Game Corner [Sonic Month] Sonic Superstars (Xbox Series X)


Sonic the Hedgehog was first introduced to gamers worldwide on June 23 1991 and, since then, has become not only SEGA’s most enduring and popular character but also a beloved videogame icon and, in keeping with tradition, I have been dedicating the entire month to celebrating SEGA’s supersonic mascot.


Released: 17 October 2023
Developer: Arzest / Sonic Team
Also Available For: Nintendo Switch, PC, PlayStation 4, PlayStation 5, Xbox One, Xbox Series S

The Background:
After SEGA created a mascot viable enough to rival Super Mario, Sonic the Hedgehog expanded into mainstream popularity with Sonic the Hedgehog 2 (SEGA Technical Institute, 1992) and saw further success with subsequent sequels and his first 3D adventures, After later withdrawing from from console manufacture, SEGA brought Sonic to multiple platforms, but struggled to maintain consistent quality, with even their more enjoyable titles drawing notable criticism. Despite this, SEGA scored a hit when they brought in noted indie developers to work on Sonic Mania (Christian Whitehead/PagodaWest Games/Headcannon, 2017), a much-lauded throwback to Sonic’s heyday. Rather than capitalise on Sonic Mania’s success, SEGA opted to continue with hit-and-miss 3D adventures, primarily because Sonic Mania’s developers wanted to branch out from the Sonic franchise. Still, Sonic Team producer Takashi Iizuka saw the potential for a spiritual successor and convinced Sonic co-creator Naoto Ohshima to return to the series and help develop a new 2.5D adventure. While Ohshima’s studio, Arzest, develop the game’s environments, drawing from Sonic Mania and the classic 2D Sonic titles, Ohshima himself designed new character Trip the Sungazer to add to the classic cast and the developers not only added Amy Rose to the roster but finally brought back obscure bounty hunter Nack the Weasel Fang the Sniper Fang the Hunter after a decades-long absence. Sonic Superstars was also designed and marketed with co-op play in mind and the team expanded the gameplay mechanics by awarded players new abilities when they collected the mythical Chaos Emeralds. Unfortunately, Sonic Superstars released to mixed reviews; while it was praised as a throwback to Sonic’s classic titles and for its colourful visuals, critics disliked the level layouts, multiplayer features, and its unnecessarily aggravating boss battles. Still, the game was bolstered by some interesting downloadable content (DLC) that featured various skin packs and even included the rabbit concept that was ditched early in Sonic’s development!

The Plot:
When Doctor Eggman heads to the North Star Islands to transform their giant animals into a powerful Badnik army, Sonic the Hedgehog and his friends follow, only to find the mad scientist has enlisted the notorious Fang the Hunter and naïve local Trip the Sungazer to seek out the legendary Chaos Emeralds and weaponise the natural landscape!

Gameplay:
Sonic Superstars doesn’t buck tradition; it’s a 2.5D, sidescrolling action platformer just like the classic 2D Sonic games and with all the traditional tropes you’d expect returning. You take control of one of four familiar faces and race through twelve colourful levels (known as “Zones”), each with anywhere from one to three stages (or “Acts”) within them, freeing woodland critters from Badniks, collecting Golden Rings to stave off death, pinballing all over the place on springs, bumpers, and boost pads, and striving to blast through Acts as quickly as possible. However, unlike in the classic games, you’re no longer penalised if you take more than ten minutes to finish an Act; the timer simply runs out and the game continues, which is good as some of the later bosses take at least ten minutes to battle against, so you’d be dying over and over to time outs if they were still a thing. Another noticeable change is the complete absence of a life system; you’ll hit Star Posts to create checkpoints across each Act and you’ll respawn at these when you inevitably die, but you won’t ever have to worry about running out of lives or continues or getting a game over, which again is good as some of the later Acts and bosses will see you crushed, zapped, or plummeting to your death to an almost spiteful degree. Otherwise, many of the same mechanics are here; you’ll suck in air bubbles to avoid drowning, run through loops, crash through walls, and take multiple paths through each Act, with the higher route usually being the fastest but most dangerous, to finish faster or find goodies. Like Sonic 3 & Knuckles (SEGA Technical Institute, 1994, Sonic Superstars uses save files for your playthrough (though, oddly, you can’t copy your save file) and, like Sonic Generations (Sonic Team, 2011), you can run around a limited hub world between Acts where you can access Acts, bonus Acts, switch characters, and play some tutorials to get to grips with the game’s new mechanics.

