Game Corner [Sonic Month]: Sonic Rush Adventure (Nintendo DS)


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 Background:
SEGA’s desperate desire to create a mascot to rival Super Mario paid off when Sonic the Hedgehog became a mainstream icon with Sonic the Hedgehog 2 (SEGA Technical Institute, 1992). Despite subsequent success with both 2D and 3D titles, costly business decisions forced SEGA to withdraw from console manufacture, bringing the original “Console War” to an anti-climatic end. Now focused on software development, the unthinkable happened when Sonic and SEGA-branded videogames appeared on Nintendo’s GameCube and Game Boy Advance. Alongside Dimps, Sonic Team created a trilogy of largely lauded 2D throwbacks for the handheld and this partnership extended to the more powerful, dual screen Nintendo DS with the widely praised Sonic Rush (Dimps/Sonic Team, 2005). Introducing series staple Blaze the Cat and pioneering the hotly-debated Boost gameplay, Sonic Rush impressed enough to warrant a sequel. Inspired by adventure narratives, director Sakae Osumi decided the sequel should be set on the high seas, with pirate antagonists, and the developers expanded on the Sonic Rush’s game engine to incorporate more 3D elements and more use of the touchscreen. Released after the universally panned Sonic the Hedgehog (Sonic Team, 2006), critics noted that Sonic Rush Adventure proved the brand was still viable and praised the eye-catching visuals, upbeat soundtrack, and touchscreen functionality for the boat racing sections. While the plot and material collecting were criticised and we never got a third game in this sub-series, its influence was felt in Dimps’ subsequent 3DS port of Sonic Colours (Sonic Team, 2010).

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.

Game Corner [Sonic Month]: Sonic Rush (Nintendo DS)


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


Released: 15 November 2005
Developer: Dimps / Sonic Team

The Background:
SEGA’s desperate attempt to create a mascot iconic enough to rival Super Mario paid off greatly when Sonic the Hedgehog expanded into mainstream popularity with Sonic the Hedgehog 2 (SEGA Technical Institute, 1992). Despite further success with subsequent platform titles and his first forays into 3D gaming, a series of costly decisions saw SEGA forced to withdraw from console manufacture, bringing the “Console War” of the nineties to an anti-climatic end. With SEGA focused on software development, the unthinkable happened when Sonic and SEGA-branded videogames appeared on Nintendo’s often-underappreciated GameCube console and Game Boy Advance handheld. Partnered with Dimps, Sonic Team created a trilogy of throwback titles for Nintendo’s handheld that were largely well received, despite some nagging criticisms. The partnership with Dimps continued when Nintendo succeeded the Game Boy Advance with the more powerful, dual screened Nintendo DS and SEGA immediately impressed when they dropped the first gameplay footage of their newest game for the new-fangled device at E3 2004. Director Akinori Nishiyama was keen to infuse the spirit of the classic games with the contemporary mechanics and fast-paced action of Sonic’s 3D titles and introduced not just the hotly-debated Boost gameplay to the franchise but also a brand-new character, Blaze the Cat, who would become a staple of the series. Released exclusively for the Nintendo DS, Sonic Rush has been widely praised for its back-to-basics approach, gorgeous graphics and fast-paced action, and memorable soundtrack. While some criticised the level layouts and repetitive elements, the game impressed enough to warrant a sequel in 2007 and the game is largely fondly regarded as an oft-forgotten gem of the franchise.

The Plot:
When Doctor Eggman steals the seven Sol Emeralds, their stoic guardian, Blaze the Cat, journeys to Sonic’s world to recover them. However, her nemesis, Doctor Eggman Nega, has followed her and in search of the seven Chaos Emeralds, leading Sonic the Hedgehog to oppose his mad plot for worldwide destruction.

