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The Capsule[1][2] (カプセル,Kapuseru?) also known as Prison Eggs is a gimmick that appears in the Sonic the Hedgehog series. It is a large metal containment unit[3] created by Dr. Eggman to contain Animals until they can be turned into Badniks. Since their introduction, Capsules have appeared in various shapes, but are most often a container with a single switch on the top. Pressing the Capsule's switch will either destroy or open the Capsule, thereby releasing its contents.
There are numerous, different designs for the Capsule featured in the Sonic series. Regardless, they are all created by Dr. Eggman to serve as storage units for the Animals the doctor has captured until they can be inserted into Badniks. However, there have been cases where the Capsules have contained other objects, like Little Planet flowers in Sonic the Hedgehog CD. Capsules are typically depicted as large gray units that have small support pedestals beneath them. Also, a common feature from Eggman's mechanical creations (aside from his Badniks) that is included in the Capsules' designs are yellow and black hazard stripes. On the top of them are also usually a switch that opens all loose hatches on the Capsule. In Sonic Advance and Sonic Lost World, the Capsules are also described as being highly resistant, even to high falls, and can only be destroyed by pressing their switches.
In gameplay, each Capsule is generally featured at the end of a level. In some cases, though, they only appear at the end of the last Act of Zones that feature multiple Acts. Either way, the Capsules serve in these cases as the goal for the player to reach. By opening the Capsule (usually by pressing the switch on top of it or sometimes by attacking the Capsule itself), the player releases the hatches on the Capsule and frees the Animals inside them. The level will then end and the player's score will be tallied. In most cases, the player finds the Capsule right next to the boss arena after defeating the boss in the Capsule's level.
In a few games, additional Capsules appear in different places around a level. These Capsules can be opened without concluding the level and will release content that is either usable to the player or will impact the gameplay.
Game appearances[]
Sonic the Hedgehog (1991)[]
The Capsules were first featured in the 16-bit version of Sonic the Hedgehog (1991). In this game, the Capsules are light gray, shapely units that possess yellow and black hazard stripes on the top and bottom, and a small window on the right front. They also have four small support pedestals under each of them. Also, on the top of each Capsule is a gray switch.
In gameplay, the Capsules are in most cases encountered at the end of the Zones' third Act, after defeating the local boss. However, Scrap Brain Zone Act 3 does not feature a Capsule, as the player is automatically transferred to Final Zone after reaching the end of said Act. After pressing the switch on a Capsule, the Capsule starts exploding while the playable character automatically moves out of sight by going to the right until they leave the screen. After exploding, dozens of Animals can be seen being freed from the Capsule and quickly moving away from it in both the leftward and rightward direction, leaving behind only a pile of the Capsule's remains as the result screen appears.
Sonic the Hedgehog (8-bit)[]
In the 8-bit version of Sonic the Hedgehog (1991), the Capsules are referred to as metal cages.[3] In this game, they look almost like they did in the 16-bit version, meaning they resemble gray, shapely units with yellow and black hazard stripes on the top and bottom, a window on the front, four support pedestals on the bottom, and a gray switch on the top. However, these Capsules are thinner than their 16-bit counterparts.
In gameplay, Capsules are typically featured at the end of the third Act of each Zone, which only has a boss battle. The only Zones that do not have Capsules at the end of their third Act are Scrap Brain Zone and Sky Base Zone. Like in the 16-bit version, after pressing the switch on the Capsule, it starts exploding while Sonic automatically moves out of sight by going to the right until he leaves the screen. After exploding, several Animals can be seen being freed from the Capsule and fleeing to the left, leaving behind only a pile of the Capsule's remains as the result screen appears.
Sonic the Hedgehog 2 (8-bit)[]
In Sonic the Hedgehog 2 (8-bit), the Capsules are called Prison Eggs.[4] These Capsules, however, are drastically different from those featured earlier in the series. Instead of being ground-bound units, these variations float in the air and are round-shaped with features resembling Dr. Robotnik's, having eyes and mustaches like the doctor himself, along with yellow and black hazard stripes.
