Yes, we’re doing it, and we’re not even saving
it for New Year’s Day. We simply could not wait to speed our way over to Sega’s mascot, play
every last one of his games, rank them from worst to best and, of course, learn once and for
all how quickly we’d yearn for our own deaths. Pretty quickly, as it turns out!Still, with the
release of Sonic Origins, we thought it was a good time to look back at the blue blur’s
many adventures and share our opinions, so that you could dismiss them because they
differ in any way from your own. Oh, what fun. Sonic had his home console debut in 1991,
created to be a true competitor to Mario and, by extension, Nintendo. Those who were around
in those days know that competition between the two companies was fierce. The rivalry
between Nintendo and Sega was like the rivalry between Coke and Pepsi, if Coke focused
on making great products and Pepsweaccidentally drowned itself while taking a bath.
Still, before it dedicated itself to making exclusively poor business
decisions for the rest of time(apart from Yakuza and publishing Persona games), Sega
was a genuine thorn in Nintendo’s side. That was entirely thanks to Sonic, who singlehandedly
gave the company a mascot that people actually enjoyed. Apologies, Alex Kidd. Your games were
fine; WEjust keep forgetting that you exist. In the 30-plus years that Sonic has been
around, he has appeared in a lot of games, and they truly do run the gamut of quality.
Mario has been in weirder places, for sure, but Sonic has certainly been in worse places. Often
for years on end, the poor guy. For this list, we tracked down every last one of them, played
them, wept a bit, and ranked them from worst to best. Simple, right? You’d think so! Instead,
however, we need to lay out a few ground rules. For starters, we aren’t counting
ports, remakes, or collections. That’s good; otherwise you’d hear us
talk about Sonic 1 around 40 times.We also aren’t counting pachinko machines, prize
dispensers or anything along those lines. And while we did count mobile games on our
Mario list, we aren’t counting them here, because there are at least 85 of the flippin’
things, and that’s if you don’t count the ports. Mario had three. I’m sure you can appreciate
the difference and the fact that we would like to sleep at some point in the next week.
We also aren’t counting plug-and-play games, because this is hideous; LCD games, because this
is ludicrous; or browser games, because this is rubbish. We also aren’t counting fan games or
anything else that wasn’t officially released by Sega. I’d like to be very clear about all
these things so that you don’t ask why we didn’t rank the Knuckles Baseball Happy Meal toy.
And that’s all! So, everyone, grab your rings, and let’s rank ‘em. Actually, wait, do not grab
your rings, anyone. WEdidn’t think that through, so please do not do that.Unless you’re into that.
I’m Ben and I’m Peter from Triple Jump and this is Every Sonic the Hedgehog Video
Game Ranked from Worst to Best. #94: Sonic Jam (1997)
Game.com You know what was great? Sonic Jam,a Saturn
compilation of the four main Mega Drive games. That’s good enough to warrant a purchase, but toss
in the fact that the games were completely rebuilt with new tweaks and features? Now you’re talking.
Oh, and there was a whole Sonic World mode, which was a completely 3D environment full of secrets to
find and missions to complete. Ah, lovely stuff. You know what wasn’t great? Sonic Jam on the
Game.com. You might as well be playing it on a sheet of notebook paper. This one
is neither a compilation nor a port, though we sure wish it were so that we wouldn’t
have to talk about it. On the bright side, it’s easy to tell how many frames per second you’re
getting, because you only need to count to three. Sonic Jam is just a handful of levels with
superficial similarities to the originals. If you choose Sonic 2, you play through a
crappy reimagining of Emerald Hill Zone. Choose Sonic 3 and it’s a crappy reimagining of
Angel Island Zone. Choose Sonic & Knuckles and it’s a crappy reimagining of Mushroom Hill
Zone. If you ever wanted a compilation of Green Hill-like levels but wanted them to be
barely playable and nearly impossible to see, then you’re in luck, we suppose.
Speaking of Green Hill, why did we skip Sonic 1? Because this game skips it,
too. Unlike us, however, it just hoped you wouldn’t notice. There. Now we officially have
more integrity than Sonic Jam on the Game.com. #93: Sonic Eraser (1991)
Mega Drive What would a bad version of Tetris be like?
Well, Columns. But what would a bad version of Columns be like? This, my friends. Exactly
this. And it plows right through “bad” and ends up somewhere in the region of “playable night
terror.” Sonic Eraser was a downloadable title released for Sega Game Toshokan, which was
a cartridge used with the Mega Modem and the Sega Meganet online subscription. If you
owned all of those things, you too could have been punished with Sonic Eraser.
The game seems to revel in how little there is to it. Match two shapes and they
disappear. Not three, not four, not five, but two. This means that, yes, you can
create chains and develop a strategy, but that strategy will be about as deep as…well,
Sonic Eraser. It’s a puzzle game that doesn’t even try to be interesting, and because both
parties only need to match two shapes in order to stay alive, the matches drag on endlessly.
Things get far worse when you hear the soundtrack. It’s less music than it is a pile of sound effects
layered over each other with no sense of melody, sounding like a song thatspace aliens might
listen to while committing ritual suicide. On Earth, I’m not sure we have an equivalent.
Possibly a digger full of nails and glass, rolling end over end into a ravine. I’m fairly
sure this only exists so that nobody can use the “at least Sonic always has good
music” argument in good faith. #92: Sonic the Hedgehog (2008)
Didj It’s impressive that Sonic ‘08 could
actually make us yearn for Sonic ‘06, but what can we say? We’ve been doing ranked lists
for years now, and edutainment has taken its toll. Sonic the Hedgehog for the LeapFrogDidj –
which must be the least-promising collection of words possible – is a game about spelling. It
involves platforming, yes, but ultimately Sonic is a cursor that allows you to select letters in
the world’s most overcomplicated game of hangman. To be fair to the game, it doesn’t look bad,
and it featured unlockable remixes of tracks from previous Sonic games. On the downside,
those remixes come out of a speaker attached to the Didj, which isn’t great. That’s not
just me picking on an edutainment console; the low-quality speaker causes genuine
problems when playing the game. Because you’re being asked to spell words, you have to
rely on spoken instructions without subtitles, and the naff speaker makes it difficult to
hear the difference between similar words, such as “letter” and “litter.”
Not much of a learning tool, then. It’s ultimately a Sonic game that runs like
crap, isn’t fun, and interrupts the action frequently so that an artificial voice can
recite longwinded instructions to you through a speaker that sounds like it’s stuffed full
of socks. DLC was available in the form of additional word packs. Unfortunately, those
don’t appear to have been archived anywhere, so we’ll just have to assume that all of the words
I’d use to describe this game weren’t included. #91: Sonic X (2005)
Leapster In 2003, the Sonic X cartoon series made
its debut. It ran for three seasons and covered multiple plot arcs, but none of them
were about Sonic having to learn arithmetic. Nevertheless, that’s the plot of the
cartoon’s only tie-in game, so we really hope you love addition and subtraction.
As the game begins, Eggman introduces what he calls his “greatest invention ever”: maths robots.
Sadly, whatever brain disorder Eggman suffers in this game goes undiagnosed. It’s up to Sonic to
rescue the world through the power of maths. Lest that accidentally sound too exciting, let me be
clear that “maths” refers to touching the numbers you are told to touch and solving basic equations.
At first, the game seems superficially interested in celebrating Sonic’s history. Its first level
is Station Square from Sonic Adventure, and its second level is Angel Island from Sonic 3. Then
the game just whips up some forgettable Eggman level for the third and the game stops, because
the developers got tired of their own idea.We suppose we could talk about how it controls, but
the Leapsterlooks like this, so you already know how it controls. The most interesting thing about
it is how long it arrived after Nintendo realized that plopping its mascot into terrible edutainment
games was bad for the brand. Here, well after the rest of the world learned that lesson, Sega
couldn’t resist the allureof a few quick bucks. #90: Waku Waku Sonic Patrol Car (1991)
Arcade We would like you to indulge us for a moment.
Look at this. Gaze upon it. Pause the video if you must, and soak it in. This is what you have made
us review, because it has a video game inside. This thing – which looks about as pointless
and unassuming as a little car or airplane for children that you might find outside of a
corner shop – has a video game inside. And,with no regard for our feelings, our sanity, or
our very souls, you’ve made us review it. The game takes two minutes to finish. It genuinely
took longer to write this entry about Waku Waku Sonic Patrol Car than it took to complete it
100%. (It was a no-damage run, too; not to brag…) You steer with the wheel and hit buttons
to either activate the siren or jump. There; I’ve also just given you a full walkthrough.
The story is that Sonic is a policeman officer. “Gotta go fast?”Gotta go the speed limit,
more like. Rules for me but not for thee, eh, Sonic? You class traitor. Anyway, while
patrolling the streets, he finds Eggman, who is comically murdering people and blowing
things up. Jump into him a few times and…he just sort of jogs away. Arrest him, Sonic!
You wanted this job, now do it! But, no; Eggman gets off with not so much as a warning.
You’re a disgrace to the uniform, Sonic. #89: SegaSonic Cosmo Fighter (1993)
Arcade It’s another children’s ride slash video game,
but this time, it has actual gameplay. It only took Sega two years to hit upon the idea,
but credit where it’s due. The primary goal of SegaSonic Cosmo Fighter is to get children to
climb inside of a little spaceship and deposit all of their spare change. The secondary goal is
to shoot at Eggman as he flies through space, or something. We don’t care and neither do you.
Look, what matters is that, this time, you get to move around and shoot things like you
do in actual games that are worth actual money. Eventually you chase Eggman down for the final
encounter, and he pilotsa gigantic mech with a goblin face on it. Why not? There isn’t much
in the way of challenge or strategy, but you do get ranked at the end on how well you did.
That’s…really it. You can play the entire game in around three minutes, but you’ll actively regret
wasting your money for the rest of your life. Oh, and, let’s just get this
out of the way while we’re here: We’re not counting the SegaSonic
Popcorn Shop. It’s a snack machine. Yes, it has a little interactive display with what
can generously be referred to as a minigame, but we need to draw the line somewhere. If you
want our full review of it: You turn a crank. Or you don’t. Either way, popcorn comes out.
10/10. Would pop corn again. Now leave us alone. #88: Sonic’s Schoolhouse (1996)
PC In 1991, humanity dodged a bullet when Sonic’s
Edusoft was quietly cancelled. It was a collection of educational minigames featuring a hedgehog who
eats chilidogs, and let’s just take a moment to consider how utterly bizarre that entire concept
is. Flash forward five years, when humanity was a little older, a lot less spry, and unable to
dodge the bullet called Sonic’s Schoolhouse. You don’t play as Sonic in Sonic’s Schoolhouse.
Of course you don’t; that might have accidentally led to some small degree of fun. Instead,
you choose some hideous, computer-generated, anthropomorphized abomination and wander
around a schoolhouse, answering questions on chalkboards. It’s targeted at children between
the ages of 5 and 9, which is good, because no 10-year-old would be caught dead playing it.
You answer questions by chasing down letters and numbers bouncing around the hallway. Sega’s
then-CEO Shinobu Toyoda described the game thusly: “Sonic’s Schoolhouse is like Doom for kids, but
instead of being in dark hallways fighting bad guys, kids are in a brightly-colored 3D
schoolhouse challenging their friends to see who can answer questions first.” In other
words, it’s literally nothing like Doom, but it is very much like a tall mountain of cat feces.
And, yes, the game did have split-screen multiplayer, which must have been great for
the two kids who tried it and then never spoke to each other again. If you thought
Mario’s edutainment games were bad…well, okay, they were. But this is
bad, too. May we move on, please? #87: Sonic the Hedgehog the Screen Saver (1996) PC
The line between “games” and “digital entertainment products that are not games
but sort of fall into the same bucket” is hazy. At least, that’s what we’re allowing
ourselves to believe; otherwise, I’ll be extremely cross at Philip for making me
talk about Sonic the Hedgehog the Screen Saver. It comes with some extra gubbins, such as Sonic
wallpapers, sounds, and icons that you could use to customize Windows. But the main appeal is, of
course, the screensaver. Which is…a screensaver. Those used to serve the important purpose of
preventing images from being burned into your screen forever, and Sonic the Hedgehog the Screen
Saver accomplishes this by letting you watch Tails meticulously scrub away some ancient promotional
art. Sorry, but I’ll stick with the flying toasters. And if you have any idea what we mean
by that, it’s time to get you to bed, granddad. Admittedly, having promotional art is
what passed for “high quality” in 1996, and some of the images were even more rare, having
been created by Naoto Ohshima for in-house Sega magazine Harmony. Very few fans would ever have
seen those illustrations before, so that was a nice bonus.If you didn’t own Sonic the Hedgehog
the Screen Saver but are experiencing déjà vu, it’s possible you saw these images as bonus
content in Sonic Jam on the Saturn. But that didn’t come with those super sweet Windows icons,
now did it? We thought not. Jog on, Sonic Jam. #86: Wacky Worlds Creativity Studio (1994)
Mega Drive It would be so easy to just pretend we didn’t make
eye contact with Wacky Worlds Creativity Studio. Sonic’s name isn’t even in the title. He’s
on the box, but so is Ecco the Dolphin. Surely we could just pretend that this is an
Ecco game, promise to include it on our eventual Every EccoGame Ranked list, and then never
actually make one, right? Everybody would win. Sadly, I’m stuck with it. This is quite often
considered a Sonic spinoff, and also God hates us all. Wacky Worlds Creativity Studio is…well… we
suppose it’s a creativity studio, but I’m glad the title made that clear because the game doesn’t.
You control Sonic, who rides around in a UFO, which I’m sure has all sorts of fascinating lore
implications. If this is reminding you of Mario Paint, that’s because both games have a lot in
common. For instance, Mario Paint came with the SNES Mouse, and Wacky Worlds Creativity Studio
came with the Sega Mouse. Mario Paint had great music, and this game…technically has music, too.
Weirdly for a “creativity studio,” there isn’t much room for creativity. You basically
choose a backdrop and position some digital Colorforms wherever you want them to stand.
They’re animated, which is nice, but you can’t actually do much else, beyond change the
colors of the sprites and manipulate the music. My personal favorite way to manipulate the music
is to turn it off. Mario Paint wasn’t all that robust, but Wacky Worlds Creativity Studio
certainly helps us appreciate it a lot more. #85: Sonic the Hedgehog’s Gameworld (1994)
Pico Can you believe we used to gloss over
edutainment games in these lists? Oh, the folly of youth. These things are always weird
andsometimes charming in their own special way. They are also uniformly rubbish, and they
give us excuses to come up with synonyms for “poo poo.” Sonic the Hedgehog’s Gameworld
is indeed classified as an edutainment game, and like many other edutainment games, we have
no clue what anyone is meant to learn from this. It’s a minigame collection, and one must wonder if
Sega simply dumped it on its edutainment-focused Pico on the grounds that it was garbage
rather than because it had any educational benefits.There’s a racing game. There’s a
basketball game. There’s a whack-a-mole game. Hey, did you know that carnival games are
educational? We didn’t either, until Sonic the Hedgehog did his level best to convince us.
According to the Sonic Wiki, there are evidently a good number of localization differences.
