Showing posts with label Classic Sonic. Show all posts
Showing posts with label Classic Sonic. Show all posts

Monday, April 26, 2021

Sonic and Knuckles OST Review

  


Summary


I remembered the music of Sonic and Knuckles fondly. Lava Reef! Sandopolis! Death Egg! Even Mushroom Hill! Flying Battery and Sky Sanctuary were overrated, but good. Well Flying Battery, anyway.  

I've realized, though, that these songs just weren't made for headphones. Ones that I usually enjoyed in game like Sandopolis were annoying. And the main theme, ouch. No wonder people are praising Mania's garbage music, they crave the classics but use head phones! 


As a side note, with the exception of Lava Reef the acts don't seem very different from one another (unlike Sonic 3?).  


Best Song:  Lava Reef Act 1

Runner-Up (s): Lava Reef 2, Sandopolis 1, Flying Battery 1, Death Egg 1, Mushroom Hill 1/2, Credits, theme of Knux

Was there even any other choice? I don't care if it steals from an 80s song, it's a Sonic classic!

While 3 had Ice Cap, &K had this memorable, addictive synth-friendly song that made a difficult level as fun as possible.  


Worst Song: Sky Sanctuary

Runner Up (s): Title, Invincible, Ending

MAKE IT STOP. It's loud, high, annoying, harsh. Best thing is the dramatic drums. I hate to say it, but the crappy Generations version was somehow better. With this music and the fairly boring level design, I have no idea why it's a fan-favorite.  

 

Final Ranking: C


What can I say? It was not nearly as good as I remembered. Previously I didn't really think Sonic 3 was that much better, but I was wrong. Take out Lava Reef and it is pretty average. 

It has it's moments, but I'd rank it below Sonic 1, 2, and 3. 

Monday, April 5, 2021

Sonic Mega Collection/SMC Plus OST Review

  Summary


The music is really able to play on the nostalgia vibe while still being original. Except of the credits, the music is the same for Plus.  


Best Song: Manuals Theme

Runner-Up (s): Title, Intro, Main Menu, Credits (plus)

While all of the songs are made of nice combos, this particular one has a bit more of a dramatic part and sounds like it could be a Robotnik/Eggman base or something. Pretty cool.  


Worst Song: Credits (original)

Runner Up (s): Options/extras

It's kind of weird compared to the other ones. Not especially bad, but out of place. 


Final Ranking: D


Generally good, but boring. These themes were mostly created for looking at things or scrolling through possibilities, and it does a great job. It seems lamer, though, on its own. 

Monday, March 15, 2021

Sonic CD JP OST Review



Summary


Sonic CD had 2 soundtracks, but in 2011 they were united in the rerelease. The JP OST has a bigger reputation, but I prefer the US one. Often I listen to the two OSTs together because I like them both a lot and I made a playlist out of it. However, I found that just listening to the OST alone and not thinking too much about comparing the two (staying away from the comments section, lol), that I was able to enjoy the soundtrack a lot better. Even the boss theme, which always annoys me, did not seem too bad.

The quality for the CD music is much better than a normal genesis game, so they were able to try new things. The Japanese soundtrack goes for a dance-techno vibe, using voice samples and clips along with dish-scratching and sirens. 

To go with the time travel motif, there is a song for the past, present, and two optional futures (good and bad). The thing I noticed way back when I first started listening to this OST: the bad futures are way more addictive than the good futures. Not that the good futures are bad, but they can seem kind of overly happy while the BFs sound like a robot rebellion. I like that the past has more of a retro feel, and the present is not to be ignored. Very good for its time. 


Best Song: Metallic Madness BF

Runner-Up (s): Wacky Workbench (all), Palm Tree Panic (all), Tidal Tempest Present/GF, Quartz Quadrant GF, Metallic Madness GF, D.A. Garden/Little Planet, Final Fever, Special Stage, Speed Up 

This one is an old favorite of mine, and it still holds up. It's a panic-driven beat with drum bursts and creepy voices. 


Worst Song: Boss

Runner Up (s): Stardust Speedway BF, Quartz Quadrant BF, Collision Chaos BF

IT'S THE FUNKY SANTA CLAUS! INGOINGOINGO R-R-RED! 

Yes, this has not aged well. It's a mess of samples and just...does not sound good. It reeks of the 90s in the worst way.   


Best Vocal Song: Cosmic Eternity (Believe in Yourself)

Runner-Up (s): N/a

It's a pretty song with a nice long opening. As with both songs, I don't care for the male vocals, but at least in this one they feel like more of a compliment to the main, female singing. 


Worst Vocal Song: Sonic You Can Do Any Thing (Toot Toot Sonic Warrior)

Runner Up (s): N/a

I like this tune a lot. It's super catchy, has some power, and the song is cute. But the entire first 30 seconds, ugh. Sorry, I think the guy signing wrote it, but I wish it solely sung by Kieko Utoku.  


Final Ranking: A


I think it really beats a lot of the classic music out because it's a better quality and more complex. It is fun to listen to. Some of them are too 90s or just out of place/odd, but it's impressive in all.   

Monday, February 22, 2021

Sonic Mania Review



Summary

THE BEST-ahem. Let's not get ahead of ourselves. 


Gameplay and Controls


The gameplay is a lot like the classic games, even with different options for spinning styles. that being said, it's easy for anyone to pick up and play (though it will make you miss the simplicity of the ABC type of controller). 


Plot and Characters


I'm not really into the whole hard-boiled heavies thing. Pretty lame, honestly. 

While it would have been nice to add Amy maybe as an Easter Egg like Sonic Advance 2, the original games basically were Sonic, Tails, and Knuckles, so I'm content. 

I thought the Phantom Ruby thing was actually kind of annoying, here. Does this have an instruction manual? Where's my backstory?!


Level Design



What is impressive: layout and gimmicks. Especially in Act 2, they try to jazz things up. I LOVED the Mean Bean part in Chemical Plant. Best surprise in the whole game, and the easiest boss by far. 

