Sonic the Hedgehog (16-bit)
Sonic the Hedgehog is the
platform game that launched the career of
Sonic the Hedgehog and
Sonic Team. It was released on
June 23,
1991 in
North America for the
Sega Genesis, later included as one of the games in the Sega 6-Pak. The European
Sega Mega Drive version was released later in June
1991 and the
Japanese Sega Mega Drive version was released on
July 26,
1991.
This game was the first game to propel the Genesis into mass popularity in North America. After it was released, it eventually supplanted
Altered Beast as the bundled game with the console. The game featured many novel elements which contributed to its popularity and helped to promote the uptake of
16 bit consoles.
Sonic the Hedgehog added the element of speed to the standard platform formula and introduced other unique elements as well, such as the loops, springboards, hi-speed devices, and rings now permanently associated with the game series.
|
Sonic the Hedgehog's title screen. |
Overview
In the game, Sonic has to prevent
Dr. Ivo "Eggman" Robotnik from collecting the
Chaos Emeralds in an attempt to rule the world. Canonically, this world is
Earth based on the data provided from the original Japanese manuals, but for a lengthy period of time, it was commonly believed to be
Mobius, due to American data (ie, the occasional American game manual, cartoons, comic books, etc) using the name.
The
gameplay centered around elements that exploited the increased performance of the
Genesis console. It is notable for being both simplistic and engaging for players.
At the time of its release,
Sonic the Hedgehog was one of the fastest
platformers that had yet been released. Sonic could run, jump and roll at significantly higher speeds than most platformers of the time. Unlike other platformers, the game's levels were designed to encourage the player to progress quickly. Springs, slopes, high falls and loop-de-loops were all available to both boost and challenge the player to reach high speeds. This was all accomplished without any slowdown in
framerates, adding to the experience.
Movement
Sonic's method of attack was also novel. As a
hedgehog, he can curl up into a ball, by either jumping or by rolling along the ground, a state in which he can damage most enemies by simply colliding with them. This was a change from most other
platform games, where the player could damage enemies only by shooting, attacking, or jumping on top of them. While rolling along the ground Sonic can roll down slopes, gaining speed as he goes. Most slopes are irregular, as opposed to the fixed angles seen in older titles, and the game has the
physics to match. Sonic's acceleration down a slope depends on its steepness; if travelling fast enough, he can run around 360-degree loops; and he suffers from
drag underwater. When Sonic moves underwater, he has only a limited amount of time before his air runs out, so he has to draw his breath either by returning to the surface or by inhaling a bubble of air that bursts from the seabottom.
Features
|
A typical in-game screenshot of Sonic the Hedgehog, taken from its first level, Green Hill Zone. |
Essential to the gameplay are the golden rings Sonic collects along his way in each level, a feature which would become one of the most defining characteristics of the series. These items are regularly placed around the map and serve multiple functions. First, Sonic collects rings to protect himself. As long as he has at least one ring, he will not die when injured. Instead, when he's hit, all rings Sonic previously collected will fly outward and scatter around the immediate area, some of which can then be retrieved before they disappear. If Sonic runs into an enemy without a single ring, he will die and lose a life. If Sonic manages to collect 100 rings at a time he will gain a life, and gain an additional life for every 100 after that, provided he doesn't lose his rings in the process. If Sonic manages to keep at least 50 rings on him at the end of an act sans the third act and Scrap Brain Zone, a giant golden ring will float above the finishing sign which Sonic can then jump through to enter one of the special stages to collect the Chaos Emeralds. At the end of each act, the total number of rings kept is multiplied by 100 and added to the score. During the score tallying Sonic can also jump through the air to find hidden point emblems, which can range from 100 to 10,000 points.
In addition to the rings, a special barrier
shield can be found in some item monitors which will protect both Sonic and the rings he collected for one hit. However, neither the shield nor rings will protect Sonic against instant death either by getting crushed (by a trap or between a wall and a moving platform), drowning, running out of time, or falling into a bottomless pit.
