https://info.sonicretro.org/api.php?action=feedcontributions&user=Ice+Sonic&feedformat=atomSonic Retro - User contributions [en]2024-03-28T22:45:09ZUser contributionsMediaWiki 1.30.2https://info.sonicretro.org/index.php?title=Metallic_Madness&diff=124819Metallic Madness2009-10-16T21:30:37Z<p>Ice Sonic: </p>
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<div>{{stub}}<br />
{{LevelBob|levelscreen=mmpresent.png|levelno=Seventh|game=Sonic CD|acts=3|cliche=Techno City/Large Factory|boss=Robotnik (Metallic Madness Boss)|osv=[[Sonic CD for Windows 95 OST|US]] / [[Sonic CD Japan/PAL Regions OST|JUE]] / [[Sonic CD JPN/PAL Looping Project|JUE looping]]|rings1=151 + 90 (Present),<br> 151 + 110 (Past), 151 + 80 (Future)|rings2=157 + 140 (Present),<br> 156 + 130 (Past), 156 + 140 (Future)|rings3=90 + 10}}<br />
:''Not to be confused with [[Metal Madness]], the final boss of [[Sonic Heroes]].''<br />
'''Metallic Madness''' is the seventh and final round of ''[[Sonic CD]]''. It is an enormous factory, seeming to go on for miles. [[Badniks]] with razor blades and swinging spike balls attempt to slow down your progress — permanently. Can you get to [[Eggman]] quickly enough and defeat him once and for all? <br />
<br />
This is the only Sonic level in existence that has a Shrink-Ray gimmick, where Sonic must be miniturized to squeeze through a small maze in Act 2.<br />
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==Instruction Manual Description==<br />
{{quote|Evil Dr. Robotnik has created a nightmare of pumping pistons, walls of spikes and blade-wielding badniks out to slice and dice you. It'll take all your speed and skill to get through this stage. But once you do, it's time for the final showdown! The future is up to you....|2=[[Sonic CD US Manual]], [[:Image:Scd cd us manual 14 15.jpg|p. 14]]}}<br />
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==Difference between Time Zones==<br />
{|class="prettytable"<br />
|-<br />
|[[Image:mmpresent2.png|220px]]<br />
|[[Image:mmpast.png|220px]]<br />
|[[Image:mmbadfuture.png|220px]]<br />
|[[Image:mmgoodfuture.png|220px]]<br />
|-<br />
!Present||Past||Bad Future||Good Future<br />
|-<br />
|A dark and strange place makes the perfect habitat for everyone's least favorite Doctor. Many traps are present and Sonic will need to give it his all here.<br />
|Back in the day, the factory is still under contruction, and the blue skies can be seen in the upper parts of the level. Traffic cones litter the area, along with caution signs and other things one would find at a construction site. Take out the machine here, before...<br />
|...this happens. Robotnik is careless, as evidenced by letting his base become dark and corroded. Rusted structures and a dim lighting, as well as outdated traps, litter the area. Coupled with the onslaught of badniks, this is one future you don't want to come true.<br />
|This can be avoided however. In this bright future, the clear skies let light shine in upon the zone, and even plants can be seen growing about the zone. With Robotnik's corruption gone from Little Planet, the future is bright for all its animal inhabitants!<br />
|}<br />
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==Enemies==<br />
* [[Mecha-Bu]] - Kabutomushi beetle bots with razor wheel schnozzes<br />
* [[Poh-Bee]] - Chunky bee bots that fly through the air and swings dual maces<br />
* [[SS Badnik 3|Unnamed, brown-clad armadillo bots]]<br />
* [[MM Badnik 1|A crawling badnik that can catch Sonic in its rear claws]]<br />
* [[MM Badnik 2|A giant, kamikaze bomb-bot]]<br />
* [[SS Badnik 4|Laser-shooting lightbulb-bugs as part of the boss]]<br />
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{{SonicCDZones}}<br />
[[Category:Sonic CD Levels]]</div>Ice Sonichttps://info.sonicretro.org/index.php?title=Stardust_Speedway&diff=124818Stardust Speedway2009-10-16T21:21:29Z<p>Ice Sonic: </p>
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<div>{{LevelBob|levelscreen=sspresent.png|levelno=Sixth|game=Sonic CD|acts=3|boss=Metal Sonic (Sonic CD)|osv=[[Sonic CD for Windows 95 OST|US]] / [[Sonic CD Japan/PAL Regions OST|JUE]] / [[Sonic CD JPN/PAL Looping Project|JUE looping]]|rings1=241 + 30 (Present),<br> 241 + 10 (Past), 246 + 30 (Future)|rings2=210 + 50 (Present<br> and Past), 220 + 50 (Future)|rings3=40 + 60}}<br />
{{stub}}<br />
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'''Stardust Speedway''' is the sixth round in [[Sonic CD]]. This stage's track is made up of musical instruments. If you find yourself stuck, try flipping the large signs in the foreground. Large structures loom in the background, and what's Eggman doing back there? Remember, Metal Sonic still has [[Amy]], too!<br />
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==Instruction Manual Description==<br />
{{quote|Shoot through a maze of valves and pipes in a world of stardust and music, mind-boggling speed... and danger. Wipe out lightning bugs before they catch you in their currents. Look for certain ways to open passageways and bypass springs. Watch your step!|2=[[Sonic CD US Manual]], [[:Image:Scd cd us manual 14 15.jpg|p. 14]]}}<br />
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==Difference between Time Zones==<br />
{|class="prettytable"<br />
|-<br />
|[[Image:sspresent2.png|220px]]<br />
|[[Image:sspast.png|220px]]<br />
|[[Image:ssbadfuture.png|220px]]<br />
|[[Image:ssgoodfuture.png|220px]]<br />
|-<br />
!Present||Past||Bad Future||Good Future<br />
|-<br />
|This zone has a lot of music-related things, and is bustling with life! Lots of wacky things can happen in this zone.<br />
|Everything is calm here; it's dark and quiet. A lot of vines cover up the musical instruments; there are fewer buildings and lots of nature left. Destroy the roboticizer, or else...<br />
|...everything will be chaos. Most of the instruments are destroyed and left to rust and dissolve, and everything is covered in buildings like an evil metropolis. Lightning flashes in the background, and eerie clouds lurk in the sky here.<br />
|Freed from Robotnik's grasp, this zone becomes as bright and bustling as it should be. Crazy loop-de-loops, strange structures, and even more speed await you in this future! It would also appear that the statue of Robotnik being built in the present has been torn down.<br />
|}<br />
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==Enemies==<br />
None of Stardust Speedway's [[badniks]] have official names, but they are:<br />
*[[SS Badnik 1|A black-and-red quadrouple-winged bug bot]]<br />
*[[SS Badnik 2|A mirage-trailing spherical bird]]<br />
*[[SS Badnik 3|A rolling armadillo-bot]]<br />
*[[SS Badnik 4|A flying bug with a light-bulb abdomen]]<br />
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{{SonicCDZones}}<br />
[[Category:Sonic CD Levels]]</div>Ice Sonichttps://info.sonicretro.org/index.php?title=Wacky_Workbench&diff=124817Wacky Workbench2009-10-16T21:16:19Z<p>Ice Sonic: </p>
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<div>{{LevelBob|levelscreen=wwpresent.png|levelno=Fifth|game=Sonic CD|acts=3|cliche=Techno City/Large Factory|boss=Robotnik (Wacky Workbench Boss)|osv=[[Sonic CD for Windows 95 OST|US]] / [[Sonic CD Japan/PAL Regions OST|JUE]] / [[Sonic CD JPN/PAL Looping Project|JUE looping]]|rings1=176 + 70 (Present),<br> 176 + 60 (Past), 176 + 90 (Future)|rings2=190 + 60 (Present),<br> 187 + 70 (Past), 187 + 60 (Future)|rings3=59 + 50}}{{stub}}<br />
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'''Wacky Workbench''' is the fifth round of ''[[Sonic CD]]''. A warehouse of maximum proportions, who knows what this place can hold? Floors bounce you high into the air, and electrical wires are hazardous. Watch out for freezing machines!<br />
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Hidden near the beginning of the Bad Future of Zone 1 is a large Eggman statue. If you find it, it will spout spikeballs at you. In the Past, there's a statue of an angel in its place that gives you rings.<br />
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==Instruction Manual Description==<br />
{{quote|Electricity rules the Wacky Workbench, and the ground isn't always grounded! If you land on it when it's flashing, the current will bounce you high into the air. Turbines and bobbins send you spinning. Press Button {{A}}, {{B}} or {{C}} to sling yourself clear. Whirl yourself dizzy on turntable platforms, and don't get iced by the exhaust vents! When the electrical conduits around you begin to flicker, get out of the way or you'll be in for a shock!|2=[[Sonic CD US Manual]], [[:Image:Scd cd us manual 14 15.jpg|p. 14]]}}<br />
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==Difference between Time Zones==<br />
{|class="prettytable"<br />
|-<br />
|[[Image:wwpresent.png|220px]]<br />
|[[Image:wwpast.png|220px]]<br />
|[[Image:wwbadfuture.png|220px]]<br />
|[[Image:wwgoodfuture.png|220px]]<br />
|-<br />
!Present||Past||Bad Future||Good Future<br />
|-<br />
|The present Wacky Workbench is a large warehouse filled with crazy gadgets, like flashing floors that bounce you up and electric webs. <br />
|A very lively place in the past, Wacky Workbench was still under construction. Many things don't work yet, or aren't quite the same. One mechanic that was removed in the Present and Futures: poles you can slide across to avoid falling into an electric beam.Remember, get that machine here, or else...<br />
|...the entire factory will be left to rot. The bad future has rusted bars and feels like it will collapse any minute. The zone also has dimmer light, considering most of the headlights have been smashed.<br />
|However, without Robotnik's influence, the zone becomes bright and vibrant, and just as crazy as ever. Just look at those pink structures! Wait... what?!<br />
|}<br />
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==Enemies==<br />
* [[Poh-Bee]] - Chunky bee bots that fly through the air and fire flashing projectiles<br />
* [[Bata-pyon]] - Grasshopper bots that spring around gleefully<br />
* [[WW Badnik 1|An unnamed beetle-like badnik]]<br />
* [[WW Badnik 2|An unnamed badnik that hangs on a string]]<br />
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{{SonicCDZones}}<br />
[[Category:Sonic CD Levels]]</div>Ice Sonichttps://info.sonicretro.org/index.php?title=Quartz_Quadrant&diff=124816Quartz Quadrant2009-10-16T21:11:01Z<p>Ice Sonic: </p>
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<div>{{LevelBob|levelscreen=qqpresent.png|levelno=Fourth|game=Sonic CD|acts=3|boss=Robotnik (Quartz Quadrant Boss)|osv=[[Sonic CD for Windows 95 OST|US]] / [[Sonic CD Japan/PAL Regions OST|JUE]] / [[Sonic CD JPN/PAL Looping Project|JUE looping]]|rings1=203 + 30 (Present),<br> 203 + 40|rings2=255 + 10|rings3=50 + 50}}{{stub}}<br />
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'''Quartz Quadrant''' is the fourth round of [[Sonic CD]]. Set in a semi-underground mine, you are almost completely surrounded by quartz and other minerals. Since this level is a bit more cramped than most levels, it will be harder to get to the past. Can you do it?<br />
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==Instruction Manual Description==<br />
{{quote|Look out for falling rocks as you race through a treasure trove of glittering gems. Touch the arrow signs to change the direction of the moving conveyor belts. Spiny snails, slimy caterpillars and cannon-toting beetles will try their best to slow you down!|2=[[Sonic CD US Manual]], [[:Image:Scd cd us manual 12 13.jpg|p. 13]]}}<br />
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==Difference between Time Zones==<br />
{|class="prettytable"<br />
|-<br />
|[[Image:qqpresent.png|220px]]<br />
|[[Image:qqpast.png|220px]]<br />
|[[Image:qqbadfuture.png|220px]]<br />
|[[Image:qqgoodfuture.png|220px]]<br />
|-<br />
!Present||Past||Bad Future||Good Future<br />
|-<br />
|The present is a large mining facility, with contraptions built in, such as conveyer belts. There is still a large amount of quartz to be mined, and some is just lying around.<br />
|The mine of the past uses more simple machines, and most everything is made from wood. Badniks are more scarce in the past, but that doesn't mean that it won't cause...<br />
|...the future to become a wasteland of smoke-filled skies! Most of the land has become Robotniks cities, and he still has his badniks in the same position as before.<br />
|If you manage to stop Robotnik's production of robots, the future will turn brighter. The mining has stopped, and the exposed crystals shimmer in the background.<br />
|}<br />
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==Enemies==<br />
* [[Kumo-Kumo]] - Springy spider that leaps high into the air<br />
* [[Sasori]] - Scorpion-like badnik that has a fire laster on it's tail<br />
* [[Noro-Noro]] - Snail badnik that squirms slowly along the ground<br />
* [[QQ Badnik|An unnamed Caterkiller-like badnik]] <br />
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{{SonicCDZones}}<br />
[[Category:Sonic CD Levels]]</div>Ice Sonichttps://info.sonicretro.org/index.php?title=Tidal_Tempest&diff=124815Tidal Tempest2009-10-16T21:05:11Z<p>Ice Sonic: </p>
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<div>{{LevelBob|levelscreen=ttpresent.png|levelno=Third|game=Sonic CD|acts=3|cliche=Underwater|boss=Robotnik (Tidal Tempest Boss)|underwater=Yes|osv=[[Sonic CD for Windows 95 OST|US]] / [[Sonic CD Japan/PAL Regions OST|JUE]] / [[Sonic CD JPN/PAL Looping Project|JUE looping]]|rings1=106 + 170 (Present<br> and Past), 106 + 180 (Future)|rings2=111 + 110 (Present<br> and Past), 111 + 140 (Future)|rings3=30 + 70}}{{stub}}<br />
'''Tidal Tempest''' is the third round of [[Sonic CD]]. This level takes place in flooded underwater ruins. It resembles [[Labyrinth Zone]] to a great extent. Most of this level takes place underwater, so be on the lookout for oxygen bubbles!<br />
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== Instruction Manual Description ==<br />
{{quote|As you dive into this underwater adventure, remember that you'll need air once in a while. If you go too long without it, a countdown appears. When the countdown reaches zero, you lose a Life.<br />
<br />
Take a deep breath from air bubbles that drift up from certain blocks. Switches activate propellers, and the current will send you spinning. Grab onto the nearest pole to save yourself from steel spikes!|2=[[Sonic CD US Manual]], [[:Image:Scd cd us manual 12 13.jpg|p. 13]]}}<br />
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==Difference between Time Zones==<br />
{|class="prettytable"<br />
|-<br />
|[[Image:ttpresent.png|220px]]<br />
|[[Image:ttpast.png|220px]]<br />
|[[Image:ttbadfuture.png|220px]]<br />
|[[Image:ttgoodfuture.png|220px]]<br />
|-<br />
!Present||Past||Bad Future||Good Future<br />
|-<br />
|The Present hasn't been touched upon so much by Robotnik. Large pipes transfer water from different areas of this zone, and secrets lie in the walls.<br />
|Primitive caves and early plant life litter around, and fish are plentiful in the clean water. The water seems to be filled with seascum or something. Keep an eye out for that Robotizer, too, or...<br />
|... Eggman will succeed in conquering this zone. Everything has been completely trashed, including the water. Rusty ledges, broken pipes, dead plants — this place hasn't been taken care of for a long time!<br />
|If you happen to stop such a devastating event from happening, you'll get this instead. This world is much different, like a giant aquarium, with plants in glass cases and such.<br />
|}<br />
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==Enemies==<br />
* [[Taga-Taga]] - A swimming version of the lobster-bot from [[Palmtree Panic]]<br />
* [[TT Badnik 1|An unnamed dragonfly-like badnik]]<br />
* [[TT Badnik 2|An unnamed water-skimming badnik]]<br />
* [[TT Badnik 3|An unnamed robot fish]] (functionally similar to ''[[Sonic 1]]'s'' [[Jaws]])<br />
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{{SonicCDZones}}<br />
[[Category:Sonic CD Levels]]</div>Ice Sonichttps://info.sonicretro.org/index.php?title=Collision_Chaos&diff=124813Collision Chaos2009-10-16T20:19:54Z<p>Ice Sonic: </p>
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<div>{{LevelBob<br />
|levelscreen=ccpresent.png<br />
|levelno=Second<br />
|game=Sonic CD<br />
|acts=3<br />
|cliche=Carnival/Casino<br />
|boss=Robotnik (Collision Chaos Boss)<br />
|osv=[[Sonic CD for Windows 95 OST|US]] / [[Sonic CD Japan/PAL Regions OST|JUE]] / [[Sonic CD JPN/PAL Looping Project|JUE looping]]<br />
|rings1=199 + 100 (Present),<br> 215 + 80 (Past), 209 + 80 (Future)<br />
|rings2=242 + 20<br />
|rings3=47 + 30<br />
}}<br />
{{stub}}<br />
'''Collision Chaos''' is the second round of [[Sonic CD]]. Neon signs flicker through this level, metallic bumpers bounce you through parts, and bouncy bubbles hinder your progress. You'll have to go fast to get through this level. And is that Metal Sonic taking off with Amy? Chase him!<br />
<br />
==Instruction Manual Description==<br />
{{quote|Sonic becomes a whirling blue pinball in this land of bright lights and bumpers, flippers and spikes. Robotnik's robots will really be gunning for you here! Mow 'em down first with a [[Spin Attack]]. Press Button {{A}}, {{B}} or {{C}} to activate the flippers and send Sonic flying through the pinball courses for big bonus points!|2=[[Sonic CD US Manual]], [[:Image:Scd cd us manual 12 13.jpg|p. 12]]}}<br />
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==Difference between Time Zones==<br />
{|class="prettytable"<br />
|-<br />
|[[Image:ccpresent2.png|220px]]<br />
|[[Image:ccpast.png|220px]]<br />
|[[Image:ccbadfuture.png|220px]]<br />
|[[Image:ccgoodfuture.png|220px]]<br />
|-<br />
!Present||Past||Bad Future||Good Future<br />
|-<br />
|This round in the present is colorful and well-lit. Giant logs in the sky move fast, so watch out!<br />
|Back in the early days, things weren't quite so built up. Most of the floating neon signs are merely large chunks of rock. Those logs aren't completed yet, so they merely stand still, making an easy passage around the sky. Flame-spitting towers don't spit flames. Remember to stop the robotizer, or...<br />
|...once again, the world will be completely changed by Robotnik's dictatorship. Most machines are damaged beyond repair, and the lake in the background resembles an acidic waste dump.<br />
|If you manage to destroy all of those mechanical machines in the past, the future will change to this utopian paradise. Mechanical plants pump clean oxygen into the air, and a city now bustles in the background.<br />
|}<br />
<br />
==Enemies==<br />
* [[Kama-Kama]] - Mantis batnik that rolls along the ground<br />
* [[CC Badnik 1|An unnamed blue/yellow batbot]]<br />
* [[CC Badnik 2|An unnamed bomb-dropping ladybird bot]]<br />
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{{SonicCDZones}}<br />
[[Category:Sonic CD Levels]]</div>Ice Sonichttps://info.sonicretro.org/index.php?title=Drill_Eggman_II&diff=115806Drill Eggman II2009-07-15T07:26:38Z<p>Ice Sonic: </p>
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<div>[[Image:mczboss.png|right]]<br />
With '''Drill Eggman II''' (ドリルエッグマンII), found in [[Mystic Cave Zone]], Eggman's in another Drill Car, but this time it actually drills. What do I mean you ask? Well, Eggman will drive forward a little ways, allowing you to attack him, then he'll rise up and drill through the ceiling. Upon doing this, Eggman unleashes a storm of pointy objects that rain down you. Simply avoid these objects and hit Eggman when he descends from the ceiling.<br />
<br />
==Technical Information==<br />
{|border="1" class="prettytable"<br />
!Game<br />
!Object ID<br />
!Code offset<br />
!Mappings offset<br />
!Compressed art offset<br />
!Subparameters<br />
|-<br />
|[[SCHG:Sonic 2|Sonic the Hedgehog 2]]<br />
|$57<br />
|$30FA4<br />
|$316EC<br />
|$86B6E ([[Nemesis compression|Nemesis format]], 204 Blocks)<br />
|$?????<br />
|}<br clear="all"><br />
{{S2Bosses}}<br />
[[Category:Sonic the Hedgehog 2 (16-bit) Bosses]]</div>Ice Sonichttps://info.sonicretro.org/index.php?title=Palmtree_Panic&diff=115752Palmtree Panic2009-07-14T19:39:49Z<p>Ice Sonic: </p>
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<div>{{LevelBob<br />
| levelscreen=pppresent.png<br />
| levelno=First<br />
| game=Sonic CD<br />
| acts=3<br />
| cliche=Tropical island<br />
| boss=EGG-HVC-D01<br />
| osv=[[Sonic CD for Windows 95 OST|US]] / [[Sonic CD Japan/PAL Regions OST|JUE]] / [[Sonic CD JPN/PAL Looping Project|JUE looping]]<br />
| rings1=115 + 60 (Present),<br> 148 + 100 (Past), 150 + 100 (Future)<br />
