https://info.sonicretro.org/api.php?action=feedcontributions&user=PikaSamus&feedformat=atomSonic Retro - User contributions [en]2024-03-29T10:36:57ZUser contributionsMediaWiki 1.30.2https://info.sonicretro.org/index.php?title=Water_Shield&diff=262486Water Shield2018-07-20T14:23:50Z<p>PikaSamus: </p>
<hr />
<div>The '''Water Shield''', '''Aqua Shield''', or '''''Bubble Shield''''', known as the '''Aqua Barrier''' in Japanese (アクアバリア ''Akuabaria''), is a power-up introduced in ''[[Sonic 3]]'', and a variant of the standard [[Shield]]. In addition to serving as a one-shot barrier against damage and life loss, the Water Shield prevents drowning, allowing characters to stroll along underwater for as long as they want without fear of the dreaded drowning music. It is also capable of repelling certain [[badnik]]-fired projectiles, such as the [[Bloominator]]'s spike balls and [[Blastoid]]'s bullets.<br />
<br />
When playing as [[Sonic]], holding a Water Shield exchanges the [[Insta-Shield]] move with a [[Bounce Attack]], allowing the hedgehog to barrel downwards on top of enemies, and springing back up higher than normal jump height.<br />
<br />
The Water Shield's next appearence is in ''[[Sonic R]]''. Here it has none of the same functions as the ''Sonic 3'' version, instead allowing its holder to walk across the surface of a body of water without sinking. It is, however, one-shot; on returning to dry land, the shield evaporates.<br />
<br />
It returns once more in a few ''[[Sonic Generations]]'' challenge acts with a true return to form, allowing bubble bounces and the ability to breathe underwater. When the "Aqua Shield Challenge" has been completed, the Water Shield can be bought in the skill shop and, if equipped, can be activated at any time for Classic Sonic by pressing {{y}}/{{PS Triangle}}.<br />
<br />
The Water Shield appears in [[Sonic the Hedgehog (2013 game)|iOS/Android remake of the original game]] [[Sonic the Hedgehog 2 (2013)|and its sequel]] if you set "Items" to "S1+S3" or "S2+S3" in the Level Select menu (or place a Water Shield monitor in [[sega:debug mode|debug mode]]). It behaves exactly as it does in ''Sonic 3 & Knuckles'', including the bounce attack. In the ''Sonic 2'' remake, the Water Shield also appears as a random item in VS. Mode.<br />
<br />
It appears again in ''[[Sonic Lost World]]'' as a power-up the player can receive from Miiverse in the Wii U version, or found within levels in the 3DS version. It does not come with the ability to perform the bubble bounce, but it still lets the player breathe underwater.<br />
<br />
The Water Shield returns once again in ''[[Sonic Mania]]'', functioning almost exactly as it did in ''Sonic 3 & Knuckles'', and can also protect the player from the bubbling blue chemical baths in [[Chemical Plant Zone (Sonic Mania)|Chemical Plant Zone]]. The bounce cannot be performed in as quick of succession compared to ''Sonic 3'', with there being a very brief cooldown time between the ability to bounce again. It also behaves differently when bouncing on slopes; rather than always bouncing straight up, it will bounce perpendicularly to the slope.<br />
<br />
Other variants of the [[Shield|basic shield]] include the [[Lightning Shield]], [[Fire Shield]], and [[Gold Shield]].<br />
<br />
<gallery><br />
File:Sonic3kmonitors.png|S&K Monitor (to Sonic's right)<br />
File:Water shield.png|Active shield<br />
File:Mania_WaterShield.png|Immunity to chemical baths in ''[[Sonic Mania]]'''s [[Chemical Plant Zone (Sonic Mania)|Chemical Plant Zone]]<br />
</gallery><br />
<br />
{{Items}}<br />
[[Category:Items]]</div>PikaSamushttps://info.sonicretro.org/index.php?title=I_Am&diff=262020I Am2018-07-05T02:19:55Z<p>PikaSamus: Redirected page to I Am... All of Me</p>
<hr />
<div>#REDIRECT [[I Am... All of Me]]</div>PikaSamushttps://info.sonicretro.org/index.php?title=I_Am..._All_of_Me&diff=262019I Am... All of Me2018-07-05T02:19:41Z<p>PikaSamus: </p>
<hr />
<div>{{TrackBob| cover=LostandFound CD JP booklet.pdf | description= Opening Sequence/Final Boss theme, ''[[Shadow the Hedgehog (game)|Shadow the Hedgehog]]'' | album= [[Lost and Found: Shadow the Hedgehog Vocal Trax]] | arrange=[[Crush 40]] | vocals=[[Johnny Gioeli]] | guitar=[[Jun Senoue]] | bass=Takeshi Taneda | drums=Toru Kawamura | bpm= 189 |<br />
download=}}<br />
'''I Am... All of Me''', known as just '''I Am''' in the sound test, is the theme of the video game ''[[Shadow the Hedgehog (game)|Shadow the Hedgehog]]''. It is performed by [[Crush 40]].<br />
<br />
== Lyrics ==<br />
I see no, hear no evil<br><br />
Black writings on the wall<br><br />
Unleash a million faces<br><br />
And one by one they fall<br><br />
Black-hearted evil or brave-hearted hero<br><br />
I am all, I am, all I am<br />
<br />
I- I- I- I am<br />
<br />
Here we go, buddy<br><br />
Here we go, buddy<br><br />
Here we go<br><br />
Here we go, buddy<br><br />
Here we go<br />
<br />
Go ahead and try to see thru me<br><br />
Do it if you dare (you dare)<br><br />
One step forward, two steps back - I'm here<br><br />
(One step forward, two steps back)<br />
<br />
Do it, do it, do it, do it!<br />
<br />
Can you see all of me?<br><br />
Walk into my mystery<br><br />
Step inside and hold on for dear life<br><br />
Do you remember me?<br><br />
Capture you or set you free<br><br />
I am all... I am all of me<br><br />
(I am, I am all of me)<br />
<br />
I am...<br><br />
I am, I'm all of me<br><br />
I am...<br><br />
I am, I'm all of me<br><br />
I am...<br><br />
I am, I'm all of me<br />
<br />
(Here we go, go, go, go, go)<br />
<br />
I see and feel the evil<br><br />
My hands will crush 'em all<br><br />
You think you have the answers<br><br />
I'll laugh and watch you fall<br><br />
Black-hearted evil or brave-hearted hero<br><br />
I am all, I am, all I am<br />
<br />
I- I- I- I am...<br />
<br />
Here we go, buddy<br><br />
Here we go, buddy<br><br />
Here we go<br><br />
Here we go, buddy<br><br />
Here we go<br />
<br />
Go ahead and try to see through me<br><br />
Do it if you dare (you dare)<br><br />
One step forward, two steps back - I'm here<br><br />
(One step forward, two steps back)<br />
<br />
Do it, do it, do it, do it!<br />
<br />
Can you see all of me?<br><br />
Walk into my mystery<br><br />
Step inside and hold on for dear life<br><br />
Do you remember me?<br><br />
Capture you or set you free<br><br />
I am all, I am all of me<br><br />
(I am, I am all of me)<br />
<br />
I am...<br><br />
I am, I'm all of me<br><br />
I am...<br><br />
I am, I'm all of me<br><br />
I am...<br><br />
I am, I'm all of me<br />
<br />
(Here we go, go, go, go, go)<br />
<br />
I am...<br><br />
I am everyone, everywhere<br><br />
Anyhow, anyway<br><br />
Any will, any day<br />
<br />
I am...<br><br />
I am everyone, everywhere<br><br />
Anyhow, anyway<br><br />
Any will, any day<br />
<br />
I am, I am, I am...<br><br />
I am, I am, I am...<br><br />
I am...<br />
<br />
Do it, do it, do it, do it!<br />
<br />
Can you see all of me?<br><br />
Walk into my mystery<br><br />
Step inside and hold on for dear life<br><br />
Do you remember me?<br><br />
Capture you or set you free<br><br />
I am all... I am all of me<br><br />
(I am, I am all of me)<br />
<br />
I am...<br><br />
I am, I'm all of me<br><br />
I am...<br><br />
I am, I'm all of me<br><br />
I am...<br><br />
I am, I'm all of me<br><br />
I am...<br><br />
I am, I'm all of me<br />
<br />
(Here we go, here we go<br><br />
Here we go, go, go, go, go, go, go, go, go, go, go, go)<br />
<br />
I am, I am all of me<br />
<br />
[[Category:Tracks]]</div>PikaSamushttps://info.sonicretro.org/index.php?title=West_Side_Island&diff=260986West Side Island2018-05-28T17:59:45Z<p>PikaSamus: </p>
<hr />
<div>[[File:Sonic2 title.png|thumb|right|230px|West Side Island is presumably the island which is pictured on the ''Sonic 2'' title screen.]]<br />
[[Image:Hilltop.png|thumb|right|230px|Hill Top Zone, one of West Side Island's varied areas.]]<br />
:''Not to be confused with [[Sonic the Hedgehog - Westside Island]], a hack of [[Sonic 1]]''.<br />
<br />
'''West Side Island''', also known as '''''The Illusionary Island'''''<ref>[[Sonic the Hedgehog 2 (16-bit) manuals#English Translation of the Japanese Manual]]</ref>, is the setting for ''[[Sonic the Hedgehog 2 (16-bit)|Sonic the Hedgehog 2]]'' on the [[Mega Drive]], as told by the [[Sonic the Hedgehog 2 (16-bit) JP Manual|Japanese manual]]. [[Miles Prower]] lived there before his first meeting with [[Sonic]], receiving the nickname "Tails" from the resident [[animals]]. The island's peaceful idyll is shattered when, before the start of the game, [[Doctor Robotnik]] comes to West Side searching for the [[Chaos Emeralds]].<br />
<br />
==''Sonic the Hedgehog 2''==<br />
<br />
The Mega Drive ''Sonic the Hedgehog 2'' is the only game to have unequivocally visited West Side Island; ''[[Sonic the Hedgehog 2 (8-bit)]]'' (along with many other early [[:Category:Games|Sonic games]]) instead took place on [[South Island]]. Areas visited by Sonic and Tails on West Side Island include:<br />
<br />
*'''[[Emerald Hill Zone]]''', grassy plains with waterfalls and Mobius strips. Typical [[Tropical Island cliché]].<br />
*'''[[Chemical Plant Zone]]''', an industrial factory filled with pink, toxic Mega Mack. <br />
*'''[[Aquatic Ruin Zone]]''', semi-submerged ruins in an overgrown forest.<br />
*'''[[Casino Night Zone]]''', a huge, glitzy casino city with slot machines and pinball.<br />
*'''[[Hill Top Zone]]''', an earthquake-prone area with blue rocks and lava caves.<br />
*'''[[Mystic Cave Zone]]''', vine-festooned caverns beneath the island's surface.<br />
*'''[[Oil Ocean Zone]]''', a massive petrochemicals refinery polluting the sea with black sludge.<br />
*'''[[Metropolis Zone]]''', Robotnik's great city-factory, with oversized pistons and cogwheels.<br />
And above the island:<br />
*'''[[Sky Chase Zone]]''', where flying badniks patrol the island's airspace.<br />
*'''[[Wing Fortress Zone]]''', the Doctor's aerial fortress.<br />
And even ''higher'' above:<br />
*'''[[Death Egg Zone]]''', the fat man's own personal doomsday moonlet.<br />
<br />
==''Sonic Drift 2''==<br />
Several locations in ''[[Sonic Drift 2]]'' are the same as those in ''Sonic 2'' (namely [[Emerald Hill (Sonic Drift 2)|Emerald Hill]], [[Casino Night (Sonic Drift 2)|Casino Night]], [[Hill Top (Sonic Drift 2)|Hill Top]], and [[Mystic Cave (Sonic Drift 2)|Mystic Cave]]), so obviously occur on West Side Island too. Many of the other racetracks are Zones with no pre-existing appearances, so it is possible that several of these (like [[Desert Road]] or [[Dark Valley]]) are also located on West Side.<br />
<br />
==''Sonic Mania''==<br />
In ''[[Sonic Mania]]'', there are two zones present that were already present in ''Sonic 2'', [[Chemical Plant Zone (Sonic Mania)|Chemical Plant Zone]] and [[Oil Ocean Zone (Sonic Mania)|Oil Ocean Zone]], but this game presents two more zones that are evidenced to be on West Side Island by transitions linked to the aforementioned zones. They are:<br />
<br />
*'''[[Studiopolis Zone]]''', an urban area home to Dr. Eggman's TV studio, which is close to Chemical Plant Zone.<br />
*'''[[Mirage Saloon Zone]]''', a desert with a Wild West motif, which is located near Oil Ocean Zone.<br />
<br />
==References==<br />
<references/><br />
<br />
{{S2MDOmni}}<br />
{{Locations}}<br />
[[Category:Locations]]</div>PikaSamushttps://info.sonicretro.org/index.php?title=Sonic_Forces&diff=259852Sonic Forces2018-05-05T18:46:09Z<p>PikaSamus: </p>
<hr />
<div>{{Stub}}<br />
{{Bob<br />
| bobscreen=Sonic Forces Title Screen.png<br />
| bobscreen2=Light_of_Hope.jpg<br />
| tab1=Not Completed<br />
| tab2=Completed<br />
| icon=SonicForces Win icon.png<br />
| system=[[sega:PlayStation 4|PlayStation 4]], [[sega:Xbox One|Xbox One]], [[sega:Nintendo Switch|Nintendo Switch]], PC<br />
| publisher=[[Sega]]<br />
| developer=[[sega:Sonic Team|Sonic Team]], {{PC}} [[Hardlight]]<br />
| genre=Action<br />
| romsize={{PS4}}/{{XOne}} at least 16.12GB, {{Switch}} at least 7.02GB<br />
| players=1<br />
| releases={{releases<br />
| switch_date_us=2017-11-07<br />
| switch_rrp_us=39.99<br />
| switch_date_eu=2017-11-07<br />
| switch_rrp_eu=34.99<br />
| switch_date_jp=2017-11-09<br />
| switch_rrp_jp=<br />
| switch_code_eu=HAC-P-ABQLB<br />
| switch_date_pl=2017<br />
| switch_date_ru=2017-11-07{{ref|http://www.softclub.ru/games/switch/24199-sonic-forces}}<br />
| switch_date_kr=2017-12-01{{ref|https://web.archive.org/web/20180417184238/http://www.sonicforces.co.kr/}}<br />
<br />
| steam_date_us=2017-11-07<br />
| steam_rrp_us=39.99<br />
| steam_date_eu=2017-11-07<br />
| steam_date_jp=2017-11-09<br />
<br />
| ps4_date_us=2017-11-07<br />
| ps4_date_eu=2017-11-07<br />
| ps4_date_au=2017-11-07<br />
| ps4_code_au=CUSA-05674<br />
| ps4_date_jp=2017-11-09{{ref|https://web.archive.org/web/20180417183004/https://www.jp.playstation.com/games/sonicforces-ps4/}}<br />
| ps4_rrp_jp=5,990 (''6,469''){{ref|https://web.archive.org/web/20180417183004/https://www.jp.playstation.com/games/sonicforces-ps4/}}<br />
| ps4_date_pl=2017<br />
| ps4_date_ru=2017-11-07{{ref|http://www.softclub.ru/games/ps4/24197-sonic-forces}}<br />
| ps4_date_tw=2017<br />
| ps4_date_kr=2017-11-08{{ref|https://www.playstation.co.kr/game/5150|https://archive.is/jnVAd}}{{ref|https://web.archive.org/web/20180417184238/http://www.sonicforces.co.kr/}}<br />
| ps4_rrp_kr=49,800{{ref|https://www.playstation.co.kr/game/5150|https://archive.is/jnVAd}}<br />
| ps4_date_us_d_Bonus Edition=2017-11-07<br />
| ps4_code_us_d_Bonus Edition=CUSA-05637<br />
| ps4_date_us_d_Standard Edition=2018-01-24{{ref|https://web.archive.org/web/20180417204942/https://store.playstation.com/en-us/product/UP0177-CUSA05637_00-0000000000091623}}<br />
| ps4_rrp_us_d_Standard Edition=39.99{{ref|https://web.archive.org/web/20180417204942/https://store.playstation.com/en-us/product/UP0177-CUSA05637_00-0000000000091623}}<br />
| ps4_code_us_d_Standard Edition=CUSA-05637<br />
| ps4_date_eu_d=2017-11-07{{ref|https://web.archive.org/web/20180417181533/https://store.playstation.com/fr-fr/product/EP0177-CUSA05674_00-SONICFORCESEUSTD}}<br />
| ps4_rrp_eu_d=39.99{{ref|https://web.archive.org/web/20180417181533/https://store.playstation.com/fr-fr/product/EP0177-CUSA05674_00-SONICFORCESEUSTD}}<br />
| ps4_code_eu_d=CUSA-05674<br />
| ps4_date_uk_d=2017-11-07{{ref|https://web.archive.org/web/20180417181522/https://store.playstation.com/en-gb/product/EP0177-CUSA05674_00-SONICFORCESEUSTD}}<br />
| ps4_rrp_uk_d=34.99{{ref|https://web.archive.org/web/20180417181522/https://store.playstation.com/en-gb/product/EP0177-CUSA05674_00-SONICFORCESEUSTD}}<br />
| ps4_code_uk_d=CUSA-05674<br />
| ps4_date_au_d=2017-11-07{{ref|https://web.archive.org/web/20180417181532/https://store.playstation.com/en-au/product/EP0177-CUSA05674_00-SONICFORCESEUSTD}}<br />
| ps4_rrp_au_d=59.95{{ref|https://web.archive.org/web/20180417181532/https://store.playstation.com/en-au/product/EP0177-CUSA05674_00-SONICFORCESEUSTD}}<br />
| ps4_code_au_d=CUSA-05674<br />
| ps4_date_jp_d=2017-11-09{{ref|https://web.archive.org/web/20180417183004/https://www.jp.playstation.com/games/sonicforces-ps4/}}<br />
| ps4_rrp_jp_d=5,990 (''6,469''){{ref|https://web.archive.org/web/20180417183004/https://www.jp.playstation.com/games/sonicforces-ps4/}}<br />
| ps4_code_jp_d=CUSA-05642<br />
| ps4_date_jp_d_Demo=2017-10-26{{ref|https://web.archive.org/web/20180417183004/https://www.jp.playstation.com/games/sonicforces-ps4/}}<br />
| ps4_rrp_jp_d_Demo=free<br />
| ps4_code_jp_d_Demo=CUSA-10097<br />
<br />
| xbone_date_us=2017-11-07<br />
| xbone_date_eu=2017-11-07<br />
| xbone_date_jp=2017-11-09<br />
| xbone_date_pl=2017<br />
| xbone_date_ru=2017-11-07{{ref|http://www.softclub.ru/games/xbox-one/24198-sonic-forces}}<br />
}}<br />
| esrb=e10<br />
| pegi=7<br />
| russia=6<br />
| usk=6<br />
| cero=a<br />
| oflc=pg<br />
| grb=a<br />
| gsrr=0<br />
| djctq=l<br />
}}<br />
'''''Sonic Forces''''' (ソニックフォース), known as '''''Project Sonic 2017''''' during development, is a video game that was released on November 7, 2017. In the same vein as ''[[Sonic Generations]]'', the game features both the "classic" and "modern" forms of [[Sonic the Hedgehog]]. Additionally, it introduces a new gameplay style in which the player creates an [[Avatar]]. ''Forces'' is the first game to use ''Hedgehog Engine 2'' as its rendering engine.<br />
<br />
==Development==<br />
Development started for ''Sonic Forces'' in 2013, around the release of ''[[Sonic Lost World]]''. The original title of the game, '''''Project Sonic 2017''''', was first mentioned at the Tokyo Joypolis Sonic 25th anniversary party on June 25, 2016, and the game itself would be announced at Sega's 25th anniversary party at San Diego Comic-Con one month later on July 22, 2016 where it was announced alongside ''[[Sonic Mania]]''. The presence in the reveal trailer featuring Classic Sonic returning to help Modern Sonic made fans and journalists believe the game would be a sequel to ''[[Sonic Generations]]'', but [[Takashi Iizuka]] confirmed that it was not a sequel, but a new stand-alone title. The game's title was eventually revealed to be '''''Sonic Forces''''', with "Forces" being chosen because of the themes of "power" and "army", with two strong forces (Sonic and friends vs. the [[Eggman Empire]]) facing off one another.<br />
<br />
During a live stream held in Japan to commemorate the release of ''[[Sonic Boom: Fire & Ice]]'', it was revealed that there will be a new character introduced for the game with a new gameplay component besides the usual 2D and 3D gameplay. According to Iizuka in an interview in Famitsu Magazine, this third character would not be "Boom Sonic", but an "unexpected character" who plays a vital role in the story and "embodies the overall features of the game". The character's appearance was first teased in a Nintendo Direct streamed on April 12, 2017, and the character was planned to be announced at E3 2017. However, the character was revealed one month earlier than planned on May 16, 2017, with the character turning out to be a [[Avatar|character that the player can customize to their liking]]. Revealed at E3 instead was the return of [[Shadow the Hedgehog]], [[Metal Sonic]], [[Zavok]] and [[Chaos]] as henchmen to [[Dr. Eggman]] and a new and mysterious villain known as [[Infinite]].<br />
<br />
==Story==<br />
===Main Story===<br />
Fueled by his years-long hatred of [[Sonic the Hedgehog]], [[Dr. Eggman]] prepares to take yet another shot at expanding his [[Eggman Empire]] across the globe by working on an "invincible instrument of destruction" within the confines of his laboratory, with [[Orbot]] and [[Cubot]] commenting on how serious Eggman is this time. When everything is ready, he launches a large scale offensive on a city. As all hope seems lost for the survivors, Sonic enters the scene after having answered [[Miles "Tails" Prower|Tails]]' emergency call. Eggman, having expected Sonic to show up, pulls a surprise from his sleeve and summons none other than [[Shadow the Hedgehog]], [[Metal Sonic]], [[Zavok]] and [[Chaos]] to stop him, along with a newcomer: an enigmatic and powerful being known as [[Infinite]]. Sonic tries to fight them, but is overwhelmed and easily thrashed by the newcomer's mysterious power. Tails, unable to help or figure out Infinite's power, can only watch as Sonic gets defeated and captured by Infinite and his allies.<br />
<br />
With Sonic defeated and the world believing him to be dead, Eggman and his forces quickly conquer 99% of the world over the course of six months, with only but a few isolated areas still free from their control. All hope is not lost, as a faction of Sonic's friends have banded together to form a rag-tag team called the Resistance, with [[Knuckles the Echidna]] as the commander, and other members including [[Amy Rose|Amy]], [[Rouge the Bat|Rouge]], [[Silver the Hedgehog|Silver]] and the [[Team Chaotix|Chaotix]]. Tails is excluded from the Resistance, as he has vanished after Sonic's disappearance, said by Silver to have "lost it".<br />
<br />
However, depsite assembling a small army, the Resistance isn't strong enough to stop Eggman's forces, and the innocent are starting to give up hope. As the Resistance's core members discuss their situation, their newest recruit arrives: [[Avatar|a cowardly soldier]] (whom the Resistance nicknames "Rookie") who survived an encounter with Infinite months prior. Not long after, Knuckles learns from Rouge that Sonic is still alive and that he is being held prisoner onboard the newly-rebuilt [[Death Egg]], and formulates a plan for the Rookie to infiltrate the [[Spaceport]] and steal a shuttle.<br />
<br />
Somewhere in the city, Tails tries to fix a badly-damaged [[E-123 Ω|E-123 Omega]], only to be threatened by Chaos. Before Chaos could attack him, Classic Sonic arrives, emerging from a wormhole he was sucked into after his [[Egg Reverie Zone|recent battle]] in [[Sonic Mania|his dimension]], and saves Tails. Tails theorizes that Infinite's strange powers are affecting other dimensions, which may have pulled Classic Sonic into their world. This allows Tails to regain his hope, and sets out with Classic Sonic to save the world.<br />
<br />
Back with the Resistance, Rouge reveals that Eggman has only kept Sonic alive for the last six months so that the hedgehog could see his empire upon its completion before being jettisoned into outer space. With Eggman moving the banishment ahead of schedule as a response to the Resistance's rescue attempt, however, the Resistance head to the Death Egg, with the Rookie's [[Prison Hall|choice of route]] leaving them as the only one able to reach Sonic. As that is happening, Sonic is about to be escorted to his banishment by Zavok, but his restraints break due to the Rookie's commotion onboard, allowing him to take on the red Zeti, who mysteriously fades away upon defeat. As Sonic makes his escape, he finds the scared Rookie under attack from robots and saves them, and together they return to their world via shuttle. After getting reacquainted with his friends, Sonic is sent to go with the Rookie to destroy a [[Arsenal Pyramid|weapons factory]] supplying Eggman, with Sonic quickly accepting the Rookie as his partner.<br />
<br />
After the attack, Sonic cuts through [[Luminous Forest]] to help Silver, who is being attacked by Infinite. Despite Infinite having the upper hand in the clash, Silver manages to make him drop a mysterious gemstone. Sonic eventually shows up to take on Infinite, but despite putting up a better fight than before, he is still defeated, with Infinite leaving him without killing him as he does not see him as a threat. Meanwhile, Tails and Classic Sonic continue their adventure to stop Eggman, and find him conversing with Infinite about their schemes. By spying on them, the duo learn that the source of Infinite's power comes from a gem called the [[Phantom Ruby]], whose defective prototypes have all been destroyed by Infinite to keep them from interfering with Eggman's plans. After the villains' meeting is dismissed upon the notion that the Resistance and the world will soon fall to the Eggman Empire, Classic Sonic emerges from hiding and takes out Eggman and the [[Egg Dragoon (Sonic Forces boss)|machines he uses against him]]. Despite this, Eggman gloats that he will wipe out the Resistance in just three days and takes his escape before Tails can ask more about it.<br />
<br />
Having helped rescue some civilians in the meantime, the Rookie is sent to check out some readings in Mystic Jungle, for them to discover the dropped Phantom Ruby prototype, as well as Classic Sonic and Tails, who have come to the jungle to find Sonic. With Tails and Classic Sonic now reunited with the Resistance, Sonic heads to [[Sunset Heights]] to go after Shadow, who is leading an attack on the city. pon finding him, however, the real Shadow appears and dispatches his imposter. Shadow then reveals that the Shadow following Eggman is a virtual reality copy created by Infinite, among other villains serving him, meaning the size of Eggman's army is limitless.<br />
<br />
Knuckles then launches an attack known as "Operation Big Wave" on Eggman's undermanned headquarters, Metropolis, only for Infinite to foil the attack and wipe out 80% of the Resistance's troops, forcing the remaining troops to retreat. While retreating, the Rookie comes across Infinite alone, and finds the courage to fight Infinite after remembering Sonic's words of encouragement. Infinite attempts to kill the Avatar but is unexpectedly countered. Despite his confusion, Infinite leaves the Rookie alive, knowing that Eggman will crush everyone in two days.<br />
<br />
Realizing that they need to stop the Phantom Ruby to win the war, Tails and Classic Sonic infiltrate Eggman's computer network in the [[Chemical Plant (Sonic Forces)|Chemical Plant]] and find the Phantom Ruby's weakness: it is directly powered by the Death Egg's core, and without a power source it is useless. After growing closer to Sonic after taking out a Metal Sonic replica together, the Rookie stages a diversion in [[Guardian Rock|Green Hill]] while Sonic shuts down the Death Egg's weapon defenses, thus allowing Classic Sonic to destroy the Death Egg, which in turn causes Eggman and his motley crew to make a retreat to Metropolis. When Sonic and Tails corner Eggman to Metropolis, however, the doctor has Infinite banish Sonic into [[Null Space]], with the Rookie also being pulled in trying to save him. Eggman reveals to the confused Tails that he knew the Resistance would eventually target the Death Egg, so he built a hidden backup power supply for the Phantom Ruby underneath Metropolis. Sonic and the Rookie manage to escape Null Space and rejoin the battle, catching Eggman off-guard and prompting him to retreat and prepare his endgame, which is only mere hours away.<br />
<br />
The entire Resistance eventually confronts Infinite and his army of replicas at the Eggman Empire Fortress in an effort to crush Eggman once and for all. As Infinite attempts to destroy the Resistance however, Omega, now fully repaired and ready to join the Resistance, ambushes him. Having enough of the rabble, Infinite creates a massive virtual sun over the planet to wipe out the entire Resistance in one fell swoop, which has been Eggman's endgame all along. As all this happens, Tails notices that the Rookie has the Phantom Ruby prototype from Mystic Jungle, and deduces that the Rookie can neutralize the virtual sun with it. Since the prototype's design only let the Rookie use it, the Rookie climbs the [[Imperial Tower]] and eliminates the virtual sun, giving the Resistance a fighting chance. At the same time, Sonic confronts Infinite while he is weak from having formed the sun, but regains his full power in his battle with Sonic. At that point, the Rookie comes to Sonic's aid and together they defeat Infinite for good.<br />
<br />
Warned by Eggman that he is not done yet though, Sonic and the Rookie destroy the Phantom Ruby's power supply, seemingly winning the war. However, what they thought was the power supply was actually a decoy, and the original Phantom Ruby has been incorporated into Eggman's trump card: the [[Death Egg Robot (Sonic Forces boss)|Death Egg Robot]]. With the Eggman Army on the rise thanks to the Ruby, Sonic, Classic Sonic, and the Rookie confront Eggman together and destroy his Death Egg Robot. With the Phantom Ruby getting destroyed in the process, Eggman's army vanishes, leaving the Resistance as the victor.<br />
<br />
With the war finally over, Classic Sonic fades away and returns to his home dimension as a result of the Phantom Ruby's destruction. After the Resistance bids farewell to Classic Sonic, the group sets out to clean Eggman's mess around the world. In the aftermath, Knuckles disbands the Resistance, although not without Silver noting that they still have a lot to do. Feeling that plenty of people out there need their aid, the Rookie parts ways with their new friends, and meets up with Sonic in the city to say goodbye to each other before setting off in search of new adventures.<br />
<br />
===Episode Shadow===<br />
''Episode Shadow'' takes place before the events of ''Sonic Forces'', with [[Shadow the Hedgehog]] being informed by [[Rouge the Bat]] that an active [[Arsenal Pyramid|Eggman base]] has been discovered outside Eggman's chain of command in a strategically useless position. Suspecting Eggman is up to something, and with rumors flying about the doctor developing a new weapon, Shadow heads to the base to link up with [[E-123 Ω|E-123 Omega]], who has also been sent by Rouge to do some recon. Before Shadow could reach him however, Omega launches a full-frontal attack on the base, only for Shadow and Rouge to lose radio contact with him.<br />
<br />
Shadow arrives at the base and discovers that [[Infinite]] had wiped out Omega to test out his new power. Although Shadow does not find his opponent familiar in the slightest, Infinite reveals that he knows Shadow, and begins telling his backstory, revealing that he was once a mercenary who led a group known as the [[Jackal Squad]], who were assigned by Eggman to protect one of his [[Eggman's Facility|facilites]]. A couple of months ago, Shadow wiped out the Jackal Squad in a raid on the facility, and laid a beatdown on Infinite, telling him not to show his "pathetic face" around him again before leaving. Outraged by his own weakness, Infinite discarded his former identity and assimilated with the finalized Phantom Ruby prototype to become stronger.<br />
<br />
After finishing his story, Infinite attempts to get his revenge on Shadow by trapping him in a [[Virtual Reality|virtual reality]] with his new power. Although Shadow escapes this reality, Infinite is pleased with the results and gloats that not even [[Sonic the Hedgehog|Sonic]] can stop him now. Before Shadow could question him on what he means by that, the facility begins to explode, which Infinite uses as a distraction to escape, leaving Shadow to withdraw on Rouge's orders.<br />
<br />
About a month later, Shadow is contacted by Rouge as Eggman is launching an assault on the City, but assures him that Sonic and the others are on the case so there is nothing to worry about. As Shadow recalls Infinite's words, however, Rouge alerts him that Sonic has just been defeated by Infinite and his replicas.<br />
<br />
==Gameplay==<br />
''Sonic Forces'' has three playable characters, with the story told from the perspective of each of these three characters. Classic Sonic and Modern Sonic both return with the gameplay styles they had in ''[[Sonic Generations]]'', with Classic Sonic emulating the play style of the classic 2D games with the addition of the [[Drop Dash]] from ''[[Sonic Mania]]'', and Modern Sonic returning to the boost-centric formula after having departed from it in ''[[Sonic Lost World]]''.<br />
<br />
The game's third playable character is the [[Avatar]], also known as a Custom Hero, whom players can [[wikipedia:Character creation|customize to their liking]]. The player chooses from a base of seven animal species, and can then customize the character's gender, upper headgear, middle headgear, lower headgear, gloves, shoes, accessories, bodysuit and skin color. As the player progresses, hundreds of accessories and costuming options will be unlocked for the player to use. The Avatar will also gain a unique ability depending on what species they are<ref>[http://www.ign.com/articles/2017/05/16/sonic-forces-character-creation-feature-mode-announced Sonic Forces Character Creation Feature Announced]. IGN. May 16, 2017.</ref>:<br />
* '''Bear:''' Blows away enemies when performing a Wire Attack.<br />
* '''Bird:''' Can perform a Double Jump.<br />
* '''Cat:''' Keeps one [[Ring]] after getting hit.<br />
* '''Dog:''' Restarts with five rings after dying.<br />
* '''Hedgehog:''' Dropped rings remain longer after getting hit.<br />
* '''Rabbit:''' Has longer invincibility time after taking damage.<br />
* '''Wolf:''' Automatically draws in rings and other collectables when near them.<br />
Gameplay-wise, the Avatar is similar to Modern Sonic, but uses a grappling hook as a means of platforming. They can also utilize unique gadgets known as [[Wispon]]s, weapons that can harness [[Wisps|Color Powers]] in new ways that can be used for both attacking and getting around. Before a level, the player can select which Wispon they would like to use, thereby allowing access to different parts of the levels.<br />
<br />
There is also a fourth gameplay style known as "Tag Team Stages" which involve Modern Sonic and the Avatar working together. The player will control both characters to navigate through the level, with the leader switching to Sonic when boosting and to the Avatar when using a Wispon. At specific points, the two can peform a new move known as the "Double Boost", which is a faster boost triggered when the player engages an automatic quick time event.<br />
<br />
==History==<br />
*''Sonic Forces'' was one of the first games to be announced for the [[sega:Nintendo Switch|Nintendo Switch]] when it was initially referred to as the NX, as well as the second third-party title announced for the system.<br />
*This is the first official Sonic game to see a release in China following a PC four-pack which included ''[[Sonic CD]]'', ''[[Sonic & Knuckles Collection]]'', ''[[Sonic 3D Blast]]'' and ''[[Sonic R]]'' in 2001, and following a long console ban imposed in the country that was lifted in 2015.<br />
<br />
===Nintendo eShop chart performance===<br />
{| class="prettytable"<br />
|-<br />
! Platform<br />
! Nintendo eShop reference<br />
! Monthly Nintendo eShop chart appearances<br />
! Weekly eShop chart appearances and rankings<br />
! Weeks on the eShop (original run / cumulative total)<br />
! Overall monthly performance<br />
|-<br />
| Nintendo Switch<br />
| [https://nintendoeverything.com/page/2/?s=switch+eshop+forces Nintendo Everything (starting 11/10/17)]<br />
| November 2017<br />
| 11/10 (#6), 11/17 (#6), 11/24 (#18)<br />
| '''3''' / '''3'''<br />
| Was Europe's #15 most-downloaded Nintendo Switch game on the Nintendo eShop in November (Source: [https://nintendoeverything.com/europes-top-15-downloads-on-the-switch-eshop-for-november-2017/ Nintendo Everything])<br />
|-<br />
|}<br />
<br />
==Downloadable content==<br />
{{dlctable|<br />
{{dlc|Avatar Bundle<br />
| ps4_link_uk=https://store.playstation.com/en-gb/product/EP0177-CUSA05674_00-AVBLD00000000000<br />
| ps4_link_au=https://store.playstation.com/en-au/product/EP0177-CUSA05674_00-AVBLD00000000000<br />
| ps4_date_euau=2018-01-24{{ref|https://web.archive.org/web/20180417203505/https://store.playstation.com/en-gb/product/EP0177-CUSA05674_00-AVBLD00000000000}}<br />
| ps4_rrp_uk=1.69{{ref|https://web.archive.org/web/20180417203505/https://store.playstation.com/en-gb/product/EP0177-CUSA05674_00-AVBLD00000000000}}<br />
| ps4_rrp_eu=1.99{{ref|https://web.archive.org/web/20180417203513/https://store.playstation.com/fr-fr/product/EP0177-CUSA05674_00-AVBLD00000000000}}<br />
| ps4_rrp_au=2.95{{ref|https://web.archive.org/web/20180417203508/https://store.playstation.com/en-au/product/EP0177-CUSA05674_00-AVBLD00000000000}}<br />
}}<br />
{{dlc|Super Sonic<br />
| ps4_link_uk=https://store.playstation.com/en-gb/product/EP0177-CUSA05674_00-SONIC201700DLC02<br />
| ps4_link_au=https://store.playstation.com/en-au/product/EP0177-CUSA05674_00-SONIC201700DLC02<br />
| ps4_date_euau=2017-12-22{{ref|https://web.archive.org/web/20180417203720/https://store.playstation.com/en-gb/product/EP0177-CUSA05674_00-SONIC201700DLC02}}<br />
| ps4_rrp_uk=free<br />
| ps4_rrp_eu=free<br />
| ps4_rrp_au=free<br />
| ps4_link_us=https://store.playstation.com/en-us/product/UP0177-CUSA05637_00-SONIC201700DLC02<br />
| ps4_date_us=2017-12-22{{ref|https://web.archive.org/web/20180417204358/https://store.playstation.com/en-us/product/UP0177-CUSA05637_00-SONIC201700DLC02}}<br />
| ps4_rrp_us=free<br />
| ps4_link_jp=https://store.playstation.com/ja-jp/product/JP0177-CUSA05642_00-SONIC201700DLC02<br />
| ps4_date_jp=2017-12-22{{ref|https://web.archive.org/web/20180417210150/https://store.playstation.com/ja-jp/product/JP0177-CUSA05642_00-SONIC201700DLC02}}<br />
| ps4_rrp_jp=free<br />
}}<br />
{{dlc|Sanic T-Shirts<br />
| ps4_link_uk=https://store.playstation.com/en-gb/product/EP0177-CUSA05674_00-SONIC201700DLC04<br />
| ps4_link_au=https://store.playstation.com/en-au/product/EP0177-CUSA05674_00-SONIC201700DLC04<br />
| ps4_date_euau=2017-11-27{{ref|https://web.archive.org/web/20180417203847/https://store.playstation.com/en-gb/product/EP0177-CUSA05674_00-SONIC201700DLC04}}<br />
| ps4_rrp_uk=free<br />
| ps4_rrp_eu=free<br />
| ps4_rrp_au=free<br />
| ps4_link_us=https://store.playstation.com/en-us/product/UP0177-CUSA05637_00-SONIC201700DLC04<br />
| ps4_date_us=2017-11-25{{ref|https://web.archive.org/web/20180417204558/https://store.playstation.com/en-us/product/UP0177-CUSA05637_00-SONIC201700DLC04}}<br />
| ps4_rrp_us=free<br />
| ps4_link_jp=https://store.playstation.com/ja-jp/product/JP0177-CUSA05642_00-SONIC201700DLC04<br />
| ps4_date_jp=2017-11-27{{ref|https://web.archive.org/web/20180417210152/https://store.playstation.com/ja-jp/product/JP0177-CUSA05642_00-SONIC201700DLC04}}<br />
| ps4_rrp_jp=free<br />
}}<br />
{{dlc|Episode Shadow<br />
| ps4_link_uk=https://store.playstation.com/en-gb/product/EP0177-CUSA05674_00-SONIC201700DLC01<br />
| ps4_link_au=https://store.playstation.com/en-au/product/EP0177-CUSA05674_00-SONIC201700DLC01<br />
| ps4_date_euau=2017-11-10{{ref|https://web.archive.org/web/20180417203940/https://store.playstation.com/en-gb/product/EP0177-CUSA05674_00-SONIC201700DLC01}}<br />
| ps4_rrp_uk=free<br />
| ps4_rrp_eu=free<br />
| ps4_rrp_au=free<br />
| ps4_link_us=https://store.playstation.com/en-us/product/UP0177-CUSA05637_00-SONIC201700DLC01<br />
| ps4_date_us=2017-11-07{{ref|https://web.archive.org/web/20180417204305/https://store.playstation.com/en-us/product/UP0177-CUSA05637_00-SONIC201700DLC01}}<br />
| ps4_rrp_us=free<br />
| ps4_link_jp=https://store.playstation.com/ja-jp/product/JP0177-CUSA05642_00-SONIC201700DLC01<br />
| ps4_date_jp=2017-11-09{{ref|https://web.archive.org/web/20180417210153/https://store.playstation.com/ja-jp/product/JP0177-CUSA05642_00-SONIC201700DLC01}}<br />
| ps4_rrp_jp=free<br />
}}<br />
{{dlc|Sega / Atlus Pack<br />
| ps4_link_us=https://store.playstation.com/en-us/product/UP0177-CUSA05637_00-0000000000000042<br />
| ps4_date_us=2017-11-07{{ref|https://web.archive.org/web/20180417204500/https://store.playstation.com/en-us/product/UP0177-CUSA05637_00-0000000000000042}}<br />
| ps4_rrp_us=2.99{{ref|https://web.archive.org/web/20180417204500/https://store.playstation.com/en-us/product/UP0177-CUSA05637_00-0000000000000042}}<br />
| ps4_link_jp=https://store.playstation.com/ja-jp/product/JP0177-CUSA05642_00-SONIC201700DLC03<br />
| ps4_date_jp=2017-11-09{{ref|https://web.archive.org/web/20180417210156/https://store.playstation.com/ja-jp/product/JP0177-CUSA05642_00-SONIC201700DLC03}}<br />
| ps4_rrp_jp=<br />
}}<br />
{{dlc|Avatar Parts Shadow Pack (アバターパーツ シャドウパック)<br />
| ps4_link_jp=https://store.playstation.com/ja-jp/product/JP0177-CUSA05642_00-SONIC201700DLC05<br />
| ps4_date_jp=2017-11-09{{ref|https://web.archive.org/web/20180417210158/https://store.playstation.com/ja-jp/product/JP0177-CUSA05642_00-SONIC201700DLC05}}<br />
| ps4_rrp_jp=<br />
}}<br />
}}<br />
===Bonus Edition===<br />
On August 31 2017, at the same time the release date was announced, it was announced that a "Bonus Edition" of ''Sonic Forces'' will become available for pre-order for all console versions of the game with special bonus content.<ref>[https://twitter.com/sonic_hedgehog/status/903271303485898752 Sonic Forces Bonus Edition Announcement]. Official ''Sonic the Hedgehog'' Twitter feed. August 31, 2017.</ref> A ''Sonic Forces''-themed controller skin for each respective console (DUALSHOCK 4, Xbox One wireless controller, Joy-Con Grip) featuring Sonic and Infinite will be included in the US version, while the European version gets four art cards, along with all regions getting special Sega/Atlus-themed outfits for the Avatar:<br />
* A costume based on Beat from ''[[sega:Jet Set Radio|Jet Set Radio]]''.<br />
* A costume based on Joker from ''[[sega:Persona 5|Persona 5]]''.<br />
* Amitie's hat from ''[[sega:Puyo Puyo|Puyo Puyo]]''.<br />
* A costume based on AiAi from ''[[sega:Super Monkey Ball|Super Monkey Ball]]''.<br />
* A costume based on [[NiGHTS]].<br />
* A costume based on Shadow.<br />
<br />
===Episode Shadow===<br />
On September 19, 2017, it was announced that Shadow the Hedgehog will have his own playable story as free DLC. Episode Shadow serves as a prequel to the main story and details the Shadow's allegiance, the fate of [[Team Dark]] and the untold story of Infinite's rise to power. Shadow gets three redesigned stages to play through, as well as the ability to play through most of Modern Sonic's stages in the main story after the stages have been cleared once. As a playable character, Shadow possesses the same abilities as Modern Sonic.<br />
<br />
===Sanic T-shirt===<br />
On November 25, 2017, the Sonic Twitter officially announced the launch of a DLC "Sanic T-shirt" (based on the infamous "Sanic" internet meme). Like Episode Shadow, this DLC is also free.<br />
<br />
===Super Sonic===<br />
On December 22, 2017, a DLC pack was released that enables both Classic and Modern Sonic to transform into [[Super Sonic]] during gameplay. If the player uses Super Sonic in a level, they cannot enter the world rankings. The DLC was initially going to be free until January 23, 2018, after which it becomes paid DLC, but this decision was eventually reversed, and as of January 24, 2018 the DLC will remain free.<br />
<br />
==Promotional material==<br />
<gallery><br />
SonicForces bonus PS4.png|Bonus Edition (PS4)<br />
SonicForces_BonusEditionPS4.jpg|Bonus Edition (PS4)<br />
SonicForces_BonusEditionXB1.jpg|Bonus Edition (Xbox One)<br />
SonicForces bonus Xbox.png|Bonus Edition (Xbox One)<br />
SonicForces_BonusEditionSwitch.jpg|Bonus Edition (Switch)<br />
SonicForces bonus Switch.png|Bonus Edition (Switch)<br />
SonicForces digitalbonus PS4.png|Digital Bonus Edition (PS4)<br />
SonicForces digitalbonus Xbox.png|Digital Bonus Edition (Xbox One)<br />
SonicForces DigitalBonus multi.png|Digital Bonus Edition (PS4/Xbox One/Steam)<br />
Sonic Forces SegaAtlus Pack.png|Sega/Atlus outfit pack<br />
SonicForces Shadow Add-On.png|Shadow add-on<br />
</gallery><br />
<br />
==Artwork==<br />
<gallery><br />
File:Sonic Forces Poster.jpg|Cover art<br />
File:Sonic Forces logo.png|English Logo<br />
File:SonicForcesJPlogo.png|Japanese Logo<br />
File:Forces_ModernSonic-2.png|[[Sonic|Modern Sonic]]<br />
File:Forces_ModernSonic.png|Modern Sonic<br />
File:Forces_ClassicSonic-2.png|Classic Sonic<br />
File:Forces_ClassicSonic.png|Classic Sonic<br />
File:Forces_AvatarWolf.png|[[Avatar]] (Wolf)<br />
File:Forces_Avatar.png|Avatar (Wolf)<br />
File:Forces_AvatarCat.png|Avatar (Cat)<br />
File:Forces_AvatarBird.png|Avatar (Bird)<br />
File:Forces_Tails.png|[[Miles "Tails" Prower|Tails]]<br />
File:Forces_Knuckles.png|[[Knuckles the Echidna|Knuckles]]<br />
File:Forces_Eggman-2.png|[[Dr. Eggman]]<br />
File:Forces_Eggman.png|Dr. Eggman<br />
File:XBOPcsu.jpg|Dr. Eggman<br />
Infinite fix.png|[[Infinite]]<br />
File:Forces_Infinite.png|Infinite<br />
File:KJObKzj.jpg|Infinite<br />
File:Forces_Shadow.png|[[Shadow the Hedgehog|Shadow]]<br />
File:Forces_MetalSonic.png|[[Metal Sonic]]<br />
File:DxRfENm.jpg|Metal Sonic<br />
File:Forces_Chaos.png|[[Chaos]]<br />
File:Forces_Zavok.png|[[Zavok]]<br />
File:Forces_Villains.png|Antagonists<br />
File:SonicForces_GroupArtwork.jpg<br />
Shadow Costume Hero Character.jpg|Custom Gear based on Shadow<br />
</gallery><br />
<br />
===Concept Art===<br />
{{main|Game Development:Sonic Forces}}<br />
<br />
===Wallpaper/Steam Card===<br />
<gallery><br />
File:Forces_Steamcard_ModernSonic.jpg<br />
File:Forces_Steamcard_ClassicSonic.jpg<br />
File:Forces_Steamcard_Tails.jpg<br />
File:Forces_Steamcard_Avatar.jpg<br />
File:Forces_Steamcard_Avatar1.jpg<br />
File:Forces_Steamcard_Shadow.jpg<br />
</gallery><br />
<br />
==Physical scans==<br />
<br />
===PlayStation 4 version===<br />
{{Scanbox<br />
| console=PlayStation 4<br />
| region=US (Bonus)<br />
| front=<br />
| square=<br />
| disc=<br />
| manual=<br />
}}{{Scanbox<br />
| console=PlayStation 4<br />
| region=EU (Bonus)<br />
| front=<br />
| square=<br />
| disc=<br />
| manual=<br />
}}{{Scanbox<br />
| console=PlayStation 4<br />
| region=JP (Bonus)<br />
| front=<br />
| square=<br />
| disc=<br />
| manual=<br />
}}<br />
{{Scanbox<br />
| console=PlayStation 4<br />
| region=AU (Bonus)<br />
| front=Sonic_Forces_PS4_AU_Bonus_Cover.jpg<br />
| square=<br />
| disc=Sonic_Forces_PS4_AU_Bonus_Disc.jpg<br />
| manual=Sonic_Forces_PS4_AU_Manual.pdf<br />
| inlay=Sonic_Forces_PS4_AU_Bonus_Inlay.jpg<br />
| item1=Sonic_Forces_PS4_AU_Cards.pdf<br />
| item1name=Art Cards<br />
| item2=Sonic_Forces_PS4_AU_Costumes.pdf<br />
| item2name=DLC Accessories<br />
}}<br />
{{Scanbox<br />
| console=PlayStation 4<br />
| region=KR<br />
| front=SonicForces PS4 KR cover.jpg<br />
}}<br />
{{Scanbox<br />
| console=PlayStation 4<br />
| region=TW<br />
| front=SonicForces PS4 TW cover.jpg<br />
}}<br />
<br />
===Xbox One version===<br />
{{Scanbox<br />
| console=Xbox One<br />
| region=US (Bonus)<br />
| front=<br />
| square=<br />
| disc=<br />
| manual=<br />
}}{{Scanbox<br />
| console=Xbox One<br />
| region=EU (Bonus)<br />
| front=<br />
| square=<br />
| disc=<br />
| manual=<br />
}}{{Scanbox<br />
| console=Xbox One<br />
| region=JP (Bonus)<br />
| front=<br />
| square=<br />
| disc=<br />
| manual=<br />
}}<br />
{{Scanbox<br />
| console=Xbox One<br />
| region=AU (Bonus)<br />
| front=<br />
| square=<br />
| disc=<br />
| manual=<br />
}}<br />
<br />
===Nintendo Switch version===<br />
{{Scanbox<br />
| console=Nintendo Switch<br />
| region=US (Bonus)<br />
| front=<br />
| square=<br />
| cart=<br />
| manual=<br />
}}{{Scanbox<br />
| console=Nintendo Switch<br />
| region=EU (Bonus)<br />
| front=SonicForces_Switch_EU_BonusCover.jpg<br />
| square=<br />
| cart=SonicForces_Switch_EU_Cart.jpg<br />
| manual=SonicForces_Switch_EU_Manual.pdf<br />
| item1=SonicForces_Switch_EU_Costumes.pdf<br />
| item1name=DLC Accessories<br />
}}{{Scanbox<br />
| console=Nintendo Switch<br />
| region=JP (Bonus)<br />
| front=<br />
| square=<br />
| cart=<br />
| manual=<br />
}}<br />
{{Scanbox<br />
| console=Nintendo Switch<br />
| region=AU (Bonus)<br />
| front=<br />
| square=<br />
| cart=<br />
| manual=<br />
}}<br />
<br />
==External links==<br />
* [http://sonic.sega.jp/SonicForces/index.html Official website (Japanese)]<br />
* [http://store.steampowered.com/app/637100/ ''{{PAGENAME}}'' on Steam]<br />
* ''{{PAGENAME}}'' on PlayStation.com: [https://www.jp.playstation.com/games/sonicforces-ps4/ JP], [https://www.playstation.com/en-us/games/sonic-forces-ps4/ US], [https://www.playstation.co.kr/game/5150 KR]<br />
* ''{{PAGENAME}}'' on PlayStation Store: [https://store.playstation.com/#!/ja-jp/cid=JP0177-CUSA05642_00-SONIC20170000000 JP], [https://store.playstation.com/#!/ja-jp/cid=JP0177-CUSA10097_00-SONIC20170000000 JP (Demo)], [https://store.playstation.com/#!/en-us/games/sonic-forces-digital-bonus-edition/cid=UP0177-CUSA05637_00-SONICFORCESDDX00 US (Bonus)], [https://store.playstation.com/en-us/product/UP0177-CUSA05637_00-0000000000091623 US (Standard)], [https://store.playstation.com/en-gb/product/EP0177-CUSA05674_00-SONICFORCESEUSTD UK], [https://store.playstation.com/en-au/product/EP0177-CUSA05674_00-SONICFORCESEUSTD AU]<br />
<br />
==References==<br />
<references/><br />
<br />
{{clear}}<br />
{{SForcesOmni}}<br />
{{SonicSteamGames}}<br />
{{SonicPS4games}}<br />
{{SonicXOnegames}}<br />
{{SonicNSwitchgames}}<br />
[[Category:Steam games]]<br />
[[Category:PlayStation 4 games]]<br />
[[Category:Xbox One games]]<br />
[[Category:Nintendo Switch games]]</div>PikaSamushttps://info.sonicretro.org/index.php?title=Sonic_Forces&diff=259850Sonic Forces2018-05-05T18:40:49Z<p>PikaSamus: </p>
<hr />
<div>{{Stub}}<br />
{{Bob<br />
| bobscreen=Sonic Forces Title Screen.png<br />
| bobscreen2=Light_of_Hope.jpg<br />
| tab1=Not Completed<br />
| tab2=Completed<br />
| icon=SonicForces Win icon.png<br />
| system=[[sega:PlayStation 4|PlayStation 4]], [[sega:Xbox One|Xbox One]], [[sega:Nintendo Switch|Nintendo Switch]], PC<br />
| publisher=[[Sega]]<br />
| developer=[[sega:Sonic Team|Sonic Team]], {{PC}} [[Hardlight]]<br />
| genre=Action<br />
| romsize={{PS4}}/{{XOne}} at least 16.12GB, {{Switch}} at least 7.02GB<br />
| players=1<br />
| releases={{releases<br />
| switch_date_us=2017-11-07<br />
| switch_date_eu=2017-11-07<br />
| switch_rrp_eu=34.99<br />
| switch_date_jp=2017-11-09<br />
| switch_rrp_jp=<br />
| switch_code_eu=HAC-P-ABQLB<br />
| switch_date_pl=2017<br />
| switch_date_ru=2017-11-07{{ref|http://www.softclub.ru/games/switch/24199-sonic-forces}}<br />
| switch_date_kr=2017-12-01{{ref|https://web.archive.org/web/20180417184238/http://www.sonicforces.co.kr/}}<br />
<br />
| steam_date_us=2017-11-07<br />
| steam_date_eu=2017-11-07<br />
| steam_date_jp=2017-11-09<br />
<br />
| ps4_date_us=2017-11-07<br />
| ps4_date_eu=2017-11-07<br />
| ps4_date_au=2017-11-07<br />
| ps4_code_au=CUSA-05674<br />
| ps4_date_jp=2017-11-09{{ref|https://web.archive.org/web/20180417183004/https://www.jp.playstation.com/games/sonicforces-ps4/}}<br />
| ps4_rrp_jp=5,990 (''6,469''){{ref|https://web.archive.org/web/20180417183004/https://www.jp.playstation.com/games/sonicforces-ps4/}}<br />
| ps4_date_pl=2017<br />
| ps4_date_ru=2017-11-07{{ref|http://www.softclub.ru/games/ps4/24197-sonic-forces}}<br />
| ps4_date_tw=2017<br />
| ps4_date_kr=2017-11-08{{ref|https://www.playstation.co.kr/game/5150|https://archive.is/jnVAd}}{{ref|https://web.archive.org/web/20180417184238/http://www.sonicforces.co.kr/}}<br />
| ps4_rrp_kr=49,800{{ref|https://www.playstation.co.kr/game/5150|https://archive.is/jnVAd}}<br />
| ps4_date_us_d_Bonus Edition=2017-11-07<br />
| ps4_code_us_d_Bonus Edition=CUSA-05637<br />
| ps4_date_us_d_Standard Edition=2018-01-24{{ref|https://web.archive.org/web/20180417204942/https://store.playstation.com/en-us/product/UP0177-CUSA05637_00-0000000000091623}}<br />
| ps4_rrp_us_d_Standard Edition=39.99{{ref|https://web.archive.org/web/20180417204942/https://store.playstation.com/en-us/product/UP0177-CUSA05637_00-0000000000091623}}<br />
| ps4_code_us_d_Standard Edition=CUSA-05637<br />
| ps4_date_eu_d=2017-11-07{{ref|https://web.archive.org/web/20180417181533/https://store.playstation.com/fr-fr/product/EP0177-CUSA05674_00-SONICFORCESEUSTD}}<br />
| ps4_rrp_eu_d=39.99{{ref|https://web.archive.org/web/20180417181533/https://store.playstation.com/fr-fr/product/EP0177-CUSA05674_00-SONICFORCESEUSTD}}<br />
| ps4_code_eu_d=CUSA-05674<br />
| ps4_date_uk_d=2017-11-07{{ref|https://web.archive.org/web/20180417181522/https://store.playstation.com/en-gb/product/EP0177-CUSA05674_00-SONICFORCESEUSTD}}<br />
| ps4_rrp_uk_d=34.99{{ref|https://web.archive.org/web/20180417181522/https://store.playstation.com/en-gb/product/EP0177-CUSA05674_00-SONICFORCESEUSTD}}<br />
| ps4_code_uk_d=CUSA-05674<br />
| ps4_date_au_d=2017-11-07{{ref|https://web.archive.org/web/20180417181532/https://store.playstation.com/en-au/product/EP0177-CUSA05674_00-SONICFORCESEUSTD}}<br />
| ps4_rrp_au_d=59.95{{ref|https://web.archive.org/web/20180417181532/https://store.playstation.com/en-au/product/EP0177-CUSA05674_00-SONICFORCESEUSTD}}<br />
| ps4_code_au_d=CUSA-05674<br />
| ps4_date_jp_d=2017-11-09{{ref|https://web.archive.org/web/20180417183004/https://www.jp.playstation.com/games/sonicforces-ps4/}}<br />
| ps4_rrp_jp_d=5,990 (''6,469''){{ref|https://web.archive.org/web/20180417183004/https://www.jp.playstation.com/games/sonicforces-ps4/}}<br />
| ps4_code_jp_d=CUSA-05642<br />
| ps4_date_jp_d_Demo=2017-10-26{{ref|https://web.archive.org/web/20180417183004/https://www.jp.playstation.com/games/sonicforces-ps4/}}<br />
| ps4_rrp_jp_d_Demo=free<br />
| ps4_code_jp_d_Demo=CUSA-10097<br />
<br />
| xbone_date_us=2017-11-07<br />
| xbone_date_eu=2017-11-07<br />
| xbone_date_jp=2017-11-09<br />
| xbone_date_pl=2017<br />
| xbone_date_ru=2017-11-07{{ref|http://www.softclub.ru/games/xbox-one/24198-sonic-forces}}<br />
}}<br />
| esrb=e10<br />
| pegi=7<br />
| russia=6<br />
| usk=6<br />
| cero=a<br />
| oflc=pg<br />
| grb=a<br />
| gsrr=0<br />
| djctq=l<br />
}}<br />
'''''Sonic Forces''''' (ソニックフォース), known as '''''Project Sonic 2017''''' during development, is a video game that was released on November 7, 2017. In the same vein as ''[[Sonic Generations]]'', the game features both the "classic" and "modern" forms of [[Sonic the Hedgehog]]. Additionally, it introduces a new gameplay style in which the player creates an [[Avatar]]. ''Forces'' is the first game to use ''Hedgehog Engine 2'' as its rendering engine.<br />
<br />
==Development==<br />
Development started for ''Sonic Forces'' in 2013, around the release of ''[[Sonic Lost World]]''. The original title of the game, '''''Project Sonic 2017''''', was first mentioned at the Tokyo Joypolis Sonic 25th anniversary party on June 25, 2016, and the game itself would be announced at Sega's 25th anniversary party at San Diego Comic-Con one month later on July 22, 2016 where it was announced alongside ''[[Sonic Mania]]''. The presence in the reveal trailer featuring Classic Sonic returning to help Modern Sonic made fans and journalists believe the game would be a sequel to ''[[Sonic Generations]]'', but [[Takashi Iizuka]] confirmed that it was not a sequel, but a new stand-alone title. The game's title was eventually revealed to be '''''Sonic Forces''''', with "Forces" being chosen because of the themes of "power" and "army", with two strong forces (Sonic and friends vs. the [[Eggman Empire]]) facing off one another.<br />
<br />
During a live stream held in Japan to commemorate the release of ''[[Sonic Boom: Fire & Ice]]'', it was revealed that there will be a new character introduced for the game with a new gameplay component besides the usual 2D and 3D gameplay. According to Iizuka in an interview in Famitsu Magazine, this third character would not be "Boom Sonic", but an "unexpected character" who plays a vital role in the story and "embodies the overall features of the game". The character's appearance was first teased in a Nintendo Direct streamed on April 12, 2017, and the character was planned to be announced at E3 2017. However, the character was revealed one month earlier than planned on May 16, 2017, with the character turning out to be a [[Avatar|character that the player can customize to their liking]]. Revealed at E3 instead was the return of [[Shadow the Hedgehog]], [[Metal Sonic]], [[Zavok]] and [[Chaos]] as henchmen to [[Dr. Eggman]] and a new and mysterious villain known as [[Infinite]].<br />
<br />
==Story==<br />
===Main Story===<br />
Fueled by his years-long hatred of [[Sonic the Hedgehog]], [[Dr. Eggman]] prepares to take yet another shot at expanding his [[Eggman Empire]] across the globe by working on an "invincible instrument of destruction" within the confines of his laboratory, with [[Orbot]] and [[Cubot]] commenting on how serious Eggman is this time. When everything is ready, he launches a large scale offensive on a city. As all hope seems lost for the survivors, Sonic enters the scene after having answered [[Miles "Tails" Prower|Tails]]' emergency call. Eggman, having expected Sonic to show up, pulls a surprise from his sleeve and summons none other than [[Shadow the Hedgehog]], [[Metal Sonic]], [[Zavok]] and [[Chaos]] to stop him, along with a newcomer: an enigmatic and powerful being known as [[Infinite]]. Sonic tries to fight them, but is overwhelmed and easily thrashed by the newcomer's mysterious power. Tails, unable to help or figure out Infinite's power, can only watch as Sonic gets defeated and captured by Infinite and his allies.<br />
<br />
With Sonic defeated and the world believing him to be dead, Eggman and his forces quickly conquer 99% of the world over the course of six months, with only but a few isolated areas still free from their control. All hope is not lost, as a faction of Sonic's friends have banded together to form a rag-tag team called the Resistance, with [[Knuckles the Echidna]] as the commander, and other members including [[Amy Rose|Amy]], [[Rouge the Bat|Rouge]], [[Silver the Hedgehog|Silver]] and the [[Team Chaotix|Chaotix]]. Tails is excluded from the Resistance, as he has vanished after Sonic's disappearance, said by Silver to have "lost it".<br />
<br />
However, depsite assembling a small army, the Resistance isn't strong enough to stop Eggman's forces, and the innocent are starting to give up hope. As the Resistance's core members discuss their situation, their newest recruit arrives: [[Avatar|a cowardly soldier]] (whom the Resistance nicknames "Rookie") who survived an encounter with Infinite months prior. Not long after, Knuckles learns from Rouge that Sonic is still alive and that he is being held prisoner onboard the newly-rebuilt [[Death Egg]], and formulates a plan for the Rookie to infiltrate the [[Spaceport]] and steal a shuttle.<br />
<br />
Somewhere in the city, Tails tries to fix a badly-damaged [[E-123 Ω|E-123 Omega]], only to be threatened by Chaos. Before Chaos could attack him, Classic Sonic arrives, emerging from a wormhole he was sucked into after his [[Egg Reverie Zone|recent battle]] in [[Sonic Mania|his dimension]], and saves Tails. Tails theorizes that Infinite's strange powers are affecting other dimensions, which may have pulled Classic Sonic into their world. This allows Tails to regain his hope, and sets out with Classic Sonic to save the world.<br />
<br />
Back with the Resistance, Rouge reveals that Eggman has only kept Sonic alive for the last six months so that the hedgehog could see his empire upon its completion before being jettisoned into outer space. With Eggman moving the banishment ahead of schedule as a response to the Resistance's rescue attempt, however, the Resistance head to the Death Egg, with the Rookie's [[Prison Hall|choice of route]] leaving them as the only one able to reach Sonic. As that is happening, Sonic is about to be escorted to his banishment by Zavok, but his restraints break due to the Rookie's commotion onboard, allowing him to take on the red Zeti, who mysteriously fades away upon defeat. As Sonic makes his escape, he finds the scared Rookie under attack from robots and saves them, and together they return to their world via shuttle. After getting reacquainted with his friends, Sonic is sent to go with the Rookie to destroy a [[Arsenal Pyramid|weapons factory]] supplying Eggman, with Sonic quickly accepting the Rookie as his partner.<br />
<br />
After the attack, Sonic cuts through [[Luminous Forest]] to help Silver, who is being attacked by Infinite. Despite Infinite having the upper hand in the clash, Silver manages to make him drop a mysterious gemstone. Sonic eventually shows up to take on Infinite, but despite putting up a better fight than before, he is still defeated, with Infinite leaving him without killing him as he does not see him as a threat. Meanwhile, Tails and Classic Sonic continue their adventure to stop Eggman, and find him conversing with Infinite about their schemes. By spying on them, the duo learn that the source of Infinite's power comes from a gem called the [[Phantom Ruby]], whose defective prototypes have all been destroyed by Infinite to keep them from interfering with Eggman's plans. After the villains' meeting is dismissed upon the notion that the Resistance and the world will soon fall to the Eggman Empire, Classic Sonic emerges from hiding and takes out Eggman and the [[Egg Dragoon (Sonic Forces boss)|machines he uses against him]]. Despite this, Eggman gloats that he will wipe out the Resistance in just three days and takes his escape before Tails can ask more about it.<br />
<br />
Having helped rescue some civilians in the meantime, the Rookie is sent to check out some readings in Mystic Jungle, for them to discover the dropped Phantom Ruby prototype, as well as Classic Sonic and Tails, who have come to the jungle to find Sonic. With Tails and Classic Sonic now reunited with the Resistance, Sonic heads to [[Sunset Heights]] to go after Shadow, who is leading an attack on the city. pon finding him, however, the real Shadow appears and dispatches his imposter. Shadow then reveals that the Shadow following Eggman is a virtual reality copy created by Infinite, among other villains serving him, meaning the size of Eggman's army is limitless.<br />
<br />
Knuckles then launches an attack known as "Operation Big Wave" on Eggman's undermanned headquarters, Metropolis, only for Infinite to foil the attack and wipe out 80% of the Resistance's troops, forcing the remaining troops to retreat. While retreating, the Rookie comes across Infinite alone, and finds the courage to fight Infinite after remembering Sonic's words of encouragement. Infinite attempts to kill the Avatar but is unexpectedly countered. Despite his confusion, Infinite leaves the Rookie alive, knowing that Eggman will crush everyone in two days.<br />
<br />
Realizing that they need to stop the Phantom Ruby to win the war, Tails and Classic Sonic infiltrate Eggman's computer network in the [[Chemical Plant (Sonic Forces)|Chemical Plant]] and find the Phantom Ruby's weakness: it is directly powered by the Death Egg's core, and without a power source it is useless. After growing closer to Sonic after taking out a Metal Sonic replica together, the Rookie stages a diversion in [[Guardian Rock|Green Hill]] while Sonic shuts down the Death Egg's weapon defenses, thus allowing Classic Sonic to destroy the Death Egg, which in turn causes Eggman and his motley crew to make a retreat to Metropolis. When Sonic and Tails corner Eggman to Metropolis, however, the doctor has Infinite banish Sonic into [[Null Space]], with the Rookie also being pulled in trying to save him. Eggman reveals to the confused Tails that he knew the Resistance would eventually target the Death Egg, so he built a hidden backup power supply for the Phantom Ruby underneath Metropolis. Sonic and the Rookie manage to escape Null Space and rejoin the battle, catching Eggman off-guard and prompting him to retreat and prepare his endgame, which is only mere hours away.<br />
<br />
The entire Resistance eventually confronts Infinite and his army of replicas at the Eggman Empire Fortress in an effort to crush Eggman once and for all. As Infinite attempts to destroy the Resistance however, Omega, now fully repaired and ready to join the Resistance, ambushes him. Having enough of the rabble, Infinite creates a massive virtual sun over the planet to wipe out the entire Resistance in one fell swoop, which has been Eggman's endgame all along. As all this happens, Tails notices that the Rookie has the Phantom Ruby prototype from Mystic Jungle, and deduces that the Rookie can neutralize the virtual sun with it. Since the prototype's design only let the Rookie use it, the Rookie climbs the [[Imperial Tower]] and eliminates the virtual sun, giving the Resistance a fighting chance. At the same time, Sonic confronts Infinite while he is weak from having formed the sun, but regains his full power in his battle with Sonic. At that point, the Rookie comes to Sonic's aid and together they defeat Infinite for good.<br />
<br />
Warned by Eggman that he is not done yet though, Sonic and the Rookie destroy the Phantom Ruby's power supply, seemingly winning the war. However, what they thought was the power supply was actually a decoy, and the original Phantom Ruby has been incorporated into Eggman's trump card: the [[Death Egg Robot (Sonic Forces boss)|Death Egg Robot]]. With the Eggman Army on the rise thanks to the Ruby, Sonic, Classic Sonic, and the Rookie confront Eggman together and destroy his Death Egg Robot. With the Phantom Ruby getting destroyed in the process, Eggman's army vanishes, leaving the Resistance as the victor.<br />
<br />
With the war finally over, Classic Sonic fades away and returns to his home dimension as a result of the Phantom Ruby's destruction. After the Resistance bids farewell to Classic Sonic, the group sets out to clean Eggman's mess around the world. In the aftermath, Knuckles disbands the Resistance, although not without Silver noting that they still have a lot to do. Feeling that plenty of people out there need their aid, the Rookie parts ways with their new friends, and meets up with Sonic in the city to say goodbye to each other before setting off in search of new adventures.<br />
<br />
===Episode Shadow===<br />
''Episode Shadow'' takes place before the events of ''Sonic Forces'', with [[Shadow the Hedgehog]] being informed by [[Rouge the Bat]] that an active [[Arsenal Pyramid|Eggman base]] has been discovered outside Eggman's chain of command in a strategically useless position. Suspecting Eggman is up to something, and with rumors flying about the doctor developing a new weapon, Shadow heads to the base to link up with [[E-123 Ω|E-123 Omega]], who has also been sent by Rouge to do some recon. Before Shadow could reach him however, Omega launches a full-frontal attack on the base, only for Shadow and Rouge to lose radio contact with him.<br />
<br />
Shadow arrives at the base and discovers that [[Infinite]] had wiped out Omega to test out his new power. Although Shadow does not find his opponent familiar in the slightest, Infinite reveals that he knows Shadow, and begins telling his backstory, revealing that he was once a mercenary who led a group known as the [[Jackal Squad]], who were assigned by Eggman to protect one of his [[Eggman's Facility|facilites]]. A couple of months ago, Shadow wiped out the Jackal Squad in a raid on the facility, and laid a beatdown on Infinite, telling him not to show his "pathetic face" around him again before leaving. Outraged by his own weakness, Infinite discarded his former identity and assimilated with the finalized Phantom Ruby prototype to become stronger.<br />
<br />
After finishing his story, Infinite attempts to get his revenge on Shadow by trapping him in a [[Virtual Reality|virtual reality]] with his new power. Although Shadow escapes this reality, Infinite is pleased with the results and gloats that not even [[Sonic the Hedgehog|Sonic]] can stop him now. Before Shadow could question him on what he means by that, the facility begins to explode, which Infinite uses as a distraction to escape, leaving Shadow to withdraw on Rouge's orders.<br />
<br />
About a month later, Shadow is contacted by Rouge as Eggman is launching an assault on the City, but assures him that Sonic and the others are on the case so there is nothing to worry about. As Shadow recalls Infinite's words, however, Rouge alerts him that Sonic has just been defeated by Infinite and his replicas.<br />
<br />
==Gameplay==<br />
''Sonic Forces'' has three playable characters, with the story told from the perspective of each of these three characters. Classic Sonic and Modern Sonic both return with the gameplay styles they had in ''[[Sonic Generations]]'', with Classic Sonic emulating the play style of the classic 2D games with the addition of the [[Drop Dash]] from ''[[Sonic Mania]]'', and Modern Sonic returning to the boost-centric formula after having departed from it in ''[[Sonic Lost World]]''.<br />
<br />
The game's third playable character is the [[Avatar]], also known as a Custom Hero, whom players can [[wikipedia:Character creation|customize to their liking]]. The player chooses from a base of seven animal species, and can then customize the character's gender, upper headgear, middle headgear, lower headgear, gloves, shoes, accessories, bodysuit and skin color. As the player progresses, hundreds of accessories and costuming options will be unlocked for the player to use. The Avatar will also gain a unique ability depending on what species they are<ref>[http://www.ign.com/articles/2017/05/16/sonic-forces-character-creation-feature-mode-announced Sonic Forces Character Creation Feature Announced]. IGN. May 16, 2017.</ref>:<br />
* '''Bear:''' Blows away enemies when performing a Wire Attack.<br />
* '''Bird:''' Can perform a Double Jump.<br />
* '''Cat:''' Keeps one [[Ring]] after getting hit.<br />
* '''Dog:''' Restarts with five rings after dying.<br />
* '''Hedgehog:''' Dropped rings remain longer after getting hit.<br />
* '''Rabbit:''' Has longer invincibility time after taking damage.<br />
* '''Wolf:''' Automatically draws in rings and other collectables when near them.<br />
Gameplay-wise, the Avatar is similar to Modern Sonic, but uses a grappling hook as a means of platforming. They can also utilize unique gadgets known as [[Wispon]]s, weapons that can harness [[Wisps|Color Powers]] in new ways that can be used for both attacking and getting around. Before a level, the player can select which Wispon they would like to use, thereby allowing access to different parts of the levels.<br />
<br />
There is also a fourth gameplay style known as "Tag Team Stages" which involve Modern Sonic and the Avatar working together. The player will control both characters to navigate through the level, with the leader switching to Sonic when boosting and to the Avatar when using a Wispon. At specific points, the two can peform a new move known as the "Double Boost", which is a faster boost triggered when the player engages an automatic quick time event.<br />
<br />
==History==<br />
*''Sonic Forces'' was one of the first games to be announced for the [[sega:Nintendo Switch|Nintendo Switch]] when it was initially referred to as the NX, as well as the second third-party title announced for the system.<br />
*This is the first official Sonic game to see a release in China following a PC four-pack which included ''[[Sonic CD]]'', ''[[Sonic & Knuckles Collection]]'', ''[[Sonic 3D Blast]]'' and ''[[Sonic R]]'' in 2001, and following a long console ban imposed in the country that was lifted in 2015.<br />
<br />
===Nintendo eShop chart performance===<br />
{| class="prettytable"<br />
|-<br />
! Platform<br />
! Nintendo eShop reference<br />
! Monthly Nintendo eShop chart appearances<br />
! Weekly eShop chart appearances and rankings<br />
! Weeks on the eShop (original run / cumulative total)<br />
! Overall monthly performance<br />
|-<br />
| Nintendo Switch<br />
| [https://nintendoeverything.com/page/2/?s=switch+eshop+forces Nintendo Everything (starting 11/10/17)]<br />
| November 2017<br />
| 11/10 (#6), 11/17 (#6), 11/24 (#18)<br />
| '''3''' / '''3'''<br />
| Was Europe's #15 most-downloaded Nintendo Switch game on the Nintendo eShop in November (Source: [https://nintendoeverything.com/europes-top-15-downloads-on-the-switch-eshop-for-november-2017/ Nintendo Everything])<br />
|-<br />
|}<br />
<br />
==Downloadable content==<br />
{{dlctable|<br />
{{dlc|Avatar Bundle<br />
| ps4_link_uk=https://store.playstation.com/en-gb/product/EP0177-CUSA05674_00-AVBLD00000000000<br />
| ps4_link_au=https://store.playstation.com/en-au/product/EP0177-CUSA05674_00-AVBLD00000000000<br />
| ps4_date_euau=2018-01-24{{ref|https://web.archive.org/web/20180417203505/https://store.playstation.com/en-gb/product/EP0177-CUSA05674_00-AVBLD00000000000}}<br />
| ps4_rrp_uk=1.69{{ref|https://web.archive.org/web/20180417203505/https://store.playstation.com/en-gb/product/EP0177-CUSA05674_00-AVBLD00000000000}}<br />
| ps4_rrp_eu=1.99{{ref|https://web.archive.org/web/20180417203513/https://store.playstation.com/fr-fr/product/EP0177-CUSA05674_00-AVBLD00000000000}}<br />
| ps4_rrp_au=2.95{{ref|https://web.archive.org/web/20180417203508/https://store.playstation.com/en-au/product/EP0177-CUSA05674_00-AVBLD00000000000}}<br />
}}<br />
{{dlc|Super Sonic<br />
| ps4_link_uk=https://store.playstation.com/en-gb/product/EP0177-CUSA05674_00-SONIC201700DLC02<br />
| ps4_link_au=https://store.playstation.com/en-au/product/EP0177-CUSA05674_00-SONIC201700DLC02<br />
| ps4_date_euau=2017-12-22{{ref|https://web.archive.org/web/20180417203720/https://store.playstation.com/en-gb/product/EP0177-CUSA05674_00-SONIC201700DLC02}}<br />
| ps4_rrp_uk=free<br />
| ps4_rrp_eu=free<br />
| ps4_rrp_au=free<br />
| ps4_link_us=https://store.playstation.com/en-us/product/UP0177-CUSA05637_00-SONIC201700DLC02<br />
| ps4_date_us=2017-12-22{{ref|https://web.archive.org/web/20180417204358/https://store.playstation.com/en-us/product/UP0177-CUSA05637_00-SONIC201700DLC02}}<br />
| ps4_rrp_us=free<br />
| ps4_link_jp=https://store.playstation.com/ja-jp/product/JP0177-CUSA05642_00-SONIC201700DLC02<br />
| ps4_date_jp=2017-12-22{{ref|https://web.archive.org/web/20180417210150/https://store.playstation.com/ja-jp/product/JP0177-CUSA05642_00-SONIC201700DLC02}}<br />
| ps4_rrp_jp=free<br />
}}<br />
{{dlc|Sanic T-Shirts<br />
| ps4_link_uk=https://store.playstation.com/en-gb/product/EP0177-CUSA05674_00-SONIC201700DLC04<br />
| ps4_link_au=https://store.playstation.com/en-au/product/EP0177-CUSA05674_00-SONIC201700DLC04<br />
| ps4_date_euau=2017-11-27{{ref|https://web.archive.org/web/20180417203847/https://store.playstation.com/en-gb/product/EP0177-CUSA05674_00-SONIC201700DLC04}}<br />
| ps4_rrp_uk=free<br />
| ps4_rrp_eu=free<br />
| ps4_rrp_au=free<br />
| ps4_link_us=https://store.playstation.com/en-us/product/UP0177-CUSA05637_00-SONIC201700DLC04<br />
| ps4_date_us=2017-11-25{{ref|https://web.archive.org/web/20180417204558/https://store.playstation.com/en-us/product/UP0177-CUSA05637_00-SONIC201700DLC04}}<br />
| ps4_rrp_us=free<br />
| ps4_link_jp=https://store.playstation.com/ja-jp/product/JP0177-CUSA05642_00-SONIC201700DLC04<br />
| ps4_date_jp=2017-11-27{{ref|https://web.archive.org/web/20180417210152/https://store.playstation.com/ja-jp/product/JP0177-CUSA05642_00-SONIC201700DLC04}}<br />
| ps4_rrp_jp=free<br />
}}<br />
{{dlc|Episode Shadow<br />
| ps4_link_uk=https://store.playstation.com/en-gb/product/EP0177-CUSA05674_00-SONIC201700DLC01<br />
| ps4_link_au=https://store.playstation.com/en-au/product/EP0177-CUSA05674_00-SONIC201700DLC01<br />
| ps4_date_euau=2017-11-10{{ref|https://web.archive.org/web/20180417203940/https://store.playstation.com/en-gb/product/EP0177-CUSA05674_00-SONIC201700DLC01}}<br />
| ps4_rrp_uk=free<br />
| ps4_rrp_eu=free<br />
| ps4_rrp_au=free<br />
| ps4_link_us=https://store.playstation.com/en-us/product/UP0177-CUSA05637_00-SONIC201700DLC01<br />
| ps4_date_us=2017-11-07{{ref|https://web.archive.org/web/20180417204305/https://store.playstation.com/en-us/product/UP0177-CUSA05637_00-SONIC201700DLC01}}<br />
| ps4_rrp_us=free<br />
| ps4_link_jp=https://store.playstation.com/ja-jp/product/JP0177-CUSA05642_00-SONIC201700DLC01<br />
| ps4_date_jp=2017-11-09{{ref|https://web.archive.org/web/20180417210153/https://store.playstation.com/ja-jp/product/JP0177-CUSA05642_00-SONIC201700DLC01}}<br />
| ps4_rrp_jp=free<br />
}}<br />
{{dlc|Sega / Atlus Pack<br />
| ps4_link_us=https://store.playstation.com/en-us/product/UP0177-CUSA05637_00-0000000000000042<br />
| ps4_date_us=2017-11-07{{ref|https://web.archive.org/web/20180417204500/https://store.playstation.com/en-us/product/UP0177-CUSA05637_00-0000000000000042}}<br />
| ps4_rrp_us=2.99{{ref|https://web.archive.org/web/20180417204500/https://store.playstation.com/en-us/product/UP0177-CUSA05637_00-0000000000000042}}<br />
| ps4_link_jp=https://store.playstation.com/ja-jp/product/JP0177-CUSA05642_00-SONIC201700DLC03<br />
| ps4_date_jp=2017-11-09{{ref|https://web.archive.org/web/20180417210156/https://store.playstation.com/ja-jp/product/JP0177-CUSA05642_00-SONIC201700DLC03}}<br />
| ps4_rrp_jp=<br />
}}<br />
{{dlc|Avatar Parts Shadow Pack (アバターパーツ シャドウパック)<br />
| ps4_link_jp=https://store.playstation.com/ja-jp/product/JP0177-CUSA05642_00-SONIC201700DLC05<br />
| ps4_date_jp=2017-11-09{{ref|https://web.archive.org/web/20180417210158/https://store.playstation.com/ja-jp/product/JP0177-CUSA05642_00-SONIC201700DLC05}}<br />
| ps4_rrp_jp=<br />
}}<br />
}}<br />
===Bonus Edition===<br />
On August 31 2017, at the same time the release date was announced, it was announced that a "Bonus Edition" of ''Sonic Forces'' will become available for pre-order for all console versions of the game with special bonus content.<ref>[https://twitter.com/sonic_hedgehog/status/903271303485898752 Sonic Forces Bonus Edition Announcement]. Official ''Sonic the Hedgehog'' Twitter feed. August 31, 2017.</ref> A ''Sonic Forces''-themed controller skin for each respective console (DUALSHOCK 4, Xbox One wireless controller, Joy-Con Grip) featuring Sonic and Infinite will be included in the US version, while the European version gets four art cards, along with all regions getting special Sega/Atlus-themed outfits for the Avatar:<br />
* A costume based on Beat from ''[[sega:Jet Set Radio|Jet Set Radio]]''.<br />
* A costume based on Joker from ''[[sega:Persona 5|Persona 5]]''.<br />
* Amitie's hat from ''[[sega:Puyo Puyo|Puyo Puyo]]''.<br />
* A costume based on AiAi from ''[[sega:Super Monkey Ball|Super Monkey Ball]]''.<br />
* A costume based on [[NiGHTS]].<br />
* A costume based on Shadow.<br />
<br />
===Episode Shadow===<br />
On September 19, 2017, it was announced that Shadow the Hedgehog will have his own playable story as free DLC. Episode Shadow serves as a prequel to the main story and details the Shadow's allegiance, the fate of [[Team Dark]] and the untold story of Infinite's rise to power. Shadow gets three redesigned stages to play through, as well as the ability to play through most of Modern Sonic's stages in the main story after the stages have been cleared once. As a playable character, Shadow possesses the same abilities as Modern Sonic.<br />
<br />
===Sanic T-shirt===<br />
On November 25, 2017, the Sonic Twitter officially announced the launch of a DLC "Sanic T-shirt" (based on the infamous "Sanic" internet meme). Like Episode Shadow, this DLC is also free.<br />
<br />
===Super Sonic===<br />
On December 22, 2017, a DLC pack was released that enables both Classic and Modern Sonic to transform into [[Super Sonic]] during gameplay. If the player uses Super Sonic in a level, they cannot enter the world rankings. The DLC was initially going to be free until January 23, 2018, after which it becomes paid DLC, but this decision was eventually reversed, and as of January 24, 2018 the DLC will remain free.<br />
<br />
==Promotional material==<br />
<gallery><br />
SonicForces bonus PS4.png|Bonus Edition (PS4)<br />
SonicForces_BonusEditionPS4.jpg|Bonus Edition (PS4)<br />
SonicForces_BonusEditionXB1.jpg|Bonus Edition (Xbox One)<br />
SonicForces bonus Xbox.png|Bonus Edition (Xbox One)<br />
SonicForces_BonusEditionSwitch.jpg|Bonus Edition (Switch)<br />
SonicForces bonus Switch.png|Bonus Edition (Switch)<br />
SonicForces digitalbonus PS4.png|Digital Bonus Edition (PS4)<br />
SonicForces digitalbonus Xbox.png|Digital Bonus Edition (Xbox One)<br />
SonicForces DigitalBonus multi.png|Digital Bonus Edition (PS4/Xbox One/Steam)<br />
Sonic Forces SegaAtlus Pack.png|Sega/Atlus outfit pack<br />
SonicForces Shadow Add-On.png|Shadow add-on<br />
</gallery><br />
<br />
==Artwork==<br />
<gallery><br />
File:Sonic Forces Poster.jpg|Cover art<br />
File:Sonic Forces logo.png|English Logo<br />
File:SonicForcesJPlogo.png|Japanese Logo<br />
File:Forces_ModernSonic-2.png|[[Sonic|Modern Sonic]]<br />
File:Forces_ModernSonic.png|Modern Sonic<br />
File:Forces_ClassicSonic-2.png|Classic Sonic<br />
File:Forces_ClassicSonic.png|Classic Sonic<br />
File:Forces_AvatarWolf.png|[[Avatar]] (Wolf)<br />
File:Forces_Avatar.png|Avatar (Wolf)<br />
File:Forces_AvatarCat.png|Avatar (Cat)<br />
File:Forces_AvatarBird.png|Avatar (Bird)<br />
File:Forces_Tails.png|[[Miles "Tails" Prower|Tails]]<br />
File:Forces_Knuckles.png|[[Knuckles the Echidna|Knuckles]]<br />
File:Forces_Eggman-2.png|[[Dr. Eggman]]<br />
File:Forces_Eggman.png|Dr. Eggman<br />
File:XBOPcsu.jpg|Dr. Eggman<br />
Infinite fix.png|[[Infinite]]<br />
File:Forces_Infinite.png|Infinite<br />
File:KJObKzj.jpg|Infinite<br />
File:Forces_Shadow.png|[[Shadow the Hedgehog|Shadow]]<br />
File:Forces_MetalSonic.png|[[Metal Sonic]]<br />
File:DxRfENm.jpg|Metal Sonic<br />
File:Forces_Chaos.png|[[Chaos]]<br />
File:Forces_Zavok.png|[[Zavok]]<br />
File:Forces_Villains.png|Antagonists<br />
File:SonicForces_GroupArtwork.jpg<br />
Shadow Costume Hero Character.jpg|Custom Gear based on Shadow<br />
</gallery><br />
<br />
===Concept Art===<br />
{{main|Game Development:Sonic Forces}}<br />
<br />
===Wallpaper/Steam Card===<br />
<gallery><br />
File:Forces_Steamcard_ModernSonic.jpg<br />
File:Forces_Steamcard_ClassicSonic.jpg<br />
File:Forces_Steamcard_Tails.jpg<br />
File:Forces_Steamcard_Avatar.jpg<br />
File:Forces_Steamcard_Avatar1.jpg<br />
File:Forces_Steamcard_Shadow.jpg<br />
</gallery><br />
<br />
==Physical scans==<br />
<br />
===PlayStation 4 version===<br />
{{Scanbox<br />
| console=PlayStation 4<br />
| region=US (Bonus)<br />
| front=<br />
| square=<br />
| disc=<br />
| manual=<br />
}}{{Scanbox<br />
| console=PlayStation 4<br />
| region=EU (Bonus)<br />
| front=<br />
| square=<br />
| disc=<br />
| manual=<br />
}}{{Scanbox<br />
| console=PlayStation 4<br />
| region=JP (Bonus)<br />
| front=<br />
| square=<br />
| disc=<br />
| manual=<br />
}}<br />
{{Scanbox<br />
| console=PlayStation 4<br />
| region=AU (Bonus)<br />
| front=Sonic_Forces_PS4_AU_Bonus_Cover.jpg<br />
| square=<br />
| disc=Sonic_Forces_PS4_AU_Bonus_Disc.jpg<br />
| manual=Sonic_Forces_PS4_AU_Manual.pdf<br />
| inlay=Sonic_Forces_PS4_AU_Bonus_Inlay.jpg<br />
| item1=Sonic_Forces_PS4_AU_Cards.pdf<br />
| item1name=Art Cards<br />
| item2=Sonic_Forces_PS4_AU_Costumes.pdf<br />
| item2name=DLC Accessories<br />
}}<br />
{{Scanbox<br />
| console=PlayStation 4<br />
| region=KR<br />
| front=SonicForces PS4 KR cover.jpg<br />
}}<br />
{{Scanbox<br />
| console=PlayStation 4<br />
| region=TW<br />
| front=SonicForces PS4 TW cover.jpg<br />
}}<br />
<br />
===Xbox One version===<br />
{{Scanbox<br />
| console=Xbox One<br />
| region=US (Bonus)<br />
| front=<br />
| square=<br />
| disc=<br />
| manual=<br />
}}{{Scanbox<br />
| console=Xbox One<br />
| region=EU (Bonus)<br />
| front=<br />
| square=<br />
| disc=<br />
| manual=<br />
}}{{Scanbox<br />
| console=Xbox One<br />
| region=JP (Bonus)<br />
| front=<br />
| square=<br />
| disc=<br />
| manual=<br />
}}<br />
{{Scanbox<br />
| console=Xbox One<br />
| region=AU (Bonus)<br />
| front=<br />
| square=<br />
| disc=<br />
| manual=<br />
}}<br />
<br />
===Nintendo Switch version===<br />
{{Scanbox<br />
| console=Nintendo Switch<br />
| region=US (Bonus)<br />
| front=<br />
| square=<br />
| cart=<br />
| manual=<br />
}}{{Scanbox<br />
| console=Nintendo Switch<br />
| region=EU (Bonus)<br />
| front=SonicForces_Switch_EU_BonusCover.jpg<br />
| square=<br />
| cart=SonicForces_Switch_EU_Cart.jpg<br />
| manual=SonicForces_Switch_EU_Manual.pdf<br />
| item1=SonicForces_Switch_EU_Costumes.pdf<br />
| item1name=DLC Accessories<br />
}}{{Scanbox<br />
| console=Nintendo Switch<br />
| region=JP (Bonus)<br />
| front=<br />
| square=<br />
| cart=<br />
| manual=<br />
}}<br />
{{Scanbox<br />
| console=Nintendo Switch<br />
| region=AU (Bonus)<br />
| front=<br />
| square=<br />
| cart=<br />
| manual=<br />
}}<br />
<br />
==External links==<br />
* [http://sonic.sega.jp/SonicForces/index.html Official website (Japanese)]<br />
* [http://store.steampowered.com/app/637100/ ''{{PAGENAME}}'' on Steam]<br />
* ''{{PAGENAME}}'' on PlayStation.com: [https://www.jp.playstation.com/games/sonicforces-ps4/ JP], [https://www.playstation.com/en-us/games/sonic-forces-ps4/ US], [https://www.playstation.co.kr/game/5150 KR]<br />
* ''{{PAGENAME}}'' on PlayStation Store: [https://store.playstation.com/#!/ja-jp/cid=JP0177-CUSA05642_00-SONIC20170000000 JP], [https://store.playstation.com/#!/ja-jp/cid=JP0177-CUSA10097_00-SONIC20170000000 JP (Demo)], [https://store.playstation.com/#!/en-us/games/sonic-forces-digital-bonus-edition/cid=UP0177-CUSA05637_00-SONICFORCESDDX00 US (Bonus)], [https://store.playstation.com/en-us/product/UP0177-CUSA05637_00-0000000000091623 US (Standard)], [https://store.playstation.com/en-gb/product/EP0177-CUSA05674_00-SONICFORCESEUSTD UK], [https://store.playstation.com/en-au/product/EP0177-CUSA05674_00-SONICFORCESEUSTD AU]<br />
<br />
==References==<br />
<references/><br />
<br />
{{clear}}<br />
{{SForcesOmni}}<br />
{{SonicSteamGames}}<br />
{{SonicPS4games}}<br />
{{SonicXOnegames}}<br />
{{SonicNSwitchgames}}<br />
[[Category:Steam games]]<br />
[[Category:PlayStation 4 games]]<br />
[[Category:Xbox One games]]<br />
[[Category:Nintendo Switch games]]</div>PikaSamushttps://info.sonicretro.org/index.php?title=File:SonicForces_Win_icon.png&diff=259849File:SonicForces Win icon.png2018-05-05T18:39:09Z<p>PikaSamus: </p>
<hr />
<div>''Sonic Forces'' EXE icon, copyright Sega<br />
[[Category:Windows icons]]</div>PikaSamushttps://info.sonicretro.org/index.php?title=File:SonicForces_Win_icon.png&diff=259848File:SonicForces Win icon.png2018-05-05T18:38:56Z<p>PikaSamus: ''Sonic Forces'' EXE icon, copyright Sega</p>
<hr />
<div>''Sonic Forces'' EXE icon, copyright Sega</div>PikaSamushttps://info.sonicretro.org/index.php?title=Sonic_Adventure_DX:_Director%27s_Cut&diff=258341Sonic Adventure DX: Director's Cut2018-04-24T15:21:58Z<p>PikaSamus: /* Main Game */ correcting misconception, and expanding the texture section</p>
<hr />
<div>{{Bob<br />
|bobscreen=SADX GC title.png<br />
|screenwidth=320<br />
|icon=SonicDX_Win_icon.png<br />
|icondesc=Windows / Main Save File<br />
|icons={{icon|SADX GCN Chao save.gif|Chao Save File }}<br />
|banner=SADX USA GCN Banner.png<br />
|bannerdesc=English Disc<br />
|banners=<br />
{{GCBanner|SADX JPN GCN Banner.png|Japanese Disc }}<br />
{{GCBanner|SADX USA GCN Save Banner.png|English Save File }}<br />
{{GCBanner|SADX JPN GCN Save Banner.png|Japanese Save File }}<br />
|publisher=[[Sega]]<br />
|developer=[[Sonic Team]]<br />
|system=[[GameCube]], PC<br />
|savesize=GC: 9 blocks, PC: 51KB<br />
|releases=<br />
{{release|GC|US|2003-06-17||GXSE8P}}<br />
{{release|GC|JP|2003-06-19|¥6,980 (''7,329'')|GASJ8P}}<br />
{{release|GC|AU|2003-06-20||GXSP8P}}<br />
{{release|GC|EU|2003-06-27||GXSP8P}}<br />
{{release|GC|JP (Okaidoku-ban)|2004-11-18|¥2,800 (''2,940'')|DOL-P-GASJ}}<br />
{{release|Windows|JP|2003-12-18|¥6,800 (''7,140'')|HCJ-0344}}<br />
{{release|Windows|EU|2004-02-06||SEGA-PC002}}<br />
{{release|Windows|AU|2004-02-06}}<br />
{{release|Windows|US|2004-09-14}}<br />
| gamecount=13<br />
| genre=Action<br />
| esrb=e<br />
| pegi=3<br />
| cero=free<br />
| usk=0<br />
| oflc=g8<br />
| grb=a<br />
}}<br />
<br />
'''''Sonic Adventure DX: Director's Cut''''', known as just '''''Sonic Adventure DX''''' (ソニックアドベンチャー<ruby><rb>DX</rb><rt>デラックス</rt></ruby>) in Japan, is an enhanced port of the [[Sega Dreamcast]] game, ''[[Sonic Adventure]]'', with many added features and updated graphics. It was first released in the US, Japan, and Europe for the [[GameCube]] and was later also released for the PC in Japan and Europe and also had a limited US release. Unfortunately, it didn't do quite as well with reviews as its Dreamcast predecessor did. <br />
<br />
== Changes Between Dreamcast and GameCube Versions ==<br />
===Main Game===<br />
*Enhanced graphics: Sonic, Tails, Knuckles, Amy, and Gamma were re-created with higher polygon counts, resulting in smoother models. For some reason, Gamma was not recreated, and Big's new model is barely noticeably different. The GameCube's TEV system, similar to nVidia's register combiners, was also used for effects like rippling water. (These effects are not present in the PC version, however). The PC version has the option to remove some smaller objects or effects from stages (like the fire hydrants in Speed Highway's At Dawn segment) to improve performance.<br />
*The original palette-based lighting system (Lantern) has been replaced with simpler lighting.<br />
*Very many changes have been made to textures throughout the game, ranging from minor to completely different; an example on the minor end of the spectrum is that the train used to transport from [[Station Square]] to [[Mystic Ruins]] is now blue instead of red, and on the major end of the spectrum, [[Twinkle Park]] can look like a different level at times. A detailed look at these changes (among others) can be seen at PkR's [https://dreamcastify.wordpress.com Dreamcastify] WordPress site.<br />
*The game runs at 60 frames per second. Unfortunately, the framerate is generally unstable and frequently dips below 60fps, even in areas that do not seem to be graphically complex (framerate stability problems are not present in the PC version, assuming you meet its recommended system requirements). Cutscenes are locked at 30fps for a "cinematic feel", and to preserve the original script timings. <br />
*Some sound effects, such as when collecting rings and emblems, are lower in pitch.<br />
*A "Free Look" camera option was added, allowing the user to reposition the camera with the GameCube's C-stick. This option is reset to Sonic Adventure's original "Auto Camera" setting every time the game loads a new map.<br />
*Changes (mostly minor) were made within the levels themselves in an effort to help solve some of the game's problems concerning collision detection. However, many glitches were not fixed.<br />
*New glitches were introduced, related to inconsistencies in the port (for example, some windows still reflect the original Dreamcast graphics).<br />
*The Internet connection feature was removed. Some of the downloadable content from the Dreamcast version was included with the GameCube port.<br />
*A new Mission Mode is available, similar to the Mission Mode found in ''[[Sonic Jam]]'''s three-dimensional [[Sonic World]]. It features 60 missions spread across the six playable characters, where special tasks must be completed in the game's Adventure Fields and Action Stages.<br />
*[[Metal Sonic]] becomes a playable character in Trial mode, as a reward for collecting all the Emblems.<br />
*[[Cream the Rabbit]] makes several cameo appearances during the main game and Mission Mode to guide the player: for example, when finding the "Ice Stone" after [[Casinopolis]] Action Stage and when [[E-102]] "Gamma" first goes to Station Square.<br />
*A "mini-game" collection of the 12 Sonic-related Game Gear games was added. (see below)<br />
*The ability to skip cutscenes by pushing {{Start}} was added.<br />
*Map option available by pausing the game in Adventure Fields.<br />
*Some voice effects were changed like when [[Tails]] begins to fly or when [[Amy]] swings her hammer.<br />
*The ability to have a clear pause screen by holding {{X}} and {{Y}} was removed.<br />
<br />
===Chao Garden===<br />
*The Black Market from ''[[Sonic Adventure 2: Battle]]'' has been added to the Station Square [[Chao Garden]].<br />
*The game uses ''Sonic Adventure 2: Battle'''s advanced Chao raising system (it has on screen stats, petting, whistling). However, the Chao Doctor, Chao Kindergarten, and the Chao Karate minigame do not appear.<br />
*Chao allegiances can be changed between Hero, Neutral, and Dark. However, players have to use Chao fruits to do so. (Specific characters do not have an alignment, nor do the Chao Gardens.)<br />
*Flat colored, shiny, and jewel Chao can be purchased, as well as special fruit. Seeds to plant in the Gardens do not exist, however.<br />
*The Chao Transporter allows manual Chao naming, as well as ''Sonic Adventure 2'''s "Goodbye" feature.<br />
*Chao can be seamlessly transported between ''Sonic Adventure 2: Battle'' and ''Sonic Adventure: DX''.<br />
*The Chao Stadium uses Sonic Adventure 2's music and GUI.<br />
*The [[Chao Adventure]] VMU minigame was removed and instead replaced with a similar GBA connection feature (see below).<br />
*You can also transfer one Chao from this game to ''[[Sonic Advance]]'', ''[[Sonic Advance 2]]'', and ''[[Sonic Pinball Party]]'' with the GCN-GBA Link Cable. <br />
*A downloadable ''[[Tiny Chao Garden]]'' GBA minigame is available. (via the Nintendo GameCube Game Boy Advance Cable)<br />
*The Egg Carrier Chao Garden was redesigned; now there's no deep water in the area, making it possible to grab Chao floating on it, and the hill in the middle was oddly removed, meaning that Eggman's base is now at a lower height.<br />
<br />
== Included Game Gear Games ==<br />
