Sonic the Hedgehog 3 Turns 30!

Well, now I really feel old. Because here’s one of the earliest games I can remember being super hyped about before release, and it turns thirty years old today. It’s Sonic the Hedgehog 3!

Back in the early 1990s, Sonic the Hedgehog was the coolest guy around (briefly surpassing Mario in popularity). The original 1991 game instantly made the character an icon, but 1992’s Sonic the Hedgehog 2 is the game that elevated the series into something timeless. This put the hype for Sonic the Hedgehog 3 on a whole other level.

Sonic the Hedgehog 3 was going to be the biggest game of its time. It became so big, in fact, that it wasn’t going to meet its planned release date, and the game had to be split in two (the second half of the game, Sonic & Knuckles, was released later in the same year, and featured unique “lock-on technology” to connect it with Sonic 3, and even Sonic 2).

Sonic the Hedgehog 3 was released first in the US on February 2nd of 1994 (Groundhog Day, which Sega dubbed “Hedgehog Day”), and would release in other regions shortly thereafter. The game took everything that made Sonic 2 so good, and expanded on it. More zones, bigger boss fights, the series’ most iconic bonus stages (blue spheres!), an awesome snowboarding section, and the introduction of a rival character for Sonic in the form of Knuckles the Echidna. And for the first time in the series, Sonic 3 featured a save feature (which really does help it stand the test of time above its predecessors). To this day, Sonic the Hedgehog 3 puts up an argument to being the best entry in the beloved series (though Sonic Mania might have something to say about that).

Sega themselves seem to be celebrating the anniversary, making a number of announcements regarding the upcoming 2024 film Sonic the Hedgehog 3, including the return of Jim Carrey as my main man Dr. Ivo Robotnik!

It’s hard to believe it’s been thirty years since that fateful ‘Hedgehog Day’ that gave Sega fans possibly their biggest moment ever. Here’s hoping Sonic can replicate this game’s greatness again in the future.

Happy 30th Anniversary, Sonic the Hedgehog 3! And Happy 30th ‘birthday’ Knuckles!

Sonic the Hedgehog 2 Review

Sonic the Hedgehog 2 is the best video game movie ever made. I know, that’s not exactly a high hurdle to jump, but rest assured it was intended as a compliment without a hint of irony.

The past few years have seen video game movies give more of an effort to be, y’know, good. 2019’s Detective Pikachu, and 2021’s Mortal Kombat reboot were both solid movies that, despite their flaws, were enjoyable and paid respect to their source material. Although the Uncharted movie released just a few months ago may have missed the mark, it still at least gave an effort. The best of this recent resurgence of video game movies was 2020’s Sonic the Hedgehog, which – along with the original 1995 Mortal Kombat film – was probably one of the top two video game movies. But Sonic the Hedgehog 2 betters its predecessor both as a movie, and as a love letter to the video games that inspired it, creating the first great video game movie.

Some film snobs may take offense to that statement. But as someone who can appreciate the value of a little thing called fun, I will happily tell you that Sonic the Hedgehog 2 delivers just that, and in spades. It’s great fun. Tremendous fun.

The story here is that the titular Sonic the Hedgehog (Ben Schwartz) has settled into his new home in the small town of Green Hills, Montana with Sherrif Tom Wachowski (James Marsden) and his wife Maddie (Tika Sumpter). Trying to find his place in the world, Sonic has been doing some moonlighting as a crime-fighter, but is a bit reckless and sloppy at it. Tom thinks Sonic needs to learn to be more responsible before he can become a hero, and leaves Sonic in charge of the house as a test in responsibility, while he and Maddie go to Hawaii for Maddie’s sister’s wedding.

Naturally, this is when things go wrong. Dr. Ivo Robotnik (Jim Carrey) has managed to escape his isolation on the mushroom planet with the help of Knuckles the Echidna (Idris Elba). Knuckles wishes to retrieve the Master Emerald – an artifact of infinite power once protected by the Echidnas – to honor the legacy of his tribe, and believes Sonic knows of the Emerald and its location. Robotnik, of course, is merely using Knuckles to claim the Emerald for himself (with revenge on Sonic being a nice bonus).

While Knuckles’ strength and Robotnik’s intelligence are too much for Sonic to handle alone, the blue hedgehog gets a partner of his own in the form of Miles “Tails” Prower (Colleen O’Shaughnessey), a two-tailed fox who idolizes Sonic after tracking the events of the first film. And so the race to find the Master Emerald is on, pitting Sonic and Tails against Knuckles and Dr. Robotnik.

As any longtime Sonic fan could tell you, despite the film being called Sonic the Hedgehog 2, the plot is actually based on the video games Sonic the Hedgehog 3 and Sonic & Knuckles. There are some alterations that may upset overly literal fans (Knuckles trying to find the Master Emerald as opposed to already being its guardian, for example), but the movie can’t be exactly the same as the games. As someone whose formative years coincided with those of the Sonic franchise, I was constantly delighted by Sonic the Hedgehog 2’s faithfulness to the video games (which doesn’t simply feel like fanservice, but a genuine love for the series itself).

While I really enjoy the first Sonic film, it does in retrospect feel like it compromised a bit, playing like a 90s-style family comedy with Sonic, Robotnik and a few elements of the series sprinkled throughout. But now that it proved a success, it really feels like the gloves are off for this sequel, and it’s allowed to be a full-blooded, true blue Sonic the Hedgehog movie. Not only do we have the additions of Knuckles and Tails (the latter admittedly showed up mid-credits in the first film), and Jim Carrey actually looking like Robotnik now (as opposed to Jim Carrey with a mustache), but you also have the storyline from the games, and countless references, winks and nods to the series throughout. And not just references to the games, but even the old cartoons and comic books as well.

