Sonic Mania - Part 6 - Studiopolis Zone Act 2

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Act 2 of Studiopolis takes Sonic inside of Eggman's TV station. One thing Eggman really knows how to do is to take something normal-sized and expand it into something ridiculously huge, as I don't think TV stations have ever been nearly as enormous and sprawling as this.

The new gimmicks introduced here fit the theme: Big heavy lights Sonic can stand on but drop almost as soon as he lands on them, large lottery machines (you won't see any of them in this playthrough though), game show type flipping panels that Sonic must complete to proceed, and large film reels that extend outward as Sonic runs on them, making them foot-powered moving platforms.

There are three Giant Gold Rings here, and all three of them require Sonic to create paths using those falling lights. That makes Studiopolis Act 2's bunch a pretty tough one to get all three of. But if you've been using these videos to learn where the Giant Gold Rings are, there's a good chance you have them all already (you can get all seven by Chemical Plant Act 1). Some of the Special Stages ARE pretty tough though.

You'll see a lot of flashing circular lights. Those are simply decoration. They don't do anything, except as a focus for the groups of spinning Rings.

Giant Gold Ring Count:
Total: 3
Available in one go: 3

Badniks Returning from Act 1:
Mic Drop
Shutterbug
Tubinaut
Wall Crawl

Other Sonic References:
Sonic CD - The slingshots from Collision Chaos return here and make the same sound, as are the little orange pegs that also make their corresponding sounds.
Sonic CD -The same sound effect used when Mic Drop activates is also the same sound effect as when Sonic turns to electricity and travels through the wires, only louder, and in turn is the sound effect when the live wires in Sonic CD's Wacky Workbench activate.
Sonic 3 - The bumpers from Carnival Night Zone return here.
Sonic 3 - When the heat lamps in the boss stage appear onscreen, they'll sometimes invoke the sound effect of when a character activates a Super mode.
Sonic & Knuckles - One of the game show boards reads "LOCK ON," referring to the Lock-On technology of the Sonic & Knuckles cartridge, which SEGA had a patent for.
Sonic & Knuckles - The weather forecaster is a Cluckoid, first seen in Mushroom Hill Zone.
Sonic & Knuckles - A Madmole, from Mushroom Hill Zone, can be seen as one of the Flying Battery's pilots
Sonic & Knuckles - Sonic, Tails, and Knuckles grab onto the Flying Battery as it flies by in the same way they did at the end of Mushroom Hill Zone.
Sonic Advance 2 - The funnel gimmick has Sonic swirl around in it much like the hollow spheres in Ice Paradise Zone.
Sonic X - Like in Act 1, Egg TV was introduced in this anime.
Sonic 25th Anniversary - When the Weather Globe is destroyed, a test pattern appears with "072216" in the bottom-right corner, the day of this livestream. The same hum can also be heard as when the livestream was experiencing technical difficulties.
Sonic Mania - The clappers that read "SEGA•CW•HC•PWG." return in this Act.

Non-Sonic References:
BBC - The test pattern after the Weather Globe is destroyed resembles one of the past test patterns the BBC used.
Daytona USA - The lottery machines have the Gallop brand, which is one of the cars in that game.
SEGA Mega Drive/Genesis - A game show board I don't pass by reads "WELCOME TO THE NEXT LEVEL," SEGA's tagline for its 16-bit home system. Another one reads, "GENESIS DOES," referencing the tagline "Genesis Does What Nintendon't."

The boss here is Weather Globe, a weather report system Eggman has weaponized. The screen in the middle will display a randomly chosen weather pattern and a random temperature not based on any scale I know of. The possibilities are as such:

Rain - Thunderclouds will form onscreen and will zap you if you get too close. Don't worry, the Flame Shield will not go out in the rain.
Sun - The heat lamps at the top go crazy. You must stay underneath Eggman for shade. He will also descend towards the end; this is your only guaranteed shot at damaging his machine from the ground. The Flame Shield protects Sonic from this.
Wind - There will be a strong updraft. Stand under one of the metal poles on the sides to grab onto them to avoid the spikes at the top. Sonic can leap from the pole to hit Eggman if Eggman gets too close.

As usual, 8 hits will destroy this thing and allow you to proceed to Flying Battery Zone.







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