Next Zone: 0 game guide to be my last
Sunday, 6th February 2011, 3:00pm (UTC), 28 Comments
I've been doing a lot of mulling over about this, and there are a number of reasons behind it: desire to do new projects, changes in personal circumstances, and generally a reduced level of enthusiasm to name the most prominent. Ultimately though, I've come to a decision that I'll probably continue to stick to..

Sonic & Knuckles will be my last Zone: 0 guide, and there may or not not be any further guides by other writers featured on this site once that is complete. Zone: 0 will remain in existence for as long as I am capable of hosting it, and will not be taken down, nor will any content be removed, however updates or changes cannot be promised after I have completed the final guide. At the point of transition from activity to inactivity, blog posts will cease and the forum will be closed, however the history of both will be available through an archive. Level artwork by Ricky Earl will continue to be added to relevant pages for as long as he wishes to produce them.

Because some writers have agreed to produce guides for certain games, I will allow these to continue if they so wish, however they are under no obligation to do so. If any writers complete their guides I will cooperate with them in adding them to the site and publishing them with the rest at any point in the future. However, it would be appreciated if they could use the content management system that the site runs on to build and publish the pages themselves as much as possible. There is very little HTML or web programming skill necessary to do this, mostly none at all, and I will continue to work on this system to make sure it's as easy to use and automated as it can be.

From now on however, the hunt for new writers has officially ended and I am no longer looking for new guides to begin. The unfortunate fact is that in over one and a half years since I first announced the hunt for new writers, despite several applications, no one has even come close to completing the guides that they have started. From some people I've seen absolutely nothing, from others I've seen no more than drafts for the first one or two levels, and then nothing for months. I don't particularly mind - things happen and such a voluntary, spare time project naturally has to make way for more important things in people's lives. Or perhaps some simply became less enthusiastic about it over time. Regardless, the lack of success so far in this endeavour is evidence enough that it should also cease at this point. If you're unbelievably passionate about this project and you know that you'll be able to contribute something else worthwhile then by all means send me an email but I can't guarantee cooperation with anything except that with which I've already agreed to cooperate. There are one or two newer writers who currently seem to be progressing well with their guides, and keeping in regular contact, so I won't rule these out, however I don't expect there to be many more than that. If there are, then who knows, maybe the site will be able to run under new management, but personally, I don't expect this to happen.


So that's about the situation. Never say never, I may well change my mind and fire up a new guide one day. But as much as I've enjoyed writing and putting them all together, the fact of the matter is that, for a spare time hobby, it's unbelievably time consuming. The Sonic 3 guide has taken almost one and a half years just to publish - not even including the original time it took me to write it - being fit around my real life, and even at that rate it's sucked out hundreds of hours of my time that, I must admit, could well have been spent on something fresher, and more creative. Zone: 0 is a worthwhile project and I'm immensely proud of it, but it demands nothing but spare time and no real occupation if you want to produce it to a high quality, with regular updates, and have time left over for other personal pursuits. Unfortunately I have a 9-hour-a-day job, and a future family life to think about, on top of other ideas for projects desperate to burst out of the confines of my mind and onto the screen. Some Sonic-based, some not, and some with more financial possibilities, which could be essential to me. Something's got to give, and though it's not an easy decision, that thing is Zone: 0 I'm afraid.

However, I've always said that no matter what, I would complete what I had started, and as the Sonic & Knuckles guide has already been written, I will see it through, and as quickly as I can. So consider this message me handing in my "notice". I did look forward to the day where I would actually be able to sit down and start writing a new guide from scratch - something I haven't done since 2006. Part of me would still rather enjoy it, but it's just not feasible for me anymore really. Besides, I must admit that my enthusiasm for this project has dwindled. Back when I started writing, a good 6 and a half years ago, my excitement (and large amount of free time) drove me to complete drafts for all six Sonic 1 levels in just over a week. At that speed, naturally I would have thought I'd have at least a dozen games covered online by 2011, but a number of things prevented that, my perfectionism for one. I went back on everything two, three, maybe four times to bring it all to a consistent level of detail. The addition of maps and site maintenance all added up to a far longer amount of time than I had first projected, even as a part time hobby. Nevertheless, I was amazed at my own unfaltering enthusiasm for building up the project of my dreams, where other ideas had lost their steam under far less time. I particularly loved refreshing the design and structure of the site completely, a couple of years back. Since then though, once I'd returned to building the guides themselves, I've definitely felt more of a noticeable tedium to it all. I thought it might have been just my slight unfamiliarity with Sonic CD compared to the other four games, which are like childhood friends to me, but no, it persisted through Sonic 3 as well. It was still fun, but just as often it began to feel like a chore. A chore that I now realise I can only do for so much longer.

As I say, there's many factors to this decision though, and my reduced enthusiasm for Zone: 0 seems to correlate with.. well, I suppose it's more of a changing relationship with Sonic as a whole. I can't deny, Sonic pretty much equates to a kind of religion to me, in terms of the amount of time I spend just thinking and internally debating about it. Any other type of game can only be so much fun, and for me, none compare to Sonic at his best. But it's not even the quality of the modern games as much as the sheer amount of resistance to them all over the internet, and most hurtfully, from the most outspoken fans themselves that slowly chips away at my love of Sonic. I feel like I no longer want to be a part of any community that, once united by love of something, is now held together only by constant arguments about what that thing should be, and even more disturbing, a mutual hatred of whatever that thing currently is. I may have had my own criticisms to make now and then, but I genuinely feel things are moving on toward a better level of quality now in terms of the games themselves. It's unmistakable. It may not be perfect yet, but it's all going in the right direction, and to see supposed fans fail to acknowledge this and continually complain over and over again, as if they're beginning to get some enjoyment out of it, depresses me frankly. A lot.

Everyone's entitled to their own opinions, and maybe I'm just a bit too soft, but it's not just in Sonic, there's a worrying trend I'm noticing throughout popular culture. Everyone's a critic and what's more, they love it. Negativity is the new positivity, and I'm so unbelievably sick of it, but for something as close to me as Sonic, it's all too much to take. I'd rather ignore the comments, reviews and debates, (much of them, as they are, over the most trivial of things) entirely and get back to enjoying Sonic as I used to do as a child, and with some degree of wild-eyed innocence. At least then, any gripes I have will be my own, and not those pointed out by others and which honestly wouldn't have really bothered me until they had done so. To some extent, Zone: 0 still kind of connects me to their endless nit-pickings, although I admit it's hardly the central hub of current Sonic affairs. Still, I would feel some degree of relief from it for these reasons, and I do rather want to prove to myself that it's still possible in this day and age to be as big a Sonic fan as ever while having little or no connection or awareness of other fans, online or otherwise. Put simply: I want out of the Sonic community.


Let none of this take away from how proud I am of this site though. I'm genuinely amazed it's even lasted this long, and when I flick through the dozens of pages of info I've produced, I can't believe just how much I've actually done. The project existed for a couple of years before anyone was even aware of it, and during that time I had no idea if it was what people wanted it, but I've genuinely been touched by the many, many messages of support I've received. In general, I haven't really even heard anything spoken against it, so I realise how much of an achievement it is. Because it was born at a time before web 2.0 really emerged, I like to think it has an element about it of the old fashioned way of doing a website. Not a neutral, homogenous wiki made up of content from multiple people, but a highly focused, highly personal creation that cares more about, initially, the details of what it covers than its scope. Sadly, that scope probably won't be enlarged to the degree I had originally hoped for, but regardless, it'll always have a special place in my heart, and as I say, it'll continue to exist for as long as the Internet, myself, civilisation as a whole, and the small amount of money required to keep it hosted, exists too. Those are good odds, I think.

The show's not over yet. We've still got one fifth of the way to go in fact, and I'm going to make sure it's just as good as as the others! Thank you to everyone who has provided some much needed positivity to get this site to where it is now.
Comments   28 Comments have been posted.
#1. Comment posted by Rom on Sunday, 6th February 2011, 3:53pm
This is sad news. The site is the best Sonic site I've ever come across and even though it will continue to exist, it's too bad guides wont continue to be made. You've done an outstanding job and I hope you find everything you want in life.
#2. Comment posted by Tricky E on Sunday, 6th February 2011, 7:04pm
:(
#3. Comment posted by Mercury on Sunday, 6th February 2011, 8:00pm
I'm actually not that disappointed because the five guides that you will have I feel are the most important anyway... and I'm looking forward to whatever project you conquer next.

I find it really sad that you feel that way about the Sonic community. Sometimes it gets on my nerves, too; that's why I stay away from the news threads and join in on the hacking and other fanworks instead. I do wish everybody could pull together and be more constructive - we've accomplished so much so far, but we could do much more if we'd stop taking potshots at each other.

Speaking of constructive, what's the worst/most time consuming part of making the S3&K guide? You never know, Zone: 0 readers might find a way to facilitate it.
#4. Comment posted by MoDaD on Sunday, 6th February 2011, 8:15pm
"Not a neutral, homogenous wiki made up of content from multiple people, but a highly focused, highly personal creation that cares more about, initially, the details of what it covers than its scope."

I think you hit the nail on the head. That's exactly how I feel about some of the projects I've worked on. I'm not disappointed at all, to be honest, as I'd always thought this site seemed more focused on the Genesis/Mega Drive-era games. I'd always thought that was a key element of its charm. I'm incredibly nostalgic about these games in particular, and you've created what I'd just about call a work of art to cater to that.

