-
- Developers: Sega of America and Sonic Team
- Platform: Sega Genesis
- Mode: Single player
- Genre: Action/Platformer
- ESRB rating: E (Everyone)
- Original release date: June 23, 1991
-
-
This page is a full text walkthrough for Sonic the Hedgehog for the Sega Genesis. The walkthrough consists of detailed descriptions of each level and boss battle, as well as descriptions of power-ups and enemies.
-
-
The Story
Before Chaos, werehogs, and dozens of new characters complicated everything, Sonic the Hedgehog was all about grabbing rings, ripping through robots like a buzz saw, and most of all, speed. This game is where it all began.The plot is simple enough. Dr. Ivo Robotnik, Sonic's arch-nemesis, has invaded South Island and is turning all of Sonic's furry friends into robotic killing machines in an attempt to accomplish the quintessential mad scientist goal: rule the world. Only Sonic, with the help of the powerful and mysterious Chaos Emeralds, can put an end to Robotnik's plans, and that is where you, the player, come in.
-
The Basics
1. The number one rule in this game (or any Sonic game): Always carry at least one ring! If you take a hit and have rings, you will be knocked back and lose all your rings but you will still be alive. Get hit without rings and you’ll be one extra Sonic closer to game over!
2. Collecting 100 rings will score you an extra life. Having 50 rings when you complete an Act will grant you access to the Special Zone.
3. Lampposts act as checkpoints. If you lose a life, you’ll restart the level at the last Lamppost you passed. You’ll restart with the same time you had when you passed it, but you will unfortunately lose all your rings.
4. Defeating badniks is usually worth 100 points, but if you destroy several in succession, your score will multiply up to 1000.
5. There are two ways to free your animal friends from Robotnik’s clutches: destroying their robotic shells or opening a Prison Egg at the end of every third Act.
6. You will face a boss at the end of each third Act. Most boss fights involve Robotnik in his Egg-O-Matic, which will be equipped with various weapon attachments. Defeating a boss is worth 1000 points.
7. At the end of each Act, your ring total and time will be calculated into your total score.
-
-
Power-ups!
Ring bonus (ring) – Gives you ten extra rings. More rings are always better.
Power sneakers (Sonic shoe) – Speeds up the music and makes you twice as fast for about 20 seconds.
Invincibility (stars) – For about 20 seconds, gives you the power to run through badniks and touch hazardous objects without being hurt. However, you can still drown, fall to your death, or get crushed.
1-Up (Sonic’s mug) – These are rare but valuable. Never pass up an opportunity to score an extra Sonic.
Shield (blue circle) – A shield will absorb one hit, sparing your rings or life.
-
Special Zone
Special Zone- If you can collect at least 50 rings and hold onto them until the end of an Act (except Act 3), a giant ring will appear above the Robotnik signpost. Leap into the ring to access the Special Zone. (NOTE: You can only access the Special Zone up until StarLight Zone Act 2)
- The Special Zone consists of a rotating maze full of bumpers and various types of blocks. You must successfully navigate through the maze to reach the Chaos Emerald at the end.
- Collecting 50 rings in the Special Zone is worth one Continue.
- Blocks in the Special Zone include:
- a. GOAL – Avoid touching these at all costs! GOAL blocks are a one-way ticket out of the Special Zone.
- b. R – Reverses the direction of the maze rotation
- c. Up – Increases the maze’s speed of rotation
- d. Down – Decreases the maze’s speed of rotation
- e. Red and white pinwheel – Provides surface for you to jump off of. Semi-solid ones mark the entrance to the emerald area.
- f. Multi-colored diamonds – These barriers generally surround the Chaos Emerald. You must roll into these several times before they disappear.
- g. Chaos Emerald – These mysterious gems are the ultimate prize in the Special Zone. In Sonic 1, there are only 6, so you cannot go Super Sonic even if you collect them all. Sorry.
Green Hill Zone
As the first level in the entire series, Green Hill Zone is a Sonic the Hedgehog icon. The zone’s music, design, enemies, and boss are instantly recognizable to Sonic fans everywhere. While you’re exploring this piece of video game history, be sure to hone your skills and collect as many rings and extra lives as you can, as things will get much tougher before long.Difficulty: 2/10
Music description: Green Hill Zone’s background track is a lively, spunky, and energetic piece of music – a true Sonic classic that switches repeatedly between a positive and more sad-sounding tone.