Progress through the game is made easier by special
checkpoints called lamp posts. When Sonic passes a lamp post, its color changes and next time he loses a life, he restarts at that point rather than the very beginning of the act.
Distributed through the levels are power-ups inside monitors, which can either be rolled into or jumped on to collect the item inside. These include the previously mentioned shield, a 10-ring bonus, an extra life, temporary
invincibility (accompanied with a temporary change in music), and "Super Sneakers", which gives Sonic a temporary speed boost and increase the tempo of the music for the duration of the speed boost. The item monitors have become another long lasting feature in the series, though they later changed to bubble-like containers.
Hazards Sonic will come across along the way include a wide variety of "
badniks" - animals trapped inside mechanical bodies which are released the moment Sonic hits them. Each badnik takes one hit to destroy, but their patterns vary greatly from Zone to Zone; some will walk in a set path, others will try blasting Sonic, and some can't be avoided at all, such as the Bomb enemies in Star Light Zone. Sonic also has to look out for rows of sharp spikes (some instantly lethal), cliffs, elaborate death traps, and the threat of drowning underwater.
The game features no
game saves. This means that the game has to be restarted from the beginning when the player runs out of
continues or turns off the system.
At the time of its release,
Sonic the Hedgehog boasted some of the most impressive 16-bit graphics of the moment, with richly animated sprites and varied colors, fully utilizing the Sega Genesis' enhanced color palette. Flowers moved, rings spun, lights blinked, and water shimmered in the background.
Soundwise, the game takes full advantage of the onboard Zilog Z80 and Yamaha synthesizer sound chip. Sonic the Hedgehog
is filled with sound effects, with chimes, bops and beats following the player through the levels. Many sounds play on top of one another and most of the game's sounds were unique and of higher quality than earlier 8-bit sounds.
Besides detailed sound and animation, Sonic the Hedgehog
is especially renown for its dynamic music, composed by Masato Nakamura, a member of the popular J-Pop band, Dreams Come True. Using 8-bit stereo sound, the music is rich and varied throughout each level. Particularly notable are the game's recognizable main theme and the music to Green Hill Zone. Sonic the Hedgehogs soundtrack is still highly popular in
remixing communities on the internet.
Green Hill Zone
The
Green Hill Zone is the first (and most famous) zone in all of the
Sonic the Hedgehog games, especially to older gamers.
Sonic the Hedgehog shipped with most Mega Drive/Genesis systems, and thus Green Hill Zone was the first Genesis experience for many people. It is a picturesque paradise, reminiscent of the palette schemes used by
Lemmings around the same time, with green
forests and beautiful blue
lakes and has brown checkered
soil. Hazards include crumbling platforms and spikes.
At the end of Act 3, Dr. Robotnik appears with a wrecking ball that swings back and forth trying to hit Sonic, who must avoid it by standing on two platforms and jumping over it. He can destroy it by jumping off the platforms and into Robotnik's "Eggmobile" (or sometimes called the "Egg-O-Matic") 8 times. After completing the game, Sonic makes a brief return to Green Hill Zone for the ending sequence.
This Zone is so famous in the
Sonic series that it reappears in later games such as
Sonic Battle and
Sonic Adventure 2. Even
Sonic Advance 3's Sunset Hill Zone has a remix of Green Hill Zone music. Perhaps the greatest tribute to the Green Hill Zone was the unlockable 3D remake in Sonic Adventure 2. A beach version of this zone, Neo Green Hill Zone, can be found in Sonic Advance.
Almost each subsequent game in the Sonic series would then begin with a tropical themed zone.
Marble Zone
A zone with ancient buildings made of marble and an underground
castle with spiky
chandeliers. There is a lot of
lava that can harm Sonic in this level. Certain bricks can be destroyed for points, sometimes up to 30,000. This zone also introduces a new caterpillar-like enemy.
