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Gimmicks
Sonic Unleashed

Gimmicks

Learn about all Gimmicks in Sonic Unleashed, including Switches, Swing Poles, Springs, Dash Panels, Tightrope Rails, and Levers.

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Learn about all Gimmicks in Sonic Unleashed, including Switches, Swing Poles, Springs, Dash Panels, Tightrope Rails, and Levers.

Regular Gimmicks:

  • Switches: Buttons that activate something when touched. Some Step Switches require items to hold doors open. In Jungle Joyride Night Act 1 and Act 2, flower switches must be stepped on in a specific growth order.
  • Swing Poles: During the day, Sonic can Home Attack and swing across these; press A quickly as he won't spin forever. At night, Sonic can swing across multiple Swing Poles (see Grabbing with the Werehog Subsection).
  • Movable Crates: Sonic can move these to jump on top. At night, press B to grab and LT/RT to move them faster.

Hedgehog/Daytime Exclusive Gimmicks:

  • Springs: Red objects with a blue circle and yellow star that launch Sonic to other points. They can also be Home Attacked from a distance.
  • QTE Springs: Blue Springs that launch Sonic towards jump pads requiring a button press. If the pad has a button, press it each time. If it has a ?/Question mark, the QTE is random.
  • Dash Panels: Red devices that increase Sonic's speed in a specific direction. Some appear on Grind Rails.
  • Grind Rails: Rails Sonic grinds on to reach areas; each has a unique design.
  • Balloons: Sonic uses his Homing Attack on these to use them as stepping stones.
  • Ramps: Affect how high Sonic is launched based on whether he is Boosting when running over them.
  • QTE Ramps: White and yellow ramps triggering a QTE where 3+ buttons must be pressed for a higher path and more points. Incorrect presses lead to lower paths, traps, or bottomless pits.
  • Dash Rings: Large rings Sonic jumps through to be propelled in a direction.
  • Rainbow Rings: Multicolored Dash Rings that add 1000 points to the score the first time they are passed through.
  • Directional Launchers/Jump Selectors: Circular devices that send Sonic in a direction based on button presses. The A Button sends Sonic up, X sends him forward, and B sends him down. Not pressing a button causes Sonic to drop.
  • Spring Poles: Horizontal poles on walls Sonic bounces off to reach platforms, similar to Springs. Landing on the red part provides the highest bounce.
  • Stomp Switch: Lime green switches Sonic must Stomp on (requiring Stomping Shoes) to activate something.
  • Water Fountain: Found in Rooftop Run Day Act 1, these propel Sonic into the air like Springs.

Werehog/Nighttime Exclusive Gimmicks:

  • Tightrope Rails: Rails Sonic walks across. Some are grabbable, others have spikes, fall apart, or require balance. Sonic can hop across corners.
  • Balloon Switch: White balls on red poles with targets that must all be hit simultaneously to trigger something.
  • Levers: Switches Sonic the Werehog pulls by pressing B. Turntable levers require holding B and using the Left Analog Stick. Some levers may reset.
  • Target Switches: Found on walls, Sonic must throw enemies at them to activate platforms, primarily in Savannah Citadel Night Act 1.
  • Stone Keys and Alters: Sonic finds color-coded Stone Keys to place in matching Stone Alters to trigger events.
  • Side Poles: Used by Sonic to scale walls (see Grabbing with the Werehog Subsection).
  • Climb Poles: Poles Sonic can climb up and down (see Grabbing with the Werehog Subsection).

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