Enemies:
Buzz Bomber (bee) – Buzz Bomber zips in and out of the action, stopping only to fire an energy blast down at you. You are advised to get them before they get you. (NOTE: these enemies also appear in Marble Zone and Spring Yard Zone)
Crabmeat (crab) – Crabmeat looks harmless enough scuttling back and forth, but sometimes he will stop to launch fireballs out of his claws! It is generally safe to attack when he is moving. (NOTE: these enemies also appear in Spring Yard Zone)
Moto Bug (ladybug) – These guys are worthless, plain and simple. They simply crawl along the ground and are vulnerable to any attacks.
Chopper (piranha) – When crossing a bridge, always be prepared for these badniks to lunge up and get you.
Newtron (chameleon) – There are two types of Newtrons – the ones with red eyes will jet across the ground like missiles, while the yellow-eyed ones will appear out of nowhere and shoot fireballs before disappearing again. Only the red-eyed kind can be attacked.
Level features:
Springs – Yellow springs bounce you. Red springs bounce you even further. You’ll be using these a lot throughout any Sonic game.
Spikes – These are your most frequent obstacle besides badniks. Be especially careful of them in this game, or the infamous spike glitch will cost you many extra lives.
Collapsing ledges – Don’t waste time crossing these!
Swings – Swings are an easy way to cross long gaps.
Loop-de-loops – What kind of Sonic game would this be without gravity-defying loops to show off your super speed on?
Act 1
- As many Sonic fans know, several springs power-ups can be found hidden in some of the palm trees in Green Hill Zone. After the first bridge you cross (guarded by a Chopper), you’ll find invincibility hidden in the first palm tree immediately after the bridge.
- Be especially careful of long rows of spikes, especially in this zone. If you take a hit from a badnik or other hazard, you will usually have temporary invulnerability (when Sonic is flashing) allowing you a few seconds to grab at least 1 ring, but if you land on a row of spikes a second time, you will die instantly even when flashing. This is known as the Sonic 1 spike glitch.
- There are several places where you can rack up oodles of rings in this Act. If you get onto the lower path at your first opportunity, you’ll find 3 ring bonuses and invincibility just to the right of a few sets of spikes. A little more than halfway through the Act, you’ll travel down two consecutive S-tunnels with a Lamppost in between them. This will allow you to build up speed in order to fly into a huge cluster of rings high in the air.
Act 2
- Just after the start of Act 2, drop down between a rock with a spring and a row of spikes. Take a step towards the spikes, then lightly tap the jump button to clear them and fall down to an area where 20 rings and a shield await you.
- Although the Spin Dash move is not present in Sonic 1, you can still smash through certain walls by tucking into a rolling spin while running.
- Around the halfway point of the Act, you’ll pass through a loop with a massive cache of rings and an extra life at the top, sitting torturously out of your reach. To get these goodies, you must stay on the lower path from the 20 rings and shield described above. It’s tough, especially with a very long and deadly spike pit along the way, but well worth it when you reach a red spring just past a Crabmeat that will launch you on top of the coveted loop.
- Towards the end, you’ll have to cross several columns of land that move up and down with spikes in between. Don’t rush here, since one bad jump will land you on top of the spikes or into a bottomless pit underneath the columns. An S-tunnel will send you shooting directly through the end of the Act, so be sure to slow down if you’re going for the Special Zone.
Act 3
- You begin this Act with no rings to be found for a little while, so grab the Invincibility in the second palm tree from the beginning if you want some protection. Up a couple of yellow springs is a shield, which will help you when the invincibility wears off.
- After the first S-tunnel on the upper path is another loop with an extra Sonic on top. Not to worry, this one can be reached too. A little ways further, a red spring will catapult you back to the left – when you reach the top of the hill immediately before the spring, jump to land on top of the loop and collect your reward.
- If you choose to brave the lower path, an even bigger power-up stash awaits you. Stay low through the beginning of the Act and the lower path will begin just past a breakable wall, a long S-tunnel, and a left-facing red spring that will launch you back up the tunnel. Continue past the spring, and fight your way past several badniks and spikes, and even a bottomless pit or two. When you reach a yellow spring just past a Crabmeat, leap between the spring and the row of spikes to the right of it, then lightly jump over the spikes to find a whopping 50 rings and an extra life!
