Ah, I can finally say what I've been saying since the beginning, but collected into a place where others can also agree/disagree. Interesting. So, to start: As mentioned above, but the size of levels isn't consistent. Some levels are huge, and others are really short. I know that if you compare it to, say, Sonic 3, Sandopolis Act 2 is huge in comparison to IceCap Act 2, but in general, most of the levels felt the same length. In Mania, you have levels like Mirage Saloon 2 which are so short you can finish in a minute, and then you have Titanic Monarch Act 1, which takes at a minimum 4 minutes. It's very jarring. As a side note to this, it's also the same with alternate paths. Some alternate paths cut out huge parts of a level and once you find them, you very rarely explore much of the level. Flying Battery Zone Act 2 is a good example of this. The short path is a good few minutes shorter, and you miss out on a lot. I'm fine with the idea of shortcuts, and alternate paths, but they shouldn't skip large portions of the level (I feel like this is too much). Hydrocity Zone Act 1's layout is terrible. Lots of stop and start . Reusing the water bubble riding from Sonic 2 SMS (which are slow and tedious) was a bad idea as it goes against the original zone's focus on speed in a water level. Even when you get into a bubble, you have to move around spikes and blocks carefully otherwise you drop/get hurt, and have to try again. Being unable to skip these sections even if you pull off a well timed jump as the water current will drop you because you aren't in a bubble. There's also one of the biggest dick moves I've ever seen on the lower path just before the boss: There's a Blastoid badnik on a set of stairs up to the surface. The Blastoid is firing at a constant rate, so you have to time the jump well. That's fine, but there's a ceiling fan off screen that gimps your jump a little and so you get thrown into the Blastoid nearly every time. The fan is off screen, and makes this jump an absolute pain. Even with the insta-shield, I still struggle to time this jump. Forcing the player to wait during the introduction of the Press Garden Act 1 miniboss. This wasn't even here originally (was added with an update), and makes no sense. It's the only boss that does this. The new second phase of Red Eye is a huge downgrade from Sonic 3. It's also a lot harder to fight this boss as Knuckles due to his reduced jump height, and when I do hit him, it feels like luck rather than skill. The last boss is a joke. It lacks any sort of threat unless it's using the electric attack, and feels like the first phase of something much greater. The change to the lives system in Encore mode actually removes any sort of threat at dying, and also takes away from the original game's formula. I actually wanted to just play through Encore mode as a single character, but I can't. I'm forced to use a team (I usually prefer to play Sonic Alone), and it's more frustrating when I accidentally hit a character swap monitor. I'm then forced to play as another random character. The ending of the Encore mode is non-existant. I remember being sorely disappointed that it just ended with nothing else happening when I'd gone through the trouble of completing this mode. Especially annoying when I went out of my way to get all of the emeralds in Encore mode, too, which had much harder special stages than the original game mode. This is pretty much my main issues with Mania. I love the game, and I find myself going back to it and playing it quite often, but I still feel that, even with the numerous updates that were applied, there is still some attention to detail that was lost in a few places.