This little journey is also handy for time travel. Playlist: http://www.youtube.com/view_play_list?p=07CF33F0DB05C4C0 There's a transport tube that begins at a high up ledge on the tall right wall of this room that'll do the trick, but you'll be needing a Past post. The tube that leads down towards the machine (see Machine Location section) will be able to warp you for over 3 seconds, which is fine and dandy for the PC/Gems version of Sonic CD, but it won't work for the Mega CD version, which requires 5 seconds. As discussed in the Structure section, the key object is probably the long stretches of. Sonic CD Review More than just a classic action game, Sonic CD is an exemplary port of a retro game to a modern platform. You don't need to hit him apart from right at the top. "Green Hills Zone - Sonic the Hedgehog 2 (Game Gear/Master System)" is a high quality rip of "Green Hills Zone" from Sonic the Hedgehog 2 (Game Gear/Master System). 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. Locations for the Robot Generator and Metal Sonic hologram. 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. 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. Big ring bonuses can be found in a hidden room on the top, far left side as you come up from the bottom. There's a secret passage inside this wall that will lead you into a very green room with a statue of a goddess/angel type figure, holding her arms out. Kind of a hidden "Easter Egg" if you will. It appears they specifically mean the Past statue instead of the Present statue as the achievement icon features the angel rather than the Eggman statue in the Bad Future. If you need it, another Past post is on the checkered floor, just after the sixth low hanging pillar, and there's two more on the left sides of each of the final two pillars at the end of the zone. by the way u can do this as many times as you like just go in the room again and touch the angel statue to get more rings. Metallic Madness (Bad Future) (Includes Objects) Metallic Madness (Good Future) (Includes Objects) Metallic Madness (Past) (Includes … This is a common trap high up between the pillars, a rotating platform perilously above an electrifying floor. 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. This also goes for the pathway decoration, as the siren poles have been replaced by a variety of coloured shapes, including blue and red lolipop-like spheres on sticks and triangles on straight or zig-zag poles, some with flashing circles and other decorations on them. Why do you drive me mad, Wacky Workbench Act 1? Jump into it and it'll explode, but seconds later, a handful of flashing red spikeballs (the same ones that those yellow bug enemies drop) will begin to fall from the ceiling and explode on the ground, coming in three or four waves at increasing speeds covering varying areas, so it's not easy to avoid while you're still in there. Level 2 Map. Time travelling from the Past is kind of the opposite, because there are loads of Future posts lying around everywhere, but the transport tubes are altered or simply inaccessible. The song is an arrangement of "Wacky Workbench Past" from Sonic CD. (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. Proceed into the first huge area, but don't go all the way up to the top ledge on the far right just yet - you need a Past post first, which you can obtain by crossing the various low platforms from the start. The floor extends up into smaller platforms above the very bottom in this time zone, allowing you extra height to get straight up there. Mostly, these hanging pillars only allow you enough space to get past them at the very bottom. Using a spring with these nearby will leave you prone to attack, so watch out. 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. 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). I used to be a pro at this stage, but I've lost my touch recently. A huge fan in the center of the map. This is the area that I think Wacky Workbench is most intriguing - moreso than most of its fellow Sonic levels, and it's best to consider one zone at a time here. You only get crushed if you're in the blocks far from Eggman. Release up and keep running left along this path. Main Menu. Why? Level Maps Maps of the levels from the games taken from SSRG before it went down. Sounds a little intense for this game, not that I disagree. Logos. The particular non-crusher in question is found at the top of the last low hanging pillar before the end of the zone, but you can also get to it coming through from the left by, at pretty much any point once the zone gets going, getting all the way up to the top of the zone and following along this highest path that cuts through all the pillars and chunks of ground. Mad Bomber. 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. Finally, there's a good old curved wall at the highest route into the second large corridor maze, and in the Present and Past, there's a horizontal spring facing it on the ground which you can use to repeatedly dash up the wall. There are two large mazes of corridors in the zone, and they're separated by another large open room in between. At the end, you'll hit the speed launcher which will propel you back to the right, but your speed will be maintained and hopefully you'll warp soon after you come out of the tunnel. You'll find four more of these big colourful spinning machine things within either of the mazes and they all feature two wheels this time, so you'll be going around in a figure-8 motion. 