All Sonic: My Attempt To Play Almost Every Sonic Game

41. Sonic Adventure 2

  • Original Platform: Dreamcast
  • Version Played: Xbox 360
  • Where to get: Steam, Xbox Store, PS3 Store

There’s a face searching far, so far and wide, There’s a place where you dream you’d never find, Hold on to “what if”! Hold on to “what if”!….the songs in Sonic Adventure 2 are definitely some of Sonic’s best. Sonic Adventure 2 gives you two stories (then some final missions if you complete both) to work through, playing as six different characters.

The Sonic and Shadow missions are the highlights, with some fast paced action and mostly fun platforming. There are some sections where the wonky homing attack or bad camera angle will cause some unfair deaths, but they’re still mostly good fun with some great spectacles. One small thing I really like is how Shadow moves, like he’s skating rather than running. For an “evil copy” of Sonic, they’ve done a good job at making him different enough to not be part of the “Dark Link” kind of trope. They still play the same, but the levels are also different.

Knuckles and Rouge have treasure hunting sections, which I quite enjoyed. TV screens give you hints, while you have a beeping detector (although it’s a bit loud, it’s nothing compared to another sound effect I’ll get into in a bit). You have to climb and glide around each level finding three objects. I wouldn’t want to redo any levels, but for the first playthough they’re decent padding.

The Tails and Dr Robotnik sections are just bad. The shooting mechanics are boring and you have a very loud high pitched beep whenever you aim (which is most of the time). I ended up actually muting my game because it got that annoying. These levels also have some of the worst platforming sections in Sonic Adventure 2, with really bad camera angles.

Sonic Adventure 2 is a mostly great game, even if it does show its age a bit, but the Tails/Robotnik sections pull it down a bit. I think they could have added some alternate ways to play after you first complete it, such as playing through Sonic/Shadow levels only.

42. Sonic’s Edusoft

  • Original Platform: Master System (Unreleased)
  • Where to get: Unavailable

A game that was in development at British developer Tiertex in 1991. This was in development as an official Sonic game with an agreement between Tiertex, US Gold and Sega. The usage of Sonic was never licensed as it was hoped that Sega would publish the game, but this never happened. This game was still in early development, but the main portions seem to have been completed.

As the name suggests, this is Educational Software starring Sonic. It was designed for the Master System. As the developers didn’t know what sections of Sonic would become series staples, it has no rings (you collect stars instead). You walk around a map screen, which actually looks really nice, like an isometric Green Hill zone, selecting activities to play. These are usually maths or spelling challenges.

In these, you will race against a challenger by answering questions. For the maths ones, it will ask you a maths question and you select the answer from a list of possible answers. If you get it right, Sonic will move one step forward, while if you’re wrong the opponent will do. Half way through the quiz you’ll get a different question where it asks for a multiple of X and it will scroll through some numbers, and you have to hit the right one.

The spelling challenges give you a list of up to 8 letters, you have to work out what word they spell and select them in the right order to spell the word. In the middle of these, there will be a challenge where you have to press A when you see two of the same letter (although it is possible that it will time out before actually showing you a correct answer). The words in the challenges are based on different topics like transport, food, animals and hobbies/sports.

I was quite impressed with the amount of options for setting difficulty, with 7 different levels for question difficulty and speed (although putting both on full makes it virtually impossible for the spelling challenges), and on the highest setting I struggled with a few things. I think it’s a pretty solid educational tool, and I’m quite surprised that it was never rethemed and released as a lot of effort seems to have been put into it.

The “rewards” for progressing are not so good, though, as the game gives you three simple minigames. There’s one with a half-pipe and a balloon which just didn’t work, a trampoline game which is a very basic version of Game & Watch Fire and an auto runner platformer which had obstacles which were difficult to see. I think these were at a very early point of development.

I think Sonic’s Edusoft is quite an interesting bit of Sonic’s history, it’s not a game I would choose to play, but it seems very well made for an educational game.

43. Sonic Unleashed

  • Original Platform: Xbox 360, PS3
  • Version Played Xbox 360
  • Where to get: Xbox Store, PS3 store

After almost defeating Dr Robotnik but falling into a trap, energy is drained from Sonic to power a weapon that splits apart the planet and releases Dark Gaia. Sonic turns into a “werehog” and is sent tumbling down to the planet where he stumbles upon Chip, his new companion who has lost his memory.

