonic Team]]. Though the game only received marginal success in its home country, almost overnight ''Sonic'' became a sensation in the West, solidifying Sega's place in Europe and turning the company into a household name in the United States.<br />
<br />
For the first time, a company was able to directly compete with console and gamemaker Nintendo, which had dominated the second half of the 1980's. Though Nintendo still reigned supreme in Japan, the highly-contested 16-bit war in the West was a marvel to behold, the big two being neck and neck through almost the entirety of the third generation of console gaming.<br />
<br />
The game propelled the creators into the realm of video game superstardom, programmer [[sega:Yuji Naka|Yuji Naka]] for a time becoming the face of Sega much as Shigeru Miyamoto became the face of Nintendo after the success of ''Super Mario Bros''. The franchise took off, with a version of the game being released on the [[sega:Sega Master System|Sega Master System]] and a series of sequels across Sega's various consoles over the years. It not only became the definitive title for the system and replaced ''[[sega:Altered Beast|Altered Beast]]'' as the pack-in title for the West, but would go on to be ported to no less than twenty platforms after its initial release.<br />
<br />
==Story==<br />
[[File:Sonic1_jp_manual_05_Pages_7_and_8.jpg|thumb|The story to ''Sonic the Hedgehog''.]]<br />
Somewhere in the ocean lies a mysterious island not found on any map, known by its inhabitants as [[South Island]]. The reason for it being absent is a simple, yet mysterious one: it does not have a fixed position, instead traveling through the seas on its own course. While the reason for this behavior is unknown, it is rumored that it may have something to do with the legendary gemstones known as the [[Chaos Emeralds]]. Though legend says they exist on the island, no one knows exactly where they are or how to get a hold of them. All they do know is of the incredible power they are said to contain, and how they can give energy to all living beings.<br />
<br />
Learning of the existence of the Chaos Emeralds, the mad genius [[Dr. Eggman]] sets himself on a quest to locate the emeralds for his own use, wanting to harness their power for his many mechanical creations. With the plan in motion, Eggman creates his base in a corner of the island, which he dubs the [[Scrap Brain Zone]]. However, he is aware that his evil plans will more than likely be interfered by [[Sonic the Hedgehog]].<br />
<br />
Though not a native of the island, Sonic the Hedgehog would often find himself on its mystical shores, and more than once had he run into the evil doctor, foiling an untold number of schemes. Just as Eggman predicted, in no time at all does the blue hedgehog learn of the doctor's intentions, running at sonic speed to confront him.<br />
<br />
It doesn't take long for Sonic to realize that something is amiss, and is shocked to learn that Eggman has gone a step further with his evil intentions. Kidnapping the many [[animals]] living on the island, he has methodically been placing them in [[Badnik|robot shells]] and using them to scour the island in search of the emeralds. Realizing that Eggman has turned Sonic's friends into his own personal mechanical army, Sonic wastes no time. Running across the island, he must not only stop Eggman's latest scheme and gather the Chaos Emeralds, but free his friends in the process.<br />
<br />
"Hurry! Sonic the Hedgehog - everyone is waiting for your help!"<br />
<br />
==Game Mechanics==<br />
===Gameplay===<br />
[[File:Ghzboss.png|thumb|190px|Sonic the Hedgehog facing off against his arch-rival, Dr. Eggman.]]<br />
At its heart, ''Sonic the Hedgehog'' is a platformer. Taken from the same mold as platformers previous, Sonic Team was able to make the experience unique enough to rise it above the numerous ''Mario'' clones that had flooded the market. Becoming the standard for the Mega Drive, the game was also developed to showcase the potential of the system, creating a smooth-running and fast-moving game that is simple to pick up but complex and engaging underneath.<br />
<br />
Broken up into six "[[Zone|Zones]]" with three "Acts" each (plus a "Final Zone" at the end, a single Act consisting of a final boss confrontation), the game operates under a very basic platforming premise: to traverse across each of these Acts under a certain amount of time (in this case ten minutes) and overcome whatever enemies and obstacles may be in your way. The flow of each of these Zones presents an interesting duality in terms of playthrough. While it is possible to go through each act slow and methodically, it is just as simple to run through the Zone as fast as possible, playing for the shortest time as opposed to the highest score. Featuring multiple pathways and plenty of secret areas, the eighteen main courses were created specifically with replayability in mind, with game director [[sega:Hirokazu Yasuhara|Hirokazu Yasuhara]] wanting a game that could stand the test of time, something more than a basic arcade experience.<br />
<br />
Thanks to the efforts of Yuji Naka, the engine by which ''Sonic the Hedgehog'' is powered focuses not only on the potential speed for the character, but establishes the physics for the world as well. Being one part "pinball" and one part "momentum", the movement of Sonic depends just as much on the unique terrain of each level as it does on the input of the player. When it comes to the now-iconic set pieces of loop-de-loops and curved slopes, Sonic can only run through them if he has built up enough momentum to traverse through it. Running on curved slopes, a player can press downward on the control pad, allowing Sonic to curl up into a ball and gain tremendous speed - the steeper the slope, the higher the max speed at the end. Even the angles for which Sonic bounces off [[Bumper|bumpers]] and springs are determined by the values within, making the Sonic experience unique from what other games were presenting at the time.<br />
<br />
[[File:SonicRollingInSpringYard.png|thumb|190px|Sonic the Hedgehog rolling downward in Spring Yard Zone.]]<br />
In terms of the moveset, the original ''Sonic the Hedgehog'' chooses to keep it simple. A secondary button is not needed to increase Sonic's speed, only time. Each of the three buttons on the Mega Drive controller were mapped to the same action, giving the player the power to make Sonic jump up, curling into a ball in the process. With this [[spin attack]], Sonic can break an enemy from any angle, provided a spiked surface or a fire projectile is not in the way. He can also curl into this ball from on the ground, but can only remain as long as there is some momentum behind it. Once Sonic slows down, he is forced to return to his standing (or crouching) pose.<br />
<br />
Scattered throughout each level are also a variety of items, the most famous of these being the spinning golden [[rings]]. While collecting 100 of these will award Sonic with an extra life, they serve a much more important function: as long as Sonic has at least one in his possession, he can not be killed by an enemy or [[Spikes (obstacle)|spikes]], though he can still succumb to crushing or drowning. Being hit while having rings causes them to scatter, making Sonic temporarily invincible to give the player time to recover and try to collect the scattered rings before they disappear.<br />
<br />
Another prominent item featured in each Zone are the variety of [[Monitor|item boxes]]. Resembling computer monitors, each give Sonic a different reward depending on the image inside. If a ring is pictured, for instance, the player gets an extra 10 rings added to their ring count. If the icon is a group of stars, Sonic is awarded with temporary invincibility. A shoe icon allows the character to temporarily run even faster than what can normally be achieved, and a [[shield]] icon gives Sonic a barrier that will protect him from a hit, either maintaining his ring count or not killing the player if no rings are available. Another common item found on the playfield are [[Checkpoint|Lamp Posts]], allowing Sonic to start at that point in the level in the case of the player losing a life, as opposed to starting the act from the beginning again. These, along with other level features such as [[Spring|springs]], [[spikes]], and bumpers, create a landscape that would be featured again and again within the ''Sonic the Hedgehog'' series.<br />
<br />
[[File:TryAgain-Sonic1MD.png|thumb|190px|Dr. Eggman taunting the player when you complete the game without all six Chaos Emeralds.]]<br />
At the end of the first two Acts in each Zone, a [[Signpost]] with Eggman's face is there to greet you, as you run by it and turn it to Sonic's profile signaling your victory. However, at the end of each third Act, the player is greeted with an appearance from the main antagonist in his [[Eggpod|Eggmobile]] hovercraft, modified to present the player with a new challenge, with each Zone. Needing eight hits to be defeated, the doctor scurries away, allowing Sonic to open the animal [[capsule]] and free his friends, signaling the end of that particular Zone.<br />
<br />
Though entirely optional in a standard runthrough of the game, there is another element to the ''Sonic the Hedgehog'' gameplay experience. With the exception of the Scrap Brain Zone, at the end of the first two Acts of each Zone, a [[Giant Ring]] will appear to the right of the ending Signpost if a player is able to complete the Act with at least 50 rings. Floating silently just as the standard rings do, if Sonic jumps into the ring in time, he will be transported to the [[Special Stage]], a maze rotating 360 degrees. If traversed correctly, the player will be rewarded with a Chaos Emerald. Collecting all six emeralds is the only way to witness the true ending to the game. Failing to do so, Eggman will taunt the player at the end, juggling the missing emeralds, asking you to "try again".<br />
<br />
===Graphical Style===<br />
