Today marks the tenth anniversary of a videogame. So myself and a few other staff members have stolen an idea from Sonic Retro to give you our mini retrospectives on said electronic digital media product. A game which had such an impact on the games industry that it’s still talked about to this day, except on the Sonic Stadium forums because all discussion on it is banned apart from one topic for reasons we don’t understand. That game, is Sonic the Hedgehog, in Sonic the Hedgehog Episode 2006, you play as Sonic, Shadow and Cannabis Plant Head Guy, who is a magician. Continue reading The Spin: Happy Birthday Sonic the Hedgehog Oh Six
“Are you going to do the Summer of Sonic retrospective?”
“Sure” I say! How hard can it be?
Well… it’s surprisingly hard. I’ve tried reading other peoples thoughts on the day for some inspiration, when I realised my problem. Because I’m on the SOS staff team, I don’t get to experience Summer of Sonic in the same way as someone who isn’t on the staff team, which is most other people.
This is a retrospective I did of the classic trilogy of Sonic games for SEGABits, celebrating the hedgehog’s 23rd anniversary week last year. I decided to spring (get it?) new life into it, since I was feeling pretty nostalgic today and recently played through these fantastic titles again I remembered how much of a treat they are. Let’s get to straight into it!
Ah, birthdays. The perfect times for parents to get out those old, embarrassing pictures of you when you were a baby. Our spikey blue hero is no exception to this, however his own classic outgoings were never something to be embarrassed about. In fact, many fans still refer to the original trilogy of games as some of the best games the series has made. I’m not far removed from this ideal, and as such I wanted to look back at these old gems of classic gaming, chronologically.
Sonic the Hedgehog (1991)
Filled with the sights of chequered hills, loop-de-loops, and the iconic sound of the SEGA chant on the boot up, the original Sonic the Hedgehog released in 1991, setting the stage for a future 23 years of Sonic. So much about this classic has been said already, but it’s worth giving it another run through, right? Let’s look at why this title is so iconic, and how it laid the groundwork for the future.
Sonic’s well known for his speed, yet this title doesn’t really capitalise on that gimmick during your time with it. A key element with Sonic is that speed is earned as a reward for your skill and mastery of a level, and this really is the title which began that train of thought. Green Hill Zone is easy enough and gives the player plenty of freedom to get used to Sonic’s top speeds and style of level design, but immediately after, Marble Zone punishes you for trying to charge in without thinking.
This isn’t the only zone which forces a player to slow down and plan what their next moves are. The iconic Labyrinth Zone brings Sonic to the speed of snail underwater, all while avoiding deadly enemies and remembering to collect those all important air bubbles to ensure you don’t drown. Fortunately, in between these two platform heavy zones are Spring Yard and Star Light. As long as you’ve mastered rolling by that point, there’s crazy high speed thrills to be had.
Rolling is the key way you’ll be the speed demon this time around. Since the hedgehog has a speed cap on foot, putting yourself into a ball lets you bypass that. This is where the idea of rewarding a player’s mastery of a level comes in – you’ve gotta know what dangers lie ahead and the layout of the acts so you can most efficiently beat the clock and overcome the obstacles in your path. My current best on Green Hill is about 24 seconds.
To finish the game 100%, you’ll need to defeat the final boss with six Chaos Emeralds in hand. Collecting the emeralds wasn’t much of an easy feat back in the day, especially when you’re going in blinded – the rotating stages could often get frustrating, especially if you didn’t know what you were doing (GOAL? That’s not my goal, that’s the exit!), and accessing them in certain zones was a nightmare (specifically, holding onto 50 rings). More recent versions like the current mobile ports allow you to quit and retry special stages, making it significantly easier on the player. A change I welcome, since it’s totally optional.
Sonic the Hedgehog is a solid title. It’s a little overrated nowadays, but without the iconic ideas it introduced we wouldn’t have its two sequels that built on the ideas and created fantastic experiences. The level design is solid, the visuals for its day were great, you can achieve a great sense of speed and the bosses are nice mix of challenging to simple. If I was going to recommend a version of this game to you, it’d certainly be the rebuilt mobile version, even with the touch screen controls. It’s the best port of this game to date.
Sonic the Hedgehog 2 (1992)
Jump to a year later, and say hello to Sonic the Hedgehog 2. Building upon its predecessor, Sonic 2 features more zones, more Chaos Emeralds, more bosses, more characters… and is commonly referred to as one of the best titles the Sonic series has ever made. It’s certainly one of the most popular and best selling, and only helped to propel Sonic to further mainstream popularity back in the day.