Team up with friends and use the gang’s classic abilities to conquer new, but familiar, Zones.

From the start, players can pick to play as Sonic the Hedgehog, Miles “Tails” Prower, Knuckles the Echidna, and, in what’s still a rare inclusion, Amy Rose. The basic controls for these characters are universal: A and B are your action buttons, allowing you to jump, perform the character’s special attack, or Spin Dash; X or Y (if configured) will activate the Emerald Power you select after using the Right Bumper to bring up the selection wheel, and that’s it for button commands. Each character performs the Super Sonic Spin Attack when jumping; holding down the button sees you jumping higher and pressing or holding it a second time in mid-air sees each character perform a signature special attack. Sonic performs the Drop Dash, which I finally found somewhat useful here (though I still miss the Insta-Shield), Tails can fly for a short time (and doggy paddle underwater), Knuckles can glide (and will cling to and climb most walls he glides into), and Amy will swing her hammer in her spin for a super useful double jump and flail it around for a ground attack if you hold the button. If you press down while running, you’ll roll into a ball; if you stand still and press down and A or B, you’ll charge up the Spin Dash for a burst of speed and, while there is no Super Peel-Out here, Sonic’s run greatly resembles it. Because of their individual abilities, you’ll have an easier time with the likes of Tails or Knuckles and even Amy thanks to their mid-air tricks, while Sonic often has to rely on the Emerald Powers to reach higher areas and find secrets. Mostly, the controls and physics work well; they’re not as slippery as some games and everything feels more akin to the classics, though there are still moments where characters slip from precarious footing and struggle to make jumps, but this isn’t helped by some badly placed enemies and hazards. Sonic Superstars can also be played in co-op with a group of friends, but I wouldn’t recommend it; it’s basically like playing Sonic 2 in co-op, with any players that are too slow or who get stuck or who take a different path disappearing from the main action and having to respawn in. There are also no team-up moves beyond Tails carrying a character, which is a shame, but it’s still nice to see it incorporated, even if it’s not very sustainable.

Autoscrolling sections, shoot-’em-up stages, and unique level-changing gimmicks are notable inclusions.

I mentioned the enemy and hazard placement just now and it’s true that Sonic Superstars suffers a bit from this, especially in later Zones, primarily because the camera is a little too zoomed in and the level designers seem to be taking inspiration from Sonic the Hedgehog CD (SEGA, 1993) at times by placing ceiling and wall spikes and Badniks just offscreen. Still, there are times when the mechanics are really fun; there’s some new additions here, such as being shot or blasted onto a background plane, running around loops, grabbing pulleys, or bouncing around inside rings for Ring bonuses, and even some autoscrolling sections. The one in Golden Capital Zone sees you dodging waves of lava, while the one in Frozen Base Zone is effectively a mash up of Sky Chase Zone and a remix of Fantasy Zone (ibid, 1986), with you piloting one of Dr. Eggman’s crafts and blasting at redesigned Fantasy Zone enemies and bosses with A and dropping bombs with B. While things start out very familiar, and many Zones include recycled gimmicks from classic Sonic titles (Lagoon City Zone, for example, recycles just about every underwater gimmick from the previous games and Pinball Carnival Zone and Sand Sanctuary Zone owe a lot to previous casino-theme Zones and Sandopolis Zone, respectively), I mostly enjoyed how these elements were implemented, even if they were very familiar. There are some really unique additions included here, too; Press Factory Zone sees a giant piston in the background smash into the ground and bump you about if you’re not grounded, while Act 2 sees Dr. Eggman’s hovering drone grow closer and closer to detonating every explosive device in the Act unless you find switches to briefly reset the counter. Speed Jungle Zone sees you creating bridges by hitting switches and using nearby butterflies to light up dark areas, Sky Temple Zone incorporates wind gimmicks using fans, Cyber Station Zone sees you travel on electrical currents and expands on Sonic CD’s shrinking mechanic by transforming you into pixelized animals to navigate past dangerous area (with the mouse lines being the most aggravating), and Egg Fortress Act 2 sees you running from the right to the left as the damaged space station is repaired thanks to Dr. Eggman’s time warping machine, which I thought was a really novel idea.  