Several Game Gear games are included as unlockables. This also marks the first time ''[[Sonic Drift]]'' and ''[[Tails' Skypatrol]]'' were released in the US and Europe.<br />
*''[[Sonic the Hedgehog (8-bit)|Sonic the Hedgehog]]''<br />
*''[[Sonic Drift]]''<br />
*''[[Sonic Chaos]]''<br />
*''[[Sonic Spinball (8-bit)|Sonic Spinball]]''<br />
*''[[Sonic Labyrinth]]''<br />
*''[[Sonic the Hedgehog 2 (8-bit)|Sonic the Hedgehog 2]]''<br />
*''[[Dr. Robotnik's Mean Bean Machine (8-bit)|Dr. Robotnik's Mean Bean Machine]]''<br />
*''[[Sonic Triple Trouble]]''<br />
*''[[Sonic Drift 2]]''<br />
*''[[Tails' Skypatrol]]''<br />
*''[[Sonic Blast]]''<br />
*''[[Tails Adventures]]''<br />
<br />
==Trivia==<br />
{{trivia}}<br />
*On the Game Boy in the Chao Gardens, the words on the Game Boy still say "Chao Adventure"<br />
<br />
==Manuals==<br />
{{reqmanual}}<br />
<gallery><br />
SADX GC US PlayersChoice manual.pdf|GameCube, US (Player's Choice)<br />
SADX GC UK manual.pdf|GameCube, UK<br />
Sadx jp manual.pdf|GameCube, JP<br />
SADX PC UK manual.pdf|PC, UK<br />
</gallery><br />
<br />
==Also Released On==<br />
*''[[Sonic Adventure 2-Pack]]'' (200x)<br />
*''[[Sonic PC Collection]]'' for the PC (2009)<br />
* ''[[Sonic Adventure (2010)|Sonic Adventure]]'' for Xbox Live Arcade and PlayStation Network (2010)<br />
<br />
==Production credits==<br />
For a complete list of the game's production credits, please click the following link: [[Sonic Adventure DX: Director's Cut credits]]<br />
For a list of voice actors, see [[Sonic Adventure#Voice Actors]].<br />
<br />
<br />
==Artwork==<br />
<gallery><br />
File:Sadxlogo.png<br />
</gallery><br />
<br />
===Wallpaper===<br />
<br />
<gallery><br />
File:Sadx sonic 1024.jpg<br />
File:Sadx tails 1024.jpg<br />
File:Sadx knuckles 1024.jpg<br />
File:Sadx amy 1024.jpg<br />
File:Sadx big 1024.jpg<br />
File:Sadx e102 1024.jpg<br />
File:DX 1280 sonic.jpg<br />
File:DX 1280 tails.jpg<br />
File:Sadx knuckles 1280.jpg<br />
File:Sadx amy 1280.jpg<br />
File:DX 1280 BIG.jpg<br />
File:Sadx gamma 1280.jpg<br />
File:DX 1280 CHAOS.jpg<br />
File:Sadx group 1280.jpg<br />
File:DX 1280 ALL.jpg<br />
File:DX 1280 smallsonic.jpg<br />
File:DX 1280 sonic2.jpg<br />
</gallery><br />
<br />
==Physical scans==<br />
===GameCube Version===<br />
{{Scanbox<br />
| console=GameCube<br />
| region=US<br />
| front=Sadventuredx-box-us.jpg<br />
| disc=Sadx gc us disc.jpg<br />
| manual=<br />
}}{{Scanbox<br />
| console=GameCube<br />
| region=US (Player's Choice)<br />
| front=SADXGC_PLC.jpg<br />
| disc=<br />
| manual=SADX GC US PlayersChoice manual.pdf<br />
}}{{Scanbox<br />
| console=GameCube<br />
| region=US<br/>(Hollywood Video)<br />
| cover=<br />
| disc=<br />
}}{{Scanbox<br />
| console=GameCube<br />
| region=UK<br />
| front=Sadventuredx-box-eu.jpg<br />
| disc=Sadx-gc-eu-disc.jpg<br />
| manual=SADX GC UK manual.pdf<br />
}}{{Scanbox<br />
| console=GameCube<br />
| region=UK (Player's Choice)<br />
| front=Sadventuredx-box-eu-pc.jpg<br />
| disc=<br />
| manual=<br />
}}{{Scanbox<br />
| console=GameCube<br />
| region=FR<br />
| cover=<br />
| disc=<br />
| manual=<br />
}}{{Scanbox<br />
| console=GameCube<br />
| region=FR (Player's Choice)<br />
| front=Sadx gc fr pc cover.jpg<br />
| disc=<br />
| manual=<br />
}}{{Scanbox<br />
| console=GameCube<br />
| region=DE<br />
| cover=Sadx gc de cover.jpg<br />
| disc=<br />
| manual=<br />
}}{{Scanbox<br />
| console=GameCube<br />
| region=DE (Player's Choice)<br />
| cover=SADX GC DE Box PlayersChoice.jpg<br />
| disc=<br />
| manual=<br />
}}{{Scanbox<br />
| console=GameCube<br />
| region=ES<br />
| cover=<br />
| disc=<br />
| manual=<br />
}}{{Scanbox<br />
| console=GameCube<br />
| region=JP<br />
| front=Sadx jp boxart.jpg<br />
| back=Sadx gc jp back cover.jpg<br />
| disc=Sadx gc jp disc.jpg<br />
| manual=Sadx_jp_manual.pdf<br />
}}{{Scanbox<br />
| console=GameCube<br />
| region=JP (Okaidoku-ban)<br />
| front=SonicAdventureDX GCJP Okaidokuban Box.jpg<br />
| disc=<br />
| manual=<br />
}}<br />
<br />
===PC Version===<br />
{{Scanbox<br />
| console=PC<br />
| region=US<br />
| front=SADX PC US Box.jpg<br />
| back=SADX PC US Box Back.jpg<br />
| spinemissing=yes<br />
| item1=Sadx-pc-us-disc1.jpg<br />
| item1name=Disc 1<br />
| item2=Sadx-pc-us-disc2.jpg<br />
| item2name=Disc 2<br />
| manual=<br />
}}{{Scanbox<br />
| console=PC<br />
| region=JP<br />
| front=Sadx pc jp.jpg<br />
| item1=<br />
| item1name=Disc 1<br />
| item2=<br />
| item2name=Disc 2<br />
| manual=<br />
}}{{Scanbox<br />
| console=PC<br />
| region=UK<br />
| front=Sadx-pc-eu-box.jpg<br />
| item1=Sadx-pc-eu-disc1.jpg<br />
| item1name=Disc 1<br />
| item2=Sadx-pc-eu-disc2.jpg<br />
| item2name=Disc 2<br />
| manual=SADX PC UK manual.pdf<br />
}}{{Scanbox<br />
| console=PC<br />
| region=UK (Sold Out)<br />
| front=Sadx_pc_eu_soldout_front_cover.jpg<br />
| back=Sadx_pc_eu_soldout_back_cover.jpg<br />
| spinemissing=yes<br />
| item1=<br />
| item1name=Disc 1<br />
| item2=<br />
| item2name=Disc 2<br />
| manual=<br />
}}{{Scanbox<br />
| console=PC<br />
| region=UK (Mad)<br />
| cover=<br />
}}{{Scanbox<br />
| console=PC<br />
| region=FR<br />
| cover=<br />
}}{{Scanbox<br />
| console=PC<br />
| region=FR (Hits Collection)<br />
| cover=<br />
}}{{Scanbox<br />
| console=PC<br />
| region=UK (Just For Gamers)<br />
| cover=<br />
}}{{Scanbox<br />
| console=PC<br />
| region=DE<br />
| front=SADX PC DE Box.jpg<br />
| item1=<br />
| item1name=Disc 1<br />
| item2=<br />
| item2name=Disc 2<br />
| manual=<br />
}}{{Scanbox<br />
| console=PC<br />
| region=DE (Software Pyramide)<br />
| front=SADX PC DE Box Front SoftwarePyramide.jpg<br />
| square=yes<br />
}}{{Scanbox<br />
| console=PC<br />
| region=ES<br />
| cover=<br />
}}{{Scanbox<br />
| console=PC<br />
| region=ES (Best of Atari)<br />
| cover=<br />
}}{{Scanbox<br />
| console=PC<br />
| region=IT<br />
| cover=SADX PC IT Box.jpg<br />
}}{{Scanbox<br />
| console=PC<br />
| region=AU (Valusoft)<br />
| cover=<br />
}}{{Scanbox<br />
| console=PC<br />
| region=KR<br />
| front=SADX PC KR Box Front.jpg<br />
| back=SADX PC KR Box Back.jpg<br />
| spinemissing=yes<br />
| square=yes<br />
| manual=<br />
}}{{Scanbox<br />
| console=PC<br />
| region=IL<br />
| front=<br />
| item1=SADX PC HE Disc1.jpg<br />
| item1name=Disc 1<br />
| item2=SADX PC HE Disc2.jpg<br />
| item2name=Disc 2<br />
| manual=<br />
}}{{Scanbox<br />
| console=PC<br />
| region=HU<br />
| cover=<br />
}}<br />
<br />
==External links==<br />
*Sega of Japan catalogue pages (Japanese): [https://web.archive.org/web/*/http://sega.jp/gc/sonicdx/ GameCube], [https://web.archive.org/web/*/http://sega.jp/pc/sonicdx/ PC]<br />
<br />
==References==<br />
<references /><br />
<br />
{{SAOmni|1}}<br />
{{SonicGameCubeGames}}<br />
{{SonicWindowsGames}}<br />
{{SonicPCCompilations}}<br />
<br />
[[Category:GameCube games]]<br />
[[Category:PC games]]<br />
[[Category:Game compilations]]</div>PikaSamushttps://info.sonicretro.org/index.php?title=Sonic_Adventure_AutoDemo&diff=258184Sonic Adventure AutoDemo2018-04-22T17:02:34Z<p>PikaSamus: /* =Miscellaneous */ was this template just blindly put on every section named miscellaneous?</p>
<hr />
<div>{{Bob<br />
| bobscreen=SA_98_AutoDemo_Title.png<br />
| screenwidth=320<br />
| developer=[[sega:Sonic Team|Sonic Team]]<br />
| system=[[sega:Sega Dreamcast|Sega Dreamcast]]<br />
| genre=Action<br />
}}<br />
'''''Sonic Adventure AutoDemo''''' is a [[sega:Sega Dreamcast|Sega Dreamcast]] disc demonstrating the then-upcoming ''[[Sonic Adventure]]''. It was released in small quantities, presumably for Japanese retailers and events to help promote the game - it was never released commercially, nor was it seen outside of Japan.<br />
<br />
The ''AutoDemo'' cycles through various in-game cutscenes (exclusively in the Japanese voice track) on a loop. It is not playable, but much like the final version of the game the cutscenes are rendered in real time by the Dreamcast hardware. The disc has an internal build date of October 16, 1998, putting it roughly 55 days after ''Sonic Adventure'''s unveiling at the Tokyo International Forum (in August 22, 1998) and roughly 49 days before the build date of the game's first release in Japan (December 10, 1998). The disc was dumped and released to the general public on May 21, 2013.<br />
<br />
With the aid of hacking, it is possible to break the cycle of cutscenes in the ''AutoDemo'' and access a fully-fledged prototype version of ''Sonic Adventure''. Though much of the game is complete, with certain stages (Windy Valley) missing in the build despite the date, there are a multitude of differences to the final version as well as left-over content from previous builds.<br />
<br />
For whatever reason, the AutoDemo appears to de-synchronize on emulators. If one was to burn the image to a standard CD-R, only Sonic's demo would have synchronization issues.<br />
<br />
==Comparisons==<br />
{{mainArticle|{{PAGENAME}}/Comparisons}}<br />
<br />
==List of Differences==<br />
===Demo Loop and Game Introduction===<br />
* Because the game is set by default to never take the player's input, the introduction and the demos themselves cannot be skipped.<br />
* The SEGA logo doesn't appear when first loading the game, but shows up normally before the opening movie if the build manages to loop back to that point.<br />
* The SEGA logo itself is a darker shade of blue and is much smaller than in the final. It is also missing the "PRESENTED BY" text above it.<br />
* The introduction has a few differences:<br />
** Tails has his mouth open when he appears. In the final, it is closed.<br />
** E-102 Gamma is missing the "102" texturing on the side of his body. This is consistent in all of his appearances in the intro.<br />
* The list of scenes shown in the autodemo is different than the ones that play in the final game's demo loop:<br />
** The third demo is the prison scene with Amy and Gamma; usually Knuckles' demo would go here. Because of this omission, Knuckles' theme is unused in this build.<br />
** The demo positioning for the final demos used for Amy and Gamma are swapped here - Gamma's appears as the fourth and Amy's is the fifth.<br />
** Gamma's demo has him in Red Mountain instead of Windy Valley (for reasons that will be obvious below).<br />
** Amy's demo has her in Final Egg instead of Hot Shelter (for reasons that will be obvious below).<br />
** Big's demo starts in a different part of Emerald Coast.<br />
<br />
<br />
===General===<br />
* The player starts with 2 lives instead of 4.<br />
* Dying during the demos does not reset the ring count. This can be seen if the Speed Highway demo is watched with the wonky emulator timings - despite Sonic dying repeatedly his count eventually gets high enough to net him an extra life.<br />
* The build has an earlier version of the camera system:<br />
** In practice, it tends to more favor straight-up cuts to new shots in this build than in the final - in the final the camera tends to follow characters and then pan or zoom out as opposed to just cutting.<br />
** It has more of a tendency to clip through walls and floors.<br />
** The player-controlled rotation (by pressing either trigger button) is far slower than it is in the final, and has a tendency to invert itself based on the current angle.<br />
* The HUD has some differences:<br />
** There is a LEVEL item below the time, which isn't in the final release. As it never has a value next to it whenever the game is hacked to show the HUD in gameplay, it likely had been scrapped by the time of this build.<br />
** The icon for rings is a different image and is also much larger. This makes the ring count off-center vertically.<br />
** The contents for TIME are farther to the right than in the final, while the ring count is closer to the left of its icon than in the final.<br />
* The font for the captions (in Japanese) lacks anti-aliasing during gameplay, such as when hint orbs are encountered.<br />
* Transitions between acts are broken: the lighting and music will not update for the new act until the player restarts the act or dies.<br />
* Drowning is not yet properly implemented: the numbers that appear are rather large and only appear for a fraction of a second. There is no drowning animation, and the game will instead just send the player back to the nearest checkpoint.<br />
* There is no end-level sequence yet - when a character lands on a capsule to end the level, no score tally happens, and the level music doesn't stop. The game will play the Chaos Emerald Get jingle, however.<br />
<br />
<br />
===Technical===<br />
* The build has .bins that are compiled at different times - some stages are compiled in September while others are compiled in October. Because of this, several stages won't load because they're pointing at different locations that have been moved or removed in this build's version of 1ST_READ.bin. This basically means that this build is a Frankenstein's monster of stages and assets that were put together from different, previous builds of the game - for instance, Windy Valley is from a build earlier than the Speed Highway included here.<br />
* An older compressed version of the executable used to play the movies in the demo (MOVIE.PRS) exists in the build, and predates the used, uncompressed version (MOVIE.BIN) by three days, indicating that this change was at the last minute. Both of these files mention the file names of the .SFD videos that can be played, and only MOVIE.BIN actually points to video files that exist in the build. MOVIE.PRS points to SNTM_450.SFD and SAOP600.SFD.<br />
* The demo's opening movie hsa the final name SAOP1006.SFD, with "1006" being a timestamp. Note that the section above notes that MOVIE.PRS refers to SAOP600.SFD, which would indicate a version of this movie that had a timestamp of 6:00.<br />
* The SPR Task debug menu seen in the final is present here too, with an additional "ADX" item alongside the items at the bottom left. Of note, ADX is the file extension for audio files.<br />
* A level select menu is included. It works much like the one in the final, except it uses images to select characters instead of names (but this is broken - the textures do not load in properly). Levels loaded through this menu don't load their textures to RAM properly, and the player cannot control their character without hacking. The menu also shows some differences in the listings:<br />
** There are three practice levels (PRACTICE 1, PRACTICE 2, PRACTICE 3). In the final, only PRACTICE 1 is listed.<br />
** Hot Shelter (SHELTER 1, SHELTER 2, SHELTER 3, SHELTER 4) is entirely missing.<br />
** Knuckles' version of Chaos 6 (CHAOS 6 KN) is entirely missing.<br />
** The Perfect Chaos slot is just called CHAOS 7 - in the final it is listed as CHAOS 7 1 (despite there being only one CHAOS 7 listing in the final).<br />
** Egg Walker (EGGMOBILE 2) is entirely missing.<br />
** The first battle with E-101 (E101) is entirely missing.<br />
** The Mystic Ruins listings have placeholder names - in this build they are listed as MR A, MR B, MR C, and MR D. In the final, they are MR STATION, MR ISLAND, MR JUNGLE, and MR BASE, respectively.<br />
** Sky Chase has two slots like in the final (SHOOTING1 and SHOOTING2) despite only having one level present (see below).<br />
* The lighting looks strange in several stages - this is because the build is missing their respective PL_/SL_ (Palette/Source) files that are used by the game's lighting engine (referred to interally as LANTERN). As a result, the lighting in this levels makes it so that everything lacks shine or shadows. In the case of models that are just one color (like the fire-spewing skulls in Red Mountain), they become hard to make out in gameplay.<br />
* Fog to hide pop-up for long draw distances is missing entirely. This is especially obvious in the first act of Speed Highway (see below).<br />
* This build's camera system lacks a few of the camera types that the final has. Alongside this, the list of camera types also got shuffled around in development too - for instance, in the final, type 02 is C_FOLLOW, while type 02 in the autodemo is instead MAGONOTE, with C_FOLLOW being type 29.<br />
* Several of the stages are missing death zones (data set to NULL). These death zones are what tells the game that the player has fallen to their death (bottomless pits and the ocean in Emerald Coast, for instance). This is why in some stages in this build, the player can fall and just end up in the bottom of the level instead of dying and respawning. Oddly, a few of the stages in question that act like this are ones that are actually properly included in this build, such as Emerald Coast.<br />
* On hardware, the game can only be played with AV output - trying to play it on scart output will give the audio but not the picture.<br />
* KEY0502OO.BIN is a demo key file, used in the build's demo playback. However, it is unused - the build instead uses KEY0502. KEY0502OO has a datestamp of Oct 2nd 1998, while the used KEY0502 has a datestamp of Oct 8th 1998. How it differs from the newer, used one is still unknown due to the build's tendency to desynchronize in emulators.<br />
* There are several mission files (the files detailing the goal of the level) that are made exclusively for this demo, and all of them have localized counterparts. The localized files have some form of "US" or "USA" in their file name (for instance, for instance, MISSION_A_US0.PVR vs MISSION_A0.PVR, outlining the goal of Amy's demo level). All characters have two mission files and two localized counterparts included. The majority of the mission cards are less wide than their final versions, and also have a different set of translations. Of note, E-102's mission card, like with his TGS assets, show that E-104 Epsilon is using the same textures as Gamma.<br />
====TGS Mode====<br />
* Editing the value of the menu ID byte allows for the loading of TGS mode - what is left of the game's demo from the Tokyo Game Show 1998.<br />
* The TGS mode starts with a character menu that uses the 2D character portraits seen in the game's promotional material. The menu header says "Choose Your Buddy!", which also happens to be the name of the character select theme in the official OST release (Sonic Adventure Digi-log Conversion).<br />
* Choosing any character works as it should: tutorial screens appear and fully-functional levels load that can be played.<br />
* All characters have localized "How to Play" assets - screens detailing the controls and base objectives for each character.<br />
* Knuckles has a fully-functioning in-level tutorial, in which the level (Red Mountain) starts with messages at the top and bottom of the screen and an invisible barrier Knuckles needs to glide into to proceed. stg00.bin (see below) still has tutorial strings for Sonic, which indicates that other characters had in-level tutorials as well that were taken out by the time of this build.<br />
** Both K_TUTORIAL.PRS (the original JP tutorial files, which exist in the JP final but are unused) and K_TUTORIAL_USA.PRS (which are the English-translated tutorial files) are present in this build. K_TUTORIAL_USA is exclusive to this build, and is also fascinating due to its timing - this build predates the formation of Sonic Team USA's localization arm, so whoever translated this is a mystery.<br />
<br />
<br />
===General Sound===<br />
* The game's title screen has a five-second rendition of Open Your Heart. (28.ADX)<br />
* The 1-up jingle is the Get Chaos Emerald jingle taken straight from Sonic 2. In the final it is a reorchestrated arrangement of that jingle.<br />
* No voice clips are played when the player finishes a level.<br />
* The "animal get" sound is present, but unused. Instead, the ring sound is played when an animal is acquired from a Badnik.<br />
* The classic "bubble collect" sound from the original 2D games is present, but unused. In both this build and the final, no sound is played when a bubble is collected.<br />
* Likewise, the classic drowning sound from the original 2D games is present, but unused. In the final, voice acting is used for the drowning death animation.<br />
* The classic sound effect for losing a shield from the original 2D games is present, but unused. In the final, no sound is made in this situation.<br />
* The classic sound effect for getting hurt is present, but unused. The final uses a modern version of the ring drop sound instead.<br />
* ALIFE Bank 1, where the Chao voices are stored, has some voices for actions the Chao can't do in this build.<br />
* Many enemies are missing their sound effects; for instance, the shuffling sound Ice Balls make in Icecap.<br />
* Tikal's "This Way!" hint (mainly seen in the final in Knuckles' levels) is not voiced in this build.<br />
<br />
<br />
===Music===<br />
* All of the music in this build is in one single file, BGM.AFS. In the final, each song is its own separate file.<br />
* This build has far many songs in it than are actually used. The following tracks are not loaded in even when their respective levels loaded are via hacking:<br />
** Open Your Heart Menu Version<br />
** Azure Blue World (Emerald Coast Act 1)<br />
** Windy and Ripply (Emerald Coast Act 2)<br />
** And...Fish Hits!<br />
** Limestone Cave (Icecap Act 2)<br />
** Tricky Maze (Lost World Act 1)<br />
** Danger! Chased By Rock (Lost World Act 2)<br />
* The Chao Garden background music is mixed and arranged quite differently from the final:<br />
** The melody is much quieter.<br />
** The backing brass and accordion are also much quieter.<br />
** The percussion is made up of standard instruments (what sound like maracas, drums etc) as opposed to the electronic beat used in the final, and is much more prominent.<br />
** There are additional flourishes to the backing brass near the end of the song (at about 1:20 in the track).<br />
* "Azure Blue World ...for Emerald Coast" (4.ADX) has several differences:<br />
** The drums in the introduction are lacking reverb and are missing some backing drums (it has less volume than in the final).<br />
** The cymbal hi-hats in the introduction are much quieter than in the final.<br />
** The lead guitars leading into the track's chorus sound unmixed.<br />
** The backing instruments are a mixed a bit louder throughout the track.<br />
** The synths are louder in the chorus.<br />
* "Event: The Past" (8.ADX) is missing the clarinet after the intro.<br />
* "Event: Fanfare for Dr.EGGMAN" (9.ADX) has its instruments panned differently.<br />
* "And...Fish Hits!" (12.ADX) is entirely missing the guitar solo in the second portion of the song, but has all the backing instruments.<br />
* "Run Through The Speed Highway" (13.ADX) has multiple differences:<br />
** The track as a whole seems slightly faster than the final version.<br />
** The "Right!" voice clip is slightly quieter.<br />
** The track's volume seems to get louder 54 seconds in.<br />
* "Goin Down?! ...for Speed Highway" (14.ADX) is longer than in the final - the background voice and laugh loops twice. In the final, those clips are only played once.<br />
* "Danger! Chased By Rock ...for Lost World" (19.ADX) has quieter mixing on the percussion.<br />
* The guitar solo in "Mt. Red, A Symbol of Thrill" (22.ADX) is an earlier, more messy take in this prototype.<br />
* Tails' theme (26.ADX) has heavy stereo separation that makes the lead vocals sound dull compared to the final.<br />
<br />
<br />
===Enemies and Objects===<br />
* Reflections on the spike balls are completely broken.<br />
* Rockets use a different model for their launchpads - they're larger with more detail, and small doors that flip up to open when the rocket comes out. The design here also forces the player to jump onto the platform to access a rocket - in the final, part of the platform is lowered so the player can just walk up to it.<br />
* Jump ramps lack their sounds and are largely broken, generally flinging the player into incorrect locations or not high enough to continue.<br />
* Only large springs are used in this build, lacking the small springs that occasionally crop up in the final.<br />
* Checkpoints are not activated when the player respawns at them, so the player has to run through them again to activate them after death.<br />
* Item boxes have a green tint at the bottom that is not present in the final.<br />
* All the life icons except Sonic are facing right. In the final, all of them face to the left.<br />
* ? ring boxes show the ? icon to the player when broken instead of showing the corresponding icon for the number of rings given.<br />
* Only icons for 5 and 10 boxes exist in the game - the icons for 1 and 50 ring boxes are missing.<br />
* Likewise, the Bomb, Invincibility, and Shield item box icons, as well as the Timer icon unused in the final, are also missing, and none of these items are placed anywhere in the autodemo's levels.<br />
* Kikis have even more of a tendency to blow themselves up.<br />
* Bombs thrown by Kikis cannot be thrown by picked up by the player.<br />
* Rhinotanks are using incorrect textures, looking orange instead of blue and having broken jet trails behind them. This is because their actual textures are missing from the build entirely, but the game still references them.<br />
* The Sweeps (water strider badniks) don't float on the surface of the water like they should - they're always underwater but animate and act like they do in the final.<br />
* Leon, the chameleon badnik, is present within the game's files but isn't actually used by any of the build's levels. If loaded in via hacking, the tongue attack does not hurt the player and the enemy itself cannot be harmed by the player.<br />
* Characters have no voice clips when immobilized by an Egg Robo.<br />
* End level capsules don't spawn Chao animals when broken open.<br />
<br />
<br />
===Characters===<br />
====General====<br />
* Characters don't have any idle animations aside from those for standing still. They also don't talk after standing still for long periods of time.<br />
* While all characters have the pushing action implemented, Sonic is the only character who can do so for an extended period of time; everyone else will briefly push and then stop. Sonic is also the only character who actually has a moving sound implemented when pushing something as well.<br />
* Picking up objects is largely rough (if it doesn't outright crash the game, like listed below). Primarily, the game has problems choosing which object to pick up if there are multiple items nearby.<br />
* Sonic and Big are the only characters who can put down a held item without throwing it instead.<br />
* Held items cannot be shaken.<br />
<br />
====Sonic====<br />
* His standing pose is less close to the ground than it is in the final (his knees are less bent). This is especially obvious in the cutscene where he is squaring off against E-102 Gamma. This old version of the pose actually makes it into the final in some of its cutscenes.<br />
* Sonic's idle standing animation is faster than in the final.<br />
* Sonic can actually lean left or right when standing on sloped surfaces, as well as forward and backward. In the final, he only leans forward or backward on slopes.<br />
* Sonic has a far different version of the Light Speed Attack in this build. Before each attack, he will crouch (an animation never used outside of this version of the Light Speed Attack) and a blue sphere will rotate under the next target. When the action button is pressed, Sonic will hit that target, and then crouch again (even in midair), and process continues; when the B button is pressed, it becomes a normal homing attack. The system is really finicky - oftentimes the game will try to target thin air, and if there are no more targets in the area, Sonic will fly a very long distance. In the final, the Light Speed Attack autotargets and immediately hits a chain of nearby enemies when the player releases the action button after charging it.<br />
* The blue glow around Sonic when he uses one of the Light Speed skills has less green in it and is more translucent than in the final. It also has some intense flickering (though this could be due to quirks in emulation).<br />
* The targeting for the Homing Attack regarding springs is inconsistent in this build - sometimes it fails to lock onto them.<br />
* Some of Sonic's voice clips are of different - and more Engrishy - takes than in the final. For instance, his voice clip for [https://soundcloud.com/smash-adams-1/sonic-adventure-autodemo-1 clearing a level].<br />
* Sonic's death scream when falling into a pit kicks in so late that it plays while he's respawning at a checkpoint.<br />
* The numbered jump pads exclusive to Sonic's levels have a few differences:<br />
** An additional pad type exists that is not present in the final - a pad that isn't numbered but has the star texture that the springs have. It is used to denote the final pad in a sequence, where Sonic lands after successfully completing the entire sequence. In the final, none of these are present, so the area where Sonic lands after ending the sequence is just normal ground.<br />
** The pads themselves are less flat and more blocky. While in the final, the orange cover is recessed behind the edges of the pad, the pads in this build have the orange portions extending all the way to the edge of the model. <br />
** The numbers inside the pads are mapped differently than in the final - they are much larger and sometimes off-center, like in the case of the "1" numbered pad as seen in gameplay.<br />
** There is no "shockwave" animation effect when Sonic lands on a pad.<br />
<br />
====Tails====<br />
* Tails' idle standing animation loops faster than in the final, especially for his tails.<br />
* Tails' "tired" animation when flying is broken - he just stands while he falls. He also has a different voice take than the final.<br />
* Tails is missing his animation for jumping while carrying an object.<br />
* Tapping the action button repeatedly will have Tails continuously spin-attack, complete with the dance animations like when he has the Rhythm Badge upgrade. In the final, his spinning is much more spaced out until you get this upgrade, which allows you to spin repeatedly by holding the action button down.<br />
* Tails has no sound effects for spin-attacking.<br />
* Tails' textures for his mouth, nose, and eyes keep disappearing and reappearing during cutscenes.<br />
* Sonic's voice clips for racing Tails don't seem to be implemented yet - for instance, in the Icecap demo for Tails, no clips are played.<br />
* The texture file for the Eggman that Tails races in Speed Highway has a trailing _1 in its filename (MRACE_EGGMOBILE_1.PRS) that is not in the final version. The textures in this build have minor differences from the final ones used.<br />
<br />
====Knuckles====<br />
* Knuckles has a large amount of unused combat animations in this build, including some seen in pre-release footage and screenshots. They seem to be axed by this point, as Knuckles doesn't use any of these extra animations while attacking in the demo or if the player is playing as him via hacking.<br />
* Knuckles can dig without the Shovel Claw upgrade.<br />
* The sound effect for gliding takes a bit longer to kick in - roughly a full second - after the gliding animation starts, and doesn't fade out.<br />
* Stars appear if Knuckles glides into a boundary. In the final, no particles like this are generated.<br />
* Trying to pick something up as Knuckles crashes the game.<br />
* Occasionally, punching Rhinotanks as Knuckles will also crash the game.<br />
<br />
====Amy====<br />
* Amy's hammer isn't visible when she runs at top speed.<br />
* Amy's hammer animations lack the trailing hearts.<br />
* Amy's hammer attacks have no sound effects.<br />
* Amy's falling animation has her skirt flip up all the way to her chest. In the final, it doesn't go up nearly as much and she leans forward.<br />
* Amy crashes the game when certain actions are attempted by the player. These actions are:<br />
** Attempting the hammer backflip (attack button while running) outside of one of the game's demos.<br />
** Attempting to use the hammer in midair.<br />
** Attempting to shake one of the trees in a Chao garden.<br />
** Attempting to pick something up. She also lacks an animation for jumping while holding an object, likely because of this.<br />
* The question and exclamation marks above Zero's head look different and far blockier from the final.<br />
* Zero's targeting reticule is a solid triangular prism - in the final, it's a triangular wireframe.<br />
* Amy makes a sound when targeted by Zero that is not present in the final.<br />
* Zero is using entirely different sound effects - for instance, using constant "swishing" noises while using its targeting laser (in the final, it's a high pitched squeal similar to Gamma's).<br />
* Zero doesn't seem to have sound effects for it hitting its hands together while chasing Amy.<br />
<br />
====Big====<br />
* Big's idle standing animation is rougher than in the final - he bobs more prominently, his ears don't move, and the animation loop is much faster.<br />
* Big has a voice clip that plays alongside his jump noise during every jump. In the final, he just has the jump noise when he jumps.<br />
* If the player has control of Big (as opposed to being in a demo), pressing the action button at any time will cause a crash.<br />
* The UI that shows up when Big has his line out is rougher:<br />
** The text (Line [x]m) isn't vertically centered and the black area around it lacks rounded corners on the right side. <br />
** The line meter is placed in the middle relative to the text (in the final is to the right), and the UI itself is vertically centered on the screen instead of being in the bottom right corner. <br />
** The line meter doesn't change color according to how close the line is to breaking (it just stays the same shade of light blue the entire time), and the meter itself is visibly shorter than in the final.<br />
* Big's HUD is also different:<br />
** The weight value does not use darkened numbers. In this build, his weight is also hard-coded to be set to 12345g.<br />
** While there is a ring count icon, no numbers (not even zeroes) are populated.<br />
** The HUD has the LEVEL item noted above, and it still serves no purpose here.<br />
** There isn't the standard lives counter in the bottom left - instead there are lure icons in the top right to denote lives.<br />
* As seen above, Big's mission graphic for catching Froggy says "Go fishing for your friend frog" - in the final it says "Fish for and catch Froggy!". "Your friend frog" is a direct translation of Froggy's Japanese name, kaeru-kun (literally "frog" with the "-kun" honorific added).<br />
* When Big hooks something, the "HIT!" text does not appear and the "And...Fish Hits!" track does not play, though the track is present in the build's files (see above). No voice clip plays when Big hooks Froggy.<br />
* Froggy's tail is much more visibly separate from the rest of his body than in the final.<br />
* Froggy has no struggling animations when hooked by Big - he just lazily swims along while hooked.<br />
* Big's catch animation loop (when he holds Froggy/the fish he caught over his head) is much faster than in the final and seems to have fewer frames of animation. No voice clip plays when he catches Froggy.<br />
* The Get Chaos Emerald jingle from Sonic 2 plays when he starts his victory dance (in the final it plays a ring sound when the weight gets added to the total), and the camera does not zoom in to him like it does in the final.<br />
* The build is set to load an additional binary file (SAKANA.BIN) if a certain test stage is loaded. This binary file contains object code for fish, and was likely used in a test map to test his fishing mechanics.<br />
<br />
====E-102 Gamma====<br />
* Gamma's theme in cutscenes starts at what is the midpoint of the song in the final version of the game.<br />
* Gamma is the only character in this build that actually has a visible upgrade item in gameplay - the Jet Booster. In cutscenes it will also sporadically appear (see below).<br />
* Gamma will quickly go into his gun-holding idle pose if he comes to a stop. This can also briefly be seen in one of his cutscenes (see below).<br />
* When Gamma "runs" (crouching down and using the wheels on the back of his feet), there is a very loud high-pitched noise.<br />
* Gamma's jumping noise is different from the final.<br />
* Gamma can jump when in propeller mode (when he gets near a body of water). In the final, he just hovers - pressing the jump button does nothing.<br />
* Animals used in raising Chao can be targeted and shot at. The wireframe targeting icons and blasts fired at them persist forever, even after being picked up and held by Gamma, and they can't be targeted again in this state. Trying to give an animal that has a blast fired at it to a Chao will harm the Chao.<br />
* Gamma's "shaking tree" animation completely clips through the tree he is trying to shake.<br />
* Gamma has no voice clips when breaking item boxes.<br />
* Gamma's gun has textures in a separate file in this build (E102ITEM.PRS). In the final, they are included in his character texture file instead.<br />
<br />
====Tikal====<br />
* Despite not appearing in any of the autodemo's cutscenes, her textures are present in the build.<br />
<br />
<br />
===Bosses===<br />
* All boss levels except for Chaos 2 will crash the game if the player attempts to access them through the level select. This could be because all boss levels except for Chaos 2 also lack their actual bosses.<br />
<br />
====Chaos 2====<br />
* The arena that this boss takes place in (the Station Square hotel area) is completely untextured and empty.<br />
* This build has a camera file for Knuckles' boss fight (CAM1600K.BIN) - the game actually has the camera hard-coded to always focus on Chaos, thus making this redundant. The file itself is blank (indicating that it was already scrapped at this point), and does not exist in the final.<br />
* This build also has a camera file for Sonic (CAM1600S.BIN, with the S suffix for Sonic), which is particularly interesting given that in the final, Chaos 2 is a Knuckles-exclusive boss fight.<br />
* Chaos 2 itself does spawn in the level, unlike all of the build's other bosses. Chaos will not move nor try to attack the player, though the player will still be harmed by collision damage. Chaos itself is also untextured, showing up as bright white.<br />
<br />
====Chaos 6====<br />
* Has two versions of the boss' map - one of them is compressed as PRS like it should be, but the other (LAND1800.BIN) is left uncompressed and left in the directory. The uncompressed one three days older than the compressed version, and has only level geometry - no programming or object models.<br />
* Knuckles' version of this fight is completely missing from this build - no level slot.<br />
<br />
====Perfect Chaos (Chaos 7)====<br />
* The build contains a texture file for this boss fight (LM_CHAOS7.PRS) that is far smaller than the one used in the final (LM_CHAOS7_0.PRS) and lacks the final's trailing 0 in the file name. This file is dated the same day as the stage texture file, B_CHAOS7.PRS. Some of the buildings don't load the correct textures, which appears to indicate that this file is for a different version of the stage.<br />
* B_CHAOS7.PRS does not map properly to the level's geometry in this build.<br />
* The level geometry is entirely different from the final - there is only one linear stretch of buildings. In the final, it is a loop layout, so that Chaos and Super Sonic can repeatedly fight without having to keep turning around.<br />
* The buildings that appear on the sides of the level are much taller than in the final.<br />
<br />
====Egg Hornet====<br />
* This build has a camera file for Sonic's boss fight (CAMEGM1S.BIN) - the game has the camera hard-coded to always focus on the Egg Hornet, thus making this redundant. The file does not exist in the final, likely for this reason.<br />
* The arena uses a rough, early model of the Mystic Ruins, much like the maps for Casinopolis below. It lacks any structures or details, just containing the basic world geometry.<br />
<br />
====Egg Viper====<br />
* The map that this boss starts in is Act 4 of Final Egg in this build. In the final, this map is part of the boss fight map (albeit far below the actual boss fight at Y:-50000). This version also lacks the area where Sonic enters the fight in the final's cutscene. The textures for this stage will not load in-game.<br />
* There are two copies of the object file used in this build: SET1004S.BIN and SET1005S.BIN. The file is outdated and the objects that appar in this level are the same as the final, which means that clusters of objects will spawn in, like in Knuckles' Speed Highway below.<br />
<br />
====Egg Walker====<br />
* Is completely missing from this build - no data whatsoever, and no level slot.<br />
<br />
====E-101 Beta====<br />
* The first battle with E-101 Beta in Gamma's story is completely missing - no data, no level slot. The second one (vs Mark II) has a level slot however.<br />
<br />
====E-103 Delta====<br />
* While present in this build, it goes unused due to the lack of a set file for Gamma's Windy Valley.<br />
* The title card for this boss just reads "E-103" (with no Delta at the end) in this prototype. This is due to the boss font lacking the Delta symbol at this point in development.<br />
* This boss is actually relatively intact - like in the final, E-103 takes five hits to beat, and the game will actually use the clear stage sequence, ending with a Coming Soon! screen and going back to the title.<br />
* E-103 cannot be harmed while it is gliding in mid-air with the Jet Booster, because once it starts gliding, it never lands.<br />
<br />
====E-104 Epsilon====<br />
* E-104's boss fight is present in the game if the player manages to load up Gamma's Red Mountain and proceed through it. <br />
* E-104 does not experience any knockback or visual effects when hit.<br />
* E-104 also does not release an animal when defeated.<br />
* The boss music (Heartless Colleague) does not play during this fight.<br />
<br />
====Zero====<br />
* This build has a camera file that might be for Sonic (CAMROBOS.BIN), given the "S" suffix that denotes it. However, the file name itself is very different from what its corresponding stage file would be (B_ROBO). Like with Chaos 2 and Egg Hornet, the game has the camera hard-coded to always focus on Zero, so this file is redundant and not included in the final. It is also blank, indicating that it had already been scrapped prior to this build.<br />
* This build also has a blank set file for Sonic (SETROBOS.BIN). The set file used in the final has the file name SETZEROA.BIN, though a SETZEROS.BIN does exist in the final Japanese build (but obviously unused, as Sonic does not fight Zero).<br />
<br />
<br />
===Adventure Fields===<br />
* Only the Egg Carrier and the Casino area of Station Square can load in the proper objects and textures in-game, because they are the only areas that are used in the Autodemo's cutscenes. The other areas are in the game but are missing objects and textures, and will crash or will send the player back to the title screen if accessed in-game.<br />
<br />
====Station Square====<br />
* The level has SET files for each area, but four out of the six are blank.<br />
* Nearly all of its textures are missing, though the levels make reference to them.<br />
* Contained in the build is the file ADV00OBJ.PRS. This is object/code data for this adventure field - in the final, this code is within ADV00.PRS, but in this build it is its own separate file.<br />
* This adventure field in particular has several odd camera files:<br />
** The filenames have the format "CAMSETSS##S.BIN". The final files used, which also present alongside these in the build, use the format CAMSS##S.BIN instead. Oddly, the files that use the final filenames are actually much older than these unused ones, and contain nothing but blank data.<br />
** CAMSETSS00S.BIN is a camera file for Station Square City Hall as Sonic, and actually has some camera data in it. It is dated September 21, 1998.<br />
** CAMSETSS01S.BIN is a camera file for Station Square Casino as Sonic.<br />
** CAMSETSS02S.BIN is a camera file for Station Square Sewer as Sonic.<br />
** CAMSETSS03S.BIN is a camera file for Station Square Train Station as Sonic.<br />
** CAMSETSS04S.BIN is a camera file for Station Square Hotel as Sonic.<br />
** CAMSETSS05S.BIN is a camera file for Station Square Twinkle Park as Sonic.<br />
* The water is present, but is invisible due to the map being incomplete.<br />
* The lighting files are present and identical to those used in the final, but are unused in this build.<br />
<br />
=====Main Area (Station)=====<br />
* The hotel has a giant "HOTEL" sign over its entrance.<br />
* The entrance to Twinkle Park is entirely different, and more castle-like. In the final, it is more futuristic, possibly indicating that the kart track the level opens with came after this version of the Adventure Field has made, and the exterior was updated to have a more futuristic feel to match that.<br />
* The water/sewer area that Big can get a lure and where Tails can go to get the Air Anklet has a much lower ceiling.<br />
* The slope between the street and the beach is less drastic.<br />
* The dock that leads to the boat that would take you to the Egg Carrier is missing entirely. This implies that originally, the player might not have been able to go back to the Egg Carrier after clearing the game.<br />
* The CYBER-NET INC building that Sonic and Tails both enter Speed Highway from is much taller in this build.<br />
<br />
=====Twinkle Park Entrance=====<br />
* Its file is just a copy of SETSS00, the City Hall area (see below).<br />
<br />
=====Hotel Area (Inside)=====<br />
* The player does not have a spawn point for this area.<br />
* The room has a chandelier hanging on the ceiling that is not present in the final (likely removed to make room for the Crystal Ring puzzle).<br />
* There's a ladder leading up to the area that has the Crystal Ring in the final; it can be seen in some really old pre-release screenshots. The area also has wooden railings. In the final, there is no ladder or the railing blocking it off - Sonic has to use the Light Speed Dash to get there.<br />
<br />
=====Hotel Area (Outside)=====<br />
* The tables and chairs are arranged a bit haphazardly around the pool area, as seen in some pre-release screenshots. In the final, they're all lined up against the building.<br />
* The area near the shallow end of the pool (where the steps are) has only rows of long chairs alongside the building - in the final there are long chairs and tables.<br />
<br />
=====Casino Area=====<br />
* The train station has no entrance.<br />
* The stairs leading to the train station entrance cannot be walked up - the player has to repeatedly jump to ascend them.<br />
* You can walk along the train tracks. In the final, the tracks are enclosed in glass can thus cannot be reached by the player.<br />
* The front of the hotel has no collision.<br />
* The billboard across from the casino entrance does not advertise Chao In Space, instead advertising The Man 3, though only the top-left of the texture is shown. The full texture can actually be seen in the final during the Egg Walker boss fight, indicating that the boss arena is based off of this version of the casino area.<br />
* There is a poster above an awning in the alley that is not in the final.<br />
<br />
=====City Hall=====<br />
* Largely identical to the final, with only a few changes.<br />
* One door on a building next to the sewer appears to be reflective glass instead of using a texture like in the final.<br />
* The rock used to swap for the Gold Chao Egg is missing.<br />
* The emblem inside the burger shop is missing, as is the Burger Man statue that can be picked up and carried.<br />
<br />
====Mystic Ruins====<br />
* All of its landtables crash level viewers. The game will also crash if the player attempts to access it from the level select.<br />
* Extracting the level geometry itself shows some minor changes:<br />
** The monkey cave near the entrance to the Chao Garden has a different shape.<br />
** The ledge where Sonic can find the Ancient Light upgrade is missing.<br />
** The bridge to the Master Emerald shrine is of a slightly different shape.<br />
Other than these changes, the level geometry is the same is the final.<br />
* Contained in this build is the file ADV02OBJ.PRS. This is object/code data for this adventure field - in the final, this code is within ADV02.PRS, but in this build it is its own separate file.<br />
<br />
=====The Past=====<br />
* Is completely missing from this build - no data whatsoever and its level slot is actually occupied by Twinkle Circuit.<br />
<br />
====Egg Carrier====<br />
* There are a few texture files for this adventure field that likely got merged into other ones in the final to cut down on load times:<br />
** OBJ_EC_AB.PRS, OBJ_EC_C.PRS, OBJ_EC10.PRS are all files for the exterior of the Egg Carrier, likely merged into OBJ_EC00.PRS in the final.<br />
** OBJ_EC31.RPS and OBJ_EC33.PRS are both files for the interior of the Egg Carrier, likely merged into OBJ_EC30.PRS in the final.<br />
* A set file for the external area of the Egg Carrier exclusive to Gamma exists in this build (SETEC31E.BIN). In the final, this file does not exist, because all characters use the same set file as Sonic. It is the only set file in the entire build to have a September modification date - all the others were last updated in August.<br />
* Attempting to load any of the Egg Carrier exterior areas through normal play will load in Sonic's cutscene with Gamma instead.<br />
<br />
=====Outside (Untransformed)=====<br />
* Does not load up the correct textures and objects, as no cutscene in the autodemo is set here.<br />
* There is no boat docking to the other Adventure Fields.<br />
* There is no spring leading up to where Chaos 6 is fought.<br />
* There are item boxes near the Bridge.<br />
* There are rings placed here, in circles and lines. These include circles on the lower decks, a line close to where the monorail is supposed to come out, and a circle of rings on the arena. In the final there are never rings placed in the Adventure Fields aside from the ones Knuckles can dig up.<br />
* There are no buttons to call the monorail.<br />
* The springs from the Tornado's crash site point straight up, instead of at an angle.<br />
* The boxes placed at the base of the cannons near the arena area are breakable and have item boxes in them, including speed shoes, which never make an appearance in the Adventure Fields in the final. Sonic can only break them open with the Light Speed Attack.<br />
* The arena area has a center that sticks up - in the final, it is flat. The low-detail version of this when viewed from the back of the ship while it is transformed actually shows up in the final, but it is hard to see.<br />
* The angles of the cannons are incorrect - the player will always hit the field's upper boundary when shot out of them, causing a visible collision between the player character and an invisible barrier, as well as a rapid and visible decrease in height.<br />
* The curved pillars that connect to the central area have no collision - the player clips right through them when shot out of cannons.<br />
* The tall platform near the entrance to the bridge is missing the spinning platform on top of it.<br />
* The tall platform near the entrance to the bridge has a cannon that shoots the player to the roof of what would be the pool area.<br />
* There are item boxes, including an extra life, hidden on a ledge behind the outside of the pool area.<br />
<br />
=====Front Deck (Transformed)=====<br />
* The build's texture file filename for this version of the adventure filed is lacking the underscore its final counterpart has.<br />
* The exits are broken, and only a few can be fixed by giving them the values of their final counterparts.<br />
* There are item capsules outside of the entrance to Sky Deck.<br />
* Most of if not all of the changes listed above for the untransformed version carry over here, including the lack of monorail buttons, the upper boundary with the cannons, the rings placed, and the springs to the area where Chaos 6 is fought.<br />
<br />
=====Rear Deck (Transformed)=====<br />
* Sonic has a cutscene set here in the autodemo, so the textures and objects load in correctly.<br />
* Behind the building containing the swimming pool is two ? Ring Boxes and a 1-UP. In the final, it is instead two 10 ring boxes.<br />
* The tower has the cannon that shoots the player to the roof of the pool area, like in the untransformed exterior field. This is not present in the final.<br />
* The spinning platform at the top of the tower that is missing in the untransformed version of the exterior is also missing here, as is the 10 ring box that is supposed to be placed slightly below it.<br />
<br />
=====Captain's Room=====<br />
* The scanners up in front are not visible.<br />
<br />
=====Captain's Room (Lower)=====<br />
* The positions of the button panel and one of the doors is switched, but improperly - the arrow button panel is just floating in mid-air in front of a hole in the level geometry, while the frame of the door is embedded in the wall with no opening.<br />
* The layout is flipped - the living quarters is on the right of the layout instead of the left.<br />
* Pressing one of the arrow buttons lights the doors up for a short time.<br />
* The bright pink disco room has a door that leads immediately to a wall embedded inside of it.<br />
* There is no switch to activate the trail of rings leading to the upper captain's room, so you have to get up there via dodgy spin dash physics.<br />
<br />
=====Pool Area=====<br />
* There is an inexplicable hole in the level geometry on the opposite end of the pool from the entrance. Naturally, falling into it kills you.<br />
* There are no item boxes near the top of the area.<br />
* There is no spring at the bottom of the pool.<br />
<br />
=====Bridge=====<br />
* The textures and objects load properly here, due to Gamma having a cutscene taking place here in the autodemo loop.<br />
* The lighting here is slightly less green and is darker in general than in the final. The doors themselves are lit rather brightly.<br />
* The build's texture file filename for this version of the adventure field is lacking the underscore its final counterpart has.<br />
* The top deck of the back of the bridge, where the rooms leading to the cells and Hot Shelter are, have two rows of rings and a few ring capsules.<br />
* The entrance to the Chao Garden is missing its puzzle.<br />
* There are no hint monitors.<br />
* The robots moving along the left and right sides of the upper deck are missing.<br />
* The arches going over the room lack collision.<br />
* The pod exit out of the bridge is also lacking collision.<br />
* The bottom deck has five maid robots scrubbing the floor. In the final, there is only three.<br />
* Like in the outside areas, the monorail and the buttons to call it is missing here.<br />
* The room that normally has the Chao Garden teleporter is empty in this version, only containing a door that lacks an exit object.<br />
* The small rooms attached to the bridge (that in the final have Gamma's upgrades) only contain doors and their corresponding exit objects.<br />
* The Hedgehog Hammer room is completely empty save for the doors on both sides leading to the cells and the bridge, respectively. These doors have no exit objects.<br />
<br />
=====Prison=====<br />
* The build's texture file filename for this version of the adventure filed is lacking the underscore its final counterpart has.<br />
* The lighting is different, and is lacking the fog seen in the final.<br />
* It loads in textures and objects properly due to a cutscene with Amy and Gamma being present in the autodemo loop.<br />
* The cells make no sounds when opened.<br />
* The middle cell has a ? Ring box and a 1-UP. In the final, a black Chao egg is here instead.<br />
* The rightmost cell is missing Big's lure upgrade.<br />
* The fans below the floor spin more slowly.<br />
<br />
<br />
===Levels===<br />
====Test Level (STG00)====<br />
* This is a series of test levels used to test the game's physics and pathing systems, and were replaced with the Hedgehog Hammer minigame in the final. The file contains three sets of level geometry:<br />
** The first test level contains structures such as loops and slopes in various configurations. It also has some thin paths and floating platforms. It has three models. This test level will crash the game if the player attempts to load it.<br />
** The second test level contains structures such as slides and tubes (of which there are many), a pinball-rail-like track, a deep conical region, and an area consisting of wavy slopes. This test level will also crash the game if the player attempts to load it.<br />
** The third test level tends to crash level viewers and consists of twelve models. It is entirely missing references to textures. It tests paths for scripted sections.<br />
* Also present in the build are set files for all three test levels. All the set files have the same object layout.<br />
* At the end of STG00.bin are some strings, alongside what their English translation would be:<br />
** ジャンプ中にもう一度 ジャンプボタンを押して。 (Press the jump button once more while jumping.)<br />
** ホーミングアタックよ。 (It's the Homing Attack.)<br />
** テストメッセージです。 (This is a test message.)<br />
** ソニックと E-102でだけ出る予定です。 (The plan is to go out with only Sonic and E-102.)<br />
** ソニックです 音声データは適当です。 (It's Sonic. The voice data is unfinished.)<br />
** マイルズです ナックルズですです 飽きたので残りは一まとめです。 ("It's Miles It's Knuckles Since I got tired all that's left is a single collection." Of note is that for some reason the trailing "desu" at the end of the "It's Knuckles" portion is here twice.)<br />
** メッセージ1 メッセージ2 (Message 1 Message 2)<br />
<br />
====Casinopolis====<br />
* Completely unplayable - it cannot be loaded in-game even with hacking, because the game crashes when its land table is loaded.<br />
* All of the level geometry for the acts of this stage are rough, early models.<br />
* The SET files are blank, except for the Sonic pinball table level, which specifies all of its level specific objects (flippers, starting point etc).<br />
* All of its maps completely lack references to textures.<br />
* Tails has no initial coordinates for any parts of this level.<br />
<br />
=====Main Hall=====<br />
* The flat neon sign of a cowgirl holding a drink, seen in the JP final version of the game, is instead a giant bunny girl statue holding a drink, lying down next to a minibar in this version.<br />
<br />
=====Dilapidated Way=====<br />
* There's a small, winding tube structure leading to what is the beginning of this level in the final. This path does actually exist in the final (albeit unused and impossible to access in normal gameplay), which indicates that it might have been scrapped at the last minute.<br />
<br />
=====Sonic Pinball=====<br />
* The level geometry is largely the same as the final with a few differences:<br />
** There's a complete tower in the right side of the table. In the final, only the bottom of its geometry remains.<br />
** There is geometry for more tower-like structures in the left side of the table. In the final, these are not present.<br />
** The dividers where the ball enters the table proper are narrower and less round than in the final.<br />
** The prototype table is missing two squareish structures near the middle of the table that are in the final.<br />
<br />
=====NiGHTS Pinball=====<br />
* This is actually the prototype pinball table seen in some very old screenshots of the level. It is a spiraling, sloping area that Sonic would have to make his way up using flippers placed on certain parts of the level, but there is no way out in the land table.<br />
* It only has a few of its own unique objects in its object list and not much else.<br />
* It tends to crash level viewers.<br />
<br />
====Emerald Coast====<br />
* The level as a whole has dimmer lighting than the final. This is especially obvious at the beginning of Sonic's Act 1 when you look at the sand texture.<br />
<br />
=====Sonic's Emerald Coast (Act 1)=====<br />
* Is unable to be finished via normal play due to how incomplete the level is.<br />
* Sonic spawns in mid-air, and when he lands, the camera angle is lower to the ground than it is in the final.<br />
* The palm tree objects in the beginning have models that are more curved and are placed in slightly different locations.<br />
* The beginning completely lacks enemies and breakable table and chair objects.<br />
* There are no item boxes hidden at the beginning of the level.<br />
* There are two Rhinotanks at the beginning of the elevated bridge area instead of the one in the final.<br />
* The springs don't send you the correct distance, which tends to make you miss the elevated path in the second part of the level. There are also only four of them - in the final, there are five.<br />
* There are no spike balls in the sandy area after the first set of springs.<br />
* The path after the first set of springs lacks the bouncy ropes on the sides.<br />
* There is only one spring to get back up to the elevated bridge area - in the final, there are two.<br />
* There is no spring in the air before the level's first loop.<br />
* There is only one dash pad leading into the loop - in the final, there are two.<br />
* The camera has a different angle when Sonic goes through the first loop - it is pointing to the loop's right side rather than the loop's left side.<br />
* The first loop in the level doesn't send Sonic up as high.<br />
* There are Rhinotank enemies after the first checkpoint - in the final there are only Kikis.<br />
* There is no item capsule hidden behind the island directly after the first checkpoint.<br />
* The launcher after the first checkpoint doesn't send Sonic high enough, dooming him to the bottomless pit in normal play.<br />
* The spike walls make no sounds and bury themselves deeper into the ground upon descent than they do in the final.<br />
* The path after the launcher allows Sonic to run up its walls and ceiling.<br />
* The curved slope that leads you to the level's second loop is broken - Sonic loses all momentum after getting to it, even with the booster pad right before it.<br />
* The path leading directly to the level's second loop has dodgy collision on its sides, so Sonic can occasionally clip through and fall to his death.<br />
* The camera is completely broken before the second checkpoint - it is below the platform if not clipping through it, which makes it really hard for the player to see where Sonic is.<br />
* The whale sequence is not implemented yet: no whale spawns, the camera is broken throughout the entire segment, and the walkway Sonic runs on during the sequence just goes in a straight line before abruptly stopping. As a result, the act is impossible to clear in normal play.<br />
* The camera doesn't transition back to behind Sonic (it's still in front of Sonic from the whale sequence) until after he passes through the first spike gate. In the final, the camera immediately changes back to being behind Sonic when he reaches the final part of the act.<br />
* There are no item boxes on the island's east side.<br />
* There are no item boxes on the floating island above the island's east side.<br />
* There is no wind object keeping Sonic from falling off the path at the lighthouse.<br />
* The lighthouse rails have Kikis on them where there are none in the final, while the Kiki above the entrance to act 2 is missing.<br />
* The transition to act 2 is not present yet.<br />
<br />
=====Sonic's Emerald Coast (Act 2)=====<br />
* Sonic starts Act 2 facing away from the path.<br />
* There is no back wall at the entrance, just a hole in the geometry leading to a bottomless pit.<br />
* The first part of Act 2 is completely missing the waterfall object.<br />
* The wall Sonic can run on at the beginning of the stage has a different ring layout. There is also no Speed Shoes capsule.<br />
* The springs from the shortcut (which you get to by running on the wall) have broken distances and don't lead Sonic anywhere.<br />
* The area the springs are supposed to lead you to doesn't have the booster pads or the extra life it has in the final.<br />
* The water area on the lower path has no floating platforms, and there are three Sweeps rather than the two in the final. It is also missing the circle of rings directly after it.<br />
* The spike wall in the lower path has a 10-ring box after it where a Kiki would be in the final.<br />
* The large loop has fewer rings before it and no dash panel directly after it.<br />
* The launcher leading to the next part of the level doesn't work at all, making this act also impossible to complete in normal play.<br />
* The booster pads for the ramp in the second part of the level tend to send Sonic flying off of the ramp, which also means that the ramp's railings don't have collision.<br />
* The path that the ramp leads you to has no railings.<br />
* There is a Kiki standing in the air before the arch of rock you go through.<br />
* The set of rock step-like formations on the path in the final are instead a grass ramp-like formation here that is harder to traverse.<br />
* The camera just cuts to a new angle after Sonic goes through the small tunnel - in the final it follows him through and then swings around.<br />
* The act's second checkpoint is missing.<br />
* The platform where the second checkpoint is in the final is missing some of its railings.<br />
* The ramp after where the second checkpoint should be is missing all of its booster pads.<br />
* There is no hint orb where the numbered jump pads are.<br />
* The item boxes off to the left in the final are missing here.<br />
* There is no spring that allows you to skip the numbered jump pad sequence. However, there is still a spring in the skip sequence that will launch you to your death, should you happen to get there.<br />
* The numbered jump pads are arranged a little differently than they are in the final. There are also only four panels instead of five - the second panel is missing here.<br />
* The extra life in the alternate path for the numbered jump pad sequence is instead a ? ring capsule in this version.<br />
* The area Sonic ends up at after the numbered jump pad sequence has no railings or spiked gate obstacles.<br />
* The path before and during the level's last loop has no booster pads, and the loop itself has no pathing object.<br />
* The final stretch of the level is missing all rings, enemies, and decorative objects. There is also no end of level capsule here or crashed Tails, which again makes this level impossible to complete in normal play.<br />
<br />
=====Big's Emerald Coast=====<br />
* This is one of the levels demonstrated in the autodemo loop.<br />
* Big starts out in the island cave that is secret in the final version. In the final, he starts out at the end of Sonic's first act.<br />
* There is a light effect shining in from the top of the cave that is not present in the final.<br />
* There are no fish that can be caught here, though there are small decorative fish. Only Froggy can be caught.<br />
* Froggy is weak and doesn't struggle much, and Big's line is impossible to break even if the visible reel gauge hits its maximum.<br />
* Big cannot leave the island cave because the exit is blocked by a rock.<br />
* The level outside the cave is Big's level geometry but Sonic's object layout. Sonic's object layout here is actually from a later version than what is used in this build - items noted above as missing, such as the ropes on the bridge, springs, and decorative objects, are present here!<br />
<br />
====Speed Highway====<br />
=====Sonic's Speed Highway (Act 1)=====<br />
* This level is one of the ones demonstrated in the autodemo loop. The lighting system seems to be functional in this stage, though in practice is a little different from the final. The contrast is toned down in this version (bright spots look less bright, dark areas less dark).<br />
* The opening camera angle is different from the final - it is far closer to the ground. The opening section also has a much lower ceiling, perhaps being why this camera angle is used.<br />
* The walls in the opening section also have a different texture.<br />
* The platform to the right of the opening section is a 1-Up in this version. In the final, it is a magnetic shield box instead.<br />
* Two of the large buildings at the beginning have three rings on them. In the final, these are 1-UPs instead.<br />
* The three item boxes in the middle of the buildings at the beginning of the stage are two 1-UPs and a wild card ring box. In the final, they are two 5 ring boxes and a 1-UP.<br />
* There are extra hint orbs throughout the level.<br />
* When Sonic pushes on the barriers, a metal-scraping sound effect plays. In the final, no sound is played.<br />
* Sonic isn't propelled off the ground after the first set of freeways, and instead is running directly on the glass afterwards. In the final, he is propelled quite high before landing on the glass.<br />
* The object layout before the first checkpoint is different: there are more rings before the row of rings leading up to the spring and an extra hint orb.<br />
* The moving platform section before the first checkpoint is missing rings entirely.<br />
* The speed shoes box on the platforms in the lower area is also missing.<br />
* To the right in the lower path, there is an empty building that has a Cop Speeder, rings, and a 1-Up in the final.<br />
* The slope on the lower path before the bell tower has six rings instead of eight.<br />
* The bell seen in this act and in At Dawn (at the end of the level) is using a completely different model and textures, and is placed lower than in the final. It also has no animation when hit.<br />
* Below the bell area, there are two 10 ring boxes. In the final, there is instead one 10 ring box and one shield box.<br />
* The dash panels leading out of the bell area are missing the rings in front of them.<br />
* The end of the tunnel in the lower path has two rings that aren't present in the final.<br />
* Sonic "sticks" more to the walls of tunnels, and moves more slowly going up stairs.<br />
* The sound when Sonic takes the flingers going up is very loud, with a lot of clipping. Don't watch video of this act with headphones on!<br />
* The double line of rings before the moving platforms section has six total rings here. In the final, it is four instead.<br />
* The upper path of the moving platforms area lacks the speed shoes box found here in the final.<br />
* The camera angle when getting to the extra life under the first set of moving platforms is slightly different.<br />
* Prior to the springs that sends you to the helicopter area, there are arrow signs that are not present in the final.<br />
* The hint orb near the helicopter does not having rings surrounding it like it does in the final.<br />
* When Sonic hits the spring taking him to the helicopter, he is facing the camera with his back towards the helicopter. In the final, he is facing towards the helicopter with his back towards the camera.<br />
* The camera angles when Sonic rides the helicopter are different.<br />
* If Sonic rides a helicopter when a hint is playing, the caption will flicker.<br />
* The speed shoes box after the helicopter sequence is missing.<br />
* The secret platform you have to homing attack to has two extra lives, instead of one like in the final.<br />
* The bottom of the large circular building in the lower path to the end of the stage is lacking the circle of rings.<br />
* The slope leading out of the building has a line of four rings instead of a square.<br />
* The line of six rings at the dash pads after the moving platform is instead a line of four in the final.<br />
* The large building on the lower path has a different object layout. Here, it has two squares of four rings, three Cop Speeders, and a 10 ring box with a semicircle of rings around it. In the final, the 10 ring box is instead a shield box surrounded by a square of rings, and the layout has an additional two more squares of rings, three 5 ring boxes, and two Uniduses.<br />
* The second moving platform in this section has no rings.<br />
* The end of the middle path where it meets with the lower path is missing its line of four rings.<br />
* The area preceding the place with the rocket at the end of the stage has two lines of three rings here. In the final, it is three lines of four rings.<br />
* The area where the rocket is is lacking the Spinner and the bomb item box.<br />
* A line of two rings next to the rocket is instead a line of four rings in the final.<br />
* The Tikal hints for this act are as follows:<br />
** ジャンプ中にもう一度ジャンプボタン!? それで簡単に敵を倒せるはずよ。 ([Press the] Jump button once more while jumping!? Then you should be able to defeat enemies easily.)<br />
** 落ちないように気をつけてね! (Be careful so you don't fall!)<br />
** Speed Highway is Sonic's 6th level in the final game, so as such, these hints about how his gameplay works are not present in the final.<br />
<br />
=====Sonic's Speed Highway (Act 2)=====<br />
* A hint plays (with no captions) when the skyscraper run starts if the level is played normally; it doesn't appear if the level is shown as part of the autodemo.<br />
* There are no item boxes between the pillars at the end of the run. In the final, there is a ring capsule and a magnetic shield capsule.<br />
* The level has a capsule at the end of it, indicating that it is the end of the stage.<br />
* The circle of rings at the end of the act are missing.<br />
* The lobby Sonic lands in is missing most of its decorative objects - there are no posters/illustrations on the walls and the red-and-yellow chairs are missing, though the plants have spaces between them to accommodate those objects.<br />
* There are more plants on the ledges on the upper walls than there are in the final, and there is an extra potted tree object next to where the red and yellow chair would be.<br />
* The hallway that leads to At Dawn is blocked off with tile objects, but the trigger to load act 3 is still present, provided you glitch through the barrier via hacking. If the player accesses Act 3 in this fashion, the textures will not load properly.<br />
<br />
=====Sonic's Speed Highway (Act 3)=====<br />
* This level can only be loaded through hacking. Alongside Windy Valley, this is one of the stages in this build that has some of the most drastic changes from the final, and also appeared in early screencaps of the game.<br />
* In the early screenshots of the game, the draw distance was longer and the game's skybox lacked buildings in the background.<br />
* This act uses Act 1's lighting file; Act 3's own file is missing.<br />
* The beginning area has several changes. The two Cop Speeders are missing, there is a checkpoint, the hallway Sonic exits to enter the stage is longer, and the road itself is wider. <br />
** The checkpoint would be redundant in the final game, given that act transitions themselves act as checkpoints. It could be that this wasn't the case earlier in development, thus the checkpoint at the beginning of this act.<br />
* The building to the left as the player enters the level has a searchlight on it that is not in the final. The speed shoes box here is in a different spot and is lacking both the rings surrounding it and the containers near it.<br />
* This building also has a jump panel that leads the player all over the level. At 9 panels, it is longer than any set of jump panels used in the final game.<br />
* The sloped path going up a wall directly at the beginning of the level has a different, stripey texture that abruptly starts from the sidewalk. In the final, it continues to use the sidewalk texture for the entire path.<br />
* The signs hanging off the wall above the sloped path have different textures and are physically smaller.<br />
* There is a flat area to the right of the sloped path that has a speed shoes box. In the final, this area is entirely replaced with building geometry.<br />
* The area after the level curves to the left at the beginning has a recessed courtyard (the "hole in the ground" seen in pre-release screenshots) with a small clock tower. In the final, it is a straightforward road and has Spinner enemies.<br />
* The building to the left of the courtyard has awnings and a platform with a ring on it - neither of them are present in the final.<br />
* The small ledge at the corner near the courtyard has three rings that are not evenly spaced. In the final, they are four rings and their spacing was fixed.<br />
* The sidewalk has more decorations, including plants and newspaper stands.<br />
* The path leading to the main street, like the path at the beginning of the level, is wider than in the final. Because of this, the glass panels Sonic can run across near the end of the path number 12 rather than 9.<br />
* This path also has four Spinners instead of the lone one the final has.<br />
* The area around the glass panels has more plants.<br />
* The first set of roofs you can run on have fewer decorative objects on top of them.<br />
* In the first stretch of road, theere are a lot more springs as well as some of the jump panels mentioned in the path above.<br />
* The entrance to the small tunnel Sonic can enter lacks a shield box. The ledge itself is narrower and does not connect directly to the tunnel.<br />
* A set of two rings on the ledge to the right of the panels were changed to three in the final.<br />
* The cars often float off the ground or clip through it - their mappings are likely for an older version the stage or the final version of the stage.<br />
* The side of the building leading up to the first tunnel the road goes through has a booster pad floating on nothing.<br />
* The side of the building Sonic can run along is missing its line of rings.<br />
* The building the player can run on of near the start of the road section around has a steeper roof with two Spinners on it, as well as arrow signs. While on this building, the camera goes to an overhead shot. In the final, there are no enemies, and there are instead containers, rings, and a 5 ring box, with the arrow signs being replaced by posters. The camera angle also stays behind the player.<br />
* An area that the player can access by jumping over to the right of the building's roof is missing its line of three rings.<br />
* The area that the player can jump across to to get an extra life has a different structure: the extra life is in a smaller spot and the ledge is much larger, and there is a spring that the player can use to jump onto the building in front of them to quickly get to the end. In the final, this is instead a small passage with a wall between it and the extra life.<br />
* The sides of the buildings after the tunnel have a bright orange brick texture. In the final they use dark brown textures.<br />
* The clock at the loop in the road has a different base, and there are two Cop Speeders near it that are not present in the final.<br />
* The cars stop when they see the player at a much farther distance than in the final, and also cannot harm the player in this build.<br />
* The sidewalk is lined with rings, dash panels, and springs, along with these items on ledges attached to the side of buildings. In the final, there is only one of springs - the player needs to break the Spinner enemy in front of it and the springs will send the player into a small tunnel.<br />
* This entire level goes downhill. In the final, it goes uphill instead.<br />
* The two points where the cars go through tunnels over buildings is entirely different. In this build, they are small, squat buildings with a brick texture, and the player can walk on top of them. In the final, they are large buildings that the player has to go through to progress. There is also only one point where this is necessary in the final - in this build, there are two sections like this.<br />
* The path where Sonic can run along a wall has a different object layout.<br />
* The final tunnel is a ramp and has arrow signs and a speed shoes box on top of it.<br />
* The fountain at the end of the area is completely different from the final - it is a raised structure with a bridge leading from a ramp on the top of the last tunnel structure in the level, and has chairs under it at ground level. In the final, it's just a fountain at ground level surrounded by plants and chairs.<br />
* The buildings in the center of the road area are different from the final. They only have two containers and their heights are different, and the tunnel with steps is also missing.<br />
* The Cop Speeders near the end of the stage are in different locations.<br />
* The spring to enter the small tunnel in the building near the fountain does not launch the player high enough.<br />
* The fountain has four rings that are not present in the final.<br />
* City Hall has many rings around it. The final version has a greatly reduced number of them.<br />
* There are three springs to the left of city hall and one spring to the right of it. In the final, there is one spring on the left and two on the right.<br />
* There are also dash panels in front of city hall that lead to the spring to the right of the building. The area is also missing its 1-up box.<br />
* The fire hydrants the player can break make no sound in this build.<br />
<br />
=====Knuckles' Speed Highway=====<br />
* Knuckles' version of the stage has the same object and layout differences as above, except that his stage has an object list that matches the final version of the game (save for a few items added onto the end), and thus doesn't correspond to the objects in this build - loading Knuckles' level via hacking has incorrect objects placed everywhere, such as fountains where the breakable glass panes should be.<br />
* One of the extra objects used in this stage is a trash can that goes unused in the final. In this build, it is properly textured as well.<br />
* There's a spring on a roof near the beginning of the level (where Sonic starts) that allows Knuckles to just skip through to the other end of the level.<br />
* The player can still hunt for Master Emerald shards, but occasionally the third one will not appear, making the level impossible to complete. This is likely due to the shard spawning in non-existent enemies and objects.<br />
* The Cop Speeders use incorrect sounds, though they work properly in all other respects.<br />
<br />
=====Tails' Speed Highway=====<br />
* Tails cannot be controlled by the player at all. Instead, he moves along a set path in mid-air, clipping through scenery and objects, eventually to his death later in the level.<br />
* Eggman is not present, and the mission card is the standard "Break the capsule before Sonic does".<br />
* One of the buildings exclusive to Tails' version of the level has a piece of geometry missing.<br />
<br />
====Twinkle Park====<br />
* This level seems to have all of its textures and geometry intact, and appears to be largely similar to the final version in this respect.<br />
* This level was compiled in September, which means it can't be loaded without intensive hacking due to expecting a different version of 1ST_READ.bin.<br />
<br />
=====Sonic's Twinkle Park (Act 1)=====<br />
* A camera file, CAM0300.BIN, exists for this part of the stage, but lacks a character suffix to indicate who would be using it (the camera file actually used by the game is CAM0300S.BIN, with the "S" for "Sonic"). This file's date is July 30, 1998, while the one used in this build is dated September 18, 1998; this file and the used one have few differences.<br />
* The bumper car ring at the beginning of the stage has a massive item (it is not an object and lacks collision entirely) in the middle of it.<br />
* The objects in this level's set file do not match with the layout of the stage - nothing seems to appear.<br />
<br />
=====Amy's Twinkle Park (Act 2)=====<br />
* The end of the room of mirrors is different - in the final it makes it look like Amy has to walk into a reflection, whereas here it ends in a straightforward manner.<br />
<br />
====Final Egg====<br />
* Final Egg has three extra stages in the stage listing and three SET files for those stages. These files are exactly the same as the files for the test maps, which means that FINAL 4/5/6 are in fact clones of the three test maps included with this build. There are also identical camera files for these. One of these is CAM1004S.BIN, which is a camera file intended for Sonic (given the S suffix) - this could actually be the camera file for the first test stage included in this build. CAM1005S.BIN is also included in this build.<br />
<br />
=====Sonic's Final Egg (Act 1)=====<br />
* This is the only act with music, likely due to Amy's version of this stage being part of the Autodemo loop.<br />
* The end of level capsule that is spawned outside of the level geometry at the beginning of the stage in the final is present here as well.<br />
* Sonic spawns in the path leading up to the level proper. In the final he starts in front of the pink laser obstacles.<br />
* The beginning of the level lacks half of the laser objects, the spike balls, and the Egg Keepers, being more bare as a result.<br />
* There is no platform above the pair of spinning spike balls, nor the springs that would allow you to reach it.<br />
* The spinning spike balls are rotating much faster than in the final.<br />
* The corridor with the claw machines lacks rings.<br />
* What would be the first checkpoint in the final is missing here.<br />
* Amy's path is open instead of being blocked off, and it is completely missing all objects, including the switch to call the elevator and the boxes Amy can hide behind.<br />
* The area leading up to the rotating tunnel section is missing Spinners and the corner of laser objects walling off some item capsules.<br />
* A doorway leading to part of the second portion of Amy's Final Egg (where she has to figure out which door allows her to proceed) is present here. This is strange because:<br />
** In the final, the first elevator Amy takes brings her to a room that has the same level geometry as Sonic's version of the room, but different enemy layouts and no entrance to the massive conveyor belt room in Sonic's version. However, this has to be a different room from Sonic's (as opposed to the same layout as his) because the layouts leading up to their respective versions of the rooms don't in any way line up - Amy has to go straight up in an elevator but Sonic has a complete horizontal path to get to this room from where the last Amy path was.<br />
** Therefore, the fact that Amy's part of Final Egg is present in Sonic's version seems to indicate that Sonic's version of the room was used as a base for Amy's room but they haven't managed to implement it/split it off yet (Amy's demo of this level ends before the elevator comes down).<br />
** Sonic's version of Amy's "door" room is just the geometry, like the other Amy path Sonic can access. It has no objects, items, or enemies.<br />
** In the final, this path is blocked off.<br />
* The wall above what would be final's second checkpoint (the first checkpoint in this version of the level) is missing the chrome Eggman decoration.<br />
* Both conveyor belts after the checkpoint have spike walls. In the final only the first one you traverse has a spike wall.<br />
* There is an extra spike roller at the end of the fourth conveyor belt (the first one that faces east relative to where the checkpoint is facing).<br />
* There is no lower path for this part of the level - if you fall, you die.<br />
* The area that can be seen through the path after the first rotating section is missing most of the decorative objects, such as pipes, that can be seen in the final, instead being a black abyss with some blinking lights.<br />
* The level sections with the rotating areas you have to traverse are greatly misaligned, which means that the player just falls out of the level geometry and dies trying to traverse them. This means that the level is impossible to finish via normal play.<br />
* There is no transition to Sonic's Act 2 - only level geometry that abruptly ends and opens up into the bottomless pit outside of the level.<br />
<br />
=====Sonic's Final Egg (Act 2)=====<br />
* Even more unfinished than Act 1.<br />
* Act 2 uses completely different textures for nearly everything in the level - primarily floor and wall textures. It has a different, more beige color scheme as well.<br />
* The starting area is a flat hallway. In the final, it slopes downwards.<br />
* All decorative objects are missing - spotlights, blinking lights on the platforms, cameras, etc..<br />
* There are no enemies in this stage, which means this act's platforming has to be done solely by jumping without the homing attack.<br />
* There are no rings or items, but there are checkpoints.<br />
* The large room that makes up most of act 2 is using completely different wall textures, and looks in general beige as opposed to the black and blue of the final.<br />
* None of the platforms in this level move, which makes completing this act through normal play impossible.<br />
* The camera angle while Sonic navigates the platforms is much farther away from Sonic than in the final.<br />
* The openings to the piping Sonic runs through are square instead of octagonal.<br />
* The color scheme of the piping Sonic runs through to get to the lower part of the room is using different textures, primarily for the floor, which is the purplish metal grate of the last part of act 1 instead of the final's blue steel texture. The area itself is missing the blue glass that makes up part of the ceiling segments. This combined with the textures makes this part of the level have a purple color scheme instead of the final's blue. There are no booster pads or pathing routines, and the camera has a tendency to clip through the walls and floors as the player manually navigates it.<br />
* There are no death zones between the platforming sections.<br />
* After the first checkpoint, the lowest part of the room is visible when Sonic is up in the air. In the final, it just looks like a black abyss until the player navigates further in the level.<br />
* The springs after the first checkpoint usually send Sonic to the bottom of the stage, due to the moving platforms being broken.<br />
* To the right of these springs are a pipe and a platform that are not present in the final.<br />
* There are no camera angle changes as the player attempts to navigate the platforms in the second part of the level. The platforms themselves are also arranged differently than in the final.<br />
* The 1-Up after this platforming section is missing.<br />
* The camera breaks during the second tube run, not following behind Sonic and instead preferring to show the player the outside of the level geometry for this part of the stage.<br />
* Oddly, the center platform with the switch on it for the third part of this level is using the blue steel texture that is used for the tube runs in the final. In the final, this platform has a light blue texture instead.<br />
* The camera pulls out much farther from Sonic after he's pressed the switch, and starts this angle much earlier. It also stays at one angle during the animation, whereas in the final it has two.<br />
* No ambient voice clip plays when Sonic presses the switch. In the final, a computerized voice says "Final Egg Level 2 Isolation Wall Opened".<br />
* There is no elevator object leading to the final part of the act, though the camera changes are present. Sonic can just jump through the shaft to the next part of the level however.<br />
* The fan blades in the final part of the act and the glass enclosing them are completely missing, and the camera angle favors focusing on the center of the room instead of following Sonic. The area is as bare as the rest of the act - no enemies, spike balls, rings, or items.<br />
* The checkpoint before descending down to the bottomless pit area is missing.<br />
