In 1981, Shigeru Miyamoto and his team at Nintendo R&D1 created Donkey Kong, an arcade title that introduced gamers to two of Nintendo’s most recognisable characters: Mario and Donkey Kong. To celebrate everyone’s favourite King Kongknock-off, I’m dedicating a few days this week to gaming’s most famous ape!
Released: 7 March 2025 Originally Released: 14 Jun 1994 Developer: Nintendo EAD / Pax Softnica Also Available For: Game Boy and Nintendo 3DS (Virtual Console)
A Brief Background: Back in 1981, Nintendo were in a tight spot after their plans to expand into North America with Radar Scope (Nintendo R&D2/Ikegami Tsushinki, 1980) failed. President Hiroshi Yamauchi thus tasked young designer Shigeru Miyamoto to create a new arcade cabinet to turn things around and, when plans to adapt the popular comic strip character Popeye fell through, Miyamoto took inspiration fromBeauty and the Beast (Barbot de Villeneuve, 1740) and King Kong (Cooper and Schoedsack, 1933) to create Donkey Kong (Nintendo R&D1/Ikegami Tsushinki, 1981). A critical and financial success, Donkey Kong not only introduced to world to a prototype of Nintendo’s plumber mascot and ensured a foothold for Nintendo in the United States, it also kick-started a slew of ports and sequels. Perhaps the most notable conversion of the title was this version for Nintendo’s popular handheld, the Game Boy. Unlike the version released for the Game Boy’s home console counterpart,this Donkey Kong was more of a puzzle platformer and greatly expanded upon the core gameplay and mechanics of the original, solidifying Mario’s character following his successful solo ventures and bringing more eyes to Nintendo’s Super Game Boy peripheral. Widely praised and highly ranked amongst Donkey Kong’s solo ventures, Donkey Kong inspired a spiritual successor in 2004 and finally saw life outside of the retrogaming scene when it was released digital via Nintendo’s online services in 2011 and 2025.
The Review: Although this version of Donkey Kong (referred to on the title screen as Game Boy Donkey Kong and widely known as Donkey Kong ’94) is a fundamentally different and expanded version of the original arcade game, it’s still technically quite simple and not varied enough in some aspects to warrant my usual full review. Upon first starting the game, players pick from three save files and immediately get underway playing an adaptation of the arcade hit, guiding a distinctly Mario-looking Mario across girders, through a pie factory, and removing rivets to reach the cantankerous ape, who escapes with Pauline each time. After clearing the first four stages, however, Donkey Kong scarpers across nine additional stages, each with anywhere from eight to fifteen levels, and the game completely changes from a simple platformer to a puzzle platformer. Luckily, Mario’s abilities have been expanded to accommodate this. His jump is far better now, allowing you to hop between platforms and across gaps and even survive falls from short to medium heights, largely eliminating the aggravating fall deaths from the original game. By crouching and pressing A, Mario performs a handstand to protect himself from Donkey Kong’s barrels and other hazards and then performs a somersault jump by pressing A again to hop to higher ground. Mario can also pull off a back flip if you quickly press the directional pad (D-pad) in the opposite direction alongside A, which is great for hopping over enemies or out of tight corners, as well as crouch to fit through narrow gaps. By pressing B on barrels and certain enemies, Mario picks these up and throws them, though you’ll primarily use this to retrieve the many keys hidden across the game’s stages. Finally, Mario can still grab his trusty hammer to take out enemies, though he can’t jump while using it. The game also includes the Super Hammer, which destroys certain blocks, and Mario can toss both weapons and quickly retrieve them to solve puzzles.
Smash blocks with your hammer and utilise various platforming skills to get the key to the door.
Many stages feature ladders and ropes you must climb. Sometimes these ladders rise and fall to make you time you climb, sometimes there are ropes, vines, or chains or you must carefully grab nearby vines, avoiding any enemies or a potentially fatal plummet like in Donkey Kong Jr.(Nintendo R&D1, 1982). There are also wires to spin on by holding up on the D-pad, which will fling you into the air or across the stage, though you must watch for insta-kill hazards like electrical sparks and spikes. Mario can also swim by tapping A, collect extra lives from 1-Up Hearts hidden in stages, and hop over enemies or retrieve Pauline’s lost items for bonus points. Finding all three of these and clearing a level takes you to a bonus game, where you must stop a slot machine or number icons to earn additional lives. Finally, players pull levers to open doors, activate or change the direction of moving platforms, and switch the direction of conveyer platforms, as well as utilise timed item blocks to aid their traversal. You can grab a ladder to quickly reach higher platforms, create a temporary bridge to toss the key to, and spawn a spring to bounce upwards, with some stages requiring multiple item blocks to clear them, avoid a deadly fall, or get the key to higher ground. You must retrieve the key and carry it to the door before the timer expires, taking care not to toss it into pits or water or leave it idle as it’ll vanish. Sometimes, the door is invisible, requiring you to pay attention during the intro cutscene; other times, it’s deep underwater or protected by hazards. While you can toss the key to defeat some enemies, you can’t carry it up ladders so you must use the item blocks, conveyors, platforms, and levers to get the key where you need it to go. While the challenge of getting the key to the door starts quite simple, with you simply avoiding some enemies or hazards, it quickly becomes complicated as the game throws deep chasms, hazardous mazes, and brain teasing puzzles that’ll have you checking a guide or using trial and error. The Nintendo Switch’s save state and rewind feature is a godsend here as it can be tricky figuring out what to do, though often the solution is very simple and you can even ride some enemies to cross gaps and such.
The game’s challenge is bolstered by some impressive visuals for the handheld.
It’s pretty amazing how visually engaging this version of Donkey Kong is compared to the original, and the other home console ports, especially considering the Game Boy’s limitations. Mario, Donkey Kong, and Pauline are all rendered very accurately, with the latter two having some fun animations. I enjoyed seeing Donkey Kong squeeze his butt through doors and the cute little chase animations that play between stages, and Mario has some amusing death animations here. He’ll be squashed flat as a pancake, incinerated, face plant and be left twitching or simply crash to the ground and die, which all adds to the visual charm. Add to that some fun and impressive animated sprite art and in-game cutscenes and you have a game that blows its counterparts away, as long as you don’t focus too hard on the backgrounds and sound. While the backgrounds are varied and you end up exploring a deep jungle, slipping around on a frozen iceberg, swimming through water, exploring a hazardous city, and climbing Donkey Kong’s fortified tower, they’re obviously very limited due. The game performs really well, though, with no real slowdown or sprite flickering, and makes good use of its assets by scrolling the screen in larger areas. It’s also surprisingly long and challenging, with some stages featuring so many levels that it can get quite taxing, though the music is naturally limited and quite repetitious. Each stage introduces new gimmicks, or turns old ones on their head, though, to have you riding Thwomp blocks, clinging to Monchee tails, avoiding Poison Mushrooms, riding platforms, creating bridges over gaps, battling against strong winds, and contending with the cheeky Donkey Kong Jr. as he pulls levers to mess up your progress.
Donkey Kong and his cheeky sprog regularly challenge your platforming skills.
Each stage is filled with puzzles, hazards, and enemies, some of which aid you since you can walk on or get a boost from them, but most of which will immediately kill you. Some resemble recognisable Mario enemies like Piranha Plants, Cheep-Cheeps, and Bloopers, others return from the original Donkey Kong games, like the flammable oil and egg-dropping birds, while others are quirky newcomers ranging from waddling penguins and aggressive crabs to spiky porcupines, deep sea divers, and various oddball anthropomorphs who patrol each platform. Every fourth level pits you against the titular Donkey Kong and forces you to hop up platforms, avoiding his projectiles, and either get to Pauline or toss a barrel at him three times. Sometimes, the action takes place over a bottomless pit, a body of water, or a bed or spikes. Other times, you hop to conveyor belts, ride platforms, or race across disappearing block platforms. Sometimes, you pull levers to reverse the direction of these gimmicks; others, these same levers open doors for you to reach Pauline. Often, Donkey Kong Jr. blocks your path or undoes your progress until you eventually trap him in a cage and take him out of the equation in Stage 9. Donkey Kong is largely stationary but sometimes jumps and causes debris to rain down, or also pull levers to annoy you. He throws barrels that must be picked up and thrown at him, oil barrels that you must jump over, boulders and springs that you can hop on to climb higher, and Poison Mushrooms to shrink you. Reaching and battling him is generally easier than tackling the obstacle courses that precede him, but things can get tricky when enemies spit projectiles or Donkey Kong smashes barrels to spawn Poison Mushrooms. When you reach the finale of Stage 9, you must again climb chains to push keys into holes and send Donkey Kong plummeting, only to be surprised by a three-stage final boss against a gigantic Donkey Kong! In this final bout, you must avoid his crushing fists and hop to higher ground, using your handstand to tip over barrels to toss at his big, stupid face. His fists also slam together and erratically smash the ground to mix things up, but as long as you stay high and in a handstand, you can mostly avoid his attacks and any damage.
The Summary: I spent a long time regretting not getting this version of Donkey Kong when the Nintendo 3DS Virtual Console was active. I’d heard a lot of good things about it and was attracted to how it expanded upon the core gameplay of the admittedly limited original, though even I was surprised by just how much is packed into this little game! I find it amazing that Nintendo chose to create this expanded version for their less powerful handheld and not their industry changing home console, though it’s quite the technical marvel for the Game Boy. I loved how animated Mario and Donkey Kong were, how much variety was packed into every stage, and the clever way the developers reused and retooled each gimmick in challenging ways. Make no mistake, this Donkey Kong is a thinking man’s platformer and some of the stages really had me baffled about how to get the key to the door. The gameplay loop did become tiresome after a while, though, even with the fun cutscenes and throwaway bonus stages, especially in stages with an obscene number of levels. It was also disappointing that the battles against Donkey Kong and his sprog didn’t deviate too wildly from the original arcade game, especially as the developers could’ve snuck in some autoscrolling chasers to mix up the formula. I enjoyed Mario’s new moves and the item blocks, which had to be placed strategically to solve some puzzles, and the tension of racing to the key before it or your items disappeared. Some levels were more unfair than others, require multiple reloads, but this was a fun way to pass the time and a great expansion on the original title. While the Game Boy Donkey Kong did get a little too tiresome at times for me to rate it any higher, it’s still the best version of the original game, though it’s a shame the Nintendo Switch doesn’t allow for the Super Game Boy colour palette to be utilised.
My Rating:
⭐⭐⭐
Rating: 3 out of 5.
Pretty Good
Did you ever own Donkey Kong for the Game Boy back in the day? How do you think it compares to the original arcade version? Did you enjoy the challenge on offer or do you agree that it gets a bit tedious after a while? What did you think to the puzzle/platformer gameplay and Mario’s expanded moveset? Did you ever clear every stage in the game? Which Donkey Kong videogame is your favourite and why? How are you celebrating Donkey Kong’s anniversary this year? Whatever your thoughts on Donkey Kong, feel free to leave a comment below, support me on Ko-Fi, and check out my other Mario and Donkey Kong content.
Sonic the Hedgehog was first introduced to gamers worldwide on 23 June 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 an entire month’s worth of content to SEGA’s supersonic mascot.
Released: 8 November 2022 Developer: Sonic Team Also Available For: Nintendo Switch, PC, PlayStation 4, PlayStation 5, Xbox One, Xbox Series S
The Plot: When Doctor Eggman seeks the ancient secrets of Starfall Islands and traps Sonic’s friends in Cyber Space, Sonic searches for the legendary Chaos Emeralds and battles the robotic Titans to save them.
Gameplay and Power-Ups: Sonic Frontiers is both a massive departure for the franchise and, in many ways, the natural evolution of gameplay mechanics and course corrections first introduced to the series in Sonic Adventure(Sonic Team, 1998). While Sonic Adventure introduced a greater focus on narrative and exploration within limited (but, at the time, impressive) sandbox environments, and subsequent games have included role-playing game (RPG) mechanics to level-up Sonic’s abilities, Sonic has never tackled a fully open-world before. and there may be a good reason for that as Sonic Frontiers is somewhat unbalanced in how it juggles open-world exploration with high-speed action platforming stages and mini games. After selecting the difficulty and tinkering with the game’s extensive options (which allow you to tweak Sonic’s speed and cornering and other options), players explore five islands, collecting Golden Rings to avoid being defeated by enemy attacks and hazards and staying out of large bodies of water to avoid drowning. Hints and tips and handy tutorials are commonplace and, while these can be toggled off, I found them useful as Sonic has more abilities than ever. By default, Sonic jumps with A (performing a double jump when you press it again), attacks enemies or flies at springs or destructible objects with X, crouches with B, and creates a “Cyloop” while running if you hold Y (once you’ve purchased this Skill). You hold the Right Trigger to boost for as long as your stamina wheel lasts, with Sonic gaining a max speed boost and a brief infinite wheel when at maximum Rings, and use the Left and Right Bumpers to quick step and dodge attacks. Although there are no item monitors to collect (meaning no shields or speed ups or invincibility), the life system is gone, meaning you simply respawn from your last checkpoint or autosave when defeated. Defeating enemies and breaking crates yields “Skill Pieces”, which unlock various new skills to expand Sonic’s combat repertoire and abilities.
Sonic’s speed and agility are showcased through a bevvy of impressive and exciting skills and attacks.
The first and one of the most useful is the aforementioned Cyloop. By holding Y, you create a ring of light that, when connected in a circle, spawns Rings (sometimes even Ten Rings), Skill Pieces, and other pickups. This essentially means you can continuously spawn Golden Rings when in the open-world to stay alive, and the Cyloop can even be upgraded to damage or stun enemies. Sonic’s stomp also returns, allowing him to damage enemies and break objects by pressing B in mid-air, as does the Drop Dash and the Spin Dash, performed by holding B in mid-air and while holding the Left Trigger, respectively. Pressing in the left stick lets you Light Speed Dash across trails of Rings while pressing in the right stick locks on to enemies, which is super handy when unleashing Sonic’s new and colourful attacks. By stringing together combos, you fill a meter that sees Sonic duplicate himself with “Phantom Rush” to deal additional damage, you can hold LT when attacking to fire a barrage of sonic booms or hold the Right Tigger and press Y to perform a homing shot, and batter enemies with super-fast kicks and flips. You can wiggle the left stick off certain ramps and springs to perform air tricks and earn additional Skill Points, unlock an auto combo option to make battles even easier, and earn three new special moves after rescuing Amy Rose, Knuckles the Echidna, and Miles “Tails” Prower. You hold LB and RB to parry incoming attacks (sometimes the only way to make enemies vulnerable), press A when hit to instantly perform a recovery smash attack, and further increase Sonic’s abilities by rescuing local Koco and finding Power and Defence Seeds (again, by defeating enemies, smashing crates, or performing Cyloops). Chat to one of the many Elder or Hermit Kocos scattered around each island to trade these in to increase Sonic’s maximum speed or Ring capacity (or swap them round). One of these guys is supposed to up your attack power and defence, but I never saw the option onscreen, and those stats just went up as I played, so I’m not really sure what’s happening there. You must also find “Memory Tokens” for Sonic’s friends and bring them to one of his allies to continue the story, learn more about Starfall Islands, or take on a minigame to earn a Chaos Emerald.
Rails, parkour sections, various mini games, and side missions pad out the game and test your skills.
As you explore islands, you’ll hit springs, ramps, boost pads, or special rings to be rocketed towards collectibles (Seeds, Skill Pieces, etc). Rails will also appear, often spawning after you perform tasks, allowing you to quickly grind across large areas or tackle platforming challenges up high. Sonic can jump from wall to wall with A and must hop between rails, hit springs, avoid spikes, time swings on poles, and run along or up walls to reach collectibles or his objective. Objectives are helpfully signposted on the onscreen compass, but you can also utilise the map screen to set custom waypoints or discover areas of interest. However, the map must be uncovered by completing various tasks, such as hopping or sidestepping to light platforms, sky dive through glowing rings, hitting spheres into rings (or catching them before they fall), using Cyloop to assemble tetrominos, lighting up or extinguishing fires, hitting certain switches, or racing to a pre-set position against a time limit. These are fun, if monotonous distractions that only reveal a small portion of each map, so it takes a while to uncover the entire area. Some of these can only be tackled at night, while others are simply races to collect orbs and yield a letter grade. Exploring, using Cyloop, and defeating the various gigantic robotic Guardians also awards “Portal Gears” and/or “Vault Keys”. You’ll need Portal Gears to activate certain ruins and enter Cyber Space, with at least seven of these stages being present on every island. Each one acts as a short obstacle course and will award you Vault Keys for finishing the stage, finishing in a certain time and with a set number of Rings, and for finding the five Red Star Rings in each stage. Once you have enough Vault Keys, you can unlock a Chaos Emerald, though some Chaos Emeralds are only acquired by beating minigames. These see you herding Koco towards one of Sonic’s friends while avoiding bombs, using Cyloop to do some weeding, or playing a hacking minigame that’s simply a top-down shooter that sees you switching between white and black ammo with the bumpers. You must also move giant mirrors to redirect light beams (or rotate tombstones in an aggravating section) and, at one point, must activate towers scattered across Rhea Island to progress the story.
The Cyber Space stages left a lot to be desired but the Super Sonic parts were thrilling.
When in the open-world, Sonic Frontiers is reasonably impressive and you’re constantly rewarded with collectibles, interactable elements, or fun challenges to test you speed and combat skills. However, the game can be directionless at times and you’ll often be frantically looking for Memory Tokens or struggling to find ruins to access Cyber Space stages. these see players running in either 3D, 2.5D, or a mixture of both through stages inspired by Sonic’s previous adventures. However, these stages are incredibly short and basically amount to high-speed obstacle courses, with players using boost pads, ramps, springs, and loops to blast ahead at breakneck speeds. You may recognise the layouts since they not only reuse assets from Sonic’s more recent 3D adventures but are directly inspired by his 3D games. Once you spot these similarities, the stages can be quite fun but it’s disappointing that the game recycles the same areas over and over. You’ll be racing across multiple paths in Green Hill and Chemical Plant, hopping to cloud platforms and teleporters in Sky Sanctuary, and smashing tanks and attack choppers in Eternal Highway. Blocks, bridges, and platforms rise, fall, or crumble under your feet, spikes jut from every surface, water threatens to drown you, and gliders, rockets, and pulleys fling you across the stages (usually to a grind rail or some mid-air rings). Bottomless pits are plentiful, as are balloons, springs, and Badniks that can be chained together to reach higher platforms. It pays to go slow and explore a bit the first time through to find those Red Star Rings, as you only need to collect them once, and to experiment with different paths to find the fastest route. Once you find all seven Chaos Emeralds, Super Sonic engages in a boss battle against the island’s resident Titan. This sees you fighting against the Ring counter as much as the boss as you lose your Super form when you run out of Rings, meaning it’s best to spam Cyloop before the fight and increase your Ring capacity as some boss fights don’t have Rings to collect.
Presentation: Sonic Frontiers is definitely ambitious, especially for a Sonic title, but I wonder if the developers bit off a little more than they could chew in trying to emulate the likes of The Legend of Zelda: Breath of the Wild(Nintendo EPD, 2017). I say this because of the game’s open worlds are disappointingly bland, despite each island trying to stand out with a different theme (Kronos Island is mostly forests and the coastline, for example, while Areas Island is darker, featuring a volcano and lava). The game includes a day and night cycle, impressive rain effects, and lots of different areas to explore on each island. There’s always something to do and find wherever you go, such as Dr. Eggman’s abandoned tech and bases, the ruins of the long-forgotten Ancient civilisation, pyramids, great stone bridges and archways, and canyons and rivers. Unfortunately, you’ll see the same ramps, rings, springs, and boost pads all around. You’ll be blasted into the sky to precariously hop between floating platforms or string together rails and spring jumps, run up walls (both static and moving), and battle robots that pop from the ground or wander between the ruins, all while a lacklustre and morose soundtrack plays. Indeed, with the exception of the main song, “I’m Here”, and some of the more rocking Titan boss themes, Sonic Frontiers really drops the ball with its soundtrack. You can play classic themes on the in-game jukebox, but these won’t play in the Cyber Space stages, which don’t even have the courtesy to feature remixed tracks from the stages they’re ripping off!
While the game’s visually impressive (if repetitive), it’s the darker, bleaker narrative that gripped me.
Sonic is a touch more mature here. He’s still a wisecracking, thrill-seeking hero, but he sounds older and takes his mission very seriously. He has many deep and meaningful discussions with Sage, Dr. Eggman’s newest AI and surrogate daughter, and Tails, with much of the dialogue directly referencing previous games. Talking with Knuckles even includes a brief flashback to their first encounter and the story delves into the Ancients, an alien tribe of water-based creatures who brought the Chaos Emeralds to Earth and directly reference Sonic Adventure. Sonic has a lot of life to him here, racing off at high speeds, performing a flurry of attacks, and having some idle poses, which is all fun. Unfortunately, I found the Cyber Space stage really disappointing. They’re just too short and there are too many of them, and they’re too damn hard to find at times, meaning I often tackled them out of order. When you finally get into one, you’re initially amazed at the depth and distortion effects applied to the backgrounds, which sees islands, loops, and even the Death Egg looming in the distance, but you quickly see everything every aesthetic variant has to offer. Sure, it’s fun playing recreations of Chemical Plant, City Escape, and Rooftop Run, but it’s ridiculously lazy to recycle four themes over and over. SEGA have the assets to these environments from previous 2D Sonic games so it’s asinine to not reuse them here, along with remixes of the original tracks, especially as Sonic explicitly talks about how the Cyber Space environments are conjured from his memories. Badniks don’t even release woodland critters, and these stages are clearly secondary to the wide open-world environments, intended to be as much of a distraction and break from the narrative as the minigames and platforming challenges scattered about the islands. The Guardians, Titans, and various disposable robots are at least visually unique, with each requiring different Skills to defeat one even stealing your Chaos Emeralds, though their design is so alien that they clash as awkwardly with Sonic’s more cartoony and whimsical aesthetic as the Black Arms did years ago.
Enemies and Bosses: When tackling the Cyber Space stages, a bunch of classic Badniks will pop up to smack you about or act as makeshift bridges to higher ground. These include everything you’d expect from the classic Zones recreated here, such as Buzz Bombers, Crabmeats, and Eggrobos. Spinners, tanks and attack choppers from the Guardian Units of Nations (G.U.N.) appear alongside rocket-firing Eggrobo variants, Choppers, and Moto Bugs, with all of them easily destroyed with a simple Homing Attack. Each of the game’s islands is patrolled by various robotic enemies created by the Ancient. Despite the long-dead civilisation being benevolent, these robots attack Sonic since he’s been fooled into aiding their destroyer, the entity known only as “The End”. The most commonly encountered are the Soldiers, who often attack in large groups but are extremely weak. They have variants who’ll encase themselves in an impenetrable shield, however, requiring the Cyloop to stun them. Cyclones often float around each island, protecting themselves with an electrical barrier but unwittingly helping you to traverse mid-air sections. Wheel-like Bangers race after you on Kronos Island, exploding when defeated, alongside Bubbles (spherical enemies that protect themselves with destructible orbs, not unlike the Metropolis Zone boss), while Ouranos Island boasts the Balloon robot, who will drown you unless you stomp through its body. Occasionally, a Capture will steal your Chaos Emeralds, forcing you to chase them down, grind along their jet trail, and stomp them to retrieve them. Eagles swoop down on Chaos Island and must be parried before you grab their handrails and crash them into the environment, Hoppers appear on Ares Island and must also be stomped on to avoid being endlessly launched into the sky, and various, pillar-like Defensive Weapons must be chopped down to size before their Badnik-like protectors attack. By far the worst of the regular enemies, for me, was the Wolf. These robotic canines attack in a pack and rapidly circle you, quickly striking and giving you little room to parry. You must parry each of them to stun them and deal damage but will instantly lose if the circle shrinks small enough and I could never get the timing right, even though you can just hold LB and RB indefinitely.
The unique and inventive Guardians are the perfect way to test your mettle (and your patience).
Each island is also home to four Guardians, who attack when you get close and respawn during a “Starfall” event. On Kronos Island, you must avoid Asura’s huge arms and shockwaves and race up its limbs to attack the three spikes on its “head”, each one protected by lasers and energy balls. Ninja, Chaos Island’s Shinobi, and Ouranos Island’s Kunoichi and Master Ninja are faster, more agile foes who test your dodge and parry abilities. The Tower, Chaos Island’s Excavator, and its Red Pillar and Silver Hammer variants have you frantically dodging projectiles and racing up its “body” to chip away at its segments, then chasing it down as it flees. Squid emulated Sonic Unleashed’s bosses with a chase across an endless racetrack generated by the robot’s “tails”, dodging projectiles and ramming its “head” when you get close. On Ares Island, Sumo has you ricochet off boxing ring-like ropes to force it into the electrified walls. Shark lurks under the sand and takes you on a joyride before it flails about for a short time and, while Strider may be immense and boast devastating laser beams, it’s completely immobile and generates grindable rings for you to attack it. The Tank was one of the more aggravating Guardians as it whips up a sandstorm, spins around using jet thrusters, and fires a barrage of projectiles and a flamethrower, making stunning it with your Homing Attack as difficult as damaging its thick armour. Chaos Island sees you avoiding bombardments from Fortress, grinding after it while avoiding projectiles to attack its main core, and using Cyloop to attack Spider’s legs before skydiving onto its head. Like Tank, Ouranos Island’s Caterpillar draws you in with a vacuum and, like Strider, you must grind over rings. This time, you avoid red orbs and collect blue ones to spawn yellow orbs that you can Homing Attack to stun it. Then, you must frantically chase after it to attack the weak spot on its back, making this as annoying as fighting Tank. Ghost was even worse, though, as it constantly sucks the Rings from you and floats between statues, forcing you to make tricky jumps just to use Cyloop to cause it damage. Tougher, far more aggressive variants of the Master Ninja, Spider, and Tank are also fought in the free “Another Story” DLC.
As epic as the Super Sonic fights are, the final boss opts for a completely different gameplay mechanic.
Four gigantic Titans, each possessing a Chaos Emerald, pose the greatest threat in Sonic Frontiers, one so great the Sonic requires the seven Chaos Emeralds and his Super Sonic form to stand a chance against them. Giganto is the first, easily shrugging off your attacks and flinging you away until you return and climb it to retrieve the seventh Chaos Emerald. You must parry Giganto’s wild swing to avoid losing time and Rings and get a clear opening to attack its face, frantically tapping X in a quick-time event (QTE) to deflect its giant laser and avoid being eaten. Wyvern is equally untouchable at first, with Sonic fleeing its missile barrage before scaling a massive tower to hop onto its body and then racing across a light trail and avoiding hazards (like when fighting Squid) to power-up. This boss fight is essentially a chase through the skies of Ares Island, with Super Sonic parrying its missiles and claw swipes, avoiding debris and energy rings, and completing QTEs to fend of missile barrages, dodging its charge, and forcing its ordinance down its throat. By far the most troubling Titan for me was the Knight, primarily due to the lack of Rings and the ground spikes it bursts up to send you flying. The Knight is incredibly fast, striking with a gigantic sword that’s difficult to parry and flinging a buzzsaw-like shield that you must commandeer with a QTE and parry to ricochet into it. Add to that the missiles, lasers, lack of Rings, and how finicky it is targeting the Knight, and this was the worst of the bosses for me. Supreme is far easier, despite packing a massive energy cannon and its annoying sentries that push you back with lasers. Attack them to close the gap and the Supreme fires homing shots, flies with energy wings, and unleashes its massive energy cannon, requiring you to win a QTE. You’ll only take on the true final boss, The End, when playing on harder difficulties; on “Easy”, you simply win a QTE and defeat it in a cutscene. On harder modes, the boss is fought in a top-down shooter format like the hacking minigames, essentially ending the game with a bullet hell shooter that’s hardly a culmination of all the skills you’ve mastered.
Additional Features: There are forty Achievements up for grabs in Sonic Frontiers, with five awarded each time you defeat a Titan and take out The End, one for defeating a Guardian for the first time, and one for talking to the Elder and Hermit Koco. You’ll get another for upgrading all of Sonic’s Skills (which is super easy to do just through regular play), one for destroying 100 objects, one for scoring your first S-rank in a Cyber Space stage, and one for completing various tutorials. You’ll get Achievements for activating certain Skills during regular gameplay, experiencing a Starfall event, collecting 200 Koco, repairing all Portals, and uncovering the entire map. They’re very do-able Achievements, with none of them tied to the game’s different difficulty settings, meaning the only reason to play on harder difficulties is to battle the true final boss. As you explore the game’s islands, you’ll find musical notes to unlock new tracks for the jukebox, as well as Purple Coins. These are traded at fishing holes found on each map, where Big the Cat lets you hook fish, crabs, treasure chests, and various items from the Sonic franchise. You’ll get an Achievement if you land every item at a single fishing hole and earn tickets to trade for Koco, Seeds, and other goodies. This is a fun little distraction that’s easy to play (just press A when the rings line up), though it’s a bit barebones and the game doesn’t do much with it or the grilling mini game found within. Similarly, Starfall events were more annoying than anything. These see a meteor shower cover the land and activate an aggravating slot machine every time you pick up star pieces, which grants Purple Coins and other rewards.
Sonic’s friends help him conquer Trial Towers and gain a power boost to put the story to rest.
Finishing the game on at least “Easy” mode unlocks “New Game+”, which carries over all your unlocked Skills and Sonic’s stats but not his items, as well as “Arcade Mode”, “Battle Rush”, and “Cyber Space Challenge”. Arcade Mode allows you to replay any Cyber Space stage to aim for a better time and score, Battle Rush sees you take on waves of enemies against a time attack, and Cyber Space Challenge is a regular time attack. You can also return to your original saved game to mop up any missing Achievements and finishing exploring each island, or hop into a Ring Portal to tackle the “Another Story” mode. This sees you take control of Amy, Knuckles, and Tails, exploring Ouranos Island for Chaos Emeralds and tackling tougher Guardians. Amy, Tails, and Knuckles share many of Sonic’s Skills alongside ones unique to them. Amy attacks with her tarot cards (which also allow her to hover) and Piko-Piko Hammer, Knuckles glides, climbs walls, and unleashes devastating punch combos, and Tails flings wrenches and flies for a short time, utilising air boosts to reach new areas, and even spawn his mech walker to freely fly as long his stamina wheel lasts. Each time you reach a Chaos Emerald, you switch back to Sonic to climb Trial Towers (a feat in itself!) to tackle enemy waves and rematches against Guardians. The Cyber Space stages are also much tougher in this mode, featuring five Silver Rings, five number circles, and three Animal Friends to rescue in place of the usual five Red Star Rings and pitting you in races against Tails or precarious drops into the void. Finally, there’s some fun free and optional DLC to use, with Sonic dressing up in Monster Hunter (Capcom, 2024 to 2025) armour, him and his friends and Koco dressing up for Sonic’s birthday and Christmas, and even the island’s getting a (frankly distracting) celebratory facelift.
The Summary: There’s a lot to admire about Sonic Frontiers. Sonic Team really pushed the boat out in presenting a series of large, open-world environments to explore and showcase Sonic’s speed and parkour skills. Technically, this may be the most ambitious Sonic game yet, presenting sprawling lands alive with real-time enemies and bosses and with loads of tricks and things to discover. It’s a shame, then, that I found the execution so lacking. The islands are large, but often barren and not very visually interesting. The loops and springs and boost pads and such get old pretty quickly and it’s not long before you’ve seen everything Sonic Frontiers has to offer. I found the maps confusing at times, leaving me wandering with little direction as I searched for Portals or forcing me to go back and forth chatting to NPCs. Sonic’s combat abilities were very flashy and fun, but I did find it difficult to remember how to do certain moves and which gauges to keep track of, to say nothing of my confusion regarding raising Sonic’s stats. The Cyber Space stages were also a huge letdown, being mere snippets of action that were over as soon as they got interesting. I’m really disappointed that new assets weren’t used to recreate the areas that inspired these stages, and that the same environments kept being reused. It made these stages feel like an afterthought and as much padding as collecting Vault Keys and Memory Tokens. I enjoyed the Easter Eggs peppered throughout the surprisingly grim and dark story and the Titan bosses were very impressive and epic. I liked playing as Super Sonic and that Sonic’s abilities were tested here, and by the Guardians. However, these also became annoying after a time (and there’s not much incentive to fight them once you’ve accessed every Portal) and it would’ve been nice to play as Sonic’s friends in the main game, perhaps in some Cyber Space stages, mini games, or side missions. Sonic Frontiers is a lot of fun, but I also found it a chore to play through and that the pacing was all over the place. I dare say it might’ve been better if the developers had stuck to the open-world and RPG themes and downplayed the Cyber Space stages, then maybe the side gimmicks could’ve had more time to cook, but it’s probably still worth your time if you’re a fan of the franchise.
My Rating:
⭐⭐⭐
Rating: 3 out of 5.
Pretty Good
Did you enjoy Sonic Frontiers? What did you think to the open-world gimmick and did you also find it a bit lacking? Were you also disappointed by how short and mundane the Cyber Space stages were? What did you think to Sage, her emotional connection to Dr. Eggman, and the lore of the Ancients? Which of the Guardians and Titans was your most or least favourite to fight? Did you ever collect everything scattered throughout the game and find all those Koco? Leave your thoughts on Sonic Frontiers down below, send me some love on Ko-Fi, and be sure to check out my other Sonic content!
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. Thus, in keeping with tradition, I’m dedicating some time to celebrate SEGA’s supersonic mascot.
Released: 13 September 2007 Developer: Dimps / Sonic Team
The Plot: Stranded in Blaze’s world following a mysterious storm, Sonic and Tails team with Blaze and an energetic, wannabe sailor to explore the neighbouring islands and keep the lost Jeweled Scepter away from Captain Whisker and his robo-pirates.
Gameplay and Power-Ups: Like its predecessor, Sonic Rush Adventure is primarily a 2.5D action platformer focusing on high-speed platforming and Boost-based tricks. Initially, only Sonic is playable but, after clearing the third stage (known as a “Zone”), Blaze will be unlocked once again. While the game takes place on various islands, each Zone contains two stages (or “Acts”) and a third, dedicated boss battle against one of Doctor Eggman and Eggman Nega’s robotic giants (known as “Ghosts”). The game includes an “Options” menu where you can set the game to “Easy” or “Normal” mode to tweak the difficulty of bosses, toggle the ten-minute time limit on or off, and manually save your progress. Sonic Rush Adventure expands on the world map of its predecessor, allowing you to not only draw paths to other islands on the bottom screen but also enter buildings and talk with non-playable characters (NPCs). These allies give you hints, allow you to listen to the game’s soundtrack, offer additional missions to complete, and allow a stage and boss select so you can quickly retry completed Zones. Although Sonic and Blaze are still contrasting personalities, their controls and gameplay and essentially the same and as in Sonic Rush. Both jump with A or B, charge up a dash with down and A/B, and perform various mid-air tricks with A, B, and the Right trigger. You can use the directional pad in conjunction with these buttons to reach higher or further platforms, as well, though Blaze has the added benefit of her Burst Hover, which grants her a limited mid-air glide.
The core, Boost-paced gameplay remains unchanged but is bolstered by some new interactable elements.
In contrast, Sonic can home in on nearby targets and is much faster by default, though Blaze is also immune to fire. Both characters can grind on various rails, tapping B to pull off additional tricks. These tricks and smashing robots fill your “Tension Gauge” which, when partially or completely full, blasts you ahead with the Super Boost or Fire Boost when you hold down X or Y. This allows you to plough through Badniks and breakable walls and across gaps at high speed, completely invulnerable, though you need to be careful as it makes it much easier to miss ramps and other interactable objects that spring you across the environment. Golden Rings act as your life blood, protecting you from attacks and awarding you extra lives when you collect increments of 100, and you can snag all the usual power-ups (extra Rings, a barrier and magnetic shield, and a brief invincibility) alongside boosts to your Tension Gauge and top speed. Your Tension Gauge also gets a boost when you pass a checkpoint, and you’ll use loops, springs, and ramps to blast between both screens across the game’s colourful and distinct Zones. Similar to the last game, there are instances where you get additional gimmicks: Blizzard Peaks starts you on a snowboard for some high-octane grinding, Coral Cave sees you push and jump into large minecarts, and Pirates’ Island sees you riding a dolphin through rings in underwater tunnels. The hang glider reappears in Machine Labyrinth, now steam-powered and letting you Boost along, while catapults, cannons, and giant hooks and anchors carry you to higher platforms. Pirates’ Island includes a water cannon gimmick where you aim, fire, and grind along water streams, crystals allow you to float across deadly gaps in Sky Babylon, and the Haunted Ship’s cannons blast you through the sky, allowing you to press buttons to score points off rings. Occasionally, the game switches perspective, shrinking you to the background, bringing you to the foreground, and putting you in a third-person view as you switch tracks in a mine cart or grind across spiked vines.
The touchscreen is wonderfully utilised in third-person and sea-based race sections.
The “adventure” aspect of the game comes into play in the overworld. You’ll travel across the sea to reach each island and challenge the game’s Zones, which you can only do with Tails’ various sea craft. After plotting a path, you’re placed on the bottom screen and use the stylus to control Sonic as he grabs Rings, performs tricks off ramps, and avoids enemies. In these sections, tricks and other actions are performed by swiping or tapping the screen, which builds your “Boost Gauge” and allows you to rocket ahead by double-tapping the screen or pressing the Left or Right triggers. Clearing Acts awards various materials and a letter grade; the higher your grade, the more materials you acquire. These can be brought to Tails to create newer, more diverse sea craft, such as a submarine and a hovercraft. As each craft needs specific materials to be built and further upgraded, you’ll be revisiting Zones again and again to “farm” for these materials. These can also be located on the sixteen Hidden Islands, which act as brief obstacle courses designed to test your skills and award materials, and you must do this to progress though the story. Sonic starts with the Wave Cyclone, a simple hoverbike, before Tails builds the Ocean Tornado, a sailboat you control and fire the weapons of (comprised of a gun turret, cannon, and flamethrower). The Aqua Blast hovercraft is similar to the Wave Cyclone but players must move it side to side to avoid rocks and other hazards and fire its laser cannon in either short or charged bursts. The last craft you get direct control of is the Deep Typhoon, a heavily armed submarine that sees you exploring the ocean’s depths, tapping commands similar to a quick-time event to lock-on to and destroy enemies and hazards, as indicated by a radar. Additional power-ups are also found in these stages to repair your craft or fill your Boost Gauge, and they certainly offer a fair bit of variety, though the grinding for materials can get tedious at times.
Presentation: Like Sonic Rush, Sonic Rush Adventure utilises traditional sprite art for its backgrounds alongside polygonal assets. These are primarily seen in the character and enemy models but various interactive elements (such as drums and bouncy ropes and the end goal treasure chests) are 3D models as well. Sonic and Blaze’s models seem to be copied wholesale from the last game, sporting the same animations, playstyles, and voice clips as before and therefore being just as blocky and clunky. Again, I wonder if it might’ve been better to swap things around and have fully polygonal environments and sprites for the characters, though these models do look a lot better when the action switches to the touchscreen for the sea sections or brief third-person sequences. As you might expect from the title, Sonic Rush Adventure places more emphasis on the story, meaning more cutscenes using both 3D models and still images and more interactions with NPCs. The standout of these is the now sadly forgotten Marine, a plucky raccoon girl with a love for the sea and its craft and who hides incredible power behind her boisterous personality. Sporting a quirky Australian dialect, she furthers Blaze’s development from a stoic princess into a more laidback defender of her world and is a joy to talk with, as are the various amusing koalas who help you. Sonic Rush Adventure incorporates a more sea-faring flair to its soundtrack, peppering every stage with upbeat tunes that match the fast-paced gameplay. The opening theme, “A New Venture”, is infectious in its whimsy though it was surprising and a little disappointing to find the game didn’t include voice acting to go with its cutscenes and still relied on simple text. For most of its length, Sonic Rush Adventure focuses on two new antagonists, Captain Whisker and Johnny, and doesn’t reveal Dr, Eggman and Eggman Nega’s involvement until later, though I genuinely think it would’ve worked just as well, if not better, to omit the Eggmen entirely and focus on his pirate-theme doppelgänger and Sonic’s latest rival, just to mix things up a bit.
The game shines through its increased emphasis on story and a unique pirate-aesthetic.
Sonic Rush Adventure is one of the more visually unique Sonic games, especially in its environments. While Zones blast along a mile-a-minute and it’s easy to overshoot ramps or plummet down the many bottomless pits, the new, sea- and pirate-themed aesthetic really benefits the visuals. This is immediately apparent in the heads-up display, whose font is a far cry from the usual, generic lettering in other Sonic titles and more akin to the short-lived “Storybook” games on the Nintendo Wii. Things start pretty standard in Plant Kingdom (which features vines to swing from and grind on, bouncy mushrooms, and robotic dinosaurs) before delving into steampunk in Machine Labyrinth. Similar to Metropolis Zone, Machine Labyrinth features steam-based springs and winding tubes alongside the hang glider, pinwheels, and massive drums that pinball you about. Coral Cave is a coral spin on a mine, featuring crystalline coral, coral bridges, and a partially flooded grotto alongside abandoned mine carts and tracks and waterfalls. Similar to Pirates’ Island, you must pay attention to the top screen or you’ll get crushed by falling hazards that are used as platforms to higher areas, and giant anchors will swing you about, too. The Haunted Ship was probably my favourite Zone. Featuring a misty graveyard of wrecked ships in the background and seeing you dash up ropes and mainsails, you’ll explore the dishevelled interiors, bash robotic pirate ghosts, and blast between ships using massive cannons. You’ll also bounce up to higher areas using special ropes or be forcibly dragged up by barrels. Sky Babylon was also visually very interesting, sporting a green night-time sky and strange, neon-glowing ruins in a mish-mash of Marble Garden, Sky Sanctuary, Altitude Limit, and the Babylon Garden. Strange floating orbs drag you higher, destructible platforms drop you past flaming hazards and to the ever-present electrical bolt lurking below, and you explore both the background and foreground. Blizzard Peaks started strong with its snowboarding section, which allowed some fun grinding, and with its snowy slides and giant icicles that you must jump between. Pirates’ Island is, essentially, Sonic’s version of Venice, featuring stone buildings, flooded ruins, spring-loaded fountains, and helpful dolphins to navigate its waters. These environments and their gimmicks are all recycled for the Hidden Islands, and there’s even a degree of choice in which locations you visit depending on which ships you have.
Enemies and Bosses: Sonic Rush Adventure bolsters its unique environments with a slew of all-new Badniks, each one the creation of the Dr. Eggman/Eggman Nega duo and in keeping with the nautical/pirate aesthetic of the game. The most persistent of these are the various “Kaizoku” Badniks that toss explosive barrels, glide around on hang gliders, fire small, shoulder-mounted cannons, hide in snowballs, or attack with a cutlass. The Kaizoku Hogan variant is a touch tougher than the usual Badniks, swinging a ball and chain and sporting a health bar. The Hover and Gunner variants fly about using jetpacks, and the Skeleton versions float around like wandering spirits and toss bone sat the player. These Badniks are bolstered by the “Shisaku-gata” series of mechanical miscreants who chuck spanners, hover using steam-powered jetpacks, and push you back with jets of steam. More traditionally designed Badniks also appear, such as the Barrier Angler (a robotic angler fish, which also has an electrical variant), the Jaws-like Nibbles, the Dive Bat (another of Dr. Eggman’s many bat-themed Badniks), and the Rabid Crab (which focus more on melee attacks than Crabmeat’s projectiles). The Triceratank charges you with its horn similar to the Rhinobot, Ptera swoop from the skies, Sky Moons fire projectiles while hovering in the path of your jumps, and steam-powered Bomb Ghosts wander the Haunted Ship ready to explode in your face! Each Zone ends in a boss battle against one of Dr. Eggman and Eggman Nega’s gigantic robot creations. Unlike in the last game, where you were restricted to either a platform or a ring, Sonic Rush Adventure features more variety to its boss battles. You’re still restricted to a set area, but the arena and boss strategies alter as the fight progresses, switching between the screens. Each also possesses a health bar, though you no longer have your allies cheering you on, and ends with a dramatic, slow-motion final blow against the mech.
The massive bosses are far more visually interesting and complex than before.
The first boss you encounter is the Ghost Rex, a gigantic, robot Tyrannosaurus rex that stomps around in the background, stalks around your small stone platform, and tries to munch you with its powerful jaws. Dodge this attack to attack its head and repeatedly strike it when it tries to charge from either side of the platform and you’ll eventually fall to a cavern, where the Ghost Rex elongates its neck to try and crush you and cause shockwaves. The Ghost Pendulum is fought on a ring and stays out of reach and you must run around in a circle, striking its low-hanging fruit to smack them into it. As the fight progresses, more balls appear, with some sporting spikes and electrical barriers and the boss dropping to create shockwaves, which can all be tricky to avoid. The Ghost Kraken is also fought on a ring; it spins its tentacles to attack you, but you can smack these (especially the jewelled one) to damage it. It also tries to grab and slam you into the ground, forces you underwater, and spits ink to either stick you in place or obscure the screen. The Ghost Pirate awaits on the Haunted Ship, spewing fireballs and flaming vortexes and attacking with kicks and its cutlass. You must target the glowing red core, which eventually detaches and must be chased around to deal more damage, which can be tricky, especially if the ship’s swaying. The Ghost Whale is one of the most unique bosses as it’s fought on a rapidly deteriorating ice float. You must smack it when it charges to jump inside, where you have thirty seconds to battle to its inner core, destroying pods for more time and avoiding freezing hazards and ridable missiles.
Sadly, the new baddies are usurped by the Eggmen, who power-up to battle for the fate of both worlds.
The Ghost Condor was probably the toughest of the regular bosses for me. You’re running on a never-ending path on the bottom screen, avoiding mines, spiked platforms, and the boss’s charge. You must hit the green mines to fly up and smack the boss’s weak spot, landing on the platforms to deal additional damage, though the hazards, speed, and aggressiveness ramp up over time. Captain Whisker and Johnny first attack as a duo on a stage full of buzzsaw-spewing platforms. Captain Whisker fires his rocket arms and performs a ground pound to produce a shockwave and Johnny torpedoes at the player, and they have a team attack that must be repelled. Both must be defeated but this looks more intimidating than it is and it’s pretty easy to pepper them with hits. Captain Whisker then jumps into the Ghost Titan for a penultimate showdown not unlike the battleship bosses from the last game. You must hit its missiles to lower the shields on the cannons, then line up the aiming reticle to attack. The Ghost Titan also delivers a big punch, fires laser-guided flame blasts, litters your platform with bullets from its crotch, and spreads flames across the ground. Though there’s a lot happening at times this was a big, fun, boss made even more intimidating by it boxing you in with insta-kill lasers at the end. After collecting the seven Chaos and Sol Emeralds, you’ll battle the true final boss, the Egg Wizard, a super-powerful mech piloted by Dr. Eggman and Eggman Nega and wielding the fabled Jeweled Scepter. This is a three-phase battle that takes place from a top-down perspective in the molten core of Blaze’s world. You control Super Sonic and Burning Blaze, collecting Rings to sustain your transformation and switching between the two with R. In the first phase, you reflect boulders using Super Sonic’s A attack. You must then reflect the Egg Wizard’s fireballs and three flaming dragons to deal damage or switch to Burning Blaze and fire single or charged fireballs with A. Deal enough damage and the Egg Wizard regains some health and adds a targeted meteor, a flamethrower, and gigantic missiles that must be avoided or reflected to deliver the final blow. It’s not the hardest final boss but, with no checkpoints, few Rings, and many of the attacks stunning you, it can be a trifle aggravating to contend with.
Additional Features: When exploring the seas of Blaze’s world, you’ll inevitable cross paths with Sonic’s latest rival, the arrogant robotic shark, Johnny. When you do, Johnny challenges you to the race, with the prize being a legendary Chaos Emeralds. These races take place on the Wave Cyclone and are thus performed using the touchscreen and stylus. Players can follow Johnny’s trail for a boost and must dodge his mines or they’ll suffer irreparable damage and lose. To stay ahead, you collect Rings and perform tricks off ramps to build and maintain your Boost Gauge, though you can replay each race as often as needed to score the Chaos Emeralds. Like before, Blaze doesn’t get Sol Emeralds from Special Stages like these. Instead, you talk to NPCs to take on various missions, with seven of the 100 available missions specifically relating to the Sol Emeralds. These are acquired by finding Hidden Islands or beating certain bosses again, and only by getting all seven of both will you unlock the game’s true ending. Other missions also challenge you to reach the goal within a certain time limit or while holding a set amount of Rings. You can also explore to find the sixteen Hidden Islands and replay previous Acts to get materials to build and upgrade your craft and score better rankings, and take on a time attack mode. Sonic Rush Adventure also includes a multiplayer component where players race against each other to finish Zones and defeat bosses the fastest, though I’ve never played this mode. Finally, there’s a sound test and movie viewer mode available and you can take on the bosses and Johnny’s race at any time by chatting to NPCs.
The Summary: Sonic Rush was a fun, if barebones, return to form for Sonic, a natural progression of the Game Boy Advance titles and a nice taster of what the Nintendo DS could do with the franchise. Sonic Rish Adventure takes everything that worked and adds a bit more to it, expanding the narrative and the scope of both Sonic and Blaze’s world and delivering a fresh take on the usual, formulaic events by assuming a pirate aesthetic. I really enjoyed the sea-based sections, exploring the map and playing about with each craft. It was a fun use of the touchscreen that never outstayed its welcome, though it does get a touch tedious having to grind for materials. It might’ve been better if Tails built the ships as the story progressed and the materials were purely to upgrade each one to give you an edge in combat or against Johnny. The Zones were some of the most unique and visually interesting the series has ever seen, finally moving away from tried-and-tested tropes and embracing new aesthetics. The gameplay is fast-paced and fun, with lots happening at once and really gave me a sense of empowerment, though it’s still dogged by bottomless spits, insta-kill hazards, and unavoidable traps. Captain Whisker, Johnny, and Marine are some of the best new additions to the franchise and I’m honestly annoyed that they’ve never been seen again. I’ll reiterate that neither Eggman was necessary for this game, and it might’ve been better without them as Captain Whisker was a familiar enough threat given a quirky edge by being a pirate. It’s a shame that Sonic and Blaze’s gameplay was basically unchanged from Sonic Rush, with no new moves or abilities or playable characters added to the mix, but the 2.5D Boost gameplay was arguably better than it’s ever been here. It really feels like Sonic Rush Adventure filled in some of the blanks of the last game, adding more diversity and complexity to the boss battles, switching up the stage aesthetics, and placing more emphasis on the story. Add to that the fun sea mini games and races and opportunities for exploration and you have a really solid title that definitely deserves more love than it gets as I never see anyone talking about this one, and that’s a real shame.
My Rating:
⭐⭐⭐⭐
Rating: 4 out of 5.
Great Stuff
Did you play Sonic Rush Adventure back in the day? What did you think to the new setting and the quirky new characters? Did you enjoy the pirate aesthetic to the stages and trying out new sea-based craft? What did you think to the grinding mechanic and the changes made to the boss battles? Did you ever defeat the Egg Wizard, and do you agree that Captain Whisker and Johnny were strong enough antagonists by themselves? Which of Sonic’s handheld adventures is your favourite and how are you celebrating him this month? I’d love to know what you think about Sonic Rush Adventure so leave a comment and be sure to check out my other Sonic content.
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. Thus, in keeping with tradition, I’m dedicating some time to celebrate SEGA’s supersonic mascot.
Released: 19 December 2002 Developer: Dimps / Sonic Team Also Available For: Nintendo Wii U (Virtual Console, Japan only)
The Plot: When Doctor Eggman vies for the legendary Chaos Emeralds and tricks Knuckles the Echidna into helping him, Sonic the Hedgehog and his friends – Miles “Tails” Prower, Amy Rose, and newcomer Cream the Rabbit – race to end his latest scheme for world domination.
Gameplay and Power-Ups: Sonic Advance 2 takes the basic engine and core mechanics of the first game, which was already an interesting mash-up of the 2D and 3D gameplay, and expands upon them to create a high-octane, action-packed 2D sidescroller that puts a great deal of emphasis on blasting along at high speeds while holding right on the directional pad. The controls, already heavily borrowed from the 2D games, thus remain relatively unchanged: you can still jump with A, performing a Spin Attack in the process to bust Badniks and power-up pods, perform your character’s signature moves with B, and execute various mid-air “tricks” by pressing B or the Right trigger in mid-air off springs and ramps. Pressing up or down scrolls the screen vertically and pressing down and A charges a Spin Dash, allowing you to blast ahead (even as Amy this time). Although there are five playable characters to pick, each with their own special moves to slightly alter their gameplay, only Sonic is available at the start. The others are unlocked by playing the story mode and, in Amy’s case, by collecting all seven Chaos Emeralds with the four main characters. You play through seven main levels (referred to as “Zones”), each with two stages (or “Acts”) and a dedicated “Boss Attack” stage, with two additional Zones unlocked when certain criteria are met. As ever, Golden Rings are your lifeline; as long as you have at least one, you’ll survive enemy attacks. Every Act is played against a ten-minute time limit, with you losing a life once this expires, though you can disable this from the “Options” menu. You can also switch between “Easy” or “Normal” mode from this menu, though this simply reduces the hits that bosses take to defeat, and select different language options, something far more relevant this time since there are more cutscenes and text dialogue than before. As you might expect, you can also grab various power-ups as you play: you’ll get a 1-up (also from collecting 100 Rings), 5, 10, or a random number of Rings, a shield (and a magnetic variant to attract Rings), a temporary invincibility, and a new power-up that instantly puts you at maximum speed (though is, essentially, a variation on the classic speed up power-up).
Cream lends her game-breaking cuteness to the increased emphasis on speed and tricks.
Much of this is carried over from Sonic Advance and the same is true of your character’s abilities. Each one plays a little differently, which can alter how difficult the game is. Tails and Cream, for example, can fly, easily avoiding the many pits that spell Sonic’s doom. Every returning character sports the same special moves as in Sonic Advance, with Sonic performing his Insta-Shield by pressing A twice, sliding ahead with B, and executing a fairly useless mid-air dash and Homing Attack when in mid-air. Sonic can also now bounce to the ground by pressing B in mid-air, similar to his bounce ability from Sonic Adventure 2(Sonic Team USA, 2001) and almost as a precursor to the Drop Dash. Tails flies, as normal, and takes out enemies with a tail swipe with B, Knuckles glides and climbs walls and executes a three-punch combo with B and also now drills downwards when you press B in mid-air. Previously the most unique and difficult character to use, Amy now has a Spin Attack and Spin Dash just like her friends, meaning she’s a far more viable character this time (if you can unlock her!) She still swings her Piko-Piko Hammer with B, dives ahead, and uses it to attack aerial enemies. Every character can also grind on various rails, grab overhead poles, swing from vines and such, and blast ahead at break-neck speeds after building momentum. Flying off ramps sees you pull off mid-air tricks, which are essential to clear bottomless pits and reach higher areas and can spell your doom if you fail them. Since every character essentially adopts Sonic’s super-fast gameplay, there are far less opportunities to use their unique special moves beyond flying and gliding and each one loses a lot of their appeal as a result. There is a mild saving grace in newcomer Cream, however. Essentially the “Easy” mode character, Cream can fly like Tails (though seemingly for less time) and, crucially, fire her Chao companion, Cheese, like a homing shot with B. This absolutely decimates bosses and even surrounds her with a protective barrier when used on the ground, making Cheese the go-to choice for the game’s tougher Zones and bosses.
The fast-paced, action-orientated gameplay means bottomless pits and cheap deaths and commonplace.
Sonic Advance 2 structures its Zones like high-speed races and obstacle courses; the “rollercoaster” aesthetic has never been truer than in this game as rails, ramps, loops, springs, and boost pads litter every environment. There is still the occasional instance of water, putting you at risk of drowning, though you’re far more likely to run across the water than sink into it. Moving and temporary platforms also still appear, often placed at the end of solid ground to screw up your jumps, as do slopes, poles, destructible elements, and bouncy surfaces. This latter gimmick is most prevalent in Music Plant, which has you bouncing around on keyboards and cymbals, while Hot Crater is more about overhead rails and annoying spikes. While things start familiar enough in Leaf Forest (functionally an amalgamation of the classic Green Hill Zone and Green Forest) and Ice Paradise is like a fancy do-over of the previous game’s Ice Mountain, things take a turn for the worst in Sky Canyon. Bottomless pits, poor hazard placement, and tricky jumps appear before this point, but Sky Canyon really ramps them up, hiding ramps and springs and platforms behind clouds and forcing you to make split-second decisions at high-speeds that will quickly drain your pathetic stock of lives. It’s very easy to miss jumps or overshoot your landing, or to plummet to your death since you often drop through rails rather than landing on them. This continues in Techno Base and Egg Utopia, which borrows gimmicks like the light-based bridges and topsy-turvy gravity from Sonic 3 & Knuckles’ Death Egg Zone and marries them with rails and pits, pits, pits! Sonic Advance 2 quickly conditions you to “hold right to win” with its emphasis on speed; Badniks are few and far between and everything is geared towards propelling you ahead at incredible speeds. It’s thus incredibly frustrating to settle into this mindless gameplay loop and fall down an endless chasm, get skewered by spikes, or miss a ramp or a rail and drop to your death.
Presentation: If there’s one area where Sonic Advance 2 truly excels, it’s the visuals. Again, there’s a reason I used these sprites and backgrounds when made sprite comics; they’re so vivid and detailed and really bring the characters to life like never before in 2D. While Sonic Advance 2 features some recycled animations from the last game, every character has loads more frames of animation either in their poses, tricks, or when performing basic functions. Every main Act starts with your character taking their marks and getting ready to race ahead as a countdown ticks place, they’re followed by shadowy afterimages when at top speed, and their run cycles are vastly improved as the game ditches the classic “rubber band legs” animation to more closely emulate the 3D games of the time. This racing aesthetic continues when you finish an Act as you’re no longer passing a signpost or reaching a Goal Ring; instead, you run through a finish line and your character poses while running and your score is tallied. While the introductory cutscene is nothing special (and is actually worse than in Sonic Advance since it just focuses on the island, Sonic Advance 2 utilises a map screen for its stage select that’s almost an exact copy of Sonic Adventure 2’s, and includes bigger, more detailed and cartoonish sprite art for its cutscenes. As you clear Zones, Sonic rescues his friends, chatting with them and unlocking them to be played, though these cutscenes only appear when playing as Sonic and only once. Once you’ve cleared the game, you can’t view them again and the game is irrevocably changed. Cream is no longer held hostage when you fight the EggHammerTankII and Dr. Eggman pilots the Egg Saucer on subsequent playthroughs, as opposed to Knuckles. While the Game Boy Advance sound system is still grating, Sonic Advance 2 features far catchier tunes and more musical variety than its predecessor. Bosses and Acts have differing tracks and game’s more frustrating moments are somewhat alleviated by the jaunty music, with Ice Paradise being a particular highlight.
More story and detailed animations contrast with some garish environments.
Although Sonic Advance 2 doesn’t exactly break the mould with its Zone aesthetics, the presentation is far better than its predecessor. Sonic Advance had a rather blurry, pixelated, bland look that’s been completely overhauled into a smooth, sleek, almost plasticine-like aesthetic. Admittedly, this can make some of the foregrounds more generic and the Zones do suffer from being far more linear, with ramps and long raceways being predominant, but there’s no denying the graphical upgrade. Sonic Advance 2 also borrows more from Sonic Adventure 2 for its overall presentation, especially in Zones like Leaf Forest and Sky Canyon, with the latter basically being a 2D version of Rail Canyon. Given the game’s emphasis on speed, ramps, springs, loops, and boost pads are common gimmicks in each Zone, somewhat robbing them of their individuality, though unique gimmicks can still be found (however sporadically) amidst the cheap-ass pits and hazards. Hot Crater, a mechanical base built into a volcano, features overhead rails, a heat effect to the background, and hooks to fling yourself upwards. Music Plant is a garish slice of ridiculousness that looks like it’d fit right in in Zool: Ninja of the Nth Dimension(Gremlin Graphics, 1992) and begins an annoying trend in Sonic games of this era of featuring an overly kiddified level. Ice Paradise has a Christmas theme to its soundtrack, features a bustling city in the background, flurries of snow, and big neon signs, giving the impression of a ski slope. Sky Canyon is a mess of pits and vertical columns, featuring windmills, those fans from Starlight Zone, and balloons to carry you up. Techno Base is a mess of hexagons, lights, lines, and vulgar colours; it’s essentially a new version of Cosmic Angel Zone from Sonic Advance, though with digitized spikes and some pinball mechanics. Egg Utopia is essentially a 2D version of Final Rush/Final Chase mixed with the Death Egg Zone, featuring rails between different areas of the space station set against the background of space, a gravity gimmick that has you running on the ceiling, cannons, and spiked balls. This aesthetic is carried over to XX, which is simply an autorunner (like all the game’s bosses) gauntlet before the final showdown, while True Area 53 takes place in the void of space with the Earth in the background.
