Sonic Riders - Japanese Game Site Translation
Version 1.00
Created by Thrippa
s.j.chapman@adelphia.net


This is a translation of the info at :http://sonic.sega.jp/riders/.  When I 
first looked at the site, I realized that not only was it (to my mind) more 
attractive than the American site, and eaiser to navigate, but it also seemed
to contain a great deal more information, albeit in Japanese.  Therefore I 
decided to practice my small amount of Japanese by translating the site.  
This eventually became a stickied thread on the GameSpot BBS, but due to the 
inability to edit and drawbacks inherent in the thread system itself, it 
became a bit unwieldy for locating particular information.  So, I'm converting
my files into a FAQ so that other people can see what is said on the site.
----------------------------------------------------------------
Contents
     Caveats, and Notes
     General Format
     Updates
     Main Page (Top)
     Story
     How to Play
     Modes
        Free Race
        Survival Race
        Tag Mode
        Survival Battle (including Arenas)
        Mission Mode
     Characters
        Character Types
        Speed Characters
        Flight Characters
        Power Characters
     Courses
        Hero Story Courses
        Babylon Story Courses 
        Unlockable/Additional Courses (not all posted yet)
        (Battle Arenas are under Survival Battle in Modes) 
     Downloads
     Information
        World Hobby Fair 1-4 (in progress)
        Sonic Riders Soundtrack CD
        Sonic Riders Strategy Guide
     Links
        Opening animation
        Sonic Channel Interview with Yuda
----------------------------------------------------------------

Caveats, and Notes

This translation represents my best efforts at understanding what is on the
site.  Inaccuracies are possible for several reasons: 
     1. Some of the kanji (Chinese-style characters) are difficult or 
   impossible to make out, which obviously hinders translation.
     2. I may miss some coloquialisms and idioms; where what is said is not
   actually what is meant.
     3. Errors in my typing or that on the site itself.  I know of two 
   misspelled words on the site, and may have missed others.
That said, I have done my best to double check, reverse translate, or other-
wise verify that doubtful spots are as close to correct as I can achieve.  
Constructive comments or corrections are welcome.
A few key notes:
     1. In some places the English construction is a bit awkward.  This is 
   intentional partly to retain a bit of "flavor" as it is a Japanese text
   and partly to avoid accidental loss or changes to information through
   missed or addded contexts.
     2. Several places in the text have bracketed portions, these are
   either untranslatable parts where I am providing my best guess, or 
   additions to clarify text, e.g. in the opening story Sonic is plural.  
   As we know that there is only one Sonic and that Knuckles and Tails are
   both with him in the opening, I have inserted [and his friends] because
   I believe that was meant to be understood from the Japanese context, but
   would probably be lost if I simply typed "Sonics were in Metal City." 
    3. I have translated "Onemaiku" as dash rings, the site occasionally does
   use dash rings to refer to the same objects.  Similarly I have translated 
   "Kikaa" as kickoff, the word usually appears as a label on ramps indicating 
   whether a front or backflip is required.
    4. On the release of the "Sonic Riders" Capture Book; I have decided that 
   "strategy" is probably a better translation for that pair of Kanji, at
   least the way the site is using it, so I have replaced "capture" with
   "strategy" in each "Course Capture" heading below.


General Format

Following approximately the layout on the Japanese website;  I'll identify the
main topics on each page, then give any linked info in order below that
(i.e. anything that has a red or green link that opens to give more detail).
Exceptions are the Characters and the Courses, which are grouped by type or 
story but treated as separate entities.  For more details on a specific page
see below.

----------------
    Updates 
----------------
6/30/06  Added SEGA Illusion.  I may post the rest of the game fair info if I
get around to translating them; but I think this is pretty much it for the
site.
4/30/06  Added Digital Dimension and SEGA Carnival to Courses.  Redid
Downloads due to site revision, and adjusted main homepage for same reason.
3/31/06  Added Babylon Guardian to Courses.  More WHF info and the Riders
strategy guide in Information.  Revised "Course Capture" headings to "Course
Strategy".  Link to Puyo Puyo page on Main page.
3/19/06  Added Ulala, AiAi and NiGHTS to Characters, Sky Road to Courses; CD
to Information (and opened Info section).  Corrected Start Point comment in
Splash canyon (it took me a MONTH to figure out that 3rd kanji!).  Minor
adjustments to a few other translations.  Removed CD ball from main page as it
had been removed from the website.
3/11/06  Added Dark Desert translation; adjusted a few spelling and
punctuation errors.  Multiple Map Highlights translations in Night Chase
Course corrected; Egg Factory Hightlight #3 trans. corrected.

***************************************************************************** 

Sonic Riders homepage -  http://sonic.sega.jp/riders/

Across the top the buttons read:

Top; Story; How to Play; Modes; Characters; Courses; Downloads; Information

Blue info box:  Release Date : 2006, 2/23
                Price : 6,090 yen (tax included)
                Systems : PS2, GC, XBox
                Genre : Gachinko Race
                Number of Players : 1-4

Green box lists site updates, but other than the dates is random characters on
   my computer.  Scroll down to 06/02/21 and 06/02/22 for links to Sonic
   Channel's interview with Producer Yuda Takashi (see Links for translation)
   06/03/24 links to the Puyo Puyo site, with an announcement of a Sonic cameo
   for their 15 anniversary.

Gold seal - Announces the game has gone "gold"

Orange Bouncy Ball - Links to a couple of pictures on the main Information 
   page.
*****************************************************************************

Story

Sonic, The Fastest on Land  vs.  Jet, the Legendary Windrider

Looking for a chaos emerald, Sonic arrives in Metal City [with his friends]. 
They expected to find the chaos emerald...right away.  But, a trio of
mysterious figures suddenly appeared and snatched the chaos emerald away, 
damn it. They were riding boards (extreme gear) that mysteriously floated in
space....
Hopping on the gear that one of the trio dropped, Sonic desperately gives
chase.  However, unaccustomed to the operation of the gear, Sonic fell off,
and they escaped completely unimpeded.

Several days later , when Sonic [and his friends] have gathered before the
plaza of this futuristic city, an enormous screen starts projecting the figure
of Eggman. 

"HOOhohhohhohho!  The Grand Prix to determine the fastest in the world on
Extreme Gear is open!  This gachinko battle tournament has no rules !"

Sonic suspects a scheme.  However, looking at the pictures of the 
participating players his expression changes.   The faces of the trio are
shown there!!

"Worldwide Grand Prix....interesting, let's do it!"

Sonic, his pride at being the fastest on land sparked, decides to enter the
World Grand Prix and expose Eggman's scheme.

Pride  *  Missions  *  Schemes  *  Passion

Such thoughts, persisting in the race setting, are profitable for vehemently
opposing one's rivals' challenge!!

Will he arrive at victory or defeat?  What is Eggman's plan?   And.  The
trio's true allegiance?  Now begins the strongest supersonic race in history!!

*****************************************************************************

How to Play

Who's fastest and best?  Now, a new prize for Sonic, "gachinko race battle"!

  1.  Air System
Riding the extreme gear (airboard) Sonic [and the others] glide around 
colorful tracks at super-high speeds!

  2.  Tricks
Making use of various course gimmicks,  perform cool, dynamic tricks!

  3.  Turbulence
Ride the road of wind that occurs above the course:  Turbulence; it opens more
intense offense and defense abilities!

  4.  Multiplayer
More than 16 characters and over 40 types of extreme gear.   And fully loaded
colorful multiplayer modes for 2-4 people to enjoy.  Enjoy "gachinko race"
with everyone!

  5.  Starting Dash
Don't try the historical kind, only Sonic has the new start system.  As you
make your starting dash, aim for the Count of 0!

  6.  Shop 
Collect rings, get new extreme gear!  The more races you win, the wider your
range of play!
---------------------------------------------------------------------

Air System - Mastering it!

The extreme gear accelerates automatically because it discharges air (air).
By mastering the air slide and air boost actions,  it is possible to target
good times, but this releases a lot of air.   Perform tricks, use type skills
to replenish your air.  Furthermore, by collecting the rings scattered around
the course the player levels up,  becoming able to store a larger quantity of
air.  When the air runs out the bar disappears,  and the player must get off
the gear and run on foot, to find an air supply spot.  Mastering these actions
to aim for a good time requires skill.

"Air Slide" use to turn on tight curves!
When you use air slide, air is discharged from the side edge, so that you can
take the hairpin or tight curves nonstop.

"Air Boost" to speed up!
Air boost releases a large amount of air in exchange for increasing speed,
usually enabling you to enter a world of speed not commonly achievable.
Furthermore, since air boost overtakes the opponent ahead, it enables you to
use attack techniques.

