LOL. The name is not Robert XD. Still, I am very glad you've all enjoyed the mod I made! I have some future plans for it, such as boost music for the Classic and SA2 levels, and new songs!
And technically be less work too, since they just have to import the assets over to a newer engine or something instead of recreating layouts with green Hill visuals
0:16 Windmill Isle - Day 1:12 Windmill Isle - Day 2:25 Green Hill : Act2 3:38 Chemical Plant : Act2 4:45 Green Hill : Act1 6:19 Escape From The City ...for City Escape 7:21 Green Hill : Act2 8:40 Dragon Road - Day 9:31 Vengeance Is Mine..for Radical Highway 10:30 Sky Sanctuary : Act2 11:48 Mr.Unsmiley ...for Sky Rail 13:52 Sky Sanctuary : Act1 15:27 Won't Stop, Just Go! ...for Green Forest 17:20 Savannah Citadel - Day 18:44 Sky Sanctuary : Act2 20:35 Rooftop Run - Day 23:15 Chemical Plant : Act2 24:53 That's The Way Like It...for Metal Harbor 26:38 Chemical Plant : Act1
They also should have kept the level aesthetics of the inspired zones to make it more like Sonic's memories and have more visual variety in Cyber Space.
The designs come from his memories primarily but the aesthetic is data cyberspace basically absorbed from eggman and GUNs data and sky sanctuary being connected to the starfall islands, south island may also have a connection or it's simply eggmans data
Realistically speaking this more accurately represents how memories work. Memories blend together, scramble apart, and our psyche follows its own logic to fill in gaps here and there. We rarely ever 100% accurate remember things exactly the way they happened. It’s a shame the final game cut out any dialogue that actually alluded to his memory loss or cyberspace being based off his memories, at least they still left it baked in the game’s code so now modders can integrate it.
It’s part of the mod they used actually. Still, cool attention to detail, although idk how to feel about the non-boost stage music just being slightly louder while boosting
@@KidAL0 The game raises the boosting track volume when boosting automatically, so tracks that aren't made for boosting will have a higher volume. I recently added the boost tracks for those stages. They're not perfect, but it's because I couldn't figure out how to make the song loop perfectly with a phaser effect.
Its funny cause my first play through i wasn't even recognizing these levels were remakes until I hit the SA2 levels and i was like.. wait a second i've been here before. And I haven't even played SA2 in like years. Really iconic level creation. Same with Dragon Road from Unleashed. I recognized that in two seconds.
Exactly. I think the SA2 stages were most definitely the best of the cyber space levels mainly because they actually had a great sense of flow; you really can build some speed an the City Escape reimagining at 6:19 shows it. Not even the Generations levels were that fast.
@@casual9918 Getting s-rank in sa2 is more than just going fast, it's about style and combos (think tony hawk). I understand what youre saying but I wouldn't say it sucks just not focused on straight up speed. That said, they are fun to speedrun!
Almost or completly synced actions: 6:34 boost (rain *bow* ) 6:36 Jump, big ring, Rail landing ( *have to keep* moving on) 6:41 homing attacks (one way to *find out* ) 6:59 air boost, ground pound, boost (set me free) 7:01 jump, big ring, rail landing, sping, homing attack, dash pad ( *trust* me *and we* will escape from the *city* , I'll make *through* )
For the record, I grew up with SA2 and I did play and beat SA1… it’s just I’m not huge on SA1’s Soundtrack. Red Mountain is no Pumpkin Hill. Now that’s not a bad thing. I enjoy a few things in SA1 more, such as the Egg Bosses and Knuckles’s baller theme… that Saxophone can indeed, beat Goku. Only maybe 3 stages from SA1 I miss… and none/or at least one of the main trio play them. Some look to me as a contrarian, some look to me as gospel. Only few have gotten me correct, I am… an individual who just sticks with what he likes… I’m a loser, and there’s no shame in that.
That or more people. Remember, this game was in production for five years, a lot of which has happened in that time. But only sixty people were on the actual making of the game.
They couldn't. The reason was probably because Sonic Frontiers doesn't play like those games do, so the levels needed to be heavily altered. They also probably chose not to from a gameplay standpoint--with the main campaign being in the open-zone areas, they probably avoided making the cyber space stages last too long... and because it feels like Sonic Team is finally trying to wean itself off nostalgia. So the City Escape level is nearly unrecognizable. That being said... the game was in development for five years, probably the longest of all Sonic games. I don't think that would've been worth lengthening the producing even further.
@@onorebakasama the words you said made no sense. Why would they reuse level designs for a gameplay style that doesn’t fit them cuz those stages where specifically made for adventure and boost controls so playing them just feels worse overall. The stages where barely altered aside from shoving in reused level aesthetics from gens. They should of either made new levels for the new controls or just don’t add it to the fucking game just to increase the game length by 1-2 hours
Theres 2 different beats too! 1 is played when you just complete the stage (when 1-3 of the challenges have been completed). And then one plays with all the percussions when all 4 challenges have been completed! Sonic Team really made a separate track for EVERYTHING in this game
Loved the stage in both iterations (edge goes to SA2 tho for the rocket and not being chemical plant) but it really shows how much faster and how short the SA2 levels seem when you have modern sonic gameplay. I think they were the only ones other than City Escape to feature the whole level instead of chunks and it still felt around the same length.