Enemies and Bosses: No doubt due to the game’s focus on fast-paced action, Badniks are few and far between in Sonic Advance 2. The game would rather surprise you with spikes or bottomless pits than have you free critters from robotic shells, something further emphasised by the lack of capsules at the end of each Act. When Badniks do appear, they’re generally awfully placed to screw up your jumps or tricks and send you plummeting to your death, and they’re largely recycled throughout each Zone. Some of their designs may be familiar to long-time Sonic fans, though: the Geji-Geji aren’t too dissimilar from Caterkillers, the Circues are reminiscent of the monkey-like Kikis, Flickey is literally a robotic version of Flicky, and the Buzzers return wholesale from Sonic Advance. Kikis hide in trees and toss coconuts like in the 3D games and like their predecessor, Coconuts; Spinners return from the 3D games and can be bounced on to cross gaps; and little robot mice scurry about on the ground. Mechanical penguins launch themselves across the snow like Penguinators, clown-like robots swing their own Piko-Piko hammers, and large robotic hammerheads await in the waters at times. Each one releases a woodland critter and adds to your score tally, but they’re mainly there to get in your way and are such a non-factor that it’s easy to be blindsided by them. The E-100 “ZERO”-like Robot Guard also appears, relentlessly pursuing you in Special Stages, sapping your Rings and kicking you out of the stage if it touches you. Having somehow been tricked by Dr. Eggman, Knuckles is battles you in your first playthrough, piloting the Egg Saucer at the end of Sky Canyon, though his presence doesn’t change anything except the cockpit sprite.
The autorunning mechanic used in boss battles makes them needlessly annoying at times.
Therefore, you’ll be battling Dr. Eggman’s newest machines at the end of each Zone. Unlike in Sonic Advance, every single boss battle is an autoscroller that sees you constantly running on an endless loop, snagging Rings and timing attacks and compensating for the knockback and the tougher “pinch” mode, which can get so aggravating that it’s often easier just to cheese the bosses with Cream. Things start off familiar enough with the EggHammerTankII, an upgrade from Sonic Advance that also attacks with a giant hammer but this time it can extend its reach. While the hammer is a large hazard to avoid, this isn’t too tricky. The Egg Bomber Tank is a bit trickier as you can only attack its cannon in the first phase; the main body can only be attacked in the second phase, and both see you avoiding bouncing, explosive cannonballs. Though functionally simple, the autoscrolling gimmick makes the Egg Totem a bit difficult since it’s hard to get up to speed and hop to its spiked platforms to hit the cockpit. Each platform sprouts turrets that must be destroyed to clear the field of projectiles and they also move quiet erratically to screw up your jumps. The Aero Egg also causes problems as its bombs have wide splash damage and you can only attack it by bouncing off its tail platform (unless you just aggressively fire Cheese). Things can get very frustrating against the Egg Saucer as the laser cannon has a wide range and the robotic hand can instantly kill you with its slap attack! Your best bet is to take out the cannon and hang back, way back, running in whenever the cockpit spins into view.
You’ll need to overcome all the bosses again and get the Chaos Emeralds to fight the true final boss.
The Egg-Go-Round was much easier in comparison. This machine flies along on a rail and is protected by four platforms, two that sprout spikes and two that fire projectiles. It can be tricky avoiding these but it’s a hell of a lot easier to ram the cockpit than the Egg Saucer. The Egg Frog is a different matter entirely, though. This boss incorporates the Egg Utopia’s gravity gimmick, hopping to the floor and ceiling and dropping carpet bombs that are very difficult to avoid. While you can switch to the floor and ceiling by holding up and down, the Egg Frog’s hit box is so large and the window of opportunity so small to hit it that it’s better to just give up and use Cheese to decimate it. Similar to the last game, XX features a boss rush…but this time its against all the bosses you previously fought! Though they take less hits to defeat, the only checkpoint occurs after defeating the EggHammerTankII and this gruelling prospect means you’ll likely be low on lives and/or Rings by the time you reach the Super Eggrobo Z, a modified version of Sonic Advance’s true final boss. This giant mech takes up the entire right-side of the screen and fires its claw arms (which can be destroyed) and a sweeping laser from its eyes. Platforms will raise, allowing you to attack its main weak spot (the head) but also putting you at risk of being skewered or crushed against the ceiling spikes. After a few hits, the mech’s attacks increase but, again, you can make a joke of it by using Cream, destroying Dr. Eggman’s newest space station and treating you to a character-specific ending. However, this isn’t the true final boss. Collect all seven Chaos Emeralds with the four main characters and you’ll be taken to true Area 53 where, as Super Sonic, you battle perhaps Dr. Eggman’s most visually disappointing final mech ever, an unnamed, worm-like cannon. I’ve never battled this boss, but you’re limited, as ever, by your Ring count and must bash its missiles back at it, watching for the mech’s freeze ray and suck attack while also avoiding projectiles and dealing with its invisibility gimmick.
Additional Features: Just like in the classic games, you can challenge Special Stages to collect the seven legendary Chaos Emeralds, which unlocks the game’s true final boss and ending. Unfortunately, if you thought Sonic Advance’s hidden springs were a pain in the ass, let me introduce you to the “Special Rings”. Seven of these are hidden in each of the main Acts and all seven must be collected to enter the Special Stage. If you lose a life in the Act, you’ll lose all the Special Rings you collected and you probably won’t be able to backtrack to get them, especially as Sonic, since many are hidden in hard-to-reach areas. If you somehow find them all, you’re taken to a large, pseudo-3D checkerboard arena and must race around collecting Rings, gaining multipliers and utilising boost pads, all while the Robot Guard chases after you. Because of how difficult the Special Rings are, I’ve never entered a single Special Stage and have therefore never collected even one Chaos Emerald, which is extremely frustrating as a life-long Sonic player. To make matters worse, you must beat every Special Stage with the four main characters to unlock Amy Rose, a needlessly obtuse criteria for a character who was available by default in the last game. Sonic Advance 2 also includes a time attack mode and a Tiny Chao Garden, where you raise and play with Chao and even transfer them to and from the 3D games, though you’ll only unlock this after collecting the seven Chaos Emeralds with a single character. Similarly, you can unlock a boss rush by beating the game with three characters and all seven Chaos Emeralds, which you’d think would invite replayability but instead makes me want to tear my hair out since entering the Special Stages is so ridiculously difficult. You can also play a single- or multi-pack multiplayer mode, racing to the finish or collecting Rings against other players and utilising the additional Attack, Brake, Confusion, and Warp power-ups to gain an advantage.
The Summary: The visual upgrade between Sonic Advance and Sonic Advance 2 is as startling as the differences between the first two Sonic games. Where one was colourful and fun but handicapped by a slow, meandering pace, the sequel is both brighter, slicker, and much faster and more action-packed in its design. Sonic Advance 2 brings its characters to life like never before with some truly incredible, amusing, and charming sprite work. The animations are great, making the game resemble its 3D counterparts and a cartoon, and the upgrade to the environments makes everything pop so much more. Things are a little tame at times and the Zones can be annoyingly linear, but this ties into the focus on high-speed gameplay. Unfortunately, this approach does hamper the gameplay somewhat since everyone blasts ahead at full speed like Sonic, meaning their individual playstyles fall further to the wayside. This wouldn’t be so bad if the game didn’t throw bottomless pits, annoyingly placed enemies and hazards, and cheap deaths at you in a paper-thin attempt at increasing the game’s challenge. Pits definitely should appear in Sky Canyon and difficult sections should definitely appear by the end, but scattering them throughout every Zone really stunts my enjoyment as you must either memorise the Act layouts or have split-second reactions to make unfair jumps. While I enjoyed the bosses, the autoscrolling mechanic got old fast and I didn’t appreciate the boss gantlet in XX. I think the autoscrollers would’ve worked better if it had only be used, say, three times. I did like the emphasis on story and how the bosses changed because of it, but not that these changes were undone upon beating the game. It’s also maddening that the Special Stages, Amy Rose, and true final boss are all-but inaccessible thanks to the irritating Special Ring mechanic and the fact you need to get the Chaos Emeralds with every character. I liked Cream, she was cute and fun and made the bosses a joke, and the visuals still blow me away, but the difficulty curve is a nightmare. Because of all this, I can’t rate Sonic Advance 2 higher than the original, even if it is technically and visually a better game since my enjoyment is constantly soured by my inability to experience everything it has to offer.
My Rating:
⭐⭐⭐
Rating: 3 out of 5.
Pretty Good
Are you a fan of Sonic Advance 2? How do think it compares to the original and the third game? What did you think to Cream and her boss-breaking powers? Were you a fan of the increased emphasis on speed? What did you think to the reliance on bottomless pits and boost pads? Did you ever collect the Chaos Emeralds and unlock Amy…and, if so, how? Which of Sonic’s Game Boy Advance titles is your favourite and how are you celebrating Sonic’s anniversary this year? Whatever your thoughts on Sonic Advance 2, leave a comment below and go check out my other Sonic content!
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. Thus, in keeping with tradition, I’m dedicating some time to celebrate SEGA’s supersonic mascot.
Released: 23 November 1993 Developer: SEGA Technical Institute Also Available For: Game Boy Advance, GameCube, Game Gear, Master System, Nintendo Switch Online, PC, Nintendo Wii (Virtual Console), PlayStation 2, PlayStation 3, PlayStation 4, PlayStation 5, Xbox, Xbox 360, Xbox One, Xbox Series S/X
A Brief Background: At the beginning of the 1990s, SEGA sought to create a videogame mascot iconic enough to knock Super Mario from his perch at the top of the videogame industry, kicking off the “Console Wars” of the era when Sonic the Hedgehog proved a big success. This evolved into mainstream popularity with Sonic the Hedgehog 2 (SEGA Technical Institute, 1992); soon, Sonic was everywhere (including comics and cartoons) and SEGA was quick to capitalise with a slew of spin-off titles. SEGA put everything into crafting a massive third outing for their super-fast mascot, a game so large that it ended up being split into two parts. Realising the highly anticipated title wouldn’t be ready for the 1993 holiday season, SEGA commissioned anotherSonic title to fill the void, one developed entirely in the United States. Loosely tying into the popularSonic the Hedgehog (1993 to 1994) cartoon, Sonic Spinball expanded upon the celebrated pinball-based mechanics seen in the first two games and was hastily put together within a tight deadline. Sonic Spinball was largely well received, with reviews praising the visuals and soundtrack, though many criticised the slowdown and clunky gameplay. Still, Sonic Spinball lived on not just through multiple ports over the years but also a slew of adaptations, with the game providing the basis for not just the cartoons and comics but also a real-world theme park.
The Review: Sonic Spinball, unlike the mainline games, is a 2D pinball-based action title in which players control Sonic the Hedgehog and bounce around inside Doctor Ivo Robotnik’s ominous Veg-O-Fortress, a volcano-based robot factory. Players can customise the game’s controls to operate different flippers with either A, B, or C or do the smart thing, like me, and map both the left and right bumpers to the A button for convenience. If you’ve played Spring Yard Zone and/or Casino Night Zone from the first two games, or any of those old pinball-based videogames, Sonic Spinball will be mildly familiar to you as you control flippers to send Sonic flying across a vaguely pinball-themed environment, bouncing off bumpers and hitting targets to score points. The difference comes from the awkward incorporation of some Sonic’s more traditional moves. In the rare moments where you’re not bouncing about like a madhog, you can run about and use Sonic’s Spin Dash to blast ahead. Unfortunately, Sonic’s controls are very clunky when he’s on the ground. He feels very heavy, shambling about with none of the grace or speed that you’d expect, the Spin Dash is weak and stunted, and Sonic’s jump is very short and awkward. When you do have to jump over walls, the jump tends to glitch and cause Sonic to fail or judder about on the environment, though thankfully these moments are few and far between. Sonic is also missing all his power-ups – there are no monitors to smash here – and Golden Rings are collected merely for points and to score yourself an “extra ball”. Sonic Spinball is also the only Sonic title that directly ties into SatAM; Sonic’s design heavily evokes the cartoon (though, oddly, Dr. Robotnik’s doesn’t) and his Freedom Fighter pals make cameos in the game’s bonus stages. The link is tenuous at best, however, with the game primarily serving as a pinball-based spin-off whose canonicity can be debated. Finally, unfortunately, Sonic is the only playable character here. Up to four plays can play at any one time, but in a classic turn-based format, which is pretty lame.
Bounce around a pinball nightmare to snag the many Chaos Emeralds.
On paper, Sonic Spinball is a very short game without much happening in it (hence this shorter review). There are only five stages to play through, though each stage is quite large and has multiple paths accessed via teleporters, narrow tubes, or by clearing the way of obstacles. This might mean smashing a door a few times, or pulling switches, or powering up generators. Either way, you’ll be repeating these actions a few times to open new paths or collect one of the many Chaos Emeralds powering the Veg-O-Fortress. Each stage has either three or five Chaos Emeralds to collect and finding them can be a bit of a headache. Not only do you have to factor in alternative paths and these tricky puzzle elements but directing Sonic’s momentum is crucial to obtaining the gems. This is easier said than done as Sonic seems to fly off like he has a mind of his own most of the time, though you can direct his momentum in mid-air. Every stage features instant death hazards at the bottom, though you’re given some leeway in Toxic Caves, and you’ll occasionally be spared by a burst of steam to stay in the fight. Badniks modelled after those seen in SatAM patrol every stage but are mainly used to score points or bounce to higher areas. You’ll be pushed along on jets of steam, ride mine carts, pinball about on balloons and cages, and ride flippers up vertical shafts, often dropping to the first screen and fighting your way back up to reach the boss. Targets, lights, and plugs can all be bounced into or past to score points. The neon billboard overhead constantly updates you on what’s happening, though it’s not always clear if it’s relevant to you getting a Chaos Emerald or not. Lava Powerhouse is easily the most maze-like stage, forcing you to time your steam-boosted attacks on Cluckbirds to enter pressure dial tubes and be blasted further up. The Machine is probably the most dangerous stage, with its grinding gears, collapsible gantries, and being the heart of Dr. Robotnik’s Badnik processing plant. Showdown, meanwhile, is the most open and vertical stage, with you hitting balloons, pulling hooks, blasting about using windsocks, and hopping to bombs to reach Dr. Robotnik’s ship. Once there, there’s a greater risk of plummeting all the way down thanks to the holes and destructible windows, something you want to avoid given how aggravating it is to get Sonic’s lead-filled ass moving in this game.
Rack up a high score and battle Dr. Robotnik’s gigantic mechanical monsters.
Graphically, Sonic Spinball is a mixed bag. The environments look good; every stage is large and detailed and pops with 16-bit goodness. The SatAM-style sprites are serviceable enough but Sonic looks really weird; he’s very squat and out of proportion when not curled into a ball. Things get pretty impressive in the bonus stages, where you see Sonic’s reflection as he controls a real pinball across a giant table, smashing Scratch’s and the Badnik processors to free his furry friends. The game mostly impresses with its music, with memorable tunes punctuating the frustrating and chaotic action. It may lack all the traditional Sonic tunes, but that Toxic Caves theme is an earworm, for sure. Every stage culminates in a boss battle at the very top where your biggest threat is screwing up your momentum and dropping out of the arena. Sonic can’t be hurt or killed by the bosses, but you must aim your shots to deal damage, which gets trickier with each boss. Things start [pretty simple with Scorpius; simply avoid the sewer warp tube and the acidic gloop it spits and flip Sonic into the sweet spot between its tail and its back to clobber it. The Robo-Boiler is a little trickier as you must flip up to a temporary platform on either side and time your jump to avoid the steam vents and smash the Robotnik faces floating inside, though it’s very easy just to fly all over the place. The Veg-O-Machine was another tricky one since it constantly spews Badniks and you must target the tubes on either side to halt their production before finishing it off from the inside. You finally confront Dr. Robontik aboard his ship as he flees the crumbling Veg-O-Fortress. This is the most aggravating fight of the game as Dr. Robotnik is shielded by claw arms and windsocks, which must be deactivated by hitting the button beneath his cockpit. Fail and you could be dropped to the beginning of the stage! However, even when you do deactivate the obstacles, you have only a short window to land hits, making this a tedious final fight. Despite all those Chaos Emeralds, beating the game only earns you a high score for the table and there’s nothing else to come back for. You can use cheat codes to skip ahead or the rewind and save state functions of other ports to make the game easier, however.
The Summary: There’s always been something about Sonic Spinball. I remember getting my copy as a kid and I have a strange amount of nostalgia for it, despite barely clearing the first stage in my youth. Even now, I’m only able to finish the game through persistence or more modern means and I can’t say I’ve ever enjoyed my time when playing it. It is fun at times, don’t get me wrong. Visually, it’s quite striking and I like little quirks like the alarm and Sonic’s shocked face when he falls, him landing in a little bucket in the Toxic Caves, and the radical nineties slang displayed in the neon bar. It can be fun bouncing around searching for Chaos Emeralds and it’s quite rewarding figuring out how to obtain them and flipping Sonic just right to snag them, and the tie-in to the cartoons is a nice touch (if half-assed) but it’s a very barebones and frustrating experience. There are a lot of bonus stages and a lot of variety in the main stages, but it quickly becomes repetitive as you repeat the same tasks (or variations of them) multiple times to progress. It doesn’t help that Sonic looks and controls like ass; you basically need to be bouncing around all the time or else you’re controlling this sluggish, ungainly hedgehog meandering to the next spring. Sonic’s controls when bouncing aren’t much better; I found it very difficult to properly aim him and his momentum seems to have a mind of its own. It’s also not immediately clear where you need to go and what you need to do to get the Chaos Emeralds, leading to constant falls, warps, and deaths if you’re not careful. The bosses were large and enjoyable, if paradoxically both irritating and simple, and I really dig the music, but there’s just so little to come back to here. I think it might’ve been better to have smaller stages and divide some of the gimmicks between, say, eight distinct areas, with a boss battle after every second one. The pinball mechanics wear out their welcome very quickly thanks to the awful controls and madcap nature of the game, which ruins a lot of the fun and makes Sonic Spinball little more than a visually interesting, quirky little cash grab that fails to engage as powerfully as its mainline cousins.
My Rating:
⭐⭐
Rating: 2 out of 5.
Could Be Better
Did you enjoy Sonic Spinball? Were you a fan of the pinball mechanics or did they aggravate you after a while? What did you think to the visual style and the inclusion of elements from the cartoons? Which of the stages and bosses was your favourite? Do you agree that the controls and replay value are lacklustre? Which Sonic spin-off is your favourite and how are you celebrating SEGA’s mascot this month? Let me know your thoughts on Sonic Spinball in the comments and go check out my other Sonic content.
Released: 22 November 2023 Originally Released: November 1994 (SNES), February 1995 (Game Boy) Developer: Carbon Engine Original Developers Ocean Software Also Available For: Game Boy, Nintendo Switch, PlayStation 4, PlayStation 5, Super Nintendo Entertainment System (SNES), Xbox One, Xbox Series S
The Plot: When BioSyn (or a power outage) cause trouble on Isla Nubar, the island site of Jurassic Park, palaeontologist Doctor Alan Grant either goes it alone or teams up with tactical sergeant Michael Wolfskin to subdue the genetically engineered dinosaurs and escape alive.
