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  • Writer's pictureMatthew McCarthy

Review: Sonic Mania (PC)

Updated: Dec 13, 2022


The “Sonic Mania” title screen. [Screenshotted by: Matthew McCarthy]

The only Sonic game named after a psychological condition.


“Sonic Mania” was released in 2017 by Christian Whitehead, who made the IOS remasters for “Sonic 1” and “Sonic 2,” considered to be the best versions; Headcannon Games, an independent developer who specializes in bringing games to modern-day platforms; and PagodaWest Games, who released multiple games on the Apple App Store like “Major Magnet.”


“Sonic Mania'' is arguably one of the most important Sonic games. After “Sonic & Knuckles'' the world went without a new Classic Sonic game for over 20 years.


SEGA has tried bringing back by mixing Classic Sonic gameplay with Modern Sonic gameplay in “Sonic the Hedgehog 4” and “Sonic Generations,” but with mixed results.


Fans desired a pure Classic Sonic game. Then came the magical announcement of “Sonic Mania.”

People were ecstatic to see a Sonic game made for Classic Sonic fans by Classic Sonic fans.


Makeover


The game takes levels from the previous Classic Games and gives them a makeover, from presentation to gameplay.


Being a celebration of Classic Sonic, it starts off with a smooth intro that references “Sonic 3,” with Sonic/ Tails going to Angel Island Zone or Knuckles relaxing on the island. Except this time, robots dig up the Phantom Ruby and transport them to Green Hill Zone.

Again, it explains the protagonists, antagonists, and objective without any words. Kind of a shame the first zone is Green Hill Zone and not Angel Island Zone, but that’s fine, they’re practically the same levels… If you don’t think about it.


While the first act of Green Hill Zone is mostly nothing new, it does transition to a cave. There are also new mechanics such as ziplines and underwater sections in Act 2.

Sonic riding a zipline in Green Hill Zone Act 2. [Screenshotted by: Matthew McCarthy]

All the returning eight zones are like this, blending old and new perfectly to make familiar but refreshing levels. Some new mechanics, like Metallic Madness's catapults launching Sonic to the background layer of the level to traverse it, compliment the visuals beautifully.

Sonic in the background of Metallic Madness. [Screenshotted by: Matthew McCarthy]

All the familiar elements, such as character sprites, powerups, and so on have a new flair to them.


Really, the visuals in general are phenomenal, the new stages and effects so wonderful.

What also helps these levels have this beautiful blend of old and new is the remixes of classic songs.


The soundtrack also follows the Sonic 3 formula where each zone act has a unique version per act. Some magnificent standouts are Stardust Speedway Zone Act 1, Lava Reef Zone Act 2, Oil Ocean Zone Act 2 and many more.


The returning zones also include mechanics from previous games to mix things up and make them feel fresh, or at least try to.


Some of them work beautifully, like adding Marble Garden Zone mechanics in Stardust Speedway Act 1.

Sonic holding onto a handle in Stardust Speedway Act 1. [Screenshotted by: Matthew McCarthy]

The shield power ups being playable in levels before “Sonic 3” adds a lot of cool effects, especially with the Flame Shield where certain things catch on fire.

Sonic riding down an oil ramp with a Flame Shield, setting the oil on the ramp on fire. [Screenshotted by: Matthew McCarthy]

The fire doesn’t really do anything, but it looks so cool.


However, some mechanic additions are baffling, like the Labyrinth Zone spikes in Hydrocity Zone with horrible hit detection.

Knuckles riding on a boat in Hydrocity Zone. [Screenshotted by: Matthew McCarthy]

This can even be applied to the Classic Zone bosses. Some just feel meh, like the Death Egg Robot on Green Hill Zone is just whatever.


However, some bosses are amazing, such as fighting Robotnik at the end of Chemical Plant Zone Act 2 in a match “Robotnik’s Mean Bean Machine,” which is “Puyo Puyo."

Tails facing Dr. Robotnik in a game of Robotnik’s Mean Bean Machine, a spinoff of the Puyo Puyo series. Tails is about to continue a chain combo, indicated by the wide eyes of his blue pieces, while Robotnik just completed a chain. [Screenshotted by: Matthew McCarthy]

Most of the retro levels like Oil Ocean Zone, Chemical Plant Zone, and Lava Reef Zone are amazing. The mechanics both old and new make these levels so wonderful to play.

