In a move that's quite surreal, the first thing The Wing of Madoola teaches its players is to avoid enemies. Lucia's level 1 sword is a joke, and the monsters never stop piling onto the screen. Even after the weak weapon situation is handled, avoiding unnecessary fights is still crucial to progress. The Nyuru, or Sue as I like to call them, are purple ghosts that home in on Lucia, unceasing in their assault and dealing a cruel 200 points of damage with every touch. An interesting aspect of these fiends is that they can be almost entirely avoided by crouching. They'll sit and hover over the princess, making it look as if she is heading to a Halloween party as a Ms. Pacman villainess, but they won't inflict pain until she stands up. Though you can - and obviously will - slice through the ghosts, their replacements tend to be less-than-a-second behind. The best strategy is usually leaving the immediate area and/or "herding" the ghasts so they aren't attacking from every possible direction. Most other small enemies don't require nearly as much effort to evade, which is good. If everything else was even half as aggressive as Sue, my tolerance for this game would've evaporated in an instant.
Tuesday, June 9, 2026
2026 Special - The Wing of Madoola
In a move that's quite surreal, the first thing The Wing of Madoola teaches its players is to avoid enemies. Lucia's level 1 sword is a joke, and the monsters never stop piling onto the screen. Even after the weak weapon situation is handled, avoiding unnecessary fights is still crucial to progress. The Nyuru, or Sue as I like to call them, are purple ghosts that home in on Lucia, unceasing in their assault and dealing a cruel 200 points of damage with every touch. An interesting aspect of these fiends is that they can be almost entirely avoided by crouching. They'll sit and hover over the princess, making it look as if she is heading to a Halloween party as a Ms. Pacman villainess, but they won't inflict pain until she stands up. Though you can - and obviously will - slice through the ghosts, their replacements tend to be less-than-a-second behind. The best strategy is usually leaving the immediate area and/or "herding" the ghasts so they aren't attacking from every possible direction. Most other small enemies don't require nearly as much effort to evade, which is good. If everything else was even half as aggressive as Sue, my tolerance for this game would've evaporated in an instant.
Sunday, June 7, 2026
2026 Special - Athena (NES)
If you're here to read my nuanced (or nonsense) thoughts about the SNK arcade classic Athena, then you'll be waiting a bit longer. The topic of the day is the Famicom port by Micronics. It is, as you probably already know, a shithouse full of shit sandwiches. Look, I'm not going to complain too much, because I went into this with negative expectations. Athena NES is one of the most infamous games on the venerable 8-bit platform, and it doesn't take more than a few seconds of playing to understand why. The music is tortuous ear-splitting mayhem. Controlling the Goddess of Wisdom is an experience so inscrutable that it feels like a meta-commentary. Oh, and the whole fucking thing runs like it's about to melt and explode at the same time. I've cussed three times in a single paragraph! That is the state I am in right now!
In a display of incompetence most stunning, Micronics botched the jump. The first time you press the jump button, Athena does a short hop. The next two button presses, provided they occur a second apart from each other at most, cause the heroine to leap high into the air. Her next jump, regardless of when you press the button, is always going to be a short hop. Was this supposed to be arcade accurate, and if so, then how the hell did SNK make any money from it? Don't answer that. Assume all questions are rhetorical. To sum it up, if you want to leap across a pit or reach a high ledge, then you have to either "prime the pump" with the first button press or make sure that your two previous jumps within the past couple seconds weren't also high jumps. I can't remember the last time I played such a deranged action-platformer.
The fantasy world that Athena inhabits is governed by laws that are unfathomable to mere mortals. Here, we see the heroine grab a bag of money. The game implies that bag is worth 500 points, but if you check the score, you'll see that's clearly not the case. Also, there isn't an invisible digit like in that one kusoge Famicom RPG. 100-point bags of yen are also worth 50. For a game that awards 1ups when certain score thresholds are reached, this is kind of a problem. Then again, I can't imagine anyone spending enough serious time with the port for it to matter. But hey, we'll throw it on the pile.
