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1[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/sonic_4_slightly_larger.png]]
2[[caption-width-right:350:[[{{Tagline}} As you truly imagined it!]]]]
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4''Sonic the Hedgehog 4'' (not to be confused with [[VideoGame/SonicTheHedgehog4SNES the SNES unlicensed bootleg game]]) is a side-scrolling platformer developed by Creator/{{Dimps}} that is [[GenreThrowback a modern-day throwback]] to [[Franchise/SonicTheHedgehog Sonic]]'s roots on the Platform/SegaGenesis. It's an EpisodicGame, with only two episodes released, though having both episodes downloaded unlocks a short {{interquel}}. Each episode has four Zones with four Acts each (three standard levels and one boss fight per Zone), plus a final BossOnlyLevel in each, making for a decently-sized downloadable game that Creator/{{Sega}} initially designed to test the waters for classic Sonic's return.
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6The story is simple: Some time after the events of ''VideoGame/Sonic3AndKnuckles'', MadScientist and aspiring [[TakeOverTheWorld world conqueror]] [[BigBad Dr. Eggman]] seeks revenge on his perpetual arch-nemesis by rebuilding his best Badniks to go on a hedgehog hunt. When Sonic smashes Eggman's creations once again, he retreats into space, and Sonic gives chase on a rocket. In his floating E.G.G. Station, Eggman pulls out the [[HumongousMecha Death Egg Robot]] as a last resort, but Sonic trounces it the same as always.
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8After this defeat, Eggman gets the idea to return to [[VideoGame/SonicTheHedgehogCD Little Planet]], where [[EvilKnockoff Metal Sonic]] is still smoldering from his previous battle. He repairs the busted bot, and [[UnwillingRoboticisation roboticizes]] Little Planet to create the Death Egg Mk.II, continuing his assault on the world. Hearing about this, Sonic partners up with his good buddy [[KidSidekick Tails]] and flies into action once again to stop his doppelgänger and save both planets.
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10''Episode I'' was released on iOS, Platform/{{Wii}}, Platform/PlayStation3, Platform/Xbox360, PC, and Android. It was hyped as a form of RevisitingTheRoots for the series, with the classic gameplay of [[VideoGame/SonicTheHedgehog1 the original game]] and no characters beyond Sonic and Eggman; this is reflected in its codename, "''Project Needlemouse''".[[note]]The name comes from "Mr. Needlemouse", a common mistranslation of Sonic's [[WorkingTitle working name]], with the Japanese word for "hedgehog" (ハリネズミ) being literally translated as "needle-mouse".[[/note]] It is worth noting that this marketing push was done at the behest of Sega of America; it was originally planned as a mobile-exclusive title called ''Sonic the Portable'', unrelated to the Genesis series. As a result, the game uses a modified version of the ''VideoGame/SonicRush'' engine, which means the game plays quite differently from its classic counterparts, being twitchier and more fast-paced instead of momentum-driven.
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12''Episode II'' officially launched on May 15, 2012 for PC, [=PS3=], Xbox 360, Android, and iOS platforms.[[note]]The near-final "[=Beta8=]" was accidentally released to pre-orderers through Platform/{{Steam}} on April 21, 2012 at midnight EST.[[/note]] It featured an improved graphics engine (which kept it from releasing on the Wii, since it wasn't powerful enough) and tweaked the physics engine from ''Episode I''. Metal Sonic returns as a recurring boss, and Tails follows Sonic everywhere just like in ''VideoGame/SonicTheHedgehog2''. He also allows for three new team-up moves: flying, swimming, and a barreling cannonball spin attack. Having an ''Episode I'' save file on the same platform will unlock ''[[OldSaveBonus Episode Metal]]'', a four-act mini-episode starring Metal Sonic.
