Sonic Lost World

Sonic Lost World (ソニックロストワールド) is a platforming video game in the Sonic the Hedgehog series. The game was released exclusively for the Wii U and Nintendo 3DS on 18 October 2013 in Europe, 24 October in Japan and 29 October in North America. The game was developed by Sonic Team for Wii U and Dimps for Nintendo 3DS and was published by Sega (in Japan and America) and Nintendo (in Europe and Australia).

This is the first out of the three titles of Sega and Nintendo's exclusive collaboration, the others being Mario & Sonic at the Sochi 2014 Olympic Winter Games and Sonic Boom: Rise of Lyric/Sonic Boom: Shattered Crystal.

Development
After the development for Sonic Colors ended, a few members of Sonic Team began experimenting with a new Sonic game. During this time, Sonic Team also planned to build a game which fully utilized the 3DS' various features. Eventually, between the release of Sonic Generations and the announcement of the Wii U, development for a PC version of Sonic Lost World had fully begun. Sega eventually decided it would be best to develop the game for a Nintendo platform, considering Sonic's success on Nintendo consoles, and started to develop a Wii U version of the game, taking advantage of the Wii U's dual-screen capability and Gamepad. Once the basic stage structure and storyline was confirmed, a 3DS version of the game was added to the development.

After the positive reception of Sonic Colors ' s Color Powers, Sega decided to bring back the Color Powers for Sonic Lost World. The Color Powers were implemented from the outset, and provided the development team with a chance to utilize the GamePad. No other specific elements from Sonic Colors were brought into Sonic Lost World, as the game was intended to focus on pushing Sonic forward.

This time, Sonic Team wanted to create a game that was "100 percent Sonic". The combination of forward-view and side-view platform-action gameplay had been established as a staple of the series. But this time, Sega wanted to try something completely new with Sonic Lost World and provide a new experience by giving the player something Sonic had never experienced in the past twenty years. During one brainstorming session, the team suggested a "twisted tube-like level", drawing inspiration from the children's story "Jack and the Beanstalk". The development team, however, had had no experience with this sort of level design. Just the first stage had to be created, broken down, recreated, and broken down again for half a year in order for the level to reach its finished state. Even more work went into the 3DS version's levels due to the system's processing power. A parkour system was also designed specifically for the game, as it fit the level design nicely. The development team, however, still attempted to maintain an equal balance between two-dimensional and three-dimensional platforming.

Sega officials Aaron Webber and Sam Mullen also revealed the reasoning behind some of the decisions Sega made in Sonic Lost World. According to the pair:


 * "The whole parkour system, conceptually, comes from the simple fact that in past Sonic games, Sonic would move really fast and he was kind of uncontrollable, and then you'd run into objects and just stop. So we went back to basic controls and said, 'Okay, how to we get past this? People do not like running around fast, fast, fast and then stop.' It started out with really simple things, like when Sonic hit a corner he would just glance past it. So we thought, what if he runs up walls or grabs ledges? And it sort of evolved from there into the state it is now... It's a matter of giving players reasons to use that kick attack versus the homing attack, and having enemies where you'll have to use a certain combination, such as the homing attack and then a kick. It's really nice to have that kind of control in a Sonic game... It all boils down to the fact that we want the player to maintain a flow, even if they're not having a sort of perfect playthrough. This way, the flow of a high-level Sonic player can be enjoyed even by a novice player."

At the Summer of Sonic 2013 convention, Takashi Iizuka stated that Sega wanted "Mario fans" to play Sonic Lost World, due to the slower-balanced platforming used in Sonic Lost World. Iizuka also revealed that the game had been under development for a full two and half years, starting during Sonic Generations ' development as a prototype of the different geometries.

Sega registered the trademark and the web address of the game's website on 16 May 2013, a few days before the game was first announced at a presentation of Nintendo Direct on 17 May 2013. According to Nintendo's Satoru Iwata, it was announced that Nintendo itself had entered into a worldwide partnership with Sega regarding the Sonic the Hedgehog series.

Plot

 * For the script of the storyline, see Sonic Lost World/Script.

At the beginning of the story, Sonic and Tails are chasing their longtime enemy Eggman and his robotic henchmen Orbot and Cubot on the Tornado. Sonic demands Eggman to release the animals he is carrying in a capsule. Eggman complies with Sonic's demand, but sends the animals falling to their doom. In an attempt to save the critters, Sonic spin dashes out of the Tornado, trying to unlock the capsule but misses the button on the capsule and before Tails is able to turn the Tornado around in order to give Sonic another chance to save the animals, Eggman fires a laser at the Tornado's wing, forcing the two to make an emergency landing on a mysterious floating continent known as "Lost Hex".

As Sonic and Tails go to rescue more animals under the request of Knuckles and Amy, Eggman has enslaved the Deadly Six, six demon-like creatures called Zeti, working for him. When Eggman says he wants Sonic destroyed, one of the Deadly Six, Zazz, goes after him, to which their leader, Zavok, is interested to find out more about him. Sonic defeats Zazz twice at Windy Hill.

After Tails fixes the Tornado, Sonic goes to Desert Ruins, where Eggman sends Zomom, the fat gluttonous Zeti, after Sonic. He is also revealed to be controlling the Deadly Six using the Cacophonic Conch which causes them pain if they disobey or offend him. After Sonic defeats Zomom the first time, Eggman activates a machine called the Extractor to drain energy from Earth so he can take it over. However, because the machine is unstable, he is forced to shut it down to avoid destroying Earth. Zavok eavesdrops at this event and expresses interest in doing so. After Sonic defeats Zomom a second time, he finds Eggman controlling the Deadly Six with his conch and kicks it away (ignoring Tails' warning not to). Because of this, the Deadly Six are now free of Eggman's enslavement and manipulate the magnetic fields around the Badniks and make them attack Eggman. In the resulting battle, Cubot's body is destroyed (with his voice chip damaged in the process) and Orbot takes his head to safety, while Tails is injured and Sonic grabs him to get him to safety. Sonic, Tails along with Eggman and the two robots escape from the battle.

