Make sure you stay in the middle of the platform as it spins, otherwise you'll slip off. There are also arrangements of light green cubes towards the bottom, but everything else is mostly various shades of dark blue and a bit of purple. Hit Eggman, then leap over to the opposite side that you're on when small upside down spikes begin to fall from above, but they'll only come down on one ledge so just get over to the other one. In the Past, if you exit the first large corridor area, there's an extra life hidden in a room just between the top and middle exits. Dr Eggman drops down from the top in a rather large machine with an obviously dangerous flame coming from the bottom. - The series of low hanging upside down pillars of ground in Zone 1 are a trademark of Wacky Workbench, and usually only allow you to pass by squeezing through the gaps underneath. From the start of the first area, you'll have to use the platforms above the checkered floor to pass underneath the first hanging pillar this time, rather than taking the higher route, and then drop down to the secret passage. Trophy will pop the moment the last teleporter in Metallic Madness is destroyed. Master Mage . This would be your route if you wanted to get back to the start in the Present or Futures (there's a Past signpost there), but in the Past, it's a lot easier to just bounce right up there. This zone is very open, with huge wide spaces above these bars, except for 12 thin vertical strips, or upside down pillars of foreground that hang from the ceiling, and a number of straight horizontal pathways that connect them across the middle and upper portions of the zone. Be careful of jumping on the wrong platforms too, as many of them also go up and down, intended to help you with getting down from the horizontal paths above. Why? Almost all of the bottom floor, which is broken up into chunks of different heights, is encased in checkered bars that will instantly throw you all the way to the top of the zone as soon as you touch them. More reminiscent of the kind of structure employed by a pinball style level than the later factory stage that it actually is. For one, the mechanical wall that normally occupies the background has yet to be built and we can actually see outside. The machine is actually all the way back at the start, as you'll have noticed while you were being thrown into the first huge room by a speed launcher, if you have observant eyes. Level 1 Map. can delete them. In it you'll find a bronze statue of Eggman himself on a pedestal, arm pointing up in the air in a dictator-ish fashion. The siren poles are still with us (and surprisingly still working, although occurring less frequently), as are the thin networks of pillars and posts and hanging chains and any previously yellow and black danger signs are now red and black. Doesn't really wash for me, but as a piece of music, it's ok. You don't need to hit him apart from right at the top. Sounds a little intense for this game, not that I disagree. If you find her in the xbox/ps3 version you get a trophy/achievement. sonicmusicmusings. The foreground is as bright green as the Present is purple, so it makes for quite a bright appearance in general, but it still contains the same sort of variety of technical stuff, including tanks, bolted panels, pipes and flashing things. Long checkered bars stretching along the bottom of the stage hurl Sonic up almost across the entire height of it when he touches them, making it difficult to squeeze under the low gaps beneath a series of hanging pillars in Zone 1. Map 1 NPCs. It may also be difficult to jump off of them as precisely as you would like. The background wall is quite dark, but all the technology is done away with, in favour of various childish shapes and symbols. There are also many strings of chains hanging around too. Get inspired by our community of talented artists. It's for the PS3 version but is the same for the 360. You need to go to the past In Wacky Workbench Zone 1. Locations for the Robot Generator and Metal Sonic hologram. If you head upwards just in front of either the fourth or fifth pillar (both signified by a checkpoint on the alternating pathways towards the bottom of them), you'll be able to get to it, as the two connect at the very top, where there are both Past and Future signposts and a crusher inside a short corridor. There's still a bit of technical gadgetry amongst the large plain panels in the ground, but it's more about fun, brightly coloured shapes and patterns that any young child will appreciate. If you're in that boat, go to the area I just talked about in the Future, with the long underground tunnel in the middle of the zone. Extremely odd. These sit equidistantly along the floor - pick one and stand on it while a dangerous electrical field is being generated just below. The primary foreground colour is now shiny pink, with bits of light blue thrown around for good measure, such as in