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Sonic Retro - User contributions [en]
2024-03-28T15:27:00Z
User contributions
MediaWiki 1.30.2
https://info.sonicretro.org/index.php?title=File:Sonic_Advance_%26_Pinball_Party_Combo_Pack_Manual.pdf&diff=323585
File:Sonic Advance & Pinball Party Combo Pack Manual.pdf
2021-03-15T02:47:24Z
<p>Scarred Sun: Scarred Sun uploaded a new version of File:Sonic Advance & Pinball Party Combo Pack Manual.pdf</p>
<hr />
<div>{{manual|game=2 Games in 1 Sonic Advance and Sonic Pinball Party Manual|region=US|system=GBA}}</div>
Scarred Sun
https://info.sonicretro.org/index.php?title=Template:SonicArcadeGames&diff=316082
Template:SonicArcadeGames
2020-12-12T22:43:33Z
<p>Scarred Sun: </p>
<hr />
<div>{{nav<br />
| icon={{Arcade|L}}<br />
| 1991=''[[Waku Waku Sonic Patrol Car]]''<br />
| 1993=''[[Sonic the Hedgehog (arcade game)|Sonic the Hedgehog]]'' {{!}} ''[[Waku Waku SegaSonic Cosmo Fighter]]'' {{!}} ''[[Sonic the Hedgehog 2 (arcade game)|Sonic the Hedgehog 2]]'' {{!}} ''[[SegaSonic the Hedgehog]]''<br />
| 1996=''[[Sonic the Fighters]]''<br />
| 2011=''[[Sonic & Sega All-Stars Racing]]''<br />
| 2020=''[[Mario & Sonic at the Olympic Games Tokyo 2020 - Arcade Edition]]''<br />
| prototypes=''[[SegaSonic the Hedgehog (revision A)]]''<br />
| unreleased=''[[SegaSonic Bros.]]'' {{!}} ''[[Sonic Ride]]'' {{!}} ''[[Pre-May 1993 Sonic arcade games]]'' <br />
}}<br />
{{nav<br />
| icon=<div style="transform:scalex(-1)">{{Arcade|L}}</div><br />
| 1992=''[[UFO Mini: SegaSonic]]''<br />
| 1993=''[[Sonic the Hedgehog (redemption game)|Sonic the Hedgehog]]'' {{!}} ''[[SegaSonic Popcorn Shop]]''<br />
| 1994=''[[Sonic's Space Tours]]''<br />
| 1997=''[[Sonic the Hedgehog (AWP game)|Sonic the Hedgehog AWP]]''<br />
| 2002=''[[Sonic & Tails Spinner]]''<br />
| 2003=''[[CR Sonic]]''<br />
| 2007=''[[Sonic Spinner]]''<br />
| 2008=''[[Sonic Live!]]''<br />
}}<noinclude><br />
[[Category:Navigational templates (games)]]</noinclude></div>
Scarred Sun
https://info.sonicretro.org/index.php?title=SegaSonic_Cosmo_Fighter&diff=316081
SegaSonic Cosmo Fighter
2020-12-12T22:42:44Z
<p>Scarred Sun: </p>
<hr />
<div>{{Bob<br />
| bobscreen=SegaSonicCosmoFighter_TitleScreen.png<br />
| screenwidth=320px<br />
| publisher=[[Sega]]<br />
| developer=[[Sega AM1]]<br />
| system=[[sega:Sega System C|Sega System C2]]<br />
| players=1<br />
|releases=<br />
{{release|Arcade|JP|1993-04-25 (Release)<br>1993-05-11 (Operation)}}<br />
| genre=Shoot 'em Up<br />
}}<br />
'''''Waku Waku SegaSonic Cosmo Fighter''''' (セガソニック・コスモ・ファイター) (or '''''SegaSonic Cosmo Fighter Galaxy Patrol''''') is a 1993 children's ride that features [[Sonic the Hedgehog]] as he fights enemies in space which appear on the monitor inside the ride. The goal is to try to rescue Sonic's friends ([[Flicky]] and the gang) from [[Doctor Eggman]]. The game is a shoot-'em-up shown from a top-down perspective.<br />
<br />
On February 5, 2017, the Dumping Union received a PCB of the game from an anonymous donator. Consequently, it was dumped in celebration of MAME's 20th Anniversary Party and is now supported by MAME.<ref>http://www.mameworld.info/ubbthreads/showflat.php?Number=363236</ref><br />
<br />
==Gameplay==<br />
[[File:SegaSonicCosmoFighter_Gameplay.png|thumb|right|200px|Gameplay screenshot.]]<br />
There are two buttons on the cabinet: one for firing the player's weapons and one for equipping the ship with rocket fists. There is also a lever labeled "SPEED UP" which tilts the entire cabinet. Using the joystick will also tilt the cabinet.<br />
<br />
After inserting ¥100, Sonic summarizes to the player that his [[animals|animal friends]] from the space station are being targeted by Eggman and that he will go into space to rescue them. He then jumps into a red spaceship, which is then launched into space. Right after that, Eggman appears in a small space pod to deploy bombs and obstacles at Sonic. The player must pursue Eggman while shooting everything that comes their way to earn stars. After reaching the space station, Eggman will begin to attack Sonic directly by attempting to ram his pod into the spaceship. The player must keep avoiding his attacks and shooting back. After enough damage is dealt, Eggman will pull back and outfit his pod with a green spaceship with arms. The player must destroy the arms, followed by the mech's head to finish off Eggman.<br />
<br />
If the player manages to defeat Eggman, the game ends with Sonic's mission to save the animals becoming a success, with Sonic telling the player that peace in space has been protected thanks to them, but adding that Eggman might come attacking again, then asking the player to come fight alongside him as well. Depending on how well the player did, the ride rewards them with a rating from one to five stars.<br />
<br />
==Voice actors==<br />
{| class="prettytable" border=1<br />
|-<br />
! Role<br />
! Voice Actor<br />
|-<br />
|[[Sonic the Hedgehog]]<br />
|[[Takeshi Kusao]]<br />
|-<br />
|[[Dr. Eggman]]<br />
|Masaharu Satō<br />
|}<br />
<br />
==Resources==<br />
<gallery><br />
File:CosmoFighterFull.jpg|Full Cabinet<br />
Image:CosmoFighterMonitor.jpg|Monitor<br />
Image:CosmoFighterControls.jpg|Controls<br />
</gallery><br />
<br />
==External Links==<br />
*[http://www.youtube.com/watch?v=sEm0368lFeM Gameplay footage]<br />
<br />
==References==<br />
<references/><br />
<br />
{{SonicArcadeGames}}<br />
<br />
[[Category:Arcade games]]</div>
Scarred Sun
https://info.sonicretro.org/index.php?title=SegaSonic_Cosmo_Fighter&diff=316079
SegaSonic Cosmo Fighter
2020-12-12T22:41:43Z
<p>Scarred Sun: Scarred Sun moved page SegaSonic Cosmo Fighter to Waku Waku SegaSonic Cosmo Fighter</p>
<hr />
<div>{{Bob<br />
| bobscreen=SegaSonicCosmoFighter_TitleScreen.png<br />
| screenwidth=320px<br />
| publisher=[[Sega]]<br />
| developer=[[Sega AM1]]<br />
| system=[[sega:Sega System C|Sega System C2]]<br />
| players=1<br />
|releases=<br />
{{release|Arcade|JP|1993-04-25 (Release)<br>1993-05-11 (Operation)}}<br />
| genre=Shoot 'em Up<br />
}}<br />
'''''SegaSonic Cosmo Fighter''''' (セガソニック・コスモ・ファイター) (or '''''SegaSonic Cosmo Fighter Galaxy Patrol''''') is a 1993 children's ride that features [[Sonic the Hedgehog]] as he fights enemies in space which appear on the monitor inside the ride. The goal is to try to rescue Sonic's friends ([[Flicky]] and the gang) from [[Doctor Eggman]]. The game is a shoot-'em-up shown from a top-down perspective.<br />
<br />
On February 5, 2017, the Dumping Union received a PCB of the game from an anonymous donator. Consequently, it was dumped in celebration of MAME's 20th Anniversary Party and is now supported by MAME.<ref>http://www.mameworld.info/ubbthreads/showflat.php?Number=363236</ref><br />
<br />
==Gameplay==<br />
[[File:SegaSonicCosmoFighter_Gameplay.png|thumb|right|200px|Gameplay screenshot.]]<br />
There are two buttons on the cabinet: one for firing the player's weapons and one for equipping the ship with rocket fists. There is also a lever labeled "SPEED UP" which tilts the entire cabinet. Using the joystick will also tilt the cabinet.<br />
<br />
After inserting ¥100, Sonic summarizes to the player that his [[animals|animal friends]] from the space station are being targeted by Eggman and that he will go into space to rescue them. He then jumps into a red spaceship, which is then launched into space. Right after that, Eggman appears in a small space pod to deploy bombs and obstacles at Sonic. The player must pursue Eggman while shooting everything that comes their way to earn stars. After reaching the space station, Eggman will begin to attack Sonic directly by attempting to ram his pod into the spaceship. The player must keep avoiding his attacks and shooting back. After enough damage is dealt, Eggman will pull back and outfit his pod with a green spaceship with arms. The player must destroy the arms, followed by the mech's head to finish off Eggman.<br />
<br />
If the player manages to defeat Eggman, the game ends with Sonic's mission to save the animals becoming a success, with Sonic telling the player that peace in space has been protected thanks to them, but adding that Eggman might come attacking again, then asking the player to come fight alongside him as well. Depending on how well the player did, the ride rewards them with a rating from one to five stars.<br />
<br />
==Voice actors==<br />
{| class="prettytable" border=1<br />
|-<br />
! Role<br />
! Voice Actor<br />
|-<br />
|[[Sonic the Hedgehog]]<br />
|[[Takeshi Kusao]]<br />
|-<br />
|[[Dr. Eggman]]<br />
|Masaharu Satō<br />
|}<br />
<br />
==Resources==<br />
<gallery><br />
File:CosmoFighterFull.jpg|Full Cabinet<br />
Image:CosmoFighterMonitor.jpg|Monitor<br />
Image:CosmoFighterControls.jpg|Controls<br />
</gallery><br />
<br />
==External Links==<br />
*[http://www.youtube.com/watch?v=sEm0368lFeM Gameplay footage]<br />
<br />
==References==<br />
<references/><br />
<br />
{{SonicArcadeGames}}<br />
<br />
[[Category:Arcade games]]</div>
Scarred Sun
https://info.sonicretro.org/index.php?title=File:Sonic3UK_MD_EU_cover.jpg&diff=315477
File:Sonic3UK MD EU cover.jpg
2020-11-08T00:39:30Z
<p>Scarred Sun: </p>
<hr />
<div>{{MDBox|UK|quality=good}}</div>
Scarred Sun
https://info.sonicretro.org/index.php?title=File:Sgc_ps2_jp_disc.jpg&diff=315476
File:Sgc ps2 jp disc.jpg
2020-11-08T00:16:57Z
<p>Scarred Sun: </p>
<hr />
<div>{{PS2Disc|JP|quality=good}}</div>
Scarred Sun
https://info.sonicretro.org/index.php?title=File:Sgc_ps2_jp_disc.jpg&diff=315475
File:Sgc ps2 jp disc.jpg
2020-11-08T00:16:07Z
<p>Scarred Sun: Scarred Sun uploaded a new version of File:Sgc ps2 jp disc.jpg</p>
<hr />
<div>{{PS2Disc|JP}}</div>
Scarred Sun
https://info.sonicretro.org/index.php?title=File:Gems_ps2_jp_cover.jpg&diff=315474
File:Gems ps2 jp cover.jpg
2020-11-08T00:06:14Z
<p>Scarred Sun: Scarred Sun uploaded a new version of File:Gems ps2 jp cover.jpg</p>
<hr />
<div>{{PS2Box|JP}}</div>
Scarred Sun
https://info.sonicretro.org/index.php?title=Sonic_the_Hedgehog_Triple_Trouble&diff=314134
Sonic the Hedgehog Triple Trouble
2020-09-12T16:06:28Z
<p>Scarred Sun: </p>
<hr />
<div>{{Bob<br />
| bobscreen=STT_Title.png<br />
| bobscreen2=SonicandTails2 GG Title.png<br />
| tab1=NTSC-U/PAL<br />
| tab2=NTSC-J<br />
| publisher=[[Sega]]<br />
| developer=[[Aspect Co. Ltd]]<br />
| system=[[Sega Game Gear]]<br />
| genre=Action<br />
| players=1<br />
| releases={{releases<br />
| gg_date_eu=1994-11<br />
| gg_code_eu=2530-50<br />
| gg_date_uk=1994-11{{fileref|MeanMachinesSega26UK.pdf|page=108}}<br />
| gg_code_uk=2530-50<br />
| gg_rrp_uk=24.99{{fileref|MeanMachinesSega26UK.pdf|page=108}}<br />
| gg_date_us=1994-11<br />
| gg_code_us=2530<br />
| gg_date_jp=1994-11-11<br />
| gg_rrp_jp=3,800<br />
| gg_code_jp=G-3356<br />
| gg_date_br=1995-10{{fileref|SuperGamePower BR 019.pdf|page=13}}<br />
| gg_code_br=077180<br />
| gg_rating_br=ti<br />
| gg_date_pt=1994<br />
| gg_code_pt=GGJ2530<br />
<br />
| vc3ds_date_jp=2012-03-14{{ref|http://web.archive.org/web/20121028115052/http://vc.sega.jp:80/3ds/sandt2/}}<br />
| vc3ds_rrp_jp=286 (''300''){{ref|http://web.archive.org/web/20121028115052/http://vc.sega.jp:80/3ds/sandt2/}}<br />
| vc3ds_rating_jp=a<br />
| vc3ds_date_us=2012-03-15{{ref|http://web.archive.org/web/20120308231102/http://www.nintendo.com:80/games/detail/kZ_YMfAzeybi9HMljoQVGzFE7aP4Ar6k}}<br />
| vc3ds_rrp_us=4.99{{ref|http://web.archive.org/web/20120308231102/http://www.nintendo.com:80/games/detail/kZ_YMfAzeybi9HMljoQVGzFE7aP4Ar6k}}<br />
| vc3ds_rating_us=e<br />
| vc3ds_date_eu=2012-03-29{{ref|https://archive.is/QWJEO}}<br />
| vc3ds_rrp_eu=5.00{{ref|http://web.archive.org/web/20170909231046/http://www.nintendolife.com:80/games/gamegear/sonic_the_hedgehog_triple_trouble}}<br />
| vc3ds_code_eu=CTR-N-GAAP<br />
| vc3ds_rating_eu=3<br />
| vc3ds_date_uk=2012-03-29{{ref|https://archive.is/cpp1o}}<br />
| vc3ds_rrp_uk=4.50{{ref|http://web.archive.org/web/20170909231046/http://www.nintendolife.com:80/games/gamegear/sonic_the_hedgehog_triple_trouble}}<br />
| vc3ds_code_uk=CTR-N-GAAP<br />
| vc3ds_rating_uk=3<br />
| vc3ds_date_de=2012-03-29{{ref|https://archive.is/IiIuU}}<br />
| vc3ds_rrp_de=5.00{{ref|http://web.archive.org/web/20170909231046/http://www.nintendolife.com:80/games/gamegear/sonic_the_hedgehog_triple_trouble}}<br />
| vc3ds_code_de=CTR-N-GAAP<br />
| vc3ds_rating_de=6<br />
| vc3ds_date_au=2012<br />
| vc3ds_rrp_au=<br />
| vc3ds_rating_au=g<br />
}}<br />
| sega=all<br />
| oflc=g8<br />
| grb=a<br />
}}<br />
'''''Sonic the Hedgehog Triple Trouble''''', released as '''''Sonic & Tails 2''''' (ソニック&テイルス2) in Japan, is a 2D ''Sonic the Hedgehog'' platform game released for the [[Sega Game Gear]] in November 1994, and developed by [[Aspect Co. Ltd]] (just like ''[[Sonic the Hedgehog 2 (8-bit)|Sonic 2]]'', ''[[Sonic Chaos]]'', ''[[Sonic Blast]]'' and ''[[Tails Adventures]]'').<br />
<br />
Unlike its predecessor ''Sonic Chaos'', this game was exclusively released for the Game Gear, with no [[Sega Master System]] version being released (though one was seemingly planned{{fileref|SegaPower UK 58.pdf|page=12}}).<br />
<br />
This game marks the debut of [[Fang the Sniper]].<br />
<br />
==Story==<br />
[[Image:SonicTripleTrouble GG EggmanOpening.png|thumb|right|Dr. Eggman with one of the Chaos Emeralds.]]<br />
[[Dr. Eggman]] succeeds in acquiring the six [[Chaos Emeralds]] without [[Sonic the Hedgehog|Sonic]] knowing, and uses them to test the ultiimate superweapon. Unfortunately, a big mistake was made during testing, and the resulting explosion scatters the Chaos Emeralds across the planet. Eggman is successful in securing one of the Emeralds, but he has no idea where the other five have gone.<br />
<br />
Sonic and [[Miles "Tails" Prower|Tails]] become aware of the incident happening, and the two immediately spring into action to find out where the Chaos Emeralds have gone to. Standing in their way, however, is [[Knuckles the Echidna]], the guardian of [[Angel Island]], who appears to have been tricked by Eggman into thinking that Sonic and Tails are villains trying to conquer the world with the Chaos Emeralds, and is determined to get in the heroes' way at every turn. On top of all this, there is a third antagonist to the plot: [[Fang the Sniper]], a treasure hunter who has somehow discovered the Chaos Emeralds and is keeping them for himself in [[Special Stage (Sonic the Hedgehog Triple Trouble)|subspace]]{{fileref|SonicTripleTrouble GG JP manual.pdf|page=6}}, though according to the US instruction manual, he has no idea of the Emeralds' true power, but he is keen on making a handsome price off of them in the black market.{{fileref|SonicTripleTrouble GG US manual.pdf|page=4}} With three villains to go up against, Sonic and Tails set out to reclaim the Chaos Emeralds and stop Dr. Eggman once again.<br />
<br />
==Gameplay==<br />
Gameplay in ''Sonic the Hedgehog Triple Trouble'' is much larger in size than its predecessors, and the experience is much more in line with the ''Sonic'' games on the [[Sega Mega Drive]]. The game is structured like in past 8-bit ''Sonic'' games in that the player must progress through six regular [[Zone]]s, each having two regular Acts and a short third Act with a boss fight.<br />
<br />
This is also the first ''Sonic'' game in which all of the player's [[Ring]]s are not lost after getting hurt; rather, 50 Rings will be lost if the player takes damage from [[Spikes (obstacle)|spikes]], and 30 Rings are lost for most other types of damage. This type of Ring loss mechanic would later be seen in games like ''[[Sonic Blast]]'', ''[[Sonic Unleashed]]'' and ''[[Sonic Generations]]''.<br />
<br />
Similar to the game's predecessor ''[[Sonic Chaos]]'', the game contains 6 [[Chaos Emerald]]s total, 5 of which are collected in [[Special Stage (Sonic the Hedgehog Triple Trouble)|Special Stages]]. To access a Special Stage, the player must find the Chaos Emerald/Warp Gate Item [[Monitor]], one hidden in the first two Acts of each Zone. If the player has at least 50 Rings when the Monitor is broken, a Star Circle appears above, which is the entry way to the Special Stage. There are three 2D sidescrolling Special Stages and two 3D Stages in which Sonic or Tails pilots the [[Tornado]] collecting Rings. The last Chaos Emerald is obtained automatically after defeating Dr. Eggman in the final Zone.<br />
<br />
===Characters===<br />
[[Image:SonicTripleTrouble GG PlayerSelect.png|thumb|right|The character select screen.]]<br />
Like in ''Sonic Chaos'', the player has a choice between two characters: Sonic or Tails. Both characters can perform the [[Spin Dash]] by holding {{down}} and pressing {{1}} or {{2}} repeatedly, then releasing {{down}} for a burst of speed. A new technique both characters can perform is the ability to curl up into a ball by pressing {{1}} or {{2}} after bouncing on a [[Spring]], allowing the player to defend themselves should they be catapulted into the air as well as gain extra air control. This technique is even required at certain points in the game, such as defeating the [[Tart Turtle]] boss.<br />
<br />
Both characters also have their own unique abilities. Sonic is again able to perform the [[Strike Dash]] by standing still and pressing {{up}} + {{1}}/{{2}}, bursting forward with a temporary invinciblity state after starting the move. Tails can perform his [[Propeller Flight]] by standing still and pressing {{up}} + {{1}}/{{2}}, then fly around with the D-Pad, though his movements in mid-flight are more loose than in ''Sonic Chaos'', closer reflecting his flight in ''[[Sonic the Hedgehog 3]]''. He can also break into flight by pressing {{up}} + {{1}}/{{2}} after bouncing from a Spring, acting as a second jump and slowing his descent. Unlike the previous game, both characters can now enter the Special Stages and get the Chaos Emeralds, and both start with 3 lives and one [[Continue]]. There are also new power-ups introduced; these are character exclusive so they cannot be used by both characters.<br />
<br />
===Items===<br />
The [[Pogo Spring]] and [[Rocket Shoes]] from ''Sonic Chaos'' return, with the Pogo Spring now contained in Monitors. Sonic also gets exclusive access to two other power-ups: the [[Jet Board]] in [[Robotnik Winter Zone]], which allows him to snowboard, and the [[Propeller Shoes]] in [[Tidal Plant Zone]], which allow him to swim at high speed in eight directions. While the Rocket Shoes remain exclusive to Sonic, Tails can get his own exclusive power-up called the [[Hyper Heli-Tails]], which functions the same way as Sonic's Rocket Shoes, as well as his own exclusive vehicle, the [[Sea Fox]], for underwater travel.<br />
<br />
Warp Gates are new to the game and grant the player the ability to warp to the Special Stage if 50 Rings are collected before breaking monitors depicting a Chaos Emerald. The Special Stage also contains Time Monitors that will reset the timer back to 1 minute and 30 seconds when obtained.<br />
<br />
===Bonus Panel===<br />
At the end of Acts 1 and 2 of each level, a [[Bonus Panel]] is spun, with a reward given based on what it lands on:<br />
{| style="width:auto;"<br />
|style="text-align:center;"|{{SpriteImage|SonicTripleTrouble GG Sprite BonusPanel.png|crop_x=96|crop_width=32}}<br />
|'''[[Flicky]]:''' No prize is awarded.<br />
|-<br />
|style="text-align:center;"|{{SpriteImage|SonicTripleTrouble GG Sprite BonusPanel.png|crop_x=192|crop_width=32}}<br />
|'''[[Ring]]:''' 10 Rings are added to the player's final Ring tally.<br />
|-<br />
|style="text-align:center;"|{{SpriteImage|SonicTripleTrouble GG Sprite BonusPanel.png|crop_x=32|crop_width=32}}<br />
|'''[[Sonic the Hedgehog|Sonic]]:''' Sonic gets a 1-Up, Tails gets 10,000 points.<br />
|-<br />
|style="text-align:center;"|{{SpriteImage|SonicTripleTrouble GG Sprite BonusPanel.png|crop_x=64|crop_width=32}}<br />
|'''[[Miles "Tails" Prower|Tails]]:''' Tails gets a 1-Up, Sonic gets 10,000 points.<br />
|-<br />
|style="text-align:center;"|{{SpriteImage|SonicTripleTrouble GG Sprite BonusPanel.png|crop_x=160|crop_width=32}}<br />
|'''[[Knuckles the Echidna|Knuckles]]:''' A [[Continue]] is awarded.<br />
|-<br />
|style="text-align:center;"|{{SpriteImage|SonicTripleTrouble GG Sprite BonusPanel.png|crop_x=224|crop_width=32}}<br />
|'''[[Chaos Emerald]]:''' The player starts the next Act with 50 Rings.<br />
|-<br />
|style="text-align:center;"|{{SpriteImage|SonicTripleTrouble GG Sprite BonusPanel.png|crop_x=256|crop_width=32}}<br />
|'''Back of Panel:''' The panel must be spun again.<br />
|}<br />
<br />
==Extra modes==<br />
''{{PAGENAME}}'' also features additional modes which can be accessed on the title screen by pressing {{up}} and {{down}}.<br />
===Time attack===<br />
[[Image:SonicTripleTrouble GG TimeAttack.png|thumb|right|Time Attack mode gameplay.]]<br />
The "Time Attack" option starts up Time Attack mode, which has the player go through a single stage and finish it as quickly as possible. The stage used for Time Attack is an exclusive stage not used anywhere else in the game, and is based on [[Great Turquoise Zone]] while also featuring the [[Spin Coaster]]s normally found in [[Sunset Park Zone]]. When pausing the game in this mode, the player has the choice to change their character and start again, or return to the title screen.<br />
<br />
===3D Stage===<br />
This option takes the player immediately to the second [[Special Stage (Sonic the Hedgehog Triple Trouble)#3D Stage|Special Stage]], which is a 3D stage in which they must collect Rings while flying the Tornado. Unlike the main game, the Special Stage ends once the player collects 80 Rings, returning the player to the title screen. This title screen option is only available in the Japanese version of the game.<br />
<br />
===Sound test===<br />
[[Image:SonicTripleTrouble GG SoundTest.png|thumb|right|The sound test in ''Sonic Triple Trouble''.]]<br />
The [[sound test]] allows the player to listen to the game's music and sound effects as they please. Below is a listing of the songs available to play through the sound test:<br />
{{multicol|<br />
*81: [[Great Turquoise Zone]]<br />
*82: [[Sunset Park Zone]]<br />
*83: [[Meta Junglira Zone]]<br />
*84: [[Robotnik Winter Zone]]<br />
*85: Opening<br />
*86: Title<br />
*87: Character Select<br />
*88: Title Card<br />
*89: Act Clear<br />
*8A: Boss<br />
*8B: [[Dr. Eggman (Sonic the Hedgehog Triple Trouble boss)|Final Boss]]<br />
*8C: 1-Up<br />
*8D: Death<br />
*8E: Game Over<br />
*8F: [[Rocket Shoes]]<br />
*90: [[Power Sneakers]]<br />
*92: [[Invincibility]]<br />
*93: Sunset Park Zone Act 3<br />
*94: [[Sea Fox]]<br />
*95: [[Propeller Shoes]]<br />
*97: [[Fang the Sniper]]<br />
*98: [[Hyper Heli-Tails]]<br />
*9A: [[Tidal Plant Zone]]<br />
*9B: [[Atomic Destroyer Zone]]<br />
*9C: 2D [[Special Stage (Sonic the Hedgehog Triple Trouble)|Special Stage]]<br />
*9D: 3D [[Special Stage (Sonic the Hedgehog Triple Trouble)|Special Stage]]<br />
*9E: [[Metal Sonic (Sonic the Hedgehog Triple Trouble boss)|Metal Sonic]]<br />
*9F: [[Continue]]<br />
*A0: Chaos Emerald<br />
*A1: Ending<br />
*A2: Staff Roll<br />
|cols=3}}<br />
<br />
==History==<br />
===Development===<br />
{{mainArticle|{{PAGENAME}}/Development}}<br />
<br />
===Legacy===<br />
[[Archie comics]] produced an adaption of this game which not only featured Nack the Weasel but also [[Vector the Crocodile]] and [[Octobot]]. It was published in October 1995.<br />
<br />
An [[Sonic Triple Trouble SMS|unofficial port]] to the Sega Master System was released in May 2009.<br />
<br />
==Versions==<br />
===Also released on===<br />
* ''[[Sonic Adventure DX: Director's Cut]]'' for the [[GameCube]] and PC (2003-2004)<br />
* ''[[Sonic Gems Collection]]'' for the [[Nintendo GameCube]] and [[PlayStation 2]] (2005)<br />
* ''[[Coleco Sonic]]'' for [[Coleco]] plug and play (2006)<br />
* ''[[Playpal Plug and Play]]'' for the [[Coleco]] Plug and play console (2006)<br />
* ''[[Sonic PC Collection]]'' for the PC (2009)<br />
* ''[[FunPlay 20-in-1]]'' for the Plug and Play console (2009)<br />
* ''[[Virtual Console]]'' for the [[Nintendo 3DS]] (2013)<br />
<br />
==Production credits==<br />
{{creditstable|<br />
* '''Producer:''' [[sega:Motoshige Hokoyama|M.Hoko]]<br />
* '''Director:''' [[sega:Katsuhiro Hasegawa|K.Hase]]<br />
* '''Staff:''' M.Sima, [[Nobuhiko Honda|N.Honda]], [[Saori Kobayashi|Saori.K]], [[sega:Tadashi Ihoroi|T.Ihoroi]], [[Shinichi Higashi|S.Higasi]], O.Kodera, [[sega:Toshiaki Araki|Toshiaki]], [[sega:Kazuyuki Oikawa|K.Oikawa]], [[sega:Hiroyuki Saigusa|H.Sai]], [[Kojiro Mikusa|K.Mixa]], Sukioka, [[sega:Tatsuo Matsuda|M.Tatsu]], [[Tomoko Sasaki|Tomoko]], Fumi, [[sega:Yoshiki Ooka|Yoshiki]]<br />
{{creditsheader|Sound}}<br />
* '''Composer:''' [[Yayoi Wachi|Yayoi.F]]<br />
{{creditsheader|Special Thanks}}<br />
* '''Thanks:''' H.Kojima, Y.Furuta, [[sega:Hayato Takebayashi|Hayato.T]], N.Taidai, [[sega:Kenei Unoki|K.Unoki]], Ray.F, [[sega:James Spahn|J.Spahn]], [[Norihito Kato|N.Katoh]], R.Somaki, J.Misima, Y.Okitsu, [[sega:Tsuyoshi Tanaka|T.Tanaka]], [[Manabu Matsumoto|Manabu.M]] and You<br />
|source=In-game credits<br />
}}<br />
<br />
==Manuals==<br />
{{main|Sonic the Hedgehog Triple Trouble/Manuals}}<br />
<gallery><br />
SonicTripleTrouble GG US manual.pdf|Game Gear, US<br />
SonicTripleTrouble GG JP manual.pdf|Game Gear, JP<br />
</gallery><br />
<br />
==Promotional material==<br />
<gallery><br />
Sonic_2_&_Tails_Japanese_Promotional_Poster.jpeg|JP Promotional B2 Poster<br />
</gallery><br />
<br />
==Artwork==<br />
===Western release===<br />
<gallery><br />
SonicTripleTrouble GG Art Cover.jpg<br />
File:Sonictails2_Cover.png<br />
File:Sonictails2_Knuckles_01.png<br />
File:SonicTripleTrouble logo.png<br />
File:SonicTripleTrouble keyart.jpg<br />
File:SonicTripleTrouble banner.jpg<br />
</gallery><br />
<br />
===Japanese release===<br />
<gallery><br />
Image:Sonictails2_Sonic_01.png<br />
Image:Sonictails2_Tails_01.png<br />
Image:Sonictails2_Sonic_Tails 01.png<br />
Image:Sonictails2_Sonic_Tails 02.png<br />
Image:Knuckles01_32.png<br />
Image:Nack.png<br />
Image:Metal01 32.png<br />
Image:Eggman01_32.png<br />
</gallery><br />
<br />
==Physical scans==<br />
{{ratings<br />
| icon=GG<br />
| bemega=60<br />
| bemega_source={{magref|bemega|1994-12|25}}<br />
| cvg=68<br />
| cvg_source={{magref|cvg|157|143}}<br />
| egm=68<br />
| egm_source={{magref|egm|64|48}}<br />
| gamepro=75<br />
| gamepro_source={{magref|gamepro|64|216}}<br />
| gameprode=80<br />
| gameprode_source={{magref|gameprode|1994-11|41}}<br />
| gamersde=80<br />
| gamersde_source={{magref|gamersde|1994-11|37}}<br />
| gamesworld=89<br />
| gamesworld_source={{num|5|page=22}}<br />
| mms=85<br />
| mms_source={{magref|mms|26|108}}<br />
| megaforce=88<br />
| megaforce_source={{magref|megaforce|34|95}}<br />
| playerone=78<br />
| playerone_source={{magref|playerone|46|118}}<br />
| segamagazin=87<br />
| segamagazin_source={{magref|segamagazin|13|80}}<br />
| segamaguk=71<br />
| segamaguk_source={{magref|segamaguk|11|82}}<br />
| smz=80<br />
| smz_source={{magref|smz|45|39}}<br />
| segapower=73<br />
| segapower_source={{num|63|page=77}}<br />
| segapro=71<br />
| segapro_source=[[Review - Sonic Triple Trouble (Sega Pro, Christmas 1994)|#40 Pg 73]]<br />
| ssmjp=79<br />
| ssmjp_source={{magref|ssmjp|1995-09|88}}<br />
| stc=87<br />
| stc_source={{num|43|page=11}}<br />
| supersonic=86<br />
| supersonic_source={{magref|supersonic|25|74}}<br />
| videogames=77<br />
| videogames_source={{magref|videogames|1995-01|122}}<br />
}}<br />
{{Scanbox<br />
| console=Game Gear<br />
| region=JP<br />
| front=Stt-box-jap.jpg<br />
| back=Stt-box-jap back.jpg<br />
| cart=Stt_gg_jp_cart.jpg<br />
| manual=SonicTripleTrouble GG JP manual.pdf<br />
}}{{Scanbox<br />
| console=Game Gear<br />
| region=US<br />
| front=Stt-box-us.jpg<br />
| back=<br />
| spine=<br />
| spinemissing=<br />
| cart=Stt gg us cart.jpg<br />
| manual=SonicTripleTrouble GG US manual.pdf<br />
}}{{Scanbox<br />
| console=Game Gear<br />
| region=EU<br />
| front=Stt-box-eu.jpg<br />
| back=Stt-box-eu back.jpg<br />
| cart=Stt gg eu cart.jpg<br />
| manual=<br />
}}{{Scanbox<br />
| console=Game Gear<br />
| region=PT<br />
| front=<br />
}}{{Scanbox<br />
| console=Game Gear<br />
| region=BR<br />
| cover=SonicTripleTrouble GG BR Box.jpg<br />
| cart=SonicTripleTrouble GG BR Cart.jpg<br />
}}<br />
<br />
==Technical information==<br />
===ROM dump status===<br />
{{romtable|<br />
{{rom|GG|sha1=4965af7ffe60382ffa805710b7c8006419cc4ac4|md5=f0f7e4dfe2908f0030e64fd9ed843422|crc32=d23a2a93|size=512KB|date=1994-08-02|source=Cartridge (US/EU)|comments=''Sonic the Hedgehog Triple Trouble''|quality=good|prototype=}}<br />
{{rom|GG|sha1=bb14ed43cf815e82f55e79753d0a7c8a24e24e7f|md5=05f5b6201ccece80facaf99fa7cf5a6e|crc32=496bce64|size=512KB|date=1994-07-30|source=Cartridge (JP)|comments=''Sonic & Tails 2''|quality=good|prototype=}}<br />
{{rom|GG|sha1=02257fece665d04d3c88b5f5589773d5a8433953|md5=2fc9cd0aba609d5bf179a7e66f561512|crc32=80eb7cfb|size=512KB|date=1994-08-08|source=CD-R disc{{ref|https://hiddenpalace.org/Sonic_the_Hedgehog_-_Triple_Trouble_(Aug_8,_1994_prototype)}}|comments=[[Sonic Triple Trouble (prototype 0808)|0808 prototype]]|quality=good|prototype=yes|file=Sonic The Hedgehog - Triple Trouble (Prototype 0808 - Aug 08, 1994, 18.05).rar}}<br />
{{rom|GG|sha1=4965af7ffe60382ffa805710b7c8006419cc4ac4|md5=f0f7e4dfe2908f0030e64fd9ed843422|crc32=d23a2a93|size=512KB|date=1994-08-16|source=CD-R disc{{ref|https://hiddenpalace.org/Sonic_the_Hedgehog_-_Triple_Trouble_(Aug_16,_1994_prototype)}}|comments=[[Sonic Triple Trouble (prototype 0816)|0816 prototype]]|quality=good|prototype=yes|file=Sonic The Hedgehog - Triple Trouble (Prototype - Aug 16, 1994, 22.20).rar}}<br />
}}<br />
<br />
==External links==<br />
* [http://vc.sega.jp/3ds/sandt2/ Sega of Japan Virtual Console page (Japanese)]<br />
* Nintendo catalogue pages: [https://www.nintendo.co.jp/titles/50010000009322 JP], [https://www.nintendo.com/games/detail/sonic-the-hedgehog-triple-trouble-3ds/ US], [https://www.nintendo.co.uk/Games/Virtual-Console-Nintendo-3DS-/Sonic-the-Hedgehog-Triple-Trouble-275869.html UK], [https://web.archive.org/web/20130901235148/http://www.nintendo.com.au/catalogue/sonic-the-hedgehog-triple-trouble AU]<br />
<br />
==References==<br />
<references/><br />
<br />
{{SonTripleTroubleOmni}}<br />
{{SonicGGGames}}<br />
<br />
[[Category:Game Gear and Master System games]]</div>
Scarred Sun
https://info.sonicretro.org/index.php?title=Sonic_Chaos&diff=314133
Sonic Chaos
2020-09-12T16:03:34Z
<p>Scarred Sun: </p>
<hr />
<div>{{Bob<br />
| bobscreen=Sonic Chaos title.png<br />
| bobscreen2=Sonic Chaos title GG.png<br />
| bobscreen3=SonicandTails GG Title.png<br />
| tab1=Master System<br />
| tab2={{GG}} NTSC-U/PAL<br />
| tab3={{GG}} NTSC-J<br />
| publisher=[[Sega]]<br />
| developer=[[Aspect Co. Ltd]]<br />
| system=[[Sega Game Gear]], [[Sega Master System]]<br />
| genre=Action<br />
| players=1<br />
| releases={{releases<br />
| sms_date_eu=1993-10-25<br />
| sms_code_eu=9021<br />
| sms_date_uk=1993-10-25<br />
| sms_code_uk=9021<br />
| sms_rrp_uk=29.99<br />
| sms_date_br=1993<br />
| sms_code_br=028320<br />
| sms_date_au=199x<br />
| sms_code_au=FSON02SEC<br />
| sms_date_pt=199x<br />
<br />
| gg_date_eu=1993-11<br />
| gg_code_eu=2515<br />
| gg_date_uk=1993-11<br />
| gg_code_uk=2515<br />
| gg_rrp_uk=29.99<br />
| gg_date_us=1993-11-23<br />
| gg_date_us_Majesco=199x<br />
| gg_code_us_Majesco=1204<br />
| gg_date_jp=1993-11-19<br />
| gg_rrp_jp=3,800<br />
| gg_code_jp=G-3331<br />
| gg_date_br=199x<br />
| gg_code_br=077080<br />
<br />
| vc_date_jp=2009-03-17{{ref|http://web.archive.org/web/20180128132704/https://www.nintendo.co.jp/wii/vc/software/09.html}}<br />
| vc_rrp_jp=500{{ref|http://web.archive.org/web/20090317083626/http://vc.sega.jp:80/vc_chaos}}<br />
| vc_rating_jp=a<br />
| vc_date_us=2009-02-02{{ref|http://web.archive.org/web/20101122225008/http://www.nintendo.com/games/detail/87SMuwEqsh4R46H8CAZrBHlOfACUC52U}}<br />
| vc_rrp_us=500{{ref|http://web.archive.org/web/20101122225008/http://www.nintendo.com/games/detail/87SMuwEqsh4R46H8CAZrBHlOfACUC52U}}<br />
| vc_rating_us=e<br />
| vc_date_eu=2009-02-06{{ref|http://web.archive.org/web/20170704155643/http://www.nintendolife.com/games/mastersystem/sonic_chaos}}{{ref|https://archive.is/giOiX}}<br />
| vc_rrp_eu=500{{ref|http://web.archive.org/web/20170704155643/http://www.nintendolife.com/games/mastersystem/sonic_chaos}}<br />
| vc_date_au=2009-02<br />
| vc_rrp_au=600{{ref|1=http://web.archive.org/web/20120328011816/http://www.nintendo.com.au/index.php?action=catalogue&prodcat_id=42&prod_id=19902&pageID=4}}<br />
| vc_rating_au=g<br />
}}<br />
| vrc=ga|pegi=3|grb=a|djctq=l<br />
}}<br />
'''''Sonic Chaos''''', known as '''''Sonic & Tails''''' (ソニック&テイルス) in Japan, is a 2D ''Sonic the Hedgehog'' platform game released for the [[Sega Game Gear]] and [[Sega Master System]] in 1993, and developed by [[Aspect Co. Ltd]], the same developer who worked on the [[Sonic the Hedgehog 2 (8-bit)|8-bit versions of ''Sonic the Hedgehog 2'']].<br />
<br />
This ''Sonic'' game is notable as being the first 8-bit title to feature [[Miles "Tails" Prower|Tails]] as a playable character. Not only is it the first game on any system to allow the player to control Tails' flight, it is also the first 8-bit title to introduce the [[Spin Dash]] and the [[Super Peel-Out]] (referred to as the Strike Dash). Also of note is that the game shares the same title music and death jingle as the 8-bit versions of ''Sonic 2'', but in a higher key.<br />
<br />
==Story==<br />
In another bid to conquer the world, [[Dr. Eggman]] has taken the red [[Chaos Emerald]], and he's hunting for more. Upon getting his hands on the red Emerald, the remaining five ended up losing their balance and scattered elsewhere, and without the power of the Chaos Emeralds to sustain it, [[South Island]] began to sink into the sea. [[Sonic the Hedgehog|Sonic]] and Tails are entrusted with saving South Island before it is too late.<br />
<br />
==Gameplay==<br />
===Characters===<br />
The player has a choice between Sonic and Tails. Sonic comes equipped with two moves: the [[Spin Dash]], which is performed by holding {{down}} and tapping the {{1}} or {{2}} buttons. He curls into a ball and takes off at great speed, due to being in ball form he is protected from enemy collisions. He also has the [[Strike Dash]], performed by holding {{up}} and tapping the jump button. This move is slightly faster, but since he is standing up he is vulnerable to enemy collisions. However, Sonic will quickly stop unless the D-Pad is held the opposite way he was going. Another disadvantage of this move is that Sonic is heavier while using this move so he slows down quicker. Rolling uphill is less difficult than running uphill. This means that the faster way to go downhill is the Strike Dash, but the faster way to go uphill is the Spin Dash.<br />
<br />
Sonic also must collect five of the six [[Chaos Emerald]]s. Unlike the two previous 8-bit ''Sonic'' games, the Chaos Emeralds are located in [[Special Stage (Sonic Chaos)|Special Stages]]. To enter these Special Stages, 100 [[Ring]]s must be collected in one Act. Eggman himself has the sixth Chaos Emerald; the player will get it back if he is defeated and the other five have been found.<br />
<br />
Playing as Tails is slightly different but generally easier. Tails runs slower, but he starts the game with 5 lives and 3 [[Continue]]s (Sonic starts with 3 lives and no Continues). He is also not required to collect the Chaos Emeralds, thus he cannot enter the Special Stage. He has the Spin Dash attack like Sonic, and the ability to fly by pressing {{up}} and a jump button. Flying is handled differently than other games as it must be performed from a standing position and he hovers in position if the D-Pad is let go. He stops flying after a short amount of time or if he bumps into a ceiling.<br />
<br />
===Items===<br />
''Sonic Chaos'' features two new items: The [[Pogo Spring]] item and the [[Rocket Shoes]] item [[monitor]]. The Rocket Shoes gave Sonic the ability of even more incredible speed and limited flight. Often, this was enough to blaze through the entire stage. When playing as Tails, the Rocket Shoes monitors are replaced by 10-Ring monitors. The Pogo Spring item also made a limited appearance here, which were basically springs strapped on to Sonic's (or Tails') shoes, and also lasted a limited time. It gave them an unprecedented jump that let them pass otherwise impossible obstacles. The other items are standard Sonic fare. (excluding [[Shield]] Monitors.)<br />
<br />
===Bonus Panel===<br />
At the end of Acts 1 and 2 of each level, a [[Bonus Panel]] is spun, with a reward given based on what it lands on:<br />
* Flicky: No prize.<br />
* Ring: 10 rings added to final ring tally.<br />
* Sonic: Extra life as Sonic, Continue as Tails.<br />
* Tails: Extra life as Tails, Continue as Sonic.<br />
* Blank Panel: You must spin it again.<br />
The prizes the player will get depends on the number of rings collected at the end of an act within a certain Zone (Zone 1, 3 & 5/or Zone 2, 4 & 6). The "extra life" bonus can be alternatively won by doing specific times.<br />
<br />
==Comparisons==<br />
{{mainArticle|{{PAGENAME}}/Comparisons}}<br />
<br />
==Differences between the Master System and Game Gear versions==<br />
The screen resolution difference is the most obvious change between the two versions, as expected. The title screen, menus and title cards were changed, partly to compensate for the limited colours on the Master System and partly because the higher resolution meant more space could be used on screen. The music is different for the intro and [[Gigalopolis Zone]] and the Master System version lacks Power Sneaker and Chaos Emerald victory music. Gigalopolis Zone is known as "Gigalopolis Zone" in the Master System version (which is also its name in the Japanese version) and there are act 3 layout differences in [[Aqua Planet Zone]], [[Mecha Green Hill Zone]] and [[Electric Egg Zone]] between the two versions, and the Game Gear version has some (in some cases, most) of the rings removed from act 3 layout of every zone. The Gigalopolis Zone boss also shoots a spiked ball before he blows up in the Master System version. In the Master System version, Sonic's second good ending is different as he simply rolls up in a ball as opposed to tripping and falling when Robotnik goes off screen. In the credits of the Master System version, Miles "Tails" Prower's name is misspelled as "Miles Power", but this is corrected in the Game Gear version. Interestingly, there are differences between the English and Japanese Game Gear versions, too. The font used for title cards is different; the Japanese version uses the same font as the one used for the results screen, whereas the English version uses a different font. Dr. Robotnik is called "Eggman" in the credits of the Japanese version. Also, the Japanese version uses a combination of Master System and English Game Gear versions' act 3 layouts. It uses the Master System's layouts for [[Turquoise Hill Zone]] and Gigalopolis Zone, an altered version of Master System's layout for [[Sleeping Egg Zone]], altered versions of English Game Gear's layouts for Mecha Green Hill Zone and Aqua Planet Zone, and the English Game Gear's layout for Electric Egg Zone.<br />
<br />
==Manuals==<br />
{{main|Sonic Chaos/Manuals}}<br />
<br />
==Also released on==<br />
* ''[[Sonic Adventure DX: Director's Cut]]'' for the [[GameCube]] and PC (2003-2004)<br />
* ''[[Sonic Mega Collection Plus]]'' for the [[PlayStation 2]], [[Xbox]], and [[PC]] (2004-2005)<br />
* ''[[Sonic the Hedgehog Chaos & Spinball]]'' for the [[Techno Source]] Plug and play console (2005)<br />
* ''[[Sonic Mega Collection Plus & Super Monkey Ball Deluxe]]'' for the [[Xbox]] (2005)<br />
* ''[[Playpal Plug and Play]]'' for the [[Coleco]] Plug and play console (2006)<br />
* ''[[Sega Fun Pack: Sonic Mega Collection Plus & Shadow the Hedgehog]]'' for the [[PlayStation 2]] (2009)<br />
* [[Virtual Console]] on [[Wii]] (Master System) (2009)<br />
* ''[[Sonic PC Collection]]'' for the PC (2009)<br />
*''[[FunPlay 20-in-1]]'' for the Plug and Play console (2009)<br />
<br />
==Production credits==<br />
{{creditstable|<br />
*'''Game Design:''' M.Shima, Ray, [[sega:Tadashi Ihoroi|5OOZO]]<br />
*'''Art:''' 7LY.BigKing, [[sega:Gen Adachi|GEN♥]], Noburin, East<br />
*'''Sound:''' [[Kojiro Mikusa|Mix]], [[Masayuki Nagao|Nagao N.Gee]]<br />
*'''Program:''' Koko, Hiro 777, Toshiyan, Tomoyan<br />
*'''Thanks to:''' Hitmen, [[sega:Katsuhiro Hasegawa|The Hase]], Kensan, Gadai, Mikarin, LLG, [[sega:James Spahn|J.S]], K.Dash, Hasuwo, Yokoyamasan, [[Tomozou Endo|Tomozo]], and You.<br />
}}<br />
<br />
==Promotional material==<br />
<gallery><br />
Sonic_Chaos_B2_Poster.jpeg|Japanese B2 Sized Poster'<br />
</gallery><br />
<br />
==Artwork==<br />
<gallery><br />
Image:sonic_chaos_logo.png<br />
Image:Sonic_&_tails_logo_1.png<br />
Image:Sonic_&_tails_logo_2.png<br />
Image:SSS SONICO .png<br />
Image:SSS SONICM .png<br />
Image:Sonic_chaos_shoes_artwork.png<br />
SSS SONICA .png<br />
SSS SONICC .png<br />
Image:Sonic_&_tails_Sonic1.png<br />
Image:Sonic_&_tails_Sonic2.png<br />
Image:Sonic_&_tails_Tails1.png<br />
Image:Sonic_&_tails_Tails2.png<br />
Image:sonic_&_tails_tails3.png<br />
Image:Sonic_&_tails_Eggman.png<br />
Image:Sonic_&_tails_baneMotora.png<br />
Image:Sonic_&_tails_beeton.png<br />
Image:Sonic_&_tails_eggVulcan.png<br />
Image:Sonic_&_tails_Tsuno-tsuno.png<br />
Image:Sonic_&_tails_Dokabuton.png<br />
Image:Sonic_%26_tails_Frogger.png<br />
Image:Sonic_%26_tails_ballTower.png<br />
Image:Sonic_%26_tails_kamadoMax.png<br />
Image:Sonic_%26_tails_motoraGold.png<br />
Image:Sonic_&_tails_laser_walker.png<br />
</gallery><br />
<br />
==Physical scans==<br />
===Game Gear version===<br />
{{ratings<br />
| icon=GG<br />
| bemega=65<br />
| bemega_source={{magref|bemega|1993-12|27}}<br />
| egm=83<br />
| egm_source={{magref|egm|54|52}}<br />
| gamepro=90<br />
| gamepro_source={{magref|gamepro|52|44}}<br />
| gamersde=27<br />
| gamersde_source={{magref|gamersde|1994-02|58}}<br />
| joypadhu=85<br />
| joypadhu_source={{magref|joypadhu|2|15}}<br />
| megafun=80<br />
| megafun_source={{magref|megafun|1993-12|103}}<br />
| segamaguk=80<br />
| segamaguk_source={{magref|segamaguk|1|126}}<br />
| segapower=72<br />
| segapower_source={{magref|segapower|50|84}}<br />
| segapro=72<br />
| segapro_source={{magref|segapro|28|44}}<br />
| sfm=93<br />
| sfm_source={{magref|sfm|7|56}}<br />
| ssmjp=73<br />
| ssmjp_source={{magref|ssmjp|1995-09|88}}<br />
| segazuk=93<br />
| segazuk_source={{num|15|page=79}}<br />
| sonicmag=85<br />
| sonicmag_source={{magref|sonicmag|3|34}}<br />
| stc=85<br />
| stc_source={{num|12|page=10/11}}<br />
}}<br />
{{Scanbox<br />
| console=Game Gear<br />
| region=JP<br />
| front=Schaosgg-box-jap.jpg<br />
| back=Sandt jp back cover.jpg<br />
| cart=Snt gg jp cart.jpg<br />
| manual=Sonic Chaos Game Gear JP Manual.pdf<br />
}}{{Scanbox<br />
| console=Game Gear<br />
| region=US<br />
| front=Schaosgg-box-us.jpg<br />
| back=<br />
| spine=<br />
| spinemissing=<br />
| cart=Chaos gg us alt cart.jpg<br />
| manual=SonicChaos GG US manual.pdf<br />
}}{{Scanbox<br />
| console=Game Gear<br />
| region=US ([[sega:Majesco|Majesco]] rerelease)<br />
| front=SonicChaos GG US Box Front Majesco.jpg<br />
| back=SonicChaos GG US Box Back Majesco.jpg<br />
| spine=<br />
| spinemissing=yes<br />
| cart=Chaos gg us majesco cart.jpg<br />
| manual=<br />
}}{{Scanbox<br />
| console=Game Gear<br />
| region=EU<br />
| front=Schaosgg-box-eu.jpg<br />
| back=SonicChaos GG EU backcover.jpg<br />
| spine=<br />
| spinemissing=yes<br />
| cart=Sonic-chaos-gg-eu-cart.jpg<br />
| manual=SonicChaos GG EU manual.pdf<br />
}}<br />
{{scanbox<br />
| console=Game Gear<br />
| region=PT<br />
| front=<br />
| manual=GG_SonicChaos_PT.png<br />
}}<br />
{{scanbox<br />
| console=Game Gear<br />
| region=BR<br />
| cover=SonicChaos GG BR.jpg<br />
| cart=SonicChaos GG BR Cart.jpg<br />
}}<br />
<br />
===Master System version===<br />
{{ratings<br />
| icon=SMS<br />
| consolemania=94<br />
| consolemania_source={{magref|consolemania|23|66}}<br />
| consolesplus=93<br />
| consolesplus_source={{magref|consolesplus|25|174}}<br />
| gamersde=27<br />
| gamersde_source={{magref|gamersde|1994-02|58}}<br />
| hobbyconsolas=88<br />
| hobbyconsolas_source={{magref|hobbyconsolas|26|98}}<br />
| joypad=70<br />
| joypad_source={{magref|joypad|25|110}}<br />
| mms=71<br />
| mms_source={{magref|mms|14|98}}<br />
| megaforce=70<br />
| megaforce_source={{magref|megaforce|22|133}}<br />
| megafun=80<br />
| megafun_source={{magref|megafun|1993-12|103}}<br />
| mz=94<br />
| mz_source={{magref|mz|33|34}}<br />
| segamaguk=80<br />
| segamaguk_source={{magref|segamaguk|1|126}}<br />
| segapower=93<br />
| segapower_source={{magref|segapower|49|40}}<br />
| segapro=69<br />
| segapro_source={{magref|segapro|28|56}}<br />
| sfm=93<br />
| sfm_source={{magref|sfm|7|56}}<br />
| stc=85<br />
| stc_source={{num|12|page=10/11}}<br />
| videogames=78<br />
| videogames_source={{magref|videogames|1993-12|122}}<br />
}}<br />
{{Scanbox<br />
| console=Master System<br />
| region=EU<br />
| front=Schaosms-box-eu.jpg<br />
| cart=Sonic chaos cart eu.jpg<br />
| manual=Sonic Chaos SMS EU Manual.pdf<br />
}}{{Scanbox<br />
| console=Master System<br />
| region=AU<br />
| front=SonicChaos SMS AU Box.jpg<br />
| cart=Sonic Chaos SMS AU Cart Front.jpg<br />
| cartback=Sonic Chaos SMS AU Cart Back.jpg<br />
| carttop=Sonic Chaos SMS AU Cart Top.jpg<br />
| manual=SonicChaos SMS AU manual.pdf<br />
}}{{Scanbox<br />
| console=Master System<br />
| region=BR<br />
| front=Schaos-box-br.jpg<br />
| cart=chaos_sms_br.jpg<br />
| manual=<br />
}}{{Scanbox<br />
| console=Master System<br />
| region=BR (alt)<br />
| front=SonicChaos_SMS_BR_Box_Alt.jpg<br />
| cart=chaos_sms_br.jpg<br />
| manual=<br />
}}<br />
{{scanbox<br />
| console=Master System<br />
| region=BR (?)<br />
| manual=SonicChaos SMS BR manual.pdf<br />
}}{{Scanbox<br />
| console=Master System<br />
| region=PT<br />
| front=MS_SonicChaos_PT.jpg<br />
}}<br />
<br />
==Technical information==<br />
===ROM dump status===<br />
{{romtable|<br />
{{rom|SMS|sha1=f64c8eea26a103582f09831c3e02c6045a6aff94|md5=1d661134b14eedf6b4ae1c907581fd96|crc32=aedf3bdf|size=512KB|date=1993-08-03|source=Cartridge (EU)|comments=''Sonic Chaos'' v1.20|quality=good|prototype=}}<br />
{{rom|SMS|sha1=fa4dc67267f591ae00e22bcfb66896722054a61b|md5=e9b3410c02d605b2ac5f88d0886416b1|crc32=d3ad67fa|size=512KB|date=1993-06-30|source=EPROMs{{ref|https://hiddenpalace.org/Sonic_Chaos_(Jun_30,_1993_prototype)}}|comments=[[Sonic Chaos (Master System prototype; 1993-06-30)|06-30 prototype]] v0.20|quality=|prototype=yes|file=Sonic Chaos (Jul 13, 1993 prototype).zip}}<br />
{{rom|SMS|sha1=982012a4868315c888c936ca3283fee8c5170cdf|md5=c829f2e52f962d88268367aee32e24b4|crc32=765234d8|size=512KB|date=1993-07-13|source=EPROMs{{ref|https://hiddenpalace.org/Sonic_Chaos_(Jul_13,_1993_prototype)}}|comments=[[Sonic Chaos (Master System prototype; 1993-07-13)|07-13 prototype]]|quality=|prototype=yes|file=Sonic Chaos (Jun 30, 1993 prototype).zip}}<br />
{{rom|GG|sha1=5b5b7d9cd8adf0f8e1ee15fd4557828f91dfdca1|md5=895ca34f733c445341e5ca1642527690|crc32=663f2abb|size=512KB|date=1993-09-01|source=Cartridge (US/EU)|comments=''Sonic Chaos'' v1.00|quality=good|prototype=}}<br />
{{rom|GG|sha1=e70228cbde1b54f1520804c6e3c28b4130a68c84|md5=aac8371d2179295159c73ae2cb92892d|crc32=8ac0dade|size=512KB|date=1993-09-07|source=Cartridge (JP)|comments=''Sonic & Tails'' v1.01|quality=good|prototype=}}<br />
{{rom|GG|sha1=77294880735369d09f2688784d85cdf3e80fa8a3|md5=7ee83089f6cba6042493c0d49f1dc67c|crc32=f95bbd91|size=512KB|date=1993-05-17|source=EPROMs{{ref|https://hiddenpalace.org/Sonic_Chaos_(May_17,_1993_prototype)}}|comments=[[Sonic Chaos (Game Gear prototype; 1993-05-17)|05-17 prototype]]|quality=|prototype=yes|file=Sonic Chaos (May 17, 1993 prototype).zip}}<br />
{{rom|GG|sha1=cb09f304f3da4bb23fe70abec4b94b4826c41111|md5=f26a5632af1edbca9951a53bbaa68210|crc32=e0e3fb6a|size=512KB|date=1993-09-14|source=Cartridge (JP)|comments=[[Sonic & Tails Jitsuenyou Sample|Jitsuenyou Sample]] v0.99|quality=|prototype=yes|file=Sonic & Tails -Demo- (JP).7z}}<br />
}}<br />
<br />
==External links==<br />
* [http://vc.sega.jp/vc_chaos/ Sega of Japan Virtual Console page (Japanese)]<br />
* Nintendo catalogue pages: [https://www.nintendo.com/games/detail/87SMuwEqsh4R46H8CAZrBHlOfACUC52U US], [https://www.nintendo.co.uk/Games/Virtual-Console-Wii-/Sonic-Chaos--279074.html UK], [http://web.archive.org/web/20120328011816/http://www.nintendo.com.au/index.php?action=catalogue&prodcat_id=42&prod_id=19902&pageID=4 AU]<br />
<br />
==References==<br />
<references /><br />
<br />
{{SonicChaosOmni}}<br />
{{SonicVirtualConsole/WiiWareGames}}<br />
{{SonicGGGames}}<br />
[[Category:Virtual Console/WiiWare games]]<br />
[[Category:Game Gear and Master System games]]</div>
Scarred Sun
https://info.sonicretro.org/index.php?title=Sonic_the_Hedgehog_The_Screen_Saver&diff=303633
Sonic the Hedgehog The Screen Saver
2019-11-25T22:29:38Z
<p>Scarred Sun: nope@nope.nope</p>
<hr />
<div>{{Bob<br />
| bobscreen=SonicScreenSaver title.png<br />
| icon=SONICSS.png<br />
| developer=[[Sonic Team]]<br />
| publisher=[[Sega]]<br />
| system=Windows<br />
| releases=<br />
{{release|Windows|JP|1996-08-09|¥3,800|HCJ-0102}}<br />
| genre=Screen Saver/Art Compilation<br />
| sega=all<br />
}}<br />
'''''{{PAGENAME}}''''' (ソニック・ザ・ヘッジホッグ・ザ・スクリーンセーバー) is a 1996 program by [[Sega]] for the PC featuring Sonic art, music and icons for customizing the user's Windows environment. The program is bundled with the North American and European copies of ''[[Sonic & Knuckles Collection]]'' and sold as a stand-alone product in Japan.<br />
<br />
The screen saver features [[Sonic the Hedgehog|Sonic]], [[Miles "Tails" Prower|Tails]], [[Knuckles the Echidna|Knuckles]] and [[Dr. Eggman|Eggman]] sprites that animate between Sonic pictures. If the user chooses, they can play music from ''[[Sonic the Hedgehog (16-bit)|Sonic the Hedgehog]]'', ''[[Sonic the Hedgehog 2]]'', ''[[Sonic the Hedgehog 3]]'', ''[[Sonic & Knuckles]]'' and the Japanese version of ''[[Sonic CD]]'', though the latter only features music from the present and past versions of each level. Some versions of the North American version may also contain music from the Good and Bad Future levels.<br />
<br />
==Manuals==<br />
{{reqmanual}}<br />
<gallery><br />
SonicScreenSaver PC EU manual.pdf|PC, EU (bundled with ''[[Sonic & Knuckles Collection]]'')<br />
SonicScreenSaver PC JP manual.jpg|PC, JP<br />
</gallery><br />
<br />
==Artwork==<br />
<gallery><br />
Screensaver Sonic.png<br />
</gallery><br />
<br />
===Shared Art===<br />
The following is a collection of the art packaged with ''Sonic the Screen Saver'', that is also included on ''[[Sonic Jam]]'': These images originate from various printed media such as calendars and Sega's internal magazine, ''[[Harmony]]''.<br />
<br />
<gallery ><br />
Image:SSS SONIC01.png<br />
Image:SSS SONIC02.png<br />
Image:SSS SONIC03.png<br />
Image:SSS SONIC04.png<br />
Image:SSS SONIC05.png<br />
Image:SSS SONIC06.png<br />
Image:SSS SONIC07.png<br />
Image:SSS SONIC08.png<br />
Image:SSS SONIC09.png<br />
Image:SSS SONIC10.png<br />
Image:SSS SONIC11.png<br />
Image:SSS SONIC12.png<br />
Image:SSS SONIC13.png<br />
Image:SSS SONIC14.png<br />
Image:SSS SONIC15.png<br />
Image:SSS SONIC16.png<br />
Image:SSS SONIC17.png<br />
Image:SSS SONIC18.png<br />
Image:SSS SONIC19.png<br />
Image:SSS SONIC20.png<br />
Image:SSS SONIC21.png<br />
Image:SSS SONIC22.png<br />
Image:SSS SONIC23.png<br />
Image:SSS SONIC24.png<br />
Image:SSS SONIC25.png<br />
Image:SSS SONIC53.png<br />
Image:SSS SONIC54.png<br />
Image:SSS SONIC55.png<br />
Image:SSS SONIC56.png<br />
Image:SSS SONIC57.png<br />
Image:SSS SONIC58.png<br />
Image:SSS SONIC59.png<br />
Image:SSS SONIC60.png<br />
Image:SSS SONIC61.png<br />
Image:SSS SONIC62.png<br />
Image:SSS SONIC63.png<br />
Image:SSS SONIC64.png<br />
Image:SSS SONIC65.png<br />
Image:SSS SONIC66.png<br />
Image:SSS SONIC67.png<br />
Image:SSS SONIC68.png<br />
Image:SSS SONIC69.png<br />
</gallery><br />
<br />
===Exclusive Artwork===<br />
Below is artwork which is not featured in ''Sonic Jam'':<br />
<br />
<gallery><br />
SSS SONIC0C.png<br />
SSS SONIC0D.png<br />
SSS SONIC0E.png<br />
SSS SONIC0F.png<br />
SSS SONICA .png<br />
SSS SONICB .png<br />
SSS SONICC .png<br />
SSS SONICD .png<br />
SSS SONICE .png<br />
SSS SONICF .png<br />
SSS SONICG .png<br />
SSS SONICH .png<br />
SSS SONICI .png<br />
SSS SONICJ .png<br />
SSS SONICK .png<br />
SSS SONICL .png<br />
SSS SONICM .png<br />
SSS SONICN .png<br />
SSS SONICO .png<br />
SSS SONIC0A.png<br />
SSS SONIC0B.png<br />
SSS SONIC26.png<br />
SSS SONIC27.png<br />
SSS SONIC28.png<br />
SSS SONIC29.png<br />
SSS SONIC30.png<br />
SSS SONIC31.png<br />
SSS SONIC32.png<br />
SSS SONIC33.png<br />
SSS SONIC34.png<br />
SSS SONIC35.png<br />
SSS SONIC36.png<br />
SSS SONIC37.png<br />
SSS SONIC38.png<br />
SSS SONIC39.png<br />
SSS SONIC40.png<br />
SSS SONIC4A.png<br />
SSS SONIC42.png<br />
SSS SONIC43.png<br />
SSS SONIC44.png<br />
SSS SONIC4B.png<br />
SSS SONIC46.png<br />
SSS SONIC4C.png<br />
SSS SONIC48.png<br />
SSS SONIC4D.png<br />
SSS SONIC50.png<br />
SSS SONIC51.png<br />
SSS SONIC52.png<br />
</gallery><br />
<br />
===Icons===<br />
These are the icons that can be found on the CD, in the \SONICSS\ICON folder (as they appear in Windows Explorer):{{clear}}<br />
<div style="background:#fff;display:table">[[File:SSS-icons.png]]</div><br />
<br />
===Physical scans===<br />
{{scanbox<br />
| console=PC<br />
| region=JP<br />
| front=SonictheScreensaver PC JP Box Front.jpg<br />
| disc=STSS PC disc.jpg<br />
}}<br />
{{scanbox<br />
| console=PC<br />
| region=EU<br />
| cover=SonicScreensaver-box-jap.PNG<br />
| manual=SonicScreenSaver PC EU manual.pdf<br />
}}<br />
<br />
==External Links==<br />
*[http://sega.jp/pc/sonicsc/ Sega of Japan catalogue page]<br />
*[http://spriters-resource.com/pc_computer/sonicscreensaver/ Sprite rips] of Sonic, Knuckles, Tails, and Robotnik from the program's animations.<br />
<br />
<br />
{{SonicWindowsGames}}<br />
<br />
[[Category:PC games]]<br />
[[Category:Programs]]</div>
Scarred Sun
https://info.sonicretro.org/index.php?title=File:Sega1970.pdf&diff=299421
File:Sega1970.pdf
2019-10-26T23:17:31Z
<p>Scarred Sun: </p>
<hr />
<div></div>
Scarred Sun
https://info.sonicretro.org/index.php?title=Sonic_the_Hedgehog_2_CD&diff=287128
Sonic the Hedgehog 2 CD
2019-08-19T02:43:20Z
<p>Scarred Sun: /* Screenshots */</p>
<hr />
<div>{{Bob<br />
| bobscreen=<br />
| publisher=[[Sega]]<br />
| system=[[Sega Mega-CD]]<br />
| genre=Action<br />
}}<br />
'''''Sonic the Hedgehog 2 CD''''', also frequently referred to as '''''Super Sonic''''', was a planned version of ''[[Sonic the Hedgehog 2 (16-bit)|Sonic the Hedgehog 2]]'' for the [[Sega Mega-CD]].<br />
<br />
The [[Sega Mega Drive]] version of ''Sonic the Hedgehog 2'' and ''[[Sonic the Hedgehog CD]]'' are thought to have at one point been the same thing, likely separating at an early point in development when a disgruntled [[Yuji Naka]] and several members of the original [[Sonic Team]] migrated from [[Sega of Japan]]'s offices in Tokyo to [[Sega of America]] (or specifically, the [[Sega Technical Institute]]) in California - travelling to where ''Sonic the Hedgehog'' was actually popular, as opposed to staying in Japan where the reception had been more lukewarm.<br />
<br />
The entirety of the story is unclear, and many former developers seem unaware of the situation, however Sega spent a large part of 1992 promoting ''four'' different versions of ''Sonic 2'' - the Sega Mega Drive, [[Sega Master System]] and [[Sega Game Gear]] ports, all of which shipped, and a Sega Mega-CD version which did not. Development on ''Sonic 2 CD'' is thought to have began with an aim of launching after the aforementioned versions, however the project was axed, potentially as a response to Japanese ''Sonic 2'' sales, and became an entirely separate game, ''Sonic CD''.<br />
<br />
Slightly enhanced Mega-CD ports of Mega Drive games were not uncommon during the early 1990s, and ''Sonic 2 CD'' appears to have followed a similar pattern - the addition of CD quality audio, cutscenes between levels and the potential for more stages were all announced by various sources, though very little seems to have been demonstrated and may relate soley to the Japanese-led ''Sonic CD'' project.<br />
<br />
An [[Sonic the Hedgehog (Mega-CD)|enhanced port]] of the original ''[[Sonic the Hedgehog (16-bit)|Sonic the Hedgehog]]'' was also announced around this time before being canned.<br />
<br />
==Screenshots==<br />
No gameplay of ''Sonic 2 CD'' was ever demonstrated, however during mid-1992 members of the gaming press appear to have been given access to some sort of unconventional prototype or rolling demo. The footage bears very little resemblence to what is found in ''Sonic 2'' - it may have been intended for loading screens, or to act as a simple test for Mega-CD hardware.<br />
<gallery><br />
Sonic2DLoading2.jpg|Sonic standing on a CD ROM.{{fileref|EGM US 037.pdf|page=83}}<br />
