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  1. Ever since Sonic X Shadow Generations was announced, I stopped everything and made a list of every major and minor Sonic Game that Shadow appears in. Going through the list, his Zones and Bosses are interesting, since he’s introduced during the Millennium Era of the Series and he suffers from the same problem of low appearances as everyone else does (besides Sonic, Tails, & Dr. Eggman). While I will go over every single Game related thing Shadow & Lancelot are involved in at a later date, today I wanted to speculate and come up with ideas on a Generations style game, based on Shadow. Please aware that there will be a lot of assumptions based on whether Shadow’s campaign will be exactly the same as Sonic’s in the original game. BIG NOTES: 1. Honorable Mentions: These are a few Shadow Zones & Bosses that are skipped bacause: Radical Highway, Final Chase, Westopolis, & the Biolizard – these Zones & Bosses have already been confirmed, shown off, and speculated, so I’m skipping them. B-3x Hot Shot – this is Shadow’s first Boss ever. However, it’s not unique (since Sonic had Bigfoot and Rouge had Flying Dog) or as memorable as the other picks I chose. Also, it’s not like the Egg Wrecker ever appears for Sonic in Generations. Anything from Sonic Chronicles – If they put anything from Sonic Chronicles: The Dark Brotherhood in here, it would surprise me. Anything from Sonic Free Riders – Yeah…nah Rail Canyon or Egg Fleet – Sonic Heroes Sonic Heroes brought back Shadow, recreated Team Dark, and introduced the “Is Shadow a Badnik/Clone created by Eggman?” plotline & mystery. While Sonic got Seaside Hill, I think Shadow would get another Zone. Rail Canyon would be an interesting choice since it’s where the Shadow Androids are first discovered. Egg Fleet would be another interesting choice because it could combine elements of Egg Fleet and Final Fortress. Emerl the Gizoid – Millennium Era Rival (Sonic Battle) I think Emerl (or Ultimate Emerl) would an interesting. The arena could be Battle Highway, Shadow's signature arena from the game. As the fight goes on, he could start copying Shadow’s attacks. The Doom – Shadow the Hedgehog The Doom is a recreation of the events that happened before Maria dies. However, it’s never clear if it’s the facts, a retcon, or just Black Doom’s attempt to manipulate Shadow to join the Black Arms. Aquatic Base or Dusty Desert – Sonic the Hedgehog 2006 Since Mephiles is Shadow’s main antagonist in Sonic 2006, I thought a Zone based on his origin or his final fight against Shadow would be interesting. Mephiles the Dark – Boost Era Rival Battle (Sonic 2006) Who else is better to pick for 1 of Shadow’s rivals than Mephiles? Diablon – Boost Era Boss Battle (Shadow the Hedgehog) I wanted to add a GUN Boss from one of the games, since Shadow is very much tied to that organization. Also, this gives an excuse to add Sonic into a Boss Battle. Shrouded Forest or Great Megalith - Sonic & the Black Knight This one is interesting, because these are both levels that Sir Lancelot can play in. Also, we didn't get any Storybook World Zones in the original game. In the S&TBK’s cutscenes, Lancelot travels to the Shrouded Forest. However, most players, including myself, started Great Megalith with Lancelot first. While Shadow would go through the Zone with a weapon or bare handed, or wear his Sir Lancelot outfit just for this level could be fun options. Asteroid Coaster – Sonic Colors Shadow appears in Asteroid Coaster in the DS Version of Sonic Colors. So technically, this is a Shadow Zone. Also, it’d be cool to have an excuse for Shadow to use Color Powers, especially 1 of the 2 Version Exclusive Nega-Wisps. Eggman’s Facility – Sonic Forces: Episode Shadow DLC In my mind, I cannot see them skipping a Zone from Sonic Forces. It’s the last major mainline game Shadow appears in and he has a significant role in the story. Therefore, I think one of the Zones should be one of his remixed DLC Levels. Infinite - Phantom Ruby Era Rival Battle (Sonic Forces) Once again, I can’t see them skipping Infinite as a Boss for Shadow to fight. Ifrit - Phantom Ruby Era Boss Battle (Sonic Rivals 2) I think having the Ifrit would be an interesting choice for a Boss Battle, because it’s a 2 VS 1 Boss Battle, that could have Shadow fighting it and Metal Sonic 3.0, plus it’s a skydiving battle, where Shadow has to defeat it before falling into a pile of scrap metal and lava. Also, without Shadow & Metal Sonic, the gate to the Chaotic Inferno Zone would never have closed. Conclusion In the end, this is what my version of the game would look like: I noticed that I didn't add anything related to the Black Comet, but to be honest, I'm Ok with that. Shadow Generations Discussion Questions 1. Which Shadow Zones & Bosses would you pick if you were in charge of the Shadow Generations part of the game? Or if you can’t pick one, what are your contenders for the TOP Shadow Zones & Bosses? 2. Which Shadow Zones & Bosses would you purposedly keep off your list, if you were in charge of the Shadow Generations part of the game? Or if you can’t pick one, what are your contenders for the Worst Shadow Zones & Bosses? 3. If there wasn’t a limitation where Shadow could only run through Zones he’s playable in and Bosses he’s fought, what would change in your List from Question 1? Special Discussion Questions 4. Besides Zones and Bosses, what are some things you really hope make into the newly added Shadow part of the upcoming game? 5. Should Weapons (swords and guns) and Vehicles come back to the same Zones that they originate from? 6. Would you want alternate outfits for Shadow to wear? If so, what outfits or items would you allow players to customize him with? 7. Anything. Feedback, questions, comments, etc.
  2. On Sonic's Official Twitter, we got concept art and descriptions of the Dreamscape Zones Even though the game has been out for a few weeks and all 4 Zones have appeared in multiple trailers, I'm going to Spoiler Tag the other 3 Zones Zone 1 Zone 2 Zone 3 Zone 4
  3. (This is the early version of the Sonic IDW #22 Retail Incentive Cover. The final version has Sonic in a Werehog onesie) Good evening and welcome back to another Themed Sonic Zone Topic! I had to go through many old and new bags of tricks to collect the treats I’ll be handing out tonight. In honor of spooky month, I’ve gone back to the forum graveyard, dug up my old “Death Chambers” Topic, convinced Surge and a family of Ivory Wisps to recharge its batteries, and Frankenstein-ed it back to life. However, instead of just updating the old list with the newest Horror Zones, I had a monster of an idea to make things more interesting. In addition to a list of Sonic’s Spookiest Zones in the Games, I also made a list of Monsters Sonic and the others have fought against throughout their adventures. Whether you love a good scare or need a break from fighting robots, come join me as we double dip into the Sonic Games Archives. Haunted History (This is a panel of the Haunted Depths Zone from Sonic Mega Drive: The Next Level) If you look back at the Classic Era, there are a few Spooky Zones in the early years of the Series. Granted, the Spinoff Games featured more than the Mainline Games, but they exist and they are stereotypical haunted places. We had 1 ghost filled pyramid and 2 haunted castles. It wasn’t until the Millennium Era when we started to branch out and get more Spooky Zones with even spookier elements tossed in. Nowadays, we have haunted mansions, ghostly mineshafts, fiery hellscapes, hollow tombs, and steampunk cathedrals. There are even Level Trope combos with the Haunted Theme that haven’t been done yet! That’s not even mentioning the cool costumes Sonic and other characters have received for Halloween Celebrations & Events. The only nitpick I have is that the Boos, those sharped toothed sheet ghosts with murder eyes, could have and should have been named differently. Monster Match Since Dr. Eggman’s first use of Badniks on South Island, the series has and still about smashing robots to save small animals trapped inside. However, there have been other threats from other forces on the planet, outer space, and even other worlds. Ever since Eggman tried using Chaos Zero to destroy a city to create his own city, new adventures could have our heroes fight evil spirits, dragons, aliens, chimeras, and other god like entities. As cool as all of these creatures are, watching Eggman lose control of them got old real fast though. While today’s Monster List mostly focuses on everything that’s not a robot, there were a few exceptions. For example, there is no way I can argue that the Ifrit Golem and Time Eater are not robots. BIG NOTES: 1. Half of the entries in this post are Horror themed Action Stages, Hubs, & Bosses from Official Licensed Sonic Games. This includes: The Mystic Haunt Zone from Sonic Rivals 2 Zones & Acts where Boos or other types of Ghosts live Zones & Acts that have graveyards Zones & Acts that are haunted castles Zones & Acts that were created as Halloween DLC or are Halloween versions of an actual level. Zones & Acts that can only exist thanks to a monster of the week A brief look at the Exorcisms Sonic & Chip did in Sonic Unleashed HD Areas of the King Arthur Storybook World that became altered by Merlina’s magic after she became Queen of the Underworld Zones with the words “Creeper”, “Cryptic”, “Gothic”, “Hang”, “Haunt”, “Pumpkin”, or “Skeleton” in their names 2. The other half of the entries in this post are mostly non-robotic Monster Mini, Regular, and Final Boss Battles from Official Licensed Sonic Games. This includes: Chaos Void The Biolizard The Black Arms Solaris Erazor Djinn Twilight Cage Aliens Dark Gaia Dragons Knights of the Underworld Nega-Mother Wisp Time Eater Deadly 6 3. Honorable Mentions: These are Spooky Zones & Monster Bosses that I didn’t able to add to either list because: The End – I haven’t finished Master King’s trial yet so I’m going to all skip talking about all versions of The End’s Boss Battles entirely. Anything from Sonic Superstars - The game just came out and I don’t want to ruin any surprises. Plus, we don’t have any Official Names for any of the new Badniks and Bosses yet. Metal Madness/Metal Overlord – I brainstormed on whether or not to make an exception for this and a few of Metal Sonic’s other transformations. I’ll cover him in a future SGWT Topic that goes over the Sonic Heroes Zones and a future Metal Sonic Series Badniks Topic. No Crossovers Allowed – The NiGHTMARE Zone DLC from Sonic Lost World, Horror themed racetracks from the SEGA All-Stars games, spooky arenas from Super Smash Bros., and anything else similar to that will not be on this list. Multiplayer Exclusive Spooky Zones – There are a few VS Mode variations of some of the stages I researched, like Pool Race & Terror Hall. I’ll talk about them another time. 3DS Lava Mountain Deadly 6 Boss Battles - I skipped them because they are literally repeats of their original Boss Battles, except they’re weaker. Future Sonic Game Disclaimer - Any future Sonic Games that might have Spooky Zones and/or Monster Boss Battles that release after I make this topic will be discussed in a future topic. 4. Majority Rule Verdicts: After some discussion with other Sonic Scholars, Sonic Fans, & Sonic Man, the majority approved, voted, & decided that: the Mystic Cave Zone, Ghost Town, Park Avenue, Sunset Heights, & Capital City are not Spooky Zones. Infinite was too weak to be considered a monster of the week. With or without the Phantom Ruby, he’s more of an edgy Rival character. 5. New Zone Topic Features: Cat Cameos - If Big the Cat makes a cameo in a Zone, in a game where he’s not playable, I will mention it in a CAT CAMEO. 6. Regarding some of the Zone Bestiaries: The Sonic Adventure 2 Battle Zone Bestiaries will not mention Enemies found in Mission 5/Hard Mode. The Sonic Heroes Bestiaries will only mention Enemies found in Team Dark’s Version of the stages. I chose Team Dark because it seemed to match the theme I was going for. 7. Regarding some of the Official Names used in this Topic: I’m borrowing Archie Sonic’s name for the Badniks that appear during the Chaos 6 Boss Battles. Icebot > Satellite Sonic Forces: Speed Battle calls Mephiles’ Shadows, “Dark Clones”, which sounds better and is less confusing when referring to Shadow’s Boss Battles against Mephiles in Sonic the Hedgehog 2006. 8. Regarding some of the Fan Nicknames used in this Topic: 9. All pictures and other graphics will be posted shortly. Please be aware I wasn’t to find pictures for everything I researched. Sonic the Hedgehog 3 & Knuckles (Sonic Origins Plus/Anniversary Mode) - Sandopolis Zone Act 2 Tails’ Skypatrol – Dark Castle Sonic Labyrinth – Labyrinth of the Castle Zone 4 - 1 Sonic Labyrinth – Labyrinth of the Castle Zone 4 - 2 Sonic Labyrinth – Labyrinth of the Castle Zone 4 - 3 Sonic Labyrinth – Labyrinth of the Castle Zone 4 - 4 Sonic Adventure DX – Station Square Boss: Chaos Zero Sonic Adventure DX – Station Square Boss: Chaos 2 Sonic Adventure DX – Mystic Ruins Boss: Chaos 4 Sonic Adventure DX – Twinkle Park: Sonic Act (Halloween Party DLC) Sonic Adventure DX – Red Mountain: E-102 Gamma Act Sonic Adventure DX – Egg Carrier Boss: Chaos 6 Sonic Adventure DX – Final Boss: Perfect Chaos Sonic Shuffle – Monster Battles Sonic Shuffle – Void Battle Sonic Adventure 2 Battle – Pumpkin Hill Sonic Adventure 2 Battle – Aquatic Mine Sonic Adventure 2 Battle – Pyramid Cave Sonic Adventure 2 Battle – Death Chamber Sonic Adventure 2 Battle – Egg Quarters Sonic Adventure 2 Battle – Dark Chao Garden Sonic Adventure 2 Battle – Cannon’s Core Boss: Biolizard Sonic Adventure 2 Battle – Final Boss: The Final Hazard Sonic Heroes – Hang Castle Sonic Heroes - Mystic Mansion Shadow the Hedgehog – Cryptic Castle Shadow the Hedgehog – Black Bull Boss Battles Shadow the Hedgehog – Black Doom Boss Battles Shadow the Hedgehog – Last Way Boss: Devil Doom Sonic Riders – Babylon Guardian (Racetrack) Sonic Riders – Digital Dimension Sonic the Hedgehog 2006 – Crisis City: Sonic Act Sonic the Hedgehog 2006 – Crisis City: Silver & Blaze Act Sonic the Hedgehog 2006 – Crisis City: Shadow Act Sonic the Hedgehog 2006 – Flame Core: Sonic & Knuckles Act Sonic the Hedgehog 2006 – Flame Core: Silver Act Sonic the Hedgehog 2006 – Flame Core: Shadow & Rouge Act Sonic the Hedgehog 2006 – Flame Core Boss: Mephiles Phase 1 Sonic the Hedgehog 2006 – Dusty Desert Boss: Mephiles Phase 2 Sonic the Hedgehog 2006 – End of the World Sonic the Hedgehog 2006 – End of the World Boss: Solaris Sonic & the Secret Rings – Sand Oasis Boss: Sand Scorpion Sonic & the Secret Rings – Pirate Storm Boss: Captain Behemoth Sonic & the Secret Rings – Evil Foundry Boss: Ifrit Golem Sonic & the Secret Rings – Skeleton Dome Sonic & the Secret Rings – Night Palace Boss: Erazor Djinn Sonic & the Secret Rings – Final Boss: Alf Layla wa-Layla Sonic Rush Adventure – Haunted Ship Zone Sonic Rush Adventure – Hidden Island 15 Sonic Rivals 2 – Mystic Haunt Zone: Rival Race Sonic Rivals 2 – Mystic Haunt Zone: Time Attack Sonic Rivals 2 – Mystic Haunt Zone: Knock Out Sonic Rivals 2 – Mystic Haunt Zone Boss: Egg Phantom Sonic Rivals 2 – Chaotic Inferno Zone: Time Attack Sonic Rivals 2 – Chaotic Inferno Zone: Rival Race Sonic Rivals 2 – Chaotic Inferno Zone: Knock Out Sonic Rivals 2 – Chaotic Inferno Zone Boss: The Ifrit Sonic Chronicles: The Dark Brotherhood – Kron Colony Trapped Boss: Kron Warrior Sonic Chronicles: The Dark Brotherhood – Nrrgal Species Bestiary Entries Sonic Chronicles: The Dark Brotherhood – Zoah Colony Trapped Boss: Zoah Brute Duo Sonic Chronicles: The Dark Brotherhood – Zoah Colony Boss: Commander Syrax Sonic Chronicles: The Dark Brotherhood – Zoah Colony Boss: General Raxos Sonic Chronicles: The Dark Brotherhood – Voxai Colony Beta Trapped & Ambush Boss: Dominated Voxai Citizen Trio Sonic Chronicles: The Dark Brotherhood – Voxai Colony Beta Bosses: Thelxe & the Voxai Conspirator Duo Sonic Chronicles: The Dark Brotherhood – Voxai Colony Alpha Bosses: Overmind Trio Sonic Unleashed (PS3/Xbox 360 Versions) – Exorcisms Sonic Unleashed (Console Versions) – Chun-nan Night Boss: Dark Gaia Phoenix Sonic Unleashed (Console Versions) – Holoska Night Boss: Dark Moray Sonic Unleashed (PS2/Wii Versions) – Shamar Night Boss: Dark Guardian Sonic Unleashed (PS3/Xbox 360 Versions) – Shamar Night Boss: Dark Guardian Sonic Unleashed (Console Versions) – Eggmanland (Country) Sonic Unleashed (PS2/Wii Version) – Eggmanland Day Sonic Unleashed (PS2/Wii Version) – Eggmanland Night Sonic Unleashed (PS3/Xbox 360 Versions) – Eggmanland Action Stage Sonic Unleashed (Console Versions) – Eggmanland Night Boss: Egg Dragoon Sonic Unleashed (PS2/Wii Versions) – Final Boss: Dark Gaia Sonic Unleashed (PS3/Xbox 360 Versions) – Final Boss: Dark Gaia Sonic & the Black Knight – Misty Lake Boss: Mist Dragon Sonic & the Black Knight – King Arthur Boss Battles Sonic & the Black Knight – Knights’ Passage Sonic & the Black Knight – Shrouded Forest Sonic & the Black Knight – Dragon’s Lair Boss: Earth Dragon Sonic & the Black Knight – Dark Hollow Sonic Colors (DS Version) – Extra Boss: Nega-Wisp Mother Sonic Generations (HD Version) – Dreamcast Era Boss: Perfect Chaos Sonic Generations (3DS Version) – Dreamcast Era Boss: Biolizard Sonic Generations (HD Version) – Crisis City Stage Gate Sonic Generations (HD Version) – Crisis City Act 1 Sonic Generations (HD Version) – Crisis City Act 2 Sonic Generations (HD Version) – Modern Era Boss: Egg Dragoon Sonic Generations (HD Version) – Final Boss: Time Eater Sonic Generations (3DS Version) – Final Boss: Time Eater Sonic Lost World (Console Versions) – Windy Hill Zone 2 Boss: Zazz & the Moon Mechs Sonic Lost World (Console Versions) – Windy Hill Zone 4 Boss: Zazz & the Moon Mechs Sonic Lost World (3DS Version) – Windy Hill Boss: Zazz & the Moon Mech Sonic Lost World (Console Versions) – Desert Ruins Zone 2 Boss: Zomom & Ganmen Sonic Lost World (Console Versions) – Desert Ruins Zone 4 Boss: Zomom Sonic Lost World (3DS Version) – Desert Ruins Boss: Zomom & Ganmen Sonic Lost World (Console Versions) – Tropical Coast Zone 2 Boss: Master Zik Sonic Lost World (Console Versions) – Tropical Coast Zone 4 Boss: Master Zik Sonic Lost World (3DS Version) – Tropical Coast Boss: Master Zik Sonic Lost World (Console Versions) – Frozen Factory Zone 2 Boss: Zeena Sonic Lost World – Frozen Factory Zone 4 Boss: Zeena Sonic Lost World (3DS Version) – Frozen Factory Boss: Zeena & the Snowman Mechs Sonic Lost World (Console Versions) – Silent Forest Zone 2 Boss: Zor & the Owl Mech Sonic Lost World (Console Versions) – Silent Forest Zone 4 Boss: Zor Sonic Lost World (3DS Version) – Silent Forest Boss: Zor Sonic Lost World (Console Versions) – Sky Road Zone 2 Boss: Zavok & the Mech Dragon Sonic Lost World (Console Versions) – Sky Road Zone 4 Sonic Lost World (3DS Version) – Sky Road Boss: Zavok & the Mech Dragon Sonic Lost World (Console Versions) – Lava Mountain Zone 1 Sonic Lost World (Console Versions) – Lava Mountain Zone 3 Boss: Zeena Sonic Lost World (Console Versions) – Lava Mountain Zone 3 Boss: Zor Sonic Lost World (Console Versions) – Lava Mountain Zone 3 Boss: Zavok Sonic Boom: Rise of Lyric – Creeper Gouge Sonic Boom: Fire & Ice – Gothic Gardens Sonic Boom: Fire & Ice – Spooky Hedge Maze Sonic Boom: Fire & Ice – Gargoyle’s Perch Sonic Boom: Fire & Ice – Rolling Ramparts Sonic Boom: Fire & Ice – Terror Tower Sonic Runners - Halloween Sonic Mania Plus – Titanic Monarch Zone Act 2 ENTRY UNDER CONSTRUCTION Sonic Mania Plus – Egg Reverie Zone Sonic Forces – Death Egg Boss: Phantom Copy Zavok & the Death Queen Team Sonic Racing – Boo’s House Team Sonic Racing – Haunted Castle Sonic Speed Simulator – Pumpkin Hill Spooky Zone Discussion Questions 1. Which Spooky Zone on this list is the BEST in your opinion? Or if you can’t pick one, what are your contenders for the TOP Spooky Zone in Sonic Games? 2. Which Spooky Zone on this list is the WORST in your opinion? Or if you can’t pick one, what are your contenders for the BOTTOM Spooky Zone in Sonic Games? 3. What are your favorite Spooky Zone Music Tracks & BGMs? 4. What are some old or new ideas you'd like to see in future Spooky Zones in Sonic games? 5. What's another level theme you'd like to see fused together with Spooky Zones, that hasn’t been done yet, in Sonic games? 6. Would you personally, like to see a remixed or new Spooky Zone in an upcoming Mainline or Spinoff Sonic Game? Monster Boss Discussion Questions 7. Which Monster Boss Battle on this list is the BEST in your opinion? Or if you can’t pick one, what are your contenders for the TOP Monster Bosses in Sonic Games? 8. Which Monster Boss Battle on this list is the WORST in your opinion? Or if you can’t pick one, what are your contenders for the BOTTOM Monster Bosses in Sonic Games? 9. What are your favorite Monster Boss Music Tracks & BGMs? 10. What are some old or new ideas you'd like to see in future Monster Boss Battles in Sonic games? 11. Would you personally, like to see a returning or new Monster Boss Battle in an upcoming Mainline or Spinoff Sonic Game? Special Discussion Questions 12. What are your favorite spooky or Halloween outfits for Sonic and his friends? 13. What are some Monsters outside of the Games, like the cartoons or comics, in the Sonic Series that you like? 14. Anything. Feedback, questions, comments, etc.
  4. We're less than a week away from the official launch of Sonic Superstars, and SEGA is continuing the tease-a-thon by sharing a new piece of concept art from a chilly-looking Frozen Base Zone. Not much to glean from stage gimmicks and environment here, but we're definitely seeing something interesting here. Sonic is in a large circular room within the core of the base, looking at four abandoned Eggmobiles. Hmm. Four Eggmobiles? Four playable characters? Are you guys thinking what we're thinking...? We won't have long to find out, as Sonic Superstars releases on October 17! Via Twitter
  5. We're less than a week away from the official launch of Sonic Superstars, and SEGA is continuing the tease-a-thon by sharing a new piece of concept art from a chilly-looking Frozen Base Zone. Not much to glean from stage gimmicks and environment here, but we're definitely seeing something interesting here. Sonic is in a large circular room within the core of the base, looking at four abandoned Eggmobiles. Hmm. Four Eggmobiles? Four playable characters? Are you guys thinking what we're thinking...? We won't have long to find out, as Sonic Superstars releases on October 17! Via Twitter Sonic News Tips Credit: Spooky Gems Original Post Content: Looks exciting to me! View full story
  6. (Awesome artwork by Pamela Ojeda/Drawloverlala) The Northstar Islands seems to be an amazing new addition to Sonic's World. So far, we've raced past the gray checkerboard hills of the Bridge Island Zone, trail blazed through the trees of the Speed Jungle Zone, and watched Amy bounce around a new amusement themed Zone that was shown in the recent Nintendo Direct. Now that we know that there are at least 12 Zones, I took a break from Angel Island Research to predict what else we might see in the other 9 Zones that haven't been revealed yet. NOTES: 1. Mostly talking about the Main Zones in this topic. Bonus & Special Stages will have to wait until a later date. 2. I'm skipping themes that are already covered by the 3 Zones mentioned in the Intro. This includes: Green Hill Themed Zones Grass/Forest/Jungle Themed Zones Amusement Park/Casino Themed Zones 3. I'll briefly talk about potential Chaos Emerald Powers throughout certain predictions, although I may do a Emerald Power Speculation Topic in the future. 4. My computer recently died so I don't have access to certain files and pics at the moment... RIP (Sonictrainer's Mac Mini 2010-2023) However, don't worry because future Zone Topics and the Sonic Games World Tour are still ongoing. Plus, I'm working on getting everything from its corpse backed up so I should be completely back in business soon. Sonictrainer Fast Fact: My computer died while I was typing up the original version of this topic. Prediction #1: A Ruins Zone Over the past 30+ years, Sonic Advance 2 is the only Sonic Game that doesn't have a ruins themed level. Bonus Points if the Zone has underwater sections with narrow tunnels with fast currents where our heroes have to quickly grab poles and change positions to avoid a deadly set of wall spikes. Prediction #2: A Fire Zone South Island has the Marble Zone and Red Volcano Zone, Westside Island has the Hill Top Zone, and Angel Island has the Lava Reef Zone and Red Mountain. Even Flicky Island has the Volcanic Valley Zone! I wouldn't be surprised if the Northstar Islands have a lava level. Prediction #3: A Cave Zone It doesn't have to have ruins or lave to be a cave Zone. It could an active Mine like the Gimmick Mountain Zone, Mystic Cave Zone, and Endless Mine Zone. Or we could get another set of cool gem caverns like the Westside Island Hidden Palace Zone or Little Planet's Quartz Quadrant Zone. Prediction #4: A Sky Zone After the Wing Fortress and Flying Battery, I wouldn't surprised if Eggman bought a giant airship to get to the Northstar Islands I'm not sure if we'll get another Sky Chase Style Zone though now that there are 4 players at once... ...Unless Sonic, Tails, Knuckles, and Amy each get some kind of flying machine and the gameplay style changes to a Sonic Adventure Style Sky Chase/Tornado Defense level... Prediction #5: A Snow Zone OK, this one is more of a want than a prediction. Give me another Ice Capped Zone please! There are 7 Classic Sonic flavors of them in the Sonic Zone Ice Cream Shop already and I need more! Prediction #6: A City Zone We can't let Modern Sonic hog all of the City Zones anymore! To be honest, there aren't a lot of Classic Sonic City Zones, besides the Star Light Zone, Stardust Speedway Zone, Gigalopolis Zone, and Radical City. While there may be a village in the Speed Jungle Zone, I think we might get a City Zone later in the game. Prediction #7: A Desert Zone The Sandopolis Zone, Yellow Desert Zone, and Mirage Saloon Zone shouldn't be the only Classic Sonic Desert Zones we have. Something also tells me that this will be Fang's main Zone where we fight him one last time. Prediction #8: A Spooky Zone Technically, there are 3 Spooky Classic Sonic Zones: Sandopolis Zone Act 2 in Sonic 3&K The Labyrinth of the Castle in Sonic Labyrinth Witchcart's Dark Castle in Tails Skypatrol However, we need an official 2 Act full Zone Spooky themed Classic Sonic Zone This is my number #1 most wanted Zone theme on this entire list. Prediction #9: A Train Zone Bet you didn't see this one coming. How often has Sonic has to race a train? Sunset Park Zone? Rail Canyon? Radical Train? This one Act of Mirage Saloon Zone? If I have to have to use Knuckles to suplex an evil Eggman version of Thomas the Tank Engine, so be it. Prediction #10: An Eggman Base Easiest and hardest Zone to predict. What will it be? Will it be a grounded factory base like the Scrap Brain Zone, Metallic Madness Zone, and Metropolis Zone? Will it be a space station similar but different to the Death Egg? Will it be an underwater base like the Atomic Destroyer Zone? Will it be a crazy fusion of themes like Eggmanland or the Titanic Monarch Zone? Who knows what Dr. Eggman has cooking this time... Zone Discussion Questions 1. What are some Zone Themes or Ideas that you predict or wish to see in Sonic Superstars? 2. What are some Zone Themes or Ideas that you don't want to see in Sonic Superstars? 3. Anything. Feedback, questions, comments, etc.
  7. When talking about things inspired by Star Wars in the Sonic the Hedgehog series, the Death Egg is one of the most iconic and memorable locales across multiple universes. Sure, we’ve got other things like the X Wing style Battle Modes of the Tornado and “Chao in Space”. However, nothing comes close to the Death Egg. So, I quickly went through all of the Death Eggs Sonic & Friends have run through in the games so far. May the Fourth be with you! BIG NOTES: 1. All entries in this post are Death Eggs and Death Egg themed Action Stages, Hubs, & Bosses from Official Sonic Games. This includes: The original Death Egg Zone from Sonic 2 and Sonic 3&K All Zones, Acts, & Bosses that take place in spaceships that are shaped like Dr. Eggman’s face or head Zones with the words “Death Egg” in their names The Egg Hangar from the Sonic & SEGA Racing Games (this is my only exception for Crossover games this time) 2. A Few Honorable Mentions: Cosmic Angel Zone & X-Zone - I can’t say for sure if it’s a Death Egg or generic Eggman space station. Love the Cosmic Angel Zone’s music though. Any Zone that takes place on the Space Colony Ark - I ran out of time and decided to cut them out of the list… I will talk about them sometime in the future. 3. Regarding some of the Official Names used in this Topic: From here on out, I will refer to the Metal Sonic that appears in the Death Egg Zone in Sonic 2 as “Mecha Sonic”. Any clones of characters created by Infinite using the Phantom Ruby will be have the word “Phantom Copy” in front of their name. 4. Regarding some of the Fan Nicknames used in this Topic: 5. All Zones will be posted in Spoiler Tags, under their respective Zones, so that images and other graphics don’t slow down load times. 6. All pictures and other graphics will be posted shortly. Sonic the Hedgehog 2 (16-bit Version) - Death Egg Zone Sonic the Hedgehog 3 & Knuckles - Death Egg Zone Act 1 Sonic the Hedgehog 3 & Knuckles - Death Egg Zone Act 2 Sonic the Hedgehog 3 & Knuckles - Death Egg Zone Act 3 Sonic Drift 2 – Death Egg Sonic Fighters – Death Egg’s Eye Sonic Fighters – Death Egg’s Hangar Sonic Blast – Silver Castle Zone Sonic Advance 2 – Egg Utopia Zone Sonic Advance 2 – XX Zone Sonic Battle – Death Egg Sonic Rush - Dead Line Zone Sonic & SEGA All-Stars Racing/Sonic & All-Stars Racing Transformed - Egg Hangar Sonic Generations (HD Version) – Death Egg Robot Boss Battle Sonic the Hedgehog 4: Episode 2 – Death Egg Mk 2 Zone Sonic Forces - Prison Hall Sonic Forces – Phantom Copy Zavok & Death Queen Boss Battle Sonic Forces – Egg Gate Sonic Forces – Death Egg Sonic Forces – Laser Cannon 1 Sonic Forces – Plasma Cannon 2 Death Egg Zone Discussion Questions 1. What is the Best Death Egg Zone in the Sonic Games? If you can’t pick one, which are your Top Favorites? 2. What is the Worst Death Egg Zone in the Sonic Games? If you can’t pick one, which are your Bottom Tier Picks? 3. What are your favorite Death Egg Music Track(s)? 4. What are some old or new ideas you'd like to see in future Death Eggs in the Sonic Games? 5. What's another level theme you'd like to see fused together with the Death Egg Zones, that haven’t been done yet, in Sonic games? Special Discussion Questions 6. Are there any other concepts or ideas from Star Wars that you feel could work in the Sonic Series? 7. Could Scrapnik Island work in a Sonic Game? 8. What’s your favorite Death Egg outside of the Sonic Games? 9. Anything. Feedback, questions, comments, etc.
  8. (This is the textless cover of Archie STH #290) It’s about time to return to the Sonic Games World Tour! Tails has set up a Laboratory near Never Lake so we can spend some time observing and talking about Little Planet. BACKGROUND INFO: Little Planet (aka Miracle Planet) was a small planet that orbits Sonic’s world, except it actually enters the atmosphere and safely flies around in the sky without any known major issues. For one month each year, Little Planet would “pause” above Never Lake, a beautiful lake located in the center of several mountains. The planet itself was home to unique types of plants, that could be used as fuel or energy for different kinds of machines, Time Warp Signs, time machines in the form of Signs that allow users to travel to the distant Past or a possible number of Futures, and the Time Stones, 7 jewels similar to the Chaos Emeralds that focus exclusively on Chronos Control. Overtime, Little Planet become a popular tourist attraction and people far & wide would visit Never Lake to stargaze. I’m guessing at some point Eggman realized what a goldmine Little Planet was. First, he spent time carving his own face into a mountain in Never Lake. Second, he connected a massive chain from said mountain to Little Planet, preventing it from leaving Never Lake and continuing its normal orbit. Lastly, he tested out the Time Warp Signs, used them to travel to the past, and set up 14 Robot Transporters. What would have taken Eggman years to accomplish on Sonic’s World was finished on Little Planet in a matter of days. It didn’t take long for Sonic to catch wind of this and race off to Never Lake on foot. Instead of a beautiful green planet, similar to our Earth, he saw a giant metal ball floating in its place. Determined to free Little Planet from Eggman’s grubby hands, Sonic raced across the giant chain bridge, unaware of one of his fans following not too far behind. Once Sonic saved Little Planet, the chain leash broke, and it went back to its normal rotation. However, it dropped seeds onto Sonic’s world creating new types of the same flowers found on Little Planet. Many of them can be seen in Zones located on Mirage Island. SETTING STATS & FUN FACTS: Little Planet was the third major location we saw in the Sonic Games. It’s the major setting for 1 Sonic Game and has at least 7 unique Zones. The most remixed Zone from Little Planet is the Stardust Speedway Zone. Most of the Badniks Eggman used on Little Planet are based on Insects. We don’t know who the creator of the Time Warp Signs is. Although we see Small Animals in the Good Future of Little Planet, we don’t know who the true inhabitants of Little Planet were. After the events of Sonic 4, we don’t know if Little Planet is still inside of the Death Egg Mk 2. NOTES: 1. All entries in this opening post are Zones, Hubs, & Bosses from Official Licensed Sonic Games, that take place on Little Planet. This includes: All Zones, their time travel variants, and a brief look at the Special Stages from Sonic CD The Classic Metal Sonic Rival Battle & Rival Race from Sonic Generations The Death Egg Mk 2 from Sonic 4: Episode 2 The Sonic Mania Plus Main & Encore Mode remixes of the Stardust Speedway Zone & Metallic Madness Zone. Also, the Titanic Monarch Zone & Egg Reverie Zone 2. For this particular topic, I’ll be separating the Time Periods of each Little Planet Zone into their own sections. 3. I had thought about talking about the Desert Dazzle Zone & Final Fever Zone, but realized that both literally became the Mirage Saloon Zone & Titanic Monarch Zone in Sonic Mania. 4. During the Sonic Games Worlds Tour, I’m focusing solely on Sonic Games. Any battlefields from Super Smash Bros., cool callbacks from LEGO Dimensions, or any other remixes used in crossover games will not be included. 5. Next Stop: Angel Island Zones SGWT Archive South Island Zones Westside Island Zones Sonic CD - Palmtree Panic Zone (Present) Sonic CD - Palmtree Panic Zone (Past) Sonic CD - Palmtree Panic Zone (Bad Future) Sonic CD - Palmtree Panic Zone (Good Future) Sonic CD - Collision Chaos Zone (Present) Sonic CD - Collision Chaos Zone (Past) Sonic CD - Collision Chaos Zone (Bad Future) Sonic CD - Collision Chaos Zone (Good Future) Sonic CD - Tidal Tempest Zone (Present) Sonic CD - Tidal Tempest Zone (Past) Sonic CD - Tidal Tempest Zone (Bad Future) Sonic CD - Tidal Tempest Zone (Good Future) Sonic CD - Quartz Quadrant Zone (Present) Sonic CD - Quartz Quadrant Zone (Past) Sonic CD - Quartz Quadrant Zone (Bad Future) Sonic CD - Quartz Quadrant Zone (Good Future) Sonic CD - Wacky Workbench Zone (Present) Sonic CD - Wacky Workbench Zone (Past) Sonic CD - Wacky Workbench Zone (Bad Future) Sonic CD - Wacky Workbench Zone (Good Future) Sonic CD - Stardust Speedway Zone (Present) Sonic CD - Stardust Speedway Zone (Past) Sonic CD - Stardust Speedway Zone (Bad Future) Sonic CD: Stardust Speedway Zone (Good Future) Sonic CD - Metallic Madness Zone (Present) Sonic CD - Metallic Madness Zone (Past) Sonic CD - Metallic Madness Zone (Bad Future) Sonic CD - Metallic Madness Zone (Good Future) Sonic CD – Special Stage Sonic Generations – Classic Metal Sonic Sonic the Hedgehog 4: Episode 2 - Death Egg Mk 2 Zone Sonic Mania Plus - Stardust Speedway Zone Act 1 (Mania Mode) Sonic Mania Plus - Stardust Speedway Zone Act 2 (Mania Mode) Sonic Mania Plus - Stardust Speedway Zone Act 1 (Encore Mode) Sonic Mania Plus - Stardust Speedway Zone Act 2 (Encore Mode) Sonic Mania Plus – Metallic Madness Zone Act 1 (Mania Mode) Sonic Mania Plus – Metallic Madness Zone Act 2 (Mania Mode) Sonic Mania Plus - Metallic Madness Zone Act 1 (Encore Mode) Sonic Mania Plus - Metallic Madness Zone Act 2 (Encore Mode) Sonic Mania Plus – Titanic Monarch Zone Act 1 Sonic Mania Plus – Titanic Monarch Zone Act 2 Sonic Mania Plus – Egg Reverie Zone Zone Discussion Questions 1. What is your number 1 BEST Little Planet Zone & Time Period? Or if you can’t pick one, what are your top favorites? 2. What is your number 1 WORST Little Planet Zone & Time Period? Or you can’t pick one, what are your least favorites? 3. Between the US & Japan variants, what are your favorite Little Planet Music Tracks? 4. Besides the Stardust Speedway Zone & Metallic Madness Zone, are there any other Zones from Little Planet that you would want to see again/remixed in a future game? 5. Are there any ideas or gimmicks from these Zones that you would like to see again in a future Sonic Game? 6. Are there any scrapped ideas for Little Planet you’d like to see in a future game? 30th Anniversary Discussion Questions 1. When was the first time you played Sonic CD & which version was it? 2. Out of the many versions of the Stardust Speedway Zone, which one is your favorite? Or if you can’t pick one, what are your top favorites? 3. Should Sonic CD’s Time Travel Mechanic return in Sonic Frontiers or a future game? If so, what you change about it? 4. What are your fondest memories of Little Planet, if you have any? 5. What are some mysteries or questions you have about the games that place on Little Planet? 6. How many Versions of Sonic CD do you currently own? 7. Is there anything you’d like to see added to Sonic CD in Sonic Origins?
