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Sonic X corrections

 * Sonic X has the most characters that appears in the games, featuring characters such as Shadow, Rouge, Amy, Cream, Big, Super Sonic, Chaos, etc.
 * In the episodes based off of Sonic Adventure and Sonic Adventure 2, the emerald colors are now match up with their game counterparts.
 * Shadow was seen removing his bracelets and receiving a huge power boost as a result in the ending of his story in Sonic the Hedgehog, a concept originally used in Sonic X.
 * In an interview, the English director of Sonic X states that he doesn't know a thing about Sonic, stating that he never played a single game, watched a single episode from any Sonic show, or even read any of the comics.
 * Possible references to Adventures of Sonic the Hedgehog are abundant in this show; one episode is named "The Last Resort", using the same resort pun as the AoSTH episode of the same name.
 * A few of the characters' concepts and artwork on Sonic X looks similar to their Sonic Adventure and Sonic Advance artwork.
 * Dr. Eggman is now called "Dr. Robotnik".
 * The Biolizard now has a name and is also the prototype of the Project Shadow. Similarly, Vanilla the Rabbit was now called by her name.
 * Mobius is now a same planet and has a name. However, unlike Sonic the Comic, Mobius was the part of Earth's solar system.

Playable

 * Sonic the Hedgehog/Super Sonic
 * Robo-Sonics (exclusively for co-op)
 * Mii (exclusively for co-op) (Wii)

Partners

 * Miles "Tails" Prower
 * Yacker
 * Knuckles the Echidna
 * Amy Rose
 * Silver the Hedgehog
 * Blaze the Cat
 * E-123 Omega
 * Rouge the Bat
 * Shadow the Hedgehog
 * Charmy Bee
 * Vector the Crocodile
 * Espio the Chameleon
 * Cream the Rabbit
 * Cheese
 * Big the Cat
 * Chao

Non-Playable

 * Dr. Eggman
 * Orbot
 * Cubot
 * Mother Wisp

Enemies

 * Egg Pawn
 * Spinner
 * Buzzbomber
 * Burrobot
 * Mole
 * Motobug (Big and Small)
 * Crabmeat
 * Spiny
 * Orbinaut
 * Chopper (Big and small)
 * Jawz
 * Sandworm
 * Aero Chaser
 * Giant Crabmeat
 * Asteroid Coaster sub-boss

Bosses

 * Globotron
 * Rotatatron
 * Captain Jelly
 * Frigate Orcan
 * Drillinator
 * Refreshinator
 * Admiral Jelly
 * Frigate Skullian
 * Egg Nega Wisp
 * Mother-Wisp

Stages

 * Tropical Resort
 * Sweet Mountain
 * Starlight Carnival
 * Planet Wisp
 * Aquatic Park
 * Asteroid Coaster
 * Terminal Velocity

Classic Era

 * Green Hill (Sonic the Hedgehog)
 * Chemical Plant (Sonic the Hedgehog 2)
 * Casino Night (Sonic 2)
 * Mushroom Hill (Sonic 3 &amp; Knuckles)
 * Sky Sanctuary (Sonic the Hedgehog 3 & Knuckles)

Dreamcast Era

 * Emerald Coast (Sonic Adventure)
 * Speed Highway (Sonic Adventure)
 * City Escape (Sonic Adventure 2)
 * Radical Highway (Sonic Adventure 2)
 * Seaside Hill  (Sonic Heroes)

Modern Era

 * Water Palace (Sonic Rush)
 * Crisis City (Sonic the Hedgehog (2006))
 * Rooftop Run (Sonic Unleashed)
 * Tropical Resort (Sonic Colors)
 * Planet Wisp (Sonic Colors)

Bosses

 * Classic Metal Sonic, Casino Night (Sonic 2), Stardust Speedway (Sonic CD)
 * Death Egg Robot, Death Egg (Sonic the Hedgehog 2)
 * Big Arm, Launch Base (Sonic 3 & Knuckles)
 * Perfect Chaos, Station Square (Sonic Adventure)
 * Shadow the Hedgehog, Radical Highway (Sonic Adventure 2), Final Rush (Sonic Adventure 2)
 * Biolizard, Cannon's Core (Sonic Adventure 2)
 * Silver the Hedgehog, Crisis City (Sonic the Hedgehog 2006), Tropical Resort (Sonic Colors)
 * Egg Emperor, Final Fortress (Sonic Heroes)
 * Egg Dragoon, Eggmanland (Sonic Unleashed)
 * Time Eater, Center of Time (Sonic Generations)

Special Stages
Special Stages appear. The style of the play is akin to the Special Stages in Sonic Heroes. A Chaos Emerald will be achieved if the stage is completed. Super Sonic will be exclusive to the final boss.

Death Egg Mark II
The Death Egg Mark II is a newly-rebuilt Death Egg constructed together with the Egg Moon. It is much grander in scale than the original.

The Death Egg casts a shadow throughout the entire story of Sonic the Hedgehog 4. Though a extra zones appear in Sonic Advance trilogy and Sonic Rush series, the true Death Egg makes a comeback as the Death Egg mk.II and is the final location of Sonic the Hedgehog 4. This new Death Egg appears as a mechanized version of Egg Moon—literally, the entire station is built around and fused it. While it retains many characteristics of its predecessor, the Death Egg mk.II is still under construction and still very much incomplete. It can be seen in the Act 3's night background of Sylvania Castle as well as White Park. The Death Egg mk.II is shown to have a fleet of smaller, mass-produced stations which resemble the E.G.G. Station Zone.

Egg Moon
The Moon was roboticized into the Egg Moon.

Little Planet
The Little Planet reappears in Sonic Colors, where it has been chained to Dr. Eggman's Incredible Interstellar Amusement Park by Doctor Eggman. The Starlight Carnival was in the sky of the Little Planet. At the end, the Starlight Carnival was pulled away from Mobius by the Little Planet's natural cycle for then to disappear with it to regions unknown.

The Little Planet reappears in Sonic the Hedgehog 4. Dr. Eggman build a new version of the Death Egg larger than the Little Planet. The Little Planet can be seen in boss act of E.G.G. Station Zone. The Little Planet has been chained in close proximity to the Death Egg Mk.II. In the bad ending, the Death Egg Mk.II still operation and reactivates its tractor beam on the Little Planet. In the good ending, Sonic and Tails defeat Dr. Eggman and Metal Sonic and the Death Egg mk.II Zone's power drains out freeing Little Planet.

After events of Sonic Rivals 2, it is shown that Metal Sonic has been re-awakened at Stardust Speedway and guided back from the Little Planet to Eggman's base in Episode Metal.

