Bandai Namco Games and SEGA has finally lifted the curtain on the curious Sonic and PAC-MAN collaboration that was teased last week – and while it confirms that the ghost-munching yellow ball will feature as a special character in Sonic Dash, it appears that the blue blur will also cameo in the mobile version of PAC-MAN Arcade in return! Continue reading Sonic and PAC-MAN to Swap Places in Sonic Dash and PAC-MAN Mobile Games
In a couple of silly tweets, it seems Sonic has called Pac-Man to come over and celebrate the 5th anniversary of Sonic Dash and after saying hi to himself and playing with….an arcade machine, Pac-Man has taken the call and decided to join the party. Continue reading Namco and Sega bring Pac-Man over to Sonic Dash
It can be hard to produce a companion app for a high-profile console game. If you get it wrong, it can largely be seen as a cynical micro-transaction-heavy cash grab, or at the very least, a poor afterthought. Which is why it’s good news that SEGA Networks’ Hardlight Studio was tasked with building a new mobile experience to coincide with the launch of Sonic Forces. Continue reading TSS REVIEW: Sonic Forces Speed Battle (iOS)
A new mobile game to tie into Sonic Forces has been added to the iPhone/iPad app store out of the blue! Continue reading Sonic Forces: Speed Battle on iOS Mobile Store
Sonic Runners Adventure might be strutting its stuff on Android app stores right now as a full-blown smartphone game, but if a new video is to be believed then we may well see the endless runner appearing on less powerful ‘feature phones’ as well. Continue reading Sonic Runners Adventure ‘Feature Phone’ Footage Emerges
In a very 90’s inspired advert, Sega have announced a new way to play classic titles from their back catalogue. Continue reading Sega Forever Announced for Mobile, Sonic the Hedgehog Updated
To those of you who were sad to see Sonic Runners leave our phones last year, listen up. It looks like SEGA is working with Gameloft to bring the concept back, in a new title called ‘Sonic Runners Adventure’. Continue reading Rumour: ‘Sonic Runners Adventure’ Coming to Mobile Devices
You thought the crazy Hello Kitty x Sonic the Hedgehog collaboration would stop at those adorable plush toys? Think again, because Sanrio’s mascots are back in SEGA’s world to cameo in Hardlight Studio’s Sonic Dash mobile game. Continue reading Hello Kitty Invades Sonic Dash in December
Looks like NA users will be affected by the Sonic Runners shutdown earlier than we though, as SEGA announced on Twitter that the game’s regional servers will shut down on Monday May 30… before deleting any mention of it. Continue reading Could the US Sonic Runners Servers Be Shut Down Tomorrow?
It’s the end of Sonic Runners! In rather surprising news given the publisher’s exploration into the mobile space, SEGA has announced that the endless runner will be shutting down, only a year after it launched worldwide.
Continue reading Sonic Runners Shutting Down Next Month
Now depending where you sit when it comes to this kind of game, this news will actually not surprise you, or it may take you completely by surprise. Sega considers Sonic Runners a failure, in terms of how much money it’s making. This comes as a bit of a surprise as the game appeared to be profitable and doing rather well.
Now, in the past, I have been quite vocal regarding my stance on a certain ‘free’ to play mobile game staring Sonic, however, one thing which was hard to deny, is that Sonic Runners was being downloaded, it was being played and people were spending a lot of money on it.
Though at the same time, I’m not that surprised, the game has been heavily criticised for poor technical performance, an intrusive and invasive micro-transaction strategy and in some cases, randomly banning players for utterly no reason. Why would people want to give money to this?
However, another issue which is a little strange is that, according to the report, Sonic Runners on average was making 30 million yen per month, which is around £180,000, that sum is considered a failure? How much money went into developing the game for that sum to be considered a failure?
To put it into perspective, Sega considers games which make 50 million yen, or £300,000 per month to be successful.
This is starting to become a bit of a regular thing now isn’t it? Sonic Runners has reached 4 million downloads worldwide, to celebrate this, players who login between September 19th – September 23rd will receive 10 red rings for each day that they log in. Continue reading Sonic Runners hits 4 Million Downloads, Free Red Rings for All
Sonic Runners continues to do well for Sega it seems, despite a very rocky launch and the game being plagued with serious problems. That hasn’t stopped people from downloading it 3 million times. Continue reading Sonic Runners Hits 3 Million Downloads
Well, Sega certainly seems to like to surprise us out of left field with Sonic Boom games don’t they? Found late last night on the Google Play store, Sonic Dash 2: Sonic Boom is a sequel to the popular Sonic Dash mobile game. Continue reading Sonic Dash 2: Sonic Boom Coming Soon to Android and iOS
Sonic Runners recently launched worldwide for those who’ve been out of the loop – it’s an endless free to play running game where you aim to get the highest scores possible. Higher scores push you up the Runners League and get you better rewards, companions, and bragging rights among your peers.
