https://info.sonicretro.org/api.php?action=feedcontributions&user=Woohookitty&feedformat=atomSonic Retro - User contributions [en]2024-03-29T11:13:51ZUser contributionsMediaWiki 1.30.2https://info.sonicretro.org/index.php?title=Sonic_the_Hedgehog_CD_(2011)&diff=194857Sonic the Hedgehog CD (2011)2012-10-22T08:41:51Z<p>Woohookitty: /* Known Bugs */</p>
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<div>{{bob<br />
| bobscreen=Sonic CD 2011 Android.jpg<br />
| screenwidth= 300px<br />
| developer=[[The Taxman]]<br />
| publisher=[[Sega]]<br />
| system=[[Xbox Live Arcade]], Steam,<br>PC, iOS, Android, [[sega:PlayStation Network|PlayStation Network]]<br />
|releases=<br />
{{release|PSN|US|20 December 2011}}<br />
{{release|PSN|EU|14 December 2011}}<br />
{{release|PSN|KO|21 December 2011}}<br />
{{release|XBLA|US|14 December 2011}}<br />
{{release|XBLA|EU|14 December 2011}}<br />
{{release|Steam|US|19 January 2012}}<br />
{{release|Steam|EU|19 January 2012}}<br />
{{release|IOS|US|15 December 2011}}<br />
{{release|IOS|EU|15 December 2011}}<br />
{{release|Android|US|14 December 2011}}<br />
{{release|Android|EU|14 December 2011}}<br />
}}<br />
<br />
The 2011 release of '''''Sonic the Hedgehog CD''''' is an enhanced downloadable remake of the 1993 [[Sega Mega CD]] game ''[[Sonic the Hedgehog CD]]''. It was developed by [[The Taxman]] using a proprietary game engine named the "[[Retro Engine (engine)|Retro Engine]]", an updated version of the engine used in ''[[Retro Sonic Nexus]]''. His efforts were picked up by [[Sega]] who published it for [[Xbox Live Arcade]], [[sega:PlayStation Network|PlayStation Network]], [[sega:iOS|iOS]] and [[sega:Android|Android]] devices and PC in late 2011 and early 2012.<br />
<br />
Unlike other attempts at bringing classic Sonic games to new platforms in the late 2000s (usually handled by [[Backbone Entertainment]]), this ''Sonic CD'' is neither a port of the original game nor an emulated version. It was re-built from scratch, allowing for a number of enhancements such as widescreen support, online features (such as leaderboards), filters to change the way the game is displayed and a ''[[Sonic the Hedgehog 2]]''-styled spindash option. When the game is beaten once, [[Tails]] is unlocked. It is otherwise faithful to the original game.<br />
<br />
Other changes include reduced loading times, better scaling for the UFOs in the Special Stages, a number of bugfixes and a constant framerate of 60FPS.<br />
<br />
==Music==<br />
The original ''Sonic CD'' had its soundtrack changed for the North American release, leading to two distinct soundtracks for the game. This 2011 version includes both, and the user can toggle between the two. Undisclosed licensing issues mean some vocals from the Japanese soundtrack have been removed. All stage music tracks have been edited so that they loop. Some songs from the US track have been extended somewhat, using cues from the ''[[Sonic the Hedgehog Boom|Sonic Boom]]'' album.<br />
<br />
==Other Differences==<br />
===Zone Differences===<br />
====[[Palmtree Panic]]====<br />
*The floating platform at the beginning with rings on it falls down after the player stands on it, whereas in the original, it stayed in place.<br />
<br />
====[[Collision Chaos]]====<br />
*Sound effects have been added to the pinball flippers.<br />
<br />
====[[Tidal Tempest]]====<br />
*There's a chime before the underwater countdown begins (much like the [[Sega Genesis|Genesis/Megadrive]] titles).<br />
<br />
====[[Quartz Quadrant]]====<br />
*At the beginning of Act 3 (Good Future), the missing Sonic monitor icon from the ''[[Sonic the Hedgehog CD (prototype 510)|CD Sonic 510]]'' beta has been restored.<br />
<br />
====[[Stardust Speedway]]====<br />
*The spotlights in the background in the present move fluidly and do not flicker.<br />
*During the [[Metal Sonic]] race at [[Stardust Speedway]], the Bad Future theme always plays in the background, regardless of which soundtrack is chosen.<br />
*During the Time Attack Mode, [[Amy Rose]] does not show up at the end of Stardust Speedway; she was instead replaced by a flower capsule, most likely to save time.<br />
<br />
====[[Metallic Madness]]====<br />
*During the final battle against [[Dr. Robotnik]], two "light beams" have been added to each side, which are akin to the ones at the [[Final Zone]], [[Wing Fortress Zone]], and [[Flying Battery Zone]].<br />
<br />
*The final boss during this level now has smooth animation sequences, most notably during the attack with only three "wedges" left. In the original, he jumped between still frames while a loud mechanical sound played with each shift as he rotated: now, the rotation is smooth and Robotnik appears to "float" while using it.<br />
<br />
====[[Special Stage (Sonic CD)|Special Stage]]====<br />
*The U.F.O.s that carry the Speed Shoes power-up in the Special Stage have been recolored blue, most likely to better differentiate between the purple ones, which carry the Ring power-up. In the original, this difference was only visible from a short distance, with gold stripes indicating rings and silver having the Speed Shoes.<br />
*The 'warning' sound effect signifying low time starts at 4 seconds remaining, as opposed to the original's 14 seconds.<br />
<br />
====Miscellaneous====<br />
*The time taken for time travelling is actually a bit longer. Some objects that activated warping in the original Mega CD game do not do so in this remake.<br />
*The Stage Select menu and Sound Test can no longer be accessed by code. Instead, they have to be unlocked in the same manner as the D.A. Garden and Visual Mode.<br />
**The FM portion of the Sound Test is now PCM. All "past" tracks have been moved to "D.A.", along with the rest of the soundtrack. <br />
*While the debug mode is enabled, power-up monitors can be used more than once.<br />
**Ring objects are now available to be placed, unlike the original.<br />
**There is no background music that plays after the "S" monitor has been struck.<br />
*When the Japanese soundtrack is enabled, the song that plays in the Time Attack menu is completely different from the one in the original game. However, the song is not entirely new: it is an instrumental remake of "Brand-new World" from ''[[Sonic the Hedgehog - Remix]]'', a CD that was released in 1994 to accompany the original edition of the game.<br />
*Entering the code "PCM: 32, DA: 8" on the Sound Test briefly shows a mock-up image of "[[Desert Dazzle]]", a stage that was once planned for the remake. It also enables Tails while choosing a stage from the Stage Select menu.<br />
*Rather than the Time Attack theme being used after entering the code for accessing hidden pictures, the Quartz Quadrant Good Future theme plays instead.<br />
*In order to access the Special Stage Time Attack, the player has to select the "Next" icon, rather than pushing left.<br />
<br />
====Tails Gameplay Differences====<br />
*Tails has his moveset from ''[[Sonic the Hedgehog 3]]'', allowing him to get to areas that Sonic cannot normally access without the use of time travel.<br />
*The opening cutscene has been disabled.<br />
*Rather than a voice clip being used after getting a 1-Up, the Time Stone/Badnik Teleporter sound effect is used instead.<br />
*Amy Rose has been removed entirely.<br />
**As such, neither she or Metal Sonic will show up at Collision Chaos Zone 1, and the spin tunnel path is opened by default.<br />
**She has been replaced by a flower capsule at Stardust Speedway Zone 3, much like the Time Attack mode.<br />
*As with the opening, the ending cutscene was also removed, and replaced with a credits screen. Unlike Sonic's game, which lists the original staff, this one lists the staff who worked on the remake.<br />
*Standing idle for three minutes doesn't result in the loss of a life.<br />
<br />
==Version History==<br />
===1.0.0===<br />
:''Initial Release''<br />
===1.0.2 (iOS, Android)===<br />
*Haptics (rumble) support<br />
*Resource files now hosted on on Google Play servers<br />
*Time required to warp: now shortened by about 1/2 - 1 sec<br />
*Fixes issue with player getting stuck in some places after warping<br />
*Monitors no longer appear behind springs in Quartz Quadrant<br />
*Not being able to warp with the vertical conveyor belts in QQZ, or while rolling between two springs in a section of Tidal Tempest 1A<br />
*Player can no longer stand on the very corner of springs sometimes<br />
*Player sprite now disappears when warp fades to white<br />
*Fixes issue with random death in one section of Stardust Speedway 2A<br />
*Special Stage ring now has 8 frames instead of 4 to match ring sprites <br />
===1.0.3 (iOS, Android)===<br />
*Fixes issue with Xperia X10 Mini: game defaults to a render mode intended for larger screens only<br />
===Future versions===<br />
In response to {{LinkRetro|topic=27351|title=fans' requests for bug-fixes and other improvements}} through a future updated version, Christian has {{LinkRetro|post=694426|title=stated}} that there should be such an update for iOS-based platforms but that he cannot say either way whether this will be possible on the home consoles, due at least in part to the large cost of having updates validated and rolled out on their digital distribution services.<br />
<br />
==Known Bugs==<br />
*When the ''Sonic CD'' Spin Dash is enabled, there is a delay in speed after striking the Speed Shoes monitor.<br />
*Collecting one more ring after time traveling (after already collecting a hundred or more) automatically earns the player an extra life.<br />
*After Sonic or Tails touch the reverse-shrink ray and change into their regular sizes while invincible, their invincibility immediately wears off.<br />
*For unexplained reasons, the third act of a Zone will sometimes lead to a Bad Future, even with all Time Stones collected (but strangely enough, the stage clear text still acknowledges that a Good Future was created).<br />
*If the player dies while in a stage with water, the drowning sound will still play.<br />
<br />
==Artwork==<br />
<gallery><br />
File:SonicCD2011 logo.jpg<br />
File:SonicCD2011 vs.jpg<br />
File:SonicCDAppStore.png|App Store Icon<br />
</gallery><br />
<br />
{{SonicCDOmni}}<br />
{{SonicAndroidGames}}<br />
{{SonicPSNgames}}<br />
{{SonicXBLAgames}}<br />
{{SoniciDeviceGames}}<br />
{{SonicSteamGames}}<br />
{{SonicPCGames}}<br />
<br />
[[Category:Xbox 360 games]]<br />
[[Category:PlayStation 3 games]]<br />
[[Category:PC games]]<br />
[[Category:iDevice games]]<br />
[[Category:Android games]]<br />
[[Category:Steam games]]</div>Woohookittyhttps://info.sonicretro.org/index.php?title=Cannon%27s_Core&diff=194009Cannon's Core2012-10-19T04:18:52Z<p>Woohookitty: /* Trivia */ spelling</p>
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<div>{{LevelBob<br />
|game=Sonic Adventure 2<br />
|levelno=Final<br />
|levelscreen=SA2 Cannons Core Knuckles.jpg<br />
|screenwidth=320px<br />
|theme1=industrial|theme1location=all<br />
|theme2=lava/volcano|theme2location=Sonic's section<br />
|theme3=ancient ruins|theme3location=Sonic's section<br />
|theme4=underwater|theme4location=Knuckles' section<br />
| Mission1=Get to the core of the colony!<br />
| ARank1=29,000 points<br />
| MaxRings1=[[Image:DCicon.png]] {{TailsHead}} 42 + {{EggmanHead}} 72 + 1 Point Marker <br/>+ {{RougeHead}} 36 + {{KnucklesHead}} 162 + {{SonicHead}} 106 (total 418);<br/>[[Image:GCicon.png]] {{TailsHead}} 49 + {{EggmanHead}} 73 + 1 checkpoint + <br/>{{RougeHead}} 37 + {{KnucklesHead}} 173 + {{SonicHead}} 107 (total 439)<br />
| Mission2=Collect 100 rings!<br />
| ARank2=3:30<br />
| Mission3=Find the lost Chao!<br />
| ARank3=7:30<br />
| Mission4=Reach the goal within 7 minutes!<br />
| ARank4=29,000 points<br />
| Mission5=Clear Hard Mode!<br />
| ARank5=29,000 points<br />
| MaxRings5=[[Image:DCicon.png]] {{TailsHead}} 39 + {{EggmanHead}} 88 + 1 Point Marker <br/>+ {{RougeHead}} 36 + {{KnucklesHead}} 146 + {{SonicHead}} 95 (total 404);<br/>;[[Image:GCicon.png]] 409 + 1 checkpoint ''(character breakdowns)''<br />
| music=Scramble For The Core (Tails and Eggman)<br/><flashmp3>Sonic Adventure 2 OST/Dark Side/25 - Scramble For The Core.mp3</flashmp3><br />
| music2=Cooperation (Rouge and Knuckles)<br/><flashmp3>Sonic Adventure 2 OST/Dark Side/26 - Cooperation.mp3</flashmp3><br />
| music3=Deep Inside Of... (Sonic)<br/><flashmp3>Sonic Adventure 2 OST/Dark Side/27 - Deep Inside Of....mp3</flashmp3><br />
}}<br />
<br />
'''Cannon's Core''' is the final stage--actually five separate stages played in sequence using [[Tails]], [[Dr. Eggman]], [[Rouge]], [[Knuckles]], and [[Sonic]]--which, combined with the final two boss fights, comprises the entirety of the [[Last Story]] in ''[[Sonic Adventure 2]]''.<br />
<br />
==Level layout==<br />
<br />
===Appearance===<br />
<br />
The major gimmicks of this level are being divided into five sections each with specific character and time switches scattered in each part. The characters are as follows: [[Tails]], then [[Eggman]], both sent to destroy doors, [[Rouge]] and then [[Knuckles]], both sent to hunt for switches (but with no radar) and finally [[Sonic]], who runs trough the level. About the time switches, touching or shooting one will freeze the timer as well as all non-player objects for a few (real-time) seconds. The stage provides many different challenges where the ability to stop time comes in handy, from landing safely amid fast-moving platforms, to bringing a torrential flow of liquid under control, to safe passage through laser barriers (which disappear entirely during a time stop). Although in the pre-level cinema, [[Gerald Robotnik]] warns of impending doom when [[ARK]] crashes into Earth in the next 27:53; nonetheless, Cannon's Core doesn't have a time limit and you can play for as long as you like.<br />
<br />
===Walkthrough===<br />
<br />
====Tails====<br />
<br />
Tails first starts by falling down a shaft to a small room. Busting the dynamite packs will open the door that leads to a hallway. After this there’s a time switch before a set of rotating spikes and another hallway, with a door locked at the end. Destroying the Artificial Chaos will open the door and beyond there’s an elevator platform that will bring Tails to a lower level. Past the locked door there’s a hallway with lasers blocking the way, but a second time switch will make them disappear and allow Tails to continue. There’s also a third time switch above the door at the end, which leads to an outside ARK area. Here there’s a locked door below, which will open after busting the dynamite packs attached to it and past this there are two hallways with a locked door between, which will open after destroying the three enemies. Beyond there’s a hallway with crushers and a fourth time switch above them and past this there’s the final room. Here there’s the fifth time switch that stops the lasers and the crushers in the room, allowing access to the security door at the end, which needs to be shot at until it’s destroyed to finish the section.<br />
<br />
====Eggman====<br />
<br />
Eggman first starts at the beginning of a hallway and at the end there’s a locked door, that will open after destroying the four Hunters that fall from above. Past this there’s an elevator platform that will reach a level above and past another locked door, after destroying two Artificial Chaos. Here there’s a downreel leading to a locked door below that will open after destroying the two Hunters. After there’s a hallway with lasers, a time switch at the end and a Artificial Chaos that destructed opens the door. Here there’s a green liquid room filled with shafts and cubes shooting out from it, along with a time switch right on front. Using the cubes to reach a level above, there’s a hallway with more cube shafts and a time switch on top of the door at the end, which leads to the Point Marker.<br />
<br />
After there’s a shaft and door right in front of the Point Marker, which is hard to access, though b standing on the rail before and hovering from there works. Here there’s a room with some cages and steel containers and past them, there’s a Mystic Melody, that makes a shield box appear. Back at shaft and going down it there’s a lot of lasers and Artificial Chaos. Close to the end there’s three time switches and past some platforms there’s a locked door guarded by two Artificial Chaos and past this there’s the final room. It’s filled with green liquid and cube shafts, otherwise it has the same layout as Tails’ final room, and the objective is exactly the same, shooting at the security door at the end until it’s destroyed.<br />
<br />
====Rouge====<br />
<br />
Rouge first starts by dropping down from above to a large circular room filled with doors and openings and with four pillars of different heights surrounding a locked large switch at the bottom. There are only three entrances here that are important. The first is one to the bottom and after a Mystic Melody door that only opens if Eggman has activated his, and that access another Mystic Melody, making a shield box appear. The second is one halfway the wall and protected by bars, that is important for Knuckles and won’t open up on this section and finally a third, down at the bottom and with a waterfall closing the way, which streams from the second opening. By hitting the switch on the higher pillar, the stream will stop and Rouge can enter this hallway, that leads to a shaft with radioactive liquid on the bottom and ceiling, and some cube shafts. There’s a second time switch here, that hit at the right time will allow Rouge to squeeze past the cube shooting off from the hallway, and access a small room where the switch that frees the giant switch at the first room is. After a small cutscene Rouge has to make all the way back to the first room, hitting the time switch on the way so the stream of water is stopped, and then she has to it the giant switch for the section to end.<br />
<br />
====Knuckles====<br />
<br />
Knuckles starts in a level above where Rouge’s section take place. There’s two ways here, one that has the final security door that he’s supposed to open and to the opposite of him, a passageway guarded by some enemies and lasers. If Rouge’s Mystic Melody was activated, there’s some Mystic Melody platforms above where Knuckles first starts, that lead to a opening in the ceiling, to reach a room with another Mystic Melody that will make a magnetic shield box appear. Back at the room below, there’s a pool where Knuckles first starts, that leads to where Rouge’s section now filled with water, complete with the shaft with the switch at the bottom, but not the one with the Mystic Melody. Knuckles’ objective is to access beyond the laser passageway on the room above, so hitting the time switch on the highest pillar will do the trick. Quickly doing this and past the lasers, there’s some steel containers, blocking the way to a spring that launches Knuckles to a level above, where a switch that deactivates the bars on the entrance shaft seen in Rouge’s and Knuckles section. Past this shaft there’s a room equivalent to Rouge’s switch room, with another one to open the bars blocking the waterway and there’s time switch close to the ceiling and to the south, which will stop the water stream and allow Knuckles to swim beyond the water flow. Past this there’s a shaft with lasers, radioactive green fluid on the ceiling and bottom and a time switch on the bottom, that will stop the water flow from yet another waterway filled with cages. Halfway down there’s another time switch that needs to be hit and beyond it another room similar to the switch room, though there’s a large switch at the bottom and end of it, that will open the security door. <br />
<br />
====Sonic====<br />
<br />
Sonic first starts going down a rail inside a tunnel, and being dropped close to a time switch. Hitting the switch will make the lasers disappear of the hallway entrance beyond, and from here there’s two doors, one to the left and one to the right, unlocked by destroying the Artificial Chaos P-100. At the end of this right hallway there’s another Artificial Chaos, that destroyed opens the left door. Here there’s a hallway with lasers and a second time switch that will deactivate them and past this there’s a large room with cogs rotating on the ceiling. The water here won’t allow Sonic to move properly, but hitting a third time switch in an upper ledge at the end will make it stop and allow Sonic to somersault past the fence below. Past this there’s another tunnel with a ceiling rail, which will end at a larger room with a two-way waterfall. The way to the back will lead to an endless pit, but it also has two time switches, which will stop the water flow and will make Sonic’s way up the waterfall easier, and the forward path will take Sonic to the room beyond. It’s worth noticing that if every previous Mystic Melody was activated, a trail of rings exists on top of the waterfall, which leads to an upwards room. Past the waterfall room there’s another large room where the water is being dropped onto, a long tunnel beyond and at the end there’s the Goal.<br />
<br />
==Locations==<br />
<br />
===[[Sonic Adventure 2 animals|Animals]]===<br />
<br />
Cannon's Core is divided into two animal counters, one for the four first characters and the other for Sonic only.<br />
<br />
{|border="1" class="prettytable"<br />
!Character<br />
!Animal<br />
!Number<br />
!Location<br />
|-<br />
|[[Tails]]<br />
|[[Image:Gorilla.png|link=Gorilla]]<br/>[[Image:Seal.png|link=Seal]]<br/>Random*<br />
|1<br/>1<br/>2<br />
|Circling the rotating spikes.<br/>In the room with the two crushers, to the left (inside the Artificial Chaos in Hard Mode).<br/>In a pipe close to a platform, located halfway down the south wall of the outside ARK section.<br/>In a pipe, below the crusher to the right on the final room.<br />
|-<br />
|[[Eggman]]<br />
|[[Image:Seaotter.png|link=Sea Otter]]<br/>[[Image:Phoenix.png|link=Phoenix]]<br/>Random**<br />
|1<br/>1<br/>2<br />
|Over the cube shutes at the end and the left in the large cube room<br/>In the southeast corner of the last room, halfway up the wall.<br/>In a steel container to the right after the first shaft.<br/>In a pipe close to a cube hole, located at the two time switch room.<br />
|-<br />
|[[Rouge]]<br />
|[[Image:Condor.png|link=Condor]]<br/>[[Image:Skunk.png|link=Skunk]]<br/>[[Image:Boar.png|link=Boar]]<br/>Random***<br />
|1<br/>1<br/>1<br/>1<br />
|Circling above the water switch, accessible after opening the structure holding it.<br/>By whistling closer to the wall decoration in front of the balloon switch.<br/>Circling to the right of the bottomless pit in the main room.<br/>In a pipe in the second section of the tallest pillar.<br />
|-<br />
|[[Knuckles]]<br />
|[[Image:Seaotter.png|link=Sea Otter]]<br/>[[Image:Seal.png|link=Seal]]<br/>Random****<br />
|1<br/>2<br/>1<br />
|In Rouge's hallway switch room, close to the wall decoration.<br/>In the upper ledge of the opposite pillar with has the time switch.<br/>Over the two vertical cages stacked together, at the hallway with a time switch in the middle.<br/>In the northwest steel container, after the lasers in the upper room (disappears in Hard Mode).<br />
|-<br />
|[[Sonic]]<br />
|[[Image:Parrot.png|link=Parrot]]<br/>Random*****<br />
|2<br/>2<br />
|Circling above the time switch between the lasers.<br/>Circling above the entrance to the long water tunnel.<br/>In a steel container, to the back of the platform where Sonic first starts.<br/>In a pipe on the cube hole to the right, in the hallway with the second time switch.<br />
|-<br />
||Total<br />
|?<br />
|-<br />
|}<br />
<br />
<nowiki>*</nowiki>The [[Bear]] and [[Skunk]] appear randomly.<br/><br />
<nowiki>**</nowiki>The [[Bear]], [[Gorilla]] (?) and [[Raccoon]] appear randomly.<br/><br />
<nowiki>***</nowiki>The [[Cheetah]], [[Whartog]] and [[Skunk]] appear randomly.<br/><br />
<nowiki>****</nowiki>The [[Cheetah]] and [[Raccoon]] appear randomly.<br/><br />
<nowiki>*****</nowiki>The [[Cheetah]], [[Rabbit]] and [[Skunk]] appear randomly.<br />
<br />
*The level specific animal (third Chao container) is a [[Dragon]].<br />
<br />
==[[Big the Cat]]==<br />
<br />
Because Cannon's Core is actually five stages, it makes sense that there are five locations for Big.<br />
*In Tails' section, after the platform ride down, Big is hanging onto the wall to the right of (and below) the door up ahead.<br />
*In Eggman's section, go down the long drop with lasers. At the bottom there will be some time switches on the wall, and Big is sitting above the switch on the left fishing.<br />
*In Rouge's section, Big is found jumping close to where Knuckles starts, by climbing up to the top of the accessible level and looking further up.<br />
*In Knuckles' section, descend through the laser-filled room. Look ahead at the next tunnel, then turn right. Big can be seen behind the right wall, close to floor level.<br />
*In Sonic's section, play to the start of the long slide. Go backwards and hit the last time switch on the left, then look forward and left. Big will be sitting on a pillar out in the open.<br />
<br />
===Chao containers===<br />
<br />
*Eggman: In a room directly on front of the Point Marker.<br />
*Rouge: In the left corner of the switch room.<br />
*Sonic: At the back of the platform Sonic starts in after the tunnel. In Hard Mode it switches to the foot of the waterfall, on the room before the long tunnel leading to the Goal.<br />
<br />
===Gold Beetle===<br />
<br />
The Gold Beetle can be found in the room with the cogs rotating on the ceiling, close to the fence.<br />
<br />
===Differences between Dreamcast and GameCube versions===<br />
*In the [[Sonic Adventure 2: Battle|GameCube version]], the laser grid in the room that Knuckles must dive down into changed its pattern. Also, a barrier shield is added in the center of the grid to make the descent slightly safer.<br />
*In Sonic's portion, an Artificial Chaos that breaks apart is added right above the second time switch that sits behind the small laser grid in the room that's behind the locked door.<br />
<br />
==Trivia==<br />
*In the Prima Stragedy Guide for the Dreamcast version, it states that the stage ''doesn't have any special missions other than the story mission,'' an obvious mistake. Despite this, in the rank requirement pages (which shows the necessary scores needed to obtain a rank of any kind, as well as state the times needed to complete a Mission 4), they show the rank requirement scores for all of the stages missions (including the time limit for Mission 4). A similar mistake is also made for [[Metal Harbor]] in the stragedy guide.<br />
<br />
{{SA2Omni|3}}<br />
[[Category:Sonic Adventure 2 levels]]<br />
[[Category:Levels with a Death Egg theme]]</div>Woohookittyhttps://info.sonicretro.org/index.php?title=Super_Sonic&diff=188574Super Sonic2012-06-04T11:59:02Z<p>Woohookitty: /* Video Games */ Ep 2 as well</p>
<hr />
<div>{{SuperCharacterSheet<br />
| image1 = Classic Super Sonic.png<br />
| image2 = Super sonic 01.png<br />
| charcolor = yellow<br />
| textcolor = black<br />
| charname = Super Sonic<br />
| debut = [[Sonic the Hedgehog 2 (16-bit)|Sonic the Hedgehog 2]]<br />
| debutyear = 1992<br />
| basechar = [[Sonic the Hedgehog]]<br />
| poweredby = [[Chaos Emeralds]]<br />
| usedin = [[:Category:Games|Games]], [[:Category:Comics|Comics]], [[Sonic X]]<br />
}}<br />
'''Super Sonic''' is the [[Super transformation|super form]] of the character [[Sonic the Hedgehog]]. First introduced in the game ''[[Sonic the Hedgehog 2 (16-bit)|Sonic the Hedgehog 2]]'', this version of Sonic has been featured in some capacity in every main Sonic title since.<br />
<br />
==Super Sonic (Video Game Character)==<br />
[[Image:S3&K SSOpening.PNG|thumb|190px|Super Sonic running onto [[Angel Island]].]]<br />
Being a transformed version, Super Sonic is essentially the same character as Sonic the Hedgehog, albeit with highly advanced abilities. Utilizing the power of the seven [[Chaos Emeralds]], Sonic is able to achieve this state if he also has fifty [[Ring|rings]] in his possession. Jumping up into the air, Sonic's classic blue hue flashes for a brief moment before turning into a brilliant yellow and sourounded by a golden aura, his spikes also upturning in the process. Once in this form, Sonic becomes a force to be reckoned with, having a far greater top speed, the ability to jump much higher than normal, and is neigh invulnerable. However, there are still a handful of obstacles that can put an end to Sonic, such as being crushed by an object, falling into a bottomless pit, or (with the exception of ''[[Sonic the Hedgehog 4 Episode I]]'') drowning in a pool of water.<br />
<br />
Though fifty rings are needed for Sonic to achieve this super state, Sonic needs to at least possess one ring to maintain it, one ring per second being depleted from his count as long as he is the yellow speed demon. If the ring count reaches zero, Super Sonic will return back to normal Sonic, in the process becoming open to attack, one hit now just as dangerous as ever.<br />
<br />
Originally treated as a bonus mode in ''Sonic 2'', it was with its sequel ''[[Sonic the Hedgehog 3]]'' and ''[[Sonic & Knuckles]]'' that the trend of needing to collect all seven Chaos Emeralds to unlock the "true" final level began. Without the emeralds in his possession, Sonic the Hedgehog would be unable to reach the [[Doomsday Zone]], which also began the trend of having Super Sonic fighting off some giant menace that his normal self may be unable to defeat. Beginning the level with 50 rings and transforming automatically, the player must collect rings as they fly through, or else lose the level and forfeit a life. This same set-up was continued in the 3D titles ''[[Sonic Adventure]]'', ''[[Sonic Adventure 2]]'', ''[[Sonic Heroes]]'', the ill-fated ''[[Sonic the Hedgehog (2006)|Sonic 2006]]'', ''[[Sonic Unleashed]]'' and ''[[Sonic Generations]]''.<br />
<br />
[[Image:Supersonic.png|thumb|190px|A classic rendition of Super Sonic used on various Japanese merchandise, circa 1993.]]<br />
[[Image:Super Sonic STH2006.png|thumb|190px|Super Sonic, from ''Sonic the Hedgehog 2006''.]]<br />
Even though Super Sonic featured in the above titles, the Chaos Emeralds were used as a critical plot device, removing the ability to collect them at your own leisure. Because of this, the ability to play through the regular game as Super Sonic was also removed, for a time only ''Sonic 2'', ''Sonic 3'' and ''Sonic & Knuckles'' being the only main titles where collecting all seven Chaos Emeralds, fifty rings and pressing jump twice (or with ''Sonic 2'', only once) would let Sonic become Super. However, with the release of ''Sonic 4'' and ''[[Sonic Colours]]'', this function has been restored to the main line of games. ''Colours'', which is also Sonic's first 3D title to let the player use Super Sonic whenever they choose, does require an additional set of challenges to be met before Super can be unlocked, the need to collect all the hidden Red Rings in the game necessary, which unlock stages in the game's Sonic Simulator. Beating all the zones of each stage rewards you a Chaos Emerald. Once they are all collected, a Super Sonic mode becomes available within the "Options Satellite," which must be enabled if the player wants to ability to turn into Sonic's super form in the levels. With the yellow hued hedgehog now visible in the game's overworld, fifty rings are all that is needed to speed through each zone, a musical chime replacing the zone's music just as in the classic titles. The area where the Wisp power-up meter would be is replaced with an image of the seven Chaos Emeralds, Sonic unable to use any Wisp power in either form, the levels slightly modified to reflect this. While Super, Sonic has an unlimited [[Sonic Boost]], a single jump as high as his double in standard form, and is able to break blocks that are normally needed with a Wisp. It should be noted that, for these two games that have restored Super Sonic as an in-game bonus, there is no "Super Sonic fights the final boss" encounter.<br />
<br />
Super Sonic has also appeared in a number of spin-off games, often times as a secret "unlockable character." The racing game ''[[Sonic R]]'' makes Super Sonic the hardest character to collect, needing to acquire the seven Chaos Emeralds which are hidden on the first four tracks, then needing to place first in each race once finding them. If placed second or lower, the game will unceremoniously state the emerald was not won, the player needing to try their hand at the race once more. Once unlocked, the character proves to be much faster than any other character, with the ability to hover over water with the slightest acceleration. Along with his towering double-jump, the character proves to be the most effective in the game, at the same time disrupting the balance the other characters have with each other.<br />
<br />
[[Image:Super sonic final.png|thumb|190px|A CG render of modern Super Sonic.]]<br />
The ''Riders'' racing trilogy (''[[Sonic Riders]]'', ''[[Sonic Riders: Zero Gravity]]'' and ''[[Sonic Free Riders]]'') also feature a playable Super Sonic, marked in game as the "Chaos Emerald [[Extreme Gear|Gear]]." In the first ''Riders'' game, Sonic immediately transforms, although he only starts off with thirty rings. Though he has infinite air and all three attributes (Speed, Flight and Power) Sonic uses up rings at a far greater rate when drifting, boosting or attacking opponents, although such actions as grinding will cause the ring counter to freeze momentarily. If Sonic runs out of rings, he takes to running on foot until he can collect more. In the sequel, Sonic begins with zero rings, needing to collect at least one before he transforms into his super state. Having the rings deplete at a much slower rate than in the first, the player has more than enough time to build up their supply, though using the gravity control ability causes rings to quickly deplete at a multiplied rate, making it almost impractical to use. However, if Super Sonic collects at least 60 rings, he enters a permanent boost mode.<br />
<br />
The arcade game ''[[Sonic the Fighters]]'' has Super Sonic appear as the only secret unlockable character, only accessible in the second round of Sonic's fight with [[Metal Sonic]]. If Sonic is able to successfully win each round and not lose once up to that point, pressing back, punch and kick at the same time will cause Sonic to transform, becoming invincible as he confronts Metal once more and, in the end, [[Dr. Eggman]]. In the party game ''[[Sonic Shuffle]]'' for the [[sega:Sega Dreamcast|Dreamcast]], the transformed state of Sonic is an unlockable character, done by purchasing the bottom right picture in Sonic's photo album. His special move ability is the "Light Speed Spin Dash", which allows double the spaces moved when the same number is played twice in a row, which can be chained indefinitely if the right cards are played. His battle ability is "Sonic Rumble" where the roulette only contains the values four to six.<br />
<br />
Finally, the Super Sonic transformation is accessible as a "special move" in such games as ''[[sega:Sega Superstars Tennis|Sega Superstars Tennis]]'', ''[[Sonic & Sega All-Stars Racing]]'', and the Nintendo game ''[[Super Smash Bros. Brawl]]'' as his "Final Smash."<br />
<br />
==Super Sonic in Other Media==<br />
<br />
===Sonic the Hedgehog (Archie comics)===<br />
<br />
Super Sonic made his first appearance in the ''[[Sonic the Hedgehog (Archie comics)|Sonic the Hedgehog]]'' comic series by [[Archie Comics]] in [[Sonic the Hedgehog 004 (Archie)|issue #4]]. With the [[Knothole Village|Knothole]] [[Freedom Fighters]] fighting against a robot calling itself the "Universalamander," Sonic the Hedgehog turned to the reader, asking them to help him out as he ran through the [[Special Stage]] to unlock the power of Super Sonic, using seven Chaos Emeralds and fifty rings he just "recently" collected. Though subsequent appearances would not play off the ''[[Adventures of Sonic the Hedgehog]]''-esque nature of the early issues, it was established that Sonic's ability to transform into Super Sonic was made far easier by the fact that, on the planet [[Mobius]], an untold number of Chaos Emeralds existed, each with a distinct green hue. This was made clear in the special ''[[Super Sonic vs Hyper Knuckles]]'', where Sonic and [[Knuckles the Echidna]] raced through a special zone to gather rings and emeralds to transform in an ill-conceived brawl, numerous more emeralds floating out that were unused by the pair. It was also shown, in [[Sonic the Hedgehog 056 (Archie)|issue #56]], that Sonic did not necessarily need the 7 Emerald/50 Ring combination, able to transform strictly by using previous ring energy and the attacks of [[Mammoth Mogul]]. The number of Chaos Emeralds were eventually consolidated into the traditional seven found in the games in [[Sonic the Hedgehog 169 (Archie)|issue #169]], once again establishing the scarcity of the Super Sonic transformation. However, in [[Sonic the Hedgehog 184 (Archie)|issue #184]], it was also established that, if need be, Sonic could transform by using the powers of the Master Emerald.<br />
<br />
Before the consolidation of the emeralds, a story arc with Sonic stranded in space found him on a planet that did not have green but red Chaos Emeralds. Trying to save an alien race under attack in [[Sonic the Hedgehog 126 (Archie)|issue #126]], Sonic attempted to use the red emeralds, but instead of transforming, a separate Super Sonic entity was created, an evil version only interested in power and destruction. Destroying the force the planet was facing, the evil Super Sonic turned its attention to the defenseless inhabitants, Sonic forced to go up against this powered version of himself. Just like Super Sonic, though, the evil alternate could only exist for a limited amount, disappearing once his energy was used up, Sonic distracting the being long enough for this to happen to prevent any further damage.<br />
<br />
===Sonic the Comic===<br />
[[Image:STC Issue 80 Page 8.jpg|thumb|190px|A crazed Super Sonic prepares to attack Amy Rose. Drawn by [[Richard Elson]].]]<br />
First appearing in ''[[Sonic the Comic]]'' [[Sonic the Comic 007|issue #7]], the powered version of Sonic is an uncontrollable, almost demon-like force, interested in death, destruction, and little else. After the comic's interpretation of the events of the first ''[[Sonic the Hedgehog (16-bit)|Sonic the Hedgehog]]'', Sonic attempted to recreate the [[R.O.C.C.|Retro-Orbital-Chaos-Compressor]], a machine which uses the Chaos Emeralds to absorb evil. However, because of the unstable nature of the emeralds, the gems transported into a dimension known as the Special Zone, the resulting shockwave of energy hitting Sonic, transforming him into Super Sonic. Though only temporary, it set up the potential for this wild being to appear, either by Chaos energy, residual energy from rings, or simply in moments of great stress. Though there were times when Super Sonic was needed (such as in the finale of the comic's adaptation of ''Sonic & Knuckles'') they would immediately be followed by Super Sonic going after his friends and allies (such as when Super Sonic tried to kill Knuckles before reverting back to Sonic). Each time Super Sonic would return, the being seemed to be more powerful, gaining new abilities such as being able to fire energy beams from his eyes, the rest of the Freedom Fighters knowing they were no match in a head-to-head battle.<br />
<br />
Eventually, on a social call to the [[Angel Island|Floating Island]] to visit [[Porker Lewis]] and check up on him after a nervous breakdown, Sonic accidentally fell into the [[Emerald Shrine]] that held the Chaos Emeralds on the island. Immediately transforming into a more viscous version of Super Sonic, the crazed being flew off, being filled with an uncontrollable urge to kill [[Amy Rose]]. Though Porker Lewis attempted to warn the Freedom Fighters, they were unable to prepare against his wrath, the group dodging and hiding as they try to hold on. Through quick thinking, the group set the [[Tornado]] to fly automatically, and when Super Sonic destroyed the plane, he believed himself to have killed his friends, allowing Sonic to revert back to his blue hue and becoming aware of his actions. Immediately going into hiding, the disappearance of Sonic allowed the rest of the group to come up with a plan to try and remove Super Sonic from the hero once and for all. In [[Sonic the Comic 082|issue #82]], through the use of a [[Lamppost|Starpost]] the group is able to successfully remove Super Sonic from Sonic, in the process making him a separate being now trapped in the Special Zone. Knowing the inhabitants of this zone could now be in grave danger, Sonic journeyed over to the zone, finding his evil double still fulled with rage and wanting nothing more than to kill his calmer counterpart. <br />
<br />
Though trapped within the sentient [[Omni-Viewer]], it was only a temporary solution, the trap which was meant to freeze time (and in turn Super Sonic) only slowing it down. Looking to trap Super in an even better cell if he were to ever break free, the Omni-Viewer was placed within the Black Asteroid, Sonic and the [[Chaotix|Chaotix Crew]] hoping the Omni-Viewer would have time to transport out of the asteroid when Super Sonic would eventually escape. The entire process went much faster than anyone expected, the Omni-Viewer indeed escaping and warning everyone that Super was charging himself up, heating the asteroid in an attempt to make it explode, freeing him in the process. Transporting the asteroid moments before it was to explode to Mobius, the resulting explosion caused an electromagnetic pulse that not only knocked out Dr. Robotnik's entire operation on Mobius, but at the same time freed Super Sonic. However, instead of a resulting battle between the two Sonic's, the explosion also altered the super being, causing him to lose his strength and eventually, his memory.<br />
<br />
Eventually befriending a cat witch named [[Ebony]], Super Sonic did regain his memories, but was now afraid of returning to his crazed mentality. Unfortunately, he would be once again forced into his original mindset. In the build-up to the final arc adapting ''Sonic Adventure'', Ebony learned that Super Sonic was dying, due to the lack of Chaos energy he now possessed. Though able to save Sonic and the rest by absorbing the powers of [[Chaos]], the refueling process only resulted in the return of his evil self. Only by Sonic and Ebony working together were the group able to stop him, by having Super Sonic re-merge with his original self, once again becoming a burden for the blue blur.<br />
<br />
===Sonic X===<br />
[[Image:Super Sonic X.jpg|thumb|190px|Super Sonic as depicted in the series ''[[Sonic X]]''.]]<br />
Presented in a similar manner to how he is depicted in the games, Super Sonic is once again the fully-powered form of Sonic, done through the use of the seven Chaos Emeralds. First appearing in "[[The Birth of Super Sonic]]," the appearance of this super form allowed the first major story arc of the show to complete, stopping Eggman's latest plan. This first appearance also showcases an ability of Super Sonic's exclusive to the show. During the course of the episode, [[Chris Thorndyke]], who was the first person to befriend Sonic after the universal jump in episode one, became wounded. Noticing this, Super Sonic was able to heal the boy, something no other version of Super Sonic has been shown to do. The transformed state would later show up in the adaptations of ''Sonic Adventure'' and ''Sonic Adventure 2'', used in nearly the same capacity as in the games. Super Sonic would also appear at the end of the first series, saving Tails from the "Grand Egg Imperial," and would later return during the course of the second series in the fight against the [[Metarex]].<br />
<br />
One episode of the series, "[[The Black Trap]]," also featured a variant on the "evil Super Sonic" motif. Called [[Dark Super Sonic]], this chaotic version of the character appeared when Sonic accidentally channeled his anger through a set of fake Chaos Emeralds. It was only when Dr. Eggman talked to Dark Super Sonic and explained that Sonic is usually "much better than this" that Sonic was able to return to his natural state.<br />
<br />
==Appearances==<br />
<br />
===Video Games===<br />
<br />
*''[[Sonic the Hedgehog 2 (16-bit)|Sonic the Hedgehog 2]]''<br />
*''[[Sonic the Hedgehog 3]]''<br />
*''[[Sonic & Knuckles]]''<br />
*''[[Sonic the Fighters]]''<br />
*''[[Sonic R]]''<br />
*''[[Sonic Adventure]]''/''[[Sonic Adventure DX: Director's Cut|DX]]''<br />
*''[[Sonic Pocket Adventure]]''<br />
*''[[Sonic Shuffle]]''<br />
*''[[Sonic Adventure 2]]''/''[[Sonic Adventure 2: Battle|Battle]]''<br />
*''[[Sonic Advance]]''<br />
*''[[Sonic Advance 2]]''<br />
*''[[Sonic Heroes]]''<br />
*''[[Sonic Advance 3]]''<br />
*''[[Sonic Rush]]''<br />
*''[[Sonic Riders]]''<br />
*''[[Sonic the Hedgehog (2006)]]''<br />
*''[[Sonic Rush Adventure]]''<br />
*''[[Sonic Riders: Zero Gravity]]''<br />
*''[[Super Smash Bros. Brawl]]''<br />
*''[[Sonic Chronicles: The Dark Brotherhood]]''<br />
*''[[Sonic Unleashed]]''<br />
*''[[Sonic & Sega All-Stars Racing]]''<br />
*''[[Sonic the Hedgehog 4 Episode I]]''<br />
*''[[Sonic the Hedgehog 4 Episode II]]''<br />
*''[[Sonic Free Riders]]''<br />
*''[[Sonic Colours]]''<br />
*''[[Sonic Generations]]''<br />
<br />
===Television Series and Film===<br />
<br />
*''[[Sonic X]]'' (Anime, Japan)<br />
<br />
===Comic Books===<br />
<br />
*''[[Sonic the Hedgehog (Archie comics)|Sonic the Hedgehog]]'' ([[Archie Comics]], US) <br />
*''[[Sonic the Comic]]'' ([[Fleetway]], UK)<br />
<br />
==Miscellaneous==<br />
[[Image:S2 Super Sonic Sprite.png|thumb]]<br />
*In Super Sonic's original appearance in ''Sonic the Hedgehog 2'', Sonic's transformed state, in addition to the upturned spikes and yellow hue, also feature the hedgehog's arms and chest buffed out, making the hedgehog look far more muscular. Though generally unnoticeable in standard play, all subsequent uses of Sonic's transformed state removed these exaggerations in his physic. Additionally, the version of Super Sonic used in ''[[Sonic 3 & Knuckles]]'' features the character's eyes turning green, most likely a nod to the Super Saiyan transformation in [[wikipedia:Dragon Ball Z|Dragon Ball Z]]. When Sonic's redesign in ''Sonic Adventure'' called for the character to have green eyes at all times, it was decided that Super Sonic's eyes would now be red.<br />
<br />
*There are a handful of games that, although Super Sonic does not feature within, have hints and clues that he was indeed meant to show up in some capacity. In the [[sega:Sega 32X|Sega 32X]] game ''[[Knuckles Chaotix|Chaotix]]'', a single frame of a Super Sonic sprite was uncovered within the game, though it is unused.<br />
<br />
*Found in the audio files of ''Sonic Adventure'', a short clip of [[Tikal]] exists where she explains that if the player collects fifty rings and presses jump twice, they can transform into Super Sonic. As this process is not needed to play as Super's only appearance in the game, and the hint is unused in the released version, it is believed that Super Sonic was meant to be playable in the same fashion as he was in the classic games, but was removed at the last minute.<br />
<br />
*Exploring the workings of the 2006 ''Sonic the Hedgehog'' uncovered a "Rainbow [[Gems (Sonic 2006)|Gem]]" item that was originally intended to be a purchasable item, but was not implemented in the final release. When attempting to execute the programming connected to the gem, Sonic uses an animation not featured elsewhere, in which he levitates for a moment, spins in the air, and his spikes move up as if he were about to transform. This has led many people to believe that Super Sonic was originally intended to be playable through the main levels of the game, not just the final boss encounter.<br />
<br />
{{Characters}}<br />
[[Category:Characters]]</div>Woohookittyhttps://info.sonicretro.org/index.php?title=Sonic_Heroes/Bugs&diff=182855Sonic Heroes/Bugs2012-02-17T05:22:50Z<p>Woohookitty: /* Silent Cream */</p>
<hr />
<div>This is a list of bugs in [[Sonic Heroes]].<br />
<br />
== Silent Cream ==<br />
At the end of all stages and boss fights, the characters say something based on the level achieved. The character speaking is based on the character who accumulated the most points individually in regular stages or was the leader at the end of the boss fight. For unknown reasons, Cream stays silent if you achieve an A rank on a non-boss level with her in all versions but the XBox version, where she is heard normally. It can be seen [http://www.youtube.com/watch?v=fRBkh3aYdUA here] at the 1:59 mark.<br />
<br />
== Knuckles' Intro Line Cut Off ==<br />
When a team is selected in Story or Challenge mode, all three characters in the team say a line. On the PC, Xbox, and ps2 versions, Knuckles' line is cut off when Team Sonic is selected. This does not happen in the GameCube version. <br />
<br />
{{SHOmni}}<br />
[[Category:Bug lists]]</div>Woohookittyhttps://info.sonicretro.org/index.php?title=Sonic_Generations_(demo)&diff=181533Sonic Generations (demo)2012-01-11T10:35:58Z<p>Woohookitty: /* Music/SFX */</p>
<hr />
<div>{{Bob<br />
|bobscreen= coffee.gif<br />
|screenwidth= <br />
| icon=<br />
|system=[[sega:Xbox Live Arcade|Xbox Live Arcade]], [[sega:PlayStation Network|PlayStation Network]]<br />
|publisher=[[sega:Sega|Sega]]<br />
|developer=[[sega:Sonic Team|Sonic Team]]<br />
|usa=<br />
|japan=<br />
|europe=<br />
|esrb=}}<br />
The '''Sonic Generations Demo''' is a playable version of ''[[Sonic Generations]]'' released to gold members on [[Xbox Live Arcade]] and [[sega:PlayStation Network|PlayStation Network]] users on the 23rd June 2011, twenty years after the release of the original ''[[Sonic the Hedgehog (16-bit)|Sonic the Hedgehog]]''. Silver Xbox Live members were given the game a week later on the 30th.<br />
<br />
The demo acts as a one-level trial version of the game, in which the player can control "Classic Sonic" through the first act of ''[[Green Hill Zone]]''. It only remained active for twenty days, however it was found that adjusting the system clock could extend the play time indefinitely on both PlayStation 3 and Xbox 360. Due to Xbox Live setting the system clock automatically when online, to play the demo on the 360 past the date you had to disconnect from Xbox Live. The build was said to be older than the version shown at [[sega:Electronic Entertainment Expo|E3 2011]] (dating to May 2011) and was listed internally as "Demo #1", suggesting further demos were on their way.<br />
<br />
Questions were raised about the game's 650MB+ file size, despite only claiming to contain one level. Hacking of both the PSN and XBLA versions has shown that in fact the demo contained masses of unused assets, including a supposedly fully playable act of Green Hill Zone featuring Modern Sonic, which would be later on used in the Second demo. It also unveiled clues for the rest of the game, which at the time had not been officially announced by Sega.<br />
<br />
Most importantly, the demo confirmed the level list (including [[Casino Night Zone]] as downloadable content), bosses, in-game items, badniks, missions, cameos, Super Sonic and the existence of a [[Sega Mega Drive]] emulator, which would later be used for emulating the original ''Sonic the Hedgehog'' in the final game.<br />
<br />
==Music/SFX==<br />
*Title Screen (Used)<br />
*A new mix of the menu from Sonic Heroes (which turned out to be the options screen music)<br />
*Green Hill Classic (Used)<br />
*Green Hill Classic Speed Shoes (Used)<br />
*Invincible Classic (Used)<br />
*Green Hill Modern<br />
*Green Hill Modern/Boosting<br />
*Invincible Modern<br />
*Level Clear<br />
*Drowning<br />
*1-Up (Unused from Sonic Adventure, but not in DX?)<br />
<br />
==Abilities/Powerups==<br />
===Elemental Shields and Character Names===<br />
[[image: E1009913d7ce.png|left|thumb|320px]]<br />
Character names (In Order): <br />
*Tails <br />
*Knuckles <br />
*Amy <br />
*Cream <br />
*Rouge <br />
*Espio <br />
*Charmy <br />
*Vector<br />
*Blaze<br />
<br />
{{clear}}<br />
===Sonic Blur.exe===<br />
SonicBlueBlur.exe<br />
<br />
Root<br />
<br />
PtmSpike<br />
PtmRocket<br />
EndlessBoost<br />
SpeedTrick<br />
MaxGaugeRestart<br />
AutoGaugeUp<br />
HomingCancel<br />
BoostGaugeUp<br />
RingEnergyBonus<br />
BrakeEnergyBonus<br />
StartAccel<br />
QuickSlide<br />
PowerStomping<br />
DirectJump<br />
SpeedUp<br />
RocketStart<br />
PreciousTime<br />
SkateBoard<br />
LongDiver<br />
HyperPress<br />
TreasureSearch<br />
LongSpinDash<br />
HighSpeed<br />
Barrier<br />
UnbeatenStart<br />
DoubleSpinAttack<br />
ThunderBarrier<br />
AquaBarrier<br />
FlameBarrier<br />
SuperSonic<br />
AllRounder<br />
LongLifeRing<br />
HighGrip<br />
LastChance<br />
SafeRestart<br />
DownCancel<br />
PowerBrake<br />
LightSpeedDash<br />
AirBoost<br />
WallJump<br />
wt<br />
<br />
<br />
BigChaser<br />
EggBeetle<br />
EggLancer<br />
EggRaybird<br />
<br />
==Stages/Events/Bosses==<br />
===Title Cards===<br />
[[image: Fa70ecfe64db.png|left|thumb|320px]]<br />
{{clear}}<br />
<pre><br />
--<br />
-- PlayableMenuSequenceTable.lua<br />
-- Yamashita_Yohei<br />
-- 2011/01/31<br />
--<br />
-- PAMにおける、ステージ開始時の再生するべき要素を設定する<br />
--<br />
-- 内容を修正した場合は、コメントも修正してくださいね<br />
-- (本当はコメントのように書ければ一番いいのですが。<br />
-------------------------------------------<br />
<br />
<br />
-- 定数として扱いたい値たち<br />
<br />
local EVENT = 0 -- イベントを再生<br />
local RESTORE_STAGE = 1 -- ステージを復元<br />
local CLEAR_BOSSGATE = 2 -- ボスゲートを撃破<br />
local GENERAL_MESSAGE = 3 -- 汎用メッセージボックス<br />
local SHOP_WINDOW = 4 -- ショップ新商品リスト<br />
local TAKE_KEY = 5 -- ボスゲートキー出現イベント<br />
local TAKE_CHAOSEMERALD = 6 -- カオスエメラルドの取得<br />
local SLEEP = 7 -- この指定秒数、一時停止する<br />
local OPEN_STAGE = 8 -- ステージが開く<br />
local RELEASE_NPC = 9 -- NPC解放<br />
<br />
<br />
-------------------------------------------<br />
-- 通常ステージ<br />
-------------------------------------------<br />
--------------------<br />
-- グリーンヒルvv<br />
--------------------<br />
<br />
function GreenHill_Classic()<br />
Create(EVENT, 17) -- Event : 白い世界<br />
end<br />
<br />
function GreenHill_Generic()<br />
Create(RESTORE_STAGE, 101) -- グリーンヒル全体復元<br />
end<br />
<br />
function GreenHill_Both()<br />
Create(RELEASE_NPC, 210) -- NPCRelease : テイルス<br />
Create(EVENT, 21) -- Event : ケミカルプラントへ<br />
Create(OPEN_STAGE, 2) -- OpenStage : ケミカルプラント<br />
Create(GENERAL_MESSAGE, 0) -- キャラスイッチ説明<br />
end<br />
<br />
function GreenHill_Classic_Mission()<br />
Create(TAKE_KEY, 101) -- ボスキー出現<br />
end<br />
<br />
function GreenHill_Generic_Mission()<br />
Create(TAKE_KEY, 102) -- ボスキー出現<br />
end<br />
<br />
function GreenHill_Classic_Mission_All()<br />
Create(RESTORE_STAGE, 103) -- グリーンヒル上部復元<br />
end<br />
<br />
function GreenHill_Generic_Mission_All()<br />
Create(RESTORE_STAGE, 104) -- グリーンヒル上部復元<br />
end<br />
<br />
---------------------<br />
-- ケミカルプラント<br />
---------------------<br />
<br />
function ChemicalPlant_Classic()<br />
Create(RESTORE_STAGE, 201) -- ケミカルプラント半分復元<br />
end<br />
<br />
function ChemicalPlant_Generic()<br />
Create(RESTORE_STAGE, 202) -- ケミカルプラント半分復元<br />
end<br />
<br />
function ChemicalPlant_Both()<br />
Create(EVENT, 31) -- Event : かこのせかい?(ここは過去の?)<br />
Create(OPEN_STAGE, 3) -- OpenStage : スカイサンクチュアリ<br />
Create(RELEASE_NPC, 220) -- NPCRelease : エミー<br />
end<br />
<br />
function ChemicalPlant_Classic_Mission()<br />
Create(TAKE_KEY, 201) -- ボスキー出現<br />
end<br />
<br />
function ChemicalPlant_Generic_Mission()<br />
Create(TAKE_KEY, 202) -- ボスキー出現<br />
end<br />
<br />
function ChemicalPlant_Classic_Mission_All()<br />
Create(RESTORE_STAGE, 203) -- ケミカルプラント上部復元<br />
end<br />
<br />
function ChemicalPlant_Generic_Mission_All()<br />
Create(RESTORE_STAGE, 204) -- ケミカルプラント上部復元<br />
end<br />
<br />
---------------------<br />
-- スカイサンクチュアリ<br />
---------------------<br />
<br />
function SkySanctuary_Classic()<br />
Create(RESTORE_STAGE, 301) -- スカイサンクチュアリ半分復元<br />
end<br />
<br />
function SkySanctuary_Generic()<br />
Create(RESTORE_STAGE, 302) -- スカイサンクチュアリ半分復元<br />
end<br />
<br />
function SkySanctuary_Both()<br />
Create(RELEASE_NPC, 230) -- NPCRelease : ナックルズ<br />
Create(SHOP_WINDOW, 0) -- ShopWindow : その1<br />
end<br />
<br />
function SkySanctuary_Classic_Mission()<br />
Create(TAKE_KEY, 301) -- ボスキー出現<br />
end<br />
<br />
function SkySanctuary_Generic_Mission()<br />
Create(TAKE_KEY, 302) -- ボスキー出現 <br />
end<br />
<br />
function SkySanctuary_Classic_Mission_All()<br />
Create(RESTORE_STAGE, 303) -- スカイサンクチュアリ上部復元<br />
end<br />
<br />
function SkySanctuary_Generic_Mission_All()<br />
Create(RESTORE_STAGE, 304) -- スカイサンクチュアリ上部復元<br />
end<br />
<br />
--------------------<br />
-- スピードハイウェイ<br />
--------------------<br />
<br />
function SpeedHighway_Classic()<br />
Create(RESTORE_STAGE, 401) -- スピードハイウェイ半分復元<br />
end<br />
<br />
function SpeedHighway_Generic()<br />
Create(RESTORE_STAGE, 402) -- スピードハイウェイ半分復元<br />
end<br />
<br />
function SpeedHighway_Both()<br />
<br />
end<br />
<br />
function SpeedHighway_Classic_Mission()<br />
Create(TAKE_KEY, 401) -- ボスキー出現<br />
end<br />
<br />
function SpeedHighway_Generic_Mission()<br />
Create(TAKE_KEY, 402) -- ボスキー出現<br />
end<br />
<br />
function SpeedHighway_Classic_Mission_All()<br />
Create(RESTORE_STAGE, 403) -- スピードハイウェイ上部復元<br />
end<br />
<br />
function SpeedHighway_Generic_Mission_All()<br />
Create(RESTORE_STAGE, 404) -- スピードハイウェイ上部復元<br />
end<br />
<br />
--------------------<br />
-- シティエスケープ<br />
--------------------<br />
<br />
function CityEscape_Classic()<br />
Create(RESTORE_STAGE, 501) -- シティエスケープ半分復元<br />
end<br />
<br />
function CityEscape_Generic()<br />
Create(RESTORE_STAGE, 502) -- シティエスケープ半分復元<br />
end<br />
<br />
function CityEscape_Both()<br />
<br />
end<br />
<br />
function CityEscape_Classic_Mission()<br />
Create(TAKE_KEY, 501) -- ボスキー出現<br />
end<br />
<br />
function CityEscape_Generic_Mission()<br />
Create(TAKE_KEY, 502) -- ボスキー出現<br />
end<br />
<br />
function CityEscape_Classic_Mission_All()<br />
Create(RESTORE_STAGE, 503) -- シティエスケープ上部復元<br />
end<br />
<br />
function CityEscape_Generic_Mission_All()<br />
Create(RESTORE_STAGE, 504) -- シティエスケープ上部復元<br />
end<br />
<br />
--------------------<br />
-- シーサイドヒル<br />
--------------------<br />
<br />
function SeaSideHill_Classic()<br />
Create(RESTORE_STAGE, 601) -- シーサイドヒル半分復元<br />
end<br />
<br />
function SeaSideHill_Generic()<br />
Create(RESTORE_STAGE, 602) -- シーサイドヒル半分復元<br />
end<br />
<br />
function SeaSideHill_Both()<br />
<br />
end<br />
<br />
function SeaSideHill_Classic_Mission()<br />
Create(TAKE_KEY, 601) -- ボスキー出現<br />
end<br />
<br />
function SeaSideHill_Generic_Mission()<br />
Create(TAKE_KEY, 602) -- ボスキー出現<br />
end<br />
<br />
function SeaSideHill_Classic_Mission_All()<br />
Create(RESTORE_STAGE, 603) -- シーサイドヒル上部復元<br />
end<br />
<br />
function SeaSideHill_Generic_Mission_All()<br />
Create(RESTORE_STAGE, 604) -- シーサイドヒル上部復元<br />
end<br />
<br />
--------------------<br />
-- クライシスシティ<br />
--------------------<br />
<br />
function CrisisCity_Classic()<br />
Create(RESTORE_STAGE, 701) -- クライシスシティ半分復元<br />
end<br />
<br />
function CrisisCity_Generic()<br />
Create(RESTORE_STAGE, 702) -- クライシスシティ半分復元<br />
end<br />
<br />
function CrisisCity_Both()<br />
<br />
end<br />
<br />
function CrisisCity_Classic_Mission()<br />
Create(TAKE_KEY, 701) -- ボスキー出現<br />
end<br />
<br />
function CrisisCity_Generic_Mission()<br />
Create(TAKE_KEY, 702) -- ボスキー出現<br />
end<br />
<br />
function CrisisCity_Classic_Mission_All()<br />
Create(RESTORE_STAGE, 703) -- クライシスシティ上部復元<br />
end<br />
<br />
function CrisisCity_Generic_Mission_All()<br />
Create(RESTORE_STAGE, 704) -- クライシスシティ上部復元<br />
end<br />
<br />
--------------------<br />
-- ルーフトップラン<br />
--------------------<br />
<br />
function RoofTopRun_Classic()<br />
Create(RESTORE_STAGE, 801) -- ルーフトップラン半分復元<br />
end<br />
<br />
function RoofTopRun_Generic()<br />
Create(RESTORE_STAGE, 802) -- ルーフトップラン半分復元<br />
end<br />
<br />
function RoofTopRun_Both()<br />
<br />
end<br />
<br />
function RoofTopRun_Classic_Mission()<br />
Create(TAKE_KEY, 801) -- ボスキー出現<br />
end<br />
<br />
function RoofTopRun_Generic_Mission()<br />
Create(TAKE_KEY, 802) -- ボスキー出現<br />
end<br />
<br />
function RoofTopRun_Classic_Mission_All()<br />
Create(RESTORE_STAGE, 803) -- ルーフトップラン上部復元<br />
end<br />
<br />
function RoofTopRun_Generic_Mission_All()<br />
Create(RESTORE_STAGE, 804) -- ルーフトップラン上部復元<br />
end<br />
<br />
--------------------<br />
-- プラネットウィスプ<br />
--------------------<br />
<br />
function PlanetWisp_Classic()<br />
Create(RESTORE_STAGE, 901) -- プラネットウィスプ半分復元<br />
end<br />
<br />
function PlanetWisp_Generic()<br />
Create(RESTORE_STAGE, 902) -- プラネットウィスプ半分復元<br />
end<br />
<br />
function PlanetWisp_Both()<br />
<br />
end<br />
<br />
function PlanetWisp_Classic_Mission()<br />
Create(TAKE_KEY, 901) -- ボスキー出現<br />
end<br />
<br />
function PlanetWisp_Generic_Mission()<br />
Create(TAKE_KEY, 902) -- ボスキー出現<br />
end<br />
<br />
function PlanetWisp_Classic_Mission_All()<br />
Create(RESTORE_STAGE, 903) -- プラネットウィスプ上部復元<br />
end<br />
<br />
function PlanetWisp_Generic_Mission_All()<br />
Create(RESTORE_STAGE, 904) -- プラネットウィスプ上部復元<br />
end<br />
<br />
-------------------------------------------<br />
-- ボス/ライバル<br />
-------------------------------------------<br />
<br />
--------------------<br />
-- デスエッグ<br />
--------------------<br />
<br />
function BossDeathEgg_Clear()<br />
Create(EVENT, 53) -- Event : アイツをおえ!(お互いの確認)<br />
Create(CLEAR_BOSSGATE, 1) -- デスエッグ撃破<br />
end<br />
<br />
--------------------<br />
-- パーフェクトカオス<br />
--------------------<br />
<br />
function BossPerfectChaos_Clear()<br />
Create(CLEAR_BOSSGATE, 2) -- パーフェクトカオス撃破<br />
end<br />
<br />
--------------------<br />
-- エッグドラグーン<br />
--------------------<br />
<br />
function BossNewEggmanRobo_Clear()<br />
