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:''For the [[Sonic Mania]] version of this stage, see [[Flying Battery Zone (Sonic Mania)]]''
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'''Flying Battery Zone''' is the second [[Zone]] of ''[[Sonic & Knuckles]]'' (the eighth Zone of ''[[Sonic the Hedgehog 3 & Knuckles]]''). It is entered when [[Sonic the Hedgehog|Sonic]], [[Miles "Tails" Prower|Tails]] or [[Knuckles the Echidna|Knuckles]] latch themselves to [[Dr. Eggman|Robotnik]]'s flying airship as it passes through [[Mushroom Hill Zone]].
  
'''Flying Battery Zone''' is the second zone in ''[[Sonic & Knuckles]]'' (the eighth zone in ''[[Sonic 3 & Knuckles]]''). It is entered when [[Sonic the Hedgehog|Sonic]] or [[Knuckles the Echidna|Knuckles]] latch themselves to [[Dr. Eggman|Robotnik]]'s flying airship as it passes through [[Mushroom Hill Zone]]. Both characters spin through a hatch to leave the airship for [[Sandopolis Zone]].
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==Overview==
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Set on-board Eggman's flying airship, Flying Battery Zone sees the player running through trap-filled indoor sections as well as exploring the ship's deck and underside. The interiors of the ship are filled with sorts of contraptions, such as electromagnets that attract anything metallic, be it [[Badnik]]s, platforms or spiked balls, huge mesh cylinders like those seen in [[Metropolis Zone]], screw doors that are operated by pressing [[button]]s, and flame jets that can be used as [[Spring]]s by standing on them. The floors are also littered with [[Speed Booster]]s like those seen in [[Wing Fortress Zone]], and mines that explode when passed over.
  
==Connections to ''Sonic 3''==
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The deck of the ship features propeller poles that the player can swing from, providing they do not touch the blades themselves, and missiles that are fired from hatches in the walls or floors. In some locations, the player may have to wait for the missiles fired from the floor to break a hole in the floor in order to continue. The ship's underside often sees the player jump across propeller platforms and climb monkey bars to avoid falling into the giant bottomless pits beneath the ship.
This level was originally meant to be in ''[[Sonic 3]]'', between [[Carnival Night Zone]] and [[IceCap Zone]], as supported by the zone order found in the Level Select and the zone's enemies being mentioned in the game's US manual. The cannon at the end Carnival Night would have launched Sonic and Tails to the flying fortress. [[Knuckles]] would have skipped this level entirely since he was being teleported directly to IceCap, explaining the lack of Knuckles-only paths. At the end of the Flying Battery, Sonic runs down a hallway and hits a panel off the ship, which would have been used as a snowboard by him at the beginning of IceCap Zone.
 
  
It is believed that the level was moved over to ''Sonic and Knuckles'' to balance out the number of full levels in each game (six levels each, not counting Hidden Palace and Doomsday since they are sublevels.)
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The ship appears to also function as a transport carrier for Eggman's many [[Capsule]]s, as rows of them can be seen in the interior background, and some of them even being placed around the first Act. Some of them can be opened, releasing [[Ring]]s or even Badniks, while some are disguised Springs that catapult the player. The sub-boss, [[Gapsule]], is even a robot disgused as a Capsule.
  
[[Image:Sonic 3 Flying Battery icon.PNG]]<br />A custom icon has been found in ''Sonic 3'', so it can be assumed it was near completion before it was moved.  
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Act 2 is mostly identical to Act 1, but with the addition of spiral elevators, swinging black orbs to run along on, and [[Grabber]]-like mechs that carry the player through vertical mesh cylinders. Act 2 also has its own [[Barrier Eggman (Sonic & Knuckles)|sub-boss]], which leads into a sequence where the floor is rising and the player must escape to the top of the ship to avoid being crushed. After defeating the [[Hang Mobile]], all characters spin through a hatch to leave the airship for [[Sandopolis Zone]].
  
With the use a Game Genie, Flying Battery Zone is actually still accessible in the final version of Sonic 3 albeit in a corrupted form. To access act one, use '''FFFE10:0400''', and for act two, use '''FFFE10:0401'''. For act two, you need to do this in a very specific way since just trying to access the zone alone will freeze the game as soon as the data starts loading. In act one of the corrupted Flying Battery zone, a fully functional Gapsule mini-boss can be found using debug mode.
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==Quotes==
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{{quote|Go flying on Robotnik's warship. Watch where you step—sneaky traps are everywhere!|2=''Sonic & Knuckles'' US manual|ref={{fileref|S&K MD US SonicJam manual.pdf|page=8}}}}
  
==Bosses==
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{{quote|This zone has particularly distinctive music, doesn't it. With Sonic 1 and 2, we were working with [[Masato Nakamura|Nakamura-san]], so we couldn't get any extra music, but since with 3 we had the music done in-house, we were able to have a whole lot of music made up for us. We picked out from that selection the music that fit each zone best.|[[Takashi Iizuka]]|''[[Sonic Jam Official Guide]]''}}
Flying Battery Zone has three bosses: one in act one, two in act two.
 
