The handling is spot-on - Sonic 4's wrongheaded physics are a distant memory.
There's an area in Sonic 2's Chemical Plant Zone that still has me
clutching my chest when I think of it. Tucked towards the end of the
second act is a shaft filled with moving blocks, sliding around in
clumps of four to create a precarious series of stairways. Nothing too
horrendous in itself, but as you climb to the top the zone's underlying
ocean of toxic purple goop surges abruptly, flooding the shaft even as
the door slams shut behind you. Is there any track in all of video game
music more nightmarish than Sonic's drowning countdown? And is there
anything more dreadful, when you're in the teeth of that music, than
having to wrestle with the game's underwater physics - wilting in horror
as you graze a block by a pixel, precious seconds squandered as the
blue blur drifts lazily to the platform beneath?
That flooded shaft kept my eight-year-old self from the relative
peace of the Aquatic Ruin Zone for months - and it's back in Sonic
Mania, Christian Whitehead's absurdly lovely homage to Sonic's 16-bit
heyday. Much else has changed, however. Dotted throughout the 2017
incarnation of Chemical Plant you'll find power-up TVs lifted from Sonic
3 - including the Bubble Shield, which staves off the threat of
suffocation. Entire sections of the course have been uprooted,
rearranged and spruced up with new fixtures, such as troughs of gel you
can harden into bounce pads by jumping on giant syringes. And the
bosses, above all, have been completely reimagined. I won't spoil it,
but Act 2's concluding clash is the kind of gleeful nod to a certain
other Sonic game that should have any long-in-the-tooth fan laughing
hysterically. It's representative of a project that doesn't merely
restore the past with the care of a museum curator touching up a faded
portrait, but also twists and expands it, to create an experience that
is equal parts nostalgia pang and giddy excitement.
To put that in slightly less grandiose terms, Mania is Sonic without
20-odd years of slowly accumulating bullshit. The wider pantheon of
sidekicks - Shadow, Silver, Big the sodding Cat - have been cast
headlong into the screaming cosmic abyss from whence they came, reducing
the playable line-up to the Holy Trinity: Sonic himself (who can use
each shield power-up's special ability), long-suffering fox acquaintance
Tails (who can fly and swim) and beefy echidna rival Knuckles (who can
smash through certain walls, climb and glide). The game's 12 zones mix
comprehensive, extremely playful reworkings of classic levels from Sonic
1 through Sonic & Knuckles with three brand new stages - all
designed by Whitehead, fellow Sonic guru Simon "Headcannon" Thomley and
Major Magnet studio PagodaWest using the Retro Engine, a proprietary
technology built specifically to support features from the 32-bit
console generation and before.
It all boils down once again to collecting rings, bopping robots
created by villainous Dr Eggman, scouring Special Stages for Chaos
Emeralds and toying with the mercurial possibilities of vast, ornate,
helter-skelter levels, each an intoxicating contradiction: on the one
hand, a glittering accelerator and on the other, an elaborate death
trap, where no 200mph leap is complete unless there's a wall of spikes
at the other end of it. It's intriguing to revisit an experience as
violently, exhilaratingly unfair as 16-bit Sonic today. One design
concept that commands a lot of regard at present is "flow" - briefly,
that supposedly Zen-like state of heightened appreciation when a game is
just challenging enough to keep you hooked, but not so challenging that
you lose patience. I can't imagine anything further away from that than
the average 2D Sonic level (on your first attempt, at least), thanks to
the infuriating way Sonic works against itself.
The game's exquisite pinball handling and smooth-scrolling raster
graphics are an incentive to let go, to revel in the sense of velocity,
but to tumble down even the gentlest rise is to risk being sucked into a
series of loops, ramps, warp tubes and bumper pads - power-ups
fleetingly, tantalisingly visible in alcoves as terrain traps loom out
of screen-right. For every second you'll spend plunging through the
infrastructure you'll spend another jumping frantically to scoop up
dropped rings, following a head-on collision with a malevolent drone.
It's certainly an acquired taste, next to the stately unfolding of the
average Mario game. People call Dark Souls vicious, but Sonic was
getting himself launched into turbines, squashed by pistons,
incinerated, electrocuted and scythed out of the air when the Capra
Demon was just a baleful glimmer in Hidetaka Miyazaki's eye.
Why would any newcomer bother with such a bruising experience?
Well, in part because there is simply nothing like the thrill of Sonic
travelling at top speed, curling into a ball so that your momentum takes
over, the course tunnelling down into the bedrock only to double back
and fling you towards (if you're lucky) a stratospheric tangle of rings.
There's joy, too, in the act of resisting the game's heady onward rush,
skidding to a halt in order to search for an alternate route, chase
down a power-up or smash through a partition to expose a giant ring
(which serve as portals to special stages). The environment assets
themselves, new and old, are certainly worth lingering over. Sonic CD's
Stardust Speedway is a gilded mesh of vines and trumpets, criss-crossed
by hazy spotlights; sadly, you can't experience each act in multiple
timeframes, as per the original, but it's a bewitching creation
nonetheless, with a familiar foe glowering at the end of it. The Mania
team's own Garden Press Zone, meanwhile, is an elegantly daft hybrid of
feudal Japanese temple and what looks like a Victorian papermill,
newsprint flashing through its backdrop layers.
If new players will fall in love with the game's sheer opulence and
aesthetic quirkiness, the glory for a returning fan is to explore how
the familiar has been rendered unfamiliar. One of Whitehead and co's
most inspired decisions is to enact a sort of creative dialogue between
each Zone's acts - the first serves to reintroduce a classic setup with a
few additional flourishes, while the second spins the concept out in a
beautifully flamboyant direction. The second act of Sonic 2's Oil Ocean,
for example, now has you dealing with the effects of a conflagration
sparked by the first act's bossfight. The Flying Battery Zone from Sonic
& Knuckles now suffers from increasingly inclement weather,
rendering traversal of the vessel's enormous hull extra-hazardous
towards the finale. There's equal delight to finding props and enemy
types from certain classic layouts transported into others, or old
tricks probed mischievously for additional knock-on effects. The
lightning shield now glues you to the ceiling in certain areas. The
flame shield burns through wooden platforms and sets flammable
substances alight.
The game's special and bonus stages are, as ever with Sonic, its
wobbliest components. The latter scrub up OK - taken from Sonic 3, they
see you running around a grid-based globe map collecting blue orbs and
rings while avoiding red orbs, your speed increasing by fixed
increments. The special stages, however, are a mixture of Sonic CD's
equivalents and elements from the scrapped Sonic Saturn; they see you
chasing a UFO around an F-Zero-style course, gathering blue orbs to
accelerate and rings to add seconds to the level clock. Decent-enough
fun in short bursts, but the slightly characterless handling is a
reminder, perhaps an appropriate reminder, of how ill-suited Sonic's
breakneck formula would prove to 3D platforming.
All that's swiftly forgiven, however, the second you dive back into
the main game. Mania takes everything that was memorable about Sega's
pioneering 2D platformers - that joy in momentum always teetering on the
brink of disaster, the deranged magnificence of those levels, the
mournful bassnote as poor, faithful Tails stampedes into all the traps
you've just triggered in passing - and rejuvenates it, to the point
where you can only put down the pad in astonishment. Sonic the Hedgehog happened,
everybody. He's supposed to be all washed up - gaming's Birdman, a
balding, leather-jacketed C-lister they wheel on whenever some Mario
crossover finds itself short on backing characters. How the hell is this
possible? It's possible because for a small group of dedicated
aficionados, the blue blur's halcyon period never ended. What's old has
become new, and Sonic is once again the star he was supposed to be.
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