Metropolis-Sonic the Hedgehog 2
Metropolis Zone
Despite what the name would suggest, this is not a city, but a giant Eggman industrial factory. It features not two, but three huge acts with a massive array of tricky features and traps to negotiate. Portions of the stage loop from top to bottom frequently, and you'll have to be mindful of some nasty industrial crushers, giant nuts and screws, large pits of boiling chemicals and quite possibly the three most irritating badniks you will ever meet. A long and challenging level, but with a great soundtrack.

Game: Sonic the Hedgehog 2

Stage Number: 8

Level Division: 3 Acts

Boss: End of Act 3

Playable Characters: Sonic & Tails, Sonic, Tails. Knuckles is playable when connecting Sonic 2 to Sonic & Knuckles.

Difficulty Rating: 5

Music: Same music for all acts. An upbeat and very catchy track with quite a different, electric guitar-based style from the others in the game. One of my absolute favourites growing up, it comes complete with memorable disc-scratching sound effects and a suitably mechanical rhythm.

Typical Length:

Act 1 - 2-3 minutes
Act 2 - 2-3 minutes
Act 3 - 4-5 minutes

Available Items:

Rings Checkpoints 10 Ring Item Box Shield Item Box Invincibility Item Box Speed-Up Item Box Extra Life Item Box
Act 1 213 5 6 3 1 0 0
Act 2 189 3 7 2 3 0 1
Act 3 153 6 7 2 1 0 1

Metropolis Zone Downloads:

Level Maps: Act 1 map (.png, 1.96mb)
Act 2 map (.png, 3.61mb)
Act 3 map (.png, 4.46mb)
Music: Metropolis Zone (.mp3, 1.72mb)
Art: Official badnik art (.jpg, 51kb)
Top Tips
- The difficulty of Metropolis seems to lie mainly in its excessive use of harmful objects, particularly the three badniks. Though you can get stuck on certain sections as well, a lot of the time, you'll find that you die just from repeated loss of rings, and then running into a trap when you have none. Don't run too freely into areas you aren't familiar with, and make sure you know how to destroy/avoid the badniks.

- On high ledges, a Shellcracker badnik may be waiting for you, so be prepared. Try not to cross the gap to the ledge until you see him, if possible, so that you can judge his position, and how you should react. If he's far away, you may be able to jump to the edge and then make a quick leap over him before he extends the claw. If he's close to the edge, try and leap right over him from your first platform. Maybe take a run up first, if you can.