“The front for Dr. Robotnik’s continued operations is a coffee shop called “The Mean Bean.” Now THAT is a reference.”

The funny thing is that Sonic the Hedgehog 2 is, in many ways, truer to the video games than the games themselves have been for a very long time (exception being Sonic Mania). This is particularly true of the four core characters of the franchise: Sonic himself is wonderfully realized both in animation (we’ve come a long way from that first trailer for the original movie) and in Schwartz’s vocals, while Jim Carrey’s Dr. Robotnik (my favorite movie villain of the past few years) is still a show-stealer. The addition of Tails (and O’Shaughnessey) adds some extra heart to the proceedings. And importantly, I feel like the film (and Idris Elba) have redeemed Knuckles as a character, resurrecting his badass strength and determination (while still bringing humor out of his naivety) after the games demoted him to the bumbling doofus of the series once Shadow the Hedgehog pointlessly stole his role as Sonic’s rival two decades ago.

That’s not to say that Sonic 2 is exclusively for the hardcore crowd, and left fans of the first movie out in the cold. Something I greatly appreciated about Sonic the Hedgehog 2 was how it performs a balancing act between being a fantasy adventure more in line with the games and still having the family comedy vibe of the first film.

I was concerned that the newfound fanservice may have meant the characters introduced in the first film would be swept under the rug and awkwardly forgotten. But if anything, those characters now feel more important to the overall Sonic mythology. Characters like Maddie’s sister Rachel (Natasha Rothwell), Green Hills’ dimwitted deputy Wade Whipple (Adam Pally) and Robotnik’s thankless assistant Stone (Lee Majdoub) now have bigger parts in the story. And while Tails is now at his rightful place by Sonic’s side, Tom and Maddie play a new role in the story as Sonic’s surrogate parents.

This is where Sonic the Hedgehog 2 actually surprised me. In the first film, Tom basically played an older brother role to Sonic, trying to keep the hedgehog’s juvenile antics in check. But now Sonic has to learn to be more responsible, as he’s now playing the role of big brother to Tails. Not only does this lead to some genuinely heartwarming moments, but it also cleverly builds on the characters, their relationships, and what they learned in the first film. Wow. I can honestly say I didn’t expect Sonic 2 to be the kind of sequel that would connect and grow the narrative of the first film. So that was a pleasant surprise.

I admit, there are a few moments where the film does lose some of its balance with its aforementioned two halves, which results in some pacing issues (including one scene that resolves a subplot that goes on a bit long, entertaining though the scene may be). But for the most part, Sonic the Hedgehog 2 succeeds in being both an organic follow-up to the original film while also being a more faithful adaptation of the games.

Sonic the Hedgehog 2 retains the sense of humor of the first movie (including some nice callbacks to that film’s best gags without simply repeating them), which apparently hasn’t sat well with some fans (who probably take the series a little too seriously). But I personally find it to be good family comedy that reminds me of the old Sonic cartoons from my youth. I’d rather see the Sonic series be intentionally goofy like these movies over unintentionally hilarious like the more “serious” and cinematic games in the series ended up being. And it’s just nice to see a blockbuster in this day and age that doesn’t simply use the same brand of humor that Marvel has been utilizing for way too long now.

It isn’t all jokes though. While Sonic 2 shares its predecessor’s humor, it completely outshines it with action sequences. Again, the first Sonic film felt a little restrained, which was echoed in its action scenes. They were fun, but small-scale and sparse. Sonic the Hedgehog 2, however, seems to (once again) take inspiration from the games for its action set pieces, resulting in a more satisfying action movie. Though the finale may feel a bit too close to that of a Marvel movie (so Sonic avoided that pitfall in one area, but not another).

There’s a lot to love about Sonic the Hedgehog 2, even if you aren’t overly familiar with the games. But it does feel – more so than any video game movie before it – like it rewards fans of the franchise. This may sound like the biggest cliche, but watching Sonic the Hedgehog 2 honestly made me feel like a kid again. Not just because of the (often deep cut) callbacks and references, but because of its honest-to-goodness love of the series it’s adapting. A lot of franchises these days are suffering because the people behind the camera are using said franchises to promote themselves, as opposed to coming from a place of love for the material. So it’s nice to see a series give back to its fans for a change, instead of taking from them.

I will admit (without spoiling anything), the mid-credits teaser has me a bit concerned for the future direction of these Sonic movies (as does Jim Carrey’s talks of possible retirement, since he’s now as vital to these movies as Dr. Robotnik himself is to the series as a whole). But we’ll cross that bridge when we come to it.

For now, let’s all appreciate this moment, and enjoy Sonic the Hedgehog 2. The first great video game movie.

8

Sonic the Hedgehog Turns 30! (And Nintendo 64 Turns 25!)

It’s been thirty years to the day that the original Sonic the Hedgehog game was released on the Sega Genesis, with its titular hedgehog instantly becoming a gaming icon. It also gave us one of gaming’s greatest foes in Dr. Ivo “Eggman” Robotnik.