“Games featuring gambling, fortune-telling, fantasy violence, rock-paper-scissors, and other
noneducational elements were omitted from the North American version,” they say. Wait, so this
was originally even less educational? What, did it actively siphon existing knowledge out of your
brain?Of course, you’re wondering how it plays, right? Like utter plops. Like absolute steaming
plops. It was a stylus game released in 1994; how else could it possibly play? The only
thing it taught me was to welcome death. #84: Tails and the Music Maker (1994)
Pico “We are the music makers / Andwe are
the dreamers of dreams.” So begins Ode, by Arthur O’Shaughnessy, and I’m glad it does,
because it means we have to come up with 13 fewer words about Tails and the
Music Maker. Ooh, 46 fewer now! We’re ranking this above Sonic the Hedgehog’s
Gameworld on the strength of its novelty alone. That was a profoundly soulless minigame collection
that seems to have ridden into existence on a bolt of pure apathy. Tails and the Music Maker isa
bit more focused, and it putssome kind of effort towards justifying its presence in the world. Do
you think we should have ranked these the other way around? Fine. We could live to be 500 years
old and we wouldn’t ever find the time to care. This one is still full of minigames, but they at
least share a common theme. There’smusical chairs. There’s Breakout. There’s pinball. Only now,
they involve music. And by music, we mean shrill bleeps and bloops from the bucket of metal shards
that the Pico calls a speaker. There is, perhaps, some loose educational value here. Tails can
show you how to play a few notes of simple songs, and then you repeat them. Granted, that’s “rote
memorization” more than it is “learning to play an instrument,” but, good lord, it’s something.
And who hasn’t wanted to learn “Ah! Vous dirai-je, maman” from a literal freak of nature?
Yes, we know we’d recognize it as “Twinkle, Twinkle, Little Star,” but what
can we say?We’re traditionalists. #83: Sonic Free Riders (2010)
Xbox 360 Considering how far Sonic had sunk by 2010,
did he really think it was wise to strap himself to the anchor that was the Kinect? That
thing never worked. We’reconvinced that any time it did seem to accurately register an input,
it was an accident. And we can assure you that no human being experienced the horror that was
the Kinect and thought, “I bet this would be a great way to control Sonic the Hedgehog.”
Let’s be fair; a racing game is by far a better fit for the peripheral than a platformer
would have been. God knows what we’d have been asked to do with our bodies in order to execute a
spindash. Sonic Free Riders relies on you leaning and using your arms to control your racer,
which sounds simple enough, but even that is too confusing for the Kinect, which can’t
work out if you’re trying to grab an item or turn 90 degrees and crash directly into a wall.
We can gab all day about whether or not it looks nice, whether or not the music is good, whether
or not it had enough content, but the fact is that Sonic Free Ridersdidn’t work. Playing this
gameis like shouting commands at a dog whose name you don’t know, and which doesn’t have any legs.
It’s an embarrassing marriage between a property that had no credibility and a peripheral that
was about as welcome in the home as a dead skunk. #82: Sonic Brain Ranking (2013)
Arcade Sonic Brain Ranking exists. Well, technically
it doesn’t anymore, but it did. That’s about all we can say for certain. There’s no way to play it
that we were able to find, and only a small amount of footage and photos circulate. A few games on
this list were considered lost until a ROM or a disc image turned up somewhere, so maybe in a few
years’ time, we’ll know more. For now, however, we can’teven begin to understand this thing.
From what we can gather, nine players would compete while the 10th would read questions aloud.
Seems like that person would have had the smallest amount of fun by far, but who knows? Maybe the
questions were truly terrible and reading them was preferable to being forced to think about
them. What kind of questions? We don’t know. Sources simply describe it as “trivia,” but
there seem to have been sliding puzzles and logic questions as well, so we can’t really say.
We don’t even know if all of the questions were Sonic-themed. Whatever this game was,
I’m sure that me and my nine closest friends would have hated every second of it.
Sonic Brain Ranking was created for Tokyo Joyopolis, a sort of department store slash
game center. It must not have been very fun; in its five years of operation, very few people
have deigned to share photos, information, or their stories of playing it. We’re going
to assume that we aren’t missing much. #81: Sonic Chronicles: The Dark Brotherhood (2008)
DS We refuse to believe that any human
being has completed this game. We tried, dear viewer. We really did, but Sonic Chronicles:
The Dark Brotherhood is criminally boring. Sonic has been a laughing stock for…let me
just check here…right, statistically speaking, Sonic has been a laughing stock for longer
than you have been alive, but even his worst games tend to have some degree of charm.
Sonic Chronicles: The Dark Brotherhood, however, is distressingly dull, and we doubt that anybody
who tried playing through the whole thing didn’t die of boredom around the 10-hour mark. Perhaps
most puzzlingly, this game was made by BioWare. Yes, Mass Effect, Dragon Age, Knights of the
Old Republic…thatBioWare. Why they decided to make a Sonic the Hedgehog RPG of all things,we
can’t understand. How it turned out to be this brain-meltingly boring, we understand even
less. Navigating the overworld is tedious. The conversations are tedious. The minigame-style
combat is tedious. The soundtrack is absolutely appalling. And yet – and yet! – it has a 74%
average on Metacritic. This game, which we can personally assure you is worse than being stung by
a scorpion, is three-quarters perfect, apparently. Maybe it’s just us. Maybe we are the
ones who are wrong, and Sonic Chronicles: The Dark Brotherhood is a misunderstood
masterpiece. All we know is that this game manages to take abonkersconcept and turn it into
the most padded, mindless experience possible. That’s not technically a crime, but we demand
the immediate imprisonment of everyone involved. #80: Sonic Boom: Rise of Lyric (2014)
WiiU We assume that a few of you clicked this
video only to see whether this or Sonic ‘06 would rank lower. As far as we’re concerned, there’s not even a question about it.
Both games similarly mortified critics, but Sonic Boom has far less merit. Yes, less
merit than Sonic ‘06. We know what we said. Sega allegedly chose Big Red Button due to its
cofounder Bob Rafei, who worked at Naughty Dog on the Crash Bandicoot, Jak and Daxter, and
Uncharted franchises. We’re fans of those games, but it’s rather clear that none of them are
anything like Sonic the Hedgehog. What’s more, focus groups told Big Red Button that the
game should be slow, because it’s difficult to keep up with fast things. Somehow, entire
groups of people who knew nothing about why anyone liked Sonic were shaping the game’s
creative direction. Could things get any worse? You bet they could! Sega also pushed the studio to
rush development of the game and hit them with the demand that it be a WiiU exclusive after it was
already in development for more powerful hardware, leading to a lot of scrapped work and friction
between the companies. The result was a buggy mess of a game that couldn’t even compare to
Sonic ‘06 in terms of its music, ambition, or unintentional comedy. Sonic ‘06 was terrible, but
it’s easy to see what Sega wanted that game to be. Nobody knew what they wanted Rise of Lyric to be,
and so we ended up with a whole lot of nothing. #79: Sonic Labyrinth (1995)
Game Gear Sonic Labyrinth only takes around 30 minutes
to finish, but fret not! It will ensure that those are the most irritating 30 minutes of your
entire life.The concept of the game is that Eggman has snuck into Sonic’s house during the night
and replaced his shoes with Slow Down Boots. For some reason, he didn’t take this opportunity
to reenact the ending of One Flew Over the Cuckoo’s Nestinstead. Anyway, that’s just an
excuse for Sonic Labyrinth to have a slower pace than any Sonic game we’d yet seen. And
while there’s nothing wrong with slow games, it’s odd to design one around a character
who, famously, “gotta go not-slow.” You can still spindash but, with a tiny screen,
it’s impossible to know what’s ahead, making it far too easy to collide with things you need to
avoid. It’s so easy to lose control, in fact, that you probably shouldn’t spindash unless
you’ve memorized every inch of every level. And if you have done that, why have you done that?
Instead of…you know, doing anything fun…you are tasked with exploring various isometric
mazes and collecting keys. Why? Flip you, that’s why. It’s full of repetitive, empty
environments that make it difficult to know where you’re going and the isometric perspective
makeseverything feel needlessly confusing. Right down to being named after an
infamously hated zone from the first game, Sonic Labyrinth seems to give you every reason to
not play it. Who are we to go against its wishes? #78: Sonic x Vapor (2012)
Xbox 360 Sadly not a game about Chris Thorndykevaping,
Sonic x Vapor is an advertisement. Sort of. In 2012, shoe company Nike launched the
“My Time is Now” campaign, which consisted of a number of interactive elements across different
forms of media. Some of these contained hidden content, most of which has been lost to the ages.
A genuine loss for fans of shoe adverts, there. One bit of hidden content was Sonic x Vapor,
a game accessible through a video on Nike’s YouTube page and through ads on the Xbox 360.
So far as we can tell, the game was identical on both platforms, but we admit to not being
Sonic x Vapor scholars and you are welcome to correct us.It was an endless runner based on
Sonic’s Mega Drive years, though it allowed you to kick footballs and perform two-thirds of a
triple jump. The game also had checkpoint posts that didn’t do anything; it’s impossible
to continue after death…so…thanks anyway. It’s not a high point in the hedgehog’s career,
shilling for sneakers he’d never wear again, but he did the same thing in Sonic Adventure 2,
so at least he’s not an inconsistent sellout. The game itself manages to be exactly as fun as saying
“Sonic starred in an interactive shoe advert.” You play until you die, and then you compare your
high score with your friends, who beat you up for talking about Sonic x Vapor. Then you move
on to better games. In fact, let’s all do that. #77: Sonic Shuffle (2000)
Dreamcast Fans rarely speak of the Sonic Dreamcast
Trilogy, because they prefer that we pretend it were a duology instead. Sonic
Adventure and Sonic Adventure 2 are good, right? And people love the Dreamcast. Can’t we
just leave it at that and let everybody be happy? No. We cannot. Because between those two games,
Sega released a bag of old teeth that they found on the bus and called it Sonic Shuffle.
On the surface, Sonic Shuffle should work perfectly well. Even if it’s not great, a
Mario-Party-style game with Sonic characters is prime spinoff material. It was even developed
in part by Hudson Soft, the same company that made Mario Party games of that era. So what
went wrong?Well, how much time do you have? Just about everything feels poorly considered.
Minigames and boards are under-explained, leaving a lot of important information unsaid and forcing
you to learn by failing. And while randomness is a big factor in party games overall, the fact that
you’ll already be struggling to understand what to do means that Sonic Shuffle might as well be
selecting winnersat random and saving us the time. The worst part? The AI,
even at the easiest setting, cheats. If you have better cards than it has,
it will steal them to ensure that it always has the upper hand. Yes, Mario Party usually
has AI that is too easy, but that doesn’t mean the solution is for it to shove you down
and steal your dinner money, Sonic Shuffle. #76: Sonic Drift (1994)
Game Gear The first of many Sonic racing games, Sonic
Drift didn’t see a release outside of Japan until much later, in various collections.
Fortunately, the rest of the world wasn’t missing out. The game features Sonic,
Tails, Amy, and Eggman racing in circles to…accomplish something very important, I’m sure. Much of the game’s lack of depth can be attributed
to the meager hardware of the Game Gear. That’s fair, and it explains why we won’t find a
20-character roster, an arsenal of items, and complicated track layouts. But surely Sonic
Drift could have included something more than driving in six different circles. At the very
least, it could have tightened up the controls, which are nowhere near responsive enough and
work against the game’s limited draw distance. The on-screen map helps, but not in any kind
of way that makes the experience more fun. The most creative thing in the game is the
fact that each of the six tracks is based on one of the main zones from the first Sonic
the Hedgehog, but even that feels more like a concept than a feature. The tracks don’t feature
enemies, level hazards, or music from those zones; it just changes the background. The lone
saving grace is that you can play the game with a friend via the Gear-to-Gear cable,
but even then, that’s only worth it if you can’t think of anything more fun to do with your
Game Gears…such as clubbing each other to death. #75: Tails’ Skypatrol (1995)
Game Gear There’s a whole trilogy of Tails games out there,
and they’re worth playing if you’ve ever wondered what it’s like to witness the end of the world.
This game is sometimes referred to as a scrolling shooter, but that’s only because “scrolling” on
its own isn’t a genre. It’s a strange, poorly designed oddity that defies classification, which
is good, because if it did belong to a class, that would mean that there were more of them.
The game sees Tails squaring off against the villainous Witchcart. If you ever thought Eggman
was a stupid name, please take a moment to absorb “Witchcart.” And by “squaring off against”
we really mean “endlessly floating towards.” Tails moves ever forward through a whopping five
levels, each more annoying than the last.The game is rarely clear about which stage
features are deadly and which are ornamental. Hazards and enemies move more quickly than Tails
does, and trial and error is often the only way to progress. It’s impressively irritating.
This game also never left Japan in its original incarnation,so Sega probably knew it was a bit of
a stinker. Playing it with as forgiving a mindset as possible, it’s a clunky novelty that can be
comfortably completed twice in the course of a lunch break. Back then, on the power-hungry Game
Gear, we’d have called it a waste of batteries. Now it’s just a waste of time. Which isn’t all
that much better, now that we think about it. #74: Sonic Athletics (2013)
Arcade Our two favorite things in the world are “Sonic”
and “athletics.” Only joking; we’ve always hated one of those things, and this list is quickly
causing me to hate the other. We’reprobably not the target audience, then, for Sonic Athletics.
Actually, we’re definitely not, becausewe don’t live in Japan or frequent Tokyo Joypolis.
The game consists of eight actual treadmills, which you use to control the speed of your
character. As expected, the events are speed-based, though at least one requires jumping.
Thankfully, you do that by pressing a button, and not leaping into the air above a moving
piece of exercise equipment. Is the game fun? If you like running on treadmills, then I’m
going to say yes. If you don’t, staring at an animated .gif of Sonic’s posterior while you do
so probably won’t win you over. Unless it does, in which case, I’m not judging you. I’m just
more of a Vector the Crocodile guy, you know? Also, just to get it out of the way, we aren’t
going to cover Sonic Ghost Shooting on this list. It’s often listed as an arcade game, but it’s more
of an attraction or activity. At the very least, it’s not a video game; you sit in a little cart
and shoot at projections of ghosts as you pass by. We don’t live anywhere near this game, either,
but it seems like we can play it while sitting on our behinds and eating crisps, which therefore
means we’d enjoy it far more than Sonic Athletics. #73: Flicky (1984)
Arcade We are including games based on and named
after Sonic’s friends, so we might as well count Flicky. He predates Sonic, but I’m
sure many of your friends predate you, and you don’t hold that against them,
so there.Flicky was the result of Sega wanting to create a game that could rival
the popularity of Mappy, and we assure you that we’re the first people in almost 40 years who
has uttered the phrase “the popularity of Mappy.” During development, the game went
through several names, including Flippy and Busty. And please, as a favor to me, never
name your children’s video game mascot “Busty.” As Flicky, it’s your job to find baby birds
scattered about the levels and guide them to the exit. Deliver more birds, earn more points.
As expected from a score-attack game like this, the difficulty ramps up quicklyand the game
keeps looping until you run out of lives. It’s easy to see exactly how it inspired
the larger Sonic the Hedgehog series. Right? Not right; this has the square root of Captain
Jack Squat in common with the larger series, but Flicky does cameo in many of the games,
particularly the early 2D adventures that saw Sonic rescuing animals at the end of
stages. Flicky also appeared in Sonic R, Sonic Rush, and, most notably, the very
next entry on this list.Did we cover this game only so we’d avoid dozens of YOU FORGOT
FLICKY comments? Yes. Now leave us alone. #72: Sonic 3D: Flickies’ Island (1996)
Mega Drive, Saturn Hello again, Flicky! Known as Sonic 3D Blast in
North America and SonikkuSurīdīFurikkīAirando in Japan, we can all at least agree that –
whatever it was called– this game sucked on toast. As you can tell, it has a lot in common with Sonic
Labyrinth. It even has a similar goal: tracking down Flickies rather than keys in each level.
