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* FanRemake: The [[https://sonic-sms-remake.blogspot.com/ Sonic SMS remake]] is one (specifically the Master System version) by Creative Araya that aims to faithfully replicate the original game, but also adds in several features such as widescreen support, the addition of the Spin-Dash and the Super Peel-Out, Tails, Knuckles, Mighty and Ray as playable characters, Super Sonic and even a playable Marble Zone.
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Due to playing on weaker hardware, the high-speed element of gameplay was scaled back quite a bit, and it really didn't help the Game Gear gain an advantage over the Nintendo's UsefulNotes/GameBoy in the handheld market. Nevertheless, it's still pretty fun in its own right, and features a catchy soundtrack of its own composed by Yuzo Koshiro (with some adaptations of Nakamura's material), the most notable sample being the [[https://www.youtube.com/watch?v=gl1NHbCEFds Bridge Zone theme.]]

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Due to playing on weaker hardware, the high-speed element of gameplay was scaled back quite a bit, and it really didn't help the Game Gear gain an advantage over the Nintendo's UsefulNotes/GameBoy in the handheld market. Nevertheless, it's still pretty fun in its own right, and features a catchy soundtrack of its own composed by Yuzo Koshiro (with some adaptations of Masato Nakamura's material), work for the 16-bit game), the most notable sample being the [[https://www.youtube.com/watch?v=gl1NHbCEFds Bridge Zone theme.]]

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* AmericanKirbyIsHardcore:
** Sega of America edited Sonic's appearance on the Game Gear box and in all promotional media to make him look more "punk"-like, shaping his quills to look like a mohawk and giving him a more smug expression. However, which unlike the Genesis and Game Gear versions, the Master System box uses Sonic's original Japanese design as opposed to his redesign by Greg Martin. This is due to the game being a direct import of the European version, which had used his Japanese design.

to:

* AmericanKirbyIsHardcore:
**
AmericanKirbyIsHardcore: Sega of America edited Sonic's appearance on the Game Gear box and in all promotional media to make him look more "punk"-like, shaping his quills to look like a mohawk and giving him a more smug expression. However, which unlike the Genesis and Game Gear versions, the Master System box uses Sonic's original Japanese design as opposed to his redesign by Greg Martin. This is due to the game being a direct import of the European version, which had used his Japanese design.

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The first 8-bit ''Franchise/SonicTheHedgehog'' game, Released for the Master System and Game Gear, and anonymously developed by Creator/YuzoKoshiro's game company Ancient in their first commercial release.

It wasn't so much a port or sequel as it was a [[ReformulatedGame unique alternative]] to the [[VideoGame/SonicTheHedgehog1 16-bit version]]. Due to playing on weaker hardware, the high-speed element of gameplay was scaled back quite a bit, and it really didn't help the Game Gear gain an advantage over the Nintendo's UsefulNotes/GameBoy in the handheld market. Nevertheless, it's still pretty fun in its own right, and features a catchy soundtrack of its own composed by Yuzo Koshiro (with some adaptations of Nakamura's material), the most notable sample being the [[https://www.youtube.com/watch?v=EkS_X6_KMno&list=PL16768DBC15D73A37 Bridge Zone theme.]]

Unlike its 16-bit counterpart, Chaos Emeralds are hidden somewhere in the levels themselves. Special Stages are only for extra lives and continues.

to:

The first 8-bit ''Franchise/SonicTheHedgehog'' game, Released created for the Master System and Game Gear, and anonymously developed by Creator/YuzoKoshiro's game company Ancient in their first commercial release.

It
release. While having the same basic plot, it wasn't a port so much a port or sequel as it was a [[ReformulatedGame unique alternative]] to the [[VideoGame/SonicTheHedgehog1 16-bit version]]. It has a mostly-unique Zone lineup, and unlike its 16-bit counterpart, Chaos Emeralds are hidden in the stages themselves. Special Stages are only for extra lives and continues.

Due to playing on weaker hardware, the high-speed element of gameplay was scaled back quite a bit, and it really didn't help the Game Gear gain an advantage over the Nintendo's UsefulNotes/GameBoy in the handheld market. Nevertheless, it's still pretty fun in its own right, and features a catchy soundtrack of its own composed by Yuzo Koshiro (with some adaptations of Nakamura's material), the most notable sample being the [[https://www.youtube.com/watch?v=EkS_X6_KMno&list=PL16768DBC15D73A37 com/watch?v=gl1NHbCEFds Bridge Zone theme.]]

Unlike its 16-bit counterpart, Chaos Emeralds are hidden somewhere in the levels themselves. Special Stages are only for extra lives and continues.
]]



* AdaptedOut: While Green Hill, Labyrinth and Scrap Brain make it in, Marble, Spring Yard and Starlight are absent in this version. The former two are replaced by Bridge and Jungle, while Scrap Brain takes Starlight's original spot as the fifth zone, with Sky Base becoming the new final zone.

to:

* AdaptedOut: While Green Hill, Labyrinth and Scrap Brain make it in, Marble, Spring Yard and Starlight are absent in this version. The former two are replaced by Bridge and Jungle, while Scrap Brain takes Starlight's original spot as the fifth zone, with Sky Base becoming the new final zone. Notably, [[https://www.youtube.com/watch?v=qhSNmb-4Qr0 Marble Zone's theme]] actually is left over in the game files, suggesting it was at least considered.