As Sonic goes to Tropical Coast, the oldest member of the Deadly Six, Master Zik, goes to fight Sonic in order to test him. After Sonic defeats Zik the first time, Zomom expresses interest in killing and eating Eggman. Zavok decides to take revenge by destroying Earth and using its energy to increase their power and activates the unstable Extractor, which begins to drain Earth's energy. Amy, who is currently with Knuckles, tells Sonic of Earth's peril. After Sonic defeats Zik a second time, Eggman tells Sonic that the Deadly Six are destroying the earth. As destroying the Extractor would cause a cataclysmic explosion, Eggman must reprogram it to shut down. Thus, Sonic and Eggman must work together to stop the Deadly Six, against Tails' wishes, saying that they didn't need Eggman.

When Sonic enters Frozen Factory, after Tails fixes Cubot's broken voice chip (which made him talk like a pirate - again), he and Sonic get into an argument since Tails thinks that Sonic trusts Eggman more than him to shut the Extractor down, even though Sonic tries to explain himself. Zeena, the only female Zeti, is encountered by Sonic, but is busy with coating her nails. After Sonic defeats her twice, Orbot puts Cubot's head on a snowman. This inspires Tails to put his head on a destroyed Crabmeat. Eggman considers blowing up the Extractor to kill the Deadly Six even though it would mean killing many innocents. When Cubot turns aggressive and attacks Tails, Eggman unexpectedly saves him before Sonic knocks Cubot's head off, returning him to his senses. Sonic scolds Tails for nearly killing himself, further straining their relationship.

While at their base, Zavok begins to plan turning Sonic into a robot and make him their slave. Sonic, Tails and Eggman find a capsule in Silent Forest, and Sonic goes to activate it, but Tails realizes it is a trap and saves Sonic, but gets himself trapped inside the capsule, which is teleported to the Deadly Six's base. This makes Sonic grim and depressed. Zor, the sixth Zeti, and a depressing pessimist, encounters Sonic, and after Sonic defeats him, goes to tell the others that Sonic was not captured, but they have already found Tails in the capsule by now, and decide to use him for their plans instead.

Orbot goes to Sonic and asks if he can become Sonic's new sidekick if they don't find Tails, as he likes him better than Eggman; Sonic rejects the offer, saying that he will find Tails no matter the cost, but this only makes Orbot more inspired (in front of Eggman, no less). Cubot's head is attached to Orbot, much to their chagrin. Sonic fights Zavok at Sky Road and defeats him by knocking him off a robotic snake. Zavok survives, however, and plans to turn Tails into a robot and make him fight Sonic. As soon as Zavok and Zomom are out of sight, Tails grabs a toothpick in Zomom's sandwich with one of his tails and uses it to reprogram the machine.

When Sonic, Eggman, Orbot and Cubot enter Lava Mountain, they are attacked by Zazz and Zomom with boulders, causing the bridge, which they are standing on, to collapse and Orbot and Cubot fall toward the lava below. Eggman then grabs the remaining piece of the bridge and grabs Sonic's hand. Eggman then tosses Sonic onto solid ground before Eggman careens into the lava. Sonic looks down and searches for Eggman before he's forced to fall back. Zazz, Master Zik and Zomom then encounter Sonic and prepare themselves to destroy him. After seeing Amy apparently die from a lack of energy due to the Extractor's destruction, Sonic becomes even more desperate. Then Sonic encounters Zavok, Zeena and Zor, who try to convince Sonic to join them but to no avail. They then send Tails, seemingly modified into a robotic slave, after him. But Tails, due to his reprogramming the machine, is still himself and attacks the three Zeti, who retreat. Sonic fights them one by one, presumably defeating Zeena in battle before sending Zor and Zavok falling into the lava.

Sonic and Tails go to turn off the Extractor, but it has already been turned off by Eggman, who used a jet pack to avoid falling into the lava and saved Orbot and Cubot as well. He faked his death so he could be separated from Sonic and use the extracted energy to create a giant mech and take over what's left of the world. Sonic, however, defeats Eggman and his mech, foiling his plans. After that, Tails reprograms the Extractor to return all of Earth's energy and Sonic apologizes to Tails for ever doubting him, mending their friendship. Eggman tries to fly away with his jet pack, but due to Sonic taking the exhaust hose from the jet pack, Eggman falls over a cliff, down to Earth. Sonic and Tails return to Amy and Knuckles, and Sonic takes a nap after "a day like today".

In a post credits scene, it is revealed that Eggman survived his fall, falling into a soft spot of dirt. Orbot and Cubot get him out, but not before half his mustache is torn off by a rabbit, who mistakenly believes it to be a carrot. Cubot tries to reveal this to Eggman, but Orbot silences him. Eggman eventually hears them discussing it, however, and they promptly run off as he throws another tantrum.

Gameplay
The player controls Sonic the Hedgehog in an action platformer. The levels take place on tube-shaped worlds that shift in perspective, allowing for both 2D and 3D gameplay. Stages change and shift to use various gimmicks and aesthetics, from a candy-themed 2D level in Desert Ruins to a snowball pinball area in Frozen Factory to a stealth-centered area in Silent Forest. The boost-integrated gameplay from the more recent 3D titles has been eschewed in favor of a new control style, more similar to the control style found in the Sonic Adventure titles. The game brings back a few moves from Sonic's past, such as the Spin Dash, Bound Jump and Super Peel-Out. Also, an improved version of the Homing Attack that works similarly to the Light Speed Attack was introduced in the form of the Focused Homing Attack. The game introduces the "parkour" system, which allows Sonic to maneuver across obstacles and run on walls. The game also features new and returning Color Powers, a returning element from Sonic Colors and Sonic Generations, with exclusive Wisps for each versions of the game. Similar to past installments in the series, the goal of each level is for the player to reach the end where the capsule is located. Smaller capsules can be found within the stages as well. Red Star Rings from Sonic Colors and Sonic Generations make a return, which like before can be collected for unlocking collectible content.

