Capsule

The Capsule (カプセル) is an object that appears in the Sonic the Hedgehog series. Being large metal containment units created by Dr. Eggman, they are used to contain Animals until they can be turned into Badniks. Since their introduction, Capsules have appeared in various shapes, but are most often a metal container with a single switch on the top. Pressing the switch will either destroy or open the Capsule, thereby releasing its contents.

Description
There are numerous, different designs for the Capsule featured in the Sonic franchise. Regardless, they are all created by Dr. Eggman to store the Animals the doctor has captured inside of them 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 grey units that have small support pedestals beneath them. 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 switch.

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 it), the player releases the hatches on the Capsule and frees the Animals inside of 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 of 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.

Sonic the Hedgehog (16-bit)
The Capsules were first featured in the original 16-bit version of Sonic the Hedgehog. In this game, the Capsules are light grey, shapely units that possess yellow and black hazard stripes and a small window on the right front. They also have four small support pedestals under each of them. Also, at top of each Capsule is a grey switch.

In gameplay, the Capsules are in most cases encountered at the end of the Zones' third Act, following a boss battle. Scrap Brain Zone Act 3 does not feature a Capsule however, 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 on the right. 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, the Capsules are referred to as metal cages. In this game, they look almost like they did in the original Sonic the Hedgehog, meaning they resemble gray, shapely units with yellow and black hazard stripes, 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 original Sonic the Hedgehog, after pressing the switch on a Capsule, the Capsule starts exploding while Sonic automatically moves out of sight on the right. 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 (16-bit)
In the 16-bit version of Sonic the Hedgehog 2, the Capsule is referred to as the Prison Egg. This time around, the Capsule's 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 them. There is also a yellow switch on top of them.

In gameplay, a single Capsule is featured at the end of the second Act of most Zones, after defeating the boss in those Acts. Capsules are not featured at 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 while 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 2 (8-bit)
In the 8-bit version of Sonic the Hedgehog 2, the Capsules are called Prison Eggs. 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 Zone's boss. Scrambled Egg Zone and Crystal Egg Zone do not feature Capsules, however, as they feature two different endings after beating the Zones' 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 on the right, the Capsule will keep exploding while Animals fall out of it and run away to the left and right.

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) or Metallic Madness (the game ends after defeating the boss). 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 round, which is then followed by the score tally. Meanwhile, the playable character will automatically move out of sight on the right while the Capsule is reduced to nothingness.

Sonic the Hedgehog Spinball
In the Sega Mega Drive version of Sonic the Hedgehog Spinball, the Capsule make another appearance. In this game, it has the same design it had in the 16-bit version of 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, 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 Sonic the Hedgehog 3 & Knuckles, the Capsules repeat their roles from earlier Sonic games for the Sega Mega Drives. 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 they 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. 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 which can be opened during normal gameplay. 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 place 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. Once again, they repeat their roles from 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 the Hedgehog Pocket Adventure
In Sonic the Hedgehog Pocket Adventure, these objects are referred to as capsules. 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 them.

In gameplay, the Capsules are normally featured at the end of the second Act of the 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.

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. 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 gray bulky 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, they come crashing down from above after defeating the boss in said Act. 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 happily prance 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 during 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. 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 story, 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 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. To collect it, the player has to successfully use the Speed Boost one hundred times in gameplay.

Sonic Chronicles: The Dark Brotherhood
In Sonic Chronicles: The Dark Brotherhood, a plethora of Capsules can be found anywhere in Metropolis and many other locations. The design of the Capsules in this game is mostly taken from Sonic the Hedgehog 2, but there are also simpler variations that loosely bear resemblance to the ones from Sonic Advance, but without the Eggman Empire decal on them.

Episode I
In Sonic the Hedgehog 4: Episode I, the Capsules' design is take 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 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 it in both the leftward and rightward direction while Sonic strikes a pose, leaving behind only the Capsule's remains as the score tally appears.

Episode II
In Sonic the Hedgehog 4: Episode I, the Capsules' design is the same as the one they had in Sonic the Hedgehog 4: Episode I. They therefore 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 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 also 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 it in both the leftward and rightward direction while the playable characters strike a pose, leaving behind only the Capsule's remains as the score tally appears.

Sonic Generations
Capsules also made a notable appearance in the console versions of Sonic Generations, as being featured at two challenges on both Seaside Hill and Planet Wisp for Classic Sonic. In this game, these capsules have its design from original Sonic the Hedgehog, with many detailed changes, including grey and cyan-colored switches.