I'm sorry if you feel disappointed or let down in yourself, but you shouldn't. This is a great accomplishment, and it's become a household name in the Sonic fan communities. I have no doubt that it will continue to be a center of interest for many. Whichever direction you choose to take it in will be great.
#5. Comment posted by JC on Sunday, 6th February 2011, 10:25pm
I literally just discovered this site today, doing research for a uni project on Sonic, and it's without doubt the best Sonic site I've come across. I myself have been a fan of these games since I was old enough to play my old Mega Drive, and I know exactly how you feel about the fanbase. I myself refuse to be a part of any community or forum, because the constant bickering and complaining about the tiniest of details is truly staggering.

"Euugh, Sonic 4 is gonna suck because Sonic has green eyes."

'Nuff said. Some people seem to love complaining and go out of their way to find fault with things, in any fanbase, but with Sonic it's so much more noticable. I attended Summer of Sonic in London last year, and was shocked at how many little digs at the current games and full on debates about how bad recent titles have been, by so-called fans of them. It's like they buy the games fully expecting to hate them, and I can't understand the logic at all. I buy them and I enjoy them, despite any minor nitpicks I may have. It's a series about a fast blue hedgehog fighting an egg-shaped man and his robot army... just enjoy it!

Congratulations on this site, and it's truly sad to see someone so dedicated forced out of the community by the ridiculous amount of negativity.
#6. Comment posted by Dapassified on Monday, 7th February 2011, 3:45am
This is truly sad news, but however, everything must come to an end. I admire your passion and dedication through these years and honestly you have created something truly amazing with your determination. You haven't created just a website, but a safe home and a place of remembrance for Sonic fans, old and new. I've heard of Zone:0 from several people and come here many times not for just guidance in my Sonic trials, but just to reignite my connection with the blue blur.

The devotion you've had for Zone:0 is something that is not common in most with their projects and is quite unique. My love for Sonic has run deep in my veins since 1991, but I still would not be able to tackle a project so large, and for that I applaud you.

I agree with your view on the animosity and negativity that has developed in the world and into the Sonic community and it does create almost a repellent to something that we love so much. I used to love discussing Sonic the Hedgehog with other fans, but now instead of our admiration and enthusiasm being the topic of discussion it is what has become how the Sonic franchise has gone "downhill." Follow that by how the next generation Sonic fans are labeled as "not real fans." It's sad that something so simple and fun has become something that has torn real fans with a common interest apart.

It is upsetting that you must close Zone:0, but not disappointing. It is understandable that such perfection is so time consuming and obvious that you would want to continue with your own personal life. I thank you for all the hard work, persistence, and involvement in the Sonic community and best wishes to any projects you are going to apply yourself to in the future. Thank you for giving me faith and comfort in knowing that there are others like me keeping Sonic the Hedgehog alive. Great job and best wishes.
#7. Comment posted by RS on Monday, 7th February 2011, 7:44am
Long time reader of the site. Enjoy the design and the content. You have your reasons for making the Sonic & Knuckles guide your last--I respect that. My problem arrives when you, ironically enough, criticize the fanbase for criticizing the series. Looking at it from another angle, as someone who is active in another fanbase who casually browses the Sonic fanbase, I see huge flaws in your argument.

Just because someone is a fan does not mean that they should have an undebatable love for everything that revolves around what they are a fan of. Sonic the Hedgehog is such as huge "franchise" that incorporates video games, comics, animations and so forth of different types from different eras. You can collectivize everyone as "Sonic fans" but you're not seeing that "Sonic fans" are composed of "classic fans," "SATAM fans," "modern fans," "Archie fans," etc. Even within these subgroups, there are more divisions. This diversity should be celebrated. Sorry, but it would be awfully boring if everyone everywhere just likes everything Sonic. That's not fandom. That's product worship.

Now while Sonic the Hedgehog 4 did garner negativity from some of the fanbase, it should be of great importance to point out that Sonic Colors was an entirely different game which, for the most part, was released to high praise from most of the fan community. I don't think Sonic fans are simply being negative for the sake of being negative. I think they have high expectations due to the bar being set so high back in the 1990s and that SEGA either drops the ball or at least shows progress.

I think it's comical that people such as Jim Sterling who are highly critical of the fanbase for being, well, critical of Sonic 4 seem to have less than favorable words for Sonic Colors. But that's okay. It's their opinion. Sonic Colors is my favorite third-dimensional Sonic game to date. Not perfect, but it's getting there. People can disagree with me and those people can very well be Sonic fans.

You have your own reasons for ceasing your plans for future updates and like I said, that's your decision and I respect that. You've done an excellent job here. I also completely understand what you mean in your second-to-last paragraph, owning a fansite of my own which is entirely of my own creation. I simply wanted to throw in my two cents in defense of a fan community that gets too much flack for having a diverse range of opinions.
#8. Comment posted by LiQuidShade on Monday, 7th February 2011, 8:03pm
I can only thank you all for your very heartfelt reflections on my work and this news. I'm very touched that this project has had such an astounding effect on what seems to be quite a large number of people. I'm truly amazed!

Rom, thank you very much. :)

Ricky, don't be sad! There's still much to come before I close the doors, and your artwork will always be welcome here.

Mercury, thank you, I agree. I think the thing is, I've pretty much eliminated most of the laborious elements to the whole process. Everything left now is all down to the quality and consistency of the writing, layouts, graphics and maps, and it's something I feel only I can do. I'd say the map making is still quite time consuming (although a fraction of how much time it would take without your own brilliant extractor tools!), but purely because of all of the extra arrows and icons I add. It's the kind of thing that has too many little rules and intricacies that I've built up over time for anyone else to really grasp, I think.

MoDaD - Yes, keeping it to the classics does kind of give it a special kind of charm I must admit. Thank you, I hope it does continue to be used by many long after its last update.

JC, better late than never! You're very welcome here, thank you.

Dapassified, thanks! I can't really believe I've been so devoted to it myself, really. I think if you find something you care that much about though, you can find the desire to produce anything really, no matter how big. And one of the best things about this site has been the amazing reactions to it from people like yourselves and how, for some, there's something about Sonic that just really.. well, gives meaning to life, I suppose!

RS - Thanks a lot, glad to hear understanding from a fellow site owner. You're quite right, I'm painting with broad brush strokes when describing the community as I did there. There are of course many positive fans out there and many good things about the community - these messages alone are testament to that. I didn't wish to begin a debate between anyone about the state of the community, nor do I seek to change it. It's just that to me, there's too much negativity, even if it's not the only thing. Too many people with glass-half-empty expectations, and petty, destructive criticisms. It's not everyone, at all, and I've no idea if it's really even the majority, but they speak with louder voices to me, and there's enough of them for me to no longer enjoy reading the opinions of others about Sonic. They just depress me, and that's all it is really, just a personal reaction.

Many thanks again.
#9. Comment posted by KMetalmind on Monday, 7th February 2011, 9:22pm
It´s a shame. I´m going to tell the truth, I haven´t really read everything is here (after playing all classic Sonic games hundreds of times and finding most of the best hidden secrets of them around the internet, it´s hard to look at an in-depth guide), but anyway, it´s superb content. This could be sold on a guide and most Sonic fans would be buying it like crazy, even knowing the entire games.

I wish you luck in anything else you do, because it´s hard to find so perfect content out there.

And you know, don´t get too serious about *we* Sonic complainers. We have been deceived for years, and we haven´t got still a game as good as the classics. I´ve really enjoyed games like Megaman 9-10 and Castlevania HD, but Sonic it´s still far from becoming a masterpiece again. Anyway, they are really improving :)

Sincerely, good luck in anything you do, because it will be awesome for sure ;)
#10. Comment posted by Eurysilas on Tuesday, 8th February 2011, 5:03am
NOOO! I just found you.... :(

Do you know how hard it is to come by Sonic Guides as good as yours? Why, I'm saving your Sonic 2 guide to my HD as I type this! I understand how discouraging the 'net can be when it comes to "Help Promised vs. Help Received". You've got my absolute sympathy there. But before you turn this place into the Smithsonian...

Could you make a Sonic 3 & Knuckles walkthrough? Pretty please? To me, Sonic 3 & Knuckles was the pinnacle of Sonic gaming, with Sonic 2 being an EXTREMELY close second. You already have the best Sonic 2 guide on the 'net (I say this with complete confidence and utter certainty)- why not go out with a bang? You may be puzzled why I'm requesting something so specific when simply combining the released Sonic 3 guide and as-yet-unreleased Sonic and Knuckles guide would be a huge help already.....Well, as I said; the former and the latter were meant to be played as one game. You know it. I know it. Yuji Naka knows it. EVERYONE knows it, would be the point. So, for the best Sonic game, why not have the best guide? It's commonly known from just cursory research that both games have slight but significant tweaks to their level designs. These differences would not be readily apparent as a tacked on footnote in the individual guides for the two games alone.

Please. You would be providing an invaluable service to us forgotten fans of Sonic's glorious past. There is no one else doing work on par with your guides.
#11. Comment posted by LiQuidShade on Tuesday, 8th February 2011, 7:32pm
Thank you KMetalmind and Eurysilas - an impassioned speech, but I'm afraid I must decline on the joint guide for the two games. It's still a lot of work for something that I don't think is really necessary to be honest. Anything that is specific to S3&K, I have already been including as I go, in the maps and descriptions (and not necessarily just tacked on at the end - wherever relevant), and although they were meant to be the same game - I admittedly more often play them together rather than separately in fact - I still think it makes more sense to keep them separate. That is how they were released, and that is, more often than not, how they're re-released now. It's not just classic Sonic fans that frequent this site but relative newbies too, who may not even know the full score between those games, and I think it's less confusing to keep them separate.

Sorry, nice idea, but no. :)
#12. Comment posted by MNV on Wednesday, 9th February 2011, 9:52am
You have done fine work throughout the years. I'm sure the S&K guide will be just as thorough and enjoyable as the others. Thank you for your contributions to one of my favorite childhood memories.

