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Difference between revisions of "Special Stage (Sonic the Hedgehog 16-bit)"

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{{Breadcrumb
 
{{Breadcrumb
|Sonic Mania|:Category:Sonic Mania levels|l2=Levels|{{PAGENAME}}|l3=Special Stage}}
+
|Sonic the Hedgehog (16-bit)|:Category:Sonic the Hedgehog (16-bit) levels|l2=Levels|{{PAGENAME}}}}
 
{{LevelBob
 
{{LevelBob
| levelscreen=Mania_SpecialStage1.png
+
| levelscreen=Specialstages1.png
 
| name=Special Stage
 
| name=Special Stage
| levelno=Special
+
| levelno=[[Special stage]]
| game=Sonic Mania
+
| game=Sonic the Hedgehog (16-bit)
| acts=7
+
| acts=6
 +
| music=<br>
 
}}
 
}}
The '''[[Special Stage]]s''' in ''[[Sonic Mania]]'' are a brand new kind of Special Stage which draw inspiration from many other Special Stages in the series, such as the flat track layout and the objective of chasing UFOs from ''[[Special Stage (Sonic CD)|Sonic CD]]'', collecting spheres for speed like in ''[[Special Stage (Sonic Heroes)|Sonic Heroes]]'', and even the birds and fish as decorations from the ''[[Sonic the Hedgehog (16-bit)|Sonic 1]]'' [[Special Stage (Sonic the Hedgehog 16-bit)|Special Stages]]. As in ''[[Sonic 3 & Knuckles]]'', the Special Stages are accessed by [[giant ring|giant rings]] hidden in secret rooms scattered across the zones. The Special Stages are different in both Mania and Encore Modes, with the Special Stages in Encore Mode being harder and cycling through the backgrounds in reverse order.
+
The '''[[Special Stages]]''' in ''[[Sonic 1]]'' are one of many types in the ''Sonic'' series. Here, they are rotating rooms in which the objective is to find and collect one of the game's six [[Chaos Emeralds]]. Six stages exist, one for each differently coloured Emerald.
 +
 
 +
The stages are accessed by jumping into [[Giant Ring]]s, which appear just after the [[signpost]] at the end of each Zone's Acts 1 and 2 if Sonic has 50 or more [[ring]]s. The exception to this is [[Scrap Brain Zone]], none of whose Acts offer Giant Rings. Each successive Giant Ring that Sonic enters will take him to the next stage, regardless of whether or not he successfully collected the Emerald in the one prior.
  
 
==Gameplay==
 
==Gameplay==
The Special Stages are set on flat race tracks with parallax backgrounds of varied themes like in ''[[Sonic CD]]''. The objective is to run through the stage and chase the UFO that is carrying a [[Chaos Emerald]].
+
The special stages are composed of various types of block, each of which behaves differently (see below). The entire assemblage continually rotates, and [[Sonic the Hedgehog|Sonic]] constantly [[Spin attack|spins]] and will fall downward if unimpeded. These features make navigation more involved than simply pressing the desired directional button on the controller; in fact, doing so barely affects Sonic's momentum. Jumping, however, works much as in regular gameplay, but of course Sonic can only jump when he has a solid object from which to do so.
  
In order to collect the Emerald, the player must collect blue spheres. By doing so, the player will fill a gauge at the top of the screen, and when full, the player's speed level increases, allowing the player to gain on the UFO but also making control more difficult. The player starts at Mach 1, and by collecting enough spheres the player's speed will reach Mach 2, and eventually Mach 3. Once at Mach 3, all blue spheres will begin flashing yellow, and from that point on collecting them will no longer increase the player's speed, but instead increase the Mach Bonus awarded at the end.
+
[[Ring]]s are scattered throughout each stage, and cannot be lost as they can in regular Zones, as no hazards are present. As in regular Zones, however, if Sonic collects 100 rings he is awarded an extra Life. Also as normal, and regardless of whether or not Sonic acquires the Emerald, the game displays an end-of-level score tally in which the player receives 100 points for each ring, and a Continue if Sonic collected 50 or more.
  
