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What levels would you have chosen?


Kamakai

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  • 5 months later...
  • 1 month later...
  • 3 months later...

Sorry for bumping this topic, but I decided I might as well finally bring forth my own half-assed version.

 

Now in all honesty, I was completely fine with what we got for the most part. While I can understand certain complaints like too many city levels and all the rest, I had plenty of fun regardless (and I think they managed to make the levels stand out enough from each other anyway). So rather than a "What would you have chosen instead?", think of it as "What would you choose if the premise was brought to you but no choices were actually made yet?" Or something.

 

I put them in spoiler tags for length purposes. The first is the HD version, the second is the 3DS version, and the third is the final zone shared by both versions.

 

ERA 1: THE PHANTOM BLUE BLUR
Sonic the Hedgehog
Green Hill - Well of course, where else to begin with? Complain about it's constant appearances all you want, it's the place that started it all, so it'd be crazy to omit it.


Star Light - Might as well go with this. Everyone loves Star Light, right? However, because this version lacks Speed Highway (shame, I really like the Classic remix...), this Star Light would incorporate the malls and helicopters and all that, but it would still be recognisable.


Sonic the Hedgehog 2
Chemical Plant
- This has always been my favourite zone in Sonic 2, from the famous music to the infamous Mega Mack. Seeing it in the game was a joyous experience. I especially liked the Modern remix.


Hill Top - I always thought this zone deserved more recognition, and so it shall be. It might not have been quite as popular as some other zones, but as the actual Generations proved, they could easily make a few tweaks to make it more providing of whimsical smiles... that, and I always enjoyed the country-esque music.

 

Sonic CD
Quartz Quadrant
- I would have used Tidal Tempest, but I decided to use a certain other watery ruins location (or two) for later, so I chose this instead. For Act 1, the swampy Past gradually becomes the mine cavern Present, whereas with Act 2, the mined-out Bad Future gradually becomes the neon-city-in-a-cave Good Future. You can choose either the JP set of music, or the US set.


Wacky Workbench - Hohohoho. The Time Eater wants Sonic to suffer, so it's only appropriate for this place to return. Act 1 goes from the barren desert Past to the construction Present. Act 2 goes from the... er, more construction Bad Future to the playful Good Future. Can you find the secret angel room in Act 2?

 

Era 1 Bosses
Sonic the Hedgehog Boss Marathon (Classic Sonic)
- Similar to Indigo Rush's version, you're forced to tussle with the Green Hill checking ball, the Marble fireballs, the Spring Yard spike, and the Star Light mines. Being the first boss, there would be an easy-to-decipher pattern. This boss is fought in Scrap Brain, or to be more specific, Act 1. I always liked the Blade Runnery background in Act 1.
 

Metal Sonic (Modern Sonic) - Just like the real version, only - being Modern Sonic - there's more GOTTA GO FAST. This boss is fought in Stardust Speedway, however to complete the rule of three, the battle would continuously change in a temporal flux between the Roman-esque Past, the starry Present, the dystopic Bad Future, and the rather disco ravey Good Future.


Death Egg Robot (Classic Sonic) - Pretty much the same as the real version, only longer. This boss is fought in the Death Egg.

 

ERA 2: ATTACK OF THE FINGERS
Sonic the Hedgehog 3
Hydrocity - While I do like to subvert things a little and choose some unpopular choices now and then, that's not the case here. Everyone's favourite water zone is too good to pass up. Be careful in Act 1, the Big Shaker will show up halfway to shake things up a bit.


Ice Cap - Oh come on. You can't not love Ice Cap. Do you dislike Ice Cap? Then you're a fool.

Like Indigo Rush's version (oh dear, I'm going to end up saying that a lot, aren't I...), Classic Sonic starts off with a snowboard, while Modern Sonic finishes with one, complete with the Be Cool, Be Wild and Be Groovy ditty. This time would be slightly more dangerous since the Big Icedus is using it's newer and bigger crystals to cause more avalanches. Not sure if Sonic retains speaking like Fat Albert though.

 

Sonic & Knuckles
Flying Battery
- Think of this as a trade-in for the mournful absence of the Egg Fleet. (Well, as a full zone anyway...) It would work a bit like Sky Deck, in that Classic Sonic mostly works outside and around the borders, while Modern Sonic ventures into the capsule-filled interior. The Gapsule is back in Act 1, and he's a lot smarter than before.


Sky Sanctuary - I know this place is also in the sky, but Generations did it so well. And so what if it's not yellow enough, I liked the new design... then again, I do have a soft spot for Tron-lines.

 

Knuckles' Chaotix
Botanic Base
- This place would incorporate elements of Frog Forest and Lost Jungle. The main reason for this choice is because I really like the music. Like the rest of the game's music, it's like something you'd hear in an old arcade... Which I suppose is oddly fitting since Newtrogic High was Robotnik's amusement park... In any case, like the CD levels and boss with their timelines, these stages progress from the morning to the daytime in Act 1, and from sunset to nighttime in Act 2.


Amazing Arena - The zone's gimmick of lifeless grey to functional colour would return here. Perhaps Modern Sonic would even fight that strange Robotnik hologram thing as a mini-boss.

 

Era 2 Bosses
Egg Carousel (Modern)
- I know it'd be more logical to use Metal Sonic Kai, but again, I wanted to do something a little different. This boss is fought in, predictably enough, Speed Slider. Being a Modern Sonic boss, there would be elements reminiscent of the Egg Libra from Sonic Rush.


Knuckles the Echidna (Classic) - But this time, he wouldn't be nearly as much of a pushover. This boss is fought in Hidden Palace. And the music would be a faster and more intense version of his Sonic 3 ghetto theme. Despite being Classic, the echidna might even use the Thunder Arrow attack if you're not careful.
 

Big Arm (Modern) - The chronic masturbator of nightmares gets moved to the HD version. This boss is fought in Launch Base.

 

ERA 3: REVENGE OF THE PLACEHOLDERS
Sonic the Hedgehog 4: Episode 1

Casino Street - Well it's an easy way to fit what's basically Casino Night in the game without sacrificing the spots for the actual Sonic 2 choices. Perhaps for a self-referential laugh, the music used is Casino Night.
 

Mad Gear - Ditto for Not-Metropolis. You know what this means? The Badnik Bastards are here. Shellcracker's ready to punch a goon, Asteron's got his eye on you, and Slicer's just sitting in the back, laughing quietly to himself as he carefully polishes his sickles.

 

Sonic the Hedgehog 4: Episode 2
Sylvania Castle
- This might end up being redundant since (SPOILER ALERT) I use Kingdom Valley later on, but... it's so pretty.


Oil Desert - Scarabesque is just excited to meet you.