What's not: the actual locations. First, let's choose the most obvious levels possible. GREEN HILL! CHEMICAL PLANT! FLYING BATTERY UM, WHERE IS ICE CAP?! At least there's Lava Reef. 

I don't like the reusing locations thing Sega's been pulling since Generations. I don't care who made this version, that's no excuse. Maybe 1 or 2, NOT HALF THE GAME. And NO, NO, NO, not the same levels from Generations, ugh. Then stupid Forces made this even worse. 

I don't like the bosses at all. This is the classic days, so they should not take more than 3 minutes max. These are much too difficult and slow (Sonic 4 had this problem, too). Ugh, Stuidopolis is annoying. 

The original levels must be creative, then, right? Ugh. I like half of them, maybe, visually, Mirage Saloon the best (and that...was inspired from the scrapped CD level...which was inspired from the scrapped Sonic 2 level). Stuidopolis is very cool...but nothing says classic Sonic quite like a HUGE CITY. No, wait, that's Mod Sonic, ugh. Press Garden annoyed me almost as much as Marble Garden from Sonic 3. 

Just...it wasn't as fun to go through as anything from, say, Sonic 2. Including all 3 acts of Metropolis Zone. I think there's an identity issue and they tried to pile too many ideas up. It got cluttered.  


Music 



Mania's OST was disappointing. I would not call it bad--some of the songs are epic. But as a whole it's not deserving of it's high, HIGH praise. 

Many of the tracks, especially in the beginning, are so happy it feels forced. It can get annoying.

The biggest disappointment while playing the game was Stardust Speedway: my literal reaction was "What the FXXX?" At the time I was so excited to get to the level that I completely forgot about the original Japanese soundtrack. Foolishly I thought maybe there was some Easter Egg that would change it, or I at least expected some of the instrumentation to be similar to the US OST as a compromise, but I couldn't be more wrong. 

I told myself to get over it and enjoy the remix in Forces. Unfortunately, even now that I have a deeper respect for the JP version, I can't enjoy the Stardust Speedway mixes. 

The beautiful piano in the past--the main attraction--has been altered into something passive and the "Hues" have become cringe-worthy "Huh-UGH"s. Act 2 was an improvement, but still not as good as the original (or the US version!). 

The Metallic Madness remixes weren't as disturbing. They were fine, but not as impactful as "You Can't Do Anything, So Don't Even Try."   

Green Hill's been remixed so many times that not even resurrecting Michael Jackson and asking him to compose it would make it seem any different. 

Still, a lot of the remixes are good; they just don't jump out at me as special. The exception is Lava Reef Act 2, which took a more radical change--worth the risk. I also liked Titanic Monarch Zone, but the other originals are mostly hit or miss. 

As a whole it's not bad, I'd still call it good! But it's not even close to being the best in the series. Considering Sonic titles of the 2010s, it was probably the best in a while, but Team Sonic Racing has already surpassed it as the best of that era. 

  

Final Thoughts


  • While I like all the little details and Easter eggs, I kinda' expected more. It almost seems like they reference the obscure stuff over the things you'd expect. 
  • Even though this is "by the fans," the game seems more biased to "Japan Sonic." They kinda' tried some things like some 90s air brushing on the art, but it does not look nearly as authentic to "American-ized Sonic" box art as the animation does to Sonic CD's cutscenes. 
    • Light Blue Sonic. Even with the original Sega CD he was not really light blue like that (the colors are washed out/not pixel-y in the rerelease). 
    • Sonic's shoes did not have gold buckles really. Just in the CD cutscenes and Mod games. 
    • There's hints of the JP CD OST all over and stuff inspired from it. The US? Some drum samples in like one level.
      • Not to mention the SegaSonic stuff in Plus
    • References to JP-exclusive stuff like Sega Popcorn Shop yet no references to the DiC cartoons? Mirage was callin' for a AoStH one?
    • Sorry, Sega. THERE IS NO CLASSIC EGGMAN. ONLY ROBOTNIK. 
    • I don't know, it just kinda' bothered me they couldn't make some sacrifices like calling him Robotnik. 
      • I mean, other than that nasty attempt at 90s airbrushing, only Ray's shoes (a reference to the Archie Comics) is an American thing.  
  • This is what Sonic 4 should have been. Still, Sonic never left 2-D. The Sonic Rush and Sonic Advance games are crying. 

Final Ranking: A

That's a low A, actually, I was tempted to give it a B, if not for one simple fact: this is the Sonic sequel we always wanted. I never understood it. If they had the tech in the 90s to make a Genesis game, why not just MAKE ANOTHER ONE? I've grown to love the 2000s games, but I had this thought with Sonic 4, Generations, and even Sonic Adventure. Yet now here it is, and it's not enough? 

I don't know, maybe it's all the praise the game gets. I usually end up liking the "bad" games because my expectations are so low. But I guess Mania doesn't meet the expectations because everyone says it's perfect. 

It's still the best game in a long time, though. 



Sonic Mania Plus

Ray is kinda' annoying, and I was expecting more levels, but I like the character aspect. Can I get a US Stardust Speedway DLC? Please? There's a nice version by Jun Senoue and Cash Cash!

Final Ranking: S

They changed it up with the gameplay, and somehow I ended up liking the idea. IDK, whatever. 

Monday, October 26, 2020

Sonic 8-bit Review


Summary

Oh no. 

General

The game misleads you into thinking it's just a scaled down version of the 16-bit version we all know and love. Then....

WTF IS THE BRIDGE?!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

While the visual designs of the new levels are fair--honestly haven't seen too many non-golden gate looking bridges--they just lack the detail. The reused levels are even worse because when compared to the Genesis ones, they look HORRIBLE. And WHY Labyrinth Zone?

The set-up is terrible as well. If you're patient, it's manageable. But what Sonic fan is patient?! Mario might have it faster, here! Bottomless pits, spike-filled pits, misplaced badniks, INSANELY slowing water...with the exception of the first level (since it gives invincibility), it's a frustrating disaster.

What makes this even worse is that rings are not retained. WTH?! What's the point in having rings?!

Obviously death comes a whole lot easier and the difficultly combined with the annoying, worse quality sounds/music would drive anyone batty. 