| rings2=196 + 40 (Present),<br> 200 + 30 (Past), 207 + 20 (Future)<br />
| rings3=68 + 30<br />
}}<br />
<br />
'''Palmtree Panic''' is the first round of ''[[Sonic CD]]''. Like most Sonic games, this round follows the [[Tropical Island Cliche|tropical island cliché]]. Many palm trees are around, along with small star-shaped plants and fallen logs. Peaceful waterfalls plunge into an idyllic blue lake in the background. This round is an easy one to start the game off.<br />
<br />
The round features many loops and vertical ramps. The small, donut-esque platforms act differently based on time zone: in the present, they will not appear until you step on them; in the past, they are always visible; in the future, they fall out as soon as you step on them.<br />
<br />
There's a bizarre '''+''' shaped booster right at the start of the level, too (see the main pic on the right), just to give [[Sonic]] some gratuitous pseudo-3D to run through.<br />
<br />
==Instruction Manual Description==<br />
{{quote|Loop the loops, twist through corkscrew turns, find footing on hidden platforms, and spin the wheels to blast up vertical ramps. This Round promises plenty of action for a fleet-footed hedgehog! Hope you remembered to bring your mosquito repellent, 'cuz some of these enemies take a big bite!|2=[[Sonic CD US Manual]], [[:Image:Scd cd us manual 12 13.jpg|p. 12]]}}<br clear="all"><br />
<br />
==Difference between Time Zones==<br />
{|class="prettytable"<br />
|-<br />
|[[Image:pppresent2.png|220px]]<br />
|[[Image:pppast.png|220px]]<br />
|[[Image:ppbadfuture.png|220px]]<br />
|[[Image:ppgoodfuture.png|220px]]<br />
|-<br />
!Present||Past||Bad Future||Good Future<br />
|-<br />
|The scenery is very cheerful in the present, apart from the occasional badnik, of course. Green plants, large trees, flowers, everything is normal.<br />
|Back in time, the world was much different. The level's past resembles a prehistoric era, including large leafed trees and such. Remember to destroy the [[robotization|robotizer]] here, or...<br />
|...this will happen. The entire land is filled with dead grass, what plants remain are half-robotic, the badniks are ill-maintained, and the water in the background is filled to the brim with toxic waste.<br />
|Luckily, you can stop this from happening by defeating Eggman's schemes in the past. The world is much different now; although machinery is still around, it is helping the environment rather than hurting it.<br />
|}<br />
<br />
==Enemies==<br />
* [[Mosqui]] - Kamikaze mosquito bots<br />
* [[Pata-Bata]] - Robotic butterfly badnik<br />
* [[Anton]] - Unicycle ant bot<br />
* Unnamed beetle bot<br />
* [[Taga-taga]] - Hopping water bot<br />
<br />
{{SonicCDZones}}<br />
[[Category:Sonic CD Levels]]</div>Ice Sonichttps://info.sonicretro.org/index.php?title=Launch_Base_Zone_bosses&diff=115647Launch Base Zone bosses2009-07-13T21:24:46Z<p>Ice Sonic: </p>
<hr />
<div>There are three bosses in [[Launch Base Zone]]. The first one normally can only be accessed by either Sonic or Tails (or both). Once that boss is defeated, Sonic and/or Tails is/are brought to another arena when he/them face another boss. in Sonic 3 & Knuckles, the level ends there; In Sonic 3 alone, there is one more boss, which can hurt Super Sonic.<br />
<br />
Knuckles instead never faces the first boss, though he always faces the second and the third, although in a different location.<br />
<br />
==First Boss==<br />
[[Image:LB Boss 1.PNG|right]]<br />
The first boss in Launch Base Zone consists of [[Eggman]] elevating himself to a location outside of the player's reach. A door opens on the wall to the right of the player, deploying a large black ball in one of two compartments (top or bottom), intended to harm the player. These can be avoided by jumping over the balls that come out of the bottom compartment and ducking under the raised door when they come out of the top compartment. Alternatively, the player can jump over the balls from the top if already standing on top of the opened door.<br />
<br />
In order to hurt the boss, the player should jump on top of the opened door when the black ball is shot out from the bottom compartment. Once raised, the player can simply jump on top of the opened door; this gives him enough of a boost to further jump high enough to hit Eggman for one of 8 hits. <br />
<br />
==Second Boss==<br />
[[Image:LB Boss 2.PNG|right]]<br />
The second boss in Launch Base Zone consists of Eggman in a tall weapon-laden rocket. There are lasers on the side of the rocket which fire lasers both left and right, and there is a small ball of spikes orbiting around the machine's vulnerable spot to prevent the player from simply jumping on top of it over and over again in succession. For every two hits of damage inflicted, the machine will drop a small portion of its essence; this continues for a total of 8 hits before the boss is defeated.<br />
<br />
The fight starts with Eggman descending from the right side of the screen. Once descended all the way, he will disappear on the bottom of the screen and appear on the left side, this time moving upwards instead of downwards. This continues until the machine appears back on the right side of the screen as when the fight started. This pattern of movement continues until the boss is defeated.<br />
<br />
==Third Boss==<br />
[[Image:LB Boss 3.png|right]]<br />
The third boss in Launch Base Zone consists of Eggman in a machine equipped with a claw. Its vulnerable point is the cockpit, but it has spikes at the top so the player can hit it only from the front or from the bottom. It flies back and forth across the screen trying to catch the player in its claw. If it succeeds, the player is thrown at the ground. A particularity is that this move can hurt Super Sonic in ''Sonic 3'' alone. In ''Sonic 3 & Knuckles'' instead, when this boss catches a Super or Hyper form in its claw, the spring sound effect is played, the player bounces on the ground, and nothing happens. If the boss can't catch the player for several times in a row, it will fly at the top of the screen just to go down right after. It will then try to attack the player by using its spikes at the top of the cockpit. After a while it starts again with the main pattern.<br />
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{{S3Bosses}}<br />
[[Category:Sonic 3 Bosses and Sub-bosses]]</div>Ice Sonichttps://info.sonicretro.org/index.php?title=Drill_Mobile&diff=115645Drill Mobile2009-07-13T21:23:01Z<p>Ice Sonic: </p>
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<div>[[Image:Marblegardenboss2.png|right]]<br />
[[Image:KnuxDrillMobile.PNG|right]]<br />
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The '''Drill Mobile''' (ドリルモービル) is the boss of [[Marble Garden Zone]] Act 2 for ''[[Sonic the Hedgehog 3]]''. The boss machine is encountered at various times throughout the level, with [[Robotnik]] maliciously drilling through the ancient [[Knuckles Clan]] ruins in order to set off earthquakes to try to bury [[Sonic]] and [[Tails]] alive. Finally, at the end of the stage, Robotnik appears to induce an earthquake that levels the entire Zone, obliging Tails to give Sonic a lift to the skies as the fat man flees.<br />
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A cunning tactic here is to hit the boss as many times as possible when he's on the ground, drilling the Marble Garden into oblivion. 4 hits can sometimes be managed if you have no shield and no Super/Hyper Sonic or 7 if you do. After this, Tails will airlift Sonic (or just himself), and Sonic has to jump from the fox's grip onto Robotnik's pod to deal the remaining damage.<br />
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This boss is notoriously hard if playing as Tails alone. Without the ability to [[spin attack|spin jump]], Tails has to damage the pod by hitting its underside with his whirring namesakes; a difficult task, with a drill at the front and a flame-jet at the back.<br />
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When playing as Knuckles, the boss is completely different. [[Eggrobo]] keeps the combat underground, and will send some spiked wire through the ground and ceiling, which you must avoid. Then he will appear and collect the wire back in again. While he does this, hit him 2 or 3 times each time.<br />
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[[Category:Sonic 3 Bosses and Sub-bosses]]</div>Ice Sonichttps://info.sonicretro.org/index.php?title=Screw_Mobile&diff=115644Screw Mobile2009-07-13T21:22:06Z<p>Ice Sonic: </p>
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<div>[[Image:hzboss.png|right]]<br />
'''Screw Mobile''' (スクリューモービル), the boss for [[Hydrocity Zone]] Act 2, is similar to the [[Big Shaker]] in a way. As you enter the arena, the water level drops to the floor and Eggman flies in, his craft fitted with an impeller underneath and depth charges at the back. He flies from right to left above you, where you cannot reach him by jumping, but periodically lowers himself to the water, revving up his impeller. During this time, it is possible to jump and hit the front of his machine, but when he hits the water you want to be as far away as possible. Upon touching the water, he begins to draw it toward him, while slowly rising. This draws the water into a flume beneath him. If you do not move to the edge of the screen and hold this direction, you will be drawn into it. When Eggman releases the water, he moves off and the plume begins to drop. At this point the top becomes solid allowing you to leap onto it and use it to reach his machine. As he flies across the top, he will also periodically drop depth charges which, if times correctly, can also be used to reach him. After eight hits his craft explodes.<br />
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[[Category:Sonic 3 Bosses and Sub-bosses]]</div>Ice Sonichttps://info.sonicretro.org/index.php?title=Flame_Mobile&diff=115643Flame Mobile2009-07-13T21:21:18Z<p>Ice Sonic: </p>
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<div>[[Image:Aizboss.png|right]]<br />
Quite a step up from the easy mid-boss, [[Angel Island Zone]]'s boss, '''Flame Mobile''' (フレイムモービル), involves hitting Robotnik's eggpod eight times, while avoiding the two (or four, if playing as Knuckles) fireballs shot from it. At both ends of the arena are bottomless pits, and Robotnik will disappear behind the waterfall every now and again so you'll have to time your jumps. After your points tally go right, you meet the malicious Knuckles again—he laughs and hits a switch which makes the bridge you're on collapse, and you fall into [[Hydrocity Zone]].<br />
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[[Category:Sonic 3 Bosses and Sub-bosses]]</div>Ice Sonichttps://info.sonicretro.org/index.php?title=Death_Ball&diff=115641Death Ball2009-07-13T21:20:18Z<p>Ice Sonic: </p>
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<div>[[Image:deb.png|right]]<br />
'''Death Ball''' is the final boss encountered in both ''[[Sonic & Knuckles]]'' and ''[[Sonic 3 & Knuckles]]'' before the final battle. Its form resembles a miniature [[Death Egg]], which is protected by a rotating shield. Its base periodically opens up, releasing small cars with three sets of spikes which then travel around the floor of the Death Egg.<br />
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This boss is invulnerable to any type of attack the player may try to inflict on it because of the shield. The only way to damage the boss is to use the teleporters on either side switch gravity while a spiked wheel is beneath it, causing it to switch sides and damage it. When the boss releases the spike cars, it is best to get ready to go into a transporter quickly. When the boss is just about to hover over the spike car, go into the transporter to turn everything upside down along with the car which will hit the boss if it's timed right. If that fails, then the car will be stuck because of the spikes in the ground. [[Spin Dash]]ing into the car will flip it, possibly hitting the boss if he is hovering near it. <br />
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A word of caution--when the cars are left upside down, left to travel on the ground or hit the boss the wrong side, they will explode causing the three spikes to shoot out.<br />
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[[Category:Sonic & Knuckles Bosses and Sub-bosses]]</div>Ice Sonichttps://info.sonicretro.org/index.php?title=Heat_Arms&diff=115640Heat Arms2009-07-13T21:18:21Z<p>Ice Sonic: </p>
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<div>[[Image:Lrzsubboss.png|right]]<br />
'''Heat Arms''' (ヒートアームズ) is a boss fought at the end of [[Lava Reef Zone]] Act 1. It will first attack with two swaying antenna-like machines that fire a round of projectiles at you. The top circle part of each must be hit 4 times; this is a harder task for [[Knuckles]], who can only hit them when they come down. After shooting at you, they will sink down and a robotic hand that resembles the final boss' at the [[Death Egg Zone (S&K)|Death Egg Zone]] will attempt to crush you, leaving a moment for you to attack when it slams down. The boss (the hand specifically takes six hits -- defeating the antennae is not necessary).<br />
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Unlike most times when the character is crushed, this will not kill them, but act like a normal attack; [[Super transformation|Super and Hyper Forms]] can damage the robot when it is crushed down on them. After it attacks once, either the antennas will come back if not defeated and continue that cycle, or that hand will come out again. Overall, this boss should give you little trouble and only serve up as a warm up for the much harder boss later in the zone.<br />
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[[Category:Sonic & Knuckles Bosses and Sub-bosses]]</div>Ice Sonichttps://info.sonicretro.org/index.php?title=Guardian&diff=115638Guardian2009-07-13T21:17:23Z<p>Ice Sonic: </p>
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<div>[[Image:Snzsubboss.png|right]]<br />
A rather unique fight, the '''Guardian''' (ガーディアン), found at the end of [[Sandopolis Zone]] Act 1, is a stone statue that doesn't even look like a robot, and has no weapons, but jumps toward you. You can knock him back into his shell form by jumping and hitting his head but cannot hurt him this way. To defeat him you must lure him to the left and get him to jump in the quicksand pit. That's the only way to defeat him. The most efficient method of doing so is to stand on the edge of the pit until he gets close, then jump into the pit and jump continuously to avoid sinking. Make sure you're far enough away so that he doesn't jump on you (although he can't crush you if he does jump on you; he merely damages you). He will jump into the quicksand and blow up.<br />
It is also possible to beat this mid-boss by standing on the right side of him and hitting him on the head repeatedly. Though this avoids the possibility of it jumping on Sonic when it reaches the pit, it also takes longer for it to do so.<br />
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[[Category:Sonic & Knuckles Bosses and Sub-bosses]]</div>Ice Sonichttps://info.sonicretro.org/index.php?title=Gapsule&diff=115637Gapsule2009-07-13T21:16:33Z<p>Ice Sonic: </p>
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<div>[[Image:Fbzsubboss.png|right]]<br />
'''Gapsule''' (ガプセル), found at the end of [[Flying Battery Zone]] Act 1, is one of the more bizarre boss battles of the Sonic series, with you battling a trap that looks like an [[capsule|animal prison]]. It also takes some thinking to figure out how to damage this guy, as he's immune to all direct attacks. Every so often he sends one of his spiked balls (which other times float around to his upper left and upper right on chains) homing in on you. To defeat him stand on his plunger and wait for his eyes to blink; that's the signal that he's about to send a ball flying toward you. Then quickly run off the plunger, being careful not to touch a spiked ball. The spiked ball will hit the plunger, damaging him. Repeat six times and you've won.<br />
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[[Category:Sonic & Knuckles Bosses and Sub-bosses]]</div>Ice Sonichttps://info.sonicretro.org/index.php?title=Hey_Ho&diff=115635Hey Ho2009-07-13T21:15:55Z<p>Ice Sonic: </p>
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<div>[[Image:Mhzsubboss.png|right]]<br />
The battle with '''Hey Ho''' (ヘイ・ホウ) at the end of [[Mushroom Hill Zone]] Act 1 is the standard "easy first zone boss." You will just have to wait for it to stop chopping and float down before hitting it. You can attack twice in this period if you're quick enough. Don't touch the boosters underneath the chopping bot either because they will harm you if you aren't equipped with a [[Fire Shield]]. Dodge the wood if you need to and after six hits, the fight will be over.<br />
As Knuckles this fight is slightly more challenging, as Knuckles cannot hit it when it is at its highest, it bounces logs at him, and the head of the robot zooms around the stage in-between rounds of chopping the log.<br />
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[[Category:Sonic & Knuckles Bosses and Sub-bosses]]</div>Ice Sonichttps://info.sonicretro.org/index.php?title=Big_Icedus&diff=115634Big Icedus2009-07-13T21:14:52Z<p>Ice Sonic: </p>
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<div>[[Image:Iczsubboss.png|right]]<br />
'''Big Icedus''' (ビッグアイスダス), the boss at the end of [[Icecap Zone]] Act 1, is a small machine that looks a little like a gray snowman who summons eight snowballs to swirl around him. At the beginning he is, alas, out of hitting range (even when using [[W Kaiten]]) unless you have a [[lightning shield|lightning]] or [[water shield]].<br />
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After he surrounds himself with snowballs, he swoops across the screen twice; stay in either corner and you'll be safe. Then stand below him and wait for him to release his snowballs. Then jump and hit him, preferably twice, before he moves up out of hitting range. Then comes the tricky part; five of his snowballs fall from the sky once, and you must slip in between them to avoid getting hit. They fall quickly and without warning so you must react quickly. After this he repeats the pattern, sometimes swooping across the screen once instead of twice. Keep hitting him after he releases his snowballs. Six hits does him in.<br />
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[[Category:Sonic 3 Bosses and Sub-bosses]]</div>Ice Sonichttps://info.sonicretro.org/index.php?title=Bowling_Spin&diff=115633Bowling Spin2009-07-13T21:14:12Z<p>Ice Sonic: </p>
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<div>[[Image:cnzsubboss.png|right]]<br />
'''Bowling Spin''' (ボウリングスピン), found at the end of [[Carnival Night Zone]] Act 1, requires a fair bit of speed. You'll start out on a yellow and green-coloured square platform and the boss will hover down from above. The little spikey top-like thing on its bottom will come off and start flying around the area, and it'll destroy one panel of the floor that it touches every time it comes into contact with it. So if you let it wear out the floor and you fall through, basically put, you're dead. So what you need to do is hit the actual capsule that the top was attached to and it'll reveal some of its circuits. The top then needs to hit the capsule while the circuits are revealed to do damage, Repeat this four times - rather then six with other mid-bosses - to finish it off. Also, the capsule electrifies itself at random intervals. Obviously, don't jump at it at this point.<br />
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[[Category:Sonic 3 Bosses and Sub-bosses]]</div>Ice Sonichttps://info.sonicretro.org/index.php?title=Tunnelbot&diff=115628Tunnelbot2009-07-13T21:11:28Z<p>Ice Sonic: </p>
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<div>[[Image:Marblegardenboss1.png|right]]<br />
'''Tunnelbot''', called '''Gakin''' (ガキーン) in the Japanese strategy guide, is a sub-boss in ''[[Sonic the Hedgehog 3]]'' which you confront at the end of [[Marble Garden Zone]] Act 1. It is one of the easiest sub-bosses in the game. Just like ''[[Sonic 2]]''<nowiki>'</nowiki>s [[Drill Eggman II]], this boss burrows through the ceiling and back. Hit it whenever you can. With Knuckles, there is a [[rotating spiked platform]] that you can stand on to compensate for Knuckles' lower jump height.<br />
