Sonic: Tidal Storm

Sonic: Tidal storm is an upcoming Platformer game for the Nintendo Switch, PC, and Xbox one X. The game was made as an attempt to remove the boost system in favor for an adventure-style game, while keeping some of the features that the boost games have introduced, such as 2D sections.
== Story ==
Tails and Knuckles don't actually have stories in the game, but they can play through the game regardless. However, Tails teams up with Tempest in the main story, while Knux teams up with Sonic in Sonic's story.
=== Canon ===
Sonic: Tidal Storm/Main story
Sonic: Tidal Storm/Sonic's story
Sonic: Tidal Storm/Eggman's story
=== Non-canon ===
(AKA the only part of the game that's meant to be funny)
Sonic: Tidal Storm/Johnny's story
=== Ambiguous ===
Sonic: Tidal Storm/Equonix's story
Sonic: Tidal Storm/Shadow's story
==Main Menu==
===Campaign===
The only way to access the main game.
Save Files return from Sonic Mania, also tossing in a No Save Mode where the game can be messed with in unusual ways. From here, a new game can be started, or an already played game can be resumed from the start of an act that the game is currently on.
Character selection is different this time around, as selecting a new save will trigger the character selection screen to pop up. Selecting an unlocked character will cue the game to be started with that selected character, and if they have a story, will toss in additional cutscenes and spoken quotes into the game when they're needed. Locked characters will have to have their unlock requirements fulfilled before the game can be played as them, although one(Equonix) remains hidden.
==== Level Select ====
When a game is beaten for the first time, the save will allow all completed levels to be selected and played by pressing up or down(or whatever buttons are mapped to up and down), and then press accept(See controls). 
=== Multiplayer ===
Sonic: Tidal Storm/Multiplayer
=== Extras ===
Here, bonus features can be acessed, including concept art, cutscenes, music(Including songs and music from past games), Character and enemy bios, and game credits. Most of these require the collection of Red Rings to access more content involving music and concept art.
===Options===
An options menu that allows the loudness of Music, sound effects, and voices to be raised or lowered, controls to be remapped, the HUD to be altered, and codes to be redeemed for bonus content.
== Gameplay ==
Gameplay is identical to Modern Sonic games before it, although it completely removes the boost system in favor for smaller, longer, and more numerous levels. It also marks the return of the Spin dash in a 3D title, the last game being Sonic Lost World. As a result, 2D sections play more like classic sonic levels, and 3D sections play more like Adventure-era levels.
=== Controls ===
Given controls are shown as set to their defaults. They can be changed at any time in the options menu.
==== Menus ====
Controls
PC 	Switch 	Xbox 	Action
Arrow keys	LS, D-pad	LS, D-pad	Select
Space 	B 	A 	Accept
C 	A 	B 	Cancel
N 	Select 	Select 	
Change music(Pause Menu/File select only)
Select Skills(File select only)
====Gameplay====
Controls
PC 	Switch 	Xbox 	Action 	Notes
Arrow keys 	LS, D-Pad	LS, D-Pad	Movement 	In 2D sections, down makes the character crouch, and up makes the character look up.
WASD, Mouse(If chosen over WASD)	RS 	RS 	Camera 	In 2D, it makes the camera pan to a certain distance away from the character while ensuring they stay on-screen. In 3D, it makes the camera rotate around the character until released, which will make the camera set back on the player character's current route
Spacebar, alt 	B, A 	A, B 	Spin Jump 	Can trigger Tempest and Sonic's Double jump/Homing attack Tails' flight or Knuckles's gliding if done in mid-air. 
If playing as Shadow, the switch's A and the Xbox's B buttons respectively are used for another command instead.
Alt 	A 	B 	Fire gun(Shadow only), Attack(Equonix only)	Shadow the Hedgehog has the unique ability to hold onto a gun and fire it at his enemies. This command allows him to fire the gun, at the expense of only having one jump button.
Equonix has a similar ability, although it involves use of swinging her sword.
D 	Y 	X 	Spin Dash 	Can be used to break a good amount of things and cover a lot of ground. Use of this while rail grinding will simulate boosting, although it goes in a short burst instead of traditional boosting.
Tab 	+ 	Start 	Pause 	Take a break from the game once in a while, and then get back to the game once you're done with said break. But what if you needed rest?
C 	X 	Y 	Interact/Use item 	Use the item that's currently being held. Will be overriden if standing near an object that can be interacted with. Also used to perform a Lightspeed dash when near a trail of glowing rings.
M 	A 	B 	Crouch 	Will make the character perform a sliding kick if running at a certain speed.
 	 	 	 	
===== Spin Dash =====
By pressing the Spin Dash's assigned button, the character currently being played as will curl into a ball and spin in place for approximately one second(or until the button is released, if it's still held down after the one second period), and will burst forward after that, speeding a short distance if there isn't any movement input. Repeatedly pressing the Spin Dash's assigned button resets the timer and makes the resulting spin dash more powerful. Character speed affects the power of the spin dash, and determines the ability's maximum power.
There are two spindash modes, which are found in the options menu. This also affects the drop dash. 
*Boost: The default setting. Sets the Spin Dash command to where the boost command was in previous games.
*Classic: Spin dash command is replaced with Spin jump. Requires the jump command to be used while crouching, and makes the spin dash's boost occur when the crouch command's button is released.
===== Drop Dash =====
When a Spin dash is attempted in mid-air, it'll charge a forward dash in accords to the direction the character is currently facing until they hit the ground, in which it will be unleashed. 
===Mechanics===
==== Rings ====
The ring system from past games is retained: When the player character runs into a Badnik, Hazard, or crushing wall, they'll lose rings, or if they have no rings, lose a life and start from the previous checkpoint. Rings are scattered around each level, and are seen in trios before every encountered boss.
==== Monitors ====
Monitors make a return, and function identically to their classic-era counterparts. These can store various shields, rings, and in rare occasions, traps set up by Eggman. These appear infrequently in most zones, with Night Star act 2 being the only exception.
==== Rails ====
Rail grinding makes an appearance once again. This time, it's altered to be more stable, although character speed alters how fast they move on them.
