The wait is finally over! The highly anticipated mini console is now available for purchase in the North American region. Here’s some information on where you can get your hands on it, and what games are inside!
On 2 February 1994, one of the most important games in the Sonic the Hedgehog franchise was released on the Sega Mega Drive (Genesis) in North America. Sonic 3 was the highly-anticipated sequel to 1992’s global phenomenon that was Sonic the Hedgehog 2, and brought with it a tonne of new features and updates that not only gave the blue blur a fresh new appearance but also ushered in an era of ‘Sonic Mania’ that took the Western world by storm. Continue reading Happy 25th Anniversary, Sonic 3!
Thirty years ago, SEGA launched the SEGA Mega Drive in Japan, starting a 16-bit revolution. Less than a year later in August 1989, that system would come to American shores as the SEGA Genesis. A year after that, in September of 1990, the Mega Drive would finally reach Brazil and PAL regions, building on the success of its predecessor the SEGA Master System. Continue reading Happy 30th Anniversary to the SEGA Mega Drive/Genesis!
Researchers at the OpenAI institute are using the original Sonic the Hedgehog video game to teach AI how to think about previously unseen, complex scenarios and overcome them. Surely it’s only a matter of time until the blue blur helps computers control the world then, right? Continue reading ‘Sonic the Hedgehog’ Being Used to Train AI
A reprint of a critically-acclaimed art book covering the history of the Sega Mega Drive is being crowdfunded on Kickstarter. Read Only Memory’s ‘Sega Mega Drive/Genesis: Collected Works’ was originally released in 2014 and included interviews with Sonic creators Yuji Naka and Naoto Ohshima, along with illustrations and concept drawings of the 16-bit console’s best titles. Continue reading Sega Mega Drive: Collected Works Art Book Guns for Second Print Run
One of the things we’ve loved about the Nintendo 3DS SEGA re-releases is just how much time and care has been placed into every title. Sonic the Hedgehog 2 is no exception, having recently landed on the Japanese eShop. It’s all down to developer M2, whose efforts clearly show that they care about the games they’re looking after. This is no more apparent than in this quirky credits sequence for Sonic 2. Continue reading Tails Can’t Handle This 3D Sonic the Hedgehog 2 Credits Sequence
New screenshots have been unearthed from the Sonic the Hedgehog (1991) alpha thanks to a scan from the August 1990 issue of old SEGA magazine, Mega Drive Fan, uploaded to a forum for discussion.
The scan was uploaded to fansite SEGA-16 and discovered by Retro members, and quickly identified as the alpha due to their extreme visual similarities to previously discovered media shown at the 1990 Tokyo Game Show, where the title was first revealed to the public.
The screenshots are some of the highest quality available of the alpha, giving us better look at some development designs and alterations the launch title for the SEGA Mega Drive went through.
Aside from the instantly recognisable differences – such as the majorly differing mountain range background art and a completely different badnik design never seen in the final game, there are other small changes to be seen. These include Sonic’s sprite design, the palmtrees and the title screen logo.
You can also spot what could be various gameplay differences too, as Sonic (seen in the screenshot above) is not in his iconic spin jump form while coming in to seemingly aerial attack the badnik. It could be a possibility that the pinball nature of Sonic had not been established yet.
You can take a look at the screenshots in our gallery below, including cropped, blown up and touched up images thanks to Retro user cornholio857. Credit to the original scan goes to JumpingRyle of SEGA-16!
This is a retrospective I did of the classic trilogy of Sonic games for SEGABits, celebrating the hedgehog’s 23rd anniversary week last year. I decided to spring (get it?) new life into it, since I was feeling pretty nostalgic today and recently played through these fantastic titles again I remembered how much of a treat they are. Let’s get to straight into it!
Ah, birthdays. The perfect times for parents to get out those old, embarrassing pictures of you when you were a baby. Our spikey blue hero is no exception to this, however his own classic outgoings were never something to be embarrassed about. In fact, many fans still refer to the original trilogy of games as some of the best games the series has made. I’m not far removed from this ideal, and as such I wanted to look back at these old gems of classic gaming, chronologically.
Sonic the Hedgehog (1991)
Filled with the sights of chequered hills, loop-de-loops, and the iconic sound of the SEGA chant on the boot up, the original Sonic the Hedgehog released in 1991, setting the stage for a future 23 years of Sonic. So much about this classic has been said already, but it’s worth giving it another run through, right? Let’s look at why this title is so iconic, and how it laid the groundwork for the future.