The Sonic series has had a colorful history, to say the least. For every classic it’s produced, it’s had one or two disappointments, and even flat-out stinkers. For every Sonic 2, there was a Sonic Boom. For every Sonic CD, a Sonic: The Fighters. For every Sonic Colors, a Sonic ’06. Heck, even Sonic Mania – the best game the series saw in decades – was followed-up mere months later by the incompetent Sonic Forces (as if Sega took offense to Mania’s warm reception and goodwill, and made Sonic Forces out of spite). It’s a testament to the enduring appeal of Sonic himself that no matter how low the actual games got, Sonic remained an icon.

Sonic has made a name for himself outside of video games as well, starring in more animated series and comic books than any other video game character, and as recently as 2020 had his own actually-pretty-good movie (with a sequel on the way). It’s safe to say Sonic isn’t going anywhere, and nor should he.

Happy 30th birthday, Sonic the Hedgehog (and Robotnik too)!

That’s not the only video game anniversary today, though. June 23rd also marks the anniversary of the Nintendo 64, which launched in Japan on this day in 1996.

The Nintendo 64 is one of Nintendo’s best consoles in an historical sense, if maybe not in the timeless sense like the Super Nintendo. That is to say, the Nintendo 64 marked a pivotal moment in gaming history, and many of its games were great for the time, but only a few small handfuls of them have withstood the test of time (namely those with Mario, Zelda and Banjo in the title).

Of course, the Nintendo 64’s unique place in history as being the first real 3D console gives it a special kind of nostalgia (the Playstation and Saturn added 3D games as they went, but the N64 was built with them in mind, in case you thought I forgot about them). It was something completely different from the consoles that came before it, and just about every console since has built on what it started. Of course, being such a pioneer in gaming means that much of the N64’s library feels unpolished today, but you have to start somewhere. And the stuff that has held up on the N64, has held up surprisingly well.

So a fellow happy 25th birthday to the Nintendo 64!

Now if you’ll excuse me, I’m going to go play some Sonic the Hedgehog and Mario Party. Or maybe I’ll meet down the middle and play some Sonic Shuffle… No. I won’t play Sonic Shuffle.

Sonic and the Black Knight Review

Sonic and the Black Knight is the 2009, Wii-exclusive semi-sequel to Sonic and the Secret Rings, which together comprise the “Sonic Storybook series.” Whereas Secret Rings took the famous blue hedgehog to the world of Arabian Nights, Black Knight transports Sonic to the world of King Arthur. Though Sonic and the Black Knight is a considerable improvement over Secret Rings (not that that’s saying much), the fact that this ‘storybook’ sub-series was ended after two installments is probably an indication that it didn’t exactly turn the series into a winning formula.

The scenario is basically the same here as it was in Secret Rings: Sonic is transported to another world, in this case the aforementioned King Arthur stories (which are more legend than storybook, but who’s keeping track?). Sonic is summoned by a wizard named Merlina (Merlin’s a girl here because why not?). An evil sword has possessed King Arthur himself, who has now become the infamous Black Knight, and is turning the kingdom to chaos. With the hero of her world now its big villain, Merlina summons a hero from another world to save the day, and that hero just so happens to be Sonic.

So the story is basically the same, but I like the added detail that Sonic just happened to be the hero who was summoned, and that it could have potentially been someone else, as opposed to Secret Rings which had the oddly-specific prophesy of a blue hedgehog being required to save the storybook world. And I like that Sonic is just saving the storybook world here, no “the bad guy will eventually try to escape into Sonic’s world” nonsense.

In regards to gameplay, Sonic and the Black Knight utilizes a similar setup to its predecessor, but with some much-appreciated improvements. For starters, Sonic no longer runs forward automatically. Though the levels are still comprised of long, linear tracks that seem to allow an inconsistent freedom of movement (it’s almost like Sonic is better suited to 2D or something), the fact that the player actually has to move Sonic this time around is already a plus. In addition, jumping works by simply hitting the corresponding button (the ‘A’ button this time around, as Black Knight uses the Wii remote and nunchuck combo). No more holding the button to get Sonic to stop, and releasing it for him to take to the air. You push the button, and Sonic jumps. Beautiful.

The big difference here is that Sonic now wields a sword! Hey, it could be worse, they could have given a Sonic character a gun and had them say minor swears like “damn” in an attempt to be edgy. But I digress.

The sword is used by swinging the Wii remote, though the motion of the player’s movement isn’t matched by Sonic, making it closer to Twilight Princess’s swordplay than Skyward Sword’s admittedly underrated motion controls (though comparing Sonic and the Black Knight to Twilight Princess at all is being exceptionally generous on my part). The sword doesn’t add a whole lot of newness to the traditional 3D Sonic gameplay, but it’s decent. Certainly better than whatever Secret Rings was doing with the start-stop homing attacks.

Most stages see Sonic simply going from point A to point B, but some levels feature more unique objectives, like defeating a certain number of enemies or rescuing a certain amount of captured civilians before you reach the goal. These add a marginal amount of variety, but nothing really substantial. The one objective I really did not like, however, involves Sonic having to give some of his rings to the aforementioned civilians. You have to get Sonic so close just to talk to them, and then you have to press one, two or three buttons that appear on-screen, all in a split second. It’s not too bad, but usually these missions have only just barely enough opportunities to give away your rings that, if you fail even one, you’re probably going to fail the mission. It also doesn’t help that the game fails to tell you about how this “mini-game” works (the description I gave above is more than the game feels the need to explain). So when the first time I gave someone rings I needed to press the A button, I assumed that’s all there was to it. So when I instinctively pressed the A button several other times and failed to give the civilian my rings, I was baffled why it didn’t work. Again, it’s not overly difficult or cryptic, but if you’re going to make a mini-game out of something so simple, maybe you should communicate that with the player? Just a thought.

