List of bosses

Bosses in the Sonic the Hedgehog series are powerful enemies or battles at the end of a Zone or stage. Usually, the player character must defeat the boss in order to complete the stage, although in some instances a stage may have multiple bosses or may continue after the boss has been defeated.

Sonic the Hedgehog (16-bit version)
In the original Sonic the Hedgehog game from 1991, all of the bosses (except the last) feature Doctor Robotnik piloting versions of his Eggmobile, and take place at the end of the third Act of each Zone. Each boss features an Eggmobile customized with a different weapon. However, the Scrap Brain Zone does not have its own boss and the game's final boss features Doctor Robotnik in a machine and takes place in its own Zone, the Final Zone.
 * Green Hill Zone: Eggmobile (wrecking ball) - The Eggmobile hovers at the top of the screen, swinging a wreaking ball back and forth.
 * Marble Zone: Eggmobile (fireball weapon) - The Eggmobile drops flames from a chute on its underside. The flames will set any platform it hits on fire.
 * Spring Yard Zone: Eggmobile (spike weapon) - The Eggmobile has a spike on its underside. Robotnik uses the spike to attack Sonic, and can also destroy blocks that make up the floor of the boss arena.
 * Labyrinth Zone: Eggmobile (retreat) - Robotnik will retreat from the flooding Labyrinth Zone in a climbing maze with spike and fire traps. His Eggmobile remains unmodified.
 * Star Light Zone: Eggmobile (mine dropper) - The Eggmobile drops spiked bombs onto a trio of seesaws below him. Sonic can either use the seesaws to bounce the bombs back into Robotnik, or use them to catapult himself into Robotnik when they land.
 * Final Zone: A single room with four crushing pistons. When two of the pistons attempt to crush Sonic, he must quickly find the one holding Robotnik and attack him (assuming the other piston isn't blocking the way). After the pistons, a group of electric sparks fall from the ceiling, which Sonic must avoid at all costs (he's got no Rings in this stage).

Sonic the Hedgehog (8-bit version)
In the 8-bit version of the original Sonic the Hedgehog, boss battles take place in dedicated third Acts that do not contain rings or any other enemies. Again, boss battles always feature Doctor Eggman in attack vehicles (often, but not always, Eggmobiles), except for the last Zone in which Eggman is once again in a large machine. Once again, there is no boss fight in the Scrap Brain Zone.


 * Green Hill Zone: An unmodified Eggmobile hovers above Sonic's head and occasionally comes down to Sonic's level to ram him. In the Master System version, Sonic has to wait for Eggman to descend before he can attack. In the Game Gear version, the smaller screen makes it so Eggman is always in attack range.
 * Bridge Zone: A submarine that surfaces periodically to shoot a spread shot at Sonic. The Master System version has the fight taking place on a single island, which Sonic can't fall from. The Game Gear version takes place on a ramped bridge instead and is much more difficult.
 * Jungle Zone: Eggmobile that drops exploding cannonballs on a ramped vine. Sonic has to dodge the cannon ball as it rolls back and forth, all without falling off the vine.
 * Labyrinth Zone: A submarine that shoots energy bullets from below Sonic and position-tracking torpedoes from above. The fight takes place underwater, but Sonic can't drown in this stage.
 * Sky Base Zone: A ceiling-mounted cannon that launches homing energy balls at Sonic. The weak spot is Eggman's control tube, which has its own defenses as well (the Master System version uses an electric wall that flickers on and off as it sweeps back and forth across the room, while the Game Gear version uses a trio of floor-mounted flamethrowers).

Sonic the Hedgehog 2 (8-bit version)
In the 8-bit version of Sonic the Hedgehog 2, the bosses (except the last) are animal robots that are more powerful than regular Badniks. Bosses are fought in a shorter, third Act of each Zone, which do not contain any rings.


 * Under Ground Zone: Arijigoku Mecha (アリジゴクメカ) - An ant lion robot that sits on the bottom of a steep hill. Balls dropped by Eggman bounce down the hill which Sonic must avoid. These balls then bounce down to damage the robot. Eventually Eggman will run out of ammo and try to ram Sonic, but if Sonic jumps out of the way, him doing so will destroy the robot.
 * Sky High Zone: Gachou Mecha (ガチョウメカ) - A very large goose robot that appears after Sonic destroys all of the bird robots and eggs. It shoots homing fireballs from its beak, but is slow and easy to hit.
 * Aqua Lake Zone: Mecha Ashika (メカアシカ) - A sea lion robot that inflates explosive balls to throw at Sonic. It cannot be jumped on because the seal will just bounce Sonic on its nose. Sonic must strike while it is inflating a ball.
 * Green Hills Zone: Mecha Buta (メカブタ) - A pig robot that somewhat resembles a sumo wrestler. It attacks by rolling, smashing and jumping. The weak point is the top of its head.
 * Gimmick Mt. Zone: Inobuta Mecha (イノブタメカ) - A boar robot with spikes on the back. It aggressively tries to ram Sonic, and if it misses it will smash against the wall and dislodge harmful debris from the ceiling. When it collides with the wall the spikes will retract which is the only chance Sonic can damage it.
 * Scrambled Egg Zone: Silver Sonic, aka Mecha Sonic (メカソニック) - A robotic version of Sonic. It uses Spin Attacks as well as a robotic arm that extends from its stomach. However, it is weakly armored and its Spin Attack can be deflected by Sonic's own Spin Attack.
 * Crystal Egg Zone: A cage-like arena with Eggman in a glass booth. Inside the booth Eggman can launch all kinds of projectiles at Sonic as well as totally electrify the arena. When this happens Sonic must jump inside a tube that runs through the outside of the arena until it is safe to go back out.

Sonic the Hedgehog 2 (16-bit version)
The Mega Drive version of Sonic 2 features Doctor Eggman in an assortment of vehicles. These resemble his original Eggmobile, but are far more varied in design and function. In most cases, the boss fight takes place at the end of Act 2. There is no boss in the Sky Chase Zone. The last Zone, the Death Egg Zone, features two boss battles one after the other, and contains no rings (although in Sonic Jam, rings are added in easier modes of the game).