  9. (This is the textless version of Archie's Sonic the Hedgehog Cover #288) Hello & Welcome to the Sonic Game Worlds Tour! To celebrate Sonic’s 30th Anniversary this year, each month I’ll be looking at specific major settings of mainline & spinoff Sonic Games and all Stages, Hubs, Bosses, & remixes associated with that location. I’ve already got the layout for Islands, Planets, and alternate dimensions. There are a few roadblocks after the Classic Era, though: There are a number of Sonic Games that don’t have a major setting, like Sonic Heroes. I also couldn’t tell you if it takes place in Sonic’s World or the Human World… I might skip Sonic Adventure, since I already talked about Station Square, the Mystic Ruins, and the Egg Carrier last year. I’m not sure if I can touch Soleanna... I’ll need to ask the Mods about that. Anything I’m not sure about I’ll ask in a Status Update, PM, or do a voting poll. Our first stop of the SGWT is South Island from Sonic’s World. South Island is supposedly the original home of the Chaos Emeralds and used to be so important that after Eggman managed to steal the Red Chaos Emerald after Sonic collected all of them, South Island started sinking into the ocean and the entire world started to fall into chaos. Seeing as how the Emeralds like to bounce around different locations nowadays, I’m pretty sure parts of the past games have been retconned. Even though Sonic & Eggman knew each other before the first game takes place, apparently South Island was the first time Eggman used Badniks. Although, that does make me curious about how their first meeting went, how long they’ve known each other, and what Eggman was using before he came up with the idea of using living creatures to power his robot army. South Island is the setting for 6 Classic Sonic Games and has at least 23 unique Zones. The Zone that’s been bought back and reused the most from South Island is the Green Hill Zone. Even though I personally don’t have as much memories with Sonic 1, I do have fond memories of the other games (especially the Game Gear ones) that return to South Island. NOTES: 1. All entries in this opening post are Levels, Hubs, & Bosses from Official Licensed Sonic Games, that take place on South Island. This includes: All Zones and a brief look at the Bonus Stages & Special Stages from both Versions of Sonic the Hedgehog All Zones from the 8-bit Version of Sonic the Hedgehog 2 All Zones & a brief look at the Special Stages from Sonic Chaos A brief look at the Racecourses from Sonic Drift All Zones & a brief look at the Special Stages from Sonic Blast Most Levels with the words “South Island” & “Green Hill” in their name 2. Even though Neo South Island Zone from Sonic Pocket Adventure is similar to the Green Hill Zone, its copies more from the Emerald Hill Zone. Therefore, I’ll talk about it more in Part 2 when we discuss Westside Island. 3. The Jungle Zone in the original Sonic Jump takes place in South America, so I’m going to skip over it. 4. Although there is a similar area in Blaze’s World called Southern Island, I’ll talk about it later when I do a full tour of the Sol Dimension. 5. During the Sonic Games Worlds Tour, I’m focusing solely on Sonic Games. Any battlefields from Super Smash Bros., cool callbacks from LEGO Dimensions, or any other Zones used in crossover games will not be included. The only exceptions to this rule are the racing games: Sonic & SEGA All Stars Racing & Sonic & All-Stars Racing Transformed. 6. To avoid confusion for now & in the future, from this point on I will giving the “City” in Sonic Forces the nickname, “Battleground City”. 7. Next Stop: Westside Island Zones Pictures & other graphics will be posted shortly... Sonic the Hedgehog - Green Hill Zone Sonic the Hedgehog (16-bit Version) - Marble Zone Sonic the Hedgehog (8-bit Version) - Bridge Zone Sonic the Hedgehog (16-bit Version) - Spring Yard Zone Sonic the Hedgehog (8-bit Version) - Jungle Zone Sonic the Hedgehog - Labyrinth Zone Sonic the Hedgehog (16-bit Version) - Star Light Zone Sonic the Hedgehog - Scrap Brain Zone Sonic the Hedgehog (16-bit Version) - Final Zone Sonic the Hedgehog (8-bit Version) - Sky Base Zone Sonic the Hedgehog - Special Stages Sonic the Hedgehog 2 (8-bit Version) - Under Ground Zone Sonic the Hedgehog 2 (8-bit Version) - Sky High Zone Sonic the Hedgehog 2 (8-bit Version) - Aqua Lake Zone Sonic the Hedgehog 2 (8-bit Version) - Green Hills Zone Sonic the Hedgehog 2 (8-bit Version) - Gimmick Mountain Zone Sonic the Hedgehog 2 (8-bit Version) - Scrambled Egg Zone Sonic the Hedgehog 2 (8-bit Version) - Crystal Egg Zone Sonic Chaos - Turquoise Hill Zone Sonic Chaos - Gigalopolis Zone Sonic Chaos - Sleeping Egg Zone Sonic Chaos - Mecha Green Hill Zone Sonic Chaos - Aqua Planet Zone Sonic Chaos - Electric Egg Zone Sonic Chaos – Special Stages Sonic Fighters - South Island Sonic Drift - Green Hill Sonic Drift - Marble Sonic Drift - Spring Yard Sonic Drift - Labyrinth Sonic Drift - Star Light Sonic Drift - Scrap Brain Sonic Blast - Green Hill Zone Sonic Blast - Yellow Desert Zone Sonic Blast - Red Volcano Zone Sonic Blast - Blue Marine Zone Sonic Blast - Silver Castle Zone Sonic Blast - Bonus Stages & Special Stages Sonic Jam – Sonic World Sonic Adventure 2 Battle - Green Hill Sonic Advance - Neo Green Hill Zone Sonic Battle - Green Hill Sonic Jump 1 & 2 - Green Hill Zone Sonic Chronicles: The Dark Brotherhood - Green Hill Zone Sonic Generations - Green Hill Sonic Jump (2012) & Sonic Jump Fever - Green Hill Zone Sonic Dash – Green Hill Zone Sonic Runners Adventure - Green Hill Sonic Mania Plus - Green Hill Zone Sonic Forces - Lost Valley Sonic Forces - Arsenal Pyramid Sonic Forces - Green Hill Sonic Forces - Guardian Rock Sonic Forces: Speed Battle – Pyramid Valley/Sandy Hills/Corkscrew Canyon/Parched Palms/Desert Falls Zone Discussion Questions 1. What is your number 1 BEST South Island Zone? Or if you can’t pick one, what are your top favorite Zones? 2. What is your number 1 WORST South Island Zone? Or you can’t pick one, what are your top worst Zones? 3. What are your favorite South Island Zone Music Tracks? 4. Besides the Green Hill Zone, are there any other Zones from South Island that you would want to see again/remixed in a future game? 5. Are there any ideas or gimmicks from these old games & Zones that you would like to see again in a future Sonic Game? 6. Do you think any of these old games should get the remake treatment (besides the Taxman Version of Sonic 1 on Consoles)? 30th Anniversary Discussion Questions 1. Was Sonic the Hedgehog (either the 16-bit or 8-bit Version) the first Sonic game you ever played? 2. Have you played any of the Sonic games that took place on South Island? 3. Out of the many versions of Green Hill Zone, which one is your favorite? Or if you can’t pick one, what are your top favorites? 4. Out of the many versions of Green Hill Zone, which one is the worst in your opinion? Or if you can’t pick one, what are your top worsts? 5. What are your fondest memories of South Island, if you have any? 6. What are some mysteries or questions you have about the games that place on South Island? 7. How many Versions of Sonic the Hedgehog do you currently own?
  10. (This is the Archie Sonic Free Comic Book Day 2017 Textless Cover) Hello & Welcome back to the Sonic Game Worlds Tour! Last time we started our tour with South Island and are now flying towards our second stop, Westside Island. BACKGROUND INFO: Westside Island (aka Imaginary Island in Japan) was an island Sonic came across while flying the Tornado, sometime after defeating Eggman on South Island. While exploring the island, he met Tails (aka Miles Prower) for the first time, who was able to keep with him and even copy some of his moves, including a new technique he called a “Spin Dash”. It didn’t take long before things headed South Island because Eggman had been tracking Sonic and learned that Westside Island had access to all 6 Chaos Emeralds, plus an extra one that was missing. Soon, he took over the island, captured all of the small animals, created more Badniks, and started putting the finishing touches on his latest and greatest invention, the Death Egg. The only thing missing from Eggman’s evil Checklist were the Chaos Emeralds. Eggman wasn’t very subtle about taking over and didn’t wait for Sonic to leave Westside Island before going on the offensive. Once Sonic & Tails witnessed everything going down from a beach, they immediately jumped into action, freeing all of the small animals from Eggman’s prison capsules, bringing down the Death Egg from space, and collecting all 7 Chaos Emeralds, transforming into Super Sonic for the first time. Little did anyone know that this adventure would be the beginning of what fans would later call the “Death Egg Saga”. SETTING STATS: Westside Island is the second major location we see in the Sonic Games. It’s the major setting for 1 Sonic Game and has at least 10 unique Zones. The most remixed Zone from Westside Island is the Death Egg Zone. The Westside Island Special Stages have been remixed at least 6 times! Unfortunately, there is no canon map for Westside Island. BIG NOTES: 1. All entries in this opening post are Action Stages, Hubs, & Bosses from Official Licensed Sonic Games, that take place on Westside Island. This includes: All Single Player Zones & a brief look at the Special Stages in Sonic the Hedgehog 2 (16-bit) The rebuilt Death Egg Zone from Sonic 3 & Knuckles A quick drive through the Westside Island Zone Racecourses from Sonic Drift 2 Dynamite Plant from Sonic Fighters Sky Chase 1 & 2 from Sonic Adventure Most of the remixed Zones from Sonic Pocket Adventure The Death Egg from Emerl’s Chapter in Sonic Battle Metropolis & Metropolis Ground Zero from Sonic Chronicles: The Dark Brotherhood Egg Hangar from Sonic & SEGA All-Stars Racing The 20th Anniversary Remixes of Chemical Plant, Casino Night, & Death Egg Robot from Sonic Generations The Sky Fortress Zone from Sonic 4: Episode 2 Studiopolis Zone & Mirage Saloon Zone plus the remixed Chemical Plant Zone & Oil Ocean Zone from Sonic Mania Plus The Story Stages & Boss Battles in Chemical Plant, Death Egg, & Metropolis from Sonic Forces 2. Even though Casino Street Zone & Mad Gear Zone from Sonic 4 are similar to the Casino Night Zone & Metropolis Zone, I’ll talk about them when we travel to Mirage Island. 3. As mentioned above, the Death Egg Zone has a number of remixes and inspired Zones. However, I’m only going to cover some of them here and cover all of them later in a future Death Egg Zones Topic. 4. Please remember that during the Sonic Games Worlds Tour, I’m focusing solely on Sonic Games. Any battlefields from Super Smash Bros., cool callbacks from LEGO Dimensions, or any other Zones used in crossover games will not be included. The only exceptions to this rule are the racing games: Sonic & SEGA All Stars Racing & Sonic & All Stars Racing Transformed. 5. Next Stop: Little Planet Zones Pictures and other graphics will be posted shortly. Sonic the Hedgehog 2 (16-bit Version) - Emerald Hill Zone Sonic the Hedgehog 2 (16-bit Version) - Chemical Plant Zone Sonic the Hedgehog 2 (16-bit Version) - Aquatic Ruin Zone Sonic the Hedgehog 2 (16-bit Version) - Casino Night Zone Sonic the Hedgehog 2 (16-bit Version) - Hill Top Zone Sonic the Hedgehog 2 (16-bit Version) - Mystic Cave Zone Sonic the Hedgehog 2 (16-bit/2013 Mobile Version) - Hidden Palace Zone Sonic the Hedgehog 2 (16-bit Version) - Oil Ocean Zone Sonic the Hedgehog 2 (16-bit Version) - Metropolis Zone Sonic the Hedgehog 2 (16-bit Version) - Sky Chase Zone Sonic the Hedgehog 2 (16-bit Version) - Wing Fortress Zone Sonic the Hedgehog 2 (16-bit Version) - Death Egg Zone Sonic the Hedgehog 2 (16-bit Version) – Special Stage Sonic the Hedgehog 3 & Knuckles - Death Egg Zone Sonic Drift 2 - Emerald Hill 1 & 2 Sonic Drift 2 - Hill Top 1 & 2 Sonic Drift 2 - Casino Night Sonic Drift 2 - Mystic Cave Sonic Drift 2 – Death Egg Sonic the Fighters/Championship – Dynamite Plant Sonic Adventure DX – Sky Chase 1 & 2 Sonic Pocket Adventure - Neo South Island Zone Sonic Pocket Adventure - Secret Plant Zone Sonic Pocket Adventure - Cosmic Casino Zone Sonic Pocket Adventure - Aquatic Relix Zone Sonic Pocket Adventure - Sky Chase Zone Sonic Pocket Adventure - Aerobase Zone Sonic Pocket Adventure – Gigantic Angel Zone Sonic Battle – Death Egg Sonic Chronicles: The Dark Brotherhood – Metropolis (Chapter 5: Battle for Angel Island) Sonic Chronicles: The Dark Brotherhood – Metropolis Ground Zero (Chapter 6: Black Hole Sun) Sonic & SEGA All-Stars Racing/All Stars Racing Transformed – Egg Hangar Sonic Generations (HD Version) - Chemical Plant Sonic Generations - Casino Night Sonic Generations (HD Version) – Death Egg Robot Sonic the Hedgehog 4: Episode 2 - Sky Fortress Zone Sonic Mania Plus – Chemical Plant Zone Sonic Mania Plus – Studiopolis Zone Sonic Mania Plus – Mirage Saloon Zone Sonic Mania Plus – Oil Ocean Zone Sonic Forces - Spaceport Sonic Forces – Prison Hall Sonic Forces – Egg Gate Sonic Forces – Capital City Sonic Forces - Chemical Plant Sonic Forces – Network Terminal Sonic Forces – Death Egg Sonic Forces – Metropolitan Highway Sonic Forces – Null Space Zone Discussion Questions 1. What is your number 1 BEST Westside Island Zone? Or if you can’t pick one, what are your top favorite Zones? 2. What is your number 1 WORST Westside Island Zone? Or you can’t pick one, what are your top worst Zones? 3. What are your favorite Westside Island Zone Music Tracks? 4. Besides the Chemical Plant Zone, Aquatic Ruin Zone, Casino Night Zone, Oil Ocean Zone, Sky Chase Zone, Wing Fortress Zone, & Death Egg Zone, are there any other Zones from Westside Island that you would want to see again/remixed in a future game? 5. Are there any ideas or gimmicks from these Zones that you would like to see again in a future Sonic Game? 6. Are there any scrapped ideas for Westside Island you’d like to see in a future game? 30th Anniversary Discussion Questions 1. Was Sonic the Hedgehog 2 (16-bit Version) the first Sonic game you ever played? 2. Out of the many versions of Chemical Plant Zone/Death Egg Zone, which one is your favorite? Or if you can’t pick one, what are your top favorites? 3. Out of the many versions of Chemical Plant Zone/Death Egg Zone, which one is the worst in your opinion? Or if you can’t pick one, what are your top worsts? 4. What are your fondest memories of Westside Island, if you have any? 5. What are some mysteries or questions you have about the games that place on Westside Island? 6. How many Versions of Sonic the Hedgehog 2 (16-bit) do you currently own?
  11. (This artwork is a panel from Archie’s Sonic Mega Drive: Next Level) I love snow! It’s beautiful to look at, fun to play in, and enough of it can cause me to leave work or stay home from work and still get paid. On the other hand, ice can make travel dangerous, cause power outages, and be a nuisance to crush and melt. Also, some people just don’t like the cold. Although, I’m not sure where Sonic & all of his friends stand in the debate, there has always been at least 1 Ice Zone that he and his friends had to snowplow through. In the meantime, grab some warm clothes, a hot beverage, maybe some soup, and let’s sit by the heater Tails built, to see if each Ice Zone is their own special little snowflake. Quick Backstory & Thank You Note: The first Level Themed Topic I did was based on Ice Zones. Unfortunately, Version 1 was lost during the Forum Wipe where a number of Topics and Posts on here were deleted. Luckily, I usually start all of these in Word and still had a copy of the original saved on my PC. On December 24th, 2015, I posted Version 2.0. That one is missing several Ice Zones and feels incomplete (looking back, I also didn’t like how I arranged it). In celebration of doing these topics for the past several years, I bring you Ice Capped Zones Version 3.0, made with a better format (that’s easier to digest) and includes all current official Ice Zones. I’d also like to thank everyone who joins me on these adventures because I love doing these when I have free time. Ice Capped Zones 3 & Knuckles Act 1: Snow Zones from the Classic Era (June 23rd, 1991 – September 8th, 1999) Even though they debuted in the Classic Era, there’s only 6 of them. Despite the small number of Zones, they still made a big impact. BIG NOTES: 1. All entries in this post are Ice themed Action Stages & Bosses from Official Licensed Classic Sonic Games that released before Sonic Adventure. This includes: Ice Zones, Acts, & Bosses from Sonic Games on the Sega Genesis, Game Gear, & Arcades All Versions of the Ice Cap Zone from Sonic the Hedgehog 3 & Knuckles Zones with the words “Ice/Icy” or “Winter” in their names 2. I know Sonic X-treme had an Ice Level called Crystal Frost Zone. However, that game was cancelled and it was supposedly similar to the Ice Cap Zone. I may talk about it later in a Scrapped Zones Topic… 3. The next part of the Mystic Cave Zones will be updated soon. Research for the next time period (the Boost Era) is taking longer than expected due to Versions of games I’ve only played once and a few Sonic Games I’ve never actually played before. 4. I can’t continue making posts until someone else makes a post, after me, in this topic. This includes updating the topic with the next time period of Zones and answering my own Discussion Questions. Speaking of which, the Millennium Era Snow Zones will be added here next Friday, on December 11th, 2020. 5. All Zones will be posted in Spoiler Tags, under their respective Zones, so that images and other graphics don’t slow down load times. 6. All pictures and other graphics will be posted shortly. Sonic Arcade (aka SegaSonic the Hedgehog): Icy Isle Sonic the Hedgehog 3 & Knuckles: Ice Cap Zone Sonic Triple Trouble: Robotnik Winter Zone Sonic Drift 2: Ice Cap Sonic Fighters/Championship: Aurora Icefield Sonic 3D Blast: Diamond Dust Zone Act 1 Regular Discussion Questions 1. Which of the Classic Era Ice Zones are the best, in your opinion? 2. Which of the Classic Era Ice Zones are the worst, in your opinion? 3. What are your favorite Classic Era Ice Zone Music Track(s)? 4. Are there any ideas/gimmicks from these first Ice Zones that you feel should return or stop coming back? 5. Would you like to see any of these Zones get remixed or return in a future game? Act 1 Special Discussion Questions 1. Would you want to see more of North Island in the future? 2. In the Classic Universe, which characters do you believe love/hate the cold? 3. Are there any scrapped Ice Zone ideas from the Classic Era, like the Crystal Frost Zone, that you want to see used in the future? 4. Are there any good Ice Zones that you saw, played, or heard of in a Classic Sonic fan game? 5. Do you think Sonic gets cold or does running at super speed keep his body at a warm, comfortable temperature?
  12. Sonic’s world has a number of fun attractions for families, couples, trill seekers, and gamblers to go to spend their Rings. They normally come in 1 of 3 forms: -Amusement Parks -Casinos -Carnivals or Festivals Note: The List in this opening post only contains Carnivals, Casinos, and Theme Parks from Sonic games I myself have played, experienced, and remember well enough to talk about, as well as levels I feel are debatable as Carnival/Casino/Theme Park Levels. For example, I have never played the Rivals games so I didn't mention Sky Park Zone or Neon Palace Zone. If you have a favorite Carnival/Casino/Theme Park level I forgot about, a level I didn’t mention because I never played it, or have a level you feel can be described as a Carnival/Casino/Theme Park level, feel free to talk about it in the topic. Sonic the Hedgehog: Spring Yard Zone This level always seemed like a Casino that’s under construction. Sonic the Hedgehog 2: Casino Night Zone Welcome to Sonic’s version of Las Vegas. The Neon Lights, miniature elevators, and the giant pinball machines started the ‘’Casino” Level trope. It’s also unique for having only the Badnik, Crawl, roam the show floors. Sonic CD: Collision Chaos Zone This area of the Little Planet has a unique casino area. Unfortunately, Sonic is too preoccupied to play around after watching Metal Sonic kidnap Amy in the Present. Sonic the Hedgehog 3: Carnival Night Zone I’m not sure who exactly built this place but after avoiding a jungle fire, underwater death traps, and getting buried alive, Sonic and Tails can’t really complain. This carnival features balloons to pop, weird gravity wheels like the ones in Scrap Brain Zone, different rotating and flying barrels of doom, cannons to shoot Sonic and Tails, and… lava platforms? During Act 2, Knuckles appears to shut the lights off. Did anyone else not get stuck on the “Barrel of Doom”? Or am I the only one? Sonic Triple Trouble: Sunset Park Zone This level has Motobugs riding carts, Badniks riding elevators, and that mosquito Badnik from Sonic CD. Sonic and Tails can highjack carts with a Spin Jump and ride by Spin Dashing. This stage is also unique for having a transition right from Act 2 into the Boss Battle, where the Goal Plate disappears into the ground, the grounds starts moving, the music changes, and Sonic/Tails run on top of a moving train to take out an evil Thomas Train. Sonic 3D Blast: Spring Stadium Zone …It’s like Sonic is inside of a weird, bright colored funhouse made up of springs, bumpers, pop-up spikes, and grenade turrets. Sonic R: Radical City This course has Sonic, Tails, Knuckles, Amy, and Eggman racing through a small city and part of its casino. There are several shortcuts where racers can jump the railing. The Green and Purple Chaos Emeralds are here as well as the infamous Tails Doll, who waits to challenge racers who can find all 5 Sonic Tokens. Sonic Adventure: Casinopolis and Twinkle Park Casinopolis is Station Square’s indoor casino, which has 2 pinball tables based on Classic Sonic and NiGHTS, a prize room containing the Grey Chaos Emerald for 400 Rings, an underground sewer system, a locker room with showers, and a few hidden pieces of the Master Emerald. Twinkle Park has bumper cars, roller coasters, bowling alleys, a carousel, a fishing pool, mirror maze, and exploding barrels. Remember, cute couples get in free! Sonic Advance: Casino Paradise Zone The Casino Paradise Zone is a colorful casino with multiple pathways and 1 Special Spring in Act 1. …Is that the Disneyland Castle in the background? Sonic Advance 2: Music Plant Zone This music themed park has giant, colorful instruments and floating sheet music for Sonic and friends to jump, roll, and bounce off of. This is also where Sonic rescues Tails from Dr. Eggman. Sonic Advance 3: Toy Kingdom Zone The Toy Kingdom is a park filled with elephant slide, panda teacup rides, toy rockets, animal head balloons, pendulums, and spinning star cranes. You also reunite with Amy after defeating Dr. Eggman and Gemerl. Sonic Heroes: Casino Park (Act and BINGO Highway) Casino Park is one of the checkpoints on the way to stop Dr. Eggman’s Egg Fleet. Casino Park figures giant pinball tables that teams will have to bounce around to get Rings and reach the Goal Ring. There’s a VIP Table somewhere… BINGO Highway challenges tenants to try and collect giant BINGO chips to get BINGO and score Rings. Apparently, there’s a secret Air BINGO… As awesome as the Casino Park Zone sounds, I do have to admit that pinball physics aren’t perfect and the camera doesn’t help. Shadow the Hedgehog: Circus Park In this stage, Shadow can either help Tails collect 400 Rings, help Eggman get rid of those “G.U.N. geeks”, or just go find that darn 4th Chaos Emerald. Sonic Rush: Night Carnival Zone If the Casino Night Zone is inspired by Las Vegas, the Night Carnival Zone seems to be inspired by New Orleans. Sonic and Blaze will have to walk on neon lights, use pop-up springs, and swing pulleys to get through the Zone. Sonic Riders: SEGA CARNIVAL & SEGA ILLUSION These are 2 crossover levels featuring elements from other SEGA franchises besides Sonic. SEGA CARNIVAL takes place during the day and features elements of Samba De Amigo, Billy Hatcher, NiGHTs, and Crazy Taxi. SEGA ILLUSION takes place during the night and features Samba De Amigo, NiGHTs, Space Channel 5, and Chu Chu Rocket. Watch out for the Opa Opa! Sonic Unleashed: Eggmanland After years of failures, Eggman finally creates Eggmanland, a giant country-sized amusement park factory fusion powered by Dark Gaia’s energy. Due to the unnatural, red cloudy skies it’s hard to tell when it’s day or night here. Then again, being around all the Dark Gaia Energy is probably enough to transform Sonic back and forth between his Hedgehog and Werehog forms without the Sun. Loved and hated by many, Eggmanland is the last ride for Sonic and Chip’s adventure to bring the planet back together. Sonic Colors: Tropical Resort, Sweet Mountain, Starlight Carnival, Aquarium Park, and Asteroid Coaster It seems that after making Eggmanland, his own country sized theme park, Eggman wasn’t ready to give up on making a theme park. So he went into space, kidnapped stolen planets housing cute aliens, enslaved said aliens to power his Badniks while also draining and breeding them into a brand new evil version of themselves, turned his Chaos Energy Planet Cannon into a Mind Control laser, and combined them all into a giant space theme park. Tropical Resort doesn’t have water or beaches but it does have several shopping areas and introduces Sonic and Tails to Yakker and the White Wisps. I’m not sure who’s driving the cars though… Sweet Mountain is a small, cinnamon bun shaped planet that Eggman turned into a food themed park. Unfortunately for Sonic, they don’t serve Chili Dogs here…but he can find the Red, Yellow, and Orange Wisps here. Starlight Carnival is a beautiful parade of lights, sounds, and death traps. Sonic can meet the Blue and Green Wisps here. Aquarium Park is a water paradise for different types of fish and underwater Badniks. This is also the first place where Sonic meets the Big Chaser. Asteroid Coaster is a prehistoric roller coaster attraction that hides the Nega Wisps. Even though they’re too far gone for Tails to translate, Sonic can still use their powers to grow big and consume anything in his path. Sonic Generations HD & 3DS: Rooftop Run, Casino Night, and Tropical Resort on the 3DS Today, in Spagonia, a festival is taking place between different countries….until Eggman's blimps came to crash the party. While Act 1 is literally the original, Act 2 adds some giant roulettes into the stage for Modern Sonic to get some Rings and Extra Lives. Tropical Resort seems to be a throwback to both Act 1s of the Wii and DS versions of Sonic Colors. Sonic the Hedgehog 4: Casino Street Zone and White Park Zone Casino Street Zone is a fusion of elements of the Spring Yard, Casino Night, and Carnival Night Zones. Act 2 is unique for trying some originality using cards as platforms and rewards if you flip them over. White Park Zone is a winter themed amusement park with rigged snowboard trails, rigged roller coaster tracks, and rigged underwater sections. Good thing admission is free. Sonic Lost World Wii U: Frozen Factory Zone 2 & 3 In the coldest part of the Lost Hex there’s a factory that connects to an indoor Casino, being watched over by Zeena. Outside the actual Frozen Factory Zones 1 & 4, are 2 Casino levels. Frozen Factory Zone 2 has a Super Monkey Ball inspired route, where the snow is so sticky Sonic rolls into a giant snowball. As a snowball, Sonic collects Rings differently and has to go through giant pool tables with giant pool balls to beat Zeena in a extreme snowball fight. Frozen Factory Zone 3 is a throwback to the Casino Night Zone, with the addition of Silver Coins, Egg Pawns, lasers, and secret pinball tables. If you had to choose, what would be your #1 Amusement Level in a Sonic Game? What would be your least favorite Amusement Level in a Sonic Game? What are some old or new ideas you'd like to see in future Amusement Levels in Sonic games? What's another level theme you'd like to see fused together with the amusement/casino themes in Sonic games?
  13. (This artwork is a panel from Archie’s Sonic Mega Drive: Next Level) Last time we looked at the Earth Elemental Zones, we crossed the sands of the dustiest deserts. This time we’ll explore the different varieties of Caves in the Sonic Game Universe. Cave levels have appeared multiple times throughout the different Eras of Sonic’s history, mostly as mining tunnels, ancient ruins, or hidden areas that contain secrets. Sometimes that meant treasure, information on unlocking a powerful being onto the world, or various ways to die. Fortunately, each time Sonic and his friends have explored them, they safely returned to tell the tale. Mystic Cave Zones Act 1: Sonic Caves Levels from the Classic Era (June 23rd, 1991 – September 8th, 1999) Classic Cave Zones have introduced some of the most iconic ideas, gimmicks, traps, and Badniks in the Sonic Series. It might also have the most Cave Zones out of any other time period I put together. While doing research for this topic, I discovered that, even if I dismiss Sonic CD’s time traveling variants and the remixes in Sonic Mania, there are still at least 50 Classic Sonic Action Stages & Racecourses that take place inside caves, mines, and tunnels across the mainline games and spinoffs. The majority of them are from Tails Adventure, which has 8 of them. So, grab a torch, some bombs, and we’ll carefully race them one by one. BIG NOTES: 1. I’m trying out a new format for these topics. Instead of cramming every Sonic Cave Level in existence into one single post, I’ll be sending them in smaller groups each week to give people time to read and reminisce before I send in the next group. This method will only be reserved for the big category Level Theme Topics and future Character topics. I won’t use it on the Game Topics, like when I covered Sonic Adventure or in the World Tour, a future project where I look at Levels of the most famous locales in Sonic Game History, such as South Island, Little Planet, & Lost Hex. 2. I can’t continue making posts until someone else makes a post, after me, in this topic. This includes updating the topic with the next time period of Zones and answering my own Discussion Questions. 3. All entries in this post are Cave themed Action Stages, Hubs, & Bosses from Official Licensed Classic Sonic Games that released before Sonic Adventure. This includes: Cave Zones, Acts, & Bosses from Sonic Games on the Sega Genesis & Game Gear All Versions of the Mystic Cave Zone from Sonic the Hedgehog 2 Zones, Acts, & Bosses where characters are inside actual caves for 50% or more of the level Zones, Acts, & Bosses that take place underground Zones with the words “Cave/Cavern”, “Crater”, “Mine”, or “Tunnel” in their names 4. Due to the large amount of Classic Sonic Cave Levels, I excluded the Cave Bonus Stages & Special Stages from this time period. I’ll talk about them later in a future topic covering all Bonus & Special Stages. 5. The Island featured in Tails’ Skypatrol didn’t have an official name, so from here on out I will refer to it as “Coal Island”, due to its massive Railroad. 6. All Zones will be posted in Spoiler Tags, under their respective Zones, so that images and other graphics don’t slow down load times. 7. All pictures and other graphics will be posted shortly. Sonic the Hedgehog (8-bit/Master System/Game Gear Version): Green Hill Zone Act 2 Sonic the Hedgehog: Marble Zone Sonic the Hedgehog: Labyrinth Zone Sonic the Hedgehog (16-bit/Genesis/Mega Drive Version): Scrap Brain Zone Act 3 Sonic the Hedgehog 2 (8-bit/Master System/Game Gear Version): Under Ground Zone Sonic the Hedgehog 2 (8-bit/Master System/Game Gear Version): Aqua Lake Zone Act 2 Sonic the Hedgehog 2 (8-bit/Master System/Game Gear Version): Gimmick Mountain Zone Sonic the Hedgehog 2 (8-bit/Master System/Game Gear Version): Scrambled Egg Zone Sonic the Hedgehog 2 (16-bit/Genesis/Mega Drive Version): Hill Top Zone Sonic the Hedgehog 2 (16-bit/Genesis/Mega Drive Version): Mystic Cave Zone Sonic the Hedgehog 2 (2013/Taxman Version): Hidden Palace Zone Sonic CD: Tidal Tempest Zone Sonic CD: Quartz Quadrant Zone Sonic Spinball (16-bit/Genesis/Mega Drive Version): Toxic Caves Sonic Spinball (8-bit/Master System/Game Gear): Toxic Pools Sonic Chaos: Aqua Planet Zone Sonic the Hedgehog 3 & Knuckles: Hydrocity Zone Sonic the Hedgehog 3 & Knuckles: Ice Cap Zone Act 1 Sonic the Hedgehog 3 & Knuckles: Sandopolis Zone Act 2 Sonic the Hedgehog 3 & Knuckles: Lava Reef Zone Sonic the Hedgehog 3 & Knuckles: Hidden Palace Zone Sonic the Hedgehog 3 & Knuckles: Endless Mine Zone Sonic Triple Trouble: Tidal Plant Zone Tails’ Skypatrol: Ruin Wood Area Tails Adventure: Poloy Forest Tails Adventure: Volcanic Tunnel Tails Adventure: Polly Mountain 1 Tails Adventure: Lake Rocky Tails Adventure: Cavern Island Tails Adventure: Green Island Tails Adventure: Polly Mountain 2 Tails Adventure: Caron Forest Sonic Drift 2: Mystic Cave Sonic Drift 2: Quake Cave Act 1 Discussion Questions 1. Which of the Classic Era Cave Zones are the best, in your opinion? 2. Which of the Classic Era Cave Zones are the worst, in your opinion? 3. What are your favorite Classic Era Cave Zone Music Track(s)? 4. Which of the Classic Era Cave Zone Badniks or Bosses are the most annoying? 5. Are there any ideas/gimmicks from these first Cave Zones that you feel should return or stop coming back? 6. Would you like to see any of these Zones get remixed or return in a future game? 7. Anything. Feedback, questions, comments, etc.
