Shadow gains a handy double jump and the ability to instantly dash to top speed, at the cost of some of his rings. Sonic gains the jump dash, homing attack, and the light speed dash from the Adventure games, allowing him to either get to top speed very quickly or to reach item boxes that may seem out of reach. Sonic Megamix can be seen as one of the main stepping stones in bringing Sonic's ROM hacking scene to the eyes of the mainstream, as it would become one of the most well-known fangame projects to this very day, and you can even feel fragments of its success in Mania itself.Įvery character breaks the mold of a "general" classic Sonic game, as Megamix blends the modern movesets into the already excellent gameplay formula the classics created.
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If the name Stealth rings any bells, it should, as he would later kickstart the company Headcannon, who would co-develop the Android and iOS ports of Sonic 1 and 2 and would later develop Sonic Mania. The team consisted of pretty major members of the Sonic Retro community to this very day, such as Cinossu, the amazing MarkeyJester, and the one and only, Stealth, who was then known for his ability to port Knuckles into Sonic 1, something that was considered nearly impossible at the time. The project began as an entry to the 2005 Sonic Hacking Contest, being developed by a crew named Team Megamix as a start of a series of "Megamix" hacks that would remix the 3 main Sonic platformers. Sonic Megamix is a wide-scale modification of the original Sonic The Hedgehog for the Sega Genesis, and it's a pretty big one at that. Anyway, I feel like it's best to go back into the history of this project to get a better understanding of how impactful this project is. As such, some of the things I'm saying may be different depending on which version you do play, so do keep that in mind. As a quick little side note, I will be looking into the stable 3.0 Genesis version of the game, not the more unstable 4.0 release.