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14Due to lower-than-expected performance of the series, ''Episode III'' was [[http://www.sonicstadium.org/2015/01/sonic-4-episode-3-was-planned-then-cancelled/ cancelled]], with its development team having little faith that the project will be revived. ''VideoGame/SonicMania'', released five years after ''Episode II'', eventually took the position of being a direct sequel to ''VideoGame/Sonic3AndKnuckles''. The release of ''VideoGame/SonicSuperstars'' has likely further cemented that the ''Sonic 4'' saga will never be revisited.
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16----
17!!This game provides examples of:
18* ActionBomb: Telstars/Asterons make a return. However, they have been {{nerf}}ed so they won't blow up instantly.
19* AdvancingWallOfDoom: Lost Labyrinth Zone has one as a tribute to Hydrocity Zone. If you thought those were hair-raising, just wait until Mad Gear Zone Act 3, which does a little LampshadeHanging by being named "Impending Doom."
20* AirborneAircraftCarrier: Sky Fortress Zone, a direct tribute to [[VideoGame/SonicTheHedgehog2 Wing Fortress Zone]].
21* AirborneMook: Stingers/Buzzers from ''Sonic the Hedgehog 2'' reappear.
22* AnotherSideAnotherStory: ''Episode Metal'' is unlocked after playing the first act of ''Episode II'' on a device with ''Episode I'' save data installed.
23* AmbidextrousSprite: Guardon/Crawl crab badniks have a turning animation that shows them switching their shield from arm to arm.
24* AmusementParkOfDoom: The second and boss Acts of White Park are entirely set on roller coaster tracks. The former has sections of moving track, while both have sections of [[BottomlessPits missing track]].
25* AntiFrustrationFeatures: The iOS port of ''Episode II'' Special Stages has Sonic's horizontal movement slightly slowed down; although this sounds like hell, they removed the traps.
26* ArcWelding: A Sega rep confirmed that ''Episode I'' was meant to do this for ''Sonic CD'', as it [[https://web.archive.org/web/20191220110406/http://www.tssznews.com/2011/08/27/ken-balough-on-sonic-cd-as-sonic-4s-prequel/ wasn't considered to be significantly tied in any way to]] the numerical Genesis trilogy. Later sources would place ''Sonic CD'' in-between ''Sonic 1'' and ''Sonic 2'' instead.
27* ArtEvolution: ''Episode II'' receives a very noticeable jump in the graphics department compared to ''Episode I'', as the zones have a more detailed and three-dimensional appearance to them and the models lack the cel-shaded look they had in ''Episode I''. This is because it targeted the Xbox 360 and the [=PlayStation=] 3 as the main platforms, rather than mobile phones as the first episode did.
28* AscendedMeme: On [[http://blogs.sega.com/2012/09/05/fast-cars-and-fast-hogs-now-on-sale/ their official website]], Sega used the "Gotta go fast!" meme in an announcement about ''Episode II'' being on sale.
29* AshFace: Eggman gets that after yet another unsuccessful battle.
30* AutoScrollingLevel: Sky Fortress Zone Act 1.
31* BadFuture: As seen in ''Episode Metal'', Metal Sonic apparently hails from Stardust Speedway's Bad Future, which looks extremely [[VideoGame/SonicGenerations familiar to a previous version.]]
32* BackgroundBoss: The Sylvania Castle and Oil Desert bosses.
33* BaitAndSwitchBoss: The first boss of ''Episode II'' does this by tricking the player into thinking they are going to fight [[VideoGame/SonicTheHedgehog2 another nostalgia boss]], but then Eggman goes to the ''real'' boss machine immediately afterward.
34* BashBrothers: ''Episode II'' sees the return of "Sonic & Tails" mode with 2-player co-op (offline and online), complete with Tails being able to carry Sonic and a CombinationAttack.
35* BearsAreBadNews: White Park Zone features a [[EliteMook gigantic]] polar-bear type badnik with large claws that takes three hits to go down instead of the usual one. Its name? ''[[FluffyTheTerrible Snowy]]''.
36* BigBad: Dr. Eggman.
