Confirmed; Act 1 takes place in the Past, while Act 2 is set in the Present. Past and Future posts are easy enough to come by too, though perhaps a little less so when in the Past. So it might be wise to first forge a path to warp across by making note of obstacles and things that'll stop you, before heading back and running along it full speed ahead. The implications of this are that 1. Taking the high road, you may wind up here when in the Present. It's finally that time again! For his second trick, he will blast forward in a damaging yellow fireball that will be a match for Sonic's speed, and it can last quite a while, depending on how far behind he is in the race. on it. ), and there are also, As explained in more detail in the Structure section above, the level has both foreground and background paths that regularly intersect, and sometimes the foreground path has a chunk missing from it that you'll fall through, even though it's perfectly stable if you're in the background. These primarily feature in two different large networks - one just before the large background structure (Point #2), at the half way point of the zone, and another one shortly after it at the end. I would've liked to see a bit more CD based levels, but oh well, we got the famous race at least in a way. This is the longest vertical tube, and if you find your way into it when in the Present or Futures, you want to take the third turning on the right, coming up from the bottom of it. Now, about your course. It's not completely easy to outrun the guy, but not a world of difficulty either, and you should get it nailed within a few attempts at the most. BPM. It's the second highest long pathway from the top, just after a brief slope, and before that, a tall open area with isolated spring platforms. Enabling the background path will allow you to walk on those dull coloured pieces of road found in many other platforms that you would otherwise fall straight through. Obviously you have to get out of the network and into the area in the middle of it, in order to get at the robotic trouble-maker. Yeah, I also have ripped stages and the materials are completely wrong for some reason. VGFacts DidYouKnowGaming? As it name implies, it is a long sky speedway, with a luminous city in the background. Than jump at the top of the first slope. No notes have been posted in response to this section. Not hard to find but it is well guarded this time, with a blue spiked object on the left, and two floating ghost badnik things inside the area. A recurring structural feature involves a series of springs on a straight floor, each propelling you up into a different vertical entrance just above, to a compact, stacked arrangement of routes, some leading to dead ends, others to freedom. Jump to release her, at which point she'll chase you across the ground until you let her catch you, allowing the score to be tallied, and Sonic unable to escape her womanly grasp. Springs will come in all the usual directional flavours, including the rarer downward facing diagonal springs (oooh! Run full steam ahead up slopes, rather than jumping up them, where there's a chance you might get caught at some point on it and lose your momentum, and try and anticipate when to jump at curved steps in the road, to stay ahead of your rival. It's easiest to think of the whole level in three-dimensional terms: The main road has two "lanes" - sometimes they're together and it makes no difference which one you're on, other times the two lanes wander away from each other for a while before rejoining. Zone 2 in the Present features a one-off giant dark bronze statue or building of Robotnik's appearance being constructed, occupying a large portion of the area towards the end of the zone. My tip: get the speed shoes and the life, than get to where the race starts. Metal Sonic can be found, as usual, stepping on a rabbit's head, this time amongst the first network of roadway tubes, in a small space amongst them. Well, I looked again and this is missing some of the collision model pieces, but i'm sure someone's already ported them and is awaiting...or not. It's accessed most easily in the Present or Past where there is a platform to the left that you can leap to it from. However, it's one that's easily solved - look for, Enemies include several airborne pests. On the horizon below the multi-coloured stars are a few illuminated carnival buildings, some isolated lights below them and then at the bottom, the carnival environment really kicks off, with various brightly coloured rides, buildings and lights, and even looping and curving rollercoaster tracks. However, Studiopolis Zone is connected to Chemical Plant Zone instead. There are also ancient buildings in the background and glowing fireflies that float everywhere. Not too sure, you see, got into porting into Source. Later, after restoring Sky Sanctuary and rescuing Knuckles, Modern Sonic is in a black and white hall with a large glass panel with Classic Sonic at the other side of the glass. There's two achievements you can get here in the 2011 re-release, both can be gotten in Act 3. The Good Future is an altogether more colourful affair, and the sprawling city has become more of a pretty and relaxed night time carnival, at least as far as the background is concerned, which has a slight dark green tint over it. It is in fact, little more than a race across a winding route to the captured Amy Rose, and your rival - none other than the fiendish Metal Sonic! It wouldn't have been cool to see the giant