In a way yes. Videogames history would have being very different if the Sonic formula was based on MS Sonic 1 and not the flashy (and rather hollow) genesis games.
Seeing a lot of love for both Sonic 1 and 2 for the Master System, but no mentions of Sonic-not-3D-Blast for the Master System - that somehow only released on Brazil. Predecessor of Donkey Kong Country.
It was mind blowing for me at the time, it looked beautiful even though it animated worse (and it was slower) than Sonic 1.
Egypt stage sucked and, in retrospect, the gameplay in general. Until Sonic Advance though, it was my only way to play as Knuckles :)
For a lot of the emeralds in both 1 and 2 you kind of just had to know or discover by sheer luck. In Sonic 2 for example there's a sky level where in order to reach the emerald you had to get to a spring board hidden in a specific cloud (of which there were many) and if you missed it you fell to your death.
On a related note, I always preferred the Master System version of Castle of Illusion to the Mega Drive version. Again very different games!
There is also a secret in Sky High Zone Act 1 that is so bizarre I don't really know how to explain it.
I've known about these birds since I was little, but absolutely nobody knows why they are there in that specific spot in the zone or what they mean or why they appear. Just bizarre shit.
You're a good person, OP. You're a good person. I wouldn't necessarily put it above MD Sonic 1, but it's a damn fine game and I absolutely understand that opinion. There are things it does better. Master System Sonic 1 is one of the most overlooked games in the franchise and honestly there are few 8-bit games at all that I'd rank higher than it.
I remember getting Sonic Mega Collection Plus and being so excited to finally play this game again. Ok it's the Game Gear version but still yay! Then I was like......was the screen always this small? No. No it was not. Game Gear version really butchers the game with how much you can actually see. People judging 8-bit Sonic based on the GG version don't understand what they're missing.
Most of the Sonic master system games seem to loosely map onto the Genesis series. Sonic 1 shares a few level aesthetics between the two games. Sonic 2 for Master System is loosely analogous to Sonic CD (right down to having a plot of Robotnik taking one of Sonic's friends hostage and shares CD's main theme as level music). Sonic Chaos is roughly comparable to Sonic 2 Gen and Triple Trouble with Sonic 3; Sonic Blast is a horrifying attempt to do Sonic & Knuckles with pre-rendered 3D sprites on hardware barely able to display more than 32 colors at a time. Sonic Labyrinth and Sonic 3D Blast (Flickies' Island) share more similarities than Sega wanted to admit at the time.
The Game Gear version of Sonic 1 is a later revision than the Sega Master System version. You can almost treat the SMS version like a prototype. This manifests in lots, and lots of ways throughout the game. Some of these changes are minor, like Green Hill Zone having new art for warning signs to account for the lower resolution, or Sonic's sprite being different between the SMS and GG versions, while other changes are drastic, like Labyrinth Zone featuring an entirely different level layout to the point of it being an entirely different zone, or all the special stages being 100% different. There are also QoL changes in the GG version, like how Jungle Zone Act 2 can scroll backwards down, where in the SMS version, falling to the bottom of the screen meant instant death.
There are lots and lots of differences between the 8-bit versions of Sonic 2, as well.
I really praying for Taxman use more Sonic 8-bits zones like The Brigde zone and The Forest zone.
Has there ever been a version of Sonic 1 based on the Mega Drive/Genesis version that has those story touches/world map? I think that would be my favorite version.
It is very, very, very likely (as in, I'm 99.99% sure of this, I'm just waiting for a specific dump to come out (which has been found) to be able to present as absolute proof) that the 8-bit Sonic 1 port is based off of a very early version of Sonic 1 for the Genesis. What is very likely to have happened is that, once Sonic Team had stopped iterating on core gameplay and level tropes (i.e. after their initial CES appearance with the non-interactive demo), they likely had a meeting with Ancient to get on the same page then didn't communicate after. Between that period where Sonic Team met with Ancient to present what they thought Sonic 1 would be, and when Sonic 1 on the Genesis ultimately released, a number of changes occured that didn't get reflected in the 8-bit port.
So when you look at the 8-bit version of Sonic 1, you are looking at pretty much a split timeline of development. Lots of things in the 8-bit Sonic 1 port resemble parts of the unseen prototypes of the 16-bit version of Sonic 1. A repost of an old topic with a little bit more info:
First - Bridge Zone contains the Yadorin badnik. We know that this badnik was originally supposed to be in Marble Zone. Similarly, Sky Base Zone contains both Bomb, and the special version of Unidus from Labryinth Zone which does not shoot it's spikes - both enemies from Star Light Zone. Now, the special stage in Sonic SMS doesn't contain any badniks, but Spring Yard Zone in Sonic MD recycles most of it's badniks save for Arma.
Second - The Special Stage in Sonic SMS is largely useless. It exists only to give continues. In Sonic MD, the special stage is there to give you chaos emeralds, but since there are emeralds in the stages in Sonic SMS, it renders the Special Stage unnecessary. Now, the Special Stage contains a lot of unique gimmicks which are similar to Spring Yard Zone - most noticeably the bumpers. These appear only in the special stages in Sonic SMS. My personal belief is that they were originally coded for spring yard zone, and reused later for unknown reasons.
