Sonic and Sega Retro Message Board: Sonic Mania Plus SPOILER THREAD with UNMARKED spoilers! - Sonic and Sega Retro Message Board

Jump to content

Hey there, Guest!  (Log In · Register) Help
  • 67 Pages +
  • ◄ First
  • 54
  • 55
  • 56
  • 57
  • 58
  • Last ►
    Locked
    Locked Forum

Sonic Mania Plus SPOILER THREAD with UNMARKED spoilers! ALERT: contains UNMARKED SPOILERS. Beware of spoilers! (Spoilers)

#826 User is offline CollectiveWater 

Posted 20 July 2018 - 11:21 AM

  • Posts: 134
  • Joined: 14-June 17

View PostOcelotBot, on 20 July 2018 - 10:34 AM, said:

Thanks.

If you let the cutscene (where Heavy Magician revives the other heavies) playout, then you are transported to Mania-mode Green Hill. You will have the Mania-mode special stages. You can collect all chaos emeralds and get the Mania-mode good ending.

If you skip the cutscene (where Heavy Magician revives the other heavies), then you are transported to Green Hill, still with the Mania-mode rules, but with the Encore palettes. If you enter a special stage or bonus stage the game always resets to the title screen once you've finished the act you're playing.

As far as I'm aware you cannot change your AI partner, only your main character (by using the character-swap item-box). So it's kind of a &Mighty or &Ray mode :D

Very cool!

Folks have probably seen it, but if not, CodenameGamma has been doing fun modifications of "Plus." The coolest so far being having the "SegaSonic" crew in Mania mode:

Having all three on screen and the AI behaving like it does in Sonic & Tails Mania mode is so cool. I think it looks great, and having the original "SegaSonic" crew is so fitting. Would be rad if this ever becomes an official part of the game. (Though I get that having a third AI might introduce weird issues that would require further work that perhaps the team can no longer do.) I imagine getting this working well would also make Sonic+Tails+Knuckles work well, too.

CodenameGamma has some other interesting "Plus" modications, like Encore character swapping in Mania mode and 4-player (three AI) Encore mode. Neat, but not as cool as the "SegaSonic" 3-player (two AI) Mania mode. 4-player (three AI) Encore mode is honestly too many on screen at the same time and looks kinda bad; 3 seems to be the maximum you can do with it still looking good.

If there ends up being a "Sonic Mania 2" (or otherwise named sequel), Sonic+Tails+Knuckles and Sonic+Mighty+Ray (if the latter two are brought back) would be nice additions! (Though understandable if that's absent due to it being too much work to resolve any issues adding a third AI brings.)
This post has been edited by CollectiveWater: 20 July 2018 - 11:45 AM

#827 User is offline XCubed 

Posted 20 July 2018 - 12:38 PM

  • Will Someday Own a Rent-A-Center
  • Posts: 3465
  • Joined: 23-November 04
  • Gender:Male
  • Location:Boynton Beach, FL
  • Wiki edits:5

View PostBlue Blood, on 20 July 2018 - 06:14 AM, said:

View PostXCubed, on 20 July 2018 - 05:34 AM, said:

WTF IS THIS:

So I'm in Encore mode for the first time late last night, I get up to Flying Battery Zone act 1 and get to the first special stage ring. I fail it and get kicked back to FBZ Act one and decide to exit without saving. Wanting to have one more crack at it before I go to bed, I go back in and IO and behold the big ring is wireframed. Why the hell did the game save this instead of giving me a fresh Act 1??? If that's the case why is a “passed” Act 1 never saved, forcing an Act 1 replay to get to Act 2 if you exit in the middle of Act 2?

On a side note I played a little bit of Mania Mode to see some changes. Glad to see the proper falling sprite used in Hydrocity, but that transition is no better than the fade out to Mirage Saloon Act 1.

Overreaction, much? You seem to be absolutely incensed by this discovery. As other have said, this has been the case since Mania first released. And although I can't exactly be bothered to go and check right now, I want to say it was the same in even S3K. You can't be cheap and farm special stages on an incomplete file. I know exactly the ring youre talking about in FBZ1, about ten seconds into the stage if you can do it quickly. I used that one to farm attempts at the final two special stages. The game saves upon entering and exiting special and bonus stages. In Encore Mode, you can use this to change your character set up at the start of the stage if you really want to. I'll agree that it's a shame that the game only saves between zones and not between acts, but eh. It's just a nuisance and not a major complaint.

