Sonic 3D Country: Eggman's Chaos Quest
Name:
Sonic Blast - North America and Europe
G Sonic - Japan
Other Names (Nicknames): N/A
Release Dates:
November, 1996 - North America
November, 1996 - Europe
December, 1996 - Japan
Quality: 8-Bit , Side-Scrolling Platformer
Game System(s): Sega Game Gear
Also released on:
Sega Master System - Sonic Blast
GameCube/PC - Sonic Adventure DX: Director’s Cut
PlayStation 2/Xbox - Sonic Mega Collection PLUS
Nintendo 3DS – Virtual Console
Developer(s): Aspect
Publisher: SEGA
Credits:
Producer: Hiroshi Aso
Director: Ryushin Hamada
Planner: Katsunori Murakami, Hiroaki Suzuki
Map Design: Akira Okamoto, Ken Sasaki
Chief Programmer: Toshiaki Araki
Programmer: Yoshiaki Makishima
Chief Designer: Fumikazu Sugawara
Designer: Taro Murayama
Sound Composer: Kojiro Mikusa
Special Thanks: Kazuyuki Oikawa, Aspect All Staff
Character Introductions: N/A
Region Game Takes Place On: South Island.
Concept Introductions: Sonic Blast is the Blue Blur’s swan song for the Game Gear, but the “play it safe” development approach is prevalent everywhere you look. Special Stage access is like Sonic 3 and Knuckles, since the ring portals to the Special Stages are hidden in caves. However, only the ones in the second act of each Zone lead you to the Special Stage that gets you the Chaos Emerald. The 1st act's Special Stage just gives you an extra Sonic.
Concept Deductions: There are only 5 Chaos Emeralds to collect in this game, and the checkpoints, like in many other Game Gear Titles, are replaced by arrow powerup monitors.
Main Framework: Standard Sonic style level design, only with a drop in quality.
Storyline(s)
Things were relatively peaceful on South Island, which Sonic wouldn’t have any other way. Whilst relaxing one day, he was roused from his lazing by a flash of light and earsplitting smash! He fell out of his hammock in time to spot Dr. Robotnik laughing above him. It seems the mad scientist had just finished building a new aerial base, the Silver Castle, and was, of course, planning to use it for yet another world domination scheme. All he needed now was the Chaos Emeralds (to fortify the base) and Sonic (to die)!
Sadly for him, neither wish would be fulfilled; the Silver Castle had been finished only after Eggman discovered the other Emeralds scattering away from South Island, and the last one had just been sacrificed to protect Sonic from his sneak attack. The powerful gem shattered into five pieces which – you guessed it – split off into different dimensions around South Island. Eggman, however, was not deterred. If he couldn’t use a whole Chaos Emerald, he quickly deduced, the shards of one with suffice nicely.
Sonic more or less came to the same conclusion and took off to find the shards before Eggman did. He wouldn’t be alone, though. You see, that Emerald didn’t come out of nowhere. Knuckles had sneakily thrown it right in front of Eggman’s laser fire to bail out his rival. Now he’s bound and determined to crush the rest of the Doctor’s plot!
Personal Criticism/Opinion (by Ryan the Game Master):
Uuuuuughhh…
I never thought I’d say that about any Sonic game, but this one… No. Just, no. This is just plain shameful. Sonic 1 on the same damn platform played better than this!
If Aspect was attempting to try something new with this game, it doesn’t show other than trying to bump up the sprite quality. I can totally understand the attempt, as very few 8-Bit games tried this, but this was NOT the way to go about it. Both characters look terrible and play just as bad. All the basic Sonic staples are here, but dumbed down, most likely to better accompany the bad sprites. There are minimal sections in the zones that have potential here and while playing I found myself wondering just what went wrong.
One last thing I have to mention is that not only was this Sonic’s last Game Gear game, but it’s also the only platformer on there to have Knuckles playable. He has the same features you’d expect, but that’s not saying much here.
All in all, this is how the portable Classic Era ended, not with a bang, but a whimper.
Let's see some GAMER'S PERSPECTIVE:
Replay value? The only thing that would justify another playthrough of this would be if you’re a completionist (there are two characters here) or for anniversarial obligations.
Graphics and Layout? Donkey Kong Country this ain’t. 3D renders as sprites was popular at the time, but here, it just fails miserably. Both Sonic and Knuckles look like poorly animated gifs. The levels are dull and washed out also, and not the least bit positively memorable.
Music & Sound Effects? There are VERY little tunes worth speaking of, which is considered heresy for this series. It’s like the bare minimum was attempted here…just like the rest of the game, really.
Storyline? As non-existent as ever.