Gameplay and Power-Ups: Jurassic Park 2: The Chaos Continues is a sidescrolling shoot-‘em-up that acts as a non-canon continuation of the original movie and its videogame adaptations. While the SNES version is more obviously framed as a return to Isla Nubar thanks to the presence of Biosyn, both can be seen as re-dos of the movie and its videogames since they don’t stray too far from the gameplay mechanics previously seen. While only the SNES version offers different difficulty modes, both see you jumping with A (defying gravity with a higher jump the longer you press the button in the Game Boy version) and shooting with X. Y and B also shoot in the Game Boy version and both versions allow you to rapid fire by holding the button, though this will charge your cattle prod in the SNES version and deplete most of your ammo here, too, save for your weakest lethal weapon and cattle prod. In the Game Boy version, you can switch to grenades by pressing the ‘View’ button; you can’t move and throw them but you have an unlimited supply. You switch weapons with the Left and Right Bumpers in the SNES version, LB cycles through lethal ammo types (such as a machine gun and shotgun spread) while RB cycles through non-lethal options, like tranquilizer darts. All enemies disappear regardless of which ammo you use but there’s a counter that ticks down when you kill any dinosaur that’s not a Velociraptor or what could loosely be described as a boss. Kill too many dinosaurs and your game ends, so be sure to cycle back and forth between lethal and non-lethal options. This crutch isn’t present in the Game Boy version; it’s an all-out platform shooter as Dr. Grant blasts dinosaurs with his unlimited shotgun! Both games also allow you to crouch and shoot, shoot while jumping, and shoot upwards and diagonally, though you must collect ammo in the SNES version by pressing down on the ammo item. This is also how you’ll collect the rare first-aid kits lying about Isla Nublar. These, and the odd 1-up, are automatically collected in the Game Boy version, which also incorporates a scoring system, though only the SNES version allows for a two-player co-op mode.
Blast your way past dinosaurs, grabbing vines, racing a timer, and collecting key cards to progress.
While the Game Boy version uses a lives system, you only get one shot to beat the SNES version. If you’re killed, you restart the mission from the beginning, with no checkpoints or continues or passwords to help. Although the Game Boy version follows a linear narrative, tasking players with guiding Dr. Grant through four stages (called “Zones”) with two levels and a boss battle each, the SNES version lets you freely pick a mission. Each mission has two screens of action and ends in an “Emergency” mission, where you must run around the maze-like environment disarming bombs, tracking down a spy, powering up a generator, and similar tasks against a very tight time limit. The labyrinthine nature of the levels doesn’t help with this. You’ll climb up ladders and jump between them, desperately pressing up and down (when you can even see the arrows!) to enter doors or change screens, with no idea of where you’re going or where you’ve been. These timed missions were some of the worst parts of the SNES version as the enemies respawn when you switch screens and the human enemies can be particularly aggravating, meaning it’s very easy to get lost and then be pummelled to death by grenades. While some of the Game Boy version’s Zones have multiple paths, reached by either hopping up branches or platforms or taking moving platforms, the levels are understandably much smaller and far more linear. Sometimes, you’ll venture underwater, tapping A to swim and attacking prehistoric fish with your harpoon; others, you’ll jump between conveyor belts or over spiked pits. Thankfully, these and other pits aren’t typically insta-death hazards in either version, though your character takes fall damage in 16-bit and must deal with a rather large hit box in monochrome. While you use overhead vines and poles to cross gaps in the SNES version, you can’t move and shoot when up there. Conversely, the Game Boy version requires you to search for a set number of JP Magnetic Cards. The exit will only open when you find them all, as indicated on the heads-up display, so you may need to backtrack to find them. Most of them are just out in the open; others fall from the sky. Zone 3-2 has you searching for 54 cards, but they’re helpfully collected in groups so it’s not as intimidating as it first seems.
Don’t be fooled by the decent visuals: both games are tough and aggravating in different ways.
Stage hazards are also a concern in both versions. Flame bursts, loose electrical wires, steam vents, miniature exploding volcanoes, and falling boulders can sap your health if you’re not careful. Platforming is more of a priority in the Game Boy version and much simpler thanks to the chunky sprites and Dr. Grant’s floaty jump. On the SNES, it’s easy to fall through the environment, miss ladders, and drop into lava thanks to the annoying enemy hoards. You must navigate a volcanic maze to place a bomb then out-run the explosion, locate a wounded ally, shoot switches, and defend Gallimimus in the SNES version. When faced with a time limit, you’re better off eschewing non-lethal ammo and avoiding enemies wherever possible, especially if you’re not consulting a guide to navigate the looping mazes. The Game Boy version offers two bonus areas where you’re pursued by a Tyrannosaurs rex. It’s instant death if the T. rex touches you, so you must waddle away from her, hopping to platforms and structures and collecting the JP Magnetic Cards for an extra life. You’ll also be back on the rapids in the Game Boy version, where the water instantly kills you if you fall while jumping to wooden bridges but is no concern when you’re on a raft and blasting prehistoric fish. While you do race away from a T. rex at one point in the SNES version and the game also culminates in a vehicle section, this latter mechanic only appears if you’re playing on “Medium” or higher. This means that you’re stuck in a continuous loop of run-and-gun action and frantic races against the clock, desperately hoping the poisonous gas doesn’t sap your remaining health or you don’t miss any power supplies. At one point, you’re destroying giant fans to avoid being skewered; in another mission, you’re scaling a cliffside to repair an antenna. Other times, the ground crumbles beneath your feet, mines explode when you least expect it, or you must destroy boulders to progress, all while frantically hoping you haven’t doubled-back on yourself!
Presentation: It’ll be no secret that the SNES version wins in this regard. However, the Game Boy version is pretty impressive considering the hardware, especially compared to the previous Jurassic Park game on the system. It begins with a nice pixel-art recreation of the big gates, the first Zone features Dr. Grant’s vehicle in the background, and there’s some decent sprite art introducing each Zone. Dr. Grant is a big, surprisingly animated sprite. While this means he has a large hit box, I enjoyed seeing him pump his shotgun with every shot and look around warily when left idle. Sadly, only the bosses match Dr. Grant’s quality in the Game Boy version, with regular enemies appearing disappointingly gaunt and basic. While the Game Boy version’s backgrounds and environments are obviously much more basic, they do a decent job of recreating the visuals from the film. I recognised the electrical fences, towers, and dinosaur paddocks and it was at least easy to see where I was and what I was doing. The SNES version nicely trumps the Mega Drive’s two sidescrolling run-and-gun efforts, featuring dense jungles, a touch of parallax scrolling in the valley, and more appealing sprite work. While the art direction does make Dr. Grant completely unrecognisable and I’m not sure what the purpose of mapping a dramatic pose to the Y button was, he has a lot of fun animations, particularly when climbing ladders or crossing vines. The dinosaurs also fare a lot better, making it even more of a shame that there isn’t a large variety of them and we simply get palette swaps of ‘raptors for the most part. While neither game uses the iconic Jurassic Park score, the Game Boy version includes some awesome arcade-style music and the SNES incorporates the dinosaur’s roars and noises from the movie. The bigger ones, like the T. rex and Triceratops, are also beautifully detailed (if off colour). The Game Boy version does okay when bringing to life larger dinosaurs for its boss battles, but its T. rex is incredibly ugly and its ‘raptors are strangely stretched.
While the SNES’s visuals are impressive, the Game Boy does pretty well despite its limitations.
While larger dinosaurs simply blink out of existence or explode in the SNES version, they feature defeated poses in the Game Boy version, which is a fun touch, alongside a health bar so you can actually tell that you’re hitting them, which is a real issue on the SNES. Unfortunately, both games suffer when it comes to their environments. Sticking very close to the same ideas as the previous 8- and 16-bit games, both versions see you exploring the jungle (with various parts of the park, such as the gigantic electric fences, in the background), caves, a valley, and various InGen facilities. These are painfully generic in both games but even more so in the Game Boy version, where the hardware can’t do much beyond render some giant trees. There are some unique aspects to this game, such as algae-infested waters and the aforementioned rapids, but even this latter inclusion is similar to what we saw in the previous games (including hungry Brachiosaurs). While the SNES obviously benefits from greater processing power, sporting none of the admittedly rare sprite flickering seen in its handheld counterpart, it does force you to venture through the same jungle environment again and again. The interior locations are also recycled far too often, becoming indistinguishable from each other no matter how many pipes and vats and generators the developers sneak in. I like the incubators and Jurassic Park signage seen in the backgrounds, and that we get to revisit the Gallimimus valley. However, this is a strictly on-foot section and lacks the fast-paced action of the same area in Jurassic Park: Rampage Edition (BlueSky Software, 1994). I’m not sure why every Jurassic Park game has to feature a volcano, but this might be the worse one yet. The lava seems very disconnected, and it lacks the detail of the misty jungle. The cliffsides were okay, especially when they sported snow and you could see into the horizon, but they were very samey, just like the interiors, with little indication of where you need to go. The SNES version is bolstered by an animated introduction that also features voice acting, though this detail is strangely missing from the ending.
Enemies and Bosses: As I mentioned above, neither version of Jurassic Park 2 impresses with its dinosaur selection. Dilophosaurus returns as a common enemy, standing stationary and spitting in all directions, while giant wasps, Pterodactylus, Dimorphodon, and Pteranodon fill the skies across each game. The Pteranodons are particularly aggravating on the SNES, endlessly spawning around the cliffsides, while their larger mothers simply flap around near their nests posing little threat. While you can take out the Gallimimus on the SNES, you’re meant to avoid them and off BioSyn’s soldiers to save the creatures. While Compsognathus are a constant headache on the SNES, you’ll find weird-looking Archaeopteryx, Hypsilophodon, and Parasaurolophus on the Game Boy, with the former jumping at you for extra annoyance. The underwater sections see you blasting prehistoric fish, trilobites, and anemone while baby Triceratops occasionally appear on land. On the SNES, you’re primarily faced with Velociraptors and Oviraptors, which leap at you and often attack in groups. Coming in different colours and proving quite durable, the ‘raptors fiercely defend their nest, but I found it best to jump over them and keep the fire button held down. The SNES version features exclusive human enemies to contend with. Not only will workers toss wrenches at you, scientists whip out pistols, and suited BioSyn executives dog your progress, their soldiers will be a greater threat than the dinosaurs most times. While the basic grunts just run about or stand in place, others can shoot in all directions or toss grenades, which are a bitch to avoid! Their bazooka soldiers are easily dispatched by crouching and shooting, a tactic that will serve you well against their flamethrower units. However, these bastards have a long reach and can roast you when you’re on ladders or hanging from pipes, meaning it’s always a pain in the ass when humans show up.
Sadly, the SNES version favours human boss battles over dinosaur threats.
While BioSyn’s armoured troops only pack a pistol, they can move, fire in all directions, and crouch and shoot, which can be annoying. You’ll also have to battle a larger enemy commander twice; this muscle-bound boss packs a flamethrower/machine gun combo and tanks even your best shots. Your best bet is to lure him in, blast him with your strongest shots, and back away, chasing him when he retreats. BioSyn’s attack chopper carpet bombs the Gallimimus valley, eventually swinging a dinosaur cage at you and peppering the screen with bullets and bombs. If you’re playing on “Medium” or higher, you’ll attack BioSyn’s bomber from an Ingen helicopter, firing in different directions with the face buttons and targeting the plane’s mini gun and launchers. True to its name, the bomber drops bombs but also fires homing shots, two projectiles that are extremely hard to avoid since your chopper is such a large, unwieldy target. The SNES version mainly throws bigger or more aggressive regular dinosaurs at you as pseudo-bosses, such as the Triceratops that guards the final explosive and must be lured in to charge and fend off, preferably with your shotgun. The T. rex chases you at one point, with you only able to force her back with your shots and jump to safety at the end. If you play on at least “Medium”, you’ll battle the T. rex in a fight to the death. Though big and slow and limited to a simple bite, it takes a shit load of your strongest shots to put her down. She chases you to a precipice, which will sap your health if you drop, and you’re also battling a tight timer. You must switch to your strongest shot and target her head, either by jumping or shooting diagonally, forcing her back to create space and jumping away to avoid being eaten. Since the T. rex doesn’t register damage, you’ll only know you’ve won when she explodes (naturally), which took me a fair few tries.
The Game Boy version’s bosses may be simple, but they’re big and at least they’re there!
The Game Boy version features far more traditional boss battles, with you battling a larger dinosaur at the end of each Zone. The first boss you face is a mummy Triceratops that stomps back and forth across the screen. You must dive into one of the nearby holes, duck down, and toss grenades at her. When the platform in the hole rises, you must dash to the other one to continue the assault, easily avoiding damage for the most part if you keep your head down. The Pteranodon is a bit more of a threat. This giant, bat-like dinosaur swoops down from either side of the top of the screen, dropping a boulder that’s a pain to avoid unless you race to the opposite side of the screen. Her smaller minions will attack after, though they’re easily taken out as you’ve been blasting them since Zone 1-1. The Game Boy version does offer one unique boss battle, one that takes place underwater and sees you attacked by a “Cephalosaure”. This giant, spike-headed squid darts in like an arrow from each corner of the screen, proving a large target that can be difficult to avoid because of the awkward swimming controls. Smaller, snail-like enemies will swim down after each pass but this is quite easy to hit, especially if you stay away from the centre of the screen. Oddly, the Velociraptor is fought between Zone 4-1 and 4-2, charging, hopping, or prancing in from either side of the screen. You can use the small block platforms to jump over them and they’ll try and bite you up close, but they’re not too difficult to avoid. On two occasions, you’ll be pursued by the T. rex, which cannot be killed and will instantly kill you if you so much as graze her. You must run from her, hopping between wooden scaffolding and taking out Compys, but you get to face her one-on-one in a painfully bland final battle. The T. rex stomps back and forth, occasionally charging, and takes a bite out of you up close. Dimorphodon come in to distract you, but this is actually your opening to pummel away at the T. rex’s head until she collapses in defeat.
Additional Features: While the Game Boy version is the only one with a score system and final score, there is no high score table and the SNES version is the only one with a two-player mode and different difficulty options. Both games end with lacklustre congratulatory text, but you’ll only battle the T. rex and BioSyn’s bomber by playing the SNES version of at least “Medium”. The Jurassic Park: Classic Game Collection includes fun extras like each game’s soundtrack, different filters and borders, and the life-saving rewind and save state feature that greatly eases the pain of the SNES version’s difficulty. This version of the collection also has fourteen Achievements for you to earn, with two earned for these games, specifically. You’ll get an Achievement for beating the SNES version on any difficulty, and another for being it on “Hard”, so I advise just playing on “Hard” to snag them both. You got one Achievement on the Game Boy version for defeating the Velociraptors and another for clearing the game, which is a touch disappointing as there’s no incentive to shoot every enemy or play with a friend.
The Summary: I was optimistic about Jurassic Park 2: The Chaos Continues, especially the SNES version, as it was developed after five other videogame adaptations of the movie so surely the developers would’ve learned a few things about what works and what doesn’t. Technically, that is true as the game focuses much more on run-and-gun action, allowing you to blast dinosaurs and humans to your heart’s content while also encouraging you to merely stun most dinosaurs to maintain some semblance of preservation for the resurrected creatures. Visually, the game may be the best looking of the 16-bit Jurassic Park titles, but for some of the lacklustre backgrounds and the lack of originality in the locations. The gameplay loop does get frustrating very quickly, however. Even before mentioning the aggravating timed sections, including looping doors and paths without a map or any clear indication of where you need to go was a baffling and frustrating decision. Combined with the timed sections and you only getting one chance to beat the mission, this makes for a shameless handicap to force kids obsessed with the blockbuster movie to rent the game again and again. While the Game Boy version is more basic, smaller, and very less visually impressive, the music is fantastic and the simpler shoot-’em-up gameplay was far more appealing. I quite enjoyed searching for the JP Magnetic Cards and blasting the butt-ugly dinosaurs, though the hit boxes and mediocre levels did let it down, especially as the sprite work on the boss was pretty impressive. While there is a lot to like in each game, and some technical improvements that make them better than their predecessors, I think Jurassic Park 2 still misses the mark no matter which version you play. Neither offer anything new, especially compared to their predecessors or other similar games, and again just make me wish we’d had one ultimate 16-bit Jurassic Park release that had combined all the best elements from each game instead of leaving us with average tie-in games where we have to cherry pick the best parts.
Game Boy Rating:
⭐⭐
Rating: 2 out of 5.
Could Be Better
SNES Rating:
⭐⭐⭐
Rating: 3 out of 5.
Pretty Good
What did you think to the Nintendo-exclusive Jurassic Park sequels? How do you think they compare to each other, and the previous Jurassic Park titles? Which of the two was your favourite and were you glad that they were ported to modern consoles? Were you also annoyed by the SNES version’s maze-like environments and the large hit boxes in the Game Boy version? What did you think to the Game Boy version’s bosses and the timed missions of the SNES version? Which Jurassic-inspired videogame is your favourite? How are you celebrating Dinosaur Day this year? Whatever your thoughts on these Jurassic Park videogame sequels, or dinosaurs in general, leave them below, support me on Ko-Fi, and check out my other dinosaur content!
Released: 22 November 2023 Originally Released: 10 August 1993 (Jurassic Park), 28 September 1994 (Rampage Edition) Developer: Carbon Engine Original Developers BlueSky Software Also Available For: Mega Drive, Nintendo Switch, PlayStation 4, PlayStation 5, Xbox One, Xbox Series S
The Plot: After sabotage releases the genetically engineered dinosaurs of the Jurassic Park theme park, palaeontologist Doctor Alan Grant and an opportunistic Velociraptor battle to escape the island.
The Background: In 1993, Michael Crichton’s bestsellingcautionary tale about a dinosaur theme park turned into a hazardous environment was adapted into a critical and commercialblockbuster that spearheaded many CGI techniques we still see in Hollywood. Bolstered by an aggressive merchandising campaign, Jurassic Park (Spielberg, 1993) was accompanied by numerous toys, comics, and multiple videogame adaptations released on different consoles. While Ocean Software developed games for Nintendo’s consoles, SEGA partnered with BlueSky Software for their Mega Drive adaptation, consulting palaeontologist Robert Bakker and museums to bring the dinosaurs to life. The developers used Silicon Graphics computers, stop-motion techniques, and materials used to make the film to create the sprites and environments, as well as pulling elements from Crichton’s novel for additional levels. Jurassic Park sold 250,000 copies in its first week and impressed with its visuals and gameplay. Bolstered by this success, and the strength of the film’s merchandising, SEGA commissioned a revamped version for the following year, one that received mixed reviews for, while it improved many elements, it was also seen as a bit of a rehash. Both games were essentially lost media for decades until they (and five others) were finally re-released on modern consoles to celebrate the movie’s 30th anniversary, alongside modern quality of life features, to largely thankful and positive reviews.
Gameplay and Power-Ups: Unlike the games of the same name released for Nintendo’s hardware, the two Jurassic Park adaptations released for the Mega Drive are sidescrolling platformers almost akin to a run-and-gun. Although the Rampage Edition is technically a very different game, to me it’s more of a do-over than a sequel so I’m lumping these two together as many of the features and gameplay are the same in both. Both titles see players picking between three difficulty settings (“Easy”, “Normal”, and “Hard”) and selecting a playable character. Yes, while Nintendo’s games stuck you with Dr. Grant and his surprising arsenal of weapons, SEGA let you play as the unexpectedly athletic palaeologist or a Velociraptor. Both characters explore the same locations, though the ‘raptor has less stages in Jurassic Park and must also contend with park security trying to stop her in both games. The controls for both are the same between versions: Dr. Grant fires his current weapon with A (able to fire upwards and diagonally in both), jumps with B, and switches weapons with X. Unlike in Nintendo’s games, Dr. Grant’s weapons all consume ammunition in Jurassic Park, even his taser shot (which increases in power the longer you hold X). In the Rampage Edition, Dr. Grant has an infinite supply of weak tranquilizer darts, though these permanently put down every regular enemy. Dr. Grant can also sprint to clear gaps, clamber up ledges, climb ladders, ropes, vines, and chains, and monkey his way across overheard wires and handholds (when you can spot them). The ‘raptor is geared more towards melee and fast-paced running and controls a little differently between versions. In both, she bites with X, kicks with her taloned foot with A, leaps high with B, and dashes ahead if you hold up on the directional pad. Pressing down an X in Jurassic Park lets her eat Procompsognathus to regain health (a necessary mechanic as she’ll constantly lose health as you play), down and A launches a flying kick, and up and B sees her leap even higher! In the Rampage Edition, you still eat Compys but this doesn’t seem to restore health, holding X sees the ‘raptor continuously bite, a tail swipe had been added to her melee attack, and she performs a ludicrous spin jump by double pressing B.