Third - the art of the zones are very similar to existing zones, as are their tropes. Bridge Zone obviously is the most different, but a simple change in the palette makes the zone look a lot like Marble Zone:
Bridge Zone and Marble Zone also share similar objects, such as this platform:
Perhaps more obvious is the similarities between the special stage and spring yard zone:
Obviously the Special Stage features what is largely considered the defining feature of Spring Yard Zone - the bumpers. But at first glance it seems to share little else in common with the final Spring Yard Zone. The background is completely different, especially... until you compare it to sparkling zone:
Suddenly the two zones look remarkably similar, especially the background, which features the same dark shade of blue and sparkling stars.
Lastly, we have Sky Base Zone, which borrows a lot from Star Light Zone's industrial highway motif. First, you'll notice that SLZ's yellow-and-black caution color scheme is copied a lot:
That yellow-on-black design is used quite a bit in both stages. The main pattern in the level - industrial squares with lots of rebarbs sticking out, is also used in both zones:
It's a bit harder to see because of the flashing palette in act 1 of Sky Base Zone, but the structures are incredibly similar. Even random objects in the background are similar, like these glowing lights and cones:
Now, even though it's included, I've always felt that labyrinth Zone's background in Sonic SMS was similar to Labyrinth Zone's background in the Sonic beta, with lots of black and smoothly blended sections of background:
Fouth - Sonic sings in the ending, and the title screen is black. This is the most obvious similarity, since we know both were a staple of early versions of the game. Magazine scans have shown that early versions of Sonic MD had a title screen similar to Sonic SMS:
and, more interesting, we know that at one point very late in development, Sonic MD had a robust sound test mode featuring a fully animated band. Concept art shows that Sonic was the singer, and we know this was removed extremely late in development to make room for the "sega" soundbyte:
Sonic SMS's ending shows Sonic, fully animated, "singing" the end theme song. I've said many times, I believe this is the last remaining piece of that soundtest mode:
There is more, too, I just hit the main beats. You can see other indications that the 8-bit version of Sonic 1 is based off of early Sonic 16-bit discussions, like the spirte of Sonic singing at the end is Sky blue, which matches the JPN Sega logo. Sonic was originally sky blue specifically to match the color of the JPN sega logo, but he wound up clashing with backgrounds in the game, so later in development they changed his color to Cobalt to match the US Sega logo.
The color of Sonic at the end of the 8-bit version of Sonic 1 is reflecting a very early design for Sonic.
Holy moly. I wasn't aware of how good Sonic 1's 8-bit version was--didn't even consider playing it before because I thought it was considered grossly inferior--but from your detailed thoughts and description, I really need to play it! Thanks Mama Robotnik and great topic!
Interesting argument but definitely not one I agree with. Mainly because I feel the momentum is just too important - the feel of Sonic is key to my enjoyment.
The MS/GG version lacks this entirely while exhibiting severe performance issues. I'm not really keen on the simple platforming stages.
Still, it's different enough that I can respect someone preferring it!
Yes, yes, YES ! It's like you read my mind. I was playing this game last week and literally though about Sonic 1 on Master System being better than the Megadrive games but also my favorite Sonic.
Better exploration, less (shallow) speed, better gameplay. Finding the hidden stones was rewarding. In the others Sonic you just want to reach the end as fast as you can which I never found interesting.
After the Marios I was never motivated to play the Megadrive Sonics, but this one I absolutely wanted to see the end. Alex Kidd in the miracle world (another real platformer) and this one are my favorite games on Master System. Momentum based Sonic games have not good gameplay.
Seriously you nailed it ! I agree with every points you made in this beautiful love letter to the exquisite Sonic 1 on Master Sytem !
Sonic Blast is also on 3DS Virtual Console but it sucks compared to Sonic 1 anyway,
For everyone mentioning not having heard of 8-bit Sonic before, there are some 8-bit Sega threads here if you want to delve more into a neat area of gaming you missed out on.
https://www.resetera.com/threads/sega-master-system-ot-3d-before-it-was-cool.1673/
https://www.resetera.com/threads/bitmap-books-sega®-master-system-a-visual-compendium.31858/
https://www.resetera.com/threads/what-would-you-include-in-a-sega-master-system-classic.69814/
https://www.resetera.com/threads/sega-mark-iii-master-system-appreciation-thread.14728/
https://www.resetera.com/threads/sega-game-gear-appreciation-thread.74806/
So basically Sonic once existed as a more coherent product than what we usually have? Cause a world map, the chaos emeralds being in level secrets, and a tighter focus on precision while also retaining the speed aspect sounds like the Sonic I would get into more than the Sonic that exists. Maybe its why I have Sonic Advance 2&3 as my series high points.
At last, someone else who supports my long held belief!
I think the thing is for me, is that Sonic 1 Mega Drive swiftly turns into a slow paced platformer the moment you leave Green Hill Zone which is when Sonic 1 MS can swoop in and reveal its more pleasing character control for that focus and often having better platforming challenges to boot.