OVERALL RANK? I have no choice but to give Sonic Blast an
Sonic Blast - North America and Europe
G Sonic - Japan
Other Names (Nicknames): N/A
Release Dates:
November, 1996 - North America
November, 1996 - Europe
December, 1996 - Japan
Quality: 8-Bit , Side-Scrolling Platformer
Game System(s): Sega Game Gear
Also released on:
Sega Master System - Sonic Blast
GameCube/PC - Sonic Adventure DX: Director’s Cut
PlayStation 2/Xbox - Sonic Mega Collection PLUS
Nintendo 3DS – Virtual Console
Developer(s): Aspect
Publisher: SEGA
Credits:
Producer: Hiroshi Aso
Director: Ryushin Hamada
Planner: Katsunori Murakami, Hiroaki Suzuki
Map Design: Akira Okamoto, Ken Sasaki
Chief Programmer: Toshiaki Araki
Programmer: Yoshiaki Makishima
Chief Designer: Fumikazu Sugawara
Designer: Taro Murayama
Sound Composer: Kojiro Mikusa
Special Thanks: Kazuyuki Oikawa, Aspect All Staff
Character Introductions: N/A
Region Game Takes Place On: South Island.
Concept Introductions: Sonic Blast is the Blue Blur’s swan song for the Game Gear, but the “play it safe” development approach is prevalent everywhere you look. Special Stage access is like Sonic 3 and Knuckles, since the ring portals to the Special Stages are hidden in caves. However, only the ones in the second act of each Zone lead you to the Special Stage that gets you the Chaos Emerald. The 1st act's Special Stage just gives you an extra Sonic.
Concept Deductions: There are only 5 Chaos Emeralds to collect in this game, and the checkpoints, like in many other Game Gear Titles, are replaced by arrow powerup monitors.
Main Framework: Standard Sonic style level design, only with a drop in quality.
Storyline(s)
Things were relatively peaceful on South Island, which Sonic wouldn’t have any other way. Whilst relaxing one day, he was roused from his lazing by a flash of light and earsplitting smash! He fell out of his hammock in time to spot Dr. Robotnik laughing above him. It seems the mad scientist had just finished building a new aerial base, the Silver Castle, and was, of course, planning to use it for yet another world domination scheme. All he needed now was the Chaos Emeralds (to fortify the base) and Sonic (to die)!
Sadly for him, neither wish would be fulfilled; the Silver Castle had been finished only after Eggman discovered the other Emeralds scattering away from South Island, and the last one had just been sacrificed to protect Sonic from his sneak attack. The powerful gem shattered into five pieces which – you guessed it – split off into different dimensions around South Island. Eggman, however, was not deterred. If he couldn’t use a whole Chaos Emerald, he quickly deduced, the shards of one with suffice nicely.
Sonic more or less came to the same conclusion and took off to find the shards before Eggman did. He wouldn’t be alone, though. You see, that Emerald didn’t come out of nowhere. Knuckles had sneakily thrown it right in front of Eggman’s laser fire to bail out his rival. Now he’s bound and determined to crush the rest of the Doctor’s plot!
Personal Criticism/Opinion (by Ryan the Game Master):
Uuuuuughhh…
I never thought I’d say that about any Sonic game, but this one… No. Just, no. This is just plain shameful. Sonic 1 on the same damn platform played better than this!
If Aspect was attempting to try something new with this game, it doesn’t show other than trying to bump up the sprite quality. I can totally understand the attempt, as very few 8-Bit games tried this, but this was NOT the way to go about it. Both characters look terrible and play just as bad. All the basic Sonic staples are here, but dumbed down, most likely to better accompany the bad sprites. There are minimal sections in the zones that have potential here and while playing I found myself wondering just what went wrong.
One last thing I have to mention is that not only was this Sonic’s last Game Gear game, but it’s also the only platformer on there to have Knuckles playable. He has the same features you’d expect, but that’s not saying much here.
All in all, this is how the portable Classic Era ended, not with a bang, but a whimper.
Let's see some GAMER'S PERSPECTIVE:
Replay value? The only thing that would justify another playthrough of this would be if you’re a completionist (there are two characters here) or for anniversarial obligations.
Graphics and Layout? Donkey Kong Country this ain’t. 3D renders as sprites was popular at the time, but here, it just fails miserably. Both Sonic and Knuckles look like poorly animated gifs. The levels are dull and washed out also, and not the least bit positively memorable.
Music & Sound Effects? There are VERY little tunes worth speaking of, which is considered heresy for this series. It’s like the bare minimum was attempted here…just like the rest of the game, really.
Storyline? As non-existent as ever.
OVERALL RANK? I have no choice but to give Sonic Blast an