Graphics and Sound:
Although I would’ve preferred to see a bigger, more colourful and adventurous sequel to Sonic Mania that continued to use charmingly detailed sprite art, Sonic Superstars may be the best of the 2.5D Sonic titles in recent years. The game perfectly translates the classic aesthetic of Sonic 1 and Sonic CD, especially, into a quasi-3D style, with characters all performing idle poses, victory celebrations, and exuding a lot of personality in the game’s fun, pantomime-like cutscenes. These primarily tell the story of the gang trying to catch up to Dr. Eggman or Fang, clumsy Trip’s efforts to impress her masters and change of heart after being befriended by Amy (you’ll carry Trip around in an Amy-focused bonus Act), and Fang’s delight at tormenting Knuckles. The Acts are also full of fun elements; sometimes, you’ll see other characters racing along in the background and not just baddies like Fang, but Sonic, Knuckles, and Amy, which adds a layer of scope to the game. The large animals of the North Star Islands often show up to help out, hang out in the background, or celebrate with you at the end of the Act, and they’ll pop up on the hub world as well to give a sense of progression. While some Acts can be a bit cluttered at times, with some clashing colour schemes and visuals making it difficult to know where’s safe and what’s a bottomless pit, I had no issues with the game’s visuals; even the various DLC costumes appear in cutscenes, which was a nice touch. To make things even better, the anime cutscenes made famous in Sonic CD and brought back in Sonic Origins (Sonic Team, 2022) return here, which is most welcome, though you can’t watch them back. As much as I like the visuals though, and little touches like the title screen and enemies encountered in Trip’s story changing as you play, I wasn’t impressed by the game’s soundtrack; it’s serviceable enough but failed to make much of an impact, with no tunes staying in my head after I finished, some haunting my nightmares as I struggled to clear the more aggravating bosses, and some actually cutting out due to odd glitches.

While some Zones are quite derivative, the game’s overall visual style is impeccable.

Sonic Superstars evokes the classic games in its Zones, even bringing previously discarded concept art from Sonic 1 to life for the first time, and mixing and matching classic gimmicks with new ones. The game begins with the classic Green Hill Zone archetype, one that incorporates waterfalls, floating boost pads, wall running, and swinging springs to try and mix things up a bit. Speed Jungle Zone owes a fair bit to Sonic’s often forgotten 8-bit adventure, incorporating vines and grinding into the gameplay, while Sky Temple Zone focuses more on tricky platforming on small, moving, or temporary platforms and trying to avoid enemy fire when you’re being blown about by the fans. Pinball Carnival Zone is about where I started to make the most apt comparison for Sonic Superstars’ Zones; they’re very similar to those seen in the Sonic the Hedgehog 4 games (Dimps/Sonic Team, 2010; 2012), mashing together classic gimmicks to try and create something new and giving us theme-park levels and snowy mechanical bases. Luckily, this is executed far better here but I wonder if this was a conscious decision to try and make good on some of Sonic 4’s better ideas or just coincidence and laziness, since Sonic games love to reuse the same tropes over and over. For me, this was most evident in Sand Sanctuary Zone, which is just Sandopolis Zone again, but it’s only one Act in the main story this time. Luckily, Press Factory Zone made up for this, being a mechanical obstacle course in Act 1 and a tense face against a fiery death in Act 2. Golden Capital Zone also impressed, despite initially appearing quite bland; there’s a fun rotation gimmick where you end up running on the ceiling with the ground above you and it switches to a lava-infested furnace for Act 2. While Cyber Station could also get very cluttered, I loved the pixelated visuals applied to the character and enemy models; everyone looks like LEGO here and it really made the Zone stand out (and make me wish we could play as those models as skins in other Zones). Frozen Base Zone saved itself from blandness with its random shoot-‘em-up mechanics in Act 2 and I did enjoy how Egg Fortress Zone crumbles around you in Act 1 and unwinds in Act 2, that was really fun, even if it led to some cheap deaths from crushing, spikes, and sudden pits.

