Sonic the Hedgehog Quadruple Trouble

Sonic the Hedgehog Quadruple Trouble, also known as Sonic: The Crisis Conquest or simply Sonic: Quadruple Trouble is an upcoming action/adventure 2D platformer video game in the Sonic the Hedgehog series. It was developed by Pink Cube Studios, published by 22Cans and Alpha Software and distributed by Sega for PlayStation 4, Xbox One, Nintendo Switch and Microsoft Windows.
Sonic: Quadruple Trouble follows Sonic, Tails and Ryan's adventure to gather eight Chaos Emeralds before Dr. Eggman once again manages to do so and involves three other adversaries, Fang the Sniper, Knuckles the Echinda and Tracer (from Overwatch, who was still looking for a glowstone crystal and thinks Sonic stole it). Even though, the game was based upon Triple Trouble, and the fact that the game features several gameplay mechanics and power-ups from both that game and Sonic Chaos, the game itself (not Triple Trouble, there's already been a Triple Trouble) was preceded by Sonic: A Profile for Failure  and followed by Tails' Adventure II .
The Japanese version is planned to be released simultaneously as a launch title for the Japan-exclusive New A'Can video game console. The New A'Can version is also going to be included in Sonic's Greatest Hits Plus.
==Plot==
After the events of Sonic: A Profile for Failure, Dr. Eggman has finally managed to get his mitts on all eight Chaos Emeralds without Sonic knowing. Unfortunately for him, an accident during the testing phase of one of his new weapons scatters the Emeralds. He managed to recover the green Emerald, but could not track down the other seven. As he anticipated, Sonic and his buddy Tails are now out to retrieve them, so he once again tricks Knuckles into working for him.
Meanwhile, a treasure hunter named Fang the Sniper has eavesdropped on the exchange between the hedgehog and the echidna. Unknown to them, he already discovered the Chaos Emeralds in his home dimension. However, he was not aware of the Chaos Emeralds' true power, only that they would be worth a lot of money. Back with Sonic and Tails, they encounter another robot mech in a rainstorm. Luckily, Sonic saw the Emeralds falling out of the sky and caught them all. He then uses them to become Super Sonic and fights the mech. After the battle, they saw another entity jump out of the mech, and stop in front of Sonic and Tails. What was more strange was they don't know who it is, or what's it doing here. The entity who was known as Tracer was still in a search for a glowstone crystal and thought that Sonic stole it. The next thing Sonic knew was a loud crash and a blackout. Tracer then rushed for the purple Emerald, thinking it was the glowstone crystal, and made a run for it. Then the other six Emeralds vanished. Sonic and Tails chased after Tracer, along with Fang who did not chase after them, he just went back to his home dimension. Eventually though, Ryan stops Sonic and Tails and tells them to give "her" some space, or maybe it was a "him", or in Keys of Miracle's case, a question that this new adversary prefers not to answer. But after hearing that Eggman and Fang are after the emeralds too, he decides to join them to get them back. Now Sonic, Tails and Ryan must once again fend off Eggman, Knuckles and Tracer while retrieving the Emeralds back from Fang.
==Gameplay==
Sonic the Hedgehog: Quadruple Trouble is a 2D side-scrolling platforming game like most other Game Gear Sonic titles. The main goal is to reach the end of each Act of a Zone (a level in the game) within a time limit. Many gameplay elements from Sonic Chaos are featured. The player can choose one of three playable characters, Sonic, Tails and Ryan, each of them having different abilities. The player starts the game with four lives and one Continue.
Abilities for both Sonic and Tails are relatively the same as in Sonic Chaos. Alongside the regular Spin Jump, Spin Attack and Spin Dash maneuvers, the player can perform both the Strike Dash for Sonic and the Heli-Tails for Tails. The game also introduces the one-time ability called Flying Spin Attack, which can be performed in mid-air after bouncing on a Spring. The Flying Spin Attack is useful for attacking enemies from above or providing protection from damage in mid-air. Also, the Homing Attack, Jump Dash, and Wall Jump can be performed by Sonic, whereas Tails and Ryan can only perform the Wall Jump.
Like in previous games, Rings are found everywhere in the Zones and protect the player from taking damage. Unlike most games in the series in which the player loses all their Rings after getting hit; instead, only thirty Rings are lost when the player gets hurt (and 50 being lost if landing on spikes). The power-ups in the Monitors are mainly the same as in Sonic Chaos with Super Rings, Power Sneakers, Invincibility and extra lives. The exception is that the shields make a return as well. Like in Sonic the Hedgehog (8-bit), when losing a life, the player is sent back to the beginning of the Act or the latest opened Marker. As for Sonic and Tails, Monitors may also contain power-ups exclusive to them. Many of these include the returning Pogo Springs and Rocket Shoes from Sonic Chaos and the also returning Hyper Heli-Tails, Jet Boards and Propeller Shoes from Sonic Triple Trouble as well as the new Roller Shoes and Hyper Speed Shoes. In Flooded Ruins Zone, Tails can also pilot the Sea Fox to travel through underwater sections without need for Air Bubbles.
