Loading Screens. The ceiling beams are now made up of blue and green semi-circle shapes, and the dark blue wall begins just below, with spiralling poles, cloud-like shapes, lit capsules and moon and star symbols, arches on poles and strangely, checker patterned dark green shields on display. Menu Screens. Magician. Map 1 NPCs. If you have no idea about the fact that corridor crushers in Wacky Workbench don't kill you, but rather force you into the area directly below them, then you'll only be able to find the Past's machine purely by accident because it's impossible to get to without using one of these non-crushers. 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. Level 2 Map. 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. Wacky Warehouseis a map in Survive the Disasters 2. Basic Controls Spin Attack: While Sonic is moving press the down button and you will begin to roll. In appearance at least, this is a prime example of the mechanical zone type, set inside an industrious Eggman factory. 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. By Heidi Kemps on December 21, 2011 at 10:49AM PST Hyper Emerson is right. There are still a few of those annoying long pillars of ground hanging down, but they're rarely a nuisance this time. 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 arena, you'll find yourself on the checkered floor, but it's inactive for the moment. 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. 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. Level 2 Map. Why are you saying this obvious stuff anyways? Why? 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. 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! 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. 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. You'll pop out through a hatch not far from the end. Master Mage . - qualitybanana Hey there, guys! 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. This see-saw thing isn't quite wide enough to fit up this gap, but it can still be used by just teetering on the edges of the platforms, as you jump between them. Below, cranes are already at work establishing the structures that will grow to encompass the land, all reddish and orange in the fading sunlight, and a couple of long green horizontal bars are much closer to the foreground. (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. 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. Sorry for my lack of information... ^^. Using a spring with these nearby will leave you prone to attack, so watch out. All are available in all time zones, and they're not even the only way to go about time travelling. This subsection of the Games area will list all of the level maps within the area. Like Wacky Workbench, Zones 1 and 2 are structured very differently, employing unique methods, so I'll be looking at each zone separately. Lord Venuncio. You need to go to the past In Wacky Workbench Zone 1. Check out amazing wackyworkbench artwork on DeviantArt. The Good and Bad Future tracks feature a bit of industrial clanging and hissing, but both still sound quite upbeat. Do so quickly before the blocks begin to fall back down again and you miss your chance to get up there. Menu Portraits. 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. My apologies the achievement is called 'Statue Savior' not 'Status Savior' ;^P. 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. Main Menu. As you head down towards the boss room, take a left into another hidden room just behind a curved wall for this 1-up. Zone 3: 1 minute, 15 seconds - 1 minute, 45 seconds. To get the first one, go underneath that tall right hand wall, just like you would get under the low hanging pillars of Zone 1. We can talk about that. For Sonic CD on the Xbox 360, a GameFAQs message board topic titled "How do you time-travel in Wacky Workbench? You missed an important note: at the third floor, if you don't jump soon enough to hit Eggman, you will get crushed with the ceiling! It is an unusual, possibly psychedelic, pink mechanized forest with a well-established casino. In the Past, progress forward and in the first open area, get up to the high ledge on the right with the Future post on it, mentioned in Time Travelling Tips. Neon signs line up across the casino, which seems to be stylized Japanese writing but is a⦠Complete your ⦠It may also be difficult to jump off of them as precisely as you would like. 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. M.B. 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. The background wall is quite dark, but all the technology is done away with, in favour of various childish shapes and symbols. The Past music retains the same tune with a slightly more aquatic feel, despite there being no water here. Recent Top. There's not that much to this boss, but it does require some pretty fine tuned and well timed platform hopping skills. 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. 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. You only get crushed if you're in the blocks far from Eggman. This sounds pretty much identical to the original. Beyond these crushers, a curving tunnel will throw you into the transportation tube, allowing a nice and easy time warp. - 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. Some of these routes meet within the maze of corridors, though there are still several different exits into the following large room. Want to discover art related to wackyworkbench? There are industrial-related objects and structures around the map. The casino is dotted with blue pillars of all shapes and sizes, as well as identically colored pipes running through the foreground. The floor extends up into smaller platforms above the very bottom in this time zone, allowing you extra height to get straight up there. This is a common trap high up between the pillars, a rotating platform perilously above an electrifying floor. If you have no idea about the fact that corridor crushers in There's one in the same place as described in Point #2/the above paragraph. Also, you can avoid the spikes and blocks just by staying in the corners. Mad Bomber. View credits, reviews, tracks and shop for the 1996 Mixed Mode, PC Game CD release of Sonic CD on Discogs. The more common platform throughout the whole level though is the smaller. 