Reviews from

in the past


my Harsh-But-Factually-Correct take is that sonic fan games are basically unplayable by proxy of sonic fans being youtube theorycrafter maniacs with no grasp on actual game design - let alone how to make a good platformer level. and that's fine, cause the real thing is this meticulously-crafted wonderdrug that functions entirely on millions of little gameplay details being laser-sharp and tangentially optimized - and also not giving a fuck in spots where it didn't need to. It's a testament to the classics that even the most dedicated, autism-powered creatives on the internet can't box with the O.G..

But Triple Trouble 16-bit? It comes pretty damn close. For one, the level design is generally solid! Still worse than 2 and 3, and generally too boxy and horizontal for my tastes, but it has that genesis blend of platforming, autopilot and gimmick sections that spring back and forth into each other. It understands and respects that Sonic is both a speed game AND a platform game, and that you should orchestrate a relationship between your character physics and stage design that reflects that. Besides that, it's like, got every fan favorite trimming you'd think of - cutscenes, all the elemental shields and moves, new setpiece moments, CD's [a e s t h e t i c] menus and unlockables - the package speaks for itself, it's very Mania-core.

Music is hit or miss, mostly by way of missing layering on some lead instruments or other midi-flipper shenanigans. Y'know how you can tell when a Genesis song sounds 'flat'? You know it when you hear it - it's missing a fade into vibrato or an echo, and so you hear the same tone for too long and it sounds like bad midi. There's some of that here. The composers all GET how to make good Genesis music, but not like, GREAT music, and you don't get there without sitting your ass down in a real Genny tracker and learning its limitations and deeper features. John Tay's remixes shit on everyone else's contributions because of this, to be brutally honest.

If you're like me and dodged most sonic fan games for not feeling like the originals, this is like, 85% of the way there. Definitely worth your time.

Noah Copeland singlehandedly remakes one of the best if not the best 2D Sonic game you can experience. He's not only bringing justice to the overshadowed and sometimes forgotten 2D Sonic game Sonic the Hedgehog: Triple Trouble (1994) but also bringing it into the spotlight it deserved but never got (until now). Sega's lucky to have such a passionate fanbase. If Sega ain't gon do it, the fans will.

Everything I wrote in the Sonic the Hedgehog 3 & Knuckles (1994) review can be applied here except for the music which unfortunately isn't as jammy as CD or the Genesis titles. Music is incredibly important but in terms of platforming, it's the crème de la crème of the genre, and what ultimately makes this a masterpiece.

Don't miss this, it's downloadable for free.

Year of Amy!!!!!!!!!!! Yeah!!!!!!!!!!!!!!!!!!!!!!!!! Woooooooooooooooo!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

As a kid, Sonic Triple Trouble occupied a special place for me. It wasn't the first Sonic game I played, but it was the first one I owned. Hell, it was really THE reason to own a Game Gear, which is how I ended up with that battery-eating monster. Triple Trouble is still a really solid entry in the series, despite the screen-size limitations of the platform it released on, so naturally I was a little curious to try out this fan-designed remake. At the same time, I've never been one hugely into the Sonic fangame scene, typically because I think many of them (even the quality ones) often miss the mark of what made the original Genesis games so good.

So how does this 16-bit love letter to Sonic Triple Trouble hold up then? Remarkably well, actually, to the point where I'd call it a must-play for any Sonic fan. It's that good.

Restraint is the name of the game here, and I think Triple Trouble 16-Bit achieves that in spades. It adds on to the original where necessary and resists the urge to go overboard in places like gimmicks or cutscenes, sticking to things that both pay homage to the Genesis titles while also keeping in line with the wackier stuff the Game Gear titles were known for. What it does add feels natural in context, like the Egg Zeppelin zone, while story new beats not only add a natural transition between levels that put Sonic Mania to shame, but also clears up some oddities with the original game (such as giving a much better explanation as to why Knuckles opposes you here than simply "Eggman tricked him again I guess").

