Compare Sonic the Hedgehog 4 Episode 1 prices across 50+ stores and find the best deal. Developed by SEGA. Published by SEGA. Released on 1/19/2012. Available on PC. Genres: Single Player, Side View, Platform, Adventure.

SEGA's attempt to drag Sonic back to his Genesis roots: a short, 2.5D side-scroller with rings, special stages, and a homing attack that divides the fanbase.

Sonic the Hedgehog 4 Episode I is a side-scrolling platformer built to answer one question the Sonic fanbase had been asking for years: what would a true sequel to the Genesis trilogy actually look like? The answer, it turns out, is complicated. Developed by Dimps with assistance from Sonic Team, the game spans four zones, each split into three acts and capped with a boss fight against Dr. Eggman. You sprint, roll, spin-dash, and homing-attack your way through familiar environments, collecting rings as your health buffer and hunting Chaos Emeralds through rotating special stages unlocked by finishing a level with 50 or more rings. A world map lets you tackle zones in any order after the first, and time attack plus online leaderboard modes give completionists a reason to loop back. The core loop is recognizable to anyone who spent time with Sonic 1 or 2. Slopes, vertical loops, corkscrews, springs, boost pads, power-ups like shields and speed shoes: the DNA is all here. What is not here, and what drove the loudest criticism at launch, is the momentum physics that made the originals feel great. Sonic takes a noticeable run-up to reach top speed, and the physics engine does not carry your speed through slopes the way the Genesis engine did. The homing attack, borrowed from the 3D games, is the other flashpoint. It is genuinely useful for chaining enemies across vertical gaps and reaching higher paths, but it doubles as an air rebound when no target is near, which can throw off precision jumps at the worst moments. Level design is split: Splash Hill Zone flows nicely, Casino Street has a clever card-deck setpiece in Act 2, but Lost Labyrinth's torch puzzle and mine-cart sections grind momentum to a halt, and several boss encounters are recycled from earlier games with almost no variation. The honest answer on length is that a competent run clears Episode I in a single evening. That is roughly comparable to Sonic 1, though it stings a little more when you factor in how long this game had been hyped. Where it earns replays is in its route variety, time attack chasing, and Super Sonic runs, which are tracked separately on leaderboards. The visuals are clean and colorful, even if the art style sits awkwardly between retro and modern without fully committing to either. The soundtrack is serviceable but rarely memorable, a step below the Genesis era compositions it is clearly trying to echo. The community has had years to reassess, and the consensus has softened somewhat. Taken on its own terms rather than as a spiritual heir to Sonic 3 and Knuckles, Episode I is a functional, occasionally fun 2D platformer. The physics complaints are real and valid, but players who do not lead with nostalgia tend to find it more enjoyable than the launch-era backlash suggested. If you have a strong affection for Genesis Sonic and can make peace with a physics engine that is not quite right, there is a breezy, visually polished little platformer here worth an afternoon. If you need the momentum to feel authentic, you will bounce off it quickly. Alex, Scout Team

Sonic the Hedgehog 4 Episode 1
Single PlayerSide ViewPlatformAdventure

Sonic the Hedgehog 4 Episode 1

Jan 19, 2012SEGA
GamerScout Says

SEGA's attempt to drag Sonic back to his Genesis roots: a short, 2.5D side-scroller with rings, special stages, and a homing attack that divides the fanbase.

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About Sonic the Hedgehog 4 Episode 1

Sonic the Hedgehog 4 Episode I is a side-scrolling platformer built to answer one question the Sonic fanbase had been asking for years: what would a true sequel to the Genesis trilogy actually look like? The answer, it turns out, is complicated. Developed by Dimps with assistance from Sonic Team, the game spans four zones, each split into three acts and capped with a boss fight against Dr. Eggman. You sprint, roll, spin-dash, and homing-attack your way through familiar environments, collecting rings as your health buffer and hunting Chaos Emeralds through rotating special stages unlocked by finishing a level with 50 or more rings. A world map lets you tackle zones in any order after the first, and time attack plus online leaderboard modes give completionists a reason to loop back. The core loop is recognizable to anyone who spent time with Sonic 1 or 2. Slopes, vertical loops, corkscrews, springs, boost pads, power-ups like shields and speed shoes: the DNA is all here. What is not here, and what drove the loudest criticism at launch, is the momentum physics that made the originals feel great. Sonic takes a noticeable run-up to reach top speed, and the physics engine does not carry your speed through slopes the way the Genesis engine did. The homing attack, borrowed from the 3D games, is the other flashpoint. It is genuinely useful for chaining enemies across vertical gaps and reaching higher paths, but it doubles as an air rebound when no target is near, which can throw off precision jumps at the worst moments. Level design is split: Splash Hill Zone flows nicely, Casino Street has a clever card-deck setpiece in Act 2, but Lost Labyrinth's torch puzzle and mine-cart sections grind momentum to a halt, and several boss encounters are recycled from earlier games with almost no variation. The honest answer on length is that a competent run clears Episode I in a single evening. That is roughly comparable to Sonic 1, though it stings a little more when you factor in how long this game had been hyped. Where it earns replays is in its route variety, time attack chasing, and Super Sonic runs, which are tracked separately on leaderboards. The visuals are clean and colorful, even if the art style sits awkwardly between retro and modern without fully committing to either. The soundtrack is serviceable but rarely memorable, a step below the Genesis era compositions it is clearly trying to echo. The community has had years to reassess, and the consensus has softened somewhat. Taken on its own terms rather than as a spiritual heir to Sonic 3 and Knuckles, Episode I is a functional, occasionally fun 2D platformer. The physics complaints are real and valid, but players who do not lead with nostalgia tend to find it more enjoyable than the launch-era backlash suggested. If you have a strong affection for Genesis Sonic and can make peace with a physics engine that is not quite right, there is a breezy, visually polished little platformer here worth an afternoon. If you need the momentum to feel authentic, you will bounce off it quickly. Alex, Scout Team

Tags

steam2.5D PlatformerHoming AttackChaos EmeraldsTime AttackOnline LeaderboardsMomentum-BasedNostalgia ThrowbackShort Playtime

System Requirements

Minimum

Memory
1 GB (2 GB on Vista) GB RAM
Storage
500 MB
Graphics
256 MB (NVIDIA GeForce 7600/AT Radeon X1300) & above
Processor
Pentium 4 @ 3.2 GHz/Athlon 64 3000+ & above
System requirements
Windows XP/Vista/Win7

Recommended

Memory
2 GB+ GB RAM
Storage
500 MB
Graphics
512 MB (NVIDIA GeForce 8800/ATI Radeon HD 3800) & above
Processor
Intel Core 2 DUO @ 2.4 GHz/Athlon 64 X2 4200+ & above
System requirements
Windows XP/Vista/Win7

Reviews & Ratings

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Game Info

Developer
SEGA
Publisher
SEGA
Release Date
Jan 19, 2012

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