The latter two characters play similar to Sonic with completely different jump button abilities with Mighty having a ground pound and being impervious to Spikes and Ray gliding similar to Super Mario World’s Super Feather. In addition, they added some new elements like greater frames of animation, Sonic’s game-changing Drop Dash move, the option to select Sonic’s abilities between Mania, 3&K, and CD - the latter two of which equip him with the Insta Shield and Super Peel Out respectively - and, in the Plus edition, the playable returns of Mighty the Armadillo and Ray the Flying Squirrel. For starters, the game developers were not Sonic Team, but rather Sonic fan game creators like Christian Whitehead and Headcannon who recreated the SEGA Genesis Sonic physics and feel perfectly with Sonic, Tails, and Knuckles all maintaining their proper gameplay from 3&K. Going in, I had little expectations for how this game would turn out, but as a long-time Sonic fan, you bet I got my money’s worth upon experiencing the game for the first time. Cutscenes like 3&K are finally used again upon starting the game, functioning also as Act and Zone transitions like before the overall story is not quite as dynamic as the aforementioned game, but it serves as a tie-in to Sonic Forces and certainly generates that Classic Sonic feel better than Sonic 4 ever did. The story completely wipes out Sonic 4 from canon and picks up after Sonic 3 & Knuckles with Sonic and Tails returning to Angel Island to find Eggman and his Egg Robos digging up the Phantom Ruby - later used as a plot device in Sonic Forces. Sonic Mania (Plus) is a prime example of why the Classic Sonic formula still works and is, by far, my most played and loved Sonic game in recent years.
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