So you want to be a Runners expert? Say no more. Here’s our tips and tricks on how you can bag those big scores.
1: Use your boosts!
First off, before you even start your run – let’s go over some important stuff. Booster items are pretty great for helping your score. Primarily the Score Boost and Character Switch. Score Boost is an obvious choice and will really aid your total, and Character Switch will give you a second chance to keep your run going by switching to your sub character selected through the character menu. And for a limited time(?) you’ll be able to use these for free once a day, so take advantage!
2: Level up, go far
Sonic Runners sports a level up system on the characters you use, applied through spending rings or earning EXP on runs. It’s important to keep at least a single character high up to make sure that your overall bonuses help you hit the high marks. Wisps and power-ups will last longer when you use them too as an added bonus to it all. But your Score Bonus, Animal Bonus and Ring Bonus are what you want to increase – this is why I normally opt to just focus on one character at a time. Sonic easily adapts to most level environments which is why my primary focus is on him.
3: Crack the Eggman
Though it can get pretty repetitive, it’s best to make your confrontations with Eggman last as long as the timer will allow. Not only do you have the possibility of seeing Red Rings pop out of him, but the rings he’ll drop will boost your score with the help of your Ring Bonus quite a bit. This can be used in turn to help level up your characters and increase your overall boosts. Not to mention, you can get quite a few score gems which increase in value the further you are into the run.
4: Do a trick!
Something the game neglects to tell you is that Runners sports a small trick system within similar vein to that seen in Sonic Colours. When you approach these red spring-esque contraptions, make sure you tap the screen to leap high into the air – but don’t stop tapping once you’re flying high! Repeatedly tap the screen to do up to five trick poses, giving you that familiar “good, great, awesome, outstanding, amazing!” response!
5: Be an animal advocate
Like always, defeating the classic badniks throughout the stage will earn you points and release the little critters inside. But unlike the old games, they’ll bounce around on screen until you manage to catch them. You might want to try reaching out for them before they vanish off screen if you can. They’re worth quite a few points, and those points only increase with the Animal Bonus you level up.
6: Keep that combo
An extremely important aspect of any run is the combo and bonus number you can see above. Combos are maintained through collecting score gems, rings, and animals (not badniks!), and once you get over 1000 you’ll have the maximum bonus of +50. This will go a long way once you reach higher scores. Combos can be broken through damage or too much time between collecting combo items listed above. Power ups can help you out – the shield will prevent damage from ending your combo, and Combo Bonus will prevent damage and time from doing so.
7: Wisps are wonderful
Wisps return in Sonic Runners, and they’re mostly a fantastic help to boosting your scores. Asteroid is arguably the weakest as it moves slow and provides no multiplier to your bonus, but in can tear through all obstacles in your path. Laser lets you blast through sections of the stage at lightning speeds and collect every gem, ring, and animal on screen by tapping. Drill could arguably be the greatest score increaser, as it multiplies your bonus massively. At its max, you can gain +500 – combine this with magnet, and the specific Drill designed sections which can appear in levels (seen above), and you’re looking at a gigantic overall score boost.
8: Companions are key
Companions could be your life saver when it comes to runs. They can provide anything from boosting the overall length items last, granting you a wisp when you reach a certain combo number, or giving you the last boost at the end of the level. They can level up to increase the effectiveness of their abilities too – sadly, the only way you’ll be able to earn them is through the premium roulette wheel. To spin, you’ll need Red Rings you earn through placing on the Runners League, completing story events, or other promotions.
Outside of that, there are a few other ways to earn some helpful buddies to help push your scores up:
- You’ll earn Shahra every time you advance a rank in the Runners’ League. Each rank has three levels before you advance a letter, but she’s completely free and provides a great ability – granting you a random item when you hit certain combo numbers.
- Look out for promotions held by Sonic Team where you’ll be able to earn Buddies through normal gameplay. For example, the Sonic Birthday event has you collecting cake to unlock the Genesis buddy and various other power ups and items.
- Finally, completing a Showdown without taking dying once will give you a Special Egg – collect ten of these, and you’ll be able to spin the premium roulette wheel for free with increased odds on better eggs.
