Sonic Superstars Preview – Exclusive Hands-On Impressions Of The First Six Zones
Sonic Superstars strives to offer players a nostalgic experience of the first Classic Sonic titles on Genesis. Sonic Superstars is different from past Sonic games such as Sonic Generations or Sonic Mania which heavily relied on the fan favorite zones of previous Sonic games. Sonic Superstars creates its own path in the Classic Sonic series and delivers all new stages with that Classic Sonic vibe.
“Well-known stages like Green Hill have made return appearances in many games, but that’s because it was necessary from a story point of view,” Sonic Team creative officer Takashi Iizuka says. “This time, Sonic Superstars is set on a brand-new island that hasn’t been seen before, so we planned to have all-new stages from the beginning.”
Bridge Island
Bridge Island Zone
Although you won’t see Green Hill Zone, Chemical Plant or other past games in Sonic Superstars, inspiration is still evident. Sonic Superstars Bridge Island Zone has similar themes to Green Hill Zone and Emerald Hill but is completely different. Iizuka explains that Bridge Island has a quintessential Sonic feel. We see water, which has that beachside or waterfront feel. Bright colors and a great atmosphere make it a fun place to play. The Classic Sonic games feel very authentic. It’s our very standard, go-to, ‘this-is-a-Sonic-experience’ zone.”
Bridge Island includes several enemies that are familiar, such as Crabmeat and Buzz Bomber. It also features new wall-run segments. Exploration is rewarded as I race through the level. Sonic Superstars has the same branching path level design. Iizuka has said that “multi-pathways is one of the most important elements when designing a Classic Sonic 2D Platformer”. Sonic is fast, but side-scrolling makes it difficult to predict where the player will fall. You won’t be able to keep up with the pace if you are constantly dying. It’s important to have multiple paths in a level. Even if the player falls, they can still reach another path.
In these levels, exploration is key. Power-ups are scattered throughout each area. Bridge Island has the usual blue shield power up, as well as a magnet which pulls rings towards you. I also find running shoes, always fun. The giant gold and blue rings, which both take me to the Special Stages of this game (find out more here about Special Stages in Sonic Superstars) are also found.
Bridge Island Zone changes from the day to the sunset in Act 2. This immediately sets Act 2 apart from Act 1’s predecessor. Iizuka says that this dynamic change began with Sonic 3. It was designed because Sonic 1 and 2 had a static gameplay and the same type of fun. The fact that we could change both the visuals as well as the gameplay in Act 1 to provide this level of variation was very impactful. [player]That dynamic shift was a lot of fun. It was fun for me to design these dramatic changes to the world and gameplay. This created a fun element in Act 2 when I played through Act 1.
Act 2’s battle with Eggman is not a simple chase against a fish robot. It’s a real fight in a boxing gloved walker. In my eagerness to utilize the Avatar Emerald Power I quickly dispatch the evil doctor. However, in my enthusiasm to do so, I forgot that the fight could have multiple phases. Eggman, armed with electricity and spikes, abandons his walker to fly toward Sonic. It’s a formidable form, but it can be overcome with a few well-timed leaps.
Speed Jungle
Speed Jungle Zone
The rest of the time I spent playing the game was spent exploring the other locations. Speed Jungle Zone is the second level that I played previously at Summer Game Fest. It immediately stands out from the first Zone.
Iizuka says, “For Sonic games I create, I’ve got a kind of methodology on how I make things. I like the idea that the second stage is a fast, fun experience.” “So, the first zone is going to be the traditional, standard, very core, ‘this-is-a-Sonic-game.’ The second level, however, is where we’re going to make it fun and quick. Speed Jungle does a great job of executing this concept. This is about getting the people to enjoy this fast-paced, exciting experience and say “Oh, wow, yes, it’s a Sonic Game.” Sonic games are different!
Speed Jungle Zone Act 1 features vines to grind and send you flying, as well as a boss battle with a robot mosquito that shoots harpoons into the ground to allow you to run and attack.
After finishing Act 1, you can choose to play Act 2 (or a section called Act Sonic). The alternate speed jungle zone act lets you play as Sonic while Fang is terrorizing you throughout the entire stage.
Iizuka claims that Speed Jungle introduces storytelling and the happenings in the real world, as the player plays the game. Iizuka says, “I believe that Fang has a nostalgic feeling for many. Fang is back, some may have no idea, while others may think, “Oh my God, Fang has returned!” In the story moments we see Fang attacking Sonic, and this kind of storytelling is played out in Speed Jungle.”
