The Sonic The Hedgehog franchise has a tough line to walk. It's still SEGA's most reliable means of generating sales, and these days, that's more important for that company than ever before. At the same time, the reputation of the character has taken a real bruising over the years from some of the more questionable attempts at leveraging his popularity. For what it's worth, SEGA seems to be aware of the problem, and I would say a good half of the Sonic games released these days are quality efforts like Sonic Generations, the Christian Whitehead remakes of the classic Sonic games such as Sonic The Hedgehog 2 [$2.99], and Sonic & All-Stars Racing Transformed [Free]. I'll even go as far as to say that Sonic Dash [Free] was a pretty decent behind-the-back runner that only got better with updates. Then there's the other side of Sonic, the games that are a poor fit for the franchise, just plain mediocre, or both. Here I'm talking about things like Sonic: Lost World, Mario & Sonic at the Olympics, and yes, the original Sonic Jump [$2.99] for mobiles.

Sonic Jump wasn't a bad game, mind you. It's an odd little anachronism, an updated version of a feature phone game from 2005 that nobody particularly cared for, released into a market that was up to its elbows in similar games. It's one of those Sonic games where Sonic doesn't do any running at all, a surprisingly well-populated category for a character whose fortune was built on running really fast. Sonic Jump is a serviceable entry in the auto-jumping subgenre, but that's pretty much all it is. Apart from some boss levels added in after the fact, there was nothing going on in the game that hadn't already been done a million times before, and it just felt like an odd fit for Sonic. Nevertheless, people clearly liked it, because it's been a pretty big hit for SEGA.

Photo 2014-07-14, 21 46 48That's probably why I'm looking at a 2014 game from a major software publisher starring an incredibly popular character that feels like it crawled out of the last decade in almost every respect. But while the gameplay might be right out of 2009, the monetization model in Sonic Jump Fever [Free] is distinctly modern, with an upfront price tag of free, and a whole lot of catches to try to make sure it doesn't stay that way. Shockingly, I feel like this could have worked, but the game trips over its feet in a couple of ways, leaving us with yet another Sonic game the world could surely have lived without.

I probably don't have to go too far into the details of the gameplay. Just about everyone has played Doodle Jump [$0.99] or one of its dopplegangers, and honestly, if you're reading this review, you probably own Sonic Jump. Basically, there's a vertical stage filled with platforms, enemies, rings to collect, and hazards to avoid. Sonic automatically jumps, and you can tilt your device to move him left or right, or tap the screen to do a double jump. You can pick up some power-ups along the way that will help you gain ground faster or rack up more points. In this game, rather than play through preset levels as in the first, you're simply ascending a randomly generated infinite level until your time runs out. It's a bit like the Arcade mode from the first game, except getting hit only costs you time. At certain intervals, you can break through some tape to get a time extension, and racking up a lengthy combo will eventually activate your Fever meter, allowing you to collect a bunch of rings and points as your character dashes through the air.

Although I'm using Sonic's name, you actually don't even start with Sonic. Instead, you play as Tails, with Sonic available as a relatively cheap unlockable character. The other available characters include perennial favorites Knuckles and Amy, as well as the curiously omnipresent Blaze the Cat. Unlocking these characters requires you to collect either a ton of character tokens or a ton of red rings, both of which are strewn about as you play, but with a hard limit of each per 24 hours. It'll be a long while before you can afford to get even one of those characters without paying real money, so all you Knuckles fans out there may want to plan accordingly. The characters have some minor initial differences, and each one has to be powered up individually using your rings, so they'll only diverge more over time, since upgrades are rather costly so you probably won't be keeping everyone up to spec.

Photo 2014-07-14, 21 46 43That's not the end of the unlockables, however. There are also Chaos, little helpers that you can bring with you for various effects. The game will give you the first one for free, with subsequent Chao eggs costing 3000 rings for a random pull, a fairly hefty sum. Oddly enough, even once you've paid that ring fee, the Chao isn't yours to keep. You have to build affinity with them by using them in the stages, and the more powerful the Chao is, the longer this takes. The problem is, you have a hard time limit to build that affinity in, and once again, the more powerful the Chao, the tighter that time limit will be. You can conceivably pitch a whole ton of rings into the fire as a result. If you can't quite build up that affinity in time, you can always make up the difference with a metric ton of red rings, of course.

I know what you're thinking. You're thinking you are a tenacious gamer, and you will play as many games in a row as necessary to earn that Chao before the timer runs out. It's a noble plan, to be sure. Unfortunately, I haven't told you about the game's stamina meter yet. It has five bars to it, and playing consumes one bar, regardless of your performance. When it runs out, you can pay a chunk of red rings to fill it up, bug your friends on Facebook, watch a video ad to restore one point, or simply wait, to the tune of about 20 minutes per bar. If that's too long for you, you can pay $3.99 for an IAP that speeds it up a bit, but you're going to end up waiting regardless, since play sessions are fairly short and the timer on a single bar remains longer than the time spent consuming it.