** Sega of America edited Sonic's appearance on the game's box and in all promotional media to make him look more "punk"-like, shaping his quills to look like a mohawk and giving him a more smug expression. It should be noted that this [[http://archive.is/s4LdG more closely matches his appearance on the title screen]], which is the same in both Japan and America, indicating that the design had ''[[InvertedTrope already been changed in Japan]]''.
** Averted with the US Master System release, which unlike the Genesis and Game Gear versions, uses Sonic's original Japanese design as opposed to his redesign by Greg Martin. This is due to the game being a direct import of the European version, which were using his original design at the time.
* AntiFrustrationFeature: The Robotnik fight in Labyrinth Zone takes place underwater. To compensate for this, Sonic can breathe underwater and not drown.
* AssimilationPlot: Robotnik's entire plan is to [[UnwillingRoboticization turn literally everyone into a robot that he can command]].
* AttractMode: Leave the title screen alone, and you'll get treated to short demos of the first acts of Green Hill and Jungle Zones.

to:

** Sega of America edited Sonic's appearance on the game's Game Gear box and in all promotional media to make him look more "punk"-like, shaping his quills to look like a mohawk and giving him a more smug expression. It should be noted that this [[http://archive.is/s4LdG more closely matches his appearance on the title screen]], which is the same in both Japan and America, indicating that the design had ''[[InvertedTrope already been changed in Japan]]''.
** Averted with the US Master System release,
However, which unlike the Genesis and Game Gear versions, the Master System box uses Sonic's original Japanese design as opposed to his redesign by Greg Martin. This is due to the game being a direct import of the European version, which were using had used his original design at the time.
Japanese design.
* AntiFrustrationFeature: AntiFrustrationFeatures: The Robotnik Eggman fight in Labyrinth Zone takes place underwater. To compensate for this, Sonic can breathe underwater and not drown.
* AssimilationPlot: Robotnik's Eggman's entire plan is to [[UnwillingRoboticization turn literally everyone into a robot that he can command]].
* AttractMode: Leave the title screen alone, and you'll get treated to short demos of the first acts of Green Hill and Jungle Zones.Zone.



* BigStormEpisode: The first act of Sky Base Zone takes place during a thunderstorm. As Sonic travels to Dr. Robotnik's airship, he must dodge the lightning from the barriers as they flash.

to:

* BigStormEpisode: The first act of Sky Base Zone takes place during a thunderstorm. As Sonic travels to Dr. Robotnik's Eggman's airship, he must dodge the lightning from the barriers as they flash.



* CanonImmigrant: While this game is largely not considered canon to the classic continuity -- being superseded by the 16-bit version -- it was the first to include a full view of South Island, which later installments have taken as its canon appearance (including ''Sonic Origins'', which only includes the 16-bit version).



* CyberPunk: Sonic is a NatureHero fighting against an EvilGenius who is [[UnwillingRoboticization systematically turning the world's inhabitants into robots]]. The game's last Zone even references ''Film/BladeRunner''.

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* CyberPunk: Sonic is a NatureHero fighting against an EvilGenius who is [[UnwillingRoboticization systematically turning the world's inhabitants into robots]]. The game's last Zone even references ''Film/BladeRunner''.



* DubNameChange: [[EnforcedTrope Sega's U.S. marketing department]] changed Dr. Eggman to Dr. Ivo Robotnik for the Western release. Later references reconcile the two by explaining that [[RetCanon Dr. Eggman is his nickname or alias while Robotnik is his actual name]].
* EarlyInstallmentWeirdness: No Spin Dash, no Super Sonic, and only six Chaos Emeralds. Emeralds are not obtained from Special Stages; instead, the game features a freestanding Emerald hidden somewhere in one of the first two Acts of each Zone. There are also a few zones with rather bland one word names (Labyrinth, Bridge, Jungle), whereas every subsequent 2D ''Sonic'' game would either give the zones two word names or one big word as a name.

to:

* DubNameChange: [[EnforcedTrope Sega's U.S. Sega of America's marketing department]] department changed Dr. Eggman to Dr. Ivo Robotnik for the Western release. Later references reconcile the two by explaining that [[RetCanon Dr. Eggman is his nickname or alias while Robotnik is his actual name]].
* EarlyInstallmentWeirdness: EarlyInstallmentWeirdness:
**
No Spin Dash, no Super Sonic, and only six Chaos Emeralds. Emeralds are not obtained from Special Stages; instead, the game features a freestanding Emerald hidden somewhere in one of the first two Acts of each Zone. There are also a few zones with rather bland one word names (Labyrinth, Bridge, Jungle), whereas every subsequent 2D ''Sonic'' game would either give the zones two word names or one big word as a name.



* EternalEngine: Scrap Brain Zone is both Robotnik's headquarters and the engine powering his entire operation. [[http://archive.is/GST2I/4f280ee98bc62dd37c6a6ec4037a0418ec2a216e.png As such, it fits this.]] The last stage of the game, Sky Base Zone's third act, does also.

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* EternalEngine: Scrap Brain Zone is both Robotnik's Eggman's headquarters and the engine powering his entire operation. [[http://archive.is/GST2I/4f280ee98bc62dd37c6a6ec4037a0418ec2a216e.png As such, it fits this.]] The last stage of the game, Sky Base Zone's third act, does also.Zone, a massive airship controlled by Eggman, is an extension of Scrap Brain unique to this version.



