:: Navigation ::
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  • :: General Info ::
    Title (USA)
       Sonic the Hedgehog Spinball
    Title (Europe)
       Sonic the Hedgehog Spinball
       Sega Interactive Development Division
       Sega Game Gear
       Sega Master System

    :: Release Info ::
    :: Game Gear Version ::
       August, 1994
       September, 1994

    :: Master System Version ::
    Europe & Latin America
       January 25, 1995

    :: Game Credits ::
    Lead Programmer
       Hideki Ikeda
    Lead Artist
       Michael Chung
       Jason Lewis
       Terry Kirch
       Frank Lucero
       Hooel Monleon
       Roy Pitchford
       Alan Shapiro
       Sandy Christensen
       Larry Flores
       Kevin Lee
       Michael Tamura
    Technical Director
       Michael Terlecki
    Art Director
       Maureen Kringen
    Music Director
       Paul Gadbois
    Music & SFX
       Dave Delia
       Howard Drossin
       Brad Scott Gish

    :: Platforms ::
    Sega Game Gear
       Sonic Spinball
    Sega Master System
       Sonic Spinball
    Nintendo GameCube
       Sonic Adventure DX
       Sonic Gems Collection
    Sony PlayStation 2
       Sonic Gems Collection

    Windows PC
       Sonic Adventure DX

    :: Sonic Spinball (8-bit) ::
    Last update: 04/03/06

    :: Quick Jump ::
       [Story | Gameplay Info | Comparison | Lost in Translation | Codes | Behind the Screens | Notes | Miscellanea]

    :: Gameplay Info ::
       This pint-sized rendition of Spinball is structurally identical to the Genesis version, so for the 101 lesson, refer to the 16-bit
    Spinball page. Goals are largely the same - knock down targets to open the path to each boss - but the speed is halved and the moonwalk physics are even more dubious.

       With the default control setting, button 1 controls the left flipper and button 2 the right. This can be adjusted in the options menu: in Type 2 control, press down on the D-pad to raise the left flipper, button 2 to raise the right, and button 1 to raise both simultaneously. Players can also toggle between two difficulty settings: on Easy mode, the drop target requirements for progressing are lowered (Normal mode is the default). You can also set the number of continues you begin the game with to 3, 5, or 7 (5 is the default). Each continue is worth a full set of 5 lives. Finally, in-game BGM can be toggled on or off.

       Sonic's list of maneuvers is identical to the Genesis version:

    walk -- Sonic's basic ground movement. Hold left or right on the D-pad to make him go.
    screech -- While at max speed, press and hold the opposite direction on the D-pad to have Sonic screech to a halt.
    look up -- Hold up on the D-pad to have Sonic gaze to the heavens. The camera pans upward, providing you with a view of the level directly overhead.
    crouch -- Press down on the D-pad to have Sonic duck.
    spin -- Press 1 or 2 while on flat ground to have Sonic leap into the air with his trademark spin.
    Super Spin Dash -- Press down on the D-pad to have Sonic duck, then tap 1 or 2 to have him rev up with a stationary spin. Release either button for a rolling attack.

       Scoring is slightly different than in the original. Rings are now worth 1,000 points each, bumpers 500, drop targets 75,000, and Chaos Emeralds 500,000. Enemies, all plucked from the original Genesis version, are worth various amounts:

    Ferron -- Soldier bots bearing menacing-looking machetes which they are utterly incapable of using. They simply in the air. 35,000 points.
    Worm -- Giant worm bots that peep out of the rocky walls. 50,000 points.
    Cluck -- Mean-looking chicken bots that fly through the air. They only appear in boss chambers. 40,000 points.
    Buster -- Chopper-headed bots of some mammalian sort (possibly feline) that hover through the air. 30,000 points.
    Krondor -- Condor bots that hover in place and hold open the chute lids in The Machine. 45,000 points.
    ??? -- Wasp bots that fly very rapidly through the air. 80,000 points.