Sonic’s well known for his speed, yet this title doesn’t really capitalise on that gimmick during your time with it. A key element with Sonic is that speed is earned as a reward for your skill and mastery of a level, and this really is the title which began that train of thought. Green Hill Zone is easy enough and gives the player plenty of freedom to get used to Sonic’s top speeds and style of level design, but immediately after, Marble Zone punishes you for trying to charge in without thinking.
This isn’t the only zone which forces a player to slow down and plan what their next moves are. The iconic Labyrinth Zone brings Sonic to the speed of snail underwater, all while avoiding deadly enemies and remembering to collect those all important air bubbles to ensure you don’t drown. Fortunately, in between these two platform heavy zones are Spring Yard and Star Light. As long as you’ve mastered rolling by that point, there’s crazy high speed thrills to be had.
Rolling is the key way you’ll be the speed demon this time around. Since the hedgehog has a speed cap on foot, putting yourself into a ball lets you bypass that. This is where the idea of rewarding a player’s mastery of a level comes in – you’ve gotta know what dangers lie ahead and the layout of the acts so you can most efficiently beat the clock and overcome the obstacles in your path. My current best on Green Hill is about 24 seconds.
To finish the game 100%, you’ll need to defeat the final boss with six Chaos Emeralds in hand. Collecting the emeralds wasn’t much of an easy feat back in the day, especially when you’re going in blinded – the rotating stages could often get frustrating, especially if you didn’t know what you were doing (GOAL? That’s not my goal, that’s the exit!), and accessing them in certain zones was a nightmare (specifically, holding onto 50 rings). More recent versions like the current mobile ports allow you to quit and retry special stages, making it significantly easier on the player. A change I welcome, since it’s totally optional.
Sonic the Hedgehog is a solid title. It’s a little overrated nowadays, but without the iconic ideas it introduced we wouldn’t have its two sequels that built on the ideas and created fantastic experiences. The level design is solid, the visuals for its day were great, you can achieve a great sense of speed and the bosses are nice mix of challenging to simple. If I was going to recommend a version of this game to you, it’d certainly be the rebuilt mobile version, even with the touch screen controls. It’s the best port of this game to date.
Sonic the Hedgehog 2 (1992)
Jump to a year later, and say hello to Sonic the Hedgehog 2. Building upon its predecessor, Sonic 2 features more zones, more Chaos Emeralds, more bosses, more characters… and is commonly referred to as one of the best titles the Sonic series has ever made. It’s certainly one of the most popular and best selling, and only helped to propel Sonic to further mainstream popularity back in the day.
I think part of what makes Sonic 2 so successful are its zones. Sure we start with the typical green hill-ish zone once more, but immediately after we’re thrown into Chemical Plant, sporting purple water and giant ramps to roll down. Later on down the line there’s an ocean of oil, a bright casino, a chase in the sky… these unique level tropes were fantastic to look at and run through. All of these are enjoyable in their own way, sporting some individual platforming and exploration ideas in all of them. Not all of them live to this standard, but even then they still have some great level design.
Something that should be noted about Sonic 2 is that the design has shifted to push much more of the “speed” gimmick. You’ll find yourself flying down giant hills and soaring into the air often, and loop-de-loops are common. This makes for some exhilarating moments you feel in control of. This speed focus can also be seen in the inclusion of the brand new move, the Spin Dash, now a staple of the franchise. Revving yourself up and releasing to a top speed is extremely satisfying, and helps to overcome those ramp issues you might have struggled with once before.
This doesn’t mean Sonic 2 is devoid of the platforming that Sonic 1 embraced fully. You’ll still need to slow yourself down at points and slowly make your way through areas. However, I can’t deny that Sonic 2 feels more linear. As long as you’re not playing blind, for most of the game you can comfortably charge forward and not get punished too often – apart from one or two zones. You can make up your mind if this is a strong suit for the hedgehog or not.
Sonic 2’s lowest points for me come in two areas – Metropolis Zone, and the special stages. Metropolis Zone is well known to be Sonic 2’s most difficult stage for good reason. The badniks are the toughest in the game and most cheaply placed, often found in almost unavoidable spots. You’ll find Shellcrackers waiting at the top of high ledges to knock you back down, or running ahead where a Slicer will suddenly appear and throw its twin blades at you. But aside from these guys, there’s platforming blocks with spikes that stick out of them, conveyor belts above lava, gears that you travel across, corkscrews to run up and black platforms that crush you. The corkscrews should be noted as one of the more challenging obstacles since they’re almost always littered with the exploding Asterons who will knock you down to the ground the minute they detect your presence. And the worst part? All of this goes on for three acts, rather than the usual two.
