[This post is part of a collaborative Sonic retrospective based around the games on Sonic Mega Collection Plus. To read more, please head over to the central post!

This post is written by Agnes Forrester, who you can find on twitter as @cartridgepink, and who previously wrote about A Bug’s Life. Thanks also to Agnes for the images in it.]

Ever wanted to play a Sonic game where he couldn’t run? Me neither – yet this is the dilemma at the heart of Sonic Labyrinth. After Dr Robotnik tricks him into wearing shoes which stop him from running or jumping, Sonic has to rely on his spin dash to collect the chaos emeralds, defeat Robotnik and regain his power. Originally released for the Sega Game Gear, Sonic Labyrinth is a small, quirky outlier in the Sonic canon. 

Superficially, Sonic Labyrinth is an isometric pinball game complete with flippers and bumpers. Each level has three keys which Sonic has to collect before he can exit through the goal, as well as enemies and obstacles dedicated to wasting his time. There’s also plenty of movement gimmicks, like floating tiles, springs, teleporters, or being shot out of a cannon.

At first it’s all too tempting to charge Sonic’s roll up to maximum speed and let him ricochet around the board. But while the speed and danger is invigorating, it’s rarely actually useful. With a slim 1:30 to clear each level, there’s no time to muck around. Labyrinth wants Sonic to have more haste, less speed.

Instead I found the most successful way to traverse is with constant stop-start rolling, avoiding any and all contact with floor traps, hazards and Robotnik’s henchmonsters. Sonic Labyrinth plays almost like a stealth game; while there’s a small time bonus for defeating enemies, it’s usually faster to avoid them entirely. Get in, get the keys, get out. 

Each group of levels (titled Sky, Sea, Factory, and Castle) is vibrant and distinct, even as the isometric layout somewhat limits the opportunity for decorative flair. The level designs themselves are wildly uneven, with inconsistencies around depth and poorly defined traversable area. A key may be tantalisingly just out of reach, but why? Are the floors at different heights, or is Sonic trapped by an accursed invisible wall?

This isn’t to say the game is an irredeemable mess. There’s plenty of charm and attention to detail, though its artistic priorities are at times as confused as its gameplay. The tight time limit forces you to think and move quickly – yet Sonic has an idling animation.

Other small moments of characterisation feel more motivated. When Sonic teeters over the edge of a chasm Looney Tunes style, it’s not just a goofy sight gag; while he’s flailing you can safely move him back to solid ground. If you don’t manage it, falling in the Factory area treats you to a special cutscene:

After three maze levels, the final stage of each labyrinth is a boss. These levels don’t have a time limit and feature a downhill coin collecting race as a warm up. It’s as fun as it is forgiving; if you lose a life to the boss, you can immediately collect 100 rings and get it back. Unfortunately it was also the only time I truly felt like I was actually playing a Sonic game; I was tempted to deliberately lose so I could get another go on the slippery-dip.  

The bosses themselves are simplistic; most shoot projectiles in one direction, making no attempt to actively attack you. The final showdown with Robotnik is tougher, catching me off guard with its fast pace, targeted moves and second phase. I just wish it wasn’t the only time my reflexes were challenged, rather than my ability to keep track of where I was on the map.

There’s a lot to like about Sonic Labyrinth, but even what it does just fine, so many other Sonic games do so much better. As one small part of a collection, it’s easy and endearing enough to have a go at for an hour – before you walk, run or spin dash your way to a more consistent Sonic experience.

[Sonic Mega Collection Plus main post]