The calm water below it reflects the orange glow and leaves of a closer forest area line the bottom of the background. The horizon presents a mix of dark mounds of forestry and tall, thin rocky structures set at different heights, with grass and trees on top, which resemble parts of playable ground. The Past becomes much more normal, and like the Past of the first stage, this is more of a rocky pre-historic jungle, where the sun is setting, creating an orange sky. Thankfully, this insane place never used to be like this. This game of course takes place on the neighbouring Little Planet, yet no matter what the time zone, this upside down area always looks the same as the surrounding background. As if that wasn't weird enough for you, you can see a little bit of similar ground upside down at the very top of the stage, which might sound totally nuts, but bear in mind that it's probably supposed to be Never Lake, back down on the home planet. Your guess as to what the hell those are supposed to represent is as good as mine, but I assume it's forestry of some sort. The dusky sky is a very dark blue/purple with small magenta clouds travelling quickly across it, and below the mountains are what I can only assume to be a purple-ish river, and then basically just a load of orange and yellow circles. The background is set outside, and is sort of a weird, distorted version of Palmtree Panic, with tall, rocky orange mountains that are below much larger, darker and more pixellated mounds. The Present is essentially an obscure, psychedelic world whose rather wacky, and possibly drug-induced design is made up of a variety of different visual contents. The aptly-named Collision Chaos is virtually impossible to class into any category based on appearance alone, because none of it really makes much sense at all. Tails makes this zone in general incredibly easy by flying over many of the hazards below. When playing as Tails in XBLA/PSN in Act 1, the Amy event with Metal Sonic is removed and the two spikes blocking the first passageway are removed by default. This would also make sense as Tails could just easily fly over the wall without needing a precise method like Sonic. The XBLA/PSN version of the game seems to have made this impossible by making the wall higher offscreen to prevent this (seeing as no one in the leaderboards approaches anywhere near 3 seconds at all). You can see the results here in this TAS although it's possible without tool-assistance From there you can just land on the other side and go for the end of the stage and get times around 3 and a half seconds. After launching the Peel Out jump immediately and you'll hit the right angle to jump over the wall. You can entirely skip the boss in Act 3 by doing an extremely well timed and placed Peel Out on the first gentle slope by the starting era. (Note: These times do not account for any time travelling exploits required). I half expect to see Dali's melted clocks hanging from trees when listening to these themes, and they all sound pretty similar. Nature sounds mix with long guitar notes sort of reminiscent of a strange, desolate backwards world. On the US side of the Sonic CD soundtrack war is a typically slow and decidedly un-Sonic rendition that is more about capturing the weird, distorted and rather alien appearance of this odd level. The Past music for both soundtracks features a completely different, ancient theme to this tune. The Good Future version is more of a calm mix of this theme, and the Bad Future is quite similar to the Present, only a bit slower. The Present theme for the Japanese soundtrack is quite active and bouncy, fitting well with the pinball style of the level structure and objects. The two different soundtracks seem to appeal to two opposing aspects of the level.
0 Comments
Leave a Reply. |