Zone: 0 - The comprehensive Sonic the Hedgehog game guide.

Welcome to Zone: 0! This is a new, and growing site that aims to provide the most indepth information for Sonic the Hedgehog games available anywhere. The project features a blend of original strategy guides with a general information resource, presented with screenshots and level maps. The content is being built up gradually, but everything for Sonic 1 is currently complete, and Sonic 2 is now being worked on and uploaded, page by page.

About Zone: 0

Welcome to Project Zone: 0. Currently, this is essentially a pre-release or beta to a large scale Sonic the Hedgehog information site that is slowly being built up. This is a long term, ongoing project of mine that's quietly been in production since 2004, and was first unveiled in April 2007 as a limited preview of content. In short, it will be a Sonic game information and strategy guide resource that aims to eventually cover every one (or as many as possible) of the platforming legend's games in very meticulous detail, presented in a fully illustrated and easily browsable webpage format.

Starting with the original Megadrive classics, I'll slowly but very thoroughly be working my way through the most complete guides for these games that you're likely to find on the web or in print. Every level is given its own page, with features and significant points highlighted, all aided with screenshots and where possible, complete level maps. Imagine the detail of an FAQ with the presentation and ease of use of an official strategy guide (except this is free), and you've got Zone: 0, the comprehensive Sonic the Hedgehog game guide.

Explore what I've created so far using the game navigation at the top, or learn more about the project in the FAQ page.

Thanks for your interest.

Recent Updates

23rd July 2008
Gameplay page added to the Sonic 2 section

9th July 2008
Background Info page added to the Sonic 2 section

1st July 2008
Stages and Story page added to the Sonic 2 section

Latest Addition

Wing Fortress Zone, Sonic 2

Essentially Act 2 of Sky Chase Zone, this single act is based on Robotnik's first flying battleship. It hangs in the air so throughout the whole thing, there's a constant threat of falling to your death off the thin ledges and platforms. The paths take you all the way around the mighty ship, filled with propellers, many types of platforms, guns and speed launchers. Though fairly brief and with a simple appearance, this is one tough stage that demands the highest degree of skills.

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YOUR suggestions for "Zone: 0.1"!

Wednesday, 23rd July 2008, 11:24pm (BST)

Update: Gameplay page added to the Sonic 2 section

That's right, Zone: 0 is currently undergoing a BIG redesign, as you might already be aware, in fact it'll be its proper launch (until now, the site's design has technically been in a temporary WIP state), so you could call the update Zone: 0 v1 (or Zone: 0.1?). If you're already pretty familiar with the site and its contents, I'd very much like to hear any suggestions you might have to improve things!

In terms of what's already in the pipeline, you can expect to see a much better and more stylish overall layout, with graphics that I'm really rather proud of. The actual contents and structure of the pages won't be changing much, but you can expect an improved comments feature in which you'll be able to view and add notes to each individual section of a level or page in a little drop down box. Hopefully captions for images will be improved, with universal formatting across every browser and there should also be a full-size feature in place, allowing you to see the full screenshot for each of the cropped images on the page. I have plans to make more files available for download too, beyond just maps, and including manual scans, artwork and music perhaps. Subject to bandwidth I guess. The door will also be opening for the articles feature of the site, which I'll eventually be using to suggest some methods for ordering and classifying the games and levels of the series, and hopefully Palmtree Panic will be included to kick off Sonic CD too.

So I suppose I'm looking for more handy little features like that. Rather larger ideas like the addition of video guides and a google maps-like interface for viewing the level maps would be very cool, but not particularly practical over the next few months. So if anything's occured to you lately, go ahead and leave a message and I'll see what I think! If you do happen to have a bigger idea that might be very cool, do feel free to mention it too, I just may have to put it in the back of my mind for a while. In that vein, I'd be particularly interested if anyone would rather fancy a Zone: 0 forum for highly interesting discussions of Sonic level and game designs.

It'll be great if I can launch it in sync with the whole project's fourth year anniversay on 31st August, but there's no guarantees on that, as my back-end admin system also needs a complete rebuild and I still need to convert most of the existing pages to a dynamic form. I definitely want it done by the time the Sonic Site Awards start this year though, after being respectfully nominated for three awards last year - I think the improvements, and the site's increased notoriety since then might just give it that extra nudge.