Sonic2DLoading3.jpg|Occasionally he brings out another CD which a small Eggman attempts to steal.{{fileref|EGM US 037.pdf|page=83}}<br />
Sonic2DLoading1.jpg|Sometimes this CD becomes a spinning ring too, and the background scrolls from a cityscape...{{fileref|EGM US 037.pdf|page=83}}<br />
Egm Issue39 October1992 Page54.JPG|... to an ancient Roman-looking area.{{fileref|EGM US 039.pdf|page=54}}<br />
MEGAforce Issue10 - Page10 October1992 cropped.JPG|Same image, different source.{{fileref|MegaForce FR 10.pdf|page=10}}<br />
Sonic2DLoading5.jpg|Eggman tries to steal the CD again...{{fileref|EGM US 037.pdf|page=83}}<br />
Sonic2DLoading4.jpg|... and eventually an Angel with a blackboard appear in the background.{{fileref|EGM US 037.pdf|page=83}}<br />
Sonic2DLoading4-alt.png|Alternate version of the same image with a different frame on the foot.{{fileref|Mdfan JP 1992-08.pdf|page=82}}<br />
<br />
</gallery><br />
<br />
==Magazine articles==<br />
{{magtable|<br />
{{magrow<br />
| file=Megazone AU 23.pdf<br />
| page=12<br />
| cover=<br />
| date=1992-08<br />
| source=''Megazone'' #23<br />
| type=News<br />
| title=''Sonic II''<br />
| comment=Brief mention of a Mega-CD version of ''Sonic 2'', scheduled for an Australian release in early 1993.<br />
| writer=<br />
}}<br />
{{magrow<br />
| file=SegaVisions US 09.pdf<br />
| page=23<br />
| cover=<br />
| date=1992-09<br />
| source=''[[sega:Sega Visions|Sega Visions]]'' #9<br />
| type=<br />
| title=Sega Interview<br />
| comment=After an interview with [[Yuji Naka]], ''Sega Visions'' claims that a Sega Mega-CD version of ''[[Sonic the Hedgehog 2]]'' is coming, with extra levels and "special bonus rounds" between zones.<br />
| writer=<br />
}}<br />
{{magrow<br />
| file=Joypad FR 012.pdf<br />
| page=31<br />
| cover=<br />
| date=1992-09<br />
| source=''Joypad'' #12<br />
| type=Preview<br />
| title=Preview: ''Sonic the Hedgehog 2'' - ''Sonic II'' Sur Mega CD<br />
| comment=<br />
}}<br />
{{magrow<br />
| file=MeanMachinesSega01UK.pdf<br />
| page=101<br />
| cover=<br />
| date=1992-10<br />
| source=''[[sega:Mean Machines Sega|Mean Machines Sega]]'' #1<br />
| type=Preview<br />
| title=Mega CD Sonic Update<br />
| comment=Short article describing the game as an enhanced version of ''[[Sonic the Hedgehog 2]]'' called "''[[Sonic the Hedgehog 2 CD|Super Sonic]]''".<br />
| writer=<br />
}}<br />
{{magrow<br />
| file=Mega UK 01.pdf<br />
| page=76<br />
| cover=<br />
| date=1992-10<br />
| source=''[[sega:Mega|Mega]]'' #1<br />
| type=<br />
| title=Top 100: ''Sonic the Hedgehog''<br />
| comment=While ''Mega'' explains its decision to rate the original ''[[Sonic the Hedgehog (16-bit)|Sonic the Hedgehog]]'' as the third best Mega Drive game available in the UK, it briefly alludes to ''Sonic the Hedgehog 2'' and a Mega-CD game, ''Super Sonic''.<br />
| writer=<br />
}}<br />
{{magrow<br />
| file=Mega UK 01.pdf<br />
| page=90<br />
| cover=<br />
| date=1992-10<br />
| source=''[[sega:Mega|Mega]]'' #1<br />
| type=<br />
| title=Mega Mouth<br />
| comment=Later in the issue, ''Mega'' briefly predicts a Mega-CD port of ''Sonic 2'', but is likely speculating at this point.<br />
| writer=<br />
}}<br />
{{magrow<br />
| file=SegaForce US 1992-11.pdf<br />
| page=61<br />
| cover=<br />
| date=1992-11<br />
| source=''Electronic Gaming Monthly'' #40 ([[sega:Sega Force (US)|''Sega Force'']])<br />
| type=<br />
| title=CD ROM Showcase: ''Sonic the Hedgehog 2''<br />
| comment=<br />
| writer=<br />
| score=<br />
}}<br />
{{magrow<br />
| file=EGM US 041.pdf<br />
| page=183<br />
| cover=<br />
| date=1992-12<br />
| source=''Electronic Gaming Monthly'' #41<br />
| type=Preview<br />
| title=''Sonic the Hedgehog 2''<br />
| comment=A brief mention at the back of this ''Sonic 2'' preview, suggesting ''Sonic 2 CD'' exists.<br />
| writer=<br />
| score=<br />
}}<br />
{{magrow<br />
| file=Mega UK 04.pdf<br />
| page=22<br />
| cover=<br />
| date=1993-01<br />
| source=''[[sega:Mega|Mega]]'' #4<br />
| type=News<br />
| title=''Super Sonic''<br />
| comment=''Mega'' reminds its readers of ''Super Sonic''. The magazine pairs this with a screenshot of the original ''[[Sonic the Hedgehog (16-bit)|Sonic the Hedgehog]]'', though does not otherwise suggest the two games are linked. The publication merely confirms "high quality" music is on the cards.<br />
| writer=<br />
}}<br />
{{magrow<br />
| file=MeanMachinesSega05UK.pdf<br />
| page=11<br />
| cover=<br />
| date=1993-02<br />
| source=''[[sega:Mean Machines Sega|Mean Machines Sega]]'' #5<br />
| type=News<br />
| title=Sonic Speaks!<br />
| comment=Short article about the game, still called "''Super Sonic''" at this point, and how voice acting will be included.<br />
| writer=<br />
}}<br />
{{magrow<br />
| file=SegaForce UK 16.pdf<br />
| page=12<br />
| cover=<br />
| date=1993-04<br />
| source=''[[sega:Sega Force (UK)|Sega Force]]'' #16<br />
| type=News<br />
| title=Gutter Talk!: ''Sonic CD'' Slips Up<br />
| comment=UK magazine ''Sega Force'' reports that sales of ''[[Sonic the Hedgehog 2]]'' in Japan have fallen below expectations, leading to a rethink in ''Sonic CD''<nowiki>'</nowiki>s development. No longer will it be an enhanced version of the Mega Drive game.<br />
| writer=<br />
}}<br />
{{magrow<br />
| file=CVG UK 139.pdf<br />
| page=120<br />
| cover=<br />
| date=1993-06<br />
| source=''Computer and Video Games'' #139<br />
| type=News<br />
| title=Super Sonic<br />
| comment=Brief mention of the game, still referred to here as "''Super Sonic''", said to be released in Japan "any week now".<br />
| writer=Steve Keen<br />
}}<br />
}}<br />
<br />
===Dated Issues===<br />
*[[Game Preview - Sonic the Hedgehog 2 (Supergame, February 1992)|Supergame (February 1992)]] - Name mentioned as ''Super Sonic 2: Escape From Ring Zone''.<br />
*[[:Image:(segapro-april1992)sonic2cd.jpg|SegaPro (April 1992)]] - Confirmation of ''Sonic 2'' port.<br />
*[[:Image:EGMAugust1992Page 04.jpg|EGM (August 1992)]] - ''Sonic 2 CD'' shown at Summer CES in Chicago.<br />
*[[:Image:Segavisionssep1992naka2.jpg|Sega Visions (September 1992)]] - Additional zones mentioned.<br />
*[[:Image:MegazoneSeptember92-1.jpg|MegaZone (September 1992)]] - ''Sonic 2'' will be released on MegaCD.<br />
*[[:Image:S2 vgce 01.jpg|Video Games & Computer Entertainment (October 1992)]] - Mega CD port confirmed.<br />
*[[:Image:MegatechS2-4.jpg|Mean Machines (November 1992)]] - ''Super Sonic'' will have CD soundtrack and extra levels.<br />
<br />
===Undated Issues===<br />
*[[:Image:Sgmakingof1.jpg|GamePlayers Sega Guide]] - Sega CD port confirmed.<br />
*[[:Image:SegaZoneIssue61.jpg|SegaZone]] - Mega CD port of ''Sonic 2'' with time travel mentioned.<br />
*[[:Image:Sonic2CDMEGATECHarticle4GB.jpg|MegaTech]] - This article confirms that the Sega CD Sonic game isn't a port of ''Sonic 2''.<br />
<br />
{{SonicGenesisGames}}<br />
{{ScrappedGames}}</div>
Scarred Sun
https://info.sonicretro.org/index.php?title=File:Sonic2DLoading4-alt.png&diff=287127
File:Sonic2DLoading4-alt.png
2019-08-19T02:41:25Z
<p>Scarred Sun: From https://retrocdn.net/File:Mdfan_JP_1992-08.pdf?page=82
{{GD|Sonic the Hedgehog 2 CD}}</p>
<hr />
<div>From https://retrocdn.net/File:Mdfan_JP_1992-08.pdf?page=82<br />
<br />
{{GD|Sonic the Hedgehog 2 CD}}</div>
Scarred Sun
https://info.sonicretro.org/index.php?title=MediaWiki:Foreground.css&diff=284455
MediaWiki:Foreground.css
2019-07-11T02:42:49Z
<p>Scarred Sun: </p>
<hr />
<div>@import url("https://fonts.googleapis.com/css?family=Open+Sans")<br />
blockquote {display:inline-block !important; border-left:none}<br />
textarea, input#wpSummary {width:100%;}<br />
.expanded {max-width: none !important;}<br />
#f-message {float:left; font-size:0.8em;}<br />
#f-list {float:right; font-size:0.8em;}<br />
#privacy, #about, #disclaimer, #f-designby {display: inline !important;}<br />
#f-viewcount {display:block;}<br />
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.tright {padding: 0 0 1rem 1rem;}<br />
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.bits-bar input {border: 1px solid #4b92bf;}<br />
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.bits-bar .top-bar-section .dropdown li a:hover {background-color: #015188 !important;}<br />
ul#preftoc {list-style:none;}<br />
ul#preftoc li.selected {<br />
padding: 0.5em;<br />
}<br />
ul#preftoc li.selected a {font-weight:bold;}<br />
ul#preftoc li {<br />
display: inline;<br />
padding: 0.5em;<br />
}<br />
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content: "PDF";<br />
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position: absolute;<br />
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bottom: 0;<br />
right: 0;<br />
}<br />
a[href$='.pdf'][class='image']::before {<br />
content: "PDF";<br />
color: #FFF;<br />
font-weight: bold;<br />
background: red;<br />
position: absolute;<br />
width: 32px;<br />
bottom: 0;<br />
right: 0;<br />
}<br />
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display: inline-block;<br />
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}<br />
a.image {<br />
position: relative;<br />
display: inline-block;<br />
}<br />
.scanbox a[href$='.pdf']::before {<br />
content: "PDF";<br />
font-family: "Open Sans",Helvetica,Arial,sans-serif;<br />
background: red;<br />
color: white;<br />
font-weight: bold;<br />
height: 8px;<br />
width: 18px;<br />
font-size: 7px;<br />
display: inline-block;<br />
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z-index: 99;<br />
line-height: 8px;<br />
bottom: 0;<br />
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padding: 5px 10px 6px;<br />
border: 0 none;<br />
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td.mw-label {<br />
width: 10%;<br />
}<br />
td.mw-input {<br />
width: auto;<br />
}<br />
input[type="file"], input[type="checkbox"], input[type="radio"], select {<br />
padding: 5px;<br />
margin: 0 5px;<br />
}<br />
input#tagfilter {<br />
margin-left: 5px;<br />
}<br />
div.tleft, div.floatleft, table.floatleft {<br />
margin: 0 1.5rem 1.5rem 0;<br />
}<br />
#mw-content-text ul {<br />
display: inherit;<br />
margin: 0.5rem;<br />
}<br />
@media only screen and (min-width: 550px) {<br />
.ulin ul {<br />
display: inline-block;<br />
}}<br />
@media only screen and (max-width: 480px){<br />
.bobscreen, .bobscreen img {<br />
max-width: 100% !important;<br />
width: 100% !important;<br />
}<br />
.breakout {<br />
width: inherit !important;<br />
max-width: 100% !important;<br />
padding: 0px;<br />
float: none !important;<br />
margin: 0 auto;<br />
display: inline-block !important;<br />
position: relative;<br />
margin-left: 0 !important;<br />
}<br />
.breakout .breakout {<br />
float: left;<br />
display:table;<br />
width: 100% !important;<br />
max-width: initial !important;<br />
}<br />
}<br />
table tr th, table tr td {<br />
padding: 0.5625em 0.625em;<br />
font-size: 1em;<br />
}<br />
#footer {display:flex; flex-direction:row}</div>
Scarred Sun
https://info.sonicretro.org/index.php?title=Template:Bob&diff=263339
Template:Bob
2018-08-06T21:44:23Z
<p>Scarred Sun: </p>
<hr />
<div><div itemscope itemtype="http://schema.org/VideoGame"><br />
<link itemprop="applicationCategory" href="http://schema.org/GameApplication"/><br />
<span itemprop="operatingSystem" style="display:none">n/a</span><br />
{{#vardefine:type|0}}{{#vardefine:genre|0}}{{BobTable|<br />
{{BobRow||{{{bobscreen|}}}|align=center|default=[[File:Notavailable.svg]]<includeonly>[[Category:No titlescreen]]</includeonly>|content={{#if: {{{bobscreen2|}}} |<br />
{{tabs<br />
| hidetitle=yes<br />
| instant=yes<br />
| style=border:none; padding:0px;<br />
| orientation=horizontal<br />
| width=320px<br />
| icon1={{{tab1|Image 1}}}<br />
| icon2={{{tab2|Image 2}}}<br />
| icon3={{#if:{{{bobscreen3|}}}|{{{tab3|Image 3}}}}}<br />
| content1={{bobscreen|{{{bobscreen}}}}}<br />
| content2={{bobscreen|{{{bobscreen2}}}}}<br />
| content3={{#if:{{{bobscreen3|}}}|{{bobscreen|{{{bobscreen3}}}}}}}<br />
}}<br />
|{{bobscreen|{{{bobscreen}}}}}}}{{#ifeq: {{fileext|{{{bobscreen}}}}} | jpg | [[Category:JPEG titlescreen]] }}}}<br />
{{BobRow||{{{title|}}}|default=''<span itemprop="name">{{PAGENAME}}</span>''|content=''<span itemprop="name">{{{title}}}</span>''|headline=yes|align=center}}<br />
{{BobRow||{{{icon|}}}|align=right|content=[[File:{{{icon}}}|32px]]}}<br />
{{BobRow||{{{publisher|}}}|content='''Publisher:''' <span itemprop="publisher">{{{publisher}}}</span>}}<br />
{{BobRow||{{{developer|}}}|content='''Developer:''' <span itemprop="author">{{{developer}}}</span>}}<br />
{{BobRow|Distributor|{{{distributor|}}}}}<br />
{{BobRow|Publisher(s) of original games|{{{originalpublishers|}}}}}<br />
{{BobRow|Developer(s) of original games|{{{originaldevelopers|}}}}}<br />
{{BobRow|Game total|{{{gamecount|}}}}}<br />
{{BobRow||{{{system|}}}|content='''System(s)''': <span itemprop="gamePlatform">{{{system}}}</span>}}<br />
{{BobRow|Original system(s)|{{{consolescompilation|}}}}}<br />
{{BobRow||{{{romsize|}}}|content='''ROM size''': <span itemprop="fileSize">{{{romsize}}}</span>}}<br />
{{#if: {{{romsize|}}} | | <includeonly>[[Category:No ROM size]]</includeonly> }}<br />
{{BobRow|Save file size|{{{savesize|}}}}}<br />
{{BobRow|Sound driver|{{{sounddriver|}}}}}<br />
{{BobRow|Peripherals supported|{{{peripherals|}}}}}<br />
{{BobRow||{{{genre|}}}|content='''Genre''': <span itemprop="genre">{{{genre}}}</span>}}<br />
{{BobRow|Series|{{{series|}}}}}<br />
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{{releasesEnd}}}}<br />
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{{#if:{{{esrb|}}}|{{ESRB|{{{esrb}}}}}|}}{{#if:{{{vrc|}}}|{{VRC|{{{vrc}}}}}|}}{{#if:{{{sega|}}}|{{SegaRating|{{{sega}}}}}|}}{{#if:{{{pegi|}}}|{{PEGI|{{{pegi}}}}}|}}{{#if:{{{elspa|}}}|{{ELSPA|{{{elspa}}}}}|}}{{#if:{{{bbfc|}}}|{{BBFC|{{{bbfc}}}}}|}}{{#if:{{{usk|}}}|{{USK|{{{usk}}}}}|}}{{#if:{{{oflc|}}}|{{OFLC|{{{oflc}}}|{{{oflc2|}}}}}|}}{{#if:{{{adese|}}}|{{ADeSe|{{{adese}}}}}|}}{{#if:{{{sell|}}}|{{SELL|{{{sell}}}}}|}}{{#if:{{{cero|}}}|{{CERO|{{{cero}}}|{{{cero2|}}}}}|}}{{#if:{{{grb|}}}|{{GRB|{{{grb}}}}}|}}{{#if:{{{csrr|}}}|{{CSRR|{{{csrr}}}}}|}}{{#if:{{{esra|}}}|{{ESRA|{{{esra}}}}}|}}{{#if:{{{djctq|}}}|{{DJCTQ|{{{djctq}}}}}|}}{{#if:{{{tectoy|}}}|{{TectoyRating|{{{tectoy}}}}}|}}{{#if:{{{vet|}}}|{{VET|{{{vet}}}}}|}}{{#if:{{{gsrr|}}}|{{GSRR|{{{gsrr}}}}}|}}<br />
}}<br />
}}<br />
</div><br />
<div style="display:none;"><br />
{{#seo:<br />
|og:image={{filepath:{{#if: {{{bobscreen|}}}|{{{bobscreen}}}|Notavailable.svg}}}}<br />
|og:site_name=Sonic Retro<br />
|title={{PAGENAME}}<br />
|twitter:card=summary_large_image<br />
|twitter:site=@sonicretro<br />
|twitter:image:src={{filepath:{{#if: {{{bobscreen|}}}|{{{bobscreen}}}|Notavailable.svg}}}}<br />
}}</div><noinclude><br />
This template is to be used on articles about video games. Place the following at the top of a page:<br />
<br />
<pre><br />
{{Bob<br />
| bobscreen=<br />
| title=<br />
| publisher=<br />
| developer=<br />
| distributor=<br />
| system=<br />
| romsize=<br />
| savesize=<br />
| sounddriver=<br />
| peripherals=<br />
| players=<br />
| genre=<br />
| releases={{releases<br />
...<br />
}}<br />
| vrc=<br />
| sega=<br />
| elspa=<br />
| esrb=<br />
| pegi=<br />
| bbfc=<br />
| usk=<br />
| oflc=<br />
| adese=<br />
| sell=<br />
| djctq=<br />
| cero=<br />
| grb=<br />
| csrr=<br />
| esra=<br />
| tectoy=<br />
| vet=<br />
}}<br />
</pre><br />
<br />
All fields except "bobscreen" are optional. See [[:Template:Releases]] for how to add individual releases and variants of the game.<br />
<br />
Compilation-only fields:<br />
<pre><br />
|originalpublishers=<br />
|originaldevelopers=<br />
|gamecount=<br />
|consolescompilation=<br />
</pre><br />
[[Category:Breakout box templates]]</noinclude></div>
Scarred Sun
https://info.sonicretro.org/index.php?title=Sonic_the_Hedgehog_(16-bit)/Magazine_articles&diff=261649
Sonic the Hedgehog (16-bit)/Magazine articles
2018-06-24T15:42:58Z
<p>Scarred Sun: </p>
<hr />
<div>This page has a list of articles for ''[[Sonic the Hedgehog (16-bit)|Sonic the Hedgehog]]'' and covers short magazine articles not deserving of their own page.<br />
{{magtable|<br />
{{magrow<br />
| file=Generation4 FR 030.pdf<br />
| page=126<br />
| cover=<br />
| source=gen4<br />
| issueno=30<br />
| title=<br />
| comment=<br />
}}<br />
{{magrow<br />
| file=EGM US 013.pdf<br />
| page=27<br />
| cover=<br />
| date=1990-08<br />
| source=''Electronic Gaming Monthly'' #13<br />
| type=News<br />
| title=International Outlook: ''Sonic the Hedgehog''<br />
| comment=Very brief coverage from [[sega:Tokyo Toy Show 1990|Tokyo Toy Show 1990]] in issue #13 ''EGM''. The magaizne claims to be the only US video game publication covering the event.<br />
| writer=<br />
| score=<br />
}}<br />
{{magrow<br />
| file=EGM US 013.pdf<br />
| page=88<br />
| cover=<br />
| date=1990-08<br />
| source=''Electronic Gaming Monthly'' #13<br />
| type=Preview<br />
| title=Outpost Genesis: ''Sonic the Hedgehog''<br />
| comment=A second quick look later on in the magazine. The game is grouped with dozens of games from [[sega:Summer CES 1990|Summer CES 1990]], but it's not thought ''Sonic'' was on display there.<br />
| writer=<br />
| score=<br />
}}<br />
{{magrow<br />
| file=EGM US 014.pdf<br />
| page=39<br />
| cover=<br />
| date=1990-09<br />
| source=''Electronic Gaming Monthly'' #14<br />
| type=News<br />
| title=International Outlook<br />
| comment=More coverage from [[sega:Tokyo Toy Show 1990|Tokyo Toy Show 1990]] in issue #14 of ''EGM''.<br />
| writer=<br />
| score=<br />
}}<br />
{{magrow<br />
| file=EGM US 016.pdf<br />
| page=12<br />
| cover=<br />
| date=1990-11<br />
| source=''Electronic Gaming Monthly'' #16<br />
| type=Mail<br />
| title=Interface: More ''Sonic the Hedgehog!''<br />
| comment=Colin Rey from Humber Heights, Ohio asks for more ''Sonic'' info from ''EGM''. The magazine gladly obliges with another screenshot from Tokyo Game Toy 1990.<br />
| writer=<br />
| score=<br />
}}<br />
{{magrow<br />
| file=MeanMachines UK 05.pdf<br />
| page=13<br />
| cover=<br />
| date=1991-02<br />
| source=''Mean Machines'' #5<br />
| type=News<br />
| title=Pricks at the Speed of Sound<br />
| comment=Brief article about the game's appearance at the [[sega:Winter CES 1991|January 1991 CES]] at Las Vegas.<br />
| writer=<br />
| score=<br />
}}<br />
{{magrow<br />
| file=CVG UK 112.pdf<br />
| page=11<br />
| cover=<br />
| date=1991-03<br />
| source=''Computer and Video Games'' #112<br />
| type=News<br />
| title=Animal Magic<br />
| comment=Paragraph about the game's appearance at the [[sega:Winter CES 1991|January 1991 CES]] at Las Vegas.<br />
| writer=<br />
| score=<br />
}}<br />
{{magrow<br />
| file=ACE UK 43.pdf<br />
| page=10<br />
| cover=<br />
| date=1991-04<br />
| source=''ACE'' #43<br />
| type=News<br />
| title=Games News: ''Sonic the Hedgehog''<br />
| comment=Paragraph about the game's appearance at the [[sega:Winter CES 1991|January 1991 CES]] at Las Vegas. It mentions the rotating [[Special Stage (Sonic the Hedgehog 16-bit)|Special Stage]], and is accompanied by a early screenshot of [[Marble Zone]].<br />
| writer=<br />
| score=<br />
}}<br />
{{magrow<br />
| file=SegaVisions US 04.pdf<br />
| page=16<br />
| cover=<br />
| date=1991-04<br />
| source=''[[sega:Sega Visions|Sega Visions]]'' #4<br />
| type=Preview<br />
| title=Sega Genesis 16 Bit: ''Sonic the Hedgehog''<br />
| comment=<br />
| writer=<br />
| score=<br />
}}<br />
{{magrow<br />
| file=EGM US 021.pdf<br />
| page=46<br />
| cover=<br />
| date=1991-04<br />
| source=''Electronic Gaming Monthly'' #21<br />
| type=Preview<br />
| title=''Sonic the Hedgehog''<br />
| comment=<br />
| writer=<br />
| score=<br />
}}<br />
{{magrow<br />
| file=MeanMachines UK 08.pdf<br />
| page=92<br />
| cover=yes<br />
| date=1991-05<br />
| source=''Mean Machines'' #8<br />
| type=Preview<br />
| title=Preview: ''Sonic the Hedgehog''<br />
| comment=Three-page article about the upcoming game, which it states is expected in September. Gameplay is briefly described, though most of the pages are taken up by screenshots, which are from a prototype version. In particular, [[Spring Yard Zone]] on the second page is very different. ''Sonic the Hedgehog'' is also a cover article on this issue.<br />
| writer=<br />
| score=<br />
}}<br />
{{magrow<br />
| file=SegaVisions US 05.pdf<br />
| page=24<br />
| cover=yes<br />
| date=1991-06?<br />
| source=''[[sega:Sega Visions|Sega Visions]]'' #5<br />
| type=Preview<br />
| title= ''Sonic the Hedgehog'': Great Moments in Hedgehog History<br />
| comment=<br />
| writer=<br />
| score=<br />
}}<br />
{{magrow<br />
| file=CVG UK 115.pdf<br />
| page=122<br />
| cover=yes<br />
| date=1991-06<br />
| source=''Computer and Video Games'' #115<br />
| type=Preview<br />
| title=Preview: ''Sonic the Hedgehog''<br />
| comment=Two-page article about the upcoming game, where many of the images are from an early prototype. It mistakenly says there are 15 levels split into 5 acts, even though 5 zones are shown total. The first page also mentions a power-up which gives Sonic invincibility and Speed Shoes at once, which is probably a reference to the unused S-monitor which has been found in the game. It also mentions that [[U.S. Gold]] has bought the rights to publish home computer versions.<br />
| writer=<br />
| score=<br />
}}<br />
{{magrow<br />
| file=Raze UK 08.pdf<br />
| page=10<br />
| cover=<br />
| date=1991-06<br />
| source=''Raze'' #8<br />
| type=News<br />
| title=Sonic the Sega<br />
| comment=Short paragraph about game. The writer compares Sonic's appearance to that of Tom from ''Tom and Jerry''.<br />
| writer=<br />
| score=<br />
}}<br />
{{magrow<br />
| file=GamePro US 023.pdf<br />
| page=44<br />
| cover=yes<br />
| date=1991-06<br />
| source=''GamePro'' #23<br />
| type=Review<br />
| title=Genesis ProReview: ''Sonic the Hedgehog''<br />
| comment=<br />
| writer=<br />
| score=<br />
}}<br />
{{magrow<br />
| file=VG&CE US 29.pdf<br />
| page=32<br />
| cover=yes<br />
| date=1991-06<br />
| source=''VideoGames & Computer Entertainment'' #29<br />
| type=Review<br />
| title=Video Game Reviews: ''Sonic the Hedgehog''<br />
| comment=<br />
| writer=<br />
| score=88<br />
}}<br />
{{magrow<br />
| file=MeanMachines UK 10.pdf<br />
| page=42<br />
| cover=<br />
| date=1991-07<br />
| source=''Mean Machines'' #10<br />
| type=Review<br />
| title=Review: ''Sonic the Hedgehog''<br />
| comment=Three-page review of the game. The reviewers praise the game's graphics, with its large sprites and detailed backgrounds, as well as its speed and gameplay. Overall they give ''Sonic'' a glowing review with a score of 92%.<br />
| writer=Paul Glancey, Richard Leadbetter<br />
| score=92<br />
}}<br />
{{magrow<br />
| file=MeanMachines UK 10.pdf<br />
| page=103<br />
| cover=<br />
| date=1991-07<br />
| source=''Mean Machines'' #10<br />
| type=News<br />
| title=Sonic Clampdown<br />
| comment=Short article describing Sega's efforts to prevent American copies of ''Sonic the Hedgehog'' being sold in Europe, before the game's official European launch.<br />
| writer=<br />
| score=<br />
}}<br />
{{magrow<br />
| file=CVG IT 07.pdf<br />
| page=8<br />
| cover=<br />
| date=1991-07<br />
| source=''Computer + Video Giochi'' #7<br />
| type=Preview<br />
| title=Preview: Sonic the Hedgehog<br />
| comment=A two page preview in the July/August 1991 issue, essentially a translation of the English preview seen in ''Computer and Video Games'' above.<br />
| writer=<br />
| score=<br />
}}<br />
{{magrow<br />
| file=Mega_TH_1991-29.pdf<br />
| page=12<br />
| cover=<br />
| date=1991-07<br />
| source=''Mega (TH)'' #1991-29<br />
| type=<br />
| title=<br />
| comment=<br />
| writer=<br />
| score=<br />
}}<br />
{{magrow<br />
| file=PlayerOne FR 011.pdf<br />
| page=26<br />
| cover=<br />
| date=1991-07<br />
| source=''Player One'' #11<br />
| type=Review<br />
| title=Mega D.: Sonic the Hedgehog<br />
| comment=A four page review of the game. It received favorable scores in all areas and got an overall score of 96. <br />
| writer=<br />
| score=96<br />
}}<br />
{{magrow<br />
| file=Supergame BR 01.pdf<br />
| page=14<br />
| cover=yes<br />
| date=1991-07<br />
| source=''[[sega:Supergame|Supergame]]'' #1<br />
| type=Preview<br />
| title=Superjogos<br />
| comment=<br />
| writer=<br />
| score=<br />
}}<br />
{{magrow<br />
| file=MegaForce FR 01.pdf<br />
| page=84<br />
| cover=<br />
| date=1991-07<br />
| source=''[[sega:Mega Force|Mega Force]]'' #1<br />
| type=Preview<br />
| title=Zapping: ''Sonic''<br />
| comment=<br />
| writer=<br />
| score=<br />
}}<br />
{{magrow<br />
| file=EGM US 024.pdf<br />
| page=24<br />
| cover=<br />
| date=1991-07<br />
| source=''Electronic Gaming Monthly'' #24<br />
| type=Review<br />
| title=''Sonic the Hedgehog''<br />
| comment=<br />
| writer=<br />
| score=90<br />
}}<br />
{{magrow<br />
| file=VideoGame BR 05.pdf<br />
| page=51<br />
| cover=yes<br />
| date=1991-07<br />
| source=''VideoGame'' #5<br />
| type=Review<br />
| title=Sistema Sega Mega Drive: ''Sonic the Hedgehog''<br />
| comment=Brazillian magazine ''VideoGame'' reviews what is seemingly a prototype version of the game, awarding it five stars.<br />
| writer=<br />
| score=100<br />
}}<br />
{{magrow<br />
| file=ACE UK 47.pdf<br />
| page=54<br />
| cover=<br />
| date=1991-08<br />
| source=''ACE'' #47<br />
| type=Review<br />
| title=Screentest: ''Sonic the Hedgehog''<br />
| comment=Three-page review of the game. The reviewer compares it favourably to the recent ''Super Mario World'', praising the game's graphics and speed, as well as the level design and overall size. [[Scrap Brain Zone]] is referred to as "Clockwork Zone", its working title before the game was finished.<br />
| writer=Gary Whitta<br />
| score=92<br />
}}<br />
{{magrow<br />
| file=CVG UK 117.pdf<br />
| page=16<br />
| cover=<br />
| date=1991-08<br />
| source=''Computer and Video Games'' #117<br />
| type=Review<br />
| title=CVG Hit: ''Sonic the Hedgehog''<br />
| comment=Four-page review of the game. The article is poorly written, as incorrect names are used and there is even an upside down image in between pages 3 and 4. They give the game a 96 for graphics, 93 for sounds, 94 for playability, and 91 for "lastability", with a 94 for the overall score. <br />
| writer=<br />
| score=94<br />
}}<br />
{{magrow<br />
| file=Raze UK 10.pdf<br />
| page=14<br />
| cover=<br />
| date=1991-08<br />
| source=''Raze'' #10<br />
| type=News<br />
| title=Sega City<br />
| comment=Two-page article about the game. The writer describes the demo cart they played as consisting of only three zones - [[Green Hill Zone|Green Hill]], "[[Marble Zone|Marble World]]" and "[[Star Light Zone|Star City]]". They also mention the finished game will be on an 8Mb cart (1 megabyte); the final game was actually released on a 4Mb cart. Several of the screenshots are from earlier versions of the game.<br />
| writer=<br />
| score=<br />
}}<br />
{{magrow<br />
| file=AcaoGames BR 004.pdf<br />
| page=22<br />
| cover=<br />
| date=1991-08<br />
| source=''Ação Games'' #4<br />
| type=Review<br />
| title=Select: ''Sonic the Hedgehog''<br />
| comment=<br />
| writer=<br />
| score=100<br />
}}<br />
{{magrow<br />
| file=EGM US 025.pdf<br />
| page=92<br />
| cover=<br />
| date=1991-08<br />
| source=''Electronic Gaming Monthly'' #25<br />
| type=Tips<br />
| title=Tricks of the Trade: ''Sonic the Hedgehog''<br />
| comment=(continues on page 96)<br />
| writer=<br />
| score=<br />
}}<br />
{{magrow<br />
| file=ACE UK 48.pdf<br />
| page=16<br />
| cover=<br />
| date=1991-09<br />
| source=''ACE'' #48<br />
| type=<br />
| title=It's Sonic, Guy!<br />
| comment=Letter regarding the ''Sonic the Hedgehog'' review in ''ACE'' #47. The writer points out the "Clockwork Zone" error, and suggests ''Sonic'' has better graphics than ''Super Mario World''.<br />
| writer=Adrian Hopson<br />
| score=<br />
}}<br />
{{magrow<br />
| file=CVG UK 118.pdf<br />
| page=75<br />
| cover=<br />
| date=1991-09<br />
| source=''Computer and Video Games'' #118<br />
| type=Tips<br />
| title=Cheat Mode: ''Sonic the Hedgehog''<br />
| comment=Brief description of the [[level select]] code. Two screenshots show a prototype [[Scrap Brain Zone]] and [[Green Hill Zone]], which also has a functioning [[debug mode]] (not mentioned in the text).<br />
| writer=<br />
}}<br />
{{magrow<br />
| file=Raze UK 11.pdf<br />
| page=50<br />
| cover=<br />
| date=1991-09<br />
| source=''Raze'' #11<br />
| type=Review<br />
| title=Rave: ''Sonic the Hedgehog''<br />
| comment=Three-page review of the game. The reviewer praises the size and complexity of the levels, and the detailed graphics. He compares the game favourably to Nintendo's ''Super Mario World'', though stops short of saying which is better, and speculates it will sell well.<br />
| writer=Julian Boardman<br />
| score=95<br />
}}<br />
{{magrow<br />
| file=CVG IT 08.pdf<br />
| page=48<br />
| cover=yes<br />
| date=1991-09<br />
| source=''Computer + Video Giochi'' #8<br />
| type=Review<br />
| title=CVG Hit: Sonic the Hedgehog<br />
| comment=Two page review from the Italian ''Computer + Video Giochi''.<br />
| writer=<br />
| score=96<br />
}}<br />
{{magrow<br />
| file=MegaForce FR 02.pdf<br />
| page=11<br />
| cover=<br />
| date=1991-09<br />
| source=''[[sega:Mega Force|Mega Force]]'' #2<br />
| type=Tips<br />
| title=MegaDrive: ''Sonic the Hedgehog''<br />
| comment=A 22 page walkthrough in the September/October 1991 issue of the French magazine ''Mega Force. The issue has a hand-drawn map of [[Green Hill Zone]].<br />
| writer=<br />
| score=<br />
}}<br />
{{magrow<br />
| file=TheGamesMachine IT 034.pdf<br />
| page=85<br />
| cover=<br />
| date=1991-09<br />
| source=''The Games Machine'' #34<br />
| type=Review<br />
| title=''Sonic the Hedgehog''<br />
| comment=<br />
| writer=<br />
| score=98<br />
}}<br />
{{magrow<br />
| file=EGM US 026.pdf<br />
| page=102<br />
| cover=<br />
| date=1991-09<br />
| source=''Electronic Gaming Monthly'' #26<br />
| type=Special<br />
| title=Beind the Scenes at Sega of Japan: The Making of ''Sonic the Hedgehog''<br />
| comment=<br />
| writer=<br />
| score=<br />
}}<br />
{{magrow<br />
| file=CVG UK 119.pdf<br />
| page=72<br />
| cover=<br />
| date=1991-10<br />
| source=''Computer and Video Games'' #119<br />
| type=Tips<br />
| title=Cheat Mode: ''Sonic the Hedgehog''<br />
| comment=Several paragraphs explaining how to beat all six bosses.<br />
| writer=<br />
}}<br />
{{magrow<br />
| file=Raze UK 12.pdf<br />
| page=68<br />
| cover=<br />
| date=1991-10<br />
| source=''Raze'' #12<br />
| type=Tips<br />
| title=''Sonic the Hedgehog'': The Hidden Rooms<br />
| comment=Four-page guide for the game, consisting mainly of the locations of hidden items and rooms in the first five zones (up to [[Star Light Zone]]), and a large map of [[Green Hill Zone]] act 2. The level select code is also described, with an accompanying screenshot.<br />
| writer=Robin Wyles<br />
| score=<br />
}}<br />
{{magrow<br />
| file=ConsoleMania IT 001.pdf<br />
| page=34<br />
| cover=<br />
| date=1991-10<br />
| source=''Console Mania'' #1<br />
| type=Review<br />
| title=''Sonic the Hedgehog<br />
| comment=<br />
| writer=<br />
| score=95<br />
}}<br />
{{magrow<br />
| file=HobbyConsolas ES 001.pdf<br />
| page=18<br />
| cover=<br />
| date=1991-10<br />
| source=''Hobby Consolas'' #1<br />
| type=Review<br />
| title=Lo Más Nuevo: ''Sonic''<br />
| comment=<br />
| writer=<br />
| score=95<br />
}}<br />
{{magrow<br />
| file=AcaoGames BR 006.pdf<br />
| page=42<br />
| cover=<br />
| date=1991-10<br />
| source=''Ação Games'' #6<br />
| type=Tips<br />
| title=Superestratégia Mega Drive: Sonic the Hedgehog<br />
| comment=<br />
| writer=<br />
| score=<br />
}}<br />
{{magrow<br />
| file=ACE UK 50.pdf<br />
| page=128<br />
| cover=<br />
| date=1991-11<br />
| source=''ACE'' #50<br />
| type=Review<br />
| title=Reviews Directory: ''Sonic the Hedgehog''<br />
| comment=Short recap of the review from ''ACE'' #47. The previous score of 94% is rounded up to 5 stars out of 5.<br />
| writer=<br />
| score=100<br />
}}<br />
{{magrow<br />
| file=ACE UK 50 Supplement.pdf<br />
| page=10<br />
| cover=<br />
| date=1991-11<br />
| source=''ACE'' #50 (Supplement)<br />
| type=Tips<br />
| title=Tricks 'n' Tactics: ''Sonic the Hedgehog''<br />
| comment=Three-page guide of the game, explaining how to deal with the features of each zone and going into detail about [[Scrap Brain Zone]]. One page is dedicated to tips for beating all the bosses in the game.<br />
| writer=<br />
| score=<br />
}}<br />
{{magrow<br />
| file=CVG UK 120.pdf<br />
| page=78<br />
| cover=<br />
| date=1991-11<br />
| source=''Computer and Video Games'' #120<br />
| type=Tips<br />
| title=Cheat Mode: ''Sonic the Hedgehog''<br />
| comment=Paragraph describing an exploit to get all six [[Chaos Emeralds]] by repeatedly entering the [[Special Stage (Sonic the Hedgehog 16-bit)|Special Stage]] via the [[level select]] menu.<br />
| writer=<br />
}}<br />
{{magrow<br />
| file=CVG UK 121.pdf<br />
| page=73<br />
| cover=<br />
| date=1991-12<br />
| source=''Computer and Video Games'' #121<br />
| type=Tips<br />
| title=Cheat Mode: ''Sonic the Hedgehog''<br />
| comment=Short article explaining the code for, and how to use, [[debug mode]]. The code given is protracted, with additional inputs that aren't actually required.<br />
| writer=<br />
}}<br />
{{magrow<br />
| file=GamePro US 029.pdf<br />
| page=133<br />
| cover=<br />
| date=1991-12<br />
| source=''GamePro'' #29<br />
| type=Tips<br />
| title=S.W.A.T.: ''Sonic the Hedgehog'' <br />
| comment=This clip explains how to enable the debug mode. Note the "GP" written with Springs. <br />
| writer=<br />
| score=<br />
}}<br />
{{magrow<br />
| file=MegaTech UK 01.pdf<br />
| page=48<br />
| cover=<br />
| date=1991-12<br />
| source=''[[sega:MegaTech (magazine)|MegaTech]]'' #1<br />
| type=Review<br />
| title=''RoboCod'' Review: Alternatives - ''Sonic the Hedgehog''<br />
| comment=During ''MegaTech''<nowiki>'</nowiki>s review of ''[[sega:James Pond II: Codename RoboCod|James Pond II: Codename RoboCod]]'', they offer ''Sonic the Hedgehog'' as an alternative, and rate it 92%. ''MegaTech'' did not exist when ''Sonic'' debuted earlier in the year, so this also acts as a quick catch-up.<br />
| writer=<br />
| score=92<br />
}}<br />
{{magrow<br />
| file=MegaTech UK 01.pdf<br />
| page=58<br />
| cover=<br />
| date=1991-12<br />
| source=''[[sega:MegaTech (magazine)|MegaTech]]'' #1<br />
| type=Tips<br />
| title=Technique Zone: ''Sonic the Hedgehog''<br />
| comment=Later in the issue, a half-page spread for ''Sonic'' tips and cheats.<br />
| writer=<br />
| score=<br />
}}<br />
{{magrow<br />
| file=AcaoGames BR 008.pdf<br />
| page=42<br />
| cover=yes<br />
| date=1991-12<br />
| source=''Ação Games'' #8<br />
| type=Tips<br />
| title=Especial Top Secret<br />
| comment=<br />
| writer=<br />
| score=<br />
}}<br />
{{magrow<br />
| file=MeanMachines UK 16.pdf<br />
| page=37<br />
| cover=<br />
| date=1992-01<br />
| source=''Mean Machines'' #16<br />
| type=Tips<br />
| title=Tips: ''Sonic the Hedgehog''<br />
| comment=Article explaining the [[debug mode]] and how to access it.<br />
| writer=<br />
| score=<br />
}}<br />
{{magrow<br />
| file=Megablast DE 1992-01.pdf<br />
| page=44<br />
| cover=<br />
| date=1992-01<br />
| source=''Megablast'' #1992-01<br />
| type=Review<br />
| title=''Sonic the Hedgehog''<br />
| comment=<br />
| writer=<br />
| score=83<br />
}}<br />
{{magrow<br />
| file=ACE UK 55.pdf<br />
| page=76<br />
| cover=<br />
| date=1992-04<br />
| source=''ACE'' #55<br />
| type=Tips<br />
| title=Tricks 'n' Tactics: ''Sonic the Hedgehog''<br />
| comment=Short article explaining how to access the [[level select]] and [[debug mode]].<br />
| writer=<br />
| score=<br />
}}<br />
{{magrow<br />
| file=CVG UK 126.pdf<br />
| page=49<br />
| cover=<br />
| date=1992-05<br />
| source=''Computer and Video Games'' #126<br />
| type=Tips<br />
| title=''Sonic the Hedgehog'' Special<br />
| comment=Four-page pullout consisting of cheat codes and tips for beating all the bosses. [[Sonic the Hedgehog 2 (16-bit)|The sequel]] is mentioned, as well as a [[Sonic the Hedgehog CD|Mega-CD ''Sonic'']] game.<br />
| writer=<br />
}}<br />
{{magrow<br />
| file=SegaVisions US 08.pdf<br />
| page=18<br />
| cover=<br />
| date=1992-05<br />
| source=''[[sega:Sega Visions|Sega Visions]]'' #8<br />
| type=Tips<br />
| title=Reviews-Genesis: ''Sonic the Hedgehog''<br />
| comment=A two page feature of ''Sonic the Hedgehog'' in a 1992 issue of ''[[sega:Sega Visions|Sega Visions]]'' magazine. The strategy guide gives tips on how to find secrets or pass certain parts of the game. For some reason the first page calls it a review even though no scores are given.<br />
| writer=<br />
| score=<br />
}}<br />
{{magrow<br />
| file=Mega UK 01.pdf<br />
| page=76<br />
| cover=<br />
| date=1992-10<br />
| source=''[[sega:Mega|Mega]]'' #1<br />
| type=<br />
| title=Top 100: ''Sonic the Hedgehog''<br />
| comment=''Mega'' says ''Sonic the Hedgehog'' is the third best Mega Drive game available in the UK.<br />
| writer=<br />
}}<br />
{{magrow<br />
| file=EGM US BuyersGuide 1993.pdf<br />
| page=102<br />
| cover=<br />
| date=1992-12<br />
| source=''Electronic Gaming Monthly's 1993 Video Game Buyer's Guide''<br />
| type=Tips<br />
| title=U.S. National Game Team's Super Play: ''Sonic the Hedgehog''<br />
| comment=<br />
| writer=<br />
| score=<br />
}}<br />
{{magrow<br />
| file=GamePro US 045.pdf<br />
| page=163<br />
| cover=<br />
| date=1993-04<br />
| source=''GamePro'' #45<br />
| type=Tips<br />
| title=S.W.A.T.Pro: Game Genie Codes! ''Sonic The Hedgehog'' (Genesis)<br />
| comment=A few Game Genie codes which affect jumping ability.<br />
| writer=<br />
| score=<br />
}}<br />
{{magrow<br />
| file=MeanMachinesSega10UK.pdf<br />
| page=108<br />
| cover=<br />
| date=1993-08<br />
| source=''[[sega:Mean Machines Sega|Mean Machines Sega]]'' #10<br />
| type=Review<br />
| title=Lookback: ''Sonic the Hedgehog''<br />
| comment=Half-page review, referencing a previous review in ''Mean Machines'' #10 (where the game was given a score of 92%). The writers now say the game is too easy, and has aged poorly in comparison to the newer ''[[Sonic the Hedgehog 2 (16-bit)|Sonic the Hedgehog 2]]''.<br />
| writer=Julian "Jaz" Rignall, Richard Leadbetter<br />
| score=77<br />
}}<br />
{{magrow<br />
| file=MeanMachinesSega30UK.pdf<br />
| page=47<br />
| cover=<br />
| date=1995-04<br />
| source=''[[sega:Mean Machines Sega|Mean Machines Sega]]'' #30<br />
| type=Tips<br />
| title=The Complete Sonic Tips Guide<br />
| comment=Single paragraph explaining the [[level select]] code. Part of a retrospective of codes on Mega Drive ''Sonic'' games.<br />
| writer=Paul Bufton<br />
}}<br />
{{magrow<br />
| file=CVG UK 218.pdf<br />
| page=64<br />
| cover=<br />
| date=2000-01<br />
| source=''Computer and Video Games'' #218<br />
| type=Review<br />
| title=100 Greatest Games of All Time<br />
| comment=''[[Sonic the Hedgehog (16-bit)|Sonic the Hedgehog]]'' is placed as the 5th best game of all time.<br />
| writer=<br />
| score=<br />
}}<br />
{{magrow<br />
| file=Edge UK 101.pdf<br />
| page=118<br />
| cover=<br />
| date=2001-09<br />
| source=''Edge'' #101<br />
| type=Special<br />
| title=The making of... ''Sonic The Hedgehog''<br />
| comment=<br />
| writer=<br />
| score=<br />
}}<br />
{{magrow<br />
| file=CVG UK 240.pdf<br />
| page=63<br />
| cover=<br />
| date=2001-11<br />
| source=''Computer and Video Games'' #240<br />
| type=Review<br />
| title=100 Best Games Ever: ''Sonic the Hedgehog''<br />
| comment=Short paragraph placing the game as the 17th best ever.<br />
| writer=<br />
| score=<br />
}}<br />
{{magrow<br />
| file=Megadrive Fan 1991-05.pdf<br />
| page=132<br />
| cover=<br />
| source=mdfan<br />
| issueno=16<br />
| title=<br />
| comment="Coming Soon" article<br />
}}<br />
}}<br />
<br />
==Full-length articles==<br />
<DPL><br />
categorymatch=Sonic the Hedgehog (16-bit) magazine articles<br />
format = ,\n* [[%PAGE%|%TITLE%]],,<br />
columns=1<br />
</DPL><br />
<br />
==Beep!==<br />
===Preview (August 1990)===<br />
A preview with early prototype screenshots.<br />
<br />
====Translation====<br />
Title: Sonic the Hedgehog<br />
<br />
Sega/Release Date Unknown/Price Unknown/ACT<br />
<br />
Subtitle: “Could it be another Alex Kidd?”<br />
<br />
“They are trying to create a new original character with this “Sonic the Hedgehog”. Please stay tuned for further details.”<br />
<br />
Main text: “For release next Spring comes an original character action game from Sega.<br />
<br />
“We don’t have details on what sort of game this will turn out to be but judging from screens it looks quite different from anything we’ve seen to date from Sega. We think the colorful and bright graphics could turn out to be popular.<br />
<br />
“It remains to be seen whether this will turn into another Alex Kidd Osaaru for Sega!”<br />
<br />
Left picture caption: “The title screen. Will this become another popular original character for Sega?”<br />
<br />
Right picture caption: “Will it be cute character graphics with whimsical action?”<br />
<br />
{{magthumb|Beep sonic1 august1990 1.jpg}}<br />
<br />
<br />
==Electronic Gaming Monthly==<br />
===Overview (November 1992)===<br />
This magazine gives a small overview of the game.<br />
<br />
{{magthumb|S1 ElectronicGamingMonthly Issue40 November1992 Page149.JPG}}<br />
<br />
==Games TM==<br />
===Retrospective===<br />
This clip from "Games TM" features a retrospective of [[Eggman]] and dwells on what makes him a memorable villian.<br />
<br />
{{magthumb|GamesTMEggmanArticle.jpg}}<br />
<br />
==Game Players==<br />
===Pack-ins===<br />
This clip from gameplayers is from the 1991 issue of Gameplayers Sega Genesis Strategy Guide. It explains how there were two different Genesis pack-in games, ''Altered Beast'' and ''Sonic the Hedgehog''. The ''Altered Beast'' package comes with a coupon for a free ''Sonic 1'' game. The bottom letter contains a silly mock-up.<br />
<br />
{{magthumb|Game Player's Sega Genesis Strategy Guide Vol 2 1991.JPG}}<br />
<br />
==[[sega:Mega Play (magazine)|Mega Play]]==<br />
===Press Start (Jan/Feb 1991)===<br />
<br />
{{magthumb|MegaPlayJanFeb1991V2N1-1.jpg}}<br />
<br />
===May/June 1991===<br />
<br />
{{magthumb|MegaPlayMayJune1991V2N3-1.jpg}}<br />
{{magthumb|MegaPlayMayJune1991V2N3-2.jpg}}<br />
<br />
==[[sega:Sega Magazine (UK)|Sega Magazine]]==<br />
===Deleted Features===<br />
This clip from United Kingdom's ''Sega Magazine'' (which later became [[Sega Saturn]] magazine) discusses things which were deleted from the final version of ''Sonic the Hedgehog'', including his air punch end of level animation, the [[Marble Zone]] UFOs, and the rolling ball from [[Green Hill Zone]].<br />
<br />
{{magthumb|Sonic1OfficialSEGAMagazinearticleGB.jpg}}<br />
<br />
==[[sega:Sega Visions|Sega Visions]]==<br />
===Contest (Fall 1991)===<br />
This is an article detailing a contest to draw a Sonic Comic book for ''Sega Visions''.<br />
<br />
{{magthumb|S1 SegaVisions Issue6 23-24.jpg}}<br />
<br />
==Unknown Magazine==<br />
===Madonna===<br />
This clip details Sega's business strategy around 1991. It also makes mention of Sonic's scrapped love interest in the original ''Sonic the Hedgehog'', called Madonna. Images of her can be found in the [[Game Development:Sonic the Hedgehog (16-bit)|Game Development]] section.<br />
<br />
{{magthumb|Highscore1.jpg}}<br />
<br />
{{S1MDOmni}}<br />
[[Category:Magazine articles]]</div>
Scarred Sun
https://info.sonicretro.org/index.php?title=Main_Page&diff=260598
Main Page
2018-05-15T21:32:00Z
<p>Scarred Sun: </p>
<hr />
<div>Welcome to '''Sonic Retro''', the [[Sonic scene]]'s GFDL input and output wiki resource for collecting data about [[Sonic the Hedgehog]], Sega Hardware and general video game history and information that is open to the entire community. We currently are working on [[Special:Statistics|{{NUMBEROFARTICLES}}]] [[Special:Allpages|articles]] and have many more that are [[Special:Wantedpages|requested]] to be worked on.<br />
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While this wiki is designed to help the community by providing information, it is also dependent on the community to be updated. Anyone with an account may edit the wiki. As you feel more comfortable with the site, please feel free to make any changes or additions that you feel necessary.<br />
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<center>'''Quick Links''': [[Special:Recentchanges|Recent Changes]]&nbsp;| [[Special:Categories|All Categories]] | [[Sonic Retro:FAQ|FAQ]] | [[Sonic Retro:Tutorial|Tutorial]] | [[Sonic Retro:Getting Started|Getting Started]] | [[Help:Contents|Help]] <br/>'''Projects''': [[Sonic Community Hacking Guide]] | [[SCHG How-to:Guide]] | [[:Category:Game secrets|Sonic the Hedgehog Game Secrets]] | [[The Sonic 2 Beta Wiki]] | [[Sonic Physics Guide]]<br />
</center><br />
<hr/><br />
<div class="large-4 columns" style="background:#333"><br />
==Featured Content==<br />
[[File:Classic sonic run3.svg|75px|left]] Sonic Retro is home to the Internet's largest collection of official ''Sonic the Hedgehog'' series artwork, with more than 1,000 official drawings, illustrations, desktop wallpapers and pieces of concept art. All our artwork is conveniently sorted by game, character and official source it originates from. Check out our [[:Category:Artwork|artwork archive]] to browse around.<br />
<br />
<br />
<hr><br />
<br />
<br />
[[File:Takashi iizuka.jpg|100px|right]] Our collection of [[:Category:Interviews|interviews]] is conveniently available both for archival purposes and to have an easy-to-reach place for reading comments and thoughts by those involved in the ''Sonic the Hedgehog'' universe, from comic book writers to musicians to artists and programmers. You may even learn a thing or two that hasn't been said anywhere else!<br />
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<hr><br />
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[[File:EGM US 037.pdf|100px|left]] In addition to our interview collection, Sonic Retro hosts a variety of [[:Category:Magazine articles|magazine articles]] and print advertisement for your viewing pleasure. Check out old articles relating to ''Sonic the Hedgehog'' games from magazines from around the world and let us know if you have anything sitting in a box or closet that we don't have!<br />
</div><br />
<div class="large-8 columns"><br />
==Today in History==<br />
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__NOTOC__ __NOEDITSECTION__<br />
[[Category:Sonic Retro]]</div>
Scarred Sun
https://info.sonicretro.org/index.php?title=Sonic_R&diff=255795
Sonic R
2018-04-14T17:57:37Z
<p>Scarred Sun: </p>
<hr />
<div>{{cleanup}}<br />
{{Bob<br />
| bobscreen=Sonic r title.png<br />
| screenwidth=<br />
| icon=SonicR_Win_icon.png<br />
| publisher=[[Sega]]<br />
| developer=[[Sonic Team]], [[Traveller's Tales]]<br />
| system=[[Sega Saturn]], Windows PC<br />
| savesize=2.16 KB (PC)<br />
| releases=<br />
{{release|Sat|US|1997-11-18||81800}}<br />
{{release|Sat|EU|1997-12-11|£44.99 {{fileref|CVG UK 193.pdf|page=72}}|MK81800-50}}<br />
{{release|Sat|JP|1997-12-04|¥5,800|GS-9170}}<br />
{{release|Sat|BR|1997||191306}}<br />
{{release|Windows|US|1998-11-11||85076}}<br />
{{release|Windows|US (Expert)}}<br />
{{release|Windows|EU|1998-11}}<br />
{{release|Windows|EU (Xplosiv)}}<br />
{{release|Windows|EU (Xplosiv)|||XP-1263}}<br />
{{release|Windows|JP|1998-12-11|¥7,800 (''¥8,190'')|HCJ-0144}}<br />
{{release|Windows|AU (Valusoft)|2005||THQ70475}}<br />
| genre=Racing<br />
| esrb=e<br />
| pegi=3<br />
| elspa=3<br />
| grb=a<br />
| cero=free<br />
| oflc=gold<br />
| djctq=l<br />
| sega=all<br />
}}<br />
'''''Sonic R''''' (ソニックR) is a ''Sonic the Hedgehog''-themed 3D racing game. It was developed by [[Traveller's Tales]] under guidance from [[Sonic Team]], and published by [[Sega]] for the [[Sega Saturn]] and later Windows PCs.<br />
<br />
==Gameplay==<br />
''Sonic R'' is a racing game played from a third-person perspective, where players take control of one of ten ''Sonic'' characters racing around one of five courses against up to four other players. While never released in arcades, it is structured similarly to Sega arcade racers such as ''[[Daytona USA]]'' and ''[[Sega Rally Championship]]'', however also includes (limited) platforming segments, power-ups and hazards.<br />
<br />
Keeping in the tradition of earlier ''Sonic'' games, [[ring]]s are scattered across each of the five courses, which in this game regenerate over a period of time. However, while in previous games rings act as hit-points to protect Sonic from damage, in ''Sonic R'' they are used as currency; either to use on "accelerators" (which will consume all of a the characters' rings (up to a maximum of 50) in exchange for a short, computer-controlled period where the player moves roughly three times as fast), or to open doors (which typically require 20 or 50 rings) to access new areas of the map.<br />
<br />
While some characters can attack other players, all obstacles in the game serve only to slow characters down, rather than eliminate them from the race. This includes water, which in this game causes certain characters to continue the race off-camera, rather than drowning them after an alotted time. Racers will also merely "bump" off each other if a collision occurs, and rings cannot be lost in the same manner as earlier Sonic titles (i.e. they do not scatter everywhere when hit).<br />
<br />
Secondary to racing computer (or human) opponents in ''Sonic R'', the player can find and collect chaos emeralds (usually hidden behind doors), in-turn unlocking [[Super Sonic]] when all seven are collected. Each track also houses five Sonic tokens, which if collected allows the player to challenge the computer (as one of the unlockable characters) in a head-to-head race, where winning unlocks the opponent character. The player needs to finish in first place for any of these conditions to count, and has only three laps to collect the required enough rings/tokens/emeralds.<br />
<br />
Also featured throughout the levels are floating "Item Panels", which if touched awward the player with one of multiple possible rewards, including multiples of rings and [[Water shield|water]] and [[lightning shield]]s (which first appeared in ''[[Sonic the Hedgehog 3]]''). The water shield allows the racer to walk on water (until he/se reaches dry land once more), while the lightning attracts rings, disappearing of the player touches water. Item Panels do not disappear, but there is a pause between rewards.<br />
<br />
Aside from the main game, there are three special gameplay modes: reverse, in which racing occurs facing the opposite direction, breaking five balloons scattered around the stage, or tagging the other four players in the quickest possible time.<br />
<br />
The soundtrack by ''Sonic R'' was presented by [[Richard Jacques]], with songs performed by British singer [[TJ Davis]]. The vocals can be switched off in the options menu. <br />
<br />
===Playable characters===<br />
''Sonic R'' features ten racers, six of which are unlockable:<br />
{{SectionsHeader}}<br />
{{Section<br />
|image=SonicR_Sonic.png<br />
|title=Sonic the Hedgehog<br />
|desc=[[Sonic the Hedgehog]] is the fastest of the four initially available characters, but is the most difficult to control. He can [[spin dash]] and double jump.<br />
}}<br />
{{Section<br />
|image=SonicR_Tails.png<br />
|title=Miles "Tails" Prower<br />
|desc=[[Miles "Tails" Prower]] is a slower version of Sonic with his trademark flying ability, allowing him to fly at a fixed level for a short period of time. The technique is not very useful in ''Sonic R'', as the tracks generally lack any sort of "verticality" to them, and paths are usually enclosed by invisible walls. <br />
}}<br />
{{Section<br />
|image=SonicR_Knuckles.png<br />
|title=Knuckles the Echidna<br />
|desc=[[Knuckles the Echidna]] fills the role as the all-round character, with average speed and handling. Knuckles can [[spin dash]], and while he can still [[Power Glide|glide]], is robbed of the ability to latch onto walls and climb up them (though there is never any need to do so).<br />
}}<br />
{{Section<br />
|image=SonicR_Amy.png<br />
|title=Amy Rose<br />
|desc=[[Amy Rose]] is the slowest of the playable characters and drives a car which can hover over water. 10 rings allows her to boost for a short period.<br />
}}<br />
{{Section<br />
|image=SonicR_Eggman.png<br />
|title=Dr. Eggman/Dr. Robotnik<br />
|desc=[[Dr. Eggman]] (Dr. Robotnik in the West) appears as an opponent from the start, however is only made playable after finishing first in [[Radiant Emerald]]. Driving an [[Eggmobile]], Eggman can hover over water and fire a short-range head-seeking missile at other racers at the cost of 10 rings. The missile temporarily slows down its target or removes the person's shield, but is otherwise harmless.<br />
}}<br />
{{Section<br />
|image=SonicR_MetalSonic.png<br />
|title=Metal Sonic<br />
|desc=[[Metal Sonic]] has a higher single jump than the rest of the characters, and can temporarily hover over water while travelling at faster speeds. The character is unlocked by collecting the five Sonic tokens in Resort Island.<br />
}}<br />
{{Section<br />
|image=SonicR_TailsDoll.png<br />
|title=Tails Doll<br />
|desc=[[Tails Doll]], unique to ''Sonic R'' is the only character that can travel over water without decreasing speed. It can also float slightly higher for a short period of time without losing momentum. The character is unlocked by collecting the five Sonic tokens in Radical City.<br />
}}<br />
{{Section<br />
|image=SonicR_MetalKnuckles.png<br />
|title=Metal Knuckles<br />
|desc=[[Metal Knuckles]] is a faster variant of Metal Sonic with the ability to glide. The character is unlocked by collecting the five Sonic tokens in Regal Ruin.<br />
}}<br />
{{Section<br />
|image=SonicR_Eggrobo.png<br />
|title=Eggrobo<br />
|desc=[[Eggrobo]], first seen in ''[[Sonic & Knuckles]]'', behaves similarly to Eggman, though is easier to control and slightly faster. The character is unlocked by collecting the five Sonic tokens in Reactive Factory.<br />
}}<br />
{{Section<br />
|image=SonicR_SuperSonic.png<br />
|title=Super Sonic<br />
|desc=[[Super Sonic]] is unlocked by collecting all the chaos emeralds and pressing {{up}} while hovering over Sonic on the character selection screen. As is usually the case in Sonic games, Super Sonic is the fastest character in ''Sonic R'', though the increase in speed (and jump height) makes him more difficult to control. Super Sonic shares all of Sonic's abilities, but can now hover over water.<br />
}}<br />
{{SectionsEnd}}<br />
While arguably many of the characters have pros and cons, differences in handling and special moves are often negligable, and the majority of the action involves travelling forward on the ground. This means the initial five characters, from fastest to slowest, are Sonic, Knuckles, Tails, Eggman, Amy, while the unlockables rank as Super Sonic, Metal Knuckles, Metal Sonic, Eggrobo, Tails Doll. The computer does not always follow the numbers - Knuckles is usually faster than Sonic when it is in charge.<br />
<br />
===AI===<br />
During normal play, the computer controls four AI characters for the player to race against. Due to the passive nature of the game, most act as glorified pacemakers, rarely interacting with the player and following a predictable path along the course. In most cases, the computer selects the four "best" unlocked characters and never varies its choices - that is to say, as soon as one (non-Robotnik) character is unlocked, Amy Rose will never be chosen by the computer to race again, as when controlled by the computer, she is the slowest character in the game.<br />
<br />
The computer follows all the same rules as human players, so will collect rings, run through emblems and make use of doors and accelerators (if doing so offers a shortcut). Computer-controlled Robotnik or Eggrobo will fire at opponents which are close by, but will not actively hunt down other players. The computer also has no interest in collecting emeralds or tokens.<br />
<br />
The AI opponents only ever run (or drive/float) around a track - they do not jump, use Amy's speed boost or capitalise on certain characters' ability to hover over water. With the exception of Radiant Emerald, large sections of the track are ignored by the computer, either due to the routes being longer, or presumed difficulties in overcoming certain obstacles. The stage designs coupled with smart-enough pathfinding means that the computer is unlikely to get stuck unless forced into a corner by a human player, but as its strategy never changes, the player has a huge advantage over the computer in most cases.<br />
<br />