  14. Sonic Adventure is a wild ride of new and returning themed Zone ideas. As the idea of a “Remake” started echoing louder and louder during our current Sonic Games News drought, I decided to look back at the levels themselves and jam out to the OST, and see what’s good and what might be...too chaotic to return. NOTES: 1. All entries in this opening post are Levels, Hubs, & Bosses that originate from Sonic Adventure. This includes: All 11 Single Player Levels All Sub Games Holiday DLC A brief look at the Chao Gardens & Races Few things added in DX: Director’s Cut Sonic Shuffle’s icy hot take on Emerald Coast Sonic Generations’ Classic & Boost remixes of Emerald Coast & Speed Highway, plus Modern Sonic’s rematch against Perfect Chaos A brief look at the Roller Coaster Bobsled Dream Event from Mario & Sonic at the Sochi 2014 Olympic Winter Games 2. Even though Sonic Pinball Party takes place in Casinopolis, I’ll talk about that game another time. 3. If you know a remixed Sonic Adventure Level/Hub from a Sonic fan game that fits Note #1, feel free to talk about it in the topic. 4. Pictures, fonts, and other cool graphics will be added shortly. Also, all Acts, Minigames, & Bosses are separated by Spoiler Tags to make loading this topic easier on the site. Sonic Adventure: Station Square Sonic Adventure: Sonic VS Chaos Zero Sonic Adventure: Emerald Coast Sonic Adventure: Station Square Chao Garden Sonic Adventure: Chao Stadium & Chao Races Sonic Adventure: Mystic Ruins Sonic Adventure: Mystic Ruins Chao Garden Sonic Adventure: Mystic Ruins (Past) Sonic Adventure: Sonic & Tails VS Egg Hornet Sonic Adventure: Windy Valley Sonic Adventure: Casinopolis Sonic Adventure: Knuckles VS Chaos 2 Sonic Adventure: Ice Cap Sonic Adventure: Sonic & Tails VS Knuckles Sonic Adventure: Sonic, Tails, & Knuckles VS Chaos 4 Sonic Adventure: Sky Chase 1 Sonic Adventure: Sand Hill Sonic Adventure: Twinkle Park Sonic Adventure: Twinkle Circuit Sonic Adventure: Speed Highway Sonic Adventure: Tails VS Egg Walker Sonic Adventure: Red Mountain Sonic Adventure: Sky Chase 2 Sonic Adventure: Egg Carrier Sonic Adventure: Egg Carrier Chao Garden Sonic Adventure: Sky Deck Sonic Adventure: Hedgehog Hammer Sonic Adventure: Hot Shelter Sonic Adventure: Sonic & Tails VS E-102 Gamma Sonic Adventure: Big, Sonic, & Knuckles VS Chaos 6 Sonic Adventure: Amy VS ZERO Sonic Adventure: Lost World Sonic Adventure: Final Egg Sonic Adventure: E-102 Gamma VS E-101 Beta Sonic Adventure: E-102 Gamma VS E-101 Beta Mk 2 Sonic Adventure: Sonic VS Egg Viper Sonic Adventure: Super Sonic VS Perfect Chaos Sonic Shuffle: Emerald Coast Sonic Generations 3DS: Emerald Coast Sonic Generations HD: Speed Highway Sonic Generations HD: Modern Sonic VS Perfect Chaos Mario & Sonic at the Sochi 2014 Olympic Winter Games: Roller Coaster Bobsled Dream Event Zone Discussion Questions 1. What is your number 1 Favorite/the BEST level in Sonic Adventure? Or if you can’t pick one, what are your top favorites? 2. What is your least favorite/the WORST level in Sonic Adventure? Or you can’t pick one, what are your bottom least favorites? 3. What are your favorite Level Music Tracks from Sonic Adventure? 4. Is there any level in Sonic Adventure that you would want to see revisited, for plot reasons, in a future game? (Example: Return to the Egg Carrier, which is still in the ocean) 5. Were you happy to see Emerald Coast & Speed Highway in Sonic Generations? Remake Discussion Questions 1. Should any characters get upgrades or recent additions added to their movesets? (Example: Sonic having the Drop Dash or all characters having the ability to Grind on Rails) 2. Should all characters keep their unique playstyles or should they all play similar to Sonic? 3. Should the game stick to just the original 6 characters or should there be new additions to the roster? 4. Should new or scrapped levels and ideas be added to the game? If so, which ones? 5. Should the Act Structure stay the same (Where Mission C is the regular goal, Mission B requires getting 50 Rings, and Mission A is a Time Trial) or should they change it ? 6. Is there any Level or Minigame that could use a major overhaul? 7. What is one or multiple things, not mentioned above, that you’d love to see in a Sonic Adventure remake? Next Zone Topic: Vote on the Zones I talk about next! Fighter Battle Zones (Levels from Sonic Fighting Games) Drift Rider Zones (Levels from Sonic Racing Games) Mystic Cave Zones (Cave Levels in Sonic Games) Gimmick Mountain Zones (Mountain Levels in Sonic Games) (Insert your own idea here)
  15. The skies of Sonic’s Game Universe are filled with just as many wonders as the lands and seas. Over the past 25 years we’ve flown using body parts, planes, rocket boots, and Extreme Gear to Floating Islands, flying ruins, and many of Eggman’ signature airships. As we look up into the sky be careful not to fall into any bottomless pits. NOTES: 1. All entries in the opening post are Air/Sky/Wind Zones and Hubs from Official, licensed Sonic Games. This includes: All Versions of the Sky Chase Zone Levels with the words “Air”, “Angel”, “Flying”, “Sky”, “Windy”, and “Wing” in their names Levels where Sonic and Tails’ biplane, the “Tornado”, is used 2. If a brand new Air/Sky/Wind Level is revealed for Sonic Forces or a brand new Sonic game within a month after I post this topic, I’ll add it in later. 3. If you have a favorite Air/Sky/Wind Level/Hub that fits Note #1, know an awesome level from a Sonic fan game that fits Note #1, have a level that follows the theme that I missed, or have a level you feel can be debated as a Air/Sky/Wind level, feel free to talk about it in the topic. Sonic the Hedgehog 2 (16-bit/Genesis/Mega Drive Version): Sky Chase Zone and Wing Fortress Zone The Sky Chase Zone is technically Act 1 of Zone 9, where Sonic and Tails chase after Eggman in the Tornado over Westside Island. The Badniks waiting to Sky Block Sonic and Tails in the Sky Chase Zone are Balkiry, a eagle Badnik that tries to kamikaze into the duo, Nebula, a slow moving helicopter Badnik that drops spiked bombs, and Turtloid, a tag team of turtle Badniks where the big one flies and the smaller one other rides. The Wing Fortress Zone is a giant airship that acts as the locale for Act 2 of Zone 9, where Eggman is making his final preparations before going to the Death Egg. Sonic and Tails will split up here, even if you’re playing in Co-op, going solo to take on the level. Sonic or Tails will have to jump across floating platforms, gunners that act as platforms, and small rotating propellers, get propelled by mini flatbeds on wheels that act similar to boosters, ride vertical conveyor belts, hang from bars and crane hooks, float across fans and a section similar to the Labyrinth Zone where they grab panels while being blown by the wind, and dodge side turrets. Like the Casino Night Zone, there is only one Badnik protecting the Wing Fortress Zone and its called Clucker, a chicken Badnik that pops in and out of a cockpit and operates a turret but only fires in one direction. At the end of the Zone, Sonic or Tails will have to dodge and attack a ceiling laser while balancing on 3 small levitating platforms with spikes on the bottom. After destroying the laser, Sonic or Tails will catch a ride on Eggman’s rocket into space and onto the Death Egg. Sonic the Hedgehog 3 & Knuckles: Flying Battery Zone and Sky Sanctuary Zone The Flying Battery Zone is a giant airship traveling across Angel Island to bring supplies to the Death Egg. After hitching a ride while it flew through the Mushroom Hill Zone, Sonic and Tails will carefully jump across floating platforms over bottomless pits, grab and hang from monkey bars, and avoid flame turrets, which can sometimes be used as springs, and spike weights, which move up and down during the electric magnet sections. The 2 Badniks charging around in the Flying Battery Zone are Technosqueak, a computer mouse Badnik that moves quickly on the ground and ceilings, and Blaster, a insect Badnik that uses a cannon but is slow and is also affected by the electric magnets. The Mini-Boss in Act 1 is a fake Prison Capsule armed with 2 long arms and Spiked Balls for hands. Our heroes can make it hit itself by standing on top and moving out of harm’s way once the hands come down. In Act 2, Eggman and Egg Robo appear with a… very suggestive fire mech. The Sky Sanctuary Zone is a series of ruins and temples that float over Angel Island. There is only 1 Act here and it plays out differently for Knuckles. Sonic and Tails try to rush through the area to catch up to the Death Egg all while hanging onto elevator poles, riding turntable platforms, jumping across floating and unsturdy pillars, bouncing off of clouds, using Warp Points to teleport to new areas, and facing 3 Boss Battles against Mecha Sonic. The only Badnik that appears during Sonic and Tails’ version of the level is Eggrobo, a Badnik based on Classic Eggman that has a jetpack and is carrying a laser gun. In Knuckles’ Version of the level, the Eggrobo that’s been taunting Knuckles the entire time gets surprise Spin Attacked by Mecha Sonic, who can now use the Master Emerald to transform into Super Mecha Sonic for a brief amount of time. Sonic the Hedgehog (8-bit/Master System/Game Gear Version): Sky Base Zone The Sky Base Zone is an exclusive Zone of the 8-bit Version of Sonic the Hedgehog and the game’s last Zone instead of the Scrap Brain Zone. It’s a giant blimp Eggman created, armed with lasers, missiles, and electric fields, that flies above the Scrap Brain Zone on South Island, but is hidden by the storm clouds. In Act 1, Sonic will have to navigate around the electric field to avoid getting shocked. In Act 2, Sonic will have to jump and dodge while auto-scrolling without any Rings and maybe grab the Chaos Emerald. In Act 3, Sonic will fight against Eggman similar to the final boss in the 16-bit Version but instead of crushing pillars, it uses electricity. Sonic the Hedgehog 2 (8-bit/Master System/Game Gear Version): Sky High Zone The Sky High Zone is an area accessible by high mountain peaks where people can actually walk on clouds. Sonic will have to use Hang gliders to glide through the air (if you understand the control scheme), navigate a cloud maze (where it’s very hard to tell which clouds Sonic can walk on since they all look the same), and avoid the spike pits and bottomless pits. In Act 3, Sonic will fight Goose Mecha and her chicks in a farm of clouds. Sonic Chaos: Sleeping Egg Zone and Special Stages The Sleeping Egg Zone appears to be a set of sky ruins Eggman created for some reason (and the level shown on the US Boxart). Sonic and Tails can break through the ruins just by using regular Springs, bounce around using the Pogo Springs, and carefully go through a maze of transparent blocks. In Act 3, Sonic and Tails will fight a Pogo Mech with a turret. Some of the Special Stages in Sonic Chaos take place in the sky and will require Sonic to use power-ups, like the Rocket Shoes, in order to collect the Chaos Emeralds. Sonic Triple Trouble: Special Stage 2 & 4 2 of the Special Stages in Sonic Triple Trouble will have Sonic or Tails pilot the Tornado while collecting Rings. Sonic Labyrinth: Labyrinth of the Sky The Labyrinth of the Sky is the first area of Eggman’s Super Labyrinth, where Sonic collects Keys on floating mazes, fights the Mecha Gorilla, and gets closer to removing the Slow Down Shoes from his feet. Tails Skypatrol: Metal Island Area The Metal Island Area is a giant airship where Wendy Witchart’s minion, Carrotia the Rabbit, was stationed. Tails Adventure: Battle Fortress The Battle Fortress is the main HQ for the Battle Bird Armada (aka the Battle Kukku Army). After using the Seafox to get aboard, Tails infiltrated the base, fought Speedy one final time, and took on Speedy’s father, the Battle Lord (aka Lord Kukku XV). Sonic the Fighters/Championship: Flying Carpet and Giant Wing The Flying Carpet is an arena made on a giant carpet flying through a desert. This is Stage 2 in Arcade Mode, where Amy uses a Hammer for the first time. The Giant Wing is an arena on a giant plane. This is Stage 8 in Arcade Mode and is Sonic’s signature stage. Sonic Adventure: Windy Valley, Sky Chase (Act 1 & 2), Egg Carrier Adventure Field, and Sky Deck The Windy Valley is a magical area that Eggman took over and filled with Badniks. It can only be accessed in the Mystic Ruins after finding the Wind Stone. The first area of the Windy Valley is an actual valley with areas where Sonic can run on wind, miniature windmills that Sonic can Home Attack, unsturdy bridges that can break, and trampolines that can bounce characters higher. Sonic and Tails found out about the second area of Windy Valley when they got sucked into a giant tornado. After escaping the giant tornado, it’s revealed that the other half of Windy Valley is a series of floating ruins and bridges that lead to the Blue Chaos Emerald. E-102 Gamma’s younger sibling E-103 Delta is also located somewhere in the valley part of the area. During Sonic and Tails’ Stories, they will ride the Tornado after the Egg Carrier in a 3D remixed version of the Sky Chase Zone. In Act 1, Sonic and Tails are almost able to aboard until Eggman destroyed the Tornado with the Egg Carriers’ laser. In Act 2, they ride the Tornado 2, which has a regular mode and a fighter mode, and destroy the Egg Carrier’s main cannon. The Egg Carrier was Eggman’s mode of transportation during Sonic Adventure, besides his Egg Mobile. This airship was bigger and better than his Wing Fortress and Flying Battery, actually blocking out the sun when it flew over Station Square. Unfortunately, it became shipwrecked and is now floating somewhere in the middle of the ocean. Despite the crash into the sea, it’s still fully functional… The Sky Deck is the exterior of the Egg Carrier, where Sonic and Tails dodge and destroy giant turrets, run across bridges and plane runways, cling to handles to avoid being swept away by the wind, and use a lever to change the level’s angle. Knuckles also explored the cargo area for the last 3 pieces of the Master Emerald. Sonic Adventure 2: Sky Rail Sky Rail is a system of rails built high above a few mountaintops where Shadow shadowed behind Team Heroes. Besides grinding and switching rails, Shadow can use a Homing Attack on Propeller Springs to reach higher areas, avoid the returning flamethrowers from Red Mountain, and grab the Ancient Light Power-Up Item to unlock his Light Attack ability. Sonic Shuffle: Fire Bird The Fire Bird is a massive Phoenix acting as the 2nd Dream Zone the team travels to in Maginery World, born from the dreams of those who love freedom. Void’s influence has trapped the Fire Bird inside of a machine like a Badnik and it’s starting to lose control. As players collect more and more Precioustone, parts of the ship will break off and hurt any characters standing on them. The ending minigame of this level has characters skydive into a hot air balloon. Sonic Heroes: Egg Fleet and Final Fortress The Egg Fleet is an array of giant airships shaped like fish that Eggman plans to use to takeover the world in 3 days. Teams will use the helicopter pulleys to reach other airships, fight against the new E-2000, a iron man colored humanoid mech that has a arm cannon, shield, and can transform between a offensive form and a defensive form, and take down 2 of the main flagships by using Sonic, Shadow, Amy, and Espio’s Rocket Accel. Instead of a Goal Ring, the stage ends with the dynamic freeze frame of the Team flying out of the exploding flagship. Final Fortress is the largest ship in the Egg Fleet shaped like a whale shark and housing Eggman, Froggy, Chacola, a factory of Shadow Androids, and Neo Metal Sonic. Teams will have to move quickly off of collapsing platforms, fight the E-2000R, a stronger Version of the E-2000, press a giant self destruct switch, and dodge lasers while grinding on rails. At the end, all Teams will have to face off against the Egg Emperor, Eggman’s strongest Egg Pawn series robot armed with a strong shield, an energy lance, and has the ability to boost, which he only uses if Teams get too far away. Shadow the Hedgehog: Sky Troops and Air Fleet Sky Troops is a series of floating ruins that are actually ancient Black Arms technology. As Shadow explored the area, he had 3 choices: Destroy Eggman’s airships for Black Doom Destroy the jewels powering the ruins for Eggman Ignore both sides and reach Eggman’s flagship As he decides on which villain to help or hinder, he’ll ride a Black Hawk and one of GUN’s vehicles that can space jump and hover. Fast Fact: This is the only level in the game where helping Eggman is considered the Heroic thing to do. Air Fleet is fleet of GUN planes escorting the president to a safer location. As Shadow navigated the main plane, he had 3 choices: Protect the President with Tails Kill the President Steal the Cyan Chaos Emerald from GUN The president’s escape pod will be hanging from a rail throughout the level and Shadow can change its path using a lever. Each path will have either Black Arms or GUN’s defenses, turrets Shadow can man in some areas, and electrified Grind Rails that only a saucer or Chaos Shadow (aka his Hero/Dark forms) can use. Sonic Pocket Adventure: Sky Chase Zone and Aerobase Zone After receiving an uppercut by Knuckles, Sonic ends up in the sky with Tails and the Tornado. The only difference in this Version of the Sky Chase Zone is that platforms appear in the higher part of the level that have Ring Item Boxes, Pop-Up Spikes, and sometimes nothing. It is possible to enter a Special Stage at the end. The Aerobase Zone is a remixed version of the Wing Fortress Zone from Sonic 2, with Silver Sonic as the Boss at the end. Sonic Advance: Angel Island Zone and Egg Rocket Zone The Angel Island Zone in Sonic Advance is more of a sky ruin than a rainforest. Sonic, Tails, Knuckles, and Amy will have to jump across platforms and clouds, ride platforms down hills, spin around in giant bowls, grab pulleys and ride wind currents to higher areas, slide down and swim through quicksand, run on wheels to move up and get across gaps, and find the Special Spring in Act 2 to get the Cyan Chaos Emerald. At the end of Act 2, they will have to face off against Mecha Knuckles, a robot duplicate of Knuckles Eggman designed differently from Metal Knuckles in Sonic R. The Egg Rocket Zone is technically Act 1 of Zone 6, a space shuttle heading for Eggman’s new space station, the Cosmic Angel Zone. Characters will have to quickly get through 3 areas of the rocket in 5 minutes before it breaks off. Fortunately, reaching each new area counts as a Checkpoint. Sonic Advance 2: Sky Canyon Zone The Sky Canyon Zone appears to be a high, mountainous region on Angel Island (at least according to the Map). Here characters can use small fans returning from the Star Light Zone to instantly enter Boost Mode, use big windmills to change direction and get some air, do Aerial Tricks to get across pits and reach Dash Rings to new paths, ride gusts of wind like in Sonic Advance’s Angel Island Zone, and collect 7 Special Rings to go after the Grey Chaos Emerald. As Sonic ran through, he runs into Knuckles piloting the Egg Wheel, a massive spinning wheel carrying a breakable laser, a giant hand that can PIMP SLAP YOU INTO INSTANT DEATH, and the cockpit, which can only be damaged from the top and not the sides. Just another reason I turned Time Limits off during my playthroughs of this game. Fast Fact: In the cutscene after the Knuckles Egg Wheel Boss with Sonic, Knuckles’ eyes are sky blue instead of purple. Sonic Advance 3: Chaos Angel Zone, Emerald Altar Zone, and the Special Stages The Chaos Angel Zone is a set of floating ruins with a dark sky (or maybe even space) that’s the last empire of Eggman’s new world and where the Master Emerald Altar was relocated. Before Knuckles can return to guarding the Master Emerald, Eggman and Gemerl try to stop our heroes one more time with the Hyper Eggrobo. The Special Stages in Sonic Advance 3 will have characters ride the top of the Tornado 2 and try to collect Rings. Sonic Rush: Altitude Limit Zone The Altitude Limit Zone is a giant construction project reaching high into the sky. What makes this zone a challenge are the instant death lasers located under and above certain parts of the zone, causing 1 mistake to cost you a life. Sonic and Blaze can use cannons that supply them with height and parachutes, jet powered platforms to reach higher areas, and hang gliders in a few 3D sections. At the end, Sonic and Blaze fight the Egg Eagle, a robot bird that tries to shoot them from long distance and blow them away at a shorter distance. Sonic Rush Adventure: Sky Babylon Zone The Sky Babylon Zone is a floating island in Blaze’s world. Sonic and Blaze will grind on vines, use gems and gem powered pulleys to reach higher areas, burning paths that Blaze can go through but Sonic has to Boost through in order to not be injured, and collect Gold Material. Unfortunately, the instant death lasers from Altitude Limit Zone return. They do look cooler though. At the end, Sonic and Blaze will fight the Ghost Condor, a flying robot that can be reached by bouncing off its minions. Sonic Riders: Babylon Garden and Sky Road The Babylon Garden is a massive ruin floating in the sky thanks to the treasure cube of Team Babylon and the Chaos Emeralds. As the last racecourse for Team Heroes, Sonic raced against Jet on a new Extreme Gear, the Blue Star Mk.II. Sky Road is another area of the Babylon Garden, where Wave the Swallow races with Storm, Tails, and Knuckles to avoid Eggman’s Egg Riders. Sonic Rivals: Sky Park Zone The Sky Park Zone is a county fair themed amusement park with a roller coaster racecourse built through its attractions. It also appears to be a future version of the Carnival Night Zone on Onyx Island, a future version of Angel Island. As Sonic races against Shadow and Knuckles challenges Silver, they’ll use Spin Dashes to power strength testers that act similar to springs, move a giant Jack-In-the-Box and use it to reach a higher path, and launch and avoid roller coaster cars. After the first race, everyone will have race against Metal Sonic in a fiery version of the Zone instead of a Boss Battle. Sonic and the Secret Rings: Levitated Ruin Levitated Ruin is a school of flying fossils called Rukh where Sinbad the Sailor, the Arabian Version of Knuckles, is being held captive. Sonic will ride ziplines to collect Rings and dodge drill missiles, running on highways made of light, avoid getting turned into stone by Gargoyles, navigating 2D areas inside towers, locating levers to release the locks on Sinbad’s cage, and collecting the Blue World Ring, which represents “Hope/Prayers”. After freeing Sinbad, he tells Sonic and Shahra about the Water Blue World Ring and its power to weaken the Ifrit Golem in Evil Foundry with rain and about its location in Pirate Storm. Fast Fact: Levitated Ruin is the only level in the game without vocals in its music. Sonic Chronicles The Dark Brotherhood: Angel Island Zone Sonic and Knuckles led a Team through the Metropolis Zone and hitched a ride on one of the Marauders’ airships to reach Angel Island. Sonic Unleashed (HD/PS3/Xbox 360 Version): Tornado Defense and Empire City/Skyscraper Scamper As Sonic, Tails, and Chip fly to Spagonia and Eggmanland, they will have to deal with Eggman’s flying Egg Fighters. As Tails flies, Sonic will man the guns. It is basically a QTE Minigame, where you try to see how many enemies you can take down in a row and keep the combo going. At the end of each Act, they will have to fight the Egg Cauldron, a giant pot shaped airship that can only be hit when it opens its hangar doors. If Sonic can’t take it down before time runs out in Tornado Defense Act 2, it will explode taking one life. Empire City is an exclusive Country to the PS3 and Xbox 360 Versions of the game. It’s based on American cities like New York City and Chicago. Skyscraper Scamper is a set of highways and rooftops in Empire City that are so high up, clouds block the view of the ground. During the day Sonic runs through unfinished highways and the sides of buildings while taking out Egg Fighters and dealing with both the Aero Chasers and Interceptor. At Night, he tightropes on support beams while knocking out Dark Gaia Minions, including 2 Titans. Sonic Generations (HD/PC/PS3/Xbox 360 Version): Sky Sanctuary The 3D remix of Sky Sanctuary appears as the last level of the Genesis/Mega Drive Era. Act 1 has Classic Sonic balance on Spinning Tops while taking one of 3 different paths to the Goal Post, each with 1 Red Star Ring at the end. In Act 2, Modern Sonic can take a number of routes in much wider areas to reach the Goal Ring while facing Eggrobos with upgrades including guns that shoot 3 way lasers and black Eggrobos that launch homing missiles. The Death Egg still watches both Sonics in the background as they soar through the sanctuary. Sonic the Hedgehog 4: Sky Fortress Zone The Sky Fortress Zone is an upgraded version of Eggman’s Wing Fortress from Sonic the Hedgehog 2, which is now bigger, armed with giant missiles, and protected by Metal Sonic and his new aircraft, the Metal Carrier. Act 1 is another remixed Sky Chase Zone except with the Tornado getting its own Boost Attack, that allows it to smash through Boxes and deflect certain projectiles but makes Tails dizzy and stuns the Tornado briefly, Sonic will split up and reunite with Tails at certain points, and Metal Sonic will ride the Metal Carrier in at some points to release and lead Badniks and shoot cannonballs and energy balls at Sonic and Tails. In Act 2, Sonic and Tails will speed through the deck and running on sideways walls similar to the ones in the Ice Paradise Zone in Sonic Advance 2 and Dead Line Zone in Sonic Rush. In Act 3, Sonic and Tails avoid thrusters, spikes, and bottomless pits and use cannons similar to the ones from the Death Egg Zone in Sonic 3 & Knuckles. The Badniks flying around the Sky Fortress Zone are Balkiry, which flies out of the Metal Carrier to dive bomb the Tornado in Act 1, Turtloid, which can still be used as a platforms once the smaller one is gone and they can now be crushed by the Tornado’s weight, Clucker, who can now shoot faster, and Fullboar, a new wild boar Badnik that rolls around on wheels. In the Boss Act, Metal Sonic tries to shoot Sonic and Tails down with the Metal Carrier’s laser system before using a tailwind and rotating giant missiles as a last resort. Sonic Lost World: Windy Hill, Sky Road, and Hidden World Zone 2 Windy Hill is the Green Hill region of the Lost Hex. While looking for one of the Prison Capsules Eggman dropped, Sonic will Parkour up trees and hillsides, team up with the Cyan and Indigo Wisps, bounce across clouds, jump around giant windmills, and take on Zazz and his Moon Mech. In the 3DS Version, Sonic teams up with the Red Wisps alongside the Cyan and Indigo Wisps. Sky Road is the highest area of the Lost Hex, carrying terrain from Windy Hill, Desert Ruins, and Silent Forest. In the Wii U Version, Sonic will fight against bigger Catakillers and giant Pink Catakillers that head-butt the ground to create shockwaves, Parkour or team up with the Crimson Wisps to cross gaps, fight a Tank Turtle in a cloudy arena, avoid fireballs and lasers from Zavok’s dancing dragon mechs, soar through the air while dodging and spinning into Turtloids and deflecting missiles at a giant puffer fish Badnik, and climbing a dark Desert Ruins temple to have a rematch with Zavok. There’s even a “Zone ?” where Sonic has to quickly run across disappearing blocks while dealing with Sprinkler, Buzz Bombers, and Orbinauts. In the 3DS Version, Sonic goes through a Casino, with elements of the Casino Night Zone and Casino Street Zone, surf on top of rockets to fly through the sky, carefully maneuver around burning blocks, and team up with the Cyan Wisp to fight Zavok in a skydiving Boss Battle. The Hidden World is an extra world, exclusive to the Wii U Version, featuring Zones that can only be unlocked after Sonic saves a certain amount of Animals. In Hidden World Zone 2, Sonic and Tails ride the Tornado through an aerial obstacle course. Unfortunately, they can’t attack any of the Badniks here. Sonic Jump/Jump Fever: Blue Sky Zone The Blue Sky Zone is a series of clouds and balloon bundles that Sonic and other characters can bounce on to reach the Goal Ring. The only Badnik that appears here is Spinner. Sonic Runners: Windy Hill and Sky Road Coming Soon In Sonic Runners, Sky Road is a level best suited for Flight characters like Tails. Sonic & Sega All-Stars Racing: Turbine Loop, Dark Arsenal, and Thunder Deck Turbine Loop is a racecourse based on the Final Fortress from Sonic Heroes, where racers will have to avoid wondering Egg Pawns and Egg Pawn Hammers in sleep mode being carried on a conveyer belt. Dark Arsenal is similar to Turbine Loop except that it has an area that has an optional shortcut where racers can try and use a ramp to get over a huge gap. It requires enough speed or the Power Sneaker item. Thunder Deck is similar to Turbine Loop and Dark Arsenal, except racers now have to dodge turrets and mechanical hands. Sonic & All-Stars Racing Transformed: Sanctuary Falls Sanctuary Falls is a racecourse based on the Sky Sanctuary Zone, from Sonic the Hedgehog 3 & Knuckles and the remixed Version from Sonic Generations, where racers will start with planes and switch into cars. Super Smash Bros. for Wii U: Windy Hill The Windy Hill stage is Sonic’s signature stage for the Wii U Version. Sonic Boom Rise of Lyric: Sky Citadel Sky Citadel is a floating city where the last Chaos Crystal is located. Sonic Boom Shattered Crystal: Cloud Sanctuary and Air Fortress Cloud Sanctuary is the 6th and final island in the game, acting as a hub for several levels on a floating island. The Air Fortress is Lyric’s HQ where Sonic, Tails, Knuckles, and Sticks try to break in to save Amy. Sonic Mania: Flying Battery Zone The Flying Battery returns to the skies in Sonic Mania. While not much is known at the time of writing this, we do know that using the Thunder Shield will allow Sonic, Tails, and Knuckles to be affected by the electro magnets in the level. Also, there appears to be a garbage disposal area where Badnik parts and Goal Posts can be found. Discussion Questions 1. What is your number 1 BEST Air/Sky/Wind Level in a Sonic Game? Or if you can’t pick one, what are your top favorites? 2. What is your number 1 WORST Air/Sky/Wind level in a Sonic Game? Or you can’t pick one, what are your least favorites? 3. What are your favorite Air/Sky/Wind Level Music Tracks? 4. What are some old or new ideas you'd like to see in future Air/Sky/Wind themed Levels in Sonic games? 5. What's another level theme you'd like to see fused together with the Air/Sky/Wind themed levels, that haven’t been done yet, in Sonic games? 6. Would you personally like to see a new or remixed returning Air/Sky/Wind Level in Sonic Forces or another future Sonic game? Special Questions S1. Who are your favorite flying and gliding Characters in the Sonic Games? (Examples: Tails, Knuckles, Charmy, Rouge, Cream, etc.) S2. Are you glad to see the Flying Battery Zone getting remixed in Sonic Mania? If not, would you have preferred a brand new Air/Sky Wind Zone? Or were you hoping for another Zone from Sonic & Knuckles? Help me choose a Theme for the Next Topic The next topic after this one was originally going to be an Earth Themed Sonic Levels Topic. However, after doing research and putting a list together, I found out that way too many Zones could be defined as Earth themed levels. Also, I’ve covered some of them before in the Ruins Topic. So I’ve split them up into 3 categories: Desert Zones, Mountain Zones, and Cave Zones. Also, if you don’t want to explore the lands of Sonic’s Game Universe, we can also shoot for the stars and take a look at some of the many Space Levels. Dusty Desert Zones (Deserts, Pyramids, Sand, etc.) Gimmick Mountain Zones (Canyons, Hills, Mountains, etc.) Mystic Cave Zones (Caves, Mines, Tunnels, etc.) Mad Space Zones (Space Levels in Sonic Games)
  16. Hello and welcome to my first character themed Level Topic. To celebrate Mighty the Armadillo & Ray the Flying Squirrel’s return in the spotlight and their inclusion in Sonic Mania Plus, I wanted to take an exclusive look at all of the games and levels they were playable. NOTES: 1. Starting with this topic, I’m trying out a new layout for my Sonic Theme Level Topics. Please let me know if you like it or not. 2. If Badniks or Bosses don’t have an official Name or only have Japanese Names that don’t translate well in English, I will try to get creative and come up with Nicknames while still posting their translated Japanese Name (The abbreviation OJN means Original Japanese Name). For today’s topic, a portion of the Knuckles Chaotix Badniks got Official English and Japanese Names and official artwork in their respective Instruction Manuals, while the others didn’t. Also, the Sonic CD Badniks didn’t get new English names in the remixed Zones of Sonic Mania. 3. All entries in this opening post are Levels and Hubs, from Official Licensed Sonic Games, where Mighty & Ray are playable. This includes: All areas of Eggman Island from Sonic Arcade (aka SegaSonic the Hedgehog) Isolated Island and All Attractions of the Newtronic High Zone from Knuckles Chaotix All Regular and Encore Versions of Zones in Sonic Mania Plus except for the Egg Reverie Zone A brief look at the Bonus Stages & Special Stages in Knuckles Chaotix & Sonic Mania Plus 4. There is a Training Mode in Knuckles Chaotix, but I’ll talk about it another time. 5. If you know a Mighty & Ray Level/Hub from a Sonic fan game that fits Note #3, feel free to talk about it in the topic. 6. Coming Soon: Mystic Haunt Zones (Dream, Haunted, & Magic Levels in Sonic Games) Sonic Arcade: Volcanic Vault, Icy Isle, Desert Dodge, Trap Tower, Landslide Limbo, Wild Water Way, & Eggman’s Tower Knuckles Chaotix: Isolated Island, World Entrance, Botanic Base, Speed Slider, Amazing Arena, Techno Tower, Marina Madness, Bonus Stage, & Special Stage Sonic Mania Plus: Angel Island Zone, Green Hill Zone, Chemical Plant Zone, Studiopolis Zone, Flying Battery Zone, Press Garden Zone, Stardust Speedway Zone, Hydrocity Zone, Mirage Saloon Zone, Oil Ocean Zone, Lava Reef Zone, Metallic Madness Zone, Titanic Monarch Zone, Bonus Stage, & Special Stage The Angel Island Zone is a lush jungle with caves and rivers that was the starting point for Sonic & Tails when they first stepped foot on the Floating Island. It seems sometime between the events of Sonic 3 & Knuckles and the appearance of the Phantom Ruby, most of the damage done by Eggman’s bombers has vanished and small animals are happily hopping around the area. Of course, the ashes could have also magically disappeared thanks to the Master Emerald returning or it could all be an illusion created by the Phantom Ruby. Fan theories aside, this Zone is the Intro for both Mania Mode and Encore Mode. In Mania Mode it’s a cutscene where we see the original form of the HBH before they unearth the Phantom Ruby. Meanwhile, Encore Mode starts with Classic Sonic returning from the Eggman Empire Fortress in Modern Sonic’s time & space with the Phantom Ruby following behind him and floating off to the distance. Unsure of its destination but aware of the dangers it can cause, Classic Sonic rushes after it, freeing and teaming up with Mighty or Ray and witnessing Heavy Magician using it to reactivate the other HBH. AIZ ACT 1 (Sonic Mania Plus Encore Mode Version) Angel Island Zone Act 1 is a small recreation of the first section of Sonic 3’s original version of the Zone, except without the Giant Ring Locations, giant tree stump, and everything going up in flames. At the end, Sonic will find Ray & Mighty inside a Combi Catcher Style Prison Capsule. After freeing them, Sonic has to choose who he’ll team up with. If Sonic teams up with Mighty, Mighty will have to Hammer Drop to a lower path while teaming up with Ray leads to the higher path. AIZ BESTIARY (Sonic Mania Plus Encore Mode Version) The Badniks still running loose in the Angel Island Zone, that Knuckles needs to find and dismantle, are: Monkey Dude: a robot baboon hanging near the tops of trees, waiting to throw fruits at Sonic. Rhinobot: a robot rhino that will aggressively charge at Sonic. Bloominator: a robot rose that periodically fires projectiles from its bud. Despite the spikes on its sides, Sonic can destroy it by Rolling, Spin Dashing, or Drop Dashing into it. Catakiller Jr.: a new version of Catakiller that flies instead of crawling and uses flares/electricity instead of spikes to protect itself. Its head is still its weakness. Sweep: a new Badnik that wasn’t originally in the Zone before. It’s a robot pond sweeper that skates along the top of lakes. It’s pretty much a water version of Needlenose. The Green Hill Zone is a tropical mountain coastline of South Island. In Mania Mode and Encore Mode, after the Phantom Ruby was craned out of the ground or given to Heavy King in the Angel Island Zone, Sonic, Tails, Knuckles, Mighty, Ray, & the HBH were all transported there. Although, in Mania Mode, Knuckles actually starts out from inside a cave with its own exclusive features, including an exclusive Giant Ring. Both paths intersect at some point though. GHZ ACT 1 & GH ACT 1 ENCORE (Mania Version) Green Hill Zone Act 1 remixes the original 16-bit version’s Act 1 and Act 2. You still have the hidden Item Boxes & Springs in certain palm trees, Swinging Platforms, the levitating pillar platforms surrounded by spike pits, unstable mountain cliffs and floating platforms, and breakable walls inside of the mountains. There’s also a new lower path and 1 new Badnik addition. In Encore Mode, it looks like the sun is setting in the Green Hill Zone. GHZ ACT 2 & GH ACT 2 ENCORE (Mania Version) Green Hill Zone Act 2 remixes a small section of the original 16-bit version’s Act 3 while bringing back the bramble bridges, which can now be burned and destroyed by the Fire Shield. It also adds elements from the 8-bit version of Green Hill Act 2, such as pools of water and more caves, introduces ziplines, and adds a remixed background from one of the beta versions of the Green Hill Zone. In Encore Mode, the sunset background continues from Act 1. GHZ BESTIARY (Mania Version) The enemies patrolling the Green Hill Zone like it’s 1991 are: Motobug: a robot ladybug rolls around a single tire. Unfortunately, they are way too slow to be a problem for Sonic, Tails, Knuckles, Mighty, Ray, or anyone for that matter. Buzz Bomber: a robot wasp that flies across the Green Hill Zone, only stopping to take pot shots at our boys. Chopper: a robot piranha that lives in water, underneath bridges and jump out to chop down anything that crosses them. They still jump out from bridges in Act 1 but also swim from side to side in the waters of Act 2. Crabmeat: a robot crab that slowly moves from side to side and shoots projectiles in small arcs from its claws. Newtron: a robot chameleon that comes in 2 forms: a green variety that hides in inaccessible areas to snipe projectiles at our boys before disappearing and the blue variety that hides and then becomes the projectile, transforming into hero seeking missiles. Batbrain: a robot bat that was originally used in the Marble Zone. They hang on the ceilings of caves and wait for our boys to come by before dropping down on them. GHZ BOSS BATTLES (Mania Version) The Death Egg comes to the Green Hill Zone in 2 cool boss battles: DD Wrecker: Waiting at the end of GHZ Act 1 is DD Wrecker, 2 miniature Death Eggs chained together. Each D has the ability to turn into individual wrecking balls, which is visually indicated by them turning red and releasing 4 spikes. Fortunately, they both take 3 hits each to defeat. Although once one of them is destroyed, their twin will change its attack pattern. Death Egg Robot: At the end of GHZ Act 2, Eggman drops in with a new version of the Death Egg Robot, armed with its expendable arms from Generations and the Eggman Bombs from Sonic 2. Also, even though this is a roaming Boss Battle, the road is not endless like in Sonic Advance 2. If our heroes don’t finish him off and waste too much time, they’ll forced off a cliff at the end of the road and into a bottomless pit. The Chemical Factory Plant Zone is a factory that makes a special chemical called Mega Muck (aka Mega Mack) on Westside Island. Thanks to Eggman getting his hands on the Phantom Ruby, the floor plans have been updated and Mega Muck production has resumed. Sonictrainer Says: I always liked calling it Mega Muck because it’s the same color as the Pokémon, Muk. CPZ ACT 1 & CP ACT 1 ENCORE (Mania Version) Like in Green Hill Zone, Chemical Plant Zone Act 1 combines elements of the original Zone in Sonic 2. Our heroes will have to run or roll on the curvy chemical pipes, Spin Jump to destroy lids and travel through empty pipes, use the floating platforms, small yellow platforms on rails, and cube elevators to reach higher or hidden areas, avoid blue Mega Muck that arcs between tubes, and try to swim through Purple Mega Muck for short periods of time. In Encore Mode, it’s nighttime in the city and plant, bringing in nice shades of blue. CPZ ACT 2 & CP ACT 2 ENCORE (Mania Version) Chemical Plant Zone Act 2 takes place in a new part of the factory where new types of Mega Muck are being created and tested. Cyan Mega Muck is similar to the electrified floor in the Wacky Workbench Zone and can become bouncier once it turns into Green Mega Muck. Another new variety of Mega Muck is a sticky variant of purple Mega Muck allows our heroes to ride horizontal and vertical conveyor belts as well as hold Item Boxes in hard to reach places. There’s a Mega Muck Bubble elevator that may remind some people of NiGHTS. Besides the new products, there’s a new pipe system installed, that seems to originate from the Carnival Night Zone, that allows the boys to pick a pipe on the left or right side. There are also stopping points in the pipe system where they quickly stop to choose a direction. There is an area that only Knuckles can break through... In Encore Mode, the nighttime theme continues and adds in aqua blue. CPZ BESTIARY (Mania Version) The Badniks mixing up the Mega Muck in the Chemical Plant Zone are: Spiny: a robot anemone that’s slow but can move on walls and ceilings and shoot a projectile out of its head. Grabber: a robot spider that waits on the ceiling to drop down and grab enemies. If our boys get grabbed by Grabber, they have to quickly shake out of their grip before Grabber self-destructs. A new set of rails installed in the factory ceilings gave them more “grabbing” space. Catakiller Jr.: Did you miss them in the Angel Island Zone? Don’t worry, Eggman decided to deploy them again here in Act 2… CPZ BOSS BATTLES (Mania Version) Eggman’s cooked up some remixes for Sonic and the others: Amoeba Droid: The Amoeba Droid is a remixed, upside down version of the Ice Cap Zone Sub Boss, Ice Ball. Instead of throwing snow & ice, it now uses Blue Mega Muck as its weapon and shield. Mean Bean: Before leaving the Chemical Plant Zone, Eggman tries to defeat our heroes using his intellect in a game of Puyo Puyo in his Mean Bean Machine. The Studiopolis Zone is a city of movies, television studios, advertisements, and references, which could be located on Westside Island. After leaving the pipe from the Chemical Plant Zone, our heroes continue onward through the streets, shops, and production sets to follow the trail of the Phantom Ruby. Fast Fact: Studiopolis Zone is the Zone with the most Easter eggs in Sonic Mania Plus. There are at least 20 different Sonic & SEGA references in both Acts. SPZ ACT 1 & SP ACT 1 ENCORE Studiopolis Zone Act 1 takes place outside, where Sonic, Tails, Knuckles, Mighty, & Ray can run behind yellow tinted windows, bounce around different formations of Bumpers and the new Bumper Balloons, hop inside HORNET TV trucks to be converted into waves, travel through satellites, and hop out of a Game Gear TV, grab a quick snack inside of giant popcorn makers, use producer chairs as elevator platforms, use clapperboards as diving boards, and break any glass they run past. In Encore Mode, Studiopolis Zone switches its primary colors (blue, red, & yellow) for secondary colors (Green, Orange, & Purple). SPZ ACT 2 & SP ACT 2 ENCORE Studiopolis Zone Act 2 takes place inside of one of the largest studios in the city where Egg TV seems to be broadcasting. While indoors Sonic, Tails, Knuckles, Mighty, & Ray will bounce across Bumper Balloons, take a chance of increasing their Rings and Points with the Gallop Lotto, be converted into electricity and travel through power cords, use stage lights as stepping stones, flip panels to reveal cool references, and use giant movie reels as elevators to reach new areas. In Encore Mode, it continues the color swap, showing off a lot of yellow and purple. SPZ BESTIARY The Badniks working the movie magic in the Studiopolis Zone are: Mic Drop: a microphone Badnik that drops down, like a ninja, and swings around and discharges electricity. Tubinaut: a movie version of the Badnik, Orbinaut. This is a new version of the defensive Orbinauts, that protects itself by spinning