Stardust Speedway-Sonic the Hedgehog CD
Stardust Speedway
There are few other levels that can both charm and irritate you in such precisely equal quantities as "Star Light Zone on acid", better known as Stardust Speedway. Sonic CD's penultimate stage is by far its fastest, both in terms of top speed and consistency, with pretty much nothing but mind-boggling arrays of thin winding and curving roads, and lots of springs and speed-up devices to both send you on your way, and in the complete opposite direction. Zone 2 features a large background structure that alternates from Eggman statue to tall, beautiful buildings depending on the timezone, and the level culminates in a spectacular highway race against Metal Sonic to finally save Amy from his metallic claws.

Game: Sonic the Hedgehog CD

Stage Number: 6

Level Division: 3 Zones

Boss: End of Zone 3

Playable Characters: Sonic

Difficulty Rating: 3

Music:
- Probably my favourite piece of level music on the Japanese side of the soundtrack wars. A wonderfully funky, catchy and melodic piece of music accompanies your activities in the Present with a bit of a hip-hop style peppered with often completely incoherent vocal clips similar to those in the standard boss theme. And then there's that brilliant twinkly climax tune, in a similar vein to that of Spring Yard Zone. Good Future is very similar and predictably "good" with a bit less of the hip-hop and more of the twinkly, and the Bad Future is pretty much the opposite of that statement, with siren-like sounds and a lack of that climax at the end. The Past mix is a relatively subdued version, but still with a bit of both hip-hop funkiness and twinkly charm.
- The American alternatives aren't as catchy but to say they suck would be a step too far in my opinion, especially for the Good Future. The Present has a certain speedy/racing and also "night time" kind of feel but it's difficult to explain why exactly, and sort of a climax of its own, though not as entertaining. The Good Future doesn't start out particularly happy, but then proceeds to emulate the kind of climax found in the Japanese version with its own, and is probably my favourite of the US level BGM for this reason. The Bad Future lacks this, lightly replaced by "Stardust" vocals.

Typical Length:

Zone 1: 45 seconds - 1 minute, 45 seconds
Zone 2: 1 minute, 15 seconds - 2 minutes
Zone 3: 1 minute, 15 seconds - 1 minute, 30 seconds

Available Items:

Rings Checkpoints Past Posts Future Posts 10 Ring Item Box Shield Item Box Invincibility Item Box Speed-Up Item Box Extra Life Item Box
Zone 1
Present 241 5 8 6 3 3 4 2 2
Past 241 0 0 6 1 3 4 2 2
Good Future 246 0 8 0 3 3 4 2 2
Bad Future 246 0 8 0 3 3 4 2 2
Zone 2
Present 210 6 10 9 5 3 4 2 1
Past 210 0 0 9 5 3 4 2 1
Good Future 220 0 10 0 5 3 4 2 1
Bad Future 220 0 10 0 5 3 4 2 1
Zone 3
Good Future 40 0 0 0 6 0 0 1 1
Bad Future 40 0 0 0 6 0 0 1 1
Top Tips
- The level contains many paths that intersect, and it's not immediately obvious, but you can actually alternate whether you're on the foreground path or the background one by touching the flipping yellow panels with blue spheres on them, held nearby. There's usually some sort of see-through structural decoration on the paths that help highlight whether you're on the foreground or background road, as both Sonic and the panel will either be in front of or behind it. Enabling the background path will allow you to walk on those dull coloured pieces of road found in many other platforms that you would otherwise fall straight through.
Different intersecting paths can be tricky to get your head around when they block each other off. To toggle between which path is active, just jump into the flipping yellow panels with blue spheres on them.
- Time travel can occur in many different places, as the paths are so fast and flowing, but be aware there are plenty of harmful objects around to ruin your run, or structural features that will stop you dead. So it might be wise to first forge a path to warp across by making note of obstacles and things that'll stop you, before heading back and running along it full speed ahead. Also try the networks of high-speed tubes in Zone 2 for largely safe warping, although you can sometimes get caught on edges if you press on the D-pad at the wrong time, and can easily get thrown out of the network into the rest of the level.
- Be careful not to touch any time travelling posts that you don't want to use, as with the frequent use of speed in the level, it's all too easy to be carried off, warping away without a chance to stop yourself in time.
Each section of this page allows users to add their own notes to fill in any missing details or supply additional research etc.
View general notes for Stardust Speedway (3)
#1. Comment posted by Joshi on Tuesday, 1st December 2009, 2:21am (UTC)
"Roman Pantheon" is incorrect. It's more Greek than Roman, and the building it the Parthenon (Which is, as well, Greek).
#2. Comment posted by chicobo329 on Tuesday, 27th December 2011, 7:54am (UTC)
There's two achievements you can get here in the 2011 re-release, both can be gotten in Act 3.

'Heavy Metal' is awarded for completing all of Act 3 without taking any damage at all from start to finish. This is a rather tough nut to crack, given Metal Sonic's erratic speed and the hurdling of spikes needed throughout.

