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Difference between revisions of "Death Egg Zone (Sonic & Knuckles)"

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| game=Sonic & Knuckles
 
| game=Sonic & Knuckles
 
| acts=2
 
| acts=2
| boss=Great Eggman Robo
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| boss=Kyodai Eggman Robo
 
| subboss=Red Eye
 
| subboss=Red Eye
 
| subboss2=Death Ball
 
| subboss2=Death Ball
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| next=The Doomsday Zone
 
| next=The Doomsday Zone
 
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:''For the [[Sonic the Hedgehog 2 (16-bit)|Sonic the Hedgehog 2]] level, see [[Death Egg Zone]]. For other uses, see [[Death Egg (disambiguation)]].''
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{{OtherPage|page=Death Egg Zone|desc=the [[Sonic the Hedgehog 2 (16-bit)|Sonic the Hedgehog 2]] level|page2=Death Egg (disambiguation)|desc2=other uses}}
'''Death Egg Zone''' is the seventh level in ''[[Sonic & Knuckles]]'' (thirteenth in ''[[Sonic 3 & Knuckles]]''). As the name implies, the stage is set in the enormous hull of the [[Death Egg]]. There are gravity changing devices, high-speed transport tubes, and even an engine room with buttons that must be turned to the same color in order to exit the room. Sonic enters by jumping on board from Sky Sanctuary, and exits for a final battle with Robotnik in space as the Death Egg falls apart.
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'''Death Egg Zone''' is the seventh [[Zone]] of ''[[Sonic & Knuckles]]'' (and the thirteenth Zone of ''[[Sonic the Hedgehog 3 & Knuckles]]''). As the name implies, the stage is set in the enormous hull of the [[Death Egg]]. [[Sonic the Hedgehog|Sonic]] and [[Miles "Tails" Prower|Tails]] enters by jumping on board from [[Sky Sanctuary Zone]], and exits for a final battle with [[Dr. Eggman]] in space as the Death Egg falls apart.
  
Knuckles doesn't participate in this level as Sky Sanctuary concluded his story, however using [[Level Select]] he can play this stage normally...for the most part. He's unable to beat the first boss due to his lower jump height.  
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[[Knuckles the Echidna|Knuckles]] doesn't participate in this level as Sky Sanctuary concluded his story. However, by using the [[Level Select]] he can play this stage normally...for the most part. He's unable to beat the first boss due to his lower jump height.
  
==Bosses and Strategy==
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==Overview==
The [[bosses]], as to be expected, are difficult.
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Whereas the Death Egg was represented as a [[Death Egg Zone|short series of corridors and boss fights]] in ''[[Sonic the Hedgehog 2 (16-bit)|Sonic the Hedgehog 2]]'', it has been expanded to a full two-Act Zone in this game. Act 1 has the player explore the enormous hull of the Death Egg, where many contraptions are spread about to slow down the heroes as much as possible. These include dangerous electricity fields that will shock the player should they attempt to come into contact with them. A [[Lightning Shield]] will allow the player to safely stand on these fields (making it one of only two Zones where the Shield features its elemental immunity, the other being [[Carnival Night Zone]]), but the electrical surges from the fields can even overpower the Shield, taking it away.
  
The Act 1 boss is a giant eye with rotating balls around its center. You have to wait for the balls to spin outward then get in the center. Jump up to hit the eye and at the height of your jump, hit jump again. You'll hit it. Damage it eight times and the eye will separate from its metal base. At this point, get on the platforms spinning around it and attack the center until the platforms begin orbiting the eye quickly. Then get away and watch for the laser coming from the bottom. Hit another eight times to win.
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Anti-gravity orbs will make the player float into the air, bridges and ramps made of light will periodically turn on and off, and conveyor belt lifts will transport the player up and down through hazardous corridors filled with [[Spikes (obstacle)|spikes]] and missile launchers; jumping up and down on the lifts will make the conveyor belts change direction. Large white tubes labelled "EGG" will fiddle around with the gravity when the player passes through them, causing the player to spin up and down until they leave. Another major feature are light beam transportation systems that begin a countdown when the player steps into their launching stations, then launch the player through a "light snake" that loops around an area. Many of these transportation systems can be ignored, which is generally faster to do and often rewards the player with [[Ring]]s.
  
