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Sonic The Hedgehog Pocket Adventure
Published By: Sega
Enterprises, Ltd.
Reviewed by Mojo-Jojo
5/4/00
Article
Discussion Forum
First
Impressions: The first thing I thought
when I popped in this cart and took Sonic for a spin was, wow,
they did it! Sega managed to bring back the fun (and memories)
of the old-school 2-D 16-bit gaming era. I was reliving the glory
days of Sonic on the Sega Genesis right there between my palms.
What a wonderful feeling! Right down to the synthesized Se-ga
sound byte introduction.
Graphics: As a veteran
of Sonic games on the Sega Game Gear, the first thing I noticed,
or rather didn’t notice, was slow-down. The Neo×Geo Pocket Color easily handled Sonic’s speed, the backgrounds,
and enemies as I raced through the stages in search of more speed
and more coins. The acts and the bonus stages look like they were
pulled straight from older games.
Sound/Music:
Again, the sound
is straight from older Sonic games. It does enhance the game,
the feeling of speeding through an act, but it's a rehash.
Gameplay: If you aren’t
looking for a great challenge or a leap forward in handheld Sonic
gameplay, then you won’t be disappointed. The zones and acts that
make up Pocket Adventure are very predictable, as are the end
bosses.
There
are six zones made up of two acts. Throughout all the acts are
rings, box items such as the force field, 10-ring up, etc. and
puzzle pieces, diamond shaped and hidden, for the most part. If
you gather 50 coins by the end of Act 1 in each zone, then jump
through the giant ring (very Genesis-esque), a Bonus Stage begins.
Maneuver Sonic around the tube, avoiding bombs. Collect the set
number of coins for that stage and you receive a Chaos Emerald,
seven in all. Throughout the different zones, there are a few
cameos. Flies the Tornado, Knuckles, and Metal Sonic are both
end bosses, and what Sonic installment would be complete without
Dr. Robotnik!
There
is an addition to Pocket Adventure: the Rooms screen. There is
a Trial Room, Duel Room, Puzzle Room, and Options setting. The
Trial Room has three functions, the Time Trial, Advance, and Ranking.
The Time Trial allows you to select which act you would like to
play, then you speed through as quickly as you can, as you can
easily guess. The Advance Trial is the same as the Time trial,
except you need to collect 50 coins as well as speed your way
through the act of your choice. And the Ranking screen keeps your
highest score, making it possible to challenge your own records
as well as your friends’ records.
The
Duel Room allows you to challenge your friends to a Time Trial
or Advance Trial.
The
Puzzle Room has two options, Build Puzzle and View Puzzle. This
is where the replay value of Pocket Adventure comes in. It’s nearly
impossible to find all of them the first time through the game
with the 10-minute time limit set. There are five puzzles made
up of 16 pieces. In the Build Puzzle Screen, you can move around
the pieces from picture to picture and reposition them to show
the masterpiece, a Sonic character. And in the View Puzzle screen,
you see your creation. Although the pictures the puzzle makes
aren’t anything to write home about, the feeling of accomplishment
you get by finding the pieces and putting together just one puzzle
will make your day!
In
the Game Option Room, you can change the difficulty setting, turn
the 10-minute time limit on and off, switch players (data can
be saved for up to three different people using the same cartridge),
and set the auto-power off feature.
Enjoyment: Although the
gameplay lacked originality, it felt good. It was fun, not just
one time through, but enhanced by the pursuit of Chaos Emeralds
and puzzle building. The replay value of this game is wonderful,
and did I mention that the game is fun? And that’s what gaming
is all about.
Multiplayer: Not the most
involved multiplayer handheld game, but a nice feature to Pocket
Adventure. Everyone likes the opportunity to show off their Sonic
prowess to their friends.
Overall
Impression:
The puzzle feature is wonderful. The pieces are a challenge to
find, if not to put together. I wish the zones themselves and
the end-bosses were more challenging and introduced new gameplay
aspects to the Sonic world. Sure, transforming into Super Sonic
was fun, but didn’t we do that back in Sonic 2? I loved the nostalgia
of the game, but was left wanting for new, creative gameplay.
Marketing
Efforts Towards Women: This game, like most other Neo×Geo Pocket Color
games, seems to completely lack marketing altogether, let alone
marketing targeted towards females.
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