==== Chaos Emeralds ====
Chaos Emeralds are collected from completing a minigame that's found from collecting 50 rings, passing a checkpoint, and jumping into a giant gold ring that appears above it. After collecting all 7 Chaos Emeralds, the character is allowed to enter their super state via collecting 50 rings
The minigame itself is a recreation of the special stages from Sonic Colors DS, where the goal is to collect colored orbs of a specific type for three rounds while avoiding spikes in a half-tunnel suspended in an unknown dimension. If the task is completed, a Chaos Emerald is awarded.
==== Omochao ====
Like Sonic Adventure 2, Omochao serves as a more optional tutorial as compared to how he was in Sonic Generations. Unike other games, he can engage in conversations with the player character when interacted with.
==== Partner system ====
Basically the partner system from Forces, except it's revised to accommodate for the lack of a boost system, and is meant to perform better than what Forces actually had. 
In reality, it's just an upgrade to what Sonic Mania has.
=== Zones ===
There is a total of 20 zones in the game, complete with 4 acts, adding up to 40 levels. All four acts end with a boss, although Act 4 bosses tend to be tougher. Some of them are from previous games.
Image	Name 	Bio 	Act 1 Boss 	Act 2 Boss 	Act 3 Boss	Act 4 Boss
 	Green Hill Zone 	The first zone of the game, which serves as the tutorial level.	 	 	 	
 	Emerald Hill Zone 	The second zone of the game. It is similar to Green Hill Zone. 	 	 	 	
 	Azure lake 	The third zone of the game. It's a lush environment located next to the titular lake, and the ground seems to be made out of materials typical of overgrown ruins. This zone originated from Sonic 3 & Knuckles, although the level layouts are completely new to the zone.
The Zone's overall layout is set up in a way that allows new players to figure out the controls, and veteran players to speed right on through.	Eggrobo 	Eggman's Battle sub	 	
 	Burning Leaf 	The fourth zone of the game, Burning leaf Zone is a jungle setting that's set ablaze by an unknown source. The way the zone was designed is meant to replicate that of Angel Island Zone's second act, which is also a Jungle set on fire. In this zone, water is more abundant, and is the first zone to introduce rail grinding.
An immediate spike in difficulty, this zone is the easiest challenge on the list. However, it's still a challenge, and shouldn't be taken lightly.	Flame Station 	Death Egg robot 	 	
 	Steam Turbine 	The third zone in the game, Steam Turbine is a steampunk take on Chemical Plant, Metropolis, and Death Egg zone, although Hydrocity has had some influence on the zone as well. In this zone, copper pipes, steam-spewing pipes, and large propellers make up the insides of the actual zone, which is an oversized engine. This level features boiling water, which serves as a hazard unless the bubble shield is in effect, which is also introduced in this zone.
A rather tame zone that doesn't push the player to their limits, aside from the two boss fights. While it is smaller in size compared to most zones, it's tight, and will take a little longer to reach the boss either way.	Bubble-shield probe 	Metal Sonic 	Tails Doll	Metal Knuckles
 	Ocean storm 	A vast ocean in the middle of a thunderstorm, Ocean Storm is decked out with boats of various kinds. While the zone is the first to feature a separate route to start off at, it also sports various electric and aquatic Badniks.
The zone is always in 2D in the first act, and there's a balance between 2D amd 3D in the second act. While it does have a lot of open space, it was made to be hard on the surface, but a bit easier underwater.	Mega Chopper 	Eggman's Battleship	 	
 	Lightning satellite	Continuing from where Ocean Storm left off, this satellite is near the shore of a different section of the island, absorbing the electricity that's coming from the thunderstorm's lightning. It features the same exact badniks and overall theme as the zone before it, but it now takes place at the satellite that was in Ocean Storm Act 2's background.
This zone takes after the previous zone, although it's on a giant building now. Otherwise, there isn't much of a difference.	Eggrobo Rematch 	Eggzilla 	 	
 	Umbral caverns 	After falling into a cave that Eggman somehow drilled his way into, it only became evident that the bald man himself was doing something horrible. Dark purple crystals appear to be decorating the stage, and serve as a replacement for the spikes that appear in earlier and later levels. Other than that, the zone takes elements from Endless Mine, Lava reef's second act, and Mystic cave, and rolls them all into one. Continuing the trend of water being abundant, both acts have multiple aquatic sections.
The level was meant to be a challenge, and while it lacks a proper boss, it makes up for it by being harder than most other normal levels.	N/A 	Core destroyer 	 	Mephiles
 	Techno Terror 	A giant factory filled with Badniks from the past, and even more water. This zone features conveyor belts, Badnik spawners that will disable themselves when a spin dash is being charged, giant pistons, and masses of machinery that make up an oversized factory. This is the last "normal" stage, as checkpoints after this zone don't cause giant rings to appear, regardless of how many rings are collected.
As the last "normal" zone in the main game, it's got some extra challenge within itself, and is meant to be a bit harder than the previous zone.	Eggrobo's last straw 	Metal Tempest 	 	
 	Ironwrought Field 	An artificial landscape designed to replicate a lush environment. While it shares the design choices made back at Burning Leaf zone, it's essentially a harder take on it, with tougher versions of Burning Leaf's badniks, and entirely new layouts made to challenge the player's skills.
This zone is basically meant to be Burning Leaf, but harder. However, by the start of the first act, a particular gauntlet is picked up and allows the use of Time Travel, being the zone's main gimmick.
In the present, it's a mechanical jungle not unlike the good future designs from Sonic CD. In the background, a hexagon-patterned glass wall can be seen with outer space, and to an extent, Earth being seemingly close to the area due to its sheer size.
The future, on thhe other hand, is a wrecked version of itself, the Badniks all operating like the undead, and the water replaced with Mega Mack to compensate for the destruction of Eggman's water molecule generator. In the background, the same glass wall remains intact, although now outer space is in a red hue, with the Earth being in an apocalyptic state while Eggman's face is on it.	Egg Tank 	Egg Dragoon 	 	
 	Orbital Station 	Eggman's orbital station, where he can see the whole entirety of Mobius, right from where it lies. The last level in all but the main story, this level is themed after Metropolis zone, although it occasionally goes outside of the station. The bubble shield is made use of once again, and this time, it's used to survive the outside sections of the zone. Expect Sonic Forces-themed badniks to appear here.
