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|Sonic Mania|:Category:Sonic Mania bosses|l4=Mini-Bosses|{{PAGENAME}}}}
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{{BossInfo
 
{{BossInfo
 
| image=TMZ_MiniBoss_SonicMania.png
 
| image=TMZ_MiniBoss_SonicMania.png
| game=[[Sonic Mania]]
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| hits=16 (8 per phase)
 
| hits=16 (8 per phase)
| level=[[Titanic Monarch Zone]]
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:''For the original mini-boss from ''[[Sonic & Knuckles]]''<nowiki>'</nowiki> [[Death Egg Zone (S&K)|Death Egg Zone]], see [[Red Eye]]''.
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{{otherPage|desc=the original mini-boss from ''[[Sonic & Knuckles]]''<nowiki>'</nowiki> [[Death Egg Zone (Sonic & Knuckles)|Death Egg Zone]]|page=Red Eye}}
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'''Crimson Eye'''{{ref|1=https://www.youtube.com/watch?v=m36BVlGFb20?t=13324}}{{ref|Internally named in the PC version's files.}} is the twelfth mini-boss fought in ''[[Sonic Mania]]'', encountered at the end of [[Titanic Monarch Zone]] Act 1. It is the final mini-boss fought in the game, and is based on the [[Red Eye]] mini-boss from ''[[Sonic & Knuckles]]''<nowiki>'</nowiki> [[Death Egg Zone (Sonic & Knuckles)|Death Egg Zone]].
  
'''Crimson Eye''' is the twelfth mini-boss of ''[[Sonic Mania]]'', based on [[Red Eye]] from ''[[Sonic & Knuckles]]''. The player confronts it at the end of [[Titanic Monarch Zone]] Act 1.
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==Strategy==
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The battle begins when the player enters the giant elevator which serves as the boss arena. Just like the original boss it's based on, a giant eyeball stares at the player from the top of a pillar in the center of the room. As the battle begins, eight balls will drop from the ceiling, spinning and surrounding the pillar and the eye itself. The balls will then lower to the floor, continuing to spin in a widening circle, and giving the player a chance to jump into the widened gaps between them and hit the boss before they rise up to surround the eye once more. As with the original, each hit will make one of the balls explode, shooting spiked projectiles in 8 directions which can damage the player on contact. After eight hits, both the final ball and the pillar itself will explode, and the boss will begin its second phase.
  
==First Form==
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Like Red Eye, the boss will then turn into a self-contained floating unit - however, its subsequent strategy is very different to the original boss. Instead of spawning two platforms, it will arm itself with two turrets and then take control of the elevator itself, forcing it to move up or down at rapid speeds which in turn affects the player's gravity. When the elevator rises, Crimson Eye will be harder to hit as the player's jump height will be reduced; when the elevator drops, the player will become floaty, allowing them to score easier hits on Crimson Eye. The elevator will eventually come to a sudden stop, sending Crimson Eye slamming into either the ceiling or the floor depending on which way the elevator was moving. On impact, it will open fire with both of its turrets, diagonally shooting a stream of 8 projectiles per turret which will bounce off the ceiling and floor.  
The first form of Crimson Eye is identical to Red Eye's first form in every way. It's a giant eyeball staring at the player from the top of a pillar in the center of the room, then several balls drop from the ceiling, spinning and surrounding it. They then drop to the floor, continuing to spin in a widening and thinning circle, and giving the player a chance to hit the boss before they rise up and surround the eye again. Like before, each hit makes a ball explode and shoot spiked projectiles in 8 directions. This goes on until the last ball explodes, making the pillar explode and start the second phase.
 
  
[[Knuckles the Echidna|Knuckles]] could never hit Red Eye due to the eye being too high for him to reach with his lower jump height. This boss, on the other hand, positions the eye low enough for him to hit.
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After eight more hits, Crimson Eye will be destroyed completely. The elevator will then slow down to a complete stop, and a [[signpost]] will fall from the ceiling, finishing the Act. Afterwards, the elevator rises to a doorway which the player passes through to enter Act 2.
  
==Second Form==
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==References==
The second form makes the boss turn into a contained floating unit, but opts to go for a completely different strategy from Red Eye. Instead of spawning two platforms, it arms itself with two turrets and then takes control of the elevator where the fight takes place, forcing it to move up or down at a rapid speed which affects the player's gravity as it moves. If the elevator rises, Crimson Eye becomes harder to hit as the player's jump height is reduced and falls faster; if the elevator drops, the player becomes floaty, allowing them to score easy hits on Crimson Eye. The elevator then comes to a sudden stop, sending Crimson Eye slamming into either the ceiling or the floor depending on which way the elevator was moving, and causing it to open fire from both of its turrets, shooting 8 bullets per turret that bounce off the ceiling and floor. 8 hits on the boss should do it in.
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<references/>
 
 
After the boss's defeat, the elevator slows down to a complete stop, and the [[Signpost]] comes down. Then, the elevator moves up to a doorway the player goes through to enter Act 2.
 
  
 
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{{SManiaOmni|3}}
[[Category:Sonic Mania bosses]]
 

Latest revision as of 15:02, 18 September 2019

Sonic Retro emblem.svg Sonic Mania
»
Mini-Bosses
»
Crimson Eye
TMZ MiniBoss SonicMania.png
Crimson Eye
Game: Sonic Mania
Level: Titanic Monarch Zone (mini-boss)
Hits to defeat: 16 (8 per phase)
For the original mini-boss from Sonic & Knuckles' Death Egg Zone, see Red Eye.

Crimson Eye[1][2] is the twelfth mini-boss fought in Sonic Mania, encountered at the end of Titanic Monarch Zone Act 1. It is the final mini-boss fought in the game, and is based on the Red Eye mini-boss from Sonic & Knuckles' Death Egg Zone.

Strategy

The battle begins when the player enters the giant elevator which serves as the boss arena. Just like the original boss it's based on, a giant eyeball stares at the player from the top of a pillar in the center of the room. As the battle begins, eight balls will drop from the ceiling, spinning and surrounding the pillar and the eye itself. The balls will then lower to the floor, continuing to spin in a widening circle, and giving the player a chance to jump into the widened gaps between them and hit the boss before they rise up to surround the eye once more. As with the original, each hit will make one of the balls explode, shooting spiked projectiles in 8 directions which can damage the player on contact. After eight hits, both the final ball and the pillar itself will explode, and the boss will begin its second phase.

Like Red Eye, the boss will then turn into a self-contained floating unit - however, its subsequent strategy is very different to the original boss. Instead of spawning two platforms, it will arm itself with two turrets and then take control of the elevator itself, forcing it to move up or down at rapid speeds which in turn affects the player's gravity. When the elevator rises, Crimson Eye will be harder to hit as the player's jump height will be reduced; when the elevator drops, the player will become floaty, allowing them to score easier hits on Crimson Eye. The elevator will eventually come to a sudden stop, sending Crimson Eye slamming into either the ceiling or the floor depending on which way the elevator was moving. On impact, it will open fire with both of its turrets, diagonally shooting a stream of 8 projectiles per turret which will bounce off the ceiling and floor.

After eight more hits, Crimson Eye will be destroyed completely. The elevator will then slow down to a complete stop, and a signpost will fall from the ceiling, finishing the Act. Afterwards, the elevator rises to a doorway which the player passes through to enter Act 2.

References

  1. https://www.youtube.com/watch?v=m36BVlGFb20?t=13324
  2. [Internally named in the PC version's files. Internally named in the PC version's files.]


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