most of the pathways which also occasionally feature short railings along the surfaces. The blocks will follow afterwards and use the one closest to the gap to get to Eggman, who's got himself stuck in the ceiling, in the middle. By Heidi Kemps on December 21, 2011 at 10:49AM PST In the arena, you'll find yourself on the checkered floor, but it's inactive for the moment. Menu Portraits. Tsk tsk. Following in the footsteps of previous large mechanical levels, the background in the Present is largely a dark blue/green wall of technical stuff. Wacky Workbench Past Sonic the Hedgehog CD Music Extended [Music OST][Original Soundtrack] Kevin MacLeod - Amazing Plan Map Theme - Yoshi's Island The True Nope Song Trevor Garrod - Full Moon Empty House Xmas 199X (Christmas MIDI Compilation) Dyalla - Funky Space Princess Kevin MacLeod - Wallpaper Reed Mathis - My Dog Is Happy Reed Mathis - I Love My Mom Reed Mathis - … In the Good Future, Wacky Workbench has turned into a kind of children's fun factory, the sort of place that would make a fine and more unique bouncy/pinball zone for a future Sonic game. Level 2 Map. In order to progress horizontally through the level, you must squeeze through the gaps at the bottom of these long pillars, using a range of moving platforms spread across the zone, just above the checkered floor, so essentially, it's all about precise platform-hopping. While anything to do with time travel was a bit of a tough nut to crack in Zone 1, in Zone 2 it's so easy even your Grandma could do it, and there are loads of very easy opportunities in all four time zones. You just have to hope the tube lasts long enough - a particular concern when playing the original Mega CD version. Also, you can avoid the spikes and blocks just by staying in the corners. Mace Warrior. ". Then follow Point #2's instructions to find another easy time travel method on suspended bridges through the pillars on which you can just keep running. Like Wacky Workbench, Zones 1 and 2 are structured very differently, employing unique methods, so I'll be looking at each zone separately. The Yellow and red robots resemble Bagworms, to go with the bug theme for the badniks. As you head down towards the boss room, take a left into another hidden room just behind a curved wall for this 1-up. Want to discover art related to wackyworkbench? We can talk about that. The foreground is now an old, rusty bronze colour and features all the usual contents except everything is predictably cracked and damaged, with dark orange bits and pieces. It's sunset here, and the huge stubby red rocks engulf the horizon, and the sky is mostly mauve, quickly turning yellow as it meets the ground, with small pinkish clouds floating by. Take a look at the map for Wacky Workbench Zone 1's past here. very nice, so nice it had to wait in moderation for like a year (sorry about that LOL), Ooh, I would love to hear Palmtree Panic Bad future... My port of it I made sucks. Sonic CD Review More than just a classic action game, Sonic CD is an exemplary port of a retro game to a modern platform. I used to be a pro at this stage, but I've lost my touch recently. Discover releases, reviews, track listings, recommendations, and more about Naofumi Hataya & Masafumi Ogata - Sonic CD = ソニック CD at Discogs. Sonic CD - Wacky Workbench (Past) Added: 2015-01-02 05:03:28 PM: Authors: DiscoTheBat: Type: Ripped Purpose: Background Description: This is a beautiful landscape from Sonic CD, it's the past version of Wacky Workbench and this BG can be useful for construction area, a sunset area or even a factory level! You can also step inside the foreground in a few places to be sent tumbling through the factory's piping system, which drops you off in another area. (see Zone: ... Alternatively, Zone:0 has an amazing guide for Sonic CD which has full colour maps for all the stages in their past and present form and locations of all the teleporters and Metal Sonic holograms. This is also available to use in the Present and Futures too. Big ring bonuses can be found in a hidden room on the top, far left side as you come up from the bottom. Small lights are flashing in dark corners to indicate electrical sparks, and other features of the large mechanical wall are similar to that of the Present, focusing on a largely black and grimy green colour scheme. Do so quickly before the blocks begin to fall back down again and you miss your chance to get up there. Hit the machine to get things started, and he'll retreat back up top, where rumbling will ensue and harmless bits of the ceiling will begin to fall, followed by four larger heavy crumbled chunks which should be avoided due to painful undersides, but they won't crush you if you get caught underneath. 