Review cover Sonic Mania (Xbox One)
Official GBAtemp Review

Product Information:

  • Release Date (NA): August 15, 2017
  • Release Date (EU): August 15, 2017
  • Release Date (JP): August 16, 2017
  • Publisher: Sega
  • Developer: Headcannon
  • Genres: Platformer
  • Also For: Computer, Nintendo Switch, PlayStation 4

Game Features:

Single player
Local Multiplayer
Online Multiplayer
Co-operative
Sonic Mania Brings the Blue Blur Back Home
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A Triumphant Homecoming

It’s no secret that the Sonic franchise hasn’t had the most solid history. Despite some really fun games highlighting the speedster’s first jump into 3D platforming, things started going downhill around 2005 with the release of Shadow the Hedgehog, and hit an all time low with 2006’s failure, Sonic the Hedgehog. Sonic Colors, Sonic the Hedgehog 4, and Sonic Generations gave fans hope, but the Sonic Boom franchise reminded everyone just how low the franchise can hit. Bearing this history in mind, it only makes the triumph of Sonic Mania much more rewarding.

Despite Sega releasing a proper Sonic 4 years ago, Sonic Mania deserves the true title of the 4th Sonic installment. The game is a 16 bit side scrolling adventure, taking place directly following Sonic 3 & Knuckles. Despite playing the game on an Xbox One, it felt as if I’d been flung through time à la Sonic CD, and was playing on the Sega Genesis once again. The game banks heavily on this nostalgia factor, and gives fans of classic Sonic games the experience they’ve been begging for since the jump to 3D with three distinct gameplay modes; Mania Mode, Time Attack, and Competitive.

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Mania Mode: Story and Gameplay

Mania Mode is the game’s traditional story mode. The story is a simple one, like most 16-bit Sonic adventures. On Angel Island, Sonic and Tails find Dr. Eggman’s henchmen known as the Hard-Boiled Heavies extracting a gemstone known as the Phantom Ruby, which has the power to warp space and time. Upon extraction, Sonic, Tails, and a nearby Knuckles are warped back to Green Hill Zone, as the Heavies race to bring the Ruby back to Eggman. Eggman intends to use this ruby to restore the ruined future of Little Planet, from Sonic CD. As usual, it’s up to Sonic and friends to put a stop to Eggman’s plan.

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You can play the game as either Sonic, Tails, Knuckles, or the combined Sonic and Tails with an option for co-op play. The gameplay of Sonic Mania will be quite familiar to anyone who's played the Genesis series of games; High speed platforming with a variety of Badniks to fight and rings to collect. Playing as Sonic obviously emphasizes speed above all, with Tails and Knuckles being a slightly slower playstyle, but with their own strengths; Tails can fly over Badniks, while Knuckles can glide short distances and climb walls with his spikes.

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In co-op Mania, the second player will control Tails while the first player controls Sonic. This allows for some excellent cooperative gameplay, as Tails can pick up Sonic and fly him to areas he may not be able to reach on his own. When hit, Tails will not lose any rings, and will continue to follow Sonic after respawning. If no second player is present, Tails will be controlled by the AI while Sonic is controlled by the player still. Tails stays mostly out of the way, and isn’t a hinderance at all to the normal play, much like in Sonic 2. The AI, however, is still hilariously inept at controlling Tails which leads to some pretty humorous moments of Tails biting the dust.

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There are twelve levels in all, called zones. Each zone has two acts, and a boss at the end of each act. The bosses do include typical “jump on them til they explode” robotic fights, but there’s some originality here too; One boss features a Bejeweled style puzzle contest against Eggman, ripped right out of the Genesis game Dr. Robotnik’s Mean Bean Machine, which is a fun nod to a classic spinoff title from the franchise.

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Eight of the zones are remastered versions of classic Sonic levels, such as the famous Green Hill Zone, and Chemical Plant Zone. The remaining four zones are new stages made for Mania. While it’s an incredible trip down memory lane to see these remastered stages, and it’s certainly fun to play through the likes of Green Hill Zone with Knuckles and Tails, it leaves me wishing for more. For an entirely new game, I was hoping for more brand new stages. The nostalgia factor does a lot for this game, but it can only carry it so far. The reuse of eight classic stages just comes off as an almost lazy decision, no matter how fun the stages still are 26 years later.