Throw in that Koshiro OST and you got a stew going.
The autoscroller bridge stage still feels more speedy than all of marble zone, damn does marble zone suck.
I actually find the arguments about the joined map compelling, as well as the stronger ending to the story in StH 8-Bit.
I don't think I agree because what I like about Sonic (low-middle-high exploration in a level and branching paths that create level replayability) is missing in StH 8-Bit, and the platforming that replaces it isn't very fun because typical platforming isn't fun with Sonic's jump physics. The thing that makes Sonic's physics work is that you're having to control him coming off lips and shooting up ramps. When you're just making regular-ass jumps like in Mario, the physics make it less fun.
But I do see where you're coming from, OP.
EDIT: I also LOVE Sonic 1's Special Zones. The swinging perspective and having to control Sonic within that moving maze was really fun to me. I don't think that replacing them by scattering the chaos emeralds within the level and then having a different special level with a continue monitor in it is, for me, a great exchange.
The only positives you listed were how they handle getting the chaos emeralds and the world map
I'm assuming the Master System version is better due to screen resolution?
OP, you've confirmed that Sonic 8-bit isn't really Sonic at all.
I loved the 8Bit Sonics, but i won't say they are better than their 16bit counterparts. They are just différents.
Just like Castle of illusion is different.
In Sonic 2 8bit, vehicles were not a very good idea.
Also in Sonic 16bit, best zone is Marble zone
PS : OP you learnt me something today, i didn't know that Ancint made thèses games.
It plays as a conventional 8-bit platformer, lacking what made the original Sonic game special, namely the intricate physics, the inertia, slopes and high-octane segments.
oh! I never realized of those differences, I played the Master system 2 version of sonic when I was 10 or so and I liked a lot. I tried many times after other sonic games and they never clicked. I was so disappointed on sonic mania (not because is bad, but because I realise I don't like this kind of gameplay).
Now that makes sense, I have always been a Mario person.
By contrast, the Sega Master System version of Sonic 2 DOES feature the Sneaker power up - Once, in a very obscure location in Aqua Lake Zone Act 2. Using it in fact plays a unique song not heard anywhere else in any other sonic game
There is also a secret in Sky High Zone Act 1 that is so bizarre I don't really know how to explain it.
I've known about these birds since I was little, but absolutely nobody knows why they are there in that specific spot in the zone or what they mean or why they appear. Just bizarre shit.
In Sonic 2 for example there's a sky level where in order to reach the emerald you had to get to a spring board hidden in a specific cloud (of which there were many) and if you missed it you fell to your death.
If you pay attention, the game gear boss battle is actually harder on top of having more limited viewing space. The balls actually bounce in 3 different patterns -- a low pattern, where the best option is to jump over the balls, a medium option where you have to jump with slightly different timing, and a high bounce pattern where the best option is to actually run under the ball. And these patterns are random, the game uses the PRNG to determine each ball's behavior, so there is no pattern. This makes dodging the balls in the first place way, way, way harder. In the Master System version, the balls exclusively bounce in the low pattern, there is no medium or high pattern, which makes every ball easy to jump over, even without being able to see further. In the SMS version, you never have to press left or right at all to beat the boss, you can beat it just by tapping the jump button at the right time. In the Game Gear version, you pretty much are required to run all around that tiny cramped screen to avoid the balls.
I missed this thread last week! I completely agree with all of the points in the OP. I remember playing Megadrive S1 years after I played MS S1, and I always felt it was inferior. The visuals were far greater, but that was all... The journey in MS S1 is really cool, finding the emeralds through exploration is more rewarding than doing the lame MD S1 special zones (which MS S1 also had, and unique ones at it), and the final stretch of the game is a lot more epic than the boring, standard one in MD S1. The zones are more original and pleasing to my taste as well.
Also, it was great when I realised that by finding every extra life (one per level), you get an extra one before the final boss fight.
Also, it was great when I realised that by finding every extra life (one per level), you get an extra one before the final boss fight.
I may be biased because I grew up with Master System and Sonic 1 was my favorite game back then, but I completely agree with OP and I think he´s done an awesome job expressing why this version may be better for some people. 16 bit Sonic never grabbed me in the same way the first MS game did, specially thanks to 2 aspects OP commented:
Awesome thread OP :)
- Platforming is better thanks to there being a clear path through the level which allowed the designers to make more meaningful challenge progression. 16bit Sonic always felt a bit unfocused to me, like the levels lacked structure. This is something even Sonic Mania suffers from, I guess I just don´t like 16bit Sonic level-design.
- Exploration and secrets are much better. There being only 100 rings, one hidden 1-UP and one Emerald per level and all of them being collectable in a single run made me look everywhere for secrets and strive to get every ring, while in the 16bit games I always feel like I´m missing stuff when I inevitably have to choose a path through the level from all the available ones. Also, I can´t remember any other game where I needed to look up and down like in Sonic 1, making those abbilities incredibly useful and fun to use, unlike other games where they weren´t really justified.