The graphical style of ''Sonic the Hedgehog'' was extremely impressive for its time, especially for the Mega Drive hardware (the Super Nintendo being technically superior in terms of graphic capabilities). With a color pallette expanded beyond what 8-bit systems could do, each zone was given a unique and rich look. The graphical style was inspired by the then-new world of "computer generated" graphics, the visuals of the [[Green Hill Zone]] being the most prime example. Even the sprites of Sonic, Eggman, the enemies, and the rings reflected on this, each richly animated object jumping out of the screen. While other games of the era can look dated, ''Sonic the Hedgehog'' has been able to maintain a timeless feel, emphasized by the visual work of [[sega:Naoto Ohshima|Naoto Ohshima]] and the fact that the original game still sells, albeit on modern hardware.<br />
<br />
===Music and Sound===<br />
Utilizing the onboard [[Zilog]] [[Z80]] microprocessor, [[Yamaha]] [[YM2612]] synthesizer and [[Texas Instruments]] [[SN76489]] PSG sound chips, ''Sonic the Hedgehog'' was able to create a sound that was also unique, with the jumps, springs, and ring collecting sounds being an intergral part of the Sonic experience. These audio effects created by the sound team would be reused in subsequent entries, the classic ring sound still being heard with each new Sonic game. The music to the game, composed by [[DREAMS COME TRUE]] artist [[Masato Nakamura]], also became a highly praised game soundtrack. Instead of treating it as a video game, Nakamura went into the project with the same mindset he would have if he were to compose the music to a feature length film. The first two songs written, the Green Hill Zone theme and the title screen jingle, would be alluded to in subsequent games, becoming the quintessential score of ''Sonic the Hedgehog''. The popularity of the soundtrack has also made it a standard in live videogame music performance tours such as [http://www.videogameslive.com Video Games Live] and [[Play! A Video Game Symphony Live!|Play! A Video Game Symphony]].<br />
<br />
===Scoring===<br />
The following is an explanation on how the scoring process works within the game:<br />
<br />
Hitting [[Bumper|bumpers]]: 10 points for each of the first ten hits on any given bumper; after that no more points can be gained from that bumper<br />
<br />
Hitting enemies (a "chain" refers to all enemies destroyed until the next time Sonic lands on some form of ground):<br />
*First enemy in a chain = 100<br />
*Second enemy in a chain = 200<br />
*Third enemy in a chain = 500<br />
*Fourth through fifteenth enemies in a chain = 1000 each<br />
*Sixteenth and all subsequent enemies in a chain = 10000 each<br />
<br />
Destroying a Dr. Eggman boss robot: 1000 points<br />
<br />
Ring bonus at end of level: 100 points for each ring held<br />
<br />
Time bonus at end of level:<br />
*Game clock reads 0:29 or less = 50000<br />
*Game clock reads 0:30 to 0:44 = 10000<br />
*Game clock reads 0:45 to 0:59 = 5000<br />
*Game clock reads 1:00 to 1:29 = 4000<br />
*Game clock reads 1:30 to 1:59 = 3000<br />
*Game clock reads 2:00 to 2:59 = 2000<br />
*Game clock reads 3:00 to 3:59 = 1000<br />
*Game clock reads 4:00 to 4:59 = 500<br />
*Game clock reads 5:00 or more = 0<br />
<br />
End-of-level flags: Where the Signpost stands, there are sometimes flags you can trigger. These flags are hidden, but if you hit them they will appear and show either 100, 1000, or 10000. The flags that say "100" are really only worth 10 points each, but the 1000 and 10000 flags report their values accurately.<br />
<br />
Special Stage: 100 points for each ring held<br />
<br />
==Sound Test==<br />
[[File:Sonic1 level select.png|thumb|190px|The level select to ''Sonic the Hedgehog'', also containing the sound test.]]<br />
Below is a listing of the songs available to played through the sound test within the game, accessible through the level select code. For the songs themselves, visit the [[Sonic the Hedgehog OSV]].<br />
<br />
*81: [[Green Hill Zone]]<br />
*82: [[Labyrinth Zone]]<br />
*83: [[Marble Zone]]<br />
*84: [[Star Light Zone]]<br />
*85: [[Spring Yard Zone]]<br />
*86: [[Scrap Brain Zone]]<br />
*87: Power Up<br />
*88: 1up<br />
*89: [[Special Stage]]<br />
*8A: Title<br />
*8B: All Clear<br />
*8C: Boss<br />
*8D: [[Final Zone]]<br />
*8E: Stage Clear<br />
*8F: Game Over<br />
*90: Continue<br />
*91: Staff Roll<br />
*92: Drowning<br />
*93: Chaos Emerald<br />
<br />
==Production Credits==<br />
Game Plan: [[sega:Hirokazu Yasuhara|Hirokazu Yasuhara]] (as "Carol Yas")<br/><br />
Program: [[sega:Yuji Naka|Yuji Naka]] (as "YU2")<br/><br />
Character Design: [[sega:Naoto Ohshima|Naoto Ohshima]] (as "BigIsland")<br/><br />
Design: [[Jina Ishiwatari]] (as "Jinya"), [[sega:Rieko Kodama|Rieko Kodama]] (as "Phenix Rie")<br/><br />
Sound Produce: [[Masato Nakamura]]<br/><br />
Sound Program: [[sega:Hiroshi Kubota|Hiroshi Kubota]] (as "Jimita"), [[sega:Yukifumi Makino|Yukifumi Makino]] (as "Macky")<br/><br />
Special Thanks: [[Fujio Minegishi]], Papa<br/><br />
Presented by: [[sega:Sega|Sega]]<br />
<br />
==Manuals==<br />
*[[Sonic the Hedgehog (16-bit) JP Manual]]<br />
*[[Sonic the Hedgehog (16-bit) US Manual]]<br />
*[[Sonic the Hedgehog (16-bit) EU Manual]]<br />
<br />
==Miscellaneous==<br />
===Logo Design===<br />
The distinctive "ribbon, ring, and stars"-styled title screen used in the first ''Sonic the Hedgehog'' and subsequent installments was something of a theme in early Sega games. The Sonic version is based on the title screen from the 1988 Sega arcade game ''[[sega:Wonder Boy III: Monster Lair|Wonder Boy III: Monster Lair]]'', which bears similarities to that of the 1986 Sega arcade game ''[[sega:Alex Kidd: The Lost Stars|Alex Kidd: The Lost Stars]]''.<br />
<br />
<center>[[Image:AlexKiddLostStars.png]] [[Image:Wb3_title.png]] [[Image:Sonic1_title.png]]</center><br />
<br />
===Game Revisions===<br />
The original release of the game lacked parallax scrolling, moving clouds ([[Green Hill Zone]]), rippling water ([[Labyrinth Zone]]), a correct Level Select screen arrangement, and other minor details. These effects were added in the later Japanese and Korean release, known as REV01. The much later "JP2" version found in ''[[Sonic Mega Collection]]'' was an officially hacked ROM which "fixed" the "[[spike damage behavior|Spike Bug]]".<br />
<br />
[[Hivebrain]] has documented the changes between the first version and the newer Japanese/Korean version, which is provided below:<br />
<br />
# "clr.l" used instead of "move.l #0" in ClearScreen.<br />
# Garbage removed from [http://svn.sonicretro.org/filedetails.php?repname=CommunityDisassemblies&path=%2FMega+Drive+Disassemblies%2FSonic+1+Disassembly%2F_incObj/sub%20CalcSine.asm CalcSine].<br />
# "TM" on Sega screen is hidden if the console is Japanese.<br />
# "TM" on title screen isn't loaded if the console is Japanese.<br />
# AddPoints gives you an extra life for every 50000 points.<br />
# Level select stage order is correct.<br />
# Level select code is UDDDLR (instead of UDLR) if the console is Japanese.<br />
# Moved restart level flag check in Level_MainLoop.<br />
# Added background scroll check to [http://svn.sonicretro.org/filedetails.php?repname=CommunityDisassemblies&path=%2FMega+Drive+Disassemblies%2FSonic+1+Disassembly%2F_inc/LZWaterFeatures.asm LZWaterFeatures].<br />
# d2 is cleared in a slightly different way in MoveSonicInDemo.<br />
# Added gamemode check in SS_MainLoop.<br />
# Tidied EndSTH [http://svn.sonicretro.org/filedetails.php?repname=CommunityDisassemblies&path=%2FMega+Drive+Disassemblies%2FSonic+1+Disassembly%2F_incObj/89%20Ending%20Sequence%20STH.asm (obj89)].<br />
# Layer scrolling changed.<br />
# Tile drawing changed.<br />
# Stuff added to DLE_MZ1.<br />
# Blank frame added to rings mappings [http://svn.sonicretro.org/filedetails.php?repname=CommunityDisassemblies&path=%2FMega+Drive+Disassemblies%2FSonic+1+Disassembly%2F_maps/Rings%20(JP1).asm].<br />
# Added check in monitor contents item to prevent interruption of drowning music [http://svn.sonicretro.org/filedetails.php?repname=CommunityDisassemblies&path=%2FMega+Drive+Disassemblies%2FSonic+1+Disassembly%2F_incObj/2E%20Monitor%20Content%20Power-Up.asm].<br />
# [[Lamppost]] time is cleared after game over [http://svn.sonicretro.org/filedetails.php?repname=CommunityDisassemblies&path=%2FMega+Drive+Disassemblies%2FSonic+1+Disassembly%2F_incObj/39%20Game%20Over.asm (obj39)].<br />
# Tidied MarbleBrick [http://svn.sonicretro.org/filedetails.php?repname=CommunityDisassemblies&path=%2FMega+Drive+Disassemblies%2FSonic+1+Disassembly%2F_incObj/46%20MZ%20Bricks.asm (obj46)].<br />
# Tidied FloatingBlock [http://svn.sonicretro.org/filedetails.php?repname=CommunityDisassemblies&path=%2FMega+Drive+Disassemblies%2FSonic+1+Disassembly%2F_incObj/56%20Floating%20Blocks%20and%20Doors.asm (obj56)].<br />
# Minor change to DrownCount [http://svn.sonicretro.org/filedetails.php?repname=CommunityDisassemblies&path=%2FMega+Drive+Disassemblies%2FSonic+1+Disassembly%2F_incObj/0A%20Drowning%20Countdown.asm (obj0A)].<br />
# Changes to [[Caterkiller]] [http://svn.sonicretro.org/filedetails.php?repname=CommunityDisassemblies&path=%2FMega+Drive+Disassemblies%2FSonic+1+Disassembly%2F_incObj/78%20Caterkiller.asm (obj78)].<br />
# Minor change to [[Labyrinth Zone Boss|Labyrinth boss]] [http://svn.sonicretro.org/filedetails.php?repname=CommunityDisassemblies&path=%2FMega+Drive+Disassemblies%2FSonic+1+Disassembly%2F_incObj/77%20Boss%20-%20Labyrinth.asm (obj77)].<br />
# Minor changes to [[Final Zone|Final boss]] [http://svn.sonicretro.org/filedetails.php?repname=CommunityDisassemblies&path=%2FMega+Drive+Disassemblies%2FSonic+1+Disassembly%2F_incObj/85%20Boss%20-%20Final.asm (obj85)], including 1000 point bonus for killing it.<br />
# Ending sequence debug list changed.<br />
# Some unneeded things removed from Pattern Load Cues.<br />
# Sega logo graphics and mappings slightly different.<br />
# Unused graphics data removed.<br />
# [[Marble Zone|MZ]] & [[Scrap Brain Zone|SBZ]] 256x256 tiles modified.<br />
# SS5 & SS6 layouts modified.<br />
# [[Spring Yard Zone|SYZ]] background modified.<br />
# Minor change to SolidObject subroutine [http://svn.sonicretro.org/filedetails.php?repname=CommunityDisassemblies&path=%2FMega+Drive+Disassemblies%2FSonic+1+Disassembly%2F_incObj/sub%20SolidObject.asm].<br />
<br />
===GoodGen Version Index===<br />
*Sonic the Hedgehog (W) (REV 00) [!] - The standard first release of Sonic 1.<br />
*Sonic the Hedgehog (W) (REV 01) [!] - Japan/Korea-only version of Sonic 1, with graphical enhancements.<br />
*Sonic the Hedgehog (W) (REV XB) - Release with graphical enhancements and with the spike-bug fixed.<br />
