Sonic the Hedgehog
(Current scale is below 100% - zoom in to view full detail)

| Asset Info favorite | |
|---|---|
| Name | Sonic the Hedgehog |
| Category | Sega Genesis |
| Game | Sonic the Hedgehog |
| Section | Playable Characters |
| Submitted | A long, long time ago |
| Uploaded By | Triangly |
| Additional Credits | Paraemon |
| Size | 106.50 KB (690x1558) |
| Format | PNG (image/png) |
| Hits | 356,288 |
| Tags (3): | |
Animated GIFs (7)
Sonic Continue

Sonic Jog

Sonic Jog Angled

Sonic Jump

Sonic Run

Sonic Run Angled

Sonic Tunnel

Comments (129)
You must be logged in to post comments.
I personally think the black death sprite would be used if sonic died to the lava in Marble Zone
I agree with this man, though, not all of them are like that... then there's the... other... part... \/
I swear, Sonic fans are the whiniest people on the planet.
nah its laziness. how come every other sprite is able to have the stripes? how come they came back in sonic 2
they just forgot to put the stripe on
they just forgot to put the stripe on
Not laziness, rather trying to cut corners. Majority of the game's objects share the same color palette to save time so that they could meet the deadline. Why in Mega Man 1 on the NES, everyone practically used the Red, White, and Yellow color scheme that isn't the player character and Ice Man on the NES side of things.
@Παρατηρητής Especially in Sonic 3.
This is basically 9bit to 24bit RGB shifting. MegaDrive hardware actually uses 9bit RGB colours (aka RAW scheme) but to display it, it has to be shifted to 24bit RGB on the screen, i.e. 3bit per colour -> 8bit per colour resulting a "Measued Render" scheme. A lot of emulators still display a RAW scheme image because of the old (incorrect) method of bit shifting (some of them shifting from 4bits to 8bits iirc, resulting a FSH scheme with 238/238/238 white colour). On the actual hardware colours become kinda "washed out" because it doesn't shift colours at linear scale. Although, the RAW scheme is still technically correct because that's how the sprites are stored deep in the game/hardware.
Just want to notice this is a very simple explanation and it might be not that correctly, but whatever
Just want to notice this is a very simple explanation and it might be not that correctly, but whatever
um how do you get the "measured render - accurate color scheme" palette i cant find it anywhere
It's easy - laziness. Laziness crops up a few more times in later Genesis Sonic games.
I really don't know how they forgot to add stripes to the Spring and Fan sprites.
@pacmastermeow It's from a HUD. And yes, the HUD shares Sonic's palette.
His name under the spring bounce sprite. Also any enemy that used Sonic's palette in-game.

What's the yellow for?

Oh, Cont. Elipse is the elliptical rug he sits on during the continue screen!
Continue.

What's Cont. Elipse?
Kinda late, but I just want to add that there are no some sort of Monitor/TV brightness settings in MegaDrive. It displays the same colours no matter what you're using. Athough I think it is just how Snake has tried to present different colour schemes (which were a "mystery" those days) to a regular user
The vanilla Gens has three lots of colors - whatever is going on in the main window, Raw in the VDP viewer (though the white is wrong) and PC S3K/CD port scheme for the Plane Viewer.
Fusion doesn't match any of the above.
Fusion doesn't match any of the above.
I believe the mobile port colors originally come from Gens, and also the TV brightness in Fusion. (I personally prefer the brighter Monitor brightness.)
Those may have come from one of my Sonic 2 or S3K sheets, it's an oversight both myself and Triangly have had. The Shadow and Highlight values shouldn't be present, they didn't crop up until the Sonic 2 prototypes.
As for the why - it's mostly noted on below, but simply - the Default values that scale in increments of 36 are the actual values in terms of programming. The tangential values (52, 87 etc) are then what's output to the TV through the Genesis (90s hardware). The Mobile Port values (32, 64) etc, also known as Raw, are a catch-all since there are programs that utilise those values and some people prefer it; you'll see a lot of colors with these values in the Mobile page for this game.
As for the why - it's mostly noted on below, but simply - the Default values that scale in increments of 36 are the actual values in terms of programming. The tangential values (52, 87 etc) are then what's output to the TV through the Genesis (90s hardware). The Mobile Port values (32, 64) etc, also known as Raw, are a catch-all since there are programs that utilise those values and some people prefer it; you'll see a lot of colors with these values in the Mobile page for this game.