Wii U version
In the Wii U version, using the left control stick will move Sonic at a moderate pace, whilst holding down the right trigger button will engage his running speed. Pressing the left trigger allows Sonic to perform a Spin Dash. Sonic can jump with either A or B, but the B button will always double-jump while the A button will perform the Homing Attack on any nearby enemies. By pressing the Y button, Sonic can perform a Flying Kick attack that destroys enemies the Homing Attack cannot. Miiverse is featured in the form of item-sharing, where players can obtain and share various capsules, such as Elemental Shields and Black Wisps that are exclusive to this feature. Collecting all of the Red Star Rings unlocks Super Sonic for normal gameplay. The game includes online leaderboards, where Sonic can race against time to earn the series' trademark ranks- S, A, B, C, and D, depending on the level.

The Wii U version offers both competitive and cooperative multiplayer, but there is no online multiplayer mode. When playing in multiplayer mode, one player controls Sonic using the Wii U Gamepad while the other uses a Wii remote to either help (co-op) or race against the other player (versus).

Nintendo 3DS version
The Nintendo 3DS version of the game also contains fully 3D gameplay similar to the Wii U version, a first for a handheld Sonic game. It is not a port, but rather a separate game with different level designs and uses slightly different controls due to the 3DS's button layout, compared to the Wii U GamePad. Instead of the Flying Kick, Sonic uses a Somersault Kick attack which can stun enemies from a distance for a short period of time.

The Nintendo 3DS version also offers four player local and online multiplayer modes and connectivity with the Wii U version of the game. Sonic can become Super Sonic after collecting the Chaos Emeralds during normal gameplay.

Nintendo 3DS-Wii U connectivity entails using the Nintendo 3DS to pilot contraptions, built by Tails, in the Wii U version, such as an RC helicopter. It includes online leaderboards like the Wii U version.

Playable characters

 * Sonic the Hedgehog
 * Super Sonic
 * Virtual Hedgehog
 * RC Vehicles
 * Miles "Tails" Prower
 * Orbot
 * Cubot

Non-playable characters

 * Miles "Tails" Prower
 * Amy Rose
 * Knuckles the Echidna
 * Dr. Eggman
 * Orbot
 * Cubot
 * Yacker
 * Omochao
 * NiGHTS (Nightmare Zone)
 * Wizeman (Nightmare Zone)
 * Reala (Nightmare Zone)
 * Second-level Nightmarens (Nightmare Zone)
 * Puffy
 * Clawz
 * Gulpo
 * Jackle
 * Gillwing
 * Nightopians
 * Yoshis (Yoshi's Island DLC)
 * Link (The Legend of Zelda Zone DLC)

Animal friends

 * Flicky
 * Picky
 * Cucky
 * Pecky
 * Ricky
 * Rocky

Wisps
Being the third Sonic the Hedgehog video game to feature the Wisps–intergalactic aliens that first appeared in Sonic Colors, Sonic Lost World features six new Wisps along with five returning Wisps (six, if counting the White Wisps) from Sonic Colors.

Deadly Six
The Deadly Six are a group of Zeti that plan to eliminate Sonic and take over the world once it is destroyed. Below is the list of the members of the Deadly Six:

Worlds
Sonic Lost World contains seven worlds for both the Wii U/PC and Nintendo 3DS versions, each world including four zones. For the first time in the series, some zones can have a completely different theme or atmosphere, which can have different gameplay styles with old or new gimmicks and features. In the Wii U/PC version, bosses are encountered at the end of every second and fourth zone; in the 3DS version, bosses are encountered in their own arenas at the end of each world.

Windy Hill
Windy Hill is the first level of Sonic Lost World. Windy Hill has four zones; Zone One takes place in an open-field in a pasture of planetoids with an appearance similar to Green Hill Zone, the first level of Sonic the Hedgehog (1991). Zone Two takes place during a sunset that slowly comes to a midnight-setting of Zone One, only in a 2D-perspective fashion. Zone Three takes place inside a circular gem mine similar to Marble Zone (also from Sonic the Hedgehog), and Zone Four is a daytime-setting theme that switches from a 3D-perspective to a 2D-perspective. Zazz is encountered twice in this level, at the end of both Zone Two and Zone Four.

In the 3DS version, the player begins the game with the Tutorial Zone before going into the main game.

Desert Ruins
Desert Ruins is the second level of Sonic Lost World. Desert Ruins has four zones; Zone One is an open-field of ancient ruins located at a desert. Zone Two takes place in a 3D behind-the-back perspective mach speed section gameplay which features Sonic running downward while at an area similar to a honeybee-hive. The gameplay of Zone Two is similar to Terminal Velocity from Sonic Colors. Zone Three takes place in a 2.5D-perspective with an area full of sweets similar to Sweet Mountain from Sonic Colors. In fact, Zone Three is actually dubbed "Dessert Ruins" on the opening card. Zone Four takes place in a similar area as to Zone One of Desert Ruins, but in a 2D-perspective, which bears the zone resemblance to Sandopolis Zone from Sonic & Knuckles. Sonic is chased by a tornado throughout the level until he faces against Zomom. Zomom is encountered twice in this level, at the end of both Zone Two and Zone Four.

Tropical Coast
Tropical Coast is the third level of Sonic Lost World. Tropical Coast has four zones; Zone One is an open-field of an beach-styled planetoid. Zone Two is a 2D-perspective zone, where giant fruits are shown to be used as obstacles. Zone Three is a giant underwater tube filled with rails that Sonic can grind on, as well as giant robotic eels that pop up and try to attack Sonic. Zone Four is similar to Zone Two, featuring the same fruit theme and gimmick. Master Zik is encountered twice in this level, at the end of both Zone Two and Zone Four.