- This Act introduces a new obstacle: spiked logs. They can seem intimidating at first, but if you can find spaces where the spikes are turned down and run across following them, you’ll be fine. Continue on until you reach a Lamppost and prepare for Sonic’s first ever…
BOSS FIGHT!
Boss – Ball & Chain
This is Sonic’s first and most famous confrontation with Dr. Robotnik. There are two platforms, one on either side of the screen. When Robotnik appears, quickly hit him 3 or 4 times. He will then extend a large wrecking ball on a chain, which he will swing back and forth in an attempt to hit you. When the ball is swinging towards you, jump from a platform to Robotnik and drop through the chain, then quickly take cover underneath the opposite platform before the ball swings back at you. After 8 hits, Robotnik will run for cover, and you’ll be on your way to Marble Zone.
BOSS DEFEATED!
Marble Zone
The next zone, set among volcanic ancient ruins, is much more of a challenge than Green Hill Zone. Here, you must keep your speed in check in order to survive the abundance of traps and badniks. This is especially true when you reach the underground dungeon, where the threat of being crushed, impaled, or roasted to a crisp is ever-present.Difficulty: 6/10
Music description: Like most of the music in this game, Marble Zone’s track is repetitive but catchy, with a prominent underlying ancient feel to it.
Enemies:
Caterkiller (caterpillar) – These creepy crawlers may look slow and harmless, but they have a sneaky trick up their sleeves. If you attack them anywhere but the head, their segments will scatter and fly everywhere, posing a threat to you as long as they are on the screen. (NOTE: these enemies also appear in Spring Yard Zone and Scrap Brain Zone)
Batbrain (bat) – Batbrain hangs from the ceiling and will fly at you when you approach. These guys are slow, so as long as you keep your eyes open, they shouldn’t be a problem.
Level features:
Lava – Fireballs, lava geysers, and boiling hot pools of molten rock litter the Marble Zone, above and below ground. Stay away from them or it’ll be Sonic sizzled.
Dumbbells – Heavy weights of various sizes hang from the ceiling. Be on the lookout for them, lest they drop out of nowhere and crush you to death.
Cement blocks – You can push these small blocks into lava pits and ride across on them. Sometimes you can push them onto switches in order to remove an obstacle blocking your path.
Glass pillars – These are another type of crushing hazard found in the Marble Zone. They rise and fall slowly and at a steady pace. You’ll have plenty of time to move, just don’t get caught between them and the floor!
Shifting platforms – Above ground, these are your main way of crossing lava pits and getting around in general. You may need to wait for some to lower in order to squeeze into certain passages.
Act 1
- The beginning of the Act (which takes place above ground) mostly consists of lava pits and constantly shifting sections of land. Be careful of fireballs that jump out of lava pits occasionally. Some platforms will sink into the lava under your weight and ignite, so don’t stay on them for too long.
- Not too long after you enter the underground dungeon, you will be faced with a very easy-to-solve puzzle. A large dumbbell lined with spikes on the bottom is blocking your path, and there is a switch to the right that raises it out of the way. Push the cement block on top of the dumbbell onto the switch to proceed.
- Past the first Lamppost (look to the left of it for a shield), you’ll have to cross a long lava lake. Hanging chunks of the ceiling will fall when you move towards them, creating stepping stones. Just be sure to get your timing right and you’ll be okay.
- When you reach the next large spiked dumbbell, ride it up and leap into the wall to the left to find a secret room with 40 rings and an extra Sonic! From there, you only have to dodge a few more obstacles before the end of the Act.
Act 2
- The underground dungeon section of Act 2 begins almost right off the bat, and this time, you must ride a cement block across a long lava lake. Push the block into the lava, then jump on it and ride across, jumping over obstacles in your way if you need to. Be careful of a lava geyser that spouts downwards from the ceiling as you cross.
- After pushing a few blocks out of the way up ahead, you’ll end up in a long, narrow hallway where you must outrun a stream of lava that chases you from the right. This part can be scary, but the lava actually doesn’t move too fast, so don’t panic. Just be sure not to get caught by a set of retractable spikes towards the end.
