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by flamewing

Sonic 1 & 2 by ColinC10


Supported Hardware
Sonic Classic Heroes has been tested in several models of the Sega Mega Drive and the Sega Genesis,
with and without the Sega CD/Mega CD and 32X accessories.
It has been tested with several different flash cartridges. Ideally, you want at least 1kB of SRAM on
your flash cartridge/re-programmable ROM so that you can use save games.
It has also been tested in numerous emulators. Some emulators (such as the one used by the SEGA
Mega Drive and Genesis Classics) do not allow SRAM because the base game (Sonic the Hedgehog 2)
did not have SRAM.
You can watch some hardware tests of a pre-release version on this stream. If you like RedHotSonic’s
content, please make sure to like and subscribe to him.
Supported accessories
Sonic Classic Heroes has been tested in real hardware, and works with the following accessories:

Electronic Arts’ 4 Way Play

Note: Sonic Classic Heroes must be restarted after


plugging in the accessory.

Sega Team Player, all models.

Sonic Classic Heroes favors the native 3-line


handshake method over the 4 Way Play
compatibility mode.

Six button controllers

Sonic Classic Heroes works best with controllers


that have a button, but those without one
are also usable.

Stock Control Pads

Sonic Classic Heroes works best with a Six


Button controller, but a stock Three Button
controller is also usable.
General Control
Using a Six Button Controller
The best/recommended way to play Sonic Classic Heroes is using a six button controller with a
button. Other input methods will be explained later. Some characters may override these
actions with their own.

Button pressed When Effect


During game Pause the game
Turn super or hyper if the conditions
During game, while on air
are met
Hold two of , , or , press
During game, while on air Same as
the third
During game, on the floor Look up or down
During game, on the floor Jump
During game, while on air Trigger jump action
Rotates the players like this:
During game
p3 → p2 → p1 → p3
During game Swaps player 2 with player 3
Rotates the players like this:
During game
p3 ← p2 ← p1 ← p3
During pause Resume the game
During pause Return to title screen
During pause Restart the level from the beginning
For player 1: kills all other players
During pause
For players 2 and 3: kill self
During a Sonic the Brings the leader character back to
Hedgehog 2 Special Stage the front of the line
Using a Three Button Controller
Some characters may override these actions with their own.

Button pressed When Effect


During game Pause the game
During game, on the floor Look up or down
Rotates the players like this:
During game
p3 → p2 → p1 → p3
During game, on the floor Jump
Trigger jump action or turn super or
During game, while on air
hyper
During pause Resume the game
During pause Return to title screen
During pause Restart the level from the beginning
For player 1: kills all other players
During pause
For players 2 and 3: kill self
During a Sonic the Brings the leader character back to
Hedgehog 2 Special Stage the front of the line

Super/Hyper transformation
In order to turn Super, you need to collect
at least one full set of emeralds: either the
Chaos Emeralds (Sonic the Hedgehog 1
special stages), or the Sol Emeralds (Sonic
the Hedgehog 2 special stages). When you
have one of the sets, you need to collect
50 rings and trigger the transformation as
described in the above tables.

If you have both sets of emeralds, you can


turn hyper instead.

Super/hyper characters have enhanced


speed, invincibility, and other character-
specific abilities.

Note that if you are using a 3-button controller, it is not possible to trigger a jump action without
turning super or hyper first.
Spindash
When pressing or , and pressing any jump button, you start charging for a spindash. The
spindash will be unleashed when you release or . The more jump buttons you press, and the
faster you press them, the faster the spindash will charge, and the faster you will be when it is
unleashed. Holding a spindash without charging quickly drains charge, so beware!

A spindash cannot be charged while the screen is panned up or down.

Character Specific Controls


Sonic the Hedgehog
Sonic is the fastest of all characters. He has several unique abilities:
• Super-speed: Sonic has a higher top speed, acceleration, and
deceleration than all other characters in the game.
• Super Peel-Out: when pressing and charging, Sonic will
charge a Super Peel Out instead. Mechanically, it works like a
spindash, but Sonic is running instead of rolling.
• Shared speed: when Sonic is the leader, all other characters share
in his super-speed.
• Drop Dash: pressing and holding during a jump will begin
charging a drop dash instead of triggering a normal jump action.
A drop dash is similar to a spindash, and will be unleashed when
landing. Releasing before it is unleashed will cancel the drop
dash.
Sonic also has an array of jump abilities that depend on the power-ups in effect being used:

When Hyper Hyper Dash: dashes in the direction being held, and destroy all
nearby badniks
When Super Super Dash: dashes in the direction being held
When invincible Regains control when jumping from a rolling state
With a Fire Shield Flame dash: a forward dash that can destroy breakable walls
With a Lightning Shield A double jump
With a Bubble Shield A downward dash, followed by a high speed bounce
With a Golden Shield A homing attack towards the nearest enemy/monitor, or a
forward dash
Without any shields or invincibility Insta-shield: Sonic becomes invincible for a short duration, and
has an extended attack range
Miles “Tails” Prower
Tails can fly by activating his jump action. Mashing jump buttons while
on air will make Tails climb. Tails has a limited endurance, but he can
carry the other players on the team.
While flying, you can press to accelerate downwards faster.
If Tails is flying when you swap to another character, pressing will act
as a jump button and make Tails ascend.
When Hyper, Tails will be surrounded by four Super Flickies, which will
attack nearby enemies.

Knuckles the Echidna


Knuckles can glide by activating his jump action; he will glide while the
jump button is being held.
When Knuckles glides into a floor, he will start sliding, and will keep
sliding until either (a) coming to a stop, (b) falling off an edge, or (c) all
jump buttons are released.
When Knuckles glides into a wall, he will latch onto the wall and can
climb it up or down by pressing either or . While climbing,
Knuckles can drop from the wall by pressing + jump.
When Super, Knuckles will glide faster and climb faster. When Hyper, he
will additionally cause a quake if gliding fast enough into a wall, which
will destroy all nearby badniks.

Espio the Chameleon


Espio can attach to walls and ceilings by holding a direction and
triggering a jump action. Once he latches to the wall or ceiling, you can
let go of the jump button, and use it instead to jump away from the wall.
When Hyper, Espio will cause a quake when latching to a wall with
sufficient speed. This will destroy all nearby badniks.
Charmy Bee
Charmy has a completely different control scheme than all other characters.
Instead of jumping, he will dash into the direction being held whenever you
press a jump button – whether or not he is on the air. If you hold a jump
button when the dash ends, Charmy will start flying instead. He can fly in
whatever direction is held.
When Hyper, Charmy’s dash will cause a screen flash which destroys all
nearby badniks.
There are some special effects from playing Charmy solo.

Vector the Crocodile


Vector has a directional dash as his jump action: he will dash into whatever
direction is being held. If he hits a wall during a dash, he will latch onto the
wall and can climb it up or down by pressing either or . While
climbing, Vector can drop from the wall by pressing + jump.
When Super, Vector climb faster. When Hyper, he will additionally cause a
quake if he hits a wall fast enough during a dash, which will destroy all
nearby badniks.

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