Tornado
Tails created the Tornado 2, the successor of the original Tornado in Sonic X. Chuck Thorndyke created his own version of the Tornado 2 with the transformation of the Hyper Tornado.

Playable

 * Sonic the Hedgehog

Non-Playable

 * Dr. Eggman

Zones

 * Dark Valley Zone
 * Desert Road Zone
 * Rainy Savanna Zone
 * Iron Ruin Zone
 * Quake Cave Zone
 * Balloon Panic Zone
 * Emerald Ocean Zone
 * Mount Mobius Zone

Special Stage: Based on the Sonic 3 and Knuckles special stages, unlike Sonic Jam.

Playable

 * Sonic the Hedgehog/Super Sonic
 * Miles "Tails" Prower

Non-Playable

 * Doctor Eggman
 * Metal Sonic

Zones

 * South Island Zone
 * Flying Carpet Zone
 * Aurora Icefield Zone
 * Canyon Cruise Zone
 * Hidden Palace Zone
 * Dynamite Plant Zone
 * Giant Wing Zone
 * Death Egg II Zone
 * Milky Way Zone

Special Stage: Similar to that of the Saturn version of Sonic 3D.

Sonic the Hedgehog 4
Sonic the Hedgehog 4 is a 3D side-scrolling game for the PS3, Xbox 360, Nintendo Wii, IOS, Android and the PC. It takes place after Sonic Advance trilogy, Sonic Battle and Sonic Rush series although the saga is more of a continuation of Sonic Rivals series.

Story
After the events of Sonic Chronicles: The Dark Brotherhood, Little Planet approaches once more. In Diamond City, everyone welcomes Sonic, Tails and their friends, which cerebration is quickly ruined when Dr. Eggman arrives and captures Dr. Crygor. Sonic tries to attack Eggman, but is attacked by Metal Sonic, who unleashes his special attack that easily knocks him to the ground. Eggman and Metal Sonic then kidnap other friends and imprison them in the Egg Capsules. Sonic wakes from his unconsciousness and Tails tells Sonic to go to North Island next to Diamond City.

Sonic and Tails arrive on North Island, where they start their adventures in Splash Hill Zone. They confront Eggman in his Egg Wyvern and defeat it and first free Penny, Mike and Orbulon. Amy tells Sonic that Mona worked a Chili dog stand at Casino Street Zone. Sonic and Tails reach Casino Street Zone, where they come to face with Eggman in the Egg Dealer and free Mona and Thang Family. They head for the Lost Labyrinth Zone, and explore the deeper parts of the ruins. They face Eggman's Egg Viper and free Young Cricket, Master Mantis, Kat and Ana. Sonic and Tails are riding the Tornado through the clouds. Sonic orders Tails to land and they crash into Sylvania Castle Zone. They then make their way to the end of the castle and defeat Doctor Eggman in his new contraption: the Egg Serpentleaf and free Ashley and Red.

They then head into the snow mountains of White Park Zone where they head into Eggman's amusement park, where he is transforming the Egg Moon. They then come face to face with Metal Sonic on Tails' Rocket. He hops off and they battle. After freeing 9-Volt and 18-Volt, Sonic and Tails are victorious and they head to Eggman's ruined oil facility, the Oil Desert Zone. They then defeat Eggman's new Egg Scrap Mech and free Dribble and Spitz. Penny learns about the Special Stages and tells Sonic to collect the seven Chaos Emeralds. Sonic and Tails reach Eggman's newest base, Mad Gear Zone, where they face his Egg Walker and free Dr. Crygor. Dr. Crygor tells Sonic to get the blueprint for Eggman's scheme. Team Sonic pursue Eggman into the air on the Tornado, but are suddenly attacked by Metal Sonic in the new Metal Carrier. They land on the Sky Fortress Zone and manage to defeat Metal Sonic. Sonic and Tails chase Eggman to his newest lair, the E.G.G. Station Zone. There, Sonic defeats each of his creations once again, including the powered-up Giant Mech, which destroys the station. Dr. Crygor reveals the blueprint for the Death Egg Mark II, which Eggman is creating with the Egg Moon (Roboticization of the Moon), and is more powerful than the original Death Egg.

Eggman and Metal Sonic then flee to the Death Egg mk.II Zone. Sonic and Tails then defeat Metal Sonic and Eggman, pursuing Metal Sonic. They race him and he is wrecked upon being electrocuted on a door. Eggman takes advantage of Metal Sonic's core programming - to obey whoever is strongest - by using the Death Egg mk.II's Final Egg Blaster to take out several stars. Sonic and Tails make it to the center, where they defeat Eggman's R-9 Final Fever. Sonic pursues Eggman and Metal Sonic quickly manages to knock him to the ground and electrocutes him. Eggman completes his new Egg Heart and uses it to possess the Little Planet's natural cycle. Sonic passes out, but after Eggman and Metal Sonic leave, the blue hedgehog gets support from all of his friends along with Shadow and Silver, allowing the Chaos Emeralds to glow and activate, transforming him into Super Sonic. He defeats Eggman and Metal Sonic.

The battle causes the Death Egg mk.II to be destroyed, but Sonic, Tails and their friends manage to escape in the Cyclone and land down to Earth, while the Death Egg mk.II is drained of it's power and is left helpless above Earth. Little Planet floats free from the Death Egg mk.II's tractor beam.

Playable Characters

 * Sonic the Hedgehog/Super Sonic
 * Miles "Tails" Prower
 * Knuckles the Echidna
 * Amy Rose
 * Cream the Rabbit
 * Shadow the Hedgehog
 * Rouge the Bat
 * E-123 Omega
 * Silver the Hedgehog
 * Blaze the Cat
 * Espio the Chameleon
 * Charmy Bee
 * Vector the Crocodile
 * Big the Cat
 * Gemerl

Non Playable

 * Dr. Eggman
 * Metal Sonic
 * Orbot
 * Cubot

Friends

 * Vanilla the Rabbit
 * Mona
 * 9-Volt
 * Orbulon
 * Dr. Crygor
 * Kat and Ana
 * Thang Family
 * 18-Volt
 * Ashley
 * Red
 * Mike
 * Young Cricket
 * Master Mantis
 * Penny Crygor