You're right on the money about a lot of things in this post. Particularly how jaded internet communities have become and how depressing the constant focus on negativity is. This site has always been refreshing to me in that I don't see all the hate that fills the Sonic community here. Way to rise above the standard.

You have done exceedingly well and have gone far beyond the level of commitment most fans would ever be willing to give to something they love. Love is one of the things that makes this site so awesome. The love for the source material has been present in this site from the get-go and in my opinion finishing up the S&K guide would be a great capstone to a very rad project. Anyway, that's enough babbling. Great job, and whatever you find yourself doing in the future, keep on being awesome!
#13. Comment posted by AJ on Wednesday, 9th February 2011, 4:10pm
This is just depresing... I wish i could have helped write something but i have been busy with school. I want you to know i have enjoyed reading your guides and i cant wait for sonic and knuckles. i hope you enjoy life and stuff........ :'{
#14. Comment posted by Andrew on Friday, 11th February 2011, 9:26pm
I hope Ricky Earl will continue with his artwork. The future of this websote seems great! My brother needs a walkthrough for something in Sonic & Knuckles. But he might have found it already.
#15. Comment posted by Traxus on Saturday, 12th February 2011, 3:45pm
:( I love your guides.
#16. Comment posted by Max-Ale on Saturday, 12th February 2011, 10:24pm
I would like to help
#17. Comment posted by Tricky E on Tuesday, 15th February 2011, 12:42pm
I will at LEAST see out Sonic 2, Andrew
I'm glad the website will continue to exist for as long as possible :)
#18. Comment posted by Oobo on Thursday, 24th February 2011, 4:55pm
I serched the internet and NO OTHER GUIDE in the internet (That i can find) is this good! I love your work...I was hoping for a guide for sonic 4 at some point...I get your point though, you have good reasons to stop. I would love it if you got other writers to help and/or write more guides, but if not, oh well. This is still the greatist guide to sonic ever.
P.S. Thank you for all your help with sonic 3, and especially with the @#$% barrels in carnival night!
#19. Comment posted by CJ on Saturday, 12th March 2011, 6:01am
Thats too bad. I like the site. Its clean, very very informative and you can the tlc that went into the details. Your effort is appreciated. Good luck on future endeavors.
#20. Comment posted by SpeedingHedgehog on Sunday, 13th March 2011, 3:44am
Well, I know I'm a little late on the comment-train, but I will like to say thank you for all the guides you have made so far, and wish you good luck with your last one! Finish strong and hard!
#21. Comment posted by murphy341 on Monday, 9th May 2011, 11:24pm
Definately a shame, as a childhood fan of the games I can say this is the best sonic site by far, its so in depth, appreciate all the hard work
#22. Comment posted by Hyper_Sonic on Sunday, 17th July 2011, 12:02pm
I'd imagine that blue spheres wouldn't be THAT time consuming. Consider it, OK, i'm VERY late on the "comment train", but hey, as I said, consider it.
#23. Comment posted by MAR on Monday, 22nd August 2011, 6:53am
I'm very impressed with this site. From the detail and amount of information to allowing anyone to add extra tips and comments, it's refined and set up to incorporate anything you missed.

About your gripes with the community's negativity: most of them are just as nostalgic as you. When they think of their childhood, Sonic is a part of that. I'm one of those who hasn't cared for anything since sonic adventure 2. Some of it is me not owning anything newer than a Dreamcast, but a lot of it is the reviews and information I keep reading. But this shit about him turning into a werewolf and next-gen graphics but horrible playability? I don' care for it. To me it's as if they are shitting on the Sonic universe with half-assed efforts. Now that may be too negative for you, but that's how I'm reacting to their treatment of Sonic. I do think you're too soft in this regard and I honestly have no idea what this "unmistakable" "new direction" they are taking. I guess Sonic 4 was kind of interesting, if it wasn't for the horrible physics. Maybe you mean Generations? Looks the most interesting since anything after SA2, but all this combo crap and automatic attacks/moves (like auto grind rail switching, really, is it that hard to just jump?) really turn me off. Sure, many fans critique a lot, but it's because they hold the original 5 in the highest regard and they hold anything new to the highest standard. Personally, I'd be ecstatic if they did a 16-bit sidescroller, but that's not happening and they already messed up the small effort there was in that direction. I wasn't crazy about moving to 3-d but I found Adventure 1 and 2 had their appeal (despite the beginning of the endless amounts of special gear and auto lock attacks [they could have had you aim at the enemies a bit to make it work instead of auto]. But then things changed. Even SA2 on gamecube was beginning to show me mistakes (the 2 player battle mode was a lot less fun than the cart racing). Maybe I'm just being an old curmudgeon stuck in the past, but there are valid points and you can't deny SEGA is catering to new fans, which means most of it will be dumbed down. So in the end, there will never be another original 5. The amount of talent they had, how much they got perfect from the level design to the music, how each new game was a continuation and logical building upon the last. It just won't happen again, and not just because of 16-bit, but because the demographic has changed and much of gaming has changed as a result. Sonic is still stuck in '94 but that's okay with me. Sure I wish somehow it continued, but I'm immensely grateful we had so much quality output by those development teams and really I shouldn't ask for anything more.

Well, if I offended you, just thought I'd share my view and help you see how your nostalgia is the same as everyone elses. So, let's forget about the present and raise a toast to the glory of yesteryear! Oh Sonic...
#24. Comment posted by David on Thursday, 1st September 2011, 11:01pm
I Could'nt Believe When I Saw This And All I Can Say Is THIS IS WAS AND WILL BE THE BEST SONIC FAN(HECK WITH THIS NON FANS THAT's RIGHT I'M SAYING YOU'RE BETTER AT MAKING GAMEGUIDES FOR SONIC THEN EVEN SEGA AND SONIC TEAM(ORIGINAL AND NON)AND I RESPECT YOUR WISHES SO HAVE A GOOD LIVE(OR LIVES) AND DONT LET ANYTHING(JUST SAYING.....DON't ASK) AND ANYONE TELL YOU OTHERWISE(:
(;
...Oh p.s i Have done Some Sonic Fan Stuff Myself In Sonic CD's Coments And I Know That's Not Even Comparable To YOUR WORK!!!!!GASPS FOR (BREATH) And Really All Sonic Games Are Great Dont Get Me Wrong I Can See What All Of You Mean And And What Kmetalmind Said Is True I Mean Have You Seen Sonic Colors?(Wii)Anyway I'm A Devoted Sonic Fan Myself And You Are A Ture Sonic Fan I Can Tell Seriously And Farewell Fellow Sonic Fan!!!!!!!!!!
#25. Comment posted by Adam on Wednesday, 7th September 2011, 12:09am
In response to those who say Sonic won't be the same again, remember the original Sonic team is practically gone. even the head of current Sonic team was only around since Sonic and Knuckles
#26. Comment posted by ALEXISTH on Tuesday, 20th December 2011, 2:44am
:( I HOPE TO SEE SONIC 4 AND GENERATIONS
#27. Comment posted by Josh on Saturday, 24th December 2011, 11:26pm
Looks like the S&K guide was never finished =/
I had hoped at least that one would have been completed... just the guides for the originals would have made an awesome site in itself.
Still, the content on this site, and well, the entire site, is superb.
#28. Comment posted by Wassapman on Wednesday, 25th January 2012, 2:33am
God since Cybershell's epic reveal of this, (For me anyway), I've loved this site. Sonic and Knuckles should be done soon, Since you're up to Sky Sanctuary. Lets finish this stuff!
Sonic 3 Complete!
Wednesday, 2nd February 2011, 10:37pm (UTC), 5 Comments
Update: Sonic 3 guide now complete! Launch Base Zone, Miscellaneous Notes, and Downloads pages added.
Finally!.. This guide seems to have lasted forever, but Sonic 3 is now complete at last! Feels pretty good, I must say. I've even treated you to a three for one offer - A whole level, a brief info page, and the always popular Downloads page. The latter two only took me the last two or three evenings to pull together, so I thought I'd wait a bit and bundle them all in one update.

As I mentioned in my last post, Launch Base Zone, so vastly different in its Sonic 3 and Sonic 3 & Knuckles versions, gets two maps per act. Thankfully this is the last time I'll have to add water to my maps too, which is always a pain. Miscellaneous contains the usual stuff really, although at the last minute I decided to add a short summary of the whole Michael Jackson debacle and theories behind his involvement in the soundtrack. Some quite interesting things that I thought worth including, although mostly from Sonic Retro, I must admit. And of course, the all important Downloads page - a higher ranker in my page stats for each of the other three guides, so I expect much the same again.

I'll keep things short and sweet. There's been fantastically little going on in Sonic's world lately to discuss anyway, even if I had the inclination to do so right now. Sonic & Knuckles is the next guide, as you'd imagine, and it will be starting soon. I do aim for it to be complete much quicker than Sonic 3 was, mostly for my own personal benefit, but whether it will or not is anybody's guess. Before I do that though, I will post again soon, hopefully this weekend, and unless I change my mind between now and then, it'll be a very very important post. One that you'll want to pay attention to if you care about the future of this site.

That's all I'll say for now. Enjoy the new sections..!
Comments   5 Comments have been posted.
#1. Comment posted by sonictails1189 on Friday, 4th February 2011, 8:47pm
Finally, Launch Base Zone! Been looking forward to this one. There are a lot of hard to reach paths in this place, and the special zone rings are rather hidden, so I hope this can actually help some people out. Not to mention seeing the differences between the two versions of this zone. Should be interesting.