And on your side note, yeah. The transition out of Stardust Speedway is cool and makes sense, but unlike any other stages you reach by warping, Hydrocity doesn't have an intro cutscene. Bit lame that, but not a big deal. Metallic Madness doesn't have an intro for any characters despite the fact that Knuckles takes a teleporter to get in. Mirage Saloon still makes absolutely no sense transition wise. But the Oil Ocean to Lava Reef transition is brilliant.


Whoops! I guess it was something I never realized as my playthroughs have been all the way through and not restarting an Act 1 and finding a Special Stage I've entered. It's just weird to me that only "some" Act 1 data is saved. Being able to farm after initially getting to the end of the game is a good compromise. I haven't spoiled the bad ending for Encore Mode yet, so I'm definitely going to get there before getting all the emeralds.

As for the transitions, I meant the Hydrocity -> Mirage Saloon. I was expecting a bit more.

BUT Honestly, the removal of the time limit has changed everything for the better!

#828 User is offline saintminya 

Posted 20 July 2018 - 12:53 PM

  • Posts: 217
  • Joined: 05-February 11
  • Gender:Male
  • Location:North Carolina
  • Project:music production, mental archiving.
I noticed something fun last night that I'm not sure has been mentioned yet. In Encore mode, when underwater in Hydrocity, you can cheat death from drowning by swapping characters. It may not help much depending on who got a bubble last, but it did save me at least once. In general its just amusing.

What's also amusing is swimming as Ray. I love it.

#829 User is offline The Growler 

Posted 20 July 2018 - 12:56 PM

  • Posts: 1125
  • Joined: 05-January 07
  • Gender:Male
  • Location:Sheffield, UK
OK, this is getting annoying now.

Every time I load up Mania after turning my computer on, my anti-virus keeps blocking it when I start up a game. I keep whitelisting Sonicmania.exe, but for some reason it's not there again the next time - not matter how many times I click "save" on it.


On a side-note, it's a shame there aren't any new achievements to go with Plus.

#830 User is offline HP Zoner 

Posted 20 July 2018 - 03:53 PM

  • Posts: 158
  • Joined: 19-July 14
  • Gender:Male
  • Location:127.0.0.1
  • Project:Crash Mania
I got my copy in the mail earlier this week, and my heart sank when I saw two huge stickers on the back of the holographic box. Why would anyone ruin something like this:
Posted Image

(There's an even bigger one on the bottom uuugggggh.)

Oh well, the rest of the package makes up for it. Just reading the text in the art book shows how happy the team was with this physical release. I got a kick out of the Special Thanks ending with: "... and you!" At first I never expected Mania to give fans of the 8-bit games so many winks (if any), but I love it!

I also got a letter in my package telling me the promotional pin would be sent later. This caught me by surprise because I didn't even know I was getting one to begin with, and I still don't really know what that's about. But hey, I'm not complaining. I'll post a picture when it gets here.

Encore Mode is great. I still dislike the new level palettes (going back to Mania Mode just reinforced how dull/weird these swaps look), but the character swap mechanics are surprisingly fun. They're a lot more intuitive than they seem, and once you grasp which monitor does what and how you can take advantage of this, this mode quickly becomes its own beast rather than an afterthought. For some reason, I got Mighty and Tails paired up really frequently, but I liked playing as Mighty and Ray the most, not just because they're new, but also because they're just so much fun.

At first I didn't find Ray all that useful, but that's because I moronically assumed he could only ascend as much as Cape Mario. He became much more fun to use when I realized that wasn't the case. I still don't know if I prefer him over Mighty, though. Mighty's invulnerability to spikes and projectiles is really useful, and the Hammer Drop is fun to use on slopes and where things would normally bounce you off. I also found it useful to stop on a dime when I'm accidentally bumped backwards.

The new audio is surprisingly disappointing compared to the original stuff. Angel Island still sounds great, and I like the new rendition of Trap Tower (even if the guitar is a little weird), but the remaining tracks and most of the new sound effects feel oddly out of place. I don't like how ominous Double Take sounds for no reason (the endings to Encore Mode are even more lighthearted than the originals, so...) From what I've read in this thread, Tee Lopes wasn't involved in the new tracks, and I don't find it surprising if that really is the case. They're not "bad", but yeah.

