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This game is very fun to play, although it is noticeably unfinished in a few ways (but that's expected as it's an early demo). There are some bugs, mostly with scrolling issues, and there are a few quality-of-life improvements that the game would benefit greatly from, such as making background tiles easier to place and use. The ability blocks, the blocks you can only break with certain abilities, don't work very well. As far as I'm aware, only the fire and rock ability blocks work as expected. When the other blocks are attacked with their abilities, they do not break. I couldn't help but notice some sword and boss files in the game, and I won't lie, I can't wait until they are put to use! Some suggestions: A water ability (there are several water enemies in the game, so a water ability would probably be good to put there), water tiles, a sword ability (there are some graphics files hidden in the game), more bosses like Wispy Woods, King Dedede, Meta Knight or Kracko, the ability to see a door's ID at all times, the ability to change the music in one level (maybe by doors or invisible triggers) and (if you can, of course, this is very ambitious) maybe some extra game styles like Kirby Superstar or Squeak Squad. I love this game and I can't wait until the next update!
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This is by far the greatest Sonic game made thus far, created by Sega or otherwise.

This is the peak Sonic experience to date. If the ideal Sonic game could be summed up in one word, it would be "flow," and Sonic GT understands this. The tools at your disposal (two types of homing attacks, bounce, trick flip, drop dash) are perfect for what the game needs to reach that excellent flow state. Sonic's speed is exhilarating, the level of control is amazing even at high speeds, the level design is branching and expansive, environments are beautiful, music is bangin', Sonic is expressive, and the game is an absolute blast to play. I love it so much and I have always wanted a game like Sonic GT. This is the absolute closest anyone has ever come to perfecting the peak Sonic formula. Literally 10/10 from me on all fronts, except for a few criticism listed below.


Of course there are always things to improve upon, so here are my constructive criticisms:

1. The story hahaha. To preface, I don't even care about the story really. For me, it's all about the beautiful physics system and level design, seeing Sonic at his peak during the levels. However, the writing is cheesy, the voice acting is god awful for pretty much every character except Eggman (no offense guys I know you all tried your best but I turned Sonic's voice off during the levels entirely, and this is coming from someone who thinks Sonic's voice in Sega games is hecka rad). Also, Sonic and Shadow do not hate each other. SA2 was pretty much the peak story-telling for Shadow, which solidified Sonic and Shadow as friendly rivals that have a mutual respect for one another. The bastardized characterizations of the Sonic cast from the last decade are awful and I wish this game didn't play into that, but like I said, it's whatever to me because the real selling point of the game are the actual levels, which are amazing.

2. The tutorial does not explain how the trick system works. I figured it out myself, but one thing I still don't understand is: in some levels or challenges, the trick system only rewards you based on your highest trick combo, while in others it adds all trick combos together. Can't seem to figure out why that is. Definitely need to explain that in the tutorial guys.

3. I understand why this next point is sort of necessary, but it still has to be mentioned: I love the fact that the game is non-linear and there are SO many branching pathways to reach the goal. However, every level is so large and the pathways are so numerous that it is almost guaranteed YOU WILL GET LOST first time you play them. Happened to me every single level. I personally don't mind this much because I enjoy routing an optimal path in a level and then finding more optimal paths once I get a sense of the levels direction. It adds so much replay value even after S-ranking all the missions and it's one of the reasons I really love this game. However, while it's not a personal gripe, I don't think people should get lost while playing the level first-time. That being said, I AM NOT in favor of making the levels more linear. With how fast Sonic moves, you NEED very large expansive levels in order to have branching pathways that actually make a significant difference in how you finish the level.
I believe the best fix for something like this are more indicator signs throughout the level (like how Sunset Boulevard has arrows that show the direction you should go). It shouldn't be too hand-holdy, but they should just give a general direction of where to go. More of those sprinkled in every level and this is entirely a non-issue.

4. This next point definitely has to be corrected I think: the trick system can be manipulated to easily grind points. By spamming bounce with every landing or by staying on the ground for a very short period of time (like .5 of a second), the trick counter will stay indefinitely. As I see it, the trick counter should work to reward you for doing cool stuff *while maintaining speed and flow*. However, seeing as how you can basically keep the counter the whole level just by bouncing and quickly hopping off the ground when you touch it, it rewards a slower and more grindy type of gameplay. By using these exploits, it actually *discourages* running and keeping a speedy flow. Definite fix needed there in my opinion.