* Instead of having a few moving platforms, this version of the act's final part has many platforms forming a kind of staircase leading down to (and past) where you call the elevator. The camera angle while navigating these platforms is behind Sonic at an angle instead of directly behind him.<br />
* The elevator is not waiting to take Sonic to act 3, which makes this act yet again impossible to complete in normal play, though it is midway through the elevator shaft and can be reached by jumping down. The elevator repeatedly opens and closes its door when Sonic is close to it, even if he is standing on top of it. The elevator door has no collision, and nothing happens if Sonic manages to enter the elevator.<br />
<br />
=====Sonic's Final Egg (Act 3)=====<br />
* The starting room is the starting room of the final without the elevator portion bolted on. Sonic starts at the back wall that the elevator dock would start at, with the camera facing the wall. There are no spike ball objects, items, or springs, though there are rings.<br />
* No ambient voice clip plays in the first part of the level. In the final, a computerized voice is repeatedly saying in the background: "Emergency! Emergency! Dispose of any intruders!"<br />
* All of the decorative objects are missing - spotlights, cameras, etc.. This includes the dolls Gamma targets in his version of the stage that make an appearance at the end of Sonic's.<br />
* Item capsules are missing from nearly every point in the level.<br />
* The camera is a little more broken during the first path, pulling farther away from Sonic as he goes down, which means the player can't really see him over the curvature of the floor. In the final it does a better job of following him (but still almost clips the floor geometry).<br />
* There are none of the Beats - the first room with them is completely bare in this version. The tubes they come out of are also not present in the walls.<br />
* The camera in the swarm room is very broken and tends to view the outside of the room's walls.<br />
* In the first swarm room, there are springs going up instead of a ladder. The wall closest to these is just flat geometry with none of the objects seen in the final.<br />
* Because there is no ladder, there is no platform that the ladder goes up to, and thus there are no floor spikes between the ladder platform and the floor.<br />
* The path leading out of this room has laser objects from Act 1 that aren't present in the final.<br />
* The path leading out of this room has fans embedded in its solid floor. In the final the entire path is just bare.<br />
* There is no checkpoint before the first fan room.<br />
* The fan arrangement in the first fan room is a continuous chain of fans. In the final it's a straight path of three fans, then a platform, then a crooked path of four fans.<br />
* There are no items or springs below the fans - if you fall, you die. In the final there is a spring below the second fan path and items next to the walls.<br />
* After the first fan room, there is an untextured duck enemy. It doesn't look like a badnik - it looks like a walking rubber duck, and it is much larger than Sonic and all of the other badniks in the game. It shoots projectiles at Sonic and then immediately runs away, and doesn't have walking or shooting animations - though if the player takes long enough to reach this room, it is already trying to run away into the nearest wall. When broken, it spawns a Chao Animal just like most enemies in the game, and it doesn't have a breaking animation. Its internal name is E_HIYOKO and it is referenced in the final - but when loaded, it's a copy of one of the Egg Keeper enemies and is identical in every way to them.<br />
* The entrance to the second fan room has sliding doors that aren't present in the final.<br />
* The camera in the second fan room doesn't follow directly behind Sonic like it does in the final. It also just cuts to a view of the next room when Sonic enters it instead of following him in.<br />
* The secret area with items that you reach via a ramp in the room has no items, but does have a switch of unknown purpose.<br />
* The third fan room is just a straight path of fans. In the final there is a conveyor belt and then a path of fans.<br />
* The camera in the third fan room doesn't follow directly behind Sonic and just cuts to a near-sideways view of him while the player navigates the fans.<br />
* The room and fan room after it are not in the final version of the level - the third fan room just goes to the second swarm room in the final. This extra room happens to be one of the only places in the level where item capsules were placed, and one of the few with enemies placed. The Spinners here are instead Electro Spinners as well.<br />
* The second swarm room has no Beats or the pipes that spawn them, like the first swarm room.<br />
* The second swarm room also has a platform on the upper level that does not exist in the final. This platform has a speed shoes box, a 10 ring box, and a 1-Up. In the final, the 10 ring box was removed and the speed shoes and 1-Up were moved to the pipes in the center of the room.<br />
* The path up has a booster pad like in the final, but no spring. The camera decides to clip out of the level geometry when the booster is used.<br />
* The second swarm room actually has item capsules placed near the exit out of it.<br />
* The pipe that Sonic is dropped into after taking the tunnel out of the swarm room is using completely different textures from the final. It is also missing a checkpoint.<br />
* The entrance to this pipe is covered up, though the player can still enter it.<br />
* The falling section present after the level's second checkpoint is entirely missing from this build. In this version, it's a pipe run spiraling downwards, like in parts of act 2. There are no objects, such as booster pads, present, nor any pathing.<br />
* This pipe section throws Sonic immediately into the third swarm room. In the final, Sonic falls through the falling section into one more fan room that that the player has to navigate, and then into a tunnel that launches him into the swarm room.<br />
* The third swarm room has two tunnel entrances. In the final there is just one.<br />
* The third swarm room has a ramp that leads to a dead end that isn't present in the final. The entire time you try to navigate this path, the camera has clipped out of the level geometry (again).<br />
* There are no massive sliding doors leading out to the next room like in the final.<br />
* The room after the third swarm room has fewer enemies (only the Spinners, no Egg Keepers). The Spinners are also Electro Spinners, unlike the final.<br />
* The fourth checkpoint is missing. The Egg Keeper that is to the right of it in the final is in its place.<br />
* There are no doll objects that pop up when Sonic passes them.<br />
* There is an unused robotic Sonic object referenced in this level that looks like it would've been an alternate doll model used with the doll objects mentioned above.<br />
* The final checkpoint is missing.<br />
* The final room has no enemies, platforms, or items. It is completely bare.<br />
* The arrangement of the beams between the final room and the end of the level is different - it makes an "X" shape that you go directly over with the Light Speed Dash. In the final, it makes two "X" shapes and you go between them with the Light Speed Dash.<br />
* No end of level sequence is triggered when Sonic reaches the platform - this means the player can navigate the tunnel to the right that leads straight to the Egg Viper (in the final this is done via a cutscene), though in this version it just leads out to the nothingness outside of the level geometry.<br />
<br />
=====Amy's Final Egg=====<br />
* This is one of the levels demonstrated in the autodemo loop.<br />
* There is no opening cutscene of Zero dropping down behind Amy. As a result, the camera starts at a more distant shot of Amy as opposed to being directly in front of her like in the final.<br />
* Zero doesn't immediately notice Amy when the stage begins.<br />
* There are extra hint orbs here, such as the one at the beginning of the stage.<br />
* After the wall of lasers, there are no enemies and only one laser pod leading to the next area. There are also more rings. In the final, there are two Egg Keepers and three laser pods, and no rings.<br />
* There is no item box under the claw.<br />
* There is only a single laser object in the section where Zero breaks through the wall. In the final, there are two.<br />
* The hint orb in front of the elevator is missing.<br />
* The demo ends at the elevator section. Through hacking, additional parts of Amy's level can be seen:<br />
** The crates to the left of the "Choose a door" section are missing.<br />
** The large ledge near the end of the stage has a crate nearby that can be used to get high enough to reach the ledge with an ordinary jump.<br />
* The hint at the beginning of the demo is:<br />
** 敵にロックオンされても、逃げまわれば大丈夫。がんばって。("Even if the enemy locks on to you, you'll be fine if you just run around. Do your best.")<br />
<br />
====Icecap====<br />
* There is inexplicably some collision at the origin point in all three acts of Icecap. Spawning a character at the origin (such as playing as a character that doesn't have starting coordinates via hacking) causes them to stand on invisible but solid ground without them immediately falling to their deaths.<br />
* This level has no lighting, so everything appears to be ridiculously bright.<br />
<br />
=====Sonic's Icecap (Act 1)=====<br />
* The level uses completely different textures throughout most of the level. In the final, the textures consist entirely of icy rock, while in this prototype certain parts of the level geometry have wood panel textures. The outdoor textures made up of photos Sonic Team took while doing research in South America are the same in this version however.<br />
* The ice crystals littered throughout the level have different models and textures.<br />
* There are no enemies or help orbs present in the room Sonic spawns in.<br />
* The tunnel leading outside has a bunch of the ice crystal objects placed within it (including seemingly clipping through the ceiling) and no booster pads until right at the exit. In the final, the tunnel just has the boost pads at the tunnel's entrance.<br />
* The boost pad at the end of the tunnel sends Sonic straight to a spring, which in turns bounces Sonic to a boost pad that sends him immediately to the spring leading to the next tunnel. In the final, Sonic is just sent flying out of the tunnel and has to navigate this outside area himself.<br />
* There are no numbered jump pads in the outdoor area.<br />
* The outdoor area has three enemies - an Ice Ball and two Boa Boas. The final has no enemies in this part of the stage.<br />
* The second indoor area doesn't have a help orb.<br />
* The spring leading up to the icicles was moved between this prototype and the final - in this version of the game it's position directly below the icicles and Sonic has to jump up to the platform that has it, while in the final the spring is positioned immediately at the end of the platform and is at an angle.<br />
* The icicles use different textures.<br />
* There are 10 icicles in this version - in the final, the two at the end were removed and a platform was added instead.<br />
* The middle icicle path to an item box has a much smaller platform here than in the final.<br />
* The surface on top of the icicle area has five rings here that are not present in the final.<br />
* The area after the icicles lacks the wooden railings seen in the final.<br />
* The path off to the right before the end of this area ends with a platform that has five rings, a wild card ring box, and a spring over a small hole, with some boxes next to the spring. In the final, this platform has four rings, fences at the edge of the platform, and the hole has been removed.<br />
* To the right of the spring mentioned above are three small platforms; in the final, boxes were added here and two of the platforms were removed.<br />
* The end of the second indoor area has the infamous bridge seen in pre-release screenshots. In the final, there is a rocket here instead, probably because the bridge object has a tendency to make Sonic fall through back to the bottom of the outdoor portion if he jumps while standing on it.<br />
* The tunnel leading to Act 2 has a checkpoint in front of it, and the platform that it's on is non-solid, making Sonic fall through after he passes the checkpoint. As a result, the level can't be completed through normal gameplay.<br />
** Like with Speed Highway above, the presence of a checkpoint before the beginning of the next act seems to imply that act transitions originally didn't act as checkpoints.<br />
* There are no wooden railing objects at the tunnel entrance leading to act 2.<br />
<br />
=====Sonic's Icecap (Act 2)=====<br />
* This act cannot be accessed through normal means, but it can be loaded through hacking. <br />
* All of the texture changes mentioned above in the Act 1 section (the wood textures instead of rock, etc) are present here as well.<br />
* There is a spring floating out of bounds, where Big's portion of the level would be located.<br />
* The entrance from Act 2 is not blocked like it is in the final, and is just a hole in the geometry.<br />
* At the bottom of the stage, there are two Ice Balls. In the final, there is just a single Boa Boa here instead.<br />
* The spring at the bottom of the stage is missing the five rings in its launch path.<br />
* Under the ice at the bottom of the stage is leftovers for Big's Icecap, showing a different pool layout than what is in the final game. Instead of one giant pool with an underwater tunnel snaking off to access a hidden area, only the tunnel and a tiny unconnected pool to its left exist. The tunnel leads nowhere and abruptly ends.<br />
* Between the first and second springs is a misaligned line of five rings. In the final, this is instead a line of four rings and two spikes.<br />
* The first hanging icicles section is completely missing its spike clusters embedded nearby as well as the spring that would allow the player to skip the icicle section entirely.<br />
* The first hanging icicles section only has five icicles (the final has seven) and they are farther apart from each other. This section is also missing the spikes directly after them.<br />
* There no spikes near the line of rings after the first icicle section.<br />
* The section with a small gap the player has to jump over has a curved line of five rings, and has a hole that will make the player fall to the bottom of the cavern again if they miss it. In the final, a spring was added, the line of rings is now four instead of five, and a platform was added over the hole to prevent the player from falling.<br />
* The outcropping with the small icy pool has a switch here that does nothing (possibly for triggering an ice block object like the one used in the final), along with a line of three rings over the gap the player must jump. In the final, there is no switch here and the line of rings was changed to a large arrow of rings.<br />
* Under the aforementioned line of rings is a small area with a tiny platform that the player can use to get back to the icy pool outcropping. In the final, there are two springs here instead, one of them to get back to the outcropping and the other to progress.<br />
* The platform that the player jumps to in the section above lacks the 10 ring capsule that is seen in the final. There is also a small hole in the wall that is not present in the final.<br />
* The dash panel leading into the second icicle section is missing.<br />
* The area you can drop down to below the second icicle section is missing the circle of rings and the Ice Ball.<br />
* The second icicle section has six icicles (seven in the final) and is lacking the spike clusters embedded in the ceiling.<br />
* The section directly after the aforementioned icicle section is missing the two ring circles, and the spring is in a slightly different spot. However, the spring's ring path was never changed and is thus misaligned in the final.<br />
* The area where you cross the chasm with the ice blocks is missing everything except the switch used to toggle them, which is in a slightly different spot. Pressing the switch does nothing. In the final, the switch was moved to the left, a hint ball was added, and fences were added to the edge of the platform.<br />
* The checkpoint after the ice blocks section is missing.<br />
* The dash panels in the small loop are also missing.<br />
* The hint orb at the first jump panel used to open the entrance to Act 3 is also missing.<br />
* The boxes around the first jump panel are slightly different.<br />
* The jump panel sequence only has three panels; the final has four. The sequence here also has the ending spring-textured panel, seen in other stages.<br />
* Like the entrance to Act 2 in the previous act, the entrance to Act 3 here has no collision and will make the player fall through it. Because of this, Sonic's Act 3 cannot be accessed via normal gameplay.<br />
<br />
=====Tails' Icecap (Act 3)=====<br />
* This is one of the levels demonstrated in the autodemo loop.<br />
* The camera angle when Tails escapes the avalanche is different - it is more of a slow pan like the camera shots for doing a trick off one of the ramps, whereas in the final it is much faster.<br />
* At the beginning of the level, the trees placed in the level are the dead-looking "beta trees" seen in pre-release screenshots of this stage, and then the snowy conifers show up halfway through (when the fighter jets appear). In the final, the conifers are used in all parts of the stage instead of these trees.<br />
* Directly after escaping the avalanche, there are three dash panels. In the final, there are two.<br />
* The area directly after escaping the avalanche has different object placement - there are no ice spikes directly after the trees, and instead there are a handful of the ice crystal models unique to this point in development. The placement is very bare and there are few objects.<br />
* After leaving the tunnel, the animated obstacle of massive chunks of ice is heard but not seen very well due to the object placement. The arrangement of the ice chunks in question is different compared to the final, leaning left instead of right, and looks like it was completely remodeled and reanimated for the final version.<br />
* There is only one icy structure you go through in that segment after the animated one, while in the final there are two of them.<br />
* The double trick ramp before the fighter jet section is actually two separate ramps in this prototype.<br />
* Doing a trick off the ramp gives you less height and distance than in the final.<br />
* The camera changes between doing a trick off a ramp and going back to the standard behind-the-back shot is much rougher than in the final.<br />
* There are no hot air balloons in the second part of this stage.<br />
* The demo ends before Tails reaches the final segment of the stage, so changes recorded in that are in Sonic's section below.<br />
<br />
=====Sonic's Icecap (Act 3)=====<br />
* This act cannot be accessed through normal means, but it can be loaded through hacking, like with Sonic's other Icecap acts.<br />
* The gate the player has to break through in the beginning is facing the wrong way.<br />
* The level music starts immediately as the level is loaded. In the final, it starts when Sonic spots the avalanche behind him.<br />
* Sonic lacks a voice clip for spotting the avalanche.<br />
* When Sonic runs towards the snowboard, the camera follows him. In the final, the camera is locked on the snowboard.<br />
* The snowboard instantly appears under Sonic.<br />
* The underside of the snowboard has a different texture than in the final - it is predominantly blue and has a different design.<br />
* Sonic's snowboard sometimes incorrectly plays the icicle breaking sound.<br />
* The starting point of the snowboarding section lacks the giant boulders framing it, making it look more bare. It also makes it obvious that in the final, these objects are just placed on top of the existing wall, clipping through it, with no changes to shape the wall boundaries of the level around them.<br />
* The changes detailed in Tails' section above are also present here.<br />
* Sonic has a different audio clip when performing a trick.<br />
* The final cavern section has no rings.<br />
* The trick ramp to get onto the high path is a double ramp in this version. In the final, it is a single.<br />
* The high path has a dash panel and a line of rings that do not exist in the final.<br />
* The end of the stage is completely different:<br />
** The end capsule is not centered like it is in the final.<br />
** There are more trees lining the back of the area, and a log is to Sonic's upper left instead of to his extreme right.<br />
** The background geometry and scenery is all snowy mountains in this version. In the final, there are buildings and windmills, and large tree models.<br />
<br />
=====Big's Icecap=====<br />
* This build has an extra camera file for this version of the stage, internally listed as Act 4. The filename (CAM0803S.BIN) has the S suffix that indicates that it is specifically for Sonic, and has a later date stamp than the camera file actually used for Big in this build; this is particularly interesting given that Big's Icecap is an altered version of Sonic's Act 2.<br />
* Sonic has his own object layout for this stage that is from a version later than this build - the objects are incorrect (for instance, numerous windmills placed on the ice) which indicates that this object layout is meant for an earlier object list, like in Knuckles' Speed Highway.<br />
* There are more Ice Balls.<br />
* Big cannot break the ice in any fashion (with boulders nor via jumping on it). <br />
* Big also cannot pick up the boulders.<br />
* As stated in Sonic's Act 2, there is an extra small pool here under one of the ice sections that is not present in the final.<br />
* The water is not animated and most of the underwater sections are not underwater (no drowning countdown and no water physics acting upon Big).<br />
* There are no spike cluster objects anywhere.<br />
* The small pool outcropping is missing the spring and speed shoes box.<br />
* The small pool in that outcropping is exactly the same as Sonic's in this version. In the final, it is an actual pool of water.<br />
* The small platform to the side of the area has a rock on it, instead of the two wild card ring boxes.<br />
* The higher areas of the level are completely empty, and are missing the springs, platforms, rings, and item boxes that are present the final.<br />
<br />
====Lost World====<br />
* This level primarily differs from the original in object and enemy placement. There are few changes to the level geometry, though one of them is that the background walls for many of the areas are missing.<br />
<br />
=====Sonic's Lost World (Act 1)=====<br />
* The build has a blank camera file (CAM0700.BIN) for this act of the stage. This has a date of July 30, 1998. As such, the camera is yet again very broken, tending to show the outside of the level geometry instead of the level itself, or getting stuck in the floors.<br />
* The camera very jankily follows Sonic down when he falls into the stage. In the final it is much smoother.<br />
* The first room of the level has an open ceiling that is instead blocked off in the final.<br />
* There are two Boa Boas in the first room. In the final, there is only the one that is immediately seen when the level starts.<br />
* There are flaming arrows before the circular section.<br />
* There is a missing booster in the tunnel before the circular section.<br />
* The circular section has no rings to pick up within it.<br />
* The lines of rings in the tunnel after the circular section have crooked placement.<br />
* There is no item capsule in the air when Sonic leaves the second tunnel.<br />
* There are no platforms after the tunnel.<br />
* The first checkpoint is missing.<br />
* The camera has serious issues trying to handle the water serpent room, particularly when the player enters it.<br />
* There are no stone pillars in the middle of the water serpent room.<br />
* The exit to the room is already open: there are no colored switches to open the door, nor is there a display for them above the doorway.<br />
* To the right of the water serpent room entrance, there is a Boa Boa. In the final, there are just breakable stone boxes.<br />
* To the right of the water serpent room entrance, the large barrier/platform is misplaced - it is slightly floating above the floor. As a result, Sonic can walk under it.<br />
* The platform with the first switch is entirely missing. Instead there is a platform floating in the air that Sonic can't reach until the water level is raised.<br />
* There is a set of inverted spikes after the platform. In the final, there are floor spikes at this location.<br />
* There is another set of inverted spikes and a large L-shaped structure that leads nowhere. In the final, there is nothing here but a row of floor spikes.<br />
* Past the large L-shaped structure, there is just a stretch of bare floor. In the final, there are floor spikes, rings, and breakable box objects.<br />
* The platform that in the final would have the blue switch to open the exit instead has a water level switch in its place.<br />
* The camera tends to clip through platforms and other objects while Sonic rides the serpent.<br />
* The second water level switch in this version has a Leon guarding it. In the final, this particular switch has no enemies nearby.<br />
* There is an odd H-shaped platform directly in front of where the second water level switch is. It has no enemies or other items.<br />
* Sonic can just jump to the door with no trouble after the water level is raised a second time.<br />
<br />
=====Sonic's Lost World (Act 2)=====<br />
* The camera has a tendency to kill the player often in this section.<br />
* The entrance before the mirror section has a gate object that continuously moves up and down. It has a tendency to push Sonic through the floor and kill him if he stands under it. In the final, there are two (completely solid) doors that open when Sonic gets close to them, and they have a more fleshed out opening animation.<br />
* Only the small, movable mirrors are present, and there are no large mirrors to guide them to. Because of this, there is no way to exit out of controlling one of the mirrors without restarting from a checkpoint from the pause menu.<br />
* Because the mirror puzzles can't be completed, the snake torches on the sides of the path cannot be lit.<br />
* The path directly after the first mirror is missing a Sol and the flaming arrows that come after it.<br />
* The path directly after the second mirror is missing a set of floor spikes between two platforms.<br />
* The path directly after the third mirror has a Boa Boa instead of a Sol. Of note is that in the final, this is still the case for Knuckles' object layout, hinting that his final object layout is a modified version of the one in this build.<br />
* The platform that has the fifth mirror inexplicably has a flame pillar object placed next to it in the water that's under the entire room.<br />
* The path directly after the fifth mirror is longer here than in the final: it has an extra platform with an extra mirror and the path continues on another platform placed at an angle from it. It has a Boa Boa and no flaming arrows. In the final, this is just a single long platform with flaming arrows, leading immediately to the trail of rings needed to continue.<br />
* The path of rings is a bit more crooked.<br />
* There are no rings on the water slide after the act's second checkpoint.<br />
* The three platforms between the sequence of springs at the bottom of the waterfall are missing entirely.<br />
* The entrance to the boulder chase is missing the door object that temporarily blocks it off in the final. There is another one of the moving gate objects directly after the checkpoint, despite it not being tall enough to accommodate the entrance without it visibly floating when it gets halfway through its animation.<br />
* There are no item capsules during the boulder chase.<br />
* The small pillar decorations on the ledge Sonic lands on directly after the boulder chase are placed (brokenly) at 45 degree angles inward. In the final, they are straight up and down.<br />
* There is another one of the moving gate objects at the entrance to the next hallway, and the end of the hallway is missing its door. In the final, both ends of the hallway have door objects.<br />
* The checkpoint in this hallway is missing.<br />
* The small hut at the beginning of the wall tile section has a pillar at the top of it that extends all the way to the ceiling. In the final, it lacks this pillar and also has a ray of light shining down on it.<br />
* The entrance directly into the wall tile room has another one of the moving gate objects.<br />
* The switches that move the wall tiles have lights shining up from them.<br />
* There are three switches placed on the ground floor on pillars of varying heights. In the final, there is the one on the ground, with the others placed in different (higher) places in the room. The placement in this version seems to hint that they were still debugging the tile puzzle.<br />
* All the enemies are Boa Boas - there are no Sols.<br />
* The panels start out in the connected positions needed to proceed.<br />
* The panels never light up and become walkable even when connected. As a result, this level cannot be completed via normal play.<br />
* The panels move in less random ways in this version, being relatively connected during every move.<br />
* A platform from what would be the second switch the player comes across in the final is missing here, though there is a very obvious gap in the wall tiling where it should be.<br />
* The path directly after the first rotating cube platform is a raised platform with floor spikes and a platform equal in elevation to the floor in the room ahead beside it. In the final, it is all just a flat platform with flaming pillars coming out of the walls beside it.<br />
* The checkpoint in this room is missing.<br />
* The room where the checkpoint would be only has Leons and a circle of rings. In the final, there are two Sols, some pillars, some breakable box objects, and an item capsule.<br />
* The final platform before the tunnel that leads to the exit has flaming pillars coming directly out of the walls. In the final, they come out of a thin ledge, which allows the player to hug the wall and jump over them.<br />
* The tunnel Sonic has to jump into has no rings leading into it.<br />
* There are no breakable box objects before the second jump down.<br />
* The switch that spawns the trail of rings to the exit is missing, which naturally means that the act is unable to be completed in normal play.<br />
* The platform that the switch would be on is just one single platform here, with a small pillar at each corner, behind a full row of floor spikes at the edge of the area. In the final, it's three platforms arranged, with two pillars that the rings would spawn between, and the floor spikes are just far to their respective sides.<br />
* The end of the level has no end capsule or trigger to end the level, adding yet another reason why the level cannot be completed in normal play.<br />
* The entrance to the mural room has no wall blocking it, so it leads into the void outside of the level geometry. The ceiling also has no collision.<br />
<br />
====Red Mountain====<br />
* Red Mountain's texture files contain two unused greenish "ghost" textures.<br />
<br />
=====Sonic's Red Mountain (Act 1)=====<br />
* The camera is very broken in this level - it has a tendency to take angles that make it hard to see what's ahead, clip through level geometry, clip through Sonic's model, and rapidly glitch out when springs are used.<br />
* There is no lighting in this act.<br />
* Sonic's spawn point is in midair over what his spawn point is in the final.<br />
* There are three Kikis on the crates at the beginning. In the final, one of them is instead on the ground to the left of the crates.<br />
* The ? ring box on a platform that you see taking the first rocket is replaced with a 10 ring box in the final.<br />
* Dropping down from the first hanging ladder is an area with a circle of seven rings, a Sol, and a rocket. In the final, the circle of rings was replaced instead with two squares of four rings.<br />
* The line of rings after the hanging ladder has five rings instead of the final's three.<br />
* Before the first checkpoint is a crate with two Kikis and a line of five rings. These enemies were removed and the line of rings only has three rings in the final.<br />
* The first checkpoint is placed slightly farther back in this build.<br />
* There is no hint orb at the first rocket that requires a switch.<br />
* The tower that the player can land on from this rocket is missing its spring.<br />
* After the small tunnel in this section, there is a Kiki alongside the Sol. In the final, just the Sol is here.<br />
* The ground after the tunnel has strange physics, making Sonic accelerate.<br />
* Under the collapsing platform near the second checkpoint is a spring that is not present in the final.<br />
* The bridge objects in this level have green railings instead of brown and their bodies are bright red, made more garish by the lack of lighting in this act. They also lack poles to attach their railings to, so they look like they're floating in midair.<br />
* The area across the bridge is lacking two of its spike balls and there is some extra fencing to the right.<br />
* The top of the mountain after the second checkpoint is missing its spring and item boxes.<br />
* The area at the first zipline station has a Sol that is not present in the final, and the platforms at the back of the mountain are arranged slightly differently.<br />
* The zipline station's animation loop is much faster than in the final.<br />
* There is no item box along the zipline path.<br />
* When Sonic takes the first zipline, the camera is positioned in front of him, and also clips through level geometry while following him. In the final, it is behind him, like a sane camera. The cut to a side shot of Sonic before he lands is still present here, however.<br />
* The end of this zipline segment has Spinners that are not present in the final, and the item box that is after the spring is missing.<br />
* The object layout after the first collapsing bridge segment is different:<br />
** The Spinners are on the ground. In the final, they are arranged in the air to be a homing attack path.<br />
** There are two platforms: one with a spring pointing to the second platform. In the final, there are three platforms that are arranged as such so the player has to do platforming; the first of these has a 1-up and the spring is gone. The third platform in the final is the same as the second platform in his build.<br />
** The ground is missing two dead tree objects, and the fences are set farther away from the edge of the geometry.<br />
* The area leading up to the rocket in this section has four extra crates and an extra Kiki, with an extra 10-ring box. In the final, there is just one box and one Kiki here.<br />
* Close to the rocket are two crates and a lava geyser. In the final, this is instead a skull flamethrower object and a 1-up.<br />
* There is a jump pad before the segment where you have to vertically climb a sequence of seesaws. In the final, there's a hint orb here instead.<br />
* The distance the three springs in the portion of the level near the end, where you have to hit a switch that's under one of the hammer obstacles to get a rocket, is off and will send Sonic past the metal flooring he needs to land on.<br />
* There is no ring capsule in the air when you're using these springs.<br />
* The last checkpoint of the act is missing.<br />
* There is no extra life before where the act's final checkpoint would be.<br />
* There is no Kiki before the bars during the last part of the act.<br />
* One of the sets of bars (the third one, in the middle) is missing, but there are rings on the rock below it that are not present in the final. As a result, the player has to use a homing attack or a long jump to get to the next set.<br />
* All the bars in this portion are missing rings below them.<br />
* The player can walk on the sides of the top of the mountain in this version. In the final, there is an invisible wall preventing this.<br />
* Before the act's final zipline, there are firebreathing skull objects. In the final, there are just rings at this location. The Spinners found here in the final are also missing.<br />
* There is no ring capsule during the act's final zipline ride.<br />
* The transition to Act 2 is rough and buggy - the game cuts to Sonic falling into Act 2's layout before he enters the trapdoor entrance, and the camera when he enters Act 2 is outside of the level's geometry, making it impossible to see him.<br />
<br />
=====Sonic's Red Mountain (Act 2)=====<br />
* Like with Act 1, the camera in this stage is immensely broken and favors showing the outside of the level geometry instead of the level itself.<br />
* If the player enters Act 2 via normal means (via Act 1), the lighting will still be missing. If the player dies or enters via the level select, the lighting will be loaded in.<br />
* Instead of Sonic falling a short distance to the floor like in the final, he falls all the way from the top of the entrance.<br />
* The camera is much closer to Sonic when he hits the checkpoint. The checkpoint is also closer to the entrance's back wall.<br />
* There is no shield capsule before the first set of Spinners.<br />
* In the section where Sonic can run on the wall, there is a 1-up on a rock to the left that is not present in the final.<br />
* After the Spinners and Kikis, there is a vertical chunk of rock that is not present in the final. Instead, it's a flat outcropping in the final game.<br />
* The lava rising timing is off during this part of the stage - it will start rising before hitting the large area with the lava geysers; when the player reaches the act's second checkpoint, the lava has risen enough to almost overtake the platform the checkpoint is on. In the final there isn't a cue for the lava to rise at this part.<br />
* The camera completely breaks when Sonic uses the springs after the act's second checkpoint.<br />
* The lava does not rise to overtake the ground under the rock platforms that fall over until after Sonic has passed that section.<br />
* There are no enemies near the rock platforms, making them much harder to traverse in this version of the level.<br />
* There is a spring after the rock platforms. Unfortunately, this area is usually covered in lava, so the player never sees it...but the homing attack can select it, which naturally means that the player will get hurt by the lava in the process.<br />
* The animation loop for the machine in the background during the second platforming section is much faster.<br />
* The large platform has a large crate arrangement and a few Kikis on it - in the final there are only a few crates and a couple of Sols.<br />
* The 10 ring box behind the crates is moved to the right and is instead a ? ring box in the final.<br />
* There are two Sols on the platform next to the cells - in the final there is only one.<br />
* There is no light booster shortcut to the end of the level at the beginning of the final platforming section.<br />
* In the level's final platforming section, there are two Spinners not present in the final. The line of rings near the collapsing platforms are also missing, and another line of rings close by has five rings instead of the final's three.<br />
* There is inexplicably a crate breathing fire (likely a crate that was placed over a firebreathing skull object). In the final, there is a spike ball here instead.<br />
* A line of rings interects with the dash panels that throw the player into the air. In the final, these are moved farther forward for this reason.<br />
* There is no ring capsule when Sonic is thrown into the air by the dash panels.<br />
* Before the final hallway to the end of the stage, there are two ? ring boxes missing where a 10 ring box currently is.<br />
* The gauntlets of firebreathing skull objects after the final checkpoint have none that are positioned above ground level - which means that the player can basically just homing attack over them.<br />
* The top of the cavern at the end of the level lacks a texture (appearing as completely white), as do the decorative spider creatures (who also appear as completely white).<br />
* The end of the level where the end capsule is doesn't completely transition from indoor assets to outdoor assets - as a result, the earlier parts of the level (or rather, just the lava due to draw distance) are visible when Sonic is falling down to the capsule due to the lack of the white fog and the skybox looks completely black. When the camera is angled upward at Sonic after he opens the end capsule, however, the outdoor skybox and white fog is visible (before vanishing again when the camera angles downwards while waiting for the game to perform a nonexistent score tally).<br />
<br />
=====Knuckles' Red Mountain=====<br />
* This level is actually version from the TGS build of the game. It has an in-level tutorial for how Knuckles plays and contains a lot of hint balls, and the emerald shards are always in the same places. These locations are:<br />
** Directly in front of the initial spawn point;<br />
** Underground at the area Sonic lands after using the jump panels;<br />
** Near the falling spike ball in the area just after Sonic's first zipline sequence.<br />
* The starting area has three rings. In the final, there are six rings and a hint ball.<br />
* In front of the starting area is a floating line of four rings. In the final, this is a 10 ring box.<br />
* At the line of Spinners near the starting area, there is a hint ball that is not present in the final.<br />
* This line of Spinners has four of them. In the final this is a line of three.<br />
* There are three hint balls near the shard at the starting point:<br />
** One is next to the shard;<br />
** One is on the bridge;<br />
** One is on the other side of the bridge. This one actually got moved to Knuckles' Speed Highway in the final.<br />
* On the top of a mountain behind the starting point is another hint ball that is not present in the final.<br />
* To the right of the starting point is a tall mountain that has two spike balls and a hint ball on top of it. In the final, it is three spike balls in a triangluar formation and a 10-ring box instead.<br />
* A line of rings on the path to the rocket at the bottom of the mountain are not present in the final.<br />
* The rocket that needs to be activated by a switch in Sonic's version of the level still has to be activated here too. In the final, the rocket is already activated and the switch itself is replaced by a square of four rings.<br />
* Knuckles' respawn point after a restart is the location of the first shard. In the final, his original spawn point is used instead.<br />
* A 10 ring box and an invincibility box are missing on the side of the mountain below the area with the rocket.<br />
* At the top of the mountain are three hint balls. In the final, one was removed, and the other two are in different locations.<br />
* The zipline platform is empty in this version. In the final, there is a Kiki and a circle of rings.<br />
* A 10 ring box opposite the seesaw platforms is missing.<br />
* Underneath the collapsing platform after the first ziplne section is a firebreathing skull that is not present in the final.<br />
* A Spinner was moved from over a pit to near the collapsing platform section. They also got changed from three enemies to one.<br />
* Near this area, a Kiki was replaced by a Sol in the final.<br />
* Tikal's hints exclusive to this build are:<br />
** 困った時は私を探してみて。(If you are confused, try to look for me.)<br />
** L.Rボタンで カメラをまわすことができるわよ (You can rotate the camera with the L and R buttons)<br />
<br />
=====E-102 Gamma's Red Mountain=====<br />
* This is one of the levels demonstrated in the autodemo loop.<br />
* The wall at the beginning of the level has three targets. In the final, there are four.<br />
* There are no Kikis on ledges like there are in the final - the enemy placement is more bare.<br />
* There are no decorative spider objects hanging from the alcove the extra life is in.<br />
* At the first fork, there are fences and fire traps that are not present in the final.<br />
* There is no shield box after the forked path.<br />
* There are no enemies or objects before Gamma enters the room with the sideways ramp path. In the final, there are a few of those bat enemies and a shield.<br />
* Gamma seems to "stick" more to the sideways ramp path than in the final.<br />
* The four Spinners after the sideways ramp room are in a slightly different arrangement.<br />
* The wall leading into the next open area has two targets. In the final, there are three.<br />
* When Gamma enters the first gigantic room of the stage, the camera just cuts to a sideways position. In the final, it follows behind Gamma into the room and zooms out.<br />
* The first set of enemies in this room has no item boxes with them.<br />
* The platform to the right has lava geyser objects and is impassable, and is also shorter than in the final. In the final, there are two Kikis and it is a flat space.<br />
* The item box on said platform is up front. In the final it is pushed back, behind the two Kikis.<br />
* The gigantic rock arch and the checkpoint are set up past the platform here. In the final, they are more adjacent to it, probably because the platform is larger than in the prototype.<br />
* The camera just cuts to a higher shot of Gamma after going through the checkpoint. In the final, the camera is still following Gamma around behind him.<br />
* The layout is made entirely of black rock after the checkpoint. In the final, the walkable ground transitions from the black rock to some brown rock.<br />
* There is a hint ball before the level's boss.<br />
* E-104's boss fight is largely intact (see above, in the Bosses section).<br />
* Tikal's hints in this level are:<br />
** どこかに隠れた通路があるはず。 探してみて。(There should be a hidden passageway somewhere. Try looking for it.)<br />
** ダイナマイトを壊せば 先に進めるわよ (If you destroy the dynamite you can continue on ahead)<br />
** These are not present in this level in the final, due to Red Mountain being a mid-story level for Gamma in the final game.<br />
<br />
====Windy Valley====<br />
The Windy Valley in this build is actually the original version of this level seen in many pre-release screenshots and footage. At the time of this build, it is already scrapped: it is missing (most) textures, music, and unique sound effects, and no effort has been made by the developers to make it remotely functional within the game itself. It cannot be loaded in-game normally due to expecting a completely different version of 1ST_READ.bin - the game will jump to an invalid pointer (of which there are many) and crash, and the stage files themselves refer to numerous items that either have been moved or do not exist. The game doesn't even have an entry for it in the list of level textures - the list skips from Emerald Coast to Twinkle Park.<br />
<br />
However, through intense hacking of the level's pointers and memory locations, large swaths of it can be restored - its objects, object programming, and event programming are all intact but are buried in locations different from the 1ST_READ.bin in this build.<br />
<br />
=====General=====<br />
* The object set file in this build was last modified 7/28/1998 (while the level file itself has a 9/24/1998 modification date) - as this build's date is 10/16/1998, this is one of the oldest files in the entire build. <br />
* The number of objects this version of the level has is 115; the final has 79. Many of these objects were scrapped or replaced with newer versions in the final version of the game. General objects include:<br />
** Small decorative items, such as: bushes, flowers, rocks, broken pillars, etc.. Many of these are animated, and most of them lack collision (likely intentional, to keep the player from stopping every time they'd run into them, which would be often).<br />
** An older version of the trampoline object seen in the final. It is smaller than its final counterpart, and the game crashes when Sonic uses it due to the game calling for a unique animation (as seen in the final game) that isn't in the build when he bounces on it.<br />
** Animated spinning propeller objects. Some of these were used in the final; all of these items in this build are animated to spin much faster than in the final game.<br />
** Hovering platform objects (O_RAFT). These objects are animated and have collision, though they're a bit buggy - while they hover up and down, the player still stays in the same spot in the air, clipping through their surfaces.<br />
** A more sophisticated version of the PuWind object that exists in the final. In the final version of the game, this object basically makes the character hover up and down (you also see this in Sonic's Final Egg, with the fans), but the version of the object used in this level makes the character slowly rise upwards, with leaves alongside them. The object itself also stays attached to the player while in mid-air, and even while walking away. This basically acts as a way to keep the player from dying if they fall into one of the stage's many pits. However, it is very taxing on the game's performance, which is likely one of the reasons why it was scrapped.<br />
** A floating particle object, Tanpopo, which exists in the final build but has a different visual effect than the one used here.<br />
** Baneiwa ("Spring Rock") - these are floating blue spring objects unique to this version of Windy Valley. Unlike the springs actually used in the game, in which the player just has to touch them to be thrown, the player has to actively jump on top of them to have anything happen.<br />
* The game also has objects for this stage that are unreferenced (models and code existing in the build but don't have names or anything pointing to them):<br />
** Pillars that are used for static scenery. They are very rough but all have the same subroutine attached to them.<br />
* The game also has objects that are unused (referenced by the stage's object list but are not placed in the level):<br />
** bleaf, an object that spits out leaves that fall down in a zig-zap pattern when the player walks near it. The angle at which they spawn is based on the direction the player is facing when they walk towards it.<br />
** An upright spinning propeller object that has no collision;<br />
** A couple of decorative grass objects;<br />
** A sign post;<br />
** A pole with small spinning propeller objects on it, much like the used ones that mark invisible wind paths in Act 3;<br />
** Dai7, a rock object. The other objects like this are actually used in act 1, perhaps this one just got missed?<br />
** TakoW, a net/mesh-like object. It has no collision, but looks like it at one point might've been used to catch the player.<br />
** Dome2 and Dome3, propeller objects similar to a used one;<br />
** Prop1, a large floating propeller object similar to a used one in Act 3;<br />
** PropeB, two horizonal rows of propellers. PropeC, which is a similar object, is used in Act 3.<br />
** IwaB, another unused rock object.<br />
** Wele, an elevator booth platform. It has a propeller on top and a propeller at the bottom and is capsule-shaped, and is not large enough to fit Big or Gamma in it. When approached, it will move straight down and disappear (and clip through anything in its path), then respawn when you leave the area and come back to where it initially was.<br />
* Some of the springs placed, especially in Act 1, clip through nearby walls and objects. This indicates that at the time this level was made, a different and smaller spring model was being used.<br />
* The level file has a larger file size than the final version.<br />
* There are only level object files for Sonic, but there are initial coordinates for Sonic, Tails, and Gamma, who all visit Windy Valley in the final. Sonic has coordinates for all three acts and Tails has coordinates for only Act 3, like in the final - however, Gamma has coordinates for all three acts despite only visiting Act 1 in the final game. Gamma's initial coordinates values are the same as Sonic's, so he starts in the exact same places.<br />
* Despite the above, E-103 Delta's model is included in STG02.BIN, indicating that some work on Gamma's version of the level was made.<br />
<br />
=====Act 1=====<br />
* Contains level geometry, a Sonic Only level object file, and a CAM file for the camera system. The CAM file in practice yields rather strange behavior, because it is actually made for a much older version of the game. While this build only lacks a few camera types that are in the final, this CAM file was made during a time in which very few types existed.<br />
* This act contains a massive amount of objects - around 1800. The limit to the number of objects the game will load is 1023, which indicates that this level was made before this limit was put in place. Because of the large number of objects, the game will run rather slowly in this stage.<br />
* The level loads three enemies, but only uses two - the chameleon badnik is not placed anywhere in the level.<br />
* There are no starting position coordinates for Amy or Big despite them appearing in pre-release footage of this level.<br />
* This level has three bridge objects, but their model is entirely missing. Their collision and coding however still exist and they can be walked on if hacked into the game.<br />
* The twister model seen in pre-release footage of this stage still remains in the game, though it has to be hacked in to function. The event that spawns it is still present in the build (causing the tornado to spawn in, move out of the opening in the level wall, and start sucking things up), as is its dust cloud texture, which somehow still survives in the build! Over time, it will start ripping apart pieces of the level geometry and getting closer and closer to the player. However, the game will crash when the player enters due to the stage attempting to load act 2.<br />
* The tornado itself is not referenced at all in this stage's set file. Instead, it is loaded in through a function call in 1ST_READ, unlike virtually every other object in the game.<br />
<br />
=====Act 2 - Tornado=====<br />
* Windy Valley's level table's pointer to Act 2 is NULL, and its land table is completely missing. There are level models present however, as well as initial coordinates.<br />
* There is data for the tornado "enclosure" that wraps around the level proper, along with subroutines to load it.<br />
* Unlike Act 1, it completely lacks CAM data.<br />
* This act has some objects that do not appear in the final:<br />
** T_Raft1, a very small platform with collision that can be made to hover up and down if the right parameters are passed to it;<br />
** T-Raft2, a half-pipe-shaped platform that has programming to quickly float up and down. It is hard for the player to stay on it as a result.<br />
** TSpring, which is entirely missing its model. It has no model data in the stage file, and instead has three pointers associated with it in 1ST_READ. These pointers are unique to Windy Valley. It is programmed to launch the player into the air like a normal spring, and functions as such when hacked into the game.<br />
** Lauchin, a unique spring object. It is a rather small, flat object that sends the player flying straight up in the air. It actually has a coil design and retracts slowly when the player lands on the ground.<br />
<br />
=====Act 3=====<br />
* Contains level geometry and a Sonic Only level object file.<br />
* Tails has initial coordinates for this act, and there is P2PATH data for racing Sonic.<br />
* Like Act 2, it completely lacks CAM data. As a result, the camera when the level is loaded in the autodemo zooms farther and farther away from the player the longer they proceed through the stage.<br />
* The propeller springs seen in early promo footage of this act still exist in the build. These springs aren't as sensitive to the player's collision as normal springs, but sends the player flying much faster.<br />
<br />
====Sky Deck====<br />
* Appears to be largely intact and nearly identical to the final, but can't be loaded without intensive hacking due to it being compiled in September, which means it's expecting a different version of 1ST_READ.bin.<br />
<br />
=====Act 1=====<br />
* Act 1's lighting files are present, but seem identical to the final.<br />
<br />
=====Act 2=====<br />
* The level geometry, while very close to the final, has a few alterations, particularly in the final area of the act. The area where you have to fire rockets at the large cannon is missing its two rocket platforms, which indicates that part of the level was a late addition.<br />
* The textures are slightly different, particularly for decorative parts of the stage geometry the player would be hard-pressed to see in normal gameplay.<br />
<br />
=====Act 3=====<br />
* The level geometry, while very close to the final, has a few alterations:<br />
** The offshoots in the latter part of the stage (where Knuckles can enter to find shards) have shorter hallways in this version.<br />
** This version has symmetrical tube structures in the first part of the stage, over the first area the player lands in after ascending from the beginning of the act. In the final, one of these is missing.<br />
** There is only one set of lattices bordering the stage geometry in this version. In the final, this is doubled.<br />
** The textures for the square-shaped holes that Knuckles can dig into in his version of the act are far darker than in the final.<br />
<br />
====Hot Shelter====<br />
* Is completely missing in this build - no level data whatsoever, aside from initial coordinates for Amy.<br />
<br />
<br />
===Minigames===<br />
====Sand Hill====<br />
* This build has a single camera file (CAMSBOARDS.BIN, with the S suffix for Sonic) for Sonic's minigame. In the final, two camera files are used instead.<br />
* This build also has a single set file (SETSBOARDS.BIN, with the S suffix for Sonic), which is smaller than its corresponding final. In the final game, there are two set files - one for Sonic, one for Tails.<br />
<br />
====Sky Chase====<br />
* Sky Chase only has one level slot in this build - in the final, there are two Sky Chase levels.<br />
* Sky Chase's files expect a different version of 1ST_READ.bin, and thus cannot be loaded without extensive hacking.<br />
* There is a camera file for this stage (CAMSHTS.BIN) that is unused and blank; the build contains the camera files for both used acts of Sky Chase and are identical to the final, so the existence of this single, blank file indicates that the game used to use only one camera file for Sky Chase.<br />
* There is also a single set file in this build for Sky Chase - in the final, there are two: one for act 1, one for act 2.<br />
* There is no path data (used to make the levels "on rails") included in this build.<br />
* The game has texture references for three acts (0/1/2), and three object set files.<br />
* Act 1 only has "HODAI" enemies in this version - in the final there are other enemy types.<br />
* Act 2 in this version uses the exact same object placement as Act 1.<br />
* Act 3 doesn't correspond at all to any final version, because there are only two acts in the final. This object list makes reference to a bunch of everyday household objects - TVs, chairs, sofas, etc.. These can be seen in a preview build of SADX, but there are more types of these objects in this build. The object list also references BOSS, the infamous unused "dragon", which also has a model in this build.<br />
<br />
====Twinkle Circuit====<br />
* Only level geometry (an early model, like Casinopolis above) is present, and it occupies the slot that Mystic Ruins - The Past occupies in the final. The geometry has small inclined areas that aren't seen anywhere in the final in any course.<br />
<br />
<br />
===Cutscenes===<br />
* None of the characters have their appropriate upgrades in any of the in-game cutscenes, except for Gamma occasionally having the Jet Booster (see below).<br />
* The cutscene where Eggman ambushes Sonic and Tails (Tails version) has several differences:<br />
** Tails' theme is the backing track for the entire cutscene. In the final, the theme playing in the background is Eggman's.<br />
** The cutscene takes place at sunset. In the final, it takes place at night.<br />
** Tails's mouth is modeled differently in his closeup after being gassed by Eggman.<br />
* The cutscene where Amy first meets E-102 Gamma in the Egg Carrier has several differences:<br />
** There are item boxes in one of the other cells. In the final, there are no item boxes and a black Chao egg is contained in one of the cells.<br />
** When Gamma first appears, he is in his normal standing pose. In the final, he is in the "gun held" pose that he has on the character select screen. Because of this, in this prototype his animation momentarily glitches when beginning to turn to his right - he briefly takes on the "gun held" pose before turning.<br />
** There isn't any odd draw-distance fog in this version, and the lighting is much brighter here.<br />
** The game can't seem to decide if Gamma has the Jet Booster or not. At the beginning of the scene, he has it, then it disappears when walking to the cell, reappears while he questions Amy, and disappears while glitching out.<br />
** Likewise, the game can't seem to decide if Gamma has his targeting laser or not. It seems to be tied to the appearance of his Jet Booster, as it disappears when that item disappears.<br />
** When Amy starts imploring him to help, he backs up. However, his animation in this prototype is actually much smoother than in the final - he moves back more with his backing up animation. In the final, he is inexplicably forced back and then does his backing up animation.<br />
** Gamma's "glitching out" noises are much louder than his voice.<br />
* In the cutscene where Amy meets Sonic outside of Casinopolis, the bird's wings are missing.<br />
* The cutscene where Eggman addresses all the E-100 series has several differences:<br />
** The lighting is much brighter. This causes issues with the rendering of the E-100 series, primarily faces that appear white due to the lighting.<br />
** In the final, there are green lights at the corners of the monitors behind Eggman. These are missing here.<br />
* The cutscene where Gamma steals Froggy from Big at Emerald Coast has several differences:<br />
** "BIG Fishes at Emerald Coast" is playing in the background. In the final, there is no music.<br />
** Gamma inexplicably has his Jet Booster upgrade.<br />
** Big's shaking animation goes on for much shorter here - he shakes and then immediately turns around to face Gamma. In the final he shakes for about a second before turning around.<br />
** Gamma's idle animation is slower in this scene than in the final.<br />
<br />
<br />
===Chao===<br />
* The noises the Chao make are a bit unfinished, being mixed louder and are more robotic than in the final.<br />
* Chao make the "playing with animal noise" as an ambient sound (like how Chao have ambient noises in Sonic Adventure 2). In the final, Chao make no noises unless they are actively doing something, such as eating, being thrown or hurt by the player character, or playing with an animal.<br />
* Chao constantly emote in this build, often randomly having exclamation mark or heart emotes while running around. In the final, Chao only emote when actively doing something, such as eating, being thrown or hurt by the player character, or playing with an animal.<br />
* Chao will stay still until the player approaches them, upon which they will start constantly follow the player around. In the final, they do things on their own and aren't as needy.<br />
* Chao do not swim and do not have a swimming state - they will run around underwater as if they are on land.<br />
* When a Chao is hurt, they show a emote that is present but unused in the final, being just a messy jumble. In the final, it's a tornado-like swirl.<br />
* If the player hurts a Chao, they might briefly run away from them, a behavior not seen at all in the final.<br />
* Chao cannot die from being mistreated, unlike in the final.<br />
* When thrown, a Chao will slide for a while, a behavior not seen in the final at all.<br />
* Chao instantly change form when given a single animal to play with - in the final it takes many to do so, as the change is more gradual and based on a Chao's best stats. This, combined with the animal spawning mentioned below, seems to imply that Chao were undergoing a bit of testing in this build.<br />
* The individual changes a Chao undertakes when given an animal are different from the final - for instance, a Chao given a Lion in this build will have them turn green with horns like the adult Running Chao, whereas in the final, a Chao given a Lion would turn red with different horns, because a Lion is a Strength-based animal.<br />
* Chao do not take on adult forms in this build; instead, the limit implemented in the final for their changes as a child are not in place, giving them vastly different appearances over time. Also as a result of never aging, they cannot be bred.<br />
* If a Chao is in the middle of an action when being picked up by a character, they will stay in that frame of animation while held. For example, if a Chao is in the middle of tripping and the player picks them up, the character will be holding the Chao in the tripping pose. In the final, Chao are always in a sitting pose when being held by characters.<br />
* The baby Chao in this build start out walking. In the final, they crawl until their Run stat gets high enough to allow them to walk.<br />
* Coconuts don't fall from trees when shaken.<br />
<br />
====Chao Gardens====<br />
=====Station Square (AL_GARDEN00)=====<br />
* This Chao garden, as well the Chao spawned in it, is seen in some early screencaps.<br />
* It is largely intact and can be loaded through the level select without crashing the game.<br />
* The player spawns one of each of the following animals: Rabbit, Deer, Kangaraoo, Elephant, Lion, Gorilla, Mole, Koala, and Penguin. Of note, the Flying type animals (Parrot, Swallow, Peacock) and two of the Swimming animals (Otter and Seal) are not spawned.<br />
* Eight Chao (the maximum number in a single garden in the final) spawn in set positions.<br />
* Character controls are disabled here without hacking.<br />
* The camera is closer to the player and cannot have its zoom changed.<br />
* The entrance to the Chao Race doesn't exist - it's just a hallway with no doors or features. Walking through this hallway triggers no event.<br />
* The exit from the Chao Garden doesn't exist - it's just a square cut out of the geometry leading into a black void, with no elevator doors. The player can jump into this void and die. Chao can also be thrown into this void.<br />
* There are no teleporters to the other Chao gardens.<br />
* There are no floating help monitors.<br />
* The VMU machine always says NO DATA on it. It takes Chao...but they can never been taken out. The "OK!" animation flashes on its screen but it doesn't create a save, and stepping on the button again to try to get the Chao back does nothing.<br />
* The VMU machine takes more than one Chao. In the final, only one Chao can be taken on a Chao Adventure.<br />
* The trees do not drop nuts.<br />
* The collision detection in the corner pillars is completely broken - Chao and the player character will clip right through them.<br />
* The corner pillars are positioned improperly, hovering off of the floor a little bit and its edges clipping into the level's walls.<br />
* The ceiling has no collision detection - Tails and Knuckles can just clip right through it.<br />
<br />
=====Egg Carrier (AL_GARDEN01)=====<br />
* The Egg Carrier Chao Garden is actually the floating island seen in very early video and pre-release screenshots of Chao. Its geometry is an island cut out of the old Windy Valley Act 3 geometry (see above) with several decorative structures removed (fallen pillars, fountain etc). All of the textures it makes reference to are the same ones referenced in that stage, which unfortunately means that it points to textures that don't exist in this build. Its object list points to rings, a tree, and a flower. <br />
* It can't be loaded in-game without its stage file being edited due to expecting a different version of 1ST_READ.bin.<br />
<br />
=====Mystic Ruins (AL_GARDEN02)=====<br />
* The Mystic Ruins Chao Garden has level geometry and not much else - it has no reference to textures whatsoever and only has rings in its object list. <br />
* It can't be loaded in-game without its stage file being edited due to expecting a different version of 1ST_READ.bin. <br />
* Its geometry is an early model compared to the final (like with Casinopolis above) and has several differences:<br />
** The entire area is much smaller than in the final.<br />
** The entrance is a rectangular cut out for a door instead of the tunnel-like minecart track exit of the final.<br />
** The entrance is to the left of the pool instead of to the right.<br />
** Because of the entrance's location, the raised portions of the layout present in the final are missing here.<br />
** There are no pillars or ruins present, unlike in the final.<br />
** The pool is a half-circle, like the cliff the level is built into cuts it off. In the final, it's a small full circle.<br />
<br />
====Chao Racing====<br />
* The only level file in this build that exists for Chao Racing is AL_RACE.bin. Only level geometry for the stage is present - there are no textures or objects. The course structure is the same as the final, but the geometry has a few differences:<br />
** The area where the races start has no hills surrounding it. There is also a large wall to the left that is not present in the final.<br />
** The third platform that the Chao get to in the Amethyst Course is floating. In the final, it is attached to the ground.<br />
** The bridge connecting the second and third platforms is an ordinary bridge. In the final, it is a bridge made of large blocks.<br />
** The arch over the path under the Amethyst Course's finish line is wider, and missing the water that flows through it in the final.<br />
** The island at the start of the Ruby Course is missing.<br />
** The end of the course has an arch over it that is not present in the final.<br />
* The build does have a camera file (CAMAL_RACES.BIN). The final uses two camera files instead of the single one found here.<br />
* The build also has a set file (SETAL_RACES.BIN). The final uses two set files instead of the single one found here.<br />
* The Chao Stadium level used to set up Chao races is missing from this build.<br />
<br />
<br />
===Miscellaneous===<br />
* The title screen used in this build has its own filename, DEMO_TITLE.PRS.<br />
* This build has three text files contained within track01.raw. The three text files are:<br />
** SONICABS.TXT: Containing "Abstracted by none."<br />
** SONICBIB.TXT: Containing "Bibliographiced by none."<br />
** SONICCPY.TXT: Containing "Copyright(c) SEGA ENTERPRISES, LTD., MCMXCVIII"<br />
** The build has a number of decompressed event files (EVF0800.BIN through EVF0806.BIN); in the final, these are compressed and given different names in the final. EVF0803.BIN is missing, and likely corresponds to a demo for Knuckles as it is also missing in this build.<br />
<br />
===Secrets===<br />
[[File:Sa024 1024x768.png|thumb|right|The hidden wallpaper.]]<br />
* Inside ''track01.iso'', there is a folder called ''EXTRA''. Inside the folder is a .bmp wallpaper that was on the Japanese website.<br />
<br />
===Unused and Leftovers===<br />
* TITLE.PRS is in this build too, but unlike in the final (which shows a title screen for a "beta" labeled version), it shows the TGS '98 version of the title screen!<br />
* There are unused textures dating back to 1997 saying "GOAL!!" (GOAL_A.PVR, GOAL_B.PVR) and "START!!" (START_A.PVR, START_B.PVR).<br />
* There are unused graphics that were likely used for mission rankings, like in Sonic Adventure 2. They exist in the final's files as well.<br />
* An earlier version of the pause screen is included in this build, including assets, but can only be seen in-game via hacking. Only the textures from this survive in the final.<br />
* Textures for the font used in boss title cards is in a file named 32ASCII.PVR. This file does not exist in the final; the font was moved to another location, likely to texture files for stage objects. The font itself saw some alterations between this build and the final:<br />
** Q was replaced with the symbol for Delta;<br />
** X was replaced with the symbol for Epsilon;<br />
** q was replaced with the symbol for Zeta;<br />
** x was replaced with the symbol for Alpha (used to designate Zero, which in supplemental material is referred to as E-100 Alpha);<br />
** The symbol for II (Roman numeral 2) was added at the end of the final font file;<br />
** The symbol for Beta and the kanji for "revised" (改), both used for E-101 Beta Mk II in the Japanese version of the game, were added to the JP version of the final font file.<br />
* Likewise, this build has a separate texture for the boss fight HP bar (TARGET_HP.PVR) that doesn't exist in the final; it was likely merged into another set of files instead of being a standalone item.<br />
* CAM0B00S.BIN is an empty camera file for a cut stage or test stage. Unlike all the other camera and set files in the build, this one uses hexadecimal numbering instead of decimal numbering. It also has the same file date as the camera file used for the test stage (see above), which is also blank. On the other hand, if the filename is read as decimal, it'd be CAM1100S.BIN - this could indicate that it could be for a cut stage, as all versions of the game skip STG11 in their numbering schemes.<br />
* DROP.PRS is an unused water drop animation.<br />
* RIPPLE.PRS is an unused water ripple animation, circular and looking like it could go with DROP.PRS. It might be used in the Chaos 0 fight for the rain drops hitting the ground.<br />
<br />
==Physical scans==<br />
{{Scanbox<br />
| console=Dreamcast<br />
| region=JP<br />
| front=SA_AutoDemo_Cover.png<br />
| back=SA_AutoDemo_BackCover.png<br />
| spine=<br />
| spinemissing=<br />
| square=yes<br />
| disc=SA_AutoDemo_Disc.png<br />
}}<br />
<br />
==External Links==<br />
*{{LinkRetro|topic=31432|title=Sonic Retro discussion thread}}<br />
* [http://www.sonicretro.org/2013/05/sonic-adventure-1-2-dreamcast-prototypes-found/ News Thread] at Sonic Retro.<br />
<br />
{{Sonic Adventure Betas}}<br />
[[Category:Sonic Adventure prereleases]]</div>PikaSamushttps://info.sonicretro.org/index.php?title=Sonic_Adventure_DX:_Director%27s_Cut&diff=258086Sonic Adventure DX: Director's Cut2018-04-22T01:29:29Z<p>PikaSamus: /* Main Game */ this isn't intended to be like advertising for this, it's just there are so many that it would be unfeasible to talk about them</p>
<hr />
<div>{{Bob<br />
|bobscreen=SADX GC title.png<br />
|screenwidth=320<br />
|icon=SonicDX_Win_icon.png<br />
|icondesc=Windows / Main Save File<br />
|icons={{icon|SADX GCN Chao save.gif|Chao Save File }}<br />
|banner=SADX USA GCN Banner.png<br />
|bannerdesc=English Disc<br />
|banners=<br />
{{GCBanner|SADX JPN GCN Banner.png|Japanese Disc }}<br />
{{GCBanner|SADX USA GCN Save Banner.png|English Save File }}<br />
{{GCBanner|SADX JPN GCN Save Banner.png|Japanese Save File }}<br />
|publisher=[[Sega]]<br />
|developer=[[Sonic Team]]<br />
|system=[[GameCube]], PC<br />
|savesize=GC: 9 blocks, PC: 51KB<br />
|releases=<br />
{{release|GC|US|2003-06-17||GXSE8P}}<br />
{{release|GC|JP|2003-06-19|¥6,980 (''7,329'')|GASJ8P}}<br />
{{release|GC|AU|2003-06-20||GXSP8P}}<br />
{{release|GC|EU|2003-06-27||GXSP8P}}<br />
{{release|GC|JP (Okaidoku-ban)|2004-11-18|¥2,800 (''2,940'')|DOL-P-GASJ}}<br />
{{release|Windows|JP|2003-12-18|¥6,800 (''7,140'')|HCJ-0344}}<br />
{{release|Windows|EU|2004-02-06||SEGA-PC002}}<br />
{{release|Windows|AU|2004-02-06}}<br />
{{release|Windows|US|2004-09-14}}<br />
| gamecount=13<br />
| genre=Action<br />
| esrb=e<br />
| pegi=3<br />
| cero=free<br />
| usk=0<br />
| oflc=g8<br />
| grb=a<br />
}}<br />
<br />
'''''Sonic Adventure DX: Director's Cut''''', known as just '''''Sonic Adventure DX''''' (ソニックアドベンチャー<ruby><rb>DX</rb><rt>デラックス</rt></ruby>) in Japan, is an enhanced port of the [[Sega Dreamcast]] game, ''[[Sonic Adventure]]'', with many added features and updated graphics. It was first released in the US, Japan, and Europe for the [[GameCube]] and was later also released for the PC in Japan and Europe and also had a limited US release. Unfortunately, it didn't do quite as well with reviews as its Dreamcast predecessor did. <br />
<br />
== Changes Between Dreamcast and GameCube Versions ==<br />
===Main Game===<br />
*Enhanced graphics: Sonic, Tails, Knuckles, and Amy were re-created with higher polygon counts, resulting in smoother models. For some reason, Big and Gamma were not recreated. However, Big's hands were given a higher polygon count. The GameCube's TEV system, similar to nVidia's register combiners, was also used for effects like rippling water. (These effects are not present in the PC version, however). The PC version has the option to remove some smaller objects or effects from stages (like the fire hydrants in Speed Highway's At Dawn segment) to improve performance.<br />
*The original palette-based lighting system (Lantern) has been replaced with simpler lighting.<br />
*Very many changes have been made to textures throughout the game, ranging from minor to completely different; an example of this is that the train used to transport from [[Station Square]] to [[Mystic Ruins]] is now blue instead of red. A detailed look at these changes (among others) can be seen at PkR's [https://dreamcastify.wordpress.com Dreamcastify] WordPress site.<br />
*The game runs at 60 frames per second. Unfortunately, the framerate is generally unstable and frequently dips below 60fps, even in areas that do not seem to be graphically complex (framerate stability problems are not present in the PC version, assuming you meet its recommended system requirements). Cutscenes are locked at 30fps for a "cinematic feel", and to preserve the original script timings. <br />
*Some sound effects, such as when collecting rings and emblems, are lower in pitch.<br />
*A "Free Look" camera option was added, allowing the user to reposition the camera with the GameCube's C-stick. This option is reset to Sonic Adventure's original "Auto Camera" setting every time the game loads a new map.<br />
*Changes (mostly minor) were made within the levels themselves in an effort to help solve some of the game's problems concerning collision detection. However, many glitches were not fixed.<br />
*New glitches were introduced, related to inconsistencies in the port (for example, some windows still reflect the original Dreamcast graphics).<br />
*The Internet connection feature was removed. Some of the downloadable content from the Dreamcast version was included with the GameCube port.<br />
*A new Mission Mode is available, similar to the Mission Mode found in ''[[Sonic Jam]]'''s three-dimensional [[Sonic World]]. It features 60 missions spread across the six playable characters, where special tasks must be completed in the game's Adventure Fields and Action Stages.<br />
*[[Metal Sonic]] becomes a playable character in Trial mode, as a reward for collecting all the Emblems.<br />
*[[Cream the Rabbit]] makes several cameo appearances during the main game and Mission Mode to guide the player: for example, when finding the "Ice Stone" after [[Casinopolis]] Action Stage and when [[E-102]] "Gamma" first goes to Station Square.<br />
*A "mini-game" collection of the 12 Sonic-related Game Gear games was added. (see below)<br />
*The ability to skip cutscenes by pushing {{Start}} was added.<br />
*Map option available by pausing the game in Adventure Fields.<br />
*Some voice effects were changed like when [[Tails]] begins to fly or when [[Amy]] swings her hammer.<br />
*The ability to have a clear pause screen by holding {{X}} and {{Y}} was removed.<br />
<br />
===Chao Garden===<br />
*The Black Market from ''[[Sonic Adventure 2: Battle]]'' has been added to the Station Square [[Chao Garden]].<br />
*The game uses ''Sonic Adventure 2: Battle'''s advanced Chao raising system (it has on screen stats, petting, whistling). However, the Chao Doctor, Chao Kindergarten, and the Chao Karate minigame do not appear.<br />
*Chao allegiances can be changed between Hero, Neutral, and Dark. However, players have to use Chao fruits to do so. (Specific characters do not have an alignment, nor do the Chao Gardens.)<br />
*Flat colored, shiny, and jewel Chao can be purchased, as well as special fruit. Seeds to plant in the Gardens do not exist, however.<br />
*The Chao Transporter allows manual Chao naming, as well as ''Sonic Adventure 2'''s "Goodbye" feature.<br />
*Chao can be seamlessly transported between ''Sonic Adventure 2: Battle'' and ''Sonic Adventure: DX''.<br />
*The Chao Stadium uses Sonic Adventure 2's music and GUI.<br />
*The [[Chao Adventure]] VMU minigame was removed and instead replaced with a similar GBA connection feature (see below).<br />
*You can also transfer one Chao from this game to ''[[Sonic Advance]]'', ''[[Sonic Advance 2]]'', and ''[[Sonic Pinball Party]]'' with the GCN-GBA Link Cable. <br />
*A downloadable ''[[Tiny Chao Garden]]'' GBA minigame is available. (via the Nintendo GameCube Game Boy Advance Cable)<br />
*The Egg Carrier Chao Garden was redesigned; now there's no deep water in the area, making it possible to grab Chao floating on it, and the hill in the middle was oddly removed, meaning that Eggman's base is now at a lower height.<br />
<br />
== Included Game Gear Games ==<br />
Several Game Gear games are included as unlockables. This also marks the first time ''[[Sonic Drift]]'' and ''[[Tails' Skypatrol]]'' were released in the US and Europe.<br />
*''[[Sonic the Hedgehog (8-bit)|Sonic the Hedgehog]]''<br />
*''[[Sonic Drift]]''<br />
*''[[Sonic Chaos]]''<br />
*''[[Sonic Spinball (8-bit)|Sonic Spinball]]''<br />
*''[[Sonic Labyrinth]]''<br />
*''[[Sonic the Hedgehog 2 (8-bit)|Sonic the Hedgehog 2]]''<br />
*''[[Dr. Robotnik's Mean Bean Machine (8-bit)|Dr. Robotnik's Mean Bean Machine]]''<br />
*''[[Sonic Triple Trouble]]''<br />
*''[[Sonic Drift 2]]''<br />
*''[[Tails' Skypatrol]]''<br />
*''[[Sonic Blast]]''<br />
*''[[Tails Adventures]]''<br />
<br />
==Trivia==<br />
{{trivia}}<br />
*On the Game Boy in the Chao Gardens, the words on the Game Boy still say "Chao Adventure"<br />
<br />
==Manuals==<br />
{{reqmanual}}<br />
<gallery><br />
SADX GC US PlayersChoice manual.pdf|GameCube, US (Player's Choice)<br />
SADX GC UK manual.pdf|GameCube, UK<br />
Sadx jp manual.pdf|GameCube, JP<br />
SADX PC UK manual.pdf|PC, UK<br />
</gallery><br />
<br />
==Also Released On==<br />
*''[[Sonic Adventure 2-Pack]]'' (200x)<br />
*''[[Sonic PC Collection]]'' for the PC (2009)<br />
* ''[[Sonic Adventure (2010)|Sonic Adventure]]'' for Xbox Live Arcade and PlayStation Network (2010)<br />
<br />
==Production credits==<br />
For a complete list of the game's production credits, please click the following link: [[Sonic Adventure DX: Director's Cut credits]]<br />
For a list of voice actors, see [[Sonic Adventure#Voice Actors]].<br />
<br />
<br />
==Artwork==<br />
<gallery><br />
File:Sadxlogo.png<br />
</gallery><br />
<br />
===Wallpaper===<br />
<br />
<gallery><br />
File:Sadx sonic 1024.jpg<br />
File:Sadx tails 1024.jpg<br />
File:Sadx knuckles 1024.jpg<br />
File:Sadx amy 1024.jpg<br />
File:Sadx big 1024.jpg<br />
File:Sadx e102 1024.jpg<br />
File:DX 1280 sonic.jpg<br />
File:DX 1280 tails.jpg<br />
File:Sadx knuckles 1280.jpg<br />
File:Sadx amy 1280.jpg<br />
File:DX 1280 BIG.jpg<br />
File:Sadx gamma 1280.jpg<br />
File:DX 1280 CHAOS.jpg<br />
File:Sadx group 1280.jpg<br />
File:DX 1280 ALL.jpg<br />
File:DX 1280 smallsonic.jpg<br />
File:DX 1280 sonic2.jpg<br />
</gallery><br />
<br />
==Physical scans==<br />
===GameCube Version===<br />
{{Scanbox<br />
| console=GameCube<br />
| region=US<br />
| front=Sadventuredx-box-us.jpg<br />
| disc=Sadx gc us disc.jpg<br />
| manual=<br />
}}{{Scanbox<br />
| console=GameCube<br />
| region=US (Player's Choice)<br />
| front=SADXGC_PLC.jpg<br />
| disc=<br />
| manual=SADX GC US PlayersChoice manual.pdf<br />
}}{{Scanbox<br />
| console=GameCube<br />
| region=US<br/>(Hollywood Video)<br />
| cover=<br />
| disc=<br />
}}{{Scanbox<br />
| console=GameCube<br />
| region=UK<br />
| front=Sadventuredx-box-eu.jpg<br />
| disc=Sadx-gc-eu-disc.jpg<br />
| manual=SADX GC UK manual.pdf<br />
}}{{Scanbox<br />
| console=GameCube<br />
| region=UK (Player's Choice)<br />
| front=Sadventuredx-box-eu-pc.jpg<br />
| disc=<br />
| manual=<br />
}}{{Scanbox<br />
| console=GameCube<br />
| region=FR<br />
| cover=<br />
| disc=<br />
| manual=<br />
}}{{Scanbox<br />
| console=GameCube<br />
| region=FR (Player's Choice)<br />
| front=Sadx gc fr pc cover.jpg<br />
| disc=<br />
| manual=<br />
}}{{Scanbox<br />
| console=GameCube<br />
| region=DE<br />
| cover=Sadx gc de cover.jpg<br />
| disc=<br />
| manual=<br />
}}{{Scanbox<br />
| console=GameCube<br />
| region=DE (Player's Choice)<br />
| cover=SADX GC DE Box PlayersChoice.jpg<br />
| disc=<br />
| manual=<br />
}}{{Scanbox<br />
| console=GameCube<br />
| region=ES<br />
| cover=<br />
| disc=<br />
| manual=<br />
}}{{Scanbox<br />
| console=GameCube<br />
| region=JP<br />
| front=Sadx jp boxart.jpg<br />
| back=Sadx gc jp back cover.jpg<br />
| disc=Sadx gc jp disc.jpg<br />
| manual=Sadx_jp_manual.pdf<br />
}}{{Scanbox<br />
| console=GameCube<br />
| region=JP (Okaidoku-ban)<br />
| front=SonicAdventureDX GCJP Okaidokuban Box.jpg<br />
| disc=<br />
| manual=<br />
}}<br />
<br />
===PC Version===<br />
{{Scanbox<br />
| console=PC<br />
| region=US<br />
| front=SADX PC US Box.jpg<br />
| back=SADX PC US Box Back.jpg<br />
| spinemissing=yes<br />
| item1=Sadx-pc-us-disc1.jpg<br />
| item1name=Disc 1<br />
| item2=Sadx-pc-us-disc2.jpg<br />
| item2name=Disc 2<br />
| manual=<br />
}}{{Scanbox<br />
| console=PC<br />
| region=JP<br />
| front=Sadx pc jp.jpg<br />
| item1=<br />
| item1name=Disc 1<br />
| item2=<br />
| item2name=Disc 2<br />
| manual=<br />
}}{{Scanbox<br />
| console=PC<br />
| region=UK<br />
| front=Sadx-pc-eu-box.jpg<br />
| item1=Sadx-pc-eu-disc1.jpg<br />
| item1name=Disc 1<br />
| item2=Sadx-pc-eu-disc2.jpg<br />
| item2name=Disc 2<br />
| manual=SADX PC UK manual.pdf<br />
}}{{Scanbox<br />
| console=PC<br />
| region=UK (Sold Out)<br />
| front=Sadx_pc_eu_soldout_front_cover.jpg<br />
| back=Sadx_pc_eu_soldout_back_cover.jpg<br />
| spinemissing=yes<br />
| item1=<br />
| item1name=Disc 1<br />
| item2=<br />
| item2name=Disc 2<br />
| manual=<br />
}}{{Scanbox<br />
| console=PC<br />
| region=UK (Mad)<br />
| cover=<br />
}}{{Scanbox<br />
| console=PC<br />
| region=FR<br />
| cover=<br />
}}{{Scanbox<br />
| console=PC<br />
| region=FR (Hits Collection)<br />
| cover=<br />
}}{{Scanbox<br />
| console=PC<br />
| region=UK (Just For Gamers)<br />
| cover=<br />
}}{{Scanbox<br />
| console=PC<br />
| region=DE<br />
| front=SADX PC DE Box.jpg<br />
| item1=<br />
| item1name=Disc 1<br />
| item2=<br />
| item2name=Disc 2<br />
| manual=<br />
}}{{Scanbox<br />
| console=PC<br />
| region=DE (Software Pyramide)<br />
| front=SADX PC DE Box Front SoftwarePyramide.jpg<br />
| square=yes<br />
}}{{Scanbox<br />
| console=PC<br />
| region=ES<br />
| cover=<br />
}}{{Scanbox<br />
| console=PC<br />
| region=ES (Best of Atari)<br />
| cover=<br />
}}{{Scanbox<br />
| console=PC<br />
| region=IT<br />
| cover=SADX PC IT Box.jpg<br />
}}{{Scanbox<br />
| console=PC<br />
| region=AU (Valusoft)<br />
| cover=<br />
}}{{Scanbox<br />
| console=PC<br />
| region=KR<br />
| front=SADX PC KR Box Front.jpg<br />
| back=SADX PC KR Box Back.jpg<br />
| spinemissing=yes<br />
| square=yes<br />
| manual=<br />
}}{{Scanbox<br />
| console=PC<br />
| region=IL<br />
| front=<br />
| item1=SADX PC HE Disc1.jpg<br />
| item1name=Disc 1<br />
| item2=SADX PC HE Disc2.jpg<br />
| item2name=Disc 2<br />
| manual=<br />
}}{{Scanbox<br />
| console=PC<br />
| region=HU<br />
| cover=<br />
}}<br />
<br />
==External links==<br />
*Sega of Japan catalogue pages (Japanese): [https://web.archive.org/web/*/http://sega.jp/gc/sonicdx/ GameCube], [https://web.archive.org/web/*/http://sega.jp/pc/sonicdx/ PC]<br />
<br />
==References==<br />
<references /><br />
<br />
{{SAOmni|1}}<br />
{{SonicGameCubeGames}}<br />
{{SonicWindowsGames}}<br />
{{SonicPCCompilations}}<br />
<br />
[[Category:GameCube games]]<br />
[[Category:PC games]]<br />
[[Category:Game compilations]]</div>PikaSamushttps://info.sonicretro.org/index.php?title=Open_Your_Heart&diff=258005Open Your Heart2018-04-21T17:14:30Z<p>PikaSamus: /* Lyrics */</p>
<hr />
<div>{{track| cover= SongsWithAttitudeCover.jpg | description= Main theme, ''[[Sonic Adventure]]'' | album= Sonic Adventure Songs With Attitude ~Vocal mini-Album~ | arrange= [[Jun Senoue]] & [[Kenichi Tokoi]] | lyrics= [[Jun Senoue]] & [[Takahiro Fukada]]<br />'''Guitar''': [[Jun Senoue]] | vocals= [[Johnny Gioeli]] | bpm= 158 | download= unavailable}}<br />
'''"Open Your Heart"''' is the main theme of ''[[Sonic Adventure]]'', and also the song played in the first stage of the battle against [[Chaos|Perfect Chaos]]. It was performed by [[Crush 40]]. The songs lyrics are somewhat character driven as it embodies the epic final battle between Super Sonic and Perfect Chaos.<br />
<br />
The song was composed by [[Jun Senoue]], who had been working as the head music director for Sonic related videogames for a number of years. The earliest version of the song featured Japanese metal singer Eizo Sakamoto on vocals, subsequently performing a lip-synched edition on stage at the game's unveiling at the Tokyo International Forum in 1998. Shortly before first release and subsequent localization, Hardline frontman [[Johnny Gioeli]] was brought on board as the lead vocalist and Crush 40 was born (although they would not officially adopt that name until a few years later). Also involved in the song are Naoto Shibata (Bass) and Hiro Homma (Drums), from the Japanese bands Loudness and Anthem. Jun Senoue took lead guitar duties for the band.<br />
<br />
There are actually many different versions/variations of the song. They include (but not limited to) the following:<br />
<br />
*'''Album Version''' - The version that appears on just about every CD release. Has an extended intro and outro that sounds like a destructive storm.<br />
*'''Game Version''' - The version that actually appears in the ''Sonic Adventure'' (and DX version) videogame. Basically the same as the Album version, but doesn't have the opening and closing storm sounds. It also has an extra vocal bit at the beginning of Johnny Gioeli yelling "Alright!!".<br />
*'''Original Soundtrack Version''' - The version that appears on the Original Soundtrack (OST) 2CD set. It's the same as the Game Version, but has a bunch of the extra vocal bits cut out.<br />
*'''Perfect Chaos Version''' - The version that is played during the first half of the final boss battle with Perfect Chaos. Vocals-wise, it is just the first verse then the chorus and then loops back to the first verse.<br />
*'''MJZ Remix''' - A laid-back remix that can be unlocked in the videogame ''[[Sonic Gems Collection]]''.<br />