The new bonus stage isn't as great as I thought it would be, but as far as having an actual purpose goes, it's still better than Blue Spheres by a long shot. I'm glad it becomes the default bonus stage if you have all the gold medallions, since it's at least good for something, especially in Encore Mode where you'd want to have as many characters as possible at all times. I also enjoyed the new, harder Special Stages. The cat-and-mouse thing with the UFO gets pretty hectic in these new layouts.

Oh yeah, I almost forgot... Everyone is right about the new Mirage Saloon act 1. I've only played it a couple of times, but both times I played it felt almost completely different. Really good level design in this.

Would I say Plus is worth the extra $5? That's a big, fat yes. Despite a few minor shortcomings, Encore Mode, Mighty, and Ray more than make up for that price tag. Of course I still double-dipped and went for the physical version anyway, because... Look at it! It's physical, it's shiny, it has an art book, and the reversible cover looks great! I only wish it came with the soundtrack outside Japan, but I'll take what I can get.

#831 User is online Neo 

Posted 20 July 2018 - 04:07 PM

  • Not actually a clacker or a jack
  • Posts: 1401
  • Joined: 10-December 04
  • Gender:Male
  • Location:Portugal
  • Project:Sonic 3 Unlocked
  • Wiki edits:1

View PostHP Zoner, on 20 July 2018 - 03:53 PM, said:

I got my copy in the mail earlier this week, and my heart sank when I saw two huge stickers on the back of the holographic box. Why would anyone ruin something like this:

(There's an even bigger one on the bottom uuugggggh.)

Yeah, the IGAC can eat a fucking dick. I peeled mine off by melting the glue with my breath and carefully pulling it with my fingernails. Worked great.

#832 User is offline HP Zoner 

Posted 20 July 2018 - 04:20 PM

  • Posts: 158
  • Joined: 19-July 14
  • Gender:Male
  • Location:127.0.0.1
  • Project:Crash Mania
I might just try that, though I'm more worried about the giant sticker with the translation on the bottom. I guess having that stuff on the shrink wrap would have made too much sense.

#833 User is offline Blue Blood 

Posted 20 July 2018 - 04:34 PM

  • Posts: 4559
  • Joined: 15-January 05
  • Gender:Male
  • Wiki edits:6
I don't get where those stickers could have come from. My copies birth came wrapped in a thin plastic cover. Had they been on store shelves with any stickers attached, they would only have been on the plastic covering that you need to take off to open the thing up. Are some retailers still opening up packages, even ones being delivered direct to customers? That's bull.

#834 User is offline TimmiT 

Posted 20 July 2018 - 04:36 PM

  • ¯\_(ツ)_/¯
  • Posts: 11473
  • Joined: 09-July 08
  • Gender:Not Telling
  • Location:Twitter
  • Wiki edits:8
Hunty has said on Twitter who composed the new tracks in Plus: https://twitter.com/...418829971685376

Double Take (the Plus save select music) and Trap Tower (the pinball bonus stage music) were composed by Falk, Back In Action (the Mighty & Ray cutscene) was composed by Hunty.

#835 User is offline ICEknight 

Posted 20 July 2018 - 04:53 PM

  • Posts: 11150
  • Joined: 11-January 03
  • Gender:Male
  • Location:Spain
  • Wiki edits:18

View PostTimmiT, on 20 July 2018 - 04:36 PM, said:

Hunty has said on Twitter who composed the new tracks in Plus: https://twitter.com/...418829971685376
I've probably mentioned this around the original Mania release, but I'm so glad that they're properly using the capital "T" in "The Hedgehog".

#836 User is offline CollectiveWater 

Posted 20 July 2018 - 05:46 PM

  • Posts: 134
  • Joined: 14-June 17

View PostTimmiT, on 20 July 2018 - 04:36 PM, said:

Hunty has said on Twitter who composed the new tracks in Plus: https://twitter.com/...418829971685376

Double Take (the Plus save select music) and Trap Tower (the pinball bonus stage music) were composed by Falk, Back In Action (the Mighty & Ray cutscene) was composed by Hunty.

Man, Falk did an incredible job. Like I said before, I would have just assumed "Double Take" and "Trap Tower" were done by Tee unless told otherwise. Both are so damn good. I wonder if working alongside Tee on the original game helped him capture his style as closely as he did. (And even though "Back In Action" is very short it's also well-done.)

