![]() This is a fair criticism somewhat, but at the same time, the zones from past Sonic the Hedgehog games like Green Hill, Chemical Plant, and Flying Battery, for instance, aren't exactly similar in design at all. Some criticism thrown towards the game is that out of these twelves zones, only four are actually wholly original. Sonic Mania consists of twelve main zones. I heard it through the beanstalk that there's a hungry hedgehog-eating plant nearby. In general, most levels have multiple paths, and you need not just stay on one as they're constantly interacting and intersecting with one another, all leading at the end to one converged path at the end of the level. Only a few particular levels in Sonic Mania contain bottomless pits, so falling generally doesn't mean an instant death, or at worst, not knowing what awaits you by falling off a platform. Unlike so many modern 2D Sonic games, the bottom path isn't so dangerous as usual because bottomless pits are strewn about in levels like free badges at a gaming convention. Then, there are the bottom and middle paths in levels where lots of exploration is to be found. There are high paths to take that require the most amount of precision platforming, but usually the rewards are worth it, with regard to a generous supply of helpful item capsules. Level-wise, Sonic Mania offers a traditional take on Sonic the Hedgehog level design. It may look similar aesthetically, but this isn't your younger self's Green Hill Zone! It's as if the development team never heard or even saw Sonic games after Sonic CD, and just made a game to continue the classic physics of the Sonic games we saw on the Genesis. All of these problems in Sonic Mania are gone. Even when controlling Sonic, stopping or starting the Blue Blur, the amount of room necessary to get him to top speed or to stop him was much different. Rather than being able to merely speed with your own momentum carrying Sonic through a loop-de-loop, for instance, games of the modern era and on would require the use of boost pads at a loop's beginning to give Sonic enough speed to rush through them. Recent Sonic games, and I guess earlier ones too (around the 2000's and older) held the same strategy for sections of levels, most infamously loops. It's in no short work due to the stellar grunt work by a team that really knows their stuff about classic Sonic (Christian Whitehead, Headcannon, and Pagoda West), whether it's the perfect physics when compared to the original Genesis classics the multi route level design with room for extreme amounts of exploration, careful platforming, as well sections to blaze a trail down as well as the many references to past Sonic games plastered in zones in easy to see locations as well as ones that require you to pay careful attention to your surroundings. Fans of those games finally receive the Sonic game they've desired for what seems like ages, because to make a 2D Sonic game this good from Sonic Team and Sega apparently does take ages. Sonic Mania is a brilliant ode to classic Sonic the Hedgehog games as seen on the Sega Genesis and CD. With the team devised of all-star Sonic fan game creators and Sonic Team itself, Sonic Mania would be the perfect 2D Sonic game, if not for some niggling glitches and bugs. We'll also throw in the Sega CD's Sonic CD as well, which was just as stellar, speedy, and engaging of a 2D Sonic adventure. No, I say it as an honest to the Master Emerald truth.įor more than a decade now, Sonic the Hedgehog fans from the 16-bit era of gamers clamored for a classic 2D Sonic that played and looked as well to the highly praised game on the Genesis, namely Sonic the Hedgehog 1, 2, as well as 3 & Knuckles. Heck, even Sonic Generations was a wonderful 3D attempt at bringing 2D Sonic back into the fold, but that game, too, differed from classic 2D Sonic games of old in a similar way Sonic 4 did-physics. What better way to celebrate a milestone anniversary for Sonic the Hedgehog than going back to his roots? I don't just mean "going back to his roots" as something some marketing executive for Sega or Sonic Team would say and then have the publisher push out a game like Sonic the Hedgehog 4.
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