Badniks

 * Bubbles
 * Buzzer
 * Chopper
 * Motobug
 * Newtron
 * Batbot
 * Burrobot
 * Jaws
 * Orbinaut
 * Shellcracker
 * Slicer
 * Spiker
 * Crawl
 * Asteron
 * Spikes
 * Fullboar
 * Steelion
 * Scarabesque
 * Sandworm
 * Chop Chop
 * Snowy
 * Zoomer
 * Mantis
 * Balkiry
 * Turtloid
 * Clucker
 * EggRobo
 * Egg Fighter
 * Aero-Cannon
 * Egg Launcher
 * Aero Chaser
 * E-06 (Bladed) Spinner
 * E-16 Electro Spinner (Thunder Spina)
 * E-1000
 * E-1001 Egg Pawn
 * E-1002 Egg Flapper
 * E-1003 Cameron
 * E-1004 Klagen
 * E-1006 Egg Hammer
 * E-1008 Falco
 * E-1009 Egg Bishop
 * E-1010 Egg Magician
 * E-2000

Minor Bosses

 * Wrecking ball Eggmobile (Splash Hill)
 * Catcher Eggman (Casino Street)
 * Trap Eggmobile (Lost Labyrinth)
 * Drill Eggman (Sylvania Castle)
 * Silver Sonic 2 (White Park)
 * Egg Hornet (Oil Desert)
 * Flying Eggman (Mad Gear)
 * Big Arm (Sky Fortress)

Major Bosses

 * Egg Wyvern (Splash Hill)
 * Egg Dealer (Casino Street)
 * Egg Viper (Lost Labyrinth)
 * Egg Serpentleaf (Sylvania Castle)
 * Metal Sonic (White Park)
 * Egg Scrap Mech (Oil Desert)
 * Egg Walker
 * Metal Carrier (Sky Fortress)
 * Boss Rush (E.G.G. Station)
 * Wrecking ball Eggmobile
 * Catcher Eggman
 * Trap Eggmobile
 * Drill Eggman
 * Egg Hornet
 * Flying Eggman
 * Big Arm
 * Death Egg Robot (E.G.G. Station)
 * Metal Sonic and Eggmobile (Death Egg MK.II)
 * Metal Sonic (Death Egg MK.II)
 * R-9 Final Fever (Death Egg MK.II)
 * Egg Heart (Death Egg MK.II) (Chaos Emeralds required)

Zones

 * 1) Splash Hill Zone
 * 2) Casino Street Zone
 * 3) Lost Labyrinth Zone
 * 4) Sylvania Castle Zone
 * 5) White Park Zone
 * 6) Oil Desert Zone
 * 7) Mad Gear Zone
 * 8) Sky Fortress Zone
 * 9) E.G.G. Station Zone
 * 10) Death Egg mk.II Zone

Bonus Stages
Bonus Stages play akin to the Special Stages in Sonic 1, where Sonic must navigate a maze to reach Chao, collecting rings and avoiding the exit blocks. This time, the rotation is controlled by the player instead of automatically. Controllers with motion control support can use either a traditional control method or by tilting the controller to control the rotation.

Two significant differences between these stages and the original ones are the inclusion of ring gates and a time limit. Ring gates are barriers that prevent the player from crossing into the next area of the stage, but can be passed once the appropriate number of rings, shown on the gate, have been collected. A time limit also kicks in at the start of each stage and boots the player out if they haven't reached Chao in the time frame. The starting amount varies by level, but can be extended in five, ten or fifteen second increments by collecting orbs around the stage.

Once a Bonus Stage has been completed, it can be replayed on the level select stage in either Score or Time Attack modes, with a 1-Up replacing the Emerald.

Special Stages
Special Stages play akin to the Sonic 2 Special Stages. Like in Sonic 2, Sonic, Tails and their friends must collect a certain amount of rings, the amount increasing after hitting a checkpoint, however, unlike Sonic 2, Tails, Amy and Cream can collect rings, but will not lose their share if they touch any bombs, although this is only true for Single Player. Also, unlike Sonic 2, the player can boost by holding the Tag Action button, and while there is no time limit, but there is a timer, used for Time Attack scores. All seven Chaos Emeralds are required to access the final boss.

Tiny Chao Garden
To unlock the Tiny Chao Garden, the player must collect the Chao from Bonus Stages as any character. The Tiny Chao Garden is basically the same as it was in Sonic Advance and Sonic Advance 2.

Splash Hill Zone
Splash Hill Zone is the first zone of Sonic the Hedgehog 4. It is a beautiful coastal area filled with rolling hills and an everlasting feeling of summer, the embodiment of an adventurous paradise. As Sonic the Hedgehog races through the smooth slopes and crisp rivers, he will also witness a spectacular sunset view from the top of the hills. The first act takes place in early day, but Act 2 and onward take place during late afternoon. Many badniks from the previous games return in this Zone, as well as Dr. Eggman's first egg mobile, but revised. Eggman later battles Sonic with the Egg Wyvern

Title(s)

 * Act 1 - The Adventure Begins
 * Act 2 - High-Speed Athletics
 * Act 3 - Sunset Dash
 * Boss - Showdown with Dr. Eggman

Act 1 - The Adventure Begins
Sonic sets out to just "have fun with it" as he runs and relaxes on this lush coastal environment he stumbles on: Splash Hill. Running through loops, looking at the sea, and taking it easy, the hedgehog feels at home until he crosses paths with some badniks. Sonic then knows vacation time is over, and the struggle has begun.

Act 2 - High Speed Athletics
Fully realizing where these enemies came from, Sonic heads to the next part of Splash Hill. Here, Sonic discovers vines. Sonic grapples one and swings to heights unknown. He uses them to find secret areas and the like.

Act 3 - Sunset Dash
Coming out of the cave from Act 2, Sonic realizes that he's been there for sometime now as he is witnessing a beautiful sunset on the horizon. But beauty won't slow him down just yet as Sonic sees pulleys to get to his next destination. He'll just have to ignore the sunset as he hops over the spike traps, the collapsing platforms and the swarm of baddies to confront his assailant shrouded in mystery.

Boss - Showdown with Dr. Eggman
As Sonic blazes through the sunset isle he comes across to floating platforms in a familiar formation. As he looks around, he sees nothing until something comes down from above: something with a bald head, a mustache about 2 feet long, a wardrobe seeming with bad taste? EGGMAN! Once thought to be dead from a previous encounter, they waste no time to small talk. They already know their roles in the grand scheme, just like the good old days. Eggman attached the Eggmobile to the Egg Wyvern and charged Sonic. In the end, Sonic was able to defeat the robot and send Eggman spiraling into the sky on his detached seat.

Trivia

 * Splash Hill looks similar to the Green Hill Zone, the first zone of the original Sonic the Hedgehog, along with elements like the spiral pathway from Emerald Hill Zone, the first zone of Sonic the Hedgehog 2.
 * In Act 1, there is a small elevated area that looks similar to the one from Act 1 of Sonic 1, and the one in Act 2 looks similar to the one found in Act 1 of Sonic 2.
 * Splash Hill follows the path of a mandatory "Hill" level that the 3 classic games have (Sonic 1's Green Hill Zone, Sonic 2's Emerald Hill Zone and Sonic 3 & Knuckles' Mushroom Hill Zone).
 * During the 2011 Macy's Thanksgiving parade, the Mario and Sonic at the London 2012 Olympic Games Splash Hill Zone remix is heard when Sonic appears.

