Sonic Origins
Sonic Origins |
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Developers: Sonic Team,
Headcannon,
Evening Star
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Sonic Origins is a compilation of Sonic 1, Sonic 2, Sonic CD, and Sonic 3 & Knuckles. It also includes a Story Mode featuring new animated cutscenes that string the four games into one seamless adventure, and a Mission Mode where you can complete challenges and obtain Coins. Coins can be used to unlock music tracks, concept art, and videos in the Museum.
All games have been completely remade in the Retro Engine, featuring an optional 16:9 widescreen mode, new features, and various quality-of-life updates. While Sonic 1, Sonic 2, and Sonic CD have all been previously released on other platforms, Sonic 3 & Knuckles was built specifically for this collection, and features some alternate music based on tracks used in a prototype build of Sonic 3 due to copyright issues, although some of the versions heard are notably closer to how they were in Sonic & Knuckles Collection. Also, for better or worse, there's no way to play Sonic the Hedgehog 3 or Sonic & Knuckles separately.
To do:
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Sub-Pages
Sonic 3 & Knuckles There's so much here it needs a whole page to itself! Lock-On Technology, anyone? |
Leftover Game Data
The Origins executable contains leftover strings from the then-unreleased Sonic Frontiers. This makes sense, considering both games utilize Hedgehog Engine 2.
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General Game Differences
For detailed info on each game and their differences to the originals, see Sonic 1, Sonic 2, and Sonic CD.
- Each game has two modes: "Anniversary Mode" and "Classic Mode".
- Anniversary Mode features a 16:9 aspect ratio and removes the lives system - where you would once obtain lives and continues, you instead obtain Coins. In addition, you can retry failed Special Stages by spending a Coin. This mode also enables the Drop Dash, a move that debuted in Sonic Mania.
- Classic Mode features the standard lives system, a 4:3 aspect ratio, and no Drop Dash.
- The Drop Dash in Sonic 1, Sonic 2, and Sonic CD behaves differently compared to Mania - it doesn't have a proper animation, and when you hit the ground it actually charges up a Spin Dash for one frame before releasing. This behavior doesn't apply to Sonic 3 & Knuckles, where it behaves the same as in Mania.
- Furthermore, in Sonic 1 and Sonic 2, it is impossible to jump backwards after activating the drop dash due to the games' roll lock, where you can't drift in mid-air after a rolling jump. This mechanic didn't exist in Sonic CD and was removed from this remaster of Sonic 3.
- For some reason, a Sonic & Tails game cannot be selected for Sonic 1 without going through the character selection in the Level Select. Conversely, the Knuckles & Tails option for Sonic 2 has been upgraded from that to a default option.
- Prior to the 1.04 patch, Tails' AI in Sonic 1 and Sonic 2 is broken in that he doesn't respawn when fallen behind. To fix this without updating, either the player must use the airlift function, or a co-op player must temporarily take control of Tails.
- This is because the values used in the Drop Dash implementation in those games overlaps with the values used for controlling the Player 2 AI. Because of this, every jump resets the respawn counter, among other things.
- Prior to the 1.04 patch, the Museum music player mislabeled the names for most songs from Knuckles' Chaotix and Sonic 3D Blast.
- Proto Palace Zone is no longer accessible in Sonic 2, with its cheat code now being needed (alongside Debug mode) to select Hidden Palace Zone from the Level Select, otherwise being inaccessible there now even if it's already been discovered by the player.
- Boss Attack Zone is also no longer available, having of course been superseded by the collection's new Boss Rush mode across all games.
- The music has been changed from previous ports.
- Sonic 1 and Sonic 2 now use their original soundtracks as opposed to the remastered soundtracks seen in their mobile releases. Specifically, they seem to have been sourced from the hardware recordings made for the Sonic The Hedgehog 1&2 Soundtrack album.
- The Japanese/European soundtrack for Sonic CD uses the adjusted loops heard in the Sonic the Hedgehog CD Original Soundtrack 20th Anniversary Edition album. This means they lack the unused PCM music from the prototype, which was used in the 2011 port. Additionally, this version restores the vocals by Keiko Utoku and Casey Rankin in the Japanese/European opening and ending themes, whereas the 2011 port used instrumental renditions. The opening theme uses the alternative vocals from a very early prototype of the original and Sonic Jam instead of the final vocals.
- The US soundtrack for Sonic CD appears to use the same loops as the 2011 port, which were in turn sourced from the Sonic the Hedgehog Boom album.
- Sonic 3 & Knuckles replaces certain tracks with their alternate versions from the leaked November 1993 prototype build and the Sonic & Knuckles Collection. It also has an entirely new song used when characters turn into their Super or Hyper forms. More info on this game's music differences can be found on its sub-page.
- The opening and ending cutscenes for Sonic CD were remastered using a mixture of AI upscaling and manual cleanup, and are now always presented in 4:3 rather than the 2011 version's 16:9 crop. The ending uses the Sonic Mega Collection version's faster animation timing.
- The Sonic CD ending credits now include the additional credits from the US version, as well as the porting team credits. The 2011 version relegated the porting team credits to Tails' ending and left out the US credits altogether.
- In Sonic CD, all voice clips were removed (save for air bubble inhaling). As a result, the Badnik Teleporter/Time Stone sound effect now plays whenever a 1-Up/Coin monitor is struck, regardless of which character is being played as.
- The audio mixing in general is a little wonky - the music is quite soft, and some sounds are louder or quieter than they should be. The music seems to be rendered out from its native implementation to more typical sound streams as well, which leads to differences in how they sound during speed-ups the game uses. Quality seems lower than the originals in many cases, partly as a result of this. In addition, the implementation doesn't match the original for these cases.
- While the Sonic CD Sound Test code PCM: 32/DA: 8 still shows the Desert Dazzle image and enables the Level Select menu, Tails can no longer be selected through this method.
- As a result, Tails is unplayable in Classic Mode of Sonic CD.
- It is also no longer possible to start a game through the Level Select menu with all Time Stones obtained.
- Most of the menu system from Sonic CD 2011 has been ditched in favor of something more closely resembling the original Sega CD menu system, although choosing other options still uses some of the Sonic CD 2011 menu layout.
- The Level Selects for cleared save files in Sonic 1 and Sonic 2 have been removed, now just allowing the final level to be replayed. Oddly enough, Sonic 1's can still be accessed by placing a signpost/capsule with Debug Mode in Final Zone.
Internal Project Name
Various files in the game, such as some sound archives and textures, refer to the game as "Hite".
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