But I think the point where I fell in love with Triple Trouble 16-Bit was Sunset Park Act 3. It's a boss fight more notable for its killer background music than what you actually do gameplay-wise, but it's clear they understood how memorable this was to players. So what do they do with it? Well, they've given the section an entire makeover with an incredible setpiece design that was both fun and exciting and really cemented this game's status as something that eclipses the original. It took what I remember feeling when playing the level, and translated it into something that actually does it.

It's not a perfect package, however, and if I would have to pin some criticism on it, there are two primary areas I'd point to. One would be boss fights, which tend to fall on the easier side. While some have received changes, for the part they stick to what was in the original Triple Trouble, but given the facelift given to its levels, I feel more could have been done to boss attack patterns to make them a little more challenging and a little less simplistic. The soundtrack as well comes up a bit short, with music being neither as catchy as the original's, or as accurate to what the Genesis Sonic music sounds like. I won't hold this against them too much, as even SEGA themselves struggle mightily when it comes to replicating Genesis music, but outside a couple of tracks, this isn't something I'd go and listen to on its own.

There's not too much to complain about beyond that, though. Sonic Triple Trouble 16-Bit is the real deal, and like I said before, if you're a Sonic fan you owe it to yourself to check this out. It's a game that even exceeds Sonic Mania in many respects, so if that doesn't get pique your interest, I don't know what will.

Every Game Gear kid grew up convincing themselves that their Sonics would be just as good as the Mega Drive ones if they just had those Yuji Naka physics. Nope. They'd still be full of shite.

Triple Trouble 16-Bit is an impressive fangame that's hindered by the design sensibilities of the game it's based on, and the gameplay it's trying to incorporate. The levels are often full of blocky geometry with rudimentary enemies and lame gimmicks. Many aspects of Sonic 2, and 3 & Knuckles are attempted here, but they're tamer, crapper versions. You get Sky Chase Zone, except instead of the Tornado, Sonic's got flying shoes and he can spin into enemies, but there's no familiar jumping arc, and it feels crap. There's an attempt to expand on Ice Cap Zone's popular snowboarding sequence, but that takes the form of regular Sonic platforming with fewer abilities. Ice Cap Zone and Death Egg Zone are both quite liberally pulled from, actually, and reproduced in crapper, boxier, more repetitive designs here. There has been a lot of effort put into reworking the Game Gear's assets to bring them in line with the Mega Drive games, but the colour palettes and designs are just too limited and ugly to compare with some of the best-looking console games of the early 90s. It also takes away some of the scruffy appeal of the Game Gear original, in the process. The old art had a hell of a lot more charm than the edited Sonic 3 sprites you get here.

It seems somewhat harsh to compare an amateur hobby project to premier titles from one of the biggest developers in the industry, but that's how a lot of people have responded to it in their shortsighted praise. There's also game-breaking bugs and collision issues. You took a hit near a low ceiling? Say goodbye to those rings.

What has been achieved here is admirable, and there's some ambitious touches to elevate it above its implied intentions. Boss fights are often extended, each level is connected by a transitionary cutscene, and recreating the general geometry of the Game Gear title with the Mega Drive's sprite sizes and gameplay requires a lot of complex considerations, and they typically land on good compromises. There's also alternate characters, post-game unlocks and a competition mode that showcases a few ideas of how to make competitive Sonic better than anything Sega's come up with. It's an impressive project, and the people who created it should feel proud of what they've accomplished.

Just don't kid me on that anyone who isn't immediately sold by the concept ought to play it. Folk are treating it like it's the Sonic 4 that Mega Drive kids always wanted, and it quite candidly isn't that. If Triple Trouble was ever an important game to you, go for it. I really don't think you should be mentioning it to anyone else though.


This review contains spoilers

An amazing Sonic fan game that is so high in quality that it fits in perfectly with the classic trilogy as a follow up to Sonic 3.