The level design in Sonic the Hedgehog Quadruple Trouble is more extensive in size compared to previous Game Gear titles in the Sonic series and includes alternative pathways and secrets in each Zone, while staying much closer to the first main installments for the Sega Genesis. The Zones' aesthetics are similar to those of Sonic the Hedgehog 3 & Knuckles. Besides the traditional Springs and Boosters, each Zone features different types of gimmicks and contraptions.
When the player gets 50 rings or more and breaks an Emerald monitor, a giant ring will appear. The player can jump inside to enter the special stage, where they once again must get through one of six mazes in Fang's world. Unlike Triple Trouble, these mazes can now be rotated with the D-Pad or Left Stick. The reverse spheres are found in the maze and temporarily reverse the rotation of the maze. "W" Spheres finally make an appearance after a 30-year absence and make the maze rotate on its own. The problem with that is it makes it rotate SUPER FAST, making your controller lose control of the maze rotation. Luckily, this only lasts 7 seconds after which it slows down abruptly until it gets to the point where it stops and can be rotated manually again. There are also Exit spheres which end the Special Stage in failure when touched, so it's not a good idea to hit one when you're close to an exit sphere, because it might ensure failure. What makes these even harder is that there is also a time limit ranging from 30 seconds in the first (because it's short) to 3 minutes in the sixth and final Special Stage. The timer increase by thirty seconds for each stage and it can be increased slightly by collecting clocks. Blue clocks restore 10 seconds while gold clocks restore 30 seconds, precisely. There are goal spheres at the end of the maze, that when touched ends the stage, but then brings the player to a one-on-one fight with Fang the Sniper for one of the Chaos Emeralds. 
Once the player gets all 6 emeralds, they can relinquish the seventh emerald from Tracer and after Eggman is defeated, they'll go to a new super-secret stage where Super Sonic, Turbo Tails and Red Titan Ryan fight Ultra Eggman in outer space for the eighth emerald.
=== Controls ===
Button formation 	Sonic the Hedgehog 	Miles "Tails" Prower 	Ryan
D-Pad/Left Stick left/right 	Walking/Running 	Walking/Running 	Walking/Running
D-Pad/Left Stick up 	Looking Up 	Looking Up 	Looking Up
D-Pad/Left Stick down 	Crouch 	Crouch 	Crouch
A/B/X (Xbox, A'Can) B/Y/A (Switch) X/O/Square (PS4/PS5) Z/X (PC)	Spin Jump 	Spin Jump 	Spin Jump
D-Pad/Left Stick right/left + down 	Spin Attack 	Spin Attack 	Spin Attack
D-Pad/Left Stick down + action buttons 	Spin Dash 	Spin Dash 	Spin Dash
D-Pad/Left Stick up + action buttons 	Strike Dash 	Fly 	Use Slime Cannon
Action buttons (while in Spin Coaster) 	Spin in the Spin Coaster	Spin in the Spin Coaster	Spin in the Spin Coaster
A (Xbox, A'Can)/ B (Switch)/ X (PS4/PS5)/ Z (PC) (in Sea Fox) 	N/A 	Fire torpedoes 	N/A
+ (Switch)/ = (Xbox/PS5)/Options (PS4)/ Enter (PC)/Start (A'Can)	Pauses the game. 	Pauses the game. 	Pauses the game.
=== Objects ===
==== Items ====
* Ring
* Monitor
** 1-Up
** Chaos Emerald
** Eggman Mark
** Fire Shield
** Hyper Heli-Tails
** Hyper Speed Shoes
** Ice Shield
** Invincibility
** Jet Board
** Lightning Shield
** Marker
** Mecha Shield
** Pogo Spring
** Power Sneakers
** Propeller Shoes
** Rock Shield
** Rocket Shoes
** Roller Shoes
** Sand Shield
** Super Ring
** Shield
** Time Bonus (Special Stages only)
** Water Shield
**Wind Shield
* Chaos Emerald (Special Stages only)
==== Gimmicks and obstacles ====
* Springs (red, yellow and blue)
* Boosters
* Spikes
* Spin Coasters
* Breakaway Bumpers
* Air Bubbles
* Bombs
* Conveyor Belts
* Laser cannons
* Sea Fox (Tails only)
* Switches
* Bonus Panels
* Warp Pipes
=== Bonus Panel rewards ===
Like in Sonic Chaos and Sonic Triple Trouble, Bonus Panels at the end of the first two Acts will grant different type of items for the player after they stop spinning. Occasionally, the Bonus Panel will point backwards, meaning the player has to dash towards it to make it spin again.