Frozen Factory
Frozen Factory is the fourth level of Sonic Lost World. Frozen Factory has four zones; Zone One is an open-field of a snowy planetoid full of machinery equipment used as gimmicks. Zone Two takes place on an open-field, as well, but it takes place during the nighttime, as well as the fact that Sonic is now a snowball and that the player must roll Sonic around to get through the zone. Zone Three takes place at a casino area that marks resemblance to Casino Night Zone from Sonic the Hedgehog 2. Zone Four is a 2D-perspective zone similar to Zone One of Frozen Factory, but now Sonic can go through an actual factory location of the zone. Zeena is encountered twice in this level, at the end of both Zone Two and Zone Four.

Silent Forest
Silent Forest is the fifth level of Sonic Lost World. Silent Forest has four zones; Zone One is an open-field of a giant forest with swamps and mud dominating the land on planetoids. Zone Two is a 2D-perspective zone, which takes Sonic to a midnight-setting of a forest with several patches of ruins. Zone Three takes place inside an ancient ruins-based setting, which also takes elements from Zone Three of Windy Hill. Zone Four, however, takes place also inside an ancient ruins, but this time the player must activate switches to turn on the lights, as the lights of the stage will go off and turn the screen almost completely dark. Zor is encountered twice in this level, at the end of both Zone Two and Zone Four.

Sky Road
Sky Road is the sixth and penultimate level of Sonic Lost World. Sky Road has four zones; Zone One is a open-field planetoids located high above the sky during the daytime. Zone One bears resemblance to Sky Sanctuary Zone from Sonic & Knuckles. Zone Two takes place in a same location as Zone One, only it is in the middle of a thunderstorm where ruins of cities on clouds. Zone Three is an zone similar to Zone Two, only that it takes place in a 3D-perspective plain than in the designs of Zone Two. Zone Four returns back to daytime like Zone One, only in a side-scrolling view. Zavok is encountered twice in this level, at the end of Zone Two and Zone Four. In the 3DS version of the game, Sky Road Zone 1 and Zone 2 are casino-themed instead of Frozen Factory.

Lava Mountain
Lava Mountain is the seventh and final level of Sonic Lost World. Lava Mountain has four zones; Zone One is set on a planetoid, featuring a boss rush fight with Zazz, Zomom, and Zik. Zone Two is similar to Zone Three of Tropical Coast. Zone Three takes place in an open-field behind-the-back perspective where lava dominates the ground as only stone-platforms are allowed to walk on, and throughout the level, Sonic rematches Zeena, Zor, and Zavok. In Zone Four, Dr. Eggman himself is the boss of this zone in a level very similar to the final boss of Sonic Colors.

In the 3DS version of the game, Lava Mountain is where Sonic faces the Deadly Six in a rematch, where they are tougher than before.

Special Stages
Special Stages in Sonic Lost World are exclusive in the Nintendo 3DS version, in which the player must use the handheld’s gyroscope to move Sonic in the stage. Special Stages are partly based on Special Stages from Sonic the Hedgehog 3 &amp; Knuckles, as the player has to collect Blue Spheres with the exception having the player boosting in the void instead of endless checkerboard arena. The player has to complete Special Stages in order to collect all seven Chaos Emeralds in Nintendo 3DS version.

Hidden World (Wii U only)
In the Wii U version, after defeating Eggman in Lava Mountain Zone Four, there will be a colorful world with a hub map similar to Sky Road's map. This world is characterized by a colorful, abstract background and completely different gameplay in each zone.

Hard Mode (3DS only)
In the 3DS version, beating the game unlocks a harder version of the Zones starting with Windy Hill, with each Zone beating unlocked by clearing all of the last in any order. In these Zones, nearly all of the Rings are removed and Sonic only starts with one Ring and after restarting from a checkpoint. Nearly all item boxes are gone and have been replaced with 1-Ups, (making extra lives much more plentiful than they are in Normal Mode), some of the platforms have been shrunken down, and several spiked balls have been added to the stages. Additionally, all the stages feature a dark sky with purple clouds, giving the levels a grim theme.

Nightmare Zone
In the Deadly Six Bonus Edition only is a bonus boss rush zone based off of the NiGHTS series featuring re-skinned versions of the first encounters of the Deadly Six battles using the Nightmaren Bosses from NiGHTS into Dreams. Sonic only needs to take down the Nightmarens and not the Deadly Six Members. Using Homing Attacks on Blue Chips will give him Rings. The music is taken from the NiGHTS series as well, and in the first part, Wizeman messes with the color pallet in the auto-running sections until the zone's end. Instead of saving Animal Critters, Sonic saves Nightopians. Instead of normal Cannons, the Boosters from the NiGHTS series are seen, and at the end, Sonic breaks a NiGHTS Capture from NiGHTS Journey of Dreams. The entrance is on Windy Hill where a dream cloud is shown with NiGHTS flying by the Clock Tower in Bellbridge from Journey of Dreams. When selected, Sonic lays down and goes to sleep indicating the zone is nothing more then a dream like the games it comes from. Upon completion, Sonic wakes up and the dream cloud disappears.

Yoshi's Island Zone
This zone is available via downloadable content, and is free for owners of Sonic Lost World. This was released due to the launch of Yoshi's New Island near to the release of the DLC. In the said DLC, Sonic can travel through a 2.5D side-scrolling zone featuring an influx of items, both Sonic the Hedgehog and Super Mario Bros.-themed.

The Legend of Zelda Zone
The Legend of Zelda Zone is the third zone available as downloadable content for Sonic Lost World. The Zone is based on Link's adventures in various games in The Legend of Zelda series. The player can roam freely in the open landscape of Hyrule, collecting Rupees and defeating enemies from The Legend of Zelda series. In this Zone, Sonic is dressed like Link and Link himself can be seen a few times as well.

