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{{Breadcrumb
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|Sonic Advance 2|:Category:Sonic Advance 2 levels|l2=Levels|{{PAGENAME}}}}
 
{{LevelBob
 
{{LevelBob
 
| levelscreen=Sadv2 musicplant.png
 
| levelscreen=Sadv2 musicplant.png
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| boss=Egg Totem
 
| boss=Egg Totem
 
| acts=3
 
| acts=3
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| theme1=carnival/casino
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| rings1=427 + 48~195
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| rings2=621 + 44~240
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| name_jp=ミュージックプラント
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| prev=Hot Crater
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| next=Ice Paradise
 
}}
 
}}
'''Music Plant''' is the third level of ''[[Sonic Advance 2]]''. This level's theme is a first for Sonic games; it was previously used by [[Sonic Team]] as <i>[[Ristar]]</i>'s [[Planet Sonata]]. This level is chock full of music-related tricks that make use of the character's features: bars of music notation as [[bumper]]s, pianos, cymbals that act as springs, flutes whose holes shoot you up for a period of time, and horns that act as chutes (as in [[Green Hill Zone]]), among countless other things.
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'''{{PAGENAME}}''' is the third [[Zone]] of ''[[Sonic Advance 2]]''. As with other Zones in this game, {{PAGENAME}} consists of two standard Acts followed by a boss Act.
  
{{SonicAdvance2Levels}}
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==Overview==
[[Category:Sonic Advance 2 Levels]]
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Music Plant's theme is a first for ''Sonic'' games; it was previously used by [[Sonic Team]] as ''[[sega:Ristar|Ristar]]''<nowiki>'</nowiki>s Planet Sonata. This Zone is a colourful, musical wonderland under a pink sky that is chock-full of  gimmicks that are modelled after musical instruments or other music-related things: bars of music notation as [[bumper]]s, pianos that propel the player forwards or upwards through hallways, flutes whose holes shoot the player upwards for a period of time, and horns that act as chutes (as in [[Green Hill Zone (Sonic the Hedgehog 16-bit)|Green Hill Zone]]), among countless other things. Even the Zone's terrain on the map screen resembles a sound board and a key-tar.
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The [[spring]]s in this Zone are cymbals that launch the player's character and play different notes depending on how high they bounce. Just as the stage is based on ''Ristar''<nowiki>'</nowiki>s Planet Sonata, each character's sprites when they bounce off a cymbal spring are similar to Ristar's when he jumps on drums. Rainbow-coloured xylophone keys will bounce characters into the air at different heights based on the keys' colours, though they only have a limited number of bounces; a key will turn grey after the second bounce, and will disappear after the third bounce.
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==Enemies==
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{| style="width:auto;"
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|style="text-align:center;"|{{spriteImage|Bell-spr.png}}
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|'''[[Bell]]''' — Immobile bell bots that cling onto ceilings. They tend to be placed at very inconvenient locations.
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|-
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|style="text-align:center;"|{{spriteImage|Circus-spr.png}}
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|'''[[Circus]]''' — Blue ball-toting monkey bots that handstand in place and juggle their Egg-branded orbs.
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|-
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|style="text-align:center;"|{{spriteImage|Piko-piko-spr.png}}
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|'''[[Piko-piko]]''' — Clown bots that trot left and right along the ground, hitting the player with giant mallets once they get near (doesn't appear in Easy mode).
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|-
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|style="text-align:center;"|{{spriteImage|Yado-spr.png}}
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|'''[[Yado]]''' —  Hermit crab bots that peek out from their shells just long enough to fire spitballs. They can be bounced off like springs.
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|}
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==Special Ring locations==
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The following are the locations of the [[Special Ring]]s for access to the [[Special Stage (Sonic Advance 2)|Special Stage]] in {{PAGENAME}}. Detailed maps featuring the Special Ring locations can be found [[Sonic Advance 2/Maps|here]].
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{| class="prettytable"
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! Ring !!Act 1 !!Act 2
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|-
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!#1
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|After running down the downhill slope at the start, jump at the upward slope to reach the xylophone keys. After getting past the Circus, jump over the diagonal cymbal spring and jump down below it to get the first Special Ring.
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|After the first downhill slope at the start, jump and bounce on the cymbal springs. The first Special Ring is floating above the xylophone in the route up ahead.
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|-
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!#2
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|After the first Ring, drop down to the lowest possible route, and after being launched by the horn tube, bounce across the bumper notes and xylophone keys, and perform a Big Air [[Trick Action]] ({{Up}} + {{R}}) after bouncing off a cymbal spring.
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|Continue to take the highest possible route and enter the lower horn tube to be launched upwards. Use the xylophones and the Launcher to get the next Ring.
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|-
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!#3
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|After the second Special Ring, [[Grinding|grind]] the rail and go through the horn tube. Jump over the [[Spikes (obstacle)|spikes]] and grind the next rail up to a quarter-pipe and a Yado, then bounce on the Yado's shell.
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|After Ring #2, continue forward, and drop down after grinding the next rail to a route that leads to sets of pianos lined up on the walls. The third Special Ring is in there.
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|-
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!#4
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|From #3, continue to take the lowest route possible to reach a cymbal spring that leads up to an inverted quarter-pipe where the next Special Ring is.
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|From #3, return to the high routes. The fourth Special Ring is placed between a set of bumper notes and a trampoline.
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|-
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!#5
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|Keep taking the lowest possible routes to come to a room with rows of cymbal springs and bumper notes above. The fifth Special Ring is hidden within the right-most wall.
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|After #4, continue to take the highest routes possible to eventually reach a Special Ring that must be reached by bouncing off a Yado's shell.
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|-
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!#6
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|Continue along the lowest possible route from #5 until a cymbal spring that leads up to a trampoline. Bounce on the trampoline to reach the sixth Ring.
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|The sixth Special Ring is found around the xylophones that immediately come after the fifth Ring.
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|-
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!#7
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|Just before the final rail leading to the goal, check around the flutes for the final Ring. Be careful not to fall into the bottomless pits.
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|After grabbing Ring #6, take the lowest routes possible, and the final Ring will be found above xylophone keys encountered just before the cymbal spring sequence that leads to the goal.
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|}
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==References==
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<references/>
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{{SAdv2Omni}}