Computer characters move at an almost constant speed, hard-coded for each character which does not vary significantly between races. As the computer does not appear to be affected by character handling differences, this usually means it is easy to predict which order the computer characters will finish a race in. Sonic, for example, will always beat Amy in a race regardless of the chosen track, unless the player interferes in some way. While slight variations in the computer's racing lines could give Amy an advantage (i.e. she collects more rings to use), the length of the track and the time taken to collect these rings usually means that by lap three, each character has an unassailable lead over the next.<br />
<br />
While the specifics are not understood, computer players do appear to "learn" better routes as the game progresses. One of the more obvious examples is the loop in Resort Island - when first playing the game, the computer will use the loop, but later will discover that it is quicker to avoid it on the right-hand side. Many (sometimes obvious) shortcuts are never taken by the computer, however.<br />
<br />
When playing as Super Sonic in Radiant Emerald with all characters unlocked, Metal Sonic, Tails Doll, Metal Knuckles and Eggrobo will travel faster through the stage and become more competitive as a result.<br />
<br />
==Versions==<br />
''Sonic R'' was designed with the Sega Saturn in mind, but was subsequently brought to Windows PCs a year later. The PC version exists in two forms; one which uses software rendering (i.e. graphics are handled by the CPU), and another which uses hardware rendering, taking advantage of 3D accelerator cards which were becoming more commonplace at the time. The version of ''Sonic R'' which appears in ''[[Sonic Gems Collection]]'' is derived from this hardware-accelerated PC conversion.<br />
<br />
On the Saturn, ''Sonic R'' uses the console's [[sega:VDP2|VDP2]] graphics processor to render an infinite, textured plane which acts as the "floor" of each stage (save for Radiant Emerald). 3D polygons are then positioned on-top by [[sega:VDP1|VDP1]], though to maintain a steady frame rate, the draw distance for these polygons is very short. To partially overcome this, ''Sonic R'' uses "fogging" techniques, rendering polygons which are further away with more transparency. 2D backgrounds then help to give the illusion that more of the scene is being drawn than what actually is.<br />
<br />
While the software-rendered PC version attempts to emulate these Saturn quirks, 3D accelerators were designed differently, meaning that here, everything is a polygon, and fogging therefore applies to the entire scene. The hardware-rendered PC applies this effect to each individual pixel, leading to a less "choppy" effect than on Sega's console, where it is applied per polygon.<br />
<br />
Draw distance is also configurable on the PC, and defaults to further away than on the Saturn (meaning more of the scene is rendered at any one time). It can be adjusted in the software-rendered PC version in real time by pressing the F1 and F2 keys. In ''Sonic Gems Collection'', draw distance is not an issue, with the entire stage being rendered at once.<br />
<br />
While the core content remains the same across all versions, the PC version introduces random weather conditions (either normal, rainy, or snowy) which can affect play. It is also able to operate at higher resolutions and frame rates than is possible on the Saturn.<br />
<br />
''Sonic R'' was also designed with "additive" lighting (blue light on red shows blue), meaning light sources dramatically change the colour of textures during play. In the hardware-rendered PC version, multiplication is used for the lighting calculations (blue light on red shows black) instead, creating more subdued tracks.<br />
<br />
In the Saturn version, the Radiant Emerald track is rendered with semi-transparent polygons, and uses a transparent overlay to simulate multi-texturing. This technique comes at the expense of the fogging effect (meaning the track suffers from more abrupt polygon "pop-in". The PC and ''Gems'' versions opt instead for solid polygons and textures which pulsate with bright colors. <br />
<br />
Backgrounds in the Saturn version use smaller textures, mirrored four times to wrap the screen (and in so doing, causing suns/moons to appear twice). The PC and Gems versions eliminate this problem by using a 1664*128 bitmap for the entire background. <br />
<br />
The water for the Saturn version appears different, with light shading on the wave reflection of the background (a palette effect) and a faintly visible water surface. The software rendered PC version has ripples done that same way as the Saturn version, but is missing the visible water surface and wave shading. The ''Gems Collection'' version animates water in a similar way. The hardware rendered PC version is missing the features that the software version misses, as well as the background reflecting by a slightly darkened, wobbling texture. <br />
<br />
The Saturn version uses 4-bit textures whereas the PC and ''Gems'' versions have 24-bit textures, though despite these tweaks, texture resolution is roughly the same. Polygon counts for player models were increased for the PC port (Knuckles being one of the most noticeable imprvements), though tracks were left unchanged. The software rendered PC version is also the only version with texture alpha blending (per texel transparency, with all other versions using per polygon transparency).<br />
<br />
Collision differs slightly between the Saturn and later versions, such as ropes in Reactive Factory which are solid in the original game. Items also have different probabilities of being received in the Saturn version; shields and speed shoes are far more common for racers in top positions. All non-Saturn versions support up to four player races, versus just two.<br />
<br />
In addition to all of this, the PC version makes a number of graphical changes, often as a result of supporting higher screen resolutions. The balloons in the balloon mode are blue in the Saturn version, while other versions have randomly colored balloons. Audio is generally worse on the PC, however - sound effects are often played in lower quality, and instrumental tunes are mysteriously truncated in the PC version. The Saturn and ''Gems'' versions have ambient sound effects for torches, waterfalls, and seasides; these are missing in the PC version, and are played too loudly in the ''Gems Collection'' port.<br />
<br />
Credits are different in the Saturn version in that there are no 3D characters.<br />
<br />
==Saving Data==<br />
The Sega Saturn version of the game makes use of the Saturn's internal battery back-up as well as the [[Sega Saturn Back-Up Ram Cart]] to save progress and unlockable content.<br />
<br />
{|class="prettytable"<br />
|+ {{PAGENAME}} Save Data<br />
|-<br />
! Name<br />
! Comment<br />
! File Size<br />
|-<br />
| SONICR___##<br />
| SAVE_DATA<br />
| 6<br />
|}<br />
<br />
==Miscellaneous trivia==<br />
*By loading the Saturn or PC CD of ''Sonic R'' in a standalone audio CD player or a media player on a computer, one may listen to the soundtrack of the game, which is also fully tagged if the players supports CD-Text.<br />
*(However…) Some copies of the PC version released by Expert Software (ActiVision Value) are missing the CD audio tracks, most likely due to a (very) sloppy mastering job. Hence, the game will not play music.<br />
*As there were many versions of ''Sonic R'' produced for the PC, there have been many accounts of bugs which can spoil the experience for the player. One such bug brings up an error message when the user makes an attempt to play the game. The game is still playable by forcing the computer to execute the program over and over again. Moreover, the bug can be fixed permanently with a single text edit(?).<br />
<br />
==Manuals==<br />
{{main|Sonic R manuals}}<br />
<br />
<gallery><br />
Sonic R Sega Saturn US Manual.pdf|Saturn, US<br />
SonicR Sat JP manual.pdf|Saturn, JP<br />
SonicR PC US SonicGems manual.pdf|PC, US (''[[Sonic Gems Collection]]'' digital manual)<br />
SonicR PC JP SonicGems manual.pdf|PC, JP (''[[Sonic Gems Collection]]'' digital manual)<br />
</gallery><br />
<br />
==Artwork==<br />
<gallery><br />
File:SonicR_Group_Artwork1.png<br />
File:SonicR_Group_Artwork2.png<br />
File:SonicR_Group_Artwork3.png<br />
File:SonicR_Sonic_Artwork.jpg<br />
File:SonicR_Tails_Artwork1.png<br />
File:SonicR_Knuckles_Artwork1.png<br />
File:SonicR_Amy_Artwork1.png<br />
File:SonicR_Eggman_Artwork1.png<br />
</gallery><br />
<br />
===Promotional Material===<br />
<gallery><br />
Sonic_R_B2_Poster.jpeg<br />
</gallery><br />
<br />
==Also Released On==<br />
*''[[Sonic R (LCD game)|Sonic R]]'' for [[Tiger Electronics|Tiger]] LCD (1998)<br />
*''[[Arcade Collection]]'' for PC (2000)<br />
*''[[Sonic Action Pack]]'' for PC (2000)<br />
*''[[Sonic Action 4 Pack]]'' for PC (2001)<br />
*''[[Twin Pack: Sonic 3D Blast & Sonic R]]'' (2002)<br />
*''[[Sega PC Mega Pack]]'' for the PC (2003)<br />
*''[[Sonic Gems Collection]]'' for the [[Nintendo GameCube]] and [[PlayStation 2]] (2005)<br />
<br />
==History==<br />
===Development===<br />
{{main|Game Development:Sonic R}}<br />
<br />
===Release===<br />
===Legacy===<br />
<br />
== Production credits ==<br />
===Saturn version===<br />
{{creditstable|<br />
{{multicol|<br />
*'''Program Design & Implementation:''' [[Jon Burton]] (Travellers Tales)<br />
*'''Head Artist:''' James Cunliffe (Travellers Tales)<br />
*'''Lead Artist:''' Dave Burton (Travellers Tales)<br />
*'''Game Design Director:''' [[Takashi Iizuka]] (Sega Enterprises Ltd.)<br />
*'''Map Design Director:''' [[Hirokazu Yasuhara]] (Sega of America Inc.)<br />
*'''Additional Artwork:''' [[Kazuyuki Hoshino]] (Sega Enterprises Ltd.)<br />
*'''Additional Artwork & Visual Advisor:''' [[Shigeru Okada]] (Sega Europe Limited)<br />
*'''Character Designer:''' [[Yuji Uekawa]] (Sega Enterprises Ltd.)<br />
*'''Music & Sound Producer:''' [[Richard Jacques]] (Sega Europe Limited)<br />
*'''General Producer:''' [[Yuji Naka]] (Sega Enterprises Ltd.)<br />
<br />
{{creditsheader|Travellers Tales}}<br />
*'''Programmed by:''' [[Jon Burton]]<br />
*'''Polygon Model Design and Implementation:''' Neil Allen, Dave Burton, James Cunliffe<br />
*'''Texture Map Design and Application:''' Neil Allen, James Cunliffe<br />
*'''Character Animations:''' Dave Burton<br />
*'''Model and Animation Data Conversion:''' Andy Holdroyd<br />
*'''Terrain System Programming:''' John Hodskinson<br />
*'''Special Effects Programming:''' [[Jon Burton]]<br />
*'''Artificial Intelligence:''' Stephen Harding, Gary Vine<br />
*'''Texture Application Software:''' Andy Holdroyd<br />
*'''Additional Programming:''' Stephen Harding, Gary Vine, John Hodskinson, Andy Holdroyd<br />
*'''Development Director:''' [[Jon Burton]]<br />
*'''Special Thanks:''' Helen Burton and Helen Gavin<br />
<br />
{{creditsheader|Sega Enterprises Ltd.}}<br />
*'''General Producer:''' [[Yuji Naka]]<br />
*'''Project Manager:''' [[Youji Ishii]]<br />
*'''Producer:''' [[Yuji Naka]]<br />
*'''Game Design Director:''' [[Takashi Iizuka]]<br />
*'''Game Designers:''' [[sega:Shiro Mukaide|Shiro Mukaide]], [[Shun Nakamura|Syun Nakamura]]<br />
*'''Game Advisors:''' [[Takao Miyoshi]], [[sega:Katsuhiro Hasegawa|Katsuhiro Hasegawa]]<br />
*'''Additional Artwork:''' [[Kazuyuki Hoshino]]<br />
*'''Character Designer:''' [[Yuji Uekawa]]<br />
*'''Graphic Advisors:''' [[Naoto Ohshima|Naoto Oshima]], [[Hiroshi Nishiyama]]<br />
*'''Sound Advisor:''' [[Naofumi Hataya]]<br />
*'''Executive Manager:''' [[Shoichiro Irimajiri]]<br />
*'''Executive Coordinators:''' [[Makoto Oshitani]], [[Jin Shimazaki]]<br />
*'''Overseas Coordinator:''' [[Ryoichi Hasegawa]]<br />
*'''Public Relations:''' [[sega:Hiroto Kikuchi|Hiroto Kikuchi]], [[Takumi Miyake]]<br />
*'''Manual:''' [[sega:Hiroyuki Mitsui|Hiroyuki Mitsui]], [[sega:Osamu Nakazato|Osamu Nakazato]], [[sega:Takashi Nishimura|Takashi Nishimura]]<br />
*'''Special Thanks:''' [[Takahiro Hamano]], [[Yukifumi Makino]], [[Takuya Matsumoto]], [[Yoshitaka Miura|Yoshitake Miura]], [[Yuichiro Suzuki]]<br />
<br />
{{creditsheader|Sega Europe Limited}}<br />
*'''Sound Producer:''' [[Richard Jacques]]<br />
*'''Additional Artwork & Visual Advisor:''' [[Shigeru Okada]]<br />
*'''Music & Sound FX:''' [[Richard Jacques]]<br />
*'''Sound Programming:''' Thomas Szirtes<br />
*'''Vocals:''' [[T.J. Davis]] (courtesy of Freedom Management)<br />
*'''Engineered & Mixed by:''' Matt Howe<br />
*'''Digital Editing by:''' Neil Tucker<br />
*'''Recorded and Mixed:''' Metropolis Studios & [[sega:Sega Digital Studio|Sega Digital Studio]]<br />
*'''Technical Support:''' Colin Carter, Ed Hollingshead, Tamer Tahsin, Thomas Szirtes, Elton Bird<br />
*'''Senior Product Manager:''' [[sega:Kazutoshi Miyake|Kazutoshi Miyake]]<br />
*'''Operations Manager:''' [[sega:Naoya Tsurumi|Naoya Tsurumi]]<br />
*'''Product Manager & Public Relations:''' [[sega:Mark Maslowicz|Mark Maslowicz]]<br />
*'''Lead Tester:''' [[sega:Jason Cumberbatch|Jason Cumberbatch]]<br />
*'''Assistant Lead Testers:''' [[sega:Dave Thompson|Dave Thompson]], [[sega:Roberto Parraga|Roberto Parraga]]<br />
*'''Special Thanks:''' Jo Bladen, Mark Hartley, Phiippe Deleplace, Frederique Ayer, Stephanie Petit, Jose Angel Sanchez, Begona Sanz, David Garcia, Hitoshi Okuno, Andreas von Gliszczynski, Thorsten Moe, Tina Sakowsky, Richard Leadbetter, Paul Davies, Tom Guise, Ed Lomas, Daniel Jevons, Jose Aller<br />
<br />
{{creditsheader|Sega of America Inc.}}<br />
*'''Map Design Director:''' [[Hirokazu Yasuhara]]<br />
*'''Project Coordinators:''' [[Jason Kuo]], Dave Locke<br />
*'''Product Managers:''' Kristin McCloskey, Terese Russell<br />
*'''Lead Tester:''' Fernando Valderrama<br />
*'''Assistant Lead Tester:''' Jeff Junio<br />
*'''Special Thanks:''' Scott Allen, Sandy Castagnola, Curtis Clarkson, Geraldine Dessimoz, Marci Ditter, Sheri Hockaday, Michael Jablonn, Judy Nybo, Paul Sears, Seedy Lounge, Eric Smith, Dan Stevens, [[Bernie Stolar]], Mark Subotnick, [[Shuji Utsumi]], [[Mike Wallis]]<br><br><br />
<br />
*'''Game Developed by:''' [[Travellers Tales]]<br><br />
[[Sega|Sega Enterprises, Ltd.]]<br><br />
|cols=3}}<br />
}}<br />
<br />
===PC version===<br />
{{creditstable|<br />
{{multicol|<br />
<br />
{{creditsheader|Traveller's Tales}}<br />
*'''Program design and implementation:''' [[Jon Burton]]<br />
*'''Head artist:''' James Cunliffe<br />
*'''Lead artist:''' Dave Burton<br />
<br />
{{creditsheader|Sega}}<br />
*'''Game design director:''' [[Takashi Iizuka]] (Sega Enterprises Ltd.)<br />
*'''Map design director:''' [[Hirokazu Yasuhara]] (Sega of America Inc.)<br />
*'''Additional artwork:''' [[Kazuyuki Hoshino]] (Sega Enterprises Ltd.)<br />
*'''Additional artwork and visual advisor:''' [[Shigeru Okada]] (Sega Europe Ltd.)<br />
*'''Character designer:''' [[Yuji Uekawa]] (Sega Enterprises Ltd.)<br />
*'''Music and sound producer:''' [[Richard Jacques]] (Sega Europe Ltd.)<br />
*'''Project director:''' [[sega:Katsuhisa Sato|Kats Sato]] (Sega Europe Ltd.)<br />
*'''General producer:''' [[Yuji Naka]] (Sega Enterprises Ltd.)<br />
<br />
{{creditsheader|Traveller's Tales}}<br />
*'''Polygon model design and implementation:''' Neil Allen, Dave Burton, James Cunliffe<br />
*'''Texture map design and application:''' Neil Allen, James Cunliffe<br />
*'''Character animations:''' Dave Burton<br />
*'''Artwork:''' Bev Bush, Carleen Smith<br />
*'''Additional artwork:''' Leon Warren, Sean Maden, Jon Rashid, Will Thompson<br />
*'''Model and animation data conversion:''' Andy Holdroyd<br />
*'''Terrain system programming:''' John Hodskinson<br />
*'''Artificial intelligence:''' Stephen Harding, Gary Vine<br />
*'''Texture application software:''' Andy Holdroyd<br />
*'''3D Engine and Porting:''' Steve Monks<br />
*'''Additional programming:''' Andy Holdroyd, John Hodskinson, Stephen Harding, Gary Vine, Neil Harding<br />
<br />
{{creditsheader|Sega}}<br />
{{creditsheader|Sega Enterprises Ltd.}}<br />
*'''Producer:''' [[Yuji Naka]]<br />
*'''Game design director:''' [[Takashi Iizuka]]<br />
*'''Map design director:''' [[Hirokazu Yasuhara]]<br />
*'''Game designer:''' [[Shun Nakamura|Syun Nakamura]]<br />
*'''Game advisors:''' [[Takao Miyoshi]], [[sega:Katsuhiro Hasegawa|Katsuhiro Hasegawa]]<br />
*'''Additional artwork:''' [[Kazuyuki Hoshino]]<br />
*'''Additional artwork and visual advisor:''' [[Shigeru Okada]]<br />
*'''Character designers:''' [[Yuji Uekawa]], [[Yoshitaka Miura|Yoshitaki Miura]]<br />
*'''Graphic advisors:''' [[Naoto Ohshima|Naoto Oshima]], [[Hiroshi Nishiyama]]<br />
*'''Sound advisor:''' [[Naofumi Hataya]]<br />
*'''Music and sound effects:''' [[Richard Jacques]]<br />
<br />
*'''Vocals:''' [[T.J. Davis]] courtesy of Freedom Management<br />
*'''Engineered and mixed by:''' Matt Howe<br />
*'''Digital editing by:''' Neil Tucker<br />
*'''Recorded and mixed at:''' Metropolis Studios and [[sega:Sega Digital Studio|Sega Digital Studio]]<br />
*'''Product manager:''' [[sega:Toshinori Asai|Toshinori Asai]]<br />
*'''Producer:''' [[Tetsuo Shinyu]]<br />
*'''Director:''' Masamitsu Shiino<br />
*'''Sega Europe Ltd. director:''' Richard Lloyd<br />
*'''European marketing manager:''' Hitendra Naik<br />
*'''Assistant European product manager:''' Steve Wombwell<br />
*'''Localization:''' [[sega:Roberto Parraga|Roberto Parraga]], [[sega:Dave Thompson|Dave Thompson]], Michael Wiessmuller<br />
*'''Packaging and software manual:'''<br />
** Japan: [[sega:Kaoru Ichigozaki|Kaoru Ichigozaki]], [[sega:Osamu Nakazato|Osamu Nakazato]], Hayato Takebayashi<br />
** Europe: [[sega:Paul Jerem|Paul Jerem]]<br />
** America: [[France Tantiado]]<br />
*'''Supervisor:''' [[Yuji Naka]]<br />
*'''Special Thanks to:''' [[Takashi Iizuka]], [[Jin Shimazaki]], [[sega:Kazutoshi Miyake|Kazutoshi Miyake]], [[sega:Katsuhisa Sato|Katsuhisa Sato]], Scott Hawkins, and [[Sonic Team]]<br />
*'''developed by:''' [[Traveller's Tales]]<br />
|cols=3}}<br />
}}<br />
<br />
==Physical scans==<br />
===Saturn version===<br />
{{ratings<br />
| icon=SAT<br />
| cvg=80<br />
| cvg_source={{num|193|page=72/73/74/75/76}}<br />
| edge=80<br />
| edge_source={{num|53|page=100}}<br />
| gamesmaster=90 <br />
| gamesmaster_source=№64, p32/33/34<br />
| saturnpower=96<br />
| saturnpower_source={{num|9|page=68/69/70/71/72/73}}<br />
}}<br />
{{Scanbox<br />
| console=Saturn<br />
| region=US<br />
| front=Sonic_R_Saturn_US_Cover_Front.jpg<br />
| back=Sonic_R_Saturn_US_Cover_Back.jpg<br />
| disc=Sonicr sat us cd.jpg<br />
| manual=Sonic_R_Sega_Saturn_US_Manual.pdf<br />
}}{{Scanbox<br />
| console=Saturn<br />
| region=EU<br />
| front=Sonicr-box-eu.jpg<br />
| disc=SRSAT-disc.jpg<br />
| manual=<br />
}}{{Scanbox<br />
| console=Saturn<br />
| region=AU<br />
| front=Sonicr-box-au.jpg<br />
| disc=SRSAT-disc.jpg<br />
| manual=<br />
}}{{Scanbox<br />
| console=Saturn<br />
| region=JP<br />
| front=Sonicr-box-jp.jpg<br />
| back=Sonicr sat jp back cover.jpg<br />
| disc=sonicr jp cd.jpg<br />
| manual=SonicR Sat JP manual.pdf<br />
| item1=Sonicr sat jp nfs disc.jpg<br />
| item1name="Not for sale" disc<br />
| square=yes<br />
}}{{Scanbox<br />
| console=Saturn<br />
| region=BR<br />
| front=Sonic R sat tectoy.jpg<br />
| back=Sonic R sat tectoy back.jpg<br />
| spinemissing=yes<br />
| disc=Sonicr sat us cd.jpg<br />
| manual=<br />
}}<br />
<br />
===PC Version===<br />
{{Scanbox<br />
| console=PC<br />
| region=US<br />
| jewelcase=yes<br />
| jewelcasefront=Sonicrpc.jpg<br />
| jewelcaseback=Sonicr pc us spinecard.jpg<br />
| disc=<br />
| manual=<br />
| square=yes<br />
}}{{Scanbox<br />
| console=PC<br />
| region=US (Expert Software)<br />
| front=SonicR PC US Box Front Expert.jpg<br />
| back=SonicR PC US Box Back Expert.jpg<br />
| spinemissing=yes<br />
| jewelcase=yes<br />
| jewelcasefront=Sonic R Expert Cover.jpg<br />
| disc=Sonic R Expert Disc.jpg<br />
| manual=<br />
}}{{Scanbox<br />
| console=PC<br />
| region=EU<br />
| front=SonicR PC EU Box Front.jpg<br />
| back=SonicR PC EU Box Back.jpg<br />
| spinemissing=yes<br />
| disc=SonicR PC EU Disc.jpg<br />
| jewelcasefront=SonicR PC EU Box Front JewelCase.jpg<br />
| jewelcaseback=SonicR PC EU Box Back JewelCase.jpg<br />
| manual=<br />
}}{{Scanbox<br />
| console=PC<br />
| region=JP<br />
| front=Sonic R JP Cover.jpg<br />
| back=<br />
| disc=<br />
| manual=<br />
}}{{Scanbox<br />
| console=PC<br />
| region=JP (Ultra 2000)<br />
| front=SonicR PC JP Box Front Ultra2000.jpg<br />
| back=<br />
| square=yes<br />
| disc=<br />
| manual=<br />
}}{{Scanbox<br />
| console=PC<br />
| region=AU (Valusoft)<br />
| front=SonicR PC AU Box Valusoft.jpg<br />
| back=<br />
| disc=SonicR PC AU Disc.jpg<br />
| manual=<br />
}}{{Scanbox<br />
| console=PC<br />
| region=UK ([[sega:Xplosiv|Xplosiv]])<br />
| cover=Sonicrpc-box-eu2.jpg<br />
| disc=Sonic R Xplosiv EU disc.jpg<br />
| manual=<br />
}}{{Scanbox<br />
| console=PC<br />
| region=UK ([[sega:Xplosiv|Xplosiv]]; alt)<br />
| cover=SonicR PC UK Box Xplosiv Alt.jpg<br />
| disc=<br />
| manual=<br />
}}{{Scanbox<br />
| console=PC<br />
| region=UK ([[sega:Xplosiv|Xplosiv]]; alt 2)<br />
| cover=SonicR PC UK Box Xplosiv Alt2.jpg<br />
| disc=SonicR PC UK Disc Xplosiv Alt2.jpg<br />
| manual=<br />
}}{{Scanbox<br />
| console=PC<br />
| region=UK ([[sega:Xplosiv|Xplosiv]]; alt 3)<br />
| cover=SonicR PC EU Box Xplosiv2.jpg<br />
| disc=SonicR PC EU Disc Xplosiv2.jpg<br />
| manual=<br />
}}{{Scanbox<br />
| console=PC<br />
| region=UK (GrabIt)<br />
| cover=SonicR PC UK Box GrabIt.jpg<br />
| disc=SonicR PC UK Disc GrabIt.jpg<br />
}}{{Scanbox<br />
| console=PC<br />
| region=FR (Xplosiv)<br />
| cover=<br />
}}{{scanbox<br />
| console=PC<br />
| region=DE (Hammer Preis)<br />
| front=SonicR PC DE Box Front HammerPreis.jpg<br />
}}{{Scanbox<br />
| console=PC<br />
| region=DE (Xplosiv)<br />
| cover=<br />
}}{{Scanbox<br />
| console=PC<br />
| region=DE (Xplosiv; alt)<br />
| cover=<br />
}}{{Scanbox<br />
| console=PC<br />
| region=DE (Green Pepper)<br />
| front=SonicR PC DE Box GreenPepper.jpg<br />
}}{{Scanbox<br />
| console=PC<br />
| region=ES<br />
| cover=<br />
}}{{Scanbox<br />
| console=PC<br />
| region=ES (Xplosiv)<br />
| cover=SonicR PC ES Box Xplosiv.jpg<br />
}}{{Scanbox<br />
| console=PC<br />
| region=PT (Power Games)<br />
| cover=SonicR PC PT Box PowerGames.jpg<br />
| disc=<br />
| manual=<br />
}}{{Scanbox<br />
| console=PC<br />
| region=PT (Top Games)<br />
| cover=Sonic R PC PT Box TopGames.jpg<br />
| disc=<br />
| manual=<br />
}}{{Scanbox<br />
| console=PC<br />
| region=DK/SE/NO/FI (PC Best Buy)<br />
| cover=SonicR PC DK-SE-NO-FI Box PCBestBuy.jpg<br />
| disc=SonicR PC DK-SE-NO-FI Disc PCBestBuy.jpg<br />
| manual=<br />
}}{{Scanbox<br />
| console=PC<br />
| region=TW<br />
| front=<br />
| disc=<br />
| manual=<br />
}}<br />
<br />
==External links==<br />
* [http://sega.jp/pc/sonicr/ Sega of Japan catalogue page (Japanese)]<br />
<br />
==References==<br />
<references/><br />
<br />
{{SonicROmni}}<br />
{{SonicSaturnGames}}<br />
{{SonicWindowsGames}}<br />
<br />
[[Category:Saturn games]]<br />
[[Category:PC games]]</div>
Scarred Sun
https://info.sonicretro.org/index.php?title=MediaWiki:Foreground.css&diff=251986
MediaWiki:Foreground.css
2018-04-09T00:54:53Z
<p>Scarred Sun: </p>
<hr />
<div>blockquote {display:inline-block !important; border-left:none}<br />
textarea, input#wpSummary {width:100%;}<br />
.expanded {max-width: none !important;}<br />
#f-message {float:left; font-size:0.8em;}<br />
#f-list {float:right; font-size:0.8em;}<br />
#privacy, #about, #disclaimer, #f-designby {display: inline !important;}<br />
#f-viewcount {display:block;}<br />
#wpTextbox1 {width:100%;}<br />
.tright {padding: 0 0 1rem 1rem;}<br />
.button span {font-family:"Helvetica Neue","Helvetica",Helvetica,Arial,sans-serif; !important;}<br />
.bits-bar, .bits-bar .has-form, .bits-bar .top-bar-section ul li.active > a , .bits-bar .top-bar-section .dropdown li a{background:#0165A9 !important;}<br />
.bits-bar input {border: 1px solid #4b92bf;}<br />
.bits-bar button {background: #4b92bf !important; box-shadow: none !important;}<br />
.bits-bar .top-bar-section > ul > .divider, .top-bar-section > ul > [role="separator"]{border-color: #015188 !important;}<br />
.bits-bar .top-bar-section .dropdown li a:hover {background-color: #015188 !important;}<br />
ul#preftoc {list-style:none;}<br />
ul#preftoc li.selected {<br />
padding: 0.5em;<br />
}<br />
ul#preftoc li.selected a {font-weight:bold;}<br />
ul#preftoc li {<br />
display: inline;<br />
padding: 0.5em;<br />
}<br />
div[itemtype="http://schema.org/Book"] .breakout a[href$='.pdf']::before {<br />
content: "PDF";<br />
color: #FFF;<br />
font-weight: bold;<br />
background: red;<br />
position: absolute;<br />
width: 32px;<br />
bottom: 0;<br />
right: 0;<br />
}<br />
a[href$='.pdf'][class='image']::before {<br />
content: "PDF";<br />
color: #FFF;<br />
font-weight: bold;<br />
background: red;<br />
position: absolute;<br />
width: 32px;<br />
bottom: 0;<br />
right: 0;<br />
}<br />
.scanbox a[href$='.pdf'] {<br />
display: inline-block;<br />
position: relative;<br />
}<br />
a.image {<br />
position: relative;<br />
display: inline-block;<br />
}<br />
.scanbox a[href$='.pdf']::before {<br />
content: "PDF";<br />
font-family: "Open Sans",Helvetica,Arial,sans-serif;<br />
background: red;<br />
color: white;<br />
font-weight: bold;<br />
height: 8px;<br />
width: 18px;<br />
font-size: 7px;<br />
display: inline-block;<br />
position: absolute;<br />
z-index: 99;<br />
line-height: 8px;<br />
bottom: 0;<br />
right: 0;<br />
}<br />
.mw-input input[type="submit"] {<br />
padding: 5px 10px 6px;<br />
border: 0 none;<br />
}<br />
td.mw-label {<br />
width: 10%;<br />
}<br />
td.mw-input {<br />
width: auto;<br />
}<br />
input[type="file"], input[type="checkbox"], input[type="radio"], select {<br />
padding: 5px;<br />
margin: 0 5px;<br />
}<br />
input#tagfilter {<br />
margin-left: 5px;<br />
}<br />
div.tleft, div.floatleft, table.floatleft {<br />
margin: 0 1.5rem 1.5rem 0;<br />
}<br />
#mw-content-text ul {<br />
display: inherit;<br />
margin: 0.5rem;<br />
}<br />
@media only screen and (min-width: 550px) {<br />
.ulin ul {<br />
display: inline-block;<br />
}}<br />
@media only screen and (max-width: 480px){<br />
.bobscreen, .bobscreen img {<br />
max-width: 100% !important;<br />
width: 100% !important;<br />
}<br />
.breakout {<br />
width: inherit !important;<br />
max-width: 100% !important;<br />
padding: 0px;<br />
float: none !important;<br />
margin: 0 auto;<br />
display: inline-block !important;<br />
position: relative;<br />
margin-left: 0 !important;<br />
}<br />
.breakout .breakout {<br />
float: left;<br />
display:table;<br />
width: 100% !important;<br />
max-width: initial !important;<br />
}<br />
}<br />
table tr th, table tr td {<br />
padding: 0.5625em 0.625em;<br />
font-size: 1em;<br />
}<br />
#footer {display:flex; flex-direction:row}</div>
Scarred Sun
https://info.sonicretro.org/index.php?title=MediaWiki:Foreground.css&diff=251985
MediaWiki:Foreground.css
2018-04-09T00:52:33Z
<p>Scarred Sun: Created page with "blockquote {display:inline-block !important; border-left:none} textarea, input#wpSummary {width:100%;} .breakout{background-color:#F0F0F0;} .breakout th{background-color:#DDD;..."</p>
<hr />
<div>blockquote {display:inline-block !important; border-left:none}<br />
textarea, input#wpSummary {width:100%;}<br />
.breakout{background-color:#F0F0F0;}<br />
.breakout th{background-color:#DDD;color:#555;text-align:center;padding:.3em;}<br />
.breakout td:nth-of-type(1){text-align:left;}<br />
.bottomtemplate{background:#F0F0F0;padding:5px;}<br />
.bottomtemphead{background:#DDD;color:#555;text-align:center;}<br />
.bottomtempalt{background-color:#CCC;font-size:.8em;padding:0.5rem;}<br />
.bottomtemptext, .bottomtemptext p{font-size:.8em !important;}<br />
.expanded {max-width: none !important;}<br />
#f-message {float:left; font-size:0.8em;}<br />
#f-list {float:right; font-size:0.8em;}<br />
#privacy, #about, #disclaimer, #f-designby {display: inline !important;}<br />
#f-viewcount {display:block;}<br />
#wpTextbox1 {width:100%;}<br />
.tright {padding: 0 0 1rem 1rem;}<br />
.button span {font-family:"Helvetica Neue","Helvetica",Helvetica,Arial,sans-serif; !important;}<br />
.bits-bar, .bits-bar .has-form, .bits-bar .top-bar-section ul li.active > a , .bits-bar .top-bar-section .dropdown li a{background:#0165A9 !important;}<br />
.bits-bar input {border: 1px solid #4b92bf;}<br />
.bits-bar button {background: #4b92bf !important; box-shadow: none !important;}<br />
.bits-bar .top-bar-section > ul > .divider, .top-bar-section > ul > [role="separator"]{border-color: #015188 !important;}<br />
.bits-bar .top-bar-section .dropdown li a:hover {background-color: #015188 !important;}<br />
ul#preftoc {list-style:none;}<br />
ul#preftoc li.selected {<br />
padding: 0.5em;<br />
}<br />
ul#preftoc li.selected a {font-weight:bold;}<br />
ul#preftoc li {<br />
display: inline;<br />
padding: 0.5em;<br />
}<br />
div[itemtype="http://schema.org/Book"] .breakout a[href$='.pdf']::before {<br />
content: "PDF";<br />
color: #FFF;<br />
font-weight: bold;<br />
background: red;<br />
position: absolute;<br />
width: 32px;<br />
bottom: 0;<br />
right: 0;<br />
}<br />
a[href$='.pdf'][class='image']::before {<br />
content: "PDF";<br />
color: #FFF;<br />
font-weight: bold;<br />
background: red;<br />
position: absolute;<br />
width: 32px;<br />
bottom: 0;<br />
right: 0;<br />
}<br />
.scanbox a[href$='.pdf'] {<br />
display: inline-block;<br />
position: relative;<br />
}<br />
a.image {<br />
position: relative;<br />
display: inline-block;<br />
}<br />
.scanbox a[href$='.pdf']::before {<br />
content: "PDF";<br />
font-family: "Open Sans",Helvetica,Arial,sans-serif;<br />
background: red;<br />
color: white;<br />
font-weight: bold;<br />
height: 8px;<br />
width: 18px;<br />
font-size: 7px;<br />
display: inline-block;<br />
position: absolute;<br />
z-index: 99;<br />
line-height: 8px;<br />
bottom: 0;<br />
right: 0;<br />
}<br />
.mw-input input[type="submit"] {<br />
padding: 5px 10px 6px;<br />
border: 0 none;<br />
}<br />
td.mw-label {<br />
width: 10%;<br />
}<br />
td.mw-input {<br />
width: auto;<br />
}<br />
input[type="file"], input[type="checkbox"], input[type="radio"], select {<br />
padding: 5px;<br />
margin: 0 5px;<br />
}<br />
input#tagfilter {<br />
margin-left: 5px;<br />
}<br />
div.tleft, div.floatleft, table.floatleft {<br />
margin: 0 1.5rem 1.5rem 0;<br />
}<br />
#mw-content-text ul {<br />
display: inherit;<br />
margin: 0.5rem;<br />
}<br />
@media only screen and (min-width: 550px) {<br />
.ulin ul {<br />
display: inline-block;<br />
}}<br />
@media only screen and (max-width: 480px){<br />
.bobscreen, .bobscreen img {<br />
max-width: 100% !important;<br />
width: 100% !important;<br />
}<br />
.breakout {<br />
width: inherit !important;<br />
max-width: 100% !important;<br />
padding: 0px;<br />
float: none !important;<br />
margin: 0 auto;<br />
display: inline-block !important;<br />
position: relative;<br />
margin-left: 0 !important;<br />
}<br />
.breakout .breakout {<br />
float: left;<br />
display:table;<br />
width: 100% !important;<br />
max-width: initial !important;<br />
}<br />
}<br />
table tr th, table tr td {<br />
padding: 0.5625em 0.625em;<br />
font-size: 1em;<br />
}<br />
#footer {display:flex; flex-direction:row}</div>
Scarred Sun
https://info.sonicretro.org/index.php?title=MediaWiki:Common.js&diff=230226
MediaWiki:Common.js
2017-05-21T13:20:15Z
<p>Scarred Sun: </p>
<hr />
<div>// PootTabs - it poots tabs on pages.<br />
var pootTabsHere = {<br />
animationsEnabled: $.support.opacity,<br />
getTab:function(poot, index) {<br />
return $(poot.children('.poot-tabs').children('ul').children('li')[parseInt(index)]);<br />
},<br />
changeTab:function(poot, index, duration, force) {<br />
if(index == parseInt(poot.attr('pootSelected')) && !force && duration) return;<br />
if(!pootTabsHere.animationsEnabled) {<br />
duration = 0;<br />
}<br />
poot.attr('pootSelected', index.toString());<br />
var babies = poot.children('.poot-tabs-content').children();<br />
babies.each(function() {<br />
$(this).fadeOut(duration, function(){<br />
$(this).removeClass('poot-tabs-selected');<br />
});<br />
});<br />
$(babies[index]).each(function() {<br />
$(this).fadeIn(duration, function(){<br />
$(this).addClass('poot-tabs-selected');<br />
});<br />
});<br />
var cowtabs = poot.children('.poot-tabs').children('ul').children('li');<br />
cowtabs.removeClass('poot-tabs-selected');<br />
$(cowtabs[index]).addClass('poot-tabs-selected');<br />
pootTabsHere.updatePoot(poot, $(babies[index]).height());<br />
},<br />
updatePoot:function(poot, babysize) {<br />
poot.find('.poot-tabs-titletext').html(poot.attr('originalTitle') + ' &mdash; ' + pootTabsHere.getTab(poot, poot.attr('pootSelected')).html());<br />
var bestHeight = Math.max(poot.children('.poot-tabs-content').height(), Math.max(poot.children('.poot-tabs').height(), babysize)).toString() + 'px';<br />
poot.children('.poot-tabs-content').css('height', bestHeight);<br />
if(poot.attr('vertical')) {<br />
poot.children('.poot-tabs').css('height', bestHeight);<br />
}<br />
},<br />
toggleCollapse:function(poot) {<br />
var pootLinkText = poot.children('.poot-tabs-showhide').text().split(';');<br />
var duration = pootTabsHere.animationsEnabled ? parseInt(poot.attr('pootslideduration')) : 0;<br />
if(poot.attr('pootcollapse') != 'true') {<br />
poot.attr('pootcollapse', 'true');<br />
poot.find('.poot-tabs-hidelink a').text(pootLinkText[0]);<br />
poot.children('.poot-tabs, .poot-tabs-content').slideUp(duration);<br />
}<br />
else {<br />
poot.attr('pootcollapse', '');<br />
poot.find('.poot-tabs-hidelink a').text(pootLinkText[1]);<br />
poot.children('.poot-tabs, .poot-tabs-content').slideDown(duration);<br />
}<br />
},<br />
delayHeight:function(poot, selected) {<br />
setTimeout(function() {<br />
poot.attr('pootselected', selected.toString());<br />
pootTabsHere.changeTab(poot, selected, 0, true);<br />
if(poot.hasClass('poot-tabs-collapsed')) {<br />
pootTabsHere.toggleCollapse(poot);<br />
}<br />
}, 100);<br />
},<br />
poot:function() {<br />
var dis = $(this);<br />
var ind = 0;<br />
dis.attr('originalTitle', dis.find('.poot-tabs-titletext').html());<br />
var selected = /poot-tabs-selected-(\d+)/i.exec(dis.attr('class'));<br />
if(selected) {<br />
pootTabsHere.delayHeight(dis, parseInt(selected[1])-1);<br />
}<br />
else {<br />
pootTabsHere.delayHeight(dis, 0);<br />
}<br />
var duration = dis.hasClass('poot-tabs-noanimations') ? 0 : 200;<br />
dis.attr('pootslideduration', dis.hasClass('poot-tabs-noanimations') ? '0' : '75');<br />
dis.children('.poot-tabs').children('ul').children('li').each(function(){<br />
var thisInd = ind;<br />
$(this).click(function(){<br />
pootTabsHere.changeTab(dis, thisInd, duration, false);<br />
$(this).blur();<br />
$(this).find('*').blur();<br />
return false;<br />
});<br />
ind++;<br />
});<br />
var isVertical = dis.hasClass('poot-tabs-vertical');<br />
dis.attr('pootvertical', isVertical ? 'true' : '');<br />
if(isVertical) {<br />
var teenie = dis.children('.poot-tabs').width().toString() + 'px';<br />
dis.children('.poot-tabs-content').css('margin-left', teenie);<br />
}<br />
dis.attr('pootcollapse', ''); // False<br />
dis.find('.poot-tabs-hidelink a').click(function(){<br />
pootTabsHere.toggleCollapse(dis);<br />
return false;<br />
});<br />
},<br />
init:function() {<br />
$('.poot-tabs-container').each(pootTabsHere.poot);<br />
}<br />
};<br />
$(pootTabsHere.init);<br />
// End of PootTabs</div>
Scarred Sun
https://info.sonicretro.org/index.php?title=Sonic_Retro:Anniversaries/March_13&diff=228441
Sonic Retro:Anniversaries/March 13
2017-03-10T00:48:46Z
<p>Scarred Sun: Created page with "March 13 (<span class="plainlinks">[http://info.sonicretro.org/index.php?title=Sonic_Retro:Anniversaries/March_13&action=edit add]</span>): File:Satbk_titlescreen.png|thumb|..."</p>
<hr />
<div>March 13 (<span class="plainlinks">[http://info.sonicretro.org/index.php?title=Sonic_Retro:Anniversaries/March_13&action=edit add]</span>):<br />
[[File:Satbk_titlescreen.png|thumb|left]]<br />
* '''2007''' - ''[[Sonic Spinball]]'' is released for the Wii Virtual Console in Japan.<br />
* '''2009''' - ''[[Sonic and the Black Knight]]'' is released for the Wii in Europe.<br />
<br />
<noinclude><br />
<br />
{{Anniversaries by month|March|13}}<br />
[[Category:Anniversaries by day|{{PAGENAME}}]]</noinclude></div>
Scarred Sun
https://info.sonicretro.org/index.php?title=Sonic_Retro:Anniversaries/March_12&diff=228368
Sonic Retro:Anniversaries/March 12
2017-03-07T00:56:09Z
<p>Scarred Sun: </p>
<hr />
<div>March 12 (<span class="plainlinks">[http://info.sonicretro.org/index.php?title=Sonic_Retro:Anniversaries/March_12&action=edit add]</span>):<br/><br />
[[File:Sadv2 gba us cover.jpg|400px]]<br />
* '''2003''' - ''[[Sonic Advance 2]]'' is released for the Game Boy Advance in North America.<br />
* '''2007''' - ''[[Sonic Spinball]]'' is released on the Wii Virtual Console in North America.<br />
* '''2009''' - ''[[Sonic and the Black Knight]]'' is released for the Wii in Japan.<br />
<br />
<noinclude><br />
<br />
{{Anniversaries by month|March|12}}<br />
[[Category:Anniversaries by day|{{PAGENAME}}]]</noinclude></div>
Scarred Sun
https://info.sonicretro.org/index.php?title=Sonic_Retro:Anniversaries/March_12&diff=228367
Sonic Retro:Anniversaries/March 12
2017-03-07T00:51:24Z
<p>Scarred Sun: Created page with "March 12 (<span class="plainlinks">[http://info.sonicretro.org/index.php?title=Sonic_Retro:Anniversaries/March_12&action=edit add]</span>):<br/> File:Sadv2 gba us cover.jpg|..."</p>
<hr />
<div>March 12 (<span class="plainlinks">[http://info.sonicretro.org/index.php?title=Sonic_Retro:Anniversaries/March_12&action=edit add]</span>):<br/><br />
[[File:Sadv2 gba us cover.jpg|400px]]<br />
* '''2003''' - ''[[Sonic Advance 2]]'' is released for the Game Boy Advance in North America.<br />
* '''2007''' - ''[[Sonic Spinball]]'' is released on the Wii Virtual Console in North America.<br />
* '''2009'''' - ''[[Sonic and the Black Knight]]'' is released for the Wii in Japan.<br />
<br />
<noinclude><br />
<br />
{{Anniversaries by month|March|12}}<br />
[[Category:Anniversaries by day|{{PAGENAME}}]]</noinclude></div>
Scarred Sun
https://info.sonicretro.org/index.php?title=Sonic_Retro:Anniversaries/March_11&diff=228341
Sonic Retro:Anniversaries/March 11
2017-03-06T01:45:29Z
<p>Scarred Sun: Created page with "March 11 (<span class="plainlinks">[http://info.sonicretro.org/index.php?title=Sonic_Retro:Anniversaries/March_11&action=edit add]</span>): File:SCC Aus cover.jpg|thumb|left..."</p>
<hr />
<div>March 11 (<span class="plainlinks">[http://info.sonicretro.org/index.php?title=Sonic_Retro:Anniversaries/March_11&action=edit add]</span>):<br />
[[File:SCC Aus cover.jpg|thumb|left]]<br />
* '''2010''' - ''[[Sonic Classic Collection]]'' is released for the Nintendo DS in Australia.<br />
<br />
<noinclude><br />
<br />
{{Anniversaries by month|March|11}}<br />
[[Category:Anniversaries by day|{{PAGENAME}}]]</noinclude></div>
Scarred Sun
https://info.sonicretro.org/index.php?title=Sonic_Retro:Anniversaries/March_9&diff=228336
Sonic Retro:Anniversaries/March 9
2017-03-06T01:11:43Z
<p>Scarred Sun: Created page with "March 9 (<span class="plainlinks">[http://info.sonicretro.org/index.php?title=Sonic_Retro:Anniversaries/March_9&action=edit add]</span>): [[File:Shuffle-box-eu.jpg|thumb|left]..."</p>
<hr />
<div>March 9 (<span class="plainlinks">[http://info.sonicretro.org/index.php?title=Sonic_Retro:Anniversaries/March_9&action=edit add]</span>):<br />
[[File:Shuffle-box-eu.jpg|thumb|left]]<br />
* '''2001''' - ''[[Sonic Shuffle]]'' is released for the [[sega:Sega Dreamcast|Dreamcast]] in Europe.<br />
* '''2007''' - ''[[Sonic Mega Collection Plus]]'' is released for the PC in North America.<br />
<br />
<noinclude><br />
<br />
{{Anniversaries by month|March|9}}<br />
[[Category:Anniversaries by day|{{PAGENAME}}]]</noinclude></div>
Scarred Sun
https://info.sonicretro.org/index.php?title=MediaWiki:Common.js&diff=227560
MediaWiki:Common.js
2017-01-18T20:01:36Z
<p>Scarred Sun: Blanked the page</p>
<hr />
<div></div>
Scarred Sun
https://info.sonicretro.org/index.php?title=Sonic_the_Hedgehog_CD&diff=227530
Sonic the Hedgehog CD
2017-01-10T00:45:11Z
<p>Scarred Sun: </p>
<hr />
<div>:''For the 2011 remake, see ''[[Sonic the Hedgehog CD (2011)]]''.''<br />
{{Bob<br />
| bobscreen=Scd titlescreen.png<br />
| scale=1.25<br />
| icon=SonicCD Win icon.png<br />
| publisher=[[sega:Sega|Sega]]<br />
| developer=[[sega:Sonic Team|Sonic Team]], [[sega:H.I.C.|H.I.C.]]<br />
| producer=[[sega:Minoru Kanari|Minoru Kanari]], [[sega:Makoto Oshitani|Makoto Oshitani]]<br />
| director=[[sega:Naoto Oshima|Naoto Oshima]]<br />
| system=[[sega:Sega Mega-CD|Sega Mega-CD]], Windows PC<br />
| players=1<br />
| releases=<br />
{{release|MCD|JP|1993-09-23|¥8,800|G-6021}}<br />
{{release|MCD|EU|1993-10{{fileref|CVG UK 144.pdf|page=87}}|£44.99|4407}}<br />
{{release|MCD|US|1993-11-19|$59.99{{fileref|GamePro US 054.pdf|page=68}}|4407}}<br />
{{release|MCD|BR|199x||063220}}<br />
{{release|Windows|JP|1996-08-09|¥7,800 (''¥8,190'')|HCJ-0104}}<br />
{{release|Windows|US|1996-09-26||85015}}<br />
{{release|Windows|US (Expert)|1997||6805 01}}<br />
{{release|Windows|US (Expert)|1998||6805 02}}<br />
{{release|Windows|EU|1996-10-03||MK 85015}}<br />
| genre=Action<br />
|bbfc=u|pegi=3|esrb=e|grb=a|usk=6|oflc=g|cero=free|elspa=3|vrc=ga<br />
}}<br />
<br />
'''''Sonic the Hedgehog CD''''' (ソニック・ザ・ヘッジホッグCD) is the first and only ''[[Games featuring Sonic the Hedgehog|Sonic the Hedgehog]]'' title released for the [[sega:Sega Mega-CD|Mega-CD]] add-on used with the [[sega:Sega Mega Drive|Sega Mega Drive]] console. Developed separately from the sequels done by the [[sega:Sega Technical Institute|Sega Technical Institute]], the game was directed by the creator of [[Sonic the Hedgehog|Sonic]], [[sega:Naoto Ohshima|Naoto Ohshima]].<br />
<br />
Introducing such fan favorites as [[Amy Rose]] and [[Metal Sonic]], it has become something of a cult classic, partly because of its release on the expensive add-on that most Mega Drive owners did not have access to, and partly because of its visual style and gameplay that makes it stand out from the other classic games in the series.<br />
<br />
==Story==<br />
[[File:Sonic CD Mountain Art.jpg|thumb|190px|The main setting of ''Sonic the Hedgehog CD''.]]<br />
For one month out of the year, an enigmatic miniature celestial body called the [[Little Planet]] appears over the enormous [[Never Lake]]. Both a place of beauty and wonder, it is said that time moves freely on the planet, and that entire sceneries can change in a blink of an eye, all because of the mysterious secret they hold, the seven mystical Time Stones. It is said that whoever possesses these gems will be able to freely move through time, just as the surface of Little Planet does.<br />
<br />
Almost expectantly, the news of such a place grabs the attention of [[Dr. Eggman]], the mad genius who desires nothing more than world domination. Journeying to the Little Planet, Eggman immediately begins turning it into his personal fortress, littering the landscape with his mechanical genius. Powered not by [[animals]] but by the essence of flowers, he sets his army to tear the planet apart so he can claim the Time Stones for himself.<br />
<br />
As fate would have it, [[Sonic the Hedgehog]], the speedy blue blur who has stopped Eggman time and again, was also intending on seeing the small, miracle planet, oblivious to the fact Eggman had already beaten him to the locale. Learning of the news that Sonic was fast approaching, Eggman only smiled, excited to put his latest and greatest invention up against the hedgehog, confident that he would finally be able to defeat his arch enemy once and for all...<br />
<br />
Arriving at Never Lake, Sonic immediately could tell that something was amiss. The Little Planet, which should have been a shining example of natural beauty, was instead covered in a mechanical wasteland, visible even from the distance he was at. Seeing that the small planet was tethered to the Earth's surface, Sonic examined the mountainside the chain was connected to, recognizing the visage etched into its surface. With the image of Eggman's face smiling at him, Sonic confirmed what he was already expecting. Jumping onto the chain, Sonic quickly darted up, speeding towards the surface of the Little Planet and preparing to face Eggman once more.<br />
<br />
What might have otherwise been another simple fight against the genius scientist was immediately complicated by another layer that Sonic only discovered once he set foot in [[Palmtree Panic]]. [[Amy Rose]], Sonic's biggest fan and self-proclaimed girlfriend, had been doing what she often did, playing around with her tarot cards in an attempt to look into the future. The cards telling her that she had a "destined encounter" with Sonic at Never Lake, she journeyed herself to the Little Planet, immediately becoming excited once she spotted her blue idol.<br />
<br />
None too pleased with Amy's appearance, she may have been nothing more than a slight bother if not for Eggman's intervention. At the outskirts of [[Collision Chaos]], Sonic received his first glimpse of [[Metal Sonic]], a robotic duplicate that Eggman created specifically to counter Sonic's every move. In the blink of an eye, the robot snatched up Amy, disappearing into the horizon. Now Sonic must not only stop Dr. Eggman and grab the Time Stones before he does, but save Amy Rose from the clutches of his metallic doppelgänger.<br />
<br />
"No problem! With a little courage, you can do anything!"<br />
<br />
==Game Mechanics==<br />
===Gameplay===<br />
<br />
[[File:Peelout.png|thumb|190px|[[Sonic the Hedgehog]] preparing himself in [[Palmtree Panic]].]]<br />
Though some of the terminology is switched around, the basic premise of the classic ''Sonic the Hedgehog'' titles remain: to traverse a series of obstacles and enemies within a given level under ten minutes, generally from left to right. While loop-de-loops, [[Spikes (obstacle)|spikes]], [[Spring|springs]], and an assortment of other standard Sonic elements return, there are enough unique elements to this installment of the platformer series which makes it stand out from the quartet released on the Sega Mega Drive. Dropping the "Act" title entirely, each level is broken up into three separate "Zones", the third zone being significantly shorter than the other two, but containing an encounter with Dr. Eggman at the end. While ''[[Sonic the Hedgehog (16-bit)|Sonic the Hedgehog]]'' and its Mega Drive sequels had very straight forward battles with the doctor, the fights with him in ''CD'' are varied, taking fewer hits but being significantly more complicated and difficult.<br />
<br />
The control scheme for Sonic remains largely unchanged, the same momentum-based gameplay preserved under the hood. Pressing one of the buttons on the control pad once again allows Sonic to curl up into his [[spin attack]], attacking an enemy from any angle as long as spikes or some other dangerous projectile is not in the way. Pressing down on the control pad while running also allows Sonic to curl up in his spin attack, the roll lasting as long as momentum will allow. In addition, Sonic possesses his [[spin dash]] move from ''[[Sonic the Hedgehog 2 (16-bit)|Sonic the Hedgehog 2]]'', albeit in an altered state.<br />
<br />
In ''Sonic 2'' and nearly every game that features the spin dash, all the player must do is press down and tap either A, B, or C once to gain a slight burst of speed, additional button presses equaling a greater initial speed once Sonic zooms off. However, in ''Sonic CD'', the action button can be pushed only once, the control pad being held down for a certain amount of time before Sonic can dash ahead. If let go too soon, Sonic will remain stationary. To balance this out, a new move was added to the game, called the [[Super Peel-Out]]. Holding up as opposed to down, Sonic charges up his speed, and when let go will zoom forward faster than he can normally achieve, his legs resembling a figure-eight as opposed to the standard circular loop. Though waiting will rev up his speed, immediately letting go on the up of the control pad will still cause Sonic to run ahead, just not at his maximum.<br />
<br />
In addition, if you get stuck and can't make a good future in a particular level, you can commit suicide by pressing Start and then A, B, or C.<br />
<br />
Returning from the original game are the plethora of [[Monitor|item boxes]] scattered throughout each level. Just as in the first ''Sonic the Hedgehog'', a grand total of five can be discovered, each with its own benefits. If a player either jumps or rolls into one, the reward is given instantaneously. Finding one with an image of a ring gives a total of ten to Sonic's overall ring count, offering him protection if he happens to be struck by an enemy or obstacle. The hazy [[Shield|shield]] icon grants a barrier of protection to the player, protecting them from getting hit once without the fear of losing any rings.<br />
<br />
A collection of stars holds the invincibility power-up, where Sonic can rush forward for a limited amount of time without fear, while the shoe icon signifies a temporary speed boost. Finally, finding a monitor adorned with Sonic's head grants the player an extra life. Also making a comeback from the previous titles in the series are [[Spring|springs]] which will launch Sonic to higher areas, and the familiar-yet-redesigned [[Checkpoint|Lamp Posts]], which will return the player to that spot in the event of losing a life.<br />
<br />
[[File:EGG-HVC-goodfuture.png|thumb|190px|The [[EGG-HVC-001]], as pictured in the good future.]]<br />
One of the essential elements that make the ''Sonic CD'' experience unique is the use of the time travel mechanic. For the first two zones in each level, four different time periods can be visited: the present, the past, and two different futures - good and bad. Always starting in the present time zone, the player can make Sonic jump between the past and the future by running across [[Time Warp Plate|"Time Warp" plates]], adorned with the word "past" or "future". Each of the four potential time periods one can jump to feature completely new art reflecting where you are, with subtle changes in the layout. What may work as a quick way to blast through a zone in the present may be entirely impossible to get through in the past, and vice versa.<br />
<br />
These permutations in level design reflect on the way the levels are built in ''Sonic CD'', for while you can storm through a level for the fastest time possible, the multi-layer design can force the player to explore every nook and cranny within, not just for secret rooms and item boxes, but for items that can change the way a level works.<br />
<br />
Located somewhere in each version of the past for the first two zones of any given level is something known only as [[robotization|Eggman's machine]], the tool for which he harvests the magical flower seeds of Little Planet and uses them to fuel his [[badnik]] army. Though they can be found in the present and bad future, they are nothing more than broken husks that have already done their job, Sonic unable to interact with them. In the past, however, the machine is still fully functioning, and if Sonic is able to locate and destroy it, the robot enemies within the zone will cease to be, immediately breaking apart and letting the seed go free, planting flowers that adorn Sonic's path through the level. It is only by destroying this machine that a "good future" can be obtained in the zone, a cheery, pastel version as opposed to the dark and bleak mechanical form that composes the "bad future", which appears if you ignore the robot-making machine.<br />
<br />
[[File:QQboss.PNG|thumb|190px|The [[Robotnik (Quartz Quadrant Boss)|Quartz Quadrant boss]], where only running on a treadmill will defeat Dr. Eggman.]]<br />
For the third zone in each level, Sonic automatically begins in the future, with no "Time Warp" plates on the field. Which version of the future Sonic begins in depends on the actions of the player during the preceding two Zones. If both of Eggman's machines were located and destroyed, the boss encounter will happen in the "good future", while if neither or only one was found, then the fight will happen in the "bad future". Though Eggman's boss robots may look different depending on which future the player gets, the actual fight remains the same.<br />
<br />
The badnik army that fills each zone is also affected by any given time frame Sonic is within. In the present, the robots that Eggman has created have already been in operation for some time, and while most will function just like new, occasionally a broken down one will be found, with its look and attack pattern slightly modified, generally being an easier enemy to overcome. In the "bad future", the rundown versions are the only ones populating the area. In the past, each robot is shiny and new, as they are still being created. However, if Eggman's robot-making machine is destroyed and Sonic ventures into the "good future", not a single badnik will be seen, only the naturally occurring traps such as spikes being in his way to winning the level.<br />
<br />
Within the game, there are not just one but two different ways to achieve the "good ending". The first is by going through and destroying each of Eggman's machines (fourteen in total) and making a "good future" for each level. The second is by collecting all seven Time Stones, which are accessible in yet another version of the classic [[Special Stage (Sonic CD)|Special Stage]]. Just as in the first ''Sonic the Hedgehog'', access to the stage is granted by finishing a zone with fifty [[Ring|rings]] and jumping into the [[Giant Ring]] to the right of the [[signpost]].<br />
<br />
Using a psuedo-Mode 7 effect and showcasing the power of the Mega-CD, the goal is to destroy all of the UFOs flying about in the level before time runs out. When the counter goes down to 20 seconds, an extra blue UFO will appear, which will give Sonic extra time to finish the level if he can destroy it. If all seven Time Stones are collected, the good ending and its related animated winning sequence will appear, regardless of how many Eggman's machines were destroyed during the game.<br />
<br />
Another destroyable item hidden in each of the past variants of the first two Zones (except in [[Metallic Madness|the final level]]) are projectors featuring the image of Metal Sonic tormenting the animals found in the classic games. Putting an end to his holographic reign of terror will cause the animals to be free, populating the rest of the Zone. Though not necessary for either ending, if one goes through and finds all twelve, a message touting the status of a super player will be shown after the end credits.<br />
<br />
===Time Attack===<br />
A new mode introduced in ''Sonic the Hedgehog CD'', Time Attack is as the name implies, giving the player the option to run through any particular zone as fast as possible, the best times being recorded in the Mega-CD's RAM for posterity. Once a level has been completed in the main game, it becomes available in the Time Attack screen, though only the "present" version of Zone's 1 and 2 are accessible, with each field stripped of its Time Warp posts. Though basic enough, the mode serves an important purpose, offering up a collection of bonus features to be unlocked if the total time for all zones is under a certain point:<br />
<br />
* Under 37'27"57: "D.A. Garden" is unlocked on the title screen, allowing a sound test with a Little Planet background, accompanied by animations of [[Miles "Tails" Prower|Tails]], Dr. Eggman, and Metal Sonic.<br />
* Under 30'21"05: Time Attack for the Special Stages is added.<br />
* Under 25'46"12: "Visual Mode" is unlocked on the title screen, allowing the intro, both endings, and a pencil test to be viewed at the player's leisure.<br />
<br />
In the 2011 remake, the minimum time for unlocking each of these extra modes has been altered.<br />
<br />
===Music and Sound===<br />
[[File:Sonic Remix.jpg|thumb|190px|''[[Sonic the Hedgehog - Remix]]'', the first Japanese Sonic-centric music release.]]<br />
Because of the game's presentation on then-cutting age digital media, ''Sonic CD'' was the first in the series to take full advantage of high quality, Redbook audio. [[sega:Naofumi Hataya|Naofumi Hataya]] and [[sega:Masafumi Ogata|Masafumi Ogata]] were the ones responsible for the soundtrack, creating a basic theme for the "present" levels and then remixing them for the "past," "good future" and "bad future" variants, altering the mood to reflect on where Sonic was now running but maintaining the basic elements of the core theme. Though most of the songs are done in Redbook format, each "past" track is done in PCM format, similar to the style in the Mega Drive games. The vocal themes were sung by J-pop artist [[Keiko Utoku]], who also provided the voice of Sonic the Hedgehog in the game, while the tracks for the levels used numerous samples to give them a richer sound. The best example of this technique is with the music that plays during each standard boss encounter, which samples [[wikipedia:Bob Marley|Bob Marley's]] "[http://www.youtube.com/watch?v=tO2YPqfSBJw&fmt=18 Sun is Shining (Funkstar Remix)]", [[wikipedia:Hall_&_Oates|Hall & Oates']] "[http://www.youtube.com/watch?v=ccenFp_3kq8 I Can't Go for That(No Can Do)]" and "[http://www.youtube.com/watch?v=JoHOZ9Ud1gM Work That Sucker To Death]" by Xavier.<br />