Casino Street Zone
Casino Street Zone is the second zone of Sonic the Hedgehog 4. It's a beautiful city of fortune filled with huge cards, giant pinball slot machines, and crazy cannons to blast off in.

Titles

 * Act 1 - Neon City Adrift in the Night
 * Act 2 - Road of Cards AKA 100,000 Point Challenge
 * Act 3 - Casino Climax
 * Boss - Dr. Eggman's Party

Prologue
Sonic knows Eggman is still out there, still steaming from their first battle in the Splash Hill Zone. Eggman headed to a city that seemed to be locked in a perpetual night time party in order to regroup and plan. Fortunately, our dashing blue hedgehog saw him escape to the neon city. Sonic soon heads east to the bearded bad man, the only problem how can a partier like Sonic resist the the night time city, Casino Street Zone?

Act 1 - Neon City Adrift in the Night
Sonic finally arrives in the city of fortune. Sonic has a blast looking at the stellar neon city. But Sonic soon realizes time is of the essence as dashes forward as he finds that this particular part of the city is a pinball style jackpot machine. He can't resist a game of chance after a few he runs through the first part rich as a richy.

Act 2 - Road of Cards (AKA 100,000 Point Challenge)
Having run through the first part the city, Sonic sees giant 5-foot-tall cards. Running past the cards at the speed of sound makes the cards spin, revealing different symbols: Sonic, Dr. Eggman, and a Ring. Sonic pays no attention to it, but he soon finds these cards are everywhere. Sonic passed four and he got a winning hand. He decides it's a party city and a couple of games won't hurt as long as he keeps running. Blazing full-throttle through them, Sonic wins riches piled a mile high. Sonic comes to a dead end, and finds the giant cards in stack on the ground and takes a "breather" on them but the cards knock over and when they do Sonic is pulled forward, racing on them as the fallen cards fly in a "single file" row twisting around the building. After landing with this information, Sonic realizes that these cards are special, as he comes to an end of building, but he looks up and sees cards floating and flipping in the air. He jumps on the cards, hopping on them to get to the next. When he does, he dashes onward to see what else the neon town has to offer. Sonic bounces out with a charge spring into a small room that locks him in. The only way to escape is to have lady luck on your side and get 100,000 points! If you do, a small opening will appear in the pit of the room that's connected to a hallway that leads to the goal.

Act 3 - Casino Climax
Sonic comes to the final part of the glowing gambling city. Here, Sonic comes across small cannons to fire him through these death-defying areas. Sonic soon comes to an almost unlimited array of bumpers trying to give Sonic grievance. No matter; they don't stop the blue wonder.

Boss - Dr. Eggman's Party
Almost out of the city, Sonic sees Eggman is having a party. Of course Sonic must be invited; in fact, he's the guest of honor. The party is a trap by Eggman as the exits are blocked off and Eggman has returned with another nostalgic invention. Sonic has his hands full now. Eggman's new take on his previous machine can spin around wildly by using its electric powers it can be like a spinning electrical blade. Sonic takes it down pretty easy like before and Eggman heads southwest. Eggman brings his Egg Dealer here.

Slot Machine Combination(s)

 * Ring x3 = +10 Rings
 * Bar x3 = +20 Rings
 * Sonic x3 = +30 Rings
 * Eggman x3 = -100 Rings
 * Jackpot x3 = +150 Rings
 * Ring/Bar/Jackpot, Bar/Jackpot/Ring, Jackpot/Ring/Bar = +2 Rings
 * Sonic/Sonic/Bar, Sonic/Bar/Sonic, Bar/Sonic/Sonic = +2 Rings
 * Ring/Bar/Eggman, Bar/Eggman/Ring, Eggman/Ring, Bar = +2 Rings
 * Eggman/Bar/Sonic, Bar/Sonic/Eggman, Sonic/Eggman/Bar = +2 Rings
 * Sonic/Jackpot/Bar, Jackpot/Bar/Sonic, Bar/Sonic/Jackpot = +2 Rings
 * Eggman/Eggman/Ring, Eggman/Ring/Eggman, Ring/Eggman/Eggman = 0 Rings

Trivia

 * If the player enters the slots in Act 1 as Super Sonic, the player will always get a Jackpot.
 * Casino Street Zone and Lost Labyrinth Zone are the only zones to have alternate acts on different game systems, and both the acts are Act 2.
 * There is a giant "Eggman Wheel" Sonic can ride in, like the ones in Casino Park in Sonic Heroes.
 * This zone is probably based off of Casino Night Zone as many of its elements are present in this zone, such as the slot machines, are similar to ones in that zone. This zone also has the same sub-boss and has the new boss from Shadow the Hedgehog. The drums used as platforms likely come from Carnival Night Zone and are sometimes seen to behave in a similar way to the blocks in Spring Yard Zone.
 * Also, it borrows a lot of sound effects from Casino Night Zone.
 * Act 1 of Casino Street Zone, sounds similar to Spring Stadium Zone from Sonic 3D.

Lost Labyrinth Zone
Lost Labyrinth Zone is the third Zone in Sonic the Hedgehog 4. Here Sonic has to navigate through three ancient trials of the abandoned labyrinth: a trial of intelligence, a trial of darkness, and lastly a trial of water. Sonic will have to be on his "S" game to survive the ancient tests: balancing on boulders, lighting dynamite, and traversing an infinite assortment of waterways.

Title(s)

 * Act 1 - Ancient Maze of Mystery
 * Act 2 - World of Darkness AKA Strange Mine Cart
 * Act 3 - Underwater Maze Escape
 * Boss - Trap Filled Ruins

Act 1 - Ancient Maze of Mystery
Coming straight out of Casino Street Zone, Sonic travels south-west to an ancient structure. Sonic wastes no time and heads in, hot on the Doctor's tail, but will Sonic be able navigate the labyrinth or will he be caught by the traps, drowned by overflowing tides of water, or possibly flattened by giant boulders? Can he figure out the puzzles the maze holds?