golden Robotnike statue that was being built in stardust speedway. I don't know what the purpose of the super shoes is though--as far as I can tell, they wear off before you even start the race. They are useful for providing continuous speed, thanks to springs at dead ends of the tubing network, though sometimes you can lose your speed at the odd corner or two, so perhaps best to try and stick to going back and forth between two dead end springs. Now this is a boss in perhaps the most unconventional sense with regard to the kind of thing you normally expect from a Sonic platformer. You'll find that a useful object can be the floating spring machines - the ones with grey arms that hold Sonic in place for a moment before throwing him out. The thin paths are all nested quite close to each other too, so they regularly intersect, creating foreground paths and background paths, and you can only be on one at a time. All Games News; Game Tech; PC; PS4; PS5; Xbox One Without this knowledge, the level remains much less bearable than it can be. Zone 2 features a large background structure that alternates from Eggman statue to tall, beautiful buildings depending on the timezone, and the level culminates in a spectacular highway race against Metal Sonic to finally save Amy from his metallic claws. The trick is to leap over the gap with plenty of momentum on your side, but the speed zipper tends to be too powerful to use (though it is possible), so try taking a run up at it, avoiding the zipper. Take the red spring that's to the left of the machine to the highest path you can, which then intertwines with another. To get the extra life and speed-up that's on a platform above the start, you can either leap from the top of the loop, or more easily, look for the first gentle slope that leads down, from the starting point. The machine can be located about a third of the way through Zone 1, on the very bottom route. Plenty of stars are still with us up top, but a lot less city lights below, and you can even see silhouettes of mountains in the distance. In the Present, it's a large, dark bronze dome, with Eggman's face in statue form on the top. There's a long pit in the road which is pretty much a dead end, from which the only exit is a diagonal red spring on the left, pointing to the curve on the top right. Zone 3: 1 minute, 15 seconds - 1 minute, 30 seconds. The Bad Future's background is occasionally set alight by a thunderbolt in the distance. And now onto the ever depressing Bad Future. Check out Lucent's Guide to Online Sequencer. The placements and contents of this area varies between the timezones, but it's all the same sort of thing. 9300 Cherry Ave. Fontana, CA 92335. (And does this mean that you are going to upload a modified version?) Metal Sonic will do anything to make sure Sonic is out of the way, even if it means wiping out Eggman. When you make it to the end of the course, a solid wall will instantly seal down behind the winner as he crosses the finish line. There's a speed zipper here, but taking it to the right will just get you half way up a closed-off wall. These invisible speed-up mechanisms are used in many sections where two pathways are held together to create a tight space between them, forming part of a network of high speed transport tubing, of sorts. Surprisingly very few different objects to encounter in this level, and no variation in them between timezones, although some aspects of certain objects, such as speed and motion patterns, do vary between individual instances. There are several entrances across the left side of it, at different routes, but only one true exit on the right. Stardust Speedway mixes speedy routes with features of a typical pinball type level as well, with springs and other devices annoyingly sending you back to places you don't want to go to, and puzzles emerge by trying to figure out a pattern of how to avoid them, in certain places. At the very bottom, you'll find some nearby purple and pink structures featuring pipes, solid squares, mesh, tanks.. typical stuff that's not particularly interesting to look at. Also try the networks of high-speed tubes in Zone 2 for largely safe warping, although you can sometimes get caught on edges if you press on the D-pad at the wrong time, and can easily get thrown out of the network into the rest of the level. The building is incomplete though, and there are green structural patterns in various patches on the body of the dome, not to mention the fact that the face is missing an illuminated eye. I would try to do more with some of them, but at times, the platforms and objects from the actual stages won't cooperate on Sonic GLVL, but i'll possibly keep posting stages, Stardust Speedway/Images/Bms_builparts_nl1_light00_dif.png, Stardust Speedway/Images/Bms_builparts_nl1_light01_dif.png, Stardust Speedway/Images/Bms_builparts_nl1_roboA_dif.png, Stardust Speedway/Images/Bms_builparts_nl1_roboA_env.png, Stardust Speedway/Images/Bms_builparts_nl1_roboA_nrm.png, Stardust Speedway/Images/Bms_builparts_nl1_roboA_pow.png, Stardust Speedway/Images/Bms_etc_nl1_roadC_dif.png, Stardust Speedway/Images/Bms_etc_nl1_roadC_nrm.png, Stardust Speedway/Images/Bms_etc_nl1_roadC_ref.png, Stardust Speedway/Images/Bms_etc_nl1_roadC_spc.png, Stardust Speedway/Images/Bms_etc_nl1_roadI_dif.png, Stardust Speedway/Images/bms_etc_nl2_light001_ref.png, Stardust Speedway/Images/Bms_etc_ym2_whitelight_dif.png, Stardust Speedway/Images/bms_glass_nl2_light001_dif.png, Stardust 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