"Tornado" kick one up behind you to scatter your rivals!
Tornado is a trapping action that releases air to make a tornado spring up in
that area.  Use it to scatter rivals when they approach from the rear.
---------------------------------------------------------------------
Highranking Tricks - Complete them and gain air!

Build an air charge by holding the jump button,  release the button while on
the jump stand to perform the trick.  The longer you hold the charge button,
the more and better the tricks.  However, if you overcharge, it will slow you
down.

  1. Hold the jump button to build an air charge!  Charging causes you to
deccelerate slightly, however releasing the charge boots your speed!
  2. Release the charge at the trick zone.  Timing [?] of the reponse decides
the distance covered during the trick!  The greater the distance, the greater
the speed earned!
  3.  While in the air, rotate the cursor key to change directions.  Combine
speed and direction of rotation to achieve a high-ranking trick! 
  4.  Release the cursor key to straighten out for a landing!  If you make a
mistake landing, you get only a small amount of air, so how much rotation you
give your tricks is part ot the strategy!
---------------------------------------------------------------------

Turbulence - When it occurs, it offers a unique speed experience!

When the "turbulence" created by the racer ahead is caught,  you can gain
rapid acceleration by moving up-down as in surfing.  Turbulence changes form
under various conditions, creating trick zones.  The effects of acceleration+
air supply permit the player to access the trick zone!  Furthermore, by using
turbulence you may be able to reach secret routes on some courses that usually
are inaccessible!
---------------------------------------------------------------------

Before the race begins, the game starts - Flying Start

During the starting countdown, while the player is on foot (carrying your
gear), you are able to choose your starting time.  As the count approaches 0
the player may move freely in all directions;  with good position and timing
start your dash at high speed, to be able to achieve the most effective dash.
If you pass the starting line before the count reaches 0, you will receive a
shock from the electric fence; measuring both distance from the starting line
and timing become part of game strategy.

  1.  While counting down it is possible to move inside the starting box.
Take advantage of this to get plenty of acceleration, besides it is necessary
to fall back to get distance.  
  2.  "Now!"  start running before the point you expect!
  3.  A great shock and time loss put an end to a false start!

*****************************************************************************

Modes

Sonic Riders  various playing modes:

   Freerace (1-4P)              
Selecting their favorite course and gear, 1-4 players can enjoy this mode.
A computer opponent carefully races one player, or have an enjoyable 4-way
race with friends.

   Survival Race (1-4P)
Rugby style [battle] to win the chaos emeralds placed on the course. Points
are earned by passing the gates,  keep an eye on the target point.

   Mission Mode(1-4P)
Selecting a mission scheduled by Storm and Wave, clear the stated conditions
to pass.

   Tag Mode (1-4P)
This mode is tag with 2 players, cooperating against the opposing team.  The
team that scores first, even with one person, wins!

   Survival Battle (1-4P)
Set up attacks to take the life of your opponent!  Survive to the end of this
gachinko battle to become the winner!
---------------------------------------------------------------------

Free Race  -  If 4 players don't heat things up, you've made a mistake!!
Selecting their favorite course and gear, 1-4 players can enjoy this mode.
All right! the computer opponent carefully races one person.  It's fun to make
a noise with four friends in the Free Race.

Screenshot:
  Air boost - If this icon appears, you can boost!  If ringing you can
probably overtake!
  Course map - During the race this advances to confirm your own and your
rivals' positions!
  Lap counter - Shows the number of laps remaining before you win.

Small screens:
  (top) Pick up 1st place in the race by poking at your opponents state of
mind!
  (bottom)  Who are your rivals!?
---------------------------------------------------------------------

Survival Race  -  Grab the chaos emerald and run through the gate!
Scramble rugby-style for the chaos emeralds found on the course, then make
quickly for the target point while showing no sympathy for others on the
course.

Screenshot:
  Chaos emerald - The icon indicates which player has the chaos emerald.
  Relative position of opponents - Indicates postion relative to the player
that has the chaos emerald.
  Gate - Carry the emerald past this gate to score points.

Rules:  1. Get the chaos emeralds first!
      When the chaos emeralds scattered on the course are picked up and taken
      through the gates quickly, you earn points.
        2.  Pass the gate within the time limit to earn points!
      When the points earned passing through the gates reach the target, the
      player becomes victorious.  Air is replenished when you pass through the
      gate, before you pass through the gate there is no air, and the player
      with the chaos emerald moves forward with difficulty.  In addition, if
      the player with the chaos emerald runs out of air before passing the
      gate, they receive an electric shock and lose the emerald.
        3.  Take the chaos emeralds!
      If you touch or attack the player that has the chaos emerald, you will
      be able to snatch the emerald away.
---------------------------------------------------------------------

Mission Mode  -  Chase the Babylon Rogue's gait!

Prologue:  Sonic picks up the scheduling notebook of one of the Babylon group.
It appears to be a tightly scheduled list of jobs for the thieves!  (With the
World Grand Prix over he will do something different, and readily tries
chasing people down.)  Sonic [and his friends] follow the tracks of the
Babylon Rogues with that sort of easy ride.  Just what are the Babylon
Rogues up to and hoping to accomplish?   And what kind of missions are being
prepared in Sonic's path?

Screenshot:  
  I'm Storm.  Storm the Albatross.  With the EX World Grand Prix ended,  I'm 
returning to the gathering place. ..   ...  
=======================================

What is Mission mode?   Choose the mission to follow from the schedules of
Storm and Wave, respectively; clear the conditions given to pass the mode.
Each schedule (mission) is selected from the Mission select screen,  and the
race is started in preparation to clear the mission.  The mission sets the
requirements for clearing the course before the time limit, if done within the
limit the course is cleared.  There are 100 missions, the accomplishment of
each mission is rewarded by one of three emblems (assessment) "Gold",
"Silver", "Bronze".  Correlating with the assessment, Storm's or Wave's
reports are entered.  Along with the missions, many "treasures" are prepared,
improving in the missions restores these "treasures", it is also possible to
purchase new extreme gear obtained by the shop.  When all 100 missions are
cleared, many presents await.

Screenshot:  
  Jet's instructions - The details of the schedule, where Wave and Storm
receive instructions from Jet.
  Storm's report - When the mission is cleared, this report indicates the
results that acheived the Clear.
  Mission details - According to Storm's [and Wave's] schedule, the contents
of the mission given to Sonic [and his friends].

 Before Storm comes choose tricks that will earn more than 12 points.

 Aim! All Gold Emblems!!
=======================================

	Types of Main Mission:
  Trick group - Get points to earn ranks by using kickoffs in the courses to
choose tricks. As you meet the goals, corresponding points are added,
determining the mission score.  Get high ranks by running tricks in rapid
succession!
  Gate group - Junk (items) are arranged here and there inside the course;
the mission is to collect them. The score is decided by the amount of junk
collected before you reach the goal.  In additon, the junk you collect can
restore "treasure".
  Time Attack group -  By finishing the course withing the time limit, this
mission goal is completed.  Your score is decided by your time.  To get a good
time at this mission mode you have no choice but to use tricks and skills well
on obstacles and the like!
  Skill group - Score mission points by using your character's type skills.
Scores are earned by, repectively: amount of grinding, number of dash rings
accessed, number of obstacles destroyed.
  Extra Group - Pursue a fleeing target with various contents; have an eye to
the goal of keeping above a set velocity.  Aim for a high score using course
features and character skills!
---------------------------------------------------------------------

Tag Mode  -  Two people breathing in synchrony grasp victory together!(*)
Tag mode unites 2 players, both cooperate while competing against the
opponents' team.  If either team member scores, that team wins.

Screenshot:
  Radio waves - Displays distance to your partner. 3 bars: near; 1 bar: far.
  Partners' relative positions - Displays relative position of your partner
ahead or behind you.  If the player that is in front gets out of range,
thunder strikes and brings them to a halt.

Rules: 1. Tag partners are linked by shared air.
      Since they share the air, one can apply the air boost to generate
      turbulence, the other can ride that turbulence to catch up, so both can
      enjoy the cooperation.  When the air runs out, both partners are reduced
      to "running", so in theory, cooperation extends the race.
       2. Partners' distance affects game via "radio wave system" 
      During the race the distance between partners is constantly measured and
      the current status shown in the number of bars.   When the partners are
      closest (3 bars) the air keeps replenishing.  Conversely, when the
      distance goes out of range and the bars vanish, the leading player is
      struck by thunder and halted as a penalty.


* literally, "to synchronise the breathing with the opponent prior to the
  start of a sumo match"
---------------------------------------------------------------------

Survival Battle -  Who will survive to the end!?
Set up your attack, take your oponents life!  It is a gachinko battle where
the one who survives to the end wins!