Definitely looking forward to Sonic & Knuckles. I'll keep checking back for your updates (like this weekend) to see what's new.
#2. Comment posted by Andrew on Friday, 4th February 2011, 9:00pm
I kept on looking and hoping for Launch Base zone ever since you mentioned it in the December blog.
My time has come!
#3. Comment posted by TrueDude on Saturday, 5th February 2011, 2:05am
What're you going to do with Blue Sphere? Is it going to share a page with Sonic & Knuckles or be a seperate article on it's own?
#4. Comment posted by LiQuidShade on Saturday, 5th February 2011, 9:20am
Thanks all :)

Blue Sphere will be part of the Sonic & Knuckles guide.
#5. Comment posted by MoDaD on Sunday, 6th February 2011, 2:53am
Thanks for working so hard on all of these great guides. The level of detail, as always, is great and the visual style you use in presenting everything just makes it even better. It's all very professional while still having a fun feel. I think someone else may have mentioned to it, but is it true that if you're Super Sonic while fighting the final boss in Sonic 3 that he can still grab you?
Emerald Hill Zone art by Ricky Earl
Saturday, 18th December 2010, 7:17pm (UTC), 4 Comments
Ricky's back! And ploughing on with artwork for Sonic 2, kicking off with a delightfully bright and cheerful rendition of Emerald Hill Zone. Hope you enjoy it as much as I do.

Emerald Hill Zone by Ricky Earl

For newcomers, Ricky Earl is Zone: 0's own personal artist, providing depictions of each level that are then added to the relevant level page. Check out more on his blog.

As for me? Sadly I've been less productive on Zone: 0 matters. However, I have started Launch Base Zone and I really hope I can grab at least a couple of days over Christmas to further this progress. Act 1 is almost completely mapped, and I can confirm two versions of each act map for this level: original version and S3&K version. The amount of differences would make combining them into a single map very time consuming for me, and confusing for you, so I thought that the better option.
Comments   4 Comments have been posted.
#1. Comment posted by Andrew on Monday, 20th December 2010, 5:24am
Good to see that Ricky's starting Sonic 2!!!
I am glad that all this artwork is finally going ahead. I have waited a long time for this artwork
#2. Comment posted by MoDaD on Friday, 24th December 2010, 10:05am
That's a great addition. The artwork really sets the tone for the first zone in Sonic 2, especially by highlighting Tails' debut.
#3. Comment posted by Doreen on Saturday, 25th December 2010, 9:40pm
It's alright! I've waited this long for the rest of the Sonic 3 recap. What's a few more months? Lol! Nice artwork, btw!
#4. Comment posted by Aleronpower on Tuesday, 25th January 2011, 11:16pm
I will pay close attention, because it intrigues me launch base
What Sonic Colours means to me
Monday, 22nd November 2010, 10:06pm (UTC), 3 Comments
So, naturally, I've had over a week with Sonic Colours, and while I do like it rather a lot actually, I'm finding such time just isn't long enough to work out how I really feel about it, because I'm still not quite sure whether it'll be a game I'll play quite a lot over the following year or two, as I did with Sonic Unleashed and most of the other major titles of the last decade, or like its - admittedly inferior - Wii brethren, will it be something that spends most of its time on the shelf? As such this may be less a review, more just a collection of thoughts and personal reflection about the game, so feel free to tune out on this one. Particularly if you don't care :P

"Would Sonic the Hedgehog please report to the security office?.. We've found your..err.. your keys. Yes, that's it, we've found your keys! No need to be ready for a trap, since we only want to return your keys!"

As a first playthrough, Sonic Colours makes a good impression for the seasoned Sonic fan. The story, while simple, is illustrated with excellent scripts and voice acting, the quality of which surpasses everything before it by miles, frankly. Roger Craig Smith was an odd choice initially, but by the end I was convinced he'd brought new life to Sonic's previously rather predictable character. Great stuff. The humour in the game is frequently laugh-out-loud enjoyable too, particularly of note are Eggman's various loud speaker announcements throughout the levels. A genius idea. Finally a script that you wouldn't feel ashamed of if someone happened to walk in the room and witness any of it. For many, the learning curve on the controls, particularly if like me you're more accustomed to playing 3D Sonic on a traditional style pad and not the Wii remote and nun-chuk, is quite steep however. There's three different moves you can perform after jumping now, each assigned to an easily-confused button, plus a multitude of other moves before you even get to the new Wisp features. It all adds up to an amount that I hope wouldn't put off the less patient. At first I think my eagerness to throw around the new double jump (double A button) as a standard move caused a number of unnecessary deaths before I finally cottoned on to the fact that you often don't need it for many platforms, and using it actually tweaks your momentum in slightly unpredictable ways.

For the most part, this game follows the lead of the daytime levels of the high end version of Sonic Unleashed (which, of course, I love), with a slightly stronger slant to the 2D aspect over the 3D one, which, control-wise, leads to a slightly more refined experience that places a limit on those more slippery, slidy moments. Thank God, it's done what Wii Sonic games sadly hadn't done previously and avoided the temptation to just add annoying collect-x-rings, defeat-x-enemies, or don't-break-pots missions, which, I've found, are good for approximately zero replayability. They just aren't that fun and always feel very cheap, especially when you're forced to play them as part of the main game. Luckily, each of the six full levels are bestowed with a whopping, and I think record breaking, six acts. Now these acts aren't always that long. You'd probably be hard pressed to get much more than three minutes max out of any of them once you've learned their intricacies. As part of the first play though, they make the whole game feel rather substantial, albeit not nearly as far as initial boasts of 15-20 hours would have had you believe. I don't know where they got that from - 6 or 7 hours is more like it, but for those 6 or 7 hours, you do get a lot of value crammed in there, and that doesn't include loads of extra acts in the "Sonic Simulator" - a lovely idea that features very visually basic levels, many of which are modeled very satisfyingly on acts straight from Sonic 1. Some of many great little nods to the old days, including numerous classic badniks throughout the game. Bosses are reasonably challenging and not too vexing, however it's unfortunate that there's only really three different bosses for the levels, and they're each just repeated twice, with higher difficulty. Repetition of bosses is very common these days really though.

"Hey Tails, you missed the BBBE... Best Boss Beating Ever!"

It's clear enough now that there are two fundamental approaches to Sonic gameplay. The classic method - Levels that have unique structural designs and gimmicks, and often a slightly more considered, varied pace to them, and multiple routes a plenty. The thinking man's Sonic level. Then you've got your more modern approach, often associated with Dimps level design. It's gradually evolved into a pure adrenaline thrill ride that cares less about the beauty of a well designed, individual, multi-tiered level to be explored - more about providing a continuous experience that leaves you breathless at the end, and isn't afraid to throw in artificial methods of increasing speed immediately. When described on paper, it's obvious which one you SHOULD be rooting for, but I find it impossible to deny that the modern method is just plain great fun. When it's done well, it's usually to critical acclaim, and it's one of the reasons I love Sonic Unleashed so much. It's not clever, but then that's what Mario's for after all, and it is incredibly addictive and just as replayable as levels that provide numerous routes and hidden areas, as you really want to do them well, and without fault.

I'm an advocate of both fundamental approaches, and naturally combining elements of both of them should be a good idea, right? In many ways Sonic Colours kind of does that. It's not really quite as full on as Unleashed, which, even in its 2D acts and segments could produce some really flat-out stuff. Colours tends to slow down more readily in its 2D segments, and has a variety of new unique objects and interesting ideas for common "primitive" objects like platforms and buttons. I wouldn't quite call many of them exclusive to particular levels as such, rather they progress in a Mario-like difficulty curve in which more and more of them are introduced and then remain as you progress through the game. It's a nice break from the array of frequently red-coloured generic objects that appear across many levels, and little else, which is normally the way things are done these days. The progression of the Wisp power ups is used to similar effect, and they remind me of the kind of gameplay-changing power-ups in the Mario Galaxy games. One of the more interesting is the Cube Wisp, which converts nearby blue cubes into collectible items and vice versa, opening up interesting time-based puzzles, as you continuously switch them around. There will be occasions where you will have to use a Wisp in order to progress, but they're frequently optional, which is just as well, considering the amount at which they change the state of the experience - morphing Sonic himself into a completely different shape and colour, often changing the controls into something else entirely and interrupting the music with repetitive jingles (something I'm never a big fan of, but at least the music resumes from where it left off). In fact, they work well with the slightly larger scale level routes and hidden areas. Using Wisps such as the drill or rocket can propel Sonic through vast explorable areas in parallel to the main route, and are frequently used to find the five hidden red star rings in each act - a side mission that is very compelling, given that they unlock new Sonic Simulator stages at a satisfyingly frequent rate.

Sonic Colours also wins several points for reintroducing submersible water into a 3D Sonic level for the first time in almost a decade, in its Aquarium Park level. Ok, so it's not quite the same as you can only dive under during the 2D bits, but it's still quite a big deal, and there's something special about the first time you come across it. You'll notice something different about the way it looks, but before you can put your finger on it, you find you're falling in and your instinctive reaction is to expect immediate death, only to be pleasantly surprised by Sonic's continued existence, inside massive rocky pools stretching for miles underneath the main path. Sonic's double jump can even be used repeatedly to propel him through the water back to the surface and you'll love the newest take on the classic drowning theme!

"Please feel free to fill out a brief survey after your visit. Your opinions matter to us. Unless you didn't have fun. And then we don't care."