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==Trivia==<br />
When playing as Sonic & Tails, Sonic can stay at the very left of the boss arena while the second player defeats the boss using Tails. When this is done in ''[[Sonic 3]]'' alone, it hangs up the game, but it had been fixed in ''[[Sonic 3 & Knuckles]]''.<br />
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[[Category:Sonic 3 Bosses and Sub-bosses]]</div>Ice Sonichttps://info.sonicretro.org/index.php?title=Big_Shaker&diff=115627Big Shaker2009-07-13T21:10:33Z<p>Ice Sonic: </p>
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<div>[[Image:hzsubboss.png|right]]<br />
'''Big Shaker''' (ビッグシェイカー), the sub-boss at the end of [[Hydrocity Zone]] Act 1, is a spherical contraption with four rockets. This device spins back and forth through the u-shaped pit in which you are standing, before settling on a pole set in the middle of the arena. It's only safe to attack the device while it is in the middle, at which time it will have begun to turn the pole, which in turn stirs the water, and your character. However, you can Spin Dash up the side and attack while it is off-screen without getting hurt. Though the boss itself is relatively simple to beat, remember that Sonic and co. can still drown while underwater.<br />
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[[Category:Sonic 3 Bosses and Sub-bosses]]</div>Ice Sonichttps://info.sonicretro.org/index.php?title=Fire_Breath&diff=115626Fire Breath2009-07-13T21:09:43Z<p>Ice Sonic: </p>
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<div>[[Image:aizsubboss.png|right]]<br />
The first showing of '''Fire Breath''' (ファイヤーブレス) is halfway through Act 1 of [[Angel Island Zone]], where it burns up the entire level. At the end, you actually fight the machine. It has a flamethrower and bomb launchers, though it only uses the latter if you are playing as Knuckles. If you have the [[Fire Shield]], just go below it and deck it. If not, wait until it comes down, then hit it a few times. Watch out for when it shoots a flame, when it comes down, and when the three missiles shoot off. After six hits, the sub-boss is destroyed.<br />
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[[Category:Sonic 3 Bosses and Sub-bosses]]</div>Ice Sonichttps://info.sonicretro.org/index.php?title=Graviton_Mobile&diff=115625Graviton Mobile2009-07-13T21:09:00Z<p>Ice Sonic: </p>
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<div>[[Image:cnzboss.png|right]]<br />
When you get to the boss area at the end of [[Carnival Night Zone]] Act 2, you will see Robotnik fly in with the '''Graviton Mobile''' (グラビトンモービル), a big expansion to his [[eggpod]]. He drops a green ball down at you, then flies over above it and uses the power of electromagnetism around the ball. While he does this, you will be pulled towards the electricity, so keep away from him while he does this! After he finishes using the electricity, he drops down to pick the ball up. When he does this, start hitting him on the head to get a hit. Do this eight times to defeat him and finish the zone. Knuckles, however, being the lucky arse he is, doesn't have a boss in this zone!<br />
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[[Category:Sonic 3 Bosses and Sub-bosses]]</div>Ice Sonichttps://info.sonicretro.org/index.php?title=Marble_Garden_Zone&diff=115624Marble Garden Zone2009-07-13T21:06:41Z<p>Ice Sonic: </p>
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<div>{{LevelBob<br />
| levelscreen=Marblegarden.png<br />
| levelno=Third<br />
| game=Sonic the Hedgehog 3<br />
| acts=2<br />
| cliche=Ancient Ruins<br />
| boss=Drill Mobile<br />
| subboss=Tunnelbot<br />
| osv=[[Sonic the Hedgehog 3 OSV]]<br />
| music1=<flashmp3>Sonic the Hedgehog 3 OSV/26 - Marble Garden Zone - Act 1.mp3</flashmp3><br />
| music2=<flashmp3>Sonic the Hedgehog 3 OSV/27 - Marble Garden Zone - Act 2.mp3</flashmp3><br />
| map=Sonic 3 & Knuckles Level Maps<br />
| rings1=506 + 130<br />
| rings2=352 + 80<br />
}}<br />
'''Marble Garden Zone''' is the third zone in ''[[Sonic 3]]''. It is a ruin filled with plantlife and an artistic look like you'd see in a painting. The player's character starts this zone once again by falling from the sky. By holding {{down}}, one can obtain a [[lightning shield]] right at the start of the zone. Sonic and Tails fly into [[Carnival Night Zone]], while Knuckles takes a tunnel from his boss area is S3K. Interestingly, if one uses Debug mode in Sonic 3 or Sonic 3 and Knuckles to take Sonic to Knuckles' version of the boss, Sonic will still enter the next stage by flying with Tails.<br />
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The first act contains the most rings out of all the Acts in Sonic the Hedgehog 3 with 636 in total, therefore, a lightning shield will prove useful if you want to get the most out of the rings in the level. This level reuses [[Oil Ocean Zone]]'s "sinking pool" mechanic.<br />
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==Instruction Manual Description==<br />
Use Sonic's Spin Dash Attack to crash through marble barriers and propel Sonic up steep hills as he explores this ancient city.<br />
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==Sonic Team Commentary (from ''[[Sonic Jam]]'' Strategy Guide)==<br />
{{quote|1=Even though we used this pattern once before, we wanted to do another stage where the ground shakes GAGAGA ever since ''Sonic 1''. In the first Zone, where Eggman is digging for jewels, we wanted that machine to appear and chase after Sonic from behind, something like that, but we didn't get to it this time.|2=[[Yuji Naka]]}}<br />
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== Glitches ==<br />
*With [[Knuckles]], you can get into Sonic's boss area in act 2. Use the [[blue spinning top]] to smash through the walls, then stand on the [[Spikes (obstacle)|spikes]], climb up the left wall and hit the [[Relief]]. Repeat this another two times and you're through. It's easier as [[Hyper Knuckles]] as you can glide faster and can stand on spikes without losing rings.<br />
*Sometimes, [[Tails]] will not appear for the boss, causing you to die.<br />
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==Badniks==<br />
* [[Mantis]] — Green mantis with pointy (sharp) legs.<br />
* [[Spiker (Sonic 3)|Spiker]] — A badnik with fake spikes that serve as a spring for Sonic.<br />
* [[Bubbles]] — A blue, spike-wielding bubble.<br />
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{{Sonic3&KLevels}}<br />
[[Category:Sonic 3 & Knuckles Levels]]</div>Ice Sonichttps://info.sonicretro.org/index.php?title=Sky_Sanctuary_Zone&diff=106226Sky Sanctuary Zone2009-04-23T19:03:20Z<p>Ice Sonic: </p>
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<div>{{LevelBob<br />
| levelscreen=Skysanctuary.png<br />
| levelno=Sixth<br />
| game=Sonic & Knuckles<br />
| acts=1<br />
| boss=Mecha Sonic<br />
| osv=[[Sonic & Knuckles OSV]]<br />
| music=<flashmp3>Sonic and Knuckles OSV/23 - Sky Sanctuary Zone.mp3</flashmp3><br />
| map=Sonic 3 & Knuckles Level Maps<br />
| rings1=179 + 80<br />
}}<br />
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'''Sky Sanctuary Zone''' is the sixth level of [[Sonic & Knuckles]] (the twelfth of [[Sonic 3 & Knuckles]]). It is the second-to-last zone for Sonic and Tails, containing three bosses, and the last for Knuckles, who has two to fight against. For Sonic, the level will work its way upwards, chasing after the [[Death Egg]]. Knuckles is grabbed at the beginning of the level by the Eggmobile and taken to the boss.<br />
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All the Characters enter from a teleporter from Hidden Palace, but Sonic is the only one to go on, who jumps onto the Death Egg as Sky Sanctuary begins to fall apart.<br />
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Sonic's bosses consist of:<br />
*The first boss is a clone of [[Green Hill Zone]]'s boss piloted by [[Mecha Sonic]].<br />
*The second boss is a clone of [[Metropolis Zone]]'s boss, also piloted by Mecha Sonic.<br />
*The third boss is [[Mecha Sonic]] himself. He is easy to defeat: When he's in the corner, hit him on the front part of the head. The first and second loops, he is a ball when he moves across. If you're good, you can hit him three times on both of those and on the third loop, you should be able to beat him since he dashes. He dashes to and fro once, then repeats the process. He takes eight hits to defeat.<br />
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Knuckles' bosses consist of:<br />
*The final boss for Knuckles is [[Mecha Sonic]], and he acts just the same as he does against Sonic. Finish him off with an easy eight hits.<br />
*The second part of the final boss is against Super Mecha Sonic. He'll charge himself with the Master Emerald's power, then fly above you. He has 4 attacks: Dashing across the ground, hitting the ground in ball form, firing three energy balls, and shooting out fatter, darker versions of rings that hurt you upon contact. After using the energy rings, Mecha Sonic will revert to normal and have to recharge. This is your chance to strike. As before, eight hits will finish him off.<br />
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==Instruction Manual Description==<br />
{{quote|Take the battle to the clouds when Sonic fights Robotnik's Badniks on the floating ruins of an ancient time!}}<br />
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==Sonic Team Commentary (from ''[[Sonic Jam]]'' Strategy Guide)==<br />
{{quote|1=From here on out, it's the holy territory that is forbidden to all but Knuckles. Hidden Palace is where the Master Emerald is stored, and Sky Palace is the sacred precinct in the sky above Angel Island where no one is allowed to enter. I'm digressing, but scaling of the Eggrobos emerging from the center is managed internally by the software.|2=[[Takashi Iizuka]]}}<br />
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==Enemies==<br />
*[[Eggrobo]] - Robot with a laser pistol that resembles [[Dr. Eggman]].<br />
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{{Sonic3&KLevels}}<br />
[[Category:Sonic 3 & Knuckles Levels]]</div>Ice Sonichttps://info.sonicretro.org/index.php?title=Collision_Chaos&diff=105808Collision Chaos2009-04-18T14:49:09Z<p>Ice Sonic: </p>
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<div>{{LevelBob<br />
|levelscreen=ccpresent.png<br />
|levelno=Second<br />
|game=Sonic CD<br />
|acts=3<br />
|cliche=Carnival/Casino<br />
|boss=Robotnik (Collision Chaos Boss)<br />
|osv=[[Sonic CD for Windows 95 OST|US]] / [[Sonic CD Japan/PAL Regions OST|JUE]] / [[Sonic CD JPN/PAL Looping Project|JUE looping]]<br />
|rings1=199 + 100 (Present),<br> 215 + 80 (Past), 209 + 80 (Future)<br />
|rings2=242 + 20<br />
|rings3=47 + 30<br />
}}<br />
{{stub}}<br />
'''Collision Chaos''' is the second round in [[Sonic CD]]. Neon signs flicker through this level, metallic bumpers bounce you through parts, and bouncy bubbles hinder your progress. You'll have to go fast to get through this level. And is that Metal Sonic taking off with Amy? Chase him!<br />
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==Instruction Manual Description==<br />
{{quote|Sonic becomes a whirling blue pinball in this land of bright lights and bumpers, flippers and spikes. Robotnik's robots will really be gunning for you here! Mow 'em down first with a [[Spin Attack]]. Press Button {{A}}, {{B}} or {{C}} to activate the flippers and send Sonic flying through the pinball courses for big bonus points!|2=[[Sonic CD US Manual]], [[:Image:Scd cd us manual 12 13.jpg|p. 12]]}}<br />
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==Difference between Time Zones==<br />
{|class="prettytable"<br />
|-<br />
|[[Image:ccpresent2.png|220px]]<br />
|[[Image:ccpast.png|220px]]<br />
|[[Image:ccbadfuture.png|220px]]<br />
|[[Image:ccgoodfuture.png|220px]]<br />
|-<br />
!Present||Past||Bad Future||Good Future<br />
|-<br />
|This time zone is colorful with lights, large floating ones, as well. Giant moving logs in the sky move fast, so watch out!<br />
|Back in the early days, things weren't quite as built up. Most of the floating neon signs are merely large chunks of rock. Those logs aren't completed yet, so they merely stand still, making an easy passage around the sky. Remember to stop the roboticizer, or...<br />
|...Once again, the world is completely changed by Robotnik's dictatorship. Most machines are damaged beyond repair, and the lake in the background resembles an acidic waste dump.<br />
|If you manage to destroy all of those mechanical machines in the past, the future will change to this utopian paradise. Mechanical plants pump clean oxygen into the air, and a city now bustles in the background.<br />
|}<br />
<br />
==Enemies==<br />
* [[Kama-Kama]] - Mantis batnik that rolls along the ground<br />
{{SonicCDZones}}<br />
[[Category:Sonic CD Levels]]</div>Ice Sonichttps://info.sonicretro.org/index.php?title=Virtua_Fighter_2&diff=104461Virtua Fighter 22009-03-17T20:13:38Z<p>Ice Sonic: </p>
<hr />
<div>{{Bob<br />
|bobscreen=Virtua Fighter 2 Genesis Title.png<br />
|screenwidth=320px<br />
|publisher=[[Sega]]<br />
|developer=[[Sega AM2]]<br />
|system=[[Arcade]], [[Sega Saturn]], [[Sega Mega Drive]], [[PlayStation 2]], PC<br />
|europe= Jan 26, 1996 (Saturn), 1996 (Mega Drive/Genesis), 1997 (PC) <br />
|usa= 1996 (Saturn), 1996 (Mega Drive/Genesis), September 30, 1997 (PC)<br />
|japan= Dec 1, 1995 (Saturn), Sep 9, 1997 (PC)<br />
|genre=3D Action}}<br />
<br />
'''''Virtua Fighter 2''''' is a fighting game developed by [[Sega]]. It is the sequel to ''[[Virtua Fighter]]'' and the second game in the ''Virtua Fighter'' series. The [[arcade]] version was created by the Sega's [[Yu Suzuki]]-headed [[AM2]] in 1994. It was then ported to the [[Sega Saturn]] in 1995 and [[:wikipedia:Microsoft Windows|Microsoft Windows]] in 1997. In addition, ''Virtua Fighter 2'' was converted for the [[PlayStation 2]] in 2004 as part of Sega's ''Ages 2500'' series in Japan.<br />
<br />
''Virtua Fighter 2'' was remade for the [[Sega Mega Drive|Genesis]] in 1996, but as a sprite based 2D fighter. This port was included in the 2006's ''[[Sega Genesis Collection]]'' and was also released on [[Nintendo Wii]]'s [[Virtual Console]] on March 20, 2007 in Japan, and also April 16, 2007 in the US.<br />
<br />
''Virtua Fighter 2'' was known for its breakthrough graphics that made good use of Sega's Model 2 arcade hardware. This hardware was able to run the game at 60 frames per second at a high resolution without slowdown. The Saturn version was also known for impressive graphics, especially on a system that was never really built to be 3D-friendly.<br />
<br />
The Saturn port allowed for the arena size to be adjusted down or all the way up to 82 meters. This is the only game in the series, other than ''Virtua Fighter Remix'', that could have such size adjustments. The energy meter was also adjustable and could even be set to infinity. This allows for practicing of moves or cheating. By adjusting the arena to a small size and giving characters infinite health the player could play what some have called a "sumo match" and the players could only win by knocking their opponent out of the ring.<br />
<br />
==Virtua Fighter 2.1==<br />
''Virta Fighter 2.1'' was a Japanese-only release. This version featured re-tweaked gameplay, slightly enhanced graphics and the ability to play as a newly-designed Dural. This version was also released in the Sega ''Ages 2500'' series. It is possible to switch to the 2.1 gameplay mechanics in the Saturn port, but none of the other features are updated. The 2.1 mode can also be activated in the PC version.<br />
<br />
==Production Credits==<br />
===Production Credits (Saturn Team)===<br />
Producer: [[Yu Suzuki]]<br><br />
Director: [[Keiji Okayasu]]<br><br />
<br />
===Programmers===<br />
System Program: Tetsuya Sugimoto<br><br />
Collision Program: Hideya Shibazaki<br><br />
Motion Program: Hiroaki Shoji<br><br />
Enemy Program: Takayuki Yamaguchi<br><br />
Movie Program: Kazua Ohtani<br><br />
Command Program: Shinji Ohshima<br><br />
Texture Program: Takeshi Matsuda<br><br />
Scroll Program: Hiroki Okajima<br><br />
<br />
===Graphic Designer===<br />
Movie Design: Yoshinao Asako<br> <br />
Background Design: Youji Kato<br><br />
Character Design: Kaori Yamamoto, Kaoru Nagahama<br><br />
Scroll Design: Ryoya Yui<br><br />
<br />
===Sound===<br />
Producer: Takayuki Nakamura<br><br />
Music Arranger & Director: [[Takenobu Mitsuyoshi]]<br><br />
Sound Design: Kazuhiko Kouchi<br><br />
Music Programmer: Teruo Nakano (Silly Walk)<br><br />
Recording Director: [[Tatsutoshi Narita]] (SEGA Digital Studio)<br><br />
Recording Engineer: Naoyuki Machida (SEGA Digital Studio)<br><br />
Recording Manager: [[Fumitaka Shibata]] (SEGA Digital Studio)<br><br />
<br />
Publicity: Kouji Umeda, Nobutaka Arii<br><br />
Special Thanks: [[Matsuhide Mizoguchi]], Yutaka Nishino, Shigenobu Iga, [[Hiroshi Kawaguchi]], Virtua Fighter 2 Arcade Team, SGL Team, 81 Produce Co.<br><br />
Created By: [[Sega AM2]]<br><br />
Presented By: [[Sega]]<br><br />
<br />
===Production Credits (PC Team)===<br />
Producer: Toshinori Asai<br><br />
Director: Tadashi Ihoroi<br><br />
Supervisor: [[Yu Suzuki]]<br><br />
Assistant Producer: [[Shun Arai]]<br><br />
Main Programmer: Kouichi Nagata<br><br />
Programmers: Masato Hagishita, Yasuhiro Suzuki, Hajime Sawada, Yoshihiko Toyoshima, Toshinori Suzuki, Kazuhisa Hasuoka, Tomonobu Takahashi<br><br />
Graphic Designers: Hisato Fukumoto, Tomoharu Tanaka, Katsufumi Yoshimori, Yumi Morikawa<br><br />
Sound Desginer: [[Takenobu Mitsuyoshi]]<br><br />
<br />
===PC Divison (Marketing)===<br />
Group General Manager: Shinji Fujiwara<br><br />
Managers: Tchie Tokoro, Yasuo Koike<br><br />
Staffs: Ryousuke Kaji, Junko Yasui, Yoshirou Tateyama, Satomi Kawasaki, Takeshi Tsugane, Yasuhide Nagasawa, Shinya Itoh, Shozo Hirano<br><br />
Manual & Package Producers: Taiji Okamoto, Yoshihiro Sakuta<br><br />
Manual Editor: Mitsuaki Chouno<br><br />
Manual & Package Designers: Toshiki Yamaguchi, Hisashi Nishimura<br><br />
Help Editor: Tadashi Ihoroi, Takako Higuchi<br><br />
Publicity: Hiroyuki Otaka, Toshirou Nakayama<br><br />
<br />
Special Thanks: AM R&D Dept. #2, Virtua Fighter 2 Arcade Team, Virtua Fighter 2 Saturn Team, ASCII Corporation(Tech Win), Takahiko Kobayashi(Sega PC Check Team), Youichirou Inoue(Sega PC Check Team), Kazuyuki Hagihara(Sega PC Check Team), Tomohisa Nakayasu(Sega PC Check Team), Motoki Shinohara(Super Player), Takayuki Haneda(Super Player), Toyohiko Yoshimine(Super Player)<br><br />
Created By: [[Sega AM2]]<br><br />
Presented By: [[Sega]]<br><br />
<br />
===Production Credits (Genesis Team)===<br />
Executive Producers: [[Minoru Kanari]], Toshihisa Ugata, Masato Noguchi<br> <br />
Producer: Junichi Tsuchiya<br> <br />
Director/Planner: Hideki Anbo<br><br />
Programmers: Tomohiro Ishigai, Hiroaki Koiso, Kouji Otsuka<br> <br />
Graphic Director: Masanori Ooe<br><br />
Character Graphic Designers: Shinichi Matsuoka, Tomomi Yano, Shungo Yamasaki, Takeshi Takahashi, Kenji Shimizu, Hajime Okano, Hidehiko Tsukamoto, Naosuke Ishizuka, Tomoyuki Fumotogawa, Yusuke Komatsu, Rie Nakao, Satoshi Nakai, Kouichirou Kobayashi, Kouichi Kiga<br><br />
Scroll Graphic Designers: Takuya Saito, Atsushi Tsuyuki, Junko Kawaura, Motoi Nakamura<br><br />
Sound Director: Shougo Sakai<br><br />
Sound Designer: Hitoshi Ohori, Tomohiro Endo<br><br />
Special Thanks: AM R&D Dept. #2, [[Hiroshi Aso]], [[Ryoichi Hasegawa]], Noboru Machida, Yoshihiro Suzuki, Acura Otani, Akihisa Suwa, Takato Yoshinari, Takashi Egawano, Yasushi Sugiyama, Katsuji Aoyama, Yoshitaka Maki, [[Yoshiaki Kashima]], [[Masaru Setsumaru]], Masaharu Nakayama, Wataru Oguri, Hiroyuki Tsutsumi, Akira Oda<br> <br />
Created By: [[Sega AM2]]<br><br />
Presented By: [[Sega]]<br><br />
<br />
[[Category:Sega Games]]<br />
[[Category:Saturn Games]]<br />
[[Category:Mega Drive Games]]<br />
[[Category:PS2 Games]]<br />
[[Category:PC Games]]<br />
[[Category:Arcade Games]]</div>Ice Sonichttps://info.sonicretro.org/index.php?title=Sonic_3D:_Flickies%27_Island&diff=104459Sonic 3D: Flickies' Island2009-03-17T19:56:04Z<p>Ice Sonic: </p>
<hr />
<div>{{Bob<br />
| bobscreen=S3d_title.png<br />
| publisher=[[Sega]]<br />
| developer=[[Sonic Team]] / [[Traveller's Tales]]<br />
| system=[[Sega Mega Drive/Genesis]],<br>[[Sega Saturn]], Windows PC<br />
| romsize=4 Megabytes<br />
| europe=November 1996 (Mega Drive/Genesis), February 1997 (Saturn), September 30, 1997 (PC)<br />
| usa=November 1996 (Mega Drive/Genesis, Saturn), September 25, 1997 (PC)<br />