In gameplay, a single Capsule is featured at the end of the third Act of most Zones, after defeating the local boss. However, Scrambled Egg Zone and Crystal Egg Zone do not feature Capsules, as these Zones feature two different endings after beating their respective bosses. In order to open these Capsules, the player has to Spin Jump into them instead of pressing a switch. This will make the Capsule open its bottom hatch. Then, while Sonic automatically moves out of sight by going to the right until he leaves the screen, the Capsule will keep exploding while Animals fall out of it and move away in the leftward and rightward direction.
Sonic the Hedgehog 2[]
In Sonic the Hedgehog 2, its numerous ports and remasters, and the lock-on game Knuckles in Sonic 2, the Capsule is referred to as the Prison Egg.[5] This time around, the Capsules' design is similar to the one they had in the original Sonic the Hedgehog, but more detailed. In addition to possessing the original Capsule's shape and color, these Capsules have four hatches, a vent on the front, black and yellow hazard stripes on their lower part, and four support pedestals beneath each of them. There is also a yellow switch on top of each of them.
In gameplay, a single Capsule is featured at the end of the second Act of most Zones, after defeating the local boss. Capsules are not featured in Sky Chase Zone, Wing Fortress Zone, and Death Egg Zone, which only have one Act. After pressing the switch on a Capsule, the Capsule will have its lock blown off and the playable character is free to move around on the screen. After being unlocked, dozens of Animals can be seen being freed from the Capsule and quickly moving away from it in both the leftward and rightward direction, leaving behind only the opened Capsule while the Act results are being calculated.
Sonic the Hedgehog CD[]
In Sonic the Hedgehog CD, the Capsules made a return appearance. In this game, the Capsules are large units, which have big stem-like pillars and round pods that sit on top of them. These pods have black and yellow hazard stripes on them and two small antennas on top of each of them. The color scheme and shading of the Capsule change depending on the Round and its timeline.
In gameplay, Capsules are commonly located at the end of the third Zone of a Round, after defeating the boss of that Zone. However, Capsules are not seen in Stardust Speedway (freeing Amy from a pole concludes that Zone)[note 1] or Metallic Madness (the game ends after defeating the Egg Spinner). Also, instead of containing Animals, the Capsules in this game contain seven flower seeds from Little Planet. In order to open these Capsules, the player has to Spin Jump into them instead of pressing a switch. This will make the Capsule explode and release the flower seeds, which will sprout and bloom as soon as they touch the ground, which is then followed by the score tally. Meanwhile, the playable character will automatically move out of sight by going to the right until they leave the screen, all while the Capsule is reduced to nothingness.
Sonic Spinball[]
In the 16-bit version of Sonic Spinball, the Capsule make another appearance. In this game, it has the same design it had in Sonic the Hedgehog 2. This means it resembles a stubby gray cylinder with four hatches, a vent on the front, black and yellow hazard stripes on its lower part, four support pedestals on its bottom, and a yellow switch on top.
In gameplay, the Capsule appears as a part of the third Bonus Stage (which is known as "The March"). Here, the player has to destroy the Capsule with a pinball and free the Animals inside of it. Protecting the Capsule, however, are several Scratch-based robots that walk around the Capsule. In order to hit the Capsule, the player has to destroy enough Scratch-based robots.
Sonic the Hedgehog 3 & Knuckles[]
In Sonic the Hedgehog 3, its add-on continuation Sonic & Knuckles and the lock-on game, Sonic 3 & Knuckles, the Capsules repeat their roles from the earlier Sonic games for the Sega Mega Drive. In this game, they come in two variants. The first, standard ones are similar to the Capsules from Sonic the Hedgehog 2, but more round-shaped. They have hatches on the sides, yellow and black hazard stripes on their lower half, support pedestals on their bottom, and a yellow switch on top of each of them. The second Capsule variation is similar to the first one, except these are upside down and are able to fly using small rotors on their support pedestals.
