(Originally posted on March, 2018)
(2017, Nintendo Switch)
Famous for briefly besting the console king Nintendo in both graphics and mechanical innovation way back in his debut, on this particular occasion, Sonic The Hedgehog may appear comparatively low tech and unambitious. Especially when once again pitted against his old rival Mario, who’s mopped up plenty of accolades and impressive sales figures in his prettiest, grandest game yet in Odyssey. Not about to be overshadowed by the plumber at perhaps his mightiest yet, upon delving under Sonic’s Mania’s retro surface, you’ll soon experience the elation that Sonic doesn’t regress and play it safe. Simply put, this new game carefully models itself after everything that made the 16-bit series so successful so that it can then forge ahead with an even greater momentum. Sonic Mania is everything you loved about the Genesis games, but with just a bit more in every aspect: while running upside down through all those satisfying loops, the blue blur does not crudely reorientate himself and flip sprites, but flawlessly rotates all 360 degrees. The returning classic songs are given subtle enhancements, while the all new ones have the same nostalgia-driven hipness as the latest Bruno Mars song. The slightly more ambitious and expansive level design never oversteps itself and risks dulling the joy of tearing your way through in the classic Sega manner of blazing speed and a delicately endearing flippancy. In the same year that the Legend of Zelda and Mario came back hotter than ever, the Sega Genesis Classics have finally received what feels like the ultimate sequel in Sonic Mania…
Sonic was in his prime back when Sega was the swift, ever increasingly prolific and tenacious company that dared to go up against Nintendo with home systems of their own. On top of the world for an all too brief period, as they began to stumble and bumble their way down to an increasingly decimated developer/publisher, the post-Genesis Sonic games no doubt suffered. They either entirely deviated from, or offered a strained effort at best in capturing the magic of the original 16-bit quartet. Taking this game’s initial announcement with a healthy dose of skepticism, the final product amazingly enough feels as if the new developers reached into an alternate universe and successfully pulled out one of Sega’s ultimate “What If…” scenarios: What if Sonic Team (or whoever else was up to the job) continually improved upon their established 2D platformer formula, rather than taking the series everywhere from awkward isometric adventures, comical short-limbed 3D fighters, or mere half-hearted 2D revivals? Even more impressive, this dream game was not even entirely created by the remaining Sonic Team staff, but mostly through the collaboration of super fans and outside developers.
With half the journey composed of refined, remixed and more colorful revisits to the past and the flip side entirely new, the brief, but more importantly highly repayable journey delivers a very sizable 12 major zones comparable in length to the “lock on technology” combo of Sonic 3 and Knuckles. Coming off as just a bit tighter and less slippery than memory serves, the feel of the air-splitting momentum on the ground and airy, weighted hopping as you jump off one enemy to the next does the physics of the 16 bit games justice. The many new levels, such as the warmly colored, Sega reference loaded Studiopolis Zone and the western movie inspired Mirage Saloon feel perfectly congruent as a continuation of the established 16-bit universe. The long-time fans turned-developers even dared to take some bold creative liberty in the remixed stages without ever feeling out of countenance. Chemical Plant Act 2 has this particularly neat idea: you never really interacted with the “chemicals” in the Genesis versions, aside from dodging some dull orbs or diving in the Cherry 7-Up colored “water”. This time, Act 2 has plenty of colorful gels to bounce off, hang from and modify your way to victory. No wonder the “Tide Pod Challenge” took off just months later. On the whole, the levels are more expansive and present more alternate routes than the Genesis versions, but never to the point of making one feel overwhelmed or confused. Likely to trigger a spontaneous curiosity, you’ll find yourself mindful of the route you’re currently taking, plotting how to switch things on a future replay. Slightly dreadful and cumbersome back in the 16-bit days, the boss fights concluding each act are made not just fairer, but flashier, more memorable and creative, as you’ll even find yourself pitted against Robotnik in a Puyo Puyo/Mean Bean Machine mini game.
Lured in the 90s by the lusher colors and fancy effects of the slightly offbeat Sonic games for the Sega CD and 32X upgrades which my parents knew better than to buy for me, Mania upgrades the graphics even further, convincingly hitting a very sweet spot somewhere between the Genesis and Saturn. While still looking like a 100% authentic 2D Sonic game, you’re treated to richer colors than what the Genesis could cleverly (if a bit harshly) pull off, silky smooth rotation effects and some sparse Sega Saturn style gourad shaded 3D that managed to suck me so far into a mid-90s nostalgia trip that I could have sworn I was playing a game deliberately designed around Sega’s phantom “Neptune” hardware. Having made Sonic and pals go “Super Saiyan” plenty of times on the Genesis, unfortunately I didn’t even consider trying to accumulate the chaos emeralds this time around, as the new “UFO Chase” mini game generates the same type of motion sickness inducing 3D floor effect which gave me a boo-boo belly in the original Super Mario Kart.
The music is arguably one of the strongest soundtracks of the year. The first stage slams you with the 90s-defining, ecstatic sweetness of Green Hill Zone Act 1, making a glorious return with some slight enhancements. But then in Act 2, accompanied by Tiki statues, lighting and all new routes never seen until now, an accordion lovingly dominates a complete remake of Masato Nakamura’s classic. Other Genesis remixes are largely left alone, such as the already perfect Hydrocity Act 1 and 2. Since it’s heavily speculated that Michael Jackson himself created that duo, why even bother touching them? Lava Reef Act 1 retains the strikingly emotional, danceable sound and vibe that the Genesis delivered with just a bit more fullness, while Act 2 is allowed a remix featuring modern instrumentation where a wailing guitar especially shines. The all new Saloon Mirage Act 2 cleverly integrates the “Good, Bad, Ugly” whistle while retaining an upbeat mischief. Other new tracks have been created to celebrate not just Sonic, but all of Sega’s past highlights, as fans will recognize obvious Streets of Rage, Shinobi and Jet Set Radio influences.
For the first time in 20 years, Sonic Mania is easily as good as the Sega Genesis editions and a bargain at just a fraction of what a cart cost back then. Sure, you’ll beat the game in a matter of hours, but just as when you were a kid, it’s even more fun to replay as you train to show off your skills to those still on the fence. Crafted with speed always in mind, Sonic even has a new “Drop Dash” move to smooth the transition from the air doing what he does best on the ground. Slickly wrapped in a lower resolution 90s-style menu system and convincing TV filters, Sonic Mania isn’t merely a revisit to his 16-bit prime, but a great achievement within Sega’s storied legacy, as he’s been resurrected even higher from where he fell from grace. Beyond wanting to immediately replay this with Tails and Knuckles, I’m also tempted to revisit the older games with the greatest fervor in years. Just as in the 90s, Link and Mario took greater precedence as I held off purchasing Sonic Mania for over half a year. But, in something that would sound unbelievable during the height of the 16-bit wars, this time I didn’t have to unplug my Nintendo to enjoy what’s possibly the Hedgehog’s greatest run yet.
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