Screenshot:
  Defense Strength
  Attack Strength
  Lives
  Attachments

Rules: 1.  First search for "attachments"!
      Power-up items called "attachments" are placed in stages.  Powerups can
      raise:  Attack power * Defense capability * Speed * Air!  It is to your
      benefit to get attachments.
       2.  Locate your opponent and attack!
      For a successful attack, attack strength must be able to damage the
      defensive strength.  However, caution is needed as setting up an attack
      consumes a lot of air!

"Survival Battle"  Original Stages
=======================================
   Twin Towers - Central twin towers mark this stage.  Knights of old jousted
here, and cracked the stones.  Among battle stages, this is the most normal.
=======================================
   Snow Valley - Under the heavenly aurora, this silent stage is made in the
north where the beautiful snow dances along the ground.  You don't understand
how this was created, but the aurora's power shines to illuminate the stage.
In this stage, in addition to the usual attachments, one that enables you to
disappear (hide item) appears at times!   This keeps your opponent unaware of
your location as you stealthily set up your attack!
=======================================
   Space Theater - The Space Theater glitters beneath the immense spread of
the Milky Way.  Eggman created this space station to be his base.  Still under
construction, what shape will it have on completion?  In this stage usual
attacks do no damage!  Blow your opponent into, or trap them against, the
electric fences to do damage!  

*****************************************************************************

Characters
 The character page is subdivided by type, the Speed characters are the blue
tab, the Flight yellow, and the Power red.  Each character of a particular
type is tabbed down the side of that type.  Clicking on a character will bring
that one forward.  Each character has a basic screenshot(#1), plus one of each
attack (#2-4) that may be selected by clicking on the corresponding number.
There is also a link for each character to the type skills page.

Type Skills - (This is the green tab below each character's screenshots)
Characters are divided into three types, each with a specific skill limited to
that type.  Gimmicks which allow use of these private skills are found around
the courses,  do not miss your own for the character type you've selected and
they will increase your air supply and allow access to shortcuts.

   Speed Type: Grinding
"Railways" are found along the course, get on the railways to grind.  The air
gained increases with the grinding distance (the distance covered above the
ground before landing).  While jumping, push the jump button a second time to
land on the railway and begin grinding.  By grinding a series of rails,
adding link points, you can add a great deal of air.

   Fly Type:  Air Ride
"Dash rings" are located above the course, these enable aerial gliding
(ascending and descending) when you pass through them.  The air gained
increases with the gliding distance (the distance covered above the ground
before landing). During an air ride, use the analog stick to rise * fall *
turn left and right.  Avoid landing accidently by finding "dash rings", using
link points to add a large amount of air.

   Power Type: Exclusion
When obstacles (cars and the like) are encountered in the course, you are able
to break them down.  The number of obstacles not only corresponds to the
amount of air gained,  but depending on the course may cover the entrance to
hidden routes; break down the obstacles and go along the concealed routes...
Each additional obstacle smashed after the first are linked punches, and add
to the amount of air gained.
---------------------------------------------------------------------

   Speed type: Possess average balance.  Highest top speed of the three types.
Type skill:  "Grind" Glide along the rails placed in the course.

=======================================

Sonic the Hedgehog: loving independence, common sense over confining rules,
lives by his own rules.  Habitually flip, has done ?(illegible kanji) in the
time of crisis (hail hail), losing Jet's speed contest sparked his pride.
He has earned his desired reputation as "the fastest", but now can he protect
that title in the world of Extreme Gear?!

Sonic's Attack Techniques
Lvl 1 : Raise a large voice to surprise his rivals
Lvl 2 : Rolling state to repel and throw his rivals
Lvl 3 : Tangle up the rival and continue rolling
=======================================

Jet the Hawk: Leader of the Babylon thief group, also called "Legendary
Wind Master".  No.1 in Extreme Gear techniques handed down through successive
generations.  Honoring pride in his role as leader, staunch in "war" and
thinking for himself.  Full of pride, hating to be defeated, showing an
unattractive side to outsiders.  In regards to Sonic, fastest on land, "There
isn't any way I can lose!" applying his pride to the challenge of the contest.


Jet's Attack Techniques
Lvl 1 : The rival can be surprised by a big sneeze
Lvl 2 : Hit with Bansho Fan, repels and throws the rival. 
Lvl 3 : Like turning a frame in a film, make the rival twist into the shape
        of a screw   
=======================================

Amy Rose: Earnestly pursuing Sonic, full of energy, this girl is in love
with love.  Easily gets people to turn around. Pursues Sonic [and his
friends] with a moodmaker and in addition plunges into the war.
Behaves with recklessness, however she is sharp and has a pure heart. Now her
woman's intuition leads her to participate in the World Grand Prix so she
can chase down Sonic unawares.

Amy's Attack Techniques
Lvl 1 : "Here I come!" threatening rivals to destroy their balance
Lvl 2 : Brandish your PikoPiko Hammer to repel and throw rivals
Lvl 3 : Throw your PikoPiko Hammer to crush the competition flat
=======================================

Shadow the Hedgehog: Similar in appearance to Sonic,  this black hedgehog
surpasses Sonic's speed.  Using a chaos emerald, he posesses the unique
"Chaos Control" ability to warp space-time.  In his initial experience with
extreme gear, he rides with his characteristic cool speed.

Shadow's Attack Techniques
Lvl 1 : Summon energy balls that appear as soap bubbles, surprising a rival    
Lvl 2 : Turning and kicking repels and throws rivals
Lvl 3 : Throw the enormous energy ball to bring rivals to a standstill
=======================================

E10000R: The engine parts of Metal Sonic are contained in E10000[R],
furthermore this version has greater maneuverability.It posesses parental
authority to give direct instructions to all E10000G command systems.
Other than coloring, the direction of E10000G's head brim varies.

E10000R's Attack Techniques
Lvl 1 :  Separating its head, it grosses out the rival
Lvl 2 :  Spinning both arms to the sides,  repel and throw rivals
Lvl 3 :  Hit rivals directly with its separated head, and stop them cold
=======================================

Ulala: A reporter of the Universal Broadcasting service (Space Channel 5).
At the height of the race she wields her mic(rophone) with spirit but no
professional detachment. An easy win by riding and dancing?

Ulala's Attack Techniques
Lvl 1 :  Surprise your rival with the ray gun you usually carry
Lvl 2 :  Push away rivals with a sexy hip attack
Lvl 3 :  Make your rivals go numb with the ray gun carried in your hand
---------------------------------------------------------------------

Power type:  Initial speed is low, but increases nicely in the second half,
poor decceleration.   Type skill: "Exclusion"  Knock away obstacles on the
course.

=======================================

Knuckles the Echidna: Last of his race, Knuckles guards the Master Emerald.
Famous treasure-hunter, master of martial arts.  He has absolute self-
confidence in his strength.  Wild and tough, his stubborn personality can make
his versatility ineffective.  Tending to jump to conclusions, he is easily
deceived by Eggman.  Although initially he had no interest in this race, his
characteristic quick-tempered personality "bought a quarrel for sale" from
Storm and challenged him to a match of strength.


Knuckles' Attack Techniques
Lvl 1 : Beast's roar at rivals to detroy their balance
Lvl 2 : Swing the proud arm to repel and throw rivals
Lvl 3 : The proud fist is swung and the rival winds into a screw shape
=======================================

Storm the Albatross:  The heavy tank of the Babylon Rogues.  He may be lacking
in intelligence, but this muscleman has the power to shatter rocks.  Unusually
strong in his loyalty to Jet, and so consequently takes rash action when Jet
gets angry.  However, although certainly quick-tempered, he is leisurely in
his hate.


Storm's Attack Techniques
Lvl 1 : Use a large hand to destroy rivals' balance
Lvl 2 : Deal a slapping blow with the big hand to repel and throw rivals
Lvl 3 : Slap the ground with both palms, creating a vibartion to crumble a
        rival's balance
=======================================

Eggman: His name indicates his form.  This character is of the egg-shaped body
category.  He has an exceedingly high IQ of 300 and intends to become the
ruler of the world through world conquest.  He regards Sonic as his lifetime
enemy,  because Sonic overturns his dearest wish for world conquest.  What
intention is he concealing this time, holding the World Grand Prix?


Eggman's Attack Techniques
Lvl 1 :  Sound an enormous cracker to destroy a rival's balance
Lvl 2 :  Attack with punching machine!  to repel and throw rivals
Lvl 3 :  Pour an intense fart on the competition to cloud their vision
=======================================

E10000G: Originally developed for the job of worker robo in the Egg Factory,
E10000's mobility led to mass production of the series for use as charged
battle robots. Power has a stumpy appearance unlike speed, also it has high
efficiency data processing ability.

