Atomic Destroyer Zone

Atomic Destroyer Zone is the sixth and final zone of Sonic Triple Trouble for the Sega Game Gear. As with other stages in this game, Atomic Destroyer consists of two standard acts followed by a third act which contains the zone's boss (or, in this case, multiple bosses). The zone comes after Tidal Plant Zone.

Overview
Atomic Destroyer is the Doctor's lair in Triple Trouble; and consists of tinted chrome, laser beams, and other elements of mad science. Maze-like networks of vacuum tubes whisk the player around the level, and frequently deposit Sonic on top of the activation button for badnik generators. However, these badniks are the same bird-bots that have haunted Sonic's adventures since the Sky High Zone.

Metal Sonic
Similarly to their well-known race in Stardust Speedway during Sonic CD, Sonic and Metal Sonic clash once again inside the Doctor's titanic super-weapon. After a brief race on rocket-shoes (or just flying, if the player is playing as Tails), Metal Sonic rams into Sonic, knocking Sonic's rocket-shoes off. He follows up his attack by flying back and forth across the screen and periodically swooping along the floor with his electric shield. Sonic dodges the chromatic clone while he is charged up with electricity, and lands hits when the shield depletes and he slows down. Metal Sonic requires eight hits to disable.

Pogo Mech
With Metal Sonic knocked out of the fight, Fang the Sniper briefly makes an appearance. Presumably in the Atomic Destroyer to steal the final Chaos Emerald, which is now in Eggman's possession, Nack turns and flees after catching sight of Robotnik's armored pogo-mech, leaving the player to face the Doctor one-on-one. This machine's defenses are mediocre, and it is destroyed after ten hits.

Flamethrower Mech
Eggman, however, is not quite finished, and he proceeds to bring out a significantly more dangerous creation: a flying Eggmobile-like contraption that that spews jets of flame. Even after the player disables this weapon, Robotnik launches a series of electric and energy-ball attacks while the broken, sparking conduits of his flame-gun make attacking the vehicle hazardous. This section requires seventeen hits for a player victory.

Lighting Chamber
The final part of the boss sees Eggman's pod shift up and down between the two ends of a electricity chamber. Energy bolts fire from cannons above the player, and the entire room is periodically filled with lightning. The only way for Sonic or Tails to dodge is to hide inside whichever chute Eggman isn't occupying at the time.

Ending
Finally, after four bosses in a row, Eggman is out of defenses. The scientist flees to a floating platform, but drops the final Emerald during his hasty retreat. Sonic proceeds onwards to find an imprisoned Knuckles, captured by Eggman after his defeat at Tidal Plant Zone. After destroying the energy cage, the Guardian concedes a thankful handshake before the two characters flee the base.