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'''Great Turquoise Zone''' is the first level of ''[[Sonic Triple Trouble]]'' for the [[Sega Game Gear]]. As with other stages in this game, Great Turquoise consists of two standard Acts followed by a shorter, third Act which contains the Zone's boss. From here, the player progresses to [[Sunset Park Zone]].
 
'''Great Turquoise Zone''' is the first level of ''[[Sonic Triple Trouble]]'' for the [[Sega Game Gear]]. As with other stages in this game, Great Turquoise consists of two standard Acts followed by a shorter, third Act which contains the Zone's boss. From here, the player progresses to [[Sunset Park Zone]].
  

Revision as of 22:46, 6 August 2010

Great Turquoise.PNG
Great Turquoise Zone
First level, Sonic Triple Trouble
Number of Acts: 3
Boss: Tart Turtle

Great Turquoise Zone is the first level of Sonic Triple Trouble for the Sega Game Gear. As with other stages in this game, Great Turquoise consists of two standard Acts followed by a shorter, third Act which contains the Zone's boss. From here, the player progresses to Sunset Park Zone.

Very much in the style of Green Hill Zone as a tropical-paradise-themed opening level, Great Turquoise is filled with grassy plains and palm trees. However, one of the key distinctions between Great Turquoise and similar opening zones is that these palm trees are springy, and jumping on their bouncy canopies enables Sonic to access otherwise unreachable areas. In addition, there are various breakable walls and underwater sections to explore.

Recycling designs from the Bane Motora badniks he utilized in Turquoise Hill Zone during Sonic Chaos, Eggman has deployed spring-backed turtlebots in this stage, which have to be attacked via Spin Dash in order to destroy them. Bombaberries, hovering robots which drop spiked balls that explode on you, are the only other enemy appearing in this zone.


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