And anyone who played Sonic 2’s special stages will understand where my pain comes from. Like the previous game, you’ll need 50 rings to access them, however this time it’s via checkpoints via levels. Never assume past the first few zones you’ll get to the special stages without actively trying to keep your rings. The special stages themselves are now iconic, sporting a half pipe design and littered with rings and bombs. Often though it’s difficult to see what’s ahead of you, I feel the design of them tries to confuse you in later stages. There’s no chance you’ll complete all of them blind. It took me many tries on later special stages to get to the end, and remember if you get thrown out you’ll have zero rings and have to collect 50 again. And of course, there’s nothing more frustrating than having the ring count needed and reacting to a sudden bomb in your way, but Tails just isn’t fast enough and you lose out on the goal. It could be just me, but I’ve always found these stages a nightmare, even more than Sonic 1.
Overall, Sonic 2 is a much more enjoyable title than its predecessor to me. It builds on the good of the original and expands on it. The level design gives more freedom for thrilling moments, the spin dash is a smart and satisfying addition to Sonic repertoire, the music is catchier and captures the essence of each zone brilliantly and the visuals look great and really capture the atmosphere of the zones. If you pick it up on mobile platforms, you also get access to the once forgotten Hidden Palace Zone through a certain pit which many remember the misery of…
Sonic 3 & Knuckles (1993/1994)
And finally, we come to the big one. Famous for making use of “lock-on technology” and creating the biggest 2D Sonic game to date, Sonic 3 & Knuckles is the true version of Sonic the Hedgehog 3. There’s so much more content here and improvements, and Sonic 3 & Knuckles to date still stands as my favourite title in the series, and my most played one too.
Pushing on from Sonic 2, Sonic 3 & Knuckles goes on to push more of a mix of high speed sequences and platforming. For me, it’s almost perfectly balanced here. There’ll be times where the hedgehog will do his thing and curl into a ball and zoom across the screen at a thrilling speed, and the game won’t punish you for having that fun. But then it slows down, and you have to methodically make your way through areas. Even the famous water zone Hydrocity contains high speed, water slide based segments. The design of the levels is expansive and feels far more immersive to travel through in general, since all acts and zones have transitions here.
Storytelling is a much bigger thing in Sonic 3 & Knuckles. Unlike its predecessors which story was told in the levels themselves (to such a subtle point, you wouldn’t be reprimanded if you didn’t know it existed), this title actively shows the adventure which the speedy blue hero has through effective zone transitions, and events within levels which change their atmosphere (see – Angel Island setting on fire). The story isn’t intrusive, but still pushes you to want to keep moving and defeat Robotnik and his scheme to build the Death Egg. It’s also nice to see the rivalry between Sonic and new character Knuckles build and build to a point where they butt heads, and eventually unite. Seeing the Death Egg rise again above the clouds in Sky Sanctuary Zone feels suitably like a challenge to the player, and works on a great story level also.
The game contains fourteen zones overall, which is a pretty comfortably long adventure. These zones also continue with the unique zone trope ideas, creating a collection of enjoyable levels which never feel like retreads of ones you’ve already been to. What’s even better is that zones can be different from act to act – it might just be visual differences like Mushroom Hill’s seasonal changes throughout the zone or seeing the Death Egg in the background of Launch Base, but certain zones like Sandopolis go from traveling a outside in the desert to being inside a pyramid haunted by ghosts, and Lava Reef goes from being a scorching hot cavern to being a crystal wonderland.
Alongside the focus of storytelling and unique level tropes, Sonic 3 & Knuckles also contains music unique to each act. This aids the progression idea significantly, but is just downright a pleasure to listen to. Act 2 is commonly a remix of Act 1’s music which feels just different enough to be both recognisable and brand new. It really helps create an atmospheric change too, such as Launch Base Act 2 feeling like a calm before the storm, or Hyrdocity Act 2 feeling like you’ve travelled to the deepest part of the waters. A special exception is Lava Reef Act 2, which completely changes its music style to suit a complete new area, and an idea of a mystery unravelling itself – this area leads to the discovery of Hidden Palace Zone where the prophecy of the Doomsday fight is, and where the Master Emerald lies.