As the zone is meant to be a test of skill, a lot of obstacles will block the way, including some space sections that have similar mechanics to the underwater sections from before(Although even Tempest can't survive in them. Equonix on the other hand...)	Frigate Orcan 	Frigate Skulligan 	 	
 	Night star 	The final zone in the main story, this zone only comes into play when all 7 chaos emeralds are obtained. While it does play like other levels, it requires the use of the Super form in the 2nd act.
As the ultimate challenge, the first act is a marathon run of a level, complete with a tough miniboss. The second act, however, is just the true final boss.	Metal Tempest's revenge	Doomsday 	 	
 	Sky Sanctuary 	 	 	 	 	
 	Emerald Coast 	 	 	 	 	
 	Chemical Plant 	 	 	 	 	
 	 	 	 	 	 	
 	 	 	 	 	 	
 	 	 	 	 	 	
 	 	 	 	 	 	
 	Death Egg 	 	 	 	 	Eggman Nega
==Characters==
===Playable===
There is a total of eight playable characters at the start, being Tempest, Tails, Knuckles, Sonic, Sally Acorn, Cream & Cheese, Sticks, and Amy Rose. The rest of the playable characters require to be unlocked through various means.
Image	Name 	Stats and abilities	Bio 	Unlock conditions
 	Sonic 	
Speed: Very Fast
Jump height: High
Homing Attack: A Reticle pops up on Badniks, ropes, grind rails, and springs when he's close to them. When the jump action is triggered in mid-air while the reticle is locked-on, he'll launch himself toward the targeted object.	Good ol' Sonic, the fastest Hedgehog on the planet. He's got some attitude, but he proudly wears his heart on his sleve, and likes to crack a few jokes from time to time. He's met a lot of friends and foes along the way, but we have yet to question something...
Eggman was wreaking havok on the island, mysterious shiny thing in his grubby mits and everything. Why did he not come before Tempest came in his stead? 	Unlocked at the start
 	Tails 	
Speed: Fast
Jump height: High
Flight: Tails can fly over most problems with ease, and can swim in a similar manner. All it requires is to use the jump command in mid-air.	One of Sonic's friends, Tails is incredibly intelligent for his age. While he was made fun of for his second tail, Sonic made him see it as a gift that nobody else had, and made him look up to the blue Hedgehog. While he did get a bit scared in recent years, he's toughened up after the Phantom Ruby incident. Unfortunately, since Sonic's "gone fishing", he's got to at least pretend Tempest is Sonic until he comes back. 	Unlocked from start
 	Knuckles 	
Speed: Moderate
Jump height: Moderate
Glide: Attempting to jump in mid-air results in Knux gliding like how he did in past games.	Knock knock, it's Knuckles, Guardian of the Master Emerald. Or at least, he's supposed to be. Eggman did appear to have a giant emerald-esque thing with him, and the Master Emerald is... okay, so maybe Eggman did manage to capture the Master Emerald again.
Knux is a little hot-headed, to begin with. And he does appear to be gullible at times. However, he's always loyal to his friends, even if that means he's a bit selective about them. 	Unlocked from the start
 	Tempest
(Originally from Sonic Legacy)	
Speed: Very Fast
Jump height: High
Water Breathing: Can survive underwater for two minutes, increased speed underwater.
Homing Sonar Attack: A Reticle pops up on Badniks, ropes, grind rails, and springs when she's close to them. When the jump action is triggered in mid-air while the reticle is locked-on, she'll launch herself toward the targeted object. 
The moment she lands a hit on a Badnik with this attack, the positions of all onscreen Badniks are temporarly revealed, shown with a cyan outline. In 2D sections, inbound but offscreen Badniks will be marked with an arrow pointing towards their position	A young Dolphin girl who came from lands unknown. She's got all of Sonic's attitude, adventurous spirit, and optimistic outlook on life. Of course, her aptitude in the culinary arts explains why she doesn't do this sort of thing, and her kind-hearted nature seems to be a little more than what's expected from Sonic. 	Unlocked from the start
 	Amy Rose 	Speed: Fast
Jump Height: High
Hammer: Whacks enemies	 	Unlocked from the start
 	Cream & Cheese	 	 	Unlocked from the start
 	Sally Acorn 	 	 	Unlocked from the start
 	Sticks 	Speed: TBA
Jump Height: TBA
Boomerang: TBA	 	Unlocked from the start
 	Shadow 	
Speed: Very Fast
Jump height: High
Chaos Blast: When he has at least one Chaos Emerald, he can unleash a blast of Chaos energy in the form of a ball, essentially making him a ranged character.
Guns: Certain enemies shadow destroys will drop their weapons, in which Shadow will be able to use to destroy his enemies. Once he has one, a red reticle will pop up on nearby enemies, indicating which enemy he'll shoot at if the fire gun command is used.
Homing Attack: A Reticle pops up on Badniks, ropes, grind rails, and springs when he's close to them. When the jump action is triggered in mid-air while the reticle is locked-on, he'll launch himself toward the targeted object.	An artificial lifeform made by Gerald Robotnik, Shadow was meant to be the Ultimate lifeform. of course, after his alleged death, many different adventures with and against Sonic, and that one time where he used firearms against enemies, he's been completely changed... sort of. He tends to be edgy, and doesn't really seem to crack a smile as often as Sonic. However, he's just as kind, and really cares about those he keeps close to him. His enemies, on the other hand...	Unlocked after getting exactly 4 chaos emeralds and beating the game. Gotta get that damn fourth chaos Emerald!
 	Eggman 	
Speed: Slow
Jump height: Low
I am the Eggman: Eggman only has 12 acts to play through, and they're modified after his even slower playstyle.	Dr. Ivo Robotnik, also known as Eggman, is the evil scientist behind all the chaos. But how did it all start? Well, sit back and let him tell you all about it. 	Unlocked after finding an easter egg, or beating the game's normal ending
 	Johnny 	
Speed: Very fast
Jump height: Moderate
Surfer's bane: Capable of running on water indefinitely.	He seems to be from Blaze's dimension, although his true origins remain unknown. He claims to be a pirate, and the right hand man of someone called "Captain Whisker". Well, whoever this guy is, he surely means buisness. 	Unlocked from beating the game via use of one aquatic section per zone
 	Equonix 	
Speed: Fast
Jump height: Very High
Void's Wrath: She can't spin jump, and her spin dash is replaced with a sword attack. Warping tunnels are either absolutely removed or blocked off during her playthrough of the game.	An Alien creature of unknown origin, Equonix is more of an introvert, and prefers to live in solitude. Why she's here is unknown, although the fact that she's destroying Eggman's robots means that she's got good intentions. 	Collect a total of 90 red rings in a single save.
