http://tvtropes.org/pmwiki/pmwiki.php/YMMV/SonicAfterTheSequel
Sonic After The Sequel is a free game that takes you back into the world of Sonic the Hedgehog. If you have fond memories of playing the original games in the Sonic series, then you are sure to find something to enjoy in this tribute game, with a story that takes place after the events of Sonic the Hedgehog 2.
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- Best Boss Ever: Redhot Ride's boss. This three phase battle is fantastic, the music is incredibly memorable and should you ask a fan which boss is their favourite in the game, nine times out of ten they'll pick this one.
- Parhelion Peak's boss fight, while easy, is also a good one. Giant Mecha battle, anyone?
- Super Eggman, the TrueTrue Final Boss of DX. Eggman decides to give up all pretence and go Super Saiyan. And you fight him. While still Super Sonic. And it is glorious.
- Big-Lipped Alligator Moment: The bonus final boss in DX version including Super Eggman.
- Even Better Sequel: Sonic: Before the Sequel? A kickass fangame, to be sure. So it's no small wonder that the follow-up is looking to be even more impressive. You've got a larger number of levels (counting the unlockable special acts for each zone, and all of which both Sonic and Tails can run through), a wider range of highly creative environments, a multitude of impressive level gimmicks, at least three different kinds of shields, bona fide special stages (with Chaos Emeralds to collect!), new and old character appearances (including fan-favorite Mighty the Armadillo), and an embarrassing amount of unlockables. The soundtrack may be even better than before, as it's much longer and has higher production values, as well as a lot more planning and collaboration.
- Funny Moments: 'Please don't send me hate mail. Send hate mail to those guys.'
- After beating the Parhelion Peak Boss, the robot you used to attack the boss blasts Robotnik/Eggman afterwards.
- Sonic and Tails' interactions can be this. Sugar Splash Zone, Moon Mansion Zone, and Parhelion Peak Zone come to mind.
- Towards the end of Storm Station Zone Act 1, the Weather-Control Machine gets a Blue Screen of Death.
- Can You Feel the Sunshine. As though a hardcore techno remix of the song isn't enough, the lyrics are sung by Andy Tunstall. Falk's comment is nothing more than 'roflofl.'
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- Giant Space Flea from Nowhere: Although there are two prior appearances before the reveal, the True Final Boss can come off as this. Especially more so since we have no idea what it is, where it came from, or what purpose it serves (aside from maybe being a possible Dragon to Eggman). Only in Sonic Chrono Adventure its purpose is explained.
- Good Bad Bugs: The version of the Sonic Worlds engine used in this game has an oversight in the Peel Out code that doesn't cancel it if Sonic gets hurt. As long as you hold up and left or right in this state, you can move around and jump. This is extra amusing here due to the 'Sonic Step' animation he uses while charging the Peel Out.
- Moment of Awesome: Cyan City's pre-boss cutscene.
- Older Than They Think: Regarding Super Eggman in DX. This isn't the first time anyone's come up with an idea of Eggman going super and not even the first fangame to do so either; Eggman Hates Furries did it several years before.
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By HyperSonic7701HyperSonic7701. Last updated
Sonic Before the Sequel – Tips, Tricks and Oddities Guide
This will be primarily a written guide, supplemented with links to videos whenever possible.
I will be linking my own videos as much as possible; however, credits go to their respective owners in any other case. Usage is only for educational purposes, and for no other reason.
Be warned: Some of the things mentioned here involve the use of the “U” cheat, which cannot be used for your speedrun attempts, as noted in the category rules for the 2012 Version. Please keep this in mind.
Additionally, not everything in this guide is useful for a speedrun, but I thought it was interesting enough to include the extra details anyway.
![Sonic Sonic](/uploads/1/2/8/4/128404043/996859493.png)
Note that you will need to c/p video links in order to see them. (For some reason speedrun.com likes to turn the first 7 or so into embedded videos, which will ignore timestamps :/) That's why I left no spaces between the link and the stuff before it.