5. Enemies and springs are hard to see from even a moderate distance. I know the map has to be huge to account for Sonic's speed, and making the enemy sizes and springs giant wouldn't really make sense in proportion to Sonic, so I'm not sure how to really fix this one. It may be inherent to the design of the game. Not a big issue, but worth noting.

6. I think it was the intention, but Hidden Base is TOO DARK and I hate it lol. Same goes for the shady areas of Hill Top. Granted, I do have a blue light filter on my screen which makes it harder to see dark areas, but it shouldn't be to the point of complete blackness, especially in an otherwise bright area like Hill Top. I'd definitely make these areas a little brighter.

7. The inclusion of the old Fire, Lightning, and Bubble shields are awesome. However, it is annoying how the shields replace your Right button command. I mostly play Sonic, and I feel like the drop dash serves as an integral aspect to maintaining the flow of the game, it doesn't feel right to not have it. So I find that once I actually get a Fire, Lightning, or Bubble shield, I immediately want to throw it out, because I would rather have the drop dash than the shield ability. I would definitely change this and move the shield ability to the Right trigger rather than the Right button. Right trigger is a completely unused button and that way we would not have to forfeit the drop dash or other character abilities when wearing a shield.

8. The bosses are literally better than any boss Sega has concocted in the last 20 years lol. However, the Eggman Tank and the boss at Hill Top still follow a similar formula, which is: wait till you can hit them. Hill Top's boss less-so because you can get in multiple hits every time he comes off the rail, but still speeds up to the point where you basically have to wait until you are both on the ground again. And also (I'm not sure if this was intentional or not), you can't hit the Hill Top boss while he is on rails, because the homing attack auto-targets the rails and never the boss. Still great bosses, but just prefer something with less "wait till you can hit them" approach.

---------------------------------

Aaand that's all I got. Besides these relatively minor and very fixable criticisms, I think you got THE PERFECT FORUMLA on your hands here. This is coming close to my favorite game of all time and the only reason it's not my favorite game of all time is because it's only 4 levels long and because of some of the criticisms mentioned above. I've always wanted a game like this. The closest we ever got to peak Sonic experience before this was Spark the Electric Jester 2, which is I also really love, but Sonic GT's sense of flow, immaculate control, and creativity in level design actually beat out Spark's IMO. Big respect to everyone involved. I love what the team has done and am excited for any future projects, updates, or expansions.
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The graphics are amazing, high fps even on slower PC's, and perfect physics and controls! It could use a slight addition of places to go and loops and stuff. But other than that, I really do like this.
Hi,

I am huge megaman 8bit fan, I played all of them and also most of hacks and fan game. I've played the demo and Ive got a very good surprise !

The team has perfectly captured the megaman soul for the making of this game. Everything is perfect ! The gameplay, the level design and design of the enemies are typical megaman 8bit. And I appreciated new gimmick that the demo has to offer such as targets to test weapons at the end of the stage when robot master is down, timber man platforms, toxic man colored water , voltman switches and robot master design especially voltman : I love how he splits !!

This is PURE MEGAMAN !

Along with Megaman : Shattered Diamonds, This game has the highest potential ! If the quality stays the same it can have the same story of Megaman Unlimited. This latter is well known for its quality and its considered as original by many. Their robot master are in MaGMML for example...

I hope it won't be cancelled like some megaman fan games... I am looking forward to playing it !

Thanks for the team and Keep on doing this great game !
SPOILERS: I never played the original Sonic Triple Trouble so please assure that this is a game review in my own opinions.

For some time, I thought the original Genesis trilogy ended and moved on to their own creation in 3D games but what if there was one more Genesis game that made it so acclaimed to end off with it, well that's the title right here and I'm super eager to play this game and give my thoughts about it.

Story:
Probably the interesting that about it is that it takes place after Sonic & Knuckles where Sonic and Tails landed on a strange island that Dr. Robotnik has landed and attempt to stop him only to be knocked out by him. Suddenly, a mysterious person took all 6 emeralds (except one who is stolen by Eggman), and now Sonic and Tails set out their goals to stop the mysterious weasel, a robotic egg-shaped genius, and you know the rest of their goal.