 	Jet 	 	 	Unlock after beating the game as Sonic
 	Storm 	 	 	
 	Wave 	 	 	
 	Mephiles 	 	 	Unlocked by defeating Mephiles
 	Vector 	 	 	DLC
 	Espio 	 	 	DLC
 	Charmy 	 	 	DLC
=== Non-playable ===
Image	Name 	Bio
(TBA)	Omochao 	He's been here since Sonic Adventure, and boy, is he annoying. He's meant to be the adventure's tour guide, but he might've been a little too much.
He did manage to catch a few breaks, but he eventually got winded up in another one of Sonic's adventures. Got a break from the Shadow incident? good, now you have to get trapped in a white void where past versions of worlds collide just so you can help Sonic again! 
This time, however, things are different. He won't be helping Sonic out this time. He's got to hold onto a young dolphin's hand for a bit, and things are gonna get stranger from here.
 	Eggman 	The main antagonist of the main story, Sonic's story, Tails's story, and Knuckles's story. He's the evil genius with an IQ of 300, and he uses that IQ to make his army of robots, and presumably take over the world. In reality, he's actually just doing all of this so he can continue where Gerald Robotnik left off. The animal-powered robots were Ivo's work ever since the beginning, but all the more modern robots he's made were using a power source that Gerald discovered.
He's seen driving all those main boss robots in the main story, although he's also done this against Tails, Knux, and Sonic. He's apparently not against Shadow for some odd reason...
 	Eggman Nega	An alternate version of Eggman from Blaze's dimension. He's worked with the real Eggman since Rush Adventure, although he's just reduced to some appearances in spin-offs... until now, of course.
He's experimented with various kinds of technology, and has made Captain Whisker... just for Sonic to destroy that pirate, forcing him to find ways to relieve his stress. Years passed by, he's still panicking, and Johnny took notice. Soon, it went from Man and Machine to Man vs Machine, Johnny deliberately trying to destroy Nega's hard work and everything. This could ultimately be the old man's downfall...
 	Mephiles 	
===Enemies ===
Image	Name 	Bio
 	Egg gunner 	The kind of robot that Eggman used back at Sonic '06, which may or may not be a thing. These guys, much like the Egg Prawns before them, are capable of taking any role, and it all depends on what the situation is.
They appear everywhere in this game, again, much like the Egg Prawns before them. They range from mere gunners and tanks, to snipers and whatever Eggman can come up with.
 	Chopper 	One of the most basic underwater robots that Eggman has designed. They used to store live animals, although they now just have a simple power core doing all the work. They appear in a lot of underwater sections, regardless of location.
Red ones leap up and patrol through the water, while purple ones go in a straight line when submerged.
Fortunately, they don't chase after you like their cousins from Sonic 3.
 	Chop Chop 	They don't appear as much, but they can easily make mincemeat out of you the moment you let them bite your hand. Because of Tempest, Eggman tuned them to chase after Dolphins as well... which had a not so pleasant ending...
They act much like purple Choppers... until you approach them. After that, they chase you like no tomorrow! ...or until you spin jump in their faces, of course.
 	Caterkiller 	Caterpillar-like robots that slowly patrol on a single platform, or in 3D sections, patrol in a set path. Spin jumping on the head destroys it, but hit it anywhere else, and it's parts will go everywhere, damaging everything in the vicinity.
They appear in most zones, although Ocean Storm, Lightning satellite, and Night star are exceptions.
 	Bubble 	Floaty robots that occasionally reveal their spikes. Otherwise, they aren't worth the time.
They appear in Ironwrought Field and Burning Leaf.
 	Caterkiller Jr. 	Airborne versions of the Caterkiller, they fly around in a set path. The head is the weak point, but hitting the body is like touching spikes, so play it smart.
They appear in Act 1 of Ironwrought Field and both acts of Burning Leaf.
 	Grounder 	A drill robot first seen in Sonic 2, these things act much like the Burrobots before them. They often rely on popping out of walls as opposed to coming out of the ground.
They appear exclusively in Umbral caves
 	Neutron 	Robot Newts from the original Sonic the Hedgehog, these things will appear out of nowhere in an attempt to shoot you. Red-eyed ones will fly at you like homing missiles. 
Yellow-eyed ones appear in Ironwrought Field and Burning Leaf. Red-eyed ones appear exclusively in Techno Terror zone.
 	Dragfly 	Robot flies from 3D blast, they just fly in place. Really, they act like stepping stones for homing attacks, but are replaces with spinners in later zones.
They appear in Ironwrought Field and Burning Leaf.
 	Crock 	Robot Crocodiles from 3D blast, these will float around in water, and can shoot at you if you get into their sights. While simple in nature, they're dangerous in groups.
They appear in Ocean storm and Lightning satellite, although one appears in Burning Leaf's second act.
 	Boa-Boa 	Flying fire snakes that Eggman has used as a successor to the Caterkiller... until dumping it in favor for the original. They fly around in a set path, and can be used as a stepping stool due to their sheer size.
They appear in Ironwrought field, Techno Terror, and Night star.
 	Rhinotank 	Rhino-shaped tanks with sharp horns and whatnot, they patrol in a set path, and wiop charge at you if you dare to get close to them.
They appear exclusively in Ironwrought Field.
 	Spinner 	Flying robots in purple that hover in place. They can easily be used as stepping stools for use of the homing attack.
They appear in every level after Burning leaf, replacing the Dragfly.
 	Thunder Spinner 	Rare flying robots in green that also serve as stepping stools for the homing attack, but will make a field of electricity to defend themselves. Don't jump just yet!
They appear alongside Spinners, and usually appear first in the group.
