Star Cross'd Heroes
Name: Sonic Rush (All three nations)
Other Names (Nicknames): Rush, Rush 1
Release Dates:
November 15th, 2005 - USA
November 18th, 2005 - Europe
November 23rd, 2005 - Japan
Quality: 64-Bit, sidescrolling platformer
Game System(s): Nintendo DS
Also released on: N/A
Developer(s): Dimps and Sonic Team
Publisher(s): SEGA Corporation
Credits: See Sonic News Network.
Character Introductions: Blaze the Cat, Eggman Nega.
Region Game Takes Place On: Unconfirmed.
Concept Introductions: The newest ability is also the one you'll be finding yourself using the most, and the ability that would prove to be one of the most controversial from this point forward. I'm talking, of course, about Sonic's Super Boost and Blaze's Fire Boost, both of which utilize the new Tension Gauge. A quick press of the x button will send the two dashing along the level, provided the gauge is somewhat full. You can keep it charged by performing tricks in mid-air (after shooting off ramps and rails) and while grinding. The bosses, while fought in a side-scrolling manner, take advantage of their 3D environment to launch attacks and such.
Concept Deductions:
The character roster has been shortened to two: Sonic and new girl Blaze. As you can expect from a game like this, the two play the same, except for a few differences. Sonic is, of course, the fastest of the two and the one you'll probably feel the most comfortable with. His air tricks don't get a lot of hangtime, though. Blaze isn't as fast as Sonic, but her tricks have an aerial advantage over Sonic, giving her much more airtime to cover the levels with.
Besides that, the traditional badniks you're used to seeing have been replaced...by Egg Pawns. Also, it would seem that Eggman's at least tried to branch out, as some of his robots resemble those made by GUN. The lamp posts have been replaced with the star checkpoints from Sonic Heroes. These fill your Tension Gauge a bit when touched.
Finally, we come to the Special Stages. Similar to Sonic Chaos, the Blue Blur is the only one who can access them (Blaze has her own Emeralds to worry about, after all) and he does so with Special Generators hidden in each Zone (2-3 to an Act). All he has to do is grab onto one and fire his Super Boost, generating enough energy to shoot him into the Special Stage. Of course, you can forget it if your Tension Gauge is close to empty, since it'll take about two bars to get in. In a design move that will surprise virtually no one who's familiar with this series, the Stages harken back to Sonic 2; run along the half-pipe and collect enough rings to progress. This time around, though, you not only have bombs to contend with, but robots as well. You'll have to get Sonic past these with the stylus, leading him from side to side and out of trouble; tapping a robot with the stylus will trash it with a Homing Attack, marking the first time you're allowed to use offensive maneuvers in a Special Stage. Also, keep an eye out for the star markers. Run into one and you'll have to touch some numbers in a certain order and direction to gain rings, the quicker you succeed, the more rings you can pocket.
Storyline:
It would seem that Dr. Robotnik has decided to wreak cross-dimensional havoc as he's decided to disturb a whole 'nother would this time. Of course, he didn't count on this world (or its respective gems, the Sol Emeralds) having a protector: Princess Blaze the Cat, who takes off in hot pursuit (literally, in her case). It's her duty to get those gems back to her world, lest both dimensions cave in on each other.
Oh, and Sonic gives chase as well. Can't have ol' Eggman running amok while he's around, can you?
Personal Criticism/Opinion (by Ryan the Game Master):
Out of all the Sonic games I've played, this is definitely one of the fastest. Nearly everything about it is quick-paced, from the moves to the structure and even the music. It doesn't have much platforming, though; I'd have also preferred if the stages offered more exploration opportunities like Advance 3 did. The design seemed more stable back then, I suppose. Still, there's plenty of skill to find here. Performing tricks, blasting through the levels wtih as much style as you can muster, finding new ways to cruise. There's always something to be wowed over. The dual screen gameplay is a very nice touch as well. With more to watch out for, you get a feeling of suspense which just adds to the intensity.
The narrative has also been improved upon, as this is the first of Sonic's 2D adventures to actually have some. It's not perfect, of course, but you can still identify with what's going on as the tale unfolds.
Overall, this is one of the best 2D Sonic games I've played in a while. With some more tweaking to the design, this could've been absolutely astounding. As it is, while not the game to bring Sonic back to the forefront, it's a quick start back to glory.
Let's see some GAMER'S PERSPECTIVE:
Replay value? The ranking system and Time Attacks have returned and there's always multiplayer, done wirelessly, of course.
Graphics? Pretty well done, considering the hardware. The envorinments are pure Sonic and the 3D models are better looking than you'd think. I'm glad this direction was taken. If the Advance sprites had been used again, I doubt the game would look as good.
Music & Sound Effects? The music, compiled by acclaimed Jet Set Radio composer Hideki Naganuma has a strong quality and has an overall fresh feel about it — something you'd see unexpectedly in a Sonic title. With an intricate mixture of house, jive, pop, hip-hop and techno inspired beats and randomly placed vocal sound effects, each level showcases the game's fast-paced atmosphere with an equally as action-packed and electrifying soundtrack. Each level has a titled theme, with a remix for Blaze (done by Sega vet Teruhiko Nakagawa). Very nicely done, as usual.
Storyline? Not as deep as we're used to, but better than you'd expect. It ain't Adventure caliber, but it's pretty damn close, something Sonic's 2D outings were sorely missing.