Anyone who dares to attempt the game is going to eventually hit the roadblock that is the fifth boss. How do you defeat it? Not with a huge sword that's coated in flames, apparently. It doesn't matter if Athena is swinging a sword, a hammer, a ball & chain, or anything else, because none of those weapons are going to work. She needs the bow & arrow. How could you, the player, ever guess? It's not as if there was a single hint. Swear on my everything, it's as if this game tried to mash together Tower of Druaga and Ghosts n' Goblins, ethics be damned. Forcing the player to give up a life, and possibly start from the beginning, over something so inane is extremely rude game-design. It certainly doesn't help that the bow is entirely useless outside of the fifth boss. Picking it up any other time is consigning our hapless heroine to the grim reaper.
Since Ghosts n' Goblins has been brought up, I have to mention that there exists at least one person in the entire universe who thought that having useless weapons drop in the player's path was a good idea. Who knows why they were allowed to get into game programming, but maybe there's an actual reason and I just don't care to find out. In all seriousness. Athena NES's penchant for attempting to drown its players in useless weaponry has to be pointed out, because it leads to situations like the above. Athena's blue sword isn't capable of destroying bricks. It's impossible to walk back and locate a hammer or a stronger sword. Given the circumstances, all one can do is wait for the timer to run out and give the stage another shot. I'm going to assume anyone who got this far decided enough was enough and dropped the game entirely. Even in 1987 there were tons of better choices out there.
Here's a fun glitch. When Athena is struck by an enemy or projectile, she's thrown backwards a little bit. There isn't any sort of invulnerability period after taking damage, but it's supposed to be balanced out by a lengthy health meter and armor. I say supposed to because there's always a possibility of getting juggled into oblivion by a flying head or some projectiles. Venomous creatures can also cause poison, which is not easily cured when antidotes are only found in the walls. Point is, it's easy to die. If, for reasons that are best left unexplained, you want to see Athena die even faster, then hold down. Crouch, eat an arrow, and watch that health meter go from nearly full to totally dead in less than two seconds. If you're quick enough, you can let go of the d-pad and only lose a portion of health. No doubt there's a technical explanation, and I'd like to hear about it.
Here's another issue that might actually be in the arcade game. I can't imagine why though because it's fucking terrible. Stages tend to have multiple paths, and reaching the boss isn't always just a matter of running from left to right for long enough. That's all well and good, but what isn't good is that there are some holes that dump Athena back to the beginning of the stage, sans her weapon and armor. This particular instance - stage 2 for crying out loud - is outrageous because falling in-between those platforms is surprisingly easy. You have to bash those blocks above Athena before making the jump, or else she bumps her head and OOPS! This feels like one of those joke games where every gag is directed at the player. One other thing: If Athena is carrying a "K", then she doesn't lose her equipment after dying or falling into the wrong pit. I can't understand why something that doesn't kill her would have such a high cost attached to it.
Since the fifth boss is immune to everything except the bow, you'd think the developer would be courteous enough to place one near the boss. Instead, pretty much all of the bows drop in the first half of the stage. Also, there's a rock wall 2/3rds of the way through prevents the player from carrying anything except a good sword or hammer. In a move that's just plain despicable, the only bow that can be obtained is indicated by the red circle. However! If I grab the bow right now, then I can't break through this wall to reach the boss! What I should've done is break the block underneath first, creating a hole for both bow and goddess to fall through. Since I didn't do that, there's a pretty good chance the bow will disappear before I can collect it. Mercifully (?), there's an easy 1up a few screens back, which makes up for the forced loss of life. The stage still has to be replayed, and if Athena dies again because she has no armor, then oh well. That's the price for playing a Micronics game.
World of Hell is exactly what you'd expect. I didn't mention it earlier, but swimming stages have these fishmen that drop magic wands when they die. Wands fire projectiles and don't have any melee capabilities whatsoever. In other words, Athena can have three monsters right on top of her and- okay those are not the other words I should've used. Let me just say that fishmen drop weapons that are implicitly designed to screw the player over. Funnily enough, just being down here means they're shit out of luck. All that happens if someone manages to reach the end of the swimming section is they get to try the stage again, because they were never supposed to fall into a pit in the first place! World of Hell is first and foremost a platforming stage. Feel free to ponder how that could work in a game that's already miserable to play.
I'm at the point now where nothing should surprise me, but this teleporting boss is trying their best. The circle in the first screen indicates that the boss - or at least its hitbox - has appeared, so for a split-second or so, Athena is taking damage from an invisible enemy. Yeesh.
Thursday, June 4, 2026
Steam Look - Astrolancer
As I type up this review on software that demands more CPU power than the entirety of the 16-bit generation combined, I can't help but be on-my-knees grateful that games like Astrolancer are still being made. Whoa! Slow down! It's a little too early to heap on the praise, isn't it? I guess there's just something strangely wonderful about playing a game while not having any nostalgia tied to the NES classic it's inspired by. Normally, these throwbacks are plain as day about their inspiration, and the inevitable comparisons end up burying the lede. The Guardian Legend is one of very NES games that I didn't get around to finishing until last year. I'm older than dirt and obsess over cult titles, yet I never got around to one of Compile's all-timers. I didn't have 30 years to build my identity around a single piece of media, causing me to launch into a tirade whenever the new game isn't like the old game. For once, I can look at the flourishes when Lancer Two transforms or her damage animation and just think, "Cool references!"
Very unlike its inspiration, this game opts for a straightforward adventure. The first half of the stage - the on-foot portion - has the protagonist walk from point A to point B, whilst occasionally seeking hidden rooms and the E.C.s contained within. Most of the time however, she'll be accosted by enemy robots. As threatening as they are practical, the shape of a Formatroid provides a subtle hint about their capabilities. If one is shaped like a cross / plus sign, then it's going to fire in four different directions. Cone-shaped bots drill their way to the surface and throw projectiles. If you see a robot that has a humanoid form with a big gun in their hands, then it should be pretty obvious what they're going to do next. The one constant shared by robots of all shapes and sizes is the desire to shoot bullets. Their capabilities range from shots aimed directly at Lancer Two all the way to huge patterns designed to cause a beautiful death. I hate making assumptions, but anyone that develops a Touhou farming sim must be a big fan of bullet-hells.
| Lancer Two can strike mine carts with her sword to send them rolling through enemies. Also, this might be one of the only times I like seeing a mine cart in a video game. |
The second half of each stage is a full-on shmup; pure as a mountain breeze. Lancer Two pursues the boss she had just fought on the ground, blasting any approaching formatroids into space-dust. I have no complaints whatsoever. Each STG stage moves quickly, plays fair, and ends with a very nice boss battle. These multi-phase fights are all well-executed. Bullet-patterns are diverse, interesting, and appropriate for the difficulty setting I went with. Actually, now that I think about it, there are over 25 bosses in the game. I can't think of a single one that made me go "Hm... I don't know..." That's awfully impressive! Although, I suppose if I wanted to get really nitpicky, I'd point out the three or four boss phases that go for 10 or 15 seconds longer than they should. This is nowhere near enough to warrant the docking of points from my review-score, but it is a nitpicky thought that somehow survived long enough to appear in this write-up. Before you scroll ahead thinking that I've finally gotten with the times. No, there isn't going to be a review-score. All scores remained locked in the vault until the heat death of the universe.
Tuesday, June 2, 2026
Steam Look - GyroGunner
Originally, I had planned on calling GyroGunner "danmaku Raid on Bungeling Bay", but then I realized two things. First is that I can't remember anything about Raid on Bungeling Bay. There's a helicopter, multiple targets to destroy, and it was originally released on the Commodore 64. Everything afterwards is a blur, yet I still felt it necessary to bring up. This might be because free-directional shoot 'em ups that involve helicopters are a niche within a niche within a niche. Comparisons are inevitable when there are only three or four other games in existence. Secondly, this isn't even close to danmaku. The word implies that our little helicopter will be navigating a sea of hot pink death, but the possibility of that happening would require a colossal failure in the pilot's judgment. No, what we have here is a short and deceptively simple budget title. The more you play, the deeper it gets.