Multiplayer
The Wii U version of Sonic Lost World contains versus races, where the player controls different colored Virtual Hedgehogs, who are previously seen in the Wii version of Sonic Colors. Numerous Zones are possibly redesigned for multiplayer modes. These multiplayer modes can have two players only, as one of the players can use the Wii U GamePad. Their gameplay is shown on the Wii U GamePad's screen. Another player is able to control his/her playable character with a Wii remote, while his/her gameplay is shown on the TV screen. In the PC version, the multiplayer mode of the original Wii U version is lacked, however, its remnants still exist in the game files.

In the Nintendo 3DS version of the game, there are versus races for four players, which can be played locally or online, as well as a fighting mode where up to four players control red, blue, yellow, or green Virtual Hedgehogs and attempt to earn the most Rings. Both versions are known to be sharing own unique power-ups to be used during the multiplayer gameplay.

Music
The music director for Sonic Lost World is Tomoya Ohtani, who previously was the music director of the soundtrack for Sonic Unleashed. The main theme of the game is called "Wonder World".

The official soundtrack of the game, Without Boundaries: Sonic Lost World Original Soundtrack, was released by Wave Master on 27 November 2013.

Gamestop Preorder
Preordering the Wii U version of Sonic Lost World from Gamestop gives one a rare "Sonic Omochao Gadget," RC tool to help collect Rings. Not much is different about this other than it looking like Sonic. One will receive a code in the email as well as on his/her receipt depending on how he/she pre-ordered it.

Accessory Kits
Both the Wii U and the Nintendo 3DS versions of Sonic Lost World will be released first in Europe on 18 October 2013. The US release of the game was originally meant to be on 22 October 2013, but was delayed to 29 October. Both versions of the game will be released in Japan on 24 October 2013. Because Nintendo and Sega are working cooperatively, Sega released the game in US and Japan, while Nintendo works as the distributor of the game in Europe and Australia markets.

Sega has launched two accessory kits as collector items during the Japanese release on 24 October. The first kit contains a protection cover for Nintendo 3DS XL models and a small Sonic-themed storage bag. The kit also contains a bonus soundtrack CD for the game. The second kit contains two blue colored earphone jacks and two small keychains: a pair of Sonic's Speed Shoes and Tails' set of tails.

Pre-ordering the Wii U version from Amazon in North America gave the player 25 extra lives as a pre-order bonus.

Deadly Six Bonus Edition
Pre-ordering the game would grant the player the "Deadly Six Bonus Edition" (known as Deadly Six Edition in PAL regions), that includes DLC content. This is exclusively for the Wii U and could be pre-ordered for a limited time.

This bonus edition contains Nightmare Zone with different boss fights from the original version that take place in the world from one of Sega's best-known franchises NiGHTS into Dreams. These boss fights are featured in the extra level, where all Deadly Six members are riding boss characters from NiGHTS game. By pre-ordering the exclusive version of the game, the player is able to obtain the Black Wisp, originally found at Miiverse.

More pre-order DLC was available Sonic Lost World; this DLC includes a golden Omochao RC gadget that the second player can use while helping Sonic out in levels. The second pack includes five more Black Wisps, as they can transform Sonic into the Black Bomb Color Power.

The third DLC includes Yoshi's Island Zone, which its elements are based on the Yoshi series. There is another DLC that was released featuring The Legend of Zelda Zone themed around The Legend of Zelda series.

PC release
Two years after the game's release, the Wii U version of the game was released on November 2, 2015 to the PC via Steam. On October 6, 2015, Sega of Europe's Twitter account confirmed the PC release. The Steam version of the game includes the Nightmare Zone DLC and a solid frame rate of 60 FPS more than the previous ports, as well as the possibility of getting the PC port of Sonic & All-Stars Racing Transformed for free via pre-purchasing the game.

Comic adaption
In Sonic Super Special #9, published by Archie Comics, an adaption of Sonic Lost World is presented which is written by Ian Flynn, head writer for the Sonic the Hedgehog comic series and its spin-offs. This story serves as a prequel to Sonic Lost World and tells about how Dr. Eggman first came to the Lost Hex and enslaved the Deadly Six and how Sonic and Tails began their hunt and subsequent chase after the doctor in the beginning of the game. This story is twenty pages long, making it to this day the longest game adaption featured in Archie Comics. It was later stated by Ian Flynn stated that the story actually will be canon to the main continuity in the comics "later".

Before the release of Sonic Super Special Magazine #9, this single story alone is also featured as a separate free comic in many comic shops across America as a part of “Free Comic Book Day” event that is held during the Halloween season.

Reception
Sonic Lost World received mixed reviews from critics. The Wii U and 3DS versions, respectively, received scores of 63% and 59% from review aggregator Metacritic and 61.95% and 60.26% from GameRankings.

During its opening week in the UK, Sonic Lost World charted at #11 on the All-formats chart for sales, but achieved the top spot on the Wii U chart and #4 on the Nintendo 3DS chart. As of the end of 2013, Sega had shipped 640,000 copies of the game. As of March 31, 2014, the game had sold 710,000 copies.

The game's presentation was well received. Chris Plante of Polygon praised the Wii U version's visuals and music as "arguably the best" in the series. Game Informers Tim Turi wrote that "The orchestrated tracks evoke Mario Galaxy in the best ways." GameSpot's Mark Walton and Computer and Videogames 's Chris Scullion singled out the candy-themed "Dessert Ruins" level as a visual highlight. However, Turi made note of "ultra-compressed" cutscenes in the 3DS version. IGN's Vince Ingenito was favorable to the "pleasant" art direction and stable framerate, but criticized the "subdued" color palette. Roger Hargreaves of Metro stated that the "imaginative" designs and "spectacular set piece[s]" kept him "interested to know what comes next." Chris Schilling of Eurogamer was even more effusive: "Blue skies forever!"