*'''Transmutor Vs. Razed In Black Remix''' - A remix that appears on the ''[[Sonic Adventure REMIX]]'' album. Very fast paced and techno-based. Some have dubbed it the "Sonic Boom Remix" since the words "Sonic Boom" are said numerous times.<br />
*'''Chris Vrenna & Mark Blasques Remix''' - Another remix appearing on the ''Sonic Adventure REMIX'' album. This one stays more true to the original song vocal-wise (although it contains some original lyrics), while still adding a techno twist to it.<br />
*'''Bentley Jones Remix''' - A remix of the song by [[Bentley Jones]] was released on [[True Blue: The Best of Sonic the Hedgehog]].<br />
*'''K-Klub Remix''' - A remix featured in [[True Colors: The Best of Sonic the Hedgehog Part 2]].<br />
*'''The Best of Crush 40 version''' - A version which appears on [[The Best of Crush 40 - Super Sonic Songs]]. This one modifies Johnny Gioei's voice. It also eliminates his yelling "Alright!" and the beginning and "Yeahhhh!" at the end.<br />
*'''SSBB version''' - A shortened version which consists of the first verse and guitar solo before looping to the beginning.<br />
*'''Crush 40 vs. Circuit Freq RMX''' - A remix of the game version featured in [[Sonic Generations]].<br />
*'''Demo Version''' - The original version of the song that features Japanese metal singer Eizo Sakamoto as vocalist.<br />
<br />
<br />
==Lyrics==<br />
Thunder, rain, and lightning<br><br />
Danger - water rising<br><br />
Clamour - sirens wailin'<br><br />
It's such a bad sign<br><br />
<br />
Shadows of dark creatures<br><br />
Steel clouds floating in the air<br><br />
People run for shelter<br><br />
What's gonna happen to us!?<br><br />
<br />
All the steps we take, all the moves we make, all the pain at stake<br><br />
I see the chaos for everyone - who are we, what can we do?<br><br />
You and I are the same in the way that we have our own styles that we won't change<br><br />
Yours is filled with evil and mine is not - there is no way I can lose<br><br />
<br />
Can't hold on much longer - But I will never let go<br><br />
I know it's a one-way track - Tell me now how long this will last<br><br />
I'm not gonna think this way - Nor will I count on others<br><br />
Close my eyes and feel it burn - Now I see what I've gotta do<br><br />
<br />
Open your heart - it's gonna be alright<br><br />
<br />
Ancient cities blazing<br><br />
Shadows keep attacking<br><br />
Little children cryin'<br><br />
Confusion - hopeless anger<br><br />
<br />
I don't know what it can be, but you drive me crazy<br><br />
All your cunning tricks make me sick - you won't have it your own way<br><br />
<br />
Can't hold on much longer - But I will never let go<br><br />
I know it's a one-way track - Tell me now how long this will last<br><br />
I'm not gonna think this way - Nor will I count on others<br><br />
Close my eyes and feel it burn - Now I see what I've gotta do<br><br />
<br />
Open your heart...and you will see!<br><br />
<br />
<br />
Alright!<br><br />
Yeah<br><br />
<br />
If it won't stop, there will be no future for us<br><br />
Its heart's tied down by all the hate - gotta set him free<br><br />
<br />
I know it's a one-way track - Tell me now how long this will last<br><br />
Close my eyes and feel it burn - Now I see what I've gotta do<br><br />
<br />
Gotta open your heart, dude!<br><br />
<br />
Can't hold on much longer - But I will never let go<br><br />
I know it's a one-way track - Tell me now how long this will last<br><br />
I'm not gonna think this way - Nor will I count on others<br><br />
Close my eyes and feel it burn - Now I see what I've gotta do<br><br />
<br />
Open your heart - it's gonna be alright! Yeah!<br><br />
Open your heart!<br><br />
Open your heart!<br><br />
Yeah, yeah~<br />
<br />
== External links ==<br />
* [http://sonic.sega.jp/sonicadv/info/maintheme.html Open your Heart ~Demo Version~] (available as *.wav, *.aiff and *.mp3) — Official Sonic Adventure Homepage<br />
<br />
[[Category:Tracks]]</div>PikaSamushttps://info.sonicretro.org/index.php?title=Open_Your_Heart&diff=258004Open Your Heart2018-04-21T17:03:36Z<p>PikaSamus: /* External links */</p>
<hr />
<div>{{track| cover= SongsWithAttitudeCover.jpg | description= Main theme, ''[[Sonic Adventure]]'' | album= Sonic Adventure Songs With Attitude ~Vocal mini-Album~ | arrange= [[Jun Senoue]] & [[Kenichi Tokoi]] | lyrics= [[Jun Senoue]] & [[Takahiro Fukada]]<br />'''Guitar''': [[Jun Senoue]] | vocals= [[Johnny Gioeli]] | bpm= 158 | download= unavailable}}<br />
'''"Open Your Heart"''' is the main theme of ''[[Sonic Adventure]]'', and also the song played in the first stage of the battle against [[Chaos|Perfect Chaos]]. It was performed by [[Crush 40]]. The songs lyrics are somewhat character driven as it embodies the epic final battle between Super Sonic and Perfect Chaos.<br />
<br />
The song was composed by [[Jun Senoue]], who had been working as the head music director for Sonic related videogames for a number of years. The earliest version of the song featured Japanese metal singer Eizo Sakamoto on vocals, subsequently performing a lip-synched edition on stage at the game's unveiling at the Tokyo International Forum in 1998. Shortly before first release and subsequent localization, Hardline frontman [[Johnny Gioeli]] was brought on board as the lead vocalist and Crush 40 was born (although they would not officially adopt that name until a few years later). Also involved in the song are Naoto Shibata (Bass) and Hiro Homma (Drums), from the Japanese bands Loudness and Anthem. Jun Senoue took lead guitar duties for the band.<br />
<br />
There are actually many different versions/variations of the song. They include (but not limited to) the following:<br />
<br />
*'''Album Version''' - The version that appears on just about every CD release. Has an extended intro and outro that sounds like a destructive storm.<br />
*'''Game Version''' - The version that actually appears in the ''Sonic Adventure'' (and DX version) videogame. Basically the same as the Album version, but doesn't have the opening and closing storm sounds. It also has an extra vocal bit at the beginning of Johnny Gioeli yelling "Alright!!".<br />
*'''Original Soundtrack Version''' - The version that appears on the Original Soundtrack (OST) 2CD set. It's the same as the Game Version, but has a bunch of the extra vocal bits cut out.<br />
*'''Perfect Chaos Version''' - The version that is played during the first half of the final boss battle with Perfect Chaos. Vocals-wise, it is just the first verse then the chorus and then loops back to the first verse.<br />
*'''MJZ Remix''' - A laid-back remix that can be unlocked in the videogame ''[[Sonic Gems Collection]]''.<br />
*'''Transmutor Vs. Razed In Black Remix''' - A remix that appears on the ''[[Sonic Adventure REMIX]]'' album. Very fast paced and techno-based. Some have dubbed it the "Sonic Boom Remix" since the words "Sonic Boom" are said numerous times.<br />
*'''Chris Vrenna & Mark Blasques Remix''' - Another remix appearing on the ''Sonic Adventure REMIX'' album. This one stays more true to the original song vocal-wise (although it contains some original lyrics), while still adding a techno twist to it.<br />
*'''Bentley Jones Remix''' - A remix of the song by [[Bentley Jones]] was released on [[True Blue: The Best of Sonic the Hedgehog]].<br />
*'''K-Klub Remix''' - A remix featured in [[True Colors: The Best of Sonic the Hedgehog Part 2]].<br />
*'''The Best of Crush 40 version''' - A version which appears on [[The Best of Crush 40 - Super Sonic Songs]]. This one modifies Johnny Gioei's voice. It also eliminates his yelling "Alright!" and the beginning and "Yeahhhh!" at the end.<br />
*'''SSBB version''' - A shortened version which consists of the first verse and guitar solo before looping to the beginning.<br />
*'''Crush 40 vs. Circuit Freq RMX''' - A remix of the game version featured in [[Sonic Generations]].<br />
*'''Demo Version''' - The original version of the song that features Japanese metal singer Eizo Sakamoto as vocalist.<br />
<br />
<br />
==Lyrics==<br />
Thunder, rain, and lightning<br><br />
Danger - water rising<br><br />
Clamour - sirens wailin'<br><br />
It's such a bad sign<br><br />
<br />
Shadows of dark creatures<br><br />
Steel clouds floating in the air<br><br />
People run for shelter<br><br />
What's gonna happen to us!?<br><br />
<br />
All the steps we take, all the moves we make, all the pain at stake<br><br />
I see the chaos for everyone - who are we, what can we do?<br><br />
You and I are same in the way that we have our own styles that we won't change<br><br />
Yours is filled with evil and mine is not - there is no way I can lose<br><br />
<br />
Can't hold on much longer - But I will never let go<br><br />
I know it's a one-way track - Tell me now how long this will last<br><br />
I'm not gonna think this way - Nor will I count on others<br><br />
Close my eyes and feel it burn - Now I see what I've gotta do<br><br />
<br />
Open your heart - it's gonna be alright<br><br />
<br />
Ancient cities blazing<br><br />
Shadows keep attacking<br><br />
Little children cryin'<br><br />
Confusion - hopeless anger<br><br />
<br />
I don't know what it can be, but you drive me crazy<br><br />
All your cunning tricks make me sick - you won't have it your own way<br><br />
<br />
Can't hold on much longer - But I will never let go<br><br />
I know it's a one-way track - Tell me now how long this will last<br><br />
I'm not gonna think this way - Nor will I count on others<br><br />
Close my eyes and feel it burn - Now I see what I've gotta do<br><br />
<br />
Open your heart...and you will see!<br><br />
<br />
<br />
Alright!<br><br />
Yeah<br><br />
<br />
If it won't stop, there will be no future for us<br><br />
Its heart's tied down by all the hate - gotta set him free<br><br />
<br />
I know it's a one-way track - Tell me now how long this will last<br><br />
Close my eyes and feel it burn - Now I see what I've gotta do<br><br />
<br />
Gotta open your heart, dude!<br><br />
<br />
Can't hold on much longer - But I will never let go<br><br />
I know it's a one-way track - Tell me now how long this will last<br><br />
I'm not gonna think this way - Nor will I count on others<br><br />
Close my eyes and feel it burn - Now I see what I've gotta do<br><br />
<br />
Open your heart - it's gonna be alright! Yeah!<br><br />
Open your heart!<br><br />
Open your heart!<br><br />
Yeah, yeah~<br />
<br />
== External links ==<br />
* [http://sonic.sega.jp/sonicadv/info/maintheme.html Open your Heart ~Demo Version~] (available as *.wav, *.aiff and *.mp3) — Official Sonic Adventure Homepage<br />
<br />
[[Category:Tracks]]</div>PikaSamushttps://info.sonicretro.org/index.php?title=Shadow_the_Hedgehog_(game)&diff=255744Shadow the Hedgehog (game)2018-04-14T14:17:42Z<p>PikaSamus: </p>
<hr />
<div>{{Bob<br />
|bobscreen=shadow_title.png<br />
|icon=ShTH_GCN_save.png<br />
|banner=ShTH USA GCN Banner.png<br />
|title=Shadow the Hedgehog<br />
|publisher=[[sega:Sega|Sega]]<br />
|developer=[[sega:Sonic Team|Sonic Team]], [[sega:Sega Studios USA|Sega Studios USA]]<br />
|producer=[[Yuji Naka]]<br />
|director=[[Takashi Iizuka]]<br />
|system=[[sega:Nintendo GameCube|GameCube]], [[sega:PlayStation 2|PlayStation 2]], [[sega:Xbox|Xbox]], [[sega:PlayStation 3|PlayStation 3]]<br />
|releases={{releases<br />
| gc_date_us=2005-11-15<br />
| gc_code_us=DOL-P-GUPE<br />
| gc_date_us_pc=2006<br />
| gc_code_us_pc=DOL-P-GUPE<br />
| gc_date_eu=2005-11-18<br />
| gc_code_eu=DOL-P-GUPP<br />
| gc_date_jp=2005-12-15<br />
| gc_code_jp=DOL-P-GUPJ<br />
| gc_rrp_jp=6,800 (''7,140''){{ref|http://sega.jp/gc/shadow/}}<br />
<br />
| ps2_date_us=2005-11-15<br />
| ps2_code_us=SLUS-21261<br />
| ps2_date_us_gh=2006<br />
| ps2_date_eu=2005-11-18<br />
| ps2_code_eu=SLES-53542<br />
| ps2_date_eu_Platinum=2007<br />
| ps2_date_jp=2005-12-15{{ref|https://web.archive.org/web/20061027222908/http://www.jp.playstation.com/software/title/slpm66166.html}}<br />
| ps2_code_jp=SLPM-66166<br />
| ps2_rrp_jp=6,800 (''7,140''){{ref|https://web.archive.org/web/20061027222908/http://www.jp.playstation.com/software/title/slpm66166.html}}<br />
| ps2_date_kr=2005-12-22{{ref|http://archive.is/yniaN}}<br />
| ps2_rrp_kr=49,000{{ref|http://archive.is/yniaN}}<br />
<br />
| xbox_date_us=2005-11-15<br />
| xbox_code_us=SKU-64064<br />
| xbox_date_eu=2005-11-18<br />
| xbox_date_jp=2005-12-15<br />
| xbox_code_jp=55F-00001<br />
| xbox_rrp_jp=6,800 (''7,140'')<br />
<br />
| ps3_date_jp_d=2013-06-19{{ref|https://web.archive.org/web/20130623033359/http://www.jp.playstation.com/software/title/jp0177npjd00041_000000000000000000.html}}<br />
| ps3_code_jp_d=NPJD-00041<br />
| ps3_rrp_jp_d=1,143 (''1,200''){{ref|https://web.archive.org/web/20130623033359/http://www.jp.playstation.com/software/title/jp0177npjd00041_000000000000000000.html}}<br />
| ps3_date_kr_d=2013-08-07{{ref|https://web.archive.org/web/20180402231630/https://store.playstation.com/ko-kr/product/JP0177-NPHD00032_00-0000000000000000}}<br />
| ps3_rrp_kr_d=11,000{{ref|https://web.archive.org/web/20180402231630/https://store.playstation.com/ko-kr/product/JP0177-NPHD00032_00-0000000000000000}}<br />
| ps3_code_kr_d=NPHD-00032<br />
| ps3_date_tw_d=2013-08-07{{ref|https://web.archive.org/web/20180402231718/https://store.playstation.com/en-tw/product/JP0177-NPHD00032_00-0000000000000000}}<br />
| ps3_rrp_tw_d=280{{ref|https://web.archive.org/web/20180402231718/https://store.playstation.com/en-tw/product/JP0177-NPHD00032_00-0000000000000000}}<br />
| ps3_code_tw_d=NPHD-00032<br />
}}<br />
|genre=Action<br />
|esrb=e10|pegi=12|cero=free|usk=12|oflc=pg|grb=a}}<br />
<br />
'''''Shadow the Hedgehog''''' (シャドウ・ザ・ヘッジホッグ) is a video game starring [[Shadow the Hedgehog]], an antihero of the ''[[Sonic the Hedgehog]]'' series. It was revealed at Sonic's inauguration into the [[Walk of Game]]. ''Shadow the Hedgehog'' was the first Sonic game to have an E10+ rating by the [[ESRB]]. It is also the first post-''[[Sonic Adventure]]'' Sonic series game to not feature Sonic's name in the title.<br />
<br />
The game is the first and only in the series to feature branching level progression based on the choices of the player, allowing for up to a total of over 300 different ways to complete any given playthrough, which culminate into one of ten different endings. As in most Sonic titles, the [[Chaos Emeralds]] play a big part in this game, as Shadow must collect them in order to unlock the secrets of his forgotten past.<br />
<br />
The attempt at an overall darker storyline, as well as Shadow's use of weapons and vehicles, has been criticized by fans. This has resulted in the game being considered one of the worst in the franchise.<br />
<br />
==Story==<br />
Over 50 years ago, deep in the military research facility [[Space Colony ARK]], Professor [[Gerald Robotnik]] conducted an experiment known as "[[Project Shadow]]" while trying to unlock the secrets of the [[Chaos Emeralds]] at the request of the [[United Federation]]. The experiment culminated in "The Ultimate Life-Form"; Shadow the Hedgehog, a hedgehog with the ability to harness the mysterious power of the Chaos Emeralds in ways not thought possible. <br />
<br />
Though he was thought dead after the events of ''[[Sonic Adventure 2]]'', Shadow has returned - with amnesia. He does not understand who he is or where he's from, but he's determined to find out, be it from [[Black Doom]], the leader of [[Black Arms|an alien race]] who claims he and Shadow made a pact involving the Chaos Emeralds, or from [[Dr. Eggman]], who seemed to be experimenting on Shadow for an unknown purpose in ''[[Sonic Heroes]]''. He may also have to learn his secrets from the very military organization that he swore revenge against, [[G.U.N.]]. Essentially, all parties are after the Chaos Emeralds and know something of Shadow's past, and he intends to get them first and make one of them talk.<br />
===Endings===<br />
There are 10 endings in the game, and five possible final sixth missions (each having two ways of being completed). All 10 endings are listed from top (most evil) to bottom (most heroic)<br />
*'''[[GUN Fortress]], Dark (Pure Dark - Dark)''': Shadow defeats [[Sonic and Diablon]] and moves to destroy the whole planet.<br />
*'''[[GUN Fortress]], Hero (Pure Dark - Hero)''': Shadow betrays [[Black Doom]] and defeats him at the last minute, proceeding to take over the world on his own.<br />
*'''[[Black Comet]], Dark (Slightly Dark - Dark)''': Shadow defeats Sonic and Diablon, becoming the protector and servant of Black Doom, who will enslave the world as his Dark Empire.<br />
*'''[[Black Comet]], Hero (Slightly Dark - Hero)''': Shadow defeats the [[Egg Dealer]] and declares that he and only he knows best before killing [[Eggman]].<br />
*'''[[Lava Shelter]], Dark (Neutral - Dark)''': Shadow defeats the Egg Dealer and, believing he is an android, declares that he will be superior to the original Shadow the Hedgehog and proceeds to kill Eggman.<br />
*'''[[Lava Shelter]], Hero (Neutral - Hero)''': Shadow defeats the Egg Dealer and, believing he is an android, proceeds to take over the Eggman Empire and have androids rule, then kills Eggman.<br />
*'''[[Cosmic Fall]], Dark (Slightly Hero - Dark)''': Shadow defeats Eggman and announces his missive to protect (and presumably recreate) the ARK, sparing the doctor's life on the condition he leaves the station and never returns.<br />
*'''[[Cosmic Fall]], Hero (Slightly Hero - Hero)''': Shadow defeats Black Doom and walks away sadly, admitting that he is a research experiment gone deadly wrong.<br />
*'''[[Final Haunt]], Dark (Pure Hero - Dark)''': Shadow betrays and defeats [[Sonic and Diablon]] at the last minute, proclaiming that he is the most powerful hedgehog in the world due to the Chaos Emeralds making him invincible.<br />
*'''[[Final Haunt]], Hero (Pure Hero - Hero)''': Shadow defeats Black Doom and moves to destroy him and his army.<br />
<br />
Once all ten endings are unlocked, a true, canon final ending is unlocked.<br />
*'''The Last Story''': Shadow has obtained all seven Chaos Emeralds, but all of his comrades (Sonic and his friends, Eggman, and Black Doom) converge in the Black Comet and demand he hand them over. Black Doom reveals that Shadow's creator, [[Gerald Robotnik]], was in development of the Ultimate Life Form, but needed an energy source. He made the decision to use Black Doom's DNA to create him, meaning that Shadow is actually Black Doom's 'son', as both share the same blood. After claiming the Chaos Emeralds and using them to teleport the Black Comet to the surface, Black Doom paralyzes and moves to surrender Shadow, Eggman, Sonic, Tails, Knuckles, Rouge and Amy to his offspring as meals; but Shadow breaks free and regains his mobility, and chases him [[The Last Way|throughout his earthbound comet]]. When he finds him, [[Team Chaotix]] coincidentally recovers a video recording of Gerald telling Shadow that the Black Comet would arrive 50 years after Shadow's birth, and that Shadow is the only one who can stop the malevolent Black Arms. Shadow and Black Doom transform into [[Super Shadow]] and [[Devil Doom]] respectively, and do battle. After defeating Devil Doom, Shadow uses Chaos Control to move the Black Comet into space, then activates the [[Eclipse Cannon]] to destroy it. Sonic and his friends all celebrate the saving of the world, and the game finally ends with Shadow departing the ARK's control room, saying "Goodbye forever, Shadow the Hedgehog".<br />
<br />
===Main Characters===<br />
* [[Shadow the Hedgehog]]: A rival of Sonic and the protagonist of the game. The player decides himself/herself exactly what he decides to do from the start to end of the game; his darkest ending is destroying the planet and his most heroic ending is eradicating Black Doom's army.<br />
* [[Black Doom]] and [[Doom's Eye]]: The leader of the Black Arms and the game's main antagonist. He commands Shadow to bring the seven [[Chaos Emeralds]] to him and he will unlock the hidden story about Shadow's past, also witness of the creation of Shadow. Doom's Eye is an extension of Black Doom, allowing him to view what's going on when he's not there.<br />
* [[Sonic the Hedgehog]]: Although he is a rival to Shadow, he can ally with him during the [[Westopolis]], [[Lethal Highway]], and [[Final Haunt]] levels, and races against him in the [[Space Gadget]] level. Sonic is also a boss if the player plays through the Dark Mission. Sonic is playable with controller 2 when allied with Shadow.<br />
* [[G.U.N. Commander]]: The highest ranking officer of the [[G.U.N.|Guardian Unit of Nations]]. He is one of the few who knows the secrets of Shadow's past and loathes Shadow for reasons unknown, at least until a certain level and is one of the bosses on the dark path.<br />
* [[Dr. Eggman|Dr. Eggman/Dr. Robotnik]]: Sonic's arch-nemesis, but this time appears as either an ally or an enemy, depending on the player's choices. He plans to create a utopia called [[Eggmanland]], but needs to get rid of G.U.N., the Black Arms, Sonic and company to do so. He tracks Shadow and follows him through means of a floating camera-monitor.<br />
* [[Professor Gerald Robotnik]]: A brilliant scientist as well as Shadow's creator and grandfather of Maria and Dr. Eggman, and the top researcher on board Space Colony ARK.<br />
* [[Maria Robotnik]]: Prof. Gerald Robotnik's Granddaughter; she was Shadow's best friend who gave her life to save him from G.U.N.<br />
<br />
===Allies/Supporting Characters===<br />
These characters are playable with controller 2 in the GameCube and PlayStation 2 versions.<br />
* [[Sonic the Hedgehog]]: During Westopolis, Lethal Highway, and Final Haunt, he will be your ally. and you also can do races against him in the Space Gadget level, or face him in the dark endings of [[GUN Fortress]], [[Black Comet]], and Final Haunt, but not as the main boss.<br />
* [[Rouge the Bat]]: She appears in the [[Digital Circuit]], GUN Fortress, and [[Death Ruins]] levels as an ally.<br />
* [[E-123 Omega]]: Omega appears in the [[Iron Jungle]] and [[Lava Shelter]] levels as an ally. Omega is the only ally that does not appear in the opening and the last story.<br />
* [[Vector the Crocodile]]: He appears in the [[Cosmic Fall]] level as an ally.<br />
* [[Espio the Chameleon]]: He appears in the [[Mad Matrix]] level as an ally.<br />
* [[Charmy Bee]]: Like Doom's Eye and Dr. Eggman; however, he hovers just out of reach and does not fight. He is not playable using controller 2. He appears in the [[Prison Island]] level as an ally.<br />
* [[Miles "Tails" Prower]]: He appears in the [[Circus Park]] and [[Air Fleet]] levels as an ally.<br />
* [[Knuckles the Echidna]]: He appears in the [[Glyphic Canyon]], [[Central City]], and Black Comet levels as an ally.<br />
* [[Amy Rose]]: She appears in the [[Cryptic Castle]] level as an ally.<br />
* [[Eggman's Drone]]: Appears in the [[Sky Troops]], Iron Jungle, Lava Shelter, Circus Park, and the Cryptic Castle levels as an ally. Eggman's robots count as hero enemies if there are any Black Arms on the level, even if he's the dark mission, leading to a hard situation on Cryptic Castle, where both the hero AND dark mission characters complain about killing one type of enemy!<br />
* [[Maria Robotnik]]: She appears in Shadow's memories in the Doom and [[Lost Impact]] levels as an ally.<br />
* [[Cream the Rabbit]]: She is part of the hero mission of Cryptic Castle where Amy needs Shadow to help rescue Cream, as well as her Chao, Cheese. She never tags along with Shadow as an ally.<br />
* [[Doom's Eye]]: Doom's Eye is Black Doom's third eye and a "character" in the story who mainly just watches Shadow. Black Doom is also one of the bosses. He appears in the Westopolis, Glyphic Canyon, Prison Island, Sky Troops, Lethal Highway, Death Ruins, Final Haunt, Space Gadget, Cosmic Fall, Digital Circuit, Mad Matrix, [[The Doom]], Central City, Air Fleet, Black Comet, [[The ARK (Shadow the Hedgehog)|The Ark]], and GUN Fortress levels as an ally.<br />
<br />
==Gameplay==<br />
Shadow must get from the start of the level to the end, as has traditionally been the case for the ''Sonic'' titles. It is possible to reach the end of the level in more than one way; the traditional way is to reach a goal ring, but certain objectives can be completed to end the level as well. Three missions are available in each level (denoted Hero, Dark, and Neutral), though some only have two; the player has free reign over which mission they choose to complete. The way in which levels are completed affects how the game progresses, what levels are played, and, ultimately, which of the 10 possible endings will be earned. There are a total of 23 levels (including the Last Story's stage), but the player will only play six in one sitting. As each level features distinct cutscenes and boss battles, there are a total of 326 different paths to take through the game, and each one has a unique name. A list of possible paths can be found here: [[List of Shadow the Hedgehog Library sequences|List of Library sequences]].<br />
<br />
Shadow can still use all his moves from the previous games like the Jump Dash, Homing Attack and Spin Dash; he also has a three-hit physical combo and an aerial spin kick when he isn't carrying a weapon. In addition, Shadow now has two Chaos abilities, [[Chaos Control]] (which warps him forward through levels, or massively slows time during boss battles) and [[Chaos Blast]] (which creates an explosion of pure energy, decimating anything near him). These two powers are tied to blue and red gauges on the screen which are filled similarly to the Team Blast gauge in [[Sonic Heroes]]: killing aliens or destroying their twisted architecture powers the blue gauge, while attacking humans and nature fuels the red gauge. When a gauge is filled, until it depletes, Shadow is granted unlimited ammunition, full invincibility, and the use of the corresponding power at the cost of draining the meter more quickly.<br />
<br />
The biggest addition to Shadow's arsenal, however, would be his ability to use a variety of weapons. There are 5 classes of weapons in the game: melee, gun, lock-on, cannon, and vacuum. Melee weapons are used for close combat, and only consume "ammo" when they strike something. guns are long-range weapons that can be found in semi- or fully-automatic variants, and Shadow will automatically aim them at targets to an extent. Lock-on weapons usually take the form of missile launchers which can target several foes at once through holding down the button. Cannons can only be aimed directly forward, but deal massive damage and have a blast radius. Vacuum weapons are unique in that they can 'inhale' smaller enemies and fire them at other enemies; they can also pull platforms out of the walls in [[Final Haunt]]. The use of weapons is fully optional, save for specific levels or missions that require their use. <br />
<br />
Besides wielding weapons, Shadow can commandeer vehicles: cars, motorcycles, G.U.N. mechs, alien crafts, etc. are found in several levels. Shadow is, of course, incredibly fast on his own merit, so the use of vehicles is largely unnecessary and even detrimental, as he can outrun them all, even the prominently-advertised motorcycle. That said, the vehicles do have limited application, such as jumping off the motorcycle to turn it into a rolling missile. Vehicles are also capable of performing on acid-soaked floors. Otherwise, vehicles are optional.<br />
<br />
===Weapons===<br />
<br />
{|class="prettytable sortable"<br />
!Weapon||Damage||Rounds||Range||Rapidity of fire||Picture<br />
|-<br />
|Objects (like poles)||Low||5||Very Short||X||[http://info.sonicretro.org/images/d/d3/Shad_ps2_eu_manual_20_21.jpg manual]<br />
|-<br />
|Black Sword||Low||5||Very Short||X||[http://info.sonicretro.org/images/d/d3/Shad_ps2_eu_manual_20_21.jpg manual]<br />
|-<br />
|Pistol||Low||10||Short||Medium/Low||[[Image:pistol.png]]<br />
|-<br />
|Submachine Gun||Low||20||Short||High||[[Image:smg.png]]<br />
|-<br />
|Flash Shot||Low||20||Short||High||[http://info.sonicretro.org/images/d/d3/Shad_ps2_eu_manual_20_21.jpg manual]<br />
|-<br />
|Semi-Auto Rifle||Medium||30||Medium||High||[[Image:semiautorifle.png]]<br />
|-<br />
|Heavy Machine Gun||High||30||Long||Medium/High||[[Image:hmg.png]]<br />
|-<br />
|Chain Gun||High||40||Long||High||[[Image:gatlinggun.png]]<br />
|-<br />
|Grenade Launcher||Medium||6||Short||Low||[[Image:grenadelauncher.png]]<br />
|-<br />
|Bazooka||High||6||Short||Low||[[Image:bazooka.png]]<br />
|-<br />
|Black Barrel||Medium||8||Short||Low||[[Image:blackbarrel.png]]<br />
|-<br />
|RPG Launcher||High||4/8/16||Long||Medium||[[Image:rpg.png]]<br />
|-<br />
|Worm Shooter||High||4/12||Long||Medium||[[Image:wormshooter.png]]<br />
|-<br />
|Laser Rifle||Medium (multiple)||20||Medium||Medium/High||[http://info.sonicretro.org/images/d/d3/Shad_ps2_eu_manual_20_21.jpg manual]<br />
|-<br />
|Refractor||Medium (multiple)||20||Medium||Medium/High||[http://info.sonicretro.org/images/d/d3/Shad_ps2_eu_manual_20_21.jpg manual]<br />
|}<br />
<br />
===Enemies===<br />
The enemies change depending on which side the player chooses, though all non-partner characters will indiscriminately attack Shadow regardless of the chosen mission. If Shadow chooses to commit acts of heroism, then the Black Arms will be the main enemies. If Shadow chooses to commit acts of evil, then the GUN Troops will be the enemy. If Shadow decides to be neutral, then everyone is an enemy. Whether Eggman's robots are a Hero enemy or a Dark enemy depends on whether the opposite group of enemies are the Black Arms or GUN. Shadow is free to attack any free-roaming enemy/ally present (exempting Shadow's 'partner character'), regardless of which faction Shadow chooses to ally himself with. Attacking an ally provokes a scold from Shadow's partner and a score penalty at the end of the level.<br />
<br />
==Pre-Release Comments/First Impressions==<br />
The gaming community had strong opinions on the preview 'Shadow' videos posted on popular Internet gaming sites (such as GameSpot or IGN.com).<br />
<br />
Many comments were made about the gun Shadow wielded. Some argue that it goes entirely against the spirit and/or gameplay mechanic of the ''Sonic'' series or that Shadow should be powerful enough that a gun would not be necessary, given that he has proclaimed himself to be the "Ultimate Life Form" in ''[[Sonic Adventure 2]]''. Others note his technological background in defense of the weapon, from his inception to the air shoes he wears and the weapons that Eggman and Tails used in ''Sonic Adventure 2''.<br />
<br />
Another topic of discussion is Shadow getting a game over Sonic; after ''[[Sonic Heroes]]'', many fans had been hoping for a new ''Sonic'' game that would take the direction that game was heading and lead it toward a more retro feel, closer to that of the original [[Sega Mega Drive]] games. When it was revealed that that was not the direction the new title was heading, some people were disappointed.<br />
<br />
A rebuttal to some of the criticisms was that it was a sidestory game, and not starring Sonic himself; therefore, as it couldn't be considered a true ''Sonic'' game (much like Knuckles' Chaotix), it should be given some freedom to attempt new things without hampering the main series. Another rebuttal was that it was an early preview, and that it could have ended up significantly changed by the game's ultimate release.<br />
<br />
==Music and Remixes==<br />
===Music===<br />
An album has been released entitled ''[[Lost and Found: Shadow the Hedgehog Vocal Trax]]''. Several music tracks from the game are featured in this album, while some mixes were made to others.<br />
There is also a promotional song in Japan : a remix of m-flo's "TRIPOD BABY" track off of ''BEAT SPACE NINE'', their latest album.<br />
<br />
===Vocal tracks===<br />
*"I Am... All of Me" by [[Crush 40]] (Trailer, Main Theme, Intro and Final Boss theme) A lyric in this refers to "What I'm Made Of", the theme of the final battle in [[Sonic Heroes]] (Unleashed a million faces, And one by one they fall).<br />
*"Almost Dead" by [[Powerman 5000]] (Dark and Pure Dark ending theme)<br />
*"Waking Up" by [[Julien-K]] (Neutral ending theme)<br />
*"E.G.G.M.A.N. Doc Robeatnix Mix" by REMIX Factory ft. [[Paul Shortino]] ([[Dr. Eggman]]'s Theme)<br />
*"Chosen One" by [[A2]] (Hero ending theme)<br />
*"All Hail Shadow" by [[MAGNA-FI]] (Pure Hero ending theme) <br />
*"Never Turn Back" by [[Crush 40]] (Final ending theme)<br />
<br />
===Remixes=== <br />
Since it was the game in which Shadow was introduced, many of the songs featured in Sonic Adventure 2 were remixed for Shadow the Hedgehog. <br />
<br />
*"Event 3" was a remix of "E.G.G.M.A.N." from ''Sonic Adventure 2'', remixed by [http://www.remix-factory.co.uk/music.htm#VIDEO-GAMES%20&%20SOUNDTRACKS The Remix Factory] (used during cutscenes involving Eggman, including one prerendered cutscene) <br />
*An extended version of that remix used before battles with the Egg Dealer. The song's true title, "E.G.G.M.A.N. Doc Robeatnix Mix" wasn't revealed until the "Shadow the Hedgehog : Lost and Found" album was released. <br />
*"Blue Falcon" and "Heavy Dog" as different remixes of "G.U.N. Mobile" (known as "Boss 1" in the sound test) from [[Sonic Adventure 2]], remixed by The Remix Factory (used during boss battles after the levels ''The ARK'' and ''The Doom'') <br />
*"Battle Mode" is actually the Radical Highway theme, "Vengeance Is Mine", from ''Sonic Adventure 2'' (used during 2P matches) <br />
*"The ARK" as a remix of Final Rush's "Highway in the Sky" from ''Sonic Adventure 2'' (Used during the stage called "The ARK") <br />
*There is also an Event song not listed in the Sound Test (called "Strategy" in the Shadow the Hedgehog Original Sound Trax) that is a remix of an Event song in ''Sonic Adventure 2''. <br />
*During the Last Story cutscene in which Shadow uses the Chaos emeralds to go Super, a slower, remixed music clip of "I Am (All of Me)" plays, then seamlessly switches to a remixed music clip of "Live and Learn", the main theme of ''Sonic Adventure 2''.<br />
<br />
<!-- This needs to be integrated better with in the level articles rather than crapping it all here<br />
==Interesting Points==<br />
* G.U.N. soldiers will occasionally call out, "Mister [[Yuji Naka]] is all right!"; Yuji Naka being the head of [[Sonic Team]] at the time the game was made. <br />
* The unlockable Vacuum Egg gun is (as one might guess by its design) a reference to the obscure [[Sonic Team]] game ''[[Billy Hatcher and the Giant Egg]]''. <br />
* The red and white platforms in Circus Park are the exact same ones seen in Carnival Night Zone in ''[[Sonic the Hedgehog 3]]''.<br />
* Two of the bosses in this game are called Black Bull (a large, flying Black Arm) and the Blue Falcon (a G.U.N. mech unit). Coincidentally or otherwise, these are also the names of the racecars driven by Black Shadow and Captain Falcon in [[Nintendo]]'s F-Zero series. (F-Zero GX and its arcade counterpart, F-Zero AX, were produced by Sega for Nintendo)<br />
* The Hero ending cutscene to Stage 1 (Westopolis) has Sonic saying "Welcome to the next level," which is Sega's slogan from the Genesis era.<br />
* Sometimes, G.U.N. soldiers will say things like "They got Bob!" or "They got Keith!", a supposed reference to the film ''Fight Club''.<br />
* When Shadow beats Sonic, he says "Game Over, Sonic". Sonic says the same thing to Shadow when he defeats him for the second time in Sonic Adventure 2.<br />
* The only ally to be both a hero and a villain in this game is Eggman.<br />
* In the level Iron Jungle, when you meet a GUN walker, Eggman might say something about Shadow beating a [[Big Foot]] in Sonic Adventure 2. However, Shadow actually fought a walker named Hot Shot; Sonic fought the Big Foot.<br />
* There are 10 different possible endings to the game and 326 different paths in which to complete the game.<br />
* In the Sky Troops level, Shadow says "This blue sky... Staring at it from afar... Have I seen it before?". This is a reference to the Sonic Heroes level, Egg Fleet, when Shadow looks at it the same way.<br />
* Occasionally throughout the action stages your hear strange cricket noises, the source of which is unknown.<br />
* On the level called 'The ARK', the opening scene of the hall with lighted conveyor belts in the corridors and on the ceiling is a duplicate of the level Final Rush in Sonic Adventure 2 when Sonic and Shadow had their last battle in the game.<br />
* At the beginning of the level "Sky Troops" Eggman says he can't take over the city and build the Eggman Empire if the Black Arms destroy it. Yet, in Sonic Adventure, he was set on using Chaos to destroy the city so he could then conquer it. He said that because he feared the Black Arms would also destroy the Eggman Empire.<br />
* In the level 'Lava Shelter', there are miniature pipes coming out of the floor and walls usually around the volcanic defense system. They seem to be bigger replicas of the pipes in Sonic Adventure 2 that animals would hide in.<br />
* At the start of the stage "Circus Park", the original music for the stage can be heard. However, the music changes during the introduction. The original track is not very different, nor can it be heard in the sound test. It can only be found in the 'Lost and Found' soundtrack.<br />
* The Egg Breaker mech bears a striking resemblance to the [[Egg Emperor]] from [[Sonic Heroes]]. However, the Egg Emperor has a sword, and the Egg Breaker has a mace instead.<br />
* If Shadow is left alone for too long, he smooths out his quills, comments about the stage (occasionally, mission characters make comments) or lies down, the latter may possibly be a reference to when Sonic falls asleep if left too long in ''[[Sonic Advance]]''.<br />
* When near the edge of the wall in a triangle jump like in prison island you may miss the wall and not land and fly right out of the stage.<br />
* There is a glitch in Expert Mode where occasionally, Vector and Rouge's voices can be heard when one reaches the power core in Digital Circuit and when one reaches the Chaos Control energy orb in Cosmic Fall.<br />
* The lines, "Where's that damn fourth Chaos Emerald?", "Find the computer room!" and "You know what they say, the more the merrier!" have become Internet phrase fads.<br />
* Artificial Chaos, an enemy from ''[[Sonic Adventure 2]]'', makes a return.<br />
* The name Black Doom may be a reference to the villain in ''Amazing Island''.<br />
* There are a few references to another Sonic Team game, [[NiGHTS into Dreams]]. In Lethal Highway, there are a few flipping billboards (flipping as in they flip from one advertisement to another). The first two images are the European box art for NiGHTS, and NiGHTS flying, respectively --><br />
<br />
==List Rankings==<br />
<br />
===Levels===<br />
<br />
{| class="prettytable"<br />
! Level !! Mission !! A !! B !! C !! D<br />
|-<br />
| rowspan="3"|[[Westopolis]]<br />
| Hero || 30000 || 25000 || 15000 || 5000<br />
|-<br />
| Normal || 32000 || 28000 || 20000 || 10000<br />
|-<br />
| Dark || 30000 || 25000 || 15000 || 5000<br />
|-<br />
| rowspan="2"|[[Digital Circuit]]<br />
| Hero || 16000 || 12000 || 8000 || 4000<br />
|-<br />
| Dark || 10000 || 8000 || 5000 || 2000<br />
|-<br />
| rowspan="3"|[[Glyphic Canyon]]<br />
| Hero || 26000 || 20000 || 15000 || 5000<br />
|-<br />
| Normal || 28000 || 22000 || 16000 || 8000<br />
|-<br />
| Dark || 24000 || 20000 || 12000 || 5000<br />
|-<br />
| rowspan="2"|[[Lethal Highway]]<br />
| Hero || 22000 || 18000 || 12000 || 8000<br />
|-<br />
| Dark || 22000 || 18000 || 12000 || 8000<br />
|-<br />
| rowspan="3"|[[Cryptic Castle]]<br />
| Hero || 18000 || 16000 || 12000 || 8000<br />
|-<br />
| Normal || 18000 || 16000 || 12000 || 8000<br />
|-<br />
| Dark || 14000 || 12000 || 8000 || 5000<br />
|-<br />
| rowspan="3"|[[Prison Island]]<br />
| Hero || 22000 || 20000 || 15000 || 10000<br />
|-<br />
| Normal || 28000 || 26000 || 20000 || 10000<br />
|-<br />
| Dark || 28000 || 26000 || 20000 || 10000<br />
|-<br />
| rowspan="3"|[[Circus Park]]<br />
| Hero || 26000 || 22000 || 16000 || 10000<br />
|-<br />
| Normal || 23000 || 20000 || 15000 || 10000<br />
|-<br />
| Dark || 30000 || 28000 || 20000 || 10000<br />
|-<br />
| rowspan="2"|[[Central City]]<br />
| Hero || 18000 || 16000 || 14000 || 12000<br />
|-<br />
| Dark || 28000 || 26000 || 20000 || 12000<br />
|-<br />
| rowspan="3"|[[The Doom]]<br />
| Hero || 4500 || 4000 || 3000 || 2000<br />
|-<br />
| Normal || 30000 || 27000 || 22000 || 10000<br />
|-<br />
| Dark || 28000 || 25000 || 20000 || 10000<br />
|-<br />
| rowspan="3"|[[Sky Troops]]<br />
| Hero || 30000 || 25000 || 20000 || 8000<br />
|-<br />
| Normal || 25000 || 20000 || 15000 || 8000<br />
|-<br />
| Dark || 16000 || 12000 || 10000 || 5000<br />
|-<br />
| rowspan="3"|[[Mad Matrix]]<br />
| Hero || 3000 || 2500 || 1500 || 500<br />
|-<br />
| Normal || 27000 || 24000 || 18000 || 10000<br />
|-<br />
| Dark || 4000 || 3500 || 2500 || 1000<br />
|-<br />
| rowspan="2"|[[Death Ruins]]<br />
| Hero || 32000 || 29000 || 23000 || 10000<br />
|-<br />
| Dark || 35000 || 32000 || 25000 || 10000<br />
|-<br />
| rowspan="2"|[[The_ARK_(Shadow_the_Hedgehog)|The ARK]]<br />
| Hero || 37000 || 34000 || 27000 || 10000<br />
|-<br />
| Dark || 36000 || 33000 || 26000 || 10000<br />
|-<br />
| rowspan="3"|[[Air Fleet]]<br />
| Hero || 33000 || 28000 || 20000 || 10000<br />
|-<br />
| Normal || 20000 || 18000 || 12000 || 8000<br />
|-<br />
| Dark || 20000 || 18000 || 12000 || 8000<br />
|-<br />
| rowspan="3"|[[Iron Jungle]]<br />
| Hero || 28000 || 24000 || 15000 || 10000<br />
|-<br />
| Normal || 30000 || 26000 || 20000 || 15000<br />
|-<br />
| Dark || 30000 || 25000 || 15000 || 10000<br />
|-<br />
| rowspan="3"|[[Space Gadget]]<br />
| Hero || 34000 || 31000 || 28000 || 25000<br />
|-<br />
| Normal || 26000 || 23000 || 15000 || 10000<br />
|-<br />
| Dark || 20000 || 17000 || 12000 || 5000<br />
|-<br />
| rowspan="2"|[[Lost Impact]]<br />
| Hero || 16000 || 13000 || 10000 || 5000<br />
|-<br />
| Dark || 34000 || 31000 || 25000 || 15000<br />
|-<br />
| rowspan="2"|[[GUN Fortress]]<br />
| Hero || 18000 || 15000 || 10000 || 5000<br />
|-<br />
| Dark || 20000 || 18000 || 12000 || 5000<br />
|-<br />
| rowspan="2"|[[Black Comet]]<br />
| Hero || 18000 || 14000 || 10000 || 5000<br />
|-<br />
| Dark || 28000 || 24000 || 18000 || 8000<br />
|-<br />
| rowspan="2"|[[Lava Shelter]]<br />
| Hero || 32000 || 25000 || 20000 || 15000<br />
|-<br />
| Dark || 26000 || 22000 || 18000 || 12000<br />
|-<br />
| rowspan="2"|[[Cosmic Fall]]<br />
| Hero || 15000 || 12000 || 8000 || 4000<br />
|-<br />
| Dark || 24000 || 21000 || 15000 || 10000<br />
|-<br />
| rowspan="2"|[[Final Haunt]]<br />
| Hero || 25000 || 22000 || 15000 || 8000<br />
|-<br />
|Dark || 18000 || 15000 || 10000 || 5000<br />
|}<br />
<br />
===Bosses===<br />
<br />
{| class="prettytable"<br />
! Boss !! Level // Mission !! A !! B !! C !! D<br />
|-<br />
|rowspan="2"|Black Bull<br />
| after [[Black Bull#Lethal Highway|Lethal Highway]] || 1:40 || 2:00 || 2:30 || 3:00<br />
|-<br />
| after [[Black Bull#Death Ruins|Death Ruins]] || 2:00 || 2:30 || 3:00 || 3:30<br />
|-<br />
|rowspan="3"|Egg Breaker<br />
| after [[Egg Breaker#Cryptic Castle|Cryptic Castle]] || 2:00 || 2:30 || 3:00 || 3:30<br />
|-<br />
| after [[Egg Breaker#Mad Matrix|Mad Matrix]] || 3:20 || 4:00 || 4:30 || 5:00<br />
|-<br />
| after [[Egg Breaker#Iron Jungle|Iron Jungle]] || 0:45 || 1:00 || 1:30 || 2:00<br />
|-<br />
|[[Heavy Dog]] || || 1:50 || 2:30 || 3:00 || 3:30<br />
|-<br />
|[[Blue Falcon]] || || 1:50 || 2:30 || 3:00 || 3:30<br />
|-<br />
|rowspan="3"|Sonic and Diablon<br />
| after [[Sonic and Diablon#GUN Fortress|GUN Fortress (dark)]] || rowspan="3"|4:00 || rowspan="3"|4:30 || rowspan="3"|5:00 || rowspan="3"|6:00<br />
|-<br />
| after [[Sonic and Diablon#Black Comet|Black Comet (dark)]]<br />
|-<br />
| after [[Sonic and Diablon#Final Haunt|Final Haunt (dark)]]<br />
|-<br />
|rowspan="3"|Black Doom<br />
| after [[Black Doom (boss)#GUN Fortress|GUN Fortress (hero)]] || rowspan="3"|2:00 || rowspan="3"|3:00 || rowspan="3"|4:00 || rowspan="3"|4:30<br />
|-<br />
| after [[Black Doom (boss)#Cosmic Fall|Cosmic Fall (hero)]]<br />
|-<br />
| after [[Black Doom (boss)#Final Haunt|Final Haunt (hero)]]<br />
|-<br />
|rowspan="3"|Egg Dealer<br />
| after [[Black Doom (boss)#Black Comet|Black Comet (hero)]] || rowspan="3"|3:20 || rowspan="3"|4:00 || rowspan="3"|5:00 || rowspan="3"|6:00<br />
|-<br />
| after [[Egg Dealer#Lava Shelter|Lava Shelter (either mission)]]<br />
|-<br />
| after [[Egg Dealer#Cosmic Fall|Cosmic Fall (dark)]]<br />
|}<br />
<br />
==Manuals==<br />
{{main|Shadow the Hedgehog (game) manuals}}<br />
<gallery><br />
Shadow PS2 AU manual.pdf|PlayStation 2, AU<br />
Shadow GC US manual.pdf|GameCube, US<br />
Shadow GC UK manual.pdf|GameCube, UK<br />
Shadow The Hedgehog GC JP Manual.pdf|GameCube, JP<br />
Shadow PS2 US digitalmanual.pdf|PlayStation 2, US (digital manual)<br />
Shadow GC US digitalmanual.pdf|GameCube, US (digital manual)<br />
</gallery><br />
<br />
==Also Released On==<br />
*''[[Sega Fun Pack: Sonic Mega Collection Plus & Shadow the Hedgehog]]'' for the [[PlayStation 2]] (2009)<br />
<br />
==Voice actors==<br />
This is one of the first Sonic games in which the North American voice actors from the the cast of ''[[Sonic X]]'' voiced the videogame characters in the English language dub. Many Sonic fans were angered by the change and sent demands to Sega to rehire the original voice cast. The Japanese cast was unaffected by this decision, since the Japanese version of Sonic X already used the same voice actors as the game series did since the first Sonic Adventure game.<br />
{| class="wikitable"<br />
|-<br />
! Role<br />
! English Voice Actor<br />
! Japanese Voice Actor<br />
|-<br />
| [[Shadow the Hedgehog]]<br />
| [[Jason Griffith]]<br />
| [[Kōji Yusa]]<br />
|-<br />
| [[Sonic the Hedgehog]]<br />
| [[Jason Griffith]]<br />
| [[Junichi Kanemaru]]<br />
|-<br />
| [[Black Doom]]<br />
| [[Sean Schemmel]]<br />
| [[Ryūzaburō Ōtomo]]<br />
|-<br />
| [[Dr. Eggman]]<br />
| [[Mike Pollock]]<br />
| [[Chikao Ōtsuka]]<br />
|-<br />
| [[Gerald Robotnik]]<br />
| [[Mike Pollock]]<br />
| [[Chikao Ōtsuka]]<br />
|-<br />
| [[G.U.N. Commander]] <br />
| [[Marc Thompson]]<br />
| [[Banjō Ginga]]<br />
|-<br />
| [[Maria Robotnik]]<br />
| [[Rebecca Honig]]<br />
| [[Yuri Shiratori]]<br />
|-<br />
| [[Miles "Tails" Prower]] <br />
| [[Amy Palant]]<br />
| [[Ryo Hirohashi]]<br />
|-<br />
| [[Knuckles the Echidna]] <br />
| [[Dan Green]]<br />
| [[Nobutoshi Canna]]<br />
|-<br />
| [[Amy Rose]]<br />
| [[Lisa Ortiz]]<br />
| [[Taeko Kawata]]<br />
|-<br />
| [[Rouge the Bat]] <br />
| [[Kathleen Delaney|Kathleen Delaney]]<br />
| [[Rumi Ochiai]]<br />
|-<br />
| [[E-123 Omega]] <br />
| [[Jeff Kramer]]<br />
| [[Taiten Kusunoki]]<br />
|-<br />
| G.U.N Soldiers<br />
| [[Andrew Rannells]]<br />
| Takashi Yoshida<br />
|-<br />
| [[Vector the Crocodile]]<br />
| [[Jimmy Zoppi|Carter Cathcart]]<br />
| [[Kenta Miyake]]<br />
|-<br />
| [[Espio the Chameleon]] <br />
| [[David Willis]]<br />
| [[Yūki Masuda]]<br />
|-<br />
| [[Charmy Bee]] <br />
| [[Amy Birnbaum]]<br />
| Yōko Teppōzuka<br />
|-<br />
| The President<br />
| [[Maddie Blaustein]]<br />
| Yutaka Nakano<br />
|-<br />
| Secretary<br />
| [[Bella Hudson]]<br />
| Junko Kitanishi<br />
|-<br />
| [[Cream the Rabbit]] <br />
| [[Rebecca Honig]]<br />
| [[Sayaka Aoki]]<br />
|-<br />
|}<br />
<br />
The PlayStation 2 and Xbox versions have both voice language tracks included in the game disc. The PlayStation 2 version, together with a multi-lingual text language option, is the only version featuring an additional option to switch between both English and Japanese voice language, though this is only present in the Japanese and North American versions. The EU/PAL PlayStation 2 version remove this feature and only has the text language option present, defaulting the voices automatically to the system language. Since the Xbox version doesn't feature any language option at all, neither of text nor of voice, the only way to have the Japanese voices in this version is changing the console language to Japanese in order to set the game entirely in Japanese.<br />
<br />
The GameCube version features only one voice track in the disc and according to the regional version, due to size constraints. The Western versions have the English voice language whereas the Japanese version has the Japanese one, while the text language is entirely multi-lingual and manually selectionable in all regional versions.<br />
<br />
==Trivia==<br />
{{trivia}}<br />
*This game features two bosses that have the same names as two F-Zero machines from the game F-Zero. One is the Blue Falcon owned by GUN and the other is Black Bull owned by the Black Arms. Even more coincidental is that the two F-Zero machines are owned by the main protagonist and antagonist of the game, Captain Falcon and Black Shadow, respectively. GUN and the Black Arms are the two opposing sides in ''Shadow the Hedgehog''. Whether this was intended or not is unknown. However, it could be related to Sega co-developing ''[[wikipedia:F-Zero GX|F-Zero GX]]'' a few years prior.<br />
**On another note, the victory pose that Omega does is strikingly similar to a pose made by another F-Zero character, Michael Chain.<br />
*To promote the game, third-party game accessory developer NubyTech made a special ''Shadow the Hedgehog''-themed [http://www.orang3.net/clubnubytech/shadow.html controller] designed exclusively for the PlayStation 2 console.<br />
<br />
==Production credits==<br />
For a complete list of the game's production credits, please click the following link: [[Shadow the Hedgehog credits]]<br />
<br />
==Sales Data==<br />
{| class="prettytable"<br />
|-<br />
! Number of copies sold<br />
! Sega IR Reference<br />
! Platforms<br />
! Regions<br />
! Cumulative sales total<br />
|-<br />
| 1,450,000<br />
| [https://www.segasammy.co.jp/english/ir/library/pdf/settlement/2006/e_200603_3q_pre_sup.pdf FY2006 3rd Quarter Appendix]<br />
| N/A<br />
| Overseas (Outside Japan)<br />
| 1,450,000<br />
|-<br />
| 140,000<br />
| [https://www.segasammy.co.jp/english/ir/library/pdf/settlement/2006/e_200603_4q_pre.pdf FY2006 Full Year Results]<br />
| PS2/XB/GC<br />
| US (or NA) / EU<br />
| 1,590,000<br />
|-<br />
| 350,000<br />
| [https://www.segasammy.co.jp/english/ir/library/pdf/settlement/2007/e_200703_3q_pre.pdf FY2007 3rd Quarter Results]<br />
| "<br />
| NA<br />
| 1,940,000<br />
|-<br />
| 120,000<br />
| [https://www.segasammy.co.jp/english/ir/library/pdf/settlement/2007/e_200703_4q_pre.pdf FY2007 Full Year Results]<br />
| "<br />
| "<br />
| '''2,060,000'''<br />
|-<br />
|}<br />
<br />
==Promotional Material==<br />
<gallery><br />
Shadow_The_Hedgehog.jpeg|Shadow The Hedgehog Japanese B2 Poster<br />
</gallery><br />
<br />
==Artwork==<br />
<gallery><br />
Shadowlogo.jpg<br />
Shadowth shadow nogun.png<br />
Shadowth shadow withgun.png<br />
Shadowth shadow01.png<br />
Shadowth shadow02.png<br />
Shadowth PromotionalImage.jpg<br />
Shadowth sonic.png<br />
Shadowth tails.png<br />
Shadowth knuckles.png<br />
Shadowth eggman.png<br />
Shadowth amy.png<br />
Shadowth rouge.png<br />
Shadowth espio.png<br />
Shadowth vector.png<br />
Charmybee.png<br />
Shadowth blackdoom.png<br />
Shadowth doomseye.png<br />
BlackArmsInsignia.png<br />
Image:GUNBoss.jpg<br />
Shadowth shadow moto.png<br />
Shadowth shadow bazooka.png<br />
Shadow-the-hedgehog--with-gun.png<br />
<br />
<br />
</gallery><br />
===Wallpaper===<br />
Japan<br />
<gallery><br />
File:Shadow_jpwp01_1280x1024.jpg<br />
File:Shadow_jpwp02_1280x1024.jpg<br />
File:Shadow_jpwp03_1280x1024.jpg<br />
</gallery><br />
America<br />
<gallery><br />
File:Shadow_uswp01_1024x768.jpg<br />
File:Shadow_uswp02_1024x768.jpg.jpg<br />
File:Shadow_uswp03_1024x768.jpg.jpg<br />
File:Shadow_uswp04_1280x960.jpg<br />
File:Shadow_uswp05_1280x960.jpg<br />
</gallery><br />
Europe<br />
<gallery><br />
File:Shadow_euwp01_1600x1200.jpg<br />
File:Shadow_euwp02_1600x1200.jpg<br />
File:Shadow_euwp03_1600x1200.jpg<br />
</gallery><br />
<br />
==Physical scans==<br />
===GameCube version===<br />
{{Scanbox<br />
| console=GameCube<br />
| region=US<br />
| front=shadow_gamecube_us.jpg<br />
| disc=Shadow GC us CD.JPG<br />
| manual=Shadow GC US manual.pdf<br />
}}{{Scanbox<br />
| console=GameCube<br />
| region=US (Player's Choice)<br />
| front=Shadow gc uspc box.jpg<br />
| disc=<br />
| manual=<br />
}}{{Scanbox<br />
| console=GameCube<br />
| region=JP<br />
| front=shadow_gc_jp.jpg<br />
| back=ShadowtheHedgehog GC JP Box Back.jpg<br />
| disc=Shadow_gc_jp_disc.jpg<br />
| manual=Shadow_The_Hedgehog_GC_JP_Manual.pdf<br />
| item1=Shadow_The_Hedgehog_GC_JP_NintendoCard.pdf<br />
| item1name=Nintendo points<br />
| item2=Shadow_gc_jp_pamphlet.jpg<br />
| item2name=Pamphlet<br />
| regcard=Shadow_The_Hedgehog_GC_JP_RegCard.pdf<br />
}}{{Scanbox<br />
| console=GameCube<br />
| region=UK<br />
| front=Shadow gc eu box full.jpg<br />
| disc=Shadow-gc-eu-disc.jpg<br />
| manual=Shadow GC UK manual.pdf<br />
}}{{Scanbox<br />
| console=GameCube<br />
| region=FR<br />
| front=<br />
| disc=<br />
| manual=<br />
}}{{Scanbox<br />
| console=GameCube<br />
| region=DE<br />
| front=Shadow GC DE Box.jpg<br />
| disc=<br />
| manual=<br />
}}{{Scanbox<br />
| console=GameCube<br />
| region=ES<br />
| front=<br />
| disc=<br />
| manual=<br />
}}<br />
<br />
====PlayStation 2 version====<br />
{{Scanbox<br />
| console=PlayStation 2<br />
| region=US<br />
| front=shadow_ps2_us.jpg<br />
| disc=shadow ps2 us cd.jpg<br />
| manual=<br />
}}{{Scanbox<br />
| console=PlayStation 2<br />
| region=JP<br />
| front=shadow_ps2_jp.jpg<br />
| disc=Shadow ps2 jp disc.jpg<br />
| manual=<br />
}}{{Scanbox<br />
| console=PlayStation 2<br />
| region=UK<br />
| front=<br />
| disc=shadow ps2 eu cd.jpg<br />
| manual=<br />
}}{{Scanbox<br />
| console=PlayStation 2<br />
| region=UK (Platinum)<br />
| front=Shadow PS2 UK Box Platinum.jpg<br />
| disc=<br />
| manual=<br />
}}{{Scanbox<br />
| console=PlayStation 2<br />
| region=FR<br />
| front=<br />
| disc=<br />
| manual=<br />
}}{{Scanbox<br />
| console=PlayStation 2<br />
| region=DE<br />
| front=Shadow PS2 DE Box Alt.jpg<br />
| disc=<br />
| manual=<br />
}}{{Scanbox<br />
| console=PlayStation 2<br />
| region=DE (alt)<br />
| front=Shadow ps2 de cover.jpg<br />
| disc=<br />
| manual=<br />
}}{{Scanbox<br />
| console=PlayStation 2<br />
| region=ES<br />
| front=shadow ps2 es cover.jpg<br />
| disc=<br />
| manual=<br />
}}{{Scanbox<br />
| console=PlayStation 2<br />
| region=KR<br />
| front=Shadow ps2 kr cover.jpg<br />
| disc=<br />
| manual=<br />
}}{{Scanbox<br />
| console=PlayStation 2<br />
| region=EU Promo<br />
| front=Shadow_The_Hedgehog_PS2_Promo_Cover.jpg<br />
| square=yes<br />
| disc=Shadow_The_Hedgehog_PS2_Promo_Disc.jpg<br />
| manual=<br />
}}<br />
{{scanbox<br />
| console=PlayStation 2<br />
| region=AU<br />
| cover=<br />
| disc=<br />
| manual=Shadow PS2 AU manual.pdf<br />
}}<br />
{{Scanbox<br />
| console=PlayStation 2<br />
| region=SE/DK/FI/NO<br />
| cover=<br />
| disc=<br />
| manual=<br />
}}<br />
<br />
====Xbox version====<br />
{{Scanbox<br />
| console=Xbox<br />
| region=US<br />
| front=shadow_xbox_us.jpg<br />
| disc=<br />
| manual=<br />
}}{{Scanbox<br />
| console=Xbox<br />
| region=EU<br />
| front=shadow_xbox_eu.jpg<br />
| disc=Shadow_xbx_eu_disc.jpg<br />
| manual=<br />
}}{{Scanbox<br />
| console=Xbox<br />
| region=JP<br />
| front=shadow_xbx_jp.jpg<br />
| disc=<br />
| manual=<br />
}}{{Scanbox<br />
| console=Xbox<br />
| region=UK<br />
| front=<br />
| disc=<br />
| manual=<br />
}}{{Scanbox<br />
| console=Xbox<br />
| region=FR<br />
| front=Shadow Xbox FR Box.jpg<br />
| disc=<br />
| manual=<br />
}}{{Scanbox<br />
| console=Xbox<br />
| region=DE<br />
| front=<br />
| disc=<br />
| manual=<br />
}}{{Scanbox<br />
| console=Xbox<br />
| region=ES<br />
| front=<br />
| disc=<br />
| manual=<br />
}}<br />
<br />
==External links==<br />
*[http://www.sega.com/shadow/ Official English Site]<br />
*[http://sonic.sega.jp/shadow/ Official Japanese Site]<br />
*Sega of Japan catalogue pages (Japanese): [https://web.archive.org/web/*/http://sega.jp/gc/shadow/ GameCube], [https://web.archive.org/web/*/http://sega.jp/ps2/shadow/ PlayStation 2], [https://web.archive.org/web/*/http://sega.jp/x/shadow/ Xbox]<br />
* ''Shadow the Hedgehog'' on PlayStation.com: PlayStation 2: [http://www.jp.playstation.com/software/title/slpm66166.html JP], [https://www.playstation.com/en-us/games/shadow-the-hedgehog-ps2/ US], [http://www.playstation.co.kr/game/760 KR]; PlayStation 3: [http://www.jp.playstation.com/software/title/jp0177npjd00041_000000000000000000.html JP], [http://www.playstation.co.kr/game/3145 KR]<br />
*''Shadow the Hedgehog'' on PlayStation Store: [https://store.playstation.com/#!/ja-jp/%e3%82%b2%e3%83%bc%e3%83%a0/%e3%82%b7%e3%83%a3%e3%83%89%e3%82%a6%e3%83%bb%e3%82%b6%e3%83%bb%e3%83%98%e3%83%83%e3%82%b8%e3%83%9b%e3%83%83%e3%82%b0/cid=JP0177-NPJD00041_00-0000000000000000 JP], [https://store.playstation.com/#!/ko-kr/%ea%b2%8c%ec%9e%84/shadow-the-hedgehog/cid=JP0177-NPHD00032_00-0000000000000000 KR]<br />
<br />
==References==<br />
<references/><br />
<br />
{{ShadowOmni}}<br />
<br />
{{SonicGameCubeGames}}<br />
{{SonicPS2games}}<br />
{{SonicXboxGames}}<br />
<br />
[[Category:GameCube games]]<br />
[[Category:PlayStation 2 games]]<br />
[[Category:Xbox games]]</div>PikaSamushttps://info.sonicretro.org/index.php?title=Shadow_the_Hedgehog_(game)&diff=255724Shadow the Hedgehog (game)2018-04-14T03:24:33Z<p>PikaSamus: /* Trivia */</p>
<hr />
<div>{{Bob<br />
|bobscreen=shadow_title.png<br />
|icon=ShTH_GCN_save.png<br />
|banner=ShTH USA GCN Banner.png<br />
|title=Shadow the Hedgehog<br />
|publisher=[[sega:Sega|Sega]]<br />
|developer=[[sega:Sonic Team|Sonic Team]], [[sega:Sega Studios USA|Sega Studios USA]]<br />
|producer=[[Yuji Naka]]<br />
|director=[[Takashi Iizuka]]<br />
|system=[[sega:Nintendo GameCube|GameCube]], [[sega:PlayStation 2|PlayStation 2]], [[sega:Xbox|Xbox]], [[sega:PlayStation 3|PlayStation 3]]<br />
|releases={{releases<br />
| gc_date_us=2005-11-15<br />
| gc_code_us=DOL-P-GUPE<br />
| gc_date_us_pc=2006<br />
| gc_code_us_pc=DOL-P-GUPE<br />
| gc_date_eu=2005-11-18<br />
| gc_code_eu=DOL-P-GUPP<br />
| gc_date_jp=2005-12-15<br />
| gc_code_jp=DOL-P-GUPJ<br />
| gc_rrp_jp=6,800 (''7,140''){{ref|http://sega.jp/gc/shadow/}}<br />
<br />
| ps2_date_us=2005-11-15<br />
| ps2_code_us=SLUS-21261<br />
| ps2_date_us_gh=2006<br />
| ps2_date_eu=2005-11-18<br />
| ps2_code_eu=SLES-53542<br />
| ps2_date_eu_Platinum=2007<br />
| ps2_date_jp=2005-12-15{{ref|https://web.archive.org/web/20061027222908/http://www.jp.playstation.com/software/title/slpm66166.html}}<br />
| ps2_code_jp=SLPM-66166<br />
| ps2_rrp_jp=6,800 (''7,140''){{ref|https://web.archive.org/web/20061027222908/http://www.jp.playstation.com/software/title/slpm66166.html}}<br />
| ps2_date_kr=2005-12-22{{ref|http://archive.is/yniaN}}<br />
| ps2_rrp_kr=49,000{{ref|http://archive.is/yniaN}}<br />
<br />
| xbox_date_us=2005-11-15<br />
| xbox_code_us=SKU-64064<br />
| xbox_date_eu=2005-11-18<br />
| xbox_date_jp=2005-12-15<br />
| xbox_code_jp=55F-00001<br />
| xbox_rrp_jp=6,800 (''7,140'')<br />
<br />
| ps3_date_jp_d=2013-06-19{{ref|https://web.archive.org/web/20130623033359/http://www.jp.playstation.com/software/title/jp0177npjd00041_000000000000000000.html}}<br />
| ps3_code_jp_d=NPJD-00041<br />
| ps3_rrp_jp_d=1,143 (''1,200''){{ref|https://web.archive.org/web/20130623033359/http://www.jp.playstation.com/software/title/jp0177npjd00041_000000000000000000.html}}<br />
| ps3_date_kr_d=2013-08-07{{ref|https://web.archive.org/web/20180402231630/https://store.playstation.com/ko-kr/product/JP0177-NPHD00032_00-0000000000000000}}<br />
| ps3_rrp_kr_d=11,000{{ref|https://web.archive.org/web/20180402231630/https://store.playstation.com/ko-kr/product/JP0177-NPHD00032_00-0000000000000000}}<br />
| ps3_code_kr_d=NPHD-00032<br />
| ps3_date_tw_d=2013-08-07{{ref|https://web.archive.org/web/20180402231718/https://store.playstation.com/en-tw/product/JP0177-NPHD00032_00-0000000000000000}}<br />
| ps3_rrp_tw_d=280{{ref|https://web.archive.org/web/20180402231718/https://store.playstation.com/en-tw/product/JP0177-NPHD00032_00-0000000000000000}}<br />
| ps3_code_tw_d=NPHD-00032<br />
}}<br />
|genre=Action<br />
|esrb=e10|pegi=12|cero=free|usk=12|oflc=pg|grb=a}}<br />
<br />
'''''Shadow the Hedgehog''''' (シャドウ・ザ・ヘッジホッグ) is a video game starring [[Shadow the Hedgehog]], an antihero of the ''[[Sonic the Hedgehog]]'' series. It was revealed at Sonic's inauguration into the [[Walk of Game]]. ''Shadow the Hedgehog'' was the first Sonic game to have an E10+ rating by the [[ESRB]]. It is also the first post-''[[Sonic Adventure]]'' Sonic series game to not feature Sonic's name in the title.<br />
<br />
The game is the first and only in the series to feature branching level progression based on the choices of the player, allowing for up to a total of over 300 different ways to complete any given playthrough, which culminate into one of ten different endings. As in most Sonic titles, the [[Chaos Emeralds]] play a big part in this game, as Shadow must collect them in order to unlock the secrets of his forgotten past.<br />
<br />
The attempt at an overall darker storyline, as well as Shadow's use of weapons and vehicles, has been criticized by fans. This has resulted in the game being considered one of the worst in the franchise.<br />
<br />
==Story==<br />
Over 50 years ago, deep in the military research facility [[Space Colony ARK]], Professor [[Gerald Robotnik]] conducted an experiment known as "[[Project Shadow]]" while trying to unlock the secrets of the [[Chaos Emeralds]] at the request of the [[United Federation]]. The experiment culminated in "The Ultimate Life-Form"; Shadow the Hedgehog, a hedgehog with the ability to harness the mysterious power of the Chaos Emeralds in ways not thought possible. <br />
<br />
Though he was thought dead after the events of ''[[Sonic Adventure 2]]'', Shadow has returned - with amnesia. He does not understand who he is or where he's from, but he's determined to find out, be it from [[Black Doom]], the leader of [[Black Arms|an alien race]] who claims he and Shadow made a pact involving the Chaos Emeralds, or from [[Dr. Eggman]], who seemed to be experimenting on Shadow for an unknown purpose in ''[[Sonic Heroes]]''. He may also have to learn his secrets from the very military organization that he swore revenge against, [[G.U.N.]]. Essentially, all parties are after the Chaos Emeralds and know something of Shadow's past, and he intends to get them first and make one of them talk.<br />
===Endings===<br />
There are 10 endings in the game, and five possible final sixth missions (each having two ways of being completed). All 10 endings are listed from top (most evil) to bottom (most heroic)<br />
*'''[[GUN Fortress]], Dark (Pure Dark - Dark)''': Shadow defeats [[Sonic and Diablon]] and moves to destroy the whole planet.<br />
*'''[[GUN Fortress]], Hero (Pure Dark - Hero)''': Shadow betrays [[Black Doom]] and defeats him at the last minute, proceeding to take over the world on his own.<br />
*'''[[Black Comet]], Dark (Slightly Dark - Dark)''': Shadow defeats Sonic and Diablon, becoming the protector and servant of Black Doom, who will enslave the world as his Dark Empire.<br />
*'''[[Black Comet]], Hero (Slightly Dark - Hero)''': Shadow defeats the [[Egg Dealer]] and declares that he and only he knows best before killing [[Eggman]].<br />
*'''[[Lava Shelter]], Dark (Neutral - Dark)''': Shadow defeats the Egg Dealer and, believing he is an android, declares that he will be superior to the original Shadow the Hedgehog and proceeds to kill Eggman.<br />
*'''[[Lava Shelter]], Hero (Neutral - Hero)''': Shadow defeats the Egg Dealer and, believing he is an android, proceeds to take over the Eggman Empire and have androids rule, then kills Eggman.<br />
*'''[[Cosmic Fall]], Dark (Slightly Hero - Dark)''': Shadow defeats Eggman and announces his missive to protect (and presumably recreate) the ARK, sparing the doctor's life on the condition he leaves the station and never returns.<br />
*'''[[Cosmic Fall]], Hero (Slightly Hero - Hero)''': Shadow defeats Black Doom and walks away sadly, admitting that he is a research experiment gone deadly wrong.<br />
*'''[[Final Haunt]], Dark (Pure Hero - Dark)''': Shadow betrays and defeats [[Sonic and Diablon]] at the last minute, proclaiming that he is the most powerful hedgehog in the world due to the Chaos Emeralds making him invincible.<br />
*'''[[Final Haunt]], Hero (Pure Hero - Hero)''': Shadow defeats Black Doom and moves to destroy him and his army.<br />
<br />
Once all ten endings are unlocked, a true, canon final ending is unlocked.<br />
*'''The Last Story''': Shadow has obtained all seven Chaos Emeralds, but all of his comrades (Sonic and his friends, Eggman, and Black Doom) converge in the Black Comet and demand he hand them over. Black Doom reveals that Shadow's creator, [[Gerald Robotnik]], was in development of the Ultimate Life Form, but needed an energy source. He made the decision to use Black Doom's DNA to create him, meaning that Shadow is actually Black Doom's 'son', as both share the same blood. After claiming the Chaos Emeralds and using them to teleport the Black Comet to the surface, Black Doom paralyzes and moves to surrender Shadow, Eggman, Sonic, Tails, Knuckles, Rouge and Amy to his offspring as meals; but Shadow breaks free and regains his mobility, and chases him [[The Last Way|throughout his earthbound comet]]. When he finds him, [[Team Chaotix]] coincidentally recovers a video recording of Gerald telling Shadow that the Black Comet would arrive 50 years after Shadow's birth, and that Shadow is the only one who can stop the malevolent Black Arms. Shadow and Black Doom transform into [[Super Shadow]] and [[Devil Doom]] respectively, and do battle. After defeating Devil Doom, Shadow uses Chaos Control to move the Black Comet into space, then activates the [[Eclipse Cannon]] to destroy it. Sonic and his friends all celebrate the saving of the world, and the game finally ends with Shadow departing the ARK's control room, saying "Goodbye forever, Shadow the Hedgehog".<br />
<br />
===Main Characters===<br />
* [[Shadow the Hedgehog]]: A rival of Sonic and the protagonist of the game. The player decides himself/herself exactly what he decides to do from the start to end of the game; his darkest ending is destroying the planet and his most heroic ending is eradicating Black Doom's army.<br />
* [[Black Doom]] and [[Doom's Eye]]: The leader of the Black Arms and the game's main antagonist. He commands Shadow to bring the seven [[Chaos Emeralds]] to him and he will unlock the hidden story about Shadow's past, also witness of the creation of Shadow. Doom's Eye is an extension of Black Doom, allowing him to view what's going on when he's not there.<br />
* [[Sonic the Hedgehog]]: Although he is a rival to Shadow, he can ally with him during the [[Westopolis]], [[Lethal Highway]], and [[Final Haunt]] levels, and races against him in the [[Space Gadget]] level. Sonic is also a boss if the player plays through the Dark Mission. Sonic is playable with controller 2 when allied with Shadow.<br />
* [[G.U.N. Commander]]: The highest ranking officer of the [[G.U.N.|Guardian Unit of Nations]]. He is one of the few who knows the secrets of Shadow's past and loathes Shadow for reasons unknown, at least until a certain level and is one of the bosses on the dark path.<br />
* [[Dr. Eggman|Dr. Eggman/Dr. Robotnik]]: Sonic's arch-nemesis, but this time appears as either an ally or an enemy, depending on the player's choices. He plans to create a utopia called [[Eggmanland]], but needs to get rid of G.U.N., the Black Arms, Sonic and company to do so. He tracks Shadow and follows him through means of a floating camera-monitor.<br />
* [[Professor Gerald Robotnik]]: A brilliant scientist as well as Shadow's creator and grandfather of Maria and Dr. Eggman, and the top researcher on board Space Colony ARK.<br />
* [[Maria Robotnik]]: Prof. Gerald Robotnik's Granddaughter; she was Shadow's best friend who gave her life to save him from G.U.N.<br />
<br />
===Allies/Supporting Characters===<br />
These characters are playable with controller 2 in the GameCube and PlayStation 2 versions.<br />
* [[Sonic the Hedgehog]]: During Westopolis, Lethal Highway, and Final Haunt, he will be your ally. and you also can do races against him in the Space Gadget level, or face him in the dark endings of [[GUN Fortress]], [[Black Comet]], and Final Haunt, but not as the main boss.<br />
* [[Rouge the Bat]]: She appears in the [[Digital Circuit]], GUN Fortress, and [[Death Ruins]] levels as an ally.<br />
* [[E-123 Omega]]: Omega appears in the [[Iron Jungle]] and [[Lava Shelter]] levels as an ally. Omega is the only ally that does not appear in the opening and the last story.<br />
* [[Vector the Crocodile]]: He appears in the [[Cosmic Fall]] level as an ally.<br />
* [[Espio the Chameleon]]: He appears in the [[Mad Matrix]] level as an ally.<br />
* [[Charmy Bee]]: Like Doom's Eye and Dr. Eggman; however, he hovers just out of reach and does not fight. He is not playable using controller 2. He appears in the [[Prison Island]] level as an ally.<br />
* [[Miles "Tails" Prower]]: He appears in the [[Circus Park]] and [[Air Fleet]] levels as an ally.<br />
* [[Knuckles the Echidna]]: He appears in the [[Glyphic Canyon]], [[Central City]], and Black Comet levels as an ally.<br />
* [[Amy Rose]]: She appears in the [[Cryptic Castle]] level as an ally.<br />
* [[Eggman's Drone]]: Appears in the [[Sky Troops]], Iron Jungle, Lava Shelter, Circus Park, and the Cryptic Castle levels as an ally. Eggman's robots count as hero enemies if there are any Black Arms on the level, even if he's the dark mission, leading to a hard situation on Cryptic Castle, where both the hero AND dark mission characters complain about killing one type of enemy!<br />
* [[Maria Robotnik]]: She appears in Shadow's memories in the Doom and [[Lost Impact]] levels as an ally.<br />
* [[Cream the Rabbit]]: She is part of the hero mission of Cryptic Castle where Amy needs Shadow to help rescue Cream, as well as her Chao, Cheese. She never tags along with Shadow as an ally.<br />
* [[Doom's Eye]]: Doom's Eye is Black Doom's third eye and a "character" in the story who mainly just watches Shadow. Black Doom is also one of the bosses. He appears in the Westopolis, Glyphic Canyon, Prison Island, Sky Troops, Lethal Highway, Death Ruins, Final Haunt, Space Gadget, Cosmic Fall, Digital Circuit, Mad Matrix, [[The Doom]], Central City, Air Fleet, Black Comet, [[The ARK (Shadow the Hedgehog)|The Ark]], and GUN Fortress levels as an ally.<br />
<br />
==Gameplay==<br />
Shadow must get from the start of the level to the end, as has traditionally been the case for the ''Sonic'' titles. It is possible to reach the end of the level in more than one way; the traditional way is to reach a goal ring, but certain objectives can be completed to end the level as well. Three missions are available in each level (denoted Hero, Dark, and Neutral), though some only have two; the player has free reign over which mission they choose to complete. The way in which levels are completed affects how the game progresses, what levels are played, and, ultimately, which of the 10 possible endings will be earned. There are a total of 23 levels (including the Last Story's stage), but the player will only play six in one sitting. As each level features distinct cutscenes and boss battles, there are a total of 326 different paths to take through the game, and each one has a unique name. A list of possible paths can be found here: [[List of Shadow the Hedgehog Library sequences|List of Library sequences]].<br />
<br />
Shadow can still use all his moves from the previous games like the Jump Dash, Homing Attack and Spin Dash; he also has a three-hit physical combo and an aerial spin kick when he isn't carrying a weapon. In addition, Shadow now has two Chaos abilities, [[Chaos Control]] (which warps him forward through levels, or massively slows time during boss battles) and [[Chaos Blast]] (which creates an explosion of pure energy, decimating anything near him). These two powers are tied to blue and red gauges on the screen which are filled similarly to the Team Blast gauge in [[Sonic Heroes]]: killing aliens or destroying their twisted architecture powers the blue gauge, while attacking humans and nature fuels the red gauge. When a gauge is filled, until it depletes, Shadow is granted unlimited ammunition, full invincibility, and the use of the corresponding power at the cost of draining the meter more quickly.<br />
<br />
The biggest addition to Shadow's arsenal, however, would be his ability to use a variety of weapons. There are 5 classes of weapons in the game: melee, gun, lock-on, cannon, and vacuum. Melee weapons are used for close combat, and only consume "ammo" when they strike something. guns are long-range weapons that can be found in semi- or fully-automatic variants, and Shadow will automatically aim them at targets to an extent. Lock-on weapons usually take the form of missile launchers which can target several foes at once through holding down the button. Cannons can only be aimed directly forward, but deal massive damage and have a blast radius. Vacuum weapons are unique in that they can 'inhale' smaller enemies and fire them at other enemies; they can also pull platforms out of the walls in [[Final Haunt]]. The use of weapons is fully optional, save for specific levels or missions that require their use. <br />
<br />
Besides wielding weapons, Shadow can commandeer vehicles: cars, motorcycles, G.U.N. mechs, alien crafts, etc. are found in several levels. Shadow is, of course, incredibly fast on his own merit, so the use of vehicles is largely unnecessary and even detrimental, as he can outrun them all, even the prominently-advertised motorcycle. That said, the vehicles do have limited application, such as jumping off the motorcycle to turn it into a rolling missile. Vehicles are also capable of performing on acid-soaked floors. Otherwise, vehicles are optional.<br />
<br />
===Weapons===<br />
<br />
{|class="prettytable sortable"<br />
!Weapon||Damage||Rounds||Range||Rapidity of fire||Picture<br />
|-<br />
|Objects (like poles)||Low||5||Very Short||X||[http://info.sonicretro.org/images/d/d3/Shad_ps2_eu_manual_20_21.jpg manual]<br />
|-<br />
|Black Sword||Low||5||Very Short||X||[http://info.sonicretro.org/images/d/d3/Shad_ps2_eu_manual_20_21.jpg manual]<br />
|-<br />
|Pistol||Low||10||Short||Medium/Low||[[Image:pistol.png]]<br />
|-<br />
|Submachine Gun||Low||20||Short||High||[[Image:smg.png]]<br />
|-<br />
|Flash Shot||Low||20||Short||High||[http://info.sonicretro.org/images/d/d3/Shad_ps2_eu_manual_20_21.jpg manual]<br />
|-<br />
|Semi-Auto Rifle||Medium||30||Medium||High||[[Image:semiautorifle.png]]<br />
|-<br />
|Heavy Machine Gun||High||30||Long||Medium/High||[[Image:hmg.png]]<br />
|-<br />
|Chain Gun||High||40||Long||High||[[Image:gatlinggun.png]]<br />
|-<br />
|Grenade Launcher||Medium||6||Short||Low||[[Image:grenadelauncher.png]]<br />
|-<br />
|Bazooka||High||6||Short||Low||[[Image:bazooka.png]]<br />
|-<br />
|Black Barrel||Medium||8||Short||Low||[[Image:blackbarrel.png]]<br />
|-<br />
|RPG Launcher||High||4/8/16||Long||Medium||[[Image:rpg.png]]<br />
|-<br />
|Worm Shooter||High||4/12||Long||Medium||[[Image:wormshooter.png]]<br />
|-<br />
|Laser Rifle||Medium (multiple)||20||Medium||Medium/High||[http://info.sonicretro.org/images/d/d3/Shad_ps2_eu_manual_20_21.jpg manual]<br />
|-<br />
|Refractor||Medium (multiple)||20||Medium||Medium/High||[http://info.sonicretro.org/images/d/d3/Shad_ps2_eu_manual_20_21.jpg manual]<br />
|}<br />
<br />
===Enemies===<br />
The enemies change depending on which side the player chooses, though all non-partner characters will indiscriminately attack Shadow regardless of the chosen mission. If Shadow chooses to commit acts of heroism, then the Black Arms will be the main enemies. If Shadow chooses to commit acts of evil, then the GUN Troops will be the enemy. If Shadow decides to be neutral, then everyone is an enemy. Whether Eggman's robots are a Hero enemy or a Dark enemy depends on whether the opposite group of enemies are the Black Arms or GUN. Shadow is free to attack any free-roaming enemy/ally present (exempting Shadow's 'partner character'), regardless of which faction Shadow chooses to ally himself with. Attacking an ally provokes a scold from Shadow's partner and a score penalty at the end of the level.<br />
<br />
==Pre-Release Comments/First Impressions==<br />
The gaming community had strong opinions on the preview 'Shadow' videos posted on popular Internet gaming sites (such as GameSpot or IGN.com).<br />
<br />
Many comments were made about the gun Shadow wielded. Some argue that it goes entirely against the spirit and/or gameplay mechanic of the ''Sonic'' series or that Shadow should be powerful enough that a gun would not be necessary, given that he has proclaimed himself to be the "Ultimate Life Form" in ''[[Sonic Adventure 2]]''. Others note his technological background in defense of the weapon, from his inception to the air shoes he wears and the weapons that Eggman and Tails used in ''Sonic Adventure 2''.<br />
<br />
Another topic of discussion is Shadow getting a game over Sonic; after ''[[Sonic Heroes]]'', many fans had been hoping for a new ''Sonic'' game that would take the direction that game was heading and lead it toward a more retro feel, closer to that of the original [[Sega Mega Drive]] games. When it was revealed that that was not the direction the new title was heading, some people were disappointed.<br />
<br />
A rebuttal to some of the criticisms was that it was a sidestory game, and not starring Sonic himself; therefore, as it couldn't be considered a true ''Sonic'' game (much like Knuckles' Chaotix), it should be given some freedom to attempt new things without hampering the main series. Another rebuttal was that it was an early preview, and that it could have ended up significantly changed by the game's ultimate release.<br />
<br />
==Music and Remixes==<br />
===Music===<br />
An album has been released entitled ''[[Lost and Found: Shadow the Hedgehog Vocal Trax]]''. Several music tracks from the game are featured in this album, while some mixes were made to others.<br />
There is also a promotional song in Japan : a remix of m-flo's "TRIPOD BABY" track off of ''BEAT SPACE NINE'', their latest album.<br />
<br />
===Vocal tracks===<br />
*"I Am... All of Me" by [[Crush 40]] (Trailer, Main Theme, Intro and Final Boss theme) A lyric in this refers to "What I'm Made Of", the theme of the final battle in [[Sonic Heroes]] (Unleashed a million faces, And one by one they fall).<br />
*"Almost Dead" by [[Powerman 5000]] (Dark and Pure Dark ending theme)<br />
*"Waking Up" by [[Julien-K]] (Neutral ending theme)<br />
*"E.G.G.M.A.N. Doc Robeatnix Mix" by REMIX Factory ft. [[Paul Shortino]] ([[Dr. Eggman]]'s Theme)<br />
*"Chosen One" by [[A2]] (Hero ending theme)<br />
*"All Hail Shadow" by [[MAGNA-FI]] (Pure Hero ending theme) <br />
*"Never Turn Back" by [[Crush 40]] (Final ending theme)<br />
<br />
===Remixes=== <br />
Since it was the game in which Shadow was introduced, many of the songs featured in Sonic Adventure 2 were remixed for Shadow the Hedgehog. <br />
<br />
*"Event 3" was a remix of "E.G.G.M.A.N." from ''Sonic Adventure 2'', remixed by [http://www.remix-factory.co.uk/music.htm#VIDEO-GAMES%20&%20SOUNDTRACKS The Remix Factory] (used during cutscenes involving Eggman, including one prerendered cutscene) <br />
*An extended version of that remix used before battles with the Egg Dealer. The song's true title, "E.G.G.M.A.N. Doc Robeatnix Mix" wasn't revealed until the "Shadow the Hedgehog : Lost and Found" album was released. <br />
*"Blue Falcon" and "Heavy Dog" as different remixes of "G.U.N. Mobile" (known as "Boss 1" in the sound test) from [[Sonic Adventure 2]], remixed by The Remix Factory (used during boss battles after the levels ''The ARK'' and ''The Doom'') <br />
*"Battle Mode" is actually the Radical Highway theme, "Vengeance Is Mine", from ''Sonic Adventure 2'' (used during 2P matches) <br />
*"The ARK" as a remix of Final Rush's "Highway in the Sky" from ''Sonic Adventure 2'' (Used during the stage called "The ARK") <br />
*There is also an Event song not listed in the Sound Test (called "Strategy" in the Shadow the Hedgehog Original Sound Trax) that is a remix of an Event song in ''Sonic Adventure 2''. <br />
*During the Last Story cutscene in which Shadow uses the Chaos emeralds to go Super, a slower, remixed music clip of "I Am (All of Me)" plays, then seamlessly switches to a remixed music clip of "Live and Learn", the main theme of ''Sonic Adventure 2''.<br />
<br />
<!-- This needs to be integrated better with in the level articles rather than crapping it all here<br />
==Interesting Points==<br />
* G.U.N. soldiers will occasionally call out, "Mister [[Yuji Naka]] is all right!"; Yuji Naka being the head of [[Sonic Team]] at the time the game was made. <br />
* The unlockable Vacuum Egg gun is (as one might guess by its design) a reference to the obscure [[Sonic Team]] game ''[[Billy Hatcher and the Giant Egg]]''. <br />
* The red and white platforms in Circus Park are the exact same ones seen in Carnival Night Zone in ''[[Sonic the Hedgehog 3]]''.<br />
* Two of the bosses in this game are called Black Bull (a large, flying Black Arm) and the Blue Falcon (a G.U.N. mech unit). Coincidentally or otherwise, these are also the names of the racecars driven by Black Shadow and Captain Falcon in [[Nintendo]]'s F-Zero series. (F-Zero GX and its arcade counterpart, F-Zero AX, were produced by Sega for Nintendo)<br />
* The Hero ending cutscene to Stage 1 (Westopolis) has Sonic saying "Welcome to the next level," which is Sega's slogan from the Genesis era.<br />
* Sometimes, G.U.N. soldiers will say things like "They got Bob!" or "They got Keith!", a supposed reference to the film ''Fight Club''.<br />
* When Shadow beats Sonic, he says "Game Over, Sonic". Sonic says the same thing to Shadow when he defeats him for the second time in Sonic Adventure 2.<br />
* The only ally to be both a hero and a villain in this game is Eggman.<br />
* In the level Iron Jungle, when you meet a GUN walker, Eggman might say something about Shadow beating a [[Big Foot]] in Sonic Adventure 2. However, Shadow actually fought a walker named Hot Shot; Sonic fought the Big Foot.<br />
* There are 10 different possible endings to the game and 326 different paths in which to complete the game.<br />
* In the Sky Troops level, Shadow says "This blue sky... Staring at it from afar... Have I seen it before?". This is a reference to the Sonic Heroes level, Egg Fleet, when Shadow looks at it the same way.<br />
* Occasionally throughout the action stages your hear strange cricket noises, the source of which is unknown.<br />
* On the level called 'The ARK', the opening scene of the hall with lighted conveyor belts in the corridors and on the ceiling is a duplicate of the level Final Rush in Sonic Adventure 2 when Sonic and Shadow had their last battle in the game.<br />
* At the beginning of the level "Sky Troops" Eggman says he can't take over the city and build the Eggman Empire if the Black Arms destroy it. Yet, in Sonic Adventure, he was set on using Chaos to destroy the city so he could then conquer it. He said that because he feared the Black Arms would also destroy the Eggman Empire.<br />
* In the level 'Lava Shelter', there are miniature pipes coming out of the floor and walls usually around the volcanic defense system. They seem to be bigger replicas of the pipes in Sonic Adventure 2 that animals would hide in.<br />
* At the start of the stage "Circus Park", the original music for the stage can be heard. However, the music changes during the introduction. The original track is not very different, nor can it be heard in the sound test. It can only be found in the 'Lost and Found' soundtrack.<br />
* The Egg Breaker mech bears a striking resemblance to the [[Egg Emperor]] from [[Sonic Heroes]]. However, the Egg Emperor has a sword, and the Egg Breaker has a mace instead.<br />
* If Shadow is left alone for too long, he smooths out his quills, comments about the stage (occasionally, mission characters make comments) or lies down, the latter may possibly be a reference to when Sonic falls asleep if left too long in ''[[Sonic Advance]]''.<br />
* When near the edge of the wall in a triangle jump like in prison island you may miss the wall and not land and fly right out of the stage.<br />
* There is a glitch in Expert Mode where occasionally, Vector and Rouge's voices can be heard when one reaches the power core in Digital Circuit and when one reaches the Chaos Control energy orb in Cosmic Fall.<br />
* The lines, "Where's that damn fourth Chaos Emerald?", "Find the computer room!" and "You know what they say, the more the merrier!" have become Internet phrase fads.<br />
* Artificial Chaos, an enemy from ''[[Sonic Adventure 2]]'', makes a return.<br />
* The name Black Doom may be a reference to the villain in ''Amazing Island''.<br />
* There are a few references to another Sonic Team game, [[NiGHTS into Dreams]]. In Lethal Highway, there are a few flipping billboards (flipping as in they flip from one advertisement to another). The first two images are the European box art for NiGHTS, and NiGHTS flying, respectively --><br />
<br />
==List Rankings==<br />
<br />
===Levels===<br />
<br />
{| class="prettytable"<br />
! Level !! Mission !! A !! B !! C !! D<br />
|-<br />
| rowspan="3"|[[Westopolis]]<br />
| Hero || 30000 || 25000 || 15000 || 5000<br />
|-<br />
| Normal || 32000 || 28000 || 20000 || 10000<br />
|-<br />
| Dark || 30000 || 25000 || 15000 || 5000<br />
|-<br />
| rowspan="2"|[[Digital Circuit]]<br />
| Hero || 16000 || 12000 || 8000 || 4000<br />
|-<br />
| Dark || 10000 || 8000 || 5000 || 2000<br />
|-<br />
| rowspan="3"|[[Glyphic Canyon]]<br />
| Hero || 26000 || 20000 || 15000 || 5000<br />
|-<br />
| Normal || 28000 || 22000 || 16000 || 8000<br />
|-<br />
| Dark || 24000 || 20000 || 12000 || 5000<br />
|-<br />
| rowspan="2"|[[Lethal Highway]]<br />
| Hero || 22000 || 18000 || 12000 || 8000<br />
|-<br />
| Dark || 22000 || 18000 || 12000 || 8000<br />
|-<br />
| rowspan="3"|[[Cryptic Castle]]<br />
| Hero || 18000 || 16000 || 12000 || 8000<br />
|-<br />
| Normal || 18000 || 16000 || 12000 || 8000<br />
|-<br />
| Dark || 14000 || 12000 || 8000 || 5000<br />
|-<br />
| rowspan="3"|[[Prison Island]]<br />
| Hero || 22000 || 20000 || 15000 || 10000<br />
|-<br />
| Normal || 28000 || 26000 || 20000 || 10000<br />
|-<br />
| Dark || 28000 || 26000 || 20000 || 10000<br />
|-<br />
| rowspan="3"|[[Circus Park]]<br />
| Hero || 26000 || 22000 || 16000 || 10000<br />
|-<br />
| Normal || 23000 || 20000 || 15000 || 10000<br />
|-<br />
| Dark || 30000 || 28000 || 20000 || 10000<br />
|-<br />
| rowspan="2"|[[Central City]]<br />
| Hero || 18000 || 16000 || 14000 || 12000<br />
|-<br />
| Dark || 28000 || 26000 || 20000 || 12000<br />
|-<br />
| rowspan="3"|[[The Doom]]<br />
| Hero || 4500 || 4000 || 3000 || 2000<br />
|-<br />
| Normal || 30000 || 27000 || 22000 || 10000<br />
|-<br />
| Dark || 28000 || 25000 || 20000 || 10000<br />
|-<br />
| rowspan="3"|[[Sky Troops]]<br />
| Hero || 30000 || 25000 || 20000 || 8000<br />
|-<br />
| Normal || 25000 || 20000 || 15000 || 8000<br />
|-<br />
| Dark || 16000 || 12000 || 10000 || 5000<br />
|-<br />
| rowspan="3"|[[Mad Matrix]]<br />
| Hero || 3000 || 2500 || 1500 || 500<br />
|-<br />
| Normal || 27000 || 24000 || 18000 || 10000<br />
|-<br />
| Dark || 4000 || 3500 || 2500 || 1000<br />
|-<br />
| rowspan="2"|[[Death Ruins]]<br />
| Hero || 32000 || 29000 || 23000 || 10000<br />
|-<br />
| Dark || 35000 || 32000 || 25000 || 10000<br />
|-<br />
| rowspan="2"|[[The_ARK_(Shadow_the_Hedgehog)|The ARK]]<br />
| Hero || 37000 || 34000 || 27000 || 10000<br />
|-<br />
| Dark || 36000 || 33000 || 26000 || 10000<br />
|-<br />
| rowspan="3"|[[Air Fleet]]<br />
| Hero || 33000 || 28000 || 20000 || 10000<br />
|-<br />
| Normal || 20000 || 18000 || 12000 || 8000<br />
|-<br />
| Dark || 20000 || 18000 || 12000 || 8000<br />
|-<br />
| rowspan="3"|[[Iron Jungle]]<br />
| Hero || 28000 || 24000 || 15000 || 10000<br />
|-<br />
| Normal || 30000 || 26000 || 20000 || 15000<br />
|-<br />
| Dark || 30000 || 25000 || 15000 || 10000<br />
|-<br />
| rowspan="3"|[[Space Gadget]]<br />
| Hero || 34000 || 31000 || 28000 || 25000<br />
|-<br />
| Normal || 26000 || 23000 || 15000 || 10000<br />
|-<br />
| Dark || 20000 || 17000 || 12000 || 5000<br />
|-<br />
| rowspan="2"|[[Lost Impact]]<br />
| Hero || 16000 || 13000 || 10000 || 5000<br />
|-<br />
| Dark || 34000 || 31000 || 25000 || 15000<br />
|-<br />
| rowspan="2"|[[GUN Fortress]]<br />
| Hero || 18000 || 15000 || 10000 || 5000<br />
|-<br />
| Dark || 20000 || 18000 || 12000 || 5000<br />
|-<br />
| rowspan="2"|[[Black Comet]]<br />
| Hero || 18000 || 14000 || 10000 || 5000<br />
|-<br />
| Dark || 28000 || 24000 || 18000 || 8000<br />
|-<br />
| rowspan="2"|[[Lava Shelter]]<br />
| Hero || 32000 || 25000 || 20000 || 15000<br />
|-<br />
| Dark || 26000 || 22000 || 18000 || 12000<br />
|-<br />
| rowspan="2"|[[Cosmic Fall]]<br />
| Hero || 15000 || 12000 || 8000 || 4000<br />
|-<br />
| Dark || 24000 || 21000 || 15000 || 10000<br />
|-<br />
| rowspan="2"|[[Final Haunt]]<br />
| Hero || 25000 || 22000 || 15000 || 8000<br />
|-<br />
|Dark || 18000 || 15000 || 10000 || 5000<br />
|}<br />
<br />
===Bosses===<br />
<br />
{| class="prettytable"<br />
! Boss !! Level // Mission !! A !! B !! C !! D<br />
|-<br />
|rowspan="2"|Black Bull<br />
| after [[Black Bull#Lethal Highway|Lethal Highway]] || 1:40 || 2:00 || 2:30 || 3:00<br />
|-<br />
| after [[Black Bull#Death Ruins|Death Ruins]] || 2:00 || 2:30 || 3:00 || 3:30<br />
|-<br />
|rowspan="3"|Egg Breaker<br />
| after [[Egg Breaker#Cryptic Castle|Cryptic Castle]] || 2:00 || 2:30 || 3:00 || 3:30<br />
|-<br />
| after [[Egg Breaker#Mad Matrix|Mad Matrix]] || 3:20 || 4:00 || 4:30 || 5:00<br />
|-<br />
| after [[Egg Breaker#Iron Jungle|Iron Jungle]] || 0:45 || 1:00 || 1:30 || 2:00<br />
|-<br />
|[[Heavy Dog]] || || 1:50 || 2:30 || 3:00 || 3:30<br />
|-<br />
|[[Blue Falcon]] || || 1:50 || 2:30 || 3:00 || 3:30<br />
|-<br />
|rowspan="3"|Sonic and Diablon<br />
| after [[Sonic and Diablon#GUN Fortress|GUN Fortress (dark)]] || rowspan="3"|4:00 || rowspan="3"|4:30 || rowspan="3"|5:00 || rowspan="3"|6:00<br />
|-<br />
| after [[Sonic and Diablon#Black Comet|Black Comet (dark)]]<br />
|-<br />
| after [[Sonic and Diablon#Final Haunt|Final Haunt (dark)]]<br />
|-<br />
|rowspan="3"|Black Doom<br />
| after [[Black Doom (boss)#GUN Fortress|GUN Fortress (hero)]] || rowspan="3"|2:00 || rowspan="3"|3:00 || rowspan="3"|4:00 || rowspan="3"|4:30<br />
|-<br />
| after [[Black Doom (boss)#Cosmic Fall|Cosmic Fall (hero)]]<br />
|-<br />
| after [[Black Doom (boss)#Final Haunt|Final Haunt (hero)]]<br />
|-<br />
|rowspan="3"|Egg Dealer<br />
| after [[Black Doom (boss)#Black Comet|Black Comet (hero)]] || rowspan="3"|3:20 || rowspan="3"|4:00 || rowspan="3"|5:00 || rowspan="3"|6:00<br />
|-<br />
| after [[Egg Dealer#Lava Shelter|Lava Shelter (either mission)]]<br />
|-<br />
| after [[Egg Dealer#Cosmic Fall|Cosmic Fall (dark)]]<br />
|}<br />
<br />
==Manuals==<br />
{{main|Shadow the Hedgehog (game) manuals}}<br />
<gallery><br />
Shadow PS2 AU manual.pdf|PlayStation 2, AU<br />
Shadow GC US manual.pdf|GameCube, US<br />
Shadow GC UK manual.pdf|GameCube, UK<br />
Shadow The Hedgehog GC JP Manual.pdf|GameCube, JP<br />
Shadow PS2 US digitalmanual.pdf|PlayStation 2, US (digital manual)<br />
Shadow GC US digitalmanual.pdf|GameCube, US (digital manual)<br />
</gallery><br />
<br />
==Also Released On==<br />
*''[[Sega Fun Pack: Sonic Mega Collection Plus & Shadow the Hedgehog]]'' for the [[PlayStation 2]] (2009)<br />
<br />
==Voice actors==<br />