In gameplay, a single Capsule is featured at the end of the second Act of most Zones, after defeating the boss in those Acts. Flying Capsule variations are seen in Angel Island Zone, Marble Garden Zone, Launch Base Zone (With Sonic the Hedgehog 3 alone, the game ends at this point) and Lava Reef Zone (Knuckles is not able to get this because he follows a different route) while regular Capsules are featured in most others Zones. However, Capsules are not seen in Hidden Palace Zone, Sky Sanctuary Zone, Death Egg Zone, or The Doomsday Zone. After pressing the switch on a Capsule, the Capsule will have its hatches blown off and the Animals inside will escape and start prancing around happily just outside the Capsule. Meanwhile, the playable character will stop up and assume a victory pose while the score is being tallied. After the score tally, the Animals will leave the remains of the Capsule behind and the playable character can move around again.
In Flying Battery Zone, there are numerous Capsules throughout the Zone that can be opened without concluding their Acts. Several Capsules can also be spotted in the Zone's background. Some of these Capsules contain Animals while others contain Rings, Badniks, or nothing at all. In some cases, the switch on top of the Capsule may even act as a Spring. Also, the Capsule at the end of Flying Battery Zone's first Act will turn into the Act's sub-boss, the Gapsule, when interacted with. There is also a single Capsule in Sandopolis Zone Act 2 which, when opened, will release Hyudoros that will harm the player when the Act is completely covered in darkness.
Sonic Adventure[]
In Sonic Adventure and its remake, Sonic Adventure DX: Director's Cut, these objects are referred to as capsules[6] (スイッチ(解放ボックス)[7],Suitchi (kaihō bokkusu)?, lit. "switch (release box)"). Once again, they repeat their roles from the early Sonic games for the Sega Mega Drive. In this game, their design is more simple and bulky. They have yellow and black hazard stripes around them, small foot supports, and a large release button on top.
In gameplay, the Capsules are featured at the end of some of Sonic and Tails' Action Stages. Usually, certain arenas related to the story or collectible Chaos Emeralds in Action Stages replace the Capsules as the goal for Sonic or Tails. After clearing either Sonic's or Tails' stories however, Capsules will take these unique objects' place as the goal at the end of the Action Stages. Once a Capsule has been opened by pressing its release button, the player has completed the Action Stage and their score is tallied. Meanwhile, they will set several Animals free.
Sonic Advance series[]
Sonic Advance[]
In Sonic Advance, the Capsules repeat their roles from the early Sonic games for the Sega Mega Drive, and are referred to as capsules.[8] In this game, the Capsules' design appears as a hybrid between their Sonic the Hedgehog 2 and Sonic Adventure design; in addition to being depicted as bulky gray containers, these Capsules have yellow and black hazard stripes around them, small foot supports, the Eggman Empire's decal emblazoned on the front, and a small yellow switch on top of each of them.
In gameplay, the Capsules typically appear at the end of the second Act of each Zone. Here, Dr. Eggman will hold a miniature version of the Capsule with his Egg Mobile. Upon his each defeat however, this Capsule is thrown into the air. The Capsule then enlarges to its original size off-screen as it comes crashing down on the flat terrain. Should the Capsule hit the playable character, they will only be knocked back a little. However, Capsules do not appear in Egg Rocket Zone, Cosmic Angel Zone, X-Zone, or The Moon Zone. After pressing the switch on a Capsule, its lid will be blown off, thus releasing the Animals inside of it, who will then prance happily around outside the Capsule. Meanwhile, the playable character will strike a victory pose as the score tally appears.
Sonic Advance 2[]
In Sonic Advance 2, Capsules make a small reappearance. In this game, they are simple egg-shaped gray pods with yellow and black hazard stripes on them and a yellow switch on top of them.
Capsules in Sonic Advance 2 are not featured in general gameplay. However, Eggman used one to imprison Vanilla the Rabbit and several Flickies after he fled from Sonic near the end of the game. After Super Sonic defeated Eggman in True Area 53, he tried to rescue Vanilla who was still inside the Capsule. Due to atmospheric entry however, the Capsule overheated and broke apart, but Sonic still managed to save Vanilla.
Sonic Advance 3[]
In Sonic Advance 3, the Capsule makes another small appearance. In this game, it is much larger than any Capsule seen so far. It possesses a thick gray base with a containment unit reminiscent of the one from Sonic Advance on top of it. It also has five switches in total: two on each side and one on the top.
