Sonic CD

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Sonic CD
Sonic the Hedgehog CD North American cover art.jpg
North American cover art
Developer(s) Sega
Publisher(s) Sega
Director(s) Naoto Ohshima
Producer(s)
  • Minoru Kanari
  • Makoto Oshitani
Programmer(s) Matsuhide Mizoguchi
Artist(s) Hiroyuki Kawaguchi
Composer(s)
Series Sonic the Hedgehog
Platform(s) Sega CD, Windows, GameCube, PlayStation 2, Android, PlayStation 3, Xbox 360, iOS, Windows Phone, Ouya, Apple TV, Fire TV
Release
Genre(s) Platform
Mode(s) Single-player

Sonic the Hedgehog CD, [lower-alpha 1] commonly referred to as Sonic CD, is a 1993 platform game for the Sega CD. The story follows Sonic the Hedgehog as he attempts to save an extraterrestrial body, Little Planet, from Doctor Robotnik. As a Sonic the Hedgehog series platformer, Sonic runs and jumps through several themed levels while collecting rings and defeating robots. Sonic CD is distinguished from other Sonic games by its time travel feature, a key aspect to the story and gameplay. By traveling through time, players can access different versions of stages featuring alternate layouts, music, and graphics based on the time period.

Platform game video game genre

Platform games, or platformers, are a video game genre and subgenre of action game. In a platformer the player controlled character must jump and climb between suspended platforms while avoiding obstacles. Environments often feature uneven terrain of varying height that must be traversed. The player often has some control over the height and distance of jumps to avoid letting their character fall to their death or miss necessary jumps. The most common unifying element of games of this genre is the jump button, but now there are other alternatives like swiping a touchscreen. Other acrobatic maneuvers may factor into the gameplay as well, such as swinging from objects such as vines or grappling hooks, as in Ristar or Bionic Commando, or bouncing from springboards or trampolines, as in Alpha Waves. These mechanics, even in the context of other genres, are commonly called platforming, a verbification of platform. Games where jumping is automated completely, such as 3D games in The Legend of Zelda series, fall outside of the genre.

Sega CD Add-on for the Sega Genesis video game console

The Sega CD, released as the Mega-CD in most regions outside North America and Brazil, is a CD-ROM accessory for the Sega Genesis video game console designed and produced by Sega as part of the fourth generation of video game consoles. It was released on December 12, 1991 in Japan, October 15, 1992 in North America, and April 2, 1993 in Europe. The Sega CD lets the user play CD-based games and adds hardware functionality such as a faster central processing unit and graphic enhancements. It can also play audio CDs and CD+G discs.

Sonic the Hedgehog (character) fictional character from the Sonic videogame franchise

Sonic the Hedgehog is the title character and protagonist of the Sonic the Hedgehog video game series released by Sega, as well as numerous spin-off comics, animations, and other media.

Contents

The Sega CD's flagship game, Sonic CD was conceived as an enhanced port of Sonic the Hedgehog 2 , but was reworked after lackluster sales of Sonic 2 in Japan. Sonic co-creator Naoto Ohshima directed and Sega developers designed the game to show off the technical capabilities of the Sega CD. The game features the debuts of Amy Rose and Metal Sonic, and includes animated cutscenes produced by Toei Animation. Two soundtracks were composed for the game: the original score was composed by Naofumi Hataya and Masafumi Ogata, while the North American score was composed by members of Sega Technical Institute.

In software engineering, porting is the process of adapting software for the purpose of achieving some form of execution in a computing environment that is different from the one that a given program was originally designed for. The term is also used when software/hardware is changed to make them usable in different environments.

<i>Sonic the Hedgehog 2</i> 1992 Mega-Drive video game

Sonic the Hedgehog 2 is a platform game developed and published by Sega for the Sega Genesis console, released worldwide in November 1992. It is the second main entry in the Sonic the Hedgehog series, and introduced Sonic's sidekick, Miles "Tails" Prower, controllable by a second player. In the story, Sonic and Tails must stop series antagonist Dr. Ivo Robotnik from stealing the Chaos Emeralds to power his space station, the Death Egg.