Create(CLEAR_BOSSGATE, 3) -- エッグドラグーン撃破<br />
end<br />
<br />
--------------------<br />
-- メタルソニック<br />
--------------------<br />
<br />
function VsMetalSonic_Clear()<br />
<br />
end<br />
<br />
--------------------<br />
-- シャドウ<br />
--------------------<br />
<br />
function VsShadow_Clear()<br />
<br />
<br />
end<br />
<br />
--------------------<br />
-- シルバー<br />
--------------------<br />
<br />
function VsSilver_Clear()<br />
<br />
end<br />
</pre><br />
<br />
==Characters/Badniks==<br />
</Name><br />
<Object><br />
<ID>EnemyMotora2D</ID><br />
<ObjName>モトラ[2D]</ObjName><br />
</Object><br />
<Object><br />
<ID>EnemyMotora3D</ID><br />
<ObjName>モトラ[3D]</ObjName><br />
</Object><br />
<Object><br />
<ID>EnemyBeeton2D</ID><br />
<ObjName>ビートン[2D]</ObjName><br />
</Object><br />
<Object><br />
<ID>EnemyBeeton3D</ID><br />
<ObjName>ビートン[3D]</ObjName><br />
</Object><br />
<Object><br />
<ID>EnemyBatabata2D</ID><br />
<ObjName>バタバタ[2D]</ObjName><br />
</Object><br />
<Object><br />
<ID>EnemyBatabata3D</ID><br />
<ObjName>バタバタ[3D]</ObjName><br />
</Object><br />
<Object><br />
<ID>EnemyGanigani2D</ID><br />
<ObjName>ガニガニ[2D]</ObjName><br />
</Object><br />
<Object><br />
<ID>EnemyGanigani3D</ID><br />
<ObjName>ガニガニ[3D]</ObjName><br />
</Object><br />
<Object><br />
<ID>EnemyLander2D</ID><br />
<ObjName>ランダー[2D]</ObjName><br />
</Object><br />
<Object><br />
<ID>EnemyLander3D</ID><br />
<ObjName>ランダー[3D]</ObjName><br />
</Object><br />
<Object><br />
<ID>EnemyGrabber2D</ID><br />
<ObjName>グラバー[2D]</ObjName><br />
</Object><br />
<Object><br />
<ID>EnemyGrabber3D</ID><br />
<ObjName>グラバー[3D]</ObjName><br />
</Object><br />
<Object><br />
<ID>EnemyEggRobo2D</ID><br />
<ObjName>エッグロボ[2D]</ObjName><br />
</Object><br />
<Object><br />
<ID>EnemyEggRobo3D</ID><br />
<ObjName>エッグロボ[3D]</ObjName><br />
</Object><br />
<Object><br />
<ID>EnemySpinner2D</ID><br />
<ObjName>スピナ[2D]</ObjName><br />
</Object><br />
<Object><br />
<ID>EnemySpinner</ID><br />
<ObjName>スピナ[3D]</ObjName><br />
</Object><br />
<Object><br />
<ID>EnemySpanner2D</ID><br />
<ObjName>スパナ[2D]</ObjName><br />
</Object><br />
<Object><br />
<ID>EnemySpanner</ID><br />
<ObjName>スパナ[3D]</ObjName><br />
</Object><br />
<Object><br />
<ID>EnemyCopSpeeder2D</ID><br />
<ObjName>コップスピーダー[2D]</ObjName><br />
</Object><br />
<Object><br />
<ID>EnemyCopSpeeder3D</ID><br />
<ObjName>コップスピーダー[3D]</ObjName><br />
</Object><br />
<Object><br />
<ID>EnemyCopSpeeder3DCreator</ID><br />
<ObjName>コップスピーダー:自動生成</ObjName><br />
</Object><br />
<Object><br />
<ID>EnemyCopSpeederWallRun</ID><br />
<ObjName>コップスピーダー:壁下り</ObjName><br />
</Object><br />
<Object><br />
<ID>EnemyPathMover</ID><br />
<ObjName>エネミー:パス移動テスト</ObjName><br />
</Object><br />
<Object><br />
<ID>EnemyMonoBeetle2D</ID><br />
<ObjName>モノビートル2D</ObjName><br />
</Object><br />
<Object><br />
<ID>EnemyMonoBeetle3D</ID><br />
<ObjName>モノビートル3D</ObjName><br />
</Object><br />
<Object><br />
<ID>EnemyGunBeetle2D</ID><br />
<ObjName>ガンビートル2D</ObjName><br />
</Object><br />
<Object><br />
<ID>EnemyGunBeetle3D</ID><br />
<ObjName>ガンビートル3D</ObjName><br />
</Object><br />
<Object><br />
<ID>EnemyGunHunter2D</ID><br />
<ObjName>ガンハンター2D</ObjName><br />
</Object><br />
<Object><br />
<ID>EnemyGunHunter3D</ID><br />
<ObjName>ガンハンター3D</ObjName><br />
</Object><br />
<Object><br />
<ID>EnemyPawn2D</ID><br />
<ObjName>ポーン2D</ObjName><br />
</Object><br />
<Object><br />
<ID>EnemyPawn3D</ID><br />
<ObjName>ポーン3D</ObjName><br />
</Object><br />
<Object><br />
<ID>EnemyPawnLance2D</ID><br />
<ObjName>ポーン2D(槍)</ObjName><br />
</Object><br />
<Object><br />
<ID>EnemyPawnLance3D</ID><br />
<ObjName>ポーン3D(槍)</ObjName><br />
</Object><br />
<Object><br />
<ID>EnemyPawnGun2D</ID><br />
<ObjName>ポーン2D(銃)</ObjName><br />
</Object><br />
<Object><br />
<ID>EnemyPawnGun3D</ID><br />
<ObjName>ポーン3D(銃)</ObjName><br />
</Object><br />
<Object><br />
<ID>EnemyTaker2D</ID><br />
<ObjName>テイカー2D</ObjName><br />
<DataPath>object/stage/crisiscity/spikeshot</DataPath><br />
</Object><br />
<Object><br />
<ID>EnemyTaker3D</ID><br />
<ObjName>テイカー3D</ObjName><br />
<DataPath>object/stage/crisiscity/spikeshot</DataPath><br />
</Object><br />
<Object><br />
<ID>EnemyCrawler2D</ID><br />
<ObjName>クロウラー2D</ObjName><br />
<DataPath>object/stage/crisiscity/spikeshot</DataPath><br />
</Object><br />
<Object><br />
<ID>EnemyCrawler3D</ID><br />
<ObjName>クロウラー3D</ObjName><br />
<DataPath>object/stage/crisiscity/spikeshot</DataPath><br />
</Object><br />
<Object><br />
<ID>EnemyBiter2D</ID><br />
<ObjName>バイター2D</ObjName><br />
</Object><br />
<Object><br />
<ID>EnemyBiter3D</ID><br />
<ObjName>バイター3D</ObjName><br />
</Object><br />
<Object><br />
<ID>EnemyEFighter2D</ID><br />
<ObjName>エッグファイター[2D]</ObjName><br />
</Object><br />
<Object><br />
<ID>EnemyEFighter3D</ID><br />
<ObjName>エッグファイター[3D]</ObjName><br />
</Object><br />
<Object><br />
<ID>EnemyEFighterSword2D</ID><br />
<ObjName>エッグファイター剣[2D]</ObjName><br />
</Object><br />
<Object><br />
<ID>EnemyEFighterSword3D</ID><br />
<ObjName>エッグファイター剣[3D]</ObjName><br />
</Object><br />
<Object><br />
<ID>EnemyELauncher2D</ID><br />
<ObjName>エッグランチャー[2D]</ObjName><br />
</Object><br />
<Object><br />
<ID>EnemyELauncher3D</ID><br />
<ObjName>エッグランチャー[3D]</ObjName><br />
</Object><br />
<Object><br />
<ID>EnemyAeroCannon</ID><br />
<ObjName>エアキャノン</ObjName><br />
</Object><br />
<Object><br />
<ID>EnemyEChaserManager</ID><br />
<ObjName>エッグチェイサーマネージャ</ObjName><br />
</Object><br />
<Object><br />
<ID>EnemyNal2D</ID><br />
<ObjName>ナール2D</ObjName><br />
</Object><br />
<Object><br />
<ID>EnemyNal3D</ID><br />
<ObjName>ナール3D</ObjName><br />
</Object><br />
<Object><br />
<ID>EnemyPawnPla3D</ID><br />
<ObjName>ポーン3D(ウィスプ面)</ObjName><br />
</Object><br />
<Object><br />
<ID>EnemyPawnPla2D</ID><br />
<ObjName>ポーン2D(ウィスプ面)</ObjName><br />
</Object><br />
<Object><br />
<ID>EnemyEChaserSV</ID><br />
<ObjName>エッグチェイサーSV</ObjName><br />
</Object><br />
</Category><br />
<br />
==Code?/Misc==<br />
*In the internal code, modern Sonic is refered to as GenericSonic and classic is ClassicSonic.<br />
*The “Genesis” in the title card list refered to an emulator that had the original classic game bundled in.<br />
<br />
{{SonicPS3games}}<br />
{{Sonic360games}}<br />
<br />
[[Category:Prereleases]]</div>Woohookittyhttps://info.sonicretro.org/index.php?title=Sonic_the_Hedgehog_CD_(Mega-CD_prototype;_1993-05-10)&diff=181532Sonic the Hedgehog CD (Mega-CD prototype; 1993-05-10)2012-01-11T10:31:32Z<p>Woohookitty: /* Quartz Quadrant */</p>
<hr />
<div>{{Bob|bobscreen=Titlescreenly7.png|screenwidth=320|publisher=SEGA|developer=SEGA, Sonic Team|system=[[Mega CD]]|genre=2D Platform|}}<br />
'''''Sonic the Hedgehog CD prototype 510''''', referred to as ''CD Sonic the Hedgehog'' on the title screen, is the earliest known prototype of the game ''[[Sonic the Hedgehog CD]]'' for [[Mega CD]] produced May 10th, 1992. The prototype acts as a demonstration demo for a video game exposition, hence the "Comin' Soon" screen. This prototype was 'discovered' by a group of fans called [[Sega Extreme]] in the summer of 2000. The game contains all the stages of the final game, but in a normal playthrough the player can only play the first three: [[Palmtree Panic]], [[Collision Chaos]] and [[Tidal Tempest]]. The rest can be viewed through the Level Select. This prototype contains several differences from the final game.<br />
<br />
==Various Differences==<br />
Differences between this prototype and the final version encompass multiple aspects of the game, including graphics, music, zones, Special Stages and the Opening FMV.<br />
===Graphical===<br />
*A 3D SEGA logo displays while the SEGA sound plays.<br />
*The Title Screen is very different:<br />
**320x224 mode is used, as opposed to 256x224 mode.<br />
**The SEGA logo is golden.<br />
**On the ribbon the title ''CD Sonic The Hedgehog'' appears.<br />
**The clouds appear on the left, the mountain with the face of Dr. Robotnik is larger, the menu is top-down and there are fewer mountains.<br />
**Also appearing in the credits is [[Keiko Utoku]], a singer in the Japanese and European Opening.<br />
*In the Time Attack screen, the exit logo displays an image of the [[Little Planet]] and the chain attaching it to the mountain with Robotnik's face<br />
*Sonic sports a different appearance on the goalpost.<br />
*Amy Rose has larger eyes and quills.<br />
*The lives counter is slightly higher than normal, and there are no zeros in the SCORE and RINGS counter.<br />
*Each level features a different type of flower.<br />
<br />
===Objects===<br />
*This prototype featured 3 additional [[power-ups]]: <br />
**'''"S" Monitor''': Sonic has increased speed and an invincibility shield. It has a red "S" symbol. <br />
**'''Blue Ring Monitor''': Functions identically to the "S" Monitor. Has an image of a blue ring. <br />
**'''Clock Monitor''': Has an image of a clock. This does not work correctly, but its role was to freeze time for a few seconds. It does however stop the spinning of rings and the movement of objects aside from Sonic.<br />
*[[Badniks]] are not disabled in Good Future variations.<br />
<br />
===GamePlay===<br />
*After completing the first 3 levels, a screen that says "COMIN' SOON" is displayed.<br />
*Code is in place for saving data, but only in Time Attack mode at this point.<br />
*It is possible, using the second controller, to control a second, "virtual Sonic" in gameplay. Whether this is for debugging purposes or an early 2 player prospect is unknown.<br />
<br />
===Sound===<br />
*Tracks 2 to 24 and 32 are the same, but without fadeout.<br />
*Track 25 and 26: Early version of the title song, very different from the final version. It is a shortened version of Sonic - You Can Do Anything.<br />
*Track 28: Super Shoes song. A rather strange remix of "Sonic - You Can Do Anything".<br />
*Track 31: Special Stage song. It is longer than the original. It lasts 4 and a half minutes, and is considerably more "remix" than the original.<br />
*Several object sound effects are missing from the beta.<br />
<br />
===Opening FMV===<br />
*The home video is transmitted on a screen in a fund brick. Each brick has the name SONIC inscribed on it.<br />
*Also under the screen are the Japanese symbols 开発画面. They translate to ''development screen''.<br />
*The showing Little Planet chained to the ground is played in reverse.<br />
*The video in the beta has a speed of 50Hz.<br />
*A scene from the mountains with Robotnik's face and the attached chain is shown, but is not included in the final version.<br />
*The Opening Song glitches throughout, with some bugs and breaks during play.<br />
<br />
===Special Stages===<br />
[[Image:SCD510Programmer.png|right|128px]]<br />
* Only a demo of the special stage including the text "The programmer has a nap. Hold out! Programmer!" is accessible in a normal copy.<br />
* The only three special stage backgrounds in this version are Time Stones 2, 3, and 4 from the final game.<br />
* In a hack by [[User:SegaLoco|SegaLoco]] which enabled controls in this special stage demo, it was found that the oil slick object is non-functioning and that there is no goal in this version of the special stage.[http://forums.sonicretro.org/index.php?showtopic=23875&st=0&gopid=540660&#entry540660]<br />
<br />
==Zone Differences==<br />
===[[Palmtree Panic]]===<br />
* Amy acts differently than in the final. She will still latch on to you if you run past her, but if you stand still, she also just stands there. (In the final she latches on even if you stop.)<br />
*This is the only level where you can find the 3 unused monitors.<br />
*There is a section of a tunnel that appears in the final game, but not in the beta.<br />
*There is a section of a trunk in a waterfall, which does not appear in the final version, and there's also a section of a tunnel in the final game, which is in prototype but is inaccessible.<br />
*In the tunnel, Sonic is not wound to enter, and cannot leave through the other opening. Therefore, Sonic must enter the tunnel at top speed to leave through the other opening. In a secret tunnel, Sonic walks horizontally to climb.<br />
*In the Bad Future of Zone 3, if Sonic is launched by a spring at the beginning of the level, it gets out of focus and the same scenario sticks in the same position.<br />
*The palm trees of the Bad Future of Zone 3 have the same appearance of the palm trees of the Good Future.<br />
*The '''EGG-HVC-D01''' in the prototype has a different design. The robot is entirely gray, the feet are flat with sharp edges, and have pincers rather than the shields from the final version. In the Bad Future, parts of the robot are red, while in the Good Future it is lilac.<br />
<br />
===[[Collision Chaos]]===<br />
*The beginning of the first two zones are different.<br />
*In the beginning of Zone 1, Metal Sonic is able to electrify Sonic.<br />
<br />
===[[Tidal Tempest]]===<br />
*The water is a different color in all zones, the graphics are somewhat different.<br />
*In the prototype, spike balls appear in fours<br />
*The waterfall is much lower in this prototype.<br />
*A ripple effect is added to the foreground. Normally it's only present in the background.<br />
<br />
===[[Quartz Quadrant]]===<br />
*An Extra Life [[monitor]] can be found at the very beginning of Act 1 Good Future. This doesn't appear in the final. In both prototype 510's Bad Future and the final version's Bad Future there is an Robotnik monitor in the same position. The extra life monitor was restored for the 2011 re-release of Sonic CD.<br />
<br />
===[[Wacky Workbench]]===<br />
*At the beginning of Wacky Workbench, the background has a different color scheme. In 510, the background is more green colored, while the final has more of a blue color.<br />
<br />
===[[Stardust Speedway]]===<br />
*In Zone 1, there is a crazy mixture of colors.<br />
*In Zone 3, Metal Sonic does not appear to initiate the race.<br />
<br />
==Cheat Codes==<br />
[[Image:Scd510_level_select.png|right|thumb|The Level Select screen]]<br />
*Level Select: On the title screen, press {{start}} on the second controller and then hit {{start}} on the first controller. A black screen with a list of numbers and letters corresponding to various levels and events appears. Make a selection and press {{start}} to enter it.<br />
*[[Debug Mode]]: Any time during gameplay, press {{start}} on the second controller.<br />
<br />
''Debug Controls'':<br />
<br />
{{b}}: Toggle normal and debug mode<br />
<br />
{{a}}: Advance forward through the debug object list<br />
<br />
{{a}} + {{c}}: Advance backwards through the debug object list<br />
<br />
{{c}}: Place the selected object at the current coordinates<br />
<br />
==Downloads==<br />
{{Download|file=Sonic_CD_(510_Beta).rar|filesize=5.74MB}}<br />
<br />
==External Links==<br />
*[http://sost.emulationzone.org/sonic_cd510/index.htm CD Sonic the Hedgehog 510] on "Secrets of Sonic Team"<br />
*[http://www.sonic-cult.org/dispgame.php?catid=6&gameid=1 CD Sonic the Hedgehog 510] on Sonic Cult.<br />
*[http://www.emulationzone.org/projects/scdbeta/SonCDB.htm Sonic CD Beta Page]<br />
*[http://es.wikipedia.org/wiki/CD_Sonic_The_Hedgehog CD Sonic the Hedgehog] on Wikipedia (Spanish)<br />
<br />
{{SonicCD510Zones}}<br />
{{Sonic the Hedgehog CD Betas}}<br />
[[Category:Sonic the Hedgehog CD Prereleases]]</div>Woohookittyhttps://info.sonicretro.org/index.php?title=Dr._Eggman&diff=181435Dr. Eggman2012-01-07T00:45:43Z<p>Woohookitty: /* Miscellaneous */</p>
<hr />
<div>{{CharacterSheet<br />
| image1 = Eggman01 32.png<br />
| i1size = 155<br />
| image2 = Sonicchannel eggman.png<br />
| charcolor = grey<br />
| charname = Dr. Eggman/Dr. Ivo Robotnik<br />
| debut = [[Sonic the Hedgehog (16-bit)|Sonic the Hedgehog]]<br />
| debutyear = 1991<br />
| species = Human<br />
| gender = Male<br />
| height = 185cm (6')<br />
| weight = 128kg (281lbs)<br />
}}<br />
:''"Robotnik" redirects here. For other characters featuring the surname, please see [[Gerald Robotnik]] (Dr. Eggman's grandfather) or [[Maria Robotnik]] (Dr. Eggman's cousin).''<br />
<br />
'''Dr. Eggman''', also known as '''Dr. Ivo Robotnik''', is the main antagonist of the ''[[Games featuring Sonic the Hedgehog|Sonic the Hedgehog]]'' series of games and related media. Introduced along with the title character in 1991, he has been featured in nearly every [[Sonic the Hedgehog]] title since. Originally set up as the primary villain, the character has occasionally been usurped by various forces beyond his control, but in every instance this occurs he remains one of the central figures, his quest for the "[[Eggman Empire]]" a never-ending dream.<br />
<br />
==Character Conception==<br />
[[Image:S1concept-eggman.jpg|thumb|190px|The earliest known drawing of Dr. Eggman.]]<br />
[[File:06 OBJECTION!.jpg|thumb|190px|Eggman's realistic design in ''Sonic '06''.]]<br />
At the dawn of the 16-bit gaming wars, [[sega:Sega|Sega]] had resolved that they would do whatever was in their power to topple the gaming giant [[Nintendo]], and sought to create a franchise that would rival the [[Mario|Super Mario Bros]]. games. While it was [[Naoto Ohshima]]'s design of [[Sonic the Hedgehog]] that won the internal competition for corporate mascot, it was only one of many designs he had come up with for Sega. One of the other designs that had been considered in the final deliberations, but was ultimately passed up on, was a roundish, mustached man in pajamas. Bearing a striking resemblance to the 26th President of the United States [[wiki:Theodore Roosevelt|Theodore Roosevelt]], Ohshima and the rest of the development team didn't want to discard the design, feeling there was still potential even if the character wasn't to be the star. Sega's AM8 division (which would eventually christen itself "[[Sonic Team]]") decided to redesign the look of the character, repurposing him as a villain to be used in the game. While [http://info.sonicretro.org/File:Sonic_Gems_300.jpg early concept art] for ''[[Sonic the Hedgehog (16-bit)|Sonic the Hedgehog]]'' shows a bee-like Eggman originally as one of many enemies, as the development for the game progressed, the original Sonic Team decided to drop the other characters and focus on the Sonic and Eggman dynamic, making Dr. Eggman the primary antagonist of the game, and subsequently the sequels that were to follow. <br />
<br />
Dr. Eggman's finalized design was an extremely simplified version of his earliest sketch, loosing the bulky look of his pajamas and gaining a more primary color scheme of red, black and yellow. This was done in an effort to differentiate the two characters in the game, and place emphasis on the subtle nature/technology dynamic the two represented. His simple design was also done so that young children would be able to draw him easily.[http://web.archive.org/web/19970605172353/www.sega.com/features/allsonic/creator/naka04.html]<br />
<br />
When the Sonic characters were revisited for production on ''[[Sonic Adventure]]'', Dr. Eggman was originally meant to look more or less the same as he did in the classic games, receiving small alterations similar to what Sonic, [[Miles "Tails" Prower]], and [[Knuckles the Echidna]] gained. However, [[Yuji Uekawa]], the man in charge of the redesign process, ultimately decided to drastically change the look of the character. While maintaining the red and black color scheme, his wardrobe was completely revamped, his egg-shaped body also becoming slightly less pronounced, giving him a more realistic proportion. This was taken a step further in ''[[Sonic the Hedgehog (2006 game)|Sonic the Hedgehog 2006]]'' when he was redesigned once more to match the realistic humans in the game. However, this even more extreme redesign was only used once, the ''Sonic Adventure'' design returning in later console releases such as ''[[Sonic Unleashed]]''.<br />
<br />
==Dr. Eggman (Video Game)==<br />
<br />
===Origin of Dr. Eggman===<br />
[[Image:Classic eggman orthographic.svg|thumb|190px|The classic Dr. Eggman design, as used from 1991 to 1997.]]<br />
The grandson of [[Professor Gerald Robotnik]], Dr. Eggman was born as Ivo Robotnik. While much of his past remains a mystery, it is known that in his early years Eggman looked up to his grandfather, hoping to one day be as great a scientist as Gerald ever was. However, since Eggman's age is unknown, it can not be stated if he looked up to him because he knew his grandfather before the unfortunate incident than befell the [[Space Colony ARK]], or only by stories that he heard from his family. Likewise, whether or not Eggman ever knew his terminally-ill cousin [[Maria]] and the importance she held for their grandfather is also unknown, an issue likely to never be addressed.<br />
<br />
It was later on in life that Dr. Robotnik would meet his long-time rival and arch-nemesis [[Sonic the Hedgehog]]. It is unknown how long they knew each other before the events chronicled in ''Sonic the Hedgehog'', but it is known that it was these occasions where Dr. Robotnik gained the nickname "Eggman" from Sonic. Instead of being angry, Robotnik decided to adopt the nickname as his own, calling himself "Dr. Eggman" and pasting the name on everything belonging to him, such as the [[Wing Fortress Zone|Wing Fortress]] he used in ''[[Sonic the Hedgehog 2 (16-bit)|Sonic the Hedgehog 2]]''. Embracing his Eggman persona, he tires endlessly to achieve his ultimate goal - the establishment of the Eggman Empire.<br />
<br />
===Personality and Traits===<br />
[[Image:CS E US.png|thumb|190px|Dr. Eggman's profile from ''[[Sonic Jam]]''.]]<br />
[[Image:SA Eggman Original.jpg|thumb|190px|The original unveiling of Dr. Eggman's redesign. From ''[[Sonic Adventure]]''.]]<br />
Dr. Eggman is a male human, whose age is currently unknown. With a recorded IQ of 300 (though it may possibly be greater), he is one of the most intelligent beings on the planet Earth, as proven by his mastery in robotics and its related fields. While he could be anything, Dr. Eggman has set his sights on the highest prize of them all - global domination. Dreaming of the day he will be able to erect [[Eggmanland]], Eggman tires endlessly at accomplishing this, though his plans are foiled time and again by the blue blur himself, Sonic the Hedgehog.<br />
<br />
Although he wants to rule the world, his desires are not for total destruction but instead to have the world focus on him and his image. This desire for recognition is not necessarily evil, but the ways he has gone about it can only be interpreted as such. Even with his IQ, he often acts childish, his need for attention and the desire to get his way paving the way for such behavior. Even so, Eggman is more than just a man with a dream, being described as a "romanticist, feminist, and self-professed gentleman."[http://info.sonicretro.org/File:Heroes_gc_us_manual_16_17.jpg] Above all, he is someone who does not give up easily, no matter how many setbacks he runs into or how many times Sonic and his many friends stop him.<br />
<br />
Because of his obsession with ruling the world, it only makes sense that he would be obsessed with the seven items that could allow that to happen - the [[Chaos Emeralds]]. Ever since he learned that they were more than just legend, Eggman has tried endlessly to access the [[Special Stage|special stages]] they are often hiding in and claim them for himself. Although there have been times when he has been close to getting them all, never once has he succeeded in beating Sonic, making the Eggman Empire still nothing more than his vision of the future.<br />
<br />
Although Eggman rarely goes up against Sonic without his trusty [[Eggmobile]], the times he is outside of it has shown just how athletic he is. Though his physical appearance would suggest otherwise, Eggman is capable of sprinting at immense speeds, able to even outrun Sonic for a few seconds. Whether this means that the doctor is able to actually accelerate slightly faster than Sonic or if he just happens to have luck on his side (Sonic being tired out from traversing an entire [[Scrap Brain Zone (8-bit)|base]] or other such level) is unknown. Whatever the reason, it is always long enough for him to run into his latest weapon. Aside from this, the doctor's physical abilities are limited to those of normal humans, though he has proven to have an extremely resilient body, his luck running even deeper, able to survive time and again the destruction of his bases, air ships, and Eggmobiles.<br />
<br />
Dr. Eggman, in his quest to take over the world, has also looked for allies outside of his own making. These allies are often creatures who existed in the distant past, sealed away because of their powers and the havoc they could cause. Since ''[[Sonic Adventure]]'', Eggman has awoken and tried to control the likes of [[Perfect Chaos]], [[Biolizard]], [[Solaris]], and [[Dark Gaia]], every time the arrangement blowing up in his face. While anyone else would have learned to avoid such actions the first time around, Eggman's determination gives the impression he will continue looking toward ancient legends of otherworldly creatures as a tool to succeed.<br />
<br />
It must be noted that while Eggman has tried time and again to defeat Sonic, often in acts that could potentially kill him, the doctor does not necessarily hate the hedgehog, almost looking fondly at their rivalry. This doesn't mean that Eggman enjoys losing; it merely hints that he might not know what to do with himself if he succeeded in taking over the world.<br />
<br />
===Mechanical Creations===<br />
[[Image:CS E 03.png|thumb|190px|[[Eggpod|Eggman's Mobile]].]]<br />
Being the robotics genius that he is, Dr. Eggman is not only defined by his personality but by his many creations. Perhaps the most widely recognizable of these would be his [[Eggmobile]]. Also known as simply "Eggman's Mobile," this hovercraft has been seen in nearly every ''Sonic the Hedgehog'' game, piloted by the elusive doctor. The mobile is often used as the center for the many boss encounters that occur in the Sonic games, with wildly different attachments used in an effort to defeat Sonic, "Tails," and the rest. When inevitably defeated, Eggman uses the same pod to make a hasty getaway, preparing for the next encounter he'll have with his rival.<br />
<br />
When not fighting against Sonic himself, Dr. Eggman has developed numerous [[Eggman's robots|robot enemies]] to do the fighting for him. Their functions are wide and varied, ranging from being simple guards used to defend his bases to those that seek out the [[Chaos Emeralds]]. At their heart, however, they have been built to help conquer the many zones of the planet, in the process aiming their sites at Sonic the Hedgehog in a bid to attack. The earliest of his robot army, sometimes called [[badniks]], had designs based on real animals, each with Eggman's own twist. Most of these early enemies were powered by the [[animals]] that resided where Eggman's latest base was, though some robots were powered by alternate sources. The enemies on the [[Little Planet]], for example, were powered by flowers, and those found the game ''[[Knuckles' Chaotix|Chaotix]]'' were powered by gray versions of the most common Sonic item of all, [[Ring|rings]]. While modern members of Eggman's army have been built to function without any such power source, he still uses animals from time to time.<br />
<br />
[[Image:CE S3 05.png|thumb|190px|A collection of early [[badniks]] from ''[[Sonic the Hedgehog 3]]''.]]<br />
The [[Sky Sanctuary Zone|Sky Sanctuary]] of ''[[Sonic & Knuckles]]'' was the first place where [[Eggrobo]], an enemy built in the image of Dr. Eggman himself, was introduced. While still part of his standard robot army, Eggrobo was designed to be the strongest of the fleet, with speed and power comparable to his most famous creation, [[Metal Sonic]]. While they were unable to stop Sonic and "Tails" at the end of the [[Death Egg Saga|Death Egg saga]], they were used as the inspiration for Eggman's future robot enemies, which eventually phased out the unique animal-based fleet he had been using up to this point. The first line of robots based from this mold, the [[E-Series Robots|E-100 series]], were introduced in ''[[Sonic Adventure]]''. Armed with advanced weaponry, they were meant to carry out missions his other creations were unable to, but the most successful of these, [[E-102 Gamma]], turned on his master and destroyed his early brethren. The final of the line, [[E-123 Omega]], was also given a staring role in ''[[Sonic Heroes]]'', but only seven of the implied twenty-four have been featured in the games thus far. ''Sonic Heroes'' also saw the introduction of the [[Egg Pawns]], based on the Eggrobo design but meant to fill the role of the early robots that had by now been phased out.<br />
<br />
As mentioned before, though Eggman has had many robots and other creations at his disposal, his most famous would have to be [[Metal Sonic]]. Designed to be the hedgehog's equal, Metal is one of Eggman's most advanced robots, and subsequently been used more than once to try and finish off Sonic the Hedgehog, although Metal Sonic has never been able to stop his living counterpart. There have also been other such creations based on Eggman's other foes, such as [[Metal Knuckles]] and [[Tails Doll]], and even less advanced robots like the Mecha series - [[Mecha Sonic]] and [[Mecha Knuckles]] - but none have been used with such fervor as Metal Sonic. Also, while not part of either the Metal or Mecha series, Eggman did create a fleet of robots based on [[Shadow the Hedgehog]], first unveiled in ''Sonic Heroes'' but featured in the ''[[Shadow the Hedgehog (game)|Shadow the Hedgehog]]'' game. As one final note, the enemy robot that may be his inspiration for Metal Sonic, Mecha Sonic, and the rest is [[Roller|Arma]] (also known as Roller), an Armadillo-based enemy from the [[Spring Yard Zone]] who shares Sonic's hue and his spin ability. Though extremely primitive compared to his later outings, it can be considered Eggman's first attempt at creating a robotic duplicate of his adversary.<br />
<br />
On top of all of this, Eggman has also had numerous flying fortresses and bases that he's used during the course of the games. Among his many bases are [[Scrap Brain Zone|Scrap Brain]] from the first ''[[Sonic the Hedgehog (16-bit)|Sonic the Hedgehog]]'', [[Metropolis Zone|Metropolis]] from ''[[Sonic the Hedgehog 2 (16-bit)|Sonic 2]]'', [[Launch Base Zone|Launch Base]] of ''[[Sonic the Hedgehog 3|Sonic 3]]'', [[Final Egg]] from ''Sonic Adventure'', and the [[Hidden Base|Pyramid Base]] of ''[[Sonic Adventure 2]]''. While the most famous of his flying fortresses is the [[Death Egg]] featured in ''Sonic 2'', ''3'', and ''Sonic & Knuckles'', he has built others including the [[Wing Fortress Zone|Wing Fortress]] from ''Sonic 2'', [[Flying Battery Zone|Flying Battery]] used in ''[[Sonic 3 & Knuckles]]'', and the [[Egg Carrier]] featured in ''Sonic Adventure'' and ''[[Sonic the Hedgehog (2006)|Sonic the Hedgehog 2006]]''. It must also be noted that he briefly was able to create a portion of his fabled dream land, [[Eggmanland]], during the events of ''[[Sonic Unleashed]]'', but it was swiftly destroyed as many of his other bases and creations have in the past, his vision returning to just a dream.<br />
<br />
==Eggman in Other Media==<br />
As has been the case with [[Sonic the Hedgehog]], Dr. Eggman's origin has been changed countless times when adapted into other media, with varying degrees of success.<br />
<br />
===Westernized Game Localization===<br />
[[Image:STHPromoSTHPromo06.jpg|thumb|190px|[[Dr. Ovi Kintobor]] accidentally transforms into the evil Dr. Robotnik. From the [[Sonic the Hedgehog (promotional comic)|promotional comic]].]]<br />
While the original Japanese storyline chose to make Eggman's background simple, the westernized story spearheaded by Sega of America decided to make the villain of the Sonic series an evil mastermind not of his own choosing, but by a cruel twist of fate. As depicted in the [[Sonic the Hedgehog (promotional comic)|promotional comic]] written by [[Francis Mao]], the character who would be known as Dr. Robotnik was once named [[Dr. Ovi Kintobor]], a kind and friendly scientist who worked in secret in his underground laboratory. Working diligently on his latest invention called the [[R.O.C.C.|Retro-Orbital Chaos Compressor]], it was a device meant to absorb all the evil in the world in the six [[Chaos Emeralds]] housed in its center, thousands of [[Ring|rings]] keeping the entire machine in check. The friendly doctor may have worked alone for ages if not for the appearance of an unexpected visitor - [[Sonic the Hedgehog]]. Being the man he was, Kintobor welcomed the hedgehog, and showed him around his lab, telling him of the R.O.C.C. and the [[Chaos Emeralds]], and how they were the key to capturing the very essence of evil.<br />
<br />
Time went on, and Sonic, who was depicted as being brown, became the subject of one of Kintobor's experiments. Wanting to see just how fast the hedgehog could run, he put him on a supersonic treadmill to record his speeds. As it would, the treadmill was unable to handle Sonic's top speeds, resulting in an explosion that would transform Sonic into his classic blue hue. This also prompted Kintobor to create the red and white frictionless shoes that Sonic would wear from then on.<br />
<br />
This relative peace was not to last, for one day while working over the R.O.C.C. trying to keep it stable, Kintobor asked Sonic to get him a soda pop and a hardboiled egg. Sonic got it in a flash, but due to the doctor's clumsiness, he spilled the drink, causing the R.O.C.C. to overload and all the evil to enter Kintobor. He was promptly transformed into his exact opposite, which was even reflected in his name. No longer was he Dr. Ovi Kintobor, but instead Dr. Ivo Robotnik, the most evil being on the planet [[Mobius]].<br />
<br />
===Shogakukan Manga===<br />
<br />
Being Dr. Eggman's first non-game related appearance, the manga ''[[Sonic the Hedgehog (manga)|Sonic the Hedgehog]]'' published by ''[[Shogaku Yonensei]]'' features the villainous doctor not obsessing over the [[Chaos Emeralds]] as a way to take over the world, but Sonic the Hedgehog himself. Aware of the legend of Sonic and how he seems to have existed for quite a while, Eggman wants to learn to harness the powers of the hedgehog and use them for his own nefarious deeds. Through a moment of spying, Eggman discovers there is some slight connection between the family of Nicky and Sonic, though he is oblivious to the fact that Nicky and Sonic are one and the same. Because of this, many of his plans either involve the area in which Nicky lives, or the capturing and similar endangerment of Nicky's family and friends, including his little sister Anita and his girlfriend [[Amy Rose]].<br />
<br />
===Sonic the Hedgehog (TV series)===<br />
[[Image:JulianSnivelyBlastPast.jpg|thumb|190px|Dr. Robotnik, known only as Julian at this point, moments before the coup of Mobotropolis.]]<br />
While previous and future incarnations of the villain Dr. Robotnik would lean toward humor, the version present in the Saturday morning series ''[[Sonic the Hedgehog (TV series)|Sonic the Hedgehog]]'' produced by [[DiC Entertainment]] was the polar opposite of this concept. By the time the series began, Dr. Robotnik has already ruled the planet for a decade, nearly all living things having been subjugated to the [[Roboticization]] process. Only small pockets of resistance exist on the planet, the one he cares most about being the band led by [[Princess Sally Acorn]] of [[Knothole Village]]. The reason for this is not because it is led by the daughter of the king he overthrew, but of Sonic the Hedgehog, the speedy blue force that has been able to resist and escape the dictator's every move. Robotnik's obsession with Sonic has caused most of his attention to focus on luring out and getting rid of his greatest foe, sometimes neglecting to think about the consequences of his actions, even if he is warned by his nephew [[Snively]] that his rash attacks on the mere hint of Sonic being nearby could threaten his other operations.<br />
<br />
The second season of the series went on to explain how Robotnik was able to ascend to power, once briefly being an understudy of the wizard [[Ixis Naugus|Naugus]], who was the discoverer of "[[The Void]]." Seeing the possibilities of such a locale, Robotnik betrayed the wizard, sending him into "The Void" and sealing him within. With Naugus gone, Robotnik (who was known only as Julian at this point) went on to become the War Minister for the [[House of Acorn]] during the [[Great War]]. Though the details of the war are never mentioned, he uses his position to secure his army of [[SWATbots]], and when the war is over and [[King Maximillian Acorn|the King]] declares for the army to be decommissioned, Robotnik turns on the House of Acorn and swiftly takes over the planet, using the robotocizer technology he stole from [[Uncle Chuck|Sir Charles Hedgehog]], Sonic's "Uncle Chuck."<br />
<br />
While the show never speaks on the earlier days of Robotnik, [[Ben Hurst]], the head writer of the show, says the backstory they worked with was that Robotnik was from Earth's future but [[Mobius]]' past, and in the year 2200 attempted to take over the space colony he was living in. Inadvertently destroying it instead, Robotnik and Snively narrowly escape with their lives, and are sent into the distant future where they return to Earth, only to find it has become Mobius. Thinking that he is superior to the animals that now inhabit the planet, he sets about to conquer it in any way he can.[http://www.saturdaymorningsonic.com/features/ben_hurst/]<br />
<br />
It should also be noted that Dr. Robotnik's design in the show is heavily based on the design made by [[Milton Knight]] for ''[[Adventures of Sonic the Hedgehog]]'', as the two animated series were developed at the same time by DiC.<br />
<br />
===Sonic the Hedgehog (Archie comics)===<br />
The history of Dr. Eggman in the ''[[Sonic the Hedgehog (Archie comics)|Sonic the Hedgehog]]'' series by Archie can be confusing to the novice, his current incarnation deeply rooted in the early days of the series. Currently there have been two main antagonists with the Dr. Robotnik name, sometimes referred to as "Robotnik I" and "Robotnik II." <br />
<br />
====Dr. Robotnik I====<br />
[[Image:SonictheHedgehog15Archie.jpg|thumb|190px|The original Dr. Robotnik of the [[Sonic the Hedgehog (Archie comics)|Archie series]].]]<br />
"Robotnik I" was born Julian Kintobor of the House of Ivo. His parents were from separate parts of the planet [[Mobius]], one being part of the [[Overlanders]] tribe, the other from the surviving humans living in [[Station Square]]. Growing up with the Overlanders, he began plotting his rise to power early on, sabotaging anyone who stood in his way. One of these early causalities was his mentor, [[Nate Morgan]], who Julian conspired to have banished. With Nate gone, Julian worked within the Overlanders military operations, constructing sophisticated technology used in their war with the [[House of Acorn|Kingdom of Acorn]].<br />
<br />
However, it was soon discovered that Julian had been using living Overlanders to test his war machines, and the Minister of Justice, his brother [[Colin Kintobor]], tried and convicted him of his crimes. Sentenced to imprisonment, Julian managed to escape and disappeared into the [[Badlands]], where he was discovered by [[Jules Hedgehog|Jules]] and [[Uncle Chuck|Sir Charles]], [[Sonic the Hedgehog]]'s father and Uncle Chuck, respectively. Taking him back to [[King Maximillian Acorn]], Julian was welcomed with open arms once he promised to help them defeat his own people. He briefly allied himself with then-warlord [[Kodos]], who wanted to overthrow the kingdom and throw the King into the [[Zone of Silence]], but Julian used this knowledge to instead banish Kodos, positioning himself as the new warlord of the Acorn army.<br />
<br />
Eventually, the House of Acorn was able to win the [[Great War]], and Julian found himself in exactly the position he wanted. While he told King Acorn he would assume the mantle of Minister of Science, he instead set into motion his own takeover of the kingdom. In the twilight days of the war, Julian had discovered that Sir Charles had been working on a machine that could turn living tissue into robotic parts, in an attempt to save lives that would otherwise be lost. The first to undergo the process of [[Roboticization]] was Sonic's father, Jules, but because of sabotage by Julian, Jules became nothing more than an android who only listened to the Overlander. Jules wife [[Bernie Hedgehog|Bernie]] was the next to undergo the process, and it was only a matter of time before he used the machine as the tool to roboticize the citizens of [[Mobotropolis]], seizing the kingdom using his [[SWATbots|SWATbot]] army and sending the king into the Zone of Silence. With this act Julian Kintobor changed his name to Dr. Ivo Robotnik, and transformed the capital into [[Robotropolis]], with only a few of its citizens able to escape from his conquest.<br />
<br />
While he was able to overtake Mobotropolis as he did in the [[Sonic the Hedgehog (SatAM)|Saturday morning series]] that inspired the comic, he never had as tight a grip on the planet as his counterpart. It was shown later on that many areas of Mobius still had unroboticized beings, and these places were ruled by sub-bosses such as the [[Iron Queen]]. Also, in the earlier issues of the series, while Sonic and the [[Freedom Fighters]] fought Robotnik in an effort to save Mobius, his earlier schemes against those who dared to fight him were more comical in nature, his personality closer to the ''[[Adventures of Sonic the Hedgehog]]'' Robotnik than the Saturday morning alternative his design was based on. It was only as the series progressed that he began to act more like an evil dictator and less as a comical villain.<br />
<br />
Dr. Robotnik's rule finally ended in [[Sonic the Hedgehog 050 (Archie)|issue #50]], the culmination of the "[[Sonic the Hedgehog 047 (Archie)|Endgame]]" story arc. During one final confrontation with Sonic, Robotnik attempts to set off his "Ultimate Annihilator," blind to the fact that his nephew [[Snively]] had sabotaged the machine. While Sonic was able to escape, Dr. Robotnik's particles were scattered, putting an end to the conflict that had been the focus of the series.<br />
<br />
====Dr. Robotnik II====<br />
[[Image:Archie108p05.jpg|thumb|190px|Robotnik I and Robotnik II come face to face.]]<br />
After the defeat of Dr. Robotnik, the Freedom Fighters set about to rebuild Mobius, and the next few issues dealt less with action and more with restoration. However, in the build-up to [[Sonic the Hedgehog 075 (Archie)|issue #75]], a mysterious being known only as "Anonymous" began interfering with the planet, its origins traced back to a series of satellites orbiting it. When the Freedom Fighters went up to investigate, they found themselves face to face with Robo-Robotnik, an alternate version of their own Robotnik from a parallel universe.<br />
<br />
Back in [[Sonic the Hedgehog 019 (Archie)|issue #19]] of the series, Sonic the Hedgehog and the rest of the Knothole gang were met by a version of Sonic who was half-roboticized. This version of Sonic explained that he was from a universe that was similar to theirs, except his Robotnik was able to capture the core Freedom Fighters, forcing them to undergo the roboticization process but only transforming one side of their body. Instead of putting a stop to the resisting force, however, this physical change turned the Freedom Fighters into an unstoppable force that maintained their free will. When their version of Robotnik realized the folly of his plan and that his upheaval was imminent, he forced himself to undergo his own Roboticization process, and began a quest to find the pieces of the "Giant Borg," a device that would help him not only take over his own Mobius, but countless others. With the combined might of numerous Sonic's, Robo-Robotnik was defeated, and thought completely destroyed.<br />
<br />
In reality, he was able to save his consciousness, transferring it into a satellite back in his home reality and waited for the perfect time to strike. During his grand unveiling in issue #75, he explains that he was able to finally defeat his own version of Sonic, but was unsatisfied, and decided to attack the universe that had thwarted him before. While the Freedom Fighters were able to destroy his robot body, he pulled the same trick once again, and transferred his consciousness into a body made in the design of Dr. Eggman from the ''[[Sonic Adventure]]'' games. As time passed, he dropped the Robotnik moniker entirely, calling himself Dr. Eggman. While for a time he upgraded his body to possess the ability to roboticize people at his very touch, this disappeared when he was finally turned back into flesh and blood through the intervention of the [[Bem]] alien race. Once again human, Dr. Eggman continued his assault against Sonic the Hedgehog, his personality shifting closer to the games depiction with each passing issue.<br />
<br />
The two Robotnik's have met three times in the course of the series, the first being in the previously mentioned issue #19. The second was in [[Sonic the Hedgehog 022 (Archie)|issue #22]], when Robo-Robotnik saved Robotnik from certain death in the previous issue. The third and final time the duo met was in [[Sonic the Hedgehog 108 (Archie)|issue #108]], where Dr. Eggman is able to briefly put Dr. Robotnik's particles back together after the events of issue #50, the two working together in the hopes to trick the Freedom Fighters. While their final team-up resulted in a loss for both of them, the door to the original Dr. Robotnik's return has been left open.<br />
<br />
===Sonic the Hedgehog (Troll Associates book)===<br />
Taking elements from the [[Sonic the Hedgehog (SatAM)|Saturday morning series]] and the [[Sonic the Hedgehog (Archie comics)|Archie comic book]], the children's novel ''[[Sonic the Hedgehog (Troll Associates book)|Sonic the Hedgehog]]'' gives Robotnik a very clear, yet puzzling origin. Being an orphan, Robotnik is taken in by [[Uncle Chuck|Charles Hedgehog]], who is called Uncle Chuck by the other orphan he is taking care of, [[Sonic the Hedgehog]]. Even though they grew up together, Sonic and Robotnik never got along, the future dictator more interested in building robots rather than having fun.<br />
<br />
Often stealing parts from Uncle Chuck's belongings, things take a turn for the worse when he steals the steering components from Uncle Chuck's tractor, right before Chuck gets on it to take it to the neighbors. The result of Uncle Chuck losing control of the tractor puts both he and Robotnik trapped between it and a tree, and Sonic is forced to rescue them. Its only later that Uncle Chuck finds out that it was Robotnik's fault, and in an effort to punish him sets off the child's wrath. Years later, Uncle Chuck is one of the first victims of Robotnik's takeover and subsequent [[roboticization]], although Sonic is able to save his uncle by the first novel's end. Unlike the material it is sourced from, it is never explained how Robotnik gathered his power or how he learned the secrets of roboticization.<br />
<br />
This origin story was also used in the original [[Sonic the Hedgehog 3 (Archie Mini-Series)|Archie mini-series]], but presented as an imaginary story; a bad dream that Sonic is thankful never actually happened.<br />
<br />
===Adventures of Sonic the Hedgehog===<br />
[[Image:Diplomarobotnik.png|thumb|190px|Dr. Ivo Robotnik, as interpreted by [[Milton Knight]].]]<br />
The Robotnik featured in ''[[Adventures of Sonic the Hedgehog]]'' is never given as clear an origin as in the other [[DiC Entertainment]] series, instead being presented as the classic villain who wants to rule the world. As emphasized by his supporting cast [[Scratch]], [[Grounder (AoStH)|Grounder]], and [[Coconuts (AoStH)|Coconuts]], his three main [[badniks]], he doesn't nearly take himself as seriously as his [[Sonic the Hedgehog (SatAM)|Saturday morning]] counterpart. His desire to rule the world is not just a blind one, however. So excited is he over the fact he exists, Dr. Robotnik looks upon the world wondering how everyone else could not be as excited as he over his existence, wanting to rule to have everyone celebrate his nature.<br />
<br />
While Dr. Robotnik calls himself the ruler of [[Mobius]], it is very much in his own mind, and is never able to extend his influence beyond his own fortress. Each time he tries, he is thwarted by [[Sonic the Hedgehog]], which spawns his trademark phrase he speaks at the end of each episode, "I hate that hedgehog!" Slightly jealous of Sonic, he is confounded by Mobius' unending praise for the hedgehog, his desire for wanting to be loved and adored driving him to greater heights of villainy, waiting for the day the world will embrace him as their true leader and inspiration. He is portrayed very much as a comical foe, more so than any other version of Dr Robotnik/Dr. Eggman, his persona fitting into the world of ''Adventures of Sonic the Hedgehog''.<br />
<br />
While his past is never fully explored, there are some instances in which parts are revealed, often just for the point of that one episode. The episode "[[Best Hedgehog]]" tells of how Robotnik, an overweight, acne-ridden teenager, had a crush on a girl named Lucinda in his high school. While he tries to win her affections, she is instead attracted to another man named Lucas. Robotnik tries to win her by attacking Lucas with one of his early inventions, but he fails, and once he becomes the Robotnik he is in the show, holds Lucas captive for decades until Sonic is able to free him.<br />
<br />
Robotnik also has family in the show, his [[Mama Robotnik|mother]] appearing a handful of times during the run. While she looks like Robotnik in a dress, mustache and all, Dr. Robotnik is afraid of her far more than anything else, and tries desperately to hide her away in the Mobius asylum. Robotnik also makes his own robotic son, [[Robotnik Junior]], who looks like a younger version of Robotnik. Unfortunately for him, his son defects to the [[Freedom Fighters]].<br />
<br />
Important to note is that Dr. Robotnik, as he is depicted in ''Adventures of Sonic the Hedgehog'', was designed by cartoonist [[Milton Knight]]. His redesign of Robotnik was done to ensure that the doctor would be "animation's sexiest fat man!"[http://www.miltonknight.net/robotnikmodel1.html]<br />
<br />
===Sonic the Comic===<br />
[[Image:Robotnik-STC-3.jpg|thumb|190px|Dr. Ivo Robotnik as he appeared through most of the series.]]<br />
''[[Sonic the Comic]]'', the U.K. series published by [[Fleetway]], used the Westernized [[Sonic the Hedgehog (promotional comic)|origin story]] as their background, having [[Dr. Ovi Kintobor]] accidentally transform into the evil Dr. Robotnik. However, instead of having soda play a part, Kintobor trips over a cable while holding a rotten egg, causing the transformation. While Kintobor's consciousness still existed in digitized form as a computer, the villainous Robotnik soon began his plans for world domination.<br />
<br />
While early issues featured Robotnik in his classic game design and his dialogue full of egg puns, [[Sonic the Comic 008|issue #8]] of the series not only explained the origin in the pages of the comic but began a turn of events that would dictate the tone for the series, with Dr. Robotnik sending [[Sonic the Hedgehog|Sonic]] and and some of his closest friends forward in time. While only displaced by six months, it is more than enough time for Robotnik to succeed in taking over [[Mobius]], forcing Sonic to become more than just the foil to his schemes, but the leader of the [[Freedom Fighters]].<br />
<br />
As the comic continued, Robotnik's personality began to shift away from a more humorous style and toward that of his [[Sonic the Hedgehog (SatAM)|Saturday morning]] counterpart. This was even reflected in his change of clothing, shunning his simple dress for the more menacing style of that Dr. Robotnik. It was [[Sonic the Comic 021|issue #21]] that Robotnik decided he needed to not only change his clothing, but his entire body, and encased himself in an egg, emerging as the ''[[Adventures of Sonic the Hedgehog]]'' styled Robotnik. He kept this form for the rest of the series, although he did change his clothes one final time in the ''[[Sonic Adventure]]'' adaptation, putting on the jacket his game counterpart had adopted.<br />
<br />
Though created by the Chaos Emeralds, Robotnik was always on the lookout for the gems, them having been hidden by Sonic shortly after his transformation into the evil dictator. Though always looking to reclaim the six (and to discover the lost seventh gray emerald that would control the rest), each time he became close to possessing them they were pulled out of his reach, eventually all seven becoming guarded by [[Knuckles the Echidna]] on the [[Angel Island|Floating Island]]. As the series progressed, Dr. Robotnik was met with failure after failure, losing his empire in [[Sonic the Comic 100|issue #100]] and unable to ever gain it back. While there were times in the comic that he almost achieved godhood, he was always thwarted by Sonic and the Freedom Fighters, which affected him to the point of immense depression. His faithful assistant, [[Grimer]], not wanting to stand by and watch his master wither away, decided to unleash [[Perfect Chaos|Chaos]], a fear-based water creature, in the hopes of defeating Sonic and reclaiming Mobius. While at first it looks as though Robotnik is reinspired by these events, in actuality he cares for nothing anymore, and wants to end it all, even if it means the planet goes down with him.<br />
<br />
One last thing to note is that during the course of the series, the [[Metal Sonic]]-based Metallix went back in time to prevent the creation of Robotnik, as in an alternate timeline they still existed because it was Robotnik's assistant Grimer who designed them, Robotnik only adding a self-destruct mechanism. Because of this, Sonic was forced to go back in time and make sure that Kintobor would trip over the wire and cause his transformation, thereby creating his greatest foe.<br />
<br />
<gallery><br />
File:Robotnik-STC-1.jpg|Dr. Robotnik's first appearance in the comic.<br />
File:Robotnik-STC-2.jpg|Robotnik's brief second outfit.<br />
File:Robotnik-STC-4.jpg|Robotnik as he appeared in the ''Sonic Adventure'' adaptation.<br />
</gallery><br />
<br />
===Sonic the Hedgehog (Anime)===<br />
[[Image:DrEggmanSaraOVA.jpg|thumb|190px|Dr. Eggman and Sara clad in wedding attire.]]<br />
Produced under the supervision of [[Sonic Team]], the [[Sonic the Hedgehog (Anime)|two part OVA]] featured a Dr. Eggman who was closer to his game counterpart compared to any that had come before. While he is the ruler of [[Eggmanland]], it is a city that is below where most of the inhabitants of [[Planet Freedom]] live, built on the outskirts of what was once New York City. He is both cunning and charismatic, yet still childish, easily falling for the whims of the [[President of South Island|President]]'s daughter, [[Sara]].<br />
<br />
While [[Sonic the Hedgehog|Sonic]] doesn't necessarily believe Eggman's story about Eggmanland being overtaken by [[Black Eggman]], he and [[Miles "Tails" Prower]] venture into the heart of Eggman's empire, prepared to save the world from whatever may get in their way. It doesn't take long for Sonic's suspicions to be confirmed that Eggman was involved from the beginning, the entire expenditure merely a ploy to allow his latest creation [[Hyper Metal Sonic]] to be complete, the robot needing Sonic's life data to become fully operational. While Eggman wishes to rule as his game counterpart, he has no qualms with what he plans to do with Hyper Metal Sonic - destroy that which keeps the [[Land of the Sky]] afloat, leaving only the [[Land of Darkness]] and Eggman's empire.<br />
<br />
Also, throughout the anime, it is revealed that Eggman is not holding the President's daughter hostage to have a bargaining chip to let his plans go into motion, but because he is enamored with her. He fully intends on marrying Sara once Planet Freedom's Land of the Sky shatters, and have a fleet of children with her.<br />
<br />
===Sonic Underground===<br />
The final of the three [[DiC Entertainment]] ''Sonic'' productions, ''[[Sonic Underground]]'' once again returns to the Dr. Robotnik design from the previous show, ''[[Sonic the Hedgehog (SatAM)|Sonic the Hedgehog]]''. While his origin is also similar in the sense that Robotnik overthrew the original ruler of the planet, the ruling monarch at the time was [[Queen Aleena Hedgehog]], mother of [[Sonic the Hedgehog|Sonic]] and his two siblings, [[Sonia the Hedgehog|Sonia]] and [[Manic the Hedgehog]]. Although he does overthrow her, she is able to escape, and protect her children from his grasp. Hiding her three children with separate foster parents, Dr. Robotnik takes the opportunity of the missing monarchy to secure his place as the ruler of [[Mobius]]. While he does have the capability to [[Roboticization|roboticize]] anyone, the mad dictator restrains himself from transforming every living thing on the planet, choosing only to make examples of those who oppose him. Along with his sidekicks, the bounty hunters [[Sleet]] and [[Dingo]], Robotnik spends his time making sure he is the undisputed ruler of Mobius, continually seeking out Queen Aleena and her three children, most of all Sonic, to make sure the prophecy of his downfall never comes to pass.<br />
<br />
The character of Robotnik also has a bit more emphasis on maintaining some form of the old order, leaving the nobility of the planet alone for the most part, as long as they pay him tribute and allow him to be the ruler. This alone shows that he is not as strict a dictator as in the Saturday morning series, and is slightly more interested in being adored by the public.<br />
<br />
===Sonic X===<br />
[[Image:Decoe bocoe.jpg|thumb|190px|Dr. Eggman along with his constant companions [[Decoe]] and [[Bocoe]].]]<br />
The second, and for the moment last, animated series produced under the supervision of [[Sonic Team]], ''[[Sonic X]]'' keeps Dr. Eggman close to his gaming counterpart, desiring the [[Chaos Emeralds]] and going head to head with [[Sonic the Hedgehog]]. Although he had already succeeded in getting the seven Chaos Emeralds in the beginning of the first episode, the machine that he has them connected to causes [[Chaos Control]] to occur, transporting the main cast and those nearby to an alternate dimension, and to planet Earth.<br />
<br />
Discovering himself in unfamiliar territory, Eggman immediately begins the same tricks that he started on their home planet, causing chaos and confusion in the heart of [[Station Square]]. Assisted by his robot assistants [[Bocoe and Decoe]], the mad doctor begins looking for the Chaos Emeralds in a very monster-of-the-week fashion, sending one of his [[E-Series]] robots at random each episode. His plans later evolve, however, after his next successful attempt at gathering the seven Chaos Emeralds, kidnapping [[Chris Thorndyke]] and attempting to defeat Sonic on this strange new world once and for all. Though he is thwarted by [[Super Sonic]], the events of this mid-season finale lay out the more sophisticated plans of Eggman to come into motion, the series adapting ''[[Sonic Adventure]]'' and ''[[Sonic Adventure 2|Adventure 2]]'' with some slight alterations. Among them is the revelation that the planet Earth Sonic and the gang were transported to in the first episode is actually the planet Eggman was born on, the information being revealed when Eggman learns of his [[Professor Gerald Robotnik|grandfather]] having lived and worked on "[[Project Shadow]]" for this planet's government. Somehow being transported to Sonic's world, the knowledge refuses to deter the genius scientist from his lofty goals of conquest.<br />
<br />
All in all, however, Eggman seems to treat his encounters with Sonic not strictly as fights over the planet, but more akin to the friendly rivalry aspects that are hinted at in the games. Though there can be moments quite intense where Eggman wants nothing more than to destroy Sonic, more often than not he just wants to prove himself the better person. This reasoning for why Eggman does what he does is expanded further on in the [[Sonic X (Archie comics)|comic series]] based on the show. Published by [[Archie Comics]], a handful of issues feature Dr. Eggman taking on the moniker of wrestling sensation El Gran Gordo, a persona that allows Eggman to enjoy not only the sensation of winning, but also of being adored by the masses.<br />
<br />
==Miscellaneous==<br />
*Although never confirmed, it is speculated that Dr. Eggman's name was inspired by The Beatles' classic tune "[http://en.wikipedia.org/wiki/I_Am_The_Walrus I am the Walrus]." The song featuring the lyrics "I am the egg man/They are the egg men/I am the Walrus/Goo goo g'joob." Also, Eggman's theme in the later games ("E.G.G.M.A.N") makes references to I Am the Walrus, especially the line "I am the Eggman. It's what I am". It is also because of this possible connection that Sega of America may have wanted to change Dr. Eggman's name, in the fear of being sued by The Beatles' label Apple for copyright infringement.<br />
<br />
*A potential macrocycle inhibitor of the gene Sonic hedgehog was discovered by a Harvard University research team, who decided to name it "Robotnikinin." They felt that since the original had been named after the video game character, they should "adhere to the convention" and name the newly discovered compound after his archenemy.[http://www.biotechnews.com.au/article/273516/robotnikinin_takes_sonic_hedgehog?fp=4&fpid=1013]<br />
<br />