- Later on, you will have to cross another lava lake via a cement block. This time, lava geysers will shoot you into the air from below as you cross. When you reach the far left wall, jump into the wall to find another power-up stash, then ride the cement block to the right. When a geyser shoots you into the air, jump off the block to the left onto the ledge.
- After going above, then below ground again, you will have to cross yet another lava lake via a cement block. Before the end of the act, be on your toes for several spiked dumbbells that will drop out of nowhere and try to crush you.
Act 3
- Act 3 is filled with fireball shooters in the walls, retractable spikes, and deadly crushing glass pillars, so stay on your toes. After a steep slope near the beginning, you have the choice of two possible paths. Both are equally long and challenging and take you to the same place. You may have to spin through some blocks in the floor, others will collapse under your weight.
- There is one shortcut that allows you to cover a large distance very quickly and rewards you with an extra life. After a long lava lake (you will be shot up by a geyser at the end), jump off the cement block and head right. Jump over two spiked dumbbells into the wall and run through the wall to nab the 1-Up. From the 1-Up, jump into the right wall and run for a long distance right, but be careful not to be crushed by the spiked dumbbell that rises and falls in the shaft you come out of.
- From here, head up and to the left, over some stairs guarded by retractable spikes. Watch out for the spikes and fireballs and leap over some smaller dumbbells until you come out above ground again. Just past the Lamppost is the…
BOSS FIGHT!
Boss – Flame Machine
This battle takes place on two brick ledges with a lava pit in the middle. Robotnik will drop a fireball onto each ledge alternately, setting it on fire for a few seconds. When he’s flying towards you, hit him as many times as you can, then jump to the opposite ledge before he torches yours. Aside from the fireballs that occasionally leap out of the lava pit, there shouldn’t be too much preventing you from landing 8 hits on the Doc.
BOSS DEFEATED!
Spring Yard Zone
Spring Yard ZoneSpring Yard Zone introduces the pinball-funhouse element to the Sonic universe. This zone is generally a fun mix of speed and bouncing around - except when you have to dodge awkwardly-placed spike traps and navigate the ever-tedious sliding block shafts.
Difficulty: 5/10
Music description: Once again, the background track is a bit repetitive, but has a very funky beat and a distinct carnival-like style to it.
Enemies:
Spikes (snail) – These guys simply crawl back and forth. They are vulnerable to frontal spinning attacks, but don’t touch their pointy backsides!
Roller (armadillo) – Watch out for this enemy when you’re on a steep slope or any other open area. He will appear out of nowhere and roll through you like a bowling ball, stopping only for a brief moment to uncurl (and expose himself to attack) before moving on.
Level features:
Sliding blocks – To move up and down certain shafts, you must ride these blocks up and down and squeeze between the spaces they create as they shift. These sections are very time-consuming and dangerous, so take your time if you don’t want to get crushed.
Moving staircases – Cross these in order to make your way across gaps or to higher ledges, but try to stay at the top in order to keep your footing.
Pinball bumpers – You’ll likely spend plenty of time bouncing around among clusters of these throughout the zone. You get 10 points each time you hit a bumper.
Spikeballs – Spike traps are everywhere in the Spring Yard Zone, just itching to steal your rings. Some float back and forth or up and down, some rotate around fixed points, and all of them should be avoided at any cost.
Act 1
- From the start, after a row of Crabmeats and Buzz Bombers, use a horizontal red spring to shoot up a ramp and hold left to reach a floating platform with a 1-Up and power sneakers.
- Throughout this zone, you will see words like “COPE” and “CPU” floating in the background. What do they mean? What’s their significance? No one knows for sure.
- This Act is generally easier if you stick to the higher path. When you go through underground tunnels, you will encounter far more spike traps and Rollers. Long pits are generally worth exploring, as they usually contain power-ups and are lined with springs to get back out.
- As stated before, the most dangerous parts of this zone are the sliding block shafts. If you must move up or down one, slip between the blocks when an opening presents itself and do NOT stand near the edges, or you risk becoming a hedgehog sandwich!