*Sonic the Hedgehog (W) [p1][!] - Pirate version of Sonic 1, with copyrights, logos and serial number removed.<br />
*Sonic the Hedgehog (W) [p2][!] - Pirate version of Sonic 1, with copyrights and logos removed.<br />
<br />
==Rereleases==<br />
* ''[[Sonic the Hedgehog (arcade game)]]'' for [[Mega-Tech]] and [[Mega Play]]<br />
* ''[[Sonic the Hedgehog (LCD game)|Sonic the Hedgehog]]'' for [[Tiger Electronics|Tiger]] LCD (1991)<br />
* ''[[6-Pak]]'' for the [[Sega Genesis]] (1996)<br />
* ''[[Sonic Classics]]'' for the [[Sega Genesis]] (1995)<br />
* ''[[Mega 6 Volume 3]]'' for the [[Sega Genesis]] (1995)<br />
* ''[[Sonic Jam]]'' for the [[Sega Saturn]] (1997)<br />
* ''[[Sega Smash Pack Vol. 1]]'' for the [[Sega Dreamcast]] (2000)<br />
* ''[[Sonic Mega Collection]]'' for the [[Nintendo GameCube]] (2002) <br />
**NOTE: ''Sonic Mega Collection'' contains the original western release, the JP/Korea revision and "JP2" ("spike bug fix") available to play.<br />
* ''[[Sonic Mega Collection Plus]]'' for the [[Sony PlayStation 2]] and [[Microsoft Xbox]] (2004)<br />
* ''[[Sega Genesis Collection Volume 1]]'' for the [[Play TV Legends]] (2004)<br />
* ''[[Super Sonic Gold]]'' for the [[Play TV Legends]] (2004)<br />
* ''[[Sonic the Hedgehog (2005 Sonic Cafe)]]'' for iMode phones (2005)<br />
* ''[[Sonic Mega Collection Plus & Super Monkey Ball Deluxe]]'' for the [[Microsoft Xbox]] (2005)<br />
* ''[[Sonic the Hedgehog Mobile]]'' for iMode phones (2006)<br />
* ''[[Sonic the Hedgehog Genesis]]'' for the [[Game Boy Advance]] (2006)<br />
* ''[[Sonic the Hedgehog (Xbox Live Arcade)]]'' on Xbox Live Arcade (2006)<br />
* ''[[Sega Genesis Collection]]'' on [[Sony PlayStation 2]] and [[PlayStation Portable]] (2006)<br />
* [[Virtual Console]] on [[Nintendo Wii]] (2006)<br />
* ''[[Sonic the Hedgehog (iPod)]]'' (2007)<br />
*''[[Sega Fun Pack: Sonic Mega Collection Plus & Shadow the Hedgehog]]'' for the [[Sony PlayStation 2]] (2009)<br />
* ''[[Sonic's Ultimate Genesis Collection]]'' for the [[Sony PlayStation 3]] and [[Xbox 360]] (2009)<br />
* ''[[Sonic the Hedgehog (iPhone)]]'' for Apple iPhone and iPod Touch (2009)<br />
* ''[[Sonic PC Collection]]'' for the PC (2009)<br />
* ''[[Sonic Classic Collection]]'' for the [[Nintendo DS]] (2010)<br />
* ''[[sega:Sega Mega Drive Classic Collection Volume 1|Sega Mega Drive Classic Collection Volume 1]]'' (2010)<br />
* ''[[Sonic the Hedgehog (Android)]]'' for Android mobile phone handsets (2011)<br />
* ''[[sega:Sega Mega Drive Classic Collection Gold Edition|Sega Mega Drive Classic Collection Gold Edition]]'' (2011)<br />
* ''[[Sonic the Hedgehog (Playstation Network)]]'' on Playstation Network (2011)<br />
<br />
==Resources==<br />
{{ratings<br />
|egm=[[Articles - Sonic the Hedgehog|90]]<br />
|gamepro=[[Pro Review - Sonic the Hedgehog (GamePro, June 1991)|96]]<br />
|cvg=[[CVG Hit - Sonic the Hedgehog (Computer & Video Games, August 1991)|94]]<br />
|mms=[[Review - Sonic the Hedgehog (Mean Machines, July 1991)|92]]<br />
|raze=[[Review - Sonic the Hedgehog (Raze, September 1991)|95]]<br />
}}<br />
<br />
===ROM Modification===<br />
====Disassemblies====<br />
[[Disassemblies]] are like source codes. You can modify them how you want, reassemble them, and play it. Even though the ROM will be shifted, it will work because of labels.<br />
<br />
* [[Disassemblies#Sonic_1|Complete list of Sonic 1 disassemblies]]<br />
* [http://svn.sonicretro.org/wsvn/CommunityDisassemblies/?sc=0 View the disassembly on the SVN]<br />
* [http://svn.sonicretro.org/wsvn/CommunityDisassemblies/Sonic%201%20Disassembly/?op=dl&rev=0&isdir=1 Download the complete disassembly direct from the SVN]<br />
<br />
====Hacking Guides====<br />
* [[SCHG:Sonic the Hedgehog|Sonic Community Hacking Guide/Sonic the Hedgehog]]<br />
* [[SCHG:Nem s1|Nemesis' Sonic 1 ROM Hacking Guide]]<br />
* [[SCHG:Nem s1ss|Nemesis' Sonic 1 Savestate Hacking Guide]]<br />
<br />
===Image Galleries===<br />
====Physical Scans====<br />
{{Scanbox<br />
| console=Mega Drive<br />
| region=JP<br />
| front=Sonic1_box_jap.jpg<br />
| cart=SonicHedgehog1JapCart.jpg<br />
| manual=<br />
}}{{Scanbox<br />
| console=Mega Drive<br />
| region=US<br />
| front=Sth_md_us_cover.jpg<br />
| cart=Sonic1USCart2.JPG<br />
| manual=<br />
}}{{Scanbox<br />
| console=Mega Drive<br />
| region=US (Not for resale)<br />
| front=Sonic1_box_us_nfr1.jpg<br />
| cart=Sonic1USCart.jpg<br />
| manual=<br />
}}{{Scanbox<br />
| console=Mega Drive<br />
| region=US ([[sega:Sega Classic|Classic]])<br />
| front=Sonic1 md us classic cover.jpg<br />
| cart=<br />
| manual=<br />
}}{{Scanbox<br />
| console=Mega Drive<br />
| region=EU<br />
| front=Sonic1_box_eu.jpg<br />
| cart=S1-md-eu-cart.jpg<br />
| manual=<br />
}}{{Scanbox<br />
| console=Mega Drive<br />
| region=BR<br />
| front=Sonic1-box-bra.jpg<br />
| cart=Sonic1 MD BR Cart.jpg<br />
| manual=<br />
}}{{Scanbox<br />
| console=Mega Drive<br />
| region=CA<br />
| front=Sonic1 MD CA Box.jpg<br />
| cart=<br />
| manual=<br />
}}{{Scanbox<br />
| console=Mega Drive<br />
| region=KR (Second print)<br />
| front=Sonic1 MD KR Box 2.jpg<br />
| cart=<br />
| manual=<br />
}}<br />
<br />
====Artwork====<br />
<gallery><br />
File:SSS SONIC26.png<br />
File:CE S1 01.png<br />
File:CE S1 02.png<br />
File:CE S1 03.png<br />
File:CE S1 04.png<br />
File:CE S1 05.png<br />
File:CE S1 06.png<br />
File:CE S1 07.png<br />
Image:SSS SONICE .png<br />
</gallery><br />
<br />
==See Also==<br />
*[[Sonic the Hedgehog Story Comic]] - A three volume comic released in Japan used to advertise the game. Contained in the narrative are elements there were eventually changed or removed from the final product.<br />
*[[Sonic the Hedgehog (promotional comic)]] - A standalone story commissioned by Sega of America using the westernized story no longer considered canon.<br />
<br />
==External Links==<br />
*[http://www.theghz.com/sonic/son1/son1.html http://www.theghz.com/sonic/son1/son1.html] - The page for ''Sonic the Hedgehog'' on [[The Green Hill Zone]].<br />
*[http://www.soniczone0.com/games/sonic1/backgroundinfo/ http://www.soniczone0.com/games/sonic1/backgroundinfo/] - A detailed look at the game ''Sonic the Hedgehog'' on the site [[Zone: 0]].<br />
<br />
{{S1MDOmni}}<br />
{{SonicGenesisGames}}<br />
{{SonicSteamGames}}<br />
{{SonicVirtualConsole/WiiWareGames}}<br />
<br />
[[Category:Steam games]]<br />
[[Category:Virtual Console/WiiWare games]]<br />
[[Category:Mega Drive games]]</div>TonicBHhttps://info.sonicretro.org/index.php?title=Bonus_Stage_(Sonic_the_Hedgehog_3_%26_Knuckles)&diff=179018Bonus Stage (Sonic the Hedgehog 3 & Knuckles)2011-10-30T23:31:55Z<p>TonicBH: </p>
<hr />
<div>''[[Sonic the Hedgehog 3]]'' and ''[[Sonic & Knuckles]]'' both contain individual '''[[Bonus Stage]]s''' which are accessible only by passing a [[checkpoint]]. ''[[Sonic 3 & Knuckles]]'' contains all 3 of these stages, which are still accessible by passing the checkpoint with a certain number of rings.<br />
<br />
== ''Sonic 3'' bonus stage ==<br />
===Gumball Machine===<br />
[[Image:bubblegum.png|right]]<br />
Accessed by passing any checkpoint with 50 rings or above, this bonus stage consists of a large vertical space with a gumball machine at the top, one-time-use [[Metropolis Zone]]-style [[bumper]]s on the sides, and [[spring]]s at the bottom. It is possible to turn Super in this Bonus Stage by jumping at the right time, just when the stage loads, but only in Sonic 3 alone. Spheres come out of the gumball machine and have a variety of effects:<br />
<br />
*'''Clear Balls''' - Nothing<br />
*'''Black Balls''' - Bounces Sonic off of ball<br />
*'''Pink '1-Up' Balls''' - Gives an extra life<br />
*'''Green 'REP' Balls''' - Replaces the springs at the bottom<br />
*'''Blue 'B' Balls''' - Gives a [[Shield#Sonic 3 & Knuckles|water shield]]<br />
*'''Red 'B' Balls''' - Gives a fire shield<br />
*'''Yellow 'B' Balls''' - Gives a lightning shield<br />
*'''Grey Ball with Ring''' - Gives 10 rings<br />
<br clear="all"><br />
<br />
== ''Sonic & Knuckles'' bonus stages ==<br />
=== Glowing Spheres===<br />
[[Image:Magspheres.png|right]]<br />
Entered by passing a checkpoint with 35 rings or more, the Glowing Spheres special stage features bumpers and flippers on the sides, magnetic balls, star bumpers, rings with grey orbs in the middle, and a rising laser that will knock the player out of the stage when touching it. Touching one of the grey orbs will change it into one of the following spheres:<br />
<br />
*'''Clear Balls''' - Nothing<br />
*'''Black Balls''' - Bounces Sonic off of ball<br />
*'''Pink '1-Up' Balls''' - Gives an extra life<br />
*'''Blue 'B' Balls''' - Gives a water shield<br />
*'''Red 'B' Balls''' - Gives a fire shield<br />
*'''Yellow 'B' Balls''' - Gives a lightning shield<br />
*'''Grey Ball with Ring''' - Gives 5 to 80 rings. The closer to the top of the stage the player is, the more rings it will give.<br />
<br clear="all"><br />
<br />
===Rotating Maze/Slot Machine===<br />
[[Image:Slots.png|right]]<br />
Entered by passing a checkpoint with between 20 and 34 rings, the Rotating Maze is like a ''[[Sonic 1]]'' [[special stage]], but without the up/down circles and with a ring gambling machine like the ones in ''[[Sonic 2]]''<nowiki>'</nowiki>s [[Casino Night Zone]]. Ring combinations are:<br />
*'''1 Bar''': Win 2 Rings<br />
*'''2 Bars''': Win 4 Rings<br />
*'''3 Bars''': Win 8 Rings<br />
*'''3 Rings''': Win 10 Rings <br />
*'''3 Tails''': Win 20 Rings<br />
*'''3 Knuckles''': Win 25 Rings<br />
*'''3 Sonics''': Win 30 Rings<br />
*'''3 Jackpots''': Win 100 Rings<br />
*'''3 Robotniks''': Lose 100 Rings<br />
<br clear="all"><br />
Getting 1 Jackpot and 2 others gives double what would be given if 3 of those others were collected (i.e. Sonic + Sonic + Jackpot gives 60 rings). Does not apply to Robotnik; the player will still only lose 100 rings.<br />
<br />
Getting 2 Jackpots and 1 other '''''quadruples''''' the effect of 3 of the others (i.e. Sonic + Jackpot + Jackpot gives 120 rings, the highest possible payout.). As above, this does not apply to Robotnik; the player will still only lose 100 rings.<br />
<br />
If a player collects one of the outer rings while carrying 49 rings or more, he's awarded a continue. However this works only once every time the bonus stage is entered, to prevent the player from losing all his rings on purpose and collect 50 again<sup>[http://www.youtube.com/watch?v=8kIhOpjhff8]</sup>.<br />
