After nearly three decades, Sonic the Hedgehog finally has his first outing on the big screen. To celebrate the occasion, I figured I’d write at least a few thing relating to the speedy blue hedgehog.
Let’s start with an obvious choice: the top 5 Sonic the Hedgehog characters! The Sonic series is has introduced many, many characters over the years (too many), and while making a full-on top 10 list would have been nice, this is Sonic the Hedgehog we’re talking about. So let’s settle for five.
Keep in mind that, for my list, I’m only including characters from the games. While Sonic has branched off into other media which introduced characters of their own, I’m a bit of a purest when it comes to making lists like this. Since Sonic the Hedgehog is first and foremost a video game franchise, we’re only counting the video game characters.
Without further ado, let’s see who are the best of the best Sonic the Hedgehog characters!
*Review based on Sonic R’s release as part of Sonic Gems Collection on Nintendo GameCube*
Despite being the “fastest thing alive,” Sonic has always been playing a game of catch up with Super Mario since day one. Despite Sonic’s early titles and a handful of the blue blur’s other adventures over the years achieving their own sense of timelessness, Sonic never did catch up with Mario. If there is one genre that seemed like Sonic would, by default, have the upper hand on Mario, it would be the racing genre. Sonic is a character built around his speed. Taking the series and adapting it into a racing game seems like it should have had minimal bumps in the translation.
Which is why it’s both dumbfounding and hilarious that Sonic R – the first Sonic racing game on a home console – is an utter disaster, and one of the worst games Sonic has ever appeared in (and boy, is that saying something).
Depressingly, Sonic R was the only exclusive Sonic game released on the Sega Saturn, with the two other Saturn Sonics, Sonic 3D Blast and Sonic Jam, being a port and a compilation of the Genesis Sonic titles, respectively. Although the Saturn was otherwise a stellar and underrated console (possibly my personal favorite from Sega), the fact that Sega’s biggest franchise only managed to pop out this turd of a game on the Saturn may have had something to do with the console’s short lifespan in the midst of the Sony Playstation and Nintendo 64.
As stated, Sonic R was a racing game starring characters from the Sonic the Hedgehog series. Unlike other Sonic racing games that would follow, most of the characters run on foot. That may sound like it makes sense, since Sonic can run at the speed of light, and Knuckles and Tails are inexplicably just as fast (and, bizarrely, Dr. Robotnik has continuously outrun the blue hedgehog). But it ends up having disastrous results, as developer Traveller’s Tales apparently had no idea how to implement the traction and physics of running characters.
As soon as a race begins, it’s an absolute mess of game design. Your character reaches top speed instantly, while turning your character feels like a herculean feat of strength. As you can imagine, this makes Sonic R’s sense of control nothing short of abysmal. Amy Rose (who drives a car) and the unlockable Dr. Robotnik (who pilots his hovercraft…again, despite outrunning Sonic on numerous occasions) control marginally better, but that’s not saying much.
To make matters worse, the game as a whole just feels unfinished. You’ll often run through objects, get stuck in the scenery, or get magnetized to walls. The entire game feels like one big glitch. Combine that with the hellish controls, and Sonic R is downright agonizing to play.
Even the graphics are a drizzling mess. Okay, so most early 3D games aren’t exactly pretty to look at these days, but other Saturn titles – such as Nights Into Dreams or the 3D overworld of Sonic Jam – still have a lively look about them. Sonic R, by contrast, often looks like one massive blur of colors. It’s all too easy to go off track during a race because you can’t tell where you are and aren’t supposed to go.
It’s not just technical and graphical sins that Sonic R is guilty of, but even on a creative level, the game falls utterly flat. Sonic R boasts a grand total of five courses to race on, none of which are memorable. And the only modes to speak of are Grand Prix (which is a single race) and Time Trials (with Versus races just being two-player Grand Prix).
Compare that to Super Mario Kart on Super Nintendo. Released five year earlier on less advanced hardware, Super Mario Kart boasted twenty racetracks, five races in one or two player Grand Prix, one-on-one Versus races, and its iconic Battle Mode which featured four maps of its own. And while Sonic R may have more characters available than Super Mario Kart did – along with Sonic, Tails, Knuckles, Amy and Robotnik, you can also unlock robot versions of each character (sans Amy) as well as Super Sonic – each race here can only have five participants at a time, as opposed to Super Mario Kart’s eight. And while the characters in Mario Kart had differences in things like weight and acceleration, the characters of Sonic R often have unfair advantages over others (Robotnik can simply hover over bodies of water, which are entirely detrimental to Sonic and friends). In both concepts and execution, Sonic R feels greatly underdeveloped.
If I had to give credit to any of Sonic R’s ideas, it’s that it had an interesting attempt at adding an exploration element into the mix. As in the classic Sonic games, rings are scattered about everywhere, with their purpose this time around being unlocking doors that lead to shortcuts and hidden items. Each of the four starting stages houses one or two Chaos Emeralds, and five Sonic Coins.