Can I point out that this means all the City Escape levels (except for 1 or maybe 2) were not recycled layouts. And those were my favorite levels along with the Adventure stages.
As soon as he added the proper tracks, some of these stages instantly came flooding back in my memories ... Note: I immediately recognized the generation levels... Which made it instantly easy for me to win and beat. Everything is layed out EXACTLY the same as from their respective games...
Bro where the fuck were you? That was such a huge dicourse before the game came out with how every Cyberspace stage shown had reused aethetics and level layouts from past games.
I did. They're also called 'memories' in the game. But... that doesn't make it good. The level design in this game is just pretty awful and the game trash game mechanics make them even worse to play.
How did miss the fact that the Green Hill cyberspace level is literally Windmill Isle Act 1 in Unleashed. I didn't fully notice till i heard the music.
Agreed The were my favorite cyberspace levels, and this is coming from someone who never played the adventure games. I just wish cyberspace controlled like generations/ unleashed did.
These are the names I'm coming up with for all of the CyberSpace levels. Green Mill Isle Zone ( Sonic Unleashed ) Windmill Sanctuary Zone ( Sonic Unleashed ) Modern Green Hill Zone ( 3D ) ( Sonic Generations ) Modern Chemical Plant Zone ( 3D ) ( Sonic Generations ) Classic Green Hill Zone ( Sonic Generations ) CyberCity Escape Zone ( Sonic Adventure 2 ) Modern Green Hill Zone ( 2D ) ( Sonic Generations ) Dragon Sanctuary Zone ( Sonic Unleashed ) Chemical Highway Zone ( Sonic Adventure 2 ) Modern Sky Sanctuary Zone ( 2D ) ( Sonic Generations ) Green Rail Zone ( Sonic Adventure 2 ) Classic Sky Sanctuary Zone ( Sonic Generations ) Green Hill Forest Zone ( Sonic Adventure 2 ) Green Citadel Zone ( Sonic Unleashed ) Modern Sky Sanctuary Zone ( 3D ) ( Sonic Generations ) Rooftop Sanctuary Zone ( 2D Lap ) ( Sonic Unleashed ) Modern Chemical Plant Zone ( 2D ) ( Sonic Generations ) Chemical Harbor Zone ( Sonic Adventure 2 ) Classic Chemical Plant Zone ( Sonic Generations )
City Escape and Sky Rail copy-paste are impressive, amazing way to show you how iconic things can be that just for it's mere physical layout you know what are they.
@@ultraconmen Sky Rail was originally Sonic's stage before the game release, as seen in the promo trailers. I guess they changed it to Shadow's to reach a certain amount of stages quota, since Shadow was a new character.
In another timeline, this what the cyberspace music probably was So glad we’re in this timeline As a mod though, this is great nostalgia for those who love it!
While doing stage 3-1 I asked myself why have I feel like I've done this before then I hit the crumbling part near the end and realized it's a strange from sa2
at some point when you play the Green Forest stage....you have the free-dive and everything in there. it's just typical green hill, but the layout is Green Forest-esq...I know its present in this video, just think its mind blowing. I didnt know it at first, but slowly I started to realize it! just like one of the levels has details like spinning discs, that Chu Nan had
I'm pretty sure those are not the only levels, though. There was one exclusively on rails that reminded me of Unleashed, not to mention others that draw explicitly from Colors...
Timestamps and games of origin. You’re welcome. Not every Cyberspace level is a reference so I added the actual level numbers shown here too. 0:00 - 1-1 Windmill Isle Day - Sonic Unleashed HD 2:23 - 1-4 Modern Green Hill 3D - Sonic Generations 3:37 - 1-5 Modern Chemical Plant - Sonic Generations 4:44 - 1-6 Classic Green Hill - Sonic Generations 6:18 - 1-7 City Escape - Sonic Adventure 2 7:21 - 2-1 Modern Green Hill 2D - Sonic Generations 8:38 - 2-2 Dragon Road Day- Sonic Unleashed HD 9:30 - 2-4 Radical Highway - Sonic Adventure 2 10:31 - 2-5 Sky Sanctuary Modern 2D - Sonic Generations 11:47 - 2-6 Sky Rail - Sonic Adventure 2 13:52 - 2-7 Sky Sanctuary Classic- Sonic Generations 15:26 - 3-1 Green Forest - Sonic Adventure 2 17:19 - 3-2 Savanna Citadel Day - Sonic Unleashed HD 18:43 - 3-3 Sky Sanctuary Modern 3D 20:35 - 3-6 Rooftop Run Day - (idk which iteration) 23:14 - 3-7 Chemical Plant Modern 2D - Sonic Generations 24:52 - 4-1 Metal Harbor - Sonic Adventure 2 26:37 - 4-6 Chemical Plant Classic - Sonic Generations I’m just now realizing at the very end of the video that RUclips now has a dedicated button to add time stamps to a comment, and I’m upset I wasted a number of extra minutes to actually manually check and add each one…
I find out that some of levels are similar to something and out of nowhere like a skating part, and I thought this and from Sonic 3&K stage (and green hill ofc) is like a memory, but I didn't know that there is actually every level is a recreation. Even when I started watching this video I didn't get it why map look like green hill and music playing from Sonic unleashed, but after a half video I just get it... Once I started to understand that I've seen this pattern in unleashed before. I never felt more stupid and yet shocked
The lore reason they reused these levels was the fact they were being pulled from Sonic's memories. Sonic was likely in the same areas as Radical Highway and Sky Rail, but he never did those levels. Minor issue, but still.