Knuckles pulling a switch in Oil Ocean Zone to keep the smoke at bay. If the smoke is on screen for too long, it drains the player’s rings until a switch is pulled, like in Sandopolis Zone Act 2 with the ghosts from “Sonic & Knuckles.” [Screenshotted by: Matthew McCarthy]

However, Flying Battery Zone, Green Hill Zone, and Hydrocity Zone are fun, but it just feels like playing the original versions again, despite there being new elements. When the changes are apparent in these zones, it's usually for the worst.

This is both a blessing and curse of “Sonic Mania.” When the mix of retro and new works well, it’s beautiful. When it doesn’t, it feels like listening to a popular song that’s repeatedly played on the radio. You can only listen to it so many times before getting sick of it.


The Original Zones


Due to there being eight returning zones, this leaves four original zones for Sonic Mania, five if you include the true final boss zone. Despite there not being many, these zones are where the visuals truly shine. The colours, animations, and visuals are pure eye candy.

The cut Desert Dazzle Zone secret found in the “Sonic CD” remake. [Credit: Christian Whitehead]

The music is just as fantastic. It captures the same feel of the original Sonic Genesis songs but with modern instruments. From Mirage Saloon Act 1’s western jam to Studiopolis Act 1’s absolute funk.


The zones themselves are well-designed. matching the same sense of speed from the previous games and complimenting the character’s mechanics beautifully.


Some new mechanics are amazing too. Such as riding a car driven by a robot and jumping off before it hits explodes on impact with a wall. They’re implemented well and help to make the original zones feel unique.

Sonic riding in a car full speed with a Robotnik robot. Fast enough to realize the danger, but not fast enough to ask where he went wrong. [Screenshotted by: Matthew McCarthy]

However, the original zones do borrow mechanics from previous games. Sometimes this is fine, like taking the freeze mechanic from Wacky Workbench and adding it to Press Garden Zone to slide around and break things.

Sonic sliding as he’s frozen in a block of ice in Press Garden Zone, with Tails following him. [Screenshotted by: Matthew McCarthy]

It's cool to turn an obstacle into something that makes you feel invincible, at the expense of Sonic's pain.


Titanic Monarch Zone on the other hand takes the spheres from the second bonus stage of “Sonic & Knuckles,” a frustrating mechanic, and makes it a core gimmick of the zone.

Sonic and Tails spinning around the electric sphere in Titanic Monarch Zone. [Screenshotted by: Matthew McCarthy]

Titanic Monarch Zone is already too lengthy and underwhelming, so this just added unnecessary frustration.


Borrowing a couple of things is fine, Studiopolis has one or two repeated enemies from previous game/zones.


I’m talking about entire mechanics being taken, like the Carnival Night Zone spinning ride mechanic in Press Garden Zone.

Sonic with a shield spinning on a ride from Carnival Night Zone in Press Garden Zone Act 1. [Screenshotted by: Matthew McCarthy]

This doesn't ruin the original zones, but it does take away from them I feel. I understand this is a celebration of Classic Sonic, references are perfectly fine, but the mixing of old and new works against the original levels.


This makes my opinions on the zones go like: Studiopolis Zone is fantastic, Mirage Saloon Zone and Press Garden Zone are good, and Titanic Monarch Zone is mediocre.


I know the levels can be better, I know at least most of them can be fantastic, but they just aren't.


Fortunately, the game shines the brightest with the original zone boss battles. There are a couple of lackluster ones, but most of them are quite good.

Sonic facing off against Heavy Gunner of the Hard Boiled Heavies, and his allies in Studiopolis. [Screenshotted by: Matthew McCarthy]

All the Hard Boiled Heavies, Robotnik’s new robots, and final boss are amazing. The only original boss I dislike is the true final boss, which is so underwhelming it hurts.


The Additions and Returning


“Sonic Mania” includes some things to the presentation to add extra flair. For example, some rings fall to the foreground depending on how many rings you have.

Chibi Sonic getting hit by the Gachapandora’s mini-version of the Egg Mobile-D from “Sonic 2.” The bigger rings in the pile are entering the foreground. [Screenshotted by: Matthew McCarthy]

Since not all rings fall even if the player has 100 in previous games and here, it’s a nice detail.


Like “Sonic 3 & Knuckles” there are also transitions for most levels. Characters will either travel to the levels or be transported to them due to the Phantom Ruby… I think. It’s not explained how the Phantom Ruby works in-game.

