Back Issues [Sonic Month]: Sonic the Comic: Origins


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.


Story Title: “Enter: Sonic”
Published: 29 May 1993
Writer: Alan McKenzie
Artist: Anthony Williams

Story Title: “Robofox”
Published: 12 June 1993
Writer: Mark Millar
Artist: Woodrow Phoenix

Story Title: “The Origin of Sonic”
Published: 4 September 1993
Writer: Nigel Kitching
Artist: Richard Elson

Story Title: “Prologue: Once Upon a Planet…”
Published: 30 April 1994 (cover-dated: 13 May 1994)
Writer: Nigel Kitching
Artists: Mike Hadley and John M. Burns

Story Title: “Kintobor Spelled Backwards Is…”
Published: 14 May 1994 (cover-dated: 27 May 1994)
Writer: Nigel Kitching
Artists: Mike Hadley and John M. Burns

Story Title: “A Tale of Tails”
Published: 28 May 1994 (cover-dated: 10 June 1994)
Writer: Nigel Kitching
Artists: Mike Hadley and John M. Burns

The Background:
Sonic the Hedgehog was a huge success for SEGA. Thanks to an aggressive marketing campaign and being bundled with the all-powerful 16-bit Mega Drive, over 15 million copies were sold and SEGA briefly usurped Nintendo as the big dog of the videogame industry. Eager to capitalise on Sonic’s mainstream popularity, SEGA shamelessly licensed their mascot anywhere they could, leading to two concurrent cartoons and multiple comics books published across the world, with each taking vastly different approaches to the source material. While the Japanese manga was far more faithful to the videogames, Archie Comics awkwardly mashed together the contrasting tones of Sonic’s cartoons into what would become the longest-running comic series based on a videogame, and the United Kingdom was treated to Sonic the Comic (StC). Published fortnightly, StC took much of its lore from the now defunct Mobius storyline created specifically for Western audiences and made the bold decision to portray Sonic as an egotistical narcissist who treated his friends poorly while fighting for freedom and justice. Eventually folding more elements and characters from the videogames into its narrative, StC was a highlight of my youth for many years. Although it soon devolved into reprints before being cancelled, its spirit lived on through an online continuation.

The  Review:
I’m doing things a little different for this review. StC’s early days were a bit sporadic, which isn’t surprising considering each issue featured a handful of stories based on different SEGA properties alongside letters, artwork, reviews, and cheats for SEGA titles. While Sonic the Hedgehog stories were always at the forefront, the lore was anything but sequential. Issue one, for example, drops us right in the middle of the action and appears to take place shortly before the events of the first videogame. By issue six, it’s clear that StC takes place sometime after Sonic the Hedgehog 2 (SEGA Technical Institute, 1992) and StC rarely produced direct adaptations of the source material, especially the first two games. It also didn’t waste much time in bogging down its stories with exposition; the comics were aimed at a pre-made audience of SEGA gaming fans so this wasn’t necessary. Thus, it took some time for later issues and backup stories to flesh out Sonic’s characters and world. Fittingly, this was initially related through supplementary stories titled Sonic’s World, in which key events from Mobius’s history, the videogames, and StC’s unique canon were revealed to the reader. Thus, rather than going through each issue in turn for this review, I’ll instead be tackling them in as close to chronological order as possible to give a taste of the world StC crafted and the way it reinterpreted the source material. Accordingly, we must start not with issue one but with issue twenty-five, which included the first appearance of the Sonic’s World stories and gave us our first real overview of how Fleetway were interpreting the videogames. Like all Sonic media outside of Japan in the 1990s, Fleetway takes place not on Earth, but on Mobius, a planet said to be both 117,63222 light years from Earth and in “a parallel dimension” and divided into areas known as “Zones”. “Prologue: Once Upon a Planet…” gives a brief overview of how Sonic the Hedgehog fought the evil Doctor Ivo Robotnik, forcing him to retreat to a secret based in the “Special Zone”, and how Dr. Robotnik has both biological and mechanical minions station around the planet and rules with an iron fist. This story, like the others in these Sonic’s World features, is narrated by the Kintobor Computer, an artificial intelligence that assists Sonic and his friends from their underground base and is the digital backup of Sonic’s old friend, the kindly Doctor Ovi Kintobor.

Sonic shares his superhero origins with his friends and reveals how Dr. Robotnik came to be.

Who is Dr. Kintobor, you ask? Well, to answer that we need to jump to issue eight’s “The Origin of Sonic”. This story (set before Dr. Robotnik conquered Mobius) saw Sonic charge up a Star Post with his superfast speed and transport his friends (long-suffered sidekick Miles “Tails” Prower, brave Johnny Lightfoot, and cowardly Porker Lewis) to the Special Zone. Modelled after the iconic half-pipe Special Stages seen in Sonic 2, StC’s Special Zone the a chaotic and dangerous home of Sonic’s friend, the Omni-Viewer, a gigantic sentient television screen. Capable of transporting and transmitting people and events across time and space, the Omni-Viewer shows Sonic’s friends the origin of both Sonic and Dr. Robotnik through his view screen. Some time ago, Sonic was just a normal, brown hedgehog (albeit one with incredible speed). While exploring Mobius, Sonic stumbled upon Dr. Kintobor’s secret laboratory and met the kindly Doctor, one of the few humans living on Mobius. Enamoured by the beauty of the world, Dr. Kintobor created the Retro-Orbital Chaos Compressor (ROCC), a massive machine designed to transfer the planet’s “evil” into six gems using special Golden Rings. Unfortunately, without the legendary seventh emerald, the process is incomplete and the ROCC is unstable. Sonic agrees to search the planet for the elusive seventh emerald and, in return, Dr. Kintobor develops his natural speed. Thanks to a snazzy pair of “friction reducing […] power sneakers” and a “kinetic gyratoscope”, Sonic breaks the sound barrier, streamlining his body to his iconic blue look. One day, Dr. Kintobor took a lunch break and, while carrying a rotten egg, tripped and collided with the ROCC. The explosion scattering the Golden Rings across Mobius and warped the six Chaos Emeralds to the Special Zone and, like Sonic’s accident, forever changing the friendly Doctor. Where he was once tall, slender, and pleasant, he was now squat, bulbous, malicious, and rotten. Even his name was reversed (hence “Doctor Ivo Robotnik”) and he became obsessed with recovering the Chaos Emeralds to conquer the world. “The Origin of Sonic” concludes with the Omni-Viewer returning Sonic and his friends to Mobius, forced to drop them six months into the future and thus allowing Dr. Robotnik to take over the planet.

These stories depict Sonic’s first meeting with Tails and initial battles with Dr. Robotnik.

“Kintobor Spelled Backwards Is…” reveals that Sonic and Porker discovered one of the Golden Rings could talk after Dr. Kintobor’s brain patterns somehow transferred to it during the explosion. Using comic book logic, the tech-savvy Porker downloads Dr. Kintobor’s consciousness onto a computer, birthing the Kintobor Computer and allowing the kindly Doctor to live on. Following Dr. Robotnik’s transformation, Sonic and his friends scoured the world for the Golden Rings and the Chaos Emeralds to try and reverse the process until, one day, they were attacked by the first generation of Dr. Robotnik’s Badniks. Using his Sonic Spin Attack, Sonic trashed the Badniks and discovered, to his horror, that Dr. Robotnik was capturing his friends and using them to power his machines. There’s some crossover between these panels and issue one’s “Enter: Sonic” and even America’s promotional comic book, namely that Sonic trashed Badniks in Green Hill Zone and rescued Porker Lewis. A montage briefly recaps the first Sonic videogame,  how Sonic travelled and successfully recovered the six Chaos Emeralds before Dr. Robotnik. However, when Sonic and his friends tried  to analyse them, the Chaos Emeralds disappeared in a burst of radiation since, without the seventh to balance them, they couldn’t be safely kept together. Absorbing the full brunt of the blast, Sonic was transformed into a maniacal, golden-hued form that blasted from the base in a desperate desire for freedom. Crashlanding in the Swampland Zone, Sonic returned to normal with no memory of his transformation; his confusion gave way to concern when he heard cries for help. Rushing to assist, Sonic pulled a fox boy from the swamp and was amazed to find the cub, named Miles, not only had two tails but could fly by spinning them like a propeller, earning him the nickname “Tails”. Tails joined Sonic for another montage, this time recapping Sonic 2, which sees Sonic take down Dr. Robotnik’s greatest creation, the Death Egg, and safely hide the six Chaos Emeralds in the frozen North Cave.

Though Sonic easily destroys Dr. Robotnik’s machine, he’s almost killed by his best friend!

This brings us to “Enter: Sonic”, where Dr. Robotnik unleashes a fresh hoard of Badniks throughout Green Hill Zone to keep Sonic from meddling in the evil genius’s newest creation, the Engine of Destruction. Fuelled by the Golden Rings and literally sucking them out of the air, the machine promises to “crush Sonic into a million bitty hedgehog nuggets” and “pollute the atmosphere […] for a thousand years”! After rescuing his friends from their Badnik prisons, Sonic learns of the Engine of Destruction and races off to stop it, encountering some of the same hazards players must overcome in the first game (loops, crumbling platforms, and spike pits). Despite its vast size and ominous appearance, the Engine of Destruction is easily destroyed by Sonic, who simply rams into it at full speed. Sonic’s victory is soured by the realisation that he hasn’t heard from Tails for some time. Between issue one and two, Sonic goes on an unrelated adventure and returns to find Green Hill Zone deserted after Dr. Robotnik raided it overnight. Donning his new “power-grip trainers” and a pair of shades, Sonic liberates his friends, only to find Dr. Robotnik has transformed the foxboy into the semi-cybernetic “Robofox”. His personality warped by Dr. Robotnik’s programming, Robofox both physically and mentally attacks Sonic. However, when he witnesses his friend and hero being pummelled to death by Dr. Robotnik’s wrecking ball, Tails regains his senses and charges the villain, destroying both his exoskeleton and trashing the Egg-O-Matic. Relieved to have his friend back, Sonic teases Tails for his actions and sadly takes him back home, though his fancy new sneakers were wrecked from the adventure and Dr. Robotnik lived to fight another day.

The Summary:
It’s interesting reading these stories in this order, which can loosely bee described as sequential, rather than in publication order. There were a few other stories that flesh out some other elements of these events, such as a glimpse into Tails’ past before he came to Green Hill Zone and a time travel story that showed Sonic was responsible for the accident that birthed Dr. Robotnik. This Mobius/Dr. Kintobor canon was very popular outside of Japan at the time and all the books and comics published in the United Kingdom used a variation of it, while the United States made up their own backstories. It’s certainly an interesting and “comic book” take on the premise but it amuses me that the localisation team went to so much effort to expand the lore when the original story is so simple: anthropomorphic characters battle an evil despot to defend the world from pollution. It’s certainly interesting to see Sonic’s origin depicted this way and, now, many decades later, rather quaint. For a generation of readers, this was Sonic’s canon origin. People really thought he lived on Mobius and was once a regular brown hedgehog, transformed by breaking the sound barrier. It’s a very “superhero” origin, fitting considering Sonic was often billed as such in publications at that time. I think my biggest issue with the Dr. Kintobor thing is how little emotional connection I have to that character. We don’t spend much time with him and his personality is erased by Dr. Robotnik. Even the Kintobor Computer became superfluous once Porker became even more of a tech genius, and it just raised more questions than it was worth sometimes. The whole ROCC thing is an interesting way of explaining why Golden Rings are scattered everywhere in the games and another early story even explained the item monitors, but Rings rarely appeared in StC after this or in the same way as the games so it’s a bit convoluted. I did like that the writers were laying the groundwork for a seventh “Control Emerald” even this early on. This would turn out to be the legendary Grey Emerald rather than the Master Emerald, but it’s a fun way to explain why the Chaos Emeralds constantly need to be collected in each game.

This fantastical origin mixes with loose adaptations of the games to give StC a unique interpretation.

StC also had a unique spin on Super Sonic, making him Sonic’s demonic alter ego and creating deeper parallels between him and Dr. Robotnik, elements sadly never really expanded upon in future stories. The artwork of these stories is decent, if a bit inconsistent. Richard Elson was busy on the main Sonic stories in issues twenty-five to twenty-seven, though we get a taste of his work in issue eight. It’s not quite as refined as later but a lot better than issue one and two, where Sonic’s poses (especially in “Enter: Sonic”) are lazily ripped from official SEGA artwork. I did enjoy how these stories adapted elements from the videogames; we honestly didn’t see this that much in StC, potentially because multiple stories of Sonic simply running around, bashing Badniks, and avoiding traps isn’t very interesting or dramatic. It’s fun seeing Green Hill Zone come to life in “Enter: Sonic” and seeing Sonic’s friends be jostled about by the Special Zone’s bombs in “The Origin of Sonic”. Both locations would be expanded into more grounded, bustling locations within just a few issues as StC settled into a more relatable adaptation of the game’s fantastical elements, but I liked the simplicity and fidelity of everything here. There’s just enough to make it unique, like the Engine of Destruction and the Omni-Viewer. A major plus in these issues is that Dr. Robotnik sports his videogame appearance; he’d later transform into his cartoon counterpart, but I find this rendition far more menacing, especially during his first appearance following his accident. These Sonic’s World stories also deliver the first direct adaptation of the videogames, albeit in an extremely truncated form. We’d see elements included in other stories, sure, but these montages recreate and canonise the videogames, making it clear that issue one occurs after Sonic 2 and that Sonic’s had multiple adventures even before StC began. The stories are also laced with some quirky humour; everything feels very “British”, from the dialogue and the characterisations. Sonic isn’t quite the obnoxious asshole we’d see in other stories, but he lives up to his reputation as a “Hedgehog with Attitude”, giving off an arrogant and cocksure bravado that perfectly contrasts with Dr. Robotnik’s spiteful and egg-centric personality.

My Rating:

Rating: 3 out of 5.

Pretty Good

Did you read Sonic the Comic as a kid? If so, what did you think to its unique interpretation on Sonic, his friends, and his lore? Were you a fan of the Mobius/Dr. Kintobor origin or are you glad that it’s been forgotten in modern times? What did you think to Sonic’s original look and his first meeting with Tails? What are some of your favourite StC stories and characters? How are you celebrating Sonic the Hedgehog this year? Whatever your thoughts on Sonic the Comic, or Sonic in general, drop a comment below.

Back Issues [Sonic Month]: Sonic the Hedgehog #0-3


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.


Writer: Michael Gallagher – Artist: Scott Shawl

Story Titles: “Don’t Cry for Me, Mobius!” and “Oh No–Robo! No-Mo’ Mobo!”
Published: 24 November 1992

Story Titles: “Run, Sally, Run!” and “Something Fishy”
Published: March 1993

Story Title: “A Crowning Achievement”
Published: April 1993

Story Titles: “Sonic Flashback!” and “Why Ask Spy?”
Published: May 1993

The Background:
SEGA wasted little time capitalising on Sonic’s massive popularity once he became a mainstream success and single-handedly caused them to usurp Nintendo’s position at the top of the videogame industry. Following in the footsteps of Nintendo’s success with DiC, SEGA’s mascot soon debuted on the small screen with two concurrent cartoons, the most popular of which was the simply-titled Sonic the Hedgehog (1993 to 1994), also known as “SatAM”. SatAM recast Sonic as the point man for the Knothole Freedom Fighters, a team based on his Animal Friends from the source material, and Doctor Robotnik as a terrifying, semi-cybernetic dictator. SatAM’s darker tone clashed with the slapstick approach of its sister-series, but Archie Comics awkwardly mashed both together for this four-part miniseries, the genesis of what would become the longest-running comic series based on a videogame. In the years since, Archie Comics would expand on their convoluted lore, shoe-horning in more and more videogame characters, until a ridiculous lawsuit spelled the beginning of the end for the comics, with the license then taken up by IDW and an all-new, game-adjacent continuity.

