Reviews from

in the past


Sonic Triple Trouble 16-Bit is genuinely one of the best Sonic games ever, proving once again that no one knows Sonic like the fans. Check it out here:

https://gamejolt.com/games/sonictripletrouble16bit/322794

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.

Absolutely FANTASTIC reimagining of a classic game. So much effort and imagination went into it. It's beautiful and has a great OST. A must play if you like Sonic 3 and the original STT.

It's super solid, lotta cool ideas. Acts go on a little long tho, and the last 2 fights are really obnoxious. Not a fun way to end the game.

Really a well-made fangame, I loved the fidelity and originality put into the game, although a bit 'sorry that some have become automatic like the snowboard


A really incredibly well put together fan game. If this was on the Genesis right alongside Sonic 1, 2, CD, and 3, it would be revered by nearly everyone. I genuinely hope that the developer remakes more Game Gear games.

always trust sonic fans to put out the most unnecessarily amazing unofficial content youve seen in your entire damn life

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.

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.

The virgin Sonic Omens
The chad Sonic Triple Trouble 16-Bit
This game plays so good you would think this was an officially made Sonic game after Mania

Brabo, tô muito feliz de um jogo desconhecido assim receber remake

this game is so full of respect for its source material and chock full of tight game design and lovely fan service that I would go so far as to say it exceeds its inspirations. easily one of the best 2D Sonic games and one of my favorite games from 2022. everyone who likes Sonic needs to try this out.

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 fucking god what a great hack. So wildly different from the original that both are worth your time, but god damn, this is a fantastic pillar of fan effort, much needed in the Sonic Omens era.

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.

i loved this so much!!! the game is very pretty and makes the original triple trouble locales pop. i'm a sucker for the sonic 3 sprites too, they've always been my favorite! this is one of the most official feeling fan games i've played, especially when it comes to level design and overall polish. it truly feels like an official remake of the game gear original. a lot of the DNA is there but if you remember the game gear game you'll be thrown for a loop occasionally. it's incredibly impressive how true to the original the game is while feeling very original at the same time. stuff like the bosses being massively improved while keeping the general attacks and designs of the original is really cool. i also loved the variety that stuff like the snow board/rocket shoes/submarine added, they all felt fun to use. my only "complaint" would be that it's pretty short, but that's really just cause triple trouble is so short so i can't be too upset about it.

all in all absolutely adored this game. sonic fan games i feel had a stigma of "of this is cool, it'll probably never get finished though." which i think is still a fair worry but with things like fallen star, p-06, this, and many others progressing super well it feels like the best time to be into sonic fan games and fan content in general. it's always been one of the best things about being a sonic fan but each passing year it only gets better and better.

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.

Needing a break from the absolute shitshow that is 06 (review for that coming soon), I decided to take a detour into the realm of fangames for a bit. Noah N. Copeland and his team had just released a remake for Sonic Triple Trouble, a game which I had enjoyed considerably the last time I beat it. So, I downloaded the game, and began playing.

I was not prepared to be completely blown away.

Before I go on a tirade explaining why I love Sonic Triple Trouble 16-bit so much, let’s dive into the very few negatives I noticed in my playthrough.

Technical Issues
Rings are buggy as hell. Sometimes I find myself phasing through them when I try recollecting them after taking a hit, which can be rather inconvenient, especially during boss fights. Sometimes they also phase through the level structure and end up sandwiched inside the terrain above me for some reason? And when you get hit while holding a large amount of rings, the frame rate plunges greatly for a brief moment afterwards. But these are mostly minor nitpicks. My biggest issue with the game lies with…

Atomic Destroyer Zone Act 2
Personally, the difficulty curve of Triple Trouble 16-bit is perfectly balanced. Each level gradually ramps up the challenge subtly, making progression through levels feel natural without being overwhelmed by a sudden difficulty spike. There is one outlier in this experience, however, and that’s Atomic Destroyer Act 2. The autoscrolling elevating platform, to be precise. You have to endure almost an entire minute of dodging Egg Robo lasers on a small platform, with a golden Egg Robo firing projectiles at you between intervals. One mistake can easily send you back to the beginning, forcing you to go through the mandatory 2 minute set-piece. It’s a nasty sucker punch for first time players, and by the time I finally overcame it, the ordeal had already left a foul taste in my mouth.