Knuckles grabbing onto Dr. Robotnik’s battleship in Studiopolis, transitioning to Flying Battery Zone. [Screenshotted by: Matthew McCarthy]

Some levels don’t have creative transitions though, which is awkward given most levels have creative transitions.

“Sonic Mania” also introduces a new special stage. Like in “Sonic 3,” the player needs to find a giant floating ring in the level and enter the special stage that way.

Sonic in Studiopolis being teleported. The Giant Ring is to the top right. [Screenshotted by: Matthew McCarthy]

In 3D special stages, Sonic/Tails/Knuckles chase a U.F.O. with the Chaos Emerald. They need to collect blue spheres to fill up their speed meter to go faster to catch the U.F.O. at the cost of being harder to control the faster they are.


The player fails if they fall off the map or run out of rings, which drain overtime and are collectible in special stages.

Sonic in the 3D special stage, chasing a U.F.O. with the red Chaos Emerald. The meter at the top is for filling up, once filled Sonic’s speed increases and goes Mach 2 and Mach 3. [Screenshotted by: Matthew McCarthy]

If I had a nickel for every time Sonic likely peeved off some aliens and had to destroy their U.F.O.s to get coloured stones... Well, I'd have two nickels, but it's weird it happened twice.


This is a well-done addition, being a great mix between the special stages of “Sonic 2” and “Sonic CD.” It can be hard to control at the higher speeds, but that’s part of the challenge.


Also, ike in “Sonic 3 & Knuckles” the player can enter a bonus stage when they hit a checkpoint with a certain number of rings or more. Jumping into the sparkles enters the bonus stage.


There isn’t a new bonus stage, but instead it’s the blue sphere special stage from “Sonic 3.” It functions the same as before: collect the blue spheres, avoid red spheres otherwise you lose, blue spheres turn into red spheres when you touch them, and so on.

Sonic in the blue sphere bonus stage. [Screenshotted by: Matthew McCarthy]

However, instead of the rings netting a Continue like in “Sonic 3,” they instead provide a gold coin if all blue spheres are turned red as well as collecting all rings. Silver coins are given if only all the blue spheres are turned red. These coins unlock extras in the menu hub.


This is easily the worst part about “Sonic Mania.” The blue sphere minigame is not bad, but far too long as a bonus stage. There’s also no reward to help clear the zones like shields.


In fact, this bonus stage can hinder the player by hurting their eyes depending on how frequently they play it.


Going back to the positive side of things, another addition to "Sonic Mania" is the blue ring powerup. When collected, if Sonic/Tails/Knuckles drop their rings, the dropped rings will be bigger. If a big ring is collected, multiple rings are collected. It’s a useful powerup that can really help with recovering from a nasty hit.

Knuckles dropping large rings due to having the blue ring powerup. [Screenshotted by: Matthew McCarthy]

One new mechanic for Sonic is the Drop Dash, where Sonic can do a spin dash when landing on the ground by holding down the spin dash button in mid-air.


This can be replaced with the Super Peel-Out from “Sonic CD” and the Insta-Shield from “Sonic 3,” although they have to be unlocked. The Drop Dash is alright, but I rarely use it.


The difficulty for levels is overall fair but easy. It never once felt cheap, but it also lacked challenge. I died for sure, but one death was always what I needed to learn from a mistake and keep cruising along. Only the final boss is tough.

In terms of returning modes, there is Time Attack from “Sonic CD,” where the player tries to get the best times on the stages, so nothing new there. There is also Competition Mode where players race to the finish whether with others through online play.

It’s great to face other people in multiplayer without being on the same couch.


There is also the save feature, continues, and more returning as well.


Overall (A+)


“Sonic Mania'' is an amazing remix of the Classic Sonic formula and a phenomenal way to appeal to both old and new fans.


The remixes of old levels are phenomenal and improve upon the originals; the presentation is outstanding with its visuals, music, animations, and details; the bosses are fun; the mechanics are very solid; and it’s very replayable.


“Sonic Mania” does have problems though, such as its bonus game being poorly placed, its difficulty, and how it mixes the old with new and vice versa at times.


I wouldn’t call “Sonic Mania” the best Classic Sonic game, “Sonic & Knuckles” still takes that place. However, when “Sonic Mania” does find that perfect mix of old and new, it’s phenomenal.


With this, the Classic Sonic marathon is concluded. This was quite a journey. There was a lot of frustration and anger to be had, but ultimately, I have a newfound respect for the blue blur.


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