I suppose this is really brought on by some posts my cohort made about his Top 5 and Bottom 5 Sonic zones. It really got me to thinking about the Sonic series in general. I’m a long-time player, and have been playing since I was old enough to grasp a Mega Drive -Genesis for you US folks- controller in my mitts. My favourite zone has always been Chemical Plant, for its great visuals and brilliant design. Probably because I’ve never actually been able to get past it without Lady Luck on my side, too.
(It’s worth noting that the links below are very not-safe-for-work, due to the language involved, but is probably my favourite LetsPlay of the classic Sonic series.)
Regardless of that rather shameful fact in my life, the first three Sonic games had some of the best -and sometimes worst- design going for them. And Sega is all too aware of this fact. The trends were really set around the time of Sonic the Hedgehog 2, which took the favourites from the first of the game and just improved on them, or gave them new twists. Spring Yard Zone became the Casino Night Zone, Green Hill turned into Emerald Hill, Scrap Brain to Chemical Plant, Labyrinth into Aquatic Ruin, Marble to Hill Top. Okay, so some of these weren’t exactly upgrades or exact copies, but they were certainly spiritual successors. I’ve never been a fan of the Spring Yard/Casino series (ASDFG BUMPERS), but I nearly always enjoyed their music, and the successors to Scrap Brain/Chemical Plant have usually been pretty damn good.
All truth told, one of my favourite Hill zones has always been Mushroom Hill. It’s slow, windy, has pointless gimmicks at times, but I enjoyed it the most visually, alongside its elder sibling Angel Island Zone. And that was the third incarnation of the Hill series. Close enough to be a clear successor, different enough for its own charm. It’s safe to say that I’ve honestly enjoyed the musics of all three (four including S&K) of the Mega Drive-era games, even the ones that are a little…slower. So why am I calling this Rehashes and Lost Magic, if I’ve only talked about how much I enjoyed the “rehashes”?
And this is where my complaint begins. Every successor to the zones in the Mega Drive era was a new twist, with new music, and certainly worthy of the title “remake” over “rehash”, the latter being significantly more snide and bitter. I’m all for remakes and refreshers of zones that I love, but….not like this.
I’m being vague, allow me to start with the finger-pointing. Sonic Rush and Sonic Rush Adventure, cut it the hell out. I love some of these zones, and you are just making them again, only missing all the charm. Let’s start with offender #1, Sonic Rush. Leaf Storm is…it’s an okay level, but it just screams of Angel Island Zone, with none of the charm. Also, there’s almost no “ground” of which to speak. It’s mostly rails and all suspended in the air. Like Mushroom Hill, actually. This has been a pretty annoying trend since the Advance
games, which I really should refer to more at this point, but they really did get a lot of their remakes right.
And Water Palace? Water Palace is everything I could possibly hate in a level. Endless legions of water, and all the slowness and annoyances from Labyrinth, Hydrocity and Aquatic Ruin. At the same time, the music is verging on obnoxious hip-hop/rap/DnB in the background. And it sounds awful when you’re crawling through the water at 0mph. My annoyances continue with Mirage Road and Night Carnival. Mirage Road being a very close copy of the beloved Sandopolis Zone, with a few (read: a lot of) annoying gimmicks that totally ruin it for me. And Night Carnival should be obvious enough in its name, if you know the Sonic series well enough. And being a fan of the aesthetic look and gimmicky nature of the Night Zone series, this doesn’t actually fail! It’s got all the flashy bells and whistles and garish colours that make me want to take a pickaxe to my eyes. And I mean that in the most loving way possible.
“But Lu,” you say, flailing the title of this post at me in a fashion not unlike a child with a rattle “you don’t like rehashes!” And I don’t. Night Carnival is just one that tried very hard, and failed. It suffers from some of the most godawful “bottomless pit syndrome” I’ve seen in a Sonic game since – yes, the Advance series. But bottomless pits aside, I honestly enjoyed the aesthetic design and music in the Advance games. It wasn’t the hardest or most gimmicky series in the world -perhaps with an exception to Music Plant- but it was fun. The Rush series is fun sometimes. I haven’t actually completed the first game due to bottomless pits on Altitude Limit. Great name. Incidentally, Altitude Limit seems to be a shady rehash of Wing Fortress. Only not fun. It’s….a bit of a mess, actually. And to be fair, Huge Crisis is a closer comparison.
The trend continues in Rush Adventure, with levels that aren’t just spiritual successors, but are referencing original levels while self-referencing the first game. What an awful cycle. Plant Kingdom is Leaf Storm is Leaf Forest is Mushroom Hill is Green Hill is-
STOP. Breaktime. YouTube video qualities are dipping.
…Maybe I’m sounding too picky. Maybe I sound too bitter, but the truth is that these levels, while trying to imitate the fun of their predecessors, fail entirely. The music frequently makes me want to drive a pickaxe -once I yanked it out of my eyes- into my ears, though Rush Adventure did thankfully make a few improvements. Just a few. The music is mostly improved, and fits the levels,
though the levels themselves are uninspired and feel bland. Machine Labyrinth, for example, is a re-skinned Chemical Plant. Only with irritating gimmicks and bullshit enemies. The whole level has been re-skinned to fit a steampunk theme, which annoys me on principle, since steampunk is a desperately overdone fad these days. I guess it’s kind of like Metropolis Zone in that regard. The other major issue I have with both Rush games is that it feels like I’m rarely in control, with so many bizarre gimmicks that remind me of Labyrinth Zone. Only without the infinite loops.
Still, I feel like some magic has been lost, even when I should clearly and plainly adore these levels. Even the music takes a downturn, though I feel every time vocals are included in a Sonic OST, this is inevitable. Though here I am, listening to the Sonic 4 OST, and pulling a :/ face, just because it inspires nothing, and is generally nothing to remember. Also, I think Sega are obsessed with the word “labyrinth”. There are other words in the dictionary. Use them.
I’m getting off track again. The point I’m trying to make is that while Sonic 2 and Sonic 3 & Knuckles had their levels that could be considered “rehashes” or Frankenstein monsters of previous levels, they were at least fun. Most of them, that is. We all know how much “fun” water is. Even the Advance series aesthetic and sound design was pretty damn close to the Sonic spirit. It still…missed the mark on occasions, especially with its chronic “bottomless pit syndrome”. And all of Advance 3′s gameplay. With the Rush series in particular, the design just seems to be rehashed asset changes, rather than properly remade, and at points I feel like I could let go of the d-pad entirely with how much of it is on rails or little gimmicky travellator-things…. I think I just invented a word.
Though, with Sonic 4 Episode 1‘s release date looming, and its uninspiring OST in iTunes, which sounds somewhat good in 16bit, I have to say, quite sadly, that those days are long gone. They were gone when I finished playing S3&K.
I can dream, though.