1 Setting 2 Key Features 3 Trivia 4 Gallery The map takes place in a factory. Metal Sonic's hologram can be found bullying the local animal residents next to a curved wall tucked away at the bottom of the middle large room, between the two corridor mazes. Game Name: Sonic CD (Japan) md5sum: 69ad56cfd97fc373f36619fab4d544d9. This little journey is also handy for time travel. You'll pop out through a hatch not far from the end. Recent Top. This boss is actually a one hit KO. The floor extends up into smaller platforms above the very bottom in this time zone, allowing you extra height to get straight up there. There's not that much to this boss, but it does require some pretty fine tuned and well timed platform hopping skills. When you drop down, through the gap just below, make sure you drop straight to the left to avoid touching a Future post lurking just below (unless you actually want it that is). Lord Venuncio. As discussed in the Structure section, the key object is probably the long stretches of. Also beware of wide networks of electrifying conduits that light up the background when active, and blasts of freezing air that turn Sonic into a popsicle. Is that one of his figure-8 leg sprites? Except for the Past, where the pillars have gaps going straight through them, there's no way to avoid this process completely, but in the Present, there's a very well hidden route through some of the most challenging sections that will not only save a few headaches but is probably a good bet for cutting down your personal best time too. Interestingly, the colour of this wall and ceiling starts off a dark turquoise colour but after a certain point in both Zones 1 and 2, it suddenly changes to dark green and remains that way no matter where you go from then on. Wacky Workbench Act 2 (Past and Good Future) and Stardust Speedway Act 2 (Present and Good Future) contain the most differences in this build (R62B, R62C, R72A, R72C). Release up and keep running left along this path. This can be a deadly cycle as it's very easy to drop down from there back onto the floor and have to go all the way back to the top. Foreground structures are made of solid purple material with cylindrical golden generators and various bolted panels and flashing things. Most of the paths in the level as a whole are all perfectly straight and end quickly, often creating numerous alternating ledges going up and down, but there are occasional winding, curving tunnels within the ground that you'll automatically spin through, as with many Sonic CD levels, and also the odd curved corner path or two, but no long slopes. Log in Sign up. It is an unusual, possibly psychedelic, pink mechanized forest with a well-established casino. Posted by Ratchet 0203 on 13th October 2014, Summer of Sonic 2013 - Sonic Lost World impressions, Summer of Sonic 2013 - Interview with Takashi Iizuka. When inside, you'll constantly just spin around until you feel like jumping out into the corridor on the right, so just sit back and wait for the warp to do its thing. That transport tube near the beginning that I mentioned in the first paragraph is also available to the Good and Bad Futures too, but not the Past it would seem. The area leading up to the boss is comprised of five long vertical shafts lined up across, but to head directly to the arena, you only need to go up one and drop down another, the other shafts are just dead ends where you can collect rings or various power-ups, so its worth exploring a bit if you're a newbie. Eggman is waiting here, so hit him again and the pattern will repeat. In the Past, the pillars are no longer much of an obstacle at all really as there are many holes within them that you can sneak through, so everything is much more accessible. The more common platform throughout the whole level though is the smaller. The hidden room with the angel statue in Wacky Workbench; How to beat Time Attack Mode in under 25 minutes ; If you follow the videos in this guide you will unlock all 12 achievements in Sonic CD _____ Sonic CD Intro: IF THIS GUIDE WAS HELPFUL PLEASE RATE IT! You can also find a secret passage in the very bottom corner of this far left wall that leads into a tall, enclosed room with an electricity field at the bottom, and platforms and springs leading upwards, culminating in a couple of twisting tunnels that throw you into the machine. This map drives me insane. Level 3 Map. (see Zone: ... Alternatively, Zone:0 has an amazing guide for Sonic CD which has full colour maps for all the stages in their past and present form and locations of all the teleporters and Metal Sonic holograms. Undeniably an all-time classic contender for the much sought after "stupidest level name" award. Why do you drive me mad, Wacky Workbench Act 1? how about Wacky Workbench Past from Sonic CD? Using a spring with these nearby will leave you prone to attack, so watch out. Zone 1: 1 minute, 45 seconds - 3 minutes The beams running along the top of the warehouse feature broken and dislodged lights, and below, generators and tanks have gaping holes in them, pillars have fallen or rotten away in places and wires and pipes are left hanging and severed.