Run, jump (and gun) as the strangely athletic Dr. Grant or consume everything in sight as the ‘raptor.
Both games see you start with three lives and incorporate a password system and rudimentary island map before stages to show you where you are on Isla Nubar. While you thankfully don’t need dinosaur eggs in either game, Jurassic Park closely mirrors the Nintendo titles and the movie in its locations and players collect eggs, test tubes, and other items for points in the Rampage Edition. Dr. Grant acquires similar weapons to the Nintendo titles in both games: in Jurassic Park, you mainly fire different coloured tranquilizer darts, but you can also grab gas grenades, flashbangs, concussion grenades, and rockets. It’s worth noting, however, that none of these weapons, even the rockets, kill the dinosaurs; instead, they’re rendered unconscious for a short time. This isn’t the case in the Rampage Edition, where Dr. Grant cuts down dinosaurs with a shotgun, submachine gun, grenades, a flamethrower, and a rocket launcher! Dr. Grant can also ride certain dinosaurs, such as the stampeding Gallimimus to rush through the savannah and the hulking Triceratops, normally a docile creature unless provoked, to crash through walls. The ‘raptor kicks these walls down and also opens doors, just like Dr. Grant, though she gains a special power-up in the Rampage Edition. Consume three lysine crates and the ‘raptor enters a brief “Raptor Rage”, becoming invincible and killing enemies with a touch. Like some of the Nintendo titles, Dr. Grant also uses a motorboat, a mechanic far more enjoyable in the Rampage Edition. In Jurassic Park, you collect fuel cannisters to keep the boat moving (though there’s no gauge showing your fuel level) and must either speed up or slow down to avoid being killed when going over the waterfalls. In the Rampage Edition, there’s no need for fuel and no fear of falling to your death. Similarly, the hypersensitive fall damage handicap has been removed from Dr. Grant in this game and your health is restored with each new stage.
Dr. Grant must fight dinos and gravity to survive, while the ‘raptor can go on an unstoppable tear.
While Jurassic Park is a fairly standard platformer, requiring little more of Dr. Grant than to hop to platforms, subdue dinosaurs, and avoid falling to his death or getting skewered on spikes, things get very troublesome very quickly. You’ll be moving crates to reach higher areas, climbing electrified cables, crawling through vents, and dodging falling boulders. By far the hardest thing about this game is the fall damage, which chips away at Dr. Grant’s health from small drops and even slides, and that Dr. Grant instantly dies if he falls into even shallow water. This is rectified in the Rampage Edition, though you must still avoid electrified water (hopping to crates to avoid being fried) and quickly clamber up ladders to avoid drowning when the cargo ship floods. When in Jurassic Park’s pumping station, players must press up to activate switches and open or close passages and turn valves to shut off steam, while the ‘raptor pounces between tunnels to avoid drowning. Dr. Grant must also attack swimming Brachiosaurus’ to cross gaps in Jurassic Park and watch for crumbling and temporary ground in both games, as well as contend with aggressive Pteranodon’s carrying him to their nest in the Rampage Edition. Stages like this and the Raptor Rapids are technically easier for the Velociraptor but are deceptively difficult in different ways. It’s frustratingly easy to get lost in both stages, which are a maze of foliage and rushing water, respectively. While the checkpoint signs point you in the right direction, it’s not always clear which way you need to go, especially as Dr. Grant doesn’t act as your end goal like in Jurassic Park. Similarly, the Velociraptor has less stages in Jurassic Park and traverses environments a little differently. When in the visitor’s centre, for example, the ‘raptor doesn’t need to enter the ceiling vents until later in the stage. The Rampage Edition allows players to pick which stage they wish to challenge and allows Dr. Grant to fly about on zip wires, while both characters hop to weighted and moving platforms in this version and engage in far faster, more arcade-style gameplay.
Presentation: Both games have very similar presentation and a few things in common. Like the Nintendo games, neither uses the classic Jurassic Park theme and each stage is accompanied by generic-ass music, with the Rampage Edition leaning more towards rock and Jurassic Park featuring more recognisable dinosaur sounds. Both feature more detailed title screens, with the Rampage Edition adding more animation and background effects, and the Jurassic Park font is used for the menus and pause text. No other characters from the movie appear in either game, not even Lex and Tim Murphy, and both games utilise a combination of text and still or partially animated sprite art to advance the story between stages and relate the ending. Dr. Grant is a relatively detailed and lively sprite in both; he has an idle animation where he looks around anxiously and whips out his gun and he hops and climbs about with more vigour than Sam Neill showed in the film. Like in Nintendo’s games, all that’s left of him is his hat when he’s eaten and you see his skeleton when he’s zapped, which is a nice touch. The Velociraptor is a larger sprite, meaning she’s a much bigger target, and is suitably unwieldy despite how fast she is and the strange amount of platforming she does. She snaps and grooms herself and echoes her rivals in the way she eats her prey. I did like spotting enemy ‘raptor eating carcasses, Compys popping from eggs, and the odd blood splatter throughout the Jurassic Park facilities. Jurassic Park closely replicates locations from the films and follows a similar stage pattern to the Nintendo games, taking players through the park, a river, a volcanic region, and ending up at the visitor’s centre. Unfortunately, Jurassic Park’s graphics are really unsightly a lot of the time and the game performs poorly when there’s a lot onscreen, leading to annoying slowdown and garish visuals as the oddly prerendered backgrounds glare at you.
While Jurassic Park has more recognisable locations, the Rampage Edition looks and plays better.
The Rampage Edition corrects this, featuring far more detailed and lively backgrounds. Sure, we see a volcano erupting in Jurassic Park and some rudimentary smoke effects, but the Rampage Edition has far more depth and detail to its backgrounds. The sprites, which have been slightly redesigned, also stand out a lot better thanks to a black outline, though this effect also made them appear more amateurish to me. Stages are much longer in the Rampage Edition and often feature a maze-like structure, especially for the Velociraptor, and destructible elements, such as walls, pipes, and floors. You don’t get to revisit the visitor’s centre or any of the bunkers in the Rampage Edition, but there is a long stage dedicated to the cargo ship, which features a rudimentary rain and lightning effect on deck and far better water effects than in Jurassic Park. While I preferred the waterfalls and rapids in Jurassic Park, the Rampage Edition impressed with its Aztec-inspired ruins, which see players hopping up blocks and sliding down pyramids, and dense aviary, with its Pteranodon nest and obscuring foliage. While the volcano and odd colour palette applied to Jurassic Park’s rapids were off-putting, the visitor’s centre made up for it. Like in the film, it’s partially under construction and you must head up into the vents to bypass dinosaurs, pass through the incubator room, and end up in the main foyer, with giant banners and dinosaur skeletons on display. Similar bones appear in other stages, such as Triceratops skeletons and even human remains, which was a surprise, and there was an interesting curve effect applied to the pumping station stage. While Jurassic Park features a large Tyrannosaurus rex sprite, it recycles the same animations over and over and, though the T. rex is only seen once in the Rampage Edition, this game performs far better than its predecessor. There’s no slowdown, no sprite flicker, and more enemies and obstacles onscreen at any one time. While this can be chaotic and hazardous for the Velociraptor and cause some of Dr. Grant’s stages to feel endless, the performance upgrade, better visuals, and more action-orientated focus makes it an easier title to pick up and play.
Enemies and Bosses: Like their Nintendo cousins, these SEGA titles include only a handful of dinosaurs but the majority of them are ripped directly from the movie. This means you’ll be fending off tiny, voracious Compys (gobbling them as the ‘raptor to keep her health up in Jurassic Park), blasting spitting Dilophosaurus’, and tangling with aggressive Velociraptors, who pounce, clamber up ledges, and often attack in packs (in Jurassic Park’s canyon stage, I even saw one “play dead”!) Triceratops also appear, though they’re docile unless provoked; Dr. Grant can even climb over and ride them. These beasts can trample the ‘raptor and whittle her health down in streams but can be killed just like anything else she encounters. While human opposition is unique to the ‘raptor in Jurassic Park (and they wield similar weapons as Dr. Grant, including a taser and grenades), both characters contend with them in the Rampage Edition. Poachers, mercenaries, and park staff dog your progress, tossing grenades, blasting along in their own motorboats, camping out up high, and easily overwhelming even the ravenous Velociraptor when she’s caught between numerous enemies and projectiles. Pteranodons also appear in both games, swooping from the skies and annoyingly carrying Dr. Grant away in the Rampage Edition, and Triceratops will wander about at times, but that’s about it for enemies, unfortunately. There are, of course, other hazards to worry about. The explosive boxes and crates from the 8-bit Nintendo games return to mess up your day and you must be quick to avoid sliding into spikes, drowning in water, or being immolated by boiling lava. While the Velociraptor must worry about bottomless pits, Dr. Grant must be careful not to drop from almost any height as he’ll take damage or die, something made more aggravating by platforms having unreliable hit detection and the graphics not making it clear which platforms are solid or not.
Sadly, both games continue the trend of having only a couple of mediocre bosses.
Like the Nintendo games, both titles are sadly light on bosses. There are technically only four boss battles between the two games, and one of those is pushing it. When playing Jurassic Park as Dr. Grant, the T. rex will crash through or appear as a hazard in a couple of stages. When she does, she’ll bite a chunk off your health or eat you whole if you get too close, so you must carefully navigate around her or stun her with your more powerful shots to slip past, which can be tricky when the environment gets in the way. Sadly, that’s it for the T. rex in the first game as she doesn’t appear in the final stage or as a big boss battle. Instead, Dr. Grant is faced with two invincible Velociraptor at the finale. Instead of wasting your time and ammo trying to kill them, target the pins holding up the dinosaur skeletons to make them collapse on the two dinosaurs, like at the end of the movie. Similarly, the Velociraptor only has one boss in Jurassic Park (though one aggravating guard in the visitor’s centre ceiling vent was a close second) as she faces Dr. Grant in the same area. Players must avoid Dr. Grant’s smoke grenades and taser and attack the boulder on the right, which again causes the dinosaur bones to collapse, scaring Dr. Grant off and allowing the ‘raptor to escape to the mainland. In the Rampage Edition, Dr. Grant doesn’t encounter the T. rex until the final stage; this time, you’re in a motorboat, racing through a flooded cavern. The T. rex chases from the mid-background, snapping her jaws and trying to eat you, so fend her off with your shotgun or other weapons until the stage abruptly ends and Dr. Grant escapes. The Velociraptor battles a lazy red hued palette swap in the cargo hold of the docked ship. This ‘raptor has all the same abilities as you but primarily attacks with its spin jump. While it’s difficult to gauge if you’re doing any damage, just stay back and strike whenever you see an opening, eventually putting the red ‘raptor down and again allowing your ravenous dinosaur to escape to civilisation.
Additional Features: Though you collect items for points in the Rampage Edition, there is no high score table and nothing to gain from finding all the items in each stage. Both games allow you to alter the difficulty for an added or lesser challenge and toggle the music (and sound effects in the Rampage Edition) but, sadly, there are no two-player options here. This is disappointing as it would’ve been cool to at least feature a one-on-one duel mode to pit Dr. Grant against the Velociraptor. You also don’t get anything for beating the games on their hardest difficulty and there are still no options to play as other characters, something that could’ve at least been addressed in the Rampage Edition since it improved so many other aspects. As you’d expect, the Jurassic Park: Classic Game Collection includes each game’s soundtrack, various borders and filters, and the life-saving rewind and save state features that make both games a breeze. It also includes fourteen total Achievements, with two earned for each of these games. Sadly, the criteria are the same for both: simply beat each game twice, once as Dr. Grant and once as the Velociraptor, and you’ve done it.
The Summary: I was hesitant about playing these two games. I picked up Jurassic Park: Rampage Edition for my Mega Drive library some time ago but never sat down with it beyond a quick mess about in the aviary, a confusing and cluttered stage that told me I’d need to put more time and effort into the game. Thankfully, playing them is far less intimidating with the quality-of-life features included in the Jurassic Park: Classic Game Collection, easily allowing me to rewind past mistakes and power through tricky sections. Still, the difficulty curve is readily apparent in both games. These are obviously games designed to cash-in on the movie’s popularity and encourage repeated rentals. Unlike the Nintendo games, however, these two are much more user friendly and adopt a far simpler gameplay style. This is further refined in the Rampage Edition, which is a full-on run-and-gun at times and focuses almost entirely on fast-paced, action-orientated, arcade action. I much preferred this pace and found the Rampage Edition the better experience overall, but I think a mash-up of the two would be the perfect compromise as Jurassic Park features far more recognisable locations from the movie. Adding the Velociraptor as a playable character was a fun and interesting way for SEGA’s games to stand out, but I did find her to be clunky and awkward at times. It’s weird how much focus is placed on platforming as the ‘raptor, even in the Rampage Edition, where you’re also blasting through as an untouchable predator. I’m glad I didn’t have to search all around for eggs, but a little more depth would’ve been nice; many stages just seem to randomly end and the lack of boss battles was very disappointing. Still, I liked a lot of the visuals (even if Jurassic Park’s were painfully garish and unsightly at times) and the light puzzle elements. Ultimately, I’d say the Rampage Edition is the better of the two but, really, we needed one game that combined all the best elements of both (and the Nintendo titles) to create the definitive old-school Jurassic Park adaptation.
Jurassic Park Rating:
⭐⭐
Rating: 2 out of 5.
Could Be Better
Rampage Edition Rating:
⭐⭐⭐
Rating: 3 out of 5.
Pretty Good
What did you think to the Jurassic Park videogames released on the Mega Drive? How do you think they compare to each other, and Nintendo’s releases? Which of the two was your favourite and were you glad that they were ported to modern consoles? Did you enjoy playing as the Velociraptor? Were you a fan of the Rampage Edition’s faster pace? What is your favourite Jurassic-inspired videogame? How are you celebrating Dinosaur Day this year? Whatever your thoughts on SEGA’s Jurassic Park videogames, and dinosaurs in general, leave them below, support me on Ko-Fi, and check out my other dinosaur content!
Released: 22 November 2023 Originally Released: June 1993 (NES), August 1993 (Game Boy), October 1993 (SNES) Developer: Carbon Engine Original Developers: Ocean Software (Game Boy / NES); Ocean of America (SNES) Also Available For: Game Boy, Nintendo Entertainment System (NES), Nintendo Switch, PlayStation 4, PlayStation 5, Super Nintendo Entertainment System (SNES), Xbox One, Xbox Series S
The Plot: When an act of sabotage releases the genetically engineered dinosaurs of theme park Jurassic Park, palaeontologist Doctor Alan Grant must fight to curb the outbreak and escape the island.
The Background: In 1993, director Steven Spielberg took Michael Crichton’s bestsellingcautionary tale about a dinosaur theme park thrown into chaos and gave us Jurassic Park, a critical and commercialblockbuster that pioneered many of the CGI techniques we still see in Hollywood. Bolstered by an aggressive merchandising campaign, Jurassic Park inspired a wave of toys, comics, and numerous videogames, with multiple adaptations releasing alongside the film. Although games were also published for SEGA’s consoles, having made a name for themselves with their arcade tie-ins to other film releases, Ocean Software made the Jurassic Park games for Nintendo’s consoles after securing the license for an undisclosed six-figure sum. The developers were provided with numerous resources from Universal Pictures to recreate the visuals and likenesses of the film, utilising the Super Nintendo’s “Super FX” chip and ambitious texture mapping techniques to create first-person sequences on the 16-bit console. All three versions received widespreadpraise for their graphics, with the SNES version impressing with its large scope, though its first-person sections were criticised and the Game Boy’s more simplistic nature was noted. After decades of being essentially lost media, these three games (and four others) finally came to modern gamers in celebration of the movie’s 30th anniversary, courtesy of Limited Run Games, alongside modern quality of life features, to largely thankful and positive reviews.
Gameplay and Power-Ups: These three Jurassic Park adaptations have a lot in common. They’re all top-down adventures set on Isla Nublar during the events of the film; they all have you control Dr. Grant; and they all centre around a mad search for numerous Velociraptor eggs. The only thing that really separates them, on paper, is the hardware they’re on, hence why I’m lumping all three into one review. Unlike in the movie, where Dr. Grant can only run and use his dinosaur expertise to outthink the reborn creatures, players are armed in these games. Dr. Grant carries a firearm that fires an electrical taser shot to stun smaller dinosaurs in the Game Boy and NES titles but is largely ineffective against bigger dinosaurs. In the SNES version, this weapon pushes back and eventually subdues the Dilophosaurus but it’s far too weak against the hyper-aggressive Velociraptors. However, you must also use it to power-up gears to create bridges and open the park’s electrified fences. Dr. Grant can also jump but he’s hardly an athlete. He can barely hop over Compsognathus’, brambles, and electrified flooring but you won’t be jumping to platforms or anything. The controls change between games, but all three see you switching your shot with the Xbox’s ‘View’ button. Dr. Grant can pick up more formidable, but limited, ammunition strewn around the park, including a bola shot, near useless smoke grenades, a shotgun, and a grenade launcher. In the SNES version, you can carry two of these shots at once alongside your taser shot, and the ammo respawns when you enter the park’s buildings. Search hard enough and you’ll also find health kits and extra lives and, exclusive to the NES version, a temporary invincibility. Be cautious when collecting items in the Game Boy and NES versions, however, as many of them are boobytrapped to blow up in your face. Players get points for every dinosaur they dispatch and earn extra lives with enough points, and you’re also given a handful of continues should you lose all your lives, though each game must be beaten in one sitting.
Remember when Dr. Grant collected eggs and shot grenades at dinosaurs? It’s all recreated here!
Dr. Grant’s goal is to search the island for numerous ‘raptor eggs. These are essential in the Game Boy and NES versions, to the point where you can’t access buildings or progress until you’ve found all in each area. Collecting them all in these versions spawns a key card, though it’s not always clear which door you need to take so you’ll need to experiment a bit, which is tricky as the enemies respawn in these versions. Enemies don’t respawn in the SNES version, but the map is far bigger and you’ll be backtracking more. The only consolation is that you don’t need the eggs to access buildings, but you will be hunting high and low for identification cards to access computer terminals and locked doors. These terminals appear in each version but they’re far more detailed and prominent on the SNES, where you need the correct access to reboot the park’s security systems, unlock specific gates, radio the boat and the mainland, and access the ‘raptor pen and infested nest. Each game tasks you with destroying this nest using a nerve gas bomb; there are three bombs and three nests in the Game Boy and NES version and one aggravating labyrinth and one bomb on the SNES, found on the lowest level of the docked ship. When playing on the Game Boy and NES, players also control a life raft, dodging Dilophosaurus spit and swimming Brachiosaurus, while SNES players must dodge stampeding Gallimimus and dash into alcoves to avoid being trampled by a gigantic Triceratops. The Game Boy and NES versions also task you with rescuing Lex and Tim Murphy from a herd of Triceratops and a voracious Tyrannosaurus rex, with the Lizard King popping up on the main map on the SNES and the kids reduced to mere cameos as just two of many annoying pop-ups that completely obscure the screen. If you lose a life, you thankfully respawn right where you fell with all your ammo and inventory intact, which is useful, though the lack of passwords makes me wonder how anyone beat the SNES version without save states.
Each version has mildly unique sections, but the FPS parts are the worst of them all.