E10000G's Attack Techniques
Lvl 1 :  Turn on the enormous lightbulb housed in its abdomen to destroy a
         rival's balance
Lvl 2 :  Do a tornado kick on top of gear to  to repel and throw rivals
Lvl 3 :  With a guruguru punch, the rival is soundly beaten
=======================================

AiAi: Anyhow he likes bananas very much, every day thinks of banana matters,
living optimistically.  He vigorously surmounts any rigorous course with
banana power.  He participates in the race with specially-made gear in the
shape of a banana!

AiAi's Attack Techniques
Lvl 1 :  Jump suddenly from inside your ball to surprise your rival
Lvl 2 :  The ball collides with the opponent to shove the competition away
Lvl 3 :  Rolling the ball at high speed, entangle your opponent with the ball
---------------------------------------------------------------------

Flight type:  Initial speed is high, it is possible to mount up and move at
speed, but top speed is low   Type skill:  "Air Ride"  Glide making use of
the dash rings in the course.

=======================================

Miles "Tails" Prower:  Real name Miles Prower.  Nickname Tails.  This child
fox posesses a superior mind.  He admires Sonic, and is proud to share
adventures with him.  Confident in his mechanical knowlege,  he takes charge
of the tune-up of Sonic's Extreme Gear, but because of Wave's "wanting to see
the amateur setting", proud of his knowlege, he enters the World Grand Prix.


Tails' Attack Techniques
Lvl 1 : Direct a socket (electric current) at the rival, destroying their
        balance
Lvl 2 : Swing the socket to repel and throw rivals
Lvl 3 : Apply the socket (electric current) directly to a rival and electrify
        them.
=======================================
Wave the Swallow:  Super mechanic of the Babylon Rogues, repairing and
upgrading the thieves' Extreme Gear.  As a result of increasing her knowlege
in her spare time, she is overflowing with self-confidence, an obstinate
character who does not listen to another's advice or recognize their
understanding on any matter.  She respects Jet in his role as leader, but on
the other hand feels towards him like an unreliable younger brother.


Wave's Attack Techniques
Lvl 1 : Run ahead of the rivals while preaching vehemently and destroying
        their balance
Lvl 2 : Swing an enormous spanner to repel and throw rivals
Lvl 3 : Attach dynamite to their gear and burn your rivals black
=======================================

Rouge the Bat: World famous treasure hunter with special government duties
(spy).  Voluptuous and smelling of femininity, she is audacious and
comely. Kitsch and mysterious.  "I'm sexy!"; she senses competition in Wave.



Rouge's Attack Techniques
Lvl 1 : Throw a kiss full of seductiveness to make your rival fall down drunk   
Lvl 2 : Sexy heel kick to repel and throw rivals
Lvl 3 : Hit your rival with a bat bomb and burn them black
=======================================

Cream the Rabbit:  Daughter of a good family, brought up with butterflies and
flowers, excedingly pure and meek.  She is always accompanied everywhere by
her dear Chao friend, Cheese.  For two people riding the Extreme Gear - the
cord.  Cheese's attacks can overwhelm even powerful rivals!

Cream's Attack Techniques
Lvl 1 :  Bewilder your rival by using a lot of tears to get your own way
Lvl 2 :  Call out Cheese to repel and throw rivals
Lvl 3 :  Call out Cheese to block your rival's sight
=======================================

NiGHTS: Wizeman's right-hand man was created for the first Nightmaren
revolution.  Posessing a Nightmaren's crazy nature, this free and uncontrolled
character disobeys anyone and everyone to cause calamity; and by receiving
Wizeman's curse was confined to the world of dreams.  When the air is cut off,
NiGHTS displays low-altitude flight instead of running.

NiGHTS' Attack Techniques
Lvl 1 :  Astonish the rival by quoting gossip.
Lvl 2 :  Attack the competitor with a splendid Nightmaren dance step
Lvl 3 :  Make the rival's acquaintance during low-altitude flight, to spin and
         pass the competition

*****************************************************************************

Courses

There are 16 courses available in this game; at present only 10 have been
posted on the Japanese site.  Courses are selected by clicking on the orange
tabs at the top of the course page.  Each course listing consists of a
segment of the plot related to it (all courses posted thus far are in either 
Hero's or Babylon's story); an Overview that gives a general description and
may be related to the panning shots prior to the races; several "Course
Captures" that highlight important points; and a course map marked with stars
that indicate key areas on the course, these last I have called "Map
Highlights" below.  Overview and Course capture areas include multiple
screenshots of the course.  Note that on all courses except Metal City and
Babylon Guardian, the Course Capture comments are on the screenshots
themselves. Metal City has them on the main page and Guardian has none.

=======================================
==            Hero Story             ==
=======================================

Metal City

The puzzle of the encounter with the 3 thieves, and a giant screen projecting
the figure of Eggman.  "A World Grand Prix will be held!  The overall champion
keeps all the participants' Chaos Emeralds!"  It appears that somehow the
three gem-snatchers will participate.  Pride ignited to blazing, Sonic decides
to participate in the world Grand Prix and [disrupt] Eggman's scheme.  


Course Overview:
The upper city is called the forest of silver.  The race facility uses the
highway which runs along the ravine of the building district.  Entirely
rejecting eager spontaneity, it is managed by a computer network.  Surpass
the group and rise to stand on the twin towers of the city symbol.

Course Strategy:
Hidden within the course are countless points where type skills such as
grinding are available.  In addition, there is also a secret passage that can
only be reached by those good at using turbulence!

Map Highlights
1.  Starting point - Aim for count 0 as you start your dash!
2.  Central tower - Decide on a front flip, pass through the central
    tower's opening!
3.  Turbulence - Use turbulence in a straight line to pass the competitor
    ahead!
4.  Curve - Speed-type characters can grind along the railway!
5.  Up-Down - Fly-types passing through the dash ring can air-ride!
6.  Large semi - Power-types can knock the tractor-trailer out of the way to
    gain access!
7.  Second tower -  Choosing a backflip, break through the last difficult
    place, the second tower 
=======================================

Splash Canyon

Reunion with Amy.  Who are the Babylon Rogues? And the Babylon Gardens? The
mystery deepens....
While Tails is explaining the gear, one "Wave" of the three thieves interrupts
the discussion.  Regarding the gear he's setting  "What!? You will try to
participate with this amateur-like setting!?" she laughs at Tails. This speech
sparked Tails' pride! 


Course Overview:
Few people have set foot in this great, unexplored region of inaccesible
places.  The race course utilizes the cultural heritage left behind along the
canyon.  All civilizations have claimed the flow of water as convenient power,
you can see the vestiges of reservoirs and waterwheels in several places.  The
enormous waterwheel that is the symbol of this course controls all the water
flow.

Course Strategy:
1.  An air ring in such a place?  Air ride!
2.  The crumbling waterwheel blocks your path...   Mere deterioration or...?
3.  If the route ahead is too narrow, use grinding to continue advancing!

Map Highlights:
1.  Starting point -  The area resounds with the sound of waterfalls as you
    go along nature's inaccessable places; increasing the racer's sense of
    tension!
2.  First reservoir - Jump over the differences in water level!  The water
    increases glides and is ultra-refreshing!
3.  Railway - Speed types use grinding to race along the opposite side from
    the waterfall!
4.  First reservoir outflow - Jump over the reservoir in a front flip, with
    vast nature stretched out below you!
5.  The afore-mentioned mountain stream - Use the stream of water for a high-
    speed glide!  You must follow the line of the flow to be effective!
6.  Hairpin curve - To reach the second reservoir airslide 180 degrees around
    the hairpin turn!
7.  Crystal cavern - Pass through the gate of the enormous waterwheel and
    enter the mysterious cave!   Avoiding the crystals, make for the exit! 
8.  Rainbow path - Cross over by leaping into the spray that makes the
    rainbow path!
=======================================

Egg Factory

Going to the starting point, Knuckles now encounters the Babylon Rogue's
superhumanly strong muscleman "Storm".  In response to Storm's tone, Knuckles
is brimming with spirit.  Into this explosive mood, very soon the announcement
for the race to begin will come.  "The conclusion is already established in
this race!"  [says Storm] igniting Knuckles' pride to blazing!


Course Overview:
Furnaces blaze and seas of molten ore spread, in this production factory for
Eggman's robos.  There are many right-angle turns, and here and there on the
course Eggman robos work to prevent the racers from advancing!  All of the
energy is concentrated at the central nucleus(core), the symbol of the course.

Course Strategy:
1.  Front flip to fly over a sea of molten iron!  See ahead where 2 paths
    diverge into upper and lower routes!?
2.  Use the difference in level to do tricks!  Landing on the railway, grind!!
3.  On the wall is a row of Eggman marks, just one mark is tilted...beyond
    this!?