9: Aim high
Classic Sonic games usually sport a level design which has both a high and low path – the higher path providing better goodies but harder to stay on, and the lower being easier to stay on but less rewarding. That concept carries into Sonic Runners, since all the best rewards are usually found by keeping on the higher paths. Though the obstacles you face are more dire and will test your ability, you’ll get much better results if you manage to keep on that upper road.
10: Practice, practice, practice
A certain element of Runners will always come down to memorisation, and the only way you’ll memorise these zone layouts is to keep playing. Knowing what’s coming will instantly put you in a better position to prepare yourself and make each run go further – you’ll soon come to recognise familiar placements of the slopes, hoops, enemies and score gem trails. It might be difficult to play for long sessions due to its design, but playing a few times daily will go a long way. It’s all a learning curve and soon you’ll be able to do Top Speed without breaking a sweat, trust me.
Have you got any helpful advice for your fellow Runners players? Or did you find some hand advice in our little guide? Sound off below and let us know. Happy running!
Hey, didn’t you guys already review this game? Why yes we did, and we’ve been talking about if we should take another look at it since with every update it seems to change. Well, following the worldwide release, we feel that Runners has changed enough that our previous review really doesn’t apply or match up with the experience you’ll get with this game.
So here is my review on Sonic Runners, based on the worldwide release build. This will focus more on the changes between the original review and the technical performance of the game since the plot is the same and the premise of the game is the same. That said however, a lot has changed… sadly a lot has changed for the worst.
So I’m not sure how some will react with my next line but here goes… On a technical level, this is probably one of the worst Sonic game made. Yes, I am including Sonic 06 and Sonic Boom in that, it is awful, it really is. The worldwide release is plagued with issues ranging from freezing, stuttering, lag, game breaking/ruining bugs, as well as overheating issues which can potentially put the device you’re using at risk.
… You were expecting me to praise this game given how I loved the initial release? Well on a gameplay level, it’s a really fun and charming game… Which Sega have ruined by adding in the very worst of free to play features and a near broken DRM/always online requirement which by the way is doing nothing to prevent cheaters,
For full disclosure, I have used a range of different Android devices to try and play the game. Primarily I have used a Samsung Galaxy S5, however I have also tested a Nexus 7 and a Sony Xperia Z3, all of which suffer from the same and in some cases more serious problems. All of these devices could previously run Sonic Runners during the soft launch period with virtually no problems.
So lets start with the basics, though odds are you already know this. Sonic Runners is a side scrolling endless runner in which you start off as Sonic before unlocking Tails and Knuckles.
The premise of every stage is to run as far as you can and collect as many rings and gems as possible in order to get a huge score which progresses you further along the map before you reach the end of the episode/level.
Before I should go any further, I should mention that Sonic Runners uses multiple forms of currency. There are normal gold rings which are in plentiful supply. Then there are red rings which are much rarer. We’ll cover both of these later.
At the end of each stage you are given a small reward: normally gold rings or red rings, though sometimes you get an item. The rings you can use to level up characters which improve their stats. Stats are for things like score bonus increases or item effect durations increase. You’ll find you’ll need to level up characters if you want higher scores and find it easier to progress in later stages.
However, the worldwide release differs from the initial release with the inclusion of an experience bar. This bar will fill based on how many rings you pick up in the game, which means you can save on spending those rings if you regularly use a character. By level 20 however, you’ll find it’s not worth waiting and will just spend those rings on your power level. Which again, do you do this from rings collected, or once more, there is that micro-transaction system hint hint wink wink.
Whilst the level cap is 100, the gains from level 50 onwards are so poor there is absolutely no point in waiting to level up, so spend those rings.
What else can you spend rings on? Nothing. Just levelling up characters. I will talk about red rings near the end of the review. Needless to say, I am not happy.
Levels are split into three types: Speed, Flight and Power. Each is designed to be played by a specific character type, though you’ll quickly find that you’ll only ever want to play as either speed or flight since Power characters are so useless compared to the other two. They’re only useful for their own stages, whereas the other types are great on every stage, with flight characters taking the top of the character tier list.
As you progress through the game, you start very simple stories involving Sonic, Tails, Knuckles and various other characters. Normally it’s “Eggman is doing a thing! Lets go stop him.” “Help! This character is missing, lets go find them!” Whilst the climax does build up into something more dramatic, this type of story is rare and a one off.
Some may find it nice that we’ve gone back to a simple story in which it’s just “Sonic goes after Eggman because Eggman did something bad.” though others may find these stories far too basic to enjoy. Personally I began to skip some of the stories since they were so repetitive and dull.
