![]() Other times, these mechanics feel like they actually get in the way of the platforming action. Sometimes this really works, creating stages that stand out not just within Superstars, but in the grander Sonic pantheon. Past the first couple of stages, every act hinges massively on whatever the unique tag of that level is. Superstars goes harder on the gimmicks for each individual level than pretty much any other 2D Sonic game I’ve played. The gimmick of Sandopolis Act 2 returns, for instance, but instead of keeping lights on to stop evil ghosts from killing you, you’re now pressing switches to reset a giant robot that stalks you in the background of the level and instantly kills you once it’s fully charged. In fact, if you can remember a unique level element from Sonic 1-3K, chances are it reappears here. Sonic levels are no stranger to gimmicks, and many reappear here. ![]() Some of this new stuff really lands, and some of it feels half-baked, or (worse still) disruptive of the classic Sonic formula. The question, then, is if that new stuff is any good.Īnd, well, it’s a cliche, but it’s a mix. Superstars is a different sort of sequel – one that offers up a pretty relentless barrage of new gimmicks, ideas, and mechanics that aim to level up and modernize the classic Sonic formula. That is this: Sonic Mania was largely about refining and polishing the 2D Sonic experience as delivered across the Mega Drive titles. Handily, though, that’s also a pretty good place upon which to hang the central conceit of this review. ![]() Where the rubber-soled sneakers meet the road in the court of public opinion is inevitably going to center largely on Superstars versus Mania, and the fact that Sega elected to make this 2D Sonic in-house rather than invite back the minds behind Mania for a direct sequel. To see this content please enable targeting cookies.
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