| japan=October 14, 1999 (Saturn)<br />
| genre=3D Platform<br />
| seealso=Sonic Blast<br />
}}<br />
'''''Sonic 3D: Flickies' Island''''', also known as "Sonic 3D Blast", was released on the Sega [[Genesis]] and [[Saturn]] in 1996, and also released later on the PC. In the opinions of many, this was a fairly mediocre Sonic game, due to the sluggish gameplay and rather boring aspects that haunt the stages of the game. The music in the Genesis version, however, is widely considered to be some of the greatest in the series, and has spawned numerous remixes across the web. Co-composer [[Jun Senoue]] was later brought back to do the music for ''[[Sonic Adventure]]'', often using arrangements of ''Sonic 3D''<nowiki>'</nowiki>s music.<br />
<br />
==Gameplay==<br />
The game places Sonic in an isometric projection view in a de facto 2D environment. He must collect [[Flicky|Flickies]] and bring them to the big warp ring in order to advance in a stage. There are 10 or 15 Flickies to rescue in each Act, except Act 3 of each zone, where you face Dr. Eggman.<br />
<br />
===Flicky Types===<br />
The Flickies Sonic rescues in each level come in four different colors. Each color has its own path of travel.<br />
* Blue Flickies make a conscious effort to find Sonic. If they cannot find him, they fly around in a tight circle, making them easy to locate.<br />
* Pink Flickies act largely like blue ones, but fly around in bigger circles if unable to find Sonic. In the [[Volcano Valley Zone]] in the Mega Drive version, the pink Flickies are replaced with bright orange, flaming Flickies, presumably due to color palette limitations.<br />
* Red Flickies constantly move between two close points, not making any effort to find Sonic. Their movement range is small, but they jump very high and can thus be hard to catch.<br />
* Green Flickies wander randomly with no interest in finding Sonic, they even sometimes appear to try to avoid Sonic.<br />
<br />
==Versions and Release History==<br />
The game was released in Europe for the [[Sega Mega Drive/Genesis]] in November 1996. The [[Sega Genesis]] version was released in North America later that month. <br />
<br />
The game was released on the [[Sega Saturn]] in North America in the very same month to make up for the cancellation of ''[[Sonic X-treme]]''; the game was ported less than two months with FMVs, highly spruced up graphics and special effects, such as fog. It also included an all new 3D special stage, which is considered by many fans to be the best special stage in the series, and an entirely new, Red Book audio soundtrack, including the ending song [[You're My Hero]]. It was then released in Europe for the Saturn in February 1997. The game was eventually released for the Saturn in Japan on October 14, 1999, the same day as ''[[Sonic Adventure International]]''.<br />
<br />
PC's eventually got a port of the Saturn version in North America in September 1997, with the videos and soundtrack intact, as well as the notable addition of a save feature, but lacking some of the Saturn's effects (like the fog in Rusty Ruins) and a less graphically complicated special stage, using sprites from the Genesis version but with the basic concept of the Saturn version. The PC version came to Europe on September 25, 1997. It was re-released with Sonic R in the [[Twin Pack: Sonic 3D Blast & Sonic R]] bundle in 2002.<br />
<br />
The [[ROM]] used on both sides of the pond is exactly the same. The title differs depending on which country the game is in. In North America, the title is ''Sonic 3D Blast''. In Europe, the title is ''Sonic 3D: Flickies' Island''. The European title was used in Japan. The PC version, if minimized (for instance, if a user Alt+Tabs), uses a combination of both names, though the combined name is rarely used, with people generally favoring one region's name over the other.<br />
<br />
==Archie Comic Adaption==<br />
Published in January 1997. Dr. Robotnik roboticizes the Flickies, and instead of helping him track the [[Chaos Emerald|Chaos Emeralds]], they prevent Sonic, Tails & Rotor from heading to the Flickies' Island until they were returned to normal with salt water.<br />
<br />
==Manuals==<br />
* [[Sonic 3D Blast (Genesis) US Manual]] (no manual scan)<br />
* [[Sonic 3D: Flickies' Island (Mega Drive) EU Manual]] (no manual scan)<br />
* [[Sonic 3D Blast (Saturn) US Manual]]<br />
* [[Sonic 3D: Flickies' Island (Saturn) EU Manual]]<br />
* [[Sonic 3D: Flickies' Island (Saturn) JP Manual]]<br />
* [[Sonic 3D Blast (PC) US Manual]]<br />
* [[Sonic 3D: Flickies' Island (PC) EU Manual]]<br />
* [[Sonic 3D: Flickies' Island (PC) JP Manual]]<br />
<br />
==Also Released On==<br />
*''[[Sonic 3D Blast (LCD game)|Sonic 3D Blast]]'' for [[Tiger Electronics|Tiger]] LCD (1997)<br />
*''[[Twin Pack: Sonic 3D Blast & Sonic R]]'' for PC (2002)<br />
*''[[Sonic Mega Collection]]'' for [[Nintendo GameCube]] (2003)<br />
*''[[Sonic Mega Collection Plus]]'' for [[Sony PlayStation 2]] and [[Microsoft X-Box]] (2004)<br />
* [[Virtual Console]] on [[Nintendo Wii]] (2007)<br />
*''[[Sonic's Ultimate Genesis Collection]]'' for the [[Sony PlayStation 3]] and [[Xbox 360]] (2009)<br />
<br />
==Production Credits==<br />
===Credits===<br />
Program Design and Implementation: Jon Burton (Travellers Tales)<br/><br />
Head Artist: James Cunliffe (Travellers Tales)<br/><br />
Program Conversion: Steve Harding, Neil Harding (Travellers Tales)<br/><br />
Head Designer: [[Takao Miyoshi]] (Sega Enterprises Ltd.)<br/><br />
Producer: Kats Sato (Sega Europe Limited), Mike Wallis (Sega of America Inc.)<br/><br />
Senior Producer: [[Yutaka Sugano]] (Sega Enterprises Ltd.)<br />
<br />
===Travellers Tales===<br />
Program Design and Implementation: Jon Burton<br/><br />
Head Artist: James Cunliffe<br/><br />
Code Conversion: Neil Harding, Steve Harding, Jon Burton<br/><br />
Graphic Conversion + Additional Artwork: Neil Allen, David Burton, James Cunliffe, Jeremy Pardon, Jon Rashid, Alex Szeles, Barry Thompson, William Thompson<br/><br />
Utility Programming: Gary Ireland, Neil Harding, Gary Vine, David Dootson, Andy Holdroyd<br/><br />
Project Management: Jon Burton<br/><br />
Production Support: Karen Roberts<br/><br />
Moral Support: Helen Musk<br />
<br />
===Sega===<br />
Game Concept Design (SOJ): Kats Sato, [[Takao Miyoshi]], [[Kenichi Ono]], [[Takashi Iizuka]]<br/><br />
Playfield Design (SOJ): [[Takao Miyoshi]], [[Hirokazu Yasuhara]]<br/><br />
Saturn Version Enhancement Design (SOJ): [[Takashi Iizuka]], [[Hirokazu Yasuhara]]<br/><br />
3D Modelling (SOJ) : Toshiyuki Mukaiyama<br />
<br />
====Special Stage Development====<br />
Game Designers (SOJ): [[Takashi Iizuka]], [[Daisuke Mori]]<br/><br />
Programmers (SOJ): [[Tetsu Katano]], [[Yasuhiro Takahashi]], [[Atsutomo Nakagawa]], [[Kazuhiko Hattori]]<br/><br />
Artists (SOJ): [[Kazuyuki Hoshino]], [[Yuji Uekawa]], [[Nobuhiko Honda]], [[Shinichi Higashi]], [[You Nishiyama]], [[Sachiko Kawamura]]<br />
<br />
====Movie Development====<br />
Movie Creation (SOJ): [[Norihiro Nishiyama]]<br/><br />
Movie Processing (SOJ): [[Yuji Sawairi]]<br/><br />
Music (SOE): [[Richard Jacques]]<br/><br />
Sound Effects (SOE): [[Richard Jacques]], Thomas Szirtes<br/><br />
Closing Theme "You're My Hero": [[Richard Jacques]] (Music), Debbie Morris (Voice)<br />
<br />
====Technical Support====<br />
Additional Programming (SOE): Ed Hollingshead, Thomas Szirtes<br/><br />
Additional Support (SOE): Tamer Tahsin, Colin Carter<br/><br />
Document Translations (SOA): Osamu Shibamiya<br/><br />
Lead Tester (SOE): Jason Cumberbatch<br/><br />
Assistant Lead Testers (SOE): Dave Thompson, Roberto Parraga<br/><br />
Lead Tester (SOA): David Wood<br/><br />
Assistant Lead Tester (SOA): Mark McCunney, Ian McGuiness, Tony Borba<br/><br />
Marketing (SOE): Andy Mee, Jo Bladen, Mark Maslowicz<br/><br />
Marketing (SOA): Chrissie Kremer, Eric Dunstan, Kristin McCloskey, Mark Subotnick<br/><br />
Advisors (SOJ): [[Yuji Naka]], [[Naoto Ohshima]]<br/><br />
Special Thanks To Genesis Version Music SFX Composers: [[Tatsuyuki Maeda]], [[Jun Senoue]], [[Masaru Setsumaru]], [[Seirou Okamoto]]<br/><br />
Producers (SOJ): [[Yoji Ishii]], [[Yutaka Sugano]]<br/><br />
Producers (SOE): Kazutoshi Miyake, Kats Sato<br/><br />
Producers (SOA): Manny Granillo, Mike Wallis<br/><br />
Executive Producer: [[Shoichiro Irimajiri]]<br />
<br />
==Music Tracklist for Genesis/Mega Drive ==<br />
:''Info found hidden in game by [[IceKnight]].''<br/><br />
01 Green Grove Zone Act 1: Song by J.Seno, Arrange by J.Seno<br/><br />
02 Green Grove Zone Act 2: Song by J.Seno, Arrange by J.Seno<br/><br />
03 Rusty Ruin Zone Act 1: Song by T.Maeda, Arrange by T.Maeda<br/><br />
04 Rusty Ruin Zone Act 2: Song by T.Maeda, Arrange by T.Maeda<br/><br />
05 Volcano Valley Zone Act 2: Song by T.Maeda, Arrange by T.Maeda<br/><br />
06 Volcano Valley Zone Act 1: Song by T.Maeda, Arrange by T.Maeda<br/><br />
07 Spring Stadium Zone Act 1: Song by J.Seno, Arrange by J.Seno<br/><br />
08 Spring Stadium Zone Act 2: Song by J.Seno, Arrange by J.Seno<br/><br />
09 Diamond Dust Zone Act 1: Song by T.Maeda, Arrange by T.Maeda<br/><br />
0A Diamond Dust Zone Act 2: Song by T.Maeda, Arrange by T.Maeda<br/><br />
0B Gene Gadget Zone Act 1: Song by T.Maeda, Arrange by T.Maeda<br/><br />
0C Gene Gadget Zone Act 2: Song by T.Maeda, Arrange by T.Maeda<br/><br />
0D Panic Puppet Zone Act 2: Song by T.Maeda, Arrange by T.Maeda<br/><br />
0E The Final Fight: Song by M.Sets, Arrange by M.Sets<br/><br />
0F Sonic 3 Bonus Stage: Song by J.Seno, Arrange by J.Seno<br/><br />
10 Special Stage: Song by J.Seno, Arrange by J.Seno<br/><br />
11 Intro/Panic Puppet Zone Act 1: Song by J.Seno, Arrange by J.Seno<br/><br />
12 Boss Fight 1: Song by J.Seno, Arrange by M.Sets<br/><br />
13 Boss Fight 2: Song by T.Maeda, Arrange by T.Maeda<br/><br />
14 Intro movie: Song by J.Seno, Arrange by J.Seno<br/><br />
15 Credits: Song by S.Okamoto, Arrange by J.Seno<br/><br />
16 Game Over: Song by J.Seno, Arrange by J.Seno<br/><br />
19 1-UP: Song by H.Drossin, Arrange by M.Sets<br/><br />
1A Chaos Emerald: Song by Y.Makino, Arrange by Y.Makino<br/><br />
1B Invincibility: Song by J.Seno, Arrange by J.Seno<br/><br />
1C Menu: Song by J.Seno, Arrange by J.Seno<br/><br />
?? (1D? In the game but not referenced/used.): Song by J.Seno, Arrange by M.Sets<br/><br />
<br />
==Resources==<br />
===Original Sound Version Recordings===<br />
See [[Sonic 3D: Flickies' Island OSV (Mega Drive/Genesis)|Sonic 3D: Flickies' Island OSV (Genesis)]] or [[Sonic 3D: Flickies' Island OST (Windows/Saturn)]] for a download page.<br />
<br />
===Scans===<br />
====Mega Drive====<br />
<gallery><br />
Image:S3d-box-us.jpg|US cover<br />
Image:S3d md us cart.jpg|US cart<br />
Image:s3d-md-eu-box.jpg|EU cover<br />
Image:S3d-md-eu-cart.jpg|EU cart<br />
Image:S3d_md_br_cover.jpg|BR cover<br />
</gallery><br />
<br />
====Saturn====<br />
<gallery><br />
Image:S3dss-box-us.jpg|US cover<br />
Image:S3d sat us cd.jpg|US disc<br />
Image:S3dss-box-eu.jpg|EU cover<br />
Image:S3dflicky-sat-eu-disc.jpg|EU disc<br />
Image:S3dss-box-jap.jpg|JP front cover<br />
Image:s3d_sat_jp_back_cover.jpg|JP back cover<br />
Image:s3d sat jp cd.jpg|JP disc<br />
</gallery><br />
<br />
====PC====<br />
<gallery><br />
Image:S3d pc us cover.jpg|US cover<br />
Image:S3d pc us disc.jpg|US disc<br />
Image:S3d pc us spinecard.jpg|US spinecard<br />
Image:S3dpc-box-eu.jpg|EU cover<br />
Image:S3d-flicky-pc-eu.jpg|EU disc<br />
Image:Sonic 3D eu box xplosiv.jpg|EU Xplosiv cover (EI-1304)<br />
Image:Sonic 3D PC Xplosiv EU disc.jpg|EU Xplosiv disc (EI-1304)<br />
Image:Sonic 3D PC Xplosiv alt EU.jpg|EU Xplosiv cover (XP-1304)<br />
Image:Sonic 3D PC Xplosiv alt EU disc.jpg|EU Xplosiv disc (XP-1304)<br />
</gallery><br />
<br />
{{S3DLevels}}<br />
|-<br />
{{SonicGenesisGames}}<br />
{{SonicSaturnGames}}<br />
<br />
[[Category:Mega Drive Games]]<br />
[[Category:PC Games]]<br />
[[Category:Saturn Games]]</div>Ice Sonichttps://info.sonicretro.org/index.php?title=Golden_Axe&diff=104458Golden Axe2009-03-17T19:43:54Z<p>Ice Sonic: </p>
<hr />
<div>{{Bob|bobscreen=GoldenAxe.png|publisher=[[Sega]]|developer=[[Sega]]|system=[[Sega Mega Drive/Genesis]]|romsize=512 Kilobytes|europe=1989|usa=1989|japan=Dec. 23, 1989|genre=Fighting}}<br />
'''''Golden Axe''''' is a [[Sega Mega Drive/Genesis]] game originally released in the [[arcade]]s as a [[Sega System 16|System 16]] title. Nearly identical to its arcade counterpart, ''Golden Axe'' wowed home players with stunning graphics and authentic arcade gameplay. <br />
<br />
Players of the arcade game are familiar with the story: Death Adder has kidnapped the royal family. Heroes armed with weapons and magic forge their way forward to seek revenge on the evil Death Adder. Along the way they free the civilians in Turtle Village, ride on the back of the giant turtle, soar on the back of the eagle, and watch a spinning axe fall into Death Adder's chest. <br />
<br />
Being a home game, ''Golden Axe'' provided a few alternatives missing from the original, most important among those the "Duel" mode allowing players to battle increasing numbers of enemies.<br />
<br />
''Golden Axe'' was one of three games included in the ''[[Sega Smash Pack]]'' compilation for the [[GameBoy Advance]]. It was also featured in ''[[6 Pak|Sega 6-Pak]]'' for the [[Sega Mega Drive/Genesis]] which also included ''[[Sonic 1]]'', and ''[[Sega Smash Pack]]'' for PC.<br />
<br />
==Production Credits==<br />
Software Design: Takosuke, Moto Cbx1000, Ham Tak, Waka<br/><br />
Visual Effects: Kyonsy Kyonsy, Cane, Chisuke, Roco<br/><br />
Sound: Nankyoku, Decky, Imocky<br/><br />
Assistant Programmer: S2 , Yang Watt, Vinyl Boy<br/><br />
Producer: Kanako Kohyama<br/><br />
Director: BROS400<br/><br />
Assistant Director: Opa‑Opa<br/><br />
English Translation: Niya, Tsugu <br />
<br />
==Physical Scans==<br />
<gallery><br />
Image:GoldenAxe md us cover.jpg|US cover<br />
Image:Goldenaxe md us classic cover.jpg|US 'Sega Classic' cover<br />
Image:GoldenAxe md us cart.jpg|US cart<br />
Image:GoldenAxe md eu cover.jpg|EU cover<br />
Image:GoldenAxe md jp cover.jpg|JP cover<br />
</gallery><br />
<br />
[[Category:Mega Drive Games]]<br />
[[Category:Sega Games]]</div>Ice Sonichttps://info.sonicretro.org/index.php?title=Kid_Chameleon&diff=104457Kid Chameleon2009-03-17T19:39:18Z<p>Ice Sonic: </p>
<hr />
<div>{{Bob<br />
| bobscreen=Kidchameleon title.png<br />
| title=Kid Chameleon<br />
| publisher=[[Sega]] & Sega of America<br />
| developer=[[Sega Technical Institute]]<br />
| system=[[Sega Mega Drive/Genesis]]<br />
| romsize=1 Megabyte<br />
| europe=May 28, 1992<br />
| usa=May 28, 1992<br />
| japan=May 28, 1992<br />
| genre=2D Platform<br />
}}<br />
<br />
'''''Kid Chameleon''''', known as '''''Chameleon Kid''''' in Japan, is a platform game released for the [[Sega Mega Drive|Mega Drive/Genesis]]. The premise of the game is that the main character, "Kid Chameleon", can use masks to change into different characters to use different abilities. The game is also a part of the ''[[Sega Genesis Collection]]'' for the [[PlayStation 2]] and [[PlayStation Portable]]. It was released for the [[Nintendo Wii]]'s Virtual Console in Japan on 22 May 2007, North America on 28 May 2007 and Europe on 1 June 2007. It was also released in addition to a series of other Sega games, including ''[[Shining Force]]'' and ''[[Comix Zone]]'', in ''[[Sega Smash Pack 2]]''.<br />
<br />
==Story==<br />
A new virtual reality arcade game arrived in town and every kid played it. Nothing seemed out of the ordinary until kids began to disappear. The game's boss, Heady Metal, had freed himself from his scripted AI and was using his new freedom to kidnap every kid who could not beat the game, which was all of them—until now! Kid Chameleon enters the game and must defeat every level, every boss and Heady Metal himself if he wants to save the others.<br />
<br />
==Gameplay==<br />
The player, as Kid Chameleon, progresses through a series of levels. Most levels contain a flag, which is the primary goal of each level, from which the player progresses to the next level. However, a number of teleporters throughout the game can warp the player not only to different places in the same level, but also to different levels, and sometimes to an entirely different path through the game. At the end of the game, Kid fights and defeats the final boss, Heady Metal. Kid Chameleon contains nearly a hundred levels, of which only about half are on the "main path" (traversing levels only by flags), and also counts the two-dozen smaller unnamed levels, simply called "Elsewhere". Despite the game's considerable length, there was no password system or other method of saving the game. However, both ''Sega Genesis Collection'' and the Virtual Console service allow players to save their progress mid-game.<br />
<br />
As Kid Chameleon moves through the game's levels, he gains access to masks that transform him into different characters. Each character has different special abilities and varying amounts of hit points. The sheer amount of variety in gameplay due to the various characters is part of what gave Kid Chameleon such an addictive style; few levels repeated the same structure and they usually had specific strategies and characters to be beaten. In addition to the offensive abilities of each form, the Kid could also defeat enemies by jumping on them, although he may take damage from some enemies by doing so.<br />
<br />
==Characters==<br />
{| class="prettytable"<br />
!Sprite||Description<br />
|-<br />
|[[Image:Kc kid.png]]<br />
|'''Kid Chameleon''' - If Kid runs out of hit points while wearing any other mask, he reverts to this form. If Kid runs out of hit points in this form, he dies. (He will die in any form if he is crushed, falls off screen or if time runs out.) In this form he can grab onto ledges to pull himself up. <br />
|-<br />
|[[Image:Kc ironknight.png]]<br />
|'''Iron Knight''' - The Iron Knight is the most durable character, able to take more hits than any other character. He also has the ability to scale vertical walls. He is heavy enough to break through some floors.<br />
|-<br />
|[[Image:Kc redstealth.png]]<br />
|'''Red Stealth''' - A Samurai who can defeat enemies and break through some floors with his sword. He is able to jump higher than any of the other characters. <br />
|-<br />
|<br />
|'''Berzerker''' - This character can charge through walls or foes.<br />
|-<br />
|[[Image:kc maniaxe.png]]<br />
|'''Maniaxe''' - Modeled after Jason Voorhees, Maniaxe throws axes. <br />
|-<br />
|<br />
|'''Juggernaut''' - A wide tank that shoots skulls. <br />
|-<br />
|<br />
|'''MicroMax''' - A fly able to stick to walls and is half the size of the other characters, able to fit in small places.<br />
|- <br />
|<br />
|'''EyeClops''' - Can temporarily reveal hidden blocks and fire a harmful beam for a low diamond cost.<br />
|- <br />
|<br />
|'''SkyCutter''' - A hoverboarder able to ride on the ceiling at a consistent pace. <br />
|-<br />
|<br />
|'''Cyclone''' - A superhero who can fly by spinning like a tornado.<br />
|}<br />
<br />
==Other attributes of the game==<br />
===Diamond powers===<br />
The collectable (a known platform game staple) in Kid Chameleon is the diamond. These differ in colour depending on the stage in which they're found, but function the same as currency. Kid can use powers at a cost of 20 or 50 diamonds (with the exception of Juggernaut and Eyeclops, having attacks costing 5 and 2 diamonds respectively), and they are activated by holding the run button (by default A) and pressing Start.<br />
<br />
===Various blocks===<br />
Kid Chameleon features 11 types of 'block' which adorn the levels. They are as follows:<br />
*Prize Blocks offer rewards when hit, and leave Rock Blocks in their place.<br />
*Rock Blocks are the most commonly-found block, and are destructible.<br />
*Iron Blocks are indestructible, but Berzerker can push them.<br />
*Rubber Blocks are indestructible and immovable. They function as 'bouncers' in this game, the height of the ascent depending on the height from which Kid landed on them. They also repel movement from other directions.<br />
*Ice Blocks make maneuverability hard and when broken, shoot ice in the opposite direction from which they were broken (For example, Ice Blocks broken from beneath shoot icicles upward).<br />
*Vanishing Blocks disappear the moment they were touched.<br />
*Cannon Blocks are Vanishing Blocks which shoot one or more spikes in the directions marked on them. These spikes can destroy any destructible block, and are often used in conjunction with other Cannon Blocks to form a chain reaction, often clearing paths for the player.<br />