- If you're playing as Sonic and Tails, don't forget that you can move up and down the giant screws and nuts twice as quickly if you're both running on the nut at the same time. This should help you avoid the Asterons along the walls.
To increase your speed on these giant nuts and screws, get Tails to run on it with you, in the middle of it.
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#1. Comment posted by Monty Eggman on Saturday, 14th March 2009, 4:00am (UTC)
According to Sonic Jam, this zone was going to have only two acts, followed by a single-act zone that was later dropped. The layout for that scrapped zone was then instead used for Metropolis Act 3.
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Appearance
While Oil Ocean was outside the factory, Metropolis is based solely inside, so the background is basically one long, single wall of machinery. In it, there are panels of different surfaces and colours such as blue/grey, black, red and dark red, plus a wide variety of objects. These background items include pipes, framework, flashing lights, moving compressors, spinning discs, rotating mesh cylinders and much more, so there's always a lot going on back there, even if there isn't much of a landscape around. Most of the foreground is made up of green square and rectangular panels that are bolted down, some with dark green thick diagonal lines across them and come in various sizes.
The background is a large wall filled with rusty old panels, pipes and mechanisms.
The foreground is largely made up of these green square panels, with areas of meshing and large bronze tanks appearing frequently.
The road surface is made of similar, thinner strips of bolted down material. There are also large sections of bronze meshing, pipes and tanks, and where they appear along the side walls of your route, you can sometimes find a hidden entrance into them and find power-ups along an invisible surface within. There are also several little multi-coloured details around too, like valves and meters, etc. Like most factory levels of this nature, Metropolis has no foreground decoration along the paths, but this area of appearance doesn't seem too conspicuous in its absence. This level isn't exactly based on cutting-edge technology, and instead, there's a very clockwork theme about it, particularly in the appearance of the objects.
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Structure
Narrow corridors are quite common, and lead horizontally and vertically, many with sloping floors.
There are occasional bursts of speed up these curved walls, but it's otherwise a more slow-paced level, as a rule.
This zone is as massive and long as it is difficult, and with an unconventional three full acts, get ready for a long journey. The structuring is enclosed, meaning that it's made up of rooms and corridors, sometimes fairly spacious, but everything has a ceiling above it, and all the areas are quite well packed in next to each other, making it a bit of a multi-directional maze. Paths are quite varied, with some straight areas, curved ledges and a range of long slopes, some gentle, others unclimbable. There are open spaces where you have to hop across platforms (sometimes above a pit of boiling chemicals), and long vertical shafts containing the giant screws and nuts, or side-mounted springs. This level is a bit of a mixed bag, and seems to have a bit of everything, even fairly short bursts of speed now and then. There is one case where you can fall to your death at the very end, just before the boss, but other than that you're safe in the stable ground. Sometimes power-ups can be found on hidden surfaces within the foreground, so look for rings or items in the scenery around you.
Be sure to check the transparent mesh areas of the walls for hidden goodies.
Vertical passages are commonplace, often loaded with yellow flipping springs on the sides, but also just very long sloping drops that are impossible to climb back up.
One interesting thing about Metropolis Zone is that it's one of those levels that loops from top to bottom. It's only really noticeable in one point at the end of Act 1 (see below), but in certain places, if you take a route that reaches the top of the map, that route may seamlessly reappear at the bottom, and carry on from there, creating an infinite loop. The multiple routes make use of these with, for example, one route heading upwards, only to mysteriously meet up with a lower one at the bottom of the stage. Very similar to Scrap Brain Zone Act 2 in that way, which many would cite as an inspiration for several aspects of this level. Speaking of multiple routes, Metropolis has a range of them, but only in chunks. There are never two or more completely separate paths through a whole act, or any particularly secret shortcuts to speak of, but some places offer two different ways to go, usually a normal route, and another found by dropping down into an open space. All routes often meet up again not far afterwards, so it's usually fairly hard to determine which one has an advantage over the other. However it's also common for them to split again into sub-routes before rejoining, offering a variety of ways to proceed.
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Obstacles and Features
Lots of nasty, very clockwork themed bits and pieces here. Moving tops over pressurised air pipes can spring you upward if they move up while you're standing on them, but at the same time, they release blasts of (strangely harmful) air from either side, so you'll get hurt if you're standing there. Cylindrical tunnels made of meshing rotate continuously, and you'll go around with it, when you step inside, but just run through them to the other end. Watch out for nasty, piston-like thin black crushers that go up and down with force, and there are also more narrow crushers in one particular place in Act 3 (detailed below). Like in a pinball level, some tall vertical passages come with rows of diagonal yellow spring boards along either wall. Touch one and you'll be thrown back and forth between them, up the passage, but be mindful of badniks waiting for you at the top ledges. On one or two occasions, you may have to hold the relevant direction button against the wall to ensure you hit the highest spring and progress.
Air pipes produce dangerous puffs of air on the sides, but simultaneously spring you upward if you're standing on top.
Roll around and around in these huge mesh cylinders.
Ouch. Black crushers move up and down very quickly. Don't dawdle in passing over them.
These yellow triangular springs on the walls throw you from side to side, eventually delivering you to the top of the shaft.
A spike will pop out of each side of one of these brown square platforms, one after the other, going clockwise.
