Sonic Dash Generates Nearly $11m, More Than Last Five Sonic Mobile Games Combined

Even after seven years, Sonic Dash is still getting significant content and character updates. And with this latest news it’s clear to see why – SEGA Hardlight’s mobile auto-runner is a huge cash cow, earning nearly $11 million since its initial release – reportedly more revenue than the last five Sonic mobile games combined. Continue reading Sonic Dash Generates Nearly $11m, More Than Last Five Sonic Mobile Games Combined

TSS@E3 – Hands-on: Sonic Jump Fever


I wasn’t really a big fan of the original Sonic Jump. It was fairly simplistic and lacked the kind of adrenaline pumping speed I’ve come to expect from Sonic’s 2D efforts. The game also became impossibly hard later on, being very unforgiving of mistakes in the hopes of getting players to spend real world money on power ups and other “cheats”. Since Sonic Jump, Sonic’s mobile efforts have improved immensely, from Christian Whitehead’s stellar retro Sonic ports to better modern Sonic efforts like Sonic Dash. How does the new Sonic Jump sequel, Sonic Jump Fever, stack up to the other, better mobile games Sonic has starred in over the last few years?


Sonic Jump Fever is definitely an improvement over the original game. Graphically the game looks a lot better, with much more colorful sprites and much more detailed backgrounds. Whereas the old Sonic Jump looks like a cheap fan game, the visuals here look far more like what you would expect from a proper, official Sonic title. These improved graphics are accompanied by much more hectic movement. Whereas Jump could often feel kind of empty, the stages we got to play in Fever where constantly filed with moving enemies, flickies and platforms.

Visuals are nothing without good game play though and in this regard Fever brings some huge improvement to Jump’s formula. Where Jump had a slower pace, focused a lot on vertical movement, and came to a complete stop with every death, Fever flows a lot quicker. The action is constantly moving and between the various orange boost rings and bouncing platforms it’s very easy to keep upward momentum going. Even dying no longer kills the momentum, since the game gives you extra lives in the form of cannons, which immediately launch you back into the air if you miss a platform. Once you run out of lives, the game immediately takes you to the end of the stage instead of giving you a game over screen. Finally, Fever also adds a boost meter, which is fueled by collecting rings and getting combos. Once the boost meter fills up, it automatically activates, blasting Sonic upwards into a massive barrage of rings. This boost meter is a very welcome addition to the Sonic Jump formula, making an already fast game all the more exciting.

The speed is complimented with a time limit, which can only be increased by reaching ribbon check points placed at set parts of every stage. Much like in old school arcade games, the timer helps to add some urgency to the proceedings, since trying to slow down to collect rings or rescue flickies can end your game in short order. Fever’s stages are also more populated, filled to the brim with enemies, power ups, moving platforms and caged flickies. This really lends the stages a sense of movement and life that the original Sonic Jump lacked. Even the end of the stages are better: instead of a bland sign post, every stage is topped with a platform full of flickies and a hot air balloon that you need to toss them into. Fever also adds new helper chao, which can be found and hatched in the “Chao Forest”. Once hatched, these Chao can assist you in levels, whether it be in collecting rings or defeating enemies.

All of these improvements culminate in a game that feels much more complete than its predecessor. Everything about it, from the graphics to the level design to the game play, has been improved markedly. That said, I’ve no idea how this game will hold up over the long term. I grew bored of Jump and Dash rather quickly because there wasn’t much to them, and I can’t yet say whether or not the same will happen to Fever. One thing is for sure though: it is a lot better than Jump. It could very well be the best made-for-mobile title Sonic has ever had. I had a lot of fun with it and anyone who’s a fan of the original Sonic Jump will certainly love this title.

Sonic Jump Fever leaping onto iOS and Android soon


Looks like Sonic Boom won’t be the only game starring everyone’s favourite blue blur at E3 this year! Just revealed via an announcement trailer on SEGA Europe’s YouTube channel, Sonic Jump Fever – a sequel to the original Sonic Jump mobile game – will be bouncing its way onto iOS and Android devices at some point in the near future.

Originally released in Canada earlier this year, the core gameplay in Sonic Jump Fever will be very similar to its predecessor, only this time with more dynamic action, more combos… and of course, more fever! The question is though – will it be a real leap forward? (sorry, I’ll get my coat…)

Little else is known about the game’s release outside Canada beyond that shown off in the trailer, but be sure to stay tuned to TSS for any further updates on the game – and in the meantime, let us know your thoughts on this announcement in the comments!

Sonic Jump Fever Announced/Arrives on iOS Devices (in Canada)


I’ve got a fever!!…..and the only cure…is more Sonic Jump!

2012’s Sonic Jump finally lands a sequel this year in the form of Sonic Jump Fever. The games seems to be a bit more fast-paced and action packed than it’s predecessor. This also includes some Chao mini games for the first time in decades.  The game is available now for you lucky Canuckies up in the great white north and will be available in the US and UK later this year, but just WHEN this year is unknown. It could be tomorrow for all we know. Here’s a description of the game from the App Store.

Continue reading Sonic Jump Fever Announced/Arrives on iOS Devices (in Canada)