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|Sonic & Knuckles|:Category:Sonic & Knuckles levels|l2=Levels|{{PAGENAME}}}}
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{{OtherPage|page=Flying Battery Zone (Sonic Mania)|desc=the [[Sonic Mania]] version of this stage}}
 
{{LevelBob
 
{{LevelBob
| levelscreen=Flyingbattery.png
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| levelscreen=FlyingBatteryAct1.png
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| levelscreen2=Flyingbattery.png
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| levelscreentitle=Act 1
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| levelscreen2title=Act 2
 
| levelno=Second
 
| levelno=Second
 
| game=Sonic & Knuckles
 
| game=Sonic & Knuckles
 
| acts=2
 
| acts=2
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| location=Above [[Angel Island]]
 
| theme1=flying fortress
 
| theme1=flying fortress
 
| theme2=industrial
 
| theme2=industrial
 
| boss=Hang Mobile
 
| boss=Hang Mobile
 
| subboss=Gapsule
 
| subboss=Gapsule
| subboss2=Barrier Eggman (S&K)
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| subboss2=Barrier Eggman (Sonic & Knuckles){{!}}Barrier Eggman
| osv=[[Sonic & Knuckles OSV]]
 
| music1=<flashmp3>Sonic and Knuckles OSV/17 - Flying Battery Zone - Act 1.mp3</flashmp3>
 
| music2=<flashmp3>Sonic and Knuckles OSV/18 - Flying Battery Zone - Act 2.mp3</flashmp3>
 
| map=Sonic 3 & Knuckles Level Maps
 
 
| rings1=299 + 30
 
| rings1=299 + 30
 
| rings2=259 + 20
 
| rings2=259 + 20
 
| icon=FBZicon.png
 
| icon=FBZicon.png
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| name_jp=フライングバッテリー{{fileref|S&K MD JP SonicJam manual.pdf|page=18}}
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| name_de=Flying Battery Zone{{fileref|Sonic And Knuckles 16-Bit EU Multi.pdf|page=38}}
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| name_fr=La Zone de la Batterie Volante{{fileref|Sonic And Knuckles 16-Bit EU Multi.pdf|page=38}}
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| name_es=Zona de Arsenal Volante{{fileref|Sonic And Knuckles 16-Bit EU Multi.pdf|page=39}}
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| name_it=Zona delle Batterie Volanti{{fileref|Sonic And Knuckles 16-Bit EU Multi.pdf|page=39}}
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| name_se=Flygande Batteri-zonen{{fileref|Sonic And Knuckles 16-Bit EU Multi.pdf|page=39}}
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| name_nl=De zone van de Vliegende Batterij{{fileref|Sonic And Knuckles 16-Bit EU Multi.pdf|page=39}}
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| prev=Mushroom Hill Zone
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| next=Sandopolis Zone
 
}}
 
}}
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'''Flying Battery Zone''' is the second [[Zone]] of ''[[Sonic & Knuckles]]'' (the eighth Zone of ''[[Sonic the Hedgehog 3 & Knuckles]]''). It is entered when [[Sonic the Hedgehog|Sonic]], [[Miles "Tails" Prower|Tails]] or [[Knuckles the Echidna|Knuckles]] latch themselves to [[Dr. Eggman|Robotnik]]'s flying airship as it passes through [[Mushroom Hill Zone]].
  
'''Flying Battery Zone''' is the second zone in ''[[Sonic &amp; Knuckles]]'' (the eighth zone in ''[[Sonic 3 &amp; Knuckles]]''). It is entered when Sonic or Knuckles latch themselves to the airship as it passes through Mushroom Hill. Both characters spin through a hatch to leave the base for [[Sandopolis Zone]].
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==Overview==
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Set on board Dr. Eggman's flying airship, Flying Battery Zone sees the player running through trap-filled indoor sections as well as exploring the ship's deck and underside. The interiors of the ship are filled with sorts of contraptions, such as electromagnets that attract anything metallic, be it [[Badnik]]s, platforms or spiked balls, huge mesh cylinders like those seen in [[Metropolis Zone]], screw doors that are operated by pressing [[button]]s, and flame jets that can be used as [[Spring]]s by standing on them. The floors are also littered with [[Speed Booster]]s like those seen in [[Wing Fortress Zone]], and mines that explode when passed over.
  
