Retro Review: Sonic R (1997)

In 1997, Sonic R took Sonic fans in a new direction, moving away from classic platforming to deliver a footrace-style 3D racing game. Unlike conventional kart racers, Sonic R capitalized on Sonic’s defining feature—speed—by letting players run, rather than ride, around uniquely crafted courses. Featuring a small cast of playable characters and a memorable soundtrack, Sonic R remains an ambitious and divisive entry in the series, loved by some for its experimental charm but criticized by others for its limited content and awkward controls.

Gameplay & Mechanics

The gameplay in Sonic R revolves around foot-racing, where characters race on foot (or hover, in some cases) across five courses. Eschewing the standard kart-racing format, Sonic R lets each character’s unique abilities define their racing style: Sonic’s sheer speed is balanced by his tight turning, Knuckles can glide over obstacles, and Tails can hover for brief periods, while Amy drives a small car with water navigation capabilities, and Dr. Robotnik (Eggman) floats around in his Egg Mobile. Metal Sonic and other unlockable characters bring unique moves, adding to the game’s replay value and character selection.

One of Sonic R’s unique aspects is its emphasis on exploration. Rather than staying strictly on a defined path, players are encouraged to look for shortcuts, branching paths, and hidden collectibles. Each course is filled with hidden paths, alternate routes, and collectible items like Chaos Emeralds and character tokens. Collecting these items while still winning the race unlocks additional content, encouraging players to explore the courses fully rather than just racing from start to finish.

However, the controls in Sonic R have been a sticking point for many players. The game’s unique take on racing requires an unconventional control scheme, as characters are controlled with tank-like handling. Turning feels rigid, and the camera often struggles to keep up, which can make precise navigation tricky, especially when using characters who move at high speeds. The controls aren’t necessarily unplayable, but they require a learning curve, and players may find themselves fighting the camera or overshooting turns as they get accustomed to Sonic R’s unconventional mechanics.

Courses & Track Design

Sonic R offers five racetracks, each themed and built around the Sonic universe. The variety in environments—from the sunny Resort Island to the ancient, ruin-filled Regal Ruin—provides distinct settings with intricate layouts, featuring open-ended areas where players can veer off the main path to find collectibles or cut across sections. Radiant Emerald, the game’s final course, is a neon wonderland, a visually striking reward for players who unlock all previous content.

Each track has a unique design that mixes standard racing loops with platforming elements, ramps, and obstacles that require players to master both speed and navigation. This layout supports the game’s emphasis on exploration, making races feel like obstacle courses with hidden areas to uncover. Unfortunately, while the open-ended designs allow freedom, they can also make the tracks feel cluttered or unclear at times, especially on a first playthrough. Mastering each track requires memorizing layouts and discovering the fastest routes, which can be both rewarding and frustrating, depending on the player’s familiarity with the courses.

Graphics & Presentation

For its time, Sonic R was a visual showcase on the Sega Saturn, offering one of the most graphically ambitious Sonic titles on the system. The game’s 3D environments, though simple by today’s standards, were vibrant and richly detailed, with environments that moved fluidly as characters sped across them. The visuals leaned heavily into bright, colorful design choices that complemented the Sonic universe, and each course had weather effects such as rain and snow, adding a dynamic touch to the presentation.

The character models are distinct and well-animated, though they lack some of the polish seen in more modern games. Special effects, such as the neon glows in Radiant Emerald or the water reflections in Resort Island, added a touch of polish that made the game stand out on the Saturn. Despite these strengths, Sonic R is sometimes criticized for its draw distance issues, with background elements that can pop in unexpectedly, detracting from the visual fluidity during fast-paced gameplay. While this is somewhat expected for the era, it can be jarring when racing at high speeds.

Sound & Music

One of the most memorable aspects of Sonic R is its soundtrack, composed by Richard Jacques and featuring vocalist TJ Davis. The music ranges from upbeat pop to soulful ballads, creating an unusual but iconic soundtrack that is as loved as it is polarizing. Tracks like “Can You Feel the Sunshine?” and “Living in the City” have become cult classics, with catchy, optimistic lyrics that set a surprisingly relaxed tone for a racing game.

The soundtrack’s lyrical style is a unique choice that gives Sonic R a distinct identity, with each song adding to the atmosphere of its respective course. Some fans find the music out of place for a high-speed racing game, but others appreciate it for its charm and nostalgic appeal. In either case, the music has left a lasting impression and remains one of the game’s defining features.

Difficulty & Replayability

Sonic R is relatively short, with just five main courses, but it encourages replayability through its collectible-based progression. Unlocking characters and finding all the Chaos Emeralds in each level requires players to explore and replay races, mastering shortcuts and optimizing their routes to gather collectibles without falling behind. This aspect adds a degree of challenge, as completing each course without missing collectibles while maintaining a lead requires skill and familiarity with the tracks.

The game’s length and small track selection are often cited as drawbacks, making Sonic R feel more like an arcade experience than a full-length console game. Still, the collectibles, hidden characters, and multiple endings for each race encourage completionists to spend time fully exploring each course.

However, the game’s difficulty largely stems from its control scheme and camera rather than the course layouts. Learning to maneuver characters effectively can feel clunky at first, especially when trying to explore while maintaining speed. These factors can make the game feel challenging in unintended ways, which may deter some players from attempting to collect every item or character.

Legacy

Sonic R has earned a cult following over the years, partly due to its unique concept, soundtrack, and nostalgic charm. While it didn’t spawn a sequel, Sonic R remains an experimental entry in the Sonic franchise that tried to do something distinct by focusing on foot races and exploration-based track design. Its impact can be seen in later Sonic games that experimented with non-traditional formats, showing Sega’s willingness to take creative risks with Sonic.

The soundtrack, in particular, continues to resonate with fans, and the game’s charming, if flawed, mechanics have kept it a beloved oddity among certain segments of the fanbase. In retrospect, Sonic R is often seen as an endearing, if imperfect, experiment that captured the spirit of the late ‘90s with its pop-infused soundtrack, colorful visuals, and unorthodox approach to racing.

Final Thoughts

Sonic R is a unique, bold attempt to bring Sonic and friends into the world of 3D racing in a way that stayed true to the series’ emphasis on speed. With vibrant visuals, exploratory level design, and an unforgettable soundtrack, Sonic R stands as a distinctive entry in Sonic’s history, offering a short but memorable experience that defies the norms of traditional racing games. While its limited content, awkward controls, and brief playtime may disappoint some, its nostalgic charm and experimental spirit have cemented it as a fan-favorite curiosity.

Rating: 7/10

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What was the Best Song from Sonic R?

Editor-in-Chief for Robots Over Dinosaurs Anthony has been gaming since the 1980s. Working adjacent to the gaming industry for the last 20 years, his experience led him to open Robots Over Dinosaurs.

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