The game also features a kind of item system, where certain items will grant different bonuses when equipped. Like in Secret Rings, you can gain experience points after a stage, though here they are called “Identification Points” and are used to identify items you find within the stages (different items will cost different amounts of IP to “identify”). Once identified, you can equip the items by visiting the blacksmith (Tails) in between stages. It’s admittedly another improvement over Secret Rings, but like that game’s leveling system, it still feels like a missed opportunity to be something more.

Most of the bosses here are Sonic characters reworked into different knights of King Arthur (specifically Knuckles, Shadow and Blaze. I take it Robotnik didn’t want to be a part of another storybook entry). It’s here where the game really slips up. These boss fights are easy in a really bizarre way. Now, there’s nothing wrong with easy boss fights, but what we have here is a special case. You basically commence in a duel with the other Sonic characters, but it seems like there’s no real strategy to them. Knuckles and Shadow both kicked my ass, but I still managed to beat them both on my first try without any real timing or strategy with my swings. Blaze was a slightly more fleshed out fight, but nothing to write home about.

The “final” boss is King Arthur himself (and I put final in quotation marks because this is one of those games that pretends to have post-game content by simply putting the staff credits after a boss partway through the main story, as opposed to actually feeling like there’s more to do once the story is done). This fight is different, and is the one point of the game that’s frustratingly difficult. You chase King Arthur, who is mounted on a horse (in fact he’s on horseback even in cutscenes. Sega couldn’t afford to make a second character model for him I guess).

You have to catch up with King Arthur, despite the fact that Sonic is supposed to be able to run at the speed of sound (at least give me a reason why this horse is faster than Sonic. Even something like “it’s not Sonic’s world so he can’t use his powers to their fullest” would suffice). Once you slash one of the king’s projectiles back at him, you’ll get the energy needed to catch up to him. Once you do, you’re supposed to counter his slashes with slashes of your own, but that’s way easier said than done, because the timing is so quick and precise it makes the aforementioned ring-giving mini-game feel like a Metal Gear Solid cinematic. I kid you not, I had to redo this fight so many times that the next day my arm was sore from swinging it like a madman.

On the plus sides, Sonic and the Black Knight, like its predecessor, is a great looking Wii game that still looks great. It has that cheesy but somehow infectious music that 3D Sonic games are known for. And this game is mercifully shorter than Sonic and the Secret Rings. I completed Black Knight within two play sessions on the same day (or at least completed up to King Arthur, I saw those end credits and figured that was good enough for me to duck out).

Sonic and the Black Knight suffers from many of the same issues as Secret Rings, but just not as badly. Thankfully, the fact that the player actually controls Sonic this time around, and the fact that jumping works so simply make it a far more playable experience. It’s nothing special, and the years since have made it even less so. Perhaps there was some potential in this “Sonic Storybook” idea if it were allowed to continue, but it seems like Sega has long-since abandoned the concept. Though perhaps that’s for the best. After all, when the simple act of pressing A to jump can be considered a vast improvement, it doesn’t exactly say a whole lot for the series.

 

4

Sonic and the Secret Rings Review

The 2000s were not kind to Sonic the Hedgehog. After the discontinuation of the Dreamcast and the transition to a third-party, Sega seemed to try one experiment after another to try and make Sonic work in 3D. Among these experiments was a unique entry in the series for the Nintendo Wii that saw Sonic transported to the storybook world of Arabian Nights. Released for Nintendo’s motion-controlled sensation in 2007, Sonic and the Secret Rings was the result of Sega being unable to port the 2006 Sonic the Hedgehog title to Nintendo’s graphically weaker system (Nintendo dodged a bullet there). So they made a Wii exclusive in the Sonic series instead, one that would naturally take advantage of the Wii’s unique hardware.

The Wii got a lot of flack for its trademark motion controls, and while much of that was unwarranted (Nintendo consistently made it work for their own games), there was still that litter of third-party titles that almost seemed to force the motion controls into their gameplay, without having any idea of how to do it. And since we’re talking about a 3D Sonic game that isn’t Sonic Generations, well, I think you know where this is going.

As mentioned, Sonic and the Secret Rings sees Sonic transported to the world of Arabian Nights. A friendly genie named Shahra transports Sonic to the storybook world, as an evil genie named Erazor Djinn is conquering the world of the book, and if he gains control of the seven Secret Rings, he will become powerful enough to leave the book and conquer Sonic’s world. So Shahra has recruited Sonic – as an oddly specific prophecy foretells of a blue hedgehog from another world saving her own – to stop Erazor Djinn.

It’s an unspectacular plot, but the thing that always makes me scratch my head with plots like this is how they always emphasize that the villain of the ‘fictional world within the world’ plans to conquer the outside world in order for the hero to jump into action. Sure, it’s a storybook, but within the context of the game’s story, the people of the book are living beings, so why does Sonic’s world need to be in peril for him to take part? The only time this detail made any sense was with the Wario series, since Wario is supposed to be a greedy jerk only looking out for himself. But isn’t Sonic supposed to be heroic? So if these storybook characters are real within the game’s story, adding the additional threat to the hero’s world always seems weird to me.

Oh well, Sonic games aren’t known for quality storytelling, anyway. And all the change of setting really accomplishes is casting Sonic regulars as characters from Arabian Nights (Tails becomes Ali Baba, Knuckles is Sinbad, etc.). The important thing is how well does the game play?

Sadly, the answer is not very well…at all.