This game has some pretty cool improvements over Sonic 3 that pushes the classic formula forwards. First of all the concept of having the player switch between Sonic and Tails to make use of both movesets feels like the logical next step with that pairing.

This game takes the environmental storytelling of Sonic 3 to the next level by making Zone transitions seamless, making it even more obvious how all the stages fit together.

One feature I did like is that when playing as Knuckles you can now glide out of a roll if launched into the air from a ramp or by rolling off a ledge, increasing the possibilities for Knuckles to traverse the levels.

"Limitation breeds innovation". It's the oldest cliche in the book when talking about video-games of the Retro Variety. It's true, and I believe it. If all the solutions, the late-night, sweat-filled hack-job work-arounds that make the impossible possible are good enough, it's those limitations that can be part of the artistry too. Not just the dream.

What happens when those limitations are taken away? Should they be? Is it messing not just with art, but history to do so? These are important questions, students of art have to grapple with them especially in mediums only as new as the Dwight D. Eisenhower Administration.

The story of the Sonic games on Game Gear and Master System (at least, until Triple Trouble) is not just one of that limitation, but it is also one of avoiding imitation. Imitation was only another limitation in a world where they sure as hell didn't need another. Instead, another path was forged, forgoing even the chalk and numbers that was the last vestige tying the knot of the SEGA ecosystem. Sonic the Hedgehog: Triple Trouble was and always will be a Game Gear game. It couldn't have been a Genesis game.

Noah Copeland dares dream of a world where it was anyway. It's been said that the best way to predict the future is to create it. Mr. Copeland predicts a past by also creating it, but with the respect and finesse to not forget Triple Trouble's roots. It doesn't come out of nowhere, it is rooted in something. Yes, it is clearly a Sonic game that is taking after Sonic 3 & Knuckles, turning Triple Trouble into a sequel of that. But if you're going to imagine a past, you better make it believable. Mr. Copeland and his team understood this, it wasn't enough to just be the Sonic game that all Sonic fans would want to play. It convinced me. For the first time that I had played a Sonic fan-game, and I have played many, I had felt that this really could have existed. Sonic 3 & Knuckles, one of the best games ever made, maybe could have been followed up this way. Had it existed, it maybe would have been considered one of the best Sonic games. Had it existed, maybe I would think it's the best Sonic game ever made. Noah Copeland and his team turned the dream into reality; it is my favorite Sonic game ever made.

This is not just a prettier version of that old Game Gear game. Perhaps that would have been enough or preferable for many, but to me that would not have been faithful to the spirit of Triple Trouble, the blazing spirit to make the impossible possible. It's that same spirit more than anything else that Triple Trouble 16-bit handles with grace.

In 1994, a dream came true. In 2022, a dream came true.

superb! generally I don't like many sonic fan games for not really having the same vibe as the original games, but this comes pretty damn close. Playing a fan game that feels like it was made by people who actually understand how sonic level design works is a goddamn miracle. my only real complaint is that some of the music feels a little flat? I'm not sure how to describe it, but I reminds me of those 8 bit remixes of songs made in famitracker that sound not quite like an NES song, but a simulacrum of one.

I remember playing the original Game Gear version last year. After 8-Bit Sonic 2 and Sonic Chaos, it was a decent improvement, but anything on the Game Gear never compared to Sonic's best games.

This remake really unlocks the potential of the original, with some great surprises added. The level design is sprawling with alternate paths and secrets, taking inspiration from Sonic 3 and Mania. It's really polished for an unofficial game.

Props to Noah N Copeland and the team behind this, absolutely worth trying.

A really fantastic fangame that scratches all the right itches, and introduces the perfect level of polish to a beloved 8-Bit title. I never got on with Triple Trouble so fondly (preferring the other 8-Bit Sonic titles) but this remake proves that there's gold buried in that Game Gear cartridge, and it took the work of talented and creative fans to bring it up to standards while introducing a whole host of their own ideas, all of which end up fitting perfectly.

