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»Sonic Spinball
  "Best GG Pinball game? Probably...but is that really saying much?"

Graphics: 6

Gameplay: 6

Sound: 5

Replay
Value: 5
It’s kind of weird to looking back at things from the past. Sonic Spinball for the Genesis has the distinct characteristic of being the only Sonic game developed entirely in America as well as the only one to feature characters from both cartoon shows at the time. Of course, it wasn’t considered very popular by fans, at least when compared to the traditional Sonic platformers. All things considered, it wasn’t a bad game. In fact, it was probably one of the best pinball games on the Genesis. Then again, I could probably count the number of pinball games the Genesis had on one hand. The same could probably be said about the Game Gear version. This isn’t so much a bad game, as a port done wrong.

Dr. Robotnik has taken control of Mt. Mobius, transforming it into a mechanical base. Utilizing energy produced from the volcanic mountain’s magma, his new lair (oddly dubbed the Veg-O-Fortress) is capable of transforming helpless animals into Robotnik’s robot slaves at a rate never seen before. Sonic the Hedgehog and Tails attempt to fly into the Veg-O-Fortress, but a blast knocks Sonic off the bi-plane and sends him into the Veg-O-Fortress’s subterranean levels. Of course, due to the volcanic nature of Mt. Mobius, the base could be easily destroyed in a volcanic eruption. Sonic quickly surmises that the only thing preventing an eruption is the Chaos Emeralds, hidden throughout the various levels of the base. Of course, Robotnik is prepared for Sonic’s arrival: he’s set up an elaborate Pinball Defense System to thwart the blue-hued hedgehog at any cost. Ah well, all things considered, I guess the storyline could’ve been much, much worse.

So, there are basically four stages (or tables) in all. In order to complete each table, players must navigate through each table, collecting all of the Chaos Emeralds (three or five, depending on the stage), which in turn allows Sonic to enter the boss room, where they must propel Sonic into a giant boss several times until it explodes. Sure, you may be saying it’s nothing more than a basic pinball game, but there is at least one difference: this time, players have some control over the ball. Yes, while the 1 and 2 buttons control the flippers, the D-Pad allows for some minor control over Sonic’s trajectory. Nothing really mind-blowing, but it helps. There are also some portions where Sonic can be controlled in his standard platforming style, but these are very short sections.

Needless to say, there are quite a few differences in this version compared to the Genesis incarnation. First and foremost, the Toxic Caves stage (now dubbed Toxic Pools) is a completely different table. The bonus stages have also been changed, changing from pinball-type stages into things similar to the bonus stages found in the first two Sonic Game Gear games. Two of the boss stages have also changed, placing them in separate rooms not unlike those found in Kirby’s Pinball Land, even to the point where falling out of the boss room resets the boss’s status, negating all damage incurred. All in all, it isn’t exactly as good as the original, but it’s still decent.

The graphics are okay, for a Game Gear game. I mean, it’s obviously been downgraded from the Genesis version, but everything’s still pretty clear. Sonic looks a bit odd though, not quite on par with the model from any of the GG platformers. However, considering that the Sonic in the Genesis’ Spinball looked different too, so I guess that the look fits. Some of the other aspects of the game (like the chicken robot enemies) are pretty much dead-on conversions, but some effects leave me reeling. For example, in the Genesis version, when Sonic obtains an Emerald, he leaps forward in some triumphant pose. Meanwhile, in the Game Gear version, Sonic just simply disappears. I mean, he could have just stayed on-screen, right?

The sound, on the other hand, is a bit disappointing. Granted, the soundtrack from the Genesis game wasn’t exactly classic, but it did have some good tunes (like the Toxic Caves theme). The songs do make it into the Game Gear version, but they end up losing whatever charm they may have had. In the cases of the songs that weren’t good to begin with, the conversion makes them even more annoying.

Finally, we come to the game’s replay. Eh, this game starts out pretty fun, but eventually it just gets kind of annoying. I mean, sure, there are four tables, but considering the fact that there’s no password or anything, you’ll either have to use the level select code to get to each stage, or just make your way through the game again, unlike KPL (which had 3 stages from the start, with a final unlockable table). So, if you want to own the best pinball game on the Game Gear, go ahead and look up this one. If you want my advice though, either stick with the Genesis version or if you just want an old-school portable pinball game, grab Kirby’s Dream Land or Pokémon Pinball.

Article by:
Wolfdogg
Posted on: Jul. 31st, 2007

     Review Recap
 Gameplay
Eh, not bad for a standard pinball game. Some things feel a bit off though.

 Graphics
A decent conversion from the Genesis game.

 Sound
Eh, the music doesn’t really transfer well. Sound effects are decent, though.

 Replay Value
Meh, it’s not bad, but the Genesis version was a lot better.

     Comments



Platform: Gamegear
Genre: Pinball
Developer: Sonic Team
Publisher: SEGA
Release Date:
Save Type: 1 Slot
Players: