Some thoughts... 1. Count me in on the Amy Club, or maybe an original woman character, idk. I always thought Amy looked kinda goofy with her big hammer in rom hacks, but I'm sure Evening Star/Team Mania could design her in a cool, refreshing way. 2. I understand that the one-button design aids simplicity, but I think they could definitely expand on that if they want to add some depth of movement to the game. A big part of the appeal of classic Sonic (to me, anyway) is that depth comes from the level design and the way you interact with it, not just your character mashing a bunch of abilities. Jumping, rolling, drop-dashing, and Ray's flying are one-button abilities that mesh REALLY WELL with the dynamic sloped terrain and branching paths. But classic Sonic could definitely benefit from some additional movement options to help keep the flow going. I don't think you'd even need to create separate control schemes; newer players can just use their one jump button and get by just fine... but it'd be nice to see some new, innovative movement mechanics to really enhance that feeling of zipping along and using the terrain to your advantage. 3. Hammer Drop should absolutely be able to bounce off of slopes organically or bounce off of enemies. As it stands, the ability feels like it's ONLY use is to open up Mighty-specific pathways. It feels like the standard "get key, open door" gameplay you see in adventure games, except Mighty is the key. It can be a tiny bit satisfying to open up those pathways, but it's not like there are any creative or thought-provoking uses for the Hammer Drop. The most fun I had using it was in Encore Mirage Saloon Act 1, just because it was cool to switch between the 5 characters and see all the alternate routes. 4. I swear I've seen others say this before, but.... they should really give Knuckles' glide the soft landing, like it has in the Adventure games. While still fun, it loses a lot of potential to be a REALLY fun movement option when you finish gliding and Knuckles comes to a dead stop. In a game that is so heavily momentum-based, it makes no sense that you can't keep running or rolling when you drop down from a glide. It's a real pace-killer. Ray's glide is a much more powerful tool and that allows you to do it, so I'm not sure why Knuckles shouldn't be able to. 5. Super on board for a longer game overall, but if "Mania 2" is all-new content and it's development timeline is similar to Mania's... I think a game of similar length would be more than enough. A game of that size with all original zones would be so insane; I remember how surprised I was to just see ONE new classic Sonic zone when they revealed Studiopolis. PGZ and TMZ were great, too (mostly PGZ imo). If the entire game were like that.... man. 6. I've noticed something in classic games, including a bit in Mania (thought they did address it a bit), where early-game stages are always super organic... they have huge branching paths... they have slopes up the wazoo... etc. But late-game stages tend to get a lot more flat, have less branching (or less organic-feeling) paths, more slow skill checks, etc. I'd like to see that consistency upped a little more, because late-game stages are almost always my least favorite. Mania kind of addressed this by having classic staples like Hydrocity and Stardust Speedway near the end of the game, and by making Titanic Monarch a pretty unique and super vertical gauntlet. I may be alone here, I guess, but I always found Metallic Madness, Scrap Brain, Metropolis, Death Egg, Sky Sanctuary, etc to be some of the weaker points in the classic games... they take away slopes and replace them with flat, boxy terrain, giving you far less opportunity to interact with the environment. They introduce a lot of slow, skill-checky gimmicks. In my head, it seems very difficult to think of ways to make late-game Sonic harder in ways that make use of it's fluid physics and unique platforming approach. But it would be neat to see them try something like that. Not a major gripe though, as they're all still zones I enjoy. 7. More interactive / less formulaic bosses, I suppose. Mania had some really cool ones in there. I'm interested to see if others agree with me here, but I find a lot of Sonic bosses feel a bit boring and they're easy to cheese with damage boosting. It's the spectacle of them that I like, but the difficulty often feels quite manufactured. 8. A new marina / harbor zone, like Marina Madness. Not really a gameplay thing but... eh!