 * Emerald Hill Zone: Drill Eggman (ドリルエッグマン) - An all-terrain vehicle with a drill in front. The drill would be fired as a desperation attack when Eggman was down to his last hit. Unlike other vehicles, the Eggmobile used to become the cockpit one uses helicopter blades.
 * Chemical Plant Zone: Water Eggman (ウォーターエッグマン) - Eggmobile that collects chemicals from the poisoned water underneath and then drops the chemicals on his enemies. Sonic could avoid being harmed by ducking, but this wasn't always easy, as some sections of the floor of the battle arena frequently rotated, which would drop Sonic into a bottomless pit if he was on it.
 * Aquatic Ruin Zone: Hammer Eggman (トンカチエッグマン) - Eggmobile with a giant hammer. The hammer hits two totem poles that can shoot arrows. The arrows can be used as platforms to reach the top of the poles and attack Eggman.
 * Casino Night Zone: Catcher Eggman (キャッチャーエッグマン) - Eggmobile with various neon lights and an electric claw coming out of the bottom. This claw drops red spike balls that explode. The fight is set in a giant pinball machine. The electric claw makes it impossible for Sonic to hit it from the ground, so he has to use the pinball-like arena to drop onto it from above.
 * Hill Top Zone: Submarine Eggman (サブマリンエッグマン) - A submarine that emerges from the lava and shoots fireballs.
 * Mystic Cave Zone: Drill Eggman II (ドリルエッグマンII) - An Eggmobile that drills through the rocky ceiling. This causes earthquakes that make rocks fall from above. Normal rocks do no damage, while pointy ones do harm.
 * Oil Ocean Zone: Submarine Eggman II (サブマリンエッグマンII) - A submarine that alternates between shooting large spikes and deploying a mechanism which could fire lasers. It's a variation of the lava submarine from the Hill Top Zone.
 * Metropolis Zone: Flying Eggman (フライングエッグマン) - An Eggmobile surrounded by "eggs". Hitting Eggman would turn an egg into a mini-Eggman, which could be destroyed with any simple attack. When all the eggs were destroyed, the vehicle could shoot fairly large lasers.
 * Wing Fortress Zone: Barrier Eggman (バリアエッグマン) - A powerful ceiling-mounted laser controlled by a nearby computer. It moves around until it prepares to fire. There are three floating platforms (with spikes on the bottom, so watch where you jump) which allows our heroes to hit it.
 * Death Egg Zone: Mecha Sonic - A robot copy of Sonic, capable of The Death Egg, an armored space station similar to the Death Star from Star Wars. The Death Egg was the final stage, where you fought the two final bosses (mentioned below). The Death Egg Zone had no Rings, to make the final bosses harder.
 * Death Egg Zone: Death Egg Robot - A huge battle suit shaped like Eggman, with spikes for fingers and a jetpack that can launch bombs if the hero manages to get behind it. The spiked hands make the battle suit difficult to hit. It launches the fists at Sonic, then tries to jump on top of him. However, if Sonic gets out of the way, he can hit it when its knees bend from the impact.

Sonic the Hedgehog CD

 * Palmtree Panic: Bobbin Walker - A large mech that has bumpers on both of its arms, and spiked feet. It came in two different colors, one gray-blue and pink (Good Future), and one gray and red (Bad Future). This machine only takes three hits to destroy, which is less than the bosses of the majority of the series, which take 8 hits. In some prototype versions, it is a gray color scheme and had claws for hands instead of bumpers.
 * Collision Chaos: Pinball Machine - A machine at the top of a pinball area that drops bombs to slow down Sonic, where he has to make to the top of the pinball area. This is actually only loosely definable as a "boss", as Eggman himself doesn't actually attack Sonic; the real hazard is the pinball area itself. However, Eggman does shoot energy balls, but they can be deflected very easily. Sonic does have to hit Eggman a few times to open up the exit, and when it is knocked to the top of the shaft (3 hits), it will be destroyed.
 * Tidal Tempest: Bubble Shield Blaster - An Eggmobile that Sonic has to chase down an endless path down, then when Sonic hits Eggman 4 times, a path to the water area opens, then you reach the boss. Eggman has bubbles surrounding him as a shield. Sonic has to break the shield by taking breaths from the bubbles, then hit Eggman's vehicle to defeat him. In total, the machine takes 5 hits to eliminate.
 * Quartz Quadrant: Mine-Dropping Conveyor Belt - A large piston (resembling the final boss from Sonic the Hedgehog.) When Sonic hits it, it falls down, and it scrapes against a treadmill on the bottom. It drops bombs from the ceiling, and there is a spiked wall at the end of the treadmill. Sonic must avoid the bombs and try not to hit the spikes while Eggman's piston is slowly being scraped to pieces. It comes in two colors, purple in the Good Future, and Green in the Bad Future.
 * Wacky Workbench: Rocket Mobile - A floating vehicle that has a driller at the top. It would drill through the checkered ceilings, causing pieces to fall off. Sonic then has to jump on one of them as the electricity starts up, to ride the piece to the next floor. At the third floor, spikes would fall upon Sonic. It comes in two colors - purple for Good Future and gray for Bad Future.
 * Stardust Speedway: Metal Sonic - A race against Metal Sonic while being pursued by Robotnik, who fires a beam below him, killing you if you slow down for too long. You must evade Robotnik and beat Metal Sonic, or you get trapped at the end and die. The racetrack's appearance in Bad Future is a dismal futuristic highway. This boss and concept- and even the Sonic CD signature "Super Peel-Out" move- were featured in the Archie Comics' Sonic the Hedgehog series. If Sonic makes it to the end before Metal Sonic, the robotic clone will be going too fast to slow down, and smash into the wall, destroying him as Robotnik flies off, allowing Sonic to finally be able to save Amy Rose.
 * Metallic Madness: Final Fever - An orb with Eggman seated inside it, surrounded by 4 wing-like pieces which shot out at Sonic and spun around. Once they were off of the machine, Sonic could hit the weak spot, the orb.