Act 2
- A few yards to the right of the beginning is a LOOOOONNGG drop that slingshots you into the air via a bowl-shaped curve at the end of the drop. Take advantage of this and get onto the higher path. Like in Act 1, the higher path is generally easier. If you see arrow-shaped ring formations, follow them!
- You will find quite a few bowl-shaped curves with spikeballs rotating around them and a platform in the middle. Use these platforms to cross these areas safely. If the curve has only one spikeball that rotates rapidly, wait for it to pass you, then spin through the curve behind it to get to safety.
- If you get onto the lower path from the beginning, you will take a more dangerous route but with an extra Sonic as a reward. When you reach a red spring that launches you to a block shaft, hold right after jumping on it to reach a hidden entrance in the wall. From here, go right until you reach the extra life, but be careful not to be crushed by the blocks that move up and down through the tunnel.
Act 3
- You won’t get any rings for a little while, so be extra careful of the Buzz Bombers as you run down the long slope at the beginning. Fortunately, it leads to a spring and bumper-filled pit containing a shield.
- Be extra careful climbing the block shafts in this Act, since the top blocks can crush you into the ceiling. You may have to duck in order to prevent this from happening.
- About halfway through the Act, you will find a switch that causes a block in front of you to move to the right. You’ll have to race the block past a spring and two spikeballs in order to access a passageway with 20 rings and a shield on the other side. Further up, spring past a “COPE” and climb the floating platforms that you come to find a ledge leading to a hidden passage with a shield and a 1-Up.
- From these power-ups, backtrack to “COPE” and drop down into the pit below it to find an invincibility. Past the Lamppost, quickly and carefully move across the moving staircases. Be sure not to fall into the bottomless pit below them, but try to save some invincibility for the upcoming…
BOSS FIGHT!
Boss – Spike
You’ll be standing on an unsubstantial-looking bridge of blocks and Robotnik appears unarmed at first. Uh-oh, that can’t be good. If you stay in one spot long enough, the Doc will extend a spike from the bottom of his ship and skewer the block you’re standing on, destroying it in the process. Beneath the blocks is instant death, so you must defeat Robotnik before he removes them all. Hit him when he descends to remove a block as many times as you can, avoiding the spike and any pits he creates with it.
BOSS DEFEATED!
Labyrinth Zone
Welcome to the first underwater zone in the Sonic series, a zone most people love to hate. Labyrinth Zone is jam-packed with spikes, dead ends, and sneaky enemies, all of which are made harder to deal with due to your sluggish underwater movements. Keep in mind that you must constantly breathe in air bubbles to stay alive in this zone. An on-screen countdown, accompanied by scary music, lets you know when to panic.Difficulty: 8/10
Music description: Labyrinth Zone’s music is a fairly slow, simple, and oddly catchy tune. This is likely the only time you will ever hear a mandolin in a video game soundtrack.
Enemies:
Burrobot (drill-wielding tank) – A not-so-distant relative of Grounder, Burrobot hides in the floors and leaps up in ambush when you run by. You can usually see their drill noses poking up from the ground, so don’t let them take you by surprise.
Orbinaut (floating face with spikes) – Orbinauts are a well-known badnik family in the Sonic universe and come in many variations in later games. He usually hangs out in narrow corridors and throws his spikes when he sees you. Once he uses them all up, he’s a sitting duck.
Jaws – Far less terrifying than his namesake, Jaws simply floats around aimlessly. You only have to worry about him if you are dropping through the water and are not in a spin attack (NOTE: all three of these enemies also appear in the Scrap Brain Zone).
Level features:
Air pockets – When you see a little bubble cluster on the ground, wait for a large bubble to rise. These air bubbles are your only way of staying alive underwater, so never pass up any opportunity to replenish your oxygen supply.
Fireball statues – These ugly boar-shaped stone heads spit fireballs every few seconds. Watch out!
Spikes – Just like Spring Yard Zone, Labyrinth Zone is chock full of spike traps, in many variations. Here, you’ll find chained spikeballs swinging rapidly around fixed points, spears that extend and withdraw regularly, as well as ceiling spikes that you can be crushed into if you don’t watch your head.
Rapids – Sometimes you’ll find yourself being swept through long, narrow corridors by the water current. If you can, grab onto poles to avoid being swept into spikes.