Gameplay:
Sonic Rush is a 2.5D action platformer much like most classic Sonic titles and his 2D outings on the Game Boy Advance. Players can initially only control Sonic but will unlock new character Blaze after clearing the first level (known as a “Zone”). As is often the case, each Zone is comprised of two stages (or “Acts”), with a third dedicated to a boss battle against either Dr. Eggman or Eggman Nega. By entering the “Options” menu on the main menu screen, players can tweak some of the game’s settings, setting it to Easy, Normal, or Hard (which I believe impacts the amount of lives you start with and hits bosses take), disable the ten minute time limit for Acts, listen to the game’s soundtrack, or allow a friend to download a demo version of the game to their Nintendo DS. One new feature rarely seen in 2D Sonic titles is the presence of a world map; styled after the map screen in Sonic Adventure 2 (Sonic Team USA, 2001), this allows players to wander about a static screen to replay previous Zones or visit their allies. Miles “Tails” Prower and Cream the Rabbit will offer encouragement and enthusiastic support to each character, keeping track of how many lives they have, how many of the Chaos and Sol Emeralds they’ve collected, and the percentage that their worlds have unmerged (reduced as you clear Zones). Despite visually appearing very different, and their contrasting personalities (Sonic is all brash and happy-go-lucky and Blaze is quiet and reserved), Sonic and Blaze play in almost exactly the same way, visit the same Zones (albeit in a different order), and battle the same bosses (just with different madmen at the helms), though Blaze doesn’t have to worry about beating Special Stages to acquire her Emeralds.

Sonic and new ally Blaze can blast through Zones with their new Boost mechanic and abilities.

Both characters can jump with a press of A or B; holding the button lets them jump a bit higher and pressing down and A or B charges up either the Spin Dash or the Burst Dash so you can blast ahead in a burst of speed. When jumping, you can press the right bumper to perform an air dash as Sonic or Blaze’s Burst Hover, which gives her a little more airtime courtesy of a rocket boost from her boots. Unfortunately, Blaze is little more than a reskin of Sonic; her gameplay is slightly different thanks to her limited hover but it’s essentially exactly the same as Sonic’s, lacking additional features such as climbing or flying to really make her stand out despite her visual appeal, to the point where I wonder if it might’ve been better to have Blaze be incapable of boosting just to make her gameplay a bit different and challenging compared to Sonic’s. When flying off ramps, springs, or propelled through the air, you can press B, A, and R to perform tricks; these will both boost you higher and further, which is necessary to reach platforms and switches, and build up your “Tension Gauge”. When partially or completely full, you can hold down X or Y to blast off with the Super Boost or Fire Boost, respectively, which sees you plough through Badniks and breakable walls at breakneck speeds, completely invulnerable and surrounded by waves of supersonic or flaming energy. This boost mode allows Sonic Rush to reach speeds classic Sonic games could only dream of and is essential for outrunning giant rolling balls, blasting through enemies and Acts alike, building momentum with some of the game’s gimmicks, and entering Special Stages. It can be unwieldy at times, though; just as you should exercise caution with your trick moves, you should use the boost sparingly as you could overshoot platforms or run head-first into one of the game’s many bottomless pits. Sonic and Blaze can also grind on rails to pick up speed and perform tricks, fill the Tension Gauge by defeating enemies, and make use of giant bullets and hovering UFO-like vehicles, though these latter two are equally cumbersome due to being difficult to control and having to use the Nintendo DS’s dual screens to navigate.

Despite a few new gimmicks, both characters sadly share the exact same playstyle.

Sonic Rush uniquely uses the dual screens to spread its action out vertically; you’ll often by sprinting down slopes from the top screen to the bottom, which is quite fun, and you’ll need to pay attention to the top screen when planning jumps to avoid Badniks or spot platforms and switches. Otherwise, the bottom touchscreen is mostly relegated to menus and the Special Stages, which I’ll talk about later, and the bulk of the game is comprised of tried-and-true Sonic gimmicks. You’ll grab Golden Rings to survive hits and earn extra lives when you collect 100, suck in air bubbles when lumbering underwater, run through loops, bounce from springs, and avoid or be frustrated by sudden spiked hazards as you blast through the game’s seven Zones. There’s a lot that’s familiar about Sonic Rush; the ramps, boosters, and many of the Zones and enemies are modelled after Sonic Adventure 2 and married with a tweaked version of the classic gameplay mechanics, effectively bridging the gap between the “Classic” and “Modern” iterations of Sonic and laying the foundation for Sonic’s mid-2000s Boost-centric gameplay. You’ll spring from bungees, be blasted about by water jets and cannons, jump to moving or temporary platforms, boost into giant propellers to cover greater distances, resist the urge to pull off tricks after being blasted through the sky by rocket sledges, temporarily light up rails and platforms or ride blocks of light by hitting switches, run along the ceilings, and even be whisked through the cloudy sky on a hang glider (though, thankfully, it’s a largely automated section that’s much easier to control this time). Often, you’ll be trapped in a small arena and have to destroy all onscreen enemies to escape, sometimes while avoiding crushing hazards; other times, you’ll swing from chains and ropes (again resisting the urge to press any inputs except to jump to safety) and desperately avoiding instant-kill lasers or the numerous bottomless pits. These cheap hazards crop up from the first Zone and only increase by the time you reach Dead Line; it can be extremely aggravating being in the swing of a fun boost run, pulling off nifty tricks and building momentum, only to cause yourself to fly past a platform or spring or through a rail and plummet to your death.