In gameplay, the Capsule appears in one of the two Mini-Games featured on the Zone Maps. During this Mini-Game, the player has to push the switches on the Capsule as quickly as possible within a time limit in order to score enough points to bust open the Capsule. Furthermore, the switches on the Capsule will be colored according to the points they grant when pressed (Red switches give three points, yellow switches grant two points, blues switches give one point, and gray switches grant zero points), although they will decrease in value the longer it takes for the player to press them. Once the Capsule is opened, Animals will be freed from it and happily prance around outside of it. Opening the Capsule quickly rewards the player with a number of extra lives proportional to the speed of completion.
Sonic Heroes[]
In Sonic Heroes, different-looking capsules are featured as breakable objects. These capsules are white and red-colored, tube-looking units, each with a round glass dome on top of their upper section.
At the beginning of Team Dark's storyline, Shadow was shown residing inside one of these capsules in some sort of stasis until he was found and released by Rouge. Only few moments later, E-123 Omega destroyed the same capsule, but Shadow managed to dodge the strike. During the climax of Team Dark's story, Rouge would find a corridor hall filled with several capsules containing Shadow Androids.
In gameplay, the capsules can be found in Dr. Eggman's bases, such as Rail Canyon, Bullet Station, Egg Fleet, and Final Fortress. However, these capsules can only be destroyed by Power Type attacks. Like Wooden Containers and Steel Containers, some of them might hide Item Boxes as well. These capsules are even featured as the main objective of Team Chaotix's mission at Bullet Station, where the player have to destroy thirty of them. Team Chaotix's Extra Mission in the same stage has the mandatory objective of destroying all fifty capsules in the stage.
Sonic Rivals 2[]
In Sonic Rivals 2, the Capsule is featured as one of the collectible cards in the game. This card in particular depicts its appearance from Sonic Adventure.
Image
Card Number
Card
Challenge
Unlocked
34
Capsule
Successfully Speed Boost 100 times
N/A
Sonic the Hedgehog 4[]
Episode I[]
In Sonic the Hedgehog 4: Episode I, the Capsules' design is taken directly from Sonic the Hedgehog 2. As such, they resemble stubby gray cylinders with four hatches, a vent on the front, black and yellow hazard stripes on their lower part, support pedestals beneath them, and a yellow switch on top of each of them.
In gameplay, a single Capsule is featured at the end of the third Act of most Zones, after defeating the boss in those Acts. The only Zone not to feature a Capsule is E.G.G. Station Zone. Additionally, the Capsules can be targeted with Sonic's Homing Attack which launches him towards the Capsules' switches. After pressing the switch on a Capsule, the Capsule's hatches are blown off and dozens of Animals can be seen escaping the Capsule and quickly moving away from its remains in both the leftward and rightward direction while Sonic strikes a pose. Amidst all that, the score tally appears.
Episode II[]
In Sonic the Hedgehog 4: Episode II, the Capsule's design is the same as the one they had in Sonic the Hedgehog 4: Episode I. As such, they resemble stubby gray cylinders with four hatches, a vent on the front, black and yellow hazard stripes on their lower part, support pedestals beneath them, and a yellow switch on top of each of them.
In gameplay, Capsules typically appear at the end of the third Act of each Zone, specifically after clearing the boss fight there. However, Death Egg mk.II Zone features no Capsules. Like before, the player can target the switch on the Capsules with the Homing Attack, allowing the playable character to zoom towards the switch. After pressing the switch on a Capsule, the Capsule's hatches are blown off and dozens of Animals can be seen escaping the Capsule and quickly moving away from its remains in both the leftward and rightward direction while the playable characters strike a pose, just before the score tally appears.
Sonic Generations[]
In the console/PC version of Sonic Generations, the Capsules make a notable appearance. In this game, the Capsules possess the overall same design they had in the original Sonic the Hedgehog (except more detailed and improved). As such, they resemble gray, shapely units with yellow and black hazard stripes on the top and bottom, a small window on the front, and small support pedestals beneath each of them. Also, unlike the original Capsules, these ones possess gray and turquoise switches.