At the end of Act 3, Dr. Robotnik attacks with an improvement to his craft that shoots fireballs on one of the two platforms Sonic can stand on, briefly setting it on fire. Sonic must hit Robotnik while his fireballs and the lava roll between the platforms. This zone also has many shortcuts, and walls that you can bust through for rings and shields.
Spring Yard Zone
An urban level with many springs and bumpers, resembling a
pinball machine. Bumpers bounce Sonic while awarding ten points for hitting them. There are many secret areas in this zone. This zone's design inspired many similar stages in future Sonic games. In the
demo version, a Sonic robot is located at he end of Act 1. Act 2 has two Robotnik signs (ends) and as such, can be ended through two possible routes (one of the only two levels in Sonic history with more than one exit, the other being Collision Chaos Zone 2 in
Sonic CD). This part introduces two new badniks, too.
At the end of Act 3, Dr. Robotnik attacks with a
spike-equipped craft that slowly removes the blocks Sonic stands on. Sonic must attack it when it descends to remove a block. Sonic must score multiple hits each time, or he will soon find himself without anything to stand on!
Labyrinth Zone
Labyrinth Zone is a
ruin-like maze partially submerged in water. It features many spikes and water-driven contraptions. The greatest hazard of this zone is not the enemies or the traps, but the water. Sonic, being a hedgehog, is terrible at
swimming. After staying underwater for a limited amount of time (18 seconds, with warning bells after 5, 10, and 15 seconds) a countdown starts (5 breaths/about 12 seconds), at the end of which Sonic
drowns. Collecting
air bubbles found in certain points resets the counter and prevents Sonic from drowning. This element has found its way into many more Sonic games. Act 3 of this zone is also notorious for a maze section in which the scenery repeats itself continuously until a hidden switch is found.
At the end of Act 3, Dr. Robotnik does not attack Sonic. Instead, the hedgehog has to follow him through an ascending passage filled with
poison-spitting
statues and
tridents that is soon after flooded with water, with no air bubbles in sight. To beat the level, Sonic must climb to the top without dying or drowning. Robotnik's craft can be destroyed; however, this is extremely hard without use of cheats and is not required to complete the level, nor does it offer any sort of bonus. Like the other bosses in the game, it takes a full eight hits to destroy this vehicle â€" an extremely difficult feat to accomplish, but by no means impossible.
Star Light Zone
A rather peaceful zone set in an urban environment at night, under the stars, and containing many loops. This stage contains many
roller coaster-like sections in which Sonic is hurled along paths at great velocity; it is possibly the game's strongest showcase of Sonic's speed. Other city-based levels took similar roles in later games, from Stardust Speedway in
Sonic CD to even Lethal Highway in
Shadow the Hedgehog. Act 2 of this zone is Sonic's last chance to get a Chaos Emerald (see below).
There are few enemies here, most of which cannot be destroyed by Sonic. The most prominent foes are smart walking bombs that will explode a short while after Sonic approaches them. The greatest hazards are the fake bottomless pits into which Sonic can fall to his death. Fans, descending stairways and seesaws hanging in thin air make navigation harder.
At the end of Act 3, Dr. Robotnik shoots spiked mines onto three
seesaws. The mines detonate soon after, but Sonic can use the seesaws and the mines to either shoot the mines at Robotnik or use the seesaws to propel himself towards Robotnik.
Scrap Brain Zone
A trap-filled industrial level with many dangerous machinery such as saws, flame vents, electric posts, trapdoors, disappearing and rotating platforms. This is yet another famous zone. At the end of Act 2, Robotnik appears behind a
force field and pushes a button which makes the floor give way and sends Sonic into Act 3. This act is almost exactly the same textures and items in the Labyrinth Zone, but with changed colors and more hazards. The end has no encounter with Dr. Robotnik. Instead, Sonic springs up through a hole which leads directly to the Final Zone.