its spotlights very fast and creating its own insta-shield. Not only can the Tubinauts’ shield cause damage, it can even repel Super Forms! However, when the satellites are slowly moving, they can be destroyed individually with a Spin Jump or Roll. Its facial expression changes depending on the number of lights it has left. Canister: a movie version of the Badnik, Snail Blaster, that shoots film as projectile. They’re usually found on the walls and the film it shoots slowly floats down, making it hard to dodge sometimes. Shutterbug: a robot fly that also acts as a camera. They act as paparazzi, so they don’t value personal space… Cluckoid: a weathervane robot that first appeared in the Mushroom Hill Zone. It makes a cameo as the weatherman in the Weather Globe Boss Battle. SPZ BOSS BATTLES Studiopolis Zone is bringing 2 new Boss Battles straight to you live from EGG TV: Heavy Gunner: Heavy Gunner is a blue male HBH that catches up with our heroes at the end of SPZ Act 1 and starts a highway chase. Armed with his rocket launcher, his helicopter, and his squad of Egg Robos, he will constantly shoot missiles onto the road. The trick is to dodge the red ones and Spin Jump or roll into the Heavy Gunner colored missiles to send them back to sender. Doing this 4 times will take out his squad and helicopter, causing him to retreat. Weather Mobile: The Weather Mobile is a news program where Clucker does a report on the weather and Eggman tries to take advantage of it. There are 3 forecasts that temporary affect the stage and the chances to hit Eggman. When it’s windy, fans will try to blow our heroes into a ceiling of spikes. There are poles on the left and right side of the room to prevent a lesson in acupuncture. If they’re bold, characters could also use the wind to hit Eggman and bounce back onto the pole. When it’s stormy, storm clouds will appear and zap anyone underneath. Though they’re easy to avoid, a Lightning Shield will also protect Sonic & Friends. When it’s sunny, heat lamps will try to fry everyone except Eggman. To avoid sunburn, our boys will have to stand under Eggman or use a Fire Shield. The Flying Battery Zone is an airship Eggman created and used to carry supplies to the Death Egg after it fell into Angel Island. With the Phantom Ruby in his procession, Eggman decided to remodel the Flying Battery and give it new routes to travel to while collecting scrap metal and dropping off new Prison Capsules between Islands and Zones. After it flew past the Studiopolis Zone, Sonic, Tails, Knuckles, Mighty, & Ray managed to catch a ride. FBZ ACT 1 & FB ACT 1 ENCORE (Mania Version) Act 1 of the Flying Battery Zone remixes the original’s Act 1 and 2 but removes the slow-moving spiral elevators, where Sonic, Tails, and Knuckles had to stand in one spot and wait but then quickly move to avoid getting crushed. Now Sonic, Tails, Knuckles, Mighty, and Ray will have to grab and move across handrails, some of which will pull up or drop down to new areas, avoid getting burned by flamethrowers, which can be used as Springs if they can safely get on top of them, quickly float across the giant turbines, open or bounce off of the unused Prison Capsules, which may contain Rings or an ambush of Badniks, run up and down and all around wire pillars, which can be vertical or horizontal, swing sideways across the giant propellers on the outside of the airship, avoid getting crushed by the Spiked Magnets, use the round orange and blue platforms to get to new areas, quickly run and jump over landmines, trick parachuting missiles into making an opening in the ship, and use the Lightning Shield to travel along the electric batteries…when they’re on. In Encore Mode, the grays and golds of the Zone switch places. FBZ ACT 2 & FB ACT 2 ENCORE (Mania Version) Flying Battery Zone Act 2 switches things up by adding the spot decoration and Cluckers from the Wing Fortress Zone, the electric defense system from the Wacky Workbench Zone, and junk piles, that characters can sink into. There are also secret rooms filled with Item Boxes. Outside, it will start to rain as the airship heads into a storm. In Encore Mode, it continues the color scheme of Act 1. FBZ BESTIARY (Mania Version) The Badniks returning to charge up the inside and outside of the Flying Battery Zone are: Technosqueek: a giant computer mouse with eyes that acts like a regular mouse. In the past, they only scurried across walls and ceilings, but now they can also run up and down support beams. Blaster: a robot bug with caterpillar wheels and a turret. Fortunately, they also get magnetized by the electric batteries, leaving them open to a Spin Attack. Clucker: a robot chicken that first appeared in the Wing Fortress Zone. In Mania, they can now turn and shoot in both directions while some of their turrets can fly and appear on the ceiling. Madmole: a robot mole that first appeared in the Mushroom Hill Zone and piloted certain parts of the original Flying Battery. A few of them are piloting parts of Act 2. FBZ BOSS BATTLES (Mania Version) While the first Boss is a remix of a remix, Act 2 features a new boss. Big Squeeze: The Big Squeeze is a giant trash compacter that slowly gets closer and closer to turning our heroes into pancakes. As the compacter pushes the trash into a ladder, an electromagnetic crane will create Orbinauts out of the wreckage and send them towards our heroes. After having enough trash to reach the crane, everyone will have to hit it several times before the walls get too close for comfort. The Lightning Shield will also make things easier. Spider Mobile: The Spider Mobile is a giant spider mech Eggman rides in upside down that shoots electric web and has giant Bumper protecting most of its body. To damage it, our heroes will have to Spin Jump or use the spinning poles to ram into the Bumper and knock the Spider Mobile’s cockpit into incoming rows of spikes. The Press Garden Zone is the ruins of a paper printing factory in a beautiful cherry blossom forest, that’s somehow growing in a snowy climate. As for where Press Garden Zone is…I couldn’t tell you. I would debate that it’s on Westside Island but that’s a discussion for another time. Anyway, Eggman reactivated the machines and became the chief editor of this historical landmark and turned it into a frozen propaganda spewing death trap. PGZ ACT 1 & PG ACT 1 ENCORE Press Garden Zone Act 1 takes place inside the reactivated factory, where our heroes will run across spiral bridges from the Launch Base Zone, bounce off of newspaper belts, use the Flame Shield or Mighty’s Hammer Drop to destroy boxes, quickly jump across typewriter blocks, and quickly escape from giant paperweights. Hidden in a lower part of the Zone is a pit where several Splats ink generators are located. In Encore Mode, it’s nighttime, so the inside of the factory is darker and filled with shades of purple. PGZ ACT 2 & PG ACT 2 ENCORE Press Garden Zone Act 2 takes place outside, making it the only Ice Level in the game. Speaking of ice, this is one of the few times our heroes will want to be frozen, because doing so will allow them to ram through paths blocked by ice cubes safely while bouncing off of Springs. The Fire Shield will also melt any ice it touches. Besides the icy objects in this Act, there are also ninja platforms, that shoot darts that can be used as platforms, and woodchippers, that are filled with large chopped pieces of trees that characters can stand on briefly before they get too close to the blades. In Encore Mode, our heroes will run through the Zone during the night with lit lanterns being the only source of light in the dark background. PGZ BESTIARY The Badniks printing fake news in the Press Garden Zone are: Dragonfly: a robot dragonfly that was first deployed in the Mushroom Hill Zone. Its body is mostly sharp blades except for its head. Splats: a robot rabbit that hops out of an ink bottle to stamp papers and enemies. Juggle Saw: a pair of robot crabs that pass a sawblade between each other. Woodrow: a robot woodpecker that stays outside the factory in Act 2. They’re positioned on trees filled with bombs and will peck them to make the bombs fall if enemies get too close, although Mighty’s shell can protect him for a bit. Icebearer: an ice version of Bombbearer, that drops ice bombs that touch the ground and creates icebergs that damage our boys if they touch it before it melts. Fortunately, our heroes can use their bombs to get frozen. Asterion: a robot starfish that first appeared in the Metropolis Zone. Heavy Shinobi loves to use them in his Boss Battle. PGZ BOSS BATTLES 2 cold machines are waiting to put the ice on Sonic and add his name to the obituaries: Shiversaw: Shiversaw is a newly designed steam powered Super Badnik that uses frozen sawblades to cut its enemies. Fortunately, its blades aren’t sharp or sturdy enough to break the stronger boxes in the arena, which gives Sonic and the others time for a counterattack. Heavy Shinobi: Heavy Shinobi is a green male ninja HBH that fights by using what I believe is an ice sword. Heavy Shinobi can freeze things so fast, only Sonic could probably see its movements. He also does flip jumps while throwing Asterion as explosive shuriken. The key to victory is attacking while he’s jumping, which will stun him for a short amount of time allowing another Spin Jump to damage him. The Stardust Speedway Zone is a highway on the Little Planet that travels through a musical city of lights and sounds, where Sonic had won a race against Metal Sonic and finally reunited with Amy as the prize. Eggman has returned once again to rewrite the history of this Zone while researching the effects of the Phantom Ruby’s powers…by rebuilding a new tower he originally made of himself. SSZ ACT 1 & SS ACT 1 ENCORE (Mania Version) Stardust Speedway Zone Act 1 takes place in the Past Version of the Zone, where the highway is a giant garden maze outside of an ancient civilization that valued the arts. The Mountain Pulleys, path changing vertical pillars, Wheel Switches, and giant Marble Spiked Balls on chains from the Marble Garden Zone, the bouncy and bridge-like vines from the Mushroom Hill Zone, and the spinning spike line hazards from the Collision Chaos Zone have been added here. For the Zone’s original gimmicks and hazards, the blue spiked balls, the blue spiked, swinging platforms, and the Zone’s original designed boosters are back. Also, the Little Planet Prison Capsules have been repurposed in this Zone to create beanstalks, that have leaf platforms and giant Mega Chopper style carnivorous plants, when destroyed. As for removed elements, the blue sphere signs, that allowed Sonic to switch paths, are no longer here. In Encore Mode, the skies and environment are a little bit darker. As if it is a Bad Past… Fast Fact: Mighty's Hammer Drop can squash the Mega Chopper Plants in Act 1. SSZ ACT 2 & SS ACT 2 ENCORE (Mania Version) After destroying the Badnik Machine and touching a Future Signpost, our heroes will time travel to Stardust Speedway Zone Act 2. In Mania Mode, it takes place in the Present Version of the Zone and all of the plants are gone. However, the music motif lives on in the roads, buildings, and other parts of the city. In Act 2 characters will also use different types of Jump Selectors to reach higher areas and jump and hold onto fireworks, from Tropical Resort (Generations Version), that fire straight up into the air. Also, the cool flame animation still appears when characters speed through the checkerboard markers. At the end of the Act, our heroes will end up at the bottom of the construction site where they’ll find a Metal Sonic projector… In Encore Mode, Stardust Speedway Act 2 takes place in the Bad Future Version of the Zone. The beautiful starry skies have been corrupted by air pollution caused by the multiple factories Eggman filled the city with. However, all Badniks are fully functional and have not become rusty yet. SSZ BESTIARY (Mania Version) The Badniks zooming around the timeless streets of the Stardust Speedway Zone are: Firefry (OJN: Hotaru): a robot firefly that freezeframe themselves near enemies before shooting its lightbulb laser downward. Dust Swarm (OJN: Kabasira): a robot mosquito column made of a leader and afterimages. The afterimages are used as ammo by the leader. Destroying the leader takes out the entire swarm although the leader is not always in front of the swarm. Speed Bumper (OJN: Dango): a robot pill bug that can rebound our heroes while rolling or cause them to come to a complete stop if they roll into it. For some reason, they are pink in Act 1 and green in Act 2. Traffic Flight (OJN: Kanabun): a robot beetle that flies in a circular motion between the foreground and background. SSZ BOSS BATTLES (Mania Version) A newcomer and 2 blasts from the past are waiting to turn Stardust Speedway into streets of rage: Deepfry (aka Hi-Watt Hotaru): Deepfry is a giant Firefry traveling with a swarm of Firefries. While the swarm of Firefries will attack in pairs and create ropes of electricity, Deepfry will then try to torch the track with its giant laser. Metal Sonic: A Super Badnik Eggman created in Sonic’s image in order to defeat him on Little Planet. Since then, Metal Sonic has been the most common Sonic robot Eggman has bought back to help him in his plans. The first time Sonic fought against Metal Sonic, they raced each other through the Stardust Speedway Zone with Sonic as the victor. Now Metal Sonic will attack our heroes as they try to make it to the highest road, surrounding the newly built Eggman tower. Before and after the Silver Sonic part of his Boss Battle, Metal Sonic will use a Homing Spin Dash, where he’ll try to follow a hero’s path before launching forward, use his Ring Spark Shield, where he’ll charge up first before discharging electricity from his body, or his Maximum Overdrive, and boost through the air to knock the Rings out of Sonic & Friends. Silver Sonic Mk. I: Silver Sonic Mk. I was the first Metal Sonic Eggman ever created and was a prototype for Silver Sonic Mk. II, Metal Sonic, Mecha Sonic, and all future evil knockoffs. He first fought against Sonic in the Scrambled Egg Zone. This new version of Silver Sonic Mk. I was created by a generator, powered by Metal Sonic, allowing Silver Sonic Mk. I to be mass produced but in a smaller size and not as durable as before. Also, when it’s destroyed it releases 4 projectiles. At this point in the boss fight, the boys will have to bounce Silver Sonics into Metal Sonic, while they roll or Spin Jump, or try to destroy them so that their projectiles hit Metal Sonic. Metal Sonic can still attack through. Giga Metal: Once Sonic, Tails, Knuckles, Mighty, & Ray make it to the top, Eggman will throw the Phantom Ruby over to Metal Sonic, causing him to transform into Giga Metal, a Phantom Version of Titan Metal Sonic. In this form, he will march forward while destroying the path and creating a bottomless pit behind him. Giga Metal will then attack by firing a laser from his mouth or shooting bouncing bombs, which was a move used by Eggman in the Under Ground Zone and when he was piloting the Egg X in the X Zone. After hitting the Phantom Ruby capsule on his chest multiple times, the illusion will break and split up Metal Sonic and the Phantom Ruby. The Hydrocity Zone is an underground series of water channels and systems on Angel Island. While Knuckles has been gone, Eggman returned and did a little remodeling. HCZ ACT 1 & HC ACT 1 ENCORE (Mania Version) Hydrocity Zone Act 1 is a remixed version of the original Act 1 but with mechanics, gimmicks, and hazards borrowed from other Zones, such as: harpoons, from the Labyrinth Zone, that pop up to try and stab our heroes on the ground and ceiling. Hook Switches, from the Mystic Cave Zone, that can be grabbed and pulled to make the water rise or sink in certain locations or open paths. Air Bubble Shields, from the Aqua Lake Zone, that character can ride to prevent drowning and stay protected from projectiles while avoiding hazards and following the current produced by the fans. small gondolas, that characters can ride across the water to reach certain areas. (I can’t remember if this originates from a specific Zone) Besides the those, there are the Zone’s custom boosters, where a gloved hand grabs characters and winds them up on a gear before launching them, the grabbable conveyer belts, that characters can ride to reach higher areas, and the infamous fast current sections, where characters have to grab a pole to avoid swimming into spike balls and other hazards in a very narrow tunnel. HCZ ACT 2 & HC ACT 2 ENCORE (Mania Version) There’s not much I can say about Act 2 besides the giant crush wall being removed completely and that the spinning vertical tube platforms appear. The background appears to have windows with some sort of light source both above and underwater. There are also candle lights… HCZ BESTIARY (Mania Version) The Badniks watching the tides in the Hydrocity Zone are: Pointdexter: A robot pufferfish that swims slowly while periodically releasing and retracting its spikes. Once its spikes aren’t out, it can be destroyed with a Spin Jump. Mega Chopper: A smaller version of Chopper, that is literally just a giant mouth, that acts like an underwater parasite, stealing the Rings, Speed, Jump, Roll, and other abilities, like Knuckles’ climbing, from anyone it can get its teeth in. Luckily, they can be shaken off before dying from air loss or Ring loss. Turbo Spiker: A robot hermit crab that is a fusion of the Badniks, Spikes, from the Spring Yard Zone, and Spiker, from the Hill Top Zone, improving the advantages of both. Turbo Spikers roll around near Shuttle Loops. If our heroes get within range, it will launch its drill in a diagonal direction and then run away. Honestly, the angle of the drill makes it very hard to dodge. However, once its drill is gone, it’s defenseless. Blastoid: A robot turret that fires 3 shots at a 40 degree angle. Although they can’t change its angle, their placement in the Zone makes up for it. Bugernaut: A robot horsefly that travels in pairs. They fly around and annoy intruders. The bigger ones in the pairing is the one that needs to be taken out to defeat it. Jawz: A robot shark that acts like a missile that flies in the air and swims underwater. They appear in schools. Jellygnite: A robot jellyfish that swims slowly underwater but acts similarly to Grabber. It first appeared in the Hidden Palace Zone on Westside Island. HCZ BOSS BATTLES (Mania Version) Both Bosses from the Original in Sonic 3 & Knuckles have returned in reverse to change up the end of the Acts. Dive Eggman: Dive Eggman is a diver suit Eggman created that allows him to swim underwater and plant bombs. After avoiding collapsing debris, our heroes will have to borrow Eggman’s Screw Mobile to get revenge. The Screw Mobile can create water tornados and drop grenades, which can be used to destroy the Dive Eggman Bombs. Laundro Mobile: The Laundro Mobile is an upgraded version of the Egg Mobile that has parts from the Super Badnik, Big Shaker. The first part of this Boss Battle has Eggman pushing characters through underwater tunnels. To fight back and avoid drowning, Sonic and the others will have to swim into Switch Mines and direct Eggman into them, causing Eggman to take damage and an air bubble to appear on the path. After hitting a certain number of times, the fight will take place in small pit area like the original Mini Boss. Sonictrainer Says: Turbo Spiker sucks. The Mirage Saloon Zone is a beautiful sandy desert attraction where customers can take break from their travels and get a cold drink or ice cream sundae. After leaving the Hydrocity Zone and gathering together on the Tornado, everyone was heading in the direction of the Phantom Ruby’s signal. In Mania Mode, Heavy Magician intercepted the Tornado, knocking Knuckles off the plane. MSZ ACT 1 (Sonic & Tails) In Mania Mode, Sonic, Tails, Mighty, & Ray will ride the Tornado through the desert in a remixed version of the Sky Chase Zone (Tails flies for Sonic & Sonic flies for everyone else). Halfway through the level, Eggman will appear with a freight train and characters will try to race to the front of the train. At the end of the Act, Nack, Bean, or Bark will appear on an Armadiloid and shoot down the Tornado. MSZ ACT 1 (Knuckles) Knuckles will try to catch up with everyone else by traveling through a canyon section exclusive to him and his climbing and gliding abilities. MS ACT 1 ENCORE In Encore Mode, the boys will have to travel through a canyon trainyard filled with flatbeds with barrels, Badniks, and spikes, and secret tunnels, that can be accessed through special abilities or carefully looking. During Mirage Saloon Act 1 Encore, Sonic, Tails, Knuckles, Mighty, & Ray will use the swinging bars, from the Angel Island Zone, to reach new areas, use Spin Jumps to destroy cracked boulders to reveal hidden Springs or other secrets, touch the top of spray bottles and run along a path of water/soda before it runs out, which is similar to the water hose from the Pirates’ Island Zone, bounce off of bird shaped flippers and 2 types of Zone exclusive Bumpers, fall off of or jump off of down arrow barrels to reach new areas, avoid more of the tiny spiked ball bars, like the ones in SSZ Act 1, use the seesaws, from the Star Light Zone, to reach higher areas, use giant Egg Robo guns as Jump Selectors to get launched in specific directions, and finally catch the same train that appeared in Act 1 in Mania Mode. Paintings of Heavy King will watch characters as they go through the Zone. The color palette will change to sky blue, cyan, pink, and purple after getting onto the train, making it look like the desert is cooling down. MSZ ACT 2 & MS ACT 2 ENCORE In Mirage Saloon Zone Act 2 takes place in the actual restaurant parts of the saloon. Along with the same gimmicks from the Knuckles Version and Encore Mode Version of Act 1, characters will run through Shuttle Loops made of sand, that collapse after running through them, hop across or spin on the stools, that are similar to the spinning devices seen in the Palmtree Panic Zone, and bounce off of giant piano keys, which are remixed from the Music Plant Zone. In Encore Mode, Mirage Saloon Zone Act 2 gets a purple palette swap MSZ BESTIARY The Badniks trying out their camo in the sands, parlors, and skies of the Mirage Saloon Zone are: Rattlekiller: a snake version of Catakiller that slithers around poles and tries to bite enemies like a Crawlton. Cactula: desert versions of Nebula with new paintjobs that help disguise them as the top part of cacti. When the Tornado flies close enough, they’ll pop out of their hiding spots. Their attack pattern is the same though, dropping a bomb from underneath. Armadiloid: desert versions of Turtloid, that are armadillos instead of turtles, that appear in Act 1 ST. The premise is still the same, with small versions riding the big versions. Only the small ones can be destroyed but the big ones can be used as platforms afterward. Bumpalo: a buffalo Badnik with a Bumper built onto its back to protect it from Spin Jumps. However, Mighty’s Hammer Drop will bypass the Bumper while the others can destroy them by rolling into it. Vultron: a vulture Badnik that stands on top of cacti and tall objects and swoops down when enemies get close. Roller Mk. II: an upgraded version of Roller, an armadillo Badnik that first appeared in the Spring Yard Zone. Roller Mk. II rebounds and uncurls after being hit in ball form and will try to follow enemies. Eggman may have gotten inspiration from Mighty when making Mk. II since it has similar colors, abilities, and sound effects from Knuckles Chaotix. Pithead: a green spiky, heavy, and projectile-less version of Orbinaut our heroes will have to use and avoid when launching off of the seesaws. MSZ BOSS BATTLES Heavy Magician has prepared several performances for the saloon stage and has asked for 5 brave volunteers: Uber Catakiller: The Uber Catakiller is an upgraded, pink version of the Bead Worm, a Super Badnik and a member of Eggman’s Master Robot Series that appeared in the Gigalopolis Zone. In Mania Mode’s Act 1 on the Tornado, Sonic, Tails, Mighty, & Ray will have fight it as it strikes from below the sands, while avoiding its spikes and being rebounded into the bottomless pit. In Knuckles’ Mania Mode Act 1 and in Encore Mode, it will fight like Bead Worm, breaking off segments of its body and bouncing them around the area. Like other Catakillers before it, its head is still its main weakness. Heavy Magician: Heavy Magician is a yellow female HBH that uses her powers and magic box to transform into Nack, then Bean, then Bark, and repeats the cycle. Fortunately, the illusions can be broken with a well-timed Spin Jump. Mirage Nack the Weasel (aka Fang the Sniper): Nack was a treasure hunter that tried to collect the Chaos Emeralds on 3 separate occasions so that he could sell them to the highest bidder. His first attempt was after Eggman accidently scattered them into Nack’s home dimension, but they were recollected by Sonic & Tails. His second attempt was during the second Chaos Grand Prix, where the prizes were Chaos Emeralds. Finally, his last attempt was during the Chaos Championship, where he stole the Purple Chaos Emerald from its Guardian, which may have been Honey the Cat, and hid in the Casino Night Zone. While Heavy Magician takes his form, she will fight using his popgun to shoot corks while bouncing around the stage. Mirage Bean the Dynamite: Bean is a woodpecker that was one of the Chaos Emerald Guardians, protecting the Green Chaos Emerald in the Dynamite Plant Zone. While Heavy Magician takes his form, she will toss bombs and randomly jump around the stage. Mirage Bark the Polar Bear: Bark was the top snowboarder of North Island and one of the Chaos Emerald Guardians, protecting the Yellow Chaos Emerald in the Aurora Icefield Zone. While Heavy Magician takes his form, she will bash the ground and cause debris to fall from the ceiling. Fast Fact: Nack the Weasel is one of the few Sonic characters that has 4 fingers instead of 5. Also, his name was changed in Japan because it sounded too close to Knuckles or Knux. The Oil Ocean Zone is a giant quantity of oil located on Westside Island. In the past, Eggman used the oil here to help fuel the Death Egg. Now he’s collecting it for something else… OOZ ACT 1 & OO ACT 1 ENCORE (Mania Version) One of the major new additions to this Zone is that any character can grab a Fire Shield and BURN EVERYTHING set the oil on fire. Besides this and a new Badnik addition, not much else has changed. Sonic, Tails, Knuckles, Mighty, & Ray will try to run fast enough to break free of wind blocking fans, ride elevators up and down, slip and slide down streams of oil, cross over bridges with spiky rings as obstacles, jump on top of lids being launched into the air by green flames, use them as platforms, and avoid getting crushed by them, and use the Zone’s unique cannon system to fly around the area. The oil here is like quicksand and characters fall in and stay in it too long, they will automatically die. Also, Mighty might want to avoid using the Hammer Drop to accidently dive into the oil… In Encore Mode, the skies are clear blue and void of air pollution. OOZ ACT 2 & OO ACT 1 ENCORE (Mania Version) It seems the effects of the Boss Battle from Act 1 caused the air to become polluted. Fortunately, an air quality system, similar to the light system in the Sandopolis Zone Act 2, was created in case of an emergency such as this. As long as characters can find a switch to grab and pull, the air quality will return to normal. However, if they take too long, the area will fill up with smog, lowering visibility and lowering the Ring Counter. While it doesn’t instantly kill, running with no Rings and not being able to see where you’re running is a bad combination. A few submarines from Marina Madness are here as well, allowing characters to escape the smog and explore the inside of the ships. In Encore Mode, things become even more blue. OOZ BESTIARY (Mania Version) The Badniks burning precious resources at the Oil Ocean Zone are: Octus: a robot octopus that shoots a small ball of oil at enemies while hovering in the air for a brief moment. Aquaris: a robot seahorse that flies in random patterns while shooting a projectile from its mouth. Sol: a fire version of the offensive Orbinauts, that uses fireballs instead of spiked balls. Their fireballs will also burn the oil while they move or sometimes after destroying them. OOZ BOSS BATTLES (Mania Version) 2 oily Bosses are waiting to slip our heroes in the Oil Ocean Zone: Meter Droid: Meter Droid is a remixed version of Heigh-Ho, a Super Badnik from the Mushroom Hill Zone, that acts as a plumber instead of a lumberjack and uses a giant wrench instead of an axe. Our heroes will have to quickly attack Meter Droid before he can cause the pipe lids in the area to shoot up. Anyone unfortunate to not be in the middle of the area when this happens will be sent into a ceiling of spikes and crush killed. Mega Octus: Mega Octus is a giant version of Octus that Eggman rides inside of, that has weapons from the Submarine Eggman 2 and Heat Arms built into its tentacles. Sonic and the others will have to avoid attacks while attacking Mega Octus once it comes out of the oil. The Lava Reef Zone is an underground series of caves filled with lava, ingenious and metamorphic rocks, and gemstones underneath an active volcano on Angel Island. Unfortunately, since the Death Egg last launched from here, things are even hotter than usual. After arriving via a flying submarine, Sonic, Tails, Mighty, and Ray try to follow Eggman’s trail while Knuckles makes a detour to check on the Master Emerald. LRZ ACT 1 & LR ACT 1 ENCORE (Mania Version) The Walker Weights from the Metallic Madness Zone have been added here and can be used to crush spikes on the ground, cross some of the lava pools, and crush any Rexons swimming in the lava. Fences with barbed wire have been added, that can be destroyed with a Spin Dash. Rexon reappears from the Hill Top Zone and Tunnelbots reappears from the Marble Garden Zone. Some of the wooden Shuttle Loops may be the same design as the ones in the Endless Mine Zone. Finally, some of the lava sprouts are similar to the ones Sonic encountered in the Marble Zone. Besides the borrowed elements, characters will still have to try not to get hit by giant rolling spike balls, Spin Dash to power Transports, little elevators that slowly travel up and down, avoid getting crushed by Spiked Traps, and maneuver around all of the lava. In Encore Mode, the caves were changed from green to red, but it’s very hard to tell anything’s been changed since most Fire Zones look like this… LRZ ACT 2 & LR ACT 2 ENCORE (Mania Version) Lava Reef Zone Act 2 is a diamond mine where elements of the Quartz Quadrant Zone have been added. This includes the conveyor belts, which now have rock and Undermine shoots, conveyor belt switches, which characters have to touch to change the direction of the conveyor belts, and background elements of the Good Future. In Encore Mode, it looks a little like the Bad Future of the Quartz Quadrant Zone. LRZ BESTIARY (Mania Version) The Badniks helping to mine the Lava Reef Zone are: Fireworm: a robot worm that hides inside walls. Their heads are the weakness. Toxomister: a gas pipe robot that emits a toxic mist. Breathing in this mist will drain the Ring Counter, lower your speed, and lower your jump height. Characters can shake it off or use a Shield to prevent its effects altogether. Undermine (OJN: Iwamodoki): a mimic Badnik that pretends to be an igneous rock. If intruders get close, they lose their cover, start glowing, and explode into 4 projectiles. Besides their explosion, there’s no other way to destroy them. They will also appear on conveyor belts in Act 2 and can crush kill if they land on anyone’s head. Rexon: a robot dinosaur that originally appeared in the Hill Top Zone. They swim in the lava and shoot fireballs from their mouths. Their heads can be destroyed but their backs can be used as platforms afterwards. LRZ BOSS BATTLES (Mania Version) While Act 1 features a remixed Sub Boss from Sonic 3 & Knuckles, Act 2 has an exclusive Boss Battle for Knuckles. Driller Droid: Driller Droid is an upgraded version of Tunnelbot, a Super Badnik that first appeared in the Marble Garden Zone. The main difference between the 2 is that Driller Droid is covered in thick layers of armor. Before anyone can make a dent in it, they’ll have to trick into digging into the lava reef to melt off its armor. Heavy Rider & Jimmy: Sonic, Tails, Mighty, & Ray will travel on an upper path to fight against Heavy Rider, a purple female HBH that rides a Motobug named Jimmy. Heavy Rider likes to use a Spike Ball as a morning star and shield, swinging it sometimes or holding it in front of her during the other times. Meanwhile, Jimmy is tougher than regular Motobugs, has the ability to jump, and can’t actually be destroyed. As she rides around her stunt track, flamethrowers and confetti will sometimes sprout from the middle. Heavy King: Knuckles will travel on a lower path to prevent Heavy King, a red male HBH and is the leader of the HBH, from stealing the Master Emerald from the Hidden Palace. The Metallic Madness Zone was a fortress Eggman created on Little Planet. Unlike before time seems more altered here and even more so than in the Stardust Speedway Zone… MMZ ACT 1 & MM ACT 1 ENCORE (Mania Version) Metallic Madness Zone Act 1 takes place in the present, although construction equipment and other things that were originally only seen in its Past are still in the Present for some reason. The foreground and background swapping mechanic has been pushed further, creating new paths in the far background that characters can reach via the weighted seesaw catapults. In Encore Mode, the Zone takes place in the Bad Future of Metallic Madness Zone, where most, if not all, of the metal has rusted. Badniks are still in working condition though. MMZ ACT 2 & MM ACT 2 ENCORE (Mania Version) Metallic Madness Zone Act 2 takes place in the present, although parts of the Bad Future are appearing too early. The shrink rays return to make our heroes smaller, allowing them to squeeze through certain areas. The falling spike rail trap returns, but teleports in before falling much faster and giving a brief hint of where to stand to avoid getting crushed. Metallic Madness Act 2 Encore continues to take place in the Bad Future of Metallic Madness Zone. MMZ BESTIARY (Mania Version) The Badniks still causing a riot in the Metallic Madness Zone are: Hackucles (OJN: Mekabu): a robot rhinoceros beetle that runs on wheels and has a sawblade for a horn. Fortunately, they can only face one direction with their saws. However, they can lift them to do a small uppercut. Buzz Killer (OJN: Pobe): a new version of the Buzz Bomber family that flies around while swinging 1 or 2 small spiked balls on chains back and forth. Bomb Mk. II: an upgraded version of Bomb, that acts like a Russian nesting doll, duplicating itself into smaller pieces before exploding. Still can’t touch them. Drag Race (aka Scarab): a robot scarab that moves Spikes, Item Boxes, and other objects back and forth on the ground. MMZ BOSS BATTLES (Mania Version) The Bosses of the Final Zone and Grand Metropolis Zone are back to drive Sonic insane: Egg Pistons Mk. II: The Egg Pistons Mk. II is an upgraded version of the trap room Eggman used on South Island in the Final Zone. Like before, it starts out with 2 pillars moving to try and crush characters and then firing 4 electric projectiles that land down towards the ground. Eggman will be hiding inside of the pillars. However, the room will change after a certain point, destroying the electric projectile system but causing multiple pillars to move one after the other at random. Mini Mobile (OJN: Gachapandora): The Mini Mobile is a gumball machine Eggman operates that uses the same tech as the Egg Mobile in the Metropolis Zone and the design of the Dark Shocker in Botanic Base, featuring new types of Eggman duplicates and a new Metal Version of Amy, called Amy Doll. While still shrunk, Sonic, Tails, Knuckles, Mighty, & Ray will have to hit the dispenser and take out all of the toys. Once it’s empty, sparks will fly out and the dispenser will have to be hit one last time to make Eggman fall out. The Titanic Monarch Zone is a giant robot, that looks like Heavy King with Eggman’s mustache, acting as a HQ for Eggman and the HBH, past the Metallic Madness Zone on Little Planet. Sonic, Tails, Knuckles, Mighty, & Ray will have to travel along the outside and inside of the mech, carefully navigating between different machines and traps to finally finish things. TMZ ACT 1 & TM ACT 1 ENCORE Titanic Monarch Zone Act 1 takes place outside of the giant robot, where our heroes will run on giant power cables, avoid electrical currents or, unless they have a Lightning Shield, ride them and use them as shortcuts to higher areas, catch a ride on Egg Robo operated air cars, that explode after carrying them to their destination, swing from a few poles, and defy gravity on giant electric orbs and bounce off the triangle Bumpers from the Sonic 3 & Knuckles Special Stages. In Encore Mode, all of the Red is swapped for Green. TMZ ACT 2 & TM ACT 2 ENCORE After taking an elevator and entering through a door, Titanic Monarch Zone Act 2 takes place inside the giant robot. The Zone is split into 4 separate areas and is being affected by Ruby Mist, a gas created by the Phantom Ruby that teleports any characters that touch it. After going through all 4 areas, a portal will open to Eggman’s Boss Room. TMZ BESTIARY The Badniks that live to serve in the Titanic Monarch Zone are: Turbo Turtle: an upgraded version of Turtloid, that stand on the ground while carrying fans that blow our heroes in specific directions. Fortunately, the fans can be useful in some areas, Turbo Turtles can’t change the direction of their fans, and they can’t keep the fans on forever. Flasher Mk. II: an upgraded version of Flasher, a firefly Badnik from the Mystic Cave Zone, that can no longer fly but can walk on floors, walls, and ceilings with rubber hose legs and suction cup feet. It can still zap people though. Ball Hog: a robot pig that first appeared in the Scrap Brain Zone. They stand in one spot while producing bouncing bombs from their bellies. Bug Sentry: I’m not sure what kind of insect Bug Sentry is, but it flies through the air while shooting homing missiles. These missiles will surround and follow characters until they get out of Bug Sentry’s range. TMZ BOSS BATTLES Eggman is done with tests on the Phantom Ruby and has made sure to be ready for Sonic, Tails, Knuckles, Mighty, and Ray before they got here: Crimson Eye: Crimson Eye is an upgraded version of Red Eye, a Super Badnik that appeared in the remodeled Death Egg Zone in Sonic 3 & Knuckles. The first part of the battle is the same as with Red Eye, where attacking Crimson Eye’s pupil will cause 1 of the metal balls surrounding it to explode and shoot some spikes throughout the area. After destroying its tower, Crimson Eye will go into its second form, where its armed with 2 cannons. At this point in the fight characters will have to fight while the gravity changes, making it harder or easier to Spin Jump, as Crimson Eye lands on the ground or ceiling and starting firing projectiles. Fast Fact: In Encore Mode, Crimson Eye becomes Emerald Eye due to the palette swap. Phantom Egg: The Phantom Egg is an armor suit Eggman wears with the Phantom Ruby planted in the middle of it. The Phantom Egg has a shield, that only disappears while charging up, missiles, that fire out the top of the armor, and Ruby Fists, that grab our heroes and teleport them into rooms with new versions of the HBH called the Phantom Heavies. Phantom Heavies: Longer exposure to the Phantom Ruby in the Titanic Monarch Zone caused the HBH to transform even further. Phantom Gunner: Phantom Gunner is an upgraded version of Heavy Gunner, that changed due to more exposure to the Phantom Ruby. Its arms are gone and have been replaced with 2 rocket launchers that fire more rounds than he normal could as Heavy Gunner. However, the brief mini boss is still the same where the white and blue missiles will come flying back to him. Phantom Shinobi: Phantom Shinobi is an upgraded version of Heavy Shinobi, that changed due to more exposure to the Phantom Ruby. His body is now a giant shuriken with 8 extending blades. Phantom Magician: Phantom Magician’s room is a quick round of the shell game where she hides inside one of the giant cups and shuffles each one around. If our heroes choose the right one that Phantom Magician is hiding in, they’ll avoid the lasers shooting out of the other 2 giant cups. Phantom Rider: While Phantom Rider looks the same as her Heavy Form, Jimmy now looks more like a badass motorcycle. In Phantom Rider’s area, she’ll race on the upper path while our heroes run on the bottom path. Phantom King: He's the only member absent from this fight... Bonus Stage (Sonic Mania Plus: Mania Mode) How to get there: In Mania Mode, after a character touches a Star Post with at least 25 Rings, a portal will open to the Blue Sphere Bonus Stages. Summary: The Bonus Stages in Mania Mode are original and new maps of Blue Spheres. Reward: Collecting all Silver & Gold Medallions will unlock new features in the Extras Menu. Also, collecting all Gold Medallions will change the Mania Mode Bonus Stage into the Encore Mode Bonus Stage. Bonus Stage (Sonic Mania Plus: Encore Mode/Mania Mode) How to get there: In Encore Mode, after a character touches a Star Post with at least 50 Rings, a portal will open to the Pinball Bonus Stages. Summary: The Bonus Stage in Encore Mode is a Pinball Machine based on Sonic Arcade, Sonic Spinball, & Knuckles Chaotix. Players will have to bounce characters into top part of the table to enter a Combi Catcher roulette filled with different prizes. Reward: More Rings, more Characters, which act as your Life Counter in Encore Mode, & Elemental Shields, which are helpful in different Zones Special Stage (Sonic Mania Plus) How to get there: Find of the 3D Giant Rings hidden throughout the Acts Summary: In Sonic Mania’s Special Stages, characters can only run and jump to chase down a UFO carrying a Chaos Emerald. Collecting Blue Spheres will increase their Speed and collecting Rings will increase their time. There are 7 Special Stages in Mania Mode and Encore Mode each, making a total of 14 altogether. Reward: Collecting all 7 Chaos Emeralds will allow Sonic, Tails, Knuckles, Mighty, and Ray to become Super, combining the powers of Speed Sneakers and Invincibility. It also allows Sonic to enter the Egg Reverie Zone after defeating the Phantom Egg in TMZ Act 2. Zone Discussion Questions 1. Sonic Arcade & Knuckles Chaotix were not easy to find and play back in the day or now, besides emulators. Are you one of the lucky few to have actually played them? Or are you like me and missed out on them? 2a. What is your number 1 BEST level in Sonic Arcade? Or if you can’t pick one, what are your top favorites? 2b. What is your number 1 WORST level in Sonic Arcade? Or you can’t pick one, what are your least favorites? 2c. What are your favorite Level Music Tracks from Sonic Arcade? 3a. What is your number 1 BEST level in Knuckles Chaotix? Or if you can’t pick one, what are your top favorites? 3b. What is your number 1 WORST level in Knuckles Chaotix? Or you can’t pick one, what are your least favorites? 3c. What are your favorite Level Music Tracks from Knuckles Chaotix? 4a. Out of the 9 remixed Zones in Sonic Mania Plus (AIZ, GHZ, CPZ, FBZ, SSZ, HCZ, OOZ, LRZ, & MMZ) which one do you like the MOST? Or if you can’t pick one, what are your top favorites? 4b. Out of the 9 remixed Zones in Sonic Mania Plus, which one do you like the LEAST? Or if you can’t pick one, what are your least favorites? 4c. Out of the 4 original Zones in Sonic Mania Plus (SPZ, PGZ, MSZ, & TMZ), which one do you like the MOST? Or if you can’t pick one, which 2 or 3 are your top favorites? 4d. Out of the 4 original Zones in Sonic Mania Plus, which one do you like the LEAST? Or if you can’t pick one, which 2 or 3 are your least favorites? 4e. What are your favorite Zone Music Tracks from Sonic Mania Plus? 5. Do you think Sonic Arcade or Knuckles Chaotix should get remakes to retell the stories of those games while fixing problems with controls, level design, movesets, partner mechanics, and other things? If you say yes, what would you change and keep the same? Mighty & Ray Discussion Questions 1. Before Sonic Mania Plus was announced, what were your initial thoughts on Mighty & Ray? 2. Who did you enjoy playing as more in Sonic Mania Plus? Mighty, Ray, both of them, or neither of them? 3. Is there anything you would change about Mighty & Ray in Sonic Mania Plus? (Animations, moves, sprites, etc.) 4. Would you like to see Mighty & Ray playable again in the future, whether in a Sonic Mania Sequel or other new games? 4a. If you say Yes, should Mighty & Ray stay in the Classic Timeline or someday appear in the Modern Timeline? 4b. If you answered Yes again, would you keep their Archie Modern Designs (seen below)?
