Version Reviewed: 1.0.0
Device Reviewed On: iPhone 5
Graphics / Sound Rating:
Replay Value Rating:
While Sonic Dash embraced the Endless Runner, Sonic Jump embraced the likes of Doodle Jump, offering a series of levels in which players must keep jumping upwards, saving animals and collecting rings. It appears it's here again in the form of freemium based Sonic Jump Fever. It's an ok kind of game but it lacks any real personality, and its freemium-based elements start to infringe on the fun a little too readily.
With new levels to explore each week, there's plenty of time to get to grips with each entry. It's a generally quite frantic affair, so while the graphics might be sharp, odds are you're going to be too busy concentrating on what you're doing to pay much attention to your surroundings. Controls are tilt-based and appropriately responsive with a double-tap causing a double-jump to get you out of danger.
Enemies can only be defeated by hitting them from below, but Sonic Jump Fever is very forgiving at giving you more shots. The only real penance for slowing down and messing up is a loss of points that are often quite easily restored. Such a lack of peril really affects what fun can be gleaned from Sonic Jump Fever.
A few minor tweaks go some way to keeping Sonic Jump Fever more interesting, such as a Fever mode in which your character flies through the level collecting up masses of coins. There's the option to upgrade characters too, boosting their powers, but that's also where the freemium side of things come into play. It'll take a while to unlock characters, and strangely, the first character available is Tails rather than Sonic. An energy bar also restricts how often one can play, feeling as if it's there to artificially drag out content more than anything else.
Ultimately though, this is all filler to make Sonic Jump Fever seem more well-rounded than it actually is. Take away the Sonic theme and Sonic Jump Fever is just another Doodle Jump style game.