I think part of what makes Sonic 2 so successful are its zones. Sure we start with the typical green hill-ish zone once more, but immediately after we’re thrown into Chemical Plant, sporting purple water and giant ramps to roll down. Later on down the line there’s an ocean of oil, a bright casino, a chase in the sky… these unique level tropes were fantastic to look at and run through. All of these are enjoyable in their own way, sporting some individual platforming and exploration ideas in all of them. Not all of them live to this standard, but even then they still have some great level design.
Something that should be noted about Sonic 2 is that the design has shifted to push much more of the “speed” gimmick. You’ll find yourself flying down giant hills and soaring into the air often, and loop-de-loops are common. This makes for some exhilarating moments you feel in control of. This speed focus can also be seen in the inclusion of the brand new move, the Spin Dash, now a staple of the franchise. Revving yourself up and releasing to a top speed is extremely satisfying, and helps to overcome those ramp issues you might have struggled with once before.
This doesn’t mean Sonic 2 is devoid of the platforming that Sonic 1 embraced fully. You’ll still need to slow yourself down at points and slowly make your way through areas. However, I can’t deny that Sonic 2 feels more linear. As long as you’re not playing blind, for most of the game you can comfortably charge forward and not get punished too often – apart from one or two zones. You can make up your mind if this is a strong suit for the hedgehog or not.
Sonic 2’s lowest points for me come in two areas – Metropolis Zone, and the special stages. Metropolis Zone is well known to be Sonic 2’s most difficult stage for good reason. The badniks are the toughest in the game and most cheaply placed, often found in almost unavoidable spots. You’ll find Shellcrackers waiting at the top of high ledges to knock you back down, or running ahead where a Slicer will suddenly appear and throw its twin blades at you. But aside from these guys, there’s platforming blocks with spikes that stick out of them, conveyor belts above lava, gears that you travel across, corkscrews to run up and black platforms that crush you. The corkscrews should be noted as one of the more challenging obstacles since they’re almost always littered with the exploding Asterons who will knock you down to the ground the minute they detect your presence. And the worst part? All of this goes on for three acts, rather than the usual two.
And anyone who played Sonic 2’s special stages will understand where my pain comes from. Like the previous game, you’ll need 50 rings to access them, however this time it’s via checkpoints via levels. Never assume past the first few zones you’ll get to the special stages without actively trying to keep your rings. The special stages themselves are now iconic, sporting a half pipe design and littered with rings and bombs. Often though it’s difficult to see what’s ahead of you, I feel the design of them tries to confuse you in later stages. There’s no chance you’ll complete all of them blind. It took me many tries on later special stages to get to the end, and remember if you get thrown out you’ll have zero rings and have to collect 50 again. And of course, there’s nothing more frustrating than having the ring count needed and reacting to a sudden bomb in your way, but Tails just isn’t fast enough and you lose out on the goal. It could be just me, but I’ve always found these stages a nightmare, even more than Sonic 1.
Overall, Sonic 2 is a much more enjoyable title than its predecessor to me. It builds on the good of the original and expands on it. The level design gives more freedom for thrilling moments, the spin dash is a smart and satisfying addition to Sonic repertoire, the music is catchier and captures the essence of each zone brilliantly and the visuals look great and really capture the atmosphere of the zones. If you pick it up on mobile platforms, you also get access to the once forgotten Hidden Palace Zone through a certain pit which many remember the misery of…
Sonic 3 & Knuckles (1993/1994)
And finally, we come to the big one. Famous for making use of “lock-on technology” and creating the biggest 2D Sonic game to date, Sonic 3 & Knuckles is the true version of Sonic the Hedgehog 3. There’s so much more content here and improvements, and Sonic 3 & Knuckles to date still stands as my favourite title in the series, and my most played one too.
Pushing on from Sonic 2, Sonic 3 & Knuckles goes on to push more of a mix of high speed sequences and platforming. For me, it’s almost perfectly balanced here. There’ll be times where the hedgehog will do his thing and curl into a ball and zoom across the screen at a thrilling speed, and the game won’t punish you for having that fun. But then it slows down, and you have to methodically make your way through areas. Even the famous water zone Hydrocity contains high speed, water slide based segments. The design of the levels is expansive and feels far more immersive to travel through in general, since all acts and zones have transitions here.
Storytelling is a much bigger thing in Sonic 3 & Knuckles. Unlike its predecessors which story was told in the levels themselves (to such a subtle point, you wouldn’t be reprimanded if you didn’t know it existed), this title actively shows the adventure which the speedy blue hero has through effective zone transitions, and events within levels which change their atmosphere (see – Angel Island setting on fire). The story isn’t intrusive, but still pushes you to want to keep moving and defeat Robotnik and his scheme to build the Death Egg. It’s also nice to see the rivalry between Sonic and new character Knuckles build and build to a point where they butt heads, and eventually unite. Seeing the Death Egg rise again above the clouds in Sky Sanctuary Zone feels suitably like a challenge to the player, and works on a great story level also.