 

Sonic 3D Blast: Flickies' Island
Rusty Ruin
- Now how would this work? The two 3D Blast zones would be fitted to be more traditional zones... but with more checkered floors, I guess. In any case, you can choose for yourself whether you want to use the Genesis or Saturn music.


Volcano Valley - Don't get cocky, Fire Shields aren't all over the place this time.

 

Era 3 Bosses
Flying Eggman (Classic)
- Simple enough, but maybe after each hit, the little clones could each have their own attack based on other Sonic 2 bosses? Either way, this boss is fought in Metro-...sorry, Mad Gear, meaning that this includes that version's chase sequence at the end.


Mecha Sonic MKII (Modern) - Eh up, what's this? Well you see, this was one of the parts that screwed up this whole gig a little bit. Out of these three games, the only "character" we can choose from is Metal Sonic, but we've already fought him in Era 1, and I didn't want to use the original Sonic 2 Mecha Sonic there since I saved him for the 3DS version. So, as the inspiration for my "Time Eater can move bosses around" handwave/excuse, it's Mecha MKII we're fighting instead, and he fights like he did in Sky Sanctuary. This boss is fought in White Park, so because of the lack of Master Emerald, Mecha MKII merely... uh, pulls an Electro and absorbs the electricity fueling the rides instead of turning super, and you're forced to use the water as his weakness. Does this sound far-fetched enough yet?
 

The Final Fight Boss (Classic) - We have to end the Classic half with a grand Robotnik robot, but the Great Eggman Robo's been saved for the 3DS, so instead, we get a slightly larger version of this guy. The battle would be similar, but without gaps of doing nothing and he'd mix his attacks a bit. Because this isn't the end of the game - and as such, a black void and/or random cybernetic wankery wouldn't really fit for the scenery - you're only fighting this boss in Panic Puppet, all over and around the giant Robotnik statue.

 

ERA 4: A NEW EYE COLOUR
Sonic Adventure

Windy Valley - This place might not be as uber-popular as other levels like Sky Deck or Emerald Coast, but it's a very charming sky locale, and everyone loves a windmill. Classic Sonic gets a Windy Hill remix (I looooove that tune), while Modern Sonic gets the Air/Not-Green Grove remix, and Acts 1 and 2 end and begin respectively with fannying about in the tornado. If you look hard enough, you might even spot the remains of E-103 Delta in Act 2.


Lost World - This level is rather important to Adventure since there was a lot of Mayan inspiration used during the making of the game, not to mention it being the first instance of when we discover why Chaos went apeshit. On top of that, there were plenty of gimmicks there, such as the mirrors in the darkness, the walking on walls, and that pesky stone snake.

 

Sonic Adventure 2
City Escape
- Look, I'm sorry, but like many other things that have affected me far too easily in life, I can't imagine living in a world without the Generations G.U.N. Truck. It's a frightening thought.


Pyramid Cave - Again, rooting for an underdog. Hey, I happen to love both Robotnik and Egyptian things, so for me the Pyramid Base was one of the best parts of the game. But anyways, it's called Pyramid Cave, but it would actually be a mix of all the levels in the Pyramid Base, with Classic Sonic starting from outside ala Hidden Base/Sand Ocean (but in the daytime like the former) and making it into the caves, while Modern Sonic starts in the caves and makes it to the Death Chamber/Egg Quarters, complete with the Scorpion, Fish and Snake Chambers and those goddamn invulnerable beetle robots that you'll have to hide from. There would also be some Sandopolis elements incorporated in both Acts, because I am diabolical.

 

Sonic Heroes
Grand Metropolis/Power Plant
- Heroes was a hard one to choose two for. There's a lot of potential good ones in that game. But I decided that this would be one of them, because not unlike all things Egyptian, I've always loved shiny futuristic things. I blame Crash Bandicoot 3 for both of them. Classic Sonic has fun in the city, while Modern Sonic tackles the power plant and the energy flow and all that.
Be on the lookout however, for within one of the subway tunnels as Modern Sonic, you'll have to chase down what looks suspiciously like the Egg Albatross. It would even have that boss' music playing for this part.
 

Hang Castle/Mystic Mansion - Things take a turn for the vaguely Transylvanian. Classic Sonic has to deal with the gravity switches and castle structures and maybe even a surprise appearance from King Boom Boo himself (looks like the Time Eater can affect the spectral foes as well). Modern Sonic dashes through the mansion and it's blue/orange/red green screens.

 

Era 4 Bosses
Egg Emperor (Modern)
- It may not be a full level, but at least the Egg Fleet shows up at all. You see, while the fight would work in a similar fashion to the actual Generations version, you and the Emperor are also jumping from ship to ship in the cloudy sky.
 

Shadow the Hedgehog (Classic) - You might be wondering how on earth Classic Sonic would be able to take on the Ultimate Lifeform, a match so one-sided that it reaches the point of comedic entertainment, but that's entirely the point. This battle would be one of those battles that live on for centuries, a battle that truly inspires future adventurers and brave do-gooders, a next generation David VS Goliath if you will. This fight would really test Charlie Chaplin!Sonic's capabilities to the fullest, both in terms of attack power and, as per tradition, trying really hard not to die. This boss is fought in the Space Colony A.R.K. (more specificially, Final Rush/Final Chase). Don't let your pudgy 90's form get you down, grab some power and prove to that faker that he most certainly is not the coolest. The actual fight would incorporate elements from both SA2 and the actual Generations.
 

Perfect Chaos (Modern) - Fairly identical to the actual version, only slightly longer. I really enjoyed this fight, and it drives home how powerful Sonic has gotten over the years. This boss is fought in Station Square.

 

ERA 5: THE FANFICTION STRIKES BACK
Shadow the Hedgehog
Digital Circuit
- Curse my love for technicolor. Act 2 would actually be more like Mad Matrix since the blue and purple colours would change to red and orange as a sign of virus/meltdown/etc, but it's still called Digital Circuit because it would have that level's music for the remixes, and the firewalls would be less annoying. Oh, and then there's the silly G.U.N. robots and Black Arm aliens. What a bunch of prats.

 

Black Comet - The Black Arms were pretty tish, but their humble abode was rather intriguing, and I don't believe there's any other levels in Sonidom that are as... er, alieny as the Comet. You'd find a clever way to move blocks instead of using the Vacuum Gun, and the floating Air Saucers that you can ride are a little faster above the black rivers of ooze. Now it's called Black Comet, but I'm not sure if it would have Final Haunt's somewhat Spyro-esque music instead...