While the Game Boy and NES versions are essentially mission-based games that task you with collecting eggs and key cards and surviving each location, they also include some maze-like elements. The buildings and caves loop and turn you about, throwing miniature volcanoes and electrical pylons in your way and timing your escape from the ‘raptor nests before your bomb takes you out. Though the SNES version encourages you to exit the nest as quickly as possible, you appear to have unlimited time to escape, which is good as the nest is easily the most confusing area in the game. And that’s saying a lot considering all the interior locations are frustrating mazes that, surprisingly, switch the game to a first-person shooter (FPS). Clearly designed to showcase the SNES’s Mode 7 feature, these sections are slow, tedious slogs around repetitive locations with no clear indication where you need to go. You’ll be hunting for batteries to power your night vision goggles, grabbing ID cards to open doors and access terminals, powering up a generator and fiddling with the park’s systems, and taking elevators to sub-levels to explore further. Eventually, you’ll activate the park’s motion sensors, finally giving that obnoxious circular sprite on the heads-up display a purpose, and gain additional security clearance. This means you go back and forth between utility sheds, the visitor’s centre, the ship, and the ‘raptor pen desperately trying to remember where you couldn’t access the first time around. One mission sees you either wiping out the Velociraptors or blocking their entry with a wooden box, while another tasks you with destroying all the dinosaurs that’ve infested the ship. You must clear each mission in the SNES version to proceed; even if you have the right ID card, the game blocks you if you haven’t finished a mission. Of course, there’s no way to track your progress; the computer terminals help to a degree, but it’s limited to listing your ID card inventory and security clearance level.
Presentation: Obviously, we’re working on a sliding scale between these three games. The SNES version is going to look the best, the NES version is passable, and the Game Boy version is…let’s say “quaint”. The NES version doesn’t make the best first impression; you can argue that the large T. rex sprite art is ambitious, but it just looks ugly. Ironically, it fares better on the Game Boy, where my expectations are much lower, though only the SNES version includes a detailed title screen of the film’s logo. In the Game Boy and NES versions, Mr. D.N.A. gives you an overview of your objectives. This is absent in the SNES version, but large, annoying text boxes regularly pop up to give you hints and the game’s bookended by Mode 7 effects applied to the island. The Game Boy and NES versions have extremely jaunty and fun chip tune soundtracks that remind me of Ocean’s arcade efforts. The SNES version opts for more subdued, ambient tunes, the ominous sounds of dinosaurs, and a handful of sound bites, though none of the games use the film’s iconic soundtrack or dinosaur roars. The SNES also performs far better; unlike its inferior cousins, I saw no instances of screen tearing, sprite flickering, or slowdown. These issues were rife on the NES version and also cropped up on the Game Boy version when too much was happening at once, though all three have a problem with the sprites having large hit boxes.
Each game faithfully recreates the movie, but the SNES version is the obvious standout.
Isla Nubar is represented on a reduced scale in all three games but is still surprisingly recognisable in the Game Boy and NES versions. You’ll start outside the iconic park gates in all three and explore the lush grasslands and forests surrounding the visitor’s centre, venture into the ‘raptor pen, and explore the nearby caves. Unlike its cousins, the SNES version portrays Isla Nubar as one big world map, with forests, streams, buildings, and recognisable locations all on one big, interconnected map rather being separated by missions as in the other two games. On the NES, the landscape changes colour and layout with each mission, introducing different buildings, forests you can pass through, containment fences, and rugged, hazardous mountain peaks. On the SNES, you venture up a cliffside many times as you revisit the docked ship again and again, will drown if you fall in the water, and must power up gears to progress. The helipad is your goal in all three games, though it’s only a separate region on the SNES and this version is the only game to accurately recreate the visuals of the film. Without a doubt, the overworld graphics are the best part of this version, featuring lush vegetation and detailed and colourful sprites, though the Game Boy version does boast surprisingly detailed sprite art recreating events from the movie. The SNES banks heavily on its FPS sections which, in my opinion, was a mistake as the game slows to a crawl and the visuals look pixelated, ugly, and repetitive. While the game recreates recognisable interiors from the film, every corridor looks the same. Some are ugly and grey, some are bronze and have nautical trappings, some are a light blue, and others are pitch-black, but everything looks the same so it’s easy to get lost. The sub-levels of the ‘raptor pen were the best parts, though, as you can see foliage through the windows, but these sections were a chore to play through. I really wish the developers had limited themselves to two or three FPS sections and used a traditional sidescrolling platformer perspective, like the Mega Drive titles, for the others, just for some variety.
Enemies and Bosses: Jurassic Park is as disappointingly light on dinosaurs, though most of the creatures showcased in the movie make an appearance in all three games and you can even view an encyclopaedia of the creatures on the Game Boy. As you collect eggs, you’ll be relentlessly attacked by tiny Compsognathus. These aren’t much of a threat, but they do get annoying, so it was satisfying turning them into puffs of smoke with the cattle prod in the SNES version. Meganeura, prehistoric dragonflies, also appear in the SNES version alongside the easily spooked Gallimimus, who stampede and whittle your health to nothing if you’re not careful. Pachycephalosaurus also appear exclusively in the SNES version, attacking with an annoying headbutt if you get too close, though you’ll only see the gigantic, swimming Brachiosaurus, wandering Dimetrodon, and leaping Ichthyosaurus in the Game Boy and NES versions. One of the most common enemies you’ll face across all three games is the Dilophosaurus, rancid creatures who spit from afar and lurk in the game’s butt-ugly FPS sections (where they, like the ‘raptors, explode when shot, no matter what ammo you use). Equally, you’ll battle more than a few Velociraptors in all three games. Incredibly aggressive and often striking in twos, these creatures burst from trees and bushes and stalk the corridors of the SNES’s FPS sections. While enemies respawn seemingly endlessly in the Game Boy and NES versions, they’ll be down for the count on the SNES, especially in the FPS sections, except for the Velociraptors. You must also be wary of brambles, rushing streams, electrical bolts, falling boulders, and erupting volcanos. Those annoying explosive boxes will be your biggest enemy in the Game Boy and NES versions, though, and really got to be a pain in the ass after the first few caught me off-guard.
The Game Boy and NES versions may have dull bosses, but at least they have boss battles.
Oddly, considering the Super Nintendo’s greater processing power and the impressive nature of its sprite work, bosses only appear in the Game Boy and NES versions and, even then, they’re not that impressive. You must rescue Tim from the stampeding Triceratops in both versions, weaving between the gigantic beasts and trying to avoid their huge hit boxes in sections that I have no idea how anyone beat back in the day. You must endure this section twice in both versions, with Tim’s lagging speed often costing you and the creatures appearing in specific, much more manageable sections on the SNES. When the T. rex appears here, your only option is to run or momentarily stun her with tranquilizer darts, though you’re more likely to be left squirming in her jaws if you try and fight her. In the NES version, you battle the T. rex directly twice. The first time, you must rescue Lex from her, and the second time you must rescue Lex and Tim, with both being rooted to the spot by fear and easily chomped by the Lizard King if you don’t catch her attention. The T. rex is impervious to damage unless her head is lowered, but you must be quick as she’ll stomp over and eat you (or one of the kids) whole otherwise, and her hit box is predicably large, so you’ll have a hard to avoiding being hit. In the Game Boy version, this fight is turned into a desperate dash to the left-side of the screen, though thankfully there’s no risk of being trampled and her bite is easy to avoid. You must push the T. rex back with some shots and then usher Lex towards the exit, desperately trying to not get caught on the boulders scattered across the path. There is no final battle against the T. rex in the Game Boy version, making the finale disappointingly anti-climactic compared to the NES version, and no bosses at all in the SNES version. The closest you get are the many encounters with the Velociraptors, who pounce from the bushes and prowl around the corridors of the game’s interiors, which is a shame as I would’ve loved to see a proper rendition of the T. rex fight.
Additional Features: The NES version is the only one of the three to offer a two-player option (presumably with players taking it in turns between lives), though all three offer a high score table for you to try and get your name on. Each game ends in the most lacklustre way possible, with simple text congratulating you, though you get to wander around the credits in the lesser versions. The Jurassic Park: Classic Game Collection offers a few fun extras, such as each game’s soundtrack, various filters and borders, and a rewind and save state feature that makes each game, but especially the SNES game, much easier. Each game also comes with a map, which is super helpful until you play the SNES version, where the developers didn’t include maps for the FPS sections! The collection naturally has some Achievements for you to earn; fourteen in total, with two earned for each game included. While you obviously get an Achievement for beating each game, an additional Achievement is assigned to each and tied to different objectives. You get an Achievement for starting the generator in the Game Boy version, saving Lex from the T. Rex in the NES version, and finding all eighteen ‘raptor eggs in the SNES version.
The Summary: I’ve long admired the SNES version of Jurassic Park. I believe I played a port of it on the Amiga as a kid and I’ve always been captivated by the overworld graphics. Truly, the game is gorgeous to behold, and the 16-bit recreation of the film’s visuals is incredibly impressive. The foliage, the buildings, and the dinosaur sprites, especially, are all visually appealing, let down only by the lack of John Williams’ iconic score. Well, that and the awful FPS sequences. Believe me, I get the appeal of showcasing the Super Nintendo’s processing power, but these sections are slow, ugly, and a chore to play. It might not’ve been so bad if you didn’t have to keep backtracking to these areas again and again, each time getting more confused about where you’ve been and where you’re going. The Game Boy and NES titles are much simpler in this regard, being simple mission-based games rather than an odd mixture of action and adventure like their SNES counterpart. Yet, while the NES version tries, the Game Boy struggles to replicate its cousins. Sprite flickering and screen tearing are real problems in both, but this genre didn’t translate well to the Game Boy. Perhaps switching to a sidescroller would’ve been better, though I did like the subtle differences in the T. rex boss fight and the sprite art between missions. The tedious collecting wore out its welcome very quickly in both versions and is only marginally better on the SNES, where you still need to find them all but have a bigger map to explore. The SNES version is let down by those annoying pop-up boxes, a lack of boss battles, and no password feature, meaning the sprawling adventure must be beaten in one sitting. This is a laborious task even with the Classic Game Collection’s save state feature, so I have no idea how players managed it back in the day. In the end, I’d say the only one worth playing is the SNES version based on the overworld’s eye-catching visuals but, realistically, the NES version is probably the easiest for repeat playthroughs. What we really needed was one version that incorporated the best of all three games but, as is, there’s some fun and frustration to be had regardless son which game you play.
Game Boy Rating:
⭐
Rating: 1 out of 5.
Terrible
NES Rating:
⭐⭐
Rating: 2 out of 5.
Could Be Better
SNES Rating:
⭐⭐⭐
Rating: 3 out of 5.
Pretty Good
What did you think to the Jurassic Park videogames released for Nintendo’s consoles? How do you think they compare to SEGA’s releases, and to each other? Which of the three was your favourite to play and were you pleased to see them made available for modern consoles? What did you think to the FPS sections and the tedious egg hunting? Did you ever beat the SNES version back in the day and, if so, how? Which Jurassic-adjacent videogame is your favourite? How are you celebrating Dinosaur Day this year? Whatever your thoughts on Nintendo’s Jurassic Park videogames, and dinosaurs in general, leave them below, support me on Ko-Fi, and check out my other dinosaur content!
Released: 02 November 2023 Developer: Teyon Also Available For: PC, PlayStation 4, PlayStation 5, Xbox One, Xbox Series S
The Background: Although RoboCop’s (Verhoeven, 1987) surprising success saw it followed by big screensequels, a cartoon, and a live-action television show, these were largely met with mixed to negative reviews. While the R-rated franchise all-but flopped as a kids’ cartoon, RoboCop did fairly well in arcadesback in the day. Unfortunately, the videogame adaptation of RoboCop 3(Dekker, 1993) performed aboutaswell as its source material. RoboCop fared better when battling another iconic cyborg, something only further evidenced when an attempt to reinvigorate the cyborg cop on then-modern consoles flopped hard back in 2003. The near universal negative reception for Titus Interactive Studio’s RoboCop meant players had to wait twenty years for another first-person shooter (FPS) adaptation of the franchise, one courtesy of Teyon, the developers behind Terminator: Resistance(2019), the first halfway decentTerminator videogame in ten years (at the time). For RoboCop: Rogue City, Teyon worked closely with Metro-Goldwyn-Mayer and publisher Nacon to ensure the game was faithful to the original film and captured the dark satire of the franchise, even bringing back Peter Weller to reprise his iconic role. In contrast to fast-paced FPS titles, director Piotr Latocha lobbied to recreate Weller’s robotic, methodical movements and emphasise RoboCop’s “Prime Directives” as much as action-packed shooting. Reaching 435,000 players in its first two weeks, RoboCop: Rogue City received mostly positive reviews that praised the fidelity to the movies and layered gameplay mechanics, while criticising the pacing and noticeable glitches.
The Plot: Transformed into a cybernetic police officer after being murdered on the job, Alex Murphy/RoboCop finds his efforts to police the increasingly lawless streets of Detroit compounded by a plot by megacorporation Omni Consumer Products (OCP) to mass produce cyborg cops.
Gameplay and Power-Ups: RoboCop: Rogue City is an FPS title in which players assume the role of the titular cyborg police officer and play through a mission-based narrative that includes gunfights, a smidgen of detective work, and a dash of role-playing elements. There are four difficulty settings to pick from the outset and a fifth unlocked once you clear the game, with enemies being tougher and dishing out more damage on the higher difficulties. Players can also pick between two control schemes, but I stuck with the default settings that saw me aiming with the Left Trigger, shooting with the Right Trigger, and punching thugs in the face with the Right Bumper. X reloads your weapon and is used to interact with the environment, with players holding X to open doors and OCP supply crates and pressing it to talk to non-playable characters (NPCs) or pick up ammo, various incriminating evidence, and supplies like OCP Recovery Charges. You hold B to restore your health with these, storing three at the start and eventually carrying up to five once you’ve upgraded RoboCop’s skill tree. Similarly, you can interact with fuse boxes to restore RoboCop’s health. Also, once you’ve unlocked the correct upgrade, you can dash at enemies with A and engage a temporary shield to reduce incoming damage with B. X also grabs and throws objects at enemies; everything from computer monitors to chairs, tables, motorbikes, and sledgehammers can be grabbed and tossed, which is a lot of fun. Naturally, you can grab and toss scumbags as well! RoboCop is armed with his signature Auto 9 (which has infinite ammo), can pick up one additional weapon, and you switch between the two with Y. You can press in the left stick to change RoboCop’s clunky walk to an ungainly trot and the right stick to activate a night vision filter, though I found this wasn’t utilised much and an infrared mode would’ve been far better. The directional pad changes the firing mode of your weapon with up, activates a disabling shockwave (with the right upgrade) with down, and brings up either your “Skills” or inventory menu with left and right, respectively.
Blow away street scrum with RoboCop’s array of weapons and upgrade his Skills for more options.
A great deal of RoboCop: Rogue City focuses on shooting, with players blasting punks in the face (or crotch) and splattering their brains across the walls or dismembering their limbs. RoboCop can grab a handful of largely generic additional weapons to help with this, liberating them from enemies or grabbing them from nearby caches. You can grab another pistol and a high-impact .50 Cal that would make Dirty Harry smirk, two combat shotguns that are awesome for close-quarters combat, a couple of submachine guns and assault rifles that can fire a bit wildly, and heavy-duty machine guns lifted from turrets. RoboCop also gets a sniper rifle, the Cobra Assault Cannon from the first film, a rocket launcher, and a grenade launcher, with these latter four being some of the most powerful weapons. That power comes with a trade-off, though, such as low ammunition and long reload times. RoboCop always has his trusty Auto 9, however, which can eventually be upgraded with computer chips. These come in different configurations and can even be spliced together to create newer, more powerful chips. When applied to the Auto 9 motherboard, they increase the gun’s ammo capacity, reload speed, damage, spread, and armour piercing ability to make the Auto 9 even more formidable. RoboCop’s dash ability allows him to charge into enemies and his shockwave can be upgraded to cause damage rather than just stun. You can also shoot explosive barrels, mines, gas cannisters, motorbikes, and vehicles to take out large groups of enemies with explosions and many of these can be thrown for the same effect (though be careful as you’ll also take damage from the explosion, especially if your barrel is shot when you’re carrying it!) Sometimes, you can shoot parts of the environment to get an edge in gun fights, such as dropping scrap metal onto enemies, and RoboCop will occasionally be backed up by fellow police officers. Anne Lewis, rookie Ulysses Washington, and even an Enforcement Droid-209 (ED-209) will provide cover fire in certain missions. When fighting alongside the ED-209 or the Special Weapons and Tactics (SWAT) team, you’ll engage in an “Efficiency Test” and be challenged to get more kills that your rivals to gain more XP in your post-mission evaluation.
Rescue hostage, scan clues, and choose responses wisely to earn XP and improve your reputation.
Many times in your adventure, you’ll be asked to “breach” doors or walls, causing RoboCop to burst through and take out any enemies on the other side in a slow-motion sequence. These sections often involve hostages, who’ll be executed if you’re not quick enough, which will cost you in your post-mission evaluation. Despite being bulletproof and an unstoppable cyborg cop, RoboCop isn’t invincible and his health drops as he sustains gunfire or is hit by grenades and rockets. Thankfully, there are many checkpoints in RoboCop: Rogue City and, as you gun down punks, collect evidence (documents, drugs, stolen items, and such), and enforce the law throughout Detroit, you’ll earn experience points (XP). When you get enough XP (or find OCP Skill Disks), you’ll gain a “Skill Point” to upgrade RoboCop’s eight skills. This not only unlocks the dash, shockwave, and shield abilities but also allows RoboCop to enter a “bullet time” mode by holding the Left Bumper, hack enemy turrets, decrease the damage he receives, automatically reload upon connecting with a punch, ricochet shots off specific panels, and automatically regenerate health over time. RoboCop must also solve crimes and you must thus upgrade his “Scanning” and “Deduction” skills to help with this. By holding LT, RoboCop scans the environment for clues and these upgrades make this easier and faster. They also increase the XP you gain and mark important locations and items on your map, a generally useful overview of the immediate area that’s largely superfluous since there’s a helpful onscreen compass on the heads-up display (HUD) and an objective list in the pause screen. Upgrading RoboCop’s “Engineering” skill allows him to open locked safes and better scan the environment to complete optional objectives. However, this isn’t a requirement and you can often find alternative means, such as picking up a manual, to accomplish the same task. Players are also given dialogue options when talking with certain NPCs and picking different answers changes RoboCop’s relationships with these characters, altering the ending depending on his political stance, his leniency towards informants, his conduct towards Washington, and the answers he gives psychologist Doctor Olivia Blanche. Upgrading your “Psychology” skill helps with these moments, allowing you to earn more XP, though there’s little benefit to picking the “right” answer beyond seeing different reactions.
RoboCop’s primary objectives are accompanied by secondary and menial tasks.
It’s actually comical how many menial tasks the cops stationed at Metro West give RoboCop to do. When Lewis is shot, RoboCop’s asked to gather signatures for a get-well card; when the line of civilians coming in to complain gets unwieldy, RoboCop is asked to help with their problems; and, when a fellow cop is found dead, RoboCop helps Officer Cecil place a memorial photo on the wall. RoboCop can choose to aid or scupper Washington’s career, assist or derail reporter Samantha Ortiz, has regular briefings with the cantankerous Sergeant Warren Reed, and will be clearing out lockers, testing weapons at the shooting range, and fixing power outages throughout the station. When on the streets, RoboCop has a primary objective tied to that mission (investigating an arcade that sells drugs on the side, checking out a familiar steel mill, confronting OCP executive Max Becker regarding his cyborgs, and more) alongside numerous secondary objectives. You can issue tickets to cars illegally parked and to graffiti artists (who’ll spraypaint colourful anti-RoboCop graffiti in retaliation), and help solve a murder tied to a seemingly faulty MagnaVolt car security system. RoboCop visits apartment buildings to deliver bad news and goes to see Lewis when she’s in her coma, works with Washington to locate a missing cat, investigates a potentially shady garage, begrudgingly assists Nuke addict “Pickles” in a video store, defuses in a hostage situation at the courthouse that’s eerily reminiscent of the first movie, and delves into a malicious “Afterlife” facility to uncover OCP’s latest crazy scheme. All throughout the game, RoboCop experiences glitches courtesy of main bad Wendell Antonowsky, who screws up RoboCop’s programming with a chip. This sees the environment change around you; enemies appear and disappear and you’ll flashback to Murphy’s death and his family home as RoboCop struggles to get his shit together. All these disparate plot threads come together in the game’s final missions, where Detroit descends into all-out chaos and you must revisit every location and NPC you’ve encountered previously to help save them from fires or from the gangs running rampant in the streets.
