South Valley

Knothole Acres - This zone would be a mix between Green Hill Zone, Wood Zone and City Escape. The zone would have waterfalls, a lake filled with trees, and buildings in the background. It's basically a part of Green Hill Zone that fused with Wood Zone that's practically empty turned into a small city. Act 1 would have Sonic be able to jump on cars, bounce on power lines, zipline across buildings and go into the sewers which would look like Act 2 from the 8 bit version of Green Hill. The Act Two or later half would take influence from Emerald Coast from Sonic Adventure, Neo Green Hill from Sonic Advance and Bridge Zone from the Master System version of Sonic 1 as it would add a lake setting as it goes into a lake area with both tropical and mountainous themes as there are lots of sand with falling bridges, trees that were in the water as platforms, and an area where you get chased by a giant Chopper that destroys parts the bridge through jumping through it. Enemies for example would be Jumping and flight based variations of the motobug, a version of the slicer enemies that just walk around with an arm cannon, and bike riding turtloids. The name is an obvious reference to Knothole from Sonic SatAM. A theme for this could be Classic Sonic’s part of Green Hill from Sonic Forces only remixed.

Boss - Egg Dragon - The Egg Dragon would go around the stage shooting out fire. It would be best to attack after it's done breathing fire. After being hit 6 times it will dive underwater and then rise charging a giant fire attack. It will have to cool off leaving it open to attack. It takes 8 hits to kill. Woodland Resort - This stage takes place near a hotel that’s under a bunch of giant trees. It first starts off in a part of the resort with chairs and umbrellas for guests to relax in and then goes into the parts of the resort that are under the trees. You can destroy chairs, umbrellas, and tables just like in Emerald Coast from Sonic Adventure. There would also be tree’s that like the ones in Great Turquoise would have springs inside which usually can bounce the player. Enemies here would be Mantis that flutter jump, Orbinauts that throw their spikeballs in an arc, velociraptor like robots that jump randomly. The second act would take place on the rooftops of the hotel starting with Sonic and Tails going into an elevator with Knuckles going into a separate elevator. You would traverse trees and buildings as you fight badniks that consist of a rhinoceros beetle that jumps and then charges to where it saw you, newtrons that lunge at you, Woodrows, Owl variants of the vultron enemies from Mirage Saloon, and Poh-Bees that blast you similar to the Buzz Bomber.

Boss - Heavy King - The Heavy King has returns as he has his staff do some elements attacks, fire balls that bounce across the ground, a leaf that acts as a slow moving dart, water pillars that slow you down so you have a harder time dodging his attacks, electric blasts and even chunks of dirt that act as platforms. He takes 8 hits to defeat him as he escapes.

- This zone would be a mix between Green Hill Zone, Wood Zone and City Escape. The zone would have waterfalls, a lake filled with trees, and buildings in the background. It's basically a part of Green Hill Zone that fused with Wood Zone that's practically empty turned into a small city. Act 1 would have Sonic be able to jump on cars, bounce on power lines, zipline across buildings and go into the sewers which would look like Act 2 from the 8 bit version of Green Hill. The Act Two or later half would take influence from Emerald Coast from Sonic Adventure, Neo Green Hill from Sonic Advance and Bridge Zone from the Master System version of Sonic 1 as it would add a lake setting as it goes into a lake area with both tropical and mountainous themes as there are lots of sand with falling bridges, trees that were in the water as platforms, and an area where you get chased by a giant Chopper that destroys parts the bridge through jumping through it. Enemies for example would be Jumping and flight based variations of the motobug, a version of the slicer enemies that just walk around with an arm cannon, and bike riding turtloids. The name is an obvious reference to Knothole from Sonic SatAM. A theme for this could be Classic Sonic’s part of Green Hill from Sonic Forces only remixed.This stage takes place near a hotel that’s under a bunch of giant trees. It first starts off in a part of the resort with chairs and umbrellas for guests to relax in and then goes into the parts of the resort that are under the trees. You can destroy chairs, umbrellas, and tables just like in Emerald Coast from Sonic Adventure. There would also be tree’s that like the ones in Great Turquoise would have springs inside which usually can bounce the player. Enemies here would be Mantis that flutter jump, Orbinauts that throw their spikeballs in an arc, velociraptor like robots that jump randomly. The second act would take place on the rooftops of the hotel starting with Sonic and Tails going into an elevator with Knuckles going into a separate elevator. You would traverse trees and buildings as you fight badniks that consist of a rhinoceros beetle that jumps and then charges to where it saw you, newtrons that lunge at you, Woodrows, Owl variants of the vultron enemies from Mirage Saloon, and Poh-Bees that blast you similar to the Buzz Bomber.