In case you can't find enough ways to spend your currency, there are also boosts available, and quite a wide selection at that. Some of them cost a chunk of gold rings, while others cost red rings. Since they're boosts, they're just one shot items, so you'll probably want to be careful about tossing your money in the fire pit given how many more important things there are to save up for. Like Sonic Dash, there's a prize wheel you can spin once a day that will often cough up boosts, and if you want, you can spin it more than once a day by paying a stupid amount of red rings or, once per day, by watching a video ad.

Photo 2014-07-14, 21 46 36Speaking of video ads, until you buy an IAP, you can expect a video ad after each and every round. This is exactly as annoying as it sounds, and given the brevity of individual rounds, having one come up every time is just awful. If you catch one of the limited offers, you can make those ads go away for as little as $0.99, which will also net you a seemingly large amount of rings that in reality will not buy you much of anything. A wiser purchase might be the gold ring doubler at $1.99, but at that point, you're within a dollar of the price tag on the original Sonic Jump, which offers almost the same type of gameplay in its Arcade mode, includes a Story mode, and gives you the obvious benefit of not having to deal with most of this monetization fluff.

That's kind of the bottom line on Sonic Jump Fever. While there are a few positives to it, such as nicer graphics, speedier play, the fever mechanic, and the idea of a time-based endless mode, it's ultimately an inferior game to its already-questionable predecessor. It's free, so it has that going for it, but the frequency of the video ads makes the game nearly intolerable without ponying up for at least one IAP. I haven't even mentioned the fact that the stages only roll over after a certain amount of days, so you're stuck playing a single stage theme with a limited amount of variability for quite a long stretch of real time. It gets old pretty quickly. If for some reason you really want to play a Doodle Jump game with a Sonic skin, grab Sonic Jump. If you want that, don't want to pay, and are willing to put up with extremely extensive monetization aspects, I guess Sonic Jump Fever has you covered.

TouchArcade Rating

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  • nini

    Sounds like a perfect candidate for a "How to play without spending real world money" article.

    • ZarieoZ

      Yeah and the answer is simply "don't play", not that I was planning to.

  • RamazUltra

    Eh ya I deleted it pretty quick.

  • StealthDawg

    I deleted this game faster than you can say Sonic. Truly truly disappointing. I got bored within the first 10 seconds.

  • B30

    SEGA has really fallen to historic lows.

  • spokentruths772

    It's already in the top charts list

  • CecilMcW00t

    The chao you find in the garden "remember" your loyalty level when the timer runs out on them. You still have to play with them quite a bit in order to befriend them. But, you can eventually unlock them for good if you keep freeing them.

  • Holcman

    I honestly don't blame Sega that much, though they could have at least put more effort into it. I mean, these days, Sega doesn't make that much money anymore, at least not compared with its competitors (like Nintendo), so they are trying to earn as much money as possible right now. Surprisingly, the game is near the top of the free apps chart, and have fairly high ratings (4 and 1/2 stars), so I guess they didn't really fail their goal.

  • PoloBaquerizoH

    Nothing to expect from cheap fremium games

  • the_rebel14

    *Yawn.* Sorry. Just not interested Sega. Announce Sonic the Hedgehog 3 for iOS and I might listen again.

    • pillzhereish

      Or a huge update to Sonic Transformed, or even a sequel.

  • Kane

    I'm happy that SEGA are getting money from these f2p Sonic games, they're doing great in the charts.

    Hopefully this will allow them to hire Taxman & Stealth to re-work on some classic gems like - Streets of Rage series + Golden Axe.

    The more money they can make, the more likely they will pay Christian to work his magic on these games, just like they did with Sonic 1 and Sonic 2.

  • RelientKSoCal

    Hey... I actually liked the Mario & Sonic Olympics games...

  • thiagovscoelho

    Sonic Jump Fever is to Sonic Jump what Bejeweled Blitz is to Bejeweled. The suffix is there for a reason.

  • rachelefawcett

    my classmate's aunt makes $68 every hour on the
    computer . She has been fired for 7 months but last month her paycheck was
    $15495 just working on the computer for a few hours. visit the site C­a­s­h­f­i­g­.­C­O­M­

  • Intendro

    A Sonic game with a wait timer. The irony.
    "You're too slow!"

  • Elisabeth

    I wish they would add Silver & Shadow. The big problem I agree is ITS NEARLY IMPOSSIBLE TO UNLOK EVERYONE

Sonic Jump Fever Reviewed by Shaun Musgrave on . Rating: 2