Sonic Eclipse

Sonic Eclipse ( ソニックエクリプス Sonikku ekuripusu) is a platform game developed by Sonic Team and published by SEGA for the Mega Drive/Genesis. It was released in Japan on 19 October 1995 and in North America and Europe on 23 October 1992. It is the sequel to Sonic the Hedgehog 3 and was directly followed by Sonic 3D Blast in 1996.
The story follows Sonic the Hedgehog, Tails “Miles” Prower, and Knuckles the Echidna discovering a strong energy source, later found out to be the Eclipse Pearl. They find it on North Island, but unfortunately, Dr. Robotnik has already found it and is ready to transform the island into his Eggman Empire.
Six months after its release, it had sold around three million copies and became the fifth best selling game on the Mega Drive. This game has sadly not been put on other platforms, and is exclusive to the Genesis.
== Plot ==
Tails detects a very strong energy source from an unknown area, so him, Sonic the Hedgehog, and Knuckles the Echidna (now an ally) hop on the Tornado to track down the source. The journey leads them to North Island, where they find out that sadly, Dr. Robotnik has already begun transforming the island to his Eggman Empire, and he also has the Eclipse Pearl. While on the journey, the moon passes over the sun, causing a Total Solar Eclipse. Robotnik sends down a mechanical planet he built to destroy Mobius, and Sonic, Tails, and Knuckles latch onto a rocket to reach the planet. Robotnik eventually has had enough and uses the Eclipse Pearl to open the Zero Wormhole, which only Sonic can access. Robotnik makes one last move, as Sonic can finally summon the power of the Chaos Emeralds. He stops Robotnik and the wormhole collapses, sending Robotnik and Sonic back down. Tails and Knuckles catch Sonic on the Tornado. Upon collecting the Chaos Emeralds, all of Robotnik‘s crafts fall apart and peace is restored to the island. If Sonic has failed to collect all chaos emeralds, the builds will remain on the island.
== Gameplay ==
Sonic Eclipse uses the same character sprites from Sonic the Hedgehog 3 & Knuckles. Overall, gameplay is nearly identical to the predecessor, with 2 acts and a boss at the end of each one. One new mechanic has made its way to the game: Cool Bonuses. You start at 10000 points, but each time you get hurt while playing the stage subtracts 1000. This mechanic would be lost until Sonic Mania. 
=== Sonic, Tails, and Knuckles Abilities ===
==== Sonic the Hedgehog ====
Name 	Sprite	Description
Walk 	 	Push left or right on the D-pad to initiate Sonic's movement in either direction. As player hold the button down, Sonic gains speed.
Run 	 	Begin walking and hold down the button to make Sonic gain speed. After a few seconds, he'll break into a run.
Screech
Halt 	 	While running, quickly press and hold the opposite direction on the D-pad to make Sonic screech to a halt. He'll skid for a short distance, based on how fast he was moving.
Look Up 	 	While standing still, press up on the D-pad to make Sonic gaze to the heavens. As player hold up on the D-pad, the camera pans upward, giving player a view of Sonic's overhead surroundings.
Crouch 	 	While standing still, press down on the D-pad to make Sonic duck. As player hold down, the camera pans downward, giving player a view of the stage beneath where Sonic stands.
Spin 	 	While moving, press down on the D-pad to make Sonic curl into a rolling attack. He'll remain in this position until player jump or slow down. The speed of Sonic's movement while in spin form is based on how fast player are moving when player launch it, and also on the terrain Sonic rolls along.
Spin Jump 	 	Press A, B, or C at any time to make Sonic leap into the air with a spin attack. The height of the jump is proportional to how long player hold the button down.
Push 	 	Certain objects can be pushed by running up against them. Continue holding the D-pad against the offending cube to have Sonic push it along the ground.
Super Spin Dash	 	While crouching, tap any of the jump buttons to have Sonic rev up with a stationary spin. Keep tapping the jump buttons to build up momentum, and let go of the D-pad to dash off with a full speed rolling attack.
Insta-Shield 	 	Jump, then tap any of the action buttons while in midair to initiate a 360° slash that momentarily extends the radius of Sonic's spin attack and makes him immune from damage.
==== Miles “Tails” Prower ====
Tails is slightly slower than Sonic, but he has the ability to fly and swim for short lengths of time. He can't use any of the special Barrier attacks and has the ability to go super, with no difference to Sonic the Hedgehog 3 & Knuckles. His ability to fly gives him access to areas that Sonic can't reach and makes for an easier game in general. The majority of his sprites were recycled from Sonic the Hedgehog 2, with a notable exception being the flying sprite.