He was in Sky Rail, we just never play that because we instead play Shadow following Tails' plane.(According to the levelselect-map, there would have been no reason for Tails to fly over the stage if he wasn't traveling alongside someone going on-foot.) For Radical Highway, that's Gens 3DS, which didn't surprise me any, because they already made Colors DS and Lost World 3DS the counterparts that are "more canon". So why not, I guess.
@@TARDISES Ruby of Blue actually discovered it a few years ago iirc. They got a few details wrong about the lore, but the video about SA2's story still helps a lot about understanding what is going on. I also don't think the SA2Battle-intro is canon, even tho it's been referenced. I'd personally prefer to keep the meta-aspect minimal when looking for connections, because otherwise we could easily say "Sonic knows he's in a game and he remembers the stage from having played SA2."
so if I remember correctly, the story reason for the reused levels is because of Sonics memories, it be cool it sonic tried to remember the music, but it be remixed with different tracks from Sonics other memories
So can anyone tell me why the slide is in this game other than being a staple at this point? I feel like it’s used for absolutely nothing lol. Not even a gap to slide under in a cyber space stage lmao
weird things I noticed: 1. all levels are locked to a specific perspective. so all levels are 3D only, or 2D only. I guess it's to dodge those haters saying "TOO MUCH 2D!!!" or "the 3D SECTIONS RUIN IT!!!" this is why the classic eras Green hill, Chemical plant and Sky sanctuary have 3 levels each. all based on their generations design. (1-3 is based on windmill isle btw, the 2D section only) 2. It seems sonic is repressing all memories of water hazards. Green hill's chopper fish jump out of non-existent water. and chemical plant dosent have any rising pink liquids to drown sonic.
everyone: 1-7 is City escape me: you mean Golden Bay? if you watched the sonic 1 movie, you know why. City escape's level is based on San Fran. Sonic Dash and Speed battle merges both the movie location and City Escape as "Golden Bay Zone"
I kept seeing this video in my feed when the game came out I commented on it but never watched it and it came into my recommended again so I decided to finally watch it luhmayo of course 7:54p.m. 8/7/2024
There's a stage, don't remember which cyberspace level it is off the top of my head, that is definitely based off Savannah Citadel act 2, the one where you do laps around I think the egg beetle's boss stage? It even has drifting in it. Speaking of Savannah Citadel, I missed out on the S Rank on 3-2 by only .05 seconds first try... guess I was feeling too nostalgic
@@mohabalserafe3795 They ain't even have to make the final boss fight better, that ain't the issue. It's the character itself that you're fighting. The fight is Sage literally pissing on the moon.
@@jimmysmomschannel that's why I said they needed to make the final boss better because it was so rushed they mad the final boss a mini game instead of an actual final boss and sage's sacrifice makes sense if you think about it
Crazy I knew like all of these playing through them. Some stages were even easier to s rank than normal cause I knew the level design form another game
Strange though why these three titles specifically? Unleashed, Adventure 2, and Generations. Nothing from Adventure 1, '06, or even Colors! Heck, it might've been neat to have seen some of Shadow the Hedgehog's stage layouts retrofitted for this boost gameplay. Also would've been neat to have seen some of the actual Genesis, Advance, Rush, or even Mania layouts for the 2D levels!
Only through reading the Wiki was I able to recognize some of these. You did a great job of matching them all! Any chance you could do it the other way around and put the original levels with Cyberspace music?
@@simunkekbeck8381 green hill looking a lot more like... green hill. and then there's that entire landmass of green hill in forces... and they wonder why people complain.
20:35 ROOTOP RUN WTF the iconic parts of rooftop run was the Aqueduct chase, and the alley sidestep. instead they recreated the dash ring and canon jumping!!! WHYYY
LOL. The name is not Robert XD. Still, I am very glad you've all enjoyed the mod I made! I have some future plans for it, such as boost music for the Classic and SA2 levels, and new songs!
Whoops, sorry about that! Fixed now 😅
@@SuperSaiyanSonicYT No worries man!