Small brown square platforms usually appear in groups across a wide open space, and each has a single spike popping in and out of it, one side at a time. It goes clockwise, so first the spike will pop out from the top, then the right, bottom, and left, so you can wisely anticipate where it'll come from next, before you land on the square. Similar to those belonging to Scrap Brain, bronze high-speed transportation tubes are common, either taking you up a brief, twisting pipe or directly to the right, when you step in the entrance, and they sometimes throw you out the other side with speed. They are one-way only. Giant brown cogs rotate constantly but slowly in either direction and are often positioned next to big curved ledges in the road. You can use their steps as platforms to get to a higher level, but don't stay on there too long, or its rotation will knock you off. I don't think you can get crushed between these, so don't be too concerned about that. Hit a nearby button to open or close a brown bridge in the wall, either creating a platform for you across a gap, or opening up an area below, but they switch back again in a few seconds. These can alternatively be found as a long platform resting on a horizontal line of small cogs, which start turning when you land on the platform, moving it across to the right. When it reaches the ledge on the far right side, it'll either stop moving or start heading back to the left when it touches the ledge, so jump off.
High-speed transport tubes take you from one point to the other, but not back again.
Slowly rotating giant cogs can turn in either direction, and their sticky-out bits can be used as platforms.
Hit nearby buttons to open or close bridges, allowing you to either pass through or use them as a step to a higher platform.
The classic nut on a long screw. Stand on it and run to the right to go up, or left to go down, but don't go all the way or you'll get squished! Exploding Asterons also have a tendency to knock you right off.
And then there are the long grey giant screws, and the nuts that go up and down them. Hop on top of the center of the nut and start running - you'll stay in the same position, but the nut will move along the screw, taking you with it. Run right to go upwards, or left to go down. When playing as Sonic and Tails, you'll find you go much faster if you can get Tails to run on it with you. If he's just standing on the side of it, getting a free ride, stop for a moment and he should then be able to join you in the right part of it. They're usually positioned in long, narrow vertical passages, sometimes with two sets of spikes either side, at the bottom. There are also more difficult sections, involving multiple instances of this feature, and very long distances. Watch out for a lot of Asteron badniks on the walls on either side, because they can be a pain if they happen to knock you off down to the bottom. If that happens and the nut is out of your reach, it will come back down again if you go a reasonable distance away from the area, and then come back. Be warned that you can get crushed between the ceiling (sometimes spiked) and the top of the nut, so don't go up much further than you need to. Sometimes it's easy to get carried away with running on it and not being able to stop in time.
Bubbling lava is obviously quite painful to fall into, and these long belts of platforms travel upwards one side, and down on the other.
Long, clockwork-powered platforms appear several times in Act 3.
In Acts 2 and 3, you face long pits of boiling, bubbling red chemicals, which are obviously harmful to land in, so be careful when crossing them. To do so, you'll often need to use several series of small platforms which move around a long vertical chain, held up by two rotating circles either end, in a similar idea to a feature of the Labyrinth Zone. A platform will take you up or down, depending on the side it's on, but they may dip into the chemicals as well. Some of the zone's regular brown floating platforms sit on the surface of the chemical pits, but beware, because they drop in when you land on them. Elsewhere, these moving platforms are unusually solid, and unlike most, you can't actually get up on them by jumping up from directly underneath. In a long, narrow shaft, step on one at the top to take you down, like an elevator, and at the tops of vertical passages, two of these platforms will seal off the gap when you pass through from underneath, but won't allow you back down once you're above them. There are also vertical doors in corridors that work in a similar way. Standard conveyor belts are a rare treat, as are groups of nasty singular spikes hiding under long diagonal paths, which will pop up as you pass over them, so be very quick across. In Act 3 only, you can find long platforms moving back and forth slowly, powered by two large clockwork wheels either end. As they rotate, they cause the long platform to slowly move in a circular motion, making leaps onto it or from it only possible at certain positions.
Typical platforms, either constantly moving back and forth, or functioning as a lift when you step onboard.
Typical conveyor belts suspended in the air force you off of them, in one direction.
Rare single spikes pop up from a long stretch of ground in a Mexican wave style pattern.
Badniks Asteron, Shellcracker and Slicer.
All three badniks that call Metropolis home are among the most annoying you'll ever face. There's Shellcracker, a red crab enemy that shuffles along the ground, with a large protruding claw that it fires out either left or right, when you're standing directly in front of it. Not only is this annoyingly difficult to avoid, he's also hard to kill if you're going for an assault from above, as you have to hit him in an exact spot on his head, else you'll be the one taking the hit. Safest course of action is to perform a spin dash from behind, if you can manage to jump over him successfully, because he's either found in a narrow corridor, or on the edge of a ledge that you're trying to get up to, ready to throw that claw at you as soon as you step onboard. Use good judgement about how far you should jump to avoid him in this case, or try and wait until he's shuffled back a little way first. Upon destruction, his claw and long arm may fly off, possibly causing more problems. Asterons are exploding star badniks that cannot actually be harmed or even touched by you, because they hang out in the foreground walls. When you come too close, they'll move a little bit and start flashing for a moment, before self-destructing, sending the spikes on each of their five points flying out in straight lines. You're sometimes able to run right past them but they're very dangerous in slow-moving sections such as the giant screws, and especially when in groups, as they usually are. When they start flashing, try and get into a position where the spikes will be likely to miss you, when fired out. Finally, Slicer are praying mantis badniks that hang out on floors and ceilings. They'll throw their twin blades as soon as you come rolling along, which will fly up and circle around them, creating a difficult attack to avoid. They have nothing else after that though and can then be easily bopped, at which time the airborne slicers will fall away. You'll almost definitely lose a lot of rings from all three of these guys during your course through the level.
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#1. Comment posted by Anonymous on Tuesday, 13th May 2008, 9:58pm (UTC)
"Like in a pinball level, some tall vertical passages come with rows of diagonal yellow spring boards along either wall."