The Review:
When I was a kid growing up in the UK, Archie’s Sonic the Hedgehog comics were a complete oddity. I never even heard of them until I picked up a trade paperback collection of this original miniseries. Though they offered little in the way of a resolution to SatAM’s unresolved cliff-hanger, they were the closest thing to an official follow-up. While they had many flaws and became ridiculously convoluted, things started relatively simply with this oddball miniseries, which has the overall look and cast of SatAM but strangely incorporates some elements (particularly the cartoonish slapstick) of Adventures of Sonic the Hedgehog (1993). Sonic, Miles “Tails” Prower, Princess Sally Acorn, and their colourful friends and enemies live on Mobius, a world whose natural beauty has been tainted and corrupted by the maniacal Dr. Robotnik. “Don’t Cry for Me, Mobius!” begins with the mad doctor chasing Sonic throughout the countryside and trying to splatter him with his super sticky “mega-muck”. While Sonic easily outruns Dr. Robotnik’s Egg-O-Matic, he appears to be trapped by, of all things, a simple Caterkiller. This is a ruse to lure Dr. Robotnik closer as Sonic avoids a splatter of mega-muck, destroying the Caterkiller and leaving Dr. Robotnik covered in his own goop. Sonic then breaks the fourth wall and invites the reader to follow him to Knothole Village, the hidden refuge of the Freedom Fighters, where he meets with Tails (Sonic’s biggest fan and budding sidekick), Boomer the Walrus (the mechanic and tech support who wasn’t quite yet known as Rotor), and Princess Sally (the team’s leader who sports a decidedly different colour scheme and is exasperated by Sonic’s brazen attitude). Sonic and Sally’s awkward mutual attraction is interrupted by fusspot Antoine D’Coolette, who alerts them to a leak that could potentially reveal their location.

Sonic and his friends gleefully fight to free Mobius from Dr. Robotnik’s mad tyranny.

The Freedom Fighters head topside to investigate, exposing themselves to Dr. Robotnik’s spy satellites, and discover the cause is a growth of literal weeping willows driven to tears by Dr. Robotnik’s destructive actions. Eager to crush his hated enemy, Dr. Robotnik leaps into his wrecking ball machine and attacks alongside his Buzzbomber. Sonic leads them to a nearby well but briefly panics when he can’t immediately grab a power boost from the Power Rings within. Once he grabs one, he uses its strange magical powers to flip Dr. Robotnik’s wrecking ball, smashing his ship and forcing him to flee back to Robotropolis, his heavily industrial cityscape. We then get our first taste of how things got to be this way in “Oh No–Robo! No-Mo’ Mobo!”, a flashback story which shows that Sonic was once the delivery boy for his Uncle Chuck’s chili dog stand. The two literally jump for joy when a call comes in for two hundred chili dogs and Sonic gleefully speeds away to deliver the order, leaving Chuck and their beloved pet, Muttski, to be apprehended by Dr. Robotnik and his SWATbots, who’ve covertly conquered the land without the hedgehogs realising it. Sonic’s delivery brings him to Robotropolis and sees him almost crushed by a wrecking ball courtesy of Cluck, Dr. Robotnik’s robotic bird. Realising he’s been duped, Sonic races back to his family and finds SWATbots destroying the chili dog stand. After trashing the robots, Sonic heads back to Robotropolis to save his family and bumps into Princess Sally, an idealistic squirrel girl who’s also trying to rescue her family. Thanks to Sally’s insight, Sonic soon finds Uncle Chuck and Muttski but is dismayed to see they’ve been turned into robots (strangely drawn as though they’re merely hypnotised) and forced to work as Dr. Robotnik’s slaves. When Sonic angrily confronts Dr. Robotnik and futily tries to reason with his uncle, he’s attacked by more SWATbots and forced to flee with Sally to the “Great Forrest” and readily accepts her offer to join her band of rebels.

Sally’s secretive nature and Sonic’s reckless attitude lead our heroes into some slapstick peril.

“Run, Sally, Run!” sees Sonic perturbed when he passes by Princess Sally as she’s wandering dangerously close to the edge of the forest and is angrily told to stay out of her business. Believing Antoine is behind her foul mood, Sonic races to Knothole and discovers that Sally has arranged to meet with Dr. Robotnik to negotiate the return of her father, King Maximillian Acorn, and that no one is to interfere. Naturally, Sonic (joined by Antoine and Tails) races to intervene but Sally chastises them and demands that they not follow her. Though they again plan to disregard this, the three are suddenly trapped within a cage and, while Sally is confident that the meeting is legitimate, she’s aghast when Buzzbomber drops her right in Dr. Robotnik’s lap and she’s hauled away to the “Robo-Machine”. Naturally, Sonic burrows out and into Dr. Robotnik’s lair, rescuing her, smashing the Robo-Machine, and dashing Sally back to Knothole. Unfortunately, Sally’s unimpressed by the “mucho-macho-squad”, whose reckless actions meant she couldn’t use Boomer’s special boots to analyse and reverse the Robo-Machine’s effects, leaving Sally enraged and Sonic embarrassed all because she couldn’t just explain the situation to them. Whilst relaxing with a spot of fishing in “Something Fishy”, Sonic accidentally hooks a Jaws Badnik and narrowly avoids being chomped to pieces like the dock he’s standing on. Diving into the lake (with no fear of the water), Sonic discovers not just Dr. Robotnik’s polluting pipes but also his waterproof robot maker. Though Sonic avoids being fed into the machine, he almost drowns and is only saved by the timely intervention of Boomer and Tails, who arrive in Boomer’s bathysphere craft. While the damaged Jaws limps off to report to its master, Sonic smashes the robot maker and returns to dry land with his friends, his appetite for seafood now lost.

Sonic journeys across land, air, and sea to recover the magical Freedom Emeralds.

By “A Crowning Achievement”, Sally has switched to a brunette (a look Sonic secretly likes and which Sally secretly hopes he likes) and presents Sonic with her father’s jewellery box, which contains the legendary “Freedom Emeralds”. Despite their name, the jewels are actually pearl-like spheres set onto an elaborate crown, King Acorn’s family heirloom that Sally hopes will bestow her with magical powers. In preparation for her coronation, Sally has Antoine and his Royal Guard guard the box, but they’re all stunned to find it empty and the crown missing. After almost coming to blows over the incident, Sonic and Antoine suspect one of the guardsmen to be a robot spy. Using his super speed, Sonic sets off the sprinkler system and exposes the spy, who reveals he delivered the crown (and Knothole’s location) to his master before promptly self-destructing. Thanks to Sonic’s “Warp Sonic Speed”, Knothole (and our heroic hedgehog) are spared a gruesome fate, and Sally orders him and Antoine to retrieve the crown. Begrudgingly, the two pursue Dr. Robotnik’s blimp using a hot air balloon. Though Antoine’s forced to bail when they’re attacked by Bat Brains, Sonic bounces across the Badniks and pops the blimp with his patented Sonic Spin Attack, retrieving a Freedom Emerald in the process. Learning from a busted SWATbot that Dr. Robotnik plans to hide the Freedom Emeralds across Mobius, Sonic races underwater (with Tails accidentally in tow) and finds another Freedom Emerald at the same cavern from “Something Fishy”, easily defeating Jaws once more. While Sonic easily snags a third gem from a passing SWATbot, he’s dropped into a confrontation with Burrobot. Despite the robot’s terrifying burrowing power, it’s still no match for Sonic’s speed and is relieved of its Freedom Emeralds. Trapped in an underground maze, Sonic runs himself to exhaustion searching for the exit before having the genius idea to burrow upwards. Naturally, he conveniently pops out in Boomer’s workshop, finally restoring the crown and bolstering the Freedom Fighters’ morale, though Dr. Robotnik, angered at being absent for the story, vows to have his revenge.

After a weird dream, Sonic infiltrates Dr. Robotnik’s lair with a flimsy robot disguise.

“Sonic Flashback!” sees Sonic forced off a cliff by a two-pronged attack of Crabmeats and the tried-and-tested wrecking ball. Knocked loopy, Sonic has a weird dream where he and Dr. Robotnik grew up together, revealing that Uncle Chuck created the magical rings to boost Sonic’s speed. Chuck despairs of his nephew’s disdain for “Little Robotnik”, an orphan boy who tinkers with mechanical toys and aspires to take over Chuck’s farm. Unwilling to entertain “Robbie’s” attitude, Sonic speeds off and Chuck ends up crashing his tractor into the barnyard (and Robbie) thanks to Robbie sabotaging the vehicle to make his toys. Boosted by the magical ring, Sonic gets them to a hospital in record time but Robbie, incensed at Chuck’s reckless driving, builds an even bigger robot out of Chuck’s appliances and attacks the hedgehogs. Luckily, Sonic easily rescues his uncle and reduces the robot to scrap with a hose pipe, then he wakes up and gets back to fighting Dr. Robotnik for real. In “Why Ask Spy?”, Princess Sally has Sonic slap on a mechanical jaw and some scary contact lenses to masquerade as a robot. After convincing Tails that Sonic is a threat, Sonic successfully infiltrates Dr. Robotnik’s lair, convincing the dictator that he stumbled into one of his devious traps and was transformed into a mindless slave. Disregarding Buzzbomber’s concerns, the gleeful doctor orders Sonic to lead him to Knothole and is thankfully saved from betraying his friends when he instead volunteers to investigate a disturbance at the Crab Factory. There, Sonic reconvenes with Sally and Antoine and also discovers Uncle Chuck diligently assembling Crabmeats. After a run-in with the robotic Muttski fires Sonic up, he gets a measure of payback by tricking Dr. Robotnik with his disguise once more and dropping a bomb on the Buzzbomber factory to deliver a significant blow to the dictator’s operation. Interestingly, Sonic justifies this by saying he doesn’t want to bomb his uncle’s factory and possibly kill him but seems to have no consideration for the slaves working in the other factory.

The Summary:
Issues 0 to 3 of this miniseries also devote a few pages to some shorter stories, pin-ups, and gags to bolster the narrative. Issue 0 sees Princess Sally lament to loss of her literal family tree, gives a rundown of Sonic’s different levels of speed (categorising three as “Ultra-Sonic”, “Super-Sonic”, and “Hyper-Sonic”, with no relation to Sonic’s similarly named forms), introduces readers to Dr. Robotnik’s other Badnik minions, and gives a quick explanation of Sonic’s iconic sneakers (which were created for him by Uncle Chuck in this continuity). Issue 1 showcases Sonic’s speed by having him blow Boomer’s mind with a game of baseball, play tennis with himself, and go through his family album (with him being too fast for the camera each time), offers a two-page pin-up of the heroes and villains, and sees Boomer give examples of slower creatures to have a pop at politicians. Issue 2 sees the writers poke fun at other comics by offering ten reasons why readers should pick Sonic the Hedgehog over the likes of DC and Marvel (ironically, guest stars, fancy covers, a motion picture, and character deaths would all come to pass). It also includes two one-page stories, one detailing the versatility of his spines and one demonstrating that Sonic’s faster than the speed of sound (something amusingly noted in issue 0 where the editor points out that the “Zoom” sound effect will arrive “later this week”). Gags and skits such as these tie into the miniseries’ slapstick nature; signs, sight gags, and puns are plentiful in these four issues, placing Sonic the Hedgehog firmly as a book for little kids. There are some more mature themes behind all the cartoonish action, such as a strong anti-pollution message, negative portrayals of bullying and xenophobia, and a strong sense of justice, but it’s all very light-hearted and carefree, with the characters rarely in peril since Sonic can just magically solve every issue with his Spin Attack, magic ring, or by easily fooling his enemies.

Although the miniseries echoes SatAM, its characterisations are all over the place.

Fans of SatAM will probably be disappointed to find that the miniseries merely takes visual cues from that series. We have the same cast of characters in similar situations, but it’s far goofier than in SatAM. The tone is far closer to Adventures of Sonic the Hedgehog, with Dr. Robotnik more a bumbling blowhard than a menacing tyrant, his minions being snarky and foolish robots easily fooled by drawings, and Sonic performing nonsensical feats like magically turning Dr. Robotnik’s machine against him or setting off sprinklers by literally burning rubber. Sonic’s characterisation is a weird mish-mash of Adventures and SatAM, showcasing his arrogance and smart mouth but also seeing him be awkward around Sally, whom he has an obvious crush on. Sally is far more annoying here than in SatAM, barking orders and deliberately misleading her allies only to berate them for acting in her best interests. She’s a strong-willed leader who isn’t afraid to join the fight and is far from a damsel in distress, but her polarising personality make her more of a hinderance than an asset. Boomer and Antoine aren’t featured much, but we do see that Sonic respects Boomer and detests Antoine, seeing him as a “sap” who lacks the fortitude and ability to fight Dr. Robotnik. Tails is very much like his Adventures counterpart, depicted as Sonic’s biggest fan and excitedly following him into danger, but, like in SatAM, Sonic isn’t handcuffed to him and Tails is depicted more like the team’s mascot than a capable Freedom Fighter. Characters like Snively and Bunnie Rabbot are strangely absent, meaning Dr. Robotnik is more reliant upon his blundering SWATbots and Badniks. Like in Adventures, the game-accurate Badniks are given bizarre personalities and depicted as fiercely loyal, but ultimately stupid minions who may briefly get the upper hand against Sonic but are always sent packing by the story’s end.

What few recognisable elements there are are lost beneath a strange interpretation of the concept.

Interestingly, the miniseries attempts to delve into the backstory of Mobius and what life was like before Dr. Robotnik took over. It’s obviously very different from what SatAM and later comics would depict and is thus very rushed and disappointing. It’s fun seeing Sonic interact with Uncle Chuck and Muttski, but Dr. Robotnik’s takeover is completely glossed over and Sonic’s past with Sally is reduced to simply bumping into each other while searching for their families. Most egregiously, the miniseries takes a literal, outdated definition of the term “robot” and depicts Dr. Robotnik’s slaves more like hypnotised slaves than mechanical automatons. Despite being bolstered by clearly robotic SWATbots and Badniks, the Mobians Dr. Robotnik enslaves have no robotic appendages (except, bizarrely, for Muttski) and the roboticization process is as far removed from SatAM as everything else beyond a surface level similarity. The miniseries also ham-fistedly includes game-accurate elements, such as Dr. Robotnik’s wrecking machine and his Badniks, though the writers seem to have no idea how the Golden Rings (or SatAM’s Power Rings) work. It’s as though the writers were shown the pilot episodes of Adventures and SatAM and given a brief description and some visual cues of the games, then told to just do whatever they like. Consequently, while the miniseries is fun at times and probably very appealing to younger readers, it doesn’t exactly capture the spirit of either cartoon or the source material. Instead, it’s a weird amalgamation of different elements and half-baked interpretations of already drastically different adaptations. While the artwork is serviceable, mirroring early episodes of SatAM, it’s not enough to bolster the appeal of this miniseries. It’s amazing to me how complicated and dramatic Archie’s Sonic comics became in the years following this publication; compare these issues with ones from just a few years later and it’s like night and day! Ultimately, it’s fun to revisit these early days but I think Archie’s Sonic comics benefitted by abandoning their ties to the 90’s cartoons and creating their own narrative, making these a fun, if childish, curio more than anything.

My Rating:

Rating: 2 out of 5.

Could Be Better

Have you ever read the original Archie Sonic the Hedgehog miniseries? What did you think the way it mashed together elements from the cartoons and videogames? Were you disappointed that it took a more slapstick approach or did you enjoy these early issues as a kid? Which of Archie’s original characters was your favourite and what did you think to their award-winning run? How are you celebrating Sonic the Hedgehog this year? Whatever your thoughts on Archie’s Sonic comics, or Sonic in general, feel free to leave a comment below.

Game Corner: Mario & Sonic at the Olympic Games Tokyo 2020 (Nintendo Switch)

Released: 1 September 2019
Developer: 
SEGA
Also Available For: Arcade and Mobile

The Background:
Super Mario and Sonic the Hedgehog engaged in a fierce “Console War” during the nineties as Nintendo and SEGA battled to be the top dog of the videogame industry. In the end, thanks largely to wasting money on expensive peripherals and the pressures of an ever-changing marketplace, SEGA withdrew from the home console market. On the plus side, their supersonic mascot appeared on his rival’s consoles, prompting discussions of a long-awaited crossover began between their respective creators, Shigeru Miyamoto and Yuji Naka. Surprisingly, the two came together in the spirit of friendly competition once SEGA obtained the 2008 Beijing Olympic licence. Essentially a collection of Olympic-themed mini games, Mario & Sonic at the Olympic Games (SEGA Sports R&D, 2007) saw Mario and Sonic characters co-existing for the first time and its commercial success led to subsequent titles releasing annually to promote different Olympic events across the world. This year, to coincide with the Special Olympics World Winter Games, I’m looking at the 2020 iteration (and currently last) of the series. Released following a significant gap between entries and the first to appear on the Nintendo Switch, the game including story elements and events that incorporated sprites from both franchise’s classic 2D games. Retaining its branding despite the delay to the Olympic games, Mario & Sonic at the Olympic Games Tokyo 2020 attracted mixed reviews that praised the nostalgic feel of the 2D mini games but criticised the tedious story mode and limited options.

