Sonic Rush

Sure, everyone remembers the classic Sonic the Hedgehog games for the Sega Genesis, but can the same be said ten years from now about the current generation of Sonic titles? Our favorite spiky-haired hero has had his ups and downs as of late, with too many renditions straying away from the super-fast gameplay formula that we used to adore. Adventure games, racing games, even puzzle games can be detracted from the current generation of Sonic sequels, but no one can attest to the impact that the 1991 release brought upon the platforming genre.

Has Sonic reached its peak? After a lengthy play-through with the recently released DS title, a certain shock factor can be said about Sonic Rush’s amazingly fast and classically implemented non-stop action. Now this is the sort of tweak we’ve been waiting for; and with the innovative usage of the Nintendo DS hardware and its dual screens, we’re finally back to square one. Now that’s a good thing.

Facts and Features:

  • Play as Sonic the Hedgehog or Blaze the Cat in a multitude of high-flying and amazingly fast levels
  • Clasically-backed platforming 2D/3D action that takes place on the dual screens
  • New Tension Gauge and Trick system
  • Wi-Fi Multiplayer Support
  • Touch-screen support for bonus stages

Sonic Truly Is Back
Immediately upon trying the game, you’ll notice the DS-specific features right away. Sonic Rush clearly takes advantage of the system’s dual screens, portraying all of the action at once. The classic 2D gameplay mixes with a bit of 3D sprites, following Sonic as he moves from top to bottom screen based on his exact position. The entire effect is orchestrated rather nicely, since you’ll have to keep up to speed during the engaging obstacles, items, and all-familiar loops. Believe me, the presentation of it all is done intensely and brings back memories of why we love Sonic so much. For example, bungee-platforms will sometimes force gamers to glance from bottom screen to top, until Sonic gets into a lower level area. In fact, the view is so intuitive that going forward usually isn’t always the correct direction in Sonic Rush. Hence, that doesn’t deter the game from maintaining its incredibly fast sense of speed and rapidly challenging obstacles.

The storyline in the game revolves Sonic’s duty to recover the Chaos Emeralds and the mystical items known as the Sol Emeralds. The entire recognizable list of characters is back, including Eggman, formerly known as the more-familiar Dr. Robotnik. However, this time Sonic is joined by a mysterious feline by the name of Blaze the Cat, who also seems to have an interest in protecting the power of the Emeralds. There’s even an alternate-dimension of our villain, a new bad-guy named Eggman Nega. Now, the plot is conducted through a series of character-portrait conversations in-between levels, and although they may seem a bit light-hearted, the construct of the game doesn’t really revolve itself around the seriousness of these character interactions. However, they do give a good general background on each of the characters. The game allows you to play as Sonic or Blaze from the get-go, but the both of them are strikingly similar in movement, with the Hedgehog taking a slight blue-streaked edge. Blaze’s path is similar to Sonic’s, but you won’t be missing too much on the level variety. What’s most intriguing about Sonic Rush is its classical take on its original gameplay roots.


Sonic Rush is certainly head over heels above the rest.
Why Improve On Success?
Sega obviously has learned to stick with what works best in this title, taking a partial stance on fast 2D action with several 3D quirks here and there. Sure, all of the levels re-enforce an unimaginable sense of speed, but mindless speed-boosting won’t get Sonic through the levels as easily as before. The levels in Sonic Rush are selectable through a Super Mario-ish map, and keeps track of levels cleared including your high scores, times, and trick points. Adding a bit more to the replay value is the same ‘ol ranking system judged at the end of a particular stage. Also, the goal for each of the level environments remains the same (get to the ending mark), but there’s just so many different strategies you can use to work your way around the various obstacles. Each level contains the myriad of golden rings seen in the previous Sonic titles, but this time, they’re used to gradually fill up a tension gauge located on the left side of the screen displaying your character’s boost meter. The gauge, when filled can do much more than temporarily giving you an infinite boost of speed. It’s actually the key to unlocking bonus stages within a level. Switches cleverly placed around each stage will require Sonic to boost and rotate them enough to open these pseudo-3D mini-stages.

