Sonic Riders: Zero Gravity
The fan-favorite Sonic Riders series returns in Sonic Riders: Zero Gravity with a whole new form of chaotic racing by manipulating gravity itself! These gravity-altering powers can transform walls into tracks, or create a "black hole" that sucks you through for the ultimate speed boost, and allows for an entirely new way to gain a leg up on your competitors. From illuminated highways in a bustling metropolis to the outer reaches of space, you will race at the speed of light on 16 dynamic courses. It is the fifth racing game in the Sonic the Hedgehog racing series, following Sonic Drift, Sonic Drift 2, Sonic R and its predecessor, Sonic Riders.
Sonic Riders: Zero Gravity | |
---|---|
Developer(s) | Sonic Team, Now Production |
Publisher(s) | Sega |
Series | Sonic the Hedgehog |
Platform(s) | Wii |
Release date(s) | JP January 17, 2008 NA January 18, 2008 EU February 22, 2008 AUS March 6, 2008 |
Genre(s) | Racing |
Mode(s) | Single-player, Multiplayer (4) |
Input methods | Wii Remote, GameCube Controller |
Compatibility | 4 Playable |
GameIDs | |
See also... |
Dolphin Forum thread |
Problems
Controls
If a GameCube Controller is enabled for Port 1, it will override Wii Remote controls. This isn't an emulation error. The real hardware does this as well. To play with a Wii Remote, just disable the GameCube controller setting for Port 1. Refer issue 1870.
Template:SSpecular HighlightsTemplate:/s
Specular highlights do not appear in D3D. They only appear correctly in the OpenGL backend. See issue 6169. Fixed by 4.0-5225.
Purple afterglow
If Gravity Dive or Gravity Control is used, a purple afterglow remains visible until it either gets replaced by a new one or if the map or cutscene unloads.
Configuration
No configuration changes are known to affect compatibility for this title.
Version Compatibility
The graph below charts the compatibility with Sonic Riders: Zero Gravity since Dolphin's 2.0 release, listing revisions only where a compatibility change occurred.
Testing
This title has been tested on the environments listed below:
Test Entries | |||||
---|---|---|---|---|---|
Revision | OS | CPU | GPU | Result | Tester |
2.0 | Windows XP x86 | AMD Athlon II X3 425 @ 2.7GHz | ATI Radeon HD 5770 | 60FPS@9x SSAA, 16x anisotropy filtering | Nuck-TH |
r7440 | Windows XP x86 | Intel Pentium E2140 @ 1.6GHz | NVIDIA GeForce 8400 | Playable: 35/45FPS Occasional slowdowns, Sound problems | Lafa |
3.5-367 | Windows 7 x64 | Intel Pentium P6200 @ 2.13GHz | Intel HD Graphics | Runs around 22FPS in game (and sound stutters too), but near 60 in menus. No graphical glitches. | Sonickyle27 |
4.0-5875 | Windows 8.1 | Intel Celeron B820 @1.7GHz | NVIDIA GeForce GT 620M | Runs around 50-55FPS in game with frameskip set to 4 the game randomly freeze. | Mii Maker |
4.0-7147 | Windows 10 x64 | AMD FX-8350 @ 4GHz | AMD Radeon R9 280x | Played through the entire Hero campaign, average framerate of 55FPS. Works perfectly. | Alpha284 |