|
|
|
|
A moderately successful Doodle Jump clone that provides plenty of challenge and content for the asking price, but little incentive to keep playing past the initial thrill of guiding a self-jumping Sonic up and up.
Sonic Jump is a moderately successful Doodle Jump clone that provides plenty of challenge and content for the asking price, but little incentive to keep playing past the initial thrill of guiding a self-jumping Sonic up and up. Sterile, lifeless visuals and a forgettable soundtrack won’t endear itself to the hedgehog’s notoriously loyal fanbase, and while it’s possible to ape the Doodle Jump motif while sprinkling in some franchise innovation - Namco’s Pac'n-Jump is a great example - Sonic Jump isn’t nearly as inventive with its bounty of potential. The inconsistent difficulty spikes, which can quickly turn a rather innocent casual-style game into a nightmare, may make the game a hit with the hardcore crowd but that's about it. While not a complete disaster, approach this Sonic Boom cautiously.
|
|
| Release: | October 18, 2012 |
| Rating: | 4+ |
| Publisher: | Sega |
|
|
Written by Evan Nathans (editor-at-large)
After a string of good-to-fair
attempts to crack the mobile market with ports of existing and brand new games,
Sega’s mascot has fared about as well in the iOS and Android world as he has in
the home console one that spawned him. Sonic Jump, an original mobile game developed by Sega’s
Hardlight Studio (the same folks responsible for porting Viking: Battle for
Asgard to PC), finds more ‘inspiration’ in the smash-hit Doodle Jump than the
vintage hedgehog games of the past, for better or worse.
To be fair, it’s a bit disingenuous to call this a blatant Doodle Jump
rip-off, as there was already an endless-jumping Sonic game of the same name
that predated Lima Sky’s blockbuster by a few years for the JME cellphone crowd.
Don’t feel bad if you’ve never heard of it - practically nobody has, and apart
from the singular ‘jump straight up’ mechanic and title, this new version shares
almost nothing with its badly-aged inspiration. This is an entirely game game
built for the world of smartphone/tablet gaming, meaning there’s no d-pad or
buttons required; everything is controlled via quick tilts, taps, and
double-jump taps.

The gameplay is simple and straightforward enough - literally - as you’ll
guide Sonic as he jumps straight up towards the goal post, tilting your device
left/right to bounce from platform, spring, and crumbling rocks and switchboards
while avoiding scores of enemies and hazards and collecting rings. Sonic
auto-jumps from each platform, though you’ll get a quick double-jump by tapping
the screen, and regular rules apply for collecting rings: a stash will protect
you from a single hit and keep you jumping, though get smacked again and it’s
Game Over. Enemies can only be popped by spin-jumping from below them, and it
isn’t long before you’ll go up against giant fans that blow you away, falling
debris, and there’s some added strategy with being able to quick jump outside
the border frame to the other side.
Story Mode contains three worlds to choose from (once unlocked), each packed
with 11-levels of jumping action as well as one boss battle stage. Apart from
simply surviving and collecting rings, you’ll also get to snag three red stars
to help buy/unlock items in the shop to make things easier, like bounce-back
nets and the like. Arcade Mode reconstitutes various enemies and platforms for
some endless-jumping fun to get the highest score possible; it’s exactly what it
sounds like and offers a nice incentive challenge for some quick bragging
rights. Tails and Knuckles are even here to help spice things up, though you’ll
have to unlock level 17 for Mr. Miles Prower and level 20 for the red Echidna.
It’s a good bet there might be additional levels added later (hello, DLC and
IAP) but for now there’s a nice chunk of gameplay here to keep most fans busy -
provided they survive that long.
The most maddeningly thing about Sonic Jump are its difficulty spikes, which
occur so frequently that you might be tempted to hurl your device in a fit of
Sonic Boom rage. Levels bombard you with multi-dangers and missed-jump platforms
before they should, almost without a care if such early hyper-difficulty
challenges are even fun. There’s a certain thrill that comes with completing a
particularly tough spot, but failing dozens of times intermittently has a way of
dulling the excitement. Hardcore challenge seekers might be in Sonic heaven
here, but I fear most casual types will just give up in sheer frustration
without getting that far into the game.
The game looks nice and sharp in that crystal-clear ‘high-definition’ style,
meaning Sonic and the various enemies all sport that bland, sterile look. It’s
as if Hardlight plucked stills from the various Sonic Rush games and scrubbed
them clean from all personality, blending the sprites with blurry backgrounds
(to simulate depth) and called it a day. The result is a hodge-podge stew of
colorful bits that almost resembles a pre-Facebook MySpace page; technically
nice but artistically devoid of anything worthwhile. It’s only during the rare
between-level storyboard scenes where the game comes back to life somewhat,
reminding us just how great Sonic and Crew can be when they’re rendered
properly.
