Sonic.
It's a name nowadays that conjures up mixed feelings and
emotions, all depending upon how old someone is and how well versed they are
with the long series of games this little blue mammal. If you take a look at
the more recent games, some will say that there's been relative success in
capturing the fun back into the games with titles such as Sonic Unleashed and
Sonic 4, though this is a point of contention amongst the extremely jaded and
divided fan-base.
With which, I entirely sympathise. A series they've grown
to love over the decades is being systematically fucked up beyond all
recognition (yes, FUBAR'd) by rushed deadlines, cut corners and lack of decent
quality control and testing which is being acted upon in post-development.
Seems a lot of games have that little issue, they're tested and found to have
faults but nobody is rectifying this stuff as it's the bottom dollar the
company bigwigs are really interested in. But I'm not going down that
particular route today.
I could go on about whether or not the Sonic games for
Dreamcast and GameCube were any good or not, I may even review them at a later
date. But for now we're going back to the Megadrive (...Genesis) and looking at
the first outing by our 23 year old cerulean spiked one. (and let's get the giggles
out of the system now before I start to mention Blast Processing... who the
hell came up with that one needs to be given an award for having the balls to
make that up then shot for being a prick)
Mr Needlemouse (look it up), lives in a wonderfully
designed and colourful world where naturally growing and occurring loops, spins
and corkscrews are common everyday happen place events. In this saccharine
world however, is a royally fat-fuck asshat called Dr Robotnik (No, not Eggman,
we don't talk about that in this game and that term wasn't coined for many a
year) who was formerly Dr Ivo Kintobor and in some instances of back-story,
helped Sonic to develop his speed and blueness through experimentation of a
friendly sort. See kids, animal testing can be a positive thing! (This reviewer
does not condone animal testing of any kind, except testing how many government
politicians it takes to slake a carnivorous animal of its bloodlust)
The mean old naughty bad-man, Dr Robotnik, decided it
would be a good idea to turn all the cute little animals in the land into
robots. He also decided he'd take the Chaos Emeralds (of which just ONE is
actually emerald coloured, must be some genetic testing by-product thing) so he
can do more naughty things. Cue our cobalt coloured hero deciding that after
many MANY robots have been made, that this cannot be allowed to continue and
our journey begins in the first level where we, as players, basically run
right. There may be some jumping and rolling at times, the occasional boss every
3rd stage of a level and a few bonus levels if you're great at collecting
coins... I mean rings.
That's the game in a shell of nuts.
There's a lot to be said in the game for the fast flowing
pace of the main character gradually building up speed, pressing down to roll
and then sending our azure ball of spikes racing through ramps, loop-de-loops
and soaring sky high on springs and bouncing things. The game belts along at an
almost breathtaking pace that eventually becomes a test of "how fast can
the game scroll through its own levels" rather than actually playing the
game. Occasionally you may have to WALK somewhere back and forth and in some of
the levels there's a considerably slower pace being forced upon the player with
the whole "jumping onto platforms and being slowly, SLOWLY, moved across
lava safely". Although, with this being the first game, there's some leeway
in arguing that the designers may not have been sure as to what kind of game
they were producing at this point.
Because this is the first game, there's no spin-dash
move. That wonderfully typical, nay, ESSENTIAL technique in the second game
onwards that allows you to build up speed while being motionless before racing
off going from 0-60mph before you can say internal-organ-rupturing. So when
you're faced with a ramp leading upwards and you're not going fast enough to
clear it, you'll have to run back and try again with more momentum built up so
that you can clear the ramp. It becomes a rather annoying point when you
especially lack the speed and jumping height to simply hop over the ramp and
instead start bouncing back and forth like a bus full of kids after all the
passengers were given energy drinks for breakfast.
You still get the pre-requisite power-ups though. A
shield to help you tank a hit of damage, any and every ring you pick up will
allow you to take a hit of damage and drop all the rings, so having one ring at
any time will save you from death unless that death is being crushed, landing
on spikes and bouncing onto MORE spikes (mercy invincibility does NOT work on
spikes) or falling off the bottom of the level, will kill you outright. Speedy
shoes for moving EVEN faster and seeing even less of the level while you race
through it quicker than Jessie Owen doing a victory lap through Berlin. Other
power ups include extra lives and more rings as well as the invincibility
effect that negates spikes but not being crushed or falling off the game.
Getting to the end of a level with more than 50 rings
gives you the opportunity (unless there's a boss) to jump up into the giant
ring, which will magically take you to a bonus round. Where you get the
opportunity to navigate as a jumping ball through a constantly rotating maze
with psychedelic backgrounds and hopefully attain either enough rings to
achieve a continue, or get the Chaos Emerald hidden within the core of the
level, before being dropped out by hitting a "goal" icon. Getting all
of them nets you the lovely "good ending" where you make the science
fat man cry and your character does something mildly impressive; walking left
for a bit by himself.
Each level in the game usually has multiple ways of
getting through the level, taking higher or lower routes depending upon how
quickly you can leap up to various heights and land on outcrops rather than
not, each route having its own share of tricks and traps to navigate while
fighting off various enemies (there's usually 2-3 types of enemy per level) and
the bosses which have a small level of ingenuity behind them not seen until the
3rd game and cross over with Sonic/Knuckles cart. Hit the boss 8 times to win, and
then free all the collected furry friends from the large metal ball.
Variety between levels is diverse, but with this comes a
lack of cohesion. One level has you running through the lush green (and
mathematically formulaic) setting of the Green Hill zone, before turning up to
lava and underground purples of Marble Hill with no real indication of whether
it's simply a few steps away or there's been a long travel from one to the other
filled with multiple hardships and angst on the part of our main character
overcoming his doubt and self-loathing to see his way through towards taking up
the responsibility of defending the land in which he inhabits.
No, you just turn up.
I've deliberately ignored one aspect of this game until
now. Take the game as it is, bright, colourful, full of fluid motion and fast game
play (when you get a decent run up) and then go a little further into the
wonderful land of Labyrinth Zone. And already I can hear some people reading
this and groaning in the dawning realisation of where I'm going with this. It's
a simple enough set of levels where you'll face off against a few enemies which
pose little threat but then the big threat is the water. Sonic can drown here
and you'll get a few light warnings to escape. When there's about 15 seconds to
go you'll be treated to some of the most harrowing, terrifying and rather
upsetting music akin to a sped up and high-octane version of Jaws, before the
music stops and Sonic just drowns. Complete with count-down timer, which all
induces high panic levels and lack of co-ordination until you get yourself to
an air bubble, or jump back out of the water.
Allow me to reintroduce you to your own nightmares
http://www.youtube.com/watch?v=9Yw5jkAHgME with thanks to YouTube for hosting.
Now that I've ripped apart enough of people's childhood
memories or introduced some people to a few new ones, I'll take my leave by
departing with this little snippet. The game is not great, it never was. It
served a purpose as a launch pad of mediocrity against poor competition and won
many over with its speed and sacrificed actual game play mechanics to do it,
repeated in later instalments with less control and more autonomy from the
game. Given this game is missing some of the much needed improvements
implemented in Sonic 2 and Sonic 3, there's little to be said for this one save
that it served a purpose, started something reasonably impressive but failed to
deliver even back in the day. If you've never played it before, don't. If you
have, go back and see just how far we've come by comparing it to Sonic 3 and/or
Sonic and Knuckles and be thankful that someone decided to make the changes the
first game needed.
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