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Psxphile

Member
Oct 27, 2017
6,529
That new bonus stage was the last push I needed to preorder w/ but a week to go. Funny how that works.
 

Xtortion

One Winged Slayer
Member
Oct 25, 2017
6,657
United States
Sonic Mania has arguably higher highs than 3&K but it has some bad parts too. If Mania Plus irons out the issues, it could be.

S3K has the highest high with the whole endgame. Mania just doesn't have that level of escalating scenario design.

But Mania's levels stomp it overall imo. S3K is still great, but I always wince a bit when Marble Garden, Carnival Night, Flying Battery and Sandopolis pop up. It's suuuuuper uneven. Mania's biggest flaw is its lack of a wholly original identity, but when everything else is fantastic...who cares, I guess?
 

Waddle Dee

Banned
Nov 2, 2017
3,725
California
S3K has the highest high with the whole endgame. Mania just doesn't have that level of escalating scenario design.

But Mania's levels stomp it overall imo. S3K is still great, but I always wince a bit when Marble Garden, Carnival Night, Flying Battery and Sandopolis pop up. It's suuuuuper uneven. Mania's biggest flaw is its lack of a wholly original identity, but when everything else is fantastic...who cares, I guess?

Carnival Night is the only zone that I'm not really a fan of. I think all the others are at least great, and most are better than any other Sonic game imo.

Mania has a few crummy boss fights and Titanic Monarch is a pretty weak last level.

hey now, what did Flying Battery do to get lumped in with those others

Yeah, I dunno. I absolutely adore Flying Battery and I heard nothing but praise for it for over a decade but ever since Mania came out I've heard people show a dislike towards it.
 

Psxphile

Member
Oct 27, 2017
6,529
Yeah, the pulleys suck. Elevators? You just stand on them to get them going, lol.

You'd think Death Egg's loop rails would earn the most ire, but here we are. At least most of those can be bypassed, I guess.


joop
joop
joop
joop
joop
joop
joop
 

Xtortion

One Winged Slayer
Member
Oct 25, 2017
6,657
United States
There's something to like about all of S3K's zones, but a lot of them have one or two elements that frustrate me a bit. Don't really care for the tops or wonky navigation in Marble Garden, the masses of inconveniently placed bumpers in Carnival Night, rampant block pushing in Sandopolis, and of course the automatic sequences in Death Egg.
 

TheOGB

The Fallen
Oct 25, 2017
10,010
Bad music and bad stage gimmicks.
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Waddle Dee

Banned
Nov 2, 2017
3,725
California
okay but like

literally all of marble garden

I like Marble Garden.

just going to go ahead and say it

Mushroom Hill's pulleys are even worse 'cause you have to actually do some work with them

Those don't last as long and I think they're kind of satisfying.

1. Marble Garden's Music is legit.

2. Marble Garden's gimmicks are not.

3. If you are gonna post art of Tails with odd proportions, at least post official, unedited art. Observe...

gakrodxalc.png

Why does so much of the Archie Sonic comics (not just Ken Penders stuff) look like creepy fetish material?
 
Oct 25, 2017
3,859
USA, Sol 3, Universe 1
It's just the nature of kid's comics and toons in general honestly, it kinda just happens. People that work on this shit are grown-ups after all...
rmsvb.jpg


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It's not like IDW is immume from this stuff either, just don't be creepy about it and let the kids have their fart jokes in peace.
imfinei7jyi.png
 
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Virtua Sanus

Member
Nov 24, 2017
6,492
Sounds like a weird reason, but I feel like Sonic Mania is a hair too long... at least when it comes to how I like replaying the classic games. I actually find Sonic 1 the easiest to replay because of that.

I feel like the weakest parts of Sonic Mania are Flying Battery Zone and Hydrocity Zone too, probably because they are the most shallow redesigns next to Green Hill Zone. I really wish we got a Chaotix, Chaos or Triple Trouble level to replace them honestly.
 

Seeya

Banned
Oct 27, 2017
7,984
I found that a lot of levels in Mania were just boring. They get so vast and sprawling without unique topography that they become the equivalent of white noise. Especially so because of the prevalence of what might as well be 3D era scripted boost pad segments considering how you are railroaded with momentum through some segments.