The Plot:
When Bowser, King of the Koopas, and Doctor Eggman are trapped inside an 8-bit videogame console alongside Super Mario and Sonic the Hedgehog, Luigi, Miles “Tails” Prower, and all their extended supporting characters must compete in the Tokyo 2020 Olympic games to free them.

Gameplay and Power-Ups:
If you’re familiar with the Mario & Sonic series of Olympic game tie-ins, you probably won’t be surprised to learn that Mario & Sonic at the Olympic Games Tokyo 2020 is a collection of Olympic-themed minigames starring the biggest names from both franchises. As ever, Mario and Sonic’s worlds are mashed together with our own, allowing these anthropomorphic and comical characters to wander around real-world locations (courtesy of not one but two overworld maps) and learn interesting facts about both franchises, the Olympic games, and Tokyo. You start the game by selecting your region, being bombarded by pop-up notifications that tell you basic stuff like what the sound settings do, and customising your player profile, assigning icons and such. From there, you have a few gameplay choices: you can jump into a quick game solo or against other players, picking from every event as they’re all unlocked from the start and setting the difficulty of each, or tackle the game’s story mode. Regardless of which option you pick, your gameplay experience will change depending on which character you play as. While the Story Mode forces you to play as certain characters, you can pick almost any character for any event in Quick Match, but you’ll need to consider their capabilities. These are pretty simple: some characters are faster, some are all-rounders, some do better with Super Moves. It doesn’t get more complicated than that and I’m not sure how much of a factor they are as basically every game comes down to how fast you can tap buttons or work the various controls. There are thirty-two characters to choose from, though twelve are only selectable in certain events (like Jet for Football and Ludwig for Fencing) and, when playing the 2D-styled “Dream Events”, your choices are limited to just eight characters.

Up to four players can tackle the game’s 3D, nostalgic 2D, and chaotic “Dream” events.

There are twenty-one Olympic events to play, ten 2D Events set during the 1964 Olympic games, and three special challenge “Dream Events”. You’ll get a chance to review the controls and success criteria prior to each event, though it’s worth pressing X during one of the many introductory scenes or after pausing to review any additional controls. Players can choose from three different ways to play, including flailing around with the motion controls or using the buttons like a normal person, though some events (like the Discus Throw and Javelin Throw) force you to use motion controls to angle your shot, making them some of the more aggravating events. Generally, you can hold the Right trigger or A at the start of an event to build power and must tap A to run or move. B is usually reserved for jumping while R or A execute a Super Move (such as a burst of speed or dancing flourish). The simplest events, like the 100m Race and 110m Hurdles, have you tapping A to run to the finish line, with players hitting B at the right time to clear hurdles and gain a boost in the latter. Most events have a foul line that will disqualify you if you cross it, some of the trickier ones have an optional practice mode beforehand, and your objective is to win every event to set a best time (or break a World Record) and earn gold medals or the top spot on the podium. If you fail an event three times in the Story Mode, you can choose to skip the event, progressing the story with no consequences, something I eventually did quite often when the events became too laborious or finnicky. I was fine with the challenge offered by, say, the Long Jump where you tap A to run, hold B to adjust your jump angle, and complete a series of button presses akin to a quick-time event (QTE), even if it took some practice. Similarly, Sport Climbing was tricky but not too taxing. You press the Left trigger and R at the start to latch on, aim your jump with the left and right control sticks, and hop to hand-holds against a time limit, avoiding spiked balls and replenishing your stamina with hearts. I also had a fair bit of fun in Boxing and Fencing, where you must time button presses and build combos, guarding against incoming attacks and frantically tapping A (in the latter) to avoid being counted out.

Skill and character choices can help with the game’s harder events, which include team-based sports.

Things took a turn whenever the events became a bit more complicated, however. It’s not too difficult timing your button presses in the Triple Jump event or pulling off gnarly tricks in the Surfing – Shortboard and Skateboarding – Park events, but you need to be on point to win those gold medals as a poor score will cost you and you often have to complete a few rounds to win, making it even more annoying. Archery was a similar issue; here, you have to think about the wind direction, the distance of the targets, and the angle of your shot. It’s a far cry from Shooting – Trap, where you just pick a square and hit a button to shoot clay discs. The Judo event also caused me a lot of headaches; you have to mess about trying to keep your balance to toss the opponent, which I just couldn’t figure out. I didn’t mind completing increasing difficult QTEs in the 10m Platform and Vault events, but tilting the left stick to match your partner’s strokes in Canoe Double (C-2) 1000m and frantically rotating the control stick to chase to the goal in Kayak (K-1) 1000m was a pain in the ass. You even play team games, like Volleyball, Football, and Rugby Sevens. I couldn’t figure out the Volleyball event; no matter how well I timed my presses of A and B and how often I hit the ball over the net, I couldn’t score a point. Rugby Sevens was a touch more enjoyable; here, you press A to pass and score a try, B to evade, and race around a pitch tackling other players and scoring a conversion by timing a press of X as a meter goes back and forth. And then there’s the aforementioned Discus Throw and Javelin, where I could just about figure out the motion controls in practice and then kept screwing up my throws when it came time to compete. If the option had been there to just use the left stick to direct my shot, it would’ve been far more enjoyable!

The minigames are some of the best parts of the game, often outshining the main Olympic events!

When playing Story Mode, you’ll alternate between moving Luigi around the 3D world of the 2020 Olympic games and Mario around the 2D world of the 1964 Olympic games, with Tails and Sonic following each. You’ll chat with other characters and non-playable characters (NPCs) like Toads and Omachao to obtain passes to other areas and compete in additional events and find glowing tickets to learn fun facts. For such small overworld maps, there’s a hell of a lot of backtracking and dialogue to skip through, and it quickly gets a bit tedious slogging through the twenty-chapter story to reunite the two groups. Occasionally, characters will ask you to complete one of ten minigames to advance the plot; these are then unlocked for free play in the Game Room. These minigames are some of the best parts of Mario & Sonic at the Olympic Games Tokyo 2020 and see you flying through the Tokyo skies in a sidescrolling shooter like in Sky Chase Zone, chasing down a bullet train, painstakingly searching Shibuya’s Hachiko Square for specific characters in a game of Where’s Wally?, and chasing down (and attacking) Dr. Eggman’s taxi in what’s somewhat similar to Rad Racer (Square, 1987). You’ll be bouncing on Cheep-Cheeps as you chase after Bowser’s river boat, sneaking through a museum, avoiding Koopas and other Mario enemies as you collect keys, and desperately trying not to fall as you scale Tokyo Tower. Other times, you’ll be beating up waves of Shy Guys or shooting Egg Pawns before they throw spiked balls at you, both options that are far more enjoyable than the game’s odd depiction of Badminton that’s essentially just a rhythm game, just press the button when prompted, using the left stick to aim your shot, and your character moves by themselves (though I found the doubles partner screwed up more than I did). You’ll also dash around an obstacle course in Equestrian – Jumping, building speed to jump fences and puddles, knock a ball back and forth in table tennis until you can hit your Super Shot, and throw hands and feet in Karate – Kumite, toppling your opponent to earn extra points. Most of the events are pretty fun but some of them are way too short and others outstay their welcome very quickly. It’s also pointless trying to master the difficult ones as you can just skip them in Story Mode, unless you’re aiming for 100% completion.

Presentation:
In keeping with the tradition of this spin-off series, Mario & Sonic at the Olympic Games Tokyo 2020 is a bit of a mixed bag in this area. None of the familiar tunes from either franchise appear, leaving the game to plod along on the strength of a weak-ass, generic soundtrack that barely eases the pain of a failure. Things start off strong with a beautiful pre-rendered cutscene that showcases many of the new and returning events and shows these two franchises co-existing side y side, a visual that never gets old even if I’ll never forgive either company for not doing a more suitable crossover. It’s a bit downhill from there, though, as prerendered cutscenes are eschewed in favour of partially animated 2.5D models, endless dialogue boxes, and a parade of pop-ups. The 2D sprites and environments ease this pain a bit, but the developers limited themselves by using the sprites from Mario’s debut title, meaning he and his fellow characters have very few frames of animation. Sonic and his cohorts fare slightly better in this regard but the aesthetic is all over the place since Knuckles the Echidna’s sprites are obviously more detailed than Sonics, leading to some weird moments when the sprites are awkwardly depicted holding items. It even looks weird when they celebrate their victories or react to their failures since the developers didn’t create any new animations, so you’re left with Sonic looking annoyed and Mario flipping on his ass. Overall, I did enjoy the 2D environments and events, though; they reminded me of the many 8-bit sports games on the Nintendo Entertainment System (NES). I would’ve liked to see some 16-bit ones thrown in, even if just as additional “Dream Events”, but these retro-styled sections were the best parts of the game, despite my complaints.

The limited 3D visuals are decent but it’s the retro-styled aesthetic that really impresses.

The 3D sections hold up well, for the most part, but aren’t that dissimilar from what we’ve seen in the previous Mario & Sonic titles. You can hold B to run and characters are far more animated in 3D, spouting gibberish and sound bites and even wearing different outfits for every event. Strangely, every area felt very bland and empty, despite often being populated by at least a handful of NPCs. Eventually, larger crowds of Sonic’s Animal Friends, Chao, Shy Guys, and Toads fill certain areas and populate the stands, but they don’t help to make the areas feel very lively. Still, you’ll see NPCs like Charmy Bee and Lakitu serving as referees and other side characters operating cameras; these NPCs even get in on the action in the atrocious Marathon event. The 2D sections sported an announcer I either missed or ignored in the 3D parts and characters all gain a suitably dramatic glow and flourish when executing Super Moves. However, while event locations and interiors are far more interesting to look at, the game’s let down by its painfully bland overworlds. You can visit many real-world locations in 1964 and 2020, seeing planes fly overhead and learning their history, but it’s all stuck on a rather uninspired overworld map. This is especially disappointing considering how interactive and varied previous overworlds in the series have been, and the fact that you visit these areas time and again to find passes or charge this magical battery created by Doctor Eggman Nega. Many of the minigames again steal the show in terms of visuals, incorporating additional sprites to serve their needs and being visually akin to lost titles from Nintendo’s 8-bit heyday, which only adds to their replay factor. The game also performs really well; I noticed no slowdown or texture warping or anything like that. However, there are a lot of menus to navigate, lots of instructional text to read, and replaying events after a loss can be tedious as you have to skip a bunch of introductory scenes.

Enemies and Bosses:
As you might imagine, every character in Mario & Sonic at the Olympic Games Tokyo 2020 is your enemy at some point though, luckily for you, there’s very little to distinguish them. Computer-controlled opponents have the same abilities as you, charging power, getting a starting boost, and attacking and defending just as you would. Their individual classes do become a factor, however (you may struggle to win a race against Shadow the Hedgehog when playing as Wario, for example), though you can certainly overcome these if you mash buttons faster enough or don’t screw up when playing the event. I did notice some characters seemed to be unfairly good at some events; Vector the Crocodile never struggled to toss his discus, for example, and I could never hope to match Bowser Jr. in the Javelin Throw. Admittedly, the fact that I struggled with these events probably has a lot to do with that. however, I did notice my opponents would charge their Power Gauge much faster than me, or would sprint past me at the last minute even if I had a commanding lead. The general advice here is to simply do better the next time around, something that’s easier said than done when you have to restart a Table Tennis match after playing to deuce and match point for God-knows how many rounds! Unlike in some of the previous Mario & Sonic titles, there are few examples of what could loosely be called “boss battles” here. It’s generally seen as a big deal when you challenge Dr. Eggman or Bowser, but then a lot of those events aren’t that difficult to win…to start with… Bosses (and Badniks) do appear in the Tokyo Sky Flight minigame, however, including Mecha Sonic and a variation on the classic Egg Wrecker fight, which were fun inclusions.

A handful of quasi-boss battles and harder events test your skills…and patience…

There are some exceptions, however. The Metropolitan Goal Kick minigame, for example, has you tackling Egg Pawns to grab a rugby ball and then timing a button press to kick it up the length of the Metropolitan Government Building and deal damage to Metal Sonic. As far as I could see, Eggrobos only appear in the Volleyball event, while you must tackle Boom Booms in Rugby Sevens and score penalties against Egg Pawns in Football. The twelve guest characters can only be challenged or controlled in specific events, as well, and you must best them (or skip the event) in Story Mode to unlock them. This means you’ll only see Zavok and Zazz of the Deadly Six in Boxing and Table Tennis, respectively, Diddy Kong only appears in Rugby Sevens, while Eggman Nega and Rosalina must be challenged in games of Karate – Kumite and Surfing, respectively. Depending on your level of skill, these can be difficult events; it took me a couple of tries to clear the Sport Climbing event and unlock Rouge the Bat, for example. When playing Story Mode, other playable characters challenge you to events before helping you or joining your team, meaning you must best Knuckles and Shadow in a game of Badminton (Doubles) and win a canoe race against Wario and Waluigi to gain their help. You must also defeat Bowser’s Koopalings to charge up that stupid battery and deal with Bowser, Dr. Eggman, and their minions stealing your gold medals in 1964. Both baddies challenge you to various events, with Dr. Eggman easily being overtaking in a straight-up race or in the Vault event. Once you reach the final chapter, you must pick to play as either Mario or Sonic and race Bowser in the dread Marathon. In this event, you must tap A to run, which depletes your stamina. Hitting other runners, the walls, swarms of bees, or puddles also depletes your stamina and will eventually knock you over, costing you valuable time. You can grab water with B and ride slipstreams to regain stamina, charging up for a boost or using boost pads, but this is a hell of a final ask that I ended up skipping as I never had enough stamina to beat Bowser to the finish.

Additional Features:
There are 122 pieces of trivia to find in Mario & Sonic at the Olympic Games Tokyo 2020, spread out across both 1964 and 2020. You’ll get trivia by inspecting glowing tickets and talking to other characters, who’ll either ask a question or offer titbits about the characters, the Olympic games, and Tokyo. These are all saved in the Trivia section so you can re-read them if you wish or see which ones you’re missing. There are also eighty hidden “Challenges” to complete, with the obscured list available from the main menu. These are mainly tied to setting new World Records, finishing events on the hardest difficulty, scoring a set number of points, and clearing Story Mode. Finishing the Story Mode, you’re returned to the overworld upon loading your file, now able to replay all previous events and take on additional challenges in the “Dream Events”. Though there are only three of these, they’re pretty enjoyable and interesting, featuring additional power-ups and gameplay mechanics that make them perfect for multiplayer games. Dream Racing sees you racing through a mainly half-pipe-like course, performing tricks and hopping rails not unlike in the Sonic Riders series (Sonic Team/Now Production, 2006 to 2010) and attacking with items similar to the Mario Kart series (Various, 1992 to present). Dream Shooting sees you running around, awkwardly aiming your weapon with motion controls, and blasting targets, grabbing multi-shots and shooting down gliders in an arena shooter that reminds me of the Splatoon games (Various, 2015 to 2022). Finally, in Dream Karate, you attack with combos, kicks, and throws to toss your foes around and colour the floor panels, grabbing springs and Super Stars for temporary buffs. Beyond that, you can challenge the computer on harder difficulties, aim to get gold medals and break World Records, and play alongside up to four players…if you can find anyone to play with.

The Summary:
As a lifelong Sonic fan (and a pretty big fan of the Super Mario games), I’m basically obligated to pick up the Mario & Sonic games whenever they release. I believe I’ve played all of them, but only on portable devices, which I think made the already aggravating gameplay all the more vexing. Free from the restrictions of the small size of Nintendo DS and 3DS screens, Mario & Sonic at the Olympic Games Tokyo 2020 is easily the most visually impressive of all the Mario & Sonic games I’ve played, offering relatively attractive 3D models and worlds that show a decent amount of personality. I can never shake the feeling like these games are just soulless cash grabs, however, and that’s reflected in how empty a lot of the arenas seem, despite the NPC crowds. Mario & Sonic at the Olympic Games Tokyo 2020 impresses with its nostalgic 2D sections, which harken back to the NES days and capture a lot of the magic of Nintendo’s 8-bit glory days. While the sprites are fun to see, they’re extremely limited and a bit difficult on the eyes because of the mishmash of 8- and 16-bit sprites. I was glad to see the game allowed for traditional controls, though the forced motion controls for some events were more jarring as a result; however, it’s a bit disappointing that so many of the events play the same. Thankfully, the various minigames offered a great distraction from the main events, which were either too short or too annoying. I honestly could’ve done with a few more of these minigames, and the “Dream Events”, as there wasn’t enough of these to offset the more annoying Olympic events. With a half-assed approach to cutscenes and some of the dullest unlockables in all of videogaming, Mario & Sonic at the Olympic Games Tokyo 2020 does little to shake the franchise’s stigma of being a collection of nonsense minigames, even with its few good points. It’s easily the best of the series I’ve played, but that’s not a very high bar and I remain bitter that we never got a more traditional crossover between the two nineties icons.