 

Sonic the Hedgehog 2006
Crisis City
- Come on, this and Kingdom Valley define 06 (never thought I'd say that in a positive context). These were the first two levels we saw before the game was... in "beta" (or in other words, exactly the same as how it was when it came out), and it's plot relevant enough since it's Iblis' crib and shit. No changes here since it was so much fun here, and don't forget that crafty trollpost. Oh, and the remixes. Those were amazing. The Classic remix might actually be my favourite of all the Classic level themes.


Kingdom Valley - See Crisis City. The Mach Speed section in the original 06 was one of the nicest looking places in the whole bloody game.

 

Sonic and the Secret Rings
Sand Oasis
- Well you can't get any more Arabian than this when it comes to representing a game based on the Arabian Nights. And it's relaxing on the eyes anyway. Classic Sonic will have to brace himself for the Sand Scorpion, who wants to make a snack out of him.


Night Palace - Basically because this is the closest Sonic's ever gotten to Paper Mario's Crystal Palace, and it can serve as a nice space level since my list didn't have any full levels on the A.R.K.

 

Era 5 Bosses
Erazor Djinn (Classic)
- Well he's the big baddie of Secret Rings, and I like him, so no worries. The battle would start out in one of the palace-esque interiors, and then eventually continue outdoors. This boss is fought in Levitated Ruin, since I wanted to fit that place somewhere.


Silver the Hedgehog (Modern) - Identical to the real version, it's one of my favourite bosses in the game, and a definite improvement to the 06 fight. This boss is fought in Crisis City.
 

Black Doom (Classic) - Who better to represent Shadow's Voyage of the DAMNed than the alien leader who threw himself into Gerald's experiments with absolutely no warning and instigated the events of Grand Theft SEGA's Marketing in the first place? Nonetheless, I love him for how dumb he his, so now we get to punch his stupid (and unfortunately shaped) face in with Buster Keaton!Sonic. Like in JezMM's version, Mr. "I picked two ominous phrases out of a hat while blindfolded to make myself a redundant alias" is fought in the G.U.N. Fortress.

 

ERA 6: RETURN OF THE TREATMENT
Sonic Unleashed
Rooftop Run
- Nothing much different here. It's Soleanna done right. And remember to take some cucumber sandwiches with you.


Dragon Road - Unleashed was another hard choice. I was rooting for Cool Edge, but I decided Dragon Road would do for an oriental zone. While it wouldn't be a full-on water zone, there would be more water elements as a nod to Aquarium Park. Despite being daytime, you're fighting Dark Gaia's neon minions. Thankfully they only take one damage.

 

Sonic and the Black Knight
Misty Lake
- This isn't too similar to Kingdom Valley, is it? This would be more ancient ruins on a grassy plain than in the waters. Topped off with the fog, and this was very different for a first level.


Molten Mine - One of the coolest (ironically enough) places in the game to me, and a good fire zone, even if we had Crisis City not too long ago... Hey, wait a minute... is that the Ifrit Golem raining destruction in Act 1? But this is the wrong Storybook! Bah, even the pages of genies and knights fall victim to the Time Eater's ghastly tricks.

 

Sonic Colours
Planet Wisp
- Now while another zone comes after this, I was completely okay with this as the final zone in the real Generations, since I feel it's a perfect visual representation of the eternal clashing between Sonic (the beautiful grassy terrain) and Robotnik (the towering construction sites). I didn't even mind Act 2 that much. Having said that, I suppose Classic and Modern should have another Wisp each... not sure which ones though. Hover, maybe? Either way, keep the fist-pumping Egg Pawns and the classic spring trap. Oh, and Classic Sonic will have to navigate very carefully along one of the purple rivers... during an Angel Island-esque bombardment. Poor guy just can't catch a break, can he?


Asteroid Coaster - Just like how Green Hill was Sonic's first zone, this was Sonic's last current zone (not including Terminal Velocity), and it's grim enough to provide a fitting atmosphere. The setting is somewhat reversed here, with Classic Sonic taking on the factory elements and Modern Sonic dealing with the rollercoasters and asteroids. However, Modern Sonic would still have to deal with a new and improved Rotatatron, who's replaced the original eye-themed mini-boss in that zone. Unfortunately, he's been given similar treatment to the G.U.N. Truck, so he'll end up rolling after you.

 

Era 6 Bosses
King Arthur (Modern)
- I would have chosen the Mist Dragon, but like Erazor and Black Doom, there's no better way to represent Black Knight than with the (initial) villain himself. This boss would be fought in Faraway Avalon like in the original (I always thought it was pretty), not to drastically different from the original (only, you know, with no Caliburn on your side), and you'll still be comtemplating how he can stand upright with those gigantic shoulder pads of his.


Captain Jelly (Classic) - ...So yeah, here's the deal. Like Mecha Sonic MKII earlier, I was in a rut here. Of these three games, the only "characters" that could constitute were the Knights of the Round Table, but I of course wanted to use King Arthur for a Black Knight boss, and fighting who is basically Shadow and Knuckles again would feel strange (as for Blaze, she's in my 3DS version). So I decided to be a cheating bastard and use a random Colours boss, since - after all - the Captain himself is roughly the same size as Sonic, am I right? Ho ho ho ho!
...Anyways, this boss is fought in Sweet Mountain, not only because that was where it was originally fought, but also because both the Captain and the scenery is fairly light and comical, which serves as a great contrast with the very next boss...


Egg Dragoon (Modern) - Same as in the original Generations. I had such a blast with this boss fight, doubly so with the Egg Viper and Egg Wyvern adjustments to the Dragoon, making it a three-for-one deal. This boss is fought in Eggmanland.

 

ERA 1: RAIDERS OF THE MASTER SYSTEM
Sonic the Hedgehog

Green Hill - See the HD version. The only full zones the two versions share are the first and penultimate levels, Green Hill and Asteroid Coaster, respectively.


Marble - What? Yes, I like Marble, so it gets another chance here, tweaked to be more likable to all those rascal naysayers. That and, once again, the music.

 

Sonic the Hedgehog (Game Gear/Master System)
Bridge
- Probably the most popular of the Master System-exclusive zones. It may look a little similar to Green Hill, but there would be a few changes that make it look more alike to Lake Crystal from Tails Adventures.


Jungle - If only to hear that bouncy music again. Let's see how Modern Sonic does with a vertical-oriented Act.

 

Sonic the Hedgehog 2 (Game Gear/Master System)
Underground
- There would be more mining elements than lava ones since there's a certain lava zone appearing later on. And yes, the Doodlebug Mecha returns with a vengeance in Classic Sonic's Act.


Gimmick Mt. - It's not just Jez who likes this place, I always thought it was an interesting idea as well, a half-mechanized mountain. Ruining your days is the Inobuta Mecha, who shows up in Modern Sonic's Act, and you still have to watch out for the debris.