An absolute must play for any Classic fan. Another fangame that'll go down in the historybooks as a legendary display of passion and quality.

I did not expect this game to be THIS good. Takes one of the worst sonic games I've played and turns it into one of the best sonic experiences out there. The game looks beautiful, plays amazingly, adds a lot of cool parts that compliments the original, amazing music. I cant recommend this game enough.

30 Days of Sonic 2023
Day 6: Triple Trouble 16-bit

But ShinGen this isn't an official Sonic ga- shut up. This is the best Sonic game and I'm tired of pretending it isn't.

In my original review, I had addressed that there were two main issues I had with the game: the technical jank and the elevator setpiece of Atomic Destroyer Act 2. My other mutuals who played the game, meanwhile, criticised the length of the extended snowboarding setpiece in Robotnik Winter Act 2, citing it as 'mid-level cutscene' that breaks the pace of repeat playthroughs.

Well, the ring permeability issues didn't really get patched, but it seems Noah N. Copeland has listened to our prayers, because with the final update to the game, the snowboarding setpiece is now skippable via an option in the menu, and the elevator setpiece has been given its own checkpoints to reduce player frustration!

And with that, I can officially crown TT16 as, at the very least, the BEST 2D Sonic game. And yes, that includes 3K, albeit it is closer than you imagine.

Thank you once more, Noah N. Copeland, for your contributions to the Sonic community.

Final rating: 10/10

Legitimately the best 2d sonic game

This is my ideal 2D Sonic game, everything felt so seamless and the more challenging platforming bits were well paced.
The special stages are also a ton of fun.
Honestly up there with Sonic 2 for me

In my exhaustive review of Sonic Origins, I talked about fans outshining Sega with their own projects. However, I should clarify that I was talking about the community's work to improve established games through mods, in particular the Genesis originals by bringing them into 16:9 with QoL features that "modernize" the experience, something Sega bafflingly refused to do beyond the scope of mobile platforms.

Fan games are a different beast, though they're still driven by the same passion and dedication as projects like Sonic 3 AIR. Many are held back by inexperience, others by trying something experimental that just doesn't land, with few gems standing out among them. For as hit-or-miss as they may be, fan games are nonetheless evidence of the fandom's drive, something Sonic Team seems woefully lacking in. Corporate interference and burnout have colored the last 11 years of Sonic games, leaving the series creatively rudderless, and so often it seems the "freshest" interpretations of Sonic both as a character and a game have been coming from small, independently led projects.

Sonic Triple Trouble 16-Bit is an impressive effort, to be sure. One that is imperfect in many ways, arguably marred by shortcomings common in fan games, yet exuding charm and character that the series hasn't seen since 2017. This is no simple repaint, but a full-on reimagining of Sonic's fourth Game Gear outing, featuring complex level layouts that were impossible for the handheld, new gimmicks, set pieces, and boss encounters. I won't beat the "Sega, hire this man drum," something that's become so tired it's more a point of mockery now than an endorsement of quality, but it's quite clear that Triple Trouble 16-Bit comes from a place of reverence both for Sonic's Genesis outings and the less-beloved Game Gear titles.

Most of all, it seems like it's made by someone with a very competent understanding of the original games. Noah N. Copeland knows his Sonic, and it's clear from the first level that he has a good sense of how these games flow. Levels are well designed, providing just as many speedways as they do opportunities to platform, and are full of inventive gimmicks. Granted, a few in the later half of the game start to repeat a bit too much. It's obvious Copeland has some affinity for see-sawing slides as they show up two zones in a row. Still, Copeland has found a good balance between nudging Sonic's mechanics forward and keeping them rooted in tradition, and it is surprising how close it feels to the originals given it's not a ROM hack.