Act 2 - World of Darkness (AKA Strange Mine Cart)
Sonic has witnessed only a taste of the danger to come. After exiting the maze, Sonic sees that the next pathway is shrouded in complete darkness; he grabs a torch and gets spelunking while facing the second trial: darkness. He comes across a mine cart. It is old and rickety, but with nothing else to hand, Sonic decides "better to die trying". It works as the light from it comes on and it works fine... for now. Sonic then comes across a giant block blocking his way; he sees a red colored rope he accidentally lights, trying to figure out how to get through when BOOM!! The colored rope was a fuse to light dynamite. With this info, he quickly blows through the act. When another mine cart comes up, Sonic rides it all the way through the caves. As the dynamite explodes the blocks under the mine cart, he speeds up and finishes the labyrinth﻿'s second test unscathed. Sonic plugged into a mine cart as the only way of moving the player has to rotate the stage in order to navigate towards the exit, but with twists, loops and badniks, it'll sure be a challenge Sonic can appreciate.

Act 3 - Underwater Maze Escape
Out of the dark and into the water. Sonic is trapped and has to bend to the labyrinth's third test of survival: water. Right off the bat, Sonic is hurtled in water. Sonic has to navigate water threatening to drown him. Sonic soon comes into contact with an old friend, but the reunion is interrupted when the walls move in to crush Sonic and he has to dash out of there. Sonic slides down the water's treacherous pathways, and he'll fall through endless loops of the slides if he doesn't figure out the puzzle. Soon after solving, he dashes and passes through Lost Labyrinth's third test.

Boss - Trap-Filled Rooms
While Sonic is running to find an exit, he finds Eggman who laughs then flies away. Sonic runs after him, not letting him get away. Sonic can hit Eggman along the way (but it won't count as a hit towards the battle yet to come) as the water rises to drown him. Sonic quickly hops over the traps and meets with the evil genius. As Eggman gives the signal, pillars rise up to block either from escaping the cave. Then pillars come from the sides of the other pillars at the ground and the ceiling trying to crush them both. However, Eggman has programmed the pillars to move in specific patterns and only Eggman knows them. Sonic has to follow him to avoid getting crushed. After taking too much damage, Eggman then retreats, and returns with his Egg Viper. After defeating Eggman, Sonic steps on the Egg Capsule releasing the small animals.

Trivia

 * If the player transforms into Super Sonic in Act 2, then the the whole act will be illuminated, thus removing the need to light the torches almost completely.
 * Casino Street Zone and Lost Labyrinth Zone are the only zones to have alternate acts on different game systems, and both the acts are Act 2.
 * The story shown on the Sonic 4 Website hints that Dr. Eggman was searching for something in Lost Labyrinth. It turns out that the item Dr. Eggman was searching for was a strange looking orb, most likely with the intention of completely powering up Metal Sonic and give him the powers he uses on Sonic. This makes Lost Labyrinth one of two zones having some connectivity with the plot of Sonic 4, the other being Mad Gear Zone.
 * The music for Lost Labyrinth Zone resembles music from the video game series Crash Bandicoot.
 * In the demo of Sonic 4, it is impossible to clear the torch area without lighting the wrong one.
 * The power that Metal Sonic receives gives him a magenta aura similar to his OVA counterpart Hyper Metal Sonic which is visible during his activation and also boost color.

Sylvania Castle Zone
Sylvania Castle is a zone that appears in Sonic the Hedgehog 4. It's the fourth zone. It is preceded by Lost Labyrinth Zone followed by White Park Zone. As the name implies, it is an ancient castle that is full of traps by a lake that has fallen into despair and has flooded through the years. The stage's appearance is a hybrid between Aquatic Ruin Zone from Sonic the Hedgehog 2 and Marble Garden Zone from Sonic the Hedgehog 3 It even takes a idea from both of the zones with the underwater sections from Aquatic Ruin Zone and the spinning wheel obstacle from Marble Garden Zone.

Website info
In the deep forest, an old castle is located by the lake. Despite its magical appearance, traps like floating pillars, made to protect the castle, will await the duo.

Titles

 * Act 1 - A New Frontier:
 * Act 2 - Sunken Ruins:
 * Act 3 - Moonlit Realm:
 * Boss - Dueling Eggman's New Creation:

Act 1 - A New Frontier:
After escaping the tricky trap labyrinth, Sonic comes across Tails once again. Relieved that Eggman has failed again, the duo decide to take a break aboard the Tornado, chatting about Sonic's adventure. They soon come across an old abandoned castle, flooded with water. They decide to land on the grassy lands, trying to see what might unveil there.

Act 2 - Sunken Ruins
After treversing through the outer parts of the castle, Sonic and Tails find themselves inside the water ruins. Many elements from past games appear here.

Act 3 - Moonlit Realm
After escaping the sunken ruins, Sonic and Tails come across a place near the castle filled with lots of pillars and huge buildings, with a beautiful night sky falling apon them. (The Death Egg mk.II Zone can be seen in the background of this stage)

Trivia

 * The name of this stage may be a shortening of Transylvania. Also, "Sylvania" literally means "forest land" in Latin, as the ruined castle is surrounded by a dense forest.
 * The level also bears a strong resemblance to Kingdom Valley in Sonic the Hedgehog (2006). Kingdom Valley was often noted as somewhat resembling Aquatic Ruin Zone.
 * As the player progresses from Act 1 to Act 3, the setting of this stage changes from day to night. This is similar to Splash Hill Zone where the stage started out as in daylight until the third act which changes to a sunset setting.
 * It is noted that Act 2's music contains nods to Aquatic Ruin Zone as well as Sonic & Knuckles' Flying Battery Zone.
 * Act 3's Music sounds similar to the Shop Menu in Sonic & Sega All-Stars Racing.

White Park Zone
White Park Zone is the fifth Zone of Sonic the Hedgehog 4, following Sylvania Castle Zone. It is a deserted amusement park that is covered in snow and full of decorated pine trees, icy caves, and water filled caves. The stage's appearance is a hybrid of Ice Cap and Carnival Night, both from Sonic the Hedgehog 3.

Acts

 * Act 1 - Snow-Blind Wonderland:
 * Act 2 - Sonic Coaster Rails:
 * Act 3 - Labyrinth at Absolute Zero:
 * Boss - Metal Sonic Strikes:

Act 1 - Snow-Blind Wonderland:
After destroying the Egg Serpentleaf at the Sylvania Castle Sonic and Tails head out to a deserted amusement park at winter time Sonic and Tails head out to the snowy part with avalanches will the duo find the parks entrance?

Act 2 - Sonic Coaster Rails:
Sonic and Tails find the entrance to the deserted amusement park and look for Metal Sonic so they head out on the rollercoaster tracks and find Metal Sonic

Act 3 - Labyrinth at Absolute Zero:
Leading from Act 2 Sonic and Tails leave the rollercoaster tracks and they discover an underwater cavern under the amusement park.They thought it would be easy however cause of all the Steelions it became has became harder will the duo get out of the cavern?