This is one of the first Sonic games in which the North American voice actors from the the cast of ''[[Sonic X]]'' voiced the videogame characters in the English language dub. Many Sonic fans were angered by the change and sent demands to Sega to rehire the original voice cast. The Japanese cast was unaffected by this decision, since the Japanese version of Sonic X already used the same voice actors as the game series did since the first Sonic Adventure game.<br />
{| class="wikitable"<br />
|-<br />
! Role<br />
! English Voice Actor<br />
! Japanese Voice Actor<br />
|-<br />
| [[Shadow the Hedgehog]]<br />
| [[Jason Griffith]]<br />
| [[Kōji Yusa]]<br />
|-<br />
| [[Sonic the Hedgehog]]<br />
| [[Jason Griffith]]<br />
| [[Junichi Kanemaru]]<br />
|-<br />
| [[Black Doom]]<br />
| [[Sean Schemmel]]<br />
| [[Ryūzaburō Ōtomo]]<br />
|-<br />
| [[Dr. Eggman]]<br />
| [[Mike Pollock]]<br />
| [[Chikao Ōtsuka]]<br />
|-<br />
| [[Gerald Robotnik]]<br />
| [[Mike Pollock]]<br />
| [[Chikao Ōtsuka]]<br />
|-<br />
| [[G.U.N. Commander]] <br />
| [[Marc Thompson]]<br />
| [[Banjō Ginga]]<br />
|-<br />
| [[Maria Robotnik]]<br />
| [[Rebecca Honig]]<br />
| [[Yuri Shiratori]]<br />
|-<br />
| [[Miles "Tails" Prower]] <br />
| [[Amy Palant]]<br />
| [[Ryo Hirohashi]]<br />
|-<br />
| [[Knuckles the Echidna]] <br />
| [[Dan Green]]<br />
| [[Nobutoshi Canna]]<br />
|-<br />
| [[Amy Rose]]<br />
| [[Lisa Ortiz]]<br />
| [[Taeko Kawata]]<br />
|-<br />
| [[Rouge the Bat]] <br />
| [[Kathleen Delaney|Kathleen Delaney]]<br />
| [[Rumi Ochiai]]<br />
|-<br />
| [[E-123 Omega]] <br />
| [[Jeff Kramer]]<br />
| [[Taiten Kusunoki]]<br />
|-<br />
| G.U.N Soldiers<br />
| [[Andrew Rannells]]<br />
| Takashi Yoshida<br />
|-<br />
| [[Vector the Crocodile]]<br />
| [[Jimmy Zoppi|Carter Cathcart]]<br />
| [[Kenta Miyake]]<br />
|-<br />
| [[Espio the Chameleon]] <br />
| [[David Willis]]<br />
| [[Yūki Masuda]]<br />
|-<br />
| [[Charmy Bee]] <br />
| [[Amy Birnbaum]]<br />
| Yōko Teppōzuka<br />
|-<br />
| The President<br />
| [[Maddie Blaustein]]<br />
| Yutaka Nakano<br />
|-<br />
| Secretary<br />
| [[Bella Hudson]]<br />
| Junko Kitanishi<br />
|-<br />
| [[Cream the Rabbit]] <br />
| [[Rebecca Honig]]<br />
| [[Sayaka Aoki]]<br />
|-<br />
|}<br />
<br />
The PlayStation 2 and Xbox versions have both voice language tracks included in the game disc. The PlayStation 2 version, together with a multi-lingual text language option, is the only version featuring an additional option to switch between both English and Japanese voice language, though this is only present in the Japanese and North American versions. The EU/PAL PlayStation 2 version remove this feature and only has the text language option present, defaulting the voices automatically to the system language. Since the Xbox version doesn't feature any language option at all, neither of text nor of voice, the only way to have the Japanese voices in this version is changing the console language to Japanese in order to set the game entirely in Japanese.<br />
<br />
The GameCube version features only one voice track in the disc and according to the regional version, due to size constraints. The Western versions have the English voice language whereas the Japanese version has the Japanese one, while the text language is entirely multi-lingual and manually selectionable in all regional versions.<br />
<br />
==Trivia==<br />
{{trivia}}<br />
*This game features two bosses that have the same names as two F-Zero machines from the game F-Zero. One is the Blue Falcon owned by GUN and the other is Black Bull owned by the Black Arms. Even more coincidental is that the two F-Zero machines are owned by the main protagonist and antagonist of the game, Captain Falcon and Black Shadow, respectively. GUN and the Black Arms are the two opposing sides in ''Shadow the Hedgehog''. Whether this was intended or not is unknown. However, it could be related to Sega co-developing ''[[wikipedia:F-Zero GX]]'' a few years prior.<br />
**On another note, the victory pose that Omega does is strikingly similar to a pose made by another F-Zero character, Michael Chain.<br />
*To promote the game, third-party game accessory developer NubyTech made a special ''Shadow the Hedgehog''-themed [http://www.orang3.net/clubnubytech/shadow.html controller] designed exclusively for the PlayStation 2 console.<br />
*This is the only official Sonic game that has cursing.<br />
<br />
==Production credits==<br />
For a complete list of the game's production credits, please click the following link: [[Shadow the Hedgehog credits]]<br />
<br />
==Sales Data==<br />
{| class="prettytable"<br />
|-<br />
! Number of copies sold<br />
! Sega IR Reference<br />
! Platforms<br />
! Regions<br />
! Cumulative sales total<br />
|-<br />
| 1,450,000<br />
| [https://www.segasammy.co.jp/english/ir/library/pdf/settlement/2006/e_200603_3q_pre_sup.pdf FY2006 3rd Quarter Appendix]<br />
| N/A<br />
| Overseas (Outside Japan)<br />
| 1,450,000<br />
|-<br />
| 140,000<br />
| [https://www.segasammy.co.jp/english/ir/library/pdf/settlement/2006/e_200603_4q_pre.pdf FY2006 Full Year Results]<br />
| PS2/XB/GC<br />
| US (or NA) / EU<br />
| 1,590,000<br />
|-<br />
| 350,000<br />
| [https://www.segasammy.co.jp/english/ir/library/pdf/settlement/2007/e_200703_3q_pre.pdf FY2007 3rd Quarter Results]<br />
| "<br />
| NA<br />
| 1,940,000<br />
|-<br />
| 120,000<br />
| [https://www.segasammy.co.jp/english/ir/library/pdf/settlement/2007/e_200703_4q_pre.pdf FY2007 Full Year Results]<br />
| "<br />
| "<br />
| '''2,060,000'''<br />
|-<br />
|}<br />
<br />
==Promotional Material==<br />
<gallery><br />
Shadow_The_Hedgehog.jpeg|Shadow The Hedgehog Japanese B2 Poster<br />
</gallery><br />
<br />
==Artwork==<br />
<gallery><br />
Shadowlogo.jpg<br />
Shadowth shadow nogun.png<br />
Shadowth shadow withgun.png<br />
Shadowth shadow01.png<br />
Shadowth shadow02.png<br />
Shadowth PromotionalImage.jpg<br />
Shadowth sonic.png<br />
Shadowth tails.png<br />
Shadowth knuckles.png<br />
Shadowth eggman.png<br />
Shadowth amy.png<br />
Shadowth rouge.png<br />
Shadowth espio.png<br />
Shadowth vector.png<br />
Charmybee.png<br />
Shadowth blackdoom.png<br />
Shadowth doomseye.png<br />
BlackArmsInsignia.png<br />
Image:GUNBoss.jpg<br />
Shadowth shadow moto.png<br />
Shadowth shadow bazooka.png<br />
Shadow-the-hedgehog--with-gun.png<br />
<br />
<br />
</gallery><br />
===Wallpaper===<br />
Japan<br />
<gallery><br />
File:Shadow_jpwp01_1280x1024.jpg<br />
File:Shadow_jpwp02_1280x1024.jpg<br />
File:Shadow_jpwp03_1280x1024.jpg<br />
</gallery><br />
America<br />
<gallery><br />
File:Shadow_uswp01_1024x768.jpg<br />
File:Shadow_uswp02_1024x768.jpg.jpg<br />
File:Shadow_uswp03_1024x768.jpg.jpg<br />
File:Shadow_uswp04_1280x960.jpg<br />
File:Shadow_uswp05_1280x960.jpg<br />
</gallery><br />
Europe<br />
<gallery><br />
File:Shadow_euwp01_1600x1200.jpg<br />
File:Shadow_euwp02_1600x1200.jpg<br />
File:Shadow_euwp03_1600x1200.jpg<br />
</gallery><br />
<br />
==Physical scans==<br />
===GameCube version===<br />
{{Scanbox<br />
| console=GameCube<br />
| region=US<br />
| front=shadow_gamecube_us.jpg<br />
| disc=Shadow GC us CD.JPG<br />
| manual=Shadow GC US manual.pdf<br />
}}{{Scanbox<br />
| console=GameCube<br />
| region=US (Player's Choice)<br />
| front=Shadow gc uspc box.jpg<br />
| disc=<br />
| manual=<br />
}}{{Scanbox<br />
| console=GameCube<br />
| region=JP<br />
| front=shadow_gc_jp.jpg<br />
| back=ShadowtheHedgehog GC JP Box Back.jpg<br />
| disc=Shadow_gc_jp_disc.jpg<br />
| manual=Shadow_The_Hedgehog_GC_JP_Manual.pdf<br />
| item1=Shadow_The_Hedgehog_GC_JP_NintendoCard.pdf<br />
| item1name=Nintendo points<br />
| item2=Shadow_gc_jp_pamphlet.jpg<br />
| item2name=Pamphlet<br />
| regcard=Shadow_The_Hedgehog_GC_JP_RegCard.pdf<br />
}}{{Scanbox<br />
| console=GameCube<br />
| region=UK<br />
| front=Shadow gc eu box full.jpg<br />
| disc=Shadow-gc-eu-disc.jpg<br />
| manual=Shadow GC UK manual.pdf<br />
}}{{Scanbox<br />
| console=GameCube<br />
| region=FR<br />
| front=<br />
| disc=<br />
| manual=<br />
}}{{Scanbox<br />
| console=GameCube<br />
| region=DE<br />
| front=Shadow GC DE Box.jpg<br />
| disc=<br />
| manual=<br />
}}{{Scanbox<br />
| console=GameCube<br />
| region=ES<br />
| front=<br />
| disc=<br />
| manual=<br />
}}<br />
<br />
====PlayStation 2 version====<br />
{{Scanbox<br />
| console=PlayStation 2<br />
| region=US<br />
| front=shadow_ps2_us.jpg<br />
| disc=shadow ps2 us cd.jpg<br />
| manual=<br />
}}{{Scanbox<br />
| console=PlayStation 2<br />
| region=JP<br />
| front=shadow_ps2_jp.jpg<br />
| disc=Shadow ps2 jp disc.jpg<br />
| manual=<br />
}}{{Scanbox<br />
| console=PlayStation 2<br />
| region=UK<br />
| front=<br />
| disc=shadow ps2 eu cd.jpg<br />
| manual=<br />
}}{{Scanbox<br />
| console=PlayStation 2<br />
| region=UK (Platinum)<br />
| front=Shadow PS2 UK Box Platinum.jpg<br />
| disc=<br />
| manual=<br />
}}{{Scanbox<br />
| console=PlayStation 2<br />
| region=FR<br />
| front=<br />
| disc=<br />
| manual=<br />
}}{{Scanbox<br />
| console=PlayStation 2<br />
| region=DE<br />
| front=Shadow PS2 DE Box Alt.jpg<br />
| disc=<br />
| manual=<br />
}}{{Scanbox<br />
| console=PlayStation 2<br />
| region=DE (alt)<br />
| front=Shadow ps2 de cover.jpg<br />
| disc=<br />
| manual=<br />
}}{{Scanbox<br />
| console=PlayStation 2<br />
| region=ES<br />
| front=shadow ps2 es cover.jpg<br />
| disc=<br />
| manual=<br />
}}{{Scanbox<br />
| console=PlayStation 2<br />
| region=KR<br />
| front=Shadow ps2 kr cover.jpg<br />
| disc=<br />
| manual=<br />
}}{{Scanbox<br />
| console=PlayStation 2<br />
| region=EU Promo<br />
| front=Shadow_The_Hedgehog_PS2_Promo_Cover.jpg<br />
| square=yes<br />
| disc=Shadow_The_Hedgehog_PS2_Promo_Disc.jpg<br />
| manual=<br />
}}<br />
{{scanbox<br />
| console=PlayStation 2<br />
| region=AU<br />
| cover=<br />
| disc=<br />
| manual=Shadow PS2 AU manual.pdf<br />
}}<br />
{{Scanbox<br />
| console=PlayStation 2<br />
| region=SE/DK/FI/NO<br />
| cover=<br />
| disc=<br />
| manual=<br />
}}<br />
<br />
====Xbox version====<br />
{{Scanbox<br />
| console=Xbox<br />
| region=US<br />
| front=shadow_xbox_us.jpg<br />
| disc=<br />
| manual=<br />
}}{{Scanbox<br />
| console=Xbox<br />
| region=EU<br />
| front=shadow_xbox_eu.jpg<br />
| disc=Shadow_xbx_eu_disc.jpg<br />
| manual=<br />
}}{{Scanbox<br />
| console=Xbox<br />
| region=JP<br />
| front=shadow_xbx_jp.jpg<br />
| disc=<br />
| manual=<br />
}}{{Scanbox<br />
| console=Xbox<br />
| region=UK<br />
| front=<br />
| disc=<br />
| manual=<br />
}}{{Scanbox<br />
| console=Xbox<br />
| region=FR<br />
| front=Shadow Xbox FR Box.jpg<br />
| disc=<br />
| manual=<br />
}}{{Scanbox<br />
| console=Xbox<br />
| region=DE<br />
| front=<br />
| disc=<br />
| manual=<br />
}}{{Scanbox<br />
| console=Xbox<br />
| region=ES<br />
| front=<br />
| disc=<br />
| manual=<br />
}}<br />
<br />
==External links==<br />
*[http://www.sega.com/shadow/ Official English Site]<br />
*[http://sonic.sega.jp/shadow/ Official Japanese Site]<br />
*Sega of Japan catalogue pages (Japanese): [https://web.archive.org/web/*/http://sega.jp/gc/shadow/ GameCube], [https://web.archive.org/web/*/http://sega.jp/ps2/shadow/ PlayStation 2], [https://web.archive.org/web/*/http://sega.jp/x/shadow/ Xbox]<br />
* ''Shadow the Hedgehog'' on PlayStation.com: PlayStation 2: [http://www.jp.playstation.com/software/title/slpm66166.html JP], [https://www.playstation.com/en-us/games/shadow-the-hedgehog-ps2/ US], [http://www.playstation.co.kr/game/760 KR]; PlayStation 3: [http://www.jp.playstation.com/software/title/jp0177npjd00041_000000000000000000.html JP], [http://www.playstation.co.kr/game/3145 KR]<br />
*''Shadow the Hedgehog'' on PlayStation Store: [https://store.playstation.com/#!/ja-jp/%e3%82%b2%e3%83%bc%e3%83%a0/%e3%82%b7%e3%83%a3%e3%83%89%e3%82%a6%e3%83%bb%e3%82%b6%e3%83%bb%e3%83%98%e3%83%83%e3%82%b8%e3%83%9b%e3%83%83%e3%82%b0/cid=JP0177-NPJD00041_00-0000000000000000 JP], [https://store.playstation.com/#!/ko-kr/%ea%b2%8c%ec%9e%84/shadow-the-hedgehog/cid=JP0177-NPHD00032_00-0000000000000000 KR]<br />
<br />
==References==<br />
<references/><br />
<br />
{{ShadowOmni}}<br />
<br />
{{SonicGameCubeGames}}<br />
{{SonicPS2games}}<br />
{{SonicXboxGames}}<br />
<br />
[[Category:GameCube games]]<br />
[[Category:PlayStation 2 games]]<br />
[[Category:Xbox games]]</div>PikaSamushttps://info.sonicretro.org/index.php?title=Windy_Hill&diff=253873Windy Hill2018-04-10T21:30:36Z<p>PikaSamus: </p>
<hr />
<div>{{Breadcrumb<br />
|Sonic Lost World|:Category:Sonic Lost World levels|l2=Levels|{{PAGENAME}}}}<br />
{{LevelBob<br />
| name=Windy Hill<br />
| levelscreen=LostWorld_windyHillZone1.png<br />
| screenwidth=320px<br />
| levelscreen2=Windy hill 3ds.png<br />
| screenwidth2=320px<br />
| levelscreentitle=Wii U version<br />
| levelscreen2title=3DS version<br />
| levelno=First<br />
| game=Sonic Lost World<br />
| acts=4 (Wii U/PC version), 5 (3DS version)<br />
| theme1=tropical island<br />
| theme2=underground/cave<br />
| boss=Zazz<br />
| next=Desert Ruins<br />
}}<br />
:''For the [[Sonic Runners]] version of this stage, see [[Windy Hill (Sonic Runners)]].''<br />
<br />
'''''Windy Hill''''' (ウィンディヒル ''Windi Hiru'') is the first world of ''[[Sonic Lost World]]''. Located on the far-left corner on the [[Lost Hex]], Windy Hill is the location where the events of ''Sonic Lost World'' begin, as [[Sonic the Hedgehog]] and [[Miles "Tails" Prower]] crash-land at Windy Hill after their recent ambush with [[Dr. Eggman]].<br />
<br />
In the 3DS version, the player can gather Green [[Material]] here.<br />
{{quote|Where Sonic begins his adventure! Windy Hill offers giant windmills to climb, huge islands to bounce between and deep, dark caverns to explore.|''Sonic Lost World'' website}}<br />
<br />
==Wii U/PC Version==<br />
===Zone 1===<br />
Following immediately after the intro, Zone 1 of Windy Hill kicks off the game with a [[Green Hill Zone]]-esque stage mostly played in the 3D "behind-the-back" perspective gameplay that the past ''Sonic the Hedgehog'' video games have used over the years since ''[[Sonic Adventure]]''. Sonic travels forward across many tubular planetoids full of windmills to ride on, [[Moto Bug|Moto Bugs]], [[Chopper|Choppers]], [[Snail Blaster|Snail Blasters]] and [[Orbinaut|Orbinauts]] to get in his way, and sheep that do not pose as a threat to him. Along the way, Sonic can use the Cyan Laser Color Power.<br />
<br />
===Zone 2===<br />
Zone 2 is a full 2D-perspective zone where the gameplay is slightly like the gameplay from the Sega Genesis ''Sonic the Hedgehog'' games. This Zone takes place at sunset, with the sun gradually giving way to night the further the player goes. This stage also introduces the brand-new Indigo Asteroid Color Power halfway through. After passing a giant wall and seeing the night sky, a strange Moon Mech hovers in the sky, with [[Zazz]] popping out from behind it to engage Sonic.<br />
<br />
===Zone 3===<br />
Zone 3 takes place within a tubular gem mine inside ancient ruins, where the gameplay has been switched to behind-the-back perspective. Rolling, breakable boulders roll inside the tubes which can hurt Sonic if the player is not careful, and green slime can slow Sonic in his tracks. By using the bounce attack in certain places, Sonic can discover secret routes often containing goodies. Cyan [[Wisps]] also appear here.<br />
<br />
===Zone 4===<br />
Zone 4 has two segments within the zone; the first half of the stage is devoted to a behind-the-back perspective gameplay style, then the other half has the gameplay switch to a 2D side-scrolling perspective like in Act 2. The sheep return, only this time some of them will turn red and try to push Sonic off the stage when he gets near them. In the second half of the stage, Sonic will have to jump across log bridges in waterfalls, avoid flowers that turn into buzzsaws, and use the Indigo Asteroid to clear obstacles and find hidden items. Upon reaching a certain point, Zazz will show up again to chase Sonic before starting a boss fight.<br />
<br />
==3DS Version==<br />
===Tutorial===<br />
The game begins with a basic tutorial that explains the [[Parkour]] system of ''[[Sonic Lost World]]'' to the player and the control scheme used for the game.<br />
<br />
===Zone 1===<br />
Like its Wii U/PC counterpart, Zone 1 of Windy Hill on the Nintendo 3DS version of ''Sonic Lost World'' offers a behind-the-back perspective point-of-view level design, with a level appearance much like its Wii U/PC counterpart (with minor exceptions, such as the lack of waterfalls). The biggest change is that a selected path is the only way to go in the Zone, unlike the Wii U/PC version, in which the said version the player can go through multiple pathways. Sonic must avoid [[Moto Bug|Moto Bugs]], [[Buzz Bomber|Buzz Bombers]], large [[Sandworm|Sandworms]], and eventually a colossal [[Caterkiller]] that chases him. The Indigo Asteroid Color Power is also introduced here.<br />
<br />
===Zone 2===<br />
Zone 2 in the 3DS version is similar to Zone 3 from the Wii U/PC version, as it is set in an underground tunnel that defies gravity and is literally a fairly straightforward Zone. Several pools of lava appear here instead of the slime puddles of the Wii U/PC version. The Red [[Wisp]] appears here, allowing Sonic to use the Red Burst Color Power, and by dipping into the lava pools while it's active, Sonic can recharge the Red Burst.<br />
<br />
===Zone 3===<br />
Zone 3 marks the first 2.5D Zone of the 3DS version, set at sunset like Zone 2 from the Wii U/PC version. The purpose of this level is for the player to familiarize themself with using parkour in a 2.5D space, as the design is primarily an obstacle course full of speed boosters, spikes and [[Grabber|Grabbers]]. At certain intervals in the Zone, [[Zazz]] will show up and repeatedly toss his Moon Mech at Sonic, who must dodge the Moon Mech until the pink Zeti gets fed up and leaves.<br />
<br />
==Enemies==<br />
*'''Wii U/PC version'''<br />
**[[Moto Bug]] - Drives along long areas of ground in 2D, but completely static in 3D. Usually moves in groups. Appears in all Zones.<br />
**[[Chopper]] - A piranha-looking robot that jumps out of bridges, as in its past appearances. Appears in Zones 1, 2 and 4 .<br />
**[[Snail Blaster]] - A snail-like robot from ''[[Sonic the Hedgehog 3]]'''s [[Launch Base Zone]]. Unlike its past appearance, it does not go up walls, but crawls slowly in the lateral direction of the ground and can shoot two projectiles. Appears in Zones 1 and 2.<br />
**[[Orbinaut]] - The greenish version, Uni-uni, appears here. In 2D sections, it usually slides from one side to the other, usually accompanied by other Orbinauts to form barriers. As the player approaches, it casts its spine balls downwards, leaving it defenseless. In 3D sections, it does not throw his spiked balls down, and is thus defended by its barrier. Appears in all Zones.<br />
**[[Batbrain]] - A bat-like robot that attacks normally in groups in tubular areas. Appears in Zone 3.<br />
**[[Caterkiller]] - A caterpillar-like robot from ''[[Sonic the Hedgehog (16-bit)|Sonic the Hedgehog]]'''s [[Marble Zone]]. Unlike its original version, they are larger in size, but as its original version, its weak point is the head, so using a Homing Attack or a Stomp is essential to destroy it. Appears in Zone 4.<br />
**[[Newtron]] - A chameleon-like robot that materializes in certain areas and shoots projectiles (green version) at the player or falls and runs along the ground (blue version). Appears in Zone 1.<br />
<br />
*'''3DS version'''<br />
**[[Moto Bug]] - Drives along long areas of ground in 2D, but completely static in 3D. Usually moves in groups. Appears in all Zones (including Tutorial).<br />
**[[Buzz Bomber]] - Flying hornet-bots that buzz through the air, firing shots. Also, they may be in a steady state in 3D parts. Appears in all Zones (including Tutorial).<br />
**[[Newtron]] - A chameleon-like robot that materializes in certain areas and shoots projectiles (green version) at the player or falls and runs along the ground (blue version). Appears in Tutorial Zone and Zones 1 and 2.<br />
**[[Spinner]] - Helicopter-bats which serve as Homing Attack stepping-stones. Appears in all Zones (including Tutorial).<br />
**[[Caterkiller]] - A caterpillar-like robot from ''[[Sonic the Hedgehog (16-bit)|Sonic the Hedgehog]]'''s [[Marble Zone]]. Its body consists of prickly segments that come loose when the player hits it in the wrong place. Its weak point is the head. Appears in Tutorial Zone and Zones 1 and 2.<br />
**[[Sandworm]] - A caterpillar-like robot from ''[[Sonic & Knuckles]]''' [[Sandopolis Zone]]. They come out of hatches and sometimes hide springs or other objects / items in their bodies. Sometimes they are necessary to progress in an area. Appears in Tutorial Zone and Zones 1 and 2.<br />
**[[Batbrain]] - A bat-like robot that attacks normally in groups in tubular areas. Appears in Zone 2.<br />
<br />
==''Super Smash Bros. for Wii U''==<br />
[[File:Windy_Hill_%28SSB4_for_WiiU%29.png|thumb|right|Windy Hill as it appears in ''Smash Wii U''.]]<br />
Windy Hill also appears as a stage in ''[[Super Smash Bros. for Wii U]]'' as Sonic's home stage. It is a large platform with three smaller platforms above it, various [[Animals]] as spectators, and the giant windmill from Zone 1 on the side. Players can stand on the windmill's platforms, but they must be careful not to stay on them for too long as they will go offscreen beyond the blast lines. Springs appear on both sides of the stage that will allow players to bounce back onto the stage, but they can turn and instead catapult players away. There is also point-like center of gravity similar to the Mario Galaxy stage. Because of the size, gimmicks and gravity effects, this stage is banned from tournaments.<br />
<br />
Like all stages in the game, Windy Hill has an "Ω Form" where the stage is a single flat platform devoid of gimmicks like the Final Destination stage.<br />
<br />
==''Sonic Runners''==<br />
Windy Hill was also one of the three standard stages of ''[[Sonic Runners]]'', and the first one the player would run through during the story. It was a [[Speed Type]] stage, and contained obstacles suitable for Speed Type characters such as Sonic.<br />
<br />
This stage would also appear in certain event episodes with cosmetic changes, such as party banners for the "Happy Birthday Sonic!" event.<br />
<br />
==Gallery==<br />
===Wii U/PC Version===<br />
<gallery><br />
File:Windy hill wii u.png<br />
File:Windy_hill_wii_u_3.jpg<br />
File:Windy hill wii u 2.jpg<br />
</gallery><br />
<br />
===3DS Version===<br />
<gallery><br />
File:Windy hill 3ds 4.png<br />
File:Windy_hill_3ds_2.jpg<br />
File:Windy hill 3ds 3.jpg<br />
</gallery><br />
<br />
===''[[Super Smash Bros. for Wii U]]''===<br />
<gallery><br />
File:SonicRunWindyHillSSB4.jpg<br />
File:Sonic_and_Shadow_in_Windy_Hill_(5).jpg<br />
</gallery><br />
<br />
===''[[Sonic Runners]]''===<br />
<gallery><br />
File:WindyHillSonicRunners.jpg<br />
File:SunsetWindyHillRunners.jpg<br />
File:AnniversaryWindyHill.jpg<br />
</gallery><br />
<br />
{{SLWOmni}}<br />
[[Category:Sonic Lost World levels]]</div>PikaSamushttps://info.sonicretro.org/index.php?title=Sonic_the_Hedgehog_Original_Story_and_Character_Profiles&diff=248273Sonic the Hedgehog Original Story and Character Profiles2018-04-05T15:19:10Z<p>PikaSamus: </p>
<hr />
<div>The '''Sonic the Hedgehog Technical Files''', also known as the '''Original Story''', is a text written internally by Sega of Japan and translated by the [[sega:Sega Technical Institute|Sega Technical Institute]]. Though the exact date of the entire document is unknown as is the original author, the first half of the document is based on work developed during the initial creation of the fist ''[[Sonic the Hedgehog (16-bit)|Sonic the Hedgehog]]''. An abridged form of this document, entitled "Episode 1," was later published in the [[Sonic Adventure 2 Birthday Pack History Book|History Book]] contained in the limited [[Sonic Adventure 2 Birthday Pack|Birthday Pack]] of ''[[Sonic Adventure 2]]''.<br />
<br />
==SONIC THE HEDGEHOG - Original Story and Character Profiles==<br />
===Character Outline: [[Sonic the Hedgehog]]===<br />
*Approximate age: 18 (but it's kind of hard to tell).<br />
*Legendary blue hedgehog with an attitude.<br />
*Is the _fastest_ in the land.<br />
*Strong sense of justice but irreverent to authority.<br />
*Impatient (does not like to stand around).<br />
*Not detail-oriented (short attention span).<br />
*Likes anything fast.<br />
*Loyal to his friends but enjoys his independence.<br />
*Street smart, but warm at heart.<br />
*Loves beauty, nature, cool music and adventure!<br />
*Not a hero, but has lots of self confidence and courage.<br />
*But, above all else, he is FAST!<br />
<br />
===The Background Story: Sonic's Origin===<br />
Mary Garnet was a popular writer of children's books in the U.S. during the 1940's. <br />
Her Husband was a test pilot for the U.S. Air Force. His secret project was <br />
code named "Blue Gale" who's goal was to produce the first plane that <br />
would break the sound barrier. Mary affectionately nick-named her husband "Hedgehog" <br />
because of the way his hair always struck straight up when he took off his flight <br />
helmet. The nickname stuck and it inspired Mary to decorate his leather flight <br />
jacket with a blue cartoon mascot. Since her husband was so busy flying for <br />
the Air Force, Mary had to fill in for him raising their only daughter Sherry. <br />
Mary would spend the afternoons making up stories to tell Sherry and her friends. <br />
Oddly enough, it would always seem that a hedgehog would be the hero of the <br />
story. "Sonic" the hedgehog had many fantastic adventures usually <br />
protecting innocent people and little animals from evil men.<br />
<br />
Sherry used to love hearing these stories and Mary used to love telling them <br />
to lots of children for many years (these stories and their characters were <br />
used as the basis for the Sonic video games from Sega. SEE: The Game Story).<br />
<br />
In 1947, Chuck Yeager (also a test pilot for the U.S. Air Force) became the first <br />
man to break the sound barrier to become the "fastest man alive".<br />
<br />
But a little known incident took place earlier on the same day that has been <br />
lost in the record books, eclipsed by the historic event. Another pilot called <br />
Hedeghog had set out to break the same record but with tragically different <br />
results. His ill-fated jet plane was rocketing towards the speed record when <br />
it suddenly started to vibrate violently and then exploded in a tremendous fireball! <br />
Nobody seems to remember the real name of the brave pilot, but old-timers around <br />
the airport still remember the emblem of Sonic the blue hedgehog......<br />
<br />
About forty years later, a freelance camera woman named Meg came to town on an assignment <br />
to cover an upcoming Air Show. As she stopped for lunch, she decided to browse <br />
through an interesting looking Antique shop near the airport. <br />
<br />
Inside she discovered a very dusty old leather flight jacket with the emblem <br />
of a strange character and the letters S-O-N-I-C on the back. She tried to decide <br />
if this character was a lion, a cat, or some other strange animal.<br />
<br />
But something drew her to it and she instantly liked it a lot. She tried it <br />
on and the shopkeeper couldn't help but notice:<br />
<br />
"Say Lady..... looks like that Jacket is just your size! Do you like it?"<br />
<br />
"Why yes! It's great! It's a little dirty but.......do you know what this word SONIC means? It sounds strangely familiar. Like I've heard it before....."<br />
<br />
"Well, I guess it's probably the name of that funny-lookin critter on the back."<br />
<br />
"Sonic.. yes Sonic!... Oh I remember, he is SONIC THE HEDGEHOG! I used to hear the stories from an old neighbor lady when I was a little girl. He's a little hedgehog that can run faster than sound!"<br />
<br />
Meg laughed out loud as the rush of childhood memories poured back to her. She dusted off the old jacket, eagerly paid for it, and she giggled to herself as she wore it out of the store. This immediately became a favorite possession and she wore it everywhere. She could not explain the strange sensation she felt when she w<br />
as wearing this jacket, but something made her feel quite comfortable and safe with it on.<br />
<br />
Upon arriving at the Air Show, Meg started taking pictures of all the vintage aircraft. At one point during the show, a group of old WW2 planes were doing a low-level formation fly-by when suddenly one of the planes veered off and fell to the ground! In the panic of the following explosion, Meg found herself surrounded by fire. She tried to escape but became disoriented as all she could see was a wall of flame. Suddenly a hand reached out and grabbed her just as she was passing out from the intense heat. As she slipped into unconsciousness, all she could see was a strange blue form and she felt the sensation of tremendous acceleration.<br />
<br />
Meg woke up staring at the ceiling of a hospital room. She was a little singed and <br />
badly shaken, but not really hurt. "Have I been dreaming?" she asked <br />
herself. Her nurse told her that she had been found unconscious lying on a grassy <br />
hill miles from the airport. No one could explain how she got there, but her <br />
jacket had been burned and Meg noticed that the emblem had disappeared!<br />
<br />
Could it be? She had this strange idea that somehow Sonic must have saved her, <br />
but she stopped short of saying anything because she didn't want to sound crazy. <br />
Even though it seemed impossible, all she could say was "I don't know.....".<br />
<br />
Later, as she developed the pictures in the camera of the last moments of the Air Show, <br />
Meg's heart stopped as the last exposure came into view. It showed the blurred <br />
image of a large pair of red shoes with a white stripe.....<br />
<br />
SONIC!!!<br />
<br />
Was it really him? What other explanation? She was confused....but it seemed so <br />
real! A moment later, she gasped with excitement at the thought of seeing him again.<br />
<br />
===The Game Story: (adapted from the Sonic Stories of Mary Garnet)===<br />
Sonic was born on a small island called Christmas Island. But his love for adventure <br />
called him away and he has visited so many different places on Earth that he <br />
doesn't really have a place he considers to be home. The Sonic stories center <br />
around his favorite group of islands including South Island ([[Sonic 1]]), Westside <br />
Island ([[Sonic 2]]), and Angel Island ([[Sonic 3]]). The first Sonic Story is located <br />
on South Island which is quite beautiful. This island is known for the curious <br />
fact that it floats around in the ocean. That is why it can not be found on <br />
any map. Sonic is fond of sitting on its beach in his beach chair, wearing <br />
sunglasses, and listening to cool rock music. Sonic loves to sing in his own <br />
rock band, and enjoys being with his friends, but he is just as happy to be <br />
alone.<br />
<br />
Sonic would be very happy enjoying his own pastimes were it not for the constant intrusions <br />
of his arch rival [[Dr. Robotnik]] (also sometimes known as Eggman because of his <br />
round shape). The evil doctor seems to have an endless supply of fiendish plots <br />
to take over the world, but Sonic seems to always find a way to frustrate his <br />
plans and keep him at bay. This has given Sonic somewhat of a celebrity status <br />
with the local inhabitants and he is loved by all as much as Robotnik is hated <br />
by all.<br />
<br />
Westside Island is a very ancient island with plenty of treasures and ancient ruins. <br />
It is also said to contain a small supply of a very powerful natural crystals <br />
called "[[Chaos Emeralds]]". These multi-colored emeralds have tremendous <br />
energy and could be used to create the most powerful nuclear bombs and laser <br />
weapons if they fell into the wrong hands. Legend says that they exist here, <br />
but nobody can remember actually seeing them. The reason for this is that the <br />
Chaos Emeralds exist in a _different dimension_ and no one has yet been able <br />
to find a way to actually possess them.<br />
<br />
One day, Dr. Robotnik heard the stories of the Chaos Emeralds and he vowed to do <br />
whatever it took to acquire them for his own evil purposes. He, and his henchmen, <br />
built a huge fortress where he made robots of many types and sent them off to <br />
find the Chaos Emeralds. Sonic stood up in defiance of Robotnik's troops and <br />
kicked them all back <br />
into the fortress telling them never to come out again. <br />
But the evil doctor had other plans. as he sulked away, he vowed that he would <br />
find the Chaos Emeralds, and he would get his revenge on Sonic the Hedgehog.<br />
<br />
A short time later, Sonic made an amazing discovery. His friends had all disappeared! <br />
Robotnik had been capturing all of the defenseless animals in the countryside <br />
and had changed them into robots! Dr. Robotnik was converting Sonic's friends <br />
into slaves and now only Sonic to save them! Can Sonic do it?<br />
<br />
Will Robotnik succeed in his quest for the emeralds while exacting his revenge <br />
on Sonic? Can Sonic subdue the hoards of robot animals without hurting his friends <br />
inside? Will Robotnik take over the _whole world_?<br />
<br />
So begins the video game saga of Sonic the Hedgehog......<br />
<br />
===Primary cast of Game Characters===<br />
====Sonic====<br />
Sonic is the star. He is a cool blue dude with an attitude. he is _not_ a "do-gooding" <br />
hero. He is loyal to his friends and has a good sense of right and wrong, but <br />
he is a very independent guy who is mostly interested in doing his own thing. <br />
He is not book smart, but he is very street smart. He loves beauty, nature, <br />
and adventure, but his primary passion is for speed and indeed he can run faster <br />
than anyone on the planet. Two things he does _not_ do are; swim (he sinks like <br />
a stone), or ride around in cars, motorcycles, etc. (why _should_ he when he <br />
can run faster than them all!). He fancies himself as a bit of a ladies man, <br />
but he does not like to be chased by girls. He is generally impatient and likes <br />
to get things done quickly. Sometimes this can work against him because he is <br />
not very detail oriented. But for the most part, Sonic is as quick witted as <br />
he is fast footed and this gives him an extraordinary combination of talents <br />
that keep him the idol of kids around the globe.<br />
<br />
====Miles (Tails) Prower====<br />
[[Miles Prower]] (from Miles-per-hour), nicknamed "Tails" is a two-tailed flying <br />
fox with the amazing ability to use his twin tails like the blades of a helicopter <br />
allowing him to fly (and mostly keep up with Sonic). He made his first appearance <br />
in Sonic 2, and he is truly the little brother that Sonic never had. Miles worships <br />
Sonic and wants to be just as fast and cool as his hero. He is about 10 years <br />
old, weighs 15 pounds, and is about 2.9 feet tall.<br />
<br />
Miles is a very smart little fox and is also very good with mechanics. He has <br />
been known to help Sonic by giving him a helicopter lift when needed. His inquisitive <br />
nature and tag-along style get him into trouble occasionally, but Sonic always <br />
seems to be able to help out his little buddy when the chips are down.<br />
<br />
====Dr. Robotnik====<br />
The evil doctor (also known as Eggman) has been a bad egg from the very beginning. <br />
Nobody knows quite where he came from, but he is definitely behind any problem <br />
that comes up. Dr. Robotnik '''loves''' machines. He loves them so much that his <br />
idea of a perfect world would be to have it full of ''nothing'' but machines. <br />
He thinks they are beautiful and he likes that he can control them. A genuine <br />
genius megalomaniac, he spends all of his time trying to replace the natural <br />
world with his beautiful machines He is not very concerned about saving the <br />
planet (being a notorious polluter), and he particularly likes the idea of exploiting <br />
the oceans for their riches (This really gets to Sonic, because Sonic loves <br />
the oceans and can't stand the idea of Robotnik messing with them). In order <br />
to have ultimate control in his quest, Robotnik must find and control all of <br />
the Chaos Emeralds, and most importantly.....Sonic.<br />
<br />
Fortunately for everyone, Sonic is an incredibly fast moving target and is usually one step <br />
ahead of him.<br />
<br />
====[[Knuckles]]====<br />
Long ago, an ancient civilization called the Echidnas lived on Angel Island and had <br />
mastered the secrets of the Chaos Emeralds. so powerful were these emeralds <br />
that the entire island floats high in the sky. The island's existence has long <br />
been a secret because not many people have ever seen it as it is always obscured <br />
by clouds. But the [[Knuckles Clan|Echidna Tribe]] mysteriously disappeared leaving Knuckles as their lone descendant and guardian of these secrets.<br />
<br />
Knuckles is about 15 years old, wears his hair in "dreadlocks" and has a generally <br />
cool aura about him. He is quite athletic and can run almost as fast as Sonic, <br />
climb vertical rock walls, and float down (like flying) from high places. He <br />
can also use the spikes on his knuckles to help him dig which is one of his <br />
favorite activities. Knuckles has a strong sense of honor and has a good heart <br />
(he is the equivalent to Doronpa in the Oba-Q story). He is very clever and <br />
smart, but had lived his life in solitude and was not accustomed to dealing <br />
with characters from the outer world, much less such a cunning one as Dr. Robotnik. <br />
This is why he was easily deceived by Robotnik into thinking that Sonic was <br />
a bad guy trying to steal the Chaos Emeralds. This deception allowed Robotnik <br />
to pit Knuckles against Sonic as a powerful adversary.<br />
<br />
Knuckles snatched up the Chaos Emeralds from Sonic and then used his vast knowledge <br />
of the Island and his ability to dig to expertly escape from Sonic and Tails <br />
and to set up hidden traps and obstacles to slow their pursuit.<br />
<br />
Fortunately, this deception could not last because both Sonic and Knuckles ultimately <br />
discovered they were fighting on the same side of the same cause.<br />
<br />
They finally vowed to work together to protect Angel Island and ultimately defeat <br />
Robotnik.<br />
<br />
==Notes==<br />
<br />
*'''Translation:''' Sega Technical Institute<br />
*'''Special thanks to:'''<br />
**[[Stealth]] (For typing the text)<br />
**Psxphile (Text Formatting)<br />
<br />
==External Links==<br />
<br />
[http://web.archive.org/web/20021227013107/http://www.tastescity.net/sonicdimension/top/sonic-museum/story-hall/story_legend1.html Legend of Super Sonic] - The original Japanese text, from Sonic Dimension (courtesy of archive.org)<br />
<br />
[[Category:Stories]]</div>PikaSamushttps://info.sonicretro.org/index.php?title=Sonic_the_Hedgehog&diff=248272Sonic the Hedgehog2018-04-05T15:16:05Z<p>PikaSamus: /* Miscellaneous */</p>
<hr />
<div>{{CharacterSheet<br />
| image1 = Sonic1.png<br />
| image2 = Sonicchannel sonic02 nocircle.png<br />
| charcolor = blue<br />
| charname = Sonic the Hedgehog<br />
| debut = [[Sonic the Hedgehog (16-bit)|Sonic the Hedgehog]]<br />
| debutyear = 1991<br />
| species = Hedgehog<br />
| gender = Male<br />
| age = 15<br />
| height = 100cm (3'3")<br />
| weight = 35kg (77lbs)<br />
| creator=[[Naoto Ohshima]]<br />
}}<br />
:''For the video games, see [[Sonic the Hedgehog (8-bit)]], [[Sonic the Hedgehog (16-bit)]], or [[Sonic the Hedgehog (2006 game)]]. For other eponymous media see [[Sonic the Hedgehog (disambiguation)]].''<br />
<br />
'''Sonic the Hedgehog''' (Japanese: ソニック・ザ・ヘッジホッグ, Romaji: ''Sonikku za hejjihoggu''), "The Most Famous Hedgehog In The World," is the flagship character for home and [[arcade game]] (and former game console) maker [[Sega]]. Designed to compete with [[Nintendo]]'s mascot [[Mario]], the two companies went head to head for over a decade, until Sega pulled out of the home console market.<br />
<br />
Sega has made numerous video games starring Sonic since his debut in 1991, spanning five generations of console manufacturing. Through numerous aggressive ad campaigns (the most famous being the touting of "[[Blast Processing]]," described as being able to render [[sprite|sprites]] at extreme speeds but actually referring to the CPU's [[clock rate]]), Sonic soon became one of the most recognizable fictional characters in the world, even beating out Mickey Mouse for a time. While his glory days may be behind him, Sonic is still a significant part of gaming, and it cannot be denied that he forever changed the gaming landscape.<br />
<br />
==Character Conception==<br />
[[Image:S1concept-HEDGEHOG.png|thumb|190px|Early design of Sonic the Hedgehog.]]<br />
By 1990, [[Sega]] had grown tired of playing second-fiddle to [[Nintendo]], and sought to redefine their image with a game that would be able to go head to head with the Super Mario Bros. series. Up to this point, Sega had been using [[Alex Kidd]] as their unofficial mascot for their [[Sega Master System|Master System]] outings, but the corporate heads wanted to present something that could directly compete with the Mario character, and in the process knock Nintendo from the number one spot in the gaming world. An internal competition was held to find a new mascot that would both appeal to a wide audience and showcase what their latest system, the [[Sega Mega Drive|Mega Drive]], was capable of. While many designs were introduced ranging from a [[Game Development:Sonic the Hedgehog (16-bit)|Felix-inspired Rabbit to an American-looking bulldog]], and even early designs of what would end up being [[Dr. Eggman]] and [[Mighty the Armadillo]], it was [[Naoto Ohshima]]'s simple [[hedgehog]] design that caught everyone's attention. <br />
<br />
Originally named "Mr. Needlemouse," the design of the small, blue, spiny being took many cues from American culture. The look of Sonic's classic buckled shoes took direct inspiration from [[Michael Jackson]]'s boots from the cover of his "Bad" album, while the color scheme was taken from the most famous character of all time - Santa Claus. Sonic's personality, on the other hand, was directly inspired by future-President Bill Clinton, who Ohshima felt embodied a modern sensibility of wanting to get things done right away, righting wrongs as they presented themselves instead of letting them linger.{{ref|1=http://www.youtube.com/watch?v=6D9h-4vQUHM}}<br />
<br />
[[Image:Sonic_Gems_300.jpg|thumb|190px|A later concept drawing of Sonic the Hedgehog and the world around him. Includes an early version of [[Dr. Eggman]] and Madonna, the unused "love interest."]]<br />
With character in hand, and the future of Sega riding on them, Sega's AM8 division (who decided to call themselves "[[Sonic Team]]") set about making what they would hope become a successful game. While Ohshima was responsible for the look of Sonic the Hedgehog, he was only one part of the team that helped bring him to life. It was [[Yuji Naka]] that helped instill Sonic's trademark sense of speed by programming what was, at the time, the fastest game anyone had played on a home console. Having been obsessed with speed as a youth, he relished creating a game engine designed around a character who was focused on the same theme, even going as far as removing the original throwing-element of gameplay because it slowed down the overall flow. Rounding off the classic trio was [[Hirokazu Yasuhara]], the Game Planner and Director, making sure all the pieces of the game fit together, while at the same time creating fun and memorable levels that would make people want more. The work of these three men, along with the other 12 members of the team, helped propel Sonic the Hedgehog to heights not even Sega could have foreseen.<br />
<br />
The success of ''[[Sonic the Hedgehog (16-bit)|Sonic the Hedgehog]]'' caused other companies to take notice, and the trend of anthropomorphic mascots was born. Sparkster, Bubsy, Crash Bandicoot, Spyro, Blinx, and Sly Cooper are only a few of the characters that have tried to emulate Sonic the Hedgehog over the years. While some were more successful than others, none could reach the heights Sonic skyrocketed to.<br />
<br />
==Sonic the Hedgehog (Video Game Character)==<br />
<br />
===Origin of Sonic===<br />
[[Image:Classic_sonic_orthographic.svg|thumb|190px|Sonic the Hedgehog's classic design, as used from 1991-1997.]]<br />
In the original game continuity, Sonic's past is never explicitly explained, and perhaps purposefully never hinted at. According to the [[Original Story|Sonic the Hedgehog Technical Documents]], Sonic was born on [[Christmas Island]], although the island has yet to make an appearance within the games. The only other piece of information on Sonic's past is that he and [[Dr. Eggman]] have had a fierce rivalry that has existed long before the original ''[[Sonic the Hedgehog (16-bit)|Sonic the Hedgehog]]'' console game. Though the details of these early encounters are never expanded upon, it is made clear the first time the [[Chaos Emeralds]] become a source of contention is during the events of the first game. The first battle over the Chaos Emeralds was retold in the ''[[Sonic the Hedgehog Story Comic]]'' released in Japan, where Dr. Eggman first fights Sonic over the gems by interrupting a concert the hedgehog is singing in.{{ref|1=http://manga.portalsonic.com/index.php?date=2010-06-23}} However, as the comic is based heavily on the early concepts of the game that ultimately never made it in, it is unknown how this relates to the current game continuity. Nevertheless, the ending to both is the same, with Sonic triumphing over the doctor.<br />
<br />
While Sonic has visited and explored [[South Island]] many times, Sonic is something of a nomad, never content with staying in one place for too long. Preferring to travel to new areas and locals looking for exciting new adventures, he only slows down when Dr. Eggman appears, foiling whatever new scheme to take over the world the doctor has.<br />
<br />
The same documents which mentioned Christmas Island (which were printed in the ''[[Sonic Adventure 2 Birthday Pack|Sonic Adventure 2 Birthday Pack]]'') offer an alternate, whimsical story in which Sonic the Hedgehog was originally a fictional character created by Mary Garnet, who used him in a series of children's novels. Inspired by her husband and his dream of being the first man to break the sound barrier, the character adorned the back of his jacket at the airfield he worked, becoming a mascot to those who worked alongside him. After an attempt to succeed in this dream turned tragic, both the man and and the hedgehog were slowly forgotten of as time moved on. Decades pass, and a young camerawoman attends an airshow at the same field, wearing the hedgehog-adorned jacket she recently bought at a flea market, remembering the character from her childhood. Getting caught up in an accident that occurs, she finds herself saved by a mysterious force, who she later finds was Sonic the Hedgehog, a blue blur and familiar shoes being found in her developed pictures. However, this story has never been referenced in the games, and only acknowledged by the creators of Sonic the Hedgehog as an alternate fictional story, solely intended to grab people's attention to the Mega Drive original.<br />
<br />
===Personality===<br />
[[Image:CS S US.png|thumb|190px|Sonic the Hedgehog's profile from ''[[Sonic Jam]]''.]]<br />
[[Image:SA Sonic Original.jpg|thumb|190px|The original unveiling of Sonic the Hedgehog's redesign. From ''[[Sonic Adventure]]''.]]<br />
Sonic the Hedgehog is a 15 year old blue hedgehog who lives in no particular locale on the planet Earth, instead choosing to travel the world looking for fun and adventure wherever he goes. While he may be a drifter, that doesn't mean he only cares about himself. Over the course of the games, Sonic meets other people whom he becomes close with, such as the over-eager sidekick [[Miles "Tails" Prower]], the friendly rival [[Knuckles the Echidna]], and the obsessive fangirl [[Amy Rose]]. While some games show Sonic as more of an a-typical hero than others, traditionally he is someone who plays by his own rules, while maintaining a strong sense of justice. Even though he looks out for the underdog, he does not dedicate his life to romanticized ideals, oftentimes fighting Dr. Eggman for the fun and adventure of it all. While he doesn't let others dictate his actions, he won't hesitate if his friends are in trouble, and though he maintains a calm and cool attitude, he knows when to get serious when the stakes are high.<br />
<br />
Sonic is known for his 'attitude', which is shown through his smugness and sarcasm. Sonic sometimes likes to show off in order to 'look cool'. He is often shown posing or adjusting his gloves or shoes. He is also often noted to be impatient and sometimes have a hot temper.<br />
<br />
===Abilities===<br />
If there is one characteristic that defines Sonic the Hedgehog, it would have to be his supersonic speed. Able to go Mach 1 on his own power, it is this that sets him apart from the other characters in the series. While many of the main players have speeds that nearly match Sonic's, it isn't unusual to see him waiting for everyone else to show up, tapping his foot and crossing his arms in impatience. Sonic also has the ability to curl up into a ball and perform a [[Spin attack|spin attack]], which makes his quills a deadly enough weapon to cut through the doctor's machines and free whatever animal may lie inside. He also possesses the [[Spin Dash|spin dash]], in which Sonic curls into a ball, revving up enough speed where he can dash ahead without having to build up the momentum beforehand. While the spin attack and the spin dash have been emulated by many other members in the cast, they have not been able to recreate the [[Super Peel-Out]] move, in which Sonic builds up even more momentum while standing, his legs moving so fast they become a figure 8 to the naked eye. However, Sonic is not infallible, his one major weakness being that he is incapable of swimming, forced to run along the bottom of whatever water-filled zone he happens to be in, relying on any air bubbles that spring up to prevent him from drowning.<br />
<br />
Sonic also has the capability of [[Super transformation|transforming]] into a super-powered version of himself through the use of whatever mystical item Sonic has to collect during his adventures, such as the [[Chaos Emeralds]], the [[Super Emeralds]], and the [[World Rings]]. Among his many transformations are [[Super Sonic]], [[Hyper Sonic]], and [[Darkspine Sonic]]. It is usually this transformation that drives the final confrontation in each installment of the ''Sonic the Hedgehog'' series.<br />
<br />
While Sonic can still drown in his Super Sonic transformation, he cannot while being Hyper Sonic.<br />
<br />
==Sonic in Other Media==<br />
Due to the fractured nature of bringing Sonic into other mediums, Sonic's origin story has not remained consistent when transformed into television, comic books, or even localized for Western markets. Because of this, there are many conflicting origin stories regarding the character "Sonic the Hedgehog."<br />
<br />
===Westernized Game Localization===<br />
[[Image:STHPromoSTHPromo05.jpg|thumb|190px|Sonic turns to his familiar blue hue. The [[Sonic the Hedgehog (promotional comic)|promotional comic]] was published in such magazines as EGM.]]<br />
Not content with the simple explanation provided by Sega of Japan, Sega of America set to create their own origin of Sonic, meant to appeal to an American, and by extension, European audience. The [[Sonic the Hedgehog (promotional comic)|first published version]] of this story, a comic written by [[Francis Mao]], took a direction decidedly different from the Japanese explanation. In the comic, which takes the form of an extended flashback, Sonic explains to his animal friends how [[Dr. Eggman|Robotnik]], who appeared out of nowhere to terrorize the residents of the island, was actually once [[Dr. Ovi Kintobor]]. A benevolent scientist who only wished to save the world from the forces of evil, Sonic accidentally stumbled across the doctor's hidden laboratory while digging through the surface of the planet. The lanky, older doctor is stunned to find the small, brown, prickly hedgehog, but they soon become friends, Kintobor more than willing to share with Sonic what he has been working on in secret. He shows off his latest creation, his device to rid the world of evil: the [[R.O.C.C.|Retro-Orbital Chaos Compressor]] (R.O.C.C. for short). Maintained by Containment [[Ring|Rings]] (which are meant to be the rings one collects in the games), the R.O.C.C. is powered by six [[Chaos Emeralds]] floating within, tasked to absorb all the evil energy on the planet [[Mobius]]. However, without the final seventh emerald, the R.O.C.C. remains in a state of flux.<br />
<br />
In the interim, Kintobor decides to study Sonic's speed, putting him on an experimental treadmill meant to gauge how quickly he could run. In no time, Sonic reaches the speed of sound, causing the treadmill to explode and turning his hue from dirty brown to a brilliant blue. Kintobor says it must be the "cobalt effect," and makes him a pair of frictionless shoes to allow Sonic to keep on hitting these speeds without any further repercussions.<br />
<br />
One fateful day, Kintobor asks Sonic to bring him a soda and a hardboiled egg, and due to the doctor's clumsiness, spills the soda onto the control panel of the R.O.C.C., infusing him with the total collected evil energy stored within. The transformation, aided by the hardboiled egg, causes Kintobor to take on the shape of the egg, completing the process to turn the gentle doctor into the villainous Dr. Ivo Robotnik. This version of the story was later rewritten by [[Mike Pattenden]] in the book ''[[Stay Sonic|Stay Sonic: Official Sega Handbook]]''.<br />
<br />
[[Sega]]’s official American homepage from 1996{{ref|http://web.archive.org/web/19970215141413/www.sega.com/features/allsonic/biography/bio01.html}} expanded slightly on this story, showing that many of the attributes that made up Sonic were in fact learned from the [[Animals|animals]] that you rescue in the games. [[Pocky|Johnny Lightfoot]] teaches Sonic how to run, [[Ricky|Sally Acorn]] teaches him how to jump great distances, [[Rocky|Joe Sushi]] shows him how to swim, [[Pecky|Tux]] gives him the secret to breathing underwater, [[Flicky]] inspires his carefree approach to life, and [[Cucky|Chirps]] shows him to do the [[Spin attack|Super Sonic Spin Attack]]. This pattern of having everyone else teach Sonic his moves even continued into the westernized ''[[Sonic the Hedgehog 2 (16-bit)|Sonic the Hedgehog 2]]'' [[Sonic the Hedgehog 2 (16-bit) US Manual|manual]], in which his new [[Spin Dash|spin dash]] move was shown to him by [[Miles "Tails" Prower]].<br />
<br />
An early proposal of the westernized version of the Sonic story, in which some elements were used to make the above, can be read [[Sonic the Hedgehog Bible|here]].<br />
<br />
===Shogakukan Manga===<br />
One of the earliest transitions for Sonic from video game hero to alternate media, the [[Sonic the Hedgehog (manga)|''Sonic the Hedgehog'' manga]] from the publication ''[[Shogaku Yonensei]]'' has Sonic as an alter-ego of another hedgehog named Nicky, who can transform into Sonic when need be. He is joined by [[Miles "Tails" Prower]] while in Sonic form, who assists in fighting the evil (if comical) villain [[Dr. Eggman]]. In his secret identity Nicky, he has an entirely different supporting cast, including early forms of [[Charmy Bee]] and [[Amy Rose]]. This version of Amy is actually Nicky's girlfriend, as opposed to the "self-proclaimed girlfriend" role she plays in the games. Even though she is with the bespectacled hedgehog, her heart still pines for Sonic, oblivious to the fact Nicky and Sonic are one and the same.<br />
<br />
===Sonic the Hedgehog (TV series)===<br />
[[Image:Sonic-and-Sally.jpg|thumb|190px|Sonic alongside [[Princess Sally Acorn]], from ''[[Sonic the Hedgehog (TV series)|Sonic the Hedgehog]]''.]]<br />
The Saturday Morning cartoon ''[[Sonic the Hedgehog (TV series)|Sonic the Hedgehog]]'' featured a vastly different origin than any previous continuity up to that point. While still portrayed as the "blue dude with an attitude," Sonic lives not on a planet that [[Dr. Eggman|Dr. Robotnik]] wants to take over, but has already succeeded in doing so. Having overthrown the [[Acorn Kingdom]] and conquered [[Mobius]] ten years prior while Sonic was but five years of age, Sonic and a small group of friends are forced to grow up in a secluded area known as [[Knothole Village|Knothole]], located in the [[Great Forest]] and away from Robotnik's watchful eye. The majority of Mobium citizens have undergone a process known as [[Roboticization]], created by Sonic's [[Uncle Chuck]] for benevolent purposes but misused by Doctor Robotnik.<br />
<br />
Once Sonic and the rest of the Knothole [[Freedom Fighters]] reach their teenage years, they set about overthrowing the evil dictator, his nephew [[Snively]], and his entire empire. Sonic is joined by [[Princess Sally Acorn]] (the love interest), [[Rotor Walrus]] (the go-to tech guy), [[Bunnie Rabbot]] (the sassy half-robotocized friend), [[Antoine D'Coolette]] (the comic relief), and [[Miles "Tails" Prower]] (the ever-loving sidekick) as they attempt to revert [[Robotropolis]] back to the city they once lived in, Mobotropolis, and rescue the exiled King Acorn from "The Void." Though Sonic often acts rashly when confronted with Dr. Robotnik's SWATBots, he will often defer to Princess Sally, who is the true leader of the Freedom Fighters and the resistance as a whole. Only on for two seasons, the final released episodes show the Freedom Fighters, along with Sonic, make a final push against his [[The Doomsday Project|"Doomsday Project"]], with Sonic and Sally being the ones who end it. With Sonic able to admit his feelings for Sally, the series ended on a cliffhanger, canceled as the third season began per-production. To date, no official continuation of the series has ever been released.<br />
<br />
===Sonic the Hedgehog (Archie comics)===<br />
[[Image:SonictheHedgehog37Archie.jpg|thumb|190px|Sonic the Hedgehog doing what he does best on the cover of ''[[Sonic the Hedgehog (Archie comics)|Sonic the Hedgehog]]'' [[Sonic the Hedgehog 037 (Archie)|Issue 37]].]]<br />
The [[Archie Comics|Archie]] comic book series, ''[[Sonic the Hedgehog (Archie comics)|Sonic The Hedgehog]]'', takes the same basic premise of the [[Sonic the Hedgehog (TV series)|Saturday Morning]] series, having Sonic and the rest fight off the evil [[Dr. Eggman|Dr. Robotnik]] and attempt to free their home and their planet. However, Robotnik's grip is not as strong, as there are more pockets of resistance and less [[Roboticization|Roboticized]] Mobians within the story. Also, since the early issues used concepts from the series ''[[Adventures of Sonic the Hedgehog]]'', the doctor was not originally portrayed as harshly as his televised counterpart, his schemes often having some sort of ridiculous premise behind them. It wasn't until the [[Sonic the Hedgehog 025 (Archie)|Sonic CD adaptation]] that the series slowly shifted gears, heading toward a version of Dr. Robotnik that resembled the Saturday morning version more and more with each passing issue, culminating in the now-infamous "[[Sonic the Hedgehog 047 (Archie)|Endgame]]" story arc.<br />
<br />
In the aftermath of defeating Dr. Robotnik, Sonic and the rest of the [[Freedom Fighters]] set about transforming [[Robotropolis]] back into the city of their youth. In the process, Sonic discovers that his parents are still alive, having lived in the catacombs of Robotropolis, hidden there before the coup. His father, [[Jules Hedgehog]], having been injured, was robotocized by Sir Charles Hedgehog in an attempt to save his life, unknowingly using machinery that had been tampered with by Robotnik (at the time calling himself Julian Kintobor of the House of Ivo). When completed, Sir Charles decides to renounce his status as Minister of Science in the Acorn Kingdom, overcome by the guilt of seeing his brother now nothing more than a mindless robot. Unknowingly, this action allowed Robotnik to claim not only the first victim of his coup d'etat, but his second - Sonic's mother, [[Bernadette Hedgehog]]. After the disappearance of his parents, Sonic ended up living with "Uncle Chuck" for a time, until Sonic was forced to escape to Knothole, his uncle becoming another casualty of the roboticization process. Though Sonic is at first upset at his uncle for keeping the fate of his parents a secret, he eventually forgives him and accepts his parents with open arms.<br />
<br />
With the rebuilding of the Acorn Kingdom, Sonic and Tails go off on a mission to subdue [[Ixis Nagus]], and make sure he does nothing to disturb the peace they have only recently acquired. Unfortunately, even though the duo are successful, the Freedom Fighters are brought together once more to go up against an alternate Dr. Robotnik (who eventually calls himself Dr. Eggman) from a parallel universe. Bored of his own conquered world, he travels to "Mobius Prime" to rule over the only version of Sonic the Hedgehog that was able to defeat him. Though the empire he acquires rises and falls many times throughout the run, Eggman remains the main antagonist and arch-rival to Sonic the Hedgehog.<br />
<br />
Because of the serialized nature of the medium, and the tendencies of former main writer [[Ken Penders]], Sonic's portrayal has ranged from the overtly silly to the dark and dreary. While [[Princess Sally Acorn]] is still presented as his main love interest, other characters such as [[Mina Mongoose]] and [[Fiona Fox]] have created love triangles and romance-orientated tales that are very different to the style and personality of the video game series.<br />
<br />
The comic has also embraced the idea of Sonic being obsessed with [[Chili Dog|chili dogs]], a trait that runs through the [[DiC Entertainment]] produced animated series.<br />
<br />
===Sonic the Hedgehog (Troll Associates book)===<br />
Based on the [[Sonic the Hedgehog (TV series)|Saturday morning series]] and the [[Sonic the Hedgehog (Archie comics)|Archie comic book]], as well as early concepts for both, the [[Troll Associates]] book ''[[Sonic the Hedgehog (Troll Associates book)|Sonic the Hedgehog]]'' expands on Sonic’s origin in a slightly different way than the rest. While the elements of [[Knothole Village|Knothole]], [[Uncle Chuck]], and the [[Freedom Fighters]] are all present, [[Dr. Eggman|Dr. Robotnik]] is introduced not as a master villain or even a comical one, but as a teenager, only fifteen years of age. Having been orphaned, Uncle Chuck decides to take him under his wing, just as he does Sonic, who is seven at this point. Predictably, the two orphans refuse to get along, even though Uncle Chuck encourages both of them.<br />
<br />
Things take a turn for the worse when Robotnik decides to raid Uncle Chuck’s tractor and use the steering parts for his latest robot. When Chuck hops on his tractor, it goes out of control, forcing Sonic to save both his uncle and Robotnik from being pinned to a tree. Uncle Chuck only finds out about Robotnik’s misdeed when one of his own robots snitches on the future doctor. Angry, Charles sends Robotnik to his room, where the future ruler of [[Mobius]] sets to make his largest robot yet, which Sonic has to save Uncle Chuck from.<br />
<br />
Eight years later, Sonic is now working with Uncle Chuck at his chili dog stand, with brand new sneakers his uncle invented for him. After the largest order yet, Sonic runs off to discover that the order was a trap, and when he runs back home discovers that his uncle and dog [[Muttski]] have been kidnapped by the now ruler of Mobius, the evil Dr. Robotnik. Knowing he has to rescue his uncle, he stumbles across [[Princess Sally Acorn]], who informs Sonic not only who she is, but what happened to her father. Together, along with the rest of the Freedom Fighters, they work to not only rescue Uncle Chuck, but restore the Kingdom of Acorn.<br />
<br />
This origin story was also used in the original [[Sonic the Hedgehog 3 (Archie Mini-Series)|Archie mini-series]], but presented as an imaginary story; a bad dream that Sonic is thankful never actually happened.<br />
<br />
===Adventures of Sonic the Hedgehog===<br />
[[Image:LoveSick Sonic.jpg|thumb|190px|Sonic and brief love interest [[Breezie]]. Taken from the episode "[[Lovesick Sonic]]."]]<br />
''[[Adventures of Sonic the Hedgehog]]'' (produced concurrently with Sonic's other animated series ''[[Sonic the Hedgehog (TV series)|Sonic the Hedgehog]]'') put Sonic once again on the planet [[Mobius]], trying to stay slightly more faithful to the source material than its Saturday morning counterpart, making Sonic and [[Miles "Tails" Prower|Tails]] the main characters. [[Dr. Eggman|Robotnik]], while a dictator in his own mind, is never shown as actually having any part of Mobius truly under his thumb, or any real power whatsoever. Instead, he tries time and time again to defeat Sonic the Hedgehog, using absurd and wild plots that are slanted more towards the viewer's amusement than anything. <br />
<br />
Sonic's portrayal is notable for his behaviour around Tails, taking an almost parental role towards him. Though he is often jerkish towards people that can slow him down, before learning to respect them later.<br />
<br />
Sonic's attitude in the series is deeply rooted in the concept of what was "hip" in the early to mid-90's, spouting off slang and various catchphrases whenever possible. Possessing an appreciation of the opposite sex other versions of the character have overlooked,to the point he acts absurd around females he finds attractive. Sonic also had a tendency to disguise himself to trick Robotnik and his minions [[Scratch]] and [[Grounder (AoStH)|Grounder]], allowing their plans to blow up in their faces as a result. Even though episodes such as the [[Blackbot the Pirate|Chaos Emerald saga]] tried to raise the stakes, the characters in the series made sure to not take any event too seriously.<br />
<br />
===Sonic the Comic===<br />
[[Image:STC UK 100.jpg|thumb|190px|The cover to the triumphant [[Sonic the Comic 100|100th Issue]] of ''[[Sonic the Comic]]'']]<br />
The UK-based ''[[Sonic the Comic]]'', produced by [[Fleetway]], took the origin story that Sega of America had produced as a basis, later introducing concepts and ideas from the other Sonic media of the time. While at first a very basic comic book, [[Sonic the Comic 008|issue #8]] retold the [[Dr. Ovi Kintobor|Kintobor]] origin, at the same time having [[Dr. Eggman|Robotnik]] sending Sonic a few months into the future. Instead of having Sonic prevent Robotnik from taking over the world, he now had to liberate [[Mobius]] with the help of staples like [[Miles "Tails" Prower]] and [[Amy Rose]], as well as alternate versions of his animal friends from the games, [[Johnny Lightfoot]] and [[Porker Lewis]].<br />
<br />
Sonic is very agressive and defensive, [[Nigel Kitching]] has explained that he acts this way on purpose to look tough.<br />
<br />
While many other original elements were presented, the comic tried to keep as strong ties to the original games as possible, using enemies and zones from the games in the storyline. Sonic, meanwhile, possessed a slightly harder edge to his personality than in the [[DiC Entertainment|DiC-produced]] animated series, being slightly more obsessed with himself and even being vocally aggressive to his friends.<br />
<br />
At one point, it is revealed that Robotnik was not the one who originally designed [[Metal Sonic]] (called Metallix in the comic book), but that it was instead created by his assistant [[Grimer]], and that Robotnik only installed a self-destruct mechanism in the off-chance they would rebel against him. When discovered, the Metallix go back in time to prevent the creation of Dr. Robotnik so this fail-safe device would not be implanted within them, forcing Sonic to go back in time and insure that Dr. Kintobor would indeed transform into the evil doctor. Because of this, Sonic realized that he was the one responsible for the creation of his greatest enemy, and the events that had transpired so far in the series.<br />
<br />
Another aspect of the Fleetway series that was unique to its continuity was the presentation of Super Sonic. While still a super-powered form of Sonic the Hedgehog, Super Sonic was a force of nature that was wild and uncontrollable, often being more destructive than Dr. Robotnik. While there were times when Super Sonic had to be called into action, it was only as a last resort, for while he would defeat whatever it was the [[Freedom Fighters]] could not, he would immediately turn his attention to his friends and try to wipe them out. In the end, all anyone could do was wait it out, hoping that the Chaos energy would dissipate, turning Sonic back to normal before too much trouble was to be had.<br />
<br />
===Sonic the Hedgehog (Anime)===<br />
Produced under the supervision of [[Sonic Team]], this [[Sonic the Hedgehog (Anime)|two-part Japanese anime]] brought to life another version of Sonic the Hedgehog, also based on the games but once again being significantly different. Given no clear backstory, it is established that Sonic lives somewhere on South Island in the ruins of an airliner, and prefers to relax in this tropical locale than being needlessly bothered by other people. Sonic's personality leans more toward his [[Sonic the Comic|Fleetway]] counterpart than his ''[[Adventures of Sonic the Hedgehog]]'' one. Sonic's portrayal displays more in the way of hot-temper and is unpredicatable. He can snap at his friends and initially seem uncaring but he does express sympathy for Tails' fear of lightening and for Hyper Metal Sonic's fate. One moment Sonic may seem lazy and the next energetic and ready for adventure, while he will still rush in to save his friends from certain danger and [[Dr. Eggman]]. There are occasionally times when he wishes to be left alone.<br />
<br />
While Sonic and Eggman end up face to face often through the course of the show, the hedgehog never shows any sign of being intimidated or frightened of Eggman or his plans. Instead, he chooses to make snide remarks, teasing him and his forces. The only villain in the piece he shows anything more to is [[Metal Sonic]], and only once he recognizes that elements of his own personality were used to create the machine. It is also hinted at that he and [[Sara]] (the damsel-in-distress of the show) have some sort of attraction to each other, though neither explores it beyond simple flirting, mostly on Sara's part. <br />
<br />
===Sonic Underground===<br />
[[Image:Sonicundergroundcast.jpeg|thumb|190px|Sonic alongside siblings [[Sonia the Hedgehog|Sonia]] and [[Manic the Hedgehog|Manic]], the main cast of ''[[Sonic Underground]]''.]]<br />
Once again creating a completely different origin story, [[DiC Entertainment]] chose to produce an animated series having nothing to do with either of their previous efforts. Born into a royal family, Sonic and his two siblings, [[Manic the Hedgehog|Manic]] and [[Sonia the Hedgehog]], are separated from their mother because of the intervention of [[Dr. Eggman|Dr. Robotnik]], who overthrows the kingdom. Maintaining his rule by appealing to the upper class, Dr. Robotnik's role as dictator forces the three hedgehog siblings to be raised by other families, and are only reunited once they reach their teenage years. Sonic, Sonia, and Manic then decide to form an underground rock group, appropriately named ''[[Sonic Underground]]''. They use the band as a front to gather intelligence and to one day reunite with their mother, [[Queen Aleena]], and overthrow Dr. Robotnik once and for all.<br />
<br />
===Sonic X===<br />
Sonic is quiet, solitary and stoic, his characterisation is mainly that of an idol for Chris to look up to.<br />
<br />
The second animated project under the direct supervision of [[Sonic Team]], ''[[Sonic X]]'' is closely based on the Sonic Adventure-era of Sonic's history, even sharing the same voice actors in the Japanese original. However, instead of living on a planet where humans and animals coexist, Sonic and his friends come from a separate reality on an unnamed planet. It is only because of Dr. Eggman's latest invention that causes a warp in space and time utilizing [[Chaos Control]] that sends the cast to the planet Earth, where Sonic immediately gets into trouble. After running from the police, he finds himself trapped in a pool, unable to escape until he gets help from a child who lives there, [[Chris Thorndyke]]. The two immediately become friends, and it isn't long before [[Miles "Tails" Prower]], [[Amy Rose]] and [[Cream the Rabbit]] also become friends with the Thorndyke clan, making up residence there until they can find a way back home.<br />
<br />
While the first 26 episodes are unique stories, the second half of series one decided to adapt ''[[Sonic Adventure]]'', ''[[Sonic Adventure 2]]'' and ''[[Sonic Battle]]'', making changes to their individual stories as necessary. It was during this era of the show that Chris Thorndyke was replacing certain roles that were already taken up by other characters, including the role of sidekick and the person-in-distress. For example in the adaptation of ''Sonic Adventure 2'', where he takes Amy's role in the story, being the one to convince [[Shadow the Hedgehog]] to join with the other heroes to prevent the [[Space Colony ARK]] from crashing into Earth. So while the series is one of the closest attempts to bring the games into alternate media, there are still some differences which make ''Sonic X'' its own unique world.<br />
<br />
==Miscellaneous==<br />
*While Sonic's first staring role was in his self-titled 16-bit adventure, he first appeared in a cameo in the game ''[[Rad Mobile]]'' as the rearview mirror ornament. This was also the first of [[References to Sonic in video games|many cameos Sonic would have in other games]], perhaps the most famous being the mountain carving found in the first track of ''[[sega:Daytona USA|Daytona USA]]''.<br />
<br />
*When it became possible to trademark certain three dimensional shape configurations for trademarked products and objects, Sonic the Hedgehog was one of the very first fictional characters to have his all-round shape trademarked. <br />
<br />
*Interestingly, one of a class of genes involved in fruit fly embryonic development, called [[Sonic hedgehog|hedgehog genes]] after the name given to the first member of this class discovered, has been named sonic hedgehog after this character. The same gene (named shh for simplicity) has been found to be, in conjunction with other genes, pivotal in the formation of the pentadactyl limb in mice, and plays an interesting role in shaping the brain.<br />
<br />
*Sonic the Hedgehog was the first video game character to be immortalized in balloon form at the Macy's Thanksgiving Day Parade. The first year it was on the route (1993), it also crashed into a streetlight, but no major injuries occurred from the collision.{{ref|http://en.wikipedia.org/wiki/Macy's_Thanksgiving_Day_Parade}}<br />
<br />
*Sonic's age has always been a tricky one to pinpoint. According to the [[Original Story|Sonic Technical Files]], it says he is 18, "but it's kinda hard to tell." In a video for those who preordered ''[[Sonic the Hedgehog 3]]'' in Japan, Sonic's age was listed as being "15~16."{{fileref|SONIC THE HEDGEHOG 3 SONIC History Video.flv}} This continued with the Japanese version of ''[[Sonic Jam]]''. However, the English version of ''Sonic Jam'' changed this to just be "16". With the ''[[Sonic Adventure]]'' era, his age is now listed as 15. Making things just a bit more confusing is the fact that ''[[Sonic Generations]]'' begins with Sonic being greeted to a surprise "birthday party," which occurs across every region and platform the game was released in.<br />
<br />
==Appearances==<br />
<br />
===Video Games===<br />
See [[Games featuring Sonic the Hedgehog]].<br />
<br />
=== Television Series and Film ===<br />
* ''[[Adventures of Sonic the Hedgehog]]'' (AoStH, US) <br />
* ''[[Sonic the Hedgehog (TV series)|Sonic the Hedgehog]]'' (SatAM, US) <br />
* ''[[Sonic Underground]]'' (US, France) <br />
* ''[[Sonic the Hedgehog (Anime)|Sonic the Hedgehog]]'' (Anime, Japan)<br />
* ''[[Sonic X]]'' (Anime, Japan)<br />
<br />
=== Comic Books ===<br />
* ''[[Sonic the Hedgehog Story Comic]]'' ([[Softbank Publishing]], Japan)<br />
* ''[[Sonic the Hedgehog (manga)|Sonic the Hedgehog]]'' ([[Shogakukan]], Japan)<br />
* ''[[Sonic the Hedgehog (Archie comics)|Sonic the Hedgehog]]'' ([[Archie Comics]], US)<br />
* ''[[Sonic the Comic]]'' ([[Fleetway]], UK)<br />
* ''[[Sonic the Hedgehog (Sirene)|Sonic Adventures]]'' ([[La Sirène Sources]], France) <br />
* ''[[Sonic X (Archie comics)|Sonic X]]'' ([[Archie Comics]], US) <br />
* ''[[Dash & Spin]]'' ([[Shogakukan]], Japan)<br />
<br />
Sonic fan-made dōjinshi have also been released in Japan.<br />
<br />
=== Game Books and Novels ===<br />
Please see [[Books Featuring Sonic the Hedgehog]].<br />
<br />
== Theme Songs ==<br />
* [[It Doesn't Matter (SA1)]]<br />
* [[It Doesn't Matter (SA2)]]<br />
* [[We Can]]<br />
* [[His World]]<br />
* [[Sonic Riders Original Soundtrack "Speedbeats Grand Prix"|High Flying Groove]]<br />
* [[Un-gravitify]]<br />
* [[Endless Possibility]]<br />
* [[Knight of the Wind]]<br />
* [[Reach For The Stars]]<br />
* [[Free]]<br />
<br />
== Voice Actors ==<br />
* [[Keiko Utoku]] (''[[Sonic the Hedgehog CD]]'')<br />
* [[Takeshi Kusao]] (''[[SegaSonic the Hedgehog]]'')<br />
* [[Jaleel White]] (''[[Adventures of Sonic the Hedgehog]]'', ''[[Sonic the Hedgehog (TV series)|Sonic the Hedgehog]]'', ''[[Sonic Underground]]'' - English)<br />
* [[Samuel Vincent]] (''[[Sonic Underground]]'', Singing voice - English)<br />
* [[Masami Kikuchi]] (''[[Sonic the Hedgehog (anime)]]'' - Japanese)<br />
* [[Martin Burke]] (''[[Sonic the Hedgehog (anime)]]'' - English)<br />
* [[Jun'ichi Kanemaru|Junichi Kanemaru]] (Japanese game voice (1998-present) plus ''[[Sonic X]]'')<br />
* [[Ryan Drummond]] (English game voice (1999-2004))<br />
* [[Jason Griffith]] (English game voice (2005-2010) plus ''[[Sonic X]]'')<br />
* [[Tomokazu Seki]] (''[[Sonic Unleashed]]'', [[Sonic the Werehog|Werehog]] only - Japanese)<br />
* [[Roger Craig Smith]] (English game voice (2010-present))<br />
<br />
==[[Sonic the Hedgehog/Gallery|Gallery]]==<br />
<br />
==References==<br />
<references/><br />
<br />
{{Characters}}<br />
<br />
[[Category:Characters]]</div>PikaSamushttps://info.sonicretro.org/index.php?title=Angel_Island&diff=248269Angel Island2018-04-05T14:32:31Z<p>PikaSamus: </p>
<hr />
<div>:''Not to be confused with [[Angel Island Zone]].''<br />
[[Image:AngelIsland.png|frame|right|Angel Island, as depicted in ''Sonic & Knuckles''.]]<br />
[[Image:Sonic & Knuckles title.png|thumb|right|250px|The ''Sonic & Knuckles'' title sequence shows the Death Egg crashing atop Angel Island's [[Lava Reef Zone]] volcano.]]<br />
'''Angel Island''' (sometimes called the '''Floating Island''') is a fictional floating island high in the air in the world of the [[Sonic the Hedgehog]] video game series. It was first introduced in the video game ''[[Sonic the Hedgehog 3]]''.<br />
<br />
The island is the home of the [[Master Emerald]], a large and powerful green gem that is protected by [[Knuckles the Echidna]] and also keeps the Angel Island itself suspended in the sky. The Master Emerald is able to control the [[Chaos Emerald]]s, which are an important plot device in many Sonic the Hedgehog stories and games. In some continuities, there is a selection of Chaos Emeralds on the island itself.<br />
<br />
==History==<br />
[[File:AngelIslandMap.png|thumb|right|A map of Angel Island, known as the Floating Island, in the Archie comic continuity. It should be noted that this version of the island presents major differences by comparison with the games' incarnation, as its origin and backstory differ greatly.]]<br />
Angel Island was formed in the aftermath of the first [[Perfect Chaos]] cataclysm, following [[Chief Pachacamac]]'s assault on the Emerald Shirne. When [[Tikal]] sealed herself and [[Chaos]] inside the [[Master Emerald]], the energy backlash from the gem carved a vast swathe of land out of the surrounding [[Mystic Ruins]], and launched the floating continent into the air (''[[Sonic Chronicles: The Dark Brotherhood]], Codex''). What survivors of the [[Knuckles Clan]] remained on Angel Island apparently took it upon themselves to guard the Master Emerald from then on, creating the [[Hidden Palace Zone|Hidden Palace Zone]] as a shrine for the great gem and [[Super Emeralds]]. Four thousand years later, [[Knuckles the Echidna]] is the very last descendant of the clan and sole protector of the Master Emerald.<br />
<br />
According to most versions of the story, when [[Dr. Eggman]]'s [[Death Egg]] crashed on Angel Island after ''[[Sonic the Hedgehog 2]]'', he tricked [[Knuckles]] into thinking that Sonic wanted to steal the Master Emerald, when it was actually Eggman who wanted it. Sonic managed to convince Knuckles of his innocence, after which they stopped Eggman together and became friendly rivals.<br />
<br />
Angel Island has served as a location for several events in many Sonic the Hedgehog games, and has also appeared in other related media. It was an important location in the Fleetway comic, [[Sonic the Comic]], though its introduction occurred much as it did during the games themselves.<br />
<br />
Angel Island has fallen to sea level several times since its first appearance. It fell for the first time when Eggman's Death Egg crash landed on it in the events of ''[[Sonic & Knuckles|Sonic 3 & Knuckles]]'', and later fell again in ''[[Sonic Adventure]]'' (and presumably in ''[[Sonic Adventure 2]]'') when the Master Emerald was shattered. Both games involved long stretches in which Knuckles searched for fragments of the Master Emerald.<br />
<br />
At some point in the future of Sonic's world, Angel Island is renamed [[Onyx Island]]. It is under this name that [[Eggman Nega]] warps the entire island back in time during ''[[Sonic Rivals]]''.<br />
<br />
==Appearances as a zone==<br />
Although "Angel Island" can refer to the entire floating landmass, various stages in Sonic games have worn the name "Angel Island" or "Angel Island Zone", despite the fact that they depict only one of the [[Sonic clichés|myriad different sections]] of the whole island. Such levels include:<br />
<br />
===Sonic 3===<br />
[[Image:Angelisland.png|thumb|right|250px|''Sonic 3's'' Angel Island Zone.]]<br />
:''Main Article: [[Angel Island Zone]]''<br />
<br />
Angel Island Zone is the name of the first zone in ''Sonic the Hedgehog 3'', where Knuckles is introduced. The environment of the stage is that of the tropical beach resort similar to [[Green Hill Zone (S1)|Green Hill Zone]] (of ''[[Sonic the Hedgehog (16-bit)|Sonic 1]]'') and [[Emerald Hill Zone]] (of ''Sonic the Hedgehog 2'') with the exception that halfway through, the zone gets firebombed by Eggman and ends up in flames. However, the entire game of ''Sonic the Hedgehog 3'' (as well as its immediate follow-up, ''[[Sonic & Knuckles]]'') was set on what is now known as the Angel Island (but was then known generally as the Floating Island).<br />
<br />
===Sonic Advance===<br />
:''Main Article: [[Angel Island Zone (Sonic Advance)]]''<br />
<br />
Angel Island Zone is also the fifth zone in ''[[Sonic Advance]]''. This time, however, the zone is not a beach area but one of mountains and ancient ruins most similar to [[Marble Garden Zone]] from Sonic 3.<br />
<br />
===Sonic Chronicles: TDB===<br />
[[Image:ChronAnIs1.png|thumb|right|250px|''Sonic Chronicles's'' Angel Island area.]]<br />
:''Main Article: [[Angel Island (Sonic Chronicles: The Dark Brotherhood)]]''<br />
<br />
Angel Island appears as an area in [[Sonic Chronicles: The Dark Brotherhood]]. During ''Chapter 5'' (named ''Battle for Angel Island'', appropriately enough), [[Sonic]] and [[Knuckles]] battle the [[Nocturnus Clan]] echidnas in a (failed) effort to prevent them taking the [[Master Emerald]] into the [[Twilight Cage]]. This location most closely resembles the [[Knuckles Clan]] pyramid-temples seen in ''[[Sonic Adventure]]'s'' [[Mystic Ruins]] adventure field.<br />
<br />
==Other Appearances==<br />
Angel Island has been referenced in the games ''[[Sonic the Hedgehog 3]]'', ''[[Sonic & Knuckles]]'', ''[[Sonic Adventure]]'', ''[[Sonic Adventure 2]]'', ''[[Sonic Rivals]]'', and in the comics [[Sonic the Hedgehog (Archie comics)|Sonic the Hedgehog]] and [[Sonic the Comic]]. It can also be seen floating in the background of the Dream Fencing stage of ''[[Mario and Sonic at the Olympic Games]]''.<br />
<br />
Angel Island also makes an appearance in the initial cutscene of [[Sonic Mania]], similar to the beginning of Sonic the Hedgehog 3. Sonic and Tails arrive because they feel a strange energy emanating from the island, and come face to face with a group of [[Hard-Boiled Heavies|Eggrobos]] digging to find the [[Phantom Ruby]].<br />
<br />
{{Locations}}<br />
[[Category:Locations]]</div>PikaSamushttps://info.sonicretro.org/index.php?title=Angel_Island&diff=248268Angel Island2018-04-05T14:32:11Z<p>PikaSamus: Sonic the Hedgehog 3 manuals: The Japanese version does too. Knuckles also says floating island twice in SA1 in his story (he says Angel Island once)</p>
<hr />
<div>:''Not to be confused with [[Angel Island Zone]].''<br />
[[Image:AngelIsland.png|frame|right|Angel Island, as depicted in ''Sonic & Knuckles''.]]<br />
[[Image:Sonic & Knuckles title.png|thumb|right|250px|The ''Sonic & Knuckles'' title sequence shows the Death Egg crashing atop Angel Island's [[Lava Reef Zone]] volcano.]]<br />
'''Angel Island''' (sonetimes called the '''Floating Island''') is a fictional floating island high in the air in the world of the [[Sonic the Hedgehog]] video game series. It was first introduced in the video game ''[[Sonic the Hedgehog 3]]''.<br />
<br />
The island is the home of the [[Master Emerald]], a large and powerful green gem that is protected by [[Knuckles the Echidna]] and also keeps the Angel Island itself suspended in the sky. The Master Emerald is able to control the [[Chaos Emerald]]s, which are an important plot device in many Sonic the Hedgehog stories and games. In some continuities, there is a selection of Chaos Emeralds on the island itself.<br />
<br />
==History==<br />
[[File:AngelIslandMap.png|thumb|right|A map of Angel Island, known as the Floating Island, in the Archie comic continuity. It should be noted that this version of the island presents major differences by comparison with the games' incarnation, as its origin and backstory differ greatly.]]<br />
Angel Island was formed in the aftermath of the first [[Perfect Chaos]] cataclysm, following [[Chief Pachacamac]]'s assault on the Emerald Shirne. When [[Tikal]] sealed herself and [[Chaos]] inside the [[Master Emerald]], the energy backlash from the gem carved a vast swathe of land out of the surrounding [[Mystic Ruins]], and launched the floating continent into the air (''[[Sonic Chronicles: The Dark Brotherhood]], Codex''). What survivors of the [[Knuckles Clan]] remained on Angel Island apparently took it upon themselves to guard the Master Emerald from then on, creating the [[Hidden Palace Zone|Hidden Palace Zone]] as a shrine for the great gem and [[Super Emeralds]]. Four thousand years later, [[Knuckles the Echidna]] is the very last descendant of the clan and sole protector of the Master Emerald.<br />
<br />
According to most versions of the story, when [[Dr. Eggman]]'s [[Death Egg]] crashed on Angel Island after ''[[Sonic the Hedgehog 2]]'', he tricked [[Knuckles]] into thinking that Sonic wanted to steal the Master Emerald, when it was actually Eggman who wanted it. Sonic managed to convince Knuckles of his innocence, after which they stopped Eggman together and became friendly rivals.<br />
<br />
Angel Island has served as a location for several events in many Sonic the Hedgehog games, and has also appeared in other related media. It was an important location in the Fleetway comic, [[Sonic the Comic]], though its introduction occurred much as it did during the games themselves.<br />
<br />
Angel Island has fallen to sea level several times since its first appearance. It fell for the first time when Eggman's Death Egg crash landed on it in the events of ''[[Sonic & Knuckles|Sonic 3 & Knuckles]]'', and later fell again in ''[[Sonic Adventure]]'' (and presumably in ''[[Sonic Adventure 2]]'') when the Master Emerald was shattered. Both games involved long stretches in which Knuckles searched for fragments of the Master Emerald.<br />
<br />
At some point in the future of Sonic's world, Angel Island is renamed [[Onyx Island]]. It is under this name that [[Eggman Nega]] warps the entire island back in time during ''[[Sonic Rivals]]''.<br />
<br />
==Appearances as a zone==<br />
Although "Angel Island" can refer to the entire floating landmass, various stages in Sonic games have worn the name "Angel Island" or "Angel Island Zone", despite the fact that they depict only one of the [[Sonic clichés|myriad different sections]] of the whole island. Such levels include:<br />
<br />
===Sonic 3===<br />
[[Image:Angelisland.png|thumb|right|250px|''Sonic 3's'' Angel Island Zone.]]<br />
:''Main Article: [[Angel Island Zone]]''<br />
<br />
Angel Island Zone is the name of the first zone in ''Sonic the Hedgehog 3'', where Knuckles is introduced. The environment of the stage is that of the tropical beach resort similar to [[Green Hill Zone (S1)|Green Hill Zone]] (of ''[[Sonic the Hedgehog (16-bit)|Sonic 1]]'') and [[Emerald Hill Zone]] (of ''Sonic the Hedgehog 2'') with the exception that halfway through, the zone gets firebombed by Eggman and ends up in flames. However, the entire game of ''Sonic the Hedgehog 3'' (as well as its immediate follow-up, ''[[Sonic & Knuckles]]'') was set on what is now known as the Angel Island (but was then known generally as the Floating Island).<br />
<br />
===Sonic Advance===<br />
:''Main Article: [[Angel Island Zone (Sonic Advance)]]''<br />
<br />
Angel Island Zone is also the fifth zone in ''[[Sonic Advance]]''. This time, however, the zone is not a beach area but one of mountains and ancient ruins most similar to [[Marble Garden Zone]] from Sonic 3.<br />
<br />
===Sonic Chronicles: TDB===<br />
[[Image:ChronAnIs1.png|thumb|right|250px|''Sonic Chronicles's'' Angel Island area.]]<br />
:''Main Article: [[Angel Island (Sonic Chronicles: The Dark Brotherhood)]]''<br />
<br />
Angel Island appears as an area in [[Sonic Chronicles: The Dark Brotherhood]]. During ''Chapter 5'' (named ''Battle for Angel Island'', appropriately enough), [[Sonic]] and [[Knuckles]] battle the [[Nocturnus Clan]] echidnas in a (failed) effort to prevent them taking the [[Master Emerald]] into the [[Twilight Cage]]. This location most closely resembles the [[Knuckles Clan]] pyramid-temples seen in ''[[Sonic Adventure]]'s'' [[Mystic Ruins]] adventure field.<br />
<br />
==Other Appearances==<br />
Angel Island has been referenced in the games ''[[Sonic the Hedgehog 3]]'', ''[[Sonic & Knuckles]]'', ''[[Sonic Adventure]]'', ''[[Sonic Adventure 2]]'', ''[[Sonic Rivals]]'', and in the comics [[Sonic the Hedgehog (Archie comics)|Sonic the Hedgehog]] and [[Sonic the Comic]]. It can also be seen floating in the background of the Dream Fencing stage of ''[[Mario and Sonic at the Olympic Games]]''.<br />
<br />
Angel Island also makes an appearance in the initial cutscene of [[Sonic Mania]], similar to the beginning of Sonic the Hedgehog 3. Sonic and Tails arrive because they feel a strange energy emanating from the island, and come face to face with a group of [[Hard-Boiled Heavies|Eggrobos]] digging to find the [[Phantom Ruby]].<br />
<br />
{{Locations}}<br />
