Friday, January 8, 2010

UPDATED Control Setup & Simplified Layout

Left Stick - Movement
A Button - Spin Jump
B Button - Crouch / Roll
X Button - Spin Dash Attack
Y Button - Air Slash / Shield Attack
Bumpers - Quick Step
Triggers - Sonic Drift
Right Stick - Camera

One of the basic points of a Sonic game is speed; and speed is gained through either momentum, or the boost. First of all, momentum. Sonic doesn't take too long whatsoever to get to top running speed. However, Sonic can't necessarily reach much faster than that speed while running. Sonic can gain speeds past this by rolling in a ball down inclines, which dramatically increases his speeds, functioning like a supersonic pinball of destruction, allowing Sonic to reach speeds that, with a little practice and pace-keeping, can surpass the speeds of what will be covered next: boosting with the Spin Dash Attack. This move (usually shortened in the name to just the Spindash), spins Sonic into a revving rocket that jolts him to past the sound barrier upon an instant. However, Sonic is barely controllable in this state, and requires filling of the Ring Gauges to use (in which it takes quite a lot of rings to fill the gauge but not that much spindash usage to render the gauge empty). Steering the Spindash is aided with moves known as the Quick Step (a high-speed strafing technique manuevered with the Bumpers), and the Sonic Drift (a move that allows you to take incredibly tight corners while still containing blisteringly high speeds). Also, after spindashing to it's limit that the gauge allows it to go, Sonic is sent back to top running speed, unless you could succesfully chain together rolls and drifts and quick steps with the move; which is an overall sort of difficult feat to accomplish. When the Ring Gauges are completely empty, The Spindash button does nothing more than make Sonic do a mobile sweeping kick.

All parkour moves are related to jumping and aerial movement actions, and very simplified in controls compared to other parkour-based games like Mirror's Edge and Prince of Persia. For example, Sonic, when running at high speeds and coming towards a small non-damaging obstruction, will automatically vault over it. If the jump button is pressed at the perfect timing where Sonic just begins to vault, Sonic makes a Mario-esque long jump. When jumping off a ledge at a great height, Sonic spreads out his limbs and skydives, and pressing the X Button in this mode brings Sonic to compact mode, making his landing come quicker and with a harder impact than the ordinary. When coming in contact with a wall while airborne, Sonic latches to it temporarily (that is, before gravity slides him off), and this allows Sonic to wall-jump and do a small vertical wall-run on walls.

Last of all is shield abilities and attacks. When jumping without a shield, the Y Button does nothing more than a small Air Slash that for a split-second deflects projectiles and widens attack range. With one of the special shields (shields that are different than the ordinary green shield), Sonic can gain a special ability (and an attack, used with the Y Button in midair) that can help him later on in stages. When gaining the Pyro Shield (red), Sonic is invulnerable towards lava and fire (and can do a midair boost). With the Aqua Shield (blue), Sonic can breathe underwater, and has a bouncing attack. With the Spark Shield (silver), Sonic attracts nearby rings and can do a double jump. And with the Power Shield (gold), Sonic can home into enemies and dash across trails of rings. Of course, the only shield with a specific ability that doesn't have an attack is the Star Shield, which only gives you invincibility for about 30 seconds.

Level design isn't wasted on constant uberspeed at all times. Sonic is a speedy platformer, so the games require a solid balance between the two. So stages are like the Genesis games, where the game contains a good majority of platforming with a hint of speed, and incredible speed given occasionally through certain sections of the stages. There is also a good bit of alternate winding paths, exploration, and level-specific "gimmick-puzzles" that give a sense of uniqueness to the stages. There are also "forgiving" hazards through the stages; wiping the feeling of trial-and-error out of the gameplay.

Saturday, January 2, 2010

Well, some other ideas.

I've been thinking up some concepts now, inspired by Mirror's Edge and Assassin's Creed II; as I've been playing them quite often lately. I was wondering, "What if Sonic had some parkour mixed into his games? Would it benefit the series?". I don't know for sure if it does, but I'm going back over it with several ideas.

Here is the control set I've thought up:

Left Stick - Run
Steer the L Stick to run, and gain momentum as you keep moving in one direction. Sonic is incredibly fast, so his top speed is rather speedy and can lead to stiff movement at high speed. Pressing the L Stick in the opposite direction of movement brings Sonic to a halt.

Right Stick - Camera
Use the R Stick to manage the camera. Turning it while moving Sonic forward can help Sonic make sharper turns while at speed. Pressing in on the R Stick centers the camera directly behind Sonic.

A Button, Left Bumper - Jump Attack , Wall Latch
Press the A Button to jump upward in midair a spiky blue ball, which also serves as an attack. Jumping is context-sensitive; to where it could be used for many different purposes. It's abilities may vary from being a vault to dodge small obstructions to a giant leap that aids you with moving over large gaps in your path. When Sonic comes near a wall while airborne, Sonic can latch onto it if you press the A Button, but will only last there temporarily until he slides off. Using this, Sonic can wall-jump and/or do a small wall-run upwards.