*Shifting Blocks move upward when hit.<br />
*Drill Blocks are Iron Blocks, with additional harmful drills which come out of one or more sides when Kid is in close proximity.<br />
*Mushroom Blocks disappear when hit from beneath, and spawn as many as three additional mushroom blocks above them.<br />
*Ghost Blocks phase in and out of existence.<br />
<br />
All blocks, with the exception of the drills from the Drill Blocks, act as platforms, and can be stood upon.<br />
<br />
===Drill wall===<br />
There are three levels throughout the game (starting with Hills of the Warrior 1) that feature a giant, metal wall covered in drills and augers that sweeps across the screen at a steady pace. These levels require the player to navigate and exit the map as quickly as possible, as coming in contact with the wall instantly kills Kid. These levels have a unique music theme, which becomes useful in identifying the danger early on.<br />
<br />
It is possible to avoid two of these levels entirely, depending on the 'route' taken through the level progression; the first one being unavoidable.<br />
<br />
==Comic adaptation==<br />
In early 1993, Kid Chameleon gained his own comic strip in the new Fleetway publication Sonic the Comic. The first strip ran from issues 7-12 and featured Casey entering the Wildside to rescue his friend Suzy, with a disembodied presence known as The Voice giving him advice and encouragement. Through each issue he changed into one of the different personas- Red Stealth, Eyeclops, Micromax, Berzerker and finally Iron Knight, before his Chameleon powers ran out and he had to take down a powerful enemy as his normal self. While he & Suzy escaped Wildside, the story ended with Casey discovering local school bully Brad was also trapped in Wildside. In issues 54-59 he returned again to rescue Brad, this time turning into Skycutter, Berzerker, Maniaxe and Cyclone. Here he discovered that The Voice had a more sinister agenda and was keeping children from all over the world prisoner in the Islecatraz gulag, using Brad as warden. Casey, as Cyclone, destroyed Islecatraz and freed everyone from Wildside, but when it became clear only one more person could escape, Brad sacrificed himself as penance for his sins so Casey could escape. The ending was ambiguous, with a showdown being threatened between Casey and The Voice, and fueled speculation that a third strip was imminent. Fleetway did not produce any more, however, and the story, like almost every non-Sonic strip, remains unresolved.<br />
<br />
==Production Credits==<br />
Game Design: Hoyt Ng, [[Broderick Macaraeg]], William G. Dunn, Graeme Bayless<br><br />
Programming & Software: B. C. Tchiu Le, [[Bill Willis]], [[Steve Woita]], [[Mark Cerny]]<br><br />
Art: [[Craig Stitt]], Alan Ackerman, [[Judy Totoya]], [[Brenda Ross]], Paul Mica<br><br />
Sound: Nu Romantic Production<br><br />
Special Thanks: Scott Chandler, Hugh Bowen, Haven Dubrul, Test Group<br><br />
Created by: [[Sega Technical Institute]]<br><br />
Presented By: [[Sega]] & Sega of America<br><br />
<br />
==Physical Scans==<br />
<gallery><br />
Image:Kidchameleon md us cover.jpg|US cover<br />
Image:Kidchameleon md eu cover.jpg|EU cover<br />
Image:Kidchameleon md jp cover front.jpg|JP cover<br />
</gallery><br />
<br />
[[Category:Mega Drive Games]]</div>Ice Sonichttps://info.sonicretro.org/index.php?title=Dr._Robotnik%27s_Mean_Bean_Machine_(8-bit)&diff=104455Dr. Robotnik's Mean Bean Machine (8-bit)2009-03-17T19:29:33Z<p>Ice Sonic: </p>
<hr />
<div>{{Bob<br />
| bobscreen=Mean Bean GG title.png<br />
| title=Dr. Robotnik's Mean Bean Machine<br />
| publisher=[[Sega]]<br />
| developer=[[Compile]]<br />
| system=[[Sega Game Gear]] & [[Master System]]<br />
| europe=November 1993 (Mega Drive/Genesis), January 1994 (Game Gear), July 26, 1994 (Master System) <br />
| usa=November 1993 (Mega Drive/Genesis), December 1993 (Game Gear)<br />
| genre=Puzzle<br />
| seealso=Dr. Robotnik's Mean Bean Machine<br />
}}<br />
'''''Dr. Robotnik's Mean Bean Machine''''' is a puzzle game for the [[Game Gear]] and [[Master System]]. It is a miniature version of its [[Sega Genesis|Megadrive/Genesis]] [[Dr. Robotnik's Mean Bean Machine|16-bit counterpart]], but contains a Puzzle Mode that is not present in the Megadrive version. In this mode, the player must take steps to solve increasingly difficult challenge puzzles. This game was also included as an unlockable game in ''[[Sonic Adventure DX: Director's Cut]]''. Like the 16-bit game, [[Has Bean]] is the main character.<br />
<br />
==Manual==<br />
* [[Dr. Robotnik's Mean Bean Machine (Game Gear) US Manual]]<br />
* [[Dr. Robotnik's Mean Bean Machine (Game Gear) EU Manual]]<br />
* [[Dr. Robotnik's Mean Bean Machine (Master System) EU Manual]]<br />
<br />
==Also Released On==<br />
* ''[[Sonic Adventure DX: Director's Cut]]'' for the [[GameCube]] (2003)<br />
* ''[[Sonic Mega Collection Plus]]'' for the [[Sony PlayStation 2]] and [[Microsoft X-Box]] (2004)<br />
<br />
==Production Credits==<br />
Producers: Max Taylor, Masamitsu Niitani<br><br />
Directors: Masanobu Tsukamoto, Hase<br><br />
Planners: Kazu&Kozu<br><br />
Programmers: E. D. A., Wahaha, Nattoh<br><br />
Designers: 7LY, Big King, Noburin, AAA, [[Choko Kawaguchi]], U. D. K., Max Taylor, Brian Ransom, Dave Albert, Tokifuru Morita<br><br />
Sound Programmers: [[Naofumi Hataya]], Hiki, Lotty, David Javelosa<br><br />
Speical Thanks: Tsuka.P, 16 Bit Staff<br><br />
Created By: [[Compile]]<br><br />
Presented By: [[Sega]]<br><br />
<br />
==Physical Scans==<br />
===Game Gear version===<br />
<gallery><br />
Image:Meanbeangg-box-us.jpg|US cover<br />
Image:Mbm gg us cart.jpg|US cart<br />
</gallery><br />
<br />
<gallery><br />
Image:Meanbeangg-box-eu.jpg|EU cover<br />
Image:Mbm gg eu cart.jpg|EU cart<br />
</gallery><br />
<br />
===Master System version===<br />
<gallery><br />
Image:Meanbeanms-box-eu.jpg|EU cover<br />
Image:Mbm_ms_eu_cart.jpg|EU cart<br />
</gallery><br />
<br />
== External links ==<br />
<br />
* [http://www.gamefaqs.com/console/sms/file/570220/54041 Jungon's Puzzle Mode FAQ/Walkthrough]<br />
<br />
{{MeanBean8-bitLevels}}<br />
{{SonicGGGames}}<br />
<br />
[[Category:Game Gear and Master System Games]]</div>Ice Sonichttps://info.sonicretro.org/index.php?title=Comix_Zone&diff=104454Comix Zone2009-03-17T19:19:03Z<p>Ice Sonic: </p>
<hr />
<div>{{Bob|bobscreen=Comix_Zone.png|publisher=[[Sega]] & Sega of America|developer=[[Sega Technical Institute]]|system=[[Sega Mega Drive/Genesis]]|romsize=2 Megabytes |europe=27 October, 1995|usa=1 January, 1995|japan=1 September, 1995|genre=Platform}}<br />
'''''Comix Zone''''' is a platform action game for the [[Sega Mega Drive/Genesis]]. Play involves defeating enemies with punches, kicks, and holds, managing your inventory, and solving puzzles.<br />
<br />
The game's most remarkable feature is that it is set within the "panels" of a comic book. Each level consists of two "pages", and secrets are discovered by shredding the "paper" and revealing items. Dialogue is rendered within talk bubbles with the typical comic font. [[Sprite]]s and backgrounds possess the bright colors and dynamic drawing style favored by superhero comics.<br />
<br />
The plot concerns Sketch Turner, a cartoonist that during an unusual thunderstorm, becomes trapped in his own comic book while Mortus, the villain of his story, is flung out of it.<br />
Inside the comic book, he meets General Alissa Cyan, who believes he's a superhero that came to save their post-apocalyptic world from the evil. In the real world, Mortus would literally draw new villains on the pages of the comic book, trying to kill Sketch Turner, and so obtaining his "real" body to conquer the real world with.<br />
Sketch Turner would have to battle his way through the pages, his only help being his pet rat Roadkill, who got electrocuted during this thunderstorm, enabling him to zap enemies.<br />
<br />
The game is hidden within the Japanese version of ''[[Sonic Mega Collection]]'' and is locked part of all region versions of ''[[Sonic Mega Collection Plus]]'', which is unlockable with having a ''[[Sonic Heroes]]'' gamesave, or is unlocked over time.<br />
<br />
The original Genesis game came with a bonus music CD, which had vocal tracks of the 6 main tunes in the game.<br />
<br />
The music was performed by the band "Roadkill", which was lead by [[Howard Drossin]].<br />
<br />
''Comix Zone'' was ported to the GBA and released in Europe in 2002.<br />
<br />
==Production Credits==<br />
Executive Producer: Dean Lester<br/><br />
Concept & Design & Art Director & Producer: [[Peter Morawiec]]<br/><br />
Technical Director & Programmer: Adrian Stephens<br/><br />
Associate Producer: Michael Wallis<br/><br />
Music & Sound Effects: [[Howard Drossin]]<br/><br />
Backgrounds: [[Kunitake Aoki]], [[Christian G. Senn]], Fei Cheng<br/><br />
Animation: Tom Tobey, [[Christian G. Senn]], Robert Steele, Ross Harris, [[Craig Stitt]], Dean Ruggles<br/><br />
Conceptual Art: Tony De Zuniga, Alex Nino<br/><br />
A.I. Scripting: Adrian Stephens, [[Peter Morawiec]], Robert Morgan, Dean Lester<br/><br />
Character Voices: [[Howard Drossin]] (as Sketch, Mortus, Strigil, Kung-Fung), Deborah Costa (as General Alyssa Cyan), [[Peter Morawiec]] (as Gravis), Fei Cheng (as Styx the Monk), Sue Ortlip (as Mongoria)<br/><br />
Lead Tester: Kim Rogers<br/><br />
Testers: Sean Doidge, Fernando Valderrama, Stephen C. Wong, David Wood, Chris Colon, Marc Dawson, Michael A. Williams, Arnold Feener, Aron Drayer, Abraham Navarro, Roger Sommerville, Michael McCollum, Rob Prideaux, Joel Breton, Tony Lynch, Jeff B. Junio, Janine Cook, Rey Alferez<br/><br />
Special Thanks: [[Shinobu Toyoda]], [[Roger Hector]], Sidd SN Systems, Sue Ortlip, Sheri Hockaday, Deborah Costa, Terry Tang, John Duggan, Tim Gedemer, Mrowa The House<br><br />
Created by: [[Sega Technical Institute]]<br><br />
Presented By: [[Sega]] & Sega of America<br><br />
<br />
<br />
==Physical Scans==<br />
<gallery><br />
Image:Comixzone md us cover.jpg|US cover<br />
Image:Comixzone md eu cover.jpg|EU cover<br />
Image:Comixzone md jp front cover.jpg|JP front cover<br />
Image:Comixzone md jp back cover.jpg|JP back cover<br />
</gallery><br />
<br />
[[Category:Mega Drive Games]]</div>Ice Sonichttps://info.sonicretro.org/index.php?title=Vectorman&diff=104221Vectorman2009-03-15T12:12:34Z<p>Ice Sonic: </p>
<hr />
<div>{{Bob<br />
| bobscreen=Vectorman.png<br />
| screenwidth=<br />
| publisher=[[Sega]]<br />
| developer=Blue Sky Software<br />
| system=[[Sega Mega Drive]]<br />
| romsize=2 Megabytes<br />
| europe=Nov. 30, 1995<br />
| usa=Oct. 24, 1995<br />
| japan=<br />
| genre=Platformer<br />
}}<br />
'''''Vectorman''''' is a platform game developed by Blue Sky Software and published by [[Sega]] for the [[Sega Mega Drive|Sega Mega Drive/Genesis]]. It was released on October 24, 1995 in North America and on November 30, 1995 in Europe. The game is also a part of the ''[[Sega Genesis Collection]]'' for the [[PlayStation 2]] and [[PlayStation Portable]] and is part of the [[Sonic Gems Collection]] for the [[Nintendo GameCube]]. It was released on the [[Wii]] [[Virtual Console]] on February 27, 2007 in Japan and April 5, 2007 in Europe, and in North America on September 22, 2008. Vectorman is part of the recent [[Sonic's Ultimate Genesis Collection]] too.<br />
<br />
== Story ==<br />
In 2049, the human population of Earth embarks on a migratory voyage to try to colonize other planets. They leave mechanical "'''orbots'''" to clean up the mess they made on Earth through littering and pollution. Raster, a high-level orbot who watches Earth through a planetwide computer network, is accidentally attached to a working nuclear missile by a lesser orbot and goes insane, becoming an evil dictator named Warhead. He declares himself ruler of Earth, and begins preparing to execute any humans who dare return to their planet.<br />
<br />
Enter Vectorman, a humble orbot in charge of cleaning up toxic sludge by simply discharging it into the sun. As he lands on Earth after his last trip, he finds chaos and confusion. Because all the other Orbots are controlled by Warhead (Vectorman having not been affected because he was away), Vectorman takes it upon himself to destroy the errant orbot and restore peace to Earth.<br />
<br />
== Graphics and Gameplay ==<br />
''Vectorman'' uses pre-rendered 3D models in its level and character designs. This gives the game a smooth, computer-generated feel. The original name of the villain, Warhead, was Raster (as in raster graphics, the opposite of vector graphics). Vectorman was considered the answer to Nintendo's Donkey Kong Country at the time, as they both used graphical tricks to look beyond what the console could do.<br />
<br />
The game itself is a straightforward 2D action platformer. Vectorman is an orbot (something like a robot) powered with a ball gun in his hand; powerups include a machine gun, "bolo" gun, and triple-fire guns. <br />
<br />
Vectorman possesses the ability to transform, through the use of powerups, into several different forms: including a drill, to cut through floors; a bomb, to destroy all surrounding enemies or breakable walls; and an aquatic form, useful for swimming underwater. In addition to powerup transformations, 3 levels host unique morphed forms with which to combat bosses in. Overall, the game consists of 16 levels.<br />
<br />
==Critical reaction==<br />
<br />
Vectorman is both a critical and commercial success, becoming a Genesis Mega hit. It was acclaimed for its game-play, level design and 3d graphics, and a great techno soundtrack. It has a 91% critical ranking, based on 3 reviews, making it one of the highest ranking critical games released on the Sega Genesis.<br />
<br />
== Sequels ==<br />
<br />
''[[Vectorman 2]]'' was produced for the Genesis, and released in 1996.<br />
<br />
Although Blue Sky Software, the original developer of both ''Vectorman'' games closed in 2001, a ''Vectorman'' game for the PlayStation 2 was announced in 2003, [http://ps2.ign.com/articles/441/441671p1.html but was soon cancelled]. Initial reports criticized the game heavily for deviating from the Genesis titles by turning the game into a third-person shooter. It is believed that this criticism contributed to its cancellation.<br />
<br />
''[[Sonic Gems Collection]]'' has both ''Vectorman'' and its sequel as unlockable games. ''Vectorman'' can be unlocked by playing the compilation for at least 5 hours or by having a save file of ''[[Sonic Heroes]]'' or ''[[Sonic Mega Collection]]'' on the [[memory card]]. This was also the first time the game was released in Japan.<br />
<br />
''Sega Genesis Collection'' (''Sega Mega Drive Collection'' in Europe) also features ''Vectorman'' and its sequel, this time as games available from the beginning.<br />
<br />
==Production Credits==<br />
===Blue Sky Software===<br />
Designers: Richard Karpp, Mark Lorenzen<br/><br />
Project Manager: Jennifer Cleary<br/><br />
Game Concept By: Dana Christianson, Richard Karpp, Mark Lorenzen, Jason Weesner<br/><br />
Lead Background Artist: Amber Long<br/><br />
Background Artists: Jeff Jonas, Geoffrey Knobel, Mark Lorenzen, Jeff Remmer<br/><br />
Background Assistant: Brandon McDonald<br/><br />
Lead Animator: Marty Davis<br/><br />
Animators: Ellis Goodson, John Roy<br/><br />
Splash Screens: Jeff Remmer<br/><br />
Sound: Jon Holland<br/><br />
Music: Jon Holland<br/><br />
Lead Programmer: Richard Karpp<br/><br />
Programmers: Mark Botta, Keith Freiheit, Bonita Kane<br/><br />
Special Thanks: Patrick Brogan, Tom Carroll, John Fulbright, Jerry Huber, Matt McDonald, Chuck Osieja, Sam Powell, Rick Randolph, Rick Schmitz, Kim Walsh<br />
<br />
===Sega===<br />
Producer: Jerry Markota<br/><br />
Assistant Producer: Marianne Arotzarena<br/><br />
Product Manager: John Garner<br/><br />
Marketing Assistant: Johnathan Kully<br/><br />
Test Game Lead: John Amirkhan<br/><br />
Test Assistant Leads: Mike Borg, Abraham Navarro, Kim Rogers<br/><br />
Game Testers: Marc Dawson, Ty Johnson, Jeff B. Junio, Tony Lynch, Raul Orozco, Ilya Reeves, Don Tica<br/><br />
Special Thanks: E. Ettore Annunziata, Smuv Deyoung, Clint Dyer, Joe Miller, Scott Rohde, Chris Smith, Terry Tang<br />
<br />
==Physical Scans==<br />
<gallery><br />
Image:Vectorman md eu cover.jpg|EU cover<br />
</gallery><br />
[[Category:Mega Drive Games]]</div>Ice Sonichttps://info.sonicretro.org/index.php?title=Chaotix&diff=104129Chaotix2009-03-14T16:13:39Z<p>Ice Sonic: </p>
<hr />
<div>{{Bob|bobscreen=Chaotix_title.png|publisher=[[Sega]]|developer=[[Sonic Team]]|system=[[Sega 32X]]| romsize=3 Megabytes |europe=May, 1995|usa=March, 1995|japan=April 21, 1995|genre=2D Platform}}<br />
<br />
'''''Knuckles' Chaotix''''' is a "Sonic"-related game for the ill-fated [[32X]] expansion to the [[Sega Genesis|Megadrive/Genesis]]. It features [[Vector the Crocodile]], [[Charmy Bee]], [[Espio the Chameleon]] and [[Mighty the Armadillo]], along with [[Knuckles the Echidna]], [[Dr. Eggman]], and [[Metal Sonic]] to provide a link to the Sonic universe. Other characters include [[Heavy and Bomb|Bomb the Mechanic]] and [[Heavy and Bomb|Heavy the Mechanic]], who are booby prize characters in the character select screen. The game doesn't feature [[Sonic]] or [[Tails]] (except in the best ending with both in the Tornado), although evidence suggests they were meant to be playable characters at one point (see [[Sonic Crackers]] and [[Knuckles' Chaotix Prototype 1207]]).<br />
<br />
Some elements of the game have been re-used in later games with Espio, Vector, and Charmy returning to the series in 2004's ''[[Sonic Heroes]]''. Also, the concept of a player controlling two characters is reused for ''[[Sonic Advance 3]]''.<br />
<br />
Due to the game being much longer than most Sonic games at the time, the game was given a battery-backup save feature which allowed the player to save their progress either manually (by going past the exit sign) or automatically (your progress is immediately saved after you beat an act/special stage).<br />
<br />
On a side note, all of the badniks and almost all of the bosses in the game use gray, power sapped rings to function rather than animals. However, the rings cannot be collected like regular rings, as they dissolve not long after falling out of their badnik/boss machine. This concept was later used for ''Sonic Advance 3'''s robots, but the rings appear to be fine when released and can be collected like any other ring.<br />
<br />
==Gameplay==<br />
The primary objective of the game remains unchanged from previous Sonic titles. The player must finish each level in under ten minutes and defeat Dr. Robotnik's badniks along the way. Rings still constitute the player's life energy and can be collected to gain lives or enter special stages. Extra lives are unobtainable in the game-once the player is damaged when he has no rings and his partner is absent (if you have no rings, getting hit will temporarily cause you to lose your partner, but he will return eventually) or if you use 'recall' to reduce your ring counter to negative 99 rings or lower, you will automatically be taken back to the world lobby (or back to the title screen, if you are in [[Isolated Island]]) and be given a chance to leave/save or to choose a different partner and/or try to choose another attraction to play.<br />
<br />
The levels are divided into five worlds (called "attractions" in the game), each one consisting of five different levels in which every two stages/acts played, change to a specific time of the day (morning, day, sunset, and night). The time of day effects enemy placements and boss difficulty. At the end of Level 5, the player confronts Dr. Robotnik in one of his contraptions.<br />
<br />
The most fundamental change in ''Knuckles' Chaotix'' involves the special ring force bond between characters. In earlier Sonic games, two-player mode would consist either of a traditional split screen race or a joint single player effort with Tails as a secondary character. In the latter case, this meant that Tails could move off screen and get lost for a few seconds until he returned to Sonic.<br />
<br />
