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'''Egg Pistons Mk. II''' is the eleventh mini-boss in ''[[Sonic Mania]]'', encountered at the end of Act 1 of [[Metallic Madness Zone (Sonic Mania)|Metallic Madness Zone]]. It is very similar to the main boss of ''[[Sonic the Hedgehog (16-bit)|Sonic the Hedgehog]]''<nowiki>'</nowiki>s [[Final Zone]], though featuring five crushing pistons rather than the original's four.
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The '''Egg Pistons Mk. II''' are the eleventh mini-boss in ''[[Sonic Mania]]'', encountered at the end of [[Metallic Madness Zone (Sonic Mania)|Metallic Madness Zone]] Act 1. They are an improved version of the boss of ''[[Sonic the Hedgehog (16-bit)|Sonic the Hedgehog]]''<nowiki>'</nowiki>s [[Final Zone]], now equipped with five crushing pistons rather than the original's four.
  
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==Strategy==
 
The machine consists of five pistons and a lightbulb-like generator to the right of the screen. [[Dr. Eggman]] attacks by trying to crush the player with a random pair of pistons; Eggman himself will be in one of the pistons, and the machine will take damage if the player hits the doctor. In between each pair of pistons firing, the generator produces four electric orbs which descend slowing while homing in on the player's position - as in the original, touching these will damage the player.  
 
The machine consists of five pistons and a lightbulb-like generator to the right of the screen. [[Dr. Eggman]] attacks by trying to crush the player with a random pair of pistons; Eggman himself will be in one of the pistons, and the machine will take damage if the player hits the doctor. In between each pair of pistons firing, the generator produces four electric orbs which descend slowing while homing in on the player's position - as in the original, touching these will damage the player.  
  
Dealing four hits will cause the machine to partially explode and destroy the generator, causing the screen to flash red; once this happens, the pistons begin to fire individually in quick successio. The order in which they fire is random, with Eggman - still the boss's weak point - now standing in every fourth piston. Landing another four hits destroys the machine completely and ends the fight, allowing the player to finish Act 1.
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Dealing four hits will cause the machine to partially explode and destroy the generator, causing the screen to flash red; once this happens, the pistons begin to fire individually in quick succession. The order in which they fire is random, with Eggman - still the boss's weak point - now standing in every fourth piston. Landing another four hits destroys the machine completely and ends the fight, allowing the player to proceed to the [[signpost]] and finish the Act.
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==References==
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<references />
  
 
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Latest revision as of 17:25, 20 January 2024

Sonic Retro emblem.svg Sonic Mania
»
Mini-Bosses
»
Egg Pistons Mk. II
MM MinorBoss SonicMania.png
Egg Pistons Mk. II
Game: Sonic Mania
Level: Metallic Madness Zone (mini-boss)
Hits to defeat: 8 (4 per phase)

The Egg Pistons Mk. II are the eleventh mini-boss in Sonic Mania, encountered at the end of Metallic Madness Zone Act 1. They are an improved version of the boss of Sonic the Hedgehog's Final Zone, now equipped with five crushing pistons rather than the original's four.

Strategy

The machine consists of five pistons and a lightbulb-like generator to the right of the screen. Dr. Eggman attacks by trying to crush the player with a random pair of pistons; Eggman himself will be in one of the pistons, and the machine will take damage if the player hits the doctor. In between each pair of pistons firing, the generator produces four electric orbs which descend slowing while homing in on the player's position - as in the original, touching these will damage the player.

Dealing four hits will cause the machine to partially explode and destroy the generator, causing the screen to flash red; once this happens, the pistons begin to fire individually in quick succession. The order in which they fire is random, with Eggman - still the boss's weak point - now standing in every fourth piston. Landing another four hits destroys the machine completely and ends the fight, allowing the player to proceed to the signpost and finish the Act.

References


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