37* BlackoutBasement: In ''Episode I'', Lost Labyrinth Zone Act 2 has some sections without much light. Thankfully, Sonic carries a torch throughout the entire act. This becomes a non-issue if the player unlocks Super Sonic.
38* BonusStage: The Special Stages. In ''Episode I'', there's the rotating mazes, which now play just like ''Cameltry'' (you control the maze's rotation and there's a time limit). ''Episode II'' features the half pipe challenges often used in other ''Sonic'' games.
39* BossOnlyLevel:
40** E.G.G. Station Zone consists of a single Act where Sonic goes against the four preceding bosses, and then the actual final boss, a rematch against the Death Egg Robot.
41** Death Egg Mk.II Zone is similar, though it has two Acts; the first consists of an extended boss fight against Metal Sonic, and the second is a separate boss fight, Egg Heart.
42* BossRush: E.G.G. Station Zone pits Sonic against the four previous bosses in ''Episode I'' with half health, but they go into [[TurnsRed pinch mode]] after one hit.
43* BossSubtitles: Shown in the Acts' intro screens, even for non-boss Acts.
44* CasinoPark: Casino Street Zone.
45* {{Cliffhanger}}: Beat E.G.G. Station Zone after collecting all 7 Chaos Emeralds in ''Episode I''. [[spoiler:A silhouette of Metal Sonic appears as soon as Eggman comes out of nowhere in his Egg Mobile, which will make his boss appearances in ''Episode II''.]]
46* CombinationAttack: An available action in ''Episode II'' is a combination Spin Dash with Sonic and Tails.
47* ContinuityNod:
48** The final boss for ''Episode I'' and the background that accompanies it is a giant throwback to ''Sonic 2''.
49** The blue spin wheels from [[VideoGame/Sonic3AndKnuckles Marble Garden Zone]] appears in Sylvania Castle, and the entire Sky Fortress Zone is one big nod to [[VideoGame/SonicTheHedgehog2 Sky Chase and Wing Fortress]].
50** The [[http://youtu.be/fvLaIkJV8WE?t=1m56s intro scene]] to ''Episode Metal'' begins in [[VideoGame/SonicTheHedgehogCD Stardust Speedway]]'s bad future, complete with a ''CD''-style Zone title card.
51* ContinuitySnarl: ''Episode Metal'' may have retroactively added one to the series. The game explicitly points out that [[VideoGame/SonicTheHedgehogCD Metal Sonic was left abandoned for a long time on Little Planet after he was defeated on Stardust Speedway]], and wasn't revived by Eggman until now. Problem is, Metal Sonic makes several other appearances in the classic-era spinoff games (i.e. ''VideoGame/SonicTheFighters'', ''VideoGame/SonicTripleTrouble'', ''VideoGame/SonicDrift'') and as per word of Sega staffer Aaron Webber, "Everything is canon." Two possibilities are that those games are in the same AlternateContinuity as ''VideoGame/SonicMania'', or that they simply take place ''after'' the events of ''Sonic 4'', ignoring the modern artstyle [[GrandfatherClause carried over from the last episode]].
52* CreditsMedley: In both episodes, in a similar vein as the Genesis titles.
53* CrosshairAware: During ''Episode I''[='=]s final boss fight.
54* CutShort: A third episode was planned as a way to round out ''Sonic 4'' as a trilogy much like the original 16-bit games -- provided one considers ''VideoGame/Sonic3AndKnuckles'' to be one full game instead of two separate ones. Lower than expected sales and critical reception of the first two episodes caused Sega to cancel ''Episode III''.
55* CuttingOffTheBranches: The beginning of ''Episode Metal'' heavily implies that the Metal Sonic race in ''Sonic CD'' took place in the Bad Future.
56* DamnYouMuscleMemory: ''Episode I''[='=]s engine is based on ''VideoGame/SonicRush'' (and by extension, the DS version of ''VideoGame/SonicColors''), which threw off quite a number of fans used to the more momentum-based physics of the Genesis games.
57* DigitizedSprites: The first episode uses these, with a cel-shaded artstyle meant to evoke the classic games, while the second episode upgrades these to full 3D models.