So if Sonic Colours makes such a good first impression, why do I wonder if ultimately, under the tests of time, I'll prefer Sonic Unleashed? Well, several reasons. First is the length of these acts, numerous as they may be. I do like a good, chunky level, I must admit and it's unfortunate that so many of these ones seem to finish before they even really get started. When only a minute or so has passed, I start to associate the the eerie high pitched tone emitted by the nearby goal ring with a feeling of disappointment, and conversely a feeling of relief comes with the sight of a checkpoint, suggesting that the act must go on at least a little longer. This is all part of the game's difficulty system however. Despite early suggestions that it's a game for kids, I can say with some certainty that this simply isn't the case as far as difficulty goes. The modern Sonic level design here hasn't managed to shake off its love of the death drop, which are abundant all over the place, particularly during slow paced 2D platform hopping sections. What's more, unlike Unleashed, extra lives are scarce unless you perform well enough to earn them during the results screen. I don't think you even get one for 100 rings anymore. Ring loss is back to the traditional system of lose-them-all-on-one-hit, and they can often be quite hard to retrieve too, so all things considered, you'll be getting a lot of game overs if your experience is anything like mine. The bite-sized nature of these acts help to soften this blow, so while it can get frustrating, you know you're never likely to have to retrace too many steps. I still say the experience would be improved greatly by the simple change of making the background music continuous across lives however. And word of warning: Beware the moving yellow three-headed spring of doom!

But there's also something about the design of the levels themselves. Things are a bit more controlled and measured. There are bursts of speed but they tend to be neatly contained inside predetermined paths, fizzling out rather quickly (albeit often not that abruptly in fairness) and 2D segments tend to be more slow-paced, and not really very much like Sonic Rush, or indeed this game's DS version (which I've also been playing, albeit much less). Sometimes frustratingly slow, really. Contrast this to high end Sonic Unleashed, both its 3D and 2D sections. Sure, it had the tendency to throw you down a pit just because you weren't quite quick enough to see what was coming, which might get annoying for the first play, but it had an amazing energy to it, and I stand by the claim that once you know those daytime levels, they very very easily become some of the most entertaining, heart-stopping Sonic experiences ever. I was really hoping that Sonic Colours would continue that idea, but I'm really not so sure that it does. It comes tantalisingly close sometimes, but it's just not quite as hectic. Take Act 2 of Unleashed's Dragon Road. It's short, I'll give you that, but it's entirely 2D and amazingly thrilling as you race through without stopping, dodging everything that's thrown at you. There isn't really anything in Colours that's quite like that, in fact that act of Dragon Road has so much crammed in that it's potentially comparable to some of Colour's longer stages in terms of content, but at a much more consistently fast pace, and it's a shame really. It's almost as if this game is trying too hard to be a successful merger of the classic and modern level designs, which in itself is a valiant thing to do, but it doesn't quite match up to the best examples of either one of them, and ends up as a game that's quite difficult to place. It would be fairer to come to this judgment a few months down the road when I'm more acquainted with its levels and how to do them as flawlessly as my Unleashed level runs, however that at least is my suspicion at the moment.

"Yeah, that's right. I'm stretching. You got a problem with that?"

Another inevitable aspect is the possibility that I'm more captivated by Unleashed's beautiful Hedgehog-Engine-Built visuals, the likes of which Sonic Colours can't hope to keep up with. Ironically enough, its colours are actually a little on the drab side by comparison, and this was even after countless tweaks to my TV's colour settings to try and suck out more juice. It's not just merely a matter of graphical capabilities however. I'm always an advocate of interesting new level locations and much to its credit, Sonic Colours runs with that idea, merging standard and not-so standard level types together with unique twists to create very creative fundamental ideas, a little reminiscent of NiGHTS in some cases. A surreal sunset theme park of massive food-based structures, an alien forest landscape overrun by mechanical redevelopment, and a beautiful aquarium combined with Japanese architecture and themes - all great ideas. The standard isn't quite kept up all the time though. Other levels like Starlight Carnival and Asteroid Coaster start out intriguing enough, but later acts often descend into rather plain, dull mechanical corridors with little life or creative flair to them, aesthetically. Certainly some missed opportunities, and I can't help but wonder - if this is a massive intergalactic theme park, where exactly are all the rides? Other than a rollercoaster or two, not in these acts, unfortunately. Perhaps better off heading back to Twinkle Park.

They are at least all backed up by an impressive enough soundtrack however, with each of the six stages offering three or four different takes on the same tune, with varying degrees of variation (if that makes sense) that are shared amongst its acts. Tropical Resort represents the perfect formula to an instantly lovable, all-time great Sonic tune with a sublime, satisfyingly long and melodic climax, and Planet Wisp 1 compliments the level beautifully. There are a few other noteworthy ones, but in general I think many of them are more of the "grower" variety, and it might take a while before you really decide where they sit in your long list of favourites. Hate to make yet another comparison to the bigger brother once again, but I think I was slightly more in love with Unleashed's soundtrack at about this point, it has to be said.

But lets not get carried away nitpicking at what is ultimately an extremely solid attempt at a great game, all things considered. Unlike, it seems, some fans who appear to take the ever-repulsive (and all too common in today's overly-critical society, in general) approach of "if it doesn't perfectly fit my expectations of a good Sonic game, it's shit" - I wouldn't dream of calling Sonic Colours anything of the sort. It's an extremely well polished, glitch-free game merging many popular aspects into a mostly very successful formula, which they've expertly combined with new ideas that never really feel intrusive or wreck the experience too much. It has dazzling personality and humour, in a way that finally feels comfortable for Sonic. Say what you want about Sega, I've always believed, now more than ever, that they want to do the best job they can with the franchise, and it really shows in games like this. Levels are still very replayable, although the longer acts will probably get more love than the shorter ones. My conclusions at this stage is that I do prefer Sonic Unleashed and will probably continue to do so, purely for its more hectic qualities and more impressive visuals that, in trying to appeal to opposing philosophies of level design, Sonic Colours has rather overlooked despite giving the appearance that it hasn't. Depending on how you see things though, this could be considered more of a plus side for some, which is fair enough. I would say that a more successful compromise between old and new design is still possible however, and I look forward to seeing what future experiments can conjure up. There's definitely enough for a sequel here at least though, and it's miles better than any other 3D Sonic on the Wii. Better than its recent "rival" Sonic 4?.. I couldn't possibly say. They're too different to judge, or indeed, for it to matter right now really.

"The Hyperspace ride is not safe for children under the age of twelve or over the age of thirteen. It is also not safe for thirteen year olds"..
Comments   3 Comments have been posted.
#1. Comment posted by mycatedwin on Tuesday, 23rd November 2010, 9:43pm
Very well written, but it must be said that Unleashed had many Werehog stages that, while adding variety, just plain got in the way of the daytime stages. Other than that, these are my exact thoughts.
#2. Comment posted by LiQuidShade on Tuesday, 23rd November 2010, 10:31pm
True, but I was thinking more of the phase in which you've already completed the game, and therefore no longer have to play any levels you don't want to. Going on first plays alone, the two games are on more of an even playing field, all things considered, but I do think the SU daytime stages are more fun than the stages of Sonic Colours. But you're right in that SC has a much higher percentage of its stages that are actually fun to play!
#3. Comment posted by DigitalDuck on Tuesday, 30th November 2010, 3:47pm
I think once you collect all red rings, you'll change your mind about what it's like replaying through the levels...
Sonic 3 Other Modes update
Sunday, 21st November 2010, 9:32pm (UTC), 3 Comments
Update: Other Modes page added to the Sonic 3 section
Been a bit of a long wait again, I know, but well, that's the way things are for the forseeable future I'm afraid. Still, we're nearing the end of the Sonic 3 guide now. The new Other Modes section contains info on the game's Special Stage, Bonus Stage, Competition mode and more. And just because I'm feeling extra nice, I thought some maps of the Special Stages and 2 player stages would be appreciated. The Special Stage ones in particular I can see being quite useful. They weren't ripped from the game this time, what I actually did was use scans from a book that has proven very useful over the years - the Japanese Sonic Mega Collection strategy guide. It contains maps for everything, including recreated Special Stages for S3&K that I simply traced over. Unfortunately I've found the book to have numerous inaccuracies and it completely missed occasional routes and hidden areas throughout the levels that I've worked on since, so hopefully the same cannot be said for these Special Stage maps. If you spot anything wrong, do give me a shout.

I was going to add some short and simple thoughts on Sonic Colours but what I've written has pretty much turned into a full blown review anyway, so I might as well post that separately. Probably tomorrow.
Comments   3 Comments have been posted.
#1. Comment posted by sonictails1189 on Monday, 22nd November 2010, 9:33pm
This looks great, and I'm looking forward to your Sonic Colours review. Though I've long since memorized the special stages, it's still nice to see the maps. Hey, here's a question for you: any chance of eventually covering and mapping all of the stages from the Blue Sphere game? I know it'd be a ton of work, but that's something I think a lot of people could appreciate (or maybe just me, who knows)?

Anyway, keep up the good work. I'll keep checking back for more updates.
#2. Comment posted by LiQuidShade on Monday, 22nd November 2010, 10:25pm
Thanks :)

I think covering all of them in Blue Sphere would be a near enough impossible task, as there's literally thousands of them, isn't there? So.. well, no, to be honest. lol. Not me personally anyway, anyone else is more than welcome to take up the challenge if they wish!

