Great Turquoise Zone

Great Turquoise Zone is the first zone of Sonic Triple Trouble for the Sega Game Gear. As with other stages in this game, Great Turquoise Zone consists of two standard acts followed by a shorter, third act which contains the zone's boss. From here, the player progresses to Sunset Park Zone.

Overview
Very much in the style of Green Hill Zone as a tropical-paradise-themed opening level, Great Turquoise is filled with grassy plains and palm trees. However, one of the key distinctions between Great Turquoise and similar opening zones is that these palm trees are springy, and jumping on their bouncy canopies enables Sonic to access otherwise unreachable areas. In addition, there are various breakable walls and underwater sections to explore.

Recycling designs from the Boing-o-Bot badniks he utilized in Turquoise Hill Zone during Sonic Chaos, Eggman has deployed spring-backed turtlebots in this stage, which have to be attacked via Spin Dash in order to destroy them.

Boss
Great Turquoise Zone's boss is a giant robotic sea turtle named the Tart Turtle. However, it possesses essentially no offensive capabilities at all, and simply flies back and forth from one side of the screen to the other. In the first (semi-submerged) section of the boss fight, Sonic or Tails simply have to jump up and smash it a few times. Damaged, the Tart Turtle ascends to the surface. Now Sonic and Tails have to make use of the smaller spring-backed turtlebots in order to gain the necessary height to land a hit.

After the boss, you run into Knuckles, who has (now for the second time) been tricked by Robotnik into thinking Sonic and Tails have their own malign reasons for seeking the Chaos Emeralds. The echidna sets off a fiery tower trap, which blasts the player all the way into Sunset Park Zone.