At least the cover art is decent. Can't say the same for the sprites. 

Final Ranking: E

I can't imagine how disappointing this would be to a kid expecting Sonic 1.  

Wednesday, October 21, 2020

Sonic Labyrinth Review



Summary 

No. I do not plan on wasting much time with this. 

General

Sonic Laybrinth's story is that Robotnik gives Sonic shoes that make him slow. And it makes a nice story, kinda'...the old hero with out his power trope...a few of the cartoons may have even used the idea, I think. And while it makes a fun little story for cocky Sonic learning not just to rely on speed...

For a videogame, where the player is the one in control and therefore the one being "punished" or slowed... 

IT'S A TERRIBLE IDEA!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

The gameplay is like a crappy version of Sonic 3-D Blast, only WORSE. Slow, Sonic pretty much has to spin 24/7 and then he just bounces around and runs into a robot and loses his rings, ugh. I like finding keys in the future games because it's about exploring. Finding the keys in this game is more like gathering the flickies in 3-D Blast: a torturous battle. There is nothing to explore! It's just a bunch of checkered squares everywhere.

Usually I try and at least finish a game once before reviewing it. Sorry, but I have no plans to finish this game. Occasionally I test it out but there are far better games to play.   

Final Ranking E

Might be the worst. 

Monday, October 19, 2020

Sonic Drift Review


Summary


I like the art for this game so much better than I like the game. 


Gameplay



It plays similar to Sega racing games/other racing games of the time, with the addition of some Sonic elements like the item box (TV) and the spring. 

As with those other games, the main goal is less of trying to get in front and more of trying to stay on the road, as the grass and rows of obstacles will cause a drastic slow-down.

Apparently hitting another car will also cause a slow down. These combined with the AI...and there's not really a good way to win. 

There are different circuits, but they are the same locations. 

 

Levels and Characters



The levels are straight out of Sonic 1, but have different music. Not as good quality, not as likable. Though invincibility is yet another "Toot Toot Sonic Warrior" remix. I recognize the visual similarities in the background, but the road and the area itself are very crude. 

I do like the expressions of the characters when they win/lose. Sonic, Tails, Amy, and Eggman are all playable. I like Sonic's flashy red car--it might match his personality better than his later blue one. Amy's car is creepy because apparently it's alive. Tails is kinda' retro--setting a trend? Eggman just rides his mobile.

As I mentioned I like the art, but even though each character has an advantage/weakness, it does not seem to make a difference who is used...none seem that helpful. 

 

Final Thoughts



I got access to this through the Mega Collection. In the 90s it was only in Japan, though Sonic Drift 2 would make to the US.

For a long time I thought the episode "The Mobuis 5000" of AoStH was made to kind of loosely tie-in to this before realizing that this came out in 1994 and Drift 2 in 95, so that's actually not possible (AoStH aired in 1993). AoStH did it first!

For being previously Japan-exclusive there's plenty of English.

I really prefer the riders series and the idea of "extreme gear." Hover boards, skates, bikes, yachts...less cliche and way cooler than any version of Mario Kart. 

Seeing this, it's hard to understand why anyone would complain about Team Sonic Racing. Say what you will about the modern era, it would be hard not to improve over this. 


Final Ranking: E


It's not exactly unplayable. You can try and play it...but why? 

I love the art and while I don't...hate the game, it would probably be in my top ten worst. 

Friday, October 16, 2020

Sonic 1 Review


Rank @ end. 


Summary


Sonic the Hedgehog was a successful move by Sega to finally challenge Nintendo. 


Gameplay and Controls



Sonic 1 is lacking the "super spin" because it wasn't invented. Instead Sonic would only spin when going fast/the down button was pressed. It takes a bit more skill and can actually be faster, but it's always hard to come back to. 

Sonic spins and jump/spins to attack his enemies. Seems simple, but it makes a lot of sense. It's actually a big contrast between the classic and modern games: "Classic" Sonic uses his spin, highlighting being a hedgehog, while Modern Sonic uses his boost, highlighting his speed. Not that blue hedgehogs are realistic, but it was kinda' cool when Sega thought about which animal would fit what ability instead of...I don't know, whatever they did with the likes of Infinite.  

So Jump and Spin, that's all there is to it. Simple. Anyone can pick up a controller and figure out what to do in seconds. No tutorials, no on-screen instructions. I think it's that type of simplicity--in controls (not necessary plot or characters)--that the modern games need to learn from. 


Level Design and Music



Green Hill set the tropical/hill standard, and though it would become kind of exhaustible, this was the first. Something else important was the different pathways--up down, across. It helped keep the levels "new" and provided some nice shortcuts. The music is now a nostalgic and legendary, as is Sonic 1's main theme.  

Marble Zone is, I think, way too hard for a second level. I can handle it with ease nowadays, but as a kid I could never get past it. So the game was kinda worthless because I could only play Green Hill. I think switching it with Spring Yard or even Starlight would be fair. Music matched the creepy setting.  

Spring Yard, Starlight, and Scrap Brain are all favorites. Generally fun with a bit of a challenge. Interesting backgrounds and contrasting foregrounds. Fun music for the first too and something a bit more serious for the final level.   

Labyrinth Zone is, without a doubt, the worst level. It's long, it's boring, and it doesn't even make sense. That's right, hedgehogs can swim. I do like the water slide, and the visuals themselves are not so bad. It's just very tedious and boring. Even the color swap of it for Scrap Brain Act 3 seems a bit more eye-catching. 


Plot and Characters



Sonic may not have been talking yet, or even doing much other than tapping his foot. But the contrast with Mario was loud and clear. Youthful, Sonic was a teen and, like everything 90s, pure attitude. Was he heroic? Yeah, but he wasn't the positive smiley do-good-er that he is now that Mario was. Sonic was edgy, smriky, as cool as Sega could possibly make him as. 

Dr. Ivo Robotnik, or "Eggman" in Japan, bears more resemblance to the stocky plumber (his design was even considered for the main role). He's the opposite of Sonic in many ways, being fat and hovering around instead of moving his feet. Also a human, he represents the both the intelligent and greedy part of humanity and wants to exploit ["Mobuis/Mobians"] for personal gain. 