Latest revision as of 06:49, 10 May 2020

Sonic Retro emblem.svg Sonic Advance 2
»
Levels
»
Music Plant
Sadv2 musicplant.png
Music Plant
Third Zone, Sonic Advance 2
Number of Acts: 3
Level theme: carnival/casino
Boss: Egg Totem
Maximum rings, Act 1: 427 + 48~195
Maximum rings, Act 2: 621 + 44~240
Non-English names:
  • JP: ミュージックプラント
Hot Crater | Ice Paradise

Music Plant is the third Zone of Sonic Advance 2. As with other Zones in this game, Music Plant consists of two standard Acts followed by a boss Act.

Overview

Music Plant's theme is a first for Sonic games; it was previously used by Sonic Team as Ristar's Planet Sonata. This Zone is a colourful, musical wonderland under a pink sky that is chock-full of gimmicks that are modelled after musical instruments or other music-related things: bars of music notation as bumpers, pianos that propel the player forwards or upwards through hallways, flutes whose holes shoot the player upwards for a period of time, and horns that act as chutes (as in Green Hill Zone), among countless other things. Even the Zone's terrain on the map screen resembles a sound board and a key-tar.

The springs in this Zone are cymbals that launch the player's character and play different notes depending on how high they bounce. Just as the stage is based on Ristar's Planet Sonata, each character's sprites when they bounce off a cymbal spring are similar to Ristar's when he jumps on drums. Rainbow-coloured xylophone keys will bounce characters into the air at different heights based on the keys' colours, though they only have a limited number of bounces; a key will turn grey after the second bounce, and will disappear after the third bounce.

Enemies

Bell-spr.png
Bell — Immobile bell bots that cling onto ceilings. They tend to be placed at very inconvenient locations.
Circus-spr.png
Circus — Blue ball-toting monkey bots that handstand in place and juggle their Egg-branded orbs.
Piko-piko-spr.png
Piko-piko — Clown bots that trot left and right along the ground, hitting the player with giant mallets once they get near (doesn't appear in Easy mode).
Yado-spr.png
Yado — Hermit crab bots that peek out from their shells just long enough to fire spitballs. They can be bounced off like springs.

Special Ring locations

The following are the locations of the Special Rings for access to the Special Stage in Music Plant. Detailed maps featuring the Special Ring locations can be found here.

Ring Act 1 Act 2
#1 After running down the downhill slope at the start, jump at the upward slope to reach the xylophone keys. After getting past the Circus, jump over the diagonal cymbal spring and jump down below it to get the first Special Ring. After the first downhill slope at the start, jump and bounce on the cymbal springs. The first Special Ring is floating above the xylophone in the route up ahead.
#2 After the first Ring, drop down to the lowest possible route, and after being launched by the horn tube, bounce across the bumper notes and xylophone keys, and perform a Big Air Trick Action (Up + R) after bouncing off a cymbal spring. Continue to take the highest possible route and enter the lower horn tube to be launched upwards. Use the xylophones and the Launcher to get the next Ring.
#3 After the second Special Ring, grind the rail and go through the horn tube. Jump over the spikes and grind the next rail up to a quarter-pipe and a Yado, then bounce on the Yado's shell. After Ring #2, continue forward, and drop down after grinding the next rail to a route that leads to sets of pianos lined up on the walls. The third Special Ring is in there.
#4 From #3, continue to take the lowest route possible to reach a cymbal spring that leads up to an inverted quarter-pipe where the next Special Ring is. From #3, return to the high routes. The fourth Special Ring is placed between a set of bumper notes and a trampoline.
#5 Keep taking the lowest possible routes to come to a room with rows of cymbal springs and bumper notes above. The fifth Special Ring is hidden within the right-most wall. After #4, continue to take the highest routes possible to eventually reach a Special Ring that must be reached by bouncing off a Yado's shell.
#6 Continue along the lowest possible route from #5 until a cymbal spring that leads up to a trampoline. Bounce on the trampoline to reach the sixth Ring. The sixth Special Ring is found around the xylophones that immediately come after the fifth Ring.
#7 Just before the final rail leading to the goal, check around the flutes for the final Ring. Be careful not to fall into the bottomless pits. After grabbing Ring #6, take the lowest routes possible, and the final Ring will be found above xylophone keys encountered just before the cymbal spring sequence that leads to the goal.

References


Sonic Advance 2
SonicAdvance2 title.png

Main page
Comparisons
Maps
Credits


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Magazine articles
Video coverage
Reception


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