58* DoomyDoomsOfDoom: The name of Mad Gear Zone Act 3, Impending Doom. [[ExactlyWhatItSaysOnTheTin It fits.]]
59* DownTheDrain: Lost Labyrinth, Act 3. Oddly, the only underwater level in ''Episode I'' (excluding the first half of the level's boss).
60* TheDragon: Metal Sonic is this to Eggman in ''Episode II''.
61* EasterEgg: During the ending to ''Episode I'', you can make Sonic jump and collect some rings. If you get them all, Sonic will either do his winpose from ''Sonic 1'', ''Sonic 2'' or turn Super, depending on how many Emeralds and Rings you got.
62* EternalEngine: Mad Gear Zone in ''Episode I'', Oil Desert Zone in ''Episode II''.
63* EverythingTryingToKillYou: Mad Gear Zone Act 3, big time.
64* ExpressiveEars: Both Sonic and Tails have these in their {{Idle Animation}}s. Sonic's ears flick with irritation at being kept waiting, while Tails' move about when he's sleeping. Their ears also droop in disappointment if they fail to get a Chaos Emerald in the Special Stages.
65* {{Flight}}: Tails in ''Episode II''. He can pick up Sonic and fly him across huge gaps but gets tired after a while.
66* {{Foreshadowing}}: The ending to ''Episode I'' with 7 Chaos Emeralds has this. [[spoiler:After Sonic leaves, Eggman appears onto the screen, laughing as he reveals a darkened silhouette of Metal Sonic. Guess who comes back in ''Episode II''?]]
67* GameBreakingBug: Like the Genesis games, every level has a ten minute time limit, and reaching that limit causes you to lose a life and sends you back to the last checkpoint. Unfortunately, the game has a tendency to start the timer at 09:59:99 when you restart, with the result that you die instantly, again. Generally the timer resets to 00:00:00 after that, so you just end up losing two lives... but sometimes it doesn't, and you get locked in an infinite loop which will rapidly eat up all your extra lives unless you reset the console.
68* GetBackHereBoss:
69** The boss of Mad Gear decides to do this.
70** Metal Sonic does this twice in ''Episode II''.
71* TheGoomba: Motobugs return in ''Episode I'', while in ''Episode II'', they are succeeded by [[FullBoarAction Fullboar]].
72* GiantScrapRobot: The third boss of ''Episode II'' is a giant mecha made by Dr. Eggman of the scrap scattered around the area.
73%%* GravityScrew: ''Episode II'' has an ''interesting'' take on this. See it [[https://www.youtube.com/watch?feature=player_detailpage&v=akKP9Izt1pY#t=7s here]], but beware of spoilers for ''Episode II'''s last level. %%(Administrivia/WeblinksAreNotExamples. Entries should stand on their own with enough context)%%
74* GreenHillZone: Splash Hill Zone is a direct throwback to the trope namer, being a verdant tropical island with little in the way of hazards.
75* GuideDangIt:
76** The console version of Lost Labyrinth Zone Act 2 seems to have sent many running to Website/YouTube with its torch puzzle. Once you figure out what each torch does, it's much easier, but until then, it can be very frustrating. Act 3 has the spiked water chamber, which some fans consider to be this game's Barrel of Doom.
77** The "Metal Sonic Falls" achievement. [[spoiler:Those cannonballs Metal Sonic shoots at you in Sky Fortress Zone Act 1? Yeah, ''you can hit him with those''.]]
78* GustyGlade: Oil Desert Zone Act 1.
79* HailfirePeaks: Most of the levels in ''Episode II'' combine different tropes: Sylvania Castle is BigFancyCastle + BubblegloopSwamp, White Park is AmusementPark + SlippySlideyIceWorld, Oil Desert is ShiftingSandLand + EternalEngine, Sky Fortress is LevelsTakeFlight + RemilitarizedZone.
80* HelpfulMook: Bubbles is the unintentional version. Rows of them help you to go to cross pits, as well as provide an instant boost in score.
