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Template:Main other{{#invoke:infobox|infoboxTemplate | child = | subbox = | bodyclass = ib-video-game hproduct {{#ifeq:|yes|collapsible {{#if:|{{{state}}}|autocollapse}}}} | templatestyles = Infobox video game/styles.css | aboveclass = fn | italic title =

| above = Sonic the Hedgehog

| image = {{#invoke:InfoboxImage|InfoboxImage|image={{#invoke:WikidataIB |getValue|rank=best|P18 |name=image |qid= |suppressfields= |fetchwikidata=ALL |onlysourced=no |noicon=yes|Sonic1GGCoverArt.jpg}}|size=|sizedefault=frameless|upright=1|alt=|border=|suppressplaceholder=yes}}

| caption = {{#if:Sonic1GGCoverArt.jpg|North American Game Gear cover art by Greg Martin|North American Game Gear cover art by Greg Martin}}

| label2 = Developer(s) | data2 = Ancient

| label3 = Publisher(s) | data3 = Sega

| label4 = Director(s) | data4 = Ayano Koshiro

| label5 = Producer(s) | data5 = Template:If first display both

| label6 = Designer(s) | data6 = Template:If first display both

| label7 = Programmer(s) | data7 = Shinobu Hayashi

| label8 = Artist(s) | data8 = Template:Unbulleted list

| label9 = Writer(s) | data9 = Template:If first display both

| label10 = Composer(s) | data10 = Yuzo Koshiro

| label11 = Series | data11 = Sonic the Hedgehog

| label12 = Engine | data12 = Template:If first display both

| label13 = Platform(s) | data13 = Template:Ubl

| label14 = Release | data14 = Master System Template:VgreleaseGame Gear Template:Vgrelease

| label15 = Genre(s) | data15 = Platform

| label16 = Mode(s) | data16 = Single-player

| label17 = Arcade system | data17 = Template:If first display both

| data30 =

| below = Template:EditOnWikidata

}}Template:Main other{{#invoke:Check for unknown parameters|check|unknown=Template:Main other|ignoreblank=1|preview=Page using Template:Infobox video game with unknown parameter "_VALUE_"| alt | arcade system | artist | caption | border | child | collapsible | commons | composer | designer | developer | director | embedded | engine | fetchwikidata | genre | image | image_size | image_upright | italic title | modes | noicon | onlysourced | platform | platforms | producer | programmer | publisher | qid | refs | release | released | series | state | subbox | suppressfields | title | writer }}Template:Main other{{#if:Sonic1GGCoverArt.jpg|}} Template:Nihongo foot is a 1991 platform video game developed by Ancient and published by Sega for the 8-bit Master System and Game Gear. It is a companion to the original Sonic the Hedgehog that was developed for the 16-bit Sega Genesis. The 8-bit Sonic is a side-scrolling game similar in style to the 16-bit game, but reduced in complexity to fit the 8-bit systems. Ancient—a studio founded by composer Yuzo Koshiro—was contracted to develop the 8-bit Sonic game.

The premise and story of the 8-bit Sonic game are identical to that of the 16-bit game: as the anthropomorphic hedgehog Sonic, the player races through levels to rescue the imprisoned animals Doctor Robotnik plots to turn into robots. Gameplay is similar, Sonic collects rings while avoiding obstacles, but is paced extremely slower as the 8-bit version focuses more on exploration. While some level themes, such as Green Hill Zone, are borrowed from the 16-bit game, others are original. It also features a different soundtrack from Koshiro, which comprises new material alongside some rearrangements of Masato Nakamura's tracks for the 16-bit game.

Reviewers acclaimed the 8-bit Sonic game for its level variety, visuals, gameplay, and audio. Many believed that it compared favorably to its 16-bit counterpart, although some criticism was directed at its low difficulty and short length. Game journalists retrospectively considered it one of the best Game Gear and Master System games. The 8-bit Sonic game has been rereleased through Sonic game compilations and Nintendo's Virtual Console. It received several sequels, beginning with Sonic the Hedgehog 2 in 1992. It was also Ancient's first game and the only Sonic game they developed.

GameplayEdit

File:Sonic 1 8-bit.png
Sonic, the player-controlled character, fights Doctor Robotnik in Bridge Zone, the game's second level.