Graphics and Sound:
Although Sonic Rush employs traditional sprite art for its backgrounds and environments and even oddly includes some Sonic Advance-style sprites in its endings, character models are all polygonal this time around, which is a bit hit and miss. Sonic and Blaze make a big show of looking up, dying, and encouraging you to get a move on but lack a lot of the detail seen in the Game Boy Advance games as their character models are a bit blocky and indistinct at times. Sure, they express a lot of personality when pulling off tricks, vocalising their enthusiasm, and when clearing an Act and getting their final letter grade, but I can’t help but think it might’ve been better if the environments were polygonal and the characters were nicely-animated sprites instead. On the plus side, despite the bland title screen and menu selection, Sonic Rush has an absolutely killer soundtrack; Hideki Naganuma and Teruhiko Nakagawa went above and beyond to really produce some infectious ear worms. This is evident from Sonic’s first Zone, Leaf Storm and its upbeat “Right There, Ride On” tune and continues with tracks like “Back 2 Back”. Every Zone makes an impression with its soundtrack, which really helps the game stand out from the usual punk rock tunes of the main console games and the traditional chirpy music from the classics. Cutscenes are a bit of a mixed bag; the story is primarily told using barely animated in-game models accompanied by dialogue boxes and you’ll see the same cutscenes repeated over and over after you defeat each boss, though there are some fun cameos here and there.

While the environments looks great, I’m not impressed with the polygonal models.

As mentioned before, Sonic Rush’s Zones are modelled after Sonic Adventure 2’s, for the most part. Leaf Storm is like a 2.5D version of Green Forest, Mirage Road resembles Hidden Base/Sand Ocean, and Huge Crisis takes place on battleships and in the middle of a Naval fleet like Metal Harbor. Other Zones are a little more traditional, with the Casino Night/Carnival Night Zone-inspired Night Carnival and Dead Line essentially being another run-through of a Death Egg-style space station. There’s quite a bit of detail packed into each Act, though they can be a little barren of enemies at times; you’ll see critters freed from every enemy or fluttering about, vines twisted over rails, flashing neon billboards, and fighter jets all lurking in the background. Hieroglyphics, giant stone statues, and fast sand slides await in Mirage Road, with these latter two gimmicks enlarging the character models as they’re brought closer to the camera. Similarly, you’ll precariously run along fencing, parachute past enemies and spikes in Altitude Limit, and illuminate entire areas with spotlights or glowing platforms in Night Carnival. Sonic’s opening Zones, Leaf Storm and Water Park, made the strongest impression on me; I enjoyed the ripple effect on the water, that you can run across it, and the Greece-inspired architecture in Water Park and the sheer colourful depth of Leaf Storm that helped to showcase the upgrade in power from the Game Boy Advance. Sadly, even these Zones are let down by an abundance of death pits, but the way the action spreads across both screens can be really fun, especially when you’re building up speed. The touchscreen comes to the forefront in the Special Stages, which are modelled after Sonic 2’s half-pipe stages and see you using the stylus (or your finger) to control a fully 3D Sonic model as he grabs Rings, avoids obstacles, and hits numbered targets to score extra Rings.

Enemies and Bosses:
There are two types of robotic enemies you’ll encounter in Sonic Rush: Egg Pawns and the minions of the Eggman Empire modelled after those seen in Sonic Heroes (Sonic Team USA, 2003) and security droids not unlike those employed by the Guardian Units of Nations (G.U.N.) in Sonic Adventure 2. Egg Pawns are the most common and have a few variants, from being relatively harmless to packing rifles and bazookas and even blocking your direct attacks with shields. A larger variant, the Egg Hammer, also appears, usually when you’re confined to on area, and takes multiple hits to defeat and could be classified as a mini boss. You’ll also encounter Dr. Eggman’s flying forces, often placed right where you’re about to spring into the air or dive-bombing you when you’re navigating a bottomless pit or bed of spikes or dropping bombs on you at the worst possible time. Egg Bishops also reappear from Sonic Heroes, though they’re limited to simply firing projectiles from their wands. Knight Pawns also appear but, despite their fun armoured appearance and lance, they’re simply another Egg Pawn to plough through, same with the G.U.N. Hunter that can catch you with its bullets but is otherwise just there to build up your Tension Gauge. Sadly, no classic Badniks appear but you often get a great feeling of empowerment ploughing through multiple enemies with your boost attack, which I guess is a good compromise.

