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Sonic Mania

PC (Windows)

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๐ŸŒ Real-time | ๐ŸŽจ Cartoon | ๐Ÿ’ณ None | ๐Ÿง Tails | ๐Ÿ“š Protagonist: Animal | โฑ 05 to 10 hours | ๐Ÿ“š Fan Service | ๐Ÿ“š Protagonist: Male | ๐Ÿ‘ Scrolling | ๐ŸŽจ Pixel art | ๐Ÿ“• Fantasy | ๐Ÿ“š Protagonist: Multiple | ๐Ÿ‘พ Android | ๐Ÿ“š Anthropomorphism | โš™๏ธ Retro Engine | ๐Ÿ‘จโ€๐Ÿ‘ฉโ€๐Ÿ‘งโ€๐Ÿ‘ง Couch Gaming | ๐Ÿ“š Family Friendly | ๐Ÿง Dr. Robotnik | ๐Ÿ‘ Side view | ๐Ÿ“Œ Sequel | ๐Ÿ’ถ One-time game purchase | ๐Ÿ“š Deliberately Retro | ๐Ÿง Sonic the Hedgehog | ๐Ÿง Knuckles | ๐Ÿ•น๏ธ Direct control | ๐Ÿ’ถ DLC

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Epic

Last activity: almost 3 years ago

Playtime: 00:55:44

Play count: 2

Sonic Mania is a 2017 platform game published by Sega for Nintendo Switch, PlayStation 4, Xbox One, and Windows. Produced in commemoration of the Sonic the Hedgehog series' 25th anniversary and serving as a prelude to Sonic Forces, Sonic Mania pays homage to the original Sega Genesis Sonic games, featuring speedy side-scrolling gameplay. It takes place over 13 levels, including several redesigned from past games. The story follows Sonic, Tails and Knuckles as they venture to defeat their nemesis Doctor Eggman and his robotic henchmen, the Hard-Boiled Heavies.

The development team was composed of members known for their work in the Sonic fangame and ROM hacking community. Development began after lead developer, director and programmer Christian "Taxman" Whitehead, who was previously contracted by Sega to develop enhanced mobile ports of Genesis Sonic games, presented a playable prototype to Sonic Team producer Takashi Iizuka. Art, level design, audio, and additional programming were provided by independent studios PagodaWest Games and Headcannon. The team used Whitehead's Retro Engine and aimed for a graphical quality between Genesis and Sega Saturn games.

Sonic Mania was released in August 2017 and became the highest-rated Sonic game in fifteen years. Many reviewers saw it as a return to form for the Sonic series following a number of poorly received games released after the 1990s. Its presentation, level design, music, and faithfulness to the early Sonic games were praised, but its lack of originality was criticized. Several described it as one of the best Sonic games and one of the best games of 2017. Within a year, it had sold over one million copies worldwide. Sonic Mania Plus, an enhanced version with additional content, was released in July 2018.

Gameplay

Sonic Mania is a side-scrolling platformer similar to the early Sonic the Hedgehog games released for the Sega Genesis. Players select one of 3 playable characters, each with their own unique abilities: Sonic can perform a "drop dash" which sends him rolling in a dash after a jump, Tails can fly and swim, and Knuckles can glide and climb walls. As with Sonic 2 (1992), players can play as Sonic and Tails simultaneously, or a second player can control Tails independently. Unlockable options include Sonic's abilities from Sonic CD (1993) and Sonic 3 & Knuckles (1994) in place of the drop dash and "& Knuckles" mode, which allows simultaneous control of any character and Knuckles, including himself.

Sonic Mania takes place over 13 levels, called zones; the game features eight "remixed" zones, such as Green Hill Zone from the first Sonic game (1991), alongside five original ones. Remixed stages consist of both new elements and recycled gimmicks and ideas from other past Sonic games. Each zone is divided into 2 acts, in which the player must guide their character past various enemies and obstacles to reach the end. At the end of each act, the player takes part in a boss battle against Doctor Eggman, also known as Dr. Robotnik, or one of his robots, including the Hard-Boiled Heavies, elite henchmen based on the EggRobo enemies from Sonic 3 & Knuckles. The player collects golden rings, which serve as a form of health; players survive hits as long as they have at least one ring, but, if hit, their rings scatter and disappear after a short time. Television monitors containing rings, elemental shields, or power-ups such as invincibility and faster running speed are scattered throughout each level. Like Sonic 3 & Knuckles, the story is told via short in-game cutscenes between levels.

Giant rings hidden in each act, a feature of the original games, lead to pseudo-3D special stages similar to those in Sonic CD, where players can attempt to collect a Chaos Emerald. In special stages, players dodge obstacles and collect colored spheres to increase their speed, allowing them to pursue a UFO carrying a Chaos Emerald; collecting all seven Chaos Emeralds allows players to use their character's super transformation and unlocks the game's true ending. Players' ring counters slowly decrease during special stages and must be continually replenished; if the player runs out of rings before they catch the UFO, the special stage ends. The "Blue Sphere" special stages from Sonic the Hedgehog 3 also return, repurposed as bonus stages that are accessed by entering a portal that appears when the player passes a checkpoint while carrying 25 or more rings. Completing bonus stages earns the player a silver or gold medal depending on their performance; collecting medals unlocks features such as a debug mode and sound test.

