Sonic Mania
If you wrote off Sonic after one too many 3D stumbles, this is the correction you were owed. Twelve zones of sharp momentum-based platforming, three characters with genuinely different movement options, and a soundtrack that never lets up.
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About Sonic Mania
I went into Sonic Mania half-expecting a nostalgia cash-in and came out the other side having more fun with a platformer than I had in years. The game is built around momentum the way these things are supposed to be: Sonic's new drop dash fires him into a rolling sprint the moment he lands, the classic spin dash still handles beautifully, and the whole thing runs at a locked 60fps with no loading interruptions between acts. Speed feels earned rather than gifted, and every ramp and loop rewards players who read the terrain instead of just holding right. The twelve zones are split between remixed classics pulled from the Genesis and Sega CD era, and four original stages including Studiopolis and Press Garden. That split works better than it sounds. The remixed zones take a familiar layout and inject new act-two mechanics, from bouncing pools of rubbery liquid in Chemical Plant to some genuinely creative geometry tricks in Flying Battery. The new zones hold up alongside the classics, which is the harder challenge and the one the team clears cleanly. Each zone's two acts have their own distinct rhythm: act one introduces the obstacles at a reasonable pace, act two dials up the chaos and introduces the mechanics that make each zone memorable. Boss fights match the energy, often pulling mechanics from previous games in ways that feel like in-jokes for long-term fans rather than lazy retreads. Three playable characters give the run meaningful replay value. Sonic is the baseline with the drop dash plus unlockable callbacks to his Super Peel-Out from Sonic CD. Tails flies and swims, opening routes that are completely inaccessible on foot. Knuckles glides and wall-climbs, turning vertical sections into shortcut playgrounds. A second player can take independent control of Tails in co-op, and there is a competition mode for head-to-head racing. The Sonic Mania Plus DLC, available separately, adds Mighty the Armadillo and Ray the Flying Squirrel, an Encore Mode that remixes the stages with new color palettes and harder ring placement, and a four-player split-screen competition option. Encore Mode also swaps the lives system for a character-juggling mechanic where you carry two characters and swap between them on the fly. The one genuine criticism that has followed the game since launch is the old-fashioned lives and continues system in Mania Mode. Run out of lives mid-zone and you restart the entire zone from act one. The game is not punishingly hard by modern standards, but some boss patterns and a handful of bottomless-pit-heavy acts will eat through a supply of three lives faster than expected. It is a deliberate design choice to match the Genesis experience, and whether that reads as charming authenticity or unnecessary friction depends entirely on your tolerance for 90s-style checkpointing. Time Attack mode offers an online leaderboard if you want competition without the lives pressure. The soundtrack, composed by Tee Lopes, is one of the strongest arguments for the whole project. Original zone themes and remixed classics sit side by side without the seams showing, and the music for Studiopolis and Mirage Saloon in particular is the kind that sticks around for days. Visually the game runs at up to 4K on PC, and the pixel art holds together at every resolution without looking like a simple upscale. Alex, Scout Team
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Game Info
- Developer
- Christian Whitehead
- Publisher
- SEGA
- Release Date
- Aug 29, 2017