'Just One Hug is Enough' can be awarded here if you hadn't done so in Palmtree Panic Act 1. Just have Amy hug Sonic after freeing her at the end of the act.
#3. Comment posted by Anonymous on Thursday, 10th January 2013, 6:15pm (UTC)
You fail to mention the "Booster Cartridges" that eject from the boosters, almost like a firearm. they're cosmetic, but I still think It's kinda funny how they do that.
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Appearance
A busy cityscape at night, with coloured spotlights pointing to the sky as they dance back and forth. Thin golden pathways feature abstract decoration seemingly inspired by various musical wind instruments, with coils, pipes and trumpets sticking out everywhere.
Though a quiet night sky at the top of the level, below lies a cacophony of lights, matching the hectic action that quickly unfolds. At the very bottom, there are purple, relatively nondescript buildings.
The psychedelic city set at night is largely a mass of shining lights across its vast background, with more isolated stars spread across the top, while the city below is represented by a dotted blue mass, with white and pink lights flashing away across it. At the very bottom, you'll find some nearby purple and pink structures featuring pipes, solid squares, mesh, tanks.. typical stuff that's not particularly interesting to look at. The foreground is more intriguing, and the winding pathways are largely gold in colour, made up of all sorts of panels, and technical grey innards, flashing circles and tubing. At various points, what appears to be horns of brass musical instruments pop out of the winding roads, connected to thinner bits that coil around, and Sonic will sometimes fall through duller portions of these paths. Various thin straight pipes form a network around the place, often creating immediate background patterns with solid grey square objects, and as there are so many intersecting pathways throughout the whole level, these structures help define whether you're on the foreground or background path, as they stand between them. Long red and white bars run along stretches of the paths, and nifty green laser lights, from an untraceable source below the level map, point back and forth across particular areas. Zone 2 in the Present features a one-off giant dark bronze statue or building of Robotnik's appearance being constructed, occupying a large portion of the area towards the end of the zone. This structure changes depending on the time zone.
The Past is a beautiful night garden seemingly set against the backdrop of an ancient city, with Roman Pantheon style buildings being reflected by a gentle lake at the bottom of the background.
Green replaces gold as the many pathways are wrapped in vines and plants, and higher in the background you can see a far less active city and mountains in the distance.
The Past is a lot prettier, I think. Plenty of stars are still with us up top, but a lot less city lights below, and you can even see silhouettes of mountains in the distance. Go lower and you find that this city is more of an ancient one, with Roman Pantheon style buildings, complete with pillars illuminated by bright yellow lighting behind them, sitting by a gentle river or lake, reflecting said lights. Winding pathways are now green, featuring many plant leaves, vines, thorns and berries protruding from them, and networking pipes are also green, creating enclosed shapes filled with thinner strands that are in cross-hatched patterns. The thin bars across some paths are patterned yellow here, not red and white. In general, a pleasant ancient city/garden sanctuary kind of place, and the large building in Zone 2 is a green and red, dark cathedral, with many pointed steeples. Seems to be encased within a large blue and green dome.
Good Future, and we're almost brought into a perfectly archetypal carnival stage, where the green-ish background is buzzing with rollercoaster rides, tents and merry-go-rounds, all brightly lit of course.
The pathways are a bright shade of purple and in this timezone only, the whole place is supported with strong vertical girders.
The Good Future is an altogether more colourful affair, and the sprawling city has become more of a pretty and relaxed night time carnival, at least as far as the background is concerned, which has a slight dark green tint over it. On the horizon below the multi-coloured stars are a few illuminated carnival buildings, some isolated lights below them and then at the bottom, the carnival environment really kicks off, with various brightly coloured rides, buildings and lights, and even looping and curving rollercoaster tracks. The foreground is bright purple, and the most significant difference is the fact that vertical girders have been put up across the entire level to support all these crazy roads, each as tall as the zone itself. All the girders and roads are made up of structural bars and whatnot, and some surfaces feature a thin strip of red and orange pixels. Thin green, purple and yellow lines form tightly woven patterns in the immediate background in some areas, and the pointing laser lights are now a warm yellow colour. What was once an impressive cathedral and half-built Eggman statue in Zone 2 is now a large purple mansion of sorts, with green lights emanating from tall windows. Very classy stuff, and green brickwork can be found below it.
The Bad Future is, as you would surely expect, rather dystopian. The namesake stars have been blocked out by crimson clouds, the city lights are purple and the pathways battered and off-colour.
Buildings are clearly illuminated below and look out for the now broken and worn down abstract trumpets and wind pipes from the Present.
And now onto the ever depressing Bad Future. The stars can no longer be seen at all as they are covered by threatening red-ish clouds, the sky occasionally set alight by a thunder bolt in the distance. Pink lights create the city mass below it, amid red terrain, and the bottom features some of these square factory buildings close up, adorned with many windows and illuminated by bright magenta lighting. Roads are a particularly dull, metallic shade of green, with various half-destroyed technical gubbins and flashing lights within them. Those once shiny horns are now corroded and broken, the same colour as the roads, and the lighter coloured green pipes, disconnected from bits missing, dart around all over the place. Occasionally you'll see neon background boards flashing with dull red colours, taking patterns of various straight lines, and these are particularly common around the huge Eggman statue, which is now fully complete, with ominous yellow eyes. Laser lights of both red and yellow variety are here too.
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#1. Comment posted by David on Tuesday, 8th February 2011, 1:58am (UTC)
Hi Don't Copy Past
Mystical Music Present Neon Nightparty Bad Future
Dying Dream (This Next One May Not Make Sense) Good Future Twinkling Twilight
Delete If Not Wanted
#2. Comment posted by Marco Vuano on Monday, 6th May 2013, 11:24pm (UTC)
I think that in the background of the good future of Stardust Speedway, behind the amusement park and below the horizon, there is a big lake with ships (or islands?) on it. The lake can be seen in the D.A. Garden, when a track from the good future is played.
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Structure