It looks and plays better, yes, but it’s still not very good. This game increases the
emphasis on platforming, which is not easy from an isometric perspective. It also isn’t
helped by the disorienting visuals and the fact that it is often hard to see where Sonic’s
shadow is. The repetitive colors and tilework made sense on the Game Gear, which could only
handle so much, but here it just makes things feel unpolished, as though you’re playing
through placeholder levels in a beta version of a game that’s nowhere near finished.
It’s not completely fair to fault Sega for releasing a subpar Sonic game on the Saturn. That
console had released two years prior, and it still hadn’t shifted a single unit. The company needed
a new Sonic game for the system, so we understand why they released this, even if it wasn’t quite
up to snuff. What we don’t understand is why they released it the same month for the Mega Drive
as well, meaning nobody needed to buy a Saturn in order to play it. Feels like you might have
missed the point of your own plan, there, Sega. #71: Sonic Blast (1996)
Game Gear Despite the name, this has
nothing to do with Sonic 3D Blast, unless you count the fact that they’re
both rubbish. If you do count that, though, then Sonic Blast has something in
common with a whole load of Sonic games! This one pulls inspiration from Nintendo’s
Donkey Kong Country, but that inspiration, sadly, didn’t run any deeper than its character
models. Even then, it doesn’t compare favorably; Donkey Kong Country’s characters still look quite
good. Sonic Blast looks like somebody scanned some Polaroid photos of clay models and compressed
them to the smallest possible file size. The game seems designed to answer the question,
“What if Sonic’s Game Gear adventures were even stiffer, more annoying, and looked terrible?”
It’s packed with exclusively bad ideas, the most serious of which was the impulse to zoom
the screen in even closer than usual. The biggest problem with the Game Gear games wasthat you
already couldn’t see far enough ahead of you; Sega’s solution, bafflingly, was to show you even
less. There’s also a wealth of lag, hit detection issues, and poor programming, all of which are
on particular display in the Blue Marine Zone. It’s a game that is destined to make a
terrible first impression, and the best possible outcome is that you leave it at that.
There was a Master System port of Sonic Blast in 1997 – yes, a Master System port well into the
Saturn’s lifecycle – but, for whatever reason, it was only released in Brazil. On behalf of
the rest of the world, we’re sorry, Brazil. #70: Shadow the Hedgehog (2005)
GameCube, PlayStation 2, Xbox Was this the first truly terrible Sonic game?
Well, it came out after 17 of the games we’ve already discussed so, no, clearly not. It might,
however, have been the first clear, irrefutable evidence that the franchise was in decline.
Shadow is a strong character. That’s something you might find hard to believe if you’ve
played…Shadow the Hedgehog, but it’s true. Of course, he completed his entire arc in
Sonic Adventure 2, so was it worth bringing him back for more story?This game answers that
question with a loud “NO,” backed by the sounds of screeching guitars and an exploding
orphanage. There’s little story here that was worth telling, and none of it is told well.
In fact, it’s incomprehensible depending upon which path you take. You can side with one faction
during a level, and then begin the next level at war with them. You can be partners
with a character who then, for no reason, suddenly challenges you to a boss fight. Much
ink has been spilled about how needlessly dark the story is, but the bigger problem
is that it isn’t even told coherently. You can even get conflicting answers
on how Shadow has returned from the dead…which is the central question of the game.
The weirdest part?Mechanics such as the light-speed dash and triangle jump,
which failed so often in previous games, work just fine here. Of all the Sonic
3D games that needed better programming, it’s Shadow the Hedgehog that got it. That’s
disappointing and insulting in equal measure. #69 (nice): Mario & Sonic at the Rio
2016 Olympic Games Arcade Edition (2016) Arcade
How likely are you to watch the Olympics? Whatever your answer, surely you’d be more likely
to watch them if the participants were dinosaurs, robots, and hedgehogs, right? RIGHT? It’s a weird
concept for a minigame collection and maybe an even weirder concept for an arcade game, but here
we are. As you might expect, Mario & Sonic at the Rio 2016 Olympic Games Arcade Edition is an
arcade version of Mario & Sonic at the Rio 2016 Olympic Games. What? We’re not padding out this
entry, we promise. We have loads to say! Loads! Such as…well, it was released in Japan and
the USA, but seemingly nowhere else. Unless we overlooked it.Which we might have done.
Listen, we’ve got a lot of these Olympic games to talk about so we need to strategically
spread out the observations we make.The game is understandably similar to the console version in
terms of content, but it does have a few unique events of its own. Hammer Throw, 100m Hurdles,
Long Jump, and Trampoline are…things you can do here that you can’t do on the WiiU. Are you glad
we committed to reviewing each one of these games individually now? We’re not, but you might be.
The Japanese version had Aimecard functionality, which stored your records and allowed you to
compete for spots on national leaderboards. You could also unlock characters that way,
which was certainly a welcome treat…for all those die-hard fans of Mario & Sonic at
the Rio 2016 Olympic Games Arcade Edition. #68: Mario & Sonic at the Olympic Games
Tokyo 2020 - Arcade Edition (2020) Arcade
Remember during the Mario list, when we’d basically have to stop dead every
couple of minutes to scrape together some words about yet another Mario Party game?
Well, Mario & Sonic at the Olympic Games is this list’s equivalent. If you’d like to get
a snack whenever you hear us say those words, feel free. We wish we could do the same.
This one did get a wider release than the 2016 arcade game, coming to Europe and Australia as
well as the USA and Japan. It was an unprecedented gesture of goodwill that brought the world just
a little closer to harmony. I’m lying; we had a pandemic that year and nobody was going to arcades
no matter where they lived. Thanks anyway, Sega. Compared to Mario & Sonic at the Rio 2016 Olympic
Games Arcade Edition, Mario & Sonic at the Olympic Games Tokyo 2020 Arcade Edition has a smaller
amount of truly unique content, with most of it being similar to events in the Switch version.
And one nice bonus of having the Switch version is that you’re allowed to keep it. The new unique
events here are for the 1964 mode: 110m Hurdles and 10m Diving. I’m sure you will agree that
those are fantastic events. Or terrible ones.We can honestly say that we’ve never thought about
either of them before and will never think about them again. Still, it’s fine. It plays well. It’s
a weird game. And we are already so very tired. #67: Sonic Battle (2003)
Game Boy Advance Sonic Battle is a very bad game. Yes, some of the
art is nice. Yes, Emerlis a welcome addition. Yes, his ability to learn moves from opponents is an
interesting gimmick. No, none of that changes the fact that Sonic Battle is a very bad game.
The main problem is that it’s a fighting game that combines 2D characters with 3D environments,
which never feels right. Lining up an attack in three dimensions when the characters exist in only
two is not a fun prospect. The game has generous hitboxes and accounts for the fact that it’s
difficult to know if your attacks will connect, but that’s an admission of a flaw in the game’s
design rather than a correction for it. We suppose it’s nice that the game cheats on your behalf
rather than lets you struggle with its own problems, but we’d rather play a better-designed
game that didn’t have those problems. We’re tempted to say “the game shines in
multiplayer,” but that would be overselling it. It’s more accurate to say that “the game
is marginally less awful in multiplayer.” The Game Boy Advance was perfectly suited to cartoony
platformers and, by this point, Sonic knew that damned well. Why we got a Sonic game in a genre
that wasn’t suited at all to the GBA is beyond us. And…good. Keep it far, far beyond us. There
are some things we would rather not understand. #66: Sonic Boom: Shattered Crystal (2014)
3DS Rise of Lyric singlehandedly tanked the Sonic Boom
name, which is unfortunate, because not everything that bears that name is terrible. The handheld
games are better. The television show was fun. And the character designs weren’t that bad; if they’d
gotten a stronger debut, they’d certainly be held in higher regard. Not those blue arms, though.
Those are clearly worth getting upset over. Shattered Crystalis a step in the right direction.
A much larger step would have been preferable, but, hey, it’s something. As in Rise of Lyric,
you switch between various characters to progress, only the stages are 2D here and
things feel better, more refined, and more familiar. The game is more playable,
which is good, but it still isn’t as fast or thrilling as Sonic games typically are, taking
a more explorational approach that never quite gets fun. The levels are far too long; you can
finish an entire Game Gear game in the time it takes to fully clear some stages here. Also, you
need to revisit them multiple times with different characters to collect everything. That’s a
tall ask for a game that isn’t that great. It works, but it’s not engaging and
it still wasn’t what anybody wanted. The developer for this one was Sanzaru Games,
who must have impressed Sega by making both the worst Ratchet and Clank game and the worst
Sly Cooper game. Why they didn’t stick with Dimps – a company that made good handheld
Sonic games–is a mystery for the ages. #65: Sonic the Hedgehog (2006)
PlayStation 3, Xbox 360 Well, what can we possibly say about this? “It’s
higher than we expected it to rank,” perhaps. “It’s as terrible as we remember,” certainly.
“Humans only sometimesmake out with animals in it,” yes. But, really, everybody knows
it’s bad, and everybody knows why it’s bad. Nobody doubts that it’s bad. It always has
been, and Sega should be ashamed of itself. It was developed to celebrate 15 years of
Sonic the Hedgehog, but all it really did was bury him alive for the next 15 years. The
series has yet to shake the stink of this one, however much it’s tried. The soundtrack is great,
of course, and some of the visuals are good. Beyond that, what’s the nicest thing you
can say? It’s difficult to accidentally decapitate yourself with the disc?
From terrible design to a worse story to copious glitches to endless loading screens to
gameplay features that literally do not function, Sonic ‘06 is an appalling product made by a
company that had no excuse for releasing this in the state that it was in. Aside from
greed. So we suppose they hadone excuse. The cherry on top is that it was released the
same day as a port of the first Sonic the Hedgehog to the Game Boy Advance…which was also a broken,
unplayable mess. It’s just that it was a broken, unplayable mess of a game that everyone had
previously loved. The hedgehog’s future and his legacy were tarnished on November 14, 2006.
Happy birthday, Sonic! We hope you like crap! #64: Sonic the Hedgehog 2 (1992)
Master System When you think of what defines Sonic 2 in
relation to its predecessor, two things quickly come to mind: Tails and the spindash.
The Master System version of Sonic 2, however, doesn’t have those things. At least, not really.
Tails does appear, but he’s kidnapped by Eggman at the start of the game. Well, except that he
also appears by your side in the zone intros, implying that he is with you? In
or out, Tails, make up your mind! We’ll get to the Master System version of
Sonic 1, but for now we’ll just say that it was limited by the hardware and made an admirable
attempt to craft a game that suited it. Here, however, there’s almost nothing
that’s admirable and even less that’s any actual fun. The game is a frustrating gauntlet
of blind jumps and platforms that are sometimes impossible to distinguish from background
elements. The bosses are artificially difficult and level gimmicks are implemented so poorly
that they feel like intermittent punishment. Funnily enough, this version of Sonic 2 beat
the Mega Drive version of Sonic 2 to shelves. Not by much, fortunately, so very few people were
likely to believe that this was the true sequel. That game’s earliest release was November of
1992, while this one plopped out in October. Pity all the grandmothers that year who remembered
that little Suzie asked for Sonic 2 for Christmas, but couldn’t recall which version.
Actually, pity little Suzie even more. #63: Sonic and the Secret Rings (2007)
Wii How can we rebuild Sonic’s reputation after
the legendarily awful Sonic ‘06? How about a motion-controlled Wii game? We can’t imagine
many people would have felt that that to be the correct next step for Sega’s mascot, but all of
the people who did were on the development team of Sonic and the Secret Rings. Oh, and it’s for
some reason based on One Thousand and One Nights. Well, the only two or three things from One
Thousand and One Nights that anyone recognizes. Reviews weren’t great, but in our opinion
they were far too kind, and the fact that this represented a step up from one of the literal
worst games in history should not have been met with as much relief as it was. A box full of
wasps would have been better than Sonic ‘06, but that doesn’t mean that anyone should buy
one. The game plays horrendously. There’s a reason that most of the best Wii games either used
very basic gestures for the WiiMote or relied on its pointer functionality; the motion sensitivity
was nowhere near reliable enough to build entire games around. It would be like playing
Spyro the Dragon by pelting rocks at a DualShock. It’s difficult to work out who this game was
even for. Fans of Arabian Nights who wished the stories involved Eggman and prefer their
games to be impossible to control? If so, kudos for knowing your audience, but is this really
the best way to treat your struggling mascot? #62: SegaSonic the Hedgehog (1993)
Arcade SegaSonic the Hedgehog is less of a platformer
than it is an isometric sprint game. Is there a better term for that? If so,
I’m perfectly fine with not knowing it. It was a multiplayer arcade game in which each
player had a trackball and an action button, and the goal was to outrun whatever hazard was
making your life hell in any particular level. Due to the oddness of its controls, it’s nigh
on impossible to play properly today. Indeed, perhaps it’s more fun with a trackball. A filthy,
grimy trackball that somebody’s dripped chocolate and snot all over just before it was your turn
to play. Yes. That was probably much more fun. The game is a straightforward adventure without
much to recommend it, and its biggest claim to fame is that it introduced two sidekicks for
Sonic: Ray the Flying Squirrel and Mighty the Armadillo. Gee, if only Sonic had other yellow
and red sidekicks, they could have appeared in this game instead. Okay, yes, I’m mostly joking.
Sonic 3 didn’t debut until the following year, so we can forgive Knuckles sitting this one out, but
why not include Tails instead of Ray? Regardless, Sonic’s two fair-weather friends wouldn’t share
a playable appearance with him again until 2018’s Sonic Mania Plus. Weirdly, nobody missed
them while they were gone. Nobody’s going to miss them now that they’re gone again, either.
Otherwise? Well, the animations are nice, and the music is good. And Sega’s never rereleased
it, which we think qualifies as a positive. #61: Sonic the Hedgehog Spinball (1993)
Mega Drive Sonic Spinball (1994)
Game Gear Yes, we are covering both versions
in one entry, but hear me out, because we have a very good reason for
doing so: we hate this game and we would like to forget about it as quickly as possible.
Sonic the Hedgehog Spinball for the Mega Drive is a fine concept. One of Sonic’s most notable
features is that he can curl up into a ball, and some of his most memorable stages involve
pinball flippers and bumpers. Why, then, is Sonic the Hedgehog Spinball such a load of horse apples?
Well, mainly because it just doesn’t feel good to play. The physics are both stiff and inconsistent,
and while it’s possible to get a handle on the individual quirks and gimmicks of each table, it’s
never really much fun to do so. Some of the music is memorable, and it’s a solid idea for a game,
but it’s quite clear that this was rushed through development in order to plug the gap between Sonic
2 and Sonic 3, and not because anyone involved was particularly passionate about the idea.
The Game Gear version is not the same game, but since the main differences come down to
the specific arrangements of pinball tables, we couldn’t really warrant talking about the
game for two successive entries. To be honest, we could barely stand playing both versions.