In gameplay, the Capsules appear in two Challenge Acts: Seaside Hill Act 1's Rescue the Animals! and Planet Wisp Act 1's Rescue the Animals 2! In these Challenge Acts, Capsules lie scattered all over the level, and by pressing the switch on a Capsule, the player will set a total of fourteen Animals loose. The objective in the aforementioned Challenge Acts is to release a specific number of Animals from the Capsules before reaching the goal. In addition, the Capsule is also featured as a statue in the Statue Room of the game.
Sonic Lost World[]
In the Wii U version, PCversion and Nintendo 3DSversion of Sonic Lost World, the Capsules reprise their roles from the early Sonic games on the Sega Mega Drive. They also serve new roles on the Wii U/PC version of the game. In this game, the standard Capsules look loosely like those from the original Sonic the Hedgehog. As such, they are gray, shapely units with yellow and black hazard stripes on the top and bottom, a small window on the front, and several small support pedestals beneath each of them. Also, unlike the original Capsule, these ones have yellow switches. In the Wii U/PC version of Sonic Lost World, there is also a second variety of Capsules. These ones are smaller and resemble more gray pods with yellow and black hazard stripes around the middle, a window on the front, and a yellow switch on top.
During the game's opening, Dr. Eggman is seen carrying a Capsule with his Egg Mobile while Sonic and Tails chase him in the Tornado. As Eggman drops the Capsule, Sonic tries to reach it in mid-air. However, the Tornado gets shot by Eggman and the duo has to land on the Lost Hex, where Sonic finds the dropped capsule at the end of Windy Hill Zone 1. Later, in Silent Forest, Sonic and co. find another Capsule. As Sonic tried to open it however, Tails notices something is wrong. As such, Tails pushes Sonic aside in mid-air, causing Tails to get pulled inside the Capsule, which then teleports away. This is revealed to be a part of the Deadly Six's plan to capture Sonic. While their plan was not a success after finding Tails in the Capsule, Zavok decided to use this to their advantage.
In gameplay, a standard Capsule usually appears at the end of a Zone. In the Wii U/PC version, a Capsule typically appears at the end of Zone 1, 3 and ? of each World. The exceptions to this rule are Sky Road Zone 3, Lava Mountain Zone 1 and 3, and Hidden World Zone 1. Conversely, Lava Mountain Zone 2 does have a Capsule at its end. In the Nintendo 3DS version of Sonic Lost World on the other hand, the Capsules only appear at the end of each Zone and after each boss, the only exception being the Lava Mountain Boss. In addition, in the Nintendo 3DS version, the player can target the Capsule's switch with the Homing Attack in order to press it. When pressing the switch on a Capsule in the Wii U/PC version, Sonic will remain on top throughout the results screen, whereas he will automatically jump to the side in the 3DS version; regardless, in both versions of the game, the Capsule's hatches are removed and dozens of Animals can be seen escaping the Capsule while Sonic strikes a pose. In the Wii U/PC version, the Animals will stop outside the Capsule and dance happily, while in the 3DS version, they will continue to run away, disappearing off-screen. During this, the score tally appears.
On the Wii U/PC version of Sonic Lost World, the second, smaller variety of Capsules can be found hidden practically everywhere in different Zones. When pressing the switch on these Capsules, the player will release a number of Animals which are added to the player's freed Animal count, which are needed to unlock Zone 4 in a World or secret Zones.
Sonic Mania[]
In Sonic Mania, and its expansion Sonic Mania Plus, the Capsules reprise their roles from the early Sonic games on the Sega Mega Drive. Like in Sonic the Hedgehog 3 and Sonic & Knuckles, they come in two variants. The first, standard ones are somewhat round containers with a window on the front of each of them, yellow and black hazard stripes around their upper halves, yellow lights around the yellow switch on top of each of them, an additional set of hazard stripes on the sides, and thick support pedestals on their bottoms. The second Capsule variation is similar to the first one, except these are upside down and have small rotors where their support pedestals would be, which keep them airborne.