My Rating:

Rating: 3 out of 5.

Pretty Good

Did you enjoy Mario & Sonic at the Olympic Games Tokyo 2020? Did you also play without the motion controls? What did you think to the 2D sections and events? Were the minigames also the best part for you, or did you prefer a different Olympic event? Would you like to see more games in the series, or a proper crossover between Mario and Sonic? Which country are you rooting for in the Special Olympics World Winter Games this year? Whatever your thoughts, leave a comment below, support me on Ko-Fi, and go check out my other content for both franchises!

Back Issues & Knuckles: Total Chaotix


With the release of Sonic the Hedgehog 3 (SEGA Technical Institute, 1994) in February 1994, gamers were introduced to Knuckles the Echidna. This mischievous, dreadlocked antagonist was created by Takashi Yuda and is my favourite of Sonic’s supporting cast so I’ve been dedicating every Sunday to Rad Red!


Story Title: “Total Chaotix” (Part 1 to 6)
Published: 27 May 1995 (cover-dated: 9 June 1995) to 5 August 1995 (cover-dated: 18 August 1995)
Writer: Nigel Kitching
Artist: Richard Elson

The Background:
After finally knocking Nintendo from the top of the videogame industry, SEGA almost immediately transformed Sonic’s popularity into mainstream success with an influx of ancillary merchandise, mainly cartoons and comic books. Six months or so after Archie Comics published their first Sonic miniseries, United Kingdom publisher Fleetway Editions Limited published “Britain’s Official SEGA Comic”, Sonic the Comic (StC), a fortnightly comic book I collected diligently until its unfortunate end. Largely taking its lore from the now defunct Mobius/Doctor Ovi Kintobor storyline that originated outside of Japan, StC portrayed Sonic as a mean-spirited leader of the rebellious Freedom Fighters. Like the Archie comics, StC included some loose adaptations that recontextualised the videogames to fit its noticeably different lore. After his introduction in a multi-part story loosely based on Sonic 3, Knuckles immediately graduated to his own back-up stories that, after tying up loose ends from his debuted, eventually expanded on Knuckles’s vague backstory. His second solo feature, however, would be this loose adaptation of Knuckles’ Chaotix (SEGA, 1995), a bizarre and obscure title released solely for SEGA’s doomed 32X peripheral, which dramatically reinterpreted the titular Chaotix Crew for StC’s purposes.

The Review:
“Total Chaotix” begins immediately after (or, at least, not long after) Sonic and Knuckles finally rid the Floating Island of Doctor Ivo Robotnik’s forces, bring down his Death Egg space station, and return the all-powerful Master Emerald to the island’s hot-headed guardian. Thus, Knuckles is in high spirits at the start of the story as, for the first time in centauries, the seven Chaos Emeralds and their gigantic master are fully powered, increasing them in size, keeping the Floating Island high in the sky, and protecting the island with an energy barrier to deter unwanted visitors. Speaking of which, Knuckles takes a Zoom Tube to check in on his new guests in the Mushroom Hill Zone. Realising that Dr. Robotnik would turn his wrath on the Emerald Hill Zone inhabitants, Sonic arranged a deal with Knuckles to shelter the Emerald Hill folk on the Floating Island in return for the Master Emerald. While Knuckles isn’t exactly happy with this arrangement since he prefers to live in solitude, he honours the agreement and hopes his new guests won’t bother him. While investigating the damage done to the Floating Island by the Death Egg’s powerful eye lasers, Knuckles is shocked to discover an old echidna relic: a stone ring whose ancient writing apparently reveals it to be a gateway to a “dream country”. Before Knuckles can properly examine the artefact, a portal suddenly opens and sucks him through, depositing the naïve guardian in the Special Zone. Bombarded by the bizarre dimension’s kaleidoscope of colours and surreal imagery, Knuckles realises he mistranslated the stone and prepares for a rough ride since the Special Zone is almost impossible to escape from. At that moment, Knuckles is confronted by the Omni-Viewer, a sentient television screen who watches over the Special Zone and allows for transport to and from the dimension. While the Omni-Viewer is an ally of Sonic’s and was once forced to do Dr. Robotnik’s bidding, his intelligence is massively out of date and he still believes Knuckles is the dictator’s partner. Thus, he ignores Knuckles’ pleas and teleports in the “Guardians of the Special Zone”, the Chaotix (Vector the Crocodile, Mighty the Armadillo, Espio the Chameleon, Charmy Bee (referred to as “Charmee”), and Nack the Weasel) to deal with the perceived threat.

Knuckles runs afoul of the Chaotix and discovers a Metallix plot in the Special Zone.

On Vector’s order, the group’s muscle, Mighty, leaps in to land the first blow, leaving him plummeting into the void when Knuckles glides to safety. Luckily, the peppy “Charmee” is on hand to rescue his cohort, who doesn’t care for the enthusiastic youngster’s commentary on his humiliation. While trying to escape the unreasonable group, Knuckles is blindsided by Espio’s camouflage ability. The chameleon then throttles Knuckles (!) and calls Nack for an assist, only for both to be shrugged off by the echidna’s superior strength. Vector then enters the fray and tries to snap his powerful jaws onto Knuckles’ head; however, Knuckles dodges and lands a solid uppercut to Vector’s chin, causing him to bite his tongue. The fracas is halted by the Omni-Viewer, who does a bit of research and finds that Knuckles is telling the truth. However, just as tensions are beginning to cool, “Charmee” notices some distortion appearing on the Omni-Viewer’s “face” and, to the horror of all, the warping solidifies to show not one, but two Metallixes forming within the Omni-Viewer! Despite recognising Sonic’s robotic doppelgänger from a precious encounter in Sky Sanctuary Zone, Knuckles is as powerless as Vector to keep the Omni-Viewer from being downloaded to a handheld device wielded by one of the Badniks. The Metallix then flee the scene, leaving the Omni-Viewer an empty void and giving the group no chance but to team up to rescue him, despite Nack’s suspicions that Knuckles is still working for Dr. Robotnik. When Vector mentions the ovoid dictator’s abandoned Egg Fortress base, the group makes haste on a rescue mission, unaware that the Metallixes are working under the command of a gigantic Emperor Metallix! Thanks to Mighty flying head-first at the Egg Fortress, the group’s infiltration doesn’t go as quietly as Knuckles wished, though it’s Rad Red who must keep Mighty and Espio from coming to blows when the short-tempered armadillo trips the base’s alarm. After “Charmee” warns of an incoming Metallix, the group squeeze into the base’s ventilation system. However, an errant kick from Nack compromises their position, forcing the wayward weasel to flee when they’re spotted by the Metallix.

Despite a double cross from Nack, Knuckles and the Chaotix defeat the Metallix…for now…

The Metallix attacks without mercy, blasting the group with its chest laser, easily sends them flying with a swing of its clawed arm, then buries them beneath debris by blasting the roof above. Although the Metallix believes it has killed its foes, Knuckles claws his way from the wreckage and flies into a rage. While the Metallix tanks his best shot and its speed throws Knuckles off-balance, Knuckles subdues the robot by hurling a girder through its chest. Though only a temporary reprieve, it’s enough for Nack to come out of hiding and for Mighty to muscle the debris off his team. With the damaged Metallix in hot pursuit and the Emperor Metallix’s plot to create a copy of the Omni-Viewer almost complete, Nack leads the team right into the “lion’s den” (as Vector puts it), betraying his team mates to the Emperor Metallix in return for “money, what else?” Although the Emperor Metallix thanks Nack for giving them the access codes to the Omni-Viewer, it immediately orders its Metallixes to attack him alongside his former allies, double-crossing the opportunistic weasel. Despite Nack busting out a hidden disruptor for just such a double-cross, he’s blasted by a Metallix. Still, Knuckles grabs the weapon and fires it, emitting what appears to be an electro-magnetic pulse that instantly disables the Emperor Metallix and its two minions. With the threat ended in surprisingly anti-climactic fashion, the Chaotix retrieve Nack and the Omni-Viewer and drop Knuckles back on the Floating Island. However, Knuckles can’t shake the feeling that there was something off about the Metallix and the Omni-Viewer finds he’s missing some memory banks from the ordeal. They’re right to be concerned by this for the story ends to show the Emperor Metallix and its brotherhood reactivating, having successfully feigned defeat, and that they now possess a corrupted version of the Omni-Viewer that will allow them to travel through time and space to realise their goal of world conquest!

The Summary:
As is often the case, “Total Chaotix” is bolstered by Richard Elson’s stirring and visually engaging art. Having him work on Knuckles’ early solo strips gave them an air of legitimacy not afforded to other back-up stories in StC and showed that they were just as important to the ongoing storylines (especially StC’s multi-part adaptation of Sonic 3 & Knuckles). Elson draws a fantastic Knuckles, capturing his toothy smirk and temperamental demeanour, and a wonderful Metallix. Unlike the Mecha-Metallix last seen in StC, these Metallix are a return to form, featuring that sleek, sexy aesthetic that’s become so iconic. Knowing how troublesome just one of these Badniks was makes seeing two quite the moment and the Metallix retain their menace by how fast and lethal they’re portrayed. They make mincemeat of the Chaotix, who get no chance to fight back and are nearly killed by just one Metallix. Even Knuckles struggles to go toe-to-toe with the doppelgänger since it’s built to match Sonic’s speed and even a girder to the chest doesn’t put the Metallix down, so seeing a whole army of the robotic doubles ends the story on one hell of a cliff-hanger! “Total Chaotix” also introduces the Davros-like Emperor Metallix, a gigantic robot hedgehog permanently sat in a massive throne and who’s modelled after Metal Sonic Kai (fitting, considering this is a loose adaptation of Knuckles’ Chaotix). Knuckles suspects that the Metallix have split from Dr. Robotnik and that’s revealed to be true. The Emperor Metallix no longer serves its rotund master and has instead commands a “brotherhood” of robotic Sonics to make its own bid for world conquest. Its scheme to facilitate this is to download a copy of the all-powerful Omni-Viewer, a scheme that works despite Knuckles’ best efforts and which ends the story on a cliff-hanger that’s not only picked up in a later Sonic story, but which lays the foundation for future appearances of the Metallix.

It’s nothing like the game but “Total Chaotix” sets up some big storylines for Sonic the Comic.

Naturally, the titular Chaotix make quite an impact in the story thanks, again, to Richard Elson’s artwork, which closely emulates the artwork seen in their debut title. It’s interesting seeing them reinterpreted as the “Guardians of the Special Zone” considering they had no stronger ties to the Special Stages than Sonic and the other characters, but it makes sense in the context given (the Metallix are based in the Special Zone and this story is about introducing their “brotherhood”). Each character gets a little time to showcase their personality but, with so many of them, they’re largely one-dimensional. Vector is the leader (his headphones and love of music don’t come into play here, or ever, as I recall); Mighty is the hot-tempered muscle; and “Charmee” is the annoying little kid who gets on all their nerves. Surprisingly, considering he gets second billing in Knuckles’ Chaotix and is now known as a stoic ninja, Espio is probably the least developed of the group. He turns invisible, which is cool, but doesn’t seem that different a personality from Mighty, with the two almost coming to blows at one point. If course, the odd man weasel out is Nack, who’s less of a disreputable treasure hunter and more of a self-serving sell-out. It’s implied that this group has been together for a while, so it makes me wonder how deep Nack’s infiltration went or if he just decided to betray the team in this story. I guess anyone who had played Sonic the Hedgehog: Triple Trouble (Aspect, 1994) would’ve seen this betrayal coming, but then nothing’s for sure in StC, which plays it fast and loose with fidelity. The Chaotix are seen to be a relatively competent group when faced with a reasonable threat like Knuckles but are ridiculously outclassed against a single Metallix and don’t showcase much of their abilities beyond the basics, which is a shame. Still, the art and the significance of this story in both the wider StC canon and the context of its ongoing Sonic 3 & Knuckles adaptation make “Total Chaotix” a decent story. The new characters add a lot, visually, to Sonic’s extended cast and I enjoyed the ominous nature of the Brotherhood of Metallix, even if the story barely has anything to do with Knuckles’ Chaotix.

My Rating:

Rating: 4 out of 5.

Great Stuff

Have you ever read “Total Chaotix”? What did you think to Fleetway’s version of the Chaotix and the reinterpretation of Nack as a traitor in their ranks? Were you happy to see the Metallix return? Would you have liked to see more elements from the videogame included in the story? Which of Fleetway’s Knuckles and/or Chaotix stories was your favourite and why? Are you celebrating Knuckles this month? Whatever you think about Sonic the Comic, and especially Knuckles and Chaotix, leave a comment down below and go show me some love on Ko-Fi.

Back Issues & Knuckles: StC & Knuckles 2


With the release of Sonic the Hedgehog 3 (SEGA Technical Institute, 1994) in February 1994, gamers were introduced to Knuckles the Echidna. This mischievous, dreadlocked antagonist was created by Takashi Yuda and is my favourite of Sonic’s supporting cast so I’m dedicating every Sunday to Rad Red!


Story Titles: “Mystery of the Sandopolis Zone” (Part 1 and 2), “Count Down to Disaster” (Part 1 and 2), and “Disaster!” (Part 1 to 3)
Published: 17 March 1995 to 9 June 1995
Writer: Nigel Kitching
Artist: Richard Elson

The Background:
After SEGA finally knocked Nintendo from the top of the videogame industry, the company almost immediately set about transforming Sonic’s popularity into mainstream success with a slew of ancillary merchandise, principally cartoons and comic books. Around six months after Archie Comics published their first Sonic stories, United Kingdom publisher Fleetway Editions Limited began their own series with “Britain’s Official SEGA Comic”, Sonic the Comic (StC), a fortnightly publication I collected diligently until its unfortunate end. Heavily influenced by the now defunct Mobius and Doctor Ovi Kintobor storyline that was popular outside of Japan, StC soon deviated from the source material, portraying Sonic the a mean-spirited leader of the rebellious Freedom Fighters, a group made up of both familiar characters and anthropomorphic characters adapted from the videogames. Like Archie Comics, StC featured some very loose adaptations of the videogames; these were often truncated or heavily altered to align with the comic’s noticeably different lore. Their introduction of Knuckles and their subsequent adaptation Sonic 3 was no different, though that multi-part arc did lead to the first of many solo ventures for the stubborn echidna. Many months later, StC’s creatives brought Sonic and Knuckles together as an unlikely and abrasive team in this loose adaptation of Sonic & Knuckles (SEGA Technical Institute, 1994).

The Review:
StC’s continuation of their Sonic 3 & Knuckles arc begins with Sonic and his sidekick, the perennial put down upon Miles “Tails” Prower, flying through the skies of Mobius to the Floating Island (as it was then known) in their biplane (which we now call the Tornado). Despite Tails’ worries, Sonic leaps off solo and lands in the arid desert of the Sandopolis Zone. He’s there to scope out some intel from his friend, fellow Freedom Fighter Porker Lewis, that maniacal despite Doctor Ivo Robotnik (who, at this point, currently dominates the entire planet) has secretly been repairing his ultimate weapon, the spherical Death Egg battle station, on the far side of the Floating Island. From the ancient ruins of Sandopolis Zone, Sonic spots the space station at the nearby Launch Base Zone but, before he can race to keep Dr. Robotnik from completing his repairs, he’s attacked by a particularly aggressive Sandworm Badnik. Caught off-guard, Sonic’s counterattack is interrupted by Knuckles, the pig-headed, super strong guardian of the Floating Island. The two immediately resume their rivalry, trading barbs with each other, and Knuckles clearly enjoys watching Sonic stubbornly refuse help. Of course, bashing Badniks is Sonic’s thing so he quickly trashes the Sandworm and the two realise that they’re there for the same reason since Knuckles is still cleaning up loose ends after he was tricked into helping Dr. Robotnik. Before they can reluctantly join forces to fight their common enemy, Captain Plunder and his Sky Pirates appear, angering Knuckles since he’s sick and tired of everyone and their mother showing up unannounced on his secluded island.

