Sonic The Hedgehog (8-Bit)

After a few months of Sonic’s ground-breaking and historical arrival onto the Mega Drive/Genesis and becoming SEGA's official mascot, the 8-Bit versions for the Master System/Mark III and Game Gear soon followed. SEGA’s 8-Bit market was still growing at the time especially in Europe.

Also entitled Sonic The Hedgehog, it was created by Ancient and the game was loosely based upon its 16-Bit counterpart with obvious reductions in the size and detail of the levels due to the limited hardware, however the Sonic gene (as it were) was for the most part successfully replicated.

Initially it was released on the Master System/Mark III with the Game Gear version following with a few alterations. In Europe these were released simultaneously and went on to be very successful there.

Case Scan

European Case (Click for larger)

Note: This feature covers the Master System/Mark III (console) version.

South Island

South Island

Story

High up in the mountains of South Island, Dr. Robotnik has setup his Sky Base equipped with a giant cannon which he fully intends using to fulfil his aims.

Hordes of Sonic’s animal friends have been captured and turned into mechanical work drones.

Sonic must save the island and save his friends.

Gameplay

The gameplay remains very close to that of the bigger 16-Bit brother. Sonic must progress in a general left to right direction (with the odd exception), avoiding the hazards, collecting rings, breaking open monitors and ridding the landscapes of metal maniacs.

There are a few tweaks unique to the 8-Bit version to vary the gameplay. For example, one act will auto-scroll pushing Sonic along. Another is an upwards route only and one is more or less a maze.

Many of the enemies from the Mega Drive/Genesis version made it over albeit scaled down.

On Screen

In the top-left there is displayed number of rings and time elapsed. The astute of you may notice this is not exactly counting in real time.

In the bottom-left corner of the screen is number of lives. It is possible to have more than 9 however the graphic will not update.

Sonic The Hedgehog 8-Bit

Controls

The D-Pad LEFT and RIGHT make Sonic move. A press will be a walk whereas holding a direction will create a run.

The D-Pad UP and DOWN when held for a few seconds will make the screen scroll a small degree in that direction for a preview. This is useful in locating secrets (extra lives and Chaos Emeralds), viewing potential dangers such as spikes and checking out large gaps.

Sonic can also roll by pressing D-Pad DOWN when at speed. This is his Super Sonic Spin Attack.

All buttons are jump. A tap produces a small jump and a press produces a larger jump.

Enemies and Hazards

Zones are littered with rings and are essential for Sonic’s survival. If Sonic is hit by an enemy or hazard such as spikes, all rings carried are lost with no way in which to recover them. A hit with no rings results in death. Death can also come from falling off the screen, drowning and being out of time. Collecting 100 rings earns Sonic an extra life.

Zones are also loaded with springs, logs, and conveyors. A few secrets can be found by dropping down seemingly bottomless pits, entering seemingly solid walls and activating switches so exploration might yield good results.

Enemies can be destroyed by either jumping on them or rolling at them. Note that some enemies are protected with spikes so a roll will be needed

Special Items can be collected by breaking open the monitors seen in each zone. They are:

Ring Monitor – 10 Rings.

Stars Monitor – Invincibility. Sonic is invincible for a brief period of time. He can still be killed by falling off the screen and drowning.

Shield Monitor – Provides a barrier that protects from one hit. If kept at the end of an act, Sonic will have it at the start of the next or special stage.

Shoes Monitor – Gives a boost in speed for a short amount of time.

Sonic Monitor – Gives an extra life. There are a good amount of extra lives to be found. See below for a guide on locating them.

Arrow Monitor – Restart point. If Sonic should die, the act is resumed from this point.

Unlike the 16-Bit version, the elusive Chaos Emeralds must be found in a well hidden places in the acts. Having all of them will affect the ending of the game. See below for a guide on locating them.

The end of an act is signified by a spinning sign better known as the Bonus Panel that will spin upwards when run at. Upon landing, a graphic on it will represent an award tied to the number of rings Sonic is carrying. They are as follows:

Dr. Robotnik – Nothing. Comes up often if Sonic has less than 50 rings.

Ring – 10 Rings. Awarded when Sonic has 0, 10, 20, 30 or 40 rings. Curiously this will not be shown in Scrap Brain Zone or Sky Base Zone Act 1 and always shown in Sky Base Zone Act 2.

Exclamation Mark "!" – Entry to the Special Stage. Between 50 and 99 Rings.

Sonic – An Extra Life. The rarest. Only appears after collecting a specific amount of rings that varies between the acts.

The time limit for completing an act is 10 minutes. Failure to do so will result in instant death.

Next is a totalling screen. Score is updated with ring and time bonuses. 100 points are earned for each ring and the amount of points for the time bonus depends on how quickly the act was completed.

Extra lives are given for every 50,000 points.