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Scattered throughout the zones are hidden rings that teleport you to the special zones, which will be familiar to any Sonic fan. The special zones are rendered in a very primitive 3D, inspired by the Sonic 3 special zones. In them, you chase after a UFO carrying one of the staples of the Sonic franchise; a Chaos Emerald. There are seven Chaos Emeralds to collect in all, and doing so will unlock a hidden final boss at the end of the game, to get the “true” ending. These special zones can be a bit of a challenge to get the hang of your first few attempts at them, and you do need to find the hidden teleportation ring to get access to it. But they’re a fun side step from the main game, and yield quite the reward for seeking them out and conquering them.

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Time Attack and Competition Mode

Of course, there’s more than just the main story mode to keep your attention. The time attack and competition modes add hours of extra content as added bonuses to the game. They’re nothing new, but they’re a fun way to compete with friends and personal records in a familiar way to all Sonic fans.

Time attack works just as the name implies; See how fast you can beat the level. Each act in each zone is available to be timed, with a small leaderboard showing the top scores in each act. All three characters are available in time attack, each able to put their respective strengths to use and complete the stage as quickly as possible.

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Competition mode is an even simpler concept than time attack; Two players racing each other through a stage to see who can finish it the fastest. Again all three characters are playable in this mode, and competition mode is done in split screen, with the screen stretched across top and bottom to accommodate. I only bring this up because in comparison to the full screen of the main game, the split screen view is a bit hard on the eyes, and doesn’t do justice to the fantastic zones being raced through. This doesn’t kill competition mode for me, but it is a bit of an annoyance.

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Sonic Mania Launch Trailer

Verdict

What We Liked ...
  • A classic and fun Sonic experience.
  • Timeless gameplay that holds up decades later.
  • Excellent price at $20.
What We Didn't Like ...
  • Reuse of many classic levels feels lazy.
  • Split screen competition mode is a bit of an eyesore.
9
Gameplay
The gameplay is simple, but considering the often clunky and sometimes overly complicated gameplay that most modern Sonic games have become known for, simplicity is what works.
10
Presentation
For a game made in the style of those classic Genesis Sonic games, it holds up phenomenally. Many times I found myself forgetting what console I was playing on, an excellent problem to have when trying to emulate classic Sonic.
7
Lasting Appeal
The main campaign may be short, but each level is fun enough to replay time and time again. The special zones will keep completionists coming back for the Chaos Emeralds, time attack gives plenty to test yourself with, and competition mode is perfect for a quick match with friends.
9
out of 10

Overall

In the end, I really enjoyed Sonic Mania. The 16-bit adventure is a true return to form for the series, and an installment that many fans have been waiting for since Sonic 3 and Knuckles. The gripes are minor, but the fun is major. And at a modest $20 price tag, you really can’t go wrong picking the game up.
It is a fantastic game I was playing it for hours last night and could not put it down! and if you buy it the russian way, then its a snip @£9.00 "uk", WOW!
Edit: Mine was for the Nintendo Switch I didn't realize this was an Xbox review.
 
I wouldn't go with "Re-use" of classic levels, more like, "re-imaginings," I've found the first acts are more like remakes, while the second acts are continuations, like if they were designed in a more advanced time. I've played up to Oil Ocean (that stage was a pain in the original Sonic 2), and will play more later. The final score is agreeable though, I must admit that with this site's reviews, I now expect scores lower than what the game probably warrants. BOTW and Sun/Moon being famous examples.

I'd add too that "lazy" might be a bit harsh because no matter what the level, attention to detail is fantastic, with many secrets hidden in. This game made me realize that a charm about the old Sonic games were that you're going fast and sometimes in only one direction (when there are different paths to run in an act) that you hardly stop and appreciate how vast and beautiful the level designs are. At the very least, the game was made with love.
 
Sonic Unleashed is the start of the era where good Sonic games began to come out, not Colors\

The Chemical Plant Boss is based after Puyo Puyo
 
Definitely a good game, dare I say I actually enjoyed a new Sonic game? The last one that was at least halfway decent was Sonic generations. Let's see if Sonic team can keep this momentum moving with Sonic forces or if they're gonna pull another Sonic 06. I'm still skeptical about the whole avatar thing as the gameplay looked meh to me.
 