If you’re wondering which one to pick up, go with whichever one is cheaper. You’ll regret your
purchase either way, so just regret a smaller one. #60: Sonic the Hedgehog 4: Episode I (2010)
PlayStation 3, Wii, Xbox 360 Sonic fans have appended the unofficial title
of “the real Sonic 4” to everything from Sonic Mania to Sonic Advance to Sonic Adventure,
and that’s because they’re desperate to remove the realreal Sonic 4 from existence.
Like The Phantom Menace before it, Sonic 4 was advertised and anticipated as a glorious return
to a beloved trilogy, and ended up disappointing fans by being a piece of actual rubbish. They both
even have Episode I in the title! Still, there is one crucial difference between this game and The
Phantom Menace: Nobody, under any circumstances, ever talks about this. We don’t blame them.
It’s more fun to plan one’s own funeral. Sonic 4 Episode I is a far worse retread of the
original Sonic the Hedgehog. Much has been made of the fact that the physics aren’t true to those
found in the Mega Drive games, and that’s a fair criticism, but an even more fair criticism is the
fact that they aren’t even true to themselves. Sonic frequently glitches out or reacts improperly
to things, as though the developers couldn’t decide how anything was supposed to work in
the first place. The entire thing feels like a low-effort fan game. It’s stiff, it runs poorly,
the levels are appallingly designed, and it looks positively hideous. It’s even shockingly low on
creativity, relying on lesser retreads of old stage ideas. Remixing familiar concepts would
work well in Sonic Generations and Sonic Mania, but those games were made with love. This
game barely feels like it was made at all. #59: Mario & Sonic at the Olympic Games (2008)
DS The portable version of the first
Mario & Sonic at the Olympic Games…game is, to be fair, what anyone should have expected.
It’s a minigame collection, like the Wii version, only this time it’s portable. We’re not giving
it extra points for low ambition, of course, but we also should acknowledge that there wasn’t all
that much in the way of expectation to begin with. The game also looks significantly worse, but
we’d be lying if we said that there weren’t some degree of appeal in the thick polygons.
It’s charming, even if it makes all of the characters look like arts and crafts projects.
We will say that there’s notably less appeal in the reliance on touch controls. We get it, of
course. It’s a collection of minigames on the DS; of course it will have touch controls. And the Wii
version certainly wasn’t without its gimmickry. But dragging, flicking, and tapping gets old
very fast when all you’re doing is helping our belovedVector the Crocodile do gymnastics.
It’s a competent game, and that may be enough for people, but we certainly can’t pretend
that it’s much more than a weird oddity that, as a series, eventually lost its weird oddness.
If you’ve always wanted to see Mario characters and Sonic characters compete in the Olympics
and you’ve always wanted to see that on the go, this was right up your alley. We like to keep our
alley just a little cleaner, though, thank you. #58: SegaSonic Bros. (1992)
Arcade SegaSonic Bros. is often referred to as
being one of Sonic’s many unreleased games, but it was actually released in Japan…briefly. It
was location tested and, evidently, it performed poorly enough that Sega quickly recalled the
machines. So here we are, writing about another falling-block puzzler that just happens to
have some Sonic imagery slapped over it. It’s…okay. It’s clear enough why it didn’t
grab the public’s eye. How could it? It’s an extremely superficial experience that can be
rather fun in multiplayer, but you could say that about any puzzle game. Instead of simply
matching colors, you need to create rings of the same color, which will remove any of
the blocks contained within the ring. ROMs of the game do circulate, so while its
time in the rising sun was brief, it’s at least not lost. You can try it yourself and marvel at
the fact that, yes, the blocks look like Sonic. Actually, they are Sonic. All of them. You’d be
forgiven for assuming that the differently colored hedgehogs were different characters – that’s
usually the case, isn’t it? – but this game doesn’t even have that much creativity. It’s just
Sonic, Red Sonic, Yellow Sonic, and, eventually, White Sonic. If you absolutely need to play
a falling-block puzzler with Sonic in it, this is a better option than Sonic Eraser.
Then again, so is losing a knife fight. This is not the worst game Sonic’s even been in, but
it might be the one with the least imagination. #57: Tails Adventure (1995)
Game Gear The best of the Tails games, simply because it’s
the least psychologically destructive of the Tails games, Tails Adventure is okay. In fact, if it
weren’t on the Game Gear and had been developed byanyone other than the people who made Coca-Cola
Kid, it might have actually been good. Tailsworks well in a slower-paced puzzle platformer. It
wouldn’t make sense for Sonic to methodically comb through environments, and it wouldn’t make
sense for Knuckles to track down upgrades rather than bash his way through obstacles, so Tails
is a perfect fit for this particular approach. Sadly the design…isn’t great. You
can only hold fouritems at a time, and you must choose your loadout before entering a
level. If you didn’t bring the item that you need, you have to physically walk all the
way to an exit, return to Tails’ house, choose four different items, enter the stage
again, travel to the obstacle, and see if you brought the right thing this time. If not, repeat
until you’ve tried everything. Oh, and there’s always the chance that you actually need to
be in a different stage entirely. What fun! At times there are flashes of potential, but
the Game Gear is not the right system for large, sprawling mazes that must be explored multiple
times. It’s impossible to see what’s coming, let alone remember where everything is. Tails
Adventure is a good concept that falls down in its execution. Still, “good concept” puts it
well above many of the things we’ve seen so far. #56: Sonic Drift 2 (1995)
Game Gear The original release of Sonic Drift was exclusive
to Japan, but Sega made the decision to bring its sequel westward. They certainly chose the
better game to receive a wider audience, but that’s not to say that Sonic Drift 2
is great. In fact, it’s mainly just…more. That in itself is fine. Yes, we’d love it if Sonic
Drift 2 compared favorably to Mario Kart or even Sega’s other racers, but that’s the world of
fantasy and, in case you haven’t been paying attention these past few years, we emphatically do
not live there. What we got instead was a beefed up version of the same game, providing more
content without significantly improving the overall experience. There are new items and the
roster is expanded…a bit. You can now race as Metal Sonic, Knuckles the Echidna, and Fangthe
Sniper. Everyone’s favorite animal, there. Most importantly, there are more tracks…and
they’re not all circles this time. Sega, with this actual attention to track design you
are really spoiling us. The Death Egg track even looks like Eggman’s beautiful face! If you’ve
ever wanted to leave skidmarks in his moustache, have at it. Many of the tracks even have
environmental hazards or other tweaks, which make them feel far more distinct than they did in
the previous game. All in all, it’s a perfectly competent little racer for the Game Gear, even
if it’s not all that memorable. Sonic racing games got much better from here, but Sonic Drift
2 was evidence that Sega was willing to improve. #55: Mario & Sonic at the
Rio 2016 Olympic Games (2016) WiiU
Mario & Sonic at the Rio 2016 Olympic Games was the
second game in this subseries on the WiiU, and one might expect that it would have
built and improved upon its predecessor. That’s what happened on the DS and Wii, after
all. It can take time to get used to new hardware, and with a series like this, it’s reasonable
that it might not reach its fullest potential right out of the gate. And yet, this one
doesn’t feel like it’s trying very hard. The game lacks content, with fewer events overall
and no dream events. What are dream events? Well, you’ll hear about them later in this list, because
they are things that people actually enjoy. We’re not keen on referring to developers as
lazy – that’s very, very rarely the case – but this doesn’t feel like a decision that
was made in order to benefit the consumer. What is here is serviceable. Some of the new
events, such as boxing, are fun. But none of them justify another game on the WiiU, especially
one that takes a notable step back in quality. Scandal very much pending, but we do wonder if
the failure of the WiiU made Sega take this one less seriously. Rather than invest a load of
resources into trying to make it a must-have, they slapped together something passable and
called it a day. We certainly don’t know for sure, and we can’t blame them if that’s correct,
but we can be just a little disappointed. #54: Knuckles’ Chaotix(1995)
32X Knuckles’ Chaotix is the closest Knuckles has
ever gotten to having a game all to himself, and the fact that it’s an unloved, largely
forgotten mess might be the reason he’s been stuck on the sidelines ever since. That’s
not entirely fair to the echidna, as the many problems with Knuckles’ Chaotix have nothing to
do with him, and everything to do with the fact that it’s a strange concept executed poorly.
The game began development as Sonic Crackers, and it was intended to star Sonic and Tails,
tethered together in the video-game adaptation of The Defiant Ones that we’ve always wanted.
Eventually Knuckles got the spotlight, and he’s regretted it ever since. It’s not terrible,
but it isan ill-conceived misfire in just about every way. The levels are huge and sprawling past
the point of tedium, and pseudo-randomization means that you’ll hop between them without any
clear sense of escalation. Most of the partner characters are fine, but there are somewho exist
just to hinder you. Also, in what feels less like a “decision” than a “concession made because the
game keeps breaking,” there’s a button dedicated to snapping your partner back into place.
On the bright side, the music is often great and the visuals are unforgettable, looking
like LSD took some LSD. But the fact that this was the only Sonic game for the 32X, and the
related fact that Sega has never rereleased it, probably suggests that they’d rather
we forget it. I’ll start right now! #53: Sonic Dash Extreme (2015)
Arcade Sonic Dash Extreme is an arcade version of the
mobile game Sonic Dash. Sonic Dash was a Sonic version of Temple Run. So, basically, Sonic Dash
Extreme was like playing Temple Run on an arcade cabinet. Except that you could actually
play Temple Run on an arcade cabinet,so Sonic Dash Extreme has no purpose. Yay!
To be fair, Sonic Dash was fine, and if all you wanted to do was speed around for a few minutes,
sidestepping hazards and collecting rings, it was an adequate time killer. There was a little bit
more to the experience than that, but it was still just Temple Run. Let’s not fool ourselves.
There doesn’t seem to be much difference between this and the phone version, which is
free, so it’s probably best to save yourself the money and fiddle with that for the twelve
or so minutes it will take you to get bored. Also, if you download the game from Google Play,
you can unlock – and we want to be very clear about the fact that we’re not joking – Andronic
the Hedgehog, a cross between Sonic and the Android logo. It’s very scary, and we hate it.
Strangely, the arcade game seems to only have been released in the UK. We’re not sure
how many cabinets are still out there in the wild, but if you know where to find one, let us know
in the comments. We will meet you there and we’ll try to beat each other’s scores. Just…wait
for us. We’ll join you eventually. We promise. #52: Sonic the Fighters (1996)
Arcade You’d probably expect a concept as weird
as Sonic the Fighters to be the result of some executive at Sega who sat down,
crunched numbers, determined that Sonic and fighting games were both profitable, and
then demanded that developers get to work. In fact, nothing could be further from the truth.
Character designer Masahiro Sugiyama was bored, so he imported some rough 3D models of Sonic
and Tails into a build of Fighting Vipers. Yuji Naka apparently saw employees playing
with it and thought, “Hey, why not?” And so development began on a game in which
Sonic and a very small number of his very strange friends would beat each other up for
pocket change. Isn’t game development magical? It’s not a bad game – it can’t be, with Fighting
Vipers DNA in its blood – but it is a very strange and fairly shallow one. The characters also have
a bouncy quality that’s difficult to describe, which makes the fighting feel like little
is at stake. If the rubbery characters can contort themselves right back into shape, does
the fight really matter? We realize that we are dangerously close to arguing in favor of realistic
hedgehog viscera, though, so we’ll relent. A port of the game to the Sega Saturn was
announced, but nothing ever came of it. According to the Sonic Wiki, “No explanation has ever been
offered for the port’s cancellation.” I’m sure that that’s true, but…come on. You don’t need
to be a rocket scientist to work this one out. #51: Mario & Sonic at the
Rio 2016 Olympic Games (2016) 3DS
Mario & Sonic at the Rio 2016 Olympic Games for the 3DS is not to be confused with Mario & Sonic
at the Rio 2016 Olympic Games for the WiiU or Mario & Sonic at the Rio 2016 Olympic Games Arcade
Edition. I’m just joking; it’s easy to confuse it with those, and with every other Mario & Sonic at
the Olympic Games…game. There’s not even an easy way to say that. This whole subseries is a mess.
By this point, previous Mario & Sonic at the Olympic Games…games had covered most of the
possible minigames that one could wring out of the Olympics. As a result, this release ends
up seeming less interesting and less impressive. Just about everything feels like a lesser retread
of what we’d seen in the handheld games before, feeling far less fresh and far too familiar
at once. It’s not bad, and everything works just fine, but it doesn’t really feel like much
thought went into this one, particularly when compared to its predecessor on the same system.
If you ask us, the main selling points are the football and golf games, which are decently
robust. We’re not sure it’s worth picking up the game just for those things –
and Mario Golf: World Tour does exist, if you’re looking for a great version of that
particular sport on the 3DS – but they are nice bonuses for the overall package. We just wish that
the package were a little easier to recommend. #50: Sonic Pinball Party (2003)
Game Boy Advance You know, it would be so easy for us to ignore
this one. It’s called Sonic Pinball Party, yes, but unlike Sonic Spinball, it’s not a Sonic
game with pinball elements; it’s a pinball game with Sonic elements. Even then, it also
has elements from Nights and Samba de Amigo, so if it weren’t for the game’s title, we
wouldn’t have to talk about this at all, right? Not quite right, sadly, because Sonic Pinball
Party has a story mode, and it’s a Sonic story. How many pinball games have story modes? Not all
that many, and Sonic Pinball Party makes it clear why: Nobody is going to write a good story
that involves repeatedly playing the same few pinball tables. And even if somebody did write
a good story, it would necessarily be frequently interrupted by playing the same few pinball
tables. Have fun slapping the balls around and racking up high scores, which ends up freeing
your pals from Eggman’s mind control for what I’m certain are scientifically validreasons.
The physics are fine. They’re nothing earthshattering, but considering the hardware,
they’re more than serviceable. There are only three tables and a few minigames, and none of
them are especially impressive or memorable. If you absolutely need a pinball game on your GBA,
Sonic Pinball Party is perfectly fine. But if what you need is more than five or six minutes
of fun, it’s probably best to keep looking. #49: Sonic and the Black Knight (2009)
Wii Have you ever wanted to see Sonic
meet King Arthur? No, of course not, that would be stupid. But have you ever wanted
Sonic to be King Arthur? What’s that? That’s even more stupid? Oh. Might want to steer
clear of Sonic and the Black Knight, then. It’s…a strange concept. It’s not one that was
inherently doomed to fail, but it’s also not one that the game works very hard to make worthwhile.
The plot seems to be an excuse for extended cutscenes in which the characters all dress up
in period garb and talk to each other for far too long about things that don’t really require
discussion. You know, just what everybody wants from a character famous for moving quickly.The
gameplay is improved from Sonic and the Secret Rings if only because you can now move Sonic with
the nunchuck; you are no longer confined to motion controls. But don’t worry, dear friends; motion
controls still rear their unwelcome head, with the sword fighting being controlled by waggling.
It’s fine, we suppose; God knows it’s far from the only “waggle to kill things” game
on the Wii, but remember when Sonic ran fast and jumped on enemies to kill them? Who
on Earth saw that and thought it would be a better idea if he came to a dead stop to do some
fencing? It’s nice that you can unlock Shadow, Knuckles, and Blaze as playable characters, but
all three of them deserved a much better game. #48: Sega Superstars (2004)
PlayStation 2 Hey, look, it’s the EyeToy! Considering how much
Peter/Ben and Ienjoy Sony at TripleJump Towers, we very rarely have reason to talk about
the EyeToy. That’s good, because if we drew attention to it, people might realize that it
was basically an early Kinect. Only it…worked. So Microsoft had even less of an excuse than
you’d previously thought. Sega Superstars was a collection of minigames for the device, spanning
properties such as Crazy Taxi, Billy Hatcher, and Virtua Fighter. As with any collection of
motion-controlled minigames, the quality varies but, fortunately, we’re ranking Sonic games
on this list, and we get to focus all of our attention on that one. In all of its…glory.