Sonic Chaos

 * Turquoise Hill Zone: Great Bane Motora Gold (グレート・バネモトラ・ゴールド) - A gigantic version of the Bane Motora (a Moto Bug with a spring) Badniks found earlier in the level. It cannot be damaged by jumping on its back due to the spring, so Sonic or Tails must roll attack its face.
 * Gigalopolis Zone: Dangerous Ball Tower (デンジャラス・ボールタワー) - A blue caterpillar-like robot that stands like a tower. It attacks by throwing its body sections. The visible cranium is its weak point.
 * Sleeping Egg Zone: Hopping Egg Vulcan (ホッピング・エッグバルカン) - An Eggman-resembling robot that bounces around on a spring on its underside. It is also armed with a machine gun.
 * Mecha Green Hill Zone: Kamado MAX (カマドMAX) - A snail robot with a huge energy cannon on its back. The head is the weak point. In the Master System version, it attacks over a bed of spikes, but the Game Gear version eliminates that extra threat.
 * Aqua Planet Zone: A huge metallic sphere that attacks by bouncing and shooting. Soon the top half will break and it will scatter bullets everywhere. It appears to be unnamed in the Japanese version, and is called the Sphere-o-Bot in English manuals.
 * Electric Egg Zone: Killer Turkey-gou (キラーターキィ号) - A chicken robot with Eggman in the cockpit. It attacks with ricocheting bullets and energy cannons. It soon becomes a streamlined plane-like craft, which tries to swoop down on Sonic.

Sonic Spinball
A completely American-made spinoff somewhat based on the American cartoons.
 * Toxic Caves: Scorpius - A large mechanical scorpion/spider that would lose its tail after a number of hits.
 * Lava Powerhouse: The Roboboiler - A boiler chamber infested with little robots that would retreat after one of them perished, only to appear again later.
 * The Machine: Veg-O Machine - The roboticizing machine, that roboticizes animals and turns them into Badniks, after which they are sent out after Sonic.
 * The Showdown: Robotnik's Ship - A spaceship with Eggman inside of it. Sonic would have to hit himself onto the windshield and make it crack and break to keep Eggman from escaping.

Sonic the Hedgehog 3
The attack patterns may vary depending on whether Sonic or Knuckles (when locked on with Sonic the Hedgehog 3) is being controlled
 * Angel Island Zone (Miniboss): Fire Breath (ファイヤーブレス) - One of the blue pods that lit Angel Island on fire. It shoots flamethrower blasts at the player, but these are easy to avoid (Knuckles, however, will also have to watch out for dropped bombs). If Sonic/Tails/Knuckles has the Flame Shield, dodging is not required, as they will be invincible to the projectiles. The machine is very easy to hit, and can be hit at any time, though you do have to watch out for its propulsion jets if you don't have the Flame Shield.
 * Angel Island Zone: Flame Mobile (フレイムモービル) - A big, metallic, floating vehicle that could move underneath waterfalls and shoot fireballs that can burn bridges as well as the player. It was only vulnerable when it came out from behind the waterfall, which it did in order to attack.
 * Hydrocity Zone (Miniboss): Big Shaker (ビッグシェイカー) - A strange pod with four rocket-like things surrounding it. It charged down into the arena along one of the walls, along the curve on the floor, then rose up to the ceiling along the opposite walls. After doing this twice, it attached to a pole in the center of the arena and spun it around to create a whirlpool, trapping Sonic/Tails/Knuckles for a few moments. It was nearly impossible to hit during its ramming attacks, but it took a while to charge up the whirlpool, so the player could hit it while it was on the pole.
 * Hydrocity Zone: Screw Mobile (スクリューモービル) - A floating vehicle that could drop bombs, which had the side effect of making the shallow pool of water rise and act as a platform for the player to retaliate with. The vehicle also had a propeller that could create a whirlpool. The propeller had to lower itself into the water to do so, so the player could hop onto its platform and use it to hit Eggman (though this was not true for Knuckles). Note that when the English "screw" is used in Japanese, it generally refers specifically to "screw propeller".
 * Marble Garden Zone (Miniboss): Tunnelbot - A double-drill bot of sorts. Like the Mystic Cave boss from Sonic 2, this machine drills up into the ceiling to send rocks raining down on our heroes. However, you only have to worry about dodging the pointy ones. It is the only named boss in the English version, as the Japanese version calls it Gakin (ガキーン). In Sonic & Knuckles, in the Lava Reef Zone, Sonic encounters a bigger, grounded Tunnelbot.
 * Marble Garden Zone: Drill Mobile (ドリルモービル) - Another Eggmobile with a drill that could penetrate rock (see Mystic Cave Zone). In this confrontation, Eggman actually uses the drill to make the ground move up and down, and at the end of the level, remove the ground entirely. If the player is playing with Sonic, Tails will lift him, and Sonic will have to hit Eggman without touching the drill. If Tails is alone, he has to attack Eggman with his tails.
 * Marble Garden Zone: A vehicle piloted by EggRobo that shoots a spiked chain, and then uses the chain to pull itself across the screen. This is an alternative boss for Knuckles since he has no partner to let him fly. It requires Sonic & Knuckles connectivity. It resembles the Drill Mobile, but it is not confirmed if it is one in the same.
 * Carnival Night Zone (Miniboss): Bowling Spin (ボウリングスピン) - A vehicle with an electric rod and a spiked disk. It launched the disk at our heroes, and it broke pieces of the floor on contact. By hitting the underside of the machine, the player could force it to extend its rod. Furthermore, the player could strike the underside of the disk without harm, and this would change the disk's trajectory. The player had to hit the disk into the rod to inflict damage.
 * Carnival Night Zone: Graviton Mobile (グラビトンモービル) - An Eggmobile with conductors that drops a massive ball and uses conductors to make an electric field that pulls the heroes towards it. Knuckles doesn't have to fight this boss.
 * Ice Cap Zone: (Miniboss): Big Icedus (ビッグアイスダス) - A floating sphere robot with three conductors positioned around it. These conductors attract blocks of ice that protect the robot. The ice can also be used as an attack, but while attacking it is vulnerable. It is a larger version of the Star Pointer, known in the Japanese player's guide as Icedus (アイスダス).
 * Ice Cap Zone: Freezer Mobile (フリーザーモービル) - An Eggmobile that can spray ice attacks. This vehicle has a platform that can be climbed to reach him, but the platform constantly fires freezing gas.
 * Launch Base Zone: (Miniboss) Twin Hammer (ツインハンマー). A grey, mechanical round robot that wields two spike-ball topped arms. After damage, one arm falls apart, making it easier to attack. In Sonic 3 and Knuckles, Knuckles must fight two of these at once.
 * Launch Base Zone: Ball Shooter (ボールシューター) - A control deck where Eggman would sit and use a cannon to fire large metal balls which would either roll across the ground or be fired up at the target (namely Sonic).
 * Launch Base Zone: Beam Rocket (ビームロケット) - A tall vehicle with three laser turrets and a spike ball for defense. Laser sections fall off as it gets damaged.
 * Launch Base Zone: Big Arm (ビッグアーム) - A large floating vehicle with a spiked top and large hands near the bottom. The large hands will grab enemies and pound them to the ground (he could even hurt Super Sonic when he did this, but Super Knuckles remained invincible to this). The machine swoops across the screen, and must be hit in the center to take damage (since the top and bottom are guarded by spikes and hands). If locked on with Sonic & Knuckles, Sonic won't have to fight this boss, but Knuckles will (vice versa for the Ball Shooter).