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Use Sonic After the Sequel - All Or Nothing and thousands of other assets to build an immersive game or experience. Select from a wide range of models, decals, meshes, plugins, or audio that help bring your imagination into reality. Stream Sonic Before the Sequel OST, a playlist. From desktop or your mobile device. SoundCloud Sonic Before the Sequel OST. Published on 2014-12-16T05:06:03Z. Eggman decides to give up all pretence and go Super Saiyan. And you fight him. While still Super Sonic. And it is glorious. Big-Lipped Alligator Moment: The bonus final boss in DX version including Super Eggman. Even Better Sequel: Sonic: Before the Sequel? A kickass fangame, to be sure. PC / Computer - Sonic Before the Sequel: Aftermath - The #1 source for video game sprites on the internet!
Contents:
I. Extra Life guide (tailored to those beginning to run the game)
IIa. General Version Differences and Oddities
IIb. Level Differences
IIc. Boss Differences
IIa. General Version Differences and Oddities
IIb. Level Differences
IIc. Boss Differences
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Part I – Extra Lives
If you’re just starting out and need a few places for some good extra life locations, this is the part for you. If you don’t think you need this, skip to Part IIA.
¤Note that not all extra life boxes are included here, just some of the easiest ones.
¤You can also assume that the boxes are present in both the 2011 and 2012 versions unless stated and/or proven otherwise.
- Hilltop Heights Act 1
There are two lives here. The first one is on the left side while going up a chain of springs. The next one is a little farther. Make a jump to the upper path and the life will be on the left side again, on a platform with spikes on its side.
- Hilltop Heights Act 2
Following the normal pathway, there will be two enemies with an extra life to the right. Just do a decently timed jump in order to hit this life, and then drop down towards the right in order to continue the level.
Visual guide:https://www.youtube.com/watch?v=TsCKWI7yGzI&t=3m5s
- Hilltop Heights Act 3
There are two spots for lives here. The first is right at the beginning. Go down (you may have to hit the spikes), then right. You’ll find a life right there.
This is a big one, and if there’s one spot you should stop for lives, it’s probably here.
Again in the normal pathway, not too far in, you have an area with many platforms. There is one hidden all the way to the left with three extra lives. This just needs a spindash jump from another platform.
Visual guide (mainly for the second one):https://www.youtube.com/watch?v=oOLfV3CMvSE&t=4m5s
- Rocky Ride Act 1
There are at least two ways to pick up an extra life here. One is by collecting 100 rings (this is the only act you are likely able to collect 100 rings in the entire game). There also is a spot with an easy extra life box.
The extra life box is towards the beginning. You will need a well-timed jump to get up to the area with the extra life. The extra life is right next to the second ring box you see (hidden).
Visual Guide:https://www.youtube.com/watch?v=TsCKWI7yGzI&t=9m55s
- Lost Levels Act 1
Towards the end of the act, there’s a part where you go down, and it has these rhombus-like objects that stop you if you land on top of them. Look for the extra life box on the right hand side.
Visual Guide:https://www.youtube.com/watch?v=TsCKWI7yGzI&t=16m20s
- Lost Levels Act 3
There’s an extra life box if you go left instead of right at the very end of the act.
- Titanic Tower Act 3
Right at the checkpoint, go right a bit and you’ll find the extra life. (The video will only show you the part of the level referred to.)
Visual Guide:https://www.youtube.com/watch?v=TsCKWI7yGzI&t=56m50s
- Cloudy Crowd Act 1
Right at the start of this act, go right past the very first spring you see. It’s a not-so-obvious hidden room with a life box. (You’ll need to go back out of there to continue the act, however)
- Death Egg Act 1
The last extra life of the game. You’ll find it right by the green and red gravity adjusters. (I happen to fall under this area because you’re meant to go down where that location is, but you can see the area referred to.)
Visual Guide:https://www.youtube.com/watch?v=TsCKWI7yGzI&t=78m10s
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Part IIA – General Version Differences
Besides the inclusion of two secret levels as well as the “U” cheat in the 2012 version of the game, there are also some additional changes that are less noticeable.