The special stages here are the most enjoyable I’ve played in the series thus far – Blue Spheres is even a little addicting. The idea is to turn all the blue spheres into red, but touching a red sphere kicks you out of the stage. Unlike previously where you had to collect 50 rings, these stages are accessed via hidden giant rings in stages. This encourages the player to explore these large stages high and low. The stages themselves contain I believe the right mix of challenge for those who are blindly going in or are experienced – obviously, if you know these stages well, it’ll be smooth enough sailing to fight against the increasing pace, with only a little pressure kicking in at top speeds in later stages. But a newbie player will feel that pressure each time they enter a new stage. I never found myself wanting to throw my controller in rage even when I was kicked out once or twice on my first tries, it often felt like a mistake on my own fault. Either way, it’s always satisfying to create a square of red spheres and turn them into rings.
There’s a few other little improvements I want to mention about Sonic 3 & Knuckles too. First off is the ability to have multiple save files which comes with level select, meaning you can pop in to any zone you fancy after you’ve finished. Second run throughs with Super/Hyper Sonic is something you may do often, I know I did. I also enjoy how each character feels just unique enough to want to use all three – Sonic’s has a insta shield which gives momentary protection, but more importantly he can take advantage of the new elemental shield powers which are a lot of fun (my personal favourite is probably the electric shield – double jump plus a ring magnet), Tails’ flight ability is finally usable here and helps out newbie players in difficult area and to find hidden secrets, and Knuckles has his own unique pathways and specifically designed sections (and story!) only he can traverse through. Because of this, replayability is far increased from what was there previously. Finally, I think the game’s multiplayer needs a little shout-out. These aren’t anything much more than races against a friend, but there’s fun to be had and the music found in these levels are hidden gems.
The reason why this title will stand among all other to me within this franchise might be partially down to nostalgia, but everything it does it does so brilliantly to me. It succeeds on a lot of levels – it takes steps visually with the environments, the music is lovely and easy to get addicted to, the level designs feel sprawling and fun to speed through, the story is told non-intrusively but is still surprisingly engaging… it feels it took all the best and worst elements of the previous two and made it all just downright fantastic. All three of these games will always stand on a pillar to me for their impact of the franchise, but this game especially holds a special place in my heart.
What are some of your favourite memories of the classic games? Sound off in the comments below and let us know.
SEGA has announced at GDC 2013 that the classic Mega Drive title that kickstarted their mascot’s career Sonic the Hedgehog will be released for iOS and Android in April. The game will cost $2.99, run at 60FPS and will include a new time attack mode, widescreen support and a completely remastered soundtrack. Android Police reports that Sonic the Hedgehog 2 is also planned for release on Android too, but SEGA didn’t give any details.
Christian Whitehead, who made the recent Sonic CD port, made this tweet to a follower on March 23rd. (Thanks, TimmiT)
Those feels, I’m preparing a build for GDC and I won’t even be there.
Nothing like kicking off the week with PUNCHING and KICKING and such! Feel like the world’s turning against you for some reason? Then RAGE!
This quaint little music mash-up was put together by foreversonic from RadioSEGA! Featuring something that most SEGA fans would enjoy, especially those of this Genesis classic, is always welcome!
Dilapidated Town from Streets of Rage with Sky High Zone from the 8-bit Sonic the Hedgehog 2!
Found an interesting mash-up somewhere on the web? Have one of your own that you’d like to see get featured on The Sonic Stadium? Then what’s the hold up? Send what you got over to firstname.lastname@example.org!
Sonic Team head Takashi Iizuka announced at SEGA France’s Paris Games Week presentation over the weekend that the original Mega Drive/Genesis Sonic the Hedgehog game will be an unlockable bonus in Sonic Generations. This won’t be news to those who followed the June demo leaks, but for those who didn’t, this should be very welcome news. That is unless you own the original or one of the many ports out there already.
UPDATE: The same YouTube user has posted game play from Sonic & Knuckles and Sonic 2. Thanks Eggman123 and Pearl for the heads up.
Thanks to YouTube user RondoOfBloodX fans of Sonic’s Mega Drive/Genesis series who are on the wall about purchasing Sonic Classic Collection on Nintendo DS can now rejoice as from this footage we can see everything is running perfectly smooth, graphics are fine and the sound seems to be fine too. Check it out in the above video and let us know if its a yes or a no from you in the comments.