Sonic and Knuckles begrudgingly team up to intercept the Death Egg’s launch.

No strangers to each other, Sonic demands to know what the grim-faced walrus is doing there, and Captain Plunder eagerly reveals that he’s following an ancient treasure map, one he now realises led to the Floating Island since the mythical location has become common knowledge. With the aid of his newest crewman, known only as the Professor, Captain Plunder activates an ages-old control console and successfully raises the legendary Lost Pyramid of Sandopolis. The rag-tag group are immediately confronted by the pyramid’s guardian, a towering stone sentinel who easily reconstructs himself after being blasted with Sonic’s patented Spin Attack. Using his unparalleled knowledge of the island, Knuckles uses his head rather than his muscles and lures the guardian to some quicksand, subduing the titan just as the player would in the game. In the confusion, Captain Plunder and his cronies sneak into the cursed pyramid and discover a tomb full of riches, which they immediately pilfer. Naturally, Knuckles isn’t best pleased by this but, before he can stop the pirates, the tomb is plunged into darkness as the pyramid’s curse takes effect. Demonic ghosts chase them from the tomb, leaving them humiliated and penniless (though Captain Plunder spins a yarn of great danger and heroism to his crew). As for Sonic and Knuckles, they escape when Knuckles smashes a jar, flooding the room with sand and boosting them to a secret exit through a series of underground tunnels towards the live volcano that houses the looming Death Egg. When they reach the Lava Reef Zone, the duo is set upon by Dr. Robotnik’s rotund Eggrobos, which don’t just sport their master’s visage; Dr. Robotnik can see and hear everything through them. Sonic immediately attacks and is sceptical when Knuckles states he has a faster way to deal with them, though Rad Red comes through by smashing a nearby boulder and melting the hoard with a torrent of lava.

Though Super Sonic defeats Metallix, the Death Egg launches and prepares to fire.

Naturally (and correctly) surmising that Dr. Robotnik’s goal is the all-powerful Master Emerald, the gigantic jewel that keeps the Floating Island aloft, Knuckles leads Sonic to the Hidden Palace, where the Chaos Emeralds reside. Unfortunately, the Master Emerald is gone, dooming the island to drop into the ocean in mere hours. As for Dr. Robotnik, he’s already gloating about his supreme victory, not just because he’s close to the gem that will finally allow him to avenge himself upon the Emerald Hill Zone folk who so openly defy him, but also because an armour-clad, upgraded version of his ultimate creation, Metallix, is already drawing power from the Master Emerald. Sonic’s naturally shocked since the last time he tangled with Metallix, Sonic did a bit of time travel shenanigans to erase his metallic doppelgänger from history. The only explanation we get about how Metallix can still be around is a brief mention of a “brotherhood” of Badniks since exposition gives way to an all-out battle. Teleporting to the Sky Sanctuary Zone, the new Metallix proves its superiority by absorbing power from the Master Emerald and knocking Knuckles out. Despite Sonic trying to whip up a vortex to tear Metallix apart, he’s whacked by the Badnik’s extendable arm and socked into the air with a rushing uppercut. Unfortunately for Metallix, the shot sends Sonic flying towards the Master Emerald and, upon contact, the surge of Chaos energy transforms Sonic into his raging, demonic, invincible alter ego, Super Sonic. Super Sonic decapitates Metallix’s head with one blow and rips its remains apart in a mindless rage. Super Sonic then turns his wrath against Knuckles before the transformation wears off and Sonic regains his senses. Knuckles’ bruises are nothing compared to the sudden, dreadful realisation that the Master Emerald has been teleported away in the fracas. The two watch with horror as the mighty Death Egg finally launches, shaking what’s left of the Sky Sanctuary Zone apart with its vibrations.

An interior and external assault sees the Death Egg blasted from orbit once more.

Ecstatic at finally piloting his spherical space station once more, Dr. Robotnik sends a wave of Eggrobos after his foes. However, Knuckles begrudgingly carries them to safety by gliding on the turbulent winds. Sonic then pinballs off the Badniks to infiltrate the space station while Knuckles heads to a hidden chamber. Looking over some wizened scrolls, he activates an antiquated control console and literally pilots the Floating Island towards the Death Egg. Unlike the last time we saw Sonic explore the Death Egg, this rendition is gigantic, ominous, and filled with traps and Badniks. Sonic obliterates the Spikebonkers and then feigns surrender to enter  Dr. Robotnik’s main control room. There, he spots the Master Emerald and makes a beeline for it, desperate to remove the space station’s main power source before Dr. Robotnik can disintegrate the Emerald Hill Zone folk. Luckily, the Floating Island opens fire on the Death Egg using energy drawn from the very island. Enraged, Dr. Robotnik demands that his assistant, the long-suffering Grimer, turn the Death Egg’s main cannon on the Floating Island. However, the rotund dictator’s so caught up in his boastful gloating that Sonic knocks the Master Emerald free, disabling the Death Egg and leaving it wide open to Knuckles’ unrelenting barrage.

With Dr. Robotnik’s threat ended, Knuckles agrees to shelter Sonic’s friends on his secluded island.

Tumbling from the disintegrating space station, Sonic spots an Eggrobo snatching the Master Emerald. Thinking fast, Sonic swipes a laser blaster and destroys the Eggrobo, causing the Master Emerald to safely fall to the Floating Island. Sonic then saves himself by relieving another Eggrobo of its jetpack and riding it to safety, gloating as the exploding Death Egg falls from the sky. Upon spotting the Master Emerald, Sonic hefts it up (with no sign of Super Sonic this time around), determined to return it to the Emerald Chamber before the Floating Island crashes to the surface. Unfortunately, he’s taken by surprise when Dr. Robotnik fires upon a concussive laser blast from a gigantic suit of armour somewhat similar to the Giant Eggman Robo from the source material. Unlike that gruelling fight, where the mech boasted gigantic crushing fingers, fireball-sprouting nostrils, and a gigantic, Master Emerald-powered laser cannon, this suit’s primary attack is to try and crush Sonic with its fists. The desperation and high stakes see Sonic unleash aggressive Spin Attacks so savage that even Dr. Robotnik comments upon Sonic’s grim attitude. Still, Sonic is horrified when his final blow causes Dr. Robotnik to topple over the island’s edge. However, the maniacal dictator’s luck holds out as his damaged jet propulsion system means the fall isn’t fatal. Sonic’s equally as unimpressed to see Knuckles rushing up to him, too late to help with the battle and demanding the safe return of the Master Emerald. However, Sonic doesn’t hand over the gem that easily. Realising that Dr. Robotnik will never rest until he’s destroyed the Emerald Hill folk, Sonic agrees to return the Master Emerald in return for safe shelter for his friends. Thus, amidst the last vestiges of a downpour, the displaced Emerald Hill folk are safely hidden from Dr. Robotnik’s repercussions in the island’s Mushroom Hill Zone, high up in the sky. And good thing, too, since the injured Dr. Robotnik swears revenge against both Sonic and Knuckles.

The Summary:
StC was really at its peak around this time. This second round of Sonic 3 & Knuckles stories really ups the ante from Knuckles’ first introduction, which barely touched upon the gameplay mechanics, locations, and intricacies of the source material. To be fair, this was common in StC’s adaptations and subsequent stories did explore other aspects from the game, so basically Angel Island’s areas were incorporated into StC canon and formed the basis of plenty of other stories, short and long. But, at its core, the first arc was more concerned with the rivalry between Sonic and Knuckles, the fusion of the twelve Chaos Emeralds, and Dr. Robotnik’s attempt to attain Godhood. This second arc visits far more locations from the game and even incorporates mechanics seen in those areas, such as the pyramid from Sandopolis, the light gimmick and scary ghosts, and the crumbling Sky Sanctuary Zone. Every location and character is brought to life by the peerless Richard Elson, who brings a kinetic, visual power to every action. This is best evidenced in Sonic and Knuckles’ battle against Metallix, which conveys the speed and raw power of the Badnik like never before, instantly differentiating it from its predecessor and emphasising its threat. Things only escalate when Knuckles pilots the Floating Island and fires on the Death Egg, a unique plot thread obviously missing from the videogames but which adds further lore to the mysterious nature of the island, which holds secrets even Knuckles is just now discovering. While Super Sonic wasn’t much of a factor, his appearance was a welcome one and helped sell the threat of the Metallix, itself a lingering plot threat explored in later issues. I really liked that Sonic and Knuckles were teamed up this time around; Tails and the other Freedom Fighters were basically absent but it was a nice bookend to their previous meeting, where they fought against each other and begrudgingly teamed up in the finale.

Rivals Sonic and Knuckles team up against a common foe.

The two work surprisingly well together here. Perhaps because of their common enemy and the very real threat the Death Egg poses, there’s little bickering between the two. They’re largely on the same page, save for a few barbs here and there, and Sonic defers to Knuckles’ expertise regarding the island numerous times. Naturally, a spirited rivalry remains, with Sonic being the flashy showman who never admits when he’s wrong and Knuckles taking a more measured approach, utilising the environment or his know-how to quickly dispatch enemies and focus on the big picture. His primary concern is the safety of the Floating Island, which he feels has been defiled ever since Dr. Robotnik and Sonic arrived there. He just wants to clear out Dr. Robotnik’s influence and get things back to normal and is extremely intolerant of any intruders, even allies like Sonic. Unfortunately for Knuckles, he’s become part of a larger world, something even he acknowledges since he attacks the Death Egg not just for the Floating Island, but to safeguard the entire planet. Having previously experienced the Death Egg’s power before, Sonic knows all-too-well with the space station is capable of. Readers got a taste of this a few issues back when Dr. Robotnik ran a simulation that resulted in Sonic and Tails being vaporised, and the ever-present threat posed by the Death Egg clearly weighs heavily on Sonic’s mind. Sonic gives Badniks and Dr. Robotnik alike a taste of his smart mouth, but he knows what’s at stake and even welcomes transforming into Super Sonic if it means dispatching his metallic doppelgänger and safeguarding the Master Emerald. Consequently, Sonic defiantly battles a roomful of Spikebonkers, desperate to knock out the Master Emerald, only to despair when, for the first time in his life, he’s too slow to save his friends. It’s only because of Knuckles’ attack that Sonic dislodges the power source, and even Sonic must commend the echidna’s thinking (though, tellingly he, never expresses gratitude to his rival at any point in this arc).

Dr. Robotnik’ mad ambitions almost succeed but for the intervention of his worst enemies.

This focus on Sonic and Knuckles means there’s not much panel time for Dr. Robotnik. When we do see him, he’s raving about his need to acquire the Master Emerald, boasting about having acquired it, or anguished at having lost it. He constantly brags to Grimer about his superiority and the power of the Death Egg and relishes having a front row seat to witness the demise of his foes. Once the Death Egg launches, Dr. Robotnik is practically giddy with glee and immediately aims his ultimate weapon at the Emerald Hill Zone, ready to wipe the whole town and its inhabitants out. He’s aghast when Sonic and Knuckles destroy his beloved space station and finally takes matters into his own hands, piloting a mech suit far larger than the one seen in the last arc and taking the fight directly to Sonic. However, even Dr. Robotnik underestimates Sonic’s anger and determination; in the face of Sonic’s raw speed and power, the malevolent dictator is helpless, mech suit or not, and sent plummeting to a nasty landing, his dreams of all-out destruction quashed for now. By spreading the Sonic 3 & Knuckles story across intervening stories and giving the source material time to breath in this main arc, these issues tell one of the first great epics in StC’s run. The stakes were high and tangible: Dr. Robotnik wasn’t using magic gems to become a God or anything like that. He built the Death Egg just as he built Metallix and his Badniks, and it stands as the ultimate weapon of his vengeance upon those who defy him. Seeing Sonic and Knuckles properly team up, utilising their individual strengths in creative ways, was a blast and a taste of an ongoing begrudging alliance that would last until the comics were cancelled. Newcomers may be confused about Captain Plunder, Metallix, Super Sonic’s portrayal, and Dr. Robotnik’s vendetta against the Emerald Hill folk, but I’d still rate this as one of the best adaptations of Sonic 3 & Knuckles just because it takes the time to explore different locations from the games and provide a unique spin (pun intended) on some recognisable elements rather than simply taking the basics and weaving it into an all-new canon, as is usually the case.

My Rating:

Rating: 4 out of 5.

Great Stuff

Have you ever read Sonic the Comic’s second Sonic 3 & Knuckles arc? Did you enjoy seeing Sonic and Knuckles team up this time? What did you think to the use of locations and mechanics from the games? Were you surprised that Knuckles turned the Floating Island into a weapon? Which of StC’s videogame adaptations was your favourite? How are you celebrating the debut of Knuckles today? Please feel free to share your memories of StC and Sonic 3 & Knuckles below and go check out my other Sonic and Knuckles content.

Back Issues & Knuckles: Sonic the Hedgehog #13


With the release of Sonic the Hedgehog 3 (SEGA Technical Institute, 1994) on this day in 1994, gamers were introduced to Knuckles the Echidna. This mischievous, dreadlocked antagonist was created by Takashi Yuda and is my favourite of Sonic’s supporting cast so excuse me while I celebrate his debut today (every Sunday in February!)


Story Title: “This Island Hedgehog” (Part 1 and 2)
Published: 16 May 1994 (cover-dated: August 1994)
Writers: Mike Kanterovich and Ken Penders
Artist: Dave Manak

The Background:
When Sonic the Hedgehog made his dramatic videogame debut in 1991, he was an immediate hit thanks to SEGA’s aggressive marketing campaign seeing his debut title being bundled with the Mega Drive. Sonic the Hedgehog 2 (SEGA Technical Institute, 1992) expanded his popularity and, suddenly, Sonic merchandise was suddenly everywhere! He was included not only in the Macy’s Day Parade, but in cartoons and numerous comic books. Following the initial four-part miniseries, which combined narrative elements of Sonic’s cartoon adventures, Archie Comics published what would become the longest-running videogame comic book of all time. In time, to better capitalise on Sonic’s continued popularity, Archie also produced various Sonic spin-off comics, with the Knuckles the Echidna sister series being the most prominent. Long before writers like Ken Penders lumbered Knuckles with a convoluted lore and launched a bitter lawsuit that forever changed Archie’s Sonic comics, Knuckles debuted in this issue as one of Archie’s many loose videogame adaptations.

The Review:
Sonic and his perennial kid sidekick, Miles “Tails” Prower, first encounter Knuckles, the last of the echidna race and guardian of what was then known as the Floating Island, completely by chance. While flying through the skies of Mobius in search of Doctor Ivo Robotnik’s “hovercraft”, the two stumble upon a mysterious island in the sky. Interestingly, unlike in Fleetway’s comics, the two have no knowledge of the Floating Island and can thus only speculate how it stays afloat, with Sonic guessing (correctly, it turns out) that it’s held aloft by one of the (many) Chaos Emeralds. As the two come in to land to investigate further, unaware that they’re being watched by a mysterious, spike-fisted individual, their biplane is knocked from the sky by a literal “unwelcome mat” and Tails is forced to air-lift the duo to the ground. With no choice but to investigate further to find some way back to Knothole Forest, Sonic and Tails venture into a close approximation of Angel Island Zone and are attacked by an “Assaulting Batter Blimp” (essentially the “Fire Breath” mech from Sonic the Hedgehog 3, but with a far less intimidating white paint job). Assaulted by the blimp’s flame bursts, Sonic is randomly shielded by “some sort of energy shield” (visually similar to his Insta-Shield ability, though Sonic seems unaware of how this happened) and forced to dive into the nearby water. Caught in an inescapable current and blasted past spikes and through crumbling walls in what I guess is supposed to be Hydrocity Zone (but which looks more like Labyrinth Zone), the duo find themselves blacking out from the strain and the force of the suction. They awaken in a dark room with their arms and legs bound and are stunned when they’re greeted by Knuckles, who steps from the shadows and introduces himself as the island’s guardian.

After Sonic and Tails prove their innocence, Knuckles joins them in fighting Dr. Robotnik.