Final Zone
The final fight with Dr. Robotnik inside his private laboratory, and without a single ring to help, too. Robotnik will attack using special pods that can crush Sonic. Every time two out of four pods come down or come up; one decoy, and one with Robotnik in it. Sonic is supposed to attack pods with Robotnik in them a total of 8 times. Between each pod movement spark balls come from the ceiling towards Sonic, who must dodge them. After clearing this level, Robotnik flees, during which Sonic can hit him one last time, and after which the player is treated to the end sequence and credits.
Special Stages
When Sonic finishes with at least 50 rings in the first or second act of a zone (excluding Scrap Brain Zone) he can jump through a big ring at the end, to enter one of the six
Special Stages. Each Special Stage rotates 360 degrees and has Sonic tumbling through it and into blocks on which he can not stand. Certain blocks, when touched, can make the maze rotate faster, slower, or in the opposite direction. There is a
Chaos Emerald hiding in each Special Stage. Sonic is supposed to collect it without touching a "Goal" block, which will end the stage. If he collects 50 or more Rings in a Special Stage, he will earn a Continue. As is the case in the rest of the game, collecting 100 rings will get an extra life. If all six Chaos Emeralds are collected, a better ending sequence will be viewed.
The game begun its production in April
1990, after Sega ordered its AM-8 team to develop a "killer game" for the Mega Drive/Genesis, along with a new company mascot. After choosing a hedeghog as the main character, the 15-men group changed its name to
Sonic Team and started working on
Sonic. The main minds behind the game were character designer
Naoto Ohshima,
game programmer Yuji Naka and
level designer Hirokazu Yasuhara.
[1up]The game originally had a
sound test, but the short schedule meant this had to be scrapped. Yuji Naka decided to replace the test with the "SEGA!" chant used in TV advertisement, which took 1/8 of the 4
megabit cartridge.
[GameSpy]Beta
*The "RINGS" gauge was originally named "RING" (see image left).
*Instead of leaving the screen at the end of each act Sonic would jump around and punch his fist into the air with joy.
*Originally, in Green Hill Zone, the sky was much darker than normal, the mountains looked different in the background, and a WELCOME sign was visible. However, this was in very early stages and only old magazines have similar shots.
*The Green Hill Zone also once featured Robotnik 's wrecking balls rolling around the stage.
*The Marble Zone featured strange UFO-shaped objects in the sky and, according to one early image, the zone included badniks that did not stay there in the final version, such as a snail-like badnik from the Spring Yard Zone.
*Spring Yard Zone originally went by "Sparkling Zone" and featured a slightly different background and neon signs (which would later possibly inspire
Collision Chaos in
Sonic CD)
*Scrap Brain Zone was originally named "Clock Work Zone", although due to the lack of a W in the title cards, the only existing Beta screenshots show it as "Clock ork Zone." It also had a different background in Act 1 and also had diagonal conveyor belts.
*In early development stages, before programming began, the main character was going to be a rabbit who used its ears to pick up objects and throw them at enemies, similar to
Super Mario Bros. 2. This sort of gameplay was later revisited with
Ristar.
|
European cover of Sonic the Hedgehog. |
The first version lacked moving clouds, rippling water, and other minor details. The later Japanese version included the details, and the Japanese version 2.0 fixed the "spike bug" (a bug in which Sonic would instantly die if he "bounced" from one set of spikes to another, ignoring the usual temporary invincibility). Also fixed is the level select cheat, which featured the levels in a completley wrong order.
In addition to this, the European version of the game played at about 90% speed of the NTSC version, a problem that has been fixed for the remaining Mega Drive Sonic Games, but not for
Sonic the Hedgehog's apprences in any of the collections (
Sonic Jam or
Sonic Mega Collection).
On the back of the box for the American version of Sonic the Hedgehog, there is text at the very bottom of the package that says, "You never know.. Sonic may be the world's next SUPER hero..", a reference to Nintendo's Super Mario Bros. Sega had put this on the box because at the time Nintendo and Sega were business rivals. Also, note that the word 'SUPER' is capitalized, which is also a reference to "SUPER Mario Bros".