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Sonic Unleashed is the start of the era where good Sonic games began to come out, not Colors\

The Chemical Plant Boss is based after Puyo Puyo
sonic unleashed wasnt the start. though it was better than 2006, it had it's faults. werehog stages were a pain. they were so slow paced, and this is a franchise were all games had you pressing the forward button most of the time, cause you gotta run. having to smash stuff, and getting used to some of the werehog gimmicks, took the fun out of it for me. i would say Colors was the start of sonic new momentum. that game was awesome.
 
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Definitely not, the game earned its score through how fun it is. I just feel like the $20 price is worth mentioning because let's face it, consoles rarely get games this good for a price that low.
There is 2 games on eshop by INTI CREATES that is half the price and just as good. Sonic mania is a celebration of classic sonic games done well, but let's not forget Blaster Master Zero and Mighty Gunvolt Burst are $10 games that uses much of the assets from the past games on nes and makes new work out of charming the player and additional FREE DLC content updates. :P

(Still the details about the opening video bothers me) Does this game take place before sonic 4 or after sonic 4? O_O
 
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In my opinion, digital only games should only be max of $15 standard, but hoping future updates will add more content or fix issues with this game.
Indie devs gotta eat too bro. Sales and whatnot are fine, but a "max" starting price of $15 for all digital-only games is not viable. Different games require different amounts of time and money to develop, and not all digital games are 2D or 16-bit graphics.
 
sonic unleashed wasnt the start. though it was better than 2006, it had it's faults. werehog stages were a pain. they were so slow paced, and this is a franchise were all games had you pressing the forward button most of the time, cause you gotta run. having to smash stuff, and getting used to some of the werehog gimmicks, took the fun out of it for me. i would say Colors was the st upart of sonic new momentum. that game was awesome.
Sonic Unleashed is easily the best Modern Sonic game to exist, it's the most beautiful, has the best graphics, it's fastest game in the series, the levels are huge, etc. Colors was way too slow and had too much 2D so it wasn't that good imo. The wisps we're necessary for Progress. Things from Unleashed had to be downgraded when Generations was made. Let's wait for Forces to see which is best
 
Well i played sonic unleashed on ps2, probably wasn't a good choice, and i played sonic colors on Nintendo ds, played much like sonic rush, so kinda of a clone the same way sonic colors was a clone of sonic unleashed. Anyway, sonic mania needs some updates, got few bugs. Sometimes when playing the jump sound would change to the ring collecting sound, and I have to quit the game and reboot it to fix it. There is some places that the game will auto control sonic, but if he gets stuck is soft lock and need to reboot to fix it. The game crashed on me one time, not sure why, I had a bubble shield at the end of act one green hill zone, and THIS! What a rotten egg cheater!

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Sonic Unleashed on PS3 and XBoX 360 is the best version. It runs on the hedgehog engine. The cutscenes are movie quality
 
Sonic Unleashed is easily the best Modern Sonic game to exist, it's the most beautiful, has the best graphics, it's fastest game in the series, the levels are huge, etc. Colors was way too slow and had too much 2D so it wasn't that good imo
well, it is your impression. i played the ps2 version, so i didnt enjoy high end graphics like on the ps3/360. so i had to concentrate on the actual gameplay. which wasnt good in night levels. colors introduced me to vibrant COLORS .the graphics were good, though resolution was bad, but that is the wii, so no helping there. gameplay was awesome, though somewhat easy. i have never been focused on the graphic aspects of new games, only the gameplay. due to that Lost World rank low on my like list, cause it felt slow. i didnt see any difference in sonic speed between colors and unleash.
 
Sonic Unleashed on PS3 and XBoX 360 is the best version. It runs on the hedgehog engine. The cutscenes are movie quality
that engine was modified for use in the colors, right? read that it was used in Generations, but i though GEN used Havok
 
well, it is your impression. i played the ps2 version, so i didnt enjoy high end graphics like on the ps3/360. so i had to concentrate on the actual gameplay. which wasnt good in night levels. colors introduced me to vibrant COLORS .the graphics were good, though resolution was bad, but that is the wii, so no helping there. gameplay was awesome, though somewhat easy. i have never been focused on the graphic aspects of new games, only the gameplay. due to that Lost World rank low on my like list, cause it felt slow. i didnt see any difference in sonic speed between colors and unleash.
Isn't the ps2 and wii have the same resolution and maybe even same power to run games on? Honestly if that was the case, it wasn't gonna be that much better on 480P games and using HD screens.