It’s not bad, to be clear. In fact, it works quite well. The EyeToy’s motion tracking allows
you to move your arms around to control Sonic as he runs through a long pipe, collecting rings
and Chaos Emeralds. There’s not much else to it, but the game is a serviceable enough diversion. It
didn’t hold our interest for long, but as part of a larger package, it doesn’t really need to.
If you complete the game on each difficulty, you unlock the ability to play as
Shadow…which itself is basically just another, tougher difficulty. It’s a decent
bonus, and the game certainly isn’t terrible, but it would be nice if Sonic’s lone PS2 exclusive
were something a bit more substantial. Oh, there’s also a Chao Garden. That’s good news for the one
person on Earth who has ever enjoyed Chao Gardens. #47: Sonic the Hedgehog (1991)
Master System In 1991, Sega released Sonic the Hedgehog
for the Mega Drive. We’ll get to that, but we’re focusing on another
release from a few months later: Sonic the Hedgehog for the Master System. It’s
not a port; it’s an entirely new game built from the ground up for the weaker console.
That’s good, but it’s still quite flawed. There is absolutely no sense of speed, with
lag and framerate issues making things feel even slower. The levels are bland and
forgettable. Stage types include vertical climbs and auto-scrollers. The excellent layered
design of the original game is missing completely. Blind jumps dot the landscape. The Eggman fights
completely lack challenge, even without rings.And yet, we kind of like it. Not very much, but
we admire what it was able to accomplish. As a platformer in its own right, it’s not bad; it
mainly pales in comparison to the 16-bit version. Interestingly, this game is an early example
of something that would contribute to Sega’s downfall. This was released for the Master System
three years after the launch of the Mega Drive, and over-supporting multiple systems would
eventually pose a serious problem.By 1996, just five years later, Sega would be supporting
the Master System, the Mega Drive, the Mega CD, the 32X, the Game Gear, and the Pico. Six
consoles at the same time. Todaywe have roughly enough room on the market for three
consoles, but in 1996, Sega believed that it could sustain six. Sega’s ambition was one its
defining aspects, but even ambition needs limits. #46: Mario & Sonic at the Olympic Games (2007)
Wii Let’s be clear: Nobody wanted this. We
didn’t want this. You didn’t want this. Neither Mario nor Sonic wanted this. But starting
in 2007, we’ve been treated to Olympic tie-in games featuring the former rivals, and it’s
possible that the subseries will outlive us all. It’s…a strange idea. As a peace
offering between Sega and Nintendo, it’s fine. As a one-off novelty, it’s weird enough
to succeed on oddity alone. As a long-overdue official crossover between two gaming titans,
however…well, nobody wanted this. A platformer, a racing game, some kind of weird head-to-head
puzzler…just about anything would have been a better fit than an athletics competition between
the fastest thing alive and a man who sweats just getting out of bed in the morning.
It’s a minigame collection on the Wii, which means you’ll be doing this however long
you decide to play, but it works about as well as can be hoped, and at the time there was at
least a small thrill in seeing Amy Rose and Waluigicompeting in the world’s most important
sporting events. Frankly, we doubt that they put in the training and are only competing as some
kind of publicity stunt, but that’s just one man’s opinion. Mario and Sonic would have a more welcome
crossover in 2008 with Super Smash Bros. Brawl, and maybe that would have seemed even more special
if the two hadn’t already met here for a few games of competitive table tennis. On the bright
side, things didmostly get better from here. #45: Sonic Rivals (2006)
PlayStation Portable Nintendo’s handhelds have had no shortage of
Sonic platformers, but Sony’s handhelds were far less lucky. The PSP, for instance, had only
three Sonic games: Sonic Rivals, Sonic Rivals 2, and the Sega Mega Drive Collection, which
contained ports of Sonic and Sonic 2, as well as Flicky. Remember, we all
agreed that we are counting Flicky. Sonic Rivals is a platform racer in which the
objective is to reach the end of a stage before your opponent. A few 2D Sonic games have included
competitive modes, but now it’s the entire point. Sadly, the characters all play similarly to each
other, despite the fact that they’ve had different abilities in the past.That was certainly done
for balancing reasons, but just as certainly, the developers could have designed levels around
multiple abilities, rather than giving everyone the same basic moveset and repetitive obstacles
to overcome. Aside from their special moves, playing the game as one character feels
identical to playing it as another, which defeats the purpose of having a varied roster.
The levels themselves are also extremely lifeless, and we’d have trouble believing that they
held anybody’s attention for very long. There’s the potential for a great platform
racer in here – and Sonic is indeed a good fit for the idea – but Sonic Rivals is an
empty, almost soulless experience. The sequel does improve upon this game, but not by enough
to really matter. And, hey, speak of the devil! #44: Sonic Rivals 2 (2007)
PlayStation Portable We’re blitzing right past this pair of
disappointments and we’ll never speak of them again. To be clear, neither game
is particularly bad; they’re very boring, utterly pointless, and bereft of merit…but with
a history like Sonic’s, that still keeps them far from the bottom.Sonic Rivals was not the
game anybody wanted from the series on the PSP, but fans of course bought it in the hopes that
it would encourage Sega to release a proper game. Sega responded by making Sonic
Rivals 2 and turning up at each of their homes to say “nana nana blow raspberry.”
This game does make some welcome improvements. It has more characters, and their special moves
even make them feel more unique…sometimes. Hey, it’s better than nothing. There are also more
modes, and the stages are better designed overall. The voice-acted cutscenes are a nice treat for
anyone invested in that deep Sonic Rivals lore, and now the Special gauge fills up as
you collect rings, giving you something to focus on other than the finish line.
It’s better. But is it good? …have you not been paying attention? No, it’s not
good. The variety is absolutely welcome, and there was some additional effort invested
here, but this still isn’t up to the level of quality we’d have hoped for in the first place,
let alone in a sequel. These games didn’t have much potential, but they still failed
to live up to what they could have been. #43: Sonic Rush Adventure (2007)
DS Sonic Rush Adventure is a downgrade from 2005’s
Sonic Rush in just about every way. The stages are less interesting, collecting materials requires
either perfect play or repetitive grinding, and the soundtrack is…look, we are going to sing the
praises of Sonic Rush’s soundtrack soon enough, so let’s just say that this is nowhere near as
good. There are a few standout tracks – hello, Plant Kingdom and Coral Cave – but it’s
such a step down that the loss is tangible. There’s also an increased reliance on
performing tricks in the air and capping them off with a finishing move, which isn’t as
fun assimply moving through stages as quickly as possible. There are also dull seafaring
sections, which absolutely slaughter the pace; nobody could have believed that Sonic games
would be improved by long sequences of moving slowly from one part of the world to another,
and yet here we are. And the between-level missions commit the cardinal sin of making
the game longer without adding anything to the experience of playing it. What’s more, they
removed the previous game’s auto-save feature, which is a decision that could only
have been made to irritate everyone. Then there’s Marine, the game’s new character
who never shuts up and speaks with an exaggerated Australian vernacular, with a “sheila,” “stewth,”
or “shrimp on the barbie” in every damned line. She promises Sonic at the end of the game that
she’ll see him again, even if she has to cross dimensions to do it, and let’s all thank
the Lord that she’s bad at keeping promises. #42: Sonic Boom: Fire & Ice (2016)
3DS The last of the Sonic Boom games is the
best. It does not achieve greatness. It doesn’t even really achieve goodness. But it does
achieve…fine-ness. Fire & Ice really does try. It allows for exploration of levels, but it no
longer ties collectibles to progression, leaving you free to…y’know…play it like a Sonic game.
The main gimmick is switching between the fire and ice elements, which is required to
overcome certain obstacles. It works well, actually, and can be done on the fly so that
it doesn’t interrupt the flow of gameplay. None of the elemental puzzles are difficult,
but we don’t think they were intended to be. We get the sense that it was just one more way
to challenge players to keep their momentum going and, in that regard at least, it works
well. It’s barely more than a wrinkle in how the game is played, but it is something.
And that was it for Sonic Boom. Nobody wanted it and nobody misses it, though it did
reach some level of competence by the end. We hope to do the same one day! Interestingly,
Sonic Forces is said to have begun development as a sequel to the much-loved Sonic
Generations, bringing Classic Sonic, Modern Sonic, and Sonic Boom Sonic together. Due
to the fact that Sonic Boom was received like a slap in humanity’s collective knackers, Sonic
Forces featured a custom avatar instead. Brave of Sega to admit that literally anyone could create
a character better than they could at this point. #41: Rad Mobile (1990)
Arcade Yes, we’re stuck including this one because,
if we didn’t, every other comment would be, “Didn’t you know that Sonic’s first official
appearance was in Rad Mobile??” Sorry! You’ll just have to try to make us feel stupid some other way.
Rad Mobile is not a Sonic game. It does, however, feature Sonic consistently, all throughout
gameplay. See? There he is! Dangling from the roof of the car as though his little hedgehog cries for
help were never heeded. Okay, that was more morbid than we intended to get. It’s just a plastic charm
of Sega’s mascot, even though he wouldn’t get his first proper game until the following year.
For 1990, Rad Mobile looked fantastic, and the changing times of day and weather effects were
impressive. There are even police who will attempt to pull you over. If they do, the game says that
you are under arrest, but this is not what being arrested looks like. Or, at least, it shouldn’t.
Are we assigning too much significance to Sonic’s appearance here? Yes, but it really is a major
part of the game’s appeal. When it was ported to the Saturn in 1994 as Gale Racer, Sega not
only retained Sonic, but added more charms, including Tails, Amy, and Eggman. That’s nice,
but I’ll never forgive them for leaving out Ray the Flying Squirrel, and we will not rest
until every last Sega employee is…oh, they did include him? I…wow. We didn’t expect that.
Right. We’re sorry we ever doubted you, Sega. #40: Sonic R (1997)
Saturn Sonic R occupies a strange place in Sonic’s
history, as it manages to be exactly as good as it is bad. It’s an impressive balancing act.
Many of these games are boring. Many of them are only notable for their strangeness. Some
of them, of course, are good. But Sonic R is worth seeking out simply because it exists.
It’s a racing game, as you can surely tell, but nearly all of the characters are on
foot. That’s fine, except that they control as though they are in vehicles, with braking
and acceleration and wide turning. Of course, characters who control like vehicles is fine
when you’re actually racing; it takes a bit of mental effort to reprogram your brain, but it does
work. Then, all at once, it doesn’t work, because Sonic R introduces platforming, exploration, and
collectathon elements within its races. It’s not enough to finish first; if you intend to unlock
all of the content and complete the game fully, you will need to seek out the various hidden
trinkets at the same time that you win the races. It’s a strange mix that we do
not want othergames to attempt, but this one handles it quite well. It
is possible to explore the secret areas, collect all the goodies, and finish
first. It’s not easy, but it’s also not oppressively difficult. It’s a strangely
satisfying challenge in a game that really shouldn’t work as well as it does. Sonic R isn’t
great…but it’s impressively far from being bad. #39: Mario & Sonic at the Sochi
2014 Olympic Winter Games (2013) WiiU The subseries makes its HD debut with Mario &
Sonic at the Sochi 2014 Olympic Winter Games, and we couldn’t be happier. Sorry;we misread
that: “And we can never be happy again.” This was the precise point at which the world
collectively realized that Mario & Sonic would keep competing in the same Olympic events until
our great grandchildren are buried in the cold, cold ground…so, hey, it’s fitting that it’s
another game about the winter Olympics, at least. In terms of the visuals…well, they are improved.
Are they improved by enough to matter? I’ll say no. It’s not for want of trying, but cartoon
characters have looked great in video games for many years. They’re sharper in HD, yes, but
since these critters were never meant to look “real,” the upgrade really isn’t as important.
Like many WiiU exclusives, Mario & Sonic at the Sochi 2014 Olympic Winter Games relies heavily on
the Game Pad. Previous titles were no strangers to control gimmicks, but staring down at the Game
Pad is significantly less fun than watching the action on your television. Also, many of
the minigames still require the WiiRemote, so you’ll be swapping back and forth between
controllers, sometimes even during the same event. It’s by no means impossible to do that,
but it also isn’t very much fun. It’s a needless complication to a series that had, up until this
point, been a simple experience. If you really need a minigame collection on your WiiU, you
could do worse. But that sure isn’t saying much. #38: Mario & Sonic at the
Olympic Games Tokyo 2020 (2019) Switch
Boy, remember the 2020 Olympics in Tokyo? Oh, what fun
we had. All of the…sporting events and…Olympians. The medals! Can’t forget the medals. And all of
the…yeah, just all of the general Olympic joy.Oh, my mistake;we had a pandemic that year
and nobody was doing anything, ever. Yeah, weirdly enough, this game came out
in November 2019, and the actual 2020 Tokyo Olympics never took place. Tokyo did belatedly
host the games in July 2021, but to this day, Sega has not come around my house to fix
the box art of my copy. It’s like they don’t even care about their customers!
Sega even wanted this game to celebrate Tokyo’s history with the Olympics, including
retro-styled 1964 events, based on the previous year that Tokyo had hosted the summer games. It
was a nice idea, scuppered slightly by the fact that the “modern day” 2020 events didn’t happen
at all. Still, the game is fine, but it could be much better. A lot of the content feels stale
after having been featured in the previous games, and while the 1964 events are great, we can’t
pretend that they have much depth. Which we suppose is fitting, since they’re two-dimensional,
but you get the point. There are also fewer dream events – only three, in fact – making this
feel less inventive than its predecessors. It looks good, but it feels as though the
series was starting to run low on ideas. #37: Dr. Robotnik’s Mean Bean Machine (1993)
Mega Drive It certainly seems like we’re always having to
find new ways to talk about PuyoPuyo on these lists. Let me be clear; PuyoPuyo is excellent, but
the games kept getting released under different names, so we keep havin’ to rank ‘em all over
again. This particular version is a reskin of the 1992 Mega Drive port of the original PuyoPuyo
arcade game. It also, interestingly, ties into the Adventures of Sonic the Hedgehog cartoon as
opposed to the video game series. You can tell because it features characters exclusive to that
show and also because Robotnik’s head is obscene. It’s your job to manage blobs of varying colors,
positioning them so that one match will trigger a long chain of other matches and you’ll bury
your opponent under a veritable deluge of slime. Alright, that sounds disgusting, but it is fun.
It’s a bit less fun if you’re playing against the CPU, as those opponents are incredibly fast and
difficult. If you want a game that’s going to ease you in to its mechanics, too bad; Dr. Robotnik’s
Mean Bean Machine will quite gladly curb-stomp you into submission should you dare challenge it.
Weirdly, the later ports to the Game Gear and Master System might be a better place to start.
They’re the same game, but they have a unique Puzzle Mode that will help you learn the best
way to set up chains for maximum blobbage. And now that I’ve said “maximum blobbage,” I
would very much like to move on, please. #36: Sega Superstars Tennis (2008)
DS, PlayStation 2, PlayStation 3, Wii, Xbox 360 Are we stretching by including
this game? Yes and no. No because Sonic and pals are definitely the
focus, even if the title doesn’t bear his name. But yes, because it’s still just a tennis game
that happens to have lots of Sonic stuff in it. We did want to include it though because
this list seemed a little empty without all of the athletic diversions of the Mario list.