There was also a version of
Sonic the Hedgehog released for the
Sega Master System and the
Game Gear, which loosely followed the design of the Genesis version, although with some different zones and a level map.
Although its Genesis counterpart was extremely popular in the
United States,
Sonic the Hedgehog only received lukewarm responses in Japan.
The game was later re-released for the
Sega Saturn in
1997 as part of
Sonic Jam, for the
Nintendo GameCube in
2002 as part of
Sonic Mega Collection (including all three revisions), and on the
PlayStation 2 and
Xbox in
2004 as part of
Sonic Mega Collection Plus. This would mark the first time many players were able to experience the final Japanese version of the game.
A
J2ME conversion for
mobile phones running Java was released by
I-Fone in
2006. This version, "Sonic the Hedgehog Part 1", includes only the first three zones, with the remainder to be released as "Sonic the Hedgehog Part 2" at a later date. This version mostly follows the Mega Drive version, but some features have been removed, most notably the Special Stage.
The main villain,
Doctor Eggman, has always been called that in the Japanese titles. However, in the European and American versions, his name is localized to Doctor Ivo Robotnik, and has stayed that way until
Sonic Adventure, where it has been changed to Doctor Eggman. However, as of Sonic Adventure 2, in Japan, it appears that his real name has been
retconned to Doctor Ivo Robotnik, although he's still more commonly called by the nickname Doctor Eggman.
The game was converted into a
Famicom game called
Somari by a group of
software pirates in
Hong Kong. The game, which is mostly playable, replaces Sonic with a character who appears to be
Super Mario wearing Sonic's shoes.
A pirated version of
Sonic the Hedgehog that was widely pirated in
Asia has all of the
SEGA logos removed.
Sonic the Hedgehog is confirmed to be one of the Genesis titles available for Nintendo
Wii's
Virtual Console service
[GameSpot].
At an
Xbox 360 press conference at
Grauman's Chinese Theatre on
May 9,
2006,
Peter Moore announced that
Sonic the Hedgehog will be available on
Xbox Live Arcade by the end of the year. Currently, it has the working title
Sonic the Hedgehog High Speed[GameSpot Game Page].
The
Sonic Mega Collection features a cheat that enables you to paly this version, and also a cheat to fix the spike bug. (SOURCE: GameFAQ's)
It has been announced that an enhanced version of this game will appear on the
Game Boy Advance in November 2006 as part of the celebrations of the original game's 15th anniversary. It will include a new save feature and the Spin-Dash move Sonic got in later games.
[Planet GameCube] |
Knuckles in Sonic the Hedgehog 1. |
Sonic the Hedgehog is frequently modified by
ROM hackers, and its data addresses and code are almost completely understood through
reverse engineering techniques. Fan hacks include:
*One hack has
Mighty the Armadillo in place of Sonic and is named
Mighty the Armadillo.
*Another is often called as
Sonic 1 Beta. It is a hoax beta made in
1999. A real Sonic 1 prototype has not been found.
*Other versions have
Metal Sonic,
Tikal the Echidna,
Blaze the Cat and
Amy Rose in place of Sonic.
*One (
Sonic Gaiden, see picture on right) allows you to select either Sonic or Mighty.
*One incorporates new shields and the ability to spin-dash (a feature only available in later games).
*Many hacks change the game's color palettes to give a fresh yet familiar look and feel.
*Some feature redesigned levels with different palettes and tiles. Some even include brand new levels or ports of levels from other Sonic games. For example, one hack has imported the Jungle Zone from
Sonic the Hedgehog (8-bit).
According to several programers and hackers, the reason why
Knuckles the Echidna could not be placed into
Sonic the Hedgehog like he was in
Sonic the Hedgehog 2 was that the palette colors of Knuckles' sprite would have, in fact, completely altered the palette scheme of the entire game. Therefore, instead of a Knuckles in Sonic 1 feature, fans were treated to a full version of the
Blue Sphere game. This replaces a now discredited theory that Knuckles's gliding on conveyor belts in Scrap Brain would freeze the game.