_Fantastic_ work, Ronald 👍
oh sick! its finally ready so glad to see
And technically be less work too, since they just have to import the assets over to a newer engine or something instead of recreating layouts with green Hill visuals
0:16 Windmill Isle - Day
1:12 Windmill Isle - Day
2:25 Green Hill : Act2
3:38 Chemical Plant : Act2
4:45 Green Hill : Act1
6:19 Escape From The City ...for City Escape
7:21 Green Hill : Act2
8:40 Dragon Road - Day
9:31 Vengeance Is Mine..for Radical Highway
10:30 Sky Sanctuary : Act2
11:48 Mr.Unsmiley ...for Sky Rail
13:52 Sky Sanctuary : Act1
15:27 Won't Stop, Just Go! ...for Green Forest
17:20 Savannah Citadel - Day
18:44 Sky Sanctuary : Act2
20:35 Rooftop Run - Day
23:15 Chemical Plant : Act2
24:53 That's The Way Like It...for Metal Harbor
26:38 Chemical Plant : Act1
Sonic Adventure 2: 5 stages
Sonic Unleashed: 5 stages
Sonic Generations (modern): 7 stages
Sonic Generations (classic): 3 stages
ok but can we talk about 15:30 and the boost on the beat?
@@xenotiic8356 There are also Generations 3ds stages and Ice Cap from SA1 (4-9) referenced in these levels but not shown in the video.
They also should have kept the level aesthetics of the inspired zones to make it more like Sonic's memories and have more visual variety in Cyber Space.
That's expecting too much.
On one hand, sure they can reuse the assets. On the other, can you imagine just how long that’ll take? Like HOO
The designs come from his memories primarily but the aesthetic is data cyberspace basically absorbed from eggman and GUNs data and sky sanctuary being connected to the starfall islands, south island may also have a connection or it's simply eggmans data
Realistically speaking this more accurately represents how memories work. Memories blend together, scramble apart, and our psyche follows its own logic to fill in gaps here and there. We rarely ever 100% accurate remember things exactly the way they happened. It’s a shame the final game cut out any dialogue that actually alluded to his memory loss or cyberspace being based off his memories, at least they still left it baked in the game’s code so now modders can integrate it.
@@benji777tm there is one optional cutscene near the end where sage and sonic discuss how his memories factor into cyberspace
Editing in the boost versions of the modern Generations stages when you were using the boost was a very cool touch
It’s part of the mod they used actually. Still, cool attention to detail, although idk how to feel about the non-boost stage music just being slightly louder while boosting
@@KidAL0 The game raises the boosting track volume when boosting automatically, so tracks that aren't made for boosting will have a higher volume.
I recently added the boost tracks for those stages. They're not perfect, but it's because I couldn't figure out how to make the song loop perfectly with a phaser effect.
@@RobinNerdington oohhh interesting. That’s cool that you put in the effort to bring them closer to the boost tracks though
Its funny cause my first play through i wasn't even recognizing these levels were remakes until I hit the SA2 levels and i was like.. wait a second i've been here before. And I haven't even played SA2 in like years. Really iconic level creation. Same with Dragon Road from Unleashed. I recognized that in two seconds.
I think that was the inteded effect honestly
The deja vu feeling when playing this levels was so good imo
Exactly. I think the SA2 stages were most definitely the best of the cyber space levels mainly because they actually had a great sense of flow; you really can build some speed an the City Escape reimagining at 6:19 shows it. Not even the Generations levels were that fast.
WAIT WHICH ONE IS DRAGON ROAD
@@notaprogamer2782 8:40
20 years later and those sa2 stages are still fun to speed through. It's like they had something good going
In the original game they are not that fun man, getting an s rank alone sucks
@@casual9918 Getting s-rank in sa2 is more than just going fast, it's about style and combos (think tony hawk). I understand what youre saying but I wouldn't say it sucks just not focused on straight up speed.
That said, they are fun to speedrun!
@@casual9918....S rank doesn't exist in SA2
I don't think S rank was a thing until unleashed.
@@akaru9532 s rank a rank same thing
@@akaru9532 my bad meant A rank :x
Its so funny how all the adventure stages end up being my favorite still
I recognized a handful of these levels, but those Windmill Isle ones blew my mind
Had me shook fr
@@MidosujiSen remember not everyone has played every Sonic game or knows about certain levels
@@MidosujiSen Meaning that Sonic Unleashed might've been one of their first or only sonic game, they've played.
I thought it was similar! I thought I was making things up because Unleashed has been my favorite
1-2 was the trickiest for me
Almost or completly synced actions:
6:34 boost (rain *bow* )
6:36 Jump, big ring, Rail landing ( *have to keep* moving on)
6:41 homing attacks (one way to *find out* )
6:59 air boost, ground pound, boost (set me free)
7:01 jump, big ring, rail landing, sping, homing attack, dash pad ( *trust* me *and we* will escape from the *city* , I'll make *through* )
I nostalgia'd hard at 24:54. It also explains why I enjoyed that level.