Sonic & Knuckles
The attack patterns may vary depending on whether Sonic or Knuckles is being controlled
 * Mushroom Hill Zone (Miniboss): Hey Ho (ヘイ・ホウ) - An axe-wielding robot that would appear, then rush to the right, off-screen. From there, when you approached it, it would proceed to chop off the top-most section of a branchless, cylindrical tree, which served as its main attack. Sometimes it even threw it's head at you. Its jet-thrusters also served as an attack, burning you if you jumped into them.
 * Mushroom Hill Zone: Jet Mobile (ジェットモービル) A fast Eggmobile that races to the right, forcing the player to also run to the right, avoiding spiked logs while doing so. This vehicle was also equipped with a satellite dish, but it gets damaged after the first hit.
 * Flying Battery Zone (Miniboss): Gapsule (ガプセル) - A robot disguised as a capsule, when you jumped on the switch, it would reveal eyes appearing from the front of it as well as two arms ending in spiked balls (maces). The object was to stand on the switch until one of the arms paused momentarily to attack, wherein you must move out of the way. The mace would then strike the switch, damaging it.
 * Flying Battery Zone: Barrier Eggman - A large laser, very similar to the one in Sonic the Hedgehog 2's Wing Fortress Zone. This version, however, is indestructible to attack, although it'll destroy itself if you evade it long enough.
 * Flying Battery Zone: Hang Mobile (ハングモービル). A vehicle that latched onto a steel beam with spiked "hands", which he could use to swing around the beam. This vehicle also had a flamethrower that shot upwards. This is the only time in Knuckles' game where he fights Eggman instead of the EggRobo.
 * Sandopolis Zone (Miniboss): Guardian (ガーディアン) - A stone creature that merges with concealed arms and legs (concealed underground) to enable movement. After it merges with the rest of it, the body 'grows' a head, now resembling a traditional mummy. Attacking the head would result in pushing the robot back a little, reverting it to its stone-like form for it to re-form the mummy. It's only method of attack would be by jumping approximately the same as its height (if not a bit more) and land about two feet from where it was. To defeat it, you had to make it jump (or attack its head repeatedly to force it) into a quicksand pit on the left edge of the battlefield. Its origin is questionable - it is unknown who built it, since it does not look like an Eggman robot.
 * Sandopolis Zone: Egg Golem (エッグゴーレム) - A robotic statue with spiked hands, that could advance slowly, occasionally firing a laser. Hitting the mummy would reveal a standard Eggmobile underneath. It is unaffiliated with the similarly-named boss in Sonic Adventure 2.
 * Lava Reef Zone (Miniboss): Heat Arms (ヒートアームズ) - A giant robotic hand. To destroy it, you needed to wait until it stopped tracking your movements and pounded into the ground so that you could jump on the fingers. Each time it attacked once (and immediately at the start of the fight) it would send up two mechanical tentacles with guns on either side of the area and fire small energy bursts at you (standard 'bullets' from Eggman's machinery). These rose too far up to attack (for normal forms), so you had to wait until they rose up or came down to attack them.
 * Lava Reef Zone: Hot Mobile (ホットモービル) - A submarine that can dive under lava. This machine can make the lava itself change slope, while Sonic and/or Tails would have to jump between platforms that floated on the lava. The submarine shot spikeballs, which would slide right into the sub, meaning that Eggman effectively damages his own machine. It started off with several homing missiles attached to it, but they are used up before the fight itself. Knuckles doesn't fight this boss, instead he goes straight to the Hidden Palace Zone.
 * Sky Sanctuary Zone: Mecha Sonic (メカソニック) - Appearing mid-level, a modified Sonic robot pilots the Eggmobile with the wrecking ball attachment from Sonic the Hedgehog's Green Hill Zone, and with the protective decoy and laser attachments from Sonic the Hedgehog 2's Metropolis Zone against Sonic or Tails, before appearing himself to battle them. It is sleeker than its form in Sonic the Hedgehog 2, but it has similar attacks and patterns. Knuckles in this zone will be faced with an Eggmobile piloted by EggRobo in the Eggmobile with the claw from Hidden Palace, which will take him to the Sonic robot before being inadvertently destroyed by it. The robot then powers up via the Master Emerald, and Knuckles has to fight it in a Super Sonic-like form where it can fly and fire energy blasts.
 * Death Egg Zone (Miniboss): Red Eye (レッドアイ) - The reactor core of the Death Egg itself is first protected by spiked balls, but they explode when the "eye" of the reactor is damaged. The eye then frees itself from the wall and comes out to fire powerful laser beams. The reactor is circled by two spiked platforms. It is impossible for Knuckles to beat this boss because he cannot jump high enough to destroy it. (NOTE: You can play Death Egg Zone as Knuckles via the Level Select Code.)
 * Death Egg Zone: Death Ball (デスボール) - A Death Egg Jr. of sorts, it is a purple sphere with orange-red eyes that released small mini-vehicles with spikes on top of them. One or two bumpers (depending on the amount of players) were attached to the machine to prevent you from hitting it. In order to damage it, you needed to reverse gravity while a spiked vehicle was underneath it so that it crashes into it. When gravity is reversed, the spiked vehicles are released spiked-first into the ceiling, resulting in no movement. Spin-dashing these would turn it right-side up (if gravity was turned normal, they would crash into the ground in the same fashion as if they had been released by the machine while gravity was reversed) and they would move faster. Spin-dashing into them also knocked them into the air, and would damage the machine if it made contact.
 * Death Egg Zone: Kyodai Eggman Robo (巨大エッグマンロボ) - A colossal battle suit shaped like Eggman that is about a hundred times larger than the scientist himself. Equipped with hands that can be used to squash enemies (though a slow attack), a nose that shoots fire, and the Master Emerald, which is used to fire huge energy beams.
 * Doomsday Zone: The first Super Sonic boss and very difficult. A big spaceship that shoots homing missiles and energy bullets at Super Sonic. Unfortunately for Eggman, the missiles can be tricked into hitting the ship itself. When the ship is destroyed, the next boss appears.
 * Doomsday Zone: Another Eggman-shaped mecha which looks similar to the one in Sonic the Hedgehog 2. Holding the Master Emerald, the battlesuit flies away from you while shooting small, thick missiles and spiked mines.