The stage layout is the same as the soft launch version. No changes. It’s a decent layout combining challenge, flow and multiple paths, however I’m not sure that in some places the higher path is the most rewarding. In some stages, the lower path is clearly more viable in terms of score.
It should be really enjoyable, and in the pre worldwide version it is. It’s a great example as to how you can adapt a classic Sonic game for a modern mobile market place, slap a small price tag on it and you have a great experience for the daily commute or for killing a spare half hour.
It’s fun and addictive. If the game had a price tag of say £2.99, I would buy this in a heartbeat. It’s a really nice charming game which is bloody good.
So what’s the problem?
Pretty much everything underpinning that which turns Runners into a near unplayable mess which is designed to rob the player of their time and money, turning runners into a gambling machine.
The game has very poor optimisation. It’s so poor in fact that after only 5 minutes it starts to stutter, lag and in some cases completely freezes. How bad is it? Well remember how I said I tested this game on three different devices? Here is how Runners used to perform.
- Galaxy S5: Flawless, phone was slightly warm, but otherwise flawless.
- Sony Xperia Z3: Near Flawless, phone got hotter than the S5, but otherwise fine, however battery drained quicker than the S5.
- Nexus 7 (2013): Wasn’t tested, but is compatible with the game.
Here is how those devices performed with the worldwide release.
- Galaxy S5: Initially, the game runs fine… but after 5 min of play time the phone gets very hot, gameplay begins to stutter, lag, some occasional freezing in areas with lots of objects. Game eventually becomes near unplayable.
- Xperia Z3: Same as the S5, however after 5 min the temperature of the phone increases by 16-20°C (value taken from built in battery monitoring app) the game will then completely crash. Battery life is drained by 20% after only 5 min.
- Nexus 7 (2013): This was a fresh install so we only played the tutorial. We couldn’t accurately test the lag effects with lots of objects on the screen… But after 5 minutes of play, the device became too hot to comfortably hold and we had to turn it off to cool the device down. We were afraid it would cause lasting damage to the device and the owner then requested we immediately delete Runners and never install it on again.
You want to know something even more head scratching? These were running in streamlined mode, which is designed to take pressure of the processor and make the game perform better…. however our soft launch versions did not have streamlined mode turned on! Yet it’s performing this badly with streamlined mode on!?
Sega… What the hell happened!? How do two of the most advanced phones on the market go from playing the game flawlessly to struggling and in one case failing after 5 min of gameplay time?
The Nexus 7 can probably be explained by the fact it’s older hardware and Runners does demand a lot. But still, the heat generated was worrying to the owner of the device so if you have a Nexus 7 2013, avoid runners like the Black Death.
This is just bad optimisation, pure and simple. There is no way a game like Runners should be causing this many problems on these devices. Whilst I personally haven’t been able to test an iOS build, I’ve been told it’s a lot better, which suggests to me the Android version is a port which got little development or tooling. I would say that this claim is further supported by the fact that the Android version on launch crashed during start up due to a major problem the always online DRM, questioning how this got past the Q&A if the game had been optimised for this platform.
So technically, the game is bad. It’s really bad. In fact I’d go as far as to say it’s there with Sonic 06 and Rise of Lyric, because for as buggy as those games are, at least they allow you to play for more than 5 min and do not melt your system.
Other noticeable bugs: Buddies no longer pick up animals, the asteroid wisp will sometimes spiral to the top of the screen out of control, totally ruining a run.
Then there is this odd thing…
Yes it’s funny, but you add this will the other technical problems and you really do question if any optimisation or QA took place.
Aside from it’s technical performance, are there any other problems. Yes… dear lord yes.
Lets get onto the Red Rings. Red Rings are the second form of currency that this game uses, they are much harder to come by and when you get some, it’s in very limited stock. Red Rings are used to by normal rings or extra lives, but their primary use is to use on the roulette wheel and gain buddies.
What are buddies? They’re small characters that accompany you in stages which add a bunch of effects ranging from score boosters to ring recovery and other positive effects. The vast majority of them are pointless, but some of the rarer ones are highly valuable and the key to doing well on the leader boards.
The catch is that the only way to get them is from either a special event, or from spending 50 red rings on the roulette wheel, at which point you are granted a random buddy. If you get the same buddy, it levels up before capping at level 5. The problem now is that following the worldwide release, Sega has drastically slashed the number of red star rings you can get.
How bad is it? Well under the soft launch version, completing all parts of the final scenario rewarded you with 90 red rings. 10 for each episode, 50 for the final boss. To complete the final scenario, you need a total score of 50 million, so 50 million = 90 red rings.