Both left an obvious impact...

As for the plot, it's fairly simple. Dr. Robotnik's taken over animals and it's gonna' take over, blah, blah. Sonic's super cool and wants to stop him, etc. Since it's the first of it's kind, of course, it gets a pass. 

Final Thoughts


lol in 06 there's a guy called "Sonic Man" who wears a shirt with this.

Defiantly one of my favorites. 

I've played Green Hill/versions of green hill to the point that it's kinda' ruined for me. Luckily the level select cheat is easy enough to remember so I use that a lot and just skip to Scrap Brain for more of a challenge. 

I'd like to see more of the other levels. Green Hill's been replicated a zillion times but I don't think I've seen any other version of Marble Zone. 

The special stage is one of my favorites because it's straight-forward and easy. Unfortunately it's kinda' worthless because the 6 emeralds do nothing and the "good" end really isn't that different. 


Final Ranking: A


It's legendary, but it's just a bit short of an S rank because it lacks some advancements like the super-spindash and Super Sonic. I also would recommend Sonic 2 as an entry title over this one because it's a bit easier/quicker since it only has 2 acts (zones). 

Despite that, Sonic 1 is but no means a bad game; in fact it's one of the best. 

Monday, October 12, 2020

Sonic & Knuckles Reveiw


Rank at end!

Summary

Often remembered for it's revolutionary lock-on tech...it might not be as good without it. 

Gameplay



  • There isn't much of a difference since Sonic 3. As with before, the standard moves (spindash, etc) are there and there are also special shields. 
  • For Knuckles, he's not quite as good at jumping high, but he is able to glide and climb, two unique moves Sonic can not due. 
    • Generally since Knuckles can punch through rocky areas, he takes a shorter path and then faces a harder boss.   


Level Design and Music




  • Mushroom Hill may be a hill, but it bears little resemblance to the palm tree lined starting levels of the past. And...I don't like it. 
    • I do like that it changes in appearance as Sonic/Knux goes through, but it seems long and less interesting. 
    • There is also a place where the player can get stuck in a nasty loop, which is annoying. 
    • I think the main boss--while fine in S3&K--is too difficult for a first level (S&K).  
  • Flying Battery seems cool at first, but is also plagued by long length and annoyances like false capsule and bottomless pits. 
    • Both these levels just get boring, which kinda' stinks since they are the first two levels. 
    • Musics not bad--matches the location pretty well I guess.
  • Sandopolis is where things start to get interesting. 
    • It's still pretty long, but this Egypt-inspired location is at least more interesting. Sonic explores the sandy outside and works his way through the dangerous, haunted inside. What nasty little ghosts! 
    • Luckily the music's pretty good. Maybe that's why the stage is not as tiresome. 
  • Lava Reef is one of my all time favorites, even if the bosses both SUCK. At least in the second one you can get a fire-shield. That helps. But those fingers are so time consuming, ugh.
    • The music is awesome--actually I heard that borrows a bit from an 80s song... 
    • Well regardless it's a favorite by sound and appearance. Lava Reef is colorful. It took a bland idea of lava and rocks and brought it to something more. 
    • The music slows and becomes mysterious as Sonic enters the darker, blue cave-like section. 
  • It leads to Hidden Palace, the climax which is a short and nice breather. 
  • Sky Sanctuary has a more peaceful sound to it and is a beautiful take on the old ancient ruins idea. However I personally have a distaste for it because of Generations. I'm not sure what it is, but I don't really like it. 
  • Death Egg is cool yet challenging both in appearance and sound, setting the stage for many similar zones to come. 
  • The final boss with out the emeralds is too difficult, I think. In fact all of the bosses are either to hard or long, or both. Even an easy one like in Flying Battery Act 1 will still eat up time. 
    • I like idea of the super fight, though--it would inspire many in the future.   
      

Characters and Story



  • For Sonic, things pick up from last time with Sonic still going after Robotnik and trying to stop him from getting the emeralds. 
    • What keeps things interesting is Knuckles. "While they're going the rounds with each other, who's going to stop Dr. Robotnik?" 
    • Sonic and Kncukles fight and, after seeing that he was wrong, Knuckles aids Sonic. This would inspire many rival ideas in the future...
  • As for Knuckles, he's just fighting a robot/the usual badniks off his island, I think. 
  • Where as Sonic 2 highlighted friendship, S&K highlighted rivalries and showed that the line between enemy and ally isn't as clear as it seemed.  

Final Thoughts



  • Man I love the TSR version of Sandopolis. 
  • It's always an extreme disappointment...no save file. The put it into Sonic 3 but couldn't put it in &K? A safe file's important! It makes it so the game doesn't have to be all at once and so all that "work" of making it to a zone isn't wasted. I don't care if they needed room for lock-on stuff--it's a step backward, especially if one owns S&K and not S3. 
  • Tails isn't really around either (without lock-on), which is a bit of a bummer but the emphasis is on Sonic and Knuckles I guess. 

Final Ranking: B

While a fair game with a few killer levels, alone Sonic and Knuckles doesn't really improve over past titles. In fact the longer length seems more tiresome instead of new.  

Sonic 3 & Knuckles 

These two games are more average alone, but combined and it's an epic. Sonic, Tails, and Knuckles are all playable through many levels with many chances to get the emeralds. I do think the "super" emeralds are kind of disappointing. "Hyper" is flashy but pretty overrated for what it is. At least it's an excuse for "Super Tails," though.    

Final Ranking S

I think with combined it's worthy of an S. Still suffers from some being too long, I think, but at least it has a save file so it's does not have to be hours worth of playing. 

Sonic 2 & Knuckles

Not too impressed since it mostly just seems like...well, Knuckles in Sonic 2. I might as well play Sonic 2, then. Sure, Knux can climb but he's short and that can be a bit of a pain.  

Final Ranking: C

Average. 

Blue Sphere 

As a bonus, if a different cartridge is in (or Sonic 1--for "full") a new round of Blue Spheres is available. It's good for practice but just as frustrating. 