The SA2 ones make me tear up, it makes me so nostalgically happy
For the record, I grew up with SA2 and I did play and beat SA1… it’s just I’m not huge on SA1’s Soundtrack. Red Mountain is no Pumpkin Hill.
Now that’s not a bad thing.
I enjoy a few things in SA1 more, such as the Egg Bosses and Knuckles’s baller theme… that Saxophone can indeed, beat Goku.
Only maybe 3 stages from SA1 I miss… and none/or at least one of the main trio play them.
Some look to me as a contrarian, some look to me as gospel.
Only few have gotten me correct, I am… an individual who just sticks with what he likes…
I’m a loser, and there’s no shame in that.
Lazy days and my sweet passion are just too good to me though
I feel like if they had more time they would've made the stages actually look like their original forms
That or more people. Remember, this game was in production for five years, a lot of which has happened in that time. But only sixty people were on the actual making of the game.
or you know make actual new levels
They couldn't. The reason was probably because Sonic Frontiers doesn't play like those games do, so the levels needed to be heavily altered. They also probably chose not to from a gameplay standpoint--with the main campaign being in the open-zone areas, they probably avoided making the cyber space stages last too long... and because it feels like Sonic Team is finally trying to wean itself off nostalgia. So the City Escape level is nearly unrecognizable.
That being said... the game was in development for five years, probably the longest of all Sonic games. I don't think that would've been worth lengthening the producing even further.
@@onorebakasama the words you said made no sense. Why would they reuse level designs for a gameplay style that doesn’t fit them cuz those stages where specifically made for adventure and boost controls so playing them just feels worse overall. The stages where barely altered aside from shoving in reused level aesthetics from gens. They should of either made new levels for the new controls or just don’t add it to the fucking game just to increase the game length by 1-2 hours
@@rushisbased4581 You... agreed with me. Why are you mad?
Why is no one talking about the level clear theme in these Cyberspace stages? VIBEY AF
Theres 2 different beats too! 1 is played when you just complete the stage (when 1-3 of the challenges have been completed). And then one plays with all the percussions when all 4 challenges have been completed! Sonic Team really made a separate track for EVERYTHING in this game
@@ill_will23 Also with less instruments than normal is the Arcade Mode menu
It's amazing how with a few tweaks, the adventure stages pass as amazing unleashed style stages.
That Metal Harbor stage through me for a surprise. That was a treat I didn’t see coming. Squealed when I noticed what it was😂
Loved the stage in both iterations (edge goes to SA2 tho for the rocket and not being chemical plant) but it really shows how much faster and how short the SA2 levels seem when you have modern sonic gameplay. I think they were the only ones other than City Escape to feature the whole level instead of chunks and it still felt around the same length.
This is such a clever idea, I was wondering why no one had done this by now lmao
The game has been out for 1 week haha........
@@MVP.113 a month later and it sold 2 million copies
Can I point out that this means all the City Escape levels (except for 1 or maybe 2) were not recycled layouts. And those were my favorite levels along with the Adventure stages.
10:50 I really love how you included the fast version of Sky Sanctuary. It's one of my favorites to listen to.
Haha, it's funny how the music makes you see it all differently.. genius really! 😛
As soon as he added the proper tracks, some of these stages instantly came flooding back in my memories
... Note: I immediately recognized the generation levels... Which made it instantly easy for me to win and beat. Everything is layed out EXACTLY the same as from their respective games...
im gonna try to replay the classic stages
WITH SPIN DASH!!!
and maybe replace the music
@@TheHammerGuy94But the cyberspace music is cool. Rintaro Soma did some of the tracks
The Difference is that they Cut the 3D and 2D Segments out from each other being their own stage instead
@@strelitziathekeyblader1657 ik. Lol
How the heck did I not realize they were recycled layouts?! Maybe I was distracted by 50 green hills but man, that's why I enjoyed them it seems!
Bro where the fuck were you? That was such a huge dicourse before the game came out with how every Cyberspace stage shown had reused aethetics and level layouts from past games.
@@hwanniggles187 I avoided every single mention of the game on social media to avoid spoilers.
I did. They're also called 'memories' in the game. But... that doesn't make it good. The level design in this game is just pretty awful and the game trash game mechanics make them even worse to play.
@@thenonexistinghero it's not that the level design is bad, it's just this sonic wasn't meant to be in these stages
@@Henryhuggerzmen Nah, it's bad no matter how you look at it. Any decent Sonic fangame made in the past 2 decades features better level design.
How did miss the fact that the Green Hill cyberspace level is literally Windmill Isle Act 1 in Unleashed. I didn't fully notice till i heard the music.
Same
The SA2 stages translate so well to boost gameplay it's scary. They're also just great fun to begin with.
Agreed The were my favorite cyberspace levels, and this is coming from someone who never played the adventure games. I just wish cyberspace controlled like generations/ unleashed did.