Conveyor platforms – You may need to use these to get around, but be very careful, as they will often try to push you into ceiling spikes!
Act 1
- You will frequently need to open doors with a switch in order to get out of enclosed rooms. Sometimes these switches take some searching in order to find.
- Whenever you find yourself underwater, ALWAYS stop to take a breather when you come across air pockets. The surface can’t always be reached in time to avoid drowning, and you never know when you may need that extra breath.
- Not long after the beginning of the Act, you will find a large lake. The main path leads down and further underwater, but if you can cross it successfully, you can take a shortcut to the end of the Act. To cross the lake, drop into it and hit the switch to the left (which also opens a passage next to it), then hop onto the rising platform to the right. Ride the platform up, then jump off and try to land on top of the overhead platform before you are crushed into the spiky underside. From there, go back up and to the left and you will find a small platform that will ferry you to the other side of the lake. Neato!
- As you get further into the Act, you will find small sponge-shaped platforms that will rise with the water level occasionally. You can ride them up, but don’t let them crush you into the ceiling.
Act 2
- At the beginning, you will find yourself careening down a waterslide. All you can do is enjoy the ride, but be sure not to miss the invincibility when you get to the bottom.
- There are many areas with rapidly swinging spikeballs in this Act, and some of them can appear out of nowhere, so be careful when venturing into unfamiliar territory.
- After a short set of rapids, you’ll end up in a large, half-submerged room with power-ups strewn about and suspended platforms (some with spikes) placed all over. To find the switch that will open up a way out, bounce off the red spring at the bottom of the room, then nab the ring bonus at the top of your bounce. The switch is underneath it.
- Just before the end of the Act is another large room with two overlapping sets of conveyer platforms. When you reach the overlap point, quickly switch platform sets, or you will be crushed into a set of spikes!
Act 3
- Act 3 begins with a waterslide that loops endlessly. To break the cycle, jump off shortly after you reach the part of the slide that points to the left to land on a ledge with a ring bonus and a switch (NOTE: you can also grab a shield by leaping off just above this part). The switch will alter the water slide to open up a passage – leap through the waterfall to continue on and the passage will seal up behind you.
- Shortly after this part, when you go underwater again, you will find a set of four spears with a sinking platform between the second and third spear. If you want to make life easier, ride the platform down and take the shorter lower path. But if you’re feeling adventurous, continue past the spears and prepare for a rather long and nasty experience.
- If you choose the lower path, you will have to pass a long set of rapids (careful of the spikes). Past the rapids, a few switches, a few badniks, and a Starpost, you’ll be climbing up a long, narrow shaft, using sponge platforms to help you reach certain ledges. At the top of the shaft is a shield – don’t pass it up, as you will need it for the…
BOSS FIGHT!
Boss – Getaway Pod
Don’t try to attack Robotnik, it won’t do you any good. Rather, you must chase him up through a vertical obstacle course filled with spears, fireball statues, all the while being chased by a steadily rising water level. The water will rise over your head eventually, but stay ahead of it as long as you can, since there is no way to breathe. Climb quickly, but don’t rush or you’ll end up taking a ton of hits and losing precious time and oxygen. If you reach the top in one piece, Robotnik will flee. What a wuss.
BOSS DEFEATED!
StarLight Zone
After conquering the aquatic nightmare known as Labyrinth Zone, Sonic takes a well-deserved night out on the town. StarLight Zone is a very laid-back and fast zone spanning over a city highway. Your only real dangers here are numerous bottomless pits and one particularly annoying badnik.Difficulty: 4/10
Music description: A very mellow, relaxed and “nightlife-y” tune that, like this zone itself, is a fan favorite.
Enemies:
Bomber (walking bomb) – Bombers are a real pain. When you get close, they will ignite and explode a few seconds later, nailing you with shrapnel if you don’t get away quickly enough. You can’t destroy them, so either run away or try to position yourself so as not to get hit.
Nebula (green/gold Orbinaut) – Another member of the Orbinaut family appears in this zone. Fortunately, this one doesn’t throw his spikes, but because of this, he’s near impossible to kill.
Level features:
Fans – These block off certain pathways. When a fan is on, you cannot run past it unless it turns off.