*While Dr. Eggman has always been the name of the character in Japan, in localization for western markets it was decided to name the character Dr. Ivo Robotnik. The name was conceived by [[Dean Sitton]], who was working for Sega of America's helpline at the time. Once development for ''[[Sonic Adventure]]'' was well underway, the three main branches of [[Sega]] decided to discontinue the western story involving [[Dr. Ovi Kintobor|Kintobor]], focusing solely on the Japanese story now that the game relied heavily on plot, allowing the localization process to be easier. Instead of casting aside his western name, the Robotnik name was incorporated into the game canon, with Eggman's grandfather Professor Gerald Robotnik having the same last name in all versions of the game, making it the first time a Sonic Team production used the surname in Japan. Even so, most modern games have exclusively stuck to the Dr. Eggman name, entries such as ''[[Sonic Chronicles: The Dark Brotherhood]]'' and ''[[Sonic Generations]]'' being rare exceptions.<br />
<br />
*Dr. Eggman's only headlining role in a game was ''[[Dr. Robotnik's Mean Bean Machine]]'', a western adaptation of the original ''[[sega:Puyo Puyo|Puyo Puyo]]'' puzzle game released in Japan. The game's look and feel was based on the ''[[Adventures of Sonic the Hedgehog]]'' animated series, and used [[Milton Knight]]'s design of Robotnik. It is interesting to note that this design of Robotnik was subsequently used in official merchandising and advertising for the games, especially in Europe. The most notable of these changes occurred on the ''[[Sonic Spinball]]'' boxart, in which the [[Mega Drive]] version featured the [http://info.sonicretro.org/File:Spinball-box-us.jpg Americanized version] of the Japanese art, while the [[Sonic Spinball (8-bit)|downgraded port]] for the [[Master System]] and [[Game Gear]] had the [http://info.sonicretro.org/File:Spinballgg-box-us.jpg Milton Knight design].<br />
<br />
==Appearances==<br />
<br />
===Video Games===<br />
See [[Games featuring Sonic the Hedgehog]]. Being the main antagonist, he is in nearly every game on this list with the exceptions of ''[[Sonic and the Black Knight]]'' and the two [[Miles "Tails" Prower|"Tails"]]-only [[Game Gear]] games.<br />
<br />
===Television Series and Film===<br />
* ''[[Adventures of Sonic the Hedgehog]]'' (AoStH, US) <br />
* ''[[Sonic the Hedgehog (SatAM)|Sonic the Hedgehog]]'' (SatAM, US) <br />
* ''[[Sonic Underground]]'' (US, France) <br />
* ''[[Sonic the Hedgehog (Anime)|Sonic the Hedgehog]]'' (Anime, Japan)<br />
* ''[[Sonic X]]'' (Anime, Japan)<br />
<br />
===Comic Books===<br />
* ''[[Sonic the Hedgehog Story Comic]]'' ([[Softbank Publishing]], Japan)<br />
* ''[[Sonic the Hedgehog (manga)|Sonic the Hedgehog]]'' ([[Shogakukan]], Japan)<br />
* ''[[Sonic the Hedgehog (Archie)|Sonic the Hedgehog]]'' ([[Archie Comics]], US)<br />
* ''[[Sonic the Comic]]'' ([[Fleetway]], UK)<br />
* ''[[Sonic the Hedgehog (Sirene)|Sonic Adventures]]'' ([[La Sirène Sources]], France)<br />
* ''[[Sonic X (Archie comics)|Sonic X]]'' ([[Archie Comics]], US)<br />
* ''[[Dash & Spin]]'' ([[Shogakukan]], Japan)<br />
<br />
===Game Books and Novels===<br />
See [[Books Featuring Sonic the Hedgehog]]. As Dr. Eggman is the main antagonist of the series, he is featured in every book on this list.<br />
<br />
==Theme Songs==<br />
*[[Sonic Live in Sydney|Give Me Chaos]]<br />
*[[Sonic Adventure Original Sound Track|Theme of "Dr.EGGMAN" (''Sonic Adventure'')]]<br />
*[[E.G.G.M.A.N.]]<br />
*[[Sonic the Hedgehog Original Soundtrack|Theme of "Dr.EGGMAN" (''Sonic 2006'')]]<br />
Boss themes and other various pieces of music can also be considered as themes for Dr. Eggman, although not marked explicitly as such.<br />
<br />
==Voice Actors==<br />
* [[Masaharu Satou]] (''[[SegaSonic the Hedgehog]]'')<br />
* [[Long John Baldry]] (''[[Adventures of Sonic the Hedgehog]]'')<br />
* [[Jim Cummings]] (''[[Sonic the Hedgehog (SatAM)|Sonic the Hedgehog]]'', ''[[Adventures of Sonic the Hedgehog (pilot)]]'')<br />
* [[Gary Chalk]] (''[[Sonic Underground]]'')<br />
* [[Junpei Takiguchi]] (''[[Sonic the Hedgehog (Anime)]]'' - Japanese)<br />
* [[Edwin Neal]] (''[[Sonic the Hedgehog (Anime)]]'' - English)<br />
* [[Chikao Otsuka]] (Japanese game voice (1998-Present), plus ''[[Sonic X]]'')<br />
* [[Deem Bristow]] (English game voice (1998-2004))<br />
* [[Mike Pollock]] (English game voice (2005-Present), plus ''[[Sonic X]]'')<br />
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<br />
{{Characters}}<br />
[[Category:Characters]]<br />
<br />
[[Category:Sonic the Hedgehog (Archie) characters]]<br />
[[Category:Sonic the Hedgehog (TV series) characters|Dr. Julian Robotnik]]</div>Woohookittyhttps://info.sonicretro.org/index.php?title=Sonic_Generations&diff=180422Sonic Generations2011-12-02T06:02:36Z<p>Woohookitty: /* Homages to Past Games */ adding Ocean Palace. Definitely enough there to warrant it</p>
<hr />
<div>:''"Sonic Generations" redirects here. For the [[Nintendo 3DS]] version, see ''[[Sonic Generations (3DS)]]''.''<br />
{{Bob<br />
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|japan={{360}}{{PS3}} December 1, 2011<br />
|europe={{360}}{{PS3}} November 4, 2011 {{PC}} November 4, 2011<br />
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'''''Sonic Generations''''', called '''''Sonic Generations: Shiro no Jikuu''''' (ソニック ジェネレーションズ 白の時空) in Japan, is a platformer commemorating [[Sonic the Hedgehog]]'s 20th Anniversary. Developed by [[Sonic Team]] for the [[Xbox 360]], [[Playstation 3]] and [[PC]], the game allows players to experience both "classic" and "modern" Sonic gameplay styles. Classic gameplay in ''Generations'' is reminiscent of the side-scrolling platforming first introduced in the original 1991 title ''[[Sonic the Hedgehog (16-bit)|Sonic the Hedgehog]]'', while the modern side of ''Generations'' sees the forward-moving gameplay of the 2006 title ''[[Sonic the Hedgehog (2006 game)|Sonic the Hedgehog]]'' and other recent titles. [[Sonic Generations (3DS)|Sonic Generations for the Nintendo 3DS]] was developed by [[Dimps]] alongside this title.<br />
<br />
''Sonic Generations'' allows players to control both the pre-''[[Sonic Adventure]]'' and post-''Adventure'' designs for [[Sonic the Hedgehog]] and features remastered levels from Sonic's previous adventures. The game is divided into three eras: the Classic Era (pre-1998), the Dreamcast Era (1998-2005), and the Modern Era (2005 onwards) - "Classic Sonic" playing through the levels from a 2D (or 2.5D) "classic" perspective, "Modern Sonic" tackling them in a 2D/3D perspective, similar to ''[[Sonic Unleashed]]'' and ''[[Sonic Colours]]''.<br />
<br />
The game was first announced in a teaser video posted by Sega on April 7, 2011 on Sonic's official Facebook page. The game was announced for both the Xbox 360 and PlayStation 3 and was scheduled for a 2011 release. An announcement of ''Sonic Generations'' for the Nintendo 3DS later appeared in an issue of the ''Nintendo Power'' magazine, paired with a November 2011 release date for all platforms. At E3 2011, SEGA revealed a trailer revealing [[City Escape]] from [[Sonic Adventure 2]], with a further trailer appearing in mid-August detailing other levels. On October 11, 2011, Sega confirmed that ''Sonic Generations'' will also appear on the Steam platform for PC; Sega of Japan has yet to announce a Japanese release of this version (if one is even planned).<br />
<br />
A [[Sonic Generations (demo)|fourteen-day demo]] was released to Xbox 360 and PlayStation 3 consumers on June 23, 2011, the official date of Sonic's 20th anniversary. A second demo was released October 18 on Xbox Live, October 19 on the European Playstation Network, and October 25 for the Playstation Network in North America.<br />
<br />
The original ''[[Sonic the Hedgehog (16-bit)|Sonic the Hedgehog]]'' is included as a bonus game.[http://www.destructoid.com/original-sonic-game-unlockable-in-sonic-generations-214342.phtml]<br />
<br />
==Gameplay==<br />
The gameplay is split into two separate gameplay styles, separated by the character used.<br />
<br />
The '''Classic''' gameplay style is strictly 2.5D. Sonic controls more like his [[Mega Drive]]/[[Genesis]] counterpart, using the [[Spin Dash]] and [[Spin Attack]] to hit enemies.<br />
<br />
The '''Modern''' gameplay style takes place in 3D with transitions to 2.5D. This gameplay style represents Sonic's more recent titles ''[[Sonic Unleashed]]'' and ''[[Sonic Colors]]'', where you use the [[Sonic Boost]] and the [[Homing Attack]] to advance.<br />
<br />
==Homages to Past Games==<br />
Each level and boss in ''Sonic Generations'' is reminiscent of one previously appearing in the Sonic series.<br />
<br />
{| class="prettytable"<br />
|-<br />
! Sonic Generations !! Original !! Game<br />
|-<br />
| class="bottomtempalt" colspan="3" style="text-align:center" | '''Levels'''<br />
|-<br />
| [[Green Hill (Sonic Generations)|Green Hill]] || [[Green Hill Zone]] || ''[[Sonic the Hedgehog (16-bit)|Sonic the Hedgehog]]''<br />
|-<br />
| [[Chemical Plant (Sonic Generations)|Chemical Plant]] || [[Chemical Plant Zone]] || ''[[Sonic the Hedgehog 2 (16-bit)|Sonic the Hedgehog 2]]''<br />
|-<br />
| [[Sky Sanctuary (Sonic Generations)|Sky Sanctuary]] || [[Sky Sanctuary Zone]] || ''[[Sonic & Knuckles]]''<br />
|-<br />
| [[Speed Highway (Sonic Generations)|Speed Highway]] || [[Speed Highway]] || ''[[Sonic Adventure]]''<br />
|-<br />
| [[City Escape (Sonic Generations)|City Escape]] || [[City Escape]] || ''[[Sonic Adventure 2]]''<br />
|-<br />
| [[Seaside Hill (Sonic Generations)|Seaside Hill]] || [[Seaside Hill]] and [[Ocean Palace]]|| ''[[Sonic Heroes]]''<br />
|-<br />
| [[Crisis City (Sonic Generations)|Crisis City]] || [[Crisis City]] || ''[[Sonic the Hedgehog (2006)|Sonic the Hedgehog]]''<br />
|-<br />
| [[Rooftop Run (Sonic Generations)|Rooftop Run]] || [[Rooftop Run]] || ''[[Sonic Unleashed]]''<br />
|-<br />
| [[Planet Wisp (Sonic Generations)|Planet Wisp]] || [[Planet Wisp]] || ''[[Sonic Colours]]''<br />
|-<br />
| [[Casino Night Zone (Sonic Generations)|Casino Night Zone]] DLC || [[Casino Night Zone]] || ''[[Sonic the Hedgehog 2 (16-bit)|Sonic the Hedgehog 2]]''<br />
|-<br />
| class="bottomtempalt" colspan="3" style="text-align:center" | '''Bosses'''<br />
|-<br />
| [[Metal Sonic (Sonic Generations Boss)|Metal Sonic]] || [[Metal_Sonic_(Sonic_CD_Boss)|Metal Sonic boss]] || ''[[Sonic CD]]''<br />
|-<br />
| [[Shadow the Hedgehog (Sonic Generations Boss)|Shadow the Hedgehog]] || [[Sonic_VS_Shadow#2nd_Fight|Shadow the Hedgehog]] || ''[[Sonic Adventure 2]]''<br />
|-<br />
| [[Silver the Hedgehog (Sonic Generations Boss)|Silver the Hedgehog]] || [[Sonic_vs._Silver|Silver the Hedgehog]] || ''[[Sonic the Hedgehog (2006)|Sonic the Hedgehog]]''<br />
|-<br />
| [[Death Egg Robot]] || [[Giant Mech]] || ''[[Sonic the Hedgehog 2]]''<br />
|-<br />
| [[Perfect Chaos (Sonic Generations Boss)|Perfect Chaos]] || [[Perfect Chaos|Perfect Chaos]] || ''[[Sonic Adventure]]''<br />
|-<br />
| [[Egg Dragoon (Sonic Generations Boss)|Egg Dragoon]] || [[Egg Dragoon]] || ''[[Sonic Unleashed]]''<br />
|}<br />
<br />
==Physical Scans==<br />
===Xbox 360 Version===<br />
{{Scanbox<br />
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}}<br />
{{scanbox<br />
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| region=DE<br />
| front=SonicGenerations 360 DE cover.jpg<br />
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===PlayStation 3 Version===<br />
{{Scanbox<br />
| console=PlayStation 3<br />
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| front=Sonic-Generations-PS3-box-art.jpg<br />
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}}<br />
{{scanbox<br />
| console=PlayStation 3<br />
| region=DE<br />
| front=SonicGenerations PS3 DE cover.jpg<br />
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===PC Version===<br />
{{Scanbox<br />
| console=PC<br />
| region=EU<br />
| front=Generations-PCDVDbox.jpg<br />
| disc=<br />
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<br />
==Artwork==<br />
<gallery><br />
File:SG modern and classic.png<br />
File:SG classic.png<br />
File:SG modern.png<br />
File:SG modern and classic Tails.png<br />
File:SG classic Tails.png<br />
File:SG modern Tails.png<br />
File:SG MetalSonic.png<br />
File:MEggmanGenerations.jpg<br />
File:GenerationsShadow.jpg<br />
</gallery><br />
<br />
===20th Anniversary artwork===<br />
<gallery><br />
File:20th JP.png<br />
File:20th logo.png<br />
File:20th logo bw.png<br />
File:20th wallpaper.png<br />
File:20th poster.jpg<br />
File:20th banner.jpg<br />
</gallery><br />
<br />
==Early Screenshots==<br />
<gallery><br />
File:Sonic generations 1.jpg<br />
File:Sonic generations 2.jpg<br />
File:Sonic generations 3.jpg<br />
File:Sonic generations 4.jpg<br />
File:Sonic generations 5.jpg<br />
File:Sonic generations 6.jpg<br />
File:Sonic generations 7.jpg<br />
File:Sonic generations 8.jpg<br />
File:Sonic generations 9.jpg<br />
File:Sonic generations 10.jpg<br />
File:Sonic generations 11.jpg<br />
File:Sonic generations 12.jpg<br />
File:Sonic generations 13.jpg<br />
File:Sonic generations 14.jpg<br />
File:Sonic generations 15.jpg<br />
</gallery><br />
<br />
==Links==<br />
*English:<br />
**[http://www.sega.com/games/?g=7281&v=3597 Sega Game Page]<br />
**[http://blogs.sega.com/usa/2011/04/18/celebrate-20-years-of-sonic-with-sonic-generations Sega Blog Announcement]<br />
**[http://www.youtube.com/watch?v=gc2UTg9SJQ4&feature=player_embedded Teaser Trailer]<br />
**[http://www.youtube.com/watch?v=tV1Osnkr5Nc Official Gameplay Trailer]<br />
**[http://www.youtube.com/watch?v=hz8P5DDToEQ&feature=player_embedded Translated Interview with Takashi Iizuka]<br />
**[http://www.sega.com/sonicgenerations/ Game Homepage]<br />
*Japanese:<br />
**[http://sonic.sega.jp/SonicGenerations/ Game Homepage]<br />
**[http://sonic.sega.jp/20th/ Sonic 20th Anniversary Homepage]<br />
<br />
{{SonicGenerationsOmni}}<br />
{{SonicPS3games}}<br />
{{Sonic360games}}<br />
{{SonicSteamGames}}<br />
{{SonicPCGames}}<br />
<br />
[[Category:Xbox 360 games]]<br />
[[Category:PlayStation 3 games]]<br />
[[Category:PC games]]<br />
[[Category:Steam games]]<br />
[[Category:Game compilations]]</div>Woohookittyhttps://info.sonicretro.org/index.php?title=Escape_from_the_City&diff=180094Escape from the City2011-11-26T11:26:38Z<p>Woohookitty: /* Trivia */ clarification</p>
<hr />
<div>{{track| cover= Cuts_unleashed.jpg | description= [[City Escape]] Theme, ''[[Sonic Adventure 2]]'' | album= [[Cuts Unleashed SA2 Vocal Collection]] | arrange= [[Jun Senoue]] | lyrics=[[Ted Poley]] | vocals= Ted Poley and [[Tony Harnell]] | guitar=[[Jun Senoue]] | bass=Takeshi Taneda | drums=Katsuji | download=<flashmp3>Cuts Unleashed SA2 Vocal Collection/02 - Escape From The City.mp3</flashmp3>}}<br />
'''Escape from the City''' (sometimes erroneously called "Follow Me") is the music for the [[City Escape]] stage in ''[[Sonic Adventure 2]]''. In ''Sonic Adventure 2: The Trial'', the song was performed without vocals.<br />
<br />
On [[Crush 40]]'s album, the song appears as an extra track, with a slightly different arrangement.<br />
<br />
==Lyrics==<br />
Woo!<br/><br />
Aw yeah!<br/><br />
<br/><br />
Rolling around at the speed of sound<br/><br />
Got places to go, gotta follow my rainbow<br/><br />
Can't stick around, have to keep moving on<br/><br />
Guess what lies ahead, only one way to find out<br/><br />
Must keep on moving ahead<br/><br />
No time for guessing, follow my plan instead<br/><br />
Trusting in what you can't see<br/><br />
Take my lead I'll set you free<br/><br />
<br/><br />
Follow me, set me free<br/><br />
Trust me and we will escape from the city<br/><br />
I'll make it through, follow me<br/><br />
Follow me, set me free<br/><br />
Trust me and we will escape from the city<br/><br />
I'll make it through prove it to you<br/><br />
<br/><br />
Follow me!<br/><br />
Oh yeah!<br/><br />
<br/><br />
Danger is lurking around every turn<br/><br />
Trust your feelings, got to live and learn<br/><br />
I know with some luck that I'll make it through<br/><br />
Got no other options, only one thing to do<br/><br />
I don't care what lies ahead<br/><br />
No time for guessing, follow my plan instead<br/><br />
Find the next stage, no matter what that may be<br/><br />
Take my lead, I'll set you free<br/><br />
<br/><br />
Follow me, set me free<br/><br />
Trust me and we will escape from the city<br/><br />
I'll make it through, follow me<br/><br />
Follow me, set me free<br/><br />
Trust me and we will escape from the city<br/><br />
I'll make it through through, prove it to you<br/><br />
Follow me!<br/><br />
<br/><br />
Follow me!<br/><br />
I'll make it through, oh yeah!<br/><br />
<br />
==Trivia==<br />
In the [[Sonic Generations]] version of the song (for Classic Sonic only), a segment of [[Endless Mine Zone]]'s music from [[Sonic the Hedgehog 3]] can be heard, most likely because Jun Senoue was a part of Sega's Sound Team behind some of the tracks in Sonic the Hedgehog 3, [[Sonic & Knuckles]] and [[Sonic 3 & Knuckles]].<br />
<br />
[[Category:Tracks]]</div>Woohookittyhttps://info.sonicretro.org/index.php?title=Omochao&diff=180093Omochao2011-11-26T09:48:50Z<p>Woohookitty: </p>
<hr />
<div>[[Image:Omochao.png|frame|right|Omochao's character model from ''Sonic Adventure 2''.]]<br />
'''Omochao''' is a robotic [[chao]] in the [[Sonic the Hedgehog]] video game series. He is used as the "help" feature during the games. Omochao is featured in the games ''[[Sonic Adventure 2]]'' for [[Sega]] [[Dreamcast]], ''[[Sonic Adventure 2: Battle]]'' for [[Nintendo]] [[GameCube]], and ''[[Sonic Advance 3]]'' for [[Game Boy Advance]]. Most recently, he has been included in ''[[Sonic Generations]]'', though he can be turned off. He appears throughtout the levels and is activated when touched. He also appears as the menu navigator and on the [[Sea Gate]] level in ''[[Sonic Heroes]]'' and as [[Cream the Rabbit]]'s chao bombs in ''[[Sonic Battle]]'', as well as the announcer in ''[[Sonic Riders]]'' and ''[[Sonic Free Riders]]''.<br />
<br />
The robot's origin in the storyline is unknown; Omochao simply 'turns up' without explanation in ''Sonic Adventure 2''.<br />
<br />
Omochao is often the source of major abuse, as many players find his "help" more annoying than helpful. The little robot can be picked up and thrown as well as used to destroy enemies (He often hints at this, saying in reverse, "I'm ''not'' a weapon to throw at enemies, you know!"), as well as be damaged by stray bullets or attacks. After recovering from being thrown (or his injury), Omochao says one of a variety of phrases indicating his displeasure at being used as a weapon or being shot at. Comically, he may also state that he wont help you anymore (which is a lie, of course) or that he can't remember who or where he was.<br />
<br />
In ''[[Sonic Riders]]'', he was featured as an overly critical announcer, even declaring the slightest mistakes as race-threatening. Again, his comments are extremely annonying, more so now that they directly attack the player and how he/she plays the game. Even landing a "B" ranked trick causes Omochao to say something extremely critical. He also may note a character is "going to fast", which seems out of place in both a Sonic game and a Racing game. Things he'll criticize the player for are overall momentum, race starts, and trick landings, even if these tricks were caused by something like an unexpected push from a rival or turbulance surfing. He also appeared in the Sand Ruin/Dark Dessert cutscenes, where he broadcasted the final race, and dubbed the GP interupted while [[Jet the Hawk]] and [[Dr. Eggman]] revealed the [[Babylon Garden]]. He did not return for ''[[Sonic Riders: Zero Gravity]]'', probably because an announcer was not necessary. In the next Sonic Riders game, ''[[Sonic Free Riders]]'', he is served as the commentator in various story lines.<br />
<br />
Omochao's name is a play on the Japanese word ''omocha'', which means "toy".<br />
<br />
There is also a weapon in ''Shadow the Hedgehog'', the Omochao gun, that fired Omochao heads at the foes. It was among the games most powerful weapons, probably refrencing to his previous roles as possible weapons in ''Sonic Adventure 2'' and ''Sonic Battle''.<br />
<br />
Cinossu has made a hack of Sonic 1, called [[Sonic the Hedgehog OmoChao Edition]] where you must avoid various objects or Omochao will piss you off/tell messages to "advise" you what to do.<br />
<br />
==Voice actors==<br />
===English===<br />
*[[Lani Minella]] (''[[Sonic Adventure 2]]'', ''[[Sonic Heroes]]'')<br />
*[[Amy Palant]] (''[[Sonic Riders]]'')<br />
*[[Laura Bailey]] (''[[Sonic Free Riders]]'')<br />
===Japanese===<br />
*[[Etsuko Kozakura]]<br />
<br />
[[Category:Characters]]</div>Woohookittyhttps://info.sonicretro.org/index.php?title=Super_Sonic&diff=179474Super Sonic2011-11-11T10:40:12Z<p>Woohookitty: /* Video Games */</p>
<hr />
<div>{{SuperCharacterSheet<br />
| image1 = Classic Super Sonic.png<br />
| image2 = Super sonic 01.png<br />
| charcolor = yellow<br />
| textcolor = black<br />
| charname = Super Sonic<br />
| debut = [[Sonic the Hedgehog 2 (16-bit)|Sonic the Hedgehog 2]]<br />
| debutyear = 1992<br />
| basechar = [[Sonic the Hedgehog]]<br />
| poweredby = [[Chaos Emeralds]]<br />
| usedin = [[:Category:Games|Games]], [[:Category:Comics|Comics]], [[Sonic X]]<br />
}}<br />
'''Super Sonic''' is the [[Super transformation|super form]] of the character [[Sonic the Hedgehog]]. First introduced in the game ''[[Sonic the Hedgehog 2 (16-bit)|Sonic the Hedgehog 2]]'', this version of Sonic has been featured in some capacity in every main Sonic title since.<br />
<br />
==Super Sonic (Video Game Character)==<br />
[[Image:S3&K SSOpening.PNG|thumb|190px|Super Sonic running onto [[Angel Island]].]]<br />
Being a transformed version, Super Sonic is essentially the same character as Sonic the Hedgehog, albeit with highly advanced abilities. Utilizing the power of the seven [[Chaos Emeralds]], Sonic is able to achieve this state if he also has fifty [[Ring|rings]] in his possession. Jumping up into the air, Sonic's classic blue hue flashes for a brief moment before turning into a brilliant yellow and sourounded by a golden aura, his spikes also upturning in the process. Once in this form, Sonic becomes a force to be reckoned with, having a far greater top speed, the ability to jump much higher than normal, and is neigh invulnerable. However, there are still a handful of obstacles that can put an end to Sonic, such as being crushed by an object, falling into a bottomless pit, or (with the exception of ''[[Sonic the Hedgehog 4: Episode 1]]'') drowning in a pool of water.<br />
<br />
Though fifty rings are needed for Sonic to achieve this super state, Sonic needs to at least possess one ring to maintain it, one ring per second being depleted from his count as long as he is the yellow speed demon. If the ring count reaches zero, Super Sonic will return back to normal Sonic, in the process becoming open to attack, one hit now just as dangerous as ever.<br />
<br />
Originally treated as a bonus mode in ''Sonic 2'', it was with its sequel ''[[Sonic the Hedgehog 3]]'' and ''[[Sonic & Knuckles]]'' that the trend of needing to collect all seven Chaos Emeralds to unlock the "true" final level began. Without the emeralds in his possession, Sonic the Hedgehog would be unable to reach the [[Doomsday Zone]], which also began the trend of having Super Sonic fighting off some giant menace that his normal self may be unable to defeat. Beginning the level with 50 rings and transforming automatically, the player must collect rings as they fly through, or else lose the level and forfeit a life. This same set-up was continued in the 3D titles ''[[Sonic Adventure]]'', ''[[Sonic Adventure 2]]'', ''[[Sonic Heroes]]'', the ill-fated ''[[Sonic the Hedgehog (2006)|Sonic 2006]]'', and ''[[Sonic Unleashed]]''.<br />
<br />
[[Image:Supersonic.png|thumb|190px|A classic rendition of Super Sonic used on various Japanese merchandise, circa 1993.]]<br />
[[Image:Super Sonic STH2006.png|thumb|190px|Super Sonic, from ''Sonic the Hedgehog 2006''.]]<br />
Even though Super Sonic featured in the above titles, the Chaos Emeralds were used as a critical plot device, removing the ability to collect them at your own leisure. Because of this, the ability to play through the regular game as Super Sonic was also removed, for a time only ''Sonic 2'', ''Sonic 3'' and ''Sonic & Knuckles'' being the only main titles where collecting all seven Chaos Emeralds, fifty rings and pressing jump twice (or with ''Sonic 2'', only once) would let Sonic become Super. However, with the release of ''Sonic 4'' and ''[[Sonic Colours]]'', this function has been restored to the main line of games. ''Colours'', which is also Sonic's first 3D title to let the player use Super Sonic whenever they choose, does require an additional set of challenges to be met before Super can be unlocked, the need to collect all the hidden Red Rings in the game necessary, which unlock stages in the game's Sonic Simulator. Beating all the zones of each stage rewards you a Chaos Emerald. Once they are all collected, a Super Sonic mode becomes available within the "Options Satellite," which must be enabled if the player wants to ability to turn into Sonic's super form in the levels. With the yellow hued hedgehog now visible in the game's overworld, fifty rings are all that is needed to speed through each zone, a musical chime replacing the zone's music just as in the classic titles. The area where the Wisp power-up meter would be is replaced with an image of the seven Chaos Emeralds, Sonic unable to use any Wisp power in either form, the levels slightly modified to reflect this. While Super, Sonic has an unlimited [[Sonic Boost]], a single jump as high as his double in standard form, and is able to break blocks that are normally needed with a Wisp. It should be noted that, for these two games that have restored Super Sonic as an in-game bonus, there is no "Super Sonic fights the final boss" encounter.<br />
<br />
Super Sonic has also appeared in a number of spin-off games, often times as a secret "unlockable character." The racing game ''[[Sonic R]]'' makes Super Sonic the hardest character to collect, needing to acquire the seven Chaos Emeralds which are hidden on the first four tracks, then needing to place first in each race once finding them. If placed second or lower, the game will unceremoniously state the emerald was not won, the player needing to try their hand at the race once more. Once unlocked, the character proves to be much faster than any other character, with the ability to hover over water with the slightest acceleration. Along with his towering double-jump, the character proves to be the most effective in the game, at the same time disrupting the balance the other characters have with each other.<br />
<br />
[[Image:Super sonic final.png|thumb|190px|A CG render of modern Super Sonic.]]<br />
The ''Riders'' racing trilogy (''[[Sonic Riders]]'', ''[[Sonic Riders: Zero Gravity]]'' and ''[[Sonic Free Riders]]'') also feature a playable Super Sonic, marked in game as the "Chaos Emerald [[Extreme Gear|Gear]]." In the first ''Riders'' game, Sonic immediately transforms, although he only starts off with thirty rings. Though he has infinite air and all three attributes (Speed, Flight and Power) Sonic uses up rings at a far greater rate when drifting, boosting or attacking opponents, although such actions as grinding will cause the ring counter to freeze momentarily. If Sonic runs out of rings, he takes to running on foot until he can collect more. In the sequel, Sonic begins with zero rings, needing to collect at least one before he transforms into his super state. Having the rings deplete at a much slower rate than in the first, the player has more than enough time to build up their supply, though using the gravity control ability causes rings to quickly deplete at a multiplied rate, making it almost impractical to use. However, if Super Sonic collects at least 60 rings, he enters a permanent boost mode.<br />
<br />
The arcade game ''[[Sonic the Fighters]]'' has Super Sonic appear as the only secret unlockable character, only accessible in the second round of Sonic's fight with [[Metal Sonic]]. If Sonic is able to successfully win each round and not lose once up to that point, pressing back, punch and kick at the same time will cause Sonic to transform, becoming invincible as he confronts Metal once more and, in the end, [[Dr. Eggman]]. In the party game ''[[Sonic Shuffle]]'' for the [[sega:Sega Dreamcast|Dreamcast]], the transformed state of Sonic is an unlockable character, done by purchasing the bottom right picture in Sonic's photo album. His special move ability is the "Light Speed Spin Dash", which allows double the spaces moved when the same number is played twice in a row, which can be chained indefinitely if the right cards are played. His battle ability is "Sonic Rumble" where the roulette only contains the values four to six.<br />
<br />
Finally, the Super Sonic transformation is accessible as a "special move" in such games as ''[[sega:Sega Superstars Tennis|Sega Superstars Tennis]]'', ''[[Sonic & Sega All-Stars Racing]]'', and the Nintendo game ''[[Super Smash Bros. Brawl]]'' as his "Final Smash."<br />
<br />
==Super Sonic in Other Media==<br />
<br />
===Sonic the Hedgehog (Archie comics)===<br />
<br />
Super Sonic made his first appearance in the ''[[Sonic the Hedgehog (Archie comics)|Sonic the Hedgehog]]'' comic series by [[Archie Comics]] in [[Sonic the Hedgehog 004 (Archie)|issue #4]]. With the [[Knothole Village|Knothole]] [[Freedom Fighters]] fighting against a robot calling itself the "Universalamander," Sonic the Hedgehog turned to the reader, asking them to help him out as he ran through the [[Special Stage]] to unlock the power of Super Sonic, using seven Chaos Emeralds and fifty rings he just "recently" collected. Though subsequent appearances would not play off the ''[[Adventures of Sonic the Hedgehog]]''-esque nature of the early issues, it was established that Sonic's ability to transform into Super Sonic was made far easier by the fact that, on the planet [[Mobius]], an untold number of Chaos Emeralds existed, each with a distinct green hue. This was made clear in the special ''[[Super Sonic vs Hyper Knuckles]]'', where Sonic and [[Knuckles the Echidna]] raced through a special zone to gather rings and emeralds to transform in an ill-conceived brawl, numerous more emeralds floating out that were unused by the pair. It was also shown, in [[Sonic the Hedgehog 056 (Archie)|issue #56]], that Sonic did not necessarily need the 7 Emerald/50 Ring combination, able to transform strictly by using previous ring energy and the attacks of [[Mammoth Mogul]]. The number of Chaos Emeralds were eventually consolidated into the traditional seven found in the games in [[Sonic the Hedgehog 169 (Archie)|issue #169]], once again establishing the scarcity of the Super Sonic transformation. However, in [[Sonic the Hedgehog 184 (Archie)|issue #184]], it was also established that, if need be, Sonic could transform by using the powers of the Master Emerald.<br />
<br />
Before the consolidation of the emeralds, a story arc with Sonic stranded in space found him on a planet that did not have green but red Chaos Emeralds. Trying to save an alien race under attack in [[Sonic the Hedgehog 126 (Archie)|issue #126]], Sonic attempted to use the red emeralds, but instead of transforming, a separate Super Sonic entity was created, an evil version only interested in power and destruction. Destroying the force the planet was facing, the evil Super Sonic turned its attention to the defenseless inhabitants, Sonic forced to go up against this powered version of himself. Just like Super Sonic, though, the evil alternate could only exist for a limited amount, disappearing once his energy was used up, Sonic distracting the being long enough for this to happen to prevent any further damage.<br />
<br />
===Sonic the Comic===<br />
[[Image:STC Issue 80 Page 8.jpg|thumb|190px|A crazed Super Sonic prepares to attack Amy Rose. Drawn by [[Richard Elson]].]]<br />
First appearing in ''[[Sonic the Comic]]'' [[Sonic the Comic 007|issue #7]], the powered version of Sonic is an uncontrollable, almost demon-like force, interested in death, destruction, and little else. After the comic's interpretation of the events of the first ''[[Sonic the Hedgehog (16-bit)|Sonic the Hedgehog]]'', Sonic attempted to recreate the [[R.O.C.C.|Retro-Orbital-Chaos-Compressor]], a machine which uses the Chaos Emeralds to absorb evil. However, because of the unstable nature of the emeralds, the gems transported into a dimension known as the Special Zone, the resulting shockwave of energy hitting Sonic, transforming him into Super Sonic. Though only temporary, it set up the potential for this wild being to appear, either by Chaos energy, residual energy from rings, or simply in moments of great stress. Though there were times when Super Sonic was needed (such as in the finale of the comic's adaptation of ''Sonic & Knuckles'') they would immediately be followed by Super Sonic going after his friends and allies (such as when Super Sonic tried to kill Knuckles before reverting back to Sonic). Each time Super Sonic would return, the being seemed to be more powerful, gaining new abilities such as being able to fire energy beams from his eyes, the rest of the Freedom Fighters knowing they were no match in a head-to-head battle.<br />
<br />
Eventually, on a social call to the [[Angel Island|Floating Island]] to visit [[Porker Lewis]] and check up on him after a nervous breakdown, Sonic accidentally fell into the [[Emerald Shrine]] that held the Chaos Emeralds on the island. Immediately transforming into a more viscous version of Super Sonic, the crazed being flew off, being filled with an uncontrollable urge to kill [[Amy Rose]]. Though Porker Lewis attempted to warn the Freedom Fighters, they were unable to prepare against his wrath, the group dodging and hiding as they try to hold on. Through quick thinking, the group set the [[Tornado]] to fly automatically, and when Super Sonic destroyed the plane, he believed himself to have killed his friends, allowing Sonic to revert back to his blue hue and becoming aware of his actions. Immediately going into hiding, the disappearance of Sonic allowed the rest of the group to come up with a plan to try and remove Super Sonic from the hero once and for all. In [[Sonic the Comic 082|issue #82]], through the use of a [[Lamppost|Starpost]] the group is able to successfully remove Super Sonic from Sonic, in the process making him a separate being now trapped in the Special Zone. Knowing the inhabitants of this zone could now be in grave danger, Sonic journeyed over to the zone, finding his evil double still fulled with rage and wanting nothing more than to kill his calmer counterpart. <br />
<br />
Though trapped within the sentient [[Omni-Viewer]], it was only a temporary solution, the trap which was meant to freeze time (and in turn Super Sonic) only slowing it down. Looking to trap Super in an even better cell if he were to ever break free, the Omni-Viewer was placed within the Black Asteroid, Sonic and the [[Chaotix|Chaotix Crew]] hoping the Omni-Viewer would have time to transport out of the asteroid when Super Sonic would eventually escape. The entire process went much faster than anyone expected, the Omni-Viewer indeed escaping and warning everyone that Super was charging himself up, heating the asteroid in an attempt to make it explode, freeing him in the process. Transporting the asteroid moments before it was to explode to Mobius, the resulting explosion caused an electromagnetic pulse that not only knocked out Dr. Robotnik's entire operation on Mobius, but at the same time freed Super Sonic. However, instead of a resulting battle between the two Sonic's, the explosion also altered the super being, causing him to lose his strength and eventually, his memory.<br />
<br />
Eventually befriending a cat witch named [[Ebony]], Super Sonic did regain his memories, but was now afraid of returning to his crazed mentality. Unfortunately, he would be once again forced into his original mindset. In the build-up to the final arc adapting ''Sonic Adventure'', Ebony learned that Super Sonic was dying, due to the lack of Chaos energy he now possessed. Though able to save Sonic and the rest by absorbing the powers of [[Chaos]], the refueling process only resulted in the return of his evil self. Only by Sonic and Ebony working together were the group able to stop him, by having Super Sonic re-merge with his original self, once again becoming a burden for the blue blur.<br />
<br />
===Sonic X===<br />
[[Image:Super Sonic X.jpg|thumb|190px|Super Sonic as depicted in the series ''[[Sonic X]]''.]]<br />
Presented in a similar manner to how he is depicted in the games, Super Sonic is once again the fully-powered form of Sonic, done through the use of the seven Chaos Emeralds. First appearing in "[[The Birth of Super Sonic]]," the appearance of this super form allowed the first major story arc of the show to complete, stopping Eggman's latest plan. This first appearance also showcases an ability of Super Sonic's exclusive to the show. During the course of the episode, [[Chris Thorndyke]], who was the first person to befriend Sonic after the universal jump in episode one, became wounded. Noticing this, Super Sonic was able to heal the boy, something no other version of Super Sonic has been shown to do. The transformed state would later show up in the adaptations of ''Sonic Adventure'' and ''Sonic Adventure 2'', used in nearly the same capacity as in the games. Super Sonic would also appear at the end of the first series, saving Tails from the "Grand Egg Imperial," and would later return during the course of the second series in the fight against the [[Metarex]].<br />
<br />
One episode of the series, "[[The Black Trap]]," also featured a variant on the "evil Super Sonic" motif. Called [[Dark Super Sonic]], this chaotic version of the character appeared when Sonic accidentally channeled his anger through a set of fake Chaos Emeralds. It was only when Dr. Eggman talked to Dark Super Sonic and explained that Sonic is usually "much better than this" that Sonic was able to return to his natural state.<br />
<br />
==Appearances==<br />
<br />
===Video Games===<br />
<br />
*''[[Sonic the Hedgehog 2 (16-bit)|Sonic the Hedgehog 2]]''<br />
*''[[Sonic the Hedgehog 3]]''<br />
*''[[Sonic & Knuckles]]''<br />
*''[[Sonic the Fighters]]''<br />
*''[[Sonic R]]''<br />
*''[[Sonic Adventure]]''/''[[Sonic Adventure DX: Director's Cut|DX]]''<br />
*''[[Sonic Pocket Adventure]]''<br />
*''[[Sonic Shuffle]]''<br />
*''[[Sonic Adventure 2]]''/''[[Sonic Adventure 2: Battle|Battle]]''<br />
*''[[Sonic Advance]]''<br />
*''[[Sonic Advance 2]]''<br />
*''[[Sonic Heroes]]''<br />
*''[[Sonic Advance 3]]''<br />
*''[[Sonic Rush]]''<br />
*''[[Sonic Riders]]''<br />
*''[[Sonic the Hedgehog (2006)]]''<br />
*''[[Sonic Rush Adventure]]''<br />
*''[[Sonic Riders: Zero Gravity]]''<br />
*''[[Super Smash Bros. Brawl]]''<br />
*''[[Sonic Chronicles: The Dark Brotherhood]]''<br />
*''[[Sonic Unleashed]]''<br />
*''[[Sonic & Sega All-Stars Racing]]''<br />
*''[[Sonic the Hedgehog 4: Episode 1]]''<br />
*''[[Sonic Free Riders]]''<br />
*''[[Sonic Colours]]''<br />
*''[[Sonic Generations]]''<br />
<br />
===Television Series and Film===<br />
<br />
*''[[Sonic X]]'' (Anime, Japan)<br />
<br />
===Comic Books===<br />
<br />
*''[[Sonic the Hedgehog (Archie comics)|Sonic the Hedgehog]]'' ([[Archie Comics]], US) <br />
*''[[Sonic the Comic]]'' ([[Fleetway]], UK)<br />
<br />
==Miscellaneous==<br />
[[Image:S2 Super Sonic Sprite.png|thumb]]<br />
*In Super Sonic's original appearance in ''Sonic the Hedgehog 2'', Sonic's transformed state, in addition to the upturned spikes and yellow hue, also feature the hedgehog's arms and chest buffed out, making the hedgehog look far more muscular. Though generally unnoticeable in standard play, all subsequent uses of Sonic's transformed state removed these exaggerations in his physic. Additionally, the version of Super Sonic used in ''[[Sonic 3 & Knuckles]]'' features the character's eyes turning green, most likely a nod to the Super Saiyan transformation in [[wikipedia:Dragon Ball Z|Dragon Ball Z]]. When Sonic's redesign in ''Sonic Adventure'' called for the character to have green eyes at all times, it was decided that Super Sonic's eyes would now be red.<br />
<br />
*There are a handful of games that, although Super Sonic does not feature within, have hints and clues that he was indeed meant to show up in some capacity. In the [[sega:Sega 32X|Sega 32X]] game ''[[Knuckles Chaotix|Chaotix]]'', a single frame of a Super Sonic sprite was uncovered within the game, though it is unused.<br />
<br />
*Found in the audio files of ''Sonic Adventure'', a short clip of [[Tikal]] exists where she explains that if the player collects fifty rings and presses jump twice, they can transform into Super Sonic. As this process is not needed to play as Super's only appearance in the game, and the hint is unused in the released version, it is believed that Super Sonic was meant to be playable in the same fashion as he was in the classic games, but was removed at the last minute.<br />
<br />
*Exploring the workings of the 2006 ''Sonic the Hedgehog'' uncovered a "Rainbow [[Gems (Sonic 2006)|Gem]]" item that was originally intended to be a purchasable item, but was not implemented in the final release. When attempting to execute the programming connected to the gem, Sonic uses an animation not featured elsewhere, in which he levitates for a moment, spins in the air, and his spikes move up as if he were about to transform. This has led many people to believe that Super Sonic was originally intended to be playable through the main levels of the game, not just the final boss encounter.<br />
<br />
{{Characters}}<br />
[[Category:Characters]]</div>Woohookittyhttps://info.sonicretro.org/index.php?title=Sonic_Adventure&diff=176742Sonic Adventure2011-09-19T13:34:18Z<p>Woohookitty: rev. It was never "released" on the Saturn</p>
<hr />
<div>:''For the GameCube remake, see [[Sonic Adventure DX: Director's Cut]].''<br />
{{Bob<br />
| bobscreen=Sonic Adventure title.png<br />
| screenwidth=320<br />
| publisher=[[Sega]]<br />
| developer=[[Sonic Team]]<br />
| system=[[Sega Dreamcast]]<br />
| europe=October 14, 1999<br />
| usa=September 9, 1999<br />
| japan=December 23, 1998<br />
| australia=December 3, 1999<br />
| benelux=October 18, 1999<br />
| genre=3D Platform<br />
| esrb=e|elspa=3|usk=0|sell=tp|djctq=12<br />
}}<br />
'''''Sonic Adventure''''' (ソニックアドベンチャー) is the first [[Sonic the Hedgehog]] platformer released on the [[sega:Sega Dreamcast|Sega Dreamcast]], in turn being the first main title in the series done entirely in the still-new form of 3D gaming. The game marked a new era in the franchise, with a completely different feel and style than what was found in the 16-bit era. Originally referred to as ''Sonic RPG'', the intent was to give a Sonic game a more "adventure" feel, with a greater emphasis on characters and story than was found in the classic [[sega:Sega Mega Drive|Mega Drive]] titles.<br />
<br />
The game is not only notable for catapulting Sonic back into the mainstream (after a poor showing on the [[sega:Sega Saturn|Sega Saturn]]) but also for adding quite a few elements into the Sonic franchise that were not present beforehand, such as the [[Chao Garden]] and its related minigame ''[[Chao Adventure]]'', playable through the unique memory stick on the Dreamcast, the [[sega:VMU|VMU]]. Completely redesigning the original cast and introducing new characters, the game tried to respect both the old and the new, at the same time proving the Sonic character to not just be an icon of the 16-bit age, but for numerous generations of gamers.<br />
<br />
==Story==<br />
<br />
[[File:SA1 PerfChaosMural.PNG|thumb|190px|A cryptic mural; an ancient tale; a foreboding prophecy.]]<br />
Over three thousand years ago, there was a wise and prosperous tribe known as the [[Knuckles Clan|The Knuckles]]. Led by a woman who was part of the tribe's moderate party, she led her people as they lived in harmony with the mountains and jungles that housed other nearby people. Trying to teach her son the way she lived, the young boy [[Pachacamac]] grew with discontent, feeling that the tribe he was one day set to rule had a far greater destiny than the simple existence they had. Once he had come of age and became the leader of the tribe, he set his sights beyond the walls of the city, wanting nothing more than establishing his dominance on the planet, with The Knuckles not only ruling themselves but the many other tribes that lived nearby. His mother, against her son's intentions, stood in his way at every opportunity.<br />
<br />
However, it was only a matter of time before age would play a factor, the kind woman finally succumbing to mother nature and passing away. With the death of his mother, Pachacamac finally saw his opportunity, gathering together the tribesmen he saw had the greatest potential. Quickly he transformed them into a fighting force, and gathering his army the tribeleader began his assault on the neighboring countries. With each fight came victory, and soon every tribe and country was under his control, The Knuckles being a force no one could counter.<br />
<br />
Before the death of his mother, Pachacamac had fathered a daughter named [[Tikal]], who immediately gravitated towards the old woman, captivated by her peaceful nature and soaking up the many stories she would tell. There was one story that would stick out in her mind, connected to a mysterious alter that lay outside the city's walls, an extremely holy place that no one dared to desecrate. This alter, with seven visible gemstones perched high atop seven equidistant pillars, guarded a secret that no one knew, as no one had ever dared to go up the steps to see inside. Treating it as holy ground, the people of the city often celebrated its power, placing it as the reason why they were prosperous, and after Tikal's grandmother died also attributed them to the reason why they were able to expand and conquer.<br />
<br />
[[File:Pachacamac Tikal.png|thumb|190px|A father and daughter at odds.]]<br />
Knowing that the seven emeralds at the alter held incredible power but not knowing much else, Pachacamac soon began to contemplate an action that was completely against the very nature of the tribe: to take hold of the [[Chaos Emeralds]] and use them not only to secure the power he had already gained, but to expand his empire further, wanting nothing more than to rule the Earth. His daughter, distressed by her father's desire to conquer other people's holy ground, immediately took a stance against him, telling him time and again that he should stop his quest. Her words, however, fell on deaf ears each time.<br />
<br />
As her father began to prepare and seize the emeralds, Tikal decided to go to the holy place herself, approaching the alter and looking upon it. It was this moment where she first met the [[Chao]], a race of water spirits that resided at the alter and the force that prevented Pachacamac from immediately storming the ground for the power he was seeking. Approaching the creatures carefully, Tikal comforted them, telling the beings they had nothing to fear from her. Only after being befriended by the Chao did Tikal look upon the face of the being that was the true guardian of the alter and the Chao that lived there - [[Chaos]], the final evolved form of the Chao. Though not yet known by that name, Chaos confronted Tikal, examining her and making sure her intentions at the alter were pure of heart. Only then did the water spirit permit the girl to walk up the steps that few had treaded upon.<br />
<br />
[[File:Emerald Alter Past Interior.png|thumb|190px|The interior of the [[Emerald Shrine]], before the siege.]]<br />
At the center of the alter was the [[Master Emerald]], the "unifier" of the Chaos Emeralds, and the key that explained to her the poem that her grandmother made her remember by heart: "The servers are the seven Chaos / Chaos is power, enriched by the heart / The Controller serves to unify the Chaos." Realizing not only that her father would be desecrating sacred ground, but also would try and harness a power he could not control, Tikal approached her father, trying desperately to dissuade him from going after the emeralds. Each time she spoke, her father returned only ignorance, the young girl instead asking Chaos if he could take the emeralds and the Chao with him and escape to a safer place, out of the hands of her father and the greed that was consuming him. With only the sound of water, Tikal realized that this was not an option, and that a stand between the two sides was inevitable.<br />
<br />
In one last, desperate bid to stop her father, Tikal stood at the foot of the alter, blocking Pachacamac and his warriors' path to the emeralds. Trying to reason with him, he ignored her one final time, telling his troops to charge ahead, attacking his own daughter in the process. Becoming unconscious, Tikal was not able to bare witness as her father ran upon stairs he was never meant to cross, seeing with his own eyes the Master Emerald and the creature that would be Chaos.<br />
<br />
Once she came to, Tikal could find no trace of her father or the warriors, the Chaos Emeralds that were once on the pillars missing. Running to the center, it was then she learned the terrible truth - that Chaos, in his attempt to stop Pachacamac and protect the Chao, used the power of the Chaos Emeralds to transform into something else entirely, a creature of vast and uncontrollable power that could destroy the world. Remembering the words of the poem, Tikal asked for the Master Emerald's help to stop Chaos before he wiped out every living thing in his rage.<br />
<br />
The emerald obeyed, sealing not only Chaos inside its shell, but the spirit of Tikal, to guard over the creature if he ever were to escape. The broken remnants of The Knuckles tribe took it upon themselves to guard over the Master Emerald as it, along with the area around it, lifted up into the heavens...<br />
<br />
[[File:SA Knuckles Chaos First Meeting.png|thumb|190px|The first meeting between Knuckles and Chaos.]]<br />
Many millennia later, the mad genius [[Dr. Eggman]], licking his wounds from yet another defeat at the hands of [[Sonic the Hedgehog]], decided that the best place for his ultimate city - [[Eggmanland]] - to be built would be the current location of [[Station Square]]. Coming up with a plan to destroy the city so that his image can reign supreme, Eggman decided to build his base on the edge of a place called the [[Mystic Ruins]], for even though it was but a train ride away from the bustling metropolis, it was still a place that held an abundance of secrets. It was only by chance that, while excavating the grounds to build his glowing headquarters, that Eggman came across a pair of stone tablets with an ancient inscription upon it. Hastily translating the words, the evil mastermind discovered the legend of Chaos, and its connection to [[Angel Island]]. With a laugh, he journeyed to the floating island in the dead of night aboard his latest creation, the [[Egg Carrier]].<br />
<br />
Upon the island sat its eternal guardian [[Knuckles the Echidna]], the last of The Knuckles tribe. Not completely knowing the reasons behind his duty to guard the Master Emerald, Knuckles nevertheless stood constant watch over it, his stance unwavering. On this night, with the sound of thunder echoing in the distance, Knuckles was startled awake when he heard the sound of something shattering. Turning around, he spotted a liquid creature he had never laid eyes on. Before being able to register who this being was, Knuckles turned his sights on the Master Emerald, shocked at seeing only partial remains littering where it once lay. Assuming that this strange creature must be the one responsible for shattering the emerald, the echidna attempted to fight the being, unable to stop it from turning into a puddle and slithering away. With his mind on the events that just happened, knowing his duty to collect the pieces of the Master Emerald and more than aware of the island now falling into the ocean, Knuckles was unaware of a strange red orb also floating around, moving off into the same direction as Chaos...<br />
<br />
[[File:Perfectchaos.jpg|thumb|190px|The true face of [[Perfect Chaos]].]]<br />
Meanwhile, Sonic the Hedgehog, once again looking for excitement and adventure, happened to jump right into the heart of Station Square, the next destination on his vacation plan. Excited to see the sights and sounds, the hedgehog stood atop a skyscraper, taking in the city's bright lights and breathtaking visuals. Suddenly, the sound of police sirens filled his ears, looking below seeing the cars the sirens belonged to. Heading off toward the direction of City Hall, Sonic jumped down to the road below, deciding to investigate, always looking to get into trouble. What he found was a police barricade, the officers trying to shoot down a mysterious water creature. Finding their weapons useless, the police retreated, giving Sonic the opportunity to engage the creature. With a smirk and the hope for fun, he jumped in fighting off [[Chaos 0]] in an instant, the creature slipping away down a sewer drain afterwards.<br />
<br />
Standing in the rain, Sonic remained unaware of Dr. Eggman watching from a rooftop overhead, laughing at the hedgehog and his being unaware of the creature's potential for power. It would only be the next day when Sonic, along with [[Miles "Tails" Prower]], found out the creature's name, his ability to use the emeralds, and Eggman's plan to turn Station Square into his own personal city. Now Sonic must not only try and gather the Chaos Emeralds once again and stop Dr. Eggman, but in the process run into old and new friends all while unknowingly uncovering the secret to the strange creature known only as Chaos.<br />
<br />
==Game Mechanics==<br />
<br />
===Gameplay===<br />
<br />
For ''[[Games featuring Sonic the Hedgehog|Sonic the Hedgehog's]]'' first major title in 3D, and in an attempt to live up to the ''Adventure'' title, ''Sonic Adventure'' is split into two main parts: the level based "Action Stage" and the slowed down, explorable "Adventure Field," with each of the six playable characters having their own unique playstyle and goals.<br />
<br />
====Action Stages====<br />
<br />
=====Sonic the Hedgehog=====<br />
<br />
[[File:SA Sonic Original.jpg|thumb|190px|The original unveiling of [[Sonic the Hedgehog]] as depicted in ''Sonic Adventure''.]]<br />
Being the title character in the game, Sonic the Hedgehog is given the largest focus, his story and number of playable levels being greater than any other cast member. Even in the third dimension, the basic goal of each of Sonic's levels remains familiar: to reach the end of a level while avoiding traps, pitfalls, and the occasional enemy [[Badnik|badnik]] built by the nefarious Dr. Eggman. While the classic titles had a ten-minute time limit, the limit has been lifted to give the player more than enough time to get used to the modified control scheme. Thanks to the new plane of movement, pressing any direction of the control stick will send Sonic in that direction. Pressing up will move Sonic forward, pressing down will cause him to quickly turn around in the opposite direction, and pressing the traditional left or right directions will let Sonic explore either side of his world. Though sometimes it may seem confusing as to where Sonic is meant to go next in each level, the camera system in the game is built to help guide Sonic along a certain path, leaving enough room to divert into the occasional alternate pathway.<br />
<br />
For the first time, more than one button on the control pad can be used to make Sonic perform alternate moves during the course of the game. The jump button is still used to make Sonic curl up into a ball in the air and perform a [[Spin Attack|spin attack]] where he can hit any enemy as long as they are not covered in spikes or some other projectile. Pressing the jump button twice allows a brand new move in Sonic's arsenal to appear, the [[Homing Attack|homing attack]]. As the third dimension does not allow for as easy precision as a two-dimensonal plane would, the homing attack allows Sonic to "lock-on" to the nearest enemy or other interactable item and zoom ahead, curled up in a ball and subsequently attack it. This attack especially comes in handy when Sonic is forced to cross a pit of lava or one without a bottom and the only items between him and certain death are a row of enemies flying about. The secondary action button now gives Sonic the ability to curl up in his trademark [[Spin Dash|spin dash]], holding the button longer making Sonic charge up the dash more. From a standstill, tapping the button will allow Sonic to burst ahead with the slightest amount of speed. However, while running, barely tapping the button will cause Sonic to curl up into his spin just as in the classic games, allowing him to smash an enemy that may be in his path without having to jump. Sonic also has the ability to pick up items that are near him, such as keys necessary to get into other levels or Chao's during the Chao Garden portions of the game. Tapping the action button allows this move, though if not close enough to the item Sonic will default to the spin dash.<br />
<br />
[[File:Emeraldcoast.png|thumb|190px|Sonic's iconic run through Emerald Coast.]]<br />
This is also the first title that allows Sonic's moveset to expand as a player progresses through the game. Placed in the Adventure Field and accessible at certain points in the story, there are a total of three separate [[Sonic Adventure upgrades|upgrades]] available to Sonic, though only two of them are mandatory. The first of these are the [[Light Speed Shoes]], which look like a pair of Sonic's trademark shoes slightly altered. When acquired in the sewers of Station Square, Sonic now has the ability to dash through a string of rings if he charges up his spin dash. Once a glow is around Sonic, he can walk up to the string of rings and, letting go of the action button, will let Sonic use this [[Light Speed Dash]] to reach areas he normally couldn't. The second item necessary in the game is the [[Ancient Light]], found on Angel Island. Looking just like a ball of light, when Sonic touches it he gains an ability similar to the Light Speed Dash. Called the [[Light Speed Attack]], Sonic can now attack a string of enemies in one go after charging up his spin dash. The third upgrade item in the game is found in the Station Square hotel. Called the [[Crystal Ring]], the item is only accessible once you have the Light Speed Shoes. The ring, which goes on Sonic's wrist, allows for a far shorter charge of the spin dash to enter either the Light Speed Dash or Light Speed Attack.<br />
<br />
In Sonic's run through the game, the character progresses through ten of the eleven levels available. In order, they are [[Emerald Coast]], [[Windy Valley]], [[Casinopolis]], [[Ice Cap]], [[Twinkle Park]], [[Speed Highway]], [[Red Mountain]], [[Sky Deck]], [[Lost World]], and [[Final Egg]]. Scattered through each level are a multitude of items, many familiar to anyone who has played a Sonic game in the past. The most common item once again is the [[Ring|ring]], which protects Sonic from losing a life as long as he has at least one in his possession. The dangerous bed of [[Spikes (obstacle)|spikes]] also return, which should be avoided at all costs. The classic [[Lamppost|lampposts]] that mark Sonic's position in the level so he can restart there in the case of losing a life also return, but are now a pair the character runs through as opposed to a single post you run by. [[Spring|Springs]] that allow the player to reach higher platforms also appear. The [[Dash Panel]], an item which was rarely seen in ''[[Sonic the Hedgehog 2 (16-bit)|Sonic the Hedgehog 2]]'' and ''[[Sonic the Hedgehog 3]]'' also make a return, though in abundance, allowing Sonic to instantly gain speed when he runs over them. The [[monitor|item boxes]] also return with a vengeance, a total of nine possible power-ups available for Sonic. The classic [[Shield|shield]] returns, as well as a variation of the [[Lightning Shield|Thunder Barrier]], called the Jiryoku Barrier, attracting rings and providing the protection a normal shield offers. Invincibility, Super Speed, and 1-ups also are available, as well as the ring boxes. However, instead of only offering the ten-ring box as in previous games, two new variants are offered: a 5-ring box, and a random ring box, which can be worth 1, 5, 10, 15, 20, or 40 rings. Also new to the arsenal is the explosion item box, which will instantly destroy any and all enemies that are on the screen at the time.<br />
<br />
As the Action Stages are not broken up into separate acts this time around, the [[signpost]] meant to signal the end of the level is replaced with the [[Capsule|capsule]] that holds the various [[animals]] that pop out of badniks in the game. However, while the capsule is the standard greeting, there are times when other objectives are presented for Sonic to reach, such as a Chaos Emerald or "Tails" recovering from a plane crash. When these Action Stages are later replayed, the alternate goal is replaced with Dr. Eggman's capsule machine.<br />
<br />
=====Miles "Tails" Prower=====<br />
<br />
[[File:SA Tails Original.jpg|thumb|190px|The original unveiling of [[Miles "Tails" Prower]] as depicted in ''Sonic Adventure''.]]<br />
Miles "Tails" Prower takes many of the same cues from Sonic the Hedgehog when it comes to controlling in the game ''Sonic Adventure''. Using the control stick to run about in a three-dimensional game, pressing the jump button also lets "Tails" curl up into a ball and perform the vintage spin attack. The flight ability for "Tails" also returns, once again initiated by pressing the jump button twice, allowing the two-tailed fox to rise above the ground for a short period of time, able to ascend the entire duration. However, instead of being able to replicate the spin dash and the other moves connected to Sonic, the action button offers an entire new move set for "Tails." Pressing it allows "Tails" to do the [[Tail Swipe|Tail Rotation Attack]], in which the fox uses his tails to swipe at enemies, breaking them apart, all the while twirling on the point of one of his feet. The ability to pick up objects is also present.<br />