6:41 the fact that the homing attack is on par with the song, gives me chills
the spring one wasn't on beat
Everything gives this generation chills huh. Y'all will literally hear the most basic shit and say it gave y'all chills
@@AyoSteven.Official I'm probably older than you though ahah
@@AyoSteven.Official what a weirdo comment lol, let people enjoy shit
15:27, Sonic with Soap shoes running to Senoue's Won't Stop, Just Go. Incredible.
The original stage music goes well with the cyberspace levels.
@intersonalitySo is the cyberspace stuff and it fits better
The cyberspace music goes well with the original levels too.
Weird how these level were pulled from sonic memories but has a couple of shadow levels from SA2
It’s just like how Sonic Generations for 3DS had Radical Highway and the Biolizard as a boss fight lol.
Sonic, taking credit for Shadow's accomplishments yet again
That drifting Stage was also based on Savannah Citadel I think
These are the names I'm coming up with for all of the CyberSpace levels.
Green Mill Isle Zone ( Sonic Unleashed )
Windmill Sanctuary Zone ( Sonic Unleashed )
Modern Green Hill Zone ( 3D ) ( Sonic Generations )
Modern Chemical Plant Zone ( 3D ) ( Sonic Generations )
Classic Green Hill Zone ( Sonic Generations )
CyberCity Escape Zone ( Sonic Adventure 2 )
Modern Green Hill Zone ( 2D ) ( Sonic Generations )
Dragon Sanctuary Zone ( Sonic Unleashed )
Chemical Highway Zone ( Sonic Adventure 2 )
Modern Sky Sanctuary Zone ( 2D ) ( Sonic Generations )
Green Rail Zone ( Sonic Adventure 2 )
Classic Sky Sanctuary Zone ( Sonic Generations )
Green Hill Forest Zone ( Sonic Adventure 2 )
Green Citadel Zone ( Sonic Unleashed )
Modern Sky Sanctuary Zone ( 3D ) ( Sonic Generations )
Rooftop Sanctuary Zone ( 2D Lap ) ( Sonic Unleashed )
Modern Chemical Plant Zone ( 2D ) ( Sonic Generations )
Chemical Harbor Zone ( Sonic Adventure 2 )
Classic Chemical Plant Zone ( Sonic Generations )
LMFAOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
Tf😂
Now I wish they actually named the Cyberspace levels these😂😂😂
@@christopherford39
I just HAD to do this. I couldn't resist. 🙂
@@aramiswhitehouse I understand why, it was right there ready for someone to say it
I recognized most of them. Even if I didn't remember the zone, I hummed the music and it helped me remember which.
The SOAP shoes… I see you're a man of culture as well.
Eagle eyes to notice that
City Escape and Sky Rail copy-paste are impressive, amazing way to show you how iconic things can be that just for it's mere physical layout you know what are they.
I was waiting for a video like this
Yeah
I recognised it's city escape right after roadboardning section like in 1 second. So impactful
I wish there was drift in this game and unfortunately sega didn’t allow us
Really goes to show how short these levels are when you only spend 30 minutes on the stages when the game itself is several hours long
Enjoyed every minute 😍 lots of nostalgia with the music, so good!! 😄
Aye knew a vid like this would come eventually
Yep
6:19 This Stage + Soap Shoes DLC = Perfection 👌
The original rail canyon level in sa2 is 1 min and 42 seconds this one is the same length
9:50 that’s a shadow stage, how does sonic have that in his memories?
2 player mode? 🤷♂️🤷♂️
@@ΝικόλαςΕμμανουηλΜπαμιατζογλου
2-Player Mode is canon, then. 😂
But to be serious, Sonic Generations 3DS’s SA2 stage was Radical Highway instead of City Escape.
@@astralshadow6193 that doesn't explain sky rail tho
@@ultraconmen Sky Rail was originally Sonic's stage before the game release, as seen in the promo trailers. I guess they changed it to Shadow's to reach a certain amount of stages quota, since Shadow was a new character.
In another timeline, this what the cyberspace music probably was
So glad we’re in this timeline
As a mod though, this is great nostalgia for those who love it!
While doing stage 3-1 I asked myself why have I feel like I've done this before then I hit the crumbling part near the end and realized it's a strange from sa2
I recognized 3-6 being spagonia's ballon stage fairly quick due to how much that level was great to optimize it seriously ass to play through here lol
It's like he doesn't in now that sky sanctuary has it's stages in Generations. Lol
at some point when you play the Green Forest stage....you have the free-dive and everything in there. it's just typical green hill, but the layout is Green Forest-esq...I know its present in this video, just think its mind blowing. I didnt know it at first, but slowly I started to realize it!
just like one of the levels has details like spinning discs, that Chu Nan had
i mean the layout is literally green forest with some parts cut out lol
I love sky sanctuary theme in frontiers. Had me jamming all 32 attempts I played to get s rank!
this makes me have such a massive smile on my face
I didn't get all of these at first. I love this.
I'm pretty sure those are not the only levels, though. There was one exclusively on rails that reminded me of Unleashed, not to mention others that draw explicitly from Colors...
