Sonic Generations - Planet Wisp Act 2

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Planet Wisp
Modern
Main Stage

This is the last of Modern Sonic's main stages in the game, which makes sense as Sonic Colors is the main series game that came right before this one. It's also one of the longer ones, if not THE longest Modern stage in this game. (It's not nearly as long as Eggmanland, of course.)

Planet Wisp, as you could likely infer, is the home planet of the Wisps, a race of friendly aliens seen in Sonic Colors (2010). The Wisps hold a type of energy Tails calls Hyper Go-on, which Eggman exploits to power Dr. Eggman's Incredible Interstellar Amusement Park. This has the unfortunate side effect of turning Wisps into a negative form (Purple Frenzy in the Wii version and Violet Void in the DS version), and if drained enough, kills them. Meanwhile, Eggman has encapsulated any Wisps he could find and converting their home planet into another area of his amusement park. Sonic intervenes during construction and puts a stop to the local sprawl before it gets any worse than it already has.

The Modern Sonic stage in this game features a lot more of the Wisp forest that normally covers the entire world. In Sonic Colors, you see the forest but Sonic goes into Eggman's territory nearly immediately and never leaves. Here, the first major section of the stage is all untainted forestry...with Eggman's robots hanging around, probably getting ready to terraform it too. If you're used to Sonic Unleashed and Sonic Colors, the first thing you'll notice is all the open space here and all the different paths intertwining. It's pretty neat to see and makes it feel like the older Sonic Adventure games.

Things get enclosed (and switch to 2-D) once Sonic infiltrates one of the factories. From here on out, Sonic hangs out among the machinery. Here, you'll find the imprisoned Wisps, to be used later as fuel. The only type of Wisp Sonic will encounter in this stage is the orange sort, which allows Sonic to transform into the Orange Rocket. This sends Sonic shooting straight up. Usually, you'll use the Wisp as soon as you get it or at least a few seconds later. (I think there's only one case in the game where you need to hold onto it for some time.) This entire place is in 2-D and has at least three paths, two of which don't converge until the transition to the last part of the stage.

After a quick 3-D part (and the last one in this stage), the last chunk is set around one of the towers Eggman has built. These are tall enough that they're visible from space. (Though to be honest, Planet Wisp is actually a tiny planet. I don't think it can be counted as such astronomically speaking, as I think it's only a few hundred kilometers in diameter.) Here, we get a new gimmick: The carts. When Sonic lands on one, he'll crouch and ride it where it needs to go. Sonic can use boost to speed up the cart he's on as well, and if it crashes into the cart in front, it'll destroy it (and any Egg Pawns that may be riding it).

The Goal Ring is at the top of the tower, so what Sonic needs to do is get as high up as he can. Naturally, this makes the Orange Rocket a very helpful ally for Sonic. There is a huge shortcut here, where Sonic gets a Wisp at 3:34 (video time) and change into the Orange Rocket at 3:39. This eliminates two circuits around the tower and saves about 50 seconds, based on when I tried it without the shortcut.

For my trouble, I get the Achievement Big Bang. To get this one, you have to S-Rank every main stage in the game. For the later ones, the hard part is more about making it to the end without dying than actually getting a fast time--though clearing the stage as quickly as you can doens't hurt.

Requested by pet1996







Tags:
sonic
generations
planet
wisp
modern
sega
sonic team



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