Naoto Ohshima Japanese video game artist

Naoto Ohshima is a Japanese artist and video game designer best known for designing the Sonic the Hedgehog and Dr. Eggman characters from Sega's Sonic the Hedgehog franchise. Although Yuji Naka created the original tech demo around which Sonic's gameplay was based, the character in his prototype was a ball that lacked any specific features. Sonic Team considered numerous potential animal mascots before deciding on Ohshima's design, with an armadillo or hedgehog being the top choices because their spikes worked well with the concept of rolling into enemies.

Sonic CD is often called one of the best games in the Sonic series and the platform game genre. Reviewers praised its exceptional size, music, and the time travel feature, although some also believed the game did not use the Sega CD's capabilities to its fullest. It sold over 1.5 million copies, making it the Sega CD's bestseller. The game was ported to Windows as part of the Sega PC brand in 1996, and to PlayStation 2 and GameCube as part of Sonic Gems Collection in 2005. A remastered version, developed by Christian Whitehead using the Retro Engine, was released for various platforms and mobile devices in 2011.

PlayStation 2 sixth-generation and second home video game console developed by Sony Interactive Entertainment

The PlayStation 2 is a home video game console developed and marketed by Sony Computer Entertainment. It was first released in Japan on March 4, 2000, in North America on October 26, 2000, and in Europe and Australia in November 2000, and is the successor to the PlayStation, as well as the second video game console in the PlayStation brand. As a sixth-generation console, the PS2 competed with Sega's Dreamcast, Nintendo's GameCube, and Microsoft's Xbox.

GameCube Nintendos sixth-generation console

The Nintendo GameCube is a home video game console released by Nintendo in Japan and North America in 2001 and Europe and Australia in 2002. The sixth-generation console is the successor to the Nintendo 64. It competed with Sony's PlayStation 2, Microsoft's Xbox, and Sega's Dreamcast.

<i>Sonic Gems Collection</i> 2005 video game

Sonic Gems Collection is a 2005 compilation of Sega video games, primarily those in the Sonic the Hedgehog series. The emulated games span multiple genres and consoles—from the Sega Genesis to the Sega Saturn—and retain the features and errors of their initial releases with minimal edits. Player progress is rewarded with demos of other Sonic games, videos, and promotional artwork spanning the history of the Sonic franchise. While its 2002 predecessor, Sonic Mega Collection, comprised the more popular Sonic games, Gems Collection focuses on more obscure games, such as Sonic CD and Sonic the Fighters. Other non-Sonic games are included, but some, such as the Streets of Rage trilogy, are omitted in the North American localization.

Gameplay

(Clockwise from top left) The past, present, good future, and bad future variants of the game's first level, Palmtree Panic SonicCDTimeTravel.png
(Clockwise from top left) The past, present, good future, and bad future variants of the game's first level, Palmtree Panic

Sonic CD is a side-scrolling platform game similar to the original Sonic the Hedgehog . Players control Sonic the Hedgehog as he ventures to stop his nemesis Doctor Robotnik from obtaining the magical Time Stones and conquering Little Planet. [1] Like previous games, Sonic can destroy enemies and objects (such as certain walls and television monitors containing power-ups [1] ) by rolling into a ball, and collects rings as a form of health. Sonic can also perform a "spin dash" and a "super peel-out" that can increase his speed. [2] The game is split into seven levels called rounds; each round is split into three zones, the third of which culminates in a boss fight with Robotnik. Players start with three lives, which are lost when they suffer any type of damage without rings in their possession; losing all lives results in a game over. [3] [4]

<i>Sonic the Hedgehog</i> (1991 video game)

Sonic the Hedgehog, also referred to as Sonic 1, is a platform game developed by Sonic Team and published by Sega for the Sega Genesis console. It was released in North America in June 1991, and in PAL regions and Japan the following month. The game features an anthropomorphic hedgehog named Sonic in a quest to defeat Doctor Robotnik, a scientist who has imprisoned animals in robots and stolen the powerful Chaos Emeralds. The gameplay involves collecting rings as a form of health and a simple control scheme, with jumping and attacking controlled by a single button.