X Button, Left Trigger - Crouch, Roll
Pressing the X Button while stationary makes Sonic crouch down, allowing him to dodge enemy projectiles or attacks that may come by. While in motion, this movement brings rolling in a ball. This ability makes as both as an attack, a move to compact yourself through tight crevices, and as an aid to transportation, by dramatically gaining speed through it via inclines. The move also functions as a pinball when put against bumpers, springs, and different objects.

B Button, Right Trigger - Standard Attack, Slide, Thrust / Home
This allows Sonic to make a simple punch-kick-sweep kick combo, which is good for when there isn't much place to move and attack. When mobile this equals a powerslide, which is a weaker, less speedier version of the roll. When airborne, a green reticle is put over enemies and the like, allowing Sonic to automatically move towards it in midair, allowing midair aiming to be easier. However, this move is rather short-range and doesn't give you instant speed towards the object, and instead makes you gain momentum as you come near it. When there is nothing to home in on, Sonic simply just thrusts forward, allowing him to make his jumps longer.

Y Button, Right Bumper - Reflex Mode
This pulls the camera closer to Sonic and warps the camera's shape to a fish-eye styled view from Sonic Xtreme. In the process, Sonic temporarily "speeds up" while everything else "slows down", releasing a feeling of extreme speed without relative playing of such (which would lead to uncontrollability). This move is only sparsely usable, in which where most of the time it's only used for whenever Sonic is in high-adrenaline moments, and in times otherwise of these situations, the ability only works for a good five or so seconds.

--------------------------------------------------------------------------------------------

I know this fits for a more parkour-type game (and sort of fits too close for comfort to the Mirror's Edge control setup), but it is just a small idea I had. Of course, this doesn't mean much as I'm probably just going to stick to the idea of an ordinary speedy platformer in vein of a faster Sonic World. But hey, who said these ideas were technically bad? Sonic is, after all, a fast-paced platformer that could use some fluidity added to him in the third dimension. However, it may not require such bumper/trigger setups like I put (that's kinda ripping off Mirror's Edge a little too far :P). And of course, it's not a good idea to make a game originally intended around just a D Pad and one button for jumping so complex. I'll think this through.

Monday, June 8, 2009

Welcome to the future of Sonic the Hedgehog.

Good day to all. My name is Cody Collins, and I am leading a video game known as

"Project : FreeRunner".


If you would like to know, P:FR is a Sonic the Hedgehog game; bringing the classic "Genesis-styled" Sonic gameplay back to form, in an all-new, open sandbox-esque world.

Here is the official P:FR Staff:
  • Project Director, Producer, Game Design - Cody Collins "Azukara"
  • Concept Artist - "AiS!ck" / "Skillushi"
  • Concept Artist - "True Dude"
  • Concept Artist, Modeller - "Afti"
  • Modeller - "Dr. Mecha"
  • Programmer - "11Supersonic11"
  • Animator - "Sonicfreak94" / "Morph"
  • Guidance, Constructive Criticism - "DimensionWarped"
  • Beta Testers - "Turtle", "Wayner"
And here is the production manual & Gamer's Bible:
------------------------------------------------------------------------







Project : FreeRunner
Production Manual & Gamer's Bible
Last Edited : June 25, 2009; 9:36 PM





Basic Controls
-------------------------------------------------------------------------------------
XBOX 360 (this set will be used through the manual):
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Left Stick - Move Sonic
Right Stick - Pan Camera
A Button - Jump / Air Slash / Elemental Power
B Button - Crouch / Roll
X Button - Homing Attack
Y Button - Special Action
Triggers - Crouch / Roll
Start Button - Pause Menu
Back Button - Sega Runman

PLAYSTATION 3:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
L Stick - Move Sonic
R Stick - Pan Camera
Cross Button - Jump / Air Slash / Elemental Power
Circle Button - Crouch / Roll
Square Button - Homing Attack
Triangle Button - Special Action
L2 & R2 Buttons - Crouch / Roll
Start Button - Pause Menu
Select Button - Sega Runman

NINTENDO Wii (Classic Controller):
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Control Stick - Move Sonic
C Stick - Pan Camera
B Button - Jump / Air Slash / Elemental Power
A Button - Crouch / Roll
Y Button - Homing Attack
X Button - Special Action
L & R Buttons - Crouch / Roll
Plus Button - Pause Menu
Minus Button - Sega Runman

NINTENDO Wii (Gamecube Controller):
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Control Stick - Move Sonic
C Stick - Pan Camera
A Button - Jump / Air Slash / Elemental Power
B Button - Crouch / Roll
X Button - Homing Attack
Y Button - Special Action
L & R Buttons - Crouch / Roll
Start Button - Pause Menu
Z Button - Sega Runman






The Good Guys
---------------------------------------------------------------------------------------
Sonic the Hedgehog:
- - - - - - - - - - - - - - - - - - - - - - - - - -
Sonic is the world's fastest living creature ; a hedgehog who can mantain to run at supersonic speeds. Known for his trademark "Spin Attack", he uses his speed together with his spikes as an advantage to curl up and spin in a blue, whirling pinball of fury, destroying even the toughest of steel with the extreme pressure of it's forceful, lightweight abilities that ricochet him in every direction, and also the razor-sharp spikes that spin and shred at incredible speeds.