I have however noticed some consistent patterns that reappear across multiple stages however, which is pretty much how they're able to have been generated, so perhaps it'll be worthwhile covering all of the different common patterns, so most things should be covered. That isn't planned, but again, if someone wants to, they're more than welcome. Send me an email.
#3. Comment posted by MoDaD on Wednesday, 24th November 2010, 6:31am
I don't think I've ever seen the special stages mapped out before. I wish I had those fifteen years ago.
Review: Sonic the Hedgehog 4 - Episode 1
Saturday, 16th October 2010, 5:20pm (UTC), 12 Comments
I think it's fair to say that from the moment it was announced, Sonic 4 has come under a highly unique level of, at its worst, meticulous, often ridiculous, claustrophobic scrutiny, and at its best, somewhat constrained, hesitant excitement. For such a small game, it's gone the journey of any full-fledged 3D juggernaut of the series, with twice the expectation on its back, and, it would seem, twice the usual number of vultures in the fanbase harassing it, and predicting its demise at any opportunity. To me it seemed almost as if, rather than transporting them back to the simple excitement of their childhood, it opened the doors to cold, hard, surgical analysis as the whole game was picked apart, studied and criticised ruthlessly, well before it was even ready. By contrast, the normally harsh critics greeted the game with practically universal support. And now it's finally here, but after everything that it's been through, everything it's promised and everything it's flying in the face of, has the journey been worth it? Let's find out..

How we got here

During its long, storied development, Sonic 4 broke boundaries never before even touched by another Sonic game regarding the intertwining of SEGA and the fans. Late last year, the game was teased and hinted at as "Project Needlemouse", a new 2D adventure with hints of classic stylings, and from there, they had us in the palms of their hands as they drip fed us tantalising concept art and nuggets of info and media, as we jumped through their hoops, completing their various messageboard challenges to earn our prizes. The mysterious title was finally announced, to the not-quite-so surprised fanbase, as not just any nostalgic throwback but an official continuation of a long idle series - THE series, the original Sonic series - this was Sonic the Hedgehog 4!

Whether your opinion was positive or negative, it was probably intense, but there was still little of the game and its most important aspects to go by. That was until the fans took matters into their own hands however. Suddenly it was no longer SEGA in control of us - the tables had turned with the materialisation of leaked videos of early builds all over the place. Fans took back control as, over the course of days, the entire episode was busted open through a series of off-camera videos, eliciting several concerns, from big to small (and most famously concerning "that minecart level"). As a fan who tries to preserve the magic of his first play-through of a new, exciting game by not spoiling too much of it, I thought this was a terrible thing to happen for all concerned, however it may have proved to be a blessing in disguise. Whether it was the scale of the game, the fact that it would be the template for future episodes, or simply that too much was riding on this little game for it to fail, SEGA did what was unquestionably the right thing and delayed it from Summer to Autumn, in order to tweak, balance and reconstruct to fit even the most specific of fan concerns. This has never happened before, and is astonishingly clear proof that SEGA listen.

Before launching into the review I should probably clarify (as I seem to keep rabbiting on about, and you're probably sick of hearing if you follow my blogs and tweets regularly) that I've avoided seeing anything to do with the latter three of the four zones of this game before playing them first hand, and even dodged the latter two acts of the first zone as well. No trailers, no screenshots, no music and heaven forbid, certainly no low quality leaked videos! Although this means I can't comment on a lot of what has changed between the early builds and the final version, it has allowed me to come in completely fresh and experience surprise after surprise as I waded my way through Sonic 4, never knowing what to expect around any corner. It'd be a shame to have seen everything that SEGA or anyone else had thrown at you and felt somewhat deflated after completing the game without being surprised by any of its contents, because there's certainly a lot to be surprised about. So I strongly recommend the path of abstinence from their PR for any future game - it really does pay off, even if it means you have to hide away from the Sonic community for a while to avoid spoilers (which is probably a good thing anyway, lets face it - it's mostly full of idiots). I also waited for the XBox 360 version, rather than jumping straight on the iPhone. It really didn't seem right to have my first memories of it on a little phone rather than a big heaving console - competent as the little phone may be. I've also avoided any other in-depth reviews to ensure that my opinions are my own.

A Question of physics

Let's get the matter of Sonic himself out of the way first before sinking our teeth into the juicy new levels. When I play-tested Splash Hill Zone Act 1 at Summer of Sonic in August, brief as my time with it may have been, I did note that the physics of moving Sonic around still needed some tweaking. Whether or not they would have co-operated well with the level design regardless, I wasn't sure, but it didn't feel the same as the classic template of Sonic physics established on the Mega Drive, so it was harder to predict how smooth a ride the game would be overall. Fortunately, there's been some extremely noticeable tweaks that anyone who's played both versions will be able to spot instantly. Now, when Sonic jumps gravity pulls him back down at just the right height and speed - nothing "floaty" about it anymore, really. His acceleration feels good too. Before, it was slow to get going, with a sudden, unexpected increase in speed after a few seconds of holding the stick forward. This is a bit more balanced now, and as far as I'm concerned, allows for both steady, clean platform hopping and a pleasantly thrilling pace of running through loops. As far as I've seen, there aren't really many break-neck speed sections ala Star Light or Chemical Plant Zones, although I'm not sure if this is because the physics don't quite allow for it or simply because the levels of this episode don't happen to be set up in this way. Still, it's suitably fast and there's ample opportunity for building momentum, although you may need a good grasp of the level layouts to really hold on to it. To me, there's nothing really wrong with the physics of this game, although perhaps those who know Sonic physics inside and out, such as speed runners or just general experts, may disagree. If you're not one of those people though, chances are, you'll notice barely a hiccup.

Sonic's homing attack, to some a slightly controversial inclusion in this classic-styled game, is just a little bit less reliable. For the most part, it works well and does add an interesting new twist. Target markers on home-able objects such as badniks and items are useful, and as soon as you see one, a double jump will send Sonic hurtling towards them, with a brief mid-air pause as he bounces off. While its tempting to make the most of it early on, the more you play, you'll often start to find that bouncing off of things simply through a regular jump may just be more efficient anyway, if a bit more demanding of skill. For example, lines of floating "Bubbles" badniks, the only common badnik across all zones, are designed for repeated homing attacks much like Sonic Adventure 2's Beetles or Sonic Unleashed's Spinners, however it's often quicker to knock through them all with a single jump, each one taking Sonic higher to reach the next, when it's destroyed. Bosses, particularly the final one, can also go down quicker by jumping rather than homing, particularly as the homing attack can bounce Sonic away quite far afterwards. Perhaps this mechanic was intentional though, to provide gradual mastery over the controls the more you play the game and understand it, but it does make you wonder if the game would have been just fine without the homing attack, especially when you occasionally get the split-second timing wrong and end up jump-dashing your way straight into danger rather than homing in on it, which can be very annoying if you're building up rings to access the Special Stage.

The spin dash and rolling spin attack, two moves that have either been abandoned entirely or implemented without much real use in recent games are back in full force in Sonic 4. They don't feel quite the same, but they are useful. The spin dash is as handy as it ever was for whipping across the screen in an instant and getting through loops, while for the most part, the rolling spin increases speed when on slopes rather than decreases it. However, there's something in the back of my mind telling me that over more long sloping distances, the roll doesn't quite build up as much speed as it would "back in the day".

In summary, the overall physics and moves may not quite be absolutely pixel perfect to the originals but I think it'd be foolhardy to expect them to be, and I don't think they even need to be either. Sonic games have no more need to handle exactly the same way as each other than cars do, but this feels close enough to me. It provides excellent versatility for slower and faster areas, and time has clearly been taken to really refine them from what they originally were. Furthermore, Sonic himself is beautifully animated, with real fluid motion between each movement, and an absolute joy to see in action.

Nostalgic romp or a game of its own?

Probably my biggest concern about this game while in development was that it'll lack its own personality, instead borrowing a mix of traits from its older brethren, and adding little of its own. Had there been a Sonic the Hedgehog 4 in 1995, it's doubtful that it would have based all of its levels very clearly on specific ones from its predecessors, rather than inventing new ideas, of which the barrel would have been plenty full at that point. However, that appeared to be what this Sonic the Hedgehog 4 was going to do, given the decade-and-a-half gap between this and the last entry of the series, and the need to prove how faithful it was to the stylings of the much loved gems. That's a logical attempt to recapture those who have wandered away from the franchise since and inextricably link those fundamental levels to the very nature of Sonic, but loyal fans are overly familiar with these concepts, and constantly looking for new, inventive ideas from their games rather than recycled level clones.

Recycled level clones was, initially, exactly what it looked like we were getting when the levels were revealed. We've got Splash Hill Zone - a textbook tropical paradise level borrowing traits mostly from Green Hill Zone, Casino Street Zone - a glitzy night-time Vegas, ala Casino Night, Lost Labyrinth - a maze of sunken ruins rather like Labyrinth Zone, and Mad Gear Zone - your obligatory mechanical lair along the lines of Metropolis Zone. Pretty much the four perfect level types to scream "Hey! look at me! I'm Sonic!" then, but you don't need to delve into any of these very far before you realise that they're actually not just plain old clones at all. Certainly, they borrow many features, obstacles and structural patterns from their respective zones of inspiration, but also blend a few ideas from other similar zones too, and more importantly and surprisingly, add many completely new, fairly bold ideas as well. It's a unique mix of the very familiar and the completely new that makes Sonic 4 a very special game indeed.

Casino Street has all of Casino Night's various circular and triangular bumpers, flippers, slot machines, you name it. However it also nabs Carnival Night's cannons, and even models its standard moving blocks on the infamous drums of said level (although they don't rotate or trap you in small rooms for most of your childhood), plus in a couple of cases it even arranges them in Spring Yard's classic rows-of-three puzzle, in which you must pass from block to block without getting crushed between them. In addition to that, Act 2 (on the consoles only) introduces a whole new set of playing card objects, including tricky rotating platforms and a matching pairs system throughout the level that delivers buckets of lives that will see you healthy for the remainder of the game.