Enemies and Bosses:
Many of Sonic Superstars’ Badniks are recycled from Sonic 1, Sonic CD, and Sonic 2 though some have been slightly tweaked; Buzz Bombers use sweeping lasers, for example. Choppers, Orbinauts, Slicers, and buzzsaw-wielding Robot Beetles pepper each Act but the most reoccurring classic Badnik is strangely the Batbrain, which appears in Zones that really don’t fit its aesthetic. Still, Sonic Superstars does have some new Badniks on offer; one of the worst, for me, were the Jellyfish Mechas, which float up and down with drill-like appendages on their tentacles. You’re supposed to attack them when these are pointing away, but I seemed to always mess up the timing, and they’re often found floating between bumpers and other gimmicks. I quite like the seahorse-like Soap Bubble Mecha, which is largely harmless but spits out bubbles you can use to boost your jumps to higher areas. The Elephant Mecha, Electrical Discharge Mecha, and Kanga Clangas and Barrel Throwers were all visually very fun, too; the Elephant Mecha is more like a blowtorch, the Electrical Discharge Mecha is a cloud that fires thunderbolts if you don’t destroy it quickly, and Kanga Clangas and Barrel Throwers are kangaroo and sea lion-themed robots that toss explosives and barrels at you. The Trampling Mecha was an odd on for me; this vulture-like Badnik rears up and tries to squish you, so you have to wait for it to appear on your level pane before you can attack, something that happens in many of the boss battles, too. Splats also makes a return here, alongside the Eggrobos in Trip’s story (now able to fire in multiple directions, and from offscreen, just to really wind you up), and you’ll come across multiple disposable Badniks, like Antons and Mole Mechas, that primarily serve as an annoyance but are also used as projectiles in certain boss battles. Speaking of which, while the bosses start out as expanded versions of those seen in Sonic CD and Sonic 3 & Knuckles, sporting multiple phases and attacks, they quickly become very tedious as you’re forced to loiter around, unable to attack, as you wait for your one opening and it can be laborious starting all over again if you make a mistake and fail thanks to the lack of checkpoints, making many of the bosses a rage-inducing chore to fight.

Giant robotic animals will expose the game’s lengthy boss battles.

Like in Sonic 3 & Knuckles, many Act 1’s end with a battle against one of Dr. Eggman’s larger mechanical monstrosities. The first of these is the Mosasaurus, though this is more of a chase; you can hit it when it leaps into the foreground, but just run to the right, avoiding pits, and it’ll crash into a wall, defeated. In Speed Jungle Zone, you face a giant mosquito-bot that can only be damaged by Spin Dashing up the chain it shoots at you. You’ll have to watch for spike pits, projectiles, and its charge attack near the end, too. Pinball Carnival Zone pits you against a maniacal clown merged with a giant bumper; this thing will float around dropping explosives and shielding itself with electricity, and the only way you can make it vulnerable is to jump at the tokens in the arena to flip it around, with these (and the hazards) increasing as the battle progresses. Lagoon City Zone’s robotic guardian is a giant jellyfish that spits out a bunch of minions to distract you, fires its tentacles at the floor, and then electrifies the water you’re standing on before trying to crush you. As you damage it, it’ll also fill the screen with projectiles and strike with multiple limbs. Press Factory Zone’s giant mechanical ape harkens back to Sonic 1’s Final Zone boss; when in the background, it causes giant pistons to come crashing down on you, so you need to find the safe spot to avoid being crushed then wait for it to finish jumping about in the foreground so you can ram it, not unlike the Flying Battery Zone boss battle. Golden Capital Zone’s robot pig can be a bit tricky as it sucks up all your Rings at the start of the fight but it’s actually pretty simple; just race around the rotating arena as it charges you until you can hit the big button on its back, something made ridiculously easy with Tails or Amy thanks to their greater air time. Finally, Frozen Base Zone sees you running along (and against) conveyer belts and battling a bird-like mech that spits targeted mines, ice cubs, and other Badniks that must be avoided before you desperately try to jump up and hit it before it disappears to the background again.

All the Emerald Powers in the world can’t save you from the tedious boss battles.

