Sonic Jump Fever

Sonic Jump Fever

released on Jul 10, 2014

Sonic Jump Fever

released on Jul 10, 2014

Catch the FEVER in an explosive race against the clock! Compete with Sonic and friends in high-speed bursts of vertical jumping mayhem. FREE and based on SEGA's hit Sonic Jump. Prove you are the best. Rack up huge combos to blast past your friends' high scores. Use boosters, upgrades, unique character abilities to maximize your score. Then kick into overdrive with Fever Mode and hit the top of the Leaderboard!


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When I wrote about the first Android version of Sonic Jump, I never mentioned the endless mode. This was because it was just a bonus, and not anything meaningful to me.

This is important to mention now because the endless mode of Sonic Jump – an additional extra to the main game – is the entirety of Sonic Jump Fever. There’s no campaign mode with crafted levels that feel satisfying to complete, just random endless platforms.

Well, technically, it’s not “endless” as such. You have a time limit and you reach the “end” once it runs out. When you fall, you don’t die, you just appear in a cannon at the bottom of the screen and get blasted to carry on. Progressing in this doesn’t feel satisfying in any way, as it just means you had a lucky set of platforms that got you to the next time extension checkpoint, not by skill.

On top of this, Sonic Rush Fever has the same issues as the Sonic Dash games – you can upgrade your characters and buy items that offer you a one-time help.This means that your scores are entirely linked to how much time you spend grinding – or how much money you put into the game.

Sonic Jump Fever also features a Chao garden. There’s not much to do here, you’ll get eggs by spending coins (or money) and you have a limited amount of time to use them enough times to earn their “loyalty”. Run out of time and they’ll vanish. Playing enough times to earn their loyalty sounds like a simple task, but that’s where the energy meter comes into play.

If you’ve been lucky enough to not encounter energy meters in mobile games, this is how it works: you can play Sonic Jump Fever 5 times (which doesn’t take long at all, one to two minutes per play). After this you must wait for your energy meter to fill up at a rate of one go per 25 minutes. Of course, you can also pay premium currency to fill this up, because that’s all Sonic Jump Fever cares about: making you want to part with your money.

Sonic Jump and Sonic Jump Fever are rather fascinating games as they portray the evolution of mobile games rather well. The first one is a game made up of pre-made levels, designed to give you an increased challenge as you progress, and add in new challenges and features along the way, while Sonic Jump Fever is just endless grinding to try and hook you in so you’ll waste money on it.

A little better than Sonic Dash, however it's one of the many overused mobile game formulas, so it's nothing new... plus it was weirdly removed from the App Store in 2018, and now there's no way to play the "Sonic Jump" franchise without paying.

Once again the same mobile game that already exists in millions, but with Sonic theme. It is fine for what it is.