If you nab the Chaos Emeralds and claim first place, you get to keep the emeralds (which is much easier than it sounds, as the AI is so slow you can take your time hunting down these items and still end up lapping them). Collect every Chaos Emerald to unlock Super Sonic. Meanwhile, if you can collect all five coins on a stage in a single race, and get in at least third place, you’ll race one of the robot doppelgängers. Beat the metallic lookalike in their race and you unlock them. And for the curious, the fifth stage is unlocked simply by claiming first place in the four starting stages, with Robotnik being unlock upon victory in said secret stage.
But Diddy Kong Racing this is not. While these hidden goodies sound enticing in theory, the utterly chaotic, unfinished nature of the game itself makes their addition mean nothing. It’s like having sprinkles without the ice cream. And the implementation of these items is so half-assed anyway that you can unlock everything in about a half hour.
Some variety in the racetracks is attempted by means of having different aesthetic settings for the courses (such as nighttime or winter, the latter of which freezing water), but they ultimately have a minimal effect on the gameplay, and only serve as an outdated showcase of the Saturn’s graphical capabilities. Apparently there wasn’t enough time to design more levels or polish the gameplay, but at least the developers found time to add rain effects to the courses.
The one element of Sonic R that I will admit is enjoyable is the music. Now, it isn’t genuinely awesome music as in the Genesis Sonic games. Rather, Sonic R’s soundtrack is when the music of the series began to enter “so bad it’s good” territories. Each race track comes equipped with a cheesy theme song with surprisingly high production values (a la the early seasons of the Pokemon dub) that may give you a bit of earworm.
Sonic R was a bad game in its day, and its lack of quality has only been magnified in the years since its 1997 release. To say Sonic R failed at being a Mario Kart killer is a gross understatement. At the very least, Sonic can take solace knowing that he eventually found himself in one of the better Mario Kart clones in Sonic and Sega All-Stars Racing and its sequel. But the damage done by Sonic R was so great that it took Sonic and friends a good, long while before they reached that point (and even when they did, they were still ultimately not Mario Kart).
It’s hard to imagine how a Sonic racing game could go wrong, let alone this wrong. But Sonic R is indeed one of the worst racing games of all time.
*Review based on Sonic the Hedgehog: Triple Trouble’s release as part of the Sonic Gems Collection on Nintendo GameCube*
Sonic the Hedgehog: Triple Trouble was the first Sonic platformer released exclusively on the Sega Game Gear handheld system. Prior handheld Sonic titles were based on the Genesis games, like the Game Gear versions of Sonic the Hedgehog 1 and 2, or were simultaneously developed for the Sega Master System, like Triple Trouble’s own predecessor, Sonic Chaos. While those games all felt like “Sonic Lite,” Triple Trouble actually made a decently successful attempt at replicating the look and feel of the Genesis titles. While there are moments of fun to be had with Sonic the Hedgehog: Triple Trouble, it ultimately suffers the same fate as many early translations of classic franchises onto handheld systems, with the limitations of the hardware holding it back, and ensuring that the experience has aged poorly.
Triple Trouble gets its name from the fact that it boasts three antagonists: the big bad of course being Dr. Ivo Robotnik, who is joined once again by Knuckles the Echidna (who is being mind controlled by the good doctor this time around, as opposed to manipulated by him). The third villain in this triumvirate is Nack the Weasel, a treasure hunter who is after the Chaos Emeralds for his own desires. Admittedly, Nack is one of the better “not Robotnik” villains of the series, so it’s a shame that after his debut outing, he made sporadic appearances for a couple of years before being dropped from the series.
The game is a platformer very much in line with the Genesis Sonic games. Players can play as either Sonic or Tails as they collect rings, zoom through stages, and try to track down the Chaos Emeralds in the game’s bonus areas. Though Sonic is the star of the show, Tails is the more ideal character, as his ability to fly for a brief time makes it much easier for him to scour the stages for all their hidden goodies. Especially since the hardware limitations rob Sonic (and Tails) of some momentum when on foot, making the series’ trademark sense of speed feeling clunky. Going through loops becomes a pain pretty quickly because of it.
The level design is nothing special, but isn’t necessarily bad, either. Again, Triple Trouble did a pretty decent job at translating the Sonic gameplay to a handheld for the time. But this was the time in which the convenience of handheld gaming came with the price of sacrificing some quality, and the limitations do begin to show up pretty quickly through the repetitious stages and the lack of new elements for the series.
Their are five worlds total (strangely, only one of which boasts the series usual moniker of “zone”), with each consisting of two stages and a boss level. The stages themselves are pretty straightforward, though gaining all of the Chaos Emeralds (of which there are only five this time) is a bit more difficult, perhaps more so than it needs to be.