Maybe sega will do some HD ports and get a better looking game. Otherwise emulators are always a option especially up to 4K. :unsure:
 
Isn't the ps2 and wii have the same resolution and maybe even same power to run games on? Honestly if that was the case, it wasn't gonna be that much better on 480P games and using HD screens.

Maybe sega will do some HD ports and get a better looking game. Otherwise emulators are always a option especially up to 4K. :unsure:
ps2 version had lot of night stages, with wii having more nights compared to ps2. they were not using the engine from the ps3/360 games, but a old engine( probably, one used in previous sonic games on the GCN). so performance was good. but overall, it gave me a bad impression. i would have had the same impression i had of Colors for Unleashed if i had played the ps3/360 version before colors. still havent played it though.
 
Isn't the ps2 and wii have the same resolution and maybe even same power to run games on? Honestly if that was the case, it wasn't gonna be that much better on 480P games and using HD screens.

Maybe sega will do some HD ports and get a better looking game. Otherwise emulators are always a option especially up to 4K. :unsure:
oh, and also. upscaled res and 60fps sonic colors on dolphin looks so good. showed how much potential the game had that was not exploited on the wii.
 
oh, and also. upscaled res and 60fps sonic colors on dolphin looks so good. showed how much potential the game had that was not exploited on the wii.
The PS2 is a nerfed version of the Wii Version of Unleashed, which in turn is a neutered version of the HD versions. BTW Havok is a physics engine. Hedgehog Engine is a graphics engine. The only games that use the Hedgehog Engine are Unleashed, Generations, the Wii U versions of the Mario and Sonic Series, and Sonic Lost World. Sonic Forces will use the brand new Hedgehog Engine 2. Sonic Unleashed HD had better Sonic Day gameplay and had a normal boost unlike the SD Versions. HD version werehog stages were alo comepletely better. New combos can be unlocked and you can use both arms using different buttons. Sonic Colors used a custom SEGA engine because it isnt powerful enough to run Hedgehog Engine. Sonic Unleashed also has the most High Poly Sonic in any game
 
The PS2 is a nerfed version of the Wii Version of Unleashed, which in turn is a neutered version of the HD versions. BTW Havok is a physics engine. Hedgehog Engine is a graphics engine. The only games that use the Hedgehog Engine are Unleashed, Generations, the Wii U versions of the Mario and Sonic Series, and Sonic Lost World. Sonic Forces will use the brand new Hedgehog Engine 2. Sonic Unleashed HD had better Sonic Day gameplay and had a normal boost unlike the SD Versions. HD version werehog stages were alo comepletely better. New combos can be unlocked and you can use both arms using different buttons. Sonic Colors used a custom SEGA engine because it isnt powerful enough to run Hedgehog Engine. Sonic Unleashed also has the most High Poly Sonic in any game
wonder why there was so much hate for it, and it ranked lower than the wii and ps2 version on some reviews.
 
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> Dr. Robotnik's Mean Bean Machine boss

You have no idea how badly I want to play this now. Not that I didn't want to play it badly to begin with, but as someone who grew up with Sonic Mega Collection, that is just too perfect.
 
> Dr. Robotnik's Mean Bean Machine boss

You have no idea how badly I want to play this now. Not that I didn't want to play it badly to begin with, but as someone who grew up with Sonic Mega Collection, that is just too perfect.
That was a surprise no one thought would be coming when it did. :P

Honestly this was a game I did not own on original genesis, but like all games on a compilation you end up playing out of curious reasons. For example I learned beyond oasis is a excellent Legend of Zelda game with nice graphics, presentation, and fun game to play made by the people who worked on Game gear sonic the hedgehog. I think people somehow benefit from compilation games, finding new stuff to like and safely spending money on stuff they already like. :)
 
Does anyone else not really understand sonic games? I hate the feeling of just zipping through a level super fast but then getting stopped by a spike or a bottomless pit or a wall or something. Just kinda feels jarring to me.
 
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@endoverend That's a common complaint with Sonic games, the classic ones in particular, where the player is given the inclination to go fast but is stopped by a spike or enemy or what have you. The 16:9 aspect ratio found in Mania and re-releases alleviates this somewhat. Some would say the answer to this, however, is to treat it as a normal platformer at first, being somewhat cautious as you proceed. If you must go fast, spin attack or something to make you less vulnerable to enemies.