== Characters ==
== Zones ==
Sonic the Hedgehog Quadruple Trouble has a total of 10 zones, nine of which are normally played. The 10th and final zone can only be unlocked after the player has collected 6 Chaos Emeralds and defeated Tracer as Sonic or Ryan. Each zone is divided into two distinct parts (referred to as "Acts"). At the end of each Act, the player takes part in a boss battle; "mini-bosses" are fought at the end of Act 1 and the main bosses are fought at the end of Act 2. The Zones in their order are as follows.
 	Image	Zone Name 	Theme	Description	Main Gimmick	Mini-Boss 	Zone Boss
1 	 	Rainforest Coast 	
* Tropical Island
* Coastal
* Jungle	It is a green jungle area near a beach in daytime.
Act 1 consists in a fairly standard green field near a series of beaches and an ocean during daytime. Some vegetation and forestry is found in the Zone as well. A large, red bridge is also located somewhere in the Zone.
Act 2 is a large jungle system located near the coast of Ryan's Island. Having been compared to a tropical paradise, the area is full of greenery, with exotic plants and palm trees decorating it. There are also many waterfalls and water pools. Unstable wooden bridges and large trees are present as well.	Act 1 features a large number of simple gimmicks and environmental objects, such as Springs, Spring Poles and loops.
Act 2 is less linear than the first half, having many alternate paths that feature more secrets than others, but it also features more platforming and makes use of simple puzzles involving switches. It is also common to find tunnels in this Act.	Giant Butterfly Bot	Tart Turtle
2 	 	Carnival Caverns 	
* Underground
* Amusement	A huge cave system with a casino-like park built inside.
Act 1 is a huge, dark cavern with purple stone. The background features a minecart system above some light green crystals. The platforms in the foreground are these minecart systems and green crystals, decorated with some hanging vines and torches. Heck, there are even rideable minecarts in this stage, unlike Mystic Cave Zone.
Act 2 is an amusement park-themed Zone. Platforms consist of large pillars with decorations inside of them. In the background, there are lots of vegetation, a large ocean, and a big cathedral can be seen. The sky is also full of stars and fireworks.	Common elements for Act 1 include moving floating platforms and large boxes that fly around to crush the player, usually in groups of two. Other recurring gimmicks are vines the player can hang onto to go down. Usually, these gimmicks are placed so that the player can avoid falling into hazards, or to open up bridges and access new paths. Similar gimmicks also featured here are levers the player can hang on to to open up new paths, most of which are obligatory to use in order to continue.
Act 2 is an amusement-themed Zone full of colors and attractions that work as gimmicks. Casino Paradise Zone features common amusement gimmicks, like long conveyor belts, Spinning Wheels, bumpers, balloons and flippers.	Giant Roulette Bot 	Robo Ball
3 	 	Nightfall Railway	
* Mountain/Canyon
* Railway	A large series of Grind Rails and outposts in a massive canyon.
Act 1 is a canyon-filled stage at sunset with a large number of Grind Rails, which most of the level is spent grinding upon. This stage is quite long, and for the majority of it, there is no solid ground.
Act 2 is a dilapidated, abandoned amusement park at nighttime, rigged to explode at any minute.
This is the first zone in the game to have 3 acts.	Act 1 is a rocky area plays host to stout pine forests and, of course, tons of Grind Rails to grind upon.
In Act 2, Ladybuggies patrol the rails in Spin Coasters, which Sonic or Tails can expropriate after destroying their robotic occupants. Vertical wind turbines siphon power from the ochre air's breezes, though the player has to be careful around them; while the towers will not damage them on their own, they will knock Sonic or Tails out of their Spin Attack, leaving them vulnerable to other hazards.
Interestingly, unlike other Zones in the game, Act 2 ends with an unusual transition into Act 3: at the end of the Act, the player boards a robotic freight train with the Bonus Panel sitting on top of it. After spinning the Panel and getting a prize from it, it suddenly falls off the train as it suddenly begins to depart from the station, immediately thrusting the player into Act 3 without a results tally or title card.	Giant Engine Bot 	Marve-Shupopolous-Gou
4 	 	Ryan's World 	
* Ancient Ruins
* Forest
* Desert	A small housing island atop of Klicky Island.
Act 1 is a series of Roman ruins on the outskirts of a forest. The background shows various fields covered in tall grass, with tall, brown mountains behind them and a blue sky above. The top and bottom of the Zone are covered in green flora that bear red fruit.
Act 2 is a forest-covered region filled with extremely tall and straight trees with brown bark and lush tree crowns. However, this Zone is best known for the multicolored mushrooms that grow there. While some of the local mushrooms are small, most of them are colossal in size, with the largest of them being at the size of buildings. The soil here is also olive green-colored with diagonal lines on it.
Act 3 takes place in a vast desert based on those in America during the wild west, particularly the Monument Valley region in the United States. The landscape features canyons, mesas and other rock formations, along with cactus vegetation in various forms.	 	 	
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Category:Video Games