Final Ranking: D

Blue Sphere's is aggravating. It's a cool Easter Egg, and good for practice for the real Blue Sphere stage, but as a mini game it's generally more irritating than it is fun. 

Friday, October 9, 2020

Sonic Chaos Review


Summary

The 8-bit games often were a lot worse than the 16-bit ones, but Chaos isn't that bad. 


Level Design and Visuals




Being at a 8-bit lost compared to the norm, Sonic doesn't look very pretty, especially that lame side view. Bit more expressive with the falling/etc views. Tails is okay/cute.    

The special stages seem very random and odd. 

The levels don't bring anything too new, borrowing looks and ideas from the past. However, compared to some of the other 8-bit games this is a creative masterpiece. Something intriguing is Mecha Green Hill Zone, which is a mechanical, taken-over version of Green Hill. It looks cool and makes way more sense that "sand hill" ever will. 

Controls, Scoring, and Gameplay




One advantage to the game is that both Sonic and Tails are playable. Though the controls are simple, at least many of their moves such as the spindash (Sonic), and flying (Tails) were not sacrificed and aid the ease of gameplay. 

Kind of a nice thought to make it "easier" for Tails (not collecting emeralds, etc). 

Like in other 8-bit games there's this weird goal plate that will often show a flicky or someone. Always seems disappointing.  

Music




It's okay. Mecha Green Hill is yet another nice little "Toot Toot Sonic Warrior" remix (actually it's a remix of Green Hills from 8-bit Sonic 2, which shares the same tune, but--). Otherwise nothing stands out too much. It has a has that typical "8-bit" style...it's not terrible, but not that good either. 


Plot




Story's pretty lame. Robotnik's after the emeralds again, whoo. 


Final Thoughts




Interestingly enough, the title screen of Sonic/Tails giving a thumbs up heavily resembles the opening of AoStH:


AoStH had actually just started airing a few months before Sonic Chaos was released, so it's hard to know if one was referencing the other or if it was pure coincidence.  


Final Ranking: D


Probably the best 8-bit Sonic game, Sonic Chaos didn't feel like a lousy version of some Genesis game. For once, Sega made an 8-bit game that could stand on it's own. However, it's still held back and just isn't as creative or exciting as other titles.

Monday, October 5, 2020

Sonic Spinball Review



Rank @ end!

Summary


In recent times Sonic Spinball's gotten labeled as a non-canon spin-off. A title that's not very becoming or fair to the game. It's not quite the usual genesis title, but it's a heck of a lot better than the likes of Sonic Labyrinth


Gameplay and Controls




  • Sonic Spinball features moves like the spindash, but they aren't used that often. It resembles more of a traditional pinball style game, with Sonic spinning for most of the game. 
    • The advantage this has over other, more simplistic pinball games is: you keep control over Sonic. AKA the ball. 
  • This does make it a bit easier to move...since you can. Additionally, the buttons are simple. Left, right, both. Appreciate the "C" (or both") button. 


Level Design and Music




General: the main problem is boredom. The set up requires good aiming and an idea of what to do. After missing the target, flying in the wrong direction, or just dying a few times, the stage quickly becomes tedious. 

Toxic Caves: A bit more original, Toxic Caves lives up to it's name with dangerous liquids. Has an appropriate sewer look. Meanwhile the music is one of the best in the game, having a good tempo and a catchy, unique sound. This is also probably the only likable boss of the game.  

Lava Powerhouse: Lava is nothing new, but using the steam to bounce Sonic around was a clever idea. The music is intriguing, a ominous combination.  

The Machine: The Machine resembles other levels like Metallic Madness or Metropolis. Saws, mechanical appearance. Just doesn't stand out too much. The wheels aren't too difficult and the moving platforms also distinguish it from Spinball's other locations. Wasn't too impressed with the sound of this one. 

Showdown: This one has a bit of a beat to keep the motivation going, but it doesn't seem to live up to those first too levels. Robotnik's launched off plenty of times, but at least the red/orange colors contrast it to the likes of Launch Base Zone. Boss is tedious and annoying. Would help if the hints would be more helpful ("SMELL MY SOCKS"--thanks). 

  • I've always loved the Special Stages & the little pinball table. 
    • Sonic does have his "mo-hawk" spikes, though, while in the rest of the game his "3-D" or 3-rows of spikes can be seen. 
    • Not too visually impressed with the cameos, but it was cool. There was also a Scratch-like robot.
  • Main theme kinda' fits with the snazzy-casino type of vibe the usual pinball-themed levels of Sonic have, which fits I guess. Good energy. The Options' music quality is horrendous, though. 
    

Plot


  • Sonic needs to climb through Dr. Robotnik's Pinball Defense system and stop his Veg-O Fortress. Why a pinball defense system? No idea, but I like it. That's the exact crazed type of thinking of Ivo Robotnik!  


Final Thoughts




  • Sat Am Cameos=overrated.
  • All the emeralds are blue and there's too many. The answer is obvious. Duplicates of the real blue emerald. This happens with the yellow one in SA2, and it happens a ton in Sonic X. Plenty of early games have some continuity errors here and there. Even later ones, too! I thought the moon got blown in half! Why people are so quick to dismiss this game is a mystery.  
  • Hints/words could be pretty funny. 

Final Ranking: C


Actually can be quite fun, and I personally like it and want to give it a bit higher ranking. But truthfully it's rather time consuming without using the level select cheats or a safe file (on a port etc). I could see it being frustrating or repetitive to a new player. 

I'd rank it above many pinball games but as a Sonic game I guess I'll have to call it average. 


8-Bit Version

The 8-bit version kinda' just seems to be a downgraded version. 
  • Toxic Caves becomes the more purple colored "Toxic Pools" but it generally similar, and the other levels are practically the same but less complex. 
    • This does have the advantage of being less difficult and theoretically less time consuming, but many features in the 16 bit are absent, replaced, or size oddly. 
  • The music is also changed, except the title. It's kinda funky but not nearly as enjoyable or as good quality as the Genesis one. 
  • The special stage is kind of confusing and time-consuming. Definitely don't like it as good. 