 

Sonic the Hedgehog 2
Mystic Cave
- Spooky zones are somewhat rare, so I suppose I should place one of the most famous incarnations somewhere. Luckily there's not as many spike pits to worry about this time.


Oil Ocean - Another personal favourite, serving as a perfect representation of Robotnik's Captain Planet-worthy deeds.

 

Era 1 Bosses
Sonic 1 Boss Marathon, Master System/Game Gear Edition (Modern)
- Yes, now you have to fight Green Hill's... er, dashing, Bridge's projectiles, Jungle's rolling bombs, and Labyrinth's missiles. Like the HD version with the Genesis/Mega Drive marathon, there's a simple enough pattern since it's only the first boss. This one's a bit more faster paced however, being Modern Sonic and all. This boss is fought in Sky Base, Act 1 to be precise.


Drill Eggman (Classic) - I had to fit the Car with Drill on Front somewhere in all of this. But like the Sonic 4 Episode 1 bosses, this version has a few more tricks up his sleeves, including the additions of a back drill and guns. This boss is fought in Aquatic Ruin, because it's grassy enough to not be too unfitting.


Mecha Sonic (Modern) - Despite taking place in Scrambled Egg, it's the Genesis design rather than the slightly gimped Game Gear version. Nevertheless, it has the attacks of both versions, so don't press your luck. And yes, the infamous pink pipes would eventually get involved as the battle goes on.
 

Final Zone Boss (Classic) - Not much to say here, only real difference is more waves of electric spheres and, for the final hit, a third pillar attacks after the initial two. This boss is obviously fought in the Scrap Brain's Final Zone.

 

ERA 2: THE TEMPLE OF CHUCKLING
Sonic & Tails A.K.A. Sonic Chaos

Gigapolis
- Like Grand Metropolis/Power Plant, it's all colourful and neon, which is an easy victory for me. The Dangerous Ball Tower greets you at the end of Classic Sonic's Act.


Aqua Planet - I always liked the background and music in this zone. There's much more water this time. Much more. Modern Sonic better tread carefully, for the Sphere-O-Bot's constant jumping is making the stone ground give way.

 

Sonic the Hedgehog 3
Carnival Night
- Classic Sonic is forced to tango with the not-phallic-at-all Bowling Spin, with more elements of the Egg Pinball boss from Advance 3's Cyber Track. Meanwhile, the Barrel is no match for Modern Sonic.
 

Launch Base - Another progression-themed one here. Act 1 starts off outside and makes it into Knuckles' Act 2 warehouse, while Act 2 continues high up in Sonic's Act 2. All three are plagued by those dastardly Ribots and Orbinauts and Snale Blasters and whatever else, but only Modern Sonic has to deal with the Twin Hammers. Yes, Twin Hammers, plural. Just like Knuckles' version.

 

Sonic & Knuckles
Mushroom Hill
- Yes, it stays. What can I say, I don't consider myself that picky, and I loved the lighting in the actual version. The only difference is the appearance of Hey Ho in Act 1. How dare that scallywag cut down those trees and destroy the oxygen in our lives.


Lava Reef - And now it's everyone's favourite lava zone. Just like in the original version, Act 1 is all fiery, but Act 2 cools down, only to become even more fiery. In the end of Act 2 lies the Heat Arms, but they're not quite as simplistic in their attacks this time.

 

Sonic & Tails 2 A.K.A. Sonic Triple Trouble
Sunset Park
- This is basically the Ice Cap of the Game Gear titles, isn't it? And with good reason, train stations weren't that common. However the situation has again reversed. Classic Sonic goes through the station and fights the Marve Shupopolus-Gou before it can set off, but Modern Sonic has to actually run along the now out of control train and escape, with a remix of the memorable Act 3 tune.


Robotnik Winter - This suspiciously-named zone is fairly similar to the original version, but the vertical platforming is made to be slightly less troublesome. As you may have expected by this point, Modern Sonic comes face to face with the Giga Thomas "Pen", and this penguin robot is out for your blood.

 

Era 2 Bosses
Hopping Egg Vulcan (Classic)
- This guy's been refitted with many new additions as well, so don't expect to pull the old "jump and hold right" trick with him this time. You might even end up having to use the Pogo Spring against him when the going gets tough. This boss is fought in Sleeping Egg.


Drill Mobile (Modern) - A triumphant moment of the real superpower of teamwork. We're in Marble Garden once again, and with Modern Sonic comes Modern Tails, therefore this version works a little faster, and the Mobile eventually resorts to using the drill chain from Knuckles' version to pierce through the skies. But you can do it, because you all did it together!
 

Nack the Weasel A.K.A. Fang the Sniper (Classic) - Uh oh, this weasel can't be up to anything good. You take this fight to Meta Junglira, because I feel that fits a sneaky chap like him. After a laughable and not-difficult-by-any-means fight on foot, he summons his Marvellous Queen, and uses the methods in the very same order in Triple Trouble; the pogo, dashing, the missile, and finally the corkscrew drill. Despite that, this fight would still not be that particularly hard.


Great Eggman Robo (Modern) - Because it's this guy you want to worry about. This is undoubtably one of Robotnik's greatest mechs, aboard the Death Egg no less, so if you think it'll be that simple, you've got another thing coming. For a start, the fingers now protrude spikes every now and then to keep you on your toes, and he's a cheating bastard since he already starts to use his flamethrower nose, though thankfully it's always in a straight line downward. But of course, it's the next part that would be really egregious. The flamethrower's flames now move in various patterns for every few hits; first a curved line, then in a diagonal pattern, then finally a circle (sort of like Kaptain K. Rool now that I think about it). Hit the nose when it's not a torch (by the way, the gap between each flame would gradually decrease), and then hit the laser before you taste Robotnik's rainbow. For the last two hits, it'll fire a surprise second laser just after you've likely landed back on the ground, so prepare yourself.

 

ERA 3: THE BOOST CRUSADE
Sonic Advance
Neo Green Hill
- Neo Green Hill? Really? Well I thought it combined both tropical Green Hill elements and urban elements, so that made it stand out a little in terms of first levels. There's also (as usual) the music, especially Act 2's.


Egg Rocket - We all love the Egg Rocket, and the music is very nostalgic for me personally. Act 2, while still technically having the same graphics as Act 1, would incorporate a few more purple colours and elements to make it more like the original zone's Act 2, Cosmic Angel. But before you reach that part, Act 1 ends at the top of the rocket with the Egg Snake, and it falls down the rocket upon being defeated.

 

Sonic Advance 2
Hot Crater
- Because all the recent handhelds excluding the Rivals don't really have much in genuine fire zones, I thought I'd use this zone. It's unique enough to stand out from other fire zones, taking place in a construction site underground rather than a volcano or ruined city. Oh, and there would be actual lava this time. You gotta have lava. Oh, and have fun with the Egg Bomber Tank in Act 2.