<br />
Just like Sonic, "Tails" also has his own set of upgrades scattered throughout the course of the game which can modify his abilities. The required upgrade is the [[Rhythm Badge]], found in the past version of the Mystic Ruins. The badge, which goes upon "Tails" chest, gives him the ability to continuously engage in the rotation attack, now called the "Continuous Tail Rotation." The second upgrade available for the fox, the [[Jet Anklet]], is found in Station Square. Attaching to his shoes, the anklet allows "Tails" to fly faster than before, allowing him to cover far more distance than he would normally be allowed to.<br />
<br />
During the course of his adventure, "Tails" only has access to five Action Stages: [[Windy Valley]], [[Casinopolis]], [[Ice Cap]], [[Sky Deck]] and [[Speed Highway]]. While Sonic's version of these levels are broken up into two or three distinct parts, "Tails'" version of the levels are decidedly shorter, often only focusing on one part of the level. The reason for this is, instead of merely emulating the goal of getting to the end of the level, "Tails'" levels have an added racing element, in which the player must control "Tails" in a race against Sonic or, in the case of Speed Highway, Dr. Eggman. Only by reaching the end of the level first will allow "Tails" to win the race and, subsequently, the level. Though the capsule is once again used to signal the end of the stage, there are times when other items are used to alert the player where the finish line is, such as a Chaos Emerald or a missile lodged in a building.<br />
<br />
There are also times when Miles "Tails" Prower can be playable in Sonic the Hedgehog's story through the use of a second controller, much like he is controllable in ''Sonic the Hedgehog 2'' and ''Sonic 3''. However, because of the nature of the game, it is much harder to keep both characters on the screen at once.<br />
<br />
=====Knuckles the Echidna=====<br />
<br />
[[File:SA Knuckles Original.jpg|thumb|190px|The original unveiling of [[Knuckles the Echidna]] as depicted in ''Sonic Adventure''.]]<br />
Returning to the forefront, Knuckles the Echidna once again takes similar cues from Sonic the Hedgehog but deviates with his own unique abilities. Fully controllable in the three-dimensional game with the control stick, the jump button causes that familiar spin attack to be a part of Knuckles arsenal. Pressing the jump button twice will allow Knuckles to [[Power Glide|glide]] through the air, slowly descending along the way. Hitting a wall while gliding (or simply jumping into a wall and pressing jump twice) will let Knuckles climb up nearly any surface, allowing him to reach higher places that he wouldn't normally be able to. The action button gives Knuckles a new attack, hinted at in ''[[Sonic the Hedgehog 3]]'' but not usable in that game: punching. The [[Punch Attack]] can either be done on its own with one push of the action button, a quick one-two jab with two presses, or a full triple combo with the third being a powerful charge with three presses of the action button. Also, just like the rest of the characters in the game, Knuckles has the ability to pick up items at will if close enough to them.<br />
<br />
The Guardian of Angel Island also has two upgrades available to him in the game, one of them being necessary, the other once again optional. The first of these, the [[Shovel Claw]], is found in the Mystic Ruins and allows Knuckles to dig in dirt and grass. Pressing both the jump and action button at the same time, Knuckles will disappear into the ground, sometimes coming up with nothing, other times coming up with rings, a shield, or even invincibility or speed shoes. The second upgrade, the [[Fighting Gloves]], is located in the jungle section of the Mystic Ruins. Being an optional addition to Knuckles' arsenal of moves, the yellow gloves provide the echidna with the [[Maximum Heat Knuckles Attack]], the echidna's answer to the Light Speed Attack. By holding the action button, Kunckles can charge up and unleash himself at a group of enemies, defeating them all at once instead of one at a time.<br />
<br />
Though he shares similar moves with Sonic and "Tails," Knuckles' game actually plays quite differenty from the duo. Instead of trying to reach the end of a level, Knuckles climbs, glides, and runs through each, exploring every nook and cranny seeking three shards of the shattered Master Emerald, in the hopes of collecting all the piecs and restoring it, and in turn having Angel Island once again join the heavens. In each of Knuckles five levels, the shards have numerous locations programmed in which they could be, each playthrough being different than the last. Luckily, Knuckles has two tools he can use to track down the shards. The first of these is a psudo-radar on the bottom of the screen, each shard represented. If Knuckles gets closer to one of the pieces of the Master Emerald, the icon will start to blink rapidly, a beep joining the intensity of the radar. When it begins to flash red wildly, it means that Knuckles is only inches away from his goal. The second tool at Knuckles' disposal are the various [[Hint Orb|hint orbs]] floating in the level. By touching one of them, the orb will shoot forward towards the nearest shard, leading Knuckles to his ultimate prize. The pieces can be almost anywhere: inside badniks, underground, and even just sitting out in the open. Exploring [[Speed Highway]], [[Casinopolis]], [[Red Mountain]], [[Lost World]] and the [[Sky Deck]], the Guardian must find all fifteen pieces before he can once again rest at the sacred alter of the Master Emerald.<br />
<br />
=====Amy Rose=====<br />
<br />
[[File:SA Amy Original.jpg|thumb|190px|The original unveiling of [[Amy Rose]] as depicted in ''Sonic Adventure''.]]<br />
Though a hedgehog just like Sonic, [[Amy Rose]]'s playstyle is similar in only the most basic of functions. Able to move about with the use of the control stick, Amy can traverse across the landscape with ease, albeit at a top speed far lower than the previous three characters. Though she can jump, she does not curl up, leaving her wide open to attack. However, Amy is not without her defenses, utilizing her [[Piko Piko Hammer]] if the need to fight arises. The basic attack with the hammer is called, simply enough, the [[Hammer Attack]]. Swinging her hammer to the ground, it also causes a small shockwave that can harm enemies if Amy is unable to make direct contact. She can also swing her hammer while in the air, initiating the [[Jump Attack]], letting her hit any airborne assailants. As Amy's jumping height is not as proficient as Sonic's, she can also use her hammer to launch herself in the air. Called the [[Hammer Jump]], the extra height allows Amy to reach areas she can not normally get to, the Jump Attack also available as she sores through the air for those brief moments in time.<br />
<br />
Two possible upgrades are available to Amy Rose, though once again only one of these is necessary to progress through the game. Found aboard the [[Egg Carrier (Sonic Adventure)|Egg Carrier]], the [[Warrior Feather]] lets Amy use her Piko Piko Hammer to spin in a tight circle, holding it out and destroying any enemies that may be charging at her, possible only by holding down the action button and spinning the control stick in a circular motion. However, the [[Spin Hammer Attack]] is only temporary. If used too long, Amy will become dizzy, the player unable to control her correctly and leaving her open for any attack. The optional upgrade for Amy comes in the form of the [[Long Hammer]], which gives the young girl's attacks a much greater radius. Found in the same spot on the Egg Carrier, it can only be unlocked after Eggman's floating masterpiece crashes into the ocean.<br />
<br />
Amy's story in the game starts in the middle of Sonic's, in which the young pink hedgehog strolls about the streets of Station Square on her own, shopping bags in hand and deep in thought. Recalling the time Sonic saved her from the clutches of [[Metal Sonic]] during the events of ''[[Sonic the Hedgehog CD]]'', her train of thought is broken by a large shadow covering the city. Looking up into the sky, Amy sees the image of the Egg Carrier, immediately recognizing it as the handiwork of Dr. Eggman. Before she can even contemplate the idea of Sonic rushing into her life, a small [[Flicky]] comes crashing into her, having escaped from the ship. Dubbing the bird [[Birdie]], she sets it upon herself to guard the bird once she realizes its being chased by [[ZERO]], one of Dr. Eggman's robots. Playing through only three levels - [[Twinkle Park]], [[Hot Shelter]] and [[Final Egg]] - Amy must try and reach the balloon goal all the while avoiding the attacks of ZERO and his attempts at capturing not only the bird, but her as well. Though Amy can attack ZERO with her hammer, she can not defeat him in any action stage, eventually the robot becoming immune to her defenses. As Amy plays as a much slower character, her levels also have a few more puzzle elements than the principle three, made all the more complicated by the robot pursuing her. Her ability to carry items also comes in handy when, at certain places, she can lift and hide inside a barrel when in a room with ZERO, the robot unable to find her while she hides.<br />
<br />
=====Big the Cat=====<br />
<br />
[[File:SA Big Original.jpg|thumb|190px|The original unveiling of [[Big the Cat]] as depicted in ''Sonic Adventure''.]]<br />
The slowest character of the bunch, [[Big the Cat]] is something of an enigma when compared to the rest of the characters in the game. Though he is still fully controllable in the three-dimensional world of ''Sonic Adventure'' through use of the control stick, his playstyle is completely different. Lumbering about, Big the Cat does have the ability to jump when the corresponding button is pressed, but like Amy Rose is unable to curl up and defend himself while he does this, leaving himself completely open to attack. His only method of defending himself is by the use of his fishing poll that he caries about with him at all times, the action button letting Big swing the pole as if he were to cast it, being able to smack any nearby enemies.<br />
<br />
However, Big's game has little focus on any actual fighting, and instead is focused on fishing. Having lived in the Mystic Ruins for years, Big is at the wrong place at the wrong time on the night Dr. Eggman frees Chaos from the Master Emerald. Due to a small hiccup during the freeing process, Chaos' tail manages to separate from the rest of the water god, falling freely into the jungle below. [[Froggy]], Big the Cat's best friend, happens to accidentally stumble upon the tail, which possess the frog. When Big wakes up and sees his friend now has a tail, the large cat is unable to stop the frog from eating his "lucky charm," the yellow Chaos Emerald. Determined to find his friend and snap some sense back into him, Big pulls out his trusty fishing rod and journeys to [[Twinkle Park]], [[Ice Cap]], [[Emerald Coast]] and [[Hot Shelter]] to reclaim his friend.<br />
<br />
By pressing and holding the action button, Big prepares to launch himself into fishing mode, a marker appearing showing where the line will be cast. By letting go of the button, Big casts his fishing rod, the line landing in a body of water if that is indeed where the marker was set. From here, the player can shake the lure about with the control stick in the hopes of attracting Froggy or, if that doesn't happen, one of the many other fish that are swimming about. Once caught on the line, pressing either the jump or the action button will cause Big to roll up the line, bringing the caught object closer to the purple cat.<br />
<br />
In his quest to fish for his friend, a variety of upgrades are available for the feline, many of them optional if all the player wishes to do is complete the story and move on. The one necessary upgrade, the [[Life Belt]], is found on Angel Island near the entrance to the Ice Cap. Giving Big the ability to float in water, it allows the player to get up and close and personal with whatever they're seeking out to fish for, holding the jump button allowing Big to dive under the water. The first of the optional upgrades is the [[Power Rod]], an alternate fishing rod that allows Big to cast a longer line, found in the Mystic Ruins where Big begins his journey. In addition, there are four optional [[Lure|lure]] upgrades scattered about the game, and while they are not necessary for the completion of the story, they are needed if Big wants to catch bigger fish. With one hidden in each Adventure Field, it is also the only upgrade in the game hidden inside one of the action stages, the Ice Cap.<br />
<br />
=====E-102 Gamma=====<br />
<br />
[[File:SA E102 Original.jpg|thumb|190px|The original unveiling of [[E-102 Gamma]] as depicted in ''Sonic Adventure''.]]<br />
Yet another character with an alternate playstyle when compared to Sonic, "Tails" and Knuckles, [[E-102 Gamma]] is also the first playable character built by Dr. Eggman. Still controlled in the same fashion as the other characters with the use of the control stick, the jump button also performs the same action as the other five characters preceding. Just like Amy and Big, however, the jump move leaves the robot open to attack. Introducing yet another new playstyle to the Sonic universe, E-102 is the first playable character to use projectiles as a means of defense. By pressing and holding the action button, a laser mounted to the robot's head will act as a tracking device, locking on to any nearby enemies. When let go, E-102 will subsequently shoot everything in his path. Shooting is not just so E-102 Gamma can engage in fighting off his objective, but is essential for the player to continue using him. Gamma is the only character in the game that is restricted by a time limit, a preset timer placed in the corner continuously counting down. If the timer reaches zero, the level ends and the player forfeits a life. Only by shooting enemies will the timer increase. locking on to more targets at one time resulting in a higher amount of time for the player. Since the targeting system will only last so long before it fades out, figuring out how many enemies to lock on at once in a given situation adds to the challenge of the game. E-102 also has two modes of operation: the standard walking animation and, if running forward long enough, a wheeled mode that allows Gamma to roll on the ground much faster than his legs will carry him. Eggman's robotic creation also can float on water, a propeller system emerging that prevents him from falling in when in this mode. However, this only works near bodies of water the cast can interact with, so Gamma will still fall into such places as the water in Windy Vally.<br />
<br />
In almost predictable fashion, E-102 Gamma has two upgrades available to him, only one being necessary to continue in the game. The required upgrade, called the [[Jet Booster]], is found in the Egg Carrier and gives the ability for Gamma to glide. Though not as proficient as Knuckles the Echidna's gliding, it still allows Gamma to slowly descend from a higher location, giving him time to target enemies that may otherwise fly past him, as well as letting him cross pits he might not otherwise be able to. The second upgrade available is also located within the Egg Carrier, but is only accessible to E-102 when the ship is not in its Sky Deck mode. Called the [[Laser Blaster]], it provides Gamma with a larger attack radius so he can lock on to more enemies at once, allowing his time to go up higher if done successfully.<br />
<br />
Though he goes through [[Final Egg]], [[Emerald Coast]], [[Windy Valley]], [[Red Mountain]] and [[Hot Shelter]], the objectives for the character shift in the middle of his game. Having been created by Dr. Eggman, the robots first moments of consciousness are inside the mad genius' base, seeing the face of his creator. Sent into the training ground of Final Egg, Gamma wants nothing more than to please his creator, being the second in the E-100 series. Thinking nothing of it, he immediately fights with his predecessor, [[E-101 Beta]] simply because Eggman asks him to, not thinking beyond what his orders are. It is only after the robot encounters Amy Rose that he begins to question his own programming, and for the final three levels in his adventure he turns against Dr. Eggman, resolving to free the animals trapped within the other members of the E-100 series and declaring Eggman his enemy. <br />
<br />
====Adventure Fields====<br />
<br />
[[File:Sega ftp sa1 ec big.jpeg|thumb|190px|[[Big the Cat]] wandering about the [[Egg Carrier (Sonic Adventure)|Egg Carrier]].]]<br />
While previous Sonic games had each level play one after the other, ''Sonic Adventure'' introduces a hub world system into the game. Dubbed "Adventure Fields," it is these areas that string together the events within the game, and serve as the doorwasys to each Action Stage. There are three main fields, each having a different theme. The first, [[Station Square]], serves as the starting point for many of the characters, being the central hub to the city Eggman desires. The second, the [[Mystic Ruins]], encompasses not only the area that contains [[Tails' Workshop|"Tails" Workshop]], but a jungle area filled with ruins, accessible through a minecart. The fallen Angel Island is also part of the area, having once been part of the landmass thousands of years before the events of the game. The third field is Eggman's latest floating creation, the [[Egg Carrier (Sonic Adventure)|Egg Carrier]], his home base as he plots Station Square's destruction and the rise of Chaos. There is also a fourth Adventure Field which is only accessible at specific times for each character. In each story, there is a moment when the character is given a vision of the past, the field being the Mystic Ruins before it turned into the ruined jungle, the ancestors of Knuckles the Echidna still a proud and much alive race.<br />
<br />
While the central purpose of the main three are to get from one level to another, they also serve as the perfect way to become accustomed to using Sonic and his friends in the third dimension. Knowing that a hub world is anything but linear, scattered throughout the three are various [[Hint Orb|hint orbs]] that, when touched, will give the player a hint as to where they are meant to go next. There are times when an action level can not be reached until some sort of objective is met in the Adventure Field, be it finding a key to a door or locating an upgrade that will overcome an obstacle blocking the stage's entrance. The fields also serve as the backdrop to many of the various cutscenes and boss encounters in the game.<br />
<br />
Also of note is that, with the exception of the Egg Carrier, each Adventure Field is filled with a collection of Non-Playable Characters that Sonic and his friends can go up and talk to by pressing the action button. While sometimes they will also give a hint as to where the player should go next, more often than not they talk about something completely unrelated, recounting their own personal drama, such as the woman afraid to talk to the man she likes at the burger shop, the little girl waiting near the train station to see her father come home, or the boy who laments his mothers' gambling addiction. Though not vital to the story, they serve as amusing asides that make the world of Sonic the Hedgehog seem alive, alluding to the fact that it is not just a world made up of one hedgehog and one human in a constant battle.<br />
<br />
====Boss Encounters====<br />
<br />
[[File:SA1ZeroBoss.PNG|thumb|190px|[[Amy Rose]] in her boss fight with [[ZERO]].]]<br />
Instead of having Dr. Eggman encounter the player at the end of each level, the boss encounters in ''Sonic Adventure'' only happen at specific times, more often than not taking place somewhere on the Adventure Fields of the game. While each character has at least one boss battle, Sonic and "Tails" are the only two that fight with the doctor himself, both fighting his [[Egg Hornet]] early on and then the two getting their own personal final battle with him at the end of their respective adventures. The rest of the boss fights in the game are either robots built by Eggman's hand, or for the first time in a main Sonic title, a being that was not created by the doctor. Sonic, "Tails," Knuckles and Big each have at least one fight with the water god Chaos, the principle three all going up against his [[Chaos 4]] form. Though the same character, each encounter with Chaos offers its own unique challenges and attack patterns, much as each encounter with Eggman over the years has done the same.<br />
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E-102 Gamma is the only character in the game to have a boss battle actually occur in the final moments of a stage, having to fight [[E-103 δ]], [[E-104 ε]] and [[E-105 ζ]] in his last three levels.<br />
<br />
====Sub Game====<br />
<br />
[[File:Sega ftp sa1 egg carrier.jpg|thumb|190px|Sonic and Tails aboard the Tornado.]]<br />
In addition to the regular Action Stages and the Adventure Fields, there are also a number of Sub Games that occur during ''Sonic Adventure'', most of them in one of the character's story in some form or another. Each of these Sub Games control completely different than from the normal areas of the game, offering up yet another layer of variety. The most prominent of these are [[Sky Chase Act 1]] and [[Sky Chase Act 2|Act 2]], in which Sonic and "Tails" ride on either the [[Tornado]] or the [[Tornado 2]] and attempt an air assault against Dr. Eggman's Egg Carrier. With the jump button turning into a gun and the action button becoming a way to lock on and shoot missiles as enemies, the two levels closely resemble a shooter in the vein of ''[[sega:Panzer Dragoon|Panzer Dragoon]]''. In "Tails'" Adventure mode, the young fox has an exclusive mini-game entitled [[Sand Hill]], which is similar to the snowboarding sections of [[Ice Cap]] but is instead done on various sand dunes. Amy Rose also has her own sub game, [[Hedgehog Hammer]]. Done inside the Egg Carrier, Amy must use her hammer to smash apart the blue and yellow Sonic the Hedgehogs while avoiding the Eggman targets, the game being the source of her upgrades (as long as it is done within the Adventure Field). There is also a [[Twinkle Circuit]] available to every character once their adventure is completed, even if they are unable to play through Twinkle Park normally. The race behaves much as the first segment of Sonic's version of Twinkle Park does, except instead of one long stretch of road, it is a traditional three lap race, although it is only a single player mode.<br />
<br />
====Super Sonic====<br />
<br />
[[File:SA1PerfChaos.PNG|thumb|190px|[[Super Sonic]] confronting the final form of Chaos.]]<br />
While the Chaos Emeralds are featured in the game, unlike previous titles they are not unlocked in a separate [[Special Stage]]. Instead, they are an essential part of the storyline, being found by Sonic and "Tails" at the end of action stages or by other means in an attempt to prevent Dr. Eggman from bringing Chaos to full power. However, the powered up transformation of Sonic, [[Super Sonic]], is still accessible in the game, only in a limited capacity. Once all six characters have been played through and their stories completed, a seventh character will appear on the character select screen. Marked "Super Sonic," only a question mark greets the player as to what is in store.<br />
<br />
This extra storymode is actually the true ending to the game, answering questions that have been cropping up in the cutscenes of the six playable characters, showing the betrayal of Chaos and what truly happened 3000 years previous. Knowing time is short, Sonic and "Tails" (after Sonic experiences a lengthy flashback sequence detailing the final moments of Tikal and Chaos at the emerald alter) try to recover the seventh emerald before Chaos can, but are unable to. Now fully powered, [[Perfect Chaos]] attacks Station Square, in a sense accomplishing what Eggman wanted but with unwanted side effects. Discovering the hint orbs that populated each stage were really Tikal guiding the players, Sonic has no choice but to transform into Super Sonic and finally put an end to the threat that was birthed all those millennia ago.<br />
<br />
The character controls much like Sonic, just with a higher top speed, invincibility and the ability to run over water. Just like previous encounters with Super Sonic, the player must collect rings or else forfeit the transformation. If during the battle Super Sonic returns to his blue self, the player will lose a life, unable to collect fifty rings and turn back into Super Sonic.<br />
<br />
===Trial===<br />
<br />
[[File:SA1E103Boss.PNG|thumb|190px|[[E-102 Gamma]] facing off against [[E-103 δ]].]]<br />
The trial option on the main option screen to ''Sonic Adventure'' is similar to the Time Attack mode of ''Sonic the Hedgehog CD'', giving players the ability to play through any previously completed stage at their leisure. Recording time, score, and number of rings, the mode provides numerous ways for a player to try and best themselves. It also keeps track of the number of challenges for each Action Stage that has been met with each character. Each level in the game has three separate tasks that must be finished with each character, the next becoming the target once the first is done. This is also true with the Sub Games for each character, although that only has one secondary challenge.<br />
<br />
The Sub Games that are available for each character are also expanded, with the ability to play through each boss for a character straight through, and certain segments that are part of a standard Action Stage are available for standalone playthrough, such as the snowboarding segments in Ice Cap. Sonic is also given the chance to play through Sand Hill, an area he is not allowed to enter in the standard game.<br />
<br />
===Chao===<br />
<br />
{{main|Chao}}<br />
[[File:Sa chao 02.svg|thumb|110px|A neutral Chao.]]<br />
Brand new to the Sonic series, the [[Chao]] are an additional mini-game that can be played outside of the regular levels. An extension of the A-life used in the game ''[[sega:NiGHTS Into Dreams|NiGHTS Into Dreams]]'', the [[Chao Garden]] can almost be considered a full game on its own. Each main Adventure Field has an entrance to its own Chao Garden, with two unhatched Chao eggs. Picking them up and rocking them with the control stick will cause the egg to hatch, which then can let the player raise the Chao at their leisure. The Chao, which need to be fed, petted, and taken care of, also can use the abilities of the various animals that Sonic and company find in the regular Action Stages that pop out of the Eggman robots. Entering the garden, the collected animals will spring out of the playable character, and can subsequently be picked up. Walking over to a Chao with an animal in hand will cause the Chao to absorb the stats of the animal, also changing shape slightly.<br />
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A variety of combinations can be achieved this way, and the many Chao one can raise can also be used in the Chao Racing section, located only in the Station Square Chao Garden. The Chao raised can also be used in the [[sega:VMU|VMU]]-exclusive minigame ''[[Chao Adventure]]'', which allows a player to raise their Chao on the go.<br />
<br />
===Emblems===<br />
<br />
To encourage replayability and exploration, 130 [[Emblem|Emblems]] are unlockable through the course of the game, won by accomplishing a variety of tasks. Each time an Action Stage, Sub Game or Boss is completed, an emblem is awarded to the player. Each Action Stage has three emblems connected to each character, the Sub Games only having two. Emblems are also awarded after beating the seven story modes, and for winning the five Chao Races in the Chao portions of the game. In addition, each Adventure field holds four emblems hidden somewhere on the map, sometimes in plain sight and other times cleverly placed. Though nothing more than bragging rights in the original game, the [[sega:Nintendo Gamecube|Nintendo Gamecube]] port of the game, ''[[Sonic Adventure DX: Director's Cut]]'', gives an award if all are collected: a playable [[Metal Sonic]] in Trial Mode.<br />
<br />
===Graphical Style===<br />
<br />
Wanting to stand out from the original games and bring Sonic into the new age of gaming in a big way, ''Sonic Adventure'' decided to take the visual style in a whole new direction. While maintaining hints of the surreal, almost CG-esque visuals of the classic series, the developers wanted to make Sonic's world far more realistic than it had ever been, basing such levels as [[Emerald Coast]] and [[Lost World]] on real locations, sometimes even using photographs the team had taken in the textures.<br />
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The characters themselves were all redesigned by [[Yuji Uekawa]], given a more streamlined style meant to appeal to what was considered "hip" for the moment, especially in Japanese culture. The stark differences between the art for the original games and ''Sonic Adventure'' was one of its selling points at the time, delivering an experience unmatched on the Dreamcast.<br />
<br />
===Music and Sound===<br />
<br />
[[File:SongsWithAttitudeCover.jpg|thumb|190px|''[[Sonic Adventure Songs With Attitude ~Vocal mini-Album~|Songs With Attitude]]''.]]<br />
For the relaunching of the Sonic franchise, Sega gathered a huge team of musicians, some of which had experience making Sonic music in the past. Wanting to focus on a variety of musical styles instead of just one, live instruments were used throughout to take advantage of the space provided by the [[sega:GD-ROM|GD-ROM]] discs the Dreamcast used. One of the main musicians, [[Jun Senoue]], reused a handful of songs he had written for ''[[Sonic 3D: Flickies' Island]]'', a welcome nod to fans of the series that had purchased earlier titles.<br />
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Vocal themes were also used in abundance, each playable character having their own specific song that reflected their character and style. Sonic's theme "[[It Doesn't Matter (SA1)|It Doesn't Matter]]," for instance, was meant to be pure rock and roll, while Knuckles' "[[Unknown from M.E. (SA1)|Unknown From M.E.]]" was a much mellower, R&B driven song. Most of these themes were put together by Jun Senoue's band (later to be called [[Crush 40]]), linked together by the main theme of the game, "[[Open Your Heart]]."<br />
<br />
==Production Credits==<br />
<br />
{{main|Sonic Adventure credits}}<br />
<br />
==Voice Actors==<br />
<br />
{| class="wikitable"<br />
|-<br />
! Role<br />
! English Voice Actor<br />
! Japanese Voice Actor<br />
|-<br />
|[[Sonic the Hedgehog]]<br />
|[[Ryan Drummond]]<br />
|[[Jun'ichi Kanemaru]] <br />
|-<br />
||[[Miles "Tails" Prower]] <br />
|[[Corey Bringas|Corey Mitchell Bringas]] <br />
|[[Kazuki Hayashi]] <br />
|-<br />
|[[Knuckles the Echidna]]<br />
|[[Michael McGaharn]]<br />
|[[Nobutoshi Kanna]] <br />
|-<br />
|[[Amy Rose]]<br />
|[[Jennifer Douillard]] <br />
|[[Taeko Kawata]]<br />
|-<br />
|[[Big the Cat]]<br />
|[[Jon St. John]]<br />
|[[Shun Yashiro]] <br />
|-<br />
|[[E-102 Gamma]]<br />
|[[Steve Broadie]]<br />
|[[George Nakata]]<br />
|-<br />
|[[Doctor Eggman]]<br />
|[[Deem Bristow]]<br />
|[[Chikao Otsuka]]<br />
|-<br />
|[[Tikal]]<br />
|[[Elara Distler]] <br />
|[[Kaori Aso]]<br />
|-<br />
|[[Pachacamac]]<br />
|[[Steve Broadie]] <br />
|[[Toru Okawa]](?)<br />
|-<br />
|Announcer A, Egg Carrier<br/>computer, off-screen citizen<br />
|[[Lani Minella]]<br />
|???<br />
|-<br />
|Announcer B<br />
|???<br />
|[[Yuji Naka]](?)<br />
|}<br />
<br />
Except for the initial Japanese 1998 release which was fully and only in Japanese, all regional versions of the game feature options to switch the voice language into Japanese and English and the text language into Japanese, English, German, French and Spanish.<br />
<br />
==Manuals==<br />
<br />
* [[Sonic Adventure JP Manual]]<br />
* [[Sonic Adventure US Manual]]<br />
* [[Sonic Adventure EU Manual]]<br />
** [[Sonic Adventure PT Manual]]<br />
<br />
==Miscellaneous==<br />
<br />
===Downloadable Additions===<br />
The following is a list of downloadable additions that were available for ''Sonic Adventure'' and ''[[Sonic Adventure International]]'', stored upon the VMU.<br />
* Christmas: Three Christmas trees which play Joy to the World or Jingle Bells are placed in Station Square. Available at release on 12/23/98 - 12/25/98.<br />
* 1st nationwide ranking added on 12/24/98.<br />
* Kadomatsu: A kadomatsu New Years decoration is placed. Available 12/26/98 - 01/07/99 (a bug fix version was added on 12/29).<br />
* 2nd nationwide ranking added on 01/08/99.<br />
* 3rd nationwide ranking added on 01/13/99.<br />
* QUO contest: A contest where contestants locate 6 Hidekazu Yukawa Quo cards which are hidden around Station Square and Mystic Ruin in a 10 minute time limit. It was released 01/22/98.<br />
* 4th nationwide ranking added on 02/12/99.<br />
* Famitsu contest: A contest which was sponsored by Famitsu magazine. 5 hedgehog photos are hidden around Station Square and must be found in a 10 minute time limit. It was released 02/12/99.<br />
* 5th nationwide ranking added on 03/17/99.<br />
* 6th nationwide ranking added on 04/07/99.<br />
* 7th nationwide ranking added on 04/22/99.<br />
* Chao black market added on 06/08/99. Players with enough Emblems can access rare Chao.<br />
* 8th nationwide ranking added on 06/17/99.<br />
* 9th nationwide ranking added on 09/02/99.<br />
* Launch Party!: Banners and balloons are placed around Station Square to celebrate the US Dreamcast launch. Released 09/09/99.<br />
* Ruby Chao available for download on 09/09/99.<br />
* Eme Chao (Emerald Chao) available for download on 10/14/99.<br />
* Halloween Party: Twinkle Park is decorated with jack-o-lanterns decorated with witch hats and black capes. Released 10/18/99.<br />
* Merry Christmas: Decorates Station Square with 2 large christmas trees. If either tree is tagged "Dreams Dreams A Cappela" from ''[[Christmas NiGHTS]]'' will play. Released 12/17/99 - 12/28/99.<br />
* Sappha Chao (Sapphire Chao) available for download on 12/23/99.<br />
* Neo Millennium: Two giant rings are hidden in each action stage. If it is tagged the BGM will changed to [[Palmtree Panic]] present BGM from ''[[Sonic the Hedgehog CD]]''. Released 12/29/99.<br />
* Samba GP: A Twinkle Circuit course is added to mark the release of ''[[Samba de Amigo]]'' on the dreamcast. The BGM for the track is ''Super Sonic Racing (instrumental version)''. It was released 04/27/00.<br />
<br />
===Game Revisions===<br />
<br />
''Sonic Adventure'' was originally released in Japan on December 23rd, 1998, a full nine months before the game appeared on western shores. In those nine months [[Sonic Team|Sonic Team USA]] focused on tweaking some of the bigger bugs in the programming. Numerous glitches were fixed, as well as subtle alterations in design, including the removal of a female, neon-glowing cowboy inside Casinopolis and the ability for characters to stand on top of the "Burger Man" statue. Also adding a more robust Internet offering, the western release of the game was subsequently offered in Japan under the name ''[[Sonic Adventure International]]''. The game was later ported over to the Gamecube under the title ''[[Sonic Adventure DX: Director's Cut]]'', with cleaned up textures and remodeled characters, as well as the addition of a Mission Mode. A "Sonic Mini Collection" is also available, the 12 [[sega:Sega Game Gear|Game Gear]] titles that featured the cast of the Sonic games becoming unlockable as more emblems and missions are found and completed. However, many of the game's bugs that were in the previous builds remained, with a handful of new ones that occurred during the porting process. Though attempts were made to have the game run at 60-frames-per-second (a hope [[Sonic Team]] was unable to go through with the original game), problems arise at certain points, causing the frame rate to drop even below how it runs on the Dreamcast original. This version of the game was also released on the PC, the frame rate issues corrected.<br />
<br />
==Rereleases==<br />
<br />
* ''[[Sonic Adventure (LCD game)|Sonic Adventure]]'' for [[Tiger Electronics|Tiger]] LCD (2000)<br />
* ''[[Sonic Adventure DX: Director's Cut]]'' for the [[sega:Nintendo Gamecube|Nintendo Gamecube]] and PC (2003)<br />
* ''[[Sonic PC Collection]]'' for the PC (2009)<br />
* ''[[Sonic Adventure (2010)|Sonic Adventure]]'' for [[sega:Xbox Live Arcade|Xbox Live Arcade]] and [[sega:PlayStation Network|PlayStation Network]] (2010)<br />
* ''[[sega:Dreamcast Collection (game)|Dreamcast Collection]]'' for the [[sega:Xbox 360|Xbox 360]] and PC (2011)<br />
<br />
==Adaptations==<br />
<br />
[[File:Sonic Super Special 13 Cover.jpg|thumb|110px|The cover to [[Sonic Super Special 13]].]]<br />
Having such a large emphasis on story, as well as being Sonic's triumphant return to the gaming world, both [[Archie Comics]] and [[Fleetway]] geared up to adapt the game in their respective printed universes. Originally meant to be in the three Archie titles printed at the time, the unexpected cancellation of the ''[[Knuckles the Echidna (Archie comics)|Knuckles the Echidna]]'' solo series caused the adaptations' plans to change, the content meant for those two issues being rushed into an extra issue of the main ''[[Sonic the Hedgehog (Archie comics)|Sonic the Hedgehog]]'' series. The adaptation was published in issues [[Sonic the Hedgehog 079 (Archie)|79]] through [[Sonic the Hedgehog 084 (Archie)|84]], along with a 48-page special, the [[Sonic Super Special 13|13th issue]] of the ''Sonic Super Special'' series. The seven issue arc attempts to use the elements of the game in the [[Sonic the Hedgehog (TV series)|Saturday morning]]-based world, offering explanations not only for Amy Rose's change in character design, but also how Station Square and human beings can live in the comic's world. The Fleetway series ''[[Sonic the Comic]]'' adapted the game over the course of ten issues, starting with [[Sonic the Comic 175|175]] and culminating with issue [[Sonic the Comic 184|184]]. Instead of trying to force the game to fit in the comic's continuity, the game was liberally adapted, the Chaos creature's origins shifting from being a water god to being a rogue member of the [[Drakon Empire]] corrupted by the power of the Chaos Emeralds. Although featuring the return of writer [[Nigel Kitching]], the storyline would prove to be the comic's last, the comic going into full reprint mode afterwards.<br />
<br />
Years later, the game would be adapted in the animated series ''[[Sonic X]]'', becoming the first game adapted in the show's storyline. Beginning with episode 27, "[[The Beginning of the Disaster]]," and finishing in the 32nd episode entitled "[[The Scream of Perfect Chaos]]," the six-part epic attempted to cover the game as closely as possible, though some changes were made to coincide with the show's established plot, including the use of [[Cream the Rabbit]] and the show-exclusive character [[Chris Thorndyke]]. Also, the bird that Amy Rose protects in the game is given a name in the show, Lily. Instead of being the child of missing parents that are in E-102 and E-101, the family relationship has been changed to that of three siblings.<br />
<br />
==Resources==<br />
<br />
{{ratings<br />
|famitsu=95<br />
|gamepro=100<br />
|dmuk=[[Review - Sonic Adventure (Dreamcast Magazine, September 1999)|90]]<br />
|odmus=[[Review - Sonic Adventure (Official Dreamcast Magazine, September 1999)|90]]<br />
}}<br />
<br />
===Game Modification===<br />
<br />
====Disassemblies====<br />
<br />
* [http://svn.sonicretro.org/listing.php?repname=CommunityDisassemblies&path=%2FSonic+Adventure+Disassembly%2F&#a3bcd7ef49d2543dae611859b11b5ee37 View the disassembly on the SVN]<br />
*[http://svn.sonicretro.org/dl.php?repname=CommunityDisassemblies&path=%2FSonic+Adventure+Disassembly%2F&isdir=1&rev=371&peg=371 Download the complete disassembly direct from the SVN]<br />
<br />
====Hacking Guides====<br />
<br />
* [[SCHG:Sonic Adventure|Sonic Community Hacking Guide/Sonic Adventure]]<br />
<br />
===Image Galleries===<br />
<br />
====Physical Scans====<br />
{{Scanbox<br />
| console=Dreamcast<br />
| region=US<br />
| front=sa_us_boxart.jpg<br />
| back=sa_us_back_cover.jpg<br />
| spine=<br />
| spinemissing=<br />
| square=yes<br />
| disc=sa us cd.png<br />
| manual=<br />
| item1=SA1_-_NOT_FOR_RESALE.png<br />
| item1name=Not for Resale disc<br />
| item2=SA1_Limited_Edition.png<br />
| item2name=Limited edition disc<br />
}}{{Scanbox<br />
| console=Dreamcast<br />
| region=US ([[sega:Sega All Stars|Sega All Stars]])<br />
| front=SA SAS US Box Front.jpg<br />
| back=SA SAS US Box Back.jpg<br />
| spine=<br />
| spinemissing=yes<br />
| square=yes<br />
| disc=sa us allstar cd.png<br />
| manual=<br />
}}{{Scanbox<br />
| console=Dreamcast<br />
| region=EU<br />
| front=sa_eu_boxart.jpg<br />
| back=Sa dc back cover eu.jpg<br />
| square=yes<br />
| disc=sa eu cd.jpg<br />
| manual=<br />
}}{{Scanbox<br />
| console=Dreamcast<br />
| region=JP<br />
| front=Sadventure-box-jap.jpg<br />
| back=Sadventure-box-jap_back.jpg<br />
| square=yes<br />
| disc=sa jp cd.jpg<br />
| manual=<br />
| item1=SA1_E3_Trial.png<br />
| item1name=E3 disc<br />
}}{{Scanbox<br />
| console=Dreamcast<br />
| region=BR<br />
| front=SonicAdventure DC BR Box Front.jpg<br />
| back=SonicAdventure DC BR Box Back.jpg<br />
| spine=<br />
| spinemissing=<br />
| square=yes<br />
| disc=<br />
| manual=<br />
}}<br />
<br />
====Artwork====<br />
<br />
{{main|Artwork for Sonic Adventure}}<br />
<br />
==External Links==<br />
<br />
* [http://www.theghz.com/sonic/adventure/adventure.html http://www.theghz.com/sonic/adventure/adventure.html] - The page for ''Sonic Adventure'' on [[The Green Hill Zone]].<br />
* [http://sonic.sega.jp/sonicadv/index.html http://sonic.sega.jp/sonicadv/index.html] - The original ''Sonic Adventure'' page put together by Sonic Team. Written in Japanese.<br />
<br />
{{SAOmni|1}}<br />
{{SonicDreamcastGames}}<br />
<br />
[[Category:Dreamcast games]]</div>Woohookittyhttps://info.sonicretro.org/index.php?title=Sonic_Amateur_Games_Expo&diff=176643Sonic Amateur Games Expo2011-09-16T10:45:59Z<p>Woohookitty: /* Really Amateur Games Expo */ gr</p>
<hr />
<div>'''Sonic Amateur Games Expo (SAGE)''' is a yearly online event for Sonic the Hedgehog fangame developers to chat online and to demonstrate finished and unfinished games they are developing. Started in 2000 by community enigma [[BlazeHedgehog]], the premise of the event was to expand the appeal of fangaming, which is still even today viewed as a sort of taboo given inherent copyright problems. There have been 14 SAGE events to date, which originally took place biannually until the 10th iteration in 2005, where the format changed to the annual SAGE known today.<br />
<br />
==2000==<br />
[[Image:Sage1_view.png|thumb|right|The original Sonic Amateur Games Expo website.]]<br />
As the original Sonic Amateur Games Expo, Blaze Hedgehog set out to make a showcase for the Sonic fan gaming scene, setting the template for every SAGE thereafter. He wanted to feature fan games in the same style and presentation as the [[Electronic Entertainment Expo]] in the form of "booths," and encouraging even the use of "booth babes" for each booth. The event lasted from September 9 to September 12, and had a small attendance compared to the later incarnations of the expo.<br />
<br />
==2005==<br />
SAGE 2005, sometimes jokingly referred to as SAGE "X", marked the first annual SAGE, breaking the previously set tradition of SAGE being held biannually. Directed by [[Gamerdude]] and [[Smidge204]], SAGE 2005 sported a nifty, slick layout and had a host of wonderful projects on display.<br />
<br />
SAGE 2005 also marked the event's first guest interview. [[Ben Hurst]], one of the writers for the TV series ''[[Sonic the Hedgehog (TV series)|Sonic the Hedgehog]]'', was interviewed under proctored settings in SAGE's IRC chatroom.<br />
<br />
==2006==<br />
[[Koray]], the organizer of SAGE 2006, had been suffering from issues in life that resulted in him disappearing without a word months leading up to the event. [[Smidge204]], the administrator of [[SFGHQ]], took up the mantle of quickly throwing together an event after it became apparent that Koray wasn't going to show. The event itself rehashed the minimalistic, slick layout from SAGE 2005 and did a decent job of holding up to it's predecessor.<br />
<br />
Ben Hurst returned for another interview with the community. Joining him was the current writer for the ''[[Sonic the Hedgehog (Archie)|Sonic the Hedgehog]] comic book series by Archie'', [[Ian Flynn]].<br />
<br />
Interest in revamping the SAGEcast was introduced during SAGE 2006 when [[DimensionWarped]], [[Slingerland]], and [[Shadix]] attempted to broadcast a prerecorded multicast via Skype. Due to technical difficulties [[Shadix]] did not appear in the final broadcast; however, the broadcast went to show that SAGEcasts could have more meaningful content.<br />
<br />
==2007==<br />
SAGE 2007, directed by [[Slingerland]], renewed interest in the event after a disappointing 2006. His SAGE went with a simple and quirky thematic layout that would change on each day of the event. The themes revolved around countries, each with a themed piece of [http://www.sonicstadium.org/community/sonics-from-around-the-world Sonic character art]. Slingerland's dashing charisma and publicity attempts brought about a huge boost in audience.<br />
<br />
[[Ryan Drummond]] became the first guest appearance in relation to the official games, and his appearance garnered a huge amount of attention from Sonic communities all around. Ian Flynn also reappeared to discuss more regarding the ''Sonic the Hedgehog'' Archie comic book series.<br />
<br />
SAGE 2007 introduced a more entertaining side of SAGE. Cool events featured Slingerland's epic skits, like "Saturday Nights' Main Event," "Sonic 2 Epic-pella," and the "SAGE Report." Community members held workshops to share their talents, most notably [[Tweaker]] with his ROM hacking workshop. Live multicasts were a regular occurrence and even spawned a karaoke show. Contest wise, there was a level design competition, an art competition, and a video submission contest.<br />
<br />
==2008==<br />
SAGE 2008 set out to expand on the new standard set in 2007, with a trend towards more entertainment. Hosted by [[Shadix]] and [[MarkEchidna]], the idea was to draw the casual audience in through entertainment, interviews, and exciting content to promote booths. It was held from August 17 to August 24 (eight days to commemorate it being 2008). The SAGE 2008 site was over-the-top and flashy, featuring detailed informative pages and a coverflow-esque booths page that was somewhat clunky. Unlike in previous years, SAGE 2008 was more organized from day one, with most booths working at the beginning of the event.<br />
<br />
SAGE 2008 had a large guest lineup, including [[Christian Senn]], [[Richard Wheeler]], [[Howard Drossin]], [[Richard Jacques]], [[Jun Senoue]], [[Lee Brotherton]], [[Ryan Drummond]], [[Mike Pollock]], and [[Eric Iwasaki]] of ND Games. Events at SAGE 2008 included Shadowgoten & Duckboy's Opening Extravaganza, SAGE Idol, the SAGE Trivia Gameshow featuring Mike Pollock, DOM's Live Videogame Music Show, Dramatic Fanfic Readings with ANDROSS, and OCRemix Interview with Special ORMGAS\BEATDROP FM Combo block.<br />
<br />
While the entertainment was obviously there, the fangames were overshadowed and ignored. This issue drew criticism from many SFGHQ members.<br />
<br />
==SAGE 14 (2009)==<br />
[[Image:Sage14_view.PNG|thumb|right|Sonic Amateur Games Expo 14's website.]]<br />
'''SAGE 14''' was held in 2009 from July 25 through July 31 and hosted by [[InstantSonic]] and [[Katzu Niku]]. It has been widely regarded as one of the best iterations of SAGE to date, bringing most, if not all Sonic fan communities together. It was geared more towards the fans and the fan games themselves rather than how many ratings each fan game received. <br />
<br />
The website was designed and created by Katzu Niku, who also created and managed the event schedule and booths, and was responsible for obtaining the special guests of the event. InstantSonic directed the events, fan game ''booths'' and the ''SAGEcast''. ROM hacks were also included as booths for the first time. A requirement for obtaining a spot in the SAGE booths section was that an individual must have a fan game to present. Even with this requirement, SAGE 14 featured 42 fan games/booths during the week-long exposition, the largest number at any SAGE event so far. SAGE 14 was extended for an additional unscheduled week. The IRC chat was moved to a channel called #sagexpoafterparty, allowing those who enjoyed SAGE to wind down and talk about what had occurred the week before.<br />
<br />
===Booths===<br />
The following booths, fan games, and hacks appeared at SAGE 14:<br />
<br />
====Fan games====<br />
*[http://update.srb2.org/booth/ Sonic Robo Blast 2]<br />
*[http://fgrhq.webs.com/ Sonic: Emerald Hunt]<br />
*[http://bluehog.d-padnetwork.com/kth/index.php Knuckles Treasure Hunt]<br />
*[http://smbbb.atspace.com/ Super Mario Bros: Bloody Battles]<br />
*[http://funstar-entertainment.webs.com/sonicbabiesthegame.htm Sonic Babies]<br />
*[http://thesnakesoup.org/soniczero/ Sonic the Hedgehog Zero Remastered]<br />
*[http://nexus.hrook.net/ Sonic Nexus]<br />
*[http://www.powersonic.com.br/rebirth/ Sonic Rebirth]<br />
*[http://antonhuckleberry.webs.com/sonicthegizoiddemo.htm Sonic the Gizoid]<br />
*[http://sonicwhirlwind.ucoz.org/ Sonic Whirlwind]<br />
*[http://roseoflongevity.webs.com/ Rose of Longevity]<br />
*[http://www.kalmarworld.com/Viewer.aspx?type=Nick&id=62 Cooporationation]<br />
*[http://stealth.hapisan.com/SAGE09/ Project Mettrix]<br />
*[http://stealth.hapisan.com/SAGE09/ Megaman Triple Threat]<br />
*[http://azure.appalhost.com/SAGEbooth09/SageBooth09.html Kirby Cosmic Chaos]<br />
*[http://www.sonicua.tk/ Sonic Universe Adventure]<br />
*[http://minehunt.webs.com/ Knuckles Minehunt]<br />
*[http://bsgames.net/sa3 Sonic Adventure 3]<br />
*[http://dgrove.blogspot.com/2009/07/prosonic-for-mac.html Prosonic for Macintosh]<br />
*[http://brazsonic.bcsilva.com/ Brasonic 2]<br />
*[http://www.timetwisted.sonicstrike.net/ Sonic Time Twisted]<br />
*[http://sonic3d.at.ua/ Sonic the Hedgehog 3D]<br />
*[http://mechamadness.pnmhq.com/ Sonic the Hedgehog Mecha Madness]<br />
*[http://ariaofdestinysage.yolasite.com/ Aria of Destiny]<br />
*[http://proj-dark.3dn.ru/ Project Darkness]<br />
*[http://nemega.hyperphp.com/ NemeGraphe]<br />
*[http://www.rpgrevolution.com/game/775/ Sonic: Flame of Time]<br />
*[http://obivanhelgen.webs.com/ Yet Another Sonic the Hedgehog Minigame]<br />
*[http://www.sbhq.webs.com/ Sonic Bang]<br />
*[http://sonicfusion.ucoz.ru/sagebooth/booth.htm Sonic Fusion]<br />
*[http://triblox.org/social/node/30 Halo: Out With A Whimper]<br />
*[http://www.sonicnebulous.pnmhq.com/ Sonic Nebulous]<br />
*[http://www.shth2.ucoz.ru/ Shadow the Hedgehog 2]<br />
*[http://soniccorp.sonicstrike.net/SAGEBOOTH/index.htm Sonic the Hedgehog: Rebirth of the Azure Wind]<br />
*[http://www.moddb.com/games/pure-chaotix Pure Chaotix]<br />
*[http://marioroots.110mb.com/ Mario Roots]<br />
*[http://clearimagery.net/sonicgemini Sonic Gemini]<br />
*[http://antonhuckleberry.webs.com/chaolife.htm Chao Life]<br />
*[http://www.moddb.com/games/ashura-dark-reign Ashura: Dark Reign]<br />
*[http://shadowblazeportal.110mb.com/ssk_site2009 Super Sonic Knockout]<br />
<br />
====Hacks====<br />
*[http://forums.sonicretro.org/index.php?showtopic=16592 Sonic the Hedgehog WTF LAME]<br />
*[http://sonicresearch.org/projectzeta Sonic Zeta Overdrive]<br />
<br />
===Really Amateur Games Expo===<br />
[[Image:Rage3_view.PNG|thumb|right|Really Amateur Games Expo 3's website.]]<br />
The [[Really Amateur Games Expo]], created by [[Slingerland]] took place during SAGE 14 and was the third RAGE since it began in 2007. 2009's RAGE held a 5 day competition during SAGE which involved making the worse Sonic fan game possible with [http://en.wikipedia.org/wiki/Klik_%26_Play Klik and Play], although it was not required to enter a booth into the RAGE.<br />
<br />
==SAGE 2010 (2010)==<br />
'''SAGE 2010''' took place from August 8th to August 17th. Similar to SAGE 14, [[InstantSonic]] and [[Katzu Niku]], along with [[User:ila|ila]] organised this event.<br />
<br />
Last year, there were interviews with [[SEGA]] PR member [[RubyEclipse]] and the voice actor of [[Miles "Tails" Prower|Tails]] in [[Sonic Adventure]], [[Corey Bringas]]. In addition, the events were the ''Write Your Own Sonic Tune Contest'', ''Sonic Theme Song Parody Contest'', ''Write as TSSZ for a Day'' and the ''Eggman Voice-Off with [[Mike Pollock]]'' as well as radio streaming including fanfic readings, music hours and ''The Ken Balough Show'', where [[User:Moonshadow Caz|Moonshadow Caz]] reviewed a few SAGE games as [[Ken Balough]].<br />
<br />
===Booths===<br />
The following booths, fan games, and hacks appeared at SAGE 15:<br />
====Fan games====<br />
*[http://jake.thesnakesoup.org/sage2010 Metal Gear Solid: Fight of the Metal Gears]<br />
*[http://roseoflongevity.webs.com/ Rose of Longevity]<br />
*[http://www.lazysonic.narod2.ru/ Lazy Sonic]<br />
*[http://www.zazzle.com/technosuperguy Techno the Gamma Project]<br />
*[http://www.spbooth.blogspot.com/ Sonic Phoenix]<br />
*[http://www.wix.com/altheboss/Sonic-NXT Sonic NXT]<br />
*[http://www.wix.com/GBlastMan/Sonic-Gijinka Sonic Gijinka]<br />
*[http://bluehog.sonicworld.net/main.php?page=smp Super Mario Panic]<br />
*[http://sonic3d.ru/en/downloads/category/3-current Sonic the Hedgehog 3D]<br />
*[http://sonicadventure3.zxq.net/ Sonic Adventure 3]<br />
*[http://timetwisted.sonicstrike.net/sonicgenesis/ Sonic Genesis]<br />
*[http://redux.pytalhost.net/ Sonic Redux]<br />
*[[Sonic Zero: Remastered]]<br />
*[http://tailsnightmare.webs.com/ Tails' Nightmare 2]<br />
*[http://sonicfusion.ucoz.ru/sagebooth/booth.htm Sonic Fusion]<br />
*[http://antonhuckleberry.webs.com/ Sonic the Gizoid]<br />
*[http://sonicarena.com/ Sonic Arena 2]<br />
*[http://www.tachyonlabs.com/sam/swag/ Sonic with a Gun]<br />
*[http://www.timetwisted.sonicstrike.net/ Sonic Time Twisted]<br />
*[http://dwl-aod-sage2010booth.yolasite.com/ Digimon World Legends]<br />
*[http://dwl-aod-sage2010booth.yolasite.com/aria-of-destiny.php Aria of Destiny]<br />
*[http://lolipopmirage.webs.com/sonicbabiespc.htm Sonic Babies]<br />
*[http://ninforever.com/sonicworldrings/ Sonic and the World Rings]<br />
*[http://theliamwebsite.webs.com/sonicrun3sagebooth.htm Sonic Run 3]<br />
*[http://rosario-vampire.pt.la/ Rosario + Vampire]<br />
*[http://www.mediafire.com/?7d713xhf1ly6ymn Sonic Ultimate Battle]<br />
*[http://stealth.hapisan.com/SAGE10/ E02 Engine (Sonic Metrix and Megaman Triple Threat)]<br />
*[http://stevenart.co.uk/art/sagebtb/ Be the Bullet]<br />
*[http://sonicaxiom.angelfire.com/ Sonic Axiom]<br />
<br />
====Hacks====<br />
*[[Sonic the Hedgehog 1 @ SAGE 2010]]<br />
*[[Sonic 2 Retro Remix]]<br />
*[[Sonic Zeta Overdrive]]<br />
*[[Sonic 2 Dimps Edition]]<br />
<br />
===Really Amateur Games Expo===<br />
The Really Amateur Games Expo, created by Slingerland took place during SAGE 2010 and was the fourth RAGE since it began in 2007. 2010's RAGE held a 5 day competition during SAGE which involved making the worst Sonic fan game possible with a post-apocalyptic setting.<br />
<br />
==SAGE 2011 (Tentative name)==<br />
2011's SAGE is currently in planning. [[User:ila|ila]] from SFGHQ will be heading up primary planning of the event. Specific dates have not been announced.<br />
<br />
==External Links==<br />
* [http://sagexpo.org/ Sonic Amateur Games Expo Link]<br />
* [http://soundmage.com/bluelazor/RAGE/09/RAGE09.html Really Amateur Games Expo 3 Link]<br />
* [http://soundmage.com/bluelazor/RAGE/10/RAGE10.html Really Amateur Games Expo 4 Link]<br />
[[Category:Sonic Scene]]<br />
[[Category:Fan Gaming]]</div>Woohookittyhttps://info.sonicretro.org/index.php?title=Chaotix_(prototype_1207)&diff=176616Chaotix (prototype 1207)2011-09-14T11:52:36Z<p>Woohookitty: /* Special Stage */ spelling</p>
<hr />
<div>{{Bob|bobscreen=Chaotix1207_4.png|publisher=[[Sega]]|developer=[[Sega]]|system=[[Sega 32X]]|genre=2D Platform}}<br />
'''''[[Knuckles' Chaotix]]''''' '''Prototype 1207''' for the [[Sega 32X]] was released by [[drx]] during the [[February 23rd 2008 Proto Release|February 23rd, 2008 proto release]]. This is the earliest of the Chaotix protos. Its compile date is December 7, 1994.<br />
<br />
NOTE: To play the prototype in [[Kega Fusion]] v3.6 and up, the "Fast 32X Timing" option in the 32X configuration tab must be enabled. For older versions of Kega Fusion, a special release, which can play the prototype, was made available {{file|Kega_Edited_for_Chaotix.zip|here}}.<br />
{{Download|file=Knuckles'_Chaotix_(32X)_(Prototype_1207_-_Dec_07,_1994,_07.15)_(hidden-palace.org).zip|filesize=1.34MB}}<br />
<br />
==Various Differences==<br />
===General===<br />
* That awesome SEGA screen with the pic from the manual is in this game.<br />
* The title screen menu is wildly different from all other Chaotix versions.<br />
* There is a empty space in the character selection menu following Mighty, who originally was Sonic. This space is believed to originally be reserved for Tails, given palette data found in the ROM.<br />
* Cheat menus are accessible by Highlighting OPTION, then Pressing {{A}} + {{Start}} for Color Test, Pressing {{C}} + {{Start}} for Sound Test (with preliminary graphics), Pressing {{B}} + {{Start}} for Jam Out mode, which acts similar to ''Toejam & Earl''. In Jam out mode press {{A}}, {{B}}, {{C}}, or {{Start}} to play the many different DAC samples. {{Up}}, {{Down}}, {{Left}}, or {{Right}} can be held to change between sound banks. {{A}} + {{B}} + {{C}} + {{Start}} will Exit the Jamout menu.<br />
* Graphics for a Sonic and Tails 1-up monitor/character select icons were found within the ROM. There are also graphics for a monitor and monitor contents, in Sonic 1/2 style. They are also loaded during the "Character Select" screen that plays Walkin' from Sonic Crackers. This proves Sonic and Tails were indeed planned for Chaotix.<br />
* Only Mighty, Knuckles, and Charmy have their abilities implemented. Vector's running animation is faster. Presumably, ********/Wechnia/Tails has his abilities implemented as evidenced from proto 1227.<br />
* Wechnia's palette in this proto is very different. It consists of mostly orange/yellow/red colors, implying that he was Tails at one point. In fact, some colors match perfectly or near-perfectly with Tails' palette from Crackers. In this proto, the palette is used. In later protos, the palette exists but Wechnia's palette pointer points to Mighty's palette instead. Presently, Wechnia is unplayable due to crashing issues.<br />
* Graphics for a water splash are located in the ROM. Identical to ''[[Sonic the Hedgehog (16-bit)|Sonic 1]]''<nowiki>'</nowiki>s splash graphics.<br />
* There's an odd skull graphic found in the ROM with some Japanese text underneath it that reads "tobu" (which is usually used in Japanese in reference to tobacco).<br />
* Graphics for animals that pop out of badniks (Flickies, seals, rabbits, etc.) were found.<br />
* The Level Title card reads ''Knuckles Ringstar'' and also refers to Heavy as Heaby.<br />
* The backgrounds have scrolling issues, sometimes half the background lags behind, sometimes it doesn't.<br />
* Knuckles features different climbing sprites in this build. Also worth noting that the control is sightly different. You have to keep B pressed to climb, otherwise Knuckles falls off. <br />
* All the 32x art is uncompressed, in final most of the static art uses the C42 compression. Everything that uses the 32x VDP is viewable using this version.<br />
* <span id="crackersproof"></span> The text "SonicCrackersS32X" can be found in Time Attack's attraction screen. The S32x stands for Super 32X. This confirms that ''[[Sonic Crackers]]'' was in fact a ''Knuckles Chaotix'' prototype. <br />
* Background for the Data Select screen isn't in yet. Controls are also reversed - {{up}} moves down and {{down}} moves up. Needlessly annoying.<br />
* The title screen track has percussion thrown in, as well as most other tracks. There is also beep sounds every ten seconds or so, in different variations depending on the track. Sometimes, those beeps seem like missing bits of sound that should be there, this is especially noticeable in Amazing Arena. However, the beeps are not missing bits of sound at all, just a result of supposedly different hardware.<br />
* Sound Test is a very basic screen. Its a black background with white text. The songs are there but scratchy and beepy and even feature songs that aren't featured anywhere reachable. <br />
*Some songs are pretty different from the final, like 000D. Some even have different percussion than the ones in the other ''Chaotix'' betas, like the almost unhearable 000F. 0011 is a slower mix of the main theme, 0018 sounds like something out of a Megaman game, and 0025 sounds like a bad ending of sorts. 0015 is a different mix of a track in the final, and so are 0017, 0019, 001B, 001C, and 0021. 0026-0028 are empty, and afterwards begin the sound effects, which are basically the same throughout ''Chaotix''<nowiki>'</nowiki>s development. There are exceptions like 0047 or 004B, however. After 0069 there's nothing. The entire game's soundtrack may of been composed before actually making most of the levels. All the musical differences are based on the regular, keyboard notes, not the percussion that was later removed. Strangely, most of the songs that aren't really featured in the levels don't have that beep from the EPROM hardware patching.<br />