81* HesBack: A villainous variant appears in the secret ending of ''Episode I'' with a brief silhouette of [[spoiler: Metal Sonic]].
82* HistoryRepeats: Metal Sonic tries to kill Sonic by goading him into a race, beat him to the finish line and trick him into running into an electrified door. Apparently, he didn't learn from Stardust Speedway.
83* IdleAnimation:
84** In the iOS version of the game, if Sonic stands still for a few seconds, [[https://www.youtube.com/watch?v=riHybrplz8g he'll pull out an iPod and dance to the level theme.]]
85** In ''Episode Metal'', Metal Sonic will look around, apparently to see just where you went. If he stands still long enough, he'll glare at the screen.
86* InconvenientlyPlacedConveyorBelt: Present in Mad Gear Zone.
87* IndyEscape: Short segments in Lost Labyrinth Zone Act 1.
88* InfiniteOneUps: Casino Street Zone Act 2 gives you plenty of chance to rack up extra lives.
89* InternalHomage: There are a lot as ''Sonic 4'' was developed with the intent of replicating the feel and gameplay of the Genesis games.
90* {{Interquel}}:
91** ''Sonic 4'' canonically takes place after ''Sonic 3 & Knuckles'', but before ''VideoGame/SonicAdventure'', placing it between the "classic" and "modern" eras.
92** ''Episode Metal'' is one for the two episodes, explaining how Eggman revived Metal Sonic after his demise in ''Sonic CD''.
93* KaizoTrap: You will be sobbing by the end of E.G.G. Station Zone if you fall into this one.
94* LastDitchMove: The final boss in ''Episode I'' has one.
95* LawOfOneHundred: Lives goes to 999 now, since one ''Episode I'' achievement requires you to grind out triple-digit lives (mainly through Casino Street Zone Act 2).
96* LeftHanging: At the end of ''Episode II'', [[spoiler:Little Planet floats away with the Death Egg Mk.II still around it]]. Since there'll never be an ''Episode III'', it's probable that this plot thread will never be resolved and instead be forgotten about.
97* LoadBearingBoss: Both the Wing Fortress and [[spoiler:Death Egg Mk.II]] fall victim to this. Appropriately, the end boss of the latter is shaped like a heart.
98* LooseCanon:
99** ''Sonic 4''[='=]s story was CutShort and is almost never referenced by other media, and it's unclear if ''Mania'', itself also a sequel to the classic games, has replaced it in official canon or not.
100** The island in ''Sonic 4'' was [[https://sonicretro.org/2016/08/31/sonic-hedgehog-4-island-finally-name/ given the name "Mirage Island" by David Frisk]], a writer for the ''Sonic'' fansite Sonic Retro, who was given the blessing by Aaron Webber, the social media manager for the ''Sonic'' franchise. It's unclear if "Mirage Island" has been officially accepted as canon or not.
101* MarathonBoss: The final battle of the game at E.G.G. Station will take some time. It's made longer by the fact after some hits, Eggman becomes invincible to direct contact unless you hit him with something else first.
102* MinecartMadness: The mobile version of Lost Labyrinth Zone Act 2.
103* MirrorBoss: Metal Sonic at the end of [[spoiler:Death Egg Mk.II Zone Act 1]], even more so than the original Metal Sonic race.
104* MotionBlur: The background directly behind Sonic gets blurry when he's running at top speed.
105* MusicalNod:
106** Part of White Park Zone Act 2's music is based off of [[VideoGame/SonicAdventure Twinkle Park]]'s theme, "Pleasure Castle", a song that composer Jun Senoue previously worked on. Twinkle Park also had a roller coaster gameplay element as the Pleasure Castle section opens. Not only that, but "Pleasure Castle" was a reworked version of [[https://www.youtube.com/watch?v=WW25LsLmOTs&t=24s an unused song]] from ''[[VideoGame/Sonic3DFlickiesIsland Sonic 3D Blast]]''.