In Sonic Unleashed, the stages take place in fictional locations that are inspired by real-life ones, and they all look stunning with wonderful music that mixes Sonic music with a style that matches the region the level is based on. There’s a lot of background detail, too, with lots of buildings – the European city inspired Spagonia had what looks like thousands of houses in the background as you ascend and drop down from a large clock tower.

Unleashed is split into day and night stages. In day, you play as Sonic, while night stages have you playing as his Werehog form (thankfully, the game never uses the Werehog term). The day stages are immensely fun, utilising the boost like Sonic Rush, but in this it’s gained from collecting rings. Another major change is that the homing attack now has a reticule (first doen in Sonic and the Secret Rings), which is a big improvement as you know you’re going to hit an enemy instead of flying to death because you weren’t targeting what you thought you were targeting.

The main stages are incredibly good fun, using a mixture of 3D parts with twist and turns, ones where you run straight and use the shoulder buttons to sidestep, 2D platforming sections that can be fast paced or more focused on precise platforming. It keeps the longer levels Unleashed has feel like they’re comprised of interesting segments. There are also some additional smaller levels which focus on singular mechanics and can be very difficult.

My main issue with the day stages are the quick time events. Quite often you’ll hit a big ramp and have to hit a series of buttons to reach the higher route. They seem to be there because everyone was doing QTEs back when this came out. Still, it’s just a minor flaw.

In the night stages, you play a God of War-like fighting game with Sonic in his Werehog form. I actually quite enjoy this, and I think it’s one of the better “non-Sonic-style” types of additional gameplay in Sonic games. Combat is satisfying to do, with lots of combos, being able to pick up enemies. It does have a QTE issue in that you can perform a finisher, which has a long animation. I found myself ignoring this quite a bit as it seemed quicker to just carry on pummeling some enemies (except for the evil wasp enemies, those were annoying to fight). The platforming sections of the night stages aren’t great, as the grab feels delayed and some camera angles make it incredibly difficult for you to aim your jump (the lack of a shadow beneath Sonic also makes it far more difficult). And some levels just have a lot of walking on narrow platforms.

The big problem with Sonic Unleashed is the pacing of it. Between levels, you have to explore multiple hub worlds. I do like the sections where you talk to people, do some side quests, as it makes the game feel big in scope. There’s a secondary hub area where the levels are located in “gaia gates”. You will have to locate these levels (some of which require specific abilities), but you need to meet certain conditions to enter. First, the level needs to be available at that point in the story (sometimes you need to speak to a professor to tell you to head there, and the level isn’t available unless you talk to him first), and secondly you need to gather enough Sun and Moon medals to access it. Unless you’re an expert who has played the game many times, this means a lot of replaying previous levels. The Night levels also seem to have the most medals and due to the pacing you can take your time exploring the level (whereas in the day stages, you mostly stumble upon them at random), so most of this repeated playthrough will be as the Werehog. Sometimes it can be hours between playing Sonic levels.

If the game properly directed you to the next level, and changed the Sun and Moon medals to unlocking extras, than Sonic Unleashed would be a brilliant game. Unfortunately, this incredibly dull padding sours the game quite a lot.

44. Mario & Sonic at the London 2012 Olympic Games

  • Original Platform: Wii
  • Where to get: Second hand

One big improvement over the first Wii Olympic Games is that all events are unlocked from the start, so as a party game it’s instantly accessible. At the same time, it feels like there’s also not a lot to do in London 2012 as it seems that the mode where you would unlock games just isn’t included. The Winter Olympic Games that preceded this had a great mode where you went through a mixture of missions and events across a number of “days” to become the overall champion, with some boss encounters thrown in. This just has nothing.

There is a good variety in events, with the basics like 100m and hurdles, match sports like Badminton, Volleyball and Football, technical sports like Equestrian and Discus and the dream events.

The technical sports still don’t work very well, with it being difficult to time things. One big problem with this (most evident with discus) is that you have to actively stop yourself from trying to play the sport with the Wii Remote. If you try throwing a discus by acting out throwing a discus, you’ll fail. Instead you’ll have to wait for the animation to play out (resisting the urge to move your arm in time to the animation) and give the Wii Remote a quick flick once the animation is finished. Hammer Throw seems like it would work better, but requires very precise timing, I got one throw that wasn’t a foul in nine attempts.