But in the worldwide launch, you only get 5 per episode and only 10 for the final boss! So now you only get 30 for completing the 5 hardest levels in the game. A total point requirement of 50 million, so 50 million = 30 red rings!
What about other red ring methods? You can randomly find one in a stage, Eggman may drop one if you’re lucky, and if you spam your friends Facebook accounts you can get 10 if they sign up to Runners and use your referral… oh wait hang on… that feature is currently broken.
You are therefore forced to use real world money to buy red rings. And how have Sega welcomed new users to this? By ripping them off.
Prior to the worldwide launch, the highest red ring price was £24.99 for 700 red rings. In the new worldwide version it’s £30 for 481, yet they still have the gall to claim that this is a sale price! But wait? What’s that bonus +1019 red ring amount, that apparently gets removed if you are actually silly enough to buy rings from the store? They call it a ‘first time buyers bonus.’ After you make your first purchase, it returns to 481.
For new players who have just picked up the game, sorry to say this but you are totally screwed. You won’t ever be able to touch those who have been playing this game for months. Their buddies are too well levelled up and they have the special limited edition characters which boost score. Don’t even try, it’s over.
…Unless you spend several hundred pounds in red rings. Then you ‘might’ have a chance, but you won’t. You won’t because you won’t have the limited edition characters who have better bonuses, so why even bother?
And now we get to a major problem with Sonic Runners in terms of it’s design and ethical issues.
The game has now forced you to use the micro-transaction system. The only thing worth spending that on is the roulette wheel, which is no different than playing real roulette in a casino. You pay money, then take a chance at the wheel to get a reward.
Sonic Runners essentially becomes a miniature gambling machine, you are enticed to put real money in, then spend that money in the form of red rings, you gamble those rings for prizes, this is gambling, there is no other way to describe it. Then we get into the very murky waters of the fact that the game is aimed at children. This is a miniature gambling game aimed at kids. Surely this should have a higher ESRB rating than it currently does given that it has gambling in it?
Before you say ‘well it’s not really gambling’ explain how? It’s no different from any other form of gambling. In fact it’s just a virtual form of casino chips, if you spend money on this game, then use those rings on the wheel, you are gambling, think about that for a moment. Some of you will be ok with it, but I know a few won’t be.
Were red rings common in the original? No, you still had to work to earn them, but you could get them for playing and doing well if you were dedicated and were generally good at the game. Now, they’re virtually non existent. So few are available that you’ll be crying out for special events or bite the bullet and spend real money to gamble with.
Your chances to get rings are further restricted due to the life/revive change. Whilst this change came during the soft launch, it was done so close to the worldwide launch it’s worth mentioning; you are now only given 3 lives. 1 life will recharge every 30 min. After which you’re told to buy more or wait until they recharge.
Even more pathetic an insult, Sega have been releasing new characters. The only way to get them is by using the roulette wheel. There’s a mere 6% chance at getting said characters. The catch is that their bonuses are much better than the default characters, so if you want to compete, gotta get these characters.
Even Amy is dangled in front of your face like some kind of bait. Spam your Facebook friends who might have no interest in the game, hope they’ll use your referral and you might get Amy… except Facebook links are currently broken so this is impossible.
You want more examples of how the free to play nature ruins what is a decent game? Adverts… everywhere, even for completing a stage, you now get an advert, say goodbye to your mobile data limits as these are video files, the majority of which are 30 seconds long. So far I’ve not seen one which relates to Sonic or Sega, and some have nothing to do with gaming.
This brings me onto another change. When you die in a stage, you can continue if you watch a video advert (there is a limited number per day). This sounds like a great idea… but like most other parts of the game, there are problems. Sometimes the adverts don’t play, sometimes the adverts crash or freeze your game, forcing you to quit, taking with it your life and doesn’t compensate you in any way, and sometimes the adverts are for things not available in your region. I got one advert for medication which isn’t available in the UK!
The always online requirement is still here, and once again it’s proved how pointless it is, players are already cheating and have been cheating for months, asking the question, why the hell is this even a thing? The game would be so much better if this wasn’t even here, it’s just pointless and restrictive to how and where you can play.
So I’ve complained for a while, might as well offer some solutions to these problems.
- Scrap the online only requirement, it doesn’t do anything and isn’t preventing cheating.
- Optimise the game. For the love of god optimise the game for Android.
- Return the red ring rewards for completing the final episode to the soft launch levels.
- Stop putting characters on the roulette wheel and give us a store to buy them from for a limited period of time.