In gameplay, a single Capsule is featured at the end of the second Act of most Zones, after defeating the boss in those Acts. Flying Capsules are seen in Green Hill Zone, Studiopolis Zone, Stardust Speedway Zone, Hydrocity Zone, and Lava Reef Zone (exclusively after the Heavy Rider boss battle) while regular Capsules appear in Chemical Plant Zone, Flying Battery Zone, Press Garden Zone, Mirage Saloon Zone, Oil Ocean Zone, Lava Reef Zone (exclusively after the Heavy King boss battle), Metallic Madness Zone and Titanic Monarch Zone (in an unused section only accessible with debug mode). No Capsules are featured in Egg Reverie Zone. After pressing the switch on a Capsule, the Capsule will have its hatches blown off and the Animals inside will escape and start prancing around happily just outside the Capsule. Meanwhile, the playable character(s) will stop up and assume a victory pose while the score tally appears. After the score tally, the Animals will leave the remains of the Capsule behind and the playable character can move around again.
Much like in Sonic & Knuckles, Capsules that can be opened without concluding the Act they are in appear frequently over the course of Flying Battery Zone, which contain either Rings or Badniks. Several Capsules can also be spotted in said Zone's background. Also, in Stardust Speedway Zone Act 1, the Capsules from Sonic the Hedgehog CD make a reappearance as recurring objects within the Act. When broken with an attack, these Capsules will release several Little Planet flowers and one Beanstalk.
In Angel Island Zone in Sonic Mania Plus, there is a special Capsule called Schrodinger's Capsule. When opened, this Capsule will release Mighty and Ray, whom the player can choose between as their partner character.
Sonic Forces[]
In Sonic Forces, Capsules are encountered over the course of a stage. In this game, they are identical to the standard Capsules featured in Sonic Lost World. As such, they appear as gray, shapely units with yellow and black hazard stripes on the top and bottom, a small window on the front, several small support pedestals beneath them, and a yellow switch on top of each of them.
In gameplay, the Capsules appear in the SOS Stages that feature blue SOS Missions. In these missions, the player has to locate a Capsule in the stage that contains a rental Avatar and several Animals. These Capsules will display a spiked speech balloon saying "HELP!", which represents the rental Avatar's call for aid. Also worth mentioning is that the switches on the Capsules can be targeted with the Homing Attack/Wire Attack, thus allowing the player to zoom in on them. Once the player has located the Capsule in the SOS Stage, they must open it by pressing its switch and then clear the SOS Stage to complete the SOS Mission. When a Capsule is opened, the Animals and the rental Avatar will escape it. While the Animals will scatter immediately after being released, the rental Avatar will assume a pose and say "Thank you" through a speech balloon before trying to escape.
Sonic Superstars[]
In Sonic Superstars, these objects are referred to as "egg capsules"[9], and once again appear as regular gimmicks usually encountered after defeating the Zone's main boss. In this game, they feature a new design, taking elements from both their Sonic the Hedgehog 2 and Sonic Mania designs, while also adding a spinning wheel of glowing panels around its center.
In-game, Capsules appear after defeating the main boss of the Zone, and as such, usually appear at the end of act 2, although in the case of Zones with one act (such as Sand Sanctuary Zone), the Capsule will instead appear at the end of act 1. Capsules are also entirely absent from Frozen Base Zone and Egg Fortress Zone. Unique to this game, capsules also feature a wheel of spinning panels which alternate between plain orange ones, and green ones displaying Fruit. When the player steps on the button to open the Capsule, the wheel gradually comes to a halt, and the player is rewarded with a Fruit if the pointer arrow on the Capsule ends on a Fruit panel. If it lands on an orange panel, no reward will be given. Regardless of the panel it lands on, the Capsule will afterwards open, releasing several animals. Certain Capsules will also release large animals when opened, based on the act they appear in.
A fake Capsule is also encountered after the first phase of Cyber Station Zone's boss. This Capsule appears identical to all the previous ones, but when opened, it will always release seven Metal Fighters, which then proceed to attack the player while the Giant Metal Fighter rises up. The fake Capsule will subsequently be flung off the map when the Metal Fighter comes into contact with it.
Other game appearances[]
Sonic the Hedgehog Pocket Adventure[]
In Sonic the Hedgehog Pocket Adventure, these objects are referred to as capsules.[10] In this game, the Capsules possess the same design they had in Sonic the Hedgehog 2. As such, they resemble gray containment units with four hatches, a vent on the front, black and yellow hazard stripes on their lower part, support pedestals beneath them, and a yellow switch on top of each of them.