Not only must the player collect blue spheres, but they must also collect rings, as they serve as the time limit for the Special Stage, similar to the [[Special Stage (Chaotix)|Special Stages]] from ''[[Chaotix]]''. The more rings the player collects, the more time they have to catch the UFO. The player starts with a small pool of rings when the Special Stage begins, so collecting a healthy supply of rings from the get-go is generally a good idea. While blue spheres regenerate after being collected, rings don't, so the player cannot prolong the Special Stage indefinitely.
+
===Blocks===
 +
The special stages are composed of various types of block, each of which behaves differently. These are as follows:
 +
{| style="width:auto;"
 +
|style="text-align:center;"|{{spriteImage|Sonic1 MD SpecialStage Sprites.png|crop_width=24|crop_height=24}}
 +
|'''Square''' blocks are solid, and form the perimeter and main layout of the stage.
 +
|-
 +
|style="text-align:center;"|{{spriteImage|Sonic1 MD SpecialStage Sprites.png|crop_width=24|crop_height=24|crop_x=24}}
 +
|'''Goal{{fileref|Sonic1 MD US manual.pdf|page=11}}:''' These undesirable blocks evict Sonic from the stage before he has the chance to collect its [[Chaos Emeralds|Chaos Emerald]].
 +
|-
 +
|style="text-align:center;"|{{spriteImage|Sonic1 MD SpecialStage Sprites.png|crop_width=24|crop_height=24|crop_x=48}}
 +
|'''Diamond'''-shaped blocks imprison the stage's Chaos Emerald. Sonic must roll against or ram into them for varying durations of time (dependent on their colour) to cause them to disappear and gain access to the Emerald within.
 +
|-
 +
|style="text-align:center;"|{{spriteImage|Sonic1 MD SpecialStage Sprites.png|crop_width=28|crop_height=28|crop_x=168}}
 +
|'''[[Bumper]]{{fileref|Sonic1 MD US manual.pdf|page=11}}''' or '''Bobin (ボビン){{fileref|Sonic1 MD JP manual.pdf|page=25}}:''' Sonic bounces off these on contact.
 +
|-
 +
|style="text-align:center;"|{{spriteImage|Sonic1 MD SpecialStage Sprites.png|crop_width=24|crop_height=24|crop_x=72}}
 +
|'''Jump Stand{{fileref|Sonic1 MD US manual.pdf|page=11}}''' or '''Hashira (ハシラ){{fileref|Sonic1 MD JP manual.pdf|page=25}}:''' Much like squares, but not limited to the maze's perimeter, Sonic can use these solid blocks to halt his downward movement and as launching points for jumps. There are also transparent Jump Stand blocks, which allow Sonic to pass through them, but then become solid like normal.
 +
|-
 +
|style="text-align:center;"|{{spriteImage|Sonic1 MD SpecialStage Sprites.png|crop_width=24|crop_height=24|crop_x=96}}
 +
|'''Up{{fileref|Sonic1 MD US manual.pdf|page=11}} (アップ){{fileref|Sonic1 MD JP manual.pdf|page=25}}:''' Make the maze rotate faster.
 +
|-
 +
|style="text-align:center;"|{{spriteImage|Sonic1 MD SpecialStage Sprites.png|crop_width=24|crop_height=24|crop_x=120}}
 +
|'''Down{{fileref|Sonic1 MD US manual.pdf|page=11}} (ダウン){{fileref|Sonic1 MD JP manual.pdf|page=25}}:''' Make the maze rotate slower.
 +
|-
 +
|style="text-align:center;"|{{spriteImage|Sonic1 MD SpecialStage Sprites.png|crop_width=24|crop_height=24|crop_x=144}}
 +
|'''Reverse{{fileref|Sonic1 MD US manual.pdf|page=11}} (リバース){{fileref|Sonic1 MD JP manual.pdf|page=25}}:''' Striking this causes the direction of the stage's rotation to be reversed.
 +
|}
  
Of course, no Special Stage is complete without hazards to avoid. Running onto the rough ground on the side of the track will slow the player down, allowing the UFO to distance itself further away. Running into spike balls and bombs will make the player stumble and lose some of their rings, wasting precious time. There is also the danger of falling down holes or off the side of the track, instantly ending the Special Stage in failure. The first Special Stage is hazard-free and has bumpers lining the sides to prevent the player from falling, but later Special Stages have an increased number of hazards and less barriers surrounding the track. Should the player try to be clever and turn the other way in hopes the UFO will run into them, the UFO will also reverse to trick the player.
+
====Unused blocks====
 +
Several [[Game Secrets:Sonic the Hedgehog (16-bit)#Special Stage Art|unused blocks]] were left over in the game data. The game's American and European [[Sonic the Hedgehog (16-bit)#manuals|manuals]] describe a '''1-Up''' block that Sonic can collect for an extra Life, but these are not present in any of the final stages. This block can, however, be implemented through hacking, upon which it will be fully functional, disappearing like a [[ring]] when collected.
  