Final Ranking: D


It's not the worst of the 8-bit series, but it's not very creative. It's not that bad, but--especially nowadays when most would be playing a port--why play this when there is a highly superior version?  

Monday, August 24, 2020

Sonic Forces References


The game celebrated 25 years and also had some callbacks:


Words narrate the events, similar to the date/location given in SA2 cutscenes.

Eggman takes over the world while Sonic is away. This happened in Sonic the Comic and later in Sonic Chronicles: The Dark Brotherhood.

Eggman also took over in several other continues, but while Sonic was young, not missing. 

Knuckles leads the Resistance: a "rag-tag" team of fighters to "take back the planet." This group helps rescue Sonic after his 6-month capture.

This idea may have been inspired by:

  • The (Knothole) Freedom Fighters, generally led by Sally Acorn in Sat Am and the Archie Comics. 
  • The Freedom Fighters, founded by Sonic in Sonic the Comic
  • The Resistance, the "underground" movement against Robotnik in Sonic Underground
  • Team Hero, Sonic and his close friends who often fight Eggman in the games. 
  • The Resistance, a group of humans that fought the Meterex in Sonic X

Green Hill, Chemical Plant, and the Death Egg all appear again.

This is the second anniversary game where Sonic fights Metal Sonic. 

Sonic says to Classic, "it's been generations since I've seen you," alluding to Sonic Generations.

Sonic's box artwork is similar to his art for Sonic Rivals 2.

Many trophy/achievement names are based on games/phrases.

The Avatar's clothing can reflect other characters (such as a Tails shirt with Knuckles' shoes or a chao backpack and Amy's boots).

Omega is broken down/out of commission for most of the game. Something similar happened in 06 as well as Sonic Chronicles.

Infinite refers to Sonic as a rat. This was something the Erazor Djinn often said in Sonic and the Secret Rings.

Shadow kicks Infinite in nearly the same way he kicks Silver in the head in 06.

The Shadow "replicas" mainly serve the same purpose as "Shadow Androids."

Episode Shadow has remixes from Sonic Adventure 2 and Shadow the Hedgehog. A part of "All Hail Shadow" can also be heard when he appears in the main story.

Update: How could I forget?! The US theme for Metal Sonic/Stardust Speedway Bad Future was also remixed! Sonic CD!

Rouge mentions an "intelligence division." This may implicate GUN.

Rouge tells Shadow "do it to it," which was a common phrase in the early cartoons.

Rouge indirectly mentions chilidogs.

Rouge also called Eggman "Rotton ol' Eggman." Even though she used to call him "doctor," I swear she's called him something like that before...  

Friday, July 31, 2020

Sonic 3 Review


Rank @ end

Summary 


Sonic and Tails gear up for another adventure...but is it superior to others of the "classic" era?

Gameplay and Controls



The simple controls from the previous games are the same. Added is the fast insta-shield, which isn't much but useful on rare occasions. 2-P Tails can now pick Sonic up and fly him, though it's a bit more time consuming than just using Tails.

Added advantages: Tails can fly and swim, but Sonic can still use the emeralds to become Super Sonic. Sonic can also use the shields for various moves and purposes, which is a nice improvement.

2-Player mode is smaller and more annoying than Sonic 2, but it's better than nothing.

Level Design and Visuals



Angel Island is a nice break from the Hill Zone start. I like the tradition, but too much of it and it gets to be the same thing. Still tropical with palms, it set itself apart with the fire later in the level.

I'm not that enthusiastic about Hydrocity. There are a lot of moving platforms and a lot of waiting around, trying get into certain spots. With the exception of a few areas, it's just not a speedy level. Along those lines, Marble Garden is annoyingly long as well as bulky in design, making it my least favorite.

Carnival Night, and Launch Base are better, though, visually and in length while Ice Cap Zone is wonderful--possibly the best.   

Blue Spheres can be infuriating. However it's unique and "3-D."

I don't like Sonic's darker, chunkier sprite.

Story and Characters 



Sonic and Tails haven't changed much, but they are faced with a new enemy: Knuckles. Knuckles...Design wise is a bit odd. His dreds make him look like a girl, and even his species is just more obscure than a fox or hedgehog. Despite the regional differences, neither manual really expands on how Knuckles was tricked. Obviously he was pretty isolated and naive, I guess, but I'm still wondering what made the big fat man with a bunch of animal-enslaved robots trust worthy.

Since he just taunts the player, Knuckles isn't much to brag about. The only memorable quality: punching the lights out of Super Sonic. His strength became an emphasis, and it became a contrast to Sonic's speed. So while still an enemy more so than a rival in this game, Knuckle had a hint of potential.

The Japanese plot is a bit long/excessive for the game's more simplistic nature. The American one is simplified, but it mistakenly refers to the Chaos Emeralds as the Floating Island's power source (not the Master Emerald, which would become more prominent in the future). 

Music and Sound Effects



Notorious for having work done by Micheal Jackson, the music is memorable. Ice Cap, Hydrocity, and Angel Island are all at a nice pace and fit the location while ones like Carnival Night and Launch base brought a unique, new sound to the table. Sound effects are fine though a few like the drilling robot can be kind of loud and disruptive.

Final Thoughts




  • The biggest improvement in my eyes is the addition of a save file, which is a big deal. Playing through lets it act as a level select, which is also a fine addition. 
  • Nice to give Tails some other advantages.  
  • Knuckles first appearance seems over-hyped.  
  • The timer in Launch Base does not stop for the "cutscene," which can be annoying.


Total Rank (S best, E worst): A


It's a good Sonic game, but seems longer and more tedious compared to it's predecessors. There were some attempts to make the game more unique, but it didn't make the game better.

Thursday, July 30, 2020

Sonic 2 Review


Rank @ end.

Summary


Sega's sequel may have been better than the first.

Gameplay and Controls



The improvement added to Sonic 2 is the Super Spin Dash, one of Sonic's trademark moves. This move is easier than the original Spin Dash and helps gain speed. Otherwise the attacks are the same and are perfect for the game.

