A Thousand Words: Rocky Rodent

Rocky Rodent

It’s easy to dismiss Rocky Rodent as one of the follow-on Sonic The Hedgehog knockoffs. But looking at it and looking at the actual Sonic games makes for an interesting comparison to what something superficially similar just didn’t understand.

Judged on its own terms, Rocky Rodent is decent enough. The music is good enough, the gameplay is never outright bad, and the styling is legitimately quirky, both in the haircut power-ups (seriously) and general eccentricity (the first boss is an SMG-wielding mobster in a VW Bus being driven by a cartoon rat). However, beyond that it’s one of the best examples of copying the surface of something but not getting the points.

Part of this is the level design, but a far bigger part is that the game uses what’s essentially Mario’s damage system. You have a maximum of two hit points, power-ups increase them by one, and getting hit with a power up causes you to lose it. In areas where you HAVE to be powered-up to get past an obstacle, this means backtracking to get it again if you’re hit.

Compare this with the rings intentionally designed to give you a huge margin for error (so you can go faster with less skill) in the real Sonic series, and you see the problem. It’s less coherent thought and more just following the two leaders. Thankfully the visuals and competence of the game mean this isn’t more of an issue than it is.

In an era of lazy, outright terrible cartoon mascot platformers, Rocky Rodent can at least be successful gameplay-wise and a little distinct setting-wise.

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