Trivia

 * The avalanche section is similar to the one in the Sonic Adventure version of Ice Cap, as well as the one in Blizzard Peaks from Sonic Rush Adventure.
 * Act 2's music track samples Twinkle Park's "Pleasure Castle", also from Sonic Adventure.
 * Act 3's music is similar to the music of Lost Labyrinth Zone and Hidden Palace Zone.
 * White Park is one of the many theme park zones in the Sonic series.
 * Act 2 is similar to Stardust Speedway from Sonic CD as there many paths for speeding up.
 * In the background of this Zone, a visual error occurs, when the roller coaster cart turns the corner, the beams of light from the head lamps become jerky.
 * The Death Egg mk. II can be seen in the background of the Boss act being built around Egg Moon.

Oil Desert Zone
Oil Desert Zone is the sixth zone in Sonic the Hedgehog 4. It was first revealed as a single screenshot with the first set of screenshots of the game shown, but was shown more in a trailer released on April 5th. It is a oil refinery within a shifting desert that, appearance-wise, is a hybrid of Oil Ocean Zone, from Sonic 2 and Sandopolis, from Sonic & Knuckles. It even takes some ideas from both zones, such as oil slides, and rising sand sections.

Titles
Act 1 - Through the Sandstorm Act 2 - Beneath the Sands Act 3 - A Crude Trap Boss - A Giant Born of Scrap Metal

Act 1 - Through the Sandstorm
After defeating Metal Sonic in the Rollercoaster section of White Park act 2, Sonic and Tails come across a strange oil refinery built in the middle of a desert. Suddenly, a sandstorm picks up, but will that stop Sonic and Tails from getting out of the oil refinery and through the raging sands?

Act 2 - Beneath the Sands
After the sandstorm from act 1, the two come across the oil part of the desert. With oil slides and quicksand pools in their path, will the unstoppable duo make it through this strange refinery?

Act 3 - A Crude Trap
Strangely the oil refinery has turned into a garbage dump with overfilled oil pools, sand slides, and rising sand areas reminiscent of Sandopolis Zone, Will the duo make out of the garbage dump alive?

Boss - A Giant Born of Scrap Metal
After making it out the rising sand area, Sonic and Tails come across Eggman inside a huge oil drum. The evil mastermind pulls out a magnet installed to his hovercraft, and dives in a bunch of scrap metal. Soon robot arms shoot up, along with his new creation, a new machine made out of scrap to take on the duo once again.

Trivia

 * The music for Act 1 has the same drumbeat of Metropolis Zone from Sonic the Hedgehog 2.
 * The music in Act 2 became a meme among fans, due to the instrument at the begining resembling "dying ducks."
 * In Act 3 the Oil Refinery has turned into a garbage dump, although it is unknown why.

Mad Gear Zone
Mad Gear Zone is the seventh zone of Sonic the Hedgehog 4. As Dr. Eggman's headquarters, Mad Gear is a mechanical death trap surround by steam pouring pipes, cogs and gears to balance on.

Website info
A huge plant constructed by Eggman to turn his maniacal ambitions into reality. This is Eggman’s final fort filled with violently moving pistons, giant gears, high-pressure steam valves, and deadly badniks. Sonic will need to master all of his skills effectively to survive.

Title(s)

 * Act 1 - Dr. Eggman's Secret Base
 * Act 2 - Escape the Cog Trap
 * Act 3 - Impending Doom
 * Boss - Defeat The Real Dr. Eggman

Prologue
Defeated yet again, Eggman hastily retreats from the garbage dump and heads directly east to his home of operations in his personally-built metallic city. Unbeknownst to him, Sonic sees the sneaky doctor worm his way out of the ancient maze to his base. With the element of surprise on his side. Sonic heads toward the evil metal city to confront his arch-nemesis once and for all.

Act 1 - Dr. Eggman's Secret Base
After sneaking in Sonic soon discovers that the base isn't so safe or hedgehog friendly. Taking in all his past experiences he blasts forward, wholeheartedly aware he's in the lion's den. Running through, Sonic finds that steaming pipes can give him a boost if he needs it, or lift him into an untimely spike death. This is coupled with the fact that old enemies return to give him more trouble. At last, they do not slow him down as he whips through the zone finishing the first descent.

Act 2 - Escape The Cog Trap
Running past all the traps, Sonic finds that sneaking in is harder than it looks as he finds himself jumping, hopping, and running on and off cogs, bolts, and gears throughout the base. Sonic will have to balance on gears to get to the next part of the the base.

Act 3 - Impending Doom
By this time, Eggman realizes that Sonic's been here for sometime and takes extreme cautionary actions by shutting down the exits ahead as the stage goes dark and alarms from the glowing red lights go off. Eggman also limits the time for Sonic to find an exit by having a wall full of saws give chase and make sure Sonic never survives.

Boss - Defeat The Real Eggman
Sonic finally meets up with Eggman as he floats down with yet another previous invention; this time around, Sonic can hit the pods, which causes them to deploy a balloon duplicate of Robotnik's self, but when Sonic tries to attack the balloon, he gets hurt; a direct contrast to the original after losing all his pods. Eggman will then flee, but Sonic quickly runs after him in this second phase as he throws small fast and blue ones, and very large yellow ones. After taking a few hits, he will be defeated and next will be the Egg Walker.

Trivia

 * This zone is based on Metropolis Zone from Sonic the Hedgehog 2 (having Slicers, Shellcrackers and Asterons as enemies), with some ideas taken from Scrap Brain Zone from the game Sonic the Hedgehog (1991).
 * The first phase of the boss fight is also inspired by Metropolis Zone, but the second phase appears to take ideas from Mushroom Hill Zone, having to run after Eggman across a course that only ends when the fight does.
 * Mad Gear Zone was leaked with a video of Act 2, revealing Super Sonic will be playable in the game.
 * It's said on the Sonic 4 Website that Eggman built Mad Gear for some reason that makes it connect to the game's plot. This reason is to give Metal Sonic enough power to retrieve the orb in Lost Labyrinth, as is shown on a video leaking the game, Episode Metal. This makes Mad Gear Zone is one of two zones that has a connectivity to the plot of the game, the other is Lost Labyrinth Zone.

Sky Fortress Zone
Sky Fortress Zone is the eighth Zone in Sonic the Hedgehog 4. It takes place above the clouds in Acts 1, 2, and 3. Acts 2 and 3 this stage take place on a large aircraft. This stage is a hybrid of Sky Chase Zone, Wing Fortress Zone and Flying Battery Zone.

Website info
A super giant flying fortress made to be the final line of defense. Can Sonic fend off the relentless chase from Metal Sonic in a high-altitude battle?