Name 	Sprite	Description
Walk 	 	Tails' basic movement. Push left or right on the D-pad to initiate Tails' movement in either direction. As player hold the button down, Tails gains speed.
Run 	 	Begin walking and hold down the button to make Tails gain speed. After a few seconds, he'll break into a run.
Screech
Halt	 	While running, quickly press and hold the opposite direction on the D-pad to make Tails screech to a halt. He'll skid for a short distance, based on how fast he was moving.
Look Up 	 	While standing still, press up on the D-pad to make Tails gaze to the heavens. As player hold up, the camera pans upward, giving player a view of Tails' overhead surroundings.
Crouch 	 	While standing still, press down on the D-pad to make Tails duck. As player hold down, the camera pans downward, giving player a view of the stage beneath where Tails stands.
Spin 	 	While moving, press down on the D-pad to make Tails curl into a rolling attack. He'll remain in this position until player jump or slow down. The speed of Tails' movement while in kaiten form is based on how fast player are moving when player launch it, and also on the terrain Tails rolls along.
Spin Jump	 	Press A, B, or C at any time to make Tails leap into the air with a spin attack. The height of the jump is proportional to how long player hold the button down.
Push 	 	Certain objects can be pushed by running up against them. Continue holding the D-pad against the offending cube to have Tails push it along the ground.
Super Spin
Dash	 	While crouching, tap any of the jump buttons to have Tails rev up with a stationary spin. Keep tapping the jump buttons to build up momentum, and let go of the D-pad to dash off with a full speed rolling attack.
Fly 	 	Jump, then press any of the action buttons while in midair to have Tails whirl his two tails together and take to the sky. Continue tapping the action buttons to ascend, or let go to descend. While airborne, Tails can be maneuvered with the D-pad. Damage can be inflicted upon enemies or bosses by flying upwards into them with player's deadly whirling tails. After a short while (eight seconds on the game timer), Tails will get tired and fall to the ground.
Swim 	 	While underwater, jump and press any of the action buttons to begin swimming. Swimming is basically identical to flying except that he can't damage enemies.
==== Knuckles the Echidna ====
Knuckles is slower than Sonic and doesn't jump as high, but he can glide through the air, climb up walls and punch through barriers Sonic would not be able to spin dash through.
Name 	Sprite	Description
Walk 	 	Knuckles' basic movement. Push left or right on the D-pad to initiate Knuckles' movement in either direction. As you hold the button down, Knuckles gains speed.
Run 	 	Begin walking and hold down the button to make Knuckles gain speed. After a few seconds, he'll break into a run.
Screech
Halt	 	While running, quickly press and hold the opposite direction on the D-pad to make Knuckles screech to a halt. He'll skid for a short distance, based on how fast he was moving.
Look Up	 	While standing still, press up on the D-pad to make Knuckles gaze to the heavens. As you hold up, the camera pans upward, giving you a view of Knuckles' overhead surroundings.
Crouch 	 	While standing still, press down on the D-pad to make Knuckles duck. As you hold down, the camera pans downward, giving you a view of the stage beneath where Knuckles stands.
Spin 	 	While moving, press down on the D-pad to make Knuckles curl into a rolling attack. He'll remain in this position until you jump or slow down by moving in the opposite direction. The speed of Knuckles' movement while in spin form is based on how fast you're moving when you launch it, and also on the terrain Knuckles rolls along.
Spin
Jump	 	Press A, B, or C at any time to make Knuckles leap into the air with a spin attack. The height of the jump is proportional to how long you hold the button down.
Push 	 	Certain objects can be pushed by running up against them. Continue holding the D-pad against the offending cube to have Knuckles push it along the ground.
Super
Spin
Dash	 	While crouching, tap any of the jump buttons to have Knuckles rev up with a stationary spin. Keep tapping the jump buttons to build up momentum, and let go of the D-pad to dash off with a full speed rolling attack.
Glide 	 	Jump and press any of the action buttons while in midair to have Knuckles glide slowly to the earth, extending the horizontal distance he would cover with a normal jump. The glide can also be used as an attack to destroy enemies in midair.
Climb 	 	Glide into a wall to have Knuckles latch onto it. Press up or down on the D-pad to scale the surface, and jump to let go.