In video games, a power-up is an object that adds temporarily benefits or extra abilities to the player character as a game mechanic. This is in contrast to an item, which may or may not have a permanent benefit that can be used at any time chosen by the player. Although often collected directly through touch, power-ups can sometimes only be gained by collecting several related items, such as the floating letters of the word 'EXTEND' in Bubble Bobble. Well known examples of power-ups that have entered popular culture include the power pellets from Pac-Man and the Super Mushroom from Super Mario Bros., which ranked first in UGO Networks' Top 11 Video Game Powerups.

Level (video gaming) in a video game, space available to the player in completing an objective

A level, map, area, stage, world, track, board, floor, zone, phase, mission, episode, or course in a video game is the total space available to the player during the course of completing a discrete objective. Video game levels generally have progressively increasing difficulty to appeal to players with different skill levels. Each level presents new content and challenges to keep player's interest high.

Sonic CD is differentiated from other Sonic games through its time travel game mechanic, which allows players to access different versions of stages set in the past, present and future. [5] Sonic starts the first two zones in the present, and can travel through time by hitting signs labelled "past" or "future" and maintaining speed for several seconds. [6] By default, future stages depict neglect and decay after Robotnik has conquered Little Planet. [6] Players are encouraged to convert each zone into a "good future", with bright colors, no enemies, and few obstacles. [6] To achieve a good future in each zone, players must travel to the past—a primitive, overgrown landscape—and destroy a hidden transporter where enemy robots spawn. [2] [6] The third zone is always set in the future, its timeline dependent upon whether the player destroyed both transporters. [1]

Time travel is the concept of movement between certain points in time, analogous to movement between different points in space by an object or a person, typically using a hypothetical device known as a time machine. Time travel is a widely-recognized concept in philosophy and fiction. The idea of a time machine was popularized by H. G. Wells' 1895 novel The Time Machine.

By finishing a level with more than 50 rings, Sonic can access a special stage, in which he must destroy six UFOs in a pseudo-3D environment within a time limit. [1] [5] Time is reduced swiftly if the player runs through water, though a special UFO which appears when time is running out grants extra time if destroyed. If the player destroys all the UFOs before the time runs out, they earn a Time Stone. [4] Collecting all seven Time Stones, or achieving a "good future" in every zone, unlocks the best possible ending. [2] The game also features a time attack mode, where players can replay completed levels in the fastest time possible; a "D.A. Garden", where players can listen to the music of completed zones; and a "Visual Mode", where players can view the opening and closing animations. [7] The game also includes a save feature, which uses the back-up memory of the Sega CD. [4] :20

Plot

Sonic journeys to Never Lake, where an extraterrestrial body, Little Planet, appears on the last month of every year. Sonic's nemesis Dr. Robotnik has tethered the planet to a mountain and begun transforming it into a giant fortress with his robot army. Robotnik seeks the Time Stones, seven jewels capable of altering the passage of time. Sonic ventures into the planet, followed by the besotted Amy Rose, his self-proclaimed girlfriend. [lower-alpha 2] Robotnik dispatches his top robotic enforcer, Metal Sonic, who kidnaps Amy to lure Sonic into danger. Sonic clashes with Robotnik and Metal Sonic and uses time travel to stop Robotnik and save Amy.

After racing and defeating Metal Sonic in Stardust Speedway and saving Amy, Sonic fights and defeats Robotnik in his base. Two endings exist, depending on whether or not the player collected the Time Stones or achieved a good future in each level. In one ending, Little Planet is returned to its rightful state and leaves Never Lake; in the other, Little Planet leaves Never Lake, but Robotnik uses the Time Stones to retake it. When the planet reappears at the lake, Sonic returns, determined to save it.

