It is and that's kind of why I resent it. When I get to those areas I usually bounce off of the games because I find them more frustrating than fun, and honestly with Sonic 1 in particular I wonder what the devs were thinking making the entire back half of the game partially or completely underwater. What usually ends up happening with Sonic 1-3 is that I'm having fun for a while before eventually encountering levels/zones that severely restrict Sonic's movement with block-pushing puzzels, water, or what have you. Over the years post-adulthood, however, I find myself revisiting the Genesis Sonic trilogy via emulation or ports to modern consoles every now and then when the urge arises. ![]() When I was younger I didn't quite get the appeal of Sonic outside of his eye-catching design and dazzling speed, finding Mario's tighter platforming and more easily digestible level design to be more up my alley by and large. ![]() Using these powers in-game adds a sense of invincibility to Sonic's wanton high-speed running, making an already fast-moving game feel all the more speedy.I'm someone who has always fallen firmly into the Mario camp in the "Mario vs Sonic" conversation that raged throughout the early-to-mid 90's when the two mascots duked it out for our platforming supremacy. Moreover, gameplay elements from subsequent Sonic games are scattered throughout "Sonic Mania." You'll encounter computer monitors with elemental power-ups - Sonic of course jumps on and breaks those monitors, thus releasing the magical powers therein. Both of these guys didn't appear until sequels of the first game arrived. Things quickly begin to evolve, and one of the first things you'll notice is the incorporation of elements from later Sonic games.Īs seen above, one of the game's three playable characters is Knuckles (who first appeared in "Sonic the Hedgehog 3") - you can also play as Tails, the two-tailed fox buddy of Sonic. The original music is re-created and everything. You're playing through Green Hill Zone - the first area in the first "Sonic the Hedgehog" game. "Sonic Mania" starts out as a direct homage. When you pair that replayability with the game's snappy controls, "Sonic Mania" embodies everything the series has attempted to achieve. This is a classic Sonic trope, of course - branching paths through each level - but "Sonic Mania" makes those paths clearer than ever. Perhaps both! In fact, it's very likely that both options are on the table - "Sonic Mania" is full of moments like this where you can choose one of several options. Perhaps you'll use Sonic's built up momentum to reach an unusually high platform, or perhaps this leap is a red herring and a secret is hiding just below in the next section of level. ![]() "Sonic Mania" captures that feeling perfectly.Īs seen above in an early example, Sonic (followed by Tails, naturally) is rushing downhill to a quarterpipe platform - it's a setup as simple as this that leads to a variety of different gameplay options soon afterward. Sonic zooms through loops, flies into the air and catches a downhill just right so as to keep the momentum going - he's like a motorbike more than a Mario-esque character. What made Sonic games so different from Mario games, aside from speed and visuals, was their sense of momentum. It often indicates a user profile.Ĭombining the game's high-speed intensity with snappy, responsive controls makes zooming through levels in "Sonic Mania" feel genuinely exhilarating. Account icon An icon in the shape of a person's head and shoulders.
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