  17. (Textless Cover of Archie's Sonic the Hedgehog 218) Deserts are 1 of 4 variants of the Earth theme in the Sonic Game Universe. Starting with the Sandopolis Zone in the Genesis Era, Desert Zones have mostly appeared as just another subdivision of the Ruins themed Zones alongside Water, Wind, and Fire. It wasn’t until the Modern Era when we started seeing more variety, with levels like Sand Oasis, Frontier Canyon Zone, and Oil Desert Zone and even in Sonic Mania and Sonic Forces, with Mirage Saloon Zone and a fusion with the Green Hill Zone. As we travel these harsh environments, be careful not to get a sand rash… NOTES: 1. All entries in the opening post are: Dusty Desert from Sonic the Hedgehog 2006 Zones and Hubs with the words “Desert”, “Mirage”, “Pyramid”, or “Sand” in their names 2. If you have a favorite Desert themed Level/Hub that fits Note #1, know an awesome Desert level from a Sonic fan game that fits Note #1, know a desert level that follows the theme that I missed, or have a level you feel can be debated as a Desert Styled level, feel free to talk about it in the topic. Sonic the Hedgehog 3 & Knuckles: Sandopolis Zone and Desert Palace Zone The Sandpolis Zone is a desert located on Angel Island, where Sonic and Tails land after jumping from the Flying Battery. Act 1 has Sonic, Tails, and Knuckles explore the desert while rock climbing down the sides of stone walls while holding onto a pulley, pushing stone blocks onto small gears to use as platforms, slide down and ride streams of quicksand, bouncing off of special bungee cords, and spinning through shuttle loops twice to get more air. In Act 2, they explore the inside of one of the pyramids that leads to the Lava Reef Zone. However, they accidently released ghosts from a Prison Capsule that get really aggressive when it gets dark and they have to use light switches to make them disappear. Also, there’s a number of switch activated sand doors and 2 areas where sand will start to fill up the ruins. The Badniks shifting through the Sandopolis Zone are Skorps, a robot scorpion with a spike ball as a stinger and a very long tail, Rock’n, one of the new Mimic robots disguised as a rock that can only be destroyed by rolling into it, and Sandworm, a version of Catakiller specialized for the desert that swims in the quicksand like a Chopper. The Sub Boss of Act 1 is a Golem that can only be defeated by tricking it into the quicksand. The main boss in Act 2 has Eggman and Egg Robo rocking stone armor, 2 giant arms and fists, and a laser. Fortunately, hitting the armor in the head knocks most of it away, temporarily stalls the laser, and leaves Eggman and Egg Robo wide open. The Desert Palace Zone is an area in or close to Sandopolis Zone on the Floating Island. Sonic, Tails, and Knuckles use the area as a racecourse in Competition Mode. The trick of this stage is that one of the bridges will collapse after a character runs over it and reform momentarily. Sonic Blast: Yellow Desert Zone The Yellow Desert Zone can easily be described as Sandpolis Zone Lite. The only unique thing I can talk about is the crater hopping areas in Act 2, where Sonic and Knuckles can jump between holes in a wall. In Act 3, Eggman appears in his Monkey King (aka Sun Wukong) Mech that has a staff and can ride a cloud. Not sure what purpose the ponytail serves, though… Sonic Drift 2: Desert Road 1 & 2 Desert Road 1 is a regular looping track that appears as the 5th course of the Purple GP and has inclines on certain curves that racers can drive on to get ahead of opponents. Desert Road 2 is a non-looping track that appears as the 1st course of the White GP and has tunnels. Sonic R: Regal Ruin Regal Ruin is a sandy island of ruins hiding 5 Sonic Tokens and 2 Chaos Emeralds. Collecting all 5 Sonic Tokens and getting at least 3rd Place will allow players to challenge Egg Robo. Sonic Arcade (aka SegaSonic the Hedgehog): Desert Dodge Desert Dodge is the 3rd area of Eggman Island where Sonic, Ray, and Mighty have to run through a desert while avoiding sinkholes, twisters, a giant robot insect with a spike ball for a tail, underground jump ropes, and quicksand. Sonic the Fighters/Championship: Flying Carpet Flying Carpet is the second stage of the game in Arcade Mode, where players fight Amy. Sonic Adventure: Sand Hill Sand Hill is a desert in the Mystic Ruins that Tails had to surf through to find Chaos possessed Froggy and retrieve the Red Chaos Emerald he ate. There are no Rings here and Tails can go through Point Gates to make a combo. Sonic Adventure 2: Hidden Base, Pyramid Cave, Death Chamber, Sand Ocean, and Egg Quarters Hidden Base has Tails start off Team Heroes’ infiltration of Eggman’s desert base, blowing up Badniks and G.U.N. robots to find the entrance. Tails can return here to get the Mystic Melody once he upgrades the Cyclone with the Bazooka. Pyramid Cave has Sonic rush through the inside of the pyramid while fighting Badniks, collecting the Bounce Bracelet and doing bounce attacks to reach higher areas, finding keys to switches, and quickly use Hourglasses to activate time sensitive doors. Death Chamber has Knuckles find 3 keys to unlock the door to Eggman’s shuttle and collect the Hammer Gloves to allow him to break Steel Boxes. After finding 3 Keys, Knuckles will have a Boss Fight with King Boom Boo and afterward Sonic will fight against Eggman’s guardian robot, the Egg Golem. Sand Ocean is the path Eggman used to head back to his desert base after releasing Shadow. It seems that he was followed however, because G.U.N. robots are swarming the place. Eggman must blast his way to the entrance of his HQ while avoiding the Quicksand. His Mystic Melody is also somewhere in this area. Egg Quarters is Rouge’s version of Death Chamber where she has to find 3 Keys to enter Eggman’s base and collect the Pick Nails to allow her to dig holes. Sonic Rush: Mirage Road Zone The Mirage Road Zone is a desert filled with ruins that Eggman and Eggman Nega have taken over. It’s the 3rd Zone for Sonic’s Story and Blaze’s Story and is kind of like a Modern remix of Sandopolis Zone but with Grind Rails, more room to run, a cart and river ride, a Special Stage to get the Yellow Chaos Emerald for Sonic, the Yellow Sol Emerald for Blaze after defeating the Boss, and no darkness loving ghosts. Unfortunately, there are areas where Sonic and Blaze have to stop and defeat a wave of Egg Pawn Series robots to continue. The Boss of Mirage Road Zone is the Egg Scarab, a giant bug that can create Sonic the Hedgehog 2006: Dusty Desert Dusty Desert is a desert in Soleanna with the world’s fastest quicksand. Sonic runs through the sands as Elise uses her “Soul Shield” to prevent them both from being sinking into the bottomless quicksand. As for Shadow, this is his last level in the game as he teams up with Rouge and Omega to take down Mephiles. Finally, Silver has the worst version of this level where he has to deal with the exploding, number ball puzzle. Sonic Riders: Sand Ruins and Dark Desert Sand Ruins is a course going through a desert and a temple that may have been created by the Babylonians. In Story Mode, this is the final race in Eggman’s Grand Prix, where Sonic races against Tails, Knuckles, and Jet. Unfortunately, his Extreme Gear, the Blue Star, was sabotaged by Wave’s miniature explosive and allowed Jet to win the race. Dark Desert is a different course of Sand Ruins that takes place during a Solar Eclipse. Sonic Rivals: Death Yard Zone The Death Yard Zone is a desert on Onyx Island where factories and junkyards have been built. It could also be a future version of the Sandopolis Zone, since Onyx Island is a future version of Angel Island. Here the matches are Sonic VS Knuckles and Shadow VS Silver. Instead of a Boss Battle, everyone will race Metal Sonic 2.0. Sonic Rivals 2: Frontier Canyon Zone The Frontier Canyon Zone is an “old western” style desert that conventionally has racecourses and arenas. Here the Story Mode matches are Sonic VS Espio, Tails VS Silver, Knuckles VS Metal Sonic, and Rouge VS Shadow. In the Frontier Canyon Zone, Rivals will spin inside lassos across bottomless pits, dodge twisters and tumbleweeds, and ride and operate a handcar while jumping over Boxes. The Boss of Frontier Canyon Zone is the Egg Bull, a giant robot bull that chases Rivals down until it comes to a stop and whoever can use the platforms quickly can score a hit on its head with a Spin Jump. Sonic and the Secret Rings: Sand Oasis Sand Oasis is a desert city where King Shahryar, the Arabian Nights’ Version of Eggman, lives with his guards and servants. While running through the sands of the city, Sonic will avoid giant harpoons, dodge fire and flamethrowers, break or avoid jars, grind on rails across the oasis waters, and collect the mysterious Fire Souls. Sonic will also return to fight the Sand Scorpion, a giant magic scorpion with eyes in its stingers and mouth, and retrieve the Yellow World Ring, which represents Joy. Sonic Chronicles The Dark Brotherhood: Kron Colony The Kron Colony is the 1 out of 5 Colonies trapped in the Twilight Cage. It is home to the Kron, a race of alien rock people who work as miners. After the Blue Cyclone crashed there after leaving their world, Sonic and his friends went to find Foreman Krag, the leader of the Kron, and convince him to join them to create an alliance against the Nocturnus. Sonic Unleashed: Shamar/Arid Sands Shamar is a desert Country based on Middle Eastern countries, such as Petra, Jordan, Iran, Iraq, and Qatar. During Sonic’s adventure, the adults of Shamar are partaking a tradition where they sleep during the day and stay awake at night. After restoring 4 Chaos Emeralds and reconnecting Apotos, Chun-nun, Spagonia, and Holoska, Professor Pickle has everything (except his Gramophone) transferred to his Shamarian Laboratory. In the PS2/Wii Version of Sonic Unleashed, the city and desert ruins are very spacious and have Sonic running through streets, canyons, and even a small oasis. Even the Bobsled returns in one of the Day Acts. In the HD Versions, Sonic finds his Light Speed Dash Shoes during the Daytime and goes through Arid Sands Day Act 1 to grab the Shamar Day Gaia Key after clearing a desert canyon. At Night, Sonic fights against the Fire Masters for the first time and brawls until he finds the Titan holding the Shamar Night Gaia Key. The Boss of the Shamar Gaia Temple is Dark Guardian, a giant Nightmare covered in armor, wielding a hammer, able to strike the ground with lightning, and powered by a tablet…with guts and organs… In the PS2/Wii Version, Sonic simply has to beat the crap of Dark Guardian to win. In the HD Version, Sonic has to actually break down the tablet by pushing 3 crates with varying weights before fighting Dark Guardian to prevent it from healing itself. After defeating Night Guardian, Shamar’s Planet Piece and the Yellow Chaos Emerald are restored. Sonic the Hedgehog 4: Oil Desert Zone The Oil Desert Zone is a desert rich with oil that is currently being refined by Eggman on Mirage Island. In a way, it’s like a fusion of the Oil Ocean Zone and Sandpolis Zone. The Badniks digging for oil in the Oil Desert Zone are a new model of Sandworm, a upgraded version of Catakiller that’s now bigger and is literally invincible, Flamer, a type of Orbinaut that’s equipped with flamethrowers instead of spiked balls, fireballs, or sharp snowballs and can set some of the oil ablaze, and Scarabesque, a new dung beetle Badnik that rolls a bomb around. At the end, Sonic and Tails fight Eggman using a robot made up of garbage and scrap metal. Sonic Lost World: Desert Ruins (Wii U Zone 1 and 4) and Sky Road (Wii U Zone 4) Desert Ruin is the desert region of the Lost Hex, where Eggman sent Zomom to fight Sonic, Sonic released the Deadly Six from Eggman’s control, and the Deadly 6 released their rage. In the Wii U Version, Zones 1 and 4 are the only desert themed Zones in the area. Desert Ruins Zone 1 has Sonic sliding through quicksand and avoiding giant cacti with faces, rushing through the ruins while dodging the mouths of the Lost Hex Sandworms, and teaming up with the Crimson Wisps and using their Color Power, Crimson Eagle, to fly. In Desert Ruins Act 4, Sonic runs through a 2D level while avoiding a sand twister, teams up with the Yellow Wisps to dig underground as the Yellow Drill, and fights Zomom in an arena of blocks. The Badniks buried in the sands of Desert Ruins Wii U are Motobug, who appears in groups as fodder for Sonic to roll through or Homing Attack, Crawlton, who has been given Catakiller’s paintjob and stills like to pop out of the ground to sneak attack, Snail Blaster, who doesn’t appear on walls in this game, Grabber, who appears inside the ruins during Zone 1 and move across the ceiling on a track, Sol, whose fireballs have been upgraded to home in on Sonic if he gets too close, and Antlion, a new Badnik that’s underground when Sonic uses the Yellow Drill and is protected by its claws and bumpers. In the 3DS Version, Desert Ruins Zone 1 has Sonic team up with the Indigo Wisps and carefully fight and outrun the Lost Hex Sandworms. Desert Ruins Zone 2 has Sonic explore inside of the ruins in 2D while teaming up with the Yellow Wisps and doing puzzle with a moving ball with a face. Zone 3 Sonic slide across elevator like quicksand to defeat enemies and in a complex switch maze and dodge Zomom’s blocky Ganondorf head. Finally, Sonic can team up with the Indigo Wisps again to take down Zomom and his blocky Ganondorf head on a small planetoid. The Version Exclusive Badniks buried in the sands of Desert Ruins 3DS are Buzz Bomber and Spinner, who act as stepping stones for Sonic’s Homing Attack. In the Wii U Version, Sky Road Act 4 has Sonic climb through a stormy version of Desert Ruins while avoiding Boos. Sonic Boom Shattered Crystal: Shadow Canyons The 4th Island in the game has Team Sonic traveling through a canyon, racing a mind controlled Shadow, and racing through another Worm Tunnel to collect Crystal Shards and find more clues from Amy’s research. Sonic Boom Fire & Ice: Thunder Island Coming Soon Sonic Runners/Sonic Runners Adventure: Desert Ruins In Sonic Runners, Desert Ruins was a Sonic and the Secret Rings Event Stage involving Sand Oasis from the Arabian Nights Storybook World appearing in Sonic’s world. In Sonic Runners Adventure, Desert Ruins is the second area of the game and is ideal for Flying Characters like Tails. Sonic Mania: Mirage Saloon Zone The Mirage Saloon Zone is a fusion of the cancelled levels Dust Hill Zone, from Sonic the Hedgehog 2, and Desert Dazzle Zone, a brand new Zone created for the remastered Version of Sonic CD. Even though Mirage Saloon Zone is a desert level, it has elements of the amusement park themed zones such as pinball flippers, piñatas, and the piano keys from Music Plant Zone. The Badniks hanging around the Mirage Saloon Zone so far are Catakiller (or Sandworm), that has a new green paintjob and spins around cacti before launching at Sonic, Tails, and Knuckles like a Crawlton, Roller, a armadillo Badnik first used in the Spring Yard Zone that has been repainted to red but still spins around, a brand new or redesigned hawk Badnik, that stands on top of cacti and will swoop down to attack Sonic, Tails, and Knuckles, and a new buffalo Badnik, that has a bumper protecting the top of its body. As far as Bosses go, one of the Hard Boiled Heavies is in the area but we don’t know its name yet. Sonic Forces: Green Hill Zone After Eggman took over the world, the Green Hill Zone began to dry up and turn the tropical coastline into a sandy desert. It seems Eggman is also constructing something here. For some reason, Classic Sonic has returned and runs through the Zone while dealing with the Sentinel Series versions of the original Badniks and facing off against Eggman’s buzzsaw and the Egg Dragoon. Meanwhile the Resistance tried to prevent a giant blue crab Sentinel from leaving the Green Hill Zone and making its way to the Chemical Plant Zone. Rookies will have to jump and dodge giant mechanical legs, use the basic functions of their Wispons to destroy Badniks, and team up with Color Wisps to use their Color Powers to reach higher areas. At the end of the level, they’ll have to outrun the giant blue crab mech, quickstepping to avoid debris, and wait for the right moment to use their grappling hooks to swing around it, tie up its legs, and bring the giant blue crab mech crashing down. Discussion Questions 1. What is your number 1 BEST Desert Level in a Sonic Game? Or if you can’t pick one, what are your top favorites? 2. What is your number 1 WORST Desert level in a Sonic Game? Or you can’t pick one, what are your least favorites? 3. What are your favorite Desert Level Music Tracks? 4. What are some old or new ideas you'd like to see in future Desert themed Levels in Sonic games? 5. What's another level theme you'd like to see fused together with the Desert themed levels, that haven’t been done yet, in Sonic games? 6. Would you personally like to see a new or remixed returning Desert Level in a future Sonic game? M. What are your thoughts, opinions, and reactions to Mirage Saloon Zone in Sonic Mania? F. What are your thoughts, opinions, and reactions to the Desertification of Green Hill in Sonic Forces? Coming Soon: Gimmick Mountain Zones (Canyon, Hill, and Mountain Levels in Sonic Games)
  18. The Green Hill Zone is one of the most iconic levels in Sonic’s universes and gaming history. So it’s no mystery why it’s appeared multiple times as a throwback level and been remade and reconstructed into new levels, creating its own Sonic level theme and a subdivision of the grass and mountain themes. Some of the remixed Green Hill Zones have been great while others didn’t go above and beyond. Besides the Green Hill Zone and its family, the series has expanded on the grass level trope and has added a number of beautiful forests, jungles, savannahs, and gardens filled with plants, trees, animals, and secrets. Unfortunately, these areas are also ideal for Eggman who needs animals to power his Badniks and then bleed the area dry of its resources. NOTES: 1. Starting with this topic, I’m going to add all Official Sonic Game Action Stages and Hub levels that match a theme, regardless if I have actually played them personally or not. As long as my research is good, I should be able to do the levels justice...if they deserve it. 2. All entries in the opening post are: All Versions of the Green Hill Zone Other Zones and Hubs similar to and inspired by the Green Hill Zone that are grassy hills with unique patterns in the rock Zones and Hubs with the words “Green”, “Turquoise”, “Forest”, “Jungle”, or “Botanical” in their names Zones and Hubs that have grasslands, savannahs, forests, and jungles in the foreground and background 3. Even though some Green Hill and Grass themes appear in Mini-Games, Bonus Stages, Special Stages, Multiplayer Stages, and certain Tutorials, I’ll save those for another topic at another time. 4. Also, the same goes for Versions of the Green Hill Zone, Seaside Hill, and Windy Hill that have made an appearance in other franchises and crossover games, like Super Smash Bros. and the Sega All Stars games. I’ll talk about them another day. 5. I was debating on whether or not Pumpkin Hill would fit on this list. However, after asking about it, people agreed that it doesn’t match the Green Hill or Grass level themes. 6. If you have a favorite Green Hill themed and/or Grass themed Level/Hub that fits Note #2 and was mentioned in Notes #3 and #4, know an awesome level from a Sonic fan game that fits Note #2, have a level that follows the themes that I missed, or have a level you feel can be debated as a Green Hill or Grass Styled level, feel free to talk about it in the topic. Sonic the Hedgehog: Green Hill Zone There’s no way I can do this list without reviewing the original level in both the Genesis and Game Gear versions of the first game. The Green Hill Zone is the tropical, grassy, rocky, and checkerboard coastline of South Island. The area is filled with palm trees, flowers, and totem poles. While exploring Sonic can check the trees for hidden Springs and Item Boxes, catch a ride on swinging and levitating platforms, carefully cross the bramble bridges and avoid spike pits, and roll down hills and use his momentum to break into some of the rock walls or reach higher areas. The first Badniks introduced in the series and encountered in the Green Hill Zone are Motobug, a slow moving robot ladybug, Buzz Bomber, a robot wasp that flies and only comes to a stop to shoot a projectile at Sonic, Chopper, a robot piranha that jumps out of the water to bite anyone who crosses their bridges, Crabmeat, a robot crab that slowly moves and fires projectiles from its claws, and Newtron, a robot chameleon that either teleports to areas and fires projectiles or transforms into a missile. Waiting for Sonic at the end is Eggman with a giant Green Hill Wrecking Ball. Sonic the Hedgehog 2: Emerald Hill Zone, Aquatic Ruins Zone, and Hill Top Zone The Emerald Hill Zone is the first Green Hill on Westside Island, starting off Sonic and Tails’ Adventure. The area has coconut trees, transparent bushes, horizontal spiral bridges, mini caverns with secrets, Diagonal Springs, plenty of slopes to practice Sonic’s new Spin Dash ability, waterfalls that lead to lower paths, and more varied rock formations that still have checkerboard patterns. The Badniks stationed at the Emerald Hill Zone are Buzzer, an upgraded Buzz Bomber that travels in pairs, Masher, an upgraded Chopper that looks more aggressive but still jumps out of the water to bite anyone who crosses their bridges, and Coconuts, a new robot monkey that climbs the trees and throws coconuts as projectiles. At the end, Eggman flies into his Drill Car, overdoing it by trying to impale and run over Sonic and Tails. The Aquatic Ruins Zone is a set of underwater ruins surrounded by plants and vegetation. Sonic and Tails will have to use Springboards to bounce and reach certain areas, Spin Jump to destroy old pillars, use old tree trunks as bridges, anticipate Eggman’s fake pillars and dodge the arrows they shoot when someone passes them, avoid falling pillars that break apart underwater, and use the swinging platforms that return from the Green Hill Zone. The Badniks exploring the Aquatic Ruins Zone are Grounder, an upgraded Burrowbot that sometimes crashes through walls like Kool Aid Man, Whisp, a fly Badnik that swarm Sonic and Tails in groups, and Chop-Chop, an upgraded version of Jaws that swims in the water and attacks anything alive that comes into its path. Before reaching the Prison Capsule, Sonic and Tails face Eggman in a game of Whack-A-Pole. The Hill Top Zone is the second Green Hill on Westside Island, that’s an Aqua Green volcano rising high above the clouds. Sonic and Tails will have roll and Spin Dash through Shuttle Loops to drill into the ground, jump over lava lakes, ride old, grassy lifts, use the seesaws that return from the Star Light Zone, and carefully navigate the area during earthquakes that cause the ground and lava to rise and fall. The Badniks warming up in the Hill Top Zone are Sol (aka Gohla), a fire version of Orbinaut, Spiker, an ground based Orbinaut with a spiked hat for a projectile, and Rexon, a dinosaur Badnik that swims in the lava, spits fireballs, and can be used as a platform after its head is destroyed and its animal is freed. Eggman waits for Sonic and Tails with at the end of Act 2 with a lava proof machine and a flamethrower. Sonic the Hedgehog 3 & Knuckles: Angel Island Zone and Mushroom Hill Zone The original Angel Island Zone was a jungle filled with many plants and trees, located on the Floating Island. Unfortunately for Sonic and Tails, Eggman was waiting for them when they first arrived. After landing, Super Sonic was Sucker Spin Jumped by Knuckles and lost the Chaos Emeralds, Sonic and Tails watch the area become a giant bonfire thanks to Eggman’s robots in Act 1, and try to avoid drowning, burning, and getting shell-shocked before being dropped into a massive waterfall. The Jungle Badniks in the Angel Island Zone are Rhinobot, a faster and more aggressive Rhino version of a Motobug, Monkey Dude (this is seriously their official English name), an upgraded version of Coconuts that repeats the process of throwing fruit as projectiles from the safety of its trees, Catakiller Jr., an upgraded version of Catakiller that flies and is protected by electricity instead of spikes, and Bloominator, a spiky, robot flower that shoots spiked balls out of its top. The Mini-Boss is unique, not only because it’s the first Mini-Boss in the game, but also because it appears halfway through Act 1 before it and its squad start torching the area. If Sonic, Tails, and Knuckles have a Flame Shield, they will be protected from the flamethrower and bombs. At the end of Act 2, Eggman (or Eggrobo for Knuckles) comes in with a camouflaged machine that also shoots flames. The Mushroom Hill Zone is a Green Hill with a rice pattern surrounded by a giant woodland forest on the Floating Island, where Sonic and Tails land after stopping the Death Egg from launching again. The Mushrooms that grow here can be used as Springs, seesaws, hang gliders, and parachutes. There’s also new gimmicks like gymnastic Swinging Poles that Sonic, Tails, and Knuckles can swing from, chain like vines that can trap Sonic, Tails, and Knuckles until they use a Spin Dash, and a giant...elevator…thing that can be used as a ladder. Each Act also has different seasons, changing the colors of the level starting with green grass and red & orange mushrooms in summer, then orange grass and blue mushrooms during the fall, and finally grayish green grass and green mushrooms in the winter. The Badniks that harvest the Mushroom Hill Zone are Butterdroid, a robot butterfly that slowly swarms Sonic, Tails, and Knuckles, Mushmeanie, a bouncing robot that has wears a mushroom as a shield and needs 2 hits to be destroyed, Dragonfly, a robot dragonfly with a sharp tail that flies up and down, Madmole, a respawning robot Mole that uses sticky mushrooms as projectiles, and Cluckoid, a weather vain rooster that can blow Sonic, Tails, and Knuckles backwards…if it gets the chance to collect air. The Sub Boss of Act 1 is a Jet Pack Lumberjack that cuts down trees, turning the chopped up wood into projectiles. The main boss in Act 2 is a running battle where Sonic, Tails, and Knuckles have to jump over Spiked Ball hurdles and Spin Jump Eggman/Eggrobo in the face while avoiding the mini thrusters. Sonic CD: Palmtree Panic Zone, Collision Chaos Zone (Past & Good Future), Quartz Quadrant Zone (Past, Present, & Good Future), Stardust Speedway (Past), and Metallic Madness (Good Future) The Palmtree Panic Zone is a Green Hill with a triangle pattern located on the Little Planet. The Zone has star shaped plants, a unique 3D slope that Sonic runs through to get some air in Act 1, a few tunnels with secrets, unique gem like platforms, machines that spin Sonic when he stands on top of them, and the new Past and Future Signposts, that allow Sonic to time travel if he can maintain speed for a period of time. The Badniks causing a panic in the Palmtree Panic Zone are Anton, an Ant version of the Motobugs, Mosqui, a robot Mosquito that comes down to stab Sonic with its nose like a spear and sometimes appears in groups, Pata-Bata, a bigger pink version of Butterdroid, Kamemusi, a robot stinkbug that shoots projectiles out of its back, and Taga-Taga, a robot water bug that acts like a Chopper here but also appears in the Tidal Tempest Zone’s underwater sections. At the end of Act 3 in the Bad or Good Future, Eggman appears in a machine that looks a boxer, with spikes on its feet and Bumpers as Boxing Gloves. Fortunately, it’s very weak, only takes 3 hits to destroy, and each hit takes out the gloves. In the Past, the Palmtree Panic Zone looked like an area where dinosaurs may have lived with its prehistoric plants. In the Bad Future, this tropical paradise becomes a polluted environment with toxic water, pipes going through the ground, and the scariest looking mechanical palm trees. Even the Badniks are depressed, damaged, attack less often, and move slower than in other time periods. In the Good Future, the palm trees, pipes, and metal are less scary and help transfer water throughout the zone. Besides the Palmtree Panic Zone, some of the other Zones started off with grass elements in the past and end up with grass elements in their good futures. In the Past, the Collision Chaos Zone was a prehistoric jungle almost similar to the Palmtree Panic but with its own unique plants, rock formations, and has Sonic running during Sunset. In the Good Future, the Collision Chaos Zone blends the past and present together, having nature and technology on even terms and new blue towers and red orange mountains in the background as Sonic runs through the daytime. In the Present, the Quartz Quadrant Zone is a quartz quarry within a forest. In the Past, the Quartz Quadrant Zone was another Green Hill with more plants and vegetation, green lakes in the caves, and a smaller forest outside of the caves. In the Good Future, the Quartz Quadrant Zone becomes a futuristic cavern city with tall buildings and trees on the outside. In the Past, the Stardust Speedway Zone was a stone city with a grassy highway made of plants and vines. In the Good Future, the Metallic Madness Zone goes green and looks a little less threatening. Knuckles Chaotix: Isolated Island and Botanic Base Isolated Island is a Green Hill outside of the Newtronic High Zone, where Knuckles finds Eggman locking up Espio in a prison called a “Combi Catcher”. After Knuckles frees Espio, Eggman escapes the area using Metal Sonic. In this Zone, Knuckles and Espio practice using the Link Rings and Power-Ups insides Item Boxes and run through the area throughout an entire day, from morning until night. There are no Badniks or Bosses here in Scenerio Mode. At the end, players finish the level by playing a Special Stage. The Botanic Base is one of 5 Attractions in the Newtronic High Zone that has Chaotix Tag Teams explore the inside of a giant greenhouse. Like the other Zones, enemy placement and the Boss’s difficulty change depending on the time of day. The Badniks in the Botanic Base are Bushbubble, a robot plant with a dome that become a shield at night, Spiketower, a Badnik with a grappling hook, and 3 unnamed ones: a robot bush that works similarly to Red Bubbles, a new type of Catakiller that extends itself without any protection, and a floating like robot plant that acts like Grabber. In Botanic Base Level 5, Eggman uses a crane to capture one of the partners and the Leader has to spin jump into Eggman and avoid Eggman while his machine is electrified. Sonic 3D Blast: Green Grove Zone The Green Grove Zone is the Green Hill of Flicky Island. Sonic will have to run through the area, avoiding landmines and rotating turret guns to destroy Badniks, and collect Flickies. Besides Caterkiller, the other Badniks in the game do not have official names. In Act 3, Eggman appears with a giant spiked ball and tries to drop it and have it bounce on top of Sonic. Sonic can attack when Eggman comes down to pick up the Spiked Ball but can only damage him by Spin Jumping into the dome. In the Sega Saturn Version, the colors for the zone are paler shades of brown, there are unique animations, moles with construction hats can sometimes be seen on the sides of walls or inside little holes, and there are more flowers, mushrooms, and plants. There’s also a Map on the Pause Screen. Sonic the Hedgehog (Master System/Game Gear): Green Hill Zone, Bridge Zone, and Jungle Zone Starting the trend of Version Exclusive Zones, the Game Gear Version of Sonic the Hedgehog also showed a world map as Sonic goes through South Island from the Green Hill Zone to the Sky Base Zone. The Game Gear Version of the Green Hill Zone is shorter than the Genesis Version, has signs to warn Sonic about spike pits, and has Sonic exploring the insides of the Hill in Act 2, which has a few water sections and a hidden Chaos Emerald. For this Boss Battle, Eggman doesn’t modify the Egg-O-matic with anything. No wrecking ball. No drill car. Nothing. He simply tries to ramp Sonic with it weaponless. The Bridge Zone is a taller Green Hill with diagonal patterned blocks of the same color. Sonic climbs higher into the mountain and crosses bridges built over rivers and waterfalls filled with Choppers. Act 2 is an auto-scrolling stage while in Act 3 Eggman appears with an aquatic Egg-O-Matic that can shoot projectiles. The Jungle Zone is a jungle filled with fruits and wild flowers. Sonic will have to run and roll on vines and log run on top of logs in water to reach the Goal Post. At the end, Eggman appears with a machine that drops bombs. Sonic the Hedgehog 2 (Master System/Game Gear): Green Hills Zone The Green Hills Zone is just a remixed version of the Green Hill Zone. I’m not entirely sure that adding an “s” to the name does much to change it. What does change is that the level is the 4th Zone in the game, making it the only Green Hill in the Genesis Era that doesn’t appear as the first level of the game, the music for the level is “Toot Toot Sonic Warrior” from the Japanese Sonic CD soundtrack, and the Boss of the level is a big Ball Hog dressed like a sumo warrior that rolls into a ball and tries to hit Sonic. For some reason in Act 1, there’s a formation of Rings that spell out the word “END”. Sonic Chaos: Turquoise Hill Zone and Mecha Green Hill Zone The Turquoise Hill Zone may actually be the Green Hill Zone once South Island began sinking into the ocean after Eggman took the Red Chaos Emerald, scattering the rest of the Chaos Emeralds, and disturbing the balance thus creating chaos. The area has the horizontal spiral bridges from Emerald Hill Zone, breakable walls like in the Green Hill Zone, and the new Rocket Shoes Power-Up for Sonic, which allow him to fly in a straight line for a period of time. The local Badniks are bombless Buzz Bombers and Boing-O-Bot, an upgraded Motobug with caterpillar wheels and Springs on top that protect it from Spin Jumps. The Boss of this area is a giant Boing-O-Bot…that has no offensive attacks unless Sonic and Tails decide run directly into it. The Mecha Green Hill Zone is a gray, artificial, and polluted version of the Green Hill Zone. I’m not sure if this is the original, affected by chaos from the Red Emerald being taken or if this is Eggmanmade. As cool as Mecha Green Hill Zone sounds, I feel that there’s some missed potential here. The coconuts in the trees are actually bombs and will explode if Sonic and Tails touch them. Like the Green Hills Zone, the music is a remix of “You Can Do Anything” from the Japanese Sonic CD soundtrack. The Boing-O-Bots from the Turquoise Hill Zone return but are now blue for some reason. The Boss of this area is a either a metal beetle, monkey, sloth, or all of thee above, climbing up and down a tree while firing projectiles out of its back. Sonic Triple Trouble: Great Turquoise Zone and Meta Junglira Zone The Great Turquoise Zone is the Green Hill of Sonic Triple Trouble and more than likely a remixed version of the Turquoise Hill Zone. In this area there are special types of trees that grow here that have Springs hidden in the top, which Sonic can use to reach higher areas. Also there are a few water sections, Tails can enter Special Stages, and the Boing-O-Bots have been changed into robot Turtles. The Boss of this Zone is the Tart Turtle, a bigger version of the turtle Badnik that flies around and requires Sonic and Tails to use the mini ones to reach it with a Spin Jump. The Meta Junglira Zone is a jungle with a weird name. Here Sonic and Tails can Spin Dash to make tunnels, use cannon like jars, avoid swamp water that acts like quicksand, and bounce off the round objects that were in the Collision Chaos Zone. The Boss of this Zone is a Robot Snake. Be careful, because even after it gets defeated, Sonic and Tails have to dodge the fiery debris. …I searched and couldn’t find any definition for the word “Junglira”… Sonic Blast: Green Hill This is currently the worst version of the Green Hill Zone in Sonic games. The level design is bland, even for an intro level, the enemies are taken from the Emerald Hill Zone, and the earth here doesn’t have any unique patterns whatsoever and is completely generic dirt and gravel. What happened here? I would call it the Splash Hill Zone of the Genesis Era but it predates Splash Hill Zone by 14 years! The only positive thing I can say about this Zone is that the Boss Battle is at least original with Eggman’s machine firing boomerangs. Tails Adventure: Poloy Forest, Green Island, Lake Crystal, and Caron Forest Poloy Forest is a forest close to one of Tails’ Labs on Cocoa Island, where Tails is currently on vacation, being invaded and burned by the Battle Bird Armada (aka Battle Kukku Empire) searching for the Chaos Emeralds. While armed with Regular Bombs, Tails fights and avoids the Battle Birds while grabbing the Red Chaos Emerald and his first ever RC, T-Pup (aka Remote Robot). At the end of the forest, Tails fights the Kukku Walker, a robot walker controlled by 2 Battle Birds armed with a flamethrower and can be destroyed by 10 Regular Bombs. Green Island is one of the smaller islands to the west of Cocoa Island and is a jungle filled with beehives and micro macho versions of the Battle Birds. Once Tails gets the Napolm Dan from Cavern Island, he can blow up walls to explore the level. Tails can find the Extra Speed item to upgrade the Seafox, the Night Vision item to use for Polly Mt. 2, and the White Chaos Emerald to upgrade his health. Afterwards, he can leave by returning to the entrance. Lake Crystal has Tails ride the Seafox up river rapids while avoiding Battle Birds and water logs. Caron Forest can be accessed after finding a path in Poloy Forest using the Napalm Dan. Here Tails can find the Blue Chaos Emerald, the Triple Bomb, a stronger version of the Regular Bomb, the Sonic Item, which allows Tails to Spin Dash and Roll like in other games, and the Proton Torpedo upgrade for the Seafox. Tails Skypatrol: Training Area and Rail Canyon Area The Training Area is a Green Hill where Tails practices his moves without worrying about Badniks or Bosses. This is a mandatory level and can’t be skipped. The Rail Canyon Area is a grassy canyon filled with Baby Turtleoids where Tails faces off against Focke-Wulf at the end. History Reference: Focke Wulf was a German company known for manufacturing military aircraft for the Luftwaffe during World War II. Sonic Drift: Green Hill The Green Hill is a simple course available at the start of every Chaos GP. Sonic Drift 2: Emerald Hill (1 & 2), Hill Top (1 & 2), and Balloon Panic The Emerald Hill course appears in the Purple and White GPs, featuring a short section near a beach and landmines. The Hill Top course appears in the Purple and White GPs, featuring dirt piles that can be used as ramps. Watch out for the Motobugs. The Balloon Panic course appears in the Blue GP and appears to be a Green Hill where Hot Air Balloons are flying in the distance and balloons are scattered on the course as Power-Ups. Sonic Jam: Sonic World Sonic Jam’s hub world called “Sonic World,” was the first time Sonic was ever playable in 3D. In this area, Sonic could collect 100 Rings, jump and catch a ride with Tails, go to the Museums, and do a few missions. Sonic R: Resort Island Resort Island is a beautiful tropical landscape with a small forest, a few ruins, a small mountain, 5 Sonic Tokens, and 1 Chaos Emerald. Collecting all 5 Sonic Tokens and getting at least 3rd Place will allow players to challenge Metal Sonic. Sonic the Fighters/Championship: South Island, Mushroom Hill, and Canyon Cruise South Island is the first stage of the game in Arcade Mode, where players fight Knuckles in a Green Hill themed area. Mushroom Hill is the third stage of the game in Arcade Mode, where players fight Espio in a mushroom arena on top of a giant tree thump. Canyon Cruise is the fourth stage of the game in Arcade Mode, where players fight Tails on a boat near a checkerboard canyon. Sonic Adventure: Mystic Ruins Adventure Field The jungle area of the Mystic Ruins is a big maze where Big lives and fishes with Froggy, a ancient ruin sits in the middle, and a bridge leading to Eggman’s ground base is located. Tails, Knuckles, and Gamma can easily fly, glide, and hover around the area while Sonic, Amy, and Big have to jump and run on top of stable branches until they fall through. There are a few items, Power-Ups, and Emblems hidden here. Sonic Adventure 2: Green Forest, White Jungle, and Green Hill After being freed from jail, jogging through Metal Harbor, upgrading his shoes to perform Light Dashes, and fighting Shadow, Sonic learns that the entire island is set to explode. Now Sonic has 8 minutes to run through the forest area of Prison Island to find Tails and Amy and escape. While rushing Sonic will grind, swing, and bungee jump from vines, run around broken Shuttle Loops, and, if he’s fast enough, grab the Ancient Light upgrade to be able to do Light Attacks. If the timer in the corner of the screen and music doesn’t get you pumped to get through this level as fast as possible, I don’t know what to tell you. Be careful in the area with the Goal Ring because some of the ground sinks and rises for some reason. The only reason Shadow is still on the island is because he finds out Rouge is locked inside of the safe, remembers Maria, and decides to go rescue Rouge and the 3 Chaos Emeralds. White Jungle is very different from Green Forest, giving Shadow 10 minutes to clear the level, forcing him to somersault under barricades, grab level exclusive pulleys that launch him up and down and all around, and grabbing his own upgrade to perform Light Dashes. After collecting 180 Emblems, completionists are rewarded with this Dreamcast Era remix of the original Green Hill Zone. The entire level is in 3D with Sonic starting out in 2D. Enemies include Buzz Bombers and Choppers and destroying them releases animals that can be used in the Chao Gardens. I still haven’t unlocked it myself… Sonic Shuffle: Nature Zone The Nature Zone is a beautiful forest area in Maginery World that was created from the dreams of those who love nature. Unfortunately, Void’s influence is causing a set of black ruins to overtake the trees and plants. Players will have to carefully walk across alligators, get blocked once some of the Void Pillars fall onto the paths, and use a Key to get to the last Precioustone, whose Monster is a Tree. The Ending Minigame for this level has players experience an early version of Sonic Dash as they outrun an earthquake. Sonic Heroes: Seaside