As for what’s good in this game? EVERYTHING. ELSE. Here why, in my opinion, Sonic Triple Trouble 16-bit surpasses the entire Classic quadrology as a whole.

Spectacle
In my review of the 8–bit version, I gave the biggest praise to the sheer spectacle the game displayed. So naturally, it would be expected for the remake to rev up the popcorn cinematics to 11, right?

Well, how about revving it up to over 9000? Because that’s exactly what Triple Trouble 16 Bit does, and that’s evident from the opening level of the game, which not only does a splendid job introducing players to the new mechanics the game introduces (more on that later), but also features well-animated cutscenes that allow for effortless transition between the stories of S3K and Triple Trouble. These cutscenes are prominently featured throughout the rest of the game, and do a splendid job depicting the revised story.

The further I got into the Triple Trouble 16–bit, the more times I counted myself being awestruck by the twists and reveals presented. For example, remember Sunset Park Act 3? Well now, it’s an entire goddamn full-scale level of its own, packed with non-stop set pieces that’ll leave you feeling euphoric by the end of it.

There are tons more moments like these lovingly implemented into the levels of Triple Trouble 16-bit, and we’ll go more in-depth with them in the level analysis.

Mechanics and Controls
Right off the bat, it’s evident that the physics and movement of the game feel natural and seamless, an accurate replication of Sonic’s handling in the Classic quadrology. The Insta-shield will be missed, but the Spin Dash, Super Peel-Out and Drop Dash all function smoothly, providing versatility in his kit as he traverses through the levels. There is one crucial difference, however: in the original Triple Trouble, Sonic had the Flying Spin Attack, which allowed him to curl up mid-air after bouncing off a Spring. This move has been reimplemented into the remake (obviously), and when paired up with the Drop Dash, Sonic is able to instantly boost forward as soon as he touches the ground without needing to manually charge a Spin Dash. It amazes me how a simple innovation can be improvised on to provide an extra movement option that complements the free-flowing, fast-paced gameplay of 2D Sonic. The elemental shields also make their return from S3K, as well as the Homing Attack Shield from 3D Blast, a nice touch. All these options combine together to provide Sonic with multiple options on how to beat the game. The speedrunners will have a field day.

That’s not all, though: there is no option to play as solo Sonic or solo Tails. That’s because Noah N. Copeland and co. took a leaf out of Sonic Classic Heroes’ book, allowing Sonic and Tails to fluidly swap between each other with the B button. Tails’ kit is similarly accurately implemented into the game, even boasting a flight cancel by pressing Down + A midair. The potent combination of Sonic and Tails is complemented by the level design (more on that later), fast traversal and fun exploration blending together as smooth as butter. Again, the speedrunners are going to fucking cream.

Finally, once you beat the game, you gain access to Knuckles, who controls about the same as he does in most 2D Sonic games; and Fang, who has a triple jump. I can already hear the quakes of the excited speedrunners trembling in their gaming chairs.