<br />
Though the original soundtrack was maintained in the European release, Sega of America decided to redo the majority of the soundtrack, having in-house musicians [[sega:Spencer Nilsen|Spencer Nilsen]] and [[sega:David Young|David Young]] compose the new themes. Instead of having two separate tracks for the intro and ending, only one was composed, [[Sonic Boom]], an up-tempo version greeting those playing the American version and a slower rock remix accompanying the credits. The only tracks in the original version that were left untouched were the "past" mixes, as they had been programmed into the game and would require a greater amount of effort to change than simply replacing one set of Redbook audio files with another.<br />
<br />
The music for the Spencer Nilsen tracks was the first to be given the soundtrack release treatment, a majority of the songs appearing on the full-length album ''[[Sonic the Hedgehog Boom]]'', which was only available for those who had preordered ''[[Sonic the Hedgehog 3]]'' in the west. The same year, Hataya and Ogata revisited the music they had done for the game, remixing the songs once again for the appropriately named ''[[Sonic the Hedgehog - Remix]]'', only available in Japan. It would not be until 2011 when the original compositions [[Sonic the Hedgehog CD Original Soundtrack 20th Anniversary Edition|would be released]] on both CD and digital venues.<br />
<br />
===Scoring===<br />
<div style="column-count:2;-moz-column-count:2;-webkit-column-count:2"><br />
Note: Scoring 50,000 points will grant the player an extra life<br />
<br />
Hitting Bumpers: 100 points each for the first five hits on any given bumper; after that no more points can be gained from that bumper<br />
<br />
Glass Bumpers: 100<br />
<br />
Enemy Chains:<br />
<br />
* First Enemy = 100<br />
* Second Enemy = 200<br />
* Third Enemy = 300<br />
* Fourth and all Subsequent Enemies = 1000 each<br />
<br />
Eggman's Machine: 1500<br />
<br />
Dr. Eggman Boss: 1000<br />
<br />
End Level Ring Bonus: 100 points for each ring held<br />
<br />
End Level Time Bonus:<br />
<br />
* 0'29"99 or less = 50,000<br />
* 0'30"99 to 0:44"99 = 10,000<br />
* 0'45"99 to 0'59"99 = 5000<br />
* 1'00"99 to 1'29"99 = 4000<br />
* 1'30"99 to 1'59"99 = 3000<br />
* 2'00"99 to 2'59"99 = 2000<br />
* 3'00"99 to 3'59"99 = 1000<br />
* 4'00"99 to 4'59"99 = 500<br />
* 5'00"99 or more = 0<br />
<br />
Special Stage:<br />
<br />
* Rings = Total Collected multiplied by 200<br />
* Time Bonus = Seconds Remaining multiplied by 200<br />
</div><br />
<br />
==Sound Test==<br />
<br />
[[File:Sonic CD Sound Test.png|thumb|190px|The no-frills version of the sound test.]]<br />
[[File:Sonic CD DAGarden.png|thumb|190px|The "D.A. Garden" sound test.]]<br />
Below is a listing of the songs available to be played through the sound test within the game. The names attributed to each file are those presented in the unlockable "D.A. Garden" mode ("Sound Test" in the U.S. edition), while the associated letter/number listings are how they are presented in the secret sound test. For the songs themselves, visit either the [[Sonic CD (Japan & PAL Regions) OST]] for the original music made for the game, or the [[Sonic CD for Windows 95 OST]] for the American-exclusive soundtrack.<br />
<br />
{{multicol|<br />
*DA No. 00: [[Palmtree Panic]]<br />
*DA No. 01: Palmtree Panic "G" mix<br />
*DA No. 02: Palmtree Panic "B" mix<br />
*DA No. 03: [[Collision Chaos]]<br />
*DA No. 04: Collision Chaos "G" mix<br />
*DA No. 05: Collision Chaos "B" mix<br />
*DA No. 06: [[Tidal Tempest]]<br />
*DA No. 07: Tidal Tempest "G" mix<br />
*DA No. 08: Tidal Tempest "B" mix<br />
*DA No. 09: [[Quartz Quadrant]]<br />
*DA No. 10: Quartz Quadrant "G" mix<br />
*DA No. 11: Quartz Quadrant "B" mix<br />
*DA No. 12: [[Wacky Workbench]]<br />
*DA No. 13: Wacky Workbench "G" mix<br />
*DA No. 14: Wacky Workbench "B" mix<br />
*DA No. 15: [[Stardust Speedway]]<br />
*DA No. 16: Stardust Speedway "G" mix<br />
*DA No. 17: Stardust Speedway "B" mix<br />
*DA No. 18: [[Metallic Madness]]<br />
*DA No. 19: Metallic Madness "G" mix<br />
*DA No. 20: Metallic Madness "B" mix<br />
*DA No. 21: Boss!!<br />
*DA No. 22: Final Fever<br />
*DA No. 23: Title<br />
*DA No. 24: Time Attack Menu<br />
*DA No. 25: Zone Clear<br />
*DA No. 26: Speed Up!!<br />
*DA No. 27: Invincible!!<br />
*DA No. 28: Game Over<br />
*DA No. 29: [[Special Stage (Sonic CD)|Special Stage]]<br />
*DA No. 30: Little Planet<br />
*DA No. 31: Unused Warp Sound<br />
*DA No. 32: [[Sonic - You Can Do Anything]]/[[Sonic Boom]] (Intro)<br />
*DA No. 33: [[Cosmic Eternity - Believe in Yourself]]/Sonic Boom (Ending)<br />
*PCM No. 10: Palmtree Panic "P" mix<br />
*PCM No. 11: Collision Chaos "P" mix<br />
*PCM No. 12: Tidal Tempest "P" mix<br />
*PCM No. 13: Quartz Quadrant "P" mix<br />
*PCM No. 14: Wacky Workbench "P" mix<br />
*PCM No. 15: Stardust Speedway "P" mix<br />
*PCM No. 16: Metallic Madness "P" mix<br />
}}<br />
<br />
==Production Credits==<br />
<br />
===Mega CD Version===<br />
{{multicol|<br />
Executive Producer: [[sega:Hayao Nakayama|Hayao Nakayama]]<br><br />
Produced by: [[sega:Minoru Kanari|Minoru Kanari]], [[sega:Makoto Oshitani|Makoto Oshitani]]<br><br />
Director: [[sega:Naoto Oshima|Naoto Oshima]] (BIGISLAND)<br><br />
Program Director: [[sega:Keiichi Yamamoto|Keiichi Yamamoto]]<br><br />
Art Director: [[sega:Hiroyuki Kawaguchi|Hiroyuki Kawaguchi]] (Hiro.K)<br><br />
Sound Director: [[sega:Yukifumi Makino|Yukifumi Makino]]<br><br />
Game Designers: [[sega:Hiroaki Chino|Hiroaki Chino]] (TINON), [[sega:Kenichi Ono|Kenichi Ono]] (Ax), [[sega:Yuichiro Yokoyama|Yuichiro Yokoyama]], [[sega:Takao Miyoshi|Takao Miyoshi]], [[sega:Akira Nishino|Akira Nishino]]<br><br />
Character Designer: [[sega:Kazuyuki Hoshino|Kazuyuki Hoshino]]<br><br />
Landscape Designers: Hiroyuki Kawaguchi (Hiro.K), [[sega:Takumi Miyake|Takumi Miyake]], [[sega:Masahiro Sanpei|Masahiro Sanpei]], [[sega:Masato Nishimura|Masato Nishimura]], [[sega:Hideaki Kurata|Hideaki Kurata]]<br><br />
Special Stage Designers: Kazuyuki Hoshino, [[sega:Yasushi Yamaguchi|Yasushi Yamaguchi]] (Judy Totoya)<br><br />
Special Stage Programmer: [[sega:Keiichi Yamamoto|Keiichi Yamamoto]]<br><br />
Animation Programmers: [[sega:Yuichiro Mine|Yuichiro Mine]] (Proto.2), [[sega:Eiji Horita|Eiji Horita]]<br><br />
Animation Visual Directors: Hiroyuki Kawaguchi (Hiro.K), Masahiro Sanpei<br><br />
Visual Design: Kazuyuki Hoshino, [[sega:Takumi Miyake|Takumi Miyake]]<br><br />
Chief Programmer: [[sega:Matsuhide Mizoguchi|Matsuhide Mizoguchi]]<br><br />
Programmers: Yuichi Matsuoka, Hiroshi Takei, Tatsuya Satoh ([[HIC]]), Noritaka Yakita ([[HIC]])<br><br />
<br />
:-Animation Staff-<br />
<br />
Producers: Yasuo Yamaguchi, Mutsumi Kido<br><br />
Chief Key Animator: Hisashi Eguchi (Studio Junio)<br><br />
Key Animators: Tetsuya Kumagai, Toshiyuki Komaru, Yasuyuki Shimizu, Ichiro Furuichi, Kenji Kajiwara<br><br />
Art Director: Shinzou Yuki<br><br />
Camera Director: Masaru Banzai<br><br />
Assistant Production Manager: Kouichi Hirose<br><br />
Production Manager: Kohji Sekiguchi<br><br />
Director: Yukio Kaizawa<br><br />
In Cooperation with: Studio Junio<br><br />
Produced by: Toei Animation Co., Ltd<br><br />
<br />
:-Opening Theme-<br />
<br />
([[Sonic - You Can Do Anything|Sonic You Can Do Anything]])<br/><br />
Lyrics by Casey Rankin<br/><br />
Music by [[sega:Naofumi Hataya|Naofumi Hataya]]<br/><br />
Vocals: [[Keiko Utoku]]<br />
<br />
:-Ending Theme-<br />
<br />
([[Cosmic Eternity - Believe in Yourself]])<br/><br />
Lyrics by Casey Rankin<br/><br />
Music by [[Masafumi Ogata]]<br/><br />
Vocals: Keiko Utoku<br/><br />
<br />
Producer: Daikou Nagato (Being Co. LTD)<br />
Director: Ryo Watabe (Being Co., LTD)<br><br />
Recorded at: Studio Birdman, Mod Studio<br><br />
<br />
BGM Composed and Arranged: Naofumi Hataya, Masafumi Ogata<br><br />
Sound Effects: Yukifumi Makino<br><br />
Sound Programmer: Yukifumi Makino<br><br />
Promoter: Hiroyuki Tanaka<br><br />
Package Designers: Youichi Takahashi, Heyato Takebayashi<br />
Illustrations: Kazuyuki Hoshino<br />
Special Thanks: <br />
[[sega:Hiroshi Kubota|Hiroshi Kubota]], [[sega:Rieko Kodama|Phenix Rie]], [[sega:Yoshiaki Kashima|Yoshiaki Kashima]], [[sega:Takenobu Mitsuyoshi|Takenobu Mitsuyoshi]], [[sega:Masaru Setsumaru|Masaru Setsumaru]], Hijiri Aoki, [[sega:Steve Ray Burton|Steve Ray Burton]], [[sega:James Michael Spahn|James Michael Spahn]], Kounosuke Yoshio, [[sega:Tomoko Sasaki|Tomoko Sasaki]], Aki Kamata, [[sega:Masato Nishimura|Masato Nishimura]], Akira Funada, Fujio Minegishi, Jina Ishiwatari, Katsufumi Yoshimori, Tetsuo Akagi, Kaeko Itoh, Hiroshi Nakatani, Hiromi Fukuda, Etsuko Yamada, Ryuichiro Kutuzawa, Takashi Iwade, [[sega:Michikazu Tamamura|Michikazu Tamamura]], Masumi Uchida, [[sega:Tohru Watanuki|Tohru Watanuki]], [[sega:Makiko Suzuki|Makiko Suzuki]]<br />
}}<br />
<br />
===Sega CD Version===<br />
<br />
{{multicol|<br />
Executive Producer: Hayao Nakayama<br><br />
Produced by: Minoru Kanari, Makoto Oshitani<br><br />
Director: Naoto Oshima (BIGISLAND)<br><br />
Program Director: Keiichi Yamamoto<br><br />
Art Director: Hiroyuki Kawaguchi (Hiro.K)<br><br />
Sound Director: Yukifumi Makino<br><br />
Game Designers: Hiroaki Chino (TINON), Kenichi Ono (Ax), Yuichiro Yokoyama, Takao Miyoshi, Akira Nishino<br><br />
Character Designer: Kazuyuki Hoshino<br><br />
Landscape Designers: Hiroyuki Kawaguchi (Hiro.K), Takumi Miyake, Masahiro Sanpei, Masato Nishimura, Hideaki Kurata<br><br />
Special Stage Designers: Kazuyuki Hoshino, Yasushi Yamaguchi (Judy Totoya)<br><br />
Special Stage Programmer: Keiichi Yamamoto<br><br />
Animation Programmers: Yuichiro Mine, Eiji Horita<br><br />
Animation Visual Directors: Hiroyuki Kawaguchi (Hiro.K), Masahiro Sanpei<br><br />
Visual Design: Kazuyuki Hoshino, Takumi Miyake<br><br />
Chief Programmer: Matsuhide Mizoguchi<br><br />
Programmers: Yuichi Matsuoka, Hiroshi Takei, Tatsuya Satoh (HIC), Noritaka Yakita (HIC)<br><br />
<br />
:-Animation Staff-<br />
Producers: Yasuo Yamaguchi, Mutsumi Kido<br><br />
Chief Key Animator: Hisashi Eguchi (Studio Junio)<br><br />
Key Animators: Tetsuya Kumagai, Toshiyuki Komaru, Yasuyuki Shimizu, Ichiro Furuichi, Kenji Kajiwara<br><br />
Art Director: Shinzou Yuki<br><br />
Camera Director: Masaru Banzai<br><br />
Assistant Production Manager: Kouichi Hirose<br><br />
Production Manager: Kohji Sekiguchi<br><br />
Director: Yukio Kaizawa<br><br />
In Cooperation with: Studio Junio<br><br />
Produced by: Toei Animation Co., Ltd<br><br />
<br />
Director: Ryo Watabe (Being Co., Ltd)<br><br />
Recorded at: Studio Birdman, Mod Studio<br><br />
Sound Effects: Yukifumi Makino<br><br />
Sound Programmer: Yukifumi Makino<br><br />
Promoter: Hiroyuki Tanaka<br />
<br />
:-Special Edition for North America-<br />
Music Composed and Produced by: [[sega:Spencer Nilsen|Spencer Nilsen]], David Young<br><br />
Vocals by: -[[Pastiche]]- Sandy Cressman, Jenny Meltzer, Becky West<br><br />
Drums and Percussion by: Brad Kaiser<br> <br />
Guitars by: Erik Frykman<br><br />
Recorded and Mixed at: [[sega:Sega Multimedia Studio|Sega Multimedia Studio]],[[sega:Sega of America|S.O.A]]<br><br />
Additional Music Composed and Produced by: [[sega:Sterling Crew|Sterling]]<br><br />
Bass: Bobby Vega<br><br />
Percussion: Armando Peraza<br><br />
Engineer: Charles Albert<br><br />
Assistants: Roosevelt Hoover, Maurice Jackson<br><br />
Recorded and Mixed at: Intermix<br />
<br />
Special Thanks: Naofumi Hataya, Masafumi Ogata, Daikou Nagato (Being Co., Ltd), Hiroshi Kubota, Phenix Rie, Yoshiaki Kashima, Takenobu Mitsuyoshi, Masaru Setsumaru, Hifiri Aoki, Steve Ray Burton, James Michael Spahn, Kounosuke Yoshio, Tomoko Sasaki, Aki Kamata, Masato Nishimura, Akira Funada, Fujio Minegishi, Jina Ishiwatari, Katsufumi Yoshimori, Tetsuo Akagi, Kaeko Itoh, Hiromi Nakatani, Hiroshi Fukuda, Etsuko Yamada, Ryuichiro Kutsuzawa, Takashi Lwade, Michikazu Tamamura, Masumi Uchida, Tohru Watanuki, Makoto Suzuki, Audix, Digital Support Group, Fairlight E.S.P, Opcode, Otari, Zoom<br />
}}<br />
<br />
===PC Version===<br />
{{multicol|<br />
Executive Producer: Hayao Nakayama<br><br />
Produced by: Minoru Kanari, Makoto Oshitani<br><br />
Director: Naoto Oshima<br><br />
Program Director: Keiichi Yamamoto<br><br />
Art Director: Hiroyuki Kawaguchi<br><br />
Sound Director: Yukifumi Makino<br><br />
Game Designers: Hiroaki Chino, Kenichi Ono, Yuichiro Yokoyama, Takao Miyoshi, Akira Nishino<br><br />
Character Designer: Kazuyuki Hoshino<br><br />
Landscape Designers: Hiroyuki Kawaguchi, Takumi Miyake, Masahiro Sanpei, Masato Nishimura, Hideaki Kurata<br><br />
Special Stage Designers: Kazuyuki Hoshino, Yasushi Yamaguchi<br><br />
Special Stage Programmer: Keiichi Yamamoto<br><br />
Animation Programmers: Yuichiro Mine, Eiji Horita<br><br />
Animation Visual Directors: Hiroyuki Kawaguchi, Masahiro Sanpei<br><br />
Visual Design: Kazuyuki Hoshino, Takumi Miyake<br><br />
Chief Programmer: Matsuhide Mizoguchi<br><br />
Programmers: Yuichi Matsuoka, Hiroshi Takei, Tatsuya Satoh (HIC), Noritaka Yakita (HIC)<br><br />
BGM Composer and Arranged: Naofumi Hataya, Masafumi Ogata<br><br />
Sound Effects: Yukifumi Makino<br><br />
Sound Programmer: Yukifumi Makino<br><br />
Development Support: [[sega:Al Nilsen|Al Nilsen]]<br><br />
Promoter: Hiroyuki Tanaka<br><br />
<br />
:-Animation Staff-<br />
Producers: Yasuo Yamaguchi, Mutsumi Kido<br><br />
Chief Key Animator: Hisashi Eguchi (Studio Junio)<br><br />
Key Animators: Tetsuya Kumagai, Toshiyuki Komaru, Yasuyuki Shimizu, Ichiro Furuichi, Kenji Kajiwara<br><br />
Art Director: Shinzou Yuki<br><br />
Camera Director: Masaru Banzai<br><br />
Assistant Production Manager: Kouichi Hirose<br><br />
Production Manager: Kohji Sekiguchi<br><br />
Director: Yukio Kaizawa<br><br />
In Cooperation with: Studio Junio<br><br />
Produced by: Toel Animation Co., Ltd<br><br />
Director: Ryo Watabe (Being Co., Ltd)<br><br />
Recorded at: Studio Birdman, Mod Studio<br><br />
<br />
:-Secret Special Stage-<br />
Plan: Hiroaki Chino<br><br />
Sprite Design: Kazuyuki Hoshino<br><br />
Scroll Design: Yasushi Yamaguchi<br><br />
Sound: Masafumi Ogata<br><br />
Program: Keiichi Yamamoto<br><br />
Special Thanks: 3Pei, Majin, 100Shiki, [[sega:Syuji Takahashi|Syuji Takahashi]]<br><br />
<br />
:-Special Edition for North America-<br />
Music Composed and Produced by: Spencer Nilsen, David Young<br><br />
Vocals by: -Pastiche- Sandy Cressman, Jenny Meltzer, Becky West<br><br />
Drums and Percussion by: Brad Kaiser<br> <br />
Guitars by: Erik Frykman<br><br />
Recorded and Mixed at: Sega Multimedia Studio,S.O.A<br><br />
Additional Music Composed and Produced by: Sterling<br><br />
Bass: Bobby Vega<br><br />
Percusion: Armando Peraza<br><br />
Engineer: Charles Albert<br><br />
Assistant Engineers: Roosevelt Hoover, Maurice Jackson<br><br />
Recorded and Mixed at: Intermix<br><br />
<br />
Special Thanks: Naofumi Hataya, Masafumi Ogata, Daikou Nagato (Being Co., Ltd), Hiroshi Kubota, Phenix Rie, Yoshiaki Kashima, Takenobu Mitsuyoshi, Masaru Setsumaru, Hifiri Aoki, Steve Ray Burton, James Michael Spahn, Kounosuke Yoshio, Tomoko Sasaki, Aki Kamata, Masato Nishimura, Akira Funada, Fujio Minegishi, Jina Ishiwatari, Katsufumi Yoshimori, Tetsuo Akagi, Kaeko Itoh, Hiromi Nakatani, Hiroshi Fukuda, Etsuko Yamada, Ryuichiro Kutsuzawa, Takashi Lwade, Michikazu Tamamura, Masumi Uchida, Tohru Watanuki, Makoto Suzuki, Audix, Digital Support Group, Fairlight E.S.P, Opcode, Otari, Zoom<br />
}}<br />
<br />
===2011 Versions===<br />
{{main|Sonic the Hedgehog CD (2011) credits}}<br />
<br />
==Voice Actors==<br />
<br />
{| class="wikitable"<br />
|-<br />
! Role<br />
! Voice Actor<br />
|-<br />
|[[Sonic the Hedgehog]]<br />
|[[Keiko Utoku]]{{fileref|Scd Unknown magazine.png}}<br />
|-<br />
|[[Amy Rose]]<br />
|[[Lynn Harris]]<br />
|}<br />
<br />
==Manuals==<br />
{{main|Sonic the Hedgehog CD manuals}}<br />
<gallery><br />
SonicCD MCD US manual.pdf|Mega-CD, US<br />
SonicCD MCD US bundle manual.pdf|Mega-CD, US (bundle)<br />
SonicCD MCD JP manual.pdf|Mega-CD, JP<br />
SonicCD MCD EU manual.pdf|Mega-CD, EU<br />
SonicCD PC EU manual.pdf|PC, EU<br />
SonicCD PC JP SonicGems manual.pdf|PC, JP (''[[Sonic Gems Collection]]'' digital manual)<br />
SonicCD PC US SonicGems manual.pdf|PC, US (''[[Sonic Gems Collection]]'' digital manual)<br />
</gallery><br />
<br />
==Miscellaneous==<br />
<br />
===Game Revisions===<br />
<br />
In addition to the alternate music found in the American version of ''Sonic CD'', the song that plays during the famous race between Sonic and Metal Sonic is always the "bad future" mix, even if a good future was achieved. When the game was ported to the PC on the Windows 95 platform in 1996, the Spencer Nilsen soundtrack was used in every region, including Japan, and featured the "past" mixes of each song converted into Redbook audio format as well. The save feature was also redone, allowing multiple files to exist at once. As for the opening and closing FMV sequences, the expanded power of the home computer allowed the full versions of these animations to be seen for the first time, with detail the limited color palette of the Mega-CD was unable to handle. <br />
<br />
The PC port of the game was used as the basis for the version of ''Sonic CD'' used in the compilation title ''[[Sonic Gems Collection]]'', and because of this met with its own changes and flaws. While the original soundtrack was maintained in the Japanese release of the game, the American soundtrack was used in the European release, which had not been done in the original Mega-CD version. The water effects in Tidal Tempest were nerfed, the water being clear as opposed to the green shade in the regular version. The entire credits sequence was omitted, the ending FMV filling the entire screen instead. Finally, in the [[sega:Nintendo GameCube|Nintendo GameCube]] version of the port, the [[Debug Mode]] game cheat was only half-enabled, the ability to place objects impossible due to one of the keys not being mapped to the GameCube's controller.<br />
<br />
Most recently, the [[Sonic the Hedgehog CD (2011)|2011 multi-platform release]] of ''Sonic CD'' has alterations both small and large, thanks in part to being a remake as opposed to being emulated. Among the features of the game is the ability to choose between the Japanese and American soundtracks, the music fully looping as it no longer is confined by the CD format, having the choice between the ''Sonic CD'' spin dash and the more common variant found in ''Sonic 2'', and having [[Miles "Tails" Prower]] as an unlockable character.<br />
<br />
==Rereleases==<br />
*''Sonic the Hedgehog CD'' for PC (1996)<br />
*''[[sega:Sega Family Fun Pak|Sega Family Fun Pak]]'' for PC (1996)<br />
*''[[sega:Sonic & Garfield Pack|Sonic & Garfield Pack]]'' for PC (1999)<br />
*''[[Sonic Action Pack]]'' for PC (2000)<br />
*''[[Sonic Action 4 Pack]]'' for PC (2001)<br />
*''[[Twin Pack: Sonic CD and Sonic & Knuckles Collection]]'' for PC (2002)<br />
*''[[sega:Sega PC Mega Pack|Sega PC Mega Pack]]'' for PC (2003)<br />
*''[[Sonic Gems Collection]]'' for [[sega:Nintendo GameCube|Nintendo GameCube]] and [[sega:PlayStation 2|PlayStation 2]] (2005)<br />
*''[[Sonic the Hedgehog CD (2011)|Sonic the Hedgehog CD]]'' for [[sega:Xbox 360|Xbox 360]], [[sega:PlayStation 3|PlayStation 3]], [[sega:iOS|iOS]], and [[sega:Android|Android]] (2011); later [[sega:Steam|Steam]] (2012)<br />
<br />
==Adaptations==<br />
<br />
In an attempt to advertise ''Sonic the Hedgehog CD'' and its later PC port, various comic book adaptations were commissioned within the pages of the two Sonic the Hedgehog comic book titles running at the time. In the United States, the [[Archie Comics]] series ''[[Sonic the Hedgehog (Archie comics)|Sonic the Hedgehog]]'' used its [[Sonic the Hedgehog 025 (Archie)|25th issue]] to adapt the game, merging elements of the game's plot (such as the kidnapping of Amy Rose and the race with Metal Sonic) into its [[Sonic the Hedgehog (TV series)|Saturday morning]]-inspired universe. In the United Kingdom series ''[[Sonic the Comic]]'' published by [[Fleetway]], the adaptation to the game spanned multiple issues, starting in number [[Sonic the Comic 024|24]] and continuing through [[Sonic the Comic 028|28]]. While the first two parts of the tale were based in ''Sonic the Comic''-specific characters, the later parts of "Sonic the Terminator" featured Metal Sonic (called "Metallix" in the series) kidnapping Amy Rose and taking her to the Little Planet, where Sonic was forced to battle his double through time.<br />
<br />
==Resources==<br />
{{ratings<br />
| icon=MCD<br />
| eg=92<br />
| eg_source={{num|15|page=140|pdf=ElectronicGames2_US_15.pdf}}<br />
| egm=85<br />
| egm_source={{num|52|page=48|pdf=EGM_US_052.pdf}}<br />
| gamefan=100<br />
| gamefan_source=[https://www.flickr.com/photos/45478630@N07/4258550550/in/photostream/ {{num|12|page=22/38/39/40}}]<br />
| gamepro=100<br />
| gamepro_source={{num|52|page=68-70|pdf=GamePro_US_054.pdf|pdfpage=68}}<br />
| gamesmaster=83<br />
| gamesmaster_source={{num|11|page=74/75}}<br />
| maniac=78<br />
| maniac_source={{num|2|page=38/39|pdf=MAN!AC DE 1993-12.pdf|pdfpage=38}}<br />
| mdag=87<br />
| mdag_source={{num|16|page=}}<br />
| mega=89<br />
| mega_source=[[Review - Sonic the Hedgehog CD (Mega, October 1993)|October 1993]]<br />
| megaaction=92<br />
| megaaction_source={{num|7|page=52/53/54}}<br />
| megatech=83<br />
| megatech_source={{num|23|page=46-49}}<br />
| mms=83<br />
| mms_source={{num|13|page=76-78|pdf=MeanMachinesSega13UK.pdf|pdfpage=76}}<br />
| sega16=90<br />
| sega16_source=[http://www.sega-16.com/2004/06/sonic-cd/ June 27, 2004]<br />
| sega16_1=100<br />
| segamaguk=87<br />
| segamaguk_source={{num|1|page=119|pdf=SegaMagazine_UK_01.pdf}}<br />
| segapower=88<br />
| segapower_source={{num|48|page=90/91/92}}<br />
| segapro=90<br />
| segapro_source=[[Review - Sonic the Hedgehog CD (Sega Pro, November 1993)|{{num|25|page=38/39/40}}]]<br />
| segazuk=91<br />
| segazuk_source={{num|13|page=30/31/32/33}}<br />
| sfm=85<br />
| sfm_source={{num|6|page=64/65/66|pdf=SegaForceMega_UK_06.pdf|pdfpage=64}}<br />
| smz=91<br />
| smz_source=[[Review - Sonic the Hedgehog CD (MegaZone, January 1994)|January 1994]]<br />
| stc=90<br />
| stc_source={{num|15|page=10}}<br />
| viciojuegos=97<br />
}}<br />
<br />
===Sales Data===<br />
{| class="prettytable"<br />
|-<br />
! Number of copies sold<br />
! Platform<br />
! Reference<br />
! Notes<br />
|-<br />
| 1,500,000<br />
| Sega CD<br />
| [https://books.google.com/books?id=W-FfCgAAQBAJ&pg=PA149&lpg=PA149&dq=best+selling+sega+game+gear+game&source=bl&ots=jZ8vG4OIfU&sig=HpcgmeoUx8JK0sdLx6KgYoBbHL4&hl=en&sa=X&ved=0ahUKEwip95Gew4rQAhUF5yYKHdrWCU04MhDoAQgaMAA#v=onepage&q=best%20selling%20sega%20game%20gear%20game&f=false Guinness World Records 2016: Gamer's Edition]<br />
| This sales number, according to the source, makes ''Sonic CD'' the best-selling game for the Sega CD add-on.<br />
|-<br />
|}<br />
<br />
===Sonic CD PC Patch===<br />
* {{file|SonicCDfix.7z|Sonic CD patch}} for Windows XP and later - A patch created by community member Korama to allow the 1996 PC version of ''Sonic CD'' to work on modern computer machines.<ref>http://forumsx.sonic-cult.org/index.php?showtopic=6039</ref> It is important to note this patch is not compatible with the DINO release.<br />
<br />
===ISO Modification===<br />
<br />
====Hacking Guides====<br />
* [[SCHG:Sonic CD|Sonic Community Hacking Guide/Sonic CD]]<br />
* [[SCHG:Sonic CD (PC)|Sonic Community Hacking Guide/Sonic CD PC]]<br />
<br />
==Physical Scans==<br />
<br />
===Mega-CD===<br />
{{Scanbox<br />
| console=Mega-CD<br />
| region=JP<br />
| front=Scd-box-jap.jpg<br />
| back=Scd segacd jp back cover.jpg<br />
| spine=<br />
| square=yes<br />
| disc=Sonic-cd-mcd-jp-disc.jpg<br />
| manual=SonicCD MCD JP manual.pdf<br />
| inlay=SonicCD MCD JP insideback.jpg<br />
| spinecard=SonicCD MCD JP Spinecard.jpg<br />
}}<br />
{{Scanbox<br />
| console=Mega-CD<br />
| region=US<br />
| front=Scd-box-us.jpg<br />
| back=SonicCD MCD US back.jpg<br />
| disc=Soniccd mcd us cd.jpg<br />
| manual=SonicCD MCD US manual.pdf<br />
| item1=-CLEAN- Registration Card (En) - Front.png<br />
| item1name=Reg Card<br />
}}{{Scanbox<br />
| console=Mega-CD<br />
| region=US (bundle)<br />
| front=SonicCDUSNotForRetailCover.jpg<br />
| back=SonicCD MCD US nfr back.jpg<br />
| square=yes<br />
| disc=Scd mcd us nfr disc.jpg<br />
| manual=SonicCD MCD US bundle manual.pdf<br />
}}{{Scanbox<br />
| console=Mega-CD<br />
| region=EU<br />
| front=Scd-box-eu.jpg<br />
| back=Scd mcd eu back cover.jpg<br />
| square=yes<br />
| disc=Soniccd mcd eu cd.jpg<br />
| manual=SonicCD MCD EU manual.pdf<br />
| spinecard=SonicCD MCD EU spinecard.jpg<br />
}}{{Scanbox<br />
| console=Mega-CD<br />
| region=BR<br />
| front=SonicCD MCD BR Box Front.jpg<br />
| back=SonicCD MCD BR Box Back.jpg<br />
| spine=<br />
| spinemissing=yes<br />
| disc=<br />
}}<br />
<br />
===PC===<br />
{{Scanbox<br />
| console=PC<br />
| region=JP<br />
| front=Scd-pc-jp-cover.jpg<br />
| back=<br />
| spine=<br />
| spinemissing=<br />
| square=<br />
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| manual=<br />
}}{{Scanbox<br />
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| back=SonicCD(U)PCback.jpg<br />
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| bottom=SonicCD(U)PCbottom.jpg<br />
| top=SonicCD(U)PCtop.jpg<br />
| manual=<br />
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| console=PC<br />
| region=US<br/>(Expert Software)<br />
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| item1=Soniccd pc us expert alt cd.jpg<br />
| item1name=Alt Disc<br />
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| console=PC<br />
| region=US (OEM Dino)<br />
| front=<br />
| back=<br />
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| console=PC<br />
| region=BR (OEM Dino)<br />
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}}{{Scanbox<br />
| console=PC<br />
| region=EU<br />
| front=Sonic CD PC BigBox Cover.jpg<br />
| disc=Scd-pc-eu-disc.png<br />
| manual=SonicCD PC EU manual.pdf<br />
| jewelcase=yes<br />
| jewelcasefront=SonicCD PC EU manual.pdf<br />
| jewelcaseback=Scd-pc-eu-back.png<br />
| inlay=Scd-pc-eu-inside.png<br />
}}{{Scanbox<br />
| console=PC<br />
| region=DE<br />
| front=scd_german_cover.JPG<br />
| back=<br />
| spine=<br />
| spinemissing=<br />
| square=yes<br />
| disc=<br />
| manual=<br />
}}<br />
<br />
==Artwork==<br />
<gallery><br />
Image:SSS SONIC30.png<br />
Image:SSS SONIC35.png<br />
Image:SSS SONICD .png<br />
Image:SSS SONIC39.png<br />
Image:SSS SONIC36.png<br />
Image:SCD Metal Sonic Alternate.png<br />
Image:Metal cd02.png<br />
Image:SSS SONIC43.png<br />
Image:Soniccd with timestone.jpg<br />
Image:Sonic CD PC Clean.png<br />
Image:Sonic the Hedgehog CD Logo.png<br />
</gallery><br />
<br />
<br />
==Download==<br />
{{ Download| file=Sonic_CD_demo.zip| filesize=4.87 MB}}<br />
<br />
==External Links==<br />
* [http://sega.jp/pc/soniccd/ Sega of Japan catalogue page for the PC version]<br />
* [http://www.theghz.com/sonic/cd/sonic_cd.html ''Sonic the Hedgehog CD''] on [[The Green Hill Zone]]<br />
* [http://soniczone0.com/games/soniccd/backgroundinfo/ ''Sonic the Hedgehog CD''] on [[Zone: 0]]<br />
<br />
==References==<br />
<references/><br />
<br />
{{SonicCDOmni}}<br />
{{SonicGenesisGames}}<br />
{{SonicWindowsGames}}<br />
<br />
[[Category:Mega-CD games]]<br />
[[Category:PC games]]</div>
Scarred Sun
https://info.sonicretro.org/index.php?title=File:Sonic2_MD_US_TVAdvert.mp4&diff=225562
File:Sonic2 MD US TVAdvert.mp4
2016-06-13T00:09:40Z
<p>Scarred Sun: Scarred Sun uploaded a new version of File:Sonic2 MD US TVAdvert.mp4</p>
<hr />
<div>{{MDTVAdvert|US}}</div>
Scarred Sun
https://info.sonicretro.org/index.php?title=Sonic_the_Hedgehog_3&diff=225087
Sonic the Hedgehog 3
2016-03-25T19:45:57Z
<p>Scarred Sun: </p>
<hr />
<div>{{Bob<br />
| bobscreen=Sonic3_title.png<br />
| publisher=[[sega:Sega|Sega]]<br />
| developer=[[sega:Sonic Team|Sonic Team]]<br />
| producer=[[sega:Yuji Naka|Yuji Naka]]<br />
| director=[[sega:Hirokazu Yasuhara|Hirokazu Yasuhara]]<br />
| system=[[sega:Sega Mega Drive|Sega Mega Drive]], [[sega:Virtual Console|Virtual Console]]<br />
| romsize=2 MB<br />
| releases=<br />
{{release|MD|US|1994-02-02|$69.99{{fileref|GamePro US 056.pdf|page=44}}|1079}}<br />
{{release|MD|EU|1994-02-24|£49.99 {{fileref|CVG UK 163.pdf|page=66}}|1079}}<br />
{{release|MD|JP|1994-05-27|¥5,800|G-5531}}<br />
{{release|MD|AU (Plat)|||FSON07SMC}}<br />
{{release|MD|AS|||1079}}<br />
{{release|MD|BR|1994||046190}}<br />
{{release|MD|KR|||GM93050JG}}<br />
{{release|VC|JP|2007-08-21|600 pts}}<br />
{{release|VC|EU|2007-09-07|800 pts}}<br />
{{release|VC|US|2007-09-10|800 pts}}<br />
| genre=2D Platform, Racing<br />
| esrb=e|vrc=ga|pegi=3|oflc=g|cero=a|grb=a<br />
}}<br />
'''''Sonic the Hedgehog 3''''' (ソニック・ザ・ヘッジホッグ3) is the third game in the classic series released on the [[sega:Sega Mega Drive|Sega Mega Drive]] and the second in the original "[[Death Egg Saga]]" that started in ''[[Sonic the Hedgehog 2 (16-bit)|Sonic the Hedgehog 2]]'' and concluded in ''[[Sonic & Knuckles]]''. Introducing [[Knuckles the Echidna]] and further expanding the world of [[Sonic the Hedgehog]], the game (when connected to its direct sequel through the use of "[[Lock-On Technology]]") is considered to be one of the best in the entire franchise, and has become the standard that every two-dimensional Sonic title has been compared to.<br />
<br />
The game was met with a huge publicity campaign, connected to the date it was released in the United States. February 2nd, traditionally known as [[Wikipedia:Groundhog Day|Groundhog Day]], was renamed "Hedgehog Day" by Sega's P.R. machine. In the U.K., Sega of Europe approached the pop group Right Said Fred to create a song suitable for radio play, which resulted in the Sonic-inspired single "[[Wonderman]]".<br />
<br />
==Story==<br />
[[File:Sonic3 MD JP SonicJam manual.pdf|thumb|page=3|190px|The story to ''Sonic the Hedgehog 3''.]]<br />
During the final moments of ''[[Sonic the Hedgehog 2 (16-bit)|Sonic 2]]'', [[Sonic the Hedgehog]] had succeeded in defeating [[Dr. Eggman]]'s latest scheme, knocking the [[Death Egg]] out of the sky and collecting all seven [[Chaos Emeralds]], keeping them out of the mad genius' hands. As Sonic and [[Miles "Tails" Prower]] flew off in their bi-plane the [[Tornado]], they paid little attention to the broken space station plummeting towards the earth. Fretting about, Dr. Eggman could not control the direction of the falling sphere as it broke into the atmosphere, but as fate can be a strange mistress, it just so happened that in the pathway of the rapidly descending fortress was a landmass thought only to exist in legend. Hiding under the shadow of clouds and the occasional Flicky laid Angel Island, a floating atoll that moved across the oceans but never touching them. Perhaps the island would have stayed out of the keen sight of the doctor had it not been for this moment, when the Death Egg collided into the surface of the isle, shaking it to its very core. For the first time in eons, the island began to fall, pushed by the force of Eggman's creation. Colliding into the ocean, a massive tidal wave erupted on all sides. Though many were to notice the towering waves from miles away, none knew of the island that now sat idle in the ocean, untouched by the disaster except for the once-proud invention silently waiting to rise up once more...<br />
<br />
A few days after this event, the young fox "Tails" was busy finishing up an invention of his own, the Jewel Radar. Fine tuning it, the machine came to life, immediately picking up the signal of Chaos Energy located somewhere beyond the shore. Thinking that it may have something to do with the strange tidal wave only days before, "Tails" flew out the door, heading towards the beach where he knew Sonic the Hedgehog was.<br />
<br />
Sonic, who had been taking a much-deserved nap, awoke the exact same moment "Tails" hopped out the door. Looking about at the beach, the blue hedgehog spotted a strange ring washed up on shore. Running over to it, Sonic picked up the ring, noticing the characters of an ancient language carved onto its surface. Immediately, Sonic was reminded of a legend that he had heard long ago, about an ancient civilization that lived upon an island. Creating a society of peace and harmony, the people who lived within attributed their great prosperity to the "Stone of Power," a sacred gem whose energy guided them. One day, as these stories often go, a sect of wise men decided that they wanted to take the power of the stone for their own selfish gain, and tried to seize the energy. Unable to control it, their foolishness caused the great civilization to disappear in the blink of an eye, their way of life forgotten with time. In its wake, the gods took the land, rebuilt it, and sent it, along with the "Stone of Power" into the sky...<br />
<br />
[[File:S3&K Opening.PNG|thumb|190px|Sonic and "Tails" upon the Tornado.]]<br />
Although he knew not of the legend's basis in fact, Sonic decided right then and there that he would set off on yet another adventure, he and "Tails" preparing the Tornado once more.<br />
<br />
Unbeknownst to the pair, the legend that Sonic recalled was that of Angel Island, upon where the Death Egg had crashed. Only moments before the impact, the lone guardian of the isle, [[Knuckles the Echidna]], was going about his duties, protecting the island and making sure that the Chaos Emerald altars scattered about were safe and secure. Though he was friends with many of the various animals that lived upon the island, he was the last of his kind, and knew of his sacred duty. At this particular moment, Knuckles looked over one of the altars, making sure that the emerald was in place and that nothing wrong had befallen it. Suddenly, the emerald began behaving in a way the echidna had never seen, the gem glowing and vibrating wildly. Knuckles stood wide-eyed, unsure of what was going on. Before he could make his next move, a bright flash filled the room, a sound piercing through the guardian's ears as he felt as though he were floating in midair. <br />
<br />
The next thing Knuckles knew, he was sprawled out at the entrance to the altar, having been knocked out by whatever had happened. Regaining consciousness, the lone echidna's first thought was of the Chaos Emerald inside, running back to the altar. Looking about at the half-broken area, he could not find a single trace of the emerald, with not a clue as to where it could have gone. Emerging out of the sacred chamber in a daze, Knuckles was unsure of his next course of action, glancing out at the horizon. It was then that he saw it, a strange, almost egg-shaped object embedded into the landscape. Snapping back to reality, Knuckles wondered if this object was connected to an ancient legend that rushed to the forefront of his mind, the egg of the legendary dragon...<br />
<br />
Over the next few days, Knuckles explored the rest of the isle assessing any damage as he went to the other six Chaos Emerald altars, finding each in the same state as the first. Refusing to give up, the guardian continued to investigate, knowing that the answer to what had just happened must be somewhere on his island. It was during this process that he came across a strange, egg-shaped man wandering about the atoll. Confronting him, the man merely smiled, and calmly explained that he was a scientist who had come across the island to study the strange egg that had appeared. Making sure to fully trick the guardian, Eggman continued, telling the echidna that he also knew of the emeralds that were on the island, and that a blue hedgehog by the name of Sonic was the one looking for them. Shocked, Knuckles ran off, the mad genius smiling at his own skillful lie.<br />
<br />
[[File:KnucklesStealsSuperSonic'sEmeralds.png|thumb|190px|A destined meeting.]]<br />
As if on cue, the Tornado, flown by "Tails" with Sonic standing atop it, appeared on the horizon. Sonic, noticing the island neither of them had seen before, couldn't help but be overcome by the urge to show off, having brought with him the seven Chaos Emeralds he had gathered on [[West Side Island]]. Transforming into [[Super Sonic]], the now yellow hedgehog ran across the remainder of the ocean between the plane and the isle, darting about the shoreline. Caught off guard, a lone knuckled fist swung at Sonic, knocking him off balance, the Chaos Emeralds falling about him. Turning back into his true blue self, Sonic spotted who the fist was connected to, a red echidna who could only laugh at Sonic's misfortune. Grabbing the emeralds, Knuckles ran off into the jungle beyond. Not knowing what he had gotten himself into, but more than expecting Eggman to be behind it, Sonic and "Tails" ran off to follow the tricked guardian. Learning of Sonic's arrival, Eggman laughed to himself, having already prepared for his arch-rival's appearance. Creating yet another mechanical army to once again seek out the Chaos Emeralds in the hopes of using them to relaunch the Death Egg, Dr. Eggman was sure of himself and his quest to finally achieve world domination. <br />
<br />
"The stage is set once again. From here, Sonic the Hedgehog begins his new adventure."<br />
<br />
==Game Mechanics==<br />
<br />
===Gameplay===<br />
<br />
[[File:Hydrocity.png|thumb|190px|Sonic in the second Zone of the game, [[Hydrocity Zone|Hydrocity Zone]].]]<br />
Just as the previous games in the classic series, the object of ''Sonic the Hedgehog 3'' is to get from the beginning to the end of a given level under the span of ten minutes, all the while navigating various traps, pitfalls, and avoiding enemies. Once again, the classic elements that make up a Sonic level are present: the loop-de-loops you run through with enough speed, [[Spring|springs]] to help you get up to higher places, [[Ring|rings]] lined up to protect you from damage, and [[Spikes (obstacle)|spikes]] poised to make you scatter those rings you've collected. Though only six "Zones" long with two "Acts" per Zone, each Act is once again bigger than its predecessor, full of multiple routes and hidden areas just waiting to be explored.<br />
<br />
Sonic's speed proves to once again be one of your greatest assets in the sprawling platformer, allowing Sonic to build up momentum to pass even the steepest of slopes. For the uninitiated, the [[Spin Dash|spin dash]] from ''Sonic the Hedgehog 2'' makes its reappearance, allowing Sonic to build up speed from a stationary point before blasting off against the terrain or a string of enemies in his wake. Another classic move that returns is the [[Spin Attack|spin attack]], the jump that makes Sonic curl into a ball and face off against whatever badnik may be in his way from any angle, as long as spikes or dangerous projectiles don't get in the hedgehog's way. A new move to ''Sonic 3'' is an addition to the traditional spin attack. After having Sonic jump in the air, if a player presses the jump button once more, a shield will surround Sonic briefly, extending his attack radius and protecting him from enemies in that second. Called the "[[Insta-Shield|W Spin Attack]]," the move proves extremely useful in tight situations, especially when various [[Orbinaut|uni-related]] badniks start eying up the hedgehog. Sonic can also use his spin attack on the ground if the player presses down on the control pad while running. The W Spin Attack is only achievable in the air.<br />
<br />
Though Sonic is once again the main star of the game, Miles "Tails" Prower, the constant companion of ''Sonic 2'', also makes his return appearance. While in the previous game "Tails" controlled exactly the same as the title character, ''Sonic 3'' now gives players the ability to make "Tails" fly on command. By simply pressing jump twice on the control pad, "Tails" will be able to fly, giving him access to routes and platforms that Sonic can not normally get to. Continuously pressing jump will allow "Tails" to fly even higher, but there is a time limit to the fox's air-bound antics. Eventually, he will tire out, falling back to the ground no matter what may be underneath him, though the player still has control of him on the horizontal axis. Similar to ''Sonic 2'', the choice of having "Tails" follow Sonic around in a 1 player game is available. Using the second control pad allows the two-tailed fox to be a separately controllable character, complete with an infinite amount of lives, respawning as long as Sonic is going strong. Even though both characters can be moved independently, the camera will solely be focused on the first player. However, one added benefit of having "Tails" follow behind in this co-op "1.5 player" mode to the ability for "Tails" to carry Sonic. If the first player jumps into the second player as they achieve flight, "Tails" is put in charge, and can bring his hero to previously unseen heights.<br />
<br />
[[File:Iczsubboss.png|thumb|190px|One of the many sub-bosses in the game.]]<br />
The [[Item Box|item boxes]] of ''Sonic 1'' and ''Sonic 2'' continue to be a staple of the series, hiding out in the many zones of the game, sometimes in secret rooms and sometimes just sitting out in plain sight. Speed shoes, invincibility, the ten-ring box, and 1-up boxes return, joined by a collection of new power ups that become part of the repertoire. Replacing the traditional [[shield]] of the earlier games are a trio of elemental-based barriers, each with their own special abilities. Popping open a box with a water, fire, or spark icon will cause the new shield to surround the character on screen, in the process exchanging Sonic's W spin attack with a move unique to each shield. These extra abilities are exclusive to Sonic, as "Tails" retains his ability to fly. The "[[Water Shield|Aqua Barrier]]" proves most useful in underwater levels, allowing Sonic to stay under the surface for as long as possible without the need to seek out air bubbles. Pressing jump twice causes Sonic to slam on the ground, destroying any non-spiked badniks that might be in the way, then bounces him back upwards exceeding the height a normal jump would allow. The second of these new shields is the "[[Fire Shield|Flame Barrier]]," which protect Sonic from flame-based attacks without having to forfeit the protection. The added ability the flame provides is the most proactive of the three in terms of offense, causing Sonic to burst forward in attack. The third, the "[[Lightning Shield|Thunder Barrier]]," not only protects Sonic from electrical hazards, but will also attract any nearby rings. Tapping the jump input twice will give Sonic a proper double-jump. While all three shields will protect Sonic or "Tails" from certain projectiles, they are all still vulnerable from a single direct hit by an oncoming badnik. The latter two shields unfortunately suffer from another weakness, any contact with water immediately snuffing them out. There is also a final item box marked with the face of Dr. Eggman, which will cause the same effect as if Sonic were hit by an enemy. Though uncommon, they can creep up when you least expect it.<br />
<br />
The [[Checkpoint|point markers]] of ''Sonic the Hedgehog 2'' return, which not only save your spot in the level if you lose a life, but also bring back with it the familiar circle of stars if you pass by with fifty rings. However, instead of being transported to a [[Special Stage]], jumping into the stars sends you to a [[Bonus Stage (Sonic 3 & Knuckles)#Sonic 3 bonus stage|Bonus Stage]]. Styled after a gumball machine, Sonic is bounced around, flipping the crank at the top to let out a "gumball" that contains within it one of the various power-ups that are also found inside item boxes.<br />
<br />
[[File:LB Boss 2.PNG|thumb|190px|Sonic and "Tails" working together against Dr. Eggman.]]<br />
Instead, the [[Special Stage (Sonic 3 & Knuckles)|Special Stages]] of ''Sonic 3'' are accessed through the re-introduction of the [[Giant Ring]], as seen in the original ''[[Sonic the Hedgehog (16-bit)|Sonic the Hedgehog]]'' and ''[[Sonic the Hedgehog CD|Sonic CD]]'', This time around, the rings are found hidden within the levels themselves, oftentimes in corners and secret rooms that the player must hunt through the playfield for. When one of these illustrious rings are found, Sonic and/or "Tails" are warped to a miniature world in pseudo-3D. The goal of these courses is to collect all of the blue spheres while avoiding the red ones, touching them all resulting in the reward of a [[Chaos Emerald]]. If all seven are collected, not only does one get to watch the "good ending," but Sonic gains the ability to once again transform into [[Super Sonic]], the super-fast, invulnerable version of classic Sonic. If fifty rings are in tow, the player must press the jump button twice to activate this form, though Sonic is still susceptible to drowning, being crushed, and falling down the occasional bottomless pit. It should be noted that, even if Sonic has all seven emeralds and fifty rings, he will be unable to transform if he is wearing a shield. Once Super Sonic is activated, though, Sonic can jump upon a shield item box and gain the extra abilities the shield provides, such as attracting rings and breathing underwater, though no visual cue will surround the character.<br />
<br />
Also important is that, unlike the first two numbered games, ''Sonic the Hedgehog 3'' has the ability to save one's progress in the game. Given six unique slots (along with a no-save option) you can save your game as either Sonic, "Tails," or the pair. Saving only by Zone and not by Act, the file also keeps track of the number of Chaos Emeralds you have. When clearing a file, the option to go back and start at any given level is unlocked, which gives the unprecedented ability to go back to a previous level and a Giant Ring location you had discovered before and collect the seven emeralds after the fact. The save itself uses an [[FRAM]] chip (similar to an [[SRAM]] chip but not needing an internal battery to save).<br />
<br />
===Competition Mode===<br />
<br />
[[Image:s3_2player.png|thumb|190px|The race results screen.]]<br />
In addition to the regular one-player experience, a two-player "versus" mode is available on the cart, albeit in a far different format than the previous game. While ''Sonic the Hedgehog 2'' used three existing Zones and made them work in a split-screen setting, ''Sonic 3'' has five new Zones created specifically for the Competition Mode. Because of this, the stretched-out effect found in ''Sonic 2'' is gone, the sprites for Sonic and company also completely redrawn for the two-player experience.<br />
<br />
Three options are available immediately upon entering the Competition choice on the title screen: "Grand Prix," "Match Race," and "Time Attack." The first of these modes is a straight run through of the five multiplayer levels available, done in alphabetical order. The second, "Match Race," brings up another selection screen where the players can choose any of the five in any order they want, being able to play the same Zone over and over if they so choose. The third is similar to the second with the exception that it is a single player trial, intended more for practice or just playing about when a second player isn't available, the fastest times being saved on the internal memory.<br />
<br />
Regardless of which mode you choose, the same three playable characters are available - Sonic, "Tails," and Knuckles. There is not much difference between the three, all able to use the spin attack and the spin dash. "Tails" is the only one with an added ability, that of flight. Because of this, all three characters are on nearly equal footing when it comes to the competition. The levels themselves are set up far differently than those in the regular game, the two-player mode being a race between whoever is selected. Each level begins at a start pole, with a countdown signaling the round. If one of the players passes the starting line before the countdown begins, the message "FAULT" appears on screen, the pair restarting in their initial places. Once the word "GO" appears, the race begins, Sonic, "Tails" or Knuckles running through the miniature Zone. Much smaller than the single Acts in the standard mode of play, the small courses loop on the x-axis, resembling a racing game in function. The race does not officially end until one of the players completes five laps successfully, the first to do so winning the round. In the "Grand Prix" option, the person who wins the most out of the five is the overall winner, while in "Match Race" the number of races that are competed in are solely up to the players.<br />
<br />
[[Image:Endlessmine.png|thumb|190px|Sonic and Knuckles racing in [[Endless Mine]].]]<br />
While spikes and the occasional switch (to block the other player briefly from the main course) are part of the landscape, other such staples as rings and badniks are not present. Instead, before the races begin, the option is available to either turn on or off power-ups in the game. The items are not found in the traditional item boxes but are instead found floating in a circle somewhere in each Zone. It is only at this point that a ring can be obtained or a generic enemy can impede your process. There are also a variety of other power-ups found here that are not available in the rest of the game, such as making a spring appear, placing a banana to make your opponent unexpectedly slide, and slow-down shoes that will prevent you from reaching your top speed. The speed shoes from the standard game are also available.<br />
<br />
The possibility of losing a life is still intact in this mode, though an infinite number of lives are present for each player. If the unthinkable happens, the character will restart at the end of his last lap, the timer still going strong. Also of note is that if, during the race, a player is overtaken by the desire to run backwards through the level, the number of laps completed will start to decrease with each pass of the starting line.<br />
<br />
===Scoring===<br />
<br />
<div style="column-count:2;-moz-column-count:2;-webkit-column-count:2"><br />
<br />
Hitting bumpers: 10 points for each of the first ten hits on any given bumper; after that no more points can be gained from that bumper<br />
<br />
Enemy Chains:<br />
<br />
*First Enemy = 100<br />
*Second Enemy = 200<br />
*Third Enemy = 500<br />
*Fourth through Fifteenth Enemies = 1,000 each<br />
*Sixteenth and all Subsequent Enemies = 10,000 each<br />
<br />
(a chain refers to all enemies destroyed until the next time Sonic lands on some form of ground or jumps)<br />
<br />
Sub-Boss: 1,000 points<br><br />
Dr. Eggman Boss: 1,000 points<br />
<br />
End Level Ring Bonus: 100 points for each ring held<br />
<br />
Signpost: At the end of each Act 1, a signpost falls from the air; jump at it before it hits the ground to keep it in the air and score 100 points. You can get as many 100-point bonuses as you're able to keep the sign in the air for. If the signpost lands on a predefined spot it will spawn an item box. Each level has a different arrangement and different selections of power-ups available.<br />
<br />
End Level Time Bonus:<br />
<br />
*0:59 or less = 50,000<br />
*1:00 to 1:29 = 10,000<br />
*1:30 to 1:59 = 5,000<br />
*2:00 to 2:29 = 4,000<br />
*2:30 to 2:59 = 3,000<br />
*3:00 to 3:29 = 1,000<br />
*3:30 to 9:58 = 100<br />
*9:59 exactly = 100,000<br />
<br />
Special Stage: <br />
<br />
*Rings: 100 points for each ring held.<br />
*[[Perfect Bonus]]: 50,000 points If you collect all rings, even if you don't get the emerald<br />
</div><br />
<br />
==Sound Test==<br />
<br />
[[File:Sonic3LevelSelect.png|thumb|190px|The level select to ''Sonic the Hedgehog 3'', which contains the sound test.]]<br />
Below is a listing of the songs available to played through the sound test within the game, accessible through the level select code. For the songs themselves, visit the [[Sonic the Hedgehog 3 OSV]].<br />
{{multicol|<br />
*01: [[Angel Island Zone]] Act 1<br />
*02: Angel Island Zone Act 2<br />
*03: [[Hydrocity Zone]] Act 1<br />
*04: Hydrocity Zone Act 2<br />
*05: [[Marble Garden Zone]] Act 1<br />
*06: Marble Garden Zone Act 2<br />
*07: [[Carnival Night Zone]] Act 1<br />
*08: Carnival Night Zone Act 2<br />
*09: [[Flying Battery Zone]] Act 1 (Unused)<br />
*0A: Flying Battery Zone Act 2 (Unused)<br />
*0B: [[Icecap Zone]] Act 1<br />
*0C: Icecap Zone Act 2<br />
*0D: [[Launch Base Zone]] Act 1<br />
*0E: Launch Base Zone Act 2<br />
*0F: [[Mushroom Hill Zone]] Act 1 (Unused)<br />
*10: Mushroom Hill Zone Act 2 (Unused)<br />
*11: [[Sandopolis Zone]] Act 1 (Unused)<br />
*12: Sandopolis Zone Act 2 (Unused)<br />
*13: [[Lava Reef Zone]] Act 1 (Unused)<br />
*14: Lava Reef Zone Act 2/[[Hidden Palace Zone (S&K)|Hidden Palace Zone]] (Unused)<br />
*15: [[Sky Sanctuary Zone]] (Unused)<br />
*16: [[Death Egg Zone (S&K)|Death Egg Zone]] Act 1 (Unused)<br />
*17: Death Egg Zone Act 2 (Unused)<br />
*18: Act 1 Boss (''[[Sonic & Knuckles]]'') (Unused)<br />
*19: Act 2 Boss<br />
*1A: [[The Doomsday Zone]] (Unused)<br />
*1B: Bonus Stage: Magnetic Orbs (Unused)<br />
*1C: [[Special Stage]]<br />
*1D: Bonus Stage: Slot Machine (Unused)<br />
*1E: Bonus Stage: Gumball Machine<br />
*1F: Knuckles' Theme (''Sonic 3'')<br />
*20: [[Azure Lake Zone]]<br />
*21: [[Balloon Park Zone]]<br />
*22: [[Desert Palace Zone]]<br />
*23: [[Chrome Gadget Zone]]<br />
*24: [[Endless Mine Zone]]<br />
*25: Title (Sonic 3)<br />
*26: Staff Roll (''Sonic 3'')<br />
*27: Game Over<br />
*28: Continue/Competition Results<br />
*29: Act Clear<br />
*2A: 1-Up (''Sonic 3'')<br />
*2B: Chaos Emerald<br />
*2C: Invincibility/Super Theme (''Sonic 3'')<br />
*2D: Competition<br />
*2E: Act 1 Boss (''Sonic 3'')<br />
*2F: Data Select Screen<br />
*30: Final Boss<br />
*31: Drowning<br />
*32: All Clear (''Sonic 3'')<br />
*FF: Sega (From Title Screen) In Poor Quality Sound<br />
}}<br />
<br />
==Production Credits==<br />
{{multicol|<br />
Executive Producer: [[Hayao Nakayama]]<br><br />
Project Manager: [[Hisashi Suzuki]], [[Shinobu Toyoda]], [[Masaharu Yoshii]]<br><br />
Producer: [[Yuji Naka]]<br><br />
Director: [[Hirokazu Yasuhara]]<br><br />
Lead Game Designer: Hirokazu Yasuhara<br><br />
Senior Game Designers: [[Hisayoshi Yoshida]], [[Takashi Iizuka]]<br><br />
Lead Programmer: Yuji Naka<br><br />
Senior Programmers: Hiroshi Nikaidoh, [[Masanobu Yamamoto]]<br><br />
Character Designer: [[Takashi Thomas Yuda]]<br><br />
CG Artist: [[Kunitake Aoki]]<br><br />
Animator: [[Takashi Thomas Yuda]]<br><br />
Enemy Artist: [[Satoshi Yokokawa]]<br><br />
Scene Artists: [[Kunitake Aoki]], [[Chie Yoshida]], [[Tsuneko Aoki]], [[Shigeru Okada]], Takashi Thomas Yuda, [[Satoshi Yokokawa]]<br><br />
Art Assistant: [[Osamu Ohashi]]<br><br />
Music Composers: Brad Buxer, Bobby Brooks, Darryl Ross, Geoff Grace, Doug Grigsby III, Scirocco, [[Michael Jackson]] (uncredited)<br><br />
SEGA Sound Team: [[Tokuhiko Uwabo|Bo]], [[Sachio Ogawa]], [[Yoshiaki Kashima|Milpo]], [[Masaru Setsumaru]], [[Tatsuyuki Maeda]], [[Tomonori Sawada]], [[Masayuki Nagao]], [[Jun Senoue]]<br><br />
Sound Project Coordinator: [[sega:Hisaki Nimiya|Hisaki Nimiya]]<br><br />
Marketing: Pamela Kelly<br><br />
Executive Management: [[Shoichiro Irimajiri|Shouichirou Irimajiri]], [[Tom Kalinske]]<br><br />
Executive Coordinator: [[Mamoru Shigeta]], Tomio Takami, [[Diane A. Fornasier|Diane A Fornasier]], [[Roger Hector]], [[Takaharu Utsunomiya]]<br><br />
Sound Special Thanks: Mayumi Nina Sakazaki(Mrm), [[sega:Cube|Cube Corp.]] ([[sega:Masanori Hikichi|Masanori Hikichi]], Miyoko Takaoka), Opus Corp., Masanori Nakayama (Studio Who), [[Howard Drossin]]<br><br />
Special Thanks: [[Deborah McCracken]], Emi Kawamura, [[Jina Ishiwatari]]<br><br />
Presented by: [[Sega]]<br><br />
}}<br />
<br />
==Manuals==<br />
{{main|Sonic the Hedgehog 3 manuals}}<br />
<gallery><br />
Sonic3 MD EU manual.pdf|Mega Drive, EU<br />
Sonic3 MD KR manual.pdf|Mega Drive, KR<br />
Sonic3 MD JP SonicJam manual.pdf|''[[Sonic Jam]]'' digital manual, JP<br />
Sonic3 MD US SonicJam manual.pdf|''[[Sonic Jam]]'' digital manual, US<br />
</gallery><br />
<br />
==Miscellaneous==<br />
<br />
===GoodGen Version Index===<br />
<br />
*Sonic the Hedgehog 3 (E) - European ''Sonic 3''.<br />
*Sonic the Hedgehog 3 (J) [!] - Japanese ''Sonic 3''.<br />
*Sonic the Hedgehog 3 (U) [!] - American ''Sonic 3''.<br />
<br />
==Rereleases==<br />
<br />
*''[[Sonic the Hedgehog 3 (LCD game)|Sonic the Hedgehog 3]]'' for [[Tiger Electronics|Tiger]] LCD (1994)<br />
*''[[sega:Double Pack: Sonic 3 and Mega Games 1|Double Pack: Sonic 3 and Mega Games 1]] (199x)<br />
*''[[Sonic & Knuckles Collection]]'' for PC (1997)<br />
*''[[Sonic Jam]]'' for [[Sega Saturn]] (1997)<br />
*''[[Sonic & Garfield Pack]]'' for PC (1999)<br />