Sonic Before The Sequel Sonic Retro
- Level Title Cards
Two bosses (Cloudy Crowd and the secret proto Silver Sonic fight that is mainly only seen in Boss Rush) have the correct title cards in the 2011 version, but do not in the 2012 version (mislabeled as Metro Madness and Lost Levels, respectively. Possibly a connection to the secret Lost Levels boss, described later?)
- Ending Fail
In the 2012 version, for some reason, if you have cutscenes off while playing the main game, you fail to get an ending! (This is from my experience, at the very least.) This is the reason why cutscenes must be turned on when running Beat the Game (2012 Version).
You do receive an ending in the 2011 version, however, but it is neither good nor bad, rather, a “third” ending with just the credits.
I can only theorize that this is due to the addition of the Super Sonic fight to the good ending, and the game can’t seem to associate getting the good ending with the no cutscene ending, so the game just gives you nothing instead, since the game was intended to “end” at the Death Egg fight in all cases in the 2011 Version.
Snooping around with the “U” cheat shows that the no cutscene ending still exists in the 2012 Version, however.
- The Unskippable Cutscene
There is exactly one unskippable cutscene in the game, and it comes after Cloudy Crowd Act 2. It’s also the only cutscene in the game that isn’t before or after a boss, which may explain why it’s unskippable (except by U cheat). Cloudy Crowd Act 2 is the only Act 2 with a special ring as well, which may suggest that Act 2 was meant to be Act 3 at one point?
- Time Over
The 2011 Version has Time Over. The 2012 Version does NOT have Time Over. The clock will “reset” to 0:00 and then continue again.
However, there are instances I’ve come across in the 2012 Version where if you spend too much time on a specific level and then beat it, the level will “reset” in the same manner as when you activate the S3K boss music (mentioned in more detail later). You can easily see this phenomenon in the secret levels of the 2012 Version, accessible only by U cheat.
Additionally, if you are in a teleporter (which is a softlock position) in the secret Lost Levels 2 boss, Time Over is ignored!
- Score tally oddities
- Score tally oddities
The score tally is pretty simple. 10,000 is the max time bonus, and 1000 (shown as 999) is the max for ring bonus (10 rings), and the time bonus decreases 1,000 per minute. (I can’t explain the 50 for the last two digits though, that seems to be just part of the tally)
However, there are a few oddities.
First, the ring bonus counts down slower than the time bonus. 10,000 points will tally faster than 1,000. It takes about 7.7 rings (770) to count the entirety of a max time bonus down to 0.
Additionally, having a ring bonus higher than 700 will cause the game to slightly delay loading the next cutscene/zone, costing you a marginal 0.5 to 2 seconds real time.
There is one other potentially costly moment, and it happens when you finish a level in a certain amount of time (ending in X:50 or above, up to X:59). The game will, for some reason, give you an ADDITIONAL time bonus equal to the next lower level’s time bonus (say you finish in :56. The game will reset your time bonus to 9000 once it hits 1:00, even though the game clock isn’t visibly moving and you are currently receiving 10,000 points!). This causes a level score of up to 20,xxx!
Sometimes, the game may give you additional score at random as well. In either case, this winds up delaying you only if the score resets in the middle of calculation. If a new time tally appears after the score bonus has hit 0, this actually doesn’t affect you very much. Your score might not finish in time for the fade out, so it just gives you the rest of the score at the start of the next level. Additionally, the score might start tallying immediately at the end of the next level instead of waiting a brief moment before it starts calculating, which saves a split second!
This means, whenever possible, it’s a good idea to carry as few rings as possible to the end of the level. This is especially important in Boss Rush.
- Cutscenes are forced in Boss Rush
In both versions of the game, even if you turn cutscenes off, Boss Rush will ignore your setting and make you have cutscenes anyway. Fortunately, they are all skippable, so this isn’t a big deal.
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Part IIB – Level Differences
Alright, here’s the nitty gritty part of the differences between the 2011 and 2012 versions of Sonic Before the Sequel.
I won’t go through every change, since most are subtle and although some may be significant, they are best understood by playing the game. (Mainly just early game layout changes/extensions).
What will be here, however, are some of the most important differences. Vmware patch for mac os.
- Rocky Ride Act 3
Pay close attention to roughly 13:48 in the video (link below). In the 2012 version, a wall was placed right next to the spring in that area.