Development

Sonic CD director Naoto Ohshima at the 2018 Game Developers Conference Naoto ohshima gdc 2018.jpg
Sonic CD director Naoto Ohshima at the 2018 Game Developers Conference

The 1991 release of Sonic the Hedgehog, the first game in the Sonic series, was a major commercial success and positioned Sega as Nintendo's main rival in the console market. [8] Lead programmer Yuji Naka, dissatisfied with Sega of Japan's rigid corporate policies, moved with several members of Sonic Team to the United States to develop Sonic the Hedgehog 2 with Sega Technical Institute (STI). [9] [10] Meanwhile, Sega planned to release the Sega CD add-on for its Genesis, and wanted a Sonic sequel that would demonstrate its more advanced features. Sonic's character designer Naoto Ohshima was Sonic CD's director; the remainder of the team comprised Sega staff who had developed The Revenge of Shinobi , Golden Axe 2 , and Streets of Rage . [11]

The game was conceived as an enhanced port of Sonic 2 for the Sega CD. At this point, it was codenamed Super Sonic [12] and would feature additional levels, a fully orchestrated soundtrack, sprite-scaling effects, and animated cutscenes. [12] [13] Meager sales of Sonic 2 in Japan and the team having its own vision resulted in the reworking of the port. [11] [14] It was titled CD Sonic the Hedgehog first [15] before being renamed Sonic CD. [14] Sonic the Hedgehog had a balance on speed and platforming; STI built on the speed with Sonic 2's more focused level designs. However, Ohshima's team sought to focus on the platforming and exploration aspects. Art director Hiroyuki Kawaguchi, according to Eurogamer , "went all out" and created levels far more colorful than other contemporary games. The team built Sonic CD using the original's code as a base. [11]

Sonic CD marks the video game debuts of Amy Rose and Metal Sonic, both designed by artist Kazuyuki Hoshino. Amy had appeared in the Sonic the Hedgehog manga, [16] but was redesigned. Although Hoshino created her in-game graphics, many staff members contributed ideas to her design. Her headband and trainer shoes reflected Ohshima's tastes while her mannerisms reflected the traits Hoshino looked for in women at the time. Hoshino designed Metal Sonic in response to Ohshima wanting a strong rival for Sonic. Hoshino had a clear image of Metal Sonic in his mind from the moment he was briefed, and his design emerged after only a few sketches. The character graphics were created using Sega's proprietary graphics system for the Genesis, the "Sega Digitizer MK-III", featuring a bitmap and animation editor. The team mostly used Macintosh IIci s. Graphics data was stored on 3.5-inch floppy disks, which were handed to the programmer to work into the game. [17] Though Naka was not directly involved with Sonic CD, he exchanged design ideas with Ohshima. [18]

Ohshima cited Back to the Future as an influence on the time travel. [18] The developers designed four variants of each stage (one for each time period). [19] Ohshima hoped for the time period to change instantly with a "sonic boom" effect, but the programmers argued this was impossible and produced a loading sequence instead. [18] Sega did not pressure the team developing Sonic CD as much as the one developing Sonic 2. Ohshima felt this was because Sonic CD is not a numbered sequel; he considered it a recreation of the original game. [18] The total game data of Sonic CD is 21 megabytes (MB), compared to Sonic 2's 1 MB. [11] The game includes animated cutscenes produced by Toei Animation; [20] the team used a format that provided uncompressed imagery to the video display processor, which allowed for superior results in contrast to the Cinepak compression used for other Sega CD games. [11] The special stages feature Mode 7-like sprite rotation effects. [21] Time constraints led to one of the levels being cut. [19]