 

LiQuidShade

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Sonic and the Never Ending Gimmicks

Monday, 21st July 2008, 11:43pm (BST)

If you haven't heard, Sonic and the Black Knight is, now, an official new entry in the series, announced today and hinted at yesterday with a leaked Nintendo Power cover of Sonic with a knight's glove and sword. Just the other day I was thinking that it was unusual to have only two Sonic games in this current 2008 'batch', and surprise surprise, here comes another one. Sega made a press release that doesn't really add much more info other than what could be assumed from the name and the image, but confirms that it is essentially the sequel to Secret Rings, this time set in a medieval storybook as opposed to an Arabian one. I know a lot of uproar against the sword idea has been expressed and I'm not saying I particularly like the concept, but I'm going to reserve my judgement until I know more about it. Evenso, it's hard to envision a game that merges standard Sonic, and presumably Secret Rings-esque gameplay with swordplay that won't drastically change it in any way that is really worth doing at all. The best that anyone determined for Sonic to keep new ideas to an absolute minimum could hope for is that the sword simply offers a few new moves while you're running about the place, but somehow I suspect it'll be a little more complex than that.

Although personally not a big fan of Secret Rings myself, I quite liked the idea of giving the game a whole new theme, and indeed a sub-series of these "Sonic and the.." specially themed games is fine by me, and I suppose they've got the chance to perfect the system that only partly worked well for the original, in my opinion. But then, the best of that system (running fast and dodging obstacles from a behind view) is already being employed in Sonic Unleashed with the added precision of not having to automatically run, allowing for superior platforming, so I wonder if we really need this game at all? Maybe I don't, but anyway, too early to say at the moment.

I just worry about the effect this wacky new idea and Sonic Unleashed's Werehog concept, which is clearly rubbing some people up the wrong way already, will have on the overall public and critical opinion of the series, which, for the last year or so has been building up to a gradual comeback to a state of reasonable respect again. It's almost an ongoing struggle between critics who just want Sonic to be purely Sonic like they knew from the nineties (and don't get me wrong, they do have a point at times), and Sega, who know damn well that they can't just keep churning out modern Sonic 1 clones because the series just won't last. In a way, they're prolonging its life by keeping people in constant hope of a classic style game, instead of just giving them one, then a series until it quickly dries up and everyone's sick of Sonic altogether, as opposed to being sick of Sonic doing new things. I think Sega are damned if they do, and damned if they don't, as they're trying to meet the needs of so many different people, while keeping their most successful franchise alive and well. It's no wonder that Sonic Unleashed is, as IGN put it, like two different games stapled together.

Whereas Mario seems to be built for doing anything from traditional platforming to baseball and golf, etc, Sonic has always had a much more narrow range regarding what people would be happy to see him do, perhaps because of his "attitude" and slightly more serious and action-oriented content, which has always been there, but has evolved moreso down that path, as opposed to one where Sonic doesn't take himself too seriously. I do wonder if the average person who is fairly familiar with playing Sonic in their youth but hasn't really paid much attention since, will see a picture of Sonic with a sword or Sonic as a werewolf beast and think "OMG, that's not the Sonic I know and love! What are they doing??" or will they just simply think "Huh, Sonic as a werewolf.. cool". In other words, do they see Sonic as a more versatile character who can get away with these sorts of ideas, and we're all just too close to the subject matter, or would they agree with the critics and old skool fanboys? It'll vary, but I suspect one of the reasons Sonic still sells well is because of all those people who only pick up a Sonic title once in a blue moon because of old memories, and I think we need to think a little more about the opinions of those people regarding new ideas.

As far as where I stand on new ideas, I just think that we Sonic fans are extremely lucky. We're coming up to 50 Sonic games now, and I think only Mario and probably MegaMan can really top that figure, and over half of them are platformers. That's well over 200 levels, so no matter what happens, we've got 17 years worth of Sonic gaming to entertain ourselves with, and that's partly what this site is all about - a place to celebrate and catalogue that as a shrine and resource to the multi-faceted video game empire that is Sonic the Hedgehog. It just makes you wonder how important it really needs to be to us that every new Sonic game be true to the original concept and avoid all deviation and transformation into other things. That's evolution and after all this history, how can it not happen?

