23.5.25

Sonic The Hedgehog XA


 

Developer: 

Release Date: June, 2024

Last Update: August, 2025

Graphics: 2D

Version: 0.6

Genre: Platformer

Players: 1

Description

Sonic The Hedgehog XA is a 2D platformer designed specifically for the original PSX, developed as an open-source technical experiment to evaluate how Sega-style, high-speed gameplay can be implemented on PS1 hardware. Rather than being a port or remake of an existing Sonic title, the project is a ground-up implementation that recreates the core mechanics, physics, and structure of classic Sonic games within the constraints of Sony’s 32-bit system.


Extra info

Sonic XA is a 2D platformer designed to capture the classic speed and precision of Sonic games while exploring the technical possibilities of the PlayStation. Players control Sonic (or other characters like Tails, Knuckles, and Amy Rose) to navigate through levels filled with ramps, loops, and hazards, collecting rings and defeating enemies along the way. Each character has unique movement abilities and attacks, such as Sonic’s Spindash and Super Peel-Out, or Amy’s Piko Piko Hammer and double jump, allowing for varied exploration and combat strategies. Levels feature dynamic objects, moving platforms, and interactive enemies, emphasizing fast-paced action, precise platforming, and experimentation with character-specific mechanics.

The game was presented at SAGE 2025:

"SAGE is a yearly, non-profit put together by Sonic Fan Games HQ and it's partners to support, promote and celebrate the community's creative efforts."

According to its creator,  this project aims to merge classic 2D Sonic gameplay with the unique capabilities of the original PlayStation hardware. Rather than simply recreating a Mega Drive-style experience, the goal is to explore how Sonic could have felt if the series had received a proper 2D entry on Sony’s 32-bit console during the 1990s.

By leveraging modern open-source tools such as PSn00bSDK, the developer is effectively building a reinterpretation of Sonic mechanics on hardware that was never originally designed for this type of fast-paced, sprite-based platforming. The project respects the core principles of the original games (speed-driven level design, momentum-based physics, and expressive character animation) while experimenting with what the PlayStation can uniquely bring to the formula, particularly in terms of audio and presentation.

It is important to stress that the current build is a demo. The developer clearly warns that this is unfinished, beta-quality software. Large portions of the codebase remain incomplete, performance optimizations have not yet been fully implemented, and many gameplay systems are still in development. As such, players should expect rough edges, missing features, and technical limitations typical of an early-stage build.

 

What Does “XA” Mean?

The “XA” in the project’s title is a direct reference to the XA audio format widely used on the original PlayStation. XA (eXtended Architecture) audio was commonly employed for streaming music and voice data directly from CD-ROM, becoming one of the defining technical features of the console’s sound capabilities.
 
By incorporating “XA” into the title, the developer not only highlights the technical identity of the platform but also reinforces the project’s PlayStation-focused nature. The naming choice adds personality and originality while subtly nodding to Sonic CD, a title well known for its distinctive audio presentation and CD-based enhancements. In this sense, the name serves both as a technical reference and a stylistic tribute.

 

Regional Builds: U, E, and J Versions

The project also includes multiple regional builds, mirroring the traditional distribution model of commercial PlayStation titles. These versions are labeled according to standard regional codes:
  • U – USA

  • E – Europe

  • J – Japan

The U (USA) and J (Japan) versions both run at NTSC 60Hz, providing smoother animation and faster overall gameplay timing. Meanwhile, the E (Europe) build runs at PAL 50Hz, which affects gameplay speed due to the lower refresh rate. Because the game is frame-rate locked, the PAL version may feel slightly slower or more “floaty” compared to its NTSC counterparts.
During that era, it was common for PAL releases to run slower because of the 50Hz refresh rate. Some developers took the extra step of reworking timing and animations to maintain identical gameplay speed to the NTSC versions, but others did not, resulting in slightly slower or “floatier” experiences in certain European releases. 

 

Changelog

V. 0.6

  • Playable Character: Amy Rose. Unlockable after completing all main levels. Features unique vertical movement: higher jumps, slower acceleration, and special abilities. A cheat code allows access without completing the game.
  • Gameplay & Technical Fixes: Player top sensors fixed to prevent clipping, improved hitbox framework, Tails’s flight hitboxes corrected, and spin dash dust effect restored. Animals now render correctly in front of the player.
  • Disc & Audio Updates: Fall-back routines added for disc track loading issues, and disc track count now visible in OPTIONS.
 

V. 0.5.1

  • Offscreen Character Rendering: Major improvement in sprite handling. Characters are now rendered offscreen to prevent rotation distortion and visual gaps, resulting in cleaner and smoother animations.
  • Red Book Audio: Background music now uses CD-quality audio (44.1 kHz), replacing the previous .XA tracks, improving sound clarity and looping.
  • Level-Specific Objects: Each level can now have unique objects with custom behaviors and palettes. Supports solid platforms, spawnable items, doors, switches, and puzzles.
  • Enemies: Fully implemented level-specific enemies, including spawning and de-spawning mechanics. Adds challenge and brings levels to life.
  • Bosses: Two playable bosses added, with independent memory, palettes, and glow-on-hit effects for visual feedback.
  • Memory Management: Improved allocation, with most level data now handled by the screen arena allocator, reducing static memory use.
  • Gameplay Enhancements: Added 1-ups from collected rings (up to 800), pause menu, and audio controls (stereo, reversed stereo, mono, and volume adjustments).
  • Polish and Bug Fixes: Removed debug mode from release build, fixed visual distortions, and refined general gameplay systems.


V. 0.1

  • Updated sprites and extra animations for Sonic.
  • Ramp Rotation: Sonic now rotates on slopes with angle snapping for smoother movement.
  • Character Animations: Added underwater bubble-gulping and improved ledge balancing animations.
  • Super Peel-Out Move: Charge a high-speed dash, faster than the Spin Dash.
  • Playable Characters: Tails and Knuckles are now playable, expanding the game beyond Sonic.


For more detailed info about the different versions, check official links:

V. 0.1V. 0.51 - V. 0.6



Media

 
 

Official Download Links

Official Website - Itch.io - Github