The game contains fourteen zones overall, which is a pretty comfortably long adventure. These zones also continue with the unique zone trope ideas, creating a collection of enjoyable levels which never feel like retreads of ones you’ve already been to. What’s even better is that zones can be different from act to act – it might just be visual differences like Mushroom Hill’s seasonal changes throughout the zone or seeing the Death Egg in the background of Launch Base, but certain zones like Sandopolis go from traveling a outside in the desert to being inside a pyramid haunted by ghosts, and Lava Reef goes from being a scorching hot cavern to being a crystal wonderland.
Alongside the focus of storytelling and unique level tropes, Sonic 3 & Knuckles also contains music unique to each act. This aids the progression idea significantly, but is just downright a pleasure to listen to. Act 2 is commonly a remix of Act 1’s music which feels just different enough to be both recognisable and brand new. It really helps create an atmospheric change too, such as Launch Base Act 2 feeling like a calm before the storm, or Hyrdocity Act 2 feeling like you’ve travelled to the deepest part of the waters. A special exception is Lava Reef Act 2, which completely changes its music style to suit a complete new area, and an idea of a mystery unravelling itself – this area leads to the discovery of Hidden Palace Zone where the prophecy of the Doomsday fight is, and where the Master Emerald lies.
The special stages here are the most enjoyable I’ve played in the series thus far – Blue Spheres is even a little addicting. The idea is to turn all the blue spheres into red, but touching a red sphere kicks you out of the stage. Unlike previously where you had to collect 50 rings, these stages are accessed via hidden giant rings in stages. This encourages the player to explore these large stages high and low. The stages themselves contain I believe the right mix of challenge for those who are blindly going in or are experienced – obviously, if you know these stages well, it’ll be smooth enough sailing to fight against the increasing pace, with only a little pressure kicking in at top speeds in later stages. But a newbie player will feel that pressure each time they enter a new stage. I never found myself wanting to throw my controller in rage even when I was kicked out once or twice on my first tries, it often felt like a mistake on my own fault. Either way, it’s always satisfying to create a square of red spheres and turn them into rings.
There’s a few other little improvements I want to mention about Sonic 3 & Knuckles too. First off is the ability to have multiple save files which comes with level select, meaning you can pop in to any zone you fancy after you’ve finished. Second run throughs with Super/Hyper Sonic is something you may do often, I know I did. I also enjoy how each character feels just unique enough to want to use all three – Sonic’s has a insta shield which gives momentary protection, but more importantly he can take advantage of the new elemental shield powers which are a lot of fun (my personal favourite is probably the electric shield – double jump plus a ring magnet), Tails’ flight ability is finally usable here and helps out newbie players in difficult area and to find hidden secrets, and Knuckles has his own unique pathways and specifically designed sections (and story!) only he can traverse through. Because of this, replayability is far increased from what was there previously. Finally, I think the game’s multiplayer needs a little shout-out. These aren’t anything much more than races against a friend, but there’s fun to be had and the music found in these levels are hidden gems.
The reason why this title will stand among all other to me within this franchise might be partially down to nostalgia, but everything it does it does so brilliantly to me. It succeeds on a lot of levels – it takes steps visually with the environments, the music is lovely and easy to get addicted to, the level designs feel sprawling and fun to speed through, the story is told non-intrusively but is still surprisingly engaging… it feels it took all the best and worst elements of the previous two and made it all just downright fantastic. All three of these games will always stand on a pillar to me for their impact of the franchise, but this game especially holds a special place in my heart.
What are some of your favourite memories of the classic games? Sound off in the comments below and let us know.
2010 was an interesting time to be a Sonic fan. At the start of the year, the franchise was at one of its lowest points, with jokes about the Sonic Cycle being thrown around every which way following the downward spiral of quality in the games – Shadow the Hedgehog, Sonic ’06, Sonic and the Black Knight… even 2008’s Sonic Unleashed, the closest thing to a step in the right direction we’d seen, was critically panned and bogged down by poor design choices. Luckily, there seemed to be a shining ray of light on the horizon, one that the entire fanbase was clinging their hopes onto, something that promised to set the series back on track at last…
That game was Sonic the Hedgehog 4: Episode 1. And we all know how that turned out.