See-saws – Leap on the empty side to launch the spiked counterweight into the air, then run to the other side and it will launch you up. The more you do this, the more height you will gain each time.
Moving staircases – Just like in Spring Yard Zone, you may need to use these to get around. You’ll have to hit some of them from beneath to make them descend, but be careful not to get crushed.
Platforms – StarLight Zone is full of floating platforms of various sizes to help you navigate through the level. Some rotate in groups of four around fixed points and some rise from the floors.
Act 1
- At the beginning, spin through the wall to drop down a long shaft leading to 30 rings and invincibility! Easily accessed power-up stashes like this are common in the StarLight Zone.
- When you come to a moving staircase past the second Bomber, there is a 1-Up beneath it. To get to this valuable goody, run down the ramp to the right a little bit, then backtrack and the staircase will be out of the way.
- Shortly after these power-ups, the Act will split into an upper and lower path. Both are extremely fast and relatively easy, but I recommend the upper path, since there are plenty of places along the lower one where you can fall to your death. Also, beware of fireballs that shoot out of some places in the walls.
Act 2
- After the first two loops, you’ll come to a collapsing bridge that divides the Act into an upper and lower path, just like Act 1. Due to the threat of bottomless pits, the upper path is again the wisest choice.
- There are several places in this Act where you will have to deal with multiple Bombers, sometimes made harder to dodge by strategically placed nearby fans. If worst comes to worst and you can’t avoid taking a hit, always be sure to retrieve at least one ring!
- This Act introduces the see-saws, which can be used in several places to spring high into the air for rings. If you end up on the lower path, you will need to use them to stay out of bottomless pits. If you can stay on the upper path (you’ll know you’re on the right track if you bounce up two see-saws, followed by two Bombers on the ceiling), leap up a formation of rotating platforms and on the ledge just to the upper right, you’ll find a power-up stash of 50 rings just ripe for the picking!
Act 3
- This time, the lower path is the best way to go. Even though there are still bottomless pits, there are also more power-ups. To get on the lower path, drop through the collapsing bridge just after the long ramp at the beginning (wait for the Nebula to float over it first). If you bounce to the left from the first see-saw on the lower path, you’ll find a ring bonus, an extra Sonic, and invincibility!
- This Act features a new obstacle: a giant swing with spikes on its lower half. It can be a bit startling when you see these things for the first time, but they can be helpful if you stay away from the underside. If you can manage to get on top of the one on the lower path and leap off to the left, you can score 30 rings and a shield.
- Once again, your biggest hazards are fireball shooters and areas where fans trap you within range of Bombers. Just be sure to always hold onto at least one ring and eventually you’ll reach the Lamppost just before the…
BOSS FIGHT!
Boss – Minesweeper
In this boss arena, you’ll see three empty see-saws. Robotnik will fly above the see-saws and drop counterweights that flash red and explode like Bombers after a few seconds. To hit Robotnik, jump on the empty side of the see-saw right after he drops a counterweight to launch it into his ship, or catapult yourself into him (you’ll automatically go into a spin attack). 8 hits from either you or the explosive counterweights will put an end to Robotnik’s night out.
BOSS DEFEATED!
Scrap Brain Zone
This is it, Robotnik’s final challenge – and what a challenge it is. Scrap Brain Zone is a mechanized torture chamber full of death traps of every imaginable sort, and if Labyrinth Zone gave you a headache, you’ll be in for a nasty surprise come Act 3. Should you make it out alive though, you’ll be ready for your final confrontation with the Doc!Difficulty: 10/10
Music description: A metallic, spacey, and at times repetitive “clockwork themed” background track marks the last proper zone in Sonic 1.
Enemies:
Ball Hog (pig) – There’s only one new enemy in this zone, and he is found almost exclusively towards the end of Acts 1 and 2. Although he’s not particularly fast or accurate, dodging the bombs he rolls down corridors at you long enough to hit him can be difficult.
Level features:
Spinning/disappearing platforms – Some platforms can be difficult to keep your footing on, so timing is everything.
Express elevators – Take a spin in one for rapid transport around the level. Be aware that you can only go one way in an elevator.
Flamethrowers/electric generators – This zone is littered with fire and electricity-based traps. Be especially careful of the flamethrowers, since they can blend into the background and catch you off guard.