The Japanese soundtrack was composed by Naofumi Hataya and Masafumi Ogata, who had worked together on the 8-bit version of Sonic the Hedgehog 2. The game features two songs: "Sonic - You Can Do Anything", often referred to as "Toot Toot Sonic Warrior", [22] composed by Ogata and originally written for Sonic the Hedgehog 2, and "Cosmic Eternity - Believe in Yourself", composed by Hataya. Both are sung by Keiko Utoku, who also provided Sonic's voice samples in-game. [23] The composition team drew inspiration from club music, such as house and techno, while Hataya cited C+C Music Factory, Frankie Knuckles, and the KLF as influences. [24]

Sonic CD was released in Japan on September 23, 1993, [25] and Europe in October 1993. [2] Sega of America delayed the game for two months to have a new soundtrack written and produced by Spencer Nilsen and David Young of STI, and Mark Crew; according to Nilsen, Sega believed it needed a more "rich and complex" soundtrack. [26] The tracks in the "Past" stages could not be replaced as they were sequenced PCM audio tracks rather than streamed Mixed Mode CD audio. [27] "You Can Do Anything" was replaced with "Sonic Boom", composed by Nilsen and performed by the female vocal group Pastiche. [26] [28] The game was released in North America in November 1993. [29] Sonic CD was the flagship Sega CD game and the system's only Sonic game. [30] An enhanced version of the original Sonic the Hedgehog and a Sonic-themed localization of Popful Mail were canceled. [31] [32]

Rereleases

Sonic CD was originally released for the Sega CD (seen here attached below the Genesis). Sega-CD-Model1-Set.jpg
Sonic CD was originally released for the Sega CD (seen here attached below the Genesis).

Two versions of Sonic CD were released for Windows: one in 1995 for Pentium processors, and another in 1996 for DirectX. [11] The Pentium version was only bundled with new computers and never sold in stores; Sega worked with Intel to make the game work properly. [11] The DirectX version was released under the Sega PC brand [33] and distributed by SoftKey in North America on July 8 [34] and in Japan on August 9. [33] This version is mostly identical to the original release, [35] but loading screens were added [11] and it is only compatible with older versions of Windows. [36] Both Windows versions use the North American soundtrack. [11]

The 1996 Windows version was ported to the GameCube and PlayStation 2 in August 2005 for Sonic Gems Collection . [11] [37] This port uses the original soundtrack in Japan and the North American soundtrack elsewhere. [38] [28] The graphical quality was reduced to run properly on the GameCube, [11] but the opening animation is presented in a higher quality fullscreen view. [39]

In 2009, independent programmer Christian Whitehead produced a proof-of-concept video of a remastered version of the game, using his Retro Engine, running on iOS. [40] In 2011, Sega released this version as a download on Xbox 360, PlayStation 3, iOS, Android, Ouya, [41] Windows Phone, [42] Windows, and Apple TV. [43] The remaster features enhancements such as widescreen graphics, spin dash physics from Sonic the Hedgehog 2, both the Japanese and North American soundtracks, the ability to unlock Tails as a playable character, and achievement and trophy support. [44] [45] [46] [47] Whitehead also designed two original stages, but they were excluded as Sega wanted to keep the game faithful to the original release. [48] The remaster was not released on the Wii as it exceeded the WiiWare download size. [49]

Reception

Reception (Sega CD)
Review scores
PublicationScore
CVG 85/100 [2]
EGM 9, 9, 8, 8 [50] [lower-alpha 3]
Electronic Games 92% [1]
Sega Magazine 87/100 [3]
Sega Pro 90% [5]
Sega Force Mega 85% [51]
Entertainment Weekly A- [52]
Award
PublicationAward
Electronic Gaming Monthly Best Sega CD Game of 1993 [53]

Sonic CD received critical acclaim. [1] [5] [53] The Sega CD version sold more than 1.5 million copies, making it the system's bestseller. [54] [55]