However, IMO, it takes skill to blast through a level while avoiding enemies all the while. You need to know the level layout, and it's also something of a test of reaction times, seeing how fast you can react to the enemy in front of you. Besides, the Sonic games are rather forgiving compared to classic Mario titles in that so long as you have one ring, you can still make it. And rings are everywhere, so getting hit is kind of a slap on the wrist. Plus, you can re-gain the momentum you had with a quick spin-dash or peel-out. That shouldn't even take a second to rev up, so you can re-gain your momentum as quickly as you lost it.
 
Does anyone else not really understand sonic games? I hate the feeling of just zipping through a level super fast but then getting stopped by a spike or a bottomless pit or a wall or something. Just kinda feels jarring to me.
Well maybe, could be subjective. Sonic games are balance of speed and pacing mixed with exploration and platforming. Yes, there times where you rush fast through the place and zip from beginning to end and random bumpers to stop you, and tricky platforming. But that is sonic at is core. Platforming, speed, pacing, exploration and reactions to things. Is basically a super mario game but different pacing and more about exploring, than with most mario games is always go right with almost no vertical climb for shortcuts or any alternate routes, at least to me :P

People complained about sonic 4 being too slow paced, well sega brainwashed people thinking sonic games are supposed to be fast and sonic games are about being fast. Is a healthy balance of momentum, sometimes you go fast, sometimes you slow down to make some tricky jumps, then fast again to see him go through loops and S curves.

This probably explains the series better. (WARNING OF BAD MOUTH LANGUAGE)

 
This game is top-notch. It really shifts into fifth gear starting in Chemical Zone act 2. That was probably one of the most enjoyable gaming sequences I've ever played.
 
@endoverend That's a common complaint with Sonic games, the classic ones in particular, where the player is given the inclination to go fast but is stopped by a spike or enemy or what have you. The 16:9 aspect ratio found in Mania and re-releases alleviates this somewhat. Some would say the answer to this, however, is to treat it as a normal platformer at first, being somewhat cautious as you proceed. If you must go fast, spin attack or something to make you less vulnerable to enemies.

However, IMO, it takes skill to blast through a level while avoiding enemies all the while. You need to know the level layout, and it's also something of a test of reaction times, seeing how fast you can react to the enemy in front of you. Besides, the Sonic games are rather forgiving compared to classic Mario titles in that so long as you have one ring, you can still make it. And rings are everywhere, so getting hit is kind of a slap on the wrist. Plus, you can re-gain the momentum you had with a quick spin-dash or peel-out. That shouldn't even take a second to rev up, so you can re-gain your momentum as quickly as you lost it.
If I remember correctly the old games didn't have a spindash. There's just something about the transition from speed to slowness that angers me. I'm fairly sure the games were not intended to be played cautiously like normal platformers, I mean the whole series is marketed on speed.

People complained about sonic 4 being too slow paced, well sega brainwashed people thinking sonic games are supposed to be fast and sonic games are about being fast. Is a healthy balance of momentum, sometimes you go fast, sometimes you slow down to make some tricky jumps, then fast again to see him go through loops and S curves

I mean, I was certainly under the impression that sonic games were about going really fast :unsure:
 
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If I remember correctly the old games didn't have a spindash. There's just something about the transition from speed to slowness that angers me. I'm fairly sure the games were not intended to be played cautiously like normal platformers, I mean the whole series is marketed on speed.



I mean, I was certainly under the impression that sonic games were about going really fast :unsure:
Sonic 1 was the only game without a spin-dash. All other classic games had at least some variation of the spin dash.
 
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If I remember correctly the old games didn't have a spindash. There's just something about the transition from speed to slowness that angers me. I'm fairly sure the games were not intended to be played cautiously like normal platformers, I mean the whole series is marketed on speed.



I mean, I was certainly under the impression that sonic games were about going really fast :unsure:
Sonic 1 did not have a spin dash, sonic 2 was the star of spin dashing, also if you was one of the few watching sonic commercials about Blast processing sonic speed, it was marketing. Sonic games have fast points and slow points, balance of pacing and momentum is what make sonic games. Is sometimes fast to see all the loops and curves and turns, and slow for tricky platforming. Not all sonic games are about speed. It didn't help that the character is a hedgehog and always about rushing. :P
 
Sonic 1 did not have a spin dash, sonic 2 was the star of spin dashing, also if you was one of the few watching sonic commercials about Blast processing sonic speed, it was marketing. Sonic games have fast points and slow points, balance of pacing and momentum is what make sonic games. Is sometimes fast to see all the loops and curves and turns, and slow for tricky platforming. Not all sonic games are about speed. It didn't help that the character is a hedgehog and always about rushing. :P
Fair enough about the spindash, I wasn't sure since it's been a while since I played them.

It just always seemed like a double standard to me. Why try to make players feel like they're blazing through the level if everyone agrees that memorizing maps and enemy locations is the proper way to beat them? I always found the speed to be the most unique part of the Sonic franchise. So why make games that require you to forego that in order to succeed. Obviously it shouldn't just be hold right and win, but are there not better ways of adding difficulty than cheap enemy locations, bottomless pits, and spikes that force you to stop dead in your tracks?
 
It just always seemed like a double standard to me. Why try to make players feel like they're blazing through the level if everyone agrees that memorizing maps and enemy locations is the proper way to beat them? I always found the speed to be the most unique part of the Sonic franchise. So why make games that require you to forego that in order to succeed. Obviously it shouldn't just be hold right and win, but are there not better ways of adding difficulty than cheap enemy locations, bottomless pits, and spikes that force you to stop dead in your tracks?
I mean, don't kid yourself, the classic Sonics and Mania certainly have sections where you GOTTA GO FAST for 10-15 seconds at least, and the speed does feel blinding at times. OTOH, Sega knows that overexposure to those segments would kill the novelty and feeling of intensity in them. And in Mania at least, everything is a lot fairer with the frame rates, animations, and level designs, so you don't need memorization, you can rely mostly on rapid reaction time.
 
Fair enough about the spindash, I wasn't sure since it's been a while since I played them.

It just always seemed like a double standard to me. Why try to make players feel like they're blazing through the level if everyone agrees that memorizing maps and enemy locations is the proper way to beat them? I always found the speed to be the most unique part of the Sonic franchise. So why make games that require you to forego that in order to succeed. Obviously it shouldn't just be hold right and win, but are there not better ways of adding difficulty than cheap enemy locations, bottomless pits, and spikes that force you to stop dead in your tracks?
Difficulty is subjective, for example if you play green hill zone, the more you travel higher paths the easier it is to complete the level, while lower paths have spikes, and death pits requiring tricking platforming making it harder to win. Compared to super mario games, you only move left and right, no vertical scrolling in most of them, for example the first super mario was basically like that. Newer ones like New super mario u, has most of the same thing but with doors, pipes and other paths, still there is hardly shortcuts to beating stages.

Memorizing paths is just a way of saying if you play again to remember the easy way or the hard way. Usually this is for people like speedrunners who use the fastest path to get faster times. Casual players will play and want to play again and again to discover all paths and then find the one you like best. :)

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My point is that the Genesis games always seemed like a poor mix of platforming and speed to me. In most platformers, like Mario, you'll often need to step back and think about the right way to get through a certain section, and then execute those maneuvers perfectly in order to succeed. In Sonic, it's less thinking and execution than trial and error. I appreciate the exploration and vertical scrolling, both of which were much more advanced over other contemporary platformers, but the switch from those blazing seconds where the game is basically playing itself to the parts where you have to make precision jumps at low speeds always seemed frustrating to me. And though these problems might be less obnoxious in Mania (I haven't played it yet), I feel like a lot of Sonic fans appreciate the levels more because of a bias of having already completed them many times and already knowing the correct paths.
 
My point is that the Genesis games always seemed like a poor mix of platforming and speed to me. In most platformers, like Mario, you'll often need to step back and think about the right way to get through a certain section, and then execute those maneuvers perfectly in order to succeed. In Sonic, it's less thinking and execution than trial and error. I appreciate the exploration and vertical scrolling, both of which were much more advanced over other contemporary platformers, but the switch from those blazing seconds where the game is basically playing itself to the parts where you have to make precision jumps at low speeds always seemed frustrating to me. And though these problems might be less obnoxious in Mania (I haven't played it yet), I feel like a lot of Sonic fans appreciate the levels more because of a bias of having already completed them many times and already knowing the correct paths.
Personally I didn't own a Genesis and barely played the early Sonic games, but the stages in Mania have given me little trouble. I have more problems overcoming some of the later bosses. They start to get pretty intricate.
 