       The game's four stages are, thematically, identical to the original Genesis version, but the board design and bosses are much simpler.

    Toxic Pools -- 3 Chaos Emeralds are required to proceed to the boss chamber.

    Boss -- A single, highly bizarre Eggman head similar to the 16-bit Lava Powerhouse boss. He simply hovers around in a circular motion, occasionally firing sparks from his mouth. The cranium takes 6 hits, with each collision worth 1,000 points and the overall defeat worth 500,000.

    Lava Powerhouse -- 3 Chaos Emeralds are required to proceed to the boss chamber.

    Boss -- A pair of hovering Eggman heads that simply glide back and forth through the air. Each noggin takes 3 spins with each collision worth 2,000 points and the overall defeat worth 1,000,000.

    The Machine -- The giant padlocks in the middle of the stage are worth 1,000 points for each collision and 5,000 for total destruction. 5 Chaos Emeralds are required to proceed to the boss chamber.

    Boss -- The robot chamber is almost identical to the original 16-bit version. First knock off the two chutes, then sling yourself into the chamber and spin at will. Each collision is worth 5,000 points, chute destruction is worth 10,000, and overall destruction 3,000,000.

    Final Showdown -- 5 Chaos Emeralds are required to proceed to the boss chamber.

    Boss -- Robotnik is well-secured behind a barrier at the top of the arena. In order to lure him out, you must first destroy said barrier by running along the 4 valves on either edge of the arena until they're destroyed. His defenses eliminated, Robotnik hovers down into the arena and flies around in an erratic pattern. Land 8 hits to clear the game. Each valve is worth 25,000 points, each collision worth 10,000, and the overall defeat is worth 10,000,000.

       Inbetween stages, you get the opportunity to score points and continues in a bonus game. Sonic gets dropped into a giant birdcage (or fish tank), complete with Rings, bumpers, treasure boxes, and mechanical birds (or fish). The object is to collect as much loot as possible within the time limit. Spin into a treasure box three times to pop it open and procure 1000 points, 10 Rings, 1up, a continue, or extra time. Collect at least half of the Rings in the cage to proceed to an adjoining cage. Each round consists of 3 cages, but if you fail to make it to the exit within the time limit, you don't get to keep any of your loot.

       Note that if you get a Game Over, there's still one last hope. A 4-digit roulette spins maliciously at your final score tally: press button 1 or 2 to stop the roulette. If the 4 digits match the last 4 digits of your score, you win a free ball.

    :: Comparison ::
       Several months after the release of the Game Gear version, a Master System port was released in Latin America and parts of Europe. The Master System version is identical to the Game Gear version except for resolution.

    Title screen seems a bit off-center...
    It's nice to be able to see your surroundings, at least.

    :: Codes ::
    Secret Effects: Hidden on the left edge of each stage is a small chamber containing a few Item Boxes. The Item Boxes contain 1ups, Continues, and a peculiar variant with the Japanese characters for "look" (見る). Pop open the "look" box and you get a hint for a secret code. The codes are as follows, to be played at the sound effects test in the options menu. The screen should shake if you've put a code in correctly:
    • View the secret codes: 0, 8, 3, 1, 7, 1. Pop open a "look" box to view the complete code, not just the hint.
    • Giant Sonic: 0, 2, 1, 1, 6, 6. Sonic's sprite is approximately tripled in size.
    • Float: 0, 9, 0, 1, 6, 8. Pause the game and press button 2. Now you can move Sonic to anywhere in the stage.
    • Level skip: 0, 2, 1, 5, 6, 6. Pause the game and press down on the D-pad to warp to the next area.
    • High-speed BGM: 0, 4, 2, 5, 5, 7. BGM plays at extremely high speed.

    Written content and original graphics copyright 1997-2007 Jared Matte. Hosting and administration thanks to Nathan Tsui. Sonic the Hedgehog characters, logos, and images are trademarks of
    SEGA Corporation. The GHZ is an independent fansite and is not affiliated with SEGA Corporation.