* ExcusePlot: The entire plot can be summed up as this: "Dr. Robotnik is kidnapping the animals and trying to take over the island, and Sonic has to stop him!"
* FinalBoss: Two variations depending on whether it's the Master System or Game Gear version. Both have Robotnik in a glass capsule on the right and a lightning ball generator above him, and Sonic needs to break the glass. On the Master System, there's a pair of electric pylons along the floor and ceiling that create a current between them, but on the Game Gear, there's only three flamethrower machines on the ground, and only one of them shoots at a time.

to:

* ExcusePlot: The entire plot can be summed up as this: "Dr. Robotnik Eggman is kidnapping the animals and trying to take over the island, and Sonic has to stop him!"
* FinalBoss: Two variations depending on whether it's the Master System or Game Gear version. Both have Robotnik Eggman in a glass capsule on the right and a lightning ball generator above him, and Sonic needs to break the glass. On the Master System, there's a pair of electric pylons along the floor and ceiling that create a current between them, but on the Game Gear, there's only three flamethrower machines on the ground, and only one of them shoots at a time.



* GreenAesop: The nature vs. technology conflict is retained in the 8-bit version, with the contrast between the beauty of [[http://web.archive.org/web/20200309223555/https://info.sonicretro.org/images/0/01/Green_Hill_SMS.png Green Hill Zone]] and the dystopic nightmare of [[http://web.archive.org/web/20200309223447/https://vignette.wikia.nocookie.net/sonic/images/8/8c/S1-8bitScrapBrain3.png/revision/latest?cb=20120307040815 Scrap Brain Zone]] being just as clear as before.

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* GreenAesop: The nature vs. technology conflict is retained in the 8-bit version, with the contrast between the beauty of [[http://web.archive.org/web/20200309223555/https://info.sonicretro.org/images/0/01/Green_Hill_SMS.png Green Hill Zone]] Zone and the dystopic nightmare of [[http://web.archive.org/web/20200309223447/https://vignette.wikia.nocookie.net/sonic/images/8/8c/S1-8bitScrapBrain3.png/revision/latest?cb=20120307040815 Scrap Brain Zone]] being just as clear as before.



* GreenRocks: The Chaos Emeralds — magical gemstones that [[KiManipulation contain the power of nature]]. In both the 16-bit and 8-bit versions of Sonic 1, there are six of them; however in this game, [[EarlyInstallmentWeirdness they are all blue]]. Obtaining all of them is necessary to earn the GoldenEnding, in which their power is used to restore nature and remove all of the pollution that Robotnik created.

to:

* GreenRocks: The Chaos Emeralds — magical gemstones that [[KiManipulation contain the power of nature]]. In both the 16-bit and 8-bit versions of Sonic 1, there are six of them; however in this game, [[EarlyInstallmentWeirdness they are all blue]]. Obtaining all of them is necessary to earn the GoldenEnding, in which their power is used to restore nature and remove all of the pollution that Robotnik Eggman created.



* InCaseOfBossFightBreakGlass: The final Robotnik boss shields him inside a glass/metal chute that you need to jump into when you get a chance.

to:

* InCaseOfBossFightBreakGlass: The final Robotnik Eggman boss shields him inside a glass/metal chute that you need to jump into when you get a chance.



* UnwillingRoboticization: Robotnik's Badniks are actually organic beings that have been [[ReforgedIntoAMinion unwillingly stuffed into a servile robotic shell]]. The fleshy being inside serves as little more than a LivingBattery for the robot to get energy from: [[AndIMustScream they have no say in what the robot shell does under Robotnik's orders]].
* VillainExitStageLeft: Robotnik always flies away every time you defeat him. Also, at the end of Scrap Brain Zone Act 3, Robotnik runs away from you and gets away by taking a floating platform up in the air to Sky Base Zone.
* WarmUpBoss: Green Hill's boss is even easier than in the 16-bit version, with Robotnik floating in his regular Egg Mobile to the edge of a screen, slowly descending to ground level, and then [[CollisionDamage trying to ram into you]]. The UsefulNotes/GameGear port's low screen resolution makes it possible for Sonic to jump high enough to hurt Robotnik and defeat him before he even gets the chance to attack you. It's easier than the [[VideoGame/SonicTheHedgehog2 drill vehicle]].

to:

* UnwillingRoboticization: Robotnik's Eggman's Badniks are actually organic beings that have been [[ReforgedIntoAMinion unwillingly stuffed into a servile robotic shell]]. The fleshy being inside serves as little more than a LivingBattery for the robot to get energy from: [[AndIMustScream they have no say in what the robot shell does under Robotnik's Eggman's orders]].
* VillainExitStageLeft: Robotnik Eggman always flies away every time you defeat him. Also, at the end of Scrap Brain Zone Act 3, Robotnik Eggman runs away from you and gets away by taking a floating platform up in the air to Sky Base Zone.
* WarmUpBoss: Green Hill's boss is even easier than in the 16-bit version, with Robotnik Eggman floating in his regular Egg Mobile to the edge of a screen, slowly descending to ground level, and then [[CollisionDamage trying to ram into you]]. The UsefulNotes/GameGear port's low screen resolution makes it possible for Sonic to jump high enough to hurt Robotnik Eggman and defeat him before he even gets the chance to attack you. It's easier than the [[VideoGame/SonicTheHedgehog2 drill vehicle]].car]].
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Quality upgrade.


[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/sonic1_5.jpg]]

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[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/sonic1_5.jpg]] org/pmwiki/pub/images/sonic_1__8_bit__gg.png]]

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Edit many of the tropes that applied only/described the 16-bit version.


* GoodIsNotSoft: After the final boss fight, Sonic will smash Robotnik's escape pod, at which point he will just watch with his hands on his hips as Robotnik crashes in the distance, [[KarmicDeath somewhere in the middle of his own]] [[NoOshaCompliance inhospitable factory city]]. Robotnik survives.



