The Swing'm Spikez (ツインハンマー Tsuin Hanmā?, lit. "Twin Hammer") is a character that appears in the Sonic the Hedgehog series. It is a robot created by Dr. Robotnik, who used it during the first part of the Angel Island incident.
The Swing'm Spikez is a circular robot that have two swinging iron balls as their main weapons, each of which have two smaller balls attached to them.
Sonic the Hedgehog 3 & Knuckles
In Sonic the Hedgehog 3, and its lock-on version Sonic the Hedgehog 3 & Knuckles, a line of Swing'm Spikez were created by Dr. Robotnik. These were stored inside large crates in Launch Base Zone. When Sonic and Tails entered the base, they were attacked by Dr. Robotnik and Knuckles. They were then taken to a giant room with a Swing'm Spikez, which was destroyed by the heroes.
Some time later, when Knuckles entered an abandoned Launch Base Zone, two Swing'm Spikez attacked him. However, the echidna managed to destroy them.
While the Swing'm Spikez are mindless machines that will carry out Robotnik's orders without question, they tend to retreat when their enemy performs an attack against them, such as the Spin Jump.
Powers and abilities
The Swing'm Spikez are capable of flight. They are also able to extend their "arms" and rotate them.
The Swing'm Spikez is the sub-boss of Launch Base Zone in Sonic the Hedgehog 3 and Sonic the Hedgehog 3 & Knuckles, and the eleventh boss overall in these games (and the ninth in Knuckles' story in Sonic the Hedgehog 3 & Knuckles). In Sonic the Hedgehog 3, it is battled with Sonic and/or Tails, while in Sonic the Hedgehog 3 & Knuckles, it can also be battled with Knuckles.
Inside the final tower section of Launch Base Zone Act 1, Dr. Robotnik is carrying a yellow crate below the Egg Mobile when he notices Sonic and Tails, and escapes upwardly. After exiting the tower section, Knuckles throws a bomb into the tower that causes it to crumble. After Sonic and Tails get out of the tower, they follow Robotnik into another building, where the doctor releases the Swing'm Spikez from the crate and escapes from the arena.
From the beginning, the Swing'm Spikez will follow the player while rotating its iron balls. It will sometimes take a short pause and then repeat the same pattern. This is usually the best chance for the player to hit it. However, once the player does a Spin Jump, the machine will try to retreat further away so it cannot get hit. The player therefore has to be close enough to reach the Swing'm Spikez before it retreats to a safe distance.
The Swing'm Spikez requires six hits to be destroyed. Hitting it three times will destroy one of its iron ball attachments, and hitting it three more times will destroy the other iron ball and itself.
In Sonic the Hedgehog 3 & Knuckles, Knuckles enters from a different section due to him destroying the tower section earlier. After going above the ruins of tower, the player will scale the walls to find a hole far above, leading to another part of the base. There, Knuckles ends up in a pit where he is faced by two Swing'm Spikez, making it more difficult to proceed.
During the battle. Knuckles' reduced jump height makes it impossible to reach the Swing'm Spikez when they are high up, so the player must wait until the robots are very low before they can land a hit. The player can also climb to reach the Swing'm Spikez easier. Both Swing'm Spikez take six hits each to be defeated, and after destroying them, the floor crumbles away and Knuckles drops to a lower level where the Goal Plate appears.
- The battle can be made easier if one has a Lightning Shield as Sonic, as it enables a Double Jump.
- Later in Launch Base Zone Act 2, several yellow metallic crates (which might possibly contain Swing'm Spikez) are seen as platforms where pulleys are attached to.