Running, swimming and cycling work well, all feeling intuitive in their controls. I really like that Sonic is given a life jacket when swimming, which was an unexpected little touch.

Football is simple but good fun, but these two team/player sports have the same issue as other entries where you can’t just play a single match, but must compete in a tournament. Table tennis is really good, feeling closer to the quality of Wii Sports Tennis, while Badminton just feels more like a rhythm game and Volleyball is just awkward.

I also felt let down by the dream events. They don’t feel like an extension to the sport they’re based on, more like random minigames from Mario Party. The Winter Olympic Games did a better job at these.

This is better than the first Olympic Games, but a step down from the Winter one. Oh, and one additional thing (which isn’t really Sega’s fault) is that the game uses a lot of Olympics imagery. This usually isn’t a huge issue, but for London 2012, the imagery is absolutely hideous.

45. Sonic & All Stars Racing Transformed

  • Original Platform: Xbox 360, PS3
  • Version Played: PC
  • Where to get: Steam, Xbox Store, PS3 Store

From a singleplayer perspective, I think this is the best kart-style racer, and also one of the best from a multiplayer perspective. 

In Sonic Racing, Sonic and some classic SEGA characters like Danica Patrick, Wreck-It Ralph and Team Fortress Spy/Heavy/Pyro race around evolving tracks with transforming vehicles in car, boat and plane modes. The handling and controls feel extremely smooth, drifting around corners at high speeds. 

The trick system is also a vital part of movement now. Performing tricks will give you a boost, but now the right analogue stick controls the direction of your roll. In car/boat modes, rolling left and right will move your car in that direction, while in the air it also applies to up/down. It’s always very satisfying to do, especially when you position yourself as well.

The tracks in this are amazingly well done. They all have varying amounts of “evolution”, so some will be the same for three laps, some will change gradually while others will be completely different. Focing on Sonic first, there are three tracks: Seaside Hill, Sky Sanctuary and Galactic Parade – interestingly one from the main “eras” of Sonic.

Seaside Hill is the basic level, but has multiple jumps, the large rolling disc from Sonic Heroes to dodge and changes to a water course on lap three (with a gorgeous looking coral reef). Sky Sanctuary swaps between plane and car-type laps and is heavily based on the Sonic Generations version. The Death Egg will also get closer and closer as you progress.

Galactic Parade is an absolute spectacle, with lots of ships flying in the background, you race on a section where robots are shooting lasers (it feels just like the Sonic Colours level it’s based on) and on lap three, a large ship waps into the way of the track and becomes part of it. It feels straight out of the game, and the same holds true for most of the tracks,

Other stand out tracks (although most are great) are the Skies of Arcadia, where there’s a massive battle happening with airships, which drastically alters the track as you race on it, the NiGHTS level which its surreal imagery and completely different segments each map, and the Burning Rangers (a game I know nothing about) level which takes place in a flooding underground base. They all have a great spectacle about them. 

On top of the cups, you also have a singleplayer to work through. Here you collect stars by completing challenges based on difficulty (with expert difficulty unlocking after finishing all but the final few challenges. There are some optional “paths” to unlock characters and “mods” for each character (which allow you to adjust a racer’s stats by increasing one aspect while decreasing another). I think a bit more variety in missions would be nice, but everything is still very enjoyable.

For Sonic characters, you have Sonic, Tails, Knuckles, Amy, Dr Robotnik, Shadow and Metal Sonic alongside characters from other sega games and some non-Sega guests. I really like some of the stranger choices like a football manager or General Winter and Willemus (WWII and Roman generals), although I think it’s strange that these characters are only on the PC version. Everyone has a unique vehicle that, for the most part, suits them. My only complaint is that Tails has a shiny vehicle very similar to Sonic’s, which seems like a strange choice when Tails literally has a transforming plane in the Sonic games. His vehicle needed to look more hand-made.

46. Sonic Jam (Game.com)

  • Original Platform: Game.com
  • Where to get: Second hand

This is a compilation of Sonic games featuring classic levels from Sonic 2, Sonic 3 and Sonic & Knuckles. You can choose to play them as either Sonic, Tails or Knuckles. These are advertising points on the box of the Game.com version of Sonic Jam, a game better known for being an extremely well made Sonic compilation for the Sega Saturn.