That guy really gets around. Sonic, though, usually stays out of sports. That’s one thing that
we have in common. Well, that and the fact that I am also not wearing trousers at the moment.
Sega Superstars Tennis is a title in which “superstars” can only be interpreted
sarcastically. There’s Alex Kid, Gilius Thunderhead from Golden Axe, some
of the Super Monkeys from Super Monkey Ball, and other characters who are even less notable. Sega,
you’ve got bigger properties, you know. Your back catalogue doesn’t consist of “Sonic” and “other.”
The other modes pull inspiration from more series, such as House of the Dead and PuyoPuyo,
and those modes are indeed the highlights. Otherwise, the game is mainly…tennis. It’s good
tennis, but it’s tennis, and if you don’t already love tennis, it won’t win you over. We know,
because we already don’t love tennis. The DS version is surprisingly faithful to the console
version by the way. There are a few tweaks and it clearly looks worse, but it’s an impressive
feat, and it’s notable for that reason alone. #35: Sonic the Hedgehog Triple Trouble (1994)
Game Gear It should come as no surprise that the best Sonic
Game Gear game is the sequel to Sonic Chaos, the best Sonic Master System game. Triple Trouble
doesn’t quite rise to the heights of the best 2D Sonic games, but it comes remarkably close,
especially considering the hardware. In fact, the hardware is about the only
thing working against this one. The tiny screen of the Game Gear means
that you can’t see very much at once, leading to cheap deaths. The speaker, as well,
doesn’t do justice to this game’s great music. Itstill soundsrather good;we just want it
to sound better, because we are selfish. Really, the game is fun; it’s just that the
limitations of the console hold it back; Triple Trouble could have been so much better
realized on the Mega Drive. The sprites look nice, but not nice enough. The colorful environments are
great, but those colors should pop so much more. The new ring system – in which you lose only some
rings upon taking damage, because the Game Gear couldn’t render them all – is an unfortunate
concession, even if it was a necessary one. Triple Trouble is very good, to be clear, but
that’s also what’s frustrating; if it’s this good on a weak handheld, it could have been great
on a console. Oh, except for that train boss at the end of Sunset Park. That thing can suck
a very big egg. I apologize for my outburst. #34: Sonic the Hedgehog Pocket Adventure (1999) Neo Geo Pocket Color
The joke that everybody makes about Sonic the Hedgehog Pocket Adventure
is that it got a perfect score from IGN, as though that’s inherently absurd. And…right,
okay, it sort of is, but at the same time, context is important. This was a handheld game in
1999 that looked great, sounded great, ran great, and had a great sense of speed. Reviewers were
comparing Pocket Adventure to handheld games that came before it; they couldn’t have known how
much better handheld games would eventually get. All of which is to say that Pocket Adventure is
only good for a handheld game of its era, right? Well, no. It’s a solid little platformer in its
own right, and its biggest problem is how little of it there is. There are six main zones with
two acts each, and then a handful of one-off zones. At the time of its release, this was
completely understandable. Today, however, you’ll finish it before you finish a cup of coffee.
That’s a valid topic for discussion, though. Is a great experience less great for being too
short? Is a mediocre experience better if it lasts longer? Pocket Adventure can’t really answer that
question, as it stops being good once you reach Aerobase, which has a mazelike layout plagued by
blind jumps, and it never really recovers from there. The game is fun and it is impressive,
but it doesn’t maintain its quality through to the end. It’s worth a play, but quit when
you get to Aerobase. You have my permission. #33: Sonic Forces (2017)
PlayStation 4, Switch, Xbox One, PC Sonic Forces is both undeserving of its
negative reputation and deserving at the same time. Undeserving because it tends to be lumped
together with the very worst Sonic games and, as we’ve seen, that’s simply not
accurate. Deserving because…it’s still not all that good, to be honest.
Coming just a few months after Sonic Mania, Sonic Forces was bound to be comparedto it. That
would be fine, if it weren’t for the fact that Sonic Mania represented the best game Sonic had
starred in for ages. Even if it were very good, Sonic Forces would have come up wanting
simply because it wasn’t an all-time great. And it’s…not an all-time great.
It’s sometimes dull and relies far too heavily on scripted sequences to feel satisfying, but
there is fun to be had here. Some of the bosses are impressive, the levels are revisited for new
objectives, and…well…some of the music is good? Okay, we’re stretching, but the point is that it’s
far from the worst game this series has ever had. The story is absolute crap, and this“world already
conquered by Eggman” seems to have very little to do with Eggman, so there’s a lot of squandered
potential there, but on its own merits, it’s a fine platformer. It’s just kind of…empty.The
biggest innovation here is the customizable player avatar, which is actually quite fun. If
only the story didn’t try to be edgy and serious, the ability to play as your own custom
homunculus would have been great. #32: Sonic the Hedgehog (1993)
Arcade As we’ve seen, Sonic the Hedgehog has
made a few appearances in the arcade, but something that often goes overlooked
is the arcade port of his Mega Drive game. Well, it’s not quitea port, mainly
because of how much it’s missing. This game only contains four zones: Green
Hill, Spring Yard, Star Light, and Scrap Brain, with the latter losing 1/3 of its content:Finish
Scrap Brain Act 2 and you’re taken directly to the final boss. Not that Scrap Brain Act 3
was anything people were hoping to revisit anytime soon, but it’s interesting just how
much Sega was willing to chop out of this game. Things were also made significantly more
punishing, with tighter timers and a complete absence of one-ups. It’s as though Sega took
one look at their hit game and asked themselves, “What if this were missing lots of content,
were more difficult, and were less fun?” It’s tempting to dismiss these strange decisions
as being somehow necessary for the game to work in an arcade setting, but there was also an arcade
version of Sonic 2, and that was so similar to its Mega Drive equivalent that we aren’t even ranking
it separately. All of the zones were present, and aside from minor tweaks, the content didn’t really
change significantly. It did remove the special stages, but otherwise it was the same experience
as its console counterpart…only it was much less convenient and you had to play the entire
thing standing up.Huh, arcades kind of sucked! #31: Sonic Riders: Zero Gravity (2008)
PlayStation 2, Wii Sonic Riders was a good game, and it
understandably had its supporters. A sequel could have been an easy win. After all,
with racing games, you could tweak the gameplay and add new tracks and characters, and fans would
have been perfectly happy. They rarely want a sequel that shakes things up too much; they want
a game they already enjoy, but bigger and better. That’s not quite what we got here. The tricks
system in that game – which was necessary to achieve mastery– was massively simplified. Now,
you just press a button on a ramp and watch the animation happen automatically. Even cornering and
boosting have been reworked to be more automated, requiring less thought and
resulting in less satisfaction. The outcome is a game that feels a bit shallow,
with most of what made the first game interesting now taken out of our hands as players.
It’s not all bad; let’s be clear. The game looks better. It controls well…when we’re
actually allowed to control it. The music is good, Silver and Blaze are welcome additions, and
the selection of tracks is certainly fine, so it’s far from a total disaster. It just
seems like a step backwards for a series that had started out feeling so unique. There
was a real opportunity here for Sonic Riders to grow into something special, and it
was off to such an excellent start. Zero Gravity, ironically, is where it started to
fall. And we’ve already seen where it crashlanded… #30: Sonic Chaos (1993)
Master System If you’ve heard anything positive about the Master
System games, it was likely about Sonic Chaos, which is often referred to as an overlooked
gem. Or emerald, probably. Point is, it’s the one Sonic game from that console that people tend
to speak about fondly. Is that deserved? Actually, yes.We may not be ranking it all that high
on this list, but we can’t deny that it’s impressive. It looks better than its
predecessors, its animations are smooth, and it’s packed with features that everyone had
assumed at various points that the Master System couldn’t handle, such as the spindash and
being able to play as Tails. The latter was actually a headlining feature in Japan,
where the game was called Sonic & Tails. All of that is great, but it’s still not a
patch on Sonic’s best 2D platformers. The stages aren’t all that well designed, though we’ve
seen far worse. Also, the music is only passable, the bosses are mindless, and the game is
very short. But, really, this is by far the closest that Sonic ever came on the Master System
to the quality of the classic Mega Drives games. It’s an interesting and admirable attempt. If it
still comes up short, it’s not for want of trying. The Game Gear version – released a month
later – is the only version that Japan and North America got. It’s notidentical to this
version, with some tweaks to the level design and boss behavior, but they’re similar
enough, and either one is worth a spin…dash. #29: Sonic the Hedgehog 4: Episode II (2012)
PlayStation 3, Xbox 360, PC The worst thing about Sonic 4: Episode
Ibeing such crap is that few people were willing to play Episode II. And that’s
unfortunate, because it is actually far, far, far better than its predecessor. That
still only makes it “alright,” of course, but if both episodes were of this level of
quality, fewer people would try removing memories of Sonic 4 from their brains with ice picks.
The zones are more unique, there are better stage gimmicks, and the buddy moves with Tails are
genuinely good additions. Red star rings provide a reason to explore, the music is improved,
and everything looks so much better. Also, whereas the previous game’s bosses were all
recycled, things are much more creative here. Episode II’s first boss pokes fun at the very
idea of reusing bosses, and it’s a great fakeout. Still, it’s not all great, with
half-pipe special stages feeling routine, and the Metal Sonic encounters are better in
concept than in execution. Also, the first act of Sky Fortress Zone is just Sky Chase Zone, without
failing to understand that “brevity” was what made Sky Chase work at all. But this game is a huge
step up from its predecessor, and Episode III could have been better still. Alas, by this point,
the Sonic 4 name was toxic, and the third episode was scrapped. That’s Sega’s fault for putting out
a sub-par first entry, to be clear, not the fans’ fault for not giving this one a chance. It’s
worth wondering what might have been, though. #28: Sonic Colors (2010)
DS If you liked the console version of Sonic
Colors, the DS game of the same name will pale by comparison. If you disliked the console
version, the DS version will…probably still pale by comparison, to be honest. But we
will be quick to praise it for one thing: It’s a unique experience with completely different
content and mostly different gameplay. That means that Sonic fans who bought both versions
ended up experiencing next to no overlap. The story is similar, but here,
there’s actually more going on. In the console game, Sonic and Tails
roam Eggman’s completely barren outer-space amusement park. The DS version
attempts to inject some life into the setting, with friends and rivals from Sonic’s
past exploring the park as well. In terms of gameplay, it’s basically Sonic Rush 3.
That’s a good thing, because Sonic Rush was great, and we don’t speak about Sonic Rush Adventure. The
special stages are very similar to Sonic Rush’s without, sadly, that game’s incredible music.
“Change my ways,” indeed. Change them back! The level design overall ranges from
decent to appalling, with the last few stages in particular being home to multiple
impossible-to-predict death traps in a row, but more of it is good than bad. All of which
is to say that it doesn’t measure up to either Sonic Rush or Sonic Colors, but it’s fun enough
and we admire that it played to the strengths of its hardware. It’s just that the entire endeavor
feels like a lesser shade of two better games. #27: Mario & Sonic at the
Olympic Winter Games (2009) DS
Compared to Mario & Sonic at the Olympic Games for the DS – and, no, it’s not difficult to
keep the names of all 12 of these games straight, why do you ask? – Mario & Sonic at the Olympic
Winter Games for the DS is a big step forwards. For starters, they redesigned a number
of the events from the Wiiversion, as opposed to just porting them over as
closely as possible and hoping for the best. There’s still an expectedly heavy
reliance on the touchscreen, but the controls are much better and don’t just
boil down dragging a stylus back and forth. Well, they do boil down to that, but less frequently.
The dream events are a lot of fun, too, with everything feeling significantly more varied
than the minigames did in the previous release. All of that is enough to elevate Mario & Sonic at
the Olympic Winter Games, but it’s actually the story mode that really makes this one shine. Not
only does it give players a reason to do more than plow through the minigames once, shrug, and trade
it in…but it ended up being weirdly prescient. The game was released in 2009 in anticipation
of the 2010 Vancouver Winter Olympics, and the story involvesEggman and Bowser sabotaging
the games by capturing all of the Snow Spirits. Then a lack of real-life snowfall similarly
threatened the actual Winter Olympics in Vancouver. I’m not blaming Eggman and
Bowser, of course. That would be silly. Instead, I’m blaming you for not finishing
the story mode. You could have stopped them. #26: Mario & Sonic at the
London 2012 Olympic Games (2012) 3DS
The 3DS was a bit more powerful than the DS, and the jump in processing power
is especially clear when comparing Mario & Sonic at the London 2012 Olympic Games to its DS
predecessors. Those games looked good enough, but this one looks genuinely impressive. It’s also
not lacking for content, with a frankly ludicrous 57 events to play. This wasn’t just another
Olympics game on a different handheld;Sega went out of its way to give us a lot of content
for our money. Is it likely to win over anyone who didn’t care about the previous Olympic games?
Definitely not, but it was enough to keep people interested in the subseries just a little longer.
They also did their best to make the 3DS feel necessary to the experience. The touchscreen
controls are still present and accounted for, but there are now plenty of new effects to show off
the added depth, and even some gyroscope controls. Your mileage on those may vary, but they worked
well enough for us. They’re a gimmick, absolutely, but they’re implemented well enough that we won’t
kick up a fuss. Actually, wait, we just remembered that there are microphone inputs as well. We’ll
kick up a fuss over those any day of the week. We’re giving this the edge over Mario &
Sonic at the Olympic Winter Games on the DS, but not by much. So if you disagree…well, it’s
not like we’ll remember which of these games is which come tomorrow, so just pretend
we preferred your favorite game instead. #25: Sonic Generations (2011)
3DS The main version of Sonic Generations had
one main gimmick: Fans could play stages from Sonic’s history in both 2D classic and
3D modern styles. The 3DS version still has you playing as Classic Sonic and Modern Sonic,
but the differences between the two are minor, and all of the stages are in 2D. This game
basically removes Sonic Generations’ USP from Sonic Generations. A bold strategy.
The frustrating thing is that the 3DS version of Sonic Generations knows exactly
what it should have done instead: adapt levels from Sonic’s handheld games. The
console version reflects Sonic’s console history, and a trip through his handheld history here would
have been great. And we know that the developers already had that idea for this version, because
they included the Water Palace from Sonic Rush. We have no idea why they adapted only one handheld
stage and took the rest from the console games, but that would have been a far better concept.
They could even have divided it into three eras: the Game Gear era, the GBA era, and the DS era.
It would have given this version more of a reason to exist.What we got is not a bad game, to be
clear, and it’s nice that nearly all of the stages are different from the ones in the console
version. It’s just that this game feels like a lesser imitation of that one, when it could have
so easily served as a great complement to it. #24: Sonic Advance 3 (2004)
Game Boy Advance Yes, our opinions are completely at odds with
the critics’ when it comes to the Sonic Advance series. Overall, they felt that the games got
better with each release. We couldn’t disagree more. All three games are certainly good, but
the first was by far the best, with each of its sequels taking a few steps backwards from
there.Sonic Advance 3 is far from a total loss, but we feel that it’s definitely the
weakest, owing to its two main innovations. The larger levels with hidden Chaos
are often irritating to navigate, and due to the similarities of stage elements,
it’s almost impossible to remember where you’ve checked and where you haven’t. Then there’s the
partner mechanic, which sees you pairing up two characters to use special abilities, but none
of them are as fun as just…playing the game. The previous Sonic Advance games built their
levels in such a way that you could complete them with any character alone. This feels
like a clunky and unnecessary complication to a formula that had already worked just fine.
