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You are here: Home / Archives for sonic mania

Sonic Mania Review (Switch)

17th August 2017 By deKay 3 Comments

The Sonic Cycle is well documented and understood: Sega announce a new Sonic game, fans are hopeful it’ll be a return to form, as release day nears more and more terrible decisions have been made, and finally, it’s out and as bad as it ever was. How could a new 2D Sonic game, made by fans rather than Sega, possibly push a stick in the cycle’s spokes?

Fan made Sonic clones, rom hacks and mods have been around for a long time. Where Nintendo are quick to stomp on any such thing for their IP, Sega have been more relaxed with these existing. When Christian Whitehead – who made excellent ports of the original Sonic and Sonic CD to various platforms – was joined by two teams who have built some of the best fan made Sonic titles, there was a glimmer of hope that something good could happen.

Between them, this combined team know everything about 2D Sonic games. How they work, how they play, what makes them great and what fans want from them. They’re probably closer to the subject matter, and understand it better, than the original Sega development staff. But still, the Sonic Cycle has never been defeated.

Until now.

Sonic Mania

Sonic Mania opens with a repeat of Sonic 3’s flight onto Angel Island. Instead of running into Knuckles as previously, Eggman’s henchmen are waiting. Using a Chaos Emerald, Sonic is transported to the original Sonic 1 Green Hill Zone Act 1. Only… things are a little different. Not far into the stage, changes become apparent: Items are gone or replaced, some routes have changed, there are bats from Marble Zone. Your layout knowledge will only get you so far.

And this is how much of the game goes. Zones from previous games appear. Some are mashed together (there are parts of Emerald Hill in Green Hill, Labyrinth permeates Hydrocity, Hill Top pops up in Lava Reef), some are new but are channeling old zones (Studiopolis is a little bit Carnival Night). Bosses are a mixture of old – but subverted – and new. There are so many nods to previous games it’s a wonder it doesn’t get a sore neck. A special mention must be made for the inspired Chemical Zone Act 2 boss. You’ll know when you get there.

Then there’s the music. Just like how the levels morph from their ancestors, so does the music. Tunes like the unmistakable Chemical Plant Zone music get remixed. Other tracks have snippets of similar zones weaved in, in the same way the levels do graphically. Everything sounds 16-bit, but meatier, bassier, thumpier. Again, just like the levels.

As with the original Sonic games, there’s the side mission of collecting all the Chaos Emeralds. Similar to Sonic 3, special stages are entered by discovering giant rings hidden (and hidden really well) throughout the zones. Each special stage is akin to the 3D Mode 7 style UFO catching stages from Sonic CD, but much better organised and implemented. The idea is to chase down a UFO as flies around a Mario Kart-like track. The time you have remaining is incremented by collecting rings, and your speed is increased by picking up blue balls. It’s hard. Very hard.

Sonic Mania

Back in the main stages, if you trigger any checkpoint lamppost with enough rings you’re taken to a bonus stage. Gone are the gumball and spinning spheres (although their ghosts haunt a level later), as they’re replaced with the Blue Sphere game. As before, you have to touch all the blue spheres to make them red, avoid the red spheres, and collect the rings. In Sonic Mania, if you get all the blue spheres you’re awarded a silver medal. Collect all the rings too, and it’s gold. As you rack up the medals, you unlock modes and features, such as a level select and Sonic’s “run on the spot” from Sonic CD. There’s also the from-the-internet “& Knuckles” mode, where you can play as Sonic & Knuckles, Tails & Knuckles, and ridiculously, Knuckles & Knuckles. Because of course you can.

All this sounds great, but the important thing is how Sonic Mania plays. After all, Sonic 4 (akin to swearing in some areas of Sonic fandom) initially looked the part, but see how that turned out. Incredibly, Sonic Mania makes that game look like a fan-led Game Maker project, irony abound considering how Sonic Mania came to be. Important lessons were learned from missteps in the past: The physics model is spot on. The level gimmicks work. It’s not “hold right to win”. No level outstays its welcome, and no level feels weirdly out of place. Sonic’s friends and foes are kept to a bare minimum.

It’s a little confused as to whether it’s a sequel or a remake, but the gameplay hits the mark exactly. As a bonus, the always stupid but fun two player mode from Sonic 2 returns, squashed screens and all. Nice, especially since with the Switch version you can play it wherever your mates are.

Sonic Mania

If there has to be a negative, it’s perhaps that the later zones are not as well designed as the earlier ones. The replacement for Scrap Brain/Death Egg is maybe not in the same league as those, for example. There are also a few bugs, mainly involving the fire shield or being squished where you shouldn’t be squished, but nothing to damage the experience.