Take a glance at any of the posted screenshots and you'll have a complete understanding of what this game demands from its players. The goal of each stage is to eliminate the targets. Use the mouse and keyboard to fly, shoot, and evade. That green field extending from the copter is its lock-on range. Once the pilot is close enough to the intended target, they can click the right mouse-button to launch rockets. While there is a limited supply of ammunition, it's unlikely that anyone will run out before they complete the mission or are shot out of the sky. The more pressing concern - besides enemy bullets - is the limited fuel capacity. Since their helicopter can't stay aloft for a long time; pilots must devise their own route through enemy territory. Move from target to target, taking care to eliminate everything in the immediate vicinity before moving on. I don't have to tell you that leaving stragglers behind is a terrible idea. Having to fly halfway across the map to eliminate a single red dot sucks on multiple levels.
| There's a nearby jammer that's scrambling my radar. I can't use rockets until I leave the immediate area or destroy the jam's source with guns. |
Another detail to keep in mind is that there aren't any power-ups. Spreadshots? Armor? Fuel? Nope! What you start with is all you're going to get, and whether or not that's enough depends entirely on your piloting ability. This provides a serious incentive to learn the game and try to keep damage to a minimum. Credits are plenty generous. However, using them will kill that potential hi-score run. If this was a game that I'd recommend playing for its story, then I would've said as much earlier. What gives this shooter its fire is a player willing to forgo second chances for the opportunity to break their previous record. There aren't any twists, just a steady escalation of intensity. It's an arcade game, just with a control scheme that most any cabinet would struggle to replicate.
| The results of a successful stage. Note the bonus points for remaining fuel and ammunition. There's plenty of optimization for score-chasers. |
2026 Special - Monster Sanctuary
I want to make it clear that at no point did the game ever fail me. I wasn't completely blindsided by a cheap boss or got stuck in a wall. There just happened to be a point when I became fed up with everything and quit. Explaining why is going to require a few steps, so strap in for more nonsense. For starters, the art-direction is very pleasant, inviting, and not really for my tastes. The friends and foes I encountered all acted as if they were designed by a committee, hardly ever straying from their defining characteristic. It never felt as if there was anything to latch onto. I didn't care about the stories, but never to the extent that their entire presence deserved scorn. More often than not, I just found myself nodding politely and hoping that they didn't try to get in my way. Since this a monster-battler RPG, those hopes were often dashed, and that's fair.
Acquiring new monsters is as simple as collecting rare drops. Depending on the player's performance, the possibility of rares will increase, which includes the eggs from which monsters will hatch. Players are then encouraged to name their new friend. As long as the generous character limit allowed, I named all of my recruits after shmups. Since almost every battle is 3v3, winners and losers are determined by who has the better party synergy. Leveling is of course, essential to acquiring all of the necessary skills. The boost in stats provided by food and equipment are also really helpful. Really though, the most important aspect of a party is how well each member works with one another. Grinding until one's party can squish everything without giving tactics or builds a single thought is not going to happen, ever.
At first, I thought the Metroidvania elements were a cute touch that give Monster Sanctuary its identity. Over time however, I started to question why this game had to be so huge. It's not like, Hollow Knight-sized or anything, but all the biomes feel like they were stretched out to reach some arbitrary size. Each biome adds one or two new traversal abilities to play around with, and there are numerous opportunities to return to previous locations to grab stuff that couldn't be reached in the past. The controls are also quite good. Almost good enough that if the Monster Keeper wanted to just grab a sword or a whip and handle things on their own, then I'd probably still be in for a decent time.
I forget exactly when I stopped having fun, but it must've been at least several hours before I quit. In what had to have been the third-to-the-last encounter, I was pitted against a Sustain-party. My typical combination of buffs and ailments fell apart the instant the enemy could pile on the debuffs much faster than I could remove them. Also, at least one of the enemies, likely all of them, had the Age skill. As I tried to cleave through their gobs of shielding - which replenished practically the instant their next turn began - their parameters were increasing at a rate my party could never hope to overcome. It was during this time that the Terranigma OST started playing, and it got me thinking "Damn. Why am I still here?"
Sunday, May 31, 2026
Xbox 360 Look - Sonic Generations
(This review was originally written in 2011, so think of it as a really dated time capsule)
It’s difficult for me to pinpoint why Sonic Generation exists. Oh, sure anyone could say it’s because Sega wants to make money, and Sonic games are usually pretty successful. When I think about this game I also have to think about the past twenty years of Sonic games I’ve played. I’m supposed to get a little nostalgic and remember the better days aren’t I? No, I can’t let that happen. Just because I hear a familiar tune or see something that brings back pleasant memories does not mean anything. In order for me to consider Sonic Generations a success it has to be on its own merits. Admittedly my judgment gets more than a little clouded while playing this game. Sonic Team knew exactly what strings to pull and what notes to hit. In audiovisual terms Sonic Generations is quite the love letter to fans of the franchise. But if history has taught me anything when it comes to Sonic games I should go beyond those good first impressions to discover if the game itself is worthwhile.