This level was originally meant to be between [[Carnival Night Zone]] and [[Icecap Zone (S3)|Icecap Zone]] in ''[[Sonic 3]]'', but it was moved over to ''Sonic and Knuckles'' to balance out the amount of full levels in the games (6 Levels ''Sonic 3'', 6 Levels ''S&K'', not counting Hidden Palace and Doomsday, which are actually sublevels.) A custom icon has been found in S3, so it can be assumed it was very near completion before it got scrapped.
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The deck of the ship features propeller poles that the player can swing from, provided they do not touch the blades themselves, and missiles that are fired from hatches in the walls or floors. In some locations, the player may have to wait for the missiles fired from the floor to break a hole in the floor in order to continue. The ship's underside often sees the player jump across propeller platforms and climb monkey bars to avoid falling into the giant bottomless pits beneath the ship.
  
The level itself is Robotnik's flying skyship. It comes after [[Mushroom Hill Zone]] when playing ''[[Sonic &amp; Knuckles]]'' or ''[[Sonic 3 &amp; Knuckles]]''.
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The ship appears to also function as a transport carrier for Eggman's many [[Capsule]]s, as rows of them can be seen in the interior background, and some of them even being placed around the first Act. Some of them can be opened, releasing [[Ring]]s or even Badniks, while some are disguised Springs that bounce the player upwards. The sub-boss, [[Gapsule]], is even a robot disgused as a Capsule.
  
Flying Battery Zone has three bosses: one in act one, two in act two.
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Act 2 is mostly identical to Act 1, but with the addition of spiral elevators, swinging black orbs to run along on, and [[Grabber]]-like mechs that carry the player through vertical mesh cylinders. Act 2 also has its own [[Barrier Eggman (Sonic & Knuckles)|sub-boss]], which leads into a sequence where the floor is rising and the player must escape to the top of the ship to avoid being crushed. After defeating the [[Hang Mobile]], all characters spin through a hatch to leave the airship for [[Sandopolis Zone]].
  
The first boss is an animal capsule with a boss in it. Get on top of the button on its head.  When its eyes flash, move off the button and it will hit itself. Repeat this five more times to defeat it.
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==Quotes==
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{{quote|Go flying on Robotnik's warship. Watch where you step—sneaky traps are everywhere!|2=''Sonic & Knuckles'' US manual|ref={{fileref|S&K MD US SonicJam manual.pdf|page=8}}}}
  
The second boss is [[Barrier Eggman (S&K)|another self-defeating boss]], yet an "homage" to [[Barrier Eggman|a similar boss]] from [[Sonic the Hedgehog 2 (16-bit)|a previous game]]. You just have to avoid the laser as the cage gets smaller and it will eventually defeat itself. You will then be forced to race upward away from an upward-moving platform to avoid being crushed.
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{{quote|This zone has particularly distinctive music, doesn't it. With [[Sonic the Hedgehog (16-bit)|Sonic 1]] and [[Sonic the Hedgehog 2 (16-bit)|2]], we were working with [[Masato Nakamura|Nakamura-san]], so we couldn't get any extra music, but since with [[Sonic the Hedgehog 3|3]] we had the music done in-house, we were able to have a whole lot of music made up for us. We picked out from that selection the music that fit each zone best.|[[Takashi Iizuka]]|''[[Sonic Jam Official Guide]]''|ref={{fileref|SonicJamOfficialGuide Book JP.pdf|page=83}}}}
  
The third boss is Eggman swinging on a pair of chains. Avoid being hit by the spiky arms and bursts of flames it shoots, and when the ship starts swinging up and down, use this chance to hit it. It takes eight hits to defeat. An interesting note about this boss is that it is the only time Knuckles fights the original Dr. Eggman (at every other boss point in his story, he faces the EggRobo instead). This was most likely an accidental oversight.
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==Enemies==
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{| style="width:auto;"
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|style="text-align:center;"|{{spriteImage|Blaster.png}}
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|'''[[Blaster]]''' — Badnik that fires small projectiles.
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|-
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|style="text-align:center;"|{{spriteImage|Technosqueek.png}}
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|'''[[Technosqueek]]''' — Small robotic rodent found on walls, floors and ceilings.
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|}
  
At the end of the boss, the character runs down the hallway and hits the panel off the ship. This panel was intended to be the snowboard for Sonic in [[Ice Cap Zone]], but the idea was scrapped when the level was moved to [[Sonic & Knuckles]].
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==Animals==
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{| style="width:auto;"
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|style="text-align:center;"|{{spriteImage|s2 flicky.gif}}
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|'''[[Flicky]]'''
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|-
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|style="text-align:center;"|{{spriteImage|s2 ricky.gif}}
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|'''[[Ricky]]'''
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|}
  
==Instruction Manual Description==
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==Connections to ''Sonic 3''==
{{quote|Go flying on Robotnik's warship. Watch where you step—sneaky traps are everywhere!}}
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This Zone was originally meant to be in ''[[Sonic the Hedgehog 3]]'', taking place between [[Carnival Night Zone]] and [[IceCap Zone]], as supported by the Zone order found in the Sound Test and the Zone's enemies being mentioned in the game's US manual.{{fileref|Sonic3 MD US manual.pdf|page=25}}{{fileref|Sonic3 MD US manual.pdf|page=26}} Knuckles is speculated to have skipped Flying Battery entirely due to being teleported directly to IceCap, which would explain why Flying Battery as a whole is the only full-length Zone Knuckles visits that lacks any Knuckles-only breakable wall objects.
  