Speaking of Dr. Eggman, you’ll naturally battle him multiple times in various contraptions. In his first appearance at the end of Bridge Island Zone, Dr. Eggman pilots a massive mech suit that resembles him (a common occurrence in this game) and attacks by spinning its mace-like arms, firing its arms at you, and leaping at you, where it becomes vulnerable. After enough hits, parts of the mecha break away and the torso, now a UFO-like craft, tries to slam into you. Dr. Eggman encases himself in an impenetrable sphere in Speed Jungle Zone; not only does he try to crush you, but he also summons spear-like chains to try and skewer you, but you can lure these to attack his craft pretty easily. When it goes a bit mental and starts spinning around and firing projectiles, hit the blue ones to reflect them back and land an extra hit. Sky Temple Zone features a particularly annoying boss battle that sees you dodging Dr. Eggman’s many buzzsaw projectiles in free fall and hopping to floating debris, avoiding more projectiles, to land a single hit, all while a giant fan looms at the bottom of the screen, with the battle looping until Dr. Eggman tries a kamikaze attack! I never really figured out Pinball Carnival Zone’s boss; it appears to be a roulette-style battle where you need to dodge mines and electrical bursts and use momentum to reach Dr. Eggman, but I just used Amy’s double jump to cheese through his and I suggest you do the same. Sadly, there’s no cheesing the Lagoon City Zone boss; this battle takes place underwater, so you’ll need to grab air bubbles regularly to keep from drowning. First, you must jump up a vertical shaft avoiding projectiles and using the wake from Dr. Eggman’s drills to boost you higher. Soon, Dr. Eggman fires homing missiles and rotating lasers, then the battle shifts to a side-on view and you have to awkwardly avoid incoming attacks to hit Dr. Eggman’s craft, which now resembles a wall. While this one was tough, the Sand Sanctuary Zone boss is where I started to see how tedious the game’s bosses are. Here, Dr. Eggman fires giant stone stabs at you from the foreground and sends Badniks tunnelling towards you; hit the right ones at the right time (in mid-air) and you’ll reflect them back at him, and you can ram him when he pops up from the ground, but otherwise this is a lot of waiting around for a small opportunity to attack. In comparison, the Press Factory Zone boss is much preferable, despite the constant threat of being crushed by its giant piston. Simply avoid its projectiles, jump when the piston comes down to avoid being bounced about, Spin Dash through its legs, and ram the unprotected cockpit whenever you can.

Encounters with Fang, the Metal Fighter, and the finale are particularly lengthy and aggravating.

Of course, Dr. Eggman isn’t the only baddie in Sonic Superstars; you’ll encounter Fang quite a lot, taunting you or firing missiles and lasers at you, completely out of reach until you reach Golden Capital Zone, where you battle him in an autoscrolling section. Piloting a weaponised version of the Marvellous Queen, Fang fires lasers at the ceiling and lava, causing debris to fall and lava to rise, fires three more lasers from drone-like appendages and shields himself with destructible hexagons. Between each encounter, you must dodge flame plumes and falling lava; Fang’s projectiles and dangers increase as the fight drags on, too, making this a hell of a chore. After a battle against Dr. Eggman’s prototype Metal Fighter (which is the “Battle Mode” avatar you created) that draws from the classic Metal Sonic battle from Sonic CD and the Death Egg Zone boss from Sonic 3 & Knuckles (but with more pits and less Rings), and a shoot-‘em-up battle against two redesigned Fantasy Zone bosses (one a cylindrical mech that spits bullets, the other a sphere resembling Dr. Eggman’s face that rains projectiles) and working your way back through Egg Fortress Zone, you’ll have a climatic two-stage battle against Dr. Eggman’s biggest mech yet. In the first phase, you run around a circular platform devoid of Rings dodging his missiles; run around the mech and hit the blue missiles to score a hit, but don’t bother from the front as it’ll block them. The mech also swipes at you with its buzzsaw-like arms and fires an energy wall that you can avoid by jumping through the gap and, after enough hits, it’ll switch to attacking from the foreground (again, like Sonic 3 & Knuckles’ Death Egg Robot). This is the toughest phase of the boss as you need to avoid falling, dodge his hand smashes, hide behind any nearby walls to keep from being trapped in his anti-gravity beam and roasted by his projectiles, and must to dodge the multiple giant lasers, all while striking at a precise moment to land a hit. This becomes especially frustrating as there are no Rings in the arena, no checkpoints between phases, and the fight drags on and on since it takes so long between each attack and before you can land a hit.