In two Challenge Act missions, the player is required to release at least 140 animals from the several capsules placed within the level before reaching the goal. Each capsule contains 14 Animals (hence the player will need to release at least 10 capsules). The Capsule is also featured as a trophy at the Statue Room of the game.

Sonic Lost World
In Sonic Lost World, capsules look loosely similar to ones from Sonic Generations and do appear at the end of every zone, as the player has to reach capsule in order to complete the zone. As in Sonic the Hedgehog, the player must press the switch on top of the capsule to free the animal friends trapped inside. The player can also find other, smaller capsules hidden throughout zones in order to free more animal friends. The player is able to collect these animals like ones after defeating Badniks to unlock Zone 4 or Secret Zones. In the 3DS version of the game, Sonic can open a capsule by performing a Homing Attack on the yellow switch.

Eggman is also seen carrying a capsule on his Egg Mobile, while Sonic and Tails are chasing him in the opening cutscene. As Eggman drops it down, Sonic tries to reach to the capsule at the mid-air. However Tornado gets shot by Eggman's laser and trio has to land on the Lost Hex, where Sonic finds out the dropped capsule at the end of Windy Hill Zone 1. Later in the Silent Forest, Sonic and co. find out lonely capsule. As Sonic wants to check it out, Tails notices something being wrong at the same time. He pushes Sonic aside in the mid-air, causing him to being pushed inside the capsule, that suddenly closes and disappears from the place. It is revealed to be part of Deadly Six plan to get Sonic inside the capsule and transport it to their lair in the Lava Mountain. While their plan wasn't success after finding Tails inside the capsule, they decided to make him robotic underling.

Sonic Mania
In Sonic Mania, and its expansion Sonic Mania Plus, the Capsules appear at the end of Act 2 of every Zone except for Titanic Monarch Zone. They come in flying and ground-based variants like in Sonic the Hedgehog 3 and Sonic & Knuckles, and pressing the yellow button on them releases the Animals at end the Act.

Much like in Sonic & Knuckles, Capsules are also seen in Flying Battery Zone, which do contain either Rings or Badniks. 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.

Sonic Forces
In Sonic Forces, the Capsules' designs are taken directly from the cutscenes of Sonic Lost World. In this game, the Capsules appear in certain spots in Tag, Modern and Classic Sonic stages that host blue SOS Missions. In these blue SOS Missions, the player must rescue a rental Avatar and Animals from being trapped in them.

Wisp Capsules
Sonic Colors features different variants of capsules called Wisp Capsules created by Doctor Eggman, which keep Wisps imprisoned inside. There are three kinds of Wisp capsules: smaller ones, that the player is open and release the Wisp's power, medium sized ones that are featured at the end of certain acts (similar to capsules) rather than Goal Ring and bigger ones, that are only featured in cutscenes of the game.

Sonic the Hedgehog Story Comic
Capsule appears in Sonic the Hedgehog Story Comic Volume 2 as doctor Eggman succeeds in capturing the animals of South Island to one of capsules. After Ricky and Cucky gets freed by Sonic, they lead Sonic to the Star Land Zone where capsule is located. After beating Orbinaut and Eggman who had Egg Mobile with a spike underneath, Sonic press the button on top of capsule and frees all animals of South Island.

The Official Sonic the Hedgehog Yearbook (1993)
The single capsule is featured in The Official Sonic the Hedgehog Yearbook story "Double Sonic", where the design of it is taken from original Sonic the Hedgehog. When Sonic finds out his friends are once again captured, he runs through the Green Hill Zone after Flicky told him about Capsule. However the capsule turns out to be a trap, which exploded on his face and Robotnik tries to smash him with his wrecking ball connected to his Egg Mobile until Tails comes out to help Sonic.

Sonic the Comic
In Fleetway's Sonic the Comic, these Prison Eggs are created by Doctor Robotnik, but only one is briefly seen in the beginning of issue 30's story "Metamorphia", where the Freedom Fighters destroy one of Robotnik's prison eggs and freeing citizens of Emerald Hill Zone at it.

Archie Comics
In the Sonic the Hedgehog comic series and its spin-offs published by Archie Comics, the Capsules are known as Prison Eggs or Egg Prisons. In this media, the Prison Egg is a type of storage cage used by the Eggman Empire to hold prisoners.

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.

Trivia

 * In Sonic the Hedgehog Story Comic Volume 2, "Clash!! South Island", the Egg Capsule is shown to possess retractable robotic arms that allow it to actually capture the animal friends itself.