Burning Rangers is initially very off-putting, and confusing similar to NiGHTS in fact. The first level is predominantly made up of sparse, metallic and seemingly repetitive corridors with little to distinguish one from the last. The gameplay appears unbalanced, as you become engulfed in a flash-fire bursting through an unstable exterior wall with no prior warning. Not to mention the distinctly Japanese influence of the game, which will appear alien to the Western gamer, force fed on a staple diet of arcade racers and beat ’em ups. Granted, it’s not too dissimilar from Core Design’s Tomb Raider series, but what elevates Burning Rangers are the hallmark Sonic Team innovations. Supporting your progress through the vast and expansive labyrinth of flame-filled corridors, information is communicated about the best possible route to the trapped civilians and the condition of each area. This is available wherever and whenever you need it, simply by pressing the “Z” button. It’s a good job too, as there’s no time to plan out a route. With speed being a key concept in Burning Rangers, everything moves at breakneck speed, so there’s never any respite in the action. Exploding walls, falling bridges and collapsing floors ensure that only players who are able to think on their feet will survive. This is where the versatile controls come into play. As with the incredible NiGHTS, mastering the controls of the agile characters is essential for progression through the game. Strapped into their jet pack the Burning Rangers control like a cross between Lara Croft and NiGHTS - with jumps, rolls and back flips being amongst their versatile repertoire of manoeuvres. Pulling off these stunts couldn’t be simpler, thanks to the near-essential analogue pad, enabling novices to pick up the basic movement system, whilst experts are able to manipulate the characters with pinpoint precision. In terms of visuals, Burning Rangers is a bit hit-and-miss really. Sonic Team are doing things with the Saturn that no other developer has achieved, with some jaw-dropping translucent fires and incredible real-time lighting effects. The problem is though, Burning Rangers also exposes the hardware limitations of the Saturn. Polygon glitching is a regular occurrence, the frame rate is a tad jerky at times and the draw-in distance is questionable. It’s something we thought would be sorted out for the final copy, but unfortunately that isn’t the case. Shame. Our only other criticism is that Burning Rangers isn’t massively difficult. Like most Sonic Team games, it doesn’t take a superhuman effort to complete the four levels. Given a couple of days, most reasonably accomplished players should have it clocked. But as with NiGHTS, the incentive is there to keep going back to each level until you’ve attained a grade “A” on each one, at which point we suspect some cool new game options will become available. Ah, but only four levels, you say? Yep. But when you take into consideration the multiple routes which become accessible with every subsequent game (3125 different routes in total). An excellent addictive game, fun to play with some great new touches. It’s certainly not without its faults and doesn’t really attain must-have status. But get past the scrappy graphics and the initial shortcomings and you’ll discover yet another innovative and unique gaming experience from Sonic Team. reviewed by Gus Swan