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  • Triple? Truffle? Shuffle? Trouble. Let’s leave the Elizabethan wordplay out of it for

  • a moment and take a look at a Sonic game, a bit closer to that heyday of Sonic 3, that

  • managed to push the Game Gear to the breaking point. Put aside the fact that we actually

  • saw this game in the states a month before its Japanese release, which was unheard-of

  • in ‘94. Disregard the strange history of developer Aspect Digital Entertainment, a

  • company primarily concerned with making Sonic games for the 8-bit systems (Master System

  • and Game Gear) well into the ‘90s, as well as porting Fatal Fury to the Genesis a couple

  • times, producing various Disney and Coca-Cola-flavored licensed games for the Game Gear, and creating

  • a Wonderswan version of Makai Toushi SaGa, AKA The Final Fantasy Legend. Forget all that.

  • Here’s the important part: This is a Sonic game, on admittedly constrained and unwieldy

  • hardware, that manages to be exactly what a Sonic game should be. Just fast enough,

  • just complex enough, and able to riff on the very mechanics that typified the series.

  • No 3D, no fighters, no racing, none of that. This is just original Sonic the Hedgehog (or

  • Tails if you so choose) platforming, with all the innovations up through Sonic 3 (and

  • this title’s direct predecessor, Sonic Chaos) intact. There are rocket shoes. There are

  • spring power-ups, where youre effectively just riding a huge bouncy platform. There’s

  • huge levels, rivalling what the Genesis had to offer, despite this being a Game Gear title.

  • Hit a Chaos Emerald box, and if youve got 50 rings, a warp appears to take you to another

  • huge platforming section, where you can wrest one of said gems away from series newcomer

  • NackFang the Sniperweasel. (Once Sega settles on a name, so will I.) But best of all: There’s

  • one button. One lonely button, because that’s all you need for a Sonic game. This is exactly

  • the gameplay that made people like the series in the first place, and what would survive

  • only in the fantastic Sonic Advance series for the GBA. Case in point: The end of Sunset

  • Park zone 2. You hit the sign, as youve done a bajillion times before... but then

  • you just keep running. No score-tallying screen, no explanation; the game just starts scrolling

  • and youve gotta keep up, and dodge pits, and knock down weird spike-ball-carrying bat

  • things. Then you catch up to the engine, realize youre at the front of the train, and that

  • youve already transitioned into Act 3: the boss fight. That’s a well-designed transition.

  • I’m completely willing to stomach some slightly less-than-responsive controls for a game with

  • that kind of confidence.

  • If you don’t feel like buying a Game Gear and eleven thousand batteries, youve got

  • two options for playing Triple Trouble today: Either on Sonic Gems Collection on the GameCube,

  • or on the 3DS Virtual Console. I’d lean toward the latter, as the GameCube version

  • might happen to have a problem with this boss right here. I remembered him as taking about

  • a dozen hits to enter raining-fiery-death-mode, but today I spent the better part of five

  • minutes just mangling him and getting nowhere whatsoever. Still. If you must blow up Game

  • Gear games onto your big olplasma telemabob, Sonic Triple Trouble is among your best choices.

Triple? Truffle? Shuffle? Trouble. Let’s leave the Elizabethan wordplay out of it for

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