* On the NPC select menu from Time Attack, the music is DIRECTLY from sonic crackers; no difference whatsoever.<br />
* When clearing a level "Mechanical Dance" song plays instead of "From Party to Party".<br />
* Debug mode is always enabled. (Pause to move around.)<br />
* Time Attack actually works better than normal mode, and uses the same player selection method as the later protos. And by "works better", I mean it holds out without going bonkers for 10 more seconds.<br />
* When Mighty uses the wall kick, it is different and it's "automatic". It uses an unused sprite found in the final, and of course, matches with the adjacent unused sprite for Sonic in Sonic Crackers. Another thing to note is that the sound effect when he clings to a wall is different. (It's Vector/Espio/Knuckles' sound when they cling to a wall).<br />
* The cutscenes before the bosses are fully implemented in this proto, although the boss music starts directly in the cutscenes instead of playing "Have Some Fun" song.<br />
* Time can't go up.<br />
<br />
==Level Differences==<br />
===General===<br />
* There is a difference on which act you pick, but in Speed Slider all 5 are the same, and in Amazing Arena all acts after the second don't work. Also, the only way to select Speed Slider is through Stage select, since selecting "AMUSEMENT PARK" doesn't let you access it. Amazing Zone can't be accessed either, but the two remaining Zones can. So, essentially, they're taken out of world entrance because they aren't complete yet.<br />
* As with the final, the backgrounds undergo color changes depending on the time of day selected, except Amazing Arena, which just changes a window's colour.<br />
<br />
===Intro Level===<br />
* This version of Chaotix has an interesting intro stage. During the meeting with Metal Sonic in the stage Espio will just fall out of the sky and Metal Sonic will be in the far foreground afterwards staring at you, and after a few seconds, he will charge at Espio.<br />
===Bonus Stage===<br />
* The Bonus Stage does not use the special stage sprites like in the final. It just shows the current character's "hurt" animation.<br />
* The "500 pts" block only gives you 5 points.<br />
* The bounceback from hitting a block is significantly reduced.<br />
* There are no sparkles after collecting a ring in the Bonus Stage.<br />
* The blocks that hurt you have no effect, you just pass through them.<br />
<br />
===Special Stage===<br />
* The Special Stage has transparent checkerboard floors that while flickering become yellow again (as in, half the squares are transparent when you do find the checkerboards), and at one point, the junction from the tube to the "outside" part, there's a huge hole. There's no limits nor rings; it's all empty. There's issues with the way the tube bits (3D models) are connected, and you can sometimes see a black line, especially when it goes diagonally down. The level just repeats itself until you fall, you can't run out of rings.<br />
* No get blue spheres message, no objects, no end, no nothing. Basically, the empty track keeps looping itself. (Only checked the first special stage, but it may be the same for the rest).<br />
<br />
===Training Level===<br />
* Training level shows Botanic Base title screen and plays the same music (Door Into Summer) that is found in the title screen.<br />
* Introduction level in stage select is vastly different from Introduction in "main" mode and plays the same track that the final does, however, in this beeping, percussion state.<br />
* Training 0 stage may have been used as an Engine Test level because its design is very different from the other training stages. This level features a closed place with platforms, loops and slopes. In the final game it is replaced by a copy of Training 1 although the boundaries fit the proto version.<br />
<br />
===World Entrance===<br />
* Selecting World Entrance 1 brings you to an almost exact copy of the World Entrance - everything's identical except for the music, which plays the Combi Select BGM, and the layer priorities on doorways, which don't overlap Knuckles and co. in the copy. Neither the copy nor the World Entrance have the "EXIT" or "PLAY" signs, and you can't walk off to the left to exit to the title screen.<br />
* World entrance shows no screen, has no collection minigame, no slider. It is empty and just leads to the NPC SELECT screen, in this case only including Heavy, Bomb, Vector, Charmy and a bunch of unselectable question marks. Afterwards is a level select screen with vastly different names, the only one without a picture is "Amusement Park" or Speed Slider. All these weird zone select names are false, however, since the title cards keep the final names. Also, notice how "Atraction" is mispelled with only one T.<br />
* In World Entrance, right before you doing the World entering, there's a Speed Monitor underground. <br />
<br />
===Speed Slider===<br />
* Speed Slider appears to be based roughly off the rocket stage in Sonic Crackers. It has been edited since then; so, nothing matches exactly; however, there are noticeable similarities.<br />
* The palette change in Speed Slider between the lower and upper background occurs too high, with the result that some of the tents appear green instead of red until a certain height.<br />
* Lots of loops in this Zone. None of them work correctly though. It's only possible to get three-quarters of the way around and just fall off. Climbing on the 'solid' side of the loop isn't possible either. Knuckles just spazzes out before falling to the ground.<br />
* The Zone has no end-sign - it's just simply a flat section and then a wall. On the other side is a small piece of land, and then blank void.<br />
* The boss is not implemented.<br />
===Marina Madness===<br />
* Marina Madness is unplayable, and gameplay crashes upon touching the ground.<br />
* Marina Madness' Act 4 boat doesn't move, nor does Act 5's.<br />
* Collision in Marina Madness is sorta screwed when dealing with the boats that bob up and down. The non-bobbing boats don't seem to glitch out, however.<br />
* The clouds and some other background details don't appear until after the title card has cleared.<br />
* The invincibility stars are very different - there's less of them (only two at a time, it seems), and they're small, gold, five-pointed stars. The stars also only surround the first player, unlike in the final when both players are surrounded. Also of note is that icons for your current powerup don't display at the bottom of the screen yet as in the final. Finally, in the final, this area contains a Speed Shoes in addition to the Invincibility.<br />
* The boss is fully implemented.<br />
* The background deformation is entirely different from the final and also incomplete.<br />
<br />
===Isolated Island===<br />
* A portrait graphic for Isolated Island exists but is not used.<br />
===Amazing Arena===<br />
* What's interesting is that this builds Amazing Arena actually has a light switch at least on the first level, near the first clock (just hold {{right}} when you start the level to hit it). The hologram Eggman is also functional and can hit you with his fists. The next build with a switch near that first clock is the Jan 19 build, and even then its hologram's fists don't cause damage and instead just flail around for humorous effect.<br />
* In Amazing Arena 5, the cutscene for the boss entrance is in and is fully functional. However, the boss itself never appears, leaving the level unbeatable.<br />
* The boss is not implemented.<br />
===Techno Tower===<br />
* The boss is fully implemented.<br />
===Botanic Base===<br />
* The boss of this level is implemented, but it completely stops music. This may have been caused by an emulation error, although sounds are perfectly played during the boss.<br />
<br />
<gallery><br />
Image:Chaotix1207_1.png<br />
Image:Chaotix1207_3.png<br />
Image:Chaotix1207_4.png<br />
Image:Chaotix1207_5.png<br />
Image:Chaotix1207_6.png<br />
Image:Chaotix1207_7.png<br />
</gallery><br />
<br />
==External Links==<br />
{{LinkRetro|topic=9998|title=Sonic Retro discussion thread}}<br />
* [http://www.hidden-palace.org/?releases/187 Hidden Palace Release Page]<br />
* Videos of this prototype: [http://www.youtube.com/watch?v=KIZptFhgbRY&feature=PlayList&p=9A58C188A76704BC&index=0 Video 1] [http://www.youtube.com/watch?v=TkBsKbGyiAo&feature=PlayList&p=9A58C188A76704BC&index=1 Video 2]<br />
<br />
{{ChaotixBetas}}<br />
<br />
[[Category:Knuckles' Chaotix Prereleases]]</div>Woohookittyhttps://info.sonicretro.org/index.php?title=S2Beta:Prototype_Zones/Hill_Top&diff=176285S2Beta:Prototype Zones/Hill Top2011-09-09T07:30:26Z<p>Woohookitty: </p>
<hr />
<div>{{S2Beta Nav}}<br />
<br />
==Hill Top Zone==<br />
=Nick Arcade Prototype=<br />
Hill Top Zone can be accessed by choosing Scrap Brain Zone from the level select screen. The level is only partially playable, as we'll soon see.<br />
===Act 1===<br />
<gallery align="center" heights="224" widths="320" perrow="2"><br />
Image:z_dht01.png|These lifts aren't fully functional yet. The platforms don't fall like they're supposed to.<br />
Image:z_dht02.png|Lava isn't painful yet.<br />
Image:z_dht03.png|Notice the green orb on the end of the lever there...<br />
Image:Mag_compare9a.gif|Whoa, wait, where'd this come from? Did [[S2Beta:Magazine Previews/09|Sega Visions]] get the same prototype as we did? It's impossible to tell from this one screenshot (the only one we have from Visions), but the two shots do look awfully similar.<br />
Image:z_dht04.png|Odd spot for a signpost<br />
Image:z_dht05.png|Lifts are broken.<br />
Image:z_dht06.png|This one's stopped before reaching the bottom of the line. Oops. <br />
Image:z_dht07.png|And finally, a tunnel leading to death. There actually is more level underneath here, but the developers hadn't changed the screen limits yet.<br />
</gallery><br />
<br />
'''Hill Top Zone Act 1: ''Nick Arcade Prototype'''''<br><br />
[[Image:Htz1_mapd_small.png]]<br><br />
'''Hill Top Zone Act 1: ''Final'''''<br><br />
[[Image:Htz1_mapf_small.png]]<br><br />
There are clear differences in the level's layout between prototype B and the final game. In this layout dump, we can also see the inaccessable area after the second tunnel. Layout dumps courtesy of Sonic CulT.<br />
===Act 2===<br />
<gallery align="center" heights="224" widths="320" perrow="2"><br />
Image:z_dht08.png|Slope detection doesn't seem to be working properly.<br />
Image:z_dht09.png|No objects have been placed either.<br />
Image:z_dht10.png|In fact, the entire second collision layer is missing. It's obvious that this Act was in early beta.<br />
Image:z_dht11.png|Hmm... what happens if I start walking forward...<br />
Image:z_dht12.png|WHOOPS, CRASH!!! But why did that happen? Remember that Sonic 2 is based off the Sonic 1 code, and at this point in Sonic 1, Robotnik would jump on a button and the floor would fall out, sending Sonic to Act 3. The data for this event no longer exists, and when the program attempts to load it, it freaks out and crashes. The exact same thing will happen if you attempt to play Final Zone, and for the exact same reason.<br />
</gallery><br />
<br />
'''Hill Top Zone Act 2: ''Nick Arcade Prototype'''''<br><br />
[[Image:Htz2_mapd_small.png]]<br><br />
'''Hill Top Zone Act 2: ''Final'''''<br><br />
[[Image:Htz2_mapf_small.png]]<br><br />
The differences here are much more marked than in Act 1. More evidence to show that this Act was in its early design phase. Layout dumps courtesy of Sonic CulT.<br />
<br />
===Act 3===<br />
<gallery align="center" heights="224" widths="320" perrow="2"><br />
Image:z_dht13.png|Not much different from [[S2Beta:Prototype Zones/Labyrinth|Labyrinth Zone]], now is it. Remember that Scrap Brain Zone 3 used graphics from Labyrinth Zone, and those are now missing, so you get the same result here as you would if you actually tried to play Labyrinth Zone. Note that if you use edit mode to move to the right and over the top of the screen, you'll be taken to Final Zone. <br />
</gallery><br />
=Simon Wai Prototype=<br />
There's no enemies in this zone, other than the fireballs sitting on seesaws.<br />
<br />
===Act 1===<br />
<gallery align="center" heights="224" widths="320" perrow="2"><br />
Image:z_ht01.png|Don't miss the first lift or you're history.<br />
Image:z_ht02.png|Sonic prefers running through a tunnel this time.<br />
Image:z_ht03.png|Silent earthquakes.<br />
</gallery><br />
<br />
===Act 2===<br />
<gallery align="left" heights="224" widths="320" perrow="2"><br />
Image:z_ht04.png|As in other incomplete zones, act 2 signs are often placed at weird locations.<br />
</gallery><br />
<br />
[[Category: The Sonic 2 Beta Wiki - Prototype Zones]]</div>Woohookittyhttps://info.sonicretro.org/index.php?title=Sonic_Adventure_2_objects&diff=176034Sonic Adventure 2 objects2011-09-07T07:40:43Z<p>Woohookitty: /* Lost Chao */</p>
<hr />
<div>==Characters==<br />
<br />
===Omochao===<br />
<br />
[[Image:sa2_omochao.png|right|noframe|80px]]<br />
<br />
[[Omochao]] will act as a guide throughout the game and can be found at various locations inside each stage. Touching it will make them follow the character around, giving an advice of some sort. As a character fails a boss fight, one will usually appear with some advice as well. Any speed or hunting type characters can hold them, but Omochaos don't like it and will whine about it immediately. A character can throw Omochaos at enemies to destroy them, just like any item. The Omochao will whine about it but it will not be destroyed (though it can be out of it for a couple of seconds).<br />
<br />
===Big the Cat===<br />
<br />
[[Image:sa2_big_cameo.png|right|thumb|110px|Iconic cameo]]<br />
<br />
[[Big the Cat]] has cameos in every single level on the Dreamcast version, doing an activity of some sort (fishing and jumping are the most common). He appears once per level (except [[White Jungle]] where he appears twice; [[Weapons Bed]] in Hard Mode where he has a second appearance; [[Route 101]], [[Route 280]], and [[Green Hill]], with no appearances; and [[Cannon's Core]], appearing once for every character). He's usually at an unreachable place, but there are some who can be reachable. Sometimes, he switches positions slightly or changes locations completely in Hard Mode.<br />
<br />
Big also appears in one boss, the first one against [[Shadow (Sonic Adventure 2 Boss)|Shadow]]. He's down below in a cage part of the ground.<br />
<br />
These cameos were removed from the Gamecube version and sometimes, a ring will be in his place instead, which might be obtainable or not. Even so, Big can be seen in some cutscenes by pressing {{A}} {{B}} endlessly.<br />
<br />
*[http://www.youtube.com/watch?v=en_wGV0FFQE Big the Cat cameo cutscene in the [[Sonic Adventure 2: Battle|Gamecube version]]]<br />
<br />
===Lost Chao===<br />
<br />
The third mission for every level is to find a [[Chao]] hiding somewhere on the level. Most of the time, the [[Mystic Melody]] upgrade is needed. The Chao wil either be confused and crying while not found (as in, the character not touching it), or jump in happiness with a heart on top of it's head when found.<br />
<br />
<gallery><br />
Image:sa2_chao_m3_1.png|Lost Chao<br />
Image:sa2_chao_m3_2.png|Found Chao<br />
</gallery><br />
<br />
===Animals===<br />
<br />
:''Main article: [[Animals#Sonic Adventure 2]]''.<br />
<br />
[[Image:Sa2_small_animal.png|right|thumb|100px|Cheetah]]<br />
<br />
There's a total of 21 types of [[Sonic Adventure 2 animals#Sonic Adventure 2|small animals]] that can be found inside [[Sonic Adventure 2 enemies#Badniks|Badniks]], inside the second and third [[Sonic Adventure 2 objects#Chao containers|Chao containers]], and in several locations in each stage. Their function is for Chao raising, just like in ''[[Sonic Adventure]]''. There are five different types in each stage, with four being common animals and the fifth being a rare or special animal, found in hidden or difficult to reach locations and in the third Chao container.<br />
<br />
Collecting small animals awards no points, but collecting any small animal other than one released from a Badnik or Chao container will add to a running tally for the stage, and if this puts the stage's tally up to a designated maximum value (20 when playing as Sonic or Shadow, 15 as Tails or Eggman, and 10 as Knuckles or Rouge), it's awarded an extra life.<br />
<br />
==Status items==<br />
<br />
===Rings===<br />
<br />
[[Image:sa2_ring.png|right|thumb|86px|Ring]]<br />
[[Image:sa2_ring_shiny.png|right|thumb|Shiny ring]]<br />
<br />
Like in the majority of Sonic games, [[Ring|rings]] appear scattered across every level and boss arenas, with the exact same survival function as previous titles. In contrast to previous games, there's no score tally at the end of the level for Ring Bonus; rather, each ring collected scores 10 points immediately (with the exception of rings recovered after a hit and rings rug up from the ground, which award no points). They appear clumped together inside item boxes and collecting sets of hundreds will award an extra life, as usual. For shooting levels (Tails and Eggman), survival is a consequence of a health bar, and each ring collected will recover some lost health. One ring recovers 1/70 the span of the health bar, or 1/80 for Eggman after collecting the Protection Armor.<br />
<br />
Every level has a prespecified ring total for missions 1 and 4, and another for mission 5 (the total is meant to correspond to the number of rings in the level, and usually does, but can be off in either direction in some levels). Collecting enough rings in the level to match or exceed this total will award an A-Rank to that mission, regardless of the score. When rings are awarded at checkpoints, dug up from the ground, or thrown by enemies who would otherwise throw bombs, the required total goes up by the same amount, in order to prevent scalping several hundred rings from the ground in a hunting stage for an easy A.<br />
<br />
*The shiny rings from ''[[Sonic Adventure]]'' are present as well, always appearing as a result from a [[Sonic Adventure 2 objects#switch|switch]] or a Mystic Melody ruin, but they do not disappear with time.<br />
<br />
*Hitting a [[Sonic Adventure 2 objects#Point Marker|Point Marker]] within a specific range of rings collected will award rings.<br />
<br />
Since [[Sonic Adventure 2 objects#Big the Cat|Big the Cat]] is not present in levels in the Gamecube version, sometimes a ring will be in its corresponding place. Even though it’s not obtainable in some cases, the ring is factored into the required A-rank total in every case where it appears.<br />
<br />
===Item boxes===<br />
<br />
Like in the majority of Sonic games, [[Monitor|item boxes]] appear scattered across every level and boss arenas, for holding items. The same spherical and transparent containers from ''[[Sonic Adventure]]'' are used, albeit they’re slightly redesigned. The number of items and their bonus is the same, though there’s no random ring box and there’s a new first-aid kit one. Dying will respawn every item, except the extra-life, which will appear as a blank container. By contrast, restarting from the pause menu will respawn everything including extra lives. Note that the point values aren't awarded for items dug up from the ground. It should be noted that there are item boxes that are hidden from normal view, for Knuckles and Rouge, and only accessible by using the [[Sunglasses]] or [[Treasure Scope]] respectively.<br />
<br />
*[[Speed Shoes|High-Speed shoes]] - Increases speed for 15 seconds. (200 points)<br />
*[[Invincibility|Invincibility Shield]] - 15 seconds of invincibility. (200 points)<br />
*Ring box - 5, 10 or 20 rings. (10 points times the number of rings)<br />
*[[Shield|Protective Shield]] - a green spherical barrier that will protects the character from damage one time only. (200 points)<br />
*[[Magnetic Shield]] - a blue spherical barrier that will protects the character from damage one time only and attract nearby rings. (200 points)<br />
*Extra-life - Adds an extra life to the total number of lives. The item is the drawing of the character's head. (200 points)<br />
*Blank container - Takes the place of any collected extra life after dying. Has no effect, but can still be the target of a homing attack or lock-on. (0 points)<br />
*Health - Fully restores the health bar of the walkers (Tails and Dr. Eggman stages only). (200 points)<br />
*Bomb - Destroys all onscreen enemies. (200 points)<br />
<br />
Giant red balloons also work as item boxes, though the prize is not visible. Knuckles and Rouge can also dig into the ground and occasionally pull out any item box rewards, except Invincibility and Health. (Additionally, ring boxes cannot be dug up during Mission 2,)<br />
<br />
<gallery><br />
Image:Sa2_item_box_speed_shoes.png|Speed Shoes<br />
Image:Sa2_item_box_invincibility.png|Invincibility<br />
Image:Sa2_item_box_ring_5.png|5 rings<br />
Image:Sa2_item_box_ring_10.png|10 rings<br />
Image:Sa2_item_box_ring_20.png|20 rings<br />
Image:Sa2_item_box_shield.png|Shield<br />
Image:Sa2_item_box_shield_magnetic.png|Magnetic Shield<br />
Image:Sa2_item_box_extra-life.png|Extra-life<br />
Image:Sa2_item_box_blank.png|Blank<br />
Image:Sa2_item_box_health.png|Health<br />
Image:Sa2_item_box_bomb.png|Bomb<br />
</gallery><br />
<br />
==Hunting Stage objects==<br />
<br />
These are always a set of three objects that either [[Knuckles]] or [[Rouge]] need to find to complete their levels. Collecting any of these objects awards 500 points, and possibly bonus points on top of that depending on how quickly it was collected after the previous item, and how many hint monitors were used.<br />
<br />
*[[Chaos Emeralds]] - These are only present in one stage, [[Security Hall]]. The first is the red, the second the purple, and the third is light blue.<br />
*Gate Keys - These are present in two stages, [[Death Chamber]] and [[Egg Quarters]]. They both open the doors to the core of [[Eggman]]'s base. This is the only object besides the [[Master Emerald]] shards that [[Knuckles]] must find.<br />
*[[Master Emerald]] shards - By far, the most common objects for the Hunting Stages. These are pieces of the [[Master Emerald]] that [[Knuckles]] shattered at the beginning of the game.<br />
<br />
<gallery><br />
Image:Sa2_chaos_emerald_red.png|Red Chaos Emerald<br />
Image:Sa2_chaos_emerald_purple.png|Purple Chaos Emerald<br />
Image:Sa2_chaos_emerald_cyan.png|Cyan Chaos Emerald<br />
Image:Sa2_gate_key.png|Gate Key<br />
Image:Sa2_master_emerald_shard.png|Master Emerald shard<br />
</gallery><br />
<br />
There're also radar monitors, which are television-like objects that will give hints as to where the hunting objects are (only three per location). In [[Mad Space]], the hints are reversed (either by reversing the order of letters or reversing the meaning). There are monitors that are hidden from normal view, for Knuckles and Rouge, and only accessible by using the [[Sunglasses]] or [[Treasure Scope]] respectively.<br />
<br />
<gallery><br />
Image:Sa2_radar_monitor.png<br />
</gallery><br />
<br />
==Interactive objects==<br />
<br />
===Chaos Drives===<br />
<br />
:''Main article: [[Chaos Drives]]''<br />
<br />
[[Image:sa2_chaos_drive.png|right|noframe|50px]]<br />
<br />
[[Sonic Adventure 2 enemies#GUN robots|GUN robots]] will drop one when destroyed. Their function is for Chao raising. Additionally, collecting a Chaos drive awards 10 points, and in the case of Tails and Eggman, recovers the same amount of health as a ring does.<br />
<br />
===Containers===<br />
<br />
These are cubic [[Containers|boxes]], of various materials and functions, that appear scattered across every level and some boss arenas. Some might be in blocking paths, others hiding item boxes or animals. Destroying any container awards 20 points, except in [[Crazy Gadget]] where they score nothing because the containers in that level are an entirely different object (because of their reaction to gravity switches) and they were never given a point value as such.<br />
<br />
*Wooden container – Made of brown wood, they’re the most basic and common container. It can be smashed easily with no upgrades.<br />
*Steel container – Made of grey steel. It can be smashed after a specific power-up per character.<br />
*Indestructible container – Made of some kind of black material. It cannot be destroyed.<br />
*Cage – Cubic shaped and made of bars. It can be destroyed by missiles or placed [[E-20 Kiki|Kiki]] bombs.<br />
<br />
<gallery><br />
Image:sa2_container_wood.png|Wooden Container<br />
Image:sa2_container_steel.png|Steel Container<br />
Image:sa2_container_indestructible.png|Indestructible Container<br />
Image:sa2_cage.png|Cage<br />
</gallery><br />
<br />
====Chao containers====<br />
<br />
[[Image:sa2_chao_container.png|right|noframe|120px]]<br />
<br />
:''Main article: [[Chao container]]''<br />
<br />
These containers are of a light blue colour and there are always three of these containers per stage, except [[Green Hill]] which only has one. Destroying one awards 20 points, even in Crazy Gadget, and either contains a Chao Key or animals.<br />
<br />
===Level Layout===<br />
<br />
====Progression items====<br />
<br />
*Dash panel - Hitting it will give an instant speed boost.<br />
*Jump plate - large dash panels with an angle, which will launch the character over large gaps.<br />
*Springs - standard springs with variable range and row springs ones that have a short range.<br />
*Pulleys (Upreel / Downreel) - Holding onto them will permit vertical movement. <br />
<br />
<gallery><br />
Image:Sa2_dash_pannel.png|Dash panel<br />
Image:Sa2_jump plate.png|Jump plate<br />
Image:Sa2_spring.png|Standard spring<br />
Image:Sa2_spring_triple.png|Elongated spring<br />
Image:Sa2_upreel.png|Upreel / Downreel handle<br />
</gallery><br />
<br />
*Dynamite - Packs that will explode if locked on (Tails and Dr. Eggman only). This might help progression ([[Hidden Base]]) or impede it ([[Eternal Engine]]).<br />
*Missile - Standing on the green button will fire a missile. Sometimes, the missile needs to be armed by hitting a switch nearby.<br />
*Rocket - Inherited from ''[[Sonic Adventure]]'', riding it will access different parts of the level that would be unreachable otherwise (shortcuts as well).<br />
*Weight - Large, flat weights that fall when a character nears it which may serve as a trap or a way to reach higher platforms. Some have a switch that will disarm it nearby. The edges of these traps will flash red while they’re armed, but will stay completely black when disarmed.<br />
<br />
<gallery><br />
Image:Sa2_dynamite.png|Dynamite<br />
Image:Sa2_missile.png|Missile<br />
Image:Sa2_rocket.png|Rocket<br />
Image:Sa2_weight.png|Weight trap<br />
</gallery><br />
<br />
====Switches====<br />
<br />
*Ball switch- Found in many levels, these will make trails of rings or missiles appear most of the time, but it has other uses, like switching the trains in [[Pumpkin Hill]] and the water levels in [[Aquatic Mine]]. They will show as activated when they're lightened and deactivated otherwise.<br />
*Gravity switch - Pulling the lever will change the gravity in [[Crazy Gadget]].<br />
*Time switch - Hitting it will temporarily stop time in [[Cannon's Core]].<br />
*Hourglass - Flipping the hourglass will open locked doors or make paths of platforms in [[Pyramid Cave]] and [[Death Chamber]] for a short time.<br />
*Mystic Melody ruin - Somewhat inherited from ''[[Sonic Adventure]]'', since they are themed as the Knuckles' tribe is. There's always at least one per stage and they can be activated with the [[Mystic Melody]] upgrade. Then will make platforms, warp holes, rings and even springs appear. They're mostly used for Mission 3 (find the Lost Chao).<br />
<br />
<gallery><br />
Image:Sa2_switch_ball.png|Ball Switch<br />
Image:Sa2_switch_gravity.png|Gravity Switch<br />
Image:Sa2_switch_time.png|Time Switch<br />
Image:Sa2_hourglass.png|Hourglass<br />
Image:Sa2_mystic_melody_ruin.png|Mystic Melody ruin<br />
Image:Sa2_mystic_melody_warp.png|Mystic Melody warp<br />
Image:Sa2_mystic_melody_platform.png|Mystic Melody platform<br />
</gallery><br />
<br />
====Level status items====<br />
<br />
*Point Markers - Like in the majority of Sonic games, [[Checkpoint|Point Markers]] appear scattered across every level, with the exact same function but this time with added bonus per number of rings collected. Hunting levels do not have checkpoints but finding one of the items the character is looking for will serve as a save state, but will not award any bonus.<br />
**20-39 rings collected - 5 rings bonus.<br />
**40-59 rings collected - 10 ring bonus.<br />
**60-79 rings collected - 20 ring bonus.<br />
**80-89 rings collected - Speed Shoes.<br />
**90 or more rings collected - Green Barrier, or Magnetic Barrier if you already have a Barrier<br />
*[[Goal Ring|Goal]] - Signals the end of the level for running and shooting levels. Hunting levels will be over as the third piece of whatever they're looking for is collected and there is no Goal.<br />
*Back Ring - Replaces the Goal Ring in missions 2 and 3 of Sonic, Shadow, Tails, and Eggman stages, as those stages can't be completed simply by reaching the end. The Back Ring will send the character back to the start of the level with all rings, enemies, and other objects respawned, and with their score, time, and ring counters intact. As Knuckles and Rouge have no Goal Ring, a Back Ring will appear at the level's starting point in mission 2 (except in [[Mad Space]]) if the character ever takes damage, so as to prevent a scenario where the mission can't be completed because Knuckles or Rouge doesn't have rings and there aren't 100 remaining to collect in the stage. An additional Back Ring, this one functioning even in Mad Space, can be created at the location of the stage's lost Chao if the character takes damage while that location is within draw distance. There is no Back Ring in mission 3 of Knuckles or Rouge stages.<br />
<br />
<gallery><br />
Image:sa2_point_marker.png|Unused Point Marker<br />
Image:sa2_point_marker_2.png|Checked Point Marker<br />
Image:Sa2_goal_ring.png|Goal ring<br />
Image:Sa2_back_ring.png|Back ring<br />
</gallery><br />
<br />
===Unsorted===<br />
<br />
*Pipe - These are scattered across the stages, always containing one small animal that counts toward of the counter. It will be released if the character whistles. Some stages contain other scenery that serves the same function as a pipe but looks different.<br />
*Stage projectile - Level-specific items scattered across the stages that the characters can pick up. They can be thrown at enemies to destroy them, and some may release small animals when picked up for the first time.<br />
<br />
<gallery><br />
Image:Sa2_pipe.png|Pipe<br />
Image:Sa2_object_security_hall_1.png|Stage projectile ([[Security Hall]])<br />
</gallery><br />
<br />
==Other==<br />
<br />
[[Image:sa2_emblem.png|right|noframe|160px]]<br />
<br />
*Emblems - These are inherited from ''[[Sonic Adventure]]'' and they serve as collectibles for finishing various tasks. There are 180 emblems to collect, which will unlock [[Green Hill]]. They can also be used to access rare eggs in the Chao Black Market.<br />
**Hero: 80 (1 per mission), 3 (1 per A-Rank character), 1 (ending)<br />
**Dark: 70 (1 per mission), 3 (1 per A-Rank character), 1 (ending)<br />
**Last: 5 (1 per [[Cannon's Core]] mission), 1 (ending)<br />
***[[Cannon's Core]], All A-Rank: 1 (GameCube only)<br />
**Chao World:<br />
***Dreamcast: 10 (Chao Race)<br />
***GameCube: 8 (Chao Race), 1 (Chao Karate)<br />
**Mini Games: 3 (Kart Race), 3 (Boss)<br />
<br />
[[Category:Level Objects]]</div>Woohookittyhttps://info.sonicretro.org/index.php?title=Cubot&diff=176033Cubot2011-09-07T07:16:50Z<p>Woohookitty: </p>
<hr />
<div>{{Stub}}<br />
{{CharacterSheet<br />
| image1 = Sonic-Colours-Cubot.png<br />
| charcolor = yellow<br />
| textcolor = black<br />
| charname = Cubot<br />
| debut = [[Sonic Colours]]<br />
| debutyear = 2010<br />
| species = [[Eggman Robot]]<br />
| gender = N/A<br />
}}<br />
'''Cubot''' is one of [[Dr. Eggman|Dr. Eggman's]] robots in [[Sonic Colours]], alongside [[Orbot]]. He was first revealed in the manga of Sonic Colours in Japan. His voice processor is stuck on "cowboy mode" due to having the wrong chip installed when he was built. Later on in the game, this is fixed but then he has a pirate accent. Only in the final cut scene does he have his actual voice. He is voiced by [[Wally Wingert]] in English.<br />
<br />
{{Characters}}<br />
[[Category:Characters]]</div>Woohookittyhttps://info.sonicretro.org/index.php?title=Sonic_the_Hedgehog_(Sega_Vintage_Collection)&diff=175724Sonic the Hedgehog (Sega Vintage Collection)2011-08-29T04:15:47Z<p>Woohookitty: </p>
<hr />
<div>{{Bob<br />
| bobscreen=xbla shot1.jpg<br />
| screenwidth=320<br />
| publisher=[[Sega]]<br />
| developer=[[Sonic Team]]<br />
| system=[[Xbox 360]]<br />
| usa=July 11, 2007<br />
| europe=July 11, 2007<br />
}}<br />
'''''Sonic the Hedgehog Arcade''''' (working title: '''''Sonic the Hedgehog High Speed''''') is a downloadable version of ''[[Sonic the Hedgehog (16-bit)|Sonic the Hedgehog]]'' for the [[Xbox 360]]'s [[Xbox Live Arcade]]. It is part of the "Sega Vintage Collection" series; other titles include ''[[Golden Axe]]'' and ''Streets of Rage 2''.<br />
<br />
The game is run on an [[Mega Drive]] [[emulator]] and allows for control by either analog stick or D-pad. There is no opportunity to input any cheats since the controls are not available when the title screen is running. Features include the ability to save anywhere in the game, screen size adjustment, graphics filtering and the ability to post high scores to the Xbox Live Arcade leaderboard.<br />
<br />
==External Links==<br />
*[http://xboxlivearcade.sega-europe.com/en/index.html Sega Europe Xbox Live Arcade site]<br />
*[http://www.xbox.com/en-US/games/s/sonicxboxlivearcade/ Xbox Live Arcade site]<br />
<br />
{{SonicXBLAgames}}<br />
<br />
[[Category:Xbox 360 games]]</div>Woohookittyhttps://info.sonicretro.org/index.php?title=Sonic_the_Hedgehog_3_(Xbox_Live_Arcade)&diff=175723Sonic the Hedgehog 3 (Xbox Live Arcade)2011-08-29T04:14:48Z<p>Woohookitty: gr</p>
<hr />
<div>{{Bob<br />
| bobscreen=sonic3live.jpg<br />
| screenwidth=<br />
| publisher=[[Sega]]<br />
| developer=[[Sonic Team]]<br />
| system=[[Xbox 360]]<br />
| usa=June 10, 2009<br />
| europe=<br />
}}<br />
<br />
{{stub}}<br />
'''''Sonic the Hedgehog 3''''' is a downloadable version of ''[[Sonic the Hedgehog 3]]'' for the [[Xbox 360]]'s [[Xbox Live Arcade]]. It is part of the "Sega Vintage Collection" series. It has support for HDTV 1080p and contains leaderboards not to mention having online multiplayer and voice support.<br />
<br />
Because it is a modified emulator playing the game, the save feature which would normally be used in game is not present. Instead a new save game feature is used and disallows going back in the game to get emeralds, among other things..<br />
<br />
The game costs 400 Microsoft points.<br />
<br />
==External Links==<br />
*[http://www.xbox.com/en-US/games/s/sonicth3xboxlivearcade/ Xbox Live Arcade site]<br />
<br />
{{SonicXBLAgames}}<br />
<br />
[[Category:Xbox 360 games]]</div>Woohookittyhttps://info.sonicretro.org/index.php?title=Sonic_the_Hedgehog_2_(16-bit)/Bugs&diff=173571Sonic the Hedgehog 2 (16-bit)/Bugs2011-07-08T04:51:12Z<p>Woohookitty: /* Wing Fortress Zone walking on air */</p>
<hr />
<div>==Player bugs==<br />
===Super Sonic at the end of a level===<br />
[[Image:S2_supersonicglitch.png|right|thumb|The Super Sonic glitch in action]]Attempting to transform into [[Super Sonic]] after hitting a signpost or prison capsule results in Sonic "walking" in mid air, and becoming unresponsive to controls. If Sonic moves off the right side of the screen before this happens the score tally will appear and the game continues on to the the next level as normal. If he does not leave the screen he will get stuck with no way of ending the level. The player can't wait for a time over, because passing a signpost stops the timer. The only thing to do without debug in this situation is to reset the game. [http://www.youtube.com/watch?v=XHVr6koLFYw This] shows the glitch. <br />
<br />
Note: Prison capsules make the score tally appear automatically, so the level will always end.<br />
<!-- This doesn't cause the game to crash however, as the next level starts as normal after the score tally. --><br />
<br />
'''Fixed in:''' Final revision 02<!-- commenting out moving during score tally cos I think Aquaslash is right about it being intentional behaviour<br />
<br />
===Moving during Score Tally===<br />
If the player jumps while off the side of the screen before the character(s) start running after touching the end level panel the player will still be able to control him. This bug was also present in ''Sonic 1''.<br />
<br />
'''Not fixed''' in any version--><br />
<br />
===Tails high score===<br />
If [[Tails]] hits an enemy after Sonic has just died, he gets stuck and gains a large score (as well as several extra lives). [http://www.youtube.com/watch?v=dVHgKlm1vwQ]<br />
<br />
This bug occurs in all known betas and prototypes; an easy way to reproduce it in the [[Sonic the Hedgehog 2 Simon Wai Prototype|Wai beta]] is to go to Hidden Palace Zone, immediately Spin Dash to the right, and press jump as Sonic dies.<br />
<br />
In the final, the bug still exists, but Tails starts flying when Sonic dies, making him unable to hit enemies.<br />
<br />
'''Fixed in:''' Final version<br />
<br />
===Super Sonic countdown===<br />
The timer that keeps track of the ring countdown is flawed in that it cycles every 61 frames instead of 60. This effectively gives the player an additional second of time for every 60 rings.<br />
<br />
'''Not fixed''' in any version<br />
<br />
===Life counter glitch===<br />
If a player dies from time-over in a 2P Versus mode while on their last life, the Game Over routine will be interrupted and the results screen will be displayed. The player who died will appear to have 0 lives, but if they die again, the counter will roll back to "y5" (255), as the lives are stored as an unsigned byte, and the life counter was only meant to display up to 99 lives.<br />
<br />
This bug can also be found in single player mode. In Chemical Plant Zone, there is an area before the boss where there are spikes underwater. If a player has 1 life, gets a ring and lets the drowning timer dwindle down to "1", then jumps into the spikes, Sonic will drown in the middle of his "recoil from damage" animation, which will cause two lives to be lost and the counter to roll back to "y5".<br />
<br />
'''Not fixed''' in any version<br />
<br />
===Multiple Badniks in a row in 2-Player mode===<br />
[[Image:S2_sharedcombocounterglitch.png|right|thumb|The shared combo counter glitch in action]]<br />
It's quite common knowledge that if you destroy several badniks in a row you're awarded more and more points.<br />
<br />
However, this behaviour is present also in Sonic 2's 2-Player mode, and the counter of destroyed badniks is shared between the players. Example: If Sonic destroys a badnik, and Tails quickly destroys another badnik, Tails will get 200 points, and vice-versa. First noticed {{LinkRetro|post=211519|title=here}}.<br />
<br />
'''Not fixed''' in any version <br />
<br />
=== Knuckles in Sonic 2 signpost glitch ===<br />
In Act 1s, if you glide past the signpost instead of walking past it, the screen doesn't lock and Knuckles can move around at will during the score count. [http://www.youtube.com/watch?v=STVOSbTzASk Here] is the glitch.<br />
<br />
'''Not fixed''' in any version of Knuckles in Sonic 2.<br />
<br />
==Level bugs==<br />
<br />
===Emerald Hill Zone===<br />
<br />
====Horizontal scrolling glitch====<br />
In [[Emerald Hill Zone]], the bottom two rows of foreground pixels don't scroll horizontally, causing them to be permanently misaligned.<br />
<br />
'''Not fixed''' in any version of plain ''Sonic 2''; '''Fixed''' in ''[[Knuckles in Sonic 2]]''.<br />
<br />
====2P: Bridge sprite glitch====<br />
[[Image:S2_2P_EHZ_Bridge.png|right|thumb|Bridge sprite glitch.]]<br />
In 2P VS mode, if you go on the top route to the section where there's two bridges right next to each other and move the camera such that only four or fewer logs from the first bridge are visible, the entire first bridge will disappear. The bridge will reappear if you move to the left again.<br />
<br />
'''Not fixed''' in any version.<br />
<br />
===Chemical Plant Zone===<br />
Should you get knocked into a transportation pipe by getting hurt, The pipe will glitch [http://www.youtube.com/watch?v=WkYuPQoJzvU As seen here]<br />
<br />
'''Not fixed''' in any version.<br />
<br />
<br />
===Aquatic Ruin Zone enemy collision===<br />
In [[Aquatic Ruin Zone]], if Sonic touches an enemy while he's in a section of the level that is obscured by leaves, no collision will occur.<br />
<br />
'''Not fixed''' in any version.<br />
<br />
<gallery><br />
Image:S2_ARZ_Leaf_Collision_Bug.png|Sonic gets hit by a [[Grounder]], but nothing happens!<br />
Image:S2_ARZ_Leaf_Collision_Bug_NoLeaves.png|Disabling the scroll plane to get a closer look.<br />
</gallery><br />
<br />
===Hill Top Zone===<br />
====Rexon Crash====<br />
On [[Hill Top Zone]], it is possible to crash the game when hitting [[Rexon]] (the plesiosaur-like badnik that sits in the lava). Conflicts in the code cause it to jump to a section of code it was never meant to jump to. This results in invalid opcodes being processed and an eventual crash. A link to this glitch is [http://www.youtube.com/watch?v=qP1nH6_x6wk here] (the player here is Super Sonic but it can happen as [http://www.youtube.com/watch?v=8buRLsXWH5g regular Sonic] as well). <br />
<br />
'''Not fixed''' in any version of plain Sonic 2; '''Fixed''' in Knuckles in Sonic 2.<br />
====Super Sonic Death====<br />
Similar to the Rexon bug, when playing as Super Sonic, if he enters the area where the Rexon from above is found and falls to the bottom of the screen (where there is lava) then the camera doesn't follow him quick enough, the ring-loss chime plays and Sonic dies.<br />
<br />
'''Not fixed''' in any version.<br />
<br />
===Oil Ocean Zone physics===<br />
In [[Oil Ocean Zone]] act 2, find the area with four green platforms which launch into the air occasionally. Step on the last one and when being shot out of the tube hold right and land on the spikes in a way that will knock you into the round object to the left. If done correctly the physics will be different and the character will jump higher. The bug eventually wears off when getting in another speed tube, jumping on a spring, or passing through a wall. Alternatively, you can use the [[Pro Action Replay]] code FFB82C:04 while on that level. This code only works when reaching that area.<br />
<br />
'''Not fixed''' in any version.<br />
<br />
===Metropolis Zone shortcut===<br />
By triggering the platforms that fall into the lava while invincible (even via getting hit) Sonic will ride the platform and penetrate the lava. This almost always brings Sonic into a later part of the level. With one platform that isn't far from an invincibility box, you can even get the "zero-gravity" mode.<br />
<br />
'''Not fixed''' in any version.<br />
<br />
===Sky Chase Zone falling off of Tornado===<br />
In [[Sky Chase Zone]], if you charge a spindash up and release, you will go too fast for the [[Tornado]] and fall off. This also happens with [[Super Sonic]], too. This glitch can be seen [http://www.youtube.com/watch?v=Qjdj_4SihVY in this video.] Whether or not this is actually a glitch is up for debate, as it could just be seen as a mistake on the player's part.<br />
<br />
'''Not fixed''' in any version.<br />
<br />
===Wing Fortress Zone walking on air===<br />
In [[Wing Fortress Zone]], find a column of platforms that rise up and then retract. Stay on one of the platform as it reaches the top and retracts. You won't fall down and instead will be standing in mid-air. You can walk left and right at that height and won't fall down until you get hit by an obstacle or jump down.<br />
<br />
'''Only present in [[Sonic Classics]] version of Sonic 2'''<br />
<br />
==Miscellaneous bugs==<br />
===14 continues chime===<br />
When the 14 continues cheat is performed by playing sounds 01, 01, 02, and 04 on the options menu, an invalid sound attempts to play, resulting in non-stop Oil Ocean music for the remainder of the game. The fault is with the way the sound number is entered into the game's code. For every sound, the bit 7 must be enabled to properly reference it. The code instead is written without bit 7 being used.<br />
<br />
'''Fixed in:''' Final Revision 02<br />
<br />
===Music tempo change===<br />
If the 1up jingle is playing while the super sneakers wear off, the level music will not revert back to its normal tempo.<br />
<br />
'''Not Fixed In Any Version'''<br />
<br />
===Unlimited speed shoes===<br />
If a player dies whilst using speed-shoes in 2 player mode, the character's speed level isn't reset properly, thus causing the character to run at speed-shoe speed for the remainder of the act.<br />
<br />
'''Not Fixed In Any Version'''<br />
<br />
===Super Sonic keeps invincibility stars===<br />
When transforming into [[Super Sonic]], if Sonic collects his 50th ring and jumps while invincible, the invincibility stars will not disappear after 20 seconds as expected. Since Super Sonic is already invincible, the stars don't give him any additional powers.<br />
<br />
<gallery><br />
Image:Super_Sonic_Invincible_Stars.png|Super Sonic with stars left over from a previous invincibility monitor.<br />
</gallery><br />
<br />
'''Not Fixed In Any Version'''<br />
<br />
<br />
{{S2MDOmni}}<br />
[[Category:Bug Lists]]</div>Woohookittyhttps://info.sonicretro.org/index.php?title=Kyodai_Eggman_Robo&diff=173158Kyodai Eggman Robo2011-07-02T08:40:42Z<p>Woohookitty: /* Stage 3 */</p>
<hr />
<div>{{Breadcrumb<br />
|Sonic and Knuckles|:Category:Sonic & Knuckles Bosses and Sub-bosses|l2=Bosses|{{PAGENAME}}}}<br />
{{BossInfo<br />
| image=Dez2finalboss.png<br />
| name=Great Eggman Robo<br />
| game=Sonic & Knuckles<br />
| level=[[Death Egg (S&K)|Death Egg]]<br />
| playedas=Sonic and/or Tails<br />
| hits=34 total<br>(18 Fingers, 8 Emerald, 8 Eggmobile)<br />
| music=<br><flashmp3>Sonic and Knuckles OSV/26 - Final Boss.mp3</flashmp3><br />
}}<br />
'''Great Eggman Robo''' is the [[Death Egg Zone (S&K)|Death Egg]] Boss of both ''[[Sonic & Knuckles]]'' and ''[[Sonic 3 & Knuckles]]''. It is playable as [[Sonic]] and [[Tails]] in normal gameplay, and as [[Knuckles]] via the Level Select (his normal game ending at [[Sky Sanctuary Zone]]) as [[The Doomsday Zone|Doomsday]] Act 2.<br />
<br />
Having beaten [[Death Ball]] successfully, the player runs off screen and the level fades to black, then back in with a [[Death Egg Zone (S&K)|Death Egg Zone]] Act 2 title card (the only clue that this is in fact a different Act entirely), revealing the player character chasing [[Robotnik]], who quickly jumps inside a giant robot though a hatchway that closes behind him. The ground begins to collapse, forcing the player to run to the right to find stable ground, and as such the player leaves the mech behind. It then comes back in from the left, beginning the final boss fight.<br />
<br />
===Stage 1===<br />
The boss comes in from the left, filling the screen, with 6 massive fingers collected in two groups of three. Each "hand" will lock on to the character if it is close enough, then rise slightly and slam down into the floor, doing damage unless the character is [[Spin Dash]]ing. It continues this until all 6 fingers have been destroyed - each takes 3 hits. The fingers can only be hit when on the ground, and to do this the player can either jump up just when the fingers are about to fall and bounce on them from the top, hold a Spin Dash and let the fingers destroy themselves, or let a Spin Dash go while standing between fingers and ricochet off 2 or more of them. Skilled players can drop down from a jump onto two fingers simultaneously, if positioned correctly, with a pixel tolerance of zero. It is also possible to hit a finger twice in the same slam. The spin dash set off from inside the group of fingers yields best results. However, as Sonic of course, the [[Insta-Shield]] can be used to chip away 3 fingers at once, which, if done correctly, has greater results than the spindash.<br />
<br />
[[File:DEZBoss2.PNG|right|thumb|200px|Charging the Master Emerald laser.]]<br />
<br />
===Stage 2===<br />
Once all the fingers have been destroyed, the mech drops below the platform and out of sight, then appears sideways-on at the far left of the screen, in what is arguably the hardest section of the entire boss. The mech slowly marches towards the player, firing fireballs from it's nose that the player must dodge. The player must then hit the upper chest area of the mech, which then drops down, revealing the [[Master Emerald]]. The Emerald charges for a few seconds (the player's chance to jump in and do some actual damage to the mech), before firing a screen-length laser that can only be dodged if the player is at the apex of a jump. (It is also possible, if the laser goes off during the rise of a mech walking step, to crouch and avoid death by laser, but this is a very rare occurence and death usually results from such attempts.) 8 hits of the Master Emerald later, and the mech drops downwards off the screen again, defeated - but it's not quite over yet.<br />
<br clear="all"><br />
<br />
[[File:DEZBoss3.PNG|right|thumb|200px|Robotnik ''really'' wants to keep that gem!]]<br />
<br />
===Stage 3===<br />
The final stage. Rising from the smoking wreck of the giant robot is an [[Egg-O-Matic]], piloted by Robotnik (or the [[Eggrobo]], curiously, if the player is using Knuckles), and he has the Master Emerald on the end of the same grabbing device that was used to steal it from the [[Hidden Palace Zone (S&K)|Hidden Palace Zone]] in the first place. He then flies off to the right, and the platform rapidly starts crumbling from the left, garbage falling from the sky as the Death Egg finally falls to pieces. The player must chase after the Egg-O-Matic and hit it - there are no hazards in this stage other than the disintegrating walkway. Notably however, you cannot be or become Super or Hyper in this stage. Holding right and pressing jump occasionally is enough to defeat him - just make sure to time the jump when the character is underneath or to the right of the machine or the resulting bounce may be enough to throw the character off into open space and an instant death. After 8 hits the Egg-O-Matic explodes, and the Master Emerald drops onto the platform the character is on - the level is complete.<br />
<br />
===Post-Boss===<br />
At this point, one of several things happen, depending on the character and/or Emeralds gathered (see [[Sonic 3 & Knuckles chronology and endings]] for further elaboration):<br />
<br />
* If the player is Sonic and he has all the [[Super Emeralds]], the game will progress to the [[Doomsday Zone]] with the Best Ending.<br />
* If the player is Sonic and he has all the [[Chaos Emeralds]] and ''none'' of the Super Emeralds, the game will go to the Doomsday Zone with the shortened Good Ending.<br />
* If the player is Sonic and has any other Emerald combination, the game will go to the regular Ending.<br />
* If the player is Tails and he has all the Super Emeralds, the game will progress to the good ending for Tails. (No Doomsday Zone for Tails)<br />
* If the player is Tails and he has not collected all the emeralds, the game will progress to the normal ending for Tails. (No Doomsday Zone for Tails)<br />
* If the player is Knuckles (having accessed the boss by cheating, as Death Egg Zone is normally unavailable to the echidna), the game goes straight back to the Sega logo and then the title screen, without an ending sequence. <br />
<br clear="all"><br />
{{Sonic3&KOmni|5}}<br />
[[Category:Sonic & Knuckles Bosses and Sub-bosses]]<br />
[[Category:Sonic and Knuckles Bosses and Sub-bosses]] <!-- keep for DPL --></div>Woohookittyhttps://info.sonicretro.org/index.php?title=City_Escape&diff=172676City Escape2011-06-22T08:43:56Z<p>Woohookitty: /* Differences between Dreamcast and GameCube versions */</p>
<hr />
<div>{{LevelBob<br />
|game=Sonic Adventure 2<br />
|levelno=First hero storyline<br />
|theme1=urban<br />
|levelscreen=cityescape.png<br />
|screenwidth=320px<br />
|Mission1=Escape from the military pursuit!|ARank1=18,000 points|MaxRings1=<br/>[[Image:DCicon.png]] 436 + 3 Point Markers<br/>[[Image:GCicon.png]] 424 + 3 Point Markers<br />
|Mission2=Collect 100 rings!|ARank2=1:20<br />
|Mission3=Find the lost Chao!|ARank3=2:30<br />
|Mission4=Reach the goal within 3 minutes!|ARank4=18,000 points<br />
|Mission5=Clear Hard Mode!|ARank5=19,000 points|MaxRings5=<br/>[[Image:DCicon.png]] 395 + 3 Point Markers<br/>[[Image:GCicon.png]] 397 + 3 Point Markers<br />
|music=[[Escape from the City]]<br/><flashmp3>Sonic Adventure 2 OST/Hero Side/03 - Escape From The City.mp3</flashmp3>|music2=The Mad Convoy Race<br/><flashmp3>Sonic Adventure 2 OST/Hero Side/04 - The Mad Convoy Race.mp3</flashmp3>}}<br />
<br />
'''City Escape''' is the first stage in the Hero storyline of ''[[Sonic Adventure 2]]'' and the first stage playable by [[Sonic]]. It corresponds to Sonic's escape and subsequent run through the city to escape the GUN military which is tracking him down.<br />
<br />
==Plot==<br />
<br />
:''13:27''<br />
:''Above the Capital city''<br />
A GUN helicopter flies through the blue sky and some communications about location and status are overboard. Then there’s a small commotion inside and Sonic flies out of the side door, apparently fed up with up and bored with the lack of food and movies. He rips part of the wing (probably a [http://en.wikipedia.org/wiki/Flap_(aircraft) flap]) and drops to the city below.<br />
<br />
==Level layout==<br />
<br />
===Appearance===<br />
<br />
City Escape is a city themed level, based on parts of [http://en.wikipedia.org/wiki/San_Francisco San Francisco], where [[Sonic Team|Sonic Team USA]] is located, especially the steep hill streets.<br />
<br />
This level is an introductory / tutorial level, so there aren't any notable gimmick present besides the [[Sonic Adventure 2 objects#Ramp|Ramps]], which will make Sonic do a trick by pressing {{X}} while on them and that vary in animation and points due to speed. There's an emphasis on street [http://en.wikipedia.org/wiki/Parkour Parkour] movement though.<br />
<br />
Other level specific objects are swing bars and handrails; green street lamps, red benches, newspaper boxes, recycle centres, purple shrubs, hedges and trees, cars of different colours and shapes (a pair of city cars (one red, one cyan), a pair of executive cars (one white, one black), a van (blue), a common yellow and black American taxi), trams, an assortment of street signs (STOP, Speed limit and Parking) and billboards scattered amongst the level.<br />
<br />
====Billboards and Ads (Dreamcast)====<br />
<br />
<gallery><br />
Image:Chaossoda.png|Chaos Soda<br />
Image:Emeraldnotwork.png|Emerald Notwork<br />
Image:Nights_letsfly.png|[[NiGHTS]]: Let's Fly<br />
Image:Habitforming.png|Playing SA2 is Habit Forming<br />
Image:Pizzaad_01.png|Pizza Sonic 2<br />
Image:Soapshoesad_02.png|SOAP Shoes<br />
Image:Sonicteam_ad.png|Sonic Team<br />
Image:Springfestival.png|Spring Festival<br />
Image:Chaoinspacece.png|Chao in Space: Collector's Edition<br />
Image:Chaoinspace2.png|Chao in Space 2<br />
Image:Gun_justice.png|[[GUN]] "JUSTICE" Flyer<br />
Image:Chaossoda_bench.png|Chaos Soda Bench Ad<br />
Image:Gotring_bench.png|Got Ring? Bench Ad<br />
</gallery><br />
<br />
====Billboards and Ads (GameCube)====<br />
<gallery><br />
Image:Chaoscola.png|Chaos Cola<br />
Image:Digitalchoke.png|Digitalchoke<br />
Image:Nights_dreamresort.png|[[NiGHTS]]: The Dream Resort<br />
Image:Habitforming_gc.png|Playing SA2 is Habit Forming<br />
Image:Subburger_ad.png|Sub Burger<br />
Image:Soapshoesad_gc.png|SOAP Shoes<br />
Image:Sonicteam_ad_gc.png|Sonic Team<br />
Image:10th_box_expo.png|10th Item Box Expo<br />
Image:Chaoinspace2_gc.png|Chao in Space 2: 2 Disk Special Edition<br />
Image:planet_chaos.png|Planet of the Chaos<br />
Image:Gun_justice.png|[[GUN]] "JUSTICE" Flyer<br />
Image:Emerald_notwork_bench.png|Emerald Notwork Bench Ad<br />
Image:Soap_bench.png|SOAP Shoes Bench Ad<br />
</gallery><br />
<br />
===Walkthrough===<br />
<br />
Sonic first starts by dropping from above still carrying the board from the cutscene and he will use it to transverse the first section of the stage, which is composed by steep hill streets. Along the way, there are several cars parked in the sidewalks and passing in the roads, which hit will fly away and slow Sonic down (though not hurting him). There are also some ramps that will allow tricks either to get points or access higher. After a parked ferry, Sonic will kick the board away and launched to a new zone.<br />
<br />
A bit further, the way forks twice: one by foot (and along the wall) to the left and by using a switch hidden by a steel container to the right, which will make a string of rings appear. Either way, they both end up at a dead end of some sorts, walled up with wooden containers. Doing a somersault will destroy them and access a staircase with a handrail and at the end there’s a passageway to another section. Here Sonic can make his way up the staircase on the left, using the vertically moving platforms over the bottomless pit, or using the Beetle and the Homing Attack to pass it directly to the First Point Marker.<br />
<br />
Past it there’s a section similar to the boarding section, but run on foot this time. The parked cars will still fly out when Sonic somersaults them and tricks can still be performed on ramps. At the end there’s a staircase section, with some robots and containers, and past a hallway, another section like the first after the Point Marker. At the bottom there’s a long strip of stairs and a handrail, which end up in a new section. Here the way forks twice: to the left and using the springs or using the tunnel to the right. Either way, both end up at the ledge with the Second Point Marker.<br />
<br />
Beyond there’s a large open grassy area, with three ways to go. The main path is clearly marked on the ground with pavement and through a bridge, and both left and right end up at the top of the bridge (and optionally a trail of rings to the path below). Both ways connect close to a large loop and a run down the side of the building. In the subsequent section, there’s a Mystic Melody ruin at the left, which activated will reveal a spring leading to an acrobatic path up the building. Going forward, there are several steel containers on the ground after the stairs, which block the way to the [[Magic Hands]] upgrade. Past it there’s a bottomless pit and some horizontal platforms that allow Sonic to pass through. Going back to where the Mystic Melody ruin was, there’s another path, by using the swinging bars to access the high ledge and with the option of using the Beetles as a way across the bottomless pit. Both ways connect on a passageway to a long stair section with handrails. At the bottom there are three ways to pass through the Third Point Marker, by going up the staircase at the left, by using the vertical moving platforms over the bottomless pit, or by swinging the bar correctly and passing over the pit.<br />
<br />
After the Point Marker, there’s a small gap that can be passed through using a somersault. A giant GUN truck will burst through and chase Sonic down a section similar to the boarding one, though no moving cars are present and the camera is switched 180 degrees. Though the truck goes a bit slower if Sonic goes slower as well, touching it will hurt and there’s no way but staying out of its grasp until it crashes on a bridge. Past it there are some dash panels, which eventually will launch Sonic to a large open area where the Goal is.<br />
<br />
====Hard Mode====<br />
<br />
The first section remains the same, with the exception of some objects switching their place.<br />
<br />
The second section changes twice: once with the passageway containers switching from wooden to steel and the area leading to the Point Marker, which has the staircase to the left completely blocked off, though it's possible to grind up the handrail. The path on the right also changes, there's only one vertically moving platform over the bottomless pit and (an optional) Beetle closer to the ledge than the item box in Normal Mode was. It's also easy to use to spindash across the gap.<br />
<br />
The third section changes like the first mostly, the objects switch their places in the boarding-like sections, and the staircase section will have the main path blocked and therefore Sonic must go around it.<br />
<br />
The fourth doesn’t change much either, but the Mystic Melody ruin won’t generate a spring nor is the path up the building present in the first place either. One of the two swinging bars will be gone, rendering the high ledge at the end impossible to reach by conventional means. Sonic is forced to go through the bottom path instead, and instead of vertical moving platforms, there’s a Beetle and a trail of rings that will help Sonic pass through this area. At the long stair with handrail section, there’s an enemy in every gap.<br />
<br />
The chase segment doesn’t change much besides the obvious less forgiving and faster truck.<br />
<br />
===Other versions===<br />
<br />
