It shouldn't be possible to sleep on a Sonic game considering that the blue hedgehog and whether or not he was "ever good" feels like the most prominent and endlessly regurgitated topic amongst YouTubers and the internet at large, but I really think the series' Game Gear output is hugely overlooked in both its quality and its creativity. They did an excellent job adapting the 16-bit formula through Sonic 1, 2, Chaos, and Triple Trouble, but even after they nailed that down, they didn't hesitate to get weird with the very concept of Sonic. Sonic Drift 1+2 are pretty bog standard kart racers (I like 'em), but putting Sonic in a kart instead of making him run is inherently kinda weird, isn't it? Sonic R "fixes" that (I unironically love Sonic R), but that's a story for another day. There was Tails' Sky Patrol, an auto scrolling flying game that played nothing like a typical Sonic and only had Tails as a playable character. "What would Sonic be like without Sonic?" is what they were putting down here, and this wasn't the last time they'd interrogate the series' core identity. Sonic Labyrinth, a much maligned game from what I've seen, is more of a puzzle-like game that asks the incredibly bold question of, "what if Sonic was slow?". Seems like a downright heretical thing to ask, but Tails Adventure goes even further by bundling this and the previous question together:

"What if Sonic didn't have Sonic and was also slow?"

It turns out that such a question makes for a really impressive and enjoyable Metroidvania!

The Game Gear was more or less on its way out in 1995, which led to some really impressive games coming out around then and Tails Adventure really makes a statement with its scope. The other Sonic games tended to have runtimes of an hour or less, but this game gives you over 10 areas to explore and find and enough to do within then that you can easily get 4 hours or more out of it if you're thorough! I'm not normally one to give much credence at all to game length, but you really didn't see this kind of thing on the Game Gear much beyond RPGs, so I can't help but be impressed. These areas are pretty huge, too, oftentimes requiring multiple trips to find everything within them. They even brought the submarine back from Triple Trouble and gave it its own batch of items to use and nonlinear areas to traverse. Sometimes you'll find a cave you didn't know existed by exploring a new route with a different weapon and sometimes you'll stumble upon a boss entirely by accident. It's the kind of game that has me constantly going "how did they do this!?" and helps to validate my feelings towards the Game Gear as something that's far better than people often give it credit for nowadays.

You only get two buttons on the Game Gear (not counting start or the d-pad), but Tails Adventure gives you over 20 items and lets you swap between four at a time! Sure, this means you have to pause to swap items and can't bring everything with you, but it makes exploration a joy because you never know what you're going to get, especially since they were clever enough to make every item box look the same and hide the surprise every time. Sometimes, you get a new bomb or weapon that lets you get past things you previously couldn't, but other times, you get something that's just fun to have. The radio is technically "useless", but it lets you change the music in any level to any song from the game's soundtrack, which is pretty neat! Though they aren't in the game, you can get items that let you pull a trick out of Sonic and Knuckles' arsenals. Getting up close in this game isn't usually a good idea, but hey, seeing Tails punch like Knuckles does is pretty cute!

The premise of the game itself also feels like a stride towards wanting to make Sonic into something bigger than it was narratively in the video game space. Later games in the series like Sonic Adventure and Sonic Frontiers have Tails struggle with the idea of remaining in Sonic's shadow and earning the confidence needed to become the hero, but here he was cleaning up messes all by himself back in 1995! Making Tails slow seems like a weird choice, but I love how it gives him an identity that isn't just "Sonic but you can fly". Tails has always been the smart one of the group and the pacing of the game and the tools you use leverage his specialty, which is something that I feel like some of the other games forget about his character. He's an inventor, so instead of brute forcing or speeding past everything, you find new solutions to new problems by finding new things to use. Enemies are threats that you have to approach with the right tool from the right position. You're not barreling through foes, but instead calculating the best angle to throw bombs from. Your little robot friend can even be used to scout ahead and see what threats await you in the distance. Said robot is utilized for a whole bunch of puzzles as well since it can get into areas Tails can't due to its small size. You also have to earn the ability to fly for longer periods of time and take more hits by finding more Chaos Emeralds, which feels like a subtle way of showing the player Tails' increased confidence and skills as the adventure goes on. It's a solitary adventure so Tails doesn't have anyone to bounce ideas off of and it doesn't spell anything out, but because of its quieter and slower nature, the gameplay manages to convey a story of Tails gradually rising up to a challenge that only he can handle. It's nice when Sonic games take themselves seriously and try to grow their characters, you know?

I've always had a soft spot for this one since I had it when I was young, but I'm very pleased to see it's even better than I remembered it being. Aside from some underwhelming final bosses, it's a consistently compelling adventure that grows on you more and more as you keep unraveling its mysteries and discover just how deep it goes. I tend to find myself fatigued with the Metroidvania genre nowadays, but I guess all it takes to bring me back in is an unexpected spin on two formulas combined into one!

Reviewed on Feb 25, 2023


4 Comments


1 year ago

TBH I have a lot of interest in this game because it always felt like Sonic built up a large base of characters but didn't really use them much in spinoffs. Tails in a Metroidvania/adventure-y platformer feels natural and could have had some great subseries (ala Wario), or what about Knuckles in a beat 'em up or action game or something? I know Tails Adventure wasn't a success so it feels weird to say but I feel like not exploring areas like that to expand the series hurt them longterm a lot, including for Sega's hardware possibilities.
You should definitely give it a go if you're interested because I think you'd get a lot out of it since you like the concept. You're right that they could do so much more with the other characters or different styles of play. I'd totally play a Knuckles beat 'em up! I'm hoping Frontiers is the beginning of Sega getting more experimental with the series again since a lot of the "boost era" games do feel a bit samey at times and lower budget than you'd expect, which surely didn't help the series' reputation recover post-2006 if how it's discussed nowadays is anything to go by.

1 year ago

I actually have Tails Adventure on my "300 Games Bucket List" because I'm so interested, so I'll definitely get to it. Maybe after I finished up some games I was in the middle of before RL swamped me until next week? Frontiers I've heard is pretty good and I've been very excited to get to it too, seems like it has a lot of stuff I tend to enjoy in some older Sonic games. Good review, by the way!
Thank you! Yeah, Frontiers is quite a good time and definitely comes recommended alongside Tails Adventure!