Truly the super Sonic process of all time
I think the game is kind of boring, to be honest, but still certainly interesting, the idea of it works really well but it feels definitely unbalanced with some characters being better and some just being not optimal. I wish I could play as Metal Sonic and Robotnik outside of offline play but I am aware the balancing issue would lie with that as well.
Overall: It's okay in ways, I felt in the arcade mode some certain match ups were entertaining but the drag to get super sonic was enough to make the experience gruelingly boring.
I think the game is kind of boring, to be honest, but still certainly interesting, the idea of it works really well but it feels definitely unbalanced with some characters being better and some just being not optimal. I wish I could play as Metal Sonic and Robotnik outside of offline play but I am aware the balancing issue would lie with that as well.
Overall: It's okay in ways, I felt in the arcade mode some certain match ups were entertaining but the drag to get super sonic was enough to make the experience gruelingly boring.
The thinking man's fighting game. Extremely stupid and unbalanced, but that's what makes it so fun. If you're looking for a competitive experience, I'd question why you were looking at Sonic the Fighters, and also it is nowhere to be found here. Although, Sonic the Fighters at EVO would go pretty hard.
Sonic the Fighters is an interesting little fighting game featuring the Sonic cast back in 1996. I love how the game looks and sounds, and I love how kinetic and cartoony the characters are when walloping each other. The gameplay is pretty basic as the cast has similar fundamental attacks with their special abilities, and like with another Sonic spin-off game, Sonic R, the roster is unbalanced. Some characters are much better than others because of their special moves, like Sonic's spin dash. Characters like Fang or Honey for example are worthless due to how slow and pitiful their attacks are, like why would I play as them if I can dish out the damage with a spin dash? I enjoyed the Arcade Mode, but after beating it with Sonic (which took me about half an hour), there wasn't much to keep me invested for long.
Sonic the Fighters is a charming but very simplistic fighting game. It's a neat little nugget in Sonic's history, but not much else.
Sonic the Fighters is a charming but very simplistic fighting game. It's a neat little nugget in Sonic's history, but not much else.
It should come as a surprise to exactly zero of you that I was and still am a colossal nerd. What came as a surprise to me though, was that when my nerdy middle school self was coming up with the character roster and movelists for the imaginary Sonic game that would never happen, Sonic the Fighters already existed.
Even more surprising to me, this came out before Sonic 3D Blast which makes it the first-ever 3D Sonic game as far as I know! The presentation is unsurprisingly the game's big strength - '96 was a long long way from photorealistic 3D, but this game's colorful palette and cartoonish style crafted a memorable and effective aesthetic from the limited hardware.
Mechanically, the game is built from the same skeleton as Virtua Fighter. While it does create some depth by utilizing blocking as a resource through the shield meter and hyper mode, the rather small movesets and wonky balance means the game eventually turns into a mashfest. And the devs' attempt to fit the blazing speed of the Sonic series into an early 3D fighter led to a game that moves quickly but feels a bit stiff, which isn't the best combination.
Coming back to the Sonic fighting game that existed in my imagination, it would have been built on the engine of a very different fighting game - Marvel Super Heroes. A 2D fighter would have run much more smoothly, looked more like classic Sonic, and having chaos emeralds that you could activate for powerups a la the infinity stones would have been so sick. In the real world though, this isn't half bad! It's not particularly deep but it's pretty good fun to load up with a friend and smack each other around for a bit in vs mode.
Even more surprising to me, this came out before Sonic 3D Blast which makes it the first-ever 3D Sonic game as far as I know! The presentation is unsurprisingly the game's big strength - '96 was a long long way from photorealistic 3D, but this game's colorful palette and cartoonish style crafted a memorable and effective aesthetic from the limited hardware.
Mechanically, the game is built from the same skeleton as Virtua Fighter. While it does create some depth by utilizing blocking as a resource through the shield meter and hyper mode, the rather small movesets and wonky balance means the game eventually turns into a mashfest. And the devs' attempt to fit the blazing speed of the Sonic series into an early 3D fighter led to a game that moves quickly but feels a bit stiff, which isn't the best combination.
Coming back to the Sonic fighting game that existed in my imagination, it would have been built on the engine of a very different fighting game - Marvel Super Heroes. A 2D fighter would have run much more smoothly, looked more like classic Sonic, and having chaos emeralds that you could activate for powerups a la the infinity stones would have been so sick. In the real world though, this isn't half bad! It's not particularly deep but it's pretty good fun to load up with a friend and smack each other around for a bit in vs mode.
I beated this game back in 2021 not for Honey
But for Eggman
https://cdn.discordapp.com/attachments/854545741644824576/874151365637722142/Sonic_Championship_8_9_2021_12_35_52_AM_2.png
https://cdn.discordapp.com/attachments/854545741644824576/874151438626996234/Sonic_Championship_8_9_2021_12_36_29_AM_2.png
https://cdn.discordapp.com/attachments/854545741644824576/874151476849684520/Sonic_Championship_8_9_2021_12_38_00_AM_2.png
But for Eggman
https://cdn.discordapp.com/attachments/854545741644824576/874151365637722142/Sonic_Championship_8_9_2021_12_35_52_AM_2.png
https://cdn.discordapp.com/attachments/854545741644824576/874151438626996234/Sonic_Championship_8_9_2021_12_36_29_AM_2.png
https://cdn.discordapp.com/attachments/854545741644824576/874151476849684520/Sonic_Championship_8_9_2021_12_38_00_AM_2.png
Sonic the Fighters is a bit different. It doesn't resemble any fighting game that I've played before, which made it stand out to me.
The game is very simple controls-wise. It has a punch button, a kick button, and... a block button?!
I'm used to a whole different brand of fighter, so a block button is unusual to me. But there's more! It's not just that your block, or rather, your shield, is activated by a button press instead of holding back. Your shields are a limited, finite resource!
Blocking is simply not something to overcommit to, 'cause they can also break! If it happens enough, you're defenseless!
If you're feeling extra risky, you can even sacrifice one of your limited shields and enter Hyper Mode, which gives you a little sparkly aura and makes you more powerful. Needless to say, this game encourages you to be on the offensive, and I think I like that!
Aside from the unique way they handle shields in this game (that I probably wouldn't want to be the norm in a fighting game, despite my intrigue), I found the game to be quite simple to learn. The console port has no Training Mode, which is regrettable, but the cast's inputs are not difficult to learn at all. I'd say there's several attack sequences that feel too much like you're mashing, though. That, plus the attack inputs just being (P) and (K) means that you could, quite frankly, play Sonic the Fighters with an NES controller. Probably be pretty good at it, too!
Enough about the mechanics though. I must also point out how lovely this game is to the eyes. It's so freaking kooky, dudes! The characters are polygonal, but not in the way you'd regularly see... they've got squares going on, man! My description doesn't really do it justice, so have a look. It looks spectacular, both in a still like this and as it moves in-game. The slapstick animation is something you just don't see every day, and it's a treat. Some characters have grabs that initiate very, very funny animations, most especially ones where one character uses another character's trait against them (e.g. Tails carrying you in the air and slamming you on the ground, or Amy pulling Espio's chameleon tongue out and whacking him in the face with it like a tape measure). It's a stylistic choice that honestly defines the game, and I do hope you get to see it in action. With friends, too, maybe? Fighting games are twice the fun when you play with your homies, after all?
The game is very simple controls-wise. It has a punch button, a kick button, and... a block button?!
I'm used to a whole different brand of fighter, so a block button is unusual to me. But there's more! It's not just that your block, or rather, your shield, is activated by a button press instead of holding back. Your shields are a limited, finite resource!
Blocking is simply not something to overcommit to, 'cause they can also break! If it happens enough, you're defenseless!
If you're feeling extra risky, you can even sacrifice one of your limited shields and enter Hyper Mode, which gives you a little sparkly aura and makes you more powerful. Needless to say, this game encourages you to be on the offensive, and I think I like that!
Aside from the unique way they handle shields in this game (that I probably wouldn't want to be the norm in a fighting game, despite my intrigue), I found the game to be quite simple to learn. The console port has no Training Mode, which is regrettable, but the cast's inputs are not difficult to learn at all. I'd say there's several attack sequences that feel too much like you're mashing, though. That, plus the attack inputs just being (P) and (K) means that you could, quite frankly, play Sonic the Fighters with an NES controller. Probably be pretty good at it, too!
Enough about the mechanics though. I must also point out how lovely this game is to the eyes. It's so freaking kooky, dudes! The characters are polygonal, but not in the way you'd regularly see... they've got squares going on, man! My description doesn't really do it justice, so have a look. It looks spectacular, both in a still like this and as it moves in-game. The slapstick animation is something you just don't see every day, and it's a treat. Some characters have grabs that initiate very, very funny animations, most especially ones where one character uses another character's trait against them (e.g. Tails carrying you in the air and slamming you on the ground, or Amy pulling Espio's chameleon tongue out and whacking him in the face with it like a tape measure). It's a stylistic choice that honestly defines the game, and I do hope you get to see it in action. With friends, too, maybe? Fighting games are twice the fun when you play with your homies, after all?
Played as part of the Sonic Gems Collection for the Nintendo GameCube.
"Put away those suicide notes," proclaims Sega Saturn Magazine in their February 1996 issue, "Sonic is back!" Oh thank goodness, the only thing keeping me bound to this mortal coil was the release of a jank-ass 3D fighting game starring Sonic the Hedgehog, I'm saved!