City Escape shares most of it's layout and level objects with Tails' [[Mission Street]] city sections: green street lamps, newspaper boxes, red benches, trees, cars, street signs and some billboards.<br />
<br />
==[[Sonic Adventure 2 enemies|Enemies]]==<br />
<br />
{|border="1" class="prettytable"<br />
!rowspan="2"|Type !!rowspan="2"|Series !!colspan="2"|Models<br />
|-<br />
!Normal Mode !! Hard Mode<br />
|-<br />
|rowspan="3"|[[File:Gun logo.png|40px|link=GUN military force#Sonic Adventure 2|GUN military force]]<br />
|[[Beetle series]]<br />
|[[Mono Beetle]], [[Spark Beetle]], [[Spring Beetle]], [[Gold Beetle]]<br />
|[[Mono Beetle]], [[Gun Beetle]], [[Gun Wing]], [[Gold Beetle]]<br />
|-<br />
|[[Hunter series]]<br />
|[[Gun Hunter]]<br />
|[[Gun Hunter]], [[Shield Hunter]]<br />
|}<br />
<br />
==Locations==<br />
<br />
===[[Sonic Adventure 2 objects#Animals|Animals]]===<br />
<br />
{|border="1" class="prettytable"<br />
!Animal !! Quantity !! Location<br />
|-<br />
|align="center"|[[Image:Rabbit.png|link=Rabbit]] || 4<br />
|First Point Marker: Under the first taxi at the right after the Point Marker<br/>First Point Marker: Circling the right tree, just before the staircase section.<br/>Second Point Marker: In the end of the alley, on the right of the Point Marker.<br/>Second Point Marker: Around one of the benches, in the section after the small rail section.<br />
|-<br />
|align="center"|[[Image:Raccoon.png|link=Raccoon]] || 3<br />
|Beginning: At the right behind the hedge, right after Sonic lets go of the board.<br/>Beginning: Below the right bench, in the same area as the Point Marker.<br/>First Point Marker: At the right in the section right before the long handrail.<br />
|-<br />
|align="center"|[[Image:Skunk.png|link=Skunk]] || 3<br />
|First Point Marker: Under a blue car, just before the staircase section.<br/>First Point Marker: Circling the recycle centre after the enlogated springs on the staircase section.<br/>Second Point Marker: Over the lamp post behind the Gun robot, on the green grass open area.<br />
|-<br />
|align="center"|[[Image:Sheep.png|link=Sheep]] || 1<br />
|Third point marker - behind the right ledge, where the Point Marker is.<br />
|-<br />
|Random || 9<br />
|Beginning: In a pipe hidden by wooden containers, located at the northeast corner of the area after Sonic lets go of the board.<br/>Beginning: In a pipe near an Omochao, located near the first bottomless pit.<br/>First Point Marker: Whistling close to the purple sherub in the section right before the rail.<br/>First Point Marker: Whistling close to a recycle bin, to the back west of the section after the long handrail.<br/>First Point Marker: In a pipe hidden by wooden containers, to the back east part of the section after the long handrail.<br/>Second Point Marker: Whistling close to the tree after the building side run.<br/>Second Point Marker: Whistling close to the recycle centre close to the bottomless pit.<br/>Third Point Marker: In a pipe, located at the back east part of the section after the long rail.<br/>Third Point Marker: Whistling close to the newspaper box close to the Goal.<br />
|-<br />
!align="center"|[[Image:Unicorn.png|link=Unicorn]]<br />
| || '''Level specific animal'''<br />
|}<br />
<br />
===[[Sonic Adventure 2 objects#Big the Cat|Big the Cat]]===<br />
<br />
In the chasing section before the end, Big can be seen along the right side of the last stretch of road before the bridge, panicking and then being ran over by the truck.<br />
<br />
===[[Sonic Adventure 2 objects#Chao container|Chao container]]===<br />
<br />
*First Point Marker: At the top east part of the staircase section.<br />
*First Point Marker - On top of the ledge after the long handrail.<br />
*Second Point Marker - Over the high ledge to the north, after the run down the bulting's side section.<br />
**In Hard Mode, it switches to the small room that is blocked by the steel containers on the floor, around the same area.<br />
<br />
===[[Sonic Adventure 2 objects#Gold Beetle|Gold Beetle]]===<br />
<br />
After the first Point Marker, the Gold Beetle can be found over the ledge after the first long stretch of handrails and close to the Chao container. In Hard Mode it switches locations, an exception to the rule, and can be found at the beginning of the second long stretch of handrails, after the second Point Marker.<br />
<br />
===[[Sonic Adventure 2 objects#Lost Chao|Lost Chao]]===<br />
<br />
*Recommended upgrades: [[Mystic Melody]]<br />
<br />
After the running down the bulding section, there's a Mystic Melody to the right in the area. Activating will reveal a spring, that leads to a path up the building. The Lost Chao is on top of it in a small alcove that it's also seen on the way down the building.<br />
<br />
===[[Sonic Adventure 2 upgrades|Upgrade]]===<br />
<br />
[[Image:Magicgloves sa2.png|right|100px]]<br />
<br />
*Recommended upgrades: [[Bounce Bracelet]], [[Flame Ring]]<br />
<br />
The [[Magic Hands]] can be found right after the running down the building's side section. It's in a room blocked by steel containers on the floor, after the swinging bars section.<br />
<br />
==Differences between Dreamcast and GameCube versions==<br />
<br />
*Many of the billboards and posters were changed in the [[Sonic Adventure 2: Battle|GameCube version]].<br />
*In the area after Sonic gets off the board, there is a ring item box on the wall. It was worth 20 rings in the [[Sonic Adventure 2|Dreamcast version]] but was changed to 10 rings in the GameCube version.<br />
*The word "WELCOME" was removed from the two grassy areas on both sides of the stairs after the first Point Marker and the three trick ramps in the GameCube version.<br />
*[[Omochao]] appears just before the Goal Ring in the GameCube version. He will say "That big truck scared me." if the player picks him up and jumps into the Goal Ring.<br />
<br />
==Trivia==<br />
<br />
*At the cutscene that precedes the level, the pilot of the helicopter identifies himself with an [http://en.wikipedia.org/wiki/Acrophony acrophony system] (used similarly in the widely known [http://en.wikipedia.org/wiki/NATO_phonetic_alphabet NATO Phonetic Alphabet], as Sigma-Alpha 2, which means SA2.<br />
*In the aforementioned cutscene, Sonic’s model has his old shoes while he escapes the helicopter but they have changed to the trademark Soap shoes when he lets himself drop to the city below.<br />
*In the ''[[Sonic Adventure 2: The Trial]]'' disc included with ''[[Phantasy Star Online]]'', The first cutscene of the game is seen. The pilot of the helicopter says "What the hell?" In the finished product, the quote is changed to "What in the world?"<br />
*The "Playing SA2 is habit forming" poster had a hidden message on the bottom. It reads; "ANTI XXXX XX2 ASSOCIATION". This actually means "ANTI SONY PS2 ASSOCIATION". The message was removed in the Gamecube version.<br />
<gallery><br />
File:Pizzaad_02.png|This texture was found within the disc, but it was never placed. <br />
File:Pizzaad_01.png|Instead, there's this one, which looks similar.<br />
File:Ce_budweiser.png|City Escape texture with Budweiser sign<br />
</gallery><br />
<br />
{{SA2Omni}}<br />
[[Category:Sonic Adventure 2 Levels]]</div>Woohookittyhttps://info.sonicretro.org/index.php?title=Blue_Marine_Zone&diff=172622Blue Marine Zone2011-06-21T04:37:34Z<p>Woohookitty: </p>
<hr />
<div>{{sub-stub}}<br />
{{LevelBob<br />
| levelscreen=Blue_Marine.png<br />
| screenwidth=<br />
| levelno=Forth<br />
| game=Sonic Blast<br />
| acts=3<br />
| boss=<br />
| subboss=<br />
| osv=<br />
| map=<br />
| underwater=Yes<br />
|theme1=ancient ruins<br />
}}<br />
'''Blue Marine Zone''' is the fourth zone in ''[[Sonic Blast]]'', and is a typical [[Ancient Ruins cliché]]. This is the only zone in the game where there's water, and you'll drown if you stay in water for too long. If you need air, you can either get out of the water, get an air bubble or travel in the suction tubes. There are also water currents, which you have to avoid.<br />
<br />
{{SonicBlastOmni}}<br />
[[Category:Sonic Blast Levels]]</div>Woohookittyhttps://info.sonicretro.org/index.php?title=Sonic_the_Hedgehog_4&diff=172042Sonic the Hedgehog 42011-06-01T05:26:48Z<p>Woohookitty: /* Criticism */ more objective</p>
<hr />
<div>:''For similarly-titled media, see [[Sonic the Hedgehog 4 (disambiguation)]].''<br />
{{Bob<br />
|bobscreen=Sonic4 WiiTitleScreen.png<br />
|screenwidth=320px<br />
|system=[[sega:Nintendo Wii|Nintendo Wii]] ([[sega:WiiWare|WiiWare]]),<br>[[sega:Microsoft Xbox 360|Microsoft Xbox 360]] ([[sega:Xbox Live Arcade|Xbox Live Arcade]]),<br> [[sega:Sony PlayStation 3|Sony PlayStation 3]] (Sony [[sega:PlayStation Network|PlayStation Network]]),<br> Apple [[sega:iPhone|iPhone]], [[sega:iPod Touch|iPod Touch]], [[sega:iPad|iPad]] ([[sega:App Store|App Store]]),<br>[[sega:Windows Phone 7|Windows Phone 7]]<br />
|publisher=[[sega:Sega|Sega]]<br />
|developer=[[sega:Sonic Team|Sonic Team]] / [[Sega:Dimps|Dimps]]<br />
|usa= '''Episode 1''': <br>October 7, 2010 (iPhone), October 11, 2010 (Wii),<br> October 12, 2010 (PSN), October 13, 2010 (Xbox Live)<br />
|japan= '''Episode 1''':<br> October 12, 2010 (iPhone), October 12, 2010 (Wii),<br> October 12, 2010 (PSN), October 13, 2010 (Xbox Live)<br />
|europe= '''Episode 1''':<br> October 7, 2010 (iPhone), October 15, 2010 (Wii),<br> October 13, 2010 (PSN), October 13, 2010 (Xbox Live)<br />
|genre=2D platformer<br />
|esrb=e|pegi=3|usk=6}}<br />
<br />
'''''Sonic the Hedgehog 4''''' is a [[Sonic the Hedgehog]] episodic game with its first episode released on October 7th, 11th, 12th, and 13th in the US regions, October 7th, 13th, and 15th in the EU region, and October 12, 13th in the JP region. It was originally codenamed ''Project Needlemouse'', after [[Mr. Needlemouse]], the name given to several early prototypes of Sonic.<br />
<br />
The game was first announced on the GameSpot website on September 9th, 2009, the 10th anniversary of the [[sega:Sega Dreamcast|Sega Dreamcast]]. The game is a 2D, download-only title on [[sega:Xbox Live Arcade|Xbox Live Arcade]], [[sega:Sony PlayStation 3|PlayStation Network]], [[sega:Nintendo Wii|WiiWare]], and Apple's iPhone and iPod Touch; and features HD graphics on the former two platforms. It is a direct sequel to ''[[Sonic & Knuckles]]'' and is set after the events of that game. It is being released in episodic format, with its storyline spread across several episodes. [[Takashi Iizuka]], who was involved in level design in ''[[Sonic 3 & Knuckles]]'', is involved with the development, while [[Jun Senoue]] is the game's Sound Director.<br />
<br />
On March 22, NGamer revealed that the game will have 3 Episodes, each comprising 4 Zones. [http://www.sonicstadium.org/news/ngamer-magazine-preview-confirms-game-length-special-stage] Each Zone has 4 Acts, the last of which is a boss battle with Sonic's perpetual nemesis [[Dr. Eggman]].<br />
<br />
==Gameplay==<br />
The game intends to replicate the feel of 16-bit era Sonic games with elements such as side scrolling levels and classic-style badniks. Sonic is the only playable character. Each zone features 3 acts, similar to ''[[Sonic 1]]'''s design, along with a boss act. The [[Homing Attack]] and [[Spin Dash]] are present. [[Monitors]] return in this game, and power-ups attainable from them include the [[Speed Shoes]], [[Shield]], and [[Invincibility]]. [[Special Stage (Sonic the Hedgehog 4)|Special Stages]] are present and take place in [[Special Stage (Sonic the Hedgehog 16-bit)|Sonic 1-esque]] levels which must be navigated by tilting the level with either the D-Pad or through motion controls on supported systems. If all 7 [[Chaos Emeralds]] are collected in the Special Stage and 50 or more rings are collected the player will be able to transform into [[Super Sonic]], a feature which has not been implemented in regular levels in an action Sonic game since ''Sonic 3 and Knuckles''. The transformation is activated by pressing a button that is not Jump, making transforming into Super Sonic less likely to be accidental. In the Wii version, it's simply the {{1}} button, while on the 360 it is the {{X}}/{{Y}} buttons.<br />
<br />
==Platform Differences==<br />
In order to fit within WiiWare size limits, music in the Wii version uses a sequenced format similar to MIDI or module formats. As a result, there are noticeable differences from the Xbox 360 and PlayStation 3 versions, which use recorded music. As the Wii is not capable of producing high definition graphics the screen resolution is also smaller.<br />
<br />
The iOS version contains some differences found in the [[Sonic the Hedgehog 4: Episode 1 (PartnerNET build)|PartnerNET build]], and retains some changes found in that build, including the rotating minecart stage in [[Lost Labyrinth Zone]] and the Score Attack section in [[Casino Street Zone]]. The camera rotates when running through loops in this version also.<br />
<br />
Only the PlayStation 3 and Xbox 360 versions support custom soundtracks.<br />
<br />
==Criticism==<br />
''Sonic the Hedgehog 4: Episode 1'' has been criticized for its "floaty" physics, likely due to its use of the ''[[Sonic Rush]]'' engine. This can often result in various oddities such as Sonic being able to stand sideways on walls. Following negative reception from older builds, it was confirmed that the physics would be tuned up for the final release, however it has been stated that dramatic changes in the way the game plays would require extensive level-redesign, which was not possible in the time limit set until the game's release.<br />
<br />
The music has also been criticized for its poor choice of synthesized instruments, as well as low-quality DAC recordings from [[Sonic 2]] that vary little between songs. [[Jun Senoue]] said that he looked into using a [[Mega Drive]] soundfont, but could not find a NEC PC-88 (a popular 80s Japanese computer with similar sound hardware) to run the software on.<br />
<br />
Another controversial issue is Sonic's design, which uses the modern style model that debuted in ''[[Sonic Adventure]]'' and has since received refinements until its most recent state in ''[[Sonic Unleashed]]''. Many fans believe that the classic Sonic design should have been used, and a [http://www.gopetition.co.uk/petitions/bring-the-classic-sonic-to-sonic-the-hedgehog-4.html petition] was set up for SEGA to include a classic model. However, in a magazine [[Takashi Iizuka]] said that the classic style wasn't returning, as all games since ''Sonic Adventure'' have featured Sonic in his modern design.<br />
<br />
==Production Credits==<br />
{{main|Sonic the Hedgehog 4: Episode 1 credits}}<br />
<br />
==Resources==<br />
===Artwork===<br />
<gallery><br />
File:Sonic4ep1.png|Title Screen Logo<br />
File:Sonic4Episode1-box.PNG|Leaked Box Artwork<br />
File:S4E1clean.jpg|Box Artwork (Clean)<br />
File:Sonic4_render.png|Title Screen Pose<br />
File:Sonic_run.png|Sonic Running<br />
File:Sonic_down.png|Sonic Falling Down<br />
File:CG_eggman_03.png|Eggman Artwork<br />
</gallery><br />
<br />
==External links==<br />
*[http://www.sonicthehedgehog4.com Official Website]<br />
*[http://sonic.sega.jp/SonicTheHedgehog4/ Japanese Official Website]<br />
*[http://uk.gamespot.com/news/6216991.html Initial announcement (and teaser trailer) on Gamespot]<br />
* [http://www.youtube.com/watch?v=gMwKBg-VcpA Project Needlemouse Music from Hedgehog Day on YouTube]<br />
*[http://www.gamespot.com/xbox360/action/projectneedlemouse/news.html?sid=6249445&tag=topslot;img;1&mode=previews Sonic 4 announcement and trailer on Gamespot]<br />
*[http://uk.gamespot.com/pc/action/projectneedlemouse/news.html?sid=6216990&mode=previews The interview with Ken Balough on Gamespot]<br />
*[http://blogs.sega.com/usa/2010/01/15/project-needlemouse-character-countdown-finale-and-concept-art/ Sega America Blog: Project Needlemouse Character Countdown – Finale and Concept Art!]<br />
<br />
{{S4Omni}}<br />
{{SonicIDeviceGames}}<br />
{{SonicXBLAgames}}<br />
{{SonicPS3games}}<br />
{{SonicVirtualConsole/WiiWareGames}}<br />
<br />
[[Category:Virtual Console/WiiWare Games]]<br />
[[Category:Xbox 360 Games]]<br />
[[Category:PlayStation 3 Games]]<br />
[[Category:Mobile Phone Games]]<br />
[[Category:IDevice Games]]</div>Woohookittyhttps://info.sonicretro.org/index.php?title=Death_Egg_Zone_(S%26K)&diff=171850Death Egg Zone (S&K)2011-05-24T05:13:08Z<p>Woohookitty: </p>
<hr />
<div>{{LevelBob<br />
| name=Death Egg Zone<br />
| levelscreen=Deatheggsk.png<br />
| levelno=Seventh<br />
| game=Sonic & Knuckles<br />
| acts=2<br />
| boss=Great Eggman Robo<br />
| subboss=Red Eye<br />
| subboss2=Death Ball<br />
| osv=[[Sonic & Knuckles OSV]]<br />
| music1=<flashmp3>Sonic and Knuckles OSV/24 - Death Egg Zone - Act 1.mp3</flashmp3><br />
| music2=<flashmp3>Sonic and Knuckles OSV/25 - Death Egg Zone - Act 2.mp3</flashmp3><br />
| theme1=Death Egg<br />
| theme2=industrial<br />
| theme2location=Act 1<br />
| theme3=outer space<br />
| theme3location=Act 2<br />
| map=Sonic 3 & Knuckles Level Maps<br />
| prereq=Play as [[Sonic]] and/or [[Tails]]<br />
| rings1=278 + 90<br />
| rings2=198 + 120<br />
| icon=DEZicon.png<br />
}}<br />
'''Death Egg Zone''' is the seventh level in ''[[Sonic & Knuckles]]''. As the name implies, the stage is set in the enormous hull of the [[Death Egg]]. There are gravity changing devices, high-speed transport tubes, and even an engine room with buttons that must be turned to the same color in order to exit the room. Sonic enters by jumping on board from Sky Sanctuary, and exits for a final battle with Robotnik in space as the Death Egg falls apart.<br />
<br />
Knuckles doesn't participate in this level as Sky Sanctuary concluded his story, however using [[Level Select]] he can play this stage normally...for the most part. He's unable to beat the first boss due to his lower jump height. <br />
<br />
==Bosses and Strategy==<br />
The bosses, as to be expected, are difficult.<br />
<br />
The Act 1 boss is a giant eye with rotating balls around its center. You have to wait for the balls to spin outward then get in the center. Jump up to hit the eye and at the height of your jump, hit jump again. You'll hit it. Damage it eight times and the eye will separate from its metal base. At this point, get on the platforms spinning around it and attack the center until the platforms begin orbiting the eye quickly. Then get away and watch for the laser coming from the bottom. Hit another eight times to win.<br />
<br />
The first one of the Act 2 bosses is self-defeating, as long as you know what you're doing. It is a floating ball that resembles the Death Egg. It drops crawling bombs. When you have one almost lined up, go into the teleporter and gravity will switch, causing the bombs to hit the boss. Do this eight times to win. You can also flip the bombs at it if they are stuck point-first in the ceiling or floor, making for a much faster fight.<br />
<br />
The following boss, considered the normal final boss of the game: a massive robot similar somewhat to that in the ''[[Sonic 2]]'' version of Death Egg Zone (only bigger), that is listed in the level select as "Doomsday Zone 2", but is actually part of Death Egg. This boss has three phases: the first phase is merely smashing his fingers, in other words, the robot will try and smash you with its hands. You must destroy all of its 6 fingers to get past. The next part is a bit more difficult, as the robot will destroy any floor it touches, so you have to run through the whole thing. The robot is behind you; you'll just have to jump on an exact point of the robot (the place where he shoots fire from) and it will open up its shell and use the Master Emerald to fire a beam at you. The beam can be avoided by jumping right before it is fired, i.e. when the sound effect ends. After or before the beam is fired, you have to jump and hit the container holding the Master Emerald. The bot is still moving, and the container will close quickly, so you have to be fast. It takes 8 hits to finish this second phase. Finally, after that, Eggman will quickly get in his little pod and carry the Master Emerald away. You must hit him 8 more times; afterward, he will drop the Emerald and you will have beaten him!<br />
<br />
==Instruction Manual Description==<br />
{{quote|Face bald, belligerent Robotnik in his whirling Death Egg!}}<br />
<br />
==Sonic Team Commentary (from ''[[Sonic Jam]]'' Strategy Guide)==<br />
{{quote|1=When thinking of space, gravity controls come to mind, so that was the theme behind this stage. We tried to give it a feel you could only have in outer space, how did we do? We surveyed many people to determine if up and down should be reversed when the gravity flips. I guess that it is just easier to have pressing down to crouch feel natural!|2=[[Yuji Naka]]}}<br />
<br />
==Enemies==<br />
*[[Spikebonker]] - Badnik with a large spiked ball floating around it.<br />
*[[Chainspike]] - Blue badnik with extendable spikes in four directions.<br />
<br />
{{Sonic3&KOmni}}<br />
[[Category:Sonic 3 & Knuckles Levels]]<br />
[[Category:Sonic 3 and Knuckles Levels]]</div>Woohookittyhttps://info.sonicretro.org/index.php?title=Sonic_the_Hedgehog_3_%26_Knuckles/Bugs&diff=171849Sonic the Hedgehog 3 & Knuckles/Bugs2011-05-24T05:06:33Z<p>Woohookitty: /* Mushroom Hill boss (Jet Mobile) */</p>
<hr />
<div>==Level bugs==<br />
==="Zero-gravity"mode===<br />
Sonic will achieve a sort of "zero-gravity" mode and not fall until he jumps. He keeps walking at the angle of the slope he is on when he landed and he won't walk in another angle without jumping again. With this mode, Sonic can sometimes pass through walls and reach areas that are normally unreachable without debug. This glitch happens because the plus $08 flag on the RAM adress $B02A ( which it's purpose is to stop sonic from falling through objects) hadn't been reset to normal after sonic left the object he was standing on. When sonic stands on another object, destroys an enemy from above or enters a bonus/special stage, the flag will be properly reset to normal and the glitch will stop.<br />
Circumstances where sonic can achieve this state:<br />
*In Carnival Night Zone, if tails puts sonic onto the cannon, tails will enter the cannon and sonic won't. If sonic spindashes on the cannon and releases it at the right time, he'll enter this state.<br />
*In Ice Cap Zone, if tails breaks the ice cubes while sonic is standing on it, sonic will enter this state.<br />
*In Flying Battery zone, if tails brings sonic to some of the hangers, he'll enter this state too.<br />
<br />
'''Not fixed in any version'''<br />
<br />
===Pass through objects===<br />
If Sonic looks up and tails picks him up when the screen moved up, the screen position will not reset and sonic can fall through objects below him if tails stops flying and drops. If Sonic crouches down and tails picks him up after the screen scrolls down, sonic can pass through objects on top of him.<br />
<br />
'''Not fixed in any version'''<br />
<br />
===Move during end of level score tally===<br />
If a player times it right and jumps into Tails hands as he is flying at the end of the level the player will still be able to move during the score tally.<br />
<gallery>File:SonicCanMoveDuringScoreTally.png|Sonic can move during the score tally</gallery><br />
<br />
'''Not fixed in any version'''<br />
<br />
===Sonic vs Knuckles' boss in Launch Base Act 1===<br />
If sonic passed through the set of spikes near the start and under a collasping platform and a huge rotating cylinder, he will zip to the right and arrive at Knuckles' boss arena. Two twin hammers will appear, but sonic only need to defeat 1 to proceed to the next level. However, tails must lift sonic to the ledge on top of the arena to avoid death upon the next level loads. Sonic musn't defeat both bosses at the same time or the game will crash. The undefeated twin hammer can be destroyed without worries about the game crashing, and will follow sonic wherever he goes.<br />
<br />
'''Not fixed in any version'''<br />
<br />
===Flying Battery boss ([[Hang Mobile]])===<br />
<br />
While playing as [[Knuckles the Echidna]] in [[Flying Battery Zone]] act 2, the [[Hang Mobile|boss]] is [[Dr. Eggman|Dr. Robotnik]] instead of [[Eggrobo]].<br />
<br />
This is likely to be due to the fact that the battle's perspective is different: The [[Eggpod]] and thus its pilot face the screen head on, and so require new [[sega:sprite|sprite]]s, which the artists did not implement for Eggrobo. <br />
<br />
<gallery>File:Fbzboss.png|Knuckles fighting Robotnik in Flying Battery Zone</gallery><br />
<br />
'''Not fixed''' in any version (The [[Sonic hacks|hack]] ''[[Sonic 3 Complete (hack)|Sonic 3 Complete]]'' by [[Tiddles]] addressed this by implementing Eggrobo sprites edited from one of the ending cutscenes.)<br />
<br />
===Mushroom Hill boss ([[Jet Mobile]])===<br />
The same thing sometimes happens in [[Mushroom Hill Zone]] act 2, though not always. It happens more often after the player dies. Its caused by the game not having enough time to implement the Eggrobo face. <br />
<br />
<gallery>File:KnucklesAgainstRobotnikInMHZ2.png|Knuckles fighting Robotnik in Mushroom Hill Zone</gallery><br />
<br />
'''Not fixed''' in any version (again, addressed in ''Sonic 3 Complete'')<br />
<br />
===Knuckles in Carnival Night===<br />
While playing as Knuckles, one can take [[Sonic]]'s path in Carnival Night 2, then glide over the boss area revealing a load of junk.<gallery>File:CNZ2-KnucklesAboutToClimbTheWall.png|Knuckles looking at the wall right after he climbed the transportation tube up to Sonic's way to the boss<br />
File:CNZ2-KnucklesAtTheTopOfTheWall.png|Knuckles at the top of the aforementioned wall<br />
File:CNZ2-KnucklesFlyingTowardsTheJunk.png|Knuckles flying to the right<br />
File:CNZ2-KnucklesReachedTheJunk.png|Knuckles reached the junk, and there is even more below</gallery><br />
<br />
'''Not fixed''' in any version<br />
<br />
===Knuckles Palette===<br />
Due to palette limitations, Knuckles' socks change colors; when you are playing as Knuckles, they are green. When you are playing as Sonic, [[Tails]], or Sonic and Tails, they are yellow. Furthermore, as can be noted by entering [[Sky Sanctuary Zone]] act 1 as Knuckles through debug mode, the two 'versions' of Knuckles have slightly different hues.<br />
<br />
<gallery>File:DuelingKnuckles.png|"Hey. You look sort of familiar, but...not"</gallery><br />
<br />
'''Not fixed''' in any version<br />
<br />
===Standing on LBZ spinning floors===<br />
If the player comes to a natural stop on the spinning floors after being rolled up into a ball, he will be using his standing sprite instead of the rotating sprites.<br />
<br />
<gallery>File:LBZSpinningBug.png|Sonic and Tails standing still on the rotating platform</gallery><br />
<br />
'''Not fixed''' in any version<br />
<br />
===Triggering the LBZ booster infinite times===<br />
If the player does a spin dash in the right place and at the right time he will trigger the booster infinite times as long as he'll maintain his spin dash position.<br />
<br />
<gallery>File:LBZBoosterBug.png|Sonic triggering the booster while spindashing</gallery><br />
<br />
'''Not fixed''' in any version<br />
<br />
===Corkey Doesn't Harm Knuckles When He Climbs===<br />
If Knuckles is climbing on a wall, [[Corkey]]'s laser doesn't harm him.<br />
<br />
<gallery>File:CorkeyDoesNotHarmKnucklesWhenHeClimbs.png|Knuckles magically surviving Corkey's attack</gallery><br />
<br />
'''Not fixed''' in any version<br />
<br />
===Hovering Knuckles in Hydrocity and Sandopolis===<br />
If you climb in [[Hydrocity Zone]] below one of those up and down moving rotating blocks, it will push you down without resetting you to normal status when you leave the wall, resulting you are climbing in the middle of nowhere. [http://www.youtube.com/watch?v=-qOVqxn-JVA This video might explain it a little bit better.]<br>The same thing can happen in [[Sandopolis Zone]]<br />
<br />
<gallery>File:HCZ-KnucklesHovering.png|Just climb below one of those up and down moving thingies and get pushed down<br />
File:KnucklesClimbsOnNothingInSandopolisZone.png|It can happen in Sandopolis, too!</gallery><br />
<br />
'''Not fixed''' in any version<br />
<br />
===Wrong Tails animation in LRZ2===<br />
When Knuckles throws the boulder at the end of the second act of Lava Reef Zone, Tails will use a wrong animation if he's not playing with Sonic.<gallery>File:LRZ2-Boulder-SonicTails.png|Good<br />
File:LRZ2-Boulder-Tails.png|That's no good</gallery><br />
'''Not fixed''' in any version<br />
<br />
===Iwamodoki doesn't give you points===<br />
The [[Iwamodoki]] badnik doesn't give you points even though it releases a flicky and displays a "100" points score when it explodes.<gallery>File:IwamodokiBugBefore.png|Three Iwamodokis ready to explode. The one in the bottom right has yet to get into its exploding animation<br />
File:IwamodokiBugAfter.png|They all exploded, and even though they all displayed "100" points, note how the total score didn't change</gallery><br />
'''Not fixed''' in any version<br />
<br />
=== Mid-boss music for main boss fight ===<br />
The game will occasionally play the mid boss music for the main boss.<br />
<br />
==With Hyper Sonic...==<br />
[[Hyper Sonic]]'s extraordinary abilities help to bring even more bugs and glitches into Sonic 3 & Knuckles. In particular, his double jump which allows him to boost towards any of the 8 main directions can bring quite a lot of confusion to the mix.<br />
===Mushroom Hill boss===<br />
By double jumping before the screen gets locked vertically, Hyper Sonic messes up the level scrolling. The level is still completable, though.<br />
<br />
<gallery>File:MHZ2HSbug.png|Note to self: do not jump this high</gallery><br />
<br />
'''Not fixed''' in any version<br />
<br />
===Flying Battery===<br />
Hyper Sonic's ability to cross small walls and barriers with a double jump allows him to escape from the force field in the pre-boss in Flying Battery 2. By doing this you can go almost all of the way up to the second battle with Robotnik. However, the cloud and object sprites are corrupted until Robotnik runs away as part of the first battle.<br />
<br />
<gallery>File:FBZHSbug.png|Hey Robotnik, where are you looking?</gallery><br />
<br />
'''Not fixed''' in any version<br />
<br />
===Mushroom Hill miniboss===<br />
If MHZ's miniboss is defeated too quickly (e.g. while it is still moving before it could arrive to the right limit of the screen), the Act 1 to Act 2 transition doesn't take place properly, leaving Sonic helplessly stuck at the beginning of Act 2. In order to hit the miniboss 6 times so quickly, Hyper Sonic's double jump must be used.<gallery>File:MHZ1HSbug1.png|The score tally already doesn't look so good<br />
File:MHZ1HSbug2.png|Hmmm, last time I checked there used to be a slope there<br />
File:MHZ1HSbug3.png|Good, Knuckles won't come to perform the cutscene. Gotta wait 9 minutes and 59 seconds...</gallery><br />
'''Not fixed''' in any version<br />
<br />
{{Sonic3&KOmni}}<br />
[[Category:Bug Lists]]</div>Woohookittyhttps://info.sonicretro.org/index.php?title=Sonic_the_Hedgehog_3/Bugs&diff=171848Sonic the Hedgehog 3/Bugs2011-05-24T04:44:35Z<p>Woohookitty: /* Level Select Checkpoint Glitches */</p>
<hr />
<div>==Level bugs==<br />
<br />
<br />
===Knuckles Image===<br />
When the signpost is falling, you can see [[Blue Knuckles]] on the post.<br />
<br />
'''Fixed''' in ''[[Sonic & Knuckles]]''.<br />
<br />
===Random Tails disappearance===<br />
Sometimes, [[Tails]] won't turn up for the [[Marble Garden Zone]] boss, when playing as either [[Sonic]] & Tails or Sonic alone. This is currently believed to happen at random.<br />
<br />
Accessing this boss as Knuckles (only accessed by using cheats or glitches) in ''[[Sonic 3 & Knuckles]]'' will randomly cause the same issue. Another effect that may be related is sometimes you cannot move Tails up and down; that is most likely due to Tails spawning too early, so when EggRobo digs into the ground, stay on the ground and wait for Tails.<br />
<br />
'''''Not fixed''''' in any version.<br />
<br />
===Random Tails appearance===<br />
If Sonic, playing alone, reaches the end of [[Carnival Night Zone]] Act 1 without dying since the start of the zone, Tails will be heard and then seen suddenly dying after the mini-boss is defeated. After the sign falls and Act 2 begins, Tails will reappear and fall into the stage, but will be unable to move, and must be left behind. Should Sonic manage to also then reach the end of Act 2 still without dying, Tails will be seen dying again after defeating [[Eggman]], and will spawn again on the screen after the "Act 2 completed" messages complete. When moving to enter the cannon, Tails will be crushed against the ledge as the screen is forced to the right.<br />
<br />
Presumably, this occurs because after loading Tails for the start of the zone in which he delivers Sonic from the end of the previous zone ([[Marble Garden]]), Tails is not properly unloaded until Sonic dies or reaches the next zone ([[IceCap]]).<br />
<br />
'''Fixed''' in ''[[Sonic & Knuckles]]''.<br />
<br />
===Tails End-of-level Sequence Bug===<br />
At the end of [[Angel Island Zone]] Act 2, playing as Sonic and Tails, you are chased by Robotnik's "Flying Fortress", which drops bombs that are easily avoided simply by running at full speed. Tails however will catch up with Sonic and then slow down to avoid overtaking Sonic, and will therefore be caught by the bombs. This occurs in ''Sonic 3'' alone and ''Sonic 3 & Knuckles'', and Tails is repeatedly hit by bombs; however, in the former, after being hit by a bomb Tails will remain running at the very far left of the screen.<br />
<br />
'Fixed' (behaviour altered) in ''[[Sonic 3 & Knuckles]]''.<br />
<br />
===Strange Title Cards===<br />
By using the level select it is possible to get strange title cards in the [[bonus stage]]s.<br />
<br />
'''Fixed''' in ''[[Sonic & Knuckles]]''.<br />
<br />
===Strange Palette===<br />
By using the level select it is possible to see Knuckles with strange palettes underwater in various places.<br />
<br />
'''''Not fixed''''' in any version.<br />
<br />
===Super Sonic Bubble Bounce===<br />
Super Sonic can perform the bubble shield bounce.<br />
<br />
'''Fixed''' in ''[[Sonic & Knuckles]]''.<br />
<br />
===Level Select Checkpoint Glitches===<br />
By using the level select and passing a checkpoint in any zone, then selecting [[Angel Island Zone]] (Act 1), the game will freeze. This is because if you get a checkpoint, and pick another zone, the water level will be set to 00. The game can also crash if water covers the whole screen in Angel Island (Act 1), thus making it freeze by this checkpoint glitch.<br />
<br />
Various other glitches are caused by passing a checkpoint in any zone using level select and then picking another zone via level select. It causes the title cards to be wrong (often referencing the first level picked in level select) and Sonic/Tails get spawned in very odd places within the level, including walls. Also, objects sometimes don't load or they don't work properly. <br />
<br />
'''Fixed''' in ''[[Sonic & Knuckles]]''.<br />
<br />
===Hydrocity Zone Act 2 Boss Bug===<br />
After being swept through the tunnel into the cavern to face Robotnik in [[Hydrocity Zone]] Act 2, it is possible to skip the boss by running quickly through the area to the right, where the animal capsule can be found and activated. The end of level music will play, and the points added up, but the bomb drop and blast sounds can still be heard from the boss, and the water spout will not appear to take Sonic and Tails (or Sonic and Tails playing solo) to [[Marble Garden Zone]]. Also, the character name in the score tally will sometimes glitch. If the console is reset however, the save game will allow you to continue from [[Marble Garden Zone]] Act 1 as normal.<br />
<br />
'''Fixed''' in ''[[Sonic & Knuckles]]''.<br />
<br />
===Hydrocity Zone Floor Glitch===<br />
In the section where you go through a loop that leads to a vertical corkscrew that darts underwater, and is followed by a small tunnel and then a thick blue floor that curves up and then back down, Tails can swim through the blue floor in this area if he jumps as soon as he exits the tunnel and then starts swimming at a 45 degree angle to the hill in the floor. Under the floor is nothing but the eventual bottom of the level. Incidentally spikes were placed under other supposedly inaccessible places of the level, just not here.<br />
<br />
'''Not Fixed''' in any version.<br />
<br />
===Hydrocity Zone Ramp Glitch===<br />
When travelling around [[Hydrocity Zone]] Acts 1 or 2, after rolling at speed up a 90 degree ramp transfer from floor to wall, the player character will sometime glitch inside the wall. It seems to happen more often if the character is rolling rather than running, and if the player is holding "down" on the controller during the roll.<br />
<br />
'''Fixed''' in ''[[Sonic & Knuckles]]''.<br />
<br />
===Super Sonic Roll Glitch===<br />
If playing as Sonic or Sonic and Tails, becoming Super Sonic and rolling will cause the player to slow down.<br />
<br />
'''Fixed''' in ''[[Sonic & Knuckles]]''.<br />
<br />
===Super Sonic Elevator Glitch===<br />
When playing as Super Sonic in [[Launch Base Zone]] Act 1, if the player holds left whilst Super Sonic is inside a "spinning elevator", he will glitch outside the elevator in the "push" pose before the doors of the elevator open.<br />
<br />
'''''Not fixed''''' in any version.<br />
<br />
===Vertical wrap glitch===<br />
In Acts where the level wraps vertically, the player can duck, wait for the screen to scroll down, then immediately jump, causing the screen to mistake the player's position and make the screen scroll all the way around. During this time, the player can move through certain objects, including kill planes, allowing access to otherwise restricted areas.<br />
<br />
Acts affected:<br />
* [[Marble Garden Zone]] Act 1<br />
* [[IceCap Zone]] Act 1<br />
* [[Sandopolis Zone]] Act 2<br />
* [[Sky Sanctuary Zone]] Act 1<br />
<br />
'''''Not fixed''''' in any version.<br />
<br />
===Flying Battery Music===<br />
In ''[[Sonic the Hedgehog 3]]'' Standalone, the echo track of [[Flying Battery Zone]]'s Act 1 music will go off sync after the first loop, and slowly gain drag behind the lead melody. The more times the song loops, the farther the echo track will be from the lead. This level isn't playable in ''Sonic 3'' alone, but the bug still occurs in sound test.<br />
<br />
'''Fixed''' in ''Sonic 3 & Knuckles'' Final<br />
<br />
===Super Sonic Gets Hurt===<br />
In Ice Cap Zone Act 1, by using the Vertical wrap glitch, Super Sonic can gain access to Knuckles' area. While in this area, there are icicle spikes that harm Super Sonic, thus the player loses all of their rings and Super Sonic transforms back into Sonic.<br />
<br />
'''Fixed''' in ''[[Sonic & Knuckles]]''.<br />
<br />
===Super Sonic Gets Hurt (again)===<br />
In Launch Base Zone Act 2, when the final boss slams Super Sonic against the ground, he can still lose rings.<br />
<br />
'''Fixed''' in ''[[Sonic & Knuckles]]'' (the character gently bounces off while making a spring sound).<br />
<br />
===Super Sonic Sprites Glitch===<br />
[[File:YellowSonic.png|thumb|250px|right|Let Super Sonic be drawn into the boss' water plume and this will happen.]]<br />
While fighting the Hydrocity Boss, if you allow Super Sonic to be drawn to the water plume, Super Sonic will lose the custom sprites and will appear as regular Sonic (spikes pointing down instead of up) though the yellow color is retained. Furthermore, once this has happened, defeating the boss will result in Sonic retaining the SuperSonic yellow color even after bursting the robotizing chamber open. The score tally will also appear with Sonic's name in yellow instead of blue. [http://www.youtube.com/watch?v=k8cKcuNlVjU Here] is the glitch in action.<br />
<br />
'''Fixed''' in ''Sonic 3 & Knuckles''.<br />
<br />
===Tails’ Sudden Death===<br />
In IceCap Zone, Act 1, Tails will lose a life when going down the first slide past the first star post. This can be avoided if you can enter a Special Stage through the giant gold ring found just above said slide. After a life is lost or after returning from a Special or Bonus Stage, Tails can go down the slide without losing a second life. The bug is caused by the snowboard sequence at the beginning of the act. The game attempts to load it when Tails goes down the slope, which crushes Tails. <br />
<br />
'''Fixed''' in ''Sonic 3 & Knuckles''.<br />
<br />
===Act 1 Music Glitch===<br />
In IceCap Zone Act 1, returning to the final starpost in the act (after leaving the cave) results in the music from Act 2 playing instead of the one for Act 1. The same occurs when returning to the starpost or giant ring locations in Angel Island Zone Act 1 after the mid-boss has set the island on fire; this is because everything beyond this point is actually part of Act 2. Sonic 3 & Knuckles fixes this specifically for the first starpost after the Angel Island fire, but not for the special stage or Icecap.<br />
<br />
'''Partly Fixed''' in ''Sonic 3 & Knuckles''.<br />
<br />
===Sonic & Knuckles Mid-Boss Music===<br />
<br />
While fighting the Hydrocity Zone’s boss or mid-boss, if you stay underwater long enough to trigger the drowning countdown, when you jump out of the water, the music for Sonic 3 & Knuckles’ mid-boss fights is played instead of the correct track. Even without the drowning glitch, the track normally played for the Hydrocity mid-boss is the act 2 boss music, which may be a bug or oversight in itself. This is changed in Sonic 3 & Knuckles, so that the mid-boss plays the regular mid-boss music for that game; however, the bug causing mid-boss music to play after a drowning countdown during the second act's boss fight remains.<br />
<br />
'''Partly Fixed''' in ''Sonic 3 & Knuckles''.<br />
<br />
===Marble Garden Mid-Boss Glitch===<br />
It is possible to defeat the mid-boss by using 2 player Tails before it has been activated properly. By stopping Sonic before the screen has been locked for the mid-boss fight, and killing the mid-boss using Tails, the act 2 loading sequence will be out of position and crash the game once the end-of-act sign has landed.<br />
<br />
'''Fixed''' in ''Sonic 3 & Knuckles''.<br />
<br />
===Carnival Night boss glitch===<br />
It is possible for [[Graviton Mobile]] to drop the "ball" into the shaft that was used to get up to the boss fight. This is because the shaft is just to the left of the boss fight area and the ball follows the normal set of physics, so it isn't affected by the screen lock. [http://www.youtube.com/watch?v=-7vJJLA6LFQ This] uses debug to show what happens. <br />
<br />
<br />
{{Sonic3&KOmni}}<br />
[[Category:Bug Lists]]</div>Woohookittyhttps://info.sonicretro.org/index.php?title=Sonic_the_Hedgehog_3/Bugs&diff=171847Sonic the Hedgehog 3/Bugs2011-05-24T04:43:40Z<p>Woohookitty: /* Angel Island Checkpoint */ More encompassing</p>
<hr />
<div>==Level bugs==<br />
<br />
<br />
===Knuckles Image===<br />
When the signpost is falling, you can see [[Blue Knuckles]] on the post.<br />
<br />
'''Fixed''' in ''[[Sonic & Knuckles]]''.<br />
<br />
===Random Tails disappearance===<br />
Sometimes, [[Tails]] won't turn up for the [[Marble Garden Zone]] boss, when playing as either [[Sonic]] & Tails or Sonic alone. This is currently believed to happen at random.<br />
<br />
Accessing this boss as Knuckles (only accessed by using cheats or glitches) in ''[[Sonic 3 & Knuckles]]'' will randomly cause the same issue. Another effect that may be related is sometimes you cannot move Tails up and down; that is most likely due to Tails spawning too early, so when EggRobo digs into the ground, stay on the ground and wait for Tails.<br />
<br />
'''''Not fixed''''' in any version.<br />
<br />
===Random Tails appearance===<br />
If Sonic, playing alone, reaches the end of [[Carnival Night Zone]] Act 1 without dying since the start of the zone, Tails will be heard and then seen suddenly dying after the mini-boss is defeated. After the sign falls and Act 2 begins, Tails will reappear and fall into the stage, but will be unable to move, and must be left behind. Should Sonic manage to also then reach the end of Act 2 still without dying, Tails will be seen dying again after defeating [[Eggman]], and will spawn again on the screen after the "Act 2 completed" messages complete. When moving to enter the cannon, Tails will be crushed against the ledge as the screen is forced to the right.<br />
<br />
Presumably, this occurs because after loading Tails for the start of the zone in which he delivers Sonic from the end of the previous zone ([[Marble Garden]]), Tails is not properly unloaded until Sonic dies or reaches the next zone ([[IceCap]]).<br />
<br />
'''Fixed''' in ''[[Sonic & Knuckles]]''.<br />
<br />
===Tails End-of-level Sequence Bug===<br />
At the end of [[Angel Island Zone]] Act 2, playing as Sonic and Tails, you are chased by Robotnik's "Flying Fortress", which drops bombs that are easily avoided simply by running at full speed. Tails however will catch up with Sonic and then slow down to avoid overtaking Sonic, and will therefore be caught by the bombs. This occurs in ''Sonic 3'' alone and ''Sonic 3 & Knuckles'', and Tails is repeatedly hit by bombs; however, in the former, after being hit by a bomb Tails will remain running at the very far left of the screen.<br />
<br />
'Fixed' (behaviour altered) in ''[[Sonic 3 & Knuckles]]''.<br />
<br />
===Strange Title Cards===<br />
By using the level select it is possible to get strange title cards in the [[bonus stage]]s.<br />
<br />
'''Fixed''' in ''[[Sonic & Knuckles]]''.<br />
<br />
===Strange Palette===<br />
By using the level select it is possible to see Knuckles with strange palettes underwater in various places.<br />
<br />
'''''Not fixed''''' in any version.<br />
<br />
===Super Sonic Bubble Bounce===<br />
Super Sonic can perform the bubble shield bounce.<br />
<br />
'''Fixed''' in ''[[Sonic & Knuckles]]''.<br />
<br />
===Level Select Checkpoint Glitches===<br />
By using the level select and passing a checkpoint in any zone, then selecting [[Angel Island Zone]] (Act 1), the game will freeze. This is because if you get a checkpoint, and pick another zone, the water level will be set to 00. The game can also crash if water covers the whole screen in Angel Island (Act 1), thus making it freeze by this checkpoint glitch.<br />
<br />
Various other glitches are caused by passing a checkpoint in any zone using level select and then picking another zone via level select. It causes the title cards to be wrong (often referencing the first level picked in level select) and Sonic/Tails get spawned in very odd places within the level. Also, objects sometimes don't load or they don't work properly. <br />
<br />
'''Fixed''' in ''[[Sonic & Knuckles]]''.<br />
<br />
===Hydrocity Zone Act 2 Boss Bug===<br />
After being swept through the tunnel into the cavern to face Robotnik in [[Hydrocity Zone]] Act 2, it is possible to skip the boss by running quickly through the area to the right, where the animal capsule can be found and activated. The end of level music will play, and the points added up, but the bomb drop and blast sounds can still be heard from the boss, and the water spout will not appear to take Sonic and Tails (or Sonic and Tails playing solo) to [[Marble Garden Zone]]. Also, the character name in the score tally will sometimes glitch. If the console is reset however, the save game will allow you to continue from [[Marble Garden Zone]] Act 1 as normal.<br />
<br />
'''Fixed''' in ''[[Sonic & Knuckles]]''.<br />
<br />
===Hydrocity Zone Floor Glitch===<br />
In the section where you go through a loop that leads to a vertical corkscrew that darts underwater, and is followed by a small tunnel and then a thick blue floor that curves up and then back down, Tails can swim through the blue floor in this area if he jumps as soon as he exits the tunnel and then starts swimming at a 45 degree angle to the hill in the floor. Under the floor is nothing but the eventual bottom of the level. Incidentally spikes were placed under other supposedly inaccessible places of the level, just not here.<br />
<br />
'''Not Fixed''' in any version.<br />
<br />
===Hydrocity Zone Ramp Glitch===<br />
When travelling around [[Hydrocity Zone]] Acts 1 or 2, after rolling at speed up a 90 degree ramp transfer from floor to wall, the player character will sometime glitch inside the wall. It seems to happen more often if the character is rolling rather than running, and if the player is holding "down" on the controller during the roll.<br />
<br />
'''Fixed''' in ''[[Sonic & Knuckles]]''.<br />
<br />
===Super Sonic Roll Glitch===<br />
If playing as Sonic or Sonic and Tails, becoming Super Sonic and rolling will cause the player to slow down.<br />
<br />
'''Fixed''' in ''[[Sonic & Knuckles]]''.<br />
<br />
===Super Sonic Elevator Glitch===<br />
When playing as Super Sonic in [[Launch Base Zone]] Act 1, if the player holds left whilst Super Sonic is inside a "spinning elevator", he will glitch outside the elevator in the "push" pose before the doors of the elevator open.<br />
<br />
'''''Not fixed''''' in any version.<br />
<br />
===Vertical wrap glitch===<br />
In Acts where the level wraps vertically, the player can duck, wait for the screen to scroll down, then immediately jump, causing the screen to mistake the player's position and make the screen scroll all the way around. During this time, the player can move through certain objects, including kill planes, allowing access to otherwise restricted areas.<br />
<br />
Acts affected:<br />
* [[Marble Garden Zone]] Act 1<br />
* [[IceCap Zone]] Act 1<br />
* [[Sandopolis Zone]] Act 2<br />
* [[Sky Sanctuary Zone]] Act 1<br />
<br />
'''''Not fixed''''' in any version.<br />
<br />
===Flying Battery Music===<br />
In ''[[Sonic the Hedgehog 3]]'' Standalone, the echo track of [[Flying Battery Zone]]'s Act 1 music will go off sync after the first loop, and slowly gain drag behind the lead melody. The more times the song loops, the farther the echo track will be from the lead. This level isn't playable in ''Sonic 3'' alone, but the bug still occurs in sound test.<br />
<br />
'''Fixed''' in ''Sonic 3 & Knuckles'' Final<br />
<br />
===Super Sonic Gets Hurt===<br />
In Ice Cap Zone Act 1, by using the Vertical wrap glitch, Super Sonic can gain access to Knuckles' area. While in this area, there are icicle spikes that harm Super Sonic, thus the player loses all of their rings and Super Sonic transforms back into Sonic.<br />
<br />
'''Fixed''' in ''[[Sonic & Knuckles]]''.<br />
<br />
===Super Sonic Gets Hurt (again)===<br />
In Launch Base Zone Act 2, when the final boss slams Super Sonic against the ground, he can still lose rings.<br />
<br />
'''Fixed''' in ''[[Sonic & Knuckles]]'' (the character gently bounces off while making a spring sound).<br />
<br />
===Super Sonic Sprites Glitch===<br />
[[File:YellowSonic.png|thumb|250px|right|Let Super Sonic be drawn into the boss' water plume and this will happen.]]<br />
While fighting the Hydrocity Boss, if you allow Super Sonic to be drawn to the water plume, Super Sonic will lose the custom sprites and will appear as regular Sonic (spikes pointing down instead of up) though the yellow color is retained. Furthermore, once this has happened, defeating the boss will result in Sonic retaining the SuperSonic yellow color even after bursting the robotizing chamber open. The score tally will also appear with Sonic's name in yellow instead of blue. [http://www.youtube.com/watch?v=k8cKcuNlVjU Here] is the glitch in action.<br />
<br />
'''Fixed''' in ''Sonic 3 & Knuckles''.<br />
<br />
===Tails’ Sudden Death===<br />
In IceCap Zone, Act 1, Tails will lose a life when going down the first slide past the first star post. This can be avoided if you can enter a Special Stage through the giant gold ring found just above said slide. After a life is lost or after returning from a Special or Bonus Stage, Tails can go down the slide without losing a second life. The bug is caused by the snowboard sequence at the beginning of the act. The game attempts to load it when Tails goes down the slope, which crushes Tails. <br />
<br />
'''Fixed''' in ''Sonic 3 & Knuckles''.<br />
<br />
===Act 1 Music Glitch===<br />
In IceCap Zone Act 1, returning to the final starpost in the act (after leaving the cave) results in the music from Act 2 playing instead of the one for Act 1. The same occurs when returning to the starpost or giant ring locations in Angel Island Zone Act 1 after the mid-boss has set the island on fire; this is because everything beyond this point is actually part of Act 2. Sonic 3 & Knuckles fixes this specifically for the first starpost after the Angel Island fire, but not for the special stage or Icecap.<br />
<br />
'''Partly Fixed''' in ''Sonic 3 & Knuckles''.<br />
<br />
===Sonic & Knuckles Mid-Boss Music===<br />
<br />
While fighting the Hydrocity Zone’s boss or mid-boss, if you stay underwater long enough to trigger the drowning countdown, when you jump out of the water, the music for Sonic 3 & Knuckles’ mid-boss fights is played instead of the correct track. Even without the drowning glitch, the track normally played for the Hydrocity mid-boss is the act 2 boss music, which may be a bug or oversight in itself. This is changed in Sonic 3 & Knuckles, so that the mid-boss plays the regular mid-boss music for that game; however, the bug causing mid-boss music to play after a drowning countdown during the second act's boss fight remains.<br />
<br />
'''Partly Fixed''' in ''Sonic 3 & Knuckles''.<br />
<br />
===Marble Garden Mid-Boss Glitch===<br />
It is possible to defeat the mid-boss by using 2 player Tails before it has been activated properly. By stopping Sonic before the screen has been locked for the mid-boss fight, and killing the mid-boss using Tails, the act 2 loading sequence will be out of position and crash the game once the end-of-act sign has landed.<br />
<br />
'''Fixed''' in ''Sonic 3 & Knuckles''.<br />
<br />
===Carnival Night boss glitch===<br />
It is possible for [[Graviton Mobile]] to drop the "ball" into the shaft that was used to get up to the boss fight. This is because the shaft is just to the left of the boss fight area and the ball follows the normal set of physics, so it isn't affected by the screen lock. [http://www.youtube.com/watch?v=-7vJJLA6LFQ This] uses debug to show what happens. <br />
<br />
<br />
{{Sonic3&KOmni}}<br />
[[Category:Bug Lists]]</div>Woohookittyhttps://info.sonicretro.org/index.php?title=Circus_Park&diff=171846Circus Park2011-05-24T04:14:26Z<p>Woohookitty: rev. That breaks the link. What we have is enough</p>
<hr />
<div>{{Breadcrumb<br />
|Shadow the Hedgehog (game)|:Category:Shadow the Hedgehog Levels|l2=Levels|{{PAGENAME}}}}<br />
{{ReplaceTitle|{{PAGENAME}}}}<br />
{{LevelBob<br />
| name=Circus Park<br />
| levelscreen=Shadow circus park.png<br />
| screenwidth=340px<br />
| levelno=Hero Third<br />
| theme1=carnival/casino<br />
| game=Shadow the Hedgehog (game)<br />
| prereq=[[Glyphic Canyon]] (Hero) or [[Lethal Highway]] (Hero)<br />
| shaddark=Eliminate the GUN robots! ''(20 total)''<br> ''Dark Companion'': [[Eggman's Drone]] <br> ''Leads to'': [[Sky Troops]]<br />
| shadnorm=Find the Chaos Emerald! <br> ''Normal Companion'': None <br> ''Leads to'': [[Mad Matrix]]<br />
| shadhero=Collect 400 rings! <br> ''Hero Companion'': [[Miles "Tails" Prower]] <br> ''Leads to'': [[Death Ruins]]<br />
| osv=[[Shadow the Hedgehog Original Soundtrax]]<br />
}}<br />
<br />
'''Circus Park''' is one of three possible third levels of ''[[Shadow the Hedgehog (game)|Shadow the Hedgehog]]''; in the game's branching path structure, it follows from taking a more heroic, [[GUN]]-aligned path through the previous levels. Set inside one of [[Eggman]]'s ubiquitous carnival facilities, this level challenges Shadow to jump through flaming hoops or complete shooting gallery minigames to collect more [[ring]]s.<br />
<br />
== Gameplay ==<br />
<br />
Circus Park is a flashy, vibrant stage, filled with bright neon lights, large balls that serve as bumpers, and various gimmicks that award rings, such as giant clocks that, when struck, will begin counting down and cause balloons to float up, creating a shooting gallery. When the countdown ends, the player will receive 5, 10, 25, or 50 rings, depending on how well he or she scores. There are also flaming hoops that will give 5 rings for jumping through, and large towers that when struck (by hitting the center of the special spring), will provide the player with 50 rings. The infamous spinning barrels from [[Carnival Night Zone]] also make an appearance, although they rise and fall automatically. This level fulfills the [[:Category:Levels with a carnival/casino theme|carnival/casino cliché]] for this game. <br />
<br />
The more annoying [[Eggman robots]] in this stage are Ball Pawns; [[Egg Pawns]] balancing on top of giant balls, which must be destroyed before the pawn itself can be damaged. Ball Pawns tend to explode once they are destroyed, so it would be wise to keep distance. In Circus Park, they are styled to look like clowns. The Ball is colored light blue with blue and yellow highlights, while the pawn, who sports a blue party hat, has a light blue torso and a lower body that is pinstriped blue and light blue.<br />
<br />
This stage shares its name with an area in ''[[Billy Hatcher and the Giant Egg]]''.<br />
<br />
== Story ==<br />
<br />
[[Shadow]] comes to Circus Park searching for ''that damn fourth Chaos Emerald'', and luckily enough, as he approaches the carnival [[Tails]] flys overhead in the [[Chaos Emeralds|Emerald]]-powered [[Tornado|Tornado III]]. The fox is shot down in crossfire between [[Eggman]]'s defences and an attacking force of [[GUN]] troops, bailing out and leaving the Tornado to spiral away into the distance. Undaunted by his violent arrival, Tails suggests to Shadow that they should team up and "recover" all the [[ring]]s Eggman's collected in the park.<br />
<br />
Further in the level Shadow runs into [[Eggman's Drone]], who conversely asks Shadow for his help in defeating the "''GUN geeks''". The third, neutral option is for Shadow to just ignore them both and spring towards the Tornado crash site, to pick up the grey Emerald.<br />
<br />
==Secret Door Location==<br />
After the fourth checkpoint there's a triangle jump section. Jump to the end to find the door in front of you. Behind the door is another shooting gallery. Potentially useful if you're really bad at collecting rings but you should have no problem getting 400 without this thing.<br />
<br />
{{ShadowOmni}}<br />
[[Category:Shadow the Hedgehog Levels]]</div>Woohookittyhttps://info.sonicretro.org/index.php?title=Casino_Night_Zone&diff=171845Casino Night Zone2011-05-24T04:14:14Z<p>Woohookitty: rev. That breaks the link. What we have is enough</p>
<hr />
<div>{{Breadcrumb<br />
|Sonic the Hedgehog 2 (16-bit)|:Category:Sonic the Hedgehog 2 (16-bit) Levels|l2=Levels|{{PAGENAME}}}}<br />
{{ReplaceTitle|{{PAGENAME}}}}<br />
{{LevelBob<br />
|levelscreen=casinonight.png<br />
|levelno=Fourth<br />
|game=Sonic the Hedgehog 2<br />
|acts=2<br />
|theme1=carnival/casino<br />
|boss=Catcher Eggman<br />
|music=<br><flashmp3>Sonic the Hedgehog 2 OSV/21 - Casino Night Zone.mp3</flashmp3><br />
|music2p=<flashmp3>Sonic the Hedgehog 2 OSV/05 - Casino Night Zone (2-Player).mp3</flashmp3><br />
|rings1=232 + 70<br />
|rings2=234 + 90<br />
|icon=CNZiconS2.png<br />
}}<br />
:''For the [[Sonic Drift 2]] level, see [[Casino Night (Sonic Drift 2)]].''<br />
<br />
The fourth zone in [[Sonic 2]], '''Casino Night Zone''' fills the [[:Category:Levels with a carnival/casino theme|carnival/casino cliché|Casino cliché]] requirement for the second Sonic game. A city that never sleeps, Casino Night Zone is full of pinball rooms, flashing lights, and slot machines. The player must beware of the slot machines, because getting three Dr. Robotniks releases 100 of the player's rings. On the other hand, if the player is lucky enough, he can get up to 999 rings (see picture on the right).<br />
<br />
Casino Night Zone had one of the most drastic art changes between the [[Sonic 2 Beta]] and the final, changing from a pink card-suit-based scheme to a golden area.<br />
<br />
The Casino Night Zone makes appearances in two episodes of ''[[Adventures of Sonic the Hedgehog]]'': "High Stakes Sonic" and "Mobius 5000". It also makes an appearance in [[Sonic the Hedgehog 1 (Archie)|issue #1]] of the [[Sonic the Hedgehog (Archie comics)|Sonic the Hedgehog comic]].<br />
<br />
==Instruction Manual Description==<br />
{{quote|1=Sparkling neon lights and glittering gold fill the Casino with razzmatazz! Play the machines with '''Button A''', '''B''' or '''C'''. Flip the levers and push down the springs to send Sonic reeling like a bouncing blue pinball!|2=[[Sonic the Hedgehog 2 (16-bit) US Manual|Sonic 2 US Manual]], [[:Image:Sonic2 us manual 12 13.gif|p. 13]]}}<br />
<br />
==Sonic Team Commentary (from ''[[Sonic Jam]]'' Strategy Guide)==<br />
{{quote|1=The slot machines are based on our experience going to casinos while working in America. Riding in a car, it would take about four hours to get to Las Vegas. We would call those trips Entertainment Research (laughs). But the game does contain a lot of references to the things we experienced in America.|2=[[Yuji Naka]]}}<br />
<br />
==Enemies==<br />
*[[Crawl]] - Crab enemy, protects itself with a shield, so it can only be destroyed from behind.<br />
<br />
==Technical Information==<br />
{|class="prettytable"<br />
!Offset||Description<br />
|-<br />
| width="60" | $2DA2<br />
| CNZ [[Palette]]<br />
|-<br />
| $D06C<br />
| CNZ layer deformation info<br />
|-<br />
| $D194<br />
| CNZ two-player splitscreen<br />
|-<br />
| $3FF08<br />
| Dynamic pattern reloading for CNZ<br />
|-<br />
| $3FF10<br />
| Dynamic pattern reloading for CNZ (not linked in offset index, but loads CNZ stuff)<br />