The presentation, visuals, and audio were praised. Computer and Video Games wrote that, although Sonic CD did not use the Sega CD's capabilities to its fullest, the game's graphics and sound were still excellent, calling the music "from the likes of 2Unlimited and Bizarre Inc". [2] Electronic Games said that the game looked similar to older games and used the Sega CD's special features minimally, but this did not detract from the quality. The music was singled out as making Sonic CD "stand above the crowd"; the reviewer wrote that it helped add richness to the game. [1] The reviewers of Electronic Gaming Monthly (EGM) praised the game's animated cinematics and sound, but noted frame rate drops during special stages. [50] Retrospective opinions of the presentation have also been positive. IGN praised its vibrant colors and felt the game looked nice, [56] and GamesRadar thought its music stood the test of time, writing "What must've dated very quickly in the 1990s is somehow totally fresh today." [21]

However, some critics were divided over the change of soundtrack between the international and North American versions. GameFan , which had given the Japanese version a highly positive review, lambasted the change of soundtrack when Sonic CD was released in America. [26] GameFan editor Dave Halverson called the change "an atrocity that remains the biggest injustice in localization history". [57] The reviewer for GamesRadar claimed to have shut his GameCube off in disgust when he realized Sonic Gems Collection used the American soundtrack. [21] In a 2008 interview, Nilsen said "I think critics were looking for a way to bash the game... it was like we replaced the music for Star Wars after the movie had been out for a while". [26]

The gameplay was also widely praised. EGM admired the diverse levels and the ability to travel through time, which they felt added depth. [50] Electronic Games wrote that Sonic CD played as well as previous Sonic games, and that the time travel—coupled with large levels rich with secrets and Super Mario Kart -like special stages—added replayability. [1] Sega Pro noted the expanded environments and the replay value travel added by the time travel, writing that "the more you play Sonic CD the better it gets", but felt the game was too easy. [5] In its debut issue, Sega Magazine said Sonic CD was "potentially a classic", outshining the originality in the special stages and time travel. [3] GameSpot singled out the "interesting level design and the time-travelling gameplay" as a major selling point, saying it provided a unique take on the classic Sonic formula. [6]

Critics wrote that Sonic CD was one of the best Sega CD games. Electronic Games called it a must-have, [1] and Sega Pro said it was "brilliant" and imaginative and worth more than its price. [5] Destructoid described it as "a hallmark of excellence", creative, strange, and exciting, and stated that "to miss Sonic CD would be to miss some of the franchise's best". [58]

Reception to later versions of Sonic CD varied. GameSpot considered the 1996 Windows version inferior to the original Sega CD release, criticizing its poor technical performance and uninspired and monotonous gameplay. The reviewer wrote "those who have played Sonic on a Sega game system will find nothing new here" and that it was not worth its $50 price tag. [35] Reviews of the version in Sonic Gems Collection were widely favorable. IGN remembered it as one of the best things about the Sega CD and called it a standout for the compilation, stating it was a major selling point. [38] Sharing this position was Eurogamer, declaring: "Rejoice for Sonic CD... Just don't rejoice for anything else, because it's mostly rubbish". [59] According to Metacritic, the 2011 console version received "generally favorable reviews", [60] [61] while the iOS version received "universal acclaim". [62] The game is frequently called one of the best games in the Sonic series and in the platform game genre. [63] [64] [65] [66] [67]

Legacy

The story of Sonic CD was adapted in the twenty-fifth issue of Archie Comics' Sonic the Hedgehog comic book series. The adaptation featured some changes to the story, such as Tails being an important character and Metal Sonic having the ability to talk. [68] British publisher Fleetway Publications published their own adaptation in Sonic the Comic . [69] The final issue of Archie's comic, #290 (December 2016), also featured a retelling of the game's story. [70]

Two characters introduced in the game, Amy Rose and Metal Sonic, became recurring characters in the Sonic series. Metal Sonic later appeared as a major antagonist in Knuckles' Chaotix (1995), [71] Sonic Heroes (2003), [72] and Sonic the Hedgehog 4: Episode II (2012), whose story heavily connects to that of Sonic CD's. [73] Amy Rose has also gone on to become a character in many subsequent games as well, most notably in Sonic Adventure . [74] The game's animated sequences were included as bonuses in the compilation Sonic Jam (1997), and "Sonic Boom" was re-used as one of Sonic's themes in Super Smash Bros. Brawl (2008). [26]

