Rusty Ruin Zone
From Sonic Retro
|Rusty Ruin Zone|
|Second level, Sonic 3D: Flickies' Island|
|Number of Acts: 3|
|Level theme: ancient ruins|
|Boss: Rusty Ruin Zone boss|
|Maximum rings, Act 1: 70 + 79 + 38|
|Maximum rings, Act 2: 89 + 69 + 60|
|Maximum rings, Act 3: 8|
|Flickies, Act 1: █ 2 + 2 + 2 █ 3 + 3 + 3|
|Flickies, Act 2: █ 3 + 3 + 2 █ 2 + 2 + 3|
|← Green Grove Zone | Spring Stadium Zone →|
Rusty Ruin Zone is the second level of Sonic 3D: Flickies' Island for the Sega Mega Drive and Sega Saturn, coming after Green Grove and before Spring Stadium. As with other stages in this game, Rusty Ruin consists of two standard Acts followed by a third Act containing only the boss fight. In Acts 1 and 2, Sonic must free captured Flickies from inside badniks, depositing five of the birds into a Goal Ring to progress between sections of the level (usually three per Act).
Rusty Ruin fulfills the ancient ruins trope for the game, and looks as though it's been beneath the waves off Flickies' Island until quite recently, what with all the soggy kelp-grass littering the stonework. Robotnik has presumably dredged the place out of the sea in his search for the Chaos Emeralds, and repaired the old traps of another long-dead civilization. Accordingly, this level is the first to have harmful obstacles. It features spiked balls, similar to those found in the 2D games. There's pillars that have to be destroyed by using the spinners. It's also the only one to use floating platforms, similar to the ones in the 2D games. Some of these move back and forth, some of them are static until Sonic jumps on them. Flame throwers are present within the walls. If Sonic moves fast enough he can avoid them easily. A few Fire Shields are present within the level, which, while conferring no special moves (unlike the Gold Shield, or the fire shield from Sonic 3), it can enable Sonic to pass through the flame throwers and not receive damage.
Rows of fans set in the floor enable Sonic to perform a Whirl Attack - a kind of spinning pirouette which bears remarkable similarities to Espio's maneuver in Knuckles' Chaotix. While spinning like this, Sonic can break down otherwise impenetrable pillar obstacles, although his handling becomes much more difficult to control.
In Act 2, there are steep hills that require trampolines to climb. The trampolines come out of certain points in the slope. There's also breakable walls which, unlike the pillars that require a whirl attack, must be spindashed through to break. They can lead to different areas in the act. Sometimes they're the only way to get to a point earlier in the act, sometimes they lead to hidden places with power-ups Knuckles, and Tails. These walls look like the spot with the 1-up in the first act, however they are cemented up. There are several of these hidden around, and some walls fit the description but do not break or open.
Rusty Ruin includes two different varieties of badnik, neither of which are named in official media, but are named in development tools:
|“||The ruins of the fabled continent of Atlantis were brought up from the depths when Flicky Island was created. Robotnik has fitted the ancient booby traps with modern machinery, making them more dangerous than ever! Dark and gloomy, some parts of the Rusty Ruin Zone are drenched in fog and rain, but Sonic has a job to do and nothing will dampen his spirits.||„|
|Sonic 3D: Flickies' Island|