Reviews from

in the past


É incrível como isso teve uma sequência, esse jogo é um amontoado de ideias bostas, game design terrivel que vai totalmente contra o que o jogo quer que tu faça, po a mecânica principal é momentum né? Que tal por um game design que te pune se tu n ficar parando e pensando noq e pra onde ir???? E é toda santa hora zonas e zonas longas que não fazem sentido nenhum, que te punem por correr ou por ir pelo instinto, em especial a marble e labyrinth zones que tem fácil piores levels designs q eu já vi numa franquia renomada. As músicas ajudam a transformar esse jogo numa experiência torturosa, pois são repetitivas, irritantes e toda vez q tu morre elas começam de novo, virando uma espécie de alucinação auditiva maluca e infernal. Yuji Naka devia ter sido preso em 91

Gotta go fast!

After Sonic Adventure has served as my personal gateway into the series and Sonic Adventure 2 gave me an even better experience, I can proudly call myself a fan of the series now. A fan who only played 3D Sonic. That being said, Sonic Origins opened up a whole new dimension to me: 2D Sonic!

Here's a quick rundown of the zones: Green Hill was surprisingly the least engaging zone for me, but I can appreciate it for how iconic it is and being a good introduction with a timeless theme. I didn't have an issue with Marble Zone's methodical approach for the most part, although some of the random pop-up spikes felt a little cheap. Spring Yard is fine, but gets repetitive after a while. Now, Labyrinth Zone seems to be pretty universally hated, but I didn't find myself having much of an issue with it and thought it was rather refreshing after going through Spring Yard, the underwater sections were cool. Star Light Zone had cool catapults and Scrap Brain was... rather hard compared to the rest of the game - but that makes sense, it's the last level for a reason! The final fight itself though was a bit underwhelming and the ending was cheap.

But in the end, I enjoyed my time with the Blue Blur's debut game, even if most of the level design goes against the whole "gotta go fast" motif, which apparently is a dealbreaker for many. And while 2D Sonic is fun, I'd be lying if I told you I didn't miss the homing attack from Adventure at first.

One of the most important games oat

This feels like trying to play Solitaire in a mirror maze on a yoga ball while someone is trying to kill you

Spring Yard Zone and the rest of the game can gargle my whole gonarch.


Honestly wasn't as bad as I was expecting. There's a lot of charm and fun movement in this game, but the biggest thing holding it back is level design that doesn't allow you to freely run around and enjoy that movement. Wonky hitboxes, cheap one-hit kills and obstacles that are unreactable makes the majority of levels in this game frustrating, but it's built on top of a foundation that's really fun and I'm excited to see how this progresses as the series goes on. Overall, a decent enough first entry - even if Mario's was better... 6 years earlier... on substantially weaker hardware......

This review contains spoilers

This game may be primitive, but I think 1991's Sonic the Hedgehog still holds up surprisingly well. The bare bones of the series are all there, but it doesn't feel compromised much.

I know it's a bit antithetical to the foundation of the Sonic franchise, but I actually enjoy the more present platforming challenge here. Some of the later games ( cough cough Rush ) feel like all you do is mindlessly move forward with no further thinking involved. I even kinda liked Marble Zone ( for the most part ).

Of course, there's problems here. The three Act structure was a poor choice when the Acts are barely different in function and appearance, and I'm glad it's just two in the newer titles. The level design could be tightened up in spots, and Sonic lacks his iconic spindash. The bosses are also just less impressive than even the other titles on the system. From what I saw, the final boss is Eggman.... In a metal tube. Slowly moving up and down. That's it. Riveting.

Despite the game's age and apparent "first game syndrome", Sonic the Hedgehog is still a fun time and I recommend it if you're new to the series. There's first entries out there that've aged a lot worse.

It's wild that the icon of speed was tied to the posterchild for poor 50Hz optimisation, and yet, in 1991, Europe still loved him. Wherever you bought your copy of Sonic 1, the ROM was the same, and European Mega Drives were not built to play that shit. Regardless, PAL Sonic 1 has a daydreamy quality that I remain attached to. It makes the surrealness stand out more. The weird geometry and scrolling Special Stage birds that turn to fish. The slower pace means there's more opportunity for your attention towards drift to the backgrounds, and why are there prison bars all over Marble Zone's underground? The technical showcase aspect of it all was lost on me as a 5 year-old, but paired with all the old hippies who were animating sequences on the episodes of Sesame Street I'd watch daily, I was skipping past taking interest in the wonders of the world around me, and jumping headfirst into a fascination with the psychedelic. Don't cry for us, America. To you, it was just a bit of fun, but for us, Mobius was a dream. No wonder so much of the world's poetry comes from Europe. It's a real bummer that when Sonic transitioned to 3D, Sega's big question was "what if he lived in a city with people and a public transit system?"

Sonic 1 is a gorgeous game, and Naoto Oshima has a real skill for character design. Games had attempted to be this vibrant and dense with colour before, but when they were, they were likely the most rancid Amiga games ever made. Before Sonic, the Mega Drive was selling itself on the cutting-edge visuals of Castle of Illusion, which looks about a generation behind this. Everything was defined by the dimensions of the sprite tiles. Sonic's world is full of slopes, twisting tunnels and crumbling rock, and it all had a direct effect on your movement. Sure, Mario 3 let you slide on your arse, but in Sonic, every angle of geometry had an impact. It had taken a couple of years to convince weary customers that the jump to 16-bit actually meant anything, but after Sonic, there was no doubt.

I think a big factor that puts off older players who didn't grow up with Sonic is that it's neither strict enough to demand skilful play, nor easy enough to not constantly bump into dead ends and enemies. That ring system is a double-edged sword. Unlike the more respected Shinobis and Dynamite Headdys, you can get through it, but first-timers are just going to have a really sloppy run. For young players, who could never complete a game before, it was a godsend. We learned every curve of land and every terrible spikepit off by heart, and when we play it now, we're all incredible at the game. We're not confounded by springs that send you shooting into traps, or the giant Scrap Brain sawblades. When we play, it's with that intended sense of attitude. I think my later affinity for skateboarding games can be traced back to Sonic, with its momentum-based movement and giant halfpipes. There wasn't really anything that played like that in the early 3D days until THPS came along.

Sonic 1 instantly became the boring one when it started to get sequels, but I think it retains the strongest sense of atmosphere. It's the artsiest game in the series, with its far-out influences and only the sparsest interest in worldbuilding. It really doesn't hold much resemblance to the hideous multimedia juggernaut that the franchise has become. Sonic's a breezy little game that you can get through in around an hour, and it remains a lovely experience. Just make sure to leave yourself 12.5% longer if you're playing on a European machine.

it was pretty fun playing this and screaming every time sonic was about to die of oxygen loss