  
The first boss is an animal capsule with a boss in it. Get on top of the button on its head. When its eyes flash, move off the button and it will hit itself. Repeat this five more times to defeat it.
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==Enemies==
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{| style="width:auto;"
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|style="text-align:center;"|{{spriteImage|Blaster.png}}
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|'''[[Blaster]]''' — Badnik that fires small projectiles.
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|-
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|style="text-align:center;"|{{spriteImage|Technosqueek.png}}
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|'''[[Technosqueek]]''' — Small robotic rodent found on walls, floors and ceilings.
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|}
  
The second boss is [[Barrier Eggman (Sonic & Knuckles)|another self-defeating boss]], yet another "homage" to [[Barrier Eggman|a similar boss]] from [[Sonic the Hedgehog 2 (16-bit)|a previous game]]. You just have to avoid the laser as the cage gets smaller and it will eventually defeat itself. You will then be forced to race upward away from an upward-moving platform to avoid being crushed.
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==Connections to ''Sonic 3''==
 +
This level was originally meant to be in ''[[Sonic the Hedgehog 3]]'', taking place between [[Carnival Night Zone]] and [[IceCap Zone]], as supported by the Zone order found in the Level Select and the Zone's enemies being mentioned in the game's US manual.{{fileref|Sonic3 MD US manual.pdf|page=25}}{{fileref|Sonic3 MD US manual.pdf|page=26}} The cannon at the end of Carnival Night would have launched Sonic and Tails to the flying fortress. Knuckles is speculated to have skipped this level entirely since he was being teleported directly to IceCap, explaining the lack of Knuckles-only paths. At the end of the Flying Battery, Sonic runs down a hallway and hits a panel off the ship, which would have been used as a snowboard by him at the beginning of IceCap Zone.
  
The third boss is Eggman swinging on a pair of chains. Avoid being hit by the spiky arms and bursts of flames it shoots, and when the ship starts swinging up and down, use this chance to hit it. It takes eight hits to defeat. An interesting note about this boss is that it is the only time Knuckles fights Dr. Eggman (at every other boss point in his story, he faces the EggRobo instead). This was most likely an accidental oversight with the switch to ''Sonic & Knuckles''.
+
It is believed that the level was moved over to ''Sonic & Knuckles'' to balance out the number of full levels in each game (six levels each, not counting Hidden Palace and Doomsday since they are sublevels.)
  
==Quotes==
+
[[Image:Sonic 3 Flying Battery icon.PNG]]<br />A custom icon has been found in ''Sonic 3'', so it can be assumed it was near completion before it was moved.  
{{quote|Go flying on Robotnik's warship. Watch where you step—sneaky traps are everywhere!}}
 
  
{{quote|This zone has particularly distinctive music, doesn't it. With Sonic 1 and 2, we were working with [[Masato Nakamura|Nakamura-san]], so we couldn't get any extra music, but since with 3 we had the music done in-house, we were able to have a whole lot of music made up for us. We picked out from that selection the music that fit each zone best.|[[Takashi Iizuka]]|''[[Sonic Jam Official Guide]]''}}
+
With the use of an [[sega:Action Replay (Mega Drive)|Action Replay]], Flying Battery Zone is actually still accessible in the final version of ''Sonic 3'' albeit in a corrupted form. To access Act 1, use Action Replay code '''FFFE10:0400''', and for Act 2, use '''FFFE10:0401'''. For Act 2, the player needs to do this in a very specific way since just trying to access the Zone alone will freeze the game as soon as the data starts loading. In Act 1 of the corrupted Flying Battery zone, a fully functional Gapsule mini-boss can be found using debug mode.
 
 
==Enemies==
 
*[[Blaster]] - Badnik that fires small projectiles.
 
*[[Technosqueek]] - Small robotic rodent.
 