Level Design
Overall, the level design of Triple Trouble 16-bit is a tremendous improvement across the board. Like S3K, it strikes the perfect balance between the limitless speed of Sonic 2 and the limitless exploration of Sonic CD, while also feeling faster and more fun to explore than S3K itself. Part of the credit goes to the aforementioned new mechanics, Drop Dash off springs allows Sonic to continue pressing forward without skipping a beat, while the ability to swap to Tails makes exploration a lot easier, thus motivating the player to scavenge the stage for rewards like shields, extra lives and Giant Rings, which make their return from S3K as well.
Every level is layered with multiple different paths, routes and secrets that are handily accessible with enough experience and mastery of Sonic and Tails’ gameplay, with Great Turquoise and Meta Junglira being great examples in particular. The way I see it, every level in Triple Trouble 16–bit builds off the foundations laid down by Chemical Plant, Ice Cap and Launch Base. These levels are abnormally fast paced compared to the other levels in their respective games, sometimes assisted by boost pads, yet still contain plenty of alternate shortcuts or pathways that require a basic mastery of platforming skills to reach. Levels like Sunset Park and Robotnik Winter follow this formula, and are arguably the best levels in the game. Then there are anomalies like Tidal Plant, which is an evolution of Marble Garden’s philosophy of being an open-natured level that uses gimmicks to assist in progression.

Zone 0
Despite going unnamed, Zone 0 does a solid job at introducing players to the character swapping feature, while also setting up the plot of the game. It’s a short level, but it fulfills its purpose while establishing the cinematic scope of Triple Trouble 16-bit at the same time.

Great Turquoise
Act 1 is a stellar open area which is reminiscent of Green Hill, except more bustling and diverse in its layout. Like the original, it also serves as the introduction to the Flying Spin Attack, which will eventually lead into players discovering the Drop Dash follow-up. Despite its similarities to Green Hill in terms of gameplay, its distinct color palette and visual design is enough to distinguish Great Turquoise and stand out on its own.
Act 2, much like Mania’s Green Hill, sends Sonic and Tails tumbling into the deeper caverns of the level. However, it’s still different enough to stand out on its own: while Green Hill introduces zip-lines, Great Turquoise introduces geysers, and, in an interesting twist, the flowers from Meta Junglira, which does its job at keeping the momentum going while also being a flashy set-piece. Awaiting the player at the end of the level is a fake-out fight against the original’s Tart Turtle, which then leads into a much larger Tart Turtle battalion taking its place. The fight is still reasonably simple, and makes the player use the Flying Spin Attack and the geysers to their fullest advantage. Overall, it’s arguably a better opening level than all the Classic era opening levels, with the exception of Emerald Hill.

Sunset Park
Everyone’s favourite level from the original game, Sunset Park is restored and revised to match its former glory, with Act 1 being a familiar minecart ride down slopes, hooks and retractable platforms at blistering speeds. It even ends with a fight against Knuckles, which is a fun challenge. Act 2 is more of the same, except with more springs to boost you along the hallways and stairways at top pace, cranes that fling you from side to side and harrowing pits of lava that you have to watch your step on.
As you go further into the level, Sonic and Tails travel deep into the interior of Sunset Park, and it all culminates in the big release, every Sonic fan’s most favourite moment across all the 8-bit games: Sunset Park Act 3, AKA the one with the train and the kickass music. The soundtrack in this game is stellar, as you’d expect it to be, but this act’s music is a perfect home run. And so is the level! As mentioned earlier, the train is now its own level, much like Mirage Saloon Act 2. Beginning with the now-iconic Bombaberry attacks, Sonic and Tails then get on the train, weaving in and out while freeing the captive animals like the heroes they are. Their progress is interrupted by Fang, who then attempts to gun them down as the train goes through a tunnel. Then, Fang fucking triggers and explosion which forces Sonic and Tails to escape quickly and holy shit man this entire sequence is so jam-packed with action that words can’t describe how incredible the experience is. But all things come to an end, and you eventually take down the Marve-Shupopolous-Gou, halting the train and ending the level… but not before one last fakeout which can certainly catch you off-guard.