In gameplay, the Capsules are featured at the end of the second Act of several Zones, after beating the boss in those Acts. However, Capsules are not featured in Sky Chase Zone, Aerobase Zone, Gigantic Angel Zone, Last Utopia Zone, and Chaotic Space Zone. After pressing the switch on a Capsule, the Capsule will have its lock and hatches blown off while Sonic is free to move around on the screen for a few seconds before he strikes a pose. Also, after being unlocked, several Animals can be seen jumping out of and away from the Capsule in both the leftward and rightward direction, leaving behind only the empty Capsule while the Act score is being tallied.
In Sonic Speed Simulator, Capsules were encountered in the Green Hill Obby 1, Green Hill Obby 2, and Green Hill Obby 3 during the "Mechanic Tails' Ultra Prize Zone" Event. In this game, their design is identical to the one they have in Sonic Generations, except that they lack their hazard stripes on the bottom and their switch on top of them is as wide as their capsule itself.
In gameplay, the Capsules served a specific role during the "Mechanic Tails' Ultra Prize Zone" Event in their respective Obbies. Here, they could've been found at the end of them. If the player can get from the start of one of these Obbies and press the switch on its Capsule within the respective time limits for each Obby, they will get a free spin on that Obby's Spin Wheel, which offers exclusive rewards. Worth mentioning is that the switches on the Capsules can be targeted with the Homing Attack, thus allowing the player to zoom in on them. Also, when a Capsule's switch is pressed, it will freeze the timer in the Obbies and give of a cloud of white smoke.
Wisp Capsules are containers created by Dr. Eggman to keep Wisps contained. There are two kinds of Wisp Capsules: smaller ones in the levels that the player can open in order to release the Wisp inside and receive its Color Power, and medium-sized Prison Capsules that are featured at the end of certain Acts (similar to Capsules) instead of the Goal Ring. They first appeared in Sonic Colors.
In The Official Sonic the Hedgehog Yearbook from 1993, a single Capsule is featured in the story "Double Sonic", where its design is taken from the original Sonic the Hedgehog. When Sonic found out that his friends were once again captured, he ran through Green Hill Zone after Flicky told him about the Capsule. However, the Capsule turned out to be a trap, which exploded in Sonic's face. Dr. Robotnik then tried to smash Sonic with his Egg Wrecker until Tails came to help Sonic.
In the Sonic X comic series published by Archie Comics, Capsules appear as objects created by Dr. Eggman, who would use them to capture the animals he needed to power his machines.
IDW Publishing[]
Amy's 30th Anniversary Special[]
Metal Sonic would be tasked to capture sonic and friends and imprison them in it. But Amy Rose would open them to save her friends on her adventure.[11]
Sonic the Hedgehog: Scrapnik Island[]
In the Sonic the Hedgehog comic series and its spin-offs published by IDW Publishing, Capsules are known as Prison Eggs. According to Mimic, he was once trapped inside a Prison Egg but managed to escape it later.[12] Later, whilst hiding from Mecha Sonic and multiple Scrapniks on the old Death Egg, an injured Sonic hid in a Prison Egg. However, he was quickly detected by the robots.[13]
Animation[]
Sonic Mania Adventures[]
In Sonic Mania Adventures, Dr. Eggman used a Capsule as a trap for Sonic. Loading this Capsule with Flickies, Eggman flew over Sonic with it, prompting the hedgehog to follow the doctor. The Capsule was then placed in a clearing for Sonic to open. When he did however, the Capsule flung Sonic into a trap with a loaded spring that left him dangling in midair. The Capsule then turned into a timed bomb that Eggman planned to blow Sonic up with. However, Sonic managed to switch places with Eggman, leaving the doctor to have his bomb blow up in his face instead.[14]
↑"仕掛け". ソニックアドベンチャー ナビゲーションガイド. SoftBank. 16 March 1999. p. 18. ISBN 978-4797308624. "スイッチ(解放ボックス) - 上に乗るとエッグマンに捕らえられ、閉じこめられていた小動物達を解放できる。 ソニックとテイルスのゴール。"