Went through 3 more zones.
- Launch Base Zone: This was actually really fun, expected a lot of bull**** for it being the big halfway point but I was pleasantly surprised. The music was also mad catchy. The bosses were super easy, like the rest of them so far. It's weird. Big Arm's theme is good though. I also like the "season finale" feel this has.
- Mushroom Valley/Hill Zone: I have a lot of memories with this one. That's because when I was a kid who had Sonic Mega Collection, S&K was the game I played the most... alongside 3D Blast, for some reason (never made it past Flying Battery). Anyways, this was a nice twist on the usual grassy zone, gives it a nice "season 2 start" feel. Music is good as always.
- Sandopolis Zone: Oookay, so this wasn't as bad as people had told me... But that doesn't mean it was great either. Like, damn, did they really have to cram every annoying platform trope into this one zone? Act 1 was pretty standard, Act 2 is where it gets ****y. A looping segment (that, I thankfully, did not get stuck in), switches to open doors that close after a couple seconds, gotta make sure the light doesn't go out or else ghosts are gonna snipe my *** and then there's a dumb floor rising part and--can we talk about that for a second? What's with Sonic 3 and these stupid-*** segments? Hydrocity did it, Marble Garden did it and now Sandopolis did it. They're not fun and they usually just kill the pacing more than anything else. On top of that the bosses here were piss easy, the Act 1 mini boss is particularly insulting.
Other than that, got 4 Chaos Emeralds and 1 Super Emerald. I'm pretty sure my ticket to the best ending is gone. One day I'll git gud at Blue Sphere, today is not that day.
Still really enjoying the game, even if Sandopolis is dumb.