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Archived from the original on August 27, Retrieved October 22, CBS Interactive. Archived from the original on October 22, January 29, Archived from the original on October 21, Retrieved February 13, Ziff Davis.
Archived from the original on September 18, Retrieved February 11, December 16, Archived from the original on February 18, Retrieved February 17, Archived from the original on March 15, Retrieved February 21, Computer and Video Games : June Retro Gamer Retrieved March 22, Future plc.
Archived from the original on February 11, Archived from the original on July 1, Eurogamer Network.
Archived from the original on August 16, Archived from the original on April 1, Archived from the original on 27 March Retrieved 17 February TouchArcade LLC.
Retrieved 21 October Archived from the original on March 4, Archived from the original on September 4, Nintendo Life.
Archived from the original on September 27, Entertainment Weekly. Meredith Corporation. Archived from the original on August 29, Archived from the original on November 3, Electronic Gaming Monthly staff March Electronic Gaming Monthly.
Bath : Future plc. IDG Entertainment. Retro Gamer. Bournemouth : Imagine Publishing. Mean Machines. London : EMAP 10 : Retrieved October 21, London : EMAP 14 : 70—72, This audio file was created from a revision of the article " Sonic Spinball " dated , and does not reflect subsequent edits to the article.
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Download as PDF Printable version. Sega Technical Institute. Peter Morawiec Hoyt Ng. Action , pinball. Single-player , multiplayer.
Masses of amazing levels with several degress of difficulty and special blocks to keep you on your toes. Instructions Clear 3 levels of bricks by bouncing the ball with your paddle.
Clear them all to advance to the next level. Grab the falling special features and use them to clear the levels faster. Move the paddle sideways with your mouse to keep the ball from dropping out.
Release the ball, shoot the laser and the rocket with your left mouse button. Lasers and Rockets help you to destroy the bricks faster.
The goal of each level is to collect all of the Chaos Emeralds and subsequently defeat the newly accessible boss located at the top of the level.
Some Chaos Emeralds are blocked off by obstacles that require Sonic to hit certain switches or bumpers in order to create a clear path.
A "status strip" at the top of the screen provides hints for defeating bosses as well as encouraging messages when the player makes progress.
The strip also tells the player how many Chaos Emeralds are left to collect in a level. The player is given three balls to shoot around the board, the object being to accumulate points by hitting as many bumpers and targets as possible.
At any point in the bonus round, the player may trigger a tilt shake that rattles the table and affects the ball's trajectory. If the tilt shake is used too often, however, all flippers will lock out, leaving the ball to fall down the drain.
When the goal of the bonus round is fulfilled, or if all three balls fall through the flippers, the bonus round will end, and the next level will commence.
Sonic starts the game with three lives. A life is lost when Sonic falls through a drain. An extra life can be earned by accumulating 20,, points ,  which can be accumulated by hitting bumpers, navigating through loops, collecting rings and destroying enemy characters.
Peter Morawiec in a retrospective interview with Retro Gamer. Sonic the Hedgehog 2 boosted sales of the Sega Genesis in the holiday shopping season.
Sega of America's management realized that Sonic the Hedgehog 3 would not be ready until next year and commissioned another game that could be completed in time for the holiday season.
Sega's research suggested that the Casino Night Zone of Sonic the Hedgehog 2 was among the most popular levels. This provided designer Peter Morawiec with a general direction for the upcoming game.
The developers envisioned a way of extracting the enjoyable aspects of this level and expanding on them broadly enough to form a concept around which an entire game could be based.
Morawiec drew inspiration from Pinball Dreams , a game released for the Amiga in , to combine pinball mechanics with the gameplay of Sonic the Hedgehog.
Collaborating with three colleagues, Morawiec designed basic animations depicting Sonic as a pinball. The animations were demonstrated to Sega's senior management, who approved the project.
The development team knew that the game would have to be completed in under a year to be ready in time for the holiday season; a schedule Morawiec considered "tight" for a game which needed to capitalize on the series' new-found popularity in North America.
Despite the transfer of these staff, the game was still not predicted to be complete in time. As a result, Sega Technical Institute staff decided to change the game's programming language from assembly to C ; an unusual choice for Genesis games at the time.
In the space of 61 days between mid-June and August , the project evolved from a roughly playable build with no collision detection systems or character animations to a completed game.
Immediately before the game was due to ship, the team was informed that Sega did not own the rights to the Sonic the Hedgehog theme tune.
Morawiec recalled uproar among the team after Hirokazu Yasuhara , the lead designer on Sonic Team , explained that the tune was owned by Japanese band Dreams Come True , whose songwriter Masato Nakamura composed the soundtrack for the first two Sonic games.
Morawiec tasked the team's lead composer, Howard Drossin , to write a new theme within two hours. Morawiec believed that the game would face "acceptance challenges" from both fans and the gaming media, as Sonic the Hedgehog Pinball strayed away from the traditional platforming genre.
After returning home to the United States from Europe, Morawiec was surprised to find that the game had sold well, and was pleased that it benefited from the franchise's popularity.
Nonetheless, he regretted that the team had lacked time to "polish" the game properly. The 8-bit version is mostly identical to the Genesis game, albeit with downgraded visuals and different, more platforming-oriented bonus stages.
The Master System version was released near the end of the console's lifetime and did not sell well, and became a valuable collector's item.
The game has been rereleased on 11 different platforms. The visuals were generally well received.
In the same review, another reviewer opined that the graphics were not as "sharp" as other Sonic the Hedgehog titles, and also thought the sound was unimpressive.
Various aspects of the gameplay garnered a mixed reception from critics, though the game's control scheme received the most criticism.
A second pinball game in the series, Sonic Pinball Party , was released for the Game Boy Advance in to generally favorable reviews. A Sonic the Hedgehog -themed hotel room was later made available at Alton Towers Hotel, which featured various playable Sonic the Hedgehog games, as well as wallpaper based on Sonic the Hedgehog 4: Episode I.
From Wikipedia, the free encyclopedia. This article is about the video game. For the roller coaster, see Spinball Whizzer.
EU : January 25, WW : February I honestly don't know who came up with that, but it sounded fun and doable, so STI [Sega Technical Institute] jumped on it.
Sonic Team. Archived from the original on August 27, Retrieved October 22, CBS Interactive.
Archived from the original on October 22, January 29, Archived from the original on October 21, Retrieved February 13, Ziff Davis.
Archived from the original on September 18, Retrieved February 11, December 16, Archived from the original on February 18, Retrieved February 17, Archived from the original on March 15, Retrieved February 21, Computer and Video Games : June Retro Gamer Retrieved March 22, Mein Profil Punkte.
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