OVERALL RANK? I give Sonic Rush an
Other Names (Nicknames): Rush, Rush 1
Release Dates:
November 15th, 2005 - USA
November 18th, 2005 - Europe
November 23rd, 2005 - Japan
Quality: 64-Bit, sidescrolling platformer
Game System(s): Nintendo DS
Also released on: N/A
Developer(s): Dimps and Sonic Team
Publisher(s): SEGA Corporation
Credits: See Sonic News Network.
Character Introductions: Blaze the Cat, Eggman Nega.
Region Game Takes Place On: Unconfirmed.
Concept Introductions: The newest ability is also the one you'll be finding yourself using the most, and the ability that would prove to be one of the most controversial from this point forward. I'm talking, of course, about Sonic's Super Boost and Blaze's Fire Boost, both of which utilize the new Tension Gauge. A quick press of the x button will send the two dashing along the level, provided the gauge is somewhat full. You can keep it charged by performing tricks in mid-air (after shooting off ramps and rails) and while grinding. The bosses, while fought in a side-scrolling manner, take advantage of their 3D environment to launch attacks and such.
Concept Deductions:
The character roster has been shortened to two: Sonic and new girl Blaze. As you can expect from a game like this, the two play the same, except for a few differences. Sonic is, of course, the fastest of the two and the one you'll probably feel the most comfortable with. His air tricks don't get a lot of hangtime, though. Blaze isn't as fast as Sonic, but her tricks have an aerial advantage over Sonic, giving her much more airtime to cover the levels with.
Besides that, the traditional badniks you're used to seeing have been replaced...by Egg Pawns. Also, it would seem that Eggman's at least tried to branch out, as some of his robots resemble those made by GUN. The lamp posts have been replaced with the star checkpoints from Sonic Heroes. These fill your Tension Gauge a bit when touched.
Finally, we come to the Special Stages. Similar to Sonic Chaos, the Blue Blur is the only one who can access them (Blaze has her own Emeralds to worry about, after all) and he does so with Special Generators hidden in each Zone (2-3 to an Act). All he has to do is grab onto one and fire his Super Boost, generating enough energy to shoot him into the Special Stage. Of course, you can forget it if your Tension Gauge is close to empty, since it'll take about two bars to get in. In a design move that will surprise virtually no one who's familiar with this series, the Stages harken back to Sonic 2; run along the half-pipe and collect enough rings to progress. This time around, though, you not only have bombs to contend with, but robots as well. You'll have to get Sonic past these with the stylus, leading him from side to side and out of trouble; tapping a robot with the stylus will trash it with a Homing Attack, marking the first time you're allowed to use offensive maneuvers in a Special Stage. Also, keep an eye out for the star markers. Run into one and you'll have to touch some numbers in a certain order and direction to gain rings, the quicker you succeed, the more rings you can pocket.
Storyline:
It would seem that Dr. Robotnik has decided to wreak cross-dimensional havoc as he's decided to disturb a whole 'nother would this time. Of course, he didn't count on this world (or its respective gems, the Sol Emeralds) having a protector: Princess Blaze the Cat, who takes off in hot pursuit (literally, in her case). It's her duty to get those gems back to her world, lest both dimensions cave in on each other.
Oh, and Sonic gives chase as well. Can't have ol' Eggman running amok while he's around, can you?
Personal Criticism/Opinion (by Ryan the Game Master):
Out of all the Sonic games I've played, this is definitely one of the fastest. Nearly everything about it is quick-paced, from the moves to the structure and even the music. It doesn't have much platforming, though; I'd have also preferred if the stages offered more exploration opportunities like Advance 3 did. The design seemed more stable back then, I suppose. Still, there's plenty of skill to find here. Performing tricks, blasting through the levels wtih as much style as you can muster, finding new ways to cruise. There's always something to be wowed over. The dual screen gameplay is a very nice touch as well. With more to watch out for, you get a feeling of suspense which just adds to the intensity.
The narrative has also been improved upon, as this is the first of Sonic's 2D adventures to actually have some. It's not perfect, of course, but you can still identify with what's going on as the tale unfolds.
Overall, this is one of the best 2D Sonic games I've played in a while. With some more tweaking to the design, this could've been absolutely astounding. As it is, while not the game to bring Sonic back to the forefront, it's a quick start back to glory.
Let's see some GAMER'S PERSPECTIVE:
Replay value? The ranking system and Time Attacks have returned and there's always multiplayer, done wirelessly, of course.
Graphics? Pretty well done, considering the hardware. The envorinments are pure Sonic and the 3D models are better looking than you'd think. I'm glad this direction was taken. If the Advance sprites had been used again, I doubt the game would look as good.
Music & Sound Effects? The music, compiled by acclaimed Jet Set Radio composer Hideki Naganuma has a strong quality and has an overall fresh feel about it — something you'd see unexpectedly in a Sonic title. With an intricate mixture of house, jive, pop, hip-hop and techno inspired beats and randomly placed vocal sound effects, each level showcases the game's fast-paced atmosphere with an equally as action-packed and electrifying soundtrack. Each level has a titled theme, with a remix for Blaze (done by Sega vet Teruhiko Nakagawa). Very nicely done, as usual.
Storyline? Not as deep as we're used to, but better than you'd expect. It ain't Adventure caliber, but it's pretty damn close, something Sonic's 2D outings were sorely missing.
OVERALL RANK? I give Sonic Rush an