The music looks to add to that while also helping bring some of the action to the forefront. Combine this with the thick fog that covers both the background and the foreground of the level, and you’ve got yourself a level with a very intimidating presence (when you’re not bouncing off of bright blue trampolines). There are grey and white coloured ghosts all over the place, while the ship itself is lined with dark yellow and pale turquoise. The colour palette for the level in incredibly muted. – Open Your Heart for being bloody mental 10 – Haunted ShipĪrguably one of the best stages in the DS title Sonic Rush Adventure, Hunted Ship has a fast and tense track to go with it. – Sky Sanctuary Zone for being insanely emotional – Press Garden Zone for being incredibly unique So, for each one, I will specify in which game it originally appeared and which version of the track I like the best. Before we start, I should clarify that several of these tracks (especially the classic ones) have been reused and remixed in many games throughout the franchise over the years. So, let’s have some fun and explore some of the best tracks the franchise has ever produced. Every level in every game is paired up with a track that is able to capture the feeling and setting of the surrounding level, while still being able to provide an exhilarating ride as you roll around at the speed of sound (little spoiler for you there). The main point is that (almost) all of it has been great. There are the classic 16-bit soundtracks, the late 1990s/early 2000s punk-rock, and even a small foray into pop music towards the turn of the 2010s. The Sonic soundtracks have gone through a few phases. However, one thing that has been of a relatively consistent quality throughout the franchise, is the music, which has remained incredible. In this, Penny’s Big Breakaway almost come to resemble a hybrid of Super Mario Odyssey and a good Sonic game, where momentum is as important as your moment-to-moment platforming decisions.The Sonic the Hedgehog games have been on quite the ride over the past 29 years, with some of the best games ever made and…well…some of the worst as well. Penny’s Big Breakaway gives you all the tools you need to go really fast, if you can chain things together properly and nail your timings (and if you’re not fussed about getting every collectable in a given run). Really, though, if you’re going slowly enough to get jumped on, you’re probably not acing the level anyway. Get clamped onto by too many and you’ll have to restart from your last checkpoint, although executing combos or yo-yo moves will shake them off. This comes in handy, as levels frequently feature small hosts of penguins – the soldiery of this world – which jump onto you to slow you down. Crucially, it all comes back to how the game feels, which despite any niggles with the presentation is very solid.Īs well as using it to get around you can also swing your yo-yo around you using the analogue stick, sometimes as a weapon to beat away swarms of low-threat enemies and sometimes as an environmental tool (say, to unfasten a giant screw). The soundtrack is more appealing: poppy and fun and an appropriate accompaniment to the fast-paced gameplay. There’s no doubt that speedrunners will have a field day with this, once they’ve had time to dissect it.Įach stages takes you through different parts of Penny’s world, each one culminating in a boss, some of which are acting as the long arm of the law and others just nasty bystanders – although with just a few lines of dialogue each they’re not the most memorable of characters. You can chain a small double jump into a swing around your yo-yo’s anchor point, then sling the yo-yo out in front of you and zip to its location, all before needing to land on the ground and riding the yo-yo like car – and that’s just a relatively basic movement combo.Īs Penny, you’re encouraged to move through the levels as quickly as you can, while still finding time for detours to gather collectables and extras. It’s not entirely clear what Penny is (a sheep or an alien?) but her powers all revolve around the use of a living yo-yo, which offers up a seriously impressive roster of movement options. Facing exile, she goes on the run, which is why each level is presented as a sprint. Competing in a talent competition, Penny accidentally embarrasses the ruler of her cartoonish world. The narrative behind Penny’s adventure is as simple as they come, initially told almost in mime and then by occasional text conversations with bosses.
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