Though large, bosses are repetitive and time consuming chores you fight multiple times.

Each Zone ends in a boss battle against either Dr. Eggman or Eggman Nega; sadly, both pilot the same machines so, while you’ll battle them in a different order with each character, both Sonic and Blaze have the same boss encounters with the same strategies employed each time, making for a bit of a repetitive experience. Bosses are fought either on a single platform or a circular loop, with their health measured on the bottom screen where Tails or Cream constantly shout encouragement, end in a dramatic freeze frame, and the arenas hold a handful of Rings to keep you going. The first boss you fight is the Egg Hammer Mega, a snake-like mech that tries to crush you with singular or multiple head slam and sends its cockpit rolling across the ground to try and damage you. Simply dash out of the way then its head slams down, jumping over any shockwaves, and ram the cockpit to do damage. This boss is repeated in Huge Crisis, where it now launches missiles from the battleship in the background and charges up an instant-kill slam, and it was during this fight that I realised how long-winded the game’s bosses are as there’s a lot of waiting around and few opportunities to attack. Water Park sees you battling the Egg Turtle; although much of this fight is underwater, you won’t have to worry about drowning and must simply avoid the mech’s belly flop and propeller butt, smacking its glowing head whenever you get the chance. Things pick up a little when you fight the Egg Beetle; you need to hit the explosive ball it sends rolling at you when its spikes are withdrawn and it’s flashing to do damage, often a couple of times when it jumps over you, and avoid the bombardment of projectiles when the mech takes to the sky. Similarly, you’ll need good timing when fighting the Egg Libra; you need to hit the weighted ball when its shield drops to lower the cockpit and land a hit, then avoid the bolts running across the ground and use the springing robot to score an extra hit, which can be a bit frantic as there’s a lot happening onscreen. Finally, in Altitude Limit, you’ll battle the Egg Eagle, one of the toughest and most annoying bosses because of how long the battle takes. You’ll need to avoid its bullet barrage and frantically mash A and B when it lands and tries to blow you off the platform! You can score a hit when it lands and tries to peck at you, but it’s a small window and it’s easy to take damage so you’ll need to be quick with your reactions.

After settling their differences, Sonic and Blaze must team up against the Eggmans!

When you reach the end of Dead Line, you’ll battle ither Sonic or Blaze in a one-on-one fight not unlike the Hidden Palace Zone bout against Knuckles the Echidna. Both have the exact same moves as they do when playing as them in the game but seem to be nerfed in their intelligence, meaning it’s pretty simply to bop or dash into them to whittle their health down, but you’ll need to mash A and B to win the boost-off head-to-head at the end. The main story ends in a battle against the titanic Egg King, which sees you frantically dodging its sporadic eye lasers and jumping over up to three shockwaves when it smacks your platform. You then need to hit its arm and run towards the cockpit for a hit, but hold down when prompted or you’ll be flung off. The Egg King also tries to smush you with a double axhandle smash and speeds up its attacks as the fight progresses, eventually ramming into the platform for a kamikaze attack at the end that you have to quickly avoid to land the final blow. Once you’ve acquired all seven Chaos Emeralds, Sonic and Blaze power-up to their Super forms for a Doomsday Zone-esque showdown with the two Eggman’s underwhelming Egg Salamander. This is fought on each screen, with each hero taking it in turns to avoid or destroy asteroids, dodge lasers, and land a hit, which switches the action to the other screen and character. The Egg Salamander shoots laser orbs at Super Sonic which must be awkwardly bounced back into it using the Super Boost (A or B); it also swipes at you with its claws, and you’ll need to grab Rings to keep from powering down. Burning Blaze has to charge up and launch a fireball with A, which has a significant delay and is equally difficult to aim. She can also have her Rings sapped when the mech tears open a hole in the fabric of space/time, and this is another fight made unnecessarily tense and frustrating by how long it drags on, how difficult it is to land hits, and how few windows of opportunity you get (though I found that when I respawned after a late stage death, I didn’t have to start all over again, which was unexpected).