Music Plant - Some people might know that I've always been totally cool with overly fantastical zones in Sonic games such as the ones in Colours, and I think it's probably this zone that's to thank for that. See, Advance 2 was my first Sonic game, so Music Plant is very high on the nostalgia scale for me.

 

Sonic Advance 3
Twinkle Snow
- I tend to enjoy most if not all ice zones anyway, but after Ice Cap, this is probably the prettiest one for me, most likely because I have yet another soft spot in the form of northern lights. There would still be some water, but it would be more akin to Ice Mountain in Advance 1 (since I wanted to represent that zone somewhere despite using up the two spots).

 

Chaos Angel - Another one that's too good to pass up. The temple with it's gloom and hieroglyphics, the outside with that lovely purple sky and giant moon (keep your Eclipse Cannon jokes to yourself please), the brilliant music... It's just fantastic. Trouble is, how would the remixes work? All three Act ditties are really good... You'll have to face your fears as Classic Sonic fights the less-than-fondly-remembered Egg Chaser, because did you really think you wouldn't see him after there was no sign of him in Twinkle Snow?

 

Sonic Rush
Water Palace
- Completely fine with this choice. Like Sylvania Castle, I'm worried that this might make (SPOILER ALERT) Blue Coast redundant, but then I remembered that this whole nonsense is something I made off the top of my head and will never manifest itself as reality, so there's no point fretting too much about it I suppose. Modern Sonic incurs the wrath of the Egg Eagle, with you and the Eagle causing trouble in the palace hallways that are reminiscent of the real Generations' Seaside Hill.


Huge Crisis - Because I know many people like Metal Harbor, here's the next best thing, even if it's on ships rather than an actual dock. And it gives us another chance to pummel those irritating chaps from G.U.N.

 

Era 3 Bosses
Egg Hammertank (Modern)
- Returning to Neo Green Hill, the Hammertank is causing a ruckus on the highway, and it now comes equipped with the Hammertank II's Cream-crushing fist, so you must avoid car wreckage in addition to the starring mallet. And like the Hammer in Advance 3, it can choose to widen it's range if it so wishes.


Egg Saucer (Classic) - Ha ha ha ha...

Ha ha ha ha ha ha ha ha ha...

Ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha ha... ha. Ha ha ha. Ha... ha...

...What? Oh, right, yeah, this boss is fought in Techno Base, since that was another good cyberspace zone.

...ha ha ha...


Blaze the Cat (Modern) - Complete with a Vela-Nova remix, but this time the two of you are fighting in Mirage Road, because we established earlier that I like Egyptian things (besides, Egyptians were always crazy about cats, so there's a bit of convenience there). Because I overuse progression in locations, you start off outside, but eventually finish the fight on one of those platforms above water. And yes, you will have to boost to win.
 

Ultimate G-Merl (Classic) - Like Modern Sonic being able to take on Perfect Chaos, I thought I should give a Super Sonic boss for Classic Sonic to tackle, and since I couldn't use G-Merl for the "character" since that's Blaze's role, I might as well use G-Merl here, or rather his Ultimate, armadillo-like form. Like Station Square for Perfect Chaos, you fight this boss in a slightly more downbeat Route 99, and because there's no Robotnik or Egg Mobile in sight, you instead have to be creative and use pillar wreckage to smash into his mouth to open it up. As for the 360 degree attack, that would work more like the Hanabiran mini-boss in Mega Man 9's Hornet Man stage.

 

ERA 4: KINGDOM OF THE TIMELINES AND DIMENSIONS AND ARGH FUCK IT I DON'T KNOW
Sonic Rivals
Colosseum Highway
- Like 3D Blast, these would be made into more traditional zones. With this zone, there would be more emphasis on the Roman elements. The Egg Falcon returns with his bombs of varying doom in Act 1. In the case of Rivals levels, the remixes would sound more varied so that I can actually remember and distinguish them.


Meteor Base - Too bad it's Nega's... Forgetting that one detail, this is a pretty cool location, it reminds me a little bit of Darkmoon Caverns from Diddy Kong Racing.

 

Sonic Rush Adventure
Haunted Ship
- Like Arabian themes for Secret Rings, you must have something piratey to represent Rush Adventure, and this zone is pretty piratey, being a graveyard of ships. And like the original, you still have background ships firing cannonballs to worry about.


Sky Babylon - This might come off as too similar to Chaos Angel, but in this case I actually like that, since this could be considered a sort of Good Future counterpart to Chaos Angel. Like that zone, Sky Babylon provides some gorgeous scenery, so it'd be remiss to forget it here (though like Heroes, Rush Adventure was a hard one to choose from). As the tradition goes, you pick a fight in Act 2, but this time it's the very first Rush Adventure boss, the Ghost Rex, who's larger, meaner, and comes with more surprises than before.

 

Sonic Rivals 2
Blue Coast
- Because Windmill Isle was sadly omitted in my HD version, it's prototype stand-in is featured here. The coastal breeze is calm, but killing the moment in Act 1 is the Egg Bull, and blue is the colour that makes him maaaad.


Neon Palace - Remember, this is Robotnik's casino, so the bounciness is not quite as carefree here as it would be in Casino Night or Casinopolis.

 

Sonic Colours
Starlight Carnival
- What better way to begin the (second-to) final stretch than by flying past technicolor ships in space? Like in the DS version, Act 1 is inside, Act 2 is outside.


Asteroid Coaster - See the HD version, only with more (but less bothersome) dinosaur heads. In this Asteroid Coaster, Act 2 wields the Drillinator, and as you should know very well by now, he's not as prone to making idiotic moves as he was previously.

 

Era 4 Bosses
Egg Kong (Classic)
- There's no Metal Sonic, it's just you and the Kong, and he's ever bit as fist clenching as Donkey Kong throwing you in Super Smash Bros. This boss is fought in Death Yard.
 

Ifrit (Modern) - Eh up, it's Iblis disguised as Scorch from Spyro 3! The battle does begin in freefall like in the original (only with no mind controlled comrade and/or Metal Sonic 3.Fucking-0), but then you pull an Iblis Phase 3 as you actually latch on the Ifrit, with him racing through the oddly checkered ruins of Chaotic Inferno. Defeat him before you end up crashing horribly.


Captain Whisker & Johnny (Classic) - As if I was going to forget these guys. It's a tag-team, so you're already at a disadvantage to start with. As usual, it starts off fairly similar, with Whisker using his flamethrower and boomerang fists, Johnny rocket dashing all over the place, and Metal Blades sawblades rolling along the ground. But then halfway, the pirates inexplicably decide to tackle you, and the three of you fall down into the canals of Pirate's Island. Now it becomes a sort of obstacle course, guiding yourself through the zone's anvils and rivers (the dolphin even giving a wave) whilst avoiding both of their attacks. Despite this increase in tension, there would still be jazz music playing, making you feel as if this belongs in an episode of 60's Spider-Man.
 