* GreenRocks: The Chaos Emeralds — magical gemstones that [[KiManipulation contain the power of nature]]. In this first game, there are six of them, [[NonIndicativeName all different colors]]. Obtaining all of them is necessary to earn the GoldenEnding, in which their power is used to restore nature. Fail to obtain them all, and Robotnik will have any that you missed, implying that he'll use their power for his nefarious purposes.

to:

* GreenRocks: The Chaos Emeralds — magical gemstones that [[KiManipulation contain the power of nature]]. In this first game, both the 16-bit and 8-bit versions of Sonic 1, there are six of them, [[NonIndicativeName them; however in this game, [[EarlyInstallmentWeirdness they are all different colors]]. blue]]. Obtaining all of them is necessary to earn the GoldenEnding, in which their power is used to restore nature. Fail to obtain them all, nature and remove all of the pollution that Robotnik will have any that you missed, implying that he'll use their power for his nefarious purposes.created.



* MascotWithAttitude: Sonic was the inspiration for dozens of knock-offs, [[SturgeonsLaw only very few of whom actually had good games]].



* VillainExitStageLeft: Robotnik always flies away every time you defeat him. However, at the end of the game, Sonic destroys his escape pod in a cutscene.

to:

* VillainExitStageLeft: Robotnik always flies away every time you defeat him. However, Also, at the end of Scrap Brain Zone Act 3, Robotnik runs away from you and gets away by taking a floating platform up in the game, Sonic destroys his escape pod in a cutscene.air to Sky Base Zone.
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None


[[JustForFun/TheOneWith The one where]] it's the first one again...''but with half the bits!''
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* AdaptedOut: While Green Hill, Labyrinth and Scrap Yard make it in, Marble, Spring Yard and Starlight are absent in this version. The former two are replaced by Bridge and Jungle, while Scrap Brain takes Starlight's original spot as the fifth zone, with Sky Base becoming the new final zone.

to:

* AdaptedOut: While Green Hill, Labyrinth and Scrap Yard Brain make it in, Marble, Spring Yard and Starlight are absent in this version. The former two are replaced by Bridge and Jungle, while Scrap Brain takes Starlight's original spot as the fifth zone, with Sky Base becoming the new final zone.
Is there an issue? Send a MessageReason:
None


* AdaptedOut: While Green Hill, Labyrinth and Scrap Yard Zone make it in, Marble, Spring Yard and Starlight are absent in this version. The former two are replaced by Bridge and Jungle, while Scrap Brain takes Starlight's original spot as the fifth zone, with Sky Base becoming the new final zone.

to:

* AdaptedOut: While Green Hill, Labyrinth and Scrap Yard Zone make it in, Marble, Spring Yard and Starlight are absent in this version. The former two are replaced by Bridge and Jungle, while Scrap Brain takes Starlight's original spot as the fifth zone, with Sky Base becoming the new final zone.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* AdaptedOut: While Green Hill, Labyrinth and Scrap Yard Zone make it in, Marble, Spring Yard and Starlight are absent in this version. The former two are replaced by Bridge and Jungle, while Scrap Brain takes Starlight's original spot as the fifth zone, with Sky Base becoming the new final zone.

Added: 745

Changed: 446

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None


* AmericanKirbyIsHardcore: Sega of America edited Sonic's appearance on the game's box and in all promotional media to make him look more "punk"-like, shaping his quills to look like a mohawk and giving him a more smug expression. It should be noted that this [[http://archive.is/s4LdG more closely matches his appearance on the title screen]], which is the same in both Japan and America, indicating that the design had ''[[InvertedTrope already been changed in Japan]]''.

to:

* AmericanKirbyIsHardcore: AmericanKirbyIsHardcore:
**
Sega of America edited Sonic's appearance on the game's box and in all promotional media to make him look more "punk"-like, shaping his quills to look like a mohawk and giving him a more smug expression. It should be noted that this [[http://archive.is/s4LdG more closely matches his appearance on the title screen]], which is the same in both Japan and America, indicating that the design had ''[[InvertedTrope already been changed in Japan]]''.Japan]]''.
** Averted with the US Master System release, which unlike the Genesis and Game Gear versions, uses Sonic's original Japanese design as opposed to his redesign by Greg Martin. This is due to the game being a direct import of the European version, which were using his original design at the time.
Is there an issue? Send a MessageReason:
None


The first one again...''but with half the bits!''

to:

[[JustForFun/TheOneWith The one where]] it's the first one again...''but with half the bits!''
Is there an issue? Send a MessageReason:
The title theme and Act Clear theme are also shared


* DoWellButNotPerfect: If you want to access the special stages, you have to complete an act with at least 50 rings. However, if you collect more than 99 rings, the ring counter resets to zero, so you may have to deliberately avoid some rings to meet the requirement.

to:

* DoWellButNotPerfect: If you want to access the special stages, you have to complete an act with at least 50 rings. However, if you collect more than 99 rings, the ring counter resets to zero, so you may have to deliberately avoid some rings to meet the requirement.requirement since no level has 150 of them.



* Level1MusicRepresents: Green Hill Zone, the only theme that appears in both this and the 16-bit version (Marble Zone was originally going to feature in the 8-bit version as well but was cut, leaving only its music embedded in the ROM).

to:

* Level1MusicRepresents: Green Hill Zone, the one of only theme three themes that appears appear in both this and the 16-bit version (Marble Zone was originally going to feature in the 8-bit version as well but was cut, leaving only its music embedded in the ROM).