Likewise, the controls are simple. Like the Genesis controller, really. It makes it so that anyone can easily play right at the first level, with no time to "get used to it" like some future games.

It's possible to control Tails with a second controller, which is a nice thought and I like it, but it's mostly just helpful for Bosses or Special stages. Otherwise it's hard to keep Tails on-screen.

2-Player mode is a very nice addition. While split-screen seems annoying nowadays, it's fine for this game. The only con is that after completing all 4 modes, nothing happens (just the total scores/winner). Nothing secret unlocked or any kind of "ending." That was a big disappointment to me as a kid.

Level Design and Visuals



Though there is certainly inspiration taken from the previous game, the sites in Sonic 2 bring a fresh and new appeal to the concepts.

The starting level, Emerald Hill, is very similar Green Hill. I'd criticize this normally, but since this is the first "real" sequel, I think it's appropriate.

Casino Night Zone is a flashy and memorable stage for it's design and "gambling" feature (it would inspire many other zones). Mystic cave creates a much darker, creepier mood while Chemical Plant is much more industrial.

Overall the design and layout works well, though Metropolis having three acts makes it tiresome. 

It's still 16-bit, but Sonic's sprite has been changed and it looks arguably nicer. Tails is adorable, and their idle animations help show their respective personalities. The graphics maybe low-tech by today's standards, but the style has helped it age better than most of the modern games.

Plot and Characters



The plot is mostly the same except for the addition of Tails. Miles Prower is a two-tailed fox (hence the nickname) that can fly with his tails.

In the US, Tails has been following Sonic since he was a cub and wants to be a hero, too. The Japanese version says that Tails was bullied but saw and was inspired by Sonic, so he began following the hedgehog ever since.

Either way, Tails makes a cute and favored addition to the series. This game would also give birth to one of the biggest motifs of the games...friendship. 

It's not much but it set in stone some important concepts.

Music and Sound Effects



The sounds effects are the unique and sharp. The music is typical of the classic games, with effort into tone and alongside pace. Emerald Hill's is very happy sounding while Mystic Caves' is creepier. The only one I don't find likable is Hill Top Zone's. It seems loud and awkward compared to the rest. Oil Ocean also seems to have a bit of an Egyptian or desert vibe, which I found a bit odd but it's still likable. 

The music in 2-Player also has some nice alternatives.

The main theme is "Sweet Dreams," which sounds very cute in it's 16-bit form.

Final Thoughts


  • I used to like the special stages, but it's harder to get the emeralds than in the first game. Tails makes the total misleading since (when on auto) he often will crash into the robot/bomb and loose his rings.
  • It's kind of annoying that Tails can't fly ("Tails Alone")
  • Super Sonic was a cool idea but defiantly more obscure than in the later games.
  • I preferred the level select of the first game, but debug is always cool, too.
  • It's interesting that CD and this game were once the same idea. I wonder how that would have turned out...
  • I was always interested in the scrapped levels. It's cool that the re-release included a finished version of Hidden Palace (and the Grounder reference).


Final Ranking (S is best, E is worst): S


The worst thing I can think about this game is Hill Top Zone's music. It's probably one of the best and most beloved Sonic games.


Thursday, July 2, 2020

Sonic Generations Review


Rank at the end!

Summary


Sega surprised fans with this cool 20th anniversary game.

Characters




  • As with most Sonic games in the "Current Era," the game mostly focuses on Sonic. I don't think Sonic acts too out of character, since both versions rely heavily on expressions and movement rather than script, even Modern Sonic. 
  • If there is one con, it's Sonic completely nonchalant attitude. He doesn't see the Time Eater as a serious threat (simply telling it "not cool" when it eats his friends) and doesn't take Eggman serious, either. I find this in-character to a point. 
    • Sonic is willing to face harm when facing his enemies...but usually if his friends are threatened, he starts to behave more serious/angry, and that is completely absent. 
  • Classic is alright, but it honestly makes no sense for him to be silent. 
  • Neither Tails does much outside of his "smart" role. 
  • Most characters feel pushed to the side and just lumped into "Sonic's friends." However, doing the challenge acts and playing more than the main story shows a bit more of them (and it's still handled a lot better than in Wii Sonic Colors).
    • This is also an acceptable introduction for the sake of new/"classic" players, as they likely don't recognize half of the characters.  

Plot




  • The main story is not too complex and isn't too impressive. Though the "Eggman is in control" twist was a nice surprise, there are not a lot of emotions or depth. The mystery of the Time Eater is never even solved, really. It's just some monster floating through space, I guess (I prefer the Mephiles theory, but Sega generally avoids characters from 06 like the plague).
  • ON THE OTHER HAND, Sonic 1 wasn't that complex, either. It was Sonic trying to defeat Robotnik (Eggman), and it works out for this game...
    • It was cool to see a time travel plot that paid so much homage to the series' past. 
    • It also attempted to appease "all" Sonic-game fans by having a bit of everything. 
  • To be honest, I think Sonic Forces has given me a dislike of the story. Mainly, "Classic Sonic" did not fit in that game. But he did in this one. Back when he was just a younger version of our Sonic, it was fine. A clever way to use familiar gameplay and to say goodbye as well. 
    • Obviously Forces undid this. "You're future's gonna' be...no wait, you're just from another dimension. Have fun!" 

Gameplay and Controls




  • Initially it really bugged me when the Spindash was the Square Button (PS3) instead of holding down and pressing a button. 
  • There are two prominent styles, 2D.5 and 3D.
  • Modern levels: 
    • The gameplay is the same style started in Sonic Unleashed and popularized in Sonic Colors, where Sonic would transition from a 3-D point-of-view into a 2D one. This works out okay, but I think it mis-represented the "Modern Era."
    • The Boost is used again, and luckily it's not wisp-reliant like in Sonic Colors
    • There are a lot more moves for Modern Sonic (Homing attack, Boost, Slide, Stomp, etc) and though it is fine for returning players, I can see it becoming complicated for new/classic fans. The introduction to these moves should have been slower, I suppose.  
  • Classic
    • Though Modern Sonic had been in 2D before (Sonic 4, Rush, Advance, etc), this was, in many people's eyes, Sonic's return to 2D. It works well, but there are a few cases of the dreaded "Sh!!!y 2D" sections (spots with bottomless pits and small platforms that are hard to jump onto. See also: Sonic Colors).  
    • Though it's set up different (square button) the controls are simple and easy to use. 
  • The equipable skills are cool, though Super Sonic didn't exceed any expectations. I really like the shields and Time-Break.
  • The rival fights can be extremely easy for a Sonic fan, but a new player could easily get annoyed if they do not understand what to do.
  • Boss fights are more difficult and annoying. The point of view change for the final boss was disorienting.    