If you don’t know what the GameCom was, it was a handheld that tried to compete with the Game Boy. It had a similar black and white screen but boasted higher specs – although games didn’t really utilise it. It did have a touch screen and limited internet capability. When porting a game to a handheld system like this, you have to compromise in some way, mainly graphics, to make the game playable.

Except Tiger Electronics didn’t want to do this. The sprites are taken straight from the Mega Drive games (if they didn’t want to make any, they could have asked for the Game Gear ones). This focus on graphics (it should be noted that it’s a black and white console, so all backgrounds were removed) is one of the core issues with the Game.com version of Sonic Jam: Sonic takes up most of the screen.

The levels in this are also not the levels from the classic games, but merely “inspired” by the first stage of each. There are four acts for each, but when you take Emerald Hill and Angel Island, remove the background and make them black and white, they look extremely similar. Despite being made for the GameCom, the levels don’t feel like they were made for the console, as you have falls you can’t see (a lot of the time, the ground is pretty much five pixels from the bottom of the ground), you need to jump over spikes before they appear on the screen and all sorts of other problems due to the tiny amount you can see on both sides. The Game Gear version of Sonic 2 is known for having these issues, but the GameCom Sonic is even worse.

Then there are the physics of Sonic himself. The developers figured this aspect of Sonic was so important that it renders the game unplayable. If you go slow enough so that you have time to stop before a jump, you won’t be able to make the jump. You’ll often have to run backwards in order to do a running jump. Inclines also kill your speed almost instantly, unless you’re running at full speed (which will cause death), you can sometimes make it to the top, but other times you have to move up it bit by bit by jumping constantly for 20+ seconds. It really is agonising to play.

After four acts in each of the three “games”, you’ve played everything. The one good thing I have to say is that there is a good variety in bosses, as you will encounter them in acts 2, 3 and 4. These are based on bosses in the games, but because they have to place Dr Robotnik on the screen, you just have to jump up a few times to kill him.

Sonic Jam on the GameCom is by far the worst Sonic game I’ve encountered so far, and I think it will likely be the worst overall.

47. Sonic Jump Fever

  • Original platform: Android/iOS
  • Availability: Only available if downloaded previously.

When I wrote about the first Android version of Sonic Jump, I never mentioned the endless mode. This was because it was just a bonus, and not anything meaningful to me.

This is important to mention now because the endless mode of Sonic Jump – an additional extra to the main game – is the entirety of Sonic Jump Fever. There’s no campaign mode with crafted levels that feel satisfying to complete, just random endless platforms.

Well, technically, it’s not “endless” as such. You have a time limit and you reach the “end” once it runs out. When you fall, you don’t die, you just appear in a cannon at the bottom of the screen and get blasted to carry on. Progressing in this doesn’t feel satisfying in any way, as it just means you had a lucky set of platforms that got you to the next time extension checkpoint, not by skill.

On top of this, Sonic Rush Fever has the same issues as the Sonic Dash games – you can upgrade your characters and buy items that offer you a one-time help.This means that your scores are entirely linked to how much time you spend grinding – or how much money you put into the game.

Sonic Jump Fever also features a Chao garden. There’s not much to do here, you’ll get eggs by spending coins (or money) and you have a limited amount of time to use them enough times to earn their “loyalty”. Run out of time and they’ll vanish. Playing enough times to earn their loyalty sounds like a simple task, but that’s where the energy meter comes into play.

If you’ve been lucky enough to not encounter energy meters in mobile games, this is how it works: you can play Sonic Jump Fever 5 times (which doesn’t take long at all, one to two minutes per play). After this you must wait for your energy meter to fill up at a rate of one go per 25 minutes. Of course, you can also pay premium currency to fill this up, because that’s all Sonic Jump Fever cares about: making you want to part with your money.

Sonic Jump and Sonic Jump Fever are rather fascinating games as they portray the evolution of mobile games rather well. The first one is a game made up of pre-made levels, designed to give you an increased challenge as you progress, and add in new challenges and features along the way, while Sonic Jump Fever is just endless grinding to try and hook you in so you’ll waste money on it.

48. Sonic the Hedgehog (Mega Drive)

  • Original platform: Mega Drive
  • Version Played: PAL & NTSC versions
  • Where to get: Available on many platforms and collections.