Presentation: Without a doubt, RoboCop: Rogue City is the best looking RoboCop game we’ve ever had (so far, anyway). It shouldn’t be surprising given Teyon’s attention to detail in Terminator: Resistance, but the game recreates the visuals and atmosphere of the first two movies with an impressive fidelity. The game is bookended by Media Break segments hosted by Casey Wong (who also appears on various radios found throughout the game) that recapture the dark satire of the first film and the likenesses of Peter Weller, Nancy Allen, Robert DoQui, and Dan O’Herlihy bring returning characters to life. The game reminds me of Ghostbusters: The Video Game(Terminal Reality, 2009) in that it primarily evokes the first movie while acting as a follow-up to RoboCop 2 (Kershner, 1990) and a prelude to RoboCop 3. Thus, Metro West is ripped straight from the first movie (including the check-in desk, locker room, RoboCop’s maintenance area, the shooting range, and the garage) and the cops all wear the same uniforms featured in that movie. RoboCop is also modelled after his chrome silver look rather than his glistening steel blue and the game revisits key locations from the first movie, including the steel mill where Murphy was executed and the OCP headquarters, which includes the cylindrical lifts and an exact recreation of the board room. References to RoboCop 2 are included, however: players collect Nuke for XP, a standee of RoboCop 2 appears during Becker’s presentation, and the Urban Enforcement Droids (UEDs) are modelled after one of OCP’s failed RoboCop 2 experiments. This all gives the game a great deal of legitimacy as an official continuation of the original movies, something only bolstered by Weller reprising his role and little touches, such as RoboCop occasionally twirling his gun and incorporating Basil Poledouris’ iconic RoboCop theme throughout the action. While it’s great to have Weller back, though, I was a little disappointed by how…robotic…his performance was, even more than usual, as though he phoned it in a bit during the recordings.
Despite some visual hiccups, the game recreates many recognisable elements in impressive detail.
When out on a mission, RoboCop finds himself on the mean streets of Detroit, a restricted sandbox-like environment with a few locations you can enter and elements you can interact with. You’ll revisit the same area multiple times, but it does change as you progress, shown in day, at night, and in the midst of a full-scale riot that sees the streets filled with punks, fires raging, and chaos everywhere. You’ll pop into a few buildings to talk to NPCs, solve crimes, or gather evidence, occasionally engaging in a violent shoot out, though most of this takes place either away from the city centre or in specific buildings, such as a hidden drug lab in the arcade. RoboCop ventures into the Channel 9 building when the “Torch Heads” hijack their broadcast, investigates the steel mill where he died (recreating the area where Murphy was gunned down and the pool where he confronted Clarence Boddicker), glitches out in an abandoned shopping mall (causing mannequins to disturbingly shift about), and assists prison guards during a chaotic riot at the city prison. When the action kicks in, you’ll find much of the environment is destructible. Glass shatters, monitors explode, and walls break apart from bullets and explosions. You can use the environment for cover (though high-calibre weapons will quickly destroy these) and blood, bodies, and evidence are scattered everywhere. Unfortunately, there are some negatives to the presentation: RoboCop has no reflection or physical model, textures tend to warp or struggle to load, and there are obvious parts where the game drags out elevator rides or dialogue exchanges to load the next part. Paradoxically, RoboCop: Rogue City impresses in the endgame when every enemy you’ve encountered (including an ED-209) roams the anarchic city streets causing chaos with no visible slowdown or performance issues.
Enemies and Bosses: There are two main gangs in RoboCop: Rogue City: The Torch Heads and the “Street Vultures”. You’ll encounter both in different missions and gun down many of their disposable members, all of whom scream in agony when you blast off their limbs and yet never hesitate to engage RoboCop when he appears. They wield various weapons, from pistols to machine guns, which you can acquire after putting them down, and often attack in large groups in restrictive corridors. Enemies will take cover and run about, certain variants will call for backup, and many toss grenades. Luckily, you can shoot these as they’re being prepped or are in mid-air to take out large groups, but you must aim for the legs when rushed by goons in body armour and carrying sledgehammers. The Street Vultures tend to ride around on motorcycles, crashing into you and shooting at you, though you can explode their rides to thin out their numbers. The goons get a new coat of paint during the prison riot, arming themselves with shotguns and more powerful weapons, and they’ll often take hostages or assume sniping positions on rooftops. You must also watch for suicidal punks who rush you with lit gas cannisters and, as you progress, you’ll clash with Antonowsky’s more formidable mercenaries. These guys are more heavily armoured, shielding themselves from headshots and carrying stronger assault rifles, sniper rifles, and even the Cobra Assault Cannon. Bolstered by tougher commanders, these mercs can be tough to deal with in large groups as they’ll shrug off your punch and even explosions, though all the enemies you encounter are surprisingly resilient when shot. RoboCop also tangles with Becker’s UEDs, relentless cyborgs cobbled together from stolen bodies that constantly shoot out you, pour from doors, and even try to skewer you with a charge! If you blow off their heads, they’ll become confused and attack their allies, which is helpful. It’s also advisable to upgrade RoboCop’s “Engineering” skill to hack enemy turrets as they’ll catch you in a crossfire and cut you down.
After destroying a bunch of ED-209s, players ultimately (and surprisingly) re-enact the finale of RoboCop 2.
You’ll often fend off waves of enemies, sometimes combinations of them, forcing you to think more strategically, take cover, and utilise RoboCop’s abilities to survive. Becker tests his UEDs against RoboCop, forcing you to battle waves of the inferior cyborgs in an enclosed space. You’ll also take on a legion of them when they go rogue during Becker’s EXPO presentation, with their forces bolstered by an ED-209! Later, heavily armed mercenaries and UEDs block your path to apprehending Antonowsky, and every enemy you’ve faced takes to the streets for a riot in the endgame. However, there are a handful of more traditional boss battles, with you battling ED-209 on multiple occasions. Each fight takes place in different locations but the strategy remains the same: stay on the move, grab nearby weapons and explosives to use against the machine, and take advantage of any like OCP Recovery Charges you find. ED-209 is slow and a big target but incredible powerful; it fires a machine gun arm and rockets, which you can anticipate by the laser sight, and is only vulnerable by targeting the “mouth” on its “head”. When battling ED-209 at the EXPO and on the streets, you can make short work of them with the rocket launcher and, especially, the Cobra Assault Cannon. While Antonowsky is disappointingly taken care of in a cutscene, the game ends with a surprising recreation of RoboCop 2’s finale as RoboCop battles the “Old Man”, who died earlier in the game but has his brain/consciousness implanted into RoboCop 2! RoboCop 2 is a multi-stage boss with no checkpoints between phases and is a massive difficulty spike. The only way to damage it is by targeting the Nuke cover on its chest; there are very few OCP Recovery Charges and additional weapons to aid you and the cyborg is heavily armed. It fires its machine gun attachment (smacking you clear across the room with a punch from it), fires rockets that drop the fight to lower floors, charges at you, grabs you and shoves a taser attachment in your face, and represents the game’s toughest challenge, not least because it can only be damaged in the final phase when the Old Man’s face pops out from its head.
Additional Features: Players can snag twenty-seven Achievements in RoboCop: Rogue City, earning nine simply by completing the game as they pop when you finish each mission (and the entire game). You also get Achievements for shooting an enemy in the groin, hacking a turret, adding a chip to the Auto 9, and fully upgrading one (but not all) of RoboCop’s Skills. You must search around a bit for a couple of Achievements, which are tied to hidden rooms or require you to find a manual (or upgrade RoboCop’s “Engineering” skill) to access hidden areas. You get another Achievement for receiving an A grade, one for blowing up a moving motorbike, and another for solving a murder. Despite the game having multiple difficulty settings, there are no Achievements for clearing the game on the harder settings, so just play on “Easy” and enjoy the ride. The hardest Achievements, for me, are scoring 250 points on the shooting range (I barely hit the 200 mark) and clearing out Becker’s UEDs in under ten minutes, a mission you should be able to retry at your leisure if you can find the right save file. Clearing the game unlocks “New Game Plus”, where all your upgrades and such carry over, and “There Will be Trouble” mode that makes enemies tougher. Another playthrough is advised if you want to see the different ways the game can turn out in the end, such as who gets voted as mayor, what happens to Washington, and RoboCop’s quest for basic human rights. Otherwise, there are the nine Skills to upgrade (which probably will require multiple playthroughs) and numerous optional objectives to complete, though the only reward for this is XP to boost those same Skills.
The Summary: Without a doubt, RoboCop: Rogue City is the best RoboCop game I’ve ever played. The first-person shooter genre is a perfect fit for RoboCop, a traditionally clunky character who doesn’t fit into the traditional action/platformer genre. Despite some struggles with loading textures and everyone resembling lifeless puppets at times, the game looks and performs really well, something only bolstered by its visual fidelity to the movies, especially the first one. I was glad to see RoboCop 2 referenced during the game as well, though I do feel the balance between the two could’ve been better, and even the teaser for RoboCop 3 as the game leads right into the start of that movie. While I would’ve liked to see better variety in RoboCop’s weapons and the ability to use his data spike as an attack, the Auto 9 was satisfying to use. Heads pop off, blood splatters everywhere, and the shooting action is fun and engaging as the environment and bosses take battle damage and you cause carnage in the pursuit of justice. Speaking of which, I enjoyed patrolling the streets and enforcing the law; though it was a bit weird seeing RoboCop’s peers as him to help with menial tasks, it tied into the overarching idea that he’s accepted as a human and fellow officer by his peers. While Wendell Antonowsky was a bit of a weak main villain and the RoboCop 2 fight came out of nowhere, I enjoyed the further exploration of RoboCop’s humanity and the different missions, both big and small, presented to the player. It’s a bit shallow at times, lacking a lot of replay value and bonus content, but RoboCop: Rogue City is a very enjoyable celebration of the first film, and the franchise overall, that finally allows players to experience what it means to be the cyborg law enforcer.
My Rating:
⭐⭐⭐⭐
Rating: 4 out of 5.
Great Stuff
Did you enjoy RoboCop: Rogue City? Were you disappointed by the lack of boss battles or did you enjoy tackling the many ED-209s? What did you think to the different tasks RoboCop was asked to help with? Did you every fully upgrade RoboCop’s Skills? What did you think to the visual fidelity to the first movie? Which RoboCop movie and/or videogame is your favourite? Drop your thoughts the comments and go check out my other RoboCop reviews across the site!
The first issue of Kevin Eastman and Peter Laird’s Teenage Mutant Ninja Turtles (TMNT) was published in May 1984. Since then, the TMNT achieved worldwide success thanks not only to their original comics run but also influential cartoons, videogames, and wave-upon-wave of action figures.
Released: 10 September 2009 Developer: Ubisoft Singapore Also Available For: Xbox 360
A Brief Background: Back in the late-eighties and early-nineties, the Teenage Mutant Ninja Turtles (or Teenage Mutant Hero Turtles for us Brits) took kids by storm long before Mighty Morphin’ Power Rangers(1993 to 1996) and Pokémon(1997 to present) dominated playgrounds. Kids were as transfixed by the Teenage Mutant Ninja Turtles (1987 to 1996) cartoon (a toned down version of the far darker Mirage Comics) as they were by all the toys and videogames. While Konami’s original TMNT arcade gameset the standard for some of the franchise’s most influential gaming ventures, the equally beloved sequel, Turtles in Time(Konami, 1991),wowed gamers both in the arcades and at home. So beloved was Turtles in Time that license holders Ubisoft decided to atone for the mediocre reception of their TMNT (Munroe, 2007) tie-in game (Ubisoft Montreal, 2007) with a digital-only, cel-shaded Turtles in Time remaster for home consoles. Sadly, despite impressing with its new coat of paint, Re-Shelled was met with mixed reviews. Critics praised the online functionality and multiplayer but were left disappointed by the difficulty and lack of replay value, and the game was sadly delisted when Ubisoft lost the TMNT license in 2011, never to be seen again.
The Review: I’ve reviewed the original arcade release of Turtles in Time before, including its Super Nintendo port and the heavily altered version that came to the Mega Drive, so this review will be a bit shorter and focus on what’s similar and different rather than being massively in-depth as, fundamentally, Re-Shelled is the same game as Turtles in Time but with a new coat of paint. Turtles in Time Re-Shelled is a 2.5D arcade-style beat-‘em-up, just like the original, in which up to four players battle across nine stages, from the streets of New York City to the prehistoric past and the far future, bashing seven kinds of shit out of waves of robotic and rainbow-coloured Foot Soldiers and taking on some of their most recognisable enemies in a bid to recover the Statue of Liberty from their archenemies, Krang and Oroku Saki/The Shredder. After selecting your difficulty level and altering some of the usual in-game settings, you pick your character. Each Turtle has different attributes, though perhaps not in the way you’d expect (Raphael is strangely the fastest while Donatello is the toughest, for example), and different weapons that change their special moves and their reach in combat. While Re-Shelled now allows you to attack in eight directions rather than the original’s two, the TMNT’s abilities aren’t that varied. You attack with Square, pulling off simple combos with subsequent button presses, jump with X (executing a jump attack when in the air), press X while running for a dash attack, and pull off an energy-draining special attack with Triangle. This ranges from a lacklustre spin kick for Raph, a wide sword swipe for Leonardo, and a screen-crossing pole vault for Don, with Raph and Michelangelo really drawing the short straw in this aspect. Health is replenished by pizzas scattered throughout each level and you can temporarily enter an invincible spin mode when you grab some pizza power to clear out any enemies, though I never played this game with a friend so I can’t say if there are any team attacks.
The classic TMNT arcade game got a cel-shaded glow up that retains much of the original mechanics.
As before, you can also grab and slam Foot Soldiers or hurl them at the screen, which is always fun, and hit barricades, traffic cones, explosive items, and fire hydrants to help with crowd control. Some onscreen hazards like wrecking balls can also damage enemies, but you must watch out for loose planks, spiked mines, crushing gates, and freezing panels as they’ll all hurt you and momentarily slow you. The TMNT’s recovery time is a bit of a joke; if you get knocked down, it takes a while to get back up, which caused me to get pummelled when fighting Leatherhead. You’re given nine lives on “Easy” mode and the game autosaves as you play, allowing you to continue where you left off or jump to any completed stage in “Quick Play” mode. If you’re feeling extremely sadistic, you can take on the “Survival” mode, which challenges you to finish the entire game with just one life, something I wouldn’t recommend. The TMNT battle an assortment of colourful Foot Soldiers, including blue variants with swords and axes, green ones who fire arrows, and yellow ones who carry bombs. They swarm the screen, occasionally jumping from the background and comically struggling with their hoverboards, but are easy cannon fodder. The Technodrome’s robotic forces are a bit more annoying, teleporting in and stunning you with energy blasts, as are the various hulking Rock Soldiers who stomp around with massive cannons or girders. You’ll visit all the same locations from the original game, with a familiar enough remixed soundtrack and the enjoyable voices of the 2003 to 2009 voice cast keeping you entertained, though cutscenes are limited to simple motion comic-like sequences with a sprinkling of text and voice acting.
The new visuals work, for the most part, but the game is distinctly barebones at times.
Graphically, the game looks pretty decent. It uses a cel-shaded art style somewhat akin to a mixture of the classic cartoon, the aforementioned 2003 revival, and the original comics, but a lot of the colour and vibrancy is lost in some levels. When things are brighter and more open, like in Alleycat Blues or Bury My Shell at Wounded Knee, the game pops quite admirably. While the TMNT have only limited idle poses, they celebrate with vigour when clearing a stage and show a lot of personality when hurt by stage hazards, and I really liked the comic book-style sound effects that appeared with every attack. Stages have a decent amount of detail and depth, including graffiti, Krang’s giant robot body, a bubbling lava pit within a dark cave, a neon-drenched futuristic city, and a speeding Old West train carrying crates and circus supplies. It’s basically everything from the original game, but with a 2.5D twist. Very little has been added to each environment and there’s been no attempt to add new elements like additional power-ups or even bosses from the Super Nintendo version. At times, the gameplay feels very sluggish and unresponsive. The TMNT are both slippery and very heavy, awkwardly performing dive attacks and lumbering around and then breaking into a sprint, which can mess up your attacks. As before, it’s not all mindless button mashing; two stages are autoscrollers where you race around on surf- and hoverboards. This can be fun as long as you avoid the hazards and don’t try to jump attack the hovering Foot Soldiers, respectively (just use your regular attacks, it’s oddly much more accurate). Additionally, this is a bit of a barebones package as, while you can earn Trophies and tackle harder difficulties, there are no new skins, characters, or features to unlock, which actually puts it a step behind the Super Nintendo version.
Bosses are largely unchanged and simple, until you reach the formidable Shredder.
For me, the highlight of the game are the titular foursome and the bosses they encounter at the end of each stage. These are the same as in the arcade version, unfortunately (so you won’t see Slash in Prehistoric Turtlesaurus, for example), and can be beaten fairly easily on “Easy” if you stay on the move and land quick combos. Doctor Baxter Stockman battles you in his fly form in Big Apple, 3.A.M. flying overhead and firing an uzi or his weird goo gun. Again, it’s better to just use your ground combos than to try and land jumping attacks, especially when he’s on the ground. Metalhead comes crashing in at the end of Alleycat Blues, sporting extendable arms and a rocket kick, but he’s quite slow and clunky so you can easily overwhelm him. Sewer Surfin’ sadly retains the gauntlet against the Xenomorph-like Pizza Monsters rather than the more impressive Rat King; simply jump-kick them when they pop from the water and you’ll soon be warped to the past by the Shredder. Cement Man is where the boss difficulty ramped up a bit for me; he turns to goo and slimes about the place, which can quickly whittle down your health. Similarly, the duo of Tokka and Rahzar can be troublesome, especially alone, as they can charge, swipe, and grind at you with a spinning shell attack. As mentioned, Leatherhead was a bit of a pain for me; not only does he toss and stab with daggers but he spams this scuttle move that can stun lock you if you don’t jump over him fast enough. In comparison, the fights against Krang are much easier. His robot body is easily attacked in Neon Night Riders, despite his rocket kick and double-hand slap, and his regular form is simple enough to combo to death in Star Base, though his teleport is annoying and I did struggle to avoid being smashed into a pancake by his slam. You’ll face the Shredder in the finale; armed with a sword and some mystical energy, he can seemingly regenerate his health, kick and swipe at you, levitate and fire projectiles, and unleashes an energy burst if you get too close. He’s by far the toughest boss, tanking damage like a brick wall, but you can get into a good routine of jumping in, landing a quick combo, and jumping away without too much trouble.
The Summary: I was genuinely upset when I finally said goodbye to my PlayStation 3 as it had my copy of Turtles in Time Re-Shelled installed on it. When the game first released, it was the only affordable way to experience the arcade classic and I had a lot of fun playing it then, and for this review. I’m a big fan of the TMNT and arcade beat-‘em-ups so there’s a lot to like in Re-Shelled in that regard as it plays just like an arcade beat-‘em-up, warts and all, and nicely updates the original to then-modern times in a way that I think works pretty well. Sadly, it is a bit of a barebones experience and there’s barely anything new added to the game beyond its cel-shaded glow up. It’s lacking additional features, unlockables, and gameplay modes, and I was disappointed not to see elements from the Super Nintendo version incorporated to further expand on the original game. While it’s perfectly fine to play, the gameplay is clunky and chaotic at times, especially the controls. It’s hard to judge where your attacks will land and how fast you’ll move, meaning I couldn’t decide if it was better to use the directional pad or the analogue stick, and it’s easy to get caught by attacks and hazards because of how haphazard the controls can be. Ultimately, this was a great alternative for players at the time; Turtles in Time wasn’t readily available to play so this was a decent compromise. Since then, Turtles in Time has been re-released and I’d definitely recommend picking up the Cowabunga Collection (Digital Eclipse, 202) for the definitive Turtles in Time experience (although, honestly, I would’ve liked to see this included in that collection as well, just for the sake of game preservation).
My Rating:
⭐⭐⭐
Rating: 3 out of 5.
Pretty Good
Did you ever play Teenage Mutant Ninja Turtles: Turtles in Time Re-Shelled? How do you think it compares to other TMNT videogames and the original versions? What did you think to the new graphics and voices? Which of the characters was your go-to and which of the game’s bosses was your favourite? Would you like to see this game re-released? Which of the four Turtles is your favourite (and why is it Raphael?) Whatever your thoughts, I’d love to see your memories of Turtles in Time down in the comments!