*''[[Sonic Action Pack]]'' for PC (2000)<br />
*''[[Sonic Action 4 Pack]]'' for PC (2001)<br />
*''[[Twin Pack: Sonic CD and Sonic & Knuckles Collection]]'' (2002)<br />
*''[[Sonic Mega Collection]]'' for [[Nintendo GameCube]] (2002)<br />
*''[[Sega PC Mega Pack]]'' for the PC (2003)<br />
*''[[Sonic Mega Collection Plus]]'' for [[PlayStation 2]] and [[Xbox]] (2004)<br />
*''[[Sonic Mega Collection Plus & Super Monkey Ball Deluxe]]'' for the [[Xbox]] (2005)<br />
* [[Virtual Console]] on [[Wii]] (2007)<br />
* [[Tectoy Mega Drive 3]] for the [[Tectoy]] Plug and play console (2008)<br />
*''[[Sega Fun Pack: Sonic Mega Collection Plus & Shadow the Hedgehog]]'' for the [[PlayStation 2]] (2009)<br />
*''[[Sonic's Ultimate Genesis Collection]]'' for the [[PlayStation 3]] and [[Xbox 360]] (2009)<br />
*''[[Sonic the Hedgehog 3 (Xbox Live Arcade)]]'' on Xbox Live Arcade (2009)<br />
*''[[Sonic PC Collection]]'' for the PC (2009)<br />
*''[[Sonic Classic Collection]]'' for the [[Nintendo DS]] (2010)<br />
<br />
==Adaptations==<br />
<br />
To help advertise the numbered sequel both [[Archie Comics]] and [[Fleetway]] published adaptations to ''Sonic the Hedgehog 3'', though both took very different approaches to the material. The U.S. ''[[Sonic the Hedgehog (Archie comic)|Sonic the Hedgehog]]'' adapted the game in its [[Sonic the Hedgehog 013 (Archie)|13th issue]], using the 12 page story to introduce the character of Knuckles the Echidna, establishing him as the guardian of the Floating Island and the single Chaos Emerald that keeps it afloat. The U.K.-based ''[[Sonic the Comic]]'' covered its adaptation of the game in multiple issues, starting with the [[Sonic Summer Special 1994]] and continuing into [[Sonic the Comic 033|issue 33]]. The adaptation lasted multiple issues, culminating in [[Sonic the Comic 038|issue 38]]. The game was also loosely adapted in the American junior novel ''[[Sonic & Knuckles (Troll Associates book)|Sonic & Knuckles]]'' by [[Michael Teitelbaum]].<br />
<br />
==Resources==<br />
<br />
{{ratings<br />
|icon=MD<br />
| cvg=94<br />
| cvg_source={{num|148|page=}}<br />
| egm=95<br />
| gamepro=95<br />
| gamepro_source={{num|56|page=42-44|pdf=GamePro US 056.pdf|pdfpage=44}}<br />
| gamesmaster=87 <br />
| gamesmaster_source=№15, p32/33/34<br />
| highscore=100<br />
| mdag=92<br />
| mdag_source={{num|20|page=50-53}}<br />
| mega=90<br />
| mega_source={{num|18|page=28/29}}<br />
| megaaction=93<br />
| megaaction_source={{num|11|page=14/15/16/17}}<br />
| megatech=93<br />
| megatech_source={{num|27|page=76/77/78/79}}<br />
|mms=94<br />
|mms_source={{Num|[[Mega Drive Review - Sonic 3 (Mean Machines Sega, March 1994)|17]]}}<br />
|segamaguk=95<br />
|segamaguk_source=[[Review - Sonic 3 (SEGA Magazine, February 1994)|Feb. 1994]]<br />
|segapower=90<br />
|segapower_source=[[Review - Sonic 3 (Sega Power, March 1994)|March 1994]]<br />
|hyper=90<br />
|hyper_source=[[Review - Sonic 3 (Hyper, March 1994)|March 1994]]<br />
|pu=93<br />
|pp=81<br />
|gameplayers=92<br />
|segapro=87<br />
|segapro_source=[[Review - Sonic the Hedgehog 3 (Sega Pro, April 1994)|#30 Pg 40/41/42/43]]<br />
| stc=<br />
| stc_source={{num|19|page=10/11}}<br />
|vgce=90<br />
}}<br />
<br />
===ROM Modification===<br />
<br />
====Hacking Guides====<br />
<br />
* [[SCHG:Sonic 3|Sonic Community Hacking Guide/Sonic 3]]<br />
* [[SCHG:Nem s3|Nemesis' Sonic 3 Hacking Guide]]<br />
* [[SCHG:Nem s3ss|Nemesis' Sonic 3 Savestate Hacking Guide]]<br />
<br />
===Image Galleries===<br />
<br />
====Physical Scans====<br />
{{Scanbox<br />
| console=Mega Drive<br />
| region=JP<br />
| front=Sonic3-box-jap.jpg<br />
| cart=s3_md_jp_cart.jpg<br />
| manual=<br />
}}{{Scanbox<br />
| console=Mega Drive<br />
| region=US<br />
| front=Sonic3 md us cover.jpg<br />
| cart=SonicHedgehog3cart.jpg<br />
| manual=<br />
}}{{Scanbox<br />
| console=Mega Drive<br />
| region=US ([[sega:Mega Hit Series|Mega Hit Series]])<br />
| front=Sonic3 md us megahit cover.jpg<br />
| cart=Sonic3 md us megahit cart.jpg<br />
| carttop=Sonic3 md us megahit cart top.jpg<br />
| manual=<br />
}}{{Scanbox<br />
| console=Mega Drive<br />
| region=EU<br />
| front=S3-eu-box.jpg<br />
| cart=S3-md-eu-cart.jpg<br />
| manual=Sonic3 MD EU manual.pdf<br />
}}{{Scanbox<br />
| console=Mega Drive<br />
| region=AU ([[sega:Sega Platinum Collection|Platinum Collection]])<br />
| front=Sonic3 md au plat cover.jpg<br />
| cart=<br />
| manual=<br />
}}{{Scanbox<br />
| console=Mega Drive<br />
| region=BR<br />
| front=Sonic3 MD BR Box.jpg<br />
| cart=Sonic3 MD BR Cart.jpg<br />
| manual=<br />
}}{{Scanbox<br />
| console=Mega Drive<br />
| region=Asia<br />
| front=Sonic3_md_as_cover.jpg<br />
| cart=Sonic3_md_as_cart.jpg<br />
| manual=<br />
}}{{Scanbox<br />
| console=Mega Drive<br />
| region=KR<br />
| front=Sonic3-box-korea.jpg<br />
| cart=<br />
| manual=Sonic3 MD KR manual.pdf<br />
}}<br />
<br />
====Artwork====<br />
<br />
<gallery><br />
Image:SSS SONIC27.png<br />
Image:SSS SONIC29.png<br />
File:SSS SONIC32.png<br />
File:SSS SONIC37.png<br />
File:SSS SONICD .png<br />
File:CE S3 01.png<br />
File:CE S3 02.png<br />
File:CE S3 03.png<br />
File:CE S3 04.png<br />
File:CE S3 05.png<br />
File:Sonictails2 Knuckles 01.png<br />
Image:SSS SONICN .png<br />
Image:SSS SONICL .png<br />
</gallery><br />
<br />
==External Links==<br />
* [http://vc.sega.jp/vc_sonic3/ Sega of Japan Virtual Console page (Japanese)]<br />
* [http://www.theghz.com/sonic/son3/son3.html ''Sonic the Hedgehog 3''] on [[The Green Hill Zone]]<br />
* [http://soniczone0.com/games/sonic3/backgroundinfo/ ''Sonic the Hedgehog 3''] on [[Zone: 0]]<br />
<br />
==References==<br />
<references/><br />
<br />
{{S3Omni}}<br />
{{SonicGenesisGames}}<br />
{{SonicVirtualConsole/WiiWareGames}}<br />
<br />
[[Category:Mega Drive games]]<br />
[[Category:Virtual Console/WiiWare games]]</div>
Scarred Sun
https://info.sonicretro.org/index.php?title=Sonic_the_Hedgehog_3&diff=225086
Sonic the Hedgehog 3
2016-03-25T18:06:38Z
<p>Scarred Sun: </p>
<hr />
<div>{{Bob<br />
| bobscreen=Sonic3_title.png<br />
| publisher=[[sega:Sega|Sega]]<br />
| developer=[[sega:Sonic Team|Sonic Team]]<br />
| producer=[[sega:Yuji Naka|Yuji Naka]]<br />
| director=[[sega:Hirokazu Yasuhara|Hirokazu Yasuhara]]<br />
| system=[[sega:Sega Mega Drive|Sega Mega Drive]], [[sega:Virtual Console|Virtual Console]]<br />
| romsize=2 MB<br />
| releases=<br />
{{release|MD|US|1994-02-02|$69.99{{fileref|GamePro US 056.pdf|page=44}}|1079}}<br />
{{release|MD|EU|1994-02-24|£49.99 {{fileref|CVG UK 163.pdf|page=66}}|1079}}<br />
{{release|MD|JP|1994-05-27|¥5,800|G-5531}}<br />
{{release|MD|AU (Plat)|||FSON07SMC}}<br />
{{release|MD|AS|||1079}}<br />
{{release|MD|BR|1994||046190}}<br />
{{release|MD|KR|||GM93050JG}}<br />
{{release|VC|JP|2007-08-21|600 pts}}<br />
{{release|VC|EU|2007-09-07|800 pts}}<br />
{{release|VC|US|2007-09-10|800 pts}}<br />
| genre=2D Platform, Racing<br />
| esrb=e|vrc=ga|pegi=3|oflc=g|cero=a|grb=a<br />
}}<br />
'''''Sonic the Hedgehog 3''''' (ソニック・ザ・ヘッジホッグ3) is the third game in the classic series released on the [[sega:Sega Mega Drive|Sega Mega Drive]] and the second in the original "[[Death Egg Saga]]" that started in ''[[Sonic the Hedgehog 2 (16-bit)|Sonic the Hedgehog 2]]'' and concluded in ''[[Sonic & Knuckles]]''. Introducing [[Knuckles the Echidna]] and further expanding the world of [[Sonic the Hedgehog]], the game (when connected to its direct sequel through the use of "[[Lock-On Technology]]") is considered to be one of the best in the entire franchise, and has become the standard that every two-dimensional Sonic title has been compared to.<br />
<br />
The game was met with a huge publicity campaign, connected to the date it was released in the United States. February 2nd, traditionally known as [[Wikipedia:Groundhog Day|Groundhog Day]], was renamed "Hedgehog Day" by Sega's P.R. machine. In the U.K., Sega of Europe approached the pop group Right Said Fred to create a song suitable for radio play, which resulted in the Sonic-inspired single "[[Wonderman]]".<br />
<br />
==Story==<br />
[[File:Sonic3 MD JP SonicJam manual.pdf|thumb|page=3|190px|The story to ''Sonic the Hedgehog 3''.]]<br />
During the final moments of ''[[Sonic the Hedgehog 2 (16-bit)|Sonic 2]]'', [[Sonic the Hedgehog]] had succeeded in defeating [[Dr. Eggman]]'s latest scheme, knocking the [[Death Egg]] out of the sky and collecting all seven [[Chaos Emeralds]], keeping them out of the mad genius' hands. As Sonic and [[Miles "Tails" Prower]] flew off in their bi-plane the [[Tornado]], they paid little attention to the broken space station plummeting towards the earth. Fretting about, Dr. Eggman could not control the direction of the falling sphere as it broke into the atmosphere, but as fate can be a strange mistress, it just so happened that in the pathway of the rapidly descending fortress was a landmass thought only to exist in legend. Hiding under the shadow of clouds and the occasional Flicky laid Angel Island, a floating atoll that moved across the oceans but never touching them. Perhaps the island would have stayed out of the keen sight of the doctor had it not been for this moment, when the Death Egg collided into the surface of the isle, shaking it to its very core. For the first time in eons, the island began to fall, pushed by the force of Eggman's creation. Colliding into the ocean, a massive tidal wave erupted on all sides. Though many were to notice the towering waves from miles away, none knew of the island that now sat idle in the ocean, untouched by the disaster except for the once-proud invention silently waiting to rise up once more...<br />
<br />
A few days after this event, the young fox "Tails" was busy finishing up an invention of his own, the Jewel Radar. Fine tuning it, the machine came to life, immediately picking up the signal of Chaos Energy located somewhere beyond the shore. Thinking that it may have something to do with the strange tidal wave only days before, "Tails" flew out the door, heading towards the beach where he knew Sonic the Hedgehog was.<br />
<br />
Sonic, who had been taking a much-deserved nap, awoke the exact same moment "Tails" hopped out the door. Looking about at the beach, the blue hedgehog spotted a strange ring washed up on shore. Running over to it, Sonic picked up the ring, noticing the characters of an ancient language carved onto its surface. Immediately, Sonic was reminded of a legend that he had heard long ago, about an ancient civilization that lived upon an island. Creating a society of peace and harmony, the people who lived within attributed their great prosperity to the "Stone of Power," a sacred gem whose energy guided them. One day, as these stories often go, a sect of wise men decided that they wanted to take the power of the stone for their own selfish gain, and tried to seize the energy. Unable to control it, their foolishness caused the great civilization to disappear in the blink of an eye, their way of life forgotten with time. In its wake, the gods took the land, rebuilt it, and sent it, along with the "Stone of Power" into the sky...<br />
<br />
[[File:S3&K Opening.PNG|thumb|190px|Sonic and "Tails" upon the Tornado.]]<br />
Although he knew not of the legend's basis in fact, Sonic decided right then and there that he would set off on yet another adventure, he and "Tails" preparing the Tornado once more.<br />
<br />
Unbeknownst to the pair, the legend that Sonic recalled was that of Angel Island, upon where the Death Egg had crashed. Only moments before the impact, the lone guardian of the isle, [[Knuckles the Echidna]], was going about his duties, protecting the island and making sure that the Chaos Emerald altars scattered about were safe and secure. Though he was friends with many of the various animals that lived upon the island, he was the last of his kind, and knew of his sacred duty. At this particular moment, Knuckles looked over one of the altars, making sure that the emerald was in place and that nothing wrong had befallen it. Suddenly, the emerald began behaving in a way the echidna had never seen, the gem glowing and vibrating wildly. Knuckles stood wide-eyed, unsure of what was going on. Before he could make his next move, a bright flash filled the room, a sound piercing through the guardian's ears as he felt as though he were floating in midair. <br />
<br />
The next thing Knuckles knew, he was sprawled out at the entrance to the altar, having been knocked out by whatever had happened. Regaining consciousness, the lone echidna's first thought was of the Chaos Emerald inside, running back to the altar. Looking about at the half-broken area, he could not find a single trace of the emerald, with not a clue as to where it could have gone. Emerging out of the sacred chamber in a daze, Knuckles was unsure of his next course of action, glancing out at the horizon. It was then that he saw it, a strange, almost egg-shaped object embedded into the landscape. Snapping back to reality, Knuckles wondered if this object was connected to an ancient legend that rushed to the forefront of his mind, the egg of the legendary dragon...<br />
<br />
Over the next few days, Knuckles explored the rest of the isle assessing any damage as he went to the other six Chaos Emerald altars, finding each in the same state as the first. Refusing to give up, the guardian continued to investigate, knowing that the answer to what had just happened must be somewhere on his island. It was during this process that he came across a strange, egg-shaped man wandering about the atoll. Confronting him, the man merely smiled, and calmly explained that he was a scientist who had come across the island to study the strange egg that had appeared. Making sure to fully trick the guardian, Eggman continued, telling the echidna that he also knew of the emeralds that were on the island, and that a blue hedgehog by the name of Sonic was the one looking for them. Shocked, Knuckles ran off, the mad genius smiling at his own skillful lie.<br />
<br />
[[File:KnucklesStealsSuperSonic'sEmeralds.png|thumb|190px|A destined meeting.]]<br />
As if on cue, the Tornado, flown by "Tails" with Sonic standing atop it, appeared on the horizon. Sonic, noticing the island neither of them had seen before, couldn't help but be overcome by the urge to show off, having brought with him the seven Chaos Emeralds he had gathered on [[West Side Island]]. Transforming into [[Super Sonic]], the now yellow hedgehog ran across the remainder of the ocean between the plane and the isle, darting about the shoreline. Caught off guard, a lone knuckled fist swung at Sonic, knocking him off balance, the Chaos Emeralds falling about him. Turning back into his true blue self, Sonic spotted who the fist was connected to, a red echidna who could only laugh at Sonic's misfortune. Grabbing the emeralds, Knuckles ran off into the jungle beyond. Not knowing what he had gotten himself into, but more than expecting Eggman to be behind it, Sonic and "Tails" ran off to follow the tricked guardian. Learning of Sonic's arrival, Eggman laughed to himself, having already prepared for his arch-rival's appearance. Creating yet another mechanical army to once again seek out the Chaos Emeralds in the hopes of using them to relaunch the Death Egg, Dr. Eggman was sure of himself and his quest to finally achieve world domination. <br />
<br />
"The stage is set once again. From here, Sonic the Hedgehog begins his new adventure."<br />
<br />
==Game Mechanics==<br />
<br />
===Gameplay===<br />
<br />
[[File:Hydrocity.png|thumb|190px|Sonic in the second Zone of the game, [[Hydrocity Zone|Hydrocity Zone]].]]<br />
Just as the previous games in the classic series, the object of ''Sonic the Hedgehog 3'' is to get from the beginning to the end of a given level under the span of ten minutes, all the while navigating various traps, pitfalls, and avoiding enemies. Once again, the classic elements that make up a Sonic level are present: the loop-de-loops you run through with enough speed, [[Spring|springs]] to help you get up to higher places, [[Ring|rings]] lined up to protect you from damage, and [[Spikes (obstacle)|spikes]] poised to make you scatter those rings you've collected. Though only six "Zones" long with two "Acts" per Zone, each Act is once again bigger than its predecessor, full of multiple routes and hidden areas just waiting to be explored.<br />
<br />
Sonic's speed proves to once again be one of your greatest assets in the sprawling platformer, allowing Sonic to build up momentum to pass even the steepest of slopes. For the uninitiated, the [[Spin Dash|spin dash]] from ''Sonic the Hedgehog 2'' makes its reappearance, allowing Sonic to build up speed from a stationary point before blasting off against the terrain or a string of enemies in his wake. Another classic move that returns is the [[Spin Attack|spin attack]], the jump that makes Sonic curl into a ball and face off against whatever badnik may be in his way from any angle, as long as spikes or dangerous projectiles don't get in the hedgehog's way. A new move to ''Sonic 3'' is an addition to the traditional spin attack. After having Sonic jump in the air, if a player presses the jump button once more, a shield will surround Sonic briefly, extending his attack radius and protecting him from enemies in that second. Called the "[[Insta-Shield|W Spin Attack]]," the move proves extremely useful in tight situations, especially when various [[Orbinaut|uni-related]] badniks start eying up the hedgehog. Sonic can also use his spin attack on the ground if the player presses down on the control pad while running. The W Spin Attack is only achievable in the air.<br />
<br />
Though Sonic is once again the main star of the game, Miles "Tails" Prower, the constant companion of ''Sonic 2'', also makes his return appearance. While in the previous game "Tails" controlled exactly the same as the title character, ''Sonic 3'' now gives players the ability to make "Tails" fly on command. By simply pressing jump twice on the control pad, "Tails" will be able to fly, giving him access to routes and platforms that Sonic can not normally get to. Continuously pressing jump will allow "Tails" to fly even higher, but there is a time limit to the fox's air-bound antics. Eventually, he will tire out, falling back to the ground no matter what may be underneath him, though the player still has control of him on the horizontal axis. Similar to ''Sonic 2'', the choice of having "Tails" follow Sonic around in a 1 player game is available. Using the second control pad allows the two-tailed fox to be a separately controllable character, complete with an infinite amount of lives, respawning as long as Sonic is going strong. Even though both characters can be moved independently, the camera will solely be focused on the first player. However, one added benefit of having "Tails" follow behind in this co-op "1.5 player" mode to the ability for "Tails" to carry Sonic. If the first player jumps into the second player as they achieve flight, "Tails" is put in charge, and can bring his hero to previously unseen heights.<br />
<br />
[[File:Iczsubboss.png|thumb|190px|One of the many sub-bosses in the game.]]<br />
The [[Item Box|item boxes]] of ''Sonic 1'' and ''Sonic 2'' continue to be a staple of the series, hiding out in the many zones of the game, sometimes in secret rooms and sometimes just sitting out in plain sight. Speed shoes, invincibility, the ten-ring box, and 1-up boxes return, joined by a collection of new power ups that become part of the repertoire. Replacing the traditional [[shield]] of the earlier games are a trio of elemental-based barriers, each with their own special abilities. Popping open a box with a water, fire, or spark icon will cause the new shield to surround the character on screen, in the process exchanging Sonic's W spin attack with a move unique to each shield. These extra abilities are exclusive to Sonic, as "Tails" retains his ability to fly. The "[[Water Shield|Aqua Barrier]]" proves most useful in underwater levels, allowing Sonic to stay under the surface for as long as possible without the need to seek out air bubbles. Pressing jump twice causes Sonic to slam on the ground, destroying any non-spiked badniks that might be in the way, then bounces him back upwards exceeding the height a normal jump would allow. The second of these new shields is the "[[Fire Shield|Flame Barrier]]," which protect Sonic from flame-based attacks without having to forfeit the protection. The added ability the flame provides is the most proactive of the three in terms of offense, causing Sonic to burst forward in attack. The third, the "[[Lightning Shield|Thunder Barrier]]," not only protects Sonic from electrical hazards, but will also attract any nearby rings. Tapping the jump input twice will give Sonic a proper double-jump. While all three shields will protect Sonic or "Tails" from certain projectiles, they are all still vulnerable from a single direct hit by an oncoming badnik. The latter two shields unfortunately suffer from another weakness, any contact with water immediately snuffing them out. There is also a final item box marked with the face of Dr. Eggman, which will cause the same effect as if Sonic were hit by an enemy. Though uncommon, they can creep up when you least expect it.<br />
<br />
The [[Checkpoint|point markers]] of ''Sonic the Hedgehog 2'' return, which not only save your spot in the level if you lose a life, but also bring back with it the familiar circle of stars if you pass by with fifty rings. However, instead of being transported to a [[Special Stage]], jumping into the stars sends you to a [[Bonus Stage (Sonic 3 & Knuckles)#Sonic 3 bonus stage|Bonus Stage]]. Styled after a gumball machine, Sonic is bounced around, flipping the crank at the top to let out a "gumball" that contains within it one of the various power-ups that are also found inside item boxes.<br />
<br />
[[File:LB Boss 2.PNG|thumb|190px|Sonic and "Tails" working together against Dr. Eggman.]]<br />
Instead, the [[Special Stage (Sonic 3 & Knuckles)|Special Stages]] of ''Sonic 3'' are accessed through the re-introduction of the [[Giant Ring]], as seen in the original ''[[Sonic the Hedgehog (16-bit)|Sonic the Hedgehog]]'' and ''[[Sonic the Hedgehog CD|Sonic CD]]'', This time around, the rings are found hidden within the levels themselves, oftentimes in corners and secret rooms that the player must hunt through the playfield for. When one of these illustrious rings are found, Sonic and/or "Tails" are warped to a miniature world in pseudo-3D. The goal of these courses is to collect all of the blue spheres while avoiding the red ones, touching them all resulting in the reward of a [[Chaos Emerald]]. If all seven are collected, not only does one get to watch the "good ending," but Sonic gains the ability to once again transform into [[Super Sonic]], the super-fast, invulnerable version of classic Sonic. If fifty rings are in tow, the player must press the jump button twice to activate this form, though Sonic is still susceptible to drowning, being crushed, and falling down the occasional bottomless pit. It should be noted that, even if Sonic has all seven emeralds and fifty rings, he will be unable to transform if he is wearing a shield. Once Super Sonic is activated, though, Sonic can jump upon a shield item box and gain the extra abilities the shield provides, such as attracting rings and breathing underwater, though no visual cue will surround the character.<br />
<br />
Also important is that, unlike the first two numbered games, ''Sonic the Hedgehog 3'' has the ability to save one's progress in the game. Given six unique slots (along with a no-save option) you can save your game as either Sonic, "Tails," or the pair. Saving only by Zone and not by Act, the file also keeps track of the number of Chaos Emeralds you have. When clearing a file, the option to go back and start at any given level is unlocked, which gives the unprecedented ability to go back to a previous level and a Giant Ring location you had discovered before and collect the seven emeralds after the fact. The save itself uses an [[FRAM]] chip (similar to an [[SRAM]] chip but not needing an internal battery to save).<br />
<br />
===Competition Mode===<br />
<br />
[[Image:s3_2player.png|thumb|190px|The race results screen.]]<br />
In addition to the regular one-player experience, a two-player "versus" mode is available on the cart, albeit in a far different format than the previous game. While ''Sonic the Hedgehog 2'' used three existing Zones and made them work in a split-screen setting, ''Sonic 3'' has five new Zones created specifically for the Competition Mode. Because of this, the stretched-out effect found in ''Sonic 2'' is gone, the sprites for Sonic and company also completely redrawn for the two-player experience.<br />
<br />
Three options are available immediately upon entering the Competition choice on the title screen: "Grand Prix," "Match Race," and "Time Attack." The first of these modes is a straight run through of the five multiplayer levels available, done in alphabetical order. The second, "Match Race," brings up another selection screen where the players can choose any of the five in any order they want, being able to play the same Zone over and over if they so choose. The third is similar to the second with the exception that it is a single player trial, intended more for practice or just playing about when a second player isn't available, the fastest times being saved on the internal memory.<br />
<br />
Regardless of which mode you choose, the same three playable characters are available - Sonic, "Tails," and Knuckles. There is not much difference between the three, all able to use the spin attack and the spin dash. "Tails" is the only one with an added ability, that of flight. Because of this, all three characters are on nearly equal footing when it comes to the competition. The levels themselves are set up far differently than those in the regular game, the two-player mode being a race between whoever is selected. Each level begins at a start pole, with a countdown signaling the round. If one of the players passes the starting line before the countdown begins, the message "FAULT" appears on screen, the pair restarting in their initial places. Once the word "GO" appears, the race begins, Sonic, "Tails" or Knuckles running through the miniature Zone. Much smaller than the single Acts in the standard mode of play, the small courses loop on the x-axis, resembling a racing game in function. The race does not officially end until one of the players completes five laps successfully, the first to do so winning the round. In the "Grand Prix" option, the person who wins the most out of the five is the overall winner, while in "Match Race" the number of races that are competed in are solely up to the players.<br />
<br />
[[Image:Endlessmine.png|thumb|190px|Sonic and Knuckles racing in [[Endless Mine]].]]<br />
While spikes and the occasional switch (to block the other player briefly from the main course) are part of the landscape, other such staples as rings and badniks are not present. Instead, before the races begin, the option is available to either turn on or off power-ups in the game. The items are not found in the traditional item boxes but are instead found floating in a circle somewhere in each Zone. It is only at this point that a ring can be obtained or a generic enemy can impede your process. There are also a variety of other power-ups found here that are not available in the rest of the game, such as making a spring appear, placing a banana to make your opponent unexpectedly slide, and slow-down shoes that will prevent you from reaching your top speed. The speed shoes from the standard game are also available.<br />
<br />
The possibility of losing a life is still intact in this mode, though an infinite number of lives are present for each player. If the unthinkable happens, the character will restart at the end of his last lap, the timer still going strong. Also of note is that if, during the race, a player is overtaken by the desire to run backwards through the level, the number of laps completed will start to decrease with each pass of the starting line.<br />
<br />
===Scoring===<br />
<br />
<div style="column-count:2;-moz-column-count:2;-webkit-column-count:2"><br />
<br />
Hitting bumpers: 10 points for each of the first ten hits on any given bumper; after that no more points can be gained from that bumper<br />
<br />
Enemy Chains:<br />
<br />
*First Enemy = 100<br />
*Second Enemy = 200<br />
*Third Enemy = 500<br />
*Fourth through Fifteenth Enemies = 1,000 each<br />
*Sixteenth and all Subsequent Enemies = 10,000 each<br />
<br />
(a chain refers to all enemies destroyed until the next time Sonic lands on some form of ground or jumps)<br />
<br />
Sub-Boss: 1,000 points<br><br />
Dr. Eggman Boss: 1,000 points<br />
<br />
End Level Ring Bonus: 100 points for each ring held<br />
<br />
Signpost: At the end of each Act 1, a signpost falls from the air; jump at it before it hits the ground to keep it in the air and score 100 points. You can get as many 100-point bonuses as you're able to keep the sign in the air for. If the signpost lands on a predefined spot it will spawn an item box. Each level has a different arrangement and different selections of power-ups available.<br />
<br />
End Level Time Bonus:<br />
<br />
*0:59 or less = 50,000<br />
*1:00 to 1:29 = 10,000<br />
*1:30 to 1:59 = 5,000<br />
*2:00 to 2:29 = 4,000<br />
*2:30 to 2:59 = 3,000<br />
*3:00 to 3:29 = 1,000<br />
*3:30 to 9:58 = 100<br />
*9:59 exactly = 100,000<br />
<br />
Special Stage: <br />
<br />
*Rings: 100 points for each ring held.<br />
*[[Perfect Bonus]]: 50,000 points If you collect all rings, even if you don't get the emerald<br />
</div><br />
<br />
==Sound Test==<br />
<br />
[[File:Sonic3LevelSelect.png|thumb|190px|The level select to ''Sonic the Hedgehog 3'', which contains the sound test.]]<br />
Below is a listing of the songs available to played through the sound test within the game, accessible through the level select code. For the songs themselves, visit the [[Sonic the Hedgehog 3 OSV]].<br />
{{multicol|<br />
*01: [[Angel Island Zone]] Act 1<br />
*02: Angel Island Zone Act 2<br />
*03: [[Hydrocity Zone]] Act 1<br />
*04: Hydrocity Zone Act 2<br />
*05: [[Marble Garden Zone]] Act 1<br />
*06: Marble Garden Zone Act 2<br />
*07: [[Carnival Night Zone]] Act 1<br />
*08: Carnival Night Zone Act 2<br />
*09: [[Flying Battery Zone]] Act 1 (Unused)<br />
*0A: Flying Battery Zone Act 2 (Unused)<br />
*0B: [[Icecap Zone]] Act 1<br />
*0C: Icecap Zone Act 2<br />
*0D: [[Launch Base Zone]] Act 1<br />
*0E: Launch Base Zone Act 2<br />
*0F: [[Mushroom Hill Zone]] Act 1 (Unused)<br />
*10: Mushroom Hill Zone Act 2 (Unused)<br />
*11: [[Sandopolis Zone]] Act 1 (Unused)<br />
*12: Sandopolis Zone Act 2 (Unused)<br />
*13: [[Lava Reef Zone]] Act 1 (Unused)<br />
*14: Lava Reef Zone Act 2/[[Hidden Palace Zone (S&K)|Hidden Palace Zone]] (Unused)<br />
*15: [[Sky Sanctuary Zone]] (Unused)<br />
*16: [[Death Egg Zone (S&K)|Death Egg Zone]] Act 1 (Unused)<br />
*17: Death Egg Zone Act 2 (Unused)<br />
*18: Act 1 Boss (''[[Sonic & Knuckles]]'') (Unused)<br />
*19: Act 2 Boss<br />
*1A: [[The Doomsday Zone]] (Unused)<br />
*1B: Bonus Stage: Magnetic Orbs (Unused)<br />
*1C: [[Special Stage]]<br />
*1D: Bonus Stage: Slot Machine (Unused)<br />
*1E: Bonus Stage: Gumball Machine<br />
*1F: Knuckles' Theme (''Sonic 3'')<br />
*20: [[Azure Lake Zone]]<br />
*21: [[Balloon Park Zone]]<br />
*22: [[Desert Palace Zone]]<br />
*23: [[Chrome Gadget Zone]]<br />
*24: [[Endless Mine Zone]]<br />
*25: Title (Sonic 3)<br />
*26: Staff Roll (''Sonic 3'')<br />
*27: Game Over<br />
*28: Continue/Competition Results<br />
*29: Act Clear<br />
*2A: 1-Up (''Sonic 3'')<br />
*2B: Chaos Emerald<br />
*2C: Invincibility/Super Theme (''Sonic 3'')<br />
*2D: Competition<br />
*2E: Act 1 Boss (''Sonic 3'')<br />
*2F: Data Select Screen<br />
*30: Final Boss<br />
*31: Drowning<br />
*32: All Clear (''Sonic 3'')<br />
*FF: Sega (From Title Screen) In Poor Quality Sound<br />
}}<br />
<br />
==Production Credits==<br />
{{multicol|<br />
Executive Producer: [[Hayao Nakayama]]<br><br />
Project Manager: [[Hisashi Suzuki]], [[Shinobu Toyoda]], [[Masaharu Yoshii]]<br><br />
Producer: [[Yuji Naka]]<br><br />
Director: [[Hirokazu Yasuhara]]<br><br />
Lead Game Designer: Hirokazu Yasuhara<br><br />
Senior Game Designers: [[Hisayoshi Yoshida]], [[Takashi Iizuka]]<br><br />
Lead Programmer: Yuji Naka<br><br />
Senior Programmers: Hiroshi Nikaidoh, [[Masanobu Yamamoto]]<br><br />
Character Designer: [[Takashi Thomas Yuda]]<br><br />
CG Artist: [[Kunitake Aoki]]<br><br />
Animator: [[Takashi Thomas Yuda]]<br><br />
Enemy Artist: [[Satoshi Yokokawa]]<br><br />
Scene Artists: [[Kunitake Aoki]], [[Chie Yoshida]], [[Tsuneko Aoki]], [[Shigeru Okada]], Takashi Thomas Yuda, [[Satoshi Yokokawa]]<br><br />
Art Assistant: [[Osamu Ohashi]]<br><br />
Music Composers: Brad Buxer, Bobby Brooks, Darryl Ross, Geoff Grace, Doug Grigsby III, Scirocco, [[Michael Jackson]] (uncredited)<br><br />
SEGA Sound Team: [[Tokuhiko Uwabo|Bo]], [[Sachio Ogawa]], [[Yoshiaki Kashima|Milpo]], [[Masaru Setsumaru]], [[Tatsuyuki Maeda]], [[Tomonori Sawada]], [[Masayuki Nagao]], [[Jun Senoue]]<br><br />
Sound Project Coordinator: [[sega:Hisaki Nimiya|Hisaki Nimiya]]<br><br />
Marketing: Pamela Kelly<br><br />
Executive Management: [[Shoichiro Irimajiri|Shouichirou Irimajiri]], [[Tom Kalinske]]<br><br />
Executive Coordinator: [[Mamoru Shigeta]], Tomio Takami, [[Diane A. Fornasier|Diane A Fornasier]], [[Roger Hector]], [[Takaharu Utsunomiya]]<br><br />
Sound Special Thanks: Mayumi Nina Sakazaki(Mrm), [[sega:Cube|Cube Corp.]] ([[sega:Masanori Hikichi|Masanori Hikichi]], Miyoko Takaoka), Opus Corp., Masanori Nakayama (Studio Who), [[Howard Drossin]]<br><br />
Special Thanks: [[Deborah McCracken]], Emi Kawamura, [[Jina Ishiwatari]]<br><br />
Presented by: [[Sega]]<br><br />
}}<br />
<br />
==Manuals==<br />
{{main|Sonic the Hedgehog 3 manuals}}<br />
<gallery><br />
Sonic3 MD EU manual.pdf|Mega Drive, EU<br />
Sonic3 MD KR manual.pdf|Mega Drive, KR<br />
Sonic3 MD JP SonicJam manual.pdf|''[[Sonic Jam]]'' digital manual, JP<br />
Sonic3 MD US SonicJam manual.pdf|''[[Sonic Jam]]'' digital manual, US<br />
</gallery><br />
<br />
==Miscellaneous==<br />
<br />
===GoodGen Version Index===<br />
<br />
*Sonic the Hedgehog 3 (E) - European ''Sonic 3''.<br />
*Sonic the Hedgehog 3 (J) [!] - Japanese ''Sonic 3''.<br />
*Sonic the Hedgehog 3 (U) [!] - American ''Sonic 3''.<br />
<br />
==Rereleases==<br />
<br />
*''[[Sonic the Hedgehog 3 (LCD game)|Sonic the Hedgehog 3]]'' for [[Tiger Electronics|Tiger]] LCD (1994)<br />
*''[[sega:Double Pack: Sonic 3 and Mega Games 1|Double Pack: Sonic 3 and Mega Games 1]] (199x)<br />
*''[[Sonic & Knuckles Collection]]'' for PC (1997)<br />
*''[[Sonic Jam]]'' for [[Sega Saturn]] (1997)<br />
*''[[Sonic & Garfield Pack]]'' for PC (1999)<br />
*''[[Sonic Action Pack]]'' for PC (2000)<br />
*''[[Sonic Action 4 Pack]]'' for PC (2001)<br />
*''[[Twin Pack: Sonic CD and Sonic & Knuckles Collection]]'' (2002)<br />
*''[[Sonic Mega Collection]]'' for [[Nintendo GameCube]] (2002)<br />
*''[[Sega PC Mega Pack]]'' for the PC (2003)<br />
*''[[Sonic Mega Collection Plus]]'' for [[PlayStation 2]] and [[Xbox]] (2004)<br />
*''[[Sonic Mega Collection Plus & Super Monkey Ball Deluxe]]'' for the [[Xbox]] (2005)<br />
* [[Virtual Console]] on [[Wii]] (2007)<br />
* [[Tectoy Mega Drive 3]] for the [[Tectoy]] Plug and play console (2008)<br />
*''[[Sega Fun Pack: Sonic Mega Collection Plus & Shadow the Hedgehog]]'' for the [[PlayStation 2]] (2009)<br />
*''[[Sonic's Ultimate Genesis Collection]]'' for the [[PlayStation 3]] and [[Xbox 360]] (2009)<br />
*''[[Sonic the Hedgehog 3 (Xbox Live Arcade)]]'' on Xbox Live Arcade (2009)<br />
*''[[Sonic PC Collection]]'' for the PC (2009)<br />
*''[[Sonic Classic Collection]]'' for the [[Nintendo DS]] (2010)<br />
<br />
==Adaptations==<br />
<br />
To help advertise the numbered sequel both [[Archie Comics]] and [[Fleetway]] published adaptations to ''Sonic the Hedgehog 3'', though both took very different approaches to the material. The U.S. ''[[Sonic the Hedgehog (Archie comic)|Sonic the Hedgehog]]'' adapted the game in its [[Sonic the Hedgehog 013 (Archie)|13th issue]], using the 12 page story to introduce the character of Knuckles the Echidna, establishing him as the guardian of the Floating Island and the single Chaos Emerald that keeps it afloat. The U.K.-based ''[[Sonic the Comic]]'' covered its adaptation of the game in multiple issues, starting with the [[Sonic Summer Special 1994]] and continuing into [[Sonic the Comic 033|issue 33]]. The adaptation lasted multiple issues, culminating in [[Sonic the Comic 038|issue 38]]. The game was also loosely adapted in the American junior novel ''[[Sonic & Knuckles (Troll Associates book)|Sonic & Knuckles]]'' by [[Michael Teitelbaum]].<br />
<br />
==Resources==<br />
<br />
{{ratings<br />
|icon=MD<br />
| cvg=94<br />
| cvg_source={{num|148|page=}}<br />
| egm=95<br />
| gamesmaster=87 <br />
| gamesmaster_source=№15, p32/33/34<br />
| highscore=100<br />
| mdag=92<br />
| mdag_source={{num|20|page=50-53}}<br />
| mega=90<br />
| mega_source={{num|18|page=28/29}}<br />
| megaaction=93<br />
| megaaction_source={{num|11|page=14/15/16/17}}<br />
| megatech=93<br />
| megatech_source={{num|27|page=76/77/78/79}}<br />
|mms=94<br />
|mms_source={{Num|[[Mega Drive Review - Sonic 3 (Mean Machines Sega, March 1994)|17]]}}<br />
|segamaguk=95<br />
|segamaguk_source=[[Review - Sonic 3 (SEGA Magazine, February 1994)|Feb. 1994]]<br />
|segapower=90<br />
|segapower_source=[[Review - Sonic 3 (Sega Power, March 1994)|March 1994]]<br />
|hyper=90<br />
|hyper_source=[[Review - Sonic 3 (Hyper, March 1994)|March 1994]]<br />
|pu=93<br />
|pp=81<br />
|gameplayers=92<br />
|segapro=87<br />
|segapro_source=[[Review - Sonic the Hedgehog 3 (Sega Pro, April 1994)|#30 Pg 40/41/42/43]]<br />
| stc=<br />
| stc_source={{num|19|page=10/11}}<br />
|vgce=90<br />
}}<br />
<br />
===ROM Modification===<br />
<br />
====Hacking Guides====<br />
<br />
* [[SCHG:Sonic 3|Sonic Community Hacking Guide/Sonic 3]]<br />
* [[SCHG:Nem s3|Nemesis' Sonic 3 Hacking Guide]]<br />
* [[SCHG:Nem s3ss|Nemesis' Sonic 3 Savestate Hacking Guide]]<br />
<br />
===Image Galleries===<br />
<br />
====Physical Scans====<br />
{{Scanbox<br />
| console=Mega Drive<br />
| region=JP<br />
| front=Sonic3-box-jap.jpg<br />
| cart=s3_md_jp_cart.jpg<br />
| manual=<br />
}}{{Scanbox<br />
| console=Mega Drive<br />
| region=US<br />
| front=Sonic3 md us cover.jpg<br />
| cart=SonicHedgehog3cart.jpg<br />
| manual=<br />
}}{{Scanbox<br />
| console=Mega Drive<br />
| region=US ([[sega:Mega Hit Series|Mega Hit Series]])<br />
| front=Sonic3 md us megahit cover.jpg<br />
| cart=Sonic3 md us megahit cart.jpg<br />
| carttop=Sonic3 md us megahit cart top.jpg<br />
| manual=<br />
}}{{Scanbox<br />
| console=Mega Drive<br />
| region=EU<br />
| front=S3-eu-box.jpg<br />
| cart=S3-md-eu-cart.jpg<br />
| manual=Sonic3 MD EU manual.pdf<br />
}}{{Scanbox<br />
| console=Mega Drive<br />
| region=AU ([[sega:Sega Platinum Collection|Platinum Collection]])<br />
| front=Sonic3 md au plat cover.jpg<br />
| cart=<br />
| manual=<br />
}}{{Scanbox<br />
| console=Mega Drive<br />
| region=BR<br />
| front=Sonic3 MD BR Box.jpg<br />
| cart=Sonic3 MD BR Cart.jpg<br />
| manual=<br />
}}{{Scanbox<br />
| console=Mega Drive<br />
| region=Asia<br />
| front=Sonic3_md_as_cover.jpg<br />
| cart=Sonic3_md_as_cart.jpg<br />
| manual=<br />
}}{{Scanbox<br />
| console=Mega Drive<br />
| region=KR<br />
| front=Sonic3-box-korea.jpg<br />
| cart=<br />
| manual=Sonic3 MD KR manual.pdf<br />
}}<br />
<br />
====Artwork====<br />
<br />
<gallery><br />
Image:SSS SONIC27.png<br />
Image:SSS SONIC29.png<br />
File:SSS SONIC32.png<br />
File:SSS SONIC37.png<br />
File:SSS SONICD .png<br />
File:CE S3 01.png<br />
File:CE S3 02.png<br />
File:CE S3 03.png<br />
File:CE S3 04.png<br />
File:CE S3 05.png<br />
File:Sonictails2 Knuckles 01.png<br />
Image:SSS SONICN .png<br />
Image:SSS SONICL .png<br />
</gallery><br />
<br />
==External Links==<br />
* [http://vc.sega.jp/vc_sonic3/ Sega of Japan Virtual Console page (Japanese)]<br />
* [http://www.theghz.com/sonic/son3/son3.html ''Sonic the Hedgehog 3''] on [[The Green Hill Zone]]<br />
* [http://soniczone0.com/games/sonic3/backgroundinfo/ ''Sonic the Hedgehog 3''] on [[Zone: 0]]<br />
<br />
==References==<br />
<references/><br />
<br />
{{S3Omni}}<br />
{{SonicGenesisGames}}<br />
{{SonicVirtualConsole/WiiWareGames}}<br />
<br />
[[Category:Mega Drive games]]<br />
[[Category:Virtual Console/WiiWare games]]</div>
Scarred Sun
https://info.sonicretro.org/index.php?title=Dr._Robotnik%27s_Mean_Bean_Machine_(8-bit)&diff=225085
Dr. Robotnik's Mean Bean Machine (8-bit)
2016-03-25T15:07:30Z
<p>Scarred Sun: </p>
<hr />
<div>{{Bob<br />
| bobscreen=Mean Bean GG title.png<br />
| scale=1.2<br />
| title=Dr. Robotnik's<br>Mean Bean Machine<br />
| publisher=[[Sega]]<br />
| developer=[[Compile]]<br />
| system=[[Sega Game Gear]], [[Sega Master System]]<br />
| romsize=256 KB<br />
| releases=<br />
{{release|GG|US|1993-12{{fileref|GamePro US 055.pdf|page=152}}|34.95{{fileref|GamePro US 055.pdf|page=152}}|2446}}<br />
{{release|GG|EU|1994-01|£29.99|2446}}<br />
{{release|SMS|EU|1994-07-26||7123}}<br />
{{release|SMS|AU|1994||FDRR00SEC}}<br />
{{release|SMS|BR|||025360}}<br />
| genre=Puzzle<br />
|esrb=e|pegi=3|cero=free|usk=0|oflc=g8|grb=a<br />
}}<br />
<br />
'''''Dr. Robotnik's Mean Bean Machine''''' is a puzzle game for the [[Sega Game Gear]] and [[Sega Master System]]. It is similar to its [[Dr. Robotnik's Mean Bean Machine|16-bit counterpart]] for the [[sega:Sega Mega Drive|Sega Mega Drive / Genesis]], but contains an additional Puzzle Mode that is not present in the Mega Drive version. This version was included as an unlockable game in ''[[Sonic Adventure DX: Director's Cut]]'', and later as a default game in the compilation [[Sonic Mega Collection Plus]] (which itself featured in later compilations).<br />
<br />
For information on the storyline and gameplay common to both versions of the game, see [[Dr. Robotnik's Mean Bean Machine|the article about the 16-bit version]].<br />
<br />
==Puzzle Mode==<br />
Compile took the puzzle mode from ''[[sega:Nazo Puyo|Nazo Puyo]]'', released a few months earlier, and added them to this version of ''Mean Bean Machine''. The Puzzle Mode unique to this version requires the player to solve increasingly difficult puzzle challenges.<br />
<br />
==Also released in==<br />
* ''[[Sonic Adventure DX: Director's Cut]]'' for the [[sega:Nintendo GameCube|Nintendo GameCube]] (2003)<br />
* ''[[Sonic Mega Collection Plus]]'' for the [[sega:PlayStation 2|PlayStation 2]] and [[sega:Xbox|Xbox]] (2004)<br />
* ''[[Sonic Mega Collection Plus & Super Monkey Ball Deluxe]]'' for the Xbox (2005)<br />
* ''[[Sega Fun Pack: Sonic Mega Collection Plus & Shadow the Hedgehog]]'' for the PlayStation 2 (2009)<br />
* ''[[Sonic PC Collection]]'' for [[wikipedia:Microsoft Windows|Microsoft Windows]] based [[wikipedia:personal computer|personal computer]]s (2009)<br />
* ''[[FunPlay 20-in-1]]'' for the Plug and Play console (2009)<br />
* ''[[Virtual Console]]'' for the [[Nintendo 3DS]] (2013)<br />
<br />
==Production Credits==<br />
Producers: [[sega:Maxwell Taylor|Max Taylor]], [[sega:Masamitsu Niitani|Moo Niitani]]<br><br />
Directors: [[sega:Katsuhiro Hasegawa|Hase]], [[sega:Masanobu Tsukamoto|M.Tsukamoto]]<br><br />
Planner: Kazu&Kozu<br><br />
Programmers: E.D.A., Wahaha, Nattoh<br><br />
Designers: 7LY Big King, Noburin, AAA↲, [[Choko Kawaguchi|Choko]], U·D·K, [[sega:Maxwell Taylor|Max Taylor]], Brian Ransom, [[sega:David Albert|Dave Albert]], Tokifuru Morita<br><br />
Sound Programmers: [[Masayuki Nagao|Nagao'N'Gee]], [[sega:Masanori Hikichi|Hiki]], [[sega:Haruyo Oguro|Lotty]], [[David Javelosa]]<br><br />
Speical Thanks: Tsuka-P, 16Bit Staff<br><br />
©1993 [[Sega]]™<br><br />
©1993 [[Compile]]<br><br />
<br />
==Resources==<br />
===Manuals===<br />
<gallery><br />
DRMBM GG US manual.pdf|Game Gear, US<br />
DRMBM SMS EU manual.pdf|Master System, EU<br />
DRMBM SMS BR manual.pdf|Master System, BR<br />
DRMBM_SMS_AU_manual.pdf|Master System, AU<br />
</gallery><br />
===Physical Scans===<br />
====Game Gear version====<br />
{{ratings<br />
| icon=GG<br />
| gamepro=68<br />
| gamepro_source={{num|55|page=150|pdf=GamePro US 055.pdf|pdfpage=152}}<br />
| segamaguk=92<br />
| segamaguk_source={{num|1|page=106/107}}<br />
| segapower=92<br />
| segapower_source={{num|53|page=38/39}}<br />
| segapro=89<br />
| segapro_source=[[Review - Dr. Robotnik's Mean Bean Machine (8-bit) (Sega Pro, March 1994)|#29 Pg 58]]<br />
}}<br />
{{Scanbox<br />
| console=Game Gear<br />
| region=US<br />
| front=Meanbeangg-box-us.jpg<br />
| back=Meanbeangg-box-us back.jpg<br />
| spine=<br />
| spinemissing=yes<br />
| cart=Mbm gg us cart.jpg<br />
| manual=DRMBM GG US manual.pdf<br />
}}{{Scanbox<br />
| console=Game Gear<br />
| region=EU<br />
| front=Meanbeangg-box-eu.jpg<br />
| back=DrRMBM GG EU backcover.jpg<br />
| spine=DrRMBM_GG_EU_Spine1.jpg<br />
| spine2=DrRMBM_GG_EU_Spine2.jpg<br />
| cart=Mbm gg eu cart.jpg<br />
| manual=<br />
}}<br />
<br />
====Master System version====<br />
{{ratings<br />
| icon=SMS<br />
| segapower=92<br />
| segapower_source={{num|53|page=38/39}}<br />
| segapro=90<br />
| segapro_source=[[Review - Dr. Robotnik's Mean Bean Machine (8-bit) (Sega Pro, March 1994)|#29 Pg 68]]<br />
}}<br />
{{Scanbox<br />
| console=Master System<br />
| region=EU<br />
| front=Meanbeanms-box-eu.jpg<br />
| cart=Mbm_ms_eu_cart.jpg<br />
| cartback=Dr Robotniks Mean Bean Machine SMS EU Cart Back.jpg<br />
| carttop=Dr Robotniks Mean Bean Machine SMS EU Cart Top.jpg<br />
| manual=DRMBM SMS EU manual.pdf<br />
}}{{Scanbox<br />
| console=Master System<br />
| region=AU<br />
| front=Mean Bean Machine MS (Australia).jpg<br />
| cart=Mbm_ms_AU_cart.jpg<br />
| carttop=Mbm_ms_AU_carttop.jpg<br />
| cartback=Mbm_ms_AU_cart_back.jpg<br />
| manual=DRMBM_SMS_AU_manual.pdf<br />
}}{{Scanbox<br />
| console=Master System<br />
| region=BR<br />
| front=Mean Bean Machine MS (Tectoy).jpg<br />
| cart=<br />
| manual=DRMBM SMS BR manual.pdf<br />
}}<br />
<br />
== External links ==<br />
* [[wikipedia:Dr. Robotnik's Mean Bean Machine|Dr. Robotnik's Mean Bean Machine]] article (covers both 16-bit and 8-bit versions) on Wikipedia<br />
* [http://www.gamefaqs.com/console/sms/file/570220/54041 Jungon's Puzzle Mode FAQ/Walkthrough]<br />
<br />
{{MeanBean8-bitLevels}}<br />
{{SonicGGGames}}<br />
<br />
[[Category:Game Gear and Master System games]]</div>
Scarred Sun
https://info.sonicretro.org/index.php?title=Sonic_the_Hedgehog_CD&diff=225084
Sonic the Hedgehog CD
2016-03-25T12:18:29Z
<p>Scarred Sun: </p>
<hr />
<div>:''For the 2011 remake, see ''[[Sonic the Hedgehog CD (2011)]]''.''<br />
{{Bob<br />
| bobscreen=Scd titlescreen.png<br />
| scale=1.25<br />
| icon=SonicCD Win icon.png<br />
| publisher=[[sega:Sega|Sega]]<br />
| developer=[[sega:Sonic Team|Sonic Team]], [[sega:H.I.C.|H.I.C.]]<br />
| producer=[[sega:Minoru Kanari|Minoru Kanari]], [[sega:Makoto Oshitani|Makoto Oshitani]]<br />
| director=[[sega:Naoto Oshima|Naoto Oshima]]<br />
| system=[[sega:Sega Mega-CD|Sega Mega-CD]], Windows PC<br />
| releases=<br />
{{release|MCD|JP|1993-09-23|¥8,800|G-6021}}<br />
{{release|MCD|EU|1993-10|£44.99|4407}}<br />
{{release|MCD|US|1993-11-19|59.99{{fileref|GamePro US 054.pdf|page=68}}|4407}}<br />
{{release|MCD|BR|199x||063220}}<br />
{{release|Windows|JP|1996-08-09|¥7,800 (''¥8,190'')|HCJ-0104}}<br />
{{release|Windows|US|1996-09-26||85015}}<br />
{{release|Windows|US (Expert)|1997||6805 01}}<br />
{{release|Windows|US (Expert)|1998||6805 02}}<br />
{{release|Windows|EU|1996-10-03||MK 85015}}<br />
{{release|360|WW|2011-12-14|$4.99||}}<br />
{{release|PS3|EU|2011-12-14|$4.99||}}<br />
{{release|PS3|US|2011-12-20|$4.99||}}<br />
{{release|PS3|KR|2011-12-21|$4.99||}}<br />
{{release|Android|WW|2011-12-14||}}<br />
{{release|IOS|WW|2011-12-15||}}<br />
{{release|Steam|WW|2012-01-19||}}<br />
{{release|Windows Phone 7|WW|2012-11-14||}}<br />
{{release|Ouya|WW|2013-08-01||}}<br />
| genre=Action<br />
|bbfc=u|pegi=3|esrb=e|grb=a|usk=6|oflc=g|cero=free|elspa=3|vrc=ga<br />
}}<br />
<br />
'''''Sonic the Hedgehog CD''''' (ソニック・ザ・ヘッジホッグCD) is the first and only ''[[Games featuring Sonic the Hedgehog|Sonic the Hedgehog]]'' title released for the [[sega:Sega Mega-CD|Mega-CD]] add-on used with the [[sega:Sega Mega Drive|Sega Mega Drive]] console. Developed separately from the sequels done by the [[sega:Sega Technical Institute|Sega Technical Institute]], the game was directed by the creator of [[Sonic the Hedgehog|Sonic]], [[sega:Naoto Ohshima|Naoto Ohshima]]<br />
<br />
Introducing such fan favorites as [[Amy Rose]] and [[Metal Sonic]], it has become something of a cult classic, partly because of its release on the expensive add-on that most Mega Drive owners did not have access to, and partly because of its visual style and gameplay that makes it stand out from the other classic games in the series.<br />
<br />
==Story==<br />
[[File:Sonic CD Mountain Art.jpg|thumb|190px|The main setting of ''Sonic the Hedgehog CD''.]]<br />
For one month out of the year, an enigmatic miniature celestial body called the [[Little Planet]] appears over the enormous [[Never Lake]]. Both a place of beauty and wonder, it is said that time moves freely on the planet, and that entire sceneries can change in a blink of an eye, all because of the mysterious secret they hold, the seven mystical Time Stones. It is said that whoever possesses these gems will be able to freely move through time, just as the surface of Little Planet does.<br />
<br />
Almost expectantly, the news of such a place grabs the attention of [[Dr. Eggman]], the mad genius who desires nothing more than world domination. Journeying to the Little Planet, Eggman immediately begins turning it into his personal fortress, littering the landscape with his mechanical genius. Powered not by [[animals]] but by the essence of flowers, he sets his army to tear the planet apart so he can claim the Time Stones for himself.<br />
<br />
As fate would have it, [[Sonic the Hedgehog]], the speedy blue blur who has stopped Eggman time and again, was also intending on seeing the small, miracle planet, oblivious to the fact Eggman had already beaten him to the locale. Learning of the news that Sonic was fast approaching, Eggman only smiled, excited to put his latest and greatest invention up against the hedgehog, confident that he would finally be able to defeat his arch enemy once and for all...<br />
<br />
Arriving at Never Lake, Sonic immediately could tell that something was amiss. The Little Planet, which should have been a shining example of natural beauty, was instead covered in a mechanical wasteland, visible even from the distance he was at. Seeing that the small planet was tethered to the Earth's surface, Sonic examined the mountainside the chain was connected to, recognizing the visage etched into its surface. With the image of Eggman's face smiling at him, Sonic confirmed what he was already expecting. Jumping onto the chain, Sonic quickly darted up, speeding towards the surface of the Little Planet and preparing to face Eggman once more.<br />
<br />
What might have otherwise been another simple fight against the genius scientist was immediately complicated by another layer that Sonic only discovered once he set foot in [[Palmtree Panic]]. [[Amy Rose]], Sonic's biggest fan and self-proclaimed girlfriend, had been doing what she often did, playing around with her tarot cards in an attempt to look into the future. The cards telling her that she had a "destined encounter" with Sonic at Never Lake, she journeyed herself to the Little Planet, immediately becoming excited once she spotted her blue idol.<br />
<br />
None too pleased with Amy's appearance, she may have been nothing more than a slight bother if not for Eggman's intervention. At the outskirts of [[Collision Chaos]], Sonic received his first glimpse of [[Metal Sonic]], a robotic duplicate that Eggman created specifically to counter Sonic's every move. In the blink of an eye, the robot snatched up Amy, disappearing into the horizon. Now Sonic must not only stop Dr. Eggman and grab the Time Stones before he does, but save Amy Rose from the clutches of his metallic doppelgänger.<br />
<br />
"No problem! With a little courage, you can do anything!"<br />
<br />
==Game Mechanics==<br />
===Gameplay===<br />
<br />
[[File:Peelout.png|thumb|190px|[[Sonic the Hedgehog]] preparing himself in [[Palmtree Panic]].]]<br />
Though some of the terminology is switched around, the basic premise of the classic ''Sonic the Hedgehog'' titles remain: to traverse a series of obstacles and enemies within a given level under ten minutes, generally from left to right. While loop-de-loops, [[Spikes (obstacle)|spikes]], [[Spring|springs]], and an assortment of other standard Sonic elements return, there are enough unique elements to this installment of the platformer series which makes it stand out from the quartet released on the Sega Mega Drive. Dropping the "Act" title entirely, each level is broken up into three separate "Zones," the third zone being significantly shorter than the other two, but containing an encounter with Dr. Eggman at the end. While ''[[Sonic the Hedgehog (16-bit)|Sonic the Hedgehog]]'' and its Mega Drive sequels had very straight forward battles with the doctor, the fights with him in ''CD'' are varied, taking fewer hits but being significantly more difficult.<br />
<br />
The control scheme for Sonic remains largely unchanged, the same momentum-based gameplay preserved under the hood. Pressing one of the buttons on the control pad once again allows Sonic to curl up into his [[spin attack]], attacking an enemy from any angle as long as spikes or some other dangerous projectile is not in the way. Pressing down on the control pad while running also allows Sonic to curl up in his spin attack, the roll lasting as long as momentum will allow. In addition, Sonic possesses his [[spin dash]] move from ''[[Sonic the Hedgehog 2 (16-bit)|Sonic the Hedgehog 2]]'', albeit in an altered state.<br />
<br />
In ''Sonic 2'' and nearly every game that features the spin dash, all the player must do is press down and tap either A, B, or C once to gain a slight burst of speed, additional button presses equaling a greater initial speed once Sonic zooms off. However, in ''Sonic CD'', the action button can be pushed only once, the control pad being held down for a certain amount of time before Sonic can dash ahead. If let go too soon, Sonic will remain stationary. To balance this out, a new move was added to the game, called the [[Super Peel-Out]]. Holding up as opposed to down, Sonic charges up his speed, and when let go will zoom forward faster than he can normally achieve, his legs resembling a figure-eight as opposed to the standard circular loop. Though waiting will rev up his speed, immediately letting go on the up of the control pad will still cause Sonic to run ahead, just not at his maximum.<br />
<br />
In addition, if you get stuck and can't make a good future in a particular level, you can commit suicide by pressing Start and then A, B, or C.<br />
<br />
Returning from the original game are the plethora of [[Monitor|item boxes]] scattered throughout each level. Just as in the first ''Sonic the Hedgehog'', a grand total of five can be discovered, each with its own benefits. If a player either jumps or rolls into one, the reward is given instantaneously. Finding one with an image of a ring gives a total of ten to Sonic's overall ring count, offering him protection if he happens to be struck by an enemy or obstacle. The hazy [[Shield|shield]] icon grants a barrier of protection to the player, protecting them from getting hit once without the fear of losing any rings.<br />
<br />
A collection of stars holds the invincibility power-up, where Sonic can rush forward for a limited amount of time without fear, while the shoe icon signifies a temporary speed boost. Finally, finding a monitor adorned with Sonic's head grants the player an extra life. Also making a comeback from the previous titles in the series are [[Spring|springs]] which will launch Sonic to higher areas, and the familiar-yet-redesigned [[Checkpoint|Lamp Posts]], which will return the player to that spot in the event of losing a life.<br />
<br />
[[File:EGG-HVC-goodfuture.png|thumb|190px|The [[EGG-HVC-001]], as pictured in the good future.]]<br />
One of the essential elements that make the ''Sonic CD'' experience unique is the use of the time travel mechanic. For the first two zones in each level, four different time periods can be visited: the present, the past, and two different futures - good and bad. Always starting in the present time zone, the player can make Sonic jump between the past and the future by running across [[Time Warp Plate|"Time Warp" plates]], adorned with the word "past" or "future." Each of the four potential time periods one can jump to feature completely new art reflecting where you are, with subtle changes in the layout. What may work as a quick way to blast through a zone in the present may be entirely impossible to get through in the past, and vice versa.<br />