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. - 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. 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. 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). 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. Two blocks will fall on either ledge, so dodge them and then jump on top of one. 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. Metal Sonic. 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. Level 3 Map. Discover releases, reviews, track listings, recommendations, and more about Naofumi Hataya & Masafumi Ogata - Sonic CD = ã½ãã㯠CD at Discogs. Zone 1: 1 minute, 45 seconds - 3 minutes
This little journey is also handy for time travel. 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. 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. (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. For one, the mechanical wall that normally occupies the background has yet to be built and we can actually see outside. You're constantly having to weave your way back down these paths to try and get underneath each pillar in order to progress and avoid being sent upwards over and over again. At the end of this route, steps will lead up to a single crusher lifting up sharply into the ceiling of the corridor. Discover more posts about wacky-workbench-past. Administer the final blow and his machine will fall, puffing out lots of white smoke from the funnel at the top. M.B. The factory is being built against a backdrop of desert canyons in the Past, while the Good Future offers a brighter, fun-factory style experience. This map drives me insane. Machine. Basic Controls Spin Attack: While Sonic is moving press the down button and you will begin to roll. In the Futures, it's not quite so effective. 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. Sounds so much better than the unsampled version. 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. 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. Tip: Don't remake levels from other Mario games, especially popular ones (SMB1/3 1-1, for example). 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. 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. Doesn't the SEGA CD sound chip have similar limitations to the SPC700? 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. I loved all the songs played in the past, but Wacky Workbench is my favorite. 1 Setting 2 Key Features 3 Trivia 4 Gallery The map takes place in a factory. "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). 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. 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. When you come to them, try and read their pattern to see when you can best make your move to pass by. ". Well over 50 rings are available here, and when you're all set, head through the passage all the way to the right. Level 1 Map. Metallic Madness (Bad Future) (Includes Objects) Metallic Madness (Good Future) (Includes Objects) Metallic Madness (Past) (Includes ⦠While doing Wacky Workbench Zone 1, travel to the past as you would do anyway, but look over the level map. Now, to Stardust Speedway to finally confront Metal Sonic! If your looking for a video guide I have found one on youtube. (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. Music: - Very industrial and mechanical is the Japanese Present tune, with a strong feeling of clockwork motion and hardcore machinery. 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. Menu Screens. and ps i personaly think that the angel statue should be there in the good future 2 you know like having plants and the zones flowers next to her. - Wacky Workbench: Past (4), Tidal Tempest: ... - World Map 3 - Penguin Playground (2), World Map 3 - Penguin Playground, Overworld 8 - Underground, Overworld 5 - 'Toxic Forest', Koopa Kid Fortress, Koopa Kid Castle: 2010-04-19 (Updated by Mike Newman) Super Mario World: SNES - Castle (4) 2010-04-16 (Updated by Mike Newman) Super Mario Kart: SNES - Koopa Troopa Beach (6), Donut Plains ⦠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. 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. Foreground structures are made of solid purple material with cylindrical golden generators and various bolted panels and flashing things. In the Present, here's what I recommend you do right from the start.. It's still quite interesting in that several times, it switches from huge, open spaces with the bouncy checkered floor at the bottom, to mazes of very tight, narrow corridors, all short and winding and rife with traps. This is also available to use in the Present and Futures too. Zone 2: 1 minute, 15 seconds - 2 minutes
Just as the colour of the background suddenly makes a slight change in the Present, the sky becomes darker after a certain early point in each zone, and will light up when the electrical conduits do. Main Menu. Following in the footsteps of previous large mechanical levels, the background in the Present is largely a dark blue/green wall of technical stuff. And patience. Locations for the Robot Generator and Metal Sonic hologram. The small flashing siren posts and strings of chains along the paths are here too. Stand on it when it's down and let it lift you up, only to find that you'll fall down behind it and be sent through a winding transport tube (that'll inconveniently teleport you out of the time zone if you have a Future post going). The map literally goes from a huge, open room to a large chunk of ground filled with corridors that occupies the whole height of it and then another huge room follows to the right of it, etc. 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. 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.