If you hold the jump button while going up these you seem to "skip" them and gain more height. You probably already know this, just food for thought.
#2. Comment posted by somerandomuser on Wednesday, 22nd October 2008, 10:24pm (UTC)
There is a minor (though sometimes significant) glitch in each of the metropolis zones where you can sometimes accidentally fall right through whole large sections of ceilings until you reach the nearest platform floor beneath (which can be annoying because it can force you to go round in circles in one or two places - EG act 3 at the very end).

It happens when you EXIT many (or possibly all) of the short transportation tubes scattered throughout each of the 3 acts. It is not very likely, but if you still happen to be holding down the button pressing right (or left - depending on which direction the tube exits) then the moment sonic exits the tube it can often make him fall right through ceilings. In one place it can actually get you permenantly stuck in an area you can't get out while sitting in a pool of lava.

This is not a big glitch that you really need to worry about - simply DON'T hold down left or right when sonic is travelling through these tubes, and he will just exit properly and you can carry on running.

Though it might be worth noting that falling through ceilings this way can possibly shorten the route you take (however I don't know this for certain - I'd have to study each tube, where it is you land when you fall through them and then check the maps to see if you do skip parts of the levels **which i can't be bothered to do**).

Provided you're not still holding down left or right during the falling process, wherever it is you land you usually appear in line virtically with where the tube exit was above (use the debug to see this for yourself).