Anyway, what I wanted to talk more about was Sonic Unleashed, now that everything from E3 appears to have emerged and we can sum things up a bit more clearly now. I think by far the most useful piece was Gamespot's exclusive coverage of the game being played live, which answered quite a few questions/concerns about certain gameplay specifics...



I don't know about you, but I felt quite a bit better about the Werehog side of the coin while watching him in action. Sure, I'd prefer the platforming aspect to be a bit more emphasised over the combat than it probably will be, but I really like the stretchy arms with regard to grabbing onto ledges and shimmying across them and I think that mechanic has some great platforming potential, the likes of which are probably nothing new to the genre, but is something that's fresh to the series. Meanwhile, in combat, he does look like he has a number of different moves at his disposal, apparently around 30, and I must say it does look quite fun, at least initially, but may get tiring. On the other hand though, the Subspace Emissary in Smash Bros Brawl is full of hand in hand button-bashing brawling and platforming, and a word against that game is practically unheard of. I particularly enjoyed Streets of Rage in my early gaming days, so to describe the actually fairly comprehensive Werehog combat system as "mindless", as I've heard, is, I think more a problem with its inclusion in a Sonic game more than the actual idea itself. There are any number of equally "mindless" games out there at the moment, particularly among the 105 generic shoot-em-ups released every year these days.

It's a shame we didn't get to see more of the standard Sonic gameplay in the video (and we had to see most of the werehog's stuff twice!), but my biggest concern was settled - Sonic isn't automatically set on a forward run at any point, and the control seems fairly tight, although I think we'll need more proof to be sure. I'm wondering how the mechanics of running fast and being able to turn will play out, in this case. When you're on a full blown, boost-powered run down a long road with the camera behind you, presumably you have to hold forward to accelerate, but what if you turn to the top left on the analogue stick? Does Sonic strafe a bit, or does his whole direction shift and just the shoulder buttons are used for strafing? Does this limit the accuracy of the strafe? It seems like at some points Sonic doesn't shift with the road as it turns, and instead runs along the edge at the wrong angle a little bit, and this even seems to be the cause of the second death suffered by the player. Yet on other, slower occasions such as the infamous rotating, multi-floored platforms, Sonic appears to control more or less exactly in the same way he already has in 3D in the past. It all seems to mesh really well together in motion, but I just wonder how it all actually works and shifts from section to section. I thought that restricting your movement to 2 dimensions at any one time would simplify things and therefore reduce the possibility of unforseen glitches occuring, but perhaps things won't be that straightforward.

I'm very confident that I'll enjoy Sonic's sections in particular, it seems like the level designs allow for a very smoothly flowing experience and there's evidence of plenty of variety, I just worry a lot about what would happen if the game isn't the success it really needs to be. I suppose if it at least manages to be relatively glitch-free and all reasonably well designed, it'll be a step in the right direction for most, who will then allow for a similar but more improved experience next time, but I've a feeling the werehog aspect will play a big part in the game's overall success. There will be people who just won't come round to the idea, no matter how well made it is, but also others who are willing to give it a chance. It does seem somewhat unfair to me though to give the game a bad score purely because it contains a mode that the reviewer feels is "un-Sonic-like", especially if they'd be happier playing it in a non-Sonic game. My view is that without the werewolf mode, I think there would be a sense that the game would lack real "meat" to it, I suppose. Straightfoward running fast all the time is fine for smaller games like Sonic Rush, which is clearly a heavy influence on this title, but modern primary Sonic games do seem to require some more substantial variety in gameplay styles and things to do. Speeding through levels without a care in the world is brilliant, but I suspect the slower werehog sections will make the first playthrough much longer and deeper. We shall see, come November.