Sonic Triple Trouble

 * Great Turquoise: Tart Turtle (タータ タルトル) - A large flying turtle robot that does not attack Sonic, but smaller turtle robots patrol the lower ground. Sonic must utilize the springs on their backs to attack it.
 * Sunset Park: Marve Shupopolus-Gou (マーベ シュポポラス号) - A robotic train. Sonic starts at the end and must run to the cockpit. There are many gaps and enemies on the way, though. When Sonic reaches the cockpit a cannon starts firing at him, which Sonic must destroy. "Shupo-shupo" is Japanese for the sound a steam engine makes.
 * Meta Junglira: Wood Buttarundorf (ウッド ブッタルンドルフ) - A red caterpillar robot that resembles the blue one in Sonic Chaos. It hangs from the ceiling and swings at Sonic. The head is the weak point, but after it blows up Sonic must dodge its flaming pieces.
 * Robotnik Winter: Giga Thomas "Pen" (ギガトーマス “ペン”) - A huge floating penguin that attacks by throwing penguin bombs. It can only be damaged from the side.
 * Tidal Plant: Knuckles the Echidna - Knuckles attacks with an orb-like submarine firing bullets and balls. Tails has an advantage over Sonic, since he starts the battle in the Sea Fox submarine.
 * Atomic Destroyer: Metal Sonic - He attacks with by swooping down upon the heroes, sometimes charging up energy for an invincible dash.
 * Atomic Destroyer: A cylindrical vehicle with a spring on the bottom and Eggman in the cockpit. He attacks by bouncing. Eventually it breaks to reveal a flamethrower and several gun weapons. Finally it builds into a cage-like arena with laser beams on the floor and ceiling that go off in a pattern. Eggman will circle the outside and pass through a tube which is the only chance he can be damaged. Sometimes he stops to electrocute the entire arena (ala Sonic 2 8-bit) that can only be avoided by going in hole in the tube opposite the one Eggman is attacking through. It is best if Sonic has a lot of rings during this battle.
 * Special Stage: At the end of every Special Stage, Fang the Sniper appears attacks Sonic/Tails with machines very similar to Eggman's. His airbike just bounces around in the second encounter, flies in the third, shoots missiles with the fourth and attacks with a drill in the fifth. His very first encounter goes wrong, so Sonic does not have to fight anything.

Sonic 3D

 * Green Grove Zone: A flying machine that would drop a spiked ball and come down to pick it back, from which point Sonic could attack him.
 * Rusty Ruin Zone: A grey sphinx that was attached to the wall and would throw its paws down trying to smash Sonic. Sonic would have to jump onto the paw and be carried up where he could jump onto the windshield of the machine.
 * Spring Stadium Zone: A flying mech with two mini-paws that can chase Sonic into the arena's spikes.
 * Diamond Dust Zone: An ice shooter that can freeze Sonic into a large "hedgehog-sicle" and drop snowman mines.
 * Volcano Valley Zone: A machine with tubes around it that would shoot fire out at Sonic. Eggman sat in the middle in the machine's cockpit. Sonic would have to attack this to defeat the machine.
 * Gene Gadget Zone: A standard floating vehicle floating above a treadmill. The vehicle can launch bottle rockets and spikes travel down the treadmill. Sonic had to jump up the treadmill to hit Eggman once he descends low enough to fire bottle rockets.
 * Panic Puppet Zone: A 3-stage machine that would try to crush Sonic, shoot flames at Sonic and shoot ricocheting bullets at Sonic. Sonic would have to attack light bulbs that were around the machine once they began to glow.
 * Final Fight: A multi-purpose Eggman-shaped machine that would remove tiles from the floor, try to ram Sonic or shoot projectiles. To fight this boss, you have to collect all Chaos Emeralds during the game, otherwise the game will end after 'Panic Puppet Zone'.