Well i mean the this is GBAtemp's featured review, and what is the cons of the game? Lazy use of the classic zones. I think people would have liked complete set of new levels rather than reused ones. Honestly some was frustrating even in the past, that having them in this game kinda made me remember, but since they was trying to make something new out of it. Green hill zone in this game is probably as straightforward as it can get. Then chemical plant zone, one of the stages remembered for the music as well as the water sections. This had some improvements, the bouncing chemicals remind people of wacky workbench from sonic cd, horizontal and vertical sticking walls, and mean bean machine (Puyo Puyo) boss battle offered something new.

Flying battery zone has weather effects kinda like Mario lost levels, and magnet shield now makes you reverse gravity to electric fields, stardust speedway has fast zipping lanes that you have to pick the right path to progress, and these mid are cannons that shoot you like donkey kong country barrel blasting, hydro city has... boats now... and you can float inside bubbles, and need under water propellers to advance, and 2 new boss battles. Oil ocean has these submarines that suspicious like Knuckles Chaotix Marina madness stage, you transition inside, and has a fire smoke fog effect that require switches like sonic and knuckles inside of sandopolis pyramid, sand, lava reef is probably the same, and metallic madness has the background foreground switching thing and the character shrinking gimmick. Some classic zone have enough new additions and changes, and some are underwhelming.

I think the worst end of the stick in this situation is green hill zone, being the first zone is basically the basic thing, don't add anything too new, is basically the training zone or intro to the game, while lava reef is closer to the end and having exhausted ideas the only thing needed to do was make it challenging for the player to feel enough satisfaction when the game is over.

If i had to explain sonic games, maybe sonic 2 on game gear is a good example, each stage has a gimmick. first stage is riding mine carts, second stage is hang gliding third stage is water maze riding bubbles, fourth is running through loops and lots of springs, fifth stage is the rotating magnetic disc that you roll around on making jumps using momentum, the sixth is rushing through pipe maze to pick right paths to progress. This kind of game sums up what early sonic games was about before it was 3D and all about moving fast and holding one direction to win, and too many automated sequences.
 
Great review. But I feel like Sonic Unleashed was also one game that really brought Sonic back up on his feet, as well as Black Knight. But that's just my opinion. Whenever I can, I'll grab Mania for either PC OR PS4.
 
Wait, each act has a boss now? The remaining 4 zones are new? ( how is it possible 8 zones are reeused? ) I think the reviewer mean 8 Acts and a boss at the end of each zone comprising of 2 acts .maybe the original reviewer can shed a light on these matters, as he stated this in his review. I personally plan buying Sonic mania ( the real S4 )on Switch but, I am hoping for a physical copy in the future.
 
Does anyone else not really understand sonic games? I hate the feeling of just zipping through a level super fast but then getting stopped by a spike or a bottomless pit or a wall or something. Just kinda feels jarring to me.
Yes I don't. The same problem for me. I did like that the levels had multiple paths.
 
I personally plan buying Sonic mania ( the real S4 )on Switch but, I am hoping for a physical copy in the future.
I am waiting for them to fix the bug that prevents the Switch to react to home button, power button, screenshot button. For me, it happens in docked mode (but not as often), and specially in portable mode (always).
Imagine you are playing in the bus or wherever, and then you reach your destination and want to put the beautiful thing to sleep:
  • You press the home button: nothing happens.
  • You press the home button for a long time: the sleep menu appears, but you can't select anything there so you can't put it to sleep.
  • You press the power button: nothing happens.
  • You press the power button for a long time: it shuts down... I suppose that is the 'solution' (of course you lose your progress)
 
I am waiting for them to fix the bug that prevents the Switch to react to home button, power button, screenshot button. For me, it happens in docked mode (but not as often), and specially in portable mode (always).
Imagine you are playing in the bus or wherever, and then you reach your destination and want to put the beautiful thing to sleep:
  • You press the home button: nothing happens.
  • You press the home button for a long time: the sleep menu appears, but you can't select anything there so you can't put it to sleep.
  • You press the power button: nothing happens.
  • You press the power button for a long time: it shuts down... I suppose that is the 'solution' (of course you lose your progress)
Sure it will be fixed in a update, there is a few flaws and missing stuff that I'm not sure if it will be significant enough but the home button function is a major one. (probably will wait until pc release, 9 days to go.

Also to previous post. Why you gotta be like that. Sonic 4 wasn't so bad, even episode 2 was better. :ninja:
 
B
Hm. I suppose delaying the Switch version would have caused even more of an uproar.
 