This time around Sonic doesn’t have to deal with ancient civilizations or fuss around with princess-rescuing. All he has to do is go back in time, to another world, where he can…relive past adventures with his former self to save his friends. Back then for all the running Sonic did he was still a pretty chubby guy, and he didn’t talk either. Today Sonic is looking fit, but he just won’t shut up. The two of them must work together to stop something known as the time-eater from destroying the fabric of time and space. The worst-case scenario if our heroes fail is that the Sonic game from 2006 could be willed back into existence, and nobody wants that. For fans of bullet-points this game consists of nine zones with two acts apiece, along with a handful of boss-fights and nearly one hundred challenge missions.
The deal with Sonic Generations is that it follows a bit of a timeline. The game starts off humbly with yesterday’s Sonic sticking to what works, which is running, jumping, and occasionally spin-dashing. Today’s Sonic doesn’t have it quite as simple, since he has his whiz-bang supersonic powers like boosting, the homing attack, light-speed dash, and all sorts of other tricks. In order to progress the Sonics have to complete each zone, rescue their friends, and then take on at least one challenge in each zone to collect keys for the boss battles. If you’ve played a Sonic game in the early 90s and one of the newer games like Unleashed or Colors, then you won’t have any trouble here.
Unlike that time Sonic turned into a were-hog for a rough God of War re-enactment, there is no weak link in this go-around. Retro Sonic lacks the incredible controls and mechanics of his 16-bit days but the levels he explores more than make up for it. Some of them such as City Escape and Sky Sanctuary make creative use of the lost art of 2.5D game-design. There’s something about seeing a rampaging semi knocking down platforms or enemies that attack from the background that is just very cool. The levels also feature several alternate paths and shortcuts, some leading to red rings. These are worth looking for since they lead to neat rewards such as new music and abilities, which I’ll get into a bit later. Out of the nine if I had to pick the worst level it’d be Planet Wisp. Most of the level is spent fumbling around with gears and is generally a bit of a slog. It reminds me of act 2 of the Sandopolis Zone in Sonic & Knuckles, which is one of many experiences I wish I could forget.
As far as concerns Modern Sonic, I have to be honest, I think he got the better side of this game. Now the thing to keep in mind is that two of my favorite entries in the franchise are the first game, and Sonic CD. To me Sonic works best when he isn’t weighed down by context and understanding, and he should stick to running through worlds more fantastical than the next. Also, while he had his trademark blazing speed, it was how he controlled it and used to in advantageous ways to really make his imprint on these fascinating worlds. Today’s Sonic doesn’t really have that ability, since the levels he races through are paced more appropriately with him in mind. Originally Sonic was a fast hero in a slow world, now it feels like the world has caught up with him. When the controls and level-design actually work the Sonic of right now is capable of some great things, and I’m disappointed that it took close to ten years for that formula to approach perfection. It’s really strange how it works out. The Sonic of the past got it right the first time around, and his future games served as an extension of that basis. The Sonic of today and quite possibly tomorrow has seen many ups and downs and only now are things starting to come together, which makes me enthused for what could happen next.
Where the two Sonics really differ is in how their stages play out. Current Sonic relies on his skills and reflexes to succeed while early Sonic understands the importance of memorization and learning his way around the level. This isn’t always the case over the course of the game but it’s rare that either Sonic will find themselves with their roles reversed. It’s disappointing that the 16-bit Sonic doesn’t have his full potential available to him. Because with all of the technology available to Sonic Team combined with the masterful controls and physics of the early games, Generations could have been an absolutely stellar package.
Both Sonics have access to a cache of special abilities they can either purchase or unlock through completing challenges or collecting red rings. Some of them are familiar such as a bubble shield for 2.5D Sonic and others are just mundane like an increased boost meter for 3D Sonic. It’s worth attaining and testing them all since they give incentive to replay levels. The ranking system in this game is very generous, as even new players will be drowning in S-ranks for what they consider to be mediocre performances in the acts. There is leaderboard support however so the real way to prove that you’re the best is through how long it takes you to beat every level.