Crystal Highway

Boss - Egg Mobile D 2.0 - The now once useless invention has returned with a vengeance. As Eggman has added a missle launcher that shoots homing missles similar to the Heavy Gunner Fight in Sonic Mania. After taking 6 hits the Egg Mobile D puts up a shield that can only be broken after being hit by a few missles that you can send back at him. It takes 4 hits to break the shield with the missles which after each hit Eggman releases a bunch of missles that you can't send back and have to be dodged. After breaking the shield you finish off the now vulberable ride and move on to the next zone.



I'm a huge fan of the Classic Sonic games though I am a fan of the Adventure games despite aging badly. Inspired by Sonic Mania's Studiopolis, Press Garden, Mirage Saloon, and Titanic Monarch. I've decided to write down some ideas for a new Classic or Adventure 1 styled game. (I meant Adventure 1 since that game has 2 acts for Sonic's stages) The idea is that if it were to be a Mania sequel then it would take place after Sonic Forces, when Sonic comes back to his timeline he finds that the Phantom Ruby in his timeline has merged South Island and Westside Island together feeling tired, he just decides to rest at Uncle Chuck's house with Tails. 2 months later at his Uncle Chuck's House he see's Tails walk in saying that Eggman/Robotnik might have returned due to badniks appearing in the area. Sonic due to being bored now decides to have another adventure. So you would go into an Area and choose the Zone you want to go into. Areas are a set of zones corresponding to a theme.- This area is Green Hill Zone and Wood Zone merged with the outskirts of a nearby city. It references Knothole from SatAM and the Archie Comics.- This zone takes place on an underground highway filled with crystals. The zone has two routes. A lower route that is a mine that is used to dig up crystals and upper part being the highway itself. Some crystals act like spikes in the lower part and you have the trouble of dealing with vehicular based baddies on the upper part and miner based enemies on the lower part. The first act would put an emphasis on the highway part while the second act would have more emphasis on the underground parts. The second half would have both lava and water as you would have to pull switches to dump water on the lava so you can progress. The enemies in this stage would be a robot cat bus, a robot biker that looks like a mix between a demon and angel, Egg Robo's that text while driving little karts, mine carts that throw rocks, miners that throw pickaxes like Hammer Bros, and fake diamonds that chase you. There would also be drawbridges that can act as a ramp to jump over, sewage pipes that dump waste into lava that have to be dodged. The highway itself goes second fiddle for a while until a bossfight that would be a nod to Sonic Advance 2's boss battles.

New Mobotropolis - A mostly city themed area. It was named this way because the old Mobotropolis was destroyed by Eggman's forces in Sonic 2 off screen which the Metropolis Zone in that game was built over. The name is from the area from the Archie comics.



Sandy Sewers - This dry canyon has a sewer system in it as it houses an open sewer where you must deal with the returning enemies from Mirage Saloon, Mystic Cave and Sandopolis. Consisting of Roller mk.11, Rattlekillers, Running variants of Splats, Cactula, Skorp, and Crawltons that act similar to the Piranha Plant enemies from Mario. In the sewerwater for both zones there are Mashers that jump from the sewer water, Sandworms, and swimming variants of the scrapped Gator enemy from Sonic 2. After traversing through the canyon, Sonic and friends enter an underground part of the sewer thus going into the second act of the zone. It is the typical sewer level as you must traverse through the stinky sewer. You must deal with Bat Brains, Grabbers, variants of the Grabbers that dispense bombs, Spinies, Spiders that move around on the ceiling and floor jumping onto each, rats that increase speed upon sight of you, and Egg Robos dressed as plumbers that jump around. A possible theme for this zone would be a remix of Labrynth zone from the Master System version of Sonic 1.



Boss - Egg Mutant - This invention of Eggman takes the form of a rat and alligator fusion. Each hit brings out a bubble as the fight is underwater. It would attack by charging at you from above as hitting the floor causes debris to fall out. It takes 8 hits to beat.