Bit of a weird effect - definitly location and direction control related glitch whatever it is - does not appear anywhere else on these levels.
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Act 1View the complete map of this act, in .PNG format.
Metropolis Zone Act 1 Map (PNG format, 1.96mb, 4576 x 1024, Last updated 26 April 2008)
This is the first point where routes diverge. Either go through the bridge or up with the springs.
At this point later on, it's more advisable to take the bridge upwards rather than the curve below. They lead to the same place but the lower one has a lengthy screw-and-nut sequence with plenty of annoying Asterons.
Drop through between these brown blocks (when their spikes aren't in this position, obviously) for a quick shortcut.
Watch out for Asterons above as you travel along this moving bridge platform. At the end, it retreats backwards, so jump off.
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Point #1
The end of the act has a never-ending drop, but just keep heading to the right, and you'll find a way.
At the end of Act 1, you'll arrive at a vertical shaft that appears to go on for eternity. It's actually another instance (the most noticeable of those in this zone) where the stage loops from top to bottom, so when you fall to the bottom, you reappear at the top of the map without even realising it. The shaft spans the height of the stage, and consists of very steep slopes and straight walls, some with yellow side springs. It's fairly easy to get out of though, just keep heading right, and you should land on the correct ledge sooner or later, and the end of the act is just down that path.
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Act 2View the complete map of this act, in .PNG format.
Metropolis Zone Act 2 Map (PNG format, 3.61mb, 4065 x 1024, Last updated 26 April 2008)
The act begins with a long lava pit and several platforms to cross it. The longer flat ones drop suddenly when you touch them, so leap off quick.
Don't jump!
This area is accessed through a secret passage in a wall. The nut actually falls off the screw and acts as a floating platform in the lava.
The end of Act 2 consists of a long, winding path that keeps leading up and up. At the first set of belt platforms you find on this route, drop just below them to land on this hidden life, with a spring underneath it.
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Point #2
This bit in Act 2 can be tricky. You need to make it across that conveyor belt from the ledge on the left, without being squished into it by that mean crusher above. From the ledge, I'd recommend a well timed spin dash right across as soon as the crusher moves up, to be on the safe side. It's perfectly possible to jump and leg it across too though.
Crusher and conveyor belt are not the safest of combinations. Perform a spin dash from this ledge, straight across for best results.
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Act 3View the complete map of this act, in .PNG format.
Metropolis Zone Act 3 Map (PNG format, 4.46mb, 5785 x 1024, Last updated 28 April 2008)
This is a dodgy area near the end. Spiked platforms must be crossed carefully, especially when above lava.
As in several places, Shellcrackers make things very difficult for you by lurking on the ledges you're trying to get to, and will frequently knock you right off. Don't let your rings escape you.
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Point #3
An odd new object? It's not a door, it's a crusher, so pass with caution.
This act starts off by introducing you to two long moving platforms attached to rotating wheels, one above the other in a large open space. Each leads to a different route on their respective right hand ledges. Take the lower one and you'll arrive here, with a pair of crushing objects not seen elsewhere in the zone. They're thin black things with meters on them that move up and down similarly to how the regular crushers do, but just because they're not as common, doesn't mean they're not as deadly, either. Don't confuse them for doors that just simply open up when you come near.
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Point #4
As opposed to the route on Point #3, taking the upper route at the start of the act leads you past a more typical crusher, and straight up into these spikes if you're not careful. You'll usually need to spin dash up the curve and jump off to the platform on the left, but be careful not to overcook it. Just one or two taps on the button will do.
If you spin dash too violently up the curve below these spikes, this is what will happen.
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Point #5
If you can leap out of the cylinder high enough, the platform can be used to obtain the higher, quicker route.
Shortly after the first checkpoint, the now converged routes will split once again, at this rotating cylinder. You'll more than likely fall out of it to the bottom, which is the route I'd recommend for newbies as it contains a few helpful hidden bonuses, explained in the next point. However, the upper route is invariably the quicker option, if you can jump out of the cylinder high enough so that you land on the platform to the right. It's fine If you land on top of it, but it'll quickly tuck back into the wall if you fall too low, so it's a tough one. Use it to jump to the top exit, where you'll find yourself near Point #7. You can skip #8 by taking the first air pipe spring straight from the transport tube.
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#1. Comment posted by Reckoner on Saturday, 14th February 2009, 4:05pm (UTC)
You say that one must jump high out of the mesh cylinder to reach the upper route. Actually, I would recommend not jumping at all. You will reach the platform almost every time if you just run and exit the cylinder at full speed, while continuing to hold right. However, you do need to time it so that you exit the cylinder near the top or sides, or else you will miss the platform.