Map Highlights:
1. Starting point - You pay in heat, and aim up the sloping road above the
   molten iron that spreads out before your eyes!
2. Giant fan - Dive hereupon,  and the enormous fan will blow you to the 2nd
   landing.
3. 2nd level fork in the path - Main route is an inclined hill road.  Fly
   types can air glide to make up the difference.
4. Curtain of molten ore - The curtain of molten ore covers the road!  Pass
   through the opening in the flow of the molten ore!
5. Halfpipe -> railway - Decide on a trick in the halfpipe to access the
   railway.
6. 2nd level path junction - Power types can use the route to easy victory by
   knocking aside the stacked drums!
7. Laser way for conveyance - Catch the laser way to be conveyed across to the
   goal!
=======================================

Green Cave

Again,  Sonic saw a figure before him - the leader of the Babylon Rogues,
"Jet".  Watching Sonic's practice form, "You cannot ride the wind if you do
not become one with your gear.  It's impossible if you do not have wings!" he
laughed.  Vexed on behalf of Sonic  "It can be done by remodeling the gear
further myself..."  said Tails, depressed, then with a complete change "The
secret of the enemy's gear can be detected in the race!" showing enthusiasm to
triumph!


Course Overview:
As a result of being covered with enormous leaves that allow little light to
penetrate, this great unexplored area is also called "Green Cave".  All living
things have become abnormally gigantic, the ecosystem is not yet clearly
known.  The race route uses natural components such as the ivy entwined amid
the massive tree limbs and gigantic leaves.

Course Strategy:
1.  Can you find the railway when it's camouflaged by leaves?
2.  Fly types use the halfpipe for tricks to access the dash rings.
3.  Enormous grape vines cover the path.  Power types throw the obstacles out
    of the way!
4.  A spider web here?  Decide at once on a high-ranking trick for a shortcut!

Map Highlights:
1.  Starting point - In an opposite atmosphere, you start with a roller
    coaster-style swoop!
2.  Big tree curve - use grinding to travel down the spiral curve in the
    hollow trunk of this big tree!
3.  Hairpin curve - When you've passed through the spiral curve, airslide to
    turn the oppostie direction.
4.  Stem road - Forking left and right, the stems form a maze.  Can you access
    the top of the stalk to race?!
5.  Dash rings - Fly types pass through the opening using air ride!
6.  Nest of the enormous centipede - Ahead, the cave come out into the hole of
    a giant centipede?  Riding the centipede's back you rise through this
    mysterious world!
7.  U-turn route - Run the U-turn by airsliding and come out!   Do a backflip
    to reach the spider's web.
8.  Spiderweb -> the outside world - When the spiderweb is encountered, rise
    at once.  Reach for the supervast outside world!!
=======================================

Sand Ruins

At last, the Grand Prix Finals!  The Grand Prix Champion obtains the chaos
emeralds.  In order to set the emeralds down,  Sonic and Jet go up on the
stage.  "You've shown a degree of merit in the finals up to now" curses Jet.
"This time I will not be defeated!" Sonic displays pride in himself and
ambition.  Amid the grandstands there is excitement and swirling confetti;
now, the curtain is about to be raised on the scene of battle!


Course Overview:
In this immense desert, the race course makes use of the historic ruins left
by an ancient civilization.  Regarding the temple and the images which remain
in several places, even now there are mysterious powers in the vestiges of the
once-prosperous civilization that worshiped the Bird God.  As for the enormous
crossbow which symbolizes the course, legend holds that it was once a bridge
to heaven.

Course Strategy:
1. The deteriorating pillars mark an important site,but cover the racer's
   path! Should the road ....!? 
2. Statues of the Bird God are frequently seen in this land.  If you look
   carefully, 1 statue...
3. The enormous crossbow lifts the racer in a breath to the upper reaches.

Map Highlights:
1.  Start point - While pouring on a large burst of speed, pass through the
    gates of the colliseum!
2.  Against the desert heat - Pass the gates on one side of the desert!   Aim
    for the posts appearing from the ground to mark the valley!
3.  Quicksand valley curve - While paying attention to the quicksand, ride the
    inside track for a shortcut!
4.  Temple of the Bird God - Enormous topography spreads before your eyes!
    Decide on high ranking tricks while riding!
5.  Inside the Temple - Obstacles float above the floor by means of a
    mysterious force.  Make use of boosts found here and there to locate the
    shortest passage through!
6.  Images of the Bird God - Images of the Bird God, seen often in this land,
    separate the course.  Decide on the timing of your airslide carefully!
7.  Arrow of the Bird God - Escape above ground in a flash with the power of
    the enomous bow!  After landing aim your dash towards the course!
=======================================

Babylon Gardens

Because of the wondrous power of the Chaos Emeralds, the Babylon Gardens
awaken from their sleep of many years.  Sonic and Jet go towards the Babylon
Gardens, chasing Eggman.  "You cannot overtake him. Therefore you're a
hindrance," says Jet, confronting him.   "I'll show you.  You have not yet
experienced the `world of speed'!" cried Sonic.  For Sonic and Jet to settle
the question of who's fastest for mutual pride, it comes down to two people
determining victory or defeat!


Course Overview:
Babylon, once the symbol of prosperity; the legendary paradise that aroused
the wrath of a god and now lies neglected deep underground.  Contrary to its
primitive appearance, the inside is fortified with electronic devices formed
by the power of an ultra-scientific civilization.  The automatic security
system resolutely tries to remove all intruders.

Course Strategy:
1.  Decide on the right trick in the half pipe, shortcut!   If you fail, you
    also reverse course!!
2.  The destroyed road cuts off...look carefully for the rising tip!?
3.  The trick zone, occurring inside turbulence, opens up new routes!!

Map Highlights:
1.  Starting point - Decend the central ramp!
2.  270 degree curve - 90 degree turn followed by 180 degree bend.  Airslide!
3.  Security gate - Three gates separate the course.   Speed types aim for the
    spiral course on the extreme left!
4.  Air Force attack - Will the invaders be removed, when the leader's path is
    destroyed by the attack of an Air Force missile!?
5.  Turbulance - Can you pass throught the Air Force on the turbulence?  Run
    through and come out the far side of the darkness where the air rushes
    out!
6.  Air Force track - Turbulence dies out as you pierce through to the other
    side!  Catch the Air Force to aim again at the course!
7.  Air Force attack (2nd time) - The Air Force attack destroys the route
    again.  Detour around the edge!
8.  Palace interior - Passing inside the palace. Power types can  smash
    through to open up a shortcut!
=======================================

Digital Dimension


Course Overview:
The world after defeating the Babylon Guardian.  From the start, the guardian
controlled the mechanical space; setting up the world to become
interchangeable with hell...the master having already parted from the space it
is unable to adopt a single shape.  Is this, then, is a hint of the fall to
ruin of the Babylon Garden?  Or something else?

Course Hints: 
1.  Pay attention to the left side of the corridor of light!  Over there, dash
    rings?
2.  The wall is broken, but as expected...?
3.  A statue stands with it's back to you!?

Map Highlights:
1.  Start point - Suddenly,  a moaning voice is heard from nowhere, increasing
    the tension a notch before the race.
2.  Corridor of the demon-dogs - To overcome the two, sudden curves
    consecutive slides are essential!
3.  The abyss - Hands reach from the abyss.  The wise will not get too close!
4.  Sky warp -  Ascend in a breath to the corridor of light.  [unclear kanji]
5.  Corridor of light - The stained glass along the corridor is beautiful.
    Take care that you are not so fascinated that you hit it.
6.  Pulsewave - Skills are classified by type where the curve bends!  Ride
    steadily and take care to avoid time loss .
=======================================

SEGA Carnival

Various SEGA games complete this bustling stage.  Enjoy the pleasant
attraction of the Carnival!

Games Appearing:
"Samba de Amigo"
"NiGHTS"
"Super Monkeyball"
"CRAZY TAXY" [sic]

Course hints:
1.  Choosing a trick from here, access the railway!
2.  This great wall is clearly suspicious!
3.  How to pass through that dash ring over there!?  Search for a hidden
    trick zone!

Map Highlights:
1.  Start point - The starting point is lined by stores and houses in the
    style of Samba de Amigo.
2.  "Samba de Amigo" zone - The amigos are cheering!
3.  "Giant Egg" zone -  The figure of Billy is rolling in the interior of the
    pirate ship Tamago
4.  "NiGHTS" zone - Though surrounded by Nightopians, break quickly thorough
    the seed tower.
5.  "Super Monkey Ball" zone - When you pass throught that familiar gate...?
6.  "Crazy Taxi" zone - You can even ride in the Crazy Taxi!  Seek the right
     point to view the entrance to the station.