Knuckles also reveals that he’s formed a friendship with Dr. Robotnik, who’s fed him lies about the two’s intentions to steal the island’s Chaos Emerald! Dr. Robotnik observes the events with glee alongside his long-suffering right-hand and nephew, Snively, and reveals that he’s misled the naïve echidna in order to steal the Chaos Emerald for himself to recharge his hovercraft. Having successfully duped Knuckles, Dr. Robotnik sits back and watches as the echidna’s riled up by Sonic and Tails’s defiant attitude. Still, Knuckles offers to give them ten minutes to get off the Floating Island before he hunts them down like wild dogs. While Sonic and Tails instead resolve to use the time limit to prove their innocence, Dr. Robotnik berates Knuckles for not finishing off the “jewel thieves” when he had the chance. Thus, Dr. Robotnik moves up his schedule and, after snatching the Chaos Emerald from his minion, Crabmeat, prepares to enact his dastardly plot. Angered that Sonic and Tails are still hanging around, Knuckles takes a short-cut to the Chaos Emerald and is horrified to find it’s been swiped from its simple stone pedestal. When Sonic and Tails arrive immediately after, Knuckles realise that he’s been duped and demands to be taken to Dr. Robotnik. The three arrive just as the semi-cybernetic dictator is preparing to take off and, after swiping the gem, reduce his SWATbot guards to scrap metal. However, Dr. Robotnik manages to elude them by powering up his hovercraft (how he does this without the Chaos Emerald is beyond me) and awkwardly escaping across the sea. To thank his newfound allies, Knuckles gathers the pieces of Sonic’s trashed plane so Sonic can reassemble it at super speed and then sees the two off, sure that it won’t be the last time their paths cross.

The Summary:
My first observation about this story is that the art is pretty atrocious. A lot of it was back then in the Archie comics as their artists opted for a more cartoony approach to these characters, one that emulated the cartoons that inspired them, yes, but which was also somewhat dumbed down and a far cry from SEGA’s official artwork. Most of this criticism is aimed towards Knuckles, who looks decidedly off-model here. Judging by the poses he strikes and the limited exploration of Sonic 3’s environments, I wouldn’t be surprised if the writers and artists only had access to limited materials to produce their story. It seems like they had footage or screenshots of Angel Island Zone (at least Act 1) and Hydrocity Zone and images of Knuckles, and that was it as this story explores even less of the Floating Island than in the Fleetway adaptation! As was the style at the time, “This Island Hedgehog” is seemingly more concerned with awful puns and pop culture references than emulating the source material. While the “unwelcome mat” was kind of funny, ““plane” crazy” was very cringe, Tails’s reaction when Sonic says they should “hit the drink” probably went over most kids’ heads, and “cute” references to Super Mario and the 1960s Batman television show just come across as corny. Sonic’s “energy shield” really bugged me since it appears out of sheer convenience to save him from being roasted, is never seen again, and never gets explained. Again, it’s like the writers just watched some footage of Sonic 3 and had no idea how the Insta-Shield works, making its inclusion even more egregious than how Fleetway handled it. Couple that with the Master Emerald and Hidden Palace Zone shrine being reduced to a simple, run-of-the-mill Chaos Emerald and a pile of rocks, and that Dr. Robotnik’s plot is to power up his hovercraft rather than the Death Egg, and you have a very poor representation of the source material, even by Archie’s standards!

More focused on bad art and worst puns, this story is a poor showing for Knuckles and Sonic 3.

I wish I could say that Knuckles, at least, comes off well, but it’s a bit of a mixed bag, to be honest. I liked that he was kept hidden, seen as merely a fist and speech bubbles for most of Part 1, and that he was shown to be responsible for the traps and pitfalls that deter Sonic and Tails. His reveal was somewhat dramatic, but a far cry from how he made an immediate impact in Sonic 3 and his impactful introduction to Sonic in Sonic the Comic. I will say, though, that I liked Knuckles’ more relaxed way of speaking (he often drops g’s from his words) and that he gave Sonic and Tails a fighting chance to leave the island, showing he has some pride and honour despite being duty-bound to protect his home. He’s still easily fooled by Dr. Robotnik (though we’re not seen how) and quick to assume Sonic and Tails are jewel thieves based on paltry evidence, but he’s also seen to be quite eloquent and intelligent rather than a meathead. However, in saying that, we don’t get to see any of Knuckles’ abilities here: he’s not seen gliding, digging, or climbing and never throws a punch. Sure, he and Sonic trash some SWATbots but the action is obscured by sound effects and dust, so there’s no indication of his physical strength…again, almost as though the writers only had promotional art to work from. Knuckles does part on far friendlier terms with Sonic and Tails than in most adaptations, however, but is a far cry from the character he should be. The story is also an extremely weak adaptation of Sonic 3, serving only to touch upon the most basic of elements and leave the door open for further adventures. Perhaps if Archie has spread the story out across a few issues, or dedicated this entire issue to Sonic dealing with Knuckles rather than wasting pages with a back-up story, things might’ve been different but, as is, this is probably the worst comic book adaptation of Sonic 3 I’ve ever read!

My Rating:

Rating: 1 out of 5.

Terrible

What did you think to Knuckles’ first appearance in Archie’s Sonic comics? Were you also disappointed by how poorly he and Sonic 3 were represented here? What did you think to Dr. Robotnik’s drastically reduced plot for the Chaos Emerald? Which of Archie’s Knuckles stories and/or characters was your favourite and why? Are you celebrating Knuckles’ debut this month? Whatever you think about Archie’s Sonic comics, and especially Knuckles, leave a comment down below and let me know, support me on Ko-Fi, and check out my other Knuckles content!

Movie Night: Sonic the Hedgehog 3

Released: 20 December 2024
Director: Jeff Fowler
Distributor: Paramount Pictures
Budget: $122 million
Stars: Ben Schwartz, Keanu Reeves, Jim Carrey, Colleen O’Shaughnessey, Idris Elba, and James Marsden

The Plot:
When a mysterious black hedgehog known as Shadow (Reeves) escapes from captivity and goes on a rampage, Sonic the Hedgehog (Schwartz) and his friends – Miles “Tails” Prower (O’Shaughnessey) and Knuckles the Echidna (Elba) – must team up with their old foe, Doctor Ivo Robotnik (Carrey), against a common enemy.

The Background:
As a key player in the aggressive Console War between Nintendo and SEGA, Sonic had quite the life outside of the videogames, starring in many comic books and cartoons. The idea of a Sonic the Hedgehog movie had been doing the rounds since 1993 but, thanks to legal and creative issues, the best we got was the gorgeous original video animation (OVA), Sonic the Hedgehog: The Movie (Ikegami, 1996). That all changed once Paramount Pictures acquired the franchise rights and produced a live-action/CGI hybrid movie that first horrified and then impressed audiences, A critical and commercial success, Sonic the Hedgehog (Fowler, 2020) repeated this feat with a hugely profitable and well-regarded sequel that, surprisingly, saw star Jim Carrey reprise his role and added more elements from the videogames to the formula. This success saw Knuckles branch out into his own solo series (to mixed reviews) alongside development of a third film. Although he teased his retirement from acting, Carrey was convinced to return by a 24-carat script and the chance to play a dual role. Taking inspiration from Sonic Adventure 2 (Sonic Team USA, 2001) and Shadow the Hedgehog (SEGA Studios USA, 2005), the filmmakers cast Keanu Reeves as the popular anti-hero, who was teased at the end of the last film, and worked hard to both capture the spirit of his videogame counterpart and deliver something new to the character. To make up for unfortunate delays, multiple special effects studios worked simultaneously on the film’s effects and Sonic the Hedgehog 3 released to widespread acclaim. Reviews praised both Reeves and Carrey as the standout stars, alongside the humour and surprising gravitas, though the supporting cast were criticised. Still, Sonic the Hedgehog 3 made more than $210 million at the box office and hopes were high for a fourth entry and additional spin-offs.

The Review:
If there are two things I’ve never been shy about, it’s my love for the Sonic the Hedgehog franchise and my dismay that his big-screen adventures haven’t been all-CGI animated affairs. Yet, despite this (and the notorious reputation movie adaptations of videogames have), the live-action/CGI hybrid Sonic adventures have actually been pretty good. Blending elements of Sonic’s long defunct, Western canon with more modern elements of his lore, the films recast Sonic as an adventurous and enthusiastic, high-speed hero from another world. After coming to Earth and living alone, desperate for friends and acceptance, Sonic has found a surrogate family alongside Tails, Knuckles (fresh off his solo series), and their human family, Tom (Marsden) and Maddie Wachowski (Tika Sumpter). On the anniversary of Sonic’s b-Earth-day, Sonic and Tom reflect on the hedgehog’s journey, how he found friends and a place in the world despite experiencing great pain as a child and being separated from his parental figure. Having formed a brotherhood during their last adventure, the trio (colloquially known as “Team Sonic”) perfectly complement each other’s abilities: Sonic’s the leader, Knuckles is the muscle, and Tails is the gadget guy. Though they banter at times and Knuckles is often the butt of many jokes due to his thick-headedness, the three vowed to never again use the Master Emerald lest its power threaten the world and are depicted as a tight-knit group of friends. Team Sonic are also closely affiliated with the Guardian Units of Nations (G.U.N.), a military division established to monitor and respond to alien threats, with the three now regarded as trusted allies of the G.U.N. overseer, Commander Walters (Butler). Unlike in Sonic Adventure 2, where Sonic was targeted by G.U.N. because they ridiculously mistook him for Shadow, G.U.N. Director Rockwell (Krysten Ritter) is dispatched to recruit Team Sonic’s aid, a task she performs reluctantly as she’s suspicious and distrustful of the “aliens”.

Overwhelmed by Shadow’s speed and power, Team Sonic are forced to join forces with Dr. Robotnik.

Though Team Sonic and the Wachowskis enjoy their peaceful downtime, they jump at the chance for some action (Team Sonic at the beginning and the Wachowskis later, when the boys ask for their help infiltrating the G.U.N. headquarters). However, while Knuckles is eager to test his mettle against the new hedgehog, Sonic calls for cooler heads, despite the chaos and destruction Shadow unleashes upon the city. Angered and suspicious of the “colourful bunch” since they arrived in a G.U.N. helicopter and Shadow’s vendetta is primarily against G.U.N., the enraged hedgehog refuses to listen to reason and easily trounces the three with his impressive physical strength and powers of teleportation. As if that wasn’t bad enough, Shadow’s rocket boots and natural Chaos Energy make him more than a match for Sonic, resulting in a resounding defeat for the trio. After learning of Shadow’s tragic origins from Commander Walters, the three are suddenly attacked by Dr. Robotnik’s egg drones, only to learn from the doctor’s long-suffering right-hand man, Agent Stone (Lee Majdoub), that the increasingly manic (and finally overweight) Dr. Robotnik is not only alive but not behind the attack. Incensed to learn that his machines have been hijacked, Dr. Robotnik begrudgingly agrees to a short-lived team up to track down their common foe. Naturally suspicious of the mad scientist, Sonic keeps a close eye on the maniacal doctor and shares his regret for Shadow’s pain. Their conversation leads Dr. Robotnik to “trauma dump” to his foe and reveal that he also had a tragic childhood filled with bad choices and a lack of parental figures, echoing the main theme of the film (essentially, don’t let your past/pain define you). Equally, discussions with Tails regarding the nature of Team Sonic’s relationship leads Agent Stone to question his devotion to Dr. Robotnik, who routinely humiliates and belittles Stone despite his clear awe and loyalty. We don’t get too much additional insight into Knuckles and he remains and arrogant and proud warrior who takes things far too literally. However, Knuckles proves to be an extremely loyal friend; even when an emotional Sonic is ready to go to blows with Knuckles, Rad Red takes the high road and falls back on the trust he placed in his family.

Desperate to connect with the family he never had, Dr. Robotnik teams up with his maniacal grandfather.

The team up between Team Sonic and Dr. Robotnik is tenuous, at best, given the doctor’s past actions and unstable disposition, but it quickly falls apart when they explore the G.U.N. facility where Shadow was once experimented on. There, the bald lunatic is surprised to meet his long-lost grandfather, Professor Gerald Robotnik (Carrey), an equally devious and intelligent scientist who once ran tests on Shadow and who has returned after fifty years in prison to enact revenge through the angst-ridden hedgehog. Playing dual roles really allows Jim Carrey’s natural, madcap comedy stylings to take centre stage here. Both Robotniks are very similar, sharing an eccentric and dark sense of humour and a desire to vent their personal frustrations upon not just their enemies, but the entire world. Elated to finally meet a member of his family, Dr. Robotnik abandons his newfound allies and devotes himself to Gerald’s cause, using the power of virtual reality and amusing montages to bond with his elder and feel a sense of belonging so strong that he angrily rebukes and dismisses Agent Stone when he raises concerns about Gerald’s intentions. While Dr. Robotnik employs a few mechanical aids throughout the film, they’re secondary to the duo’s more threatening objective: the Eclipse Cannon, a world-ending space station Gerald built for G.U.N. back in the day. Perfectly matched in their mania, genius, and physical abilities, the Robotniks are also cunning and spiteful. While infiltrating the G.U.N. headquarters, Dr. Robotnik tests his laser-reflective clothing by threatening his grandfather’s life, much to Gerald’s respect. Though distrustful of Shadow, Dr. Robotnik relishes the chance to have the power to prove his superiority over the world and his fleet-footed foe, a mad desire that sees him finally donning a game accurate outfit and standing beside his grandfather on the Eclipse Cannon. Unfortunately for the pining doctor, Gerald’s ambitions extend far beyond subjugating the world. Intent on eradicating all human life, including his own, Gerald’s mad plans clash with Dr. Robotnik’s desire to rule, turning the crazed scientist into a reluctant ally for the final act.

Consumed by anger, Shadow vents his wrath upon the world to avenge his lost friend.

Of course, the central antagonist the entire film revolves around is Shadow, a dark and brooding hedgehog from beyond the stars who’s focused only on revenge. While the trailers made it seem like Keanu was phoning in his performance, his growling delivery is pitch-perfect for the enraged anti-hero and he perfectly captures Shadow’s pain and rage. Falling to Earth over fifty years ago and subjected to years of experiments to harness his powerful (but unstable) Chaos Energy, Shadow was treated as a mere lab rat and shown none of the warmth and affection that shaped Sonic into a self-serving hero. Shadow’s only friend was Maria (Alyla Browne), Gerald’s well-meaning granddaughter who bonded with Shadow, giving him someone to care about. After realising Shadow’s powers were too dangerous to contain, G.U.N. sought to keep him in stasis and, during an escape attempt, Maria was accidentally killed, fuelling Shadow’s rage. Shadow’s so consumed by his anger and pain that he attacks G.U.N. and anyone who gets in his way on sight. Thus, when he sees Commander Walters, Shadow doesn’t hesitate to strike to retrieve one of the Eclipse Cannon’s keycards. Unfortunately, Shadow actually attacked Tom in disguise, causing him to not only question his vendetta but enrage Sonic, who abandons his family to extract a measure of revenge from his dark doppelgänger. Although you might not be surprised to learn that Tom isn’t killed, it is touch and go for a moment and the risk against him is great considering the destruction Shadow causes when unloading on G.U.N.’s soldiers. Unlike in the videogames, Shadow doesn’t need a Chaos Emerald to teleport or reach blinding speeds; equally, he’s specifically said to be from the stars, rather than a result of Gerald’s experiments. Yet, he’s just as angry and misguided as in the source material, and equally unstoppable. Even Team Sonic’s combined might cannot match with Shadow’s powers, making him an incredible formidable foe.

The Nitty-Gritty:
Sonic the Hedgehog 3 is a story about choices; specifically, the choices we make that shape us. Sonic chose not to let his pain rule his heart and to be a selfless hero, whereas Shadow is consumed by his grief and is turning his rage upon the world he believes wronged him. Similarly, years of rejection and abandonment issues shaped Dr. Robotnik into a spiteful and malicious supervillain, just as decades in prison and the loss of his granddaughter twisted Gerald into a crazed madman ready to destroy himself alongside the world. Sonic, Tails, and Knuckles are depicted as brothers as much as friends and teammates; together, they’re their greatest source of power and inspiration. While this doesn’t give them the edge against Shadow, their combined abilities and resourcefulness see them explore other options to subdue their foe. It’s therefore incredible tense and heartbreaking when Sonic, consumed by anger and a lust for revenge after Shadow hurts Tom, is ready to fight Knuckles to learn the location of the Master Emerald. Tails, in particular, is distraught by Sonic’s emotional state and his refusal to listen to reason, just as Knuckles is angered that his friend would abandon his morals and their vow. Yet, Knuckles refuses to betray their bond, even if Sonic is ready to, and Sonic’s subsequent efforts to beat Shadow into submission as Super Sonic serve as a character test for the misguided hero. Indeed, during their fight, Shadow not only riles Sonic up more and transforms into his own Super form, he also spits Sonic’s rage in his face and draws comparisons between them. Despite Sonic rejecting the notion that he’s anything like his destructive foe, he’s forced to face reality when he remembers Tom’s words and teachings and, thankfully, lets go of his rage to find common ground with Shadow. Similarly, Sonic learns there’s more to Dr. Robotnik than just a crazed supervillain during their short-lived team up. Much of Dr. Robotnik’s lust for power comes from not having strong moral influences and a resentment towards the world though, ultimately, all three learn to set aside their personal grievances to protect the world.