==Sonic Team Commentary (from ''[[Sonic Jam]]'' Strategy Guide)==
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At the end of the Flying Battery, Sonic runs down a hallway and breaks a door off the ship. This same door was originally planned to be used in place of the snowboard at the start of IceCap Zone.{{fileref|SonicJamOfficialGuide Book JP.pdf|page=71}}
{{quote|1=This zone has particularly distinctive music, doesn't it. With Sonic 1 and 2, we were working with [[Masato Nakamura|Nakamura-san]], so we couldn't get any extra music, but since with 3 we had the music done in-house, we were able to have a whole lot of music made up for us. We picked out from that selection the music that fit each zone best.|2=[[Takashi Iizuka]]}}
 
  
==Enemies==
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It is believed that the Zone was moved over to ''Sonic & Knuckles'' to balance out the number of full Zones in each game (six Zones each, not counting [[Hidden Palace Zone (Sonic & Knuckles)|Hidden Palace Zone]] and [[The Doomsday Zone]] since they are the shorter single-act Zones.)
*[[Blaster]] - Badnik that fires small projectiles
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*[[Technosqueek]] - Small robotic rodent
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[[Image:Sonic 3 Flying Battery icon.PNG]]<br />A unique Data Select portrait of Flying Battery exists, albeit unused in ''Sonic the Hedgehog 3'', so it can be assumed that the Zone was near completion before being moved.
 +
 
 +
With the use of an [[sega:Action Replay (Mega Drive)|Action Replay]], Flying Battery Zone can still be accessed in the final version of ''Sonic the Hedgehog 3'', but with all of its art and layout data stripped out. To access Act 1, use Action Replay code '''FFFE10:0400''', and for Act 2, use '''FFFE10:0401'''. For Act 2, the player needs to do this in a very specific way since just trying to access the Zone alone will freeze the game as soon as the data starts loading.
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Despite having most of its data stripped out, a fully functional Gapsule mini-boss can still be found in the object layout for Act 1, with an incomplete version of the Hang Mobile boss being present in Act 2. Blaster and Technosqueek can also be placed with debug mode, albeit with their own bugs.
  
These enemies also show up in the [[Sonic the Hedgehog 3 US Manual]], further proof that this level was intended to originally be in [[Sonic 3]].
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An incomplete version of Flying Battery Zone can also be found in the [[Sonic the Hedgehog 3 (prototype; 1993-11-03)|''Sonic the Hedgehog 3'' 1993-11-03 prototype]], featuring a different background, palette, and layout.  
  
==Trivia==
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==References==
An alternate level icon for Flying Battery Zone can be found in ''[[Sonic the Hedgehog 3]]'':<br>[[Image:Sonic 3 Flying Battery icon.PNG]]
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<references/>
The green ship near the end of Angel Island Act 2 is stated in the US manual of Sonic the Hedgehog 3 as the "Flying Battery Blimp".
 
  
{{Sonic3&KOmni}}
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{{S&KOmni}}
[[Category:Sonic 3 & Knuckles Levels]]
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[[Category:Sonic and Knuckles levels]]
[[Category:Sonic 3 and Knuckles Levels]]
 

Latest revision as of 18:01, 29 July 2023

Sonic Retro emblem.svg Sonic & Knuckles
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Levels
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Flying Battery Zone
For the Sonic Mania version of this stage, see Flying Battery Zone (Sonic Mania).
show;hide
  • Act 1
  • Act 2
FlyingBatteryAct1.png
Flyingbattery.png
Flying Battery Zone
Second Zone, Sonic & Knuckles
Number of Acts: 2
Location: Above Angel Island
Level themes: flying fortress, industrial
Sub-boss: Gapsule
Sub-boss for Act 2: Barrier Eggman
Boss: Hang Mobile
Maximum rings, Act 1: 299 + 30
Maximum rings, Act 2: 259 + 20
Non-English names:
Mushroom Hill Zone | Sandopolis Zone

Flying Battery Zone is the second Zone of Sonic & Knuckles (the eighth Zone of Sonic the Hedgehog 3 & Knuckles). It is entered when Sonic, Tails or Knuckles latch themselves to Robotnik's flying airship as it passes through Mushroom Hill Zone.

