Sonic the Hedgehog (1991 video game)

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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, and later included as one of the games in the Sega 6-Pak. The European Sega Mega Drive version was released later in June of 1991 and the Japanese Sega Mega Drive version was released on July 26, 1991.

Sonic The Hedgehog
File:Sonic1 box usa.jpg
Developer(s)Sonic Team
Publisher(s)Sega
Designer(s)Naoto Ohshima (character design), Hirokazu Yasuhara (game planner), Yuji Naka (programming)
Platform(s)Mega Drive/Genesis; Mobile Phone; Saturn (as part of Sonic Jam); Dreamcast (as part of Sega Smash Pack); GameCube, Xbox, Windows and PlayStation 2 (as part of Sonic Mega Collection); Wii Virtual Console; Game Boy Advance, Xbox Live Arcade, Mobile, Playstation Portable (as part of Sega Genesis Collection)
ReleaseUnited States June 23, 1991
Europe June 1991
Japan July 26, 1991
Genre(s)Platform game
Mode(s)Single player

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.

Gameplay

File:Sonic1.png
Sonic the Hedgehog's title screen.

Overview

In the game, Sonic has to prevent Dr. Eggman Robotnik from collecting six of the Chaos Emeralds in an attempt to rule the world.

The gameplay centered around elements that exploited the increased performance of the 16-bit 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 (30 seconds) 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. This was the only console Sonic game prior to Sonic Adventure where Sonic could get more lives through Rings after 200 (if he gets 300 rings in the later 16-bit titles, he gets nothing).

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. Originally 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 became part of the boss for the first zone.

Progress through the game is made easier by lamp posts that act as checkpoints. When Sonic passes a lamp post, its color changes from blue to red and next time he loses a life, he restarts at that point rather than the beginning of the act. However, 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.

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 or passwords. This means that the game has to be restarted from the beginning when the player runs out of continues or turns off the system.However a cheat exists that allows the selection of any level.

Graphics and sound

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 Mega Drive's/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 Hedgehog's soundtrack is still highly popular in remixing communities on the internet.

Zones

Green Hill Zone

 
Green Hill Zone Act 1

The Green Hill Zone is the first zone in the entire Sonic series and is, arguably, the most famous. 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. 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. A PC version can be played on Sonic Channel's website:[[1]]

Almost each subsequent game in the Sonic series would then begin with a tropical themed zone.

Marble Zone

File:Sonic Marble Zone.png
Marble Zone Act 1

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. 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. 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. 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). At the end of Act 3, Dr. Robotnik attacks with a spike-equipped craft that slowly removes the blocks Sonic stands on.

Labyrinth Zone

File:Sonic Labyrinth Zone.png
Labyrinth Zone Act 3

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. 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. This would lead the player to a great sense of panic at the sound of the countdown music. 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. At the end of Act 3, Sonic has to follow Dr. Robotnik through an ascending passage filling with water. 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.

Star Light Zone

File:Starlight12.png
Star Light Zone

A 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. There are few enemies here, most of which cannot be destroyed by Sonic. At the end of Act 3, Dr. Robotnik shoots spiked mines onto three seesaws.

The music on Star Light Zone is loosely based on the song "Kusuriyubi no Kesshin" (ring finger's decision) by Dreams Come True.

Scrap Brain Zone

File:Sonic Scrap Brain.png
Scrap Brain Zone Act 2

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, where Sonic will meet Dr. Robotnik for the final showdown of the game.

Much of this level has been reused in subsequent games: the floor and ceiling are later used for Metropolis Zone in Sonic 2, some of the hazards are used in Metallic Madness of Sonic CD, and an entire level was created from its tiles for use in Sonic Pocket Adventure.

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

File:Sonic Special Zone.png
Special Stage

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 cannot 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. Also, it is noteworthy, that there are only six chaos emeralds in this game, while there are seven in Sonic the Hedgehog 2.

Development

The game began 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 hedgehog 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. [1]

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. [2] This sound-test would have featured a 'Sonic Band' that would, presumably, be animated while the songs played, the Sonic Band were Sonic (lead vocals) Sharps Chicken (Guitar) Max Monkey (Guitar) Mach Rabbit (Drums) and Vector The Crocodile (keyboard/synth) Vector was later re-designed and re-used for the game Knuckles' Chaotix and then redesigned and re-used in Sonic Heroes.