Zone maps are a real spaghetti bowl. Every single pathway to run on in the whole level is a thin road, and there are no large meaty chunks of level at all. These thin paths regularly wind and curve every which way, and while straight patches are present too, they are usually quite brief. As you can imagine, the emphasis is very much on speed in this level, like its quick, though much calmer Sonic 1 relative, Star Light Zone. There are regular loop-de-loops to run through, some in succession, and some areas of the pathways will boost your speed in either direction just by touching them, accompanied by bursts of fire as Sonic rockets along with their aid. These invisible speed-up mechanisms are used in many sections where two pathways are held together to create a tight space between them, forming part of a network of high speed transport tubing, of sorts. There are often multiple routes within the network, and you can choose to take a particular turning by holding the left or right direction button as you pass it. Usually, springs held at dead ends will send you back and forth through this network, forcing you to figure out the correct exit, and as with the end of Zone 2, the network can become quite the high speed maze. A recurring structural feature involves a series of springs on a straight floor, each propelling you up into a different vertical entrance just above, to a compact, stacked arrangement of routes, some leading to dead ends, others to freedom. Isolated platforms with springs on them are also common, and despite the precarious nature of all of these paths, there are no purposefully designed death drops to worry about in this level. I say purposefully designed, because I have fallen to my death by time travelling on a path that was there in one timezone, but not in another.
Thin pathways are often compacted together to create winding high speed tubes that, later on, also branch out into networks. As soon as Sonic rolls in, he's squeezed through at speed.
Roads intertwining with each other, common in other high speed levels. You can jump between them fairly easily to be taken on different routes.
This design pattern appears a few times. Three different routes can be accessed above by taking the different springs, or you can ignore them and go straight past. Some of the upper routes will lead to dead ends, others, whole other areas.
Stardust Speedway mixes speedy routes with features of a typical pinball type level as well, with springs and other devices annoyingly sending you back to places you don't want to go to, and puzzles emerge by trying to figure out a pattern of how to avoid them, in certain places. On the plus side, all the speed makes time travel practically inevitable, and level designs and even features don't really differ that much between time zones. Again like Star Light Zone, multiple routes are so abundant it's barely possible to decipher them all, with as many as five or six brief diversions going on at any given horizontal point! All pretty much heading right for the most part, they maintain a very loose structure, so plenty of gaps and slopes in the stacked up pathways ensure difficulty in staying on the same vertical plane or route. The thin paths are all nested quite close to each other too, so they regularly intersect, creating foreground paths and background paths, and you can only be on one at a time. It's easiest to think of the whole level in three-dimensional terms: The main road has two "lanes" - sometimes they're together and it makes no difference which one you're on, other times the two lanes wander away from each other for a while before rejoining. Sometimes if the two lanes have points that are far enough away from each other, you can simply jump to whichever takes your fancy. However, there are loads of places where you can see a dull piece of pathway, usually behind structural decoration, which you'll just fall through unless you're on the background lane. Also, vertical paths cross horizontal ones all the time, creating a solid wall on the horizontal one, if it's activated. It can all be a bit tricky until you realise the easy way to switch between them (which I've only just recently figured out while assembling the last touches to this guide and therefore I've been forced to re-write quite a lot of it!) - near each of these instances, there are yellow panels in the air sporting a blue sphere. Simply jump into them to toggle between the two roads. Clues as to which is currently activated come from the various thin piping networks decorating the stage, which are layered in the middle, so both Sonic and the panels will be either behind or in front of this piping. Without this knowledge, the level remains much less bearable than it can be.
You'll find this happens a lot. Falling through dull coloured parts of the pathway. This is actually on the background plane..
An example of the converging pathways of the level. Coming up from the lower path here, it remains solid while you ascend it. A horizontal route crosses behind it, and in order to get on it, you need to access the background path..
..Just jump into the yellow panels with blue spheres on them to switch which path is active. Notice that the panel is now behind the pipe running across it, meaning that the background path is activated. Now you can walk across, behind the vertical route.
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#1. Comment posted by GreenHill96 on Tuesday, 15th September 2009, 11:38pm (UTC)
They do have a death drop at the end of Stardust Speedway zone 1, but only in the present. This is one of the only two purposefully designed death drops in the entire game!
#2. Comment posted by Marquis Lewis on Saturday, 26th May 2012, 10:13pm (UTC)
Yep! I found that out myself. haha!
#3. Comment posted by Adam on Friday, 1st March 2013, 8:02pm (UTC)
I think you have to be in the foreground to do it.
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Obstacles and Features
Surprisingly very few different objects to encounter in this level, and no variation in them between timezones, although some aspects of certain objects, such as speed and motion patterns, do vary between individual instances. Several different objects and mechanisms are created to propel you around, with candidate numero uno being the good old standard spring. Springs will come in all the usual directional flavours, including the rarer downward facing diagonal springs (oooh!), and there are also floating spring machine objects that can throw you in a range of different directions. They feature two large mechanical arms that hold Sonic in place, while a red spring is situated underneath. Ones that already take this form and can be found either motionless, or rotating by 180 degrees very quickly, will launch you in whatever direction they happen to be facing the moment you come into contact with them, no ifs or buts. They will hold you there for a second before doing so, with any time warp you've got going being usefully (or otherwise) maintained during the process. There are others which feature the two arms flailing wildly in opposing directions as the object spins around by 360 degrees. When you leap in, it'll take its regular form and continue spinning around, but this time you get to say at which point you wish to be thrown out during the rotation, by pressing the jump button at will. There are ground-based speed zippers too, taking the form of plain, long grey objects, but unlike just about every other speed zipper in the Sonic universe, this type is not biased towards any particular direction. The one in which you're facing at the moment of impact is the one you'll be instantly thrown into. Though these are all useful at propelling you where you want to go, they can also be very annoying when they throw you in a direction you do not want to go in, so handle them with care. It's these objects that can make the level feel like a high speed version of a regular pinball level.