<br />
{{Sonic3&KOmni}}<br />
[[Category:Sonic 3 & Knuckles Levels]]<br />
[[Category:Sonic 3 and Knuckles Levels]]</div>TonicBHhttps://info.sonicretro.org/index.php?title=Sonic_the_Hedgehog_3&diff=169211Sonic the Hedgehog 32011-03-08T09:28:32Z<p>TonicBH: </p>
<hr />
<div>{{Bob<br />
| bobscreen=Sonic3_title.png<br />
| publisher=[[Sega]]<br />
| developer=[[Sonic Team]]<br />
| system=[[Sega Mega Drive/Genesis]]<br />
| romsize=2 Megabytes<br />
| europe=February 24, 1994<br />
| usa=February 2, 1994<br />
| japan=May 27, 1994<br />
| rrp_jp=5,800<br />
| genre=2D Platform<br />
| esrb=e|vrc=ga|pegi=3|oflc=g|cero=a|grb=a<br />
}}<br />
'''''Sonic the Hedgehog 3''''' (ソニック・ザ・ヘッジホッグ3) is the [[Sonic]] series' third outing on the [[Sega Mega Drive/Genesis]]. The game is closely tied to its direct sequel ''[[Sonic & Knuckles]]'', as the two games were originally one until time constraints and cartridge costs forced the game to be split into two interlocking parts. This allowed Sega to save costs as the size of the full game may have been more as the game would require large amount of memory due to its size. This also allowed Sega to have a new Sonic game on the market much earlier. Official artwork for ''Sonic 3'' [[:Image:SSS SONICL .png|clearly show]] this game was meant as the first part. In addition to two separate cartridges, Sega had planned on releasing a combined version of them called [[Sonic the Hedgehog 3 Limited Edition]] but it was canceled altogether. Sonic 3 in its final form was heavily advertised, as fitted one of Sega's biggest hitters of the year.<br />
<br />
The plot of the game is the most complex of the Genesis/Mega Drive games Sonic was featured in. The Death Egg crashes on an ancient island kept afloat in space by the [[Master Emerald]]. The force lowers the island into the sea. [[Dr. Robotnik]] begins repairs, and convinces the guardian of the Master Emerald, [[Knuckles the Echidna]], that he is with Knuckles in protecting the island and that [[Sonic the Hedgehog]] and [[Miles Prower]] will try to steal it. Halfway through the game Robotnik attempts to launch the Death Egg again after repairing it, but Sonic causes it to crash again. <br />
<br />
''Sonic 3'' was released on February 2nd, a date referred to in Sega promotional material as "Hedgehog Day" in a nod to its actual status as [[wiki:Groundhog Day|Groundhog Day]].<br />
<br />
==Gameplay==<br />
The levels were three times larger than previous games and contained multiple paths for different characters (using each characters particular abilities would allow them to access or restrict them from taking certain paths. Also, there were more environmental elements with which to interact and more end-of-level bosses without any of the framerate issues that plagued certain parts of ''Sonic 2''.<br />
<br />
The game introduced many staples to the series, such as an increasingly [[Sonic 3 & Knuckles chronology and endings|story-driven game]], and multiple shield types. There were also inter-connecting stages within each zone (the next act would continue from the same place the previous act ended). This wasn't the first Sonic game to do this as the ''[[Sonic the Hedgehog (8-bit)|8-bit version of Sonic 1]]'' did something similar.<br />
<br />
Sonic and Tails are now equipped with special moves that are activated by pressing the jump button a second time while in mid air. Tails will fly if he’s out of water, or swim if he’s in water, both for a limited amount of time. In a team game, a second player can use Tails to "airlift" Sonic for a short amount of time. If Sonic has no shield equipped, he will generate an Insta-shield by tapping any controller button twice, giving him a split second burst of protection from projectiles and increase Sonic's attack range. Tails retains his ability to fly regardless of whether or not he has a shield.<br />
<br />
As in ''Sonic 2'' the player could choose to play as either Sonic or Tails, or as a team, controlling Sonic, with the AI or a second player controlling Tails. The objective of the game was to progress level to level defeating the mid-boss and boss of each level and collect all seven [[Chaos Emeralds]]. The Chaos Emeralds were obtainable from special stages which, as in ''[[Sonic the Hedgehog (16-bit)|Sonic 1]]'', were entered through [[giant ring]]s. In order to see the game's real ending, seven Chaos Emeralds must also be collected from the special stages.<br />
<br />
== 2P VS mode ==<br />
At the title screen, selecting a two-player game (select Competition) prompts you to a screen where you have three choices to make. Press up or down to select one of three different modes of 2-player play: Grand Prix, Match Race and Time Attack (you can also select Exit, which will take you back to the title screen). Pressing left or right at this initial screen will allow you to select between having power-ups in the two-player zones and not having power-ups. Once you select your mode of play each player must select their character. Player 1 uses controller 1 and Player 2 uses controller 2. Press left or right to cycle between the choices of Sonic, Tails or Knuckles and start to make a selection. Tails can fly like in the regular game by double jumping, but Sonic cannot use the [[W Kaiten]]. Otherwise 2-player play is exactly the same as 1-player play. Knuckles is a playable character and plays exactly the same as Sonic (he cannot glide or climb walls like he can in ''Sonic & Knuckles)''.<br />
<br />
[[Image:s3_2player.png|frame|right|Race results screen.]]<br />
Grand Prix is a race through all five 2-player zones in order, and once each player selects their character, you immediately go to the first zone, Azure Lake Zone. Match Race is also a race between both characters but in only one zone you must select after choosing your characters. Time Attack is a 1-player way of playing the two player zones - only one player can play, you select your character and zone, and try to complete it as fast as possible. The three fastest times ever are recorded in the screen that follows completing the zone. You can do this to practice for Grand Prix or Match Race, or just to fool around.<br />
<br />
The 2-player zones are very simple and short compared to 1-players zones. They repeat themselves over the X axis as you run to the right, and the first player to complete five laps around the whole zone wins. The zones are played in a split screen like in Sonic 2's 2-player mode; Player 1 plays in the top half of the screen and Player 2 in the lower half. The two characters' positions in the zone are independent of one another and neither character can directly block or impede the other. If you are playing Time Attack or if, for some reason, you are playing Grand Prix or Match Race with only one controller attached, there will be no character in the lower screen. The goal in each 2-player zone is simply to go five laps through the zone as fast as you can. Each time you run past the pole at the start, you complete a lap. First player to complete five laps wins the zone. The number in the top right corner indicates what lap you're on. Running left across will actually make this number decrease, and thus is totally unproductive.<br />
<br />
At the beginning of every 2-player zone (including in Time Attack) there is a 3, 2, 1 countdown. If either player passes the start pole before the word 'GO!' appears, the word 'FAULT' appears and the countdown restarts. You can go through an infinite number of false starts this way. Also, at some point in every 2-player zone there are power-ups (if they are enabled). The power-ups are nothing like those in 1-player mode - they are spheres that rotate in the air, two at a time, and they change each lap. Touch them to collect them. Only one player can collect each power-up. Some of them are ones not found in the regular game. If a player dies at any time they simply return to the beginning of the lap they were in (but in a close race, this costs precious time). The 2-play zones have no rings (except a ring power-up) or enemies.<br />
<br />
At the end of a Grand Prix game, whoever won the most zones wins the game. At the end of a<br />
Match Race, whoever won the individual zone wins. Either way you return to the screen at the beginning of 2-player mode to play again or return to the regular game.<br />
<br />
==Scoring==<br />
Hitting bumpers: 10 points for each of the first ten hits on <br />
any given bumper; after that no more points can be gained from that bumper<br />
<br />
Hitting enemies: ''(a chain refers to all enemies destroyed until the next time Sonic lands on some form of ground or jumps)''<br />
*First enemy in a chain = 100<br />
*Second enemy in a chain = 200<br />
*Third enemy in a chain = 500<br />
*Fourth through 15th enemies in a chain = 1,000 each<br />
*16th and all subsequent enemies in a chain = 10,000 each<br />
<br />
Destroying a [[Dr. Eggman]] boss robot or mini-boss: 1,000 points<br />
<br />
Ring bonus at end of level: 100 points for each ring held<br />
<br />
Signpost: At the end of each Act 1, a signpost falls from the air; jump at it before it hits the ground to keep it in the air and score 100 points. You can get as many 100-point bonuses as you're able to keep the sign in the air for. If the signpost lands on a predefined spot it will spawn an item box. Each level has a different arrangement and different selections of power-ups available.<br />
<br />
Time bonus at end of level:<br />
*Game clock reads 0:59 or less = 50,000<br />
*Game clock reads 1:00 to 1:29 = 10,000<br />
*Game clock reads 1:30 to 1:59 = 5,000<br />
*Game clock reads 2:00 to 2:29 = 4,000<br />
*Game clock reads 2:30 to 2:59 = 3,000<br />
*Game clock reads 3:00 to 3:29 = 1,000<br />
*Game clock reads 3:30 to 9:58 = 100<br />
*Game clock reads 9:59 exactly = 100,000<br />
<br />
Special stage: 100 points for each ring held. If you collect all rings, you also get a 50,000-point [[Perfect Bonus]] (even if you don't get the Emerald).<br />
<br />
== Technical Information ==<br />