The game is controlled with the Wii remote held on its side, with Sonic himself running automatically, as if this were an on-rails game. Admittedly, putting Sonic in such a game isn’t the worst idea that’s been thrown at the famous blue hedgehog, but in execution Sonic and the Secret Rings continuously stumbles.

One of the main problems is jumping. Being a platforming action game, that is no small complaint. Pressing the Wii remote’s ‘1’ button doesn’t simply jump, but brings Sonic to a dead stop to charge up a jump, with Sonic only taking to the air when the button is released. In order to attack, Sonic has to be in midair, and the player must thrust the Wii remote forward once a target locks onto an enemy. And remember, all this while Sonic is automatically running forward. Suffice to say it feels really awkward.

Worse still is when Sonic comes to a dead end, and has to defeat a mid-boss or a horde of enemies to progress. In such instances, Sonic will run into the end of the road, with the player having to tilt the Wii remote backwards in order for Sonic to move back in return (which is easier said than done as Sonic seems to get glued to the wall) and even if you manage to get Sonic to move the way you want him to, the camera will still stubbornly stay in place. This quickly becomes a source of aggravation, to the point that you have to wonder if anyone at Sega bothered to test the game before releasing the finished product.

The controls are, simply put, an unmitigated disaster.

Sonic and the Secret Rings tries its hand at implementing RPG elements, with Sonic gaining experience points upon completion of a stage. Once Sonic gets enough experience points, he levels up, and Sonic can learn new abilities once he levels up or completes certain stages. It’s a fun idea in theory, but Sega even manages to drop the ball here.

Before beginning a stage, the player can select one of four customizable rings. As you level up, you can equip more abilities to a ring. The problem though, is why do you need more than one ring? If each ring had a limit to how many abilities you can equip to it, then it would make sense why you’d have to choose wisely at which ring to use at which time. But since all the rings level up with Sonic, and he can keep stacking one ability after another within the same ring, why do you even have to choose between the different rings?

Yet another issue with the game is its lack of communication with the player. For example, in one of the tutorials, the game wanted me to do a starting boost (thrusting the Wii remote forward during an opening countdown, similar to a racing game). I kept doing it exactly as the game told me, to no success. Eventually I had to look online and found out that the starting boost is an ability that needs to be equipped first! That’s kind of an important detail to leave out. Maybe inform the player that they need to unlock and equip this ability next time? Or maybe don’t let the player select that tutorial until they have the ability equipped? If something’s a part of an available tutorial, the player is going to assume they already have access to what they need for that tutorial.

If there are any redeeming qualities to Sonic and the Secret Rings, it’s in the aesthetics. Though the Wii was less graphically powerful than its contemporaries, Sonic and the Secret Rings was one of the rare Wii games that looked great in its day, without needing the caveat of “for a Wii game” to be added to the end of such a statement. And it still looks impressive, all things considered. The music is pretty good as well, though the game’s insistence on featuring its vocal theme song Seven Rings in Hand during every segment between stages is maybe a bit much.

In its day, Sonic and the Secret Rings was considered an ‘average’ outing for the Blue Blur. Though the years since its release have unraveled Sonic and the Secret Rings’s highlights and magnified its many shortcomings. The game largely feels like it plays itself, and when the player does have control, it feels so awkward and clunky it barely feels like you’re controlling it at all. To hammer things home, the very same year saw Mario star in an all-time great in Super Mario Galaxy on the very same platform. 2007, it seems, reflected the overall trajectory of Nintendo and Sega’s mascots.

 

3

Sonic the Hedgehog (2020 Film) Review

We seem to have entered a new age of video game movie, one in which the sub-genre isn’t doomed to suck. Sure, we may still be waiting for a truly great video game movie, but considering the horribly misguided 1993 Super Mario Bros. film – despite its countless faults – remained one of the more enjoyable video game to movie adaptations out there for a good, long while speaks volumes to the low standards of the genre. But now, we’re seeing some real effort going into these video game movies, efforts that are beginning to pay off both for fans of the games and as movies themselves. 2019 saw the release of the charming Detective Pikachu, and now 2020 has seen the release of the surprisingly entertaining theatrical debut of Sonic the Hedgehog.

It’s impossible to talk about this Sonic the Hedgehog feature without bringing up the fact that the film is released in 2020 because it was delayed from its initially planned late-2019 release due to Sonic having to be redesigned and reanimated, after the film’s initial trailer lead to widespread criticism and potential horror with the film’s original depiction of Sega’s iconic blue hedgehog.

You often hear people say how special effects “can’t save a film,” and while that’s mostly true, Sonic the Hedgehog is proof that, sometimes, the special effects can save a movie in their own way. Had this film kept its original design for Sonic, the movie simply wouldn’t have worked. Its namesake mascot would have been an unnerving, cringe-worthy ghoul. The character design would have distracted from any benefits the film may have otherwise had.

While one could make the argument that fans and social media have too much of a say-so in creative works these days, this proved to be an instance where listening to the fans was unquestionably the right call. Because the film opted to make Sonic look more cartoony and closer to his video game self, this Sonic the Hedgehog film dodged a bullet. As such, we can appreciate the (surprising amount of) merits the film does have. Sonic the Hedgehog still has its share of faults, mind you, but it’s a consistently entertaining feature that should also leave fans of the series happy.