In ''Knuckles' Chaotix'', however, both players are at all times connected on one single screen while neither player acts as the dominant force to move the game forward. Besides the staple of traditional Sonic moves and individual abilities this means some new tricks can be executed with the elastic force of the ring bond. For example, player 1 can hold his position while player 2 (or the AI, if in single-player mode) runs forward and stretches the bond to gain maximum speed. In mid-air the bond can be used to generate an upward momentum. Additionally, players can toss each other toward platforms or use the call-button to reunite (at a cost of ten rings, which meant that for the first and only time the ring count could dip below zero in a Sonic game). Also, in two player mode if either player is hit without a shield/invincibility/big ring (a item that when obtained, causes you to lose all of your rings in the form of one, slightly larger than usual ring temporarily if you are hit) they lose all of their rings (which is not the case in single player mode, when if the partner is hit, he only loses one ring instead of all of them).<br />
<br />
===Items===<br />
''Knuckles' Chaotix'' saw one of the most expansive item repertoires in Sonic history, as well as the most one-game items in the series' history.<br />
* ''Super Ring'' - Gives 10 rings instantly.<br />
* ''Shield'' - Supplies the player with a barrier, protecting him from one hit without ring loss.<br />
* ''Invincible'' - Makes the player and partner invincible for 20 seconds.<br />
* ''Combine Ring'' - Fuses the player's rings together as they are collected until he is hit. Upon taking damage, the player will release one ring equivalent to all rings lost. If the ring is not collected in a short time, it explodes into individual rings.<br />
* ''Swap'' - Transforms the player into the partner, and the partner into the player, for 20 seconds.<br />
* ''Change'' - Transforms the partner into the player shown on the monitor for 20 seconds. The item is best used in a two-player game, and the player who does NOT want to transform must open the monitor.<br />
* ''Grow'' - Doubles the player in size, thus increasing his weight eightfold and jump height fourfold, for 20 seconds.<br />
* ''Shrink'' - Halves the player in size, thus decreasing his weight eightfold and jump height fourfold, for 20 seconds.<br />
<br />
==Trivia==<br />
* Interesting secrets in the game include a "lost character" [[Wechnia]], and the [[Amy]] fragment discovered by [[ICEknight]]. [[Esrael]] later found a way to make Amy appear in the game's sound test menu.<br />
* Espio the Chameleon, Vector the Crocodile and Charmy Bee all made an appearance in ''[[Sonic Heroes]]'' as 'Team Chaotix' and also appear in ''[[Shadow the Hedgehog (game)|Shadow the Hedgehog]]''.<br />
* A Tectoy pirate version of Knuckles Chaotix was found a little later on after the game was released.<br />
* Several early [[Knuckles' Chaotix Prereleases|prototypes]] (such as [[Knuckles' Chaotix (prototype 1227)|1227]]) refer to the game as ''Knuckles' Ring Star.''<br />
<br />
==Manuals==<br />
* [[Knuckles' Chaotix US Manual]]<br />
* [[Knuckles' Chaotix EU Manual]]<br />
* [[Knuckles' Chaotix JP Manual]]<br />
<br />
==Production Credits==<br />
<br />
Executive Producer: [[Mamoru Shigeta]]<br/><br />
Producer: [[Hiroshi Aso]], [[Makoto Oshitani]], Mike Larsen<br/><br />
Director: Masahide Kobayashi, Atsuhiko Nakamura, Naohisa Nakazawa<br/><br />
Team Leader: Hiroshi Fukutsu<br/><br />
Assistant Producer: Bill Person<br/><br />
Game Designer: Hiroshi Fukutsu, Keisuke Miura, [[Kenichi Ono]]<br/><br />
Map Designer: Hiroshi Fukutsu, Keisuke Miura, [[Kenichi Ono]], Hideki Anbo, [[Masato Nishimura]], Katsunori Murakami<br/><br />
Text Coordinator: [[Ryoichi Hasegawa]]<br/><br />
Product Manager: Ami Matsumura-Blaire<br/><br />
Chief Graphic Designer: [[Takumi Miyake]]<br/><br />
Attraction Designer: [[Takumi Miyake]], [[Jina Ishiwatari]], Sei Akaiwa, Masumi Uchida, [[Masamichi Harada]], [[Tohru Watanuki]], Akira Yamaguchi, Saori Wada, Tsutomu Nakatsugawa<br/><br />
Original Character Concept: [[Naoto Ohshima]], [[Takashi Thomas Yuda]], [[Manabu Kusunoki]], [[Kazuyuki Hoshino]], [[Takumi Miyake]], Yasufumi Soejima<br/><br />
Character Designer: [[Ryo Kudou]], [[Takumi Miyake]], [[Jina Ishiwatari]], [[Kazuyuki Hoshino]], Yasufumi Soejima<br/><br />
Enemy Designer: [[Takumi Miyake]], [[Ryo Kudou]], [[Kazuyuki Hoshino]]<br/><br />
Boss Designer: [[Ryo Kudou]], [[Takumi Miyake]]<br/><br />
Chief Programmer: Hiroshi Okamoto, Toshiaki Yajima<br/><br />
68K Programmer: Toshiaki Yajima<br/><br />
SH2 Programmer: Tatsuo Yamajiri<br/><br />
Scroll Programmer: Kenji Kawai<br/><br />
Object Programmer: Chikahiro Yoshida, Syuji Takahashi<br/><br />
Boss Programmer: Hiroshi Okamoto<br/><br />
Map Tool Programmer: Arata Hanashima<br/><br />
Sound Director: [[Tatsuya Kousaki]]<br/><br />
Sound Programmer: [[Atsumu Miyazawa]], [[Yoshiaki Kashima]]<br/><br />
Composer: [[Junko Shiratsu]], [[Mariko Nanba]]<br/><br />
Sound Effects: [[Junko Shiratsu]]<br/><br />
Special Thanks: James Spahn, [[Yukifumi Makino]], [[Naofumi Hataya]], [[Jun Senoue]], Yuichiro Yokoyama, Yuichiro Konno, Jill Alexander<br />
<br />
==Resources==<br />
<br />
===Original Sound Version Recordings===<br />
See [[Knuckles' Chaotix OSV]] for a download page.<br />
<br />
===Box Art===<br />
<gallery><br />
Image:Chaotix-box-us.jpg|US front cover <br />
Image:Chaotix us back cover.jpg|US back cover <br />
Image:Chaotix_32x_us_cart.jpg|US cart<br />
</gallery><br />
<br />
<gallery><br />
Image:Knuckleschaotix32x.jpg|EU cover<br />
Image:Chaotix_cart.jpg|EU cart<br />
</gallery><br />
<br />
<gallery><br />
Image:Chaotix-box-jap.jpg|JP front cover<br />
Image:Chaotix 32x jp back cover.jpg|JP back cover<br />
Image:Chaotix_32x_jp_cart.jpg|JP cart<br />
</gallery><br />
<br />
<gallery><br />
Image:Chaotix_32x_br_cover.jpg|BR cover<br />
Image:Chaotix_32x_br_cart.jpg|BR cart<br />
</gallery><br />
<br />
===Artwork===<br />
<gallery><br />
Image:Charmy chaotix.png<br />
Image:Mighty chaotix.png<br />
Image:Espio chaotix.png<br />
Image:Vector chaotix.png<br />
</gallery><br />
<br />
==External Links==<br />
* [http://www.soniccenter.org/rankings/knuckles_chaotix/times Knuckles' Chaotix rankings at The Sonic Center]<br />
<br />
{{ChaotixLevels}}<br />
{{SonicGenesisGames}}<br />
<br />
<br />
[[Category:32X Games]]</div>Ice Sonichttps://info.sonicretro.org/index.php?title=Sonic_3D:_Flickies%27_Island&diff=104128Sonic 3D: Flickies' Island2009-03-14T16:09:30Z<p>Ice Sonic: </p>
<hr />
<div>{{Bob<br />
| bobscreen=S3d_title.png<br />
| publisher=[[Sega]]<br />
| developer=[[Sonic Team]] / [[Traveller's Tales]]<br />
| system=[[Sega Mega Drive/Genesis]],<br>[[Sega Saturn]], Windows PC<br />
| romsize=4 Megabytes<br />
| europe=November 1996<br />
| usa=November 1996<br />
| genre=3D Platform<br />
| seealso=Sonic Blast<br />
}}<br />
'''''Sonic 3D: Flickies' Island''''', also known as "Sonic 3D Blast", was released on the Sega [[Genesis]] and [[Saturn]] in 1996, and also released later on the PC. In the opinions of many, this was a fairly mediocre Sonic game, due to the sluggish gameplay and rather boring aspects that haunt the stages of the game. The music in the Genesis version, however, is widely considered to be some of the greatest in the series, and has spawned numerous remixes across the web. Co-composer [[Jun Senoue]] was later brought back to do the music for ''[[Sonic Adventure]]'', often using arrangements of ''Sonic 3D''<nowiki>'</nowiki>s music.<br />
<br />
==Gameplay==<br />
The game places Sonic in an isometric projection view in a de facto 2D environment. He must collect [[Flicky|Flickies]] and bring them to the big warp ring in order to advance in a stage. There are 10 or 15 Flickies to rescue in each Act, except Act 3 of each zone, where you face Dr. Eggman.<br />
<br />
===Flicky Types===<br />
The Flickies Sonic rescues in each level come in four different colors. Each color has its own path of travel.<br />
* Blue Flickies make a conscious effort to find Sonic. If they cannot find him, they fly around in a tight circle, making them easy to locate.<br />
* Pink Flickies act largely like blue ones, but fly around in bigger circles if unable to find Sonic. In the [[Volcano Valley Zone]] in the Mega Drive version, the pink Flickies are replaced with bright orange, flaming Flickies, presumably due to color palette limitations.<br />
* Red Flickies constantly move between two close points, not making any effort to find Sonic. Their movement range is small, but they jump very high and can thus be hard to catch.<br />
* Green Flickies wander randomly with no interest in finding Sonic, they even sometimes appear to try to avoid Sonic.<br />
<br />
==Versions and Release History==<br />
The game was released in Europe for the [[Sega Mega Drive/Genesis]] in November 1996. The [[Sega Genesis]] version was released in North America later that month. <br />
<br />
The game was released on the [[Sega Saturn]] in North America in the very same month to make up for the cancellation of ''[[Sonic X-treme]]''; the game was ported less than two months with FMVs, highly spruced up graphics and special effects, such as fog. It also included an all new 3D special stage, which is considered by many fans to be the best special stage in the series, and an entirely new, Red Book audio soundtrack, including the ending song [[You're My Hero]]. It was then released in Europe for the Saturn in February 1997. The game was eventually released for the Saturn in Japan on October 14, 1999, the same day as ''[[Sonic Adventure International]]''.<br />
<br />
PC's eventually got a port of the Saturn version in North America in September 1997, with the videos and soundtrack intact, as well as the notable addition of a save feature, but lacking some of the Saturn's effects (like the fog in Rusty Ruins) and a less graphically complicated special stage, using sprites from the Genesis version but with the basic concept of the Saturn version. The PC version came to Europe on September 25, 1997. It was re-released with Sonic R in the [[Twin Pack: Sonic 3D Blast & Sonic R]] bundle in 2002.<br />
<br />
The [[ROM]] used on both sides of the pond is exactly the same. The title differs depending on which country the game is in. In North America, the title is ''Sonic 3D Blast''. In Europe, the title is ''Sonic 3D: Flickies' Island''. The European title was used in Japan. The PC version, if minimized (for instance, if a user Alt+Tabs), uses a combination of both names, though the combined name is rarely used, with people generally favoring one region's name over the other.<br />
<br />
==Archie Comic Adaption==<br />
Published in January 1997. Dr. Robotnik roboticizes the Flickies, and instead of helping him track the [[Chaos Emerald|Chaos Emeralds]], they prevent Sonic, Tails & Rotor from heading to the Flickies' Island until they were returned to normal with salt water.<br />
<br />
==Manuals==<br />
* [[Sonic 3D Blast (Genesis) US Manual]] (no manual scan)<br />
* [[Sonic 3D: Flickies' Island (Mega Drive) EU Manual]] (no manual scan)<br />
* [[Sonic 3D Blast (Saturn) US Manual]]<br />
* [[Sonic 3D: Flickies' Island (Saturn) EU Manual]]<br />
* [[Sonic 3D: Flickies' Island (Saturn) JP Manual]]<br />
* [[Sonic 3D Blast (PC) US Manual]]<br />
* [[Sonic 3D: Flickies' Island (PC) EU Manual]]<br />
* [[Sonic 3D: Flickies' Island (PC) JP Manual]]<br />
<br />
==Also Released On==<br />
*''[[Sonic 3D Blast (LCD game)|Sonic 3D Blast]]'' for [[Tiger Electronics|Tiger]] LCD (1997)<br />
*''[[Twin Pack: Sonic 3D Blast & Sonic R]]'' for PC (2002)<br />
*''[[Sonic Mega Collection]]'' for [[Nintendo GameCube]] (2003)<br />
*''[[Sonic Mega Collection Plus]]'' for [[Sony PlayStation 2]] and [[Microsoft X-Box]] (2004)<br />
* [[Virtual Console]] on [[Nintendo Wii]] (2007)<br />
*''[[Sonic's Ultimate Genesis Collection]]'' for the [[Sony PlayStation 3]] and [[Xbox 360]] (2009)<br />
<br />
==Production Credits==<br />
===Credits===<br />
Program Design and Implementation: Jon Burton (Travellers Tales)<br/><br />
Head Artist: James Cunliffe (Travellers Tales)<br/><br />
Program Conversion: Steve Harding, Neil Harding (Travellers Tales)<br/><br />
Head Designer: [[Takao Miyoshi]] (Sega Enterprises Ltd.)<br/><br />
Producer: Kats Sato (Sega Europe Limited), Mike Wallis (Sega of America Inc.)<br/><br />
Senior Producer: [[Yutaka Sugano]] (Sega Enterprises Ltd.)<br />
<br />
===Travellers Tales===<br />
Program Design and Implementation: Jon Burton<br/><br />
Head Artist: James Cunliffe<br/><br />
Code Conversion: Neil Harding, Steve Harding, Jon Burton<br/><br />
Graphic Conversion + Additional Artwork: Neil Allen, David Burton, James Cunliffe, Jeremy Pardon, Jon Rashid, Alex Szeles, Barry Thompson, William Thompson<br/><br />
Utility Programming: Gary Ireland, Neil Harding, Gary Vine, David Dootson, Andy Holdroyd<br/><br />
Project Management: Jon Burton<br/><br />
Production Support: Karen Roberts<br/><br />
Moral Support: Helen Musk<br />
<br />
===Sega===<br />
Game Concept Design (SOJ): Kats Sato, [[Takao Miyoshi]], [[Kenichi Ono]], [[Takashi Iizuka]]<br/><br />
Playfield Design (SOJ): [[Takao Miyoshi]], [[Hirokazu Yasuhara]]<br/><br />
Saturn Version Enhancement Design (SOJ): [[Takashi Iizuka]], [[Hirokazu Yasuhara]]<br/><br />
3D Modelling (SOJ) : Toshiyuki Mukaiyama<br />
<br />
====Special Stage Development====<br />
Game Designers (SOJ): [[Takashi Iizuka]], [[Daisuke Mori]]<br/><br />
Programmers (SOJ): [[Tetsu Katano]], [[Yasuhiro Takahashi]], [[Atsutomo Nakagawa]], [[Kazuhiko Hattori]]<br/><br />
Artists (SOJ): [[Kazuyuki Hoshino]], [[Yuji Uekawa]], [[Nobuhiko Honda]], [[Shinichi Higashi]], [[You Nishiyama]], [[Sachiko Kawamura]]<br />
<br />
====Movie Development====<br />
Movie Creation (SOJ): [[Norihiro Nishiyama]]<br/><br />
Movie Processing (SOJ): [[Yuji Sawairi]]<br/><br />
Music (SOE): [[Richard Jacques]]<br/><br />
Sound Effects (SOE): [[Richard Jacques]], Thomas Szirtes<br/><br />
Closing Theme "You're My Hero": [[Richard Jacques]] (Music), Debbie Morris (Voice)<br />
<br />
====Technical Support====<br />
Additional Programming (SOE): Ed Hollingshead, Thomas Szirtes<br/><br />
Additional Support (SOE): Tamer Tahsin, Colin Carter<br/><br />
Document Translations (SOA): Osamu Shibamiya<br/><br />
Lead Tester (SOE): Jason Cumberbatch<br/><br />
Assistant Lead Testers (SOE): Dave Thompson, Roberto Parraga<br/><br />
Lead Tester (SOA): David Wood<br/><br />
Assistant Lead Tester (SOA): Mark McCunney, Ian McGuiness, Tony Borba<br/><br />
Marketing (SOE): Andy Mee, Jo Bladen, Mark Maslowicz<br/><br />
Marketing (SOA): Chrissie Kremer, Eric Dunstan, Kristin McCloskey, Mark Subotnick<br/><br />
Advisors (SOJ): [[Yuji Naka]], [[Naoto Ohshima]]<br/><br />
Special Thanks To Genesis Version Music SFX Composers: [[Tatsuyuki Maeda]], [[Jun Senoue]], [[Masaru Setsumaru]], [[Seirou Okamoto]]<br/><br />
Producers (SOJ): [[Yoji Ishii]], [[Yutaka Sugano]]<br/><br />
Producers (SOE): Kazutoshi Miyake, Kats Sato<br/><br />
Producers (SOA): Manny Granillo, Mike Wallis<br/><br />
Executive Producer: [[Shoichiro Irimajiri]]<br />
<br />
==Music Tracklist for Genesis/Mega Drive ==<br />
:''Info found hidden in game by [[IceKnight]].''<br/><br />
01 Green Grove Zone Act 1: Song by J.Seno, Arrange by J.Seno<br/><br />
02 Green Grove Zone Act 2: Song by J.Seno, Arrange by J.Seno<br/><br />
03 Rusty Ruin Zone Act 1: Song by T.Maeda, Arrange by T.Maeda<br/><br />
04 Rusty Ruin Zone Act 2: Song by T.Maeda, Arrange by T.Maeda<br/><br />
05 Volcano Valley Zone Act 2: Song by T.Maeda, Arrange by T.Maeda<br/><br />
06 Volcano Valley Zone Act 1: Song by T.Maeda, Arrange by T.Maeda<br/><br />
07 Spring Stadium Zone Act 1: Song by J.Seno, Arrange by J.Seno<br/><br />
08 Spring Stadium Zone Act 2: Song by J.Seno, Arrange by J.Seno<br/><br />
09 Diamond Dust Zone Act 1: Song by T.Maeda, Arrange by T.Maeda<br/><br />
0A Diamond Dust Zone Act 2: Song by T.Maeda, Arrange by T.Maeda<br/><br />
0B Gene Gadget Zone Act 1: Song by T.Maeda, Arrange by T.Maeda<br/><br />
0C Gene Gadget Zone Act 2: Song by T.Maeda, Arrange by T.Maeda<br/><br />
0D Panic Puppet Zone Act 2: Song by T.Maeda, Arrange by T.Maeda<br/><br />
0E The Final Fight: Song by M.Sets, Arrange by M.Sets<br/><br />
0F Sonic 3 Bonus Stage: Song by J.Seno, Arrange by J.Seno<br/><br />
10 Special Stage: Song by J.Seno, Arrange by J.Seno<br/><br />
11 Intro/Panic Puppet Zone Act 1: Song by J.Seno, Arrange by J.Seno<br/><br />
12 Boss Fight 1: Song by J.Seno, Arrange by M.Sets<br/><br />
13 Boss Fight 2: Song by T.Maeda, Arrange by T.Maeda<br/><br />
14 Intro movie: Song by J.Seno, Arrange by J.Seno<br/><br />
15 Credits: Song by S.Okamoto, Arrange by J.Seno<br/><br />
16 Game Over: Song by J.Seno, Arrange by J.Seno<br/><br />
19 1-UP: Song by H.Drossin, Arrange by M.Sets<br/><br />
1A Chaos Emerald: Song by Y.Makino, Arrange by Y.Makino<br/><br />
1B Invincibility: Song by J.Seno, Arrange by J.Seno<br/><br />
1C Menu: Song by J.Seno, Arrange by J.Seno<br/><br />
?? (1D? In the game but not referenced/used.): Song by J.Seno, Arrange by M.Sets<br/><br />
<br />
==Resources==<br />
===Original Sound Version Recordings===<br />
See [[Sonic 3D: Flickies' Island OSV (Mega Drive/Genesis)|Sonic 3D: Flickies' Island OSV (Genesis)]] or [[Sonic 3D: Flickies' Island OST (Windows/Saturn)]] for a download page.<br />
<br />
===Scans===<br />
====Mega Drive====<br />
<gallery><br />
Image:S3d-box-us.jpg|US cover<br />
Image:S3d md us cart.jpg|US cart<br />
Image:s3d-md-eu-box.jpg|EU cover<br />
Image:S3d-md-eu-cart.jpg|EU cart<br />
Image:S3d_md_br_cover.jpg|BR cover<br />
</gallery><br />
<br />
====Saturn====<br />
<gallery><br />
Image:S3dss-box-us.jpg|US cover<br />
Image:S3d sat us cd.jpg|US disc<br />
Image:S3dss-box-eu.jpg|EU cover<br />
Image:S3dflicky-sat-eu-disc.jpg|EU disc<br />
Image:S3dss-box-jap.jpg|JP front cover<br />
Image:s3d_sat_jp_back_cover.jpg|JP back cover<br />
Image:s3d sat jp cd.jpg|JP disc<br />
</gallery><br />
<br />
====PC====<br />
<gallery><br />
Image:S3d pc us cover.jpg|US cover<br />
Image:S3d pc us disc.jpg|US disc<br />
Image:S3d pc us spinecard.jpg|US spinecard<br />
Image:S3dpc-box-eu.jpg|EU cover<br />
Image:S3d-flicky-pc-eu.jpg|EU disc<br />
Image:Sonic 3D eu box xplosiv.jpg|EU Xplosiv cover (EI-1304)<br />
Image:Sonic 3D PC Xplosiv EU disc.jpg|EU Xplosiv disc (EI-1304)<br />
Image:Sonic 3D PC Xplosiv alt EU.jpg|EU Xplosiv cover (XP-1304)<br />
Image:Sonic 3D PC Xplosiv alt EU disc.jpg|EU Xplosiv disc (XP-1304)<br />
</gallery><br />
<br />
{{S3DLevels}}<br />
|-<br />
{{SonicGenesisGames}}<br />
{{SonicSaturnGames}}<br />
<br />
[[Category:Mega Drive Games]]<br />
[[Category:PC Games]]<br />
[[Category:Saturn Games]]</div>Ice Sonichttps://info.sonicretro.org/index.php?title=Ristar&diff=104127Ristar2009-03-14T16:02:14Z<p>Ice Sonic: </p>
<hr />
<div>{{Bob|bobscreen=Ristar_final.PNG|publisher=[[Sega]]|developer=[[Sonic Team]]|system=[[Sega Mega Drive/Genesis]], [[Sega Game Gear]]| romsize=2 Megabytes |usa=16 Feb, 1995|japan=17 Feb, 1995|europe=18 Feb, 1995|genre=2D Platform}}<br />
'''''Ristar''''' (JP version: '''''Ristar - The Shooting Star''''') is a platform game developed by [[Sonic Team]] released for the [[Sega Genesis]] and the [[Sega Game Gear]]. It was one of the last Genesis games published and therefore never got much exposure compared to similar platform games released for the same consoles. It was re-released in 2002 (JP, NA) / 2003 (EU) as part of the ''[[Sonic Mega Collection]]'' on the [[Nintendo GameCube]] and in 2004 (JP, NA) / 2005 (EU) as part of the ''[[Sonic Mega Collection Plus]]'' on the [[Sony PlayStation 2]] and the [[Microsoft X-Box]]. To play ''Ristar'' in the GC edition, you must play all the default games 30 times each; in the PS2/Xbox edition, you must play them 20 times each.<br />
<br />
==Storyline==<br />
In ''Ristar'', we follow the story of a far away solar system, Valdi, that was corrupted by an evil tyrant called Greedy. Greedy forced the leaders of each of the seven planets the system is composed of to work for him, enslaved the people and kidnapped Ristar's father. Desperate, they make a plea for help. It is answered by Ristar, a tiny humanoid yellow star with long, elastic arms. To free the population and liberate his father, Ristar must fight Greedy's minions throughout every planet, restore the leaders and eventually fight Greedy himself.<br />
<br />
==Gameplay==<br />
Ristar, unlike [[Sonic]], can't look up nor down and can only jump about his own height. Ristar's main ability, then, are his arms. To kill enemies, you must grab them with Ristar's stretchy arms and after releasing the grab button Ristar will headbutt the enemy. This is the only way to eliminate enemies as jumping on them will not work. Ristar's arms can also be used to ride spinners (these are used to move from one location to another without having to walk), climb walls, swing across poles and even find bonuses (health points, 1UPs, etc.) by stretching them into tiny breaches in walls. (You may also find them by headbutting certain sections of certain walls.)<br />