Meta Junglira
Much like Sunset Park, Meta Junglira feels just like it was in the original game, featuring camouflaged wooden spikes, speed boosters and barrels that propel you all around the level. With the flower gimmick being moved over to Great Turquoise, Meta Junglira now has leaves with a weaker spring and a stronger spring, as well as tree branches. Act 1 is much faster in terms of speed, with tons of loops allowing Sonic to accelerate to speeds matching those in Sunset Park. One rematch with Fang where you get to bury him later, however, and Meta Junglira flips the script by plunging you into ancient ruins, where you have to navigate the course carefully to avoid getting hit by the moving spiked pillars, while also being fast enough to outrun the arrow traps laid out carefully within the dungeon. As if that wasn’t fascinating enough of a twist, one caterpillar boss fight later and you’re not only required to dodge the falling pieces of burning robot debris; you also have to escape the ruins as the crumble below you and in a high-stakes chase, you slide across tar slides outrunning falling boulders. Talk about spectacle.
Now, up to this point every level has had a seamless transition between them, but how do you transition between a blooming jungle and a frosty mountainside? Well…

Egg Zeppelin
By adding an entirely new stage! Spectacle takes centerstage here: you start off by flying your way into Eggman’s flying fortress, smashing his turrets along the way. Then, after discovering Eggman’s schemes involving his stolen emerald, you’re immediately whisked into a Rocket Shoes set-pieces where you need to use the Flying Spin Attack to destroy the Badniks. Then you’re forced to cling onto the handles on the underside of the fortress with nothing but sky below you. And finally, you’re thrown into an escape sequence where you exit Eggman’s battleship after blowing up his engine. The moment the countdown began I immediately screamed ‘Metroid!’ and it certainly matched the atmosphere as I made my escape. It’s insane how one 4 minute level is able to pack this much action into it.

Robotnik Winter
10/10 level. It’s basically Ice Cap if it was a lot cooler. Literally. Even the fucking orb Badniks have sunglasses. And if that wasn’t cool enough there’s a literal front-facing section which calls back to SA1’s Ice Cap. It’s fast, it’s open, there’s a lot of awesome snowboarding and there’s even a secret entrance to Purple Palace, a callback to the original Triple Trouble special stages. Even the boss fight is really fun. By far the best level in Triple Trouble 16-bit, even outclassing Sunset Park. I’m dead serious.

Tidal Plant
Much like Hydrocity, it’s a water level done right. It’s got pipes tilting at such a steep angle downwards that the speeds you can attain in this level match those of Hydrocity, proven by your ability to effortlessly glide across the water. It isn’t barren like Tidal Tempest or painfully slow and linear like Labyrinth either, having multiple pathways and a gimmick that actually guarantees that you won’t drown underwater (the big bubbles from Aqua Lake, who would’ve known?). Act 2 tries a completely different approach by loading you into a submarine instead. While I would’ve much preferred tackling another full normal level before this submarine act, the gimmick is well implemented and doesn’t overstay its welcome. In the comfort of your missile launching machine you’re able to leisurely travel across the water, even taking out Knuckles in a pretty epic but one–sided submarine fight… wait, Metal Sonic? This wasn’t in the original game!

Yes, aside from the hinted Emerald clone side plot from Egg Zeppelin, Knuckles turns out to be impersonated by Metal Sonic, which is a great idea, in my opinion, since it makes Knuckles look less like an idiot, especially considering he and Sonic had departed on amicable terms after the events of S3K. One relatively easy boss fight later (with a pretty cool remix of Stardust Speedway) and the player is launched into the endgame.

Atomic Destroyer
Honestly, aside from the frustrating elevator segment at the end of Act 2, Atomic Destroyer is relatively tame and actually really fun, kinda like a faster Death Egg. Most notable would be that this level rarely ever forces the player to a halt, with mandatory waiting set pieces like the conveyor belt elevator and the Ring Shooters absent. Obviously, this being the final level of the game, the difficulty is increased substantially, but isn’t too overwhelming for new players. I actually enjoyed the 3 chambers that Act 2 throws at you, as well. The boss fights with Metal Sonic, and later Eggman’s flamethrower mech and moving chambers were all challenging but engaging, albeit brute forcing hits at the cost of rings makes these fights a bit more underwhelming than they should’ve been.

