I was
fifteen years old when one of my close friends got a Super Nintendo
for Christmas. I was blown away. The graphics, the graphics, the
graphics!! Mario riding on Yoshi looked literally twice as good as
my dull grey box, non-super Nintendo. I had to have me one, of
course, so I started saving my allowances. At $5 a week and a $100
price tag, it took some time, and patience, and more patience, and
more patience, and by the time I’d saved the money, I’d
discovered Sega Genesis. I splashed the Benjamin, mailed in my proof
of purchase (yes, that was a thing!!) to get a free copy of Sonic
2 to complement the original
that came with the console, and four months later (a complete
surprise considering I had completely forgotten about it—fifteen
year old brain), got the freebie. For the next couple of years, I
played countless hours of Sonic 1
and 2,
the flow of the game and its music embedding themselves in my being
forever. It was thus such a nostalgic joy to see a retro
version—faithful to the original but new in content—appear on the
PS4 in 2017, Sonic Mania.
A short
review of Sonic Mania
might thus run as follows: if you loved the original Sonic games on
Sega Genesis/Megadrive and want more, no need to think twice, go get
Sonic Mania.
It scratches the itch (in ways you may have never known you were
itching) in gushing, tributary, fresh fashion. From Green Hill Zone
to the bell chimes of losing your rings, the *pop* of jumping on an
enemy to the blur of whipping through an S-curve, it’s all
wonderfully, gloriously, there. Buy it.
Taking a
bit deeper look, I found parts of Sonic
Mania difficult—an aspect the
first two Sonic titles didn’t present (or perhaps I’m old).
Rather than having what could only be described as a telegraphed
moment to attack boss Eggmans at the end of levels, Mania
requires quite a bit more trial and error to discover attack windows,
and sometimes even where to attack. On the other side of the
difficulty coin, Sonic Mania
developers added more loop-de-loops and whirly-spinny courses. Where
curling into a ball and going spinning through a series of tunnels
and loops in the original Sonic games
may have lasted a couple of
seconds of super sonic fun, in Mania
they are noticeably extended to
sometimes double, even occasionally triple the length of the
originals, which makes for super sonic speeding fun.
In terms
of what new material Sonic Mania
brings to the table, I would say it uses Sonic
3 as a jumping point (har-har).
Taking the majority of what that game comprised and adding small new
features, all of which fit the Sonic mold, Mania
never feels like what the new Star Wars movies are in comparison to
the first movies. Everything fits the original vision—the level
design, the sprites, the “story”, the speed, the fun. There is
(of course) a pinball level that adds features, some of which is new,
but at the same time familiar given how they align to the first Sonic
games. (Although it is a bit weird to have save points…) To put
it another way, had Sonic Mania
been released in 1996 as Sonic 4,
no one would bat an eye, the transition indistinguishable.
If
you love(d) the 90s Sonic games, Sonic
Mania is literally made for you.
Developers mining nostalgia gold in fresh form, the game pushes all
the buttons original Sonic fans desire without soullessly copying
content, adding incongruent extras, or milking the blue, spinning,
white-gloved (?!?!?) hedgehog for money. With new levels to zip
through, new bosses to jump attack, new chaos emeralds to chase, and
more, it is Sonic as you remember it, from 16-bit graphics to midi
music. I can only hope the developers are making another—Sonic
Mania 2? Sonic Zania? Sonic Unleashed: The Eggman Cometh? Sonic the
Walrus, Koo Koo Kachoo… I
digress.
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