Strong criticism was directed at the game's control scheme, especially the new parkour mechanic. Turi "never got a good feel for the rhythm of wall running and jumping, and felt lucky to pass sections where it was forced." Hargreaves, Walton, and Official Nintendo Magazines Matthew Castle agreed. Ingenito found it problematic that Sonic tends to wall-run on every nearby vertical surface. Schilling singled out the multi-lock homing attack, writing that while "most of the time it works perfectly well", it appeared to "inexplicably fail" on occasion. Ingenito, Turi, and Hargreaves agreed. Matthew Castle of Official Nintendo Magazine struggled with the homing attack "locking on too late or attacking enemies in awkward sequence." However, GamesRadar's Justin Towell defended the control scheme, explaining that while it had a learning curve, it also "modernize[s] environmental traversal" and "provide[s] a distinct safety net". Towell argued that Sonic was mainly hard to control in the "more complex 2D sections" because there are "so many rules for how Sonic reacts contextually to his environment". Reona Ebihara of Famitsu stated that the ability to slow down made the game easier to play for beginners. However, Turi criticized Sonic's "odd sense of momentum" and imprecise jumps, stating that switching between two speeds is "jarring" and produces "touchy platforming". Schilling excoriated the "profoundly frustrating" controls as the worst in the series, explaining that "Sonic's too sluggish while walking, and too skittish to cope with the trickier platforming bits when running". Ingenito agreed: "I've played a lot of Sonic over the years, and the controls have never felt as alien and inconsistent as they do here."

Several critics felt that Sonic controlled better on the 3DS. IGN's Jose Otero said the parkour "felt great" and "turned most obstructions into minor hurdles" in this version, while Nintendo Insider's Alex Seedhouse called the parkour "far more responsive". Official Nintendo Magazine's Joe Skrebels felt that Sonic "controls far better at top speed on 3DS". Kotaku's Stephen Totilo stated that the 3DS version does a better job of teaching the controls, although Turi derided its "constant, lengthy tutorial text". However, Schilling called the homing attack "even more capricious" on 3DS.

Reaction to the game's level design was mixed. Turi made note of oddly placed invisible springs in the Wii U version's "confusing" and "aggravating" levels, and expressed frustration with the 3DS version's "head-scratching" puzzles. Walton preferred the "inoffensive" 2D sections to the "frustrating mishmash of speed and exploration" found in 3D. Plante praised the Wii U version's 3D stages as "wildly creative exercises in platforming experimentation" while decrying its 2D stages as "so clunky and tiresome that it's hard to imagine a time when a side-scrolling Sonic was actually good." Fellow Polygon writer Philip Kollar was harsher on the 3DS version due to its "confusing and labyrinthine" level design and "awkward puzzles". Ingenito stated that the Wii U version's levels were stuck in "design gridlock" and "lack[ed] rhythm and cohesion". Otero praised the 3DS version's "better levels" as "competently made race tracks full of alternate pathways", but called the "trial and error" required to complete the "slower-paced 3D stages" "incredibly frustrating". Castle stated that the Wii U version's "best stages play to the strengths of Sonic's tiered speed", while Skrebels felt the 3DS version featured levels well-suited for handheld play. Totilo praised "the intuitive, flowing, player-friendly levels of the 3DS version" but panned "the badly-explained, choppy, punitive levels of the Wii U version". Schilling wrote that "I came perilously close to biting my GamePad at one particularly sharp difficulty spike." Edge noted that "Sonic games, and platformers in general, have always been about memorizing the lay of the land, but rarely have mistakes been so costly or heavily punished."

The alternate gameplay styles polarized many critics. Daniel Cairns of VideoGamer.com and Castle highlighted the level where Sonic becomes a giant snowball as "genuinely excellent" and "a cool riff on Monkey Ball", whereas Turi and Ingenito described it as "atrocious", "uncontrollabl[e]" and "the exact opposite of fun". Turi "received multiple game overs during a mundane mandatory pinball sequence." Walton felt that some of the Wisps were an "amusing aside," while others suffered from "frustrating motion controls". GameTrailers' Justin Speer stated that the Wisps "don't really feel like they belong" in the Wii U version. Totilo preferred how the Wisps were used in the 3DS version, but Towell stated that while they were "more integral" to the design, they tended to interrupt "the free-form gameplay" with "clumsy mechanic[s]". Towell described the 3DS version's motion-controlled Special Stages as "borderline unplayable", but Seedhouse praised them as a "significant stroke of genius". Totilo and Castle criticized the Wii U version's Jetpack Joyride-style flying levels as "regrettable" and "horribly imprecise". Turi and Totilo criticized the Wii U version's balloon-popping minigame as "mind-numbing" and "awkward". Turi called the Wii U version's co-op mode "useless", although Seedhouse believed it was "suitable for families with younger players". Castle wrote that "Two-player races would be a cool addition were it not for the horrible framerate issues."

The Deadly Six were negatively received. Although Towell enjoyed their "fun, stereotypical personalities", he was disappointed by their "awful" dialogue. Speer called the boss battles "weirdly anticlimactic", and Ingenito stated they were "some of the most boring in the series' history". Turi referred to the Deadly Six as "generic", "forgettable", and "some of the most aggressively annoying villains ever."

Critics disagreed over what to make of the game as a whole. Destructoid's Jim Sterling said it "can wildly swing from brilliant to horrific at the drop of a hat, but when one steps back and takes a look at the whole production, one sees far more to love than hate." Plante noted that "the early stages display a degree of design ingenuity and polish which gradually degrades". Empire's David McComb called it "A cheap, cruel, crushing disappointment in the wake of Sonic Colors and Generations." Walton concluded that "in overtly coveting the great Italian plumber, it smothers the talents of its blazing blue hedgehog."

