--
Sonic the Hedgehog Pocket Adventure
-- *whacks you in the shin with
the Veal Cane* Now listen here, sonny! Back in MY day, we didn't
have any fancy poh-lee-gons or fat fishing cats. Nossir, all we had
was a fast blue hedgehog and some blazin' 2D, pixel-generated
graphics. And you know what...we loved it! And just when we
thought the good ol' days were gone for good, SNK proves that you
can teach an old dog new tricks. Sonic Pocket Adventure
captures the true spirit of Sonic's 2D era, right around the Sonic 2
phase...the one that will undoubtedly be most nostalgic for us
hardcore. None of that new-fangled stuff, what we have here is
genuine Sonic in its purest form.
--
Story -- Oddly enough, they
don't give you the backstory in the instruction manual. What is
clear is that Robotnik is -- big surprise -- after the Chaos
Emeralds. Or one of 'em, anyway...at the end of the Aquatic Relix
Zone, he nabs one from Knuckles and makes off with it. Chase him
down, and he uses it to power his latest nasty machine.
The art is mostly in the new Adventure style,
although the on-screen Sonic sprite is of yore. Silver Sonic is back
in his original model (with all the same moves), and Tails' plane
also happens to be the Tornado 2, although it never does that cool
transforming thing.
--
Gameplay Info -- SPA is about
80% Sonic 2, 10% Sonic 1, 5% Sonic 3, and the last 5% is comprised
of Sonic CD, Adventure, and some original stuff. Straightforward
gameplay follows the Sonic 2 schema more closely than any other.
(For the woppie on that, check out the Sonic
2 page.) Most of the graphics are plucked from the same game,
although there are a couple of Zones with visuals akin to Sonic 1.
The music, meanwhile, is derived almost entirely from Sonic 3 &
Knuckles.
Level-design is completely new and original,
although in terms of decor, the Zones are a lovely medley of classic
Sonic elements. Here's how things stack up:
- Neo South Island -- Visually, it's the Green Hill Zone. The
level layout, contrarily, seems to be a draw between Emerald Hill
and Palmtree Panic. The music in Act 1 is from Sonic Jam's
Sonic World, and Act 2 sports the tunage from Act 1 of Angel
Island.
- Secret Plant -- The successor to Chemical Plant, both in looks
and design. Act 1's music is Angel Island Act 2, while Act 2's is
Hydrocity Act 1 (confusing, isn't it?).
- Cosmic Casino -- Like Casino Night on steroids. The Photo
Pieces you'll find around here aren't difficult to spot...getting
to em's the trick. The BGM in Act 1 is from Sonic 3's Gumball
Machine bonus, and you'll be jammin' to an upbeat remix of the
Slot Machine bonus in Act 2.
- Aquatic Relix -- The mandatory water level, following the
rules set by Aquatic Ruin. At the end, you'll fight Knuckles in a
Hidden Palace-ish arena. Knux attacks just like he did the first
time around, with Spin-Dashing and gliding. The music in Act 1 is
from Act 1 of Mushroom Hill, while Act 2's is derived from
Hydrocity Act 2 (without the sublime second movement, sadly). The
Knuckles boss music is, oddly enough, from Flying Battery.
- Sky Chase -- The third appearance of Sky Chase, securing it
with Green Hill, Death Egg, and IceCap as an official recurring
Zone! It's just as it was in Sonic 2, only you're wing-walking on
the Tornado 2 (as portrayed in Sonic Adventure). The Photo
Pieces are hidden at the upper-most and lower-most levels of the
screen. The BGM is that of Azure Lake.
- Aerobase -- A variation on Wing Fortress, where the biggest
danger frequently proves to be falling off the bottom of the
screen (don'tcha just hate that?). The boss is Silver
Sonic, who attacks just like he did in Sonic 2. The Zone's BGM is
derived from Death Egg (the Sonic & Knuckles version).
- Gigantic Angel -- Gigantic Angel is the lovechild of Scrap
Brain and Metropolis. Visually, the graphics are straight out of
the definitive "factory" Zone in Sonic history (that's Scrap
Brain, in case you're new). The level-design, however, utilizes
all the tricks of Metropolis. The music in Act 1 is that of Desert
Palace, while Act 2's is Chrome Gadget (one of my personal
favorites).
- Last Utopia -- The "final" boss match and nothing more, taking
place on a platform identical in appearance to the one at the end
of Death Egg in S&K. The music is, appropriately enough, that
of the Doomsday Zone.
- Chaotic Space -- The "extra" stage...you only get to play it
if you've collected all seven Chaos Emeralds. It's just like the
first half of Doomsday: Robotnik fires missiles at you from his
hovercraft, and you've got to knock them back at him by ramming
the suckers on the wide end. The music is that of Sky Sanctuary.
Special Stages are entered as in Sonic 1: reach
the end of Act 1 with 50 Rings, then jump into the giant Ring. There
are six Special Stages, and each can only be accessed by its
respective Act. Neo South Island will take you to the same Special
Stage everytime, even if you've already obtained the Emerald from
it, so there's no taking the easy way out.
The stages themselves are of the Sonic 2
strain: you're running inside a giant half-pipe, collecting a quota
of Rings and dodging Bombs. It's really pretty slick, and looks
three times better than its blocky, choppy Genesis counterpart. The
control is closer to that of the Saturn 3D Blast Special
Stages, however...it's quite sensitive, making it easy to oversteer.