107** The soundtrack for both games uses the same drumkit as ''VideoGame/SonicTheHedgehog1'' and ''VideoGame/SonicTheHedgehog2''. You can catch a bit of Metropolis Zone's opening snare in the theme of Oil Desert Zone Act 1.
108** The intro to ''Episode Metal'' has traces of both "Sonic Boom" and "Sonic ~ You Can Do Anything", the US and JP/EU main themes of ''VideoGame/SonicTheHedgehogCD''.
109** ''Episode I'''s default boss music is a remade version of an unused theme found in a ''Sonic 3D Blast'' prototype.
110** The race against Metal Sonic in Death Egg Mk.II Zone Act 1 is set to a ''Sonic 4''-style remix of "Stardust Speedway 'B' Mix".
111** Lost Labyrinth Zone, particularly Act 1, has segments in it that sounds like [[VideoGame/ShadowTheHedgehog Sky Troops]].
112** The ''Episode I'' Special Stage and ''Episode II'' FinalBoss music are based around the music of [[VideoGame/SonicTheHedgehog1 their]] [[VideoGame/SonicTheHedgehog2 original]] incarnations.
113* NintendoHard: The final Special Stages in both ''Episode I'' and ''Episode II'' are about as close to impossible as you can get.
114* NonFatalExplosions: After the boss is defeated, the Eggmobile is rather charred.
115* NostalgiaLevel:
116** Every Zone and every boss in ''Episode I'' is styled after a Zone and boss from one of the first two Genesis games. Splash Hill is based on Green Hill; Casino Street is based on Casino Night; Lost Labyrinth is based on Labyrinth; Mad Gear is based on Metropolis; and [[spoiler:E.G.G. Station is based on ''Sonic 2's'' Death Egg]].
117** Not as direct, but every Zone in ''Episode II'' is based on a fusion of Zones from the second and third games. Sylvania Castle is based on Aquatic Ruin and Marble Garden; White Park is based on Carnival Night and [=IceCap=] (the snowboarding section is a clear nod); Oil Desert is based on Oil Ocean and Sandopolis; and Sky Fortress is based on Sky Chase and Wing Fortress. [[spoiler:The Death Egg [[VideoGame/SonicTheHedgehog2 appears for]] [[VideoGame/Sonic3AndKnuckles a third time]] (this time called Death Egg mk.II), but is again different to Sonic's previous visits. The final battle with Metal Sonic, whilst taking place in the Death Egg, is a throwback to his race in [[VideoGame/SonicTheHedgehogCD Stardust Speedway]], complete with a remix of the original Stardust Speedway Bad Future song using ''Episode II'''s instruments.]] In addition, the opening cutscene for ''Episode Metal'' takes place in the site of Metal Sonic's defeat in ''Sonic CD'', Stardust Speedway Zone 3, and even features the original title card for the zone used in that game (while the aesthetic is lifted from the Rival Battle in ''VideoGame/SonicGenerations'').
118** Subverted with the boss fights in ''Episode II''. Sylvania Castle's boss starts off with totem poles rising from the ground, making it seem like the fight will be similar to Aquatic Ruin's boss, only for Eggman to destroy the totem poles with a brand new machine. All the bosses from then on, [[spoiler:barring the final race with Metal Sonic]], have unique designs and attack patterns.
119** Meanwhile, ''Episode I's'' special stages are based on ''Sonic 1's'', while ''Episode II's'' special stages are based on ''Sonic 2's''.
120* OldSaveBonus: Metal Sonic is playable if you purchased ''Episode II'' on the same platform as ''Episode I''.[[note]]Since ''Episode II'' wasn't released on Wii, fans who got the Wii version of the original thus have to either rebuy the game on another platform or forgo the bonus.[[/note]] ''Episode Metal'' is one redesigned Act from each of the four main Zones in ''Episode I'' in reverse order.
121* OminousObsidianOoze: Oil Desert Zone is a remix of Oil Ocean from ''Sonic 2'', complete with the lethal tarry environmental hazard.