Sarcasm aside, I see just as much potential in a Sonic the Hedgehog fighting game as I do an on-foot racer, and just like Sonic R, I view Sonic the Fighters as a pretty weak attempt to make good on the concept.
Maybe I'm just saying that because I don't care much for Fighting Vipers either, and there sure is a lot of Vipers' DNA here considering Sonic the Fighters practically gestated in its womb. It all started when one of Fighting Vipers' programmers added Sonic and Tails to the game in their spare time, and after Yu Suzuki found out about it, it was kicked up the chain to AM2 head Hiroshi Kataoka. Kataoka wasn't sure Yuji Naka would be into the idea of Sonic characters beating each other senseless, but Naka was reported as saying "Oshima's animals must suffer," and the rest was history.
Oshima himself was rather impressed seeing his character animate in 3D, telling Sega Saturn Magazine "I feel that the punches and kicks are very well done - they look realistic." No doubt he said this shortly after seeing Sonic's hands inflate to three times their size and clap around Knuckles' head. It's cutting-edge stuff, and suffice it to say, Sonic Team was pretty happy with the direction AM2 was taking. Me? Not so impressed.
Like other early 3D fighters, I just don't think there's a whole lot of meat here. Strafe around and whack your opponent in the back of the skull with a full combo for like, a third of their health. Rinse and repeat. Something about these games with their high damage outputs and clumsy special attacks makes them easier to play (for me) by mashing punch and kick, and the AI seems to allow this as a valid way of winning. If I were to play this with another real human being, or possibly some sort of copy of myself made manifest through intense thought, I might get a little bit more out of it, but if I'm in a position to play a fighting game against someone else then why not go for something on the Neo Geo or like, Street Fighter 3? Hell, loading MUGEN up with Sonic characters sounds more fun to me.
Sonic the Fighters is a product of its era and one that meets the standard set for 3D fighting games of the mid-90s just fine, which is why I also find it lacking in the same way I do its contemporaries. Trying to translate the deliberate movement of 2D fighters to a 3D space with the quality of hardware available at the time, especially on console, left a lot of these games feeling stiff and clunky, even after three years of iteration following Virtua Fighter. That's my hot take. Sonic is not back, time to die
"Put away those suicide notes," proclaims Sega Saturn Magazine in their February 1996 issue, "Sonic is back!" Oh thank goodness, the only thing keeping me bound to this mortal coil was the release of a jank-ass 3D fighting game starring Sonic the Hedgehog, I'm saved!
Sarcasm aside, I see just as much potential in a Sonic the Hedgehog fighting game as I do an on-foot racer, and just like Sonic R, I view Sonic the Fighters as a pretty weak attempt to make good on the concept.
Maybe I'm just saying that because I don't care much for Fighting Vipers either, and there sure is a lot of Vipers' DNA here considering Sonic the Fighters practically gestated in its womb. It all started when one of Fighting Vipers' programmers added Sonic and Tails to the game in their spare time, and after Yu Suzuki found out about it, it was kicked up the chain to AM2 head Hiroshi Kataoka. Kataoka wasn't sure Yuji Naka would be into the idea of Sonic characters beating each other senseless, but Naka was reported as saying "Oshima's animals must suffer," and the rest was history.
Oshima himself was rather impressed seeing his character animate in 3D, telling Sega Saturn Magazine "I feel that the punches and kicks are very well done - they look realistic." No doubt he said this shortly after seeing Sonic's hands inflate to three times their size and clap around Knuckles' head. It's cutting-edge stuff, and suffice it to say, Sonic Team was pretty happy with the direction AM2 was taking. Me? Not so impressed.
Like other early 3D fighters, I just don't think there's a whole lot of meat here. Strafe around and whack your opponent in the back of the skull with a full combo for like, a third of their health. Rinse and repeat. Something about these games with their high damage outputs and clumsy special attacks makes them easier to play (for me) by mashing punch and kick, and the AI seems to allow this as a valid way of winning. If I were to play this with another real human being, or possibly some sort of copy of myself made manifest through intense thought, I might get a little bit more out of it, but if I'm in a position to play a fighting game against someone else then why not go for something on the Neo Geo or like, Street Fighter 3? Hell, loading MUGEN up with Sonic characters sounds more fun to me.
Sonic the Fighters is a product of its era and one that meets the standard set for 3D fighting games of the mid-90s just fine, which is why I also find it lacking in the same way I do its contemporaries. Trying to translate the deliberate movement of 2D fighters to a 3D space with the quality of hardware available at the time, especially on console, left a lot of these games feeling stiff and clunky, even after three years of iteration following Virtua Fighter. That's my hot take. Sonic is not back, time to die