|-<br />
| $4010E<br />
| CNZ animate pattern load cue (1)<br />
|-<br />
| $4061A<br />
| CNZ misc. sprite mappings<br />
|-<br />
| $422B4<br />
| CNZ object debug list<br />
|-<br />
| $452A0<br />
| CNZ primary 16x16 collision index<br />
|-<br />
| $45330<br />
| CNZ secondary 16x16 collision index<br />
|-<br />
| $47FF4<br />
| CNZ act 1 level layout<br />
|-<br />
| $483C4<br />
| CNZ act 2 level layout<br />
|-<br />
| $AFFC4<br />
| CNZ 16x16 block mappings<br />
|-<br />
| $B0894<br />
| CNZ main level patterns<br />
|-<br />
| $B2CF4<br />
| CNZ 128x128 block mappings<br />
|-<br />
| $E5944<br />
| CNZ act 1 ring locations<br />
|-<br />
| $E5B7E<br />
| CNZ act two ring locations<br />
|}<br />
<br />
{{S2MDOmni}}<br />
[[Category:Sonic the Hedgehog 2 (16-bit) Levels]]</div>Woohookittyhttps://info.sonicretro.org/index.php?title=Neon_Palace_Zone&diff=171844Neon Palace Zone2011-05-24T04:14:06Z<p>Woohookitty: rev. That breaks the link. What we have is enough</p>
<hr />
<div>{{LevelBob<br />
| name=Neon Palace Zone<br />
| levelscreen=Neon Palace Zone.png<br />
| screenwidth=270px<br />
| levelno=Third|game=Sonic Rivals 2<br />
| acts=3 + Boss<br />
| boss=Neon Palace Zone Boss<br />
| theme1=carnival/casino<br />
| rings=<br />
}}<br />
<br />
'''Neon Palace Zone''' is the third level of ''[[Sonic Rivals 2]]'' for the [[PSP]]. The latest in a long line of [[Robotnik]]'s brightly colored [[carnival/casino cliché|casino-bases]], the Zone contains three Acts plus a boss fight at the end. As with most of ''Rivals 2'', the Zone is located somewhere upon an unnamed island in Sonic's world.<br />
<br />
Incorporating both the pinball-flipper slot machines of ''[[Sonic 2]]'s'' [[Casino Night Zone]] and the bingo-squares of ''[[Sonic Heroes]]<nowiki>'</nowiki>s'' [[BINGO Highway]] (activated by running over numbered blocks to form the appropriate ring-earning lines), Neon Palace plays the gambling cliché straight up. The background features playing card motifs, and the floor is often decorated with red/white dice-patterned tiles.<br />
<br />
==Story==<br />
<br />
With their new emerald detector ([[Egg Crawler|recently acquired]] from [[Eggman Nega|"Eggman"]]), [[Knuckles]] and [[Rouge]] arrive in Neon Palace Zone only to see the machine go crazy over a pair of [[chao]] - unbeknownst to them because the chao were hiding [[Chaos Emeralds]]. Knuckles gladly surrenders his chao to a pursuing [[Silver]], more concerned with finding [[rings]] to recharge the detector than anything else. [[Espio]], unaware that the echidna has acquiesced to Silver without a fight, steals Rouge's chao and Emerald in order to buy the hedgehog some time.<br />
<br />
[[Shadow]] and [[Metal Sonic]], once out of [[Sunset Forest]]'s canopy, finally manage to get a signal from the [[Eggman|Doctor]], but an understandably suspicious [[Sonic]] and [[Tails]] show up in pursuit before the fat scientist can divulge any useful information. Eggman orders Metal Sonic to run interference for Shadow, while revealing to the black hedgehog that [[Nega]] has taken control of Neon Palace's [[badnik]]s, requiring Shadow to destroy them.<br />
<br />
==Level Composition==<br />
{|border="1" class="prettytable"<br />
!ACT <br />
!Sonic<br />
!Tails<br />
!Knuckles<br />
!Rouge<br />
!Shadow<br />
!Metal Sonic<br />
!Espio<br />
!Silver<br />
|-<br />
|'''Act 1'''<br />
|Time Attack (2:40)<br />
|Time Attack (2:40)<br />
|Collect 100 rings<br />
|Race: Espio<br />
|Destroy 5 Badniks<br />
|Race: Tails<br />
|Race: Rouge<br />
|Rescue 5 chao<br />
|-<br />
|'''Act 2'''<br />
|Knock-Out (3): Shadow<br />
|Knock-Out (3): Metal Sonic<br />
|Knock-Out (3): Silver<br />
|Tag (1:30): Espio<br />
|Knock-Out (3): Sonic<br />
|Knock-Out (3): Tails<br />
|Tag (1:30): Rouge<br />
|Knock-Out (3): Knuckles<br />
|-<br />
|'''Act 3'''<br />
|Race: Tails vs. Metal Sonic<br />
|Race: Sonic vs. Shadow<br />
|Race: Rouge vs. Espio<br />
|Knuckles - Collect 250 rings<br />
|Race: Metal Sonic vs. Tails<br />
|Shadow - Defeat 5 Badniks<br />
|Silver - Rescue 5 Chao<br />
|Race: Espio vs. Rouge<br />
|-<br />
|'''Boss'''<br />
|Vs. Shadow<br />
|Vs. Metal Sonic<br />
|Vs. Silver<br />
|Vs. Espio<br />
|Vs. Sonic<br />
|Vs. Tails<br />
|Vs. Rouge<br />
|Vs. Knuckles<br />
|}<br />
<br />
==Trivia==<br />
*Robotnik actually uses the word "Badniks" in the preamble to Shadow's Act 1; the first time the word has appeared in official game media since before ''[[Sonic Adventure]]''.<br />
<br />
<br />
{{SonicRivals2Omni}}<br />
[[Category:Sonic Rivals 2 Levels]]</div>Woohookittyhttps://info.sonicretro.org/index.php?title=Digital_Circuit&diff=171843Digital Circuit2011-05-24T04:13:50Z<p>Woohookitty: rev. That breaks the link. What we have is enough</p>
<hr />
<div>{{Breadcrumb<br />
|Shadow the Hedgehog (game)|:Category:Shadow the Hedgehog Levels|l2=Levels|{{PAGENAME}}}}<br />
{{ReplaceTitle|{{PAGENAME}}}}<br />
{{LevelBob<br />
| name=Digital Circuit<br />
| levelscreen=Shadow digital circuit.png<br />
| screenwidth=340px<br />
| levelno=Dark Second<br />
| game=Shadow the Hedgehog (game)<br />
| prereq=[[Westopolis]] (Dark)<br />
| shaddark=Destroy the core program<br> ''Dark Companion'': [[Doom's Eye]] <br> ''Leads to'': [[Cryptic Castle]]<br />
| shadhero=Find the Chaos Emerald <br> ''Hero Companion'': [[Rouge the Bat]] <br> ''Leads to'': [[Prison Island (Shadow the Hedgehog)|Prison Island]]<br />
| osv=[[Shadow the Hedgehog Original Soundtrax]]<br />
}}<br />
<br />
'''Digital Circuit''' is the "evilest" second level of ''[[Shadow the Hedgehog (game)|Shadow the Hedgehog]]'' for the [[Playstation 2]] and [[Gamecube]], arrived at if you complete the Dark mission in [[Westopolis]]. This level is not a location as such, but rather an abstraction of the [[United Federation]]'s computer mainframe; essentially, [[Shadow]] and [[Rouge]] are running around ''inside the Internets''. Techno neon colours and breakneck wire-surfing are thus the order of the day, along with physical password walls and enemy antivirus programmes.<br />
<br />
==Story==<br />
After acquiescing to [[Black Doom]]'s orders and defeating the [[GUN]] forces in Westopolis, Shadow is dispatched by the alien overlord on a mission to cripple the [[humans]]' communication infrastructure, intending to plunge the world into chaos. To this end, Shadow is [[Chaos Control]]led into electronic form inside the UF mainframe. [[Doom's Eye]] instructs him to delete the core programme controlling information flow, but as Shadow progresses into the binary realm, he's given a different choice by none other than [[Rouge the Bat]]. How the thief got in there too is anyone's guess, but she's on a mission to collect the [[Chaos Emerald]] that's powering the system, and asks Shadow to help.<br />
<br />
It's [[GUN]] vs. [[Black Arms]] crossfire that Shadow has to avoid again in this level, although actual human GUN soldiers are conspicuous in their absence; instead the fight against the aliens is being prosecuted by GUN's robotic Beetle drones, and the crystalline antivirus programmes which divide twice before they are destroyed.<br />
<br />
The level is very similar to a later journey [[Shadow]] takes into [[Eggman]]'s mainframe: [[Mad Matrix]].<br />
<br />
==Secret Door Location==<br />
<br />
The door is located to the left of the fourth checkpoint. Behind the door is a warp portal that takes you to a platform near the next light speed section. It lets you enter another section of it with some rings and items.<br />
<br />
{{clear}}<br />
{{ShadowOmni}}<br />
[[Category:Shadow the Hedgehog Levels]]</div>Woohookittyhttps://info.sonicretro.org/index.php?title=Carnival_Night_Zone&diff=171842Carnival Night Zone2011-05-24T04:13:30Z<p>Woohookitty: rev. That breaks the link. What we have is enough</p>
<hr />
<div>:''Not to be confused with the [[Night Carnival Zone]] of [[Sonic Rush]].''<br />
{{LevelBob<br />
| levelscreen=Carnivalnight.png<br />
| levelno=Fourth<br />
| game=Sonic the Hedgehog 3<br />
| acts=2<br />
| theme1=carnival/casino<br />
| boss=Graviton Mobile<br />
| subboss=Bowling Spin<br />
| osv=[[Sonic the Hedgehog 3 OSV]]<br />
| music1=<flashmp3>Sonic the Hedgehog 3 OSV/28 - Carnival Night Zone - Act 1.mp3</flashmp3><br />
| music2=<flashmp3>Sonic the Hedgehog 3 OSV/29 - Carnival Night Zone - Act 2.mp3</flashmp3><br />
| map=Sonic 3 & Knuckles Level Maps<br />
| underwater= Act 2 (as Sonic and/or Tails)<br />
| rings1=312 + 250<br />
| rings2=261 + 270<br />
| icon=CNZicon.png<br />
}}<br />
<br />
'''Carnival Night Zone''' lives up to its name — it's a theme park! In the fourth zone in ''[[Sonic 3]]'', everything's pretty much the same, except that there are many more hidden areas than in other zones and a few more toys. There's the cannon, which will launch you in the direction of your choice. Of course, don't forget the anti-gravity pads and balloons to bounce off. There are large, black wheels to get dizzy on, and the unforgettable rotating barrels. To get barrels to move, try shifting your weight UP and DOWN (i.e. use the D-pad). Not all barrels move very far. Sonic and Tails enter the zone by flying from Marble Garden, while Knuckles comes in through a tunnel in S3K. At the end of the Zone, Sonic and Tails are launched out of a cannon to IceCap, whereas Knuckles will use a teleporter to change zones.<br />
<br />
It is interesting to note that the Act 2 is one of the only two levels where Knuckles does not have to fight a boss to advance to the next zone (the other being [[Hidden Palace Zone (S&K)|Hidden Palace Zone]]).<br />
<br />
==Barrel of Doom==<br />
At the near end of Act 2 (just after the player has turned the power back on to the zone), Sonic will run into a small area with a barrel that gates itself off, preventing escape. Unknown to most players of the time, the trick was to stand on the barrel and press UP and DOWN on the D-pad to shift the weight of the barrel. This was a large complaint from the community, as the lack of prior knowledge led to most players giving up from frustration of attempting the various, less-successful methods of passing the barrel (such as jumping on it) or simply letting the time run out. In the Sonic 3 & Knuckles version, Knuckles completely bypasses the barrel (and the boss).<br />
<br />
==Instruction Manual Description==<br />
Night life on the Floating Island is exciting. Bounce and flip your way across this colorful Zone which is filled with anti-gravity platforms. However, beware of many traps that are set along the path.<br />
<br />
==Sonic Team Commentary (from ''[[Sonic Jam]]'' Strategy Guide)==<br />
{{quote|1=While developing in America, we would see these portable carnival rides come in around shopping centers, and that was the idea we went with for this stage. When you think of carnivals of course there are Ferris wheels and teacup rides, but it seems like generally there were a lot of things that just pushed and spun you around really fast (laugh), my main memory was that they were unusually scary!|2=[[Yuji Naka]]}}<br />
<br />
==Badniks==<br />
* [[Batbot]] — Bat with a lightbulb for a behind.<br />
* [[Clamer]] — A blue clam that can serve as a spring, much like the Spiker.<br />
* [[Sparkle]] — An electric "grenade" that usually comes at you in pairs.<br />
<br />
{{Sonic3&KOmni}}<br />
[[Category:Sonic 3 & Knuckles Levels]]<br />
[[Category:Sonic 3 and Knuckles Levels]]</div>Woohookittyhttps://info.sonicretro.org/index.php?title=Sweet_Mountain_(Wii)&diff=171841Sweet Mountain (Wii)2011-05-24T04:13:05Z<p>Woohookitty: rev. That breaks the link. What we have is enough</p>
<hr />
<div>{{stub}}<br />
<br />
<br />
:''"Sweet Mountain" redirects here. For the DS version of the stage, see [[Sweet Mountain (DS)]].''<br />
<br />
{{LevelBob<br />
| levelscreen=Sweet_mountain.jpg|screenwidth=320px<br />
| levelno=Second<br />
| acts =6<br />
| game=Sonic Colours<br />
| theme1=industrial<br />
| boss=Captain Jelly<br />
|music=<br>Map: <flashmp3>Vivid Sounds x Hybrid Colors- Sonic Colors Original Soundtrack/Disc 1/17 Area - Sweet Mountain.mp3</flashmp3><br>Act 1: <flashmp3>Vivid Sounds x Hybrid Colors- Sonic Colors Original Soundtrack/Disc 1/16 Sweet Mountain - Act 1.mp3</flashmp3><br>Act 2: <flashmp3>Vivid Sounds x Hybrid Colors- Sonic Colors Original Soundtrack/Disc 1/18 Sweet Mountain - Act 2.mp3</flashmp3><br>Act 3: <flashmp3>Vivid Sounds x Hybrid Colors- Sonic Colors Original Soundtrack/Disc 1/20 Sweet Mountain - Act 3.mp3</flashmp3><br />
}}<br />
'''Sweet Mountain''' is the second stage of ''[[Sonic Colours]]'' for the [[Nintendo Wii]]. One of the planetoids captured in [[Dr. Eggman's Amazing Interstellar Amusement Park]], the Doctor is building the area up as some kind of crazy fusion between a bakery and a military-industrial complex. Loop-the-loop round giant artificial doughnuts, dodge jellybean-fuelled rockets, and keep an eye out for the chefs-hat-sporting [[Egg Pawns]]; they pack a mean punch with their oversized whisks. The Yellow [[Wisp]] sees a lot of use here, drilling through spongecake floors to access the secret areas below.<br />
<br />
This was one of the first two levels of the game (the other being [[Tropical Resort]]) to be revealed. Information about the stage was first released in a featured Nintendo Power article. Sweet Mountain, as the name implies, is made of sugary baked goods such as cake, donuts, and pancakes, as well as other snacks.<br />
<br />
{{quote|''A world set high beyond the clouds. Feast your eyes on the delicious world of Sweet Mountain. Surrounded by lollipops and tasty treats, this is a world to remember.''|Description on the US [http://www.sega.com/soniccolors/ Sonic Colours site]}}<br />
<br />
==Story==<br />
<br />
After smashing [[Rotatatron]] in [[Tropical Resort]], Sonic is free to move on to either [[Starlight Carnival]] or Sweet Mountain second.<br />
<br />
==Acts - Sweet Mountain (Wii)==<br />
<br />
====Act 1====<br />
<br />
Sweet Mountain Act 1 introduces the player to [[Speed Drift|drifting]] and the Yellow [[Wisp]]. There are plenty of areas to explore underground, including a small room containing one of the [[Red Rings]]. Clearing this act unlocks the Yellow Wisp for all stages, which enables Sonic to use the Drill Color Power.<br />
<br />
===Act 2===<br />
<br />
Sweet Mountain Act 2 opens up with a 3D section that includes a [[Quick Step]] area followed by a drifting area. Then the main part of the level sees Sonic circumnavigate a massive hamburger tower, much like the giant tree in [[Savannah Citadel]] Day Act 3 of ''[[Sonic Unleashed]]''. Two of the Red Rings in this act can only be reached by using the Green Wisp.<br />
<br />
====Red Rings====<br />
<br />
1* Use Hover to glide downward without taking damage.<br />
2* (update soon)<br />
3* (update soon)<br />
4* (update soon)<br />
5* Slide under and take the spring to the grind rail.<br />
<br />
===Act 3===<br />
<br />
Sweet Mountain Act 3 introduces the player to the Orange Wisp. There are more drifting sections, and during 2D sections, Sonic must avoid the jellybean rockets that are plummeting toward the surface. These can easily knock Sonic into a bottomless pit, so timing is key for clearing this act. Upon clearing it, the Orange Wisp will now be unlocked for all stages it appears in, allowing Sonic to use the Rocket Color Power.<br />
<br />
===Act 4===<br />
<br />
Sweet Mountain Act 4 takes place entirely in 2D. This act is focused around switches that cause obstacles and platforms to move, allowing Sonic to progress through the stage. One of the Red Rings here can only be reached by using the Purple Wisp.<br />
<br />
===Act 5===<br />
<br />
Sweet Mountain Act 5 starts a few yards away from where Act 4 began. Sonic runs and dashes off a ramp and the 3D area is a quick-step area, then an area of three robots that have to be defeated before Sonic can continue. The rest of the act, using spikes and cube is on you.<br />
<br />
===Act 6===<br />
<br />
Sweet Mountain Act 6 takes place entirely in 2D and makes use of [[Sonic_Colors#Blocks_and_Crates|reviving blocks]] and blue blocks to create puzzles in which the player must utilize the Pink Spike and Blue Cube Color Powers to find the Red Rings hidden in-between the blocks. <br />
{{ColoursOmni}}<br />
[[Category:Sonic Colours Levels]]</div>Woohookittyhttps://info.sonicretro.org/index.php?title=BINGO_Highway&diff=171840BINGO Highway2011-05-24T04:12:50Z<p>Woohookitty: rev. That breaks the link. What we have is enough</p>
<hr />
<div>{{LevelBob<br />
| levelscreen=Sh Bingo Highway.png<br />
| screenwidth=350px<br />
| levelno=Sixth<br />
| game=Sonic Heroes<br />
| theme1=carnival/casino<br />
| boss=Robot Carnival<br />
| osv=[[Complete Trinity Sonic Heroes - Original Soundtrax]]<br />
| music=<flashmp3>Sonic Heroes - Complete Trinity OST/1-12 STAGE 06 - BINGO HIGHWAY.mp3</flashmp3><br />
}}<br />
<br />
'''BINGO Highway''' is the sixth stage in ''[[Sonic Heroes]]''. Set in the same casino-city as its predecessor [[Casino Park]], the level's eponymous bingo highways are its major feature - giant sliding slopes that the characters tackle in [[spin roll]], strewn with numbered tokens and bumpers. Light a row of numbers and win a lot of rings. There are four tables in total.<br />
<br />
The key to getting a perfect BINGO is managing your team members correctly. It's much easier to do it with [[Team Chaotix]] because of [[Espio]]'s ability to use [[Leaf Swirl]].<br />
<br />
==Story==<br />
In BINGO Highway the Teams simply continue the quests that led them to [[Casino Park]] in the first place. [[Team Sonic]] (at [[Sonic]]'s insistence) are taking a breather at the slots after their harrowing [[Team Battle]] against [[Team Rose]]; [[Amy]], still maintaining her pursuit of [[Sonic]], continues to drag [[Big]] and [[Cream]] along. [[Team Dark]] continues to search around for [[Eggman]], which means the only team with a concrete objective is [[Team Chaotix|Chaotix]], who have been assigned to collect tokens such that they will be able to access [[Bullet Station|Eggman's base]] up ahead.<br />
<br />
==Missions==<br />
The regular / extra missions are:<br />
<br />
*[[Team Sonic]]: Blast down the high speed slides! / Get to the Goal Ring within 6 minutes!<br />
*[[Team Dark]]: Try the high speed slides! / Defeat 100 enemies!<br />
*[[Team Rose]]: Try the BINGO slides! / Collect 200 rings!<br />
*[[Team Chaotix]]: Collect 10 casino chips! / Collect all 20 casino chips!<br />
<br />
{{SHOmni}}<br />
<br />
[[Category:Sonic Heroes Levels]]</div>Woohookittyhttps://info.sonicretro.org/index.php?title=Starlight_Carnival_(Wii)&diff=171839Starlight Carnival (Wii)2011-05-24T04:11:49Z<p>Woohookitty: rev. That breaks the link. What we have is enough</p>
<hr />
<div>:''"Starlight Carnival" redirects here. For the DS version of the stage, see [[Starlight Carnival (DS)]].''<br />
<br />
{{LevelBob<br />
| levelscreen=StarlightCarnival.jpg|screenwidth=320px<br />
| levelno=Third<br />
| acts =6<br />
| game=Sonic Colours<br />
| theme1=carnival/casino<br />
| theme2=flying fortress<br />
| theme3=outer space<br />
| boss=Frigate Orcan<br />
|music=<br>Map: <flashmp3>Vivid Sounds x Hybrid Colors- Sonic Colors Original Soundtrack/Disc 2/04 Area - Starlight Carnival.mp3</flashmp3><br>Act 1: <flashmp3>Vivid Sounds x Hybrid Colors- Sonic Colors Original Soundtrack/Disc 2/03 Starlight Carnival - Act 1.mp3</flashmp3><br>Act 2: <flashmp3>Vivid Sounds x Hybrid Colors- Sonic Colors Original Soundtrack/Disc 2/06 Starlight Carnival - Act 2.mp3</flashmp3><br>Act 3: <flashmp3>Vivid Sounds x Hybrid Colors- Sonic Colors Original Soundtrack/Disc 2/08 Starlight Carnival - Act 3.mp3</flashmp3><br />
}}<br />
'''Starlight Carnival''' is the third stage of ''[[Sonic Colours]]''.<br />
<br />
The stage takes place at [[Eggman]]'s new space fleet, which also serves as one of the attractions of [[Dr. Eggman's Amazing Interstellar Amusement Park]]. It is full of brightly-colored neon roads, signs, and statues, as well as paths that materialize as [[Sonic]] runs along them. Numerous throwbacks are in this zone, from the [[Aero-Chaser|Aero-Chasers]] in [[Sonic Unleashed]] to a huge [[Motobug]] speeding on the path. Both the Blue and Green [[Wisps]] make appearances here.<br />
<br />
{{quote|''With an array of colors set amongst the stars, Starlight Carnival features a parade of electric spaceships that Sonic must race through.''|Description on the US [http://www.sega.com/soniccolors/ Sonic Colours site]}}<br />
==Story==<br />
After some exploring, Sonic and Tails run into Eggman, who attempts to brainwash them using his new mind control beam. [[Tails]] saves Sonic from being zapped, but as a result, he suffers the effects of the beam. Eggman proceeds to commanding Tails to attack Sonic, but just before he deals the first blow, the effect wears off and Eggman goes to search for more Wisp energy to power the beam. After defeating the boss, Sonic asks Tails if he was able to extract any more information from Yacker. Tails then explains to him that Eggman is using five tractor beam generators to hold each planet in orbit while he captures all of the Wisps. Upon receiving this information, Sonic sets off to shut down the last three generators before time runs out.<br />
<br />
==Acts - Starlight Carnival==<br />
====Act 1====<br />
<br />
Sonic begins upside-down inside the ship of the large, brightly-colored and brightly-shinning, fleet ships and races out onto what is suppose to be an invisible platform that appears in front of him and disappear behind him. He races around one ship and follows a pair of [[Aero-Chaser|Aero-Chasers]], who die. Floating in the airless space, he bounces off some pieces of what look like prism stones. Sonic races long the same path and hops into one of the ships, passing through the very first checkpoint. Inside the ship introduces the Blue/Cube [[Wisp]]. After a few practice with it, Sonic finds his way outside the ship and races away from the flying carnival, followed by the Motobugs. When they are gone, the flying carnival from behind Sonic teleport in front of his eyes. Within' sight, he, or you, should spot the largest ship. The path curves and Sonic hops inside. Using the blue wisp over and avoiding the ship's main trap, he races outside again and jumps of the end of the path. Bouncing off the same stones from the beginning, Sonic flies into another ship, which holds the goal ring, he was looking for.<br />
<br />
====Act 2====<br />
<br />
Starlight Carnival Act 2 takes place entirely in 2D and makes use of several different [[Sonic Colours (Wii)#Blocks and Crates|blocks]]. The first room inside of the first ship from Act 1 has been rearranged and Sonic must use the Blue Cube and Pink Spike Color Powers to collect all of the Red Rings scattered around the room and find his way to the goal ring.<br />
<br />
====Act 3====<br />
<br />
Starlight Carnival Act 3 takes place entirely in 2D and introduces [[Sonic Colours (Wii)#Yellow Springs|Yellow Springs]] that Sonic can [[Bounce Attack|stomp]] on to reach higher altitudes. Almost the entire stage is made of platform and solid blocks. This area of the stage isn't accessible in the previous acts and is based on the deck outside of one of the starships. During the first two sections, the springs will move slowly to the right with Red Rings hidden above. During the third and final section, the springs will begin to move upward, to the left, and upward again, with Red Rings placed within the small floating rooms and below an electrocuting [[Spinner]].<br />
<br />
====Act 4====<br />
<br />
Starlight Carnival Act 4 is another 2D act that takes place inside one of the battleships. Floating orbs shoot out green energy shots that Sonic must dodge while navigating through the platform blocks to reach the higher room. In it, Wisp blocks that can only be broken with the Purple Wisp (found later in the game) obstruct Sonic's path on his way to the goal ring.<br />
<br />
====Act 5====<br />
<br />
After a short 3D Aero-Chaser/[[Quick Step]] section, Sonic revisits the area from Act 3, which is now filled with [[Egg Pawn|Egg Pawns]]. Hidden above is a small solid block maze in which the Pink Wisp must be used to race to a Red Ring that can be found there. A ramp leads Sonic to a tower that he can scale using the [[homing attack]] and Green Hover Color Power. On the top is a wire that leads him to another set of solid and wisp blocks that can be broken using the Pink Wisp. At the end of the stage is another tower similar to the first, but smaller and using the 3D perspective. On top of this tower is the goal ring.<br />
<br />
====Act 6====<br />
<br />
Starlight Carnival Act 6 takes place in 2D and is made up of breakable, solid, and platform blocks. Using the Green Wisp, Sonic must travel upward to reach the goal ring while collecting the Red Rings (one of which can be found beneath the starting point) along the way.<br />
<br />
{{ColoursOmni}}<br />
[[Category:Sonic Colours Levels]]</div>Woohookittyhttps://info.sonicretro.org/index.php?title=Casino_Park&diff=171838Casino Park2011-05-24T04:11:16Z<p>Woohookitty: rev. That breaks the link. What we have is enough</p>
<hr />
<div>{{LevelBob<br />
| levelscreen=Sh Casino Park.png<br />
| screenwidth=350px<br />
| levelno=Fifth<br />
| game=Sonic Heroes<br />
| theme1=carnival/casino<br />
| osv=[[Complete Trinity Sonic Heroes - Original Soundtrax]]<br />
| music=<flashmp3>Sonic Heroes - Complete Trinity OST/1-11 STAGE 05 - CASINO PARK.mp3</flashmp3><br />
}}<br />
'''Casino Park''' the fifth level of ''[[Sonic Heroes]]''. A textbook 3D example of the [[:Category:Levels with a carnival/casino theme|casino cliché]], Casino Park features giant roulette wheels, rotating dice platforms, blackjack-tiled floors, and numerous pinball tables for the acquisition of [[ring]]s. Even the [[Egg Pawn]]s are gambling-themed, remodeled as [[E-1011 Casino Pawn]]s.<br />
<br />
== Story ==<br />
[[Team Sonic]] arrive in Casino Park after an embarrassing [[Team Battle]] encounter when [[Amy]] found [[Sonic]] in [[Power Plant]]. Despite [[Tails]]' warning that they have only 24 hours before [[Neo Metal Sonic|"Eggman's"]] deadline expires. The hedgehog insists that there's time enough to have some fun in the casino. [[Team Dark]] ventures into the facility because [[Omega]] detects Eggman, while the [[Team Chaotix|Chaotix]] is still being put through their paces by the mysterious client, having been told to collect rings as ''"a test of luck"''. Finally, [[Team Rose]] continues to chase after Sonic; [[Cream]] wisely refrains from telling [[Amy]] that the Blue Blur was obviously ''running away'' from her.<br />
<br />
== Missions ==<br />
The normal / extra missions are:<br />
*'''Team Sonic''': Dash through the giant theme park! / Reach the Goal Ring within 5 minutes!<br />
*'''Team Dark''': Blast through the giant theme park! / Defeat 100 enemies!<br />
*'''Team Rose''': Play the giant pinball tables! / Collect 200 rings!<br />
*'''Team Chaotix''': Win 200 rings! / Win 500 rings!<br />
<br />
== Casino references ==<br />
[[File:Heroes CasinoPawns.PNG|thumb|right|240px|[[Casino Pawn]]s replace regular [[Egg Pawn]]s in this level.]]<br />
Several objects in Casino Park are similar to those used in much earlier Casino Cliché zones. The bumpers that you bounce off of in the pinball tables make the same noise as the ones heard in ''[[Sonic the Hedgehog]]'', ''[[Sonic the Hedgehog 2]]'', and ''[[Sonic the Hedgehog 3]]''. There are also colored panels that will change color and disappear after being hit three times much like ''[[Sonic the Hedgehog 2]]''. The slot machines are some what reminiscent of the rotating maze [[Bonus Stage (Sonic 3 & Knuckles)|bonus stage]] in ''[[Sonic & Knuckles]]'', in which Eggman symbols also need to be avoided.<br />
<br />
==Trivia==<br />
*During the cut-scene before this level, Team Rose walks right past the [[Goal Ring]]. <br />
<br />
{{SHOmni}}<br />
<br />
[[Category:Sonic Heroes Levels]]</div>Woohookittyhttps://info.sonicretro.org/index.php?title=Skyscraper_Scamper&diff=171837Skyscraper Scamper2011-05-24T04:11:01Z<p>Woohookitty: rev. That breaks the link. What we have is enough</p>
<hr />
<div>{{LevelBob<br />
| name= Skyscraper Scamper<br />
| levelscreen= Skyscraperscramper.png<br />
| levelscreen2=SU Scamper Night.jpg<br />
| levelscreentitle=Day<br />
| levelscreen2title=Night<br />
| screenwidth=350px<br />
| screenwidth2=350px<br />
| levelno=Empire City's<br />
| game= Sonic Unleashed<br />
| acts= 8 (including DLC)<br />
| theme1=urban<br />
| boss=<br />
| subboss=<br />
| osv=[[Planetary Pieces: Sonic World Adventure Original Soundtrack|Planetary Pieces - Sonic Unleashed OSV]]<br />
| map=<br />
| rings1=<br />
| rings2=<br />
| rings3=<br />
| prereq=<br />
| music=<br>Day:<br><flashmp3>Planetary%20Pieces/Disc2/26%20Skyscraper%20Scamper%20-%20Day.mp3</flashmp3><br />
<br>Night:<br><flashmp3>Planetary Pieces/Disc2/20 Skyscraper Scamper - Night.mp3</flashmp3><br />
}}<br />
<br />
'''Skyscraper Scamper''' and its hub town '''Empire City''' form the seventh area visited in ''[[Sonic Unleashed]]''. Set high in a city resembling New York, [[Sonic]] rushes along highways and leaps from building to building. There are several areas using moving platforms to allow Sonic to make his way through.<br />
<br />
The night Act makes heavy use of the balance beam gimmick, leaving you on unsupported beams lined with spikes on the sides. There are also several machines you have to destroy to open paths blocked by walls of electricity.<br />
<br />
Spherical water tanks sit atop many of the buildings and bear a striking resemblance to those seen in the [[Crisis City]] level of ''[[Sonic the Hedgehog (2006 game)]]''.<br />
<br />
This level is not in the [[Wii]] or [[PS2]] versions.<br />
<br />
==Story==<br />
<br />
[[File:Su empirecity flag.png|thumb|right|Flag of Empire City]]<br />
<br />
Empire City is unlocked at the same time as [[Shamar]], when [[Professor Pickle]] relocates his lab to the desert after the restoration of the [[Holoska]]n planet piece. As with [[Spagonia]] and Holoska, the stages in Shamar and Empire City open up after each other; Shamar Day Act 1 opens Empire City Night Act 1. Going to talk to Pickle after this unlocks Empire City Day and Shamar Night, as well as [[Adabat]].<br />
<br />
Empire City has neither a [[Temple of Gaia]] nor a boss, but you're required to complete Skyscraper Scamper Day Act 1 - saving the city from [[Eggman's robots]] - before Sonic can access [[Jungle Joyride]] Day Act 1.<br />
<br />
==Town - Empire City==<br />
<br />
[[File:SU Black6.jpg|thumb|right|Concept art]]<br />
<br />
{{quote|''A melting pot of diverse folk and ideas. All who come here dream of making it big.''|World map description}}<br />
<br />
===Characters===<br />
<br />
'''Louie Montaine-''' (ルイ=モンタン) A self-styled Love Expert who claims to have won as many hearts as there are in the sky. Louie is always happy to teach the ABCs of that sticky wicket they call romance. If you ask nicely, he'll even help you practice... just as long as you're OK with his particular practice style.<br />
<br />
'''Boss-''' (ボス) A business wizard who can move billions with a mere snap of his fingers. Seeing as life is short and time in money, he believes in investing all of his time looking out for number one. If you were wondering, the Boss doesn't make his real name public. For business reasons, of course.<br />
<br />
'''Def Big-''' (デフ・ビッグ) A big-name producer worried about the future of the music industry. Def Big is currently seeking a pop sweetheart newcomer sensation with urban integrity but with a dark side too.<br />
<br />
'''Elizabeth-''' (エリザベス) An educator who has worked in the area schools for ages. People affectionately call her Liz. She loves seeing her kids smile, and reaches out to people left and right, but that's probably just the teacher in her. Liz has cared for more than 2,000 students to date.<br />
<br />
'''Charles-''' (チャールズ) A superior student and aspiring doctor who sits at the top of his class and shows no sign of slipping. One teensy little problem: he's squeamish and can't stand the sight of blood. When the cadavers roll in, he rolls out, then talks the professor into giving him credit anyway.<br />
<br />
'''Robert-''' (ロバート) A Def Big fan who moved into the city to meet his hero. He works part-time at the shop. Bob wants to be like Def Big more than anything, but so far he's only gotten the Big part down.<br />
<br />
'''Li'l Kate-''' (リル・アン) A bright and bubbly pop star in the making, with a killer voice and dance moves to match. She's a go-getter, too; Li'l Kate doesn't sit around waiting for favors. "If life's a ride," she says, "then move over, 'cause I'm driving."<br />
<br />
'''Brenda Hernandez-''' (''Brenda''ブレンダ) A freelance writer who travels around the world. These days Brenda has been following the global crisis, penning stories like "Shattered Planet! Who Broke the Globe?" and "Light and Fight for Domination" or "Do Blue Hedgehogs Dream of Electric Eggs?". As can be seen in the souvenir and in the Empire City HUB, Brenda writes for "World Treasure" Magazine.<br />
<br />
'''93. Hot Dog Vendor-''' (ホットドッグ屋) The manager of the "[[Don Fachio]]" hot dog mega-franchise's Empire City location. Without a doubt, the friendliest guy in hot dogs. Check out the Empire City hot spots while nibbling one of his specialty links.<br />
<br />
==Acts - Skyscraper Scamper==<br />
<br />
===Main Game===<br />
<br />
Empire City as a whole does not appear in the [[PS2]] or [[Wii]] versions of the game, existing only in the [[PS3]] and [[Xbox 360]] versions.<br />
<br />
There are a few Easter Eggs in Skyscraper Scamper, with signposts and billboards making oblique references to earlier Sonic games; see the ''Gallery'' below.<br />
<br />
====Day Act 1====<br />
In the main day act, Sonic speeds across the rooftops and raised highways of the city. [[Speed Drift]]ing can be useful at the start of the level for keeping on the curving roadways. The [[Homing Attack]] gets plenty of use, following trails of [[Spinner]]s across bottomless pits. There's a section where Sonic is pursued by the [[Interceptor]] across a bridge, and an [[Aero-Chaser]] section where [[Egg Fighter]]s actually deploy electrified tripwires against Sonic! The level ends with a high-speed [[grindrail]] section.<br />
<br />
====Day Act 2====<br />
More reminiscant of a [[Werehog]] balance-beam act like [[Savannah Citadel]] Night Act 2, this level sees Sonic run across ''extremly'' narrow beams right at the top of the vast skyscrapers. Careful use of [[Quick Step]] is a good idea on the final section.<br />
<br />
====Night Act 1====<br />
The main night level sees the Werehog making his precarious way across high-rise girders over ''very'' long drops. Electric generators have to be destroyed to de-power barriers, and there are a number of rooftop battles against belligerant [[Titan]]s. Completing this act opens Day Act 1, as well as [[Arid Sands]] Night Act 1.<br />
<br />
====Unused "Play It Cool" Area====<br />
In the night time mission, ''Play It Cool'', the player can jump over a set of electrified bars on a spiked I-Beam to reach more of the level. This area includes more platforming as well as a puzzle involving electrified climbing poles, which are otherwise unused in the level, and a half-completed gimmick with a javelin, where the player must pick it up and throw it at a target to create a makeshift swinging pole. The targeting doesn't work yet, so the item is useless. The item was not used in the downloadable content pack for Empire City and Adabat. The level can be seen going through the rest of the regular level, except going towards a building with "Chao Beans" in neon lights. However, this area cannot be accessed due to the werehog not having the forward momentum to continue. This area is explored with an altered layout in Night Act 2.<br />
<br />
===Empire City and Adabat Adventure Pack===<br />
The sixth and final ''Sonic Unleashed'' downloadable content is the '''Empire City and Adabat Adventure Pack''', serving as the second content pack to update two continents with new stages. Skyscraper Scamper gains one new daytime stage, two new nighttime stages, and a harder version of one daytime stage. It was released on Xbox Live for 250 MS Points and on the PlayStation Network for $3.00 on 11 June, 2009.<br />
<br />
====Day Act 1-2====<br />
Day Act 1-2 is a harder version of Act 1. A new shortcut is available near the beginning of the stage, though players must be fast to successfully reach and time it right.<br />
<br />
====Day Act 3====<br />
Day Act 3 has players running down a highway littered with enemies and hazards to get to the goal. The stage has a bomber segment and a chaser segment as well, the latter in a new top-down perspective.<br />
<br />
====Night Act 2====<br />
Night Act 2 takes place on the distant buildings near the end of Act 1. Although it's a part of Act 1, it was dubbed its own act for whatever reason. Players must cross electrified spiked I-Beams and use floating monsters to advance through the stage, fending off a total of three [[Titan|Titans]].<br />
<br />
====Night Act 3====<br />
Night Act 3 is a large vertical platforming area across the faces of two buildings. The level features many timed switches and three titans, including two at the end of the level on a small rooftop.<br />
<br />
===Hot Dog Trials===<br />
These missions can be accessed by speaking with the hot dog vendor in Empire City after completing the corresponding Day or Night Act. Completing a level 1 mission unlocks the level 2 mission and earns 1 Urban Dog, completing a level 2 mission unlocks the level 3 mission and earns 2 Urban Dogs, completing a level 3 mission earns 3 Urban Dogs and completing all of them will unlock the Ketchup and Mustard Achievement.<br />
<br />
====Day Time Trial====<br />
*Level 1 - Finish the stage in 5 Minutes<br />
*Level 2 - Finish the stage in 4 Minutes<br />
*Level 3 - Finish the stage in 3 Minutes<br />
<br />
====Day Battle Trial====<br />
*Level 1 - Destroy 35 enemies or more and finish the stage<br />
*Level 2 - Destroy 45 enemies or more and finish the stage<br />
*Level 3 - Destroy 55 enemies or more and finish the stage<br />
<br />
====Day Ring Trial====<br />
*Level 1 - Finish the stage with 100 Rings or more<br />
*Level 2 - Finish the stage with 200 Rings or more<br />
*Level 3 - Finish the stage with 300 Rings or more<br />
<br />
====Night Time Trial====<br />
*Level 1 - Finish the stage in 20 Minutes<br />
*Level 2 - Finish the stage in 15 Minutes<br />
*Level 3 - Finish the stage in 10 Minutes<br />
<br />
====Night Survival====<br />
*Level 1 - Finish the stage without being able to heal<br />
*Level 2 - Finish the stage without being able to heal. Werehog starts with 1/2 Health<br />
*Level 3 - Finish the stage without being able to heal. Werehog starts with 1/4 Health<br />
<br />
==Gallery==<br />
<br />
<gallery><br />
File:Skyscraperscramper.png|Day Act 1<br />
File:SU Scamper Night.jpg|Night Act 1<br />
File:Unleashed dev 023.jpg|Game development image<br />
Image:su ss chao bean.png|[[Chao]] Bean neon sign<br />
Image:su ss soleanna hotel.png|(Misspelled) [[Soleanna]] Hotel neon sign<br />
Image:su ss pachamac parking.png|[[Pachacamac]] Parking neon sign<br />
File:SU Black6.jpg|Concept art<br />
File:Su empirecity flag.png|Flag<br />
</gallery><br />
<br />
{{SUOmni|1}} <br />
[[Category:Sonic Unleashed Levels]]</div>Woohookittyhttps://info.sonicretro.org/index.php?title=Tropical_Resort_(Wii)&diff=171836Tropical Resort (Wii)2011-05-24T04:10:15Z<p>Woohookitty: rev. That breaks the link. What we have is enough</p>
<hr />
<div>:''"Tropical Resort" redirects here. For the DS version of the stage, see [[Tropical Resort (DS)]].''<br />
<br />
{{LevelBob<br />
| levelscreen=TropicalReservoir1.jpg|screenwidth=320px<br />
| levelno=First<br />
| acts =6<br />
| boss=Rotatatron<br />
| game=Sonic Colours<br />
| theme1=carnival/casino<br />
| theme2=outer space<br />
|music=<br>Map: <flashmp3>Vivid Sounds x Hybrid Colors- Sonic Colors Original Soundtrack/Disc 1/04 Area - Tropical Resort.mp3</flashmp3><br>Act 1: <flashmp3>Vivid Sounds x Hybrid Colors- Sonic Colors Original Soundtrack/Disc 1/03 Tropical Resort - Act 1.mp3</flashmp3><br>Act 2: <flashmp3>Vivid Sounds x Hybrid Colors- Sonic Colors Original Soundtrack/Disc 1/06 Tropical Resort - Act 2.mp3</flashmp3><br>Act 3: <flashmp3>Vivid Sounds x Hybrid Colors- Sonic Colors Original Soundtrack/Disc 1/08 Tropical Resort - Act 3.mp3</flashmp3><br />
}}<br />
<br />
'''Tropical Resort''' is the first stage of ''[[Sonic Colours]]'' for the [[Nintendo Wii]]. A glitzy orbital hotel precinct for [[Dr. Eggman's Amazing Interstellar Amusement Park]], the area is full of flashy neon billboards, firework displays, and faux-jungle plant arrangements.<br />
<br />
The stage was one of the two first levels of ''[[Sonic Colours]]'' (the other being [[Sweet Mountain]]) to be revealed. It appears on the game's [[Sonic_Colours#Box_Art|box art]] and serves as the introductory stage of the game. Most of the [[Egg Pawns]] in the level are waving signs, "welcoming" [[Sonic]] to the park, and try to attack him with their signs. The analogue stage in the [[Sonic Colours (DS)|DS version of the game]] is [[Tropical Resort (DS)]].<br />
<br />
{{quote|''The opening stage of Sonic Colors. The green paradise with lush vegetation is the world's entryway to the planetary theme park.''|Description on the US [http://www.sega.com/soniccolors/ Sonic Colours site]}}<br />
<br />
==Story==<br />
<br />
Tropical Resort is the central worldlet of [[Dr. Eggman]]'s new theme park, to which all the captured planetoids are tethered with giant chains (reminiscent of the technique the Doctor developed long ago in capturing the [[Miracle Planet]]). The space elevator from [[Sonic's world]] deposits travelers here, which is how Sonic and Tails make their way up after Eggman haphazardly left the keys inside. After doing some exploring, Sonic catches a glimpse of [[Orbot]] and [[Cubot]] trying to capture [[Yacker]] and a Cyan [[Wisp]]. While the blue hedgehog speeds all over the park smashing stuff, Tails concentrates on adding a new application to his [[Miles Electric]] device so he can translate the Wisps' language.<br />
<br />
Sonic finally runs into [[Eggman]] right at the end of the stage, interrupting the fat man's usual deranged gloating. The park's creator doesn't bother to stick around, instead directing Orbot and Cubot to sic the [[Rotatatron]] on Sonic.<br />
<br />
==Acts - Tropical Resort (Wii)==<br />
<br />
====Act 1====<br />
Before any opening cinematic or even asking for player data, the game throws you straight into Tropical Resort Act 1. This introduces the player to the basic controls of the game, such as [[spin jump|jumping]], [[grinding]], the [[homing attack]], and the [[Sonic Boost]]. Despite being an introductory stage, there are many areas in this act for the player to explore once he or she unlocks the Cyan and Yellow Wisps later in the game.<br />
<br />
====Act 2====<br />
Tropical Resort Act 2 is about the same size as the previous act, this time focusing primarily on 2D sections and introducing the player to slower platforming and objects such as fans that will propel Sonic in whatever direction they are facing. Much like Act 1, there are many areas to explore after unlocking more Wisps.<br />
<br />
====Act 3====<br />
Tropical Resort Act 3 introduces the player to the [[Quick Step]]. In the latter part of the act, there is an area full of boxes that Sonic can break through using the [[stomp attack]].<br />
<br />
====Act 4====<br />
Tropical Resort Act 4 is a short 2D act. Despite its size, collecting all of the [[Red Rings]] in this act requires a bit of exploration, and two of them can only be reached by using the Purple Wisp, which isn't unlocked until much later in the game.<br />
<br />
====Act 5====<br />
Tropical Resort Act 5 makes use of the Cyan Wisp, focusing on diamonds that Sonic can ricochet from and targets that he can break to earn more points. Some of these targets are hidden beneath boxes that can only be reached using the Pink Wisp.<br />
<br />
====Act 6====<br />
Tropical Resort Act 6 is a short 2D act, similar to the previous two acts. This act introduces rotating platforms and platforms activated by switches.<br />
<br />
{{ColoursOmni}}<br />
[[Category:Sonic Colours Levels]]</div>Woohookittyhttps://info.sonicretro.org/index.php?title=Sonic_the_Hedgehog_3/Bugs&diff=171783Sonic the Hedgehog 3/Bugs2011-05-23T08:54:37Z<p>Woohookitty: /* Angel Island Checkpoint */ its not just AI</p>
<hr />
<div>==Level bugs==<br />
<br />
<br />
===Knuckles Image===<br />
When the signpost is falling, you can see [[Blue Knuckles]] on the post.<br />
<br />
'''Fixed''' in ''[[Sonic & Knuckles]]''.<br />
<br />
===Random Tails disappearance===<br />
Sometimes, [[Tails]] won't turn up for the [[Marble Garden Zone]] boss, when playing as either [[Sonic]] & Tails or Sonic alone. This is currently believed to happen at random.<br />
<br />
Accessing this boss as Knuckles (only accessed by using cheats or glitches) in ''[[Sonic 3 & Knuckles]]'' will randomly cause the same issue. Another effect that may be related is sometimes you cannot move Tails up and down; that is most likely due to Tails spawning too early, so when EggRobo digs into the ground, stay on the ground and wait for Tails.<br />
<br />
'''''Not fixed''''' in any version.<br />
<br />
===Random Tails appearance===<br />
If Sonic, playing alone, reaches the end of [[Carnival Night Zone]] Act 1 without dying since the start of the zone, Tails will be heard and then seen suddenly dying after the mini-boss is defeated. After the sign falls and Act 2 begins, Tails will reappear and fall into the stage, but will be unable to move, and must be left behind. Should Sonic manage to also then reach the end of Act 2 still without dying, Tails will be seen dying again after defeating [[Eggman]], and will spawn again on the screen after the "Act 2 completed" messages complete. When moving to enter the cannon, Tails will be crushed against the ledge as the screen is forced to the right.<br />
<br />
Presumably, this occurs because after loading Tails for the start of the zone in which he delivers Sonic from the end of the previous zone ([[Marble Garden]]), Tails is not properly unloaded until Sonic dies or reaches the next zone ([[IceCap]]).<br />
<br />
'''Fixed''' in ''[[Sonic & Knuckles]]''.<br />
<br />
===Tails End-of-level Sequence Bug===<br />
At the end of [[Angel Island Zone]] Act 2, playing as Sonic and Tails, you are chased by Robotnik's "Flying Fortress", which drops bombs that are easily avoided simply by running at full speed. Tails however will catch up with Sonic and then slow down to avoid overtaking Sonic, and will therefore be caught by the bombs. This occurs in ''Sonic 3'' alone and ''Sonic 3 & Knuckles'', and Tails is repeatedly hit by bombs; however, in the former, after being hit by a bomb Tails will remain running at the very far left of the screen.<br />
<br />
'Fixed' (behaviour altered) in ''[[Sonic 3 & Knuckles]]''.<br />
<br />
===Strange Title Cards===<br />
By using the level select it is possible to get strange title cards in the [[bonus stage]]s.<br />
<br />
'''Fixed''' in ''[[Sonic & Knuckles]]''.<br />
<br />
===Strange Palette===<br />
By using the level select it is possible to see Knuckles with strange palettes underwater in various places.<br />
<br />
'''''Not fixed''''' in any version.<br />
<br />
===Super Sonic Bubble Bounce===<br />
Super Sonic can perform the bubble shield bounce.<br />
<br />
'''Fixed''' in ''[[Sonic & Knuckles]]''.<br />
<br />
===Angel Island Checkpoint===<br />
By using the level select and passing a checkpoint in any zone, then selecting [[Angel Island Zone]] (Act 1), the game will freeze. This is because if you get a checkpoint, and pick another zone, the water level will be set to 00. The game can also crash if water covers the whole screen in Angel Island (Act 1), thus making it freeze by this checkpoint glitch.<br />
<br />
Various other glitches are caused by passing a checkpoint in any zone using level select and then picking another zone via level select. It causes the title cards to be wrong (often referencing the first level picked in level select) and Sonic/Tails get spawned in very odd places within the level. Also, objects sometimes don't load or they don't work properly. <br />
<br />
'''Fixed''' in ''[[Sonic & Knuckles]]''.<br />
<br />
===Hydrocity Zone Act 2 Boss Bug===<br />
After being swept through the tunnel into the cavern to face Robotnik in [[Hydrocity Zone]] Act 2, it is possible to skip the boss by running quickly through the area to the right, where the animal capsule can be found and activated. The end of level music will play, and the points added up, but the bomb drop and blast sounds can still be heard from the boss, and the water spout will not appear to take Sonic and Tails (or Sonic and Tails playing solo) to [[Marble Garden Zone]]. Also, the character name in the score tally will sometimes glitch. If the console is reset however, the save game will allow you to continue from [[Marble Garden Zone]] Act 1 as normal.<br />
<br />
'''Fixed''' in ''[[Sonic & Knuckles]]''.<br />
<br />
===Hydrocity Zone Floor Glitch===<br />
In the section where you go through a loop that leads to a vertical corkscrew that darts underwater, and is followed by a small tunnel and then a thick blue floor that curves up and then back down, Tails can swim through the blue floor in this area if he jumps as soon as he exits the tunnel and then starts swimming at a 45 degree angle to the hill in the floor. Under the floor is nothing but the eventual bottom of the level. Incidentally spikes were placed under other supposedly inaccessible places of the level, just not here.<br />
<br />
'''Not Fixed''' in any version.<br />
<br />
===Hydrocity Zone Ramp Glitch===<br />
When travelling around [[Hydrocity Zone]] Acts 1 or 2, after rolling at speed up a 90 degree ramp transfer from floor to wall, the player character will sometime glitch inside the wall. It seems to happen more often if the character is rolling rather than running, and if the player is holding "down" on the controller during the roll.<br />
<br />
'''Fixed''' in ''[[Sonic & Knuckles]]''.<br />
<br />
===Super Sonic Roll Glitch===<br />
If playing as Sonic or Sonic and Tails, becoming Super Sonic and rolling will cause the player to slow down.<br />
<br />
'''Fixed''' in ''[[Sonic & Knuckles]]''.<br />
<br />
===Super Sonic Elevator Glitch===<br />
When playing as Super Sonic in [[Launch Base Zone]] Act 1, if the player holds left whilst Super Sonic is inside a "spinning elevator", he will glitch outside the elevator in the "push" pose before the doors of the elevator open.<br />
<br />
'''''Not fixed''''' in any version.<br />
<br />
===Vertical wrap glitch===<br />
In Acts where the level wraps vertically, the player can duck, wait for the screen to scroll down, then immediately jump, causing the screen to mistake the player's position and make the screen scroll all the way around. During this time, the player can move through certain objects, including kill planes, allowing access to otherwise restricted areas.<br />
<br />
Acts affected:<br />
* [[Marble Garden Zone]] Act 1<br />
* [[IceCap Zone]] Act 1<br />
* [[Sandopolis Zone]] Act 2<br />
* [[Sky Sanctuary Zone]] Act 1<br />
<br />
'''''Not fixed''''' in any version.<br />
<br />
===Flying Battery Music===<br />
In ''[[Sonic the Hedgehog 3]]'' Standalone, the echo track of [[Flying Battery Zone]]'s Act 1 music will go off sync after the first loop, and slowly gain drag behind the lead melody. The more times the song loops, the farther the echo track will be from the lead. This level isn't playable in ''Sonic 3'' alone, but the bug still occurs in sound test.<br />
<br />
'''Fixed''' in ''Sonic 3 & Knuckles'' Final<br />
<br />
===Super Sonic Gets Hurt===<br />
In Ice Cap Zone Act 1, by using the Vertical wrap glitch, Super Sonic can gain access to Knuckles' area. While in this area, there are icicle spikes that harm Super Sonic, thus the player loses all of their rings and Super Sonic transforms back into Sonic.<br />
<br />
'''Fixed''' in ''[[Sonic & Knuckles]]''.<br />
<br />
===Super Sonic Gets Hurt (again)===<br />
In Launch Base Zone Act 2, when the final boss slams Super Sonic against the ground, he can still lose rings.<br />
<br />
'''Fixed''' in ''[[Sonic & Knuckles]]'' (the character gently bounces off while making a spring sound).<br />
<br />
===Super Sonic Sprites Glitch===<br />
[[File:YellowSonic.png|thumb|250px|right|Let Super Sonic be drawn into the boss' water plume and this will happen.]]<br />
While fighting the Hydrocity Boss, if you allow Super Sonic to be drawn to the water plume, Super Sonic will lose the custom sprites and will appear as regular Sonic (spikes pointing down instead of up) though the yellow color is retained. Furthermore, once this has happened, defeating the boss will result in Sonic retaining the SuperSonic yellow color even after bursting the robotizing chamber open. The score tally will also appear with Sonic's name in yellow instead of blue. [http://www.youtube.com/watch?v=k8cKcuNlVjU Here] is the glitch in action.<br />
<br />
'''Fixed''' in ''Sonic 3 & Knuckles''.<br />
<br />
===Tails’ Sudden Death===<br />
In IceCap Zone, Act 1, Tails will lose a life when going down the first slide past the first star post. This can be avoided if you can enter a Special Stage through the giant gold ring found just above said slide. After a life is lost or after returning from a Special or Bonus Stage, Tails can go down the slide without losing a second life. The bug is caused by the snowboard sequence at the beginning of the act. The game attempts to load it when Tails goes down the slope, which crushes Tails. <br />
<br />
'''Fixed''' in ''Sonic 3 & Knuckles''.<br />
<br />
===Act 1 Music Glitch===<br />
In IceCap Zone Act 1, returning to the final starpost in the act (after leaving the cave) results in the music from Act 2 playing instead of the one for Act 1. The same occurs when returning to the starpost or giant ring locations in Angel Island Zone Act 1 after the mid-boss has set the island on fire; this is because everything beyond this point is actually part of Act 2. Sonic 3 & Knuckles fixes this specifically for the first starpost after the Angel Island fire, but not for the special stage or Icecap.<br />
<br />
'''Partly Fixed''' in ''Sonic 3 & Knuckles''.<br />
<br />
===Sonic & Knuckles Mid-Boss Music===<br />
<br />
While fighting the Hydrocity Zone’s boss or mid-boss, if you stay underwater long enough to trigger the drowning countdown, when you jump out of the water, the music for Sonic 3 & Knuckles’ mid-boss fights is played instead of the correct track. Even without the drowning glitch, the track normally played for the Hydrocity mid-boss is the act 2 boss music, which may be a bug or oversight in itself. This is changed in Sonic 3 & Knuckles, so that the mid-boss plays the regular mid-boss music for that game; however, the bug causing mid-boss music to play after a drowning countdown during the second act's boss fight remains.<br />
<br />
'''Partly Fixed''' in ''Sonic 3 & Knuckles''.<br />
<br />
===Marble Garden Mid-Boss Glitch===<br />
It is possible to defeat the mid-boss by using 2 player Tails before it has been activated properly. By stopping Sonic before the screen has been locked for the mid-boss fight, and killing the mid-boss using Tails, the act 2 loading sequence will be out of position and crash the game once the end-of-act sign has landed.<br />
<br />
'''Fixed''' in ''Sonic 3 & Knuckles''.<br />
<br />
===Carnival Night boss glitch===<br />
It is possible for [[Graviton Mobile]] to drop the "ball" into the shaft that was used to get up to the boss fight. This is because the shaft is just to the left of the boss fight area and the ball follows the normal set of physics, so it isn't affected by the screen lock. [http://www.youtube.com/watch?v=-7vJJLA6LFQ This] uses debug to show what happens. <br />
<br />
<br />
{{Sonic3&KOmni}}<br />
[[Category:Bug Lists]]</div>Woohookittyhttps://info.sonicretro.org/index.php?title=User_talk:RGamer2009&diff=171745User talk:RGamer20092011-05-21T20:47:00Z<p>Woohookitty: /* Level themes page */</p>
<hr />
<div>==Sonic 3D boss images==<br />
Hi. Thanks for putting in the Sonic 3D bosses. You know you can just use the images in the S3DBosses template for the boss pages, right? Just don't fill in a value for <tt>imagewidth</tt> and it should be fine. (Also the Volcano Valley one you just uploaded will need replacing due to the watermark.) - [[User:Andlabs|Andlabs]] 01:22, 30 July 2009 (UTC)<br />
<br />
Mk, Thanks.<br />
<br />
:Pursuant to our skype talk, I've gone and fixed the cliches in the template. [[Crisis City]] looks... better... now...? [[Frozen Nitrogen|<span style="color:steelblue">'''Frozen'''</span> <span style="color:springgreen">'''Nitrogen'''</span>]] <sup>([[User Talk:Frozen Nitrogen|Talk]])</sup> 13:59, 11 March 2010 (UTC)<br />
<br />
== <nowiki><br clear="all"></nowiki> ==<br />
Please don't remove the <nowiki><br clear="all"></nowiki> from pages. Without it, pages look wrong at lower resolutions. For example: [http://img225.imageshack.us/img225/5360/70784308.png] [[User:Nineko|Nineko]] 23:39, 25 July 2010 (UTC)<br />
:Yes, keep them. The blank space is better than mishmashed web pages. Don't actually remove them until you get content. - [[User:Andlabs|Andlabs]] 23:45, 25 July 2010 (UTC)<br />
::And please don't move the alternate screenshot into the main content; keep it under the infobox until a better solution is found (the screenshots belong there anyway). - [[User:Andlabs|Andlabs]] 23:52, 25 July 2010 (UTC)<br />
<br />
== My (Midnight Monkey) additions and minor changes to the Genesis Sonic game Wikis of late ==<br />
<br />
Hi. I see you've been checking my work. As a newbie, I need to be told what I'm doing right and where I'm going wrong, so feedback would be much appreciated. Thanks!<br />
<br />
Edit: sorry, I got the wrong end of the stick. Still finding my way around this joint. Level info addition to the headers is a good move towards comprensiveness, I feel. Regarding closure to the top section of LBZ Bosses, is what I added what you had in mind?{{clear}}--[[User:Midnight Monkey|Midnight Monkey]] 16:30, 11 October 2010 (CDT)<br />
<br />
== Colours Template ==<br />
<br />
OL locked the topic so I couldn't ask you on the forums; is the Colours template still causing you problems? It edited fine when I tested it...? (Also I've moved your TRZ boss pic as requested) [[Frozen Nitrogen|<span style="color:steelblue">'''Frozen'''</span> <span style="color:springgreen">'''Nitrogen'''</span>]] <sup>([[User Talk:Frozen Nitrogen|Talk]])</sup> 18:02, 2 December 2010 (CST)<br />
<br />
== Level themes page ==<br />
I've noticed that Junie has uploaded a mess of text about the level design styles of pages. Now I think that should be its own page as its not themes per se. Plus its threatening to make the page almost too big. What do you think? I didn't mention this to Junie eventually because (even though I'm admin on the Wikipedia site), I'm not up on acceptability quite as much over here. And I know you've done lots of work on the page. Thanks! [[User:Woohookitty|Woohookitty]] 20:45, 21 May 2011 (UTC)<br />
:Or maybe it should be more subthemes. Don't know. Thats why I'm asking you. :) [[User:Woohookitty|Woohookitty]] 20:47, 21 May 2011 (UTC)</div>Woohookittyhttps://info.sonicretro.org/index.php?title=User_talk:RGamer2009&diff=171744User talk:RGamer20092011-05-21T20:45:09Z<p>Woohookitty: /* Colours Template */</p>
<hr />
<div>==Sonic 3D boss images==<br />
Hi. Thanks for putting in the Sonic 3D bosses. You know you can just use the images in the S3DBosses template for the boss pages, right? Just don't fill in a value for <tt>imagewidth</tt> and it should be fine. (Also the Volcano Valley one you just uploaded will need replacing due to the watermark.) - [[User:Andlabs|Andlabs]] 01:22, 30 July 2009 (UTC)<br />
<br />
Mk, Thanks.<br />
<br />
:Pursuant to our skype talk, I've gone and fixed the cliches in the template. [[Crisis City]] looks... better... now...? [[Frozen Nitrogen|<span style="color:steelblue">'''Frozen'''</span> <span style="color:springgreen">'''Nitrogen'''</span>]] <sup>([[User Talk:Frozen Nitrogen|Talk]])</sup> 13:59, 11 March 2010 (UTC)<br />
<br />
== <nowiki><br clear="all"></nowiki> ==<br />
Please don't remove the <nowiki><br clear="all"></nowiki> from pages. Without it, pages look wrong at lower resolutions. For example: [http://img225.imageshack.us/img225/5360/70784308.png] [[User:Nineko|Nineko]] 23:39, 25 July 2010 (UTC)<br />
:Yes, keep them. The blank space is better than mishmashed web pages. Don't actually remove them until you get content. - [[User:Andlabs|Andlabs]] 23:45, 25 July 2010 (UTC)<br />
::And please don't move the alternate screenshot into the main content; keep it under the infobox until a better solution is found (the screenshots belong there anyway). - [[User:Andlabs|Andlabs]] 23:52, 25 July 2010 (UTC)<br />
<br />
== My (Midnight Monkey) additions and minor changes to the Genesis Sonic game Wikis of late ==<br />
<br />
Hi. I see you've been checking my work. As a newbie, I need to be told what I'm doing right and where I'm going wrong, so feedback would be much appreciated. Thanks!<br />
<br />
Edit: sorry, I got the wrong end of the stick. Still finding my way around this joint. Level info addition to the headers is a good move towards comprensiveness, I feel. Regarding closure to the top section of LBZ Bosses, is what I added what you had in mind?{{clear}}--[[User:Midnight Monkey|Midnight Monkey]] 16:30, 11 October 2010 (CDT)<br />
<br />
== Colours Template ==<br />
<br />
OL locked the topic so I couldn't ask you on the forums; is the Colours template still causing you problems? It edited fine when I tested it...? (Also I've moved your TRZ boss pic as requested) [[Frozen Nitrogen|<span style="color:steelblue">'''Frozen'''</span> <span style="color:springgreen">'''Nitrogen'''</span>]] <sup>([[User Talk:Frozen Nitrogen|Talk]])</sup> 18:02, 2 December 2010 (CST)<br />
