Sonic the Hedgehog (game 16 bit)
Talk0this wiki

Added by JohnnyLightningContents |
Story
Edit
Sonic the Hedgehog, a fast, blue, spiky hedgehog had been on South Island for a while. While walking he encounters a flying robot. He destroys the robot and finds a small animal inside the robot. The animal had been put inside the robot to act as an organic battery. Eventually Sonic finds out what is causing trouble on the island. The evil scientist Dr. Ivo Robotnik (Dr. Eggman) is searching for the six legendary Chaos Emeralds to help in his plot to take over the world. Sonic must stop the mad scientist and his robot army.
Gameplay
Edit

Added by JohnnyLightningThe player controls Sonic to play the game. The unique element of the game is speed where Sonic can run fast and get speed boosts from objects like loops, springboards, and other devices. Sonic can collect the rings in the stages. His life meter depends on how many rings he has. If he has at least one ring on him and he gets hurt he loses the rings. If Sonic were to get hurt without any rings, he will lose a life. If Sonic were to collect 100 rings he will gain another life. hi mom
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
Items and Power Ups
Edit
![]()
![]()
![]()
![]()
![]()
![]()
- Barrier (バリア) - Absorbs one hit
- High Speed - Temporary speed increase
- Muteki - Temporary invincibility
- 1up - Gives Sonic an extra chance
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()



Zones
Edit
Each zone has three acts and and a boss fight at the end of the third act.
Green Hill Zone -- Sonic's first steps into the tropics introduce the visual staples that remain trademarks of the series to this day: checkered hillsides, palmtrees, loop-de-loops, etc. Overhanging ledges crumble as you stand on them, so don't stick around unless you're looking for a quick trip down. Rotating logs are adorned with a spiral of spikes, so time your movement accordingly.
Behind the Scenes
Edit
In April 1990, Sega challenged its employees to come up with a game that would demonstrate the power of their 16-bit Mega Drive console along with a character who could become the company's official mascot. An enthusiastic young staff in the AM8 R&D division began brainstorming ideas, and the final consensus was that the game should be fast and simple. The lead character needed a strong personality and a unique look, and toward this end designer Naoto Ohshima created a series of preliminary sketches ranging from bulldogs to bearded samurai. In the meanwhile, lead programmer Yuji Naka (who had previously worked with Ohshima on Phantasy Star II) constructed a high speed graphics engine with numerous layers of parallax scrolling: exactly the sort of visual tour de force Sega was looking for to separate the Mega Drive from other systems available at the time.
As the game began taking shape, it became evident that a full-time lead designer was needed to coordinate the project, but none of the staffers were free to take the responsibility. World politics, however, produced a quick fix: Hirokazu Yasuhara was scheduled to move to the US and join Sega of America product manager Mark Cerny in establishing a Western-based R&D group. However, the start of the Gulf War postponed Yasuhara's scheduled departure by three months. Naka, seeing that Yasuhara was free, asked him to fill in as a temporary director until a permanent replacement could be found. The delayed traveller agreed and became quite engrossed in the project, drawing out detailed level maps on paper. In the end, Yasuhara's departure was postponed a full year and he remained with the Sonic project all the way through.
Among the early concepts was that of a speedy rabbit character with the ability to pick up and throw objects using his long ears. This idea was ultimately rejected because the team felt that the extra mechanic slowed the game down. Eventually the idea of a rolling attack was formed and from this concept Ohshima narrowed the potential heroes down to an armadillo and a blue hedgehog. The hedgehog won out due to its "spiky" nature, but it wouldn't be until the very end of the project that a suitable name was chosen for Sega's edgy new star. (The runner-up armadillo, Mighty, was revived several years later for a starring role Sega Sonic the Hedgehog, Sonic's coin-op debut. The long-eared rabbit reject, meanwhile, rose from the ashes as cult favorite Ristar the Shooting Star.)
With all the energy being put into perfecting the game's look and feel, the enthusiastic staff decided that professional talent from the music industry should be tapped to compose the accompanying soundtrack. Sega approached up-and-coming Japanese pop band Dreams Come True, and successfully wooed band leader Masato Nakamura. Dreams Come True was preparing a tour to promote their third album, Wonder 3, and Sega stepped in as a sponsor for the campaign. Sonic was painted on the sides of the tour trailer and pamphlets advertising the game were handed out to concert-goers, offering a glimpse of the game even before media coverage.
Despite strong enthusiasm for the project in the studio, it drew only scorn and concern from Sega's American marketing division. Sonic was conceived as a global mascot, and key players on the US side felt that the character lacked the appeal needed to achieve success in the Western market. In those days there was a large rift (almost a rivalry) between the home and overseas branches of the company, but the Japanese office had the final say, and Sonic was released without changes. Despite Sega of America's predictions, the game became an instant hit in the US, catapulting the company from an also-ran in Nintendo's shadow to the market leader. (Ironically, Sonic achieved only modest success in Japan, a trend which continues to this day.)