There is no additional information to explain why I should play the more challenging, seemingly optional level that culminates in a chase sequence where Fang must be escaped. However, it does seem like there could be a reason for completing these character specific levels, other than additional story.
The world map is similar to Sonic Generations, in which you run around on a 2D surface and select your zone. This hub area houses all the zones, as well as the customization shop (with unlockable parts for head, body, arms, legs, accessories, color, pattern, and something called “prototype” using in-game medals) and the ability to swap characters.
Knuckles is my new character for Speed Jungle Act 2! Eggman returns in an impenetrable ball, with targeting arms, after I have used his climbing and gliding abilities. I can’t do any damage to him, but I can trick him into piercing his own contraption – the sweet irony of Knuckles pulling a fast one on Dr. Eggman is not lost on me. Eggman is forced to destroy his robotic device after Eggman has been prompted. The Incredibles style, I’m off to the next zone.
Sky Temple
Sky Temple Zone
Sky Temple Zone appears to be a mix of inspirations taken from levels in the skies. I pick up potential inspiration pulled from Sky Sanctuary and Flying Battery from Sonic 3 & Knuckles, as well as Windy Valley from Sonic Adventure.
“Zone one and zone two are really there to have that fun, boom, jolt of excitement, but zone three is there as a technical stage,” Iizuka says. We wanted to show people this ancient floating world. This floating ancient world has fans blowing up things and a variety of other gadgets that help keep it afloat. [You’re]You will be able to pass these bridges which are breaking under you. [We]Really made a Zone that will be a technical challenge and fun for the people that are into this kind of Platforming Action.”
As I platform through this airborne area, I spot badniks I’ve seen before in stages like Flying Battery and Lava Reef in Sonic 3 & Knuckles, as well as a cloud-shaped enemy. This zone features multiple platforming sections with blocks that expand when you walk on them. There is also a minigame similar to the classic Breakout where you have to use your ball to smash through bricks.
Sky Temple Zone has a unique feature: Act 1 is all that is required to play the entire zone. It takes around 9 minutes. Iizuka notes that many Classic Games follow this standard format of Act 1, Act 2, Act 1 and Act 2. This creates rhythm and pace for Classic games. But the team wished to have a gameplay that had a new beat and break up the standard tempo. Some zones may have three acts and others will have only one. The format is changing a bit to try and get different reactions from players.
A massive storm strikes near the end of Sky Temple and all objects start floating. It’s similar to the way Windy Valley felt during the tornado scene. In Sky Temple however, the storm continues into the Eggman boss battle which was one of my most challenging games. I lost a couple of times due to the lack of rings, but I did learn that Superstars does not operate with a conventional lives system.
Eggman will smash the ground and you must be careful to not get hit by his projectiles. Then, climb the floating blocks up until you reach him. Each ascent becomes more difficult. Finally, I end the fight, rescue the animals that he has captured and watch the transition from one zone to another.
Pinball Carnival
Pinball Carnival Zone
Sonic has visited pinball themed stages in the past (and even played a game based on pinball) and this tradition is continued with the Pinball Carnival Zone.
It is self-explanatory with its large pinball sections and rapid sequences, which include the setting of fireworks. The badniks in this area are bats, hermit crabs, and kangaroos.
Act 1 bosses are clown robots. You need to turn the medallions placed on the battlefield to make it stunned. It can be difficult to dodge its bombs while spinning the medallions. Bullet Emerald Power will come in handy here.
Tails is my choice for Pinball Carnival Zone Act 2. It’s possible to fly or attack from the bottom, but this doesn’t help me in Act 2, as I want a new feel.
Iizuka states, “Pinball Carnival resembles the Sonic-like pinball stages that we enjoy incorporating into our games. “It is a pinball theme park. This is a combination of a pinball amusement park and an amusement-park. “The first act is daytime. It’s bright and exciting. You can enjoy the experience of being bounced while playing pinball. Then, when it turns nighttime, a new tone comes through.
In Act 2, the Badniks take on an eerie aesthetic and a theme of a haunted, carnival-like atmosphere.
Iizuka states, “We have entered an amusement park. But now the day has changed.” The game is now at night, with a different feel. Pinball Carnival was designed to allow people to play the classic pinball game, but in two different styles.
In this act, you will also jump onto long platforms which rocket ahead like a rollercoaster. You may even have to use fast reflexes to get between some of them.
