Sonic The Hedgehog | |
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Developer(s) | Sonic Team |
Publisher(s) | Sega |
Series | Sonic the Hedgehog |
Release date(s) | JP December 21, 2006 NA January 30, 2007 EU March 23, 2007 |
Release type | Console exclusive |
Genre(s) | Action, Adventure, Platform |
Mode(s) | Single-player, Multiplayer |
GameID(s) | BLES00028 (IRD), BLUS30008 (IRD) |
Quick links | Check Compatibility Open Issues Search Google Wikipedia Page |
Sonic the Hedgehog (commonly referred to as Sonic '06) is a 2006 platform game developed by Sonic Team and published by Sega. It was produced in commemoration of the Sonic series' 15th anniversary, and intended as a reboot for the seventh generation video game consoles. Players control Sonic, Shadow, and new character Silver, who battle Solaris, an ancient evil pursued by Doctor Eggman. Each playable character has his own campaign and abilities, and must complete levels, explore hub worlds and fight bosses to advance the story. In multiplayer modes, players can work cooperatively to collect Chaos Emeralds or race to the end of a level.
Reviewers singled out the game's camera system, loading times, controls, level designs, and glitches. GameSpot said the level design was worsened by the frustrating camera system and Game Informer criticized the game's high difficulty, citing the camera as causing most deaths. Some reviewers were unhappy that the majority of the game was not spent playing as Sonic; playing as Tails, GameSpot wrote, made a level boring. Similar criticism was offered by Eurogamer, finding that the supporting cast annoyed rather than fleshing the game out; they considered the camera system to be the worst they had ever seen in a video game. On the positive side, 1UP felt that despite the control and level design problems, the game still played like a Sonic game.
Configuration
No options that deviate from RPCS3's default settings are recommended for this title.
Known Issues
Graphical bugs - Issue 4122
According to kd-11, the game does not send draw commands to RSX (PS3 GPU), "It appears to be a synchronization bug in lv2 kernel semaphores. The game has two threads to manage which objects are on screen and presumably tag them to be rendered by the render thread, but they are not running and are stuck in an infinite loop".
Previously, this meant that 3D rendered objects would rarely appear and you would just be left with a skybox and the 2D UI elements. After PR 12258 was merged, the graphics have improved to where they now flicker in and out of existence but are now at least somewhat visible, so it may now be possible to complete the game but a seizure warning is advised.
Special Notes
Patches
PPU-5fa63817d4349e8b47e6ddd2425fadfd2914a1fa: Custom Time Scale (ingame, menus, FMVs): Games: "Sonic the Hedgehog (Sonic '06)": BLES00028: [ All ] Notes: Increasing the Clock Scale setting increases performance but breaks the Red Gem. Patch: - [ bef32, 0x16917E0, 0.016666667 ] # 0.03333333 for 30 fps, 0.008333333 for 120 fps, etc. (1/TargetFPS) Custom Time Scale (cutscenes): Games: "Sonic the Hedgehog (Sonic '06)": BLES00028: [ All ] Notes: Cutscene framerate is capped at half Vblank frequency. Increasing the Clock Scale setting increases performance but breaks the Red Gem. Patch: - [ bef32, 0x16920D0, 0.03333333 ] # 0.016666667 for 60 fps, 0.008333333 for 120 fps, etc. (1/TargetFPS) PPU-4b46d0161ca657ab16b0a779d9062810ea5ea2dd: Custom Time Scale (ingame, menus, FMVs): Games: "Sonic the Hedgehog (Sonic '06)": BLUS30008: [ All ] Notes: Increasing the Clock Scale setting increases performance but breaks the Red Gem. Patch: - [ bef32, 0x16917B0, 0.016666667 ] # 0.03333333 for 30 fps, 0.008333333 for 120 fps, etc. (1/TargetFPS) Custom Time Scale (cutscenes): Games: "Sonic the Hedgehog (Sonic '06)": BLUS30008: [ All ] Notes: Cutscene framerate is capped at half Vblank frequency. Increasing the Clock Scale setting increases performance but breaks the Red Gem. Patch: - [ bef32, 0x16920A0, 0.03333333 ] # 0.016666667 for 60 fps, 0.008333333 for 120 fps, etc. (1/TargetFPS)