Sonic’s Ultimate Genesis Collection

Sonic’s Ultimate Genesis Collection

Like many suburban kids in the early 90’s, I was fortunate enough to have parents who found it in their hearts to upgrade my afterschool entertainment past the default childhood staple of the Nintendo Entertainment System. For Christmas, my brother and I were told we could have either a Super Nintendo or a Sega Genesis. Since Genesis did what Nintendon’t and seemed eager to Welcome me To The Next Level, I opted for the black, sleeker looking, blood-in-Mortal-Kombat having Genesis. And I never looked back.

Sure, I didn’t get to play stuff like Zelda or Metroid until the late 90’s, but my Genesis was perfect company for the 16-bit generation. I owned or acquired well over half the games in this collection, with Sonic, Ristar, Vectorman, and Dynamite Headdy emerging as some of my favorite games of all time. What’s more is, despite not having played most of these games in over ten years, I found myself employing muscle memory to beat bosses in Vectorman, my brain instructing me to not kill Roo in Streets of Rage 3, and an unconscious and proper natural rejection of Sonic 3D Blast. Some of these titles are intrinsically linked to what defined my tastes in gaming and, for better or worse, they have seeped into my unconscious and become a part of me forever. I love some of these games, and I’m pleased to see them all in one place and available on a system currently attached to my TV. True, nostalgia is a cruel mistress and I may slap on the proverbial rose colored glasses and lose all objectivity, but isn’t that the point?

Collection Selection

Of course, a few bells and whistles have been added with the modern format. Perhaps the most prominent is a feature the emulation scene has employed for years, the ability to create “save states” and save a frame of your progress at literally any time. True, this could lead to screwing yourself over quite easily, but, more often than not, save states are a huge blessing. Sonic’s Ultimate Genesis Collection also flaunts a handful of unlockable interviews (the most interesting of which, for me, was Akira Nishino’s for Ristar – work was actually started on a sequel!). Custom button layouts, a handful of trivia for each title, optional pixel smoothing, trophy support, some background information, and a really slick presentation help round out what amounts to a stellar package. Co-op is local only and not online, but, as the rule goes, even terrible games are a little bit of fun when you’re playing with a friend.

Still, despite my love for the Genesis and my appreciation of the amount of hard work that went into this title, I can’t help but feel Sega missed the boat with the omission of a few titles. The obvious complaint is that Sonic and Knuckles can’t employ its lock on feature with Sonic 2 or 3 – something that my Saturn did with the Sonic Jam collection in 1997. Furthermore (and I realize this isn’t a real complaint since this is technically a “Genesis” collection), why are Sonic CD (save Gem’s Collection) and Chaotix always a no-show with Sonic compilation titles? Those are good games, Sega! Don’t do your fans a disservice and shelve two 2D Sonic classics in favor of cohesion. I realize proper emulation takes time, but these games aren’t going anywhere and I am sure a majority of the patronizing fan base could have waited it out, especially for Chaotix.

The Lineup

I dumped double digit hours into playing everything, opting to score each title with a letter grade instead of a number (hey, I played them all before 8th grade, it seemed appropriate).

Alex Kidd (1989) – For YEARS I remember reading about Alex Kidd and how his titles were the heart and face of Sega before Sonic was around. I was expecting some sort of landmark platformer and what I got…well…irritated me. I couldn’t wrap my hands around the twitchy controls long enough to kill anything with any sort of consistency, which lead to a significant amount of frustration. I know 1989 was a long time ago, but I don’t remember Mario or Adventure Island being quite as unplayable today. Judge me as you will, but I think Alex is for fans only. D

Alien Storm (1990) – A side scrolling beat ’em up and occasional horizontal shooter. By the numbers without much going for it, save the semi interesting alien-invasion (c’mon, aliens are always cool). C

Altered Beast (1989)- You see, at the time being able to power up and transform into a werewolf-thing was quite a novelty, and could easily mask problems one might perceive with the gameplay. Another 2D arcade ported side scrolling beat ’em up, Altered Beast definitely feels like a relic from a less civilized age. It’s slow, plodding, and incredibly repetitious in a genre constructed around repetition. Good for nostalgic value, but little else. C-

Beyond Oasis (1994) – Pretty looking Zelda clone which, in my opinion, sought to capitalize on the then-popular (thanks Disney) Aladdin theme. Unfortunately the game was neither as memorable as Zelda nor as fun as Shiny’s Aladdin, but it’s not a bad game. If only they included the Saturn sequel… C+

Bonanza Bros. (1990) – I didn’t remember this one, which makes sense because Wikipedia is telling me it never came out on this side of the planet. What I discovered was a quite pixilated side scrolling platform/shooter with a knack for unresponsive control. I don’t know if it’s the emulation or the inherent controls, but I had a hard time with it. Still, the basic gameplay of avoiding cops and stealing stuff is kind of alluring, until the one hit deaths add up and you can’t stand it anymore. C