As usual, you have to hold onto fifty rings before you can enter a bonus area. While the Genesis titles had Sonic enter the bonus areas through the convenience of checkpoints or giant rings, here the bonus areas are found by breaking hidden monitors with a picture of an emerald on them (much like the monitors that hold the series’ power-ups). Not only are these small monitors easy to miss, but if you accidentally break one while holding less than fifty rings, it won’t do anything, thus wasting an opportunity to get an emerald.
If you do have fifty or more rings and break the monitor, however, you can enter one of two different bonus zones: the odd-numbered emeralds take Sonic and Tails to labyrinths they have to navigate to find the emerald, and sometimes end with a fight against Nack. The even-numbered emeralds see our heroes pilot a plane in a 3D environment where, similar to the bonus stages of Sonic 2, they must collect a set number of rings that fly from the background to the foreground while avoiding bombs.
The former category just end up being too confusing, which may not be a problem if you had more chances to claim the emeralds. Meanwhile, the latter category feel like sloppy versions of Sonic 2’s bonus games, with the rings and bombs not being visible until you’re pretty much right on top of them.
Graphically, the game actually looks pretty impressive. Triple Trouble doesn’t quite capture the timeless look of the Genesis Sonic games, but it comes closer than it has any right to. Unfortunately, the same cannot be said for the music, which comes nowhere near the memorable tunes of the Genesis titles.
Released in 1994, Sonic the Hedgehog: Triple Trouble was decent for what it was at the time. If you were on the go, but still wanted to play a Sonic the Hedgehog title, Triple Trouble came as close to possible to providing the classic Sonic experience on the go. But like Super Mario Land, Triple Trouble just hasn’t aged well. The awkward momentum of the characters, combined with the tedious nature of finding the Chaos Emeralds, and the general lack of newness or challenge for the series makes the already short adventure that much less noteworthy.
Sonic the Hedgehog: Triple Trouble wasn’t bad per se. It’s just very much a product of its time, and not a particularly memorable one at that.
To say that Sonic the Hedgehog has had a rough history ever since he made the transition into 3D is more than a little bit of an understatement. From games that were decent in their day but aged horribly (Sonic Adventure) to flat-out stinkers (Sonic Boom: The Rise of Lyric), Sonic has become something of a joke.
It finally seemed like Sonic the Hedgehog would make his triumphant return to greatness in 2017. Not only did the series receive a new, 16-bit sidescroller in the form of Sonic Mania, but it also received something of a follow-up to 2011’s Sonic Generations, one the few 3D entries the series could be proud of.
When Sonic Mania was released during the Summer, it really seemed like this was to be the year of the hedgehog, as Sonic Mania captured the very essence of Sonic’s best outings and created a fun and creative successor to the Genesis titles we’ve all waited over two decades for. But alas, despite being the “fastest thing alive,” Sonic just can’t seem to keep his momentum. All the good will established through Mania has seemingly run straight into a brick wall with Sonic Forces, a title whose potential seems continuously squandered through a rushed, unpolished execution.
Like Generations, Sonic Forces looks to combine both 2D and 3D Sonic gameplay. As in the 2011 game, players take control of either pot-bellied “Classic Sonic” whose stages are strictly 2D, or the trying-way-too-hard-to-be-cool Modern Sonic, whose stages switch between a 2D and 3D perspective.
Modern Sonic is equipped with a homing attack, which really only makes things feel like mindless button-mashing, since you just have to repeatedly hit the button to blast through enemies who can’t do anything against it. What really hurts Modern Sonic’s stages, however, are the sections that have Sonic blasting through a stage in 3D perspectives, largely because you can’t make out what’s in front of you until you crash into it. You’d be surprised just how often you slam into a robot and lose rings because you thought it was a speed booster, and many of the deaths you’ll encounter feel more attributed to an inability to see what’s ahead, as opposed to player error.
It should come as no surprise that Classic Sonic’s stages are the highlight of the game. Classic Sonic retains the “drop dash” from Sonic Mania, though he doesn’t control as smoothly as his recent 16-bit counterpart. Classic Sonic’s stages benefit from the 2D perspective and actually being able to see what’s in Sonic’s path, but better still is that you actually feel like you’re doing something more than pushing forward and spamming the homing attack. The Classic Sonic stages may not stack up to anything from Sonic Mania (or even Generations, for that matter), but at least they actually feel like there’s something to them.
But wait a minute, a third playable character joins the Sonics this time around, in the form of the player’s own created avatar. Yes, it appears as though Sega has been paying attention to the countless, eye-rolling Sonic OCs on Deviantart, and has given players the ability to make their characters (somewhat) canon. You can choose a species for your avatar (including hedgehogs, dogs, cats, wolves, and others), select different eyes, gloves, shoes, etc. The character customization is somewhat limited, but you gain more customizable items by performing well in the stages and meeting certain requirements.