This game was my early childhood. I absolutely adored it as a kid, playing it many, many times on my Mega Drive. It has a very secure and special space in my heart. I also had Sonic 2 as a kid, but the original stuck with me more. That said, I find it very difficult to play Sonic the Hedgehog on the original hardware (I do have a Mega Drive and the main Sonic games), due to being spoiled by different versions I’ve played in the nearly 30 years since. This isn’t due to new features, but more that those versions are based on the American and Japanese versions, and not the European version.

Back in the day (I feel old writing that), TV technology in Europe was different to America and Japan, running at 50Hz instead of 60Hz. Some games got a proper “conversion” to 50Hz, meaning the European version was very close in most aspects, but Sonic the Hedgehog 1 did not get this. Games now have differences in frame rates (such as 30fps, 60fps) but the important thing to note is that the games still run at the same speed. Characters don’t move faster at 60fps, it’s just that the movement is slower. The difference between 50Hz and 60Hz, while technically being about frames per second, is very different.

50Hz games (when not properly converted) simply run slower. Sonic runs slower, and it takes longer to complete levels. Even the timer in the game runs slowly. This means that according to the game, you can finish the levels in both 50Hz and 60Hz versions with the exact time on the in-game timer, it will have taken longer in real time for the 50Hz version. This also extends to the music, which also runs slower. Here’s an example of Spring Yard Zone:

Oddly, I had no issues getting used to the faster music or faster pace when I first played a 60Hz version (which was probably working out how to activate 60Hz in Sonic Mega Collection on GameCube), but going backwards is something I struggle with. For me, I’d much rather play the 60Hz version, which is most accessible in emulated forms.

As for the game itself, I don’t think I can say anything that hasn’t already been said. I absolutely love the game. Although Labyrinth Zone is a low point, I still think it has some nice ideas. I also really like Marble Zone – I don’t mind when Sonic games focus on slower paced platformer for some moments or levels. I absolutely love the graphics, sound effects and music as well.

One small thing I’ve noticed in more recent playthroughs is that Sonic 1 is actually really good at introducing gimmicks in each level, as the first time you can encounter something it’s usually “safe”, with it getting dangerous once you know how it works. This means you don’t really die because you weren’t expecting a mechanic, because you’ve already been able to “test” it. I was also surprised about how subtle this is. It’s a really well designed game, and I just absolutely love it.

49. Sonic Heroes

  • Original Platform: GameCube, PS2, PC
  • Version Played: GameCube
  • Where to get: Second hand

Sonic Heroes takes on the trend from the Adventure of having many playable characters and ups the amount to a whopping 12. They’re all set into teams of three: Team Sonic (Sonic, Tails, Knuckles), Team Dark (Shadow, Rogue, Omega), Team Rose (Amy, Cream, Big) and Team Chaotix (Epsio, Charmy and Vector).

The most notable thing about Sonic Heroes is that you play as a whole team at once, with you changing the “leader” at will. Each team has three kinds of characters: Speed, Flight and Power, each with a different formation. In Speed, the characters will line up behind the leader, with power they will be at the leader’s sides and in flight you have the hilarious image of them standing on top of each other.

Unfortunately, each team doesn’t feel that different to each other, and some abilities are a bit strange. Knuckles, for example, uses his glide to get height from fans, but Vector and Big also have this ability, even though it’s a bit odd. A bit more variety in the powers would be nice, but the levels would have to be designed with the different powers in mind. Instead, the main portion of each level is built for all teams.

To reach the ending, you have to play the game as all four teams (and collect the chaos emeralds). You play on slightly different versions of the same levels, so you effectively have to beat the game four times. Teams Sonic and Dark are versions of the main levels where you just have to get to the end, Team Rose has shorter and easier versions, and Team Chaotix has to complete boring tasks (like collecting 10 things), so has flowers that can be used to warp back to the start if you miss anything.

So you’ll be replaying each stage a lot. On top of this, the way to access the special stage is rather difficult: you need to find a key in act 2 and make it through the rest of the stage without falling or getting hit, which is easier set and done.

For the most part, I quite like the stages. There’s a good variety, all with their unique looks and feelings. Casino Park is the main exception, it felt really out of place as most levels feel like part of a world, while Casino Park doesn’t feel like it’s connected to anything else as it’s very abstract, and the pinball segments are a nightmare due to the physics of Sonic Heroes.