The challenges are numerous and tend to fall under certain categories. Sometimes Sonic has to race himself, other times he’s given some new ability and must complete a portion of a level with it, still other times one of his many friends assists in his endeavors. As you can imagine, having so many challenge missions to go through means there are a handful of bad ones. Most can be completed on the first attempt but the few that slip by can be frustrating and make one question the decision-making process over at Sonic Team. On the bright side while the missions usually take place in their respective zones, they tend to offer changed aspects such as different enemy placement or in some cases entirely new areas. Plus, every completed mission can lead to a new song or piece of art unlocked. There are about 50 music tracks in this game, and you’re free to select any you’ve acquired for the challenge you’re about to take on. Traditionally the music in Sonic the Hedgehog games has always been excellent so this is a very welcome feature.
Sonic Generations has one of the worst final boss fights I have seen in a videogame. For the most part the bosses in this game are quite good but the finale this time around feels like something that belongs in a “worst of Modern Sonic” compilation along with Sonic Heroes. More than anything this was a missed opportunity that should have been used to create an encounter that both Sonics could team up for. Instead, it feels like something that was thrown in at the last minute to make the deadline. On the bright side at least a very cool special ability is awarded for suffering through this horrid finale. Aside from that mess the only other issues I have with this game involve the framerate and a handful of glitches. Unlike almost all of the other 3D Sonic games I’ve played I can attribute only a few of my deaths to glitches or something involving the camera or controls. It’s a vast improvement but still not perfect in that regard.
As a modern Sonic game, Generations is really good. The levels are generally fantastic and for once I only needed one hand to count the number of times I’ve died due to issues with controls or glitches. It’s obvious that the designers behind this game had a lot of confidence in what they were doing so they really got creative with its levels. As a classic Sonic game, Generations is a solid ride. It’s lacking in the ways that made the early titles special, but it still does the job with some great levels and endearing charm. Whether you prefer old or new Sonic is irrelevant. As long as you can enjoy a good platforming game, you’ll find a lot to like about Sonic Generations.
Saturday, May 30, 2026
Xbox Live Arcade Look - Sonic CD
(Note: This review was originally written in 2011)
You may remember that the last time I talked about a Sonic the Hedgehog game I dropped this little nugget: “Now the thing to keep in mind is that my two favorite entries in the franchise are the first game and Sonic CD.” Well, here we are. This is a review of Sonic CD, or more specifically the excellent port that was just released on Xbox Live, Playstation Network (in Europe), and smart phones. It’s necessary that I explain my reasons for absolutely loving this game, because it’s considered a “black sheep” of the series. If I were talking about maybe Sonic 2 or Sonic 3 & Knuckles hardly anybody would bat an eye and this review would be several times shorter. I could also have just said something to the effect of the game not being for everyone, it spoke to me emotionally, and blah blah. Unfortunately, I’m afraid that’s impossible.
First let’s get the important stuff out of the way. For a pittance you’ll receive the best port a Sonic game has yet seen. Christian “Taxman” Whitehead has delivered a phenomenal port; there’s no question about that. To call it perfect would actually be doing it a disservice, since the frame of reference is the original Sega CD version. This edition kicks that and all other versions down a hundred-dozen flights of stairs. The entirety of the game runs at a flawless 60 frames per second, the controls and physics are immaculate, Tails is playable. Thanks to the improved framerate the special stages are at least tolerable instead of absolutely infuriating. Even both the US and EU/JPN soundtracks are included, which won’t stop forum-goers everywhere from arguing over which one is better but hey. I’ve gone through this version multiple times and can confirm that it is beyond flawless. The only problem is…well it’s still Sonic CD, and for some people that’s a bad thing.
I’ve always thought that Sonic the Hedgehog worked best as fast character in a slow world. The most popular Sonic games always seem to have an overabundance of speed-boosters, springs, and other objects that send Sonic in every which direction. In-between those instances maybe I’ll jump on some blocks and grab a few power-ups before I get shuffled off to the next sequence of loops, twirls, and corkscrews. The way I see it, Sonic should have the advantage. Where a slower platformer-hero would have to land on every floating platform to traverse a bottom-less pit, Sonic could skip two, three, or even the entire pit if he’s fast enough. This is part of the reason why I think so highly of Sonic CD, because it challenges my ideal vision.