Conveyer traps – Always be careful when crossing a conveyer belt, as it will probably be booby-trapped somehow – whether by crushing cylinders, swinging spikeballs, flamethrowers and generators, or circular saws.
Magnetic wheels – Spin around and around these wheels to gain speed, then jump off at the top of a spin to reach high places.
Act 1
- Scrap Brain Zone is absolutely loaded to the gills with traps – even at the beginning, a pair of trapdoors will attempt to drop you to your doom. Shortly after the trapdoors, you will come to a switch – hit it to make the rotating hub change direction. This will help you stay on the upper path, rather than taking the lower (and MUCH more dangerous) lower path.
- You will most likely end up on the middle path, where your biggest threats are flamethrowers, generators, and taking a fall if you miss a spinning or disappearing platform. If you can get on the upper path, you will find many more rings, but holding onto them won’t be easy.
- If you end up passing through areas with large steel girders moving around, don’t be intimidated – although they can crush you, it’s not as easy as it seems. Whenever you find a gap between a girder and the floor or ceiling, take advantage of it!
- Towards the end of the Act, you will find long corridors guarded by Ball Hogs. Carefully make your way up and around these to reach the end of the Act.
Act 2
- Act 2 takes place inside Robotnik’s factory, which features plenty of new obstacles. Here, you’ll find saw blades, magnetic wheels, express elevators, and the infamous conveyor traps. At the beginning, you’ll be in a large room full of magnetic wheels – use them to slingshot yourself up through the room. Both the upper and lower paths can be accessed from this room via switches that cause metal bridges to appear.
- Whenever you’re crossing a conveyor belt, be EXTREMELY careful. Almost all the conveyor belts in this Act are guarded by some sort of evil, hedgehog-obliterating device. Generally, it will be a circular saw or swinging spikeball, but sometimes conveyors will be accompanied by flamethrowers, crushing cylinders, or even Bombers! The best thing to do here is to run against the conveyor’s tread if you need to dodge a trap and do your best to hold onto as many rings as possible.
- Once again, the end of the Act will consist of winding corridors guarded by Ball Hogs. This time, you will also have to dodge spikeballs on your way to the finish line.
- After you’ve completed the Act, you’ll find yourself on a bridge next to a force field. On the other side of the bridge is none other than the egg-bellied mad scientist himself, Dr. Robotnik! All you can do now is watch helplessly as he hits a switch sending you falling into…
Act 3
- NOOOOOOOO!!! I thought we had seen the last of this place! Despite a slightly different color scheme, Act 3 is a carbon copy of the dreaded and hated Labyrinth Zone. You must now navigate through the polluted catacombs beneath Robotnik’s fortress and it won’t be easy, but if you’ve made it this far, you can make it to the end. Just hang in there!
- At the start, you’ll fall out of the ceiling facing left. Hit the switch to set the bridge in motion down the ramp, then quickly run off the edge if you want to take the shorter, easier path through this Act.
- There are fireball statues, spikeballs, and badniks lurking around every corner, so stay on your toes at all times. Also, keep in mind that the air pockets in this Act don’t release air bubbles as often as they did in Labyrinth Zone, so be sure to keep Sonic’s lungs filled at all times!
- If you can stay on the shortcut, you’ll reach the end of the Act before too long. You’ll reach a short shaft guarded by several extremely awkwardly-placed spikeballs. At least one of them will probably hit you and rob you of whatever’s left of your ring supply, but not to worry, as just ahead is a row of red springs that will launch you straight to the…
Final Zone
FINAL ZONE!Final Boss – Robotnik’s Laboratory
The most important thing to remember about the Final Zone is that there are NO rings! That’s right, one wrong move and you’re history!
Run to the right until you reach an area with four pistons, two overhead and two coming from the floor. At any given time, only two of these will extend up or down and try to crush you. Dodge the pistons and try to attack the one Robotnik is in. Four electric photons will then appear overhead and descend into the ground, homing in on you. Find the largest gap between two photons and jump if you need to in order to avoid getting hit. Once you’ve landed 8 hits on the Doc, he will escape in his Egg-O-Matic; leap up to bash him one last time if you choose.
FINAL BOSS DEFEATED! SONIC THE HEDGEHOG COMPLETED!