The good 'ol speed zipper. Sends you off in a burst of instant speed in whatever direction you're facing when you touch it.
These spring machines either face in a particular direction or rotate constantly by 180 degrees. They spring you off in that direction after a brief pause once you've jumped in.
This version of the spring machine flails its arms round and round until you land in, where it takes the regular form and rotates by 360 degrees, but this time you can choose when to spring out by pressing a jump button.
To prevent falling through dull patches of road and to be able to go behind solid vertical ones, just touch these blue sphere panels to alternate between the foreground or background axis.
These small, spiked blue squares move along a horizontal or vertical axis and pause briefly at each extreme.
These objects also appear out of small grey hatches, popping out gingerly at first before making a full appearance.
Often quite useless as platforms due to their short chains, these swing around by 180 or 360 degrees
As explained in more detail in the Structure section above, the level has both foreground and background paths that regularly intersect, and sometimes the foreground path has a chunk missing from it that you'll fall through, even though it's perfectly stable if you're in the background. Confused? Not surprised, it's an odd concept. However, it's one that's easily solved - look for yellow panels with blue spheres on them. Don't discount them as simple pieces of decoration, they are actually able to alternate which of these two planes on the z-axis you are placed on. You just have to touch their general area and they'll start flipping, immediately re-routing you. One particularly nasty obstacle that you'll inevitably run into regularly, as it can be very tricky to avoid, are moving blue square objects featuring a nasty spike on each corner. These typically lurk on short straight portions of the path, sometimes in a small dip or on the horizontal edge of a platform, and move left to right or up and down. Some do so smoothly, with a short period of motionlessness at each extreme, while others will stay hidden for a moment inside a metal hatch, then peep out a little before moving out all the way and then immediately return to hiding, like a hit-and-run offender. Despite their enemy-like activity, these aren't badniks, so don't try to destroy them. Another one is a spiked pendulum platform that swings 180 or 360 degrees with a variable level of speed, which is often very slow, and its two sharp spikes are on either edge of the platform, but you can stand on the top. These also occur on straight sections of path, and as their chains are so short, they're pretty useless for using as platforms to get anywhere.
Fly robots, new and old.
Trails of ghostly grey chick enemies. Old and new ones look the same.
Light bulb fly enemies, new and old.
Armoured bug enemy, new and old.
Enemies include several airborne pests. A fly robot (red when healthy, purple and slower when damaged) will circle a given section of a pathway by flying up behind it, and down in front of it, repeatedly. Their sprites change size in order to create this effect, and you can only hit them when they're on your applicable z-axis option (see above paragraph). One of the "WTF is THAT?" variety of enemies, there are also very strange grey chick-like things that are small, but feature a series of ghost images following along like a slithering tail. They float around an open area and occasionally fire a ghost image of themselves at you, which is obviously harmful. The ghosts that are trailing them are not harmful, and though older ones look the same, they are slower and incapable of throwing ghosts at you. Light bulb flies always hang out in pairs as they float slowly across an area. Once you come nearby, they immediately lock their positions relative to you, so for a few seconds they will always stay in the exact same area of the screen regardless of where you go, or how fast you're travelling. They usually maintain a fair distance between each other and when they're ready, they'll stay in one place (allowing you to then avoid or kill them), and create a damaging energy beam of large circles between them, which can be disturbed by destroying one of them. Once done, the two fly upwards, and damaged ones are, you guessed it, incapable of creating this beam. Luminous green armoured bugs patrol some sections of the path. They move slowly at first, but once they've locked their eyes on you, they curl up into a ball and roll across the ground, at which point, you will only bounce off of them if you attempt to hit them, and this usually alters their direction. You can only destroy them when they're in their original, un-rolled state, and although they appear almost identical, damaged ones are considerably slower, both in response times and speed, than the newer models. The flowers within the enemies feature sharp, dark green stems and pink petals and stigma.
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Zone 1
Zone 1 Present Map (PNG format)
Zone 1 Past Map (PNG format)
Zone 1 Good Future Map (PNG format)
Zone 1 Bad Future Map (PNG format)
The Bad Future's background is occasionally set alight by a thunderbolt in the distance.
There's an extra life at the top of the highest loop-de-loop, past the half way point. It's accessed most easily in the Present or Past where there is a platform to the left that you can leap to it from.
There are occasional open areas featuring these pipe patterns and small platforms to jump between.
Some pieces of pathway will blast you along without warning, producing satisfying bursts of fire as you tumble through winding highways.
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Time Travelling Tips
Time Travelling Tips
This is by far the fastest level in the game, with very consistent levels of speed, thanks to the crazy winding roads and springs. So you can imagine that time travelling can't really be all that difficult here, especially if you're playing the PC or Sonic Gems Collection version, which requires only 3 seconds for a time warp. In fact under those circumstances, it can be damn hard to avoid warping, at times. Past and Future posts are easy enough to come by too, though perhaps a little less so when in the Past. Starting in the Present, you can find a Past Post simply by proceeding straight forward from the start, along the higher of two intersecting paths. You'll find another atop two loop-de-loops in a row, at a route below and to the left of here, and a third on a pathway just above that too. Unintentional warping can happen quite a lot, but when you're planning it, it's not always a guarantee. Although there are plenty of speedy sections, there are also plenty of obstacles, enemies and dead stops around. If you're going it alone and just seeing what you can find, I would advise trying to plan a route through that will be long enough for you, low speed at first, before you make your full speed run along it. You'll find that a useful object can be the floating spring machines - the ones with grey arms that hold Sonic in place for a moment before throwing him out. When approached with a warp activated, it'll be maintained while you're held in this machine.
Time travel is almost an inevitable consequence of all this speed. You can hit a post while on the run and keeping going before you even realise what's happened!