Though the prospect of playing as your own character actually had some potential to add a new twist to Sonic gameplay, the levels in which you play as your avatar are perhaps the weakest of the lot. Instead of customizing abilities to make your avatar actually feel like a Sonic character, your avatar is instead equipped with a grappling hook and a weapon, the latter of which can be swapped out in between levels with any other weapons you’ve managed to unlock.
This is where things start to go off the rails. These abilities just aren’t fun. The hook basically works like a stiffer version of Modern Sonic’s homing attack, while all the weapons are just overpowered moves that you can just spam on mindless enemies who stand in place and pose no real threat.
The avatar stages play closer to Modern Sonic’s, which means they also suffer from annoying perspectives in 3D sections. What’s all the worse is that even the 2D sections with the avatar get muddled with how small your character often ends up on the screen. And when clunky wall-jumping mechanics are suddenly introduced late in the game, it brings whatever fun the avatar stages had to a dead stop.
One of the worst aspects of Sonic Forces is its plot. Somehow, Dr. Eggman from the Modern Sonic dimension has found the Phantom Ruby from Sonic Mania, and has used its power to create a super being called Infinite. The ruby – and subsequently, Infinite – possesses the ability to alter reality, being able to create replicas of past Sonic villains Shadow the hedgehog, Metal Sonic, Chaos and Zavok (and no one else apparently, as Infinite just keeps recycling those four).
Anyway, Infinite defeats Sonic the Hedgehog in battle, and the famous blue hedgehog is believed to be dead by his friends (before his survival is unceremoniously revealed on the map screen…yeah). Turns out Sonic’s been captured, and in is absence, Dr. Eggman has finally succeeded in taking over the world. Knuckles now leads the resistance against Dr. Eggman, and has recruited the small army of goofy animal characters that have been introduced to the series over the years (not that most of these characters even matter, seeing as they only ever seem to show up to, well, show up). The player’s avatar is the “rookie” of the resistance, and Classic Sonic shows up after being sucked into a wormhole in Sonic Mania. Together, the resistance plans to rescue Sonic, defeat Eggman’s forces, stop Infinite, and bring freedom back to their planet.
The plot is just far too serious for its own good. There was a time when Sonic games being more story heavy was at least a novel concept, but the plots of the series have become something of a bad joke with how cheesy and forced they are, and Sonic Forces might be one of the worst offenders. I don’t have a problem with serious storylines, but considering this is a series about a cartoon hedgehog who runs really fast and fights robots, seeing it trying to be so serious and edgy really just makes it feel silly. It is possible to make meaningful stories with cartoony characters, but trying to turn Sonic the Hedgehog into something so dramatic just doesn’t work.
Sonic Forces isn’t all bad, however. Along with the Classic Sonic stages bringing some fun to the table (though also reminding you that you could be playing Sonic Mania), the game looks great visually, and its musical score is actually quite good (just turn the volume down a bit when it comes to the vocal tracks). But whenever Sonic Forces starts to look like it’s getting better, it ends up stumbling and wasting its potential. Along with all the gameplay fumbles, the level design is nothing special, and the boss fights are particularly unmemorable (just catch up to them and spam that homing attack some more).
Sonic has certainly been in worse games than this. But Sonic Forces showcases many of the attributes that have lead to the series’ drastic fall from grace. And seeing as it’s coming off the heels of the exceptional Sonic Mania, the shortcomings of Forces are only magnified all the more.
If given some extra development time and polish, Sonic Forces could have been pretty good. As it is, well… it’s a 3D Sonic game.
It feels so good to be able to say that again, but it’s finally happened. Sonic the Hedgehog now has a new title to his name that lives up to the series’ most iconic entries on the Sega Genesis! In fact, I might even go so far as to say that Sonic Mania outdoes them.
Back in 1991, Sonic the Hedgehog hit the gaming scene, and quickly became a video game icon. Sonic was to be Sega’s answer to Nintendo’s Mario, and indeed, for a few years, Sonic was even more popular than Nintendo’s famous plumber.
But it was not to last. While Sonic’s first several outings on the Sega Genesis (and its add-ons) are still highly revered even today, what he’s done since then has been a little less consistent. Mario proved to be a jack of all trades, seamlessly making the jump to 3D with Super Mario 64, transitioning into other genres with the likes of Super Mario Kart and Super Mario RPG, and still producing some of the best titles in gaming decades later with the likes of Super Mario Galaxy. Sonic, on the other hand, felt lost in time.
Though Sonic initially looked poised to replicate Mario’s versatility, the series would soon lose its footing. There wasn’t a proper Sonic title to be had on the Sega Saturn (and that console’s would-be Mario Kart, Sonic R, was a bit of a disaster), and though the Sonic Adventure titles on the Dreamcast were praised in their day, time hasn’t been kind to them, exposing utterly chaotic camerawork and more than a few notable technical issues. After that, Sonic became a multiplatform series once Sega went the third-party route, and things didn’t ease up for the blue blur.