[[Category:Locations]]</div>PikaSamushttps://info.sonicretro.org/index.php?title=Water_Shield&diff=247159Water Shield2018-03-27T03:48:53Z<p>PikaSamus: </p>
<hr />
<div>The '''Water Shield''', '''Aqua Shield''', or '''''Bubble Shield''''', known as the '''Aqua Barrier''' in Japanese (アクアバリア ''Akuabaria''), is a power-up introduced in ''[[Sonic 3]]'', and a variant of the standard [[Shield]]. In addition to serving as a one-shot barrier against damage and life loss, the Water Shield prevents drowning, allowing characters to stroll along underwater for as long as they want without fear of the dreaded drowning music. It is also capable of repelling certain [[badnik]]-fired projectiles, such as the [[Bloominator]]'s spike balls and [[Blastoid]]'s bullets.<br />
<br />
When playing as [[Sonic]], holding a Water Shield exchanges the [[Insta-Shield]] move with a [[Bounce Attack]], allowing the hedgehog to barrel downwards on top of enemies, and springing back up higher than normal jump height.<br />
<br />
The Water Shield's next appearence is in ''[[Sonic R]]''. Here it has none of the same functions as the ''Sonic 3'' version, instead allowing its holder to walk across the surface of a body of water without sinking. It is, however, one-shot; on returning to dry land, the shield evaporates.<br />
<br />
It returns once more in a few ''[[Sonic Generations]]'' challenge acts with a true return to form, allowing bubble bounces and the ability to breathe underwater. When the "Aqua Shield Challenge" has been completed, the Water Shield can be bought in the skill shop and, if equipped, can be activated at any time for Classic Sonic by pressing {{y}}/{{PS Triangle}}.<br />
<br />
The Water Shield appears in [[Sonic the Hedgehog (2013 game)|iOS/Android remake of the original game]] [[Sonic the Hedgehog 2 (2013)|and its sequel]] if you set "Items" to "S1+S3" or "S2+S3" in the Level Select menu (or place a Water Shield monitor in [[sega:debug mode|debug mode]]). It behaves exactly as it does in ''Sonic 3 & Knuckles'', including the bounce attack. In the ''Sonic 2'' remake, the Water Shield also appears as a random item in VS. Mode.<br />
<br />
It appears again in ''[[Sonic Lost World]]'' as a power-up the player can receive from Miiverse in the Wii U version, or found within levels in the 3DS version. It does not come with the ability to perform the bubble bounce, but it still lets the player breathe underwater.<br />
<br />
The Water Shield returns once again in ''[[Sonic Mania]]'', functioning almost exactly as it did in ''Sonic 3 & Knuckles'', and can also protect the player from the bubbling blue chemical baths in [[Chemical Plant Zone (Sonic Mania)|Chemical Plant Zone]]. The bounce cannot be performed in as quick of succession compared to ''Sonic 3'', with there being a very brief cooldown time between the ability to bounce again.<br />
<br />
Other variants of the [[Shield|basic shield]] include the [[Lightning Shield]], [[Fire Shield]], and [[Gold Shield]].<br />
<br />
<gallery><br />
File:Sonic3kmonitors.png|S&K Monitor (to Sonic's right)<br />
File:Water shield.png|Active shield<br />
File:Mania_WaterShield.png|Immunity to chemical baths in ''[[Sonic Mania]]'''s [[Chemical Plant Zone (Sonic Mania)|Chemical Plant Zone]]<br />
</gallery><br />
<br />
{{Items}}<br />
[[Category:Items]]</div>PikaSamushttps://info.sonicretro.org/index.php?title=Water_Shield&diff=247158Water Shield2018-03-27T03:48:43Z<p>PikaSamus: </p>
<hr />
<div>The '''Water Shield''', '''Aqua Shield''', or '''''Bubble Shield''''', known as the '''Aqua Barrier''' in Japanese (アクアバリア ''Akuabaria'') is a power-up introduced in ''[[Sonic 3]]'', and a variant of the standard [[Shield]]. In addition to serving as a one-shot barrier against damage and life loss, the Water Shield prevents drowning, allowing characters to stroll along underwater for as long as they want without fear of the dreaded drowning music. It is also capable of repelling certain [[badnik]]-fired projectiles, such as the [[Bloominator]]'s spike balls and [[Blastoid]]'s bullets.<br />
<br />
When playing as [[Sonic]], holding a Water Shield exchanges the [[Insta-Shield]] move with a [[Bounce Attack]], allowing the hedgehog to barrel downwards on top of enemies, and springing back up higher than normal jump height.<br />
<br />
The Water Shield's next appearence is in ''[[Sonic R]]''. Here it has none of the same functions as the ''Sonic 3'' version, instead allowing its holder to walk across the surface of a body of water without sinking. It is, however, one-shot; on returning to dry land, the shield evaporates.<br />
<br />
It returns once more in a few ''[[Sonic Generations]]'' challenge acts with a true return to form, allowing bubble bounces and the ability to breathe underwater. When the "Aqua Shield Challenge" has been completed, the Water Shield can be bought in the skill shop and, if equipped, can be activated at any time for Classic Sonic by pressing {{y}}/{{PS Triangle}}.<br />
<br />
The Water Shield appears in [[Sonic the Hedgehog (2013 game)|iOS/Android remake of the original game]] [[Sonic the Hedgehog 2 (2013)|and its sequel]] if you set "Items" to "S1+S3" or "S2+S3" in the Level Select menu (or place a Water Shield monitor in [[sega:debug mode|debug mode]]). It behaves exactly as it does in ''Sonic 3 & Knuckles'', including the bounce attack. In the ''Sonic 2'' remake, the Water Shield also appears as a random item in VS. Mode.<br />
<br />
It appears again in ''[[Sonic Lost World]]'' as a power-up the player can receive from Miiverse in the Wii U version, or found within levels in the 3DS version. It does not come with the ability to perform the bubble bounce, but it still lets the player breathe underwater.<br />
<br />
The Water Shield returns once again in ''[[Sonic Mania]]'', functioning almost exactly as it did in ''Sonic 3 & Knuckles'', and can also protect the player from the bubbling blue chemical baths in [[Chemical Plant Zone (Sonic Mania)|Chemical Plant Zone]]. The bounce cannot be performed in as quick of succession compared to ''Sonic 3'', with there being a very brief cooldown time between the ability to bounce again.<br />
<br />
Other variants of the [[Shield|basic shield]] include the [[Lightning Shield]], [[Fire Shield]], and [[Gold Shield]].<br />
<br />
<gallery><br />
File:Sonic3kmonitors.png|S&K Monitor (to Sonic's right)<br />
File:Water shield.png|Active shield<br />
File:Mania_WaterShield.png|Immunity to chemical baths in ''[[Sonic Mania]]'''s [[Chemical Plant Zone (Sonic Mania)|Chemical Plant Zone]]<br />
</gallery><br />
<br />
{{Items}}<br />
[[Category:Items]]</div>PikaSamushttps://info.sonicretro.org/index.php?title=Fire_Shield&diff=247157Fire Shield2018-03-27T03:48:11Z<p>PikaSamus: </p>
<hr />
<div>[[File:Fire_Shield_Icon.png|right|Fire Shiled icon in Sonic Generations]]<br />
The '''Fire Shield''' or '''Flame Shield''', known as the '''Flame Barrier''' in Japanese (フレイムバリア ''Fureimubaria''), is a power-up first introduced in ''[[Sonic the Hedgehog 3]]''. It is a variant of the standard [[Shield]], and like most other [[:Category:Items|items]] is found inside [[monitor]]s during gameplay. In addition to serving as a one-hit barrier against damage / life loss, the Fire Shield makes its lucky possessor invulnerable to fire-based attacks, allowing them to stroll across boiling lava and take flamethrowers to the face with a complete absence of concern.<br />
<br />
While all variants of this shield prevent fire damage, its initial incarnation in ''[[Sonic the Hedgehog 3]]'' (and, by extension, ''[[Sonic & Knuckles]]'' and ''[[Sonic 3 & Knuckles]]'') is lost if the character goes underwater; and when used by [[Sonic the Hedgehog|Sonic]] replaces his [[Insta-Shield]] double-jump move with a rapid horizontal fireball attack, allowing him to blast forwards at a high speed and break any objects that a [[Spin Dash]] can. ''[[Sonic 3D]]'' had a Fire Shield, but no water to lose it in and no double-jump attack for it. In ''[[Shadow the Hedgehog (game)|Shadow the Hedgehog]]'', the Fire Shield causes minor damage to any enemy that pierces it.<br />
<br />
It returned in a few challenge acts in ''[[Sonic Generations]]'' with its dash attack and fire protection intact. When the "Flame Shield Challenge" has been completed, the Fire Shield can be bought in the skill shop and, if equipped, can be activated at any time for Classic Sonic by pressing {{y}}/{{PS Triangle}}.<br />
<br />
The Fire Shield appears in [[Sonic the Hedgehog (2013 game)|iOS/Android remake of the original game]] [[Sonic the Hedgehog 2 (2013)|and its sequel]] if you set "Items" to "S1+S3" or "S2+S3" in the Level Select menu (or place a Fire Shield monitor in [[sega:debug mode|debug mode]]). It behaves exactly as it does in ''Sonic 3 & Knuckles'', including the fireball dash and disappearing when it touches water. In the ''Sonic 2'' remake, the Fire Shield also appears as a random item in VS. Mode.<br />
<br />
It appears again in ''[[Sonic Lost World]]'' as a power-up the player can receive from Miiverse in the Wii U version, or found within levels in the 3DS version. It does not come with the ability to perform the fire dash, but it still protects against fire.<br />
<br />
The Fire Shield appears again in ''[[Sonic Mania]]'', where it can burn down bridges in [[Green Hill Zone (Sonic Mania)|Green Hill Zone]] and set the oil on fire in [[Oil Ocean Zone (Sonic Mania)|Oil Ocean Zone]]. It also protects the player from freezing in [[Press Garden Zone]] and destroys anything made of ice by contact.<br />
<br />
Other variants of the [[Shield|basic shield]] include the [[Lightning Shield]], [[Water Shield]], and [[Gold Shield]]. An item similar to the Fire Shield appears in the 2010 game ''[[Sonic Colours]]'', in the form of the red [[Wisp]].<br />
<br />
<gallery><br />
File:Sonic3kmonitors.png|Fire Shield [[monitor]] (to Sonic's left) in ''[[Sonic & Knuckles]]''<br />
File:Fire shield.png|Active Fire Shield in ''[[Sonic the Hedgehog 3]]''<br />
File:S3d fire shield.png|Allowing [[Sonic the Hedgehog|Sonic]] to walk on lava in ''[[Sonic 3D: Flickies' Island|Sonic 3D]]''<br />
File:SonicGenerations_FireShield.png|Fire Shield used for Classic Sonic in ''[[Sonic Generations]]''<br />
File:Flame_Shield_Sonic_Lost_World.png|Fire Shield in [[Desert Ruins]] in ''[[Sonic Lost World|Sonic Lost World 3DS version]]''<br />
File:Mania_BurningBridge.png|[[Sonic the Hedgehog|Sonic]] burns a bridge using a Fire Shield in [[Green Hill Zone|Green Hill Zone Act 2]] of ''[[Sonic Mania]]''.<br />
</gallery><br />
<br />
{{Items}}<br />
[[Category:Items]]</div>PikaSamushttps://info.sonicretro.org/index.php?title=Lightning_Shield&diff=247155Lightning Shield2018-03-27T03:47:16Z<p>PikaSamus: </p>
<hr />
<div>The '''Lightning Shield''', otherwise known as the '''Magnetic Shield''' or '''Thunder Shield''', and known as the '''Thunder Barrier''' in Japanese (サンダーバリア ''Sandābaria''), is a power-up first introduced in ''[[Sonic the Hedgehog 3]]'' and a variant of the standard [[Shield]]. In addition to serving as a one-shot barrier against damage and life loss, the Lightning Shield attracts [[ring]]s towards the player if they get close enough. It is often considered a particularly useful power-up because of this feature.<br />
<br />
While all variants of the shield drag rings in, minor details differ from game to game. In ''[[Sonic 3 & Knuckles]]'', the shield would be lost if the player took it underwater; and when playing as [[Sonic]], holding a Lightning Shield exchanged the [[Insta-Shield]] move with a sparking double-jump, enabling the hedgehog to leap much higher and potentially access otherwise difficult platforms. Finally, the shield made Sonic invulnerable to both electric damage (like the crackling sub-conveyor-belt floors in [[Death Egg Zone (Sonic & Knuckles)|Death Egg Zone]] and the [[Graviton Mobile]]'s electromagnetism in [[Carnival Night Zone]]), and, curiously, the spiked projectiles hurled by [[IceCap Zone]]'s [[Star Pointer]]. Curiously, while the Lightning Shield doesn't appear in ''[[Sonic 3D: Flickies' Island]]'', the regular blue [[Shield]] offers protection against electrical hazards in [[Gene Gadget Zone]].<br />
<br />
While ''[[Sonic R]]'' kept ring magnetism and being able to lose the shield due to falling in water, none of the other features are in effect in any other game where the shield appears: namely ''[[Sonic Adventure]]'', ''[[Sonic Adventure 2]]'', ''Sonic Advance'' ''[[Sonic Advance|1]]'', ''[[Sonic Advance 2|2]]'' & ''[[Sonic Advance 3|3]]'', ''[[Sonic Rush]]'', ''[[Sonic Rush Adventure]]'', ''[[Sonic Colours (DS)|Sonic Colors (DS)]]'' and ''[[Sonic Generations (3DS)]]''.<br />
<br />
The Yellow [[Gems (Sonic 2006)|Gem]] in ''[[Sonic 06]]'' gives Sonic an ability very similar to the Lightning Shield, but it is a move and isn't permanently active. In ''[[Sonic Unleashed]]'' and ''[[Sonic Colours]]'', while the shield does not appear, the [[Sonic Boost]] move attracts rings towards Sonic as he runs past them.<br />
<br />
The shield returns in classic monitor form in a few challenge acts in ''[[Sonic Generations]]'', now called the '''''Thunder Shield''''', and like the original shield can protect against lightning damage and double jump. When the "Thunder Shield Challenge" has been completed, the Thunder Shield can be bought in the skill shop and, if equipped, can be activated at any time for Classic Sonic by pressing {{y}}/{{PS Triangle}}.<br />
<br />
The Lightning Shield appears in [[Sonic the Hedgehog (2013 game)|iOS/Android remake of the original game]] [[Sonic the Hedgehog 2 (2013)|and its sequel]] if you set "Items" to "S1+S3" or "S2+S3" in the Level Select menu (or place a Lightning Shield monitor in [[sega:debug mode|debug mode]]). It behaves exactly as it does in ''Sonic 3 & Knuckles'', including the double-jump and disappearing when it touches water. In the ''Sonic 2'' remake, the Lightning Shield also appears as a random item in VS. Mode.<br />
<br />
It appears again in ''[[Sonic Lost World]]'' as a power-up the player can receive from Miiverse in the Wii U version, or found within levels in the 3DS version. It does not come with the ability to perform a double jump (as Sonic can naturally perform one), but it still attracts rings.<br />
<br />
The Lightning Shield appears once again in ''[[Sonic Mania]]'', functioning exactly as it did in ''Sonic 3 & Knuckles'', except now with the ability to stick to electromagnets in [[Flying Battery Zone]].<br />
<br />
Other variants of the [[Shield|basic shield]] include the [[Fire Shield]], [[Water Shield]], and [[Gold Shield]].<br />
<br />
<gallery><br />
File:Sonic3kmonitors.png|S&K Monitor<br />
File:Lightning shield.png|Active shield<br />
File:Sa2 item box shield magnetic.png|Adventure 2 monitor<br />
File:Electric_floor.png|[[Sonic]] being attracted to an electromagnet in ''[[Sonic Mania]]'''s [[Flying Battery Zone (Sonic Mania)|Flying Battery Zone]].<br />
</gallery><br />
<br />
{{Items}}<br />
[[Category:Items]]</div>PikaSamushttps://info.sonicretro.org/index.php?title=Sonic_the_Hedgehog_Spinball&diff=247055Sonic the Hedgehog Spinball2018-03-26T02:11:04Z<p>PikaSamus: </p>
<hr />
<div>:''"Sonic Spinball" redirects here. For the 8-bit version, see [[Sonic Spinball (8-bit)]].''<br />
{{Bob<br />
| bobscreen=Spinball_title.png<br />
| icon=SonicSpinball iOS icon.png<br />
| publisher=[[Sega]]<br />
| developer=[[Sega Technical Institute]], [[Polygames]]<br />
| system=[[Sega Mega Drive/Genesis]], [[sega:Virtual Console|Virtual Console]], iOS, Steam<br />
| players=1<br />
| releases={{releases<br />
| md_date_eu=1993-11-15<br />
| md_code_eu=1537<br />
| md_date_uk=1993-11-15<br />
| md_code_uk=1537<br />
| md_rrp_uk=39.99{{fileref|CVG UK 145.pdf|page=77}}<br />
| md_date_us=1993-11-23<br />
| md_rrp_us=49.99{{fileref|GamePro US 054.pdf|page=52}}<br />
| md_code_us=1537<br />
| md_date_jp=1993-12-10<br />
| md_code_jp=G-4112<br />
| md_rrp_jp=6,800<br />
| md_date_as=1993<br />
| md_code_as=1537<br />
| md_date_au=199x<br />
| md_code_au=FSON05SMC<br />
| md_date_au_Gold=199x<br />
| md_code_au_Gold=FSON05SMC<br />
| md_date_br=1993<br />
| md_code_br=044600<br />
<br />
| vc_date_jp=2007-03-13{{ref|http://web.archive.org/web/20180305231140/https://www.nintendo.co.jp/wii/vc/software/02.html}}<br />
| vc_rrp_jp=600{{ref|http://web.archive.org/web/20070312151757/http://vc.sega.jp:80/vc_spinball/}}<br />
| vc_date_us=2007-03-12{{ref|http://web.archive.org/web/20101123005750/http://www.nintendo.com/games/detail/Qvx2MMVOqUeFz0yNvKVpn004CTXoJvnd}}<br />
| vc_rrp_us=800{{ref|http://web.archive.org/web/20101123005750/http://www.nintendo.com/games/detail/Qvx2MMVOqUeFz0yNvKVpn004CTXoJvnd}}<br />
| vc_date_eu=2007-04-05{{ref|http://web.archive.org/web/20170704173938/http://www.nintendolife.com/games/megadrive/sonic_spinball}}<br />
| vc_rrp_eu=800{{ref|http://web.archive.org/web/20170704173938/http://www.nintendolife.com/games/megadrive/sonic_spinball}}<br />
<br />
| steam_date_eu=2010-09-13{{ref|http://web.archive.org/web/20170524001557/https://steamdb.info/app/34313/}}<br />
| steam_rrp_eu=4.49{{ref|http://web.archive.org/web/20130522194006/http://steamdb.info/app/34313/}}<br />
| steam_code_eu=34313<br />
| steam_date_uk=2010-09-13{{ref|http://web.archive.org/web/20170524001557/https://steamdb.info/app/34313/}}<br />
| steam_rrp_uk=3.99{{ref|http://web.archive.org/web/20130522194006/http://steamdb.info/app/34313/}}<br />
| steam_code_uk=34313<br />
| steam_date_us=2010-09-13{{ref|http://web.archive.org/web/20170524001557/https://steamdb.info/app/34313/}}<br />
| steam_rrp_us=4.99{{ref|http://web.archive.org/web/20130522194006/http://steamdb.info/app/34313/}}<br />
| steam_code_us=34313<br />
| steam_date_au=2010-09-13{{ref|http://web.archive.org/web/20170524001557/https://steamdb.info/app/34313/}}<br />
| steam_rrp_au=6.99{{ref|http://web.archive.org/web/20130522194006/http://steamdb.info/app/34313/}}<br />
| steam_code_au=34313<br />
<br />
| ios_date_eu=2010-12-16{{ref|1=https://web.archive.org/web/20101221101019/http://itunes.apple.com/fr/app/sonic-spinball/id386379635?mt=8}}<br />
| ios_rrp_eu=2.39{{ref|1=https://web.archive.org/web/20101221101019/http://itunes.apple.com/fr/app/sonic-spinball/id386379635?mt=8}}<br />
| ios_date_uk=2010-12-16{{ref|http://www.sonicstadium.org/2010/12/sonic-spinball-out-now-on-iphone/}}<br />
| ios_rrp_uk=1.79{{ref|http://www.sonicstadium.org/2010/12/sonic-spinball-out-now-on-iphone/}}<br />
| ios_date_us=2010-12-16{{ref|1=https://web.archive.org/web/20101230013340/http://itunes.apple.com/us/app/sonic-spinball/id386379635?mt=8}}<br />
| ios_rrp_us=2.99{{ref|http://www.sonicstadium.org/2010/12/sonic-spinball-out-now-on-iphone/}}{{ref|1=https://web.archive.org/web/20101230013340/http://itunes.apple.com/us/app/sonic-spinball/id386379635?mt=8}}<br />
| ios_date_jp=2010-12-17{{ref|http://www.4gamer.net/games/049/G004989/20101217098/}}<br />
| ios_rrp_jp=350{{ref|http://www.4gamer.net/games/049/G004989/20101217098/}}{{ref|https://web.archive.org/web/20101220054145/http://sega.jp/kt/apple/spin/}}<br />
}}<br />
| genre=Action (JP box), Table ([http://sega.jp/fb/segahard/md/soft.html Sega of Japan master list])<br />
| esrb=e|vrc=ga|pegi=3|oflc=g|cero=a|grb=a}}<br />
<br />
'''''Sonic the Hedgehog Spinball''''' (ソニック・スピンボール) is a pinball game (using Sonic as a ball) combined with the storyline of the ''[[Sonic the Hedgehog]]''. The games title is a pun on pinball and Sonic's famous spin move. It is the only official game to incorporate the characters and setting of ''[[Sonic the Hedgehog (TV series)|SatAM]]'', and one of only two for ''[[Adventures of Sonic the Hedgehog]]'' (the other being ''[[Dr. Robotnik's Mean Bean Machine]]'').<br />
<br />
The plot revolves around the [[Veg-O-Fortress]], [[Dr. Eggman/Robotnik|Dr. Robotnik's]] new mass-roboticization facility built in and around the Mt. Mobius volcano. Sonic must use the fortress' special "Pinball Defense System" to his advantage, working his way up from the bottom of the volcano's interior by stealing the [[Chaos Emeralds]] that keep the volcano stable, destroying the doctor's boss guardians and, eventually, taking out the massive roboticizer itself, the [[Veg-O-Machine]]. The grand finale is at a launch hangar built around the volcano's crater, as Robotnik attempts to escape Mt. Mobius in a rocketship before it erupts.<br />
<br />
The game is unique as it was coded entirely in the C programming language when the norm was assembly.{{ref|1=http://www.sega-16.com/feature_page.php?id=83&title=Interview:%20Peter%20Morawiec}}<br />
<br />
==Storyline==<br />
[[Dr. Robotnik]] has assumed control of Mt. Mobius and turned it into a mechanical base. Utilizing energy produced by the magma flowing under the volcano, this new monstrosity (the Veg-O-Fortress) has the power to transform helpless animals into robot slaves at an astounding rate. [[Sonic the Hedgehog]] and [[Miles "Tails" Prower|Tails]] fly onto the scene to mount an aerial assault, but Sonic is knocked off the wings of Tails' airplane by a blast from the fortress. He falls into the water, but is rescued and taken to the subterranean levels of the Veg-O-Fortress. The fortress must be destroyed from the inside-out, and the only way to make that happen is to trigger an eruption in the volcano it's built on. Sonic knows this can be done by removing the [[Chaos Emeralds]] that keep the volcano stable. Robotnik, however, is also aware of the fragile relationship that exists between the Emeralds and the mountain, and he's set up an elaborate Pinball Defense System to make sure the precious jewels don't go anywhere.<br />
<br />
==Gameplay==<br />
''Sonic Spinball'' is basically a continuation of the pinball themed levels first seen in [[Spring Yard Zone]] and [[Casino Night Zone]] from the first Sonic games. As with those games you have some control of Sonic while he is being knocked around the pinball themed levels. The D-pad will move him while in ball form and the {{A}}, {{B}}, and {{C}} buttons will cause the flippers to flick. If he happens to land on a flat surface you can move in a similar fashion to the Sonic games and be able to jump and perform the Spin Dash. This does not happen often as there are few platforms to land so platforming is kept to a bare minimum.<br />
<br />
The objective of the game is to collect the [[Chaos Emerald]]s which are hidden in each level and defeating the levels boss. To do this obstacles must be cleared and levers must be switched. Rings are scattered around the level but do not grant free lives or extra protection from hits (enemies never attack and you are always in ball form when encountering them anyway). However, if all the rings in the level are collected it will open up the opportunity to visit a hidden multi-ball Bonus Stage known as Cluckers Defense.<br />
<br />
Unlike traditional Sonic games, you can actually ''fall outside of the boss arena''. The bosses take a lot more hits than normal Sonic bosses, but to compensate it's easy to hit them multiple times in a row.<br />
<br />
==Versions==<br />
There are two versions that were released in the US, each with differences in music. The European and Japanese versions are based on the final US version but with a few different music arrangements and bug fixes. See the [[Game Development:Sonic the Hedgehog Spinball (16-bit)|Game Development section]] for more info.<br />
<br />
===Version history===<br />
{{versiontable|<br />
{{version|iOS|version=2.0.0|date=2012-11-29|size=4.8MB<br />
|ref=https://web.archive.org/web/20140301055120/http://itunes.apple.com/us/app/sonic-spinball/id386379635?mt=8<br />
}}<br />
<br />
{{version|iOS|version=1.0.1|date=2010-12-16|size=4MB<br />
|ref=https://web.archive.org/web/20101230013340/http://itunes.apple.com/us/app/sonic-spinball/id386379635?mt=8<br />
}}<br />
}}<br />
<br />
==Manuals==<br />
{{main|Sonic the Hedgehog Spinball manuals}}<br />
<gallery><br />
SonicSpinball MD US manual.pdf|Mega Drive, US<br />
SonicSpinball MD US Majesco manual.pdf|Mega Drive, US (Majesco rerelease)<br />
SonicSpinball MD JP manual.pdf|Mega Drive, JP<br />
SonicSpinball MD AS manual.pdf|Mega Drive, Asia<br />
SonicSpinball Steam manual.pdf|[[sega:Steam|Steam]] digital manual<br />
</gallery><br />
<br />
==Also Released On==<br />
* ''[[Sonic Spinball (8-bit)|Sonic Spinball]]'' for the [[Sega Game Gear]] and [[Master System]] (1993)<br />
* ''[[Sonic Spinball (LCD game)|Sonic Spinball]]'' for [[Tiger Electronics|Tiger]] LCD (1994)<br />
*''[[Sega Archives from USA Vol. 1]]'' for the PC (2000)<br />
* ''[[Sega PC Smash Pack]]'' for the PC (2000)<br />
* ''[[Sega Smash Pack]]'' for the [[Game Boy Advance]] (2000)<br />
* ''[[Sonic Mega Collection]]'' for the [[Nintendo GameCube]] (2002) <br />
* ''[[Sega PC Mega Pack]]'' for the PC (2003)<br />
* ''[[Sonic Mega Collection Plus]]'' for the [[PlayStation 2]] and [[Xbox]] (2004)<br />
* ''[[Sonic Gems Collection]]'' for the [[Nintendo GameCube]] and [[PlayStation 2]] (2005)<br />
* ''[[Sonic Mega Collection Plus & Super Monkey Ball Deluxe]]'' for the [[Xbox]] (2005)<br />
* [[Virtual Console]] on [[Wii]] (2007)<br />
* ''[[Mega Drive Twin Pads]]'' for the [[Blaze (company)|Blaze]] Plug and play console (2008)<br />
* ''[[Sega Fun Pack: Sonic Mega Collection Plus & Shadow the Hedgehog]]'' for the [[PlayStation 2]] (2009)<br />
* ''[[Sonic's Ultimate Genesis Collection]]'' for the [[PlayStation 3]] and [[Xbox 360]] (2009)<br />
* ''[[Sonic PC Collection]]'' for the PC (2009)<br />
* ''[[Sonic the Hedgehog Spinball (EA Mobile)]]'' for Mobile Phones (2009)<br />
* Steam (2010)<br />
* ''[[sega:Sega Mega Drive Classic Collection Volume 3|Sega Mega Drive Classic Collection Volume 3]] (2010)<br />
* ''[[sega:Sega Mega Drive Classic Collection Gold Edition|Sega Mega Drive Classic Collection Gold Edition]] (2011)<br />
<br />
==Production Credits (US Manual)==<br />
Programming: Polygames, Scott Chandler (SEGA Technical Institute), Jason Plumb (SEGA Technical Institute), Ken Rose (SEGA Technical Institute), Dave Sanner (SEGA Technical Institute), Earl Stratton (SEGA Technical Institute), [[Steve Woita]] (SEGA Technical Institute)<br/><br />
Game Design: [[Peter Morawiec]], Hoyt Ng<br/><br />
Art: [[Tom Payne]], Kurt Peterson, [[Brenda Ross]], Katsuhiko Sato, [[Craig Stitt]]<br/><br />
Sound and Music Effects: Barry Blum (Sega Multi-Media Studio), Brian Coburn (Sega Multi-Media Studio), [[Howard Drossin]] (Sega Technical Institute), OUI Multimedia<br/><br />
Director of SEGA Technical Institute: [[Roger Hector]]<br/><br />
Producer: [[Yutaka Sugano]]<br/><br />
Art Director: John Duggan<br/><br />
Marketing Product Manager: [[France Tantiado]]<br/><br />
Lead Testers: Joe Cain, Wesley Gittens<br/><br />
Testers: Michael Bench, Steve Bourdet, Daniel Dunn, David Forster, Rick Greer, Casey Grimm, [[Jason Kuo]], Simon Lu, Dumot Lyons, Bill Person, Kimberly Rogers, Kirk Rogers<br/><br />
Manual: Neil Hanshaw, [[Carol Ann Hanshaw]]<br/><br />
Special Thanks: Thomas J. Abramson, Alan Ackerman, Dominique Adevereaux, Justin R. Chin, [[Diane A. Fornasier]], [[David Javelosa]], [[Deborah McCracken]], Patrick Meehan, Bert Mauricio, Stephen Patterson, Noel Pulido<br/><br />
A Special Bow To: [[Hirokazu Yasuhara]] and [[Yuji Naka]], creators of Sonic The Hedgehog<br />
<br />
==Production Credits (In-Game)==<br />
===Development Staff===<br />
Game Concept: Peter Morawiec<br><br />
Programming: [[Lee Actor]], Dennis Koble, Ken Rose, Steve Woita, Jason Plumb, Earl Stratton, Dave Sanner, Scott Chandler<br><br />
Game Design: Peter Morawiec, Hoyt Ng<br><br />
Art: Katsuhiko Sato, Tom Payne, Craig Stitt, Brenda Ross, Kurt Peterson<br><br />
Music and Sound Effects: [[sega:Brian Coburn|Brian Coburn]], [[sega:Barry Blum|Barry Blum]], [[Howard Drossin]], OUI Multimedia<br><br />
Testers: Joe Cain, Wesley Gittens, Rick Greer, Kirk Rogers, Kimberly Rogers, Daniel Dunn, David Forster, Simon Lu, Steve Bourdet, Casey Grimm, [[Jason Kuo]], Mike Bench, Bill Person, Dermot Lyons<br><br />
===Management Staff===<br />
Producer: [[Yutaka Sugano]]<br><br />
Art Director: John Duggan<br><br />
Director of Sega Technical Institute: [[Roger Hector]]<br><br />
Marketing: [[Diane A. Fornasier|Diane Fornasier]], France Tantiado, Tom Abramson<br><br />
<br />
==Resources==<br />
{{ratings<br />
| icon=MD<br />
| cvg=73<br />
| cvg_source={{num|145|page=77}}<br />
| eg=93<br />
| eg_source={{num|16|page=90}}<br />
| gamefan=71<br />
| gamefan_source=[https://www.flickr.com/photos/45478630@N07/4257791207 {{num|12|page=21/48/49}}]<br />
| gamesmaster=81<br />
| gamesmaster_source={{num|12|page=86/87/88}}<br />
| mega=83<br />
| mega_source={{num|15|page=34/35}}<br />
| megaaction=91<br />
| megaaction_source={{num|15|page=10/11/12}}<br />
| megamachines=90<br />
| megamachines_source={{num|2|page=78/79}}<br />
| megatech=86<br />
| megatech_source={{num|24|page=36/37/38/39/40/41}}<br />
| segamaguk=82<br />
| segamaguk_source={{num|1|page=125}}<br />
| segapower=90<br />
| segapower_source={{num|49|page=95/96}}<br />
| segapro=79<br />
| segapro_source=[[Review - Sonic the Hedgehog Spinball (Sega Pro, December 1993)|#26 Pg 28/29]]<br />
| stc=80<br />
| stc_source={{num|13|page=10}}<br />
}}<br />
===Physical Scans===<br />
{{Scanbox<br />
| console=Mega Drive<br />
| region=US<br />
| front=Spinball-box-us.jpg<br />
| cart=Sonic Spinball US Cart.JPG<br />
| manual=SonicSpinball MD US manual.pdf<br />
}}{{Scanbox<br />
| console=Mega Drive<br />
| region=US<br/>([[sega:Majesco|Majesco]] rerelease)<br />
| front=Sonic_Spinball_Genesis_US_ESRB_Cardboard_Cover.jpg<br />
| cart=Sonic_Spinball_Genesis_US_ESRB_Cardboard_Cart.jpg<br />
| manual=SonicSpinball MD US Majesco manual.pdf<br />
}}{{Scanbox<br />
| console=Mega Drive<br />
| region=EU<br />
| front=Spinball-box-eu.jpg<br />
| cart=Sspinball-md-eu-cart.jpg<br />
| manual=<br />
}}{{Scanbox<br />
| console=Mega Drive<br />
| region=JP<br />
| front=Spinball-box-jap.jpg<br />
| cart=Spinball_md_jp_cart.jpg<br />
| manual=SonicSpinball MD JP manual.pdf<br />
}}{{Scanbox<br />
| console=Mega Drive<br />
| region=AU<br />
| front=SonicSpinball MD AU Box.jpg<br />
| cart=SonicSpinball MD AU Cart.jpg<br />
| manual=<br />
}}{{Scanbox<br />
| console=Mega Drive<br />
| region=AU ([[sega:Sega Gold Collection|Gold Collection]])<br />
| front=Spinball-box-aus front.jpg<br />
| cart=Spinball md au cart.jpg<br />
| manual=<br />
}}{{Scanbox<br />
| console=Mega Drive<br />
| region=BR<br />
| front=Spinball-box-bra.jpg<br />
| cart=Spinball_md_br_cart.jpg<br />
| manual=<br />
}}{{Scanbox<br />
| console=Mega Drive<br />
| region=Asia<br />
| front=Spinball-box-asia.jpg<br />
| cart=Spinball-asia-cart.jpg<br />
| manual=SonicSpinball MD AS manual.pdf<br />
}}{{Scanbox<br />
| console=Mega Drive<br />
| region=SE (rental)<br />
| front=<br />
| cart=<br />
| manual=<br />
}}<br />
<br />
===Artwork===<br />
<gallery><br />
Image:SSS SONICI .png<br />
Image:SSS SONIC31.png<br />
Image:SonicSpinballAppStore.png<br />
</gallery><br />
<br />
==External links==<br />
* [http://vc.sega.jp/vc_spinball/ Sega of Japan Virtual Console page (Japanese)]<br />
* ''{{PAGENAME}}'' on Apple.com: [http://itunes.apple.com/gb/app/sonic-spinball/id386379635?mt=8 UK], [http://itunes.apple.com/us/app/sonic-spinball/id386379635?mt=8 US], [http://itunes.apple.com/jp/app/sonic-spinball/id386379635?mt=8 JP]<br />
* [http://store.steampowered.com/app/34313/ ''{{PAGENAME}}'' on Steam]<br />
<br />
==References==<br />
<references/><br />
<br />
{{SonicSpinballOmni}}<br />
{{SoniciDeviceGames}}<br />
{{SonicSteamGames}}<br />
{{SonicVirtualConsole/WiiWareGames}}<br />
{{SonicGenesisGames}}<br />
<br />
[[Category:Mega Drive games]]<br />
[[Category:Steam games]]<br />
[[Category:Virtual Console/WiiWare games]]<br />
[[Category:iDevice games]]</div>PikaSamushttps://info.sonicretro.org/index.php?title=Speed_Highway&diff=247041Speed Highway2018-03-25T19:23:09Z<p>PikaSamus: corrected Hepburn</p>
<hr />
<div>{{Breadcrumb<br />
|Sonic Adventure|:Category:Sonic Adventure levels|l2=Levels|{{PAGENAME}}}}<br />
{{LevelBob<br />
| levelscreen=Speedhighway.png<br />
| screenwidth=320<br />
| levelno=First/Fifth/Sixth<br />
| game=Sonic Adventure<br />
| acts=3<br />
| boss=Egg Walker<br />
| playedas=[[Sonic the Hedgehog|Sonic]], [[Miles "Tails" Prower|Tails]] and [[Knuckles the Echidna|Knuckles]]<br />
| theme1=urban<br />
| name_jp=スピードハイウェイ ''Supīdo Haiwei''<br />
| prev=Twinkle Park<br />
| next=Red Mountain<br />
}}<br />
:''For the [[Sonic Generations]] level, see [[Speed Highway (Sonic Generations)]].''<br />
'''Speed Highway''' is an action stage in ''[[Sonic Adventure]]'' located in [[Station Square]] with three sections. This was actually the first level ever shown to the public while the game was in production, with lots of varying play styles and good music. This stage is played with [[Knuckles the Echidna]], who is looking for the first pieces of the [[Master Emerald]], then with [[Sonic the Hedgehog]], who is looking for [[Amy Rose|Amy]], and then with [[Miles "Tails" Prower]], who races [[Dr. Eggman]] in place of Sonic to stop him from reaching a missile.<br />
<br />
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 Sneakers]] 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 />
==A Rank Tips==<br />
===Sonic===<br />
The "A Rank" for ''Sonic Adventure'' is really just the third optional mission for a level, which is a race against time. This time, Sonic is called to beat the level in 2min 30sec. Here's some tips on how to conquer the limit:<br />
* [[Spin Dash]]. Hold down that button as many times as you can. Especially do it at the very beginning. Of course, some narrow passages you would do well to NOT spin dash, as you'd most likely discover a very long drop instead of a mission completed. <br />
* The floating platform shortcut located at the beginning won't really save you much time. In fact, it'll result in the same time as going about this part normally.<br />
* It is a REALLY good idea to, at the track-guided platform after the loop at the start, jump onto the rail guiding it and run over to the first checkpoint. Much faster.<br />
* This game isn't as tech-savvy as its [[Sonic Adventure 2|successor]], so the level plays normally while under the time limit (i.e. checkpoints are present). Usually the use of checkpoints here are not completely recommended, as Sonic is required to go into his crouching stance before you can move him, sacrificing precious seconds (you may not think it's a big deal, but you just may think differently soon), not to mention the fact that you lose the momentum that you had before going back to the checkpoint (the momentum is very vital to your A rank). But on the first checkpoint, you can perform a neat little trick: If you manage to hit the checkpoint AND the dash panels simultaneously, when you go back to this one, Sonic will be blasted ahead right from the start, saving you good time.<br />
* After the first checkpoint, you now are running alongside a skyscraper. Instead of just taking the regular, neon-colored tunnel route, you should take the upper route mentioned above in the "Speed Highway" section (make sure to snag the [[Power Sneakers]] while getting there. Items don't respawn after using checkpoints, and this power-up is good to use, so don't die) and skip ahead to the pre-helicopter section.<br />
* Take the upper route in the pre-helicopter section. It'll go by faster. Power Sneakers are located here too.<br />
* Snatch the Power Sneakers after the helicopter; they're located on the right.<br />
* After the next big loop after the helicopter, LAND ON THE PLATFORM THAT FOLLOWS EXITING THE LOOP. This gives you a view of a row of enemies just begging to be homed attacked. This is a shortcut that pretty much absolutely necessary for an A Rank, as this brings you straight to one rocket away to Act 2. You COULD use the regular [[homing attack]] here, but the [[Ancient Light]] will get you there quicker. <br />
* Act 2 is very straightforward. Make sure to not hit anything, as while it may not deduct rings (exception being the helicopters), it WILL slow Sonic down. Nobody wants that.<br />
* In Act 3, you'll probably have 40-30 seconds before your attempt fails with zero fanfare. You can't slow down now; this is crunch time.<br />
**Ignore most shortcuts and just do a straight spin dash trough the areas. You'll get to the goal must quicker. For example, the very first shortcut-which is a dash panel that carries you up onto a building-actually takes more time than using the spin dash to carry you through the streets.<br />
**Remember that bit where you can run alongside a building in Act 3? Don't use that. Sonic traverses this ''achingly'' slowly; jump down and spin dash to the fountain area. <br />
**It's vital to remember that cars are rushing along the roads, and they '''''hurt'''.'' Keep to the sidewalk for the sake of your time, because nothing speeds up the clock like injury.<br />
**To make better time, use the fountain at the end to immediately boost up towards the goal.<br />
<br />
<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>PikaSamushttps://info.sonicretro.org/index.php?title=Water_Shield&diff=247040Water Shield2018-03-25T19:07:56Z<p>PikaSamus: </p>
<hr />
<div>The '''Water Shield''', '''Aqua Shield''', or '''''Bubble Shield''''' is a power-up introduced in ''[[Sonic 3]]'', and a variant of the standard [[Shield]]. In addition to serving as a one-shot barrier against damage and life loss, the Water Shield prevents drowning, allowing characters to stroll along underwater for as long as they want without fear of the dreaded drowning music. It is also capable of repelling certain [[badnik]]-fired projectiles, such as the [[Bloominator]]'s spike balls and [[Blastoid]]'s bullets.<br />
<br />
When playing as [[Sonic]], holding a Water Shield exchanges the [[Insta-Shield]] move with a [[Bounce Attack]], allowing the hedgehog to barrel downwards on top of enemies, and springing back up higher than normal jump height.<br />
<br />
The Water Shield's next appearence is in ''[[Sonic R]]''. Here it has none of the same functions as the ''Sonic 3'' version, instead allowing its holder to walk across the surface of a body of water without sinking. It is, however, one-shot; on returning to dry land, the shield evaporates.<br />
<br />
It returns once more in a few ''[[Sonic Generations]]'' challenge acts with a true return to form, allowing bubble bounces and the ability to breathe underwater. When the "Aqua Shield Challenge" has been completed, the Water Shield can be bought in the skill shop and, if equipped, can be activated at any time for Classic Sonic by pressing {{y}}/{{PS Triangle}}.<br />
<br />
The Water Shield appears in [[Sonic the Hedgehog (2013 game)|iOS/Android remake of the original game]] [[Sonic the Hedgehog 2 (2013)|and its sequel]] if you set "Items" to "S1+S3" or "S2+S3" in the Level Select menu (or place a Water Shield monitor in [[sega:debug mode|debug mode]]). It behaves exactly as it does in ''Sonic 3 & Knuckles'', including the bounce attack. In the ''Sonic 2'' remake, the Water Shield also appears as a random item in VS. Mode.<br />
<br />
It appears again in ''[[Sonic Lost World]]'' as a power-up the player can receive from Miiverse in the Wii U version, or found within levels in the 3DS version. It does not come with the ability to perform the bubble bounce, but it still lets the player breathe underwater.<br />
<br />
The Water Shield returns once again in ''[[Sonic Mania]]'', functioning almost exactly as it did in ''Sonic 3 & Knuckles'', and can also protect the player from the bubbling blue chemical baths in [[Chemical Plant Zone (Sonic Mania)|Chemical Plant Zone]]. The bounce cannot be performed in as quick of succession compared to ''Sonic 3'', with there being a very brief cooldown time between the ability to bounce again.<br />
<br />
Other variants of the [[Shield|basic shield]] include the [[Lightning Shield]], [[Fire Shield]], and [[Gold Shield]].<br />
<br />
<gallery><br />
File:Sonic3kmonitors.png|S&K Monitor (to Sonic's right)<br />
File:Water shield.png|Active shield<br />
File:Mania_WaterShield.png|Immunity to chemical baths in ''[[Sonic Mania]]'''s [[Chemical Plant Zone (Sonic Mania)|Chemical Plant Zone]]<br />
</gallery><br />
<br />
{{Items}}<br />
[[Category:Items]]</div>PikaSamushttps://info.sonicretro.org/index.php?title=Water_Shield&diff=247039Water Shield2018-03-25T19:07:09Z<p>PikaSamus: </p>
<hr />
<div>The '''Water Shield''', '''Aqua Shield''', or '''''Bubble Shield''''' is a power-up introduced in ''[[Sonic 3]]'', and a variant of the standard [[Shield]]. In addition to serving as a one-shot barrier against damage and life loss, the Water Shield prevents drowning, allowing characters to stroll along underwater for as long as they want without fear of the dreaded drowning music. It is also capable of repelling certain [[badnik]]-fired projectiles, such as the [[Bloominator]]'s spike balls and [[Blastoid]]'s bullets.<br />
<br />
When playing as [[Sonic]], holding a Water Shield exchanges the [[Insta-Shield]] move with a [[Bounce Attack]], allowing the hedgehog to barrel downwards on top of enemies, and springing back up higher than normal jump height.<br />
<br />
The Water Shield's next appearence is in ''[[Sonic R]]''. Here it has none of the same functions as the ''Sonic 3'' version, instead allowing its holder to walk across the surface of a body of water without sinking. It is, however, one-shot; on returning to dry land, the shield evaporates.<br />
<br />
It returns once more in a few ''[[Sonic Generations]]'' challenge acts with a true return to form, allowing bubble bounces and the ability to breathe underwater. When the "Aqua Shield Challenge" has been completed, the Water Shield can be bought in the skill shop and, if equipped, can be activated at any time for Classic Sonic by pressing {{y}}/{{PS Triangle}}.<br />
<br />
The Water Shield appears in [[Sonic the Hedgehog (2013 game)|iOS/Android remake of the original game]] [[Sonic the Hedgehog 2 (2013)|and its sequel]] if you set "Items" to "S1+S3" or "S2+S3" in the Level Select menu (or place a Water Shield monitor in [[sega:debug mode|debug mode]]). It behaves exactly as it does in ''Sonic 3 & Knuckles'', including the bounce attack. In the ''Sonic 2'' remake, the Water Shield also appears as a random item in VS. Mode.<br />
<br />
It appears again in ''[[Sonic Lost World]]'' as a power-up the player can receive from Miiverse in the Wii U version, or found within levels in the 3DS version. It does not come with the ability to perform the bubble bounce, but it still lets the player breathe underwater.<br />
<br />
The Water Shield returns once again in ''[[Sonic Mania]]'', functioning almost exactly as it did in ''Sonic 3 & Knuckles'', and can also protect the player from the bubbling blue chemical baths in [[Chemical Plant Zone (Sonic Mania)|Chemical Plant Zone]]. The bounce cannot be performed in as quick of succession, with there being a very brief cooldown time between the ability to bounce again.<br />
<br />
Other variants of the [[Shield|basic shield]] include the [[Lightning Shield]], [[Fire Shield]], and [[Gold Shield]].<br />
<br />
<gallery><br />
File:Sonic3kmonitors.png|S&K Monitor (to Sonic's right)<br />
File:Water shield.png|Active shield<br />
File:Mania_WaterShield.png|Immunity to chemical baths in ''[[Sonic Mania]]'''s [[Chemical Plant Zone (Sonic Mania)|Chemical Plant Zone]]<br />
</gallery><br />
<br />
{{Items}}<br />
[[Category:Items]]</div>PikaSamushttps://info.sonicretro.org/index.php?title=Sonic_Adventure&diff=247038Sonic Adventure2018-03-25T18:52:20Z<p>PikaSamus: </p>
<hr />
<div>:''For the GameCube remake, see [[Sonic Adventure DX: Director's Cut]]. For the downloadable version, see [[Sonic Adventure (2010)]].''<br />
{{Bob<br />
| bobscreen=Sonic Adventure title.png<br />
| icon=SAdv vmu000.png<br />
| icondesc=Main Save File<br />
| icons={{icon|SAdv vmu001.gif|Chao Save File }}<br />
| publisher=[[Sega]]<br />
| developer=[[Sonic Team]]<br />
| producer=[[Yuji Naka]]<br />
| director=[[Takashi Iizuka]]<br />
| system=[[Sega Dreamcast]]<br />
| releases=<br />
{{release|DC|JP|1998-12-23|¥5,800|HDR-000}}<br />
{{release|DC|JP (International)|1999-10-14|¥5,800|HDR-0043}}<br />
{{release|DC|US|1999-09-09||51000}}<br />
{{release|DC|US (All Stars)|2000||51000}}<br />
{{release|DC|EU|1999-10-14|£39.99 {{fileref|CVG UK 215.pdf|page=60}}|MK-51000-50}}<br />
{{release|DC|Benelux|1999-10-18||}}<br />
{{release|DC|AU|1999-12-03||}}<br />
{{release|DC|BR|1999|R$ 132,34|197086}}<br />
| genre= Action<br />
| esrb=e|elspa=3|usk=0|sell=tp|djctq=12<br />
}}<br />
'''''Sonic Adventure''''' (ソニックアドベンチャー) is the first [[Sonic the Hedgehog]] platformer released on the [[sega:Sega Dreamcast|Sega Dreamcast]], in turn being the first main title in the series done entirely in the still-new form of 3D gaming. The game marked a new era in the franchise, with a completely different feel and style than what was found in the 16-bit era. Originally referred to as ''Sonic RPG'', the intent was to give a Sonic game a more "adventure" feel, with a greater emphasis on characters and story than was found in the classic [[sega:Sega Mega Drive|Mega Drive]] titles.<br />
<br />
The game is not only notable for catapulting Sonic back into the mainstream (after a poor showing on the [[sega:Sega Saturn|Sega Saturn]]) but also for adding quite a few elements into the Sonic franchise that were not present beforehand, such as the [[Chao Garden]] and its related minigame ''[[Chao Adventure]]'', playable through the unique memory stick on the Dreamcast, the [[sega:VMU|VMU]]. Completely redesigning the original cast and introducing new characters, the game tried to respect both the old and the new, at the same time proving the Sonic character to not just be an icon of the 16-bit age, but for numerous generations of gamers.<br />
<br />
==Story==<br />
<br />
[[File:SA1 PerfChaosMural.PNG|thumb|190px|A cryptic mural; an ancient tale; a foreboding prophecy.]]<br />
Over three thousand years ago, there was a wise and prosperous tribe known as the [[Knuckles Clan|The Knuckles]]. Led by a woman who was part of the tribe's moderate party, she led her people as they lived in harmony with the mountains and jungles that housed other nearby people. Trying to teach her son the way she lived, the young boy [[Pachacamac]] grew with discontent, feeling that the tribe he was one day set to rule had a far greater destiny than the simple existence they had. Once he had come of age and became the leader of the tribe, he set his sights beyond the walls of the city, wanting nothing more than establishing his dominance on the planet, with The Knuckles not only ruling themselves but the many other tribes that lived nearby. His mother, against her son's intentions, stood in his way at every opportunity.<br />
<br />
However, it was only a matter of time before age would play a factor, the kind woman finally succumbing to mother nature and passing away. With the death of his mother, Pachacamac finally saw his opportunity, gathering together the tribesmen he saw had the greatest potential. Quickly he transformed them into a fighting force, and gathering his army the tribeleader began his assault on the neighboring countries. With each fight came victory, and soon every tribe and country was under his control, The Knuckles being a force no one could counter.<br />
<br />
Before the death of his mother, Pachacamac had fathered a daughter named [[Tikal]], who immediately gravitated towards the old woman, captivated by her peaceful nature and soaking up the many stories she would tell. There was one story that would stick out in her mind, connected to a mysterious altar that lay outside the city's walls, an extremely holy place that no one dared to desecrate. This altar, with seven visible gemstones perched high atop seven equidistant pillars, guarded a secret that no one knew, as no one had ever dared to go up the steps to see inside. Treating it as holy ground, the people of the city often celebrated its power, placing it as the reason why they were prosperous, and after Tikal's grandmother died also attributed them to the reason why they were able to expand and conquer.<br />
<br />
[[File:Pachacamac Tikal.png|thumb|190px|A father and daughter at odds.]]<br />
Knowing that the seven emeralds at the altar held incredible power but not knowing much else, Pachacamac soon began to contemplate an action that was completely against the very nature of the tribe: to take hold of the [[Chaos Emeralds]] and use them not only to secure the power he had already gained, but to expand his empire further, wanting nothing more than to rule the Earth. His daughter, distressed by her father's desire to conquer other people's holy ground, immediately took a stance against him, telling him time and again that he should stop his quest. Her words, however, fell on deaf ears each time.<br />
<br />
As her father began to prepare and seize the emeralds, Tikal decided to go to the holy place herself, approaching the altar and looking upon it. It was this moment where she first met the [[Chao]], a race of water spirits that resided at the altar and the force that prevented Pachacamac from immediately storming the ground for the power he was seeking. Approaching the creatures carefully, Tikal comforted them, telling the beings they had nothing to fear from her. Only after being befriended by the Chao did Tikal look upon the face of the being that was the true guardian of the altar and the Chao that lived there - [[Chaos]], the final evolved form of the Chao. Though not yet known by that name, Chaos confronted Tikal, examining her and making sure her intentions at the altar were pure of heart. Only then did the water spirit permit the girl to walk up the steps that few had treaded upon.<br />
<br />
[[File:Emerald Alter Past Interior.png|thumb|190px|The interior of the [[Emerald Shrine]], before the siege.]]<br />
At the center of the altar was the [[Master Emerald]], the "unifier" of the Chaos Emeralds, and the key that explained to her the poem that her grandmother made her remember by heart: "The servers are the seven Chaos / Chaos is power, enriched by the heart / The Controller serves to unify the Chaos." Realizing not only that her father would be desecrating sacred ground, but also would try and harness a power he could not control, Tikal approached her father, trying desperately to dissuade him from going after the emeralds. Each time she spoke, her father returned only ignorance, the young girl instead asking Chaos if he could take the emeralds and the Chao with him and escape to a safer place, out of the hands of her father and the greed that was consuming him. With only the sound of water, Tikal realized that this was not an option, and that a stand between the two sides was inevitable.<br />
<br />
In one last, desperate bid to stop her father, Tikal stood at the foot of the altar, blocking Pachacamac and his warriors' path to the emeralds. Trying to reason with him, he ignored her one final time, telling his troops to charge ahead, attacking his own daughter in the process. Becoming unconscious, Tikal was not able to bare witness as her father ran upon stairs he was never meant to cross, seeing with his own eyes the Master Emerald and the creature that would be Chaos.<br />
<br />
Once she came to, Tikal could find no trace of her father or the warriors, the Chaos Emeralds that were once on the pillars missing. Running to the center, it was then she learned the terrible truth - that Chaos, in his attempt to stop Pachacamac and protect the Chao, used the power of the Chaos Emeralds to transform into something else entirely, a creature of vast and uncontrollable power that could destroy the world. Remembering the words of the poem, Tikal asked for the Master Emerald's help to stop Chaos before he wiped out every living thing in his rage.<br />
<br />
The emerald obeyed, sealing not only Chaos inside its shell, but the spirit of Tikal, to guard over the creature if he ever were to escape. The broken remnants of The Knuckles tribe took it upon themselves to guard over the Master Emerald as it, along with the area around it, lifted up into the heavens...<br />
<br />
[[File:SA Knuckles Chaos First Meeting.png|thumb|190px|The first meeting between Knuckles and Chaos.]]<br />
Many millennia later, the mad genius [[Dr. Eggman]], licking his wounds from yet another defeat at the hands of [[Sonic the Hedgehog]], decided that the best place for his ultimate city - [[Eggmanland]] - to be built would be the current location of [[Station Square]]. Coming up with a plan to destroy the city so that his image can reign supreme, Eggman decided to build his base on the edge of a place called the [[Mystic Ruins]], for even though it was but a train ride away from the bustling metropolis, it was still a place that held an abundance of secrets. It was only by chance that, while excavating the grounds to build his glowing headquarters, that Eggman came across a pair of stone tablets with an ancient inscription upon it. Hastily translating the words, the evil mastermind discovered the legend of Chaos, and its connection to [[Angel Island]]. With a laugh, he journeyed to the floating island in the dead of night aboard his latest creation, the [[Egg Carrier]].<br />
<br />
Upon the island sat its eternal guardian [[Knuckles the Echidna]], the last of The Knuckles tribe. Not completely knowing the reasons behind his duty to guard the Master Emerald, Knuckles nevertheless stood constant watch over it, his stance unwavering. On this night, with the sound of thunder echoing in the distance, Knuckles was startled awake when he heard the sound of something shattering. Turning around, he spotted a liquid creature he had never laid eyes on. Before being able to register who this being was, Knuckles turned his sights on the Master Emerald, shocked at seeing only partial remains littering where it once lay. Assuming that this strange creature must be the one responsible for shattering the emerald, the echidna attempted to fight the being, unable to stop it from turning into a puddle and slithering away. With his mind on the events that just happened, knowing his duty to collect the pieces of the Master Emerald and more than aware of the island now falling into the ocean, Knuckles was unaware of a strange red orb also floating around, moving off into the same direction as Chaos...<br />
<br />
[[File:Perfectchaos.jpg|thumb|190px|The true face of [[Perfect Chaos]].]]<br />
Meanwhile, Sonic the Hedgehog, once again looking for excitement and adventure, happened to jump right into the heart of Station Square, the next destination on his vacation plan. Excited to see the sights and sounds, the hedgehog stood atop a skyscraper, taking in the city's bright lights and breathtaking visuals. Suddenly, the sound of police sirens filled his ears, looking below seeing the cars the sirens belonged to. Heading off toward the direction of City Hall, Sonic jumped down to the road below, deciding to investigate, always looking to get into trouble. What he found was a police barricade, the officers trying to shoot down a mysterious water creature. Finding their weapons useless, the police retreated, giving Sonic the opportunity to engage the creature. With a smirk and the hope for fun, he jumped in fighting off [[Chaos 0]] in an instant, the creature slipping away down a sewer drain afterwards.<br />
<br />
Standing in the rain, Sonic remained unaware of Dr. Eggman watching from a rooftop overhead, laughing at the hedgehog and his being unaware of the creature's potential for power. It would only be the next day when Sonic, along with [[Miles "Tails" Prower]], found out the creature's name, his ability to use the emeralds, and Eggman's plan to turn Station Square into his own personal city. Now Sonic must not only try and gather the Chaos Emeralds once again and stop Dr. Eggman, but in the process run into old and new friends all while unknowingly uncovering the secret to the strange creature known only as Chaos.<br />
<br />
==Game Mechanics==<br />
<br />
===Gameplay===<br />
<br />
For ''[[Games featuring Sonic the Hedgehog|Sonic the Hedgehog's]]'' first major title in 3D, and in an attempt to live up to the ''Adventure'' title, ''Sonic Adventure'' is split into two main parts: the level based "Action Stage" and the slowed down, explorable "Adventure Field," with each of the six playable characters having their own unique playstyle and goals.<br />
<br />
====Action Stages====<br />
<br />
=====Sonic the Hedgehog=====<br />
<br />
[[File:SA Sonic Original.jpg|thumb|190px|The original unveiling of [[Sonic the Hedgehog]] as depicted in ''Sonic Adventure''.]]<br />
Being the title character in the game, Sonic the Hedgehog is given the largest focus, his story and number of playable levels being greater than any other cast member. Even in the third dimension, the basic goal of each of Sonic's levels remains familiar: to reach the end of a level while avoiding traps, pitfalls, and the occasional enemy [[Badnik|badnik]] built by the nefarious Dr. Eggman. While the classic titles had a ten-minute time limit, the limit has been lifted to give the player more than enough time to get used to the modified control scheme. Thanks to the new plane of movement, pressing any direction of the control stick will send Sonic in that direction. Pressing up will move Sonic forward, pressing down will cause him to quickly turn around in the opposite direction, and pressing the traditional left or right directions will let Sonic explore either side of his world. Though sometimes it may seem confusing as to where Sonic is meant to go next in each level, the camera system in the game is built to help guide Sonic along a certain path, leaving enough room to divert into the occasional alternate pathway.<br />
<br />
For the first time, more than one button on the control pad can be used to make Sonic perform alternate moves during the course of the game. The jump button is still used to make Sonic curl up into a ball in the air and perform a [[Spin Attack|spin attack]] where he can hit any enemy as long as they are not covered in spikes or some other projectile. Pressing the jump button twice allows a brand new move in Sonic's arsenal to appear, the [[Homing Attack|homing attack]]. As the third dimension does not allow for as easy precision as a two-dimensonal plane would, the homing attack allows Sonic to "lock-on" to the nearest enemy or other interactable item and zoom ahead, curled up in a ball and subsequently attack it. This attack especially comes in handy when Sonic is forced to cross a pit of lava or one without a bottom and the only items between him and certain death are a row of enemies flying about. The secondary action button now gives Sonic the ability to curl up in his trademark [[Spin Dash|spin dash]], holding the button longer making Sonic charge up the dash more. From a standstill, tapping the button will allow Sonic to burst ahead with the slightest amount of speed. However, while running, barely tapping the button will cause Sonic to curl up into his spin just as in the classic games, allowing him to smash an enemy that may be in his path without having to jump. Sonic also has the ability to pick up items that are near him, such as keys necessary to get into other levels or Chao's during the Chao Garden portions of the game. Tapping the action button allows this move, though if not close enough to the item Sonic will default to the spin dash.<br />
<br />
[[File:Emeraldcoast.png|thumb|190px|Sonic's iconic run through Emerald Coast.]]<br />
This is also the first title that allows Sonic's moveset to expand as a player progresses through the game. Placed in the Adventure Field and accessible at certain points in the story, there are a total of three separate [[Sonic Adventure upgrades|upgrades]] available to Sonic, though only two of them are mandatory. The first of these are the [[Light Speed Shoes]], which look like a pair of Sonic's trademark shoes slightly altered. When acquired in the sewers of Station Square, Sonic now has the ability to dash through a string of rings if he charges up his spin dash. Once a glow is around Sonic, he can walk up to the string of rings and, letting go of the action button, will let Sonic use this [[Light Speed Dash]] to reach areas he normally couldn't. The second item necessary in the game is the [[Ancient Light]], found on Angel Island. Looking just like a ball of light, when Sonic touches it he gains an ability similar to the Light Speed Dash. Called the [[Light Speed Attack]], Sonic can now attack a string of enemies in one go after charging up his spin dash. The third upgrade item in the game is found in the Station Square hotel. Called the [[Crystal Ring]], the item is only accessible once you have the Light Speed Shoes. The ring, which goes on Sonic's wrist, allows for a far shorter charge of the spin dash to enter either the Light Speed Dash or Light Speed Attack.<br />
<br />
In Sonic's run through the game, the character progresses through ten of the eleven levels available. In order, they are [[Emerald Coast]], [[Windy Valley]], [[Casinopolis]], [[Ice Cap]], [[Twinkle Park]], [[Speed Highway]], [[Red Mountain]], [[Sky Deck]], [[Lost World]], and [[Final Egg]]. Scattered through each level are a multitude of items, many familiar to anyone who has played a Sonic game in the past. The most common item once again is the [[Ring|ring]], which protects Sonic from losing a life as long as he has at least one in his possession. The dangerous bed of [[Spikes (obstacle)|spikes]] also return, which should be avoided at all costs. The classic [[Lamppost|lampposts]] that mark Sonic's position in the level so he can restart there in the case of losing a life also return, but are now a pair the character runs through as opposed to a single post you run by. [[Spring|Springs]] that allow the player to reach higher platforms also appear. The [[Dash Panel]], an item which was rarely seen in ''[[Sonic the Hedgehog 2 (16-bit)|Sonic the Hedgehog 2]]'' and ''[[Sonic the Hedgehog 3]]'' also make a return, though in abundance, allowing Sonic to instantly gain speed when he runs over them. The [[monitor|item boxes]] also return with a vengeance, a total of nine possible power-ups available for Sonic. The classic [[Shield|shield]] returns, as well as a variation of the [[Lightning Shield|Thunder Barrier]], called the Jiryoku Barrier, attracting rings and providing the protection a normal shield offers. Invincibility, Super Speed, and 1-ups also are available, as well as the ring boxes. However, instead of only offering the ten-ring box as in previous games, two new variants are offered: a 5-ring box, and a random ring box, which can be worth 1, 5, 10, 15, 20, or 40 rings. Also new to the arsenal is the explosion item box, which will instantly destroy any and all enemies that are on the screen at the time.<br />
<br />
As the Action Stages are not broken up into separate acts this time around, the [[signpost]] meant to signal the end of the level is replaced with the [[Capsule|capsule]] that holds the various [[animals]] that pop out of badniks in the game. However, while the capsule is the standard greeting, there are times when other objectives are presented for Sonic to reach, such as a Chaos Emerald or Tails recovering from a plane crash. When these Action Stages are later replayed, the alternate goal is replaced with Dr. Eggman's capsule machine.<br />
<br />
=====Miles "Tails" Prower=====<br />
<br />
[[File:SA Tails Original.jpg|thumb|190px|The original unveiling of [[Miles "Tails" Prower]] as depicted in ''Sonic Adventure''.]]<br />
Miles "Tails" Prower takes many of the same cues from Sonic the Hedgehog when it comes to controlling in the game ''Sonic Adventure''. Using the control stick to run about in a three-dimensional game, pressing the jump button also lets Tails curl up into a ball and perform the vintage spin attack. The flight ability for Tails also returns, once again initiated by pressing the jump button twice, allowing the two-tailed fox to rise above the ground for a short period of time, able to ascend the entire duration. However, instead of being able to replicate the spin dash and the other moves connected to Sonic, the action button offers an entire new move set for Tails. Pressing it allows Tails to do the [[Tail Swipe|Tail Rotation Attack]], in which the fox uses his tails to swipe at enemies, breaking them apart, all the while twirling on the point of one of his feet. The ability to pick up objects is also present.<br />
<br />
Just like Sonic, Tails also has his own set of upgrades scattered throughout the course of the game which can modify his abilities. The required upgrade is the [[Rhythm Badge]], found in the past version of the Mystic Ruins. The badge, which goes upon Tails' chest, gives him the ability to continuously engage in the rotation attack, now called the "Continuous Tail Rotation." The second upgrade available for the fox, the [[Jet Anklet]], is found in Station Square. Attaching to his shoes, the anklet allows Tails to fly faster than before, allowing him to cover far more distance than he would normally be allowed to.<br />
<br />
During the course of his adventure, Tails only has access to five Action Stages: [[Windy Valley]], [[Casinopolis]], [[Ice Cap]], [[Sky Deck]] and [[Speed Highway]]. While Sonic's version of these levels are broken up into two or three distinct parts, Tails' version of the levels are decidedly shorter, often only focusing on one part of the level. The reason for this is, instead of merely emulating the goal of getting to the end of the level, Tails' levels have an added racing element, in which the player must control Tails in a race against Sonic or, in the case of Speed Highway, Dr. Eggman. Only by reaching the end of the level first will allow Tails to win the race and, subsequently, the level. Though the capsule is once again used to signal the end of the stage, there are times when other items are used to alert the player where the finish line is, such as a Chaos Emerald or a missile lodged in a building.<br />
<br />
There are also times when Miles "Tails" Prower can be playable in Sonic the Hedgehog's story through the use of a second controller, much like he is controllable in ''Sonic the Hedgehog 2'' and ''Sonic 3''. However, because of the nature of the game, it is much harder to keep both characters on the screen at once.<br />
<br />
=====Knuckles the Echidna=====<br />
<br />
[[File:SA Knuckles Original.jpg|thumb|190px|The original unveiling of [[Knuckles the Echidna]] as depicted in ''Sonic Adventure''.]]<br />
Returning to the forefront, Knuckles the Echidna once again takes similar cues from Sonic the Hedgehog but deviates with his own unique abilities. Fully controllable in the three-dimensional game with the control stick, the jump button causes that familiar spin attack to be a part of Knuckles arsenal. Pressing the jump button twice will allow Knuckles to [[Power Glide|glide]] through the air, slowly descending along the way. Hitting a wall while gliding (or simply jumping into a wall and pressing jump twice) will let Knuckles climb up nearly any surface, allowing him to reach higher places that he wouldn't normally be able to. The action button gives Knuckles a new attack, hinted at in ''[[Sonic the Hedgehog 3]]'' but not usable in that game: punching. The [[Punch Attack]] can either be done on its own with one push of the action button, a quick one-two jab with two presses, or a full triple combo with the third being a powerful charge with three presses of the action button. Also, just like the rest of the characters in the game, Knuckles has the ability to pick up items at will if close enough to them.<br />
<br />
The Guardian of Angel Island also has two upgrades available to him in the game, one of them being necessary, the other once again optional. The first of these, the [[Shovel Claw]], is found in the Mystic Ruins and allows Knuckles to dig in dirt and grass. Pressing both the jump and action button at the same time, Knuckles will disappear into the ground, sometimes coming up with nothing, other times coming up with rings, a shield, or even invincibility or speed shoes. The second upgrade, the [[Fighting Gloves]], is located in the jungle section of the Mystic Ruins. Being an optional addition to Knuckles' arsenal of moves, the yellow gloves provide the echidna with the [[Maximum Heat Knuckles Attack]], the echidna's answer to the Light Speed Attack. By holding the action button, Kunckles can charge up and unleash himself at a group of enemies, defeating them all at once instead of one at a time.<br />
<br />
Though he shares similar moves with Sonic and Tails, Knuckles' game actually plays quite differenty from the duo. Instead of trying to reach the end of a level, Knuckles climbs, glides, and runs through each, exploring every nook and cranny seeking three shards of the shattered Master Emerald, in the hopes of collecting all the piecs and restoring it, and in turn having Angel Island once again join the heavens. In each of Knuckles five levels, the shards have numerous locations programmed in which they could be, each playthrough being different than the last. Luckily, Knuckles has two tools he can use to track down the shards. The first of these is a psudo-radar on the bottom of the screen, each shard represented. If Knuckles gets closer to one of the pieces of the Master Emerald, the icon will start to blink rapidly, a beep joining the intensity of the radar. When it begins to flash red wildly, it means that Knuckles is only inches away from his goal. The second tool at Knuckles' disposal are the various [[Hint Orb|hint orbs]] floating in the level. By touching one of them, the orb will shoot forward towards the nearest shard, leading Knuckles to his ultimate prize. The pieces can be almost anywhere: inside badniks, underground, and even just sitting out in the open. Exploring [[Speed Highway]], [[Casinopolis]], [[Red Mountain]], [[Lost World]] and the [[Sky Deck]], the Guardian must find all fifteen pieces before he can once again rest at the sacred altar of the Master Emerald.<br />
<br />
=====Amy Rose=====<br />
<br />
[[File:SA Amy Original.jpg|thumb|190px|The original unveiling of [[Amy Rose]] as depicted in ''Sonic Adventure''.]]<br />
Though a hedgehog just like Sonic, [[Amy Rose]]'s playstyle is similar in only the most basic of functions. Able to move about with the use of the control stick, Amy can traverse across the landscape with ease, albeit at a top speed far lower than the previous three characters. Though she can jump, she does not curl up, leaving her wide open to attack. However, Amy is not without her defenses, utilizing her [[Piko Piko Hammer]] if the need to fight arises. The basic attack with the hammer is called, simply enough, the [[Hammer Attack]]. Swinging her hammer to the ground, it also causes a small shockwave that can harm enemies if Amy is unable to make direct contact. She can also swing her hammer while in the air, initiating the [[Jump Attack]], letting her hit any airborne assailants. As Amy's jumping height is not as proficient as Sonic's, she can also use her hammer to launch herself in the air. Called the [[Hammer Jump]], the extra height allows Amy to reach areas she can not normally get to, the Jump Attack also available as she sores through the air for those brief moments in time.<br />
<br />
Two possible upgrades are available to Amy Rose, though once again only one of these is necessary to progress through the game. Found aboard the [[Egg Carrier (Sonic Adventure)|Egg Carrier]], the [[Warrior Feather]] lets Amy use her Piko Piko Hammer to spin in a tight circle, holding it out and destroying any enemies that may be charging at her, possible only by holding down the action button and spinning the control stick in a circular motion. However, the [[Spin Hammer Attack]] is only temporary. If used too long, Amy will become dizzy, the player unable to control her correctly and leaving her open for any attack. The optional upgrade for Amy comes in the form of the [[Long Hammer]], which gives the young girl's attacks a much greater radius. Found in the same spot on the Egg Carrier, it can only be unlocked after Eggman's floating masterpiece crashes into the ocean.<br />
<br />
Amy's story in the game starts in the middle of Sonic's, in which the young pink hedgehog strolls about the streets of Station Square on her own, shopping bags in hand and deep in thought. Recalling the time Sonic saved her from the clutches of [[Metal Sonic]] during the events of ''[[Sonic the Hedgehog CD]]'', her train of thought is broken by a large shadow covering the city. Looking up into the sky, Amy sees the image of the Egg Carrier, immediately recognizing it as the handiwork of Dr. Eggman. Before she can even contemplate the idea of Sonic rushing into her life, a small [[Flicky]] comes crashing into her, having escaped from the ship. Dubbing the bird [[Birdie]], she sets it upon herself to guard the bird once she realizes its being chased by [[ZERO]], one of Dr. Eggman's robots. Playing through only three levels - [[Twinkle Park]], [[Hot Shelter]] and [[Final Egg]] - Amy must try and reach the balloon goal all the while avoiding the attacks of ZERO and his attempts at capturing not only the bird, but her as well. Though Amy can attack ZERO with her hammer, she can not defeat him in any action stage, eventually the robot becoming immune to her defenses. As Amy plays as a much slower character, her levels also have a few more puzzle elements than the principle three, made all the more complicated by the robot pursuing her. Her ability to carry items also comes in handy when, at certain places, she can lift and hide inside a barrel when in a room with ZERO, the robot unable to find her while she hides.<br />
<br />
=====Big the Cat=====<br />
<br />
[[File:SA Big Original.jpg|thumb|190px|The original unveiling of [[Big the Cat]] as depicted in ''Sonic Adventure''.]]<br />
The slowest character of the bunch, [[Big the Cat]] is something of an enigma when compared to the rest of the characters in the game. Though he is still fully controllable in the three-dimensional world of ''Sonic Adventure'' through use of the control stick, his playstyle is completely different. Lumbering about, Big the Cat does have the ability to jump when the corresponding button is pressed, but like Amy Rose is unable to curl up and defend himself while he does this, leaving himself completely open to attack. His only method of defending himself is by the use of his fishing poll that he caries about with him at all times, the action button letting Big swing the pole as if he were to cast it, being able to smack any nearby enemies.<br />
<br />
However, Big's game has little focus on any actual fighting, and instead is focused on fishing. Having lived in the Mystic Ruins for years, Big is at the wrong place at the wrong time on the night Dr. Eggman frees Chaos from the Master Emerald. Due to a small hiccup during the freeing process, Chaos' tail manages to separate from the rest of the water god, falling freely into the jungle below. [[Froggy]], Big the Cat's best friend, happens to accidentally stumble upon the tail, which possess the frog. When Big wakes up and sees his friend now has a tail, the large cat is unable to stop the frog from eating his "lucky charm," the yellow Chaos Emerald. Determined to find his friend and snap some sense back into him, Big pulls out his trusty fishing rod and journeys to [[Twinkle Park]], [[Ice Cap]], [[Emerald Coast]] and [[Hot Shelter]] to reclaim his friend.<br />
<br />
By pressing and holding the action button, Big prepares to launch himself into fishing mode, a marker appearing showing where the line will be cast. By letting go of the button, Big casts his fishing rod, the line landing in a body of water if that is indeed where the marker was set. From here, the player can shake the lure about with the control stick in the hopes of attracting Froggy or, if that doesn't happen, one of the many other fish that are swimming about. Once caught on the line, pressing either the jump or the action button will cause Big to roll up the line, bringing the caught object closer to the purple cat.<br />
<br />
In his quest to fish for his friend, a variety of upgrades are available for the feline, many of them optional if all the player wishes to do is complete the story and move on. The one necessary upgrade, the [[Life Belt]], is found on Angel Island near the entrance to the Ice Cap. Giving Big the ability to float in water, it allows the player to get up and close and personal with whatever they're seeking out to fish for, holding the jump button allowing Big to dive under the water. The first of the optional upgrades is the [[Power Rod]], an alternate fishing rod that allows Big to cast a longer line, found in the Mystic Ruins where Big begins his journey. In addition, there are four optional [[Lure|lure]] upgrades scattered about the game, and while they are not necessary for the completion of the story, they are needed if Big wants to catch bigger fish. With one hidden in each Adventure Field, it is also the only upgrade in the game hidden inside one of the action stages, the Ice Cap.<br />
<br />
=====E-102 Gamma=====<br />
<br />
[[File:SA E102 Original.jpg|thumb|190px|The original unveiling of [[E-102 Gamma]] as depicted in ''Sonic Adventure''.]]<br />
Yet another character with an alternate playstyle when compared to Sonic, Tails, and Knuckles, [[E-102 Gamma]] is also the first playable character built by Dr. Eggman. Still controlled in the same fashion as the other characters with the use of the control stick, the jump button also performs the same action as the other five characters preceding. Just like Amy and Big, however, the jump move leaves the robot open to attack. Introducing yet another new playstyle to the Sonic universe, E-102 is the first playable character to use projectiles as a means of defense. By pressing and holding the action button, a laser mounted to the robot's head will act as a tracking device, locking on to any nearby enemies. When let go, E-102 will subsequently shoot everything in his path. Shooting is not just so E-102 Gamma can engage in fighting off his objective, but is essential for the player to continue using him. Gamma is the only character in the game that is restricted by a time limit, a preset timer placed in the corner continuously counting down. If the timer reaches zero, the level ends and the player forfeits a life. Only by shooting enemies will the timer increase. locking on to more targets at one time resulting in a higher amount of time for the player. Since the targeting system will only last so long before it fades out, figuring out how many enemies to lock on at once in a given situation adds to the challenge of the game. E-102 also has two modes of operation: the standard walking animation and, if running forward long enough, a wheeled mode that allows Gamma to roll on the ground much faster than his legs will carry him. Eggman's robotic creation also can float on water, a propeller system emerging that prevents him from falling in when in this mode. However, this only works near bodies of water the cast can interact with, so Gamma will still fall into such places as the water in Windy Valley.<br />
<br />
In almost predictable fashion, E-102 Gamma has two upgrades available to him, only one being necessary to continue in the game. The required upgrade, called the [[Jet Booster]], is found in the Egg Carrier and gives the ability for Gamma to glide. Though not as proficient as Knuckles the Echidna's gliding, it still allows Gamma to slowly descend from a higher location, giving him time to target enemies that may otherwise fly past him, as well as letting him cross pits he might not otherwise be able to. The second upgrade available is also located within the Egg Carrier, but is only accessible to E-102 when the ship is not in its Sky Deck mode. Called the [[Laser Blaster]], it provides Gamma with a larger attack radius so he can lock on to more enemies at once, allowing his time to go up higher if done successfully.<br />
<br />
Though he goes through [[Final Egg]], [[Emerald Coast]], [[Windy Valley]], [[Red Mountain]] and [[Hot Shelter]], the objectives for the character shift in the middle of his game. Having been created by Dr. Eggman, the robots first moments of consciousness are inside the mad genius' base, seeing the face of his creator. Sent into the training ground of Final Egg, Gamma wants nothing more than to please his creator, being the second in the E-100 series. Thinking nothing of it, he immediately fights with his predecessor, [[E-101 Beta]] simply because Eggman asks him to, not thinking beyond what his orders are. It is only after the robot encounters Amy Rose that he begins to question his own programming, and for the final three levels in his adventure he turns against Dr. Eggman, resolving to free the animals trapped within the other members of the E-100 series and declaring Eggman his enemy.<br />
<br />
====Adventure Fields====<br />
<br />
[[File:Sega ftp sa1 ec big.jpeg|thumb|190px|[[Big the Cat]] wandering about the [[Egg Carrier (Sonic Adventure)|Egg Carrier]].]]<br />
While previous Sonic games had each level play one after the other, ''Sonic Adventure'' introduces a hub world system into the game. Dubbed "Adventure Fields," it is these areas that string together the events within the game, and serve as the doorwasys to each Action Stage. There are three main fields, each having a different theme. The first, [[Station Square]], serves as the starting point for many of the characters, being the central hub to the city Eggman desires. The second, the [[Mystic Ruins]], encompasses not only the area that contains [[Tails' Workshop|Tails' Workshop]], but a jungle area filled with ruins, accessible through a minecart. The fallen Angel Island is also part of the area, having once been part of the landmass thousands of years before the events of the game. The third field is Eggman's latest floating creation, the [[Egg Carrier (Sonic Adventure)|Egg Carrier]], his home base as he plots Station Square's destruction and the rise of Chaos. There is also a fourth Adventure Field which is only accessible at specific times for each character. In each story, there is a moment when the character is given a vision of the past, the field being the Mystic Ruins before it turned into the ruined jungle, the ancestors of Knuckles the Echidna still a proud and much alive race.<br />
<br />
While the central purpose of the main three are to get from one level to another, they also serve as the perfect way to become accustomed to using Sonic and his friends in the third dimension. Knowing that a hub world is anything but linear, scattered throughout the three are various [[Hint Orb|hint orbs]] that, when touched, will give the player a hint as to where they are meant to go next. There are times when an action level can not be reached until some sort of objective is met in the Adventure Field, be it finding a key to a door or locating an upgrade that will overcome an obstacle blocking the stage's entrance. The fields also serve as the backdrop to many of the various cutscenes and boss encounters in the game.<br />
<br />
Also of note is that, with the exception of the Egg Carrier, each Adventure Field is filled with a collection of Non-Playable Characters that Sonic and his friends can go up and talk to by pressing the action button. While sometimes they will also give a hint as to where the player should go next, more often than not they talk about something completely unrelated, recounting their own personal drama, such as the woman afraid to talk to the man she likes at the burger shop, the little girl waiting near the train station to see her father come home, or the boy who laments his mothers' gambling addiction. Though not vital to the story, they serve as amusing asides that make the world of Sonic the Hedgehog seem alive, alluding to the fact that it is not just a world made up of one hedgehog and one human in a constant battle.<br />
<br />
====Boss Encounters====<br />
<br />
[[File:SA1ZeroBoss.PNG|thumb|190px|[[Amy Rose]] in her boss fight with [[ZERO]].]]<br />
Instead of having Dr. Eggman encounter the player at the end of each level, the boss encounters in ''Sonic Adventure'' only happen at specific times, more often than not taking place somewhere on the Adventure Fields of the game. While each character has at least one boss battle, Sonic and Tails are the only two that fight with the doctor himself, both fighting his [[Egg Hornet]] early on and then the two getting their own personal final battle with him at the end of their respective adventures. The rest of the boss fights in the game are either robots built by Eggman's hand, or for the first time in a main Sonic title, a being that was not created by the doctor. Sonic, Tails, Knuckles and Big each have at least one fight with the water god Chaos, the principle three all going up against his [[Chaos 4]] form. Though the same character, each encounter with Chaos offers its own unique challenges and attack patterns, much as each encounter with Eggman over the years has done the same.<br />
<br />
E-102 Gamma is the only character in the game to have a boss battle actually occur in the final moments of a stage, having to fight [[E-103 δ]], [[E-104 ε]] and [[E-105 ζ]] in his last three levels.<br />
<br />
====Sub Game====<br />
<br />
[[File:Sega ftp sa1 egg carrier.jpg|thumb|190px|Sonic and Tails aboard the Tornado.]]<br />
In addition to the regular Action Stages and the Adventure Fields, there are also a number of Sub Games that occur during ''Sonic Adventure'', most of them in one of the character's story in some form or another. Each of these Sub Games control completely different than from the normal areas of the game, offering up yet another layer of variety. The most prominent of these are [[Sky Chase Act 1]] and [[Sky Chase Act 2|Act 2]], in which Sonic and Tails ride on either the [[Tornado]] or the [[Tornado 2]] and attempt an air assault against Dr. Eggman's Egg Carrier. With the jump button turning into a gun and the action button becoming a way to lock on and shoot missiles as enemies, the two levels closely resemble a shooter in the vein of ''[[sega:Panzer Dragoon|Panzer Dragoon]]''. In Tails' Adventure mode, the young fox has an exclusive mini-game entitled [[Sand Hill]], which is similar to the snowboarding sections of [[Ice Cap]] but is instead done on various sand dunes. Amy Rose also has her own sub game, [[Hedgehog Hammer]]. Done inside the Egg Carrier, Amy must use her hammer to smash apart the blue and yellow Sonic the Hedgehogs while avoiding the Eggman targets, the game being the source of her upgrades (as long as it is done within the Adventure Field). There is also a [[Twinkle Circuit]] available to every character once their adventure is completed, even if they are unable to play through Twinkle Park normally. The race behaves much as the first segment of Sonic's version of Twinkle Park does, except instead of one long stretch of road, it is a traditional three lap race, although it is only a single player mode.<br />
<br />
====Super Sonic====<br />
<br />
[[File:SA1PerfChaos.PNG|thumb|190px|[[Super Sonic]] confronting the final form of Chaos.]]<br />
While the Chaos Emeralds are featured in the game, unlike previous titles they are not unlocked in a separate [[Special Stage]]. Instead, they are an essential part of the storyline, being found by Sonic and Tails at the end of action stages or by other means in an attempt to prevent Dr. Eggman from bringing Chaos to full power. However, the powered up transformation of Sonic, [[Super Sonic]], is still accessible in the game, only in a limited capacity. Once all six characters have been played through and their stories completed, a seventh character will appear on the character select screen. Marked "Super Sonic," only a question mark greets the player as to what is in store.<br />
<br />
This extra storymode is actually the true ending to the game, answering questions that have been cropping up in the cutscenes of the six playable characters, showing the betrayal of Chaos and what truly happened 3000 years previous. Knowing time is short, Sonic and Tails (after Sonic experiences a lengthy flashback sequence detailing the final moments of Tikal and Chaos at the emerald altar) try to recover the seventh emerald before Chaos can, but are unable to. Now fully powered, [[Perfect Chaos]] attacks Station Square, in a sense accomplishing what Eggman wanted but with unwanted side effects. Discovering the hint orbs that populated each stage were really Tikal guiding the players, Sonic has no choice but to transform into Super Sonic and finally put an end to the threat that was birthed all those millennia ago.<br />
<br />
The character controls much like Sonic, just with a higher top speed, invincibility and the ability to run over water. Just like previous encounters with Super Sonic, the player must collect rings or else forfeit the transformation. If during the battle Super Sonic returns to his blue self, the player will lose a life, unable to collect fifty rings and turn back into Super Sonic.<br />
<br />
===Trial===<br />
<br />
[[File:SA1E103Boss.PNG|thumb|190px|[[E-102 Gamma]] facing off against [[E-103 δ]].]]<br />
The trial option on the main option screen to ''Sonic Adventure'' is similar to the Time Attack mode of ''Sonic the Hedgehog CD'', giving players the ability to play through any previously completed stage at their leisure. Recording time, score, and number of rings, the mode provides numerous ways for a player to try and best themselves. It also keeps track of the number of challenges for each Action Stage that has been met with each character. Each level in the game has three separate tasks that must be finished with each character, the next becoming the target once the first is done. This is also true with the Sub Games for each character, although that only has one secondary challenge.<br />
<br />
The Sub Games that are available for each character are also expanded, with the ability to play through each boss for a character straight through, and certain segments that are part of a standard Action Stage are available for standalone playthrough, such as the snowboarding segments in Ice Cap. Sonic is also given the chance to play through Sand Hill, an area he is not allowed to enter in the standard game.<br />
<br />
===Chao===<br />
<br />
{{main|Chao}}<br />
[[File:Sa chao 02.svg|thumb|110px|A neutral Chao.]]<br />
Brand new to the Sonic series, the [[Chao]] are an additional mini-game that can be played outside of the regular levels. An extension of the A-life used in the game ''[[sega:NiGHTS Into Dreams|NiGHTS Into Dreams]]'', the [[Chao Garden]] can almost be considered a full game on its own. Each main Adventure Field has an entrance to its own Chao Garden, with two unhatched Chao eggs. Picking them up and rocking them with the control stick will cause the egg to hatch, which then can let the player raise the Chao at their leisure. The Chao, which need to be fed, petted, and taken care of, also can use the abilities of the various animals that Sonic and company find in the regular Action Stages that pop out of the Eggman robots. Entering the garden, the collected animals will spring out of the playable character, and can subsequently be picked up. Walking over to a Chao with an animal in hand will cause the Chao to absorb the stats of the animal, also changing shape slightly.<br />
<br />
A variety of combinations can be achieved this way, and the many Chao one can raise can also be used in the Chao Racing section, located only in the Station Square Chao Garden. The Chao raised can also be used in the [[sega:VMU|VMU]]-exclusive minigame ''[[Chao Adventure]]'', which allows a player to raise their Chao on the go.<br />
<br />
===Emblems===<br />
<br />
To encourage replayability and exploration, 130 [[Emblem|Emblems]] are unlockable through the course of the game, won by accomplishing a variety of tasks. Each time an Action Stage, Sub Game or Boss is completed, an emblem is awarded to the player. Each Action Stage has three emblems connected to each character, the Sub Games only having two. Emblems are also awarded after beating the seven story modes, and for winning the five Chao Races in the Chao portions of the game. In addition, each Adventure field holds four emblems hidden somewhere on the map, sometimes in plain sight and other times cleverly placed. Though nothing more than bragging rights in the original game, the [[sega:Nintendo GameCube|Nintendo GameCube]] port of the game, ''[[Sonic Adventure DX: Director's Cut]]'', gives an award if all are collected: a playable [[Metal Sonic]] in Trial Mode.<br />