If you're after a dead cert for time travel in the Present, take these two springs later on in the zone, on the lowest path.
A route available for all timezones (though not always the most ideal), starts here on a path just below the start of the zone. Hit the spring to blast off down a speedy route, but watch out for that spiked square popping in and out!..
..This bottom route isn't necessarily perfect for time travel from the Present to the Past, as there's an unwanted Future post on the way..
..A better solution is to follow the bottom path until it crosses with another, horizontal one. Take this other path into a hidden area with both a Past post and a spring and use it to blast off to the left, through a high speed winding tube.
Want my advice for the best places? At the start, in any timezone, drop to the far left, lowest route, where there's a horizontal red spring guarded by a moving blue spiked object. When this retreats out of shot to the left of it, the spring can send you sailing to freedom along the bottom road, HOWEVER!.. in the Present there is a Future post on the way that will completely ruin any planned voyage to the Past. You must touch this Future post first to deactivate it, and then find a Past one, if that's what you're after. You could instead start running to the right after the point where the post occurs, which is probably fine for the PC/Gems collection version, but the 5 second Mega CD time warp however, though it will still work, will also drop you to your death when you get to the Past because the path takes a turn upwards there. If you're after something a bit safer and more straightforward when in the Present (and also the Futures), go to the end of this long low road where it leads upwards and intersects with another, horizontal one (just below the remnants of the Machine). Flip the nearby panel to switch to this horizontal one where a Past post and spring are sealed away just to the right. Use them to run across to the left, along a slightly higher road that ends in a couple of loops, though you'll warp before you really get to them. Later on in the Present only, just keep following the lowest path to happen across the easiest solution - a small gap containing two opposing springs. You know what to do with these by now.
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Machine Location
Machine Location
The machine is on a raised portion of the road on the bottom route, encased within a small space by a curved path above.
The machine can be located about a third of the way through Zone 1, on the very bottom route. It's on a raised portion of the pathway, and above it is a curving road, so it's encased in a space between the two, with small gaps on either side for getting at it.
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Metal Sonic Hologram Location
Metal Sonic Hologram Location
Metal Sonic is hiding in the upper regions of the zone, roughly two thirds of the way through. It's the second highest long pathway from the top, just after a brief slope, and before that, a tall open area with isolated spring platforms. A loop-de-loop is nearby on the road above it (the highest road), and you can drop down from there straight into the area, through the first gap (guarded by a spiked object) after the loop.
Metal is hiding in the upper regions of the zone around two thirds of the way through.
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Zone 2
Zone 2 Present Map (PNG format)
Zone 2 Past Map (PNG format)
Zone 2 Good Future Map (PNG format)
Zone 2 Bad Future Map (PNG format)
Get this 1-up at the top left corner of the zone, in any timezone. There's a diagonal spring just behind that will instantly throw you back away from it.
You'll probably do this quite a lot, desperately trying to fight the speedy flow of the level while at the mercy of crazy roads, zippers and springs.
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Time Travelling Tips
Time Travelling Tips
There's a neat little opportunity in the bottom middle route option off the start. Jump off to this short winding road that has two springs at either end and a Past post in the dip.
Things weren't exactly difficult in this department for Zone 1, but here they're even easier. One thing this zone tends to feature more of is those winding tunnel tubeways, created by the space between two roads held tightly together. These primarily feature in two different large networks - one just before the large background structure (Point #2), at the half way point of the zone, and another one shortly after it at the end. They are useful for providing continuous speed, thanks to springs at dead ends of the tubing network, though sometimes you can lose your speed at the odd corner or two, so perhaps best to try and stick to going back and forth between two dead end springs.
Find another Past post on an isolated platform in the bottom area just below the start..
..Use it in a vertical high speed tube with two springs, just below and to the right. Available in all timezones, and the machine is just above it too!
There's a nice long path along the bottom route leading up to Point #2 that poses few problems if you plan it well.
In the Present, there's a Past post on an isolated platform beneath the starting area, accessible if you take the lowest path available from the start, which leads down and to the left. Below this and to the right, you will find a brief vertical tubing area, with two of those dead end springs waiting for you eagerly to warp between them. Piece of cake. When you arrive at the Past, you'll find that the machine you seek is just above. Another good alternative for the Present or Past is another opposing spring formation. Take the red spring that's to the left of the machine to the highest path you can, which then intertwines with another. Jump off to this other path, which dips between the two springs and even comes with its own Past post. If you want something a bit later on, for any timezone, you can also try your luck on a long stretch of fast roadway, with loops and zippers along the very bottom of the zone, which leads straight to the large structure of Point #2. Beyond that, if you then take the highest possible road you can to the right of the structure, you can find another neat little double spring thing just past the checkpoint. And of course, there's always the long high speed tubes anyway - just find a couple of springs that you're happy with and let it rip. Past and Future posts are generally just a little bit more scarce this time around, but with a little hunting I'm sure you can find whatever you need!
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Machine Location
Machine Location
Zone 2's machine is near the start, encased in exactly the same shaped roads as the first one was; one straight underneath, another curved over the top of it, with gaps either side. It's on the lowest route, and just above the vertical stretch of roadway tubing with springs on either end, as mentioned in the second paragraph of Time Travelling Tips. Not hard to find but it is well guarded this time, with a blue spiked object on the left, and two floating ghost badnik things inside the area.
Easily found on the bottom route off of the start, housed beneath a curved pathway and guarded by a spiky block on the left. Best approached from the right.
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Metal Sonic Hologram Location
Metal Sonic Hologram Location
The final hologram in the game can be found tucked away inside the space that's surrounded by the first transport tubing network.