<br />
These permutations in level design reflect on the way the levels are built in ''Sonic CD'', for while you can storm through a level for the fastest time possible, the multi-layer design can force the player to explore every nook and cranny within, not just for secret rooms and item boxes, but for items that can change the way a level works.<br />
<br />
Located somewhere in each version of the past for the first two zones of any given level is something known only as [[robotization|Eggman's machine]], the tool for which he harvests the magical flower seeds of Little Planet and uses them to fuel his [[badnik]] army. Though they can be found in the present and bad future, they are nothing more than broken husks that have already done their job, Sonic unable to interact with them. In the past, however, the machine is still fully functioning, and if Sonic is able to locate and destroy it, the robot enemies within the zone will cease to be, immediately breaking apart and letting the seed go free, planting flowers that adorn Sonic's path through the level. It is only by destroying this machine that a "good future" can be obtained in the zone, a cheery, pastel version as opposed to the dark and bleak mechanical form that composes the "bad future," which appears if you ignore the robot-making machine.<br />
<br />
[[File:QQboss.PNG|thumb|190px|The [[Robotnik (Quartz Quadrant Boss)|Quartz Quadrant boss]], where only running on a treadmill will defeat Dr. Eggman.]]<br />
For the third zone in each level, Sonic automatically begins in the future, with no "Time Warp" plates on the field. Which version of the future Sonic begins in depends on the actions of the player during the preceding two Zones. If both of Eggman's machines were located and destroyed, the boss encounter will happen in the "good future," while if neither or only one was found, then the fight will happen in the "bad future." Though Eggman's boss robots may look different depending on which future the player gets, the actual fight remains the same.<br />
<br />
The badnik army that fills each zone is also affected by any given time frame Sonic is within. In the present, the robots that Eggman has created have already been in operation for some time, and while most will function just like new, occasionally a broken down one will be found, with its look and attack pattern slightly modified, generally being an easier enemy to overcome. In the "bad future," the rundown versions are the only ones populating the area. In the past, each robot is shiny and new, as they are still being created. However, if Eggman's robot-making machine is destroyed and Sonic ventures into the "good future," not a single badnik will be seen, only the naturally occurring trapfalls such as spikes being in his way to wining the level.<br />
<br />
Within the game, there are not just one but two different ways to achieve the "good ending." The first is by going through and destroying each of Eggman's machines (fourteen in total) and making a "good future" for each level. The second is by collecting all seven Time Stones, which are accessible in yet another version of the classic [[Special Stage (Sonic CD)|Special Stage]]. Just as in the first ''Sonic the Hedgehog'', access to the stage is granted by finishing a zone with fifty [[Ring|rings]] and jumping into the [[Giant Ring]] to the right of the [[signpost]].<br />
<br />
Using a psudo-Mode 7 effect and showcasing the power of the Mega-CD, the goal is to destroy all of the UFOs flying about in the level before time runs out. When the counter goes down to 20 seconds, an extra blue UFO will appear, which will give Sonic extra time to finish the level if he can destroy it. If all seven Time Stones are collected, the good ending and its related animated winning sequence will appear, regardless of how many Eggman's machines were destroyed during the game.<br />
<br />
Another destroyable item hidden in each of the past variants of the first two Zones (except in [[Metallic Madness|the final level]]) are projectors featuring the image of Metal Sonic tormenting the animals found in the classic games. Putting an end to his holographic reign of terror will cause the animals to be free, populating the rest of the Zone. Though not necessary for either ending, if one goes through and finds all twelve, a message touting the status of a super player will be shown after the end credits.<br />
<br />
===Time Attack===<br />
A new mode introduced in ''Sonic the Hedgehog CD'', Time Attack is as the name implies, giving the player the option to run through any particular zone as fast as possible, the best times being recorded in the Mega-CD's RAM for posterity. Once a level has been completed in the main game, it becomes available in the Time Attack screen, though only the "present" version of Zone's 1 and 2 are accessible, with each field stripped of its Time Warp posts. Though basic enough, the mode serves an important purpose, offering up a collection of bonus features to be unlocked if the total time for all zones is under a certain point:<br />
<br />
* Under 37'27"57: "D.A. Garden" is unlocked on the title screen, allowing a sound test with a Little Planet background, accompanied by animations of [[Miles "Tails" Prower|Tails]], Dr. Eggman, and Metal Sonic.<br />
* Under 30'21"05: Time Attack for the Special Stages is added.<br />
* Under 25'46"12: "Visual Mode" is unlocked on the title screen, allowing the intro, both endings, and a pencil test to be viewed at the player's leisure.<br />
<br />
In the 2011 remake, the minimum time for unlocking each of these extra modes has been altered.<br />
<br />
===Music and Sound===<br />
[[File:Sonic Remix.jpg|thumb|190px|''[[Sonic the Hedgehog - Remix]]'', the first Japanese Sonic-centric music release.]]<br />
Because of the game's presentation on then-cutting age digital media, ''Sonic CD'' was the first in the series to take full advantage of high quality, Redbook audio. [[sega:Naofumi Hataya|Naofumi Hataya]] and [[sega:Masafumi Ogata|Masafumi Ogata]] were the ones responsible for the soundtrack, creating a basic theme for the "present" levels and then remixing them for the "past," "good future" and "bad future" variants, altering the mood to reflect on where Sonic was now running but maintaining the basic elements of the core theme. Though most of the songs are done in Redbook format, each "past" track is done in PCM format, similar to the style in the Mega Drive games. The vocal themes were sung by J-pop artist [[Keiko Utoku]], who also provided the voice of Sonic the Hedgehog in the game, while the tracks for the levels used numerous samples to give them a richer sound. The best example of this technique is with the music that plays during each standard boss encounter, which samples [[wikipedia:Bob Marley|Bob Marley's]] "[http://www.youtube.com/watch?v=tO2YPqfSBJw&fmt=18 Sun is Shining (Funkstar Remix)]", [[wikipedia:Hall_&_Oates|Hall & Oates']] "[http://www.youtube.com/watch?v=ccenFp_3kq8 I Can't Go for That(No Can Do)]" and "[http://www.youtube.com/watch?v=JoHOZ9Ud1gM Work That Sucker To Death]" by Xavier.<br />
<br />
Though the original soundtrack was maintained in the European release, Sega of America decided to redo the majority of the soundtrack, having in-house musicians [[sega:Spencer Nilsen|Spencer Nilsen]] and [[sega:David Young|David Young]] compose the new themes. Instead of having two separate tracks for the intro and ending, only one was composed, [[Sonic Boom]], an up-tempo version greeting those playing the American version and a slower rock remix accompanying the credits. The only tracks in the original version that were left untouched were the "past" mixes, as they had been programmed into the game and would require a greater amount of effort to change than simply replacing one set of Redbook audio files with another.<br />
<br />
The music for the Spencer Nilsen tracks was the first to be given the soundtrack release treatment, a majority of the songs appearing on the full-length album ''[[Sonic the Hedgehog Boom]]'', which was only available for those who had preordered ''[[Sonic the Hedgehog 3]]'' in the west. The same year, Hataya and Ogata revisited the music they had done for the game, remixing the songs once again for the appropriately named ''[[Sonic the Hedgehog - Remix]]'', only available in Japan. It would not be until 2011 when the original compositions [[Sonic the Hedgehog CD Original Soundtrack 20th Anniversary Edition|would be released]] on both CD and digital venues.<br />
<br />
===Scoring===<br />
<div style="column-count:2;-moz-column-count:2;-webkit-column-count:2"><br />
Note: Scoring 50,000 points will grant the player an extra life<br />
<br />
Hitting Bumpers: 100 points each for the first five hits on any given bumper; after that no more points can be gained from that bumper<br />
<br />
Glass Bumpers: 100<br />
<br />
Enemy Chains:<br />
<br />
* First Enemy = 100<br />
* Second Enemy = 200<br />
* Third Enemy = 300<br />
* Fourth and all Subsequent Enemies = 1000 each<br />
<br />
Eggman's Machine: 1500<br />
<br />
Dr. Eggman Boss: 1000<br />
<br />
End Level Ring Bonus: 100 points for each ring held<br />
<br />
End Level Time Bonus:<br />
<br />
* 0'29"99 or less = 50,000<br />
* 0'30"99 to 0:44"99 = 10,000<br />
* 0'45"99 to 0'59"99 = 5000<br />
* 1'00"99 to 1'29"99 = 4000<br />
* 1'30"99 to 1'59"99 = 3000<br />
* 2'00"99 to 2'59"99 = 2000<br />
* 3'00"99 to 3'59"99 = 1000<br />
* 4'00"99 to 4'59"99 = 500<br />
* 5'00"99 or more = 0<br />
<br />
Special Stage:<br />
<br />
* Rings = Total Collected multiplied by 200<br />
* Time Bonus = Seconds Remaining multiplied by 200<br />
</div><br />
<br />
==Sound Test==<br />
<br />
[[File:Sonic CD Sound Test.png|thumb|190px|The no-frills version of the sound test.]]<br />
[[File:Sonic CD DAGarden.png|thumb|190px|The "D.A. Garden" sound test.]]<br />
Below is a listing of the songs available to be played through the sound test within the game. The names attributed to each file are those presented in the unlockable "D.A. Garden" mode ("Sound Test" in the U.S. edition), while the associated letter/number listings are how they are presented in the secret sound test. For the songs themselves, visit either the [[Sonic CD (Japan & PAL Regions) OST]] for the original music made for the game, or the [[Sonic CD for Windows 95 OST]] for the American-exclusive soundtrack.<br />
<br />
{{multicol|<br />
*DA No. 00: [[Palmtree Panic]]<br />
*DA No. 01: Palmtree Panic "G" mix<br />
*DA No. 02: Palmtree Panic "B" mix<br />
*DA No. 03: [[Collision Chaos]]<br />
*DA No. 04: Collision Chaos "G" mix<br />
*DA No. 05: Collision Chaos "B" mix<br />
*DA No. 06: [[Tidal Tempest]]<br />
*DA No. 07: Tidal Tempest "G" mix<br />
*DA No. 08: Tidal Tempest "B" mix<br />
*DA No. 09: [[Quartz Quadrant]]<br />
*DA No. 10: Quartz Quadrant "G" mix<br />
*DA No. 11: Quartz Quadrant "B" mix<br />
*DA No. 12: [[Wacky Workbench]]<br />
*DA No. 13: Wacky Workbench "G" mix<br />
*DA No. 14: Wacky Workbench "B" mix<br />
*DA No. 15: [[Stardust Speedway]]<br />
*DA No. 16: Stardust Speedway "G" mix<br />
*DA No. 17: Stardust Speedway "B" mix<br />
*DA No. 18: [[Metallic Madness]]<br />
*DA No. 19: Metallic Madness "G" mix<br />
*DA No. 20: Metallic Madness "B" mix<br />
*DA No. 21: Boss!!<br />
*DA No. 22: Final Fever<br />
*DA No. 23: Title<br />
*DA No. 24: Time Attack Menu<br />
*DA No. 25: Zone Clear<br />
*DA No. 26: Speed Up!!<br />
*DA No. 27: Invincible!!<br />
*DA No. 28: Game Over<br />
*DA No. 29: [[Special Stage (Sonic CD)|Special Stage]]<br />
*DA No. 30: Little Planet<br />
*DA No. 31: Unused Warp Sound<br />
*DA No. 32: [[Sonic - You Can Do Anything]]/[[Sonic Boom]] (Intro)<br />
*DA No. 33: [[Cosmic Eternity - Believe in Yourself]]/Sonic Boom (Ending)<br />
*PCM No. 10: Palmtree Panic "P" mix<br />
*PCM No. 11: Collision Chaos "P" mix<br />
*PCM No. 12: Tidal Tempest "P" mix<br />
*PCM No. 13: Quartz Quadrant "P" mix<br />
*PCM No. 14: Wacky Workbench "P" mix<br />
*PCM No. 15: Stardust Speedway "P" mix<br />
*PCM No. 16: Metallic Madness "P" mix<br />
}}<br />
<br />
==Production Credits==<br />
<br />
===Mega CD Version===<br />
{{multicol|<br />
Executive Producer: [[sega:Hayao Nakayama|Hayao Nakayama]]<br><br />
Produced by: [[sega:Minoru Kanari|Minoru Kanari]], [[sega:Makoto Oshitani|Makoto Oshitani]]<br><br />
Director: [[sega:Naoto Oshima|Naoto Oshima]] (BIGISLAND)<br><br />
Program Director: [[sega:Keiichi Yamamoto|Keiichi Yamamoto]]<br><br />
Art Director: [[sega:Hiroyuki Kawaguchi|Hiroyuki Kawaguchi]] (Hiro.K)<br><br />
Sound Director: [[sega:Yukifumi Makino|Yukifumi Makino]]<br><br />
Game Designers: [[sega:Hiroaki Chino|Hiroaki Chino]] (TINON), [[sega:Kenichi Ono|Kenichi Ono]] (Ax), [[sega:Yuichiro Yokoyama|Yuichiro Yokoyama]], [[sega:Takao Miyoshi|Takao Miyoshi]], [[sega:Akira Nishino|Akira Nishino]]<br><br />
Character Designer: [[sega:Kazuyuki Hoshino|Kazuyuki Hoshino]]<br><br />
Landscape Designers: Hiroyuki Kawaguchi (Hiro.K), [[sega:Takumi Miyake|Takumi Miyake]], [[sega:Masahiro Sanpei|Masahiro Sanpei]], [[sega:Masato Nishimura|Masato Nishimura]], [[sega:Hideaki Kurata|Hideaki Kurata]]<br><br />
Special Stage Designers: Kazuyuki Hoshino, [[sega:Yasushi Yamaguchi|Yasushi Yamaguchi]] (Judy Totoya)<br><br />
Special Stage Programmer: [[sega:Keiichi Yamamoto|Keiichi Yamamoto]]<br><br />
Animation Programmers: [[sega:Yuichiro Mine|Yuichiro Mine]] (Proto.2), [[sega:Eiji Horita|Eiji Horita]]<br><br />
Animation Visual Directors: Hiroyuki Kawaguchi (Hiro.K), Masahiro Sanpei<br><br />
Visual Design: Kazuyuki Hoshino, [[sega:Takumi Miyake|Takumi Miyake]]<br><br />
Chief Programmer: [[sega:Matsuhide Mizoguchi|Matsuhide Mizoguchi]]<br><br />
Programmers: Yuichi Matsuoka, Hiroshi Takei, Tatsuya Satoh ([[HIC]]), Noritaka Yakita ([[HIC]])<br><br />
<br />
:-Animation Staff-<br />
<br />
Producers: Yasuo Yamaguchi, Mutsumi Kido<br><br />
Chief Key Animator: Hisashi Eguchi (Studio Junio)<br><br />
Key Animators: Tetsuya Kumagai, Toshiyuki Komaru, Yasuyuki Shimizu, Ichiro Furuichi, Kenji Kajiwara<br><br />
Art Director: Shinzou Yuki<br><br />
Camera Director: Masaru Banzai<br><br />
Assistant Production Manager: Kouichi Hirose<br><br />
Production Manager: Kohji Sekiguchi<br><br />
Director: Yukio Kaizawa<br><br />
In Cooperation with: Studio Junio<br><br />
Produced by: Toei Animation Co., Ltd<br><br />
<br />
:-Opening Theme-<br />
<br />
([[Sonic - You Can Do Anything|Sonic You Can Do Anything]])<br/><br />
Lyrics by Casey Rankin<br/><br />
Music by [[sega:Naofumi Hataya|Naofumi Hataya]]<br/><br />
Vocals: [[Keiko Utoku]]<br />
<br />
:-Ending Theme-<br />
<br />
([[Cosmic Eternity - Believe in Yourself]])<br/><br />
Lyrics by Casey Rankin<br/><br />
Music by [[Masafumi Ogata]]<br/><br />
Vocals: Keiko Utoku<br/><br />
<br />
Producer: Daikou Nagato (Being Co. LTD)<br />
Director: Ryo Watabe (Being Co., LTD)<br><br />
Recorded at: Studio Birdman, Mod Studio<br><br />
<br />
BGM Composed and Arranged: Naofumi Hataya, Masafumi Ogata<br><br />
Sound Effects: Yukifumi Makino<br><br />
Sound Programmer: Yukifumi Makino<br><br />
Promoter: Hiroyuki Tanaka<br><br />
Package Designers: Youichi Takahashi, Heyato Takebayashi<br />
Illustrations: Kazuyuki Hoshino<br />
Special Thanks: <br />
[[sega:Hiroshi Kubota|Hiroshi Kubota]], [[sega:Rieko Kodama|Phenix Rie]], [[sega:Yoshiaki Kashima|Yoshiaki Kashima]], [[sega:Takenobu Mitsuyoshi|Takenobu Mitsuyoshi]], [[sega:Masaru Setsumaru|Masaru Setsumaru]], Hijiri Aoki, [[sega:Steve Ray Burton|Steve Ray Burton]], [[sega:James Michael Spahn|James Michael Spahn]], Kounosuke Yoshio, [[sega:Tomoko Sasaki|Tomoko Sasaki]], Aki Kamata, [[sega:Masato Nishimura|Masato Nishimura]], Akira Funada, Fujio Minegishi, Jina Ishiwatari, Katsufumi Yoshimori, Tetsuo Akagi, Kaeko Itoh, Hiroshi Nakatani, Hiromi Fukuda, Etsuko Yamada, Ryuichiro Kutuzawa, Takashi Iwade, [[sega:Michikazu Tamamura|Michikazu Tamamura]], Masumi Uchida, [[sega:Tohru Watanuki|Tohru Watanuki]], [[sega:Makiko Suzuki|Makiko Suzuki]]<br />
}}<br />
<br />
===Sega CD Version===<br />
<br />
{{multicol|<br />
Executive Producer: Hayao Nakayama<br><br />
Produced by: Minoru Kanari, Makoto Oshitani<br><br />
Director: Naoto Oshima (BIGISLAND)<br><br />
Program Director: Keiichi Yamamoto<br><br />
Art Director: Hiroyuki Kawaguchi (Hiro.K)<br><br />
Sound Director: Yukifumi Makino<br><br />
Game Designers: Hiroaki Chino (TINON), Kenichi Ono (Ax), Yuichiro Yokoyama, Takao Miyoshi, Akira Nishino<br><br />
Character Designer: Kazuyuki Hoshino<br><br />
Landscape Designers: Hiroyuki Kawaguchi (Hiro.K), Takumi Miyake, Masahiro Sanpei, Masato Nishimura, Hideaki Kurata<br><br />
Special Stage Designers: Kazuyuki Hoshino, Yasushi Yamaguchi (Judy Totoya)<br><br />
Special Stage Programmer: Keiichi Yamamoto<br><br />
Animation Programmers: Yuichiro Mine, Eiji Horita<br><br />
Animation Visual Directors: Hiroyuki Kawaguchi (Hiro.K), Masahiro Sanpei<br><br />
Visual Design: Kazuyuki Hoshino, Takumi Miyake<br><br />
Chief Programmer: Matsuhide Mizoguchi<br><br />
Programmers: Yuichi Matsuoka, Hiroshi Takei, Tatsuya Satoh (HIC), Noritaka Yakita (HIC)<br><br />
<br />
:-Animation Staff-<br />
Producers: Yasuo Yamaguchi, Mutsumi Kido<br><br />
Chief Key Animator: Hisashi Eguchi (Studio Junio)<br><br />
Key Animators: Tetsuya Kumagai, Toshiyuki Komaru, Yasuyuki Shimizu, Ichiro Furuichi, Kenji Kajiwara<br><br />
Art Director: Shinzou Yuki<br><br />
Camera Director: Masaru Banzai<br><br />
Assistant Production Manager: Kouichi Hirose<br><br />
Production Manager: Kohji Sekiguchi<br><br />
Director: Yukio Kaizawa<br><br />
In Cooperation with: Studio Junio<br><br />
Produced by: Toei Animation Co., Ltd<br><br />
<br />
Director: Ryo Watabe (Being Co., Ltd)<br><br />
Recorded at: Studio Birdman, Mod Studio<br><br />
Sound Effects: Yukifumi Makino<br><br />
Sound Programmer: Yukifumi Makino<br><br />
Promoter: Hiroyuki Tanaka<br />
<br />
:-Special Edition for North America-<br />
Music Composed and Produced by: [[sega:Spencer Nilsen|Spencer Nilsen]], David Young<br><br />
Vocals by: -[[Pastiche]]- Sandy Cressman, Jenny Meltzer, Becky West<br><br />
Drums and Percussion by: Brad Kaiser<br> <br />
Guitars by: Erik Frykman<br><br />
Recorded and Mixed at: [[sega:Sega Multimedia Studio|Sega Multimedia Studio]],[[sega:Sega of America|S.O.A]]<br><br />
Additional Music Composed and Produced by: [[sega:Sterling Crew|Sterling]]<br><br />
Bass: Bobby Vega<br><br />
Percussion: Armando Peraza<br><br />
Engineer: Charles Albert<br><br />
Assistants: Roosevelt Hoover, Maurice Jackson<br><br />
Recorded and Mixed at: Intermix<br />
<br />
Special Thanks: Naofumi Hataya, Masafumi Ogata, Daikou Nagato (Being Co., Ltd), Hiroshi Kubota, Phenix Rie, Yoshiaki Kashima, Takenobu Mitsuyoshi, Masaru Setsumaru, Hifiri Aoki, Steve Ray Burton, James Michael Spahn, Kounosuke Yoshio, Tomoko Sasaki, Aki Kamata, Masato Nishimura, Akira Funada, Fujio Minegishi, Jina Ishiwatari, Katsufumi Yoshimori, Tetsuo Akagi, Kaeko Itoh, Hiromi Nakatani, Hiroshi Fukuda, Etsuko Yamada, Ryuichiro Kutsuzawa, Takashi Lwade, Michikazu Tamamura, Masumi Uchida, Tohru Watanuki, Makoto Suzuki, Audix, Digital Support Group, Fairlight E.S.P, Opcode, Otari, Zoom<br />
}}<br />
<br />
===PC Version===<br />
{{multicol|<br />
Executive Producer: Hayao Nakayama<br><br />
Produced by: Minoru Kanari, Makoto Oshitani<br><br />
Director: Naoto Oshima<br><br />
Program Director: Keiichi Yamamoto<br><br />
Art Director: Hiroyuki Kawaguchi<br><br />
Sound Director: Yukifumi Makino<br><br />
Game Designers: Hiroaki Chino, Kenichi Ono, Yuichiro Yokoyama, Takao Miyoshi, Akira Nishino<br><br />
Character Designer: Kazuyuki Hoshino<br><br />
Landscape Designers: Hiroyuki Kawaguchi, Takumi Miyake, Masahiro Sanpei, Masato Nishimura, Hideaki Kurata<br><br />
Special Stage Designers: Kazuyuki Hoshino, Yasushi Yamaguchi<br><br />
Special Stage Programmer: Keiichi Yamamoto<br><br />
Animation Programmers: Yuichiro Mine, Eiji Horita<br><br />
Animation Visual Directors: Hiroyuki Kawaguchi, Masahiro Sanpei<br><br />
Visual Design: Kazuyuki Hoshino, Takumi Miyake<br><br />
Chief Programmer: Matsuhide Mizoguchi<br><br />
Programmers: Yuichi Matsuoka, Hiroshi Takei, Tatsuya Satoh (HIC), Noritaka Yakita (HIC)<br><br />
BGM Composer and Arranged: Naofumi Hataya, Masafumi Ogata<br><br />
Sound Effects: Yukifumi Makino<br><br />
Sound Programmer: Yukifumi Makino<br><br />
Development Support: [[sega:Al Nilsen|Al Nilsen]]<br><br />
Promoter: Hiroyuki Tanaka<br><br />
<br />
:-Animation Staff-<br />
Producers: Yasuo Yamaguchi, Mutsumi Kido<br><br />
Chief Key Animator: Hisashi Eguchi (Studio Junio)<br><br />
Key Animators: Tetsuya Kumagai, Toshiyuki Komaru, Yasuyuki Shimizu, Ichiro Furuichi, Kenji Kajiwara<br><br />
Art Director: Shinzou Yuki<br><br />
Camera Director: Masaru Banzai<br><br />
Assistant Production Manager: Kouichi Hirose<br><br />
Production Manager: Kohji Sekiguchi<br><br />
Director: Yukio Kaizawa<br><br />
In Cooperation with: Studio Junio<br><br />
Produced by: Toel Animation Co., Ltd<br><br />
Director: Ryo Watabe (Being Co., Ltd)<br><br />
Recorded at: Studio Birdman, Mod Studio<br><br />
<br />
:-Secret Special Stage-<br />
Plan: Hiroaki Chino<br><br />
Sprite Design: Kazuyuki Hoshino<br><br />
Scroll Design: Yasushi Yamaguchi<br><br />
Sound: Masafumi Ogata<br><br />
Program: Keiichi Yamamoto<br><br />
Special Thanks: 3Pei, Majin, 100Shiki, [[sega:Syuji Takahashi|Syuji Takahashi]]<br><br />
<br />
:-Special Edition for North America-<br />
Music Composed and Produced by: Spencer Nilsen, David Young<br><br />
Vocals by: -Pastiche- Sandy Cressman, Jenny Meltzer, Becky West<br><br />
Drums and Percussion by: Brad Kaiser<br> <br />
Guitars by: Erik Frykman<br><br />
Recorded and Mixed at: Sega Multimedia Studio,S.O.A<br><br />
Additional Music Composed and Produced by: Sterling<br><br />
Bass: Bobby Vega<br><br />
Percusion: Armando Peraza<br><br />
Engineer: Charles Albert<br><br />
Assistant Engineers: Roosevelt Hoover, Maurice Jackson<br><br />
Recorded and Mixed at: Intermix<br><br />
<br />
Special Thanks: Naofumi Hataya, Masafumi Ogata, Daikou Nagato (Being Co., Ltd), Hiroshi Kubota, Phenix Rie, Yoshiaki Kashima, Takenobu Mitsuyoshi, Masaru Setsumaru, Hifiri Aoki, Steve Ray Burton, James Michael Spahn, Kounosuke Yoshio, Tomoko Sasaki, Aki Kamata, Masato Nishimura, Akira Funada, Fujio Minegishi, Jina Ishiwatari, Katsufumi Yoshimori, Tetsuo Akagi, Kaeko Itoh, Hiromi Nakatani, Hiroshi Fukuda, Etsuko Yamada, Ryuichiro Kutsuzawa, Takashi Lwade, Michikazu Tamamura, Masumi Uchida, Tohru Watanuki, Makoto Suzuki, Audix, Digital Support Group, Fairlight E.S.P, Opcode, Otari, Zoom<br />
}}<br />
<br />
===2011 Versions===<br />
{{main|Sonic the Hedgehog CD (2011) credits}}<br />
<br />
==Voice Actors==<br />
<br />
{| class="wikitable"<br />
|-<br />
! Role<br />
! Voice Actor<br />
|-<br />
|[[Sonic the Hedgehog]]<br />
|[[Keiko Utoku]]{{fileref|Scd Unknown magazine.png}}<br />
|-<br />
|[[Amy Rose]]<br />
|[[Lynn Harris]]<br />
|}<br />
<br />
==Manuals==<br />
{{main|Sonic the Hedgehog CD manuals}}<br />
<gallery><br />
SonicCD MCD US manual.pdf|Mega-CD, US<br />
SonicCD MCD US bundle manual.pdf|Mega-CD, US (bundle)<br />
SonicCD MCD JP manual.pdf|Mega-CD, JP<br />
SonicCD MCD EU manual.pdf|Mega-CD, EU<br />
SonicCD PC EU manual.pdf|PC, EU<br />
SonicCD PC JP SonicGems manual.pdf|PC, JP (''[[Sonic Gems Collection]]'' digital manual)<br />
SonicCD PC US SonicGems manual.pdf|PC, US (''[[Sonic Gems Collection]]'' digital manual)<br />
</gallery><br />
<br />
==Miscellaneous==<br />
<br />
===Game Revisions===<br />
<br />
In addition to the alternate music found in the American version of ''Sonic CD'', the song that plays during the famous race between Sonic and Metal Sonic is always the "bad future" mix, even if a good future was achieved. When the game was ported to the PC on the Windows 95 platform in 1996, the Spencer Nilsen soundtrack was used in every region, including Japan, and featured the "past" mixes of each song converted into Redbook audio format as well. The save feature was also redone, allowing multiple files to exist at once. As for the opening and closing FMV sequences, the expanded power of the home computer allowed the full versions of these animations to be seen for the first time, with detail the limited color palette of the Mega-CD was unable to handle. <br />
<br />
The PC port of the game was used as the basis for the version of ''Sonic CD'' used in the compilation title ''[[Sonic Gems Collection]]'', and because of this met with its own changes and flaws. While the original soundtrack was maintained in the Japanese release of the game, the American soundtrack was used in the European release, which had not been done in the original Mega-CD version. The water effects in Tidal Tempest were nerfed, the water being clear as opposed to the green shade in the regular version. The entire credits sequence was omitted, the ending FMV filling the entire screen instead. Finally, in the [[sega:Nintendo GameCube|Nintendo GameCube]] version of the port, the [[Debug Mode]] game cheat was only half-enabled, the ability to place objects impossible due to one of the keys not being mapped to the GameCube's controller.<br />
<br />
Most recently, the [[Sonic the Hedgehog CD (2011)|2011 multi-platform release]] of ''Sonic CD'' has alterations both small and large, thanks in part to being a remake as opposed to being emulated. Among the features of the game is the ability to choose between the Japanese and American soundtracks, the music fully looping as it no longer is confined by the CD format, having the choice between the ''Sonic CD'' spin dash and the more common variant found in ''Sonic 2'', and having [[Miles "Tails" Prower]] as an unlockable character.<br />
<br />
==Rereleases==<br />
*''Sonic the Hedgehog CD'' for PC (1996)<br />
*''[[sega:Sega Family Fun Pak|Sega Family Fun Pak]]'' for PC (1996)<br />
*''[[sega:Sonic & Garfield Pack|Sonic & Garfield Pack]]'' for PC (1999)<br />
*''[[Sonic Action Pack]]'' for PC (2000)<br />
*''[[Sonic Action 4 Pack]]'' for PC (2001)<br />
*''[[Twin Pack: Sonic CD and Sonic & Knuckles Collection]]'' for PC (2002)<br />
*''[[sega:Sega PC Mega Pack|Sega PC Mega Pack]]'' for PC (2003)<br />
*''[[Sonic Gems Collection]]'' for [[sega:Nintendo GameCube|Nintendo GameCube]] and [[sega:PlayStation 2|PlayStation 2]] (2005)<br />
*''[[Sonic the Hedgehog CD (2011)|Sonic the Hedgehog CD]]'' for [[sega:Xbox 360|Xbox 360]], [[sega:PlayStation 3|PlayStation 3]], [[sega:iOS|iOS]], and [[sega:Android|Android]] (2011); later [[sega:Steam|Steam]] (2012)<br />
<br />
==Adaptations==<br />
<br />
In an attempt to advertise ''Sonic the Hedgehog CD'' and its later PC port, various comic book adaptations were commissioned within the pages of the two Sonic the Hedgehog comic book titles running at the time. In the United States, the [[Archie Comics]] series ''[[Sonic the Hedgehog (Archie comics)|Sonic the Hedgehog]]'' used its [[Sonic the Hedgehog 025 (Archie)|25th issue]] to adapt the game, merging elements of the game's plot (such as the kidnapping of Amy Rose and the race with Metal Sonic) into its [[Sonic the Hedgehog (TV series)|Saturday morning]]-inspired universe. In the United Kingdom series ''[[Sonic the Comic]]'' published by [[Fleetway]], the adaptation to the game spanned multiple issues, starting in number [[Sonic the Comic 024|24]] and continuing through [[Sonic the Comic 028|28]]. While the first two parts of the tale were based in ''Sonic the Comic''-specific characters, the later parts of "Sonic the Terminator" featured Metal Sonic (called "Metallix" in the series) kidnapping Amy Rose and taking her to the Little Planet, where Sonic was forced to battle his double through time.<br />
<br />
==Resources==<br />
{{ratings<br />
| icon=MCD<br />
| eg=92<br />
| eg_source={{num|15|page=140}}<br />
| egm=85<br />
| egm_source=[[Review Crew - Sonic the Hedgehog CD (Electronic Gaming Monthly, November 1993)|November 1993]]<br />
| gamefan=100<br />
| gamefan_source=[https://www.flickr.com/photos/45478630@N07/4258550550/in/photostream/ {{num|12|page=22/38/39/40}}]<br />
| gamepro=100<br />
| gamepro source=[[Review - Sonic the Hedgehog CD (GamePro, January 1994)|January 1994]]<br />
| gamesmaster=83<br />
| gamesmaster_source={{num|11|page=74/75}}<br />
| mdag=87<br />
| mdag_source={{num|16|page=}}<br />
| mega=89<br />
| mega source=[[Review - Sonic the Hedgehog CD (Mega, October 1993)|October 1993]]<br />
| megaaction=92<br />
| megaaction_source={{num|7|page=52/53/54}}<br />
| megatech=83<br />
| megatech_source={{num|23|page=46-49}}<br />
| mms=83<br />
| mms source=-[[Review - Sonic the Hedgehog CD (Mean Machines Sega, November 1993)|November 1993]]<br />
| sega16=90<br />
| sega16_source=[http://www.sega-16.com/2004/06/sonic-cd/ June 27, 2004]<br />
| sega16_1=100<br />
| segamaguk=87<br />
| segamaguk_source={{num|1|page=119}}<br />
| segapower=88<br />
| segapower_source=[[Review - Sonic the Hedgehog CD (Sega Power, November 1993)|#48 Pg 90/91/92]]<br />
| segapro=90<br />
| segapro_source=[[Review - Sonic the Hedgehog CD (Sega Pro, November 1993)|#25 Pg 38/39/40]]<br />
| segazuk=91<br />
| segazuk_source={{num|13|page=30/31/32/33}}<br />
| sfm=85<br />
| sfm_source={{num|6|page=64/65/66}}<br />
| smz=91<br />
| smz source=[[Review - Sonic the Hedgehog CD (MegaZone, January 1994)|January 1994]]<br />
| stc=90<br />
| stc_source={{num|15|page=10}}<br />
| viciojuegos=97<br />
}}<br />
<br />
===Sonic CD PC Patch===<br />
* {{file|SonicCDfix.7z|Sonic CD patch}} for Windows XP and later - A patch created by community member Korama to allow the 1996 PC version of ''Sonic CD'' to work on modern computer machines.<ref>http://forumsx.sonic-cult.org/index.php?showtopic=6039</ref> It is important to note this patch is not compatible with the DINO release.<br />
<br />
===ISO Modification===<br />
<br />
====Hacking Guides====<br />
* [[SCHG:Sonic CD|Sonic Community Hacking Guide/Sonic CD]]<br />
* [[SCHG:Sonic CD (PC)|Sonic Community Hacking Guide/Sonic CD PC]]<br />
<br />
==Physical Scans==<br />
<br />
===Mega-CD===<br />
{{Scanbox<br />
| console=Mega-CD<br />
| region=JP<br />
| front=Scd-box-jap.jpg<br />
| back=Scd segacd jp back cover.jpg<br />
| spine=<br />
| square=yes<br />
| disc=Sonic-cd-mcd-jp-disc.jpg<br />
| manual=SonicCD MCD JP manual.pdf<br />
| inlay=SonicCD MCD JP insideback.jpg<br />
| spinecard=SonicCD MCD JP Spinecard.jpg<br />
}}<br />
{{Scanbox<br />
| console=Mega-CD<br />
| region=US<br />
| front=Scd-box-us.jpg<br />
| back=SonicCD MCD US back.jpg<br />
| disc=Soniccd mcd us cd.jpg<br />
| manual=SonicCD MCD US manual.pdf<br />
| item1=-CLEAN- Registration Card (En) - Front.png<br />
| item1name=Reg Card<br />
}}{{Scanbox<br />
| console=Mega-CD<br />
| region=US (bundle)<br />
| front=SonicCDUSNotForRetailCover.jpg<br />
| back=SonicCD MCD US nfr back.jpg<br />
| square=yes<br />
| disc=Scd mcd us nfr disc.jpg<br />
| manual=SonicCD MCD US bundle manual.pdf<br />
}}{{Scanbox<br />
| console=Mega-CD<br />
| region=EU<br />
| front=Scd-box-eu.jpg<br />
| back=Scd mcd eu back cover.jpg<br />
| square=yes<br />
| disc=Soniccd mcd eu cd.jpg<br />
| manual=SonicCD MCD EU manual.pdf<br />
| spinecard=SonicCD MCD EU spinecard.jpg<br />
}}{{Scanbox<br />
| console=Mega-CD<br />
| region=BR<br />
| front=SonicCD MCD BR Box Front.jpg<br />
| back=SonicCD MCD BR Box Back.jpg<br />
| spine=<br />
| spinemissing=yes<br />
| disc=<br />
}}<br />
<br />
===PC===<br />
{{Scanbox<br />
| console=PC<br />
| region=JP<br />
| front=Scd-pc-jp-cover.jpg<br />
| back=<br />
| spine=<br />
| spinemissing=<br />
| square=<br />
| disc=SCD PC JP-disc.jpg<br />
| manual=<br />
}}{{Scanbox<br />
| console=PC<br />
| region=US<br />
| front=SonicCD(U)PCfront.jpg<br />
| back=SonicCD(U)PCback.jpg<br />
| spine=SonicCD(U)PCside.jpg<br />
| bottom=SonicCD(U)PCbottom.jpg<br />
| top=SonicCD(U)PCtop.jpg<br />
| manual=<br />
| jewelcase=yes<br />
| jewelcasefront=Scd pc us front cover.jpg<br />
| jewelcaseback=Scd pc us back cover.jpg<br />
| jewelcasespinemissing=yes<br />
| disc=Soniccd pc us cd.jpg<br />
}}{{Scanbox<br />
| console=PC<br />
| region=US<br/>(Expert Software)<br />
| front=SonicCD PC US Box Front Expert.jpg<br />
| back=<br />
| spine=<br />
| spinemissing=<br />
| square=<br />
| disc=Soniccd pc us expert cd.jpg<br />
| manual=<br />
| item1=Soniccd pc us expert alt cd.jpg<br />
| item1name=Alt Disc<br />
}}{{Scanbox<br />
| console=PC<br />
| region=US (OEM Dino)<br />
| front=<br />
| back=<br />
| spine=<br />
| spinemissing=<br />
| square=yes<br />
| disc=OriginalDinoCD (U).png<br />
| manual=<br />
| item1=Sonic CD PC Dino OEM.jpg<br />
| item1name=Alt Disc<br />
}}{{Scanbox<br />
| console=PC<br />
| region=BR (OEM Dino)<br />
| front=<br />
| back=<br />
| spine=<br />
| spinemissing=<br />
| square=yes<br />
| disc=SonicCD PC OEM BR Disc.jpg<br />
| manual=<br />
| jewelcase=yes<br />
| jewelcasefront=SonicCD PC OEM BR InstructionBookletFront.jpg<br />
| jewelcaseback=SonicCD PC OEM BR JewelCaseBack.jpg<br />
| jewelcasespinemissing=yes<br />
}}{{Scanbox<br />
| console=PC<br />
| region=EU<br />
| front=Sonic CD PC BigBox Cover.jpg<br />
| disc=Scd-pc-eu-disc.png<br />
| manual=SonicCD PC EU manual.pdf<br />
| jewelcase=yes<br />
| jewelcasefront=SonicCD PC EU manual.pdf<br />
| jewelcaseback=Scd-pc-eu-back.png<br />
| inlay=Scd-pc-eu-inside.png<br />
}}{{Scanbox<br />
| console=PC<br />
| region=DE<br />
| front=scd_german_cover.JPG<br />
| back=<br />
| spine=<br />
| spinemissing=<br />
| square=yes<br />
| disc=<br />
| manual=<br />
}}<br />
<br />
==Artwork==<br />
<gallery><br />
Image:SSS SONIC30.png<br />
Image:SSS SONIC35.png<br />
Image:SSS SONICD .png<br />
Image:SSS SONIC39.png<br />
Image:SSS SONIC36.png<br />
Image:SCD Metal Sonic Alternate.png<br />
Image:Metal cd02.png<br />
Image:SSS SONIC43.png<br />
Image:Soniccd with timestone.jpg<br />
Image:Sonic CD PC Clean.png<br />
Image:Sonic the Hedgehog CD Logo.png<br />
</gallery><br />
<br />
==External Links==<br />
* [http://sega.jp/pc/soniccd/ Sega of Japan catalogue page for the PC version]<br />
* [http://www.theghz.com/sonic/cd/sonic_cd.html ''Sonic the Hedgehog CD''] on [[The Green Hill Zone]]<br />
* [http://soniczone0.com/games/soniccd/backgroundinfo/ ''Sonic the Hedgehog CD''] on [[Zone: 0]]<br />
<br />
==References==<br />
<references/><br />
<br />
{{SonicCDOmni}}<br />
{{SonicGenesisGames}}<br />
{{SonicWindowsGames}}<br />
<br />
[[Category:Mega-CD games]]<br />
[[Category:PC games]]</div>
Scarred Sun
https://info.sonicretro.org/index.php?title=Sonic_the_Hedgehog_Spinball&diff=225072
Sonic the Hedgehog Spinball
2016-03-24T14:27:03Z
<p>Scarred Sun: </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 />
| releases=<br />
{{release|MD|EU|1993-11-15|£49.99 |1537}}<br />
{{release|MD|US|1993-11-23|$49.99{{fileref|GamePro US 054.pdf|page=52}}|1537}}<br />
{{release|MD|JP|1993-12-10|6,800|G-4112}}<br />
{{release|MD|AS|1993||1537}}<br />
{{release|MD|AU|||FSON05SMC}}<br />
{{release|MD|AU (Gold)|||FSON05SMC}}<br />
{{release|MD|BR|1993||044600}}<br />
{{release|VC|US|2007-03-12|800 points}}<br />
{{release|VC|JP|2007-03-13|600 points}}<br />
{{release|VC|EU|2007-04-05|800 points}}<br />
{{release|Steam|US|2010-09-13|$4.99}}<br />
{{release|Steam|EU|2010-09-13|£3.99}}<br />
{{release|iOS|US|2010-12-16}}<br />
{{release|iOS|EU|2010-12-16}}<br />
| genre=Action (JP box), Table ([http://sega.jp/fb/segahard/md/soft.html Sega of Japan master list])<br />
| esrb=e|vrc=ga|pegi=3|oflc=g|cero=a|grb=a}}<br />
<br />
'''''Sonic the Hedgehog Spinball''''' (ソニックスピンボール) is a pinball game (using Sonic as a ball) combined with the storyline of the ''[[Sonic the Hedgehog]]''. The games title is a pun on pinball and Sonic's famous spin move. It is the only official game to incorporate the characters and setting of ''[[Sonic the Hedgehog (TV series)|SatAM]]'', and one of only two for ''[[Adventures of Sonic the Hedgehog]]'' (the other being ''[[Dr. Robotnik's Mean Bean Machine]]'').<br />
<br />
The plot revolves around the [[Veg-O-Fortress]], [[Dr. Eggman/Robotnik|Dr. Robotnik's]] new mass-roboticization facility built in and around the Mt. Mobius volcano. Sonic must use the fortress' special "Pinball Defense System" to his advantage, working his way up from the bottom of the volcano's interior by stealing the [[Chaos Emeralds]] that keep the volcano stable, destroying the doctor's boss guardians and, eventually, taking out the massive roboticizer itself, the [[Veg-O-Machine]]. The grand finale is at a launch hangar built around the volcano's crater, as Robotnik attempts to escape Mt. Mobius in a rocketship before it erupts.<br />
<br />
The game is unique as it was coded entirely in the C programming language when the norm was assembly.[http://www.sega-16.com/feature_page.php?id=83&title=Interview:%20Peter%20Morawiec]<br />
<br />
==Storyline==<br />
[[Dr. Robotnik]] has assumed control of Mt. Mobius and turned it into a mechanical base. Utilizing energy produced by the magma flowing under the volcano, this new monstrosity (the Veg-O-Fortress) has the power to transform helpless animals into robot slaves at an astounding rate. [[Sonic the Hedgehog]] and [[Miles "Tails" Prower|Tails]] fly onto the scene to mount an aerial assault, but Sonic is knocked off the wings of Tails' airplane by a blast from the fortress. He falls into the water, but is rescued and taken to the subterranean levels of the Veg-O-Fortress. The fortress must be destroyed from the inside-out, and the only way to make that happen is to trigger an eruption in the volcano it's built on. Sonic knows this can be done by removing the [[Chaos Emeralds]] that keep the volcano stable. Robotnik, however, is also aware of the fragile relationship that exists between the Emeralds and the mountain, and he's set up an elaborate Pinball Defense System to make sure the precious jewels don't go anywhere.<br />
<br />
==Gameplay==<br />
''Sonic Spinball'' is basically a continuation of the pinball themed levels first seen in [[Spring Yard Zone]] and [[Casino Night Zone]] from the first Sonic games. As with those games you have some control of Sonic while he is being knocked around the pinball themed levels. The D-pad will move him while in ball form and the {{A}}, {{B}}, and {{C}} buttons will cause the flippers to flick. If he happens to land on a flat surface you can move in a similar fashion to the Sonic games and be able to jump and perform the Spin Dash. This does not happen often as there are few platforms to land so platforming is kept to a bare minimum.<br />
<br />
The objective of the game is to collect the [[Chaos Emerald]]s which are hidden in each level and defeating the levels boss. To do this obstacles must be cleared and levers must be switched. Rings are scattered around the level but do not grant free lives or extra protection from hits (enemies never attack and you are always in ball form when encountering them anyway). However, if all the rings in the level are collected it will open up the opportunity to visit a hidden multi-ball Bonus Stage known as Cluckers Defense.<br />
<br />
Unlike traditional Sonic games, you can actually ''fall outside of the boss arena''. The bosses take a lot more hits than normal Sonic bosses, but to compensate it's easy to hit them multiple times in a row.<br />
<br />
==Versions==<br />
There are two versions that were released in the US, each with differences in music. The European and Japanese versions are based on the final US version but with a few different music arrangements and bug fixes. See the [[Game Development:Sonic the Hedgehog Spinball (16-bit)|Game Development section]] for more info.<br />
<br />
==Manuals==<br />
{{main|Sonic the Hedgehog Spinball manuals}}<br />
<gallery><br />
SonicSpinball MD US manual.pdf|Mega Drive, US<br />
SonicSpinball MD US Majesco manual.pdf|Mega Drive, US (Majesco rerelease)<br />
SonicSpinball MD JP manual.pdf|Mega Drive, JP<br />
SonicSpinball MD AS manual.pdf|Mega Drive, Asia<br />
</gallery><br />
<br />
==Also Released On==<br />
* ''[[Sonic Spinball (8-bit)|Sonic Spinball]]'' for the [[Sega Game Gear]] and [[Master System]] (1993)<br />
* ''[[Sonic Spinball (LCD game)|Sonic Spinball]]'' for [[Tiger Electronics|Tiger]] LCD (1994)<br />
*''[[Sega Archives from USA Vol. 1]]'' for the PC (2000)<br />
* ''[[Sega PC Smash Pack]]'' for the PC (2000)<br />
* ''[[Sega Smash Pack]]'' for the [[Game Boy Advance]] (2000)<br />
* ''[[Sonic Mega Collection]]'' for the [[Nintendo GameCube]] (2002) <br />
* ''[[Sega PC Mega Pack]]'' for the PC (2003)<br />
* ''[[Sonic Mega Collection Plus]]'' for the [[PlayStation 2]] and [[Xbox]] (2004)<br />
* ''[[Sonic Gems Collection]]'' for the [[Nintendo GameCube]] and [[PlayStation 2]] (2005)<br />
* ''[[Sonic Mega Collection Plus & Super Monkey Ball Deluxe]]'' for the [[Xbox]] (2005)<br />
* [[Virtual Console]] on [[Wii]] (2007)<br />
* ''[[Mega Drive Twin Pads]]'' for the [[Blaze (company)|Blaze]] Plug and play console (2008)<br />
* ''[[Sega Fun Pack: Sonic Mega Collection Plus & Shadow the Hedgehog]]'' for the [[PlayStation 2]] (2009)<br />
* ''[[Sonic's Ultimate Genesis Collection]]'' for the [[PlayStation 3]] and [[Xbox 360]] (2009)<br />
* ''[[Sonic PC Collection]]'' for the PC (2009)<br />
* ''[[Sonic the Hedgehog Spinball (EA Mobile)]]'' for Mobile Phones (2009)<br />
* Steam (2010)<br />
* ''[[sega:Sega Mega Drive Classic Collection Volume 3|Sega Mega Drive Classic Collection Volume 3]] (2010)<br />
* ''[[sega:Sega Mega Drive Classic Collection Gold Edition|Sega Mega Drive Classic Collection Gold Edition]] (2011)<br />
<br />
==Production Credits (US Manual)==<br />
Programming: Polygames, Scott Chandler (SEGA Technical Institute), Jason Plumb (SEGA Technical Institute), Ken Rose (SEGA Technical Institute), Dave Sanner (SEGA Technical Institute), Earl Stratton (SEGA Technical Institute), [[Steve Woita]] (SEGA Technical Institute)<br/><br />
Game Design: [[Peter Morawiec]], Hoyt Ng<br/><br />
Art: [[Tom Payne]], Kurt Peterson, [[Brenda Ross]], Katsuhiko Sato, [[Craig Stitt]]<br/><br />
Sound and Music Effects: Barry Blum (Sega Multi-Media Studio), Brian Coburn (Sega Multi-Media Studio), [[Howard Drossin]] (Sega Technical Institute), OUI Multimedia<br/><br />
Director of SEGA Technical Institute: [[Roger Hector]]<br/><br />
Producer: [[Yutaka Sugano]]<br/><br />
Art Director: John Duggan<br/><br />
Marketing Product Manager: [[France Tantiado]]<br/><br />
Lead Testers: Joe Cain, Wesley Gittens<br/><br />
Testers: Michael Bench, Steve Bourdet, Daniel Dunn, David Forster, Rick Greer, Casey Grimm, [[Jason Kuo]], Simon Lu, Dumot Lyons, Bill Person, Kimberly Rogers, Kirk Rogers<br/><br />
Manual: Neil Hanshaw, [[Carol Ann Hanshaw]]<br/><br />
Special Thanks: Thomas J. Abramson, Alan Ackerman, Dominique Adevereaux, Justin R. Chin, [[Diane A. Fornasier]], [[David Javelosa]], [[Deborah McCracken]], Patrick Meehan, Bert Mauricio, Stephen Patterson, Noel Pulido<br/><br />
A Special Bow To: [[Hirokazu Yasuhara]] and [[Yuji Naka]], creators of Sonic The Hedgehog<br />
<br />
==Production Credits (In-Game)==<br />
===Development Staff===<br />
Game Concept: Peter Morawiec<br><br />
Programming: [[Lee Actor]], Dennis Koble, Ken Rose, Steve Woita, Jason Plumb, Earl Stratton, Dave Sanner, Scott Chandler<br><br />
Game Design: Peter Morawiec, Hoyt Ng<br><br />
Art: Katsuhiko Sato, Tom Payne, Craig Stitt, Brenda Ross, Kurt Peterson<br><br />
Music and Sound Effects: [[sega:Brian Coburn|Brian Coburn]], [[sega:Barry Blum|Barry Blum]], [[Howard Drossin]], OUI Multimedia<br><br />
Testers: Joe Cain, Wesley Gittens, Rick Greer, Kirk Rogers, Kimberly Rogers, Daniel Dunn, David Forster, Simon Lu, Steve Bourdet, Casey Grimm, [[Jason Kuo]], Mike Bench, Bill Person, Dermot Lyons<br><br />
===Management Staff===<br />
Producer: [[Yutaka Sugano]]<br><br />
Art Director: John Duggan<br><br />
Director of Sega Technical Institute: [[Roger Hector]]<br><br />
Marketing: [[Diane A. Fornasier|Diane Fornasier]], France Tantiado, Tom Abramson<br><br />
<br />
==Resources==<br />
{{ratings<br />
| icon=MD<br />
| cvg=73<br />
| cvg_source={{num|145|page=77}}<br />
| eg=93<br />
| eg_source={{num|16|page=90}}<br />
| gamefan=71<br />
| gamefan_source=[https://www.flickr.com/photos/45478630@N07/4257791207 {{num|12|page=21/48/49}}]<br />
| gamesmaster=81<br />
| gamesmaster_source={{num|12|page=86/87/88}}<br />
| mega=83<br />
| mega_source={{num|15|page=34/35}}<br />
| megaaction=91<br />
| megaaction_source={{num|15|page=10/11/12}}<br />
| megamachines=90<br />
| megamachines_source={{num|2|page=78/79}}<br />
| megatech=86<br />
| megatech_source={{num|24|page=36/37/38/39/40/41}}<br />
| segamaguk=82<br />
| segamaguk_source={{num|1|page=125}}<br />
| segapower=90<br />
| segapower_source={{num|49|page=95/96}}<br />
| segapro=79<br />
| segapro_source=[[Review - Sonic the Hedgehog Spinball (Sega Pro, December 1993)|#26 Pg 28/29]]<br />
| stc=80<br />
| stc_source={{num|13|page=10}}<br />
}}<br />
===Physical Scans===<br />
{{Scanbox<br />
| console=Mega Drive<br />
| region=US<br />
| front=Spinball-box-us.jpg<br />
| cart=Sonic Spinball US Cart.JPG<br />
| manual=SonicSpinball MD US manual.pdf<br />
}}{{Scanbox<br />
| console=Mega Drive<br />
| region=US<br/>([[sega:Majesco|Majesco]] rerelease)<br />
| front=Sonic_Spinball_Genesis_US_ESRB_Cardboard_Cover.jpg<br />
| cart=Sonic_Spinball_Genesis_US_ESRB_Cardboard_Cart.jpg<br />
| manual=SonicSpinball MD US Majesco manual.pdf<br />
}}{{Scanbox<br />
| console=Mega Drive<br />
| region=EU<br />
| front=Spinball-box-eu.jpg<br />
| cart=Sspinball-md-eu-cart.jpg<br />
| manual=<br />
}}{{Scanbox<br />
| console=Mega Drive<br />
| region=JP<br />
| front=Spinball-box-jap.jpg<br />
| cart=Spinball_md_jp_cart.jpg<br />
| manual=SonicSpinball MD JP manual.pdf<br />
}}{{Scanbox<br />
| console=Mega Drive<br />
| region=AU<br />
| front=SonicSpinball MD AU Box.jpg<br />
| cart=SonicSpinball MD AU Cart.jpg<br />
| manual=<br />
}}{{Scanbox<br />
| console=Mega Drive<br />
| region=AU ([[sega:Sega Gold Collection|Gold Collection]])<br />
| front=Spinball-box-aus front.jpg<br />
| cart=Spinball md au cart.jpg<br />
| manual=<br />
}}{{Scanbox<br />
| console=Mega Drive<br />
| region=BR<br />
| front=Spinball-box-bra.jpg<br />
| cart=Spinball_md_br_cart.jpg<br />
| manual=<br />
}}{{Scanbox<br />
| console=Mega Drive<br />
| region=Asia<br />
| front=Spinball-box-asia.jpg<br />
| cart=Spinball-asia-cart.jpg<br />
| manual=SonicSpinball MD AS manual.pdf<br />
}}{{Scanbox<br />
| console=Mega Drive<br />
| region=SE (rental)<br />
| front=<br />
| cart=<br />
| manual=<br />
}}<br />
<br />
===Artwork===<br />
<gallery><br />
Image:SSS SONICI .png<br />
Image:SSS SONIC31.png<br />
Image:SonicSpinballAppStore.png<br />
</gallery><br />
<br />
==External links==<br />
* [http://vc.sega.jp/vc_spinball/ Sega of Japan Virtual Console page (Japanese)]<br />
* ''{{PAGENAME}}'' on Apple.com: [http://itunes.apple.com/gb/app/sonic-spinball/id386379635?mt=8 GB], [http://itunes.apple.com/us/app/sonic-spinball/id386379635?mt=8 US], [http://itunes.apple.com/jp/app/sonic-spinball/id386379635?mt=8 JP]<br />
* [http://store.steampowered.com/app/34313/ ''{{PAGENAME}}'' on Steam]<br />
<br />
{{SonicSpinballOmni}}<br />
{{SoniciDeviceGames}}<br />
{{SonicSteamGames}}<br />
{{SonicVirtualConsole/WiiWareGames}}<br />
{{SonicGenesisGames}}<br />
<br />
[[Category:Mega Drive games]]<br />
[[Category:Steam games]]<br />
[[Category:Virtual Console/WiiWare games]]<br />
[[Category:iDevice games]]</div>
Scarred Sun
https://info.sonicretro.org/index.php?title=Sonic_the_Hedgehog_Spinball&diff=225071
Sonic the Hedgehog Spinball
2016-03-24T14:26:28Z
<p>Scarred Sun: </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 />
| releases=<br />
{{release|MD|EU|1993-11-15|£49.99 |1537}}<br />
{{release|MD|US|1993-11-23|49.99{{fileref|GamePro US 054.pdf|page=52}}|1537}}<br />
{{release|MD|JP|1993-12-10|6,800|G-4112}}<br />
{{release|MD|AS|1993||1537}}<br />
{{release|MD|AU|||FSON05SMC}}<br />
{{release|MD|AU (Gold)|||FSON05SMC}}<br />
{{release|MD|BR|1993||044600}}<br />
{{release|VC|US|2007-03-12|800 points}}<br />
{{release|VC|JP|2007-03-13|600 points}}<br />
{{release|VC|EU|2007-04-05|800 points}}<br />
{{release|Steam|US|2010-09-13|$4.99}}<br />
{{release|Steam|EU|2010-09-13|£3.99}}<br />
{{release|iOS|US|2010-12-16}}<br />
{{release|iOS|EU|2010-12-16}}<br />
| genre=Action (JP box), Table ([http://sega.jp/fb/segahard/md/soft.html Sega of Japan master list])<br />
| esrb=e|vrc=ga|pegi=3|oflc=g|cero=a|grb=a}}<br />
<br />
'''''Sonic the Hedgehog Spinball''''' (ソニックスピンボール) is a pinball game (using Sonic as a ball) combined with the storyline of the ''[[Sonic the Hedgehog]]''. The games title is a pun on pinball and Sonic's famous spin move. It is the only official game to incorporate the characters and setting of ''[[Sonic the Hedgehog (TV series)|SatAM]]'', and one of only two for ''[[Adventures of Sonic the Hedgehog]]'' (the other being ''[[Dr. Robotnik's Mean Bean Machine]]'').<br />
<br />
The plot revolves around the [[Veg-O-Fortress]], [[Dr. Eggman/Robotnik|Dr. Robotnik's]] new mass-roboticization facility built in and around the Mt. Mobius volcano. Sonic must use the fortress' special "Pinball Defense System" to his advantage, working his way up from the bottom of the volcano's interior by stealing the [[Chaos Emeralds]] that keep the volcano stable, destroying the doctor's boss guardians and, eventually, taking out the massive roboticizer itself, the [[Veg-O-Machine]]. The grand finale is at a launch hangar built around the volcano's crater, as Robotnik attempts to escape Mt. Mobius in a rocketship before it erupts.<br />
<br />
The game is unique as it was coded entirely in the C programming language when the norm was assembly.[http://www.sega-16.com/feature_page.php?id=83&title=Interview:%20Peter%20Morawiec]<br />
<br />
==Storyline==<br />
[[Dr. Robotnik]] has assumed control of Mt. Mobius and turned it into a mechanical base. Utilizing energy produced by the magma flowing under the volcano, this new monstrosity (the Veg-O-Fortress) has the power to transform helpless animals into robot slaves at an astounding rate. [[Sonic the Hedgehog]] and [[Miles "Tails" Prower|Tails]] fly onto the scene to mount an aerial assault, but Sonic is knocked off the wings of Tails' airplane by a blast from the fortress. He falls into the water, but is rescued and taken to the subterranean levels of the Veg-O-Fortress. The fortress must be destroyed from the inside-out, and the only way to make that happen is to trigger an eruption in the volcano it's built on. Sonic knows this can be done by removing the [[Chaos Emeralds]] that keep the volcano stable. Robotnik, however, is also aware of the fragile relationship that exists between the Emeralds and the mountain, and he's set up an elaborate Pinball Defense System to make sure the precious jewels don't go anywhere.<br />
<br />
==Gameplay==<br />
''Sonic Spinball'' is basically a continuation of the pinball themed levels first seen in [[Spring Yard Zone]] and [[Casino Night Zone]] from the first Sonic games. As with those games you have some control of Sonic while he is being knocked around the pinball themed levels. The D-pad will move him while in ball form and the {{A}}, {{B}}, and {{C}} buttons will cause the flippers to flick. If he happens to land on a flat surface you can move in a similar fashion to the Sonic games and be able to jump and perform the Spin Dash. This does not happen often as there are few platforms to land so platforming is kept to a bare minimum.<br />
<br />
The objective of the game is to collect the [[Chaos Emerald]]s which are hidden in each level and defeating the levels boss. To do this obstacles must be cleared and levers must be switched. Rings are scattered around the level but do not grant free lives or extra protection from hits (enemies never attack and you are always in ball form when encountering them anyway). However, if all the rings in the level are collected it will open up the opportunity to visit a hidden multi-ball Bonus Stage known as Cluckers Defense.<br />
<br />
Unlike traditional Sonic games, you can actually ''fall outside of the boss arena''. The bosses take a lot more hits than normal Sonic bosses, but to compensate it's easy to hit them multiple times in a row.<br />
<br />
==Versions==<br />
There are two versions that were released in the US, each with differences in music. The European and Japanese versions are based on the final US version but with a few different music arrangements and bug fixes. See the [[Game Development:Sonic the Hedgehog Spinball (16-bit)|Game Development section]] for more info.<br />
<br />
==Manuals==<br />
{{main|Sonic the Hedgehog Spinball manuals}}<br />
<gallery><br />
SonicSpinball MD US manual.pdf|Mega Drive, US<br />
SonicSpinball MD US Majesco manual.pdf|Mega Drive, US (Majesco rerelease)<br />
SonicSpinball MD JP manual.pdf|Mega Drive, JP<br />
SonicSpinball MD AS manual.pdf|Mega Drive, Asia<br />
</gallery><br />
<br />
==Also Released On==<br />
* ''[[Sonic Spinball (8-bit)|Sonic Spinball]]'' for the [[Sega Game Gear]] and [[Master System]] (1993)<br />
* ''[[Sonic Spinball (LCD game)|Sonic Spinball]]'' for [[Tiger Electronics|Tiger]] LCD (1994)<br />
*''[[Sega Archives from USA Vol. 1]]'' for the PC (2000)<br />
* ''[[Sega PC Smash Pack]]'' for the PC (2000)<br />
* ''[[Sega Smash Pack]]'' for the [[Game Boy Advance]] (2000)<br />
* ''[[Sonic Mega Collection]]'' for the [[Nintendo GameCube]] (2002) <br />
* ''[[Sega PC Mega Pack]]'' for the PC (2003)<br />
* ''[[Sonic Mega Collection Plus]]'' for the [[PlayStation 2]] and [[Xbox]] (2004)<br />
* ''[[Sonic Gems Collection]]'' for the [[Nintendo GameCube]] and [[PlayStation 2]] (2005)<br />
* ''[[Sonic Mega Collection Plus & Super Monkey Ball Deluxe]]'' for the [[Xbox]] (2005)<br />
* [[Virtual Console]] on [[Wii]] (2007)<br />
* ''[[Mega Drive Twin Pads]]'' for the [[Blaze (company)|Blaze]] Plug and play console (2008)<br />
* ''[[Sega Fun Pack: Sonic Mega Collection Plus & Shadow the Hedgehog]]'' for the [[PlayStation 2]] (2009)<br />
* ''[[Sonic's Ultimate Genesis Collection]]'' for the [[PlayStation 3]] and [[Xbox 360]] (2009)<br />
* ''[[Sonic PC Collection]]'' for the PC (2009)<br />
* ''[[Sonic the Hedgehog Spinball (EA Mobile)]]'' for Mobile Phones (2009)<br />
* Steam (2010)<br />
* ''[[sega:Sega Mega Drive Classic Collection Volume 3|Sega Mega Drive Classic Collection Volume 3]] (2010)<br />
* ''[[sega:Sega Mega Drive Classic Collection Gold Edition|Sega Mega Drive Classic Collection Gold Edition]] (2011)<br />
<br />
==Production Credits (US Manual)==<br />
Programming: Polygames, Scott Chandler (SEGA Technical Institute), Jason Plumb (SEGA Technical Institute), Ken Rose (SEGA Technical Institute), Dave Sanner (SEGA Technical Institute), Earl Stratton (SEGA Technical Institute), [[Steve Woita]] (SEGA Technical Institute)<br/><br />
Game Design: [[Peter Morawiec]], Hoyt Ng<br/><br />
Art: [[Tom Payne]], Kurt Peterson, [[Brenda Ross]], Katsuhiko Sato, [[Craig Stitt]]<br/><br />
Sound and Music Effects: Barry Blum (Sega Multi-Media Studio), Brian Coburn (Sega Multi-Media Studio), [[Howard Drossin]] (Sega Technical Institute), OUI Multimedia<br/><br />
Director of SEGA Technical Institute: [[Roger Hector]]<br/><br />
Producer: [[Yutaka Sugano]]<br/><br />
Art Director: John Duggan<br/><br />
Marketing Product Manager: [[France Tantiado]]<br/><br />
Lead Testers: Joe Cain, Wesley Gittens<br/><br />
Testers: Michael Bench, Steve Bourdet, Daniel Dunn, David Forster, Rick Greer, Casey Grimm, [[Jason Kuo]], Simon Lu, Dumot Lyons, Bill Person, Kimberly Rogers, Kirk Rogers<br/><br />
Manual: Neil Hanshaw, [[Carol Ann Hanshaw]]<br/><br />
Special Thanks: Thomas J. Abramson, Alan Ackerman, Dominique Adevereaux, Justin R. Chin, [[Diane A. Fornasier]], [[David Javelosa]], [[Deborah McCracken]], Patrick Meehan, Bert Mauricio, Stephen Patterson, Noel Pulido<br/><br />
A Special Bow To: [[Hirokazu Yasuhara]] and [[Yuji Naka]], creators of Sonic The Hedgehog<br />
<br />
==Production Credits (In-Game)==<br />
===Development Staff===<br />
Game Concept: Peter Morawiec<br><br />
Programming: [[Lee Actor]], Dennis Koble, Ken Rose, Steve Woita, Jason Plumb, Earl Stratton, Dave Sanner, Scott Chandler<br><br />
Game Design: Peter Morawiec, Hoyt Ng<br><br />
Art: Katsuhiko Sato, Tom Payne, Craig Stitt, Brenda Ross, Kurt Peterson<br><br />
Music and Sound Effects: [[sega:Brian Coburn|Brian Coburn]], [[sega:Barry Blum|Barry Blum]], [[Howard Drossin]], OUI Multimedia<br><br />
Testers: Joe Cain, Wesley Gittens, Rick Greer, Kirk Rogers, Kimberly Rogers, Daniel Dunn, David Forster, Simon Lu, Steve Bourdet, Casey Grimm, [[Jason Kuo]], Mike Bench, Bill Person, Dermot Lyons<br><br />
===Management Staff===<br />
Producer: [[Yutaka Sugano]]<br><br />
Art Director: John Duggan<br><br />
Director of Sega Technical Institute: [[Roger Hector]]<br><br />
Marketing: [[Diane A. Fornasier|Diane Fornasier]], France Tantiado, Tom Abramson<br><br />
<br />
==Resources==<br />
{{ratings<br />
| icon=MD<br />
| cvg=73<br />
| cvg_source={{num|145|page=77}}<br />
| eg=93<br />
| eg_source={{num|16|page=90}}<br />
| gamefan=71<br />