Title(s)

 * Act 1: The Tornado Takes Off!
 * Act 2: Infiltrating the Sky Fortress
 * Act 3: Mile-High Mayhem
 * Boss: Showdown in the Skies

Act 1: The Tornado Takes Off!
After destroying the Egg Walker at Mad Gear Zone, Sonic and Tails pursue Doctor Eggman on the Tornado. Eggman retreats to his fleet of airships. Throughout the act, Metal Sonic pilots a new aircraft, launching Balkiries at Sonic and Tails and shooting homing energy balls. The act ends with either Metal Sonic crashing into the fortress and retreating, or falling out of the sky by being defeated by the duo.

Act 2: Infiltrating The Sky Fortress
The Tornado lands on the Fortress, so Sonic and Tails need to find Eggman on the fortress and they come across Cluckers from Sonic 2 and new red Fullboars which charge at him. Will they find Eggman and destroy his massive airship?

Act 3: Mile-High Mayhem
Sonic and Tails have been on the aircraft for quite a while since they have landed and there's still no sign of Eggman. Then Sonic and Tails come upon ring shooters and boosters which shoot fire. Will Sonic and Tails find Eggman?

Boss: Showdown In The Skies
Sonic and Tails fly on the Tornado when suddenly Metal Sonic tries to hit them, but thanks to Tails' skills in flying the Tornado, as they escape they try to defeat Metal Sonic. Will the duo be able to do it?

Trivia

 * Similar to the levels it borrows its tropes from, Sky Fortress Zone's name references both Sky Chase Zone and Wing Fortress Zone.
 * Like Sonic 2, the zone precedes a final showdown taking place in Eggman's Death Egg, this game being the E.G.G. Station and later the Death Egg Mk. II.
 * The Ring Shooters in Act 3 are similar to the ones in Death Egg Zone in Sonic and Knuckles.
 * One of the Ring Shooters in Act 3 sends you through 2 loops, but you can somehow collect the rings on the loop despite you not actually touching them. This is most likley a glitch brought on by the game's engine.

E.G.G. Station Zone
E.G.G. Station is the ninth and penultimate zone of Sonic the Hedgehog 4. Unlike the early stages of the game, E.G.G. Station consists of only a single Act, with a boss fight at the end. Most of this Zone is a Boss Rush against the seven minor bosses of the game; only this time they can be beaten with less hits than before and the first and second boss use their newer attacks earlier while the third and fourth bosses only uses their second phase attacks. After defeating these bosses, Sonic runs after Eggman as Eggman hops onto his Death Egg Robot, which of course looks like the final boss of Sonic the Hedgehog 2 and has the same attack patterns. After you damage the robot enough times, it goes berserk, thus making it much more difficult to defeat Eggman.

Title(s)

 * Boss: Showdown in Space.

Prelude To Battle
Before the zone starts, there is a short interlude. Right after Sonic defeats Metal Sonic in Sky Fortress Zone, the Hedgehog chases Eggman around the airship. On his damaged airship, Eggman turns around and meets his tailgater, laughs, and then rises toward the sky. Sonic then jumps to the bottom of the screen and rises with a small rocket with a handle on the outside Sonic flies after the evildoer to the station in the sky.

E.G.G. Station Zone: Showdown in Space
After Sonic arrives on the station, Sonic runs forward to the first corridor with the same layout as the Splash Hill Zone, as Eggman hovers from above to fight Sonic with his first of four battles. The first battle starts with Eggman using his Eggmobile (wrecking ball), Although there are two slight differences to it. One, the platforms Sonic can stand on are floating slowly up and down, and two, Eggman takes considerably less hits than his Splash Hill Zone Encounter. After being defeated Eggman flies away, and Sonic uses a high speed elevator to go deeper in the station. Sonic comes to a second corridor where he speeds towards a room (with a layout similar to the Casino Night Boss) where the exits have been blocked and Eggman descents from above in his Eggmobile (Catcher). One difference is that Eggman has lost the ability to drop exploding spike balls, and now can activate spike traps from the center floor. Soon after being bested, Eggman files upward as the exits open. Sonic takes another elevator higher in the mechanical contraption. Running to his third elevator going higher in the station, Sonic finds Eggman. Eggman laughs, then giving a "Fist Pump" signal; Mechanical pillars arise from the ground, and more pillars come out of the pillars, threatening to crush Sonic valiantly. Best the doctor feeling the heat, he escapes once again. Sonic uses another elevator to go higher in the station zone. Eggman's Drill machine reappears. The fight is almost the same as it was in Sonic 2, except it takes less hits to defeat him. The Egg Hornet was one of Eggman's battle vehicles. He did battle with Sonic for a brief time. It was then destroyed but Eggman escaped the explosion with his mobile attachment. Running faster than ever, Sonic passes through the fourth corridor, Dr. Eggman is still running away (As Phase 2 of his Mad Gear boss encounter) the differences is Eggman instead of throwing regular clones, he can now throw small blue ones, and three times the size of his on mechanical vessel; yellow ones, after taking a few blows the station lifts its outer flaps. Eggman runs from being defeated for the fourth time around. Sonic chases Eggman to see what's next, but can Sonic handle his recycled creation? Big Arm has two phases. On its first phase, it attempts to crush Sonic with its hands and use its rockets to dash. Once Big Arm has received four hits, it will advance to Phase 2, growing spikes on its arms. In this phase, Big Arm attempts to grab Sonic and throw him or punch Sonic from the edges and center of the arena. Big Arm is defeated after eight hits.

The 9th Zone
As Sonic corners Eggman during their last encounter, Sonic uses the next high speed elevator to the eighth and final room of the E.G.G. Station Zone, and Sonic uses a spring to get to the next floor. Sonic then sees Eggman and chases him. Eggman then jumps into some hole which quickly rises up, revealing a giant machine that looks like the final boss from Sonic 2. The mech has the ability to stab Sonic if he jumps to high and close to it, launching in the air to crush Sonic, and it can detach its claws to attack after taking substantial damage it'll stand still and the final battle will truly commence.

The 9th Zone: The Second Phase
After Sonic strikes Eggman's mech a number of times it will suddenly stand still. After a few moments alarms will sound off and red lights will glow and illuminate the stage red. The mech will go haywire and gets an electrical charge around its body, and will try to run in an effort to stomp and crush Sonic. If Sonic dodges it'll hop backwards to finish the job. After that it will fly above to crush Sonic as it will sometimes shoot energy balls in this form. just like before it shoot its claw in a "C" formation. The detached arm will fall smoking with electricity around it after it lands, Sonic will have to hit it three times. After the speed of retraction it has will miss the mech arms socket and will crash on its head knocking it over disrupting the electric field on it. After taking enough damage it fly high above in a final attack. It'll punch the floor. All Sonic has to do is avoid the blow and strike the machine's head. If he doesn't, the floor will collapse, and Sonic will fall into a bottomless pit. Sonic then runs out the room as the space station explodes.

