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Sonic Blast
Yellow Desert Zone

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Quotation1.svg Bats, moving spike traps, quicksand... this Zone is all dune and no beach! When travelling in the Eqyptian caverns, it's heads up - those stalactites have a nasty habit of falling down at just the wrong time. Quotation2.svg
— Description, Sonic Blast US manual[1]

Yellow Desert Zone (イエローデザート[2]? Ierōdezāto) lit. "Yellow Desert" is the second Zone of Sonic Blast. It follows Green Hill Zone and precedes Red Volcano Zone.


As the name suggests, it is a large yellow desert and it has Egyptian caverns. As players must avoid spike pits, they must also give thought to how they are to avoid the spikes that fall from the ceiling.


At the end of Act 3, Dr. Robotnik will show up in a staff-wielding, cloud-riding mech. The player must hit this mech on its glass cover twelve times to win the fight.


  • A good reason to play as Knuckles the Echidna: a good way to avoid the top and bottom spikes is to get on the mid-floating platform. When a spike falls from the ceiling, the player should jump off and simply glide back on. Although using Sonic's double jump would also be a good idea, using Knuckles' glide is better; although not as much height is gained, Knuckles will fall more slowly, so the player can get back on the platform more easily. If the player gets hit by a falling spike, they should have more than ten rings and/or stand near the left or right side, because dropped rings cannot be recollected and if the player is caught with ten rings or less, they will most certainly die unless they are near one of the spike pits' ends. There is one way around this, however. If Knuckles is near one of the ends, he can glide safely to the other wall. This may not always work, though.





Name Artist(s) Length Music Track
N/A N/A 1:18


  1. Sonic Blast (Sega Game Gear) United States instruction booklet, pg. 10.
  2. Sonic Blast (Sega Game Gear) Japanese instruction booklet, pg. 21.
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