Seeing Eye To Eye With Sonic
The control scheme for Sonic Rush is as simple as can be, without too many abilities limiting players from maximizing the potential of each character. The direction pad is used for moving left, right, or ducking. There’s no required touch-screen control here in the regular campaign. The A and B buttons are used for jumping, while pressing down and either of those buttons will charge your character up for the classic dash move. In addition, you can also use the R trigger button in mid-air to gain a boost to reach those far-fetched platforms. As mentioned before, the tension gauge is utilized by pressing either the X or Y buttons, and gives either character an extreme boost that slowly depletes the meter. By collecting enough rings and reserving usage of the boost, the gauge can expand three times (red color) giving Sonic, for instance, an infinite boost for a limited amount of time. Ramps are also found in abundance throughout each stage, shooting each character in mid-air, allowing for trick combinations. These tricks, which stack up at the end of a stage, are done by combining the R and B buttons at the same time as the control pad. If you’re able to stack up different tricks during this short period of airlift, you’ll earn serious trick points. However, the same tricks will only result in lower repeated scores. At the end of each level, you’ll want to see “S” ranking as much as possible.


Sliding down the sand…
The various amounts of items that can be collected include a ring power-up, tension gauge power-up, a random power-up, and power-ups that allow each character to receive invulnerability for a short time. All of them remain vital for sustained success in each of the stages, but the 1-up item is most appeasing. I’m surprised most by how well Sega has managed to hide the various 1-up items in each stage, as it seems I narrowly miss them when going too fast. Although cliché, it’s brilliant level-design. In fact, Sega has positioned each of the 1-up items specifically that it’s easy to miss them upon deciding a new pathway. Still, the golden rings are the main means for keeping Sonic and Blaze alive, and act as dual-functions for keeping the gameplay rapidly fast as well. With all of the levels that’s included in Sonic Rush, our hero will need all the help he can get to overcome everything being thrown at him, even if it means “rushing through” the challenge.


Multiple Dimensions Is A Great Thing
The levels that Sonic must rush through include the classic grassy hills that we’re all used to seeing by now, an underwater level filled with numerous pressure holes to get air on the surface, an Egyptian-themed pyramid, and even a gigantic aircraft carrier. Each of these levels contain themed obstacles and transportation devices, including the classic lighted platforms, underwater trampolines that propel you to the surface, and grappling hooks and moving hand statues that transport you across chasms. Above all that, nobody can deny the insane addition of the classic loops that also propel Sonic and Blaze from top to bottom screen and the reverse. After each stage, you’ll constantly be shocked how much you kept track of your character despite the rapid screen changes. The overall landscape gets transformed based on your speed, and truly captures the dual-screen views for the Nintendo DS handheld.

As you can instantly tell, the level design is triumphantly successful and exciting. Each level contains two areas and a main stage boss, all varying in challenge and difficulty, but enough elements to create “oohs and ahs” during several instances. As mentioned earlier, each stage contains a colorful generator-switch that each of our characters hang onto. These switches open portals if enough boosts are used to rotate the characters, thus activating the switch. The portal leads to a special bonus level for a chance to earn an emerald. These third-person tube-running levels are similar to the stages found in Sonic the Hedgehog 2, and must be completed using the DS stylus and the touch screen to control Sonic or Blaze across the half-pipe tube. The main objective is to avoid the spikey balls laid out on the bonus course, while collecting the golden rings in the meantime. The end of the area requires a certain amount of rings that need to be collected in the allotted time to continue. Certain items on the course will allow for bonus rings and better chances to finish the stage with an Emerald. Most Sonic hardcore fans should know that finishing the game with everything completed [including Emeralds] would be the only way to deserve a look at the Sonic game’s true ending.

Visuals To Die For
Each themed set of courses contain one final boss at the end, which is first initialized with a rather impressive cut-scene of Sonic boosting from bottom screen to top in slick fashion. Thankfully, the boss fights are truly different from the feel of the standard stages, commencing in a 3D arena of sorts against a multitude of gargantuan creatures including a bowling beetle, the mecha robot, and an underwater creature. The goal for each of these boss fights is simple: find each boss’ weak spot and jump/attack it to lessen its life meter, which is clearfully displayed (thanks to Tails) at the bottom of the screen. The enemy design starts off rather simple, but the latter bosses will require a bit of skill, as each won’t clearly display each of their weaknesses from the get-go. In fact, some of the bosses are challenging enough that it’s rather hard to put the game down after barely losing a boss battle. It may seem complicated at first, but these bosses slowly enravel their weaknesses throughout several run-throughs. With that being said, it’s satisfying to work around different strategies and utilizing them to your advantage. When the battle’s over, a cinematic-like cut-scene concludes each boss’ last moments, with a final glimpse at Dr. Eggman getting away each time – just barely. The entire experience is already unlike most boss encounters on the DS thus far, and works rather well for the handheld.