Power-Ups and Bonuses:
Since the game doesn’t use lives, there are no 1-Up monitors to be found; collecting 100 Rings grants you a Medal rather than an extra life and you’ll find similar Medals hidden in Acts and collected from Bonus Stages for use in the game’s Battle Mode. Monitors, however, are present and will grant you additional Rings, a temporary speed up or invincibility, and a shield that’ll protect you from one non-lethal hazard. The magnetic shield also returns but, while this still attracts nearby Rings to you, it oddly no longer protects you for a hit, severely reducing its appeal as a power-up. As you play, you’ll notice warps appear in Acts; jumping into these will take you to a freefall section where you float about grabbing a few extra Rings and then emerge nearby, effectively acting as a shortcut. Other times, you’ll rocket along grabbing Rings, smashing Badniks, and avoiding touching the environment, search for Fruit that you can cash in on the hub world to play bonus Act Fruit obstacle courses where you grab Rings, pop balloons, and hit tokens to win Medals, and each character also has their own Act to play that serves as a way to get to grips with their mechanics and expand the story. As in Sonic 3 & Knuckles, Giant Rings can be found in each Act; blue ones transport you to a Bonus Stage modelled after the Sonic 1 Special Stages, where you must navigate past warps, change the maze’s rotation, and swap the environment around to grab Medals, and gold ones that take you to the game’s Special Stages.

It’s cool that the Emeralds bestow powers, but most of them are pointless and circumstantial.

Completing a Special Stage awards you with a Chaos Emerald but, this time, these are actually a game-changing mechanic. Each Chaos Emerald bestows you with an Emerald Power, selected with RB and activated with X, which will last for as long as the meter lasts or until you take a hit and will be replenished at each Star Post. As cool as this idea is, I found the Emerald Powers to be more miss than hit; some are only useful in certain situations, like Water, which lets you swim up waterfalls or through underwater sections much more freely, or Vision, which reveals hidden platforms. An indicator will appear to let you know when it’s a good time to use these abilities, but a lot of them are redundant when playing as Tails, Knuckles, Amy, and Trip; Bullet and Ivy, for example, are only really useful for getting Sonic to higher areas outside his skills. The most useful Emerald Power, for me, was the first one you get, Avatar; this swarms to screen with a bunch of (at times distracting) duplicates of your character and can help get a free hit in on bosses. I never used Slow at all in the main game; it was much more prominent in Trip’s story, where you need to use it to slow down rapid hazards to pass by safely. Perhaps the most disappointing Emerald Power was Extra, which grants each character a new special ability, but I only found two to be of any use; Sonic gets a stunted Homing Attack, Tails swipes with his tails, Knuckles gets a projectile punch, Amy tosses her hammers like in Sonic Origins, and Trip throws bouncy fireballs, with these latter two being the only ones I found beneficial.

Additional Features:
There are thirty-eight Achievements in Sonic Superstars, with eleven awarded after clearing each Zone, seven awarded after using each Emerald power, one for clearing any Act with a friend, and one for collecting all seven Chaos Emeralds. You can earn five Achievements for destroying 100 enemies with each character’s special attack (so, 100 enemies with the Drop Dash, 100 while gliding, etc), one for finding and destroying the special Golden Badnik in each Act (though be warned as you’ll have to destroy it again, or restart the Act, if you lose a life after destroying it), one for collecting 100 Medals from Bonus Stages, and one for finishing Frozen Base Zone’s shoot-‘em-up section without taking damage. Your Medals can be spent in the game’s shop; here, you can purchase heads, torsos, arms, legs, and spray paint for your Metal Fighter, a custom robot you use in the game’s Battle Mode. While parts for metal versions of the five playable characters exist, the shop is really expensive, so you’ll need a lot of Medals to create classic characters like Metal Sonic and Metal Knuckles, and the Battle Mode isn’t that great. You battle friends or CPU-controlled robots in three arenas, either to the death, while avoiding missile bombardments, or collecting items to win, using X to attack with an electrical burst and being underwhelmed by the entire thing. Although you can access additional skins for this mode (and the main game) via DLC, there are no Achievements tied to the Battle Mode, so I’d just avoid it; there’s a Time Attack mode as well, but again there are no Achievements associated with this.

Snag the Chaos Emeralds, endure Trip’s ridiculously hard story, and take on the arduous true final boss.