Sonic Adventure

 * Mystic Ruins: E-101 Beta - A black E-100 series robot armed with 2 missile launchers. Reappears as a boss on the Egg Carrier known as E-101 Beta MK II.
 * Mystic Ruins: Egg Hornet The Eggmobile equipped with three powerful engines. Capable of shooting missiles and ramming itself in the ground in an attempt to hit Sonic or Tails. According to Sonic X, it is 7 meters long and weighs 14 tons.
 * Sky Chase Act 2: Egg Carrier - Eggman's flying fortress that's fought at the end of the stage. Armed with numerous missile launchers, air mines, & a large laser cannon.
 * Windy Valley: E-103 Delta - A blue E-100 series robot armed with 2 missile launchers & a jet booster. Fought at the end of the stage.
 * Red Mountain: E-104 Epsilon - An orange E-100 series robot armed with 2 STINGER missile launchers & a jet booster. Fought at the end of the stage.
 * Final Egg: Egg Viper - A flying snake-like machine with two large spiked slowly-spinning discs on either side of the main body that fires rapid lasers, a powerful laser cannon, spiked discs and homing balls of electricity. Sonic can bounce of sections of the Egg Viper's tail or ride the spinning discs to get within attacking range. Widely considered the most popular of Eggman's vehicles.
 * Station Square: Egg Walker - The Eggmobile equipped with four giant legs. Can shoot missiles and bombs and on occasion, use a flamethrower. It can also stomp its feet to create shock waves on the ground. Its weak spots are clearly lit parts of its feet.
 * Hot Shelter: E-105 Zeta - A purple E-100 series robot that appears as a stationary defense unit armed with 8 missile launchers. Fought at the end of the stage.
 * Egg Carrier: E-100 Alpha - A green E-100 series robot that chases Amy throughout her adventure. Attacks by extending its arms & creating sound waves.
 * Station Square/Mystic Ruins/Egg Carrier: Chaos - Chaos is fought in several forms, with the final boss being Chaos after he absorbs all Chaos Emeralds, Perfect Chaos.

Sonic Pocket Adventure

 * Neo South Island Zone: An Eggmobile on caterpillar tracks armed with a giant hammer.
 * Secret Plant: An Eggmobile with two spiked platforms hovering around itself. It can also occasionally fire three energy shots.
 * Cosmic Casino: A floating pod that simply locks on to and rams Sonic.
 * Aquatic Relix: Knuckles the Echidna, whose battle is identical to the one in the Hidden Palace Zone.
 * Aerobase: Mecha Sonic from Sonic the Hedgehog 2.
 * Gigantic Angel: A large floating vehicle that stays out of range while firing energy shots in all directions and dropping powerful bombs. It occasionally swoops down, but it is possible to leap off the explosions from the bombs to reach him. It seems to be the predecessor of a Sonic Advance 2 vehicle, Aero Egg.
 * Last Utopia: A large Eggmobile powered by the purple Chaos Emerald. It has two large arms that are can be shot to punch Sonic, or can be used to grab him and slam him into the ground. The machine can also ram Sonic, or put its arms to the side and spin around, making it impossible to hit.
 * Chaotic Space: Another large Eggman-shaped mecha. It is fought by Super Sonic in space, where it fights by firing missiles that have to be knocked back at it.

Sonic Adventure 2

 * Big Foot / Hot Shot: Two machines send by GUN to destroy Sonic and Shadow. Both appear as identical and are armed with machine guns and missiles, though Hot Shot is also equipped with a particle beam cannon.
 * King Boom Boo: A giant ghost that haunts Eggman's pyramid base, can shoot blue flames and is weakened by daylight. Knuckles faces this boss.
 * Flying Dog: A completely airborne version of Hot Shot that attacks Rouge after she steals 3 Chaos Emeralds. Equipped with machine guns, missiles and particle beam cannon.
 * Egg Golem: a large rock-formed robot with a facial build similar to the sphinx, which he uses to guard the entrance to his spaceship hangar. It is apparently controlled by the small cylindrical mechanism on its head. After Sonic pounces on this mechanism, it goes berserk and Robotnik must take it on--It is the only boss that both the Hero and Dark sides both face. Rather than a vehicle, this is seemingly a numberless robot.
 * The Biolizard: The Ultimate Lifeform prototype. Surface is designed to absorb attacks and is virtually invincible, with the life-support mechanism as it's only vulnerable point. Attacks with bites, tail swipes, energy spheres and pink homing bombs.
 * The FinalHazard: The Biolizard attached to the Space Colony ARK. With the life support offline it is vulnerable, but must be stopped before the colony hits the planet. Attacks with lasers and homing bomb shields.

Sonic Advance

 * Neo Green Hill Zone: Egg Hammertank (エッグハンマータンク). A car armed with a hammer, it swings back and forth in a 180 degree arc while the machine drives forward.
 * Secret Base Zone: Egg Press (エッグプレス). A machine that jumps around with a spring on the bottom, similar to one seen in Sonic Chaos.
 * Casino Paradise Zone: Egg Ball (エッグボール). A round orb that goes through tubes along with a painful decoy.
 * Ice Mountain Zone: Egg Spider (エッグスパイダー). A drilling machine that sits on the ceiling, causing icy stalactites to drop on the player's character, but they can be used to hit Eggman and get air. The battle takes place under water.
 * Angel Island Zone: Mecha Knuckles. A mechanic counterpart to Knuckles the Echidna that has his skills and can also spit out giant missiles.
 * Cosmic Angel Zone: Egg Snake (エッグスネーク). A machine that moves along a chain bridge that shoots orbs of energy.
 * X Zone: This zone has 3 machines which are:
 * Egg Mobile: Hammer Ball (エッグモービル・ハンマーボール). A copy of the first Eggmobile from Green Hill Zone in Sonic 1, except it takes four hits to destroy.
 * Egg Mobile: Drill Machine (エッグモービル・ドリルマシン). A copy of Drill Eggman in Sonic 2, except it takes four hits to destroy.
 * Egg X (エッグ X). An orb with a bomb launcher, an extendable hand, and a laser cannon.
 * Moon Zone: Super Egg Robo (スーパーエッグロボ). A typical Eggman-looking mecha that attacks with its spiky hands while shooting balls at Super Sonic which captures him if he hit them. The balls look strangely like Poké Balls.