''Sonic 3'' had the option, unseen so far in the ''Sonic the Hedgehog'' series, to record the game level where a player had been on an [[FRAM]] (similar in operation to [[SRAM]], but does not require power source to hold information) and resume it at a later date - which increased the replay value tremendously as several levels sport secret passages and, although not vital to the ending of the game, allow the collection of 7 Chaos Emeralds at a later date. <br />
<br />
A closer inspection of the ROM by fans provides some details on the marketing scheme pulled by [[Sega]] with the release of ''[[Sonic & Knuckles]]''. While [[Sega]] originally stated that the new "revolutionary" lock-on technology literally transformed the secondary game (i.e. ''Sonic 3'' or ''Sonic the Hedgehog 2''), the analysis of the ROM reveals that ''Sonic 3'' was produced with full knowledge and possibly having most of ''Sonic & Knuckles'' already completed, as it provides a whole second version of the game, not an "add-on".<br />
<br />
==Miscellaneous==<br />
[[File:Sonic3TitleFullBody.png|right]]<br />
===Sonic's body on the title screen===<br />
Even though it's normally cut in half, for a few frames it's possible to see Sonic's complete body on the title screen. The same applies to ''[[Sonic the Hedgehog 3 & Knuckles]]''.<br />
<br />
===GoodGen Versions===<br />
*Sonic the Hedgehog 3 (E) - European ''Sonic 3''.<br />
*Sonic the Hedgehog 3 (J) [!] - Japanese ''Sonic 3''.<br />
*Sonic the Hedgehog 3 (U) [!] - American ''Sonic 3''.<br />
<br />
===Archie Comic Adaption===<br />
The adaption featured Knuckles for the first time in a comic book. One thing different about this comic is that Dr. Robotnik mentions his plans to recharge his hovercraft, not the Death Egg. It was published in August 1994.<br />
<br />
===Promotional Music===<br />
For Sonic 3's launch in the UK, Sega hired ''Right Said Fred'' to make a promotional single for the game. The resulting track was ''[[Wonderman]]''.<br />
<br />
== Manuals ==<br />
* [[Sonic the Hedgehog 3 US Manual]]<br />
* [[Sonic the Hedgehog 3 EU Manual]]<br />
* [[Sonic the Hedgehog 3 JP Manual]]<br />
* [[Sonic the Hedgehog 3 Korean Manual]]<br />
<br />
==Also Released On==<br />
*''[[Sonic the Hedgehog 3 (LCD game)|Sonic the Hedgehog 3]]'' for [[Tiger Electronics|Tiger]] LCD (1994)<br />
*''[[Sonic & Knuckles Collection]]'' for PC (1997)<br />
*''[[Sonic Jam]]'' for [[Sega Saturn]] (1997)<br />
*''[[Sonic & Garfield Pack]]'' for PC (1999)<br />
*''[[Sonic Action Pack]]'' for PC (2000)<br />
*''[[Sonic Action 4 Pack]]'' for PC (2001)<br />
*''[[Twin Pack: Sonic CD and Sonic & Knuckles Collection]]'' (2002)<br />
*''[[Sonic Mega Collection]]'' for [[Nintendo GameCube]] (2002)<br />
*''[[Sega PC Mega Pack]]'' for the PC (2003)<br />
*''[[Sonic Mega Collection Plus]]'' for [[Sony PlayStation 2]] and [[Microsoft Xbox]] (2004)<br />
*''[[Sonic Mega Collection Plus & Super Monkey Ball Deluxe]]'' for the [[Microsoft Xbox]] (2005)<br />
* [[Virtual Console]] on [[Nintendo Wii]] (2007)<br />
* [[Tectoy Mega Drive 3]] for the [[Tectoy]] Plug and play console (2008)<br />
*''[[Sega Fun Pack: Sonic Mega Collection Plus & Shadow the Hedgehog]]'' for the [[Sony PlayStation 2]] (2009)<br />
*''[[Sonic's Ultimate Genesis Collection]]'' for the [[Sony PlayStation 3]] and [[Xbox 360]] (2009)<br />
*''[[Sonic the Hedgehog 3 (Microsoft Live Arcade)]]'' on Microsoft Live Arcade (2009)<br />
*''[[Sonic PC Collection]]'' for the PC (2009)<br />
*''[[Sonic Classic Collection]]'' for the [[Nintendo DS]] (2010)<br />
<br />
== Production Credits ==<br />
Executive Producer: [[Hayao Nakayama]]<br><br />
Executive Management: [[Shoichiro Irimajiri]], [[Tom Kalinske]]<br><br />
Executive Coordinator: [[Mamoru Shigeta]], Tomio Takami, [[Diane A. Fornasier]], [[Roger Hector]], [[Takaharu Utsunomiya]]<br><br />
Project Managers: [[Shinobu Toyoda]], [[Masaharu Yoshii]], [[Hisashi Suzuki]]<br><br />
Producer: [[Yuji Naka]]<br><br />
Director: [[Hirokazu Yasuhara]]<br><br />
Lead Game Designer: [[Hirokazu Yasuhara]]<br><br />
Senior Game Designers: [[Takashi Iizuka]], [[Hisayoshi Yoshida]]<br><br />
Lead Programmer: [[Yuji Naka]]<br><br />
Senior Programmers: [[Masanobu Yamamoto]], Hiroshi Nikaidoh<br><br />
Character Designer: [[Takashi Thomas Yuda]]<br><br />
CG Artist: [[Kunitake Aoki]]<br><br />
Animator: [[Takashi Thomas Yuda]]<br><br />
Enemy Artist: [[Satoshi Yokokawa]]<br><br />
Scene Artists: [[Shigeru Okada]], [[Satoshi Yokokawa]], [[Chie Yoshida]], [[Takashi Thomas Yuda]], [[Kunitake Aoki]], [[Tsuneko Aoki]]<br><br />
Art Assistant: [[Osamu Ohashi]]<br><br />
Music Composers: Brad Buxer, Bobby Brooks, Darryl Ross, Geoff Grace, Doug Grigsby III, "Scirocco", [[Michael Jackson|Michael Jackson (uncredited)]]<br><br />
SEGA Sound Team: [[Masaru Setsumaru]], [[Jun Senoue]], [[Tatsuyuki Maeda]], [["Milpo"]], [[Tokuhiko Uwabo|Tokuhiko "Bo" Uwabo]], Sachio Ogawa, [[Tomonori Sawada]], [[Naofumi Hataya]]<br><br />
Sound Project Coordinator: Hisaki Nimiya<br><br />
Marketing: Pamela Kelly<br><br />
Sound Special Thanks: Mayumi Nina Sakazaki(Mrm), Cube Corp., Opus Corp., Masanori Nakayama (Studio Who), [[Howard Drossin]]<br><br />
Special Thanks: [[Deborah McCracken]], Emi Kawamura, [[Jina Ishiwatari]]<br><br />
<br />
==Sound Test==<br />
Here is a list of the music featured in Sonic the Hedgehog 3, as it is located in the sound test, which can be accessed by entering the zone select code.<br />
*01: [[Angel Island Zone]] Act 1<br />
*02: [[Angel Island Zone]] Act 2<br />
*03: [[Hydrocity Zone]] Act 1<br />
*04: [[Hydrocity Zone]] Act 2<br />
*05: [[Marble Garden Zone]] Act 1<br />
*06: [[Marble Garden Zone]] Act 2<br />
*07: [[Carnival Night Zone]] Act 1<br />
*08: [[Carnival Night Zone]] Act 2<br />
*09: [[Flying Battery Zone]] Act 1 (Unused)<br />
*0A: [[Flying Battery Zone]] Act 2 (Unused)<br />
*0B: [[Icecap Zone]] Act 1<br />
*0C: [[Icecap Zone]] Act 2<br />
*0D: [[Launch Base Zone]] Act 1<br />
*0E: [[Launch Base Zone]] Act 2<br />
*0F: [[Mushroom Hill Zone]] Act 1 (Unused)<br />
*10: [[Mushroom Hill Zone]] Act 2 (Unused)<br />
*11: [[Sandopolis Zone]] Act 1 (Unused)<br />
*12: [[Sandopolis Zone]] Act 2 (Unused)<br />
*13: [[Lava Reef Zone]] Act 1 (Unused)<br />
*14: [[Lava Reef Zone]] Act 2/[[Hidden Palace Zone (S&K)|Hidden Palace Zone]] (Unused)<br />
*15: [[Sky Sanctuary Zone]] (Unused)<br />
*16: [[Death Egg Zone (S&K)|Death Egg Zone]] Act 1<br />
*17: [[Death Egg Zone (S&K)|Death Egg Zone]] Act 2<br />
*18: Act 1 Boss ([[Sonic & Knuckles]]) (Unused)<br />
*19: Act 2 Boss<br />
*1A: [[Doomsday Zone]] (Unused)<br />
*1B: Bonus Stage: Magnetic Orbs (Unused)<br />
*1C: [[Special Stage]]<br />
*1D: Bonus Stage: Slot Machine (Unused)<br />
*1E: Bonus Stage: Gumball Machine<br />
*1F: Knuckles' Theme ([[Sonic the Hedgehog 3|Sonic 3]])<br />
*20: Competition Mode: [[Azure Lake Zone]]<br />
*21: Competition Mode: [[Balloon Park Zone]]<br />
*22: Competition Mode: [[Desert Palace Zone]]<br />
*23: Competition Mode: [[Chrome Gadget Zone]]<br />
*24: Competition Mode: [[Endless Mine Zone]]<br />
*25: Title Screen ([[Sonic the Hedgehog 3|Sonic 3]])<br />
*26: Credits ([[Sonic the Hedgehog 3|Sonic 3]])<br />
*27: Game Over<br />
*28: Continue Screen/Competition Mode Results<br />
*29: Act Completition<br />
*2A: Extra Life<br />
*2B: Emerald Collection<br />
*2C: Invincibility/Super Theme ([[Sonic the Hedgehog 3|Sonic 3]])<br />
*2D: Competition Mode Setup Screen<br />
*2E: Act 1 Boss ([[Sonic the Hedgehog 3|Sonic 3]])<br />
*2F: Saved Game Screen<br />
*30: Final Boss<br />
*31: Drowning Warning<br />
*32: End of Credits ([[Sonic the Hedgehog 3|Sonic 3]])<br />
*FF :Sega (From Title Screen) In Poor Quality Sound<br />
<br />
==Resources==<br />
===Hacking Guides===<br />
* [[SCHG:Sonic 3|Sonic Community Hacking Guide/Sonic 3]]<br />
* [[SCHG:Nem s3|Nemesis' Sonic 3 Hacking Guide]]<br />
* [[SCHG:Nem s3ss|Nemesis' Sonic 3 Savestate Hacking Guide]]<br />
<br />
===Original Sound Version Recordings===<br />
See [[Sonic the Hedgehog 3 OSV]] for a download page.<br />
<br />
===Scans & Images===<br />
<gallery><br />
File:Sonic3 md us cover.jpg|US cover<br />
Image:SonicHedgehog3cart.jpg|US cart<br />
File:Sonic3 md us megahit cover.jpg|US 'Mega Hit Series' cover<br />
File:Sonic3 md us megahit cart.jpg|US 'Mega Hit Series' cart<br />
</gallery><br />
<br />
<gallery><br />
Image:S3-eu-box.jpg|EU/AU cover<br />
Image:Sonic3 md au plat cover.jpg|AU 'Platinum Collection' cover<br />
Image:S3-md-eu-cart.jpg|EU cart<br />
</gallery><br />
<br />
<gallery><br />
Image:Sonic3-box-jap.jpg|JP cover<br />
Image:s3_md_jp_cart.jpg|JP cart<br />
</gallery><br />
<br />
<gallery><br />
Image:Sonic3-box-korea.jpg|Korean cover<br />
</gallery><br />
<br />
<gallery><br />
Image:Sonic3_md_as_cover.jpg|Asian cover<br />
Image:Sonic3_md_as_cart.jpg|Asian cart<br />
</gallery><br />
<br />
===Artwork===<br />
<gallery><br />
Image:SSS SONICL .png<br />
Image:SSS SONICN .png<br />
Image:SSS SONIC27.png<br />
Image:SSS SONIC29.png<br />
</gallery><br />
<br />
{{Sonic3&KOmni}}<br />
{{SonicVirtualConsole/WiiWareGames}}<br />
{{SonicGenesisGames}}<br />
<br />
[[Category:Mega Drive Games]]<br />
[[Category:Virtual Console/WiiWare Games]]</div>TonicBHhttps://info.sonicretro.org/index.php?title=Sonic_R&diff=168536Sonic R2011-03-04T15:53:34Z<p>TonicBH: /* Other Differences */</p>
<hr />
<div>{{Bob<br />
|bobscreen=Sonic r title.png<br />
|screenwidth=<br />
|publisher=[[Sega]]<br />
|developer=[[Sonic Team]] / [[Traveller's Tales]]<br />
|system=[[Sega Saturn]], PC<br />
|europe=<br>November 21, 1997 (Saturn)<br>November 1998 (PC)<br />
|usa=<br>November 18, 1997 (Saturn)<br>November 11, 1998 (PC)<br />
|japan=<br>December 4, 1997 (Saturn)<br>November 1998 (PC)<br />
|rrp_jp=5,800 (Saturn)<br />
|genre=Racing<br />
|esrb=e|pegi=3|elspa=3|usk=0|grb=a|cero=free|oflc=gold|djctq=l}}<br />
<br />
'''''Sonic R''''' (ソニックR) is a racing game, featuring characters from the Sonic the Hedgehog series. It was developed by [[Traveller's Tales]] and [[Sonic Team]] for the [[Sega Saturn]] and PC. The PC version was ported to the [[GameCube]] and the [[PlayStation 2]] in ''[[Sonic Gems Collection]]''. The game is characterized by the same sense of environmental openness in the Sonic platformers. It contains colorful 3D graphics combined with a Powerpop soundtrack by [[Richard Jacques]] (including songs performed by British singer [[TJ Davis]]).<br />
<br />
==Gameplay==<br />