- This zone as a whole would be an amalgamation of Carnival Night Zone, Casino Night Zone, Studiopolis, and Twinkle Park. The first act would be mixing some elements of Carnival Night and Casino Night Zone. It would have the slot machines, pinball flippers and bumpers. The barrels from Carnival Night will return albeit with some being used to go down to another part similar to the barrels in Mirage Saloon, others being already moving platforms that spin you around, and the ones you manually control being better explained. It would also feature slot machine sets from Casinopolis in Sonic Adventure that when jumped on will dispense rings. There would be a section that's a callback to Sonic 1's special stages. The second half that mixes Twinkle Park and Studiopolis would feature roller coasters that you can jump off of, teacup rides that would launch Sonic across, UFO platforms, parts of an animitronic dragon, water slides, bouncy boomboxes and rings of fire. Enemies would be robot clowns, roller coaster like snakes, camera's with arms and legs that shock you when they snap a photo of you, small mini UFO's, a robot cartoon bear with a hat for examples.

Boss - Heavy Magician - The Hard Boiled Heavies return as Heavy Magician goes after you first. She now has a slot machine in the background as the machine she's linked up to determines who she'll become. She takes 8 hits to defeat her

Sonic - She spindashs in Sonic's form

Tails - She flys around the arena dropping bombs as a nod to Tails Adventure where Tails can throw bombs

Knuckles - She just punches and glides around the arena

Amy - She runs around trying to whack you with Amy's Piko Piko Hammer

Espio - She will run around running on walls and will throw shurikens

Bean - She throws bombs just like in Mania

Fang - Shoots you with Fang's Popgun like in Mania

Bark - Slams the ground causing debris to fall down.

Starry Streets - Similar to Starlight Zone and Stardust Speedway this zone takes place during the night. The difference is that there are a lack of bottomless pits in this zone. In this zone, Sonic must deal with cars from the background that will hurt him if he touches the sides. The upper routes are on the roof top of buildings. Like Starlight Zone the top is on the upper level of the act in the first Act. In the Second act, you must go through a closed off portion of a highway that has been damaged by Eggman and his forces. It takes influence from Speed Highway from Sonic Adventure. The higher part is the closed off highway while the lower part is an abandoned ghetto that was home to many mobsters who were driven out by Eggman. The lower part has an influence from Spring Yard as the destruction of the mafia’s hood has created holes as Sonic can gain momentum in by rolling, tunnels that were most likely made by mobsters to escape. The upper part contains corkscrew loops and shuttle loops that go down. Enemies include Mini Helecopters, Small Silver Sonics from 8 bit Sonic 2, bus variants of Catakillers, Mobster variants of Shellcrackers that shoot at the player.

Boss - Heavy Mobster - This black clad Egg Robo summons forth badniks to attack the player. The player goes through 2 waves. The first wave consists of 4 Egg Robos and 2 Silver Sonics. Wave 2 has you deal with 3 of the Mobster Shellcrackers and 3 mini helecopters, Wave 3 has you deal with Heavy Mobster himself as he shoots you with a rifile, shotgun, or pistol all while riding the Marvelous Queen, apparently stealing it from Fang. The mobster takes 6 hits to get him to retreat. When you empty the Animal Capsule, Fang himself exits alongside the animals trapped in there. Westside Outskirts - Basically the half of Westside Island. It has some areas that Sonic and Tails never explored in Sonic 2. Though what remains of Scrap Brain is located there. - Similar to Starlight Zone and Stardust Speedway this zone takes place during the night. The difference is that there are a lack of bottomless pits in this zone. In this zone, Sonic must deal with cars from the background that will hurt him if he touches the sides. The upper routes are on the roof top of buildings. Like Starlight Zone the top is on the upper level of the act in the first Act. In the Second act, you must go through a closed off portion of a highway that has been damaged by Eggman and his forces. It takes influence from Speed Highway from Sonic Adventure. The higher part is the closed off highway while the lower part is an abandoned ghetto that was home to many mobsters who were driven out by Eggman. The lower part has an influence from Spring Yard as the destruction of the mafia’s hood has created holes as Sonic can gain momentum in by rolling, tunnels that were most likely made by mobsters to escape. The upper part contains corkscrew loops and shuttle loops that go down. Enemies include Mini Helecopters, Small Silver Sonics from 8 bit Sonic 2, bus variants of Catakillers, Mobster variants of Shellcrackers that shoot at the player.- Basically the half of Westside Island. It has some areas that Sonic and Tails never explored in Sonic 2. Though what remains of Scrap Brain is located there.

