As you may know by now, I really like the Sonic franchise, and I’ve played a hell of a lot of it. There something about the fast-paced platforming that hits me in a way that nothing else in the 2D platforming genre.
That said, Sonic is also known for some of the most horrific fuck ups and awful games known to man, thanks to Sonic games having two very different styles of design. With the 3D games generally being the ones to drag the series down into the depths of…well…you’ve seen Sonic ’06. While the 2D games aren’t without sin, they’re certainly much more consistent in terms of quality and what is ultimately responsible for the blue blurs widespread success.
So what better way to show the best and the worst of the 2D Platforming Sonic game than ranking them all in a completely subjective list? Obviously, there is no better way, so let’s do this.
NOTE: I’m not counting the Nintendo DS/3DS versions of Sonic Colors, Sonic Generations and Sonic Boom because they were afterthoughts compared to the full 3D versions released on other consoles. I’ll also be compressing any handheld series with multiple games into a single entry since the list would be much too long otherwise.
9 – Sonic The Hedgehog 4 Episodes I & II

Wow, I didn’t think a 2D Sonic game could go this badly.
For starters, look at that screenshot, this was released on Xbox 360 and PlayStation 3, and that’s the best Sega could do? The screen feels so claustrophobic because despite having access to full HD screens with 16:9 resolution, for some reason they decided to keep the camera zoomed in way too close with an offensively ugly art style for level design and backgrounds.
I could look past that though if the gameplay was actually fun, and well, it’s at the bottom of the list so what do you think? It’s this weird hybrid of modern and classic modern Sonic mechanics that just don’t mesh well at all, mostly thanks to the inclusion of modern Sonic’s homing attack. It’s an attack that works well enough the 2D sections of other modern Sonic games, but for some reason here it’s just absolutely awful. You have no way of predicting how close you have to be to something for it to lock onto something and there were countless times where I flung myself in completely the wrong direction because the homing attack refused to work like it does in every other Sonic game it’s been in.
Even when it does work as expected though, all it serves to do is completely kill all of Sonic’s momentum and speed, you know, the two things this entire franchise is supposed to be about. There are very few opportunities in Sonic 4 for you to ever build up any real momentum or speed, and the times where you do are usually extremely brief or set pieces where you have very little control.
Sonic the Hedgehog 4 was an attempt to bring Sonic back to its 2D platforming roots, but in doing so managed to completely miss what made the originals so much fun in the first place. No wonder the trailers for Sonic Mania completely ignored its existence.
8 – Sonic Rivals Series

This one is more of a disappointment than anything else.
I really think this idea could’ve worked, some of the rival battles in other Sonic games were really fun, and making a whole game based around them seemed like a pretty interesting idea and certainly a way to freshen up the classic Sonic gameplay.
What it actually turned out to be though, were fairly samey levels over and over again and you’d occasionally switch which character you were battling against, although it wouldn’t make a great deal of difference. One of the main flaws of this game was that none of the characters really felt unique to fight against other than each one having slightly better AI than the last. There was variety in playing each of them, but not playing against them, which was the whole point of the game.
The platforming was much more fun than in Sonic 4 in this game, with the designers having pretty much nailed down how to design its visuals and mechanics for handheld consoles by this point, however, the level design let it down a bit. While it was fun at first to blast through the stages, they became a bit samey after a little while, with boss battles dragging on a little longer than they should and the platforming stages just not having enough variety to them to keep me entertained all that long.
I would by no means describe the Sonic Rivals games as bad, but when it comes to handheld Sonic titles, it’s certainly at the bottom of the barrel.
7 – Sonic CD

