RACING ESSENTIALS
ZONES AND ACTS
In typical Sonic The Hedgehog fashion, Sonic™ Rivals' stages are played out in Zones and Acts. There are a total of six Zones, with three Acts for each Zone*.
Forest Falls: Don’t let the lush scenery, grassy platforms, and cascading waterfalls fool you. Forest Falls is brim- ming with danger, including steep drop offs, large loops, and plenty of Eggman’s robot minions.
Colosseum Highway: Amid the majestic columns and pillars this perilous track is littered with pitfalls, traps, and steep hills. Twisting corkscrews and Boost hoops provide a
Sky Park: This theme park gone wild is comprised of a
Crystal Mountain: Icy crystals, snow banks, slippery tracks, and freezing waters comprise this winter won- derland. If the blizzards don’t slow your racer down, the brittle ice barriers will. Make sure to hop in the bobsled to barrel down the track at death defying speeds.
Death Yard: Death Yard is a dry, deserted wasteland filled with razor sharp spike beds, corkscrews, gaping pits, and Boost hoops that must be navigated correctly to stay in the game. These tracks have so many dips, twists, turns, and loops, that dizzy doesn’t even begin to describe what your racer will be feeling when he reaches the finish line.
Meteor Base: Not much is known about Dr. Eggman’s
* Except for Zone 3.
ATTACK
Sometimes Boosting isn’t enough to stay in front of your rival. When push comes to shove, engage in some old fashioned attacking! Attacking will temporarily knock your opponent to the ground or stun them, causing them to lose Rings while allowing you to get ahead or jump to new heights. To attack, get right behind your rival and press the a button for a shove, or jump above them by pressing the s buton, and then press the s button again for a leapfrog!
RINGS
Although finishing first is the ultimate goal in Sonic™ Rivals, making sure you have at least one ring is critical to staying alive and avoiding respawn delays. Large collection of Rings provides score bonuses and special awards.
RACING ESSENTIALS
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