Continue credits have three lives each.

Each zone consists of three acts. The first two will be full sized while act 3 will be an encounter with Dr. Robotnik and one of his inventions. It should be noted that these battles take place with no rings which can lead to some tricky encounters. Then break open the capsule to release more fluffy prisoners.

Capsule

The time limit for completing an act is 10 minutes. Failure to do so will result in instant death and returning to the start of the act rather than a restart point.

Next is a totalling screen. Score is updated with ring and time bonuses. 100 points are earned for each ring and the amount of points for the time bonus depends on how quickly the act was completed. Here the real number of lives is visible and any Chaos Emeralds collected.

Bonus Points

Extra lives are given for every 50,000 points.

Continue credits have three lives each.

Each zone consists of three acts. Each act will be introduced with a map of the area of the island Sonic is currently in with a route he will take in the next act. This has no real purpose other than informing of progress through the game. The first two acts will be full sized while act 3 will be an encounter with Dr. Robotnik and one of his inventions. It should be noted that these battles take place with no rings which can lead to some tricky encounters.

Then break open the capsule to release more fluffy prisoners.

The Capsule

Special Stages

The Special Stage is a basic pinball machine where rings, extra lives and a continue credit will be up for grabs. The different springs will have different strengths for clattering Sonic about the bumpers.

There is a time limit of 50 seconds and failure to reach the exit before this time runs out means Sonic loses everything he has collected inside.

Otherwise these items are rewarded as bonuses. Only on this award screen is it possible to see how many continue credits are available.

Special Stage

When all the Special Stages have been completed they will repeat but with a few more obstacles that look like pieces of bacon!

Game Over occurs when all lives are lost though it is possible to continue from the beginning of a zone with credits.

When the game is completed many more bonus points are awarded.

The Zones | Screenshots

Green Hill Zone

Green Hill Zone Green Hill Zone Green Hill Zone

Bridge Zone

Bridge Zone Bridge Zone Bridge Zone

Jungle Zone

Jungle Zone Jungle Zone Jungle Zone

Labyrinth Zone

Labyrinth Zone Labyrinth Zone Labyrinth Zone

Scrap Brain Zone

Scrap Brain Zone Scrap Brain Zone Scrap Brain Zone

Sky Base Zone

Sky Base Zone Sky Base Zone Sky Base Zone

Special Stages

Special Stage 1 Special Stage 2 Special Stage 3 Special Stage 4 Special Stage 5

Version Differences

The Game Gear version differs by the following:

Cheats and Tips

Jungle Zone Boss

Beware that even the residual smoke from the balls will kill Sonic.

Labyrinth Zone Boss

Do not attack when in the centre. Sonic will not be able to make it to one of the edges unless it is an extremely precise hit.

Scrap Brain Zone Act 2 Exit

After collecting the Chaos Emerald head left out of the room and then upwards on the platforms and left. After a spring will be a switch. Press this and it will open a barrier beyond the one in front of Sonic. Turn around and head back the way you came. Drop down and take the exit to the left. Leap over the gaps and then down the slope. Down the second slope and then choose the lower path.

This will exit to the room with the shaft. Do not jump down the shaft, instead drop off the edge and continue leftwards and down until reaching a smaller gap that can be jumped across. Across here will be a room with a transporter. From that transporter head left to the barrier opened previously which will lead out to the exit.

Sky Base Zone Act 2

The propellers will kill.

Locating The Chaos Emeralds

Green Hill Zone Act 2 – After exiting the cave, use the spring to travel upwards. Re-enter the cave and leap over the small pool of water and the spring. Drop down (next to the 10 Rings monitor) and then down again whilst at the same time pushing right. The emerald is to the right.

Chaos Emerald - Green Hill Zone

Bridge Zone Act 1 – Just before the second collapsing bridge is the Chaos Emerald underneath. Stand on one of the parts and as it falls jump left onto the platform to get the emerald.

Chaos Emerald - Bridge Zone

Jungle Zone Act 1 – At the second large waterfall jump onto the small horizontal log that is descending. Remain on it until it almost touches the water and leap left onto a small platform. Below and in the water is a small log. Jump on this and continue left until coming to a small L-shaped opening with the emerald. Use the log again to head right until you can disembark safely. Most of the act can be skipped this way.

Chaos Emerald - Jungle Zone

Labyrinth Zone Act 2 (Master System) – Near the end of the act will be an invincibility monitor. Grab this and then dash right in a small stretch of water. Jump when the water level drops to move slightly quicker. Then up a shaft with fire spitting gargoyles and then run left at the top. The Chaos Emerald is in a set of spikes on the floor.

Chaos Emerald - Labyrinth Zone

Labyrinth Zone Act 2 (Game Gear) – Just before the exit the emerald will be on a shelf to the left. Mind the spikes above Sonic’s head.