Sonic values freedom and life by his own rules above everything else. Although he is kind at heart, he also is very short-tempered and is quick to throw himself into the middle of trouble without a second thought, remaining steadfast to the end. His personality is a juxtaposition of kindness and ferocity, as on the one hand he does all in his power to snuff out evil, but he also can't look away when somebody else is in trouble. He is also a rather arrogant fellow, and sometimes swallows his pride too far down. No matter, though, it's a risk that he's absolutely willing to take. Sonic hates boredom and being tied down so much, most of his time is spent running towards the next danger or adventure.

Sonic seemingly also has a secret part-time job as a DJ in nightclubs, but this job of his is kept so secretly, not even Tails or Amy knows of this. However, they do know about how he used to be a singer for a garage metal band back in the '90s, but Sonic considers his friends never mention it... ever again.



Miles "Tails" Prower:
- - - - - - - - - - - - - - - - - - - - - - - - - - -
Miles Prower is Sonic's best friend; a humble, gentile fox with a curious take on life. Made fun of when he was younger for having a birth defect of two tails, Sonic picked him up, gave him a home, treated him as a brother, and nicknamed him 'Tails' for obvious reasons. While very shy, passive, and introverted, Tails is actually a very smart kid with a knack for tinkering with machinery and being lead pilot for Sonic's biplane, The Tornado. He almost always has a backup plan for everything, and takes his blue hedgehog buddy as a distinctive role model. However, within recent times, the young fox has became more independent and acts less like a copycat of Sonic, and more like himself.

Tails has taken advantage over the fact he has two tails, and has learned how to spin them like a rotor to fly around.


Knuckles the Echidna:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Known infamously as the "Last of the Echidnas", Knuckles was mysteriously born (and orphaned) on the floating Angel Island. A treasure hunter at heart, Knuckles loves to explore the unknown, and is most certainly one with nature; living as a hermit, protecting his ancestors' sacred jewel, the mystical Master Emerald. Knuckles is very wise and clever, and is a professional in all kinds of martial arts and ninja combat. However, he does have the fault of being a little bit on the gullible side...

Knuckles was born with giant spikes on his fists, hence where his name had come from. He uses their intensely sharp tips to climb up great heights. He also uses his dreadlock-like spines as a sail to glide through the air, and intense stregnth to take anything down, even a mountain if he wanted to.

Knuckles also has a fondness for wearing a cowboy hat. His reasons? Don't ask..




The Bad Guys
----------------------------------------------------------------------

Dr. Robotnik (AKA "The Eggman"):
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Known for his rotund shape, military-like garb & giant bushy mustache; Dr. Robotnik is a ruthless, destructive, self-obsessed madman with an I.Q. of over 300. The doctor's mind is a mixture of intellect, insanity and an extremely twisted sense of humor, bent on a world of machines, pollution, and self-whim; so much that it's led him from desperate measures of tampering with ancient prophesies to causing mass destruction across the planet, roboticizing animals into robots, wreaking ultimate havoc with terrorism-like tactics, and attempting to fulfill his number one goal: world domination. However, Robotnik's attempts at tyranny have been defeated countless times by the one-and-only fighter against oppression: Sonic the Hedgehog. Playfully calling his foe "the Eggman", Sonic has consistantly brought every one of the bad doctor's plans to a halt, without any hesitation and with extreme force.

Although his plans of world domination have always been complete and utter failures, the past couple of tries have been showing that "the Eggman" is getting better at --almost-- succeeding. So, what are his plans this time? And what if they end up actually WORKING for a change? Only time will tell........


Metal Sonic:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Created by Dr. Robotnik, Metal Sonic is an evil robot duplicate of Sonic. He knows everything Sonic's ever felt or seen, and can move just as fast as Sonic can (with the help of a Mach 1 rocket). Although he's a fine-crafted weapon, Metal Sonic has bit the dust several times thanks to that hedgehog. Now plotting for ultimate revenge, Metal Sonic has broken out of Robotnik's "Robot Storage Bin" and will do anything in order to take down the Triple Threat!



Playing the Game
-----------------------------------------------------------------------------------------------------------------
The gameplay premise is quite possibly the world's first "high-speed, sandbox free-running platformer".