I was most impressed by Lost Labyrinth however. It manages to take much of Labyrinth Zone's most iconic features and combine them with a sort of Indiana Jones style explorer theme that leaves it feeling like an entirely separate level in its own right. Massive boulders that tumble from ceilings or chase you down slopes reminded me of Sonic Adventure's Lost World, yet this time you can also hop on top of them and use the thumb stick to adjust your footing and prevent Sonic from falling off as they roll to their destinations. Act 2 meanwhile, (on the consoles) has a unique feature in which Sonic is constantly holding a torch, lighting up only a small circle around him when inside dark corridors. It's a mechanic that's well utilised with puzzles that require you to light up wall-mounted torches to see where you're going, and even light fuses of massive blocks of dynamite. One particular puzzle that had me stumped for a good few minutes required lighting torches in a particular order and at particular times to open and close a series of platforms. It's tempting to think such puzzles slow down the Sonic gameplay, but I think it's an incredibly welcome return to a more carefully considered take on Sonic level design that uses clever objects and layouts, and in which Lost Labyrinth is an absolute master class. The perfect level for a Zone: 0 guide!

The truth is, there's enough new features here to match those of many other recent, full-sized Sonic game, in addition to the existing throwback features, making it feel like an incredibly packed game. It's a refreshing change from the usual array of common objects (usually coloured a generic red) that litter modern Sonic levels in place of a much preferred unique set of custom designed ones to suit the theme of the stage. What I really like is that while the first act of each zone is a more general introduction, the following two acts each have a special gimmick that helps personalise them from each other. This could be as simple as a recurring object such as Splash Hill Act 2's swinging vines, or more of a significant structural change, for example Lost Lab keeps all of its tricky underwater sections until the third act, where it mimics Labyrinth heavily. Or how about the impressive Mad Gear Zone's third act in which you are constantly chased by a huge moving wall (yay!), threatening to drill you into the opposite walls and forcing you to quickly negotiate nasty crushers and even an all new type of see-saw object. There's an intense amount of personalisation, not just between zones but between acts as well, reminiscent of that seen in Sonic 3 & Knuckles that really adds variety and a sense of journey across the whole game. I felt like a kid again as I tackled strange new objects with excitement and wonder, but also loved the nostalgic familiarity of others. Brilliant stuff!

Dimps-isms

Level structure too sheds many (though unfortunately not quite all) of the common "Dimps-isms" that have formed the modern method of designing Sonic levels. Don't get me wrong, the fast and furious nature of Sonic Unleashed and Sonic Rush are an absolute joy to play, but it often feels a very different experience from the structure employed by the Mega Drive titles, and one of the biggest question marks, along with the matter of level-specific objects, was whether or not the level designers could understand this fundamental difference, and whether they could actually get it right for this type of game. Modern Sonic design cares about the thrill of continuous motion and successfully negotiating traps with the quickest of reactions, running along continuous slopes and through loops, using dash panels or a boost button to maintain constant, almost euphoric pace. This comes at the expense of more interesting, varied level design that, like the objects, are personalised for each zone. In the end, they all just end up looking rather sparse, plain and homogenous.

Classic Sonic level design isn't afraid to slow down the pace regularly to indulge in a small puzzle or platform-hopping exercise. It allows the opening "hill zone" level a certain free-flowing nature in which the player can chop and change between multiple routes easily, across many different platforms. It gives an entirely different structure to other levels that are based inside corridors in which traps must carefully be negotiated. It allows the middle "pinball" level to have massively open spaces in which to bounce around and it only occasionally really lets loose with the speed when it launches Sonic through an array of loops in levels such as high speed cities. It's this individuality and variety that modern Sonic level design often seems to forget all about, but thankfully it isn't all forgotten in Sonic 4. Splash Hill really does feel like a proper traditional hill zone in its structure, with its numerous branching routes and mix of looped slopes and straight roads. Casino Street borrows many of its predecessor's large open pinball rooms, corridors with slow moving crusher blocks and even long drops with curved bottoms. Lost Labyrinth naturally has all of Labyrtinth Zone's tight corridors and segmented, stepped pathways, while Mad Gear has numerous vertical and horizontal platforming sections. They all have their fair share of speedy paths, but you could easily tell their maps apart just by their structure alone. "One size fits all" level design is gone!

However, there's also the little matter of the much feared and loathed bottomless pit. Well, old habits do die hard and death drops are still here, but lets not be hasty and condemn them straight away. Sonic 3 and CD may have had almost none, but Sonic 1 had loads - it's not their existence that's the problem, it's the over-reliance on them as the only real means of difficulty that's the common problem in modern Sonic. For the most part, that's not the case here though, they appear often, but they are used just sparingly enough to create notable "tricky bits" in your mind when you return to them for another play later, which is exactly how the classics utilised them. Crushers and other devices are used to beef up the difficulty where they otherwise might not be in other games, and there are few moments where you're sent careening into the abyss just by going faster than you should have been, or not holding right for long enough, although I won't say such moments are completely absent. Generally though you rarely feel like it's really anyone else's fault but yours that you happened to fall in a pit, and personally I found it easy enough to take it all in my stride. That said, there are quite a lot of extra lives dotted around the place, which probably remove the stress of the situation quite a bit.

Before we leave the matter of level design, there is one aspect that I have to say I've been a little disappointed in and unfortunately it's quite an important one - multiple routes; the holy grail of Sonic level design. Just take a glance through any of the classic level maps on this site and in the vast majority of them you'll find arrays of different routes interweaving, separating and joining with each other like a work of art, some stretching the entire length of the act, meaning there's always so much to explore. I was really hoping that Sonic 4 would run with this idea and in fairness it has clearly made attempts to do so, it's just that having played all the acts a few times now, my overriding impression is that they still haven't quite got the idea. Either that or they're just not willing to invest the time and resources into creating them with any real commitment, instead preferring to extend the length of the level on a longer, mostly linear route. Now granted, massive shortcuts and and whole other long hidden routes might be there and I just haven't found them yet, in which case I retract this entire paragraph. But it seems more like there are numerous little alternate paths, by way of platforms that you have to jump on quickly or a line of Bubbles, but as soon as you get on one, you realise it doesn't go very far before you're back on the standard route again. Pretty much like most modern attempts at multiple routes, unfortunately. Splash Hill is the exception, I have no beef with any of its acts on this front, but elsewhere I've only found one significant shortcut in Lost Labyrinth Act 2 (which actually allows you to bypass that tricky torch bit I mentioned earlier). I suspect there aren't many others though, which disappoints me. When they do appear, it also would have been nice to have more of definite choice, i.e. go left or go right, rather than having to know beforehand exactly when a chain of badniks appear that you must homing attack in order to get the shortcut.

Sonic's colours

These great levels would be nothing without a great lick of paint - the main reason I forced myself to wait for the big screen, HD release. While I've always been impressed with Splash Hill's looks, the following levels are even more impressive to behold. Casino Street has an amazing 3D cityscape in the background that moves gradually in perfect parallax to your own movement across the level, while Lost Labyrinth's stunning open underground cave environment almost has a kind of painted quality to it. Mad Gear is practically overflowing with vast technical gizmo's so much so that it can sometimes be difficult to know what's a platform and what's meant to be a piece of the landscape at times. The Sonic Rush games had an unfortunate tendency to just stick a single image in the background and let that be that, but real care has been put into making sure these visuals burst with life in every corner, starting out with the fundamentals established by the original zones of inspiration and really going to great lengths to enhance them in ways you'd never have imagined. It's a shame that the visuals don't vary between the acts quite as much as the objects and structures do, and as they did in S3&K, but with the amount of hard work put into them, it's kind of understandable why.

There's one other vitally important thing that brings levels to life - music! Sonic 4's soundtrack has found itself in the capable hands of Mr Jun Senoue, a man responsible for many all time great Sonic tracks and someone who should know Sonic music like the back of his hand. I'm pained to say that I was a bit disappointed this time around however. In terms of compositions, the latter half of the game isn't bad at all. When I get round to adding it to my iTunes library, there will be some solid 4 stars handed out amongst Lost Labyrinth and Mad Gear. With the exception of Splash Hill Act 1 (which by now is burned into my brain, it being the only piece I allowed myself to listen to before playing the game) the rest leave quite a bit to be desired though. A lot of the best Sonic tracks have a clearly defined climax to them, normally at the end of the loop that the rest of the tune builds up to. That sort of structure is really missing in pretty much all of these tunes, and Jun seems to have challenged himself (or been challenged) to compose a mostly completely different tune for each individual act, but has only been allowed to make each one last for about 30-40 seconds. The results are some tracks, particularly in Casino Street, that never really get anywhere and just end up sounding rather repetitive, begging for a melodic climax to be attached to the end. The later acts of Splash Hill remind me of myself when I try to invent a random Sonic tune in my head but fail miserably with something that just sounds.. wrong. These tunes are catchy, it's just that some of them are, as odd as it sounds, the wrong sort of catchy. The kind of catchy that you don't want swimming around in your head, as opposed to many many other Sonic tunes throughout history that I'm more than happy to have in my head all day. I suspect this might even be the same kind of catchy that annoying TV commercials use to get inside your head.

Also of note is the fact that all of the tracks are composed retro style, using many of the exact same synths from Sonics 1 and 2. I'm in two minds about this - while playing, they really do add a classic flavour to the game, and really link this title to its long lost siblings, separated by all those years. On the other hand, there's just something not quite right about the way they sound. Someone who knows music would be able to define it more clearly, but it just seems to me they could have used a little bit more polish to make them a little easier on the ears. Perhaps they're just "growers", and I am finding myself more and more at peace with them, but the fact remains they'll never be quite as good as they should have been for a game of this significance, and I think this, along with the issue of multiple routes, is one of the only really serious problems that need looking at for episode 2.