Hill, Ocean Palace, Frog Forest, and Lost Jungle Seaside Hill is a group of Green Hilled islands in the shape of whales. Most of the Teams will practice formations, use the Bobsled, and reach the Goal Ring at the end while Team Chaotix searches for Hermit Crabs. Ocean Palace is a group of white ruins located in Seaside Hill. Knuckles, Big, Omega, and Vector will have to help their teams by smashing through giant blocks and doors and using big fans to reach higher areas. Sonic, Shadow, and Espio can also use the Triangle Jump to wall jump horizontally off of walls over gaps. After outrunning giant wheels with spikes called Kao, Teams will have to face off against the Egg Hawk. The Frog Forest is a remixed version of the Mushroom Hill Zone filled with giant frogs that can make it rain...literally. All that rain has caused the plants that grow here to reach new record, breaking sizes. Unfortunately for Team Rose, even though all of the giant frogs look exactly the same as him, Froggy cannot be found here… Was this Froggy’s original home? The Lost Jungle is the second half of Frog Forest and a swamp like area where a black version of the giant frogs live. Unlike their Act 1 cousins, Black Frogs create a special type of rain that destroys plants, which can be helpful and dangerous for Teams. At the end, Teams will have to Tarzan their way through the swamp while avoiding a giant alligator. At the end Team Heroes fights against Team Dark while Team Rose fights against Team Chaotix. Shadow the Hedgehog: Death Ruins and Iron Jungle Death Ruins is one of 5 choices for Level 4, which can only be accessed by helping Tails in Circus Park. Death Ruins is a set of jungle ruins used as a battlefield with Rouge & G.U.N. VS Black Arms. There’s no Neutral Mission and even if Shadow helps Black Doom, he has a Boss Fight with Black Bull anyway. Iron Jungle is one of 5 choices for Level 5, which can accessed by helping Maria in the flashback, The Doom, being Neutral in Sky Troops, or helping Black Doom in Mad Matrix. Iron Jungle is one of Eggman’s bases in a jungle, which is being infiltrated by Omega & G.U.N. Shadow can help Omega shoot down Eggman’s ship to be a Hero, destroy G.U.N. Beetles to be Dark, or just go for the Goal Ring. Even if Shadow helps Eggman, he has to fight the Egg Breaker. Sonic Pocket Adventure: Neo South Island Zone The Neo South Island Zone is a remixed version of the Green Hill Zone and Emerald Hill Zone. Unlike Sonic 4, Modern Sonic still has his Classic Physics so the reuse of certain elements from other 1st levels in the Genesis Era, like the 3D slope from the Palmtree Panic Zone, isn’t as bad. The music that plays during this level is a remixed version of Sonic World from Sonic Jam in Act 1 and a remixed version of the Angel Island Zone from Sonic the Hedgehog 3 in Act 2. Even though players control Modern Sonic in this game, Eggman switches back and forth between his Classic and Modern outfits. In this Zone, he’s in his Classic Outfit and has removed the drill on his car and replaced it with the Hammer he used in the Aquatic Ruin Zone. Sonic Advance: Neo Green Hill Zone The Neo Green Hill Zone is a Green Hill that starts Sonic, Tails, Knuckles, and Amy’s adventure from a local beach, through a forest area, and finally across a bridge similar to the one from Radical Highway. The zone has a few Grind Rails for Sonic and Amy to use, Spring Poles that characters can grab and use to get some air, and a Special Spring in Act 1 that leads to the Red Chaos Emerald. The Newly upgraded and designed Badniks in the Neo Green Hill Zone are Kiki, returning from Sonic Adventure to act just like Coconuts, an upgraded Buzzer, with a propeller, Rhino Tank, with a new look that’s similar to Rhinobot, an angrier Crabmeat, and a new Frog Badnik, known as Kero-Kero in Japanese so its English Name could have been Croaker or Ribbit. After finding Eggman, he appears with the Egg Hammer, a finalized version of the machine he used in the Neo South Island Zone. Fun Fact: Neo Green Hill Zone was the original name for the Aquatic Ruin Zone. Sonic Advance 2: Leaf Forest Zone The Leaf Forest Zone is a Green Hill with a “boomerang” or “wooden picture frame” pattern in the dirt and a unique set of unknown, green, and checkerboard patterned objects in the background. Besides the mystery of what those are, the Zone also has long stretches of land for Sonic to practice entering Boost Mode, Blue Springs, Ramps, Grind Rails, and slopes that Sonic can use to get airborne and practice Aerial Tricks, bridges that can broken by Sonic’s bounce attack, Bungee Poles on the side of walls that Sonic can bounce off of, Aerial Pulleys that swing Sonic in a circle, horizontal bridges and secret tunnels that return from the Emerald Hill Zone, the only water areas in the entire game, and 7 hidden Special Rings in each Act that lead to the Red Chaos Emerald. At the end, Sonic finds Eggman in his Egg Hammer mk. II, which moves faster, has a better hammer, and, on the first playthrough, it has a giant hand that is holding Cream and Cheese. After defeating Eggman, Sonic saves and meets Cream and Cheese for the first time and continues his search for Tails and Knuckles and his quest to free the animals while Cream and Cheese try to find Vanilla. Sonic Advance 3: Sunset Hill Zone The Sunset Hill Zone is a Green Hill where time is stuck and the sun is always setting. This Zone is the second of 7 empires Eggman recently created after using all 7 Chaos Emeralds to perform Chaos Control on the entire planet. That also might explain why the trees look a little mechanical. On the first run, Sonic and Tails will run over wooden bridges and structures, use their momentum to bounce off of Fling Poles, swing from vertical poles, use Bungee cables to get some air, ride down wooden water slides, find some of the 10 Hidden Chao, and have a rematch with Gemerl before ending Act 3. The music of this zone appears to be a fusion of the original Green Hill and Central City from Sonic Battle. The Badniks here all return from Neo Green Hill Zone except for a new Mole Badnik that jumps in and out of the ground like a Chopper. If players enter Act 3 with Sonic & Tails (Sonic as the Leader), at the end Sonic and Tails will reunite with Knuckles. However, if players come in with Tails & Sonic instead, Knuckles won’t be unlocked. In the Boss Act, instead of using a Green Hill Wrecking Ball, this time Eggman and Gemerl become the Wrecking Ball and try to roll over Sonic, Tails, and Knuckles. Sonic Battle: Emerald Town and Green Hill In Sonic Battle, Emerald Town is the first hub of the game. In Sonic’s Story, he finds Emerl on Emerald Beach after Eggman copied Emerl’s data to make his Phi Series robots. The Green Hill stage is unlockable after clearing Emerl’s Story. Sonic Rush: Leaf Storm Zone The Leaf Storm Zone is a giant forest where Sonic tries out his brand new Boost ability (for the first time outside of a Special Stage and while being Super Sonic), defeats a few Egg Pawns, finds Eggman testing out a new machine using a Sol Emerald, and meets Blaze for the first time. It’s the first level for Sonic and the second level for Blaze. Sonic and Blaze can run along tree branches, grind on vines, and outrun a giant Egg Ball. There’s a fan theory that the Leaf Storm Zone is actually the Mystic Ruins from Sonic Adventure based on the World Map and the location of Tails’ shop, but I’m not completely on board with it. Pokémon 20th Anniversary Fun Fact: Leaf Storm is a special Grass Type attack introduced in the 4th Generation during Diamond and Pearl Version. Sonic Rush Adventure: Plant Kingdom Zone The Plant Kingdom Zone is a big island filled with giant plants and mushrooms, aggressive robot dinosaurs, and Green Material. This is the first island that Sonic, Tails, and Marine can reach from Southern Island using the newly created Waterbike, the “Wave Cyclone”. At the end of the island Sonic runs into the “Ghost Rex”, a giant robotic tyrannosaurus. The group also finds Tabby, a member of the Coconut Crew that travels to different islands, who gives them directions to the Machine Labyrinth Zone. Sonic the Hedgehog 2006: Forest Hub and Tropical Jungle While not as cluttered as the cities, the area is too large and everything is too far apart. It's also still very easy to get lost and not know where to go. Tropical Jungle is a jungle filled with temple ruins, giant trees, and the same issues and problems the rest the game has. Sonic Riders: Splash Canyon, Green Cave, Red Canyon, and White Cave Splash Canyon is a course going through a grassy and watery canyon, where Tails does his entry race. The rest and restore area is a river and there’s a secret route made out of a rainbow towards the Finish Line. Green Cave is a heavily forested area, where sunlight is scarce and the course goes through the trees and through a cave. Here Tails races against Wave. The rest & restore area takes place on the back of giant centipedes. Towards the end, racers will bounce off of giant spider webs. Red Canyon is the sunset version of Splash Canyon, where Wave races against Amy. This course has an extra cave to race through. White Cave seems to be a deeper part of the forest than Green Cave, where dark loving plants, Venus fly traps, and pollen blocks out the sky. The only reason why Jet is here is to escape Wave’s lecture. Sonic Riders Zero Gravity: Botanical Kingdom The Botanical Kingdom is a grassy theme park inside of a giant greenhouse. Racers can swing from twisted vines and gravity dive on the inside of a giant, fake beehive. Sonic Free Riders: Forgotten Tomb Forgotten Tomb is a building of stone ruins on a jungle island. Though most of the stage takes place inside of the ruins, racers will go through part of the jungle when they exit. Sonic Rivals: Forest Falls Zone The Forest Falls Zone is a Green Hill conventionally turned into a racecourse. Here Sonic and Knuckles race to catch up with Eggman after finding out he turned Tails, Amy, and the Master Emerald into cards. Meanwhile Shadow gets a distress signal from Eggman and notices Silver, who no one remembers because of the reset of the timeline in Sonic 2006, chasing after Eggman. In the Forest Falls Zone, Rivals must vault over logs to reach different paths, grind on vines, jump across ponds and lakes, ride on giant leaves, destroy or avoid Egg Pawns, and use Power-Ups and Special Moves to reach the Goal. The Boss of this Zone is the Egg Turtle, where Rivals compete to see who can hit its head 6 times first to win. Sonic Rivals 2: Sunset Forest Zone The Sunset Forest Zone is a Green Hill during a beautiful sunset, which is also conventionally a racecourse. Here the matches are Sonic VS Silver, Tails VS Espio, Knuckles VS Shadow, and Rouge VS Metal Sonic. In the Sunset Forest Zone, Rivals will grind on vines, roll through tunnels, climb and jump from vertical poles, vines that can be used as catapults, use vines to climb walls, and use vines to swing to higher paths. The Boss of Sunset Forest Zone has Rivals use Batbrains as bombs to drop on the Boss Machine. Sonic and the Secret Rings: Dinosaur Jungle Dinosaur Jungle is a prehistoric area filled with unique plants and different kinds of dinosaurs. Here Sonic will outrun a stampede of triceratops, ride on logs in rivers, avoid giant cactus, save King Shahryar, collect Eggs, and find the Green World Ring, which represents Hatred. Sonic and the Black Knight: Misty Lake, Deep Woods, Titanic Plains, Great Megalith, and Shrouded Forest After being summoned into Avalon and confronting the Black Knight (aka King Arthur), Sonic travels with Merlina to Misty Lake, the first level in the game. Misty Lake is a misty forest area where Sonic trains on wooden targets with a new gauntlet and his first sword, Clarent, avoids and blocks wild boars, Grinds on stone rails and long vines, gets some help from Spring and Dash Fairies, and scares some frogs as he rushes through the area. To finish his training, Sonic fights against the Mist Dragon, whose weakness is the blue horn on its head. At the end, Sonic finds and awakens Caliburn, a magic talking sword that’s a weaker version of Excalibur, and immediately fights the Black Knight with it afterwards. After visiting the Blacksmith in Camelot Castle and unlocking the Blacksmith Shop in the Menu, Sonic and Caliburn go to the Deep Woods to meet Nimue, the Lady of the Lake and the Avalon Version of Amy, and complete her challenges. In the beginning, Sonic rides on top of a horse cart while cutting down Knights that rush and jump towards him. As he continues, he’ll fight new Knights of the Underworld that use a spinning axe attack, trade items and give Rings to Villagers, and avoid swinging spiked balls, bear traps, and blocks of cheese, which is booby trapped to drop a wooden cage over Sonic if he touches them. Before meeting Nimue, he’ll first fight Lancelot, a Knight of the Roundtable and the Avalon Version of Shadow. Defeating Lancelot will get Sonic Arondight, Lancelot’s signature weapon, and sometimes the Medal of Lancelot, which plays Shadow’s theme song in the levels when equipped. After learning that a dragon had kidnapped some of the villagers, Sonic travels through Titanic Plains to get to Crystal Cave and save them. Titanic Plains is giant field of grassy plains with a few ruins, village settlements, and giant enslaved trolls pulling giant wagons. Here Sonic will have to deal with giant versions of the Underworld Knights that can grab Sonic and take multiple hits to defeat, a lance version of the Underworld Knights that charge forward, giant spiked balls that Sonic has to avoid by Jumping over them or grinding on giant spears, and different types of stone pillars that Sonic can cut down or jump through. Sonic will also fight Gawain here, who is another Knight of the Roundtable and the Avalon Version of Knuckles. Defeating Gawain will get Sonic Galatine, Gawain’s signature dual axes, and sometimes the Medal of Gawain, which plays Knuckles’ theme song in the levels when equipped. The Great Megalith is a fort near Titanic Plains that has prisons for the villagers and giant trolls and is one of the points to create a barrier to seal Avalon Castle. Players can tackle this level as Sonic, Lancelot, Gawain, and Percival but it will show Lancelot activating the barrier point in the cutscene. The Shrouded Forest is a corrupted forest that’s been covered in webs and powder, surrounded by weird plants, and is one of the points to create a barrier to seal Avalon Castle. It’s also home to a species of butterflies with hallucinogenic pollen. If Sonic, Lancelot, Percival, and Gawain touch them, they’ll get the Confused status and see fake versions of the level. Players can tackle this level as Sonic, Lancelot, Gawain, and Percival but it will show Gawain activating the barrier point in the cutscene. Sonic Chronicles The Dark Brotherhood: Green Hill Zone The Green Hill Zone is the first area in the game, where Sonic teams up with Amy and fights a Marauder. Players will return to find Eggman and get Cream the Rabbit, who is an optional character. Sonic Unleashed: Mazuri/Savannah Citadel and Adabat/Jungle Joyride Mazuri is a Country based on Africa. It's the 3rd Country Sonic visits, the first Gaia Temple Sonic and Chip enter, and the first Country whose Planet Piece gets restored. In the PS2 and Wii Versions of the game, there are no Savannah Citadel Action Stages in the Mazuri Gaia Gate. There is only the Egg Beetle Day Boss Battle. In retrospect the cutscene where Sonic saves the Mazuri villagers from Eggman doesn't make sense in the HD Versions because Eggman intercepted Sonic in the Egg Cauldron... In the PS3 and Xbox 360 Version, Savannah Citadel has Sonic runs and fights through grassy sands of the savannah while rushing around parts of a castle and climbing to the top of a giant tree. Personally, I like the Japanese Name “Clay Castle” better but that’s just a minor complaint. During the first visit during the evening, Sonic, Tails, and Chip rescue Professor Pickle and retrieve the Gaia Manuscripts from Eggman’s base in Savannah Citadel Night Act 1. On the second visit during the day Sonic saves some Mazurians from Eggman’s Egg Fighters and chases after Eggman in Savannah Citadel Day Act 1. Once Sonic and Chip catch up to Eggman, Sonic fights against the Egg Beetle, a giant robot insect armed with big pinchers and a variety of missiles and bombs. After stomping the Egg Beetle, Mazuri’s Planet Piece is fixed, the Green Chaos Emerald is restored, Holoska is unlocked, and the World Map is fully accessible. Adabat is a Country based on Southeast Asia, with a beautiful and unique sky during the night. In Jungle Joyride, Sonic crosses beaches, wooden bridges, ocean water, and ruins. In both Versions, the Egg Fighter Series Robots only appear in the Daytime. In the PS2 and Wii Versions, the Jungle Joyride Day Acts are much shorter, Sonic can use Egg Fighters holding Spring Shields to reach new areas, and "Thwomp" like obstacles. The Night Acts have Sonic travel between the villages more, carefully walk on grassy paths in the jungle, jump around platforms being moved by ocean currents and whirlpools, and navigate ruins floating over waterfalls. As mentioned earlier, the HD Jungle Joyride Day Acts are longer and more challenging. The HD Night Acts have Sonic travel between mini islands with a mix of jungle and ruins unlike the Day Acts and the PS2/Wii Version Night Acts. The guardian of the Adabat Gaia Temple is Egg Lancer, a fusion of Egg Beetle and Egg Devil Ray. While it has more offensive capabilities and Sonic fights it over bottomless pits at one point, the giant electric shield is no longer a problem. After defeating Egg Lancer, Adabat’s Planet Piece, the Purple Chaos Emerald, and Chip’s Memory are restored. Sonic Colors: Planet Wisp Planet Wisp is the home planet of the Wisps, a beautiful alien habitat that’s been disturbed by Eggman Enterprises’ construction sites. In the Wii Version, Sonic teams up with the Pink Wisps and uses their Color Power, Pink Spike, to roll and Spin Dash along walls and ceilings. Let’s not forget that Act 1 BGM. The Pink Wisp was my favorite Wisp the Wii Version and Planet Wisp is my favorite level in the game. In the DS Version of the game, Sonic meets the Yellow Wisps and uses their Color Power, Yellow Drill, to dig underground while avoiding spiked bombs, alien plants, Burrowbots, and a giant crush death drill. Sonic Generations: Green Hill (HD and 3DS), Mushroom Hill, Seaside Hill, and Planet Wisp Like the Genesis and Game Gear Versions of the original Sonic the Hedgehog, the HD and 3DS versions of Sonic Generations start out with the Green Hill Zone. Once Green Hill is restored, Classic Tails will appear, Modern Tails will be freed, and the rest of the Genesis Era Area of the White World will be open, except for Sky Sanctuary. The HD Version of Green Hill has Classic Sonic run and Spin Dash through a remixed version of the original level with the Horizontal Spiral Bridges from the Emerald Hill Zone in Act 1, probably because Emerald Hill was the second most picked level in surveys (according to an interview in the History of Sonic the Hedgehog). In Act 2, Modern Sonic boosts his way through a Modern Era version of Green Hill with 2D and 3D areas, tries out the new Freestyle Tricks, and avoids getting eaten by a giant Chopper. In the 3DS Version Act 1 of Green Hill is an updated copy of the original Act 1 from the Genesis version of Sonic the Hedgehog. In Act 2, Modern Sonic rushes through the Green Hill Zone while using the Homing Attack and avoiding getting crushed by a giant collapsing Totem Pole. The last Genesis Era Stage of the 3DS Version is the Mushroom Hill Zone. Like Green Hill and Casino Night, Act 1 is an updated copy of the original level during the Spring/Summer. Act 2 has Modern Sonic running through the Autumn Version of the level, with Seed Propellers that return and got remodeled from Frog Forest and Egg Fleet, and grinding on a giant vine in a cave at the end before using a Homing Attack to break through a wall. The last Dreamcast Era Stage of the HD Version is Seaside Hill. Act 1 combines elements of the Labyrinth Zone with the original Seaside Hill and Ocean Palace, having Classic Sonic run on land and water and outrunning a Kao to reach the end. In Act 2, the original level get remixed to be bigger and have a number of multiple pathways for Modern Sonic, including the Bobsled above the Turtles that can be accessed through a Terminal. Just don’t go past the buoys. Restoring Seaside Hill frees Espio and unlocks the Challenge Gates for the Dreamcast Era of the White World. The last Modern Era Stage and Stage in the HD Version is Planet Wisp. Act 1 has Classic Sonic team up with the Pink Wisps and use Pink Spikes to destroy Pink Blocks and activate gears to open paths. In Act 2, Modern Sonic can explore more of the non-construction areas, ride Carts, team up with the Orange Wisps, climb one of the construction towers, and avoid a crushing obstacle, similar to the one in the DS Version of Act 2, that Sonic can breakthrough and push back using the Orange Rocket. Once Planet Wisp is restored, Charmy will be freed, the Modern Era Challenge Gates will open, and the Red Chaos Emerald will be added to the collection. Sonic the Hedgehog 4: Splash Hill Zone and Sylvania Castle Zone The Splash Hill Zone is a yellow checkerboard hill fusion of the Green Hill Zone from Sonic the Hedgehog, Emerald Hill Zone from Sonic the Hedgehog 2, and Angel Island Zone from Sonic the Hedgehog 3. Unfortunately, it doesn’t recognize what made those levels unique and comes off as uninspired, especially with the Boss Battle. The Sonic Rush physics don’t help either. Maybe if they added more water elements to emphasize the “Splash” part of the level. For some reason there’s an area from the Leaf Storm Zone that reappears in Splash Hill Zone… The Sylvania Castle Zone is a fusion of the Aquatic Ruins Zone and Marble Garden Zone, creating a unique set of ruins surrounded by water, stone, and plants. Sonic and Tails explore the ruins while testing out their new Combo Abilities. The Boss for this Zone is the Egg Serpentleaf, a giant mechanical flower that can only be hit using the Copter Combo. Sonic Lost World: Windy Hill, Silent Forest, and Sky Road Windy Hill is the Green Hill of the Lost Hex and the first area Sonic and Tails land in after being shot out of the sky by Eggman. It combines the Green Hill Zone with elements from past Sky/Windy/Air themed levels and the Space theme, such as unique gravity mechanics, giant Windmills, and bouncy clouds. There’s also a special kind of sheep that lives here that has wool as bouncy as a Spring. At the end of Act 2 and Act 4, Sonic fights against Zazz and his bizarre Moon Mech. In the 3DS Version, Zone 1 has Sonic team up with the Indigo Wisps, Zone 3 Sonic runs through a sunset version of Windy Hill with Zazz sometimes interrupting the run to play dodgeball with the Moon Mech, and Zone 4 has Sonic fight Zazz and his Moon Mech on a 3D planetoid. Also, Tails’ Lab is located in Windy Hill. Silent Forest is a swamp and ruin area of the Lost Hex, where Tails gets kidnapped by the Deadly Six. Zone 1 has Sonic run and grind rails through a swamp while avoiding alligators. Zone 2 has Sonic sneak through forest ruins while an Owl Mech is searching for him. Zone 4 has Sonic enter and explore the temple ruins. At the end of Zone 2 and Zone 4, Sonic fights Zor on his Owl Mech and with his Shadow Clones. In the 3DS Version, Zone 1 has Sonic team up with the Gray Wisps and use their Color Power, Gray Quake, Zone 2 has Sonic Grind on rails while avoiding minecarts, Zone 3 has Sonic run through a version of the Wii U Zone 2 level but without the Owl looking out for him, and Zone 4 has Sonic fight Zor on the top of the Owl Mech by using cannons. The Wii U Version of Sky Road Zone 1 is a higher version of Windy Hill, filled with giant Catakillers, insane Parkour Areas that also have Crimson Wisps, and a Tank Turtle. Sonic Boom Rise of Lyric: The Pit The Pit is a mix of different level themes that unfortunately thrown off by the game’s other issues. Sonic Boom Shattered Crystal: Seaside Jungle Seaside Jungle is the second level of the Seaside Coast Hub. The level has areas that require Sticks and her boomerang. Sonic Jump/Sonic Jump Fever: Green Hill The Green Hill Zone in Sonic Jump is just a vertical remixed version of the Green Hill Zone. Sonic Dash: Seaside Hill In Sonic Dash, players can play as Sonic and Friends to see how far and how long they go through Seaside Hill. Sonic Runners: Windy Hill Windy Hill is the first level in Sonic Runners and has been remixed into a 2D endless runner. During Events, the levels changes. During the Spring Event, the area gets Easter Colors and Easter Eggs. During the Birthday Event, ribbons, presents, balloons, and cake were added to the level. Discussion Questions 1. If you had to choose, what would be the choices for your #1 Green Hill Level/Hub Area and your #1 Grass Level/Hub Area in a Sonic Game? 2. What would be your least favorite Green Hill and Grass themed levels in a Sonic Game? 3. What are your favorite Green Hill and Grass Level Music Track(s)? 4. What are some old or new ideas you'd like to see in future Green Hill and Grass themed Levels in Sonic games? 5. What's another level theme you'd like to see fused together with the Green Hill and Grass themed levels, that haven’t been done yet, in Sonic games? 6. Would you personally, like to see a Green Hill inspired Level/Hub Areas in the 25th Anniversary Game? 7. Would you personally, like to see a Grass themed Level/Hub Areas in the 25th Anniversary Game?
  19. (This artwork is the Textless Version of the Variant Cover of Archie Comics’ Sonic the Hedgehog 278, which was created by Elesis-Knight, originally known as Rafa Knight) Whether fans prefer to call him Eggman, Robotnik, Robuttnik, Baldy McNosehair, Egghead, or just Doctor, at least they can agree that he is one of the most iconic villains in gaming. For 25 years, he’s been trying to conquer the world by creating impressive inventions, using the power of magical items, dealing with supernatural forces, and teaming up with alternate versions of himself, only to be stopped by Sonic and friends. In this topic, I want to discuss some of the greatest and most dangerous locations Dr. Eggman has used as his main HQs and battlegrounds for final fights with Sonic and Friends. NOTES: 1. All entries in the opening post are Zones and Hubs with the words “Robotnik” or “Egg” in the name, Zones Eggman personally created, Eggman’s playable levels in Sonic Adventure 2, levels where Shadow can team up with Eggman in Shadow the Hedgehog, and some of the Final Levels in Sonic games that Eggman actually appears in. 2. Since we’ll be covering many Final level, Final Bosses, and True Final Bosses in this topic, there will be spoilers revealed for people that haven’t played these games (even though some of these games are 5-25 years old). YOU HAVE BEEN WARNED. 3. Many of the Factory and Metal themed Levels are debatable for this topic because it’s not easy to say whether or not Eggman originally created them, like Crimson Tower, or if he just took them over and set up a base there, like the Quartz Quadrant Zone. So for now, I’m only going to include a few debatable ones and save the rest for another topic at another time. 4. I haven’t played Knuckles Chaotix, Sonic Rivals 1 & 2, Sonic Free Riders, or any of the Sonic BOOM games so I intentionally left out levels from those games (Examples include stages such as Meteor Base Zone and Final Factory). 5. I haven’t completed Sonic Blast and Sonic Pocket Adventure, so I intentionally left out Eggman Levels from those games. 6. If you have a favorite Eggman Level or Hub I forgot about, didn’t mention because I never played or completed it, or have a level you feel can be described as a Eggman level, feel free to talk about it in the topic. Sonic the Hedgehog: Scrap Brain Zone and Final Zone The Scrap Brain Zone is Eggman’s HQ on South Island. The area is filled with traps like drop bridges with Rings to bait Sonic into Bottomless pits, fire and electric traps, round circular devices that have their own gravity, and a new Badnik called Ballhog, a Badnik Piggy bank filled with bouncing bombs. Act 3 is a sewer version of the Labyrinth Zone. The Final Zone is a small Boss Battle where Sonic has to dodge energy projectiles and try to Spin Jump into Eggman as he hides inside of giant crushing pillars. The only challenge comes from the fact that there are no Rings present in this level. Sonic the Hedgehog 2: Metropolis Zone, Sky Chase Zone, Wing Fortress Zone, and Death Egg Zone This is the start of the Death Egg Saga, where Sonic and Tails try to stop Eggman from using his custom made Death Star from taking over the world. The Metropolis Zone is a giant city sized factory Eggman build on Westside Island. This is the only Zone in the game to have 3 Acts and is remembered for being one of the hardest levels in the original trilogy. Sonic and Tails will have to avoid being crushed by pistons, pop-up spikes that appear in regular areas and small blocky platforms, use switches to activate some platforms, ride conveyor belts and the insides of pipes, and run on gears to reach higher areas. If the traps weren’t hard this zone is also home to the toughest Badniks to avoid due their positions. Shellcracker is an upgraded Crabmeat that tries to sucker punch enemies with its giant claw and stands near the edge of platforms, Slicer is a preying mantis that shoots its claws in a boomerang arc and can be found on ceilings as well as the edge of some platforms, and Asteron is a starfish Badnik that positions itself on walls where Sonic and Tails can’t reach it with a Spin Jump and explodes to shoot its spikes at them when they’re running on top of gears. Unlike the other Zones, which normally had 2 or 3 Acts for 1 Zone, Sky Chase Zone and Wing Fortress Zone are 2 Zones that have 1 Act each. After leaving the Metropolis Zone, Sonic and Tails chase after Eggman in the Tornado in the Sky Chase Zone, while dodging attacks from the Badniks Balkiry, Nebula, and Turtloids. The Sky Chase ends once they reach the Wing Fortress Zone, a giant flying plane designed by Dr. Eggman. Sonic is now forced to go solo as he or Tails tries to reach Eggman’s hanger by jumping across automated and floating platforms, hanging off of railings and cranes, floating off of fans, avoiding propeller blades and the Badnik Clucker, and using Booster like forklifts to get some speed and air. The original Death Egg Zone is a set of Boss Battles where Sonic or Tails have to fight Silver Sonic and the Death Egg Robot. Unfortunately, the challenge comes from the fact that you don’t have any Rings throughout both boss fights…again. Silver Sonic can Spin Jump like Sonic but he also has rocket boots, allowing him to slide quickly along the floor, and after a certain point he will shoot his quills as projectiles when he Spin Jumps. Silver Sonic’s weakness is his head and the fact that the fight starts out with him being stationary, Sonic and Tails have time to get a few quick hits in. Finally, after defeating Silver Sonic, Sonic and Tails will chase Eggman into another room where he will jump inside of his last robot, which in Generations was officially called the Death Egg Robot. The original Death Egg Robot takes 16 hits, can’t be hit while its’ spiky heads are in front of its torso, and will fly up and try to squash its enemies while giving a warning with a cursor. Never try to go behind the Death Egg Robot, otherwise Sonic and Tails will be bombarded by Eggman shaped bombs that shoot out of Death Egg Robot’s back. Players will need more good luck if they’re playing as Knuckles because of his lower jump. Sonic the Hedgehog 3 & Knuckles: Launch Base Zone, Flying Battery Zone, Death Egg Zone, and Doomsday Zone The Launch Base Zone is a shuttle launching area for the Death Egg, located near a lake on Angel Island. Act 1 has Sonic and Tails ride elevators, avoid getting crushed by spiked crushers and being shot at by rail turrets and flamethrowers, and running across giant horizontal cylinders. Act 2 starts going into the lake and ends with Sonic riding one of Eggman’s Egg-o-mobiles to the next series of Boss Battles. In the original Sonic 3, there were 3 Bosses here: A ball throwing machine, a machine with lasers and a small, rotating spiked energy ball flying over the top, and Big Arm. Big Arm only appears for Sonic and Tails without Knuckles. The Flying Battery Zone is a giant airship, a little similar to the Wing Fortress Zone, carrying supplies to the Death Egg. Sonic, Tails, and Knuckles will have to run through horizontal grated cylinders, grab and hang from monkey bars on the ceilings, swing off of giant propellers, avoid flamethrowers, landmines, and fake Prison Capsules holding Badnik Parties, and navigate through areas affected by electromagnets. The Death Egg Zone in Sonic 3 & Knuckles has been expanded into a giant metal labyrinth with moving conveyer belts surrounded by spikes and missile turrets, areas with different gravity, and electric traps that a Thunder Shield will protect Sonic, Tails, and Knuckles from. The Badniks Spikebonker and Spikechain patrol the areas of the Death Egg and can be annoying to hit due to their spikes. After defeating Act 2 mini boss, Sonic and Tails will chase after Eggman to fight a bigger and stronger version of the Death Egg Robot, which is now equipped with giant hands, flamethrowers, and a laser powered by the Master Emerald, that’s hard to avoid if the timing is off and the only time Sonic and Tails can damage the robot when the Master Emerald is exposed. If you’ve collected all of the Chaos Emeralds as Sonic, you will unlock the Doomsday Zone. Here Super Sonic (or Hyper Sonic if you have all of the Super Emeralds) will chase after Eggman through an asteroid belt. Once Super Sonic catches up with Eggman, he will have to lead the homing missiles into the Death Egg Robot’s head to destroy the blue armor. In the last phase, Super Sonic has to ram into Death Egg Robot to take him down and take the Master Emerald back to Angel Island. Sonic CD: Metallic Madness Zone and Every Bad Future If Sonic doesn’t collect all of the Time Stones or destroy all of the Badnik Machines in the Past, all of the Zones will be Eggman levels in their Bad Futures. The Palmtree Panic Zone will have its resources taken and the trees and plants will be replaced with pipes and metal. The Collision Chaos Zone will be a darker depressing neon light show. The Tidal Tempest Zone will be set of metal underwater ruins. The Quartz Quadrant Zone will be depleted of its gems and replaced with dozens of machinery. The Wacky Workbench Zone will be a rusty, worn down factory. The Stardust Speedway Zone will be another series of factories and polluted highways. The Metallic Madness Zone is Eggman’s HQ on the Little Planet. It’s filled with old and new ideas including crushing pistons, poles with blades on wheels, teleporting platforms, spiked platforms with safe gaps that fall slowly, and a shrink ray that makes Sonic smaller. In the Past, the factory is smaller and unfinished. In the Bad Future, similar to Wacky Workbench, the giant mechanical wonder is rusty, cracked, and in need of repairs. In the Good Future, multiple plants, trees, water fountains, and even areas with entire forests have been added to calm the madness and make the skies more clean and fresh with oxygen. In Act 3, Sonic will have to navigate across a bottomless pit, with a crushing piston waiting at the edge of the platform at the other side, jump between the foreground and background to avoid a pole of spikes, fight a gang of the Stardust Speedway Lightning Bugs, and finally fight Eggman in his giant Egg Fan, carefully avoiding the blades to get the perfect Spin Jump in. After defeating Eggman here, players will be treated to another great 2D animated cutscene that has a cool montage. Sonic Spinball: Toxic Caves, Lava Powerhouse, The Machine, and Showdown Toxic Caves is the bottom of the Veg-O-Fortress, a sewer filled with toxic waste. Sonic will have to avoid getting eaten by Rexxon, destroy barrels plugging up pathways, ride a minecart and use levers to switch the tracks, use a empty barrel as a paddleboat, and avoid falling into the waste to grab 3 Chaos Emeralds, and take down Scorpius, a giant robot scorpion with Eggman’s face. The Lava Powerhouse is a geothermal energy plant gathering energy from the volcano the Veg-O-Fortress was made from. Here Sonic must bounce into turrets, be pushed by steam, and avoid falling into molten lava by quickly grabbing the chain and jumping to safety. The Boss of this area is the Roboiler, a series of nightmarish looking, Eggman Roboheads that leak lava from their mouths… The Machine is the last area of the Veg-O-Fortress. Here Sonic will bounce off of pistons like springs, use an elevated Bumper, and break into an Animal Prison. There’s not really a Boss Fight this time. It’s basically just Sonic destroying a Badnik making machine. The Veg-O-Fortress is starting to collapse and Eggman tries to escape using his airship. Grabbing the last 5 Chaos Emeralds from the remains of the Veg-O-Fortress, Sonic bounces off of missiles to reach Eggman’s airship and knock him out of the sky. Sonic 3D Blast: Gene Gadget Zone, Puppet Panic Zone, and The Final Fight The Gene Gadget Zone is a genetics lab with pipe elevators, electric tiles that emit an electric shock once stepped on, and fans Sonic can float across. The Puppet Panic Zone is the main HQ for Eggman on Flicky Island and is similar to the Gene Gadget Zone. Unlike the other zones, Flickies are now inside of circular containers instead of Badniks. In Act 2, Sonic has to climb a giant statue of Eggman and end the Act by going inside his nose. The Final Zone has Sonic fight a small, miniature Death Egg with hands. This Boss has multiple means of attacking and can only be hit if it moves onto the panels. Robotnik’s Mean Bean Machine This was a puzzle game that was the release of Puyo Puyo using AOSTH Robotnik and his robots. The game has 13 levels with Robotnik being the final boss of the game. Sonic the Hedgehog (Game Gear): Scrap Brain Zone and Sky Base Zone The Game Gear Version of the Scrap Brain Zone is not as bad as the Genesis version and has more maze elements to it. The Sky Base Zone is a blimp Eggman uses. Act 1 has Sonic carefully jump and avoid electrical barriers, Act 2 has him Spin Jump on moving platforms and dodge turrets without Rings, and Act 3 is a different Final Boss Fight that uses flamethrowers instead of crushing pillars. Sonic the Hedgehog 2 (Game Gear): Scrambled Egg Zone and Crystal Egg Zone The Scrambled Egg Zone is a base that Dr. Eggman created on the inside of a mountain or cave, with pipes that Sonic can roll inside that lead to new areas or Spike Pits. The Boss of this level is a prototype version of Silver Sonic, that’s not as strong as his finished Death Egg version, and can be deflected by Sonic’s Spin Jump. The Crystal Egg Zone is the secret seventh Zone and is only accessible if Sonic collects all 6 Chaos Emeralds hidden in the other Zones and picks up the Yellow one dropped by Silver Sonic. It’s a unique area made out of crystals that has flying Choppers, floating orbs Sonic can roll around, and glowing spikes. In the final Boss area, Sonic must use the pipes to avoid Eggman’s attacks and carefully jump out to hit him once it’s safe. After defeating Eggman, Tails will be freed, and Sonic and Tails to will run off to their next adventure. Sonic Chaos: Sleeping Egg Zone and Electric Egg Zone The Sleeping Egg Zone, which is featured on the US boxart, is a series of fake floating ruins that Eggman created. Some of the stones are loose and will break when Sonic and Tails walk on them or use a Spring to get airborne. Pogo Springs can also be used here. The Electric Egg Zone is a base that looks like the inside of a computer (reminding me of the Techno Base Zone from the Sonic Advance 2). It also has pipes like the Scrambled Egg Zone. Sonic Triple Trouble: Robotnik Winter Zone and Atomic Destroyer Zone The Robotnik Winter Zone is an ice level where Sonic can ride a snowboard to navigate. The Atomic Destroyer Zone is a spaceship with breakable walls, tubes that Sonic and Tails can roll through, and switches that activate turrets and Badniks. At end Sonic and Tails will have to fight Metal Sonic and Dr. Eggman in 3 different battle machines. Sonic Adventure: Sky Chase Acts 1 & 2, Egg Carrier Adventure Field, Sky Deck, Hot Shelter, Final Egg, and Egg Viper I’m not sure how big the Wing Fortress was in Sonic 2, but I’m pretty sure the Egg Carrier is bigger and better. The Egg Carrier is Eggman’s massive mode of transportation and a luxury sky ship for any evil genius. The ship has • An indoor pool • A game room with “Whack a Hog”, that has 2 Power-Ups as Prizes for Amy if she can beat 2 different High Scores • A massive battle stadium • A mini dungeon with jail cells, with one of them hiding a Black Chao Egg • A briefing room with a giant monitor • A giant energy cannon • 2 different modes it can transform between • A tractor beam • Several teleportation beams, including one that goes to a Chao Garden on a beach • A deck filled with Badniks, robots, and 3 pieces of the Master Emerald • A service room to upgrade certain robots • Several monorails • A bedroom for rest and relaxation • An indoor aquarium • Male and female restrooms? • Minor, Major, and Final Boss Battles including Sonic/Tails VS Gamma, Gamma VS Sonic, Sonic/Knuckles/Big VS Chaos 6, Amy VS Zero, and Gamma VS Beta mk.II After losing 4 Chaos Emeralds, Sonic and Tails try to chase after the Egg Carrier using the Tornado in this Dreamcast Era remix that becomes a plane shooter. Unfortunately, they fail in Sky Chase Act 1 and get blasted out of the sky, sending Sonic to Station Square and Tails in the Mystic Ruins. After finding another Chaos Emerald, Tails creates the Tornado 2, reunites with Sonic, and succeeds in chasing after the Egg Carrier again and landing on top of it. Sky Deck is the exterior of the Egg Carrier. Here Sonic and Tails try to reach the other side of the ship after it transforms. They’ll have to use Rockets to destroy giant cannons, climb and sidestep around giant metal pillars, grab and ride on swinging cranes, and use a lever to change the ship’s altitude and angle of the stage. Meanwhile, Knuckles will search for the last pieces of the Master Emerald in the last area with the lever and cranes. Hot Shelter is the interior of the Egg Carrier. Amy will rush through here to try to escape from the Egg Carrier, Gamma will come here to defeat his brother Epsilon, and Big will