Yes, rather unjustly in retrospect, it was the disappointing sequel to the classic Sonic trilogy that garnered the most attention in 2010. Instead, there was another, far better, far more memorable Sonic game released that year that deserved to receive the lion’s share of fan interest. Announced slap bang in the middle of the Sonic 4 hype, Sonic Colours – or Sonic Colors, for our American readers – was eternally in the shadow of its downloadable counterpart, with only a month separating the two games’ release dates in October and November respectively. It’s understandable, of course – the game’s rather obscure title and lack of concrete gameplay details upon its initial reveal made Colours a bit of a harder sell compared to the prospect of a follow-up to Sonic 3 & Knuckles. Even I’ll admit, I thought Sonic Colours would be a puzzle or spin-off title when I first saw its announcement… but fast forward a few months, and it ended up being one of my favourite Sonic games of all time.
Whereas Sonic 4’s hype train went out of control before well and truly coming off the rails, the more quiet and subtle excitement surrounding Sonic Colours actually worked in its favour. When the astonishingly good reviews came rolling in – that all important first score of 86 from NGamer and an 8.5 from IGN, to name but a couple (let’s just forget that 4.5 from Destructoid though, eh?) – it caught us all by surprise and made us appreciate the game even more. It not only surpassed Sonic 4, it trampled all over it and gave us the first genuinely good Sonic experience in years. Say what you want about the game, but you cannot deny that Sonic Colours set alight the hearts of several fans and critics again after oh so long.
So what was it about the title that sparked off such acclaim? Well… a bit of everything, really. Presentation-wise, Colours definitely delivers on its title – this is a bright, quirky, visually appealing adventure that really pushes the graphical boundaries of the Wii to their limits. While we’ve since seen the likes of Planet Wisp and Starlight Carnival recreated in high definition in Sonic Generations and Sonic & All-Stars Racing Transformed, their original incarnations still hold up beautifully on Nintendo’s last-gen system. What really stands out about Colours though is its sheer imagination, fusing recurring Sonic tropes into entirely fresh new locations such as the tropical casino aesthetic of Tropical Resort and the watery Chun-Nan that is Aquarium Park. Despite being a modern 3D title, Colours captures the vibe and essence – and, dare I say it, magic – of the classic era better than ever before (arguably better even that Sonic 4 did), to the extent that famous badniks like Motobugs even make their long-awaited return with a few new twists of their own.
Musically, the soundtrack is also up there with the finest in the series – and that’s an impressive feat considering how consistently brilliant Sonic music tends to be (Chronicles notwithstanding). Almost every tune is a joy to listen to, ranging from the adrenaline-pumping sounds of Terminal Velocity to the gentle and serene Planet Wisp tracks. It’s also the last time we had a vocal song as the main theme of a Sonic game – can you believe it’s been four years already? – and, while Cash Cash’s Reach For The Stars and Speak With Your Heart aren’t to everybody’s taste, they’re serviceable enough and undeniably catchy for those who want to sing along as the credits roll.
Most importantly, Colours nailed the gameplay. Taking the day stages from Sonic Unleashed as a basis, cutting out all of the nonsense like medal hunting and Werehogs, every stage was a high octane blast of speedy Sonic fun. The level design is top notch with some hugely enjoyable courses to overcome right from the off – there’s no messing around with opening cutscenes or tutorials, you press Start at the title screen and you’re straight into Tropical Resort Act 1. It’s a platformer at its most straightforward – clear one level, move onto the next, rinse and repeat until you face off against the world’s boss, then move onto the next area – and it’s all the better for it, with nothing to get in the way of the fun and preventing it from becoming sidetracked by anything unnecessary.
It’s the Wisps that really steal the spotlight here though. Before 2010, if you heard the words “Sonic” and “gimmick” in the same sentence, you’d shudder in horror. Fishing, treasure hunting, guns, motion controls, stretchy armed brawling, talking swords… you name it, Sonic had probably tried it, often to disastrous effect. But the Wisps did something that none of these other gimmicks were capable of – adding to the basic Sonic gameplay rather than detracting from it or outright replacing it. Each of the different coloured Wisps grants Sonic a new kind of Colour Power to utilise as he traverses his way through a level, be it a quick-firing laser, the ability to hover, or a drill to dig through the earth (or cake, if you happen to be in Sweet Mountain). Each is a bite-sized burst of fun, never outstaying its welcome and often leading to some previously unexplored section of a stage. In a game where the gimmicks are almost entirely optional, you’ll be actively wanting to use them more than ever, going back to previous locales to seek out those hidden Red Rings you missed first time around because you hadn’t unlocked the right Wisp yet. They’re a joyous addition, and it’s a shame that they were used much less gratifyingly in their comeback appearances in Generations and Lost World.