It’s a greatest hits. A remix. A compilation. A remaster. Sonic Mania is new, it’s old, and feels just like Sonic should. After all these years of waiting, so many revolutions of the Sonic Cycle, it’s finally time to say: This is a good Sonic game. No, this is a bloody great Sonic game.

And all it took was for Sega to let someone else do it for them.

Sonic Mania is out now on the Switch, Xbox One and PlayStation 4 digital stores for £15.99. The PC version is due on the 29th August.

Filed Under: Games, Reviews Tagged With: sonic mania, Sonic The Hedgehog, Switch

New Animated Trailer Celebrates Sonic Mania Release

16th August 2017 By Dan Thornton Leave a Comment

The console version of Sonic Mania is available from today, Wednesday August 16th, 2017. And there’s a new animated trailer to celebrate Sonic Mania release if you haven’t already pre-ordered it or picked it up in store.

We’ve been following the game since it appeared at EGX 2016, and a review will be on the way shortly. It’s definitely something eagerly anticipated, as it’s been a while since a truly classic 2D Sonic game has appeared in a full console release.

Sonic Mania Release

The blue Sega mascot led the way for Mega Drive with the first 1991 title featruing the iconic Green Hill Zone which still offers a time-trial challenge today. And I can remember the excitement of Sonic Twosday in 1992, which added Miles ‘Tails’ Prower and the spin dash.

The combination of 2D side-scrolling and pseudo-3D special stages was incredibly exciting at the time. And remains more enjoyable than the later 3D Sonic titles. So the fact that it’s a return to the 90’s style with lead programmer Christian Whitehead, who has previously ported Sonic CD and the first two Sonic games to mobile and last gen consoles is another reason to be interested.

Sonic Mania Release 2

The good news is that it’s here now. So you can play as Sonic, Tails and Knuckles as you take on re-imagined classic levels and all-new Zones feauting surprises and bosses working for the evil Dr Eggman. Plus there’s Sonic’s new drop dash, Tails flight and Knuckles climbing abilities.

There is an update for PC fans. Although the console versions (PS4, Xbox One and Switch) are available, the PC edition will now launch on August 29th, 2017. Those who already purchased the US only Sonic Mania PC Collector’s Edition or pre-ordered via an official retailer before August 15th will have Sonci the Hedgehog 1 unlocked as a reward for waiting, and if you already own it, you can either trade it or send it to a friend, which is something at least.

Expect more details and a full review shortly.

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Filed Under: Games Tagged With: Christian Whitehead, Sega, sonic mania, Sonic The Hedgehog

New Sonic Mania Videos Reveal Chemical Plant Zone

26th June 2017 By Dan Thornton Leave a Comment

Two new Sonic The Hedgehog games are due out in 2017 to mark the 25th anniversary of the blue videogame hero. While Sonic Forces is a new Sonic Team production with 3D gameplay modes and the ability to create your own character, Sonic Mania is more traditional. And it’s being developed by Christian Whitehead, who previously created unofficial ports of classic Sonic games for mobile devices. The new Sonic Mania videos show off the reimagined Chemical Plant Zone familiar to fans.

Sonic Mania Videos Sonic The Hedghog Chemical Plant Zone

That means longtime Sonic fans will probably see Sonic Mania as the ‘safer’ bet to capture everything they loved about the series in a modern game for the PC, Xbox One, PlayStation 4 and Nintendo Switch. You’ll get to play as Sonic, Miles “Tails” Prower or Knuckles the Echidena, with the traditional speed dash, updated version of the Eggrobo enemies from Sonic & Knuckles, and Doctor Eggman himself.

And it also features remixed versions of the acts from past games alongside original levels. That includes the Green Hill zone from the original Sonic The Hedgehog. And also the iconic Chemical Plant Zone featured in these videos, along with Sonic and Tails.

 

So what’s different? Well the new versions of the Chemical Plant originally featured in Sonic 2 will have additional routes, and some new hazards and surprises. Plus an entirely new and original Act 2 which will have a special finale.

Sonic fans will also appreciate the power-ups hidden in TV monitors throughout each level. And by accessing giant rings, you’ll be able to play on special stages as seen in previous Sonic games.

It’s hard not to be happy about the new Sonic Mania, unless you’re still pledging your undying loyaly to a famous Italian plumber. And even then, the new game will be out on the Nintendo Switch, and the pair buried any rivalry in some previous titles…

 

There’s even more with the Sonic Mania Collectors Edition, which features a deluxe Mega Drive style box, a 12″ classic Sonic Statue with a Mega Drive base (with a power switch which will play the classic Seeeegaa startup audio) a metallic collector’s card plus the Sonic mania doanload code. And a SEGA cartridge cast with Golden Ring.