Normally this isn’t a big deal, but that wall is a huge difficulty changer, especially due to the enemy right before the spring. The gap that you see in the 2011 version will drop you to a significantly earlier part of the level if you fall in. Due to the checkpoint not long before this, it might be easier to die than to climb up again. Since the wall prevents you from falling there, Rocky Ride 3 was made far easier in the 2012 Version.
Video:https://www.youtube.com/watch?v=TsCKWI7yGzI&t=13m40s
You can always go left instead of right at the checkpoint as well. Left avoids that area completely.
- Lost Levels 2
This is a very fascinating level, although it has no noticeable layout changes, except for more ring boxes in a late part of this level. This is the only level where you can fight a “secret” boss in both versions without using the U cheat (there are at least two other fightable Mecha Sonics in the game only accessible by U cheat hax – you can even “replace” the Titanic Tower boss fight with a Mecha Sonic!).
The video below will demonstrate the process required to get to and beat the boss. (2012 Version is shown, but it works the same way in both versions)
This is a luck-based trick (it’s not guaranteed you’ll make it in, and even if you do, you may still have to die or reset), but it is faster than beating the level normally if you get it on your first try (this only saves 15-20 seconds, so it’s either get it or run over). The video below will show you a successful attempt.
In order for this to work, you need to fly up and manage to get hit by the saws in that area. The resulting knockback sometimes takes you to a hidden arena with Mecha Sonic (note that if you get just the music change, you’ve failed your chance and you have to die no matter what you do next, since triggering the S3K boss music = instant death, even if you beat the level. A video below shows this in action). The boss itself seems to be fully functional, but the boss arena is less than ideal. You have two red shields (not seen anywhere else in the game, and they work like regular shields, though it’s possible there once was a plan for additional effects) and invincibility. There is one small gap that is death, and a few places where you can get permanently stuck, so it’s a good idea to stay to the right side.
The boss does react to you in the beginning. Move too quickly and the boss will disappear off the screen, never to return. (The boss may decide to do just that anyway, even if you’re not moving, so it’s still not guaranteed.) Avoid this and you should have a clear shot at defeating the boss.
When music change = death (credit to SilverSonic):https://www.youtube.com/watch?v=0cdx5erSS9Y
Successful demonstration of the Lost Levels 2 “boss”:https://www.youtube.com/watch?v=mqyG0dvUeAM
Successful demonstration of the Lost Levels 2 “boss”:https://www.youtube.com/watch?v=mqyG0dvUeAM
Hdmi for mac no sound. My MacBook is a 2013 Retina Macbook Pro, so it supports audio through HDMI; the HDMI cable is plugged directly into the HDMI port (no adapter) the monitor has speakers, and their volume is to 100% (Asus PA248Q) I've selected the HDMI audio output in the system settings; I've tried with a different HDMI. When you connect a MacBook or whatever other model of Mac to a display with an HDMI or DisplayPort, macOS has the reasonable expectation that you want to control the volume from that external device. No sound on mac through hdmi. Posted on Jul 25, AM. Mar 16, PM in response to ashhhbee In response to ashhhbee. Yea I'm having the same problem. I have a Macbook Pro which I bought in November of I'm running windows 8 on my mac. Problem is I can't get the sound to work on my 32inch Sony hdtv. For example, if you have plugged your Mac into your TV via HDMI, and you are wondering why the speakers plugged into your Mac aren't getting the audio, it's because the sound is being routed to. The problem with the Mac Mini is that it is not sending sound out through the HDMI cable. When I go to the Sound preferences, there is no HDMI device I can pick for output. (I suspect this is because it recognizes the Sony projector and knows it doesn't have sound.) I've tried using Airplay to send sound to the Sonos system that way.
- Sunset Star Act 1
As you should know by this point, there are two exits to this level. The exits direct you to a specific act 2. Act 2A gets you to an act where you need to get the stars. Act 2B is a short, fast act, which is where you want to go.
In the 2011 Version, the top exit goes to 2A and the bottom exit goes to 2B. You will need to take the upper way at the end, since the path swapper won’t like you too much if you try to go down and around.