  
 
==References==
 
==References==

Revision as of 14:45, 17 August 2019

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Flying Battery Zone
  • Act 1
  • Act 2
FlyingBatteryAct1.png
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Flying Battery Zone
Second level, Sonic & Knuckles
Number of Acts: 2
Level theme: flying fortress
Secondary level theme: industrial
Sub-boss: Gapsule
Sub-boss for Act 2: Barrier Eggman
Boss: Hang Mobile
Maximum rings, Act 1: 299 + 30
Maximum rings, Act 2: 259 + 20
Non-English names:
Mushroom Hill Zone | Sandopolis Zone
For the Sonic Mania version of this stage, see Flying Battery Zone (Sonic Mania).

Flying Battery Zone is the second Zone of Sonic & Knuckles (the eighth Zone of Sonic the Hedgehog 3 & Knuckles). It is entered when Sonic, Tails or Knuckles latch themselves to Robotnik's flying airship as it passes through Mushroom Hill Zone.

Overview

Set on-board Eggman's flying airship, Flying Battery Zone sees the player running through trap-filled indoor sections as well as exploring the ship's deck and underside. The interiors of the ship are filled with sorts of contraptions, such as electromagnets that attract anything metallic, be it Badniks, platforms or spiked balls, huge mesh cylinders like those seen in Metropolis Zone, screw doors that are operated by pressing buttons, and flame jets that can be used as Springs by standing on them. The floors are also littered with Speed Boosters like those seen in Wing Fortress Zone, and mines that explode when passed over.

The deck of the ship features propeller poles that the player can swing from, providing they do not touch the blades themselves, and missiles that are fired from hatches in the walls or floors. In some locations, the player may have to wait for the missiles fired from the floor to break a hole in the floor in order to continue. The ship's underside often sees the player jump across propeller platforms and climb monkey bars to avoid falling into the giant bottomless pits beneath the ship.

The ship appears to also function as a transport carrier for Eggman's many Capsules, as rows of them can be seen in the interior background, and some of them even being placed around the first Act. Some of them can be opened, releasing Rings or even Badniks, while some are disguised Springs that catapult the player. The sub-boss, Gapsule, is even a robot disgused as a Capsule.

Act 2 is mostly identical to Act 1, but with the addition of spiral elevators, swinging black orbs to run along on, and Grabber-like mechs that carry the player through vertical mesh cylinders. Act 2 also has its own sub-boss, which leads into a sequence where the floor is rising and the player must escape to the top of the ship to avoid being crushed. After defeating the Hang Mobile, all characters spin through a hatch to leave the airship for Sandopolis Zone.

Quotes

Go flying on Robotnik's warship. Watch where you step—sneaky traps are everywhere!

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

This zone has particularly distinctive music, doesn't it. With Sonic 1 and 2, we were working with Nakamura-san, so we couldn't get any extra music, but since with 3 we had the music done in-house, we were able to have a whole lot of music made up for us. We picked out from that selection the music that fit each zone best.

Takashi IizukaSonic Jam Official Guide

Enemies

Blaster.png
Blaster — Badnik that fires small projectiles.
Technosqueek.png
Technosqueek — Small robotic rodent found on walls, floors and ceilings.

Connections to Sonic 3

This level was originally meant to be in Sonic the Hedgehog 3, taking place between Carnival Night Zone and IceCap Zone, as supported by the Zone order found in the Level Select and the Zone's enemies being mentioned in the game's US manual.Media:Sonic3 MD US manual.pdf[5]Media:Sonic3 MD US manual.pdf[6] The cannon at the end of Carnival Night would have launched Sonic and Tails to the flying fortress. Knuckles is speculated to have skipped this level entirely since he was being teleported directly to IceCap, explaining the lack of Knuckles-only paths. At the end of the Flying Battery, Sonic runs down a hallway and hits a panel off the ship, which would have been used as a snowboard by him at the beginning of IceCap Zone.

It is believed that the level was moved over to Sonic & Knuckles to balance out the number of full levels in each game (six levels each, not counting Hidden Palace and Doomsday since they are sublevels.)

Sonic 3 Flying Battery icon.PNG
A custom icon has been found in Sonic 3, so it can be assumed it was near completion before it was moved.

With the use of an Action Replay, Flying Battery Zone is actually still accessible in the final version of Sonic 3 albeit in a corrupted form. To access Act 1, use Action Replay code FFFE10:0400, and for Act 2, use FFFE10:0401. For Act 2, the player needs to do this in a very specific way since just trying to access the Zone alone will freeze the game as soon as the data starts loading. In Act 1 of the corrupted Flying Battery zone, a fully functional Gapsule mini-boss can be found using debug mode.

References


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