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

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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

Sonic the Fighters Review

*Review based on Sonic the Fighters’ release as part of Sonic Gems Collection for the Nintendo GameCube*

Because of the wild popularity of the series in its early years, Sonic the Hedgehog still gets frequent comparisons to Super Mario. But it’s an unfair comparison, really. While Mario has had an unrivaled longevity, still releasing “best games ever” thirty years on, Sonic went the path of The Simpsons. That is to say, it sticks around because of its early quality and appeal, but it’s overstayed its welcome, and has been bad far longer than it was ever good.

But Sonic’s issues didn’t happen all at once, and even in the franchise’s heyday in the 90s, the series made some notable missteps. Among the biggest of these missteps was Sonic the Fighters, which was not only the first Sonic fighting game, but also the first 3D title starring the blue hedgehog.

Released in arcades in 1996, the concept of Sonic the Fighters wasn’t doomed from the start. The series has plenty of colorful, distinct characters that could be translated into the fighter genre. But Sonic the Fighters fails the concept at every turn. Elsewhere, Mario spent his ’96 revolutionizing 3D gaming with Super Mario 64 and starring in one of the best Role-Playing games of all time in Super Mario RPG. Suffice to say, even back then, it was easy to see where the war between Mario and Sonic was going.

The biggest issue with Sonic the Fighters is how insanely rudimentary it is. This is as bare bones as a 3D fighting game gets. Moves consist of basic punches and kicks, which can be combined with directional inputs and pressed repeatedly for simplistic combos. But these aren’t the refined combos of Street Fighter, not even close. There is no depth to the combat of Sonic the Fighters, and the game ends up feeling like little more than chaotic button-mashing. There is no thinking to the gameplay whatsoever.

The one novelty the game tries to bring to the genre is that, in place of standard blocking, characters have barriers. Barriers can’t withstand too many hits, and if all of your barriers break, you are defenseless, and need to get a few hits on your opponent in order to build your barriers back up. It’s a decent idea in theory, but because the execution of the game is so utterly mindless, you can basically just mash the punching button ad nauseam to wear out your opponent’s barriers and continue doing the same until you get a knockout. This is a fighter as thoughtless as it is basic.

“You might know everything I’m going to do, but that’s not going to help you, since I know everything you’re going to do! Strange, isn’t it?!”

Sonic the Fighters even lacks depth in its gameplay modes, with only the standard single player arcade mode and two-player versus being available. The arcade mode sees players go through the eight characters on the playable roster, before facing off against Metal Sonic and Dr. Eggman (the former being ridiculously cheap and can take you out in three hits, while the latter is hilariously easy). Aside from the unfair Metal Sonic, the enemy AI is as mindless as the game itself. And you should really only subject a friend to the two-player versus mode if you both have a great sense of humor about these things.

The character selection includes the obvious choices of Sonic, Tails, Knuckles and Amy, but also throws in more obscure Sonic characters in Espio the Chameleon from Knuckles Chaotix, and Knack the Weasel (here called ‘Fang the Sniper’) from Sonic Triple Trouble. Meanwhile, two new characters were introduced in Bark the Polar Bear and Bean the Dynamite (who is in fact a bird. No, I don’t understand the name, either). Humorously, the two characters introduced here who were never seen again feel more in line with the look and feel of the Sonic franchise than the countless goofy animals who were introduced to the series later on and stuck around to this day.

“I have to applaud the fun animations. But not much else.”

If there’s any plus side to Sonic the Fighters, it’s in the visuals. Obviously, the game isn’t pretty by today’s standards, but the ‘early 3D fighter’ look here is complimented by the cartoony characters of the Sonic universe, giving Sonic the Fighters a visual charm that similar 3D fighters of the time like Virtual Fighter simply don’t have. This is hit home by the fun visual gags of characters getting squished and stretched like Looney Tunes characters when struck.

That’s about all the positives I can give Sonic the Fighters though. The game itself is just too thoughtless in both the bare minimum nature of its ideas, and their sloppy and chaotic execution. I wish I were exaggerating when I say Sonic the Fighters is so bad, it makes Street Fighter the Movie (the Game) look like Super Smash Bros. Ultimate by comparison.

Sonic the Fighters was an early example of Sonic lacking in the adaptability and timeless appeal of Mario. But there is a silver lining in this dark cloud. Sonic would eventually find himself in a stellar fighting game… once he joined Mario and company in the Super Smash Bros. series.

 

2