Another difference are the flashing flowers. In each stage, you'll
find a color-changing flower somewhere in the center. Touch it, and
you'll earn a Continue, whether you complete the stage or not. If
you do complete the stage, you're naturally awarded with a
Chaos Emerald. There are six Emeralds to be obtained this way,
leaving you one short. Knuckles has possession of the white Emerald,
but Robotnik nabs it from him at the end of Aquatic Relix. He uses
it to power his machine in Last Utopia, and you've actually got to
knock the jewel off the machine, then grab it before you
finish Eggboy off. After that, you're given access to the true final
boss round, Chaotic Space. A new "Sound Test" feature also opens up
in the options screen.
Oh yeah, and the classic five-flavor item
assortment is here:
- Super Ring -- Worth 10 Rings
- 1-Up -- Gives you an extra chance
- Power Sneaker -- Temporarily raises your speed
- Invincible -- Makes you invincible for a short time
- Shield -- Protects you from one hit
So make no mistake about it, "classic" is the
theme in SPA. But with all this "classic" all over the place, you
may be under the impression that there's no NEW stuff, in which case
you'd be wrong. There are a number of different gameplay modes, or
"Rooms."
The Trial Room is, simply enough, a Time
Attack. Go for the best time in any Zone that you've already cleared
in the actual game. If you do well enough, you're given an award
based on your performance: Platinum, Gold, Silver, or Bronze. There
are two ways to play the Trial Room: "Time Trial" or "Advanced."
What's just been described is the standard Time Trial. In Advanced
mode, you must finish the Act with at least 50 Rings for your score
to be recorded. Mommamia, that's a spicy meatball! When you access
the Trial Room for the first time, you're required to enter a name
(up to five characters). All your best times will be scored under
the name you enter here. This comes into play when you trade data
with friends.
Duel Room takes you to the two-player mode,
where you can go head-to-head against a
friend/enemy/rival/lover/relative, or who the heck ever you know
owns a NeoGeo Pocket Color and his own copy of SPA. There are two
versus games to play: "Sonic Rush" and "Get the Rings." Sonic Rush
is simply a race to the finish...if you "die" at any point, your
opponent automatically wins; and if neither player finishes before
the time limit runs out, the contest is a draw. In "Get the Rings",
the challenge is to be the first to collect a randomly-chosen quota
of Rings. The quota is decided upon by spinning a roulette disk. In
either versus game, I believe one player controls as Sonic and the
other as Tails, although I am unable to confirm this.
The Puzzle Room is SPA's coolest feature.
Hidden in the Zones throughout the game are 96 "Photo Pieces."
Collect a Photo Piece in a level, then complete the Act (otherwise
it won't be recorded). The piece(s) you collected will be
transported to the piece pool in the Puzzle Mode. From there, you
can attempt putting them together to form six different pictures:
one of Sonic, one of Tails, one of Sonic & Tails, one of
Knuckles, one of Tails in the Tornado, and one of Robotnik. The
pieces are color-coded so it doesn't become too difficult,
and once you've completed a puzzle the picture becomes full-color. I
suppose something happens if you complete all six, although I've yet
to achieve that goal (a mere three Photo Pieces yet elude my grasp,
but I'm working on it). You can "Initialize" the puzzles at any time
and send the Photo Pieces back into the levels in case you want to
hunt 'em down again.
Like Sonic CD, Pocket sports a flash
save function, so once you've reached a Zone, you can return to it
at any time via the "Continue" option on the title screen. It also
records the Emeralds you've obtained, and the Photo Pieces as well
(quite thankfully). On the options screen, you can choose to have
the difficulty set on either "Easy" or "Normal." On Easy, certain
obstacles are absent and the bosses require less damage to defeat.
You're also given the option to turn the timer off (handy for those
Photo Piece-hunting excursions), and set the amount of lives you
wish to work with to 1, 3, or 5.
--
Screenshots --
--
Behind the Screens -- Unless
you count Sonic Jam on Tiger's Game.Com, this marks Sonic's
first appearance on a non-Sega console. SNK was behind the
development, although Yuji Naka and the Sonic Team are credited as
supervisors, so the quality was assured from the get-go.
The announcement was originally made in
February of '99, when SNK revealed Sonic to be among the upcoming
titles for its fledgeling handheld system. Most folks didn't know
what to make of it at first...a mistranslation maybe, or a game with
"Sonic" in the title, but not Sonic the Hedgehog. The game was first
unveiled in early August of the same year, revealing plenty of the
game's first level (Neo South Island) as well some of the various
gameplay modes (with the misnomer "Pazzle Mode"). More of the game
was revealed shortly afterward, along with a project Japanese
release of December 1. Later, that date was moved to the 16th, and
finally to January 13; although the game was released in the
US on December 3. Upon its release, SPA met with rave reviews, and
understandably so. Without question, it remains the best reason to
own a NGPC, and is a celebration of classic Sonic along the lines of
Super Mario Bros. Deluxe.
A couple of weeks later, SNK released the
NGPC/SPA bundle for $99. The bundle included a NeoGeo Pocket Color
unit (in either Platinum Silver or Blue) along with a Sonic
Pocket Adventure pack-in. On January 11, 2000, Pocket was
released in Japan. As far as I know, the only difference between the
international versions are the graphics in the selection screens.
--
Trivia --
- In the US graphic for the Trial Room "Advanced" mode, some
schnook colored Sonic's legs the same flesh tone as his arms. In
one of the puzzle photos (the green-bordered pic with Sonic &
Tails), his arms are blue. Call me a stickler for details, but if
I wore one of the suits over at SNK, I'd fire that graphic artist
along with the director who allowed it to pass.
Information compiled and arranged by Jared "Green Gibbon!" Matte. Make
no mistake, this site is a part of SonicNEXT. All Sonic
related materials are copyright Sega
Enterprises. SonicNEXT is created by Zifei Wu. Space provided by
VGHQ.com. Don't bother me, I'm still praying for a Sonic the
Hedgehog / King of Fighters
crossover.
|