@MartiusR It's interesting to me that you feel disappointment to discover the upper path is less of an advantage. For one, I don't know if that's so true. Time attacking GHZ2 at least, the upper path is the way to go. But the real reason I find it interesting is because I never cared whether it was an overall advantage or not. As long as the upper path: (1) had stuff to explore, and (2) was something you could fall off if you messed up, I was happy. Simply having the option to stay or to drop down was enough of an advantage in the highest path, imo. I don't think the levels are longer than normal. Longer than Sonic 2 zones for sure, but not Sonic 3 I believe. About equal I'd say. Where you say "it's far from something, which was considered as "great come back" of Sonic"... to me that's a surprise. Don't get me wrong, I could probably write over 100 complaints about the game, but you don't see it as a great come back? Seriously? Mania has: * perfect classic control * very decent size * excellent presentation * excellent special stages ... and most of all... --and I've got to place some more emphasis here-- most of all... * some of the series' best level designs. I don't think anyone can call subjectivity too easily on any of those points, and those points alone are enough imo. Mania has ups and downs, but it also has some parts that out-shine any other classic in the same area. It would have made sense if you had cited the large amount of rehashing, but that doesn't seem to be what bothered you. And for me, if you ignore the rehashing issue (or even if you don't) then the game itself is easily a great comeback. Studiopolis Act 1 alone nails, like, everything. Except the boss. That boss sucks. I agree, but more in Knuckles' case. Sonic 3 had way more Knuckles-only areas.