During these years, Sega would try all kinds of experiments with their mascot. Some of these experiments worked to a degree, while others were all-time lows for the series. In many cases, it seemed like the Sonic franchise just leached its way onto anything, and that the developers at Sega would rather be making something else entirely (quite literally in the case of the infamous “Sonic the Hedgehog ’06”).
Whatever Sonic games that did shine during this time were those that played closest to the Genesis playbook, with Sonic Colors and Generations becoming fan favorites. Though sometimes Sega could get carried away with the nostalgia card, with the two episodes of “Sonic the Hedgehog 4” feeling like watered down, clunky versions of the classic template.
But now, we have Sonic Mania, and it’s a thing of beauty.
Released as part of an extended 25th anniversary celebration to the franchise, Sonic Mania is perhaps a better gift to the series and its fans than they could have even asked for. Sonic Mania is everything Sonic should be.
Though Sonic Mania is published by Sega, its development team consists of notable members of the Sonic fan-game community. The game was helmed by Christian Whitehead, who was famously recruited by Sega to port a number of the classic Sonic titles to mobile platforms, and teamed by PagodaWest and Headcanon, who have a few Sonic fan-games to their resume.
I’m not sure whether it’s poetic or ironic that it literally took the fans to create the best Sonic game in over two decades, but the end results prove that Sonic Mania truly is a labor of love by people who love the franchise, for people who love the franchise.
First there are the obvious connections to the Genesis classics; the 16-bit visuals and character sprites make the game feel like a proud follow-up to Sonic’s initial outings, albeit taking advantage of modern hardware to make for some dazzling effects that weren’t possible back in the day. Additionally, the majority of Sonic Mania’s “Zones” are new versions of those found in Sonics 1, 2 and 3, Sonic & Knuckles, and Sonic CD. Some such “remixed” Zones even use the templates of their original forms, but with some new additions and tweaks, so that even when Sonic Mania is at its most comfortably familiar, it’s still full of surprises.
For example, the game begins in Sonic the Hedgehog’s Green Hill Zone. While that first-ever level of the franchise has been countlessly recreated in recent years, it’s never been done so poetically as it is here. The Green Hill Zone begins almost identically to how it did back in 1991, until suddenly you notice one of Sonic 3’s magnetic shields in place of Sonic 1’s standard force field, and the corkscrew loops from Sonic 2’s Emerald Hill Zone are at play. Alterations such as this are just the tip of the ice burg, as Sonic Mania is constantly finding ways to reinvent what we know about Sonic’s past.
That’s not to say Sonic Mania is simply falling back on nostalgia, however, as it also includes level design that is entirely its own. Along with a few brand new Zones unique to Mania, the second “act” within the returning zones are less remixed, and more built from the ground up. Sonic Mania really is the perfect marriage of the old and the new for the franchise.
The gameplay is, once again, Sonic at its purest (and best) form. Players can select Sonic, Tails or Knuckles, each with their own abilities (Sonic is fastest and now has a “Drop Dash” move to keep momentum after jumping, while Tails can temporarily fly and Knuckles being able to glide and climb up walls). You’ll run through stages collecting rings, which once again work as a kind of health system (get hit and you lose your rings, get hit without rings and you’re dead). You can collect the aforementioned force fields and shields from Sonic 3 (magnet shields pull in rings and grant a double jump, fire shields give a charging attack and can burn through certain obstacles, and bubble shields allow you to breath under water and jump higher). There’s also a new power-up in the form of blue rings, which are something like a ‘ring insurance.’ The blue rings will make sure that, the next time Sonic gets hit, he can still reclaim every last ring he held by clumping them together in a few giant rings. The blue ring may not sound like much, but in those times when you make a little mistake that would have otherwise cost you hundreds of rings, it becomes a godsend.
Of course, it wouldn’t be a 16-bit Sonic title without some 3D bonus stages. If you can reach a checkpoint with twenty-five rings secured, you can jump into a halo above said checkpoint and play a new version of Sonic the Hedgehog 3’s famous Blue Sphere mini-games (and yes, they’re as hard as ever). Should you complete a Blue Sphere mini-game, you are rewarded with bonuses such as new game modes and unlockable content.
But Sonic Mania once again goes beyond the call of duty by including a second such bonus stage, this one brand new (albeit inspired by Sonic CD). If you can find a giant ring hidden in a stage, you are transported to one of these new bonus stages, where Sonic (or Knuckles or Tails) have to catch up to a UFO to claim a Chaos Emerald. These bonus stages have you collecting blue spheres to pick up speed to reach the UFO, while also gathering rings to put more time on the clock, all while being presented in Sega Saturn-inspired visuals.