Gameplay:
Probably the best thing about this game is the gameplay in general. Two zones including Great Turquoise and Meta Junglira that have new enemies and gimmicks such as pulley things, bouncing leaves, twirling branches similar to the Mushroom Hill Zone version. Shield monitors are returning with the inclusion of Homing Shield which functions similar to the Sonic 3D Blast.

The most interesting mechanic is the inclusion to switch as Sonic or Tails similar to Sonic Heroes with the shield monitors also affects this. Like Sonic 3 & Knuckles, there are giant rings that are hidden from the areas that can access them. Upon access, they will greet you with a race against Fang the Sniper to collect the Chaos Emerald. This is simple yet challenging to compete and this is the only special stage apparently. Oh yeah, Bonus Stage appears and it seems to take inspiration to the Slot Machine bonus stage from S3&K with only the exception is that you can do it at the cost of 3 tokens.

My only complaint is the missing Insta-Shield move but that's really all to it.

Presentation:
Now, to be honest, this was only the fangame that I knew that stays faithful to the original Genesis hardware to its 4:3 aspect ratio to the select zone screen and to the UI as a whole. To be honest I thought the 4:3 aspect ratio is pretty meh to me but it feels good to play it really. The sprites are really just the same as Genesis counterpart on another whole level with some goods bits and the other bits. The music especially is faithful to the original with drums and tunes combine really well.

Conclusion:
In conclusion, this fangame feels and plays well with the Genesis (even though I didn't own one but someone did) and that this game is truly an alternative Sonic 4 that sets upon a good example of how to make a Sonic genesis title.
SPOILERS: I never played the original Sonic Chaos, so this review is gonna be how I viewed the Sonic Chaos remake as a whole.

Gameplay:
The Turquoise Hill Level looks beautiful in the presentation and has great multiple pathways to go through but it seems I cannot go through the other tunnel on top for some reason. The best gimmick I see is these spinning thing which launches you in the air with enough speed. The enemies are interesting though I am disappointed about the Hornet enemy, they just do nothing and there are only two enemies in the zone for strange reasons.

As for the bosses, I really like them as a whole. Not amazing, but certainly not hard either (though I'm survived the Eggman boss when out of rings). The physics in the game is good but not great either, because most collision boxes are extremely weird and jarring, including enemies in a small box when I passed through them :/. Also, I'm not a fan of Sonic's Spindash and Drop Dash as a whole, it just feels like a nerfed version but I still like it nonetheless. Tails' gameplay is pretty great, though landing out a flight feels less clunky I supposed?

It was jarring that there is no main menu selection even though the music for the menu select screen is there on YouTube.

Presentation:
The presentation as a whole looks like a Sonic Mania style, which could mean it's a reimagined game, taking place after Mania which was always a treat. The icons and the signpost at the end are amazing, with Sonic's new ending animation looks neat. However, I may discover that the loop animation feels slow in my opinion and the running animations look kinda meh to me.

Is it me or does most Sonic fangame has the best music and this one by fat is the best soundtrack entirely! It sounds and feels like a spiritual successor to Sonic Mania's music.

Conclusion:
Overall, Sonic Chaos - Turquoise Hill Demo looks very impressive build from the new engine, Crimson Engie, but it has some weird collision tiles problems, enemy hitbox (not including the Bosses though), and even with these issues presented I think this game would be the best thing entirely as a whole. I'm giving it 8.4 / 10
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Since SAGE 2020 ended, I decided to cover this mod for a good reason and this is probably one of the great ones. The Misfit Pack is an unofficial DLC mod that reimagines zones and takes a spin on how fun these levels should be. This will be my review for the Sonic Mania mod (aka DLC if you called it :P).
EDIT: I edited the stuff so that I won't get too harshly on the stuff that I find getting cringeworthy to me.

Hill Top Zone:
I actually didn't mind this act being remastered over here. The first act is basically the same except that the moveable platforms are replaced with moving lines. When playing Knuckles, you are moved to the top of the map that is likely a reference to the original map for the Knuckles in Sonic 2.

The second act is very interesting with the background having the hilltop along with other hills, as well as recurring enemies from Sonic 3 and Mania, which is ok the most part. The new gimmick I was not expected is the bouncy clouds which possibly reference to Sky Sanctuary Zone clouds though they do seem to be rotating and just for platforming.

Overall, a great zone with the second act being more positive though I was ok with what it is.