 	Aero cannon 	Airborne Egg fighters with huge guns embedded in their chests, these guys will shoot down anything that gets in their sights, just as long as it's a Hedgehog... or a Dolphin...
They appear exclusively in Techno Terror zone, but will appear in other zones in Sonic and Shadow's stories.
 	Aero chaser 	Flying Egg fighters with laser cannons on their backs, these freaks will force anyone to move sideways when they're trying to escape from one of Eggman's shenanigans. Stinks that they're too soaked in the chase that they forget to look behind them. Oops...
They appear in Techno Terror zone, but will appear in other zones in Sonic and Shadow's stories.
 	Kiki 	Robot monkeys that will appear on trees, up on cliffs, and wherever is high enough to become a bombing spot. They love to throw bombs at people.
They appear in Azure lake, Burning leaf, Umbral cave, Ironwrought field, and Techno Terror zone.
 	Cop speeder 	Kikis driving hover veichles that resemble cop cars, Eggman doesn't seem to have any use for them. All they do is home in on people when they get close.
They appear in Techno Terror and Orbital Station, but only in Sonic and Shadow's stories.
 	Egg Bomber 	Egg Prawns gifted with explosives from Shadow the Hedgehog, these things serve a similar role that Kikis have, but they appear in areas that Kikis aren't suitable in. They oddly don't have any giant bombs to stand on for some reason...
They appear in Ocean storm, Lightning Satellite, Nova star, Steam Turbine, and Orbital Station.
 	Egg Tank 	A beetle-shaped robot from Sonic Forces, these bohemoths act much like Rhino Tanks. However, they also fire homing missiles from time to time, rendering the homing attack useless against their projectiles. 
They appear exclusively in Orbital Station and Nova Star.
 	Flickey 	Robot birds with spiked balls following them, they aren't that different from Caterkillers, although the spiked balls will go everywhere regardless of where they're hit, and they move faster.
They replace Caterkillers in Johnny and Shadow's stories
 	Turtloid 	Robot turtle jockeys that serve as Eggman's air force. The big ones shoot projectiles, but can be driven like jets if their small turtloid drivers are defeated.
They appear as the main gimmick of Orbital Station Act 2
 	Jawz 	Shark-shaped missiles that are launched out from multiple different boss weapon
Expect to see them a lot in certain boss fights.
 	Buzz Bomber 	Robot bees(?) that fly from above in an attempt to shoot you.
They appear exclusively in Azure lake
 	Brute 	Large robots from another dimension that come with six different weapons. Rocket brutes fire Star missiles at a slow rate, Multi-rocket brutes fire eight missiles at a time, Shotrifle brutes fire 5 bolts at a moderate rate, Shotgun brutes fire 8 projectiles at a slow rate, Sniper brutes fire singular but powerful bolts at a slow rate, and Minigun brutes rapidly fire projectiles in a straight line.
They're infrequent enemies in Equonix's story, and appear after Umbral caves
 	Star missile 	They act just like the Jawz before them, but they only appear in Equonix's story.
 	Draco Cannon 	Powerful laser cannons shaped like dragons. After they fire once, they overheat and can't fire again for 5 seconds
They appear in Orbital Station in Equonix's story
 	Core destroyer 	Giant drill robots that tunnel through Umbral caves. One of them serves as the boss for Umbral Caves act 2, but appear to be more like scripted events in Equonix's story.
 	Soul tank 	Odd robot tanks that resemble a certain someone's veicle, although said someone has yet to show their face. They act just like Egg tanks, except they fire solid light instead of missiles.
They replace Egg tanks in Equonix's story.
 	Void Gunner 	Robot soldiers clad in purple armor and glowy, cyan insides. They act just like Egg gunners, except they use smarter strategies and actually move around a bit.
They replace Egg gunners in Equonix's story.
 	Aqua Thunder mines	Electrified landmines that sit there until someone hits them. After that, they electrocute their victims.
They appear in Ocean storm and Lightning Satellite zone, regardless of who's story it is.
 	Mad cloud 	An artificial cloud that will electrocute anyone who gets under it every few seconds, even if it's their own allies. However, their electricity can't reach beyond the water's surface.
They appear exclusively in Ocean storm zone.
 	Egg Jet 	Flying jet robots that will shoot down anything that gets in their sights, although they only appear in limited areas.
They appear in Orbital Station act 2, and Nova Star act 2.
 	Egg seekers 	Egg gunners equipped with jetpacks and heavy cannons that will normally patrol in mid-air.
They appear in every zone after after Steam Engine.
 	Egg Repeater 	Stationary cannons that fire Jawz/Star missiles in a straight line. 
They apppear infrequently after Azure Lake
===Bosses===
Bosses are fought a little differently in this game, Minibosses being fought in 2D arenas and making use of staying in the background(Flame Station) or switching between the background and the playing field(Eggrobo), while Major bosses make use of 3D arenas(Battle sub) or a mix between 3D battle zones with 2D sections mixed in, akin to Modern boss battles from previous games.
Image	Name 	Bio
 	Eggrobo 	The miniboss of Azure lake, this little bugger seems to be of an old design of Eggman's. While it does look outdated, it certainly shouldn't be messed with.
It fights by flying in the background, firing laser beams at the protagonist three times, and then going into the main area to do one of three attacks:
Charge: Barrels toward the protagonist at high speeds before going back into the background. 
Lasers: Fires three more lasers that are aimed at the protagonist, then goes back into the background.
Sike!: When at half-health, it'll start faking the previous two attacks, immediately going back into the background when it lands. This might annoy players if they aren't quick to break it within a small window of time. When against Knuckles, it'll do this with a lower chance, but it will do it no mtter how injured it ism
It takes 6 hits to destroy it. The more hits it takes, the faster it goes.
(TBA)	Eggman's Battle sub 	The main boss of Azure lake. Eggman had the nerve to make a sub in an attempt to stall Tempest. Too bad he forgot to add in a submerge function to it... unless he did it on purpose!
The sub will circle around the arena, aiming its cannon at the protag. Its attack pattern should be very predictable: Fire cannonball, open vents to cool off, close vents, repeat. It's observable that its six vents are the weak points, and each one takes two hits to destroy. 