There are five racers in each race. The opponents selected depend on what character the player chooses. If the player chooses a secret character, the other secret characters that have been unlocked will be used. If the player chooses a starting character, he races against the other starting characters. For the purposes of selecting the racers, Dr. Robotnik is treated as a starting character.<br />
<br />
There are several collectible rings across each of the five racetracks. Each ring regenerates after a short period of time. These rings can serve two purposes.<br />
<br />
* Stepping on a speed boost will consume all of a player's rings, to a maximum of 50, and boost the player ahead along a preset path. The boost is at a speed approximately three times the normal maximum speed of a character and lasts for a duration proportional to the number of rings deducted.<br />
* Each level contains special doors which open when the player uses twenty of fifty rings on it. Twenty-ring doors frequently hide tokens, shortcuts, or both. Fifty-ring doors frequently hide Chaos Emeralds, shortcuts, or both. After being opened, the doors remain open for all players for the duration of the game. The number of rings required to open the door is displayed in the frame above it.<br />
<br />
There are also inexhaustible emblem bonuses. Touching an emblem gives the racer one of multiple possible rewards, including a random number of rings and the [[Water shield|water]] and [[lightning shield]]s that first appeared in ''[[Sonic the Hedgehog 3]]''. The bubble shield allows the racer to walk on water once, after which it disappears. The lightning shield attracts rings to itself, but is eliminated over time or immediately upon touching water.<br />
<br />
Aside from the main game, there are three special gameplay modes: reverse, in which racing occurs facing the opposite direction, break five balloons, and tag four players.<br />
<br />
==Characters==<br />
There are five racers in each race. The four "best" racers that have been activated are automatically selected as computer opponents if a secret character is chosen. If one of the default characters is chosen, then the opponents with be the other default racers.<br />
<br />
Some racers can run on water for a while, and all characters can "swim" in it indefinitely, but the speed of movement will be greatly reduced. In addition, each of the ten playable characters has a different speed and a unique set of abilities. These abilities can give certain characters, even those which are initially playable, a clear edge over others. The four characters that are initially playable are [[Amy Rose]], [[Miles "Tails" Prower|Tails]], [[Knuckles the Echidna|Knuckles]], and [[Sonic the Hedgehog|Sonic]]. Below are the characters and their abilities, listed roughly from worst to best.<br />
<br />
* [[Amy Rose]] drives her car, which is similar to her cart in ''[[Sonic Drift]]'', and can hover over water. She is slow but at the cost of 10 rings, she has the ability to boost, giving her a high top speed.<br />
* [[Eggman]], who races in a [[eggpod]], can do a short-range heat-seeking attack at a cost of 10 rings. The attack will eliminate the target's shield if it has one and slow it down if it does not. He is also particularly slow but can hover over water.<br />
* [[Tails]] can fly at a fixed level for a limited period of time thus he can take shortcuts that others can not. He has good acceleration, but is difficult to turn with at high speeds.<br />
* [[Eggrobo]] is robot whose head and body are shaped like an egg, first seen in ''[[Sonic & Knuckles]]''. Its abilities are similar to those of Robotnik, but it is slow compared to the other secret characters. <br />
* [[Knuckles]] can [[Power Glide|glide]] for an unlimited period of time, gradually losing height. He cannot latch onto or climb walls as in ''[[Sonic the Hedgehog 3]]''. He is an all-round character, not having any major features and Speed and Control is even.<br />
* [[Sonic]] is the fastest of the characters that are initially playable. He can double jump. He has quick acceleration and high top speed, but has poor handling.<br />
* [[Tails Doll]] can hover on water. Additionally, he can hover indefinitely a certain distance above the ground or water.<br />
* [[Metal Knuckles]] is a robot version of Knuckles that is faster on the ground and while gliding.<br />
* [[Metal Sonic]] has a very high single jump and does not immediately fall into water, instead floating above it while losing speed, and then falling in after he has stopped completely.<br />
* [[Super Sonic]] is the fastest racer, and also the hardest to unlock. He can double-jump and can run on water indefinitely, although at a reduced speed. By repeatedly jumping, it is possible to move across water at full speed. His only flaw is that he can be hard to control at times.<br />
<br />
==Differences between versions==<br />
<br />
===Fade-In===<br />
-The Saturn version of ''Sonic R'' handles the game's signature fade-in differently. If the game is undergoing slowdown the fade-in will disappear, shortening the draw distance, in an attempt to keep the frame rate up. Polygons that are transparent do not have lighting applied. <br />
<br />
-On the software rendered PC version, fade-in is fixed and can be changed in the options menu or in-game with the '''F1''' and '''F2''' keys. On the hardware rendered version, fade-in is displayed differently, calculated per pixel instead of per polygon. Also on the hardware rendered PC version, the lowest flat floor fades-in with the polygons. <br />
<br />
-The ''Gems'' version has no fade-in.<br />
<br />
===Track Lighting===<br />
<br />
-The Saturn and software rendered versions use addition to calculate lighting. This allows for much more dramatic lighting and changing to color of a texture. (Blue light on red shows blue.)The hardware rendered PC version and ''Gems'' version uses multiplication for calculating lighting. (Blue light on red shows black.) Since the game's lighting was designed for additive lighting, the track appears subdued on the hardware rendered and Gems versions.<br />
<br />
-In the Saturn version, the Radiant Emerald track is transparent and has a transparent overlay to simulate multi-texturing. The fade-in found throughout the game is disabled, so the end of the track pops into view. <br />
<br />
-In the PC and ''Gems'' versions, fade-in works normally, but the track is no longer transparent and there is no overlay. Instead, the coloring of the track pulsates with bright colors. <br />
<br />
-On the hardware rendered PC version and Gems versions, the track is dark and unlit in places, but coloring does change.<br />
<br />
===Backgrounds and Textures===<br />
-The Saturn version has a smaller background (mostly made from a tilemap) and is mirrored four times to wrap the screen (causing suns/moons to appear twice). <br />
<br />
-The PC and Gems versions use a 1664*128 bitmap for the entire background. <br />
<br />
-The water for the Saturn version appears different, with light shading on the wave reflection of the background (a palette effect) and a faintly visible water surface. <br />
<br />
-The software rendered PC version has ripples done that same way as the Saturn version, but is missing the visible water surface and wave shading. The ''Gems Collection'' version animates water in a similar way. <br />
<br />
-The hardware rendered PC version is missing the features that the software version misses, as well as the background reflecting by a slightly darkened, wobbling texture. <br />
<br />
- The Saturn version uses 4-bit textures whereas the PC and ''Gems'' versions have 16-bit textures. Despite some tweaks, texture resolution is roughly the same. Some polygon models have changed, too. The changes on Knuckles are particularly noticeable between the Saturn and PC/Gems versions. Also, the software rendered PC version is the only version with texture alpha blending. (Per texel transparency, all other versions only do per polygon transparency.)<br />
<br />
===Other Differences===<br />
-In some places collision detection has changed. For example, in the PC/''Gems'' version, you can stand on the ropes in Reactive Factory; in the Saturn version you cannot. <br />
<br />
-The Saturn version's controls were unresponsive at times, (but using a 3D Analog Pad slightly fixes this).<br />
<br />
-In the Saturn version, there is a slight delay between when a button is pushed and when a character responds. <br />
<br />
-The PC/''Gems'' version has time records for each character, mode, and track combination, and the Saturns' has records for each track, mode, and combination. <br />
<br />
-The Saturn and ''Gems'' versions have ambient sound effects for torches, waterfalls, and seasides; the ''Gems'' version has volume issues (too loud) and is missing some of the sounds that the Saturn version has. <br />
<br />
-Credits are different in the Saturn version in that there are no 3D characters. <br />
<br />
-The balloons in the balloon mode are blue in the Saturn version, while other versions have randomly colored balloons. <br />
<br />
-Items have different probabilities of being received in the Saturn version; shields and speed shoes are far more common for racers in top positions. <br />
<br />
-In the PC and ''Gems'' versions, races occur in random weather conditions, either normal, rainy, or snowy, unless the default settings are altered. <br />
<br />
-The Saturn version supports two players in split screen, while other versions support four players.<br />
<br />
-In the Saturn version, the instrumental tunes are longer, they're mysteriously truncated in the PC version.<br />
<br />
==Saving Data==<br />
The Sega Saturn version of the game makes use of the Saturn's internal battery back-up as well as the [[Sega Saturn Back-Up Ram Cart]] to save progress and unlockable content.<br />
<br />
{|class="prettytable"<br />
|+ {{PAGENAME}} Save Data<br />
|-<br />
! Name<br />
! Comment<br />
! File Size<br />
|-<br />
| SONICR___##<br />
| SAVE_DATA<br />
| 6<br />
|}<br />
<br />
==Miscellaneous Trivia==<br />
*Some copies of the PC version released by Expert Software (ActiVision Value) are missing audio tracks, most likely due to a sloppy mastering job. Hence, the game will not play music.<br />
<br />
==Manuals==<br />
* [[Sonic R US Manual]]<br />
* [[Sonic R EU Manual]]<br />
* [[Sonic R JP Manual]]<br />
* [[Sonic R (PC) US Manual]]<br />
* [[Sonic R (PC) EU Manual]]<br />