Act 2 concludes with my second battle against Eggman. He uses a roulette-wheel to launch bombs at me. I catapult at him using the roulette wheel after avoiding all his attacks. But he defends himself by using ghost spirits. Once I have timed my attacks properly, he is dispatched in a relatively short amount of time.
Lagoon City
Lagoon City Zone
Lagoon City with its submerged ruins of a city and countless water slides awaits. This was my favorite area of Sonic Superstars’ first half. I don’t usually like water levels but it worked here. Even though Tails can swim, I am glad that I brought him.
Act I takes place mostly on land, with a backdrop of fast action. As I navigate this Hydrocity-meets-Aquatic Ruin area, I encounter robots based on waterbugs and underwater worms, plus the cloud robots from Sky Temple make an appearance.
Iizuka states that the Water Emerald Power can be extremely helpful for the Acts Lagoon and City. Act 1 and Act 2 are designed with water at the center. We usually think of water zones as slow-paced. In Act 1 we wanted to combine high-speed and water in one design. You’re going to get that Sonic high-speed feel but also water in Lagoon City.”
In the first act, the boss battle is a robot jellyfish that electrocutes water and spears ground. The robot’s badniks will be destroyed if I jump at the right time and avoid the energy rush. Act 2 starts after defeating the robotic jellies.
Tails is able to swim in the Act 2 underwater sections. If you’ve collected your Chaos Emeralds so far, this will be a lot easier.
Iizuka tells us that “act 2 is where the Water Emerald Power will be most useful to you to get you through, and to let you play however you like with this power.” Water Emerald Power in Lagoon City is highly recommended.
Making it through Act 2 is relatively easy with the two-tailed fox – so much so that I wish I had a chance to play it with a different character just to see how different it feels. On my way to the boss I have to navigate underwater and inside bubbles to get to new areas.
Act 2’s Lagoon City boss will pit you against Eggman on a Crusher Machine. Avoid his drills after the flood, to cause him damage. The first phase is vertical, and the second phase becomes horizontal.
The boss battles of Sonic Superstars are among my favorite I’ve encountered in the series, alongside Sonic 3 & Knuckles. Iizuka suggested that the similarity may have been due to a common factor. We thought of boss fights similar to Sonic 3 by putting a mech-subboss at the end of Act 1 and an Eggman in Act 2. “I used my experience from writing boss fights for Sonic 3 to help Arzest with the design.”
Then, before moving on to the next area, I tackle Episode Amy in Lagoon City. This is a specific stage for Amy. Amy’s hammers let me blast huge fruits and fruit robots including a grape bot and a watermelon armed with a weapon. A seal can throw explosive barrels.
In a stage that is specific to a particular character, I come across an armored figure who seems lost. This appears to be merely another moment of storytelling. Amy offers to assist this creature and then the entire stage turns into an escort, where Amy carries her around, not able to double-jump or attack. Trip was created by Sonic co-creator Naoto Ohshima.
My time playing Sonic Superstars will soon be over, so I can’t dwell too long on this.
Sand Sanctuary
Sand Sanctuary
Sand Sanctuary Zone is my chance to do a speedrun. Fans of Sonic 3 & Knuckles may draw comparisons to Sandopolis Zone, and it wouldn’t be an unfair line to connect. The giant snake that is in the stage will give you different platforming challenges.
Iizuka says, “Sand Sanctuary, our desert themed stage, is a stage where the animals are jumbo-sized and extra-large. From a storytelling perspective, this is incredibly important.” We thought a large snake would look cool in one of these zones. “We wanted to use the snake theme, or even the concept of a serpent, in the design for Sand Sanctuary.”
Eggman will be my last opponent. After avoiding spikes balls, and defeating Skorps and Vultrons on the entire stage, it’s time to hand over the controller. The drill machine he uses is similar to his Grounder bots. He sends out badniks and burrows underground before popping back up to destroy your platforms (which are situated on quicksand). You can either attack him or send back his badniks to do free damage. He is finally destroyed after several stalled assaults on my behalf.
After a brief look at the zone, I only know that the name is Press Factory Zone. However, the team ends the session before I have gotten any further details.
Unfortunately, I don’t think we have Sand Sanctuary screenshots to share. However, there are bonus screenshots which show zones that I didn’t get to see during my game play. Here are exclusive looks at Press Factory Zone as well as Golden Capital Zone.
If this sounds right up your alley, you don’t have long to wait. Sonic Superstars launches this fall on PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One, Switch and PC. Click on the banner to access our coverage hub for more information on Sonic Superstars.
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