Showing posts with label Genesis. Show all posts
Showing posts with label Genesis. Show all posts

Wednesday, May 16, 2012

Retro Lookback: Sonic the Hedgehog

Developer: Sonic Team
Publisher: Sega
Platforms and Release Dates (US): Genesis (standalone: June 23, 1991, Sonic Compilation: 1995, Genesis 6-Pak: 1996), Sega Saturn (Sonic Jam: 1997), Dreamcast (Sega Smash Pack: 2001), Nintendo Gamecube (Sonic Mega Collection: 2002), Playstation 2 (Sonic Mega Collection Plus: 2004, Sega Genesis Collection: 2006), Xbox (Sonic Mega Collection Plus: 2004), PC (Sonic Mega Collection Plus: 2004), Mobile (Q3 2005), Playstation Portable (Sega Genesis Collection: 2006) Game Boy Advance (November 14, 2006), XBLA (July 11, 2007), Wii Virtual Console (November 19, 2006), iOS (December 18, 2007), Xbox 360 (Sonic's Ultimate Genesis Collection: 2009), Playstation 3 (Sonic's Ultimate Genesis Collection: 2009), Nintendo DS (Sonic Classic Collection: 2010), Microsoft Windows (October 6, 2010), PSN (March 2011)
Genre: Platform

This is where it all started for the Blue Hedgehog, his Genesis, first game ever, released on the Sega Genesis in the Summer of 1991. Does Sonic's premier game still hold up 20 years later?

There is a bit of story to set the background, you have to have a motivation to do anything, right? Somewhere in the ocean lies a mysterious island not found on any map, known by its inhabitants as South Island. The reason for it being absent is a simple, yet mysterious one: it does not have a fixed position, instead traveling through the seas on its own course. While the reason for this behavior is unknown, it is rumored that it may have something to do with the legendary gemstones known as the Chaos Emeralds. Though legend says they exist on the island, no one knows exactly where they are or how to get a hold of them. All they do know is of the incredible power they are said to contain, and how they can give energy to all living beings. Learning of the existence of the Chaos Emeralds, the mad genius Dr. Robotnik sets himself on a quest to locate the emeralds for his own use, wanting to harness their power for his many mechanical creations. With the plan in motion, Robotnik creates his base in a corner of the island, which he dubs the Scrap Brain Zone. However, he is aware that his evil plans will more than likely be interfered by Sonic the Hedgehog. Though not a native of the island, Sonic the Hedgehog would often find himself on its mystical shores, and more than once had he run into the evil doctor, foiling an untold number of schemes. Just as Robotnik predicted, in no time at all does the blue hedgehog learn of the doctor's intentions, running at sonic speed to confront him. It doesn't take long for Sonic to realize that something is amiss, and is shocked to learn that Robotnik has gone a step further with his evil intentions. Kidnapping the many animals living on the island, he has methodically been placing them in robot shells and using them to scour the island in search of the emeralds. Realizing that Robotnik has turned Sonic's friends into his own personal mechanical army, Sonic wastes no time. Running across the island, he must not only stop Robotnik's latest scheme and gather the Chaos Emeralds, but free his friends in the process. "Hurry! Sonic the Hedgehog - everyone is waiting for your help!" (Story taken from Sonic Retro)

The gameplay is fairly simple on the surface, you go from the beginning of each level to the end without dying, but there are extra elements to distinguish itself. Sonic's main action is to jump, and he curls up into a ball when he does so, this attack is used to destroy the various robots, known as Badniks, and of course to jump up to higher places and over hazards. Sonic's other main action is rolling into a ball while running, he can destroy most Badniks in this manner and pick up speed on inclines while rolling. The levels are designed with momentum in mind, with Springs, Bumpers, and Inclines there to help or hinder. The levels can be played slow and methodically, but also as fast as possible. The levels also feel like part Pinball as well in a sense, as Sonic can jump and bounce around quickly and wildly. The levels in this sense give replay value, trying to find all the hidden secrets of the levels or trying to complete them as fast as possible. The levels are broken up into 7 Zones, each with 3 Acts (with the exception of the Final Zone, which is just a showdown with the Final Boss), and the difficulty is evenly paced throughout. Scattered throughout the levels are Rings, which serve both as a means of Survival and Points. As long as Sonic is holding at least 1 Ring, he cannot be killed by enemies or spikes, although drowning, being crushed, or falling in a pit will still result in a death. When When Sonic is hit with Rings on him, he spills all his rings, and is temporarily invulnerable, allowing for him to attempt to re-collect the rings. If Sonic has 0 Rings when he is hit, it is a Death and he loses 1 life. There are also various monitors on the levels, helping Sonic. A Ring monitor will give Sonic 10 Rings, a Shield monitor will protect Sonic from 1 hit, a Shoe monitor will increase Sonic's speed for a set amount of time, a Sonic monitor will give Sonic an extra life, and a Stars monitor will make Sonic invulnerable to Badniks and Spikes for a set amount of time. There are also Lamp posts on the levels that acts as Checkpoints when passed. They record the Score and Time at that point and Sonic will restart from there if he dies. There is also a 10 minute time limit on each act, and Sonic dies if the time limit is reached and the clock is reset back to 0. At the end of Acts 1 and 2 of each zone, there is a signpost with Robotnik's fade on it, and when you spin it, it flips to Sonic's face, signaling the end of the Act. At the end of Act 3 of each Zone (except Scrap Brain Zone), Sonic has a showdown with Robotnik in his machine, which is modified to give different attacks depending on the zone. Robotnik is defeated when struck 8 times, Sonic then can open the Animal Capsule and end the Zone. There is an optional second objective to complete during the game. If Sonic is holding 50 rings or more at the end of Act 1 or Act 2 of each Zone (except Scrap Brain Zone), there will be a Giant Ring hovering in the air. If Sonic jumps into the Giant Ring, he is taken to the Special Stage for the chance to earn one of the Chaos Emeralds. The Special Stages here involve a constantly rotating 3D maze, where the objective is to work through the maze to reach the Chaos Emerald at the end. There are different blocks on the maze that alter how it behaves, Down will slow the rotation down, Up will speed the rotation up, and R will reverse the Rotation. There are also the Goal blocks, which will kick Sonic out of the Special Stage without the Chaos Emerald they are touched, so it is best to avoid them. Sonic can also collect Rings in the Special stages, with 50 Rings awarding a Continue to use if all lives are lost. There are 6 Chaos Emeralds to collect, which makes for 6 Special Stages, unlike the later games which have 7 Emeralds. If Sonic fails to get the Chaos Emerald in a Special Stage, he can try again by going to the Special Stage again until all 6 Emeralds are collected. If all 6 Chaos Emeralds are collected, Sonic can get the Good Ending as a result, the Bad Ending happens if any amount under 6 Emeralds are collected. There is also a scoring system in play. Each Ring collected and held on to in the Acts or the Special Stage is worth 100 points each. There is a time Bonus giving up to 50,000 depending how fast Sonic completes the level. Points are also earned for defeating Badniks, and more points are awarded for defeating Badniks in a Chain without touching the ground. There are Point Posts at the end of Acts 1 and 2 of each Zone, the give 100, 1,000, or 10,000 points when uncovered, although the 100 point posts really only award 10 points. Defeating Robotnik at the end of Act 3 is worth 1,000 points. Sonic can earn lives by collecting 100 or 200 Rings and holding onto them in an Act or by breaking a Sonic monitor. When Sonic dies, he loses a life, when all lives are lost, it is Game Over. If Sonic has earned Continues via the Special Stages, Sonic is given the chance to Continue from the beginning of the Act with 3 Lives. The Gameplay is fun and satisfying, and has much complexity even though it is simple on the surface.

The Graphics are bright and colorful, and don't looked dated at all, even 20 years later. The Zones are all beautifully designed with each having a distinctive look and feel. The Music is also awesome, and fit each zone nicely.

Bottom Line: Sonic's first game is really good, and offered a real alternative to Mario back in the day among all the other clones. The gameplay, graphics, and sound are all still as solid as ever. This is worth a Play or Buy.

I also did an LP of Sonic the Hedgehog, watch it here:

Part 1: Green Hill Zone
Part 2: Marble Zone
Part 3: Spring Yard Zone
Part 4: Labyrinth Zone
Part 5: Star Light Zone
Part 6: Scrap Brain Zone and Final Zone

Friday, March 9, 2012

Retro Lookback: Toejam & Earl in Panic on Funkatron

Developer: Johnson Voorsanger Productions
Publisher: Sega
Platform: Mega Drive/Genesis, Wii (Virtual Console)
Release Dates (US): 1993 (Mega Drive/Genesis), June 4, 2007 (Wii)
Genre: Platformer

Toejam & Earl in Panic on Funkatron is the sequel to the original Toejam & Earl, but it is a radical departure from the first game. Does this make it better?

The story is a direct continuation of the first game. After Toejam and Earl fix their ship, they fly away from Earth and return home to Funkatron. However, they also dragged home Earthlings without their knowledge. Because of this, the Funkapotamous has gone into hiding and the Funk is fading away from the planet. Toejam & Earl must nab all the Earthlings and send them back to Earth in order to clear their names and save the planet.

The gameplay is completely different from the first game. Whereas the first game was a free roaming exploring game, Panic on Funkatron is a 2D Platformer. Because of this, there is less to explore and is more direct and linear. The main goal is to use the Jars to capture the Earthlings. Each Earthling takes different amounts of Jars to become trapped and are easier or harder to trap and do different amounts of damage with different attacks. Once the Earthling is in a Jar, you have to go and pick it up before the Earthling breaks out again. In order to complete each level, you must capture all of the Earthlings and make it to the end of the level. In order to help, there is an arrow that points to the closest Earthling, and once all are collected, it prompts you and points you towards the end of the level. There are also some Underwater section which are used to travel to other parts of the level. You have to avoid drowning by finding fish to replenish your oxygen, and also some bonus presents can be found. If you drown, it is an instant death, which is kinda harsh. Throughout the levels you collect presents which contain either Points to add to your score, Coins to use in Coin Slots, Funk Power to use, and a fe w Power Ups. Interacting with the environment is key, you find several presents with extra goodies and some Earthlings. Coins are used at Coin Slots which do various different things to the environment. Buttons act the same as Coin Slots, except don't cost anything. Funk Power is used to do a short teleport maneuver or to use the Funk Scan to see hidden secrets and items, each use of the Teleport or Funk Scan costs 1 Funk Power, and once it is depleted neither can be used. Mega Jars are sometimes in presents, this power up supercharges you jars for a finite number to capture any Earthling with one jar. Two special moves can be collected from Presents as well. The Panic move makes you invulnerable and you constantly throw jars for a short period, but the downside is that you constantly run for the duration. The Funk Vac is a sort of a power item, it sucks in all Earthlings present on screen and captures them in jars. Handy for when you are overwhelmed, but just make sure to pick up the jars afterwards! Both special moves are harder to come by, so use them wisely. There are a few bonus mini-games to play as well. The Hyperfunk Zone is a bonus area that is hidden throughout the levels. A door will appear for a short while and you jump into it before it vanishes. The Hyperfunk Zone is a place to get lots OD presents. What you do is that you automatically travel right, and you have to collect the presents and clocks to reach the end of the Zone and avoid the barriers and exit portals. This is a good place to stock up on inventory and earn points. The second mini-game is a dancing game. Throughout the levels you will find coin slots next to NPC with a boombox. You insert a coin and you initiate the mini-game. It is sorta a slim version of Parappa the Rapper. The NPC performs a set of moves in a rhythm and you must repeat as close as possible. You are graded on a gradual scale for each section. If it is Lame, you get no bonus, if it is Awesome, you get bonus items or points. The more awesome, the more you earn. The third mini-game is where you jump on certain fungus patches for points. You do flips in the air, and the judges score after a few jumps. If your score is high enough, you get bonuses. There is also a second objective on top of capturing the Earthlings. The Funkapotamous has special items hidden throughout the levels, and if you collect enough, you can coax the Funkapotamous out of hiding. You can complete the game with or without the required number of items, but you get the good or bad ending respectively. The game can be played in Single Player or 2 Player Co-op play. You can do a few things in 2 Players that a Single player cannot. If you both have uneven healths, you can high-five each other to split your health. Example, one has 90% health and the other has 10% health, a high-five will bring both to 50%. Also, when both players are traveling by bubbles or on high platforms, if one player falls off the screen, the player can press start and return to the other player. Either player can participate in the mini-games, but only one can at a time. There are two modes of play, the regular mode starts you off with 3 lives to share and you earn extra lives with certain point totals. If you lose all the lives, you can continue or quit, you have 3 continues to use. The other mode is Kid mode, where you have infinite health, but the game stops after level 5. Kid mode is sort of like practice for the regular mode.

The Graphics are bright and colorful, with different types of environments to play in. The Music is fitting as well, with funky grooves. Both the graphics and the music fit the game well.

Bottom Line: Toejam & Earl in Panic on Funkatron is very different from the first game, but it is still just as fun. The Platforming gameplay works nice, but the style of the first game feels more right. Panic on Funkatron is an entertaining experience, especially with a second player. I say it's worth a play.