Another iconic attribute of the Sonic games were the soundtracks. And good heavens, does Sonic Mania deliver on that front. Once again the creation of a series fan (Tee Lopes, famous for covers of various Sonic tracks), the soundtrack to Sonic Mania includes stellar remixes from Sonic’s past (each returning zone gets a different remix for both of its acts), while the brand new tracks are more than worthy successors to the franchise’s legendary music. Though the soundtrack takes most of its cues from Sonic CD – which up to this point had the best soundtrack in the series, hands down – it also feels distinctly its own. It may even be my favorite gaming soundtrack of 2017 and, yes, it may even top Sonic CD for the title of “best Sonic music ever.”
If I had to nitpick anything about Sonic Mania (and you’d have to nitpick to have anything negative to say), it’s that some of the obstacles in the Flying Battery Zone feel a bit unruly and hard to predict, which lead to more than a few accidental fumbles; and the Hydrocity Zone can be a little on the confusing side. But again, any complaints to be had are minor.
Sonic Mania obviously plays the nostalgia card, it is so much more than simply a trip down Hedgehog memory lane. This is exactly the kind of sequel the franchise has been begging for for two decades, and the kind of Sonic experience Sega has tried to create themselves in the past, but couldn’t quite get right (Sonic Generations was probably their best attempt). This is the classic Sonic gameplay we all know and love, but it’s also smarter than the games that inspired it. The level designs – which contain so many alternate routes and introduce so many new gameplay gimmicks that they never lose a shred of their charm – are arguably the deepest in the series, and even have a Mario sense of exploration about them to track down their every last secret. And the boss fights are, bar none, the most consistently entertaining in the franchise. No matter how difficult (or easy) the boss fights got, they all provided something new and left their mark.
Sonic Mania is the game fans have waited ever so patiently for. It’s so lovingly crafted, and so well executed, that it may actually have you forgetting about Sonic’s missteps over the years and make you feel like the series never slowed down. From the obvious homages to the most esoteric of references, Sonic Mania oozes an unmistakeable love for all things Sonic (well, all the good things), and lives up to the very best games the blue hedgehog has ever starred in.
If Sonic Mania is anything to go by, then Sonic has finally returned, and in such fashion that it feels like he never left.
Sonic the Hedgehog was once one of the most revered names in all of gaming, right alongside the likes of Super Mario and The Legend of Zelda. Though his transition into 3D began a downward spiral for the blue blur, with only a small handful of decent titles amid armies of mediocre and flat-out bad games. But no matter what Sonic’s status may be now, his original 2D outings on the Sega Genesis remain immensely fun even today.
There is perhaps no more beloved Sonic game than Sonic the Hedgehog 2, which took its predecessor’s foundations, added a good deal of polish, innovations and new elements, and provided what may still be the definitive Sonic the Hedgehog experience.
Sonic 2 retains the same basic setup as the first game. It’s a 2D platformer that sees Sonic zip through stages and collecting rings (the equivalent of Mario’s coins, which also work as Sonic’s health), with each world (called “zones” here) ending with a fight against the evil Dr. Robotnik, who is capturing animals and turning them into robots. It sounds pretty straightforward, but Sonic the Hedgehog 2 is so well executed that it ranks as one of the most fun 2D platformers ever made.
New elements were introduced here, the most notable being Miles “Tails” Prower, Sonic’s two-tailed fox sidekick. Tails’ inclusion lead to the addition of multiplayer to the Sonic experience. A second player could aid Sonic in getting through the main game, or a split-screen competitive mode allowed for Sonic and Tails to race through select stages against one another.
Another big addition to the gameplay was Sonic’s spindash move, which allowed Sonic to curl into a ball and blast off at top speed without the lengthy build-up. It’s a simple enough move, but it ends up being an integral aspect of the gameplay, and the Sonic formula was all the better for its inclusion.
The power-ups are few, but useful, and are found within TV monitors. The speed shoes make Sonic go even faster than normal, the force field gives Sonic an additional hit (an invaluable asset when trying to stock up on rings), and invincibility is self-explanatory.
The levels themselves are where Sonic 2 shows its true brilliance. The level design builds on that found in the original, with stages featuring multiple paths, leaving players to find the quickest way to the finish line or taking their time to collect rings and best the bonus stages.
Most of the zones contain two acts (stages) each, as opposed to the first game’s three. But there are twice as many zones here, and the stages are bigger and more intricate in Sonic 2, so it’s a fair trade.
There’s a wide amount of variety to be found within the zones. The first zone, called the Emerald Hill Zone, is close in aesthetics to the iconic Green Hill Zone of the first game, which eases players in. But after that, you’re immediately thrown into the Chemical Plant Zone, where Sonic and Tails must avoid drowning in poisonous liquids. There’s also the Casino Night Zone, which sends Sonic bouncing all over the place like a pinball, along with several other creative game worlds.