Overview

Set on board Dr. Eggman's flying airship, Flying Battery Zone sees the player running through trap-filled indoor sections as well as exploring the ship's deck and underside. The interiors of the ship are filled with sorts of contraptions, such as electromagnets that attract anything metallic, be it Badniks, platforms or spiked balls, huge mesh cylinders like those seen in Metropolis Zone, screw doors that are operated by pressing buttons, and flame jets that can be used as Springs by standing on them. The floors are also littered with Speed Boosters like those seen in Wing Fortress Zone, and mines that explode when passed over.

The deck of the ship features propeller poles that the player can swing from, provided they do not touch the blades themselves, and missiles that are fired from hatches in the walls or floors. In some locations, the player may have to wait for the missiles fired from the floor to break a hole in the floor in order to continue. The ship's underside often sees the player jump across propeller platforms and climb monkey bars to avoid falling into the giant bottomless pits beneath the ship.

The ship appears to also function as a transport carrier for Eggman's many Capsules, as rows of them can be seen in the interior background, and some of them even being placed around the first Act. Some of them can be opened, releasing Rings or even Badniks, while some are disguised Springs that bounce the player upwards. The sub-boss, Gapsule, is even a robot disgused as a Capsule.

Act 2 is mostly identical to Act 1, but with the addition of spiral elevators, swinging black orbs to run along on, and Grabber-like mechs that carry the player through vertical mesh cylinders. Act 2 also has its own sub-boss, which leads into a sequence where the floor is rising and the player must escape to the top of the ship to avoid being crushed. After defeating the Hang Mobile, all characters spin through a hatch to leave the airship for Sandopolis Zone.

Quotes

Go flying on Robotnik's warship. Watch where you step—sneaky traps are everywhere!

Sonic & Knuckles US manualMedia:S&K MD US SonicJam manual.pdf[4]

This zone has particularly distinctive music, doesn't it. With Sonic 1 and 2, we were working with Nakamura-san, so we couldn't get any extra music, but since with 3 we had the music done in-house, we were able to have a whole lot of music made up for us. We picked out from that selection the music that fit each zone best.

Takashi IizukaSonic Jam Official Guide[5]

Enemies

Blaster.png
Blaster — Badnik that fires small projectiles.
Technosqueek.png
Technosqueek — Small robotic rodent found on walls, floors and ceilings.

Animals

S2 flicky.gif
Flicky
S2 ricky.gif
Ricky

Connections to Sonic 3

This Zone was originally meant to be in Sonic the Hedgehog 3, taking place between Carnival Night Zone and IceCap Zone, as supported by the Zone order found in the Sound Test and the Zone's enemies being mentioned in the game's US manual.Media:Sonic3 MD US manual.pdf[6]Media:Sonic3 MD US manual.pdf[7] Knuckles is speculated to have skipped Flying Battery entirely due to being teleported directly to IceCap, which would explain why Flying Battery as a whole is the only full-length Zone Knuckles visits that lacks any Knuckles-only breakable wall objects.

At the end of the Flying Battery, Sonic runs down a hallway and breaks a door off the ship. This same door was originally planned to be used in place of the snowboard at the start of IceCap Zone.[8]

It is believed that the Zone was moved over to Sonic & Knuckles to balance out the number of full Zones in each game (six Zones each, not counting Hidden Palace Zone and The Doomsday Zone since they are the shorter single-act Zones.)

Sonic 3 Flying Battery icon.PNG
A unique Data Select portrait of Flying Battery exists, albeit unused in Sonic the Hedgehog 3, so it can be assumed that the Zone was near completion before being moved.

With the use of an Action Replay, Flying Battery Zone can still be accessed in the final version of Sonic the Hedgehog 3, but with all of its art and layout data stripped out. To access Act 1, use Action Replay code FFFE10:0400, and for Act 2, use FFFE10:0401. For Act 2, the player needs to do this in a very specific way since just trying to access the Zone alone will freeze the game as soon as the data starts loading.

Despite having most of its data stripped out, a fully functional Gapsule mini-boss can still be found in the object layout for Act 1, with an incomplete version of the Hang Mobile boss being present in Act 2. Blaster and Technosqueek can also be placed with debug mode, albeit with their own bugs.

An incomplete version of Flying Battery Zone can also be found in the Sonic the Hedgehog 3 1993-11-03 prototype, featuring a different background, palette, and layout.

References


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