It’s unofficial Mega Drive day here at TSS because I say it is. That and because both Brad and I have found amusing Mega Drive related things for your viewing pleasure. His might literally move but mine can make you look like you mean business, literally.
It’s actually a Mega Drive Card Case which was spotted by the SEGA Twitter people earlier this week. Personally I think it looks great and sort of want one. If only I had any business cards to display. They are available at “Geek Stuff 4 U” and it’s just a guess but I don’t think English is the sites first language. For example, take a read of the description on their site:
“For every geek in you! Hold your business card with style thanks to the latest Banpresto Business card case, the Mega Drive 16-Bit Card Case! Separated in two compartment, one is dedicated to hold your own business card, and the other is design to keep the business card you got during business meeting.”
I swear I’m not making this up! If you want one they are up for pre order on the Geek Stuff 4 U website until January 27th. After than the expected shipping date is ‘March’. The price is ¥2,250.00 which is roughly $24.53 or £15.07 at the time of writing.
This blog submission comes to us from Kit Fox from Israel. Kit has dug up some old magazines and found some interesting advertisements from Israeli gaming magazine, “Freak.” The page that he found was apparently from an issue exclusive to those in a SEGA club back then. The two scans below are the top and bottom of one page, featuring Sonic (click to enlarge the images).
Here’s what the top half of the page says, as translated by Kit:
“SEGA” does it again and in big-time! After years of absolute domination in the European sales, SEGA has recently conquered in a storm also the U.S.. . In a poll published by the U.S. toys industry journal Play Thing (May ’93 issue), it appears, that SEGA is holding the first and fourth places in the American Genesis (“Mega Drive” in the Israeli and European version) while Nintendo is pushed to the second and eighth places. And on the Americans, as is well known, you can trust. And this is not everything. It also appears from the poll, that the MEGA-CD (see separate item) came up from the 18th place to the 13th, and experts estimate, that until the end of the year, it will conquer one of the first places. In Israel the situation is alike. In the 16 BIT technology SEGA reigns supreme. And this actually says it all.”
Kit also explains the bottom half of the page, which, as you can see, features a few hands pointing to parts of Mega Drive boxes. What’s that all about?:
[The bottom half] tells the readers how to distinguish between the original Mega-Drive in the black box to the fake one in the white box (also notice the certificate of an “Authorized Dealer” you had to look for while in search of the original 😛 ). It also warned customers what to expect if they bought the fake (low quality, no Mega-CD connection etc’…). I remember seeing the fake once in a grocery store. LOL! But yeah, there were lots of fake consoles back then, mostly of 8-bit Nintendos. Apart of that you can see another small ad announcing the soon arrival of the MEGA-CD and the sell discount for the Game Gear’s TV tuner.
Kit also found an advertisement for Coca-Cola in the same article. Hmmm… I wonder who’s in it?… 😛
DRINK COKE. PLAY SOCCER.
A very special thanks to Kit Fox for providing us with, and translating, a piece of Sonic history from elsewhere in the world. If you have any cool Sonic stuff, send it our way!
A resident member of the SFGHQ forums, my buddy Cstyler showed up on Monday with a pleasant and awesome surprise. He has created these images of the old Genesis levels with a pseudo-3D viewpoint. Each aspect of a level’s background is twisted and skewed to create a new, yet trippy, perspective. In short, they’re epic.
These images have become an instant hit and I thought that I’d share them with the rest of you. If you have a standard 4:3 monitor, they make a great desktop wallpaper (they’re not quite to scale, but they’re close enough). Spring Yard, pictured above, is especially epic. Check out the entire gallery of these new look classics past the jump:
For $114, you can make smoking cool twice over with these SEGA-themed Zippo lighters. Recently, Zippo has been manufacturing lighters featuring other companies, like Namco, but now SEGA gets love. I’ve never seen so much detail put into a lighter.
You can totally afford them, right? I mean, you just have to skip this week’s trip to the grocery store or hold off on drinking for about four Saturdays in a row. 😉
Xbox Live’s very own Major Nelson has confirmed via his blog that Mega Drive classic Sonic & Knuckles will definitely be arriving on Xbox Live Arcade this Wednesday 9th September for the cheap price of 400 Microsoft Points just like Sonic 1, 2 and 3 despite the extra functionality of linking up with those 3 titles if you have them.
Bargain, how could you possibly say no?
If you point hunters haven’t seen the achievements for this game yet you can check them out here.
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