Overall, Sonic Runners was once a really great little game. It was really fun to play and I got lots of enjoyment from it. Then something happened called the Worldwide launch and Sonic runners was turned into a broken mess littered with adverts and the very worst of methods to try and extract money from you.
That’s not a browser advert, I just felt you all needed to see a Game of War advert, since Runners wants you to see them all the time, maybe it’s viral marketing for Eggman’s army having a cross over in Game of War?
Don’t do it, do not waste your time with this, there was a great game here, it’s gone now, it died with the worldwide release. Unless they fix the blatantly broken android version, radically overhaul the red ring system and cut down the adverts avoid this game.
– In terms of its technical performance, it’s easily one of the worst Sonic games of all time.
– Stuttering, lag, freezes after a short period of play.
– Always online.
– It’s a gambling machine aimed at children.
– Designed to take money from you, not reward your ability to play.
– Overheating of your device.
– Trying to explain to your partner why their expensive phone has melted/no longer performs well due to overheating.
*Review based on the Android version of the game, running on Galaxy S5, Nexus 7 (2013) & Sony Xperia Z3.*
Played on the iPhone 5C, using the latest version of iOS.
When I reviewed the initial build of the game, I had nothing but praise for it. In fact, I called it the best Sonic title we’ve seen since Sonic Generations. While I hold to what I said regarding that soft launch version… there’s no way I can continue to hold that opinion with this new worldwide release.
First, I want to go over the positives – the game is still simple and fun in terms of its gameplay. It inherits some of the classic design philosophies but modernised for a new platform and it’s fun to experience. Furthermore, the production values haven’t gone anywhere either. The music from Ohtani is still top notch (if not slightly repetitive by the game’s nature) and the visuals are still great.
Something I highlighted as a positive in my initial look was how it was fair with its freemium nature. This has, unfortunately, become quite the opposite. Runners’ worldwide build finally is using in game advertisements to a mixed approach. I don’t mind having the ability to use a free revive by viewing an ad, but I don’t appreciate them appearing when I try to see my results or return to the main menu.
Red Rings have also become a true premium currency with a questionable approach. The soft launch version not only was more generous in terms of how it rewarded players with them, but I also never felt pressured to spend them. This version has cut rewarded Red Rings in half for defeating most boss encounters in game and upped prices in the store – this, alongside the awful luck based system to earns new characters and buddies, only discourages me from playing the game or purchasing premium currency.
My other negatives still stand also. The game does lack variety (don’t expect to be playing Runners for long periods of time without becoming bored), the story is still abysmally uninteresting/poorly written, and some obstacles in the game feel very cheap. But aside from what I’ve mentioned above, there’s still one more gigantic negative the worldwide version has brought – which is performance issues.
Never during the game’s soft launch builds did I ever experience issues with how the game performed. It ran smoothly and meant that generally, players at fault would be punished fairly. The worldwide version has brought very noticeable stuttering and lag to the gameplay. And this wouldn’t be much of an issue… if it didn’t cause your runs to mess up completely. Lag will make your jump go a little too high, or for you to miss an enemy, or to hit that obstacle you had dodged a thousand times before suddenly smack you in the face. This issue affects the experience immensely.
A few other things I should mention about this worldwide version of the game, as it stands:
- A great fix the game made was showing players what level they would be facing before they entered regardless of the progress you made. This allows you to be much more prepared, and not feel cheated when you enter a level with Tails and fail immensely in a power based stage.
- Revive tokens have been completely nerfed. Not only have they been cut to three, the recovery time for them has been increased. This could be to encourage players to connect with their Facebook friends so they can send revive tokens to one another.
- A new experience system has been introduced. A great idea in concept and would encourage you to perform better in your runs – however the experience system feels limited and not generous on any level, even at just level 10. It makes you think it may just be another nudge to spend more rings, which in turn may make you want to use premium currency to attain…?
I’d quite frankly call the worldwide launch of Sonic Runners a bit of a failure – not only have they made a fun little mobile game a money hungry monster, they’ve introduced new problems to soft launch players that never existed before. This version of Runners is not the same experience anymore, and that truly saddens me.
Sonic Runners, the mobile exclusive endless running game developed by Sonic Team, has finally been released worldwide following a soft launch period. This comes following game update 1.1.0. The game became temporarily available to users on June 24th before its official launch which provided some updates to the title.
The game challenges players to run as far as they can against randomly generated level obstacles on a 2D plane in three different zones. Collect rings, score gems, and use items while you run to help give you that extra edge. Aim for the highest score so you can keep climbing up the Runner’s League and get promoted!