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.

Beta

File:Sparklingz.jpg
The Sparkling Zone
  • 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 would also once feature chequered boulder(s) that would chase Sonic similar to the scene from Indiana Jones, the boulder design became the wrecking ball used in the zone's boss battle.
  • The Marble Zone featured strange UFO-shaped objects in the sky, these objects can be seen tilting in the film Wayne's World, during an advert for one of the character's Video Game arcades (shots of Sonic The Hedgehog are shown in the background while he talks to the camera) 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.

Versions

File:Sonic1MD.jpg
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 listed the game's levels in a different order, likely from an earlier version of the game.

In addition to this, the European version of the game played at about 83% 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 appearances 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 new stages, some different zones and a level map.

Although its Genesis counterpart was extremely popular in the United States and PAL territories, 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 North American players were able to experience the final Japanese version of the game. Note that 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 the player an extra life for achieving 50,000 points, which can be done in the Japanese Mega Drive version of this game.

Like all of the four games included in Sonic Jam, the title was given an 'easy' and a 'medium' option (as well as an 'original' option, the game as it was) that removed acts, bosses, enemies, spikes, traps and pits, but the Spin-Dash, a move that did not debut until Sonic 2 the following year, was implimented also.

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, has his name localized to either Doctor Eggman (in Japan) or Doctor Ivo Robotnik in Europe and the US, this continued until Sonic Adventure, where Doctor Eggman was used in conjunction with the name Robotnik. In Sonic Adventure 2 the name Dr. Eggman continued to be used in the same fashion. Yuji Naka is reported to have said that Dr. Eggman is a nickname that Sonic gave to Dr. Robotnik.

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[3].

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[4].

The Sonic Mega Collection features a cheat that enables you to play 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, entitled Sonic the Hedgehog Genesis, 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 a special "Anniversary Mode", featuring the Spin-Dash move Sonic got in later games.[5]

Hacks

File:S1K 000.JPG
Knuckles in Sonic the Hedgehog 1.
File:Mightyta.jpg
Mighty the Armadillo in the hacked game, Sonic Gaiden.

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:

  • A popular pirated NES version, called SOMARI is where Sonic is replaced by Mario.
  • 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.
  • 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).

In the ROM hacking community, creating a patch that allowed the gamer to play as Knuckles the Echidna in Sonic the Hedgehog was considered the "Holy Grail of ROM Hacking." According to several programers and hackers, the reason why Knuckles 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.

On September 11, 2005, Stealth created a hack called Knuckles the Echidna in Sonic the Hedgehog. This hack makes Knuckles playable in the game, giving him 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 that lower challenge is a welcome relief to some players, in places such as the Marble Zone and Labyrinth Zone. 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 three existing red colors in the palette.

Credits

Game Plan: Hirokazu Yasuhara (Carol Yas)
Program: Yuji Naka (YU2)
Character Design: Naoto Ohshima (Bigisland)
Design: Jinya Itoh, Reiko Kodama
Sound Producer: Masato Nakamura
Sound Program: Jimita, Macky

Popularity

The game is still being referred to more than a decade after its initial release. An episode of Coronation Street shows Chesney Brown and Kirk playing the original game on a PC. The screen showed Sonic in Green Hill Zone Act 3 briefly, before Cilla Brown pulled the electrical plug of the PC from its socket. 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). 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.

Trivia

  • Spring Yard Zone (or Sparkling Zone) was the first zone created and finished.[citation needed]
  • Originally in Green Hill Zone at the beginning there was a cutscene which Sonic gets chased by a boulder (ala Indiana Jones), but it was scraped later in production.[citation needed]
  • A badnik in the shape of a rabbit named Splats never made it into the final version of the game.[citation needed]
  • Labyrinth Zone was originally the second stage, but was later moved toward the end of the game, due to its difficulty.[citation needed]
  • Green Hill Zone took 6 months to complete because it was redesigned several times. The visuals of the zone were also inspired by computer generated 3D graphics which were an infant style gaining prominence at the time.[citation needed]
  • The music from Star Light Zone inspired the Dreams Come True song Decision of the Ring Fing / Kusuriyuki no Kesshin. Masato Nakamura of Dreams Come True also made the music for the game.

References