=== Gameplay ===
As the player, the player controls either Sonic, Tails, or Knuckles. The player's aim is to guide them through seven Zones (eight as Sonic), defeat Dr. Robotnik and collect all Chaos Emeralds along the way. The seven Zones are divided into two Acts where, like Sonic the Hedgehog 3 & Knuckles, each Zone has a mini-boss at the end of the first Act, and each first Act connects directly to the second, preserving any shields the players may have. After a boss is defeated, a short cutscene is shown to segue into the next Zone.
Basic gameplay remains unchanged from Sonic the Hedgehog 3, with the addition of a Spin Attack for Sonic (by double-tapping the jump button) flight for Tails, and gliding/climbing with Knuckles. In addition, three shields, each with their own special ability, are collectible in Sonic Eclipse:
* Flame Shield: Absorbs all fire damage and enables the player to walk freely on lava. Sonic can use it to perform a horizontal charge in mid-air.
* Water Shield: Enables the player to breathe underwater. Sonic can use it to bounce on his enemies.
* Lightning Shield: Protects against all electrical damage and also magnetically draws any rings nearby to the player. Sonic can use it to perform a vertical charge or double jump in mid-air.
Both the Flame and Lightning Shields cannot be used underwater and they will instantly fizzle when submerged in it. All shields deflect enemy shots.
== Zones ==
# Tropical Turquoise Zone: The Green Hill Counterpart on North Island was left untouched by Robotnik. It is a mountainous area with turquoise hills and sunny weather.
# Rainbow Ruin Zone: A lost city formerly an area of ancient civilization located in the mountains of Tropical Turquoise Zone. The place is crumbling apart, making bottomless pits a problem for Team Sonic.
# Thunder Throne Zone: A big storm batters North Island as Team Sonic discovers Eggman’s capital. In Act 2, the weather gets worse and even affects platforming.
# Winter Eclipse Zone: A snowy area in the highest parts of North Island. The moon moves closer in front of the sun throughout Act 1 and the sky darkens. In Act 2, the Total Solar Eclipse happens, causing complete darkness for the rest of the Zone.
# Gadget Garden Zone: A factory where Robotnik builds his Eggmobiles and Badniks. The Total Eclipse is still happening the whole zone. Robotnik puts his factory on overdrive to try and stop Team Sonic.
# Orbital Ocean Zone: Robotnik Gives way to his new creation, a robotic planet to destroy Mobius. It can be seen looming in the background as the Total Eclipse nears its final moments, finally ending in Act 2.
# Panic Planet Zone: Sonic, Tails, and Knuckles latch onto a rocket to reach Panic Planet. Act 1 takes place on the outside, and Act 2 takes place on the interior for a short period of time, then going back out. When playing as Sonic, a wormhole is summoned halfway through Act 2.
# Zero Zenith Zone: Exclusive to Sonic, he gets sucked into the wormhole with Robotnik, where he uses the chaos emeralds (if he’s gotten all of them) to stop Robotnik one last time. If he has failed to get all of them, Panic Planet is the final level.
=== Bonus Stage ===
Like Sonic 3, if you pass a Star Post with at least 50 Rings, you can access a Bonus Stage. The Sonic Eclipse bonus stage is actually a 16-bit remix of the special stages from Sonic the Hedgehog on the SEGA Master System. You are given up to 22 different tracks, each with a specific time limit to get a certain amount of rings. Upon completing all three phases, you can open a Continue Monitor. If you fail, you are immediately warped out.
=== Special Stage ===
: Special Stages are entered by jumping through Giant Rings hidden in the scenery, and multiple of these large, Golden Rings can be found in each Act. In addition, the player is not required to collect any amount of Rings to enter the stage.
The stages themselves are three-dimensional and spherical in lay-out. Sonic moves across the surface of a giant, checkered orb and has to hit a set amount Blue Spheres while dodging bumpers and Red Spheres. Sometimes Blue Spheres are found in a square formation. If Sonic checks all Blue Spheres around the sides of a square, the field turns into Rings. Collecting 50 Rings gains a Continue, and collecting all possible Rings in the stage gains a "Perfect" bonus of 50,000 points (equal to an extra life).
Sonic is rewarded with a Chaos Emerald when he collects all Blue Spheres in the stage. Should he touch any of the Red Spheres, however, the stage ends and he is transported back to the Zone.
The features added are three new spheres.
