Sonic Mania: Sequel Speculation (Spoilers) in Green Grove Zone Posted June 30, 2018 3 hours ago, Skull Leader said: I think the idea of spindashing being essential is bollocks. If anything, I feel that the spindash and other similar moves like the drop dash strip the Genesis formula from the challenge of building speed by using the curved layouts to do so. Heck, even rolling does the same as all you do is press down and watch the character go. Amy's Advance gameplay brought back said challenge by making speed something you earn rather than something you activate by pressing down + jump, as it id about a more involved and skill demanding process where you need to time your jumps (to which Amy features three with different effects) to build speed. What other character can provide this, given that all of them and their mothers can perform the very same abilities that were supoosed to be Sonic's signature moves? The one-button design "philosophy" is something I find people clinging for reasons as shallow as "Yuji Naka said so" rather than for something practical... and even if it is, it only benefits certain characters, much like the speed/flight/power ones from Heroes that only served a very specific group but does not properly represent other characters who see their abilities being limited. The only characters who had an issue with the second button were the ones that didn't need it like Sonic and Tails as their original abilities rendered them redundant. Knuckles IMO already misses abilities that he could gain with a second one since his thing is punching stuff, which would add to better represent his skills. Amy's abilities require two not because of it being a change for the sake of changing, but because it's pretty much the norm for platforming characters that kill enemies with melee attacks instead of jumping over them, and having two buttons instead of mapping everything into one allows for a more precise control. Giving Amy the spindash/spin jump is IMO a terrible decision since then, what makes her unique? Not to mention that she would now have Sonic's abilities that are redundant with her very own ones. Further, what is the point of making everyone play exactly like Sonic? I personally don't see much incentive in these type of characters... nor think that their novelty would last that long since at the end, they're essentially Sonic with different sprites and some tweaked way to reach higher ground and why both Mighty and Ray feel so dissapointing, as Tails and Knuckles are already cover the whole "Sonic + extra moves" mold. Really sad that the potential that comes with having new characters is wasted by forcing them to fit this criteria that is enforced by the unsubstantiated paranoia of it turning like the Adventure games if a character dares to play different like Amy did. You're neglecting that in Sonic Adventure Amy had her own unique levels, as did all the characters. In the classics all the characters need to be able to progress through more or less the same stage. Getting this balance right is difficult. This is part of reason I loved Mirage Saloon 1 as Knuckles so much. After trudging through all these levels designed mainly for Sonic, I finally get a level specifically tailored for Knuckles, and everything just feels so much tighter and... better. More unique paths / stages are the way to go if you want to differentiate the play-styles. I for one am curious to see how / if a potential Mania sequel would address this. I imagine a sequel would have more resources to work with so we may see some experimentation in this regard hopefully. I just hope we don't see things devolve to what Heroes did where each character has like three abilities and you are forced to use all nine of them multiple times to progress, plus the abilities are copy / paste for each character type. I might also want to add that elemental shields feel a little useless when not playing as Sonic. That may be something they wish to address as well.