122* OnlySmartPeopleMayPass: Later Zones have puzzle areas which prove to be tricky.
123* OxygenatedUnderwaterBubbles: Present in levels with underwater sections. You touch the bubble to refill your air supply.
124* PinballZone: Casino Street Zone has giant pinball bumpers and controllable flippers.
125* RiseToTheChallenge: Oil Desert Zone Act 3 has this, with the ground rising while you try to avoid being crushed by the ceiling.
126* RollingAttack: In ''Episode II'', Sonic and Tails can perform a combined version of this to break through obstacles they couldn't break through alone.
127* RuinsForRuinsSake: Lost Labyrinth and Sylvania Castle Zones.
128* SceneryPorn: There are some very detailed and animated backgrounds, particularly in ''Episode II'', which ditches the pre-rendered 2D graphics in favor of true 3D graphics.
129* ShiftingSandLand: Oil Desert Zone in ''Episode II'', complete with massive SandWorm Badniks.
130* ShoutOut: ''Episode II'''s escape pods. They're a slightly more egg-shaped version of [[Anime/DragonBallZ Saiyan pods]]. Them returning to Sonic's world is even a recreation of a scene from ''Anime/DragonBallZ''.
131* SlippySlideyIceWorld: Acts 1 and 3 of White Park Zone. Both involve [[UnderTheSea swimming]] as well, but especially the third act.
132* SmashingHallwayTrapsOfDoom: Mad Gear Zone has them.
133* SpaceZone: E.G.G. Station Zone and [[spoiler:Death Egg Mk.II Zone]].
134* SuperMode: What happens when you get all of the Chaos Emeralds.
135* SuperNotDrowningSkills: Underwater travel has returned, so this is a given. [[SuperMode Super Sonic]] can now breathe underwater, where previously only [[VideoGame/Sonic3AndKnuckles Hyper Sonic]] could achieve this.
136* TempleOfDoom: Lost Labyrinth Zone and Sylvania Castle Zone.
137* TimedMission:
138** Like the classic Genesis games, you only have 10 minutes to make it through the level. Good luck on E.G.G. Station.
139** You are under a time limit in the Special Stages in ''Episode I''.
140* TransformationIsAFreeAction:
141** When Sonic and Tails do their tag team animations in ''Episode II'', the entire game world, and the clock, stops and kindly lets them finish, making those moves much more useful in speedruns.
142** This is averted with Super Sonic, whose transformation doesn't pause the game.
143* TrickBoss: A habit of Eggman in these games. In particular, every ''Episode I'' boss appears to be a returning boss with absolutely no changes, but after a few hits Eggman unveils new tactics. See TurnsRed for specifics.
144* TurnsRed:
145** Each boss in ''Episode I'' starts out relatively simple, using a silly, cornball boss theme (which just happens to be an unused track from ''Sonic 3D Blast'' [[https://www.youtube.com/watch?v=LL5qnQzvPlY music]]). But once you've gotten far enough in the fight, the music changes to the faster-paced, aggressive second boss theme, and whatever machine Eggman is using starts fighting for ''real'':
146*** Splash Hill Zone's boss is the Egg Mobile-H from ''Sonic 1''. Once Eggman takes enough damage he starts spinning the wrecking ball in a circle.
147*** Casino Street Zone's boss is the Catcher Eggman from Casino Night Zone. Bash it enough and it rolls around the arena with two electric buzzsaws.
148*** Lost Labyrinth Zone's boss starts out as the obstacle course from Labyrinth Zone, but when you reach the end you end up in a room where Eggman gets to control the walls. You have to predict exactly which walls will extend so you can hit him based on his movement.
149*** Mad Gear Zone's boss is the Flying Eggman from Metropolis Zone, with the exception that hitting Eggman moves him forward, hitting the orbs does no damage to you, and hitting the clones ''does'' do damage to you. Upon being hit enough times, you enter a [[VideoGame/Sonic3AndKnuckles Mushroom Hill Zone boss]]-style chase, but Eggman throws the clones at you to halt you.