All said and done

So all in all, Sonic 4 episode 1 ain't a bad little game at all. Four zones may not sound like a lot, but bear in mind that the acts within are pretty chunky. It wasn't uncommon for me to spend the business end of my ten minute time limit on some of the later ones, so from the start to the final boss, you're looking at a good 2 hours of gameplay, and though this may not seem like much, it's packed with Sonic action that's as pure and intense as you're likely to find anywhere else - you'll definitely want to play these levels over and over again to improve your abilities. The game's life span is through the sheer size of the levels, and also its difficulty, as it's no pushover. As I've mentioned earlier, you'll get a fair amount of lives to play with so Game Overs are unlikely, but you'll lose plenty of them too, and the balance feels just right - at no point was I ever really seriously frustrated with anything, yet still found plenty of challenges. Interestingly, all acts are open to you after completing Splash Hill Act 1, and though you can progress naturally through the game act by act by pressing the Y button after completing each, you can also access any one of them at any point through the impressive 3D map menu. Speaking of which, checking out the background of that 3D map might just offer some hints as to what to expect from the levels of future episodes.. hmm..

By completing each act of a zone, you unlock that zone's boss, each of which begins as a familiar throwback to the classic boss of the appropriate level of inspiration. Get halfway through the boss and Eggman and his accompanying music change to a more serious tone as all new challenges start to emerge. Lost Labyrinth's utilises long crushing pillars inside an enclosed room, while Mad Gear's Metropolis-inspired boss suddenly goes on the run, throwing the now harmful fake Eggman balloons at you as you give chase. These smaller, simpler bosses are a welcome return from the larger scale 3D ones, although that said, there's nothing small or simple about the very familiar final boss, which requires a gargantuan amount of hits to finally see off!

And then there are the special stages, borrowing the concept of the rotating maze from Sonic 1, but with the added twist that this time, you control the rotation of the maze with the control stick. But don't think that's going to make the Chaos Emeralds a cakewalk to get hold of - I'm still yet to grab the final one myself, and for the most part your biggest concern is no longer falling straight into those dead end pits, it's getting to the emerald within the time limit. You can pick up added bonus time, but you also need to grab enough rings to open a series of barriers that dissolve after certain amounts collected. Great control is key to grabbing rings quickly enough and not getting held up by bumpers and other features designed to waste your time. It's a pretty entertaining Special Stage all in all, with a very hectic quality and it has its fair share of frustrations. Like in Sonic 1, they're accessed through giant rings that appear at the end of each act if you pass the signpost with at least 50 rings (and be careful not to go too fast, because as soon as you go off the screen, you can't come back like you used to be able to!). There's no requirement to grab all emeralds within a single play of the whole game, but once you've completed a Special Stage, that emerald will be tied to that particular act, meaning the big ring will cease to appear should you complete that act again with 50 rings - you have to try another one. Super Sonic playable in the levels (for the first time since Sonic & Knuckles!) is the prize for grabbing all seven, which I'm yet to experience myself but I'll keep trying!

So in summary.. I love it! The stakes were really high for this game. If it didn't work out, it may have lost fans forever, but if my own opinion is anything to go by, it looks like Sonic 4 got there in the end! The developers have clearly studied the classic games, what makes them tick, what we like so much about them and how they differ from more recent titles. Sure, there's room for improvement, but that's one of the great things about this actually being part of a larger, episodic game, and maybe episode 2 will be just that little bit closer to perfection! My feedback would be to work a little more on the quality of the music and really get some interesting alternate routes in those maps. In all other areas though, Sonic 4 is an incredibly enjoyable, well polished Sonic game, offering a brilliant mix of the familiar and the new and exciting. There are concepts in here that haven't been seen for years, and as someone who's been crying out for them every single one of those years, it's remarkable to see them finally back. Make no mistake, this is not just a collection of rehashed ideas, this is a unique experience in its own right that takes great pride in its heritage. Levels are unique from each other and well constructed, physics feel right - everything that needed to be here pretty much is, so I absolutely can't wait for episode 2!

Now, back to that last emerald...
Comments   12 Comments have been posted.
#1. Comment posted by Josh on Saturday, 16th October 2010, 6:14pm
Thanks for the review. It's nice to have an opinion from someone who doesn't constantly have something to complain about.
#2. Comment posted by Josh on Saturday, 16th October 2010, 9:37pm
And to add to what I said above, I did the same as you and did whatever I could to stop myself from being spoiled.

Should we expect to see level maps and detailed analysis of the acts in the far future?
#3. Comment posted by LiQuidShade on Saturday, 16th October 2010, 10:06pm
Thanks Josh. Dunno about level maps, unless Sega officially release them I don't think it likely we'll see them. Guides on the other hand.. well, we'll see. ;)
#4. Comment posted by Ekajra on Saturday, 16th October 2010, 10:25pm
I'd have to say your opinions agree with mine on most points regarding the Sonic 4. And it's good to know I'm not the only one who was trying to avoid getting the game spoiled for him.
#5. Comment posted by Anonymous on Sunday, 17th October 2010, 1:00pm
The synths aren't the exact same as Sonic 1 and 2. Senoue said in an interview that he didn't have the equipment to emulate Genesis sounds, so the music was run of the mill synths. This may or may not have been improved a bit in the Wii version but I can tell most of those themes aren't Genesis music. People even do "Genesis mixes" of them on YouTube.

If you're wondering about the physics, go to Splash Hill and roll down a hill. Get a good run going, roll down and let go of the D pad before an upward slope. In GHZ and Hill Top this would be used to pick up speed and fly through the air, bouncing from one enemy to the other, but see what happens in Sonic 4.
Next, go to the U shaped areas in Casino Street. Try to roll on them left and right to gain momentum.

I followed every last detail of Sonic 4 from its announcement, and got to see what they fixed and what they didn't fix.
Most of the internet war and scrutiny on the forums was because of bad coordination between SoA and SEGA of Japan. It was like a Dilbert cartoon come to life and I'm lucky to have not missed that.
#6. Comment posted by Anonymous on Sunday, 17th October 2010, 9:38pm
At first I was also a little turned off by the physics too, but as the levels progressed I adapted to it. By the end of Splash Hill Zone 3, I didn't even notice it anymore. I just learned to hold down right as I played. Going through Splash Hill I liked the game. It felt different and a little easy, but by the end of Mad Gear Zone 3, I loved the game. Mad Gear had my heart racing. That Zone(with its moving-wall) is amazing and intense, taking 15 of my 25 lives, and I did throw the controller a couple times on the Egg Station Boss. In the end, I have to say I love this game, I really do, and I really hope they "Re-imagine" Chemical Plant, Flying Battery Zone and maybe even Stardust Speedway for episode II. I wanna see that Mega Mack again so bad...
#7. Comment posted by Tricky E on Tuesday, 19th October 2010, 9:53am
Hmmm...obviously everyone is entitled to their opinions. I'm a little more negative I'm afraid. I distanced myself from the whole project and the forum backlash during development, waiting to play it and judge for myself. I don't think the game is bad, but to me, it simply is not satisfying. I can tell you exactly why, but there's no room for it here.
And think about the special stages. What were they for? To get the chaos emeralds, sure, but also to supply the player with something they've never seen before and push the hardware to the limits. Whose jaw didn't hit the floor the first time they saw the super smooth psuedo 3d sphere levels in Sonic 3? With the advancements in technology, I can't help but think that a re imagining of the Sonic 1 bonus levels are a little disappointing.
The art direction is very odd too. Why have a low frame rate Sonic on the logo screen when he's a 3d model and can be silky smooth? I understand that they were trying to make it look like sonic 1, but why? Sonic 2 never held back to be more like Sonic 1. It should be a true sequel, improvements where ever possible (like the previous sequels), and stop trying to tap into people's nostalgia.
A lack of story is also very disappointing. S3&K had a great story. Not deep, but it wasn't explained in anything other than backgrounds, with you getting closer and closer to the crashed death egg on the crater, then the subtle prophecy of super sonic on the wall where you fight Knuckles.
To go back to an A to B level progression with no hint of story is a bit of a waste to me. Do I play Sonic games for the story? No. But S3&K was better for it.

Dammit...maybe if I spent less time bitching about Sonic 4, I could actually finish the next level artwork for Zone Zero!
#8. Comment posted by luke858585 on Tuesday, 19th October 2010, 10:16am
The only thing that annoys me a little when I play this is the sound effects when Sonic does his spin dash from an idle position. I swear to god it is not just me but I'm pretty sure that the sound effects for those are reversed around the opposite way
#9. Comment posted by Anonymous on Tuesday, 19th October 2010, 9:35pm
Its not reversed on mine, but it is a bit crap. The revving sound used to go rev..Rev..REV! getting high pitch each time.
now it goes...rev...rev...rev
#10. Comment posted by NovusUmbra on Friday, 5th November 2010, 9:08am
You've provided a persuasive argument for Sonic 4, something that not many people have been able to do; good job.
#11. Comment posted by Oobo on Thursday, 21st April 2011, 10:19pm
There is a major shortcut in lost labyrinth act 3, during a coridor going down in steps, homing attack a fish badnik and homing attack into the wall.
#12. Comment posted by Hyper_Sonic on Sunday, 24th July 2011, 9:02am
I'd have to say, that firstly 4 ZONES IS NOT ENOUGH!!! Secondly, The acts should be a lot more chunky, I didn't really find it all that challenging at all.

And lastly, ACT SELECT come on, you've got to be joking. Who needs cheats if you've got act select. (Pun from the old saying "with friends like these who needs enemies")
Featured Posts
Sonic's latest Wii U outing turns away from the popular and well established speed dashes of recent games, in favour of a more traditional platformer approach. But does it work? Get ready for one of the most different Sonic games in every respect!
We've finally done it! The Zone: 0 guides have reached their last big update. Owner LiQuidShade has new projects on the horizon, but this site will always remain in his heart.