<br />
== Level themes page ==<br />
I've noticed that Junie has uploaded a mess of text about the level design styles of pages. Now I think that should be its own page as its not themes per se. Plus its threatening to make the page almost too big. What do you think? I didn't mention this to Junie eventually because (even though I'm admin on the Wikipedia site), I'm not up on acceptability quite as much over here. And I know you've done lots of work on the page. Thanks! [[User:Woohookitty|Woohookitty]] 20:45, 21 May 2011 (UTC)</div>Woohookittyhttps://info.sonicretro.org/index.php?title=Tropical_island_clich%C3%A9&diff=171696Tropical island cliché2011-05-19T05:33:31Z<p>Woohookitty: Fixed link</p>
<hr />
<div>#REDIRECT [[Tropical_Island_cliché]]</div>Woohookittyhttps://info.sonicretro.org/index.php?title=Blue_Sphere_Plus&diff=171677Blue Sphere Plus2011-05-17T13:39:47Z<p>Woohookitty: /* New Features */ Added little note. Otherwise some will go "16?"</p>
<hr />
<div>{{Hack<br />
| screen=Blue Sphere ROM menu.png<br />
| screenwidth=320<br />
| version=11<br />
| date=May 10, 2011<br />
| system=Sega Genesis/Mega Drive<br />
| originalgame=Sonic & Knuckles<br />
| peripherals=<br />
| romsize=1 MB<br />
| credits= [[MainMemory]]<br />
|visualmods=<br />
|audiomods=<br />
|layoutmods=<br />
|basicenginemods=yes<br />
|advenginemods=<br />
}}<br />
'''''Blue Sphere Standalone ROM''''' is a ''[[Sonic & Knuckles]]'' hack created by [[MainMemory]]. It is a standalone ROM which contains [[Blue Sphere]], the game that is unlocked when ''Sonic & Knuckles'' and ''[[Sonic the Hedgehog (16-bit)|Sonic the Hedgehog]]'' are [[sega:Lock-On Technology|Locked-On]]. It also has a few extra features.<br />
<br />
==New Features==<br />
*Pressing {{B}} or {{C}} now cycles between Sonic + Tails (blue + orange bumpers), Sonic alone (both blue), Tails (both orange), Knuckles + Tails (red + orange bumpers), and Knuckles (both red).<br />
*SRAM support to remember the character you last selected, and the last level completed.<br />
*If holding {{A}} while pressing {{start}} to start a stage, the player starts all stages from then on at top speed (not saved between sessions).<br />
*You can now press {{start}} at the first screen to reach the menu, instead of holding {{A}} + {{B}} + {{C}}.<br />
*Select "SONIC 3K" on the first menu, and you will play through all 16 of [[Sonic 3 & Knuckles]]<nowiki>'</nowiki> [[Special Stage (Sonic 3 & Knuckles)|Special Stages]] in order, including the 2 "secret" ones. Saving and code entry are disabled while this mode is active, and the game will reset upon completion of the last stage.<br />
*Can Lock-On to other ROMs, including the Sonic games that would normally enable special modes when locked-on to ''Sonic & Knuckles''.<br />
*Users can lock-on a file containing custom levels to play.<br />
<br />
==Known Issues==<br />
*On real hardware, sound effects cause the music to glitch.<br />
*The code for a level from a locked-on ROM is displayed without having to complete it first.<br />
<br />
==Downloads==<br />
{{Download|version=11|file=Blue Sphere Standalone ROM v11.7z|filesize=266KB}}<br />
===Previous Versions===<br />
*{{file|Blue Sphere Standalone ROM v10.7z|Version 10}}<br />
*{{file|Blue Sphere Standalone ROM v9.7z|Version 9}}<br />
*{{file|Blue Sphere Standalone ROM v8.7z|Version 8}}<br />
*{{file|Blue Sphere Standalone ROM.7z|Version 7}}<br />
<br />
==External links==<br />
*{{LinkRetro|topic=25189|title=Sonic Retro discussion thread}}<br />
<br />
[[Category:Hacks|Blue Sphere Standalone ROM]]</div>Woohookittyhttps://info.sonicretro.org/index.php?title=Sonic_the_Hedgehog_3/Bugs&diff=171452Sonic the Hedgehog 3/Bugs2011-05-06T10:08:47Z<p>Woohookitty: /* Super Sonic Gets Hurt (again) */ only one in 3</p>
<hr />
<div>==Level bugs==<br />
<br />
<br />
===Knuckles Image===<br />
When the signpost is falling, you can see [[Blue Knuckles]] on the post.<br />
<br />
'''Fixed''' in ''[[Sonic & Knuckles]]''.<br />
<br />
===Random Tails disappearance===<br />
Sometimes, [[Tails]] won't turn up for the [[Marble Garden Zone]] boss, when playing as either [[Sonic]] & Tails or Sonic alone. This is currently believed to happen at random.<br />
<br />
Accessing this boss as Knuckles (only accessed by using cheats or glitches) in ''[[Sonic 3 & Knuckles]]'' will randomly cause the same issue. Another effect that may be related is sometimes you cannot move Tails up and down; that is most likely due to Tails spawning too early, so when EggRobo digs into the ground, stay on the ground and wait for Tails.<br />
<br />
'''''Not fixed''''' in any version.<br />
<br />
===Random Tails appearance===<br />
If Sonic, playing alone, reaches the end of [[Carnival Night Zone]] Act 1 without dying since the start of the zone, Tails will be heard and then seen suddenly dying after the mini-boss is defeated. After the sign falls and Act 2 begins, Tails will reappear and fall into the stage, but will be unable to move, and must be left behind. Should Sonic manage to also then reach the end of Act 2 still without dying, Tails will be seen dying again after defeating [[Eggman]], and will spawn again on the screen after the "Act 2 completed" messages complete. When moving to enter the cannon, Tails will be crushed against the ledge as the screen is forced to the right.<br />
<br />
Presumably, this occurs because after loading Tails for the start of the zone in which he delivers Sonic from the end of the previous zone ([[Marble Garden]]), Tails is not properly unloaded until Sonic dies or reaches the next zone ([[IceCap]]).<br />
<br />
'''Fixed''' in ''[[Sonic & Knuckles]]''.<br />
<br />
===Tails End-of-level Sequence Bug===<br />
At the end of [[Angel Island Zone]] Act 2, playing as Sonic and Tails, you are chased by Robotnik's "Flying Fortress", which drops bombs that are easily avoided simply by running at full speed. Tails however will catch up with Sonic and then slow down to avoid overtaking Sonic, and will therefore be caught by the bombs. This occurs in ''Sonic 3'' alone and ''Sonic 3 & Knuckles'', and Tails is repeatedly hit by bombs; however, in the former, after being hit by a bomb Tails will remain running at the very far left of the screen.<br />
<br />
'Fixed' (behaviour altered) in ''[[Sonic 3 & Knuckles]]''.<br />
<br />
===Strange Title Cards===<br />
By using the level select it is possible to get strange title cards in the [[bonus stage]]s.<br />
<br />
'''Fixed''' in ''[[Sonic & Knuckles]]''.<br />
<br />
===Strange Palette===<br />
By using the level select it is possible to see Knuckles with strange palettes underwater in various places.<br />
<br />
'''''Not fixed''''' in any version.<br />
<br />
===Super Sonic Bubble Bounce===<br />
Super Sonic can perform the bubble shield bounce.<br />
<br />
'''Fixed''' in ''[[Sonic & Knuckles]]''.<br />
<br />
===Angel Island Checkpoint===<br />
By using the level select and passing a checkpoint in any zone, then selecting [[Angel Island Zone]] (Act 1), the game will freeze. This is because if you get a checkpoint, and pick another zone, the water level will be set to 00. The game can also crash if water covers the whole screen in Angel Island (Act 1), thus making it freeze by this checkpoint glitch.<br />
<br />
'''Fixed''' in ''[[Sonic & Knuckles]]''.<br />
<br />
===Hydrocity Zone Act 2 Boss Bug===<br />
After being swept through the tunnel into the cavern to face Robotnik in [[Hydrocity Zone]] Act 2, it is possible to skip the boss by running quickly through the area to the right, where the animal capsule can be found and activated. The end of level music will play, and the points added up, but the bomb drop and blast sounds can still be heard from the boss, and the water spout will not appear to take Sonic and Tails (or Sonic and Tails playing solo) to [[Marble Garden Zone]]. Also, the character name in the score tally will sometimes glitch. If the console is reset however, the save game will allow you to continue from [[Marble Garden Zone]] Act 1 as normal.<br />
<br />
'''Fixed''' in ''[[Sonic & Knuckles]]''.<br />
<br />
===Hydrocity Zone Floor Glitch===<br />
In the section where you go through a loop that leads to a vertical corkscrew that darts underwater, and is followed by a small tunnel and then a thick blue floor that curves up and then back down, Tails can swim through the blue floor in this area if he jumps as soon as he exits the tunnel and then starts swimming at a 45 degree angle to the hill in the floor. Under the floor is nothing but the eventual bottom of the level. Incidentally spikes were placed under other supposedly inaccessible places of the level, just not here.<br />
<br />
'''Not Fixed''' in any version.<br />
<br />
===Hydrocity Zone Ramp Glitch===<br />
When travelling around [[Hydrocity Zone]] Acts 1 or 2, after rolling at speed up a 90 degree ramp transfer from floor to wall, the player character will sometime glitch inside the wall. It seems to happen more often if the character is rolling rather than running, and if the player is holding "down" on the controller during the roll.<br />
<br />
'''Fixed''' in ''[[Sonic & Knuckles]]''.<br />
<br />
===Super Sonic Roll Glitch===<br />
If playing as Sonic or Sonic and Tails, becoming Super Sonic and rolling will cause the player to slow down.<br />
<br />
'''Fixed''' in ''[[Sonic & Knuckles]]''.<br />
<br />
===Super Sonic Elevator Glitch===<br />
When playing as Super Sonic in [[Launch Base Zone]] Act 1, if the player holds left whilst Super Sonic is inside a "spinning elevator", he will glitch outside the elevator in the "push" pose before the doors of the elevator open.<br />
<br />
'''''Not fixed''''' in any version.<br />
<br />
===Vertical wrap glitch===<br />
In Acts where the level wraps vertically, the player can duck, wait for the screen to scroll down, then immediately jump, causing the screen to mistake the player's position and make the screen scroll all the way around. During this time, the player can move through certain objects, including kill planes, allowing access to otherwise restricted areas.<br />
<br />
Acts affected:<br />
* [[Marble Garden Zone]] Act 1<br />
* [[IceCap Zone]] Act 1<br />
* [[Sandopolis Zone]] Act 2<br />
* [[Sky Sanctuary Zone]] Act 1<br />
<br />
'''''Not fixed''''' in any version.<br />
<br />
===Flying Battery Music===<br />
In ''[[Sonic the Hedgehog 3]]'' Standalone, the echo track of [[Flying Battery Zone]]'s Act 1 music will go off sync after the first loop, and slowly gain drag behind the lead melody. The more times the song loops, the farther the echo track will be from the lead. This level isn't playable in ''Sonic 3'' alone, but the bug still occurs in sound test.<br />
<br />
'''Fixed''' in ''Sonic 3 & Knuckles'' Final<br />
<br />
===Super Sonic Gets Hurt===<br />
In Ice Cap Zone Act 1, by using the Vertical wrap glitch, Super Sonic can gain access to Knuckles' area. While in this area, there are icicle spikes that harm Super Sonic, thus the player loses all of their rings and Super Sonic transforms back into Sonic.<br />
<br />
'''Fixed''' in ''[[Sonic & Knuckles]]''.<br />
<br />
===Super Sonic Gets Hurt (again)===<br />
In Launch Base Zone Act 2, when the final boss slams Super Sonic against the ground, he can still lose rings.<br />
<br />
'''Fixed''' in ''[[Sonic & Knuckles]]'' (the character gently bounces off while making a spring sound).<br />
<br />
===Super Sonic Sprites Glitch===<br />
[[File:YellowSonic.png|thumb|250px|right|Let Super Sonic be drawn into the boss' water plume and this will happen.]]<br />
While fighting the Hydrocity Boss, if you allow Super Sonic to be drawn to the water plume, Super Sonic will lose the custom sprites and will appear as regular Sonic (spikes pointing down instead of up) though the yellow color is retained. Furthermore, once this has happened, defeating the boss will result in Sonic retaining the SuperSonic yellow color even after bursting the robotizing chamber open. The score tally will also appear with Sonic's name in yellow instead of blue. [http://www.youtube.com/watch?v=k8cKcuNlVjU Here] is the glitch in action.<br />
<br />
'''Fixed''' in ''Sonic 3 & Knuckles''.<br />
<br />
===Tails’ Sudden Death===<br />
In IceCap Zone, Act 1, Tails will lose a life when going down the first slide past the first star post. This can be avoided if you can enter a Special Stage through the giant gold ring found just above said slide. After a life is lost or after returning from a Special or Bonus Stage, Tails can go down the slide without losing a second life. The bug is caused by the snowboard sequence at the beginning of the act. The game attempts to load it when Tails goes down the slope, which crushes Tails. <br />
<br />
'''Fixed''' in ''Sonic 3 & Knuckles''.<br />
<br />
===Act 1 Music Glitch===<br />
In IceCap Zone Act 1, returning to the final starpost in the act (after leaving the cave) results in the music from Act 2 playing instead of the one for Act 1. The same occurs when returning to the starpost or giant ring locations in Angel Island Zone Act 1 after the mid-boss has set the island on fire; this is because everything beyond this point is actually part of Act 2. Sonic 3 & Knuckles fixes this specifically for the first starpost after the Angel Island fire, but not for the special stage or Icecap.<br />
<br />
'''Partly Fixed''' in ''Sonic 3 & Knuckles''.<br />
<br />
===Sonic & Knuckles Mid-Boss Music===<br />
<br />
While fighting the Hydrocity Zone’s boss or mid-boss, if you stay underwater long enough to trigger the drowning countdown, when you jump out of the water, the music for Sonic 3 & Knuckles’ mid-boss fights is played instead of the correct track. Even without the drowning glitch, the track normally played for the Hydrocity mid-boss is the act 2 boss music, which may be a bug or oversight in itself. This is changed in Sonic 3 & Knuckles, so that the mid-boss plays the regular mid-boss music for that game; however, the bug causing mid-boss music to play after a drowning countdown during the second act's boss fight remains.<br />
<br />
'''Partly Fixed''' in ''Sonic 3 & Knuckles''.<br />
<br />
===Marble Garden Mid-Boss Glitch===<br />
It is possible to defeat the mid-boss by using 2 player Tails before it has been activated properly. By stopping Sonic before the screen has been locked for the mid-boss fight, and killing the mid-boss using Tails, the act 2 loading sequence will be out of position and crash the game once the end-of-act sign has landed.<br />
<br />
'''Fixed''' in ''Sonic 3 & Knuckles''.<br />
<br />
===Carnival Night boss glitch===<br />
It is possible for [[Graviton Mobile]] to drop the "ball" into the shaft that was used to get up to the boss fight. This is because the shaft is just to the left of the boss fight area and the ball follows the normal set of physics, so it isn't affected by the screen lock. [http://www.youtube.com/watch?v=-7vJJLA6LFQ This] uses debug to show what happens. <br />
<br />
<br />
{{Sonic3&KOmni}}<br />
[[Category:Bug Lists]]</div>Woohookittyhttps://info.sonicretro.org/index.php?title=Sonic_the_Hedgehog_3/Bugs&diff=171451Sonic the Hedgehog 3/Bugs2011-05-06T10:07:13Z<p>Woohookitty: /* Hydrocity Zone Act 2 Boss Bug */</p>
<hr />
<div>==Level bugs==<br />
<br />
<br />
===Knuckles Image===<br />
When the signpost is falling, you can see [[Blue Knuckles]] on the post.<br />
<br />
'''Fixed''' in ''[[Sonic & Knuckles]]''.<br />
<br />
===Random Tails disappearance===<br />
Sometimes, [[Tails]] won't turn up for the [[Marble Garden Zone]] boss, when playing as either [[Sonic]] & Tails or Sonic alone. This is currently believed to happen at random.<br />
<br />
Accessing this boss as Knuckles (only accessed by using cheats or glitches) in ''[[Sonic 3 & Knuckles]]'' will randomly cause the same issue. Another effect that may be related is sometimes you cannot move Tails up and down; that is most likely due to Tails spawning too early, so when EggRobo digs into the ground, stay on the ground and wait for Tails.<br />
<br />
'''''Not fixed''''' in any version.<br />
<br />
===Random Tails appearance===<br />
If Sonic, playing alone, reaches the end of [[Carnival Night Zone]] Act 1 without dying since the start of the zone, Tails will be heard and then seen suddenly dying after the mini-boss is defeated. After the sign falls and Act 2 begins, Tails will reappear and fall into the stage, but will be unable to move, and must be left behind. Should Sonic manage to also then reach the end of Act 2 still without dying, Tails will be seen dying again after defeating [[Eggman]], and will spawn again on the screen after the "Act 2 completed" messages complete. When moving to enter the cannon, Tails will be crushed against the ledge as the screen is forced to the right.<br />
<br />
Presumably, this occurs because after loading Tails for the start of the zone in which he delivers Sonic from the end of the previous zone ([[Marble Garden]]), Tails is not properly unloaded until Sonic dies or reaches the next zone ([[IceCap]]).<br />
<br />
'''Fixed''' in ''[[Sonic & Knuckles]]''.<br />
<br />
===Tails End-of-level Sequence Bug===<br />
At the end of [[Angel Island Zone]] Act 2, playing as Sonic and Tails, you are chased by Robotnik's "Flying Fortress", which drops bombs that are easily avoided simply by running at full speed. Tails however will catch up with Sonic and then slow down to avoid overtaking Sonic, and will therefore be caught by the bombs. This occurs in ''Sonic 3'' alone and ''Sonic 3 & Knuckles'', and Tails is repeatedly hit by bombs; however, in the former, after being hit by a bomb Tails will remain running at the very far left of the screen.<br />
<br />
'Fixed' (behaviour altered) in ''[[Sonic 3 & Knuckles]]''.<br />
<br />
===Strange Title Cards===<br />
By using the level select it is possible to get strange title cards in the [[bonus stage]]s.<br />
<br />
'''Fixed''' in ''[[Sonic & Knuckles]]''.<br />
<br />
===Strange Palette===<br />
By using the level select it is possible to see Knuckles with strange palettes underwater in various places.<br />
<br />
'''''Not fixed''''' in any version.<br />
<br />
===Super Sonic Bubble Bounce===<br />
Super Sonic can perform the bubble shield bounce.<br />
<br />
'''Fixed''' in ''[[Sonic & Knuckles]]''.<br />
<br />
===Angel Island Checkpoint===<br />
By using the level select and passing a checkpoint in any zone, then selecting [[Angel Island Zone]] (Act 1), the game will freeze. This is because if you get a checkpoint, and pick another zone, the water level will be set to 00. The game can also crash if water covers the whole screen in Angel Island (Act 1), thus making it freeze by this checkpoint glitch.<br />
<br />
'''Fixed''' in ''[[Sonic & Knuckles]]''.<br />
<br />
===Hydrocity Zone Act 2 Boss Bug===<br />
After being swept through the tunnel into the cavern to face Robotnik in [[Hydrocity Zone]] Act 2, it is possible to skip the boss by running quickly through the area to the right, where the animal capsule can be found and activated. The end of level music will play, and the points added up, but the bomb drop and blast sounds can still be heard from the boss, and the water spout will not appear to take Sonic and Tails (or Sonic and Tails playing solo) to [[Marble Garden Zone]]. Also, the character name in the score tally will sometimes glitch. If the console is reset however, the save game will allow you to continue from [[Marble Garden Zone]] Act 1 as normal.<br />
<br />
'''Fixed''' in ''[[Sonic & Knuckles]]''.<br />
<br />
===Hydrocity Zone Floor Glitch===<br />
In the section where you go through a loop that leads to a vertical corkscrew that darts underwater, and is followed by a small tunnel and then a thick blue floor that curves up and then back down, Tails can swim through the blue floor in this area if he jumps as soon as he exits the tunnel and then starts swimming at a 45 degree angle to the hill in the floor. Under the floor is nothing but the eventual bottom of the level. Incidentally spikes were placed under other supposedly inaccessible places of the level, just not here.<br />
<br />
'''Not Fixed''' in any version.<br />
<br />
===Hydrocity Zone Ramp Glitch===<br />
When travelling around [[Hydrocity Zone]] Acts 1 or 2, after rolling at speed up a 90 degree ramp transfer from floor to wall, the player character will sometime glitch inside the wall. It seems to happen more often if the character is rolling rather than running, and if the player is holding "down" on the controller during the roll.<br />
<br />
'''Fixed''' in ''[[Sonic & Knuckles]]''.<br />
<br />
===Super Sonic Roll Glitch===<br />
If playing as Sonic or Sonic and Tails, becoming Super Sonic and rolling will cause the player to slow down.<br />
<br />
'''Fixed''' in ''[[Sonic & Knuckles]]''.<br />
<br />
===Super Sonic Elevator Glitch===<br />
When playing as Super Sonic in [[Launch Base Zone]] Act 1, if the player holds left whilst Super Sonic is inside a "spinning elevator", he will glitch outside the elevator in the "push" pose before the doors of the elevator open.<br />
<br />
'''''Not fixed''''' in any version.<br />
<br />
===Vertical wrap glitch===<br />
In Acts where the level wraps vertically, the player can duck, wait for the screen to scroll down, then immediately jump, causing the screen to mistake the player's position and make the screen scroll all the way around. During this time, the player can move through certain objects, including kill planes, allowing access to otherwise restricted areas.<br />
<br />
Acts affected:<br />
* [[Marble Garden Zone]] Act 1<br />
* [[IceCap Zone]] Act 1<br />
* [[Sandopolis Zone]] Act 2<br />
* [[Sky Sanctuary Zone]] Act 1<br />
<br />
'''''Not fixed''''' in any version.<br />
<br />
===Flying Battery Music===<br />
In ''[[Sonic the Hedgehog 3]]'' Standalone, the echo track of [[Flying Battery Zone]]'s Act 1 music will go off sync after the first loop, and slowly gain drag behind the lead melody. The more times the song loops, the farther the echo track will be from the lead. This level isn't playable in ''Sonic 3'' alone, but the bug still occurs in sound test.<br />
<br />
'''Fixed''' in ''Sonic 3 & Knuckles'' Final<br />
<br />
===Super Sonic Gets Hurt===<br />
In Ice Cap Zone Act 1, by using the Vertical wrap glitch, Super Sonic can gain access to Knuckles' area. While in this area, there are icicle spikes that harm Super Sonic, thus the player loses all of their rings and Super Sonic transforms back into Sonic.<br />
<br />
'''Fixed''' in ''[[Sonic & Knuckles]]''.<br />
<br />
===Super Sonic Gets Hurt (again)===<br />
In Launch Base Zone Act 2, when the final boss slams a Super character against the ground, he can still lose rings.<br />
<br />
'''Fixed''' in ''[[Sonic & Knuckles]]'' (the character gently bounces off while making a spring sound).<br />
<br />
===Super Sonic Sprites Glitch===<br />
[[File:YellowSonic.png|thumb|250px|right|Let Super Sonic be drawn into the boss' water plume and this will happen.]]<br />
While fighting the Hydrocity Boss, if you allow Super Sonic to be drawn to the water plume, Super Sonic will lose the custom sprites and will appear as regular Sonic (spikes pointing down instead of up) though the yellow color is retained. Furthermore, once this has happened, defeating the boss will result in Sonic retaining the SuperSonic yellow color even after bursting the robotizing chamber open. The score tally will also appear with Sonic's name in yellow instead of blue. [http://www.youtube.com/watch?v=k8cKcuNlVjU Here] is the glitch in action.<br />
<br />
'''Fixed''' in ''Sonic 3 & Knuckles''.<br />
<br />
===Tails’ Sudden Death===<br />
In IceCap Zone, Act 1, Tails will lose a life when going down the first slide past the first star post. This can be avoided if you can enter a Special Stage through the giant gold ring found just above said slide. After a life is lost or after returning from a Special or Bonus Stage, Tails can go down the slide without losing a second life. The bug is caused by the snowboard sequence at the beginning of the act. The game attempts to load it when Tails goes down the slope, which crushes Tails. <br />
<br />
'''Fixed''' in ''Sonic 3 & Knuckles''.<br />
<br />
===Act 1 Music Glitch===<br />
In IceCap Zone Act 1, returning to the final starpost in the act (after leaving the cave) results in the music from Act 2 playing instead of the one for Act 1. The same occurs when returning to the starpost or giant ring locations in Angel Island Zone Act 1 after the mid-boss has set the island on fire; this is because everything beyond this point is actually part of Act 2. Sonic 3 & Knuckles fixes this specifically for the first starpost after the Angel Island fire, but not for the special stage or Icecap.<br />
<br />
'''Partly Fixed''' in ''Sonic 3 & Knuckles''.<br />
<br />
===Sonic & Knuckles Mid-Boss Music===<br />
<br />
While fighting the Hydrocity Zone’s boss or mid-boss, if you stay underwater long enough to trigger the drowning countdown, when you jump out of the water, the music for Sonic 3 & Knuckles’ mid-boss fights is played instead of the correct track. Even without the drowning glitch, the track normally played for the Hydrocity mid-boss is the act 2 boss music, which may be a bug or oversight in itself. This is changed in Sonic 3 & Knuckles, so that the mid-boss plays the regular mid-boss music for that game; however, the bug causing mid-boss music to play after a drowning countdown during the second act's boss fight remains.<br />
<br />
'''Partly Fixed''' in ''Sonic 3 & Knuckles''.<br />
<br />
===Marble Garden Mid-Boss Glitch===<br />
It is possible to defeat the mid-boss by using 2 player Tails before it has been activated properly. By stopping Sonic before the screen has been locked for the mid-boss fight, and killing the mid-boss using Tails, the act 2 loading sequence will be out of position and crash the game once the end-of-act sign has landed.<br />
<br />
'''Fixed''' in ''Sonic 3 & Knuckles''.<br />
<br />
===Carnival Night boss glitch===<br />
It is possible for [[Graviton Mobile]] to drop the "ball" into the shaft that was used to get up to the boss fight. This is because the shaft is just to the left of the boss fight area and the ball follows the normal set of physics, so it isn't affected by the screen lock. [http://www.youtube.com/watch?v=-7vJJLA6LFQ This] uses debug to show what happens. <br />
<br />
<br />
{{Sonic3&KOmni}}<br />
[[Category:Bug Lists]]</div>Woohookittyhttps://info.sonicretro.org/index.php?title=Sonic_the_Hedgehog_3_%26_Knuckles/Bugs&diff=171450Sonic the Hedgehog 3 & Knuckles/Bugs2011-05-06T10:04:50Z<p>Woohookitty: /* "Zero-gravity"mode */ sp</p>
<hr />
<div>==Level bugs==<br />
==="Zero-gravity"mode===<br />
Sonic will achieve a sort of "zero-gravity" mode and not fall until he jumps. He keeps walking at the angle of the slope he is on when he landed and he won't walk in another angle without jumping again. With this mode, Sonic can sometimes pass through walls and reach areas that are normally unreachable without debug. This glitch happens because the plus $08 flag on the RAM adress $B02A ( which it's purpose is to stop sonic from falling through objects) hadn't been reset to normal after sonic left the object he was standing on. When sonic stands on another object, destroys an enemy from above or enters a bonus/special stage, the flag will be properly reset to normal and the glitch will stop.<br />
Circumstances where sonic can achieve this state:<br />
*In Carnival Night Zone, if tails puts sonic onto the cannon, tails will enter the cannon and sonic won't. If sonic spindashes on the cannon and releases it at the right time, he'll enter this state.<br />
*In Ice Cap Zone, if tails breaks the ice cubes while sonic is standing on it, sonic will enter this state.<br />
*In Flying Battery zone, if tails brings sonic to some of the hangers, he'll enter this state too.<br />
<br />
'''Not fixed in any version'''<br />
<br />
===Pass through objects===<br />
If Sonic looks up and tails picks him up when the screen moved up, the screen position will not reset and sonic can fall through objects below him if tails stops flying and drops. If Sonic crouches down and tails picks him up after the screen scrolls down, sonic can pass through objects on top of him.<br />
<br />
'''Not fixed in any version'''<br />
<br />
===Move during end of level score tally===<br />
If a player times it right and jumps into Tails hands as he is flying at the end of the level the player will still be able to move during the score tally.<br />
<gallery>File:SonicCanMoveDuringScoreTally.png|Sonic can move during the score tally</gallery><br />
<br />
'''Not fixed in any version'''<br />
<br />
===Sonic vs Knuckles' boss in Launch Base Act 1===<br />
If sonic passed through the set of spikes near the start and under a collasping platform and a huge rotating cylinder, he will zip to the right and arrive at Knuckles' boss arena. Two twin hammers will appear, but sonic only need to defeat 1 to proceed to the next level. However, tails must lift sonic to the ledge on top of the arena to avoid death upon the next level loads. Sonic musn't defeat both bosses at the same time or the game will crash. The undefeated twin hammer can be destroyed without worries about the game crashing, and will follow sonic wherever he goes.<br />
<br />
'''Not fixed in any version'''<br />
<br />
===Flying Battery boss ([[Hang Mobile]])===<br />
<br />
While playing as [[Knuckles the Echidna]] in [[Flying Battery Zone]] act 2, the [[Hang Mobile|boss]] is [[Dr. Eggman|Dr. Robotnik]] instead of [[Eggrobo]].<br />
<br />
This is likely to be due to the fact that the battle's perspective is different: The [[Eggpod]] and thus its pilot face the screen head on, and so require new [[sega:sprite|sprite]]s, which the artists did not implement for Eggrobo. <br />
<br />
<gallery>File:Fbzboss.png|Knuckles fighting Robotnik in Flying Battery Zone</gallery><br />
<br />
'''Not fixed''' in any version (The [[Sonic hacks|hack]] ''[[Sonic 3 Complete (hack)|Sonic 3 Complete]]'' by [[Tiddles]] addressed this by implementing Eggrobo sprites edited from one of the ending cutscenes.)<br />
<br />
===Mushroom Hill boss ([[Jet Mobile]])===<br />
The same thing sometimes happens in [[Mushroom Hill Zone]] act 2, though not always. It happens more often after the player dies.<br />
<br />
<gallery>File:KnucklesAgainstRobotnikInMHZ2.png|Knuckles fighting Robotnik in Mushroom Hill Zone</gallery><br />
<br />
'''Not fixed''' in any version (again, addressed in ''Sonic 3 Complete'')<br />
<br />
===Knuckles in Carnival Night===<br />
While playing as Knuckles, one can take [[Sonic]]'s path in Carnival Night 2, then glide over the boss area revealing a load of junk.<gallery>File:CNZ2-KnucklesAboutToClimbTheWall.png|Knuckles looking at the wall right after he climbed the transportation tube up to Sonic's way to the boss<br />
File:CNZ2-KnucklesAtTheTopOfTheWall.png|Knuckles at the top of the aforementioned wall<br />
File:CNZ2-KnucklesFlyingTowardsTheJunk.png|Knuckles flying to the right<br />
File:CNZ2-KnucklesReachedTheJunk.png|Knuckles reached the junk, and there is even more below</gallery><br />
<br />
'''Not fixed''' in any version<br />
<br />
===Knuckles Palette===<br />
Due to palette limitations, Knuckles' socks change colors; when you are playing as Knuckles, they are green. When you are playing as Sonic, [[Tails]], or Sonic and Tails, they are yellow. Furthermore, as can be noted by entering [[Sky Sanctuary Zone]] act 1 as Knuckles through debug mode, the two 'versions' of Knuckles have slightly different hues.<br />
<br />
<gallery>File:DuelingKnuckles.png|"Hey. You look sort of familiar, but...not"</gallery><br />
<br />
'''Not fixed''' in any version<br />
<br />
===Standing on LBZ spinning floors===<br />
If the player comes to a natural stop on the spinning floors after being rolled up into a ball, he will be using his standing sprite instead of the rotating sprites.<br />
<br />
<gallery>File:LBZSpinningBug.png|Sonic and Tails standing still on the rotating platform</gallery><br />
<br />
'''Not fixed''' in any version<br />
<br />
===Triggering the LBZ booster infinite times===<br />
If the player does a spin dash in the right place and at the right time he will trigger the booster infinite times as long as he'll maintain his spin dash position.<br />
<br />
<gallery>File:LBZBoosterBug.png|Sonic triggering the booster while spindashing</gallery><br />
<br />
'''Not fixed''' in any version<br />
<br />
===Corkey Doesn't Harm Knuckles When He Climbs===<br />
If Knuckles is climbing on a wall, [[Corkey]]'s laser doesn't harm him.<br />
<br />
<gallery>File:CorkeyDoesNotHarmKnucklesWhenHeClimbs.png|Knuckles magically surviving Corkey's attack</gallery><br />
<br />
'''Not fixed''' in any version<br />
<br />
===Hovering Knuckles in Hydrocity and Sandopolis===<br />
If you climb in [[Hydrocity Zone]] below one of those up and down moving rotating blocks, it will push you down without resetting you to normal status when you leave the wall, resulting you are climbing in the middle of nowhere. [http://www.youtube.com/watch?v=-qOVqxn-JVA This video might explain it a little bit better.]<br>The same thing can happen in [[Sandopolis Zone]]<br />
<br />
<gallery>File:HCZ-KnucklesHovering.png|Just climb below one of those up and down moving thingies and get pushed down<br />
File:KnucklesClimbsOnNothingInSandopolisZone.png|It can happen in Sandopolis, too!</gallery><br />
<br />
'''Not fixed''' in any version<br />
<br />
===Wrong Tails animation in LRZ2===<br />
When Knuckles throws the boulder at the end of the second act of Lava Reef Zone, Tails will use a wrong animation if he's not playing with Sonic.<gallery>File:LRZ2-Boulder-SonicTails.png|Good<br />
File:LRZ2-Boulder-Tails.png|That's no good</gallery><br />
'''Not fixed''' in any version<br />
<br />
===Iwamodoki doesn't give you points===<br />
The [[Iwamodoki]] badnik doesn't give you points even though it releases a flicky and displays a "100" points score when it explodes.<gallery>File:IwamodokiBugBefore.png|Three Iwamodokis ready to explode. The one in the bottom right has yet to get into its exploding animation<br />
File:IwamodokiBugAfter.png|They all exploded, and even though they all displayed "100" points, note how the total score didn't change</gallery><br />
'''Not fixed''' in any version<br />
<br />
=== Mid-boss music for main boss fight ===<br />
The game will occasionally play the mid boss music for the main boss.<br />
<br />
==With Hyper Sonic...==<br />
[[Hyper Sonic]]'s extraordinary abilities help to bring even more bugs and glitches into Sonic 3 & Knuckles. In particular, his double jump which allows him to boost towards any of the 8 main directions can bring quite a lot of confusion to the mix.<br />
===Mushroom Hill boss===<br />
By double jumping before the screen gets locked vertically, Hyper Sonic messes up the level scrolling. The level is still completable, though.<br />
<br />
<gallery>File:MHZ2HSbug.png|Note to self: do not jump this high</gallery><br />
<br />
'''Not fixed''' in any version<br />
<br />
===Flying Battery===<br />
Hyper Sonic's ability to cross small walls and barriers with a double jump allows him to escape from the force field in the pre-boss in Flying Battery 2. By doing this you can go almost all of the way up to the second battle with Robotnik. However, the cloud and object sprites are corrupted until Robotnik runs away as part of the first battle.<br />
<br />
<gallery>File:FBZHSbug.png|Hey Robotnik, where are you looking?</gallery><br />
<br />
'''Not fixed''' in any version<br />
<br />
===Mushroom Hill miniboss===<br />
If MHZ's miniboss is defeated too quickly (e.g. while it is still moving before it could arrive to the right limit of the screen), the Act 1 to Act 2 transition doesn't take place properly, leaving Sonic helplessly stuck at the beginning of Act 2. In order to hit the miniboss 6 times so quickly, Hyper Sonic's double jump must be used.<gallery>File:MHZ1HSbug1.png|The score tally already doesn't look so good<br />
File:MHZ1HSbug2.png|Hmmm, last time I checked there used to be a slope there<br />
File:MHZ1HSbug3.png|Good, Knuckles won't come to perform the cutscene. Gotta wait 9 minutes and 59 seconds...</gallery><br />
'''Not fixed''' in any version<br />
<br />
{{Sonic3&KOmni}}<br />
[[Category:Bug Lists]]</div>Woohookittyhttps://info.sonicretro.org/index.php?title=Sonic_the_Hedgehog_3_%26_Knuckles/Bugs&diff=171449Sonic the Hedgehog 3 & Knuckles/Bugs2011-05-06T10:03:21Z<p>Woohookitty: /* Sonic vs Knuckles' boss */ clarified</p>
<hr />
<div>==Level bugs==<br />
==="Zero-gravity"mode===<br />
Sonic will acheive a sort of "zero-gravity" mode and not fall until he jumps. He keeps walking at the angle of the slope he is on when he landed and he won't walk in another angle without jumping again. With this mode, Sonic can sometimes pass through walls and reach areas that are normally unreachable without debug. This glitch happens because the plus $08 flag on the RAM adress $B02A ( which it's purpose is to stop sonic from falling through objects) hadn't been reset to normal after sonic left the object he was standing on. When sonic stands on another object, destroys an enemy from above or enters a bonus/special stage, the flag will be properly reset to normal and the glitch will stop.<br />
Circumstances where sonic can achieve this state:<br />
*In Carnival Night Zone, if tails puts sonic onto the cannon, tails will enter the cannon and sonic won't. If sonic spindashes on the cannon and releases it at the right time, he'll enter this state.<br />
*In Ice Cap Zone, if tails breaks the ice cubes while sonic is standing on it, sonic will enter this state.<br />
*In Flying Battery zone, if tails brings sonic to some of the hangers, he'll enter this state too.<br />
<br />
'''Not fixed in any version'''<br />
<br />
===Pass through objects===<br />
If Sonic looks up and tails picks him up when the screen moved up, the screen position will not reset and sonic can fall through objects below him if tails stops flying and drops. If Sonic crouches down and tails picks him up after the screen scrolls down, sonic can pass through objects on top of him.<br />
<br />
'''Not fixed in any version'''<br />
<br />
===Move during end of level score tally===<br />
If a player times it right and jumps into Tails hands as he is flying at the end of the level the player will still be able to move during the score tally.<br />
<gallery>File:SonicCanMoveDuringScoreTally.png|Sonic can move during the score tally</gallery><br />
<br />
'''Not fixed in any version'''<br />
<br />
===Sonic vs Knuckles' boss in Launch Base Act 1===<br />
If sonic passed through the set of spikes near the start and under a collasping platform and a huge rotating cylinder, he will zip to the right and arrive at Knuckles' boss arena. Two twin hammers will appear, but sonic only need to defeat 1 to proceed to the next level. However, tails must lift sonic to the ledge on top of the arena to avoid death upon the next level loads. Sonic musn't defeat both bosses at the same time or the game will crash. The undefeated twin hammer can be destroyed without worries about the game crashing, and will follow sonic wherever he goes.<br />
<br />
'''Not fixed in any version'''<br />
<br />
===Flying Battery boss ([[Hang Mobile]])===<br />
<br />
While playing as [[Knuckles the Echidna]] in [[Flying Battery Zone]] act 2, the [[Hang Mobile|boss]] is [[Dr. Eggman|Dr. Robotnik]] instead of [[Eggrobo]].<br />
<br />
This is likely to be due to the fact that the battle's perspective is different: The [[Eggpod]] and thus its pilot face the screen head on, and so require new [[sega:sprite|sprite]]s, which the artists did not implement for Eggrobo. <br />
<br />
<gallery>File:Fbzboss.png|Knuckles fighting Robotnik in Flying Battery Zone</gallery><br />
<br />
'''Not fixed''' in any version (The [[Sonic hacks|hack]] ''[[Sonic 3 Complete (hack)|Sonic 3 Complete]]'' by [[Tiddles]] addressed this by implementing Eggrobo sprites edited from one of the ending cutscenes.)<br />
<br />
===Mushroom Hill boss ([[Jet Mobile]])===<br />
The same thing sometimes happens in [[Mushroom Hill Zone]] act 2, though not always. It happens more often after the player dies.<br />
<br />
<gallery>File:KnucklesAgainstRobotnikInMHZ2.png|Knuckles fighting Robotnik in Mushroom Hill Zone</gallery><br />
<br />
'''Not fixed''' in any version (again, addressed in ''Sonic 3 Complete'')<br />
<br />
===Knuckles in Carnival Night===<br />
While playing as Knuckles, one can take [[Sonic]]'s path in Carnival Night 2, then glide over the boss area revealing a load of junk.<gallery>File:CNZ2-KnucklesAboutToClimbTheWall.png|Knuckles looking at the wall right after he climbed the transportation tube up to Sonic's way to the boss<br />
File:CNZ2-KnucklesAtTheTopOfTheWall.png|Knuckles at the top of the aforementioned wall<br />
File:CNZ2-KnucklesFlyingTowardsTheJunk.png|Knuckles flying to the right<br />
File:CNZ2-KnucklesReachedTheJunk.png|Knuckles reached the junk, and there is even more below</gallery><br />
<br />
'''Not fixed''' in any version<br />
<br />
===Knuckles Palette===<br />
Due to palette limitations, Knuckles' socks change colors; when you are playing as Knuckles, they are green. When you are playing as Sonic, [[Tails]], or Sonic and Tails, they are yellow. Furthermore, as can be noted by entering [[Sky Sanctuary Zone]] act 1 as Knuckles through debug mode, the two 'versions' of Knuckles have slightly different hues.<br />
<br />
<gallery>File:DuelingKnuckles.png|"Hey. You look sort of familiar, but...not"</gallery><br />
<br />
'''Not fixed''' in any version<br />
<br />
===Standing on LBZ spinning floors===<br />
If the player comes to a natural stop on the spinning floors after being rolled up into a ball, he will be using his standing sprite instead of the rotating sprites.<br />
<br />
<gallery>File:LBZSpinningBug.png|Sonic and Tails standing still on the rotating platform</gallery><br />
<br />
'''Not fixed''' in any version<br />
<br />
===Triggering the LBZ booster infinite times===<br />
If the player does a spin dash in the right place and at the right time he will trigger the booster infinite times as long as he'll maintain his spin dash position.<br />
<br />
<gallery>File:LBZBoosterBug.png|Sonic triggering the booster while spindashing</gallery><br />
<br />
'''Not fixed''' in any version<br />
<br />
===Corkey Doesn't Harm Knuckles When He Climbs===<br />
If Knuckles is climbing on a wall, [[Corkey]]'s laser doesn't harm him.<br />
<br />
<gallery>File:CorkeyDoesNotHarmKnucklesWhenHeClimbs.png|Knuckles magically surviving Corkey's attack</gallery><br />
<br />
'''Not fixed''' in any version<br />
<br />
===Hovering Knuckles in Hydrocity and Sandopolis===<br />
If you climb in [[Hydrocity Zone]] below one of those up and down moving rotating blocks, it will push you down without resetting you to normal status when you leave the wall, resulting you are climbing in the middle of nowhere. [http://www.youtube.com/watch?v=-qOVqxn-JVA This video might explain it a little bit better.]<br>The same thing can happen in [[Sandopolis Zone]]<br />
<br />
<gallery>File:HCZ-KnucklesHovering.png|Just climb below one of those up and down moving thingies and get pushed down<br />
File:KnucklesClimbsOnNothingInSandopolisZone.png|It can happen in Sandopolis, too!</gallery><br />
<br />
'''Not fixed''' in any version<br />
<br />
===Wrong Tails animation in LRZ2===<br />
When Knuckles throws the boulder at the end of the second act of Lava Reef Zone, Tails will use a wrong animation if he's not playing with Sonic.<gallery>File:LRZ2-Boulder-SonicTails.png|Good<br />
File:LRZ2-Boulder-Tails.png|That's no good</gallery><br />
'''Not fixed''' in any version<br />
<br />
===Iwamodoki doesn't give you points===<br />
The [[Iwamodoki]] badnik doesn't give you points even though it releases a flicky and displays a "100" points score when it explodes.<gallery>File:IwamodokiBugBefore.png|Three Iwamodokis ready to explode. The one in the bottom right has yet to get into its exploding animation<br />
File:IwamodokiBugAfter.png|They all exploded, and even though they all displayed "100" points, note how the total score didn't change</gallery><br />
'''Not fixed''' in any version<br />
<br />
=== Mid-boss music for main boss fight ===<br />
The game will occasionally play the mid boss music for the main boss.<br />
<br />
==With Hyper Sonic...==<br />
[[Hyper Sonic]]'s extraordinary abilities help to bring even more bugs and glitches into Sonic 3 & Knuckles. In particular, his double jump which allows him to boost towards any of the 8 main directions can bring quite a lot of confusion to the mix.<br />
===Mushroom Hill boss===<br />
By double jumping before the screen gets locked vertically, Hyper Sonic messes up the level scrolling. The level is still completable, though.<br />
<br />
<gallery>File:MHZ2HSbug.png|Note to self: do not jump this high</gallery><br />
<br />
'''Not fixed''' in any version<br />
<br />
===Flying Battery===<br />
Hyper Sonic's ability to cross small walls and barriers with a double jump allows him to escape from the force field in the pre-boss in Flying Battery 2. By doing this you can go almost all of the way up to the second battle with Robotnik. However, the cloud and object sprites are corrupted until Robotnik runs away as part of the first battle.<br />
<br />
<gallery>File:FBZHSbug.png|Hey Robotnik, where are you looking?</gallery><br />
<br />
'''Not fixed''' in any version<br />
<br />
===Mushroom Hill miniboss===<br />
If MHZ's miniboss is defeated too quickly (e.g. while it is still moving before it could arrive to the right limit of the screen), the Act 1 to Act 2 transition doesn't take place properly, leaving Sonic helplessly stuck at the beginning of Act 2. In order to hit the miniboss 6 times so quickly, Hyper Sonic's double jump must be used.<gallery>File:MHZ1HSbug1.png|The score tally already doesn't look so good<br />
File:MHZ1HSbug2.png|Hmmm, last time I checked there used to be a slope there<br />
File:MHZ1HSbug3.png|Good, Knuckles won't come to perform the cutscene. Gotta wait 9 minutes and 59 seconds...</gallery><br />
'''Not fixed''' in any version<br />
<br />
{{Sonic3&KOmni}}<br />
[[Category:Bug Lists]]</div>Woohookittyhttps://info.sonicretro.org/index.php?title=Sonic_3D:_Flickies%27_Island/Bugs&diff=171448Sonic 3D: Flickies' Island/Bugs2011-05-06T08:55:55Z<p>Woohookitty: /* Invincibility music bug */ Yes I was wrong</p>
<hr />
<div>This is a list of bugs in [[Sonic 3D: Flickies' Island]].<br />
<br />
== Invincibility music bug ==<br />
If you go into a [[Special Stage (Sonic_3D_MD)|Special Stage]] during invincibility, it's possible to come out of it with invincibility off but with the music continuing to play until the end of the Act.<br />
<br />
== Snowman killing bug ==<br />
In [[Diamond Dust Zone]], you run into several badniks named [[Diamond Dust Zone Badnik 1]]. They are snowball throwing snowmen. Generally, all you need to do is roll into them twice. The first hit makes them into a block of ice. The second hit releases the flicky inside. However, if you run into one of the snowballs during the roll, you lose rings. Its possible to be hit a second time and lose a life without any opportunity to recover rings. [http://www.youtube.com/watch?v=FFZiOcjrU-U This video] shows this glitch. <br />
<br />
== Secret Level Select bug ==<br />
If the Genesis is struck hard enough during gameplay or if a critical error occurs, the player sees a "You Have Found the Secret Level Select Screen" screen and the level select screen launches. It can also occur in an emulator if the player has a 3D Blast ROM open and tries to load a savestate from another Sonic game. [http://www.youtube.com/watch?v=tp1uTXPNlzE Here] is a video showing the first method of accessing the screen. The music played is the Continue music, which is the results music in Sonic 3 as well as the "No Way? No Way!" music from [[Blue Sphere]].<br />
<br />
[[Category:Bug Lists]]</div>Woohookittyhttps://info.sonicretro.org/index.php?title=Sonic_Colours_(Wii)&diff=171447Sonic Colours (Wii)2011-05-06T08:35:24Z<p>Woohookitty: /* Gameplay */</p>
<hr />
<div>:''"Sonic Colours" and "Sonic Colors" redirect here. For the DS version, see [[Sonic Colours (DS)]].''<br />
<br />
{{Bob<br />
|bobscreen=Sonic Colors Wii US title screen.png<br />
|screenwidth=320px<br />
|system=[[Wii]]<br />
|publisher=[[Sega]]<br />
|developer=[[Sonic Team]]<br />
|usa=November 16th, 2010<br />
|japan=<br />
|europe=November 12th, 2010<br />
|australia=November 11th, 2010<br />
|genre=Platform<br />
|pegi=3|esrb=e|usk=6|oflc=g}}<br />
<br />
'''Sonic Colours''' (spelled '''''Sonic Colors''''' in the USA and Japan) is a ''Sonic'' game released for the [[Nintendo Wii]] in late 2010. <br />
In a similar manner to the ''Sonic the Hedgehog'' games' début in 1991, which saw both a [[Master System]] / [[Game Gear]] [[Sonic the Hedgehog (8-bit)|8-bit release]] and a [[Mega Drive]] [[Sonic the Hedgehog (16-bit)|16-bit release]] concurrently, ''Sonic Colours'' was released both as a Wii game and a [[Sonic Colours (DS)|DS game]] on the [[Nintendo DS]]. Both games share the major plot element in that [[Sonic]] has to save an [[Wisps|alien race]] from an intergalactic amusement park run by [[Eggman]]. However, they differ significantly as well, in terms of both gameplay and story. The Wii version gameplay borrows a few elements from ''[[Sonic Unleashed]]'', but focuses more on slower and more segmented 2D areas that have more in common with early platformers such as the ''[[Mario|Super Mario Bros.]]'' titles, while the DS gameplay is more like ''[[Sonic Rush]]'' and ''[[Sonic Rush Adventure]]''.<br />
<br />
==Plot==<br />
Eggman claims to have developed a sense of remorse after his lack of judgement in the past and decides to build his next massive amusement park, [[Dr. Eggman's Amazing Interstellar Amusement Park]], in space, using the power of small alien creatures known as [[Wisps]] to power the interplanetary monstrosity. While Sonic instantly suspects Eggman's evil intentions, [[Tails]] believes he has genuinely had a change of heart.<br />
<br />
==Gameplay==<br />
Sonic, the only playable character, retains all of his abilities from the game's predecessor, ''Sonic Unleashed''. However, stricter limitations have been set on the [[Sonic Boost]], [[Quick Step]], and [[Speed Drift]] abilities. The ring energy system has been removed, the boost gauge has been shortened considerably, and meter refills are now found in the form of White Wisp capsules, which will fill a portion of the gauge. Quick Stepping can now only be executed in special "Quick Step" sections that will display an icon indicating that tapping left or right on the control stick will initiate a Quick Step in that direction. Similarly, there are special "Drift Sections" in which an icon will appear indicating that the player can execute a Speed Drift by holding the [[Image:Bbtn.png]] button and leaning the control stick in that direction. Boosting is disabled in these sections. Level designs have been modified to fit these restrictions, and as such, these moves are no longer used as cooperatively.<br />
<br />
Because of the increased focus on slow 2D platforming, Sonic has also been equipped with a Double Jump to prevent players from moving too fast while in midair and overshooting small platforms.<br />
<br />
===Wisps===<br />
When released from captivity, the alien creatures give Sonic unique abilities to help him traverse new areas. <br />
The game's signature nuance is the appearance of [[Wisps]]; small, color-coded, floating alien creatures that each contain a different ability that Sonic can harness by collecting them. When a Wisp is collected, the gauge on the bottom-left corner of the screen will display which Wisp is currently active. There are 10 available Wisps across the DS and Wii versions, with some version exclusive. The Wisps available on the Wii version are:<br />
<br />
*'''White Wisps''', give Sonic the [[Sonic Boost]], allowing for fast speed bursts which can damage enemies.<br />
*'''Cyan Wisps''', turn Sonic into a laser, which allows him to ricochet between walls.<br />
*'''Yellow Wisps''', turn Sonic into a drill that can dig through certain surfaces, allowing access to other paths.<br />
*'''Orange Wisps''', turn Sonic into a rocket that can blast into the air to reach higher areas.<br />
*'''Pink Wisps''', give Sonic long, pointy spikes that allow him to stick to walls. Also, this Wisp is the only means by which Sonic can spin dash in the Wii version of Sonic Colours. ('''[[Wii]] only''')<br />
*'''Green Wisps''', turn Sonic into a balloon-like green orb that allows him to hover and perform the [[Light Dash|Ring Dash]]. ('''[[Wii]] only''')<br />
*'''Blue Wisps''', turn Sonic into a heavy block that crushes anything under it. It also creates platforms by turning blue rings into walkable platforms, and vice versa. ('''[[Wii]] only''')<br />
*'''Purple Wisps''', turn Sonic into a wisp-like figure that moves forward eating enemies and blocks, growing larger the more he consumes. ('''[[Wii]] only''')<br />
<br />
<gallery><br />
File:Colours BsicPose Wisps.png|White Wisps<br />
File:Colours BsicPose WispLaser.png|Cyan Wisp<br />
Image:YellowWisp.jpg|Yellow Wisp<br />
File:Wisp Orange.png|Orange Wisp<br />
File:Pink Wisp.png|Pink Wisp<br />
File:Green Wisp.png|Green Wisp<br />
File:SonicColorsbluewisp.jpg|Blue Wisp<br />
File:Wisp_Purple.png|Purple Wisp<br />
</gallery><br />
<br />
<br />
===Yellow Springs===<br />
In some 2D acts, a set of yellow springs will hover beneath Sonic while slowly moving forward. Executing a [[Stomp]] will cause Sonic to bounce higher off of these springs, allowing him to reach more elevated platforms. Because these springs move relatively slowly and are often located above pits, going too fast may cause Sonic to fall off.<br />
<br />
===Blocks and Crates===<br />
Many of the 2D sections in the game feature blocks and crates that Sonic can interact with. These blocks are also sometimes used as obstacles, platforms, and parts of the level layout that Sonic must navigate around.<br />
<br />
*'''Breakable blocks''' appear to be made of some sort of dissolving metal material. Sonic can destroy them by stomping on them, but they will not reappear.<br />
*'''Reviving blocks''' are yellow and will reappear moments after being destroyed. Sonic can get rid of them without the assistance of Wisps.<br />
*'''Wisp blocks''' are dark with glowing lines around them. They can only be destroyed with the use of [[Wisps|Color Powers]]. Red Rings and pipes are often hidden beneath them.<br />
*'''Blue blocks''' can be turned into '''blue rings''' and vice versa by using the Blue Cube Color Power.<br />
*'''Pushing blocks''' or '''crates''' can be pushed by pressing and holding [[Image:Bbtn.png]] while standing close to them. Sonic will charge up and initiate a kick that pushes them depending on how long it is charged. This also can be used to defeat lines of enemies.<br />
*'''Solid blocks''' are dark with glowing blue edges. They cannot be broken and are usually used as part of the level design.<br />
*'''Bomb blocks''' are black with red outlines. Touching a bomb block will set off a timer that will cause it to explode, destroying any other bomb blocks surrounding it. If the bomb block explodes while Sonic is touching it, he will be injured.<br />
*'''Platform blocks''' are flattened blocks that Sonic can walk across or use to reach higher areas. They come in a variety of different designs and sizes to match each stage. Sometimes, triggering a switch will cause these blocks to move. Some platform blocks will fall if Sonic stands on them for too long.<br />
<br />
==Easter Eggs==<br />
By collecting [[Red Rings]] in the normal stages, you unlock levels in [[Game Land]]. By earning enough rings, you can unlock 3 Acts in Game Land per real level. At the end of the 3rd Acts in Game Land, instead of a [[Goal Ring]], there is a [[Chaos Emerald]]. By completing Game Land entirely, you can gather all 7 Chaos Emeralds and earn a mode to play as [[Super Sonic]] in the main game's levels, the first time for a 3D Sonic title. [[Sonic Adventure]] and [[Sonic 06]] have data when hacked suggesting they were going to have Super Sonic playable in the main game as well, but they were never finished. Super Sonic can be used in all levels but not in boss battles, including the final boss. <br />
<br />
[[Image:Sonic-colours-ending-miles-electric.jpg|right|thumb|180px|Miles Electric, with translated hexadecimal'']]<br />
In one of the closing scenes of Sonic Colors, Tails' [[Miles Electric]] computer displays three lines of hexadecimal data. These lines are encoded using Shift-JIS, and translate to the following text: [http://www.sonicretro.org/2010/11/an-easter-egg-fit-for-geeks/]<br />
<br />
*thank you for saving us<br />
*you are welcome<br />
*If you can read this you’re a geek!<br />
<br />
Some postings of this easter egg incorrectly indicated that the last one had a typo. Specifically, the word "you’re" is shown as "you'fre". This is caused by incorrectly handling the original data as ASCII instead of as Shift-JIS. (The Shift-JIS data 81 66 translates to the Unicode character U+2019, 'RIGHT SINGLE QUOTATION MARK'.)<br />
<br />
==Media==<br />
<br />
===Marketing===<br />
[[Image:sonic_colours_hat.jpg|right|thumb|180px|GameStop pre-order gift hat'']]<br />
As a gift for pre-ordering the game for GameStop customers, ''Colours'' included a special hat shaped like Sonic's head. In addition, a "Special Edition" of the game released in the UK and Australia shipped with a Sonic figurine as well as three wisp figurines (white, cyan and orange in the Wii version and yellow, red and blue in the DS version). The "Special Edition" was released in Spain, Italy, France and Germany too. In France and Spain was sold in "Carrefour" megamarkets naming the pack as "Carrefour Edition". Also exist an Australian version with a Classic Wii controller coloured in blue.<br />
<br />
===Voice Actors===<br />
This game is notable for being the first widely played Sonic game to take place after the major North American cast change in 2010 (''[[Sonic Free Riders]]'' was released slightly earlier, but its exclusivity to the new [[sega:Xbox360|Xbox360]] [[sega:Kinect|Kinect]] limited its dissemination). All of the [[4Kids]] actors (besides [[Mike Pollock]]) have been replaced with a new cast from this game forward. The Japanese cast, as usual, remains largely the same since the first Sonic Adventure game.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Role<br />
! English Voice Actor<br />
! Japanese Voice Actor<br />
|-<br />
|[[Sonic the Hedgehog]]<br />
|[[Roger Craig Smith]]<br />
|[[Junichi Kanemaru]]<br />
|-<br />
|[[Miles "Tails" Prower]]<br />
|[[Kate Higgins]]<br />
|[[Ryo Hirohashi]]<br />
|-<br />
|[[Doctor Eggman]]<br />
|[[Mike Pollock]]<br />
|[[Chikao Otsuka]]<br />
|-<br />
|[[Orbot]]<br />
|[[Kirk Thornton]]<br />
|[[Mitsuo Iwata]]<br />
|-<br />
|[[Cubot]]<br />
|[[Wally Wingert]]<br />
|[[Wataru Takagi]]<br />
|-<br />
|[[Wisp]] Power Announcer<br />
|Roger Craig Smith<br />
|[[Fumihiko Tachiki]]<br />
|}<br />
<br />
The Wii version has both voice language tracks included in the game disc and, in all its regional variations, features an option to switch between both English and Japanese voice language, together with a multi-lingual text language option. For some reason, these options can only be accessed after having started a new game and completed the first two acts of Tropical Resort.<br />
<br />
===Teaser Trailer===<br />
<mediaplayer>http://info.sonicretro.org/images/d/d2/Sonic_Colours_Announcement_Trailer.mp4</mediaplayer><br />
<br />
The trailer contains a portion of the game's vocal theme "Reach for the Stars", which features Jean Paul Makhlouf of the band Cash Cash.<br />
<br />
===Box Art===<br />
<gallery><br />
File:Colours Wii Box Front Aug10.jpg|US Promotional cover from August 2010<br />
File:SonicColours Wii EU cover.jpg|EU cover<br />
File:SonicColours_Wii_JP_cover.jpg|JP cover<br />
File:SonicColours Wii DE cover.jpg|German cover<br />
File:SonicColours Wii AU cover.jpg|Australian cover<br />
</gallery><br />
<br />
===Artwork===<br />
<gallery><br />
Image:soniccolours.jpg|International Logo<br />
Image:soniccolors.jpg|US Logo<br />
Image:Sonic colours comingsoon.png|Sonic Colours "Coming Soon" promotional logo<br />
Image:eggman_invitation.jpg|Eggman invitation<br />
Image:Colorspromo.png|Promotional poster for the game, as featured on the cover of Nintendo Power<br />
File:Colours Magazin layer fix.png<br />
File:Colours Magazin layer fix sonic.png<br />
File:Colours BasicPose Sonic00.png<br />
File:Sonicrunning_colours.png<br />
File:Tails_Colours.png<br />
File:Yacker.png|Yacker<br />
File:Colours BsicPose Eggman.png<br />
File:Sonic-Colours-Orbot.png|Orbot<br />
File:Sonic-Colours-Cubot.png|Cubot<br />
</gallery><br />
<br />
===Wallpaper===<br />
<gallery><br />
File:ColoursWP1.jpg<br />
File:ColoursWP3.jpg<br />
File:BlueWisp_Wallpaper.jpg<br />
File:CyanWisp_Wallpaper.jpg<br />
File:GreenWisp_Wallpaper.jpg<br />
File:OrangeWisp_Wallpaper.jpg<br />
File:PinkWisp_Wallpaper.jpg<br />
File:RedWisp_Wallpaper.jpg<br />
File:YellowWisp_Wallpaper.jpg<br />
File:PurpleWisp_Wallpaper.jpg<br />
File:VioletWisp_Wallpaper.jpg<br />
File:WhiteWisp_Wallpaper.jpg<br />
</gallery><br />
<br />
===Screens===<br />
<gallery><br />
Image:Sonic_Colours_world_map.png|World Map<br />
File:TropicalReservoir1.jpg|Tropical Resort Zone<br />
File:Sweet mountain.jpg|Sweet Mountain Zone<br />
File:StarlightCarnival.jpg|Starlight Carnival Zone<br />
File:Planet_Wisp_Wii.jpg|Planet Wisp<br />
File:AquariumPark.jpg|Aquarium Park Zone<br />
File:AsteroidCoaster.jpg|Asteroid Coaster Zone<br />
File:TerminalVelocity.png|Terminal Velocity Zone<br />
File:GameLand.jpg|Game Land<br />
</gallery><br />
<br />
==External Links==<br />
* [http://www.sega.com/soniccolors/ Official Site]<br />
* [http://sonic.sega.jp/SonicColors/ Official Site] (Japanese)<br />
<br />
{{ColoursOmni}}<br />
{{SonicWiigames}}<br />
<br />
[[Category:Wii Games]]</div>Woohookitty