Trailers/Cutscenes
Debut Trailer = Yoshi's Island DLC= Nintendo 3DS Trailer= Colors Trailer= Japanese Trailer= Sonic Boom Trailer= Full Cutscene= Gamescom 2013 Trailer Extended= TGS 2013 Trailer= Extended Deadly Six Trailer (English)= Opening Cutscene= Nintendo Direct Trailer= Lost Hex Trailer= Expert Commentary=

Walkthroughs
IGN E3 Demo Walkthrough = Summer of Sonic Walkthrough= Nintendo Direct Wii U Gameplay= Nintendo Direct 3DS Gameplay= Gamespot Gamescom 2013 Demo/Walkthrough= Gamescom 2013 Nintendo 3DS Gameplay Footage= Gamescom 2013 Wii U Gameplay Footage= Sonic Lost World Zone 1 Gameplay - TGS 2013 =

Similarities to Sonic Colors

 * 1) Both games were developed exclusively for two Nintendo platforms (a console version and a handheld version); Sonic Colors for Wii and Nintendo DS, Sonic Lost World for Wii U and Nintendo 3DS. Curiously, the Wii U and the 3DS are successors of the Wii and the DS.
 * 2) * However a PC port was released in 2015 making the game no longer exclusive to Nintendo consoles.


 * 1) Sonic uses the Color Power in both games, therefore the Wisps made their appearance in both games as well.
 * 2) There's no extra boss for collecting the seven Chaos Emeralds (except in the DS version of Sonic Colors).
 * 3) In the console version, the player can unlock Super Sonic by collecting the Red Star Rings. In the handheld version, the player can unlock Super Sonic by collecting the Emeralds in the Special Stages (also those stages are exclusively for the handheld version). In addition, the player can transform into Super Sonic in the zones (except in the DS version).
 * 4) In both games, Sonic can perform the Double Jump (except in the DS version).
 * 5) Eggman is the final boss (except in the DS version), and is only fought in that occasion.
 * 6) The second Zone is a candy theme; in Sonic Colors it is Sweet Mountain, in this game it is Desert Ruins Zone 3 (Wii U).
 * 7) Both games have a tropical stage with the term "Tropical"; in Sonic Colors, it is Tropical Resort, and in this game, it is Tropical Coast.
 * 8) Eggman was supposed to conquer the world with a machine with a powerful energy juice; in Sonic Colors he use the Mind Control Ray with the Hyper-go-on energy, in this game, he use the Extractor to steal the Earth's Life Energy (which is backwards to Sonic Colors).
 * 9) The Virtual Hedgehogs are playable.
 * 10) The final bosses in the normal version are almost identical: both are running bosses, both are working on a special energy, both have several similar attacks, similar way to hurt them, and a similar end (Bumping against the ground several times and emit a firework in the form of Eggman's logo).
 * 11) Eggman is called Baldy McNosehair in both games.
 * 12) Both games show Tails saving Sonic. (Sonic Colors: He pushes Sonic away from Eggman's Mind Control Ray. Sonic Lost World: He prevents Sonic from hitting the capsule which was actually a trap set by the Deadly Six).
 * 13) Both games use the same Game Over theme (except in the DS version).
 * 14) In Sonic Colors, Tails is hit by Eggman's Mind Control Ray and is ordered to fight Sonic the Hedgehog but Eggman runs out of Hyper-go-on energy and Tails is free of the mind control ray; in Sonic Lost World, Tails' is (unintentionally) kidnapped by the Deadly Six and is robotized and is ordered to fight Sonic the Hedgehog. However, Tails sabotaged his Roboticizer and donned a disguise dubbed "Robo Tails" that made him look roboticized to trick the Deadly Six.