Graphics and Level Design




  • The graphics are one of the best examples in the Sonic series. Like Sonic Unleashed, there is a cartoonish element to a lot of the textures yet there is depth and realism as well. The characters look good and are expressive even when they aren't talking...though I guess the mouths look a little weird for some reason. 
  • It looks very glamorous compared to many previous Sonic games, and it's aged fairly well. Still, it's not as complex as other games around the time-frame (2011). 
  • I appreciate the remakes and how they've made them unique. Plus it's fun to see old stages again (and in nice graphics).     
    • However, I don't feel that this game deserves much credit for the designs. Though they expanded/improved the locations, they were already created (in some cases over 15 years) earlier. 
  • It is an anniversary game. But the only new places are a grassland, a black-hole, and "white space." I just don't feel the creativity. 

Voice Acting (or lack there of)



  • Being the 2010 cast--in their early days--I don't have much of anything good to say about this group: 
  • Kate Higgins does a nice job as Tails, especially younger Tails. 
  • Mike Pollock does double-duty as two Eggmans (uh...again) and even makes a bit of a difference between his voices. 
  • Not pleased with anyone else. Travis Willingham (Knuckles), Karen Strassman (Rouge), Laura Bailey (Blaze), and the voices of the Chaotix all do an alright job, but I still would have preferred others in their roles. 
  • Amy still sounded like Minnie Mouse. Kirk Thornton's "smoker" Shadow combined with the script ("YOU'VE GOT THIS SONIC.") was cringe-worthy. And Roger Craig Smith showed no improvement from Colors, continuing to portray the character as a heartless, self-absorbed, snotty teen. 
    • Everyone would go on to improve, but this was not their finest hour. 
  • I really would have preferred the 4kids cast in this game, especially since they were still voicing the characters just back in 2009. 
  • I don't get silent Sonic. True, I wouldn't have wanted Smith in the role. I really would have loved to see Jaleel White voice the character. Still, it seems stupid that he doesn't talk when Tails does. I mean, I like the expressions. BUT TAILS TALKS. AND EGGMAN. SO... 

Music



  • This was during that...in fact, it likely started it...that terrible time when the main theme was completely instrumental. It's not memorable in the slightest, which is a real shame because Crush 40 could have made something better
  • Most of the tracks were remixes.
    • It's cool how they were able to use different effects to distinguish between "classic" and modern. 
      • For example, Green Hill now has an atmospheric, Sonic Unleashed-style while Crisis City for Classic is reminiscent of Sonic the Hedgehog's Marble Zone.
    • I like how music from lesser known games were put in at points (like the challenge acts). 
    • I can't even complain about the JP Stardust Speedway, because the US version was remixed, too.
  • I really enjoyed being able to switch music out; it's a feature I want in ALL games! 'Course, I woulda' settled for Forces, but this hasn't really made an appearance since. 
  • I'm less pleased with the un-lock order. Cringly Splash Hill (Sonic 4) is unlockable almost right away but the likes of "Knight of the Wind" and "I am...All of Me" are near last. Just because the game did bad doesn't mean the music is...ugh!  
    • Also the labels don't list if it's a remix or if it's the original, which is...kinda' misleading.  

Final Thoughts




  • When I played this as a classic fan, I was constantly annoyed and even offended ("DR. ROBOTNIK--" "NOBODY CALLS ME THAT ANYMORE!"). At the time I didn't like how they had labeled Sonic as "classic" and would have preferred "younger Sonic," "2-D Sonic" or just "Sonic." Though it was trying to appease classic fans, it's a modern game trying to squeeze in a bit of everything. Since there have been more modern games than classic, and more characters, it going to feel "biased" modern. 
    • When I returned to the game as a modern fan, I was much more satisfied. The levels seemed beautifully recreated, and they were easy to get through (but not too easy). Nothing took as long and I even wanted to do the unnecessary challenge acts.
  • Sonic's "friends" aren't playable but some "help" Sonic in some of the side missions (triangle button). I found this interesting and think it would be a good compromise between making characters useful and having Sonic as the only real playable character.  
  • I like the references, cameos, unlockables, and Easter Eggs.  
    • I really liked being able to switch the music.    
  • Why didn't the Time Eater just eat Sonic when it ate his friends? There are too many little odd continuity mistakes...especially with how Forces has brought this "dimension"explanation in. 
  • I think Sonic Generations is a fair intro from the classic games to the modern ones. As an anniversary game, though, it's better for Modern fans or people who have played at least a little beyond Sonic 1-3&K. 
    • Now, for classic fans, there's Sonic Mania. While Sonic 4 was lackluster, it's also more akin to the classic games, along with many of the handheld titles.  

Ranking (S is highest, E is lowest): B


That's a very hesitant B. The plot? Kinda' lame. The voice acting was mostly atrocious. With most levels being remade and their tracks remixed, there was not a lot "new." The gameplay was alright.

But as an anniversary game, it's spectacular.

  • It has two Sonics! Before this game, that was unthinkable. It was revolutionary, in a way; finding a way to merge different styles and return to old elements. 
  • It has fan-favorite levels, tons of unlockables and references to past games. 
  • With their challenge acts, the side-characters don't feel entirely useless. And for the first time in years, Eggman is the main villain all by himself...well, sort of.
Had this just been a normal game, it'd probably be a C, but for successfully imputing nostalgia and respect for the past, Generation earns itself an B or "slightly above average."


Enjoy you're future, it's going to be GRAYt.