Metal Sonic can be found, as usual, stepping on a rabbit's head, this time amongst the first network of roadway tubes, in a small space amongst them. This first network occurs just before the large background structure, and is at roughly the half way point of the zone. Obviously you have to get out of the network and into the area in the middle of it, in order to get at the robotic trouble-maker. His exact location is actually just below where Point #1 would be, if it were applicable for the Past.
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Point #1
Taking the high road, you may wind up here when in the Present. There's a long pit in the road which is pretty much a dead end, from which the only exit is a diagonal red spring on the left, pointing to the curve on the top right. It's pretty difficult to get out using this spring, as you tend to hit the right wall and then go straight upwards, without being able to move through the gap out of the pit. Try hitting the spring from a number of different angles and speeds, and with different amounts of pressure applied to the right directional button when you're in the air. I find the best results can be obtained by jumping onto the far left edge of the spring, from the floor, and pressing the right button as you make contact with the spring, but it might still require a few attempts.
If you take a wrong turning in the Present and end up in the dead-end space in the middle of the first high-speed tubing network, it can be tough to get out. Try hitting this spring at the right angle to make your way up to the top right..
..When you get there, this speed zipper can do more harm than good. Rather than taking it, try making a solid leap over to the left ledge, from the left of the zipper.
Once you finally get on the upper right side, you'll find that that effort was only half of what it's going to take to get you out of here. There's a speed zipper here, but taking it to the right will just get you half way up a closed-off wall. Don't use it at all, and instead, move back towards the curve on the left, and as you're on the curve, take a bold, long jump over the pit, all the way to the far left side. This, again, may need a few attempts, and failure will result in you falling down the pit once again, I'm afraid. The trick is to leap over the gap with plenty of momentum on your side, but the speed zipper tends to be too powerful to use (though it is possible), so try taking a run up at it, avoiding the zipper. When you're free, try and find another route around, as this whole pit area is essentially a dead end. You'll probably need to find your way inside the tubing network that surrounds it. This point only seems to be relevant for the Present, as only half of the pit is there in the Past, so you can just drop through, and in the Futures, the whole area appears to be sealed off by the high speed tubing.
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Point #2
Round about two thirds of the way through, a large, one-off structure exists in the background, which occupies most of the vertical height of the level, and a hefty width too. This is unlike most other 2D levels, which usually feature recurring background objects, but this structure is only present in this one place, and it's a completely different building in each timezone. In the Present, it's a large, dark bronze dome, with Eggman's face in statue form on the top. The building is incomplete though, and there are green structural patterns in various patches on the body of the dome, not to mention the fact that the face is missing an illuminated eye. The Past meanwhile, features an impressive Cathedral in green and red, seemingly encased within a dome structure also. The Good Future's building is based on the same foundation structure as the Present had created, but in place of Eggman's mug is a large purple mansion with many classy windows, and green bricks, or perhaps a subtle hedge maze garden, in the large area below it. In the Bad Future however, the Eggman statue dome has been completed, with both eyes glowing menacingly. The interactive bits in front of the structure make for a largely open, pinball style area, featuring various well-placed springs and zippers that bounce you around between them. The placements and contents of this area varies between the timezones, but it's all the same sort of thing. It can be quite hard to escape, and if you come in from the bottom, you'll have to use these to work your way upwards if you want to see the building above. Just head right though to carry on through a number of possible routes afterwards.
A unique pinball style area, filled with springs and zippers exists towards the end of the zone, whose appearance changes depending on timezone. In the Present it takes place against a huge, half-built Eggman statue.
The Past's take on this area puts it against an impressive old Gothic cathedral.
In the Good Future, a very grand mansion sits atop part of the Eggman monument that was being constructed.
The Bad Future has of course completed the giant Eggman monument, with both of its huge saucer eyes glaring with light out at you.
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Point #3
At the end, one large maze of high-speed transport tubing stands between you and the completion of the zone. There are several entrances across the left side of it, at different routes, but only one true exit on the right. You have to navigate your way through the network by holding left or right when approaching turnings in the pipe, to take the appropriate turning. As always, springs at dead ends will send you right back through, or you'll be tossed back out to one of the entrances on the left side of the network. The exact layout of the tubes vary depending on the time zone, but the correct exit tube branches from a central vertical one near the far side. This is the longest vertical tube, and if you find your way into it when in the Present or Futures, you want to take the third turning on the right, coming up from the bottom of it. In the Past, it's the second turning on the right. This will take you straight to the goal, and there's an open area at the top of the maze in the Good and Bad Future that will also allow you to drop down to the goal, as well.
Between you and the completion of the zone is a complex network of high speed tubes that you must find your way through by holding left or right to take the appropriate turnings. If you can get to the bottom of the longest vertical tube, leading upwards, the correct exit will be the third turning on the right. Second, in the Past.
You'll head straight out to the goal. Make sure you've done everything you need to beforehand!
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These are just above the start of the zone, you can get them either by leaping from the loop-de-loop that's to the right, or, more easily, peel-out to the left at the bottom of the first gentle slope that leads down, and jump at the end.
These three are at least easy, and with enough speed you can roll right through them and down to the boss area.
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#1. Comment posted by smiley225 on Sunday, 12th July 2009, 12:31pm (UTC)
I think you can get the life and the speed-up with the "Super Peel-Out" starting from the top of the loop... just jump at the end of it and DO NOT hold the jump button or press any other...
#2. Comment posted by Ajavalo on Sunday, 12th July 2009, 1:30pm (UTC)
Getting those monitors is easier than it seems. You can reach the ledge by two different ways:

1º. As "smiley225" said, you may jump from the top of the loop at full speed to the left.
2º. There's a tiny downward slope just before the loop; peel-out to the left and jump when running up that slope.

Both methods are very easy, and everyone should suceed at the first try.
#3. Comment posted by LiQuidShade on Sunday, 12th July 2009, 2:57pm (UTC)
Oh yeah, I never really thought about the slope just below it - works like a charm, thanks! Your method also seems to work smiley, although it takes a certain knack.
#4. Comment posted by Anonymous on Sunday, 8th January 2012, 7:14pm (UTC)
I don't know what the purpose of the super shoes is though--as far as I can tell, they wear off before you even start the race.
#5. Comment posted by Tjmachado on Saturday, 18th February 2012, 4:33pm (UTC)
No, they don't. They seem to give you a speed boost for a time after the battle starts. My tip: get the speed shoes and the life, than get to where the race starts. As soon as the race starts, peel-out. Than jump at the top of the first slope. You should be flying in the air for a while, with speed
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Boss
Boss
Now this is a boss in perhaps the most unconventional sense with regard to the kind of thing you normally expect from a Sonic platformer. It is in fact, little more than a race across a winding route to the captured Amy Rose, and your rival - none other than the fiendish Metal Sonic! Now's your chance to fix him good though in this classic character face-off.
At the starting line, you'll find Metal Sonic all tuned up for the race of his life. Eggman lurks above too and is about to fire a laser down just to the left of him, so make sure you're standing to the right of Metal Sonic.
And they're off! Charge up a super peel-out while you're waiting for the doorway to open and when it does, release it for an early lead over your rival.
From the start of Zone 3, you have little choice but to proceed forward, but can snag a cool 40 rings in the process, by means of four ring boxes along the way. There's another two sitting atop the loop-de-loop, accessible by taking a spin dash or peel-out on the raised road to the right of it, and then leaping gracefully in the air at top speed. To get the extra life and speed-up that's on a platform above the start, you can either leap from the top of the loop, or more easily, look for the first gentle slope that leads down, from the starting point. Just peel-out back up it and then jump at the end and you should get enough height. Carry on along the road, and you'll find Metal Sonic standing there, waiting impatiently for you. Eggman arrives on the scene above, and do NOT stand in the space immediately to the left of Metal Sonic, as that's where the good doctor is about to fire a deadly laser beam. Instead, stand with him or to the right. Eggman heads off to the left to provide a rear attack during the race, so for the moment, it's just you and the metal man. I advise you to charge up a peel-out or spin dash while this is going on, facing right, and you may release it when the front blocks are lifted and the Bad Future level music kicks in (even if you're in the Good Future), as the race is now ON!
In normal mode, Metal isn't that fast or harmful to touch, but if you get far enough ahead of him, he'll turn into a damaging fireball whose speed allows him to catch up with and pass you.
While you're roughly neck and neck, this attack attempts to electrocute you, so keep him at arm's length. This one does not increase his speed, however. Sometimes it's useful to keep him a little ahead, as in any state, he'll be able to knock down the many sets of spikes along the way.
Now, about your course. It's a fairly typical Stardust Speedway affair, and takes place largely on a single road featuring quite steep slopes of both directions, straight patches and sudden curved pieces of road leading one step up. There are also collections of spikes littered across the course to try and slow you down, and if you make well timed, powerful leaps at certain places, you might be able to catch a shortcut via a few brief, straight platforms above the course that only you can access. In his regular form, Metal Sonic is actually quite slow, but he has a couple of attacks that prove deadly if you happen to be nearby, and can also speed him up a bit. It's not completely easy to outrun the guy, but not a world of difficulty either, and you should get it nailed within a few attempts at the most. For one of his attacks, he will surround himself in an electricity field for a couple of seconds as he's moving along, usually whenever you are nearby. Though this doesn't speed him up, it will cause you to take damage and subsequently slow you down should you touch him. For his second trick, he will blast forward in a damaging yellow fireball that will be a match for Sonic's speed, and it can last quite a while, depending on how far behind he is in the race. You can tell when he's putting on this attack, as it's signified by a high-pitched, machine-like sound that lasts for as long as the attack does. He is not harmful to touch when he is not performing either of these attacks however, and sometimes it's actually useful to keep him just a bit ahead of you, as he will actually be able to knock down with ease all of the spikes standing in the way, regardless of which form he is in.
Eggman trails with a constant laser and if you fall too far behind, it'll kill you instantly.
Be ready to jump over sudden upward curves to keep your speed.
If you jump at the right point at the end of slopes leading upwards, you might be able to reach high up platforms of varying lengths, where Metal can't get you.
The tricky bit involves Eggman, who is always following in a specialised Egg-mobile, a certain distance behind Metal Sonic. His craft emits a constant laser beam that blasts down onto the ground, and if you touch this beam once, you'll die instantly. Slight breach of the universal Sonic law whereby only crushing, drowning and falling off the screen should really be able to kill the character instantly, but I think I'll let it slide just this once. You cannot hit Eggman, so trying to do so is futile. As long as you stay neck and neck or preferably in front of Metal the whole way through, Eggman poses no threat, but if Metal Sonic should hit you with an attack, especially dangerous if it happens to occur on a slope, thus causing you to lose all momentum and have great difficulty in ascending it quickly, then you're at major risk. Run full steam ahead up slopes, rather than jumping up them, where there's a chance you might get caught at some point on it and lose your momentum, and try and anticipate when to jump at curved steps in the road, to stay ahead of your rival. If you must perform a quick dash, use the peel-out rather than the spin dash, as it seems to require less time to charge up. Release the up button when you see Sonic running at top speed, in his figure-8 leg thing.
At the end, a doorway will immediately seal behind the winner. If you're victorious, Metal Sonic will fly straight into it, finally defeating him. He even dies just like Sonic!
If you lose, the doorway will seal and there's nothing to stop Eggman from coming along and killing you.
When you make it to the end of the course, a solid wall will instantly seal down behind the winner as he crosses the finish line. If it's Metal Sonic, you'll be stuck there on the wrong side of it, and can only wait for Eggman's laser to came along and smite you. If you are victorious however, Metal will fly straight into the wall and destroy himself against it, causing his sprite to jump out of the screen to the bottom, just like Sonic does when he dies, and broken bits of him fall separately. Sonic's metallic rival is dead for this game, but don't get too comfortable - he shall return with a vengeance! With his fiendish plan foiled, Eggman gets the hell out of there, escaping to his final place of refuge on the planet, leaving Sonic to, perhaps unwillingly, rescue the damsel in distress. You'll find Amy wailing and writhing as she's tied up to a girder just above. Jump to release her, at which point she'll chase you across the ground until you let her catch you, allowing the score to be tallied, and Sonic unable to escape her womanly grasp.
With the day saved, Amy can be found tied up to a girder or pipe. Jump at her to release the shackles.
There's no animal capsule to release here, but you have to let her grab you again in order for the level to end!
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#1. Comment posted by Ajavalo on Sunday, 12th July 2009, 1:32pm (UTC)
You should note this: before starting the race, Eggman's ray doesn't kill you; it simply hurts you like a normal attack.
#2. Comment posted by Monty Eggman on Sunday, 12th July 2009, 11:18pm (UTC)
In addition, the Bad Future music change for the Good Future only applies to the Japanese version of the game.
#3. Comment posted by Emerl on Saturday, 19th June 2010, 2:50am (UTC)
@Monty