Those physics are pretty much broken. Nothing feels consistent in Sonic Heroes, and it feels you can make the same jumps with different outcomes. One one segment of Lost Jungle, there was a grind rail that drops you on a vine. I had to re-do this bit many times due to later sections, but occasionally Sonic would just miss the vine and shoot off in a different direction. And this is a part where you just hold B. The homing attack is a lot less reliable than the Adventure games, and while moving between grind rails is much better, jumping onto them is very hit-and-miss. I also encountered a strange issue where Tails became unavailable during Casino Park during a pinball segment, and I had to jump to my doom because there was no way to progress.

Making matters worse is the camera angles, especially during the fly stages. The camera pretty much points upwards, so you can’t see where you’re landing half the time. Sometimes the bottom character even dangles at the bottom of the screen, leaving no space to see the platforms you’re supposed to be landing on. Another issue are that some ramps are designed for the speed character, and if you use the fly character you can overshoot the platform you’re supposed to automatically land on.

It’s a big shame because without these issues, Sonic Heroes would be a lot of fun (even with the repetition). The buggy nature of the game just leads to many unfair deaths, made worse by the low amount of lives in the game and some checkpoints that are very far apart. Whenever I finished a difficult level, I just felt relieved that nothing glitchy happened more than a feeling of satisfaction that you would get from a fair difficulty. I’d love to see a remastered version, as with some bug fixes and extra checkpoints, Sonic Heroes could be a really good game.

One thing I do have to give credit for is the soundtrack. The stage music is great (except for Casino’s Park out of tune music), and the songs are great, especially the final boss music “What I’m Made Of”.

50. Sonic Boom: Rise of Lyric

  • Original Platform: Wii U
  • Where to get: Wii U eShop

One of Sonic’s infamously bad games, based on a cartoon spin-off with designs that are unliked (especially Knuckles), I went into it expecting a horribly broken mess. The first thing I noticed is that there’s a lack of one important thing in the main gameplay: speed.

While it fails at that main aspect of Sonic, everything else was…actually pretty fine. I actually found myself enjoying Sonic Boom, and with the post-launch patches isn’t actually that buggy, the only odd thing encountered was everyone warping near to Sonic, but even big games like Mass Effect have that issue for followers.

In Sonic Boom, you swap between Sonic, Tails, Knuckles and Amy at will (although in some segments they’ll split up so you’ll have access to two of them), utilising their different abilities. Personality wise, Sonic and Tails are pretty much their usual selves, while Knuckles leans completely into the “dumb musclehead” persona that Knuckles was slowly becoming in the main games. Amy is drastically different, dropping her obsession with Sonic and having her interest in archeology being the reason why everyone is looking into the threat. She acts as a surprisingly confident “second leader”, often giving her idea of what to do and everyone following. I really like Amy in this game.

For abilities, Sonic can spindash up quarter pipes and use homing attack, Amy can perform acrobatics to traverse thin walkways and triple jump, Knuckles can climb up rocky surfaces and Tails can glide further and fly up using fans as well as deploy a small robot to hit switches. Everyone feels unique while using the same moveset and are all utilized well. Some sections will also give you two ways to progress, designed for different characters, so you can choose who you prefer.

While I do think a run button is definitely needed, I still enjoyed the platforming, it always felt precise and I never felt like I died because of the camera. I think deaths are slightly too lenient, as you respawn straight away instead of at the last combat and your only loss is scrap that you use for upgrades (similar to how the LEGO games work), but I prefer that when compared to a frustrating system.

Combat is another big part of Sonic Boom. Like the platforming, it’s basic but enjoyable. You have a standard attack, special ability, grapple beam and dodge. Some enemies will temporarily shield themselves so you have to avoid attacks, but most of the time you can get away with just spamming homing attacks or Amy’s hammer. But if you want to mix things up, you can. Tails is more unique in combat as he uses ranged attacks.

Sonic Boom has one element of speed, and that’s in the “road” segments, with boost rings that propel you forward as you dodge obstacles. These sections are fun, but like a lot of the game, are also quite basic.

Between each level you have to traverse the overworld, which feels a bit empty and could have done with some more NPCs (even if you couldn’t talk to them) as there’s a rather large town with around 3 residents. This section is where a run button is needed the most, as it feels especially slow as you’re out in the open.

Overall, Sonic Boom isn’t a bad game, just fairly average. I enjoyed my time with it, which is more than I was expecting based on its reputation

Continued on Page 6

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