As mentioned, you’ll warp to Special Stages by finding Giant Rings. These are pretty simple, unique bonus areas where you have to tap and hold A to latch on to glowing blue orbs, boost points, or Rings to chase after a Chaos Emerald. You can latch onto mines, too, but these will explode to slow you down and you’ll need to avoid crystalline structures and collect Rings for more time. While the later ones can get very challenging, it’s not too difficult to get all seven Chaos Emeralds, which unlocks the final Emerald Power, where you’ll turn Super after collecting 50 Rings and selecting the ability from the wheel. After clearing the main story, you’ll unlock Trip as a playable character and “Trip’s Story”, which picks up where the main story ends and sees Trip battle through remixed versions of each Act, encountering an army of Eggrobos led by a primary Eggrobo. Trip has all the same abilities as the other characters in addition to a double jump and the ability to cling to walls and ceilings, which is incorporated into her Acts. Her Super form is also a flying, fire-breathing dragon that absolutely breaks the game, but its advantages are offset by her story being so damn hard. Acts are redesigned to have more enemies, more hazards, and more bottomless pits, as well as required more Emerald Powers to bypass obstacles. Her bosses also seem tougher, with new attacks in their arsenal; the Eggrobo takes Dr. Eggman’s place until the end, where you must battle Fang in a gruelling final boss full of one-hit kills and frustrating sections that nearly had me rage-quitting! Complete “Trip’s Story” and you’ll get an Achievement and access to the true final boss, the Black Dragon, in a battle that’ll take at least ten minutes to complete. This sees you, as Super Sonic, smacking back blue comets, avoiding instant-death black holes, ramming the dragon’s chest, and tearing your hair out trying to hit five incoming projectiles with frame-perfect timing as the game suddenly introduces quick-time events! Not only does the boss constantly hide in the background, but its attacks are completely random, your opportunities to hit it are ridiculously limited, and you’ll burn through Rings if you keep tapping the Boost button. Rings randomly rain from the sky and Sonic’s friends will randomly appear to offer more, but this and the rage-inducing fight against Fang’s mech cast a dark shadow over the whole game for me that ruined the entire experience.

The Summary:
I was surprised when I first saw the announcement of Sonic Superstars; although disappointed that we weren’t getting Sonic Mania 2, I was cautiously optimistic, especially as it had that classic Sonic aesthetic, included a playable Amy and the welcome return of Fang, and incorporated the Chaos Emeralds in a new, more practical way. Sonic Superstars definitely makes a great first impression; it ticks all the nostalgia boxes and is fun to play, with lively, animated characters, bright and colourful Zones, and challenging (but not impossible) Special Stages. I loved seeing all the little details in the backgrounds, watching the hub world change, and seeing the story unfold; I even enjoyed the recycled gimmicks from old games, even if I was disappointed by the Badnik variety. Soon, though, cracks started to appear; Acts ran a bit too long or strangely short and bosses started to become a chore as I was left standing around, watching the timer run out, waiting for the game to let me attack. The main reason for this, of course, is that the Emerald Powers would decimate most bosses but I think a compromise could’ve been reached. At least speed up or tone down the waiting time between the boss’s attacks, or maybe even disable Emerald Powers altogether for the fights. But it was those final battles against Dr. Eggman and Fang’s giant mechs and that random-ass dragon that pulled the rug right out from Sonic Superstars. It’s bad enough that you must beat “Trip’s Story” to unlock the final boss; it’s bad enough that “Trip’s Story” is cheap as hell with its pits and hazards; but to put insta-deaths in the boss fight? Seriously, it can take five minutes to reach Fang’s second phase and you can die five seconds into it, meaning you have to do the whole thing all over again. The Black Dragon fight may be the worst Super Sonic fight I’ve ever played, as well, which is a shame as the game was doing so well until those final battles; I could even forgive the drawn out nature of the previous bosses if Sonic Superstars had stuck the landing but, sadly, it drops the ball right at the end, leaving a sour taste in the mouth. Yes, it’s a beautiful game with lots of fun elements, but that just makes its flaws all the more glaring; I really hope SEGA patch the bosses to make them more enjoyable, but I wouldn’t hold my breath on that.

My Rating:

Rating: 3 out of 5.

Pretty Good

What did you think to Sonic Superstars? Did you enjoy the new Emerald Powers or, like me, did you find them to be a missed opportunity? What did you think to Trip, her gameplay and her character arc? Did you also find the bosses arduous and aggravating? Does this game have the hardest, most unfair bosses of any Sonic title? Did you play the game’s Battle Mode? Would you like to see Trip make a return in a future game? How did you celebrate the Sonic franchise this month? Whatever your thoughts on Sonic Superstars, leave a comment below or on my social media and go check out my other Sonic content.

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