Changed: 446

Removed: 756

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None


* AmericanKirbyIsHardcore:
** Sega of America edited Sonic's appearance on the game's box and in all promotional media to make him look more "punk"-like, shaping his quills to look like a mohawk and giving him a more smug expression. It should be noted that this [[http://archive.is/s4LdG more closely matches his appearance on the title screen]], which is the same in both Japan and America, indicating that the design had ''[[InvertedTrope already been changed in Japan]]''.
** This was notably averted for the US release for the Master System version, which, unlike the Genesis and Game Gear versions, uses his original Japanese design instead of the redesign. This is due to the US release being a straight import of the European version, complete with its boxart being unchanged.

to:

* AmericanKirbyIsHardcore:
**
AmericanKirbyIsHardcore: Sega of America edited Sonic's appearance on the game's box and in all promotional media to make him look more "punk"-like, shaping his quills to look like a mohawk and giving him a more smug expression. It should be noted that this [[http://archive.is/s4LdG more closely matches his appearance on the title screen]], which is the same in both Japan and America, indicating that the design had ''[[InvertedTrope already been changed in Japan]]''.
** This was notably averted for the US release for the Master System version, which, unlike the Genesis and Game Gear versions, uses his original Japanese design instead of the redesign. This is due to the US release being a straight import of the European version, complete with its boxart being unchanged.
Japan]]''.

Added: 756

Changed: 446

Is there an issue? Send a MessageReason:
None


* AmericanKirbyIsHardcore: Sega of America edited Sonic's appearance on the game's box and in all promotional media to make him look more "punk"-like, shaping his quills to look like a mohawk and giving him a more smug expression. It should be noted that this [[http://archive.is/s4LdG more closely matches his appearance on the title screen]], which is the same in both Japan and America, indicating that the design had ''[[InvertedTrope already been changed in Japan]]''.

to:

* AmericanKirbyIsHardcore: AmericanKirbyIsHardcore:
**
Sega of America edited Sonic's appearance on the game's box and in all promotional media to make him look more "punk"-like, shaping his quills to look like a mohawk and giving him a more smug expression. It should be noted that this [[http://archive.is/s4LdG more closely matches his appearance on the title screen]], which is the same in both Japan and America, indicating that the design had ''[[InvertedTrope already been changed in Japan]]''.Japan]]''.
** This was notably averted for the US release for the Master System version, which, unlike the Genesis and Game Gear versions, uses his original Japanese design instead of the redesign. This is due to the US release being a straight import of the European version, complete with its boxart being unchanged.
Is there an issue? Send a MessageReason:
Trimmed copied text as it's not really relevant to Sonic 1 8-bit.


* DubNameChange: [[EnforcedTrope Sega's U.S. marketing department]] changed Dr. Eggman to Dr. Ivo Robotnik for the Western release. The names of just about all of the Badniks were changed, too. As of the [[UsefulNotes/SegaDreamcast Dreamcast]] era, Yuji Naka has stated that [[RetCanon Dr. Eggman is his nickname or alias, while Robotnik is his actual name]]. This is reaffirmed by his relatives' surnames, as well as multiple references throughout the series. This is confirmed again in [[Film/SonicTheHedgehog2020 the theatrical film]]. Additionally, while Sonic's planet is named Mobius according to various [[http://archive.is/yHsAf official]] [[http://archive.is/roPvo documents]] and even [[http://archive.is/8kcey interviews]] with the creators, Japanese media left the planet unnamed.

to:

* DubNameChange: [[EnforcedTrope Sega's U.S. marketing department]] changed Dr. Eggman to Dr. Ivo Robotnik for the Western release. The names of just about all of Later references reconcile the Badniks were changed, too. As of the [[UsefulNotes/SegaDreamcast Dreamcast]] era, Yuji Naka has stated two by explaining that [[RetCanon Dr. Eggman is his nickname or alias, alias while Robotnik is his actual name]]. This is reaffirmed by his relatives' surnames, as well as multiple references throughout the series. This is confirmed again in [[Film/SonicTheHedgehog2020 the theatrical film]]. Additionally, while Sonic's planet is named Mobius according to various [[http://archive.is/yHsAf official]] [[http://archive.is/roPvo documents]] and even [[http://archive.is/8kcey interviews]] with the creators, Japanese media left the planet unnamed.name]].
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None


* JungleJapes: [[ExactlyWhatItSaysOnTheTin Jungle Zone]].

to:

* JungleJapes: [[ExactlyWhatItSaysOnTheTin Jungle Zone]].Zone]], which serves as the third stage. This stage is filled with vines, waterfalls, and logs that Sonic can run across the water on.
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Dummied Out is now Trivia.


* DummiedOut: There's an 8-bit rendition of the 16-bit game's Marble Zone theme in the game's data, along with a sprite for that zone's Bat Badnik.
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None

Added DiffLines:

** The first act of Sky Base Zone does not have its own music, but instead uses Scrap Brain Zone's theme. Sky Base Act 2 ''does'' have its own music, though.
** Scrap Brain Zone has no boss in any of its three acts.
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None

Added DiffLines:

* DoWellButNotPerfect: If you want to access the special stages, you have to complete an act with at least 50 rings. However, if you collect more than 99 rings, the ring counter resets to zero, so you may have to deliberately avoid some rings to meet the requirement.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** Sonic cannot carry more than 99 rings. This means that when you grab your hundredth ring, the counter resets to 0 and Sonic again becomes a OneHitPointWonder. Even more oddly, this means that getting 100 rings locks you out of the special stages, which are accessed by completing an act with at least 50 rings.
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Added DiffLines:

** Act 3 of each zone has no timer; you can take as long as you want.
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Added DiffLines:

** Unlike in practically other ''Sonic'' game, rings cannot be recollected after Sonic takes a hit.

Changed: 264

Removed: 362

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* BossOnlyLevel:
** Final Zone is the only zone in the game that consists entirely of a Boss battle.
** Sky Base Zone Act 3 (also the final zone) in the 8-bit version. The first four zones play with this by having small platforming/running segments prior to the boss, a tradition that would continue for the other Game Gear games. Scrap Brain does not count since there's no boss.

to:

* BossOnlyLevel:
** Final Zone is the only zone in the game that consists entirely of a Boss battle.
**
BossOnlyLevel: Sky Base Zone Act 3 (also 3, which is also the final zone) in the 8-bit version.stage. The first four zones play with this by having small platforming/running segments prior to the boss, a tradition that would continue for the other Game Gear games. Scrap Brain does not count since there's no boss.
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The first one again...''but with half the bits!''
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* TheVeryDefinitelyFinalDungeon: The ''Final'' Zone.
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[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/sonic1_5.jpg]]
[[caption-width-right:350:The fun-sized edition.]]
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Followed by ''VideoGame/SonicTheHedgehog28Bit''.
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Released for the Master System and Game Gear, and anonymously developed by Creator/YuzoKoshiro's game company Ancient in their first commercial release.

It wasn't so much a port or sequel as it was a [[ReformulatedGame unique alternative]] to the 16-bit version. Due to playing on weaker hardware, the high-speed element of gameplay was scaled back quite a bit, and it really didn't help the Game Gear gain an advantage over the Nintendo's UsefulNotes/GameBoy in the handheld market. Nevertheless, it's still pretty fun in its own right, and features a catchy soundtrack of its own composed by Yuzo Koshiro (with some adaptations of Nakamura's material), the most notable sample being the [[https://www.youtube.com/watch?v=EkS_X6_KMno&list=PL16768DBC15D73A37 Bridge Zone theme.]]

to:

The first 8-bit ''Franchise/SonicTheHedgehog'' game, Released for the Master System and Game Gear, and anonymously developed by Creator/YuzoKoshiro's game company Ancient in their first commercial release.

It wasn't so much a port or sequel as it was a [[ReformulatedGame unique alternative]] to the [[VideoGame/SonicTheHedgehog1 16-bit version.version]]. Due to playing on weaker hardware, the high-speed element of gameplay was scaled back quite a bit, and it really didn't help the Game Gear gain an advantage over the Nintendo's UsefulNotes/GameBoy in the handheld market. Nevertheless, it's still pretty fun in its own right, and features a catchy soundtrack of its own composed by Yuzo Koshiro (with some adaptations of Nakamura's material), the most notable sample being the [[https://www.youtube.com/watch?v=EkS_X6_KMno&list=PL16768DBC15D73A37 Bridge Zone theme.]]
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None

Added DiffLines:

Released for the Master System and Game Gear, and anonymously developed by Creator/YuzoKoshiro's game company Ancient in their first commercial release.

It wasn't so much a port or sequel as it was a [[ReformulatedGame unique alternative]] to the 16-bit version. Due to playing on weaker hardware, the high-speed element of gameplay was scaled back quite a bit, and it really didn't help the Game Gear gain an advantage over the Nintendo's UsefulNotes/GameBoy in the handheld market. Nevertheless, it's still pretty fun in its own right, and features a catchy soundtrack of its own composed by Yuzo Koshiro (with some adaptations of Nakamura's material), the most notable sample being the [[https://www.youtube.com/watch?v=EkS_X6_KMno&list=PL16768DBC15D73A37 Bridge Zone theme.]]

