Sonic and Tails are back with three times the fun and three times the trouble! Dr. Robotnik is building the ultimate super-weapon with the help of Knuckles, but you can stop him by getting the Chaos Emeralds first. Rip across snow and water on Sonic's new jet skateboard or zip underwater in Tails' "Sea Fox". But look out - Nack the Weasel is after the Emeralds, too!
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No, this was the limit. It had been three years since the first attempt to bring this blue maniac to the Game Gear. From the beginning it was clear that to imitate the older brothers wasn't just technically unfeasible, but also foolish. Imitation is a losing battle. Self-innovation is another story.
Triple Trouble compartmentalized all that had been learned and fought for in the last three years, and blows them all up to the extreme that the Game Gear could handle. You can tell. The performance of the game is a sign of that, but the reward is tasty. Levels were no longer 40-50 seconds, but now 4-5 minutes. Levels were now beginning to square up to the ambition and scope that had bejeweled the home-console Sonic releases. But this game wasn't just Sonic 3, it was its own work of art. It had even innovated on the Sonic formula in ways that the home console games weren't doing. The Special Stages in Triple Trouble are the most impressive the series had seen up to that point.
They finally had cracked the code. It is still a Game Gear game, but it is the Game Gear game that Sonic fans and SEGA were waiting three great years for. It's these three years that set the stage for most future handheld Sonic releases. In 1994, a dream came true.
Triple Trouble compartmentalized all that had been learned and fought for in the last three years, and blows them all up to the extreme that the Game Gear could handle. You can tell. The performance of the game is a sign of that, but the reward is tasty. Levels were no longer 40-50 seconds, but now 4-5 minutes. Levels were now beginning to square up to the ambition and scope that had bejeweled the home-console Sonic releases. But this game wasn't just Sonic 3, it was its own work of art. It had even innovated on the Sonic formula in ways that the home console games weren't doing. The Special Stages in Triple Trouble are the most impressive the series had seen up to that point.
They finally had cracked the code. It is still a Game Gear game, but it is the Game Gear game that Sonic fans and SEGA were waiting three great years for. It's these three years that set the stage for most future handheld Sonic releases. In 1994, a dream came true.
not enough people (myself included before now) realize just how much triple trouble 16-Bit takes from the original. this is genuinely a really fun game, and i’d even say a few select things (notably atomic destroyer act 2) are better in the OG. this gets a genuine recommendation even alongside the fangame
Probably the best game in the 8bit Sonic line-up, which isn't as impressive as it sounds.
Movement is fine, music is good, animations are cute. Nothing outstanding though, and there isn't really a reason to play these 8bit entries when the best games in the series are very easily accessible nowadays.
Now, wouldn't it be funny if this game got a legendary 16-bit fan remake. Imagine that.
Movement is fine, music is good, animations are cute. Nothing outstanding though, and there isn't really a reason to play these 8bit entries when the best games in the series are very easily accessible nowadays.
Now, wouldn't it be funny if this game got a legendary 16-bit fan remake. Imagine that.