With Eggman defeated, Sonic and Tails free Knuckles, but that lingering sense of dissatisfaction remains in the player’s mind. Fret not: if the player has collected all 6 Emeralds from the various Giant Rings hidden away in previous levels, they’d gain access to the true final boss. Metal Sonic’s more prominent involvement in the story has been hinted at since Tidal Plant Act 2, and he uses the clone Emerald from Egg Zeppelin to knock out Sonic, taking his emeralds and cloning them too. But he’s halted while trying to administer the finishing blow, being held back by Knuckles and Fang as Sonic turns super.

Final Trouble
Ohhhhhhhhh shit this fight is so fucking fun. Sure, it’s miles easier compared to Doomsday Zone and the Death Egg Robo, but in my opinion, it’s easily the best final boss when compared to the entirety of the Classic era. The fight starts off simple enough, with a callback to the Metal Sonic fight from Mania, but with every upgraded phase the fight gets increasingly harder, but with Super Sonic’s omnidirectional boost and precise spacing the player can down all 4 phases of the fight and end the game.

Special Stages
I gave praise to Sonic CD for having challenging Special Stages that require mastery of the controls to beat. However, I also noted that the depth perception when hitting the UFOs was very unreliable. Triple Trouble 16-bit resolves that issue, for the most part. While incoming mines are hard to dodge because of the Tornado’s large sprite size, I’m able to visualise the upcoming obstacles, time my jumps and gauge my landing position effortlessly. I found tons of enjoyment in this new Special Stage format, which to me, feels like a great improvement over Sonic and the Fallen Star, which utilises a similar formula. Often I’d find the element of choice crucial to how I obtain the Chaos Emerald, needing to find the perfect balance in order to maintain a sufficient ring count while also keeping Fang at bay with lightning zaps. The idea works really well to the extent that I’d say these are better than even Blue Spheres. If I had to provide criticism, though, it would be the difficulty of the stages. After Special Stage 2, the stages afterwards demand absolute perfection and precision from the player that it sometimes feels suffocating. Thankfully, the programmers probably had this in mind and gave the players the ability to restart the stages at the cost of a life, which is a fair trade when you consider the abundance of rings and extra lives you can collect throughout the game.

All the Little Details and Extras
Tails freaking out from a thunderstrike. The Big Arm’s arm being the weapon that knocks Sonic out of his Super form. The fact that you can leave a fiery trail behind you in Robotnik Winter Zone. PURPLE PALACE ZONE. There’s probably a ton more that I missed but all these subtle touches really bring the entire experience together. The competition mode with a whole-ass story, which is really nice. One thing that would’ve been appreciated is a Sound Test, but I think the content provided by the game is sufficient otherwise. Triple Trouble is a 16-bit is a fantastic love letter to the original game, taking the core gameplay and improvising it for a new generation of players to enjoy. Easily surpasses even 3K in my opinion, making it one of the best Classic Sonic games period, fangame or not. Please give it a shot.

Final score: 9.5/10. Congratulations, Noah N. Copeland, you and your team created something magical.







Such a fantastic remake that feels near official in its execution. Major props to the team behind it, definitely the best way to experience Sonic Triple Trouble imho.

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.

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 and sonic mania are probably the two best pieces of sonic media that you can get nowadays, solid fun until the end with great music and visuals and some of my favorite zones in the series. i hope more games that were held back by being 8 bit get remakes to be just a bit better and more accessible

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!

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.

Probably one of the best Sonic games in general, official or fanmade, 2D or 3D. Takes all the best aspects of its inspiration and adds some new flavors all its own. The last zone can get a little overly frustrating, but other than that it's a perfectly smooth ride all the way through.

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


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.

can't put lipstick on a pig

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.

This will be the only good Sonic game to come out in 2022.

Update: I was wrong. Sonic Team... I kneel.