Trivia

 * E.G.G. Station Zone is heavily based on Sonic the Hedgehog 2 's version of the Death Egg Zone with a similar color scheme and final boss.
 * The rocket that Metal Sonic has stolen, and later Sonic recovers and uses the rocket to reach the E.G.G Station Zone has Tails' logo on it, implying that he made the rocket in which in the website said Tails was secretly supporting Sonic.
 * This is another time where Eggman "outruns" Sonic.
 * It is unknown if the "E.G.G." portion of the name has an actual meaning.

Death Egg mk.II Zone
Death Egg mk.II Zone is the tenth and final zone of Sonic the Hedgehog 4. It is a newly rebuilt Death Egg, constructed with the Egg Moon.

It has constantly changing gravity, much like its predecessor. It consists of two acts and two bosses and the final boss. This marks the last place in game, where Sonic and Tails encounter Metal Sonic for the last time and have their final battle with Dr. Eggman.

Background
After beating Death Egg Robot in E.G.G. Station Zone, Eggman ditches his destroyed space station and decides to retreat to his new Death Egg with Metal Sonic while Sonic and Tails follow them in an escape pod. Inside Death Egg mk.II, Sonic once again races his doppleganger only this time with Tails by his side, the fight is an obstacle course to the end, just like Stardust Speedway's battle in Sonic CD, after defeating him to the end he is destroyed. The duo then confronts Robotnik, facing his latest creation, R-9 Final Fever. If the player has collected all of the Chaos Emeralds and is playing as Sonic, then the player will move to the heart of the Death Egg, facing Eggman's newest creation, the Egg Heart, it attacks by spinning the platforms you are standing on and electrifying them. Upon being defeated, the new Death Egg begins to suffer massive internal damage and can be seen shutting down in space. Luckily, Sonic and Tails manage to escape at the last moment crashing down to Earth in the doctor's escape pods leaving the new Death Egg shut down.

Acts

 * Act 1- Infiltration of the Incomplete Base
 * Act 2- Into the Egg Moon
 * Boss 1- A Duel with Metal Sonic: Sonic and Tails fight Metal Sonic twice in this zone. The first time is similar to the battle with him in White Park Zone, with Dr. Eggman accompanying the robotic hedgehog. The Second is a re-make of the Stardust Speedway Race.
 * Boss 2- Final Showdown In Space: Sonic and Tails take on Dr. Eggman's R-9 Final Fever
 * Final Boss- The Beginning of the End: Super Sonic and Gemerl take on Dr. Eggman's final trump card, the Egg Heart - a heart shaped machine surrounded by rotating ring shaped platforms.

Trivia

 * In the beginning of Act 1, the design of this Egg Hangar is reused from Sonic & SEGA All-Stars Racing.
 * While this Death Egg has constantly changing gravity similar to Sonic & Knuckles' Death Egg Zone, enemies from present aside from Dr. Eggman and a robotic doppelganger of Sonic (in this case, Metal Sonic) in two acts.
 * In the final showdown with Metal Sonic, not only is the race from Stardust Speedway recreated, but the Stardust Speedway Bad Future music from the Japanese/European soundtrack for Sonic CD has been remixed. Metal Sonic is even defeated the exact same way as he was in Sonic CD.
 * Unlike its predecessor, which was made entirely from scratch, this Death Egg is built with the Egg Moon, which reappeared from Sonic X.
 * This version of the Death Egg is called "mk.II", even though there was already a Death Egg II which Dr. Eggman built in Sonic the Fighters. This could be due to the former originating from a separate construction plan, while this station was modeled more after the original.
 * The final boss appears to look like a realistic heart, possibly because it is in the "heart" of the Death Egg mk.II.
 * The iron structure in the center of the Egg Moon-powered Death Egg mk.II in the beginning of this final boss stage resembles a Dark Aether portal from Metroid Prime 2: Echoes, also made by Retro Studios.
 * Unlike its predecessor, this Death Egg doesn't plummet back down to Sonic's world or explode after the final battle. Instead, it remains stationary in orbit and all the lights on the exterior turn off, implying that while its still intact on the outside, the damages made on the inside by Sonic and Tails have caused it to power down for the time being.
 * The Egg Moon had the same fate as the Death Egg.
 * During the mid-boss with Metal Sonic, the version of Stardust Speedway theme played is the second remix of the tune.
 * This version uses some of Sonic 3's soundfont, such as the "80's drumming" synth in the background, but also uses the one from Sonic 2 as well, making it sound like a hybrid mix of the Sonic 3 and Sonic 2 soundfonts in the form of Stardust Speedway's bad future theme. Note that it still bears the signature "Sonic 4 Dying Cat" noises in a lower pitch.
 * The escape pods' design is similar to the Bridge Zone boss from Sonic the Hedgehog (8-bit).
 * The design of the Death Egg Mk.II level and background is inspired by Dead Line from Sonic Rush.

Zones of North Island

 * Splash Hill Zone: A Green Hill-esque zone, bright and colorful, featuring many springs, speed boosters, and zip-lines.
 * Casino Street Zone: A level styled like Casino Night Zone. The level features traditional casino objects, such as bumpers, slot machines, and playing cards.
 * Lost Labyrinth Zone: Based off of Labyrinth Zone, this level takes place in dark caves, which includes various traps, underwater sections, and a mine cart ride.
 * Sylvania Castle Zone: An ancient ruin of castles, partially flooded.
 * White Park Zone: A snow-covered land mixed with a carnival.
 * Oil Desert Zone: Based off of Oil Ocean Zone, Oil Desert is a ruined oil facility created by Doctor Eggman (possibly to supply Mad Gear).
 * Mad Gear Zone: Doctor Eggman's headquarters, Mad Gear is very much like Metropolis Zone, which includes various moving gears (hence, the name).
 * Sky Fortress Zone: Very similar to the original Wing Fortress Zone, Eggman's vessel flies high in the sky, reaching the final two stages.
 * E.G.G. Station Zone: The ninth zone of the game, the E.G.G Station takes place in outer space, very similar to the Death Egg Zone. This level features a series of bosses, and then, the ninth boss, Eggman's Giant Robot.
 * Death Egg Mk.II: Yet another rebuild of the original Death Egg Zone. It is built around and fused with the Egg Moon, where Eggman awaits Sonic and Tails.