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Point #6
What the bottom route from Point #5 lacks in speed, it makes up for in hidden bonuses. At the end of the corridor, take the first screw/nut you come to straight to the top, forgoing the first exit you see on the right. Adjacent to that is actually a shield hidden within the left wall, so grab that if you like, but continue on upwards. Normally you'd have to jump off to the left to the next screw, but in the transparent meshed area in the right wall, along the horizontal pipe is a secret passage, containing 20 rings, an extra life and a checkpoint! If you're after Special Stage access, be careful not to spin dash straight through the items, or you'll hit the spring at the end of the tunnel and throw yourself up and out of there before you can stop. This leads to the area in the following point, but a single platform covers the hole in the floor, preventing your return.
Keep running up. There's a tunnel on the right wall, just above that horizontal bronze pipe..
..In it, you'll find 20 rings, a 1-up and a checkpoint just on the other side.
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Point #7
Watch out for this, in the room above the tunnel in the last point. That long moving platform can unexpectedly crush you into the ceiling spikes, if you're not careful. Head right to go to the lower route towards the end (see next point) or for an easier time, take the conveyor belt on your left, and use the following air pipe to get up to the top route.
Unexpected crushing can occur if you stand on the wrong part of this platform here.
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Point #8
This Slicer is remorseless, and you'll probably find you're thrown into him every time you try. Try and bounce off of him onto the higher ledge to the left, if you can.
Now this is enemy placement at its most absolute irritating. As usual, you have to use yellow side springs to make your way up a shaft. However, the top ledge on the left side is located higher up than the right one, and the springs can't get you up there normally, so you have to go right. Problem is, there's a Slicer badnik located directly in your path up there, and it's usually so close to the edge that you don't have time to start spinning after landing, meaning that you'll just spring right into him and fall back down over and over, losing rings each time. Sometimes you can get lucky and use his airborne scythes to knock yourself over to the other ledge, or fall past him somehow. Another strategy you could try to employ is to gain maximum amount of height from the springs by pressing a jump button as you make contact with one of them. This way, it is possible to gain enough height to either land on the higher left ledge before meeting the badnik, or just sail right over him, but only if you do it right.
If you're really having problems, you can avoid it completely by going back to the left and heading into the upper route. From the bottom of the shaft, go left and use the long wheel platform (shown in the Point #5) and conveyor belt in the open room to get up to the top left ledge, and use the air pipe to spring your way up.
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Point #9
Before the end of Act 3, you have to use two very long giant screws to travel up a tall distance, one after the other. The problem being, as always, those darn Asterons all over the walls next to you. If the shrapnel from their explosions knock you off, try to hang onto a ring or two as you'll probably need em, and on the bottom floor, run all the way left and come back again to make the nut reappear at the bottom. If you've got Tails handy, make sure he makes himself useful and runs on the nut with you so you can get up it twice as quick, allowing you to avoid Asteron spikes more easily. Sometimes there is a Slicer in the corridor at the very top. Other times, there isn't. Not really sure why.
Asterons can be a big pain during the act's final phase as you attempt to ascend this long shaft. Use Tails to increase your speed and make sure you hang onto some rings if you are hit.
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#1. Comment posted by Reckoner on Wednesday, 23rd July 2008, 2:21am (UTC)
You mention the Slicer at the top of the screw. While I have noticed that he doesn't appear on some occasions, he is usually there. I specifically remember that Slicer as the most difficult part of the level during my childhood; it's much more dangerous than the Asterons because its attack is very difficult to avoid in that spot, and you can easily be knocked off of the nut. Point #9 should probably focus more on how to avoid the Slicer, rather than the Asterons, which are easy to run past (in fact, as long you remain in the center of the screw, they shouldn't attack at all).
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Point #10
It's instant death if you slip off this platform, I'm afraid.
After the final checkpoint, this platform will carry you safely across to the boss arena on the far right side. If you fall off, this is the only place in the level where you'll die instantly when you touch the bottom of the screen. So don't.
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#1. Comment posted by Reckoner on Wednesday, 23rd July 2008, 10:25pm (UTC)
There is a very deep pit under the long moving platform, but the camera locks itself to a certain height when you approach the area, and touching the bottom of the screen gives instant death. However, if you go into debug mode and fly through the wall near the top or bottom of the map (e.g., around point #9) and into the pit, the camera lock won't take place (it may start to move into place, but it won't have time if you leave item mode soon enough) and the pit will simply loop back to the top of the map like the rest of the stage.