Chaos Emerald - Labyrinth Zone

Scrap Brain Zone Act 2 – When at the point where you can choose to go either up or down choose up. Head up again in the next room and jump over the gaps. Drop down the last gap and head right into a room with a transporter. It will transport Sonic to the room with the Chaos Emerald.

Chaos Emerald - Scrap Brain Zone

Sky Base Zone Act 2 – At the start walk left off the edge to land on a black and yellow platform. This is trickier in the Game Gear version as the propeller is not visible. This carries Sonic under the airship and will connect with 4 more that will lead to the Chaos Emerald behind the giant chain.

Chaos Emerald - Sky Base

Locating Extra Lives

Green Hill Zone Act 1 - After the first set of spikes, continue right till coming to a palm tree next to next 10 rings. Hidden in the palm tree is the extra life. Stand under the leaves of the tree and jump. The monitor will fall down.

Extra Life

Green Hill Zone Act 2 – After first touching the water underground head left. Continue to push left and jump. Sonic will enter the wall to a small room containing the monitor.

Extra Life

Green Hill Zone Act 3 – Jump over the first gap and drop down the second. Head right for the monitor next to spikes. Use the spring behind to return above.

Extra Life

Bridge Zone Act 1 – When reaching the second set of weights, use it until Sonic reaches maximum height. Then when heading upwards move right to land on a higher platform with the monitor.

Extra Life

Bridge Zone Act 2 – After the first arrow monitor is a short bridge. The extra life is below and just off screen. Press DOWN to check before leaping. A large jump will allow Sonic to break the monitor with enough returning height to continue without falling into the water.

Extra Life

Bridge Zone Act 3 – Walk left at the very start of the act.

Extra Life

Jungle Zone Act 1 – Easily visible at the first waterfall. Use the platforms nearby to reach the monitor.

Extra Life

Jungle Zone Act 2 – Easily found at the end of the act. Beware there is a spring under the monitor.

Extra Life

Jungle Zone Act 3 – At the start walk right and drop down into the water. The monitor should be visible.

Extra Life

Labyrinth Zone Act 1 - Near the end of the act, after exiting the water near a steep slope there is a 10 Ring monitor. To the left there is a switch. Pressing this will turn the ring monitor into an extra life monitor.

Extra Life

Labyrinth Zone Act 2 – After the waterfall and being submerged head left, drop down, head right, drop down, head left where you can see air, continue left and drop down a long shaft with rings. A chamber with spikes on the ceiling is on the right. The extra life is in the far corner.

Extra Life

Labyrinth Zone Act 3 – Jump on the spring and head left. There will be a gauntlet of spikes with an extra life at the end.

Extra Life

Scrap Brain Act 1 – When reaching the conveyor belts, the monitor is on the second but is about to roll off so be quick and be careful not to fall off the edge.

Extra Life

Scrap Brain Zone Act 2 - When at the point where you can choose to go either up or down choose down. In the next room, walk off the edge and fall down the shaft to the bottom. Take the room on the left. The transporter will transport Sonic to the Extra Life.

Extra Life

Scrap Brain Zone Act 3 - From the start, the barriers that allow Sonic through will lead to a conveyor belt with a spring. Use the spring and head right. Use the next spring and head right to then drop down a long shaft. Head left to find the extra life.

Extra Life

Sky Base Zone Act 1 - There will be a platform with a turret firing in a north-west direction with three lightening conductors nearby. Drop off the edge of this platform to land on the extra life. Beware the cannon.

Extra Life

Sky Base Zone Act 2 - At the start, don’t climb the ladder. Walk left and drop off the edge. Sonic should land on a black and yellow platform. This carries Sonic under the airship to another ladder with a black and yellow platform. Up this ladder will be the extra life.

Extra Life

Let me know if there are any I have missed.

Soundtrack

The tunes in the game are available to download on the Soundtrack Page.

Impressions

Sonic made it to 8-Bit pretty well in the first instance. The action is not as intense but the gameplay is robust with good speed, responsiveness and everything scrolls very smoothly.

The game every bit as enjoyable as the Mega Drive/Genesis version albeit different and stands a good example of the use of SEGA’s 8-Bit hardware.

The graphics are bright and well detailed. Enemy sprites however are somewhat disappointing as they are very small.

The majority of the music in the game are original scores and quite catchy too with a few tunes based upon their 16-Bit counterparts. These can be downloaded below. The sound effects are of good standard and well fitting.

The game does not offer much of a challenge so getting all of the Chaos Emeralds adds just a tad more difficulty.

Focus on locating the Chaos Emeralds and extra lives is good.

Emulator Compatibility

Both the Master System and Game Gear versions of this game run perfectly with KEGA Fusion, DEGA and MEKA emulators. These can be downloaded from the SEGA Master System and Game Gear Emulators page.

Misc Info


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