 

LiQuidShade

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Sonic Unleashed trailer dissection

Wednesday, 16th July 2008, 3:31pm (BST)

Following my impressions of the trailer from yesterday, I thought I'd draw attention to a few little bits and pieces you may have missed. Because over-analysing things to suckle out every piece of information we can is what being an obsessive Sonic fan is all about! Firstly, bosses...







Here we have the bosses for the Europe, African jungle and China stages fought as regular Sonic on the run, ala Mushroom Hill, Sonic Advance 2, Sonic Heroes, etc. It does really make me begin to wonder if Sonic simply runs automatically, regardless of the orientation throughout the whole game as we have yet to see him stop at all, and bosses are normally one of the places to do that. Still, I like the designs I see here, particularly the first one in Europe, which reminds me a great deal of the afforementioned Mushroom Hill Zone boss from Sonic & Knuckles - the laser beams acting as the rows of spikeballs. Also note that you can see Eggman inside a cockpit in each of the first two - just how it should be!





This is quite cool - I thought it was a spring at first but on closer inspection, Sonic latches onto a giant firework that blasts him forward. He drops off at the beginning of the next path as the firework continues forward and explodes - looks a very satisfying level object. Would be great if there would be several, and Sonic hops between them in mid-air before each explodes. Also, what in the hell are those icons in the top left corner? One looks like a tiny Sonic head icon, and the other either a rocket facing down, or a hand pointer icon facing up. If they're for the in-game HUD, why isn't the ring meter and life counter there? Is it part of the development software? Mysterious. Check it out for yourself at 2:09.



Platforming! Yay! Sonic must traverse these rotating circular platforms and avoid the spiked things. Note that this takes place on the rear view, so if that gaming aspect is on-rails and Sonic runs automatically, you'll have to do it while being forced along. On the other hand, I can see how controls for moving forward and back, and dodging left and right might work quite well, while being taken on a certain path around the obstacles. While blazing along the speedy paths at that view however, I think I'd prefer not to have to hold the forward direction all the time. I'll be very interested to see how this section actually works, however, any errors obviously result in death by falling, which I don't mind at all in small bits, but lets hope the team stick to their promise of having fewer death drops than we've been accustomed to lately.





These rings are clearly following Sonic as if he carried the lightning/ring magnet shield, however if you examine the video sequence of the first shot, Sonic is clearly without any shield, and doesn't appear to acquire one as he hops between grinding rails. Do rings suddenly become attracted to you when you obtain a certain amount of speed or ring energy? The first sequence is around the 1 minute mark, the second at 1:56.



Some sort of precision involved here as Wolfy carefully walks across this thin beam, very slowly. Wii motion controls would be quite good here, as you attempt to keep the remote balanced in some way.







Lets have a look at some enemies now, seemingly monsters that emerge from the center of the Earth once it's been torn apart and who, hopefully, only pop out at night. I don't mind that too much actually, and they look reasonably interesting. Kind of remind me of the twilight monsters from Zelda: Twilight Princess a bit, but suitably Sonic styled. The dog one in the middle is from the recently released batch of screenshots and there's even some wizard style ones in cloaks. Also note that the ring meter is replaced by shield and vitality meters, indicating a whole different health system to regular Sonic, which makes sense, as it looks like Were-Sonic is going to be taking a bit of battering at times from all these bad guys.





Ending on a bit of a geek-note, we can see in the first screenshot that the checkpoints are a modified version of the Adventure style ones, now with glowing lights across them. In the second shot, you can see what appears to be the same lights, and part of one of the posts to the side, with Were-Sonic possibly in the way of the rest of it. If this is a checkpoint, it extends much further across the path than normal, so perhaps they stretch according to the size of the paths to make sure you don't miss them? Particularly useful with regular Sonic I'd imagine.


I'd love to do a great big article on Sonic Unleashed soon, the first of hopefully many articles that I'll write for this site, going over every thing I've been throwing around in my head and see if I can come to any conclusions and predictions of how it might all work regarding gameplay mechanics, level designs and overall game structure. Whether I will or not is another matter, as I'm also eager to continue redesigning the site (which I've been doing a lot of behind closed doors, and it's looking, frankly, brilliant!) but I do have a few weeks off now, so we'll see how it goes.

 

LiQuidShade

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