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. Mace Warrior. Find the spot where there's a bumper at the very top of the map; the hologram is almost directly down from there. Lord Venuncio. Not easy, but check out the level structure section and Point #2 for tips. Each section of this page allows users to add their own notes to fill in any missing details or supply additional research etc. Touching the checkered floor that stretches across the stage makes this difficult however by throwing you upwards a great distance, where you're likely to land on a high up ledge and have to meander your way back down. The pathways feature long strips of black and yellow just below them, and on their surfaces you will regularly find posts with flashing red siren lights on them, and thin segmented pillars connecting floors to ceilings. If you have no idea about the fact that corridor crushers in Doesn't the SEGA CD sound chip have similar limitations to the SPC700? There are still a few of those annoying long pillars of ground hanging down, but they're rarely a nuisance this time. In the arena, you'll find yourself on the checkered floor, but it's inactive for the moment. Phew. Discover releases, reviews, track listings, recommendations, and more about Naofumi Hataya & Masafumi Ogata - Sonic CD = ソニック CD at Discogs. 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. Now, to Stardust Speedway to finally confront Metal Sonic! 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. From the top, drop down the left side of this ledge, past the little block sticking out of the wall just below it and past the ledge below that, you want the next one down - the much longer ledge that leads in through the pillar in a passage to the right. Through these, beware of lines of small blocks that will crush you into the floor or ceiling and swinging chains of spikeballs. Lord Venuncio. Wacky Workbench: Good Future. This sounds pretty much identical to the original. Make sure you stay in the middle of the platform as it spins, otherwise you'll slip off. M.B. Loading Screens. 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 - … Satisfying the first few times, yes, but you'll soon learn to loathe them. Game Name: Sonic CD (Japan) md5sum: 69ad56cfd97fc373f36619fab4d544d9. Some of these routes meet within the maze of corridors, though there are still several different exits into the following large room. Should be a Future post on the highest ledge up there, and a couple of springing green mantis robots, and then crushers further in to the right. Although the structure of Zone 1 and the way it uses its objects can be frightfully annoying, you (by which I mean just me, I'm sure) can't help but be impressed by its innovative and interesting design, if nothing else. Don't lose your cool, take it nice and carefully and use the various vertical platforms to safely get back down to the floor area and then the horizontal ones to pass underneath the pillars. Point #2 in the Guidance section shows you how to bypass a few of the more challenging ones. This will take you down to the bottom of the stage where you'll find yourself in a small hidden room standing on the machine, and an extra life item box is thrown in as your reward for having to work a bit harder for this one. Wacky Workbench Past: Green Hills Zone - Sonic the Hedgehog 2 (Game Gear/Master System) Stardust Speedway Past: Stardust Speedway - SiIvaGunner: King for Another Day Metallic Madness Past: Pokégear Radio: Buena's Password (Beta Mix) - Pokémon HeartGold & SoulSilver , Metallic Madness Act 1 (CD Version) - Sonic Mania , Metallic Mario (CD Version) - Super Mario 64 , Stage … M.B. Go to the far right side of this straight path (a Future post will be there) and charge up a peel-out by holding up and pressing jump, while facing left. What's this? 1 Setting 2 Key Features 3 Trivia 4 Gallery The map takes place in a factory. Metallic Madness (Bad Future) (Includes Objects) Metallic Madness (Good Future) (Includes Objects) Metallic Madness (Past) (Includes … 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. The Yellow and red robots resemble Bagworms, to go with the bug theme for the badniks. Neon signs line up across the casino, which seems to be stylized Japanese writing but is a… In a moment, all blocks will be thrown high into the air, but probably because of your added weight, the one you're standing on won't go as high as the other three, so at the highest point you need to carefully jump onto one of the other blocks, and then immediately to the next floor above, which consists of a ledge on either side of the wall and a gap between them. For one, the mechanical wall that normally occupies the background has yet to be built and we can actually see outside. Careful platform hopping is essential to avoid touching the floor again and also beware of blasts of cold air coming from beneath the pillars that freeze and drop you off of your platform. Magician. Sorry for my lack of information... ^^. Loading Screens. Basic Controls Spin Attack: While Sonic is moving press the down button and you will begin to roll. Basic Controls Spin Attack: While Sonic is moving press the down button and you will begin to roll. Two blocks will fall on either ledge, so dodge them and then jump on top of one. It lands in the gap below while you remain standing on your block and the screen will eventually fade to white. The small flashing siren posts and strings of chains along the paths are here too. 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. Following in the footsteps of previous large mechanical levels, the background in the Present is largely a dark blue/green wall of technical stuff. Machine. Hyper Emerson is right. In the Futures, a set of horizontal poles at the top, accessible between the seventh and eighth pillars hide an extra life, over to the left. 