Sonic controls much like off of Sonic Adventure, but with many new additions. The "air slash" and the Elemental Shields return (remember S3K?), and are mapped to the same button as jumping. Spindashing and rolling are both implemented (replacing the slide). Rolling can also be broken out of into running ala SA1. Sonic will also have acrobatic moves for every situation, like the modern Mario games (ex: Sonic can maneuver multiple consecutive jumps right as he lands). Sonic also has Mirror's Edge-like parkour abilities, such as wall-jumping, wall-running, ledge-jumping (jumping off a ledge at speed), and ledge-flinging (grabbing a ledge and instantaneously using it to fling oneself upwards at a consistent speed). Physics and pinball mechanics are at full force, and are needed in order to properly advance through certain obstacles. The Homing Attack also make a comeback, but can be disabled in the Preference section of the Pause menu. Gimmicks and level design in the game are built fully around Sonic (unlike most 3D Sonic games, where it is reverse), and take advantage of Sonic's speed. The game has a camera amazingly similar to the quality of the auto-controlled one from Super Mario Galaxy and Sonic Unleashed (but can be set to manual control in the Options menu).

The island is laid out like one super-SUPER-gigantic S1-3K level, but in 3D with no bottomless pits whatsoever. You start off on South Island (Sonic's homeland), a tropical island that is Green Hill-esque in appearance (since it is South Island after all), and it later moves on to more tropical settings, then into several open mountainous valleys with small forests, lakes, cottages and rural countrysides. Later you move onward to Westside Island. Although this is where Sonic 2 originally had taken place, it has aged into an island filled with volcanic caverns, ancient civilizations, castles and kingdoms, and underground labyrinths. Next up is the all-new Eastside Island, and incredibly industrialized land filled with large cities, interstates, small towns, highways (and the occasional sky-roads as well), casinos, carnivals, theme parks, factories, oil rigs, and yes, even water parks. After that comes Christmas Island, a world of icecaps and snowy mountains, and misty villages and meadows that fill the countryside of taigas and tundras (along with one of Robotnik's headquarters). Then there is the mysterious Angel Island, Knuckles' beloved homeland. At this floating island, we find deep dark jungles filled with incredible flora, barren canyons & deserts, ancient sky temples, and an underground altar to the Master Emerald: The Hidden Palace. Last but not least is Dr. Robotnik's Wing Fortress II : a treacherous floating deathtrap filled with mechanical warfare, robot armies and tons of booby traps for the fleetfooted hedgehog; a perfect base for the doctor.

Transportation between islands mostly depends on water-running to and from each island; but don't worry, there are several mini-islands inbetween each main island that will allow you to catch a quick breather before heading onwards. Many aquatic settings (like underwater realms, coral reefs and ancient ruins) will be found all across the way as well, but most importantly, the bottom of the ocean is not a bottomless pit; in fact, it can be explored endlessly (that is, if you can keep getting enough of the oxygen bubbles). Reaching places like Angel Island and the Wing Fortress II will be done by using the Tornado, and will contain rails shooting mini-games inbetween each travel there (ala SA1's Sky Chase). However, these places can't be accessed until you reach a certain part of the storyline (when you get the Tornado), and after doing the rails-shooter-minigame once for each place, you don't have to do it again, as it can be completely skipped via choosing in-game if you want to do the mini-game or skip right ahead to your destination.

Since the game is in a "free-roam" style, things have been altered some. There are save points placed all over the islands, that look just like the checkpoints from Unleashed. You can only save at a save point, but the game also auto-saves after a mission has been completed. Every time you turn the game on, you return at your last save point, but with zero Rings and 5 lives. Rings are collected and lost as normal, but you can add your amount of Rings to your Ring Bank through the Pause menu (more will be explained later). If you do lose all your in-hand Rings and die, you simply fall to the floor, fade away, and then re-spawn nearby with a life lost, but to lose all your lives causes cancellation of any current mission and you must reload (causing you to respawn at the nearest save point). Eventually you have the power to teleport between save points, allowing you to start from any of the points (but however, you must get to the save points first, before you are allowed to teleport there). There is also in the bottom right-hand corner a small map / compass system that allows you to navigate your way through the islands.

Gameplay-wise you would sort of go about doing "story missions", which progress the story further, normally being point A to point B type deals. So for example, when Sonic sees Tails first crash in Sonic Adventure - you'd see him crash, a little prompt ring would appear (on the small map / compass system), and running into it would activate the mission of saving Tails. Sonic-esque action would resume as normal, only there's no clear distinction between hub world and action stage, with the beach being accessible forevermore, with various other missions being present within it, and no loading screen. There would still be lots of running, lots of platforming and lots of A-to-B type missions, only in one giant, fast-paced world with no load screens and no bottomless pits. The start point for the next mission is normally quite clear, being indicated by something like a cutscene. There are also random mini-bosses set up by Robotnik's forces all over the islands, so be prepared to kick some Badnik butt when the time comes that you run into any. And although you do have an entire world to explore doesn't mean it's all there for you at the beginning. Continuing the storyline is key for certain events to occur, so that Sonic can continue onward towards the Wing Fortress II to get to Robotnik. Once you complete the game's storyline (alternate ending or not), you could officially explore every nook and cranny of every single island (and the Wing Fortress II, of course).