To celebrate the Sonic franchise's twentieth anniversary in 2011, Sega released Sonic Generations , a game that remade aspects of various past games from the franchise. Both versions feature a re-imagined version of the boss battle against Metal Sonic. [75] The 2017 game Sonic Mania , produced for the series' twenty-fifth anniversary, features updated versions of Sonic CD's Metallic Madness and Stardust Speedway levels, including a boss battle against Metal Sonic. [76] [77] [78]

Notes

  1. Japanese:ソニック・ザ・ヘッジホッグCD(シーディー) Hepburn:Sonikku za Hejjihoggu Shī Dī ?
  2. In the North American manual, Amy is incorrectly identified as Sally Acorn, a character from Archie's Sonic the Hedgehog comic book.
  3. EGM provided four scores from individual reviewers.

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<i>Knuckles Chaotix</i> 1995 video game

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<i>Sonic the Fighters</i> 1996 fighting game

Sonic the Fighters, also known as Sonic Championship on arcade versions outside Japan, is a fighting video game developed by Sega AM2. First released in 1996 in arcades on Sega's Model 2 arcade system, Sonic the Fighters pits players in one-on-one battles with a roster of characters from the Sonic the Hedgehog series. The game was built on top of the 3D fighting engine for Fighting Vipers (1996), an earlier fighting game by Sega AM2, and it serves as the debut 3D game in the Sonic series. The idea for a Sonic the Hedgehog fighting game was hatched when a Sega AM2 programmer was dabbling with a Sonic the Hedgehog 3D model in Fighting Vipers. The smoothness of the character animations convinced Sonic Team to approve of the project and supervise over it.

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Sonic the Hedgehog Spinball, commonly abbreviated to Sonic Spinball, is a 1993 pinball video game developed by Sega Technical Institute and published by Sega. It is a spinoff of the Sonic the Hedgehog series set in the universe of the Sonic the Hedgehog animated series. Players control Sonic the Hedgehog, who must stop Doctor Robotnik from enslaving the population in a giant pinball-like mechanism. The game is set in a series of pinball machine-like environments, and Sonic acts as a pinball for the majority of the game.

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<i>Sonic R</i> racing video game

Sonic R is a 1997 racing video game developed by Traveller's Tales and Sonic Team for the Sega Saturn. It is the third racing game in the Sonic the Hedgehog series, and the first to feature 3D computer graphics. The player races one of ten Sonic characters in various Sonic-themed race tracks as they attempt to stop Doctor Robotnik from stealing the Chaos Emeralds and enslaving the world. Sonic R features single-player and multiplayer game modes, and while similar to kart racing games such as Mario Kart, it places an emphasis on jumping and exploration. By collecting items and completing objectives, players can unlock secret characters.

<i>Sonic the Hedgehog 2</i> (8-bit video game) 8-bit video game

Sonic the Hedgehog 2 is a platform game developed by Aspect and published by Sega for the Master System and Game Gear. The Master System version was released in Europe on October 1992. The Game Gear version was released first in Europe in October 1992, and in North America and Japan in the following month. It's a sequel to Sonic the Hedgehog for Master System and Game Gear.

Doctor Eggman Fictional character from Sonic franchise

Doctor Ivo "Eggman" Robotnik is a fictional character and the main antagonist of Sega's Sonic the Hedgehog series. His original character designer was Naoto Ohshima, who created him as part of many design choices for the company's new mascot. After the creation of Sonic the Hedgehog, Ohshima chose to use his previous egg-shaped character to create the antagonist of the 1991 video game Sonic the Hedgehog, making him the archenemy of the series' eponymous main character.

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