| gamefan_source=[https://www.flickr.com/photos/45478630@N07/4257791207 {{num|12|page=21/48/49}}]<br />
| gamesmaster=81<br />
| gamesmaster_source={{num|12|page=86/87/88}}<br />
| mega=83<br />
| mega_source={{num|15|page=34/35}}<br />
| megaaction=91<br />
| megaaction_source={{num|15|page=10/11/12}}<br />
| megamachines=90<br />
| megamachines_source={{num|2|page=78/79}}<br />
| megatech=86<br />
| megatech_source={{num|24|page=36/37/38/39/40/41}}<br />
| segamaguk=82<br />
| segamaguk_source={{num|1|page=125}}<br />
| segapower=90<br />
| segapower_source={{num|49|page=95/96}}<br />
| segapro=79<br />
| segapro_source=[[Review - Sonic the Hedgehog Spinball (Sega Pro, December 1993)|#26 Pg 28/29]]<br />
| stc=80<br />
| stc_source={{num|13|page=10}}<br />
}}<br />
===Physical Scans===<br />
{{Scanbox<br />
| console=Mega Drive<br />
| region=US<br />
| front=Spinball-box-us.jpg<br />
| cart=Sonic Spinball US Cart.JPG<br />
| manual=SonicSpinball MD US manual.pdf<br />
}}{{Scanbox<br />
| console=Mega Drive<br />
| region=US<br/>([[sega:Majesco|Majesco]] rerelease)<br />
| front=Sonic_Spinball_Genesis_US_ESRB_Cardboard_Cover.jpg<br />
| cart=Sonic_Spinball_Genesis_US_ESRB_Cardboard_Cart.jpg<br />
| manual=SonicSpinball MD US Majesco manual.pdf<br />
}}{{Scanbox<br />
| console=Mega Drive<br />
| region=EU<br />
| front=Spinball-box-eu.jpg<br />
| cart=Sspinball-md-eu-cart.jpg<br />
| manual=<br />
}}{{Scanbox<br />
| console=Mega Drive<br />
| region=JP<br />
| front=Spinball-box-jap.jpg<br />
| cart=Spinball_md_jp_cart.jpg<br />
| manual=SonicSpinball MD JP manual.pdf<br />
}}{{Scanbox<br />
| console=Mega Drive<br />
| region=AU<br />
| front=SonicSpinball MD AU Box.jpg<br />
| cart=SonicSpinball MD AU Cart.jpg<br />
| manual=<br />
}}{{Scanbox<br />
| console=Mega Drive<br />
| region=AU ([[sega:Sega Gold Collection|Gold Collection]])<br />
| front=Spinball-box-aus front.jpg<br />
| cart=Spinball md au cart.jpg<br />
| manual=<br />
}}{{Scanbox<br />
| console=Mega Drive<br />
| region=BR<br />
| front=Spinball-box-bra.jpg<br />
| cart=Spinball_md_br_cart.jpg<br />
| manual=<br />
}}{{Scanbox<br />
| console=Mega Drive<br />
| region=Asia<br />
| front=Spinball-box-asia.jpg<br />
| cart=Spinball-asia-cart.jpg<br />
| manual=SonicSpinball MD AS manual.pdf<br />
}}{{Scanbox<br />
| console=Mega Drive<br />
| region=SE (rental)<br />
| front=<br />
| cart=<br />
| manual=<br />
}}<br />
<br />
===Artwork===<br />
<gallery><br />
Image:SSS SONICI .png<br />
Image:SSS SONIC31.png<br />
Image:SonicSpinballAppStore.png<br />
</gallery><br />
<br />
==External links==<br />
* [http://vc.sega.jp/vc_spinball/ Sega of Japan Virtual Console page (Japanese)]<br />
* ''{{PAGENAME}}'' on Apple.com: [http://itunes.apple.com/gb/app/sonic-spinball/id386379635?mt=8 GB], [http://itunes.apple.com/us/app/sonic-spinball/id386379635?mt=8 US], [http://itunes.apple.com/jp/app/sonic-spinball/id386379635?mt=8 JP]<br />
* [http://store.steampowered.com/app/34313/ ''{{PAGENAME}}'' on Steam]<br />
<br />
{{SonicSpinballOmni}}<br />
{{SoniciDeviceGames}}<br />
{{SonicSteamGames}}<br />
{{SonicVirtualConsole/WiiWareGames}}<br />
{{SonicGenesisGames}}<br />
<br />
[[Category:Mega Drive games]]<br />
[[Category:Steam games]]<br />
[[Category:Virtual Console/WiiWare games]]<br />
[[Category:iDevice games]]</div>
Scarred Sun
https://info.sonicretro.org/index.php?title=Dr._Robotnik%27s_Mean_Bean_Machine&diff=225065
Dr. Robotnik's Mean Bean Machine
2016-03-23T01:16:07Z
<p>Scarred Sun: </p>
<hr />
<div>:''For the 8-bit version, see [[Dr. Robotnik's Mean Bean Machine (8-bit)]]''.<br />
{{Bob<br />
| bobscreen=Mean Bean title.png<br />
| publisher=[[Sega]]<br />
| developer=[[Compile]]<br />
| system=[[sega:Sega Mega Drive|Sega Mega Drive]], [[sega:Virtual Console|Virtual Console]], Steam<br />
| romsize=1 MB<br />
| releases=<br />
{{release|MD|EU|1993-11|£44.99 {{fileref|CVG UK 152.pdf|page=61}}|1706-50}}<br />
{{release|MD|US|1993-12{{fileref|GamePro US 053.pdf|page=91}}||1706}}<br />
{{release|MD|AS}}<br />
{{release|MD|FR (Blue)}}<br />
{{release|MD|KR|||GM93040JG}}<br />
{{release|VC|US|2006-12-11|800 points}}<br />
{{release|VC|EU|2006-12-15|800 points}}<br />
{{release|Steam|US|2010-09-13|$4.99}}<br />
{{release|Steam|EU|2010-09-13|£3.99}}<br />
| genre=Puzzle<br />
| esrb=e|vrc=ga|pegi=3|oflc=g|grb=a|cero=a|djctq=l<br />
}}<br />
'''''Dr. Robotnik's Mean Bean Machine''''' is a [[sega:Sega Mega Drive|Sega Mega Drive / Genesis]] puzzle game, based on the earlier Japanese puzzle game ''[[sega:Puyo Puyo|Puyo Puyo]]''.<br />
<br />
==Basis and release==<br />
The game is based on the earlier Japanese puzzler ''[[sega:Puyo Puyo|Puyo Puyo]]''. It was released to the North American and European markets in November 1993. Though not a commercial success initially, it became more popular with time. It was later also released in various compilations and other forms; see [[#Also released on]] below.<br />
<br />
It was also released by [[Samsung]] in South Korea under the name '''''Dong Gu Ri Te Chi Jak Jeon'''''. For whatever reason, some number of cartridges (between only the first run and half of the entire production) was produced by taking a ''Puyo Puyo'' cart, sticking the ''Dong Gu Ri'' label on, and placing it in the ''Dong Gu Ri'' packaging and selling it as is — meaning that South Korean copies of the game will either contain the correct Korean version of ''Mean Bean Machine'' or will actually be ''Puyo Puyo''.<br />
<br />
It was only released in Japan as part of an import collection released on PCs in 2000, ''[[sega:Sega Archives From USA Vol.2|Sega Archives From USA Vol.2]]''.<br />
<br />
An [[Dr. Robotnik's Mean Bean Machine (8-bit)|8-bit version]] was later released for the [[Sega Master System]] and [[Sega Game Gear]] in December 1993. As the Mega Drive version was based on that system's version of ''Puyo Puyo'', the 8-bit version was based on ''Puyo Puyo'' for the Game Gear. It contains an extra [[Dr. Robotnik's Mean Bean Machine (8-bit)#Puzzle Mode|Puzzle Mode]], which was based on the just-released ''[[sega:Nazo Puyo|Nazo Puyo]]''.<br />
<br />
A lot of the music in ''Dr. Robotnik's Mean Bean Machine'' was reused, albeit remixed and/or resynthed by sound engineer Masanori Hikichi, from Masanobu Tsukamoto's (and possibly, though not likely, Einosuke Nagao's) songs from the original ''Puyo Puyo'' score:<br />
*Brave -> Stage 13 intro (arrangement)<br />
*Final -> 2P VS theme ([http://www.youtube.com/watch?v=ZvJcCEKa2Io the intro was removed], some notes are missing), Warning theme (arrangement)<br />
*Memories -> Password Screen theme ([http://www.youtube.com/watch?v=kyHM6C_z14Y#t=1m27s the entire third section was removed])<br />
*Sticker -> Exercise theme (slightly modified bassline), Continue theme (arrangement of the first part)<br />
*Sunset -> Staff Roll (identical; in fact both songs shared the same purpose in their respective games)<br />
Additionally, nearly straight arrangements of [http://www.youtube.com/watch?v=W06TBgz01-M Brave] and [http://www.youtube.com/watch?v=obNbqDwR5PY Theme] are in the game, but unused, and the ending cutscene music is inspired by Theme's structure. Also though [[Naofumi Hataya]] is credited as "Masayuki Nagao," he and Einosuke Nagao are completely different persons.<br />
<br />
==Storyline==<br />
Unlike other ''[[Sonic the Hedgehog]]'' games, this one occurs in the universe of the [[Category:Television|Television]] show ''[[Adventures of Sonic the Hedgehog]]'', and features [[Dr. Eggman#Adventures of Sonic the Hedgehog|its version of Dr. Robotnik]] and many of its other characters including [[Scratch]], [[Grounder (AoStH)|Grounder]] and other [[badnik]]s). The only other reference to said series was in the bonus stages of ''[[Sonic Spinball]]''. Also rare for the series is the fact that Sonic does not appear. In his place as protagonist is a character called [[Has Bean]].<br />
<br />
Robotnik has hatched a plan to ensure that no music or fun remains on the planet [[Mobius]]. To do this, he kidnaps the citizens of [[Beanville]] and stuffs them into a giant [[Roboticizer|robotising]] machine called the [[Mean Bean-Steaming Machine]] (hence the game's title) to make them into his robot slaves. As the character Has Bean (based on Puyo Puyo's Carbuncle), the player must foil Robotnik's plans by defeat each of the robot guards, and finally Robotnik himself, to foil his evil plans. Their battles take the form of competitive puzzle gaming.<br />
<br />
==Gameplay==<br />
<br />
Two players compete, each with their own rectangular play area comprising a grid 12 beans (previously Puyos) high by 6 wide, meaning that 72 beans (including garbage) can fit. Various colours of beans fall into the play area. The player must attempt to place four identically coloured beans adjacent to each other, at which point they will disappear. A player loses when beans pile to the top of their play area (actually the third column from the left), so it is essential to clear as many beans as possible, in order to keep the screen empty.<br />
<br />
Players can send Refugee Beans (aka Garbage, and Ojyama) to their opponent's play area by creating chain reactions. These beans are both annoying and helpful: they can only be cleared when adjacent to another bean that is being removed, but they are very useful for making chain reactions. The more beans that link up, the more garbage is sent. Players may also activate step chains (aka Rensa) so that even more garbage is scored.<br />
<br />
If garbage beans fall into the player's play area, they cannot be grouped like normal beans (i.e. 4 in a row will not disapper) Garbage is erased when a neighbouring group of beans erase (e.g. if a vertical line of 4 beans in column 2 forms adjacently next to a vertical line of 4 garbage beans in either column 1 or column 3, the garbage disappears). However, this does not cause garbage to be sent to the opponent.<br />
<br />
===Scenario Mode===<br />
This is the game's story mode, in which Has Bean must "Battle Robotnik's ranks of robot flunkies in order to save Beanville!" The player competes against computer-controlled characters in 12 stages. Most of these characters are also found in the [[Adventures of Sonic the Hedgehog (pilot)|pilot]] and [[The_Super_Special_Sonic_Search_and_Smash_Squad!|1st episode]] of the show. The pilot even has a scene that looks striking similar to the continue screen in this game.<br />
====Opponent list====<br />
* '''Stage 1''': [[Arms]]<br />
* '''Stage 2''': [[Frankly]]<br />
* '''Stage 3''': [[Humpty]]<br />
* '''Stage 4''': [[Coconuts_(AoStH)|Coconuts]]<br />
* '''Stage 5''': [[Davy Sprocket]]<br />
* '''Stage 6''': [[Skweel]]<br />
* '''Stage 7''': [[Dynamight]]<br />
* '''Stage 8''': [[Grounder_(AoStH)|Grounder]]<br />
* '''Stage 9''': [[Spike]]<br />
* '''Stage 10''': [[Sir F-Fuzzy Logik]]<br />
* '''Stage 11''': [[Dragon Breath]]<br />
* '''Stage 12''': [[Scratch]]<br />
* '''Stage 13''': [[Dr. Eggman|Dr. Robotnik]]<br />
<br />
===VS Mode===<br />
Up to 2 players can play either in VS Mode or in Exercise Mode. In VS Mode, each player can choose between 5 difficulty settings, labeled 1-5 (Easiest to Hardest, where 1 is the lowest drop speed, and 5 is the fastest). In VS Mode, one player must defeat the other in the same way as in Scenario mode. If a player selects Level 1, they play with 4 colours of beans, however, the other levels include 5 colours. Furthermore, in Levels 4 or 5, the game begins with the play area already containing garbage: for Level 4, 18 beans (3 rows); for Level 5, 30 beans (5 rows).<br />
<br />
===Exercise Mode===<br />
Exercise Mode (modernly known as Endless Puyo Puyo), is a form of practice play where 1 or 2 players can battle out. This mode has three difficulty levels: easiest, normal, and hardest (Level 1, 3 or 5). On easiest, players start with only 4 colours. To level up, the player has to keep erasing beans. Helpers (Big Puyo or Has Bean) will appear when the player gets stuck on Level 1 the first time, but they can only appear once. For Level 3, at random times, Has Bean will drop from the screen to help out. When Carbuncle is placed on a colour, it travels in a random direction, following downwards, changing all beans to that colour. For Level 5, at random times, a Big Puyo will drop from the screen. When Big Puyo falls, it occupies 2 columns of the grid, and when placed, squashes all beans and removes them from the grid.<br />
<br />
===Hidden Sound Test===<br />
If the game is played on a Japanese Mega Drive, you will be able to access the game's sound test in the options screen (which is an unlockable in ''Puyo Puyo''). However, the game has region lockout, so it will not boot on a Japanese Mega Drive. Changing the region while running or using a patch code to bypass the region check will allow you to get to the sound test.<br />
<br />
*'''BGM 02''': Menu and High Score List<br />
*'''BGM 03''': Dr. Robotnik Pre-Fight Cutscene<br />
*'''BGM 04''': Danger Mode<br />
*'''BGM 05''': Stages 1-4<br />
*'''BGM 06''': Stage 13<br />
*'''BGM 07''': Stages 9-12<br />
*'''BGM 08''': Stage 13 Clear<br />
*'''BGM 09''': Game Over<br />
*'''BGM 0A''': Character Parade<br />
*'''BGM 0B''': Staff Credits<br />
*'''BGM 0E''': Password Screen<br />
*'''BGM 11''': Practice Stage<br />
*'''BGM 12''': Vs. Mode<br />
*'''BGM 13''': Stages 5-8<br />
*'''BGM 16''': Stages 9-12 Intro<br />
*'''BGM 17''': Stages 1-4 Intro<br />
*'''BGM 18''': Stages 5-8 Intro<br />
*'''BGM 19''': Stage Clear<br />
*'''BGM 1A''': Theme of Mean Bean Machine<br />
*'''BGM 01''': Stages 9-12 Alternate (Unused)<br />
*'''BGM 0C''': Puyo Puyo - Stage Clear (Unused)<br />
*'''BGM 0D''': Null<br />
*'''BGM 0F''': Puyo Puyo - Brave (Unused)<br />
*'''BGM 10''': Puyo Puyo - Theme (Unused)<br />
*'''BGM 14''': Stage 13 Critical (Unused)<br />
*'''BGM 15''': Strange Cheering and Whooshing sound<br />
<br />
==Also released on==<br />
* ''[[Sonic Compilation]]'', also for [[sega:Sega Mega Drive|Sega Mega Drive / Genesis]] (1995)<br />
* ''[[Sega PC Puzzle Pack]]'' for Windows-based PCs (1999)<br />
* ''[[sega:Sega Archives from USA Vol. 2|Sega Archives from USA Vol. 2]]'' for Windows-based PCs (2000)<br />
* ''[[Sonic Mega Collection]]'' for [[sega:Nintendo GameCube|Nintendo GameCube]] (2002) <br />
* [[sega:Legends Series|Legends Series]] consoles by [[sega:Radica Games|Radica Games]] (2004): appears in both MD/Genesis Volume 1 and Super Sonic Gold editions<br />
* ''[[Sonic Mega Collection Plus]]'' for the [[PlayStation 2]] and [[Xbox]] (2004)<br />
* ''[[Sonic Mega Collection Plus & Super Monkey Ball Deluxe]]'' for the [[Xbox]] (2005)<br />
* [[sega:Virtual Console|Virtual Console]] on [[sega:Wii|Wii]] (2006)<br />
* [[Playpal Plug and Play]] Sonic console by [[sega:Coleco|Coleco]] (2006)<br />
* [[sega:Mega Drive Twin Pads|Mega Drive Twin Pads]] by [[sega:Blaze (company)|Blaze]] (2008)<br />
* ''[[Sega Fun Pack: Sonic Mega Collection Plus & Shadow the Hedgehog]]'' for the [[PlayStation 2]] (2009)<br />
* ''[[Sonic's Ultimate Genesis Collection]]'' for the [[PlayStation 3]] and [[Xbox 360]] (2009)<br />
* ''[[Sonic PC Collection]]'' for the PC (2009)<br />
* ''[[sega:Sega Mega Drive Classic Collection Volume 4|Sega Mega Drive Classic Collection Volume 4]] (2010)<br />
* ''[[sega:Sega Mega Drive Classic Collection Gold Edition|Sega Mega Drive Classic Collection Gold Edition]] (2011)<br />
<br />
==Production Credits==<br />
: '''Staff'''<br />
Producers: [[Yoji Ishii]], [[Noriyoshi Oba|Noriyoshi Ohba]], [[sega:Masamitsu Niitani|Moo Niitani]]<br/><br />
Directors: [[Tetsuo Shinyu]], Takayuki Yanagihori, [[sega:Masanobu Tsukamoto|M. Tsukamoto]]<br/><br />
Graphic Designers: [[Takaya Segawa]], Saori Yamaguchi, [[Hideaki Moriya]], Keisuke Saka, [[Compile]]'s Designer<br/><br />
Programmers: [[sega:Manabu Ishihara|Manabu Ishihara]], [[sega:Tsukasa Aoki|Tsukasa Aoki]], [[Compile]]'s Programmer<br/><br />
Music and FX: [[sega:Masanori Hikichi|Masanori Hikichi]] -[[sega:Cube|CUBE]]-, [[Masayuki Nagao]]<br/><br />
Speical Thanks to: Shinbou Yokoyama<br/><br />
<br />
: '''[[sega:Sega of America|Sega of America]]'''<br />
Producer: [[sega:Maxwell Taylor|Max Taylor]]<br/><br />
Designers: [[sega:Maxwell Taylor|Max Taylor]], Brian Ransom, [[sega:David Albert|Dave Albert]]<br/><br />
Sound: [[David Javelosa]]<br/><br />
© 1993 [[Sega]]<br/><br />
© 1993 [[Compile]]<br/><br />
<br />
===Manuals===<br />
{{main|Dr. Robotnik's Mean Bean Machine manuals}}<br />
<gallery><br />
DRMBM MD US manual.pdf|Mega Drive, US<br />
</gallery><br />
<br />
===Physical Scans===<br />
{{ratings<br />
| icon=MD<br />
| cvg=90<br />
| cvg_source={{num|146|page=93}}<br />
| gamesmaster=92<br />
| gamesmaster_source={{num|13|page=72/73}}<br />
| mdag=84<br />
| mdag_source={{num|20|page=32/33}}<br />
| mega=90<br />
| mega_source={{num|16|page=48/49}}<br />
| megaaction=89<br />
| megaaction_source={{num|8|page=42}}<br />
| segamaguk=91<br />
| segamaguk_source={{num|1|page=106/107}}<br />
| segapower=82<br />
| segapower_source=[[Review - Dr. Robotnik's Mean Bean Machine (Sega Power, January 1994)|#50 Pg 40/41]]<br />
| segazuk=90<br />
| segazuk_source={{num|15|page=54/55}}<br />
| stc=80<br />
| stc_source={{num|17|page=12}}<br />
}}<br />
{{Scanbox<br />
| console=Mega Drive<br />
| region=US<br />
| front=Meanbean-box-us.jpg<br />
| cart=Mbm_md_us_cart.jpg<br />
| manual=DRMBM MD US manual.pdf<br />
}}{{Scanbox<br />
| console=Mega Drive<br />
| region=EU<br />
| front=Meanbean-box-eu.jpg<br />
| cart=Mbm-eu-cart.jpg<br />
| manual=<br />
}}{{Scanbox<br />
| console=Mega Drive<br />
| region=FR<br />
| front=Mbm md eu alt cover.jpg<br />
| cart=AltEUcart.jpg<br />
| manual=<br />
}}{{Scanbox<br />
| console=Mega Drive<br />
| region=Asia<br />
| front=Meanbean-box-asia front.jpg<br />
| back=Meanbean-box-asia back.jpg<br />
| spinemissing=yes<br />
| cart=Mbm_md_as_cart.jpg<br />
| manual=<br />
}}{{Scanbox<br />
| console=Mega Drive<br />
| region=KR<br />
| front=DRMBM MD KR Box.jpg<br />
| cart=DRMBM MD KR Cart.jpg<br />
| manual=<br />
}}<br />
<br />
==External links==<br />
* [http://store.steampowered.com/app/34286/ ''{{PAGENAME}}'' on Steam]<br />
* [[wikipedia:Dr. Robotnik's Mean Bean Machine|''{{PAGENAME}}'']] on Wikipedia<br />
<br />
==References==<br />
<references/><br />
<br />
{{MeanBeanLevels}}<br />
{{SonicSteamGames}}<br />
{{SonicVirtualConsole/WiiWareGames}}<br />
{{SonicGenesisGames}}<br />
<br />
<br />
[[Category:Mega Drive games]]<br />
[[Category:Steam games]]<br />
[[Category:Virtual Console/WiiWare games]]</div>
Scarred Sun
https://info.sonicretro.org/index.php?title=Sonic_the_Hedgehog_2_(8-bit)&diff=224932
Sonic the Hedgehog 2 (8-bit)
2016-03-11T22:40:07Z
<p>Scarred Sun: </p>
<hr />
<div>{{Bob<br />
| bobscreen=S2 sms title.png<br />
| bobscreen2=S2ggtitle.png<br />
| tab1=Master System<br />
| tab2=Game Gear<br />
| title=Sonic the Hedgehog 2<br />
| publisher=[[sega:Sega|Sega]]<br />
| developer=[[sega:Aspect Co. Ltd|Aspect Co. Ltd]]<br />
| system=[[sega:Sega Master System|Sega Master System]], [[sega:Sega Game Gear|Sega Game Gear]]<br />
| romsize=512 KB<br />
| releases=<br />
{{release|SMS|EU|1992-10-16||9015}}<br />
{{release|SMS|AU|1992||}}<br />
{{release|SMS|BR|1992-10-25||028120}}<br />
{{release|SMS|KR|||GB4030JG}}<br />
{{release|GG|EU|1992-10-29|£27.99 {{fileref|Go UK 14.pdf|page=12}}|2507}}<br />
{{release|GG|US|1992-11-17|$39.99 {{fileref|GamePro US 044.pdf|page=163}}|2507}}<br />
{{release|GG|JP|1992-11-21|¥3,800|G-3321}}<br />
{{release|GG|JP (Meisaku)|1993-12-10||G-3338}}<br />
{{release|GG|KR|199x||GH4013JG}}<br />
{{release|GG|BR|199x||077010}}<br />
{{release|VC|JP|2008-11-18|500 points|}}<br />
{{release|VC|US|2008-12-08|500 points|}}<br />
{{release|VC|EU|2008-12-26|500 points|}}<br />
{{release|VC3DS|JP|2012-10-31|¥300 with tax|}}<br />
{{release|VC3DS|NA/EU|2013-06-27||}}<br />
| genre=Action<br />
|esrb=e|pegi=3|cero=free|usk=0|oflc=g8|grb=a<br />
}}<br />
<br />
'''''Sonic the Hedgehog 2''''' (ソニック・ザ・ヘッジホッグ2) was made in Japan by [[sega:Aspect Co. Ltd|Aspect Co. Ltd]] for the [[Sega Master System]] and later ported to the [[sega:Sega Game Gear|Sega Game Gear]]. Even though it shares its name with [[Sonic the Hedgehog 2 (16-bit)|the 16-bit version of ''Sonic 2'']] for the [[sega:Sega Mega Drive|Sega Mega Drive/Genesis]], it is not a port, as it contains entirely different levels. It was released slightly before its 16-bit namesake, making this game host to the first appearances of both [[Miles "Tails" Prower]] and [[Mecha Sonic]].<br />
<br />
The Game Gear version contains noticeable differences from the Master System version. The changes made in the portable version give it a reputation of being one of the hardest Sonic games in existence. Some choices appear to have been intentional, by design: for example, the boss music is different and some boss areas have different layouts. However, many of the difficulties in the GG version result from its smaller screen and its scrolling: the player is left more open to being hit, in a way that some might label 'cheap', due to not being able to see obstacles and enemies around them but beyond the range of the screen. The scrolling is the same in the Master System version, but it is not as big a problem as more of the surroundings can be seen.<br />
<br />
Strangely, Tails appears in every title card and has an almost complete sprite sheet, but is only seen in the opening and ending cutscenes, as well as being depicted helping Sonic on the box art. It is possible he was originally intended as a playable character, but cut for time issues, or because the level design was too simple for a flying character.<br />
<br />
==Gameplay==<br />
This game improved upon [[Sonic the Hedgehog (8-bit)|its 8-bit predecessor]] in many ways. This includes the ability to grab back [[ring]]s scattered when hit by an enemy, as well as being able to smash through certain walls. Moreover, one of the major difference from its predecessor is its speed: ''Sonic 2'' is faster than its prequel and is closer to that of the Mega Drive games. However, the [[Spin Dash]] from the 16-bit version of ''Sonic 2'', a move specifically designed to provide speed, was not implemented; but this may be simply because the 8-bit version was released earlier.<br />
<br />
Uniquely, this game includes levels in which [[Sonic the Hedgehog|Sonic]] must ride a mine cart (unique until ''[[Sonic the Hedgehog 4 Episode I]]'', at least) and a hang glider. Other new items include large bubbles in underwater levels, which raise Sonic upwards until he hits a ceiling, enemy, or obstacle. Sonic is also able to skim across the surface of water if he picks up enough speed.<br />
<br />
There are seven [[Zone]]s in total, each comprising three Acts. In the final act, that Zone's boss is faced, without any rings to grant protection against attacks. Rather than facing Robotnik himself, Sonic most often battles robotic animals, such as a sumo pig and a circus sea-lion.<br />
<br />
===End-of-Act panel===<br />
At the end of Acts 1 and 2 of each level, a [[Signpost|panel]] is spun, which signals the end of the Act and provides a reward based upon the picture it ends on, which itself depends upon the player's items:<br />
*[[Dr. Eggman|Dr. Robotnik]]: no prize. This panel comes up most often.<br />
*[[Ring]]: Ten rings are added to the player's ring tally. This is obtained by finishing the Act, ''i.e.'' passing the panel, with a ring count that is a multiple of ten.<br />
*[[Sonic the Hedgehog|Sonic]]: [[Monitor#Recurring monitors|extra life a.k.a. 1-up]]. This is awarded if the player finishes the Act with exactly two lives less than when s/he started it..<br />
*[[Miles "Tails" Prower|Tails]]: Continue. This is awarded if the player finishes the act with 77 rings and with exactly the same number of lives as when s/he started it.<br />
<br />
===Items===<br />
Item boxes, as in all the classic 8- and 16-bit games, resemble [[monitor]]s. The items offered in ''Sonic 2'' are largely the same as those in its prequel, although the restart marker and [[shield]]s have been removed.<br />
<br />
[[Chaos Emeralds]] are scattered throughout the stages. Each is found in the second Act in each of the first five Zones. If the player collects these and then destroys [[Mecha Sonic]] (called Silver Sonic in the English manual) in the sixth zone, they will obtain the sixth Emerald and can access the true final stage ([[Crystal Egg Zone|Crystal Egg]]). This is required to obtain the 'good ending'. If all the Emeralds are not collected, the game will end after Mecha Sonic's destruction.<br />
<br />
Many levels also contain a unique method of transportation, such as the mine carts in [[Underground Zone]] (revisited many years later in ''[[Sonic the Hedgehog 4 Episode I]]''), the hang gliders in [[Sky High Zone]], and the giant air bubbles in [[Aqua Lake Zone]].<br />
<br />
===Storyline===<br />
[[Sonic the Hedgehog]]'s friend and sidekick [[Miles "Tails" Prower]] has been captured by his nemesis [[Dr. Eggman|Dr. Robotnik]] on [[South Island]], and the player must direct Sonic to retrieve Tails and the six [[Chaos Emeralds]]. In the good ending, achieved if Sonic acquires all the Chaos Emeralds, he stops Robotnik and frees Tails. In the bad ending, if Sonic has failed to obtain all the emeralds, Tails is not shown to have been rescued. Some fans have speculated that Tails might have died in the latter case.<br />
<br />
==Differences between versions==<br />
*The Game Gear version has a lower screen resolution.<br />
*The music for [[Scrambled Egg Zone]] plays during the prelude cutscene, and the title screen has the music that was played in the prelude in the Master System version. The prelude cutscene is more detailed in the Game Gear version, showing Tails walking along and then getting kidnapped.<br />
*Different music is used for the boss battles on each game.<br />
*The [[Doodlebug Mecha|Underground Zone boss]] is more difficult due to the Game Gear's lower resolution: you cannot see the bouncing balls coming from as far away as you would on the SMS, and the speed and bounce height of the balls is randomized in the GG version.<br />
*In the Game Gear version, the water in [[Aqua Lake Zone]] Act 2 is now a dark blue instead of green. Moreover, the [[Speed Shoes]] present in the SMS version are omitted and replaced with a [[Super Ring]] item. <br />
*The rising water in Act 2 of Aqua Lake Zone is missing from the Master System version. <br />
*[[Green Hills Zone]]'s boss battle takes place on a steeper hill, and the escape chute cannot be seen while fighting Robotnik in the final zone.<br />
*The ending music is different: the Master System game uses a sad sounding song in both endings, whereas the Game Gear version uses more upbeat music for the good ending. Strangely, the Master System's version does contain the upbeat music in the [[sega:ROM|ROM]] but never uses it.<br />
<br />
==Manuals==<br />
{{main|Sonic the Hedgehog 2 (8-bit) manuals}}<br />
<gallery><br />
Sonic2 SMS EU manual.pdf|Master System, EU<br />
Sonic2 GG US manual.pdf|Game Gear, US<br />
Sonic 2 GG EU Manual.pdf|Game Gear, EU<br />
Sonic 2 GG JP Manual.pdf|Game Gear, JP<br />
</gallery><br />
<br />
==Also released on==<br />
*''[[Sonic 2 in 1]]'' for the [[Game Gear]] (1995) – GG version<br />
*''[[Sonic Adventure DX: Director's Cut]]'' for the [[sega:Nintendo GameCube|Nintendo GameCube]] (2003) – GG version<br />
*''[[Sonic Gems Collection]]'' for Nintendo GameCube and [[sega:PlayStation 2|PlayStation 2]] (2005) – GG version<br />
*[[sega:Virtual Console|Virtual Console]] on [[sega:Wii|Wii]] (2008) – SMS version<br />
*''[[Sonic PC Collection]]'' for the PC (2009) <!-- which? --><br />
*''[[Virtual Console]] for the [[Nintendo 3DS]] (2013) - GG version<br />
<br />
==Production credits==<br />
{{multicol|<br />
===Master System Version===<br />
Compose: [[sega:Tomozou Endo|Tomozou]], Simachan, Ray<br/><br />
Program: Ko.Ko, Semimaru, Tea Tea, Tosiyan<br/><br />
Art: Jly King, Noburin, Tez, U.D.K<br/><br />
Edit: Raizou, M.Shima, End, Mariyuri<br/><br />
Sound: [[sega:Masafumi Ogata|Gatao]], [[sega:Naofumi Hataya|Nao Chan]], [[sega:Tomonori Sawada|Dawasa]]<br/><br />
Thanks: [[sega:Hiroshi Aso|Asohy]], [[sega:Taku Shoji|Taku.S]], [[sega:Katsuhiro Hasegawa|The Hase]], [[sega:Takashi Thomas Yuda|Thomas Y]], Okusan, Lunarian, Hitmen, [[sega:Aspect|Aspect]], .and You<br><br />
<br />
===Game Gear version===<br />
Compose: [[sega:Tomozou Endo|Tomozou]], Simachan, Ray<br/><br />
Program: Ko.Ko, Hiro SSS, Tea Tea, Toshiyan<br/><br />
Art: Jly King, Noburin, Tez, U.D.K<br/><br />
Edit: Raizou, M.Shima, End, Mariyuri<br/><br />
Sound: [[sega:Masafumi Ogata|Gatao]], [[sega:Naofumi Hataya|Nao Chan]], [[sega:Tomonori Sawada|Dawasa]]<br/><br />
Thanks: [[sega:Hiroshi Aso|Asohy]], [[sega:Taku Shoji|Taku.S]], [[sega:Katsuhiro Hasegawa|The Hase]], [[sega:Takashi Thomas Yuda|Thomas Y]], Ryu, Okusan, Lunarian, Hitmen, [[sega:Aspect|Aspect]], .and You<br><br />
}}<br />
<br />
==Physical scans==<br />
===Master System version===<br />
{{ratings<br />
| icon=SMS<br />
| cvg=93<br />
| cvg_source={{num|132|page=24/25}}<br />
| mms=95<br />
| mms_source={{num|2|page=64/65/66|pdf=MeanMachinesSega02UK.pdf|pdfpage=64}}<br />
| smf=92<br />
| smf_source=[http://segaretro.org/index.php?title=File%3ASegaMasterForce02.pdf&page=13 {{num|2|page=13}}]<br />
| segapower=93<br />
| segapower_source={{num|37|page=38/39/40}}<br />
| segapower_1=100<br />
| segapower_source_1=[https://archive.org/stream/SegaPower46Sep1993/SegaPower%2046%20Sep%201993#page/n99/mode/2up {{num|46|page=101}}]<br />
| segapro=93<br />
| segapro_source=[[Review - Sonic the Hedgehog 2 (Sega Pro, Christmas 1992)|Christmas 1992]]<br />
| segazuk=90<br />
| segazuk_source={{num|2|page=20/21}}<br />
| sfuk=92<br />
| sfuk_source=[http://segaretro.org/index.php?title=File:SegaForce12UK.pdf&page=30 {{num|12|page=30/31}}]<br />
| smz=93<br />
| smz_source=[[Review - Sonic the Hedgehog 2 (Sega MegaZone, January 1993)|{{num|25|page=33}}]]<br />
}}<br />
{{Scanbox<br />
| console=Master System<br />
| region=EU<br />
| front=Sonic2ms-box-eu.jpg<br />
| cart=Sonic2 sms eu.jpg<br />
| cartback=Sonic 2 SMS EU Cart Back.jpg<br />
| carttop=Sonic 2 SMS EU Cart Top.jpg<br />
| manual=Sonic2 SMS EU manual.pdf<br />
}}{{Scanbox<br />
| console=Master System<br />
| region=EU (alt)<br />
| front=S2MS-box-eu-alt.jpg<br />
| cart=<br />
| manual=<br />
}}{{Scanbox<br />
| console=Master System<br />
| region=AU<br />
| front=<br />
| cart=Sonic2_sms_au.JPG<br />
| manual=<br />
}}{{Scanbox<br />
| console=Master System<br />
| region=BR<br />
| front=S2MS-box-br.jpg<br />
| cart=sonic2_sms_br.jpg<br />
| manual=<br />
}}{{Scanbox<br />
| console=Master System<br />
| region=BR (alt)<br />
| front=Sonic 2 MS Tectoy alt.jpg<br />
| cart=sonic2_ms_br_altcart.jpg<br />
| manual=<br />
}}{{Scanbox<br />
| console=Master System<br />
| region=KR<br />
| front=sonic2 gg kr cover.jpg<br />
| back=Sonic2 gg kr cover back.jpg<br />
| spinemissing=yes<br />
| cart=sonic2 gg kr cart.jpg<br />
| manual=<br />
}}<br />
{{scanbox<br />
| console=Master System<br />
| region=KR (alt)<br />
| front=Sonic2 SMS KR cover.jpg<br />
}}<br />
<br />
===Game Gear version===<br />
{{ratings<br />
| icon=GG<br />
| cvg=92<br />
| cvg_source={{num|133|page=Go!12/13}}<br />
| gamepro=93<br />
| gamepro_source={{num|44|page=174/175}}<br />
| mms=80<br />
| mms_source={{num|3|page=118|pdf=MeanMachinesSega03UK.pdf}}<br />
| segapower=97<br />
| segapower_source=[[Review - Sonic the Hedgehog 2 (Sega Power 38, January 1993)|January 1993]]<br />
| segapro=95<br />
| segapro_source=[[Review - Sonic the Hedgehog 2 (Sega Pro, Christmas 1992)|Christmas 1992]]<br />
| sfuk=93<br />
| sfuk_source={{num|12|page=32}}<br />
| sfm=93<br />
| sfm_source=''Vol 2'', {{num|7}}, ''[http://segaretro.org/index.php?title=File%3ASegaForceMega07.pdf&page=78 p78]''<br />
}}<br />
{{Scanbox<br />
| console=Game Gear<br />
| region=US<br />
| front=S2GG_US_Boxart.jpg<br />
| back=<br />
| spinemissing=<br />
| cart=sth2 gg us cart.jpg<br />
| manual=Sonic2 GG US manual.pdf<br />
}}{{Scanbox<br />
| console=Game Gear<br />
| region=EU<br />
| front=S2GG_EU_Boxart.jpg<br />
| back=S2gg-box-back-eu.jpg<br />
| spine=Sonic 2 GG EU Box Spine.jpg<br />
| spine2=Sonic 2 GG EU Box Spine2.jpg<br />
| top=Sonic 2 GG EU Box Top.png<br />
| bottom=Sonic 2 GG EU Box Bottom.jpg<br />
| cart=S2-gg-eu-cart.jpg<br />
| manual=Sonic 2 GG EU Manual.pdf<br />
}}{{Scanbox<br />
| console=Game Gear<br />
| region=JP<br />
| front=S2GG_JP_Boxart.jpg<br />
| back=S2GG JP Boxart back.jpg<br />
| spine=Sonic 2 GG JP Spine.jpg<br />
| spine2=Sonic 2 GG JP Spine2.jpg<br />
| top=Sonic_2_GG_JP_Top.jpg<br />
| cart=sth2 gg jp cart.jpg<br />
| manual=Sonic 2 GG JP Manual.pdf<br />
}}{{Scanbox<br />
| console=Game Gear<br />
| region=JP ([[sega:Meisaku Collection|Meisaku Collection]])<br />
| front=Sonic_The_Hedgehog_2_GG_Japan_Meisaku_Cover_Front.jpg<br />
| back=Sonic_The_Hedgehog_2_GG_Japan_Meisaku_Cover_Back.jpg<br />
| cart=sth2 gg jp cart.jpg<br />
| manual=Sonic 2 GG JP Manual.pdf<br />
}}{{Scanbox<br />
| console=Game Gear<br />
| region=KR<br />
| cart=Sonic2 GG KR Cart.jpg<br />
| manual=<br />
}}<br />
<br />
==Resources==<br />
===Original Sound Version recordings===<br />
See [[Sonic the Hedgehog 2 (Game Gear Version) OSV]] for a download page.<br />
<br />
===Artwork===<br />
<gallery><br />
Image:SSS SONICH .png<br />
</gallery><br />
<br />
==External Links==<br />
* [http://vc.sega.jp/vc_sonic2ms/ Sega of Japan Virtual Console page (Japanese)]<br />
<br />
==References==<br />
<references/><br />
<br />
{{S2GGOmni}}<br />
{{SonicVirtualConsole/WiiWareGames}}<br />
{{SonicGGGames}}<br />
[[Category:Virtual Console/WiiWare games]]<br />
[[Category:Game Gear and Master System games]]</div>
Scarred Sun
https://info.sonicretro.org/index.php?title=SPG:Running&diff=224181
SPG:Running
2015-12-21T03:55:34Z
<p>Scarred Sun: Text replacement - "</asm>" to "</syntaxhighlighter>"</p>
<hr />
<div>''Notes:''<br />
<br />
Research applies to all four of the [[Sega Mega Drive|Genesis/Mega Drive]] games, and [[Sonic CD]].<br />
<br />
The following only applies when [[Sonic]] is on flat, dry land with no special power-ups. Curves, water physics, [[Super Sonic]], and [[Speed Shoes]] will be covered in separate guides.<br />
<br />
==Variables==<br />
<br />
The following variables/constants will be referenced frequently in this section.<br />
<br />
<syntaxhighlighter lang="asm"><br />
//variables<br />
xsp: the speed in which sonic is moving horizontally<br />
ysp: the speed in which sonic is moving vertically<br />
<br />
//constants<br />
acc: 0.046875<br />
dec: 0.5<br />
frc: 0.046875 (same as acc)<br />
top: 6<br />
</syntaxhighlighter><br />
<br />
==Movement Rules==<br />
<br />
===Acceleration===<br />
<br />
When you hold {{right}} from a standstill, his ''xsp'' increases by ''acc'' every step. When you hold {{left}} from a standstill, his xsp decreases by ''acc'' every step.<br />
<br />
===Deceleration===<br />
<br />
If Sonic is already moving when you press {{left}} or {{right}}, rather than at a standstill, the computer checks whether you are pressing the joypad in the direction he's already moving. If so, ''acc'' is added to his ''xsp'' as normal. However if you are pressing in the opposite direction than he's already moving, the deceleration constant (''dec'') is added instead. Thus Sonic can turn around quickly. If no distinction is made between ''acc'' and ''dec'', Sonic takes too long to overcome his current velocity, frustrating the player. A good engine must not make such a day one mistake.<br />
<br />
One might think that if ''xsp'' happened to equal 0.1, and you pressed {{left}}, ''dec'' would be subtracted, resulting in an ''xsp'' value of -0.4. Oddly, this is not the case in any of the Mega Drive games. Instead, at any time an addition or subtraction of ''dec'' results in xsp changing sign, ''xsp'' is set to ''dec''. For example, in the instance above, ''xsp'' would become -0.5. The bizarre result of this is that you can press {{left}} for one step, and then press {{right}} (or vice versa), and start running faster than if you had just pressed {{right}} alone! Now, the resulting speed is still lower than one pixel per step, so it isn't very noticeable, but nonetheless it is true. You may not want to bother emulating this anomaly.<br />
<br />
===Friction===<br />
<br />
If you are not pressing {{left}} or {{right}}, friction (''frc'') kicks in. In any step in which the game recieves no horizontal joypad input, ''frc'' times the sign of ''xsp'' is subtracted from ''xsp'', unless absolute ''xsp'' is less than ''frc'', in which case ''xsp'' is simply set to zero.<br />
<br />
===Top Speed===<br />
<br />
Sonic can only accelerate up to a certain point. At some point, he reaches top speed and can no longer move any faster under his own power. So, after ''acc'' is added to ''xsp'', the computer checks to see if ''xsp'' exceeds ''top''. If it does, it's set to ''top''.<br />
<br />
This means, of course, that if Sonic is somehow running at a higher speed than he can possibly achieve on his own (perhaps by way of having been impelled by a spring), if you press in the direction he's moving, the computer will add ''acc'', notice that ''xsp'' exceeds ''top'', and set ''xsp'' to ''top''. Thus it is possible to curtail your forward momentum by pressing in the very direction of your motion. That's just not right! This can be solved in your engine by checking to see if ''xsp'' is less than ''top'' before adding ''acc''. Only if ''xsp'' is less than ''top'' does the computer add ''acc'' to it and check if ''xsp'' exceeds ''top''. Problem solved.<br />
<br />
[[Sonic CD]] actually uses a fix like this because Sonic can perform the "[[Super Peel Out]]" (or "Dash", in Japan, which is what I'll call it here), which launches him forward at a speed of 12 pixels per step. Sonic can't accelerate to this speed under normal conditions, but if he reaches it from a Dash, he can continue to run at such a speed without slowing down, as long as you continue to press in the direction of his motion. If you should release the button, friction will take over. If you press again, friction will cease, and ''xsp'' will remain constant, but it will not rebuild to 12 without another Dash.<br />
<br />
However, the programmers of Sonic CD neglected to apply the fix while Sonic is in the air, so if Sonic were to Dash off of a cliff, while you held in the direction of his motion, ''xsp'' would cut to 6 as he leaves the ground, regardless of how much higher it was at the time. Again, that's just not right.<br />
<br />
Here's some code logic that can accurately emulate movement and friction:<br />
<br />
<syntaxhighlighter lang="asm"><br />
if (the player is pressing left)<br />
{<br />
if (xsp > 0)<br />
{<br />
xsp -= dec;<br />
}<br />
else (if xsp > -top)<br />
{<br />
xsp = xsp-acc;<br />
}<br />
}<br />
else if (the player is pressing right)<br />
{<br />
if (xsp < 0)<br />
{<br />
xsp += dec;<br />
}<br />
else if (xsp < top)<br />
{<br />
xsp = xsp+acc;<br />
}<br />
}<br />
else xsp = xsp-minimum(absolute(xsp), frc)*sign(xsp);<br />
</syntaxhighlighter><br />
<br />
==Animation Rules==<br />
<br />
===Running Animation===<br />
<br />
If you include Sonic CD in the mix, Sonic has 3 different running animations. He is depicted as standing still only if ''xsp'' is exactly zero. If he has any ''xsp'' whatsoever, he enters his walking animation, the frame advences in relation to his ground speed. <br />
<br />
Once his ''xsp'' equals (or exceeds) 6, he enters his running animation, with the whirling feet. Once his ''xsp'' equals (or exceeds) 10, he enters his Dashing animation, with the figure-eight feet. Of course, the Dashing animation is only in Sonic CD.<br />
<br />
===Braking Animation===<br />
<br />
Sonic enters his braking animation when you turn around only if his absolute ''xsp'' is equal to or more than 4.5. In Sonic 1 and Sonic CD, he then stays in the braking animation until ''xsp'' reaches zero or changes sign. In the other 3 games, Sonic returns to his walking animation after the braking animation finishes displaying all of its frames.<br />
<br />
===Character Specific===<br />
<br />
All the characters - [[Sonic]], [[Tails]], and [[Knuckles]] - have the same acceleration, deceleration, top speed, running and braking values. They handle identically, with no difference at all besides their special moves and their sprites (and the annoying fact that Knuckles jumps lower than the other two).<br />
<br />
[[Category:Sonic Physics Guide|Running]]</div>
Scarred Sun
https://info.sonicretro.org/index.php?title=SCHG:Sonic_the_Hedgehog_2_(Master_System)/Art&diff=224180
SCHG:Sonic the Hedgehog 2 (Master System)/Art
2015-12-21T03:55:24Z
<p>Scarred Sun: Text replacement - "</z80>" to "</syntaxhighlighter>"</p>
<hr />
<div>{{SCHG S2SMS}}<br />
__NOTOC__<br />
<br />
==Palettes==<br />
Palettes are stored in bank 9, address $811F (absolute $2411F) in the [[Palette#Master System Palette|standard SMS format]]. Individual palettes are accessed using an index value which is multiplied by 16 and added to $811F to calculate an absolute address.<br />
<br />
{| class=prettytable<br />
! Index||Address||Description<br />
|-<br />
| $00<br />
| $811F<br />
| Unknown (4 shades of grey).<br />
|-<br />
| $01<br />
| $812F<br />
| Unknown.<br />
|-<br />
| $02<br />
| $813F<br />
| Unknown<br />
|-<br />
| $03<br />
| $814F<br />
| Title Card Background<br />
|-<br />
| $04<br />
| $815F<br />
| GHZ Sprite<br />
|-<br />
| $05<br />
| $816F<br />
| SHZ 1 & 3 Sprite<br />
|-<br />
| $06<br />
| $817F<br />
| SHZ 2 Sprite<br />
|-<br />
| $07<br />
| $818F<br />
| ALZ 1 & 3 Sprite<br />
|-<br />
| $08<br />
| $819F<br />
| ALZ 2 Sprite<br />
|-<br />
| $09<br />
| $81AF<br />
| UGZ Sprite<br />
|- <br />
| $0A<br />
| $81BF<br />
| GMZ Sprite<br />
|-<br />
| $0B<br />
| $81CF<br />
| SEZ Sprite<br />
|-<br />
| $0C<br />
| $81DF<br />
| CEZ 1 & 2 Sprite<br />
|-<br />
| $0D<br />
| $81EF<br />
| CEZ 3 Sprite<br />
|-<br />
| $0E<br />
| $81FF<br />
| UGZ Background<br />
|-<br />
| $0F<br />
| $820F<br />
| SHZ 1 & 3 Background<br />
|-<br />
| $10<br />
| $821F<br />
| SHZ 2 Background<br />
|-<br />
| $11<br />
| $822F<br />
| ALZ 1 & 3 Background<br />
|-<br />
| $12<br />
| $823F<br />
| ALZ 2 Background<br />
|-<br />
| $13<br />
| $824F<br />
| GHZ Background<br />
|-<br />
| $14<br />
| $825F<br />
| GMZ Background<br />
|-<br />
| $15<br />
| $826F<br />
| SEZ Background<br />
|-<br />
| $16<br />
| $827F<br />
| CEZ 1 & 2 Background<br />
|-<br />
| $17<br />
| $828F<br />
| CEZ 3 Background<br />
|-<br />
| $18<br />
| $829F<br />
| Intro Sequence Sprite<br />
|-<br />
| $19<br />
| $82AF<br />
| Title Screen Sprite<br />
|-<br />
| $1A<br />
| $82BF<br />
| Intro Sequence Background<br />
|-<br />
| $1B<br />
| $82CF<br />
| Title Screen Background<br />
|-<br />
| $1C<br />
| $82DF<br />
| Unknown.<br />
|-<br />
| $1D<br />
| $82EF<br />
| UGZ Title Card Sprite<br />
|-<br />
| $1E<br />
| $82FF<br />
| SHZ Title Card Sprite<br />
|-<br />
| $1F<br />
| $830F<br />
| ALZ Title Card Sprite<br />
|-<br />
| $20<br />
| $831F<br />
| GHZ Title Card Sprite<br />
|-<br />
| $21<br />
| $832F<br />
| GMZ Title Card Sprite<br />
|-<br />
| $22<br />
| $833F<br />
| SEZ Title Card Sprite<br />
|-<br />
| $23<br />
| $834F<br />
| CEZ Title Card Sprite<br />
|-<br />
| $24<br />
| $835F<br />
| Unknown.<br />
|-<br />
| $25<br />
| $836F<br />
| Ending Sequence Sprite<br />
|-<br />
| $26<br />
| $837F<br />
| Unknown.<br />
|-<br />
| $27<br />
| $838F<br />
| 8 background palettes used by the ending sequence.<br />
|}<br />
<br />
<br />
==Uncompressed Art==<br />
Uncompressed art is used for sprites that are loaded on-the-fly throughout the level (i.e. need to be loaded quickly). This includes Sonic's animations, rings, monitors, chaos emeralds, etc. Data is stored using the standard SMS planar format (see documentation on [http://www.smspower.org SMS Power!]).<br />
<br />
<br />
==Compression==<br />
All level tiles and badnik art is compressed. The compression format is based on a simple principle: if the value is zero it can be omitted. Each omission is recorded in a flag bitfield at the end of the compressed data stream. The file structure is as follows:<br />
<br />
{| class=prettytable<br />
! Offset||Size||Description<br />
|-<br />
| $00<br />
| Word<br />
| The value $0001 stored in little-endian format.<br />
|-<br />
| $02<br />
| Word<br />
| The number of tiles in the compressed data.<br />
|-<br />
| $04<br />
| Word<br />
| Pointer the compression bitfields (relative to start of file).<br />
|-<br />
| $06<br />
| Variable<br />
| The compressed tile data.<br />
|-<br />
| Variable<br />
| ceil(tile_count * 2 / 8) bytes<br />
| Compression flags.<br />
|}<br />
<br />
===Compression Flags===<br />
Four types of storage are employed in the compressed stream: 0 = tile is blank (32 zero bytes) and no data is stored (flags only), 1 = tile stored uncompressed, 2 = tile is compressed, 3 = tile is XOR encoded and then compressed. This means that 2 bits are required to store the compression type for each tile; thus each flag byte can store compression type for 4 tiles.<br />
<br />
Flag bytes are read from the stream as required. The bytes are then rotated right twice to extract the compression type for a tile. Therefore, compression flag bytes will look like this:<br />
<br />
[44332211][--776655]<br />
<br />
Where:<br />
*'''11''' - Type for first tile;<br />
*'''22''' - Type for second tile;<br />
*'''33''' - Type for third tile;<br />
<br />
===Compression Types===<br />
====Type 0====<br />
Blank Tile. To decompress, simply write 32 zero bytes.<br />
<br />
====Type 1==== <br />
No compression. Straight copy of 32 bytes from the compressed data stream.<br />
<br />
====Type 2====<br />
Compressed data. A variable number of compressed bytes are preceded by 4 flag bytes (32 bits - one for each byte of uncompressed tile data). The decompression algorithm works as follows:<br />
: For each flag byte<br />
:: Loop 8 times<br />
::: Rotate right by one place<br />
::: If bit rotated off was zero write a zero to the output<br />
::: Else read one byte from the compressed data and copy to the output.<br />
<br />
For example, given a flag byte of '01100101' and an input of 'E0 AB 43 A3 01', the decompressed output would be: 'E0 00 AB 00 00 43 A3 00'.<br />
<br />
====Type 3====<br />
XOR encoded, compressed data. To decompress follow the instructions for type 2 then decode according to the following algorithm (extracted from the Sonic 2 SMS Disassembly):<br />
<syntaxhighlighter lang="z80"><br />
XORDecode:<br />
ld ix, $D300 ;decode decompressed data at $D300<br />
ld b, $07<br />
-: ld a, (ix+0) ;xor byte at (ix+0) with byte at (ix+2)...<br />
xor (ix+2)<br />
ld (ix+2), a ;...and store the result at (ix+2)<br />
<br />
ld a, (ix+1) ;xor byte at (ix+1) with byte at (ix+3)...<br />
xor (ix+3)<br />
ld (ix+3), a ;...and store the result at (ix+3)<br />
<br />
ld a, (ix+16) ;xor byte at (ix+16) with byte at (ix+18)...<br />
xor (ix+18)<br />
ld (ix+18), a ;...and store result at (ix+18)<br />
<br />
ld a, (ix+17) ;xor byte at (ix+17) with byte at (ix+19)...<br />
xor (ix+19)<br />
ld (ix+19), a ;...and store result at (ix+19)<br />
<br />
inc ix<br />
inc ix ;ix += 2<br />
djnz -<br />
ret<br />
</syntaxhighlighter><br />
<br />
{{SCHGuides}}<br />
[[Category:Sonic Community Hacking Guide]]</div>
Scarred Sun
https://info.sonicretro.org/index.php?title=SPG:Running&diff=224179
SPG:Running
2015-12-21T03:55:20Z
<p>Scarred Sun: Text replacement - "<asm>" to "<syntaxhighlighter lang="asm">"</p>
<hr />
<div>''Notes:''<br />
<br />
Research applies to all four of the [[Sega Mega Drive|Genesis/Mega Drive]] games, and [[Sonic CD]].<br />
<br />
The following only applies when [[Sonic]] is on flat, dry land with no special power-ups. Curves, water physics, [[Super Sonic]], and [[Speed Shoes]] will be covered in separate guides.<br />
<br />
==Variables==<br />
<br />
The following variables/constants will be referenced frequently in this section.<br />
<br />
<syntaxhighlighter lang="asm"><br />
//variables<br />
xsp: the speed in which sonic is moving horizontally<br />
ysp: the speed in which sonic is moving vertically<br />
<br />
//constants<br />
acc: 0.046875<br />
dec: 0.5<br />
frc: 0.046875 (same as acc)<br />
top: 6<br />
</asm><br />
<br />
==Movement Rules==<br />
<br />
===Acceleration===<br />
<br />
When you hold {{right}} from a standstill, his ''xsp'' increases by ''acc'' every step. When you hold {{left}} from a standstill, his xsp decreases by ''acc'' every step.<br />
<br />
===Deceleration===<br />
<br />
If Sonic is already moving when you press {{left}} or {{right}}, rather than at a standstill, the computer checks whether you are pressing the joypad in the direction he's already moving. If so, ''acc'' is added to his ''xsp'' as normal. However if you are pressing in the opposite direction than he's already moving, the deceleration constant (''dec'') is added instead. Thus Sonic can turn around quickly. If no distinction is made between ''acc'' and ''dec'', Sonic takes too long to overcome his current velocity, frustrating the player. A good engine must not make such a day one mistake.<br />
<br />
One might think that if ''xsp'' happened to equal 0.1, and you pressed {{left}}, ''dec'' would be subtracted, resulting in an ''xsp'' value of -0.4. Oddly, this is not the case in any of the Mega Drive games. Instead, at any time an addition or subtraction of ''dec'' results in xsp changing sign, ''xsp'' is set to ''dec''. For example, in the instance above, ''xsp'' would become -0.5. The bizarre result of this is that you can press {{left}} for one step, and then press {{right}} (or vice versa), and start running faster than if you had just pressed {{right}} alone! Now, the resulting speed is still lower than one pixel per step, so it isn't very noticeable, but nonetheless it is true. You may not want to bother emulating this anomaly.<br />
<br />
===Friction===<br />
<br />
If you are not pressing {{left}} or {{right}}, friction (''frc'') kicks in. In any step in which the game recieves no horizontal joypad input, ''frc'' times the sign of ''xsp'' is subtracted from ''xsp'', unless absolute ''xsp'' is less than ''frc'', in which case ''xsp'' is simply set to zero.<br />
<br />
===Top Speed===<br />
<br />
Sonic can only accelerate up to a certain point. At some point, he reaches top speed and can no longer move any faster under his own power. So, after ''acc'' is added to ''xsp'', the computer checks to see if ''xsp'' exceeds ''top''. If it does, it's set to ''top''.<br />
<br />
This means, of course, that if Sonic is somehow running at a higher speed than he can possibly achieve on his own (perhaps by way of having been impelled by a spring), if you press in the direction he's moving, the computer will add ''acc'', notice that ''xsp'' exceeds ''top'', and set ''xsp'' to ''top''. Thus it is possible to curtail your forward momentum by pressing in the very direction of your motion. That's just not right! This can be solved in your engine by checking to see if ''xsp'' is less than ''top'' before adding ''acc''. Only if ''xsp'' is less than ''top'' does the computer add ''acc'' to it and check if ''xsp'' exceeds ''top''. Problem solved.<br />
<br />
[[Sonic CD]] actually uses a fix like this because Sonic can perform the "[[Super Peel Out]]" (or "Dash", in Japan, which is what I'll call it here), which launches him forward at a speed of 12 pixels per step. Sonic can't accelerate to this speed under normal conditions, but if he reaches it from a Dash, he can continue to run at such a speed without slowing down, as long as you continue to press in the direction of his motion. If you should release the button, friction will take over. If you press again, friction will cease, and ''xsp'' will remain constant, but it will not rebuild to 12 without another Dash.<br />
<br />
However, the programmers of Sonic CD neglected to apply the fix while Sonic is in the air, so if Sonic were to Dash off of a cliff, while you held in the direction of his motion, ''xsp'' would cut to 6 as he leaves the ground, regardless of how much higher it was at the time. Again, that's just not right.<br />
<br />
Here's some code logic that can accurately emulate movement and friction:<br />
<br />
<syntaxhighlighter lang="asm"><br />
if (the player is pressing left)<br />
{<br />
if (xsp > 0)<br />
{<br />
xsp -= dec;<br />
}<br />
else (if xsp > -top)<br />
{<br />
xsp = xsp-acc;<br />
}<br />
}<br />
else if (the player is pressing right)<br />
{<br />
if (xsp < 0)<br />
{<br />
xsp += dec;<br />
}<br />
else if (xsp < top)<br />
{<br />
xsp = xsp+acc;<br />
}<br />
}<br />
else xsp = xsp-minimum(absolute(xsp), frc)*sign(xsp);<br />
</asm><br />
<br />
==Animation Rules==<br />
<br />
===Running Animation===<br />
<br />
If you include Sonic CD in the mix, Sonic has 3 different running animations. He is depicted as standing still only if ''xsp'' is exactly zero. If he has any ''xsp'' whatsoever, he enters his walking animation, the frame advences in relation to his ground speed. <br />
<br />
Once his ''xsp'' equals (or exceeds) 6, he enters his running animation, with the whirling feet. Once his ''xsp'' equals (or exceeds) 10, he enters his Dashing animation, with the figure-eight feet. Of course, the Dashing animation is only in Sonic CD.<br />
<br />
===Braking Animation===<br />
<br />
Sonic enters his braking animation when you turn around only if his absolute ''xsp'' is equal to or more than 4.5. In Sonic 1 and Sonic CD, he then stays in the braking animation until ''xsp'' reaches zero or changes sign. In the other 3 games, Sonic returns to his walking animation after the braking animation finishes displaying all of its frames.<br />
<br />
===Character Specific===<br />
<br />
All the characters - [[Sonic]], [[Tails]], and [[Knuckles]] - have the same acceleration, deceleration, top speed, running and braking values. They handle identically, with no difference at all besides their special moves and their sprites (and the annoying fact that Knuckles jumps lower than the other two).<br />
<br />
[[Category:Sonic Physics Guide|Running]]</div>
Scarred Sun
https://info.sonicretro.org/index.php?title=SCHG:Sonic_the_Hedgehog_2_(Master_System)/Art&diff=224178
SCHG:Sonic the Hedgehog 2 (Master System)/Art
2015-12-21T03:54:48Z
<p>Scarred Sun: Text replacement - "<z80>" to "<syntaxhighlighter lang="z80">"</p>
<hr />
<div>{{SCHG S2SMS}}<br />
__NOTOC__<br />
<br />
==Palettes==<br />
Palettes are stored in bank 9, address $811F (absolute $2411F) in the [[Palette#Master System Palette|standard SMS format]]. Individual palettes are accessed using an index value which is multiplied by 16 and added to $811F to calculate an absolute address.<br />
<br />
{| class=prettytable<br />
! Index||Address||Description<br />
|-<br />
| $00<br />
| $811F<br />
| Unknown (4 shades of grey).<br />
|-<br />
| $01<br />
| $812F<br />
| Unknown.<br />
|-<br />
| $02<br />
| $813F<br />
| Unknown<br />
|-<br />
| $03<br />
| $814F<br />
| Title Card Background<br />
|-<br />
| $04<br />
| $815F<br />
| GHZ Sprite<br />
|-<br />
| $05<br />
| $816F<br />
| SHZ 1 & 3 Sprite<br />
|-<br />
| $06<br />
| $817F<br />
| SHZ 2 Sprite<br />
|-<br />
| $07<br />
| $818F<br />
| ALZ 1 & 3 Sprite<br />
|-<br />
| $08<br />
| $819F<br />
| ALZ 2 Sprite<br />
|-<br />
| $09<br />
| $81AF<br />
| UGZ Sprite<br />
|- <br />
| $0A<br />
| $81BF<br />
| GMZ Sprite<br />
|-<br />
| $0B<br />
| $81CF<br />
| SEZ Sprite<br />
|-<br />
| $0C<br />
| $81DF<br />
| CEZ 1 & 2 Sprite<br />
|-<br />
| $0D<br />
| $81EF<br />
| CEZ 3 Sprite<br />
|-<br />
| $0E<br />
| $81FF<br />
| UGZ Background<br />
|-<br />
| $0F<br />
| $820F<br />
| SHZ 1 & 3 Background<br />
|-<br />
| $10<br />
| $821F<br />
| SHZ 2 Background<br />
|-<br />
| $11<br />
| $822F<br />
| ALZ 1 & 3 Background<br />
|-<br />
| $12<br />
| $823F<br />
| ALZ 2 Background<br />
|-<br />
| $13<br />
| $824F<br />
| GHZ Background<br />
|-<br />
| $14<br />
| $825F<br />
| GMZ Background<br />
|-<br />
| $15<br />
| $826F<br />
| SEZ Background<br />
|-<br />
| $16<br />
| $827F<br />
| CEZ 1 & 2 Background<br />
|-<br />
| $17<br />
| $828F<br />
| CEZ 3 Background<br />
|-<br />
| $18<br />
| $829F<br />
| Intro Sequence Sprite<br />
|-<br />
| $19<br />
| $82AF<br />
| Title Screen Sprite<br />
|-<br />
| $1A<br />
| $82BF<br />
| Intro Sequence Background<br />
|-<br />
| $1B<br />
| $82CF<br />
| Title Screen Background<br />
|-<br />
| $1C<br />
| $82DF<br />
| Unknown.<br />
|-<br />
| $1D<br />
| $82EF<br />
| UGZ Title Card Sprite<br />
|-<br />
| $1E<br />
| $82FF<br />
| SHZ Title Card Sprite<br />
|-<br />
| $1F<br />
| $830F<br />
| ALZ Title Card Sprite<br />
|-<br />
| $20<br />
| $831F<br />
| GHZ Title Card Sprite<br />
|-<br />
| $21<br />
| $832F<br />
| GMZ Title Card Sprite<br />
|-<br />
| $22<br />
| $833F<br />
| SEZ Title Card Sprite<br />
|-<br />
| $23<br />
| $834F<br />
| CEZ Title Card Sprite<br />
|-<br />
| $24<br />
| $835F<br />
| Unknown.<br />
|-<br />
| $25<br />
| $836F<br />
| Ending Sequence Sprite<br />
|-<br />
| $26<br />
| $837F<br />
| Unknown.<br />
|-<br />
| $27<br />