Unlike its 16-bit counterpart, Chaos Emeralds are hidden somewhere in the levels themselves. Special Stages are only for extra lives and continues.
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!!This game provides examples of:
* AirborneAircraftCarrier: Sky Base Zone, the first of many in the ''Sonic'' series.
* AmericanKirbyIsHardcore: Sega of America edited Sonic's appearance on the game's box and in all promotional media to make him look more "punk"-like, shaping his quills to look like a mohawk and giving him a more smug expression. It should be noted that this [[http://archive.is/s4LdG more closely matches his appearance on the title screen]], which is the same in both Japan and America, indicating that the design had ''[[InvertedTrope already been changed in Japan]]''.
* AntiFrustrationFeature: The Robotnik fight in Labyrinth Zone takes place underwater. To compensate for this, Sonic can breathe underwater and not drown.
* AssimilationPlot: Robotnik's entire plan is to [[UnwillingRoboticization turn literally everyone into a robot that he can command]].
* AttractMode: Leave the title screen alone, and you'll get treated to short demos of the first acts of Green Hill and Jungle Zones.
* AutoScrollingLevel: Bridge Zone's second act.
* BigStormEpisode: The first act of Sky Base Zone takes place during a thunderstorm. As Sonic travels to Dr. Robotnik's airship, he must dodge the lightning from the barriers as they flash.
* BossOnlyLevel:
** Final Zone is the only zone in the game that consists entirely of a Boss battle.
** Sky Base Zone Act 3 (also the final zone) in the 8-bit version. The first four zones play with this by having small platforming/running segments prior to the boss, a tradition that would continue for the other Game Gear games. Scrap Brain does not count since there's no boss.
* BottomlessPit: While this isn't the only ''Sonic'' game to feature them, these are a lot more prominent here than in the later installments. Half of the zones have at least one in almost every act.
* BraggingRightsReward: There is a 1-Up monitor in every level. If you break them all, [[spoiler:an extra 1-Up monitor ([[BonusFeatureFailure which you most likely won't need at all, due to your massive amounts of lives]]) is added to the final boss arena.]]
* {{Cap}}: Strangely, this version makes the default speed cap even tighter than in the 16-bit version, but compensates by making Sonic move blisteringly fast if he rolls down ''any'' slope.
* CoversAlwaysLie: The cover art of the Master System version depicts Sonic standing on a loop despite there being no loops in the 8-bit version.
* CyberPunk: Sonic is a NatureHero fighting against an EvilGenius who is [[UnwillingRoboticization systematically turning the world's inhabitants into robots]]. The game's last Zone even references ''Film/BladeRunner''.
* DamnYouMuscleMemory: No, [[EarlyInstallmentWeirdness there is no Spin Dash]].
* DevelopersForesight: Normally if a player beats an Act under 30 seconds, they will get a 30,000 point bonus. But if some player by chance manages to beat a Zone in just 20 seconds flat (only possible in Green Hill Zone Act 1 and Sky Base Zone Act 2), you'll get a jaw-dropping 200,000 point bonus. Beat that same act and Sky Base Act 2 in ''under'' 20 seconds? 300,000 point bonus for you.
* DownTheDrain: Labyrinth Zone.
* DummiedOut: There's an 8-bit rendition of the 16-bit game's Marble Zone theme in the game's data, along with a sprite for that zone's Bat Badnik.
* DubNameChange: [[EnforcedTrope Sega's U.S. marketing department]] changed Dr. Eggman to Dr. Ivo Robotnik for the Western release. The names of just about all of the Badniks were changed, too. As of the [[UsefulNotes/SegaDreamcast Dreamcast]] era, Yuji Naka has stated that [[RetCanon Dr. Eggman is his nickname or alias, while Robotnik is his actual name]]. This is reaffirmed by his relatives' surnames, as well as multiple references throughout the series. This is confirmed again in [[Film/SonicTheHedgehog2020 the theatrical film]]. Additionally, while Sonic's planet is named Mobius according to various [[http://archive.is/yHsAf official]] [[http://archive.is/roPvo documents]] and even [[http://archive.is/8kcey interviews]] with the creators, Japanese media left the planet unnamed.
* EarlyInstallmentWeirdness: No Spin Dash, no Super Sonic, and only six Chaos Emeralds. Emeralds are not obtained from Special Stages; instead, the game features a freestanding Emerald hidden somewhere in one of the first two Acts of each Zone. There are also a few zones with rather bland one word names (Labyrinth, Bridge, Jungle), whereas every subsequent 2D ''Sonic'' game would either give the zones two word names or one big word as a name.
* EndGameResultsScreen: After the ending, the game tallies your points, adding bonuses for things like finding the Chaos Emeralds and entering Special Stages, and also turns your remaining lives into ''more'' points, all adding up to your final score.
* EternalEngine: Scrap Brain Zone is both Robotnik's headquarters and the engine powering his entire operation. [[http://archive.is/GST2I/4f280ee98bc62dd37c6a6ec4037a0418ec2a216e.png As such, it fits this.]] The last stage of the game, Sky Base Zone's third act, does also.
* ExactlyWhatItSaysOnTheTin: Jungle and Bridge Zones are exactly what they sound like.
* ExcusePlot: The entire plot can be summed up as this: "Dr. Robotnik is kidnapping the animals and trying to take over the island, and Sonic has to stop him!"
* FinalBoss: Two variations depending on whether it's the Master System or Game Gear version. Both have Robotnik in a glass capsule on the right and a lightning ball generator above him, and Sonic needs to break the glass. On the Master System, there's a pair of electric pylons along the floor and ceiling that create a current between them, but on the Game Gear, there's only three flamethrower machines on the ground, and only one of them shoots at a time.
* GameBreakingBug: At the end of the Green Hill Zone Act 2, if you descend through the final ramp at full speed while spinning, you'll [[https://youtu.be/04DjK0J475k?t=32 exit the world]] being unable to do anything until time runs out and you die.
* GoodIsNotSoft: After the final boss fight, Sonic will smash Robotnik's escape pod, at which point he will just watch with his hands on his hips as Robotnik crashes in the distance, [[KarmicDeath somewhere in the middle of his own]] [[NoOshaCompliance inhospitable factory city]]. Robotnik survives.