The first one of the Act 2 bosses is self-defeating, as long as you know what you're doing (which is to say that it provides you your ammo and can't be attacked directly). It is a floating ball that resembles the Death Egg. It drops crawling bombs. When you have one almost lined up, go into the teleporter and gravity will switch, causing the bombs to hit the boss. Do this eight times to win. You can also flip the bombs with a [[Spin Dash]] if they are stuck point-first in the ceiling or floor, making for a much faster fight.
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At a certain point in Act 1, the player will enter a large room where the player is constantly being pulled to the right and bouncing off of [[Spring]]-shaped [[bumper]]s, along with a larger bumper blocking the way out. The center of the room holds a strange contraption with six yellow buttons moving up and down, and the player must touch each button to turn them red in order to remove the blockade and escape. The player will then eventually fight [[Red Eye]] at the end of the Act.
  
The following boss, considered the normal final boss of the game: a massive robot similar somewhat to that in the ''[[Sonic 2]]'' version of [[Death Egg Zone]] (only bigger), that is listed in the level select as "[[Doomsday]] Zone 2", but is actually part of Death Egg. This boss has three phases: the first phase is merely smashing his fingers, in other words, the robot will try and smash you with its hands. You must destroy all of its 6 fingers to get past. The next part is a bit more difficult, as the robot will destroy any floor it touches, so you have to run through the whole thing. The robot is behind you; you'll just have to jump on an exact point of the robot (the place where he shoots fire from) and it will open up its shell and use the [[Master Emerald]] to fire a beam at you. The beam can be avoided by jumping right before it is fired, i.e. when the sound effect ends. After or before the beam is fired, you have to jump and hit the container holding the Master Emerald. The bot is still moving, and the container will close quickly, so you have to be fast. It takes 8 hits to finish this second phase. Finally, after that, Eggman will quickly get in his little pod and carry the Master Emerald away. You must hit him 8 more times; afterward, he will drop the Emerald and you will have beaten him!
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After Red Eye's destruction, the player advances to Act 2, which is now set outside the Death Egg where space itself can be seen, along with a breathtaking view of [[Sonic's world]]. Many of the gimmicks seen in Act 1 are present here, along with the introduction of sections where the gravity is reversed, causing the player to walk about on the ceiling. The gravity is altered by passing through white gravity tubes, entering the vertical transport tubes or by pressing [[button]]s. This gameplay mechanic would later be repurposed in a number of levels throughout the series, such as [[Crazy Gadget]], [[Egg Rocket Zone]]/[[Cosmic Angel Zone]], [[Egg Utopia]], [[Cyber Track]] and [[Dead Line]].
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Act 2 ends with some very difficult boss fights against the [[Death Ball]], followed by the [[Kyodai Eggman Robo]]. If Sonic has at least all of the [[Chaos Emeralds]] after finishing this Zone, he will go on to [[The Doomsday Zone]]. Otherwise, the game ends.
  
 
==Quotes==
 
==Quotes==
{{quote|Face bald, belligerent Robotnik in his whirling Death Egg!}}
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{{quote|Face bald, belligerent Robotnik in his whirling Death Egg!|2=''Sonic & Knuckles'' US manual|ref={{fileref|S&K MD US SonicJam manual.pdf|page=9}}}}
  
==Sonic Team Commentary (from ''[[Sonic Jam]]'' Strategy Guide)==
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{{quote|When thinking of space, gravity controls come to mind, so that was the theme behind this stage. We tried to give it a feel you could only have in outer space, how did we do? We surveyed many people to determine if up and down should be reversed when the gravity flips. I guess that it is just easier to have pressing down to crouch feel natural!|[[Yuji Naka]]|''[[Sonic Jam Official Guide]]''|ref={{fileref|SonicJamOfficialGuide Book JP.pdf|page=91}}}}
{{quote|1=When thinking of space, gravity controls come to mind, so that was the theme behind this stage. We tried to give it a feel you could only have in outer space, how did we do? We surveyed many people to determine if up and down should be reversed when the gravity flips. I guess that it is just easier to have pressing down to crouch feel natural!|[[Yuji Naka]]|''[[Sonic Jam Official Guide]]''}}
 
  
 
==Enemies==
 
==Enemies==
*[[Spikebonker]] - Badnik with a large spiked ball floating around it.
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{| style="width:auto;"
*[[Chainspike]] - Blue badnik with extendable spikes in four directions.
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|style="text-align:center;"|{{spriteImage|Spikebonker.png}}
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|'''[[Spikebonker]]''' — [[Badnik]] with a large spiked ball floating around it.
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|-
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|style="text-align:center;"|{{spriteImage|Chainspike.png}}
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|'''[[Chainspike]]''' — Blue Badnik with extendable spikes in four directions.
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|}
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==Animals==
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{| style="width:auto;"
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|style="text-align:center;"|{{spriteImage|s2 cucky.gif}}
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|'''[[Cucky]]'''
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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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|}
  
 
==References==
 
==References==
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{{S&KOmni}}
 
{{S&KOmni}}
[[Category:Sonic & Knuckles levels]]
 
