Sonic Jump Fever iOS review

Sonic Jump Fever iOS review

Remember the original Sonic Jump? It first appeared about 18 months ago, and scored an entirely decent 4/5 in my November 2012 review. “Sonic Jump won’t change your life,” I crooned. “But there have been far worse games in Sonic’s history.”

Enter: Sonic Jump Fever (App Store/Google Play). Is it worthy of a similarly decent score, or one of those “far worse games”? Spoiler: somewhere in the middle.

Sonic Jump (sans Fever) still carries a £1.99 price tag on the App Store, and as such I was gripped by The Fear upon learning that Sonic Jump Fever is entirely free to download.

Yes, free to download, but with about a million requests for payment per minute of play. It’s really quite ridiculous.

Sonic Jump Fever does away with the whole concept of levels, and instead puts the focus on high scores. You’re still jumping like before, collecting coins and whatnot, but there are no boss encounters, and basically you’re doing the same thing over and over and over... And then over some more.

See, while there are three different zones, the game dictates which zone you play on, with each zone hogging the spotlight for several consecutive days. And while it’s possible to extend your time, generally each run lasts around 60 seconds.

Sonic Jump Fever iOS review

Worse still, Sonic Jump Fever adopts a stupid energy system, which means you can only play up to five runs in one sitting. Needless to say you can pay to speed up the recharge time.

And worserer still, there are adverts after every run, and you can only skip them after you’ve watched the first five seconds. At that point, you have to tap a further three times to get rid of the ad and back to the game.

Clearly Sega hopes to hound you into paying to remove ads, and indeed there are several bundles that’ll cater to your needs, starting at £1.49. Note: you’ll intermittently see an ad for a “Special Ring Bundle” at 69p; it’s worth holding out for.

And yeah, that’s Sonic Jump Fever in a nutshell. Immediate concerns: What if none of my friends are playing? And what if I don’t care about high scores? In that case, there’s not much here.

The primary additions to the gameplay are Chaos, which do things like attack enemies and reveal hidden platforms; and Fever mode, which simply throws you into a screen with an orange background and loads of coins for a few seconds. Meh.

Which is a shame, really, as Sonic Jump was really enjoyable, and – as documented extensively here on Mobot – Sonic Dash is one of my most played smartphone games to date.

Alas, it looks like the virtual trash for Sonic Jump Fever.


  • Looks good
  • Runs well
  • It’s, uhm, free (ahem)


  • If you don’t care about scores…
  • If you don’t have any SJF friends…
  • Those video ads

Summary: Sonic Jump Fever is by no means terrible, certainly not in a technical sense, but freemium stuff really gets my proverbial goat, especially when it’s this blatant.

Developer: Sega

Price: free @ App Store, free @ Google Play

iOS compatibility: Requires iOS 7.0 or later. Compatible with iPhone, iPad, and iPod touch. This app is optimized for iPhone 5.

Requires Android 4.0 and up

Sonic Jump Fever iOS review

Read more about: AndroidiOS

Add a comment

You don't need an account to comment. Just enter your email address. We'll keep it private.