In a time attack mode, players must complete levels as quickly as possible, with the best times included on an online leaderboard; players can instantly reload a level to try again at any time. A split-screen competitive multiplayer mode allows two players to race to the end of a level, similar to those of Sonic 2. Players can also unlock "Mean Bean", a 2-player minigame based on Dr. Robotnik's Mean Bean Machine.

Plot

After the events of Sonic 3 & Knuckles, Sonic and Tails detect a powerful energy reading on Angel Island and board their biplane, the Tornado, to investigate. However, Dr. Eggman sends an elite group of EggRobos to reach the signal before Sonic and Tails. The EggRobos excavate the source of the signal, a magical gemstone called the Phantom Ruby, just as Sonic and Tails arrive. The EggRobos gain new powers from the ruby, becoming the Hard-Boiled Heavies, and send Sonic, Tails, and the island's guardian, Knuckles, through zones the trio have previously visited where they pursue Eggman to prevent him from using the ruby's power for evil, clashing with him and the Heavies along the way.

Sonic and his allies discover that Eggman has used the Phantom Ruby's power to retake control of Little Planet from Sonic CD. They board Eggman's robotic fortress, defeat him and the Heavies, and escape just as it explodes. If all seven Chaos Emeralds are collected while playing as Sonic, the Phantom Ruby transports him and Eggman to another dimension. There, the Heavies' leader, Heavy King, betrays Eggman and takes the ruby, imbuing himself with power; Eggman attacks the Heavy to try to reclaim it. Sonic uses the Chaos Emeralds to become Super Sonic and fights Eggman and the Heavy King separately to keep the ruby out of their possession. After the battle, the Phantom Ruby reacts with the Emeralds, negating Sonic's super state and creating a wormhole that engulfs itself and Sonic as Little Planet vanishes.

Development

Development of Sonic Mania began in 2015, led by Australian programmer Christian "Taxman" Whitehead. Whitehead was a prominent member of the Sonic fangame community, and had previously been contracted by Sega to develop remastered ports of Sonic the Hedgehog, Sonic 2, and Sonic CD for mobile phones. After developing the game for a few months, Whitehead presented a prototype, which he called Sonic Discovery, to series producer Takashi Iizuka. Iizuka was receptive, and suggested that it should include old levels from the early Sonic games it was inspired by, "remixed" in a way that felt new. He also gave it the working title of Sonic Mania, which stuck after no one suggested a better one. The title referenced the development team's "maniacal" fandom for the series; Iizuka described the project as being made "by the mania, for the mania", and as a "passion product" driven by the fans' love for the early Sonic games.

Sonic Mania was produced in commemoration of the series' 25th anniversary. It was developed using Whitehead's Retro Engine, a game engine tailored for creating two-dimensional games, which he also used for the enhanced ports of Sonic the Hedgehog, Sonic 2, and Sonic CD. The team also included programmer Simon "Stealth" Thomley of the independent studio Headcannon, who assisted Whitehead with those projects and on various Sonic fangames and ROM hacks, as well as level designer Jared Kasl and art director Tom Fry of PagodaWest Games, who had previously independently collaborated on an unofficial high-definition remaster of Sonic 2. Tantalus Media helped develop the Nintendo Switch port. Iizuka and the rest of Sonic Team provided guidance and made sure the team didn't "go off the rails into something that doesn't feel like Sonic". Iizuka described the visuals as a cross between the graphical capabilities of the Genesis and Sega Saturn, comprising mostly pixel art with some polygonal graphics.

The developers modeled the gameplay on Sonic 3, with boss fights at the end of each zone. For returning stages, the designers made the first act feel familiar, and introduced new elements in the second act. The team cited Sonic CD and Sonic 3 as major influences on the level design for their "big, wide open" and "streamlined" designs, respectively. According to Thomley, the team typically decided what elements to include in the returning stages prior to designing them, but sometimes came up with new ideas or changed them based on how the development progressed. The first original level designed was the Hollywood-themed Studiopolis Zone. The desert-themed Mirage Saloon Zone was inspired by an unfinished level from Sonic 2 and the Monument Valley region of the United States. The special stages were inspired by more recent games such as Sonic Rush (2005) and Sonic Colors (2010). The team felt proud of their recreation of classic Sonic gameplay.

The game features animated opening and ending sequences led by Tyson Hesse, one of the artists of the Sonic comics by Archie Comics. It also features an optional CRT graphical filter, and supports the enhanced features of both the PlayStation 4 Pro and Xbox One X, outputting at a native 4K resolution. The soundtrack was composed by Tee Lopes of PagodaWest Games, consisting of rearranged pieces from previous Sonic games alongside new material. Lopes was chosen due to his popularity on YouTube for producing arrangements of various Sonic tracks, and for his work on the Sonic 2 HD project. Lopes initially wanted his score to resemble the Sonic CD soundtrack, trying to imagine what a sequel to it might have sounded like. As development progressed, he took inspiration from other older Sonic and Sega games, such as The Revenge of Shinobi (1989) and the Sega Rally games, and from 1990s popular music, such as the work of Michael Jackson. The reveal trailer theme, "Checkpoint", was composed by the electronic music groups Hyper Potions and Nitro Fun and the opening theme, "Friends", was composed by Hyper Potions.

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