The 8-bit Sonic the Hedgehog is a side-scrolling platform game similar in gameplay and style to the original 16-bit Sega Genesis game of the same name,<ref name="IGNRev" /> save for several new and altered game mechanics.<ref name="NLife3DSRev" /> As in the original, the anthropomorphic hedgehog Sonic ventures to rescue the animal population of South Island from the diabolical Doctor Robotnik, who plots to turn them into robots.<ref name="GProMasterRev" /> The player jumps between platforms, avoids enemy and inanimate obstacles, and breaks televisions to collect shields, speed shoes, and invincibility, and mark checkpoints.<ref name="MMReview" /><ref name="CVGReview" /> Like the original, Sonic collects rings, which protect him from being hit by an enemy or obstacle.Template:Efn<ref name="GProMasterRev" /> The player starts the game with three lives<ref name="ib">Template:Cite book</ref>Template:Rp and will lose one if they are hit without carrying any rings,<ref name="GProMasterRev" /> drown, fall into a bottomless pit, or reach the act's 10-minute time limit.<ref name="NLife3DSRev" /><ref name="ib"/>Template:RpThe game ends when the player runs out of lives, although they can return to the beginning of the current act if they have any continues.<ref name="ib"/>Template:Rp Gameplay is slightly slower and more focused on exploration than the original.<ref name="IGNRev" /><ref name="GProMasterRev" /><ref name="RGamerMaster">Template:Cite journal</ref>

Sonic travels through six levels called zones, each consisting of two main acts and a boss battle with Robotnik.<ref name="NLife3DSRev" /><ref name="GProMasterRev" /> The zones are based on various themes, such as grassy plains, ancient ruins, and jungles.<ref name="IGNRev" /><ref name="NLife3DSRev" /> While some of the level themes, such as Green Hill Zone, are borrowed from the 16-bit version, others are original, and all the level designs are different and contain no vertical loops.<ref name="IGNRev" /> Some of the game's levels require quick precision<ref name="ib"/>Template:Rp and others require the player to go underwater.<ref name="ib"/>Template:Rp Certain acts have Chaos Emeralds hidden within them,<ref name="IGNRev" /> and the player must collect all six to obtain the best possible ending.<ref name="ib"/>Template:Rp At the end of each main act, the player hits a signpost, which will spin and land on an image; it can award bonuses depending on the image it settles on.<ref name="ib"/>Template:Rp If the player has over 50 rings, they can access a pinball-esque bonus stage where more rings and continues can be collected.<ref name="GProMasterRev" />

DevelopmentEdit

In 1990, Sega released the Game Gear,<ref name="encyclopedia">Template:Cite book</ref> an 8-bit handheld game console designed to compete with Nintendo's Game Boy.<ref name="IGNGG">{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> Around the same time, Sonic Team worked on Sonic the Hedgehog for the 16-bit Genesis and Sega wanted to increase consumer awareness of the Game Gear by producing a version of Sonic for the system.<ref name="untoldhistory"/> 22-year old composer Yuzo Koshiro had recently started working with Sega, having been asked to compose the soundtrack for the 16-bit version of The Revenge of Shinobi (1989). After, he told a section chief he could develop games himself.<ref name="PolyInterview">{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> As a result, a general manager,Template:Efn whom Koshiro met while working on The Revenge of Shinobi, asked him to start developing a Game Gear version of Sonic.<ref name="untoldhistory"/><ref name="PolyInterview"/> Koshiro founded Ancient to develop the game because Sega could not make contracts with individuals.<ref name="PolyInterview"/> His sister Ayano Koshiro served as director and his mother Tomo Koshiro had a "behind the scenes" role,<ref name="PolyInterview"/> while the first programmer he hired was Shinobu Hayashi. The 8-bit Sonic was created specifically for the Game Gear, but Sega also had Ancient develop a version for the Master System, which was selling well and had similar hardware.<ref name="untoldhistory">Template:Cite book</ref>

Porting the original game to the 8-bit hardware was impossible, so Ancient built their Sonic from scratch.<ref name="GRadarRe">{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> The team decided to make their version completely different from its 16-bit counterpart.<ref name="RGamerMaster"/> According to Koshiro, the game had three phases of development. In the first phase, Ancient developed the game with the 16-bit version in mind.<ref name="untoldhistory"/> The second and third phases were largely Ancient's own ideas, with Sega supervising their work.<ref name="untoldhistory"/> Koshiro thought reinventing Sonic for 8-bit hardware was challenging, as he did not work at Sega and had never developed a game before. However, Sega had faith in him because of his relationship to the company.<ref name="PolyInterview"/> Koshiro composed the soundtrack and sought to retain the feel of the 16-bit version. He converted Masato Nakamura's 16-bit Sonic score to the 8-bit programmable sound generator to start, but ended up using only three of those tracks; the remainder of the music is Koshiro's work.<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref>

Release historyEdit

File:Game-Gear-Handheld.jpg
Sonic the Hedgehog was initially developed for the Game Gear.