I hope the DLC that's going to come out next year will solve this Cyberspace problem
muscle memory got me through so many of these and i had no idea until the sky rail stage lmao. even played the sky rail music and it was perfect.
Timestamps and games of origin. You’re welcome. Not every Cyberspace level is a reference so I added the actual level numbers shown here too.
0:00 - 1-1 Windmill Isle Day - Sonic Unleashed HD
2:23 - 1-4 Modern Green Hill 3D - Sonic Generations
3:37 - 1-5 Modern Chemical Plant - Sonic Generations
4:44 - 1-6 Classic Green Hill - Sonic Generations
6:18 - 1-7 City Escape - Sonic Adventure 2
7:21 - 2-1 Modern Green Hill 2D - Sonic Generations
8:38 - 2-2 Dragon Road Day- Sonic Unleashed HD
9:30 - 2-4 Radical Highway - Sonic Adventure 2
10:31 - 2-5 Sky Sanctuary Modern 2D - Sonic Generations
11:47 - 2-6 Sky Rail - Sonic Adventure 2
13:52 - 2-7 Sky Sanctuary Classic- Sonic Generations
15:26 - 3-1 Green Forest - Sonic Adventure 2
17:19 - 3-2 Savanna Citadel Day - Sonic Unleashed HD
18:43 - 3-3 Sky Sanctuary Modern 3D
20:35 - 3-6 Rooftop Run Day - (idk which iteration)
23:14 - 3-7 Chemical Plant Modern 2D - Sonic Generations
24:52 - 4-1 Metal Harbor - Sonic Adventure 2
26:37 - 4-6 Chemical Plant Classic - Sonic Generations
I’m just now realizing at the very end of the video that RUclips now has a dedicated button to add time stamps to a comment, and I’m upset I wasted a number of extra minutes to actually manually check and add each one…
I really enjoyed those soundtracks from the Past Sonic Games in the Cyberspace👍👍👍
Feels so good😊
>Sonic in Radical Highway, which is Shadow's stage
"How do you remember the parts you weren't there for?"
I find out that some of levels are similar to something and out of nowhere like a skating part, and I thought this and from Sonic 3&K stage (and green hill ofc) is like a memory, but I didn't know that there is actually every level is a recreation. Even when I started watching this video I didn't get it why map look like green hill and music playing from Sonic unleashed, but after a half video I just get it... Once I started to understand that I've seen this pattern in unleashed before. I never felt more stupid and yet shocked
I have to turn in my SA2 fan badge because I didn't notice there was SA2 levels until Sky Rail, but from then on I noticed each one
Yo can we appreciate the effort for adding the boost layer!
ah thank you for this.. now i know which original level the cyber spaces came from
Was looking for all cyber space original stage references
You should’ve seen my face when I instinctively stomped on the bridge in 1-4 on my first try on the level
24:30 What the hell that really looks like Metal Harbor, nice catch
The lore reason they reused these levels was the fact they were being pulled from Sonic's memories. Sonic was likely in the same areas as Radical Highway and Sky Rail, but he never did those levels. Minor issue, but still.
I thought it was Speed Highway
He was in Sky Rail, we just never play that because we instead play Shadow following Tails' plane.(According to the levelselect-map, there would have been no reason for Tails to fly over the stage if he wasn't traveling alongside someone going on-foot.) For Radical Highway, that's Gens 3DS, which didn't surprise me any, because they already made Colors DS and Lost World 3DS the counterparts that are "more canon". So why not, I guess.
@@TARDISES Ruby of Blue actually discovered it a few years ago iirc. They got a few details wrong about the lore, but the video about SA2's story still helps a lot about understanding what is going on.
I also don't think the SA2Battle-intro is canon, even tho it's been referenced. I'd personally prefer to keep the meta-aspect minimal when looking for connections, because otherwise we could easily say "Sonic knows he's in a game and he remembers the stage from having played SA2."
Here’s some more levels
1-3 has segments of sweet mountain
2-3 rooftop run act 1
3-4 windmill isle act 3
3-5 Savannah citadel act 2
4-2 Empire city act 3
4-3 tropical jungle
4-4 new?
4-5 new?
4-7 through 4-9 new?
What's better is that it's depending on the Stage Layout that Cyberspace Stage Has
This is a neat concept, and it's cool seeing these original tracks again. Though I can't help but feel that something is...off.
so if I remember correctly, the story reason for the reused levels is because of Sonics memories, it be cool it sonic tried to remember the music, but it be remixed with different tracks from Sonics other memories
music references of the stage would be cool..not gonna lie
@@Ju4nJX25 they might as well go all in with “sonic memories is the reason the stages have reused assets and level layouts”
So can anyone tell me why the slide is in this game other than being a staple at this point? I feel like it’s used for absolutely nothing lol. Not even a gap to slide under in a cyber space stage lmao
Was actually waiting to see this kind of thing done with the levels. That said you missed White Jungle aaa!
Which level is White Jungle?
@@evdestroy5304 I'm pretty sure he means Green Forest.
