Het ziet er naar uit dat Sonic Rush het beste Sonic spel naast Sonic and knuckels word en er is amper hype
Nog even een hands on dan.
quote:
Dual Screen display
For starters, Sonic Rush truly takes advantage of the system’s dual-screens, portraying all of the action at once, with Sonic’s specific location constantly being moved from top to bottom screen. We’ve always loved Sonic because of the hedgehog’s speed, but we’re seriously forced to react quickly and follow Sonic as he rapidly jumps from screen to screen based on his platform elevation...
...The dual-screen view has to be seen in action to see just how much the gameplay opens up with the environments flowing at full speed. Going forward isn’t always the recommended way to go in Sonic Rush. Using the dual-screen view so frequently overpowers using the touch-screen to control Sonic, so Sega rightfully confined touch screen controls for the bonus stages.
On Gameplay
Either way, the goal for each stage remains the same. To get to the end of a level, each character will once again have to collect rings for life vitality and speed, gradually filling up the tension gauge on the left side of the screen displaying your character’s speed boost meter. At the end of the stage, you’ll receive a letter grade based on the time elapsed during the level, amount of rings collected, and even tallied trick points accumulated through high-flying techniques. Depending on how well you do, bonus levels may be initiated for earning Chaos or Sol emeralds, based on which character you use, to enhance progress of the game.
There’s no touch-screen control here and gladfully so. The A and B buttons are used for jumping, while pressing down and either of those buttons will charge your character up for the classic dash move. In addition, you can also use the R trigger button in mid-air to gain a boost to reach those far-fetched platforms. As mentioned before, the tension gauge is utilized by pressing either the X or Y buttons, and gives either character an extreme boost that slowly depletes the meter. By collecting enough rings and reserving usage of the boost, the gauge can expand three times (red color) giving Sonic, for instance, an infinite boost for a limited amount of time. The boost itself is key for unlocking the special stages, which are unlocked mostly through level speed-through and careful path planning.
On tricks
Ramps are also found in abundance throughout each stage, shooting each character in mid-air, allowing for trick combinations. These tricks, which stack up at the end of a stage, are done by combining the R and B buttons at the same time as the control pad. If you’re able to stack up different tricks during this short period of airlift, you’ll earn serious trick points. However, the same tricks will only result in lower repeated scores.
On audio
Another fantastic element to this title’s presentation factor lays dead center in the audio department. The title really pops out at you upon turning on the game, mixing techo-beats and tunes to encourage the amount of speed that’s really for the game. The pyramid level has several choral chanting sequences, and the jungle level’s audio environment will force you to push that boost button throughout the level.
Final impressions
When we think Sonic, we think of classic, non-stop and speedy action with dynamic boss battles, and extremely interactive level environments. Sonic Rush does leaps and bounds what’s expected of Sonic games these days, and does an admirable job of exceeding even some lofty expectations for the handheld title. This is as close as handheld gaming will ever get to re-capturing that classic Sonic feel. It’s without a doubt in my mind that [despite the excellent track record of portable Sonic games] Sonic Rush for the Nintendo DS will eventually be known as the best handheld Sonic game ever. Simply breathtaking.