When the player gets close enough to the UFO, they will automatically Spin Dash into the Chaos Emerald, snagging it and clearing the Special Stage. Scoring at least 10,000 points within the Special Stage will award the player a [[Continue]].
+
Other blocks that are not present or documented anywhere comprise 6 '''Zone''' blocks, which may have originally been designed to warp Sonic to a regular Zone, and a '''W''' block of unknown purpose. No code was implemented for any of these; all of them behave identically to Jump Stands.
 
 
In Encore Mode, giant rings are mostly in different places than before. The Special Stages themselves follow the same rules as in Mania Mode, but the background sequence goes backwards from each Special Stage, starting with what is the final background and ending with the first. The layouts are completely different and are much harder.
 
 
 
===Items===
 
Four kinds of items can be found contained in wireframe capsules in the Special Stages:
 
* '''Ring:''' Gives the player 10 rings.
 
* '''Blue Sphere:''' Fills a portion of the sphere gauge.
 
* '''Up Arrow:''' Instantly raises the player's speed to the next level, or increases the Mach Bonus if they're at Mach 3.
 
* '''Bumper:''' This makes the player's character bounce, and cannot be destroyed. Appears only in Encore Mode.
 
  
 
===List of stages===
 
===List of stages===
 
{| class="prettytable"
 
{| class="prettytable"
 
!Number
 
!Number
!Mania Mode Screenshot
+
![[Ring]]s
!Encore Mode Screenshot
 
 
![[Chaos Emeralds|Chaos Emerald]]
 
![[Chaos Emeralds|Chaos Emerald]]
 
|-
 
|-
|#1
+
|1
|[[File:Mania_SpecialStage1.png|120px]]
+
|104
|[[File:Notavailable.svg|120px]]
+
|{{SpriteImage|Sonic1 MD Sprite Emeralds.png|2|crop_x=32|crop_width=16}}
|{{SpriteImage|SonicMania Sprite Emeralds.png|3|crop_x=0|crop_width=22}}
 
 
|-
 
|-
|#2
+
|2
|[[File:Mania_SpecialStage2.png|120px]]
+
|125
|[[File:Notavailable.svg|120px]]
+
|{{SpriteImage|Sonic1 MD Sprite Emeralds.png|2|crop_x=48|crop_width=16}}
|{{SpriteImage|SonicMania Sprite Emeralds.png|3|crop_x=22|crop_width=22}}
 
 
|-
 
|-
|#3
+
|3
|[[File:ManiaSpecialStageHQ.png|120px]]
+
|172
|[[File:Notavailable.svg|120px]]
+
|{{SpriteImage|Sonic1 MD Sprite Emeralds.png|2|crop_x=16|crop_width=16}}
|{{SpriteImage|SonicMania Sprite Emeralds.png|3|crop_x=44|crop_width=22}}
 
 
|-
 
|-
|#4
+
|4
|[[File:Mania_SpecialStage4.png|120px]]
+
|187
|[[File:Notavailable.svg|120px]]
+
|{{SpriteImage|Sonic1 MD Sprite Emeralds.png|2|crop_x=64|crop_width=16}}
|{{SpriteImage|SonicMania Sprite Emeralds.png|3|crop_x=66|crop_width=22}}
 
 
|-
 
|-
|#5
+
|5
|[[File:Mania_SpecialStage5.png|120px]]
+
|146
|[[File:Notavailable.svg|120px]]
+
|{{SpriteImage|Sonic1 MD Sprite Emeralds.png|2|crop_x=0|crop_width=16}}
|{{SpriteImage|SonicMania Sprite Emeralds.png|3|crop_x=88|crop_width=22}}
 
 
|-
 
|-
|#6
+
|6
|[[File:Mania_SpecialStage6.png|120px]]
+
|108
|[[File:Notavailable.svg|120px]]
+
|{{SpriteImage|Sonic1 MD Sprite Emeralds.png|2|crop_x=80|crop_width=16}}
|{{SpriteImage|SonicMania Sprite Emeralds.png|3|crop_x=110|crop_width=22}}
 
|-
 
|#7
 
|[[File:Mania_SpecialStage7.png|120px]]
 
|[[File:Notavailable.svg|120px]]
 
