PLAY

SONIC MANIA

Sega gets back in the retro zone

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There’s a moment in Sonic Mania when everything changes, when despite the homely retro pixel art style we realise this is a new, different Sonic game. Reaching the end of Green Hill Zone, we beat a new boss – two large spiked balls with blinking eyes, linked by a chain – and the level doesn’t end. There’s no 16-bit fade to black. The screen scrolls on and we’re straight into the next level. Sonic Mania is one long, joined-up Sonic run. Speeding into the Studiopoli­s Zone, one of Sonic Mania’s all-new levels, gives us a chance to test out the new Drop Dash move. Tapping q as Sonic is in mid-air puts our ’hog into a spin, meaning as he hits the ground he charges off, his speed untouched.

This level is littered with fun interactiv­e touches: we see Sonic beamed across the level as a TV signal; he floats around inside a giant popcorn machine; and glass shatters as he passes windows at speed. Hidden areas sprout from every wrong turn, too – finding secret giant rings unlocks bonus stages just like they did in Sonic The Hedgehog 3.

Playing Sonic Mania reminds us it’s being made by fans, for fans (Christian Whitehead, Simon Thomley, and Tom Fry have previously worked on Sonic ROMs and 16-bit games) as the game is awash with fan-pandering wonders. For now, however, we’re just happy 2D Sonic isn’t fading away.

“PLAYING SONIC MANIA REMINDS US IT’S BEING MADE BY FANS, FOR FANS.”

 ??  ?? Sonic Mania is a smooth 60fps in full HD, which gives the classic pixel art a new dimension.
Sonic Mania is a smooth 60fps in full HD, which gives the classic pixel art a new dimension.
 ??  ?? Above Each character has unique moves to find new map areas – Knuckles can climb and glide.
Above Each character has unique moves to find new map areas – Knuckles can climb and glide.

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