In this adaptation of the video game series, Sonic (voiced by Ben Schwartz) is from another world (which looks suspiciously like the Green Hill Zone from the first game in the series, though it isn’t directly referred to as such). Sonic was born with the ability to run at the speed of sound, and a tribe of echidnas were always after his power (foreshadowing a character likely to appear in a sequel). Sonic had a protector in the form of an owl named Longclaw, but she could only protect Sonic for so long. Sonic, heeding Longclaw’s advice, uses some magic rings to travel to another world in hopes of escaping danger and living a free life (the rings here in the film work like the portals to bonus stages from the games, as opposed to the collectible items).

The world Sonic arrives in is (surprise) Earth. More specifically, he lands in the state of Montana, in a small town called Green Hills (there it is!). There, Sonic lives in secret for the next ten years, getting to know the town inside and out while the townspeople remain none the wiser (save for a conspiracist dubbed “Crazy Carl,” who tries to spread word of a ‘blue devil’ in the town). Sonic’s favorite denizens of Green Hills are Sheriff Thomas Wachowski (James Marsden) and his wife, Maddie (Tika Sumpter), whom Sonic likes to secretly watch movies with during their movie nights (if we weren’t talking about a blue cartoon hedgehog here, that would be pretty creepy).

After years of being isolated from any social contact, Sonic falls into something of a depression. He manages to find ways to cope like playing a baseball game against himself (using his super speed to play the different positions in the game). One day, Sonic takes things a little too far, and his power ends up causing a blackout throughout the Pacific Northwest. The US government can’t figure out the source of the outage, so they enlist a super genius roboticist by the name of Dr. Robotnik (Jim Carrey) to uncover the anomaly.

Sonic may be fast, but Robotnik proves too intelligent and crafty, and his machines are constantly on Sonic’s tail. Sonic takes refuge in Wachowski’s house, only to be discovered by Green Hills’ sheriff.  Unfortunately for Sonic, he startles Wachowski, who ends up tranquilizing the blue hedgehog, who then drops a ring that opens a portal to San Francisco (it’s a long story), and then accidentally drops the remainder of his rings into said portal before it closes.

With Robotnik’s machines tracking him down, and now absent of his rings to travel to a safer world, Sonic and Wachowski – and later Maddie – team up to try and stay one step ahead of Robotnik’s forces, get to San Francisco, and reclaim Sonic’s rings. All the while, Robotnik plans on capturing Sonic not so much for the government’s research so much as he wishes to use Sonic’s power to fuel his own machines.

The plot is appropriately simple, which was probably the best way to go. After all, it’s when the Sonic games began focusing more on storytelling that the series started to go off the rails. There are admittedly some flimsy elements to the plot, the most prominent of which being the film’s constant attempts to explain why Sonic needs help getting to San Francisco when he can run faster than any vehicle (“he doesn’t know the way,” “Thomas owes him for tranquilizing him” etc.).

The humor itself is admittedly where the older crowd might grow a bit weary. The film can at times be genuinely funny – particularly when Dr. Robotnik is on-screen, with Jim Carrey going “full 90s Jim Carrey” for the role – but other bits of humor in the film might fall flat on the adult crowd. Even some of the antics of Sonic himself might get a little tiresome. I get that he has endless energy, so Sonic’s constant commentary on every situation is perfectly in character, but I could live without Sonic doing the floss dance or a Sonic fart joke.

Sonic the Hedgehog is definitely a film aimed at younger audiences. That’s fine by me. Children deserve to have movies as much as anyone (if not more so), and again, Sonic was always at its best when it embraced its nature as a children’s series (notice the downward spiral the quality of games suffered once Shadow the Hedgehog showed up with his guns and swearing). Still, it would be nice if more of the humor of the film were a little less juvenile.

Otherwise, Sonic the Hedgehog is a consistently good time. Yes, a fully animated Sonic movie would be the ideal direction for the franchise, but considering how so many of these live-action adaptations of animated characters have turned out, it’s close to miraculous that Sonic the Hedgehog is as enjoyable as it is. James Marsden plays a good and charming straight man in contrast to Sonic’s antics, and it can’t be overstated how much of a highlight Jim Carrey’s take on Dr. Robotnik is (some fans may lament that for most of the film he simply looks like Jim Carrey with a mustache, but as the film goes on, he adopts more and more of his classic video game look).

Another aspect of the movie that I liked is that Sonic and Robotnik are the only characters from the games to be featured in the film. Again, the video game series was at its best when it kept things simple, so for the film to show restraint in its character inclusions (and exclusions) is admirable. After all, the very first Sonic game only featured Sonic and Robotnik as its primary cast, so it feels appropriate that they’re the only ones to make the jump to Sonic’s big screen debut. There are hints at Tails and Knuckles appearing in potential sequels (which seems likely now that the film is a success), but that feels like the right way to introduce them. Kind of funny how the Sonic the Hedgehog video games seem hellbent on adding more and more bloat with each new entry, while it’s the video game movie that gets it back on the right track.

Even with only two characters from the games, this Sonic the Hedgehog film still manages to squeeze in many a reference to the long-running series (and Sega in general). Whereas the 1993 Mario movie seemed to be Mario in name only, this very much feels like a love letter to the video game series on which it’s based. Perhaps the only downside in this area is that the only music from the games are a couple of remixes of the Green Hill Zone theme. It’s great to hear such a classic video game tune in a movie, but a few more tracks from the games really would have been icing on the cake (imagine Jim Carrey’s Dr. Robotnik descending in his hovercraft to the boss music from Sonic 1. That would have been delicious).