Nega-Wisp Armor (Modern) - Just like in the DS version, with not too much differences... until halfway of course, in which it sucks up more Wisps and turns into a 2D version of the Wii fight, only this time we're in, believe it or not, Tropical Resort.

 

THE EGGMAN ENTROPY

Act 1 - A warped juxtaposition of various Robotnik and/or finale levels from Sonic the Hedgehog to Pre-Sonic Adventure (HD), or from Sonic the Hedgehog to Pre-Sonic Advance (3DS), with various non-Robotnik levels in small bits in-between, and slight End of the World vibes (but with less seizures and Death Testicles).

Act 2 - A warped juxtaposition of various Robotnik and/or finale levels from Sonic Adventure to Sonic Colours (HD), or from Sonic Advance to Sonic Colours (3DS), with various non-Robotnik levels in small bits in-between, and slight End of the World vibes (but with less seizures and Death Testicles).

Act 3 - A unique clockwork level in which Classic Sonic and Modern Sonic take turns in climbing a giant steampunk mechanism. There would be no obstacles, no enemies, or even any music, with only the echoing of the clocks and gears, and you progress higher and higher until you reach the top, where the Robotniks are waiting.

 

Time Eater

You know what? I'd love to come up with something original, but Indigo Rush's version is pretty much perfect. Although it would start off as the console version (only with less trouble and less notices of homing shots, though I never had much problems with either), but then the Robotniks cut your friends' assistance off and it becomes more like the 3DS version, and then it becomes Indigo's magnificent Special Stage-tribute-with-Normal-Classic-and-Modern version.

 

The only change I'd really make is that during Indigo's part, while the boss is still a Special Stage tribute, the actual scenery changes with each hit, starting off as merely artificial and then becoming more and more unhinged and scary, bringing it's own natural troubles to hinder you in addition to the Time Eater's own attacks. Going with eight hits (one for each Chaos Emerald, and then the final Super Sonic combo hit), each location would resemble as follows:

1. Green Emerald: Tropical greenery, but in the style of a Bad Future.

2. Blue Emerald: Over an endless ocean, but under a stomy sky, thus bringing lightning and tidal waves.

3. Yellow Emerald: A barren desert, with sandpools and whirlwinds coming to life.

4. Cyan Emerald: Snowy hills, with a massive blizzard clogging your vision.

5. White Emerald: In the sky. As in, just the sky. No airships, no floating ruins, just a very cloudy sky.

6. Red Emerald: A volcanic wasteland under a great amount of fog.

7. Purple Emerald: A black warp, as if you're going into hyperspace. Think of the Alien from Mega Man 2, but much faster.

8. Super Sonic Combo: A frightening technicolor extravaganza, almost like a very, very warped version of Radiant Emerald from Sonic R. Sort of like Giygas' death in Earthbound, it becomes increasingly hectic and violent and crazy until, after the final hit has been done and the Robotniks get bench-pressed to White Space (and later discuss Sonic Schoolhouse) in an Michael Bay-worthy explosion, the whole place turns completely black as if someone turned a television off. Cue the thumbs up results screen!

 

The only difference between the two versions would be that Modern Sonic's parts are in 3D in the HD version, but Rush-esque in the 3DS version.

Edited by Dr. Crusher
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Oh, by the way, I should point out that my version wasn't meant to be that realistic, since I'm well aware both versions are probably way too big. I just happen to like a lot of Sonic locales.

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  • 2 weeks later...

Wow, I'm glad I saw this topic. I was just about to make a topic like this, but for DLC. But this one sounds better!

 

Let's see here...

 

*The Classic Era was perfect the way it is now. I wouldn't change anything about it.*

 

~ {The Dreamcast Era} ~

 

[[[sonic Adventure]]]

 

- Emerald Coast

- Windy Valley

- Speed Highway

 - I'll be honest about Speed Highway, I don't care much for how it turned out. I like it, but I feel there are areas that could have been better.

 

[[[sonic Adventure 2]]]

 

- City Escape

- Radical Highway

- Pyramid Cave 

 

[[[sonic Heroes]]]

 

- Seaside Hill (Revised, I didn't like how they made Seaside Hill)

- Egg Fleet (A MUST)

- Final Fortress

 

 

~ {Modern Era} ~

 

[[[sonic '06]]]

 

- Longer Version of Mach Speed section is Wave Ocean (With the music!)

- Kingdom Valley (Must I say more?)

- Crisis City (Somewhat revised)

 

 

[[[sonic and the Secret Rings]]]
 
- Night Palace
- Evil Foundry
- Sand Oasis
 

[[[sonic Unleashed]]]

 
- Apotos (Classic Unleashed Level)
- Dragon Road (Damn right)
- Empire City
 
{Also, I'd throw in Splash Hill Zone in there somewhere}
 
 
As for the Bosses, they were good, but everyone knows we needed MORE.
 
(As regular Sonic)
 
- Shadow the Hedgehog
- Silver the Hedgehog
- Knuckles the Echidna
 
(As Super Sonic)
 
- Perfect Chaos
- Final Hazard
- Metal Overlord
- Perfect Dark Gaia 
 
(As Darkspine Sonic)
 
- Alf-Laya-Wa-Laya
 
(As Excalibur Sonic)
 
- Dark Queen
 
Buuuuuut if the game had all these, it'd probably have to had like 2 or 3 disks, and take like 8 hours to beat, haha.
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  • 3 weeks later...

Well, came across this topic and decided to show how I'd lay out the game.

 

I'd have 4 levels per era. Stick to the 3 eras rule, but 4 levels each. This would allow more games to be represented.

 

Classic Era (1991 - 1998)

 

1. Green Hill Zone (Sonic the Hedgehog)

Greenery level. It's the first level in Sonic history, what on earth would you expect? It would behave exactly like the one we have now. Maybe with more wide open spaces for Modern, but still quite simplistic.

 

2. Aquatic Ruin Zone (Sonic the Hedgehog 2)

Underwater and ruins level. Unlike the original, there would be certain parts where you must go underwater. Would also incorporate elements from Labyrinth and Hydrocity as Classic Sonic, and some Lost World and maybe Pyramid Cave as Modern, as much as I hate Lost World, it's still pretty much a 3D Aquatic Ruin to me.