<br />
===Graphical Style===<br />
<br />
Wanting to stand out from the original games and bring Sonic into the new age of gaming in a big way, ''Sonic Adventure'' decided to take the visual style in a whole new direction. While maintaining hints of the surreal, almost CG-esque visuals of the classic series, the developers wanted to make Sonic's world far more realistic than it had ever been, basing such levels as [[Emerald Coast]] and [[Lost World]] on real locations, sometimes even using photographs the team had taken in the textures.<br />
<br />
The characters themselves were all redesigned by [[Yuji Uekawa]], given a more streamlined style meant to appeal to what was considered "hip" for the moment, especially in Japanese culture. The stark differences between the art for the original games and ''Sonic Adventure'' was one of its selling points at the time, delivering an experience unmatched on the Dreamcast.<br />
<br />
===Music and Sound===<br />
<br />
[[File:SongsWithAttitudeCover.jpg|thumb|190px|''[[Sonic Adventure Songs With Attitude ~Vocal mini-Album~|Songs With Attitude]]''.]]<br />
For the relaunching of the Sonic franchise, Sega gathered a huge team of musicians, some of which had experience making Sonic music in the past. Wanting to focus on a variety of musical styles instead of just one, live instruments were used throughout to take advantage of the space provided by the [[sega:GD-ROM|GD-ROM]] discs the Dreamcast used. One of the main musicians, [[Jun Senoue]], reused a handful of songs he had written for ''[[Sonic 3D: Flickies' Island]]'', a welcome nod to fans of the series that had purchased earlier titles.<br />
<br />
Vocal themes were also used in abundance, each playable character having their own specific song that reflected their character and style. Sonic's theme "[[It Doesn't Matter (SA1)|It Doesn't Matter]]," for instance, was meant to be pure rock and roll, while Knuckles' "[[Unknown from M.E. (SA1)|Unknown From M.E.]]" was a much mellower, R&B driven song. Most of these themes were put together by Jun Senoue's band (later to be called [[Crush 40]]), linked together by the main theme of the game, "[[Open Your Heart]]."<br />
<br />
==Production Credits==<br />
<br />
{{main|Sonic Adventure credits}}<br />
<br />
==Voice Actors==<br />
<br />
{| class="wikitable"<br />
|-<br />
! Role<br />
! English Voice Actor<br />
! Japanese Voice Actor<br />
|-<br />
|[[Sonic the Hedgehog]]<br />
|[[Ryan Drummond]]<br />
|[[Jun'ichi Kanemaru|Junichi Kanemaru]] <br />
|-<br />
||[[Miles "Tails" Prower]] <br />
|[[Corey Bringas]] <br />
|[[Kazuki Hayashi]] <br />
|-<br />
|[[Knuckles the Echidna]]<br />
|[[Michael McGaharn|Michael Mcgaharn]]<br />
|[[Nobutoshi Kanna|Nobutoshi Hayashi]] <br />
|-<br />
|[[Amy Rose]]<br />
|[[Jennifer Douillard]] <br />
|[[Taeko Kawata]]<br />
|-<br />
|[[Big the Cat]]<br />
|[[Jon St. John]]<br />
|[[Shun Yashiro|Syun Yashiro]] <br />
|-<br />
|[[E-102 Gamma]]<br />
|[[Steve Broadie]]<br />
|[[George Nakata|Jyoji Nakata]]<br />
|-<br />
|[[Doctor Eggman]]<br />
|[[Deem Bristow]]<br />
|[[Chikao Otsuka]]<br />
|-<br />
|[[Tikal]]<br />
|[[Elara Distler]] <br />
|[[Kaori Aso]]<br />
|-<br />
|[[Pachacamac]]<br />
|[[Steve Broadie]] <br />
|[[Toru Okawa]]<br />
|-<br />
|Announcer A<br />
|[[Lani Minella]]<br />
|[[Kaho Koda|Kaho Kouda]]<br />
|-<br />
|Announcer B<br />
|[[Steve Broadie]]<br />
|[[Yuji Naka]] (?)<br />
|-<br />
|Egg Carrier computer<br />
|[[Lani Minella]]<br />
|???<br />
|-<br />
|Off-screen citizen<br />
|[[Lani Minella]]<br />
|???<br />
|}<br />
<br />
Except for the initial Japanese 1998 release which was fully and only in Japanese, all regional versions of the game feature options to switch the voice language into Japanese and English and the text language into Japanese, English, German, French and Spanish.<br />
<br />
==Manuals==<br />
<gallery><br />
SonicAdventure DC US manual.pdf|Dreamcast, US<br />
SonicAdventure DC EU manual.pdf|Dreamcast, EU<br />
SonicAdventure DC PT manual.pdf|Dreamcast, PT<br />
SonicAdventure DC JP manual.pdf|Dreamcast, JP<br />
</gallery><br />
<br />
==Miscellaneous==<br />
<br />
===VMU Features===<br />
Game saves can keep track of game progress for up to three game saves per VMU. In addition there are several downloadable challenges and features that were previously obtained from the Sonic Adventure website. The website also allowed to upload scores and download character voice over themes.<br />
<br />
{|class="prettytable"<br />
|+ Sonic Adventure Save Data<br />
|-<br />
! Name<br />
! File Name<br />
! Comment<br />
! File Size<br />
!Icon<br />
|-<br />
| ソニックアドベンチャー/メイン<br />
| SONICADV_SYS<br />
| メインバックアップデータ<br />
|rowspan=2| 10 blocks<br />
|rowspan=2| [[Image:SAdv vmu000.png]]<br />
|-<br />
| SONIC ADVENTURE / Main Save File<br />
| SONICADV_INT<br />
| MAIN_SAVE_FILE<br />
|-<br />
| SONIC ADVENTURE / CHAO Save File<br />
| SONICADV_ALF<br />
| CHAO_SAVE_FILE<br />
| 28 blocks<br />
| [[Image:SAdv vmu001.gif]]<br />
|-<br />
| SONIC ADVENTURE / CHAO Adventure<br />
| SONICADV_VM<br />
| CHAO_ADVENTURE<br />
| 128 blocks<br />
| [[Image:SAdv vmu002.gif]]<br />
|-<br />
| SONIC ADVENTURE / <br />
| <br />
| <br />
| <br />
| [[Image:SAdv vmu012.png]]<br />
|}<br />
<br />
====Downloadable Additions====<br />
:''DLC content has been split into separate pages:''<br />
:* [[Sonic Adventure Menu Themes]]<br />
:* [[Sonic Adventure Downloadable Events]]<br />
<br />
===Game Revisions===<br />
<br />
''Sonic Adventure'' was originally released in Japan on December 23rd, 1998, a full nine months before the game appeared on western shores. In those nine months [[Sonic Team|Sonic Team USA]] focused on tweaking some of the bigger bugs in the programming. Numerous glitches were fixed, as well as subtle alterations in design, including the removal of a neon-glowing cowgirl inside Casinopolis and the ability for characters to stand on top of the "Burger Man" statue. Also adding a more robust Internet offering, the western release of the game was subsequently offered in Japan under the name ''[[Sonic Adventure International]]''. The game was later ported over to the GameCube under the title ''[[Sonic Adventure DX: Director's Cut]]'', with cleaned up textures and remodeled characters, as well as the addition of a Mission Mode. A "Sonic Mini Collection" is also available, the 12 [[sega:Sega Game Gear|Game Gear]] titles that featured the cast of the Sonic games becoming unlockable as more emblems and missions are found and completed. However, many of the game's bugs that were in the previous builds remained, with a handful of new ones that occurred during the porting process. Though attempts were made to have the game run at 60-frames-per-second (a hope [[Sonic Team]] was unable to go through with the original game), problems arise at certain points, causing the frame rate to drop even below how it runs on the Dreamcast original. This version of the game was also released on the PC, the frame rate issues corrected.<br />
<br />
==Rereleases==<br />
* ''[[Sonic Adventure DX: Director's Cut]]'' for the [[sega:Nintendo GameCube|Nintendo GameCube]] and PC (2003)<br />
* ''[[Sonic PC Collection]]'' for the PC (2009)<br />
* ''[[Sonic Adventure (2010)|Sonic Adventure]]'' for [[sega:Xbox Live Arcade|Xbox Live Arcade]] and [[sega:PlayStation Network|PlayStation Network]] (2010)<br />
* ''[[sega:Dreamcast Collection (game)|Dreamcast Collection]]'' for the [[sega:Xbox 360|Xbox 360]] and PC (2011)<br />
<br />
==Other Related Titles==<br />
* ''[[Sonic Adventure (LCD game)|Sonic Adventure]]'' for [[Tiger Electronics|Tiger]] LCD (2000)<br />
<br />
==Adaptations==<br />
<br />
[[File:Sonic Super Special 13 Cover.jpg|thumb|110px|The cover to [[Sonic Super Special 13]].]]<br />
Having such a large emphasis on story, as well as being Sonic's triumphant return to the gaming world, both [[Archie Comics]] and [[Fleetway]] geared up to adapt the game in their respective printed universes. Originally meant to be in the three Archie titles printed at the time, the unexpected cancellation of the ''[[Knuckles the Echidna (Archie comics)|Knuckles the Echidna]]'' solo series caused the adaptations' plans to change, the content meant for those two issues being rushed into an extra issue of the main ''[[Sonic the Hedgehog (Archie comics)|Sonic the Hedgehog]]'' series. The adaptation was published in issues [[Sonic the Hedgehog 079 (Archie)|79]] through [[Sonic the Hedgehog 084 (Archie)|84]], along with a 48-page special, the [[Sonic Super Special 13|13th issue]] of the ''Sonic Super Special'' series. The seven issue arc attempts to use the elements of the game in the [[Sonic the Hedgehog (TV series)|Saturday morning]]-based world, offering explanations not only for Amy Rose's change in character design, but also how Station Square and human beings can live in the comic's world. The Fleetway series ''[[Sonic the Comic]]'' adapted the game over the course of ten issues, starting with [[Sonic the Comic 175|175]] and culminating with issue [[Sonic the Comic 184|184]]. Instead of trying to force the game to fit in the comic's continuity, the game was liberally adapted, the Chaos creature's origins shifting from being a water god to being a rogue member of the [[Drakon Empire]] corrupted by the power of the Chaos Emeralds. Although featuring the return of writer [[Nigel Kitching]], the storyline would prove to be the comic's last, the comic going into full reprint mode afterwards.<br />
<br />
Years later, the game would be adapted in the animated series ''[[Sonic X]]'', becoming the first game adapted in the show's storyline. Beginning with episode 27, "[[The Beginning of the Disaster]]," and finishing in the 32nd episode entitled "[[The Scream of Perfect Chaos]]," the six-part epic attempted to cover the game as closely as possible, though some changes were made to coincide with the show's established plot, including the use of [[Cream the Rabbit]] and the show-exclusive character [[Chris Thorndyke]]. Also, the bird that Amy Rose protects in the game is given a name in the show, Lily.<br />
<br />
==Trivia==<br />
<br />
*Some of [[Windy Valley|Windy Valley's]] rocky textures are photos of Incan city of Cusco, also featured on the titlescreen background.<br />
*There are some monitors on the ceiling in [[Casinopolis]], only visible in [[Knuckles the Echidna|Knuckles']] stage once you fly to the first floor, which show two real life photos of the Fremont and Sassy Sally's casinos.<br />
*The background texture in [[Speed Highway]] is made up of stock pictures of New York.<br />
<br />
==Resources==<br />
<br />
===Sales Data===<br />
{| class="prettytable"<br />
|-<br />
! Number of copies sold<br />
! Platform<br />
! Region<br />
! Reference<br />
! Notes<br />
|-<br />
| 2,500,000 (as of 2006)<br />
| Sega Dreamcast<br />
| Worldwide<br />
| [http://www.gamasutra.com/view/feature/130268/a_detailed_crossexamination_of_.php?page=7 Gamatsura - A Detailed Cross-Examination of Yesterday and Today's Best-Selling Platform Games]<br />
| This sales data number makes ''Sonic Adventure'' the best-selling game for the Sega Dreamcast console.<br />
|-<br />
| 1,270,000<br />
| "<br />
| US<br />
| [http://www.the-magicbox.com/Chart-USPlatinum.shtml The Magic Box - US Platinum Videogame Chart]<br />
|<br />
|}<br />
<br />
{{ratings<br />
| icon=DC<br />
| arcade=100<br />
| arcade_source={{num|3|page=136/137}}<br />
| arcade_1=80<br />
| arcade_source_1={{num|12|page=74/75}}<br />
| cvg=100<br />
| cvg_source={{num|215|page=60/61}}<br />
| dmuk=90<br />
| dmuk_source=[[Review - Sonic Adventure (Dreamcast Magazine, September 1999)|{{num|1}}]]<br />
| dmuk_1=80<br />
| dmuk_source_1={{num|2|page=78}}<br />
| edge=80<br />
| edge_source={{num|68|page=70/71/72/73}}<br />
| famitsu=95<br />
| gamepro=100<br />
| gamezero=98<br />
| gamezero_source=''[http://www.gamezero.com/team-0/final_word/dreamcast/sonic_adventure.html 10/2000]''<br />
| odmus=90<br />
| odmus_source=[[Review - Sonic Adventure (Official Dreamcast Magazine, September 1999)|{{num|1}}]]<br />
| totalcontrol=93<br />
| totalcontrol_source={{num|4|page=148/149/150/151}}<br />
}}<br />
<br />
===Game Modification===<br />
<br />
====Disassemblies====<br />
<!-- FIXME: Link to a specific revision? --><br />
*[https://github.com/sonicretro/sad_disasm View the disassembly on GitHub.]<br />
*[https://github.com/sonicretro/sad_disasm/archive/master.zip Download the complete disassembly direct from GitHub. (latest revision)]<br />
<br />
====Hacking Guides====<br />
* [[SCHG:Sonic Adventure|Sonic Community Hacking Guide/Sonic Adventure]]<br />
<br />
==Promotional material==<br />
<gallery><br />
Sonic Adventure Amy JP Commercial.mp4|JP TV advert (Amy)<br />
Sonic_Adventure_Poster_1.jpeg<br />
Sonic Adventure Poster 2.jpeg<br />
Sonic_Adventure_Poster_3.jpeg<br />
</gallery><br />
<br />
==Physical Scans==<br />
{{Scanbox<br />
| console=Dreamcast<br />
| region=US<br />
| front=sa_us_boxart.jpg<br />
| back=sa_us_back_cover.jpg<br />
| spine=<br />
| spinemissing=<br />
| square=yes<br />
| disc=sa us cd.png<br />
| manual=SonicAdventure DC US manual.pdf<br />
| inlay=SonicAdventure DC US Inlay.jpg<br />
}}{{Scanbox<br />
| console=Dreamcast<br />
| region=US ([[sega:Sega All Stars|Sega All Stars]])<br />
| front=SA SAS US Box Front.jpg<br />
| back=SA SAS US Box Back.jpg<br />
| spine=<br />
| spinemissing=yes<br />
| square=yes<br />
| disc=sa us allstar cd.png<br />
| manual=<br />
}}<br />
{{scanbox<br />
| console=Dreamcast<br />
| region=US (Not for Resale)<br />
| disc=SA1_-_NOT_FOR_RESALE.png<br />
}}<br />
{{Scanbox<br />
| console=Dreamcast<br />
| region=EU<br />
| front=sa_eu_boxart.jpg<br />
| back=Sa dc back cover eu.jpg<br />
| square=yes<br />
| disc=sa eu cd.jpg<br />
| manual=SonicAdventure DC EU manual.pdf<br />
}}<br />
{{scanbox<br />
| console=Dreamcast<br />
| region=PT<br />
| front=<br />
| disc=<br />
| manual=SonicAdventure DC PT manual.pdf<br />
}}<br />
{{Scanbox<br />
| console=Dreamcast<br />
| region=JP<br />
| front=Sadventure-box-jap.jpg<br />
| back=Sadventure-box-jap_back.jpg<br />
| square=yes<br />
| disc=sa jp cd.jpg<br />
| manual=SonicAdventure DC JP manual.pdf<br />
| inlay=SonicAdventure DC JP Box Inlay.jpg<br />
}}<br />
{{scanbox<br />
| console=Dreamcast<br />
| region=JP (E3 Trial)<br />
| disc=SA1_E3_Trial.png<br />
}}<br />
{{Scanbox<br />
| console=Dreamcast<br />
| region=BR<br />
| front=SonicAdventure DC BR Box Front.jpg<br />
| back=SonicAdventure DC BR Box Back.jpg<br />
| spine=<br />
| spinemissing=<br />
| square=yes<br />
| disc=<br />
| manual=<br />
}}<br />
<br />
==Artwork==<br />
<br />
{{main|Artwork for Sonic Adventure}}<br />
<br />
==Technical Information==<br />
In the original Dreamcast version, the real-time cutscene playing just before Sonic's first level renders up to 50,000 polygons per scene.{{ref|[[NullDC]]}} This was significantly higher than the polygon counts of any non-Dreamcast console and PC games released from 1998 to 1999. In comparison, the highest polygon count of any PC game released in 1999 was [https://books.google.co.uk/books?id=90OvoBUqQoIC&pg=PA203 10,000 polygons] per scene.<br />
<br />
==External Links==<br />
* [http://sonic.sega.jp/sonicadv/index.html http://sonic.sega.jp/sonicadv/index.html] - The original ''Sonic Adventure'' page put together by Sonic Team. Written in Japanese.<br />
* [http://sega.jp/dc/981008/ Sega of Japan catalogue page]<br />
* [http://www.theghz.com/sonic/adventure/adventure.html http://www.theghz.com/sonic/adventure/adventure.html] - The page for ''Sonic Adventure'' on [[The Green Hill Zone]].<br />
* [http://www.sonicstadium.org/2012/12/the-vault-the-1999-european-sonic-speed-challenge/ http://www.sonicstadium.org/2012/12/the-vault-the-1999-european-sonic-speed-challenge/] documentation of the Reebok DMX DLC, includes embedded youtube video of the DLC in action<br />
<br />
==References==<br />
<references/><br />
<br />
{{SAOmni|1}}<br />
{{SonicDreamcastGames}}<br />
<br />
[[Category:Dreamcast games]]</div>PikaSamushttps://info.sonicretro.org/index.php?title=Super_Sonic&diff=245344Super Sonic2018-03-19T02:18:13Z<p>PikaSamus: /* Miscellaneous */</p>
<hr />
<div>{{SuperCharacterSheet<br />
| image1 = Classic Super Sonic.png<br />
| image2 = Super sonic 01.png<br />
| charcolor = yellow<br />
| textcolor = black<br />
| charname = Super Sonic<br />
| debut = [[Sonic the Hedgehog 2 (16-bit)|Sonic the Hedgehog 2]]<br />
| debutyear = 1992<br />
| basechar = [[Sonic the Hedgehog]]<br />
| poweredby = [[Chaos Emeralds]]<br />
| usedin = [[:Category:Games|Games]], [[:Category:Comics|Comics]], [[Sonic X]]<br />
}}<br />
: ''For the unreleased game known as "Super Sonic", see ''[[Sonic the Hedgehog 2 CD]]''.''<br />
'''Super Sonic''' is the [[Super transformation|super form]] of the character [[Sonic the Hedgehog]]. This version of Sonic was first introduced in the game ''[[Sonic the Hedgehog 2 (16-bit)|Sonic the Hedgehog 2]]'' and has been featured in some capacity in every main ''Sonic'' game thereafter.<br />
<br />
==Super Sonic in the games==<br />
[[Image:S3&K SSOpening.PNG|thumb|190px|Super Sonic running onto [[Angel Island]].]]<br />
Being a transformed version, Super Sonic is essentially the same character as Sonic the Hedgehog, albeit with highly advanced abilities. Utilizing the power of the seven [[Chaos Emeralds]], Sonic is able to achieve this state if he also has fifty [[Ring|rings]] in his possession. Jumping up into the air, Sonic's classic blue hue flashes for a brief moment before turning into a brilliant yellow and surrounded by a golden aura, his spikes also upturning in the process. Once in this form, Sonic becomes a force to be reckoned with, having a far greater top speed, the ability to jump much higher than normal, and is nigh invulnerable. However, there are still a handful of obstacles that can put an end to Sonic, such as being crushed by an object, falling into a bottomless pit, or (with the exception of ''[[Sonic the Hedgehog 4 Episode I]]'') drowning in a pool of water.<br />
<br />
Though fifty rings are needed for Sonic to achieve this super state, Sonic needs to at least possess one ring to maintain it, one ring per second being absorbed by the Chaos Emeralds as long as he is the yellow speed demon. If the ring count reaches zero, Super Sonic will return back to normal Sonic, in the process becoming open to attack, one hit now just as dangerous as ever.<br />
<br />
Originally treated as a bonus mode in ''Sonic 2'', it was with its sequel ''[[Sonic the Hedgehog 3]]'' and ''[[Sonic & Knuckles]]'' that the trend of needing to collect all seven Chaos Emeralds to unlock the "true" final level began. Without the emeralds in his possession, Sonic the Hedgehog would be unable to reach the [[Doomsday Zone]], which also began the trend of having Super Sonic fighting off some giant menace that his normal self may be unable to defeat. Beginning the level with 50 rings and transforming automatically, the player must collect rings as they fly through, or else lose the level and forfeit a life. This same set-up was continued in the 3D, 2D and 2.5D titles ''[[Sonic Adventure]]'', ''[[Sonic Pocket Adventure]]'', ''[[Sonic Adventure 2]]'', ''[[Sonic Advance]]'', ''[[Sonic Advance 2]]'', ''[[Sonic Advance 3]]'', ''[[Sonic Heroes]]'', the ill-fated ''[[Sonic the Hedgehog (2006)|Sonic 2006]]'', ''[[Sonic Rush]]'', ''[[Sonic Rush Adventure]]'', ''[[Sonic Unleashed]]'', ''[[Sonic Colours (DS)]]'', ''[[Sonic Generations]]'' and ''[[Sonic Mania]]''.<br />
<br />
[[Image:Supersonic.png|thumb|190px|A classic rendition of Super Sonic used on various Japanese merchandise, circa 1993.]]<br />
[[Image:Super Sonic STH2006.png|thumb|190px|Super Sonic, from ''Sonic the Hedgehog 2006''.]]<br />
Even though Super Sonic featured in the above titles, the Chaos Emeralds were used as a critical plot device, removing the ability to collect them at your own leisure. Because of this, the ability to play through the regular game as Super Sonic was also removed, for a time only ''Sonic 2'', ''Sonic 3'' and ''Sonic & Knuckles'' being the only main titles where collecting all seven Chaos Emeralds, fifty rings and pressing jump twice (or with ''Sonic 2'', only once) would let Sonic become Super. However, with the release of ''Sonic 4'' and ''[[Sonic Colours]]'', this function has been restored to the main line of games. ''Colours'', which is also Sonic's first 3D title to let the player use Super Sonic whenever they choose, does require an additional set of challenges to be met before Super can be unlocked, the need to collect all the hidden [[Red Star Ring]]s in the game necessary, which unlock stages in the game's Sonic Simulator. Beating all the zones of each stage rewards you a Chaos Emerald. Once they are all collected, a Super Sonic mode becomes available within the "Options Satellite," which must be enabled if the player wants to ability to turn into Sonic's super form in the levels. With the yellow hued hedgehog now visible in the game's overworld, fifty rings are all that is needed to speed through each zone, a musical chime replacing the zone's music just as in the classic titles. The area where the Wisp power-up meter would be is replaced with an image of the seven Chaos Emeralds, Sonic unable to use any Wisp power in either form, the levels slightly modified to reflect this. While Super, Sonic has an unlimited [[Sonic Boost]], a single jump as high as his double in standard form, and is able to break blocks that are normally needed with a Wisp. It should be noted that, for these two games that have restored Super Sonic as an in-game bonus, there is no "Super Sonic fights the final boss" encounter. ''[[Sonic Lost World]]'' and ''[[Sonic Forces]]'' follows ''Sonic Colors''<nowiki>'</nowiki>s trend of Super Sonic not factoring into the plot and simply being a bonus feature, with ''Lost World'' requiring the player to collect all the Red Star Rings in the Wii U/PC version or completing Special Stages in the 3DS version, and ''Forces'' requiring the player to download DLC to enable Super Sonic.<br />
<br />
Super Sonic has also appeared in a number of spin-off games, often times as a secret "unlockable character." The racing game ''[[Sonic R]]'' makes Super Sonic the hardest character to collect, needing to acquire the seven Chaos Emeralds which are hidden on the first four tracks, then needing to place first in each race once finding them. If placed second or lower, the game will unceremoniously state the emerald was not won, the player needing to try their hand at the race once more. Once unlocked, the character proves to be much faster than any other character, with the ability to hover over water with the slightest acceleration. Along with his towering double-jump, the character proves to be the most effective in the game, at the same time disrupting the balance the other characters have with each other.<br />
<br />
[[Image:Super sonic final.png|thumb|190px|A CG render of modern Super Sonic.]]<br />
The ''Riders'' racing trilogy (''[[Sonic Riders]]'', ''[[Sonic Riders: Zero Gravity]]'' and ''[[Sonic Free Riders]]'') also feature a playable Super Sonic, marked in game as the "Chaos Emerald [[Extreme Gear|Gear]]." In the first ''Riders'' game, Sonic immediately transforms, although he only starts off with thirty rings. Though he has infinite air and all three attributes (Speed, Flight and Power) Sonic uses up rings at a far greater rate when drifting, boosting or attacking opponents, although such actions as grinding will cause the ring counter to freeze momentarily. If Sonic runs out of rings, he takes to running on foot until he can collect more. In the sequel, Sonic begins with zero rings, needing to collect at least one before he transforms into his super state. Having the rings deplete at a much slower rate than in the first, the player has more than enough time to build up their supply, though using the gravity control ability causes rings to quickly deplete at a multiplied rate, making it almost impractical to use. However, if Super Sonic collects at least 60 rings, he enters a permanent boost mode.<br />
<br />
The arcade game ''[[Sonic the Fighters]]'' has Super Sonic appear as the only secret unlockable character, only accessible in the second round of Sonic's fight with [[Metal Sonic]]. If Sonic is able to successfully win each round and not lose once up to that point, pressing back, punch and kick at the same time will cause Sonic to transform, becoming invincible as he confronts Metal once more and, in the end, [[Dr. Eggman]]. In the party game ''[[Sonic Shuffle]]'' for the [[sega:Sega Dreamcast|Dreamcast]], the transformed state of Sonic is an unlockable character, done by purchasing the bottom right picture in Sonic's photo album. His special move ability is the "Light Speed Spin Dash", which allows double the spaces moved when the same number is played twice in a row, which can be chained indefinitely if the right cards are played. His battle ability is "Sonic Rumble" where the roulette only contains the values four to six.<br />
<br />
Finally, the Super Sonic transformation is accessible as a "special move" in such games as ''[[sega:Sega Superstars Tennis|Sega Superstars Tennis]]'', ''[[Sonic & Sega All-Stars Racing]]'', and the Nintendo games ''[[Super Smash Bros. Brawl]]'' and ''[[Super Smash Bros. for Nintendo 3DS]] / [[Super Smash Bros. for Wii U|Wii U]]'' as his "Final Smash."<br />
<br />
==Super Sonic in other media==<br />
===Sonic the Hedgehog (Archie comics)===<br />
Super Sonic made his first appearance in the ''[[Sonic the Hedgehog (Archie comics)|Sonic the Hedgehog]]'' comic series by [[Archie Comics]] in [[Sonic the Hedgehog 004 (Archie)|issue #4]]. With the [[Knothole Village|Knothole]] [[Freedom Fighters]] fighting against a robot calling itself the "Universalamander," Sonic the Hedgehog turned to the reader, asking them to help him out as he ran through the [[Special Stage]] to unlock the power of Super Sonic, using seven Chaos Emeralds and fifty rings he just "recently" collected. Although subsequent appearances would not play off the ''[[Adventures of Sonic the Hedgehog]]''-esque nature of the early issues, it was established that Sonic's ability to transform into Super Sonic was made far easier by the fact that, on the planet [[Mobius]], an untold number of Chaos Emeralds existed, each with a distinct green hue. This was made clear in the special ''[[Super Sonic vs Hyper Knuckles]]'', where Sonic and [[Knuckles the Echidna]] raced through a special zone to gather rings and emeralds to transform in an ill-conceived brawl, numerous more emeralds floating out that were unused by the pair. It was also shown, in [[Sonic the Hedgehog 056 (Archie)|issue #56]], that Sonic did not necessarily need the 7 Emerald/50 Ring combination, able to transform strictly by using previous ring energy and the attacks of [[Mammoth Mogul]]. The number of Chaos Emeralds were eventually consolidated into the traditional seven found in the games in [[Sonic the Hedgehog 169 (Archie)|issue #169]], once again establishing the scarcity of the Super Sonic transformation. However, in [[Sonic the Hedgehog 184 (Archie)|issue #184]], it was also established that, if need be, Sonic could transform by using the powers of the Master Emerald.<br />
<br />
Before the consolidation of the emeralds, a story arc with Sonic stranded in space found him on a planet that did not have green but red Chaos Emeralds. Trying to save an alien race under attack in [[Sonic the Hedgehog 126 (Archie)|issue #126]], Sonic attempted to use the red emeralds, but instead of transforming, a separate Super Sonic entity was created, an evil version only interested in power and destruction. Having destroyed the threat that the planet was facing, the evil Super Sonic turned its attention to the defenseless inhabitants, Sonic forced to go up against this powered version of himself. Just like Super Sonic, though, the evil alternate could only exist for a limited duration, disappearing once his energy was used up; Sonic distracted the being long enough for this to happen, in order to prevent any further damage.<br />
<br />
===Sonic the Comic===<br />
[[Image:STC Issue 80 Page 8.jpg|thumb|190px|A crazed Super Sonic prepares to attack Amy Rose. Drawn by [[Richard Elson]].]]<br />
First appearing in ''[[Sonic the Comic]]'' [[Sonic the Comic 007|issue #7]], the powered version of Sonic is an uncontrollable, almost demon-like force, interested in death, destruction, and little else. After the comic's interpretation of the events of the first ''[[Sonic the Hedgehog (16-bit)|Sonic the Hedgehog]]'', Sonic attempted to recreate the [[R.O.C.C.|Retro-Orbital-Chaos-Compressor]], a machine which uses the Chaos Emeralds to absorb evil. However, because of the unstable nature of the emeralds, the gems transported into a dimension known as the Special Zone, the resulting shockwave of energy hitting Sonic, transforming him into Super Sonic. Although this was only temporary, it set up the potential for this wild being to appear, either by Chaos energy, residual energy from rings, or simply in moments of great stress. Though there were times when Super Sonic was needed (such as in the finale of the comic's adaptation of ''Sonic & Knuckles'') they would immediately be followed by Super Sonic going after his friends and allies (such as when Super Sonic tried to kill Knuckles before reverting back to Sonic). Each time Super Sonic returned, he seemed to be more powerful, gaining new abilities such as being able to fire energy beams from his eyes. The rest of the Freedom Fighters soon knew that they were no match for him in a head-to-head battle.<br />
<br />
Eventually, on a social call to the [[Angel Island|Floating Island]] to visit [[Porker Lewis]] and check up on him after a nervous breakdown, Sonic accidentally fell into the [[Emerald Shrine]] that held the Chaos Emeralds on the island. This caused him immediately to transform into a still more vicious version of Super Sonic, and this crazed being flew off, filled with an uncontrollable urge to kill [[Amy Rose]]. Alhough Porker Lewis attempted to warn the Freedom Fighters, they were unable to prepare against his wrath, the group dodging and hiding as they try to hold on. Through quick thinking, the group set the [[Tornado]] to fly automatically, and when Super Sonic destroyed the plane, he believed himself to have killed his friends, allowing Sonic to revert back to his blue hue and becoming aware of his actions. Immediately going into hiding, the disappearance of Sonic allowed the rest of the group to come up with a plan to try and remove Super Sonic from the hero once and for all. In [[Sonic the Comic 082|issue #82]], through the use of a [[Lamppost|Starpost]] the group is able to successfully remove Super Sonic from Sonic, in the process making him a separate being now trapped in the Special Zone. Knowing the inhabitants of this zone could now be in grave danger, Sonic journeyed over to the zone, finding his evil double still fulled with rage and wanting nothing more than to kill his calmer counterpart. <br />
<br />
Although Super Sonic was trapped within the sentient [[Omni-Viewer]], this was only a temporary solution; the trap was meant to freeze time (and in turn Super Sonic) but in fact was only slowing it down. With the aim of trapping Super in an even better cell if he were to ever break free of this one, the Omni-Viewer was placed within the Black Asteroid, Sonic and the [[Chaotix (characters)|Chaotix Crew]] hoping that the Omni-Viewer would have time to transport out of the asteroid to safety if Super Sonic did eventually escape. The entire process occurred much faster than anyone expected, the Omni-Viewer indeed escaping and warning everyone that Super was charging himself up, heating the asteroid in an attempt to make it explode (and freeing the OV in the process). The asteroid was transported away moments before it was to explode to Mobius, and the resulting explosion caused an electromagnetic pulse that not only knocked out Dr. Robotnik's entire operation on Mobius, but at the same time freed Super Sonic. However, instead of a resulting battle between the two Sonics, the explosion also altered the super being, causing him to lose his strength and eventually his memory.<br />
<br />
Super Sonic eventually befriended a cat witch named [[Ebony]] and regained his memories, but he was now afraid of returning to his crazed mentality. Unfortunately, he would be once again forced into his original mindset. In the build-up to the final arc adapting ''[[Sonic Adventure]]'', Ebony learned that Super Sonic was dying, due to the lack of Chaos energy he now possessed. Although she was able to save Sonic and the rest by causing him to absorb the powers of [[Chaos]], the refueling process only resulted in the return of his evil self. Only by Sonic and Ebony working together were the group able to stop him, by having Super Sonic re-merge with his original self, once again becoming a burden for the blue blur.<br />
<br />
===Sonic X===<br />
[[Image:Super Sonic X.jpg|thumb|190px|Super Sonic as depicted in the series ''[[Sonic X]]''.]]<br />
Presented in a similar manner to how he is depicted in the games, Super Sonic is once again the fully-powered form of Sonic, done through the use of the seven Chaos Emeralds. First appearing in "[[The Birth of Super Sonic]]," the appearance of this super form allowed the first major story arc of the show to complete, stopping Eggman's latest plan. This first appearance also showcases an ability of Super Sonic's exclusive to the show. During the course of the episode, [[Chris Thorndyke]], who was the first person to befriend Sonic after the universal jump in episode one, became wounded. Noticing this, Super Sonic was able to heal the boy, something no other version of Super Sonic has been shown to do. The transformed state would later show up in the adaptations of ''Sonic Adventure'' and ''Sonic Adventure 2'', used in nearly the same capacity as in the games. Super Sonic would also appear at the end of the first series, saving Tails from the "Grand Egg Imperial," and would later return during the course of the second series in the fight against the [[Metarex]].<br />
<br />
One episode of the series, "[[The Black Trap]]," also featured a variant on the "evil Super Sonic" motif. Called [[Dark Super Sonic]], this chaotic version of the character appeared when Sonic accidentally channeled his anger through a set of fake Chaos Emeralds. It was only when Dr. Eggman talked to Dark Super Sonic and explained that Sonic is usually "much better than this" that Sonic was able to return to his natural state.<br />
<br />
==Appearances==<br />
===Video games===<br />
*''[[Sonic the Hedgehog 2 (16-bit)|Sonic the Hedgehog 2]]''<br />
*''[[Sonic the Hedgehog 3]]''<br />
*''[[Sonic & Knuckles]]''<br />
*''[[Sonic the Fighters]]''<br />
*''[[Sonic R]]''<br />
*''[[Sonic Adventure]]''/''[[Sonic Adventure DX: Director's Cut|DX]]''<br />
*''[[Sonic Pocket Adventure]]''<br />
*''[[Sonic Shuffle]]''<br />
*''[[Sonic Adventure 2]]''/''[[Sonic Adventure 2: Battle|Battle]]''<br />
*''[[Sonic Advance]]''<br />
*''[[Sonic Advance 2]]''<br />
*''[[Sonic Heroes]]''<br />
*''[[Sonic Advance 3]]''<br />
*''[[Sonic Rush]]''<br />
*''[[Sonic Riders]]''<br />
*''[[Sonic the Hedgehog (2006)]]''<br />
*''[[Sonic Rush Adventure]]''<br />
*''[[Sonic Riders: Zero Gravity]]''<br />
*''[[Super Smash Bros. Brawl]]''<br />
*''[[Sonic Chronicles: The Dark Brotherhood]]''<br />
*''[[Sonic Unleashed]]''<br />
*''[[Sonic & Sega All-Stars Racing]]''<br />
*''[[Sonic the Hedgehog 4 Episode I]]''<br />
*''[[Sonic the Hedgehog 4 Episode II]]''<br />
*''[[Sonic Free Riders]]''<br />
*''[[Sonic Colours]]''<br />
*''[[Sonic Generations]]''<br />
*''[[Sonic Lost World]]''<br />
*''[[Super Smash Bros. for Nintendo 3DS]] / [[Super Smash Bros. for Wii U|Wii U]]''<br />
*''[[Lego Dimensions]]''<br />
*''[[Sonic Mania]]''<br />
*''[[Sonic Forces]]''<br />
<br />
===Television Series and Film===<br />
<br />
*''[[Sonic X]]'' (Anime, Japan)<br />
<br />
===Comic Books===<br />
<br />
*''[[Sonic the Hedgehog (Archie comics)|Sonic the Hedgehog]]'' ([[Archie Comics]], US) <br />
*''[[Sonic the Comic]]'' ([[Fleetway]], UK)<br />
<br />
==Miscellaneous==<br />
[[Image:S2 Super Sonic Sprite.png|thumb]]<br />
*In Super Sonic's original appearance in ''Sonic the Hedgehog 2'', Sonic's transformed state, in addition to the upturned spikes and yellow hue, also feature the hedgehog's arms and chest buffed out, making the hedgehog look far more muscular. Though generally unnoticeable in standard play, all subsequent uses of Sonic's transformed state removed these exaggerations in his physique. Additionally, the version of Super Sonic used in ''[[Sonic 3 & Knuckles]]'' features the character's eyes turning green, most likely a nod to the Super Saiyan transformation in [[wikipedia:Dragon Ball Z|Dragon Ball Z]]. When Sonic's redesign in ''Sonic Adventure'' called for the character to have green eyes at all times, it was decided that Super Sonic's eyes would now be red.<br />
<br />
*There are a handful of games that, although Super Sonic does not feature within, have hints and clues that he was indeed meant to show up in some capacity. In the [[sega:Sega 32X|Sega 32X]] game ''[[Knuckles Chaotix|Chaotix]]'', a single frame of a Super Sonic sprite was uncovered within the game, though it is unused.<br />
<br />
*Found in the audio files of ''Sonic Adventure'', a short clip of [[Tikal]] exists where she explains that if the player collects fifty rings and presses jump twice, they can transform into Super Sonic. As this process is not needed to play as Super's only appearance in the game, and the hint is unused in the released version, it is believed that Super Sonic was meant to be playable in the same fashion as he was in the classic games, but was removed at the last minute.<br />
<br />
*Exploring the workings of the 2006 ''Sonic the Hedgehog'' uncovered a "Rainbow [[Gems (Sonic 2006)|Gem]]" item that was originally intended to be a purchasable item, but was not implemented in the final release. When attempting to execute the programming connected to the gem, Sonic uses an animation not featured elsewhere, in which he levitates for a moment, spins in the air, and his spikes move up as if he were about to transform. This has led many people to believe that Super Sonic was originally intended to be playable through the main levels of the game, not just the final boss encounter.<br />
<br />
{{Characters}}<br />
[[Category:Characters]]</div>PikaSamushttps://info.sonicretro.org/index.php?title=Chaotix&diff=245177Chaotix2018-03-18T20:12:33Z<p>PikaSamus: </p>
<hr />
<div>{{Bob<br />
| bobscreen=Chaotix_title.png<br />
| publisher=[[Sega]]<br />
| developer=[[Sega]]<br />
| system=[[Sega 32X]]<br />
| romsize=3 MB<br />
| players=1-2<br />
| releases=<br />
{{release|32X|US|1995-03||84503}}<br />
{{release|32X|JP|1995-04-21|¥7,800|GM-5003}}<br />
{{release|32X|EU|1995-06 {{fileref|CVG UK 163.pdf|page=64}}||84503-50}}<br />
{{release|32X|BR|1995||152090}}<br />
| genre=Racing, 2D Platform<br />
| esrb=ka<br />
| sega=all<br />
| tectoy=ti<br />
| elspa=3<br />
}}<br />
:''For the group of characters, see [[Chaotix (characters)]] and [[Team Chaotix]].''<br />
'''''Chaotix''''' (カオティクス), known as '''''Knuckles' Chaotix''''' on western packaging and '''''Chaotix: Featuring Knuckles the Echidna''''' (Japanese: カオティクス ~FEATURING ナックルズ ザ エキドゥナ~<!--it has this separately from the English-text tagline; this ~Featuring Knuckles the Echidna~ is also on the cartridge-->) on Japanese packaging, is a ''Sonic the Hedgehog''-related game released for the [[Sega 32X]] in early 1995. It gives the newly introduced [[Knuckles the Echidna]] the starring role, alongside a new group of characters informally known as the "Chaotix", collectively stopping [[Dr. Eggman]] and [[Metal Sonic]] from havesting the power of the [[Chaos Rings]].<br />
<br />
''Chaotix'' had a troubled development history, beginning life as ''[[Sonic Crackers]]'' for the [[Sega Mega Drive]] before being housed on the 32X, an equally troubled piece of video game hardware. Neither [[Sonic the Hedgehog]] nor [[Miles "Tails" Prower]] appear in the game (bar an ending cameo), with their places filled by [[Mighty the Armadillo]], [[Vector the Crocodile]], [[Charmy Bee]] and [[Espio the Chameleon]]. Other characters include [[Heavy and Bomb|Bomb the Mechanic]] and [[Heavy and Bomb|Heavy the Mechanic]] which act as booby prize characters. There is strong evidence to suggest that both Sonic and Tails were playable at some point, however they were removed from the game for currently unknown reasons.<br />
<br />
''Chaotix'' is the only 32X outing for the ''Sonic'' universe (although ''[[Sonic X-treme]]'' was once tipped for a 32X release) and is considered to be a black sheep in the Sonic family. Many of its concepts have not been seen in a ''Sonic'' game since, and the game was only officially rereleased once, through GameTap briefly in 2007.<br />
<br />
==Story==<br />
According the game's Japanese manual, a mysterious island rose from the sea shortly after the events of ''[[Sonic & Knuckles]]''. [[Doctor Eggman]] discovered the island, and found a mysterious ring inscribed with descriptions of the Chaos Rings, ancient [[Ring]]s infused with [[Chaos Emeralds|Chaos Emerald]] energy. In order to find these Rings, Eggman built his base, the Newtrogic High Zone, on the island. Mighty the Armadillo, Espio the Chameleon, Vector the Crocodile, and Charmy Bee also arrived at the island, and ended up being captured by Eggman and [[Metal Sonic]], and placed in Eggman's Combi Catcher machine. Knuckles, curious about the strange island, goes there as well, and manages to rescue Espio. The two then go on to stop Eggman from getting the Chaos Rings.<br />
<br />
The story provided by the Western manual, however, is completely different. In it, Knuckles guards Carnival Island, a large hi-tech amusement park. Dr. Robotnik goes there to steal the power emerald that powers the whole island so he can use it to power his evil devices. Dr. Robotnik traps Vector the Crocodile, Charmy Bee, and Mighty the Armadillo, who were visiting the island, in the Combi Confiner (a machine Robotnik built that freezes them in time) and is about to do the same to Espio the Chameleon until Knuckles chases him away. [[Knuckles the Echidna|Knuckles]] then discovers that he can rescue one friend at a time using ring power, which holds the two partners together like a rubber band. All the characters (plus Heavy the Robot and Bomb the Bomb) then work together to save Carnival Island from Robotnik.<br />
<br />
==Gameplay==<br />
The primary objective of the game remains unchanged from previous Sonic titles; the player must finish each level (called "attactions" in this game") in under ten minutes and defeat Dr. Eggman's badniks along the way. Rings still constitute the player's life energy and can be collected to enter special stages. Extra lives are unobtainable in the game (due to the fact that you don't really have "Lives" to begin with) — once the player is damaged when he has no rings and his partner is absent (if you have no rings, getting hit will temporarily cause you to lose your partner, but he will return eventually) or if you use 'recall' to reduce your ring counter to negative 99 rings or lower, you will automatically be taken back to the world lobby (or back to the title screen, if you are in [[Isolated Island]]) and be given a chance to leave/save or to choose a different partner and/or try to choose another attraction to play.<br />
<br />
The main game is divided into five attractions, each one consisting of five different levels. The stages are set in different times of day (morning, day, evening, night), which is determined by how long you stay in the previous stage (if there was no change, then next time there will definitely be a change). The time of day effects enemy placements and boss difficulty. At the end of level 5, the player confronts Dr. Eggman in one of his contraptions.<br />
<br />
The most fundamental change in Knuckles' Chaotix is the special ring force bond between characters. In earlier Sonic games, two-player mode would consist either of a traditional split screen race or a joint single player effort with Tails as a secondary character. In the latter case, this meant that Tails could move off screen and get lost for a few seconds until he returned to Sonic.<br />
<br />
In Chaotix, however, both players are at all times connected on one single screen while neither player acts as the dominant force to move the game forward. Besides the staple of traditional Sonic moves and individual abilities this means some new tricks can be executed with the elastic force of the ring bond. For example, player 1 can hold his position while player 2 (or the AI, if in single-player mode) runs forward and stretches the bond to gain maximum speed. In mid-air the bond can be used to generate an upward momentum. Additionally, players can toss each other toward platforms or use the 'recall' button to reunite (at a cost of ten rings, even going into a negative count if necessary).<br />
<br />
Consequently, damage is a bit more complicated. If an AI character is hit, only one ring is lost; if a human player's character is hit, behavior depends on whether or not he has picked up a Combine Ring (blue ring monitor). If the player has a Combine Ring, the lost rings will come out as one big ring, giving him ten seconds to get that ring and reclaim all your rings before it breaks apart. If he doesn't have it, then he loses all his rings.<br />
<br />
Due to the game's length, ''Chaotix'' was given a battery-backup save feature which allows the player to save their progress either manually (by going past the exit sign) or automatically (your progress is immediately saved after you beat an act/special stage).<br />
<br />
On a side note, all of the badniks and almost all of the bosses in the game use gray, power sapped rings to function rather than animals. However, the rings cannot be collected like regular rings, as they dissolve not long after falling out of their badnik/boss machine. This concept was later used for <i>[[Tails Adventure]]</i>'s and ''[[Sonic Advance 3]]'''s robots, but the rings appear to be fine when released and can be collected like any other ring.<br />
<br />
===Items===<br />
''Chaotix'' saw one of the most expansive item repertoires in Sonic history, as well as the most one-game items in the series' history.<br />
* ''Super Ring'' - Gives 10 rings instantly.<br />
* ''Shield'' - Supplies the player with a barrier, protecting him from one hit without ring loss.<br />
* ''Invincible'' - Makes the player and partner invincible for 20 seconds.<br />
* ''Combine Ring'' - Fuses the player's rings together as they are collected until he is hit. Upon taking damage, the player will release one ring equivalent to all rings lost. If the ring is not collected in a short time, it explodes into individual rings.<br />
* ''Swap'' - Transforms the player into the partner, and the partner into the player, for 20 seconds.<br />
* ''Change'' - Transforms the partner into the player shown on the monitor for 20 seconds. The item is best used in a two-player game, and the player who does NOT want to transform must open the monitor.<br />
* ''Grow'' - Doubles the player in size, thus increasing his weight eightfold and jump height fourfold, for 20 seconds.<br />
* ''Shrink'' - Halves the player in size, thus decreasing his weight eightfold and jump height fourfold, for 20 seconds.<br />
<br />
==History==<br />
===Development===<br />
The history of ''Chaotix'' stretches back to ''[[Sonic Crackers]]'', in which it was Sonic and Tails connected together attempting to traverse through stages. Originally put forward as a proof of concept, ''Crackers'' was given the green light for a 32X release, being developed in conjunction with the system itself. It was not, however, released as a launch title, nor even mentioned in the gaming press until late 1994.<br />
<br />
Sonic and Tails were both scrapped (although fragments of their data still exist), with Sonic becoming Mighty and Tails being removed from the game entirely (or rather, becoming the infamous "[[Wechnia]]", a glitch-ridden character not accessible through normal play). [[Knuckles' Chaotix Prereleases|A number of prototypes]] have been released onto the internet, the earlier ones giving "Wechnia" a Tails-like flying move. Some (such as [[Chaotix (prototype 1227)|1227]]) refer to the game as '''''Knuckles' Ring Star'''''. Evidence from these prototypes also suggest Espio was set to be seen as the main character in western regions.<br />
<br />
[[Amy Rose]] was also discovered in the game's code by [[ICEknight]], not as a playable character, but as part of a sound test cameo (later re-implemented by [[Esrael]]). There are also strong connections with ''[[Sonic the Hedgehog CD]]'', with many of ''Chaotix<nowiki>'</nowiki>s'' staff having worked on that game.<br />
<br />
===Legacy===<br />
Due to the unpopularity of the 32X, ''Chaotix'' sold far fewer units in comparison to many of the Mega Drive Sonic games. The 32X hardware has also put it at a disadvantage when it comes to official emulation - it has yet to be brought to any newer systems and so has become one of the more obscure Sonic games.<br />
<br />
With the exception of comics and nods to this game's existence, Mighty, Heavy and Bomb have not been seen in any Sonic game since (minus a brief cameo that the former was given in ''[[Sonic Generations]]''). Espio was included in ''[[Sonic the Fighters]]'', but Vector and Charmy were not seen in a video game until 2004's ''[[Sonic Heroes]]'', where alongside Espio they formed [[Team Chaotix]] (and all three have had cameos since). The concept of a player controlling two characters was recycled for ''[[Sonic Advance 3]]'', although the physics behind the ring connection has not been repeated.<br />
<br />
==Manuals==<br />
{{main|Chaotix manuals}}<br />
<gallery><br />
Chaotix 32X US manual.pdf|32X, US<br />
Chaotix 32X EU manual.pdf|32X, EU<br />
Chaotix 32X JP manual.pdf|32X, JP<br />
</gallery><br />
<br />
==Production credits==<br />
{{creditstable|<br />
{{multicol|<br />
*'''Executive Producer:''' [[Mamoru Shigeta]]<br />
*'''Producer:''' [[Hiroshi Aso]], [[Makoto Oshitani]], [[Mike Larsen]]<br />
*'''Director:''' [[Masahide Kobayashi]], [[Atsuhiko Nakamura]], [[Naohisa Nakazawa]]<br />
*'''Team Leader:''' Hiroshi Fukutsu (quest)<br />
*'''Assistant Producer:''' [[Bill Person]]<br />
{{creditsheader|Planning}}<br />
*'''Game Designer:''' Hiroshi Fukutsu (quest), [[Keisuke Miura]], [[Kenichi Ono]]<br />
*'''Map Design:''' Hiroshi Fukutsu (quest), [[Keisuke Miura]], [[Kenichi Ono]], [[Hideki Anbo]], [[Masato Nishimura]], [[Katsunori Murakami]]<br />
*'''Text Coordinator:''' [[Ryoichi Hasegawa]]<br />
*'''Product Manager:''' [[Ami Blaire]]<br />
{{creditsheader|Art}}<br />
*'''Chief Graphic Designer:''' [[Takumi Miyake]]<br />
*'''Attraction Designer:''' [[Takumi Miyake]], [[Jina Ishiwatari]], [[Sei Akaiwa]], [[Masumi Uchida]], [[Masamichi Harada]], [[Tohru Watanuki]], [[Akira Yamaguchi]], [[Saori Wada]], [[sega:Tsutomu Nakatsugawa|Tsutomu Nakatsugawa]]<br />
*'''Original Character Concept:''' [[Naoto Ohshima]], [[Takashi Yuda|Takashi "Thomas" Yuda]], [[Manabu Kusunoki]], [[Kazuyuki Hoshino|Kazuyoshi Hoshino]], [[Takumi Miyake]], [[Yasufumi Soejima]]<br />
*'''Character Designer:''' [[Ryo Kudou]], [[Takumi Miyake]], [[Jina Ishiwatari]], [[Kazuyuki Hoshino|Kazuyoshi Hoshino]], [[Yasufumi Soejima]]<br />
*'''Enemy Designer:''' [[Takumi Miyake]], [[Ryo Kudou]], [[Kazuyuki Hoshino|Kazuyoshi Hoshino]]<br />
*'''Boss Designer:''' [[Ryo Kudou]], [[Takumi Miyake]]<br />
{{creditsheader|Programming}}<br />
*'''Chief Programmer:''' [[Hiroshi Okamoto]], [[Toshiaki Yajima]]<br />
*'''68K Programmer:''' [[Toshiaki Yajima]]<br />
*'''SH2 Programmer:''' [[Tatsuo Yamajiri]]<br />
*'''Scroll Programmer:''' [[Kenji Kawai]]<br />
*'''Object Programmer:''' [[Chikahiro Yoshida]], [[sega:Syuji Takahashi|Syuji Takahashi]]<br />
*'''Boss Programmer:''' [[Hiroshi Okamoto]]<br />
*'''Map Tool Programmer:''' [[Arata Hanashima]]<br />
{{creditsheader|Sound}}<br />
*'''Sound Director:''' [[Tatsuya Kousaki|Tatsuya Kouzaki]]<br />
*'''Sound Programmer:''' [[Atsumu Miyazawa]], [[Yoshiaki Kashima]]<br />
*'''Composer:''' [[Junko Shiratsu]], [[Mariko Nanba]]<br />
*'''Sound Effects:''' [[Junko Shiratsu]]<br />
*'''Special Thanks:''' [[sega:James Spahn|James Spahn]], [[Yukifumi Makino]], [[Naofumi Hataya]], [[Jun Senoue]], Yuichiro Yokoyama, Yuichiro Konno, [[sega:Jill Alexander|Jill Alexander]], and all testers...<br />
*'''Presented by:''' [[Sega|Sega Enterprises, Ltd.]]<br />
}}<br />
|source=In-game credits<br />
}}<br />
<br />
==Artwork==<br />
<gallery><br />
Charmy chaotix.png<br />
Mighty chaotix.png<br />
Espio chaotix.png<br />
Vector chaotix.png<br />
Metal-Sonic-Chaotix.png<br />
</gallery><br />
<br />
==Physical Scans==<br />
{{ratings<br />
| icon=32X<br />
| cvg=75<br />
| cvg_source={{num|163|page=64/65/66}}<br />
| segapower=86<br />
| segapower_source={{num|68|page=30/31/32/33}}<br />
| segapro=84<br />
| segapro_source=[[Review - Knuckles' Chaotix (Sega Pro, June 1995)|#46 Pg 60/61/62/63]]<br />
| stc=88<br />
| stc_source={{num|54|page=10/11}}<br />
}}<br />
{{Scanbox<br />
| console=32X<br />
| region=US<br />
| front=Chaotix-box-us.jpg<br />
| cart=Chaotix_32x_us_cart.jpg<br />
| manual=Chaotix 32X US manual.pdf<br />
}}{{Scanbox<br />
| console=32X<br />
| region=EU<br />
| front=Knuckleschaotix32x.jpg<br />
| back=<br />
| spine=<br />
| spinemissing=<br />
| cart=Chaotix_32x_eu_cart.jpg<br />
| manual=Chaotix 32X EU manual.pdf<br />
}}{{Scanbox<br />
| console=32X<br />
| region=JP<br />
| front=Chaotix-box-jap.jpg<br />
| back=Chaotix 32x jp back cover.jpg<br />
| cart=Chaotix_32x_jp_cart.jpg<br />
| cartback=Chaotix 32X JP Cart Back.jpg<br />
| manual=Chaotix 32X JP manual.pdf<br />
}}{{Scanbox<br />
| console=32X<br />
| region=BR<br />
| front=Chaotix_32x_br_cover.jpg<br />
| cart=Chaotix_32x_br_cart.jpg<br />
| manual=<br />
}}<br />
<br />
==External Links==<br />
* [http://www.soniccenter.org/rankings/knuckles_chaotix/times Knuckles' Chaotix rankings at The Sonic Center]<br />
<br />
==References==<br />
<references/><br />
<br />
{{ChaotixOmni}}<br />
{{SonicGenesisGames}}<br />
<br />
<br />
[[Category:32X games]]</div>PikaSamushttps://info.sonicretro.org/index.php?title=Sonic_the_Hedgehog_2_(beta_4)&diff=245176Sonic the Hedgehog 2 (beta 4)2018-03-18T19:59:07Z<p>PikaSamus: </p>
<hr />
<div>{{Bob<br />
| bobscreen=S2b4 titlescreen.png<br />
| title=Sonic the Hedgehog 2<br />
| publisher=[[Sega]]<br />
| developer=[[Sonic Team]],<br/>[[Sega Technical Institute]]<br />
| system=[[Sega Mega Drive/Genesis]]<br />
| romsize=1 MB<br />
| genre=2D Platform<br />
}}<br />
<br />
''''[[Sonic the Hedgehog 2]]'' "Beta 4"''' is a prototype version of ''[[Sonic the Hedgehog 2 (16-bit)]]''. It is one of many internal prototypes released by [[drx]] during the [[February 23rd 2008 Proto Release|February 23rd, 2008 proto release]].<br />
<br />
Beta 4 and the subsequent [[Sonic the Hedgehog 2 (beta 5)|"beta 5"]], [[Sonic the Hedgehog 2 (beta 6)|"beta 6"]], [[Sonic the Hedgehog 2 (beta 7)|"beta 7"]] and [[Sonic the Hedgehog 2 (beta 8)|"beta 8"]] are internal builds of the game, never intended to be seen by the general public in any form. Only days separate the build dates of these prototypes, and all were created towards the end of the game's development cycle, with significantly fewer differences from the earlier prototypes available online. Beta 4 has a time stamp of 1992-09-18 16:26, meaning it was created just over two months before the final game's release.<br />
<br />
The "beta 4" name originates from Sega themselves, having presumably succeeded a "beta 1", "2" and "3" in the days and weeks prior to beta 4's release. Confusingly this numbering scheme is not thought to include the older [[Sonic the Hedgehog 2 (Nick Arcade prototype)|"Nick Arcade"]] and [[Sonic the Hedgehog 2 (Simon Wai prototype)|"Simon Wai"]] prototypes, which were produced many months before beta 4 (that is to say, these are ''not'' "beta 1" and "beta 2", respectively). Sega likely only used the term "beta" in the final few weeks of the game's development (earlier builds would be referred to as [[wikipedia:Software release life cycle#Alpha|alpha]] builds). "Beta" is often mistakenly used to refer to pre-release builds at varying stages of development, but the [[wikipedia:Software release life cycle#Beta|term "beta" in reference to software development]] actually refers to builds that are nearing completion but are still not yet fully finished.<br />
<br />
{{Download|file=Sonic_The_Hedgehog_2_(Beta_4_-_Sep_18,_1992,_16.26)_(hidden-palace.org).zip|filesize=713KB}}<br />
<br />
==General Differences==<br />
*Level select is activated with {{a}} + {{Start}}, no code is required.<br />
*Debug is activated by holding {{a}} when selecting a level on the level select screen. It can also be activated by holding {{a}} when you die, no code is required.<br />
*Some of the zones that play after the Title Screen are still using the demos from the ''[[Sonic the Hedgehog 2 (Nick Arcade prototype)|Nick Arcade]]''/''[[Sonic the Hedgehog 2 (Simon Wai prototype)|Simon Wai]]'' builds.<br />
*The title cards are implemented.<br />
*This build also features a severely limited debug mode. Item placement mode is not accessible, nor is Sonic invulnerable. The coordinate display functions are working, however. Item placement mode can be forced using patch codes, but debug remains limited as the player cannot move in item placement mode and items can be placed once. <br />
*The [[Spike damage behavior]] works the same way as it does in ''[[Sonic the Hedgehog (16-bit)|Sonic 1]]''.<br />
*When Sonic dies, the camera follows him all the way to the bottom of the level.<br />
*Even with debug or level select off, you can still restart the game by pressing {{a}} when the game is paused.<br />
*Invincibility stars are different.<br />
*Screen doesn't move up/down when you hold the {{up}} or {{down}} arrows.<br />
*The Special Stages are different in color and design from the Final Version. The "(x) rings to go!" message never activates, and is not active until [[Sonic the Hedgehog 2 (beta 7)|Beta 7]].<br />
*[[Emerald Hill Zone]] is listed as "Green Hill Zone" in the level select screen.<br />
*The slots in [[Casino Night Zone]] do not work.<br />
*There's a different sound in [[Casino Night Zone]] when you go into the slots.<br />
*Boss music does not change in [[Wing Fortress Zone]] or [[Death Egg Zone]].<br />
*The first cutscene in [[Wing Fortress Zone]] doesn't have any sound effects.<br />
*The spiky platforms in the boss of [[Wing Fortress Zone]] gets destroyed if the laser touches them.<br />
*The Death Egg only takes 8 hits.<br />
*Metal Sonic comes down slower.<br />
*You can control Sonic after beating the Death Egg.<br />
*[[Wood Zone]] and [[Genocide City Zone]] have been removed from the level select screen.<br />
*[[Hidden Palace Zone]] is disabled in the level select.<br />
*Through hacking, [[Hidden Palace Zone]] can be accessed and it is a garbled mess just like in the final, but Badniks and object art are still intact. Though it uses its original object layout, it uses [[Hill Top Zone]] Act 2's level layout for some reason.<br />
*When passing Death Egg Zone, no ending is shown. Instead, the game resets with no credits.<br />
<br />
==2 Player Mode==<br />
*2P special stage, towards the end rings glow and side-stripes glow. This is the result of the end goal being loaded.<br />
*2P special stage. Cannot jump over other player. However, hitting a mine puts you in front. <br />
*The text for 2 Player VS Mode's Special Stage after winning 1 round (Most Rings Wins!) is now Win Twice Win All! instead.<br />
*The Eggman monitor doesn't work.<br />
*Tails' icon is always listed as "Miles"<br />
*There are no invincibility stars <br />
*There is no one minute countdown displayed on the other player's screen if the opposite player finishes.<br />
<br />
==Bugs==<br />
*In the fourth Special Stage, there are only 42 rings in the first section, yet 45 rings are required. Therefore, it is impossible to get the fourth Chaos Emerald, and consequently impossible to get Super Sonic without hacking.<br />
*When Tails drowns, Sonic will also drown.<br />
*The collision detection in [[Emerald Hill Zone]] and [[Aquatic Ruin Zone]] is a bit wonky.<br />
*One of the elevators in [[Casino Night Zone]] doesn't work properly.<br />
*You can get stuck if you Spin Dash into a rock in [[Hill Top Zone]].<br />
*[[Oil Ocean Zone]] has some background and collision detection issues.<br />
*[[Metropolis Zone]] Act 3 cannot be played without using Level Select. Completing Metropolis Zone Act 2 takes you to [[Sky Chase Zone]].<br />
*The propellers from the Wing Fortress will hurt you in [[Sky Chase Zone]].<br />
*You can run past Eggman in [[Death Egg Zone]].<br />
<br />
==External Links==<br />
{{LinkRetro|topic=9972|title=Sonic Retro discussion thread}}<br />
*[http://www.hidden-palace.org/?releases/1058 Hidden Palace Release Page]<br />
<br />
{{S2Betas}}<br />
<br />
{{stub}}<br />
<br />
[[Category:Sonic the Hedgehog 2 (16-bit) prereleases]]</div>PikaSamushttps://info.sonicretro.org/index.php?title=Sonic_the_Hedgehog_2_(beta_4)&diff=245175Sonic the Hedgehog 2 (beta 4)2018-03-18T19:58:46Z<p>PikaSamus: </p>
<hr />
<div>{{Bob<br />
| bobscreen=S2b4 titlescreen.png<br />
| title=Sonic the Hedgehog 2<br />
| publisher=[[Sega]]<br />
| developer=[[Sonic Team]],<br/>[[Sega Technical Institute]]<br />
| system=[[Sega Mega Drive/Genesis]]<br />
| romsize=1 MB<br />
| genre=2D Platform<br />
}}<br />
<br />
''''[[Sonic the Hedgehog 2]]'' "Beta 4"''' is a prototype version of ''[[Sonic the Hedgehog 2 (16-bit)]]''. It is one of many internal prototypes released by [[drx]] during the [[February 23rd 2008 Proto Release|February 23rd, 2008 proto release]].<br />
<br />
Beta 4 and the subsequent [[Sonic the Hedgehog 2 (beta 5)|"beta 5"]], [[Sonic the Hedgehog 2 (beta 6)|"beta 6"]], [[Sonic the Hedgehog 2 (beta 7)|"beta 7"]] and [[Sonic the Hedgehog 2 (beta 8)|"beta 8"]] are internal builds of the game, never intended to be seen by the general public in any form. Only days separate the build dates of these prototypes, and all were created towards the end of the game's development cycle, with significantly fewer differences from the earlier prototypes available online. Beta 4 has a time stamp of 1992-09-18 16:26, meaning it was created just over two months before the final game's release.<br />
<br />
The "beta 4" name originates from Sega themselves, having presumably succeeded a "beta 1", "2" and "3" in the days and weeks prior to beta 4's release. Confusingly this numbering scheme is not thought to include the older [[Sonic the Hedgehog 2 (Nick Arcade prototype)|"Nick Arcade"]] and [[Sonic the Hedgehog 2 (Simon Wai prototype)|"Simon Wai"]] prototypes, which were produced many months before beta 4 (that is to say, these are ''not'' "beta 1" and "beta 2", respectively). Sega likely only used the term "beta" in the final few weeks of the game's development (earlier builds would be referred to as [[wikipedia:wikipedia:Software release life cycle#Alpha|alpha]] builds). "Beta" is often mistakenly used to refer to pre-release builds at varying stages of development, but the [[wikipedia:Software release life cycle#Beta|term "beta" in reference to software development]] actually refers to builds that are nearing completion but are still not yet fully finished.<br />
<br />
{{Download|file=Sonic_The_Hedgehog_2_(Beta_4_-_Sep_18,_1992,_16.26)_(hidden-palace.org).zip|filesize=713KB}}<br />
<br />
==General Differences==<br />
*Level select is activated with {{a}} + {{Start}}, no code is required.<br />
*Debug is activated by holding {{a}} when selecting a level on the level select screen. It can also be activated by holding {{a}} when you die, no code is required.<br />
*Some of the zones that play after the Title Screen are still using the demos from the ''[[Sonic the Hedgehog 2 (Nick Arcade prototype)|Nick Arcade]]''/''[[Sonic the Hedgehog 2 (Simon Wai prototype)|Simon Wai]]'' builds.<br />
*The title cards are implemented.<br />
*This build also features a severely limited debug mode. Item placement mode is not accessible, nor is Sonic invulnerable. The coordinate display functions are working, however. Item placement mode can be forced using patch codes, but debug remains limited as the player cannot move in item placement mode and items can be placed once. <br />
*The [[Spike damage behavior]] works the same way as it does in ''[[Sonic the Hedgehog (16-bit)|Sonic 1]]''.<br />
*When Sonic dies, the camera follows him all the way to the bottom of the level.<br />
*Even with debug or level select off, you can still restart the game by pressing {{a}} when the game is paused.<br />
*Invincibility stars are different.<br />
*Screen doesn't move up/down when you hold the {{up}} or {{down}} arrows.<br />
*The Special Stages are different in color and design from the Final Version. The "(x) rings to go!" message never activates, and is not active until [[Sonic the Hedgehog 2 (beta 7)|Beta 7]].<br />
*[[Emerald Hill Zone]] is listed as "Green Hill Zone" in the level select screen.<br />
*The slots in [[Casino Night Zone]] do not work.<br />
*There's a different sound in [[Casino Night Zone]] when you go into the slots.<br />
*Boss music does not change in [[Wing Fortress Zone]] or [[Death Egg Zone]].<br />
*The first cutscene in [[Wing Fortress Zone]] doesn't have any sound effects.<br />
*The spiky platforms in the boss of [[Wing Fortress Zone]] gets destroyed if the laser touches them.<br />
*The Death Egg only takes 8 hits.<br />
*Metal Sonic comes down slower.<br />
*You can control Sonic after beating the Death Egg.<br />
*[[Wood Zone]] and [[Genocide City Zone]] have been removed from the level select screen.<br />
*[[Hidden Palace Zone]] is disabled in the level select.<br />
*Through hacking, [[Hidden Palace Zone]] can be accessed and it is a garbled mess just like in the final, but Badniks and object art are still intact. Though it uses its original object layout, it uses [[Hill Top Zone]] Act 2's level layout for some reason.<br />
*When passing Death Egg Zone, no ending is shown. Instead, the game resets with no credits.<br />
<br />
==2 Player Mode==<br />
*2P special stage, towards the end rings glow and side-stripes glow. This is the result of the end goal being loaded.<br />
*2P special stage. Cannot jump over other player. However, hitting a mine puts you in front. <br />
*The text for 2 Player VS Mode's Special Stage after winning 1 round (Most Rings Wins!) is now Win Twice Win All! instead.<br />
*The Eggman monitor doesn't work.<br />
*Tails' icon is always listed as "Miles"<br />
*There are no invincibility stars <br />
*There is no one minute countdown displayed on the other player's screen if the opposite player finishes.<br />
<br />
==Bugs==<br />
*In the fourth Special Stage, there are only 42 rings in the first section, yet 45 rings are required. Therefore, it is impossible to get the fourth Chaos Emerald, and consequently impossible to get Super Sonic without hacking.<br />
*When Tails drowns, Sonic will also drown.<br />
*The collision detection in [[Emerald Hill Zone]] and [[Aquatic Ruin Zone]] is a bit wonky.<br />
*One of the elevators in [[Casino Night Zone]] doesn't work properly.<br />
*You can get stuck if you Spin Dash into a rock in [[Hill Top Zone]].<br />
*[[Oil Ocean Zone]] has some background and collision detection issues.<br />
*[[Metropolis Zone]] Act 3 cannot be played without using Level Select. Completing Metropolis Zone Act 2 takes you to [[Sky Chase Zone]].<br />
*The propellers from the Wing Fortress will hurt you in [[Sky Chase Zone]].<br />
*You can run past Eggman in [[Death Egg Zone]].<br />
<br />
==External Links==<br />
{{LinkRetro|topic=9972|title=Sonic Retro discussion thread}}<br />
*[http://www.hidden-palace.org/?releases/1058 Hidden Palace Release Page]<br />
<br />
{{S2Betas}}<br />
<br />
{{stub}}<br />
<br />
[[Category:Sonic the Hedgehog 2 (16-bit) prereleases]]</div>PikaSamushttps://info.sonicretro.org/index.php?title=Sonic_the_Hedgehog_2_(16-bit)/Bugs&diff=244734Sonic the Hedgehog 2 (16-bit)/Bugs2018-03-16T21:01:20Z<p>PikaSamus: /* Horizontal scrolling glitch */ not present in 3D Sonic 2, I don't know if this counts though since 3D Classics use a special ROM and emulator; Sonic 1 bug list lists bugs not in the GBA port, though, and that isn't even emulated</p>
<hr />
<div>==Player bugs==<br />
===Super Sonic at the end of a level===<br />
Attempting to transform into [[Super Sonic]] after hitting a signpost or prison capsule results in Sonic "walking" in mid air, and becoming unresponsive to controls. If Sonic moves off the right side of the screen before this happens the score tally will appear and the game continues on to the the next level as normal. If he does not leave the screen he will get stuck with no way of ending the level.<br />
<br />
The player can't wait for a time over, because passing a signpost stops the timer. The only thing to do without debug in this situation is to reset the game.<br />
<br />
Note: Prison capsules make the score tally appear automatically, so the level will always end.<br />
<!-- This doesn't cause the game to crash however, as the next level starts as normal after the score tally. --><br />
<br />
*[http://www.youtube.com/watch?v=XHVr6koLFYw Video]<br />
*'''Fixed in:''' Rev.02 (''[[Sonic Classics]]'')<br />
<gallery widths="320" heights="240"><br />
S2_supersonicglitch.png<br />
</gallery><br />
<br />
<!-- commenting out moving during score tally cos I think Aquaslash is right about it being intentional behaviour<br />
<br />
===Moving during Score Tally===<br />
If the player jumps while off the side of the screen before the character(s) start running after touching the end level panel the player will still be able to control him. This bug was also present in ''Sonic 1''.<br />
<br />
*'''Not fixed''' in any version--><br />
<br />
===Tails high score===<br />
If [[Tails]] hits an enemy after Sonic has just died, he gets stuck and gains a large score (as well as several extra lives). <br />
<br />
This bug occurs in all known betas and prototypes; an easy way to reproduce it in the [[Sonic the Hedgehog 2 Simon Wai Prototype|Wai beta]] is to go to Hidden Palace Zone, immediately Spin Dash to the right, and press jump as Sonic dies.<br />
<br />
In the final, the bug still exists, but Tails starts flying when Sonic dies, making him unable to hit enemies.<br />
<br />
*[http://www.youtube.com/watch?v=dVHgKlm1vwQ Video]<br />
*'''Fixed in:''' Rev.00<br />
<br />
===Super Sonic countdown===<br />
The timer that keeps track of the ring countdown is flawed in that it cycles every 61 frames instead of 60. This effectively gives the player an additional second of time for every 60 rings.<br />
<br />
*'''Not fixed''' in any version<br />
<br />
===Life counter glitch===<br />
If a player dies from time-over in a 2P Versus mode while on their last life, the Game Over routine will be interrupted and the results screen will be displayed. The player who died will appear to have 0 lives, but if they die again, the counter will roll back to "y5" (255), as the lives are stored as an unsigned byte, and the life counter was only meant to display up to 99 lives.<br />
<br />
This bug can also be found in single player mode. In Chemical Plant Zone, there is an area before the boss where there are spikes underwater. If a player has 1 life, gets a ring and lets the drowning timer dwindle down to "1", then jumps into the spikes, Sonic will drown in the middle of his "recoil from damage" animation, which will cause two lives to be lost and the counter to roll back to "y5".<br />
<br />
*'''Not fixed''' in any version<br />
<br />
===Multiple Badniks in a row in 2-Player mode===<br />
It's quite common knowledge that if you destroy several badniks in a row you're awarded more and more points.<br />
<br />
However, this behaviour is present also in Sonic 2's 2-Player mode, and the counter of destroyed badniks is shared between the players. Example: If Sonic destroys a badnik, and Tails quickly destroys another badnik, Tails will get 200 points, and vice-versa. First noticed {{LinkRetro|post=211519|title=here}}.<br />
<br />
*'''Not fixed''' in any version<br />
<gallery widths="320" heights="240"><br />
S2_sharedcombocounterglitch.png<br />
</gallery><br />
<br />
=== Knuckles in Sonic 2 signpost glitch ===<br />
In Act 1s, if you glide past the signpost instead of walking past it, the screen doesn't lock and Knuckles can move around at will during the score count.<br />
<br />
*'''Not fixed''' in any version of ''Knuckles in Sonic 2''.<br />
<br />
==Level bugs==<br />
===Emerald Hill Zone===<br />
====Horizontal scrolling glitch====<br />
In [[Emerald Hill Zone]], the bottom two rows of foreground pixels don't scroll horizontally, causing them to be permanently misaligned.<br />
<br />
*'''Not fixed''' in any version of plain ''Sonic 2''; '''Fixed''' in ''[[Knuckles in Sonic 2]]'' and ''[[3D Sonic the Hedgehog 2]]''.<br />
<br />
====2P: Bridge sprite glitch====<br />
In 2P VS mode, if you go on the top route to the section where there's two bridges right next to each other and move the camera such that only four or fewer logs from the first bridge are visible, the entire first bridge will disappear. The bridge will reappear if you move to the left again.<br />
<br />
*'''Not fixed''' in any version.<br />
<gallery widths="320" heights="240"><br />
S2_2P_EHZ_Bridge.png<br />
</gallery><br />
<br />
===Chemical Plant Zone===<br />
Should you get knocked into a transportation pipe by getting hurt, the pipe will glitch.<br />
<br />
*[http://www.youtube.com/watch?v=WkYuPQoJzvU Video]<br />
*'''Not fixed''' in any version.<br />
<br />
<br />
===Aquatic Ruin Zone enemy collision===<br />
In [[Aquatic Ruin Zone]], if Sonic touches an enemy while he's in a section of the level that is obscured by leaves, no collision will occur.<br />
<br />
*'''Not fixed''' in any version.<br />
<br />
<gallery widths="320" heights="240"><br />
S2_ARZ_Leaf_Collision_Bug.png|Sonic gets hit by a [[Grounder]], but nothing happens!<br />
S2_ARZ_Leaf_Collision_Bug_NoLeaves.png|Disabling the scroll plane to get a closer look.<br />
</gallery><br />
<br />
===Hill Top Zone===<br />
====Rexon Crash====<br />
On [[Hill Top Zone]], it is possible to crash the game when hitting [[Rexon]] (the plesiosaur-like badnik that sits in the lava). Conflicts in the code cause it to jump to a section of code it was never meant to jump to. This results in invalid opcodes being processed and an eventual crash.<br />
<br />
*[http://www.youtube.com/watch?v=qP1nH6_x6wk Video] ([http://www.youtube.com/watch?v=DRLKAjFhsaM as regular Sonic])<br />
*'''Not fixed''' in any version of plain ''Sonic 2''; '''Fixed''' in ''Knuckles in Sonic 2''.<br />
<br />
====Super Sonic Death====<br />
When playing as Super Sonic, if he enters the area where the Rexon from above is found and falls to the bottom of the screen (where there is lava) then the camera doesn't follow him quick enough, the ring-loss chime plays and Sonic dies.<br />
<br />
*'''Not fixed''' in any version.<br />
<br />
===Oil Ocean Zone physics===<br />
In [[Oil Ocean Zone]] act 2, find the area with four green platforms which launch into the air occasionally. Step on the last one and when being shot out of the tube hold right and land on the spikes in a way that will knock you into the round object to the left. If done correctly the physics will be different and the character will jump higher. The bug eventually wears off when getting in another speed tube, jumping on a spring, or passing through a wall. Alternatively, you can use the [[Pro Action Replay]] code FFB82C:0004 while on that level. This code only works when reaching that area.<br />
<br />
*'''Not fixed''' in any version.<br />
<br />
===Metropolis Zone shortcut===<br />
By triggering the platforms that fall into the lava while invincible (even via getting hit) Sonic will ride the platform and penetrate the lava. This almost always brings Sonic into a later part of the level. With one platform that isn't far from an invincibility box, you can even get the "zero-gravity" mode.<br />
<br />
*'''Not fixed''' in any version.<br />
<br />
===Sky Chase Zone falling off of Tornado===<br />
In [[Sky Chase Zone]], if you charge a spindash up and release, you will go too fast for the [[Tornado]] and fall off. This also happens with [[Super Sonic]], too. Whether or not this is actually a glitch is up for debate, as it could just be seen as a mistake on the player's part.<br />
<br />
*[http://www.youtube.com/watch?v=Qjdj_4SihVY Video]<br />
*'''Not fixed''' in any version.<br />
<br />
===Wing Fortress Zone walking on air===<br />
In [[Wing Fortress Zone]], find a column of platforms that rise up and then retract. Stay on one of the platform as it reaches the top and retracts. You won't fall down and instead will be standing in mid-air. You can walk left and right at that height and won't fall down until you get hit by an obstacle or jump down.<br />
<br />
*'''Only present in ''[[Sonic Classics]]'' version of Sonic 2'''<br />
<br />
==Miscellaneous bugs==<br />
===14 continues chime===<br />
When the 14 continues cheat is performed by playing sounds 01, 01, 02, and 04 on the options menu, an invalid sound attempts to play, resulting in non-stop Oil Ocean music for the remainder of the game. The fault is with the way the sound number is entered into the game's code. For every sound, the bit 7 must be enabled to properly reference it. The code instead is written without bit 7 being used.<br />
<br />
*'''Fixed in:''' Rev.02<br />
<br />
===Music tempo change===<br />
If the 1up jingle is playing while the super sneakers wear off, the level music will not revert back to its normal tempo.<br />
<br />
*'''Not Fixed''' In Any Version<br />
<br />
===Unlimited speed shoes===<br />
If a player dies whilst using speed-shoes in 2 player mode, the character's speed level isn't reset properly, thus causing the character to run at speed-shoe speed for the remainder of the act.<br />
<br />
*'''Not Fixed''' In Any Version<br />
<br />
===Super Sonic keeps invincibility stars===<br />
When transforming into [[Super Sonic]], if Sonic collects his 50th ring and jumps while invincible, the invincibility stars will not disappear after 20 seconds as expected. Since Super Sonic is already invincible, the stars don't give him any additional powers.<br />
<br />
*'''Not Fixed''' In Any Version<br />
<gallery widths="320" heights="240"><br />
Image:Super_Sonic_Invincible_Stars.png<br />
</gallery><br />
<br />
===Pink Title Card Bug===<br />
Whenever a zone title card starts, you will see a pink flash. <br />
<br />
*'''Not fixed''' in any version<br />
<br />
===Passed Star Post===<br />
First, go to a special stage normally. Then go to the Star Post on a small island (use a spring to get up) and you will see that it has already been lit, and you didn't pass it at all.<br />
<br />
===Super Sonic in 2 Player Mode===<br />
If you get all the chaos emeralds (it doesn't matter if you use the cheat code or get them manually), go to the title screen, go to the OPTIONS menu, then press {{start}} while on the VS MODE ITEMS option, 2 player mode will start and Sonic can turn super, though he has glitched graphics. The animation frames regular Sonic has (like looking up or jumping) are unaffected.<br />
<br />
When you die, you'll come back as super sonic with zero rings, giving you about 1 second to remain "super". Before Sonic's camera catches up to his respawn point, you can also use the other player to see Super Sonic just standing there.<br />
<br />
If you make Sonic turn super and hit a teleport monitor, Sonic will turn back to normal, and Tails will inherit several 'super traits', effectively becoming "Super Tails": He has no flashing palette or trailing stars, but he does inherit Super Sonic's speed and invincibility. He also gains invincibility stars.<br />
<br />
The game will only reset your emeralds to 0 when you select 1 or 2 player from the title screen. You can get the emeralds with one character, go to the OPTIONS menu, select another character, and automatically have the chaos emeralds.<br />
<br />
*This has worked in ''[[Sonic Classics]]'' and ''[[Sonic Mega Collection Plus]]'', but I'm not sure if it works in all versions of Sonic 2.<br />
<br />
{{S2MDOmni}}<br />
[[Category:Bug lists]]</div>PikaSamushttps://info.sonicretro.org/index.php?title=Insta-Shield&diff=234209Insta-Shield2017-09-10T23:58:59Z<p>PikaSamus: /* Alternatives */</p>
<hr />
<div>[[Image:wkaiten.png|frame|right|Demonstration of the Insta-Shield in ''[[Sonic the Hedgehog 3]]'''s [[Angel Island Zone]].]]<br />
<br />
The '''Insta-Shield''', known as the '''Double<!--W is often used in Japanese to mean double--> Spin Attack''' (W回転アタック) in Japan and the '''Twin-Spin Attack''' in ''[[Sonic Generations]]'', is a special move first used by [[Sonic the Hedgehog|Sonic]] in ''[[Sonic the Hedgehog 3]]''. Jumping then pressing the jump button again while in midair generates a brief flash that extends Sonic's attack radius and renders him temporarily invincible. This attack is useful for attacking bosses slightly out of range and spiked enemies, like [[Orbinaut]]s. No character but Sonic is able to use this technique.<br />
<br />
The move reappeared in the ''[[Sonic Advance]]'' series. It is not used in any 3D games, due to the fact the "jump, then press jump again while in midair" move was changed to the [[Jump Dash]], or if enemies/items are nearby, the [[Homing Attack]].<br />
<br />
It is unlockable in ''[[Sonic Mania]]'' by getting a certain amount of medals from bonus stages. It can be used in no save mode by toggling Sonic's ability in the secrets menu.<br />
<br />
In the classic ''Sonic'' games, if Sonic jumps from a roll, he'll be unable to change his jump direction and speed. Using the move, however, makes him regain control of the jump. This also happens with [[Super Sonic]], despite the fact that the move itself doesn't actually trigger while Super.<br />
<br />
==Alternatives==<br />
In ''Sonic 3'', ''[[Sonic & Knuckles]]'', and ''[[Sonic Mania]]'', performing the same button sequence while protected by a [[shield]], or [[Super transformation|transformed]] into [[Super Sonic]] or [[Hyper Sonic]], will cause Sonic to perform other maneuvers.<br />
* With a [[Fire Shield]], Sonic briefly turns into a fireball and flies across the screen at high speed.<br />
* With a [[Water Shield]], Sonic bounces in its bubble.<br />
* With a [[Lightning Shield]], Sonic performs an additional jump (with sparks flying from the shield, though these do nothing).<br />
* While [[Hyper Sonic]], it causes all badniks on screen to be destroyed. Sonic is also propelled forwards much as he would be with a Fire Shield, but much faster and able to be directed with the D-pad. (Also, if dashing to the left or right, Hyper Sonic can glitch through certain kinds of small walls.)<br />
* With a standard [[shield]] (''Mania'' only) or if [[Invincibility|invincible]], nothing will occur.<br />
<br />
==In the comics==<br />
In the two-part ''[[Sonic the Comic]]'' story "Enter [[Knuckles the Echidna|Knuckles]]", Sonic explains that he creates the Insta-Shield by vibrating the air around him so quickly that it creates a static effect. In the [[Sonic_the_Hedgehog_(Archie_comics)|Archie comic]] ''Sonic 3'' special, Sonic only uses the move once, and does not know how he managed to do so. Much later, he remembers and perfects the technique.<br />
<br />
[[Category:Moves]]</div>PikaSamushttps://info.sonicretro.org/index.php?title=Insta-Shield&diff=233352Insta-Shield2017-08-31T21:51:13Z<p>PikaSamus: </p>
<hr />
<div>[[Image:wkaiten.png|frame|right|Demonstration of the Insta-Shield in ''[[Sonic the Hedgehog 3]]'''s [[Angel Island Zone]].]]<br />
<br />
The '''Insta-Shield''', known as the '''Double<!--W is often used in Japanese to mean double--> Spin Attack''' (W回転アタック) in Japan and the '''Twin-Spin Attack''' in ''[[Sonic Generations]]'', is a special move first used by [[Sonic the Hedgehog|Sonic]] in ''[[Sonic the Hedgehog 3]]''. Jumping then pressing the jump button again while in midair generates a brief flash that extends Sonic's attack radius and renders him temporarily invincible. This attack is useful for attacking bosses slightly out of range and spiked enemies, like [[Orbinaut]]s. No character but Sonic is able to use this technique.<br />
<br />
The move reappeared in the ''[[Sonic Advance]]'' series. It is not used in any 3D games, due to the fact the "jump, then press jump again while in midair" move was changed to the [[Jump Dash]], or if enemies/items are nearby, the [[Homing Attack]].<br />
<br />
It is unlockable in ''[[Sonic Mania]]'' by getting a certain amount of medals from bonus stages. It can be used in no save mode by toggling Sonic's ability in the secrets menu.<br />
<br />
In the classic ''Sonic'' games, if Sonic jumps from a roll, he'll be unable to change his jump direction and speed. Using the move, however, makes him regain control of the jump. This also happens with [[Super Sonic]], despite the fact that the move itself doesn't actually trigger while Super.<br />
<br />
==Alternatives==<br />
In ''Sonic 3'', ''[[Sonic & Knuckles]]'', and ''[[Sonic Mania]]'', performing the same button sequence while protected by a [[shield]], or [[Super transformation|transformed]] into [[Super Sonic]] or [[Hyper Sonic]], will cause Sonic to perform other maneuvers.<br />
* With a [[Fire Shield]], Sonic briefly turns into a fireball and flies across the screen at high speed.<br />
* With a [[Water Shield]], Sonic bounces in its bubble.<br />
* With a [[Lightning Shield]], Sonic performs an additional jump (with sparks flying from the shield, though these do nothing).<br />
* While [[Hyper Sonic]], it causes all badniks on screen to be destroyed. Sonic is also propelled forwards much as he would be with a Fire Shield, but much faster and able to be directed with the D-pad. (Also, if dashing to the left or right, Hyper Sonic can glitch through certain kinds of small walls.)<br />
* With a standard [[shield]] (''Mania'' only), nothing will occur.<br />
<br />
==In the comics==<br />
In the two-part ''[[Sonic the Comic]]'' story "Enter [[Knuckles the Echidna|Knuckles]]", Sonic explains that he creates the Insta-Shield by vibrating the air around him so quickly that it creates a static effect. In the [[Sonic_the_Hedgehog_(Archie_comics)|Archie comic]] ''Sonic 3'' special, Sonic only uses the move once, and does not know how he managed to do so. Much later, he remembers and perfects the technique.<br />
<br />
[[Category:Moves]]</div>PikaSamushttps://info.sonicretro.org/index.php?title=Splats&diff=232540Splats2017-08-17T13:29:33Z<p>PikaSamus: </p>
<hr />
<div>[[File:Splats.png|right]]<br />
'''Splats''' is a [[badnik]] from ''[[Sonic the Hedgehog (16-bit)|Sonic the Hedgehog]]'' which was cut from the final game. Despite not appearing in the game, the badnik appeared in a set of promotional trading cards for the game, was shown on the box of a series of Japanese Sonic figures, was featured in the UK-based ''[[Sonic the Comic]]'' and US based Archie [[Sonic the Hedgehog (Archie comics)|Sonic the Hedgehog]]. When [[Nemesis Format]] was finally cracked in 2002, the sprites were discovered in the US/European ''Sonic the Hedgehog'' ROM. There is no programming or sprite mappings for the object.<br />
<br />
Splats is depicted in secondary sources (merchandise etc.) as being grey with blue highlights. The sprite however, is blue with orange highlights when using Sonic's palette line. It could also use the second palette line, which varies from level to level either purple or green.<br />
<br />
It finally appears as an enemy in [[Press Garden Zone]] of ''[[Sonic Mania]]'', jumping from a bottle of ink.<br />
<br />
==Images==<br />
<gallery><br />
File:SplatsProTipCard.jpg|Splats on a promotional trading card.<br />
File:SK figures packaging.jpg|Packaging for Tomy figures, featuring Splats on the first row.<br />
File:SonicFigureSetWithSplats.jpg|Tomy's Splats figure, middle row far right.<br />
File:Splats stc.jpg|Splats, seen in ''[[Sonic the Comic]]'' #42.<br />
</gallery><br />
<br />
==Technical information==<br />
{| class="prettytable"<br />
!Game<br />
!Object ID #<br />
!Code offset<br />
!Mappings offset<br />
!Compressed art offset<br />
!Subparameters<br />
|-<br />
|[[SCHG:Sonic the Hedgehog|Sonic the Hedgehog]] (16-bit)<br />
|n/a<br />
|n/a<br />
|n/a<br />
|$3850E ([[Nemesis Format]], 29 blocks)<br />
|n/a<br />
|}<br />
<br />
{{S1MDOmni|2}}<br />
{{SManiaOmni|2}}<br />
<br />
[[Category:Sonic the Hedgehog enemies]]</div>PikaSamushttps://info.sonicretro.org/index.php?title=Insta-Shield&diff=231343Insta-Shield2017-07-17T14:06:50Z<p>PikaSamus: </p>
<hr />
<div>[[Image:wkaiten.png|frame|right|Demonstration of the Insta-Shield in ''[[Sonic the Hedgehog 3]]'''s [[Angel Island Zone]].]]<br />
<br />
The '''Insta-Shield''', known as the '''Double<!--W is often used in Japanese to mean double--> Spin Attack''' (W回転アタック) in Japan and the '''Twin-Spin Attack''' in ''[[Sonic Generations]]'', is a special move first used by [[Sonic the Hedgehog|Sonic]] in ''[[Sonic the Hedgehog 3]]''. Jumping then pressing the jump button again while in midair generates a brief flash that extends Sonic's attack radius and renders him temporarily invincible. This attack is useful for attacking bosses slightly out of range and spiked enemies, like [[Orbinaut|Orbinauts]]. No character but Sonic is able to use this technique.<br />
<br />
The move reappeared in the ''[[Sonic Advance]]'' series. It is not used in any 3D games, due to the fact the "jump, then press jump again while in midair" move was changed to the [[Jump Dash]], or if enemies/items are nearby, the [[Homing Attack]].<br />
<br />
In the classic ''Sonic'' games, if Sonic jumps from a roll, he'll be unable to change his jump direction and speed. Using the move, however, makes him regain control of the jump. This also happens with [[Super Sonic]], despite the fact that the move itself doesn't actually trigger while Super.<br />
<br />
==Alternatives==<br />
In ''Sonic 3'' and ''[[Sonic & Knuckles]]'', performing the same button sequence while protected by a [[shield]], or [[Super transformation|transformed]] into [[Super Sonic]] or [[Hyper Sonic]], will cause Sonic to perform other maneuvers.<br />
* With a [[Fire Shield]], Sonic briefly turns into a fireball and flies across the screen at high speed.<br />
* With a [[Water Shield]], Sonic bounces in its bubble.<br />
* With a [[Lightning Shield]], Sonic performs an additional jump (with sparks flying from the shield, though these do nothing).<br />
* While [[Hyper Sonic]], it causes all badniks on screen to be destroyed. Sonic is also propelled forwards much as he would be with a Fire Shield, but much faster and able to be directed with the D-pad. (Also, if dashing to the left or right, Hyper Sonic can glitch through certain kinds of small walls.)<br />
<br />
==In the comics==<br />
In the two-part ''[[Sonic the Comic]]'' story "Enter [[Knuckles the Echidna|Knuckles]]", Sonic explains that he creates the Insta-Shield by vibrating the air around him so quickly that it creates a static effect. In the [[Sonic_the_Hedgehog_(Archie_comics)|Archie comic]] ''Sonic 3'' special, Sonic only uses the move once, and does not know how he managed to do so. Much later, he remembers and perfects the technique.<br />
<br />
[[Category:Moves]]</div>PikaSamushttps://info.sonicretro.org/index.php?title=Signpost&diff=230854Signpost2017-06-25T21:29:00Z<p>PikaSamus: /* Other Titles */</p>
<hr />
<div>The '''signpost''' is one of the staples of the ''[[Games featuring Sonic the Hedgehog|Sonic the Hedgehog]]'' series. Marking the end of a non-boss level in the 2D games, the mechanics for the sign differ slightly from title to title. In the modern 3D titles, [[Goal Ring|Goal Rings]] or other similar indicators are used instead.<br />
<br />
==16-bit Titles==<br />