Columns (1990) – Also known as the other falling block puzzle game, the one your friends swore was better than Tetris. Truth be told, I had a lot of fun with columns on my Game Gear, not nearly as much as I did with Tetris on my Gameboy, but it was a nice alternative. The gameplay still holds up today, which is way more than I can say for the previous five titles. A-

Comix Zone (1995) – Due to the large amount of press it was getting in Gamepro, I remember looking forward to Comix Zone for a while. The aesthetic and general theme is still undeniably awesome; beat the crap out of bad guys as you hop from panel to panel and watch the story unfold like an interactive comic book, but the repetitive beat ’em up gameplay came up a little short. Still wholly unique, it definitely deserves a look (and the main characters appearance just screams “1995”) B+

Decap Attack (1991) – The setup is arguably better than Bad Dude’s Ninja/President delivery; “Max D. Cap had emerged from underworld to invade our world!,” and then an armor-clad King Hippo threatens total domination. From there you assume the role of Chuck D. Head, who, as a mummy, has the power to shoot his face through his body and attack enemies. The platforming elements are fairly standard, the controls can be sluggish, and the music borders on annoying, buy, seriously, Chuck is a ridiculously awesome character and the game approaches levels of insanity not scene or felt since the weirder parts of (NA) Mario 2. B+

Dr. Robotnik’s Mean Bean Machine (1993) – I remember renting this and being crushed that it wasn’t really a Sonic game. Basically a repurposes Puyo Puyo, MBM is another entry in the falling block/match-the-color genre of puzzlers. Not bad by any means (and I enjoy it more today), but I’d rather play Puyo Puyo than think about how my eight year old self thought I would be playing as Dr. Robotnik (which, as Sonic Adventure 2 taught us, wasn’t that fun anyway). B+

Dynamite Headdy (1994) – Here we go, Treasure’s legacy started to emerge with one of the best platforming games ever made. The hook may seem like Headdy’s titular head, which, as a weapon, is basically an eight way extended punch, but the endearing qualities of the game lie in its design and aesthetic. While it was typically outshined in favor of Mario or Sonic, Headdy’s lush colors and cartoony atmosphere are blessed with dozens of small nuances only capable by the geniuses at Treasure. It’s all a bit bewildering at first, but stick with it and you’ll find one of the best platformers of the 16-bit generation. A+

E-Swat (1990) – This one was new to me. Seemed to be a side scrolling action game, with the noticeable difference that you begin with, typically, the best weapon in the genre; a pistol. Played like a poor man’s version of NARC or any other similar title, and failed to grip me with the (admittedly short) amount of time I gave it. If anything, maybe this is where Capcom got the “you can’t move and fire a gun at the same time” idea for their Resident Evil series. C-

Ecco The Dolphin (1993) – I remember Ecco’s cutesy design and pro-environmental message getting approving nods from my friend’s parents, but I never really “got” Ecco. Kind of like a platformer without the platforms, Ecco wasn’t all that dissimilar from anything else in the genre – with the noticeable exception that most of all the mechanics worked in tandem to create a competent game. It was also ridiculously hard, which I’m sure was great for parents who bought the game for their kids. B+

Ecco: The Tides of Time (1994) – Somehow I owned this for Sega CD. Anyway, Tides of Time was a get-it-out-the-door sequel (with a slightly more ominous vibe) that didn’t go out of its way to change the basic Ecco formula. Save the ability to find powerups and morph into other friendly oceanic critters, you’d be hard pressed to tell this from its prequel. Not that that’s a bad thing. B

Fatal Labyrinth (1991) – A top-down RPG that reminded me of the less fun parts of Dragon Warrior. I honestly didn’t play it long enough to find out whether or not it does anything particularly spectacular, but the first half hour went by without much else than frustration. It might have been something in its time, but now I think it may be purposes for nostalgia only. F

Flicky (1991) – Wow, I always wondered where those damn birds from 3D Blast came from. Flicky, apparently, was an 80’s arcade title where you had to hop around crudely constructed platforms, find your friends, and evade bad guys. A relic for sure, but Flicky’s gameplay is solid and it does have a certain nostalgic charm about it. B-

Gain Ground (1991) – Another one I had never heard of, the title screen almost gave me a seizure. Gain Ground is a top-down action/shooter where you have to clear the screen of enemies before being able to move on. The game’s hook comes with 20 playable characters, each boasting a unique weapon, but the differences are miniscule and the game got old pretty fast. Still, it’s not bad. C+