Trivia

 * This game shares its name with an action stage from Sonic Adventure.
 * The music used in the debut trailer is an instrumental version of "Cinema" by Benny Benassi. The Nintendo 3DS trailer of the game uses an instrumental version of "Game Boy" by Invigilators x Ceezlin.
 * This is the first 3D Sonic game since Sonic the Hedgehog (2006) to feature Item Boxes in 3D stages.
 * The game shares some similarities with Sonic X-treme, a canceled game for the Sega Saturn. Both games have a story where six creatures get out of Eggman's grasp (which was one of several stories for the latter), both have a first stage inspired by Green Hill Zone (the former being Windy Hill and the latter Jade Gully Zone), both have freely floating level structures and both have gravity playing a key role. Despite Sega of America employee Aaron Webber noting the game was an influence, Takashi Iizuka has claimed that the developers of Sonic Lost World did not know about Sonic X-treme, meaning it had no intended influence on Sonic Lost World whatsoever.
 * It also shares some similarities with Super Mario Galaxy, another game that has freely floating, circular level structures, traveling between several planetoids, and has gravity playing a key role. Windy Hill Zone 1's segmented structure resembles the levels from the Super Mario Galaxy series of games and Super Mario 3D Land.
 * Takashi Iizuka admitted that Sonic Lost World had "...ended up a bit too close to Super Mario Galaxy"
 * The handheld version is the second game in the handheld Sonic series to feature the Double Jump, the first being Sonic Blast.
 * In the first gameplay footage of the 3DS version, the Invincibility and Speed Shoes theme was an instrumental version of "Sonic Heroes", but in the final project the Speed Shoes music was replaced with an instrumental version of "Reach for the Stars". The Wii U version still retains the "Sonic Heroes" track.
 * Bonus Points from the original Sonic the Hedgehog return in the game.
 * This is the only main series Sonic game to be released on the Wii U, and the second main series Sonic game to be released exclusively for Nintendo platforms, the first being Sonic Colors.
 * In addition, it is the first main series Sonic game to be released on an 8th Generation Console.
 * Before Version 3.0.0 on the Wii U Edition of the game, the player would not receive an Extra Life upon collecting one hundred Rings. This was changed in Version 3.0.0.
 * In the Wii U version, the lives counter, timer, animal counter, and Red Ring counter will normally only appear when Sonic is at a completely dead stop, but occasionally show up when Sonic destroys an enemy, gets Rings or an extra life, or collects Red Star Rings.
 * This is the fifth home console Sonic game to be rated E10+ by the ESRB, as well as the first handheld Sonic game to be rated E10+ by the ESRB.
 * This is the first Sonic game in which Eggman actually calls Orbot and Cubot by their names, as in Sonic Unleashed and Sonic Colors, Eggman never spoke their names.
 * This is the sixth Sonic game where Sonic and Eggman are forced to work together to stop a major threat, the others being Sonic Adventure 2, Sonic Heroes, Sonic Advance 3, Sonic the Hedgehog (2006) and Sonic Chronicles: The Dark Brotherhood. However, in those games (excluding Sonic Chronicles: The Dark Brotherhood), Sonic and Eggman joining forces happen later towards the end of the story. In Sonic Lost World, unlike the others, they join forces much sooner. This is also the second time where Eggman betrays Sonic during their alliance after the major threat, the first time being in Sonic Chronicles: The Dark Brotherhood.
 * This game has more major antagonists than any other game where Sonic and Eggman team up, with six in total.
 * Sonic Lost World is the third game in the entire Sonic the Hedgehog video game series in which Dr. Eggman is seen holding a gun, the previous two being Sonic Adventure 2 and Sonic Riders. Unlike in those games, Eggman actually uses the gun in this game.
 * This is the first Sonic game since Sonic and the Black Knight where the game begins with a CGI opening cutscene.
 * This game has a similar twist as the Nintendo 3DS game Mario & Luigi: Dream Team, as the series antagonist (Bowser/Eggman) is seemingly overshadowed in their role by another villain (Antasma/Zavok) who they temporarily work with, only to reveal themselves as the true main villain by using a character to help them further a secret goal (Bowser uses Antasma, while Eggman uses Sonic), and become the final boss, while Antasma and Zavok serve as the second to last boss.
 * The Game Over screen of the Wii U version of Sonic Lost World is heavily reminiscent of the Continue screen from the original Sonic the Hedgehog.
 * This is the first game to have Orbot and Cubot as playable characters, but only in the Circus minigames.
 * This is the second 3D Sonic game to not have a vocal main theme, the first being Sonic Generations.
 * This is the first handheld Sonic game to have Super Sonic playable in stages.
 * There are numerous grammatical errors in this game. For example, when Zazz says, "Right, Master?", the subtitles read "right Master?". Also, Sonic says "Wow" at one point, but the subtitles state that he said "Whoa". At another point, he says: "Man", while the subtitles say: "Oh, man".
 * In one cutscene, Orbot is seen holding Cubot's head and saying, "Alas, poor Cubot, I knew him well," a clear reference to the famous "Alas, poor Yorick" scene from William Shakespeare's Hamlet.
 * The 3DS version marks the first handheld Sonic game in which the cutscenes are not simply characters and text boxes; the cutscenes are ripped from the Wii U version, although they are highly compressed in order to look decent on a smaller screen.
 * When Sonic encounters Eggman before his second battle with Zazz, he calls him "Baldy McNosehair". This is a nickname he gave him in Sonic Colors.
 * Unlike in Sonic Colors, Sonic cannot infinitely double jump underwater to where he could technically "swim" underwater. This is the case only in the 3DS version.
 * In the opening cutscene, the Tornado's wing gets shot, but in the cutscene at the end of Windy Hill, Tails says that he fixed the plane's propeller.
 * In the Wii U/PC version of Sonic Lost World, there is a strange glitch in Frozen Factory Zone 3 which gives the illusion of an epileptic seizure.
 * The Yoshi's Island DLC marks the first time where there is interaction between the Mario and Sonic series in a main series title.
 * The Legend of Zelda DLC is the second time the Sonic franchise has interacted with a Nintendo franchise that wasn't Mario, the first being Super Smash Bros. Brawl.
 * Super Sonic isn't completely animated with certain movements in the game. For example, Wall-Jumping will result in a yellow-colored normal Sonic rather than Super Sonic.
 * Unlike Sonic Generations, each voice actor for Sonic also voices the Wisp announcer in their respective audio tracks - except in Japanese, in which Fumihiko Tachiki still reprises that role since Sonic Colors.
 * On several occasions, the voices and the subtitles don't line up correctly. For example, when Sonic is talking to Zeena, Sonic says "Oh, no, what I meant to say is I am so sorry that you have nothing more important to do in life.", but the subtitles read "Oh, no, what I meant to say is I am so sorry you have nothing more important to do in life."
 * During some of the cutscenes, Eggman is shown to run in an odd way. This happens to match his running animation while he is in the Chao Garden in Sonic Adventure 2.
 * This is the second game in which Eggman saved Sonic from falling into a lava pit, the first being the 8-bit version of Sonic the Hedgehog 2.
 * The Wii U version of Sonic Lost World has a rendering bug that leaves Super Sonic with a mouth on each side of his muzzle.
 * The 2014 edition of Guinness World Records Gamer's Edition erroneously stated that Sonic Lost World was released on the Nintendo DS.
 * There is unused data present in the game's files for the Blue Cube and Pink Spikes Color Powers, as well as an unused Snake transformation.
 * The music that plays in some of the Zones seems to be similar to some tracks from Sonic Unleashed.
 * The animations for the Spin Dash are reversed in this game compared to previous games. The wind up in previous games is the traveling animation in this game, and vice versa.
 * Sonic's death sound effects and the impatient falling animation where he looks at the camera were reused in Sonic Forces.
 * Despite Wally Wingert reprising his role as Cubot, his normal voice is entirely different from the one he had in his first appearance. Wingert used this voice for the character's subsequent appearances.