Hunty didn't mention who did "Angel Island," so it was likely still Tee. (Of course it's a rendition of the original song from "Sonic 3," which was composed by… well, probably several people, ha. Y'all know the drill about 3K song credits. I honestly have no idea which of the various composers people *think* are the ones responsible for the original "Angel Island.")

And yeah bummer about the stickers on your packaging, HP Zoner. I once had a nice worker at a video store where I bought some Blu-rays lightly apply a heat gun toward a huge sticker on one of the packages to easily remove it, and it worked pretty well. Apparently some people just use a hair dryer (they get warm after a while). You still want to be careful doing that because applying too much heat can obviously warp plastic/the packaging. But yeah it can work pretty well at removing pesky unwanted stickers. (Damn stickers on all packaging that isn't shrink wrap; it should be banished.)

Also nice tip saintminya!
This post has been edited by CollectiveWater: 20 July 2018 - 10:50 PM

#837 User is offline Axanery 

Posted 20 July 2018 - 06:13 PM

  • Posts: 33
  • Joined: 29-October 17
  • Gender:Male
  • Location:Tennessee, United States
  • Project:Various Sonic Mania Mods
Yep, I found out the other day I was wrong about Hunter composing the other two and edited my videos' descriptions as well. You can't see from the image, but Falk did arrange everything after Tee for Angel Island.

#838 User is offline CollectiveWater 

Posted 20 July 2018 - 06:32 PM

  • Posts: 134
  • Joined: 14-June 17

View PostAxanery, on 20 July 2018 - 06:13 PM, said:

Yep, I found out the other day I was wrong about Hunter composing the other two and edited my videos' descriptions as well. You can't see from the image, but Falk did arrange everything after Tee for Angel Island.


So Falk did everything after the first 14 seconds of "Angel Island" (which Tee did for the original game)? That's some insane wizardry if so; it seamlessly blends so well. Still a bit unsure why they didn't just have Tee come back and do all the tracks, but I guess he was preoccupied with "Mania Adventures." (He did a great job with the music on that.)

Has anyone been able to figure out what Hyperkinetic specifically did on Encore/"Plus"? Their logo getting such prominent treatment at boot-up and in the end credits seems to indicate they did a lot of work on it. Would be interesting to know what they did on the project. (My guess is perhaps a lot of the Encore palette work.)
This post has been edited by CollectiveWater: 20 July 2018 - 06:48 PM

#839 User is offline Hanging Waters 

Posted 20 July 2018 - 06:41 PM

  • Posts: 76
  • Joined: 01-September 12
  • Gender:Male
  • Location:New Hampshire

View PostCollectiveWater, on 20 July 2018 - 06:32 PM, said:

View PostAxanery, on 20 July 2018 - 06:13 PM, said:

Yep, I found out the other day I was wrong about Hunter composing the other two and edited my videos' descriptions as well. You can't see from the image, but Falk did arrange everything after Tee for Angel Island.


So Falk did everything after the first 14 seconds of "Angel Island" (which Tee did for the original game)? That's some insane wizardry if so; it seamlessly blends so well. Still a bit unsure why they didn't just have Tee come back and do all the tracks, but I guess he was preoccupied with "Mania Adventures." (He did a great job with the music on that.)


This actually explains it perfectly! Double Take sounds a lot like Falk, and if it's true that he did all the mastering for Mania then it makes sense that he could build off of the original Angel Island, having worked with it already for vanilla Mania. It would also explain the completely different guitar vst in Trap Tower.

#840 User is offline ICEknight 

Posted 20 July 2018 - 06:47 PM

  • Posts: 11150
  • Joined: 11-January 03
  • Gender:Male
  • Location:Spain
  • Wiki edits:18

View PostCollectiveWater, on 20 July 2018 - 06:32 PM, said:

So Falk did everything after the first 14 seconds of "Angel Island" (which Tee did for the original game)? That's some insane wizardry if so; it seamlessly blends so well.

...Isn't it just the original composition from Sonic 3's Angel Island or am I missing something here?

  • 67 Pages +
  • ◄ First
  • 54
  • 55
  • 56
  • 57
  • 58
  • Last ►
    Locked
    Locked Forum

2 User(s) are reading this topic
0 members, 2 guests, 0 anonymous users