|{{SpriteImage|SonicMania Sprite Emeralds.png|3|crop_x=132|crop_width=22}}
 
 
|}
 
|}
  
==References and Easter eggs==
+
===Debug Mode===
{|class="prettytable sortable"
+
Upon entering the Sonic 1 Debug code at the title screen ({{Up}}, {{C}}, {{Down}}, {{C}}, {{Left}}, {{C}}, {{Right}}, {{C}}, {{A}} + {{Start}} - or a similar variation), and entering a special stage with debug mode enabled, the player can transform into the object placement tool and relocate outside of the level's usual boundaries. This results in the player falling and landing on a long, linear patch of special stage objects, of which there is always a blue chaos emerald; Using this method allows the player to obtain 7 blue emeralds throughout the game instead of the colours intended for the player to collect.
!Reference
+
 
!Source Game
+
If the user does not collect this blue emerald and falls off the pillar of objects, Sonic builds up gravitational speed again and ends up in a field of random objects, including the infamous (aforementioned) '1-Up', '# Zone' and 'W' blocks (although they are not functional).  If sonic does not hit a 'Goal' block in this field, he falls again, this time landing back on the outside of the normal playing area.
!Source Level
+
 
|-
+
==Legacy==
|Chasing a UFO on a flat, free-roaming track with varied backgrounds.
+
Like various other aspects of the original ''Sonic'' game (and others), its special stages influenced and are referenced in ''[[Sonic the Hedgehog 4|Sonic the Hedgehog 4: Episode I]]'', developed almost 20 years later. In the latter game, special stages (and their music) are similar in design; however, the player must rotate the maze manually, and collect set numbers of rings to open gates that block Sonic's path to the Emerald.
|''[[Sonic the Hedgehog CD]]''
+
 
|[[Special Stage (Sonic CD)|Special Stage]]
+
The original special stage also makes an appearance in the ''[[Adventures of Sonic the Hedgehog]]'' episode "Fast and Easy".
|-
 
|Collecting rings to increase a time limit.
 
|''[[Chaotix]]''
 
|[[Special Stage (Chaotix)|Special Stage]]
 
|-
 
|Collecting blue spheres to increase the player's speed.
 
|''[[Sonic Heroes]]''
 
|[[Special Stage (Sonic Heroes)|Special Stage]]
 
|-
 
|Bombs that make the player drop rings.
 
|''[[Sonic the Hedgehog 2 (16-bit)]]''
 
|[[Special Stage (Sonic the Hedgehog 2 16-bit)|Special Stage]]
 
|-
 
|Birds and fish as decoration.
 
|''[[Sonic the Hedgehog (16-bit)]]''
 
|[[Special Stage (Sonic the Hedgehog 16-bit)|Special Stage]]
 
|}
 
  
 
==References==
 
==References==
<references/>
+
<references />
  
{{SManiaOmni}}
+
{{S1MDOmni}}
[[Category:Sonic Mania levels]]
+
[[Category:Sonic the Hedgehog (16-bit) levels]]

Revision as of 11:21, 11 May 2019

Sonic Retro emblem.svg Sonic the Hedgehog (16-bit)
»
Levels
»
Special Stage (Sonic the Hedgehog 16-bit)
Specialstages1.png
Special Stage
Special stage Zone, Sonic the Hedgehog (16-bit)
Number of Acts: 6

The Special Stages in Sonic 1 are one of many types in the Sonic series. Here, they are rotating rooms in which the objective is to find and collect one of the game's six Chaos Emeralds. Six stages exist, one for each differently coloured Emerald.

The stages are accessed by jumping into Giant Rings, which appear just after the signpost at the end of each Zone's Acts 1 and 2 if Sonic has 50 or more rings. The exception to this is Scrap Brain Zone, none of whose Acts offer Giant Rings. Each successive Giant Ring that Sonic enters will take him to the next stage, regardless of whether or not he successfully collected the Emerald in the one prior.

Gameplay

The special stages are composed of various types of block, each of which behaves differently (see below). The entire assemblage continually rotates, and Sonic constantly spins and will fall downward if unimpeded. These features make navigation more involved than simply pressing the desired directional button on the controller; in fact, doing so barely affects Sonic's momentum. Jumping, however, works much as in regular gameplay, but of course Sonic can only jump when he has a solid object from which to do so.

Rings are scattered throughout each stage, and cannot be lost as they can in regular Zones, as no hazards are present. As in regular Zones, however, if Sonic collects 100 rings he is awarded an extra Life. Also as normal, and regardless of whether or not Sonic acquires the Emerald, the game displays an end-of-level score tally in which the player receives 100 points for each ring, and a Continue if Sonic collected 50 or more.