Since there is no ceiling above the pit on the right-hand side, you can drop Sonic there and he will go into endless free fall, looping back around to the top of the map whenever he touches the bottom. This means he will undergo constant downward acceleration, and his speed will continuously increase. He'll shortly be going many times faster than the camera, and within a few seconds the speed variable will actually overflow, causing Sonic to briefly bounce back up in the opposite direction, before gravity starts pulling him down again, repeating the process. I think this is the only area of the game where this is possible, though I could be wrong.

Not at all useful, and probably not significant enough to mention in the article, but it is fun to observe.
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Boss
Boss
Eggman will enter from the top, and he's surrounded by seven grey, harmful orbs that swing around him in a kind of up-and-down hoop formation. Your timing needs to be impeccable to hit him at this point, but it is possible if you aim for a corner when the movement of the orbs leave it vulnerable for a brief moment. If you're not confident, I wouldn't recommend attempting that just yet. He'll move down to the ground, and then slowly charge towards you. It's difficult from that position, but try and make a clean jump over him and the orbs, and run to the other side of the screen. Eggman will turn the other way when he reaches the far side and charge you again from there, but he's easier to jump over this time, because you have more of a run-up. Just make sure you time it well. Having done that, he'll move to the middle, and the orbs will start flying around madly, but all you need to do is stay to the very far right or left, and they won't reach you. When he collects them back in again, that's your chance to attack, but do it quickly before he restarts the pattern. Run up and give him a hit from underneath, where his craft is temporarily vulnerable.
You can jump right over a charging Eggman if you take a run up first.
At this point, don't move out from either of the far corners. You'll be safe there.
Any hit you make, at any point, will cause him to move straight up to the top of the screen, out of range, and one of the orbs will turn into a fake Robotnik balloon, of sorts. The balloon will float down and bounce around a bit and can actually hurt you, but it can be popped by jumping into it. When you do that, he will repeat the procedure from scratch, moving downwards at his current position and charging towards you, but this time with one less orb to hurt you. Should you get hit by an orb, it's best to make the most of the situation and use your temporary invincibility to land a hit on the old doc, after making sure you've reclaimed at least one possible ring first, of course. Obviously the more orbs that disappear, the easier it gets to hit him at any given point in the pattern, especially when he's moving downwards after the balloon bit.
You can't reach him until you pop one of these odd balloons first.
With all orbs gone, he'll resort to a more straightforward laser beam strategy, but just stay underneath and hit him when he gets low enough.
When you relieve him of all orbs/balloons, Robotnik will use his last ounce of energy to move to one side of the screen and fire a series of large laser beams, while moving downwards. Simply follow the direction he moves in so you end up underneath, safe from the laser beams, and land your eighth hit as soon as he moves down far enough. A tough boss that tends to last ages if you don't want to take risks. Playing as Knuckles when the game is locked on to Sonic & Knuckles, you'll find this boss very risky because your weak jump cannot actually reach Eggman at the point just after the orbs are flung around madly, when the bottom of his craft is left open for an easy attack. You'll just have to come packed with lots of rings and try your best at hitting him any other time.
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View/add general notes for Metropolis Zone (1)
#1. Comment posted by Monty Eggman on Saturday, 14th March 2009, 4:00am (UTC)
According to Sonic Jam, this zone was going to have only two acts, followed by a single-act zone that was later dropped. The layout for that scrapped zone was then instead used for Metropolis Act 3.
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31st January 2009

Files last uploaded for this page:
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General Notes
Posted by Monty Eggman on 14th March 2009

Point #5
Posted by Reckoner on 14th February 2009

Features and Obstacles
Posted by somerandomuser on 22nd October 2008

Point #10
Posted by Reckoner on 23rd July 2008

Point #9
Posted by Reckoner on 23rd July 2008

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