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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.įlying 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. Then chemical plant zone, one of the stages remembered for the music as well as the water sections. Green hill zone in this game is probably as straightforward as it can get. 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. I think people would have liked complete set of new levels rather than reused ones. Well i mean the this is GBAtemp's featured review, and what is the cons of the game? Lazy use of the classic zones. That shouldn't even take a second to rev up, so you can re-gain your momentum as quickly as you lost it. Plus, you can re-gain the momentum you had with a quick spin-dash or peel-out. And rings are everywhere, so getting hit is kind of a slap on the wrist. 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. 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.
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However, IMO, it takes skill to blast through a level while avoiding enemies all the while. If you must go fast, spin attack or something to make you less vulnerable to enemies. Some would say the answer to this, however, is to treat it as a normal platformer at first, being somewhat cautious as you proceed. The 16:9 aspect ratio found in Mania and re-releases alleviates this somewhat. That shouldn't even take a second to rev up, so you can re-gain your momentum as quickly as you lost 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.
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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 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. 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 is a 16 bit side scrolling adventure, taking place directly following Sonic 3 & Knuckles. Bearing this history in mind, it only makes the triumph of Sonic Mania much more rewarding.ĭespite Sega releasing a proper Sonic 4 years ago, Sonic Mania deserves the true title of the 4th Sonic installment. 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. 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. It’s no secret that the Sonic franchise hasn’t had the most solid history.
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