Ok, this is a weird one.
This was a Sonic game released during the golden era of Sonic, developed at the same time as Sonic 2, for a console that was doing fairly well at the time in the SEGA CD, and yet it just feels so….wrong. Everything from the visual and level design to the soundscape and mechanics felt so disconnected from everything the original Sonic the Hedgehog was.
It’s worth mentioning the situation of the development of this game, since Sonic Team would split for the first of many times not long before development on Sonic CD started, with many of the core Sonic Team members relocating to the US where they would produce Sonic 2 (which we’ll get to later), so while the team developing this game were by no means underskilled, many of the people responsible for Sonic 1 were no longer with them, which may go some way to explaining why this game feels so strange compared to the others in the franchise at the time.
Many of the quality of life tweaks we’d see from Sonic 1 to Sonic 2 were implemented in here, such as the Spin Dash, but they didn’t feel fully fleshed out or developed. Using the Spin Dash as an example, the animation for it was simply Sonic in ball form spinning on the spot, you didn’t get that satisfying animation from Sonic 2 onwards where he’d kick up smoke from the friction with the ground before bolting off at speed.
While the level design was a bit weird, it was still quite varied and fun, and the time travelling mechanic was one that was implemented in quite a fun way. Giving you 4 versions of every level (Past, Present, Bad Future and Good Future) encouraged you to explore every nook and cranny of every level to not only complete the level but complete the secondary objective of destroying Robotnik’s machine and creating a “good future” in every stage.
Sonic CD was a game that had the core of what 2D Sonic platforming should be, but it lacked the polish that the rest of the franchise had at the time of its release, which makes it feel more like the weird cousin of the Sonic golden era. It did give us Metal Sonic though, so it gets bonus points for that one.
6 – Sonic Advance

I wondered about this one’s position for quite a while.
Sonic Advance is a strange one because its flaws are weirdly comparable to Sonic 1. It was the first full Sonic game on a handheld console (unless you count Pocket Adventure, which I don’t because let’s face it who owned a Neo Geo Pocket when you could but a Game Boy instead?) which meant a couple of things: Less cartridge space, which in fairness they got around fairly elegantly, with the game having a bigger scope than both Sonic 1 and 2 did at the time of their release; and more importantly, Less screen space.
Screen space is one of my big criticisms for Sonic 1 and it holds true here. Although the team had got better at making the unavoidable obstacles a lot less unfair, it still fell prey to a few of the same pitfalls that Sonic 1 did, mostly in the placement of well…it’s pitfalls. Admittedly this could be negated by playing as Knuckles, but this is a Sonic game, so I’m gonna play as the Blue Blur whenever possible.
Speaking of this, playing as multiple characters was nothing new to the franchise by now, and Sonic Advance would add to this by making both Amy Rose and Cream the Rabbit (with Cheese the Chao) but they really weren’t inventive with their abilities. Cream could fly, which was a role already filled by Tails so who cares? And Amy could run slower than everyone else, couldn’t go into ball form and instead had to hit enemies with her hammer which is way more tedious than just jumping on them like everyone else.
That’s the thing that gets me about the Sonic Advance series, all of the core mechanics and ideas that were already established in the Sonic franchise are done really well – the level, art and sound design are all fantastic – but when it tried to add something new it felt either pointless or just plain crap. It’s still a very solid entry into the franchise, but it’s not surprising that none of the new features it added never caught on.
5 – Sonic the Hedgehog

The original, but not necessarily the best.
Don’t get me wrong, the historical importance and overall quality of the original Sonic the Hedgehog game can’t be denied, but like with most first games in a franchise, most of the subsequent entries would refine what this one did to a point to make it an overall more enjoyable experience.
Sonic was born out of corporate suits at SEGA trying their damndest to work with their marketing teams to create a hit, and while in this era of gaming that will almost always lead to generic trash, in the 1980s and 1990’s it would often bring the best out of the design teams. While it’s laughable today, designing Sonic as a cool and edgier alternative to Mario was a golden idea at the time, and when it launched in 1991 it was pretty much the only game that looked like it would get even close to knocking Mario off his perch.
Focusing on speed came with some pretty obvious flaws thanks to the technology of the time. For example, a 4:3 resolution screen with a fairly zoomed in character meant you often wouldn’t have time to react to obstacles if you were going full screen since you had only a second or so of them being on screen for you to react. Sometimes these were just momentum killers, but in later levels, they would often be things that deal damage or pits of instant death, which fell quite unfair when you go back and play them today.
That said, many of these moments were few and far between because huge sections of every level were designed for you to feel the joy of going fast, in a style of gameplay that appealed to me in a way that the Mario games never could. This game established the variety in design and satisfaction in momentum based gameplay that would be the core of what makes a good Sonic game right up to the modern day.
Sonic the Hedgehog is rough around the edges and lacks some of the quality of life elements that we’d see later in the franchise (the Spin Dash is a notable element missing from this game). However, it was able to lay the groundwork for what would become some of the best games ever made while still being an enjoyable – and most importantly successful – experience in its own right.
4 – Sonic the Hedgehog 2