While the Game Gear version was developed first,<ref name="untoldhistory"/> Sega released the 8-bit Sonic for the Master System and Game Gear in North America and Europe in November 1991,<ref name="GProMasterRev"/><ref name="MMReview"/> while in Japan it was released only for the Game Gear on December 28, 1991.<ref name="untoldhistory"/> In Europe, the game was built into later versions of the Master System,<ref name="RGamerMaster" /><ref name="NLifeWiiReview">{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> while in North America, it was the console's swan song. The Master System had failed to gain a foothold in North America, so its version of Sonic became a collector's item.<ref name="RGamerMaster" /> The American Master System release is simply an import of the European version; Sega covered the European Article Number on the game packaging with a Universal Product Code sticker.<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> Nintendo World Report described the game as a "weird" release for the franchise because it did not focus on speed.<ref name="grinding"/> Although it was profitable for Sega, the game was not as successful as its 16-bit counterpart.<ref name="RGamerMaster" /><ref name="PolyInterview"/>

The game has been rereleased in emulated form on several occasions. In 2003, Sega released Sonic Adventure DX: Director's Cut, an enhanced version of the 1998 Sonic game Sonic Adventure for the GameCube and Windows. As the player progresses through the game, they will unlock all 12 Sonic games released for the Game Gear, including the 8-bit Sonic.<ref name="grinding">{{#invoke:citation/CS1|citation |CitationClass=web }}</ref><ref>Template:Cite book</ref> The Game Gear version is also available through Sonic Mega Collection Plus (2004), a compilation of Sonic games for Windows, PlayStation 2, and Xbox.<ref name="GSpyPlus">{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> Sega released the Master System version for the Wii's Virtual Console digital distribution service in Japan and North America in August 2008, and in Europe the following month.<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> The Game Gear version was released for the Nintendo 3DS's Virtual Console in the west on June 13, 2013, and in Japan on December 4, 2013.<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> It was also released along with the other 11 Game Gear Sonic games on Sonic Origins Plus in 2023.<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref>

ReceptionEdit

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Reviewers acclaimed the 8-bit Sonic.<ref name="MMReview" /><ref name="GoReview" /><ref name="GProGGRev" /> Most agreed it was a polished recreation of the 16-bit game,<ref name="GProGGRev">Template:Cite magazine</ref><ref name="ACEReview"/> with ACE and Mean Machines writing those who owned that version could still enjoy it.<ref name="ACEReview">Template:Cite journal</ref><ref name="MMReview">Template:Cite magazine</ref> The game's level variety and designs, the action-packed and addictive gameplay, and sound and visual quality—thought to be on par with the original version's—were commonly highlighted.<ref name="CVGReview" /><ref name="GProGGRev"/><ref name="ACEReview" /><ref name="GoReview"/> ACE was impressed to see the Genesis version's main features brought to the 8-bit systems intact.<ref name="ACEReview"/> GamePro also considered its visuals "top-of-the-line" for an 8-bit game.<ref name="GProMasterRev"/>

Reviewers criticized the relatively low difficulty and short length, although Computer and Video Games (CVG) wrote these were also problems in the original<ref name="CVGReview">Template:Cite magazine</ref> and Go! considered the game more challenging than its Genesis predecessor.<ref name="GoReview">Template:Cite journal</ref> However, most found the problems did not detract from the experience;<ref name="MMReview" /><ref name="CVGReview"/><ref name="ACEReview"/> CVG wrote that the game still offered the player plenty and was just as good as the Genesis version.<ref name="CVGReview"/>

Retrospective reviews for the game's rerelease on the Virtual Console were likewise positive.<ref name="IGNRev"/><ref name="NLife3DSRev"/><ref name="NLifeWiiReview"/> IGN wrote that although it was not as visually appealing, fast, or ambitious as its 16-bit predecessor, the 8-bit Sonic the Hedgehog was still a competent game in its own right, with unique level designs that managed to retain the feel of the original.<ref name="IGNRev">{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> Nintendo Life believed it was one of the best platformers for the Master System and felt it was an interesting piece in the Sonic franchise's history,<ref name="NLifeWiiReview"/> and found the Game Gear version easy to recommend to those who played the 16-bit version and were looking for a new experience, and those who were just starting to play Sonic games. They said "It's short, but it's sweet," and that searching for Chaos Emeralds added replay value.<ref name="NLife3DSRev">{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> GameSpy, reviewing Sonic Mega Collection Plus, felt the 8-bit Sonic and Sonic Chaos (1993) were the series' only Game Gear installments worth playing.<ref name="GSpyPlus" />

LegacyEdit

GamesRadar+ named the 8-bit Sonic the fourth best Game Gear game,<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> and they and Retro Gamer named it one of the best Master System games.<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref><ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> The 8-bit Sonic game was Ancient's first game<ref name="PolyInterview"/> and the only Sonic game they developed. Beginning with its 1992 sequel, Sonic the Hedgehog 2, all subsequent 8-bit Sonic platformers were developed by Aspect<ref name="grinding"/> The Bridge Zone level's track became one of the most famous pieces of Sonic music, and was used as a basis for Tails' theme in Sonic Adventure.<ref name="NLife3DSRev"/>

Some fans have independently developed new ports of the game to run natively on other platforms. In 2019, a fan remake of the game was released for Microsoft Windows and Android, featuring widescreen gameplay and new playable characters, levels, and game mechanics.<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> A fanmade Commodore 64 port was released in December 2021, with the original Z80 assembly code hand-translated to the 6510 CPU.<ref name="TechRadar">{{#invoke:citation/CS1|citation |CitationClass=web }}</ref>

NotesEdit

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ReferencesEdit

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External linksEdit

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