In the ROM hacking community, creating a patch that allowed the gamer to play as Knuckles in
Sonic the Hedgehog was considered the "
Holy Grail of ROM Hacking." On
September 11,
2005, Stealth created a hack that allowed you to do just that called
Knuckles the Echidna in Sonic the Hedgehog. This hack gives Knuckles all the moves he has in Sonic and Knuckles, including gliding, wall climbing, and the spin dash. These abilities can lower the challenge of the game, although, in places such as the Marble Zone and Labyrinth Zone, that lower challenge is a welcome relief to some players. Knuckles is also known for being unable to jump as high as Sonic; this can create some problems mostly in Labyrinth Zone and Scrap Brain Zone, which can be compensated by the climbing ability. This hack circumvents the palette problem by using the two existing red colors in the palette.
Game Plan:
Hirokazu Yasuhara (Carol Yas)
Program:
Yuji Naka (YU2)
Character Design:
Naoto Ohshima (Bigisland)
Design:
Jinya Itoh,
Rieko Kodama Sound Producer:
Masato Nakamura Sound Program: Jimita, Macky
* Prior to
Sonic Adventure, this was the only console Sonic game where Sonic could get more lives through Rings after 200 (if he gets 300 rings in the later 16-bit titles, he gets nothing).
* Despite being based on the Japanese version, the version of
Sonic the Hedgehog in the U.S. version of
Sonic Mega Collection still does not have the feature of giving you an extra life for achieving 50,000 points, which you can in the Japanese Mega Drive version of this game.
* Unlike later 16-bit
Sonic games, if Sonic touches a checkpoint and dies as a result of running out of time, the time at the checkpoint he'll restart part of the act in will not reset to 0:00.
* This is the only Mega Drive/Genesis
Sonic game made entirely in Japan. Although
Sonic the Hedgehog CD was made in Japan as well,
Sonic the Hedgehog 2,
Sonic the Hedgehog 3, and
Sonic & Knuckles were produced in
North America at
Sega Technical Institute, albeit with almost exclusively Japanese staff members.
Sonic the Hedgehog Spinball, however, was produced almost entirely by Americans, the only
Sonic game to date to do so.
Sonic 3D Blast featured Japanese staff, but much of the work was done in the U.K.-based video game company
Traveller's Tales, who also produced
Sonic R.
* Issues #10 and #11 of the
Sonic X comic series pay tribute to
Sonic 1. In this two-part story, Dr. Eggman traps Sonic and his friends in a virtual prison designed exactly like the actual game, right down to the original zones, classic Badniks, and traditional game physics (i.e. Rings being used for protection instead of a power boost for Sonic).
* Orginally there was to be a big boulder to chase Sonic, as a homage to
Raiders of the Lost Ark. This was cut however, but it made a reapperance in
Sonic Adventure and
Sonic Adventure DX and that boulder begame part of the boss for the first zone.
* Everything about this game at the time was revolutionary. The graphics were state of the art, as well as the sound, and the character.
* The music on Star Light Zone is loosely based on the song "Kusuriyubi no Kesshin" (ring finger's decision) by
Dreams Come True.
* On May 27, 2006,
Play! A Video Game Symphony was the very first concert to ever feature orchestral arrangements of music from the Sonic the Hedgehog series. The song featured in the concert, title Sonic the Hedgehog Suite, included the title screen music, the boss music and the Green Hill, Marble and Star Light Zone music themes, all from the original Sonic the Hedgehog.
*
Sonic Central Official American website
*
Sonic Channel Official Japanese website
*
Sonic City Official Europe website
*
Sega-16's History of the Sonic Series*
GameSpot: The History of Sonic*
Sonic the Hedgehog page at
The GHZ*
Knuckles in Sonic 1 release topic on SWS2B.com