Volcanic Tundra - A mix between the ice and volcano level. It takes place in a forest near a volcano with lava flowing by that has been frozen over by Eggman and many other ice badniks. The first act would take place in a forest with you having to deal with ice physics and the lava. Lava will rise up and down in a pillar like fashion similar to Lava Reef zone. Enemies include hockey playing badniks that throw giant pucks, snow shoveling robots that can use their shovel to burn you with lava, ice variations of the bomb badnik from Sonic 1 that freeze you. The second act is in the frozen insides of the volcano. There would be icicles that act as temporary platforms as they melt in the lava, there will be variations of the Chopper enemies that rise out of the lava and shoot fire balls, Motobugs that leave behind fire when they explode, and ice variations of the Rexons from Hill Top Zone.



Boss - Egg Lava Plow - A modified snow plow made to also go in lava. It starts plowing through snow as it shoots an ice attack. It will sometimes throw the snow at Sonic and friends to bury them as to hinder them. After 4 hits it suddenly starts to slam into the ground causing it and Sonic to fall down into a pit of lava filled with slow melting ice platforms. It will now shoot another ice attack that is similar to the blasts seen in the final boss of Sonic 1. The player must jump between ice platforms as so not to fall in the lava. This boss takes 12 hits to do it in.

Boss - Heavy Rider and Heavy Gunner - The two members of the Hard Boiled Heavies have decided to do a tag team. Heavy Rider's Motobug, Jimmy has taken the form of a Jetski. You would have to defeat them with 6 hits as Heavy Gunner shoots missiles as you try to deflect the fat blue ones since Heavy Rider's mace prevents you from hitting them.



This level is a beach level and has mix of a fortress theme. Eggman has taken over the beach as he as put up a fortress fill with badniks and many other traps. The first part would have rising water, bridges that fall off, palm tree’s you must knock over to break walls, laser turrets, underwater sections and platforms that are in the form of water spouts. The badniks in this zone consist of a jetski variant of the Motobugs, underwater dwelling Crabmeats that jump high into the water shooting a blast at you, Octus that jump from the ceiling to floor, Aquis that instead of shooting at you charge towards you, and robot sharks that jump out of the water to shoot at you. The second part involves you storming the fortress as you encounter the long scrapped enemy gator as it drools gasses that drain your rings, Asterons that leave behind toxic bubbles which take away 10 rings, Plezzies, a plesiosaur enemy similar to the Rexons that can electrocute you when they activate their electric defense systems, and Blastinuts a monkey badnik that is a version of coconuts with a laser pistol.

Scrap Brain Ruins - The long abandoned Scrap Brain Zone is now taken by nature as it is full of plants that have long since consumed the former dystopia. It would have forest elements due to the plants overtaking the zone. The traps Eggman set up for Sonic when Sonic 1 first happened would be barely able to work with some exceptions. The ground, encased in plants and metal can have the plant bridges be burn by the Flame Shield. There are rusty sawblades that create new routes after falling onto a not so sturdy plant bridge. There's also a lower route that's based on Act 3 that has been buried in the piles of scrap. The second half would be be in the ruins of the lab as you can swing from vine to vine. Enemies in this stage would be hastily repaired versons of badniks with Motobugs with buzzbomber cannons, Slicers with the extendable arm of the Shellcracker, and Coconuts that throw caterkiller parts before lunging at you. A possible theme for this stage would be a remix of Scrap Brain Zone's theme from the Master System Sonic 1



Boss - Heavy Colossus - This new addition to the Hard Boiled Heavies is influenced by Donkey Kong, Juggernaut, and King Kong. It would go around the arena throwing big barrels, sawblades, badnik or a spike ball. Every two hits he does a stomp into the ground to make the arena smaller leaving out spikes for the player to land in. He also can grab you can either, slam you into the ground, swing you into the walls, or throw you into the bramble filled ceiling. This guy takes 10 hits to defeat.

Angel Island

- We now return to Angel Island as we now must go though the floating island as it now has some areas that have been drastically changed due to the Phantom RubyA mix of a pirate and medieval areas. It takes place where Launch Base Zone used to be. Some pirates stranded on Angel Island have decided to make a settlement there. Unfortunately they were driven out by Eggman.