Every two cycles, the sub turns around and circles the island in a different direction, consequently exposing it's other three vents. Against Knuckles, it does this every cycle.
 	Flame Station 	Burning Leaf's miniboss, which is a stationary construct made with burning entire enviromments in mind, this titan sits in the background as it fires bursts of flame at the protagonist over a long distance. The battle isn't different from the Egg Dragoon battle from Sonic Forces, although the attack patterns are a little different. 
The station won't even try to be predictable, although it only has two attacks: Flamethrowers and Mortar strikes. The flamethrower is its normal attack, while the mortar is done on occasion. The shells that are left behind from the Mortar strike can be used to damage the boss, in which it requires a total of 8 shells to fully destroy it. To balance things out, there can only be three surviving mortar shells at a time.
As Knuckles, there can only be two surviving mortar shells, therefore making the boss fight longer.
 	Death Egg Robot 	The main boss of Burning Leaf Zone, the battle against this hulking bohemoth can throw off some veteran Sonic players that are used to the original battle against it.
Phase One: The robot sits in the middle of the arena, constantly trying to impale the player character with its arms while they scale up the area in 2D while trying to reach the top of the arena.
Phase Two: Once the protagonist reaches the top, the robot leaps up to the center of the arena and starts to slowly chase after them in a 3D arena. While it'll jump around the arena from time to time, it will try to skewer the protagonist with its arms while consequently stopping in place before it does so. The strategy here is simple: Wait for it to stop, then climb up its arm to hit the head with a homing attack, avoid all of its inbound attacks, and repeat that 8 times. As Sonic or Knuckles, this only takes 4 hits. However...
Phase Three: As Knuckles or Sonic, it shifts to phase three instead of being destroyed. In this phase, it behaves the same way as before, but it tosses in a missile launcher, a shockwave attack, and an Egg gunner swarm maneuver. The strategy remains the same from before, requiring it to be hit 4 more times until its destroyed for good.
 	Bubble-shield probe 	The miniboss of Steam Turbine, the battle takes place in a water containment chamber used to create the masses of steam seen in the zone. It's strategy is different with Tempest than it is with everyone else.
Normal: Exactly the same as the Tidal Tempest boss from Sonic CD, it floats above the protagonist, shooting projectiles at them in the process. After a bit, it creates a shield made of bubbles, in which can be used to regain oxygen before they float away and cause the probe to shoot again. The goal is to absorb the bubbles first, and then hit the probe once all the bubbles have been absorbed.
Tempest: Tempest's battle against this probe is a little different. First of all, the shield is replaced with a presicion beam that requires the probe to go down at Tempest's level. Second of all, since Tempest can only survive underwater for two minutes, the boss acts quickly to ensure 8 hits can be landed on it under than timeframe.
 	Metal Sonic 	The main boss of Steam Turbine, this robot doppelganger of Sonic prefers to fly at a very fast speed rather than fight on a single platform. 
The battle is identical to the final battle against Sonic/Shadow from Sonic Adventure 2, where floating orbs have to be collected in order to charge up a special attack. Once it's charged, the protagonist has to ram into a bunch of floating balls of scrap metal, damaging Metal Sonic. This has to be repeated twice, due to how time consuming it is to find orbs. They have to be careful, as Metal Sonic can collect orbs and trigger his special attack too.
 	Mega Chopper 	The miniboss of Ocean Storm, this giant fish robot has chased Sonic before. But now, it's different.
The fish will swim around the platform, and will attempt to eat the protagonist from the background or the foreground. While it is predictable and easy to hit, it's very large, and strikes without warning after 4 hits. It can easily be beaten after 8 hits.
 	Eggman's battleship 	The main boss of Ocean Storm. While the battle does start exactly like the battle against Eggman's battle sub, destroying the six vents causes the sub to sink as usual... until a giant battleship emerges from underwater, with what seems to be the destroyed sub ontop of its highest point. 
Once the battleship appears, the objective suddenly changes, forcing the protagonist to get on board so they can destroy it from the inside. As they try to get there, Jawz will be launched at them, and Egg gunners will patrol the area.
Once the ship's core is reached, the protagonist must destoy the vent that's protecting the core, and escape the ship as fast as possible.
 	Eggrobo Rematch 	The miniboss of Lightning satellite, this basically starts off as a typical fight against Eggrobo. However, it attacks at a faster pace, tosses in a new missile attack, and takes 12 hits to destroy it. Other than that, it's just a pest.
 	Eggzilla 	The main boss of Lightning Satellite, this giant robot of Eggman's seems to be modeled after something called a "Kaiju". The first phase is identical to the Death Egg Robot's first phase, although it now makes use of laser breath and giant claws.
The second phase is ontop of the actual satellite, with the robot kaiju deliberately trying to destroy it. Make it hit the electrified parts of it to deal damage.
After 3 electric shocks, it hops ontop of the satellite, and starts fighting like the Death egg Robot before it. One should realize that it's immune to spin attacks, so their best bet is to lead it to electricity 7 more times. During that time, the robot makes use of shockwaves, laser breath, leaping, and roaring like a freaking demon.
 	Core Destroyer 	The battle against this thing is not unlike the GUN truck from Sonic Adventure 2, where it chases the protagonist down the cave's various tunnels. This one's more of a mental boss, as tougher obstacles get in the way, and the boss is only responsible for making it fast-paced.
 	Eggrobo's last straw 	Unlike the last two Eggrobo battles, this one is where Eggrobo unleashes three veichles from the previous Sonic games.
Wrecking Ball Eggmobile: The battle here is just like the first battle against Eggman in Sonic 1. Avoid the wrecking ball while trying to hit the veichle 8 times.
Drillmobile: This one is exactly like the first battle against Eggman in Sonic 2. Simply hit the veichle 8 times while making sure the protagonist doesn't become roadkill.
Heatmobile: The last veichle Eggrobo uses to combat the protagonist. This one is exactly like the first battle against Eggman in Sonic 3 & Knuckles. Avoid the flames while trying to damage the veichle.
After all three veichles, Eggrobo flees, and the act is cleared.
 	Metal Tempest 	A robot doppelganger specially designed for Tempest, she doesn't like messing around, and will fight relentlessly.