* GreenAesop: The nature vs. technology conflict is retained in the 8-bit version, with the contrast between the beauty of [[http://web.archive.org/web/20200309223555/https://info.sonicretro.org/images/0/01/Green_Hill_SMS.png Green Hill Zone]] and the dystopic nightmare of [[http://web.archive.org/web/20200309223447/https://vignette.wikia.nocookie.net/sonic/images/8/8c/S1-8bitScrapBrain3.png/revision/latest?cb=20120307040815 Scrap Brain Zone]] being just as clear as before.
* GreenHillZone: As in the 16-bit version, Green Hill Zone is actually quite difficult compared to most first levels, being full of instant death obstacles like bottomless pits and spikes that ignore MercyInvincibility.
* GreenRocks: The Chaos Emeralds — magical gemstones that [[KiManipulation contain the power of nature]]. In this first game, there are six of them, [[NonIndicativeName all different colors]]. Obtaining all of them is necessary to earn the GoldenEnding, in which their power is used to restore nature. Fail to obtain them all, and Robotnik will have any that you missed, implying that he'll use their power for his nefarious purposes.
* IdleAnimation: If you leave Sonic alone for a few seconds, he will impatiently tap his foot and [[BreakingTheFourthWall glare at the player]] to get him moving again.
* InCaseOfBossFightBreakGlass: The final Robotnik boss shields him inside a glass/metal chute that you need to jump into when you get a chance.
* ItsAllUpstairsFromHere: Jungle Zone's second and third acts and Scrap Brain Zone's second and third acts.
* JungleJapes: [[ExactlyWhatItSaysOnTheTin Jungle Zone]].
* KaizoTrap: The end of the Jungle Zone boss, where you must jump from the tightrope you're on to the capsule on the land (or fall into a bottomless pit). It's actually a fairly tough jump.
* Level1MusicRepresents: Green Hill Zone, the only theme that appears in both this and the 16-bit version (Marble Zone was originally going to feature in the 8-bit version as well but was cut, leaving only its music embedded in the ROM).
* LevelsTakeFlight: Sky Base Zone Act 2.
* LogoJoke: In the Game Gear version, when you start up the game, Sonic jumps back and forth, forming the Sega logo, a reference to Japanese Sega ads that would end with a clay model of Sonic doing the same thing.
* MascotWithAttitude: Sonic was the inspiration for dozens of knock-offs, [[SturgeonsLaw only very few of whom actually had good games]].
* TheMaze: Scrap Brain Zone Act 2 and to a lesser extent Act 3 feature this as a gimmick.
* MercyInvincibility: The game also has this, but with one odd distinction from the 16-bit version; taking damage while using a Shield does ''not'' grant you Mercy Invincibility.
* MissingSecret: Scrap Brain Zone Act 3 has only 99 Rings. Don't waste your time looking for the last Ring to get a 1-Up.
* OneWheeledWonder: Several Badniks have only one wheel as their entire propulsion, most notably Moto Bug.
* OxygenatedUnderwaterBubbles: Present throughout Labyrinth Zone.
* OxygenMeter: Sonic has the ability to hold his breath for thirty seconds before drowning. Warning bells sound at five, ten, and fifteen seconds. At twenty seconds, a 10 second countdown starts, at the end of which Sonic drowns. The Labyrinth Zone is full of OxygenatedUnderwaterBubbles to keep Sonic alive. Labyrinth Zone Act 3 is an exception: you are entirely underwater with no air bubbles and can never drown.
* PinballZone: The Special Stages.
* PlayerNudge: To encourage players to take advantage of the extra momentum Sonic can get from spinning, as well as realize they have another means of attack besides jumping, Green Hill Zone put strong emphasis on steep sloping hills that make you go faster as you move down them (particularly in this 8-bit version due to just how slippery the slopes are and the ''huge'' boost of speed you get from spinning off the ramps at the end of the hills).
* ProtagonistTitle: Sonic the Hedgehog is the game's HeroProtagonist.
* RatchetScrolling: In the Master System version only, Jungle Zone Act 2. If you jump up to the next platform, you can't jump back down without dying.
* ReformulatedGame: The level designs, physics and boss fights are completely different from the 16-bit version.
* RewardingVandalism: There are computer monitors scattered throughout the game that contain powerups. You get the powerups by breaking said monitors.
* RiverOfInsanity: Bridge Zone.
* RollingAttack: Sonic's signature attack move. He [[SuperSpeed runs]] at his opponent, and then tucks into a [[SpinAttack rapidly spinning ball]], ramming into them and [[SpikesOfDoom shredding them with his sharp spines]].
* {{Sampling}}: Most notably, Music/JanetJackson sampled Bridge Zone's BGM for her hit 1997 single, "Together Again".
* ScoringPoints: They don't do anything, though.
* SequenceBreaking:
** In Scrap Brain Zone Act 2, there's a puzzle involving two doors, with a switch opening the one that cuts you off from the rest of the level, but cutting you off from that door in turn, forcing you to go all the way back. However, if you found the Checkpoint earlier and die on the spot nearby, you'll respawn with the door open for you, letting you finish the level much quicker.
** In Sky Base Zone Act 2, you can finish the level in roughly 15 seconds by simply [[ViolationOfCommonSense jumping straight up around the ships cannons]] and then walking over the top of the level straight to the exit.
* ThisIsADrill: A few badniks have drill-based weapons.
* UndergroundLevel: Parts of Green Hill Zone, and the entirety of Labyrinth Zone, take place underground.
* UnderwaterRuins: Labyrinth Zone.
* UniqueEnemy: There are two enemies that appear only once. There is a single Burrobot, found in Labyrinth Zone Act 2, and a single Bomb, found in Sky Base Zone Act 2.
* UnwillingRoboticization: Robotnik's Badniks are actually organic beings that have been [[ReforgedIntoAMinion unwillingly stuffed into a servile robotic shell]]. The fleshy being inside serves as little more than a LivingBattery for the robot to get energy from: [[AndIMustScream they have no say in what the robot shell does under Robotnik's orders]].
* TheVeryDefinitelyFinalDungeon: The ''Final'' Zone.
* VillainExitStageLeft: Robotnik always flies away every time you defeat him. However, at the end of the game, Sonic destroys his escape pod in a cutscene.
* WarmUpBoss: Green Hill's boss is even easier than in the 16-bit version, with Robotnik floating in his regular Egg Mobile to the edge of a screen, slowly descending to ground level, and then [[CollisionDamage trying to ram into you]]. The UsefulNotes/GameGear port's low screen resolution makes it possible for Sonic to jump high enough to hurt Robotnik and defeat him before he even gets the chance to attack you. It's easier than the [[VideoGame/SonicTheHedgehog2 drill vehicle]].

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