Sonic Advance 2

 * Leaf Forest: Egg Hammertank 2 (エッグハンマータンク2). A car armed with a hammer and fist, the fist does nothing, but holds Cream and Cheese captive when Sonic first fights it. After its destruction, the fist shoots into the sky and blows up, releasing Cream and Cheese, unlocking Cream as a playable character.
 * Hot Crater: Egg Bomber Tank (エッグボンバータンク). A rounded tank that shoots bombs, the cannon breaks off, at which point the bombs will be weakly lobbed instead.
 * Music Plant: Egg Totem (エッグトーテム). A large totem like machine, with three rounded, spiked sections, which can separate and are armed with small cannons. The first time you fight it, Tails will be tied up and dangling from a hook on the end of a metal rod, almost as if Eggman is going on a fishing trip, and plans to use him as live bait. After its destruction, the cords snap, saving Tails. Tails is then unlocked as a playable character.
 * Ice Paradise: Aero Egg (エアロエッグ). A flying vehicle with a long tail. It drops missiles, and it can only be reached by bouncing off the platform at the end of the machine's tail.
 * Sky Canyon: Egg Saucer (エッグソーサー). A large wheel with three components on it, the cockpit, a cannon (which can be destroyed), and a hand that can deal a one-hit kill. The first time you fight this, Knuckles will be piloting it due to him being tricked by Eggman. After its destruction, a burnt Knuckles chases Sonic and shouts at him. Afterwards, Sonic starts yelling at Knuckles for letting Eggman fool him yet again. This leads to Knuckles being unlocked as a playable character. When you fight again (or as another character), Eggman will pilot instead.
 * Techno Base: Egg-Go-Round (エッグゴーランド). A machine riding on a rail with four platforms attached to it. The cockpit shoots projectiles, and on occasion, two platforms will spin rapidly, while the other two grow spikes.
 * Egg Utopia: Egg Frog (エッグフロッグ). A machine on two long legs, it hops between the ceiling and the floor and can shoot napalm bombs up and down. In this battle, you can reverse the gravity and back again, which you will need to do to avoid the explosions.
 * XX: Super Eggrobo Z (スーパーエッグロボZ). After facing weaker versions of all the previous bosses and at the end you face a rebuilt version of the final mecha of Sonic Advance. It can shoot lasers and punch with destructible rocket fists. The floor has platforms which raise to the spiked ceiling.
 * True Area 53: A shrimp-like machine which can fire many shots off at once, it is also armed with missiles which have to be deflected into the machine by Super Sonic. The tail also holds an ice beam capable of freezing Super Sonic temporarily, and a vacuum that can suck Super Sonic up while he's frozen and take his Rings. The whole machine can curl up into a ball to roll into Sonic.

Sonic Heroes
Note: All vehicles are actually piloted by Metal Sonic, disguised as Eggman.
 * Ocean Palace: Egg Hawk. A giant bird-like jet with a laser cannon in its beak and rotary guns that can only be fired when on the ground. It also has laser turrets at the end of each wing which are operated by Egg Pawns.
 * Bullet Station: Egg Albatross. The Albatross appears to be a small blimp with the Egg Hawk perched on top of it. It has two giant propellers that propel the ship forward. This airship has laser cannons, spike ball launchers, and wave beam launchers, as well as four additional Egg Pawn laser rifle seats.
 * Final Fortress: Egg Emperor. This is a giant, humanoid, knight-like exoskeleton, and is the final boss for each team's story. It has jets, which enable flight, and rocket launchers. The Emperor has a giant sword that can make shockwaves, and a large shield
 * Metal Madness/Metal Overlord: The final boss of the game, unlocked after collecting all the Chaos Emeralds. Metal Sonic, with an enhanced power of the collected data of all the teams, along with Chaos' data, transforms into a gigantic dragon-like robot, with a flamethrower cannon as right hand and a large, left hand which can throw missiles. As Metal Madness, he uses both hands, spike missiles at his back, and his large spiked tail, and he has three power cores that need to be destroyed by the three teams (Dark, Rose and Chaotix). As Metal Overlord, he gains the ability to fly, and he's confronted by Team Sonic, now enhanced with the power of the Chaos Emeralds (Super Sonic, and both Tails and Knuckles in Power Shields). In this final form, he can throw energy balls from his chest, and from time to time he dives into the clouds, coming back with an airship of the Egg Fleet, which throws it at the team. Also, he can shoot his back missiles, which can trap members of the team in crystallized barriers, and he has the ability to do Chaos Control to stop time, while he attacks.

Shadow the Hedgehog

 * Lethal Highway/Death Ruins: Black Bull. Bulky, cyclopian Black Arms beast. Eye is the weak point.
 * Cryptic Castle/Mad Matrix/Iron Jungle: Egg Breaker. Humanoid Eggman mecha equipped with a giant mace arm and various guns.
 * The Doom/The ARK: Heavy Dog / Blue Falcon. GUN mechas with similar appearences and armaments. Heavy Dog is ground-based and Blue Falcon is aerial.
 * GUN Fortress/Black Comet (stage)/Final Haunt: Diablon. Prototype GUN mecha. Equipped with many weapons and a shield generator.
 * Black Comet (stage)/Lava Shelter/Cosmic Fall: Egg Dealer. Four-wheeled Eggman mecha. Randomly deals various attacks, but it's own weapons can be used against it.
 * GUN Fortress/Cosmic Fall/Final Haunt: Black Doom. Black Arms leader. Has teleportation abilities and many projectile attacks.
 * The Last Way: Devil Doom. Mutated Black Arms leader. Can attack and defend using pieces of the Black Comet.

