Spring Yard Zone

From Sonic Retro

Sonic Retro emblem.svg Sonic the Hedgehog (16-bit)
Spring Yard Zone
Spring Yard Zone
Third Zone, Sonic the Hedgehog (16-bit)
Number of Acts: 3
Location: South Island
Level themes: urban, carnival/casino
Boss: Egg Stinger
Maximum rings, Act 1: 157 + 20
Maximum rings, Act 2: 222 + 0
Maximum rings, Act 3: 163 + 30
Non-English names:
Marble Zone | Labyrinth Zone
For the Sonic Drift racetrack, see Spring Yard (Sonic Drift).

Spring Yard Zone is the third Zone in the 16-bit version of Sonic the Hedgehog. Following on from Marble Zone, Sonic arrives at a colourful urban environment.


Spring Yard Zone is set on the outskirts of a city in loosely casino-themed areas resembling a pinball machine, with many Springs, Bumpers, and secret areas hidden within walls. Many flashing lights and signs adorn the wide-open spaces of the Zone, including block letters that spell out words like "UP", "ON", "CPU" and "COPE" for reasons unknown. This Zone's design inspired many similar stages in future Sonic games, especially Casino Night Zone from Sonic the Hedgehog 2.

This Zone is more open than the previous Zone, with large slopes to roll down on, pits full of Springs that will bounce Sonic back up, and many half-pipes that have spiked balls moving around in circles at different speeds. Bumpers bounce Sonic while awarding 10 points for hitting them. Moving blocks of different sizes are among the most common obstacles, with groups of small blocks moving in unison with each other, and larger blocks making up the slow-paced vertical sections where the player needs to squeeze between the gaps to move up or down.

Spring Yard Zone Act 2 is the only level in the game to feature more than one Signpost; there is a jump at the end of the level that if made successfully, will bring the player to another platform with more rings than the one below it, and the other Signpost. This unique instance would be acquired by Collision Chaos Act 2 in Sonic the Hedgehog CD.


A city at sunset lined with exotic buildings.
Jumping from the platforms onto bobbins, Sonic can fly like a pinball.
If you accelerate, you can run even in very steep areas.

Sonic the Hedgehog JP manualMedia:Sonic1 MD JP manual.pdf[1] (translation by Vertekins)[6]

Jump from springs and bounce off bumpers as if you're in a real pinball machine.

Sonic the Hedgehog US manualMedia:Sonic1 MD US manual.pdf[7]

This map was the first one to be drawn and finalized. Wanting to bounce around on the pinball-like bumpers in this stage really can't be helped! Because the star-patterned bumpers make a "Bo-bin!" sound when you bounce on them, in Sonic Team lexicon we call them bobins (laughs).

Naoto OhshimaSonic Jam Official Guide[8]


Buzz Bomber — Shoots projectiles from its stinger.
Crabmeat — Moves back and forth slowly, shooting projectiles from both of its claws.
Roller — Rolls around at high speed. Only vulnerable when motionless.
Spikes — Runs back and forth, only breakable from the sides.


S2 cucky.gif
S1 picky.gif


Bumper — Deflects Sonic without damaging him directly.
Spinning spikes SYZ.png
Chain of spikes — Whirls around (clockwise) in an enclosed area.
Spikeball SYZ.png
Large spike ball — Moves in a large circle, or in a straight line. Easy to spot and avoid.


Sonic the Hedgehog (16-bit)
Sonic1 title.png

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