<br />
Ristar is very different from Sonic in one aspect, however, and that is Ristar's ability to explore worlds underwater without needing to breathe. He can also swim underwater with ease.<br />
<br />
The game has a simple health system: the player starts with 4 or 2 stars (depending on the difficulty selected), the max number of stars is 4. Every time you're hit, you lose one star. There are situations where you'll lose all your health, but these are rare. You may replenish health by getting the star pickups: a yellow star pickup will provide you with 1 star and a blue star pickup 4 stars. ''Ristar'' also has a very basic life/continue system: once you lose all of your lives, you'll be taken to a continue screen where you can choose to keep going with the game or give up. You may earn more continues by ending the special stages quickly and more lives by getting the tiny Ristar doll pickup. (Every 30,000 points you earn are also worth 1UP.)<br />
<br />
Earning points comes mainly from toppling enemies (generally gives you 100 points) and yellow gems which are worth between 100 and 1000 points, depending on how hard they are to reach.<br />
<br />
==JP version secrets==<br />
[[Image:RistarJapanEnd.png|thumb|150px|right|JP version ending]]<br />
[[image:RistarJapanIntro.png|left|thumb|150px|JP version intro]]<br />
The JP version of ''Ristar'' was not only released with a different title but with secret characters, among other things. One of the most well-known secrets was the intro: you can see a huge green star being—supposedly Ristar's father/mother just before Ristar is awakened by the plea of help from the populace. Actually, the green being is known as Oruto, who has a cluster of stars. She selected Ristar to fight Greedy. The ending was also different since you don't see Ristar running to his father's arms.<br />
<br />
==Connections with Sonic==<br />
''Ristar'''s gameplay alone has garnered it lots of comparisons to the early Sonic games. The most significant link between ''Ristar'' and ''Sonic'' is the fact that ''Ristar'' was built on the ''Sonic 1'' engine, including the level engine and music engine. Another strong link to ''Sonic'' was the prototype design of Ristar, named Feel — the character had a striking resemblance to Sonic, being a spherical yellow and black "rabbit," and even had identical shoes. Ristar also performed cameos along with other Sega characters in ''[[Shenmue]]'' and ''[[Segagaga]]''.<br />
<br />
==Production Credits==<br />
Producers: [[Hiroshi Aso]], [[Makoto Oshitani]], [[Youji Ishii]], [[Minoru Kanari]]<br><br />
Game Planners(Directors): [[Akira Nishino]], [[Takeshi Niimura]]<br><br />
Project Director: [[Atsutomo Nakagawa]]<br><br />
Art Director: Yukio Sato<br><br />
Chief Designer: [[Takumi Miyake]]<br><br />
Character Designer: [[Yuji Uekawa]]<br><br />
Planet Designers: Koki Mogi, Kazuyuki Iwasawa, Mikiharu Ooiwa<br><br />
Character Voice: Eriko Handa<br><br />
Music Composer: [[Tomoko Sasaki]]<br><br />
Sound Programmers: [[Hiroshi Kubota]], [[Tatsuya Kousaki]]<br> <br />
Boss Programmer: Hiromasa Kaneko<br><br />
Player Programmer: Shigeru Yoshida<br><br />
Enemy Programmer: Maomi Hirai<br><br />
Effects Programmer: [[Takuya Matsumoto]]<br><br />
Manual Director: Hiroyuki Mitsui<br><br />
Manual Designer: Yukiko Yahagi<br><br />
Manual Writer: Chieko Nakamura<br><br />
Test Players: Norihiro Sekine, Haruyuki Hashimoto, Hideki Yokaichiya<br><br />
Special Thanks: Osamu Hori, Kenji Morita, [[Naofumi Hataya]], [[Masafumi Ogata]], Naoko Hamada, Toshiko Arisaka, Rica Terajima, [[Ryoichi Hasegawa]]<br><br />
<br />
===Sega of America, Inc.===<br />
Producer: Rhonda Van<br><br />
Assistant Producer: Erik Wahlberg<br><br />
Marketing Product Manager: Pamela Kelly<br><br />
Lead Tester: Marc Dawson<br><br />
Assistant Lead Tester: Lance Nelson<br><br />
Created By: [[Sonic Team]]<br><br />
Presented By: [[Sega]]<br><br />
<br />
==Box Art==<br />
<gallery><br />
Image:Ristar-eu-box.jpg|EU Box art<br />
Image:Ristar-us-box.jpg|US Box art<br />
</gallery><br />
<br />
==External Links==<br />
* [http://www.gamefaqs.com/console/genesis/data/586423.html GameFAQs Entry]<br />
* [http://www.gamespot.com/genesis/action/ristar/ GameSpot Entry]<br />
* [http://ristar-cluster.org/ Ristar Cluster] - Fansite<br />
<br />
{{RistarLevels}}<br />
[[Category:Mega Drive Games]]</div>Ice Sonichttps://info.sonicretro.org/index.php?title=Vectorman&diff=104126Vectorman2009-03-14T15:38:36Z<p>Ice Sonic: </p>
<hr />
<div>{{Bob<br />
| bobscreen=Vectorman.png<br />
| screenwidth=<br />
| publisher=[[Sega]]<br />
| developer=Blue Sky Software<br />
| system=[[Sega Mega Drive]]<br />
| romsize=2 Megabytes<br />
| europe=Nov. 30, 1995<br />
| usa=Oct. 24, 1995<br />
| japan=<br />
| genre=Platformer<br />
}}<br />
'''''Vectorman''''' is a platform game developed by Blue Sky Software and published by [[Sega]] for the [[Sega Mega Drive|Sega Mega Drive/Genesis]]. It was released on October 24, 1995 in North America and on November 30, 1995 in Europe. The game is also a part of the ''[[Sega Genesis Collection]]'' for the [[PlayStation 2]] and [[PlayStation Portable]] and is part of the [[Sonic Gems Collection]] for the [[Nintendo GameCube]]. It was released on the [[Wii]] [[Virtual Console]] on February 27, 2007 in Japan and April 5, 2007 in Europe, and in North America on September 22, 2008.<br />
<br />
== Story ==<br />
In 2049, the human population of Earth embarks on a migratory voyage to try to colonize other planets. They leave mechanical "'''orbots'''" to clean up the mess they made on Earth through littering and pollution. Raster, a high-level orbot who watches Earth through a planetwide computer network, is accidentally attached to a working nuclear missile by a lesser orbot and goes insane, becoming an evil dictator named Warhead. He declares himself ruler of Earth, and begins preparing to execute any humans who dare return to their planet.<br />
<br />
Enter Vectorman, a humble orbot in charge of cleaning up toxic sludge by simply discharging it into the sun. As he lands on Earth after his last trip, he finds chaos and confusion. Because all the other Orbots are controlled by Warhead (Vectorman having not been affected because he was away), Vectorman takes it upon himself to destroy the errant orbot and restore peace to Earth.<br />
<br />
== Graphics and Gameplay ==<br />
''Vectorman'' uses pre-rendered 3D models in its level and character designs. This gives the game a smooth, computer-generated feel. The original name of the villain, Warhead, was Raster (as in raster graphics, the opposite of vector graphics). Vectorman was considered the answer to Nintendo's Donkey Kong Country at the time, as they both used graphical tricks to look beyond what the console could do.<br />
<br />
The game itself is a straightforward 2D action platformer. Vectorman is an orbot (something like a robot) powered with a ball gun in his hand; powerups include a machine gun, "bolo" gun, and triple-fire guns. <br />
<br />
Vectorman possesses the ability to transform, through the use of powerups, into several different forms: including a drill, to cut through floors; a bomb, to destroy all surrounding enemies or breakable walls; and an aquatic form, useful for swimming underwater. In addition to powerup transformations, 3 levels host unique morphed forms with which to combat bosses in. Overall, the game consists of 16 levels.<br />
<br />
==Critical reaction==<br />
<br />
Vectorman is both a critical and commercial success, becoming a Genesis Mega hit. It was acclaimed for its game-play, level design and 3d graphics, and a great techno soundtrack. It has a 91% critical ranking, based on 3 reviews, making it one of the highest ranking critical games released on the Sega Genesis.<br />
<br />
== Sequels ==<br />
<br />
''[[Vectorman 2]]'' was produced for the Genesis, and released in 1996.<br />
<br />
Although Blue Sky Software, the original developer of both ''Vectorman'' games closed in 2001, a ''Vectorman'' game for the PlayStation 2 was announced in 2003, [http://ps2.ign.com/articles/441/441671p1.html but was soon cancelled]. Initial reports criticized the game heavily for deviating from the Genesis titles by turning the game into a third-person shooter. It is believed that this criticism contributed to its cancellation.<br />
<br />
''[[Sonic Gems Collection]]'' has both ''Vectorman'' and its sequel as unlockable games. ''Vectorman'' can be unlocked by playing the compilation for at least 5 hours or by having a save file of ''[[Sonic Heroes]]'' or ''[[Sonic Mega Collection]]'' on the [[memory card]]. This was also the first time the game was released in Japan.<br />
<br />
''Sega Genesis Collection'' (''Sega Mega Drive Collection'' in Europe) also features ''Vectorman'' and its sequel, this time as games available from the beginning.<br />
<br />
==Production Credits==<br />
===Blue Sky Software===<br />
Designers: Richard Karpp, Mark Lorenzen<br/><br />
Project Manager: Jennifer Cleary<br/><br />
Game Concept By: Dana Christianson, Richard Karpp, Mark Lorenzen, Jason Weesner<br/><br />
Lead Background Artist: Amber Long<br/><br />
Background Artists: Jeff Jonas, Geoffrey Knobel, Mark Lorenzen, Jeff Remmer<br/><br />
Background Assistant: Brandon McDonald<br/><br />
Lead Animator: Marty Davis<br/><br />
Animators: Ellis Goodson, John Roy<br/><br />
Splash Screens: Jeff Remmer<br/><br />
Sound: Jon Holland<br/><br />
Music: Jon Holland<br/><br />
Lead Programmer: Richard Karpp<br/><br />
Programmers: Mark Botta, Keith Freiheit, Bonita Kane<br/><br />
Special Thanks: Patrick Brogan, Tom Carroll, John Fulbright, Jerry Huber, Matt McDonald, Chuck Osieja, Sam Powell, Rick Randolph, Rick Schmitz, Kim Walsh<br />
<br />
===Sega===<br />
Producer: Jerry Markota<br/><br />
Assistant Producer: Marianne Arotzarena<br/><br />
Product Manager: John Garner<br/><br />
Marketing Assistant: Johnathan Kully<br/><br />
Test Game Lead: John Amirkhan<br/><br />
Test Assistant Leads: Mike Borg, Abraham Navarro, Kim Rogers<br/><br />
Game Testers: Marc Dawson, Ty Johnson, Jeff B. Junio, Tony Lynch, Raul Orozco, Ilya Reeves, Don Tica<br/><br />
Special Thanks: E. Ettore Annunziata, Smuv Deyoung, Clint Dyer, Joe Miller, Scott Rohde, Chris Smith, Terry Tang<br />
<br />
==Physical Scans==<br />
<gallery><br />
Image:Vectorman md eu cover.jpg|EU cover<br />
</gallery><br />
[[Category:Mega Drive Games]]</div>Ice Sonichttps://info.sonicretro.org/index.php?title=Hidden_Palace_Zone_(Sonic_%26_Knuckles)&diff=102830Hidden Palace Zone (Sonic & Knuckles)2009-03-06T15:22:58Z<p>Ice Sonic: </p>
<hr />
<div>{{LevelBob<br />
| name=Hidden Palace Zone<br />
| levelscreen=Hiddenpalacesk.png<br />
| levelno=Fifth<br />
| game=Sonic & Knuckles<br />
| acts=1<br />
| cliche=Underground Cavern<br />
| osv=[[Sonic & Knuckles OSV]]<br />
| music=<flashmp3>Sonic and Knuckles OSV/22 - Lava Reef Zone - Act 2-Hidden Palace Zone.mp3</flashmp3><br />
| map=Sonic 3 & Knuckles Level Maps<br />
| rings1=33 + 40<br />
}}<br />
<br />
'''Hidden Palace Zone''' is the fifth zone in ''[[Sonic & Knuckles]]'' (the eleventh zone in ''[[Sonic 3 & Knuckles]]''). Hidden Palace Zone is where [[Knuckles the Echidna|Knuckles]] hides and protects the [[Master Emerald]]. As Sonic, is the setting of a major turn point in the game's storyline.<br />
<br />
The level begins at the end of [[Lava Reef Zone]] Act 2. After a few steps, the scenery changes into that of the Hidden Palace. After a short walk through the level...<br />
<br />
As [[Sonic]] and/or [[Tails]], you will fight Knuckles. After this fight, a cutscene occurs in which [[Dr. Robotnik]] steals the Master Emerald. Knuckles attempts to save it, but Robotnik electrocutes him. After this, Knuckles will lead you to a teleporter that sends you to the next Zone, [[Sky Sanctuary Zone|Sky Sanctuary]]. <br />
<br />
As Knuckles, the Zone merely acts as a pass-through to access the Sky Sanctuary Zone, albeit a different area than Sonic and Tails are sent to -- it is an upper route through the first half of the level. The transporter that Sonic and Tails land on before they go to face Knuckles is where he teleports to Sky Sanctuary. He cannot reach the area where the [[Master Emerald]] is except through the [[Giant Ring#Sonic 3 & Knuckles|giant rings]] of Sonic 3 & Knuckles.<br />
<br />
All characters enter from tunnels from Lava Reef, and exit through transporters to Sky Sanctuary. In the game data, Hidden Palace is listed as Lava Reef Act 4 in the Stage Select menu, as it is placed in the 2nd act of the 2nd level slot reserved for Lava Reef data. This is not an unreasonable jump by in-game standards either, as it shares music and overall appearance with Lava Reef Act 2, although the backgrounds are different as the Death Egg can be seen leaving the mouth of the volcano in Hidden Palace, while it was still stuck there in Act 2.<br />
<br />
==Instruction Manual Description==<br />
{{quote|Some mysteries are solved! Robotnik makes his big play, and Knuckles finds out who is the REAL bad guy is!}}<br />
<br />
==Trivia==<br />
* The mural in the background where Sonic fights Knuckles depicts/predicts the final battle in the [[Doomsday Zone]].<br />
* If one is playing ''[[Sonic 3 & Knuckles]]'', and one has collected the all [[Super Emeralds]], they can be seen around the Master Emerald altar.<br />
* In addition, this is the area in Sonic 3 & Knuckles where the player is warped after taking a giant special ring like the ones near the start of [[Mushroom Hill Zone]].<br />
* Similarly, using debug mode during the scene where Robotnik takes the Master Emerald will unlock the controls enabling Sonic and Tails to move freely, and any uncleared super emeralds that are there will warp the player to a special stage if Sonic lands on one.<br />
<br />
{{Sonic3&KLevels}}<br />
[[Category:Sonic 3 & Knuckles Levels]]</div>Ice Sonichttps://info.sonicretro.org/index.php?title=Launch_Base_Zone&diff=102829Launch Base Zone2009-03-06T15:14:25Z<p>Ice Sonic: </p>
<hr />
<div>{{LevelBob<br />
| levelscreen=Launchbase.png<br />
| levelno=Sixth<br />
| game=Sonic the Hedgehog 3<br />
| acts=2<br />
| cliche=Techno City/Large Factory<br />
| boss=Launch Base Zone Boss<br />
| subboss=Twin Hammer<br />
| osv=[[Sonic the Hedgehog 3 OSV]]<br />
| music1= <flashmp3>Sonic the Hedgehog 3 OSV/32 - Launch Base Zone - Act 1.mp3</flashmp3><br />
| music2= <flashmp3>Sonic the Hedgehog 3 OSV/33 - Launch Base Zone - Act 2.mp3</flashmp3><br />
| map=Sonic 3 & Knuckles Level Maps<br />
| underwater=Act 2<br />
| rings1=294 + 130<br />
| rings2=409 + 160<br />
}}<br />
<br />
'''Launch Base Zone''' is the sixth zone in ''[[Sonic 3]]''. All characters would enter by popping out of a patch of snow at the beginning. In S3K, the part of the level where Knuckles had faced his bosses would blow up and send him falling to Mushroom Hill. With Sonic, Tails would fly him into the next zone after the bosses.<br />
<br />
The zone uses a technique for showing/hiding [[tiles]] indoors and outdoors. This effect was new for ''Sonic'', and it was only used in this zone and [[Flying Battery Zone]].<br />
<br />
==Sonic Team Commentary (from ''[[Sonic Jam]]'' Strategy Guide)==<br />
{{quote|1=This is the place where you can see the construction site where Eggman is rebuilding the Death Egg, hidden among the various ruins on the island. You never really see the Death Egg in Sonic 2, but here you can see it quite clearly. This is the climax at the midpoint of the story.|2=[[Takashi Iizuka]]}}<br />
<br />
== Glitches ==<br />
*When using [[debug mode]] to go above the Act 2 boss arena, [[Death Egg]] art is present. This art isn't actually used anywhere in normal play, and its presence shows that the art was completed by this time in development.<br />
*When playing as Super Sonic in Act 1, if the player holds left whilst Super Sonic is inside a "spinning elevator," he will glitch outside the elevator in the "push" pose before the doors of the elevator open.<br />
<br />
==Enemies==<br />
* [[Flybot767]] — Silver bird.<br />
* [[Orbinaut]] — A silver orb surrounded by four spiked orbs.<br />
* [[Corkey]] — A gray energy cannon.<br />
* [[Snail Blaster]] — A snail with protective sheath that covers blaster cannons.<br />
* [[Ribot]] — Robotic frog.<br />
<br />
== Bosses ==<br />
==== Robotnik's Black Ball Machine (Sonic only) ====<br />
You must avoid Robotnik's black balls, shot out from under or over a disappearing ledge on the right-hand side of the screen, while jumping on the ledge to hit him.<br />
<br />
==== Robotnik's Laser Column ====<br />
This boss is comprised of three sections in addition to the [[Eggpod]]: two lasers and a rocket. After four hits one laser breaks off, after another four hits the other breaks off and after the last hit, the rocket breaks off. It's not that easy, though: circling the column is a small orb that when hit will hurt you, so be careful.<br />
<br />
==== Robotnik's Giant Claw, aka "Squeeze Tag" (Knuckles only, unless playing Sonic 3 alone) ====<br />
Robotnik will swoop across the screen and you must jump between the spiky top and the claw to hit him. After two swoops with Sonic or Tails, or four swoops with Knuckles, he will start floating across the top of the screen, drop down, and move across the platform a few times, his spikes protruding from the platform, before starting the cycle anew. Robotnik can't be hit during the phase where he is floating across the top and bottom of the screen.<br />
<br />
{{Sonic3&KLevels}}<br />
[[Category:Sonic 3 & Knuckles Levels]]</div>Ice Sonichttps://info.sonicretro.org/index.php?title=Launch_Base_Zone&diff=102828Launch Base Zone2009-03-06T15:11:00Z<p>Ice Sonic: </p>
<hr />
<div>{{LevelBob<br />
| levelscreen=Launchbase.png<br />
| levelno=Sixth<br />
| game=Sonic the Hedgehog 3<br />
| acts=2<br />
| cliche=Techno City/Large Factory<br />
| boss=Launch Base Zone Boss<br />
| subboss=Twin Hammer<br />
| osv=[[Sonic the Hedgehog 3 OSV]]<br />
| music1= <flashmp3>Sonic the Hedgehog 3 OSV/32 - Launch Base Zone - Act 1.mp3</flashmp3><br />
| music2= <flashmp3>Sonic the Hedgehog 3 OSV/33 - Launch Base Zone - Act 2.mp3</flashmp3><br />
| map=Sonic 3 & Knuckles Level Maps<br />
| underwater=Act 2<br />
| rings1=294 + 130<br />
| rings2=409 + 160<br />
}}<br />
<br />
'''Launch Base Zone''' is the sixth zone in ''[[Sonic 3]]''. All characters would enter by popping out of a patch of snow at the beginning. In S3K, the part of the level where Knuckles had faced his bosses would blow up and send him falling to Mushroom Hill. With Sonic, Tails would fly him into the next zone after the bosses.<br />
<br />
The zone uses a technique for showing/hiding [[tiles]] indoors and outdoors. This effect was new for ''Sonic'', and it was only used in this zone and [[Flying Battery Zone]].<br />
<br />
==Sonic Team Commentary (from ''[[Sonic Jam]]'' Strategy Guide)==<br />
{{quote|1=This is the place where you can see the construction site where Eggman is rebuilding the Death Egg, hidden among the various ruins on the island. You never really see the Death Egg in Sonic 2, but here you can see it quite clearly. This is the climax at the midpoint of the story.|2=[[Takashi Iizuka]]}}<br />
<br />
== Glitches ==<br />
*When using [[debug mode]] to go above the Act 2 boss arena, [[Death Egg]] art is present. This art isn't actually used anywhere in normal play, and its presence shows that the art was completed by this time in development.<br />
*When playing as Super Sonic in Act 1, if the player holds left whilst Super Sonic is inside a "spinning elevator," he will glitch outside the elevator in the "push" pose before the doors of the elevator open.<br />
<br />
==Villains==<br />
* [[Flybot767]] — Silver bird.<br />
* [[Orbinaut]] — A silver orb surrounded by four spiked orbs.<br />
* [[Corkey]] — A gray energy cannon.<br />
* [[Snail Blaster]] — A snail with protective sheath that covers blaster cannons.<br />
* [[Ribot]] — Robotic frog.<br />
<br />
=== Mid-boss ===<br />
The Act 1 boss is a floating, spherical machine with two spike-equipped arms. After 3 hits, one will drop off. As [[Knuckles]], there are two machines to defeat, but you can climb up the walls to hit them more easily.<br />
<br />
=== Bosses ===<br />
==== [[Robotnik]]'s Black Ball Machine (Sonic only) ====<br />
You must avoid Robotnik's black balls, shot out from under or over a disappearing ledge on the right-hand side of the screen, while jumping on the ledge to hit him.<br />