That’s more like it.
While Sonic 1 laid the groundwork, Sonic 2 is where the franchise really proved to me that it had the potential to go down as one of the best of all time.
At face value, it doesn’t look like there’s a huge amount of differences between 1 and 2, and if I’m being entirely honest, most of the changes are minor quality of life changes, but these all add up to a much better game than what came before it. We were introduced to the Spin Dash, a move that has been in every main series game since it’s inclusion, to the point where a Sonic game without it feels really lacking.
That wasn’t the only thing that made life better in the Sonic franchise, with one of the biggest issues from Sonic 1 – the fact that you’re moving to fast to react to things that fly in from off-screen when you’re at full speed – being, not necessarily fixed, but certainly improved upon, since now these obstacles that were impossible to react to are no longer damage dealing enemies or pits of instant death, but instead quick momentum killers, or something that forces you to switch to a slower lane. Granted, it doesn’t entirely fix the problem as a lot of the obstacles are still pretty hard to dodge unless you already know they’re there, however it no longer felt like the game was out to get you by taking all your rings or killing you unfairly.
The level design (which was already top notch in Sonic 1) saw a noticeable improvement, with stages designed to pose a solid challenge to platformers of all skill levels, while still leaving plenty of space to enjoy rushing past the scenery at the speed of sound. This lead to several of the most iconic stages in the franchise, with Chemical Plant and Casino Night Zones still ever popular to this day, to the point where almost every Sonic game since has had some sort of copycat version of them.
Sonic 2 did pretty much everything a good sequel should. It took what the first game did and improved upon it in nearly every aspect, without sacrificing the core of what made the original so good, to begin with and provided us with pretty much everything that was expected from a second Sonic the Hedgehog game.
3 – Sonic Rush Series

I will never get the main menu theme to Sonic Rush Adventure out of my head.
The Sonic Rush games are as good as the handheld Sonic games ever got as far as I’m concerned, and it’s disappointing that there’s only ever been two of them because I really think they struck gold with this style of gameplay.
By this point, the developers had long since gotten over the limits of the hardware they were working with, and they were able to spend a lot more of development time putting the shine on things instead and that really shows with these games. I’m not the biggest fan of modern Sonic’s “push one button to instantly hit max speed” style of platforming, but I think these games did a really good job of designing levels in such a way to make the boost mechanic a lot of fun to blast through levels with.
The extra mini-games that were added in Sonic Rush Adventure were also nice and generally more context was given as to why and how the characters were getting between these wildly different zones. The plot was nothing special, but it did give a lot more context to what was going on than many other Sonic games up until that point, and while that isn’t always a good thing, I think it works for what it is here. Plus they introduced Blaze the Cat, who’s basically just Sonic but purple and way cooler.
One of this game’s stand out features were it’s boss fights, with them doing their best to involve you in the fight more than ever. While some of them did still follow the standard formula, most of the bosses were more than just waiting around until the moment to strike appears, and it forces you to be much more proactive when it came to taking down these massive machines, to the point where fights like Whiskers & Johnny are among my favourites in the whole franchise.
The Sonic Rush games were a window into what the Sonic franchise could’ve become if SEGA had dedicated themselves more to merging the two styles of Sonic gameplay instead of sticking rigidly to one or the other, with a constant need to rebrand themselves every other game. It’s a shame we’ll likely never see this style of Sonic game again, so these are definitely ones you should check out.
2 – Sonic 3 & Knuckles

