
These appear only in the present of Zone 1.

There are bizarre +-shaped boosters too, just to give Sonic some gratuitous pseudo-3D to run through. These are also useful for time travel as Sonic's momentum is preserved when standing on them. Another gimmick that can be found throughout the Round are turntables that will spin Sonic around in circles, though he can easily step off them or jump. The small, donut-esque platforms act differently based on time zone: in the present, they will not appear until the player steps on them in the past, they are always visible in the future, they fall out as soon as the player lands on them. The Round features many loops and vertical ramps, along with a very large loop that Sonic runs through at the beginning of Zone 1. With many different routes to take, this Round is an easy one to start the game off. Peaceful waterfalls plunge into an idyllic blue lake in the background. Many palm trees are around, along with small star-shaped plants and fallen logs. Ring Spark Field | V.Like the first levels of most other Sonic games, this Round follows the tropical island theme. Palmtree Panic | Collision Chaos | Tidal Tempest | Quartz Quadrant | Wacky Workbench | Stardust Speedway | Metallic Madness | Special Stage | Dubious Depths | Desert Dazzle* | Final Fever*Īmenbo | Antlion | Anton | Bata-Pyon | Bigbom | Dango | Ga | Hotaru | Kabasira | Kama-Kama | Kanabun | Kemusi | Kumo-Kumo | Mecha-Bu | Minomusi | Mosqui | Noro-Noro | Pata-Bata | Poh-Bee | Sasori | Scarab | Semi | Taga-Taga | Tamabboh | Tentou | Tonbo | YagoĮGG-HVC-001 | Egg Tilter | Egg Bubble | Egg Conveyer | Egg Razer | Metal Sonic | Egg Spinner | Final Fever*ĭuck | Propeller Flying* | Spin Jump | Super Peel Out | Super Spin Attack | Super Spin Dash | Swim* Robotnik | Metal Sonic | Animals ( Flicky, Pecky, Pocky, Ricky, Robin, Sheep) Metallic Madness features many changes that go completely unused in the final game, including but not limited to trapdoors similar to the ones in Scrap Brain Zone, a set of scales that shift according to Sonic’s weight, and bottomless pits in Zones 1 and 2 (Which only appear in Zone 3 in the final game).Īmy | Dr. The Good Future is also completely blue instead of purple like in the final release. Likewise, many sprites in the Past time period of Stardust Speedway are blue instead of yellow. The electrical conduits also feature pointed nubs instead of round ones like in the final. Many of the colors in Wacky Workbench are different from the final release, including a slightly greener background in the present, and a blue foreground palette for the past rather than a green one. Of note is that this sprite was eventually restored and used in the Good Future of Zone 3 in the 2011 remake of the game. Additionally, there is a monitor displaying Sonic’s face that can be found in the Good Future of Zone 1 that goes unused in the final game. The conveyor belts in Quartz Quadrant were meant to be activated by pressing down on buttons rather than running past switches like in the final game.

Tidal Tempest uses different palettes for when underwater, though these are likely placeholder graphics since the actual palettes are used for the Time Attack menu. Note that this is not the case with Zones 1 and 2, which both use their proper graphics that would go on to be used in the final game. Zone 3 of Palmtree Panic uses placeholder graphics for the scenery that more resemble simple recolors of the Present time period in both Futures. The beta Power Sneakers music is a high energy remix of " Sonic - You Can Do Anything". The title screen music and the Japanese/European Power Sneaker music was changed dramatically during development.


Sonic & All-Stars Racing Transformed Review