come here to fish out Froggy in the aquarium area. Final Egg is Eggman’s ground HQ, located in the jungles of the Mystic Ruins. Before trying out the switch puzzle to open the door, you can see cameos of Metal Sonic and a new Silver Sonic. For Gamma, this is the his first level where he practices in the shooting gallery with dolls of Sonic, Tails, and Knuckles before taking on his brother Beta. For Sonic and Amy, this is their last level, where Sonic chases after Eggman for a fight showdown and Amy searches for answers regarding her bird friend. At the end Sonic fights Eggman in the Egg Viper, a robot armed with lasers and spinning spiked platforms. Once it’s almost out of power, Eggman tries to take Sonic down with him, so watch out! Sonic Adventure 2: Iron Gate, Sand Ocean, Lost Colony, Weapons Bed, Cosmic Wall, and Cannon’s Core Sonic Adventure 2 was the first time Eggman was a playable character in a canon Sonic game. Iron Gate is the first level of the Dark Story, following Dr. Eggman as he storms through a G.U.N. facility with his Egg Walker. Sand Ocean is Dr. Eggman’s secret desert base hidden inside of a pyramid. At least it was secret until a horde of G.U.N. tracked him down and surrounded the place. Lost Colony has Dr. Eggman enter the Ark for the first time. None of the lights are on, the music is ominous, and the only residents here are the G.U.N. robots that have been stationed here. Weapons Bed has Dr. Eggman return to Prison Island and cause a diversion for Shadow and Rouge by blowing up deactivated G.U.N. robots. Cosmic Wall has Eggman go through a path in space to intercept Team Heroes. The gravity is lighter in this level, allowing Eggman to jump higher and hover longer. I always get an A Rank when I play this level’s first Mission. After Sonic destroyed the Eclipse Cannon and Dr. Eggman placed all 7 Chaos Emeralds in the central computer, a video file is played across multiple monitors worldwide revealing that Professor Gerald went insane, the other Project Shadow, and his crazy revenge plan. Afterwards, the Ark starts heading towards the planet to collide with it and destroy it. Cannon’s Core has Tails, Eggman, Rouge, Knuckles, and Sonic try to reach the core of the cannon to try and stop the Chaos Emeralds’ power using the Master Emerald. Exclusive to this level are special switches that can stop time allowing characters to move past lasers and fast moving obstacles. Sonic Heroes: Egg Fleet, Final Fortress, and Egg Emperor The Egg Fleet is a giant armada of fish shaped battleships in the sky. Teams will use flying machines to reach other ships, dodge or destroy turrets and new Badniks, and use Speed Characters to Spin Dash into the inside of the main ships, cause them to explode, and jump out of the resulting explosion. The Final Fortress is the last level in the game, where Teams will have to quickly run and fly across collapsing platforms, use self-destruct switches, and dodge lasers while rail grinding. Waiting at the end of this level is the Egg Emperor, the strongest Egg Pawn that holds a tough shield and energy lance. Teams will have to carefully avoid the lance’s strikes while staying close to Egg Emperor. If Egg Emperor gets too far away, it will Air Boost into your Team, regardless of their positions. Egg Emperor’s shield has its own HP bar, so once it’s out of the way, Teams can attack its main body. Sonic Battle: Gimme Shelter and Death Egg The Gimme Shelter is Eggman’s secret base located in Night Babylon. Emerl will come here with Cream and Knuckles and fight against Chaos Gamma. The Death Egg only appears in Emerl’s story and is the setting the final battles with Emerl VS Eggman and Sonic VS Chaos Emerl. Sonic Advance: Egg Rocket Zone, Cosmic Angel Zone, X Zone, and Moon Zone Like the Sky Chase Zone and Wing Fortress Zone in Sonic 2, where instead of 2 Acts for 1 Zone there are 2 Zones with 1 Act, Egg Rocket Zone and Cosmic Angel are both 2 Zones with 1 Act and are representatives of Zone 6. The Egg Rocket Zone has Sonic, Tails, Knuckles, and Amy try to catch a ride on Eggman’s rocket, before it launches off the ground into the sky and eventually into space. The Cosmic Angel Zone is a space station filled with Badniks and areas with reversed gravity. The last Special Spring is also here. I love how the music is faster and more jamming here. The X Zone is a series of 3 Boss Battles. The first 2 battles are the first Boss Machines Eggman uses in the Genesis Versions of Sonic 1 and 2, each with a remix of the original Boss Music. The last one is the Egg X, a roulette placed on the Egg Mobile that has a selection of 4 different attacks Eggman can use: -a quick laser that can be dodged by crouching -a hand that tries to grab characters and, if it succeeds, will shake the Rings out of them -a bouncing bomb -a fakeout, where Eggman dashes towards the other side of the screen While the Roulette is spinning, Eggman is invincible. If Sonic has all 7 Chaos Emeralds, he will follow Eggman to the Moon Zone, where Super Sonic will fight against Eggman’s secret robot on the moon. After winning, players will be treated to a remixed version of the Sonic 2 cutscene using Modern Versions of the characters. Sonic Advance 2: Egg Utopia Zone, XX Zone, and True Area 53 The Egg Utopia Zone is Eggman’s latest space station filled with cannons, redesigned Badniks, and gravity changing areas. You have to pay close attention so you don’t actually miss a jump and go into a pit. The Boss of this area is the Egg Frog where characters can Spin Jump to switch their gravity at will. The XX Zone is a massive Boss Rush where characters will have to fight all of Eggman’s Boss Robots again while only needing 4 hits to take them out. However, waiting at the end is a new robot the Prima Strategy Guide calls Egg Bot. Egg Bot is stationary and attacks periodically by shooting lasers from its eyes and launching its arms similar to Death Egg Robot. However, its arms can be attacked and destroyed after 6 hits when they’re not spinning. Sonic, Tails, Knuckles, and Amy will have to use the elevating platforms to Spin Jump and hit Egg Bot’s head to do damage. This has to be done quickly to avoid the laser, its arms, and the spikes that are on the ceiling. Once Sonic collects all 7 Chaos Emeralds, he will have access to the Extra Zone, True Area 53. Here Super Sonic will duke it out with Eggman’s secret machine, by returning its missiles to sender. Once Sonic wins, he saves Vanilla, and then runs off to his next adventure. Sonic Advance 3: Emerald Alter and Nonaggression With Eggman’s 7 bases destroyed around the new Chaos Controlled world, everyone must try to get Knuckles back the Master Emerald as soon as possible. Unfortunately, Eggman and Gemerl had already beat them to it. Here they will have to face Gemerl solo one last time before facing Hyper Eggrobo. After collecting 7 Chaos Emeralds and defeating again with Sonic as the Leader, Gemerl will tackle Sonic to grab the Chaos Emeralds and transform into Ultimate Gemerl, and fly off. Now Super Sonic and Eggman join forces to stop Ultimate Gemerl from…whatever Ultimate Gemerl was planning to do. Shadow the Hedgehog: Cryptic Castle, Circus Park, Sky Troops, Mad Matrix, Iron Jungle, and Lava Shelter Cryptic Castle is one of the possible Level 3 routes, only possible by doing a Dark Mission at least once. It’s similar to Hang Castle, with it being another haunted base Eggman has for some reason, except with pumpkin balloons, winged alien riding, and a Chao Garden. The Missions for Cryptic Castle are helping Amy find Cream and Cheese to be a Hero, helping Eggman to light up all the giant lanterns to activate his defense systems to be Dark, or just going for the Goal Ring to be neutral. For some reason Amy will get upset if Shadow destroys Eggman robots here. Also, there’s a giant creature called the Giant Walker that tries to get Shadow while he’s grinding on Rails on the neutral path... Circus Park is another one of the possible Level 3 routes, only possible by doing a Hero Mission at least once. Infamous for that quote about the Yellow Chaos Emerald, Circus Park was created by Eggman and is now currently being swarmed by G.U.N. The missions include helping Tails collect 400 Rings to be a Hero, helping Eggman destroy 20 G.U.N. Beetles to be Dark, or just going for the Chaos Emerald. Sky Troops is one of the possible Level 4 routes that is possible to reach from Cryptic Castle by helping Amy or from Circus Park by helping Eggman. Sky Troops is a series of flying alien battleship ruins that are a battleground between Eggman and the Black Arms. Here Shadow can help Eggman destroy the temple jewels to deactivate the ships to be a Hero, help Black Doom by using turrets to destroy Eggman’s fleet and be Dark, or just go for the Goal Ring. Mad Matrix is one of the possible Level 4 routes, which is possible to reach from Circus Park by being Neutral. It’s a digital level exploring the inside of Eggman’s computer database. Shadow can help Espio access 4 terminals to be a Hero, help Black Doom set off some bombs to be Dark, or just go for the Goal Ring. Iron Jungle is one of the possible Level 5 routes, which is possible to reach from Sky Troops by being Neutral or from Mad Matrix by being Dark. This area is one of Eggman’s jungle bases getting ready to be raided by Omega and G.U.N. Here Shadow can be a Hero by helping Omega destroy the Egg Balloon before it reaches the end of the stage, be Dark by destroying some more GUN Beetles for Eggman, or just run to the Goal Ring. Lava Shelter is one of the final levels in the game, which is possible to reach from Iron Jungle by being Neutral. Shadow either teams up with Omega to get to the Goal Ring or activates the lava defenses for Eggman. Regardless, if Shadow clears this level and defeats Egg Dealer, he will come to the conclusion that he is a Shadow Android, decide to rule the Eggman Empire, and then kill Eggman… Good thing this ending isn’t canon. Sonic Rush: Dead Line Zone, Point-F/W, and Exception The Dead Line Zone is a Modern Remix of the Egg Utopia Zone, where Sonic and Blaze will use giant rockets to get across bottomless pits, switch gravity during certain parts of the levels, and wall run on these green wired boards. At the end Sonic and Blaze will duke it out as the Eggmen watch. Point-F/W is Sonic and Blaze’s fight with the Egg King, a giant mech that can instantly kill them by slamming both of its hands into the ground. They will have to quickly run across its arm to hit the cockpit to damage it. The Exception (yes, that’s what it’s called) has Super Sonic and Burning Blaze team up to take on Eggman and Eggman Nega in robots that remind me of Megadramon from Digimon. Sonic Rush Adventure: Egg Wizard After defeating Captain Whisker and his crew and getting all of the Chaos and Sol Emeralds, Eggman and Eggman Nega steal the Jeweled Scepter and Super Sonic and Burning Blaze chase after it. Sonic the Hedgehog 2006: White Acropolis and Egg Wyvern The White Acropolis is Eggman’s winter base in Soleanna. The Egg Wyvern is Sonic’s Final Boss. It’s a metal dragon that moves and acts like Egg Viper and Egg Cerberus. The ending animation for this fight is priceless. Sonic Riders: Egg Factory and Ice Factory The Egg Factory is one of Eggman’s giant smelting factories surrounded by lava, where Knuckles faces off against Storm. Racers will have to fly off of giant ventilation fans, avoid or destroy the cleaning robots, and grab a crane rest and restore their air. There’s a hidden shortcut with a red light that Power Characters can break. The Ice Factory is a frozen over version of the Egg Factory, that Storm breaks into to steal Dr. Eggman’s secret files on the Babylonians. Sonic Riders Zero Gravity: MeteorTech Premises, MeteorTech Sparkworks, Crimson Tower, and Security Corridor MeteorTech is a company Eggman created that produces and control security robots, which look so generic that the robots from 06 look original. In MeteorTech Premises, Team Heroes meets up with Team Babylon and leaves after sounding the alarm. Knuckles races against Wave as they try to escape the building. Even though Power characters can punch through the giant spinning gears, they can still be hurt if the metal parts come down on top of them. In MeteorTech Sparkworks, we visit a different part of MeteorTech. We also find out what happened to Amy and Storm, who got separated from everyone else. When Racers do tricks here, their Extreme Gear will collect electricity and release it once they touch the ground. The only thing I don’t understand is why Amy is wearing her normal clothes instead of her Riders Outfit. Crimson Tower is the main HQ of the mother computer of MeteorTech, sending information to all of the robots around the world. Sonic and Team Heroes will race Team Babylon for all of the meteorites and stop Eggman at the same time. There are a number of sharp turns during the first section of this area. Security Corridor is a different area of the Crimson Tower, surrounded by small and giant fans. Sonic Unleashed HD: Tornado Defense, Eggmanland, and Egg Dragoon After meeting Chip, trying out his new Werehog form, and saving Tails, Sonic learns about Professor Pickle and decides to head off to Spagonia. With the planet split into 7 floating pieces, Sonic, Tails, and Chip, ride the newest model of the Tornado, which Tails calls the Tornado-1. However, Dr. Eggman intercepts with a horde of flying Egg Fighters. Although Tornado Defense is similar to Sonic Adventure’s Sky Chase levels, players don’t control the movement of the plane. Instead they control Sonic while he fires the guns, which is a giant Quick Time Event Minigame. At the end, Eggman and Orbot appear in a giant battle airship called the Egg Cauldron. Unfortunately, the camera may screw players over during the battle causing them to wait to see the missiles’ button command and react too late. Towards the end of the game, when Sonic heads off to Eggmanland for the first time, they will encounter Eggman’s flying fighters again before skydiving down to the Country. Even though he hadn’t planned to lose the Chaos Emeralds and split Dark Gaia into multiple pieces, Dr. Eggman made a comeback by creating a beacon to summon all of the leftover Dark Gaia Minions to a specific location. That specific location had a Gaia Temple as well. Using his robots and Dark Gaia’s Energy, Dr. Eggman finally created Eggmanland, a country sized Amusement Park and Factory Fusion. Too bad the local food here sucks except for the Doggone Dogs from the Fancio’s Hot Dog Franchise… though you do have to wonder how he got there and why he thinks this would be a business opportunity when even Wentos avoids this Country. The level itself is a gauntlet, forcing Sonic to switch back and forth between his Hedgehog and Werehog 5 times throughout 6 areas and using all of his skills to avoid falling into bottomless pits and instant death. After Clearing Eggmanland, Eggman strikes back with the Egg Dragoon, the exact same robot used in the Opening Cutscene. Upgraded with new weapons and Dark Gaia Energy, the Egg Dragoon is ready to get completely curbstomped by the Werehog. The QTE for this fight is Sonic tearing the robot apart piece by piece. I S Ranked this boss on my first time fighting it. Sonic Colors: Tropical Resort, Starlight Carnival, and Terminal Velocity At some point, Eggman decided to create Eggman Enterprises, give Orbot a new red paintjob and personality, create Cubot, kidnap 4 small, alien planets, turn them into a massive space amusement park, and create a mind control device on the side. Tropical Resort is the center of the space park, connecting all of the stolen planets together. Here Sonic and Tails meet Yakker and confirm their suspicions about Eggman’s space park. Starlight Carnival is a beautiful parade of lights and sounds based on space constellations. Returning with the idea of paths made of light from Levitated Ruin, Sonic races through the parade meeting with the Blue and Green Wisps in the Wii Version and the Orange Wisps in the DS Version. It seems that Eggman didn’t notice the error message on his computer before firing the mind control laser and now the entire park is being eaten by a Nega Wisp induced black hole. After shoving Tails to safety, Sonic runs down the space tower while racing Badniks and the Big Chaser. At the end, Eggman appears with the Nega Wisp Armor, a robot uses Nega Wisp versions of the Color Wisps’ Color Powers. Fortunately, Sonic breaks the Wisps free from the robot and team up with all of them to make a Rainbow Homing Attack. However, in the DS Version, we find out the Wisps actually have a Queen and she is now a giant Nega Wisp. It’s up to Super Sonic to calm her down and return her to normal. Sonic Generations: Death Egg Robot, Big Arm, Egg Emperor, Egg Dragoon, Tropical Resort, and Time Eater Many of the Final Bosses of the canon games were used as Boss Battles in the HD and 3DS of Sonic Generations. First off is the Death Egg Robot from Sonic the Hedgehog 2, who guards the Genesis Era and has been redesigned to be able to withstand Classic Sonic’s Spin Jump. Classic Sonic will have to trick Classic Eggman into aiming Death Egg Robots arms into specific places in order to win. Big Arm returns and guards the Genesis Era in the 3DS Version. His attacks are more aggressive and Eggman will attack from the background, sides, and use different palms and punches on Classic Sonic. Also, the remixed theme is awesome. Egg Emperor is back and guards the Modern Era in the 3DS Version. The battle takes place between 2 different arenas, one where Sonic has to dodge missiles and sword slashes, and one where Sonic can home attack turrets to fire them back at Egg Emperor. Egg Dragoon is back and better than other. Now that Modern Sonic isn’t mutated by Dark Gaia Energy, he has to try and Home Attack the cockpit while dodging lasers, freeze rays, and exploding drills and Boost into it during a Skydiving section. Tropical Resort returns and is the last level in the 3DS Version. Classic Sonic teams up with the Red Wisps and Modern Sonic teams up with the Cyan Wisps. 2 Super Sonics. 2 Eggmen. 1 giant robot containing a monster of the week. The 3DS battle is better because there aren’t 10 friends yelling at Super Sonic to dodge the homing shot. Sonic the Hedgehog 4: Mad Gear Zone, E.G.G. Station Zone, Oil Desert Zone, Sky Fortress Zone, and Death Egg mk.II Zone The Mad Gear Zone is a fusion of the Scrap Brain Zone, Metropolis Zone, and Launch Base Zone. It’s later revealed in Episode Metal that Mad Gear Zone was used and created to fix and upgrade Metal Sonic into his Modern design. The E.G.G. Station Zone is like the XX Zone, where Sonic faces off against all of Eggman’s Boss machines at half health. At the end, Sonic fights an upgraded Death Egg Robot. I must admit being able to fight this boss with Rings and without holding back is very exhilarating. The Oil Desert Zone is a group of oil refineries Eggman created in a Desert. Sonic and Tails will have to slide down oil, avoid the Badniks Sandworm and Flamer, escape from an indoor sand trap, and play a game of Catherine with a Junk Giant. The Sky Fortress Zone is an upgraded version of the Wing Fortress Zone from Sonic 2 that now has elements of the Sky Chase Zone from Sonic 2 and the Death Egg Zone from Sonic 3. Sonic and Tails will ride the Tornado through obstacles, platform their way past exhaust, spikes, and elevating platforms, and fight against Metal Sonic in his new ride, the Metal Carrier. The Death Egg mk.2 is brand a new Death Egg that was created around the Little Planet and imprisoning it inside of itself. In Act 1, Sonic and Tails will have to fight against Eggman and Metal Sonic at the same time and later have one last race against Metal Sonic. The final boss of this level and Episode 2 is the Death Egg Heart. After defeating Eggman, Sonic and Tails escape...but the Death Egg mk.II is still surrounding Little Planet... Sonic Lost World Wii U: Lava Mountain Lava Mountain is the volcanic region of the Lost Hex where Eggman’s main HQ, the Planet Energy Extractor, Tails, and the Deadly Six are located. Zone 1 has Sonic having a final fight with Zazz, Zomom, and Master Zik, who are now bigger and stronger after drinking Planet Energy Drinks, on a small planetoid that’s slowly being melted away by bottomless lava. Did I mention the forecast calls for fireballs from the sky? Zone 2 has Sonic grinding through another beautiful underwater cargo railway. Zone 3 has Sonic going through a fiery fortress while taking on Zeena, Zor, and Zavok one last time. Zone 4 has Sonic facing off against Eggman in a robot that looks like a fusion: It’s file name is Eggrobo, it looks like Egg Robo and Death Egg Robot, Sonic attacks and defeats it like the Nega Wisp Armor, and it has Egg Emperor’s cape made out of Planet Energy… let’s call it the “Titan Eggrobo”. Discussion Questions If you had to choose, what would be your #1 Eggman Level/Hub Area in a Sonic Game? What would be your least favorite Eggman Level/Hub in a Sonic Game? If you had to choose, what would be your #1 Eggman Final Boss (Regular or True Final) in a Sonic Game? What would be your least favorite Eggman Boss (Regular or True Final) in a Sonic Game? What’s your favorite Eggman Level Music Track(s)? What are some old or new ideas you'd like to see in future Eggman Levels in Sonic games? What's another level theme you'd like to see fused together with the Eggman themes, that hasn’t been done yet, in Sonic games?
  20. For adventurers, archeologists, treasure hunters, and mad scientists, Sonic and Blaze’s world have a number of ruins that hold details, answers, and mysteries of the past. From animal nests where Eggman stored his Prison Capsules to ancient murals and artifacts that led to the discovery of Chaos Zero, Chip, Dark Gaia, and a unknown sphere that energized Modern Metal Sonic, there have a been many dangerous ruins that Sonic and his friends have sped through. NOTES: 1. I haven’t played/completed Blast, Pocket Adventure, Rivals 1 & 2, Free Riders, and BOOM so I intentionally left out Ruins Levels from those games. 2. I skipped Seaside Hill/Ocean Palace, Water Palace, and Pirates Island this time because I already talked about them before (Beach and City Topic Links). 3. If you have a favorite Ruins Level or Hub I forgot about, didn’t mention because I never played/completed it, didn't mention because I already talked about it before, or have a level you feel can be described as a Ruins level, feel free to talk about it in the topic. Sonic the Hedgehog: Marble Zone and Labyrinth Zone In the first game, Sonic runs through 2 ruins on South Island. The first is the Marble Zone, a series of ruins slowly being melted away by surrounding magma. At least that’s how it looks on the surface. There are actually caverns and passageways that were designed around the lava and filled with traps. Did Eggman create these? Or were they already in place before he even came to the island? The second is the Labyrinth Zone, a reverse on Marble Zone by being an underwater maze of ruins instead of lava. Besides drowning, Sonic will have to dodge spinning Spike Balls on chains, pop-up spikes/tridents, and the popular water current pulling until grabbing a bar for a few seconds sections. I wonder who the faces on the walls and tiles are? Sonic the Hedgehog 2: Aquatic Ruin Zone and Hidden Palace Zone The Aquatic Ruin Zone is a grassy area surrounding a lake and the remains of some sort of structure on Westside Island. Someone decided to install crossbows and sensors inside of some of the pillars to shoot arrows at anyone who passes by. Underwater some of the rusted pillars will fall and sink to the bottom. Besides those traps, there are number of upgraded Badniks such as Grounder, a fatter version of Burrowbot that sometimes digs out of the walls at random, Whisp, a robot fly that travels in groups, and Chop-Chop, a bigger and more aggressive version of Chopper that attacks unsuspecting explorers that go into the water. Originally, the Hidden Palace Zone was a scrapped level that wasn't used until Sonic & Knuckles. However, it was finally added in the 2013 version of the game. It has its own unique Badniks, Gimmicks, and Eggman Boss Battle. Unlike other Zones, it's now a secret Zone that can be accessed by a pit in the Mystic Cave Zone. Clearing it will send players to Oil Ocean Zone. Sonic the Hedgehog 3 & Knuckles: Hydro City Zone, Marble Garden Zone, Sandopolis Zone, Hidden Palace Zone, and Sky Sanctuary Zone The Hydro City Zone is the underground water system of the Floating Island. Here Sonic and Tails have to avoid drowning, getting crushed, being treated like laundry by the Sub-Boss, and getting blown up by Eggman's water grenades. The Marble Garden is a grassy set of ruins on Angel Island. These ruins are filled with swinging spiked balls, tar pits, wheels that change the landscape when Sonic and Tails Spin Dash into them, and spinning platforms that fly when Sonic and Tails run on top of them. In Act 2 Eggman drills into the ruins, causing everything to come crashing down and forcing Sonic and Tails to escape before being crushed and buried alive. The Sandopolis Zone is a sandy desert on Angel Island with Egyptian style pyramids. Act 1 has Sonic and Tails riding through the world’s slowest quicksand, rock climbing off the sides of ruins, and watching out for the desert Badniks Sandworm, Skorp, and Rock’N. Act 2 has Sonic and Tails explore the inside of one of the pyramids while avoiding spirits, that grow hostile as it gets darker, and getting buried alive again, after setting off a trap that causes sand to start pouring in from the ceiling. The Hidden Palace Zone is a small area between the Lava Reef Zone and Sky Sanctuary Zone. This was the original area where the Master Emerald was kept and the first area where Sonic and Tails finally face off against Knuckles. The Sky Sanctuary Zone is the highest area on Angel Island and was a battlefield between Sonic and Tails against Mecha Sonic and an army of Eggrobos. Now it’s just another home for the birds that live on Angel Island. Sonic CD: Tidal Tempest Zone and Wacky Workbench Zone (Bad Future) The Tidal Tempest Zone is Little Planet’s take on the aquatic ruins theme. Starting off with the Present, it seems like the area is not too far from some volcanoes if you look in the background at the beginning of the stage. The insides of the caverns are varied with both natural and unnatural rocks, minerals, metals, and machines but with a balance. There are pillars with spikes underneath that sometimes sink down into the bottom, switches that moves blocks to give access to new areas, and pipes similar to the ones from Chemical Plant except Sonic doesn’t roll while inside of them. In the past, the walls have not been constructed yet, there are small amounts of vegetation, and the water is a little darker but still safe to swim in. If Sonic doesn’t succeed in finding and destroying the Badnik Machine in the past, the future will have purple water, much more metal and machines, and there are will no trace of plants or life. If Sonic does succeed, the future the water will be a healthy aqua green, there will be aquariums for plants, and there will be a better balance of nature and technology, making a better ecosystem overall. The Wacky Workbench Zone is a giant factory on Little Planet. Most fans question the design of this area and dislike it. Well it turns out even Dr. Eggman doesn’t like this level because in the Bad Future, it became abandoned, destroyed, and ruined. Even the Badniks that are stationed here are worn down, missing parts, and need repairs. Sonic Chaos: Aqua Planet Zone There’s not much I can say about this zone besides the fact that it has an interesting cloud animation and the boss is a round bad bird bomber, which could be a prototype for those big purple bird robot Badniks in Sonic Lost World. Sonic Triple Trouble: Tidal Plant Zone The Tidal Plant Zone seems to be some sort of underwater ruins that were converted into a factory. Here Sonic can use his “Propeller/Screw Shoes” Wait, what? Those are horrible names… “Scuba Shoes” and Tails can use his “Seafox” to swim through the water and explore the area. The Boss of this level is Knuckles inside of a machine that periodically drops bombs…but doesn’t have a dome to protect him from the water…how is Knuckles breathing underwater though? Sonic 3D Blast: Rusty Ruin Zone The Rusty Ruin Zone is a set of ruins located on Flicky Island, which may have originally been underwater until recently. To get through some of the ruins Sonic will have to use spinning tiles to go Crash Bandicoot and horizontally spin attack to destroy enemies and certain rusty blockades. Some of the bounce blocks have Sonic, Tails, and Knuckles’ heads on them. The Genesis and Saturn/PC Version of this level’s soundtracks are my top favorite for this game and my number 1 Ruins soundtracks for Sonic games. Sonic R: Regal Ruin Regal Ruin is a course with many sharp turns and paths. There are 2 Chaos Emeralds inside 2 of the pyramids here and collecting all 5 Sonic Tokens allows you can challenge Egg Robo to a race. Sonic Adventure: Mystic Ruins Adventure Field, Sand Hill, & Lost World The Mystic Ruins is a jungle that can be accessed from Station Square by train, that a group of archeologists are investigating. Tails built a workshop on the side of a cliff on the main area, Big lives in a hut in the jungle with Froggy, and Dr. Eggman actually created a base here. There are a number of secrets and mysteries here including the system of rail carts that lead to different areas, secrets in the caves that involve special keys and items, a Chao Garden hidden in the side of another cliff, a Silver Chao Egg hidden in a waterfall, an ancient building near Big’s hut in the jungle, and a newly discovered cave that was created when Angel Island crash landed into the area. Sand Hill is a sand board ride through the desert to try and catch Froggy. Obstacles will pop out of the ground but they’re only a problem if you’re doing a time attack. Lost World is a giant maze filled with many rooms and hazards. The traps include flaming pillars, spike pits, burning arrows, an Indiana Jones inspired flaming boulder, and a water ride that drops you off a waterfall. There are also some interesting gimmicks here such as an area with a giant, stone snake moving through water that rises and lowers when the correct switch is pulled, a dark area with mirrors that reflect light to show 2 different pathways, and a room where switches can allow the user to defy gravity and walk up walls. Waiting at the end of this ordeal is a mural depicting Perfect Chaos. Sonic Adventure 2: Wild Canyon, Dry Lagoon, Pyramid Cave, Hidden Base, Death Chamber, Sand Ocean, and Egg Quarters After breaking the Master Emerald to prevent Eggman from taking it, Knuckles was able to find his first shards in Wild Canyon. After choking Knuckles out for breaking the Master Emerald, Rouge was able to find her first shards in Dry Lagoon. She can free the turtles and use them to access new areas. With Shadow freed and the Master Emerald broken, Dr. Eggman decided to head back to his desert base during the night. It seems that G.U.N. was able to track him down and sent groups of G.U.N. robots to take him out. Following Eggman, Rouge tries to find 3 keys to enter Eggman’s Base in Egg Quarters while avoiding the ladybug sentries. Team Heroes’ infiltration of Eggman’s base with Tails blasting through Hidden Base. If Tails has the Bazooka, he can get his Mystic Melody. Next up is Sonic’s turn, as he grabs a Bounce Bracelet, swings from rotating bars, and avoids ghosts to reach the gate surrounded by neon lollipop Eggman heads. Finally, it’s up to Knuckles to find 3 keys in Death Chamber. He can also grab his Hammer Gloves. Sonic Heroes: Seaside Hill/Ocean Palace Seaside Hill is a group of checkerboard tropical islands that have a set of white ancient ruins. The game starts with an awesome fusion of the Green Hill Zone and Emerald Coast, as the 4 Teams practice their team formations, use a Bobsled, and run through 3 way Shuttle Loops. Then in Act 2 aka Ocean Palace, they punch and smash their way through blockade and doors, hop across giant turtles, and try to outrun a set of giant wheels. Sonic Battle: Holy Summit This hub area is where players can find Knuckles and later Chaos Zero. Unfortunately, Gemerl’s first meeting with Knuckles led to a fight in the Chao Ruins. Sonic Advance: Angel Island Zone This Dreamcast Era remix of Angel Island features a fusion of Marble Garden and Sky Sanctuary. Many Genesis Era elements appear here including the bouncy clouds from Sky Sanctuary, S tunnels from Green Hill, wheels that characters can run on to move, and Badniks from Sonic 1, Sonic 3, and Sonic Adventure. Waiting at the end of this level is Mecha Knuckles, a robotic duplicate that starts out with a jump and glide but later starts launching missiles from its chest. Sonic Advance 3: Chaos Angel Zone The Chaos Angel Zone is the last of the 7 Zones Dr. Eggman created by splitting the world using Chaos Control...but using a different machine from the one he’ll later use in Unleashed. The Acts seems to take place in a darker version of Sky Sanctuary above storm clouds and we can get a view of the…sun and moon/other planets? Inside the temples there are flames lighting in the background keeping things visible. The Chaos Angel Zone has a number of gimmicks and traps that can help and hinder characters and annoying enemy placement, such as weights that can be used to launch characters up slopes or off walls to higher areas. Tails and Cream are very useful here as Leaders and Partners. Shadow the Hedgehog: Glyphic Canyon, Sky Troops, and Death Ruins Glyphic Canyon is one of the possible 3rd stages in the game that can be accessed easily if Shadow decides to be neutral twice in a row. Here Shadow can continue being neutral and just go after the Chaos Emerald, help Knuckles defeat 60 Black Arms, or help Black Doom by activating the jewels (even though he’ll have to defeat the Black Arms guarding the last one for some reason). Sky Troops is one of the possible level 5 choices. Though it looks similar to Glyphic Canyon, one major difference is that Eggs Pawns are fighting Black Arms and Eggman, who is normally leading Dark Missions in certain levels, is leading a Hero Mission for this level only. Death Ruins is one of the other level 5 choices, only available by doing 4 Hero Missions in a row. Here Shadow runs through a set of jungle ruins that are slowly being invaded by the Black Arms and their alien plants. Here Shadow has only 2 choices: help Rouge defeat 50 Black Arms or reach the Goal Ring to help Black Doom. Sonic Rush: Water Palace Zone and Mirage Road Zone The Water Palace Zone continues the trend Ocean Palace started with white cities/ruins surrounded by water. Sonic and Blaze hydroplane and swim through the area while fighting a Metal Version of the Loch Ness Monster at the end. The Mirage Road Zone is a Modern Era remix of the Sandopolis Zone, except without the ghosts. While the visuals are amazing and the Boss Battle with Egg Scarab is interesting, this is where the game starts including the “Defeat X amount of enemies to continue” sections. Before end of Acts 1 and 2, Sonic and Blaze will end up on a slow moving flatbed while rocks and enemies fall in from the top screen. Sonic Rush Adventure: Sky Babylon Zone and Pirates Island Welcome to Blaze and her World’s version of the Babylon Garden. Sky Babylon is a set of ruins floating above the ocean that has a gem motif. Sonic and Blaze will have to boost across breakable roads, avoid burning paths, use gem powered Pulleys to reach higher areas, jump back and forth between the foreground and background, and grab some Gold Material. Unfortunately the instant death lasers from the Altitude Limit Zone have returned and, though they’ve been redesigned and look really cool in this level, they are located in spots that can catch players off guard during on their first run if they get too Boost happy. The last level of Sonic Rush Adventure, Pirates Island is a an ancient, pirate themed city that Captain Whiskers and his crew currently call home. Sonic and Blaze will have to ride and avoid giant anchors, ride Ecco the Dolphin's family underwater through Dash Rings, and take on Whiskers and Johnny in a giant sawblade death match. Sonic the Hedgehog 2006: Dusty Desert and Kingdom Valley Dusty Desert is famous for having the world’s fastest quicksand. Fortunately, Elise’s power allows Sonic to run on top of it…until she runs out of energy. Unfortunately, there are some ideas here are not polished, not finished, or completely annoying. Remember the exploding bomb puzzle in Silver’s version of the level? Kingdom Valley is a set in a valley of castle ruins surrounded by water and one of the first levels shown off of the game. Sonic and Silver team up to try and catch up to the Egg Carrier Mk.3 while Shadow and Rouge try to retrieve the Scepter of Darkness. Sonic and the Secret Rings: Levitated Ruin Levitated Ruin is a new twist on the sky ruin theme where the levels are actually a school of giant, flying fossil stingrays called Rukh. Though you could compare it to Angel Island, differences include running on paths of light, fighting gargoyles, bracing for strong winds, Ziplines that Sonic can ride using Pulleys, and Sinbad the Sailor, who is captured and needs to be rescued. The Blue World Ring, that is said to represent Hope/Prayers, is also here. Sonic Riders: Sand Ruins, Dark Desert, Babylon Garden, and Sky Road In Sand Ruins, Sonic races against Tails, Knuckles, and Jet through the desert and the inside of a Babylonian temple. The race will end prematurely before he reaches the finish line since his Blue Star Extreme Gear was rigged during Story Mode. Racers will branch off into different paths until the course leads into the side of a canyon then eventually into the temple. The rest/recharge area has racers on top of arrows being launched. The faster you recharge, the further the arrow will send you. Dark Desert takes Racers through a new path of Sand Ruins during the start of a Solar Eclipse, causing the sky to turn dark as Night. This time racers go inside a bigger Babylonian device that splits racers by Speed, Flight, and Power. Babylon Garden is the restored legendary, floating city of the Babylonians. Here Sonic races Jet on his new Extreme Gear, the Blue Star Mk.II to stop Eggman and save Amy. However, it’s unstable in some areas and has some tight turns that can mess up racers if don’t make it correctly or get caught in the wrong turbulence. Speaking of turbulence, part of the course has characters riding on natural turbulence before grabbing a Babylon flying machine. Air Road takes place on another part of Babylon Garden, where Wave tries to outrun the Egg Racers. Like Babylon Garden, parts of the track will break although some of the rumble will become ramps and lead to shortcuts for specific racers. There’s also a secret turbulence shortcut if racers can get enough air. Sonic Riders Zero Gravity: Gigan Rocks and Gigan Device Gigan Rock is a ruin filled with a legendary treasure. The course starts off with all racers going down a dip, Speed Highway Skyscraper Style, and jumping off 2 to 3 ramps before going inside the ruins. Later Racers can gravity dive off of giant statues. Gigan Device is the night version of the level, where the Babylon Rouges have already grabbed the treasure and tryout the new gravity abilities. Sonic Unleashed: Gaia Gate, Shamar/Arid Sands, and Adabat/Jungle Joyride In the Wii/PS2 Versions of Sonic Unleashed, Acts are accessed through the Gaia Gate, a massive hub that connects all the Gaia Temples. After restoring 4 of the Chaos Emeralds, Professor Pickle has everyone transfer to the Desert Country Shamar. Arid Sands will have Sonic racing and punching his way from the city into one of the ruins to get each of the Shamar Temple’s Gaia Keys. During the day, he’ll need to watch out for falling pillars and landslides. At Night, he’ll have to avoid getting burned by Fire Masters and use Water Barrels to put them out. Adabat is a beautiful country that consists of tropical islands. The sixth Gaia Temple is here and will require him to explore Jungle Joyride for the Gaia Keys. As the name suggests, Jungle Joyride will have Sonic race through the islands across the water, through grassy jungles, and carefully through ancient ruins located on the sides of giant waterfalls. Here Sonic will have deal with only Egg Fighter Series Robot during the day and only Dark Gaia Minions at Night, including the mini-bosses Aero Chasers, Interceptor, Big Mother, and Titan. Sonic Generations: Sky Sanctuary and Seaside Hill One of the coolest remixes in the game, Sky Sanctuary had some interesting design choices such as changing the color scheme, adding multiple paths in Act 1 and 2, and classic gimmicks get across the areas. Mixing elements from the original Seaside Hill and Ocean Palace while also adding in elements from other water ruins levels and multiple paths made Seaside Hill awesome to play through again, despite many wishing another level from Heroes had been chosen. Sonic the Hedgehog 4: Lost Labyrinth Zone and Sylvania Castle Zone The Lost Labyrinth Zone was an area that Dr. Eggman was investigating for some reason. It isn’t until Episode Metal that we find out that Lost Labyrinth had some sort of purple orb (which I like to call Shadow Sphere) that has some sort of energy that Metal Sonic takes and absorbs. This is one of the first levels where Sonic carries a flametorch as he travels in Act 2. The Sylvania Castle Zone is an area near the next destination for Little Planet and is a fusion of the Aquatic Ruin and Marble Garden Zones. After landing the Tornado, Sonic and Tails speed through the area throughout the day until they battle Dr. Eggman and his Egg Serpentleaf during the night. Sonic Lost World Wii U: Desert Ruins Zones 1 & 4, Silent Forest Zones 2 & 4, and Sky Road Zone 4 Excluding the surreal Honeycomb Highway in Zone 2 and Dessert Ruins in Zone 3, Zones 1 and 4 are actual desert ruins. Zone 1 has Sonic run in big 3D areas while avoiding the Sandworm’s inside the pyramids in 2D. Zone 4 has a tornado carrying sand that Sonic has to avoid before fighting with Zomom in a blocky cage match. Silent Forest Zone 2 has Sonic rush through some jungle ruins during the night to chase after Zor. As he gets closer to the end, he’ll have to avoid the Robotic Owl’s instant death spotlights. At the end, he can take on Zor and the Robot Owl is a very slow and tedious Boss Battle. Zone 4 has Sonic explore a different set of ruins, where stone Thwomp like Tikis move up and down and part of the ruins will start to become dark. At the end is the second battle against Zor and his shadow clones. Sky Road Zone 4 has Sonic climb through a darker, stormy version of Sand Ruins while dodging Boos, sliding down sand, and bouncing off springs to take out Zavok. Discussion Questions If you had to choose, what would be your #1 Ruins Level/Hub Area in a Sonic Game? What would be your least favorite Ruins Level/Hub Area in a Sonic Game? What’s your favorite Ruins Level Music Track(s)? What are some old or new ideas you'd like to see in future Ruins Levels/Hub Areas in Sonic games? What's another level theme you'd like to see fused together with the Ruins themes, that hasn’t been done yet, in Sonic games? Would you personally, like to see a Ruins Level/Hub Areas in the 25th Anniversary Game? Optional: What should the next level topic in April be? 1) Sky Levels 2) Eggman Levels 3) Both at once 4) Your own suggestion