Seriously, just take our money already…

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Filed Under: Games Tagged With: Sega, sonic mania, Sonic The Hedgehog

Disposable Media goes to EGX 2016

25th September 2016 By Qazimod Leave a Comment

EGX 2016 took place from 22nd to 25th September, and as I enjoyed my previous visits to EGX I was keen to get a ticket for the Saturday. This time around, I wasn’t desperate to see one big game – 2014 saw me spending nearly the entire day queueing for Bloodborne – but I had a few titles I would have liked to try and see, and if I didn’t have time to wait then I had other options. Once the doors opened and I had checked the map included in the brochure, the first game I looked at was…

EGX 2016 – Sonic Mania

EGX 2016
After so many failed reboots and weird spin-offs, I shouldn’t be so excited to play a new Sonic game, but the videos I had seen appeared to faithfully rekindle nostalgia for the Mega Drive classics. Happily, playing the game was a delight; Sonic moves as you expect, the moments of speed are tempered with slower moments of platform negotiation, and it feels more like Sonic 1 rather than the more “on-rails” moments of spectacle seen in Sonic 2 and beyond. However, that’s not to say that Sonic Mania lacks enjoyable gimmicks. The demo featured two zones and I played “Studiopolis Zone”, which featured springy balls that move slightly unpredictably before springing Sonic upwards, and satellite dishes that “beam” Sonic around the level. I also caught a glimpse of classic Sonic power-up callbacks – the electric shield from Sonic 3 makes a comeback, drawing rings towards Sonic and offering extended jumps. If the rest of the game is handled as confidently as the section I played in the demo, it could be one to watch.

EGX 2016 – Snake Pass

EGX 2016
Another game I actually wanted to try and make time to see was Snake Pass; a new game from Outrun 2 developers Sumo Digital that’s hard to pigeonhole into a genre but quickly makes sense when you’ve had some time to play (having a staffer talk me through the controls and objectives also helped, admittedly.) In Snake Pass you move the analogue stick back and forth to wiggle your snake and help him build speed as you move. Then, with a push of a button the snake can rise and scale vertical stage furniture, slithering up poles to reach collectibles and other areas. Maintaining speed and momentum is important if you want to get to the map’s hard-to-reach areas, so you quickly learn the best places on the map to accelerate effectively. The controls seem weirdly involved from a stark description like that, but it’s really intuitive and a joy to control. I also found it quite comical when I failed to wriggle upwards effectively and my snake would fall back down to earth. I think the straightforward concept and easily-understood controls could go down well with younger players, and the presentation is excellent, with all the colour and character you’d expect from the studio that brought us Sonic and Sega All-Stars Transformed.

EGX 2016 – miscellany

EGX 2016
There were, of course, some things I didn’t have time to play. As regular visitors will know, I completed Final Fantasy XII on the PS2 for the first time this year, and I had heard that the remake – FFXII: The Zodiac Age – was playable on the show floor. Unfortunately, I had to skip it because of other priorities; besides, if I sat down to play something like FFXII I imagine I’d lose a lot of time that could be spent playing shorter and more immediate games. At least as an observer I could see that the HD treatment looks impressive.

Outside of newer games, I also went to the retro games area – “Replay Ages” – and played some Tempest 2000 with an old Atari Jaguar controller and on a chunky CRT television. I had previously played emulations and remakes of the game, and whilst the original shows how well those remakes and emulations hold up as alternative options, the setup in Replay Ages was worth experiencing. Not only did the television provide a great demonstration of the cracking explosion sounds and incidental effects, but I also had to get to grips with one of the most unwieldy controllers ever. As you know, the Jaguar controller was a beast, with a standard three-button or six-button layout at the top and a bizarre keypad underneath. The size of the thing suddenly makes the western Xbox 1 controller seem reasonable, and it took me a while to figure out how I could even hold such a thing. On a more positive note, Tempest 2000 didn’t use that many buttons, but I’d still recommend playing Tempest with a more manageable controller.

EGX 2016 – wrap-up

EGX 2016
Other than that, I took a quick tour of the rest of the floor – stopping to watch some rolling demos, take some photos and check out a bit of competitive Street Fighter – and then picked up some merchandise in the form of the most adorable Protoman plush you could ever want. Using my time to check out a few smaller games was my plan for last year, but that plan needed a rethink after I spent more time than usual waiting for Mighty No. 9. (Yes, I know.) For anyone who’s enjoyed reading this and wants to visit EGX themselves, I recommend visiting the website beforehand and having a look at the games that will be on the show floor. This done, you can make a mental list of the titles you’re keen to see so that you have backup plans if certain games have big queues. Oh, and enjoy yourself!

Filed Under: Games Tagged With: egx, egx 2016 eurogamer, eurogamer expo, eurogamer expo 2016, snake pass, sonic, sonic mania, tempest 2000

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