Mean Machines Sega
1st November 1993
Categories: Review: Software
Publisher: Sega
Machine: Sega Mega Drive (EU Version)
Published in Mean Machines Sega #14
How To Play
Use the flippers to deflect Sonic. Collect the emeralds to gain access to the boss room on each of the four levels.
Sonic The Hedgehog Spinball
Chapter III, or an intermezzo after Chapter II... Sonic the Hedgehog bravely challenges Robotnik in his Sky Fortress, and jumps onto a passing biplane just as the construction crashes towards earth. However, the Egg One is not finished yet, and retires to an island fortress, impregnable save for one underwater entrance.
The biplane is winged by fire from Robotnik's artillery, and Sonic finds himself at the mercy of tidal currents. Helplessly he is sucked into a conduit that leads to the fantastic innards of the evil island. Every area has been fashioned and furnished with the accountrimenti of the pinball table. Banks of bumpers, rows of knockdowns, lights, arrows and bonus chambers. It seems the mad Professor is a secret flipper fetishist. Of course, his pinball palace is filled with deadly traps. You control the flippers - propel Sonic to safety!
Mechanizmz
Each level has a variety of standard pinball features, but also a series of mechanisms that lead to finding emeralds.
Level 1: Toxic Caves
A noxious collection of slime pools, crusty caves and sewers. In a homage to platform games past, present and probably future, there's a brief minecart section.
Mechanism 1: The Vat Step 1: Guide Sonic into the loop passage Step 2: Hit both targets in the worm chambers Result: Slime drains from the emerald vat
Mechanism 2: The Cart Step 1: Grab the lever to open cart bridge Step 2: Knock the three barrels to clean out the sewer Step 3: Ride the cart Result: Get the three emeralds
Level 2: Lava Powerhouse
It's like a heatwave in here. There's more old boilers here than at the Miss Scarborough beauty pageant. Learning to ride the jets and pump the bellows is the way to succeed in these lava-loaded fissures.
Mechanism 3: The Guns Step 1: Guide Sonic into the gun loop to bombard the gate Step 2: Once gate collapses, jump to enter the steam arena Result: Jump into the boilder, and be propelled to the first emerald
Mechanism 4: The Plug Step 1: Propel Sonic into the upper table from steam arena two Step 2: Ride the loop to strike the plug three times Step 3: Fall into the side tunnels, and use the jets to climb Result: Collect the two side emeralds
Level 3: Robot Arena
A huge metallic table with five well concealed emeralds. The table is not symmetrical, and involves almost as much well timed jumping as flippering. Lots of flashing lights and winding cogs.
Mechanism 5: The Wheels Step 1: Get Sonic onto the moving platform Step 2: Jump into the electronic chamber three times Step 3: Use left flipper to guide Sonic into wheel Result: Easy way to get the first two emeralds
Mechanism 6: The Cell Step 1: Get Sonic into one of the three thrust cylinders Step 2: Catch Sonic using the flipper. Hold as the flipper ascends Step 3: Knock the bird holding the platform. Ascend further Step 4: Break every cell in the animal prison Result: Emerald falls from top of the cell
Ball Bearings
The ultimate goal on each level is the boss room. Actually beating these monstrosities is easier than it looks if the right tactic is found. Without revealing anything, here is a rogues' gallery.
1. Scorpius His tail is poisonous, and arcs to protect his back.
2. Boiler Falling between the flippers leads to a lethal drop towards doom!
3. Machine The tubes are carrying animals to be converted into Robotnik minions.
Gemz
Right, here's the set-up. The four areas of the fortress are regulated by a boss situated in his own chamber. The boss chamber is sealed, the only way of gaining admission lies in collecting all the emeralds found on that level.
Emeralds are found in concealed places, attained by bumping into level features in a certain order. Once in the boss chamber, a means to destroy the hideous creature must be found.
Bump And Grind
Many of the familiar features of pinball find themselves in Sonic Spinball. Most are mere point accumulators, like the bumpers and bonus multiplier lights.
When rows of targets are dropped, they open safety channels which save Sonic from an early bath. Lighting up sequences of channels is also a way of racking up massive bonuses.
Intermezzo
Between rounds is a mini-pinball game set on a single screen. This time it's a real flippers and balls and a set task, like freeing the creatures in a canister or knocking Robotnik's teeth out.
Gus
Just when you thought there was a new contender for Game of the Year... It's all over. Sonic Spinball offers pinball fans a dizzy love affair - fun while it lasts. The game lacks the polish of previous Sonic efforts, with some of the graphics on the scrappy side, and the music never quite sure of itself.
But the gameplay more than makes up for this, with the sprawling, inventive tables offering a refreshing approach to pinball. Working out each table and grabbing the emeralds is fun, challenging and satisfying. But the crux is that Spinball needs to have about ten levels, not four.
I thought I was going to be at this until Christmas but reaching the showdown within three days caused only shock and dismay. Superb stuff, just not enough of it.
Rich
I was well addicted to this game - Sonic Spinball may not have the greatest graphics and sound, but the gameplay is absolutely superb. The game plays incredibly well, with brilliant control over Sonic.
What I like is the fact that there are actually mini-platform games where Sonic moves much like he did in his previous platform romps.
There's also some excellent touches over and above the usual pinball fare - the mining cart level is well smart. However, once you're really into the game it's all over. Yes, the levels are quite large, but there are only four of them, with the game complete in a week.
At £49.99, it's just not worth the cash. Dragon's Fury remains the definitive pinball sim, making that the preferred game in the office.
Verdict
Presentation 74%
P. Lovely superfluous touches within the game, and a great message bar.
N. The key configurations don't allow you to play with the D-pad.
Graphics 85%
P. The Sonic animation is great. The levels have great character and a whole range of good-looking features...
N. Some areas look a bit too chunky. Sonic is slightly deformed.
Sound 78%
P. The effects sound like real pinball, especially the bumpers.
N. The music is variable and does tend to annoy. Some of the effects are tacky.
Playability 89%
P. Incredibly addictive, the interactive nature of each of the tables encourages you to persevere.
N. Some will find the chance element of pinball frustrating.
Lastability 68%
P. Pinball is a good game for high-score chasing.
N. Four levels is simply not enough, and there is no high-score save.
Overall 81%
Eminently playable, and full marks for the ingenious approach to pinball, but Sonic Spinball is not the Twix of Megadrive games. One bite and it's gone.