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. In both the Past and Bad Future only, there is a hidden room early on in the level that features a very mysterious statue. This happens to be one of my favorite past tracks too! So I can stop commenting on this, only YOU can copy this and no one (even you!) Lord Venuncio. Do so quickly before the blocks begin to fall back down again and you miss your chance to get up there. Kicking off in the Present, and the zone launches you into a huge, pretty empty room, and time travelling here just by using the floor to bounce around the place would be easy enough. Get inspired by our community of talented artists. Level 2 Map. The more common platform throughout the whole level though is the smaller. This boss is actually a one hit KO. You'll pop out through a hatch not far from the end. - 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. Somewhere in the middle, below the fifth, sixth and seventh low hanging pillar is a long tunnel just underneath the ground with a speed launcher on the far left side. The hologram is halfway through the level. As you head down towards the boss room, take a left into another hidden room just behind a curved wall for this 1-up. Main Menu. Doesn't really wash for me, but as a piece of music, it's ok. Discover more posts about wacky-workbench-past. Essentially, the Bad Future is pretty much an old rusty, decrepit version of the Present, with the same visual contents, but everything is broken and worn down. View general notes for Wacky Workbench (5), don't take this because personaly i hate swear words but you can hear the male vocal saying "you-u-u idiot-t then you hear a female vocals speaking gibberish (even though i'm pretty sure just goofing around then the male repeats what he said before then in a really low voice he says you bitch. While doing Wacky Workbench Zone 1, travel to the past as you would do anyway, but look over the level map. You need to go to the past In Wacky Workbench Zone 1. The Past music retains the same tune with a slightly more aquatic feel, despite there being no water here. 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). Wacky Warehouseis a map in Survive the Disasters 2. When you come to them, try and read their pattern to see when you can best make your move to pass by. Menu Portraits. The casino is dotted with blue pillars of all shapes and sizes, as well as identically colored pipes running through the foreground. This is also available to use in the Present and Futures too. sonicmusicmusings. 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. Looking through the gate of the factory, it is possible to spot several containers stacked on the outside of the map boundaries. It doesn't all have to be this way though, sometimes there are brief routes through the tops of the pillars, and Point #2 even indicates a very handy secret passage through some of the most challenging parts. At the end of this route, steps will lead up to a single crusher lifting up sharply into the ceiling of the corridor. Come to the same place in the Bad Future, and you'll find that having taken over, Eggman has not only found this hidden little gem himself (probably by using this guide, I bet) but has also seen fit to ignore his duties of preserving it and has replaced it with a statue of his favourite subject. When the electrical conduits that spread across large areas of the stage begin lighting up, the background flashes quickly between these two colours for a brief period. 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! The Good Future features a much more "twinkly" remix that's suitable for the time zone's appearance, and includes what sounds like phone dial tones. Safe time travelling opportunities are scarce in this zone, and once you've activated a post, you won't necessarily get a warp going just by being flung through the air by those checkered floors. It's for the PS3 version but is the same for the 360. Wacky Workbench ~ Past Wacky Workbench ~ Good Future (JP) Wacky Workbench ~ Good Future (US) Stardust Speedway ~ Present (JP) Stardust Speedway ~ Present (US) Stardust Speedway ~ Past Stardust Speedway ~ Good Future (JP) Metallic Madness ~ Past --Sonic 3 & Knuckles-- Angel Island Zone Act 1 Hydro City Zone Act 1 Hydro City Zone Act 2 Marble Garden Zone Act 1 Marble Garden … Trophy will pop the moment the last teleporter in Metallic Madness is destroyed. Trophy will pop the moment the last teleporter in Metallic Madness is destroyed. how about Wacky Workbench Past from Sonic CD? If you find her in the xbox/ps3 version you get a trophy/achievement. It has its moments but it's generally not a very fast level, making time travelling a challenge, in Zone 1 at least. A door on the left can be opened by pressing the button next to it to get you back into the large arenas, and of course, this prevents you from just walking in from the other side. There are industrial-related objects and structures around the map. It is possible, usually by running from a ledge into the floor, but this is very unsafe because chances are, you'll land on another path high above or straight into an electrifying conduit, etc. It starts at the top of the fifth hanging pillar from the start. When you touch the statue, rings will begin to appear out of her hands and bounce around the place, constantly spawning for about 10 seconds. Just leave him to it and he will fly up on his own without being hit. On the far right is another Past post. Log in Sign up. Follow. Zone 2: 1 minute, 15 seconds - 2 minutes There'll be twisting tunnels, platforms and a few overhanging poles to climb across to get there, but just keep going on the highest route that you can find at every junction, and before you get to the end, ensure that you don't have a Future post activated if you're playing the PC/Gems version. One of the achievements for the 2011 rerelease of this game is finding the statue in the past in Act 1, called 'Status Savior'. You need to go to the past In Wacky Workbench Zone 1. - When jumping between the common round-ish platforms, look out for the ones that have their sirens flashing underneath, as this means that their surface is rotating. 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. 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. There's not that much to this boss, but it does require some pretty fine tuned and well timed platform hopping skills. 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. In the Present, here's what I recommend you do right from the start.. 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. Metal Sonic. The tight corridors offer several brief multiple routes within them, depending at which point you enter from the previous large room, and there may be three or four available. It's on a platform just below the end of the first path, so when in the Past, head back to the first big room and use the bouncy floor to get your spiny ass up to the top left corner. 