![]() ![]() Time Attack mode is a welcome addition that's perfectly equipped for speed runs. Turning isn’t as tight as you’d expect, and jumps can be difficult to judge, both of which can lead to some frustrating failures. But while they're not as difficult as the blue sphere stages (they return as bonus levels, should you want the challenge), the controls during these segments are fairly loose. The new UFO-chasing special stages are possibly the best ones, with an easy to grasp set of rules and fun courses to race through in your quest for emeralds. If any criticism can be lobbied at the level design, it’s that off-screen hazards and sinisterly placed badniks and springs do occasionally crop up, although it’s never quite as frequent as seen in the classic games. The original zones, meanwhile, slot in nicely alongside the classic ones and are nicely varied in their aesthetic and their unique challenges. The classic levels, which make up two thirds of the game, are vastly overhauled – especially the stages returning from Sonic 1 and 2 – and feature many brand new elements, such as Green Hill Zone’s zip-lines, helping to keep things fresh despite familiar backdrops. Items, special stage rings, and more are frequently teased in seemingly inaccessible places, and it’s fun seeking them out. There are many paths through each level, and it’ll take you a good few runs to discover everything. You’ll be making good use of it throughout the game, too, as the levels are large and meandering, akin to the structure found in Sonic 3 & Knuckles. It’s such a simple feature that it’s mind-boggling it hasn’t been thought of before. It also further removes Sonic from his pals who, while unable to perform the drop dash, have their own navigational perks. You can very quickly change direction, for example, or execute it while running along for an extra burst of speed. Essentially a mid-air version of the spin dash, it makes getting around even easier. Playing Sonic Mania is like slipping on an old pair of running shoes, with Sonic, Tails, and Knuckles all controlling exactly as you’d expect.īut this isn't just a re-tread: Sonic’s brand new manoeuvre, the drop dash, is a brilliant addition to the hedgehog’s modest moveset. The main reason why is down to Whitehead’s Retro engine, which was purpose-built to recreate Sonic’s momentum based gameplay, and it does it perfectly. ![]() By all accounts, this is far and away the best Sonic game in recent years. From the beautifully animated intro to the innumerable fan-pleasing Easter eggs, this oozes personality, positivity, and confidence in a way that the last few titles haven't. Sonic Mania is born from a love of the games that made him so popular, and you can feel it bursting from every facet. However, in this case, it makes perfect sense: Christian Whitehead and the rest of the team responsible for Sonic Mania have proven their abilities before, and their combined knowledge of the classic games probably rivals that of Sonic Team.Īnd, as it turns out, it was the best decision SEGA could’ve made. Should a team of enthusiasts really meddle with one of gaming’s greatest icons? It seems preposterous that anybody but the publisher itself should be allowed to develop the next Sonic the Hedgehog title. It still amazes us that SEGA would entrust its most famous creation to a group of fans. Republished on Wednesday 29th May 2019: We're bringing this review back from the archives following the announcement of June's PlayStation Plus lineup. ![]()
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