  21. Sonic’s world has a number of forests, plains, jungles, natural, and supernatural environments where animals can be found. However, there are also a large number of towns, cities, highways, and urban areas. They also seem like be quite popular throughout Sonic’s gaming history. NOTES: 1. Starting with this topic, I would also like to discuss Hub Levels along with the Action Stages. 2. I haven’t played the Rivals games and Free Riders so I intentionally left out Blue Coast Zone, Chaotic Inferno Zone, Metropolis Speedway, and Final Factory. 3. The only levels on this opening list that I feel are debatable as City Levels are Chemical Plant Zone and Savannah Citadel. 4. When making this list, a lot of the Casino/Amusement Levels came up as examples for City levels. However, I already did a topic on that level theme here and would like to give the non-Casino/Amusement Park City Levels a mention. Sorry, Sonic Colors fans… 5. If you have a favorite Town/City/Highway/Urban Level or Hub World I forgot about, a level I didn’t mention because I never played it, or have a level you feel can be described as Town/City/Highway/Urban level, feel free to talk about it in the topic. Sonic the Hedgehog: Spring Yard Zone and Star Light Zone In the first game, Sonic runs through 2 city levels on South Island. The first is the Spring Yard Zone, which appears to be a casino that’s under construction. Sonic has to be careful not to get crushed by the moving platforms and get hit by the big and small Spiked Balls. There’s also a number of old and new Badniks Sonic has to cope with, including Spike/Yandorin, who can only be defeated by rolling, and Roller, who loves to copy Sonic and roll down slopes. (I almost mistook him for Metal Sonic when I first saw him) The second is the Star Light Zone, which is another construction project involving a highway being built within a city and has a perfect view of the stars during the night. To halt Sonic’s progress, it seems Dr. Eggman filled this highway with the mini flamethrowers from the Marble Zone, spike balls on the ends of seesaws, giant spiked ball pendulum platforms, green Orbinauts called Unidus, that use spiked balls as a shield rather than a projectile, and Bombs with legs that can stick to walls and ceilings and explode when Sonic gets too close. Fortunately, the bombs with legs don’t have animals inside of them…I think… Sonic the Hedgehog 2: Chemical Plant Zone The Chemical Plant Zone is a giant factory in a city on Westside Island that created a new chemical called “Mega Muck”. Sonic and Tails can run outside and roll inside some of the tubes here while avoiding projectile throwing Spinies, self-destructing Grabbers, areas flooded with “Mega Muck”, and an unknown blue chemical that bounces back and forth between certain tubes. Sonic the Hedgehog 3: Hydro City Zone The Hydro City Zone is the ancient, submerged aqueducts of Angel Island. Sonic and Tails will have to carefully navigate the area, on land and underwater, using the fans, conveyor belts, and spinning cone platforms. The 6 Badniks that here that work here are Pointdexter, Turbo Spiker, Blastoid, Mega Chopper, Bugernaut, and Jawz. Let’s not forget the wall of doom at the start of Act 2. Sonic CD: Stardust Speedway Zone While the Star Light Zone is a quiet city, the Stardust Speedway Zone is a party city where musical instruments are a part of almost everything. Here Sonic runs on a golden highway that has red and white striped boosters, a very early form of the Jump Selector, and Panels that Sonic can spin jump to move between routes. In the Past, the city started out as stone and marble and the highway is incomplete and filled with plants and vegetation. If Sonic doesn’t go back to the past to destroy the Badnik machine, this area will become another large series of Eggman’s factories and the stardust will be destroyed by air pollution. Eggman even had a giant statue of himself built here. If Sonic does succeed in destroying the Badnik machine, the city will feature a number of amusement parks and become more festive. Sonic Chaos: Gigapolis Zone The Gigapolis Zone is a cyan city with tunnels, conveyor platforms, bridges, and…spike pits? The Boss of this Zone is a giant, spikeless Caterkiller that throws its segments at Sonic and Tails. Also the name of this Zone was changed in all ports of Sonic Chaos except in Japan from Gigalopolis Zone to Gigapolis Zone. Sonic Adventure: Station Square Adventure Field & Speed Highway Station Square is a happening city with different businesses and establishments. Tourists can stay at the nearby hotel, which has a dining hall, an outdoor pool by the beach, and an indoor Chao Garden. For fun and games, you can visit Casinopolis or Twinkle Park. There’s a burger restaurant with a special emblem, a jewelry store where you can make a trade, and a newspaper stand that’s up to date on the latest information. If you’re more interested in nature, you can also take the subway train to the Mystic Ruins…although things haven’t going well with the employees and if things continue... There are also rumors about secrets in the back alleys and underground sewer system… Speed Highway is a unique transition stage for Sonic, where he goes up and down and all around the roads at night, runs down the side of a skyscraper building, and ends up in a smaller district during the day. Sonic Adventure 2: City Escape, Radical Highway, Mission Street, Route 101, and Route 280 Sonic Adventure 2 was the first game to feature the most number of city stages. Ah, City Escape… This San Francisco inspired city has steep hills, a trolley system, and some new construction areas with levitating pillars. This seems like the perfect place to live…until the day Sonic skydived, snowboarded, grinded, and ran through trying to escape G.U.N. robots. I wonder who paid for all of the property damage that was caused. Radical Highway is based on the San Francisco Bridge. Here Shadow outruns G.U.N. after stealing a Chaos Emerald from the bank. Mission Street, which IRL is the actual name of a street in San Francisco, follows Tails as he grabs an upgrade for the Cyclone while dodging G.U.N. robots and their assault planes. Route 101 features Tails chasing after the President and Route 280 features Rouge chasing after Tails. They’re both 3 Lap Kart Levels. I remember the “Don’t hit other Cars” Mission being a nightmare. Sonic Heroes: Grand Metropolis/Power Plant Grand Metropolis is a city where some of the roads are antigravity and a company called "Hexacon". Unfortunately, Eggman’s robots have taken over the power plant and are draining energy from the city. Teams will have to destroy robots in certain areas to progress. In Act 2, aka Power Plant, Teams will also have to avoid floating fireballs and the magma pit towards the end. Sonic Battle: Emerald Town, Central City, and Night Babylon Emerald Town is the first Hub Area in the game. Tails currently lives here in a house, which is shaped like his head, and does experiments in his lab next door. Close by is Emerald Beach where Sonic finds and meets Emerl for the first time. Central City is east of Emerald Town, where Amy currently lives and where the headquarters of G.U.N is. Night Babylon is a dark area where Rouge owns a Casino, called Club Rouge, which also acts as the base for Team Dark. There’s also an entrance to the Gimme Shelter here… Sonic Advance 3: Route 99 Zone Route 99 is the first of the 7 Zones Eggman created by splitting the world using Chaos Control...but using a different machine from the one he’ll later use in Unleashed. There’s not much to say about this Hub Area besides the fact that it uses the colors red and yellow, with a few blue and green, while the checkerboard pattern is gray with light indigo zigzags. Route 99 is another highway where some of the roads are still under construction, on the outskirts of a city. There are a number of gimmicks from the Genesis and Dreamcast Era games like the seesaws with spiked balls from the Star Light Zone, different kinds of pulleys, switches, and grind rails. There’s also new versions of Classic Badniks like Motobugs, that are smaller, come in red and blue variations, and can fly, and Balkiry, that are now purple, faster, and can drop bombs and dive down to hit Sonic and Tails when they get too close. This is also the first Zone where Gemerl debuts and fights Sonic and Tails solo before teaming up with Eggman in the Egg Hammer Mk. III. Shadow the Hedgehog: Westopolis, Lethal Highway, and Central City Westopolis is one of the first cities to be invaded by the Black Arms. As the first level of the game, Shadow has to decide to help Sonic defeat the Black Arms, help Black Doom defeat G.U.N Soldiers, or grab 2 Chaos Emeralds and leave. If Shadow does decide to help Sonic in Westopolis, he will end up in Lethal Highway. There are no neutral missions here so Shadow has to decide to help Sonic destroy one of the Black Arm’s spaceships or escape the city to help Black Doom. If Shadow decides to be Dark/Evil 3 times in a row, he will end up in Central City, which is filled with bombs. There are no neutral missions here so Shadow has to decide to whether he wants to continue being evil by detonating the 5 big bombs or do a heel face turn and help Knuckles destroy 20 smaller bombs. Sonic Rush: Water Palace Zone Starting the trend of white cities surrounded by water, the Water Palace Zone has Sonic and Blaze Boost and slide their way through the palace while using water cannons and water slides. Sonic Rush Adventure: Pirates’ Island Zone This is the last island of the game, and unlike the other islands, it has to be unlocked first by finding the keys to the gate. As the name says this level is a pirate themed city where Sonic and Blaze have to fling themselves using catapults, avoid being crushed by giant anchors, grind on water from hoses, and ride dolphins through rings underwater. At the end, Sonic and Blaze have to take on both Captain Whiskers and Johnny at the same time alone while dodging giant saw blades. Sonic the Hedgehog 2006: Castle Town, New City, and Crisis City Castle Town is the first hub area of Soleanna. This is one of the worst hub areas in a Sonic game. There are no distinctive landmarks, the colors on the buildings are dull, and the city is too large to navigate. Although the game loves to throw maps of the Hub areas in your face during the loading screens, there are no legends to tell you what the symbols mean or where Sonic currently is on the map. The only unique qualities of this area are being above water, the 3 bell towers...that the mayor tells you about during Sonic’s campaign, and best NPC in the game and one of the best things to come out of this game, Sonic Man... New City has the same problems except there are a few more unique areas like the warehouse district, the small pier with the boats, the train station, and the secret room that leads to White Acropolis. If you thought the Bad Futures of Little Planet were bad, you better be glad Crisis City has been erased from the main timeline. This level features the destroyed and burning remains of a city being overrun by Iblis’ Minions. Sonic Riders: Metal City and Night Chase Metal City is the first course of the game, taking place through the busy streets of a futuristic city. Speed and Flight Racers will have to avoid traffic while Power characters can plow through it for more air. At the end of the course is a tower that racers can gondola around to regain air before reaching the Finish Line. Night Chase is the night version of Metal City and is also kind of a reenactment of the first cutscene of the game. All the cars are now police cars and the first high path of the course is now narrow and divided into specific areas for Speed, Flight, and Power characters. There are also a few walls that all Racers can grind off of. Sonic Riders Zero Gravity: Megalo Station, Aquatic Capital, Nightside Rush, Tempest Waterway, 80s Boulevard, and 90s Boulevard After seeing the power of the Meteorite first hand, Sonic escapes through the city from the most generic robots ever… Character design aside, this track is very wide with plenty of Rings, with a few gravity routes towards the end of the course. In the middle of course, racers can gravity dive off of the trains. Aquatic Capital is like a futuristic version of Water Palace, with different paths for racers to take and tunnels where racers slide down water currents. Towards the end of the course, racers can gravity dive off of the water. Nightside Rush features Storm racing through a stormy night, reversed version of Megalo Station. Racers can still gravity dive off of the trains in the middle of the course. Tempest Waterway features Storm racing through a stormy night, reversed version of Water Capital. Not only do Racers have to push against the fast moving currents of the water, but they will also have to avoid parts of the bridges in the city that break apart and fall. ‘80s and ‘90s Boulevard is a city that celebrates SEGA and everything from those 2 time periods. ‘80s Boulevard shows off the city during the day and features Out Run, Phantasy Star, and Alex Kidd. There’s a giant crane game with Sonic dolls in it. Towards the end of the Course, Racers have to ride on top of a moving subway train. ‘90s Boulevard shows off the city during the night and features Virtual Fighter, NiGHTS, Crazy Taxi, Shenmue, and several of Sonic’s Genesis games. Towards the end, Racers can gravity dive off of the Sonic and Jet Sonic Riders Billboards. Sonic Unleashed HD: Apotos/Windmill Isle, Spagonia/Rooftop Run, Mazuri/Savannah Citadel, Shamar/Arid Sands, and Empire City/Skyscraper Scamper Sonic, Tails, and Chip visit multiple cities and their capitals while on the search for Gaia Temples, Eggman Robots, and Dark Gaia Minions. Apotos is a Country based on Greece, where a majority of the buildings are white and windmills can be seen. It’s a based a series of islands so you’ll get a good view of the sea as well as some seagulls and pelicans. If you’re visiting, “Surfside Seagull Sundries” is a popular shop for snacks and some souvenirs. If you need more information, you might want to talk to Gregorios. For Sonic, this is the first country he crash lands into and meets Chip, gets some sweet ice cream, and save Tails. Windmill Isle Day Act 1 has Sonic practice Boosting, Spin Jumping, Home Attacking, and Quickstepping. Windmill Isle Day Act 2 has Sonic racing through the islands while also practicing grinding, sliding, and using new Gimmicks like the QTE Ramps and Jump Selectors. Windmill Isle Night Act 1 has Sonic practice his new Werehog abilities before fighting a Titan for the first time and reuniting with Tails. Spagonia is a Country based on multiple areas of Western Europe, including England, France, Italy, and Spain. Spagonia is also one of the best cities for good food and higher learning. After rescuing Tails and taking down Egg Cauldron, Sonic and Chip come here to talk to Professor Pickle. However, it seems Eggman got there first. Once Professor Pickle is back in his lab, he will reveal information on Dark Gaia and the Gaia Temples. From here on out, Spagonia become the HQ for Sonic, Chip, Tails, Amy, and Professor Pickle, where they’ll meet to plan their next moves. This is also where Sonic drops off any Art Books, Videotapes, Records, and Souvenirs and recharge Chip’s Camera, which Sonic and Chip use to exorcise people possessed by Dark Gaia’s Minions. Like Savannah Citadel, Rooftop Run starts out with Night Act 1, where Sonic smashes his way through shops and wine cellars to climb up the clock tower and get the Night Gaia Key. In Rooftop Run Day Act 1, Sonic has a run in with the Aero Chasers for the first time while going after the Day Gaia Key. After getting both Keys and talking to Professor Pickle, Sonic will be able to fight the Gaia Temple Guardian, Egg Devil Ray, a giant robot fish with electric shields being controlled by Little Fighters. Mazuri is a Country based on Africa. Sonic and Chip visit one of the villages where residents have noticed an odd building that recently appeared near one of the Clay Castles… Savannah Citadel Night Act 1 has Sonic activated switches and levers to reach the building where Professor Pickle and the Gaia Manuscripts. Savannah Citadel Day Act 1 has Sonic chasing after Eggman while learning how to Drift. Once Sonic catches up to Eggman, Eggman will use the Egg Beetle against Sonic. Shamar is a Country based on Middle Eastern Countries, which could include Petra, Jordan, Iran, Iraq, Qatar, Isreal, and Egypt. After restoring 4 of the Chaos Emeralds in the Gaia Temples in Mazuri, Chun-nan, Spagonia, and Holoska, Professor Pickle has everyone transfer to Shamar. This Desert City has unique rituals where the residents thank the sun and the moon by becoming nocturnal for a period of time. Arid Sands Day Act 1 has Sonic leave the city and search the ruins for the Day Gaia Key. Unfortunately, the restoration project is not complete so he has to watch out for falling pillars and a few rockslides. Arid Sands Night Act 1 has Sonic avoid being burned by the Fire Masters as he searches for the Night Gaia Key. Once the Boss Key is complete Sonic has to fight against Dark Guardian, a Nightmare wearing armor, holding a hammer, and is probably inspired by Thor, who requires more brains than brawl to defeat. Empire City is a Country based on US cities, like New York City and Chicago. Although there’s no Gaia Temple here, like Apotos, there seem to be Eggman Robots during the day and Night Gaia Minions at night causing problems for people. Skyscraper Scamper Night Act 1 has Sonic carefully tightrope his way across rooftops and the sides of said skyscrapers while taking care of the Dark Gaia infestation. In Skyscraper Scamper Day Act 1, Sonic races through the cities’ highway and up the sides of buildings while taking on many of Eggman’s robots, including the Aero Chasers and Interceptor back to back. Sonic Generations: White World, Chemical Plant, Speed Highway, City Escape, Radical Highway, Water Palace, Crisis City, and Rooftop Run Sonic Generations had a very interesting Hub World, which if you notice is an actual timeline, decorated with gates that represents elements from each level. Of course, everything is white, but once you cleared the Acts and Missions, Color returns to the Gates and Level parts. You even heard bits of music of a level when Sonic is near its gate. It was a really cool and creative idea. Sonic Generations nerfed Chemical Plant's original difficulty for Classic Sonic. The Mega Muck has been modified to have Air Bubbles and there are no bottomless pits in Act 1. Still the level is pretty fun. Classic Sonic can still run on top of or inside of the tubes in Act 1 while Act 2 has Modern Sonic escape the plant as it breaks apart. Sonic Generations also nerfed Speed Highway for Modern Sonic. The skyscraper sequence is shorter and there is no "At Dawn" section. However, the level has redesigned for Modern Sonic to speedrun it while adding grind rails, Dash Rings, and actual traffic on the highway to avoid. Classic Sonic's routes have him break into a hotel, a mall, and a parking lot. I still remember the City Escape Trailer for Sonic Generations. The hype was real. Classic Sonic has to outrun the GUN Truck in his Act while also using a Skateboard that's similar to the Snowboard from Sonic Triple Trouble in the Robotnik Winter Zone. Meanwhile Modern Sonic's Act is remixed to be wider and gave the GUN Truck giant sawblades and jet boosters. You know, when I think of Sonic Adventure 2 levels that could be in Generations, besides City Escape, Radical Highway wasn't on my list. I can see why it was chosen but I would picked something else. Level wishlists aside, it's unfortunately the worst level in the 3DS version due to level design. Water Palace returns in the 3DS Version of Sonic Generations. Classic Sonic has to fight a giant Sea Pawn and use a Bubble Machine in Act 1 while Modern Sonic rushes through a new area of the Palace. Sonic Generations decided to create a better Sonic 2006 level. Besides the awesome music remixes, I feel like they did a good job. Act 1 has Classic Sonic carefully get to the end before being trolled by the tornado that moves the Goal Post. Act 2 has Modern Sonic run towards the tornado carrying multiple cars that he has to dodge. Finally, we have Rooftop Run. There seems to be a festival going on because flags of all the countries are being waved and confetti. Unfortunately, Eggmanland was not invaded so Eggman created 2 Blimps to rain on everyone's parade. Like the original both Acts feature Sonic going past the giant clock tower. However, Act 1 feels more original with its ideas while Act 2 is a mix of the original regular and DLC Acts of the game put together. Discussion Questions If you had to choose, what would be your #1 City/Highway/Urban Level/Hub Area in a Sonic Game? What would be your least favorite City/Highway/Urban Level/Hub Area in a Sonic Game? What are some old or new ideas you'd like to see in future City Levels/Hub Areas in Sonic games? What's another level theme you'd like to see fused together with the City themes, that hasn’t been done yet, in Sonic games? Would you personally, like to see a City/Highway/Urban Level/Hub Areas in the 25th Anniversary Game?
  22. I had originally done this topic awhile ago but it was lost due to the forum wipe. Hopefully, this one lasts a lot longer than before. Anyway, if there’s one type of level in Sonic games that I really enjoy, besides the Green Hills, Beaches, Cities, and Casinos, it’s the Snow Levels. It’s always fun to see Sonic and Friends slide, snowboard, and ski their way through winter wonderlands and avoid being completely frozen. Note: The List in this opening post only contains Ice Levels from Sonic games I myself have played, experienced, and remember well enough to talk about, as well as levels I feel are debatable as Ice Levels. For example, I haven't played Sonic Labyrinth in a long time so I didn't mention the Labyrinth of Ice... If you have a favorite Ice level I forgot about, a level I didn’t mention because I never played it, or have a level you feel can be described as a Ice level, feel free to talk about it in the topic. Sonic 3 & Knuckles: Ice Cap Zone The original Ice Cap Zone is the first Ice Level some of us have played in a Sonic game (unless you played Icy Isle in Sonic Arcade). From the automated snowboard section into the frozen caverns of Act 1 and into the frozen tundra of Act 2, Sonic and Tails try to keep warm, as they get closer to the Death Egg. The music was great, the enemies were well designed, and the level was challenging. Sonic Triple Trouble: Robotnik Winter Zone The Robotnik Winter Zone has sinking snow pits that Sonic and Tails can sink into, updraft winds that carry Sonic and Tails to higher areas, and different kinds of spikes. Fortunately, there are items such as the Snowboard that Sonic can use to get the level. Sonic 3D Blast: Diamond Dust Zone The Diamond Dust Zone features an interesting variety of enemies for Sonic to free Flickies from: exploding snowmen, snowmen with guns in their foreheads, a generic Penguinator, and what looks like a finalized version of Splats. Even after Sonic destroys the Badniks, the Flickies will be frozen in ice cubes. Sonic Adventure: Ice Cap Ice Cap Zone in 3D? OK! Whether you’re exploring the area as Sonic, racing to the Chaos Emerald as Tails, or fishing for Froggy as Big, Sonic Adventure’s Ice Cap was an interesting take on the Ice Level. Sonic Advance: Ice Mountain Zone The Ice Mountain Zone has 2 paths to travel: -A lower path underwater filled with a Fish Badnik that hides in the walls and underwater lava that shoots platforms near the surface -A higher path with rails made of ice, a Snowman Badnik that throws snowballs, and areas where there’s so much snow, it can actually slow your character down At the end of Act 2, Sonic and friends will slide down into a body of water where Eggman will appear with his latest creation to try and drop Icicles on top of you. You had to balance using the Icicles as platforms to hit Eggman and reaching the surface to get more air. Sonic Advance 2: Ice Paradise Zone On the outskirts of some city, Sonic and friends can boost their way through tunnels, slippery ice, and some kind of mechanical slides to reach the goal. Sonic Advance 3: Twinkle Snow Zone The Twinkle Snow Zone is basically a combo of the Ice Mountain Zone and Ice Paradise Zone, except with Minecarts…that really break the pacing of the level. The Boss in this level can go die in a fire. You have to jump on the platforms to make them fall and hit Eggman while making sure you don’t join them in the bottomless pit underneath him. Also, once he flips over, Gemerl appears with a Spiked Ball that launches at you and blocks you temporary. If it hits you, you’re done because you’ll fall right into the pit. Sonic the Hedgehog 2006: White Acropolis Somewhere near Soleanna is Dr. Eggman’s base, located in the snowy region. Unfortunately, the level itself is also located in an unfinished game. Fun Fact: An Acropolis is a citadel or fortified part of an ancient Greek city, typically built on a hill. Sonic Riders: Ice Factory The Egg Factory has frozen over and Storm has to punch his way through the cleaning robots, giant ventilation fans, and blocks of ice to steal Eggman’s diary. Sonic Riders Zero Gravity: Snowy Kingdom In order to beat Team Heroes to MeteoTech, Team Babylon takes a shortcut through Snowy Kingdom. This level is very wide and has multiple paths to take. Watch out for the giant bouncing snowballs! Sonic Rush Adventure: Blizzard Peaks Zone In Blaze’s World, Blizzard Peaks is home to Nolan and the Vikings. To get through it, Sonic and Blaze had to use Snowboards in Act 1 and slip and slide through Act 2. …I’m noticing a trend with Sonic jumping across icicles. To top it all off, Sonic and Blaze have to defeat the Ghost Whale by getting inside its mechanical stomach and destroying it from the inside out. Sonic Unleashed HD: Cool Edge Welcome to Holoska, Home of Jari-Pekka, his family, and a group of dancing penguins, a pair of Stomping Shoes, and one of the Gaia Temples. The Cool Edge Day Acts 1 and 2 have Sonic Boosting over ice, snow, ocean waters, and the local whales in his sneakers and in Jari-Thure’s Bobsled. During the Evening, Cool Edge Night Act 1 has Sonic break and melt ice down get towards the Gaia Gate. The ice pillars from Sonic Adventure’s Ice Cap also make a return here. Once Sonic and Chip make it down to the Gaia Gate, they’ll have to face Dark Moray, a giant eel-dragon that breathes Frost Breath. You had to take down its shield and freeze it yourself before hitting the green spots on its body. Sonic 4 Episode 2: White Park Zone White Park Zone is a Winter-themed amusement park…that has avalanche inducing snowboard track, a booby-trapped old-school roller coaster track, and an underwater maze. This is also where Sonic and Tails run into the new and improved Metal Sonic, ready to test out his new powers on them. Sonic Lost World: Frozen Factory In the coldest part of the Lost Hex there’s a factory that connects to an indoor Casino, being watched over by Zeena. What’s unique about Frozen Factory, besides the multiple level themes, is that when you use the Parkour/Run button in Zone 1 and 4, Sonic will do his best Shadow impression and ice skate across any icy surfaces. In Act 4, it almost seems like he’s skiing. Meanwhile, the 3DS Version, Sonic meets the Ivory Wisps for the first time and uses their Thunder Shield-Spider-man abilities to get through the Zone. If you had to choose, what would be your #1 Ice Level in a Sonic Game? What would be your least favorite Ice Level in a Sonic Game? What are some old or new ideas you'd like to see in future Ice Levels in Sonic games? What's another level theme you'd like to see fused together with the Ice themes in Sonic games?
  23. When I think of Sonic levels, they are normally areas filled with nature and manmade structures. However, there are a few areas of Sonic's world and Blaze's world that many people tend to avoid because of their supernatural occurrences and creepy atmospheres. Are all of these locations really haunted by ghosts? Or are they just tricks created by Dr. Eggman to keep Hedgehogs and G.U.N. from finding him and ruining his plans? Don't let the level get to you... Note: The List in this opening post only contains Horror Levels from Sonic games I myself have played, experienced, and remember well enough to talk about, as well as levels I feel are debatable as Horror Levels. For example, I have never played the Rivals games so I didn't mention the Mystic Haunt Zone. If you have a favorite Horror level I forgot about, a level I didn’t mention because I never played it, or have a level you feel can be described as a horror level, feel free to talk about it in the topic. Sonic 3 and Knuckles: Sandpolis Act 2 Everything is fine inside the pyramid for Sonic and Tails….until they accidentally release some ghosts that were trapped inside a Prison Capsule. This changes from an archeological adventure to a race to find light switches to keep the ghosts from growing stronger within the darkness. If it gets too dark, they will start attacking Sonic, Tails, and Knuckles from all over the screen. Sonic Adventure: Twinkle Park (DLC Halloween Event) and Red Mountain This was a one of the special holiday events that slightly changes the appearance of Station Square and Twinkle Park, where ads are posted all over Station Square and new decorations appear in Twinkle Park. Red Mountain starts off as a dangerous fire level with different enemies and traps. For the most part, it seems like any other fire level….until you go inside the mountain. Dancing tombstones, giant spiders, giant jail cells, skulls that emit fire… what the heck are those guys inside the cells? None of the characters can get to them. One of the missions in DX calls it a prisoner of hell… Are they supposed to be souls? Sonic Adventure 2: Pumpkin Hill, Aquatic Mine, Pyramid Cave, Egg Quarters/Death Chamber Currently, Sonic Adventure 2 has the most horror levels out of any Sonic game. Pumpkin Hill is a haunted trio of mountains: one containing a church with a graveyard, one with a flying teleporting train, and one filled with pumpkins. Knuckles reclaims his Shovel Claw here to help him collect the shards of the Master Emerald. Aquatic Mine is an abandoned, haunted mine that has a unique system of controlling the water. While Knuckles can search all 3 levels for Master Emerald Shards, he can also find a secret path to a Air Necklace to help prevent him from drowning. Pyramid Cave has Sonic blaze through Eggman's pyramid base to find the very odd, locked door surrounded by Neon Eggman Lollipop Signs. He also get his Bounce Bracelet to help him reach higher areas and attack from above quickly. Death Chamber and Egg Quarters has Knuckles and Rouge find 3 Egg Keys to open the door to Dr. Eggman's base. Unfortunately, Knuckles has to fight King Boom Boo after finding his keys. Sonic Heroes: Hang Castle/Mystic Mansion A giant haunted house created by Dr. Eggman…I think. The entire place is filled with Enemies, traps, and puzzles based on invisible paths, areas with artificial gravity that flip everything upside down, Grind Rails connected to look like spider webs, and objects appearing and disappearing upon activating switches. Reaching the Goal Ring at the end of Mystic Mansion will make you happy to be out of the madness. Sonic and the Secret Rings: Skeleton Dome The Skeleton Dome is a giant graveyard filled with bones, both small and large. While it seems to be snowing here, it’s actually dust from the remains in this eerie landscape. After receiving the Red World Ring, Sonic and Shahra travel to the dome’s throne room to see King Solomon and take down the 40 thieves. Sonic Riders: Digital Dimension This course has racers going through a virtual simulator that switches back and forth between a scary underworld and a door leading up to heaven. The illusion does end after the heaven section and before racers return to the Start through. Sonic Rush Adventure: Haunted Ship Zone The Haunted Ship Zone is a ship graveyard where Silver Material can be found. Sonic and Blaze must bounce off of ropes, launch out of spare cannons, and avoid cannonballs from Captain Whisker’s ships in the background. DEBATABLE MENTION: Sonic the Hedgehog 2006: Crisis City Crisis City takes place in an apocalyptic future where the fire monster Iblis and his minions continually burn the world alive. All 3 teams will have to rush through the ruins of a burning city while avoiding the unstable structures, flames, debris, and enemies. While it doesn't have ghosts, it is a literal hell on earth. While Crisis City also takes place in an unfinished game, it did get a chance to for redemption as a proper level in Sonic Generations. The idea of the level is also revisited in the Chaotic Inferno Zone in Sonic Rivals 2. If you had to choose, what would be your number 1 Horror Level in a Sonic Game? What are some old or new ideas you'd like to see in future Horror Levels in Sonic games? What's another level theme you'd like to see fused together with the horror themes in Sonic games?
  24. During last winter I did a level theme topic for Ice Levels in Sonic games. Unfortunately, Time Eater visited the forum and decided to eat some of the topics, posts, status updates and other parts of the site. While I kept a copy of that topic in a cooler, today I’d like start a brand new topic about warmer level theme in Sonic games: Seaside Levels! Even though Sonic can’t swim, he and his friends can still enjoy a run on tropical sandy beaches, ocean water, and ships in harbors and military bases. Note: The List in this opening post only contains Beach, Harbor, and Seaside Levels from Sonic games I myself have played and experienced. If you have a favorite Beach/Harbor/Seaside level I didn’t mention feel free to talk about it in the topic. Sonic the Hedgehog 2: Oil Ocean Zone Either Westside Island has the biggest deposit of oil on Sonic’s planet or Dr. Eggman decided to flood the area to slow Sonic and Tails down. Whatever the reason, this Oil Harbor has a unique set of platforms, cannons, and elevators to navigate to the Prison Capsule. Also, Sonic and Tails can easily jump out of the oil in case they fall in. Sonic Adventure: Emerald Coast Welcome to Station Square’s beautiful beach, the Emerald Coast. Enjoy fun in the sun with one of the many umbrella tables and beach chairs. Bring some bait and your best lures and try to catch a big one at the local fishing spots. Go on a hike up one of the mountain trails and see the view from the lighthouse. …Just watch out for the infestation of Badniks and the hedgehog eating Orca. Sonic Adventure 2: Metal Harbor and Weapons Bed Prison Island has 2 harbor levels for both Teams of Story Mode. After getting assistance from Tails and Amy, Sonic rushes through the harbor while grabbing a pair of Light Shoes and a giant test rocket to aid in his quest. Meanwhile Dr. Eggman provides a distraction for Shadow and Rouge to grab the Chaos Emeralds by destroying deactivated GUN robots. There’s also a “Bazooka” upgrade somewhere… Sonic Advance: Neo Green Hill Zone Admittedly, most of the beach section of Neo Green Hill Zone starts out in Act 1 and disappears in Act 2. Personally, I thought it was a cool nod to Emerald Coast in Act 1 and later Radical Highway in Act 2 with the bridge that the boss battle takes place on. Sonic Heroes: Seaside Hill/Ocean Palace Imagine if the Green Hill and Emerald Coast got married and had 2 beautiful children. Say hello to the first levels of Sonic Heroes. Seaside Hill is the first level and Act of Sonic Heroes, allowing players to get adjusted to the game’s mechanics as they race towards the whale island or collect crabs. There are also 2 Bobsled sections. While the level itself is called Seaside Hill, Act 2 is known as Ocean Palace. Ocean Palace is a giant set of white ruins with whale inspired art, giant turtles carrying big platforms, and a deathtrap with giant wheels called Kao that will try to squish your team. Sonic Rush: Water Palace Zone & Huge Crisis Zone Sonic’s first DS game has 2 seaside levels. The Water Palace is a white city with a unique water system. Sonic and Blaze will have to use water slides, water cannons, underwater turbines, and mine pulleys to get through the zone. The boss of this zone is a metal lock ness monster with a long neck. The Huge Crisis Zone is almost like Metal Harbor in 2D except most of it takes place on the interior of different ships and ports...and it seems Dr. Eggman and Eggman Nega reprogrammed all of the GUN robots to attack Sonic and Blaze. Use pipes, cranes, and rocket-powered flat beds to reach the Goal. Be careful not to be crushed by the giant pistons. Sonic the Hedgehog 2006: Wave Ocean If you thought this level looks exactly like Emerald Coast, I don’t blame you. The only difference between the two is that in this level there a little bit more detail, some Grind Rails, a section where you play as Tails, and a Mach Speed Section. It’s kind of sucks, because they could have done more with the level to expand it…and fix the bugs. At least the music works. Sonic and the Secret Rings: Pirate Storm Sonic and Sharha jump across debris and storm the pirate ships to obtain the Water Blue Ring from Captain Bemoth. Sonic Rush Adventure: Southern Island, Dinosaur Jungle Zone, Coral Cave Zone, Haunted Ship Zone, Pirates’ Island Zone, Hidden Island Zones, etc. The majority of Sonic Rush Adventure takes place on islands by the seas of Blaze’s World with the exceptions of the Machine Labyrinth Zone, the Ghost Pendulum, Blizzard Peaks Zone, Sky Babylon Zone, and True Final Boss. Sonic Unleashed HD: Windmill Isle and Jungle Joyride While most of the countries have land, concrete, ice, sand, and feature some lakes and rivers, Apotos and Adabat will have Sonic boosting around the coast. Apotos looks similar to Water Palace but without the underwater pathways. The Windmill Isle Day and Night Acts will Sonic racing across the White Islands to find out if anyone knows Chip and later meet up with Tails. Adabat has the most unique night sky of any Country, where even though the sunsets, it’s not completely dark. Jungle Joyride has Sonic running across docks, waterfalls, sandy beaches, jungle grass, and crumbling temple ruins to restore the Purple Chaos Emerald. The guardian of this temple is the Egg Lancer, a combo of the Egg Beetle and Egg Devil Ray having all of the firepower of both but no shields. Sonic Generations HD: Seaside Hill When it was revealed that Seaside Hill would be the remixed representative of Sonic Heroes, I was happy… even though I would have rather picked ANY other level from that game (mostly Sky Fleet). However, it’s one of the best remixes in the game. Seaside Hill Act 1 has Classic Sonic use cannons and Choppers to reach new areas and higher paths, choose 1 of 3 horizontal paths in the foreground and background, a fast current section like the ones in the Labyrinth Zone and Hydro City Zone, and another Kao chase. Seaside Hill Act 2 is the biggest Modern stage in the game, giving Modern Sonic more room to move and multiple paths to take to reach the Goal Ring. There’s even a special Roulette Terminal where Sonic can choose to hop across the giant turtles or use a brand new racecar on an all-new racetrack. Whales appear during the both Acts to help both Sonics if they don’t seem to catch enough air and are heading towards the ocean. Sonic Generations 3DS: Emerald Coast & Water Palace Like other fans, I was kind of hoping for more Handheld games to have remixed representatives in the 3DS Version. At the same time I was curious as to how they would remix a 3D original level into 2 separate 2D acts. Emerald Coast Act 1 is a must closer 2D remix of the Sonic’s version of the level in Sonic Adventure except someone decided to break apart the orca running dock. Emerald Coast Act 2 has Modern Sonic explore a new area of the beach. Towards the end, the orca really goes out of its way to take a bite out Modern Sonic. Water Palace Act 1 will have Classic Sonic to activate switches in order to activate the water cannons, dodge and defeat a Giant Flapper, and use a bubble machine to reach the Goal Post. Water Palace Act 2 changes Modern Sonic’s original course of the Zone but now he slides across the water during some parts (like in Wave Ocean). Sonic Lost World: Tropical Coast Tropical Coast is the beach area of the Lost Hex, where Master Zik lives in retirement making juice out of the fruits from his garden. Sonic will have to use the Yellow Wisps to get through whirlpools underwater, the Orange Wisps to reach small planetoids, and the giant fruits’ juice to reach new areas and have a food fight with Master Zik. If you had to choose, what would be your number 1 Seaside Level in a Sonic Game? What are some old or new ideas you'd like to see in future Seaside Levels in Sonic games? What's another level theme you'd like to see fused together with the beach, harbor, or seaside themes in Sonic games?
  25. The possibilities are endless. What if the worlds of Sonic were something that could be explored in reality? These could be anywhere Sonic and friends have visited; Zones, stages, adventure fields, whatever! What if you could visit one right now? Which ones would be the safest, and which the most dangerous? How long would you survive? Would you want to live in one? All aspects of the real world apply, including physics, health risks, and need for OXYGEN (can't go to space, bro). Remember to be (kind of) realistic; I honestly don't think you'd last very long taking up residence at Chemical Plant Zone.
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