| $838F<br />
| 8 background palettes used by the ending sequence.<br />
|}<br />
<br />
<br />
==Uncompressed Art==<br />
Uncompressed art is used for sprites that are loaded on-the-fly throughout the level (i.e. need to be loaded quickly). This includes Sonic's animations, rings, monitors, chaos emeralds, etc. Data is stored using the standard SMS planar format (see documentation on [http://www.smspower.org SMS Power!]).<br />
<br />
<br />
==Compression==<br />
All level tiles and badnik art is compressed. The compression format is based on a simple principle: if the value is zero it can be omitted. Each omission is recorded in a flag bitfield at the end of the compressed data stream. The file structure is as follows:<br />
<br />
{| class=prettytable<br />
! Offset||Size||Description<br />
|-<br />
| $00<br />
| Word<br />
| The value $0001 stored in little-endian format.<br />
|-<br />
| $02<br />
| Word<br />
| The number of tiles in the compressed data.<br />
|-<br />
| $04<br />
| Word<br />
| Pointer the compression bitfields (relative to start of file).<br />
|-<br />
| $06<br />
| Variable<br />
| The compressed tile data.<br />
|-<br />
| Variable<br />
| ceil(tile_count * 2 / 8) bytes<br />
| Compression flags.<br />
|}<br />
<br />
===Compression Flags===<br />
Four types of storage are employed in the compressed stream: 0 = tile is blank (32 zero bytes) and no data is stored (flags only), 1 = tile stored uncompressed, 2 = tile is compressed, 3 = tile is XOR encoded and then compressed. This means that 2 bits are required to store the compression type for each tile; thus each flag byte can store compression type for 4 tiles.<br />
<br />
Flag bytes are read from the stream as required. The bytes are then rotated right twice to extract the compression type for a tile. Therefore, compression flag bytes will look like this:<br />
<br />
[44332211][--776655]<br />
<br />
Where:<br />
*'''11''' - Type for first tile;<br />
*'''22''' - Type for second tile;<br />
*'''33''' - Type for third tile;<br />
<br />
===Compression Types===<br />
====Type 0====<br />
Blank Tile. To decompress, simply write 32 zero bytes.<br />
<br />
====Type 1==== <br />
No compression. Straight copy of 32 bytes from the compressed data stream.<br />
<br />
====Type 2====<br />
Compressed data. A variable number of compressed bytes are preceded by 4 flag bytes (32 bits - one for each byte of uncompressed tile data). The decompression algorithm works as follows:<br />
: For each flag byte<br />
:: Loop 8 times<br />
::: Rotate right by one place<br />
::: If bit rotated off was zero write a zero to the output<br />
::: Else read one byte from the compressed data and copy to the output.<br />
<br />
For example, given a flag byte of '01100101' and an input of 'E0 AB 43 A3 01', the decompressed output would be: 'E0 00 AB 00 00 43 A3 00'.<br />
<br />
====Type 3====<br />
XOR encoded, compressed data. To decompress follow the instructions for type 2 then decode according to the following algorithm (extracted from the Sonic 2 SMS Disassembly):<br />
<syntaxhighlighter lang="z80"><br />
XORDecode:<br />
ld ix, $D300 ;decode decompressed data at $D300<br />
ld b, $07<br />
-: ld a, (ix+0) ;xor byte at (ix+0) with byte at (ix+2)...<br />
xor (ix+2)<br />
ld (ix+2), a ;...and store the result at (ix+2)<br />
<br />
ld a, (ix+1) ;xor byte at (ix+1) with byte at (ix+3)...<br />
xor (ix+3)<br />
ld (ix+3), a ;...and store the result at (ix+3)<br />
<br />
ld a, (ix+16) ;xor byte at (ix+16) with byte at (ix+18)...<br />
xor (ix+18)<br />
ld (ix+18), a ;...and store result at (ix+18)<br />
<br />
ld a, (ix+17) ;xor byte at (ix+17) with byte at (ix+19)...<br />
xor (ix+19)<br />
ld (ix+19), a ;...and store result at (ix+19)<br />
<br />
inc ix<br />
inc ix ;ix += 2<br />
djnz -<br />
ret<br />
</z80><br />
<br />
{{SCHGuides}}<br />
[[Category:Sonic Community Hacking Guide]]</div>
Scarred Sun
https://info.sonicretro.org/index.php?title=SCHG_How-to:Dynamic_Collision_system_in_Sonic_1&diff=224177
SCHG How-to:Dynamic Collision system in Sonic 1
2015-12-21T01:47:09Z
<p>Scarred Sun: Text replacement - "<asm>" to "<syntaxhighlight lang="asm">"</p>
<hr />
<div>{{GuideBy|Theocas}}<br />
<br />
This system works best with the dynamic art and palette system, but if every zone has the same art and you still want dynamic collision for some reason, read on. I originally wrote this over on SSRG, but I thought I might as well add it here. This tutorial will tell you how to load different collision indexes for each act, with support for a 4th act. First of all, find ColIndexLoad: in your disasm. <syntaxhighlight lang="asm"><br />
move.l ColPointers(pc,d0.w),($FFFFF796).w</syntaxhighlight> This loads the collision pointer for the correct zone into a RAM address. Make 4 subroutines titled ColIndexLoadAct1, ColIndexLoadAct2, ColIndexLoadAct3 and ColIndexLoadAct4. Even if you don't have a 4th act for your zones, Scrap Brain 3 is actually Act 4 of Labyrinth so it is required. Now that you have these subroutines, turn ColIndexLoad into this:<br />
<br />
<syntaxhighlight lang="asm"><br />
ColIndexLoad: ; XREF: Level<br />
moveq #0,d0<br />
move.b ($FFFFFE10).w,d0<br />
lsl.w #2,d0<br />
cmp.b #$00, ($FFFFFE11).w<br />
beq.s ColIndexLoadAct1<br />
cmp.b #$01, ($FFFFFE11).w<br />
beq.s ColIndexLoadAct2<br />
cmp.b #$02, ($FFFFFE11).w<br />
beq.s ColIndexLoadAct3<br />
cmp.b #$03, ($FFFFFE11).w<br />
beq.s ColIndexLoadAct4<br />
</syntaxhighlight><br />
Now Make the subroutines you just created read like so:<br />
<syntaxhighlight lang="asm">ColIndexLoadAct1:<br />
move.l ColPointers(pc,d0.w),($FFFFF796).w<br />
bra.w ColIndexLoad_locret<br />
<br />
ColIndexLoadAct2:<br />
move.l ColPointers2(pc,d0.w),($FFFFF796).w<br />
bra.w ColIndexLoad_locret<br />
<br />
ColIndexLoadAct3:<br />
move.l ColPointers3(pc,d0.w),($FFFFF796).w<br />
bra.w ColIndexLoad_locret<br />
<br />
ColIndexLoadAct4:<br />
move.l ColPointers4(pc,d0.w),($FFFFF796).w<br />
bra.w ColIndexLoad_locret<br />
<br />
ColIndexLoad_locret:<br />
rts <br />
</syntaxhighlight><br />
Oh, yeah, the ColIndexLoad_locret method. Can you guess what it does? It simply contains and rts, or Return To Subroutine. Now for actually adding those pointers for each additional act. See this line?<br />
<syntaxhighlight lang="asm">ColPointers:<br />
include "_inc\Collision index pointers.asm"<br />
</syntaxhighlight><br />
As you might have guessed, make 3 copies of that line, but adding the numbers 2, 3 and 4 to ColPointers and the file name before .asm. If you did it correctly, it will look like this: <br />
<syntaxhighlight lang="asm">; ---------------------------------------------------------------------------<br />
; Collision index pointers for Act 1<br />
; ---------------------------------------------------------------------------<br />
ColPointers:<br />
include "_inc\Collision index pointers.asm"<br />
<br />
; ---------------------------------------------------------------------------<br />
; Collision index pointers for Act 2<br />
; ---------------------------------------------------------------------------<br />
ColPointers2:<br />
include "_inc\Collision index pointers2.asm"<br />
<br />
; ---------------------------------------------------------------------------<br />
; Collision index pointers for Act 3<br />
; ---------------------------------------------------------------------------<br />
ColPointers3:<br />
include "_inc\Collision index pointers3.asm"<br />
<br />
; ---------------------------------------------------------------------------<br />
; Collision index pointers for Act 4<br />
; ---------------------------------------------------------------------------<br />
ColPointers4:<br />
include "_inc\Collision index pointers4.asm"</syntaxhighlight><br />
Make 3 copies of Collision index pointers.asm and rename them just like you did in the include above. Now you just need the actual content to put in these files. This is what the Act 2 file looks like:<syntaxhighlight lang="asm">; ---------------------------------------------------------------------------<br />
; Collision index pointers for Act 2<br />
; ---------------------------------------------------------------------------<br />
dc.l Col_GHZ2<br />
dc.l Col_LZ2<br />
dc.l Col_MZ2<br />
dc.l Col_SLZ2<br />
dc.l Col_SYZ2<br />
dc.l Col_SBZ2</syntaxhighlight><br />
You get where I'm going? Do the same for Act 3, but changing the 2 to 3. The Act 4 file requires special treatment - well, not really, but if you want to edit the collision for SBZ3/LZ4 seperatly you should make it exactly like the Act 1 file, but add a 4 after Col_LZ. If you don't plan on doing that, you can just change the include for the Act 4 file to the Act 1 file. You can always change it once you've added the new file. Now go into the collide folder in your disasm and make 2 copies of all these files. Rename them to GHZ, GHZ2, and GHZ3. Now you need to actually include them in the ROM. Find Col_GHZ: in your disasm, and replace the entire block with this:<br />
<syntaxhighlight lang="asm"><br />
Col_GHZ: incbin collide\ghz.bin ; GHZ index<br />
even<br />
Col_GHZ2: incbin collide\ghz2.bin ; GHZ 2 index<br />
even<br />
Col_GHZ3: incbin collide\ghz3.bin ; GHZ 3 index<br />
even<br />
Col_LZ: incbin collide\lz.bin ; LZ index<br />
even<br />
Col_LZ2: incbin collide\lz2.bin ; LZ index<br />
even<br />
Col_LZ3: incbin collide\lz3.bin ; LZ index<br />
even<br />
Col_MZ: incbin collide\mz.bin ; MZ index<br />
even<br />
Col_MZ2: incbin collide\mz2.bin ; MZ index<br />
even<br />
Col_MZ3: incbin collide\mz3.bin ; MZ index<br />
even<br />
Col_SLZ: incbin collide\slz.bin ; SLZ index<br />
even<br />
Col_SLZ2: incbin collide\slz2.bin ; SLZ index<br />
even<br />
Col_SLZ3: incbin collide\slz3.bin ; SLZ index<br />
even<br />
Col_SYZ: incbin collide\syz.bin ; SYZ index<br />
even<br />
Col_SYZ2: incbin collide\syz2.bin ; SYZ index<br />
even<br />
Col_SYZ3: incbin collide\syz3.bin ; SYZ index<br />
even<br />
Col_SBZ: incbin collide\sbz.bin ; SBZ index<br />
even<br />
Col_SBZ2: incbin collide\sbz2.bin ; SBZ index<br />
even<br />
Col_SBZ3: incbin collide\sbz3.bin ; SBZ index<br />
even<br />
</syntaxhighlight><br />
<br />
If you did all this, you should be ready to go! Compile and see your dynamic collision. You will also need to fix the SonED2 Project files, but that will not be covered today because it's a thing that takes all of 5 minutes to do.<br />
<br />
{{S1Howtos}}<br />
[[Category:SCHG How-tos|Dynamic Collision system in Sonic 1]]</div>
Scarred Sun
https://info.sonicretro.org/index.php?title=SCHG_How-to:Fix_the_camera_follow_bug&diff=224176
SCHG How-to:Fix the camera follow bug
2015-12-21T01:47:06Z
<p>Scarred Sun: Text replacement - "<asm>" to "<syntaxhighlight lang="asm">"</p>
<hr />
<div>{{GuideBy|MarkeyJester}}<br />
<br />
This bug is almost unnoticable in the original game, if you are to write your own special screen movements that cause the screen to move away from Sonic, and then let the engine move the screen back to Sonic, then it can become noticable<br />
<br />
==Explaining the issue==<br />
<br />
The engine that allows the screen to follow Sonic has the responsibility of ensuring that the screen does not move more than 10 (hex) pixels any direction at one time, this is to allow the draw code to draw the lines of 16x16 blocks correctly without skipping any lines, this means that if Sonic is away from the screen's "central box" position by less than 10 (hex) pixels, then the screen's "central box" will move directly to Sonic, if however, Sonic is further than that, the screen will move at a maximum of 10 (hex) pixels in the direction it is suppose to be moving to. The routine "ScrollVertical:" handles this for moving the screen up and down, "ScrollHoriz:" on the other hand (or should I say "ScrollHoriz2:") handles this for the screen moving right, but '''not''' when moving left.<br />
<br />
==Fixing the issue==<br />
<br />
Observe the code for right movement:<br />
<br />
<syntaxhighlight lang="asm">loc_65CC:<br />
cmpi.w #$10,d0 ; <- Restriction<br />
bcs.s loc_65D6 ; <- Restriction<br />
move.w #$10,d0 ; <- Restriction<br />
<br />
loc_65D6:<br />
add.w ($FFFFF700).w,d0<br />
cmp.w ($FFFFF72A).w,d0<br />
blt.s loc_65E4<br />
move.w ($FFFFF72A).w,d0</syntaxhighlight><br />
As you can see by the code marked "Restriction", this is to prevent the screen from moving right by 10 pixels, thereas if we look at the code for left movement:<br />
<br />
<syntaxhighlight lang="asm">loc_65F6:<br />
add.w ($FFFFF700).w,d0<br />
cmp.w ($FFFFF728).w,d0<br />
bgt.s loc_65E4<br />
move.w ($FFFFF728).w,d0<br />
bra.s loc_65E4</syntaxhighlight><br />
The "Restriction" does not exist, the fix is moderately simple:<br />
<br />
<syntaxhighlight lang="asm">loc_65F6:<br />
cmpi.w #$FFF0,d0 ; has the screen moved more than 10 pixels left?<br />
bcc.s Left_NoMax ; if not, branch<br />
move.w #$FFF0,d0 ; set the maximum move distance to 10 pixels left<br />
<br />
Left_NoMax:<br />
add.w ($FFFFF700).w,d0<br />
cmp.w ($FFFFF728).w,d0<br />
bgt.s loc_65E4<br />
move.w ($FFFFF728).w,d0<br />
bra.s loc_65E4</syntaxhighlight><br />
<br />
==Horizontal wrapping bug-fix==<br />
<br />
There is another bug related to this which funnily enough is also related to the good old "screen wrapping vertically" bug in Sonic 2 and up, but this is to do with horizontal rather than vertical, at routing "ScrollHoriz2:" we have:<br />
<br />
<syntaxhighlight lang="asm">ScrollHoriz2: ; XREF: ScrollHoriz<br />
move.w ($FFFFD008).w,d0<br />
sub.w ($FFFFF700).w,d0<br />
subi.w #$90,d0<br />
bcs.s loc_65F6<br />
subi.w #$10,d0<br />
bcc.s loc_65CC<br />
clr.w ($FFFFF73A).w<br />
rts </syntaxhighlight><br />
bcc and bcs are unsigned branches, the problem here is that if Sonic is behind the screen (I.e. to the left), the result will be negative (I.e. a value from 8000 to FFFF), but with the unsigned branches it will obviously treat 8000 to FFFF as positive and higher than 7FFF, thus it believes it has to move right rather than left, the fix is also simple, change the unsigned branch conditions with signed branch conditions:<br />
<br />
<syntaxhighlight lang="asm">ScrollHoriz2: ; XREF: ScrollHoriz<br />
move.w ($FFFFD008).w,d0<br />
sub.w ($FFFFF700).w,d0<br />
subi.w #$90,d0<br />
bmi.s loc_65F6 ; cs to mi (for negative)<br />
subi.w #$10,d0<br />
bpl.s loc_65CC ; cc to pl (for negative)<br />
clr.w ($FFFFF73A).w<br />
rts </syntaxhighlight><br />
The cc to pl should not matter, but it's best to be safe.<br />
<br />
{{S1Howtos}}<br />
[[Category:SCHG How-tos|((PAGENAME))]]</div>
Scarred Sun
https://info.sonicretro.org/index.php?title=SCHG_How-to:Alter_the_Ring_Requirements_in_the_Special_Stages&diff=224175
SCHG How-to:Alter the Ring Requirements in the Special Stages
2015-12-21T01:47:05Z
<p>Scarred Sun: Text replacement - "<asm>" to "<syntaxhighlight lang="asm">"</p>
<hr />
<div>{{GuideBy|Mercury}}<br />
<br />
NOTE: Thanks to [[MarkeyJester]] for pointing out to me how to do this.<br />
<br />
When [[Sonic & Knuckles]] is locked on to [[Sonic 2]], the amount of rings needed to obtain the [[Chaos Emerald]] in the [[Special Stage|Special Stages]] is reduced. This simple guide will explain how to do the same thing in Sonic 2 alone.<br />
<br />
(This guide refers to the [[Disassemblies#Sonic_2_final|Xenowhirl 2007 disassembly]])<br />
<br />
You'll find the array of ring requirements for a Sonic ''and'' Tails game at '''Misc_7756''':<br />
<syntaxhighlight lang="asm"><br />
Misc_7756:<br />
dc.b 30, 70,130,120 ; 4<br />
dc.b 50,100,140,150 ; 8<br />
dc.b 50,100,150,170 ; 12<br />
dc.b 40,100,140,160 ; 16<br />
dc.b 40, 80,150,200 ; 20<br />
dc.b 70,130,200,220 ; 24<br />
dc.b 90,140,180,210 ; 28<br />
</syntaxhighlight><br />
and the array of ring requirements for a Sonic ''or'' Tails game at '''Misc_7772''':<br />
<syntaxhighlight lang="asm"><br />
Misc_7772:<br />
dc.b 30, 70,130,120 ; 4<br />
dc.b 50,100,140,150 ; 8<br />
dc.b 50,100,150,170 ; 12<br />
dc.b 40,100,140,160 ; 16<br />
dc.b 40, 80,150,200 ; 20<br />
dc.b 70,130,200,220 ; 24<br />
dc.b 90,140,180,210 ; 28<br />
</syntaxhighlight><br />
(If you wish to edit these arrays in raw hex instead of using a disassembly, their offsets are '''$7756''' and '''$7772''', respectively)<br />
<br />
Each Special Stage uses 4 bytes, with each byte representing the ring requirement for each section of the Special Stage. This means that the fourth byte is unused, because all the special stages are only 3 sections long.<br />
<br />
The Special Stages are stored in the array - as you'd expect - in order from the first to the seventh.<br />
<br />
{{S2Howtos}}<br />
<br />
[[Category:SCHG How-tos|{{PAGENAME}}]]</div>
Scarred Sun
https://info.sonicretro.org/index.php?title=SCHG_How-to:Relocate_Player_Object_Logic_in_Sonic_2_SMS&diff=224174
SCHG How-to:Relocate Player Object Logic in Sonic 2 SMS
2015-12-21T01:47:01Z
<p>Scarred Sun: Text replacement - "<asm>" to "<syntaxhighlight lang="asm">"</p>
<hr />
<div>{{GuideBy|Glitch}}<br />
<br />
== Introduction ==<br />
This guide will show you how to increase the the Sonic 2 ROM from 32 to 64 banks and move the logic for the Sonic object into bank 32. This gives you much more room to breathe when editing the player object not to mention extra space for art!<br />
<br />
== Increasing the ROM Size ==<br />
<br />
We're going to start by increasing the ROM size. Open src/s2.asm and find the section that starts ".ROMBANKMAP". It should look like this:<br />
<br />
<syntaxhighlight lang="asm"><br />
.ROMBANKMAP<br />
BANKSTOTAL 32<br />
BANKSIZE $7FF0<br />
BANKS 1<br />
BANKSIZE $0010<br />
BANKS 1<br />
BANKSIZE $4000<br />
BANKS 30<br />
.ENDRO<br />
</syntaxhighlight><br />
<br />
Change it to look like this:<br />
<br />
<syntaxhighlight lang="asm"><br />
.ROMBANKMAP<br />
BANKSTOTAL 64<br />
BANKSIZE $7FF0<br />
BANKS 1<br />
BANKSIZE $0010<br />
BANKS 1<br />
BANKSIZE $4000<br />
BANKS 62<br />
.ENDRO<br />
</syntaxhighlight><br />
<br />
That was easy enough...<br />
<br />
== Prepare the Source Files ==<br />
<br />
Now we're going to add a source file for the 32nd bank. Create a new file called "bank32.asm" in the src/includes dir. Open the src/includes/banks.asm file. Add the following lines at the end and save:<br />
<br />
<syntaxhighlight lang="asm"><br />
.BANK 32<br />
.ORG $0000<br />
Bank32:<br />
<br />
.include "src\includes\bank32.asm"<br />
</syntaxhighlight><br />
<br />
== Move the Logic ==<br />
Open src/object_logic/bank31_logic.asm. It should start with the following lines:<br />
<br />
<syntaxhighlight lang="asm"><br />
.include "src\object_logic\logic_sonic.asm"<br />
<br />
.include "src\object_logic\logic_ring_sparkle.asm"<br />
<br />
.include "src\object_logic\logic_block_fragment.asm"<br />
</syntaxhighlight><br />
<br />
Cut the line that includes the logic for the Sonic object and paste it into the "bank32.asm" file. Save everything and build the ROM.<br />
<br />
[[Category:SCHG How-tos|{{PAGENAME}}]]</div>
Scarred Sun
https://info.sonicretro.org/index.php?title=SCHG:VDP_Documentation/General/Ports&diff=224173
SCHG:VDP Documentation/General/Ports
2015-12-21T01:47:00Z
<p>Scarred Sun: Text replacement - "<asm>" to "<syntaxhighlight lang="asm">"</p>
<hr />
<div>__NOTOC__<br />
{{SCHG VDP}}<br />
The main [[Mega Drive]] processor (the [[Motorola 68000]]) cannot directly access VDP memory areas. Instead, it communicates with the VDP through '''ports'''.<br />
<br />
== Memory map ==<br />
The addresses for the VDP ports are shown exhaustively below, though only $C00000 and $C00004 are used generally.<br />
{| class="prettytable"<br />
! 68k Address !! Length !! Description<br />
|-<br />
| $C00000 || B/W/L || Data port<br />
|-<br />
| $C00002 || B/W || Data port (mirror)<br />
|-<br />
| $C00004 || B/W/L || Control port<br />
|-<br />
| $C00006 || B/W || Control port (mirror)<br />
|-<br />
| $C00008 || B/W || HV counter (read-only)<br />
|-<br />
| $C0000A || B/W || HV counter (read-only, mirror)<br />
|-<br />
| $C0000C || B/W || HV counter (read-only, mirror)<br />
|-<br />
| $C0000E || B/W || HV counter (read-only, mirror)<br />
|-<br />
| $C00011 || B || SN76489 PSG (write-only)<br />
|-<br />
| $C00013 || B || SN76489 PSG (write-only, mirror)<br />
|-<br />
| $C00015 || B || SN76489 PSG (write-only, mirror)<br />
|-<br />
| $C00017 || B || SN76489 PSG (write-only, mirror)<br />
|-<br />
| $C0001C || W || Unused mystery port<br />
|}<br />
<br />
== Control port ==<br />
The control port, as the name suggests, allows the 68000 to control VDP memory access. Additionally, it also allows the reading of VDP status and the setting of registers. The control port is accessed at address $C00004 from the 68000.<br />
<br />
=== Getting VDP status ===<br />
Reading the control port returns a VDP status word, which has the following format, counting from the least significant bit:<br />
<br />
{| class="prettytable"<br />
! Bit !! Description<br />
|-<br />
| 0 || This is 0 if the VDP is in NTSC mode, and 1 if it's in PAL mode.<br />
|-<br />
| 1 || This is set for the duration of a DMA operation. It is only useful for fills and copies, as the 68000 is frozen for transfers from 68000 memory to VDP.<br />
|-<br />
| 2 || Set during horizontal blanking.<br />
|-<br />
| 3 || Set during vertical blanking.<br />
|-<br />
| 4 || Set when the odd frame is being displayed in interlaced mode, clear otherwise.<br />
|-<br />
| 5 || Set when any two sprites have non-transparent pixels overlapping each other. Its usefulness is quite limited however since it cannot be determined which two sprites collided and where.<br />
|-<br />
| 6 || Set when there are too many sprites on a scan line i.e. over 17 in 32-cell mode or over 21 in 40-cell mode.<br />
|-<br />
| 7 || Set when a vertical interrupt occurs, presumably cleared at the end of a frame.<br />
|-<br />
| 8 || FIFO full flag. The VDP has a FIFO which can hold up to 4 words while the VDP's busy and unable to immediately process the write command. This flag is set when the 4th word is written and the FIFO cannot hold any more data. If the 68000 attempts to write again it will be frozen until at least one of the stored words has been delivered to its destination.<br />
|-<br />
| 9 || FIFO empty flag. This flag is only set when the FIFO is completely empty. If the FIFO is only partially filled both this flag and the FIFO full flag are 0.<br />
|-<br />
| 10 || Unused (always set).<br />
|-<br />
| 11 || Unused (always cleared).<br />
|-<br />
| 12 || Unused (always set).<br />
|-<br />
| 13 || Unused (always set).<br />
|-<br />
| 14 || Unused (always cleared).<br />
|-<br />
| 15 || Unused (always cleared).<br />
|}<br />
<br />
=== Writing to registers ===<br />
The VDP has 24 write-only registers, each taking bytes, the purpose of which is explained [[SCHG:VDP Documentation/General/Registers|here]]. A register can be set by writing a word to the control port, which has the following format:<br />
<br />
{| class="prettytable" style="margin-left: auto; margin-right: auto; text-align: center"<br />
! style="width: 6.25%" | 15<br />
! style="width: 6.25%" | 14<br />
! style="width: 6.25%" | 13<br />
! style="width: 6.25%" | 12<br />
! style="width: 6.25%" | 11<br />
! style="width: 6.25%" | 10<br />
! style="width: 6.25%" | 9<br />
! style="width: 6.25%" | 8<br />
! style="width: 6.25%" | 7<br />
! style="width: 6.25%" | 6<br />
! style="width: 6.25%" | 5<br />
! style="width: 6.25%" | 4<br />
! style="width: 6.25%" | 3<br />
! style="width: 6.25%" | 2<br />
! style="width: 6.25%" | 1<br />
! style="width: 6.25%" | 0<br />
|-<br />
| 1 || 0 || 0 || RS4 || RS3 || RS2 || RS1 || RS0 || D7 || D6 || D5 || D4 || D3 || D2 || D1 || D0<br />
|}<br />
<br />
Bits 15 and 14 are always 1 and 0 respectively to differentiate register writes from access control writes. RS4-RS0 is the register number, from $00 to $17 (writing to registers $18-$1F has no effect), and D7-D0 is the data to write. Since the VDP treats longword access as equivalent to two word accesses, two registers can be programmed at the same time by writing a longword:<br />
<br />
<syntaxhighlight lang="asm"> move.l #$80048134,($C00004).l ; set register 0 to $04 and register 1 to $34</syntaxhighlight><br />
<br />
=== Setting VDP access ===<br />
The 68000 can set VDP access by writing a longword to the control port, which has the following format:<br />
<br />
{| class="prettytable" style="margin-left: auto; margin-right: auto; text-align: center"<br />
! style="width: 6.25%" | 31<br />
! style="width: 6.25%" | 30<br />
! style="width: 6.25%" | 29<br />
! style="width: 6.25%" | 28<br />
! style="width: 6.25%" | 27<br />
! style="width: 6.25%" | 26<br />
! style="width: 6.25%" | 25<br />
! style="width: 6.25%" | 24<br />
! style="width: 6.25%" | 23<br />
! style="width: 6.25%" | 22<br />
! style="width: 6.25%" | 21<br />
! style="width: 6.25%" | 20<br />
! style="width: 6.25%" | 19<br />
! style="width: 6.25%" | 18<br />
! style="width: 6.25%" | 17<br />
! style="width: 6.25%" | 16<br />
|-<br />
| CD1 || CD0 || A13 || A12 || A11 || A10 || A9 || A8 || A7 || A6 || A5 || A4 || A3 || A2 || A1 || A0<br />
|-<br />
! style="width: 6.25%" | 15<br />
! style="width: 6.25%" | 14<br />
! style="width: 6.25%" | 13<br />
! style="width: 6.25%" | 12<br />
! style="width: 6.25%" | 11<br />
! style="width: 6.25%" | 10<br />
! style="width: 6.25%" | 9<br />
! style="width: 6.25%" | 8<br />
! style="width: 6.25%" | 7<br />
! style="width: 6.25%" | 6<br />
! style="width: 6.25%" | 5<br />
! style="width: 6.25%" | 4<br />
! style="width: 6.25%" | 3<br />
! style="width: 6.25%" | 2<br />
! style="width: 6.25%" | 1<br />
! style="width: 6.25%" | 0<br />
|-<br />
| 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || CD5 || CD4 || CD3 || CD2 || 0 || 0 || A15 || A14<br />
|}<br />
<br />
A15-A0 is the destination RAM address. CD5 is the DMA flag, and CD4 is set for a VRAM copy DMA operation. Bits CD3-CD0 govern the type of access:<br />
<br />
{| class="prettytable" style="text-align: center"<br />
! Access type !! CD3 !! CD2 !! CD1 !! CD0<br />
|-<br />
| VRAM read || 0 || 0 || 0 || 0<br />
|-<br />
| VRAM write || 0 || 0 || 0 || 1<br />
|-<br />
| CRAM read || 1 || 0 || 0 || 0<br />
|-<br />
| CRAM write || 0 || 0 || 1 || 1<br />
|-<br />
| VSRAM read || 0 || 1 || 0 || 0<br />
|-<br />
| VSRAM write || 0 || 1 || 0 || 1<br />
|}<br />
<br />
== Data port ==<br />
After VDP access has been set, data can be read or written through the data port, which is accessed at address $C00000 from the 68000. After each read or write, the address is increased by the value of the auto increment register (register $0F). Attempting to read data after setting up a write operation or vice-versa will cause the read or write to be ignored.<br />
<br />
As an example, the following code swaps first four colours of the first palette line (CRAM addresses 0 to 7) with the first four colours of the last palette line (CRAM addresses $60 to $67):<br />
<br />
<syntaxhighlight lang="asm"> lea ($C00004).l,a5 ; VDP control port<br />
lea ($C00000).l,a6 ; VDP data port<br />
move.w #$8F02,(a5) ; set auto-increment to 2 (see registers page for explanation)<br />
<br />
move.l #$00000020,(a5) ; CRAM read at address $0<br />
move.l (a6),d0 ; get first two colours of first palette line<br />
move.l (a6),d1 ; get next two colours of first palette line<br />
move.l #$00600020,(a5) ; CRAM read at address $60<br />
move.l (a6),d2 ; get first two colours of last palette line<br />
move.l (a6),d3 ; get next two colours of last palette line<br />
<br />
move.l #$C0000000,(a5) ; CRAM write at address $0<br />
move.l d2,(a6) ; set first two colours of first palette line<br />
move.l d3,(a6) ; set next two colours of first palette line<br />
move.l #$C0600000,(a5) ; CRAM write at address $60<br />
move.l d0,(a6) ; set first two colours of last palette line<br />
move.l d1,(a6) ; set next two colours of last palette line</syntaxhighlight><br />
<br />
== H/V counter ==<br />
<br />
The H/V counter is a read-only port which can be accessed at address $C00008 from the 68000. It keeps track of the position of the TV beam and its value is only meaningful in active scan (i.e. not during vertical blank).<br />
<br />
Reading the port will lead to a 2 byte value: the low byte is the horizontal position of the beam and the high byte is the vertical position. Under H40 or interlaced modes, values may be bigger than 255 and hence don't fit. Because of this, the LSB of the vertical counter is replaced by the MSB in interlaced mode, and the LSB of the horizontal counter is always dropped (so it'll have half the real value).<br />
<br />
<br />
{{SCHGuides}}<br />
[[Category:Sonic Community Hacking Guide|{{PAGENAME}}]]</div>
Scarred Sun
https://info.sonicretro.org/index.php?title=SCHG_How-to:Correct_CPZ_boss_attack_behavior&diff=224172
SCHG How-to:Correct CPZ boss attack behavior
2015-12-21T01:47:00Z
<p>Scarred Sun: Text replacement - "<asm>" to "<syntaxhighlight lang="asm">"</p>
<hr />
<div>''(Guide by [[redhotsonic]] using the 2007 Xenowhirl disassembly)''<br />
<br />
As many of you are aware, during the CPZ boss, when Eggman drops the blue slime on you, ducking will protect you, and the chemical cannot hurt you, making it too easy to defend against Eggman's attacks. To fix this so you will get hurt whilst ducking, follow this.<br />
<br />
==The Fix==<br />
Go to "loc_2E692:" (OR "Obj5D_Gunk_Init:") and you'll see this:<br />
<syntaxhighlight lang="asm"><br />
loc_2E692:<br />
addq.b #2,routine_secondary(a0)<br />
move.b #$20,y_radius(a0)<br />
move.b #$19,anim(a0)<br />
move.w #0,y_vel(a0)<br />
movea.l objoff_34(a0),a1 ; a1=object<br />
movea.l $34(a1),a1<br />
btst #2,$2D(a1)<br />
beq.s loc_2E6CA<br />
bclr #2,$2D(a1)<br />
move.b #6,routine_secondary(a0)<br />
move.w #9,objoff_2A(a0)<br />
</syntaxhighlight><br />
<br />
See that command?<br />
<syntaxhighlight lang="asm"><br />
move.b #$20,y_radius(a0)<br />
</syntaxhighlight><br />
<br />
Change #$20 to #$16. So you have this in the end:<br />
<syntaxhighlight lang="asm"><br />
loc_2E692:<br />
addq.b #2,routine_secondary(a0)<br />
move.b #$16,y_radius(a0)<br />
move.b #$19,anim(a0)<br />
move.w #0,y_vel(a0)<br />
movea.l objoff_34(a0),a1 ; a1=object<br />
movea.l $34(a1),a1<br />
btst #2,$2D(a1)<br />
beq.s loc_2E6CA<br />
bclr #2,$2D(a1)<br />
move.b #6,routine_secondary(a0)<br />
move.w #9,objoff_2A(a0)<br />
</syntaxhighlight><br />
<br />
'''DONE!'''<br />
<br />
==Explanation==<br />
The slime's y_radius is $20. This is fine normally. But when Sonic "ducks", Sonic's y_radius is "shortened". So, now, when the gunk is falling and hits the ground, it actually doesn't touch Sonic.<br />
<br />
Because we have "lowered" the gunk's y_radius, its distance from the floor has grown just a little bit. Because of this, the chemical now falls down, just a little bit more, and because of this, it will now hit Sonic when he's "ducking", and it will still hurt Sonic in any other position as well.<br />
<br />
==BONUS==<br />
THIS IS JUST FOR LAUGHS, but try it anyway! Back at the label "loc_2E692:". See these two lines?<br />
<syntaxhighlight lang="asm"><br />
btst #2,$2D(a1)<br />
beq.s loc_2E6CA<br />
</syntaxhighlight><br />
Comment them out! And see what happens for yourself! (SPOILER ALERT: Or, don't be a fun person, and check the OP to see the picture instead... [http://forums.sonicretro.org/index.php?showtopic=29029&view=findpost&p=691690] I hate you.)<br />
<br />
FOR MORE FUN, CHECK OUT [[SCHG_How-to:Restore_lost_CPZ_boss_feature|THIS GUIDE!]]<br />
<br />
{{S2Howtos}}<br />
[[Category:SCHG How-tos|{{PAGENAME}}]]</div>
Scarred Sun
https://info.sonicretro.org/index.php?title=SCHG_How-to:Work_with_Objects&diff=224171
SCHG How-to:Work with Objects
2015-12-21T01:46:57Z
<p>Scarred Sun: Text replacement - "<asm>" to "<syntaxhighlight lang="asm">"</p>
<hr />
<div>{{GuideBy|Malevolence|MarkeyJester}}<br />
<br />
I decided I wanted to start some tutorials on objects because there aren't too many hacks with new objects. I figure I can start off with the really basic things then move on to more intricate subjects such as bosses. For now here is the first tutorial on very basic object concepts:<br />
<br />
==Lesson 1: The Basic Object==<br />
===Section A: Overview===<br />
So, you want to start creating objects using the sonic engine? (We'll be using S1's but most of the ideas cover S1 and S2) Let's see firstly how most objects start out. I'll be using Hivebrain's 2005 disassembly for these examples:<br />
<br />
<syntaxhighlight lang="asm">; ---------------------------------------------------------------------------<br />
; Object 18 - platforms (GHZ, SYZ, SLZ)<br />
; ---------------------------------------------------------------------------<br />
<br />
Obj18:<br />
moveq #0,d0<br />
move.b $24(a0),d0<br />
move.w Obj18_Index(pc,d0.w),d1<br />
jmp Obj18_Index(pc,d1.w)</syntaxhighlight><br />
<br />
First you see a little description of the object (commented out of course), followed by the object's code itself. It starts off by making sure there is currently no value in d0. After that it puts the value of the routine counter into d0 (whatever's in $24(a0) is in d0 such as 0, 2, 4, ect...). From there it moves the index's value with the value of d0 into d1, followed by jumping to the correct routine based on d1.<br />
<br />
===Section B: Routines===<br />
Routines are used to organize where certain code is and to be able to branch to those sections easily. Most objects used $24(a0) as the main routine counter and $25 as a secondary, but any scratch ram (ram not used by the object) can be used as a routine counter. The value in the routine counter needs to be even in order to work.<br />
<br />
<syntaxhighlight lang="asm">;===========================================================================<br />
Obj18_Index: dc.w Obj18_Main-Obj18_Index ; Jumped to if #0 is in $24(a0)<br />
dc.w Obj18_Solid-Obj18_Index ; Jumped to if #2 is in $24(a0)<br />
dc.w Obj18_Action2-Obj18_Index ; Jumped to if #4 is in $24(a0)<br />
dc.w Obj18_Delete-Obj18_Index ; Jumped to if #6 is in $24(a0)<br />
dc.w Obj18_Action-Obj18_Index ; Jumped to if #8 is in $24(a0)<br />
; ===========================================================================</syntaxhighlight><br />
<br />
<br />
So, when this section is run (as soon as the object is loaded):<br />
<br />
<syntaxhighlight lang="asm">Obj18_Main: ; XREF: Obj18_Index<br />
addq.b #2,$24(a0)</syntaxhighlight><br />
<br />
When it gets to the next rts instead of going to Obj18_Main again, it will skip over that code and go to Obj18_Solid. Be warned if you put an odd value into the routine counter it won't work properly or if you put a number greater then the amount of routines, your game will crash.<br />
<br />
===Section C: Displaying/Basic SSTs===<br />
Alright, so you know the basis of routines, now where should we go? Well, some of the basic building blocks in objects are what are called SSTs. Every object in S1 and S2 is allotted $40 bytes of RAM to do whatever they want with, but some SSTs are already used for certain things (the game engine checks a few of the object's SSTs once each frame). Let's see an example:<br />
<br />
<syntaxhighlight lang="asm">Obj18_Main:<br />
addq.b #2,$24(a0) ; adds to the routine so this isn't run again<br />
move.w #$4000,2(a0) ; moves #$4000 to the art tile's SST (it's 2 in S1 and S2)<br />
move.l #Map_obj18,4(a0) ; moves the mappings into the mapping's SST<br />
move.b #$20,$19(a0) ; width of object in pixels <br />
cmpi.b #4,($FFFFFE10).w ; check if level is SYZ<br />
bne.s Obj18_NotSYZ<br />
move.l #Map_obj18a,4(a0) ; SYZ specific code (use different mappings)<br />
move.b #$20,$19(a0) ; this really isn't needed since $19(a0) already has #$20 in it from the code before</syntaxhighlight><br />
<br />
What this basically does is define the width of the object in pixels and loads the starting art tile and palette and mappings. Down more in the code you'll see:<br />
<br />
<syntaxhighlight lang="asm">Obj18_NotSLZ:<br />
move.b #4,1(a0) ; use screen coordinates (such as the ones you see in debug mode)<br />
move.b #4,$18(a0) ; set priority (if other objects have a priority of a number less then 4 then the other object will be seen over this one if they interact)<br />
move.w $C(a0),$2C(a0) ; store a copy of the y coordinate ($C(a0) is y coordingate in S1 and S2 and $2C(a0) is scratch ram)<br />
move.w $C(a0),$34(a0) ; store another copy of the y coordinate<br />
move.w 8(a0),$32(a0) ; store a copy of the x coordinate<br />
move.w #$80,$26(a0) ; move #$80 into $26(a0) (to be used later)</syntaxhighlight><br />
<br />
This is a continuation of the loading of the object (the priority and using screen coordinates) and it saves the x and y pos and a value which will be used later. All you need to do to display an object it to fill in 1(a0), 2(a0), 4(a0) and jump to DisplaySprite.<br />
<br />
<br />
==Lesson 2: More Intricate Things With Objects==<br />
===Section A: Movement===<br />
Welcome to lesson 2 of my object tutorials, in this section we're going to talk about other things that can be done with objects. So say you have an object displaying now and would like it to move. What you'll have to do is set its X and/or Y speed which are the SSTs $10(a0) and $12(a0) consecutively and then simply call a SpeedtoPos (or ObjectMove in S2)<br />
<br />
<syntaxhighlight lang="asm"> move.w #-$40,$10(a0) ; make the object have a speed which moves it to the left slowly<br />
move.w #$400,$12(a0) ; make the object have a speed which moves it down quickly<br />
jmp SpeedToPos ; update the object's position (move the object)</syntaxhighlight><br />
<br />
If SpeedToPos is not called the object will stay immobilized. Also as a note, if you have a positive speed in the Y speed SST, the object will move down and if you have a negative speed in the Y speed SST, the object will move up. This is just a simple explanation of movement and I will eventually cover things such as how to make objects move in circular motions, but for now it's not necessary.<br />
<br />
===Section B: Timers===<br />
Another pretty basic idea used quite frequently is timers. It's what the GHZ boss uses to turn around and go back and forth. To use a timer what you'll have to do is take an unused SST and make sure it's set aside. In this example code, let's use $38(a0). What you want to do is somewhere before the timer starts (say the main loading code) where the code won't be used again is fill this with a number:<br />
<br />
<syntaxhighlight lang="asm">ObjXX_Main:<br />
move.w #$100,$38(a0)</syntaxhighlight><br />
<br />
When you come to an area where you want to start counting down, you'll want to set up a code that gets repeated until the time is up, as in:<br />
<br />
<syntaxhighlight lang="asm">ObjXX_CountDown:<br />
sub.w #1,$38(a0) ; subtracts from the timer<br />
beq.s ObjXX_Next ; tests if timer has hit 0<br />
rts</syntaxhighlight><br />
<br />
Now, in ObjXX_Next you can increase the routine, change the speed/reverse it and you can reset the timer there as well so that it keeps changing speed:<br />
<br />
<syntaxhighlight lang="asm">ObjXX_Next:<br />
neg.w $10(a0)<br />
move.w #$100,$38(a0)<br />
rts</syntaxhighlight><br />
<br />
==Lesson 3: Making Mappings==<br />
Ok, in this section we’re gonna cover the aspects of making object mappings (Note: this is written for Sonic 1 primarily, however Sonic 2 and to an extend Sonic 3 (&K) mappings will be quite similar bar a few changes), so what are mappings? Mappings are a way of presenting art tiles on an object in a certain way, now going back to “Section C: Displaying/Basic SSTs” in “Lesson 1” you’ll notice the line: <syntaxhighlight lang="asm"> move.l #Map_obj18,4(a0) ; moves the mappings into the mapping's SST</syntaxhighlight> This loads the mappings under the routine name “Map_obj18”.<br />
<br />
So, we need to make this routine and the mappings for it, now it doesn’t really matter where you put this but for now let’s put it directly under our object code (it just makes sense this way).<br />
<br />
<syntaxhighlight lang="asm">Map_obj18:</syntaxhighlight><br />
<br />
Next we need an index for this routine similar to the one explain in “Lesson 1”<br />
<br />
<syntaxhighlight lang="asm">Map_obj18: dc.w ObjectMap_00-Map_obj18<br />
dc.w ObjectMap_01-Map_obj18<br />
dc.w ObjectMap_02-Map_obj18<br />
ObjectMap_00: dc.b $00<br />
<br />
ObjectMap_01: dc.b $00<br />
<br />
ObjectMap_02: dc.b $00</syntaxhighlight><br />
<br />
And now to make the mappings, you’ll notice three sections that look like “ObjectMap_00: dc.b $00” under this is where our set of mappings are going to go, now let me just set one out for you and explain what’s what:<br />
<br />
<syntaxhighlight lang="asm">ObjectMap_00: dc.b $01<br />
dc.b $YY, $SS, $VV, $VV, $XX</syntaxhighlight><br />
<br />
So, you’ll notice that first of all the $00 that was previously there is now a $01, this is because a line has been added below it “dc.b $YY, $SS, $VV, $VV, $XX” that is one sprite, if you had two of these below, then you would put $02 at the top there, that top value indicates the number of sprites to use in these mappings, we’re only gonna use one for now, so $01 it is.<br />
<br />
Now to the actual mapping, you notice I’ve put '''YY SS VV VV''' and '''XX''', this is just to explain what each byte does, so lets take a look at '''YY''', '''YY''' sets how many pixels up or down to present the tiles from where the object is, it is signed so negative values from FF down to 80 will move the sprite up while positive values from 00 to 7F will move the sprite down, for example:<br />
<br />
<syntaxhighlight lang="asm">ObjectMap_00: dc.b $01<br />
dc.b $08, $SS, $VV, $VV, $XX</syntaxhighlight><br />
<br />
This will move the tile mappings down 8 pixels from where the object is, so if the object is on the Y axis of $0200, the tile mappings will present on the Y axis of $0208.<br />
<br />
Next let’s skip over to '''XX''', this is the same as '''YY''' except it’s on the X axis (left or right) not the Y axis, so:<br />
<syntaxhighlight lang="asm"> dc.b $YY, $SS, $VV, $VV, $08</syntaxhighlight><br />
<br />
This will move the tile mappings right 8 pixels from where the object is, so if the object is on the X axis of $0340, the tile mappings will present on the X axis of $0348.<br />
<br />
Ok, now to '''SS''', this is the "shape" so to speak, it's how the tiles should present themselves (in other words how the block is made), now lets say we have 16 tiles in VRam (from 00 to 0F), depending on what code is in '''SS''' will change how those 16 tiles are stacked on each other:<br />
<br />
So if we put $00 the tiles will map: <br />
{| border="1"<br />
|00<br />
|}<br />
<br />
If we put $01 the tiles will map: <br />
{| border="1"<br />
|00<br />
|-<br />
|01<br />
|}<br />
<br />
If we put $02: <br />
{| border="1"<br />
|00<br />
|-<br />
|01<br />
|-<br />
|02<br />
|}<br />
<br />
If we put $03: <br />
{| border="1"<br />
|00<br />
|-<br />
|01<br />
|-<br />
|02<br />
|-<br />
|03<br />
|}<br />
<br />
If we put $04: <br />
{| border="1"<br />
|00<br />
|01<br />
|-<br />
|}<br />
<br />
<br />
If we put $05: <br />
{| border="1"<br />
|00<br />
|02<br />
|-<br />
|01<br />
|03<br />
|}<br />
<br />
If we put $06: <br />
{| border="1"<br />
|00<br />
|03<br />
|-<br />
|01<br />
|04<br />
|-<br />
|02<br />
|05<br />
|}<br />
<br />
If we put $07: <br />
{| border="1"<br />
|00<br />
|04<br />
|-<br />
|01<br />
|05<br />
|-<br />
|02<br />
|06<br />
|-<br />
|03<br />
|07<br />
|}<br />
<br />
If we put $08:<br />
{| border="1"<br />
|00<br />
|01<br />
|02<br />
|}<br />
<br />
If we put $09:<br />
{| border="1"<br />
|00<br />
|02<br />
|04<br />
|-<br />
|01<br />
|03<br />
|05<br />
|}<br />
<br />
If we put $0A:<br />
{| border="1"<br />
|00<br />
|03<br />
|06<br />
|-<br />
|01<br />
|04<br />
|07<br />
|-<br />
|02<br />
|05<br />
|08<br />
|}<br />
<br />
If we put $0B:<br />
{| border="1"<br />
|00<br />
|04<br />
|08<br />
|-<br />
|01<br />
|05<br />
|09<br />
|-<br />
|02<br />
|06<br />
|0A<br />
|-<br />
|03<br />
|07<br />
|0B<br />
|}<br />
<br />
If we put $0C:<br />
{| border="1"<br />
|00<br />
|01<br />
|02<br />
|03<br />
|}<br />
<br />
<br />
If we put $0D:<br />
{| border="1"<br />
|00<br />
|02<br />
|04<br />
|06<br />
|-<br />
|01<br />
|03<br />
|05<br />
|07<br />
|}<br />
<br />
If we put $0E:<br />
{| border="1"<br />
|00<br />
|03<br />
|06<br />
|09<br />
|-<br />
|01<br />
|04<br />
|07<br />
|0A<br />
|-<br />
|02<br />
|05<br />
|08<br />
|0B<br />
|}<br />
<br />
If we put $0F:<br />
{| border="1"<br />
|00<br />
|04<br />
|08<br />
|0C<br />
|-<br />
|01<br />
|05<br />
|09<br />
|0D<br />
|-<br />
|02<br />
|06<br />
|0A<br />
|0E<br />
|-<br />
|03<br />
|07<br />
|0B<br />
|0F<br />
|}<br />
<br />
That should be self explanatory for you:<br />
<syntaxhighlight lang="asm"> dc.b $YY, $SS, $VV, $VV, $XX</syntaxhighlight><br />
Next let's look at '''VV VV''', this is actually a word of data and is the V-Ram location to read the tiles for the sprite, it also has specific settings (if it is flipped, mirrored, and or uses a certain palette line, and if it's high or low plane), this is a "Map ID" and is used for map planes too, let's break '''VVVV''' up into sections of '''XYZZ''':<br />
<br />
'''YZZ is broken into bits: ABBB BBBB BBBB'''<br />
<br />
B = the tile ID (or V-Ram location divided by 20 if you'd prefer)<br />
A = the mirror flag, if clear (bit 0), the "map tile"/"sprite" is normal, if set (bit 1), the "map tile"/"sprite" is mirrored.<br />
<br />
'''X is broken into bits: PCCF'''<br />
<br />
P = the plane flag, if clear (bit 0), the "map tile"/"sprite" is low plane, if set (bit 1), the "map tile"/"sprite" is high plane.<br />
CC = the palette line flag:<br />
<br />
00 = line 0<br />
01 = line 1<br />
10 = line 2<br />
11 = line 3<br />
<br />
F = the flip flag, if clear (bit 0), the "map tile"/"sprite" is normal, if set (bit 1), the "map tile"/"sprite" is flipped.<br />
<br />
And there you have it, that’s how to map art on an object.<br />
<br />
==Lesson 4: Working with animations==<br />
<br />
After getting an object working and individual mappings made, you may get the idea of wanting to animate several individual mappings in a specific order at a certain speed, luckily there just so happens to be routines in the engine to use and deal with animation scripts, in this section; we take a look at that.<br />
<br />
As described in Lesson 1 by Malevolence, the object may call a routine known as “DisplaySprite”, in order to use animation scripts, just before the instruction calling “DisplaySprite”, the following will be used:<br />
<br />
<syntaxhighlight lang="asm"> lea (Ani_obj18).l,a1 ; load animation script address to a1<br />
jsr AnimateSprite ; run routine to change the map frame ID using the scripts</syntaxhighlight><br />
<br />
This will ensure that the script is ran through “before” the display routine is called.<br />
<br />
The next thing is the animation scripts and their format:<br />
<br />
<syntaxhighlight lang="asm">Ani_obj18: dc.w ObjectAni_00-Ani_obj18<br />
dc.w ObjectAni_01-Ani_obj18<br />
dc.w ObjectAni_02-Ani_obj18<br />
dc.w ObjectAni_03-Ani_obj18<br />
ObjectAni_00: dc.b $02,$00,$01,$02,$FF<br />
ObjectAni_01: dc.b $02,$00,$01,$02,$FE,$02<br />
ObjectAni_02: dc.b $02,$02,$01,$00,$02,$02,$00,$01,$FF <br />
ObjectAni_03: dc.b $02,$00,$01,$02,$FD,$01<br />
even</syntaxhighlight><br />
<br />
Just like the mappings, the animations also have an index, and each entry is selected by the value in $1C(a-) of the object’s ram, so if 02 was moved to $1C(a-) of the object, then “ObjectAni_02” script would be used, if 00 was moved to $1C(a-), then “ObjectAni_00” script would be used.<br />
<br />
In every script, the first byte is the delay (or better yet “speed”) of the animation, it sets how many frames to show the same map frame before it should move on to the next one, I’ve set all of them to 02, meaning it always waits 2 frames before it shows the next frame in the script. 00 is the fastest while FF is the slowest.<br />
<br />
Every byte “after” the first one is the animation itself, if it is a positive number (from 00 to 7F) then it is a map frame number to use, for example, our mappings used in this tutorial, if the number is 00, then the mappings “ObjectMap_00” would be displayed, if the number is 02, then the mappings “ObjectMap_02” would be displayed.<br />
<br />
So in the script “ObjectAni_02”, mappings 02 01 00 02 02 00 then 01 would be displayed in that order showing for over 2 frames each.<br />
<br />
If however the number is negative (from 80 to FF) then it is a “flag”, flags are used to set how the animation will change, loop, stop, etc, However there are only 6 flags used:<br />
<br />
*FF, this resets the entire animation script, looping all of it over and over again,<br />
*FE, this jumps back through the script a certain number of bytes, for example in script “ObjectAni_01” you’ll see an “$FE,$02” indicating that it’ll move back 2 bytes in the script to the “$01” and loop.<br />
*FD, this sets the next animation script to use, for example in script “ObjectAni_03” you’ll see “$FD,$01” indicating to move 01 to $1C(a-) of the object, this will set “ObjectAni_01” to be ran next.<br />
*FC, this increases the routine counter $24(a-) by 02.<br />
*FB, this resets the “sub”-routine counter $25(a-) to 00.<br />
*FA, this increases the “sub”-routine counter $25(a-) by 02.<br />
That is all for animation scripts.<br />
[[Category:SCHG How-tos|Work with Objects]]</div>
Scarred Sun
https://info.sonicretro.org/index.php?title=SCHG_How-to:Load_chunks_from_ROM_in_Sonic_1&diff=224170
SCHG How-to:Load chunks from ROM in Sonic 1
2015-12-21T01:46:56Z
<p>Scarred Sun: Text replacement - "<asm>" to "<syntaxhighlight lang="asm">"</p>
<hr />
<div>{{GuideBy|FraGag}}<br />
<br />
In ''[[Sonic the Hedgehog (16-bit)|Sonic 1]]'', the chunks (metatiles) are larger than in the sequels: 256x256 instead of 128x128. This makes them take up a lot more space and there is a limit to how much you can put in RAM. The game limits itself to $52 chunks (plus one empty chunk), and this takes up more than half of the RAM already. If you were to have $80 chunks, you would take up the whole RAM! If you desperately need more than $52 chunks, you can load them from ROM directly. However, the chunks data is usually compressed in the ROM, so to use the chunks data from ROM, you will need to store them uncompressed, which takes a lot more space (6 KB to 10 KB compressed, compared to at least 41 KB uncompressed &mdash; 512 bytes per chunk).<br />
<br />
This guide will allow you to continue using chunks loaded to RAM for some zones, while also allowing chunks to be read from ROM for other zones.<br />
<br />
==Using the uncompressed chunk mappings==<br />
Since the game normally stores compressed data, we need to change it to store uncompressed data instead. For example, for Green Hill Zone, replace this:<br />
<syntaxhighlight lang="asm">Blk256_GHZ: incbin map256\ghz.bin<br />
even</syntaxhighlight><br />
with this:<br />
<syntaxhighlight lang="asm">Blk256_GHZ: incbin map256_u\ghz.bin<br />
even</syntaxhighlight><br />
Note that SonED2 will only change the compressed chunk mappings. You will need to update the uncompressed chunk mappings every time you change them. Use the following command at the command prompt or in a batch (.bat) file (which can be build.bat, right after the @echo off line):<br />
<pre>derecmp.exe kd map256 map256_u</pre><br />
<br />
If you're using SonLVL, and want all levels to load chunks from ROM, open S1LVL.ini and add the line: <pre>chunk256cmp=Uncompressed</pre> before the first level's section. If you only want to change specific levels, add that line in the sections for each act of the level(s).<br />
Then replace each instance of "chunk256=../map256/" with "chunk256=../map256_u/" in each level you want to load chunks from ROM.<br />
<br />
==Skipping loading chunks to RAM (title screen)==<br />
If you decide to read the chunks from ROM for Green Hill Zone and you still use the Green Hill Zone data for your title screen, you should skip decompressing the chunks to avoid overwriting other data in RAM. Go to '''Title_LoadText''' and find the following lines:<br />
<syntaxhighlight lang="asm"> lea (Blk256_GHZ).l,a0 ; load GHZ 256x256 mappings<br />
lea ($FF0000).l,a1<br />
bsr.w KosDec</syntaxhighlight><br />
Comment them out or delete them.<br />
<br />
==Skipping loading chunks to RAM (levels and ending sequence)==<br />
In '''MainLoadBlockLoad''', the chunks data, amongst others, is decompressed to RAM. We are going to disable this. Find the following lines:<br />
<syntaxhighlight lang="asm"> lea ($FF0000).l,a1 ; RAM address for 256x256 mappings<br />
bsr.w KosDec</syntaxhighlight><br />
and replace them with the following:<br />
<syntaxhighlight lang="asm"> tst.b ($FFFFFE10).w ; are we in Green Hill Zone?<br />
beq.s @no_dec ; if yes, branch<br />
cmpi.b #6,($FFFFFE10).w ; are we in the ending sequence?<br />
beq.s @no_dec ; if yes, branch<br />
lea ($FF0000).l,a1 ; RAM address for 256x256 mappings<br />
bsr.w KosDec<br />
<br />
@no_dec:</syntaxhighlight><br />
<br />
==Fixing art==<br />
The chunks are composed of blocks, which contain art tiles. Since the chunks are not in RAM anymore, you will get empty levels. Go to sub_6BD6 (loc_712C if you followed [[SCHG How-to:Port the REV01 Background Effects|this guide]]) and replace the code from<br />
<syntaxhighlight lang="asm"> moveq #-1,d3</syntaxhighlight><br />
to<br />
<syntaxhighlight lang="asm"> rts </syntaxhighlight><br />
with the following:<br />
<syntaxhighlight lang="asm"> tst.b ($FFFFFE10).w ; are we in Green Hill Zone?<br />
beq.s @ghz ; if yes, branch<br />
cmpi.b #6,($FFFFFE10).w ; are we in the ending sequence?<br />
beq.s @ghz ; if yes, branch<br />
moveq #-1,d3 ; load chunks from RAM<br />
bsr.s LocateBlock<br />
bra.s @continue<br />
<br />
@ghz:<br />
moveq #0,d3<br />
bsr.s LocateBlock<br />
add.l #Blk256_GHZ,d3<br />
<br />
@continue:<br />
movea.l d3,a0<br />
move.w (a0),d3<br />
andi.w #$3FF,d3<br />
lsl.w #3,d3<br />
adda.w d3,a1<br />
rts <br />
; ---------------------------------------------------------------------------<br />
<br />
LocateBlock:<br />
move.b (a4,d0.w),d3 ; load chunk ID in d3<br />
beq.s LocateBlock_EmptyChunk<br />
subq.b #1,d3<br />
andi.w #$7F,d3 ; ''<br />
ror.w #7,d3<br />
add.w d4,d4<br />
andi.w #$1E0,d4<br />
andi.w #$1E,d5<br />
add.w d4,d3<br />
add.w d5,d3<br />
rts<br />
; ---------------------------------------------------------------------------<br />
<br />
LocateBlock_EmptyChunk:<br />
addq.w #4,sp ; pop a stack frame to leave a1 pointing at the first tile<br />
rts</syntaxhighlight><br />
<br />
==Fixing collision==<br />
The chunks also contain collision information, so now we need to tell the game that the data is loaded elsewhere. Find the Floor_ChkTile subroutine and replace it with the following code:<br />
<syntaxhighlight lang="asm">Floor_ChkTile_LocateBlock:<br />
lea ($FFFFA400).w,a1<br />
move.b (a1,d0.w),d1<br />
beq.s Floor_ChkTile_EmptyChunk ; if the chunk ID is 0 (empty chunk), branch<br />
bmi.s loc_1499A<br />
subq.b #1,d1 ; the empty chunk is not included in the chunk mappings, subtract 1 to read the correct data<br />
ext.w d1<br />
ror.w #7,d1<br />
move.w d2,d0<br />
add.w d0,d0<br />
andi.w #$1E0,d0<br />
add.w d0,d1<br />
move.w d3,d0<br />
lsr.w #3,d0<br />
andi.w #$1E,d0<br />
add.w d0,d1<br />
rts <br />
; ---------------------------------------------------------------------------<br />
<br />
loc_1499A:<br />
andi.w #$7F,d1<br />
btst #6,1(a0)<br />
beq.s loc_149B2<br />
addq.w #1,d1<br />
cmpi.w #$29,d1<br />
bne.s loc_149B2<br />
move.w #$51,d1<br />
<br />
loc_149B2:<br />
subq.b #1,d1<br />
ror.w #7,d1<br />
move.w d2,d0<br />
add.w d0,d0<br />
andi.w #$1E0,d0<br />
add.w d0,d1<br />
move.w d3,d0<br />
lsr.w #3,d0<br />
andi.w #$1E,d0<br />
add.w d0,d1<br />
rts <br />
; ---------------------------------------------------------------------------<br />
<br />
Floor_ChkTile_EmptyChunk:<br />
lea ($FFFFFF00).w,a1 ; override a1<br />
addq.w #4,sp ; pop a stack frame to avoid adding the address of the chunk mappings to a1<br />
rts <br />
<br />
; ---------------------------------------------------------------------------<br />
; Subroutine to find which tile the object is standing on<br />
; ---------------------------------------------------------------------------<br />
<br />
; ||||||||||||||| S U B R O U T I N E |||||||||||||||||||||||||||||||||||||||<br />
<br />
<br />
Floor_ChkTile: ; XREF: FindFloor; et al<br />
move.w d2,d0<br />
lsr.w #1,d0<br />
andi.w #$380,d0<br />
move.w d3,d1<br />
lsr.w #8,d1<br />
andi.w #$7F,d1<br />
add.w d1,d0<br />
tst.b ($FFFFFE10).w ; are we in Green Hill Zone?<br />
beq.s @ghz ; if yes, branch<br />
cmpi.b #6,($FFFFFE10).w ; are we in the ending sequence?<br />
beq.s @ghz ; if yes, branch<br />
moveq #-1,d1<br />
bsr.w Floor_ChkTile_LocateBlock<br />
movea.l d1,a1<br />
rts <br />
; ---------------------------------------------------------------------------<br />
<br />
@ghz:<br />
moveq #0,d1<br />
bsr.w Floor_ChkTile_LocateBlock<br />
add.l #Blk256_GHZ,d1<br />
movea.l d1,a1<br />
rts <br />
; End of function Floor_ChkTile</syntaxhighlight><br />
<br />
{{S1Howtos}}<br />
[[Category:SCHG How-tos|Load chunks from ROM in Sonic 1]]</div>
Scarred Sun