=======================================
==          Babylon Story            ==
=======================================

Night Chase

The airship of the Babylon Rogues takes to the skies.  It approaches a
mysterious shadow.  Eggman,  having heard rumors of Jet, boards the lone ship.
Jet and Eggman wish to obtain the treasure that sleeps in the legendary Garden
of Babylon.  The two agreeing on the goal decide to cooperate for the sake of
the one being that can hinder them.  The fastest hedgehog on the land:  Sonic.


Course Overview:
Metal City at night, when it is painted with colored lights.  The entrance to
the city's underground energy supply line opens,  the old road that was
abandoned as town planning for the future took precedence.  As for the
enormous moon that shines atop the second tower, it is used for the city's
energy PR.

Course Strategy:
1.  Going to crash into the wall at high speed?  Change your stance to run
    along the first wall!
2.  Use the trailer's ramp and decide on a trick!  Move further ahead?
3.  Your silhouette shines, illuminated by the light of the moon.  Decide on
    a trick, you've got one shot!

Map Highlights:
1.  Starting point - Neon lights hide the darkness where you stand. The sense
    of tension caused by the varied courses swells!
2.  Access to underground energy supply line:  Unlike earlier courses, if you
    don't decide on the perfect trick, you'll end upside down in this world of
    darkness.
3.  Left-hand route - Speed types make use of the left side pipeline.  Choose
    your tricks!
4.  Central route - Fly types can access the dash rings in the central route! 
    Travel the road that is not a road!
5.  Right-hand route - As for power types, smash through the energy tanks to
    go to the right side!
6.  Special guard area - [Police cars] line the one route!  Evade by squeezing
    through the last opening!
7.  Inside trailer - Open the trailer that blocks the entrance to the route!?
8.  Hairpin curve - Use the slide turn in this area of the course!
=======================================

Red Canyon

Barging into Sonic's conversation,  Wave takes Tails' gear (for an amateur,
the setting is not bad)  and although feeling slightly impatient "What!? You
will try to participate with this amateur-like setting!?" with an excess of
attitude.  As Wave walks off into the distance, a displeased Amy says "What!?
She's trying to trick us!"  A companion in intense conflicts, she's ready to
start now.


Course Overview:
In the evening valley, go around to nature's other side concealed by the
traces of civilization.  This path, not seen with the dawn course, offers a
backstage glimpse of the "hydrological knowledge" that makes the water current
serve as the motive force.  Illuminated by the setting sun, the silhouettes of
migrating birds flee away and and speak of the of fall of civilizations and
transience of life.

Course Strategy:
1.  Once you've passed the previous path inside the tunnel, use the trick ramp
    to get into the higher or lower fork!  Charge your tricks completely.
2.  There's something suspicious about the bilboard on the other side of the
    waterfall...  Should power types meddle with it?
3.  Use the hidden ramp to do tricks and land on the railway.  Overtake your
    rival with the difference!
4.  The secret dash ring accesses a Super-Shortcut!  Can you locate it?

Map Highlights:
1. Starting point - The race starts in gloomy circumstances at the hour of
   sunset.  An odd atmosphere hangs over the race, not seen during the dawn
   course. 
2. Curve - First tunnel - The first curve turns left,  entering the tunnel
   that channels the water power of the first reservoir.
3. Intra-tunnel railway - Land directly on the railway!  Speed types can
   grind!
4. Intra-tunnel dash rings - Fly types quickly choose a trick and turn right
   to access the dash ring!
5. Second reservoir - For some reason the left-hand path from the second
   reservoir is blocked by barrels...  Should power types investigate?
6. Hairpin Curve - Cross the second reservoir with a sharp left turn!  Decide
   on the timing for your airslide.
7. Enormous waterwheel - Unlike the dawn course, grabbing the water wheel
   accesses the second tunnel!
8. Crossing the rapids - After escaping the second tunnel, ride the water's
   surface as the waterfall dives towards the ground.  Take care in order to
   not hit the rocky areas.
=======================================

Ice Factory

Storm was defeated by Knuckles in their match.  While Wave calls him useless,
Jet offers him a chance to redeem himself. "Indeed, I cannot quite trust
Eggman.  Sneak into Eggman's base and collect information!"  Storm exits the
room in haste.  What is Eggman really plotting?


Course Overview:
The Egg Factory late at night: production line stopped, radiation cooling
applied to the facility to allow the cooling of the molten ore's heat.  At
some places on the course swirls develop where the water used for cooling is
disposed of.  The robots engaged in manufacturing during the day also have
night patrol duties, trying to repel intruders.

Course Strategy:
1.  Kick off to access the railway.  Pass through the opening in the wall for
    a direct shortcut!
2.  By choosing high-ranking tricks you can land on the upper route and take a
    different path!
3.  At the nucleus (core) area,  run opposite to the day course .  For power
    characters, is there a short cut somewhere...?

Map Highlights:
1.  Starting point - Breath steams in the cold air, but the competitors' zeal
    raises the surrounding temperature!
2.  Right angle curve - Here and there bundles have been attatched to the
    floor, and slide.  It takes careful management and prudence to turn the
    curve!
3.  Ventilation shaft entrance -  Doing tricks in the halfpipe, rise to the
    dash ring. You may enter the opening of the ventilation shaft!
4.  Enormous fan area - An enormous fan is turning at the heart of the curve.
    Power types, by breaking that enormous blade, can shorten their turns.
5.  Railway - Speed types, by riding the railway that parallells the curve,
    can make the 180 degree turn nonstop.
6.  Pulley - The pulley used to convey raw materials passes through closed
    rooms coated in ice, transporting you to the nucleus (core) area!
7.  Nucleus (core) area - right side half pipe - Speed types can choose tricks
    and use the halfpipe to access the railway!
8.  Nucleus (core) area - left side half pipe - Fly types can choose tricks
    and access the dash rings!
9.  Front flip kick - Choosing a high ranking trick, destroy the hanging iron
    pole, landing at the last curve before the goal!
=======================================

White Cave

Last match until the Finals!  Jet is unable to sleep, however, because of Wave
breaking into lecture mode.  It's useless to pacify her, fast-talking Wave
just talks on and on to those in hearing.  At that moment, the figure of a
familiar hedgehog enters Jet's field of vision.  "Pooh! time for a little
ridicule!"  It seems a way to kill time before the finals, and Jet stealthily
leaves that place.


Course Overview:
From evening through about dawn the plant spores fall thickly, altering the
jungle's appearance to a snowy landscape.  From that scenery, many people have
called this forest "White Cave".  As the beautiful blooms and hyphae systems
of these plants that cannot be seen during the day make an appearance, this
world shows a face one cannot but feel is lovely. 

Course Strategy:
1.  Decide on a high-ranking trick and access the opening via an unexpected
    railway!
2.  The eye sleeps in the background!  Don't overlook the dash rings installed
    at this point!
3.  Power types can discover the entrances to hidden passages, great
    shortcuts!

Map highlights:
1.  Starting point - The route stretches in a straight line before your eyes,
    pay attention while running past the many trees!
2.  Front flip kickoff - There are two landing spots, high and low.  Choose a
    high ranking trick to aim for the route above!
3.  Pipe route - They constructed this course in an enormous ivy that had
    become hollow!  Power types can skill link by consecutively smashing the
    projecting rocks!
4.  Dash rings - Fly types can take advantage of their difference from their
    rivals by accessing the dash rings inside the ivy!
5.  Centipede's nest - The giant centipede's protective coloration is changed,
    hurry to the zone of dead leaves!
6.  Dead leaf zone - Speed types, don't overlook the opening to access the
    railway!
7.  Backflip kickoff - Choose high-ranking tricks to access the spiderweb
    shortcut!
8.  Tunnel of ivy - Gaping widely the tunnel bored into the ivy awaits the
    racers.  Pass through the tunnel in the ivy and aim for the goal!
=======================================

Dark Desert

The Finals approach!  Storm is returning from sneaking into the Egg Factory.
In his hand he grasps a chip stolen from Eggman's factory.  Wave decodes the
chip. Now the three learn the truth of the Babylon treasure.  Is it as
expected, the Babylon treasure?  While approaching the real answer to the
puzzle, the Finals are starting!


Course Overview:
The spreading darkness conceals an ancient civilization.  The climax is
displayed opposite the Coliseum on the outskirts; receiving the energy of the
total solar eclipse, the ancient ruins that extended underground give the
appearance of utter desertion.  There was even the concept of gravity
circulation to reach hyperspace.  This area is also said to have intermingled
with Babylon, catching a glimpse of the civilization at its height.