Sonic the Hedgehog (2006)

 * Dusty Desert/White Acropolis: Egg Cerberus. The first boss in the stories of Sonic and Shadow. This robot goes straight to the character, with plenty of drive. To defeat him, wait for it to stop for a few seconds, facing a wall, sliding down him back, clinging to the horn on its head, and make hitting a wall.
 * Radical Train/White Acropolis: Egg Genesis. A boss in Sonic's and Silver's story, gold, having a central part, with four legs without feet around and with shields.
 * Aquatic Base: Egg Wyvern. The last boss of Sonic Story, is manageable directly by Dr. Eggman, can shoot laser beams, and as its name implies, is shaped like a wyvern.
 * Flame Core/Dusty Desert: Mephiles the Dark. A demon much like Shadow, takes the role of main villain.
 * Dusty Desert (Sonic's story)/Radical Train (Shadow's Story): Silver the Hedgehog. Silver will follow you and throw objects at you with his telekinesis powers. He will also try and grab you, and throw you at a wall.
 * Dusty Desert (Silver's story): Sonic the Hedgehog. Sonic will jump in the air and try to do a homing attack on the player.
 * Radical Train (Silver's story): Shadow the Hedgehog. Shadow will jump and either do a homing attack or throw a chaos spear. After losing around half his health, he will activate Chaos Boost, making him faster, and also granting him the Chaos Lance.
 * End of the World: Solaris. The final boss in Sonic '06, who is also called "the Flame of Hope/Disaster". It is the combination of Mephilies and Iblis with the power of the Chaos Emeralds. Its second form looks a lot like the Hyrule symbol form the Legend of Zelda.

Sonic and the Secret Rings

 * Sand Oasis: Sand Scorpion. A large, purple scorpion with fifteen eyeballs. Uses bombs, its pincers and stinger to attack Sonic.


 * Evil Foundry: Ifrit Golem. A very large mechanical demon summoned by Erazor Djinn. Can shoot laser beams out of its eyes, creating a wall of fire (Incidentally, the laser itself does not harm Sonic). Can also drop tanks of gas, which explode on contact with either Sonic or the ground.


 * Pirate Storm: Captain Bemoth. Once a regular Pirate Djinn, it fused with several Slime Djinns, turning into a strange Stingray/Jellyfish creature. Attacks with bombs, and can use a whirlpool charging attack. If Sonic is latched on to its horn for too long, the creature will charge up with electricity, shocking Sonic once fully charged.


 * Night Palace: Erazor Djinn. The main antagonist of Sonic and the Secret Rings. Uses his sword to shoot lines of fire at Sonic.
 * Night Palace (?): Alf Layla Wa Layla. After using the power of the World Rings, Erazor Djinn transformed into a grotesque, six armed monster. He only has on, large eye, and a mouth with many sharp teeth. Like Erazor Djinn, he can also shoot line of fire/energy at Sonic. Also, he can create whirlpools which suck Sonic into them, damaging him in the process. His strongest attack involves him charging up a very large ball of energy and words, which, after being charged, he will throw at Sonic. Using Speed Break will let Sonic attack the ball with many punches and kicks, which reflects the ball back at Alf-Layla-Wa-Layla.

Sonic Unleashed

 * Mazuri: Egg Beetle. A large, arachnid beetle hybrid robot, piloted by Eggman. Utilizes it's large pincers to attack Sonic. it can also drop bombs, which can be slid under or jumped over. It also launches missles, which will create small pillars of fire on impact.


 * Spagonia: Egg Devil Ray. Another large robot created by Eggman, this time shaped like a fish of some sort. Fires many different types of lasers as it's main attack method. When switching to a 2D perspective, it uses fireballs that float around in different patterns. It also has an electric shield, which prevents it from being damaged.


 * Chun-Nan: Dark Gaia Phoenix. The first night boss, a flaming purple phoenix, is the gaurdian of the Chun-Nan Temple of Gaia. Uses it's wings to create large waves of fire, and it's tail to shoot off flaming dart-like feathers. Werehog Sonic must use the water jars (Water barrels in the Wii/PS2 version) to douse the flames on the beast, otherwise it is invulnerable to all attacks.


 * Holoska: Dark Moray. An ice breathing eel-like creature. It has smaller versions of itself powering a forcefield. Defeating these small creatures (Destroying purple lights in the Wii/PS2 version) will allow Werehog Sonic to attack the beast head on. Sonic must throw the ice canisters at Dark Moray to freeze it, and then attack the large, green orbs on its back and head. Dark Moray can breath out icy wind, which will freeze Sonic on contact. It can also shoot large ice balls into the air, which will also freeze Sonic. Dark Moray will also slam its body and head into the ground, and circle the arena, which is avoidable by jumping.


 * Shamar: Dark Guardian. A hammer wielding creature, which resembles the standard Nightmares, but larger (Much larger in the Wii/PS2 versions). Can cause lightning to strike Werehog Sonic, and, of course, utilizes its very large hammer.


 * Adabat: Egg Lancer. A robot created from the leftover parts of the Egg Beetle and Egg Devil Ray. Like the Egg Beetle, it also uses its pincers to crush Sonic, and like the Egg Devil Ray, it fires lasers in many different patterns.


 * Eggmanland: Egg Dragoon. The only Eggman boss Werehog Sonic fights, it is another version of the robot seen in the opening video. It can fire ice balls, which creates a shockwave upon impact, and freezes Sonic if he touches it. The Egg Dragoon can also launch Egg Fighters, although they are much weaker in the boss fight than they are in the Eggmanland stage. The Egg Dragoon will also use its drill to swipe at Sonic, and can use a machine gun to attack Sonic as well. After taking enough damage, the Egg Dragoon will launch its drill at the arena, which will break the floor Sonic is standing on. Sonic will then fall on another platform, and proceed to fight.