There are also many optional missions that can be done all across the islands, and can consist of (but are not limited to): collect-em-ups, point A to point B stuff, races, or destructive challenges. Optional missions also have time counters, which mark your record time when a mission has been completed. This allows replayability, so that players can challenge themselves and others to get better timescores. Missions can be given to Sonic by either NPCs, or Mission Markers, which look like their Sonic Jam counterparts. Completing optional missions can gain you extra Rings to put in your Ring Bank. The Ring Bank can be used for buying useless items (like food for Sonic) or unlocking certain special items related to the game (such as cutscenes, BGM, or even unlockable characters).

Chaos Emeralds. What would a Sonic game be without them? Chaos Emeralds can be gained through the Special Stages, which are hidden in Super Rings, all across the islands (not unlike Sonic 3 & Knuckles). The Special Stages will considerably play like much more detailed versions of the Sonic 2 tube stages (in other words, think 3D Blast for the Saturn). If you fail at a Special Stage, you will be thrown outside the Super Ring to try again. Gaining all seven of the Chaos Emeralds can lead to an alternate ending in the storyline of the game, and also include a "golden" suprise!

General NPCs act like they do in Sonic Adventure or Mario 64 - pretty much just flat text dispensers giving you info. Outside of the main cities, there are very few of these type on NPCs, because speaking to NPCs only slows things down. Other NPCs, like Knuckles, are far more interactive. Recurring characters from other Sonic games (ie: Shadow, Amy Rose, the Chaotix) will appear in-game, but will be no more than very interactive NPCs that also give you special missions.

Design-wise, think of a world with realistic details, but a surrealistic atmosphere like the Genesis games (in other words, think the "SST / SaSASR" series depiction of the Sonic franchise). Sonic, Tails, Knuckles, Robotnik, etc. are based around their modern designs (Unleashed-styled). Flickies and the other woodland creatures return, looking just as they did from the "Mario & Sonic" games. Badniks return in full form, and they look just like their "SST / SaSASR" versions (however, there are still minimum amounts of the Nextgen "killbots", but are found mostly only around Robotnik's bases). Humans are based around their "Unleashed" designs.

Focus would be on gameplay, with story only being there to give context to the missions, although there would be an epic story built up by the missions that is on par with the Adventure series. As far as voice acting goes, it would be minimal, but it would still exist. Most of the talking would be left to Robotnik, being... well, a HUMAN. He will also be the ONLY antagonist in the game, period (besides Metal Sonic, which will end up just being Robotnik's henchman by the end of the storyline anyways).

And finally, of course, music. Sonic will be able to carry around with him at all times an item called the Sega Runman (a parody of the SONY Walkman). To setup the Runman, press the Select Button (on the 360 controller). This music player allows Sonic to either listen to the radio station of the given area or allows you to listen to Sonic's (or your own) music. There is a radio station for each area, and they all play original versions and remixes of classic Sonic music (music depending on the area, ex: tropical music plays in GHZ). Playing Sonic's musiclist is also optional, allowing players to listen to bands and performers that have been associated (loosely or otherwise) with Sonic over the years, such as Michael Jackson, Dreams Come True, Right Said Fred, Bowling For Soup, Lee Brotherton / Bentley Jones, Crush 40, Howard Drossin, Julien-K and Zebrahead. You can also listen to any music you've got on your 360 hard-drive or PC.




Controls
------------------------------------------------------------------------------------------------------------------
Left Stick - Run:
Push the L Stick foward to run, press left and right to steer, and keep holding that direction to gain more speed. Quickly move the stick in the opposite direction to brake your dash. (NOTE: In order to surpass gravity obstacles (ex: curved walls, ceilings, loops, slopes, etc.) Sonic must gain to full speed or gravity will pull him back downward.) When moving at high speeds, Sonic will automatically break the sound barrier, sending him darting at an incredible top speed.

Left Stick, when falling from great heights - Freefall:
When falling from extreme heights, move the L Stick to maneuver Sonic around in the air. In order to accelerate your landing, press and hold the X Button to nose-dive downward. Using just the L Stick can bring Sonic down softly and safely, but coming down while in nose-dive formation can lead to an extremely forceful impact.