That said, while the physics are a close approximation of the Genesis games, they're noticeably off in some places. auto-scrolling sequences highlight this best, as Sonic's air-momentum and acceleration both feel unnatural and sluggish. There's also a lot of collision detection issues, primarily in the last level of the game, which I swear to god feels untested. Breaking this level up into separate routes connected by a hub feels like a callback to Titanic Monarch, which I already found to be the weakest level in Sonic Mania, but constantly dropping through floors and getting stuck in walls in the middle of long hazard-riddled raceways with checkpoints few and far between isn't a good time. It's a shame that Triple Trouble almost completely falls apart in its very last act.

Aesthetically, it's a great looking game, although some level assets and badnik designs feel at odds with others. There's a certain lack of cohesion that is characteristic of fan games, usually resulting from sourcing sprites from other games and mixing them all together. The only place where this practice is undeniably apparent is the snowboarding sequence in Robotnik Winter, which is straight up lifted from Mickey Mania's moose chase, and while I can't prove it, I'm convinced the background in Meta Junglira is at least heavily inspired by the temple level in Quack Shot. The soundtrack is fantastic, but for someone with an ear carefully trained to the Yamaha YM2612, it too seems a bit off. I'm not a music man, I have no rhythm and I attract no worms, so I can't articulate exactly how it's off, but my brain knows it is. Really, this is a nitpick given how good the music is overall, and I can't hate a Sonic game for reincorporating the cut Knuckles theme from Sonic 3. I just can't.

Making games is hard, especially when you don't have a corporate backed budget, and yet Triple Trouble 16-bit comes out swinging as one of the better Sonic games - unofficial or otherwise - of the last few years. Yes there's blemishes, there are issues uniquely characteristic of fan projects that it's unable to shake, but it's also so good that I feel it deserves to be evaluated critically. I could probably drop another 20 paragraphs about all the little things I liked and disliked, but I really think you should just check it out yourself.

craziest true final boss in any 2D sonic game

O MANIA que Triple Trouble precisava. A parte de fangames da comunidade do nosso ouriço azul é simplesmente fantastica, e digo a vocês que até o momento, esse jogo é o melhor fangame que tive o prazer de presenciar.

Eles pegaram o chato e sem carisma Triple Trouble e fizeram um Mania nele. Agora, completamente reimaginado, com level design muito bem construido, batalha de bosses iradas, atos exclusivos para gimmicks QUE NEM USARAM DIREITO no original, e até mesmo duas fases completamente novas é só metade de Triple Trouble 16-bits.

Pensa num jogo bom cara puta merda, recomendo para todos, até mesmo aqueles que nunca encostaram no original, é uma experiência muito boa, principalmente pra um cara que acabou de sair da tortura que foi sua versão passada.

Meus parabéns, esse jogo ficou incrível.

To make things clear, I haven't played the original Triple Trouble for the Game Gear; so this is a review almost solely as a game and not a remake/reimagining/whatever.

Sonic Triple Trouble 16-Bit blew me the hell away. I had fun with the demos prior to its release but I'm still pleasantly surprised with just how good this game in full is. Noah Copeland and his team have such a clear understanding of what makes Classic Sonic tick it's insane.

This game operates under the hypothetical of Sonic Team releasing one last mainline Sonic game for the Genesis after S3&K, and it feels like such a natural evolution of its inspirations while still staying committed to the bit and the limitations of the Genesis. The level design takes all the right lessons from S3&K and feels fun as hell to play through as a result. The presentation also goes hard as well; the game is even more cinematic than S3&K and oh my goodness gracious please listen to the music it's wonderful. Atomic Destroyer Act 2 goes hard as hell.

If there are any complaints I have with this game, it's that the special stages don't really feel very challenging and the difficulty spike in Atomic Destroyer Act 2 is completely absurd. Most of the act feels like a slog to get through but the elevator section is genuinely terrible. And it's a shame that the worst part of the game is at the end because it leaves a bad taste in your mouth y'know?

Regardless, Triple Trouble 16-Bit is awesome. Go play this one, it's definitely worth your time and even manages toe-to-toe with the classics. Major props to everyone who worked on this project.

