![]() ![]() Would they have been better if all these weird-ass panels had been implemented? Hard to say, but I kinda doubt it. Still, I really have to wonder how different these levels were in planning versus what we actually got. ![]() Of course, this was 1993, nobody cared to talk about Sonic 1 anymore, and even if they did I’m sure I wasn’t the first with the incredible idea to put Sonic outside of the special stage and see what happened. I took Polaroids and mailed them off to every magazine I could, convinced I was the first person on earth to find this stuff and that I’d uncovered amazing hidden secrets. ![]() I think it’s kind of like those garbage Metroid levels you get when you go out of bounds - it’s apparently just reading random data for graphics, because nothing here has collision. Know what’s outside the boundaries of Sonic 1 special stages? A whole mess of weird garbage, including a bunch of strangely labelled panels that saw absolutely no use in the final game. Debug mode being included in every Sonic game made this especially fulfilling, since it allowed me to mess around with placing objects and putting Sonic in weird locations… like outside the boundaries of the special stages. However, this is an ideal place to tell you all a story about what a ginormous nerd I’ve always been.Īs I’ve written about elsewhere, I really liked Sonic games, and when I had nothing better to do, I’d go back and replay them obsessively. ![]() Everyone who has played Sonic knows the feeling of carefully making their way through narrow pathways, barely holding onto things with the fleeting “grip” you have on the rotating walls, only to spill into a wide-open area and immediately plummet onto exit panels (which, in a tremendous dick move, are labelled “Goal.”) Yeah, it kinda sucks. The big problem with these stages is that, even when you know the layout, you will often find yourself careening into places you don’t want to be. Sure, the rotation aspect is novel, and the background is wonderfully trippy, but these stages just aren’t very fun. I don’t think anyone’s going to argue with me when I say “Sonic 1 special stages aren’t very good and feel like an extended programming demo.” A lot of Sonic 1 feels rough and experimental, and these stages definitely fit that description. We’re going to be looking at all of the classic Sonic series special stages 1 and evaluating each type… and maybe tell a fun story or two of youthful obsession. This time, we’re not reviewing games, but games within games. So, readers, I would like to once again present you with a painstakingly compiled list of mini-reviews. And, my friends, Sonic Mania’s special stages are absolutely not fun, especially in comparison to some of the other great special stages Sonic has offered us. I think I have a pretty damn good idea of what makes for a fun Sonic special stage. I’ve spent a tremendous amount of time in these games’ special stages. They’re absolutely the weak link in an otherwise spectacular game, and having to play more of them was not a fun prospect, made worse by the fact that the special stage rings are still a royal pain in the ass to find (and farm in postgame). I don’t know why this point in particular seemed to get folks all in a huff, because… well, yeah, Sonic Mania special stages are pretty miserable. (It’s a joke, people.)īut some folks seemed unusually incensed that I said the special stages were bad. I had to dock a point immediately right there. I mean, the team had the opportunity to put the Love Tester back into Studiopolis and they didn’t. Hey, I reviewed Sonic Mania Plus recently! Some people seemed to take issue with the fact that I said the new content was a bit of a letdown - which I think more people might be inclined to agree with now that the game’s out. ![]()
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