![]() The more sequential tricks you performed, the more points you’d receive and the higher your grade was at the end of the stage. Yes, tricks – in another tremendous stylish touch, tapping the B and R buttons in certain situations (bouncing from springs, grinding rails etc) made Sonic pop and lock in midair, showing off to the player. The catch was that the 'Boost' bar had to be filled by destroying enemies, collecting items or performing tricks. With a quick tap of the Y button, Sonic would boost forward at a tremendous speed – from zero to Mach 1, basically – destroying anything in his path. Sonic had a new move, one that would come to be very familiar. And best of all? This game was cool as hell.Ī lot of Sonic Rush’s aesthetic was, admittedly, borrowed to some extent from the vibe of cult Dreamcast hit Jet Set Radio with Hideki Naganuma on soundtrack duty, the game oozed style out of its electronic pores. This unassuming handheld spin-off was ultimately so influential that it changed the core gameplay of the main series. It was a new handheld Sonic, and they were a dime a dozen at the time with the Sonic Advance trilogy, Sonic Adventure 2: Battle and Sonic Pinball Party. Things seemed a little bleak for our hero.īut then came Sonic Rush, a title few had paid attention to in the lead-up to its release. Efforts such as Sonic Adventure DX Director’s Cut and Sonic Heroes didn’t exactly set the world on fire, while Shadow the Hedgehog represented a kind of franchise nadir, marketed around Shadow packing heat and using transgressive language such as “damn”. Unfortunately, while he maintained his cool as a character, there came a point in time when Sonic games started to be seen as the exact opposite. Say what you will about the fanbase, what with its full-size Sally Acorn models with complete skeletal structures and such, but Sonic himself epitomises radness. ![]()
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