Golden Axe I, II, and III (1989-1983) – By the book hack ‘n slash. Like Altered Beast, Golden Axe was heavily revered in its time and, yes, like Altered Beast, it’s really hard to play in 2009. The sequels try and improve the formula (most notably II’s more restrained magic system), but Golden Axe is still an exercise in “how long can I stand this.” It’s iconic, yes, but it’s also aged poorly if you don’t have a pair of rose tinted glasses. C, C, C+

Kid Chameleon (1992) – Ah yes, as we all knew, Virtual Reality was set to bring about the apocalypse, which is exactly what happened in Kid Chameleon. What followed such an unfortunate and predictable event was a lively platform game that played like a sneaker and jeans version of Mario 1. You know the drill, break bricks, jump on heads, and transform into other people (alright that one was new). The blocks also contained a considerable amount of powerups or level changing mechanics, which did well in the way of setting Kid Chameleon apart from everyone’s favorite plumber. Still a quality game. A-

Phantasy Star II, III, IV (1989, 1991, 1994) – Full confession: Save a brief affair with the Dreamcast renaissance, I had never set my hands on a Phantasy Star title. I am well aware that I missed what is often lauded as Sega’s answer to Squaresoft’s RPG onslaught, but that genre didn’t really click with me until Panzer Dragoon Saga at the close of the 90’s. Personal regrets aside, these are all great games worthy of anyone’s investment of time. They’re a little dated, sure, but their faults are no greater than anything else from the era (and don’t worry! The original is unlockable via some tomfoolery in Sonic 2). A+

Ristar (1995) – A lost Sonic Team gem and a personal favorite, Ristar is an amazing platformer. Some of the best level design I have ever experienced (the usual fire/ice/jungle stuff was all there, but it was joined by a music themed level complete with killer guitars, violent saxophones, and angry drums) was paired with the wildly innovative and enduring mechanic of Ristar’s only real “move;” his extendable grabby arms. His ability to grab and pull himself toward objects not only leant itself to the head-butting destruction of enemies, but also a variety of (occasionally mind blowing) ways to move through the levels. The concept was basic, but Sonic Team reached for the stars and stretched it as far as it could go without wearing it out. Hell, after the game was over I wasn’t relieved, I still wanted more. Ristar was a wild success, and, aside from Sonic, it was the best platformer on the console (and the last boss was fantastic!). A+

Shining Force, Shining Force II (1992, 1993) – Sega’s other quintessential RPG series took the form of a turn based strategy game. The mechanics were far more simple in the early 90’s than they are today, but the games are still entirely playable, provided you have the patience to make it through. If nothing else, they’re worthy playing to gain an appreciation for the stellar Saturn Shining Force III titles. B+

Shining in the Darkness (1991) – More of a standard dungeon crawler than it’s tactics based sequels/spin offs, Shining the in the Darkness feels old. The pseudo 3D design screams late 80’s, and playing the game felt like I had pulled something out of a time capsule. I mean, the entire collection works like that, I guess, but this one felt particularly archaic. Still, not a bad title if older games are your thing. C

Shinobi III (1993) – Legendary and, along with Ninja Gaiden, Ninja Turtles, and 3 Ninjas, the reason why so many kids from my generation chose to be ninjas every Halloween. Okay, maybe that’s going a bit far, but the fact remains that Shinobi III was and still is the best entry in the series. A 2D side scroller at its core, you won’t find a more refined example of the genre. A

Sonic the Hedgehog (1991) – True, the original Sonic has been whored out on everything from Live Arcade to iPod, but that doesn’t change its status as classic on the same pantheon as Mario and Final Fantasy. Sonic’s first affair isn’t as playable today as his sequels, but the overwhelming nostalgia of The Green Hill Zone (and the fantastic music of Scrap Brain) render any complaints minor and unnecessary. It might not seem like it today, but Sonic started a revolution, and it all began here. A

Sonic the Hedgehog 2 (1992) – The game that convinced me to ask for a Genesis instead of Super Nintendo, Sonic 2 will always have a special place in my heart. The satisfaction isn’t entirely personal, however, as Sonic 2 exists in the collective gaming consciousness as a landmark work. The twisting loops of Emerald Hill, the music of Chemical Plant, the underwater desperation of Aquatic Ruin, the sliding in Oil Ocean, and, perhaps one of the greatest levels ever made, the entire aesthetic of Casino Night all help make Sonic 2 a timeless classic. Yuji Naka’s legacy lives forever, Sonic 2 is one of the best games ever made. A+

Sonic the Hedgehog 3 (1994) – While Sonic 2 sold me on the series, Sonic 3 was my personal favorite. There were only six levels, but the fat was cut and what was left with a brief rush of blast processing ecstasy. I have fond memories of showing my friends the snowboarding sequence in Icecap, easy ways to beat Robotnik in Hydrocity, and riding the spinning top around in Marble Garden. Carnival Night didn’t quite match the bombast of Casino Night, but the entire game, I felt, was the essential Sonic experience. I still prefer it to Mario. A+