The game currently sports three main characters: Sonic, Tails and Knuckles, with several more on the way. They can team up with up to two “buddy” characters a run, which features familiar faces such as Chip and Caliburn, each with their unique abilities. Wisps also return here, providing abilities in stages to help you score massive bonuses.
Players can participate in daily roulette spins for free items, or tackle the premium roulette wheel using 50 Red Rings to gain new buddy characters, or unlock special characters during unique events.
The team behind Sonic Runners had been celebrating the worldwide release by giving away Red Rings, revive tokens, and more to existing players. Starting June 26th, a special event will begin which will allow players to have chance in unlocking Classic Sonic and some Mega Drive themed buddies. There will also be an event stage available where players collect cake in a celebration themed Windy Hill Zone.
For existing players, here’s what changes have come from the 1.1.0 release:
You can now compete with users all over the world in a multitude of languages.
Interface was redesigned
Players can now transfer data to a new device.
・Score Display Adjustments
Scores will be displayed, including bonuses, in real time.
Item button added so players can activate item effects.
Players can now continue twice. When continuing players get 1000 Rings and a Combo Bonus, Springs, Shield, Magnet, and 1 randomly selected Color Power activated.
Earn experience in accordance with your score and level up your characters!
Equippable Items and Boost Items will be free to use once everyday.
Animation will show you when you move up in the ranks.
Useful tips will be displayed during load times.
■Others, Bug Fixes
・iOS 7.1.2 no longer supported. After updating, players using iOS 7.1.2 will no longer be able to play the game.
Make sure to update your OS to the most recent version.
・Minor Bug fixes
Sonic Runners was originally made available to Canadian and Japanese users back in February as a soft launch before its worldwide release. The game is free to download and available on the App Store and Google Play, featuring in-app purchases for game currency. You can read our initial impressions when the game first launched here.
Sonic Runners has been running for a few months now and in the coming days a new event will be held. Sonic Runners & Puyo Puyo Quest will be combining to produce a special event for Sonic Runners players. Continue reading Sonic Runners PuyoPuyo Quest Details Revealed
Mobile exclusive game Sonic Runners today released update 1.0.4 to the markets which the title is currently available in, bringing some noteworthy gameplay alterations to the experience. Continue reading Sonic Runners Update Brings Game Alterations
UPDATE: 24 hours later, the account which posted this information has since been made ‘private.’ Read into that what you like.
A long time ago, it was hinted that there would be some mobile games based on the Sonic Boom brand. Whilst there has been no further confirmation on their existence, this LinkedIn listing suggests that they do/did exist in some form.
According to a listing on LinkedIn, the Director of Live Operations at Sega Networks and Three Rings Studio (both of which are Sega mobile game development studios), states that he was a point of contact for a number of Sonic Boom projects including F2p Mobile Games.
As you can see in the screen grab above, this person was the mobile F2P contact point for Sega trans-media projects, such as Sonic Boom, listed in brackets are Cartoon Network, Nintendo, toys and merchandise and the yet announced F2P Mobile games.
Unfortunately, there’s no way to know if this means that the games are still in production or if this was a cancelled project since there has been no other word on mobile games related to Sonic Boom since Boom was first announced over a year ago.
We’ll update you if more details come to light.
Well that didn’t take long, barely 24 hours after Sega said that they would be removing some mobile games which didn’t meet their ‘standards’ it appears that our first casualty is a Sonic game. In a move which has surprised pretty much no one, Sonic 4 Episode 1 & 2 have been removed from some mobile market places. Continue reading Sonic 4 Episode 1 & 2 Removed From Mobile Markets
SEGA has confirmed via a blog post that an unknown number of SEGA mobile titles will be removed from various services if they “no longer meet our standards.” The problem? SEGA won’t say which ones… odds are though that it’ll be poorly emulated titles, or those which got a poor rating or suffer from compatibility problems on modern OS systems and devices (looking at you, Sonic 4). Continue reading SEGA to Remove Mobile Games That “No Longer Meet Standards”
Yep. You’re getting a Sonic Team made mobile game. So it was true after all, after our ace detectives Hogfather and Shadzter who dug up the web domain and test page over the last month respectively. Continue reading Sonic Runners Announced By Sonic Team, For Smartphones
Jump back into the fray with your favourite hero…Tails? A new app is hitting the mobile platforms today! Sonic Jump Fever is the improved follow up to Hardlight’s original venture with Sonic, Sonic Jump. Continue reading Sonic Jump Fever Out On iOS And Android Today
Today, those on Kindle tablets or other related devices can pick up Sonic Jump totally free via the Amazon App Store. Sonic Jump usually puts you back $1.99/£0.99p-ish to purchase, so if you haven’t already had the chance to nab this little pick up and play title starring our very own blue hedgehog himself, now’s your chance. Bounce your way to victory with the 48 different levels available with multiple different characters and defeat Dr. Eggman in boss battles in the main mode, or try out Arcade Mode to see how high you can get and challenge your friends.