* [[Sonic R (PC) JP Manual]]<br />
<br />
==Also Released On==<br />
*''[[Sonic R (LCD game)|Sonic R]]'' for [[Tiger Electronics|Tiger]] LCD (1998)<br />
*''[[Arcade Collection]]'' for PC (2000)<br />
*''[[Sonic Action Pack]]'' for PC (2000)<br />
*''[[Sonic Action 4 Pack]]'' for PC (2001)<br />
*''[[Twin Pack: Sonic 3D Blast & Sonic R]]'' (2002)<br />
*''[[Sega PC Mega Pack]]'' for the PC (2003)<br />
*''[[Sonic Gems Collection]]'' for the [[Nintendo GameCube]] and [[Sony PlayStation 2]] (2005)<br />
<br />
== Production Credits ==<br />
Program Design & Implementation: Jon Burton (Traveller's Tales)<br/><br />
Head Artist: James Cunliffe (Traveller's Tales)<br/><br />
Lead Artist: David Burton (Traveller's Tales)<br/><br />
Game Design Director: [[Takashi Iizuka]] (Sega Enterprises Ltd.)<br/><br />
Map Design Director: [[Hirokazu Yasuhara]] (Sega of America Inc.)<br/><br />
Additional Artwork: [[Kazuyuki Hoshino]] (Sega Enterprises Ltd.)<br/><br />
Additional Artwork & Visual Advisor: [[Shigeru Okada]] (Sega Europe Ltd.)<br/><br />
Character Designer: [[Yuji Uekawa]] (Sega Enterprises Ltd.)<br/><br />
Music & Sound Producer: [[Richard Jacques]] (Sega Europe Ltd.)<br/><br />
Project Director: Kats Sato (Sega Europe Ltd.)<br><br />
General Producer: [[Yuji Naka]] (Sega Enterprises Ltd.)<br />
<br />
===Traveller's Tales===<br />
Programmed By Jon Burton<br/><br />
Polygon Model Design and Implementation: Neil Allen, David Burton, James Cunliffe<br/><br />
Texture Map Design and Application: Neil Allen, James Cunliffe<br/><br />
Character Animations: David Burton<br/><br />
Artwotk: Bev Bush, Carleen Smith<br><br />
Addtional Artwork: Leon Warren, Sean Maden, Jon Rashid, Will Thompson<br><br />
Model and Animation Data Conversion: Andy Holdroyd<br/><br />
Terrain System Programming: John Hodskinson<br/><br />
Special Effects Programming: Jon Burton<br/><br />
Artificial Intelligence: Stephen Harding, Gary Vine<br/><br />
Texture Application Software: Andy Holdroyd<br/><br />
3D Engine And Porting: Steve Monks<br><br />
Additional Programming: Stephen Harding, Gary Vine, John Hodskinson, Andy Holdroyd<br/><br />
<br />
===Sega Enterprises Ltd.===<br />
General Producer: [[Yuji Naka]]<br><br />
Producer: [[Tetsuo Shinyu]]<br><br />
Director: Masamitsu Shiino<br><br />
Game Design Director: [[Takashi Iizuka]]<br><br />
Map Design Director: [[Hirokazu Yasuhara]]<br><br />
Supervisor: [[Yuji Naka]]<br><br />
Game Designer: [[Shun Nakamura]]<br><br />
Game Advisors: [[Takao Miyoshi]], Katsuhiro Hasegawa<br><br />
Additional Artwork: [[Kazuyuki Hoshino]]<br><br />
Additional Artwork & Visual Advisor: [[Shigeru Okada]]<br><br />
Character Designers: [[Yuji Uekawa]], [[Yoshitaka Miura]]<br><br />
Graphic Advisors: [[Naoto Ohshima]], [[Hiroshi Nishiyama]]<br><br />
Sound Advisor: [[Naofumi Hataya]]<br><br />
Music & Sound Effects: [[Richard Jacques]]<br><br />
Vocals: [[T.J. Davis]] (courtesy of Freedom Management)<br><br />
Engineered & Mixed By: Matt Howe<br><br />
Digital Editing By: Neil Tucker<br><br />
Recorded And Mixed At: SEGA DIGITAL STUDIO, Metropolis Studio<br><br />
Product Manager: Toshinori Asai<br><br />
Sega Europe Ltd. Director: Richard Lloyd<br><br />
European Marketing Manager: Hitendra Maik<br><br />
Assistant European Marketing Manager: Steve Wombwell<br><br />
Locailzation: Roberto Parraga, Dave Thompson, Michael Wiessmuller<br><br />
Packing And Software Manual(Japan): Kaoru Ichigozaki, Osamu Makazato, Hayato Takebayashi<br><br />
Packing And Software Manual(America): [[France Tantiado]]<br><br />
Packing And Software Manual(Europe): Paul Jeren<br><br />
Special Thanks: [[Jin Shimazaki]], Kazutoshi Miyake, Katsuhisa Sato, Scott Hawkins, [[Sonic Team]]<br><br />
<br />
==Resources==<br />
===On Sonic Channel===<br />
'''''[[Sonic Channel]]''''', the official Japanese-language website of Sonic the Hedgehog, hosted profiles for each of the ''Sonic R'' playable characters. A partial translation was compiled by [[Thrippa]]:<br />
<br />
''<u>'''About Appearing Characters'''</u>''<br><br />
Each character possesses their own unique ability, and by means of this ability may be able to take differing routes where the road forks.<br />
<br />
<u>'''Basic Characters'''</u><br><br />
Characters appearing at the start. These five contend in Grand Prix mode:<br />
<br />
<u>Sonic the Hedgehog</u><br><br />
Well-known protagonist. His maximum speed is the highest among all characters. However, because his acceleration and grip performance is inferior to theirs, skill is required. When he rolls into a ball and does a spin dash, even faster speeds become possible. Additionally, with his double jump he may be able to leap over large obstacles such as rivers.<br />
<br />
Key advice:<br />
* For success at the starting point, do a spin dash.<br />
* Regarding deceleration, use the {{L}}{{R}} buttons to the best of your ability for smooth cornering.<br />
* Use the double jump to try to find new shortcuts.<br />
<br />
<u>Miles 'Tails' Prower</u><br><br />
Yearning to be like Sonic, always along wherever Sonic goes. His maximum speed may be inferior, but his other abilities are relatively good. As with Sonic, when Tails curls into a ball, a spin dash is possible. Also, by spinning his two tails, he is able to fly, making bold short cuts possible.<br />
<br />
Key advice:<br />
* For invariable success at the start, use the spin dash.<br />
* Flight time is unexpectedly short. Remember to take care when choosing a landing spot, to be able to make a good landing.<br />
* Search for routes that allow Tails to make the best use of his propeller flight.<br />
<br />
<u>Knuckles the Echidna</u><br><br />
Sonic's rival-like being. Regarding this character, all abilities are in balance. As with Sonic and Tails, the spin dash is possible when curled up. Also, gliding through the sky is possible; from a high place, he can fly further than Tails.<br />
<br />
Key advice:<br />
* For success at the starting point, do a spin dash.<br />
* Glide from high places for shortcuts. Intense up-down along the course is particularly effective.<br />
* With skillful turning, higher cornering stability is possible than with Sonic.<br />
<br />
<u>Amy Rose</u><br><br />
Only female character. Tails remodeled her all-purpose car so she could drive it and participate in the race. This character is aimed at the beginner; maximum speed is low, but it accelerates nicely. Also she has a truly all-purpose car; she can even drive it on the water. And she is able to do a Turbo Dash, traveling at great speed for a set length of time.<br />
<br />
Key advice:<br />
* At the start, the Turbo Dash is indispensable.<br />
* Her ground speed cannot outrun other vehicles, so to win, look for bold shortcuts across the water.<br />
* Turbo Dash management is often the deciding factor. Using it recklessly will result in time loss.<br />
<br />
<u>Doctor Eggman</u><br><br />
A wicked, genius scientist. He rides his familiar Eggmobile to participate. Since it floats in the air, its turning ability is very high and it can float over water too. Eggman is also able to throw bombs to attack other players.<br />
<br />
[Appearance requirements] Become overall champion in Grand Prix mode to have Eggman appear on the Character Select screen.<br />
<br />
Key advice:<br />
* Turning ability is extremely high, so be careful on curves.<br />
* Make full use of the hydroplane ability.<br />
* At any rate, Eggman has a large build. Press the {{Z}} button to view the course from a different angle.<br />
<br />
<u>'''Hidden Characters'''</u><br><br />
These characters will appear when their requirements are met. One must become a good player to handle them.<br />
<br />
<u>Metal Sonic</u><br><br />
Eggman developed his secret weapon with the aim of exceeding Sonic in power and speed. His maximum speed is precisely equal to Sonic's, and his acceleration exceeds Sonic's. However, because of that overwhelming power, his turning ability is inferior. Considerable skill is necessary to operate him.<br />
<br />
[Appearance requirements] Collect 5 tokens on Resort Island in Grand Prix mode and finish better than fourth place to begin a one-on-one match with Metal Sonic. Win this race and Metal Sonic will become a possible choice on the character select screen.<br />
<br />
Key Advice:<br />
* Low turning ability. You must decelerate to turn sharply without losing control.<br />
* Due to inertia, traveling on water is possible. Falling in the water may cause Metal Sonic to become confused.<br />
* Metal Sonic is not able to do a double jump, but his single jump is better than Sonic's.<br />
<br />
<u>Metal Knuckles</u><br><br />
As with Sonic, Eggman prepared this secret weapon for the sake of overthrowing Knuckles, considering his existence to be a hindrance. Having the same power plant as Metal Sonic, speed and acceleration power are high, but like Knuckles, this robot can glide from high places.<br />
<br />
[Appearance requirements] Collect 5 tokens in Reactive Factory in Grand Prix mode and finish better than fourth place to begin a one-on-one match with Metal Knuckles. Win this race and Metal Knuckles will become a possible choice on the character select screen.<br />
<br />
Key Advice:<br />
* Low turning ability. To turn without losing control, you must decelerate.<br />
* Due to inertia, traveling on water is possible. Falling in the water may cause Metal Knuckles to become confused.<br />
* From a high place, aim at a shortcut without pausing.<br />
<br />
<u>Eggmanrobo</u><br><br />
Eggman created this robot intending to surpass his strongest robots, including the other Metals. However, it demonstrated its true strength on its first mission: thanks to its comical body, it ignores air resistance . . . Eggman boasts of the offensive abilities he gave it, and it still matches Metal Sonic's speed.<br />
<br />
[Appearance requirements] Collect 5 tokens in Regal Ruin in Grand Prix mode and finish better than fourth place to begin a one-on-one match with Eggmanrobo. Win this race and Eggmanrobo will become a possible choice on the character select screen.<br />
<br />
Key Advice:<br />
* Low turning ability. Use {{L}}{{R}} Buttons effectively to struggle through corners.<br />
* On the water, deceleration occurs immediately. Hurry to land to recover.<br />