Exactly that, yes the idea in Sonic is to go fast, but for that you have to "git gud", it feels very good when you are finally skilled enough to avoid the pits and spikes and go sonic fast.
 
Wow, I might just play my first 2D sonic game soon, is it really as good as reviews say it is?
I'm enjoying it more than when I first played Sonic & Knuckles on a friend's Genesis as a child. And I enjoyed that a lot, as you'd probably imagine. The sharp CRT filter in the options makes it super nostalgic while playing mostly new content.
 
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that engine was modified for use in the colors, right? read that it was used in Generations, but i though GEN used Havok
Hedgehog Engine has no chance of running on a Wii. Generations uses a downgraded version of HE. Havok is just the physics engine, used is many games from Brawl to DeS to Battlefield 3.

Sonic Unleashed is easily the best Modern Sonic game to exist, it's the most beautiful, has the best graphics, it's fastest game in the series, the levels are huge, etc. Colors was way too slow and had too much 2D so it wasn't that good imo. The wisps we're necessary for Progress.
60% of Unleashed sucks (because they were slow, boring QTE GoW ripoffs), 10% makes cutscenes mo-capped like SA2 and '06. The levels are huge because they scaled them up in 3DSMax, and the Hedgehog Engine was downgraded because it was too ambitious and ran like sh*t in molasses, even at 30fps. Levels and realtime cutscenes had pop-in, and each stage was just a game of "memorize the layout." Minus cutscenes, a decent PC with shaders, light shafts and the Unleashed Project are better in every way.

The day stages though? Awesome.
But f*ck Eggmanland.

The wisps were mainly a backtracking/replay value thing. Get new wisp-> revisit old stages-> bend the ranking system to your will

ps2 version had lot of night stages, with wii having more nights compared to ps2. they were not using the engine from the ps3/360 games, but a old engine( probably, one used in previous sonic games on the GCN).
Sonic Riders Zero Gravity's engine, I think.
 
S
Played a bit of it and loved it. I wish there was a Sonic Mania theme for the Switch.
 
Hedgehog Engine has no chance of running on a Wii. Generations uses a downgraded version of HE. Havok is just the physics engine, used is many games from Brawl to DeS to Battlefield 3.


60% of Unleashed sucks (because they were slow, boring QTE GoW ripoffs), 10% makes cutscenes mo-capped like SA2 and '06. The levels are huge because they scaled them up in 3DSMax, and the Hedgehog Engine was downgraded because it was too ambitious and ran like sh*t in molasses, even at 30fps. Levels and realtime cutscenes had pop-in, and each stage was just a game of "memorize the layout." Minus cutscenes, a decent PC with shaders, light shafts and the Unleashed Project are better in every way.

The day stages though? Awesome.
But f*ck Eggmanland.

The wisps were mainly a backtracking/replay value thing. Get new wisp-> revisit old stages-> bend the ranking system to your will


Sonic Riders Zero Gravity's engine, I think.
i dont know which of the ports you were talking about, probably the ps3 port , but i guess the comment on the wisp is about Colors, as they first appeared then. i dont know if Gen used a downgraded version of HE, and you say the one in the ps3 is also downgraded. if so, there is no known definitive or full version of HE, if the only game to use them then was '06 and unleashed ps3/360, and those were downgraded. can there be a downgrade of nothing?
 
i dont know which of the ports you were talking about, probably the ps3 port , but i guess the comment on the wisp is about Colors, as they first appeared then. i dont know if Gen used a downgraded version of HE, and you say the one in the ps3 is also downgraded. if so, there is no known definitive or full version of HE, if the only game to use them then was '06 and unleashed ps3/360, and those were downgraded. can there be a downgrade of nothing?
I meant that HE was downgraded from Unleashed -> Generations, eventually -> Lost World Wii U. The 360 version is technically the original because most multiplatform games are ported from it (hence why SU PS3 is more unstable with an uncapped FPS). Also, '06 Used it's own engine, which they dumped because of how much of a failure 06 was, but I bet small parts were reused somewhere.
 
Review cover
Product Information:
  • Release Date (NA): August 15, 2017
  • Release Date (EU): August 15, 2017
  • Release Date (JP): August 16, 2017
  • Publisher: Sega
  • Developer: Headcannon
  • Genres: Platformer
  • Also For: Computer, Nintendo Switch, PlayStation 4
Game Features:
Single player
Local Multiplayer
Online Multiplayer
Co-operative

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