Blocks

The special stages are composed of various types of block, each of which behaves differently. These are as follows:

Sonic1 MD SpecialStage Sprites.png
Square blocks are solid, and form the perimeter and main layout of the stage.
Sonic1 MD SpecialStage Sprites.png
GoalMedia:Sonic1 MD US manual.pdf[1]: These undesirable blocks evict Sonic from the stage before he has the chance to collect its Chaos Emerald.
Sonic1 MD SpecialStage Sprites.png
Diamond-shaped blocks imprison the stage's Chaos Emerald. Sonic must roll against or ram into them for varying durations of time (dependent on their colour) to cause them to disappear and gain access to the Emerald within.
Sonic1 MD SpecialStage Sprites.png
BumperMedia:Sonic1 MD US manual.pdf[1] or Bobin (ボビン)Media:Sonic1 MD JP manual.pdf[2]: Sonic bounces off these on contact.
Sonic1 MD SpecialStage Sprites.png
Jump StandMedia:Sonic1 MD US manual.pdf[1] or Hashira (ハシラ)Media:Sonic1 MD JP manual.pdf[2]: Much like squares, but not limited to the maze's perimeter, Sonic can use these solid blocks to halt his downward movement and as launching points for jumps. There are also transparent Jump Stand blocks, which allow Sonic to pass through them, but then become solid like normal.
Sonic1 MD SpecialStage Sprites.png
UpMedia:Sonic1 MD US manual.pdf[1] (アップ)Media:Sonic1 MD JP manual.pdf[2]: Make the maze rotate faster.
Sonic1 MD SpecialStage Sprites.png
DownMedia:Sonic1 MD US manual.pdf[1] (ダウン)Media:Sonic1 MD JP manual.pdf[2]: Make the maze rotate slower.
Sonic1 MD SpecialStage Sprites.png
ReverseMedia:Sonic1 MD US manual.pdf[1] (リバース)Media:Sonic1 MD JP manual.pdf[2]: Striking this causes the direction of the stage's rotation to be reversed.

Unused blocks

Several unused blocks were left over in the game data. The game's American and European manuals describe a 1-Up block that Sonic can collect for an extra Life, but these are not present in any of the final stages. This block can, however, be implemented through hacking, upon which it will be fully functional, disappearing like a ring when collected.

Other blocks that are not present or documented anywhere comprise 6 Zone blocks, which may have originally been designed to warp Sonic to a regular Zone, and a W block of unknown purpose. No code was implemented for any of these; all of them behave identically to Jump Stands.

List of stages

Number Rings Chaos Emerald
1 104
Sonic1 MD Sprite Emeralds.png
2 125
Sonic1 MD Sprite Emeralds.png
3 172
Sonic1 MD Sprite Emeralds.png
4 187
Sonic1 MD Sprite Emeralds.png
5 146
Sonic1 MD Sprite Emeralds.png
6 108
Sonic1 MD Sprite Emeralds.png

Debug Mode

Upon entering the Sonic 1 Debug code at the title screen (Up, C, Down, C, Left, C, Right, C, A + Start - or a similar variation), and entering a special stage with debug mode enabled, the player can transform into the object placement tool and relocate outside of the level's usual boundaries. This results in the player falling and landing on a long, linear patch of special stage objects, of which there is always a blue chaos emerald; Using this method allows the player to obtain 7 blue emeralds throughout the game instead of the colours intended for the player to collect.

If the user does not collect this blue emerald and falls off the pillar of objects, Sonic builds up gravitational speed again and ends up in a field of random objects, including the infamous (aforementioned) '1-Up', '# Zone' and 'W' blocks (although they are not functional). If sonic does not hit a 'Goal' block in this field, he falls again, this time landing back on the outside of the normal playing area.

Legacy

Like various other aspects of the original Sonic game (and others), its special stages influenced and are referenced in Sonic the Hedgehog 4: Episode I, developed almost 20 years later. In the latter game, special stages (and their music) are similar in design; however, the player must rotate the maze manually, and collect set numbers of rings to open gates that block Sonic's path to the Emerald.

The original special stage also makes an appearance in the Adventures of Sonic the Hedgehog episode "Fast and Easy".

References


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

Main page (Gen|2013|3D|Ages)
Comparisons (Gen) (2013)
Maps (2013)
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Promotional material
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Development
Hidden content (Gen) (2013)
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