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. At the top, the ceiling consists of rows of structural beams with inactive lights popping up across it. Beyond these crushers, a curving tunnel will throw you into the transportation tube, allowing a nice and easy time warp. The original song has a part where it covers "You Can Do Anything" from Sonic CD in 8-bit, which would explain the reference in this rip. Metal Sonic. Having got that, go back the way you came, to the left, and then use the bouncy floor to go all the way up to the top of this first hanging pillar. 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. You must enable JavaScript to preview files in this section without downloading them. On the far left picture, Sonic's legs are not a figure-8. - Zone 2 partly consists of huge, open rooms to bounce around in, and the other parts are vast mazes of narrow corridors winding their way back and forth in short distances. Still in the Present, if you need another Past post, look to Point #2, which explains where to get one and then what to do with it immediately afterwards. The background wall is quite dark, but all the technology is done away with, in favour of various childish shapes and symbols. (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. As you'll know if you've boned up on the Features and Obstacles of this zone, and also if you've already reached the Machine in the Past, these crushers aren't crushers at all, they instead force you into the area immediately below, at the moment of impact with the ceiling. (now all online!) Menu Screens. And patience. 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. 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. In the Futures, the same transport piping is still open to you, albeit slightly altered, but Past posts are a bit more well hidden than in the Present. Zone 3: 1 minute, 15 seconds - 1 minute, 45 seconds. Main Menu. 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. Is it because no path is safe? Another is to the top left of the second to last pillar in the zone. Master Mage . Curiosity killed the hedgehog I guess. Complete your … Be sure to at least grab the shield item in the bottom right corner of the first shaft, from which you'll be heading upwards using the bouncy floor or platforms, but be careful of small electricity fields on ledges in the Bad Future. Machine. 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. Master Mage . Level 1 Map. David, are you sure he said that? This map drives me insane. When you touch the checkered floor and get thrown upwards, chances are you'll go up through the many horizontal paths at the top, but you won't fall back down through them. I loved all the songs played in the past, but Wacky Workbench is my favorite. You'll be placed on one of the paths, often laden with traps such as those electrifying conduits, and then have to wind your way back down to the bottom and hope that you don't touch the floor again, or you'll be sent all the way back up there within an instant. It may also be difficult to jump off of them as precisely as you would like. Zone 1: 1 minute, 45 seconds - 3 minutes Rings accompany your route downwards. Menu Portraits. It's like they went straight up crazy and decided that their players were masochists (I'm exaggerating, but I don't like this map). -Spencer Nilsen seemed insistent on making this level a slightly happier place than the Japanese composers would have it, so he's gone and made the US Present theme very upbeat, moreso than Quartz Quadrant but in a similar sounding style, though without too much to do with anything industrial or mechanical. 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. There are also many strings of chains hanging around too. Look for the part of the map where there's three consecutive half-pipes at the bottom — it's on a ledge directly above the middle half-pipe. As explained in the Structure section, the whole of Zone 1 is built around 12 hanging pillars, suspended above a very segmented floor that simply throws you up all the way to the top of the paths above that connect the pillars. Extremely odd. There's a Future post on the floor here if you would prefer that, but if not, continue into this next room, which you'll notice has a floor of dangerous electricity fields rather than the usual bouncy business. 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. 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. 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. Use the platforms to proceed up to the top left hand corner where a spring will launch you up into the beginning of the following corridor network, where you'll immediately find your Past post. You just have to hope the tube lasts long enough - a particular concern when playing the original Mega CD version. Level 3 Map. - Knowledge that is essential for getting to the machine in Zone 1, be aware that those big grey crushers found in corridors don't kill you, but actually just allow you to drop through them when they lift you into the ceiling, and there's usually a transport tube or hidden area below. (if something is not well understood it is because I am using a translator to do this) As it says in the title, what I want is all or most of the Japanese / JP ost from sonic CD and the one from the USA, but I'm the one who says what music to put in each act, jingle, ect. Actually, yeah, but it couldn't do echo like the SNES did, and the frequency output of the tracks composed solely with that sound chip was a lot more scratchy, probably because of lack of interpolation; this is why this port (and Izuna/Harumi's Stardust Speedway port too from what I've seen) is a lot smoother sounding than the original track lol. Why are you saying this obvious stuff anyways? It is an unusual, possibly psychedelic, pink mechanized forest with a well-established casino. Details for Sonic CD - Wacky Workbench Zone (Past). I haven't had any time at all to go through any.