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{{SA2Level||Mission1=Find the 3 pieces of the Master Emerald!|ARank1=14,000 points|MaxRings1=[[Image:DCicon.png]] 249; [[Image:GCicon.png]] 250|Mission2=Collect 100 rings!|ARank2=2:30|Mission3=Find the lost Chao!|ARank3=1:30|Mission4=Find the Emerald pieces within 4 minutes 30 seconds!|ARank4=14,000 points|Mission5=Clear Hard Mode!|ARank5=12,000 points|MaxRings5=[[Image:DCicon.png]] 193; [[Image:GCicon.png]] 000|music=34ºN, 12ºE<br/><flashmp3>Sonic Adventure 2 OST/Dark Side/22 - 4ºN, 12ºE.mp3</flashmp3>}}}}
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{{SA2Level|screenshot=Madspace.png|Mission1=Find the 3 pieces of the Master Emerald!|ARank1=14,000 points|MaxRings1=[[Image:DCicon.png]] 249; [[Image:GCicon.png]] 250|Mission2=Collect 100 rings!|ARank2=2:30|Mission3=Find the lost Chao!|ARank3=1:30|Mission4=Find the Emerald pieces within 4 minutes 30 seconds!|ARank4=14,000 points|Mission5=Clear Hard Mode!|ARank5=12,000 points|MaxRings5=[[Image:DCicon.png]] 193; [[Image:GCicon.png]] 000|music=34ºN, 12ºE<br/><flashmp3>Sonic Adventure 2 OST/Dark Side/22 - 4ºN, 12ºE.mp3</flashmp3>}}}}
 
'''Mad Space''' is the 12th stage in the Dark story of ''[[Sonic Adventure 2]]'' and the fifth playable as [[Rouge]]. It represents [[Rouge]]'s attempt to take [[Master Emerald]] pieces that spilled from the ship the heroes used to travel to [[ARK]].
 
'''Mad Space''' is the 12th stage in the Dark story of ''[[Sonic Adventure 2]]'' and the fifth playable as [[Rouge]]. It represents [[Rouge]]'s attempt to take [[Master Emerald]] pieces that spilled from the ship the heroes used to travel to [[ARK]].
  

Revision as of 16:37, 6 June 2009

Template:SA2Level}} Mad Space is the 12th stage in the Dark story of Sonic Adventure 2 and the fifth playable as Rouge. It represents Rouge's attempt to take Master Emerald pieces that spilled from the ship the heroes used to travel to ARK.

Plot

Appearance

This level is perhaps infamous for its two gravity-altering planets, as well as its reversed emerald hints:

  • Each piece's first hint is a string reversal of what it "should be", so "Tilted light" becomes "thgil detlit". EXCEPTION: Pieces found inside enemies have completely normal first hints
  • Each piece's second hint is a rough description of the wrong place to find it, so "Meteorite without grass" is a clue to look on the meteorite that does have grass. EXCEPTION: Pieces that follow a moving path will have all three hints as string reversals, and they generally won't actually lead you to the piece at all.
  • Each piece's third hint is a flat-out declaration "Don't go to place X", where of course the piece is in place X.

Although the stage has a clear similarity of setting to Meteor Herd, its topology is actually closer to that of Pumpkin Hill.

Other level specific-objects are headlights colour coded for convenience and targeting, star and moon signs, green quartz-like stones that can be broken, Meteorites that will hurt Rouge no matter what, others that will burst if kicked and others that will also burst if Rouge gets closer to them and small and different coloured hexahedrons Rouge can pick up.

Level Divisions

The red rocket leads to the “Capsule Planet”, the yellow rocket leads to the “Spherical Planet” and the blue rocket leads to the “Holy Planet” (Gaping Wide Planet). These three colours will colour code each planetoid and any rocket or spring leading to one of them will have at least one headlight of the correspondent colour nearby.

The second section is where the three major planetoids are.

  • The Capsule planet is covered in grass and has a cylindrical shape. It has gravity pull in the top part of the planet, but none at the bottom. Distinguishable features include red headlights, floating side platforms facing the Holy Planet and several geometric metal structures across the ground, the one numbered “1”, located at the highest tipped edge, facing outside space, “2” located at the highest tipped edge, facing the Holy Planet and “3” located at the lowest tipped edge. There’s a spring that will lead to the Holy Planet and another that will lead to the Spherical Planet.
  • The Holy planet is bluish-grey and has a bowl-like shape. It has no gravity pull of its own. Distinguishable features include blue headlights, a metal structure at the top with a rocket that will lead to ARK area above and two monorail transport systems, one circling the metal structure, the other around the planet’s equatorial plane. There’s a spring at the edge that will lead to the Capsule Planet.
  • The Spherical Planet is brownish-yellow and has a sphere shape. It has gravity pull of its own, in all the planetoid’s surface and the only means to escape is to take the rocket on top of the metal structure, which will lead to the Capsule Planet. Distinguishable features include yellow headlights, a metal structure at the top, floating platforms, a monorail transport system that circles around the planet’s equatorial plane and that defines the boundaries of the directional control inversions.

The third section is located above the three planetoids' air space, and it's the Platform and ARK area. There is a lower platform section which is themed alike KnucklesMeteor Herd correspondent section, but it’s much simpler, with only two floating platforms and three containers. Above these there's the ARK itself and this one is also themed alike KnucklesMeteor Herd correspondent section as well, but again, it’s also much simpler.

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