As great as the level design is, there are a few annoying instances that seem to work against Sonic’s trademark speed. Namely, the Aquatic Ruins Zone includes a number of enemies that pop out of walls, or are obstructed by the foreground, which means if you aren’t taking note, you have a good chance of losing your hard-earned rings. Though this may not be as bad as it sounds, as it does mean there’s more to Sonic than simply running fast.
The graphics are nice and colorful, and are a notable improvement over the original game. But the best aesthetic highlight is its soundtrack, which easily ranks as one of the best of the 16-bit era. There’s not a bad track in the whole lot.
Sonic 2 also continued the series’ trend of including some pretty standout bonus stages. If Sonic manages to hold on to at least 50 rings when he reaches a checkpoint, a halo of stars will surround said checkpoint. If Sonic jumps into the stars, he is teleported to a bonus stage.
Though these bonus stages aren’t quite as trippy as those found in the original, they are more notable for their usage of 3D visuals, and are probably more fun than their predecessors. These stages see Sonic and Tails running through a halfpipe and collecting rings, all while avoiding bombs. If Sonic and Tails manage to snag the required number of rings, they are awarded with a Chaos Emerald. If you can collect all seven emeralds, you unlock the ability to transform into Super Sonic!
While these bonus stages are fun, the early 3D can be a little straining on the eyes, and it can be difficult to see when rings or bombs are approaching until they’re right on top of you. Perhaps a bigger drawback is that if you’re playing solo with both Sonic and Tails (the game’s default option), Tails follows right behind Sonic, but is delayed in following his movements. There is a small benefit to this, since Tails can collect some of the rings you may have missed, but it also proves detrimental, since you’re more likely to fail the bonus stages due to Tails running headfirst into a bomb and losing rings than you are from losing due to your own miscalculation. You do have the option of just playing as Sonic or Tails on the title screen, but if you play in the default setting, be prepared to start hating Tails.
Another downside to these bonus stages is that, whether win or lose, all of the rings you had before reaching the checkpoint are gone. Granted, the rings respawn on the stage, but considering you are awarded with an extra life for every one-hundred rings you manage to hold onto, you’re often left having to pick and choose between taking your chance with the bonus stage, or just waiting to get an extra life.
It’s not a huge complaint, but certainly a questionable design choice that adds a little annoyance to an otherwise stellar game. Still, I suppose it’s a small price to pay for such great level design, music and control (16-bit Sonic was arguably the best controlling non-Nintendo platforming star).
It may also be a little frustrating to know that there’s no save feature in the game. On the bright side, Sonic 2 isn’t incredibly long, so it isn’t exactly necessary. But it is pretty difficult later on, so you may lament that a save feature wasn’t included in the series until Sonic 3 (though this only applies to the original Genesis version. Sonic 2’s countless re-releases have fixed this issue).
In case Sonic the Hedgehog 2 wasn’t satisfying enough as it is, if you happen to own the later Sonic & Knuckles (whether it be a fellow Genesis cartridge, an additional downloaded copy, or a fellow inclusion in one of the many Sonic compilations), you can combine it with Sonic 2 to play through the entire game as Knuckles!
Playing “Knuckles the Echidna in Sonic the Hedgehog 2” works as a fun alternative to the normal game, and is basically the retro equivalent of Shovel Knight’s different character campaigns. Though the stages remain the same when playing as Knuckles, the red echidna’s gliding and wall-climbing abilities mean there are different ways to tackle the stages.
Perhaps better still, when playing the Knuckles campaign, the aforementioned issues with the bonus stages are rectified. For one thing, you don’t have Tails running into the bombs. More importantly, the checkpoints save the number of rings you had when you touched them, so when you finish (or lose) the bonus stage or die, you come back with all of your rings.
Sadly, these improvements come with one caveat: Knuckles doesn’t control as well as Sonic. That’s not to say Knuckles controls poorly by any means, but Sonic actually comes surprisingly close to capturing the fluidity of Mario’s movements. Knuckles doesn’t quite reach that same level, as his jumps aren’t as high and he’s slower to gain momentum. Not to mention you may often end up gliding when you’re trying to bounce off an enemy, which can be detrimental during some boss fights.
Still, any complaints to be had with Sonic 2 are ultimately minor. Sonic the Hedgehog 2 improved on its predecessor in virtually every way, and defined the Sonic formula to such a high degree that it’s still widely seen as the pinnacle of the series. Sonic the Hedgehog 3 and Sonic & Knuckles may have been bigger, but only Sonic CD has equalled Sonic 2 in terms of creativity. But in regards to sheer “Sonic-ness,” Sonic the Hedgehog 2 is still the series’ finest moment.
There has been no series in all of gaming that has fallen so far from grace than Sonic the Hedgehog. Once one of the most iconic video game characters who would often draw comparisons to Super Mario, Sonic has become little more than the butt of a joke. A lingering entity that – despite releasing a slew of games so bad that a single one of them would kill most franchises – survives solely due to his hopelessly loyal and increasingly bizarre fanbase.