Left Stick, while clinging to a wall or on water - Wall Running / Water Running:
When running up a slope, Sonic can run along a wall using momentum. Likewise, Sonic can run across water. While you can adjust your course when running on water, you can only use Quick Step to change your path when running top speed among a wall. Sonic will fall if he loses momentum, so be careful. (NOTE: When underwater and accelerating on foot, Sonic's feet will work as paddles that will push Sonic towards the top. However, when rolling, Sonic stays stuck to the bottom surface.)

Left Stick, when on a ledge - Sidle / Climb Ledge / Ledge Fling:
When jumping towards a ledge (or Wall Stepping towards it, depends on your case), Sonic will automatically grab onto it. Pressing left or right on the L Stick while on the ledge makes Sonic sidle across the sides, and pressing up makes Sonic pull himself up the ledge. When moving at a consistent speed and grabbing a ledge, pressing up on the L Stick immediately allows Sonic to fling himself off the ledge and foward into the air, without majorly losing any speed. This is especially useful for reaching higher places, and missions consisting of parkour-based objectives.

A Button - Quick Jump / Spin Attack:
Tap the A Button for a short, quick jump. Press the A Button longer for a Spin Attack, allowing Sonic to jump higher. Landing on top of an enemy or a breakable object while in Spin Attack will damage it. Since jumping greatly revolves around momentum, moving at a slower pace will give you tighter jump controls, while moving fast makes jumping harder to maneuver.

A Button, as you land - Multiple Jumps / Triple Jump:
After jumping while you run, press the A Button right as you land for three consecutive jumps. On your third jump, you may be able to pull off an especially high jump. (NOTE: The high-jump can also be done by properly timing a jump off a ledge.)

A Button, while moving towards a wall - Wall Cling / Wall Jumping / Wall Step:
Jump towards a wall and Sonic will cling to it. Press the A Button again to kick off from the wall. When there are two facing walls in close proximity, Sonic can climb all the way to the top. Also when clinging, use the L Stick to steer Sonic up or across a wall momentarily. After about five or so steps, Sonic will fall off, so be very careful.

A Button, when bouncing off of a spring - Recoil:
When bouncing off of a spring, press the A Button in midair to recoil back into a ball.

A Button, during jump - Air Slash:
Press the A Button during midjump to do an Air Slash. The Air Slash is a barrier-like slash that allows you to gain a wider attack range for a split-second. It also deflects projectiles shot at Sonic by Badniks.

A Button, during jump, with an Elemental Shield - Elemental Power:
When using one of the three Elemental Shields, press the A Button in midjump to use their "Elemental Powers".
.Bubble Shield - Allows Sonic to shoot downward and rebound off the ground.
.Lightning Shield - Allows Sonic to do a double-jump.
.Inferno Shield - Allows Sonic to do a foward air-boost.

X Button, during jump - Jump Dash / Homing Attack:
If a green reticle becomes visible over an enemy or a device, etc. during a jump, press the X Button to immediately home in and use the Spin Attack. Using the left stick gives you limited control of the direction of the Homing Attack when there is more than one possible target. When there is nothing in the area around Sonic to home in on, Sonic will do a simple air-thrust foward.

B Button / Trigger Buttons - Crouch / Roll:
Press the B Button (or the L or R Triggers) while stationary to crouch down, allowing Sonic to crawl under lower surfaces. Alternatively, press the B Button (or Trigger buttons) while running to roll straight ahead in a swirling ball, knocking enemies and other smaller obstructions out of the way. Sonic's physics in this mode are those of a pinball's, and focus completely on inertia. When rolling across the ground, Sonic can gain speed by hitting a downward incline in terrain. Notably since there is 3x a higher speedcap when Sonic rolls, this can be used as a great advantage in gaining speed. Rolling also makes Sonic nearly invulnerable and strong enough to break through most objects. Press the X Button while rolling to uncurl and run like normal.

B Button (held) / Trigger Buttons (held) + A Button repeatedly - Spin Dash Attack:
When crouching, simultaniously tap the A Button to charge up the Spin Dash. Letting go after being charged sends Sonic in a high-speed roll. The speed of the dash depends on how much you charged it. Holding the dash for too long can cancel itself out, however.

B Button / Trigger Buttons during jump - Jump Cancel:
Press one of the crouch buttons during a jump to Jump Cancel. This allows Sonic to break out of a Spin Attack when in midair, and is very useful for properly timing platform-jumping.

Y Button - Special Action:
Pressing the Y Button could be used for specific actions. These actions consist of grabbing objects, throwing objects, placing objects, talking, pulling a lever, pushing/pulling a box, and much more.

Right Stick - Camera:
Use the R Stick to rotate the camera on an axis around Sonic.

R3 - Center Camera:
Pressing in on the R Stick (aka "R3") repositions the camera to the default spot. This helps for when it's best needed to see directly from behind Sonic.