The first time players pop in the game, they’ll notice the lush 2D background brightfully drawn on both screens with Sonic, his enemies, and transporting elements rendered in 3D. There are enough rich and colorful sprites here to gawk at, especially after numerous loop-de-looping and trick-jumping. Probably most impressive is the entire lead-up to each of the boss stages, which give a good example of how good the Nintendo DS is at handling polygonal characters (bosses) in pseudo-3D environments. The animations are great during these fights, especially during specific close-ups halfway through the battle to illustrate a change in boss form or strategy. As for Sonic and Blaze themselves, a cel-shaded tone creates a rather lush look that keeps our main characters from being too cartoony. In fact, the character designs are fantastic, from Tails’ commentary during boss fights to the 3D animated gesture at the end of every level. There are just so many well done color palettes here, as will be easily recognized from stages, especially the night casino. The camera angles work amazingly well enough to coincide with the insane speed of rushing through the levels. So good in fact, that it’s able to give off the dual-screen view without any hints of slowdown, discoloration, or graphical lag.

The Audio Keeps Up To Pace
Another fantastic element to this title’s presentation factor lays dead center in the audio department. The title really pops out at you upon turning on the game, mixing techno-beats and tunes to encourage the amount of speed that’s really for the game. The pyramid level has several choral chanting sequences, and the jungle level’s audio environment will force you to push that boost button throughout the level. The sound samples are also well done due to the return of classic collection effects, with some characters even receiving their own voice samples, which are not limited to Tails’ strikingly helpful comments during boss battles. The drum and bass mixes work rather well with perfect timing, even from the much pressured boss battles during its most critical moments. There’s little to complain about here, because the music really does jump out at you. In addition, there’s more to be smiling about.


This boss beetle ain’t so happy.
Two Is Better Than One
Other than the single-player story mode, there’s also an option for Wi-Fi multiplayer by using the battle play option. It offers two options for play with a friend, including wireless battle and download play. Wireless battle allows two players with both games in their DS systems, while the download play option is for those without a copy of Sonic Rush and a DS only. The mode is essentially a race to the end of a particular stage, but portrayed in a rather innovative way. The multiplayer match is displayed on both screens, but the bottom screen is reserved for seeing exactly where your opponent is, a perfect way to gauge how you’re doing in the race. Of course, there’s a myriad of power-ups that can be collected during multiplayer including one which slows down your opponent and another that befuddles their controls for a short period of time. An “attract” power-up will also pull back your opponent to your same exact location, hence making it the ultimate revenge-getter in this unrivaled multiplayer game. Most of the multiplayer modes require a lot of attention to detail and enough awareness to avoid or collect the power-ups. The mode is also a great way for your friend to experience a one-of-a-kind Sonic game. Gladfully, not much is limited with each of the modes, and the entire experience is done with great frame-rates, and simplistic yet wonderfully-crafted level structures. It’s certainly not as polished as the single-player mode, but Sonic Rush’s multiplayer mode is an admirable distraction.


The game’s bonus stages make use of the DS stylus.
Is It Really That Good?
Sonic Rush is an excellent game that goes leaps and bounds what past 2D renditions should’ve been. With that being said, it’s certainly difficult to point out more negatives than positives with this platformer. The game just modernizes the classic 2D formula that worked in the past with flying colors, and certainly came out of nowhere from the average expectations of the Sonic fan. Past portable versions of Sonic haven’t entirely shown favorable results, but let’s not get carried away here. For those looking for a reason why the Sonic franchise has been around this long, you must play this game. Sonic Rush is as close as handheld gaming will ever get to re-capturing that classic Sonic feel. The Nintendo DS has yet another strong platforming title to stand the critically-acclaimed likes of Kirby, but it doesn’t stop there. Don’t doubt this game. With this release, Sega has placed Sonic Rush on a high pedestal and touts it as the best portable Sonic ever. And guess what? I wholeheartedly agree. This game is simply breathtaking. Sonic fans must rush and buy this game now.

— Ray Almeda