 

3. Ice Cap Zone (Sonic the Hedgehog 3)

Ice and cavern level. I'm sorry, but really. Everyone loves this place. The fact it didn't get in is honestly kinda surprising. Like other recommendations, Modern would have parts of SA's Ice Cap and Holoska, and he would end with THAT snowboarding section. Be cool, be wild, and be groooooooooooovy!!! Classic would be more platforming based, and would also visit the frozen caverns from the original stage more.

 

4. Sandopolis Zone (Sonic & Knuckles)

OKAYOKAyaoAKAYAOKAY I'M SORRY PUT THE PITCHFORKS DOWN, I'M SORRY!!! Remember, this level would probably be a lot easier now than back then. Classic could actually have the ghosts turned into a REALLY cool gimmick, akin to the G.U.N. truck in Classic's CTE in the actual game. Modern could have some Pyramid Cave and Shamar aspects, like dodging falling pillars (Shamar) and flipping hourglasses (Pyramid Cave). It could also be one of the most platformy levels in the game, like Sky Sanctuary in the actual game.

 

Dreamcast Era (1999 - 2005)

 

5. Sky Deck (Sonic Adventure)

We live in a time, where humans and camera angles now frolic in peace and harmony. The same goes for gravity-changing physics. The original Sky Deck was PLAGUED with glitches because of these two issues. Both have now been fixed in recent Sonic games. I believe that a remake of this level would faithfully say, "I'm sorry." to the consumer who suffered this level in SA1. All three sections would return, and Sonic would even explore some of the Egg Carrier hub world from the original if he takes the correct alternate route. Sonic would also still be able to change the direction of the ship with the lever.

 

6. Crazy Gadget (Sonic Adventure 2)

Hell yeah. I can see it now, Classic's focusing on the multicoloured block area, the gravity switching making it a S&K Death Egg v2 kinda deal, and Modern taking those tubes to different areas and maybe grinding around like in Final Rush, and probably some stuff outta Final Fortress, Eggmanland and Starlight Carnival. This level, in my opinion, would've been FANTASTIC for Generations. Too bad City Escape's the most iconic...

 

7. Rail Canyon/Bullet Station (Sonic Heroes)

Takashi Iizuka said at Summer of Sonic 2012 that he wanted this level in. I say he should've got a whip out and demanded it. I'm sorry, but whoever decided on Seaside Hill, to be honest, was kind of an idiot. It's too much like Green Hill. Heroes' levels were all SO memorable APART from Seaside Hill/Ocean Palace. It was really difficult for me to settle on these two, to be honest.

Anyway. The level would, like the original, focus on grinding, but control HELL of a lot better due to Generations' infinitely better physics. Both Sonics would also go through Eggman's different bases, destroying his weapons, as a main gimmick to the level. Halfway through Classic's, the armoured trains from the original break loose and start causing havoc, destroying rails and making Sonic have to time his jumps JUST right (however, you get a warning siren about 2 seconds before this happens). After he beats the level, the goalpost sinks into the ground, and Classic begins autorunning on a loose train. (Sound familiar yet? xD) Classic catches up to the head of the train and destroys it, finishing the level, a la Sunset Park from Triple Trouble.

Modern's would play a little differently. Trains that he spots throughout the level are on standby and remain still, like in the original level. This builds suspense. He shoots out of Eggman's cannons a few times, sometimes leading to a skydive section when he is landing, or sometimes smashing into a mountain headfirst and falling down to a platform below. This does not cost rings and cannot be avoided, it is simply for humour. At the end of the level, Modern runs along one of the armoured trains like the original, and destroys its power core himself by boosting into it. He then has about 30 seconds of a large open cave, which ends with a set of 3 grindrails. Modern grinds for 5 seconds before the camera shakes, shifts to a view of behind him, and another armoured train smashes through the wall at horrifying speed. Akin to the G.U.N. truck, Modern must escape this train and the bullets that it fires by switching rails (it is called BULLET Station, after all xD). Modern reaches the end of the cave, where he is notified 5 seconds prior to jump to a rainbow ring. Modern jumps, and the camera switches to an above view. As Modern is doing tricks, the trains smashes into the wall ahead of the grindrails, causing a large explosion which blows a hole in the wall which Modern uses to leave and reach the Goal Ring area. As the explosion is occuring, loud rattling and crashing sounds can be heard, implying that the train has fallen off the rails and smashed apart at the bottom of the pit below. 

The music in both remixes would combine both Rail Canyon and Bullet Station, and the Modern remix would be HELL of a lot more unique than the Seaside Hill one in the actual game.

...dear god, I love these two stages too much xD

 

8. Lethal Highway (Shadow the Hedgehog)

WHERE'S THAT DAMN FOURTH CHA-- whoops, wrong stage. Yup. Here's your one and only city level if I was in control of this game. I was gonna go for Sky Troops, but since Melpontro's doing that, I'll go with this. There would be Westopolis and Central City references in both versions, and Modern's remix would actually incorporate riffs from Westopolis to make the track a little more flavoured, taking into account the repetitive nature of Shadow's soundtrack. Both Sonics would have to avoid Black Arms soldiers and dodge fighter jets, along with falling meteorites. The Black Arms in the background in Classic's may walk over to a car and throw it at Classic, making him have to be wary of the background activity.

 

Modern Era (2006 - 2010)

 

9. Kingdom Valley (Sonic the Hedgehog 2006)

Don't get me wrong, Crisis City was done PERFECTLY in the actual game, in fact, Classic's may just be my favourite act in Gens as a WHOLE, alongside Classic Rooftop Run. But I think Kingdom Valley would've given SO MUCH MORE to play around with. There'd be water running with collapsing towers to avoid like the original, and Classic could take Silver's routes (using a switch to raise platforms rather than telekinesis. The mach speed section would be remade for Modern, but it would look SO. MUCH. BETTER. I can see it now... the rainbows... the water, splashing off of Sonic's sparkly, wavy fur... oh sorry. I'm getting ahead of myself. Also, YAY ANOTHER WATER LEVEL! And yes, I'd let you go underwater in 3D. Sega should hire me.

 

10. Evil Foundry (Sonic and the Secret Rings)

Marble Zone and Lava Reef Zone references for Classic, anyone? :P Really, I hate Secret Rings with a passion, but damn this level would've been a nice surprise to see. Plus, DAT SONG. All I want is an official classic and modern mix of The Palace That Was Found, and then I can die a happy man :D Nothing more to say, haha ^^'

 

11. Mazuri: Savannah Citadel Day (Sonic Unleashed)

This is without a doubt the level I personally replayed the most in Unleashed. The same goes for when the recent Unleashed Project came out. I was debating between this and Jungle Joyride, but then I settled for this, considering that we already have two water levels and one greenery. Classic would borrow some elements from the Night version, such as the tucked away caverns with goodies like rings and 1-ups. Modern's would be very similar to the original, considering that it is the same engine and gameplay style. However, like Rooftop Run in the actual game, there would be graphical updates, such as autumn leaves and maybe some quickstep sections where you have to avoid stray animals like giraffes and such. 

