It’s kind of just a bunch of mazes in isometric 3D? The instruction manual has some story justification for why Sonic moves so slow (Eggy tricked him into wearing some shoes that slow him down and he needs to collect all the Chaos Emeralds to break free of them? Yeah, idk.) Guessing the slowness is actually just because of the isometric perspective, because Sonic 3D blast is also slow as heck for a Sonic game.
So, yeah. This isn’t great. The levels and gameplay are repetitive as fuck, and not particularly rewarding. Other than Sonic Eraser, which barely even counts as a Sonic game, this is pretty easily the worst game I’ve played so far in this project.
I guess the only real positive thing I can say is that it apparently served as an inspiration for the drastically superior aforementioned Sonic 3D Blast? Not that that’s one of the best Sonic games of all time or anything, but it’s at least pretty decent, which this is... not.
So, yeah. This isn’t great. The levels and gameplay are repetitive as fuck, and not particularly rewarding. Other than Sonic Eraser, which barely even counts as a Sonic game, this is pretty easily the worst game I’ve played so far in this project.
I guess the only real positive thing I can say is that it apparently served as an inspiration for the drastically superior aforementioned Sonic 3D Blast? Not that that’s one of the best Sonic games of all time or anything, but it’s at least pretty decent, which this is... not.
I think I liked this one a little better than Sonic 3D Blast? The slow running speed along with the fact that you're not able to jump honestly work better for the isometric perspective, not to mention how nice it is that the things you need to collect don't wander off on their own. Probably its biggest sin is the confusing way the doors work; if you go through one and try to go back, you might not end up where you expect. Otherwise, it's just kinda disposable.
An isometric maze/platform game made for the Game Gear and it’s quite poor. The object of the game is to find three keys hidden in the level and then make your way though the exit. With it being isometric, is means that the entire game is spent going diagonally, which D-pads weren’t designed to do constantly. Your one move is a spin dash, where you charge up for a more powerful one.
After three acts, you fight a boss which involves avoiding attacks and then spin dashing into. It’s a fairly short game, but some levels are confusing and involve doors that connect to each other differently (so come out of one and go back and you’ll be somewhere else).
After three acts, you fight a boss which involves avoiding attacks and then spin dashing into. It’s a fairly short game, but some levels are confusing and involve doors that connect to each other differently (so come out of one and go back and you’ll be somewhere else).