Sonic and Knuckles (1994) – Of course, we didn’t know it at the time, but Sonic 3 was actually split in half, the later levels coming later as Sonic and Knuckles. We’ll never know whether it was a ploy to make more money or if Sega simply needed more development time, but, the fact remains, S+K is every bit as good as Sonic 3. Of particular interest was the ability to finally play as Knuckles, as well as the added gimmick of locking the cart on to Sonic 2 or Sonic 3 and play as Knuckles through those games. Sonic 3 was actually intrinsically linked to S+K, as, when played all the way through both games with Sonic, allowed access to the considerably secret and unquestionably awesome epilogue, the Doomsday Zone. This collection DOES NOT allow you to “lock” the carts on, rendering all the cool stuff (including a second tier of “super sonic” powers) completely absent. Poor form, Sega. A, for the omission.

Sonic 3D Blast (1996) – I wanted this badly during Christmas ’96; the first (and only, due to the implosion of Sonic Xtreme) 3D Sonic before Dreamcast. It was the first game I played on Christmas morning; I remember slamming it in my Genesis, watching a fully rendered CG intro(!) and then being…disappointed with the bewildering gameplay. I’m sliding around on a checkerboard freeing birds? Knuckles and Tails are just standing there? I’m running through loops without my controller? What the hell is this? Sega kind of dropped the ball here, and, while Traveler’s Tails Flicky-rescuing effort isn’t by any means a failure, it simply isn’t a Sonic game. Oh Sega, why couldn’t you have fleshed out that infamous “Sonic Crackers” demo… B

Sonic Spinball (1993) – I never really understood why Sonic was in a pinball game (the taste in Casino Night and Spring Yard Zone was more than enough), but, given all the whacked out and insane themes of real pinball games, I guess making sense isn’t a prerequisite. Anyway all you have to do is accrue points and get lucky enough to “beat” each table and acquire a chaos emerald. You can actually walk around as Sonic, on occasion, but this is mostly used to save your ass in the event of some bad luck. A fun game, just a bit weird. B+

Streets of Rage, Streets of Rage 2, Streets of Rage 3 (1991, 1992) – Sega’s flagship, (mostly) homo-sapien beat ’em up. The first two entries in the series are slow and nearly unplayable, but the third is a much faster and a much better brawler. Not to mention the fact that’s it’s laced with secrets (Roo! Shiva!) and contains multiple endings. Anyway it’s hard to go back to the other two after playing 3, but at least the music is consistently awesome (and pretty crazy) throughout. C, C, A-

Super Thunder Blade (1989) – Sort of like Space Harrier, but with a helicopter. The sheer repetition and merciless difficulty was far too much for my spoiled modern day tastes, but hardcore Afterburner/Space Harrier fans might get a kick out of it. Not a bad looking game, either. B

Vectorman – A platformer/shooter that backed solid genre mechanics with a few gimmicky hooks. Vectorman made waves in ’95 because of it’s unique prerendered aesthetic, but behind the flashy visuals was a competent, well rounded title. The weapon powerups are by the numbers, but Vectorman can also find items to transform himself into a giant drill, a fish, a dune buggy, a bomb, or (among others) a parachute. Level design and boss fights (save the last one) are platforming 101 with few surprises, but the attached them behind the levels (like the disco influenced Stayin’ Alive) and a quirky sense of humor helps keep things fresh. Vectorman was a personal favorite back in the day, and I was surprised by how thoroughly playable the game remains. Games like this remind you of why the twilight of the 16-bit era was truly the best time around for 2D gaming. A+

Vectorman 2 – Slightly improved visuals, far more transformations, much improved (and more memorable) music, and far greater challenge equals…a less fun game? I’m still not sure how it happened, but Vectorman’s second outing tries to outclass the original, but somehow loses its charm in the process. Vectorman’s fun, high pitched voice from the first game is dropped in favor of a typical ScaryRobotVoice™, and the surrounding gameplay, composed of organic environments and insect enemies, doesn’t quite suit the games feel. I realize those are mostly subjective complaints but, the fact remains, Vectorman 2 was one of my most anticipated games for Christmas of ’96, and I wound up playing and enjoying it far less than it’s prequel (or maybe I was overwhelmed by Twisted Metal 2). B+

The collection also features, Zaxxon, Space Harrier, Shinobi, Fantasy Zone, Congo Bongo, and Alien Syndrome as unlockable Arcade titles, along with Phantasy Star and Golden Axe Warrior as unlockable Master System titles. Alien Syndrome and Fantasy Zone might give you a bit of trouble (read: I couldn’t do it), but the rest are pretty easy to unlock.


Eric Layman is available to resolve all perceived conflicts by 1v1'ing in Virtual On through the Sega Saturn's state-of-the-art NetLink modem.