<br />
In the original ''[[Sonic the Hedgehog (16-bit)|Sonic the Hedgehog]]'', ''[[Sonic the Hedgehog 2 (16-bit)|Sonic the Hedgehog 2]]'' and ''[[Sonic the Hedgehog CD]]'', at the end of the acts preceding the final a signpost sits to greet you, adorned with the image of [[Dr. Eggman]]. Once touched, the sign will begin to spin, resting on an image of the character you are playing as, signifying your victory over Eggman. Unique to ''Sonic CD'' is an additional sign signifying you are close to the end of the level, giving the player enough warning if they want to go back and explore the level before being locked onto the final screen.<br />
<br />
In ''[[Sonic the Hedgehog 3]]'' and ''[[Sonic & Knuckles]]'', the signpost appears after defeating the first act's sub-boss, twirling as it falls from the sky. Jumping into the sign causes it to bounce back up into the air, adding 100 points to the score with each jump. If it happens to fall on the ground on one of three specific spots, it will cause a secret [[Item Box|item box]] to appear, also causing the sign to bounce back up into the air. When it finally lands on solid ground, the face of the character being played will appear. Also, while it is possible to catch a glimpse of Dr. Eggman on the sign during this process, it is impossible to have the sign land on his visage.<br />
<br />
{| class="prettytable"<br />
!Game<br />
!Dr.<br>Eggman<br />
!Sonic<br />
!"Tails"<br />
!"Tails"<br>Alt<br />
!Knuckles<br />
!Blue<br>Knuckles<br />
!"Goal"<br />
|-<br />
|''[[Sonic the Hedgehog|Sonic 1]]''||<center>[[Image:S1sign-Eggman.png]]</center>||<center>[[Image:S1sign-Sonic.png]]</center>||<center></center>||<center></center>||<center></center>||<center></center>||<center></center><br />
|-<br />
|''[[Sonic the Hedgehog 2 (Simon Wai prototype)|Sonic 2<br>Beta]]''||<center>[[Image:S2sign-Eggman.png]]</center>||<center>[[Image:S2bsign-Sonic.png]]</center>||<center>[[Image:S2bsign-Tails.png]]</center>||<center></center>||<center></center>||<center></center>||<center></center><br />
|-<br />
|''[[Sonic the Hedgehog (16-bit)|Sonic 2]]''||<center>[[Image:S2sign-Eggman.png]]</center>||<center>[[Image:S2sign-Sonic.png]]</center>||<center>[[Image:S2sign-Tails.png]]</center>||<center>[[Image:S2sign-Tails2.png]]</center>||<center>[[Image:S2sign-Knuckles.png]]</center>||<center></center>||<center></center><br />
|-<br />
|''[[Sonic the Hedgehog CD (prototype 510)|Sonic CD<br>Beta]]''||<center>[[Image:SCD-Eggman.png]]</center>||<center>[[Image:SCDbeta-Sonic.png]]</center>||<center></center>||<center></center>||<center></center>||<center></center>||<center>[[Image:SCD-goal.png]]</center><br />
|-<br />
|''[[Sonic the Hedgehog CD|Sonic CD]]''||<center>[[Image:SCD-Eggman.png]]</center>||<center>[[Image:SCD-Sonic.png]]</center>||<center></center>||<center></center>||<center></center>||<center></center>||<center>[[Image:SCD-goal.png]]</center><br />
|-<br />
|''[[Sonic the Hedgehog 3|Sonic 3]]''||<center>[[Image:S3sign-Eggman.png]]</center>||<center>[[Image:S3sign-Sonic.png]]</center>||<center>[[Image:S3sign-Tails.png]]</center>||<center>[[Image:S3sign-Tails2.png]]</center>||<center>[[Image:S3sign-Knuckles.png]]</center>||<center>[[Image:S3sign-Knuckles2.png]]</center>||<center></center><br />
|}<br />
<br />
==8-bit Titles==<br />
<br />
In addition to marking the end of an act, the signposts in the [[sega:Sega Game Gear|Game Gear]] and (when applicable) their [[sega:Sega Master System|Master System]] counterparts have a reward system built in, giving the player a prize based on what image appears on the sign post. In the first two 8-bit games, the signpost Sonic spots begins with a question mark, touching it causing it to reveal its secrets. Common to both is an image of a [[ring]] which gives Sonic an additional ten rings, a portrait of Sonic which grants an additional life and a portrait of Eggman which offers no reward. In the first ''[[Sonic the Hedgehog (8-bit)|Sonic the Hedgehog]]'', the only other image possible is an exclamation point, which allows Sonic to enter the [[Bonus Stage (Sonic the Hedgehog 8-bit)|Bonus Stage]]. In the [[Sonic the Hedgehog 2 (8-bit)|numbered sequel]], the exclamation point was removed, being replaced with a sign featuring Tails, which provides a continue.<br />
<br />
In ''[[Sonic Chaos]]'' and ''[[Sonic Triple Trouble]]'', the question mark is replaced with Eggman, adhering to the tradition in the Mega Drive titles. However, the prize system remains, the standard image now being that of a [[Flicky]]. The images of Sonic, Tails, and (in the second game) Knuckles appears, the first two providing different results based on the character being used (getting a portrait of the playing character grants a life, getting a portrait of the other character grants a continue). Also, on occasion, the panel would land incorrectly, and its back would be shown, in which case it had to be spun again. ''[[Sonic Blast]]'' removes the Flicky, returning the Eggman sign to the "no-prize" status, the untouched sign being blank. The game also introduces a [[Super Sonic]] image to the mix, which gives the player an extra life and thirty rings.<br />
<br />
{| class="prettytable"<br />
!Game<br />
!Dr.<br>Eggman<br />
!Sonic<br />
!Ring<br />
!?<br>Mark<br />
!!<br>Mark<br />
!"Tails"<br />
!Flicky<br />
!Back<br>Panel<br />
!Knuckles<br />
!Emerald<br />
!Super<br>Sonic<br />
|-'<br />
|''[[Sonic the Hedgehog (8-bit)|Sonic<br>(8-bit)]]''<br />
||<center>[[Image:S18bitsign-Eggman.png]]</center><br />
||<center>[[Image:S18bitsign-Sonic.png]]</center><br />
||<center>[[Image:S18bitsign-Ring.png]]</center><br />
||<center>[[Image:S18bitsign-qmark.png]]</center><br />
||<center>[[Image:S18bitsign-emark.png]]</center><br />
||<center></center><br />
||<center></center><br />
||<center></center><br />
||<center></center><br />
||<center></center><br />
||<center></center><br />
|-<br />
|''[[Sonic the Hedgehog 2 (8-bit)|Sonic 2<br>(8-bit)]]''<br />
||<center>[[Image:S28bitsign-Eggman.png]]</center><br />
||<center>[[Image:S28bitsign-Sonic.png]]</center><br />
||<center>[[Image:S28bitsign-ring.png]]</center><br />
||<center>[[Image:S28bitsign-qmark.png]]</center><br />
||<center></center><br />
||<center>[[Image:S28bitsign-Tails.png]]</center><br />
||<center></center><br />
||<center></center><br />
||<center></center><br />
||<center></center><br />
||<center></center><br />
|-<br />
|''[[Sonic Chaos|Sonic<br>Chaos]]''<br />
||<center>[[Image:STsign-Eggman.png]]</center><br />
||<center>[[Image:STsign-Sonic.png]]</center><br />
||<center>[[Image:STsign-ring.png]]</center><br />
||<center></center><br />
||<center></center><br />
||<center>[[Image:STsign-Tails.png]]</center><br />
||<center>[[Image:STsign-Flicky.png]]</center><br />
||<center>[[Image:STsign-back.png]]</center><br />
||<center></center><br />
||<center></center><br />
||<center></center><br />
|-<br />
|''[[Sonic Triple Trouble|Sonic<br>Triple<br>Trouble]]''<br />
||<center>[[Image:ST2sign-Eggman.png]]</center><br />
||<center>[[Image:ST2sign-Sonic.png]]</center><br />
||<center>[[Image:ST2sign-ring.png]]</center><br />
||<center></center><br />
||<center></center><br />
||<center>[[Image:ST2sign-Tails.png]]</center><br />
||<center>[[Image:ST2sign-Flicky.png]]</center><br />
||<center>[[Image:ST2sign-back.png]]</center><br />
||<center>[[Image:ST2-Knuckles.png]]</center><br />
||<center>[[Image:ST2sign-Emerald.png]]</center><br />
||<center></center><br />
|-<br />
|''[[Sonic Blast|Sonic<br>Blast]]''<br />
||<center>[[Image:Gsign-Eggman.png]]</center><br />
||<center>[[Image:Gsign-Sonic.png]]</center><br />
||<center>[[Image:Gsign-ring.png]]</center><br />
||<center></center><br />
||<center></center><br />
||<center></center><br />
||<center></center><br />
||<center>[[Image:Gsign-back.png]]</center><br />
||<center>[[Image:Gsign-Knuckles.png]]</center><br />
||<center>[[Image:Gsign-Emerald.png]]</center><br />
||<center>[[Image:Gsign-SuperSonic.png]]</center><br />
|}<br />
<br />
==Other Titles==<br />
<br />
The [[sega:Sega 32X|Sega 32X]] title ''[[Knuckles Chaotix|Chaotix]]'', though using a sign to mark the end of a non-boss act, decided to simplify matters, using only a silhouette of Eggman on one side and the word "Clear" on the other, deciding against drawing up multiple signs for the seven playable characters in the game. The [[sega:Neo Geo Pocket Color|Neo Geo Pocket Color]] title ''[[Sonic Pocket Adventure]]'' gave a nod to the signposts from ''Sonic the Hedgehog 3'' by having the sign fall from the sky, but in the processing removing the interactivity and making Sonic's face the only possible outcome. The [[sega:Game Boy Advance|Game Boy Advance]] titles make it even simpler, the sign at the end of ''[[Sonic Advance]]'' having only the Eggman logo on one side, the character running past and never seeing if anything else may come up. The classic style of the sign would not return until ''[[Sonic the Hedgehog 4 Episode I]]'', which emulates the way the sign worked in ''Sonic the Hedgehog'' and ''Sonic 2''.<br />
<br />
While most 3D games in the series have neglected the signpost, ''[[Sonic and the Black Knight]]'' decided to use one to mark the end of certain levels, though only providing the word "goal" at the end with no images of any of the characters adorning either side.<br />
<br />
The signpost returns in ''[[Sonic Generations]]'' at the end of stages as Classic Sonic, in conjunction with the Goal Ring for Modern Sonic.<br />
<br />
{| class="prettytable"<br />
!Game<br />
!Before<br />
!After<br />
|-<br />
|''[[Knuckles' Chaotix|Knuckles'<br>Chaotix]]''||<center>[[Image:Chaotix-Eggman.png]]</center>||<center>[[Image:Chaotix-Clear.png]]</center><br />
|-<br />
|''[[Sonic Pocket Adventure|Sonic Pocket<br>Adventure]]''||<center></center>||<center>[[Image:SPAsign-Sonic.png]]</center><br />
|-<br />
|''[[Sonic Advance|Sonic<br>Advance]]||<center>[[Image:sonicadvancesign.png]]</center><br />
|-<br />
|''[[Sonic the Hedgehog 4 Episode I|Sonic 4]]''||<center>[[Image:S4sign-Eggman.png|75px]]</center>||<center>[[Image:S4sign-Sonic.png|75px]]</center><br />
|-<br />
|''[[Sonic Mania|Mania]]''||<center>[[Image:SMania-Signpost-Robotnik.png]]</center>||<center>[[Image:SMania-Signpost-Sonic.png]]</center><br />
|}<br />
<br />
[[Category:Level objects]]</div>PikaSamushttps://info.sonicretro.org/index.php?title=Signpost&diff=230773Signpost2017-06-22T06:15:03Z<p>PikaSamus: /* 8-bit Titles */ Using Japanese names will only serve to confuse people</p>
<hr />
<div>The '''signpost''' is one of the staples of the ''[[Games featuring Sonic the Hedgehog|Sonic the Hedgehog]]'' series. Marking the end of a non-boss level in the 2D games, the mechanics for the sign differ slightly from title to title. In the modern 3D titles, [[Goal Ring|Goal Rings]] or other similar indicators are used instead.<br />
<br />
==16-bit Titles==<br />
<br />
In the original ''[[Sonic the Hedgehog (16-bit)|Sonic the Hedgehog]]'', ''[[Sonic the Hedgehog 2 (16-bit)|Sonic the Hedgehog 2]]'' and ''[[Sonic the Hedgehog CD]]'', at the end of the acts preceding the final a signpost sits to greet you, adorned with the image of [[Dr. Eggman]]. Once touched, the sign will begin to spin, resting on an image of the character you are playing as, signifying your victory over Eggman. Unique to ''Sonic CD'' is an additional sign signifying you are close to the end of the level, giving the player enough warning if they want to go back and explore the level before being locked onto the final screen.<br />
<br />
In ''[[Sonic the Hedgehog 3]]'' and ''[[Sonic & Knuckles]]'', the signpost appears after defeating the first act's sub-boss, twirling as it falls from the sky. Jumping into the sign causes it to bounce back up into the air, adding 100 points to the score with each jump. If it happens to fall on the ground on one of three specific spots, it will cause a secret [[Item Box|item box]] to appear, also causing the sign to bounce back up into the air. When it finally lands on solid ground, the face of the character being played will appear. Also, while it is possible to catch a glimpse of Dr. Eggman on the sign during this process, it is impossible to have the sign land on his visage.<br />
<br />
{| class="prettytable"<br />
!Game<br />
!Dr.<br>Eggman<br />
!Sonic<br />
!"Tails"<br />
!"Tails"<br>Alt<br />
!Knuckles<br />
!Blue<br>Knuckles<br />
!"Goal"<br />
|-<br />
|''[[Sonic the Hedgehog|Sonic 1]]''||<center>[[Image:S1sign-Eggman.png]]</center>||<center>[[Image:S1sign-Sonic.png]]</center>||<center></center>||<center></center>||<center></center>||<center></center>||<center></center><br />
|-<br />
|''[[Sonic the Hedgehog 2 (Simon Wai prototype)|Sonic 2<br>Beta]]''||<center>[[Image:S2sign-Eggman.png]]</center>||<center>[[Image:S2bsign-Sonic.png]]</center>||<center>[[Image:S2bsign-Tails.png]]</center>||<center></center>||<center></center>||<center></center>||<center></center><br />
|-<br />
|''[[Sonic the Hedgehog (16-bit)|Sonic 2]]''||<center>[[Image:S2sign-Eggman.png]]</center>||<center>[[Image:S2sign-Sonic.png]]</center>||<center>[[Image:S2sign-Tails.png]]</center>||<center>[[Image:S2sign-Tails2.png]]</center>||<center>[[Image:S2sign-Knuckles.png]]</center>||<center></center>||<center></center><br />
|-<br />
|''[[Sonic the Hedgehog CD (prototype 510)|Sonic CD<br>Beta]]''||<center>[[Image:SCD-Eggman.png]]</center>||<center>[[Image:SCDbeta-Sonic.png]]</center>||<center></center>||<center></center>||<center></center>||<center></center>||<center>[[Image:SCD-goal.png]]</center><br />
|-<br />
|''[[Sonic the Hedgehog CD|Sonic CD]]''||<center>[[Image:SCD-Eggman.png]]</center>||<center>[[Image:SCD-Sonic.png]]</center>||<center></center>||<center></center>||<center></center>||<center></center>||<center>[[Image:SCD-goal.png]]</center><br />
|-<br />
|''[[Sonic the Hedgehog 3|Sonic 3]]''||<center>[[Image:S3sign-Eggman.png]]</center>||<center>[[Image:S3sign-Sonic.png]]</center>||<center>[[Image:S3sign-Tails.png]]</center>||<center>[[Image:S3sign-Tails2.png]]</center>||<center>[[Image:S3sign-Knuckles.png]]</center>||<center>[[Image:S3sign-Knuckles2.png]]</center>||<center></center><br />
|}<br />
<br />
==8-bit Titles==<br />
<br />
In addition to marking the end of an act, the signposts in the [[sega:Sega Game Gear|Game Gear]] and (when applicable) their [[sega:Sega Master System|Master System]] counterparts have a reward system built in, giving the player a prize based on what image appears on the sign post. In the first two 8-bit games, the signpost Sonic spots begins with a question mark, touching it causing it to reveal its secrets. Common to both is an image of a [[ring]] which gives Sonic an additional ten rings, a portrait of Sonic which grants an additional life and a portrait of Eggman which offers no reward. In the first ''[[Sonic the Hedgehog (8-bit)|Sonic the Hedgehog]]'', the only other image possible is an exclamation point, which allows Sonic to enter the [[Bonus Stage (Sonic the Hedgehog 8-bit)|Bonus Stage]]. In the [[Sonic the Hedgehog 2 (8-bit)|numbered sequel]], the exclamation point was removed, being replaced with a sign featuring Tails, which provides a continue.<br />
<br />
In ''[[Sonic Chaos]]'' and ''[[Sonic Triple Trouble]]'', the question mark is replaced with Eggman, adhering to the tradition in the Mega Drive titles. However, the prize system remains, the standard image now being that of a [[Flicky]]. The images of Sonic, Tails, and (in the second game) Knuckles appears, the first two providing different results based on the character being used (getting a portrait of the playing character grants a life, getting a portrait of the other character grants a continue). Also, on occasion, the panel would land incorrectly, and its back would be shown, in which case it had to be spun again. ''[[Sonic Blast]]'' removes the Flicky, returning the Eggman sign to the "no-prize" status, the untouched sign being blank. The game also introduces a [[Super Sonic]] image to the mix, which gives the player an extra life and thirty rings.<br />
<br />
{| class="prettytable"<br />
!Game<br />
!Dr.<br>Eggman<br />
!Sonic<br />
!Ring<br />
!?<br>Mark<br />
!!<br>Mark<br />
!"Tails"<br />
!Flicky<br />
!Back<br>Panel<br />
!Knuckles<br />
!Emerald<br />
!Super<br>Sonic<br />
|-'<br />
|''[[Sonic the Hedgehog (8-bit)|Sonic<br>(8-bit)]]''<br />
||<center>[[Image:S18bitsign-Eggman.png]]</center><br />
||<center>[[Image:S18bitsign-Sonic.png]]</center><br />
||<center>[[Image:S18bitsign-Ring.png]]</center><br />
||<center>[[Image:S18bitsign-qmark.png]]</center><br />
||<center>[[Image:S18bitsign-emark.png]]</center><br />
||<center></center><br />
||<center></center><br />
||<center></center><br />
||<center></center><br />
||<center></center><br />
||<center></center><br />
|-<br />
|''[[Sonic the Hedgehog 2 (8-bit)|Sonic 2<br>(8-bit)]]''<br />
||<center>[[Image:S28bitsign-Eggman.png]]</center><br />
||<center>[[Image:S28bitsign-Sonic.png]]</center><br />
||<center>[[Image:S28bitsign-ring.png]]</center><br />
||<center>[[Image:S28bitsign-qmark.png]]</center><br />
||<center></center><br />
||<center>[[Image:S28bitsign-Tails.png]]</center><br />
||<center></center><br />
||<center></center><br />
||<center></center><br />
||<center></center><br />
||<center></center><br />
|-<br />
|''[[Sonic Chaos|Sonic<br>Chaos]]''<br />
||<center>[[Image:STsign-Eggman.png]]</center><br />
||<center>[[Image:STsign-Sonic.png]]</center><br />
||<center>[[Image:STsign-ring.png]]</center><br />
||<center></center><br />
||<center></center><br />
||<center>[[Image:STsign-Tails.png]]</center><br />
||<center>[[Image:STsign-Flicky.png]]</center><br />
||<center>[[Image:STsign-back.png]]</center><br />
||<center></center><br />
||<center></center><br />
||<center></center><br />
|-<br />
|''[[Sonic Triple Trouble|Sonic<br>Triple<br>Trouble]]''<br />
||<center>[[Image:ST2sign-Eggman.png]]</center><br />
||<center>[[Image:ST2sign-Sonic.png]]</center><br />
||<center>[[Image:ST2sign-ring.png]]</center><br />
||<center></center><br />
||<center></center><br />
||<center>[[Image:ST2sign-Tails.png]]</center><br />
||<center>[[Image:ST2sign-Flicky.png]]</center><br />
||<center>[[Image:ST2sign-back.png]]</center><br />
||<center>[[Image:ST2-Knuckles.png]]</center><br />
||<center>[[Image:ST2sign-Emerald.png]]</center><br />
||<center></center><br />
|-<br />
|''[[Sonic Blast|Sonic<br>Blast]]''<br />
||<center>[[Image:Gsign-Eggman.png]]</center><br />
||<center>[[Image:Gsign-Sonic.png]]</center><br />
||<center>[[Image:Gsign-ring.png]]</center><br />
||<center></center><br />
||<center></center><br />
||<center></center><br />
||<center></center><br />
||<center>[[Image:Gsign-back.png]]</center><br />
||<center>[[Image:Gsign-Knuckles.png]]</center><br />
||<center>[[Image:Gsign-Emerald.png]]</center><br />
||<center>[[Image:Gsign-SuperSonic.png]]</center><br />
|}<br />
<br />
==Other Titles==<br />
<br />
The [[sega:Sega 32X|Sega 32X]] title ''[[Knuckles Chaotix|Chaotix]]'', though using a sign to mark the end of a non-boss act, decided to simplify matters, using only a silhouette of Eggman on one side and the word "Clear" on the other, deciding against drawing up multiple signs for the seven playable characters in the game. The [[sega:Neo Geo Pocket Color|Neo Geo Pocket Color]] title ''[[Sonic Pocket Adventure]]'' gave a nod to the signposts from ''Sonic the Hedgehog 3'' by having the sign fall from the sky, but in the processing removing the interactivity and making Sonic's face the only possible outcome. The [[sega:Game Boy Advance|Game Boy Advance]] titles make it even simpler, the sign at the end of ''[[Sonic Advance]]'' having only the Eggman logo on one side, the character running past and never seeing if anything else may come up. The classic style of the sign would not return until ''[[Sonic the Hedgehog 4 Episode I]]'', which emulates the way the sign worked in ''Sonic the Hedgehog'' and ''Sonic 2''.<br />
<br />
While most 3D games in the series have neglected the signpost, ''[[Sonic and the Black Knight]]'' decided to use one to mark the end of certain levels, though only providing the word "goal" at the end with no images of any of the characters adorning either side.<br />
<br />
The signpost returns in ''[[Sonic Generations]]'' at the end of stages as Classic Sonic, in conjunction with the Goal Ring for Modern Sonic.<br />
<br />
{| class="prettytable"<br />
!Game<br />
!Before<br />
!After<br />
|-<br />
|''[[Knuckles Chaotix|Knuckles<br>Chaotix]]''||<center>[[Image:Chaotix-Eggman.png]]</center>||<center>[[Image:Chaotix-Clear.png]]</center><br />
|-<br />
|''[[Sonic Pocket Adventure|Sonic Pocket<br>Adventure]]''||<center></center>||<center>[[Image:SPAsign-Sonic.png]]</center><br />
|-<br />
|''[[Sonic Advance|Sonic<br>Advance]]||<center>[[Image:sonicadvancesign.png]]</center><br />
|-<br />
|''[[Sonic the Hedgehog 4 Episode I|Sonic 4]]''||<center>[[Image:S4sign-Eggman.png|75px]]</center>||<center>[[Image:S4sign-Sonic.png|75px]]</center><br />
|-<br />
|''[[Sonic Mania|Mania]]''||<center>[[Image:SMania-Signpost-Robotnik.png]]</center>||<center>[[Image:SMania-Signpost-Sonic.png]]</center><br />
|}<br />
<br />
[[Category:Level objects]]</div>PikaSamushttps://info.sonicretro.org/index.php?title=3D_Sonic_the_Hedgehog&diff=2307723D Sonic the Hedgehog2017-06-21T22:58:24Z<p>PikaSamus: </p>
<hr />
<div>{{sub-stub}}<br />
{{Bob<br />
| bobscreen=3DSonictheHedgehog title.png<br />
| icon=3DSonicTheHedgehog_3DS_Icon.png<br />
| publisher=[[Sega]]<br />
| developer=[[M2]]<br />
| system=[[Nintendo 3DS]]<br />
| players=1<br />
| releases=<br />
{{release|3DS|JP|2013-05-15|¥600 with tax}}<br />
{{release|3DS|US|2013-12-05|$5.99}}<br />
{{release|3DS|EU|2013-12-05|€4.99}}<br />
{{release|3DS|UK|2013-12-05|£4.49}}<br />
| genre=Action<br />
| cero=a<br />
| esrb=e<br />
| pegi=3<br />
}}<br />
'''''3D Sonic the Hedgehog''''' (3D ソニック・ザ・ヘッジホッグ) is a remake of ''[[Sonic the Hedgehog (16-bit)|Sonic the Hedgehog]]'' developed by [[Sega]] and [[M2]] for the [[Nintendo 3DS]] and released worldwide in 2013. It is the third in a series of "3D" remakes of older Sega games for the 3DS, following ''[[sega:3D Space Harrier|3D Space Harrier]]'' and ''[[sega:3D Super Hang-On|3D Super Hang-On]]''.<br />
<br />
Additional features include 3D effects, the inclusion of the [[Spin Dash]], [[Level Select]] available at the start without a cheat code (called "Special" Mode), A filter to display the game with a CRT-style look with blurred colors (no 3D), customizable controls, the choice between the Japanese and International versions, and the option to hear the sound using a [[Mega Drive]] or Mega Drive 2 style. The Japanese version is [[Sonic the Hedgehog (16-bit)#Versions|Rev. 01]], along with changing [[spike damage behavior]] to act like [[Sonic the Hedgehog 2 (16-bit)|''Sonic 2'']] and later (like in ''[[Sonic Mega Collection]]''); the International version is [[Sonic the Hedgehog (16-bit)#Versions|Rev. 00]] with no modification to spike behavior.<br />
<br />
The Spin Dash is slightly different from usual, as Sonic can still be damaged by collision with a moving Badnik while charging the move.<br />
<br />
==External Links==<br />
* ''{{PAGENAME}}'' on Nintendo eShop: [https://www.nintendo.co.uk/Games/Nintendo-3DS-download-software/3D-Sonic-the-Hedgehog-839890.html UK], [http://www.nintendo.com/games/detail/3d-sonic-the-hedgehog-3ds US], [https://www.nintendo.co.jp/titles/50010000014235 JP]<br />
*[http://archives.sega.jp/3d/sonic/ Sega of Japan catalogue page (Japanese)]<br />
*[http://blogs.sega.com/2013/12/03/sega-3d-classics-%e2%80%93-3d-sonic-the-hedgehog-interview-with-developer-m2/ 3D Sonic the Hedgehog Interview]<br />
<br />
{{S1MDOmni}}<br />
{{Sonic3DSgames}}<br />
[[Category:Nintendo 3DS games]]</div>PikaSamushttps://info.sonicretro.org/index.php?title=Cheat_Codes:Sonic_the_Hedgehog_(16-bit)&diff=230771Cheat Codes:Sonic the Hedgehog (16-bit)2017-06-21T22:53:22Z<p>PikaSamus: /* Cheat codes */ simplifying code; the famous one (up c down c left c right c) has two more button presses than needed</p>
<hr />
<div>== Cheat codes ==<br />
These are cheat codes which can be accessed by inputting button sequences or by various other methods. <br />
=== World version ===<br />
[[Image:Sonic1 level select.png|thumb|right|200px|Level select.]]<br />
''From title screen''<br />
*'''[[Level select|Zone Select]]''': {{up}} {{down}} {{left}} {{right}} {{A}}+{{Start}}, select zone. <br />
*'''[[Debug mode]]''': {{C}} {{C}} {{up}} {{down}} {{left}} {{right}} {{A}}+{{Start}}, hold {{A}} until Sonic appears.<br />
*'''Zone Select + Debug Mode''': {{up}} {{down}} {{left}} {{right}} {{up}} {{C}} {{C}} {{up}} {{down}} {{left}} {{right}} {{A}}+{{Start}}, select zone, hold {{A}} until Sonic appears (the extra {{up}} is to force the cheat detection code to reset itself).<br />
*'''Messed Up Demo Mode''': While the demo is playing, hold {{A}}+{{B}}+{{C}}. Sonic will get confused, lose his place, and possibly die.<br />
<br />
<small>On all codes containing Cs, the Cs can be input anywhere during the sequence.</small><br />
<br />
=== Japanese version ===<br />
<br />
''From title screen''<br />
<br />
Note: The console's region must be set to Japan; otherwise, the International codes are used.<br />
<br />
*'''Zone Select''': {{up}} {{down}} {{down}} {{down}} {{left}} {{right}} {{A}}+{{Start}}, select zone<br />
*'''In-level Functions''': {{C}} {{C}} {{C}} {{C}} {{up}} {{down}} {{down}} {{down}} {{left}} {{right}} {{A}}+{{Start}}, select zone, hold {{A}} until Sonic appears<br />
*'''Zone Select + In-level Functions''': {{up}} {{down}} {{down}} {{down}} {{left}} {{right}} {{up}} {{C}} {{C}} {{C}} {{C}} {{up}} {{down}} {{down}} {{down}} {{left}} {{right}} {{A}}+{{Start}}, select zone, hold {{A}} until Sonic appears (the extra {{up}} is to force the cheat detection code to reset itself)<br />
*'''Staff Roll and Ending Sequence from Level Select''': {{up}} {{down}} {{down}} {{down}} {{left}} {{right}} {{up}} {{C}} {{C}} {{C}} {{C}} {{C}} {{C}} {{up}} {{down}} {{down}} {{down}} {{left}} {{right}} {{A}}+{{Start}}<br />
**Alternate method: {{C}} {{C}} {{C}} {{C}} {{C}} {{C}} {{up}} {{down}} {{down}} {{down}} {{left}} {{right}}, wait until the demo starts, press {{Start}} to stop the demo, enter '''Zone Select''' cheat.<br />
**In the Sound Select, select 9E and press {{A}}/{{B}}/{{C}} to go to the Staff Roll, or select 9F and press {{A}}/{{B}}/{{C}} to go to the Ending Sequence (which will lead to the Staff Roll).<br />
*'''Hidden Japanese Credits Screen''': {{C}} {{C}} {{C}} {{C}} {{C}} {{C}} {{up}} {{down}} {{down}} {{down}} {{left}} {{right}}, hold {{down}}+{{A}}+{{B}}+{{C}} while demo starts<br />
**The Credits translate to:<br />
[[Image:SonicTeamCredits.PNG|left]]<br />
{| class="prettytable"<br />
!Position || Person<br />
|-<br />
|Program || [[Yuji Naka|Naka Yuuji]]<br />
|-<br />
|Plan || [[Hirokazu Yasuhara|Yasuhara Hirokazu]]<br />
|-<br />
|Design || [[Naoto Ohshima|Ooshima Naoto]] <br>[[Jina Ishiwatari|Ishiwatari (Jina)]] <br>[[Rieko Kodama|Kataoka Rieko]]<br />
|-<br />
|Sound Produce || [[Masato Nakamura|Nakamura Masato]]<br />
|-<br />
|Sound Program || [[Hiroshi Kubota|Kubota Hiroshi]] <br>[[Yukifumi Makino|Makino Yukifumi]]<br />
|}<br />
<br />
<br />
<small>On all codes containing Cs, the Cs can be input anywhere during the sequence.</small><br />
<br />
===In-level functions, all versions===<br />
<br />
''Debug''<br />
<br />
*Press {{B}} to toggle normal and debug mode.<br />
*Press {{A}} to advance forward through the debug object list.<br />
*Press {{A}}+{{C}} to advance backwards through the debug object list.<br />
*Press {{C}} to place the selected object at the current coordinates.<br />
*Current coordinates are designated by the top line of hex digits in the HUD. <br />
*Viewport coordinates are designated by the bottom line of hex digits in the HUD.<br />
<br />
''Slow-motion/Restart''<br />
<br />
During pause press {{A}} to fade to black and restart from the "SONIC TEAM PRESENTS" screen.<br />
<br>During pause press and hold {{B}} to enable slow-motion (this proceeds at half-speed, or 15fps, for as long as you hold the {{B}} button).<br />
<br>During pause press {{C}} to advance one frame.<br />
<br />
== Game Enhancer codes ==<br />
These are cheat codes that can only be used with game enhancer devices. Support for these codes is available in most emulators.<br />
=== Game Genie ===<br />
==== Official codes ====<br />
{|class="prettytable"<br />
! Code||Description<br />
|-<br />
|ATBT-AA32<br />
|Master Code (Not needed in emulators).<br />
|-<br />
|AE3T-AACL<br />
|You start with 1 life.<br />
|-<br />
|AY3T-AACL<br />
|You start with 5 lives.<br />
|-<br />
|AE0T-CABE<br />
|Once you gain Invincibility, you stay invincible until the stage ends, or when you die.<br />
|-<br />
|AE0T-CABY<br />
|Once you gain [[Speed Shoes]], you keep them until the stage ends, or when you die.<br />
|-<br />
|SCRA-BJX0<br />
|Each ring is worth 2.<br />
|-<br />
|SCRA-BNX0<br />
|Each ring is worth 3.<br />
|-<br />
|SCRA-BTX0<br />
|Each ring is worth 4.<br />
|-<br />
|SCRA-BYX0<br />
|Each ring is worth 5.<br />
|-<br />
|SCRA-B2X0<br />
|Each ring is worth 6.<br />
|-<br />
|SCRA-B6X0<br />
|Each ring is worth 7.<br />
|-<br />
|SCRA-BAX0<br />
|Each ring is worth 8.<br />
|-<br />
|SCRA-B9X0<br />
|Each ring is worth a crazy amount of rings.<br />
|-<br />
|GJ6A-CA7A<br />
|Infinite lives.<br />
|-<br />
|AJ3A-AA4G<br />
|Access to the Level Select menu. <br />
|-<br />
|AY3T-BA4R<br />
|Start with 5 Chaos Emeralds in possession. <br />
|-<br />
|DDLT-AAGL<br />
|Jump higher than your regular jump.<br />
|-<br />
|KDLT-AAGL<br />
|Jump lower than your regular jump.<br />
|-<br />
|BDLT-AAGL<br />
|Jump VERY high and "float" in the air.<br />
|-<br />
|NCLT-BYE6<br />
|Some [[Crabmeat|Crabmeats]] go berserk.<br />
|-<br />
|NCLT-B9E6<br />
|Some Crabmeats disappear altogether.<br />
|}<br />
<br />
==== Unofficial codes ====<br />
{|class="prettytable"<br />
! Code||Description<br />
|-<br />
|663T-BA4R<br />
|Max out score with one kill.<br />
|-<br />
|663T-B64R<br />
|Start with 2 continues.<br />
|-<br />
|A23T-BA4R<br />
|Start with all Chaos Emeralds.<br />
|-<br />
|AE2T-AAAL<br />
|Enable Debug mode.<br />
|-<br />
|GLRT-AADY<br />
|Ring count resets to 50 if Hit (Must have at least 1 ring).<br />
|-<br />
|NRRT-AADY<br />
|Ring count resets to 99 if Hit (Must have at least 1 ring).<br />
|-<br />
|AA2A-ACC8<br />
|Start on Labyrinth Zone.<br />
|-<br />
|AA2A-AEC8<br />
|Start on Marble Zone.<br />
|-<br />
|AA2A-AGC8<br />
|Start on Star Light Zone.<br />
|-<br />
|}<br />
<br />
=== Pro Action Replay ===<br />
==== Unofficial codes ====<br />
{|class="prettytable"<br />
! Code||Description<br />
|-<br />
|00A35E:6042<br />
|Every Monitor Powerup gives Speed Shoes.<br />
|-<br />
|FFFE20:00C8<br />
|Infinite Rings (Turn off before passing end of level sign).<br />
|-<br />
|FFFE15:00FA<br />
|Never run out of air Underwater.<br />
|-<br />
|FFFE2C:0001<br />
|Always have Shield.<br />
|-<br />
|FFFE24:0000<br />
|Infinite Time.<br />
|-<br />
|FFFE2D:0001<br />
|Invincibility (Monitor Effect without speed boost).<br />
|-<br />
|FFFFD0:0100<br />
|Enable Stage Select ({{A}}+{{start}} on Title Screen).<br />
|-<br />
|FFFE10:XXYY<br />
|Stage/Act Modifier (XX = Zone, YY = Level).<br />
*00 - Green Hill Zone<br />
*01 - Labyrinth Zone (Act 4 / 03 = Scrap Brain Zone Act 3)<br />
*02 - Marble Zone<br />
*03 - Star Light Zone<br />
*04 - Spring Yard Zone<br />
*05 - Scrap Brain Zone (Act 3 / 02 = Final Zone)<br />
|-<br />
|FFD861:0001<br />
|Final zone's first boss health equals 1.<br />
|-<br />
|}<br />
<br />
== Resources ==<br />
*[http://www.gamefaqs.com/console/genesis/code/454495.html GameFAQs] - Regular cheat codes.<br />
*[http://www.gshi.org/?s=v2&sys=16 The GSHI] - Official codes separated from User made codes.<br />
<br />
{{S1MDOmni}}<br />
<br />
[[Category:Cheat codes|Sonic the Hedgehog (16-bit)]]</div>PikaSamushttps://info.sonicretro.org/index.php?title=Sonic_the_Hedgehog_Pocket_Adventure&diff=230743Sonic the Hedgehog Pocket Adventure2017-06-20T21:10:22Z<p>PikaSamus: tried to add more stuff in the rating template as it was just one thing</p>
<hr />
<div>{{Bob<br />
|title=Sonic the Hedgehog<br>Pocket Adventure<br />
|bobscreen=PocketAdv.png<br />
|publisher=[[sega:SNK|SNK]]<br>[[sega:Sega|Sega]] (co-publisher)<br />
|developer=SNK<br>[[sega:Sonic Team|Sonic Team]] (co-developer)<br />
|system=[[sega:Neo Geo Pocket Color|Neo Geo Pocket Color]]<br />
|releases=<br />
{{release|NGPC|US|1999-11-30|$34.95 {{fileref|ODCM US 04.pdf|page=81}}}}<br />
{{release|NGPC|EU|1999-12-03|£24.99 {{fileref|CVG UK 220.pdf|page=100}}}}<br />
{{release|NGPC|JP|2000-01-11}}<br />
|romsize=2MB<br />
|genre=Platform<br />
|esrb=e<br />
|elspa=3}}<br />
'''''Sonic the Hedgehog Pocket Adventure''''' (ソニック・ザ・ヘッジホッグ ポケットアドベンチャー) is a ''[[Sonic the Hedgehog]]'' game for the short-lived [[sega:Neo Geo Pocket Color|Neo Geo Pocket Color]] handheld console. It was released in late 1999.<br />
<br />
''Sonic Pocket Adventure'' can be seen as a "hybrid" Sonic game, rather than a brand new release. Its levels are mostly inspired by ''[[Sonic the Hedgehog 2 (16-bit)|Sonic the Hedgehog 2]]'' for the [[sega:Sega Mega Drive|Sega Mega Drive]], though some share elements from [[Sonic the Hedgehog (16-bit)|the first game]] and the majority of the music is recycled from ''[[Sonic 3 & Knuckles]]''. Some tunes are also recycled from the [[sega:Sega Saturn|Sega Saturn]] compilation ''[[Sonic Jam]]''. It is not a straight port of any of these games, however, as it introduces brand new bosses, a "puzzle" mode and a few original soundtracks of its own.<br />
<br />
''Sonic Pocket Adventure'' is the only game in the series to successfully mix the modern post-''[[Sonic Adventure]]'' design of Sonic with his classic Mega Drive-style counterpart. The in-game graphics look similar to the classic style, while on the title screen and other up-close artwork Sonic resembles his modern design that debuted in ''Sonic Adventure''. This mix of styles also applies to [[Dr. Eggman]] - in the early levels he has his original design, but he switches to his ''Sonic Adventure'' design on Sonic reaching his base.<br />
<br />
==Gameplay==<br />
Sonic is the only playable character in ''Sonic the Hedgehog Pocket Adventure'', however if two Neo Geo Pocket Colors are linked together, one can initiate versus mode, in which the second player controls [[Tails]]. Tails is not available in normal play without hacking. ''Sonic Pocket Adventure'' would be the last ''Sonic'' game to just feature Sonic as a playable character until 2007's ''[[Sonic and the Secret Rings]]''.<br />
<br />
Each of the six "act 1"s has a special stage containing a [[chaos emerald]], and are triggered by jumping into a [[giant ring]] at the end of the stage (assuming Sonic has at least 50 rings). Unlike earlier games, the special stages are linked directly to the level (e.g. the first special stage can ''only'' be accessed from [[Neo South Island Zone]], the second ''only'' from [[Secret Plant Zone]], etc.). As [[Sky Chase Zone (Pocket Adventure)|Sky Chase Zone]] and [[Aerobase Zone]] count as a pair, this only leaves six special stages - the final chaos emerald is obtained in [[Last Utopia Zone]], in which Sonic has to aim for the emerald powering Eggman's machine rather than Eggman himself.<br />
<br />
Collecting all seven chaos emeralds will open [[Chaotic Space Zone]], a [[Super Sonic]]-only stage. Like the ''Sonic Advance'' games, it is impossible to play as Super Sonic in normal stages.<br />
<br />
A one-level demo of ''Sonic Pocket Adventure'' was released, and features cutscenes not present in the final game; see ''[[Sonic the Hedgehog Pocket Adventure: Trial]]''.<br />
<br />
==Manuals==<br />
<gallery><br />
SPA NGPC US manual.pdf|Neo Geo Pocket Color, US<br />
SPA NGPC EU manual.pdf|Neo Geo Pocket Color, EU<br />
SPA NGPC JP manual.pdf|Neo Geo Pocket Color, JP<br />
</gallery><br />
<br />
==Production Credits==<br />
: '''Sega Staff'''<br />
'''Superviser:''' [[Yuji Naka]] (as Y.Naka), [[Sonic Team]] (as SonicTeam)<br/><br />
<br />
: '''SNK Staff'''<br />
'''Main Planner:''' Yukihiro Higashi (as Y.Higashi)<br/><br />
'''Co-Planner:''' Y.Arita<br/><br />
'''Planner:''' AP.<br/><br />
'''Main Graphic:''' J.Yoshii<br/><br />
'''Graphic:''' Kinte, Rikabe, BonBon, [[sega:Nobuhiko Honda|Nobuhiko Honda]] (as Honda 56), Mikima-2, Yuko Yamanoue (as Yuko), Ponta, Masami Tokusue (as Tokusue)<br/><br />
'''Main Programer:''' Yumiko Nakatsuka (as Y.Nakatsuka)<br/><br />
'''Co-Programer:''' MSX-MNB<br/><br />
'''Programer:''' Naoki Kurihara (as Naoki.K'), Uechan-Dayo, [[sega:Takeshi Niimura|Takeshi Niimura]] (as Takeshi.N)<br/><br />
'''Sound Chief:''' Hiya!<br/><br />
'''Sound:''' Maitaro<br/><br />
'''Development:''' M.I, Toshiyuki Hata (as T.Hata), Eg-King<br/><br />
'''Debug:''' Masahiko Sawa (as M.Sawa), Ebi, Toku, DebugTeam<br/><br />
'''Manual Making:''' Hide.K, Aya.M<br/><br />
'''Director:''' Landsat<br/><br />
'''Special Thanks to:''' SNK Product Development Dept. Division 1<br/><br />
'''Produce:''' Masato Kawai (as M.Kawai), K.Kohno, Hiroshi Matsumoto (as H.Matsumoto), [[Yuji Naka]] (as Y.Naka)<br/><br />
'''Executive Producer:''' Takeshi Nishiyama (as T.Nishiyama)<br/><br />
<br />
==Physical Scans==<br />
{{ratings<br />
| icon=NGPC<br />
| arcade=100<br />
| arcade_source={{num|16|page=102}}<br />
| cvg=100<br />
| cvg_source={{num|220|page=100}}<br />
| gamespot=83<br />
| gamespot_source=[https://www.gamespot.com/reviews/sonic-the-hedgehog-pocket-adventure-review/1900-2543842/ gamespot.com]<br />
| ign=100<br />
| ign_source=[http://www.ign.com/articles/1999/12/08/sonic-pocket-adventure ign.com]<br />
| Official Dreamcast Magazine (US)=90<br />
| Official Dreamcast Magazine (US)_source={{num|4|page=79}}<br />
}}<br />
{{Scanbox<br />
| console=Neo Geo Pocket Color<br />
| region=US<br />
| front=SonicPocketAdventureUSBox.jpg<br />
| back=SonicPocketAdventureUSBox back.jpg<br />
| spinemissing=yes<br />
| square=yes<br />
| cart=SonicPocketAdventureUSCart.jpg<br />
| manual=SPA NGPC US manual.pdf<br />
}}{{Scanbox<br />
| console=Neo Geo Pocket Color<br />
| region=EU<br />
| front=Spa-eu-box.jpg<br />
| square=yes<br />
| cart=Spa-ngpc-cart.jpg<br />
| manual=SPA NGPC EU manual.pdf<br />
}}{{Scanbox<br />
| console=Neo Geo Pocket Color<br />
| region=JP<br />
| front=SonicPocketAdventureJpBox.jpg<br />
| back=SonicPocketAdventureJpBox2.jpg<br />
| spinemissing=yes<br />
| square=yes<br />
| cart=Spa ngpc jp cart.jpg<br />
| cartback=SonicPocketAdventure NGPC JP Cart Back.jpg<br />
| manual=SPA NGPC JP manual.pdf<br />
}}<br />
<br />
==References==<br />
<references/><br />
<br />
{{SPAOmni}}<br />
{{SonicOtherGames}}<br />
<br />
[[Category:Other games]]</div>PikaSamushttps://info.sonicretro.org/index.php?title=Sonic_Generations_(Nintendo_3DS)&diff=230735Sonic Generations (Nintendo 3DS)2017-06-20T20:44:04Z<p>PikaSamus: </p>
<hr />
<div>{{Bob<br />
| bobscreen=SonicGenerations 3DS title.png<br />
| screenwidth=320px<br />
| system=[[Nintendo 3DS]]<br />
| publisher=[[Sega]]<br />
| developer=[[Sonic Team]], [[Dimps]]<br />
| producer=[[Takashi Iizuka]]<br />
| director=[[Tetsu Katano]]<br />
| releases=<br />
{{release|3DS|US|2011-11-22}}<br />
{{release|3DS|EU|2011-11-25||CTR-P-ASNP}}<br />
{{release|3DS|EU (download)|2013-09-12|£19.99}}<br />
{{release|3DS|JP|2011-12-01|¥5,229 with tax}}<br />
| genre=Action<br />
| romsize=5241 blocks (EU)<br />
| esrb=e|pegi=7|usk=6|oflc=g|cero=a<br />
}}<br />
'''''Sonic Generations''''', called '''''Sonic Generations: Ao no Bōken''''' (ソニック ジェネレーションズ 青の冒険) in Japan, is a ''[[Sonic the Hedgehog]]'' video game by [[Sonic Team]] and [[Dimps]] for the [[Nintendo 3DS]]. This version is different from its [[Sonic Generations|console brethren]] by having entirely different stages. Both titles exist to commemorate Sonic the Hedgehog's 20th Anniversary.<br />
<br />
''Sonic Generations'' allows players to control both the pre-''[[Sonic Adventure]]'' and post-''Adventure'' designs for Sonic the Hedgehog and features remastered levels from Sonic's previous adventures. The game is divided into three eras: the Classic Era (pre-1998), the Dreamcast Era (1998-2005), and the Modern Era (2005 onwards) - "Classic Sonic" playing through the levels from a 2D (or 2.5D) "classic" perspective, "Modern Sonic" tackling them in a 2D/3D perspective, similar to ''[[Sonic Unleashed]]'' and ''[[Sonic Colours]]''.<br />
<br />
The game was first announced for the Nintendo 3DS in a Nintendo Power magazine, paired with a November 2011 release date for all platforms.<br />
<br />
==Gameplay==<br />
The gameplay is split into two separate gameplay styles, separated by the character used.<br />
<br />
The '''Classic''' gameplay style is strictly 2.5D. Sonic controls more like his [[Mega Drive]]/[[Genesis]] counterpart, using [[Spin Dash]]es and the [[Spin Attack]] to hit enemies, with the [[Homing Attack]] being unlocked after beating all the levels in the classic era.<br />
<br />
The '''Modern''' gameplay style is also 2.5D, however it is more similar to the portable titles ''[[Sonic Rush]]'', ''[[Sonic Rush Adventure]]'' and ''[[Sonic Colours (DS)]]''. He uses moves like the [[Sonic Boost]] and the [[Homing Attack]] to hit enemies. He may unlock the [[Stomp]] ability at some point in the game.<br />
<br />
==3DS Differences==<br />
*The 3DS version of Modern gameplay is more in line with ''[[Sonic Rush]]''/''[[Sonic Rush Adventure|Rush Adventure]]''/''[[Sonic Colours (DS)|Colours DS]]'' with Boosting and Homing Attacks kept on the 2D plane. The camera however can show Sonic at all angles compared to previous portable titles.<br />
*The levels and the bosses in the 3DS version are NOT the same as its console counterparts. <br />
*Some dialogs and scenes are slightly different, with only [[Sonic]] and [[Tails]] being present at the beginning of the game. The game also uses the Sonic Rush style of cutscenes.<br />
*As shown in gameplay of Green Hill Zone, the game has the exact same level design for the Classic Era levels versus original layouts.<br />
*The [[signpost]] for the "classic" Sonic levels display the face of "modern" [[Dr. Eggman]], and lacks the animation for the Sonic image it has on the console version.<br />
<br />
==Revisions==<br />
Two revisions of the retail version are known to exist:<br />
*Rev.00: Includes 3DS System Update 2.1.0. Does not have an electronic manual.<br />
*Rev.01: Includes 3DS System Update 5.1.0. Has an electronic manual.<br />
<br />
Both revisions include a printed manual. The eShop version always included an electronic manual.<br />
<br />
No actual gameplay differences are known to exist between the two revisions.<br />
<br />
==Homages to Past Games==<br />
Each level and boss in ''Sonic Generations 3DS'' is reminiscent of one previously appearing in the Sonic series.<br />
<br />
{| class="prettytable"<br />
|-<br />
! Sonic Generations !! Original !! Game<br />
|-<br />
| class="bottomtempalt" colspan="3" style="text-align:center" | '''Levels'''<br />
|-<br />
| [[Green Hill (Sonic Generations 3DS)|Green Hill]] || [[Green Hill Zone]] || ''[[Sonic the Hedgehog (16-bit)|Sonic the Hedgehog]]''<br />
|-<br />
| [[Casino Night (Sonic Generations 3DS)|Casino Night]] || [[Casino Night Zone]] || ''[[Sonic the Hedgehog 2 (16-bit)|Sonic the Hedgehog 2]]''<br />
|-<br />
| [[Mushroom Hill (Sonic Generations 3DS)|Mushroom Hill]] || [[Mushroom Hill Zone]] || ''[[Sonic & Knuckles]]''<br />
|-<br />
| [[Emerald Coast (Sonic Generations 3DS)|Emerald Coast]] || [[Emerald Coast]] || ''[[Sonic Adventure]]''<br />
|-<br />
| [[Radical Highway (Sonic Generations 3DS)|Radical Highway]] || [[Radical Highway]] || ''[[Sonic Adventure 2]]''<br />
|-<br />
| [[Water Palace (Sonic Generations 3DS)|Water Palace]] || [[Water Palace]] || ''[[Sonic Rush]]''<br />
|-<br />
| [[Tropical Resort (Sonic Generations 3DS)|Tropical Resort]] || [[Tropical Resort (DS)|Tropical Resort]] || ''[[Sonic Colours (DS)]]''<br />
|-<br />
| class="bottomtempalt" colspan="3" style="text-align:center" | '''Bosses'''<br />
|-<br />
| [[Metal Sonic (Sonic Generations 3DS Boss)|Metal Sonic]] || [[Metal_Sonic_(Sonic_CD_Boss)|Metal Sonic boss]] || ''[[Sonic CD]]''<br />
|-<br />
| [[Big Arms]] || [[Launch Base Zone bosses#Third Boss|Big Arms]] || ''[[Sonic the Hedgehog 3]]''<br />
|-<br />
| [[Shadow the Hedgehog (Sonic Generations 3DS Boss)|Shadow the Hedgehog]] || [[Sonic_VS_Shadow#2nd_Fight|Shadow the Hedgehog]] || ''[[Sonic Adventure 2]]''<br />
|-<br />
| [[Biolizard (Sonic Generations 3DS Boss)|Biolizard]] || [[Biolizard]] || ''[[Sonic Adventure 2]]''<br />
|-<br />
| [[Silver the Hedgehog (Sonic Generations 3DS Boss)|Silver the Hedgehog]] || [[Sonic vs. Silver|Silver the Hedgehog]] || ''[[Sonic 2006]]''<br />
|-<br />
| [[Egg Emperor (Sonic Generations 3DS Boss)|Egg Emperor]] || [[Egg Emperor]] || ''[[Sonic Heroes]]''<br />
|}<br />
<br />
==Production Credits==<br />
{{multicol|<br />
Created By: [[Sonic Team]]<br><br />
Exeuctive Supervisors: Yukio Sugino, [[Takayuki Kawagoe]]<br><br />
Exeuctive Producer: [[Okitane Usui]]<br><br />
Chief Producers: [[Toshihiro Nagoshi]], [[Osamu Ohashi]]<br><br />
Producer: [[Takashi Iizuka]]<br><br />
Director: [[Tetsu Katano]]<br><br />
Art Director: [[Sachiko Kawamura]]<br><br />
Sound Director: [[Jun Senoue]]<br><br />
Artists: [[Taro Hino]], [[Shinkichi Tanahashi]], [[Yoshinari Amaike]], Yusuke Kashiwagi, Shinji Matsuura, Akira Higaki<br><br />
Sonic Character Supervisors: [[Yuji Uekawa]], [[Eitaro Toyoda]]<br><br />
<br />
=== In Cooperation with Dimps - Digital Innovation ===<br />
Producer: Hiroyuki Kawano<br><br />
Line Manager: Hideaki Hamachi<br><br />
Game Design Supervisor: Yukihiro Higashi<br><br />
Lead Game Designer: Yuka Kobayashi<br><br />
Game Designers: Kohei Iwamoto, Mitsuo Matsuyama, Koichiro Kanzo, Seiji Hirai, Sakie Nakato, Ryota Osaki, Kentaro Kiyohara, Isao Yamasaki, Yasutomo Suzuki<br><br />
Technical Manager: Masahisa Naganuma<br><br />
Product Engineering Manager: Katsuya Kuramoto<br><br />
Lead Programmer: Takashi Yamatani<br><br />
Programmers: Masayuki Takahara, Satoshi Akitomi, Masato Nakahashi, Kohei Yamaguchi, Hidehiro Bushisue, Masatoshi Nakane, Ryohei Sasaki, Atsuhiro Yasuda, Takashi Miyahara, Takeshi Sasaki, Kenta Saito, Shiro Mikata, Takeshi Takeuchi, Wataru Yoshinaga, Shinya Ueno<br><br />
Art Manager: Kazuhiko Yamamoto<br><br />
Lead Artist: Nobuyuki Kuroki<br><br />
Artists: Maki Fukunaga, Kaori Aoyama, Kinue Murayama, Yoko Omezawa, Yumi Okamura, Hiroko Kiyosawa, Hiroshi Yamaguchi, Yuuki Hayashi,Hiroshi Tanigawa, Miho Sakamoto, Masaki Satomura, Yoko Uchida, Akari Yamamoto, Anna Hashimoto, Kana Hashimoto, Hiroshi Himeno<br><br />
Sound Support: Hiroyasu Oshima<br><br />
Special Thanks: Kenji Ayukawa, Ayano Komatsu, Ayako Kurita, Koji Okugawa, Kazuhiro Gotani, Atsushi Ariyama, Takashi Kasal<br><br />
Remix Artists & Composers: [[Naofumi Hataya]], [[Tomoya Ohtani]], Circuit Freq., Cash Cash, [[Richard Jacques|Richard Jacques Studios]], [[Yutaka Minobe]] (delfi Sound inc.), Yasufumi Fukuda<br><br />
Musicians: Takeshi Taneda, Toru Kawamura, Katsuji, Masayuki Osada, Yusuku Tsuchiya, Taka Kawashima, Tommy Mandel, Tony Kadleck, Charles Pillow, Ryan Keberie, Susumu Nishikawa, Akinori Yamada, Masuo<br><br />
Recording Engineers: Masahiro Fukuhara, Dave Darlington, Yoshitada Miya, Yukifumi Makino (delfi Sound inc.)<br><br />
Recording Coordinators: Kiyoshi Yoshida (Attic Arcade inc.), [[Atsushi Kosugi|Atsushi "Sushi" Kosugi]] (Beat On Beat inc.), Kazuyuji Doki (Re-Birth)<br />
Mastering Engineer: Kazushi Kyogoku<br><br />
Sound Designer: Tatsuya Kozaki<br><br />
Writers (Story And Script): Ken Pontac, Watren Graff<br><br />
Japanese Character Voices: [[Jun'ichi Kanemaru]], [[Ryo Hirohashi]], [[Kouji Yusa]], Daisuke Ono, Takuto Yoshinaga, [[Chikao Otsuka]]<br><br />
Recording Producer: Takuya Ohno, Norifumi Yamada (TOHOKUSHINSHA)<br><br />
Recording Directors: [[Eriko Kimura]], [[Keiichirou Miyoshi]] (TOHOKUSHINSHA)<br><br />
Recording: OMNIBUS JAPAN inc.<br><br />
English Character Voices: [[Roger Craig Smith]], [[Kate Higgins]], [[Mike Pollock]], [[Kirk Thornton]], [[Derek Allen]]<br><br />
Voice Production: Studiopolis Inc.<br><br />
Voice Director: Jack Fletcher<br><br />
Casting Directors: Jack Fletcher, Joe Moeller, Jamie Simone<br><br />
Recording Engineers: Suzanne Goldish, Eric Lewis, David Barr<br><br />
Recording Assistant: Heather Pennington<br />
Dialogued Editors: Suzanne Goldish, Eric Lewis, Elliot Anders<br><br />
Production Assistants: Sean Kelley, James Lafferty, Chris Eaton<br><br />
Production Accountant: Laura Lopez<br><br />
Line Producer: Joe Moeller<br><br />
French Character Voices: Alexandre Gillet, Marc Bretonniere, Marie-Eugenie Marechal, Benoit Du Pac, Hereve Grull<br><br />
Voice Director: Antoine Nouel<br><br />
Sound Engineers: Raphael Monier, Camille Meens<br><br />
Project Managers: Claire Astorg, Marjorie Nivard<br><br />
Artistic Manager: Nathalie Sionneau<br><br />
Audio Manager: Raphael Monier<br><br />
Localization Manager: Cecile Irlinger<br><br />
Italian Character Voices: Renato Novara, Aldo Stella, Benedetta Ponticelli, Riccardo Lombardo, Davide Albano<br><br />
Artistic Director: Emanuela Ghinoni<br><br />
Sound Engingeer: Christopher Blake<br><br />
German Character Voices: Marc Stachel, Hartmut Neuebauer, Anke Kortemeier, Klaus Lochtove, Roland Wolf<br>a<br />
Sound Engingeer: Ilja Kostwer<br><br />
Side Voice Director: Michael Hulsmann<br> <br />
Side Project Manager: Olivier Deslandes<br><br />
Spanish Character Voices: Jonathan Lopez, Francesc Belda, Manel Gimeno, Angel De Gracia<br><br />
Sound Engingeer: Carmelo Hurtado<br><br />
Side Voice Director: Guillermo Reinlein<br><br />
Side Project Manager: Oliver Deslandes<br><br />
<br />
=== Sega Corporation(Sega of Japan, Inc.) ===<br />
Localzation Manager: Shumpei Hashimoto<br><br />
Sales: Imatsu Haruo, Lino Kouichi<br><br />
Marketing: Ruiko Miyamoto, Hitoshi Kurosawa<br><br />
First Party Manager: Yasushi Yamashita<br><br />
Public Relations: Yasushi Nagumo, Chikako Hida, Kodama Mamoru, Watanabe Yusuke, Santo Masaya, Nanmoku Syou, Fukuchi Seika<br><br />
Promotions: Takafumi Ueoro, Teruyuki Kaida, [[Ikuo Ishizaka]]<br><br />
Executive Sales And Marketing: Takeshi Shimizu<br><br />
Package & Manual Production: Yoshihiro Sakuta, Yoichi Takahashi, Kazuaki Jikuhara, Masaru Kobayashi<br><br />
Manual Production: Makoto Nishino<br><br />
Product Test: Junichi Shimizu, Akira Nishikawa, [[Osamu Sato]], Yutaka Kawasaki, Keita Kato, Shunichi Senda, Tomoyo Hirakawa, Daisuke Suno<br><br />
QA Department Manager: Seiji Hasegawa<br><br />
QA Director: Yuji Nakamura<br><br />
Web: Yukichi Kikuchi<br><br />
<br />
=== Sega of America, Inc. ===<br />
CEO: [[Mike Hayes]]<br><br />
CCO/President: [[Masanao Maeda]]<br><br />
Senior Producer: Frank Hom<br><br />
Associate Producer: Sam Mullen<br><br />
International Development Director: [[Patrick Riley]]<br><br />
Senior VP Of Production: Gary Dunn<br><br />
Design Director: Chris Porter<br><br />
Creative Director: Ethan Einhorn<br><br />
Development Operations Director: John Merlino<br><br />
Executive VP Of Sales And Marketing: Alan Pritchard<br><br />
Senior VP Of Publishing And COO: Rob Lightner<br><br />
Publishing Director: Katrin Darolloe<br><br />
Senior Director Of Marketing: Darren Williams<br><br />
Director Of Marketing: Marcella Churchill<br><br />
Senior Brand Manager: Judy Gilbertson<br><br />
Associate Brand Manager: Aaron Webber<br><br />
Senior Public Relations Manager: Kerstin Mueller<br><br />
Public Relations Manager: Thu Nguyen<br><br />
Media And Events: Teri Higgins<br><br />
Director Of Creative Services: Jen Groeling<br><br />
Production Manager: Mary Disbrow<br><br />
Advertising Production Specialist: Jacqueline Lee<br><br />
Graphic Designer: Marco Garcia<br><br />
First Pary Manager: Sarah Elliot<br><br />
First Pary Specialist: Queenie Magsakay<br><br />
Senior Director Of Sales: Keith Gerhardt<br><br />
Senior Director Of Sales Operations: Laurie Mendez<br><br />
Director Of Channel Marketing: Scott Lambrecht<br><br />
Manager Of Channel Programs: Anna Nguyen<br><br />
Senior Operations Manager: Tom Duley<br><br />
Senior Purchasing Coordimator: Lu Luna<br><br />
Inventory And Materials Coordintator: Andy Navarro<br><br />
Licensing Manager: Cindy Chau<br><br />
Senior Web Producer: Shawn Storc<br><br />
Lead Flash Devleoper: Michael Dobbins<br><br />
Senior Web Designer: Annie Shaw<br><br />
Video Production Manager: Carl Smolka<br><br />
Assistant Video Editor: Greg Ammen<br><br />
Comminity Managers: Kellie Parker, Julian Mehlfield<br><br />
Customer Support Manager Robert Miles<br><br />
Director Of Legal: Liana A. Larson<br><br />
Legal Counesels: Jerusha Herman, Cindy Lin<br><br />
Contracts Adminstrator: Edison Haywood<br><br />
QA Manager: Mark Cartwright<br><br />
QA Supervisors: Shawn Dobbins, Demetrius Griffin<br><br />
QA Lead: Teressa Quest<br><br />
Assistnat Lead: Aaron Keillor<br><br />
Testers: Eugene Smilovitsky, Javck Beacom, Jeffrey Campbell, Rocco Vienna<br><br />
Standards Supervisor: Stephen Akana<br><br />
Standards Lead: Junior Sison<br><br />
Standards Assistant Leads: Justin Edwards, Niroth Keo<br><br />
Standards Testers: Lisa Bonifacino, Harold Butchart, Kwang-Hi Cho, Jayson Cook, Christine Letheby<br><br />
Mastering Lab Supervisor: Rey Casto Buzon<br><br />
Mastering Lab Technicians: Chirstopher Rilles<br><br />
Hardware Specialist: Matt Ellison<br><br />
Hardware Technician: Kirsten Coleman<br><br />
Text Proofrading: Teressa Quset, Camden Tayler, Junior Sison, Christine Letheby<br><br />
<br />
=== Sega Europe, Ltd. ===<br />
CEO: [[Mike Hayes]]<br><br />
Senior Vice President Of Production: Gary Dunn<br><br />
Senior Vice President Of Sales: Jurgen Post<br><br />
Head Of Studio - Japanese IP: Kuniyo Matsumoto<br><br />
Senior Producer: Akiko O'Driscoll<br><br />
Producer: Bobby Wertheim<br><br />
Director Of European Marketing: Gary Knight<br><br />
Sonic Brand Director: David Corloss<br>ea<br />
Senior Brand Manager: Rhonda Karl<br><br />
Head Of European PR: Lynn Daniel<br><br />
Senior European PR Executive: Kerry Markyn<br><br />
Head Of Content: Marek Bronstring<br><br />
Head Of Creative Services: Alison Peat-Borrelli<br><br />
Traffic Coordinator Creative Services: Jeff Webber<br><br />
Creative Services: Arnoud Tempelaere, Ranjan Vekaria, Ed Bostock, Akane Hiraoka, Elliot Kidner, Mathew Pearson, Mathew Webber<br><br />
Director Of Business Planning And Operations: Yusuke Suai<br><br />
Purchasing Manager: Caroline Van Verrooij<br><br />
Production Manager: Natalie Forsyth<br><br />
Online Marketing Manager: Mike Evans<br><br />
Online Marketing Executive: Charlotte Mills<br><br />
Head Of Online Services: Adam Hance<br><br />
Head Of Legal & Business Affairs: Nicky Ormrod<br><br />
Legal Counsel: Polly Bennett<br><br />
Legal Executive: Saad Choudri<br><br />
Licensing Manager: Nivine Emeran<br><br />
Head Of Development Services: Mark Le Breton<br><br />
Localisation Manager: Marta Lois Gonzalez<br><br />
Localisation Project Manager: Giuseppe Rizzo<br><br />
Assistant Localisation Project Managers: Antonella Marras, Luis J. Paredes<br><br />
Translators: Jesus Alvarez, Sebastian Salguero, Tatjana Nath, Daniela Kaynert, Nicole Thomer, Antonio Catanese, Giuseppe Rosa, Carole Kunzelmann, Sophie Paleologos, Ronan Salon<br><br />
Tering Equipment And Submissions Manager: Dave Pither<br><br />
Senior Mastering Technician: Phil Adams<br><br />
Assistant Mastering Technician: Cara Gifford-Pitcher, Michael Veness<br><br />
Project Lead: Luke Tarasek<br><br />
Compliance Supervisor: Darran Wall<br><br />
Compliance Coordinators: Mohammed Ajaib,Shiva Allari, Chris Barnett<br><br />
Compliance Senior Testers: Arron Caney, Lawrence Donohue, Martin Walker<br><br />
Compliance Testers: Anthony Phillips, Alexander Abbott, Oli White, Kevin Murphy, Leo Paine, Chris Davidson<br><br />
Language QA Supervisor: Alessandro Irranca<br><br />
Language Team Lead: Pedro L. Ortega<br><br />
Language Assistant Team Leads: Elfriede Tillian, Michael Willenborg<br><br />
Language Testers: Daryl Sautter, Efrem Borroni, Irene Schauermann, Jasmine Lehmann, Justine Pourchasse, Rocio Castilla Chacon<br><br />
Functionality Supervisor: Julie Metior<br><br />
Functionality Project Monitors: Mark Dallamore<br><br />
Functionality Senior Tester: Chirs Fox<br><br />
Functionality Testers: Lynne Triplett, Benjamin Lyons, Louis Li, Paul Hann, Dean Shanghanoo<br><br />
<br />
=== Sega Technical Support Team In Sega Europe Ltd.===<br />
Techincal Director: Chris Southall<br><br />
Head Of Game Design: Simon Woddroffe<br><br />
<br />
=== Sega Spain ===<br />
Marekting Director: Izaskun Urretabizaia<br><br />
Senior Project Manager: German Fritsch<br><br />
PR Manager: Diana Radetski<br><br />
<br />
=== Sega France ===<br />
Marekting Director: Thomas Grellier<br><br />
Project Manager: Alexandre Chapt<br><br />
Assistant Project Manager: Arthur Brunelin<br><br />
PR Managers: Franck Sebastien, Alexandra Fiore<br><br />
<br />
=== Sega Germany ===<br />
Head Of Marketing: Henning Otto<br><br />
Product Manager: Chinh Vu<br><br />
Senior PR Manager: Fabian Doehla<br><br />
Senior PR Executive: Susanne Wiedemann<br><br />
<br />
=== Sega Benelux ===<br />
Marekting Director: Johan De Windt<br><br />
PR Manager: Roel Peeters<br><br />
<br />
=== Sega UK ===<br />
Marekting Director: Amanda Farr<br><br />
Product Manager: Ben Walker<br><br />
PR Manager: Stefan McGarry<br><br />
Trade Marketing: Ian Cooper<br><br />
<br />
=== Sega International ===<br />
Product Manager: Sam Sadeghi<br><br />
PR Manager: Roel Peeters<br><br />
<br />
=== Sega Australia ===<br />
Marekting Director: Gareth Gower<br><br />
Product Manager: Neroli Baird<br><br />
PR Manager: Rebecca Skoulos<br><br />
<br />
Special Thanks: [[Shinobu Yokota]], [[Hiroshi Miyamoto]], [[Kazuyuki Hoshino]], Keiichi Noda, Kentaro Fujita, Katsuyuki Shiihara, Tatsuya Shikata, Nobuyuki Minato, Emi Yamane, Ryo Urushibata, Ai Sato, Maki Goda, Nori Matsumura, Scott Durday, Laurie Bella, Hiroki Hayashi (ESP Guitars), Yuichi Sugata (ESP Guitars), Hitoshi Ezura (Hitokuchizaka Studio), [[Fumitaka Shibata]] (Wave Master Inc.), [[Shigeharu Isoda]] (Wave Master Inc.), [[sega:Kazuo Koizumi|Kazuo Koizumi]] (Wave Master Inc.), Zebrahead, Bowling For Soup, Target Entertainement, Inbound<br><br />
Presented By: [[Sega]]<br><br />
|cols=3}}<br />
<br />
==Resources==<br />
===Sales Data===<br />
{{main|Sonic Generations#Sales Data}}<br />
<br />
==Promotional Material==<br />
<gallery><br />
Sonic Generations Japanese commercial.mp4|Japanese TV advert<br />
</gallery><br />
<br />
===Physical Scans===<br />
{{ratings<br />
| icon=3DS<br />
| famitsu=83<br />
| famitsu_source=[http://www.famitsu.com/cominy/?m=pc&a=page_h_title&title_id=22128 Famitsu]<br />
}}<br />
{{Scanbox<br />
| console=Nintendo 3DS<br />
| region=US<br />
| front=Sonic-Generations-3DS-box-art.jpg<br />
| cart=Sonic-Generations-3DS-cart.jpg<br />
| manual=Sonic-Generations-3DS-US-Manual.pdf<br />
| square=yes<br />
| item1=Sonic-Generations-3DS-Nintendo-Club.pdf<br />
| item1name=Nintendo Club<br />
}}<br />
{{scanbox<br />
| console=Nintendo 3DS<br />
| region=JP<br />
| front=Generations 3DS JP cover.jpg<br />
| square=yes<br />
}}<br />
{{scanbox<br />
| console=Nintendo 3DS<br />
| region=UK<br />
| front=Generations-3ds-eu-cover-complete.jpg<br />
| square=yes<br />
| item1=Generations-3ds-eu-card.jpg<br />
| item1name=Card<br />
}}<br />
{{scanbox<br />
| console=Nintendo 3DS<br />
| region=FR<br />
| front=<br />
| square=yes<br />
}}<br />
{{scanbox<br />
| console=Nintendo 3DS<br />
| region=DE<br />
| front=SonicGenerations 3DS DE cover.jpg<br />
| square=yes<br />
}}<br />
{{scanbox<br />
| console=Nintendo 3DS<br />
| region=ES<br />
| front=<br />
| square=yes<br />
}}<br />
<br />
==External Links==<br />
* ''Sonic Generations'' on Nintendo eShop: [https://www.nintendo.co.uk/Games/Nintendo-3DS/Sonic-Generations-274831.html UK], [http://www.nintendo.com/games/detail/vAxJVjgx2VMUE7t-YLG5bJw3HaC3i6Jq US]<br />
*Japanese:<br />
**[http://sonic.sega.jp/SonicGenerations/ Homepage]<br />
**[http://sega.jp/3ds/sonicg_b/ Sega of Japan catalogue page]<br />
<br />
{{SonicGenerations3DSOmni}}<br />
{{Sonic3DSgames}}<br />
[[Category:Nintendo 3DS games]]</div>PikaSamushttps://info.sonicretro.org/index.php?title=Sonic_Generations&diff=230734Sonic Generations2017-06-20T20:43:32Z<p>PikaSamus: Proper romanization of the long vowel</p>
<hr />
<div>:''"Sonic Generations" redirects here. For the [[Nintendo 3DS]] version, see [[Sonic Generations (3DS)]].''<br />
{{Bob<br />
| bobscreen=SonicGenerations_PCTitleScreen.png<br />
| icon=SonicGenerations Win icon.png<br />
| system=[[sega:Xbox 360|Xbox 360]], [[sega:PlayStation 3|PlayStation 3]], [[wikipedia:Microsoft Windows|Microsoft Windows]]–based [[wikipedia:Personal computer|PC]]s, PlayStation Now<br />
| publisher=[[sega:Sega|Sega]]<br />
| developer=[[sega:Sonic Team|Sonic Team]], {{PC}} [[sega:Devil's Details|Devil's Details]]<br />
| producer=[[sega:Takashi Iizuka|Takashi Iizuka]]<br />
| director=[[sega:Hiroshi Miyamoto|Hiroshi Miyamoto]]<br />
| releases={{releases<br />
| 360_date_us=2011-11-01{{ref|http://blogs.sega.com/2011/11/01/sonic-generations-%e2%80%93-launch-trailer-and-fan-photos/}}<br />
| 360_date_us_d=2012-10-17{{ref|http://blogs.sega.com/2012/10/17/sonic-generations-now-available-on-xbox-live/}}<br />
| 360_rrp_us_d=29.99{{ref|http://blogs.sega.com/2012/10/17/sonic-generations-now-available-on-xbox-live/}}<br />
| 360_date_kr=2011-11-01<br />
| 360_date_kr_d=2012-10-16<br />
| 360_date_au=2011-11-03<br />
| 360_date_au_d=2012-10-16<br />
| 360_date_eu=2011-11-04<br />
| 360_date_eu_d=2012-10-17{{ref|http://blogs.sega.com/2012/10/17/sonic-generations-now-available-on-xbox-live/}}<br />
| 360_date_uk_d=2012-10-17{{ref|http://blogs.sega.com/2012/10/17/sonic-generations-now-available-on-xbox-live/}}<br />
| 360_rrp_uk_d=24.99{{ref|http://blogs.sega.com/2012/10/17/sonic-generations-now-available-on-xbox-live/}}<br />
| 360_date_jp=2011-12-01<br />
| 360_code_jp=JES1-00171<br />
| 360_rrp_jp=6,980 (''7,329'')<br />
| 360_date_jp_d=2012-10-16<br />
| 360_code_jp_d=<br />
| 360_rrp_jp_d=<br />
| 360_date_as=201x<br />
<br />
| ps3_date_us=2011-11-01{{ref|http://blogs.sega.com/2011/11/01/sonic-generations-%e2%80%93-launch-trailer-and-fan-photos/}}<br />
| ps3_date_us_d=2012-07-03{{ref|https://archive.is/jjTl9}}<br />
| ps3_code_us_d=NPUB-30715<br />
| ps3_date_eu=2011-11-04<br />
| ps3_date_eu_d=2011-12-07{{ref|https://archive.is/mAmbR}}<br />
| ps3_code_eu_d=NPEB-00813<br />
| ps3_date_eu_Essentials=2013-09-20<br />
| ps3_date_uk_d=2011-12-07{{ref|https://archive.is/1f9CU}}<br />
| ps3_code_uk_d=NPEB-00813<br />
| ps3_date_au=2011-11-03<br />
| ps3_date_au_d=2011-12-07{{ref|https://archive.is/vN31n}}<br />
| ps3_code_au_d=NPEB-00813<br />
| ps3_date_jp=2011-12-01{{ref|https://web.archive.org/web/20111201015303/http://www.jp.playstation.com:80/software/title/bljm60334.html}}<br />
| ps3_code_jp=BLJM-60334<br />
| ps3_rrp_jp=6,980 (''7,329''){{ref|https://web.archive.org/web/20111201015303/http://www.jp.playstation.com:80/software/title/bljm60334.html}}<br />
| ps3_date_kr=2011-11-01{{ref|https://archive.is/FcIpJ}}<br />
| ps3_code_kr=BLAS-50405<br />
| ps3_date_as=201x<br />
<br />
| steam_date_us=2011-11-03{{ref|http://store.steampowered.com/app/71340/}}<br />
| steam_rrp_us=29.99<br />
| steam_date_eu=2011-11-03<br />
| steam_rrp_uk=19.99<br />
| steam_date_au=2011-11-03<br />
| steam_date_kr=2011-11-03<br />
| pc_date_eu=2011-11-25<br />
| pc_code_eu=SEGA-PC133<br />
| pc_date_au=2011-11-25<br />
<br />
| psnow_date_jp=2015-09-16{{ref|https://web.archive.org/web/20150918150257/http://www.jp.playstation.com:80/software/title/bljm60334.html}}<br />
}}<br />
| genre=Action<br />
| pegi=7|esra=7|esrb=e|usk=6|oflc=g|cero=a<br />
| djctq=l<br />
}}<br />
<br />
'''''Sonic Generations''''', called '''''Sonic Generations: Shiro no Jikū''''' (ソニック ジェネレーションズ 白の時空) in Japan, is a platformer commemorating [[Sonic the Hedgehog]]'s 20th anniversary. Developed by [[sega:Sonic Team|Sonic Team]] for the [[sega:Xbox 360|Xbox 360]], [[sega:PlayStation 3|PlayStation 3]], and [[wikipedia:Personal computer|personal computers]] running [[wikipedia:Microsoft Windows|Microsoft Windows]], the game allows players to experience both "classic" and "modern" styles of Sonic gameplay. Classic gameplay in ''Generations'' is reminiscent of the 2D side-scrolling platforming first introduced in the series’ inaugural 1991 title ''[[Sonic the Hedgehog (16-bit)|Sonic the Hedgehog]]'', whereas the modern side of ''Generations'' utilises the 3D forward-moving gameplay of the 2008 title ''[[Sonic Unleashed]]'' and its successors. A version of [[Sonic Generations (3DS)|''Sonic Generations'' for the Nintendo 3DS]] was developed by [[sega:Dimps|Dimps]] alongside the main edition for home game consoles.<br />
<br />
''Sonic Generations'' allows players to control both the pre-''[[Sonic Adventure]]'' and post-''Adventure'' designs for [[Sonic the Hedgehog]] and features remastered levels from Sonic's previous adventures. The game is divided into three eras: the Classic Era (pre-1998), the Dreamcast Era (1998–2005), and the Modern Era (2005 onwards). "Classic Sonic" plays through the levels from a 2D (or 2.5D) "classic" perspective; whereas "Modern Sonic" tackles them in a 3D and sometimes 2D perspective, similar to those of ''[[Sonic Unleashed]]'' and ''[[Sonic Colours]]''.<br />
<br />
The game was first announced in a teaser video posted by Sega on April 7, 2011 on Sonic's official Facebook page. The game was announced for both the Xbox 360 and PlayStation 3 and was scheduled for a 2011 release. An announcement of ''Sonic Generations'' for the Nintendo 3DS later appeared in an issue of the ''Nintendo Power'' magazine, paired with a November 2011 release date for all platforms. At E3 2011, SEGA revealed a trailer revealing [[City Escape]] from ''[[Sonic Adventure 2]]'', with a further trailer appearing in mid-August detailing other levels. On October 11, 2011, Sega confirmed that ''Sonic Generations'' would also appear on the Steam platform for PC.<br />
<br />
A [[Sonic Generations (demo)|fourteen-day demo]] was released to Xbox 360 and PlayStation 3 consumers on June 23, 2011, the official date of Sonic's 20th anniversary. A second demo was released on October 18 on Xbox Live, October 19 on the European PlayStation Network, and October 25 on the PlayStation Network in North America.<br />
<br />
The original ''[[Sonic the Hedgehog (16-bit)|Sonic the Hedgehog]]'' is included as a bonus game in the Xbox 360 and PS3 versions. [http://www.destructoid.com/original-sonic-game-unlockable-in-sonic-generations-214342.phtml]<br />
<br />
It was recently rediscovered that in 2010, prior to the game's official announcement, an anniversary game was announced for Wii, PlayStation Portable, Nintendo DS, and PlayStation 3, with negotiations for an Xbox 360 version in the works.[http://translate.google.com/translate?js=n&prev=_t&hl=en&ie=UTF-8&layout=2&eotf=1&sl=auto&tl=en&u=http%3A%2F%2Fwww.sonicparadise.net%2F2010%2F10%2Fbomba-sonic-paradise-funcionario-de.html] <!-- TODO: There was some source that rediscovered this recently; find out where. --><br />
<br />
==Gameplay==<br />
The gameplay is split into two separate gameplay styles, separated by the character used.<br />
<br />
The '''Classic''' gameplay style is strictly 2D/2.5D. Sonic controls more like his [[Mega Drive]]/[[Genesis]] counterpart, including his ability to use the [[Spin Dash]] and [[Spin Attack]] to battle enemies.<br />
<br />
The '''Modern''' gameplay style takes place in 3D, with occasional transitions to 2.5D. This gameplay style is akin to that developed in Sonic's more recent titles ''[[Sonic Unleashed]]'' and ''[[Sonic Colors]]'', where you use the [[Sonic Boost]] and the [[Homing Attack]] to advance.<br />
<br />
==Homages to past games==<br />
Each level and boss in ''Sonic Generations'' is reminiscent of one previously appearing in the ''Sonic'' series.<br />
<br />
{| class="prettytable"<br />
|-<br />
! Sonic Generations !! Original !! Game<br />
|-<br />
| class="bottomtempalt" colspan="3" style="text-align:center" | '''Levels'''<br />
|-<br />
| [[Green Hill (Sonic Generations)|Green Hill]] || [[Green Hill Zone]] || ''[[Sonic the Hedgehog (16-bit)|Sonic the Hedgehog]]''<br />
|-<br />
| [[Chemical Plant (Sonic Generations)|Chemical Plant]] || [[Chemical Plant Zone]] || ''[[Sonic the Hedgehog 2 (16-bit)|Sonic the Hedgehog 2]]''<br />
|-<br />
| [[Sky Sanctuary (Sonic Generations)|Sky Sanctuary]] || [[Sky Sanctuary Zone]] || ''[[Sonic & Knuckles]]''<br />
|-<br />
| [[Speed Highway (Sonic Generations)|Speed Highway]] || [[Speed Highway]] || ''[[Sonic Adventure]]''<br />
|-<br />
| [[City Escape (Sonic Generations)|City Escape]] || [[City Escape]] || ''[[Sonic Adventure 2]]''<br />
|-<br />
| [[Seaside Hill (Sonic Generations)|Seaside Hill]] || [[Seaside Hill]] || ''[[Sonic Heroes]]''<br />
|-<br />
| [[Crisis City (Sonic Generations)|Crisis City]] || [[Crisis City]] || ''[[Sonic the Hedgehog (2006)|Sonic the Hedgehog]]''<br />
|-<br />
| [[Rooftop Run (Sonic Generations)|Rooftop Run]] || [[Rooftop Run]] || ''[[Sonic Unleashed]]''<br />
|-<br />
| [[Planet Wisp (Sonic Generations)|Planet Wisp]] || [[Planet Wisp]] || ''[[Sonic Colours]]''<br />
|-<br />
| [[Casino Night Zone (Sonic Generations)|Casino Night Zone]] DLC || [[Casino Night Zone]] || ''[[Sonic the Hedgehog 2 (16-bit)|Sonic the Hedgehog 2]]''<br />
|-<br />
| class="bottomtempalt" colspan="3" style="text-align:center" | '''Bosses'''<br />
|-<br />
| [[Metal Sonic (Sonic Generations Boss)|Metal Sonic]] || [[Metal_Sonic_(Sonic_CD_Boss)|Metal Sonic boss]] || ''[[Sonic CD]]''<br />
|-<br />
| [[Shadow the Hedgehog (Sonic Generations Boss)|Shadow the Hedgehog]] || [[Sonic_VS_Shadow#2nd_Fight|Shadow the Hedgehog]] || ''[[Sonic Adventure 2]]''<br />
|-<br />
| [[Silver the Hedgehog (Sonic Generations Boss)|Silver the Hedgehog]] || [[Sonic_vs._Silver|Silver the Hedgehog]] || ''[[Sonic the Hedgehog (2006)|Sonic the Hedgehog]]''<br />
|-<br />
| [[Death Egg Robot]] || [[Giant Mech]] || ''[[Sonic the Hedgehog 2]]''<br />
|-<br />
| [[Perfect Chaos (Sonic Generations Boss)|Perfect Chaos]] || [[Perfect Chaos|Perfect Chaos]] || ''[[Sonic Adventure]]''<br />
|-<br />
| [[Egg Dragoon (Sonic Generations Boss)|Egg Dragoon]] || [[Egg Dragoon]] || ''[[Sonic Unleashed]]''<br />
|}<br />
<br />
==Voice actors==<br />
{| class="prettytable"<br />
|-<br />
! Role<br />
! English Voice Actor<br />
! Japanese Voice Actor<br />
! French Voice Actor<br />
! Italian Voice Actor<br />
! German Voice Actor<br />
! Spanish Voice Actor<br />
|-<br />
| [[Sonic the Hedgehog]]<br />
| [[Roger Craig Smith]]<br />
| [[Junichi Kanemaru]]<br />
| [[Alexandre Gillet]]<br />
| [[Renato Novara]]<br />
| [[Marc Stachel]]<br />
| [[Jonathan López]]<br />
|-<br />
| [[Miles "Tails" Prower]] <br />
| [[Kate Higgins]]<br />
| [[Ryo Hirohashi]]<br />
| [[Marie-Eugénie Maréchal]]<br />
| [[Benedetta Ponticelli]]<br />
| [[Anke Kortemeier]]<br />
| [[Graciela Molina]]<br />
|-<br />
| [[Miles "Tails" Prower]] (Classic)<br />
| [[Kate Higgins]]<br />
| [[Takuto Yoshinaga]]<br />
| [[Marie-Eugénie Maréchal]]<br />
| [[Benedetta Ponticelli]]<br />
| [[Anke Kortemeier]]<br />
| [[Graciela Molina]]<br />
|-<br />
| [[Dr. Eggman]]<br />
| [[Mike Pollock]]<br />
| [[Chikao Ōtsuka]]<br />
| [[Marc Bretonnière]]<br />
| [[Aldo Stella]]<br />
| [[Hartmut Neugebauer]]<br />
| [[Francesc Belda]]<br />
|-<br />
| [[Knuckles the Echidna]] <br />
| [[Kent Hampton]]<br />
| [[Nobutoshi Canna]]<br />
| [[Sébastien Desjours]]<br />
| [[Maurizio Merluzzo]]<br />
| [[Claus Peter Damitz]]<br />
| [[Oscar Muñoz]]<br />
|-<br />
| [[Amy Rose]]<br />
| [[Cindy Robinson]]<br />
| [[Taeko Kawata]]<br />
| [[Naïké Fauveau]]<br />
| [[Serena Clerici]]<br />
| [[Shandra Schadt]]<br />
| [[Meritxell Ribera]]<br />
|-<br />
| [[Shadow the Hedgehog]] <br />
| [[Kirk Thornton]]<br />
| [[Kouji Yusa]]<br />
| [[Benoit Du Pac]]<br />
| [[Riccardo Lombardo]]<br />
| [[Klaus Lochtove]]<br />
| [[Manel Gimeno]]<br />
|-<br />
| [[Blaze the Cat]]<br />
| [[Laura Bailey]]<br />
| [[Nao Takamori]]<br />
| [[Delphine Braillon]]<br />
| [[Tania De Domenico]]<br />
| [[Greta Gallisch]]<br />
| [[Carme Ambrós]]<br />
|-<br />
| [[Silver the Hedgehog]] <br />
| [[Derek Allen]]<br />
| [[Daisuke Ono]]<br />
| [[Hérvé Grull]]<br />
| [[Davide Albano]]<br />
| [[Roland Wolf]]<br />
| [[Angel de Gracia]]<br />
|-<br />
| [[Cream the Rabbit]]<br />
| [[Michelle Ruff]]<br />
| [[Sayaka Aoki]]<br />
| [[Marie Millet]]<br />
| [[Alice Bongiorni]]<br />
| [[Nicole Hannak]]<br />
| [[Jenny Rey]]<br />
|-<br />
| [[Rouge the Bat]]<br />
| [[Karen Strassman]]<br />
| [[Rumi Ochiai]]<br />
| [[Marie Lenoir]]<br />
| [[Jasmine Laurenti]]<br />
| [[Marianne Graffam]]<br />
| [[Ana Vidal]]<br />
|-<br />
| [[Vector the Crocodile]]<br />
| [[David Keefer]]<br />
| [[Kenta Miyake]]<br />
| [[Philippe Roullier]]<br />
| [[Diego Sabre]]<br />
| [[Andi Krösing]]<br />
| [[Alfonso Vallés]]<br />
|-<br />
| [[Espio the Chameleon]]<br />
| [[Troy Baker]]<br />
| [[Yuki Masuda]]<br />
| [[Antoine Nouel]]<br />
| [[Silvio Pandolfi]]<br />
| [[Andreas Hofer]]<br />
| [[Daniel Albiach]]<br />
|-<br />
| [[Charmy Bee]] <br />
| [[Maggie O'Connor]]<br />
| [[Youko Teppouzuka]]<br />
| [[Marie Millet]]<br />
| [[Emanuela Pacotto]]<br />
| [[Luisa Witzorek]]<br />
| [[Graciela Molina]]<br />
|-<br />
| [[Omochao]]<br />
| [[Laura Bailey]]<br />
| [[Etsuko Kozakura]]<br />
| [[Delphine Braillon]]<br />
| [[Sabrina Bonfitto]]<br />
| [[Tabea Börner]]<br />
| [[Sofía García]]<br />
|-<br />
| [[Wisp]] Power Announcer<br />
| [[Roger Craig Smith]]<br />
| [[Fumihiko Tachiki]]<br />
| [[Roger Craig Smith]]<br />
| [[Roger Craig Smith]]<br />
| [[Roger Craig Smith]]<br />
| [[Roger Craig Smith]]<br />
|}<br />
<br />
==Resources==<br />
===Sales Data===<br />
NOTE: The following data includes the sales of 3DS handheld version of the game in addition to sales of the PS3, 360, and PC console versions of the game.<br />
{| class="prettytable"<br />
|-<br />
! Number of copies sold<br />
! Sega IR Reference<br />
! Platforms<br />
! Regions<br />
! Cumulative sales total<br />
|-<br />
| 1,630,000<br />
| [http://segaretro.org/index.php?title=File%3AIR_EN_2012-02-03.pdf&page=6 FY2012 3rd Quarter Results]<br />
| PS3/360/3DS/PC<br />
| US/EU/JP<br />
| 1,630,000<br />
|-<br />
| 220,000<br />
| [https://www.segasammy.co.jp/english/ir/library/pdf/settlement/2012/20120203_tanshin_hosoku_final_e.pdf FY2012 Full Year Results]<br />
| "<br />
| "<br />
| '''1,850,000'''<br />
|-<br />
|}<br />
<br />
===Physical scans===<br />
====PlayStation 3 version====<br />
{{ratings<br />
| icon=PS3<br />
| 3djuegos=84<br />
| 3djuegos_source=''[http://www.3djuegos.com/juegos/analisis/11064/0/sonic-generations/ 3DJuegos]''<br />
| 4players=82<br />
| 4players_source=''[http://www.4players.de/4players.php/dispbericht_fazit/Allgemein/Test/Fazit_Wertung/Allgemein/26733/73407/Sonic_Generations.html 4Players]''<br />
| cvg=75<br />
| cvg_source=''[https://web.archive.org/web/20111102162300/www.computerandvideogames.com/324315/reviewssonic-generations-review/?page=2 CVG]''<br />
| edge=50<br />
| edge_source=''[https://web.archive.org/web/20111104060208/http://www.next-gen.biz/reviews/sonic-generations-review Edge]''<br />
| famitsu=90<br />
| famitsu_1=90<br />
| famitsu_2=90<br />
| famitsu_3=80<br />
| famitsu_source=''[http://www.1up.com/news/japan-review-check-mario-kart Famitsu]''<br />
| gamesmaster=84<br />
| gamesmaster_source={{num|245|page=64}}<br />
| gi=68<br />
| gi_source=''[http://www.gameinformer.com/games/sonic_generations/b/xbox360/archive/2011/10/31/sonic-generations-review-a-suffering-hedgehog-s-life-flashes-before-his-eyes.aspx Game Informer]''<br />
| ign=85<br />
| ign_source=''[http://ign.com/articles/2011/10/28/sonic-generations-review?page=2 IGN]''<br />
| palgn=95<br />
| palgn_source=''[https://web.archive.org/web/20111104063116/palgn.com.au/playstation-3/19871/sonic-generations-review/ PALGN]''<br />
| psu=95<br />
| psu_source=''[https://web.archive.org/web/20120130025856/www.psu.com/Sonic-Generations-Review--a014190-p0.php PSU]''<br />
| powersonic=100<br />
| powersonic_source=''[http://www.powersonic.com.br/games/novos/sonic_generations.htm Power Sonic]''<br />
| vandal=85<br />
| vandal_source=''[http://www.vandal.net/analisis/ps3/sonic-generations/14249 Vandal]''<br />
| worthplaying=91<br />
| worthplaying_source=''[http://worthplaying.com/article/2011/11/28/reviews/84276/ November 28, 2011]''<br />
}}<br />
{{Scanbox<br />
| console=PlayStation 3<br />
| region=US<br />
| front=Sonic-Generations-PS3-box-art.jpg<br />
| disc=Sonic-Generations-PS3-disc.jpg<br />
| manual=<br />
}}{{Scanbox<br />
| console=PlayStation 3<br />
| region=JP<br />
| front=Generations PS3 JP cover.jpg<br />
}}{{Scanbox<br />
| console=PlayStation 3<br />
| region=EU (Collectors' Edition)<br />
| item1=Sonic_Generations_CE_PS3_EU_cover.jpg<br />
| item1name=Complete Package<br />
}}<br />
{{scanbox<br />
| console=PlayStation 3<br />
| region=DE<br />
| front=SonicGenerations PS3 DE cover.jpg<br />
}}{{scanbox<br />
| console=PlayStation 3<br />
| region=KR<br />
| front=GenerationKR.jpg<br />
}}{{Scanbox<br />
| console=PlayStation 3<br />
| region=AU<br />
| cover=Sonic Generations PS3 AU Box.jpg<br />
| disc=Sonic Generations PS3 AU Disc.jpg<br />
| item1=Sonic Generations PS3 AU Box Special.jpg<br />
| item1name=Lenticular Cover<br />
}}<br />
{{scanbox<br />
| console=PlayStation 3<br />
| region=MX (Favoritos)<br />
| cover=<br />
}}<br />
{{scanbox<br />
| console=PlayStation 3<br />
| region=BR (Favoritos)<br />
| cover=SonicGenerations PS3 BR Box Favoritos.jpg<br />
}}<br />
{{clear}}<br />
<br />
====Xbox 360 version====<br />
{{ratings<br />
| icon=360<br />
| 360=80<br />
| 360_source={{num|92|page=88/89}}<br />
| 3djuegos=84<br />
| 3djuegos_source=''[http://www.3djuegos.com/juegos/analisis/11065/0/sonic-generations/ 3DJuegos]''<br />
| 4players=83<br />
| 4players_source=''[http://www.4players.de/4players.php/dispbericht_fazit/Allgemein/Test/Fazit_Wertung/Allgemein/26733/73407/Sonic_Generations.html 4Players]''<br />
| cvg=75<br />
| cvg_source=''[https://web.archive.org/web/20111102162300/www.computerandvideogames.com/324315/reviewssonic-generations-review/?page=2 CVG]''<br />
| famitsu=90<br />
| famitsu_1=90<br />
| famitsu_2=90<br />
| famitsu_3=80<br />
| famitsu_source=''[http://nintendoeverything.com/complete-famitsu-review-scores-18/ Famitsu]''<br />
| famitsu360=80<br />
| famitsu360_source=''[http://www.famitsu.com/cominy/?m=pc&a=page_h_title&title_id=21052 January 2012]''<br />
| gi=68<br />
| gi_source=''[http://www.gameinformer.com/games/sonic_generations/b/xbox360/archive/2011/10/31/sonic-generations-review-a-suffering-hedgehog-s-life-flashes-before-his-eyes.aspx Game Informer]''<br />
| ign=85<br />
| ign_source=''[http://ign.com/games/sonic-generations/xbox-360-105581 IGN]''<br />
| justpushstart=90<br />
| justpushstart_source=''[http://www.justpushstart.com/2011/11/sonic-generations-review/ November 2, 2011]''<br />
| powersonic=100<br />
| powersonic_source=''[http://www.powersonic.com.br/games/novos/sonic_generations.htm Power Sonic]''<br />
| vandal=85<br />
| vandal_source=''[http://www.vandal.net/analisis/x360/sonic-generations/14250 Vandal]''<br />
| worthplaying=91<br />
| worthplaying_source=''[http://worthplaying.com/article/2011/11/28/reviews/84276/ November 28, 2011]''<br />
}}<br />
{{Scanbox<br />
| console=Xbox 360<br />
| region=US<br />
| front=Sonic-Generations-360-box-art.jpg<br />
| disc=<br />
| manual=<br />
}}{{Scanbox<br />
| console=Xbox 360<br />
| region=JP<br />
| front=Generations 360 JP cover.jpg<br />
}}{{Scanbox<br />
| console=Xbox 360<br />
| region=EU<br />
| front=Sonic Generations 360 EU cover.jpg<br />
| disc=<br />
| manual=<br />
}}{{Scanbox<br />
| console=Xbox 360<br />
| region=EU<br />
| front=Generations-360-eu-cover-complete.jpg<br />
| disc=Generations-360-eu-disc.jpg<br />
| manual=<br />
}}{{Scanbox<br />
| console=Xbox 360<br />
| region=EU (Collectors' Edition)<br />
| item1=Sonic_Generations_CE_360_EU_cover.jpg<br />
| item1name=Complete Package<br />
}}<br />
{{scanbox<br />
| console=Xbox 360<br />
| region=DE<br />
| front=SonicGenerations 360 DE cover.jpg<br />
}}<br />
{{scanbox<br />
| console=Xbox 360<br />
| region=KR<br />
| front=GenerationXboxkr.jpg<br />
| disc=<br />
| manual=<br />
}}<br />
<br />
=====Promotional Materials=====<br />
<gallery><br />
File:Limitededtion.jpg|Korean Limited Edition flyer<br />
<gallery><br />
Sonic Generations Japanese commercial.mp4|Japanese TV advert<br />
</gallery><br />
<br />
====PC version====<br />
{{ratings<br />
| icon=PC<br />
| 3djuegos=83<br />
| 3djuegos_source=''[http://www.3djuegos.com/juegos/analisis/11335/0/sonic-generations/ 3DJuegos]''<br />
| 4players=84<br />
| 4players_source=''[http://www.4players.de/4players.php/dispbericht_fazit/Allgemein/Test/Fazit_Wertung/Allgemein/26733/73407/Sonic_Generations.html 4Players]''<br />
| gamepro=80<br />
| gamepro_source=''[http://www.pcworld.com/article/243730/review_sonic_generations_is_great_for_old_and_new_fans_alike.html#gpr GamePro]''<br />
| ign=85<br />
| ign_source=''[http://ign.com/games/sonic-generations/pc-119890 IGN]''<br />
| powersonic=100<br />
| powersonic_source=''[http://www.powersonic.com.br/games/novos/sonic_generations.htm Power Sonic]''<br />
}}<br />
{{Scanbox<br />
| console=PC<br />
| region=EU<br />
| front=Generations-PCDVDbox.jpg<br />
| disc=<br />
| manual=<br />
}}<br />
<br />
===Artwork===<br />
<gallery><br />
File:Sonic Generations Logo.jpg<br />
SonicGenerations logo bw.svg<br />
File:SG modern and classic.png<br />
File:SG classic.png<br />
File:SG modern.png<br />
File:SG modern and classic Tails.png<br />
File:SG classic Tails.png<br />
File:SG modern Tails.png<br />
File:SG MetalSonic.png<br />
File:MEggmanGenerations.jpg<br />
File:GenerationsShadow.jpg<br />
File:Generations TimeEater.png<br />
File:Generations DE boss.png<br />
File:Generations eggdragoon.png<br />
File:Generations perfectchaos.png<br />
File:SonicGenerations comicstrip.jpg<br />
</gallery><br />
<br />
====20th Anniversary artwork====<br />
<gallery><br />
File:20th JP.png<br />
File:20th logo.png<br />
File:20th logo bw.png<br />
File:20th wallpaper.png<br />
File:20th poster.jpg<br />
File:20th banner.jpg<br />
File:Sonic-20th-anniversary-steelbook.jpeg<br />
</gallery><br />
<br />
===Early screenshots===<br />
<gallery><br />
File:Sonic generations 1.jpg<br />
File:Sonic generations 2.jpg<br />
File:Sonic generations 3.jpg<br />
File:Sonic generations 4.jpg<br />
File:Sonic generations 5.jpg<br />
File:Sonic generations 6.jpg<br />
File:Sonic generations 7.jpg<br />
File:Sonic generations 8.jpg<br />
File:Sonic generations 9.jpg<br />
File:Sonic generations 10.jpg<br />
File:Sonic generations 11.jpg<br />
File:Sonic generations 12.jpg<br />
File:Sonic generations 13.jpg<br />
File:Sonic generations 14.jpg<br />
File:Sonic generations 15.jpg<br />
</gallery><br />
<br />
==External links==<br />
* Sega of Japan catalogue pages: [https://web.archive.org/web/*/http://sega.jp/ps3/sonicg_w/ PlayStation 3], [https://web.archive.org/web/*/http://sega.jp/x/sonicg_w/ Xbox 360]<br />
* ''{{PAGENAME}}'' on PlayStation.com: [http://www.jp.playstation.com/software/title/bljm60334.html JP], [https://www.playstation.com/en-us/games/sonic-generations-ps3/ US], [https://www.playstation.com/en-gb/games/sonic-generations-ps3/ UK], [http://www.playstation.co.kr/game/2481 KR]<br />
* ''{{PAGENAME}}'' on PlayStation Store: [https://store.playstation.com/#!/ja-jp/%e3%82%b2%e3%83%bc%e3%83%a0/%e3%82%bd%e3%83%8b%e3%83%83%e3%82%af-%e3%82%b8%e3%82%a7%e3%83%8d%e3%83%ac%e3%83%bc%e3%82%b7%e3%83%a7%e3%83%b3%e3%82%ba-%e7%99%bd%e3%81%ae%e6%99%82%e7%a9%ba/cid=JP0177-BLJM60334_00-PARENT0000000000 JP], [https://store.playstation.com/#!/en-us/games/sonic-generations/cid=UP0177-NPUB30715_00-SONICGENPSNDL001 US], [https://store.playstation.com/#!/en-gb/games/sonic-generations/cid=EP0177-NPEB00813_00-SONICGENPSN00001 UK], [https://store.playstation.com/#!/en-au/games/sonic-generations/cid=EP0177-NPEB00813_00-SONICGENPSN00001 AU], [https://store.playstation.com/#!/ko-kr/%ea%b2%8c%ec%9e%84/sonic-generations/cid=UP0177-BLAS50405_00-ASIAPARENT000000 KR]<br />
*English:<br />
**[http://www.sega.com/games/?g=7281&v=3597 Sega Game Page]<br />
**[http://blogs.sega.com/usa/2011/04/18/celebrate-20-years-of-sonic-with-sonic-generations Sega Blog Announcement]<br />
**[http://www.youtube.com/watch?v=gc2UTg9SJQ4&feature=player_embedded Teaser Trailer]<br />
**[http://www.youtube.com/watch?v=tV1Osnkr5Nc Official Gameplay Trailer]<br />
**[http://www.youtube.com/watch?v=hz8P5DDToEQ&feature=player_embedded Translated Interview with Takashi Iizuka]<br />
**[http://www.sega.com/sonicgenerations/ Game Homepage]<br />
*Japanese:<br />
**[http://sonic.sega.jp/SonicGenerations/ Game Homepage]<br />
**[http://sonic.sega.jp/20th/ Sonic 20th Anniversary Homepage]<br />
<br />
==References==<br />
<references/><br />
<br />
{{SonicGenerationsOmni}}<br />
{{SonicPS3games}}<br />
{{Sonic360games}}<br />
{{SonicSteamGames}}<br />
{{SonicWindowsGames}}<br />
<br />
[[Category:Xbox 360 games]]<br />
[[Category:PlayStation 3 games]]<br />
[[Category:PC games]]<br />
[[Category:Steam games]]</div>PikaSamushttps://info.sonicretro.org/index.php?title=Zaririn&diff=230733Zaririn2017-06-20T20:01:34Z<p>PikaSamus: </p>
<hr />
<div>[[File:Zaririn Badnik.PNG|thumb|A Zaririn in-game]]<br />
[[File:Zaririn.PNG|thumb|Artwork of a Zaririn]]<br />
'''Zaririn''' is a variety of [[badnik]] created by [[Dr. Ivo "Eggman" Robotnik]], encountered by [[Sonic]] in the waters of [[Aqua Lake Zone]] in ''[[Sonic the Hedgehog 2 (8-bit)]]''. Resembling robotic lobsters, Zaririn models have no proactive offense; they simply swim back and forth, damaging Sonic if he bumps into them - although they tend to back up when they initially sight the hedgehog. Zaririns are easily dispatched by a [[spin jump]].<br />
<br />
Like other robots in 8-bit Sonic games, no [[animal friends]] pop out of Zaririns when they are destroyed. Whether these badniks canonically don't contain organic batteries, or the escaping critters simply weren't shown due to programming limitations, is not known.<br />
<br />
Zaririn is very similar to (and essentially the 8-bit version of) the [[Taga-Taga]] badnik from ''[[Sonic CD]]'', though lacking the latter's speed or spike attack.<br />
<br />
{{S2GGOmni|2}}<br />
[[Category:Sonic the Hedgehog 2 (8-bit) enemies]]</div>PikaSamushttps://info.sonicretro.org/index.php?title=Eggman_Empire&diff=230732Eggman Empire2017-06-20T19:59:33Z<p>PikaSamus: </p>
<hr />
<div>[[File:Eggman logo.svg|right|300px]]<br />
<br />
The '''Eggman Empire''', used interchangeably with '''Eggmanland''', '''Robotnikland''', and '''Robotnik Empire'''<!--while the term Robotnik Empire is not spoken aloud in Sonic Adventure 2, it is shown on the screen which he makes the announcement-->, is a concept which often crops up amidst the crazed ravings of [[Sonic]]'s arch-nemesis and resident evil genius, [[Doctor Ivo "Eggman" Robotnik]]. Its meaning often seems to shift wildly depending on translation, continuity, and Eggman's mood at the time, but in general, the Eggman Empire refers to territory in [[Sonic's world]] that's been taken over by the fat scientist and his [[Eggman's robots|robotic servants]].<br />
<br />
Before ''[[Sonic Adventure]]'' began injecting a more concrete plot into the Sonic continuity, Eggman's precise motivation for all the [[robotization]] he kept committing was never entirely spelled out in-game. However, in the 3D era, the fat man's dreams of global empire became more blatant - notably in ''[[Sonic Adventure 2]]'', when he declared as much to the entire world after firing the [[Eclipse Cannon]]. So this sense the Eggman Empire can also refer not to the territory Eggman ''has'', but to the imagined territory he ''wants'' - an entire planet totally under his control.<br />
<br />
Levels set inside into Eggman's [[factory cliché|factory-cities]] in the early games - [[Scrap Brain Zone]], [[Metropolis Zone|Metropolis]] - give a preview of what the Eggman Empire might be like. The area closest to Eggman's imagined dystopia seems to be ''[[Sonic Unleashed]]'s'' [[Eggmanland]] stage; a crazed carnival-factory, chock full of egomaniacal statues depicting the scientist.<br />
<br />
[[Category:Locations]]</div>PikaSamushttps://info.sonicretro.org/index.php?title=Fire_Shield&diff=230567Fire Shield2017-06-10T23:05:57Z<p>PikaSamus: </p>
<hr />
<div>[[File:Fire_Shield_Icon.png|Fire Shiled icon in Sonic Generations]]<br />
The '''Fire Shield''' or '''Flame Shield''' is a power-up first introduced in ''[[Sonic the Hedgehog 3]]''. It is a variant of the standard [[Shield]], and like most other [[:Category:Items|items]] is found inside [[monitor]]s during gameplay. In addition to serving as a one-hit barrier against damage / life loss, the Fire Shield makes its lucky possessor invulnerable to fire-based attacks, allowing them to stroll across boiling lava and take flamethrowers to the face with a complete absence of concern.<br />
<br />
While all variants of this shield prevent fire damage, its initial incarnation in ''[[Sonic the Hedgehog 3]]'' (and, by extension, ''[[Sonic & Knuckles]]'' and ''[[Sonic 3 & Knuckles]]'') is lost if the character goes underwater; and when used by [[Sonic the Hedgehog|Sonic]] replaces his [[Insta-Shield]] double-jump move with a rapid horizontal fireball attack, allowing him to blast forwards at a high speed and break any objects that a [[Spin Dash]] can. ''[[Sonic 3D]]'' had a Fire Shield, but no water to lose it in and no double-jump attack for it. In ''[[Shadow the Hedgehog (game)|Shadow the Hedgehog]]'', the Fire Shield causes minor damage to any enemy that pierces it. It returned in a few missions in ''[[Sonic Generations]]'' with its dash attack and fire protection intact. It can be bought in the skill shop and if the skill is active, can be equipped at any time for classic Sonic by pressing Y.<br />
<br />
The Fire Shield appears in [[Sonic the Hedgehog (2013 game)|iOS/Android remake of the original game]] if you set "Items" to "S1+S3" or "S2+S3" in the Level Select menu (or place a Fire Shield monitor in [[sega:debug mode|debug mode]]). It behaves exactly as it does in ''Sonic 3 & Knuckles'', including the fireball dash and disappearing when it touches water.<br />
<br />
Other variants of the [[Shield|basic shield]] include the [[Lightning Shield]], [[Water Shield]], and [[Gold Shield]].<br />
<br />
An item similar to the Fire Shield appears in the 2010 game ''[[Sonic Colours]]'', in the form of the red [[Wisp]].<br />
<br />
An item appears again in Sonic Generations unlockable as skill for Classic Sonic and functions as in [[Sonic 3 & Knuckles]], to defend from the fire.<br />
<br />
It appears again in [[Sonic Lost World]] with the same function as the previous games.<br />
<br />
The Fire Shield appears again in ''[[Sonic Mania]]'' in where it can burn down bridges in the second act of Green Hill Zone. The Fire Shield also has the added ability in ''[[Sonic Mania]]'' to act as a homing attack, possibly a reference to the [[Gold Shield]], when in close proximity of Badniks.<br />
<br />
<gallery><br />
File:Sonic3kmonitors.png|Fire Shield [[monitor]] (to Sonic's left) in ''[[Sonic & Knuckles]]''<br />
File:Fire shield.png|Active Fire Shield in ''[[Sonic the Hedgehog 3]]''<br />
File:S3d fire shield.png|Allowing [[Sonic the Hedgehog|Sonic]] to walk on lava in ''[[Sonic 3D: Flickies' Island|Sonic 3D]]''<br />
File:Fire_Shield_in_Sonic_Generations.jpg|Fire Shield used for Classic Sonic in ''[[Sonic Generations]]''<br />
File:Flame_Shield_Sonic_Lost_World.png|Fire Shield in [[Desert Ruins]] in ''[[Sonic Lost World|Sonic Lost World 3DS version]]''<br />
File:Burn_bridge.jpg|[[Sonic the Hedgehog|Sonic]] burns a bridge using a Fire Shield in [[Green Hill Zone|Green Hill Zone Act 2]] of ''[[Sonic Mania]]''.<br />
</gallery><br />
<br />
[[Category:Items]]</div>PikaSamushttps://info.sonicretro.org/index.php?title=Flame_Shield&diff=230566Flame Shield2017-06-10T19:48:08Z<p>PikaSamus: Redirected page to Fire Shield</p>
<hr />
<div>#REDIRECT [[Fire Shield]]</div>PikaSamushttps://info.sonicretro.org/index.php?title=Aqua_Shield&diff=230565Aqua Shield2017-06-10T19:47:57Z<p>PikaSamus: Redirected page to Water Shield</p>
<hr />
<div>#REDIRECT [[Water Shield]]</div>PikaSamus