In the 2012 Version, the top exit goes to 2B and the bottom goes to 2A! A bit of a strange switch, since the game rewards you for falling down in the very last bit instead. The path swapper is less broken, however, so you can change paths easily.
Additionally, Act 2B changed color, being red in the 2012 Version, as opposed to the typical blue in the 2011 Version.
- Fortress Flow Act 2
Video:https://www.youtube.com/watch?v=OMipCvUQnjo&t=47m30s (Credit to Mastakirby)
I think that’s all I have to say about that. So far the only known legit existence of an S box in the game (though with the U cheat, there is some additional evidence of S boxes existing, but I’ve found no hittable boxes). This box does exist in the 2011 Version as well.
Obtaining this S box is a little finicky; I’m not exactly sure what triggers it, but a jump of some sort seems to work.
Unfortunately, you don’t get many rings by this point, so a good use of the S box (i.e., trying to take it to the end of the act) is unlikely.
- Perilous Paradise Act 2
This next tidbit applies to all three acts, but is only really relevant in act 2 since that’s the only act with a long underwater sector.
In the 2011 Version, all air bubbles work as they should.
In the 2012 Version, however, some air bubbles are fake! This means that although the air bubbles will appear, Tails cannot get air!
It is worth noting that if you need air in the underwater sector of act 2, the first two air bubbles work at least a majority of the time. The later ones suffer from “fake air”, thus, this zone earned the title of “Fake Air Zone”.
It is unknown how this occurred; reportedly even LakeFeperd doesn’t even know how it occurred according to what I’ve heard (I only know that he’s said this somewhere).
- Death Egg Act 1
This next tidbit has only occurred in the 2011 Version of the game so far.
If you go up too high at the end of the act, it’s possible you will trigger the S3K Boss music right when the results come up. This restarts the act. To avoid this, simply move left or right a bit (or jump on the final gravity switcher, this will slow your progress but will avoid you going too high).
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Part IIC – Boss Differences
- Star Shores Boss
The only real difference is cosmetic. The boss is wacky enough as it is with how you can approach hitting it.
There is one thing to note, however. In both versions, f your final hit comes from ricocheting from the bumper up to the boss, for whatever reason, the game will go to the “boss defeated” position, but the score screen won’t come up…? This is because you have to fly up a bit to right around boss level to trigger the official clear.
The game seems to not expect you to hit the boss that way, I guess.
![Sonic before the sequel cutscene fix Sonic before the sequel cutscene fix](/uploads/1/2/8/4/128404043/991321103.jpg)
- Rocky Ride Boss
This is the only boss that underwent a full physical change in the game (one later boss underwent a partial change).
Sonic Before The Sequel Android
This boss takes the same amount of hits in both versions (5+5), but the 2012 Version’s boss is faster, as you can two-cycle the 2nd part, which seems to be not possible in the 2011 Version.
You can see the changes in gameplay here:
2011:https://www.youtube.com/watch?v=HaHOYUofolg&t=1m24s
2012:https://www.youtube.com/watch?v=JV2LW5kEpxY&t=1m25s
2012:https://www.youtube.com/watch?v=JV2LW5kEpxY&t=1m25s
- Lost Levels Boss
This boss is broken in both versions. However, the 2012 Version’s boss is far more stable, as it will detect the required hits made without “overhitting” the boss, which results in a softlock. The 2011 Version’s boss has a chance of giving you 5 hits (this can occur in 2012’s boss as well if you didn’t do it right), 7 hits (boss ded), or softlocking (though so far this only happens when you have hit the boss at least once before trying the quick kill – this could have something to do with how the boss loads in the sense that getting it into view once may cause different things to happen?)
To perform the quick kill, you need the bottom platform. The bottom platform immediately disappears when you start the boss, so you’ll have to wait about 8 seconds before it reappears. Typically you can land 2 hits on the boss with this platform, but if you can jump up fast enough after you get your first hit, you will manage to jump into the boss itself and land insta-hits until the point of killing the boss (even if you are partially unsuccessful, this is still faster than normal, since you should get something. If you missed completely, get the second hit and proceed as normal until the bottom platform comes back).