This isn’t even scratching the surface of what Colours brought to the table – a brand new voice cast featuring Roger Craig Smith in his Sonic debut (if you conveniently ignore Sonic Free Riders, as most people do), a more simple and streamlined narrative focusing on just Sonic and Tails rather than the cavalcade of sub-par sidekicks seen previously, the infamous Eggman P.A. announcements, and the first time we’ve seen Super Sonic playable in regular levels in a 3D game. It was a total shift for the Sonic series, both tonally and reception-wise, and it was just the ticket to dig the hedgehog out of the hole he’d dug himself into over the preceding years.
All praise aside, it’s not the perfect Sonic game – there’s some awkward difficulty spikes, it’s only a few hours long, and the story is rather minimal with some love-it-or-hate-it scripting – but it’s by far the most original entry we’ve seen in the franchise in recent memory, Generations included. There’s a certain magic and a certain joy that I get from playing and looking back on Sonic Colours, and that’s something that’s distinct from any other entry in the franchise.
In this uncertain age where Sonic is once again descending into mediocrity, it’s enlightening to remember that once upon a time, when even the most promising of projects led only to the bitterness of disappointment, a game like Sonic Colours came along out of nowhere and revitalised the series in a way no one expected. Who’s to say that lightning can’t strike twice…? And, if nothing else, it proves that Sonic can do Nintendo exclusivity right when it puts its mind to it. Sorry Lost World and Boom, but you’ve got nothing on this gem.
With Sonic Colours, SEGA reached for the stars – and boy, did they come close. Four years on and the colours still seem as right and as bright as they ever did. Long may they continue to shine.
What are your feelings and memories about Sonic Colours? We’d love to know your thoughts too, so sound off in the comments! Don’t fall apart, speak with your heart!
Every year since 2008, the Sonic community have come together to bring it’s fellow Sonic fans a place where they can play new games, meet their idols and finally meet people face to face.
This is an event that means so much to the staff here and we are always looking at ways to share that with a wider and wider audience. This leads us to this years Summer Of Sonic Retrospective. Our annual documentary celebrating the years festivities.
Featuring interviews with Jun Senoue, Kerry Rizzo (of Sega Europe), The Megadrive Band, Sonic himself plus many others (including you guys who came!)
We hope it sheds some light to those around the world, why we love Summer Of Sonic so much, and acts as a memorable souvenir for this years attendees.
Edit: Some people have said the video isn’t showing. Please click here if thats the case.
The annual Summer Of Sonic Retrospective is here! Continue reading Summer Of Sonic 2012 Retrospective Now Online
SEGA Mag reports that French TV channel Game One will soon be airing an exclusive TV retrospective documentary looking back at the 20 year history of SEGA’s Sonic the Hedgehog franchise. No other details have been shared, but it should give us an insight into how SEGA’s mascot has grown into such a success since 1991.
The documentary will air Wednesday, November 2 at 2:35 pm CET, which will be 1:35pm on the same day here in the UK.
Source: SEGA Mag
Jim Sterling of Destructoid is a funny man. His video series, “The Videogame Show What I’ve Done,” is the perfect parody of bad YouTube video game reviews, right down to the Windows Movie Maker titles. In this episode, Sonic stops by to take a look at his past games.
- “Sonic the Hedgehig is gaming.”
- I really want to play “Sonic Charonicles.”
- “I was Unleashed as fuck, son.”
With Sonic 1’s arrival on the iPhone, popular handheld gaming website, Pocket Gamer UK, released a short, two-part retrospective on the hedgehog’s adventures on mobile devices. From the Game Gear, Game Boy Advance, and mobile phones, Pocket Gamer touches base with all the hits and misses with a brief synopsis and review.
It’s a fun read and a quick trip down memory lane. Oh, Sonic Labyrinth, we all love you thiiiiiis much.
SSMB user ‘Ultrasinc‘ alerted the forums earlier today with news of a new Sonic the Hedgehog Retrospective video by downloadable game provider, ‘Game Tap.‘ The video itself consists of four parts, all of which are uploaded to Youtube for your viewing pleasure.
The fantastically made retrospective has some extremely interesting information- some of which is completely new. For example, did you ever know that Sonic’s shoes were based off Michael Jacksons boots from the front cover of his ‘Bad’ album? And that the colour of them was inspired from the worldwide known figure, Santa Claus? Game Tap interview the likes of Naoto Ohshima, Yuji Naka and a large variety of other developers and project managers from along the years as they discuss how SEGA of America took to the little blue critter, his changes of appearance and why he became so popular.