Aquatic Ruin Zone:
I always thought this zone was fine the way it is, but seeing it in the reimagined version is so pretty. So, the first act combines two acts from the first zone except for the driller enemy that apparently didn't break the wall like in the original zone, and falling debris from the underwater section has been replaced with spikes for confidence.

The second act gets very interesting and I thought it looks like an actual ruin filled with many waterfalls and I was shocked, really really shocked. This act combines Hydrocity Zone and Marble Garden Zone for multiple reasons but you just have to explore a bit to get what I mean. Overall, a much better and a beautiful zone with the best music in my opinion.

Labyrinth Zone:
Like Green Hill, the Labrythin Zone on the first act combines two acts while the third act is seen in the first half of the second act. I honestly had frustrating memories on this zone, but only the third act, which is why I'm okay with two acts being remastered. I honestly liked the Knuckles-exclusive feature, as it features the shortcut pathway without being too quick to finish.

Now the second act is a very great man. It feels like an actual underground water labyrinth with great gimmicks (such as rising water platforms) and homage to the original prototype background from the vanilla game. The outside of the area is beautiful with gorgeous pillars and a midnight sky, giving me Celeste vibes. Overall, it a greatly improved stressful zone.

Wacky Workbench Zone:
Damn, who I knew that this zone has made into this mod. An overrated zone in Sonic CD, this level has been reworked in similar veins to Metallic Madness in Sonic Mania. The first half of Wacky Workbench is identical except the whole reworked of the act that is not stressful and too many bounces. Mic Drop and Poh-Bee enemies are there, along with the additions of Bumpers from Collision Chaos, which is recurring from Act 2.

The second act is a whole new level. Yellow platforms returns and the use of the Lightning Shield on a bouncy platform in the air is here, yay? Also, gotta love the Spike wheel and the Checkpoint wheel, and Bumpers that put on electrical conduit on it is interesting and someone deserves that credit man.

Conclusion:
In conclusion, I always found it so much more fun and entertaining than in the original game's zone. It was surprisingly entertaining and when the next zones were added, I'll be there to check it out. Giving it a 9.3 / 10 score.
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Sonic 3: Angle Island Revisited is a game where I am very appreciative that gets a widescreen treatment (even though I am not a Sonic fan). This game is a fan-made port of Sonic 3 & Knuckles, which no one tackles before and Eukyarot did it and everyone can finally play this version. Despite this, this isn't just a widescreen version, it has multiple options to choose how you played in the first game. And to that, I'll be reviewing this latest game at v20.07.24.0 so this is my review so don't expected to have something to praise for.

Options:
There is a lot of customization to go through when it comes to playing on both versions. The PC version has a widescreen (just like every other PC release.), having support for the consoles controls (which I never owned), and even can be allowed you to edit the keyboard for as long as you like. For the mobile version, you have the controls section, which acts like the Sonic 1 and 2 remastered version except the controls feel like the 2012 version of Sonic CD in a much better way. The mobile version can be tricky sometimes especially I haven't played Sonic on mobile since November.

Oh yeah, the Level Layout options: The only thing I liked is the moving platform on Sandopolis Zone and altered some level design to keep things not frustrating. I don't know any changes so I'll leave it up to you.

Achievements, Unlockables & Secrets:
There are 18 achievements on Sonic 3: AIR which when complete these will unlock some new modes (i.e. Debug Mode and Knuckles and Tails Mode (which also functions similar to the 2013 version of Sonic 1 and 2)). There are some secrets that you have to find out, unfortunately. And I think the Knuck & Tails mode is pretty great, especially that you can access to Sonic place that knuckles haven't explore.

Mods Support:
You heard me right, mod support is here. Never been playing the mods in this game and it was great. For people who don't know how to get to the AppData folder, press the Windows logo + R button, then type %appdata% and Enter and you should be able to download the mods.

Gameplay and Conclusion:
The gameplay I played with was great. It's everything I always wanted to find out why Sonic 3 & Knuckles were their favorite and I can see why. Some complaints I have were some enemies were too annoying, some gimmicks, and the memorization of the Blue Sphere special stages.

Overall, Sonic 3 AIR is a great unofficial port of the critically acclaimed Sonic 3 & Knuckles (that it still has issues for some reason) and it manages to be a 60 fps gameplay consisted and it was marvelous.
This will be my first review of a Sonic fangame.

