Try our affiliated browser extension - redirect to BreezeWiki automatically!

Power-Up

Power-Ups[1][2] are objects that appear in the Sonic the Hedgehog series. They are elemental items used to help the player to give them a boost or hinder their rival in an Act.

Description

Power-Ups range in a variety of elements such as fire and ice which have their own effects. Power-Ups are used in two different ways: offensively (if the user is behind their rival) and defensively (if the user is ahead of their rival). Offensive Power-Ups generally shoot throughout the act until they hit the opposing rival or create an obstruction with an enemy. Defensive Power-Ups are generally used as decoy traps that remain stationary in the act until the opposing rival runs directly into them.

When the player's rival is attacked by the Power-Up, their character icon will briefly appear on the screen covered with the element of the Power-Up.

Game appearances

Sonic Rivals

Power-Ups made their debut in Sonic Rivals, being called Power-ups.[1] They appear as rounded icons that constantly changes their element and color. The Power-up the player receives will depend on which icon the player touches it at. The player can only hold one Power-up at a time and must use it up in order to obtain another. Note that some of these Power-ups will not appear in earlier zones. To use the Power-up in gameplay, the player must press .

The following Power-ups are present in Sonic Rivals:

Power-up Image Effect Zones
Offensive Defensive
Fire[1] Rolling Fireball:[1] Shoots a fireball that speeds through the track to hit the opponent. Fire Shield:[1] Creates a fire shield that protects the user from one hit. All
Ice[1] Snow Blast:[1] Shoots a blast of ice through the track that freezes the opponent. Ice Cube:[1] Drops an ice cube that freezes the opponent if they run into it.
Illusion[1] Confusion:[1] Distorts the opponent's vision. Drops a small orb of Illusion that distorts the opponent's vision. Zone 3 and above
Lightning[1] Zaps the opponent, paralyzing them for a short while. Decoy Zapper Rings:[1] Drops several lightning decoy rings that paralyse the opponent if they touch one. Zone 2 and above
Ring Magnet[1] Ring Magnet[1] Attract nearby Rings. Zone 3 and above
Mine[1] Floating Homing Mine:[1] Shoots a mine that homes in on the opponent and explodes on contact. Stationary Mine:[1] Drops a stationary mine that explodes if the opponent runs into it.
Star[1] Signature Move:[1] Uses the Signature Move. All
Wind[1] Shoot Tornado:[1] Shoots a tornado that trails through the track and scoops the opponent up into the air. Drop Tornado:[1] Drops a tornado that scoops the opponent into the air. Zone 3 and above

Sonic Rivals 2

Rivals 2 Load screen 27 (no text) - Power Up

Power-Ups reappear in Sonic Rivals 2, though under the title Power Up[2] now. They have received a new design, which is a light yellow round plate with a question mark in the middle and white wings on its side, resembling an emblem seen in previous Sonic the Hedgehog games. Unlike Sonic Rivals, the player will always receive a random Power Up. Also in Sonic Rivals 2, most Power Ups returning from Sonic Rivals have different offensive-usage effects to that of their previous appearance; generally they appear in the form of an energy ball which will chase the leading rival. The method of using a Power Up is exactly the same as it was in Sonic Rivals. As there is a different method of executing Signature Moves in Sonic Rivals 2, Signature Moves are no longer Power Ups in the game. To activate a Power Up in gameplay, the player must press .

The following Power Ups are present in Sonic Rivals 2:

Power Up Icon Effect
Offensive Defensive
Fire[2] Flying Fireball:[2] Shoots out a floating fireball that homes in on the opponent and damages them. Fire Shield:[2] Protects the user against one attack.
Glue Trap[2] Glue Dripper:[2] Shoots a blob of glue that homes in on the opponent and sticks them to the ground, rendering them temporarily immobile. Glue Trap:[2] Drops a puddle of glue that sticks the opponent to the ground if they run into it, rendering them temporarily immobile.
Ice[2] Ice Bolts:[2] Shoots a floating bolt of ice that homes in on the opponent and freeze them. Snow Bank:[2] Drops a solid ice cube that will freezes the opponent if they run into it.
Illusionary Energy[2] Vision Scramble:[2] Instantly distorts the opponent's vision. Illusionary Trap:[2] Drops an orb that distorts the opponent's vision if they run into it.
Lightning[2] Ball Lightning:[2] Shoots a tetherball of lightning that zaps the opponent. Lightning Ring:[2] Drops a zapper ring that zaps the opponent if they run into it.
Ring Magnet[2] Attract Rings:[2] Attracts nearby Rings.
Mine[2] Homing Mine:[2] Shoots a mine that homes in on the opponent and bursts on impact. Proximity Mine:[2] Drops a homing mine that bursts when the opponent runs into it.
Oil Slick[2] Oil Dripper:[2] Shoots a blob of oil that will cause the opponent to slip if they are within range. Oily Puddle:[2] Drops a puddle of oil that will cause the opponent to slip if they run into it.
Wind[2] Trailing Twister:[2] Shoots a tornado that swoops the opponent into the air. Drop Twister:[2] Drops a tornado that swoops the opponent into the air if they run into it.

Trivia

  • The Fire Shield Power-Up has a similar function to the Shield power-up from most other games in the Sonic the Hedgehog series except that the effect is temporary.

References


Main article | Scripts (Sonic, Tails, Knuckles, Rouge, Shadow, Metal Sonic, Silver, Espio) | Staff | Gallery