-- Tails Adventure --

Formats: Sega Game Gear
Genre: Platformer
Developer: Sega of Japan
Rating: K-A
Debut: September 22, 1995 (Japan)
Cast: Miles "Tails" Prower
No image available
Sonic and Tails have temporarily parted for a little vacation time, and Tails decides to visit his favorite holiday spot. It's a little island he discovered, and named it after himself: Tails Island! Problem is, there won't be much relaxing on this vacation. That's because a heavily-armed bird army is sweeping through the island! Tails isn't about to give up his island to some crazy army of birds, so armed at the start with nothing but simple bombs, Miles takes on the bird army, with all the animals on the island counting on him!

-- International Info --
Area
Title
Debut
Japan Tails Adventures September 22, 1995
Europe Tails Adventure September, 1995
USA Tails Adventure November, 1995
   Being a major switch from traditional Sonic games, Tails Adventure chooses to go the route of the puzzler over action. Infact, it might even be considered an action-RPG in 2D platformer style. (Anyone familiar with the Ys series or Popful Mail should know what I'm talking about.)

   Starting the game off, Tails has nothing more than Regular Bombs, a 10-hit power bar (hits being measured in Rings, of course), and about two seconds on his Flight Gauge. As the player travels through the game, he obtains a total of 26 weapons, about twelve seconds of flight time, and a 99-Ring power bar. Weapons are discovered hidden around levels, while power bar and Flight Gauge are extended by discovering Chaos Emeralds (there are six in total), also hidden around the levels.

   As Tails' inventory increases, only four weapons can be brought into any level at a time. Often this presents a trial and error setup, requiring several trips into any one level to determine which four weapons need to be brought along for the trip. (The most useful items tend to be the Triple Bomb, Remote Bomb, Remote Robot, and Teleport Device.)

Here are the game's twelve levels:

  1. Tails' House -- Not really a level, this is where you start every game and equip, or switch to the Sea Fox.
  2. Poloy Forest -- The first area attacked by the Bird Army, this flaming forest recalls memories of the inferno Robotnik made out of Angel Island. Simple design, and a good place to get used to Tails' various moves.
  3. Volcanic Tunnel -- As the name suggests, it's an underground cavern flowing with magma. The terrain's your worst enemy here, so expect more old-fashioned platforming than brain-teasing puzzles.
  4. Polly Mountain 1 -- Here you're exploring the outside ledges of Polly Mountain. This level's got a bit of everything, so keep on your toes. Notice the music is a re-vamped version of the Aqua Lake Zone tune (from Sonic 2 on Game Gear).
  5. Caron Forest -- This eerily quiet jungle is a level of puzzles. You're going to have to learn to use Tails' Remote Robot in some creative ways...
  6. Green Island -- You're gonna have lots of bug trouble in this woodsy island. You'll definitely want to pack along the Napalm Bomb, as it's the only way to destroy bee hives.
  7. Cavern Island -- You'll need your Remote Robot and a good sense of direction to find your way through this massive maze...
  8. Lake Rocky -- The first underwater level, this is a good place to get used to the Sea Fox's controls. (Betcha didn't know the Remote Robot was the Sea Fox all along, didja?)
  9. Lake Crystal -- You play salmon in this battle against the raging current from a waterfall. The only way you'll make it over the cliffs is with the Extra Speed attachment.
  10. Polly Mountain 2 -- It's back to Polly Mountain, only this time you're exploring the inside. The Night Vision goggles are a necessity, and remember...when you find yourself stuck under a bridge, use the Remote Bomb (I was stuck on that damn puzzle for three months...).
  11. Coco Island -- There's more to this unusual island than meets the eye...
  12. Battle Fortress 1 -- The Sea Fox takes to the air in this dogfight. All you'll really need are adequate 2D shooter skills...
  13. Battle Fortress 2 -- All of Tails' learned abilities will be put to the test in the final battle inside the Bird Army aircraft. Pack along the Triple Bomb, the Remote Bomb, the Remote Robot, and the Wrench.
And now here's a list of the game's 26 items and their respective effects:
  • Regular Bomb -- You start the game with these babies, and they're presumably Tails' key form of offense. Blows up all enemies and your basic stone barriers. (I'm willing to bet that Tails purchases his unlimited bomb supplies from the same manufacturer that Bean the Dynamite gets his from...)
  • Large Bomb -- Destroys all on-screen enemies, but takes several seconds to detonate after placing. Also useful for those stubborn, thick stone barriers.
  • Remote Bomb -- This handy little sucker will only detonate when you trigger it. Not very effective against enemies, but a necessity on many puzzles. Carry this item with you into nearly every level, as it's almost always needed...
  • Napalm Bomb -- Throw this puppy on the ground to create a wave of flame that destroys everything in its path, including objects above. It's the only way to clear through tall grass.
  • Triple Bomb -- An enhanced version of the Regular Bomb. Once you obtain this item, you'll never need the Regular Bombs again. Naturally, being Tails' key form of offense, you'll need these in every level.
  • Wrench -- The final obtainable item in the game, the Wrench's only use comes in the final level, where you'll be using it to work machines and reverse the direction of conveyor belts.
  • Helmet -- By ducking under this giant bowl, all enemy fire will be reflected, and Tails will be safe from any damage. Of course, you can't move at all while using it...
  • Remote Robot -- The most important item in the game, barring only the Regular and Triple Bombs. Once you snag this mechanical pup, pack him along to every level. 90% of the game's puzzles revolve around maneuvering the robot to open the path for Tails himself, so learn this canine's tricks early.
  • Hammer -- Take out your frustrations on enemies and certain stone barriers with this fine mallet. (Bean's bombs, Amy's mallet...what's next, Sonic's spin?)
  • Teleport Device -- This is a handy little item that should prove extremely useful while exploring new levels to determine what items you'll need to pack along, as well as when returning to old levels to pick up items you couldn't reach the first time. Warps you back to Tails' House anytime.
  • Night Vision -- You'll need these infra-red goggles to light up dark levels. I mean, unless you think you're good enough to play them in pitch black...
  • Speed Boots -- Anyone who's ever played a Sonic game in his life (and I don't think you'd be here if you haven't) should be familiar with this item. Gives Tails the ability to run, and fly at a faster speed.
  • Super Glove -- You can't have a self-respecting action-RPG without a Power Glove item, which naturally allows you to lift obscenely heavy objects. It's yet to be explained exactly how wearing a glove raises a character's strength, but there are some questions better left unasked...
  • Fang -- Better known to US audiences as "Nack". Everyone's favorite weasel gives Tails a lesson in Ring-pinching. Carry this item along with you into any level to increase the chances that a destroyed enemy will drop a Ring.
  • Knuckles -- Bombs are OK, but sometimes it's just more satisfying to belt those bent birds' beaks in (there's a new tongue-twister for ya). So make like everyone's favorite echidna and implant your fist into some face.
  • Sonic -- ...I had to say something. Tails borrows Sonic's spin with this item, although the control is more like that of a slingshot. Like Knuckles' punch, it's more of a cute series tie-in than a useful item.
  • Item Radar -- This time-saving piece of equipment will let you know if there's an item you missed still in the level. If you don't get a read on the radar, don't waste your time.
  • Radio -- While completely useless to gameplay, this beat-buster is the game's only trace of a sound test. It just so happens that you can continue the level while jamming to your choice of tune...
  • Proton Torpedo -- The Proton Torpedo is to the Sea Fox what the Regular Bombs are to Tails. Your standard underwater weapon, they fire straight ahead.
  • Vulcan Gun -- A smaller, rapid-fire version of the Proton Torpedo. This is particularly handy in the Battle Fortress dogfight...
  • Extra Speed -- Created solely for Lake Crystal, this boost-builder is the only way to get up that level's waterfalls.
  • Extra Armor -- A starry forcefield protects the Sea Fox, making it invincible as long as this item is selected.
  • Anti-air Missile -- This projectile shoots straight upward...handy for surprising enemies from below, and busting open barriers above.
  • Spark -- Creates a strong electrical field around the Sea Fox, clearing the screen of all enemies and mines.
  • Mine -- Like the Anti-air Missile, except you drop 'em below rather than shoot 'em upward. Catch enemies from above, or destroy barriers directly below.
  • Rocket Booster -- This attachment allows the Sea Fox to fly...the only way to play Battle Fortress 1.

   Although it isn't in the traditional Sonic style, TA is a thoroughly enjoyable game by any rights, and a perfect way to kill a long car trip. The graphics and music are also top-notch by Game Gear standards. It's a fair size for an 8-bit title, but that's still deathly short compared to the massive 16 and 32-bit RPG's we're used to playing. My one major complaint is the time-consuming password feature, which would've been much more bearable as a save option.

screenshot screenshot
screenshot

Grade: B

-- MIDI Collection --
None available
-- Related Media --
· US Cover
Ultimate Password: The following password will take you to the last level with all available items: ADE7-AA2A-51A6-6D12

Box cover and screenshots taken from Sega Online. Information compiled and arranged by Jared "Green Gibbon!" Matte.