
It features most of songs from Sonic Mania and the new tracks made for Sonic Mania Plus's Encore Mode. It was included with the Japanese physical editions of Sonic Mania Plus. Sonic Mania Plus Original Soundtrack is the official soundtrack for Sonic Mania Plus.
The SG-1000 and Sega Master System was trounced in many territories by Nintendo’s Famicom/NES, particularly in Japan. Sega was one of the largest arcade game developers during the 80s, but they didn’t quite have the same success in the console space. Like the digital album release however, the tracks for Green Hill Zone, Chemical.
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His games were relatively popular, but he obviously didn’t have as wide appeal as Nintendo’s characters, and his games, while enjoyed by Sega fans, just didn’t reach the same level of quality either.A range of background music tracks are available including the original Green Hill theme, Scrap Brain, Emerald Hill, an excellent remix of Angel Island Zone, and a plethora of vocal themes from across the series. During the Master System days (and at the Mega Drive launch, the closest they had was Alex Kidd, a monkey boy who could break rocks with his fists. S3AIR +28 Sega’s plan to fight back was a mascot character, someone that would be as recognizable as Mario or Link.
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Several other team members were selected to join the newly formed Sonic Team, including Jina Ishiwatari and Rieko Kodama (also known for her work on the Phantasy Star games, as well as many Master System titles), as well as designer Hirokazu Yashura, who had only been with Sega for a few years at that point, having worked on the Genesis port of Altered Beast. The selected character was created by Naoto Oshima, who had previously worked on the two Phantasy Star titles, as well as Last Battle. It not only gave a recognizable face to Sega, but also created a technical showcase for the Genesis, giving a reason for gamers to upgrade their crusty old NES, or potentially lure them away from the SNES.Sonic began development in a department called Sega AM8, where the company solicited designs for this new mascot.
The back half of the game consists of the flooded ruins of the Labyrinth Zone, the dazzling, night-themed Starlight Zone, and finally Robotnik’s base, Scrap Brain Zone. The game starts in the sunny Green Hill Zone, before moving to the underground, lava-filled corridors of Marble Zone, then to the pinball bumper-filled playground of Spring Yard Zone. In the American version, the game takes place on the planet Mobius, while in the Japanese version, there’s no specific planet, as it just takes place on a location called South Island.The game is divided up into six “zones”, each with three levels. To this end, he kidnaps animals and turns them into evil robots, and it’s up to Sonic the Hedgehog to save the day. Robotnik (or Eggman in Japan) who seeks to harness the power of the mysterious Chaos Emeralds. But the general setup is: there’s an evil mad scientist named Dr.

Power-ups are kept in destructible monitors, including ring bonuses, extra lives, shields (which let you absorb a single hit), speed boots (which temporarily let you run even faster) and invulnerability. Each level not only has a ton of hidden stuff, but it lends greatly to the replay value, since you can take any route you want, at least in the stages that allow it. And even the levels that aren’t as open typically have branching paths. Though it changes on a level-by-level basis, many stages are quite open ended, with different paths in the high, middle, and low parts of the stage. Sonic can’t quite build up to high speed on his own (at least in the original version of this game), so he needs, at bare minimum, a running start, but can go even faster via the springs and curves that are placed judiciously around the landscape.Furthermore, the levels are gigantic, with extremely high vertical space.
(Obviously, if you have more rings, it’s easier to grab more of them, but if you had only one or two, they’re harder to re-collect.) It solves one of the central issues with the game’s speed – that is, there’s always the chance that you might run too fast into something you can’t see. Take damage and Sonic will drop them all, scattering them all around the screen, letting you pick them up if you can reach them. Grab 100 and you get an extra life, but they serve an even more important function – as long as you have at least one ring, you can’t be killed, at least by an enemy. Like Super Mario Bros., the levels are littered with collectibles, though here they’re rings rather than coins.

Sonic shows a remarkable amount of personality for a video game character – he teeters worriedly at the edges of cliffs, he gets annoyed when the player lets him set for too long, and he gives his characteristic finger wag when beating a level. Naturally, this is an incredibly difficult task, because navigating these stages takes a huge amount of practice, and there’s not a lot of margin for error.Of course, much of the appeal of the game lies on both the characters and the visuals. At the end is the Chaos Emerald – if you manage to get all six of these by the time you beat Robotnik, you’ll unlock the best ending. In addition to rings, there are also little indicators that can speed up or slow down the mazes, or even reverse its rotation. Here, you’re working against the constant rotation of the level, destroying walls and bouncing off bumpers. These are often simple mazes, with passages that lead to dead ends, sending you back into the main game.
Like the color palette, each level has a distinct tone and mood, from the peppiness of the opening area to the more mechanical foreboding songs in the final area. The parallax scrolling is also many layers, acting as one of the major showcases for the 16-bit power of the Genesis.The music is composed by Masato Nakamura, the bassist and producer of the J-pop band Dreams Come True. Indeed, the fact that there are six completely distinct levels, with various styles and color palettes (the green flora and light blue skies of Green Hill, the dark blue bricks and red lava of Marble, the pink backgrounds and lights of Spring Yard, and so forth) sets it apart from the fairly repetitive look of the Super Mario Bros. This theme never appears in any of the games, but the same basic kind of style can be seen in little background details, like the angular leaves of the palm trees or the checkerboard ground of the Green Hill Zone. The robotic enemies, similarly, exude both a sense of cuteness and dangerousness.The Japanese cover for the game has a pop-art feel to it, with a white background with various shapes and colors. So in that end, he was a perfect foil.