Course Strategy:
1.  In order that the rocky mountains do not become complicated, be careful
    with the course tricks.
2.  Look carefully, there are now two layers.  Is there a means of access?
3.  As for here in this private house?  Where is the entrance generally?

Map Highlights:
1.  Starting point - The total solar eclipse shows a world of illusions.  Run
    through it in the excitement of the Finals!
2.  Stairs of Fate - At the terminus of the stairs is a front flip kickoff.
    Choose a great jump to advance to the fissure zone.
3.  Secret pathway to temple - from the inner part of the fissure, the shapes
    of 3 consecutive kickoffs appear.  Choose reliable tricks instead of
    overdoing it.
4.  Temple Entrance - The route decides into three, for each respective type.
    Choose your type's route paying attention to the color of the signs and
    ground.  
5.  Inside the temple - Ignore gravity as you turn round and round in order to
    progress inside the temple.  Without turning an eye, be careful of the
    types distinct skills.
6.  Altar of Light - Borrow the power of the swirling light and hurry above
    ground.  
7.  Ancient dwellings of the desert people - Zigzag along the road and as you
    come out the Coliseum is right before you!
=======================================

Sky Road

Chasing Sonic, four people arrive with difficulty at Babylon Garden:  Tails,
Knuckles, Wave, and Storm.  While Storm and Knuckles quarrel, something
establishes its aim with radar.  "Target detected!  Get them!"  It was the
Eggman robo that previously had been damaged by Knuckles and Storm.  The
attack by a great swarm of Eggman robos starts a grand chase race!


Course Overview:
Baylon Garden had sunk deep underground.  The enshrouding dark clouds vanish;
gradually the beautiful facades are illuminated by the light of the sun.  It
floats in the air, the electronic fortress of ancient times able to see the
sides of buildings.

Course Strategy:
1.  This place, the underside of the road!?  Look for the entrance to enter
    the basement!
2.  It is difficult to choose a trick at the blast point, but is there value
    in attempting a difficult challenge!? 
3.  The corridor of light has two entrances, higher and lower branches.  To
    save time, access the upper entrance.

Map Highlights:
1.  Start point - Direct decent from a high central level.  Power types can
    knock away the imminent pole.
2.  Security gates - Each type's gate offers a particular method of passage.
3.  Arch of the adult bird - The variation in time of tricks decided on in
    this place is attached to the crossing.  It is the one point on this
    course where you must decide with no mistake allowed.
4.  Turbulence - The Air Force creates the turbulence. Ride and manage the
    wildest turbulence in the entire course!
5.  Explosion point - The Air Force destroys the road whenever anyone runs
    around the circumference.  Pay attention and don't fall into the hole.
6.  Dash ring - Fly types will probably aim for here.  Immediately charge
    when you decend from the turbulence.
7.  Railway - Access the railway with tricks from the mini-kickoff.
8.  Corridor of light - This is the sole indoor course.  What you gain here
    will prolong your boost-dash until the goal!
=======================================

Babylon Guardian

The Babylon Rogues finally set foot in the treasure room of the Babylon
palace.  In that place, the world extends to infinite nothingness...while
feeling this, suddenly someone's shout resounds.  The owner of the voice is
the guardian left to protect the treasure.  Sonic and his friends hearing the
shout, the curtain rises on the last battle.


Course Overview:
The statues lined up in this strange dimension-world inspire thoughts of hell.
As for that, this world is a fiction created by the guardian of the treasure
to thwart intruders.  Due to damage by the Guardian, the pathway of the
original Babylon Garden electronic fortress makes an appearance like a gift.

Map Highlights:
1.  Start point - The Guardian stands in your way in order to block your path.
    In order to start your attack, complete the Start Dash.
2.  Front flip - This course has few trick zones.  Choose ones that are
    reliable here.
3.  Dash rings - Fly types, it is possible to access these by using the trick
    zone!
4.  Gargoyle statues - Power types, smash the eerie statues to advance!
5.  Railway - If a speed type,  here you want to ride without jumping off.
6.  Back flip - Merely kickoff from the high ramp, like a shower of sparks
    stirring towards the sky.

=======================================

Sega Illusion

Neon sparkles, Sega Town's night.  Even among the number of Sega titles, the
figures' ambiance approximately matches the title selected.

Games Appearing:
"Samba de Amigo"
"NiGHTS"
"Space channel 5"
"Chu Chu Rocket" 

Course hints:
1.  NiGHTs' rings can be accessed through turbulence!
2.  As for power types, advance by easily destroying the stands on which the
    star people stand!
3.  Trying various patterns, discover the fastest way out!

Map Highlights:
1.  Start point - In a complete change from the daytime, parade has finished
    and the the Samba zone starting point is quiet!
2.  "Samba de Amigo" zone - What - huge Opa Opas block your path!?
3.  "NiGHTs" zone - Beneath the fireworks that soar into the heavens extends
    the road of stardust.
4.  "Space Channel 5" zone - The fragile star people attack with persistent
    beams.
5.  "Chu Chu Rocket" zone - As you cross the arrow-marked panels,  the cry of
    "chuchu" is heard!

=======================================
*****************************************************************************

Information

WHF Osaka Convention

WHF Tokyo  Convention

WHF Nagoya Convention

WHF Fukuoka Convention

SantoraCD [abbreviation for "Soundtrack]

Production I.G. [translation in Links, below]

Strategy Book
---------------------------------------------------------------------

"23rd Next generation World Hobby Fair" report  Osaka 

2006, 1st month, 15th day
  Reporting the state of the "Sonic Riders" booth at the "23rd Next generation
World Hobby Fair" held at the Osaka Dome!  This year,  as in most years many
honored guests did attend.  Among the official sites, many people came to this
"Sonic Riders" and investigated the course, causing others to come.  After
this as they went other places on their schedules, people recommended that
others also watch the "Tutorial Movie"! 
  The Osaka convention is enormous!  After this "Sonic Riders" will be
available to play at the Tokyo * Nagoya * Fukuoka conventions.  We will wait
for everyone's attendance.  

Photo captions :
1.  Note the player's intent expression!
2.  Siblings(?) playing together.  Please play with the younger brother?
3.  In the action zone (place where the analog stick must be turned), players
    spin the stick frantically.    Regrettably we cannot display a moving
    picture of such enjoyment!


---------------------------------------------------------------------

"23rd Next generation World Hobby Fair" report  Tokyo 
2006, 1st month, 21st day, 22nd day
---------------------------------------------------------------------

"23rd Next generation World Hobby Fair" report   Nagoya
---------------------------------------------------------------------

"23rd Next generation World Hobby Fair" report   Fukuoka
---------------------------------------------------------------------

"Sonic Riders" Original Soundtrack CD sale!

The concept of the Sonic series, always overflowing with a scampering feeling
to the sound, is this time in reliably good health!  Due to three composers of
repute a rich variety of sound gives the experience of Sonic World.  In
addition, only with this soundtrack can one listen to the bonus tracks because
3 tune compilations have been added!  "Sonic Riders Original Soundtrack" sales
are limited to SEGA Direct.  Don't overlook it!

Link button to SEGA Direct
---------------------------------------------------------------------

"Sonic Riders" strongest strategy guide on sale! 
 [lit - "strongest capture guide"]

The perfect "Sonic Riders" strategy Guide is finally for sale!!  Containing
not only strategies for all courses but also complete records of secret
stages, all characters, extreme gear!  Whether you have played already or
not, you can expect to discover surpising new things!

The victory is yours with this!

Title:  Sonic Riders Strongest Strategy Guide
Format etc.:   Size A%, 232 pages, ISBN4-09-106292-X
Sale Date: 2006, April 3rd
Price: 1,680 yen
Publisher: Shogakukan

*  Please ask your bookstore to buy this book.  If the counter is almost out
   of stock, please ask the bookseller to reorder.
*  Direct questions concerning purchase to TEL 03-5281-3555 (Shogakukan Sales)
*  You can even buy the book from an bookshop on the Internet with express
   home delivery.     http:// www.shokakugan.co.jp

*****************************************************************************

Downloads

L to R:  Wallpapers
         Paper Crafts
         Movies
         Screenshots
  Note: The wallpaper and movies buttons take you to the same page


Wallpapers/Movies:
Top row - Wallpapers:  should be self-explanatory
Second row - Videos, Broadband (top button) and Lowband (bottom)
  L to R:  Production I.G Opening Anime
           TV commercial (High speed ad)
           Production Movie 2 [Don't believe this one's been released on
              an English site; translation of text below]
           Tutorial Movie [Gamecube controls, as noted below the buttons]
           Production Movie 1
  (Side tab links to Screenshots page)


Paper Crafts:
     Papercraft:  Blue Star
     Display set [Sonic and a "stand" for the Blue Star]
     Papercraft: Type J
     Display set [Jet and a "stand" for the Type J]

  % file for papercrafts requires Adobe Reader


Screenshots  - 30 screenshots, again self-explanatory
----------------------------------------------------------------

Year 2006 

The New Adventure...