Shadow’s power makes him a formidable threat, even to Super Sonic!

Like its predecessors, Sonic the Hedgehog 3 is full of colourful, fast-paced action and adventure. Sonic, Tails, Knuckles, and Shadow all sport poses, lines, and abilities from the videogames, with Shadow riding through Tokyo on a motorcycle while blasting at Sonic with a laser pistol and many of his dramatic, angst-filled poses being ripped right out of Sonic Adventure 2 and Shadow the Hedgehog. It’s a joy to see and witnessing Shadow’s raw power is endlessly exciting; he zips about, blasting foes with kicks and punches, and laying waste to everyone. Equally, Team Sonic continue to impress: Sonic defies all laws of physics, Spin Dashing and blasting around at incredible speeds, Tails keeps pace with his helicopter blade tails, and Knuckles easily hefts around objects as though they were weightless. Of the three, Sonic has the best chance of fighting Shadow thanks to Knuckles’ hot-headedness and Tails’ comparative fragility. However, it takes all three (and Tom and Maddie utilising holographic disguises) to breach G.U.N.’s headquarters. After Tom is left fighting for his life, we see the triumphant and dramatic return of Super Sonic; however, Shadow’s power is so immense that he blasts the Chaos Emeralds from his foe with one blow and absorbs them in turn. The battle between Super Sonic and Super Shadow sees them literally tear up the landscape, causing volcanoes to erupt and them to battle across the globe and eventual on the surface of the Moon! Setting aside everyone’s ability to breathe in space, these are some of the film’s most exhilarating moments and seeing Super Sonic and Super Shadow team up to stop the Eclipse Cannon was an exciting finale. Although the Biolizard and Finalhazard don’t appear, there was a cute reference to it and other Easter Eggs for eagle-eyed fans. The Eclipse Cannon console is modelled after a Mega Drive, for example, Dr. Robotnik’s ring tone is Paul Shortino’s “E.G.G.M.A.N”, a hard rock cover of “Live and Learn” plays when Super Sonic and Super Shadow team up, and Team Sonic regroup in a super fun Chao Garden restaurant!

Unexpected alliances and sacrifices see Team Sonic save the world from destruction.

One of the best aspects of Sonic the Hedgehog 3 is how it focuses more on the videogame characters and yet still finds a way to keep Tom and Maddie relevant. They’re there to reinforce the familial bond that separates Sonic from Shadow and contrast the Robotniks’ volatile and twisted relationship. While Director Rockwell added little to the plot and could’ve easily been supplanted with Commander Walters and another fight against Shadow, the infiltration of G.U.N. headquarters was a fun sequence that culminated in the Eclipse Cannon dramatically launching from the River Thames! After being reminded of everything he’s lost, the enraged Shadow powers up the cannon and battles with Super Sonic before realising that he’s been walking the wrong path, one that would dishonour Maria’s memory rather than avenge her. Similarly, Dr. Robotnik is aghast to learn of his grandfather’s suicidal plot and battles him aboard the Eclipse Cannon, matching his nanotech against Gerald’s, and only coming out victorious thanks to a last-minute save from Tails and Knuckles. Thus, with the world in peril from the Eclipse Cannon’s devastating death beam, Super Sonic and Super Shadow block its path while Dr. Robotnik, Tails, and Knuckles fight to redirect the space station, saving the world but blasting half of the Moon! The effort drains the Chaos Energy from Sonic and sees him plummet through the atmosphere; bravely, Tails and Knuckles follow and succeed in saving him. Unfortunately, the Eclipse Cannon’s core overloads and the only ones capable of sparing the Earth from a cataclysmic event are Dr. Robotnik and Shadow. While Super Shadow expends the last of his energy pushing the space station as far away from the Earth as possible, Dr. Robotnik fights to stabilise the core. After delivering a heartfelt message to Agent Stone and thanking him for his loyalty and friendship, Dr. Robotnik and Shadow are seemingly vaporised when the Eclipse Cannon explodes. After making amends with his friends, Sonic returns to his family, grateful for their love and friendship, only to be attacked by a robotic doppelgänger (and a hoard – or “brotherhood” – of the machines) on the outskirts of New York City. Thankfully, he’s saved by a mysterious pink hedgehog and the post-credits reveal that Shadow survived the explosion, setting up further adventures.

The Summary:
Sonic the Hedgehog 3 is a rare gem, for sure. Not only is it an enjoyable movie adaptation of a videogame franchise, but it’s also an entertaining third entry in a film series, and the first time Jim Carrey’s ever portrayed a character three times, making it incredibly rare in the grand scheme of Hollywood. Naturally, given the source material, the film is a tad darker than its predecessors; Shadow alone is a grim, edgy figure, to say nothing of his tragic backstory. There’s far more action and peril this time around and the world is not only endangered, but humanity faces global annihilation from Gerald’s insane plot. Still, there’s a lot of fun, colourful action and humour at work here, including Jim Carrey’s physical comedy, references for the fans, and topical gags for mainstream audiences. Jim Carrey steals the show, throwing his all into both Robotniks, devouring the scenery, and commanding the screen whenever he’s present. I loved the energy and enthusiasm he brought to both roles and it was an inspired decision to expand Gerald’s character into an even darker and more insane mirror of his grandson. However, it’s Shadow that’s the star of the show here. Keanu Reeves perfectly captured Shadow’s angst and pain and flawlessly brought the misguided and outraged anti-hero to life. I enjoyed the tweaks to his backstory and the parallels between him, Sonic, and Dr. Robotnik that reinforced the film’s themes of family, choices, and overcoming grief. Add to that some enjoyable references to the videogames, particularly Shadow’s outings, and some fun gags and you have a hugely enjoyable adventure that successfully appeals to kids, adults, game fans, and mainstream audiences.

My Rating:

Rating: 4 out of 5.

Great Stuff

Did you enjoy Sonic the Hedgehog 3? How do you feel it holds up compared to the previous films? Did you enjoy the addition of Shadow and the changes made to his backstory? What did you think of Jim Carrey’s dual performance as Dr. Robotnik and Gerald? Did you enjoy the fight between Super Sonic and Super Shadow and the many references to the videogames? Where do you see the films going from here and are there any Sonic games or characters you’d like to see make an appearance in the future? To share your thoughts on Sonic the Hedgehog 3, leave a comment below and be sure to check out my other Sonic content on the site!

Back Issues [Sonic2sDay]: The Nameless Zone


After the release of Sonic the Hedgehog (Sonic Team, 1991), Sonic was established as the hottest videogame icon. In anticipation for the sequel, SEGA dubbed November 24, 1992 as “Sonic 2sday”. Accordingly, this seems like a great excuse to celebrate Sonic’s faithful sidekick, Miles “Tails” Prower, who debuted in that title.


Story Title: “The Nameless Zone” (Parts 1 and 2)
Published: 25 December 1993 to 8 January 1994
Writer: Nigel Kitching
Artist: Dave Windett

The Background:
Sonic the Hedgehog was a huge success for SEGA. Thanks to an aggressive marketing campaign and being included with the all-powerful 16-bit Mega Drive, Sonic sold over 15 million copies upon release. After a tumultuous development, Sonic the Hedgehog 2 (SEGA Technical Institute, 1992) surpassed its predecessor by a country mile! 400,000 copies were sold in its first week alone, 6 million units during the Mega Drive’s lifespan, and the game increased SEGA’s control of the home console market by 40%. Widely praised and highly regarded, Sonic 2 also debuted a kid sidekick for Sonic. The result of an internal contest, Miles “Tails” Prower was created by Yasushi Yamaguchi, modelled after the mythical kitsune, and greatly admired his super-fast hero. Well regarded as a popular staple in the Sonic franchise, Tails has the distinction of being one of the few of Sonic’s supporting cast to star in his own divisive solo outings and he was also the first to get his own solo stories in Sonic’s comic book adventures. The first of these was this two-part adventure that featured in Sonic the Comic (StC), a fortnightly comic book published in the United Kingdom that pulled much of its lore from the now defunct Mobius and Doctor Ovi Kintobor storyline. Tails’ adventures in StC cast him as an unlikely hero in a fantasy setting where he struggled to live up to the reputation he’d made for himself, and his adventures continued to feature in StC even as it transitioned to a fan-made digital format.

The Review:
Remember that flashback Tails had in Sonic Adventure (Sonic Team, 1998)? You know, the one where he sees Sonic running past and chases after him, all excited and happy? Well, “The Nameless Zone” begins with a similar scene of Tails chasing after Sonic only it’s very different. In case you forgot or didn’t know, StC-Sonic was a bit of a dick; he truly did have an attitude and he constantly berated his friends, especially Tails. Frequently referring to the young fox as “pixel brain” and chastising him, it’s a wonder Tails bothered to put up with it for so long. Sonic’s no different here; he’s in such a hurry that the last thing he needs is Tails shadowing him and slowing him down. Thus, the super-fast hedgehog speeds off, ordering Tails to stay out of his way, and leaving the young fox cub dejected. He’s so upset at not being able to prove himself to his hero that he’s completely blindsided when a mystical portal opens behind him and a mysterious voice beckons him from beyond, using his real name and calling for his aid. Tails immediately recognises the portal, and the voice, and his heart sinks ever further. Unable to escape his fate, he begrudgingly enters the portal and returns to the titular “Nameless Zone”, a fantasy realm adjacent to Mobius where Tails grew up. Tails is shocked to be greeted by the Enchanter Kings, the two rulers of the sword-and-sorcery world who have reached out to him on the mistaken belief that he’s become a great hero in his absence. They believe this because Tails foolishly wrote letters to his family in which he took credit for Sonic’s heroic acts, spinning a yarn in which Sonic is his sidekick and he, not the Blue Blur, is the true hero of Mobius. Realising that his exaggerated claims have landed him in hot water, Tails tries to explain the situation only for the Enchanter Kings to brush it off as false modesty.

Believed to be a legendary hero, Tails is forced to defend his estranged home from a demonic creature.

They present Tails with an enchanted set of nifty battle armour that’s magically designed to be near weightless when worn. Despite his protests, Tails is fitted with the armour and the Enchanter Kings prepare him to put his legendary heroism to the test to defend their kingdom. The test? Well, it’s none other than a monstrous, demonic creature known as Trogg who has crossed the dimensional bridge to the Nameless Zone from his realm, the “Land Beyond”, and demanded to face their champion in mortal combat. Trogg desires nothing less than to invade the Nameless Zone with his berserker army and is unimpressed with the “shrimp” heralded as their champion. His protests falling on deaf ears, Tails has no choice but to take up his sword and meet Trogg on the bridge. When Trogg demands that Tails take his “best shot”, Tails bravely swings his sword in a clumsy effort and gets a kick to the chest (although it looks like it hits him in the balls!) for his efforts. Seeing his ultimate victory within reach, Trogg goes for the killing blow; however, it turns out Tails’ swing weakened the rope holding up the bridge. The rope snaps, collapsing the structure, and the two take a plummet. Trogg instinctively grabs the flailing rope and assumes that Tails has perished, only to be stunned when Tails flies to safety. Trogg is then forced to surrender to avoid a plunge into the abyss, much to the elation of the fox people. Luckily, Tails is spared any further awkwardness as the portal back to Mobius begins to fade so he quickly hops back through, his armour magically detaching since it cannot exist outside of the Nameless Zone. Back on Mobius, Sonic praises Tails for staying out of his way but, when questioned, Tails chooses not to reveal what he’s been up to, a plot point that would be revisited in Tails’ subsequent adventures in his home realm.

The Summary:
This was a short and relatively inoffensive side story for Sonic’s oft-bullied sidekick. There’s not much to it and we get only the barest glimpse into Tails’ backstory, which is as far removed from the source material as Sonic’s was in these comics. There was a belief back then that Tails originated from a distant Zone and came to the Emerald Hill Zone after being bullied for his twin tails, mistakenly believing the Zone contained actual emeralds and seeking to make his fortune. While later issues would show some of this, including Tails being bullied, learning he can fly, and his first meeting with Sonic where the hot-headed hero rescued him from drowning in a bog, we get none of it here and very little detail into Tails’ family life or even the nature of the Nameless Zone. It’s a fantasy realm populated exclusively by foxes and under constant threat from the goblins and monsters that lurk in the Land Beyond, with Trogg as the neighbouring realm’s horrific figurehead. While interdimensional and inti-Zone travel had been established in Sonic the Comic by this point, it was always conveyed through traditional means, such as using Starposts or Big Rings. Here, Tails is called from a magical portal, one with a finite lifespan. Indeed, it’s said at the end of the story that Tails risks being trapped there forever if he doesn’t leave right away, making me wonder how he even left in the first place. The story makes it seem like the Enchanter Kings conjure the portal, so perhaps they did this for him back in the day, or maybe the portals just open randomly (or predictably), allowing for brief travel. It’s also not clear if the Nameless Zone is even on Mobius as it appears to be an alternative dimension, not unlike the comic’s depiction of the Special Stages, though one more aesthetically similar to Sonic the Comic’s Golden Axe (Various, 1989 to 2008) adaptations.

Tails’ wish to be seen as a hero is granted, much to his embarrassment.

Indeed, it’s clear that this is a realm of fantasy and magic. The Enchanter Kings charm Tails’ armour and the backgrounds are all very Tolkien-esque in their depictions, to say nothing of the griffin-like Trogg. Of course, the primary humour in this story is the Enchanter King’s belief that Tails is a legendary hero. Thanks to his frequent letters home in which he takes credit not just for Sonic’s heroics but also details how he defeated Doctor Ivo Robotnik, Tails is lauded throughout the Nameless Zone as a near-mythical champion and therefore the only person their monarchs can turn to when Trogg comes calling. Tails’ awkwardness at this hero worship is hilariously British; he repeatedly tries to politely explain the situation, only to be labelled as modest and pushed into battle. It’s a fun juxtaposition as he starts the story desperate to prove himself to his hero and is suddenly thrust into a life-or-death battle he’s not prepared for and met with the kind of adulation normally reserved for Sonic. He’s extremely embarrassed by this, but more because he’s made a rod for his own back with his tall tales and is now forced to face a monstrous opponent who could easily cut him down. Still, despite the situation, Tails doesn’t back down from the fight. He could’ve easily fled or flown away at any time but he chooses to walk onto the bridge, sword in hand, and meet Trogg and give it his all to live up to his reputation and defend his estranged people. Luckily for him, Trogg is overconfident and insolent; he constantly mocks Tails and toys with him, hesitating just long enough to be undone by a frayed rope. Tails’ natural ability to fly ensures his victory and sees Trogg surrender, and he luckily scarpers before people start asking too many questions. The art was colourful and fun, but the story’s too brief to really rate much higher; it’s definitely a weird little side story for Tails and leaves a lot of questions unanswered. However, this would be the first of many returns to the Nameless Zone for the young fox and the start of him living this secret life as a celebrated hero to rival Sonic, a plot thread only a few choice people become aware of.

My Rating:

Rating: 2 out of 5.

Could Be Better

What did you think to Tails’ first solo story in Sonic the Comic? Were you surprised to find he came from a fantasy realm? What did you think to the twist that he’s secretly a hero in his homeland? Would you have liked to see more of his past explored her? What did you think to Trogg and his overconfidence? Which of Tails’ solo stories is your favourite? How are you celebrating Tails and “Sonic 2sday” this year? Whatever your opinion on Tails, or Sonic 2 in general, drop a comment below and go check out my other Sonic content.

Screen Time [Sonic CDay]: Sonic the Hedgehog: “Blast to the Past” (S2: E17/18)


Developed alongside the blockbuster Sonic the Hedgehog 2 (SEGA Technical Institute, 1992), Sonic the Hedgehog CD (Sonic Team, 1993) released on this day back in 1993. Expanding upon the Blue Blur’s debut title, Sonic CD introduced Metal Sonic (one of Sonic’s most popular and enduring rivals) and Amy Rose, and is considered by many to be one of the best of the classic Sonic titles.