150*** E.G.G. Station Zone runs through all 4 bosses' 2nd forms in a row. Make it to the end and you fight the final boss of ''VideoGame/SonicTheHedgehog2'' - Death Egg Robot. After taking enough damage, [[spoiler: sirens start going off and it starts going berserk, running around the room in a jerky fashion and firing its rocket punches at an angle. It also has electricity coursing around it due to the malfunction and you can get damaged by it unless you knock his rocket arms back at him. [[Main/KaizoTrap His final attack makes him fly everywhere and try to crush you under his immense weight, and if you don't hit him in time the floor will open and you will fall to your death. On top of all of that, if you're standing on the floor when the mech hits it, you will lose your footing and not be able to control Sonic until the floor crumbles. Have fun with that.]] ]]
151** ''Episode II'', in contrast, generally has each boss gradually pick up the pace as you attack it more:
152*** Sylvania Castle's boss starts out as what looks like a giant plant swinging metal vine tentacles at you, which you have to have Tails carry you up to. Once you hit it four times, it grows two more tentacles to hit you with. After six hits, the tentacles stop attacking you and act as energy conduits for a WaveMotionGun that Eggman aims in a circle around the arena.
153*** Metal Sonic in White Park normally attacks by rolling at you, but as you hit him, he gains two more attacks: throwing lightning bolts at you that you have to get around and pounding holes in the track you have to jump over or suffer [[BottomlessPits instant death]].
154*** The scrap metal mecha in Oil Desert starts dropping shipping containers on you faster as you hit it. After two or three hits, it drops boxes with spikes on top, and after five or six, crates of dynamite start falling.
155*** Metal Sonic's jet in Sky Fortress will start to attack with its lasers more frequently, and sometimes it goes to the bottom of the screen where you can't hit it. At the end of the fight, the fortress launches a bunch of missiles at you that you have to dodge so you can get close enough to boost into and finish the boss.
156*** The platforms in the final boss start to be electrified more as you hit Eggman. At around four hits, he gains an orange shield that you have to team roll through, along with a singularity attack that, if you're too slow in hitting him, will suck you in and not only throw you against the wall to hurt you, but it will also make all the rings disappear.
157* UnderwaterRuins: Lost Labyrinth Zone. Sylvania Castle Zone also contains slight elements of this.
158* UnderTheSea: White Park Zone Act 3 mostly takes place in an underwater ice cave.
159* UnwinnableByDesign: The Steelions in White Park Zone Act 3 start creating large chunks of ice the moment they spot Sonic. Towards the end of the Act, they're deliberately placed to completely obstruct Sonic's path, making it impossible to proceed further (even with the powerful Rolling Combo or using Super Sonic) and your only option to let Sonic drown and try again. Since these Steelions are located in a narrow corridor and are already facing the direction where Sonic would emerge, the only way to get through this area is to run past the Steelions' range of ice before they finish (or defeat them before the ice starts forming, which is much harder), easier said than done as there are so many of them. [[OhCrap And it's underwater]].
160* VillainProtagonist: Metal Sonic and ''[[AnotherSideAnotherStory Episode]] [[ADayInTheLimelight Metal]]'', respectively.
161* WhatHappenedToTheMouse: Sonic and Tails defeat the Egg Heart! Yay! The Death Egg Mk.II is exploding! Double yay! [[spoiler:But Little Planet is now drifting in space, and still encased in metal.]] Um... Not yay?
162* WheelOFeet: Sonic.
163* WhenAllElseFailsGoRight: It's a sequel to the [[VideoGame/SonicTheHedgehog1 classic]] ''[[VideoGame/SonicTheHedgehog2 Sonic]]'' [[VideoGame/Sonic3AndKnuckles games]].
164%%%
165%% No natter, please.
166%%%
167* WrapAround: The end of Lost Labyrinth Zone Act 3 has a room which loops vertically infinitely.

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