The best levels are the new ones, and really aside from GHZ and the second level in Sonic 2, I wouldn't put a single returning/remixed stage above the originals.

Level design is something I hope that they tighten up for any sequel.
 
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Nali

Member
Oct 25, 2017
3,664
I like all the zone updates that aren't from Sonic 3, and don't much care for the ones that are.

Especially so because of the prevalence of what might as well be 3D era scripted boost pad segments considering how you are railroaded with momentum through some segments.
Definitely a bit much of this, though.
 

Nocturnowl

Member
Oct 25, 2017
26,148
S3K has the highest high with the whole endgame. Mania just doesn't have that level of escalating scenario design.

But Mania's levels stomp it overall imo. S3K is still great, but I always wince a bit when Marble Garden, Carnival Night, Flying Battery and Sandopolis pop up. It's suuuuuper uneven. Mania's biggest flaw is its lack of a wholly original identity, but when everything else is fantastic...who cares, I guess?
My man.

Marble Garden is fine you scrubs
But also this.
 

Deleted member 34949

Account closed at user request
Banned
Nov 30, 2017
19,101
I can definitely agree that Flying Battery and Hydrocity (Act 2 is fine, but almost the same as the original act) are the weak points of Mania.

Marble Garden isn't bad, just fucking boring.
 

Waddle Dee

Banned
Nov 2, 2017
3,725
California
Mania's low points for me are Green Hill, Oil Ocean and Mirage Saloon on the Sonic route. Flying Battery's Act 1 and Hydrocity's Act 2 could be more creative, but I still like them a lot as a whole.

Low points to me are Stardust Speedway (pretty much just because of the bosses) and Oil Ocean (despite it being my favorite Sonic 2 zone), and Titanic Monarch. High points are Studiopolis (obviously), Mirage Saloon Act 2, and Metallic Madness.

Act 1, yeah. Act 2 could use another 45-60 seconds of gameplay but otherwise it's one of the strongest individual acts in the game.

Agreed.

The mechanics in play aren't great, but I'll always dig the overall level design for how ridiculously complex it is. Secret alternate routes literally everywhere in that zone.

Yeah, this is why I like the zone regardless. Well, that and the awesome music.



Did IGN really give the game a 7? Old habits die hard...
 

TSSZNews

Banned
Oct 27, 2017
663
Re: The new bonus stage - I'm not really feeling it.

A decent-sized and fair criticism of the original Mania was that the Blue Spheres acting as a bonus stage threw off a lot of the in-game pacing. I feel similarly with this pinball stage - seems like it could go on forever.
 

Deleted member 2474

Account closed at user request
Banned
Oct 25, 2017
4,318
Re: The new bonus stage - I'm not really feeling it.

A decent-sized and fair criticism of the original Mania was that the Blue Spheres acting as a bonus stage threw off a lot of the in-game pacing. I feel similarly with this pinball stage - seems like it could go on forever.

seems just like the original S3K bonus stages to me - get in, get what you want, get out when you're done
 

Virtua Sanus

Member
Nov 24, 2017
6,492
Re: The new bonus stage - I'm not really feeling it.

A decent-sized and fair criticism of the original Mania was that the Blue Spheres acting as a bonus stage threw off a lot of the in-game pacing. I feel similarly with this pinball stage - seems like it could go on forever.
I agree about the length. There really should be a timer or something here.
 

Berordn

One Winged Slayer
Member
Oct 26, 2017
9,751
NoVA
seems just like the original S3K bonus stages to me - get in, get what you want, get out when you're done
All the S3K bonus stages had a way to kick you out before too long. The slots had the exit walls, the gumball machine would eventually run out of bumpers, and the orbs had a finite end with the beam. This one seems like it could potentially last forever if you do well enough.
 

Tailzo

Member
Oct 27, 2017
7,956
I have faith in Sumo, and IMO they'll bring out a neat Arcade style racer.
Now we just need confirmation of Vector and this'll be GOTY material.
I just hope it can be as good as a single player game as Transformed was. I know Sumo is a talented studio, but people quit their jobs all the time. What if some missing key individuals behind Transformed are not working on this? If by any chance, you have read a preview detailing this aspect of the game, please let me know :)

(The framerate and graphics issues mentioned several places do not bother me as much this early)