RGM @ EGX: Sonic Mania

So, we decided to wait in line for a good 45 minutes in order to play a level of the upcoming Sonic Mania. While the wait was for only one level – you get to pick from Green Hill Zone, or the new Studiopolis Zone – the gameplay proves that SEGA have made the right move this time.

Emily’s Experience: I decided to try the new Green Hill Zone, being a seasoned veteran in the original game on Genesis/Mega Drive, so I didn’t have to show myself up in front of the ever-growing queue of people waiting to have a go. It turns out Sonic Mania is like riding a bike. It never leaves you. I completed the level, boss and all, in just under three minutes.

In terms of how it plays, I may as well be a twelve-year-old kid again. The mechanics haven’t changed, other than the fact the spin dash is included, which was a feature new to Sonic 2 back in the day. I hardly used it, which I guess is testament to the design of the original level. Not much has been changed within the design, other than a few platforms which have been moved, and a few more traps to catch you off-guard. The biggest change is, of course, the fact that there is a boss at the end of the first act. It’s not tough, and the pattern is easy to get, but it holds all the charm and looks of a boss from twenty-five years ago.

The sound and animation have been updated, and obviously it actually looks alright on a big HD screen, rather than trying to plug in your old Genesis and almost wishing you could literally cry your eyes out. Sonic looks great, and the level plays very smoothly with no slowdown. The music has had a revamp of sorts, but the tune is still the classic Green Hill Zone theme from all those years ago.

I’m a Sonic fan, and will undoubtedly get the game when it comes out. It’s not going to make people crazy, one way or the other, but it’s a classic look and feel, with an updated attitude.

Chris’s Experience: I tried out one of the new levels created for Sonic Mania, Studiopolis Zone. Despite being a totally new experience, it feels right at home alongside the classic zones from the 16-bit era. The music sounds like it’s been ripped straight from the Genesis instalments, and fits the style of the level perfectly. New additions are present within the level, with new enemies and obstacles to deal with.

During the level, Sonic finds himself broadcast through the air via satellites dotted around the area, before bursting out of a television set to continue his adventure. A giant popcorn machine blasts Sonic upwards, with the popcorn flying around the screen as you are flung into the air. It’s a great way of keeping Sonic Mania fresh, rather than simply reusing the same assets from the original games. It also keeps with the style of the level, which in this case is Dr Eggman’s twisted version of Hollywood.

The power ups from Sonic 3 return, giving you shield bubbles made of fire, water and electricity, with the same benefits as before. Be sure to avoid the Eggman power ups, as they are not good news.

The gameplay is just as fast as the originals, and the visuals match as well. The game feels much smoother this time out, and the small updates to the frame rate and animations add to the sense of speed Sonic is known for. After the recent disappointment of games such as Sonic Boom, this return to the original style is a treat for fans who still play the Genesis games now. Promising to include levels from the first 4 games, as well as a selection of newly created zones, Sonic Mania is due for release on Playstation 4, Xbox One and Windows in early 2017.

Sonic was surprisingly stoic
Sonic was surprisingly stoic