I played this game after SAGE 2020 and gotta say I am in love with this game due to its art style, gameplay, and new additions of characters that honestly fit in the Sega Saturn game.

Gameplay:
The gameplay is simple yet straightforward for the beginner's level, as it utilizes some of the character's ability, unique enemies (i.e. the enemy that shatters the bridge), and multiple pathways. The new gimmick no one talks about is the vine that moves a character in a slingshot matter. The mid-boss and Eggman boss are actually challenging but not too hard, with the Eggman being one of the most interesting bosses I saw and it's simple (though I think it kinda hard for new players). My only complaint to me is the Combi Ring which didn't show the strange blue ring for some reason.

Characters:
Fang the Sniper: Fang is a pretty nice addition to the team, not having been playable since Sonic the Fighters (though I never played that game either). His ability is to use a pistol that not only double jumps when pressing the Jump twice but also damages enemies which I was intriguing with. Overall, pretty fun character with some funny end clear animation.

Tunnel the Mole: This new character from the roster is actually pretty fun to use and broken (even though I never saw how broken it was). What I mean is his ability to cling on top of any block as long as it is nearby and he can simply dash when unsling which is a very unique thing since no other character can do that. Though this character was a bit struggle for me, it was definitely fun to visit this character.

Presentation:
Overall, the art style is what you expected from a fangame, and it's pretty neat how it represents the Sega Saturn graphics (such as Sonic appearance in Sonic 3D Blast). I also like the new character designs (particularly Tails' idle animations), it fits pretty well with the aesthetics and the zone itself.
The title screen is so clean like Sonic Mania and the main menu is such beautiful though I wish that the Options menu is open (but it's a fangame so).
The music is just better in this game and it's like a combination of Sonic Mania and CD at its best, and my favorite soundtrack from this game is Midnight (Trailer theme) and Tropicano (Verdant Isle Zone Act 2).

Conclusion:
Overall, this is the game that I was not hyped for when I became a Sonic fangame but this game is beautiful, it plays well, and I was surprised that it was developed over 3 years ago. So naturally, this game has great additional characters and soundtrack that I was very happy to come back after SAGE. I give this one 9.6 / 10 for me.
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Pros: it's everything anyone could ever need for sonic game creation!!
Cons: not much, it's just that why would you take down the old link to core+ because of working on a new update instead of leaving it then releasing the new update???
just amazing. three words: get, this, now.
J
jdohsjoisjh
can you please tell me the version of clickteam fusion that I need for the engine? 0.13
This game is so cool!
the original creator of sonic robo blast 2 and sonic robo blast will be REALLY happy with that!
:D
10055
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I CAN'T SAY HOW COOL THIS GAME IS!!
IT'S PERFECT!!!

10054
Its amazing, the graphics are smooth, thee quality is awesome, and its really easy to control, you just have to remember the controls.
This game is amazing the graphics are good, the gameplay is flawless. Its just that the audio in angel island act 1 is really light even when I crank the volume to 100 and the framerate is off and the pause screen buttons don't work right. But like the disclaimer says this is a fan game so I get it if its has a few bugs but please fix it creator.
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lordgimpet
lordgimpet
thanks I'm planning to streamline and overhaul the menu system as well as address as much as i can before the next release.
Sonic Guy
Sonic Guy
Thanks, just know I mean no offence in this comment
lordgimpet
lordgimpet
none taken, feedback has been surprisingly sparse so ill take whatever i can get good or ill
This is a really good demo. Great music, art design, interesting story premise, and really good game feel. I'm hooked.

P.S: just take my money RRthiel, take it!
This game is amazing, the visuals, the gameplay, everything! (and knuckles has his hat and that's neat and I like it)
This game is absolutely phenomenal. Near flawless controls, thoughtful inclusion of both modern and classic style elements, great physics and momentum. It even lets you turn Super Sonic on or off as you please. Eagerly awaiting more of this game.
This amazing fan project is essentially the sonic mania of mega man games. RRthiel and his band of merry men have truly been able to capture the spirit of all the great mega man games into a project seeping with passion.

Firstly, the visual design, god this is a pretty game, the 16/8 bit look of mega man looks superb, harkening back to Mega Man 7's visual design(which I really like). Everything is so vibrate, expression and detailed, clearly a lot of work went into this games visual design. And that animation...god it's so smooth, like butter smooth you know?