The battle starts off like the first battle against Shadow in SA2, although Metal will try unleashing massive blasts of water from time to time.
After 8 hits, Metal Tempest will short circuit before suddenly rushing over and manning a giant gun that's similar to the Flame Station from before. The same strategy used against the Flame Station applies here, although it's a bit tougher now that it's in a 3D arena. About 6 stray shells will take out Metal Tempest... for a while...
 	Egg Tank 	Larger than the other Egg tanks, this one seems to be itching to smash things small, mammalian, and blue. Like Hedgehogs... or Dolphins.
Fought in the present, it's basically the Drillmobile battle from before, although it's now got homing missiles and energy shields that drop every so often.
 	Egg Dragoon 	After all it went through, Eggman finally decided to add in a couple... extra improvements to it.
Fought in the future, It's exactly the same Egg Dragoon battle from Generations, although there's yet some more tricks up Eggy's sleve. First off, the fire cannon the robot has can also be used like a misile minigun, firing up to 18 jawz in rapid succession. Second off, Eggman has access to electricity, and can lay down Electric Thunder mines on the ground. Thirdly, it takes 10 hits to take him down now. Fortunately, rings are scattered in the vicinity, although they're a little more scarce than usual.
 	Frigate Orcan 	The exact same boss fight from Sonic Colors DS, combined with elements from Heavy gunner's battle from Sonic Mania. Blue missiles come rarely, and they have to be redirected by spin jumping. This has to be repeated 4 times, due to how rare the blue missiles are.
 	Frigate Skulligan 	Using the hijacked Turtloid as a jet, it's recommended to chase down Skulligan until the rear can be reached. From there, multiple enemies have to be shot down from the rear part of the ship before it can be entered.
Once inside, multiple enemies will get in the way. Aside from that, it's just Eggman's Battleship's second phase with a harder layout, and the inclusion of having to ride a Turtoid to escape.
 	Metal Tempest's revenge	The miniboss of Night Star zone. The battle, while identical to the previous fight against Metal Tempest, is in a 2D plane instead of a 3D arena. This, combined with the multiple different attack variations and the requirement of hitting the boss 10 times once it's vulnerable means that it's meant to be a challenge. At this point, however, the Chaos Emeralds and about 50 rings can make this battle a breeze.
 	Doomsday 	A final battle with Eggman on the Night Star base itself, this combines elements of multiple past final bosses that Sonic has faced. This, unlike others in the game, is the only one where use of the Super form is absolutely necessary. 
Phase 1: The battle against this is identical to the battle against the Time Eater from Sonic Generations. This time around, Eggman's in a mech that resembles the robot he drove in Sonic 3 & Knuckles, and it's all done in 3D. The boss will launch clusters of Jawz, punch the protagonist from portals, and fire giant lasers to hinder progress. All that is needed is to ram into it 3 times to trigger the 2nd phase.
Phase 2: Eggman will flee to a gigantic fortress and activate its shields. Akin to the first phase of the Perfect Dark Gaia battle, there are probes that are keeping the shields up, which are actually the same type of probes as the one encountered in Steam Turbine. Eggman will also toss in a massive spray of laser bolts and the occasional death ray. The goal here is to destroy all 7 probes, which are spread out across the shield. Rings are provided to stay in super form.
Phase 3: The fortress will reveal itself to be an even bigger robot, equipped with various different weapons. Weak points are scattered all over the robot, and while it's on the move, it's best to avoid all of Eggman's projectiles before reaching the weak points. There's 4 weak points on the legs, two on the arms, five on the back, and one heavily protected one on the head. When they're destroyed, they'll trigger the next phase. As Tempest, it'll instead trigger the intermission
Intermission: Exclusive to Tempest, Eggman will have a bit of a struggle transforming his robot. However, Metal Tempest will come crashing in, also in a super state triggered by the Master Emerald Eggman has in his hands. Metal Tempest will unleash volleys of Chaos energy, aiming for draining rings. Survive for a minute, and Metal Tempest will be booted out of her super state, and will be unable to function until after Eggman is finished off. After this, Phase 4 starts.
Final Phase: Eggman will transform his robot into a massive ship, armed with powerful torpedoes, lasers, and various badniks that have appeared in Night Star's first act. In this phase, it shifts between 2D and 3D depending on Eggman's chosen attack. After surviving 15 of his attacks(25 as Sonic), which include a storm of plasma blasts(3D), a giant laser(2D), a swarm of meteors(2D), and a volley of super-charged Jaws(3D), It'll cut to the finisher, where the protagonist has finally reached the ship's weak point.
Finisher: Once the weak point is reached, the Spin dash command has to be spammed for 5 seconds, casuing the protagonist to fly right into the ship's weak point. After this, four random buttons(For the switch, the A B X Y buttons) have to be pressed in a randomized order 10 times, causing the weak point to be plowed through, and therefore casuing Eggman to be defeated once again.
The current game will be completed after the boss has been beaten.
==Objects==
Image	Name 	Bio
 	Ring 	Abundant shiny objects that are necessary for surviving hits from enemies. They usually come in groups of three, but they can also appear in even larger groups.
 	Red Ring 	Not so abundant shiny objects with stars in their centers. 5 of them appear in every act(Aside from Night Star's two acts), adding up to a total of 90 rings per story. Collecting them continually allows access to certain pieces of concept art, skills, and maybe even a character if enough are collected on a single file.
 	Spring 	Springs come in different varieties, and they serve a different purpose for each type. 
Yellow springs launch things up a decent distance, and are usually affected by the weight of certain characters. The heavier the character, the less distance they cover.
Red springs launch things at max power regardless of weight, and are often used in chains to bring characters from one destination to another.
Wide red springs, also known as bouncepads, are capable of launching characters upwards, much like how they did in past Sonic games.
Trap springs were set up by Eggman to bounce his pursuers backwards, and usually into traps. They can be easily given away by their square shape and Eggman Empire logo imprinted on them.
 	Spikes 	Spikes. They're sharp, and will inflict damage if anyone touches their pointy ends.
A variant appears in Umbral caves, which acts the same as the original spikes. The only difference is that they're shaped like crystals.
 	Rails 	While they do work like automated running sections, they're mostly used to reach higher locations.