Maybe one day we’ll get a fully animated Sonic feature even while this series continues (after all, Spider-Man is currently in the MCU, his animated Spider-Verse version, and has spinoff characters like Venom getting their own separate movies. We live in a time when a movie franchise can be different series all at once). But again, as far as bringing an animated world into a live-action movie goes, Sonic the Hedgehog is definitely one of the best ones, and very likely the best video game movie made to date (that may not sound like much, but it’s intended as a compliment).

Between Sonic’s redesign, the profuse references to the video games, and Jim Carrey’s manic brilliance as Dr. Robotnik, Sonic the Hedgehog continues what Detective Pikachu started by crafting an enjoyable film that – unlike so many of history’s video game movies – doesn’t feel the slightest bit ashamed about its source material.

It may not be a great work of cinema, but I’m happy this Sonic the Hedgehog movie exists. Surely that counts for something?

 

7

Sonic R Review

*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.

“My eyes! The goggles do nothing!”

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.

“It should more appropriately say “We’re sorry you played.””

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.

“You’re winner!”

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.

 

2

Tails’ Adventure Review

*Review based on Tails’ Adventure’s release as part of Sonic Gems Collection on Nintendo GameCube*

The Sega Game Gear may not be the most remembered handheld of its day -being in the shadow of the wild success of Nintendo’s Game Boy – but it did have its moments. One of the more fun ideas to come out of the Game Gear was giving Sonic’s two-tailed fox sidekick Tails some games of his own. A duo of titles starring Tails were released on the Game Gear. One of those titles, Tails’ Skypatrol, was a bit of a disaster. The other, Tails’ Adventure, however, displays some fun ideas. And though the passage of time has worn Tails’ Adventure down a bit, its ambitions are still quite admirable.

While Skypatrol was an auto-scrolling flight game whose ideas never seemed to mesh together, Tails’ Adventure has a much clearer focus on what it wants to be.

Tails’ Adventure is a side scrolling platformer, but greatly deviates from the norms of Sonic games at the time. While Sonic’s platformers were focused on action and speed, Tails’ Adventure is much slower and built around exploration. To be more precise, Tails’ Adventure follows the Metroidvania route, with Tails progressively improving his abilities, and finding new items so he can access previously unaccessible areas.

At the start of the game, Tails’ only means of attack is throwing an endless supply of bombs at enemies (the game takes place before Tails met Sonic, and thus hasn’t yet learned the speed or spinning attacks from the blue blur). But you’ll quickly start finding more weapons and items hidden throughout the game’s stages. You’ll find ‘Super Gloves’ to lift heavy object, additional bomb types, a hammer for melee attacks, and a remote-controlled robot dog who can crawl in small spaces.

Once you gain new items and weapons, you’ll often have to revisit a previous level to see if there are any new paths you can find with the tools you’ve gained. Tails can only hold four of these items at a time, however, and in between stages, players have to return to Tails’ lab to choose which four items they want to bring with them.

Additionally, Tails can find the Chaos Emeralds, which essentially level up our two-tailed hero, RPG style. Rings still serve as health as they do in the Sonic games. But here the rings aren’t gathered and lost in bulk, but are more like hit points. At the start of the game, Tails has a maximum of ten hit points, with each Chaos Emerald claimed adding ten more to that maximum. Similarly, Tails retains his ability to fly by using his tails like a propellor, but can only do so as long as he has stamina. As you may have guessed, the Chaos Emeralds also add to Tails’ stamina bar.

It’s actually a pretty fun progression system. It adds a bit of depth to the experience and while simultaneously differentiating it from Sonic’s games, and still being simple enough to feel at home in a handheld game in the mid-90s. The concept may not be as refined as it is in Metroid or as it would be in Castlevania (being released in 1995, Tails’ Adventure predates Symphony of the Night by two years), but it’s fun and creative.

Sadly, as enticing as the game is in concept, much of its execution has felt the effects of aging.

As stated, the game is slower than Sonic’s outings, but Tails perhaps moves a bit too slowly, to the point that it makes the platforming a bit annoying (yes, you can usually fly from one platform to the next, but the game will often throw a wrench in that plan, like a strong gust of wind, to leave Tails reliant on traditional platforming). One item you get during the game are shoes to make you run faster. It sounds like the shoes would solve this issue, except they have to be equipped in the lab like the other items (thus taking up a spot for an item better suited for exploration), and still need to be selected to be used (meaning you can’t attack with them in use). Additionally, using the shoes has an awkward feel to it. Instead of just holding the action button to run while moving, you have to hit the action button at the same time you move for a quick burst of speed, but Tails won’t keep the momentum if he changes direction. It has a very clunky start-stop feel to it.

Other issues are typical design pitfalls: spikes or lava being placed just out of view, leading to some “leap of faith” moments. The boss fights are repetitious and uneventful. And it would be nice if the game gave some description of the items once you’ve claimed them (it took me a while to realize what the Super Glove did, as it does nothing unless there’s a liftable object right in front of you, with not even an audial or visual cue to let you know you’re pressing the action button in vain).

Perhaps the most unfortunate drawback of the game are the submarine stages. While most levels are played as Tails on foot (or in the air, as it were), others are played underwater as Tails pilots the “Sea-Fox.” Similar to the general gameplay, you get new weapons and enhancements for the submarine, but the constant stopping and switching between items feels out of place with the faster paced submarine sections. And to be blunt, the Sea-Fox levels just don’t seem as well thought out on the whole.