I know Sonic 3 and Sonic & Knuckles are technically separate games, but nowadays they’re pretty much only played as one big game instead.
I’d love to have something fresh and profound to say about this, but it’s more or less ditto what I said about Sonic 2. They took what was an already brilliant game, added quality of life changes, made it bigger and better and shipped it out. Ok, so that’s not entirely fair, there were some more major additions this time around.
For one thing, there was a hell of a lot more levels to it, so much so that it couldn’t all fit on one cartridge, so it had to be split into two. We had the elemental shields, which are a really underappreciated feature if you ask me, along with the variety of special stages (which aren’t). We also had the ability to save for the first time in the series, which is just as well considering the length and the biggest addition which was that of a brand new character in Knuckles, who was new and cool in just the right way unlike Shadow, a character that’s trying a bit too hard to be “alternate”.
Outside of the new features, once again every other aspect of the game’s design got tighter and more polished. Levels felt more expansive than ever without feeling obtuse and confusing (except maybe Marble Garden Zone, but you can’t have everything); the difficulty had the right balance of challenge and forgiveness to make sure I kept wanting to push forwards; and thanks to a partial collaboration with Michael Jackson, we had some of the best music in the entire franchise with tracks like Flying Battery, Lava Reef and Ice Cap zones all being among my favourite gaming tracks.
Sonic 3 & Knuckles was a culmination of everything that had gone into the franchise up until that point, having thrown out the trash and kept everything that was great until we had a phenomenal 2D platforming experience. Every time a horrible and broken Sonic game released over the years, I would always come back to this game to remind myself exactly why I loved this franchise to begin with, as by my reckoning this was the best game in the franchise for almost 23 long years until…
1 – Sonic Mania

Could it really have been anything else?
As I just mentioned, come August 2017 it had been very nearly 23 years since a Sonic game on the level of the originals had released. We had the odd glimmers of hope to hold onto, with games like Adventure 2, Colors and Generations proving that the great revival we were all hoping for was just around the corner, but like many fans, once the catastrophic Sonic Boom released I had all but given up hope that the days of the golden age of Sonic would ever return.
So holy shit was I blown away when this game came out.
Thanks to a combination of a development team that were craving a return to form as much as the fans were, and SEGA having the nerve to take a chance with the Sonic franchise for once, we were treated to this absolute perfect tribute to the fastest thing alive.
Sonic Mania took the original games and boiled them down to their purest essence, the development team on Mania seemed to truly understand what was fun about Sonic – the fast-paced, momentum-based gameplay – and designed absolutely everything in the game to feed back into that. The levels are clearly designed more for fast-paced platforming more than ever, and it has this genius way of being so complex while not moving too fast so that you can’t react to anything coming your way (the camera finally being zoomed out a bit more helps).
However, Mania didn’t just take what the originals did and refine it, the Sonic Mania team also included so much new stuff into the game as well. The new additions to old stages – such as the coloured jellies in Chemical Plant – were brilliant ways to spice up familiar territory and the brand new stages like Studiopolis and Press Garden are some of the best in the whole game. The new and the old blended so well in this game that unless you already know, then I doubt you’d be able to tell them apart, it proves that Sonic the Hedgehog wasn’t only good in its time, with the right vision and quality of design it can easily still hold up today.
I sincerely hope that this wasn’t a one-off and that there’s more Sonic games from this team in the future because I really don’t think there is a 2D platforming experience out there anywhere near as good as this one. Sonic Mania doesn’t only mark the return to form of a gaming icon, but it could potentially mark the start of a new Sonic golden age; it really is that special.
And there you have it! Thank you very much for reading, if you enjoyed then please share it around on social media and let me know what you think of the 2D Sonic games on Twitter @10ryawoo. Make sure to come back here at the same time next week, where I’ll be ranking WWE world champions since the 2016 brand split!











