Super Sonic
- - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Once you've gained all of the Chaos Emeralds in the game, you are rewarded with the ability to transform into Super Sonic. Gain 50 Rings inside of a level, and use the Jump Dash to transform. Sonic is twice as fast as before, can jump twice as high, has all of the Elemental Powers, destroys any destructable object or enemy he touches, and is absolutely invincible to anything (besides death pits, drowning & crushing weights). However, Super Sonic loses 1 Ring per second, and when all of them are used up, Sonic turns back to normal, thus making you have to repeat the process once again. And although this ups the difficulty of keeping Sonic's almighty form; don't worry. Since Sonic is powered by raw electric energy, he also attracts nearby Rings (just like the Lightning Shield).

To choose between the three Elemental Powers, press on one of the directions of the D-pad:
Up - InstaShield
Left - Double Jump
Right - Bound Attack
Down - Air Boost


The Pause Menu / Options
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Here is the list of commands in the Pause Menu:
.Resume Game
.Last Checkpoint
.Cash In Rings (put current amount of Rings into the Ring Bank)
.Options
.Preferences
.Exit Game

Here are the list of sub-commands under "Options":
.Camera Mode (Automatic / Manual)
.South Island Map
.Music, Voice & SFX Volume
.Brightness

Here are the list of sub-commands under "Preferences":
.Homing Attack (On / Off)
.Following Tails (On / Off)
.Compass (On / Off)
.Super Sonic (On / Off) (After obtaining Super Sonic)



Common Objects
-------------------------------------------------------------------------------------------------------------------------------------
Rings:
If you are holding at least one Ring you will be protected against enemy attacks and damage from obstacles. Attacks will however cause you to drop some of your Rings which may leave you vulnerable. Gaining 100 Rings gives you an Extra Life, and converts into your Ring Bank.

Power Boxes:
Power Boxes lay all around the island, and contain hidden power-ups for your use:
.Big Ring - Gives Sonic 10 extra Rings.
.? Ring - Gives Sonic a random amount of extra Rings.
.Energy Shield - a shield that allows Sonic to take in 1 HP without taking damage.
.Aquatic Shield - allows Sonic to take in 1 HP without taking damage, and makes Sonic incapable of drowning.
.Lightning Shield - allows Sonic to take in 1 HP without taking damage, and makes Sonic magnetize Rings and helps him withstand electric currents.
.Inferno Shield - allows Sonic to take in 1 HP without taking damage, and helps Sonic withstand lava & fire.
.Speed Shoes - a temporary ability that allows Sonic to run past the speedcap (and have a faster acceleration) for about 20 seconds.
.Invincibility - a temporary ability that allows Sonic to be completely invincible (besides drowning, being crushed, and pits) and destroy everything he touches for 20 seconds.
.1UP - Gives Sonic an extra life.

Springboards:
Jump on these to bounce you into the air.




Badniks
--------------------------------------------------------------------------------------------------------------------------------------------------------------
Badniks are robots built around the designs of bugs, animals, plants, etc. and have animals entrapped inside of them; being used as a energy source. One of Sonic's main goals is to free the animals from the robots and keep it from happening again by taking down Robotnik.

Motora:
An insect robot with one wheel and two dangly claw-like arms. Possibly the stupidest robot, it's purpose is to drive around aimlessly until it comes in contact with something (that "something" could be anything, from Sonic to spikes).

Beeton:
A flying hornet robot. Although it has wings, it is actually the two rockets on the back that allow it to fly. It zooms around subtlely and shoots at enemies with little cannon turrets inside the "stinger" of the robot.

Crabmeat:
A red crab robot up that swipes around it's pincers and generates glowing red bombs.

Bataran:
A flying grayish-purple bat robot that flies around with the help of a small rocket on the back. They usually hang from the ceilings of caves and swoop down at Sonic.

Catakiller:
A giant purple flying catapillar robot that has a 10-peice body length. with spikes on the back peices , and fire spurting from it's sides. Hit the head to destroy it, as hitting any other bodypart will harm you. Hitting one of the spiky body parts makes Catakiller fall apart, bouncing around everywhere. This makes it even more difficult to dodge the spikes.

Rhinobot:
A rhino robot that rolls around on one wheel, and uses it's horns to ram foward into Sonic.

Grounder:
Small green robots with tank-like wheels and drills for noses and hands. They ambush Sonic by jumping out of the ground randomly.

Scratch:
A tall chicken robot that sits in machinery at shoots cannons at you.

Coconuts:
A monkey robot. They sit in trees or run around in circles. They throw bombs that look like coconuts.

Chomper:
A pirhana robot that skims across rivers and jumps across bridges, ready to take a bite out of a certain blue hedgehog. There are bigger, purple angler-like versions of this robot that roam underwater (but of course, they have the same purpose).

Mushmole:
A mole robot that peeps out of it's hole and throws metal mushrooms at it's enemies.

Yadorin:
A snail robot that swings it's arms around at it's sides. The robots cannot be attacked from the top, because they have spikes on their shells. Use rolling or the Spindash to destroy it instead.

Penguinator:
A penguin robot that slides on it's belly around the ice caps.

Ball Hog:
A pig robot that stands on his hind legs, pulling pinball-like bombs out of his storage space (his stomach) and rolls it towards Sonic like a mad explosive bowlingball.

Unidas:
An urchin robot. They have small round heads with projectiles floating around them. There are two different types: One with spikeballs, and one with fireballs. It depends on where you are for different Unidas. Spikeball Unidas throw their spikeballs in a certain direction, away from their bodies, but they don't come back. Fireball Unidas, however, pull in and expand out their fireballs on an axis around them. The head is obviously the weak spot on this enemy.

Octaron:
An octopus robot that flies in midair (using it's tentacles as spinning appendages) and squirts oil at Sonic. While Sonic doesn't get hurt by the oil, it makes the controls slow and slippery for a limited amount of time.

Newtron:
A gray chameleon robot that crawls around and whips it's tounge at Sonic. It phases back and forth from visibility to invisibility, making it hard to find where it really is. There also is two other versions of this same robot: a green one that shoots energy balls at you, and a blue one with no legs, but a rocket that helps it creep into Sonic like a homing missle.

Minimotora:
An ant robot. It's just as stupid as ordinary Motora, but is twice as small and comes in packs.

Clubber:
A hermit-crab robot that has a claw for attacking and a bumper-like shield for defending.

Pyramace:
A purple robot that resembles a swirly pyramid with insect-like feet. It contains a Unidas spikeball spinning around it to protect it from certain hedgehogs.

Mozzietron:
A mosquito robot that zooms down towards the ground to stab Sonic with it's stinger-nose. If it misses, however, it ends up being stuck into the ground.

Gearbeetle:
A beetle robot made with a metallic gold and blue coating. It is made to headbutt into Sonic at high speeds. It also has a small gun on top of it, used to shoot small energy balls at Sonic.

Rikoshave:
Fake spikes that are actually made of spring-like material. Because of this, it bounces you up into the air, suprising Sonic because it doesn't even injure him. However, it does also shoot little energy spheres at you. Use the Spindash to destroy it.

Mowzie:
A mouse robot (that actually resembles a computer mouse). It's just about as stupid as Motora, but instead it moves on walls and ceilings.

Automobomb:
A bomb with two stubby legs that make it walk around, looking for trouble. Whenever Sonic comes into sight, Sonic must run from it before it explodes on him.

Jugglar:
A giant humanoid-ish robot that hovers around on a jetpack and juggles bombs at enemies.

Legling:
An arachnid robot. It crawls above the water with it's extremely lightweight body, and doesn't really do anything to hurt anybody (unless you touch it). There is also a more dangerous version of this robot that hangs off of ceilings and walls, coming down from it's web and trapping you with it's legs. After a limited amount of time, it self-destructs with Sonic still entrapped with it.

Turtloid & Turtette:
A turtle robot that hovers around in the air (Turtloid) and has a little turtle-bot partner that throws down bombs (Turtette). Turtloids are indestructable, but are rather friendly (it's their little partner that's the vicious one). After destroying the Turtette, you can jump on the Turtloid and fly around. (NOTE: Use the L Stick to steer Turtloid, the X Button to accelerate, and the B Button to go reverse. Press the A Button to jump off.)


E-Robots:
----------------------------------------------------------------------------------------------------------------------------
E-Robots are bigger, badder, and tougher robots than Badniks. However, they come in short supply and only appear when either Robotnik appears, or you enter Robotnik's bases. Like Badniks, they also contains animals inside of them as an energy source.

E-Gunner:
These humanoid robots hover around with jetpacks and have projectile weapons for hands. There are three different types:
.White - rapid-firing guns for hands (that take one Ring per shot at Sonic). Destroyed in one hit.
.Red - bomb launchers for hands. These require two hits to destroy.
.Blue - missle launchers for hands. These are the toughest, requiring three hits to destroy.

E-Master:
Controls several robots and has a shield. Hit it's back several times to destroy it. Destroying it will destroy all surrounding
robots.

E-Compact:
As the title says, a hovering compact robot with gun turrets attached to the front, and take two hits to destroy.

E-Killer:
A giant warmachine. It shoots out gigantic laser beams and takes several hits to wipe out. It's literally too big to miss.

E-Roid:
A giant robot that looks like it was designed after a bodybuilder: big, brawny and stupid. They throw big boulders, and you can destroy them by knocking out their center battery unit. They are very clumsy and can trip easily by just rolling under them.

E-Cerberus:
A humungous robotic dog that romps around destroying whatever it can. These are some of Eggman's toughest in his choice of fine-crafted weaponry. These take multiple hits to the head, but since they are so difficult to destroy, it's best left to just evade an E-Cerberus.


~Fin~
-------------------------------------------------------------------------------------------------