Season Two, Episode 17 and 18:
“Blast to the Past”

Air Date: 1 October 1994 and 8 October 1994
Director: Ron Myrick
US Network: ABC
UK Network: Channel 4
Stars: Jaleel White, Kath Soucie, Jim Cummings, Tahj Mowry, Lindsay Ridgeway, Tim Curry, and William Windom

The Background:
Sonic the Hedgehog took the videogame industry by storm thanks to SEGA’s aggressive marketing campaign. Sonic the Hedgehog (Sonic Team, 1991) was a huge success and Sonic’s popularity exploded after the release of Sonic the Hedgehog 2. Suddenly, Sonic was everywhere: not only was he included in the Macy’s Day Parade but he also made the jump to television with two concurrent cartoons. After seeing the success that DiC Entertainment had producing cartoons that were effectively little more than half-hour advertisements for Nintendo’s videogames, SEGA of America partnered with DiC to develop an animated series for their super-sonic mascot. To help sell their pitch to ABC, DiC signed Jaleel White for the title role but ABC believed their original slapstick pitch was unsuitable for a Saturday morning slot. Undeterred, producer Robby London simply developed an entirely separate Sonic cartoon for the prime Saturday morning slot, giving audiences two very different Sonic cartoons, each with their own tone and animation style. While Adventures of Sonic the Hedgehog (1993; 1996) emphasised over-the-top, memeworthy, slapstick humour, Sonic the Hedgehog (or “SatAM”) was a far darker take on the franchise. Though both cartoons awkwardly collided when Archie Comics published Sonic comic books, the majority of Adventures’ influence was eventually stripped away in favour of those from SatAM and Adventures is generally regarded less favourably than its darker counterpart. For many, SatAM was a defining aspect of their childhood and impressed with its more mature themes. Although it exhibited only questionable fidelity to the source material, SatAM did, occasionally, include elements from the videogames, with this two-part story being one of the most notable examples.

The Plot:
In a bid to stop Doctor Robotnik (Cummings) from conquering the Planet Mobius, Sonic the Hedgehog (White) and Princess Sally Acorn (Soucie) use the legendary Time Stones to travel back in time, only for an error to land them right in the middle of the dictator’s life-changing coup d’état.

The Review:
When I was a kid, I used to watch Adventures of Sonic the Hedgehog religiously. Every Sunday morning (as I recall; it might’ve been Saturday…), I would sit and watch it, usually record it, and delight in seeing Sonic’s slapstick antics. Then, one morning, something was different. The entire tone and cast of the show had changed; suddenly, Sonic wasn’t dressing up in ridiculous costumes and acting like a super-fast version of Bugs Bunny (Mel Blanc/Various) and Dr. Robotnik (Long John Baldry) wasn’t a comical, bumbling buffoon. Instead, Sonic was the point man in an outnumbered resistance movement against a far darker, semi-cybernetic dictator. Miles “Tails” Prower (Christopher Stephen Welch; Bradley Pierce) was completely absent in the first episode I watched, “Sonic Boom” (Sebast, 1993), and the bright, zany world of Adventures was replaced with a grim, polluted hellhole. It was a jarring change for me, but I loved Sonic so I quickly adapted. It helped that SatAM opened with an absolutely jamming theme song and that a lot of its presentation was very close to what was happening in Sonic the Comic (1993 to 2002) at the time, and that the visual style of the show and Sonic’s battle against this far more malevolent Dr. Robotnik were so compelling.

Desperate to defeat Dr. Robotnik, Sonic and Sally seek out the legendary Time Stones.

Although SatAM’s second season would later include concurrent narratives, and there was always an ongoing theme of the Knothole Freedom Fighters desperately opposing Dr. Robotnik’s regime, “Blast from the Past” is the only two-part story arc in the series. The first part opens, as many episodes do, with Sonic, Sally, and some unnamed Freedom Fighters on a covert mission in the polluted hellscape known as Robotropolis. Although a brash and reckless egomaniac, Sonic is instrumental to the Freedom Fighters; he’s classified as “Hedgehog: Priority One” by Dr. Robotmik’s SWATbots (Frank Welker), which immediately deviate from their regular patrols to chase him. While this creates enough of a distraction for their unnamed allies to sabotage Robotropolis’s main power grid, their friends are captured and taken to Dr. Robotnik’s citadel, and summarily roboticized. Although the jovial dragon Dulcy (Cree Summer) tries to alleviate the guilt Sonic and Sally feel for this loss by pointing out that all the planning and moxie in the world can’t oppose Dr. Robotnik’s resources or malice, Sonic can’t help but wish they’d fought back harder when Dr. Robotnik first took over, even though they were only five years old back then. Dulcy suggests that they use the legendary Time Stones to travel back in time and fulfil this wish. Sceptical, an exasperated Sally initially shoots down the plan as she believes the Time Stones and their equally mythological home, the Floating Island, are nothing more than a fantasy, to say nothing of the moral and scientific dangers of violating the time stream. However, Sally reluctantly agrees when the clumsy Dulcy reveals that she once crashed into the Floating Island, but she remains sceptical until Dulcy braves a tumultuous storm and crashes the three on the fabled island. Rather than being home to Knuckles the Echidna and the Master Emerald, the Floating Island is represented as a much smaller land mass that houses an ornate palace guarded by two stone gargoyles. Sonic outraces the guardians and causes them to vanish by running himself and Sally off the island. After being rescued by Dulcy, the two enter the palace and navigate a confusing M. C. Escher-esque labyrinth before being confront by the owl-like Keeper of the Time Stones (Curry). Despite Sonic’s blockheadedness, Sally solves the Keeper’s riddle (the answer is “time”) and the Keeper explains how to use the Time Stones’ power.

Unfortunately, Sonic and Sally are too late to stop Dr. Robotnik enacting a destructive coup d’état.

However, despite Sonic’s best attempts to focus only on the palace fountain in Mobotropolis circa 3224, his mind wanders to chili dogs, throwing off their arrival. The two are overwhelmed to find their home lush and verdant and alive, but even more stunned when their younger selves (Mowry and Ridgeway, respectively) wander by. It turns out that Sonic never really grew out of his childish, arrogant ways as his younger self delights in gobbling down chilli dogs and boasting of his super speed, much to the chagrin of the younger princess. Sonic and Sally go straight to Sonic’s beloved uncle, genius inventor, and loveable father-figure Sir Charles “Chuck” Hedgehog (Windom) and reveal the impending threat to the city. Back in this time, Sally’s father, King Maximillian Acorn (Curry), ruled a thriving, technologically robust city thanks to support from his Grand Vizier, Julian. Julian helped Mobotropolis win the “Great War” with his machinery, earning him a promotion to Minister of Science, though he secretly conspires with his long-suffering nephew, Snively (Charlie Adler), to take over Mobotropolis using not only the decommissioned war machines but Uncle Chuck’s Roboticizer machine. As shocked as Sonic and Sally are to discover that Uncle Chuck invented the nightmarish device, Uncle Chuck is horrified to learn this his invention (which was created to help old people “live longer”) is to be perverted into a tool for evil. Although they initially stay avoid their younger selves, they inevitably meet; introducing themselves as “Alicia” and “Juice” and presented as distant cousins, the Sallys despair of their childish antics and Sonic is stunned to find that his younger self is actually faster than him! However, their fun is interrupted by the realisation that they’ve arrived on the eve of Julian’s destructive coup d’état. Uncle Chuck has Sally’s nanny, Rosie (April Winchell), take the kids to safety in Knothole then introduces Sally to her father. Understandably emotional given that her father has been trapped in the “Void” for most of her life, their heartfelt reunion convinces King Acorn to trust Uncle Chuck’s warnings about Julian. Unfortunately, they’re too late to intercede; Julian reprograms the city’s robotic defences to recognise his commands and sends them to capture the inhabitants, including the young Sonic and his friends, before storming into the king’s throne room. Now garbed in his iconic red outfit, Julian rechristens himself Doctor Robotnik, and Mobotropolis “Robotropolis”, much to the anger and horror of Sonic and his friends.

Although they humiliate Snively, Sonic and Sally are faced with a race against time to salvage the timeline.

After a brief recap, part two picks up with Uncle Chuck disabling the SWATbots and causing a distraction so that Sonic can speed Sally to safety. However, they’re quickly imprisoned alongside their younger counterparts and forced to watch from their cell as Dr. Robotnik’s massive mechanical blimp, the Destroyer, spreads a polluting cloud over Mobotropolis that instantly kills all plant life, transforms the once idyllic landscape into a mechanical hell, just like before. Thanks to the schematics of Dr. Robotnik’s citadel on her pocket computer, Nicole (Soucie), Sally directs Sonic in burrowing them to safety, though Dr. Robotnik arrogantly dismisses the potential threat since he’s already imprisoned 80% of the population. Unfortunately, Sonic and Sally are too late to save their younger selves; since their very existence is threatened by this, the two buy themselves some time by having Nicole cause a brief power outage in the Roboticizer. To amuse himself in the meantime, Dr. Robotnik takes great pleasure in banishing King Acorn to the Void, an extradimensional portal where he once banished his rival, the sorcerer Ixis Naugus (Michael Bell). Luckily, the power outage allows Sally to download the machine’s schematics for future reference, but things are exacerbated when they spot the Destroyer heading for the Great Forest and threatening Knothole and, once again, their futures. Faced with a ticking clock, the two blast away to intercept the Destroyer, earning Snively’s ire by stripping him of his hair with a sonic boom and briefly stopping to rescue Dulcy’s mother, Sabina, from Dr. Robotnik’s forces.

Although they fail to save Mobius, Sonic and Sally’s jaunt isn’t a total loss and renews their fighting spirit.

Using a Power Ring for a speed boost and his anti-gravity sneakers, Sonic rockets himself and Sally up to the Destroyer, where even Sonic’s breezy demeanour is strained by Dr. Robotnik’s inexhaustible forces. Luckily, Sabina fends them off and brings the Destroyer crashing to the ground, so Sonic and Sally race back to Robotropolis to save their younger selves. Sadly, Sonic fails to prevent his defiant uncle’s roboticization, meaning his younger self has to endure the horror of watching the only family he has be transformed into a mindless robotic slave, though Sonic assures the grieving boy that Uncle Chuck will be restored in time. Sonic and Sally get the kids to safety and, in the process, Sonic earns Dr. Robotnik’s boundless fury by not only mocking and defying him, but also roboticizing his left arm. After teaching the younger Sonic a thing or two about trashing robots, the kids are brought to Rosie and spirited to the safety of Knothole. Before she goes, Sally makes Rosie promise to never leave the village to avoid her becoming another of Dr. Robotnik’s minions in the near future. With Dr. Robontik’s full force closing in, Sonic and Sally use the Time Stones to return to the future, infuriating the newly-crowned dictator. Although Sonic believes the entire escapade was a waste of time since they never changed the past like they intended, Sally is bolstered by the odds now that they have the Roboticizer plans, and Sonic is left nursing a migraine when he tries to understand how Rosie is still in Knothole…despite being right there when Sally told her not to leave.

The Summary:
I’ll be the first to admit that reviewing “Blast to the Past” as an adaptation of Sonic CD is a bit of a monumental stretch. To be honest, the tangential link was enough of an excuse for me to talk about SatAM, one of a handful of cartoons that defined my childhood. While, on the surface, there doesn’t appear to be much of a relation between the two, they actually have a fair amount in common: obviously, the Time Stones appear (though in a vastly different format) and Sonic travels through time (again, in a very different way to Sonic CD), but there’s also shared themes of pollution and time paradoxes at work in the episodes. Sonic and Sally travel to the past, where Mobius and Mobotropolis especially were free from pollution and war, in an attempt to stop Dr. Robotnik before he can rise to power. When they fail in this endeavour, the once lush and thriving landscape becomes a dark, grimy, mechanical hellhole (a “Bad Future”, if you will) and we clearly see the consequences of their time travel onscreen just like in Sonic CD’s gameplay. Again, that might seem like a stretch, but you have to remember how few inspirations SatAM took from the source material. While I was disappointed that we never got Knuckles, the Chaos Emeralds, Metal or Super Sonic in the series (especially the first two in these episodes), it was still fun to see gameplay elements adapted to fit the context of this dark and mature series.

While things get very bleak very quickly, the time travel plot showcases our hero’s vulnerable sides.

“Blast from the Past” is easily one of the strongest arcs of SatAM. For the first time, we get to see what life was like before Dr. Robotnik took over. We’re so used to seeing Knothole and the Great Forest being the one bastion of nature in an otherwise ransacked, almost post-apocalyptic world that it’s extremely poignant to see Sonic and Sally react in awe when they walk the streets of the thriving Mobotropolis once more. The episodes give both characters a chance to show some vulnerability; this wasn’t uncommon in SatAM given how bleak their situation was, but it’s heart-warming (and breaking) to see Sonic reunited with his unroboticized uncle and Sally finally reunited with her beloved and long-lost father. It was also quite fun seeing Sonic and Sally interact with their younger selves; their personalities haven’t changed much over the years, with Sonic being impulsive and Sally being more restrained, but the younger Sonic makes an impression by outpacing his elder (and even referring to Sonic as “old”) and breaking down in tears when his cherished uncle is roboticized before his eyes. Although characterised as a brash, headstrong, and snarky speedster, Sonic showcased some surprising emotional depth in SatAM and “Blast to the Past” emphasises that beautifully. We see his anger at Dr. Robotnik’s heinous actions, his desperation to save the future, and the guilt he feels at having potentially screwed up their best chance of saving the world before it goes to hell. Although functionally unstoppable and capable of physics-bending feats, Sonic isn’t beyond fatigue or weakness. Mainly, this is realised in his inability to sit still, focus, or think of or work to a plan, which is why he and Sally work so well together as she does the thinking and he does the fighting (though she’s perfectly capable of holding her own in a pinch, too).

Dr. Robotnik is at his most malicious in SatAM and this two-parter showcases his rise to power.

As ever with SatAM, the star of the show is the reprehensible Dr. Robotnik. Never before or since has the rotund dictator been portrayed as such a malevolent and spiteful force (well, maybe in Sonic the Comic and obviously in the Archie comics…). SatAM-Robotnik was a serious threat, even when he was doing more comical stuff or being humiliated by his foes. Thanks to his incredible resources and relentless craving for power and conquest, Dr. Robotnik delights in subjecting his captives to the Roboticizer and turning them into his mindless, obedient slaves. Abusive towards his long-suffering nephew, Dr. Robotnik cares only about himself and his insane lust for power. Despite his prominent position of trust and authority alongside King Acorn, Dr. Robotnik has grander designs for himself and easily takes what he wants by force, without any real resistance. This oppressive, suffocating malevolence makes battling Dr. Robotnik an uphill, almost unwinnable battle even when Sonic has the speed and power advantage, and even time on his side as in this two-parter. Ultimately, Sonic and Sally’s efforts to prevent Dr. Robotnik’s coup d’état are met with failure but they are bolstered enough to continue fighting after remembering what they’re fighting for. While Rosie ironically didn’t actually show up in future episodes, “Blast to the Past” led to the creation of the De-Roboticizer and the Freedom Fighters’ attempts to restore Dr. Robotnik’s victims to normal. So, yeah, while it may have almost nothing to do with Sonic CD and vastly reimagines the Floating Island, “Blast to the Past” is still an enjoyable and significant two-part arc. SatAM remains one of the most influential Sonic canons and is still heralded as one of the best cartoons of the nineties. While it wasn’t exactly true to the source material and has, in my view, since been surpassed, I can’t deny my love for the series, especially darker and more introspective episodes like these two, so I’m always happy to return to the series and relive my youth.

My Rating:

Rating: 4 out of 5.

Great Stuff

Did you enjoy “Blast to the Past”? Were you disappointed by how few elements from Sonic CD were present in the story or were you just happy to see videogame elements incorporated into SatAM? Did you enjoy SatAM as a kid? What did you think to the depiction of Dr. Robotnik’s rise to power? Which of SatAM’s original characters was your favourite and what did you think to Sonic’s characterisation in the show? How are you celebrating Sonic CD’s anniversary this year? Whatever your thoughts on Sonic CD, or SatAM in general, feel free to leave a comment below or on my social media.

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


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


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

My Rating:

Rating: 3 out of 5.

Pretty Good

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