The levels themselves aren’t as much fun, either, and the soundtrack doesn’t rise to the heights
of the previous games, but Sonic Advance 3 isn’t bad. It’s not even close to bad. It’s just
a disappointment and puzzlingly overstuffed. If you’re one of those fans who feels as though
Sonic hasn’t been good since the Mega Drive, the odds are that you’ve been
overlooking his handheld titles. Pick them up. Sonic stayed alive,
well, and happy much longer there. #23: Sonic Colors (2010)
Wii Sonic Colors is one game that Sonic fans point to
when they claim that not all modern Sonic games are bad. Then people who aren’t Sonic fans play
it and say, “Err…yeah…it’s fine, we suppose?” Sonic games had earned such a toxic reputation
that when Sonic Colors was strictly “competent,” it felt like a breath of fresh air.
And, yes, Sonic Colors is a highlight of the modern era of Sonic, but that means less
that it was great and more that it didn’t set the house on fire with your pets inside. The game is
aggressively self-aware, which is grating rather than clever. The visuals are – appropriately –
colorful, and the soundtrack is very good, but the levels rarely achieve greatness. And the wisps are
never useful outside of pre-determined locations. Yeah, you can use them whenever you like, but
unless that specific area is designed to interact with a wisp, there’s no point; you’ll find
nothing. You never need to think or experiment. Also, just playing the game is enough
to confuse it. Get behind an enemy, and it won’t be smart enough to turn around.
Try to backtrack because you missed something, and you’ll usually hit an invisible wall. Try
to jump over or around an obstacle in a way that the game doesn’t expect, and you’ll often
be forced into a sequence that plays itself, because the game doesn’t account for
deviation. When it works, though, it works well and can be a lot of fun. It should
work far more frequently than it does, though. #22: Sonic Generations (2011)
PlayStation 3, Xbox 360, PC Sonic Generations – the game so many people tend
to cite as the last great Sonic game – isn’t great. It’s sometimes very good, and it’s
usually at least fine but, like Sonic Colors, it should be so much better than it is.
The good: Well, the concept, certainly. Three stages each are pulled from the Mega Drive era,
the Dreamcast era, and what Sega calls the “modern era,” because that’s the politest way to describe
it. And it doesn’t shy away from Sonic’s stumbles; Sonic ‘06 gets a stage, and Shadow the Hedgehog
gets a reference with that game’s antihero holding “that damn fourth Chaos Emerald.”
The rest is rather messy. The idea of providing 2D and 3D versions of each stage is
undercut by the fact that the 3D stages are still, in large part, 2D. When they do allow 3D
movement, it’s often extremely limited. The 2D stages are presented as being in line
with “Classic” Sonic, but they don’t look, sound, or feel much like Classic Sonic ever did.
There’s also little variety in the stages. Two are factory levels and three are highway levels.
Sonic is a vast and varied franchise, so there’s no excuse for that. And the less said about
the awful level from Sonic Colors the better. We tried hard to like this one. We
know this one is held in high regard. The odds are good that you enjoyed this game
significantly more than we did. We love you, and we’re happy for you.We just think that
the rest of these games were much better. #21: Sonic Riders (2006)
GameCube, PlayStation 2, Xbox When people hear “Sonic” and “2006” in close
proximity, they…well, they usually start foaming and then fall over. But if they do manage to piece
an actual thought together, it will be of Sonic ‘06, naturally. Rarely do they remember that Sonic
got two other games that year, and one of them wasquite good.Sonic Riders’ gimmick is that you’re
racing on hoverboards, and you need energy to stay aloft. Without it, you’ll have to run along the
ground while your opponents McFly right past you. You can keep your energy flowing either
by using pitstops – which slow you down – or performing tricks. Of course, the game gets much
more dull once you master the rhythm of tricking and boosting around each track, but competing
with friends can keep things tight and tense. There’s also a surprisingly involved story mode.
Usually in racing games, the story mode is just an excuse to play through all of the tracks and maybe
unlock the other characters. Here, though, it unfolds across two playthroughs, similar to Sonic
Adventure 2. You play through the heroes’ story, and then you see what was happening from the
villains’ side. It’s an interesting use of a mode that could easily have been filler.
Also, this is a pretty vague criticism so we apologize in advance, but there’s something
verystrange to us about the new characters in this game being birds. We can’t put our fingers
on it. Sonic palling around with foxes, bats, armadillos, and even robots feels fine to us. But
birds? Why, we just can’t take that seriously. #20: Mario & Sonic at the
London 2012 Olympic Games (2011)
Wii The third release in this series of twelve games
– wait, twelve? Good God… – Mario & Sonic at the London 2012 Olympic Games for the Wii is, in
many ways, a reworked version of the first game, with both of them focusing on the summer
Olympics. That’s a bit disappointing, as that game was not very good. Fortunately,
Mario & Sonic at the London 2012 Olympic Games for the Wiitook inspiration from Mario & Sonic
at the Olympic Winter Games for the Wii, rather than Mario & Sonic at the Olympic Games for the
Wii. We think. These are confusing names, okay? This game may technically repeat events
from the first game, but it builds upon the superior presentation, controls, and charm of the
second game, essentially rending the first game obsolete. Which is good, because no human being
needs twelve of these things. The dream events, introduced in the previous game, are also
great, and are arguably even better than they were there. We say it’s arguable because if you
preferred the “athletics” side of things there, you’ll be let down. If you preferred the
“crossover madness” side of things, though, you’ll be in Heaven. Possibly literally, as we
can’t be sure thatthat’s not what’s happening here. And yes, we know the stage is based
on Yoshi’s Story. I’m making a joke. You’re watching a comedy channel. Relax a little, okay?
There’s also a London Party mode, which we like, because it’s the only time we’ve ever
been invited to anything by that name. #19: Team Sonic Racing (2019)
PlayStation 4, Xbox One, Switch, PC Team Sonic Racing is inferior to its two
much-loved predecessors, perhaps, but its merits are notable, particularly in the form of
its “team” mechanics. Winning races is, by and large, about more than finishing first. It’s
about supporting your teammates so that all of you place well enough to outrank the other teams.
And that’s great! It’s also greatly exaggerated, as most of the “support” you will provide is
incidental. Certainly nobody can or should go out of their way to nudge teammates who are already
far behind, nobody is going to coast in any slipstreams unless they’re already right behind
someone else, and passing items back and forth is an easy mechanic to abuse in order to fill
your Ultimate meter. But even with the overblown team mechanics, it’s a fun experience with some
interesting wrinkles to the kart racer formula. There is one puzzling thing, however. Reportedly,
the developers narrowed the focus of the roster here, removing the emissaries of other Sega games
on the grounds that Sonic alone had a large enough cast. That’s correct, but there are only fifteen
characters here, notably fewer than the previous games had. The idea surely should have been
to provide a full roster of Sonic characters, right? Not a skimpy one? It’s especially strange
because a large number of famous Sonic characters didn’t make the cut, but some deeply unloved
ones did. It’s a good racer with good ideas, but it also feels a bit slight, and pales
in comparison to its two predecessors. #18: Sonic Lost World (2013)
3DS Sonic Lost World just can’t catch a break. Its
main version on the WiiU was overshadowed by the dual perceptions that Sonic was bad and the WiiU
was bad, meaning that few people gave it a chance. In truth, Lost World was good. It’s not
likely to be anyone’s favorite Sonic game, but it’s also far, far from the worst. The 3DS
game had even less of a chance of being taken seriously, as it was seen as an inferior port of
something nobody cared about in the first place. It’s not, however; it’s instead a completely
different game. Every level is unique, built to feel at home on the 3DS in
a way that works genuinely well. It’s still fundamentally Lost World, but it hearkens
back to classic Sonic more often in its design. It sometimes seems like a throwback title that
also manages to feel modern. Well, “modern” as it was 10 years ago. It also runs extremely well
on the tiny little handheld, which feels like actual wizardry. It’s probably just good
programming, but we don’t understand programming, so we will call it wizardry and be very afraid.
It even, surprisingly, has motion-controlled special stages that are actually fun. Yes,
“Sonic” and “motion controls” at last came together to create something enjoyable, and the
game is worth trying out for that novelty alone. Ultimately, fans willing to trySonic
Lost World have two completely different, underappreciated games to enjoy. Which is good,
because we’re definitely not getting a sequel. #17: Mario & Sonic at the
Olympic Winter Games (2009) Wii
The second game in the subseries, Mario & Sonic at the Olympic
Winter Games represents a massive step forwards, and that’s clear in all aspects of the
experience. Superficially, the game looks and sounds much better. Granted, the previous
game looked and sounded fine, and we aren’t casting aspersions at its presentation, but there
was another level of love invested in this one, and it shows. Dig a little deeper, and you’ll
find that the events are better designed as well. You heard the word “Wii” correctly, though, so
you know that you’ll be waggling yourself raw, but there’s more variation in the way that events
are played, and most of them work rather well. They are even – dare we say it? – fun. As much
as the previous game was content to coast on its novelty, Mario & Sonic at the Olympic Winter Games
does a really good job of making the minigames enjoyable in themselves. We know that we’re not
asking for much there, but it’s worth celebrating. Also worth celebrating?The dream events. And, yes,
we know that the previous game had dream events, but it only had four and they weren’t particularly
inventive or involved. Here, dream events serve as an excuse to combine athletics with a trip through
the history of both franchises. They offer a real sense that this truly is a “Mario & Sonic” game,
as opposed to a game that happens to feature Mario and Sonic. They’re a lot of fun and,
starting here, they’d be a consistent highlight. #16: Sonic Heroes (2003)
GameCube, PlayStation 2, Xbox Sonic Heroes is an excellent Rorschach test,
with your feelings about Sonic’s 3D years being reflected back to you by whatever you see in
the game. It’s easy to focus on its glitches, dreadfully uneven stage design, and unnecessary
bloat. It’s just as easy, however, to focus on its incredible soundtrack, willingness to experiment,
and how much fun everything iswhen it works. When the setpieces come together and the
character-specific sequences hit a rhythm, it’s easy to get swept up in the giddy
excitement, and that does happen often enough that it’s noteworthy. Then you end up
in a stage like Bingo Highwayor Bullet Station, which feel interminably long and barely
finished. The latter, in particular, drags on for ages with few checkpoints and
many unfair deaths occurring because the grind rails didn’t behave the way they should have.
There’s a carelessness behind the game that ultimately feels very disappointing, because
there are a lot of great ideas here, and the ones that are executed well are too frequently
followed by ones that are not.Plus, you need to play through it with four different teams – three
of whom are functionally very similar – just to get to the final story…and the final story
is pants!Sonic Heroes is a game with huge, glaring, upsetting flaws…but it still does so
much right. Ultimately,we feel like the many high points outweigh the significant lows. And yet,
if you don’t agree, we’d understand completely. #15: Sonic & Sega All-Stars Racing (2010)
DS, PlayStation 3, Wii, Xbox 360, PC It’s safe to say that Sonic has been in a lot
of rubbish racing games, but starting here, Sumo Digital hit upon a formula that took
them in a much better direction. As in, they provided actual fun that a human being
might experience. It was a crazy idea, but it paid off, and Sonic racing games
have been at least “very good” ever since. Despite his headlining status, of course, Sonic
is just one of many Sega characters to put in an appearance. You can also play as characters
from Virtua Fighter, Fantasy Zone, Crazy Taxi, and other great games. And also Shenmue. Different
versions of the game had exclusive characters, but not enough of them to really make any version
better than the others. It was a good game in all of its versions, with creative tracks and
fun nods to the company’s larger history. Even the DS version was impressively faithful
to the console ones. There were some necessary concessions made for the less-powerful hardware,
but not enough, in our eyes, to relegate it to a separate entry, so we’re covering it here. In
fact, we might as well also tip our hats to the later arcade version, released in 2011 – featuring
some tweaks and, in some locations, a prize ticket dispenser. Unlike the Mario Kart arcade games,
though, this one was basically a port, so we’re not giving it its own separate entry. It’s just
one more unique version of a really solid racer. #14: Sonic Advance 2 (2002)
Game Boy Advance There’s a lot to enjoy in Sonic Advance
2, even if it doesn’t quite measure up to the first Sonic Advance. This one looks
better and has an improved sense of speed, which was already quite solid in the first game.
It also adds Cream the Rabbit, bringing the total playable characters to five, which is impressive.
The game itself, however, isn’t quite as well designed. It relies more on blind jumps and
impossible-to-foresee hazards, which work against the speed that the game tried so hard to refine.
The levels have interesting theming – Music Plant and Techno Base in particular – but they
don’t always live up to their own potential. Things are unnecessarily complicated, as well;
Sonic Advance 2 includes a homing attack, which is utterly unnecessary in 2D and is activated
the same way as the insta-shield, leading to easy mistakes. What’s more, to enter the special
stages, you need to explore each level thoroughly and find small collectibles, which is tedious
even when you know where they are. The boss fights creatively take place while running, but the
creativity isn’t worth the headache, as it’s far more difficult to manage your distance fromEggman.
All of which is to say that, no, it’s not as good as the first Sonic Advance, and its
sloppiness is difficult to ignore. If you do manage to overlook it, though, you
end up with a fast and fun adventure that is among the best-looking games on the system.We
just wish it got a little more time in the oven. #13: Sonic Unleashed (2008)
PlayStation 2, PlayStation 3, Wii, Xbox 360 We’ll say this up front: The game about Sonic
the Hedgehog becoming a werewolf is far better than it should have been. Or, well, a “werehog,”
because Sega couldn’t work out which half of the word “werewolf” meant “wolf.” (It’s the “wolf”
half, for the record.)It makes sense that Sega would have wanted to shake up the formula after a
series of critically derided games, but was making Sonic slower and clunkier with unrecognizable
beat-‘em-up gameplay really the best idea? The werehog sections drag this game down, as
they’re rarely difficult and frequently overlong. The thing about a werewolf, though,
is that it’s only a wolf at night. In the daytime sections of Sonic Unleashed,
Sonic runs through some of the best stages in any of his 3D games. They look great, the
music is incredible, and they are genuinely a lot of fun. They’re also over in
the blink of an eye,which makes it feel like Sega didn’t trust them to carry
a game on their own. That’s unfortunate, because they’re the clear highlight, and this one
would rank much higher if it had more of them. Sonic Unleashed is not quite the same game across
platforms, but we didn’t think the two versions were different enough to warrant their own
entries. The Wiiand PS2 versions are inferior, and the increased percentage of night-time levels
doesn’t help but, still, it’s a good game wherever you played it. It’s just that it could have
been a much better game wherever you played it. #12: Sonic & All-Stars Racing Transformed (2012)
PlayStation 3, Vita, WiiU, Xbox 360 Sonic & All-Stars Racing Transformed is
the best Sonic racing game. We realize that’s like calling a chicken sandwich “the best
chicken sandwich” because it’s one of very few chicken sandwiches that didn’t cause you a full
night of violent plops, but still. It’s not the chicken sandwich’s fault that previous chicken
sandwiches set the bar so low. In related news, I am very hungry for a chicken sandwich.