Secondly, the level design and gameplay feel, at first I was skeptical as to how the visual design would affect the gameplay, as I thought the screen crutch would make the game feel cramped and more stiff like in Mega Man 7, and I was also worried that it would make some of the same design mistakes as well. Like for example, remember in turbo man's stage how there were these moving tires that moved you when you bumped into them, well the screen crutch wouldn't allow you to accurately predict when they were going to come, and as a result you would get some pretty unfair deaths from your inability to properly time the jumps. Luckily this demo never made such a mistake, and it's visual design works in perfect harmony with the gameplay, with each obstacle and enemy made with mega man's new size in mind.
Mega Man and Roll feel so good to control, with the tight but flexible movement Mega Man has always been known for. The level design is... alright, a little basic, and even underwhelming at times, but for a tutorial level it works just fine, I just hope the later levels will pick up the slack and introduce us to some new and exciting gimmicks that give us the tight platforming Mega Man has always been loved for. Also, Roll is a little broken, but her character inclusion was an amazing choice, as it incentivizes replayability, a key stable of the Mega Man series. However unlike Mega Man 10 with its sloppy inclusion of Protoman and Bass as playable characters Perfect Blue changes the entire level design to be suited for Roll's abilities, something Capcom should've learned to do a decade ago. Also Roll attacks with a broom, so you know it worth to play as her. Finally the bosses, they have some great attack patterns that make it super satisfying for the player to maneuver around, and with some generally pretty cool designs. All in all fairly solid design and control.

Thirdly, sound design, ok do I really need to talk about the music? I mean... it's pretty obvious that it's amazing. Ok well to be fair the music isn't exactly representative of the Mega Man series and its music, and I wouldn't call it Mega Man music because of it, but it fits perfectly into the levels so its not bothering me at all. The sound effects sound good with the charged buster sounding perfect as always, with the jump and slide following suit. The enemy deaths sound okay, but the boss death sound effects I thought to be underwhelming, like you are about to deal the final blow to the final boss on the tutorial level and when you kill it instead of a hearing an expected large sounding KABOOM, you get a series of little farts for explosions and a lack luster victory tune. But I'm the development team can fix that.

Conclusion, this game has such huge potential to be a smash hit, and I am excited to see what RRthiel and his friends will be serving us in the full version of the game. I am glad to see that this development team is so passionate for the project as they truly put all of their heart and soul into the game I can just feel it. It has one or two flaws, but those are only nitpicks, I am sure that the development team will fix exactly what I complained about by the time the full version comes out. I can only hope the best of success for these talented and creative people, as based off of what I played from this demo, I sure this game will be amazing. Good luck you guys! :)

By Luca S
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Lucagivesgoodreviews
TLDR I'm an idiot for saying the music isn't representative of the Mega Man series all because it's different. It's like how WarCR said it, "it's like saying Sonic Adventure's music isn't very sonic cause it's rock." My description of the music was not very good and I would like to address that I made a mistake saying what I said in my review. It is very good, for crying out loud I have RRThiel's Mega Man Perfect Blue soundtrack in my own personal playlist. THE MUSIC SLAPS make no mistake.
I liked the idea, the gameplay was nice, until I got to a special stage, a Sonic 2 special stage, I terrible at those! I know some people like them, but the controls were harder than the OG S2 special stages.
Sotaknuck
Sotaknuck
Is the impact with the first time you play the special stage enough to warrant a barely average score to the entire game?

Play it a little more and please don't consider a problem being unable to get the all of the emeralds on the first try. Take it slow. Expect to die and maybe suffer a game over or two. It's something that should be expected in a game you're unfamiliar with, even if it looks like other games you played before.
Once you clear it you can replay Green Grove over and over and get the missing emeralds.
In the mean time learn the stages, get good against the bosses. Discover the alternate paths Knuckles and Tails open up.
With a bit of practice you may find out that the special stages are not as hard as they seem once you play them a few times.

Sonic 3D in 2D is a rather short game that can be cleared in less than 2 hours.
If you could clear it immediately and get everything unlocked right away you would lose interest in the game rather quickly and forget about it.
this game is AMAZING. I had so much fun playing so far. The level design is new and fresh and the animations are so cool. One thing I really loved about srb2 was the music and I can say that you have hit the nail on the head with that. I cannot wait to see what the future holds for this game.