As hardcore fans probably know all too well, a decent soundtrack can be the
sole saving grace of even a mediocre Sonic game (most of the latter day
efforts); sadly, that hasn’t happened here, as the BGM is a disappointedly
forgettable mix of low-grade faux-Sonic tunes that fail to salvage the
lackluster visuals.
A quick note about playing the game on either the smaller-screen iPhone/iPod
Touch versus the iPad; both versions are identical, though each uses the
available real-estate differently. On older iPhones there’s slightly less
height, whereas lucky iPhone/iPod 5 users get to take advantage of that
elongated screen. iPad users get a slightly wider viewing area, which in turns
means more breathing room and less obscuring those precious platforms.
Sonic Jump is a moderately successful Doodle Jump clone that
provides plenty of challenge and content for the asking price, but little
incentive to keep playing past the initial thrill of guiding a self-jumping
Sonic up and up. Sterile, lifeless visuals and a forgettable soundtrack won’t
endear itself to the hedgehog’s notoriously loyal fanbase, and while it’s
possible to ape the Doodle Jump motif while sprinkling in some franchise
innovation - Namco’s Pac'n-Jump is a great example - Sonic Jump isn’t nearly as
inventive with its bounty of potential. The inconsistent difficulty spikes,
which can quickly turn a rather innocent casual-style game into a nightmare, may
make the game a hit with the hardcore crowd but that's about it. While not a
complete disaster, approach this Sonic Boom cautiously.

|
|
|
|
April sales rained down 42% hardware and 17% software losses YOY, with total dollars spent down a gloomy 25% overall.
|
| May 17, 2013Read More! |
|
|
A slapdash collection of the same pitfalls seen in the original game, choosing to bask in gimmickry and momentum from fans rather than creating a stable and engrossing experience.
|
| May 15, 2013Read More! |
|
|
A more accessible experience for those who might have struggled with the first two games, and a considerable improvement over the original release.
|
| May 3, 2013Read More! |
|
|
In no way perfect, but still an excellent entry to the world of DC Universe as well as an exciting fighting game with fan favorites and a narrative to keep players engaged.
|
| April 26, 2013Read More! |
|
|
Mars' wrath continued as hardware sales fell 32% YOY, while software managed a slight gain of 2% off a string of high-profile releases.
|
| April 19, 2013Read More! |
See More From Games...
|
|
We chat with Viviane Schwarz, author + illustrator of the dazzling new graphic novel The Sleepwalkers. All Ages Welcome.
|
| May 9, 2013Read More! |
|
|
Beautifully illustrated in both style and substance; rewards those who give in to its infectious sense of optimism in discovering one’s own place in the world.
|
| May 8, 2013Read More! |
|
|
We chat with the multi-talented author and artist of Calling Dr. Laura: A Graphic Memoir about life, love, and following your dreams.
|
| April 26, 2013Read More! |
|
|
We chat with author Ted Kosmatka about his latest novel, Prophet of Bones, what it’s like working for Valve, and writing intelligent fiction.
|
| April 26, 2013Read More! |
|
|
Sedaris' latest collection of essays is as good as they’ve ever, filled with the same observational humor and honesty that's helped endear him to so many.
|
| April 26, 2013Read More! |
See More From Culture...
|
|
Like its 2009 predecessor, J.J. Abrams reduces Gene Roddenberry's once exciting and idealistic vision to the level of meaningless summer popcorn thrills.
|
| May 17, 2013Read More! |
|
|
Under Luhrmann's direction, Fitzgerald's novel is freed from the weight of its literariness; there's an energy that has never been seen before, a vibrancy, a sense that we’re actually being told a story.
|
| May 11, 2013Read More! |
|
|
While light on content, this Kaijudo starter DVD makes a good place for curious new fans to get acquainted with the hit animated series.
|
| May 10, 2013Read More! |
|
|
A nice collection of Nickelodeon's popular shows starring recognizable friends and well-intentioned lessons for preschool viewers and their parents.
|
| May 10, 2013Read More! |
|
|
Although the film is good-natured fun, it cannot compare to the original 2008 film, which still ranks as one of the greatest superhero films ever made.
|
| May 1, 2013Read More! |
See More From Movies...
|