New mechanics like the drop dash (which lets you hit the ground rolling at high speed) mix with existing power-ups from older games. Sonic Mania is the 16-bit era the way you remember it, not the way it was: it looks better, the controls are tighter, and the music is every bit as loud and joyful. " Sonic Mania is the 16-bit era the way you remember it, not the way it was: it looks better, the controls are tighter, and the music is every bit as loud and joyful." Using the engine, Whitehead worked with Sega to re-release Sonic, Sonic 2, and Sonic CD, and ultimately Sega entrusted him, Headcanon, and PagodaWest Games to develop Sonic Mania. After working on Sonic fangames for a number of years, Whitehead developed the Retro Engine, which allowed past Sonic games to be recreated with new features and things like widescreen support. Handing an intellectual property over to fans is an almost universally terrible idea, but Christian Whitehead, Sonic Mania’s lead developer, isn’t your average fan. After all, it’s essentially a fan-made game. Sonic Mania delivers.īy all rights, Sonic Mania shouldn’t exist. Followers of the series have endured disappointment after disappointment, but now, nearly 23 years since the release of Sonic and Knuckles, the wait is over. But nothing since has come close to the classic status established by the original releases.Īfter two decades of sustained mediocrity, Sonic went from one of the greatest icons in the industry and a legitimate rival to Mario to a running joke, as fans hoped that maybe, just maybe, the next entry in the series would somehow recapture the magic Sega so effortlessly accessed in the early 1990s. Sega just didn’t seem to understand what to do with the Blue Blur as games transitioned into 3D, and Sonic’s games have since run the gamut from the atrocious ( Sonic ’06) to the pretty good ( Sonic Generations). After blazing onto the Genesis as Sega’s answer to Mario and churning out a series of classics in the 16-bit era, Sonic fell on hard times.
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