This clicked with me more than any other Sonic game has—the feel of the gameplay and movement just works for me super well. Big fan of the levels as well and the amount of creativity present throughout it—really just an amazing time all around.

This was less a remake and more a Triple Trouble-themed fangame. and yknow what? it's based as fuck for that bc the game gear games suck balls lol

Playing this was not only a joy but great confirmation that both the Game Gear Sonic games were good and that Sega should really hand more over to the fans.

Triple Trouble 16-Bit for those unaware is not really a remake, more a reimagining, a "what if?".
Rather than being stuck on Game Gear Triple Trouble came to Mega Drive following S3&K.

It takes level themes, gimmicks and characters from the Game Gear game but gives it Sonic 3 style graphics, has brand new level designs, some great narrative and fun extra stages as well as completely unique Special stages AND if that was not enough; to be vague completing this multiple times is very worth while.

It's not completely without flaws, a couple of bits of music (mostly 16-Bit versions of the original) don't hit quite right and some of the, at the worst still fun, transition and unique stages aren't quite as good as the others.

Personally I also got squashed in places I'm sure I shouldn't have and found the Special stages a tad to hard but then again, that's maybe not too different from the "proper" games.

If you like 2D Sonic at all you owe yourself to get this downloaded and big ups to Noah Copeland and everyone who worked on this as it's maybe the most fun I've had with the blue blur in a long time.
All for the best price - free !

Now to wait for them to go back and 16-Bit Sonic Chaos for me.

My favourite 2D Sonic.

I have some minor annoyances (nitpicks really, I don't even think they're worth mentioning), but nothing that kept me from enjoying the game.
Everything felt intuitive, the special stages are playable, the setpieces are memorable, and the game doesn't punish you for going fast.

Oh also, switching between controlling Sonic and Tails at anytime during the stage is fantastic.
Missed a jump? Just switch and fly back up (because there's not gonna be a bottomless pit! Unless it's one of like two instances where you're hanging onto the side of a moving vehicle.)

Cannot believe how good this is. Puzon was right!!

Easily the 2nd best Sonic game ever made after Mania. This was too perfect.

Great levels, never felt like my time was being wasted. Cool boss-fights, always had a good time with them. Loved all the stages.

Sega needs to get their head out of their ass and hire these people and the Mania people again. These games are better than anything Sonic Team has ever done.

In a world full of amazing sonic fangames, this ones still stands out to me. A damn near flawless reimagining of a game gear classic that manages to feel exactly like the classic games.

Remake Fanmade do melhor Sonic 8bit TÃO BOM que deveria ser oficial. É tão majestoso que critico apenas a falta de foco nos powerups, como o Molatênis que tá presente desde o início do original mas aqui só na fase secreta, que homenageia os também não presentes chefes do Fang naqueles special stages. Os novos são melhores, mas poderiam ser um pouco mais fiéis. As mudanças equilibradas com novidades fazem dessa a melhor versão, principalmente os extras e incríveis SETPIECES. Se realmente fosse oficial, muitos considerariam o melhor. Amei tanto que nem consigo descrever! Sério, se você gosta de Sonic 2D, JOGUE AGORA!


Unironically peak 2D Sonic holy shit, I don't even care if Frontiers ends up being bad because I already have my 2022 Sonic game.

can't put lipstick on a pig

got kicked out of the theater for shouting "KINOOOOOO" when metal sonic became jet metal sonic from sonic the fighters

This review is about the officially finished version of the game from 2022: this is a huge blast from start to finish. Extreme Genesis/Mega Drive accuracy, great level design and mechanics, the way how all the levels seeminglessly connect without a fade to black, the way you can immediately swap between Sonic and Tails, incredible remixes, and so many fun new things, it honestly feels even better than the Game Gear original. Though I did encounter some severe glitches during my playthrough, I overall enjoyed everything about this. Huge recommend from me.

Finished with all the Chaos Emeralds collected.