Expected for Sonic!

Sonic Riders

Fastest above the ground
		Sonic the Hedgehog

	VS.

Legendary windmaster
		Jet the Hawk

Miles "Tails" Prower

Wave the Swallow

Knuckles the Echidna

Storm the Albatross

Missions

Conspiracy

Schemes

Desire

Speed

Gachinko
Mechanics
World Grand Prix
Stylish

Turbulence
Pride
Fastest on land VS legendary windmaster

Mutual pride, preparing for a race

Now begins the greatest race over supersonic speed in history!!!

*****************************************************************************

Links

Production I.G Making of the Opening Animation (link on Main page, also in
Information)

Opening Animation Flow of Production

"Sonic Riders" opening animation produced by Production I.G, whose
well-known works includes "Shell Riot Squad" etc.
Introducing the "Sonic Riders" Opening Animation by "ProductionI.G" -
follow the flow of the work to get to the completed product!

  1.Continuity job:  The director scripts the general outline of the movie
in pictures.

  2.Layout: On the basis of the completed continuity, some people make original
pictures of the layout for each cut.  Also for the layout, the figure design,
camera angle, background, cel & movement, etc. is all drawn in a rough
fashion. 
  * Cel = character movement and the like, to point out necessary
development.

  3.Original Drawings: Based on the layout, you draw the movement point of the
cel in the original picture.  In this case, where the original picture appears
with timing, the pictures and frame numbers necessary for filming instructions
are written on an attached timing sheet.  Also the background painting is
going on concurrently having begun at the same time as this work.

  Layout -> original drawings and original drawings -> in-betweeners 

  The director checks angles and results, also the drawing supervisor has
standardized the pictures.

  4. Animating:  Based on the original drawings and the timing sheet, a clean
copy is made to be used in the moving images.  The original drawings only
depicted key points of movement,  now the interval portions must also be drawn
(in-betweening).  From original drawing to animation: the animated picture is
drawn according to the time sheet and also whether movement is occuring, the
animation is inspected for mistakes.

  5. Finishing Touches:  The completed animation cels are scanned and the
painting is decided here.  The basic character coloration has already been
decided but the details of each respective cut must be adjusted to agree with
the others.

  6. Photographing:  Photography is where the cel and the backgrounds are
combined.  Also special effects - sparks and the like, are put in here.

  7. Editing:  Here the finished cuts are connected to form the movie.  The
cuts and connections are adjusted to fit the timing.

  8. Finished Product: Broadband   Loband

[Directors comments at bottom. Not translated]
----------------------------------------------------------------
Sonic Channel Interview with Producer Yuda (link in green box on Main page)

from Sonic Channel; 2/21/06, 2/22/06

Good day, everyone!  It is Sonic Channel staff member Moro.  Today as we
approach the 2/23/06 sale of "Sonic Riders" We would like to try a surprise
interview with Yuda Takashi (Yuda P, below)!  Well, then, start the interview
assault!

Moro: Good day!  Today we humbly request  an interview with "Sonic Riders"
developer!

Yuda P: Yes,yes, pleased to meet you...

Moro: Can you instruct us as to what the best part of this new games "Sonic
Riders" might be?

Yuda P:  Absolutely, the gachinko section is not all it is! There is so much,
you understand.  This time we put a lot of effort into the multiplayer game.
In order to unfold firece competition, we devised several schemes.  The latest
main feature, "Turbulence", is one of them!

Moro: Now in "Sonic Riders" you say "Who's the fastest and most skilled?"
Aren't there a variety of gimmicks prepared in order to increase the
impression of speed?  Can you instruct us us how you increased the pleasure to
be had by playing? Also, can you explain simply what this word "turbulence",
that we've heard, means?

Yuda P: As the rival ahead of you runs, a halfpipe of "turbulent air" occurs
behind them.  We call that "turbulence".  By making use of the turbulence,
riding on it and performing tricks, you can overtake the rival in a flash.
As for which is the most fun...there is no "one best course"!  Who can say
which it might be?  Please use the turbulence and try the respective skills.
The courses are fully loaded, but being quick you may overlook hidden things.
By trying a variety of things you will get repeated enjoyment.

Moro: Trick choices and [ ?, there appears to be a typo here] are delightful,
don't you think?  Riding the turbulence is a wonderful feeling, i i.  The feel
of the gimmicks is exhilarating, at the peak of production!  This game is
packed with things to enjoy, don't you think?

Yuda P: It is, that pleasant feeling of cutting through to the other side of
the speed of sound, I hope, fufufu...[laughter]

Moro: The courses are colorful and charming.  Each course is abundant with
individuality, furthermore this stands at the peak of the game, I think.  So,
please tell us about the difficult spots in creating so many charming courses.

Yuda P:  Changing the style of a Sonic game to an enjoayable action game,
isn't it; whereas the first difficulty was how much to include.

Moro: Indeed.  Incidently, my two favorite courses by far are "OOO-OOO" and
"OOOOyuOyoO".  You can remove this, don't you think?  To preserve the player's
surprise.  There are such pleasant stages hiding!!  Don't you think, we can
hide them with blank type.  After playing with such pleasure! They are to good
to hide, Yuda!

Yuda P: Fufufu, is that so? Well I am resigned to fate then

Moro: Well, it is still useless! After the pleasure of playing that...  And
being presented to the public in so short a time...!  If that's the way it has
to be, we would still like to talk; but at present it is regrettable to not
be able to talk about the hidden stages.

Yuda P: You hit, you hit...it is both completely

(more follows tomorrow)
=======================================
(continuation from yesterday)
Moro: Well, well, Yuda...  So, this time "Jet", "Storm", "Wave" the new
characters apearing.  These three are awfully fascinating, aren't they?

Yuda P: So they are!  Wouldn't you like to see more and more of them?  I am
eager to in a short while!!

Moro: Really?! Something along those lines of thinking seems to appear,
now...?

Yuda P: Still, even on the official site "? ? ?" characters that have not
yet become [been announced], It is about to become a matter of concern,
but...?^^

Moro: You say it's a matter of concern!!  So it is Nashyo[?]

Yuda P: Don't you think it's a matter of concern?  Wouldn't you like private
information!!  So, it still is Nashyo, - -.  The hidden characters will
astonish in a big surprising way!  Actual players asked with expectation!

Moro: This time, the production of the opening anime by Production I.G has
become a big topic, but as for the interaction of Sonic and I.G could you give
us some details?

Yuda P:  The point of Sonic gameplay until now has not been thinking, we
wanted to present a new image. So by using the already favored I.G.we make
it new somehow in the way people will receive it, don't you think?

Moro: How! It is true, Yuda, when you ponder the power of the implementation
I.G produced!  You feel by this truly wonderful animation that Sonic is born.
 You have even posted the "making of" explanation on the official Sonic Riders
site, it is necessary veiwing!  Certainly any who have not seen it must please
look at it!  Can you tell us if I.G had difficulty with the job?

Yuda P: Not especially.  The direction was solidified and the new images to
draw were recieved early.

Moro: Terrific! Don't you think, that the work went so smoothly!  The Sonic
that the I.G artists produced is exceedingly gachinko!

Yuda P: Isn't it?  I like it increasingly!

Moro: Well then, in conclusion, might the staff and readers of Sonic Channel
ask one last question?

Yuda P: Sonic Riders is not the current asobi racing game, It is packed full.
Not only in competing, but in just running around it is an enjoyable game,
please do play it, by all means!

Moro:  Please try playing by all means!  Yuda,  thank you very much!

"Sonic Riders" on sale 2/23/06 for Gamecube, PS2 and Xbox.  "Gachinko!"  It
is the game - the courses and characters are full of appeal, don't you think?
Please try playing by all means!

*****************************************************************************

Legal and Other Bits

**Thanks to Ambergryph and ChristSoldier3 for alternate translations for parts
of Rogue and Jet's bios.
**Thanks to the people who supported the thread on Gamespot for their
encouragement.


This is an original translation of a Japanese text found on
http://sonic.sega.jp/riders/.  All trademarks and copyrights contained in this
document are owned by their respective trademark and copyright holders.



This translation copyright 2006 Jane Chapman

This may be not be reproduced under any circumstances except for personal,
private use. It may not be placed on any web site or otherwise distributed
publicly without advance written permission. Use of this guide on any other
web site or as a part of any public display is strictly prohibited, and a
violation of copyright.