From Sonic Retro
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|Sonic Lost World|
|First level, Sonic Lost World|
|Number of Acts: 4|
|Location: Lost Hex|
|Level theme: tropical island|
|Secondary level theme: underground/cave|
| Non-English names:|
|Desert Ruins →|
Windy Hill is the first world of Sonic Lost World. Located on the far-left corner on the Lost Hex, Windy Hill is the location where the events of Sonic Lost World begin, as Sonic the Hedgehog and Miles "Tails" Prower crash-land at Windy Hill after their recent ambush with Dr. Eggman.
Following immediately after the intro, Zone 1 of Windy Hill kicks off the game with a Green Hill Zone-esque stage mostly played in the 3D "behind-the-back" perspective gameplay that the past Sonic the Hedgehog video games have used over the years since Sonic Adventure. Sonic travels forward across many tubular planetoids full of windmills to ride on, Moto Bugs, Choppers, Snail Blasters and Orbinauts to get in his way, and sheep that do not pose as a threat to him. Along the way, Sonic can use the Cyan Laser Color Power.
Zone 2 is a full 2D-perspective zone where the gameplay is slightly like the gameplay from the Sega Mega Drive Sonic the Hedgehog games. This Zone takes place at sunset, with the sun gradually giving way to night the further the player goes. This stage also introduces the brand-new Indigo Asteroid Color Power halfway through. After passing a giant wall and seeing the night sky, a strange Moon Mech hovers in the sky, with Zazz popping out from behind it to engage Sonic.
Zone 3 takes place within a tubular gem mine inside ancient ruins, where the gameplay has been switched to behind-the-back perspective. Rolling, breakable boulders roll inside the tubes which can hurt Sonic if the player is not careful, and green slime can slow Sonic in his tracks. By using the bounce attack in certain places, Sonic can discover secret routes often containing goodies. Cyan Wisps also appear here.
Zone 4 has two segments within the zone; the first half of the stage is devoted to a behind-the-back perspective gameplay style, then the other half has the gameplay switch to a 2D side-scrolling perspective like in Act 2. The sheep return, only this time some of them will turn red and try to push Sonic off the stage when he gets near them. In the second half of the stage, Sonic will have to jump across log bridges in waterfalls, avoid flowers that turn into buzzsaws, and use the Indigo Asteroid to clear obstacles and find hidden items. Upon reaching a certain point, Zazz will show up again to chase Sonic before starting a boss fight.
- Moto Bug - Drives along long areas of ground in 2D, but completely static in 3D. Usually moves in groups. Appears in all Zones.
- Chopper - A piranha-looking robot that jumps out of bridges, as in its past appearances. Appears in Zones 1, 2 and 4 .
- Snail Blaster - A snail-like robot from Sonic the Hedgehog 3's Launch Base Zone. Unlike its past appearance, it does not go up walls, but crawls slowly in the lateral direction of the ground and can shoot two projectiles. Appears in Zones 1 and 2.
- Orbinaut - The greenish version, Uni-uni, appears here. In 2D sections, it usually slides from one side to the other, usually accompanied by other Orbinauts to form barriers. As the player approaches, it casts its spine balls downwards, leaving it defenseless. In 3D sections, it does not throw his spiked balls down, and is thus defended by its barrier. Appears in all Zones.
- Batbrain - A bat-like robot that attacks normally in groups in tubular areas. Appears in Zone 3.
- Caterkiller - A caterpillar-like robot from Sonic the Hedgehog's Marble Zone. Unlike its original version, they are larger in size, but as its original version, its weak point is the head, so using a Homing Attack or a Stomp is essential to destroy it. Appears in Zone 4.
- Newtron - A chameleon-like robot that materializes in certain areas and shoots projectiles (green version) at the player or falls and runs along the ground (blue version). Appears in Zone 1.
Other game appearances
Super Smash Bros. series
Windy Hill also appears as a stage in Super Smash Bros. for Wii U as Sonic's home stage. It is a large platform with three smaller platforms above it, various Animals as spectators, and the giant windmill from Zone 1 on the side. Players can stand on the windmill's platforms, but they must be careful not to stay on them for too long as they will go offscreen beyond the blast lines. Springs appear on both sides of the stage that will allow players to bounce back onto the stage, but they can turn and instead catapult players away. There is also point-like center of gravity similar to the Mario Galaxy stage. Because of the size, gimmicks and gravity effects, this stage is banned from tournaments.
Like all stages in the game, Windy Hill has an "Ω Form" where the stage is a single flat platform devoid of gimmicks like the Final Destination stage. The stage would later return in Super Smash Bros. Ultimate, where it also comes with a "Battlefield form" that changes the stage to a single flat platform and three smaller platforms like the Battlefield stage.
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|Main article: Windy Hill (Sonic Runners)|
Windy Hill was also one of the three standard stages of Sonic Runners, and the first one the player would run through during the story. It was a Speed Type stage, and contained obstacles suitable for Speed Type characters such as Sonic.
This stage would also appear in certain event episodes with cosmetic changes, such as party banners for the "Happy Birthday Sonic!" event.
Wii U/PC version
|Sonic Lost World|