With this said, Sonic has somehow, beyond all expectations, still provided a small handful of good games in between his many misses. Sonic Colors and Generations are often cited as the blue blur’s last quality titles, while the Sonic Advance games kept the spirit of the Genesis classics alive on the GameBoy Advance in a time when the hedgehog’s console outings were floundering. Somewhere in between Sonic Advance and Generations were the Sonic Rush titles on the Nintendo DS, which followed-up Advance’s take on making the old formula new again. Though the original Sonic Rush may show a bit of age, it’s still head and shoulders above what Sonic has been starring in lately.
Like the Sonics of old, Sonic Rush plays from a 2D perspective, though the characters are displayed with 3D models. Players can take control of either Sonic himself or Blaze the Cat, who was introduced here and comes from another dimension.
Players still run at super fast speeds through seven different zones, each consisting of two acts and a boss fight (which switch to 3D perspectives at times). While Blaze combats Sonic’s usual foe Dr. Eggman in order to obtain “Sol Emeralds” (her world’s equivalent of the Chaos Emeralds), Sonic faces off against Dr. Eggman Nega, who also hails from the parallel dimension.
Though both Sonic and Blaze tackle the same sets of levels, they go through them in a different order, and have slight differences in gameplay. Sonic is of course the faster of the two and has a homing attack, while Blaze can jump higher, can survive longer under water, and has a short glide. Both characters also play out different parts of the story, and completing both, as well as obtaining all the Chaos Emeralds, unlocks a final challenge.
The usual Sonic gameplay returns, with rings to collect, loops to run through, and various obstacles and enemies to overcome. The game makes great use of the DS’ two screens, with the levels being featured on both and the player crossing from the top screen to bottom and back again seamlessly.
The game retains some elements introduced in the Sonic Advance sequels, such as a grading system after a player finishes each act in a zone. Players are graded by how quickly they beat a level as well as their performance.
Another additional feature is the “Tension Gauge,” which players can fill up by defeating enemies and performing tricks in midair. Filling the gauge allows players to perform greater boosts of speed, which take out enemies with ease and allow you to finish the level faster, thus increasing your grade.
Sonic gets an additional bonus with the Tension Gauge, however. When playing as Sonic, the player can grab onto various metal orbs found throughout the levels. If you have enough of the Tension Gauge filled up, Sonic can boost while holding these orbs to teleport to the special stages, where he can find the Chaos Emeralds.
The special stages work like those from Sonic the Hedgehog 2, with Sonic moving through a tubular track in a 3D perspective to collect rings and avoid traps. The special stages are played exclusively on the bottom screen and make good use of the touch controls. Using the stylus to control Sonic in the special stages may sound gimmicky, but it actually works, with Sonic moving alongside the stylus’ movement smoothly.
While the special stages can be fun (if difficult), it’s a shame that they’re exclusive to Sonic. Blaze just comes across the Sol Emeralds as part of her story, but the player actually has to work harder and delve deeper to find the Chaos Emeralds for Sonic. It makes Blaze’s introduction feel more superfluous than it would already be, considering she’s around the 300th unnecessary animal character added to the series. Why add the second character if they don’t have as much to do as the series regular?
Another problem arises in the levels themselves. Most of the stages are easy enough, but there are a number of areas where the stages actually work against the idea of going fast. Some people criticize the Sonic series for having moments that pretty much play themselves, but that wasn’t really true of the Genesis games, which had a good balance of fast-paced action and more strategic moments that let the player know when to slow down. That balance isn’t found here, and you’ll often find yourself simply zipping through a stage, collecting every ring and defeating every enemy with little to no effort, and suddenly falling into a bottomless pit. The level structure is certainly better than what Sonic is seeing today, but Sonic Rush has too many cheap moments that have the player moving fast, and then seemingly punishing them for doing so.
While the levels are mostly easy outside of those cheap moments, the game takes an unnecessary leap in difficulty with the boss fights. I’m not exaggerating when I say I got two game overs on the first boss alone. Despite most of the boss’ patterns being easy to predict, one of his moves sweeps Sonic off-stage if you fail to leap over it (sometimes repeatedly and at increased speed), effectively killing you in one hit. And that’s just the first boss! Granted, the easy level/difficult boss ratio isn’t as grossly imbalanced as it would be in Sonic the Hedgehog 4: Episode 2, but the fact that it’s there at all is a pain.
The decade since Sonic Rush’s original release has exposed some great flaws and inconsistencies with the game. But at the very least, its heart was in the right place. While so many modern Sonic games feel like the last thing they want to be is a Sonic game, Sonic Rush recreates much of the charm the series was built on. Though it’s flawed, Sonic Rush may leave you wondering why Sega seems incapable of making more games like this. With some extra polish and dedication, Sega could take this formula and rightfully revive the Sonic franchise.