I've personally heard that it's only in the US sountrack, and only in the JP sountrack, and that it's in both. From my personal experience however, the Bad Future music always plays for Metal, regardless of soundtrack and future.
#4. Comment posted by chicobo329 on Friday, 3rd February 2012, 8:36pm (UTC)
The Bad Future music will now properly play when the race starts when under the US soundtrack in the 2011 port, even if you have a Good Future in Act 3.

Tails can still race against Metal Sonic properly but at the end instead of saving Amy, you just open a container that releases flowers like the other acts. Tails is not eligible for achievements and might as well: the Heavy Metal achievement would have been a cakewalk!
#5. Comment posted by Matt on Saturday, 23rd June 2012, 2:19am (UTC)
In the 2011 version, the Metal Sonic race is a little bit different. Different in that Eggman behaves differently. Instead of following a constant distance behind Metal Sonic, he just follows a constant pace to the end. The implications of this are that 1. The strategy to stay slightly behind him until the finish won't work because there's a minimum pace you have to beat. 2. If you win the race really fast, you end up waiting quite a while for Eggman to catch up, which kinda screws you over if you're doing Time Attack.
#6. Comment posted by Andrusi on Tuesday, 25th October 2016, 10:26pm (UTC)
The Eggmobile in this zone looks like some kind of rocket-propelled nose.
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#1. Comment posted by Joshi on Tuesday, 1st December 2009, 2:21am (UTC)
"Roman Pantheon" is incorrect. It's more Greek than Roman, and the building it the Parthenon (Which is, as well, Greek).
#2. Comment posted by chicobo329 on Tuesday, 27th December 2011, 7:54am (UTC)
There's two achievements you can get here in the 2011 re-release, both can be gotten in Act 3.

'Heavy Metal' is awarded for completing all of Act 3 without taking any damage at all from start to finish. This is a rather tough nut to crack, given Metal Sonic's erratic speed and the hurdling of spikes needed throughout.

'Just One Hug is Enough' can be awarded here if you hadn't done so in Palmtree Panic Act 1. Just have Amy hug Sonic after freeing her at the end of the act.
#3. Comment posted by Anonymous on Thursday, 10th January 2013, 6:15pm (UTC)
You fail to mention the "Booster Cartridges" that eject from the boosters, almost like a firearm. they're cosmetic, but I still think It's kinda funny how they do that.
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Content for this page last edited:
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