This works most often if you are holding the jump button after making the fast jump back after the first hit.
This works most often if you are holding the jump button after making the fast jump back after the first hit.
The 2011 strat tries to avoid softlocking, so to avoid that chance, don’t hit the boss until the bottom platform comes in. If you only manage to land 6 hits (if you got it but didn’t kill the boss, you probably got a total of 6), you can land the last two normally before the platform comes in again.
The 2012 strat is the reverse; it’s ok to land hits first (and you should anyway to prevent severe losses of time should you fail it) and get the quick kill when the time comes. The only way you can fail killing the boss even though you got the jump is if you didn’t land 3 hits prior to trying.
Visual Supplements:
2011:https://www.youtube.com/watch?v=HaHOYUofolg&t=1m58s
2012:https://www.youtube.com/watch?v=JV2LW5kEpxY&t=1m55s
2012:https://www.youtube.com/watch?v=JV2LW5kEpxY&t=1m55s
- Sunset Star Boss
The amount of hits this boss takes increased in the 2012 Version. 2011’s boss has 5 hits; it was upped to 8 in the 2012 Version.
- Perilous Paradise Boss
This boss is a bit strange in both versions. There is one part where you can use the edge of the screen to land multiple hits in both versions. For some reason, only the 2012 Version sometimes can net three hits using that little trick, while 2011 only nets a consistent 2.
To set this up, you just need timing. Too early, you get one. Too late, you might not get any hits.
Example (2 hits):https://www.youtube.com/watch?v=JV2LW5kEpxY&t=5m30s
- Titanic Tower Boss
This is the only other boss to undergo at least a partial physical change. In the 2011 Version, Robotnik’s unicycle never breaks apart. In the 2012 Version, a second, “no wheel” phase was created.
Additionally, the amount of hits changed as well. In the 2011 Version, this boss took 14 hits. In the 2012 Version, this boss took 7 + 9 hits for a total of 16.
2011:https://www.youtube.com/watch?v=HaHOYUofolg&t=6m7s
2012:https://www.youtube.com/watch?v=JV2LW5kEpxY&t=6m20s
2012:https://www.youtube.com/watch?v=JV2LW5kEpxY&t=6m20s
- “Arcane Altitude Boss” (2011) or “Lost Levels Boss (2)” (2012)
This refers to the proto Silver Sonic fight which is seen in Boss Rush in both versions. I believe this boss is connected to the “bad ending” of the game (in other words, it will appear if you’re on track for the bad ending), but this is only from memory, so I may be wrong. It never appears if you’re on track for the good ending, at the very least.
Anyway, this fight features an “Always Vulnerable” mode, where the boss is hittable even if it’s not in a hittable state, if that makes sense. The side of the screen can be used to land multiple hits on the boss (especially while it’s in Always Vulnerable mode). The boss takes too many hits to kill in one shot, but it’s a fast method nonetheless (an example is below).
Additionally, making the wrong move apparently can make the boss leave the screen and never come back, like the Lost Levels secret boss. This is a softlock, and as far as I know only happens in the 2012 Version.
Example strat:https://www.youtube.com/watch?v=HaHOYUofolg&t=7m3s
Sonic After The Sequel Dx
- Death Egg Boss (or Death Egg Boss 1 in the 2012 Version)
The amount of hits increased in the 2012 Version, from 20 in the 2011 Version to 24 hits. Otherwise, the boss is the same.
- Death Egg Boss 2 (2012 only)
The Super Sonic fight has one fatal flaw. The boss can be “overhit” right when the screen turns to white. This causes a softlock, and even though you can’t even see Super Sonic, you can still move him (the boss is still moving too). Even though you technically beat the boss, this does not count as finishing the game, as you are required to die and start the fight over.
To avoid this, just be careful in the later hits, and don’t be near the boss or any of his spawn points after you land the last hit.
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Final words:
Sonic Before The Sequel Sprites
If you made it down here, good job! Hopefully you learned a few things from this guide. Good luck in your runs!
Sonic Before The Sequel 12
~ HyperSonic7701