Sonic Riders: Zero Gravity

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Sonic Riders: Zero Gravity
Developer(s) Sonic Team
Publisher(s) Sega
Series Sonic the Hedgehog
Platform(s) Wii
Release date(s) NA January 8, 2008
JP January 17, 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 4Stars4.pngEdit rating: Sonic Riders: Zero Gravity
See also...

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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.

Emulation Information

GameCube Controller Conflict

Sonic Riders: Zero Gravity is capable of using both GameCube controllers and Wii Remotes at the same time. If a GameCube controller is being emulated or is connected via the Official GameCube Controller Adapter for Wii U, the GameCube controller will be prioritized over Wii Remote for its assigned port and the Wii Remote will be assigned to another port or lose most of its functionality, typically only reacting to the Home button being pressed. Use the mapped GameCube Controller or disable it to resolve this.

Controller Map Overlap

Sonic Riders: Zero Gravity is capable of using both GameCube controllers and Wii Remotes. If a physical controller is set to emulate both a GameCube Controller and a Wii Remote concurrently, it will operate both devices at the same time. To fix, migrate controls to use separate physical controllers.


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. Refer issue 6786. Fixed by 5.0-1490.

Broken Cutscenes

The game features prerendered video cutscenes at several points in story mode, as well as when booting up the game. Since 5.0-4703 the cutscenes will not render at all, only playing the sound that comes with them and leaving a black screen instead. Refer issue 11164. Fixed by 5.0-15294.


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.

5.0-21770 (current)
2.0 (r5384)
Compatibility can be assumed to align with the indicated revisions. However, compatibility may extend to prior revisions or compatibility gaps may exist within ranges indicated as compatible due to limited testing. Please update as appropriate.


This title has been tested on the environments listed below:

Test Entries
Revision OS CPU GPU Result Tester
2.0 Windows XP AMD Athlon II X3 425 @ 2.7 GHz ATI Radeon HD 5770 60FPS@9x SSAA, 16x anisotropy filtering Nuck-TH
r7440 Windows XP Intel Pentium E2140 @ 1.6 GHz NVIDIA GeForce 8400 Playable: 35/45FPS Occasional slowdowns, Sound problems Lafa
3.5-367 Windows 7 Intel Pentium P6200 @ 2.13 GHz 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 @1.7 GHz 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 AMD FX-8350 @ 4 GHz AMD Radeon R9 280X Played through the entire Hero campaign, average framerate of 55FPS. Works perfectly. Alpha284
5.0-17885 Windows 10 Intel Celeron N3450 @ 1.1 GHz NVIDIA GeForce 920MX 2X Native(720p) scale EFB copy=on, runs perfect in 60 FPS (full speed). JayYeaR

Gameplay Videos