One would think that after nearly twenty years, I’d have already figured this game out in its entirety and could write a grand thesis explaining its every intricacy and provide sufficient reasoning for what works and what doesn’t. Even after so many play-throughs I still don’t understand it. Sonic CD is an ambitious game, mainly because it was trying to do things one wouldn’t expect in a Sonic game. It’s easy to write this game off simply because it works so hard to go against what we are familiar with. At the same time however that’s part of what makes Sonic CD work so well. We’re supposed to feel lost, like we’re in a world that doesn’t welcome a little blue hedgehog with super-speedy shoes. The loops and twirls are still around, but some are in-complete, like somebody was in the middle of designing a Sonic game and said “why bother?” and just left everything as is. All expectations are thrown out the window from the first act onward and it’s all on the player to make their way through. However there is one sure thing, this game was designed with limitations in mind. If Sonic could just jump over every obstacle what’s next? Maybe he’ll get a cape and fly over entire stages. In a way I got what I wanted, but the most important rule of game-design is to not always give the player what they want.
This however does not stop Sonic CD from featuring all manner of twisting passages, tight corners, and an assortment of obstacles thrown around solely to frustrate the player. There are the expected dangers like robots and traps, but like almost any other Sonic game they’re only a threat if you’re after a specific goal. In the case of this game, it’s to make a good future, by either going to the past and destroying generators or completing the special stages. This makes for two goals, one that players can achieve through exploration and the other through finesse, as at least 50 rings must be held to open the way to the special stage. It’s as if the developers behind this game realized the inherent flaw that is the lack of challenge in a Sonic game. After all Sonic only needs to hold onto one ring at all times in order to survive. So why not focus the level-design towards hindering the player as much as possible?
This goes beyond robots or the occasional bed of spikes. Every aspect of this game is designed to waste the player’s time. Enemies along a seemingly quiet road, springs and bumpers that kick Sonic away from his objective, and since Sonic needs a few seconds and plenty of speed to time travel, that means outside of a few locations designed specifically for such an endeavor Sonic is going to have to make his own route. The penalty for failure is exceedingly low since if the player doesn’t get what they’re after they can restart the act without so much as one of their remaining lives getting taken away. There are gamers out there who don’t believe in retries or reloading saves, and I salute their resolve. Attaining everything flawlessly in Sonic CD is where the real challenge lies.
While exploration is key to Sonic CD, the levels have also been designed with speed in mind. Unlike what some will tell you, getting through a Sonic game quickly is more than just holding right and tapping the jump button occasionally. In the Time-attack mode it’s all about timing and memorization. Each act has that optimal path every speedrunner strives for and there are a number of maneuvers that can be performed to shave those precious seconds. This can involve jumping at the right moment to get Sonic that necessary momentum, figuring out the patterns of moving platforms, and generally making a lot of moves while knowing instead of seeing what comes next. Every zone in this game is designed for both exploration and speedrunning, even though it’s not obvious. Even a much-maligned zone like Wacky Workbench has reason for its madness. It’s all the more rewarding when such a convoluted stage can be bested.
All in all, the game plays with both my expectations and ideals. The solution is never apparent, so I have to work around the game’s terms to find it. This may be one of the easiest Sonic the Hedgehog games to stumble through but there is a very special appeal in working through the level so that I can achieve every goal I have for it. This is where its open level-design really excels. Of course, it helps that this game is backed by two wonderful soundtracks and some solid art-direction, even though it’s not on the first game’s level.
The other major reason why I’m so fond of Sonic CD is that even though it has goals, it also gives me ample opportunity to ignore them. This game provides reason enough for players to go into the past, but what about the future? Sure, the good future makes for a nice visit with its pleasant scenery and music, but nobody bothers to see the bad future. I have to visit all time periods and explore, even if there’s nothing of value to be found. Maybe there is some creative trap that isn’t found anywhere else in the game, or it could be just a few rocks designed specifically to hold the stage together. I guess maybe I just enjoy exploration more when there isn’t a reward to be had. It’s like how in the first Sonic game there were alternate paths that held nothing of value. It gives the game a more atmospheric quality; offering a bit more than level-design that simply expects the player to go through the motions to reach the end. What can I say? I’m also the guy who would play through NiGHTs solely as the kids, which goes against the entire goal of the game.