* Eggmanrobo has a huge body. When a course is difficult to see, press the {{Z}} button to change your viewpoint.<br />
<br />
<u>Tails Doll</u><br><br />
As a last resort, Eggman manufactured this to catch Sonic unprepared. This, except for the power plant embedded in its head, is a mere stuffed animal, whose meager form nevertheless exhibits considerable ability in races due to its lightweight design. Still, it is also able to float in the air for a long time.<br />
<br />
[Appearance requirements] Collect 5 tokens in Radical City in Grand Prix mode and finish better than fourth place to begin a one-on-one match with Tails doll. Win this race and Tails doll will become a possible choice on the character select screen.<br />
<br />
Key Advice:<br />
* Get accustomed to the feel of the light steering.<br />
* Travel over the water completely without accident or deceleration? This is the only character able to do so. <br />
* Keep pushing the jump button to keep floating.<br />
<br />
<u>Super Sonic</u><br><br />
By using the power of the Chaos Emeralds, Sonic's strongest potential abilities can be brought out. Surely the strongest and faster character, Super Sonic boasts overwhelming acceleration and maximum speed.<br />
<br />
[Appearance requirements] After finishing at least 3rd in Grand Prix mode in Radiant Emerald, and collecting 7 Chaos Emeralds, Super Sonic will become a possible choice on the character select screen. However you are not able to keep Chaos Emeralds you pick up unless you come in first in that race.<br />
<br />
Key Advice: <br />
*Generally high speed. First of all, get accustomed to this speed.<br />
* Overall, Super Sonic will outstrip everyone, but cornering can be difficult.<br />
* This character is the fastest, consequently small control errors become lethal errors. Slow down in moments of uncertainty.<br />
<br />
===Original Sound Version Recordings===<br />
See [[Sonic R OST (Windows/Saturn)|Sonic R OST]] for a download page.<br />
<br />
===Scans===<br />
====Saturn version====<br />
<gallery><br />
Image:Sonicr-box-us.jpg|US cover<br />
Image:Sonicr sat us cd.jpg|US/BR disc<br />
</gallery><br />
<br />
<gallery><br />
Image:Sonicr-box-eu.jpg|EU cover<br />
Image:SRSAT-disc.jpg|EU disc<br />
</gallery><br />
<br />
<gallery><br />
Image:Sonicr-box-jp.jpg|JP front cover<br />
Image:Sonicr sat jp back cover.jpg|JP back cover<br />
Image:sonicr jp cd.jpg|JP disc<br />
Image:Sonicr sat jp nfs disc.jpg|JP 'Not For Sale' disc<br />
</gallery><br />
<br />
<gallery><br />
File:Sonic R sat tectoy.jpg|BR front cover<br />
File:Sonic R sat tectoy back.jpg|BR back cover<br />
</gallery><br />
<br />
====PC Version====<br />
<gallery><br />
Image:Sonicrpc.jpg|US cover<br />
Image:Sonicr pc us spinecard.jpg|US spinecard<br />
</gallery><br />
<br />
<gallery><br />
Image:Sonic R Expert Cover.jpg|US cover (Expert Software Version)<br />
Image:Sonic R Expert Disc.jpg|US disc (Expert Software Version)<br />
</gallery><br />
<br />
<gallery><br />
Image:SonicRPC_EU_Boxart.jpg|EU cover<br />
Image:Sonicrpc-box-eu2.jpg|EU Xplosiv cover<br />
Image:Sonic R Xplosiv EU disc.jpg|EU Xplosiv disc<br />
File:SonicR PC EU Box Xplosiv2.jpg|EU newer Xplosiv cover<br />
File:SonicR PC EU Disc Xplosiv2.jpg|EU newer Xplosiv disc<br />
</gallery><br />
<br />
<gallery><br />
Image:Sonic R JP Cover.jpg|JP cover<br />
</gallery><br />
<gallery><br />
File:SonicR PC AU Box Valusoft.jpg|AU Valusoft cover<br />
File:SonicR PC AU Disc.jpg|AU disc<br />
</gallery><br />
<br />
{{SonicRLevels}}<br />
{{SonicSaturnGames}}<br />
{{SonicPCGames}}<br />
<br />
[[Category:Saturn Games]]<br />
[[Category:PC Games]]</div>TonicBHhttps://info.sonicretro.org/index.php?title=User:TonicBH&diff=167158User:TonicBH2011-02-07T14:13:45Z<p>TonicBH: </p>
<hr />
<div><forumuser name="TonicBH" /><br />
'''TonicBH''', also known as '''Tonic B. Hedgehog''' or simply '''Tonic''' (real name B.J. Brown) is a lurker from the early days of the Sonic Scene. Tonic used to be a primary member of the now-defunct [[The Moogle Cavern]] and [[Area 51]], and is currently an Oldbie at [[Sonic Retro]].<br />
<br />
===Stupid facts===<br />
* Made one ROM hack, way back in the day when [[ROM hacking#hex editing|hex editing]] was the only way. He added water to [[Casino Night Zone]] and even tried to make the game harder by adding Robotnik [[monitor]]s everywhere. He remembers getting assistance from [[saxman]] himself at the time.<br />
* Hasn't played a major Sonic game since [[Sonic Adventure 2]]. Although, he owns [[Sonic Rush]] and has played [[Sonic the Hedgehog 2006|the 2006 abomination]] and [[Sonic Unleashed]] in demo form.<br />
* Currently posts at Sonic Retro. [[Tweaker]] suggested that he come to Retro, back when [[Simon Wai]] was still a factor in the site.<br />
* Is a former member of [[The Moogle Cavern]] and [[Sonic Eats Rings]].<br />
<br />
==Links==<br />
*[http://www.youtube.com/user/TonicBH YouTube Channel]<br />
*[http://www.giantbomb.com/profile/tonicbh/ Giant Bomb page]<br />
*[http://shacklingbrawn.wordpress.com/ Personal blog]<br />
<br />
[[Category:Sceners]]</div>TonicBHhttps://info.sonicretro.org/index.php?title=User:TonicBH&diff=167157User:TonicBH2011-02-07T14:12:47Z<p>TonicBH: </p>
<hr />
<div><forumuser name="TonicBH" /><br />
'''TonicBH''', also known as '''Tonic B. Hedgehog''' or simply '''Tonic''' (real name B.J. Brown) is a lurker from the early days of the Sonic Scene. Tonic used to be a primary member of the now-defunct [[The Moogle Cavern]] and [[Area 51]], and is currently an Oldbie at [[Sonic Retro]].<br />
<br />
===Stupid facts===<br />
* Made one ROM hack, way back in the day when [[ROM hacking#hex editing|hex editing]] was the only way. He added water to [[Casino Night Zone]] and even tried to make the game harder by adding Robotnik [[monitor]]s everywhere. He remembers getting assistance from [[saxman]] himself at the time.<br />
* Hasn't played a major Sonic game since [[Sonic Adventure 2]]. Although, he owns [[Sonic Rush]] and has played [[Sonic the Hedgehog 2006|the 2006 abomination]] and [[Sonic Unleashed]] in demo form.<br />
* Currently posts at Sonic Retro. [[Tweaker]] suggested that he come to Retro, back when [[Simon Wai]] was still a factor in the site.<br />
* Is a former member of [[The Moogle Cavern]] and [[Sonic Eats Rings]].<br />
<br />
==Links==<br />
*[http://www.youtube.com/user/TonicBH YouTube Channel]<br />
*[http://www.giantbomb.com/profile/tonicbh/ Giant Bomb page]<br />
*[http://http://shacklingbrawn.wordpress.com/ Personal blog]<br />
<br />
[[Category:Sceners]]</div>TonicBHhttps://info.sonicretro.org/index.php?title=User:TonicBH&diff=124424User:TonicBH2009-10-11T12:55:45Z<p>TonicBH: </p>
<hr />
<div>'''TonicBH''', also known as '''Tonic B. Hedgehog''' or simply '''Tonic''' (real name B.J. Brown) is a lurker from the early days of the Sonic Scene. Tonic used to be a primary member of the now-defunct [[The Moogle Cavern]] and [[Area 51]], and is currently an Oldbie at [[Sonic Retro]].<br />
<br />
<forumuser name="TonicBH" /><br />
<br />
===Stupid facts===<br />
* Made one ROM hack, way back in the day when [[ROM hacking#hex editing|hex editing]] was the only way. He added water to [[Casino Night Zone]] and even tried to make the game harder by adding Robotnik [[monitor]]s everywhere. He remembers getting assistance from [[saxman]] himself at the time.<br />
* Hasn't played a major Sonic game since [[Sonic Adventure 2]]. Although, he owns [[Sonic Rush]] and has played [[Sonic the Hedgehog 2006|the 2006 abomination]] and [[Sonic Unleashed]] in demo form.<br />
* Currently posts at [[Sonic Eats Rings]] and Sonic Retro. [[Tweaker]] suggested that he come to Retro, back when [[Simon Wai]] was still a factor in the site.<br />
<br />
==Links==<br />
*[http://www.youtube.com/user/TonicBH YouTube Channel]<br />
*[http://www.giantbomb.com/profile/tonicbh/ Giant Bomb page]</div>TonicBHhttps://info.sonicretro.org/index.php?title=User:TonicBH&diff=124382User:TonicBH2009-10-11T09:59:32Z<p>TonicBH: </p>
<hr />
<div>'''TonicBH''', also known as '''Tonic B. Hedgehog''' or simply '''Tonic''' (real name B.J. Brown) is a lurker from the early days of the Sonic Scene. Tonic used to be a primary member of the now-defunct [[The Moogle Cavern]] and [[Area 51]], and is currently an Oldbie at [[Sonic Retro]].<br />
<br />
<forumuser name="TonicBH" /><br />
<br />
===Stupid facts===<br />
* Made one ROM hack, way back in the day when [[ROM hacking#hex editing|hex editing]] was the only way. He added water to [[Casino Night Zone]] and even tried to make the game harder by adding Robotnik [[monitor]]s everywhere. He remembers getting assistance from [[saxman]] himself at the time.<br />
* Hasn't played a major Sonic game since [[Sonic Adventure 2]]. Although, he owns [[Sonic Rush]] and has played [[Sonic the Hedgehog 2006|the 2006 abomination]] and [[Sonic Unleashed]] in demo form.<br />
* Currently posts at [[Sonic Eats Rings]] and Sonic Retro. [[Tweaker]] suggested that he come to Retro, back when [[Simon Wai]] was still a factor in the site.</div>TonicBHhttps://info.sonicretro.org/index.php?title=User:TonicBH&diff=124378User:TonicBH2009-10-11T09:56:49Z<p>TonicBH: Created page with ''''TonicBH''', also known as '''Tonic B. Hedgehog''' or simply '''Tonic''' (real name B.J. Brown) is a lurker from the early days of the Sonic Scene. Tonic used to be a primary m…'</p>
<hr />
<div>'''TonicBH''', also known as '''Tonic B. Hedgehog''' or simply '''Tonic''' (real name B.J. Brown) is a lurker from the early days of the Sonic Scene. Tonic used to be a primary member of the now-defunct [[The Moogle Cavern]] and is currently an Oldbie at [[Sonic Retro]].<br />
<br />
<forumuser name="TonicBH" /><br />
<br />
===Stupid facts===<br />
* Made one ROM hack, way back in the day when [[ROM hacking#hex editing|hex editing]] was the only way. He added water to [[Casino Night Zone]] and even tried to make the game harder by adding Robotnik [[monitor]]s everywhere. He remembers getting assistance from [[saxman]] himself at the time.<br />
* Hasn't played a major Sonic game since [[Sonic Adventure 2]]. Although, he owns [[Sonic Rush]] and has played [[Sonic the Hedgehog 2006|the 2006 abomination]] and [[Sonic Unleashed]] in demo form.<br />
* Currently posts at [[Sonic Eats Rings]] and Sonic Retro. [[Tweaker]] suggested that he come to Retro, back when [[Simon Wai]] was still a factor in the site.</div>TonicBH