The game basically takes everything that worked from Sonic & Sega All-Stars Racing and
builds upon it with better tracks, new characters, and a transformation mechanic that allows
the same vehicles to race on land, sea, and air. And it did that before Mario Kart 8,
which is impressive. Where’s our Sonic & All-Stars Racing Transformed Deluxe, Sega?
This is also the only game in the history of humanity that allows you to pit Danica
Patrick against MeeMee the Monkey to determine, conclusively, the better driver. Frankly,
we’d have ranked Sonic Boom so much higher if it had somehow allowed us to do that.
The PC and 3DS ports were released just a bit later so we aren’t counting those, but
it is worth mentioning that PC gamers got to enjoy exclusive characters from Team Fortress 2,
Company of Heroes 2, Rome 2, and Football Manager 2…012. It’s an excellent, well-refined racer
that deserves its strong reputation. I mean, good luck finding anyone playing it online today,
but we have to admit, it was fun while it lasted. #11: Sonic Lost World (2013)
WiiU Look, our writer knows full well that he is not
going to change your mind about Sonic Lost World. All he wants to do is tell you why he loves it.
He wants to gush about the incredible soundtrack. He wants to draw your attention to the lovely
visuals, which might have the best art direction outside of the 2D games. He wants
to tell you about the deceptive depth of the movement mechanics. He knows
that you’ve already come to a decision about this game. He’s comfortable with that. He knows
that you’re already typing a comment that says PLAY BETTER THINGS. He knows all of that, and
still he tries. That’s the saddest thing of all. Joking aside, Sonic Lost World is worth
another look. The Deadly Six aren’t anywhere near the memorable villains they
should be, the level design isn’t perfect, and it’s weirdly difficult to get a hang of
the controls. Those are all fair criticisms. But once things click – when you’re bounding
around some of the most lovingly crafted environments in the series – it can feel
rather magical, and it comes closer to capturing the charming atmosphere of the
original games than it gets credit for. If you’re looking for the best Sonic game,
well…keep looking. But if you’re just trying to sample a fewentries across his career, our
writer encourages you to give this one a shot. He suffered through the edutainment games
for you. Surely you can do this much for him. #10: Sonic Adventure 2 (2001)
Dreamcast Both Sonic Adventure games do certain things very
well and other things very poorly. Different fans will weigh those pros and cons differently, as
they should, but we think that Sonic Adventure 2 is the one that comes up short.Instead of the
six overlapping stories of the first game, we get two here. There are still six
playable characters, but far less is done with the “conflicting viewpoints” concept.
The varying gameplay styles of Sonic Adventure were not created equal, but here we get one
main style and two bits of extended filler. Sonic and Shadow have stages built for speed,
which is great. But Knuckles’ and Rouge’s treasure hunting iseven more tedious now. And you
don’t so much control Tails and Eggman as you do the little mechsthat they sit in. It’s fine,
but it just makes you want to get back to Sonic or Shadow and a stage you might actually
enjoy. Also, when Sonic and Shadow turn super, they do this, and we feel as though someone,
somewhere, should have prevented that. There’s still a lot to love. The soundtrack isn’t
as strong as the first game’s, but it’s no slouch. The writing is better, the animation is
better, and the voice acting is better…even if the English lines step over each other due
to amateurish editing. As a swansong for the underloved Dreamcast, it’s hard to ask for more,
though. A third game could have ironed out the wrinkles and truly delivered on the Sonic
Adventure promise, but it was never to be. #9: Sonic the Hedgehog (1991)
Mega Drive The debate continues about whether Sonic 2
or Sonic 3 is the best game of the Mega Drive trilogy, but you won’t find too many people
arguing that the first Sonic is the best one. That’s because its flaws are glaring enough
that even the biggest fans can’t overlook them…especially since they were all, to some
degree, addressed in the very next game. Designwise, it’s all over the place. Even the
game’s much-vaunted sense of speed is only really on display in Green Hill Zone, then just
barely resurfaces for bits of the Spring Yard and Starlight Zones. The game jerks from open
and frantic to tight and demanding on a dime, and it does so in a way that’s
more frustrating than interesting. And yet, clearly, the game did so much right.
It has some of gaming’s most iconic visuals. The soundtrack is phenomenal, and its Mega
Drive sequels would still only get better in that regard. The physics are excellent,
even if they take a bit of getting used to. And when everything slips into place
– the speed, the design, the visuals, the music – it feels just a little bit like
magic.It was and remains an extraordinarily strong first outing. No, Sega didn’t create
a perfect game right out of the gate, nor could they have been expected to. But they
came closer than they had any right to come. #8: Sonic the Hedgehog 3 (1994)
Mega Drive “Which is better? Sonic 2 or Sonic 3
and/or Knuckles? The debate continues, and always will, but for the purposes of
this list we won’t have to worry about the answer.” Well, that was nice while it lasted.
It would be wonderful to think that benevolent Sega released this and Sonic & Knuckles separately
because it was too big for a single cartridge, but, according to Yuji Naka himself, it
was really because they’d made a deal with McDonald’s that required Sega to have the game
on shelves sooner. They cobbled together what they had completed and called it Sonic 3,
pushing everything else to a later release. It shows, and Sonic 3 very much
feels unfinished. It’s full of instant-death hazards and the difficultly
often feels artificial. There are issues with slowdown and collision detection and it feels
uneven, with some acts moving at a brisk pace and others feeling like they never end.
In short, it often feels like what it is: a half-finished game full of ideas that nobody had
time to implement well enough. Later games made it clear that Sega is in the habit of releasing
things before they’re finished, and that habit started here, in the third game proper.
It’s far from bad. Some of the music is great. The special stages are better
than the ones in the previous games. Environmental shields are a genuinely great
idea. Oh, and Knuckles, the red one. He’s here. It’s quite good, but it’s no masterpiece.
But don’t worry; the second half of the game is. #7: Sonic the Hedgehog CD (1993)
Mega CD Yuji Naka and Naoto Oshima were two of the most
important figures in the creation and design of the first game. Then they focused on two different
projects:Naka lent his talents to Sonic 2, while Oshima headed up Sonic CD.
Here, Eggman has decided to bring his particular brand of mechanized oppression
to another world, and he got enough of a head start that the planet is doomed to fall into
ruin.That’s not just the backstory; that’s the setup for Sonic CD’s gameplay. You begin each
zone in the present, and you can travel through time to see what becomes of things or change
history. Each main level has a past, present, good future, and bad future iteration. It’s
like A Christmas Carol, if Dickens were a furry. Sonic CD has great ideas, but inconsistent
execution. For instance, there’s only ever a reason to go back in time, as that’s how
youdestroy Eggman’s gizmos and save the world.Sort of defeats the purpose of having four versions
of each level, doesn’t it?Then there’s the time travel itself. It requires Sonic to run at top
speed for several unbroken seconds – because Oshima, like the rest of us, watched Back to the
Future – but it’s too easy to be interrupted, cancelling your time jump. So
why is Sonic CD ranked so high? Because it’s still an incredibly fun platformer
with memorable levels and some of the best music in the series.Not all of its ideas work, but the
ones that do elevate it to being a highlight. #6: Sonic Advance (2001)
Game Boy Advance “You either die a hero or you live long
enough to see yourself become the villain.” That quote is from my favorite film, Sonic
and The Dark Knight, and it summarizes how it must have felt for Sega to release their first
original Sonic game for Nintendo hardware. The two companies were legendarily at each other’s
throats, and then, suddenly, one had no choice but to partner with the other for survival.
Fortunately for fans, Sonic Advance is genuinely great. It has its issues, mainly in terms of
the final few stages requiring leaps of faith and memorization of stage layouts – as well as a
final boss that is most comfortably defeated by abusing invincibility frames – but our
nitpicks are minor and are balanced out by what the game does well. Sonic Advance looks
great, the music is wonderful, and the maze-like Egg Rocket Zonemanages to ramp up the tension
in a way that feels impressively climactic. You also get to play as Amy Rose, who is more
than just a palette swap; she controls entirely differently and relies on melee combat rather than
hopping on enemies, making her journey through the game feel fresh and unique. If you’re curious,
this was ported to the N-Gage and retitled Sonic N. It’s just a straight port, but we wanted
to point it out because a) it has a unique title and might otherwise cause confusion and b)
it’s the stinkiest of stinkyrubbish and we’re glad they renamed it so that it wouldn’t
tarnish the good name of Sonic Advance. #5: Sonic Adventure (1998)
Dreamcast “Had a difficult transition to 3D” is probably the
phrase that most often follows the word “Sonic” in the whole of the English language. But what if
we told you…that that weren’t true? Well, we’d be lying, obviously; we’ve seen the evidence.But
the first proper attempt to bring the series into 3D, Sonic Adventure,basically nailed it.
It’s not without its flaws, but it’s surprising in retrospect, after so many later games have
struggled, how much it got correct out of the gate. The characters control well. The levels are
memorable and provide opportunities for both speed and exploration. The soundtrack is phenomenal.
And the story is…well, it’s not good, no, but it’s told in an interesting way, with six distinct
campaigns that overlap at key points. Then you get an epilogue to pull everything together
and resolve the central threat satisfyingly. All of that is great, and its flaws aren’t even
all that damning. Admittedly, the campaigns were far from created equal. Sonic’s campaign was the
understandable highlight, but Tails’ campaign, disappointingly, was basically the same thing,
only shorter. Knuckles was relegated to a few rounds of hot-and-cold. E-102 Gamma and Amy both
added impressive variety, but their stories were brief. And Big the Cat’s campaign seemed to be
designed to help you develop real-life anger management issues.Overall, though?Little of
that matters when the game is so much fun. This was a solid debut for 3D Sonic, and it’s
not its fault that later games struggled. #4: Sonic Rush (2005)
DS The first of nine Sonic games on the DS, Sonic
Rush isn’t just a highlight of that batch; it’s a highlight of Sonic’s 2D games overall, and
that’s a high bar. Coming off the excellent Sonic Advance series, developer Dimps outdid themselves
in every way with this one. It improves on the sense of speed, it cranks the bright visuals
up even higher, and it positively wipes the floor with the soundtracks from those games.
In fact, Sonic Rush is a genuine contender for the best soundtrack in the series.The CEO of Funky
Fresh Beats himself, Hideki Naganuma, bestowed upon the game an incredible selection of danceable
earworms. Naganuma is best known for his work on Jet Set Radio and its sequel, and his work here is
a standout element of an already excellent game. The stages are massive and varied, with multiple
paths that help things stay fresh for another playthrough. That’s good, because to unlock
the true ending, you must play the stages in a different sequence as Blaze the Cat. The story is
pants, of course, but if you play Sonic games for the story…man, go read an actual story sometime.
Granted, some of the levels are easy to get lost in. The final couple of zones just about manage
to overstay their welcome. And the bosses are far more tedious than they are challenging, with
long stretches of downtime between opportunities to attack. But we’re picking nits, because on
the whole, this is one of Sonic’s best post-Mega Drive games.It’s absolutely worth picking up
if you overlooked it. Go on, spoil yourself. #3: Sonic & Knuckles (1994)
Mega Drive The debate between Sonic 2 and Sonic 3 is, in
our opinion, not a debate at all. A brilliantly designed, fun adventure with some flaws, or an
inconsistently designed, flawed adventure with some brilliance? The real debate, we think, should
be between Sonic 2 and Sonic & Knuckles. Compared to Sonic 3, Sonic & Knuckles looks better,
plays better, has better music, has better design, has a better balance between set-pieces
and gameplay, has a much lower reliance on beginner’s traps, and is just all-aroundmore fun.
Sonic & Knuckles even features lock-on technology, allowing you to connect it to Sonic 3 and play
both games straight through. That’s a good idea, and doing this will actually update
Sonic 3’slevels and fix design issues, obscuring as best it can the fact
that that game was never finished. Even if we considered Sonic 3 and
Sonic & Knuckles as one entity, it’s clear that the Sonic & Knuckles parts of
the game are significantly better, and aside from Angel Island Zone and Hydrocity Zone, this
half of the game has all of the best content to itself. (Sonic 3 can take Sandopolis Zone, though.
That one stinks.) If they really are two halves of one game, then one half is far more worthy of
your time than the other. It works to the credit of Sonic & Knuckles that they were released
separately because, Happy Meal toys be damned, this is the worthier successor to Sonic the
Hedgehog 2. And speaking of Sonic the Hedgehog 2… #2: Sonic the Hedgehog 2 (1992)
Mega Drive Sonic the Hedgehog positioned Sega as a
serious competitor – for the first time ever, despite having released two previous consoles –in
the home gaming market. Its first proper sequel, then, had a lot to live up. How lucky for all
of us that Sonic 2 was flipping brilliant.The game looks better, the levels are more varied,
the speed is increased, and the soundtrack is legendary. Whether it’s better than the first
game’s soundtrack is a matter of opinion…and this is our script full of our opinions so, yes, it is!
The first game had six proper zones, not counting special stages and final acts. This game has 10,
and every one of them is better designed and more fun than what we had before. Things aren’t
always perfect here, but when they’re not, they’re still quite close. Even Sky Chase Zone,
which is an autoscroller, feels welcome, simply because it serves as a chance to catch your breath
between the two most hectic zones in the game. If we have any complaints, it’s that…um…Metropolis
Zone drags a bit? Hill Top Zone’s music deserved a better level? Casino Night Zone set unrealistic
beauty standards for casino zones to come? Really, there’s little fault to find anywhere
here, and the introductions of Tails and the spindash feel less like additions than
things that should have been there all along. Sonic the Hedgehog 2 has a very strong claim
to being the best game of its generation. 90% of it is 2D platforming perfection. And the
remaining 10% is still platforming greatness. And, in our opinion, it’s only been beaten
once. What beat it? Well, we’ll tell you… #1: Sonic Mania (2017)
Switch, PlayStation 4, Xbox One, PC Sonic Mania is the best Sonic game
ever made. It is a wonderful, loving, near-flawless reimagining of the earliest Sonic
titlesthat still featuresunique level designs, gimmicks, and improvements throughout. It’s both
fresh and familiar, and it feels as though it came from a place of sincere adoration. Many fans
feel similarly about Generations, and that’s completely fair. That’s a good game. But, in our
opinion, it doesn’t hold a candle to this one. Development was led by Christian Whitehead,
who had earned a name for himself in the Sonic fan-game community. He and the rest
of his team, including musician Tee Lopes, brought their many years of love, experience,
and understanding of the franchise to the project and created something truly
special, reimagining famous elements of the previous games while building on them
in ways that felt natural and appropriate. It’s true that much of Sonic Mania consists
of existing content, but it’s presented and reconstructed in novel ways. In fact, one of
the great things about playing it is that you can then return to the older games and see for
yourself just how much this game improves on them. Everything in Sonic Mania feels
right, and, in our opinion, is right. It could still probably do with some
small improvements, of course. Titanic Monarch Zone drags a bit, Lava Reef Zone isn’t much
more fun here than it was the first time around, and another fully original zone or two would have
been welcome, but any “negative” thing we could say about Sonic Mania really just come down to
things we’d like to see ironed out in the sequel. We…are getting a sequel, right
Sega? This was the best-ever game from your biggest franchise. Surelywe are getting
a sequel. Sega? Stop pretending you can’t hear us…
Sonic Generations not making the top 20 (and being below Unleashed) is obviously the highlight here, but there are quite a lot of other hot takes:
In fact, I can’t think of a classic sonic hot take cliche that didn’t make the list. I think I heard Jon from GVG say sonic and the black knight is one of the best sonic games, so at least you didn’t take it that far.