201 - 203 of 203 Works in Game: Sonic Generations
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Summary
When he finds out that Sega lost the Console War, Classic Sonic is about to turn into Super Sonic and go berserk. He is stopped by a version of Sonic from Sonic CD, who is stuck in the Miracle Planet's time loop after the events of the game. Classic and Modern Sonic are given training in responsible time travel, but they are interrupted when it turns out that another Sonic, trapped inside the Miracle Planet's Bad Future, has gone insane and laid a trap for Classic Sonic. A sequel to 'Playing Columns on the Walls of Jericho'.
Series
- Part 2 of Consequences of Time Travel
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Summary
Eggman's exploits in Sonic Generations have landed him in the frozen north, dressed inadequately for the weather and miles from civilization. He reflects on the landscape, its history, and his own in what he believes to be his final hours, but when he is offered salvation, can he take it? For LiteraryFanFiction's "Cold" and "Winter" prompt.
- Language:
- English
- Words:
- 496
- Chapters:
- 1/1
- Kudos:
- 20
- Hits:
- 307
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Playing Columns on the Walls of Jericho by The_Exile
Fandoms: Sonic the Hedgehog - All Media Types
14 Jan 2014
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Summary
Modern Sonic can't hide it from him forever; Classic Sonic knows that something is very wrong with the future of their world. When he learns about the fall of Sega, Classic Sonic takes it very badly and Modern Sonic cannot move fast enough to protect innocents from the consequences.
Series
- Part 1 of Consequences of Time Travel