So many of its gameplay elements haven’t aged gracefully in execution, but that doesn’t mean they were inherently bad. Considering Tails’ Adventure was a handheld title in 1995, its emphasis on exploration and character progression are admirable. And given its hardware limitations, the game looks and sounds great. The visuals are on par with the Genesis Sonic titles, and while the soundtrack may not match Sonic’s ventures, it’s fun and catchy in its own right. Sure, it may stink that Tails still isn’t allowed to fight the same level of villains as Sonic, at least the antagonists this time around have a consistent theme (robot ducks!) and aren’t a random hodgepodge like in Skypatrol.

If you’re comparing it with many of the platformers and Metroidvanias that have been released in the two and a half decades since, it’s hard to say Tails’ Adventure stacks up. But its ambitions and ideas make it easy to respect and appreciate. Tails’ Adventure may not boast the timeless appeal of the Genesis Sonic games, but it’s a game that still deserves some applause in its own right. It’s actually a shame this was the end of the road for Tails, and he’d soon be relegated back to being Sonic’s player two forever more. If only  sequels were allowed to build on Tails’ Adventure’s foundation, Tails may be flying high right now.

 

5

Tails’ Skypatrol Review

*Review based on Tails’ Skypatrol’s release as part of Sonic Gems Collection for Nintendo GameCube*

There are plenty of bad games out there, but it takes a special kind of bad game to make me think “what the hell am I even doing?” while playing it. Tails’ Skypatrol is one such game. One of only two Sonic spinoff’s to star the blue blur’s sidekick, Tails (both of which were released on the Game Gear handheld), Skypatrol takes the two-tailed fox in a unique direction for the series. One that really didn’t pay off in any way, shape, or form.

On paper, Tails’ Skypatrol is a simple auto-scrolling flying game, in which Tails is constantly on the move, and players having to avoid obstacles in order to get to the end of the stage. It sounds simple enough, but actually playing the game proves to be a whole other beast entirely.

Seeing as Tails is now constantly in the air, he can no longer use his usual rolling attacks from the Sonic the Hedgehog games. Instead, Tails comes equipped with a ring which he can throw at enemies like a boomerang. Okay, so things still don’t sound too bad, but here’s where things get completely batty.

The stages are filled with items and obstacles which can help or hinder Tails, but he can only grab these items and obstacles while the ring is in his hand. If the ring is currently flung at an enemy, Tails can’t pick anything up or interact with objects around him.

There are more than a few issues with this approach, not least of which being that the game seems inconsistent in acknowledging when the ring is and isn’t in Tails’ hands. It seems like after the ring returns to Tails, there’s oftentimes an awkward window of time where Tails still can’t interact with things, but sometimes there isn’t. The game’s core mechanics are finicky and indecisive, which naturally makes for an aggravating experience.

This is made all the worse by the fact that if Tails makes contact with any wall or floor, he dies. It’s very reminiscent of Silver Surfer on NES in this regard, and every bit as annoying. The one thing that’s less frustrating here than in Silver Surfer is that enemy fire doesn’t immediately kill Tails (robot lasers aren’t as deadly as lightly bumping into a wall, apparently). Instead, when struck by an enemy, Tails will tumble to the floor. If he makes contact with the floor, he dies, but you can get your altitude back simply by pressing any button. Have you ever heard of a video game where you can prevent death simply by pressing a button?

Another price for getting hit by an enemy is that it takes away from Tails’ flight meter. If the flight meter runs out, Tails will crash to the floor and no amount of pressing a button will save him. What’s even worse, however, is that throwing the ring at enemies also uses some of the flight meter. And yes, the meter even depletes on its own over time.

You can refill the flight meter by grabbing candy. But guess what? The candy is found on the floor! So you’ll often die trying to get the candy because you bump into the floor while getting it. Do you think maybe, in a game in which the character is constantly flying and dies if they touch the ground, the healing items should have been floating in the air?!

I can at least respect what the developers were attempting with some of the game’s obstacles, but suffice to say the execution leaves a lot to be desired. Having Tails grab a heavy weight to fall fast before hitting a wall, or grabbing a balloon to slow his ascent, and things of that nature seem like they’d add to the auto-scrolling gameplay. But the atrocious level design completely takes away any positives these elements may have otherwise provided.

The level design is simply the final nail in the coffin of Tails’ Skypatrol. The game has a sadistic trial-and-error approach, and requires the player to lose repeatedly and simply memorize what’s ahead in order to make any progress. There are downright cheap tactics deployed at every turn, like flight refilling candy placed at a dead end, which you can’t tell is a dead end until it’s too late. There are objects to latch onto that sometimes help, and sometimes hinder Tails’ progress, so attempting them is a total gamble (even more so when you remember that Tails doesn’t always grab objects as he’s supposed to). And it’s often difficult to tell when a background or foreground object is there for decoration, or if Tails can crash into it and die. It’s all just one leap of faith after another until you have the brutality memorized.

“Seriously? That guy wouldn’t even be a good villain in a breakfast cereal commercial!”

Admittedly, the visuals were decent at the time, though the music is entirely forgettable. To add a cherry on top of it all, Tails isn’t even allowed to fight Dr. Robotnik’s forces. Instead, the villain is some generic witch and a trio of google-eyed animals. It’s like the developers went out of their way to make Tails look bad.

Poor Tails. Always in Sonic’s shadow, and when he finally gets the chance to shine, this is what he gets? Then again, perhaps Tails’ problems are his own doing. I mean, if simply bumping into a wall while flying can kill him, maybe Tails should just stop flying. And if that ring he’s holding can latch onto things to hinder him, maybe he should just drop the damn ring! Is he stupid or something?

 

2

Sonic the Hedgehog: Triple Trouble Review

*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.

 

4