But Escape the Loop slaps
This games ost is amazing but the original themes make these levels feel better
W for crediting Robin
*sees the new intro*
You man of fucking culture, that's my ringtone
weird things I noticed:
1. all levels are locked to a specific perspective.
so all levels are 3D only, or 2D only.
I guess it's to dodge those haters saying "TOO MUCH 2D!!!" or "the 3D SECTIONS RUIN IT!!!"
this is why the classic eras Green hill, Chemical plant and Sky sanctuary have 3 levels each. all based on their generations design.
(1-3 is based on windmill isle btw, the 2D section only)
2. It seems sonic is repressing all memories of water hazards. Green hill's chopper fish jump out of non-existent water.
and chemical plant dosent have any rising pink liquids to drown sonic.
everyone: 1-7 is City escape
me: you mean Golden Bay?
if you watched the sonic 1 movie, you know why.
City escape's level is based on San Fran.
Sonic Dash and Speed battle merges both the movie location and City Escape as "Golden Bay Zone"
I kept seeing this video in my feed when the game came out I commented on it but never watched it and it came into my recommended again so I decided to finally watch it luhmayo of course 7:54p.m. 8/7/2024
There's a stage, don't remember which cyberspace level it is off the top of my head, that is definitely based off Savannah Citadel act 2, the one where you do laps around I think the egg beetle's boss stage? It even has drifting in it. Speaking of Savannah Citadel, I missed out on the S Rank on 3-2 by only .05 seconds first try... guess I was feeling too nostalgic
Yes, you are correct. That nostalgia hit me hard when I was playing the level
17:20
I love how Sonic has no memory of a Sonic Heroes level but has memories of Shadow SA2 stages, despite never going through them lol
Sonic Heroes levels were built for the 3 character team system. It would've been very awkward to copy their layouts in this scenario
@@silverboltscrapper didn’t have to be one to one creation. just paste the speed sections
Imagine if the budget was higher, we could've gotten the actual levels.
Or they could have add completely new level stages
@@mohabalserafe3795 Or or... hear me out.... they could've made 5 islands.
@@jimmysmomschannel if they even had enough time to do that and make the final boss better than what we've got then sure
@@mohabalserafe3795 They ain't even have to make the final boss fight better, that ain't the issue. It's the character itself that you're fighting. The fight is Sage literally pissing on the moon.
@@jimmysmomschannel that's why I said they needed to make the final boss better because it was so rushed they mad the final boss a mini game instead of an actual final boss and sage's sacrifice makes sense if you think about it
I kinda hate but love the fact that they reused old level designs but it was really fun trying to see if I could name the stage based on level layout
Well shoot no wonder I didn’t realize the first two stages were Windmill Isle. I only ever played the Wii version
Crazy I knew like all of these playing through them. Some stages were even easier to s rank than normal cause I knew the level design form another game
The first level in Sonic Frontiers is literally the first level in Sonic Unleashed.
Strange though why these three titles specifically? Unleashed, Adventure 2, and Generations. Nothing from Adventure 1, '06, or even Colors! Heck, it might've been neat to have seen some of Shadow the Hedgehog's stage layouts retrofitted for this boost gameplay.
Also would've been neat to have seen some of the actual Genesis, Advance, Rush, or even Mania layouts for the 2D levels!
hmm, i wonder what that "most replayed" spike is...
city escape. i should have known
Only through reading the Wiki was I able to recognize some of these. You did a great job of matching them all! Any chance you could do it the other way around and put the original levels with Cyberspace music?
Wow it sounds so much better
I feel like there is another stage that resembles final rush from SA2. 4-3 maybe. If not final rush, final chase.
sonic unleashed music chief kisses
"Green Hills looking a lot more like Green Forest right now"
Green Hill is looking a lot more like Sky Hill right now
Green Hill is looking a lot more like Windmill Hill right now
@@AdachiSimp Green Hill soon will consume all of the zones💀
@@simunkekbeck8381 green hill looking a lot more like... green hill.
and then there's that entire landmass of green hill in forces... and they wonder why people complain.
Green Hill is looking more like Emerald Hill right now.
They can adapt adventure levels great into boost but I wish they did this with some 06 levels those needed this treatment
Lovin the new intro
Damn it now I want this game
20:35
ROOTOP RUN WTF
the iconic parts of rooftop run was the Aqueduct chase, and the alley sidestep.
instead they recreated the dash ring and canon jumping!!!
WHYYY
I think you missed the 3ds references from island 5 or the ice cap reference in 4-9 since they weren't shown.
10:50, the bridge: falling off, sonic: you're too slow, the bridge: dont you remember the old time when 18 Oktober 1994?
sonic:
😳😳😳
Ngl that intro was fire
I feel like these are all teasers for the next remakes for Sonic games
Cyberspace Levels but with Original Original Sound Track
that's pretty cool but now i wonder if some of cyberspace music was inspired by the older games
Omg i never knew that the first 2 levels were from unleashed that just shows how rusty i am with unleashed
Press "0" To open Sonic's eyes, or make him blink.