Update @ 8:17PM EST: If you have an Android capable device like a phone, you can grab Sonic Jump on it as well. Simply grab the game on the page as you would normally, then follow the steps on the page. If you don’t have a device registered, you may need to do so in advance. Then download the Amazon Store App (should be able to be done via your device’s browser on Amazon’s website), then once that’s installed, and you grabbed the game on Amazon’s site, go to the App on the device, go to Apps, then Cloud, then it should be right there ready to install, I know this because I did it on my Android OS Samsung smartphone! – Hero of Legend
The delayed Sonic 2 Remastered finally has a release date. It’s tomorrow, and it’s coming out on both Android and iOS devices. As with Sonic 1, if you own the original you can upgrade for free, although Android owners will have to pay since theres no pre-existing version of the game on the market place. Continue reading Sonic 2 Remastered Includes Hidden Palace Zone, Coming Tomorrow
Well this came out of nowhere! Yesterday we told you how the 3DS version of Sonic 1 was released in Japan, in the last hour without any announcement, the ‘Stealth-Tax’ version of Sonic 1 for iOS has been released and it contains two big surprises! Continue reading Sonic 1 Out Now on iPhone: Tails & Knuckles Playable
Sega has officially announced Sonic Dash for all iOS devices and is coming “soon”. Hardlight Studios, the team behind Sonic Jump, is once again at the helm of this Sonic game (so expect micro transactions.) Not many details have been mentioned so far, but it sounds very much like a 3D infinite runner not unlike Temple Run and it’s expected to include leaderboards as well. Read on for Sega’s full press release. Continue reading Sega Officially Announces Sonic Dash for iOS
Sega has announced on Sonic’s Facebook page, the first screenshot and launch date of Sonic’s first iOS game “Sonic Jump”. The game will be available this Thursday, Oct 18th for $1.99 US, £1.49 Europe. Continue reading Sonic Jumps into iOS Devices This Thursday
Today SEGA has announced the launch in India of Sonic Cricket for mobile. The game has been created by UTV Indiagames, who has developed a wide catalogue of games for mobile platforms, including many other cricket titles. Continue reading SEGA and UTV Indiagames Launch Sonic Cricket For Mobile
Impressions are coming in of Nokia’s part mobile phone, part game console N-Gage, and along with them some confirmation of the nature of SEGA’s ‘Sonic-N’ project for the device. Turns out this will be a version of the Game Boy Advance game Sonic Advance, adapted for Nokia’s screen in a few ways.Continue reading ‘Sonic-N’ is a Mobile Phone Version of Sonic Advance
You might have heard about Nokia making a mobile phone that doubles as a handheld game console. It sounds like they’re serious about making it a success, because SEGA has committed to making a Sonic game for the device. It will be called ‘Sonic-N’.Continue reading ‘Sonic-N’ Coming to Nokia N-Gage Mobile Phone
Sonic finally gets to do some racing in the next game on Sonic Team’s Japanese ‘Sonic Cafe’ mobile service. ‘Shift Up’ pits the blue blur against a number of challengers (including, naturally, Shadow) as they race to the finish line in race cars.Continue reading Take Sonic on the Road in Shift Up, the Next Sonic Cafe Game
The latest game to hit the Japanese ‘Sonic Cafe’ service challenges commuters with a daily number-based brain-teaser. If you think that sounds pretty boring, then wait until you hear that it’s all to help Tails decipher the hidden code of a bomb set by Dr. Eggman!Continue reading ‘Eggman’s Number Panic’ Brings Brain Training to Japanese Phones
Sonic might be fighting Eggman on home consoles, but on Japanese mobile phones he’s having all sorts of fun. Following the release of a Golf, Tennis, Fishing and Billiards game, SEGA is launching a Bowling application for DoCoMo i-Mode phones featuring everyone’s favourite blue blur.
SEGA’s next mobile phone game for its Japan-exclusive subscription service focuses on the adorable Chao A-Life system. ‘Nakayoshi Chao’ (なかよしチャオ), which loosely translates to ‘[A] Good Friend Chao’, has players taking care of a 3D animated Chao as if they were a Tamagotchi.Continue reading Take Care of A Good Chao Pal in Latest Japanese Sonic Cafe Title