 	Monitors 	Returning from the classic games and Generations, these objects can store a variety of objects, and will cause things to happen when broken depending on what's displayed on the monitor:
Ring: Grants 10 rings.
Bubble Shield: Gives the character who broke the monitor a bubble shield, which allows for breathing underwater, and in Tempest's case, in outer space.
Burst Shield: Gives the character who broke it a Burst Shield, which allows for the use of a forward dash and immunity to fire.
Electro Shield: Gives the character who broke it an Electro Shield, which allows for a double jump, a magnetic effect towards rings, ability to walk on walls as long as they have magnetic properties, and immunity to electricity. 
Player Character's face: Grants an extra life.
Eggman: Removes all rings from the ring counter. As Eggman, it grants an extra life. As Johnny, the monitor is replaced with Eggman Nega, which functions identically to Eggmanm
Blue Ring: Dropped rings are larger and are worth 10 normal rings. Only works once, and when the character under its effects is attacked.
Speed Shoes: Speeds the character up for a set amount of time.
Stars: Grants the character invincibility for a set amount of time.
Boost Shoes: Temporarily replaces the Spin Dash with the boost mechanic. Only appears in Multiplayer modes.
Drill: Only appears in 2D sections of Umbral Caves. Puts a drill in the character's inventory, which when used, works exactly like the Yellow Drill wisp from Sonic Colors.
 	Air pockets	Releases a large bubble from time to time, allowing for characters that are not Tempest to survive longer underwater.
 	Guns 	Weapons that Shadow himself can use to carry on throughout his adventure. Each one can be found from different enemies.
Egg Repeater: A simple weapon dropped from Egg gunners. Fires fast, but doesn't have much ammo.
Submachine gun: A clip-fed, pump-action weapon that should look familiar, often given to Shadow if he respawns from a checkpoint. Fires fast and has several clips, but doesn't have as much firepower as the other weapons in the game.
Buckshot: A weapon dropped by certain Egg gunners, which fires a spread of projectiles. Terrible range, fire rate, and clip size, but is especially powerful up close.
Tank Cannon: Dropped from Egg tanks and sometimes from Rhino tanks, it fires one powerful blast that can wipe out groups of enemies. Terrible clip size and fire rate, but is superior in terms of damage and range.
Eggrobo's special: Dropped by the Eggrobo boss, it fires a trio of lasers in a spread-like fashion. Clip size is moderate, and is good if you don't know which enemy should be shot at first.
Fusion cannon: Dropped from Egg cannons, these large guns can fire a single, powerful beam. Small clip size, terrible fire rate, and exceptional range and damage. Holding down the associated fire button doesn't make it fire automaticly, but rather, it activates its scope. It'll be fired when the button is released.
Pursuit Ray: Dropped by Egg chasers, these large weapons fire powerful lasers of absolute destruction. Massive clip and tremendous fire rate, but lacks in range, accuracy, and damage. Considered to be the best weapon in the game.
Sword: Rarely dropped by any enemy that can potentially drop a gun. Infinite ammo and powerful damage, but lacks in range. No targeting recticle is used, but it does come with Knight armor. Shadow and the Blue Knight, anyone?
Lance: Rarely dropped by any Egg Cannon, an alien weapon designed to destroy vehicles and heavy infantry. Can only fire 5 times, but it has the best damage output in the game. Super effective against larger enemies.
==Achievements==
Sonic: Tidal Storm/Achievements
==Unlockables==
Sonic: Tidal Storm/Unlcokables
==Trivia==
===Overall===
*This is the first game since Shadow the Hedgehog where Sonic isn't the main character.
*The fact that Eggman Nega is only seen in Johnny's story and not the main story may suggest that Tempest isn't from Blaze's dimension. ad to have a gameplay example.
*The fact that Eggman Nega is only seen in Johnny's story and not the main story may suggest that Tempest isn't from Blaze's dimension.
*The names of the ten zones, when their first letters are put in order, spell "ABSOLUTION". This is a nod to Silver the Hedgehog's theme, Dreams of an Absolution.
*The game's creator used an Xbox 360 controller and his 3DS to map out the controls, lol.
===Zones===
* Ironwrought Field's Time travel mechanic was based off of a particular mission in Titanfall 2's campaign, in which a particular gadget is used to time travel between the present and past in order to advance through the level.
====Music====
* Azure Lake is the only zone to have the same exact theme in both acts, being a modern take on the original level's theme.
*Burning Leaf makes use of Bongos, electric guitars, Saxophones, and organs to make a tropical, yet urgent feel.
**Meanwhile, Ironwhrought Field makes use of synthetic instruments to replicate the feel from Burning Leaf, just to throw it away and use instruments that relate to the Zone's artificial nature.
*Steam Turbine's theme is just a jazz remix of Teminal Netowrk: Interior from Sonic Forces.
* Ocean Storm and Lightning Satellite use the same instruments and urgent themes, but the compositions of both zones are arranged in entirely different ways.
* Umbral Cave's theme is a remix of Escape from the City and Mystic cave's 2 player theme. However, the Mystic cave portion of the theme plays for a while until it starts playing the City Escape portion for the rest of the level. Both versions of the theme go at the pace of the classic remix, but only the Act 2 mix has the lyrics.
* Techno Terror's theme is mainly heavy metal, regardless of the story being played.
*Orbital Station's theme starts with its notes hitting in a steady pattern, hitting a high note, followed by a low note, followed by another high note, and so on.
*Night Star's theme takes after Death Egg zone's first two incarnations and Metropolis Zone.
===Characters===
*Equonix's presence in the game is unknown, although it could either be for filling in as the 8th playable character, or due to how she was practically involved with the main story.
*This is the first game since Shadow the Hedgehog where Sonic isn't the main character.
*Equonix's presence in the game is unknown, although it could either be for filling in as the 8th playable character, or because she had to have a gameplay example.
*Tempest originally came from Sonic Legacy. However, the game's creator had to retcon a lot of stuff in order to get her in the game. Most notably, she doesn't know who Sonic is at the beginning.
*This is the firsttgane since Shadow the Hedgehog where Shadow is able to use guns.
*While the characters here play somewhat like Sonic, there's some plans involving making the next game have different play styles for specific characters...
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Category:Sonic: Tidal Storm