* Pink Sphere: Warps you to another part of the stage. Can only be used once.
* Green Sphere: Can be turned into a blue sphere, then walked into again to collect.
* Purple Sphere: Slows down the special stage. Very difficult to obtain, and only available in Special Stages 4, 6, and 7. 
== Bosses ==
=== Minibosses ===
Two bosses are confronted in the entire level, one per Act. In Act 1, a machine of Dr. Robotnik's (usually unmanned) will be encountered at the end. Unlike the main bosses, a sub-boss would only take 6 hits before being defeated and destroyed.
# Doctor Robotnik’s Hammer-Whammer  (Tropical Turquoise Zone)
# Caterkiller Mega (Rainbow Ruin Zone)
# Climbbot (Thunder Throne Zone)
# Doctor Robotnik’s FreezeOMatic (Winter Eclipse Zone)
# Doctor Robotnik’s Badnik Builder (Gadget Garden Zone)
# Octobot (Orbital Ocean Zone)
# Mecha Sonic (Panic Planet Zone)
=== Main Bosses ===
At the end of Act 2, you fight Robotnik.
# Eggmobile H (Tropical Turquoise Zone)
# Doctor Robotnik’s Mine Dropper (Rainbow Ruin Zone)
# Barrier Eggman (Thunder Throne Zone)
# Doctor Robotnik’s Snow Blaster (Winter Eclipse Zone)
# Sonic 1 Boss Attack (Gadget Garden Zone) 
# Bubble Eggman (Orbital Ocean Zone)
# MegaSaw (Panic Planet Zone)
# MegaSaw mk.II (Zero Zenith Zone)
== Trivia ==
* Winter Eclipse Zone is the only non-alliterative stage in the game 
* Winter Eclipse also has the most palletes for a single stage, with a total of 5.
* There is no time limit in Zero Zenith, despite the timer rolling normally.
* Rainbow Ruin could possibly be based on the lost R2 stage from Sonic the Hedgehog CD.
* The pink and green spheres were repurposed in Sonic Mania, but the orange sphere sadly wasn’t.
== Beta Elements ==
In 2018, a prototype of Sonic Eclipse was dumped, dating around 30 August 1995. Here are some changes made.
* Metal Sonic was to pilot all mini bosses.
* The Zone Order was different, placing Thunder Throne before Rainbow Ruin, and Gadget Garden before Winter Eclipse.
* Zero Zenith wasn’t existent in this prototype.
* You can play as Sonic and Tails together, while this isn’t possible in the final game.
* Super Peel Out was an available move
== Cheat Codes ==
* Level Select: In the Sound Test, play the sounds 01, 03, 05, 09, then press C+Start
* Debug Mode: In Level Select, play the sounds 01, 09, 09, 05, 10, 19, then hold A and select a level.
* All Chaos Emeralds: In Level Select, play the sounds 07, 07, 07, 07, 07, 07, 21
* Immunity: In Level Select, play the sounds 12, 24, 38, 11, 08, 22, then hold B and select a level.
== Lock-On Technology ==
Locking on Sonic Eclipse to Sonic the Hedgehog 2 implements minibosses at the end of Each Act 1 excluding Metropilis, Sky Chase, and Wing Fortress. You are also given 3 rings in Death Egg Zone. Locking on Sonic Eclipse to Sonic the Hedgehog only allows Knuckles to play Sonic 1 levels.
== Easter Eggs ==
* Locking Sonic Eclipse onto Sonic Eclipse will result in a screen reading “THE DOUBLE ECLIPSE HAS FORBIDDEN YOU FROM ENTERING” while playing the 2 player versus thme from Dr. Robotnik’s Mean Bean Machine.
* Inputting the Sonic 2 debug mode cheat will open a secret demo for Emerald Hill Zone, using a Sonic 3 remix of EHZ (https://youtu.be/mzhDOxbBAWs) with Sonic 3 sprites.
* Playing sound test 8F reverses the frequencies of the entire game, music and sounds included. Resetting the console is the only way to revert this.
* Playing Sound Test 98 and selecting Tropical Turquoise whole holding A and C loads the TTZ layout with Green Hill Zone graphics, sprites, and music (https://youtu.be/rx_YeFmIBLY[Refer to time stamp 3:43])
* Mecha Sonic‘s theme contains snippets of Doomsday Zone, his theme in Sonic 3.
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Category:Flamethrower81 pages