<br />
==== Robotnik's Laser Column ====<br />
This boss is comprised of three sections in addition to the [[Eggpod]]: two lasers and a rocket. After four hits one laser breaks off, after another four hits the other breaks off and after the last hit, the rocket breaks off. It's not that easy, though: circling the column is a small orb that when hit will hurt you, so be careful.<br />
<br />
==== Robotnik's Giant Claw, aka "Squeeze Tag" (Knuckles only, unless playing Sonic 3 alone) ====<br />
Robotnik will swoop across the screen and you must jump between the spiky top and the claw to hit him. After two swoops with Sonic or Tails, or four swoops with Knuckles, he will start floating across the top of the screen, drop down, and move across the platform a few times, his spikes protruding from the platform, before starting the cycle anew. Robotnik can't be hit during the phase where he is floating across the top and bottom of the screen.<br />
<br />
{{Sonic3&KLevels}}<br />
[[Category:Sonic 3 & Knuckles Levels]]</div>Ice Sonichttps://info.sonicretro.org/index.php?title=Death_Ball&diff=102182Death Ball2009-03-02T10:15:13Z<p>Ice Sonic: Its -> It's / Hey, I just copied the info, okay?</p>
<hr />
<div>[[Image:deb.png|right]]<br />
This is the final boss encountered on both '''''Sonic & Knuckles''''' and ''[[Sonic 3 & Knuckles]]'' before the final battle. Its form resembles a minature Death Egg, which is protected by a rotating shield. It's base perodically opens up, releasing small cars with three sets of spikes which then travel around the floor of the Death Egg.<br />
<br />
This boss is invunerable to any type of attack the player may try to inflict on it because of the shield. The only way to damage the boss is to use the teleporters on either side switch gravity while a spiked wheel is beneath it, causing it to switch sides and damage it. When the boss releases the spike cars it's best to get ready to go into a transporter quickly. When the boss is just about to hover over the spike car, go into the transporter to turn everything upside down along with the car which will hit the boss if it's timed right. If that fails, then the car will be stuck because of the spikes in the ground. Spin Dashing into the car will flip it possibly hitting the boss if he is hovering near it. A word of caution, when the cars are left upside down, left to travel on the ground or hit the boss the wrong side, they will explode causing the three spikes to shoot out.<br />
<br />
{{SKEnemies}}<br />
[[Category:Sonic & Knuckles Bosses and Sub-bosses]]</div>Ice Sonichttps://info.sonicretro.org/index.php?title=Endless_Mine&diff=102174Endless Mine2009-03-02T09:51:35Z<p>Ice Sonic: </p>
<hr />
<div>{{LevelBob<br />
| levelscreen=Endlessmine.png<br />
| levelno=Two-player<br />
| game=Sonic the Hedgehog 3<br />
| osv=[[Sonic the Hedgehog 3 OSV]]<br />
| music=<flashmp3>Sonic the Hedgehog 3 OSV/07 - Endless Mine Zone (2-Player).mp3</flashmp3><br />
}}<br />
Possibly the most popular two-player stage of ''[[Sonic 3]]'', '''Endless Mine Zone''' is a mine zone with some characteristics of [[Mystic Cave Zone]], ''[[Sonic 2]]''<nowiki>'</nowiki>s [[Hidden Palace Zone (S2)|Hidden Palace Zone]], and [[Lava Reef Zone]]. One of the important features was the necessity of rock breaking in one area to win the race. The tracks also appear to overlap.<br />
<br />
{{Sonic3&KLevels}}<br />
[[Category:Sonic 3 & Knuckles Levels]]</div>Ice Sonichttps://info.sonicretro.org/index.php?title=Desert_Palace&diff=102173Desert Palace2009-03-02T09:51:07Z<p>Ice Sonic: </p>
<hr />
<div>{{stub}}<br />
{{LevelBob<br />
| levelscreen=desertpalace.png<br />
| levelno=Two-player<br />
| game=Sonic the Hedgehog 3<br />
| osv=[[Sonic the Hedgehog 3 OSV]]<br />
| music=<flashmp3>Sonic the Hedgehog 3 OSV/06 - Desert Palace Zone (2-Player).mp3</flashmp3><br />
| cliche=Desert<br />
}}<br />
'''Desert Palace Zone''' is one of the competition levels in ''[[Sonic the Hedgehog 3]]''. It is very similar to [[Sandopolis Zone]] in ''[[Sonic & Knuckles]]'', with sand-colored loops and a quicksand pit. It's not too hard to navigate and can be finished by just holding right and jumping occasionally.<br />
<br />
{{Sonic3&KLevels}}<br />
[[Category:Sonic 3 & Knuckles Levels]]</div>Ice Sonichttps://info.sonicretro.org/index.php?title=Chrome_Gadget&diff=102172Chrome Gadget2009-03-02T09:49:43Z<p>Ice Sonic: </p>
<hr />
<div>{{LevelBob<br />
| levelscreen=chromegadget.png<br />
| levelno=Two-player<br />
| game=Sonic the Hedgehog 3<br />
| osv=[[Sonic the Hedgehog 3 OSV]]<br />
| music=<flashmp3>Sonic the Hedgehog 3 OSV/05 - Chrome Gadget Zone (2-Player).mp3</flashmp3><br />
}}<br />
'''Chrome Gadget Zone''' is a two-player zone in [[Sonic 3]]. It appears to be in an industrial area.<br />
<br />
The only danger is a platform that takes the character down to the rest of the area if stood upon. Hitting the bottom of the platform will kill the character.<br />
There are fans that will raise the character from the ground to the next area, which is a big, U-shaped pit. Falling into the pit can cost precious time. If the player manages to avoid it, they will run into a path and hit a few bumpers, and then return to the beginning of the level.<br />
<br />
{{Sonic3&KLevels}}<br />
[[Category:Sonic 3 & Knuckles Levels]]</div>Ice Sonichttps://info.sonicretro.org/index.php?title=Azure_Lake&diff=102171Azure Lake2009-03-02T09:48:45Z<p>Ice Sonic: </p>
<hr />
<div>{{stub}}{{LevelBob<br />
| levelscreen=Azure_Lake_Zone.png<br />
| levelno=Two-player<br />
| game=Sonic the Hedgehog 3<br />
| osv=[[Sonic the Hedgehog 3 OSV]]<br />
| music=<flashmp3>Sonic the Hedgehog 3 OSV/03 - Azure Lake Zone (2-Player).mp3</flashmp3><br />
}}<br />
'''Azure Lake Zone''' is a two-player level in [[Sonic the Hedgehog 3]]. It's sort of like a ruins themed level that's overgrown with plantlife. The layout is pretty basic and the only real obstacles are a button that blockades your opponent (and slows you down if you run into it) and a segment that requires you to backtrack a bit to proceed (if your opponent hit the previously mentioned button). There is also a mudpit which is easy to avoid.<br />
<br clear="both" /><br />
<br />
{{Sonic3&KLevels}}</div>Ice Sonichttps://info.sonicretro.org/index.php?title=Death_Ball&diff=102170Death Ball2009-03-02T09:38:51Z<p>Ice Sonic: </p>
<hr />
<div>[[Image:deb.png|right]]<br />
This is the final boss encountered on both '''''Sonic & Knuckles''''' and ''[[Sonic 3 & Knuckles]]'' before the final battle. It's form resembles a minature Death Egg in which is protected by a rotating shield, it's base which opens up, releases small cars which host three sets of spikes which then travel around the floor of the Death Egg.<br />
<br />
This boss is invunerable to any type of attack the player may try to inflict on it because of the shield is protecting it. The only way to inflict damage is to use it's own attacks against itself and that means using gravity as an advantage. The two transporters at the sides of the screen can allow you to walk on the ceilings or revert you to walking on the floor. When the boss releases the spike cars it's best to get ready to go into a transporter quickly. When the boss is just about to hover over the spike car, go into the transporter to turn everything upside down along with the car which will hit the boss if it's timed right. If that fails, then the car will be stuck because of the spikes in the ground. Spin Dashing into the car will flip it possibly hitting the boss if he is hovering near it. A word of caution, when the cars are left upside down, left to travel on the ground or hit the boss the wrong side, they will explode causing the three spikes to shoot out.<br />
<br />
{{SKEnemies}}<br />
[[Category:Sonic & Knuckles Bosses and Sub-bosses]]</div>Ice Sonichttps://info.sonicretro.org/index.php?title=Death_Ball&diff=102169Death Ball2009-03-02T09:36:28Z<p>Ice Sonic: New page: right This is the final boss encountered on both '''''Sonic & Knuckles''''' and ''Sonic 3 & Knuckles'' before the final battle. It's form resembles a minature Death E...</p>
<hr />
<div>[[Image:deb.png|right]]<br />
This is the final boss encountered on both '''''Sonic & Knuckles''''' and ''[[Sonic 3 & Knuckles]]'' before the final battle. It's form resembles a minature Death Egg in which is protected by a rotating shield, it's base which opens up, releases small cars which host three sets of spikes which then travel around the floor of the Death Egg.<br />
<br />
This boss is invunerable to any type of attack the player may try to inflict on it because of the shield is protecting it. The only way to inflict damage is to use it's own attacks against itself and that means using gravity as an advantage. The two transporters at the sides of the screen can allow you to walk on the ceilings or revert you to walking on the floor. When the boss releases the spike cars it's best to get ready to go into a transporter quickly. When the boss is just about to hover over the spike car, go into the transporter to turn everything upside down along with the car which will hit the boss if it's timed right. If that fails, then the car will be stuck because of the spikes in the ground. Spin Dashing into the car will flip it possibly hitting the boss if he is hovering near it. A word of caution, when the cars are left upside down, left to travel on the ground or hit the boss the wrong side, they will explode causing the three spikes to shoot out.</div>Ice Sonichttps://info.sonicretro.org/index.php?title=Death_Egg_(Death_Egg_Zone_boss)&diff=102168Death Egg (Death Egg Zone boss)2009-03-02T09:32:41Z<p>Ice Sonic: </p>
<hr />
<div>[[Robotnik]]'s robot will take four steps toward you, half a step back, then launch off the screen. How he can do that when he is obviously so heavy I do not know. You have to jump and hit him, but the trouble is he has two spiked fists about halfway up his body. Touching these or his legs will kill you (and forces you to fight Mecha Sonic again). You must jump and hit him ABOVE the spiked fists. This is very difficult to do at any time, but the safest times to do it are when he is standing still and not taking a step. You CAN try to hit him when he is walking, but it's considerably more risky (although the only way to win the battle quickly). I recommend only hitting him when he stands still a moment before he launches and right after he appears or lands. Don't hit him when he takes his last step forward since one of his fists will be extended forward (that's what makes hitting him when he's walking so dangerous).<br />
<br />
After he launches (you should have two hits at this point) run to the far left and charge up a spin dash to the right. A white target circle appears on you and follows you wherever you go. Just sit tight, revving up for a spin dash. When a smaller circle appears inside the larger one, it means the target has locked on (and won't follow you). Be very watchful for this and immediately spin dash right. Robotnik will come down (with a crash that shakes the whole room) where the target locked on.<br />
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He will then shoot both fists at you, one at a time. But, the fists don't fly all the way across the room. Since you made him land on the far left, and your spin dash carried you over to the far right, you are perfectly safe if you stay put. Robotnik will, after launching his fists, launch again and another target circle appears on you. This time don't rev up a spin dash. Instead, when the target locks on, step to the left so Robotnik won't land on you, then quickly turn around and hit him as he lands.<br />
<br />
When he comes down he bends down (as if he's bowing to you) and this means you don't have to jump as high to hit him if you time it correctly. But doing this requires you react quickly when the target locks on and that you turn around nimbly and at the right place.<br />
<br />
If you got behind Robotnik (you didn't - he should have landed at the far right) he'll stay stationary and launch two mines at you. The mines fall where you were standing when they launched and explode shortly after they land. Robotnik is not as vulnerable from behind as he is from the front so this is to your disadvantage. If you are in front of Robotnik he will repeat his initial sequence of walking toward you. Stay away until he takes half a step back, then hit him once above his fists before he launches. Repeat this pattern over and over. It's slow (unless you get additional hits in by hitting Robotnik when he's walking) at two hits per sequence but it works and is as safe as you can get. You have loads of time, but don't let the pressure of delivering those last few hits break your nerves and cause you to mess up. Deliver each hit and do each maneuver with the same precision and alertness. I hope you have plenty of lives - that will take some of the pressure off if you do. After defeating the second boss, Sonic runs off the edge of the exploding [[Death Egg]], ending the level and leading to the Sonic 2 ending animation.<br />
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{{S2Enemies}}<br />
[[Category:Sonic the Hedgehog 2 (16-bit) Bosses]]</div>Ice Sonichttps://info.sonicretro.org/index.php?title=Death_Egg_(Death_Egg_Zone_boss)&diff=102167Death Egg (Death Egg Zone boss)2009-03-02T09:28:32Z<p>Ice Sonic: </p>
<hr />
<div>Robotnik's robot will take four steps toward you, half a step back, then launch off the screen. How he can do that when he is obviously so heavy I do not know. You have to jump and hit him, but the trouble is he has two spiked fists about halfway up his body. Touching these or his legs will kill you (and forces you to fight Mecha Sonic again). You must jump and hit him ABOVE the spiked fists. This is very difficult to do at any time, but the safest times to do it are when he is standing still and not taking a step. You CAN try to hit him when he is walking, but it's considerably more risky (although the only way to win the battle quickly). I recommend only hitting him when he stands still a moment before he launches and right after he appears or lands. Don't hit him when he takes his last step forward since one of his fists will be extended forward (that's what makes hitting him when he's walking so dangerous).<br />
<br />
After he launches (you should have two hits at this point) run to the far left and charge up a spin dash to the right. A white target circle appears on you and follows you wherever you go. Just sit tight, revving up for a spin dash. When a smaller circle appears inside the larger one, it means the target has locked on (and won't follow you). Be very watchful for this and immediately spin dash right. Robotnik will come down (with a crash that shakes the whole room) where the target locked on.<br />
<br />
He will then shoot both fists at you, one at a time. But, the fists don't fly all the way across the room. Since you made him land on the far left, and your spin dash carried you over to the far right, you are perfectly safe if you stay put. Robotnik will, after launching his fists, launch again and another target circle appears on you. This time don't rev up a spin dash. Instead, when the target locks on, step to the left so Robotnik won't land on you, then quickly turn around and hit him as he lands.<br />
<br />
When he comes down he bends down (as if he's bowing to you) and this means you don't have to jump as high to hit him if you time it correctly. But doing this requires you react quickly when the target locks on and that you turn around nimbly and at the right place.<br />
<br />
If you got behind Robotnik (you didn't - he should have landed at the far right) he'll stay stationary and launch two mines at you. The mines fall where you were standing when they launched and explode shortly after they land. Robotnik is not as vulnerable from behind as he is from the front so this is to your disadvantage. If you are in front of Robotnik he will repeat his initial sequence of walking toward you. Stay away until he takes half a step back, then hit him once above his fists before he launches. Repeat this pattern over and over. It's slow (unless you get additional hits in by hitting Robotnik when he's walking) at two hits per sequence but it works and is as safe as you can get. You have loads of time, but don't let the pressure of delivering those last few hits break your nerves and cause you to mess up. Deliver each hit and do each maneuver with the same precision and alertness. I hope you have plenty of lives - that will take some of the pressure off if you do. After defeating the second boss, Sonic runs off the edge of the exploding Death Egg, ending the level and leading to the Sonic 2 ending animation.<br />
<br />
{{S2Enemies}}<br />
[[Category:Sonic the Hedgehog 2 (16-bit) Bosses]]</div>Ice Sonichttps://info.sonicretro.org/index.php?title=Death_Egg_(Death_Egg_Zone_boss)&diff=102166Death Egg (Death Egg Zone boss)2009-03-02T09:20:44Z<p>Ice Sonic: New page: Robotnik's robot will take four steps toward you, half a step back, then launch off the screen. How he can do that when he is obviously so heavy I do not know. You have to jump and hit him...</p>
<hr />
<div>Robotnik's robot will take four steps toward you, half a step back, then launch off the screen. How he can do that when he is obviously so heavy I do not know. You have to jump and hit him, but the trouble is he has two spiked fists about halfway up his body. Touching these or his legs will kill you (and forces you to fight Mecha Sonic again). You must jump and hit him ABOVE the spiked fists. This is very difficult to do at any time, but the safest times to do it are when he is standing still and not taking a step. You CAN try to hit him when he is walking, but it's considerably more risky (although the only way to win the battle quickly). I recommend only hitting him when he stands still a moment before he launches and right after he appears or lands. Don't hit him when he takes his last step forward since one of his fists will be extended forward (that's what makes hitting him when he's walking so dangerous).<br />
<br />
After he launches (you should have two hits at this point) run to the far left and charge up a spin dash to the right. A white target circle appears on you and follows you wherever you go. Just sit tight, revving up for a spin dash. When a smaller circle appears inside the larger one, it means the target has locked on (and won't follow you). Be very watchful for this and immediately spin dash right. Robotnik will come down (with a crash that shakes the whole room) where the target locked on.<br />
<br />
He will then shoot both fists at you, one at a time. But, the fists don't fly all the way across the room. Since you made him land on the far left, and your spin dash carried you over to the far right, you are perfectly safe if you stay put. Robotnik will, after launching his fists, launch again and another target circle appears on you. This time don't rev up a spin dash. Instead, when the target locks on, step to the left so Robotnik won't land on you, then quickly turn around and hit him as he lands.<br />
<br />
When he comes down he bends down (as if he's bowing to you) and this means you don't have to jump as high to hit him if you time it correctly. But doing this requires you react quickly when the target locks on and that you turn around nimbly and at the right place.<br />
<br />
If you got behind Robotnik (you didn't - he should have landed at the far right) he'll stay stationary and launch two mines at you. The mines fall where you were standing when they launched and explode shortly after they land. Robotnik is not as vulnerable from behind as he is from the front so this is to your disadvantage. If you are in front of Robotnik he will repeat his initial sequence of walking toward you. Stay away until he takes half a step back, then hit him once above his fists before he launches. Repeat this pattern over and over. It's slow (unless you get additional hits in by hitting Robotnik when he's walking) at two hits per sequence but it works and is as safe as you can get. You have loads of time, but don't let the pressure of delivering those last few hits break your nerves and cause you to mess up. Deliver each hit and do each maneuver with the same precision and alertness. I hope you have plenty of lives - that will take some of the pressure off if you do. After defeating the second boss, Sonic runs off the edge of the exploding Death Egg, ending the level and leading to the Sonic 2 ending animation.</div>Ice Sonic