Power-Ups and Bonuses:
All the power-ups seen in the Sonic Advance games return here; you can add anywhere from one to fifty Rings to your tally with a Super Ring box, gain temporary invincibility or earn an extra life, or protect yourself from a bit with a barrier or attract nearby Rings with its magnetic variant. The new power-up on the block here are the two Tension Gauge boxes, which partially or fully fill your boost meter, usually right before you need to use it to get past a section of an Act.

Additional Features:
When playing as Sonic, you’ll need to keep your Tension Gauge filled to the maximum for when you stumble upon Special Generators; grab onto these and hold X or Y to open the rift to the Special Stage, though keep in mind that you can only challenge one Special Stage per Act. So, if you want to try for a different Chaos Emerald, you’ll need to complete the Act and replay it; if you earn a Chaos Emerald in an Act and then enter another Special Stage in the same Act, you simply replay the same Special Stage. Special Stages aren’t too bad this time around; based on Sonic 2’s half-pipe, they task you with acquiring two totals of Rings, avoiding spikes and other hazards and flicking Sonic off the pipes to grab Ring clusters or hit springs. When you do, you’ll need to quickly tap the numbered icons for a Ring bonus; you can also hit boost pads and switches to grab bigger Ring clusters, but your skill at Sonic Rush’s Special Stages all comes down to the quality of your touchscreen and how good your stylus game is. It can be janky and awkward making precise or quick movements and you’ll often miss large clusters of Rings trying to get others, though the fact you can easily access and practise the Special Stages makes them leagues better than any in the Game Boy Advance games. Collecting all seven Chaos Emeralds unlocks the final “Extra” story, which is the only way you can play as Super Sonic and Burning Blaze. Otherwise, you can replay previous Acts to try and get all S-ranks for bragging rights or try out the game’s multiplayer mode, in which two players race head-to-head as Sonic and Blaze to finish Acts the fastest, though I’ve never played this mode. Sadly, there’s no boss rush to unlock or even the ability to watch back the game’s cutscenes, though I guess you could try playing on a harder difficulty if you want a bit more of a challenge.

The Summary:
This is my first time playing Sonic Rush in over a decade, certainly since I first completed it. I always had pretty fond memories of it; the visuals, Blaze’s design, and the action-packed gameplay stood out, especially because it was the first Sonic game to incorporate the Boost mechanic, but it was surpassed not just by the sequel but by other, bigger Sonic games. Revisiting it now was a lot of fun; the environments, especially, look fantastic, really translating a lot of the visual style of the 3D games of the time into a handheld title and I especially enjoyed being able to let loose with the boost and plough through enemies. Sadly, the polygonal models aren’t as appealing and I didn’t like how long-winded and repetitive the bosses were; sure, Blaze fights them in a different order but nothing else is different about them, which is very disappointing. Blaze, in general, was a bit of a let-down in this regard; she plays the same as Sonic except for a bit more airtime and her Zone order being mixed up, meaning the difficulty curve of her story is a bit out of whack yet she’s paradoxically easier to play as since you don’t have to worry about Special Stages. I like her design, but I do think her gameplay should’ve been altered to make her more like a “Hard Mode” compared to Sonic’s “Normal”. While the Special Stages can be finnicky, I liked that I was actually able to access and beat them all and the Act layouts, while sometimes a bit barren and strewn with instant-death traps, where much improved, showing the developers learned from their mistakes on the Game Boy Advance. I really liked the verticality of the game and how it used the dual screens in an interesting way, but this was a bit of a barebones presentation for such a powerful handheld. It’s great as a fun, back-to-basics return to Sonic’s roots, with just enough familiar and new mechanics to make things exciting, but there’s not a lot of incentive to revisit it once you’ve unlocked and beaten the “Extra” story and there are a few too many missed opportunities to really make Blaze’s gameplay as unique as her appearance.

My Rating:

Rating: 3 out of 5.

Pretty Good

Was Sonic Rush a part of your Nintendo DS library back in the day? What did you think to the new boost mechanic and the way it utilised the dual screens? Were you a fan of Blaze, and were you also disappointed that she was basically a reskin of Sonic? What did you think to the game’s bosses and Special Stages? Did you ever defeat the Egg Salamander, and were you a fan of Eggman Nega? Which of Sonic’s handheld adventures is your favourite and how are you celebrating him this month? I’d love to know your thoughts and memories of Sonic Rush so leave them in the comments, or on my social media, and be sure to check out my other Sonic content.