 

12. Asteroid Coaster (Sonic Colours)

Now THIS is what I would call a final level and a fantastic way to end an anniversary title. I absolutely. LOVE. This place in Colours. Screw Planet Wisp, it feels nothing like a final level and it's executed badly anyway; this level would be PERFECT. We already have one space level, but what we don't have is rollercoasters. Honestly. I can see Modern grinding on the rollercoaster rails as well; a coaster falls off, Modern hops out in time, and starts grinding on the track. Meteorites fall, and Modern must dodge by switching between the left and right sides of the track. Classic can have buttons which somehow open up wonky, space physics which allow him to perform floaty jumps and reach high areas.

 

 

...Wow. I'm a nerd. xD I may update this someday with my choices for bosses, too.

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I would've just switched Crisis City with Night Palace and Speed Highway with Lost World.

 

Maaaaaaaaybe Planet Wisp with Aquarium Park.

 

Of course if I could've altered the layout, I would've just said "fuck it" with the Modern era and had double Classic stages.  It's not like we hadn't JUST FUCKING PLAYED the modern era like a few years ago.

Edited by 100% Uncut Wario
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Just because I'm bored

 

Following the lines of Generations on consoles (one level per game, 9 levels total, 1 rival and one boss per era)

 

Green Hill - just can't deny this, the original tropical green trope.

Chemical Plant - factory trope, fast, great music.

Ice Cap - ice trope, snowboards, music.

Metal Sonic rival in Stardust Speedway - he's most likely the best choice in my opinion.

Big Arms boss in Launch Base - should've been on consoles, one of Eggman's most frightening creations.

 

Twinkle Park - the carnival trope, fun and platfoming level. Also, karts.

City Escape - the real memorable city trope, most likely due its music and the infamous GUN truck chase.

Hang Castle/Mystic Cave - the spooky trope, could even use elements from Mystic Cave here and there.

Shadow rival in Final Rush - same as Metal.

Perfect Chaos boss in destroyed Station Square - the original monster of the week.

 

Crisis City - at first would go for Kingdom Valley, but the game needs a fire trope, so this takes the prize.

Jungle Joyride - hands down, the temple/jungle and even beach trope.

Asteroid Coaster - don't get me wrong, I adore Planet Wisp, but as a final level, nah. Asteroid Coast is the space trope.

Silver rival in Radical Train - could've been a more interesting fight if you were running along side the rails with trains going back and forth.

Egg Dragoon boss in Eggmanland - another amazing machine, but the fight could've been in Eggmanland itself, instead of the center of Earth.

 

Now if I had total control over the game (2 levels per game +more games represented, 2 bosses and 2 rivals [one for classic, other for modern] per era)

 

Sonic 1 - Green Hill and Star Light

Sonic 2 - Chemical Plant and Aquatic Ruins

Sonic 3&K - Ice Cap and Sandopolis

Sonic CD - Quartz Quadrant and Stardust Speedway

Rivals - Knuckles in Hidden Palace(for classic) and Metal Sonic(for modern)

Bosses - Big Arms(for classic) and Death Egg Robot(for modern)

 

SA - Twinkle Park and Lost World

SA2 - City Escape and Crazy Gadget

SH - Hang Castle/Mystic Cave and Casino Park/Bingo Highway

StH - Digital Circuit and Sky Troops

Rivals - Shadow(for modern) and Zero(for classic)

Bosses - Perfect Chaos(for modern) and Egg Viper(for classic)

 

S06 - Crisis City and Kingdom Valley

SatSR - Pirate Storm and Night Palace

SU - Jungle Joyride and Rooftop Run

SC - Asteroid Coaster and Aquarium Park

Rivals - Silver(for modern) and Blaze(for classic)

Bosses - Egg Dragoon(for modern) and Egg Nega Wisp(for classic)

 

These are my 2 cents biggrin.png

Edited by Jango
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Well, I'm going to say DLC instead because I was happy with the choices we had but there are a couple I wanted in the game as well.

 

Classic Era: Ice Cap Zone:  I can see this working really well for Modern Sonic because their could be a snow effect and some good puzzle sections. There could also be a snowboarding/chase section at the end. For Classic Sonic, I would like to see multiple pathways and maybe a snowboard sequence.

 

DreamCast Era: Final Rush: This level would look gorgeous. Classic Sonic could reach alternate pathways by jumping on the enemies and rolling on rails. Modern Sonic would mostly grind and also use those warp tunnel things as well.

 

I'll post more maybe, but most people have done better and have picked the ones I thought of.

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Now that I think about it, there are just way too many good zones in the entire Sonic franchise to pass up.

 

So instead of picking levels, I would had rather just made all of the levels nostalgia "medley" levels. What I mean by this is that each level would have a certain level trope from any of the Sonic games, and each of them would at least have a little piece of something from (almost) every level from the franchise that had that level trope, all strung together like some sort of patchwork. Kinda like (of all things) the levels from Sonic 4 Episode I, or the little throwbacks to past things from other games some levels had (i.e. Seaside Hill's "Hydrocity" section).

 

For example, a hypothetical "Jackpot Midway Zone" (for the console version) - a hypothetical name for all of the bingo/casino/theme park/carnival level zones you have found in Sonic games from the consoles-both mainstream and spinoffs, ranging from the iconic to the obscure. You've got a concoction of things taken from Sonic 2's Casino Night, Adventure 1's Casinopolis, and Shadow the Hedgehog's Circus Park among others. In some areas you will find Casino Night's slot machines. Another area (supposedly a secret area) allows you to find the big gold Sonic statue from Casinopolis. A third area has you bouncing on floating bingo card panels from Heroes's Casino Park/Bingo Highway. And so on. Same can also apply to badniks, level palettes/platforms, elements of the foreground and background, etc.. As for music, I'm not entirely sure. The music could either be a medley of past Sonic games or be a nostalgia tune that incorporates melodies, sound instruments/soundfonts, and sound effects of various songs/levels of past Sonic games.

 

This can even apply to bosses. You could have Eggman pilot or one of his bots be a machine that incorporates elements of all of the bosses (and even badniks) from these zones. Like one phase could have him shooting playing deck cards (Casino Street) at you, that you have to jump on to reach him and thus attack him. In the meantime, he could be aiming a "lock on" slot machine at you. If he is able to lock on and succeed, the slot activates, with the choices either dropping some sort of obstacles in your way (bumpers/springs, gambling chips, Shellcracker badniks, etc.) or the classic Robotnik insignia, which causes you to lose your rings.

 

Well at least that's my take on how levels could had been handled for Generations.

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