 
[[Category:Sonic and Knuckles levels]]
 
[[Category:Sonic and Knuckles levels]]

Revision as of 12:29, 7 March 2021

Sonic Retro emblem.svg Sonic & Knuckles
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Levels
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Death Egg Zone
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  • Act 1
  • Act 2
DeathEggAct1.png
Deatheggsk.png
Death Egg Zone
Seventh Zone, Sonic & Knuckles
Number of Acts: 2
Level themes: Death Egg, industrial, outer space
Sub-boss: Red Eye
Sub-boss for Act 2: Death Ball
Boss: Kyodai Eggman Robo
Maximum rings, Act 1: 278 + 90
Maximum rings, Act 2: 198 + 120
Prerequisite: Play as Sonic and/or Tails
Non-English names:
Sky Sanctuary Zone | The Doomsday Zone
For the Sonic the Hedgehog 2 level, see Death Egg Zone. For other uses, see Death Egg (disambiguation).

Death Egg Zone is the seventh Zone of Sonic & Knuckles (and the thirteenth Zone of Sonic the Hedgehog 3 & Knuckles). As the name implies, the stage is set in the enormous hull of the Death Egg. Sonic and Tails enters by jumping on board from Sky Sanctuary Zone, and exits for a final battle with Dr. Eggman in space as the Death Egg falls apart.

Knuckles doesn't participate in this level as Sky Sanctuary concluded his story. However, by using the Level Select he can play this stage normally...for the most part. He's unable to beat the first boss due to his lower jump height.

Overview

Whereas the Death Egg was represented as a short series of corridors and boss fights in Sonic the Hedgehog 2, it has been expanded to a full two-Act Zone in this game. Act 1 has the player explore the enormous hull of the Death Egg, where many contraptions are spread about to slow down the heroes as much as possible. These include dangerous electricity fields that will shock the player should they attempt to come into contact with them. A Lightning Shield will allow the player to safely stand on these fields (making it one of only two Zones where the Shield features its elemental immunity, the other being Carnival Night Zone), but the electrical surges from the fields can even overpower the Shield, taking it away.

Anti-gravity orbs will make the player float into the air, bridges and ramps made of light will periodically turn on and off, and conveyor belt lifts will transport the player up and down through hazardous corridors filled with spikes and missile launchers; jumping up and down on the lifts will make the conveyor belts change direction. Large white tubes labelled "EGG" will fiddle around with the gravity when the player passes through them, causing the player to spin up and down until they leave. Another major feature are light beam transportation systems that begin a countdown when the player steps into their launching stations, then launch the player through a "light snake" that loops around an area. Many of these transportation systems can be ignored, which is generally faster to do and often rewards the player with Rings.

At a certain point in Act 1, the player will enter a large room where the player is constantly being pulled to the right and bouncing off of Spring-shaped bumpers, along with a larger bumper blocking the way out. The center of the room holds a strange contraption with six yellow buttons moving up and down, and the player must touch each button to turn them red in order to remove the blockade and escape. The player will then eventually fight Red Eye at the end of the Act.

After Red Eye's destruction, the player advances to Act 2, which is now set outside the Death Egg where space itself can be seen, along with a breathtaking view of Sonic's world. Many of the gimmicks seen in Act 1 are present here, along with the introduction of sections where the gravity is reversed, causing the player to walk about on the ceiling. The gravity is altered by passing through white gravity tubes, entering the vertical transport tubes or by pressing buttons. This gameplay mechanic would later be repurposed in a number of levels throughout the series, such as Crazy Gadget, Egg Rocket Zone/Cosmic Angel Zone, Egg Utopia, Cyber Track and Dead Line.

Act 2 ends with some very difficult boss fights against the Death Ball, followed by the Kyodai Eggman Robo. If Sonic has at least all of the Chaos Emeralds after finishing this Zone, he will go on to The Doomsday Zone. Otherwise, the game ends.

Quotes

Face bald, belligerent Robotnik in his whirling Death Egg!

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

When thinking of space, gravity controls come to mind, so that was the theme behind this stage. We tried to give it a feel you could only have in outer space, how did we do? We surveyed many people to determine if up and down should be reversed when the gravity flips. I guess that it is just easier to have pressing down to crouch feel natural!

Yuji NakaSonic Jam Official Guide[5]

Enemies

Spikebonker.png
SpikebonkerBadnik with a large spiked ball floating around it.
Chainspike.png
Chainspike — Blue Badnik with extendable spikes in four directions.

Animals

S2 cucky.gif
Cucky
S2 ricky.gif
Ricky

References


Sonic & Knuckles
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